#version 420 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable // shader 037490dc03a83598 //sun wite-out-de-band, pre-mix bloom brightness layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4e76000 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: 0 layout(location = 0) in vec4 passParameterSem0; layout(location = 0) out vec4 passPixelColor0; highp float lineRand(vec2 co) { highp float a = 12.9898; highp float b = 78.233; highp float c = 43758.5453; highp float dt = dot(co.xy, vec2(a, b)); highp float sn = mod(dt, 3.14); return fract(sin(sn) * c); } 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); 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; R0f.xyzw = (texture(textureUnitPS0, R0f.xy).xyzw)* (0.995 - (lineRand(gl_FragCoord.yx)*0.1)); //R0f.xyzw = (texture(textureUnitPS0, R0f.xy).xyzw); // 0 backupReg0f = R0f.x; backupReg1f = R0f.y; backupReg2f = R0f.z; backupReg3f = R0f.w; R0f.x = backupReg0f; R0f.x = clamp(R0f.x, 0.0, 1.0); R0f.y = backupReg1f; R0f.y = clamp(R0f.y, 0.0, 1.0); R0f.z = backupReg2f; R0f.z = clamp(R0f.z, 0.0, 1.0); R0f.w = backupReg3f; R0f.w = clamp(R0f.w, 0.0, 1.0); // export passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w); }