#version 420 #extension GL_ARB_texture_gather : enable const float bloomFactor = 1.75; // shader 7658289ba65cb755 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(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 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); 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 = passParameterSem137; R1f.xyz = (texture(textureUnitPS0, R0f.xy).xyz * bloomFactor); // 0 R0f.y = intBitsToFloat(0x3f000000); R2f.w = 1.0; R0f.x = (texture(textureUnitPS4, R0f.yy).x); // 0 backupReg0f = R0f.x; PV0f.x = backupReg0f + intBitsToFloat(0x3a83126f); // 1 PS1f = 1.0 / PV0f.x; // 2 PV0f.z = PS1f * intBitsToFloat(uf_remappedPS[0].x); // 3 PV1f.y = max(PV0f.z, intBitsToFloat(0x3d800000)); // 4 PV0f.x = min(PV1f.y, intBitsToFloat(0x41800000)); // 5 R2f.x = mul_nonIEEE(R1f.x, PV0f.x); R2f.y = mul_nonIEEE(R1f.y, PV0f.x); R2f.z = mul_nonIEEE(R1f.z, PV0f.x); // export passPixelColor0 = vec4(R2f.x, R2f.y, R2f.z, R2f.w); }