#version 420 #extension GL_ARB_texture_gather : enable #extension GL_ARB_shading_language_packing : enable // shader 28620f4f4753fb97 // selection position uniform ivec4 uf_uniformRegisterVS[256]; uniform vec2 uf_windowSpaceToClipSpaceTransform; uniform float uf_alphaTestRef; layout(location = 0) in uvec4 attrDataSem0; out gl_PerVertex { vec4 gl_Position; float gl_PointSize; }; layout(location = 0) out vec4 passParameterSem0; 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() { ivec4 R0i = ivec4(0); ivec4 R1i = ivec4(0); ivec4 R123i = ivec4(0); ivec4 R126i = ivec4(0); ivec4 R127i = ivec4(0); uvec4 attrDecoder; 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 = ivec4(gl_VertexID, 0, 0, gl_InstanceID); attrDecoder.xyz = attrDataSem0.xyz; attrDecoder.xyz = (attrDecoder.xyz>>24)|((attrDecoder.xyz>>8)&0xFF00)|((attrDecoder.xyz<<8)&0xFF0000)|((attrDecoder.xyz<<24)); attrDecoder.w = 0; R1i = ivec4(int(attrDecoder.x), int(attrDecoder.y), int(attrDecoder.z), floatBitsToInt(1.0)); // 0 R127i.x = floatBitsToInt(intBitsToFloat(uf_uniformRegisterVS[19].w) * 1.0); R127i.y = floatBitsToInt(intBitsToFloat(uf_uniformRegisterVS[19].z) * 1.0); R127i.z = floatBitsToInt(intBitsToFloat(uf_uniformRegisterVS[19].y) * 1.0); R127i.w = floatBitsToInt(intBitsToFloat(uf_uniformRegisterVS[19].x) * 1.0); PS0i = int(intBitsToFloat(R1i.z)); // 1 R126i.x = floatBitsToInt(float(PS0i)); PS1i = R126i.x; // 2 tempResultf = intBitsToFloat(PS1i); tempResultf = floor(tempResultf); tempResultf = clamp(tempResultf, -256.0, 255.0); ARi.x = int(tempResultf); PV0i.x = floatBitsToInt(tempResultf); // 3 R123i.x = floatBitsToInt((intBitsToFloat(uf_uniformRegisterVS[ARi.x+8].z) * intBitsToFloat(uf_uniformRegisterVS[18].w) + intBitsToFloat(R127i.x))); PV1i.x = R123i.x; R123i.y = floatBitsToInt((intBitsToFloat(uf_uniformRegisterVS[ARi.x+8].z) * intBitsToFloat(uf_uniformRegisterVS[18].z) + intBitsToFloat(R127i.y))); PV1i.y = R123i.y; // 4 R127i.x = floatBitsToInt((intBitsToFloat(uf_uniformRegisterVS[ARi.x+8].y) * intBitsToFloat(uf_uniformRegisterVS[17].w) + intBitsToFloat(PV1i.x))); R127i.y = floatBitsToInt((intBitsToFloat(uf_uniformRegisterVS[ARi.x+8].y) * intBitsToFloat(uf_uniformRegisterVS[17].z) + intBitsToFloat(PV1i.y))); // 5 backupReg0i = R127i.z; backupReg1i = R127i.w; R127i.z = floatBitsToInt((intBitsToFloat(uf_uniformRegisterVS[ARi.x+8].z) * intBitsToFloat(uf_uniformRegisterVS[18].y) + intBitsToFloat(backupReg0i))); R127i.w = floatBitsToInt((intBitsToFloat(uf_uniformRegisterVS[ARi.x+8].z) * intBitsToFloat(uf_uniformRegisterVS[18].x) + intBitsToFloat(backupReg1i))); // 6 backupReg0i = R127i.x; R127i.x = floatBitsToInt((intBitsToFloat(uf_uniformRegisterVS[ARi.x+8].x) * intBitsToFloat(uf_uniformRegisterVS[16].w) + intBitsToFloat(backupReg0i))); R126i.y = floatBitsToInt((intBitsToFloat(uf_uniformRegisterVS[ARi.x+8].x) * intBitsToFloat(uf_uniformRegisterVS[16].z) + intBitsToFloat(R127i.y))); // 7 backupReg0i = R127i.z; backupReg1i = R127i.w; R127i.z = floatBitsToInt((intBitsToFloat(uf_uniformRegisterVS[ARi.x+8].y) * intBitsToFloat(uf_uniformRegisterVS[17].y) + intBitsToFloat(backupReg0i))); R127i.w = floatBitsToInt((intBitsToFloat(uf_uniformRegisterVS[ARi.x+8].y) * intBitsToFloat(uf_uniformRegisterVS[17].x) + intBitsToFloat(backupReg1i))); // 8 backupReg0i = R127i.x; backupReg0i = R127i.x; backupReg0i = R127i.x; backupReg0i = R127i.x; R127i.x = floatBitsToInt(intBitsToFloat(backupReg0i) * intBitsToFloat(uf_uniformRegisterVS[15].w)); R127i.y = floatBitsToInt(intBitsToFloat(backupReg0i) * intBitsToFloat(uf_uniformRegisterVS[15].z)); R126i.z = floatBitsToInt(intBitsToFloat(backupReg0i) * intBitsToFloat(uf_uniformRegisterVS[15].y)); R126i.w = floatBitsToInt(intBitsToFloat(backupReg0i) * intBitsToFloat(uf_uniformRegisterVS[15].x)); // 9 backupReg0i = R127i.z; backupReg1i = R127i.w; R127i.z = floatBitsToInt((intBitsToFloat(uf_uniformRegisterVS[ARi.x+8].x) * intBitsToFloat(uf_uniformRegisterVS[16].y) + intBitsToFloat(backupReg0i))); R127i.w = floatBitsToInt((intBitsToFloat(uf_uniformRegisterVS[ARi.x+8].x) * intBitsToFloat(uf_uniformRegisterVS[16].x) + intBitsToFloat(backupReg1i))); // 10 R123i.x = floatBitsToInt((intBitsToFloat(R126i.y) * intBitsToFloat(uf_uniformRegisterVS[14].w) + intBitsToFloat(R127i.x))); PV0i.x = R123i.x; R123i.y = floatBitsToInt((intBitsToFloat(R126i.y) * intBitsToFloat(uf_uniformRegisterVS[14].z) + intBitsToFloat(R127i.y))); PV0i.y = R123i.y; R123i.z = floatBitsToInt((intBitsToFloat(R126i.y) * intBitsToFloat(uf_uniformRegisterVS[14].y) + intBitsToFloat(R126i.z))); PV0i.z = R123i.z; R123i.w = floatBitsToInt((intBitsToFloat(R126i.y) * intBitsToFloat(uf_uniformRegisterVS[14].x) + intBitsToFloat(R126i.w))); PV0i.w = R123i.w; // 11 R123i.x = floatBitsToInt((intBitsToFloat(R127i.z) * intBitsToFloat(uf_uniformRegisterVS[13].w) + intBitsToFloat(PV0i.x))); PV1i.x = R123i.x; R123i.y = floatBitsToInt((intBitsToFloat(R127i.z) * intBitsToFloat(uf_uniformRegisterVS[13].z) + intBitsToFloat(PV0i.y))); PV1i.y = R123i.y; R123i.z = floatBitsToInt((intBitsToFloat(R127i.z) * intBitsToFloat(uf_uniformRegisterVS[13].y) + intBitsToFloat(PV0i.z))); PV1i.z = R123i.z; R123i.w = floatBitsToInt((intBitsToFloat(R127i.z) * intBitsToFloat(uf_uniformRegisterVS[13].x) + intBitsToFloat(PV0i.w))); PV1i.w = R123i.w; // 12 backupReg0i = R127i.w; R123i.x = floatBitsToInt((intBitsToFloat(R127i.w) * intBitsToFloat(uf_uniformRegisterVS[12].w) + intBitsToFloat(PV1i.x))); PV0i.x = R123i.x; R127i.y = floatBitsToInt((intBitsToFloat(R127i.w) * intBitsToFloat(uf_uniformRegisterVS[12].z) + intBitsToFloat(PV1i.y))); R127i.z = floatBitsToInt((intBitsToFloat(R127i.w) * intBitsToFloat(uf_uniformRegisterVS[12].y) + intBitsToFloat(PV1i.z))); R127i.w = floatBitsToInt((intBitsToFloat(backupReg0i) * intBitsToFloat(uf_uniformRegisterVS[12].x) + intBitsToFloat(PV1i.w))); // 13 PV1i.x = floatBitsToInt(intBitsToFloat(PV0i.x) * intBitsToFloat(uf_uniformRegisterVS[3].w)); PV1i.y = floatBitsToInt(intBitsToFloat(PV0i.x) * intBitsToFloat(uf_uniformRegisterVS[3].z)); PV1i.z = floatBitsToInt(intBitsToFloat(PV0i.x) * intBitsToFloat(uf_uniformRegisterVS[3].y)); PV1i.w = floatBitsToInt(intBitsToFloat(PV0i.x) * intBitsToFloat(uf_uniformRegisterVS[3].x)); // 14 R123i.x = floatBitsToInt((intBitsToFloat(R127i.y) * intBitsToFloat(uf_uniformRegisterVS[2].w) + intBitsToFloat(PV1i.x))); PV0i.x = R123i.x; R123i.y = floatBitsToInt((intBitsToFloat(R127i.y) * intBitsToFloat(uf_uniformRegisterVS[2].z) + intBitsToFloat(PV1i.y))); PV0i.y = R123i.y; R123i.z = floatBitsToInt((intBitsToFloat(R127i.y) * intBitsToFloat(uf_uniformRegisterVS[2].y) + intBitsToFloat(PV1i.z))); PV0i.z = R123i.z; R123i.w = floatBitsToInt((intBitsToFloat(R127i.y) * intBitsToFloat(uf_uniformRegisterVS[2].x) + intBitsToFloat(PV1i.w))); PV0i.w = R123i.w; // 15 R123i.x = floatBitsToInt((intBitsToFloat(R127i.z) * intBitsToFloat(uf_uniformRegisterVS[1].w) + intBitsToFloat(PV0i.x))); PV1i.x = R123i.x; R123i.y = floatBitsToInt((intBitsToFloat(R127i.z) * intBitsToFloat(uf_uniformRegisterVS[1].z) + intBitsToFloat(PV0i.y))); PV1i.y = R123i.y; R123i.z = floatBitsToInt((intBitsToFloat(R127i.z) * intBitsToFloat(uf_uniformRegisterVS[1].y) + intBitsToFloat(PV0i.z))); PV1i.z = R123i.z; R123i.w = floatBitsToInt((intBitsToFloat(R127i.z) * intBitsToFloat(uf_uniformRegisterVS[1].x) + intBitsToFloat(PV0i.w))); PV1i.w = R123i.w; // 16 R1i.x = floatBitsToInt((intBitsToFloat(R127i.w) * intBitsToFloat(uf_uniformRegisterVS[0].x) + intBitsToFloat(PV1i.w))); R1i.y = floatBitsToInt((intBitsToFloat(R127i.w) * intBitsToFloat(uf_uniformRegisterVS[0].y) + intBitsToFloat(PV1i.z))); R1i.z = floatBitsToInt((intBitsToFloat(R127i.w) * intBitsToFloat(uf_uniformRegisterVS[0].z) + intBitsToFloat(PV1i.y))); R1i.w = floatBitsToInt((intBitsToFloat(R127i.w) * intBitsToFloat(uf_uniformRegisterVS[0].w) + intBitsToFloat(PV1i.x))); // 17 R0i.xyz = ivec3(uf_uniformRegisterVS[ARi.x+4].x,uf_uniformRegisterVS[ARi.x+4].y,uf_uniformRegisterVS[ARi.x+4].z); R0i.w = uf_uniformRegisterVS[ARi.x+4].w; // export float origRatio = 1.777f; float newRatio = 2.370f; // *(origRatio / newRatio) gl_Position = vec4(intBitsToFloat(R1i.x)*(origRatio / newRatio), intBitsToFloat(R1i.y), intBitsToFloat(R1i.z), intBitsToFloat(R1i.w)); // export passParameterSem0 = vec4(intBitsToFloat(R0i.x), intBitsToFloat(R0i.y), intBitsToFloat(R0i.z), intBitsToFloat(R0i.w)); // 0 }