#version 420 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable #extension GL_ARB_shading_language_packing : enable // shader 842a19b509f8b91a //vertical pass bloom const float resYScale = (float($height)/float($gameHeight)); uniform ivec4 uf_remappedVS[1]; uniform vec2 uf_windowSpaceToClipSpaceTransform; layout(location = 0) in uvec4 attrDataSem0; layout(location = 1) in uvec4 attrDataSem1; out gl_PerVertex { vec4 gl_Position; float gl_PointSize; }; layout(location = 0) out vec4 passParameterSem0; layout(location = 1) out vec4 passParameterSem1; layout(location = 2) out vec4 passParameterSem2; 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){return mix(0.0, a*b, (a != 0.0) && (b != 0.0));} 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 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.xyz = attrDataSem0.xyz; attrDecoder.xyz = (attrDecoder.xyz>>24)|((attrDecoder.xyz>>8)&0xFF00)|((attrDecoder.xyz<<8)&0xFF0000)|((attrDecoder.xyz<<24)); attrDecoder.w = 0; R1f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(floatBitsToInt(1.0))); attrDecoder.xy = attrDataSem1.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 backupReg0f = R1f.x; backupReg1f = R1f.y; R1f.x = backupReg0f; R1f.x *= 2.0; R1f.y = backupReg1f; R1f.y *= 2.0; R1f.z = 0.0; R1f.w = 1.0; PS0f = intBitsToFloat(uf_remappedVS[0].y) * intBitsToFloat(0x3fb13a93)/resYScale; // center // 1 PV1f.x = intBitsToFloat(uf_remappedVS[0].y) * intBitsToFloat(0x404ec4f0)/resYScale; //wide R127f.y = intBitsToFloat(uf_remappedVS[0].y) * intBitsToFloat(0x40a275f7)/resYScale; //Low res pass, not first R2f.z = R2f.y + PS0f; PV1f.z = R2f.z; R2f.w = R2f.y; PV1f.w = R2f.w; R0f.y = R2f.y + -(PS0f); PS1f = R0f.y; // 2 R0f.x = R2f.x; R3f.y = R2f.y + -(PV1f.x); R0f.z = PV1f.z; R0f.w = PV1f.w; R2f.z = R2f.y + PV1f.x; PS0f = R2f.z; // 3 R3f.x = R2f.x; R4f.y = R2f.y + -(R127f.y); R3f.z = PS0f; R3f.w = R2f.y; R2f.z = R2f.y + R127f.y; PS1f = R2f.z; // 4 R4f.xzw = vec3(R2f.x,PS1f,R2f.y); // export gl_Position = vec4(R1f.x, R1f.y, R1f.z, R1f.w); // export passParameterSem0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w); // export passParameterSem1 = vec4(R3f.x, R3f.y, R3f.z, R3f.w); // export passParameterSem2 = vec4(R4f.x, R4f.y, R4f.z, R4f.w); // 0 }