#version 430 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable // shader d388f32cb9be9a7a // Used for: Ambient-occlusion float resScale = float($width)/float($gameWidth); #ifdef VULKAN #define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location) #define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation, std140) #define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation) #define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw) #else #define ATTR_LAYOUT(__vkSet, __location) layout(location = __location) #define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140) #define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation) #define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw) #endif #ifdef VULKAN layout(set = 1, binding = 4) uniform ufBlock { uniform ivec4 uf_remappedPS[8]; uniform vec4 uf_fragCoordScale; }; #else uniform ivec4 uf_remappedPS[8]; uniform vec2 uf_fragCoordScale; #endif TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0; TEXTURE_LAYOUT(1, 1, 1) uniform sampler2D textureUnitPS1; TEXTURE_LAYOUT(2, 1, 2) uniform sampler2D textureUnitPS2; TEXTURE_LAYOUT(3, 1, 3) uniform sampler2D textureUnitPS3; layout(location = 0) in vec4 passParameterSem0; layout(location = 1) in vec4 passParameterSem1; layout(location = 0) out vec4 passPixelColor0; 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); vec4 R3f = vec4(0.0); vec4 R4f = vec4(0.0); vec4 R5f = vec4(0.0); vec4 R6f = vec4(0.0); vec4 R7f = vec4(0.0); vec4 R122f = vec4(0.0); vec4 R123f = vec4(0.0); vec4 R124f = vec4(0.0); vec4 R125f = vec4(0.0); vec4 R126f = 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; R0f = passParameterSem0; R1f = passParameterSem1; R7f.x = (texture(textureUnitPS0, R1f.xy).x); R2f.xy = (texture(textureUnitPS3, R1f.zw).xy); // 0 R5f.x = (R2f.y * 2.0 + -(1.0)); PV0f.x = R5f.x; R4f.y = R7f.x * intBitsToFloat(uf_remappedPS[0].z); R123f.z = (-(R7f.x) * intBitsToFloat(uf_remappedPS[1].y) + 1.0); R123f.z = clamp(R123f.z, 0.0, 1.0); PV0f.z = R123f.z; R0f.w = (R2f.x * 2.0 + -(1.0)); PV0f.w = R0f.w; // 1 R4f.x = PV0f.w * intBitsToFloat(uf_remappedPS[2].z)/resScale; R125f.y = PV0f.z * intBitsToFloat(uf_remappedPS[1].x)/resScale; PV1f.y = R125f.y; R4f.z = -(PV0f.x) * intBitsToFloat(uf_remappedPS[2].z)/resScale; // 2 R127f.x = PV1f.y * intBitsToFloat(uf_remappedPS[3].x)/resScale; PV0f.x = R127f.x; R127f.y = PV1f.y * intBitsToFloat(uf_remappedPS[3].y)/resScale; R127f.z = PV1f.y * intBitsToFloat(uf_remappedPS[4].y)/resScale; PV0f.w = PV1f.y * intBitsToFloat(uf_remappedPS[4].x)/resScale; PS0f = 1.0 / PV1f.y; // 3 PV1f.x = R5f.x * PV0f.w; PV1f.y = R4f.x * PV0f.w; R5f.z = intBitsToFloat(uf_remappedPS[5].z) * PS0f; R5f.w = intBitsToFloat(uf_remappedPS[5].z) * PS0f; PS1f = R4f.x * PV0f.x; // 4 PV0f.x = R5f.x * R127f.x; R126f.y = (R4f.z * R127f.y + PS1f); R123f.z = (R0f.w * R127f.z + PV1f.x); PV0f.z = R123f.z; R123f.w = (R4f.z * R127f.z + PV1f.y); PV0f.w = R123f.w; R6f.x = R125f.y * intBitsToFloat(uf_remappedPS[6].x)/resScale; PS0f = R6f.x; // 5 R2f.xyz = vec3(R1f.x,R1f.y,R1f.x) + vec3(PV0f.w,PV0f.z,-(PV0f.w)); R2f.w = R1f.y + -(PV0f.z); R122f.x = (R0f.w * R127f.y + PV0f.x); PS1f = R122f.x; // 6 R3f.xyz = vec3(R1f.x,R1f.y,R1f.x) + vec3(R126f.y,PS1f,-(R126f.y)); R3f.w = R1f.y + -(PS1f); R4f.w = R125f.y * intBitsToFloat(uf_remappedPS[6].y)/resScale; PS0f = R4f.w; R2f.x = (texture(textureUnitPS1, R2f.xy).x); R2f.y = (texture(textureUnitPS1, R2f.zw).x); R3f.x = (texture(textureUnitPS1, R3f.xy).x); R3f.y = (texture(textureUnitPS1, R3f.zw).x); // 0 R127f.x = R4f.y + -(R3f.x); PV0f.x = R127f.x; PV0f.y = -(R2f.y) + R4f.y; PV0f.z = -(R2f.x) + R4f.y; R127f.w = R4f.y + -(R3f.y); // 1 PV1f.x = PV0f.z * R5f.w; PV1f.x /= 2.0; R125f.y = (-(PV0f.z) * intBitsToFloat(uf_remappedPS[1].z) + 1.0); R125f.y = clamp(R125f.y, 0.0, 1.0); R126f.z = (-(PV0f.y) * intBitsToFloat(uf_remappedPS[1].z) + 1.0); R126f.z = clamp(R126f.z, 0.0, 1.0); PV1f.w = PV0f.y * R5f.z; PV1f.w /= 2.0; PS1f = PV0f.x * R5f.w; PS1f /= 2.0; // 2 PV0f.x = R127f.w * R5f.z; PV0f.x /= 2.0; R126f.y = (PV1f.w * intBitsToFloat(uf_remappedPS[4].z) + 0.5); R126f.y = clamp(R126f.y, 0.0, 1.0); PV0f.y = R126f.y; R127f.z = (PV1f.x * intBitsToFloat(uf_remappedPS[4].z) + 0.5); R127f.z = clamp(R127f.z, 0.0, 1.0); PV0f.z = R127f.z; R125f.w = (PS1f * intBitsToFloat(uf_remappedPS[3].z) + 0.5); R125f.w = clamp(R125f.w, 0.0, 1.0); PS0f = R4f.x * R6f.x; // 3 R126f.x = (PV0f.x * intBitsToFloat(uf_remappedPS[3].z) + 0.5); R126f.x = clamp(R126f.x, 0.0, 1.0); PV1f.x = R126f.x; PV1f.y = 0.5 + -(PV0f.z); PV1f.z = 0.5 + -(PV0f.y); R124f.w = (R4f.z * R4f.w + PS0f); R125f.z = (-(R127f.x) * intBitsToFloat(uf_remappedPS[1].z) + 1.0); R125f.z = clamp(R125f.z, 0.0, 1.0); PS1f = R125f.z; // 4 R127f.x = (PV1f.z * R126f.z + 0.5); PV0f.x = R127f.x; R127f.y = (-(R127f.w) * intBitsToFloat(uf_remappedPS[1].z) + 1.0); R127f.y = clamp(R127f.y, 0.0, 1.0); PV0f.y = R127f.y; PV0f.z = 0.5 + -(PV1f.x); R127f.w = (PV1f.y * R125f.y + 0.5); PV0f.w = R127f.w; PS0f = 0.5 + -(R125f.w); // 5 R125f.x = (PV0f.z * PV0f.y + 0.5); PV1f.y = R126f.y + -(PV0f.w); PV1f.z = R127f.z + -(PV0f.x); R126f.w = (PS0f * R125f.z + 0.5); PV1f.w = R126f.w; PS1f = R5f.x * R6f.x; // 6 backupReg0f = R127f.x; backupReg1f = R126f.z; backupReg2f = R127f.w; R127f.x = (PV1f.z * R125f.y + backupReg0f); PV0f.y = R126f.x + -(PV1f.w); R126f.z = (R0f.w * R4f.w + PS1f); PV0f.z = R126f.z; R127f.w = (PV1f.y * backupReg1f + backupReg2f); // 7 PV1f.x = R125f.w + -(R125f.x); R123f.y = (PV0f.y * R127f.y + R126f.w); PV1f.y = R123f.y; R4f.z = R1f.x + R124f.w; R4f.w = R1f.y + PV0f.z; R5f.x = R1f.x + -(R124f.w); PS1f = R5f.x; // 8 backupReg0f = R125f.x; R125f.x = R7f.x * intBitsToFloat(uf_remappedPS[5].y); R5f.y = R1f.y + -(R126f.z); R123f.z = (PV1f.x * R125f.z + backupReg0f); PV0f.z = R123f.z; PV0f.w = PV1f.y * intBitsToFloat(uf_remappedPS[3].w); R6f.z = 0.0; PS0f = R6f.z; // 9 PV1f.x = PV0f.z * intBitsToFloat(uf_remappedPS[3].w); R1f.y = (R127f.w * intBitsToFloat(uf_remappedPS[4].w) + PV0f.w); R6f.w = 1.0; // 10 R1f.z = (R127f.x * intBitsToFloat(uf_remappedPS[4].w) + PV1f.x); // 11 R123f.z = (R7f.x * intBitsToFloat(uf_remappedPS[5].z) + intBitsToFloat(uf_remappedPS[5].x)/3); PV1f.z = R123f.z; // 12 backupReg0f = R0f.x; backupReg1f = R0f.z; PV0f.x = backupReg0f * PV1f.z; PV0f.z = backupReg1f * PV1f.z; PV0f.w = R0f.y * PV1f.z; // 13 backupReg0f = R125f.x; backupReg0f = R125f.x; backupReg0f = R125f.x; R125f.x = (backupReg0f * intBitsToFloat(uf_remappedPS[7].y) + PV0f.w); R127f.y = (backupReg0f * intBitsToFloat(uf_remappedPS[7].x) + PV0f.x); R123f.w = (backupReg0f * intBitsToFloat(uf_remappedPS[7].z) + PV0f.z); PV1f.w = R123f.w; // 14 PS0f = 1.0 / PV1f.w; // 15 R0f.x = R127f.y * PS0f; R0f.y = R125f.x * PS0f; R7f.x = (texture(textureUnitPS1, R4f.zw).x); R5f.y = (texture(textureUnitPS1, R5f.xy).x); R6f.y = (texture(textureUnitPS2, R0f.xy).x); // 0 PV0f.x = R4f.y + -(R7f.x); PV0f.w = R4f.y + -(R5f.y); // 1 R127f.x = (-(PV0f.x) * intBitsToFloat(uf_remappedPS[1].z) + 1.0); R127f.x = clamp(R127f.x, 0.0, 1.0); PV1f.y = PV0f.w * R5f.z; PV1f.y /= 2.0; PV1f.z = PV0f.x * R5f.w; PV1f.z /= 2.0; R126f.w = (-(PV0f.w) * intBitsToFloat(uf_remappedPS[1].z) + 1.0); R126f.w = clamp(R126f.w, 0.0, 1.0); // 2 R125f.x = (PV1f.z * intBitsToFloat(uf_remappedPS[6].z) + 0.5); R125f.x = clamp(R125f.x, 0.0, 1.0); PV0f.x = R125f.x; R127f.w = (PV1f.y * intBitsToFloat(uf_remappedPS[6].z) + 0.5); R127f.w = clamp(R127f.w, 0.0, 1.0); PV0f.w = R127f.w; // 3 PV1f.x = 0.5 + -(PV0f.w); PV1f.w = 0.5 + -(PV0f.x); // 4 R127f.y = (PV1f.w * R127f.x + 0.5); PV0f.y = R127f.y; R126f.z = (PV1f.x * R126f.w + 0.5); PV0f.z = R126f.z; // 5 PV1f.x = R125f.x + -(PV0f.z); PV1f.w = R127f.w + -(PV0f.y); // 6 R123f.y = (PV1f.w * R126f.w + R127f.y); PV0f.y = R123f.y; R123f.z = (PV1f.x * R127f.x + R126f.z); PV0f.z = R123f.z; // 7 R123f.x = (PV0f.z * intBitsToFloat(uf_remappedPS[6].w) + R1f.z); PV1f.x = R123f.x; R123f.w = (PV0f.y * intBitsToFloat(uf_remappedPS[6].w) + R1f.y); PV1f.w = R123f.w; // 8 PV0f.z = PV1f.x + PV1f.w; // 9 PV1f.y = PV0f.z + intBitsToFloat(uf_remappedPS[1].w); // 10 PV0f.x = PV1f.y + -(0.5); // 11 PV1f.w = PV0f.x * intBitsToFloat(uf_remappedPS[0].y); PV1f.w = clamp(PV1f.w, 0.0, 1.0); // 12 R6f.x = -(PV1f.w) + 1.0; // export passPixelColor0 = vec4(R6f.x, R6f.y, R6f.z, R6f.w); }