#version 420 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable // shader fe05aca8e186a5fd // Used for: DoF backgrounds const float resXScale = ($width/$gameWidth); const float resYScale = ($height/$gameHeight); layout(binding = 38, std140) uniform uniformBlockPS6 { vec4 uf_blockPS6[1024]; }; layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0x33659800 res 640x360x1 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(location = 0) in vec4 passParameterSem136; layout(location = 1) in vec4 passParameterSem130; 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() { ivec4 R0i = ivec4(0); ivec4 R1i = ivec4(0); ivec4 R2i = ivec4(0); ivec4 R3i = ivec4(0); ivec4 R4i = ivec4(0); int backupReg0i, backupReg1i, backupReg2i, backupReg3i, backupReg4i; ivec4 PV0i = ivec4(0), PV1i = ivec4(0); int PS0i = 0, PS1i = 0; ivec4 tempi = ivec4(0); float tempResultf; int tempResulti; ivec4 ARi = ivec4(0); bool predResult = true; bool activeMaskStack[1]; bool activeMaskStackC[2]; activeMaskStackC[0] = false; activeMaskStack[0] = true; activeMaskStackC[0] = true; activeMaskStackC[1] = true; vec3 cubeMapSTM; int cubeMapFaceId; R0i = floatBitsToInt(passParameterSem136); R1i = floatBitsToInt(passParameterSem130); if( activeMaskStackC[1] == true ) { // 0 R4i.xyz = ivec3(0,0,0); R4i.w = floatBitsToInt(1.0); R1i.z = 0; PS0i = R1i.z; // 1 R1i.w = int(uf_blockPS6[0].x); PS1i = R1i.w; } while( activeMaskStackC[1] == true ) { if( activeMaskStackC[1] == true ) { // 0 R2i.x = (R1i.w > R1i.z)?int(0xFFFFFFFF):int(0x0); // 1 predResult = (R2i.x != 0); if( predResult == false ) break; } if( activeMaskStackC[1] == true ) { // 0 backupReg0i = R1i.z; R1i.z = backupReg0i + int(1); } if( activeMaskStackC[1] == true ) { R3i.xyz = floatBitsToInt(uf_blockPS6[R1i.z].xyz/resXScale); // Uses X, not sure if this shader is supposed to be widescreened. } if( activeMaskStackC[1] == true ) { // 0 R2i.x = floatBitsToInt(intBitsToFloat(R1i.x) + intBitsToFloat(R3i.x)); R2i.y = floatBitsToInt(intBitsToFloat(R1i.y) + intBitsToFloat(R3i.y)); } if( activeMaskStackC[1] == true ) { R2i.xyz = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R2i.xy)).xyz); } if( activeMaskStackC[1] == true ) { // 0 backupReg0i = R3i.z; R3i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R3i.z),intBitsToFloat(R2i.x)) + intBitsToFloat(R4i.x))); R3i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R3i.z),intBitsToFloat(R2i.y)) + intBitsToFloat(R4i.y))); R3i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(backupReg0i),intBitsToFloat(R2i.z)) + intBitsToFloat(R4i.z))); // 1 R2i.xyz = ivec3(R4i.x,R4i.y,R4i.z); R2i.w = R4i.w; // 2 backupReg0i = R4i.w; R4i.xyz = ivec3(R3i.x,R3i.y,R3i.z); R4i.w = backupReg0i; } } if( activeMaskStackC[1] == true ) { // 0 backupReg0i = R0i.x; backupReg1i = R0i.y; backupReg2i = R0i.z; backupReg3i = R0i.w; R0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(backupReg0i), intBitsToFloat(R4i.x))); R0i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(backupReg1i), intBitsToFloat(R4i.y))); R0i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(backupReg2i), intBitsToFloat(R4i.z))); R0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(backupReg3i), intBitsToFloat(R4i.w))); } // export passPixelColor0 = vec4(intBitsToFloat(R0i.x), intBitsToFloat(R0i.y), intBitsToFloat(R0i.z), intBitsToFloat(R0i.w)); }