#version 420 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable #extension GL_ARB_shading_language_packing : enable // shader 88ae6940d510eea5 const float resXScale = intBitsToFloat($width)/intBitsToFloat($gameWidth); const float resYScale = intBitsToFloat($width)/intBitsToFloat($gameWidth); uniform ivec4 uf_remappedVS[1]; uniform vec2 uf_windowSpaceToClipSpaceTransform; layout(location = 0) in uvec4 attrDataSem0; layout(location = 1) in uvec4 attrDataSem8; out gl_PerVertex { vec4 gl_Position; float gl_PointSize; }; layout(location = 0) out vec4 passParameterSem136; layout(location = 1) out vec4 passParameterSem137; 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){return mix(0.0, a*b, (a != 0.0) && (b != 0.0));} void main() { vec4 R0f = vec4(0.0); vec4 R1f = vec4(0.0); vec4 R2f = vec4(0.0); uvec4 attrDecoder; 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 = floatBitsToInt(ivec4(gl_VertexID, 0, 0, gl_InstanceID)); attrDecoder = attrDataSem0; attrDecoder = (attrDecoder>>24)|((attrDecoder>>8)&0xFF00)|((attrDecoder<<8)&0xFF0000)|((attrDecoder<<24)); R1f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(int(attrDecoder.w))); attrDecoder.xy = attrDataSem8.xy; attrDecoder.xy = (attrDecoder.xy>>24)|((attrDecoder.xy>>8)&0xFF00)|((attrDecoder.xy<<8)&0xFF0000)|((attrDecoder.xy<<24)); attrDecoder.z = 0; attrDecoder.w = 0; R2f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(floatBitsToInt(0.0)), intBitsToFloat(floatBitsToInt(1.0))); // 0 PV0f.x = R2f.x + intBitsToFloat(uf_remappedVS[0].x) / resXScale; PV0f.y = -(intBitsToFloat(uf_remappedVS[0].x)) / resXScale; PV0f.w = intBitsToFloat(uf_remappedVS[0].y) / resYScale; R0f.x = R2f.x + -(intBitsToFloat(uf_remappedVS[0].x)) / resXScale; PS0f = R0f.x; // 1 backupReg0f = R2f.x; R2f.x = backupReg0f + PV0f.y; R0f.y = R2f.y + -(intBitsToFloat(uf_remappedVS[0].y)) / resYScale; R0f.z = PV0f.x; R2f.w = R2f.y + PV0f.w; R2f.z = PV0f.x; PS1f = R2f.z; // export gl_Position = vec4(R1f.x, R1f.y, R1f.z, R1f.w); // export passParameterSem136 = vec4(R0f.x, R0f.y, R0f.z, R0f.y); // export passParameterSem137 = vec4(R2f.x, R2f.w, R2f.z, R2f.w); }