#version 420 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable // shader 023831cdf6638473 //ps aa restore const float resScale = ; uniform ivec4 uf_remappedPS[3]; layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf531c800 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 = 3) uniform sampler2D textureUnitPS3;// Tex3 addr 0xf5b14800 res 480x270x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler3 ClampX/Y/Z: 0 0 0 border: 0 layout(location = 0) in vec4 passParameterSem129; layout(location = 1) in vec4 passParameterSem128; 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); ivec4 R5i = ivec4(0); ivec4 R6i = ivec4(0); ivec4 R123i = ivec4(0); ivec4 R126i = ivec4(0); ivec4 R127i = 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[2]; bool activeMaskStackC[3]; activeMaskStack[0] = false; activeMaskStackC[0] = false; activeMaskStackC[1] = false; activeMaskStack[0] = true; activeMaskStackC[0] = true; activeMaskStackC[1] = true; vec3 cubeMapSTM; int cubeMapFaceId; R0i = floatBitsToInt(passParameterSem129); R1i = floatBitsToInt(passParameterSem128); if( activeMaskStackC[1] == true ) { R2i.w = floatBitsToInt(textureLod(textureUnitPS0, intBitsToFloat(R0i.zy),0.0).y); R2i.z = floatBitsToInt(textureLod(textureUnitPS0, intBitsToFloat(R0i.xw),0.0).y); R2i.y = floatBitsToInt(textureLod(textureUnitPS0, intBitsToFloat(R0i.xy),0.0).y); R0i.x = floatBitsToInt(textureLod(textureUnitPS0, intBitsToFloat(R0i.zw),0.0).y); R3i.xyzw = floatBitsToInt(textureLod(textureUnitPS0, intBitsToFloat(R1i.xy),0.0).xyzw); } if( activeMaskStackC[1] == true ) { activeMaskStack[1] = activeMaskStack[0]; activeMaskStackC[2] = activeMaskStackC[1]; // 0 R127i.x = floatBitsToInt(max(intBitsToFloat(R2i.z), intBitsToFloat(R2i.y))); R127i.y = floatBitsToInt(min(intBitsToFloat(R2i.z), intBitsToFloat(R2i.y))); PV0i.w = floatBitsToInt(intBitsToFloat(R2i.w) + intBitsToFloat(0x3b2aaaab)); R0i.y = 0; PS0i = R0i.y; // 1 backupReg0i = R0i.x; backupReg0i = R0i.x; PV1i.x = floatBitsToInt(min(intBitsToFloat(PV0i.w), intBitsToFloat(backupReg0i))); PV1i.y = floatBitsToInt(-(intBitsToFloat(PV0i.w)) + intBitsToFloat(R2i.z)); PV1i.z = floatBitsToInt(max(intBitsToFloat(PV0i.w), intBitsToFloat(backupReg0i))); // 2 PV0i.y = floatBitsToInt(intBitsToFloat(PV1i.y) + -(intBitsToFloat(R2i.y))); R5i.z = floatBitsToInt(min(intBitsToFloat(R127i.y), intBitsToFloat(PV1i.x))); PV0i.z = R5i.z; PV0i.w = floatBitsToInt(intBitsToFloat(PV1i.y) + intBitsToFloat(R2i.y)); R6i.z = floatBitsToInt(max(intBitsToFloat(R127i.x), intBitsToFloat(PV1i.z))); PS0i = R6i.z; // 3 backupReg0i = R0i.x; backupReg0i = R0i.x; PV1i.x = floatBitsToInt(max(intBitsToFloat(R3i.y), intBitsToFloat(PS0i))); PV1i.y = floatBitsToInt(min(intBitsToFloat(R3i.y), intBitsToFloat(PV0i.z))); R0i.z = floatBitsToInt(intBitsToFloat(PV0i.w) + -(intBitsToFloat(backupReg0i))); PV1i.w = floatBitsToInt(intBitsToFloat(PS0i) * intBitsToFloat(0x3e000000)); R0i.x = floatBitsToInt(intBitsToFloat(PV0i.y) + intBitsToFloat(backupReg0i)); PS1i = R0i.x; // 4 PV0i.y = floatBitsToInt(-(intBitsToFloat(PV1i.y)) + intBitsToFloat(PV1i.x)); PV0i.z = floatBitsToInt(max(intBitsToFloat(PV1i.w), intBitsToFloat(0x3d4ccccd))); // 5 PV1i.x = ((intBitsToFloat(PV0i.z) > intBitsToFloat(PV0i.y))?int(0xFFFFFFFF):int(0x0)); // 6 R2i.x = ((PV1i.x == 0)?(0):(R3i.x)); R2i.y = ((PV1i.x == 0)?(0):(R3i.y)); R2i.z = ((PV1i.x == 0)?(0):(R3i.z)); R2i.w = ((PV1i.x == 0)?