#version 420 #extension GL_ARB_texture_gather : enable // shader cb83a22cf0961e1a // Remove some spare text uniform ivec4 uf_remappedPS[4]; layout(binding = 0) uniform sampler2DArray textureUnitPS0;// Tex0 addr 0x20384000 res 1024x1024x1 dim 5 tm: 4 format 0001 compSel: 5 5 5 0 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 0 0 0 border: 0 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() { ivec4 R0i = ivec4(0); ivec4 R1i = ivec4(0); ivec4 R2i = 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; vec3 cubeMapSTM; int cubeMapFaceId; R0i = floatBitsToInt(passParameterSem0); R1i = floatBitsToInt(passParameterSem1); // 0 backupReg0i = R1i.z; R2i.x = ((intBitsToFloat(R0i.w) > 0.0)?int(0xFFFFFFFF):int(0x0)); R1i.z = floatBitsToInt(roundEven(intBitsToFloat(backupReg0i))); R1i.w = floatBitsToInt(texture(textureUnitPS0, vec3(intBitsToFloat(R1i.x),intBitsToFloat(R1i.y),intBitsToFloat(R1i.z))).w); // 0 PV0i.x = R1i.w; PV0i.x = floatBitsToInt(intBitsToFloat(PV0i.x) * 2.0); PV0i.y = ((intBitsToFloat(0x3f0a3d71) > intBitsToFloat(R1i.w))?int(0xFFFFFFFF):int(0x0)); PV0i.w = floatBitsToInt(intBitsToFloat(R1i.w) + -(0.5)); PV0i.w = floatBitsToInt(intBitsToFloat(PV0i.w) * 2.0); // 1 R127i.y = ((PV0i.y == 0)?(0x3f800000):(PV0i.x)); R127i.z = ((PV0i.y == 0)?(PV0i.w):(0)); PV1i.z = R127i.z; // 2 R123i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV1i.z),intBitsToFloat(uf_remappedPS[0].y)) + intBitsToFloat(uf_remappedPS[1].y))); PV0i.z = R123i.z; R123i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV1i.z),intBitsToFloat(uf_remappedPS[0].x)) + intBitsToFloat(uf_remappedPS[1].x))); PV0i.w = R123i.w; // 3 backupReg0i = R0i.x; PV1i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.y), intBitsToFloat(uf_remappedPS[0].w))); R123i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R127i.z),intBitsToFloat(uf_remappedPS[0].z)) + intBitsToFloat(uf_remappedPS[1].z))); PV1i.y = R123i.y; R126i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(backupReg0i), intBitsToFloat(PV0i.w))); R127i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R0i.y), intBitsToFloat(PV0i.z))); // 4 R127i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R0i.z), intBitsToFloat(PV1i.y))); R126i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R0i.w), intBitsToFloat(PV1i.x))); R123i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R127i.z),intBitsToFloat(uf_remappedPS[2].y)) + intBitsToFloat(uf_remappedPS[3].y))); PV0i.z = R123i.z; R123i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R127i.z),intBitsToFloat(uf_remappedPS[2].x)) + intBitsToFloat(uf_remappedPS[3].x))); PV0i.w = R123i.w; // 5 backupReg0i = R0i.x; PV1i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.y), intBitsToFloat(uf_remappedPS[2].w))); R123i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R127i.z),intBitsToFloat(uf_remappedPS[2].z)) + intBitsToFloat(uf_remappedPS[3].z))); PV1i.y = R123i.y; PV1i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(backupReg0i), intBitsToFloat(PV0i.w))); PV1i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R0i.y), intBitsToFloat(PV0i.z))); // 6 backupReg0i = R0i.z; PV0i.x = floatBitsToInt(mul_nonIEEE(-(intBitsToFloat(R0i.w)), intBitsToFloat(PV1i.x))); R0i.y = ((R2i.x == 0)?(PV1i.w):(R127i.w)); PV0i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(backupReg0i), intBitsToFloat(PV1i.y))); R0i.x = ((R2i.x == 0)?(PV1i.z):(R126i.z)); PS0i = R0i.x; // 7 R0i.z = ((R2i.x == 0)?(PV0i.z):(R127i.x)); R0i.w = ((R2i.x == 0)?(PV0i.x):(R126i.y)); // export passPixelColor0 = vec4(intBitsToFloat(R0i.x), intBitsToFloat(R0i.y), intBitsToFloat(R0i.z), 0.0); }