#version 420 #extension GL_ARB_texture_gather : enable const float bloomFactor = 1.75; // shader e1d2a971c93cd82a uniform ivec4 uf_remappedPS[8]; 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(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf48a8000 res 1280x720x1 dim 6 tm: 4 format 0011 compSel: 0 0 0 0 mipView: 0x0 (num 0x2) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 0 layout(binding = 4) uniform sampler2D textureUnitPS4;// Tex4 addr 0x171f8800 res 1x1x1 dim 1 tm: 2 format 0806 compSel: 3 0 1 2 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler4 ClampX/Y/Z: 2 2 2 border: 0 layout(location = 0) in vec4 passParameterSem136; layout(location = 1) in vec4 passParameterSem137; 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 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 = passParameterSem136; R1f = passParameterSem137; R0f.z = (texture(textureUnitPS1, R1f.xy).x); R2f.xyz = (texture(textureUnitPS0, R1f.xy).xyz * bloomFactor); // 0 R1f.x = intBitsToFloat(0x3f000000); PV0f.y = intBitsToFloat(uf_remappedPS[0].z) * 1.0; PV0f.w = intBitsToFloat(uf_remappedPS[0].w) * 1.0; // 1 R123f.x = (mul_nonIEEE(R0f.z,intBitsToFloat(uf_remappedPS[1].z)) + PV0f.y); PV1f.x = R123f.x; R123f.z = (mul_nonIEEE(R0f.z,intBitsToFloat(uf_remappedPS[1].w)) + PV0f.w); PV1f.z = R123f.z; // 2 R1f.y = (mul_nonIEEE(R0f.y,intBitsToFloat(uf_remappedPS[2].z)) + PV1f.x); R0f.w = (mul_nonIEEE(R0f.y,intBitsToFloat(uf_remappedPS[2].w)) + PV1f.z); R1f.x = (texture(textureUnitPS4, R1f.xx).x); // 0 R127f.x = (mul_nonIEEE(R0f.x,intBitsToFloat(uf_remappedPS[3].z)) + R1f.y); R127f.y = R1f.x + intBitsToFloat(0x3a83126f); R123f.z = (mul_nonIEEE(R0f.x,intBitsToFloat(uf_remappedPS[3].w)) + R0f.w); PV0f.z = R123f.z; // 1 R126f.x = intBitsToFloat(uf_remappedPS[4].x) + intBitsToFloat(uf_remappedPS[4].w); PV1f.x = R126f.x; PS1f = 1.0 / PV0f.z; // 2 PV0f.z = -(PV1f.x) + intBitsToFloat(uf_remappedPS[4].z); PV0f.w = R127f.x * PS1f; PS0f = 1.0 / R127f.y; // 3 PV1f.z = PS0f * intBitsToFloat(uf_remappedPS[5].x); PV1f.w = -(PV0f.w) + -(R126f.x); PS1f = 1.0 / PV0f.z; // 4 R126f.x = mul_nonIEEE(PS1f, PV1f.w); R126f.x = clamp(R126f.x, 0.0, 1.0); PV0f.x = R126f.x; PV0f.y = max(PV1f.z, intBitsToFloat(0x3d800000)); // 5 R127f.x = min(PV0f.y, intBitsToFloat(0x41800000)); PV1f.x = R127f.x; R123f.z = (mul_nonIEEE(PV0f.x,intBitsToFloat(uf_remappedPS[6].y)) + intBitsToFloat(uf_remappedPS[7].y)); R123f.z = clamp(R123f.z, 0.0, 1.0); PV1f.z = R123f.z; // 6 R0f.x = mul_nonIEEE(R2f.x, PV1f.x); R123f.y = (mul_nonIEEE(R126f.x,intBitsToFloat(uf_remappedPS[6].z)) + intBitsToFloat(uf_remappedPS[7].z)); R123f.y = clamp(R123f.y, 0.0, 1.0); PV0f.y = R123f.y; PV0f.z = -(PV1f.z) + 1.0; R127f.w = (mul_nonIEEE(R126f.x,intBitsToFloat(uf_remappedPS[6].w)) + intBitsToFloat(uf_remappedPS[7].w)); R127f.w = clamp(R127f.w, 0.0, 1.0); R0f.y = mul_nonIEEE(R2f.y, PV1f.x); PS0f = R0f.y; // 7 R0f.z = mul_nonIEEE(R2f.z, R127f.x); PV1f.w = min(PV0f.y, PV0f.z); // 8 R0f.w = R127f.w + PV1f.w; // export passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w); }