#version 420 #extension GL_ARB_texture_gather : enable // shader 9ae7833e513d2c25 // bloom sampling scale const float resScale = ($height/$gameHeight); uniform ivec4 uf_remappedPS[1]; layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4f4c800 res 80x46x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 5 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); 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.xyz = (texture(textureUnitPS0, R0f.xy).xyz); // 0 backupReg0f = R0f.y; backupReg1f = R0f.z; PV0f.y = backupReg0f + -(intBitsToFloat(uf_remappedPS[0].x)/ resScale); PV0f.z = R0f.x + -(intBitsToFloat(uf_remappedPS[0].x)/ resScale); PV0f.w = backupReg1f + -(intBitsToFloat(uf_remappedPS[0].x)/ resScale); R1f.w = 1.0; PS0f = R1f.w; // 1 PV1f.x = max(PV0f.z, 0.0); PV1f.y = max(PV0f.y, 0.0); PV1f.z = max(PV0f.w, 0.0); // 2 tempf.x = dot(vec4(intBitsToFloat(uf_remappedPS[0].y)/resScale,intBitsToFloat(uf_remappedPS[0].y) / resScale,intBitsToFloat(uf_remappedPS[0].y) / resScale,-0.0),vec4(PV1f.x,PV1f.y,PV1f.z,0.0)); PV0f.x = tempf.x; PV0f.y = tempf.x; PV0f.z = tempf.x; PV0f.w = tempf.x; // 3 R1f.x = R0f.x * PV0f.x; R1f.y = R0f.y * PV0f.x; R1f.z = R0f.z * PV0f.x; // export passPixelColor0 = vec4(R1f.x, R1f.y, R1f.z, R1f.w); }