#version 420 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable #extension GL_ARB_shading_language_packing : enable // shader acdc2cc298f22eed uniform ivec4 uf_remappedVS[37]; uniform vec2 uf_windowSpaceToClipSpaceTransform; layout(location = 0) in uvec4 attrDataSem0; layout(location = 1) in uvec4 attrDataSem1; layout(location = 2) in uvec4 attrDataSem2; layout(location = 3) in uvec4 attrDataSem8; layout(location = 4) in uvec4 attrDataSem9; layout(location = 5) in uvec4 attrDataSem12; out gl_PerVertex { vec4 gl_Position; float gl_PointSize; }; layout(location = 2) out vec4 passParameterSem2; layout(location = 6) out vec4 passParameterSem5; layout(location = 7) out vec4 passParameterSem6; layout(location = 8) out vec4 passParameterSem8; layout(location = 1) out vec4 passParameterSem1; layout(location = 5) out vec4 passParameterSem7; layout(location = 3) out vec4 passParameterSem3; layout(location = 4) out vec4 passParameterSem4; layout(location = 9) out vec4 passParameterSem9; 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){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; } void main() { }