#version 420 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable // shader f015876e4c8e82f9 //menu 2d blur const float resScale = float($height)/float($gameHeight); uniform ivec4 uf_remappedPS[1]; uniform float uf_alphaTestRef; layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf4000800 res 1280x720x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 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() { 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 R8f = 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 = passParameterSem129; R1f = passParameterSem128; // 0 R7f.x = intBitsToFloat(uf_remappedPS[0].z) * intBitsToFloat(0x3e124925); PV0f.z = mul_nonIEEE(R0f.w, intBitsToFloat(uf_remappedPS[0].w)); PV0f.z *= 2.0; R8f.w = 1.0; PS0f = 1.0 / R1f.w; PS0f /= 2.0; // 1 R127f.x = PV0f.z * intBitsToFloat(0x3ab60b61)/ resScale; R127f.y = PV0f.z * intBitsToFloat(0x3b360b61)/ resScale; PV1f.z = mul_nonIEEE(R1f.x, PS0f); PV1f.w = mul_nonIEEE(-(R1f.y), PS0f); R127f.w = PV0f.z * intBitsToFloat(0x3b888889)/ resScale; PS1f = R127f.w; // 2 R6f.x = PV1f.z + 0.5; PV0f.x = R6f.x; R6f.y = PV1f.w + 0.5; PV0f.y = R6f.y; // 3 R1f.x = PV0f.x; R1f.y = PV0f.y + -(R127f.x); R0f.z = PV0f.x; R0f.y = PV0f.y + R127f.x; PS1f = R0f.y; // 4 R2f.x = R6f.x; R2f.y = R6f.y + -(R127f.y); R3f.z = R6f.x; R3f.y = R6f.y + R127f.y; PS0f = R3f.y; // 5 R4f.x = R6f.x; R4f.y = R6f.y + -(R127f.w); R5f.z = R6f.x; R5f.y = R6f.y + R127f.w; PS1f = R5f.y; R1f.xyz = (texture(textureUnitPS1, R1f.xy).xyz); R0f.xyz = (texture(textureUnitPS1, R0f.zy).xyz); R2f.xyz = (texture(textureUnitPS1, R2f.xy).xyz); R3f.xyz = (texture(textureUnitPS1, R3f.zy).xyz); R4f.xyz = (texture(textureUnitPS1, R4f.xy).xyz); R5f.xyz = (texture(textureUnitPS1, R5f.zy).xyz); R6f.xyz = (texture(textureUnitPS1, R6f.xy).xyz); // 0 backupReg0f = R0f.x; PV0f.x = R1f.x + backupReg0f; R127f.z = R1f.z + R0f.z; PV0f.w = R1f.y + R0f.y; // 1 R127f.x = R2f.x + R3f.x; R127f.y = R6f.x + PV0f.x; R126f.z = R2f.z + R3f.z; R127f.w = R2f.y + R3f.y; R126f.w = R6f.y + PV0f.w; PS1f = R126f.w; // 2 PV0f.x = R4f.y + R5f.y; PV0f.y = R4f.x + R5f.x; PV0f.w = R4f.z + R5f.z; // 3 PV1f.x = PV0f.y + R127f.x; PV1f.y = PV0f.x + R127f.w; PV1f.z = R6f.z + R127f.z; PV1f.w = PV0f.w + R126f.z; // 4 PV0f.y = PV1f.z + PV1f.w; PV0f.z = R126f.w + PV1f.y; PV0f.w = R127f.y + PV1f.x; // 5 R8f.x = mul_nonIEEE(PV0f.w, R7f.x); R8f.y = mul_nonIEEE(PV0f.z, R7f.x); R8f.z = mul_nonIEEE(PV0f.y, R7f.x); // export if( ((vec4(R8f.x, R8f.y, R8f.z, R8f.w)).a >= uf_alphaTestRef) == false) discard; passPixelColor0 = vec4(R8f.x, R8f.y, R8f.z, R8f.w); }