#version 420 #extension GL_ARB_texture_gather : enable // shader cb0e6e8cbec4502a layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf5c7b800 res 1280x720x1 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: 1 layout(location = 0) in vec4 passParameterSem3; 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() { vec4 R0f = vec4(0.0); vec4 R1f = vec4(0.0); vec4 R2f = vec4(0.0); vec4 R3f = vec4(0.0); vec4 R123f = 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 = passParameterSem3; const float offset = 0.95; R0f.z = (R0f.z + 0.00052083333333333 * offset); // horizontal move R0f.y = (R0f.y - 0.00092592592592593 * offset); // vertical move R0f.x = (R0f.x - 0.00052083333333333 * offset); // second horizontal move R0f.w = (R0f.w + 0.00092592592592593 * offset); // second vertical move R1f.xyz = (texture(textureUnitPS0, R0f.xy).xyz); R2f.xyz = (texture(textureUnitPS0, R0f.zy).xyz); R3f.xyz = (texture(textureUnitPS0, R0f.xw).xyz); R0f.xyz = (texture(textureUnitPS0, R0f.zw).xyz); // 0 PV0f.x = R1f.x + R2f.x; PV0f.x /= 2.0; PV0f.z = R1f.z + R2f.z; PV0f.z /= 2.0; PV0f.w = R1f.y + R2f.y; PV0f.w /= 2.0; R1f.w = 0.0; PS0f = R1f.w; // 1 R123f.x = (R3f.y * 0.5 + PV0f.w); PV1f.x = R123f.x; R123f.y = (R3f.x * 0.5 + PV0f.x); PV1f.y = R123f.y; R123f.w = (R3f.z * 0.5 + PV0f.z); PV1f.w = R123f.w; // 2 R1f.x = (R0f.x * 0.5 + PV1f.y)/2.0; R1f.y = (R0f.y * 0.5 + PV1f.x)/2.0; R1f.z = (R0f.z * 0.5 + PV1f.w)/2.0; // export passPixelColor0 = vec4(R1f.x, R1f.y, R1f.z, R1f.w); }