#version 420 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable #extension GL_ARB_shading_language_packing : enable // shader 8fd5069eea66af37 const float resXScale = ; const float resYScale = ; uniform ivec4 uf_remappedVS[12]; uniform vec2 uf_windowSpaceToClipSpaceTransform; layout(location = 0) in uvec4 attrDataSem1; layout(location = 1) in uvec4 attrDataSem3; layout(location = 2) in uvec4 attrDataSem7; out gl_PerVertex { vec4 gl_Position; float gl_PointSize; }; layout(location = 0) out vec4 passParameterSem137; layout(location = 1) out vec4 passParameterSem138; layout(location = 2) out vec4 passParameterSem139; layout(location = 3) out vec4 passParameterSem140; 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 R4f = vec4(0.0); vec4 R5f = vec4(0.0); vec4 R126f = vec4(0.0); vec4 R127f = vec4(0.0); uvec4 attrDecoder; 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 = floatBitsToInt(ivec4(gl_VertexID, 0, 0, gl_InstanceID)); attrDecoder.xyz = attrDataSem1.xyz; attrDecoder.xyz = (attrDecoder.xyz>>24)|((attrDecoder.xyz>>8)&0xFF00)|((attrDecoder.xyz<<8)&0xFF0000)|((attrDecoder.xyz<<24)); attrDecoder.w = 0; R1f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(floatBitsToInt(1.0))); attrDecoder.xy = attrDataSem7.xy; attrDecoder.xy = (attrDecoder.xy>>24)|((attrDecoder.xy>>8)&0xFF00)|((attrDecoder.xy<<8)&0xFF0000)|((attrDecoder.xy<<24)); attrDecoder.z = 0; attrDecoder.w = 0; R2f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(floatBitsToInt(0.0)), intBitsToFloat(floatBitsToInt(1.0))); // 0 R0f.x = dot(vec4(R1f.x,R1f.y,R1f.z,R1f.w),vec4(intBitsToFloat(uf_remappedVS[0].x),intBitsToFloat(uf_remappedVS[0].y),intBitsToFloat(uf_remappedVS[0].z),intBitsToFloat(uf_remappedVS[0].w))); PV0f.x = R0f.x; PV0f.y = R0f.x; PV0f.z = R0f.x; PV0f.w = R0f.x; R5f.z = 0.0; PS0f = R5f.z; // 1 tempf.x = dot(vec4(R1f.x,R1f.y,R1f.z,R1f.w),vec4(intBitsToFloat(uf_remappedVS[1].x),intBitsToFloat(uf_remappedVS[1].y),intBitsToFloat(uf_remappedVS[1].z),intBitsToFloat(uf_remappedVS[1].w))); PV1f.x = tempf.x; PV1f.y = tempf.x; PV1f.z = tempf.x; PV1f.w = tempf.x; R0f.y = tempf.x; R5f.x = R2f.x; PS1f = R5f.x; // 2 tempf.x = dot(vec4(R1f.x,R1f.y,R1f.z,R1f.w),vec4(intBitsToFloat(uf_remappedVS[2].x),intBitsToFloat(uf_remappedVS[2].y),intBitsToFloat(uf_remappedVS[2].z),intBitsToFloat(uf_remappedVS[2].w))); PV0f.x = tempf.x; PV0f.y = tempf.x; PV0f.z = tempf.x; PV0f.w = tempf.x; R0f.z = tempf.x; R5f.y = R2f.y; PS0f = R5f.y; // 3 tempf.x = dot(vec4(R1f.x,R1f.y,R1f.z,R1f.w),vec4(intBitsToFloat(uf_remappedVS[3].x),intBitsToFloat(uf_remappedVS[3].y),intBitsToFloat(uf_remappedVS[3].z),intBitsToFloat(uf_remappedVS[3].w))); PV1f.x = tempf.x; PV1f.y = tempf.x; PV1f.z = tempf.x; PV1f.w = tempf.x; R0f.w = tempf.x; // 4 R127f.xyz = vec3(R2f.y,R2f.x,R2f.y) + vec3(intBitsToFloat(uf_remappedVS[4].y) / resYScale,intBitsToFloat(uf_remappedVS[4].x) / resXScale,intBitsToFloat(uf_remappedVS[5].y)); PV0f.w = R2f.x + intBitsToFloat(uf_remappedVS[5].x) / resXScale; // 5 R126f.xyz = vec3(R2f.y,R2f.x,R2f.y) + vec3(intBitsToFloat(uf_remappedVS[6].y) / resYScale,intBitsToFloat(uf_remappedVS[6].x) / resXScale,intBitsToFloat(uf_remappedVS[7].y)); R127f.w = R2f.x + intBitsToFloat(uf_remappedVS[7].x) / resXScale; R1f.z = PV0f.w; PS1f = R1f.z; // 6 R1f.x = R2f.x + intBitsToFloat(uf_remappedVS[8].x) / resXScale; R1f.y = R2f.y + intBitsToFloat(uf_remappedVS[8].y) / resYScale; R3f.z = R127f.y; R1f.w = R127f.z; R3f.x = R2f.x + intBitsToFloat(uf_remappedVS[9].x) / resXScale; PS0f = R3f.x; // 7 R4f.x = R2f.x + intBitsToFloat(uf_remappedVS[10].x) / resXScale; R3f.y = R2f.y + intBitsToFloat(uf_remappedVS[9].y) / resYScale; R4f.z = R127f.w; R3f.w = R127f.x; R4f.y = R2f.y + intBitsToFloat(uf_remappedVS[10].y) / resYScale; PS1f = R4f.y; // 8 backupReg0f = R2f.x; backupReg1f = R2f.y; R2f.x = backupReg0f + intBitsToFloat(uf_remappedVS[11].x) / resXScale; R2f.y = backupReg1f + intBitsToFloat(uf_remappedVS[11].y) / resYScale; R2f.z = R126f.y; R4f.w = R126f.z; R2f.w = R126f.x; PS0f = R2f.w; // export gl_Position = vec4(R0f.x, R0f.y, R0f.z, R0f.w); // export passParameterSem137 = vec4(R1f.x, R1f.y, R1f.z, R1f.w); // export passParameterSem138 = vec4(R3f.x, R3f.y, R3f.z, R3f.w); // export passParameterSem139 = vec4(R4f.x, R4f.y, R4f.z, R4f.w); // export passParameterSem140 = vec4(R2f.x, R2f.y, R2f.z, R2f.w); // export // skipped export to semanticId 255 // 0 }