#version 420 #extension GL_ARB_texture_gather : enable // shader 5098356af9ebfe85 //AO pass 3 vertical blur const float resScale = ($height/$gameHeight); uniform ivec4 uf_remappedPS[2]; layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf5911000 res 640x360x1 dim 1 tm: 4 format 0007 compSel: 0 1 4 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); vec4 R2f = vec4(0.0); vec4 R3f = vec4(0.0); vec4 R4f = vec4(0.0); vec4 R123f = 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 PV0f.x = -(intBitsToFloat(uf_remappedPS[0].y)/ resScale); PV0f.x /= 2.0; R127f.y = intBitsToFloat(uf_remappedPS[0].y) / resScale; R127f.y /= 2.0; R127f.z = 0.0; PV0f.z = R127f.z; PV0f.w = intBitsToFloat(uf_remappedPS[0].y) / resScale * intBitsToFloat(0xbfc00000); R126f.z = intBitsToFloat(uf_remappedPS[0].y) / resScale*1.5;// *1.5 or blur won't sample between pixels PS0f = R126f.z; // 1 R1f.x = PV0f.z + R0f.x; R1f.y = PV0f.w + R0f.y; R0f.z = PV0f.z + R0f.x; R0f.w = PV0f.x + R0f.y; R2f.x = PV0f.z + R0f.x; PS1f = R2f.x; // 2 backupReg0f = R0f.x; R0f.x = intBitsToFloat(uf_remappedPS[1].z) * intBitsToFloat(0x40100000); R2f.y = R127f.y + R0f.y; R1f.z = intBitsToFloat(uf_remappedPS[1].z) * 0.25; R3f.w = R127f.z + backupReg0f; R3f.y = R126f.z + R0f.y; PS0f = R3f.y; R1f.x = (texture(textureUnitPS0, R1f.xy).x); R3f.x = (texture(textureUnitPS0, R0f.zw).x); R2f.x = (texture(textureUnitPS0, R2f.xy).x); R4f.x = (texture(textureUnitPS0, R3f.wy).x); // 0 R127f.x = -(R1f.x) + 1.0; R127f.y = -(R1f.z) * intBitsToFloat(0x3fb8aa3b); PV0f.z = -(R0f.x) * intBitsToFloat(0x3fb8aa3b); R127f.w = -(R3f.x) + 1.0; R0f.w = 1.0; PS0f = R0f.w; // 1 R126f.x = -(R2f.x) + 1.0; R126f.y = -(R4f.x) + 1.0; R125f.w = exp2(PV0f.z); PS1f = R125f.w; // 2 PV0f.y = PS1f + 0.0; R123f.z = (R127f.x * PS1f + 0.0); PV0f.z = R123f.z; R126f.w = exp2(R127f.y); PS0f = R126f.w; // 3 R123f.y = (R127f.w * PS0f + PV0f.z); PV1f.y = R123f.y; PV1f.z = PV0f.y + PS0f; // 4 PV0f.z = R126f.w + PV1f.z; R123f.w = (R126f.w * R126f.x + PV1f.y); PV0f.w = R123f.w; // 5 backupReg0f = R125f.w; PV1f.x = R125f.w + PV0f.z; R125f.w = (backupReg0f * R126f.y + PV0f.w); // 6 PS0f = 1.0 / PV1f.x; // 7 PV1f.y = R125f.w * PS0f; // 8 R0f.x = (-(PV1f.y) * intBitsToFloat(uf_remappedPS[1].y) + 1.0); R0f.x = clamp(R0f.x, 0.0, 1.0); // export passPixelColor0 = vec4(R0f.x, R0f.x, R0f.x, R0f.w); }