#version 420 #extension GL_ARB_texture_gather : enable // shader 430ac3a85ece61af // bloom sampling scale const float resScale = ($height/$gameHeight); highp float lineRand(vec2 co) //to reduce banding { highp float a = 12.9898; highp float b = 78.233; highp float c = 43758.5453; highp float dt = dot(co.xy, vec2(a, b)); highp float sn = mod(dt, 3.14); return fract(sin(sn) * c); } //const float resScale = ($height/$gameHeight); // = 4.0; uniform ivec4 uf_remappedPS[2]; layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4e12000 res 256x144x1 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 R6f = vec4(0.0); vec4 R7f = vec4(0.0); vec4 R8f = vec4(0.0); vec4 R9f = vec4(0.0); vec4 R10f = 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; R0f.xy = R0f.xy + (lineRand(gl_FragCoord.xy)*0.005); // 0 backupReg0f = R0f.y; backupReg1f = R0f.x; R0f.x = intBitsToFloat(uf_remappedPS[0].x); PV0f.y = backupReg0f + -(intBitsToFloat(uf_remappedPS[0].y)/ resScale); PV0f.z = backupReg1f + -(intBitsToFloat(uf_remappedPS[0].x)/ resScale); R0f.w = intBitsToFloat(uf_remappedPS[0].y); R1f.w = intBitsToFloat(uf_remappedPS[1].x) * intBitsToFloat(uf_remappedPS[1].y); PS0f = R1f.w; // 1 R10f.x = PV0f.z * intBitsToFloat(0x3d000000); PV1f.x = R10f.x; R2f.z = PS0f * intBitsToFloat(uf_remappedPS[1].y); PV1f.z = R2f.z; R5f.w = PV0f.y * intBitsToFloat(0x3d000000); PV1f.w = R5f.w; // 2 R1f.x = PV1f.x + intBitsToFloat(uf_remappedPS[0].x)/resScale; PV0f.x = R1f.x; R1f.y = PV1f.w + intBitsToFloat(uf_remappedPS[0].y) / resScale; PV0f.y = R1f.y; R2f.w = PV1f.z * intBitsToFloat(uf_remappedPS[1].y) ; PV0f.w = R2f.w; // 3 R2f.x = R10f.x + PV0f.x; PV1f.x = R2f.x; R2f.y = R5f.w + PV0f.y; PV1f.y = R2f.y; R3f.w = PV0f.w * intBitsToFloat(uf_remappedPS[1].y); PV1f.w = R3f.w; // 4 R3f.x = R10f.x + PV1f.x; R3f.y = R5f.w + PV1f.y; R4f.w = PV1f.w * intBitsToFloat(uf_remappedPS[1].y); R0f.xyz = (texture(textureUnitPS0, R0f.xw).xyz); R1f.xyz = (texture(textureUnitPS0, R1f.xy).xyz); R4f.xyz = (texture(textureUnitPS0, R2f.xy).xyz); R5f.xyz = (texture(textureUnitPS0, R3f.xy).xyz); // 0 backupReg0f = R0f.y; R123f.x = (R0f.z * intBitsToFloat(uf_remappedPS[1].x) + 0.0); PV0f.x = R123f.x; R0f.y = R5f.w + R3f.y; PV0f.y = R0f.y; R123f.z = (R0f.x * intBitsToFloat(uf_remappedPS[1].x) + 0.0); PV0f.z = R123f.z; R123f.w = (backupReg0f * intBitsToFloat(uf_remappedPS[1].x) + 0.0); PV0f.w = R123f.w; R0f.x = R10f.x + R3f.x; PS0f = R0f.x; // 1 backupReg0f = R1f.z; R123f.x = (R1f.w * R1f.y + PV0f.w); PV1f.x = R123f.x; R123f.y = (R1f.w * R1f.x + PV0f.z); PV1f.y = R123f.y; R1f.z = R10f.x + PS0f; PV1f.z = R1f.z; R123f.w = (R1f.w * backupReg0f + PV0f.x); PV1f.w = R123f.w; R1f.y = R5f.w + PV0f.y; PS1f = R1f.y; // 2 backupReg0f = R4f.x; R4f.x = R10f.x + PV1f.z; PV0f.x = R4f.x; R123f.y = (R2f.z * R4f.y + PV1f.x); PV0f.y = R123f.y; R123f.z = (R2f.z * R4f.z + PV1f.w); PV0f.z = R123f.z; R123f.w = (R2f.z * backupReg0f + PV1f.y); PV0f.w = R123f.w; R4f.y = R5f.w + PS1f; PS0f = R4f.y; // 3 backupReg0f = R5f.x; backupReg1f = R5f.z; backupReg2f = R2f.w; backupReg3f = R5f.y; R5f.x = (R2f.w * backupReg0f + PV0f.w); R5f.y = R4f.w * intBitsToFloat(uf_remappedPS[1].y); PV1f.y = R5f.y; R5f.z = (R2f.w * backupReg1f + PV0f.z); R2f.w = (backupReg2f * backupReg3f + PV0f.y); R3f.x = R10f.x + PV0f.x; PS1f = R3f.x; // 4 R6f.x = R10f.x + PS1f; R3f.y = R5f.w + R4f.y; R1f.w = PV1f.y * intBitsToFloat(uf_remappedPS[1].y); R0f.xyz = (texture(textureUnitPS0, R0f.xy).xyz); R1f.xyz = (texture(textureUnitPS0, R1f.zy).xyz); R4f.xyz = (texture(textureUnitPS0, R4f.xy).xyz); R2f.xyz = (texture(textureUnitPS0, R3f.xy).xyz); // 0 R123f.x = (R3f.w * R0f.y + R2f.w); PV0f.x = R123f.x; R123f.y = (R3f.w * R0f.x + R5f.x); PV0f.y = R123f.y; R123f.z = (R3f.w * R0f.z + R5f.z); PV0f.z = R123f.z; R6f.w = R5f.w + R3f.y; // 1 R0f.x = R1f.w * intBitsToFloat(uf_remappedPS[1].y); PV1f.x = R0f.x; R123f.y = (R4f.w * R1f.z + PV0f.z); PV1f.y = R123f.y; R123f.z = (R4f.w * R1f.y + PV0f.x); PV1f.z = R123f.z; R123f.w = (R4f.w * R1f.x + PV0f.y); PV1f.w = R123f.w; R1f.x = R10f.x + R6f.x; PS1f = R1f.x; // 2 R123f.x = (R5f.y * R4f.x + PV1f.w); PV0f.x = R123f.x; R1f.y = R5f.w + R6f.w; PV0f.y = R1f.y; R123f.z = (R5f.y * R4f.y + PV1f.z); PV0f.z = R123f.z; R123f.w = (R5f.y * R4f.z + PV1f.y); PV0f.w = R123f.w; R4f.w = PV1f.x * intBitsToFloat(uf_remappedPS[1].y); PS0f = R4f.w; // 3 backupReg0f = R2f.x; R2f.x = (R1f.w * R2f.z + PV0f.w); R4f.y = (R1f.w * R2f.y + PV0f.z); R2f.z = (R1f.w * backupReg0f + PV0f.x); R2f.w = R10f.x + R1f.x; PV1f.w = R2f.w; R2f.y = R5f.w + PV0f.y; PS1f = R2f.y; // 4 R5f.x = R10f.x + PV1f.w; R5f.y = R5f.w + PS1f; R4f.z = R4f.w * intBitsToFloat(uf_remappedPS[1].y); R6f.xyz = (texture(textureUnitPS0, R6f.xw).xyz); R1f.xyz = (texture(textureUnitPS0, R1f.xy).xyz); R3f.xyz = (texture(textureUnitPS0, R2f.wy).xyz); R7f.xyz = (texture(textureUnitPS0, R5f.xy).xyz); // 0 R123f.x = (R0f.x * R6f.z + R2f.x); PV0f.x = R123f.x; R127f.y = R4f.z * intBitsToFloat(uf_remappedPS[1].y); PV0f.y = R127f.y; R123f.z = (R0f.x * R6f.x + R2f.z); PV0f.z = R123f.z; R123f.w = (R0f.x * R6f.y + R4f.y); PV0f.w = R123f.w; R2f.y = R5f.w + R5f.y; PS0f = R2f.y; // 1 R123f.x = (R4f.w * R1f.y + PV0f.w); PV1f.x = R123f.x; R123f.y = (R4f.w * R1f.x + PV0f.z); PV1f.y = R123f.y; R2f.z = R10f.x + R5f.x; PV1f.z = R2f.z; R123f.w = (R4f.w * R1f.z + PV0f.x); PV1f.w = R123f.w; R2f.w = PV0f.y * intBitsToFloat(uf_remappedPS[1].y); PS1f = R2f.w; // 2 backupReg0f = R3f.x; R3f.x = R10f.x + PV1f.z; PV0f.x = R3f.x; R123f.y = (R4f.z * R3f.y + PV1f.x); PV0f.y = R123f.y; R123f.z = (R4f.z * R3f.z + PV1f.w); PV0f.z = R123f.z; R123f.w = (R4f.z * backupReg0f + PV1f.y); PV0f.w = R123f.w; R3f.y = R5f.w + R2f.y; PS0f = R3f.y; // 3 backupReg0f = R7f.z; R1f.x = (R127f.y * R7f.x + PV0f.w); R1f.y = R2f.w * intBitsToFloat(uf_remappedPS[1].y); PV1f.y = R1f.y; R7f.z = (R127f.y * backupReg0f + PV0f.z); R4f.w = (R127f.y * R7f.y + PV0f.y); R7f.x = R10f.x + PV0f.x; PS1f = R7f.x; // 4 R5f.x = R10f.x + PS1f; PV0f.x = R5f.x; R7f.y = R5f.w + R3f.y; PV0f.y = R7f.y; R6f.w = PV1f.y * intBitsToFloat(uf_remappedPS[1].y); PV0f.w = R6f.w; // 5 R8f.x = R10f.x + PV0f.x; R5f.y = R5f.w + PV0f.y; R1f.w = PV0f.w * intBitsToFloat(uf_remappedPS[1].y); R2f.xyz = (texture(textureUnitPS0, R2f.zy).xyz); R3f.xyz = (texture(textureUnitPS0, R3f.xy).xyz); R4f.xyz = (texture(textureUnitPS0, R7f.xy).xyz); R0f.xyz = (texture(textureUnitPS0, R5f.xy).xyz); // 0 R123f.x = (R2f.w * R2f.y + R4f.w); PV0f.x = R123f.x; R123f.y = (R2f.w * R2f.x + R1f.x); PV0f.y = R123f.y; R123f.z = (R2f.w * R2f.z + R7f.z); PV0f.z = R123f.z; R8f.w = R5f.w + R5f.y; // 1 backupReg0f = R3f.x; R3f.x = R1f.w * intBitsToFloat(uf_remappedPS[1].y); PV1f.x = R3f.x; R123f.y = (R1f.y * R3f.z + PV0f.z); PV1f.y = R123f.y; R123f.z = (R1f.y * R3f.y + PV0f.x); PV1f.z = R123f.z; R123f.w = (R1f.y * backupReg0f + PV0f.y); PV1f.w = R123f.w; R1f.x = R10f.x + R8f.x; PS1f = R1f.x; // 2 R123f.x = (R6f.w * R4f.x + PV1f.w); PV0f.x = R123f.x; R1f.y = R5f.w + R8f.w; PV0f.y = R1f.y; R123f.z = (R6f.w * R4f.y + PV1f.z); PV0f.z = R123f.z; R123f.w = (R6f.w * R4f.z + PV1f.y); PV0f.w = R123f.w; R6f.w = PV1f.x * intBitsToFloat(uf_remappedPS[1].y); PS0f = R6f.w; // 3 backupReg0f = R0f.x; R0f.x = (R1f.w * R0f.z + PV0f.w); R4f.y = (R1f.w * R0f.y + PV0f.z); R0f.z = (R1f.w * backupReg0f + PV0f.x); R0f.w = R10f.x + R1f.x; PV1f.w = R0f.w; R0f.y = R5f.w + PV0f.y; PS1f = R0f.y; // 4 R2f.x = R10f.x + PV1f.w; R2f.y = R5f.w + PS1f; R4f.z = R6f.w * intBitsToFloat(uf_remappedPS[1].y); R8f.xyz = (texture(textureUnitPS0, R8f.xw).xyz); R1f.xyz = (texture(textureUnitPS0, R1f.xy).xyz); R5f.xyz = (texture(textureUnitPS0, R0f.wy).xyz); R7f.xyz = (texture(textureUnitPS0, R2f.xy).xyz); // 0 R123f.x = (R3f.x * R8f.z + R0f.x); PV0f.x = R123f.x; R127f.y = R4f.z * intBitsToFloat(uf_remappedPS[1].y); PV0f.y = R127f.y; R123f.z = (R3f.x * R8f.x + R0f.z); PV0f.z = R123f.z; R123f.w = (R3f.x * R8f.y + R4f.y); PV0f.w = R123f.w; R0f.y = R5f.w + R2f.y; PS0f = R0f.y; // 1 R123f.x = (R6f.w * R1f.y + PV0f.w); PV1f.x = R123f.x; R123f.y = (R6f.w * R1f.x + PV0f.z); PV1f.y = R123f.y; R0f.z = R10f.x + R2f.x; PV1f.z = R0f.z; R123f.w = (R6f.w * R1f.z + PV0f.x); PV1f.w = R123f.w; R0f.w = PV0f.y * intBitsToFloat(uf_remappedPS[1].y); PS1f = R0f.w; // 2 backupReg0f = R5f.x; R5f.x = R10f.x + PV1f.z; PV0f.x = R5f.x; R123f.y = (R4f.z * R5f.y + PV1f.x); PV0f.y = R123f.y; R123f.z = (R4f.z * R5f.z + PV1f.w); PV0f.z = R123f.z; R123f.w = (R4f.z * backupReg0f + PV1f.y); PV0f.w = R123f.w; R5f.y = R5f.w + R0f.y; PS0f = R5f.y; // 3 backupReg0f = R7f.z; R1f.x = (R127f.y * R7f.x + PV0f.w); R1f.y = R0f.w * intBitsToFloat(uf_remappedPS[1].y); PV1f.y = R1f.y; R7f.z = (R127f.y * backupReg0f + PV0f.z); R6f.w = (R127f.y * R7f.y + PV0f.y); R7f.x = R10f.x + PV0f.x; PS1f = R7f.x; // 4 R2f.x = R10f.x + PS1f; PV0f.x = R2f.x; R7f.y = R5f.w + R5f.y; PV0f.y = R7f.y; R8f.w = PV1f.y * intBitsToFloat(uf_remappedPS[1].y); PV0f.w = R8f.w; // 5 R9f.x = R10f.x + PV0f.x; R2f.y = R5f.w + PV0f.y; R1f.w = PV0f.w * intBitsToFloat(uf_remappedPS[1].y); R0f.xyz = (texture(textureUnitPS0, R0f.zy).xyz); R5f.xyz = (texture(textureUnitPS0, R5f.xy).xyz); R4f.xyz = (texture(textureUnitPS0, R7f.xy).xyz); R3f.xyz = (texture(textureUnitPS0, R2f.xy).xyz); // 0 R123f.x = (R0f.w * R0f.y + R6f.w); PV0f.x = R123f.x; R123f.y = (R0f.w * R0f.x + R1f.x); PV0f.y = R123f.y; R123f.z = (R0f.w * R0f.z + R7f.z); PV0f.z = R123f.z; R9f.w = R5f.w + R2f.y; // 1 backupReg0f = R5f.x; R5f.x = R1f.w * intBitsToFloat(uf_remappedPS[1].y); PV1f.x = R5f.x; R123f.y = (R1f.y * R5f.z + PV0f.z); PV1f.y = R123f.y; R123f.z = (R1f.y * R5f.y + PV0f.x); PV1f.z = R123f.z; R123f.w = (R1f.y * backupReg0f + PV0f.y); PV1f.w = R123f.w; R1f.x = R10f.x + R9f.x; PS1f = R1f.x; // 2 R123f.x = (R8f.w * R4f.x + PV1f.w); PV0f.x = R123f.x; R1f.y = R5f.w + R9f.w; PV0f.y = R1f.y; R123f.z = (R8f.w * R4f.y + PV1f.z); PV0f.z = R123f.z; R123f.w = (R8f.w * R4f.z + PV1f.y); PV0f.w = R123f.w; R8f.w = PV1f.x * intBitsToFloat(uf_remappedPS[1].y); PS0f = R8f.w; // 3 backupReg0f = R3f.x; R3f.x = (R1f.w * R3f.z + PV0f.w); R4f.y = (R1f.w * R3f.y + PV0f.z); R3f.z = (R1f.w * backupReg0f + PV0f.x); R3f.w = R10f.x + R1f.x; PV1f.w = R3f.w; R3f.y = R5f.w + PV0f.y; PS1f = R3f.y; // 4 R0f.x = R10f.x + PV1f.w; R0f.y = R5f.w + PS1f; R4f.z = R8f.w * intBitsToFloat(uf_remappedPS[1].y); R6f.w = 1.0; R9f.xyz = (texture(textureUnitPS0, R9f.xw).xyz); R1f.xyz = (texture(textureUnitPS0, R1f.xy).xyz); R2f.xyz = (texture(textureUnitPS0, R3f.wy).xyz); R7f.xyz = (texture(textureUnitPS0, R0f.xy).xyz); // 0 R123f.x = (R5f.x * R9f.z + R3f.x); PV0f.x = R123f.x; R127f.y = R4f.z * intBitsToFloat(uf_remappedPS[1].y); PV0f.y = R127f.y; R123f.z = (R5f.x * R9f.x + R3f.z); PV0f.z = R123f.z; R123f.w = (R5f.x * R9f.y + R4f.y); PV0f.w = R123f.w; R3f.y = R5f.w + R0f.y; PS0f = R3f.y; // 1 R123f.x = (R8f.w * R1f.y + PV0f.w); PV1f.x = R123f.x; R123f.y = (R8f.w * R1f.x + PV0f.z); PV1f.y = R123f.y; R3f.z = R10f.x + R0f.x; PV1f.z = R3f.z; R123f.w = (R8f.w * R1f.z + PV0f.x); PV1f.w = R123f.w; R3f.w = PV0f.y * intBitsToFloat(uf_remappedPS[1].y); PS1f = R3f.w; // 2 backupReg0f = R2f.x; R2f.x = R10f.x + PV1f.z; PV0f.x = R2f.x; R123f.y = (R4f.z * R2f.y + PV1f.x); PV0f.y = R123f.y; R123f.z = (R4f.z * R2f.z + PV1f.w); PV0f.z = R123f.z; R123f.w = (R4f.z * backupReg0f + PV1f.y); PV0f.w = R123f.w; R2f.y = R5f.w + R3f.y; PS0f = R2f.y; // 3 backupReg0f = R7f.z; R0f.x = (R127f.y * R7f.x + PV0f.w); R0f.y = R3f.w * intBitsToFloat(uf_remappedPS[1].y); PV1f.y = R0f.y; R7f.z = (R127f.y * backupReg0f + PV0f.z); R8f.w = (R127f.y * R7f.y + PV0f.y); R7f.x = R10f.x + PV0f.x; PS1f = R7f.x; // 4 backupReg0f = R10f.x; R10f.x = backupReg0f + PS1f; R7f.y = R5f.w + R2f.y; PV0f.y = R7f.y; R9f.w = PV1f.y * intBitsToFloat(uf_remappedPS[1].y); PV0f.w = R9f.w; // 5 R10f.y = R5f.w + PV0f.y; R5f.w = PV0f.w * intBitsToFloat(uf_remappedPS[1].y); R3f.xyz = (texture(textureUnitPS0, R3f.zy).xyz); R2f.xyz = (texture(textureUnitPS0, R2f.xy).xyz); R4f.xyz = (texture(textureUnitPS0, R7f.xy).xyz); R10f.xyz = (texture(textureUnitPS0, R10f.xy).xyz); // 0 R123f.x = (R3f.w * R3f.y + R8f.w); PV0f.x = R123f.x; R123f.y = (R3f.w * R3f.x + R0f.x); PV0f.y = R123f.y; R123f.z = (R3f.w * R3f.z + R7f.z); PV0f.z = R123f.z; // 1 R123f.y = (R0f.y * R2f.z + PV0f.z); PV1f.y = R123f.y; R123f.z = (R0f.y * R2f.y + PV0f.x); PV1f.z = R123f.z; R123f.w = (R0f.y * R2f.x + PV0f.y); PV1f.w = R123f.w; // 2 R123f.x = (R9f.w * R4f.x + PV1f.w); PV0f.x = R123f.x; R123f.z = (R9f.w * R4f.y + PV1f.z); PV0f.z = R123f.z; R123f.w = (R9f.w * R4f.z + PV1f.y); PV0f.w = R123f.w; // 3 R123f.x = (R5f.w * R10f.z + PV0f.w); PV1f.x = R123f.x; R123f.y = (R5f.w * R10f.y + PV0f.z); PV1f.y = R123f.y; R123f.z = (R5f.w * R10f.x + PV0f.x); PV1f.z = R123f.z; // 4 R6f.x = PV1f.z * intBitsToFloat(uf_remappedPS[1].z); R6f.y = PV1f.y * intBitsToFloat(uf_remappedPS[1].z); R6f.z = PV1f.x * intBitsToFloat(uf_remappedPS[1].z); // export passPixelColor0 = vec4(R6f.x, R6f.y, R6f.z, R6f.w); }