#version 420 #extension GL_ARB_texture_gather : enable // shader 10584c6fc5857351 // bloom pre-spread uniform ivec4 uf_remappedPS[2]; layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf5c7b800 res 1280x720x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1 layout(location = 0) in vec4 passParameterSem0; layout(location = 1) in vec4 passParameterSem1; 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() { vec2 R0f = vec2(0.0); vec4 R1f = vec4(0.0); vec4 R2f = vec4(0.0); vec4 R3f = vec4(0.0); vec4 R123f = 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 = vec2((passParameterSem0.x + passParameterSem1.x)/2, (passParameterSem0.y + passParameterSem0.w)/2); //center point vec2 res = vec2( passParameterSem1.x - passParameterSem0.x, passParameterSem0.w - passParameterSem0.y ); int r = int(floor(1.0 / uf_fragCoordScale.y + 0.5)); float count = 0.0; for( int x=-r; x<=r; x++ ) { for( int y=-r; y<=r; y++ ) { if( pow(x,2) + pow(y,2) <= pow(r,2) ) { R1f += texture( textureUnitPS0, R0f + vec2(x,y)*res ); count += 1.0; } } } PV0f = R1f/count; R127f.xzw = PV0f.xzw; R126f.y = PV0f.y; // 3 tempf.x = dot(vec4(PV0f.x,PV0f.y,PV0f.z,-0.0),vec4(intBitsToFloat(uf_remappedPS[0].x),intBitsToFloat(uf_remappedPS[0].y),intBitsToFloat(uf_remappedPS[0].z),0.0)); PV1f.x = tempf.x; PV1f.y = tempf.x; PV1f.z = tempf.x; PV1f.w = tempf.x; PS1f = mul_nonIEEE(PV0f.w, intBitsToFloat(uf_remappedPS[0].w)); // 4 tempf.x = dot(vec4(R127f.x,R126f.y,R127f.z,PS1f),vec4(intBitsToFloat(uf_remappedPS[0].x),intBitsToFloat(uf_remappedPS[0].y),intBitsToFloat(uf_remappedPS[0].z),1.0)); tempf.x = clamp(tempf.x, 0.0, 1.0); PV0f.x = tempf.x; PV0f.y = tempf.x; PV0f.z = tempf.x; PV0f.w = tempf.x; R127f.y = tempf.x; PS0f = 1.0 / PV1f.x; // 5 PV1f.z = PS0f * intBitsToFloat(uf_remappedPS[1].x); PV1f.z = clamp(PV1f.z, 0.0, 1.0); // 6 PV0f.y = mul_nonIEEE(R127f.y, PV1f.z); // 7 PV1f.x = mul_nonIEEE(PV0f.y, intBitsToFloat(uf_remappedPS[1].z)); // 8 R1f.x = mul_nonIEEE(R127f.x, PV1f.x); R1f.y = mul_nonIEEE(R126f.y, PV1f.x); R1f.z = mul_nonIEEE(R127f.z, PV1f.x); R1f.w = mul_nonIEEE(R127f.w, PV1f.x); // export passPixelColor0 = vec4(R1f.x, R1f.y, R1f.z, R1f.w); }