#version 420 #extension GL_ARB_texture_gather : enable // shader 8c1e55fd967b0496 // ver/horz alignment tweak, just a magic value // To-do. Go back and re-center all passes instead. const float resScale = ; //const float resScale = 4.0; const float repositionBloom = 1.00125; uniform ivec4 uf_remappedPS[5]; layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4e76000 res 320x180x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 6 6 6 border: 0 layout(location = 0) in vec4 passParameterSem0; 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) { return min(a*b, min(abs(a)*3.40282347E+38F, abs(b)*3.40282347E+38F)); } 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 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 = passParameterSem0; // 0 R1f.x = R0f.x + (intBitsToFloat(uf_remappedPS[0].x) / resScale); R1f.y = R0f.y + (intBitsToFloat(uf_remappedPS[0].y) / resScale); R0f.z = R0f.x + (intBitsToFloat(uf_remappedPS[1].x) / resScale); R0f.w = R0f.y + (intBitsToFloat(uf_remappedPS[1].y) / resScale); R5f.w = 1.0; PS0f = R5f.w; // 1 R2f.x = R0f.x + (intBitsToFloat(uf_remappedPS[2].x) / resScale); R2f.y = R0f.y + (intBitsToFloat(uf_remappedPS[2].y) / resScale); R1f.z = R0f.x + (intBitsToFloat(uf_remappedPS[3].x) / resScale); R1f.w = R0f.y + (intBitsToFloat(uf_remappedPS[3].y) / resScale); // 2 backupReg0f = R0f.x; backupReg1f = R0f.y; R0f.x = backupReg0f + (intBitsToFloat(uf_remappedPS[4].x) / resScale); R0f.y = backupReg1f + (intBitsToFloat(uf_remappedPS[4].y) / resScale); R4f.xyz = (texture(textureUnitPS0, R1f.xy).xyz); R3f.xyz = (texture(textureUnitPS0, R0f.zw).xyz); R2f.xyz = (texture(textureUnitPS0, R2f.xy).xyz); R1f.xyz = (texture(textureUnitPS0, R1f.zw).xyz); R0f.xyz = (texture(textureUnitPS0, R0f.xy).xyz); // 0 PV0f.x = R4f.y * intBitsToFloat(uf_remappedPS[0].z); PV0f.y = R4f.x * intBitsToFloat(uf_remappedPS[0].z); PV0f.z = R4f.z * intBitsToFloat(uf_remappedPS[0].z); PV0f.w = max(R3f.x, R4f.x); R127f.z = max(R3f.y, R4f.y); PS0f = R127f.z; // 1 R123f.x = (R3f.z * intBitsToFloat(uf_remappedPS[1].z) + PV0f.z); PV1f.x = R123f.x; PV1f.y = max(R3f.z, R4f.z); R123f.z = (R3f.y * intBitsToFloat(uf_remappedPS[1].z) + PV0f.x); PV1f.z = R123f.z; R123f.w = (R3f.x * intBitsToFloat(uf_remappedPS[1].z) + PV0f.y); PV1f.w = R123f.w; R127f.y = max(PV0f.w, R2f.x); PS1f = R127f.y; // 2 R127f.x = max(R127f.z, R2f.y); R123f.y = (R2f.y * intBitsToFloat(uf_remappedPS[2].z) + PV1f.z); PV0f.y = R123f.y; R123f.z = (R2f.x * intBitsToFloat(uf_remappedPS[2].z) + PV1f.w); PV0f.z = R123f.z; R123f.w = (R2f.z * intBitsToFloat(uf_remappedPS[2].z) + PV1f.x); PV0f.w = R123f.w; R127f.w = max(PV1f.y, R2f.z); PS0f = R127f.w; // 3 backupReg0f = R0f.y; R123f.x = (R1f.x * intBitsToFloat(uf_remappedPS[3].z) + PV0f.z); PV1f.x = R123f.x; PV1f.y = max(R0f.x, R1f.x); R123f.z = (R1f.y * intBitsToFloat(uf_remappedPS[3].z) + PV0f.y); PV1f.z = R123f.z; R126f.w = (R1f.z * intBitsToFloat(uf_remappedPS[3].z) + PV0f.w); PS1f = max(backupReg0f, R1f.y); // 4 backupReg0f = R0f.x; backupReg1f = R0f.y; PV0f.x = max(R127f.y, PV1f.y); PV0f.y = max(R0f.z, R1f.z); R127f.z = (backupReg0f * intBitsToFloat(uf_remappedPS[4].z) + PV1f.x); PV0f.z = R127f.z; PV0f.w = max(R127f.x, PS1f); R127f.x = (backupReg1f * intBitsToFloat(uf_remappedPS[4].z) + PV1f.z); PS0f = R127f.x; // 5 backupReg0f = R0f.z; PV1f.x = PV0f.x + -(PV0f.z); PV1f.y = PV0f.w + -(PS0f); PV1f.z = max(R127f.w, PV0f.y); R127f.w = (backupReg0f * intBitsToFloat(uf_remappedPS[4].z) + R126f.w); PV1f.w = R127f.w; // 6 PV0f.x = PV1f.z + -(PV1f.w); R5f.y = (PV1f.y * 0.30 + R127f.x);//degree of bloom R5f.x = (PV1f.x * 0.30 + R127f.z); PS0f = R5f.x; // 7 R5f.z = (PV0f.x * 0.30 + R127f.w); // export passPixelColor0 = vec4(R5f.x, R5f.y, R5f.z, R5f.w); }