#version 420 #extension GL_ARB_texture_gather : enable // shader 8b8ade20f1ae78e7 //light bleed, waterfall fog uniform ivec4 uf_remappedPS[5]; const float resScale = ($height/$gameHeight); layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf5196000 res 320x180x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 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 R123f = vec4(0.0); vec4 R124f = vec4(0.0); vec4 R125f = 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; // 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.xyzw = (texture(textureUnitPS0, R1f.xy).xyzw); R3f.xyzw = (texture(textureUnitPS0, R0f.zw).xyzw); R2f.xyzw = (texture(textureUnitPS0, R2f.xy).xyzw); R1f.xyzw = (texture(textureUnitPS0, R1f.zw).xyzw); R0f.xyzw = (texture(textureUnitPS0, R0f.xy).xyzw); // 0 PV0f.x = R4f.w * intBitsToFloat(uf_remappedPS[0].z); PV0f.y = R4f.z * intBitsToFloat(uf_remappedPS[0].z); PV0f.z = R4f.y * intBitsToFloat(uf_remappedPS[0].z); PV0f.w = R4f.x * intBitsToFloat(uf_remappedPS[0].z); R127f.w = max(R3f.x, R4f.x); PS0f = R127f.w; // 1 R123f.x = (R3f.z * intBitsToFloat(uf_remappedPS[1].z) + PV0f.y); PV1f.x = R123f.x; R127f.y = (R3f.w * intBitsToFloat(uf_remappedPS[1].z) + PV0f.x); R123f.z = (R3f.y * intBitsToFloat(uf_remappedPS[1].z) + PV0f.z); PV1f.z = R123f.z; R123f.w = (R3f.x * intBitsToFloat(uf_remappedPS[1].z) + PV0f.w); PV1f.w = R123f.w; R127f.z = max(R3f.y, R4f.y); PS1f = R127f.z; // 2 PV0f.x = max(R3f.w, R4f.w); PV0f.y = max(R3f.z, R4f.z); R126f.z = (R2f.x * intBitsToFloat(uf_remappedPS[2].z) + PV1f.w); R126f.w = (R2f.y * intBitsToFloat(uf_remappedPS[2].z) + PV1f.z); R125f.w = (R2f.z * intBitsToFloat(uf_remappedPS[2].z) + PV1f.x); PS0f = R125f.w; // 3 backupReg0f = R127f.y; R127f.x = max(R127f.z, R2f.y); R127f.y = max(R127f.w, R2f.x); R123f.z = (R2f.w * intBitsToFloat(uf_remappedPS[2].z) + backupReg0f); PV1f.z = R123f.z; R127f.w = max(PV0f.y, R2f.z); R127f.z = max(PV0f.x, R2f.w); PS1f = R127f.z; // 4 backupReg0f = R0f.x; R126f.x = (R1f.y * intBitsToFloat(uf_remappedPS[3].z) + R126f.w); R123f.y = (R1f.x * intBitsToFloat(uf_remappedPS[3].z) + R126f.z); PV0f.y = R123f.y; R126f.z = (R1f.w * intBitsToFloat(uf_remappedPS[3].z) + PV1f.z); R126f.w = (R1f.z * intBitsToFloat(uf_remappedPS[3].z) + R125f.w); PS0f = max(backupReg0f, R1f.x); // 5 backupReg0f = R0f.y; backupReg1f = R0f.x; PV1f.x = max(R0f.w, R1f.w); PV1f.y = max(R0f.z, R1f.z); PV1f.z = max(backupReg0f, R1f.y); R125f.w = max(R127f.y, PS0f); R124f.w = (backupReg1f * intBitsToFloat(uf_remappedPS[4].z) + PV0f.y); PS1f = R124f.w; // 6 backupReg0f = R127f.x; backupReg1f = R0f.y; backupReg2f = R0f.z; R127f.x = max(R127f.z, PV1f.x); PV0f.y = max(R127f.w, PV1f.y); PV0f.z = max(backupReg0f, PV1f.z); R127f.w = (backupReg1f * intBitsToFloat(uf_remappedPS[4].z) + R126f.x); PV0f.w = R127f.w; R127f.y = (backupReg2f * intBitsToFloat(uf_remappedPS[4].z) + R126f.w); PS0f = R127f.y; // 7 R126f.x = (R0f.w * intBitsToFloat(uf_remappedPS[4].z) + R126f.z); PV1f.x = R126f.x; PV1f.y = PV0f.y + -(PS0f); PV1f.z = PV0f.z + -(PV0f.w); PV1f.w = R125f.w + -(R124f.w); // 8 PV0f.x = R127f.x + -(PV1f.x); R0f.y = (PV1f.z * 0.25 + R127f.w); R0f.z = (PV1f.y * 0.25 + R127f.y); R0f.x = (PV1f.w * 0.25 + R124f.w); PS0f = R0f.x; // 9 R0f.w = (PV0f.x * 0.25 + R126f.x); // export passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w); }