#version 420 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable // shader c14019840473ff86 //scale boxblur fx layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4001000 res 1920x1080x1 dim 1 tm: 4 format 001a 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 0xf5187000 res 1920x1080x1 dim 1 tm: 4 format 0011 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 0 layout(location = 0) in vec4 passParameterSem0; 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 R3f = vec4(0.0); vec4 R123f = 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; float scaler; R0f = passParameterSem0; scaler = uf_fragCoordScale.x; R0f.w = (textureGather(textureUnitPS1, R0f.xy).y); // 0 R1f.x = R0f.x + intBitsToFloat(0xba088889); R1f.y = R0f.y + intBitsToFloat(0xba72b9d6); R2f.z = R0f.x; R2f.y = R0f.y + intBitsToFloat(0xba72b9d6); PS0f = R2f.y; // 1 R3f.x = R0f.x + intBitsToFloat(0xba088889); R3f.y = R0f.y; R1f.xyzw = (textureGather(textureUnitPS1, R1f.xy).xyzw); R2f.yz = (textureGather(textureUnitPS1, R2f.zy).yz); R3f.xy = (textureGather(textureUnitPS1, R3f.xy).xy); // 0 PV0f.x = R2f.z + R3f.x; PV0f.y = R1f.w + R0f.w; PV0f.z = R1f.z + R3f.y; PV0f.w = R1f.x + R2f.y; // 1 R123f.x = (R1f.y * 2.0 + -(PV0f.x)); PV1f.x = R123f.x; R123f.y = (R1f.y * 2.0 + -(PV0f.y)); PV1f.y = R123f.y; R123f.z = (R1f.y * 2.0 + -(PV0f.z)); PV1f.z = R123f.z; R123f.w = (R1f.y * 2.0 + -(PV0f.w)); PV1f.w = R123f.w; // 2 PV0f.x = max(PV1f.x, -(PV1f.x)); PV0f.y = max(PV1f.y, -(PV1f.y)); PV0f.z = max(PV1f.z, -(PV1f.z)); PV0f.w = max(PV1f.w, -(PV1f.w)); // 3 PV1f.x = PV0f.x + intBitsToFloat(0xb400d959); PV1f.y = PV0f.y + intBitsToFloat(0xb400d959); PV1f.z = PV0f.z + intBitsToFloat(0xb400d959); PV1f.w = PV0f.w + intBitsToFloat(0xb400d959); // 4 R123f.x = intBitsToFloat(((PV1f.w >= 0.0)?(floatBitsToInt(1.0)):(0))); PV0f.x = R123f.x; R123f.y = intBitsToFloat(((PV1f.z >= 0.0)?(floatBitsToInt(1.0)):(0))); PV0f.y = R123f.y; R123f.z = intBitsToFloat(((PV1f.y >= 0.0)?(floatBitsToInt(1.0)):(0))); PV0f.z = R123f.z; R123f.w = intBitsToFloat(((PV1f.x >= 0.0)?(floatBitsToInt(1.0)):(0))); PV0f.w = R123f.w; // 5 tempf.x = dot(vec4(PV0f.x,PV0f.y,PV0f.z,PV0f.w),vec4(0.25*scaler,0.25*scaler,0.25*scaler,0.25*scaler)); PV1f.x = tempf.x; PV1f.y = tempf.x; PV1f.z = tempf.x; PV1f.w = tempf.x; // 6 R127f.z = PV1f.x * intBitsToFloat(0x3f400000); PV0f.z = R127f.z; // 7 R1f.x = (PV0f.z * intBitsToFloat(0xba088889) + R0f.x); R1f.y = R0f.y; R2f.z = R0f.x; R2f.y = (PV0f.z * intBitsToFloat(0xba72b9d6) + R0f.y); PS1f = R2f.y; // 8 R3f.x = (R127f.z * intBitsToFloat(0x3a088889) + R0f.x); R3f.y = R0f.y; R0f.w = (R127f.z * intBitsToFloat(0x3a72b9d6) + R0f.y); R1f.xyzw = (texture(textureUnitPS0, R1f.xy).xyzw); R2f.xyzw = (texture(textureUnitPS0, R2f.zy).xyzw); R3f.xyzw = (texture(textureUnitPS0, R3f.xy).xyzw); R0f.xyzw = (texture(textureUnitPS0, R0f.xw).xyzw); // 0 PV0f.x = R1f.w + R2f.w; PV0f.y = R1f.z + R2f.z; PV0f.z = R1f.y + R2f.y; PV0f.w = R1f.x + R2f.x; // 1 PV1f.x = R3f.w + PV0f.x; PV1f.y = R3f.z + PV0f.y; PV1f.z = R3f.y + PV0f.z; PV1f.w = R3f.x + PV0f.w; // 2 backupReg0f = R0f.y; backupReg1f = R0f.x; PV0f.x = R0f.w + PV1f.x; PV0f.y = R0f.z + PV1f.y; PV0f.z = backupReg0f + PV1f.z; PV0f.w = backupReg1f + PV1f.w; // 3 R0f.x = PV0f.w * 0.25; R0f.y = PV0f.z * 0.25; R0f.z = PV0f.y * 0.25; R0f.w = PV0f.x * 0.25; // export passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w); }