#version 420 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable #extension GL_ARB_shading_language_packing : enable // shader 7a641a67c4009f7f //Blur const float resXScale = intBitsToFloat($width)/intBitsToFloat($gameWidth); const float resYScale = intBitsToFloat($height)/intBitsToFloat($gameHeight); uniform ivec4 uf_remappedVS[8]; uniform vec2 uf_windowSpaceToClipSpaceTransform; layout(location = 0) in uvec4 attrDataSem0; layout(location = 1) in uvec4 attrDataSem5; out gl_PerVertex { vec4 gl_Position; float gl_PointSize; }; layout(location = 0) out vec4 passParameterSem128; layout(location = 1) out vec4 passParameterSem129; layout(location = 2) out vec4 passParameterSem130; layout(location = 3) out vec4 passParameterSem131; 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 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 R125f = vec4(0.0); vec4 R126f = vec4(0.0); vec4 R127f = vec4(0.0); uvec4 attrDecoder; 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 = floatBitsToInt(ivec4(gl_VertexID, 0, 0, gl_InstanceID)); attrDecoder.xy = attrDataSem0.xy; attrDecoder.xy = (attrDecoder.xy>>24)|((attrDecoder.xy>>8)&0xFF00)|((attrDecoder.xy<<8)&0xFF0000)|((attrDecoder.xy<<24)); attrDecoder.z = 0; attrDecoder.w = 0; R1f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(floatBitsToInt(0.0)), intBitsToFloat(floatBitsToInt(1.0))); attrDecoder.xy = attrDataSem5.xy; attrDecoder.xy = (attrDecoder.xy>>24)|((attrDecoder.xy>>8)&0xFF00)|((attrDecoder.xy<<8)&0xFF0000)|((attrDecoder.xy<<24)); attrDecoder.z = 0; attrDecoder.w = 0; R2f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(floatBitsToInt(0.0)), intBitsToFloat(floatBitsToInt(1.0))); // 0 R127f.xyz = vec3(R2f.y,R2f.x,R2f.y) + vec3(-(intBitsToFloat(uf_remappedVS[0].y)/resYScale),-(intBitsToFloat(uf_remappedVS[0].x)/resXScale),-(intBitsToFloat(uf_remappedVS[1].y)/resYScale)); PV0f.w = R2f.x + -(intBitsToFloat(uf_remappedVS[1].x)/resXScale); R0f.x = R2f.x + intBitsToFloat(uf_remappedVS[1].x)/resXScale; PS0f = R0f.x; // 1 R126f.xyz = vec3(R2f.y,R2f.x,R2f.y) + vec3(-(intBitsToFloat(uf_remappedVS[2].y)/resYScale),-(intBitsToFloat(uf_remappedVS[2].x)/resXScale),-(intBitsToFloat(uf_remappedVS[3].y)/resYScale)); R127f.w = R2f.x + -(intBitsToFloat(uf_remappedVS[3].x)/resXScale); R0f.z = PV0f.w; PS1f = R0f.z; // 2 backupReg0f = R127f.z; R125f.x = R2f.y + -(intBitsToFloat(uf_remappedVS[4].y)/resXScale); R125f.y = R2f.x + -(intBitsToFloat(uf_remappedVS[4].x)/resYScale); R127f.z = R2f.y + -(intBitsToFloat(uf_remappedVS[5].y)/resXScale); R126f.w = R2f.x + -(intBitsToFloat(uf_remappedVS[5].x)/resYScale); R0f.w = backupReg0f; PS0f = R0f.w; // 3 R9f.x = R2f.y + -(intBitsToFloat(uf_remappedVS[6].y)/resXScale); R9f.y = R2f.x + -(intBitsToFloat(uf_remappedVS[6].x)/resYScale); R125f.z = R2f.y + -(intBitsToFloat(uf_remappedVS[7].y)/resXScale); R125f.w = R2f.x + -(intBitsToFloat(uf_remappedVS[7].x)/resYScale); R3f.z = R127f.y; PS1f = R3f.z; // 4 R3f.x = R2f.x + intBitsToFloat(uf_remappedVS[0].x)/resXScale; R0f.y = R2f.y + intBitsToFloat(uf_remappedVS[1].y)/resYScale; R4f.z = R127f.w; R3f.w = R127f.x; R3f.y = R2f.y + intBitsToFloat(uf_remappedVS[0].y)/resYScale; PS0f = R3f.y; // 5 R4f.x = R2f.x + intBitsToFloat(uf_remappedVS[3].x)/resXScale; R4f.y = R2f.y + intBitsToFloat(uf_remappedVS[3].y)/resYScale; R5f.z = R126f.y; R4f.w = R126f.z; R5f.x = R2f.x + intBitsToFloat(uf_remappedVS[2].x)/resXScale; PS1f = R5f.x; // 6 R6f.x = R2f.x + intBitsToFloat(uf_remappedVS[5].x)/resXScale; R5f.y = R2f.y + intBitsToFloat(uf_remappedVS[2].y)/resYScale; R6f.z = R126f.w; R5f.w = R126f.x; R6f.y = R2f.y + intBitsToFloat(uf_remappedVS[5].y)/resYScale; PS0f = R6f.y; // 7 R7f.x = R2f.x + intBitsToFloat(uf_remappedVS[4].x)/resXScale; R7f.y = R2f.y + intBitsToFloat(uf_remappedVS[4].y)/resYScale; R7f.z = R125f.y; R6f.w = R127f.z; R7f.w = R125f.x; PS1f = R7f.w; // 8 R8f.x = R2f.x + intBitsToFloat(uf_remappedVS[7].x)/resXScale; R8f.y = R2f.y + intBitsToFloat(uf_remappedVS[7].y)/resYScale; R8f.z = R125f.w; R8f.w = R125f.z; R10f.x = R2f.x + intBitsToFloat(uf_remappedVS[6].x)/resXScale; PS0f = R10f.x; // export gl_Position = vec4(R1f.x, R1f.y, R1f.z, R1f.w); // export passParameterSem128 = vec4(R0f.x, R0f.y, R0f.z, R0f.w); // export passParameterSem129 = vec4(R3f.x, R3f.y, R3f.z, R3f.w); // export passParameterSem130 = vec4(R4f.x, R4f.y, R4f.z, R4f.w); // export passParameterSem131 = vec4(R5f.x, R5f.y, R5f.z, R5f.w); // export // skipped export to semanticId 255 // export // skipped export to semanticId 255 // export // skipped export to semanticId 255 // 0 R10f.y = R2f.y + intBitsToFloat(uf_remappedVS[6].y)/resYScale; //? R10f.z = R9f.y; R10f.w = R9f.x; // export // skipped export to semanticId 255 // 0 }