#version 420 #extension GL_ARB_texture_gather : enable // shader de960d36a997b34d // Laser Beam rings - hidden uniform ivec4 uf_remappedPS[3]; uniform float uf_alphaTestRef; layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0x210b5000 res 200x200x1 dim 1 tm: 4 format 0034 compSel: 0 0 0 0 mipView: 0x0 (num 0x8) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 0 0 0 border: 0 layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0x2188b000 res 128x128x1 dim 1 tm: 4 format 0034 compSel: 0 0 0 0 mipView: 0x0 (num 0x8) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 0 0 border: 0 layout(binding = 4) uniform sampler2D textureUnitPS4;// Tex4 addr 0xf4e91800 res 1280x720x1 dim 1 tm: 4 format 0806 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler4 ClampX/Y/Z: 2 2 0 border: 0 layout(location = 0) in vec4 passParameterSem0; layout(location = 1) in vec4 passParameterSem1; layout(location = 2) in vec4 passParameterSem3; layout(location = 3) in vec4 passParameterSem4; layout(location = 4) in vec4 passParameterSem5; layout(location = 5) in vec4 passParameterSem8; layout(location = 6) in vec4 passParameterSem12; layout(location = 7) in vec4 passParameterSem14; 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() { discard; 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 R123f = 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; R1f = passParameterSem1; R2f = passParameterSem3; R3f = passParameterSem4; R4f = passParameterSem5; R5f = passParameterSem8; R6f = passParameterSem12; R7f = passParameterSem14; R1f.w = (texture(textureUnitPS0, R5f.xy).x); // 0 backupReg0f = R4f.y; R127f.x = 1.0; R4f.y = R5f.w + 0.0; R3f.z = -(R3f.y) + backupReg0f; R123f.w = (R1f.w * 2.0 + -(1.0)); PV0f.w = R123f.w; PS0f = 1.0 / R2f.w; // 1 backupReg0f = R5f.z; R5f.x = mul_nonIEEE(R2f.x, PS0f); R5f.y = mul_nonIEEE(R2f.y, PS0f); R5f.z = R0f.x + -(R1f.x); R5f.w = R0f.y + -(R1f.y); R4f.x = (PV0f.w * intBitsToFloat(0x3dcccccd) + backupReg0f); PS1f = R4f.x; // 2 backupReg0f = R6f.y; tempf.x = dot(vec4(R6f.x,backupReg0f,R6f.z,R127f.x),vec4(intBitsToFloat(uf_remappedPS[0].x),intBitsToFloat(uf_remappedPS[0].y),intBitsToFloat(uf_remappedPS[0].z),intBitsToFloat(uf_remappedPS[0].w))); PV0f.x = tempf.x; PV0f.y = tempf.x; PV0f.z = tempf.x; PV0f.w = tempf.x; R6f.y = tempf.x; R6f.x = 1.0 / R2f.w; PS0f = R6f.x; R5f.x = (texture(textureUnitPS4, R5f.xy).x); R4f.xyzw = (texture(textureUnitPS1, R4f.xy).xyzw); // 0 R127f.x = mul_nonIEEE(R0f.w, R4f.w); R127f.y = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].w),R5f.x) + intBitsToFloat(uf_remappedPS[1].x)); PV0f.z = -(R3f.y) + -(R6f.y); PV0f.w = R2f.z * R6f.x; PS0f = 1.0 / R3f.z; // 1 PV1f.x = mul_nonIEEE(PV0f.z, PS0f); PV1f.x = clamp(PV1f.x, 0.0, 1.0); R123f.y = (mul_nonIEEE(PV0f.w,intBitsToFloat(uf_remappedPS[1].w)) + -(intBitsToFloat(uf_remappedPS[1].y))); PV1f.y = R123f.y; R127f.w = R0f.z + -(R1f.z); R0f.x = (mul_nonIEEE(R5f.z,R4f.x) + R1f.x); PS1f = R0f.x; // 2 R0f.y = (mul_nonIEEE(R5f.w,R4f.y) + R1f.y); R127f.z = mul_nonIEEE(R127f.x, PV1f.x); R127f.z = clamp(R127f.z, 0.0, 1.0); PS0f = 1.0 / PV1f.y; // 3 R0f.z = (mul_nonIEEE(R127f.w,R4f.z) + R1f.z); PV1f.w = -(intBitsToFloat(uf_remappedPS[1].z)) * PS0f; R127f.w = 1.0 / intBitsToFloat(uf_remappedPS[2].y); PS1f = R127f.w; // 4 PV0f.x = -(PV1f.w) + R127f.y; // 5 PV1f.z = PV0f.x * R127f.w; PV1f.z = clamp(PV1f.z, 0.0, 1.0); // 6 PV0f.y = mul_nonIEEE(R127f.z, PV1f.z); // 7 PV1f.x = mul_nonIEEE(R3f.x, PV0f.y); // 8 R0f.w = mul_nonIEEE(R7f.w, PV1f.x); // export if( ((vec4(R0f.x, R0f.y, R0f.z, R0f.w)).a > uf_alphaTestRef) == false) discard; passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w); passPixelColor0.rgb = passPixelColor0.gbr; }