(0):(R3i.w)); R0i.w = ((PV1i.x == 0)?(0):(0x3f800000)); PS0i = R0i.w; // 7 predResult = (R0i.w == 0); activeMaskStack[1] = predResult; activeMaskStackC[2] = predResult == true && activeMaskStackC[1] == true; } else { activeMaskStack[1] = false; activeMaskStackC[2] = false; } if( activeMaskStackC[2] == true ) { // 0 backupReg0i = R0i.x; backupReg0i = R0i.x; backupReg1i = R0i.y; backupReg1i = R0i.y; backupReg2i = R0i.z; backupReg2i = R0i.z; tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(backupReg0i),intBitsToFloat(backupReg1i),intBitsToFloat(backupReg2i),-0.0),vec4(intBitsToFloat(backupReg0i),intBitsToFloat(backupReg1i),intBitsToFloat(backupReg2i),0.0))); PV0i.x = tempi.x; PV0i.y = tempi.x; PV0i.z = tempi.x; PV0i.w = tempi.x; // 1 tempResultf = 1.0 / sqrt(intBitsToFloat(PV0i.x)); PS1i = floatBitsToInt(tempResultf); // 2 R127i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R0i.z), intBitsToFloat(PS1i))); PV0i.z = R127i.z; R127i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R0i.x), intBitsToFloat(PS1i))); PV0i.w = R127i.w; // 3 PV1i.x = floatBitsToInt(max(intBitsToFloat(PV0i.z), -(intBitsToFloat(PV0i.z)))); PV1i.y = floatBitsToInt(max(intBitsToFloat(PV0i.w), -(intBitsToFloat(PV0i.w)))); PV1i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.w), intBitsToFloat(uf_remappedPS[0].z) / resScale)); PV1i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.z), intBitsToFloat(uf_remappedPS[0].w) / resScale)); // 4 R0i.x = floatBitsToInt(intBitsToFloat(R1i.x) + -(intBitsToFloat(PV1i.z))); R0i.y = floatBitsToInt(intBitsToFloat(R1i.y) + -(intBitsToFloat(PV1i.w))); R2i.z = floatBitsToInt(intBitsToFloat(R1i.x) + intBitsToFloat(PV1i.z)); PV0i.w = floatBitsToInt(min(intBitsToFloat(PV1i.y), intBitsToFloat(PV1i.x))); R2i.y = floatBitsToInt(intBitsToFloat(R1i.y) + intBitsToFloat(PV1i.w)); PS0i = R2i.y; // 5 PV1i.z = floatBitsToInt(intBitsToFloat(PV0i.w) * intBitsToFloat(0x41000000)/ resScale); // 6 PS0i = floatBitsToInt(1.0 / intBitsToFloat(PV1i.z)); // 7 PV1i.x = floatBitsToInt(intBitsToFloat(R127i.w) * intBitsToFloat(PS0i)); PV1i.w = floatBitsToInt(intBitsToFloat(R127i.z) * intBitsToFloat(PS0i)); // 8 PV0i.y = floatBitsToInt(max(intBitsToFloat(PV1i.w), intBitsToFloat(0xc0000000) / resScale)); PV0i.z = floatBitsToInt(max(intBitsToFloat(PV1i.x), intBitsToFloat(0xc0000000) / resScale)); // 9 PV1i.x = floatBitsToInt(min(intBitsToFloat(PV0i.z), 2.0)); PV1i.w = floatBitsToInt(min(intBitsToFloat(PV0i.y), 2.0)); // 10 PV0i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.x), intBitsToFloat(uf_remappedPS[1].x) / resScale)); PV0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.w), intBitsToFloat(uf_remappedPS[1].y) / resScale)); // 11 R3i.x = floatBitsToInt(intBitsToFloat(R1i.x) + -(intBitsToFloat(PV0i.z))); R3i.y = floatBitsToInt(intBitsToFloat(R1i.y) + -(intBitsToFloat(PV0i.w))); R0i.z = floatBitsToInt(intBitsToFloat(R1i.x) + intBitsToFloat(PV0i.z)); R0i.w = floatBitsToInt(intBitsToFloat(R1i.y) + intBitsToFloat(PV0i.w)); } if( activeMaskStackC[2] == true ) { R4i.xyzw = floatBitsToInt(textureLod(textureUnitPS0, intBitsToFloat(R0i.xy),0.0).xyzw); R2i.xyzw = floatBitsToInt(textureLod(textureUnitPS0, intBitsToFloat(R2i.zy),0.0).xyzw); R3i.xyzw = floatBitsToInt(textureLod(textureUnitPS0, intBitsToFloat(R3i.xy),0.0).xyzw); R0i.xyzw = floatBitsToInt(textureLod(textureUnitPS0, intBitsToFloat(R0i.zw),0.0).xyzw); } if( activeMaskStackC[2] == true ) { // 0 R126i.x = floatBitsToInt(intBitsToFloat(R4i.z) + intBitsToFloat(R2i.z)); R126i.x = floatBitsToInt(intBitsToFloat(R126i.x) / 2.0); R126i.y = floatBitsToInt(intBitsToFloat(R4i.y) + intBitsToFloat(R2i.y)); R126i.y = floatBitsToInt(intBitsToFloat(R126i.y) / 2.0); R126i.z = floatBitsToInt(intBitsToFloat(R4i.x) + intBitsToFloat(R2i.x)); R126i.z = floatBitsToInt(intBitsToFloat(R126i.z) / 2.0); R126i.w = floatBitsToInt(intBitsToFloat(R4i.w) + intBitsToFloat(R2i.w)); R126i.w = floatBitsToInt(intBitsToFloat(R126i.w) / 2.0); // 1 backupReg0i = R0i.y; backupReg1i = R0i.x; backupReg2i = R0i.w; PV1i.x = floatBitsToInt(intBitsToFloat(R3i.z) + intBitsToFloat(R0i.z)); PV1i.x = floatBitsToInt(intBitsToFloat(PV1i.x) / 2.0); PV1i.y = floatBitsToInt(intBitsToFloat(R3i.y) + intBitsToFloat(backupReg0i)); PV1i.y = floatBitsToInt(intBitsToFloat(PV1i.y) / 2.0); PV1i.z = floatBitsToInt(intBitsToFloat(R3i.x) + intBitsToFloat(backupReg1i)); PV1i.z = floatBitsToInt(intBitsToFloat(PV1i.z) / 2.0); PV1i.w = floatBitsToInt(intBitsToFloat(R3i.w) + intBitsToFloat(backupReg2i)); PV1i.w = floatBitsToInt(intBitsToFloat(PV1i.w) / 2.0); // 2 R127i.x = floatBitsToInt(intBitsToFloat(R126i.x) + intBitsToFloat(PV1i.x)); R127i.x = floatBitsToInt(intBitsToFloat(R127i.x) / 2.0); R127i.y = floatBitsToInt(intBitsToFloat(R126i.y) + intBitsToFloat(PV1i.y)); R127i.y = floatBitsToInt(intBitsToFloat(R127i.y) / 2.0); PV0i.y = R127i.y; R127i.z = floatBitsToInt(intBitsToFloat(R126i.z) + intBitsToFloat(PV1i.z)); R127i.z = floatBitsToInt(intBitsToFloat(R127i.z) / 2.0); R127i.w = floatBitsToInt(intBitsToFloat(R126i.w) + intBitsToFloat(PV1i.w)); R127i.w = floatBitsToInt(intBitsToFloat(R127i.w) / 2.0); // 3 PV1i.y = ((intBitsToFloat(PV0i.y) > intBitsToFloat(R6i.z))?int(0xFFFFFFFF):int(0x0)); PV1i.z = ((intBitsToFloat(R5i.z) > intBitsToFloat(PV0i.y))?int(0xFFFFFFFF):int(0x0)); // 4 R123i.x = ((PV1i.z == 0)?(PV1i.y):(int(-1))); PV0i.x = R123i.x; // 5 R2i.x = ((PV0i.x == 0)?(R127i.z):(R126i.z)); R2i.y = ((PV0i.x == 0)?(R127i.y):(R126i.y)); R2i.z = ((PV0i.x == 0)?(R127i.x):(R126i.x)); R2i.w = ((PV0i.x == 0)?(R127i.w):(R126i.w)); } activeMaskStackC[1] = activeMaskStack[0] == true && activeMaskStackC[0] == true; if( activeMaskStackC[1] == true ) { R1i.xyzw = floatBitsToInt(texture(textureUnitPS3, intBitsToFloat(R1i.zw)).xyzw); } if( activeMaskStackC[1] == true ) { // 0 PV0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.w), intBitsToFloat(R1i.w))); PV0i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.z), intBitsToFloat(R1i.w))); PV0i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.y), intBitsToFloat(R1i.w))); PV0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.x), intBitsToFloat(R1i.w))); // 1 R1i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV0i.w),intBitsToFloat(uf_remappedPS[2].x)) + intBitsToFloat(R2i.x))); R1i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV0i.z),intBitsToFloat(uf_remappedPS[2].x)) + intBitsToFloat(R2i.y))); R1i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV0i.y),intBitsToFloat(uf_remappedPS[2].x)) + intBitsToFloat(R2i.z))); R1i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV0i.x),intBitsToFloat(uf_remappedPS[2].x)) + intBitsToFloat(R2i.w))); } // export passPixelColor0 = vec4(intBitsToFloat(R1i.x), intBitsToFloat(R1i.y), intBitsToFloat(R1i.z), intBitsToFloat(R1i.w)); }