#version 420 #extension GL_ARB_texture_gather : enable #extension GL_ARB_shading_language_packing : enable // shader d0664898dbf28dfa// Pillarbox cutscene fmvs 16:9 -> 21:9 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; 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 min(a*b,min(abs(a)*3.40282347E+38F,abs(b)*3.40282347E+38F)); } void main() { vec4 R0f = vec4(0.0); vec4 R1f = vec4(0.0); vec4 R2f = 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 = R2f.x; backupReg1f = R2f.y; backupReg2f = R1f.z; R2f.x = backupReg0f; R2f.y = backupReg1f; PV0f.z = R1f.y * intBitsToFloat(uf_remappedVS[0].y); PV0f.w = R1f.x * intBitsToFloat(uf_remappedVS[0].x); R1f.z = backupReg2f; PS0f = R1f.z; // 1 R1f.x = PV0f.w + intBitsToFloat(uf_remappedVS[0].z); R1f.y = PV0f.z + intBitsToFloat(uf_remappedVS[0].w); R1f.w = 1.0; // export float origRatio = 1.777f; float newRatio = ; // *(origRatio / newRatio) gl_Position = vec4(R1f.x*(origRatio / newRatio), R1f.y, R1f.z, R1f.w); // export passParameterSem0 = vec4(R2f.x, R2f.y, R2f.z, R2f.z); // 0 }