#version 420 #extension GL_ARB_texture_gather : enable // shader 156a8a37bc669fec // Used for: Black transparent tint edge uniform ivec4 uf_remappedPS[5]; layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0x22456000 res 128x128x1 dim 1 tm: 4 format 0035 compSel: 0 0 0 1 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 0 0 2 border: 0 layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0x22572000 res 256x256x1 dim 1 tm: 4 format 0034 compSel: 0 0 0 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 1 1 2 border: 0 layout(binding = 2) uniform sampler2D textureUnitPS2;// Tex2 addr 0x23c69000 res 128x128x1 dim 1 tm: 4 format 0034 compSel: 5 5 5 0 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler2 ClampX/Y/Z: 2 2 2 border: 0 layout(location = 0) in vec4 passParameterSem1; layout(location = 1) in vec4 passParameterSem0; layout(location = 2) in vec4 passParameterSem2; 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() { ivec4 R0i = ivec4(0); ivec4 R1i = ivec4(0); ivec4 R2i = ivec4(0); ivec4 R3i = ivec4(0); ivec4 R4i = ivec4(0); ivec4 R123i = ivec4(0); ivec4 R127i = ivec4(0); int backupReg0i, backupReg1i, backupReg2i, backupReg3i, backupReg4i; ivec4 PV0i = ivec4(0), PV1i = ivec4(0); int PS0i = 0, PS1i = 0; ivec4 tempi = ivec4(0); float tempResultf; int tempResulti; ivec4 ARi = ivec4(0); bool predResult = true; vec3 cubeMapSTM; int cubeMapFaceId; R0i = floatBitsToInt(passParameterSem1); R1i = floatBitsToInt(passParameterSem0); R2i = floatBitsToInt(passParameterSem2); R0i.xyzw = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R0i.xy)).xyzw); R4i.xyzw = floatBitsToInt(texture(textureUnitPS2, intBitsToFloat(R2i.xy)).xyzw); // 0 R3i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R4i.x), intBitsToFloat(R4i.w))); R3i.y = floatBitsToInt(-(intBitsToFloat(R4i.w)) + 1.0); R3i.z = uf_remappedPS[0].x & 0x00008000; R127i.w = 0x3f800000; PV0i.w = R127i.w; R1i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R4i.y), intBitsToFloat(R4i.w))); PS0i = R1i.w; // 1 backupReg0i = R0i.x; backupReg1i = R0i.y; backupReg2i = R0i.z; tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(backupReg0i),intBitsToFloat(backupReg1i),intBitsToFloat(backupReg2i),intBitsToFloat(PV0i.w)),vec4(intBitsToFloat(uf_remappedPS[1].x),intBitsToFloat(uf_remappedPS[1].y),intBitsToFloat(uf_remappedPS[1].z),intBitsToFloat(uf_remappedPS[1].w)))); PV1i.x = tempi.x; PV1i.y = tempi.x; PV1i.z = tempi.x; PV1i.w = tempi.x; R1i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R4i.z), intBitsToFloat(R4i.w))); PS1i = R1i.z; // 2 backupReg0i = R0i.x; backupReg1i = R0i.y; backupReg2i = R0i.z; tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(backupReg0i),intBitsToFloat(backupReg1i),intBitsToFloat(backupReg2i),intBitsToFloat(R127i.w)),vec4(intBitsToFloat(uf_remappedPS[2].x),intBitsToFloat(uf_remappedPS[2].y),intBitsToFloat(uf_remappedPS[2].z),intBitsToFloat(uf_remappedPS[2].w)))); PV0i.x = tempi.x; PV0i.y = tempi.x; PV0i.z = tempi.x; PV0i.w = tempi.x; R2i.x = floatBitsToInt(intBitsToFloat(R1i.x) + intBitsToFloat(PV1i.x)); PS0i = R2i.x; // 3 R2i.y = floatBitsToInt(intBitsToFloat(R1i.y) + intBitsToFloat(PV0i.x)); R2i.xyzw = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R2i.xy)).xyzw); // 0 backupReg0i = R0i.w; R123i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R2i.y),intBitsToFloat(R3i.y)) + intBitsToFloat(R1i.w))); PV0i.x = R123i.x; R123i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R2i.x),intBitsToFloat(R3i.y)) + intBitsToFloat(R3i.x))); PV0i.y = R123i.y; R127i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R2i.z),intBitsToFloat(R3i.y)) + intBitsToFloat(R1i.z))); PV0i.w = floatBitsToInt(min(intBitsToFloat(backupReg0i), intBitsToFloat(R2i.w))); // 1 R4i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV0i.y),intBitsToFloat(uf_remappedPS[3].x)) + intBitsToFloat(uf_remappedPS[4].x))); PV1i.y = floatBitsToInt(min(intBitsToFloat(PV0i.w), intBitsToFloat(R4i.w))); PV1i.z = floatBitsToInt(max(intBitsToFloat(PV0i.w), intBitsToFloat(R4i.w))); R4i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV0i.x),intBitsToFloat(uf_remappedPS[3].y)) + intBitsToFloat(uf_remappedPS[4].y))); PS1i = R4i.y; // 2 R123i.x = ((R3i.z == 0)?(PV1i.z):(PV1i.y)); PV0i.x = R123i.x; R4i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R127i.z),intBitsToFloat(uf_remappedPS[3].z)) + intBitsToFloat(uf_remappedPS[4].z))); // 3 R4i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV0i.x),intBitsToFloat(uf_remappedPS[3].w)) + intBitsToFloat(uf_remappedPS[4].w))); // export passPixelColor0 = vec4(intBitsToFloat(R4i.x), intBitsToFloat(R4i.y), intBitsToFloat(R4i.z), 0.0); }