#version 420 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable // shader 9e9abde99f9510dc uniform float uf_alphaTestRef; layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf489e000 res 1280x720x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 0 border: 0 layout(location = 0) in vec4 passParameterSem129; layout(location = 1) in vec4 passParameterSem128; 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 R5i = ivec4(0); ivec4 R6i = ivec4(0); ivec4 R7i = ivec4(0); ivec4 R8i = ivec4(0); ivec4 R122i = ivec4(0); ivec4 R123i = ivec4(0); ivec4 R126i = 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(passParameterSem129); R1i = floatBitsToInt(passParameterSem128); R5i.xyz = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R1i.zw)).xyz); R6i.xyz = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R1i.xy)).xyz); ivec2 resolution = textureSize(textureUnitPS0,0); float iresX = float(resolution.x)/float(1280); float iresY = float(resolution.y)/float(720); // 0 backupReg0i = R0i.y; backupReg1i = R0i.x; PV0i.x = 0; PV0i.y = floatBitsToInt(intBitsToFloat(backupReg0i) / iresY); PV0i.z = 0; R127i.w = floatBitsToInt(intBitsToFloat(backupReg1i) / iresX); PV0i.w = R127i.w; R8i.w = 0x3f800000; PS0i = R8i.w; // 1 R2i.x = floatBitsToInt(intBitsToFloat(R1i.z) + intBitsToFloat(PV0i.w)); R2i.y = floatBitsToInt(intBitsToFloat(R1i.w) + intBitsToFloat(PV0i.x)); R3i.z = floatBitsToInt(intBitsToFloat(PV0i.z) + intBitsToFloat(R1i.z)); PV1i.w = PV0i.y; R3i.y = floatBitsToInt(intBitsToFloat(PV0i.y) + intBitsToFloat(R1i.w)); PS1i = R3i.y; // 2 R4i.x = floatBitsToInt(intBitsToFloat(R1i.z) + intBitsToFloat(R127i.w)); R4i.y = floatBitsToInt(intBitsToFloat(R1i.w) + intBitsToFloat(PV1i.w)); R0i.z = floatBitsToInt(intBitsToFloat(R6i.z) * intBitsToFloat(0x3de978d5)); R3i.x = floatBitsToInt(intBitsToFloat(R5i.z) * intBitsToFloat(0x3de978d5)); PS0i = R3i.x; R2i.xyz = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R2i.xy)).xyz); R7i.xyz = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R3i.zy)).xyz); R4i.xyz = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R4i.xy)).xyz); // 0 tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R5i.x),intBitsToFloat(R5i.y),intBitsToFloat(R3i.x),-0.0),vec4(intBitsToFloat(0x3e991687),intBitsToFloat(0x3f1645a2),1.0,0.0))); PV0i.x = tempi.x; PV0i.y = tempi.x; PV0i.z = tempi.x; PV0i.w = tempi.x; R127i.z = tempi.x; R122i.x = floatBitsToInt((intBitsToFloat(R6i.y) * intBitsToFloat(0x3f1645a2) + intBitsToFloat(R0i.z))); PS0i = R122i.x; // 1 tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R2i.x),intBitsToFloat(R2i.y),intBitsToFloat(R2i.z),-0.0),vec4(intBitsToFloat(0x3e991687),intBitsToFloat(0x3f1645a2),intBitsToFloat(0x3de978d5),0.0))); PV1i.x = tempi.x; PV1i.y = tempi.x; PV1i.z = tempi.x; PV1i.w = tempi.x; R127i.y = tempi.x; R126i.z = floatBitsToInt((intBitsToFloat(R6i.x) * intBitsToFloat(0x3e991687) + intBitsToFloat(PS0i))); PS1i = R126i.z; // 2 R126i.x = floatBitsToInt(dot(vec4(intBitsToFloat(R7i.x),intBitsToFloat(R7i.y),intBitsToFloat(R7i.z),-0.0),vec4(intBitsToFloat(0x3e991687),intBitsToFloat(0x3f1645a2),intBitsToFloat(0x3de978d5),0.0))); PV0i.x = R126i.x; PV0i.y = R126i.x; PV0i.z = R126i.x; PV0i.w = R126i.x; R127i.x = floatBitsToInt(intBitsToFloat(R127i.z) + intBitsToFloat(PV1i.x)); PS0i = R127i.x; // 3 tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R4i.x),intBitsToFloat(R4i.y),intBitsToFloat(R4i.z),-0.0),vec4(intBitsToFloat(0x3e991687),intBitsToFloat(0x3f1645a2),intBitsToFloat(0x3de978d5),0.0))); PV1i.x = tempi.x; PV1i.y = tempi.x; PV1i.z = tempi.x; PV1i.w = tempi.x; R127i.w = tempi.x; PS1i = floatBitsToInt(intBitsToFloat(PV0i.x) + intBitsToFloat(PS0i)); // 4 PV0i.x = floatBitsToInt(intBitsToFloat(R127i.y) + intBitsToFloat(PV1i.x)); PV0i.y = floatBitsToInt(intBitsToFloat(R126i.x) + intBitsToFloat(PV1i.x)); PV0i.z = floatBitsToInt(intBitsToFloat(R127i.z) + intBitsToFloat(R126i.x)); PV0i.w = floatBitsToInt(intBitsToFloat(PV1i.x) + intBitsToFloat(PS1i)); R126i.y = floatBitsToInt(min(intBitsToFloat(R127i.z), intBitsToFloat(R127i.y))); PS0i = R126i.y; // 5 backupReg0i = R127i.x; backupReg1i = R127i.z; backupReg2i = R127i.y; R127i.x = floatBitsToInt(-(intBitsToFloat(PV0i.x)) + intBitsToFloat(PV0i.z)); PV1i.x = R127i.x; PV1i.y = floatBitsToInt(intBitsToFloat(PV0i.w) * intBitsToFloat(0x3d000000)); R127i.z = floatBitsToInt(min(intBitsToFloat(R126i.x), intBitsToFloat(R127i.w))); PV1i.w = floatBitsToInt(-(intBitsToFloat(PV0i.y)) + intBitsToFloat(backupReg0i)); R127i.y = floatBitsToInt(max(intBitsToFloat(backupReg1i), intBitsToFloat(backupReg2i))); PS1i = R127i.y; // 6 backupReg0i = R126i.x; backupReg1i = R127i.w; R126i.x = floatBitsToInt(-(intBitsToFloat(PV1i.w))); PV0i.y = floatBitsToInt(max(intBitsToFloat(PV1i.x), -(intBitsToFloat(PV1i.x)))); PV0i.z = floatBitsToInt(max(-(intBitsToFloat(PV1i.w)), intBitsToFloat(PV1i.w))); R127i.w = floatBitsToInt(max(intBitsToFloat(PV1i.y), intBitsToFloat(0x3c000000))); PS0i = floatBitsToInt(max(intBitsToFloat(backupReg0i), intBitsToFloat(backupReg1i))); // 7 PV1i.x = floatBitsToInt(min(intBitsToFloat(PV0i.z), intBitsToFloat(PV0i.y))); PV1i.y = floatBitsToInt(max(intBitsToFloat(R127i.y), intBitsToFloat(PS0i))); PV1i.w = floatBitsToInt(min(intBitsToFloat(R126i.y), intBitsToFloat(R127i.z))); // 8 R2i.x = floatBitsToInt(max(intBitsToFloat(R126i.z), intBitsToFloat(PV1i.y))); R2i.z = floatBitsToInt(min(intBitsToFloat(R126i.z), intBitsToFloat(PV1i.w))); PV0i.w = floatBitsToInt(intBitsToFloat(R127i.w) + intBitsToFloat(PV1i.x)); // 9 PS1i = floatBitsToInt(1.0 / intBitsToFloat(PV0i.w)); // 10 PV0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.x), intBitsToFloat(PS1i))); PV0i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R126i.x), intBitsToFloat(PS1i))); // 11 PV1i.z = floatBitsToInt(max(intBitsToFloat(PV0i.x), intBitsToFloat(0xc1000000))); PV1i.w = floatBitsToInt(max(intBitsToFloat(PV0i.y), intBitsToFloat(0xc1000000))); // 12 PV0i.y = floatBitsToInt(min(intBitsToFloat(PV1i.w), intBitsToFloat(0x41000000))); PV0i.w = floatBitsToInt(min(intBitsToFloat(PV1i.z), intBitsToFloat(0x41000000))); // 13 R126i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R0i.x), intBitsToFloat(PV0i.y))); PV1i.z = R126i.z; R127i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R0i.y), intBitsToFloat(PV0i.w))); PV1i.w = R127i.w; // 14 R0i.x = floatBitsToInt((intBitsToFloat(PV1i.z) * intBitsToFloat(0x3e2aaaac) + intBitsToFloat(R1i.x))); R0i.y = floatBitsToInt((intBitsToFloat(PV1i.w) * intBitsToFloat(0x3e2aaaac) + intBitsToFloat(R1i.y))); R4i.z = floatBitsToInt((intBitsToFloat(PV1i.z) * intBitsToFloat(0xbe2aaaaa) + intBitsToFloat(R1i.x))); R4i.w = floatBitsToInt((intBitsToFloat(PV1i.w) * intBitsToFloat(0xbe2aaaaa) + intBitsToFloat(R1i.y))); R4i.x = floatBitsToInt((intBitsToFloat(PV1i.z) * 0.5 + intBitsToFloat(R1i.x))); PS0i = R4i.x; // 15 backupReg0i = R1i.x; R1i.x = floatBitsToInt((-(intBitsToFloat(R126i.z)) * 0.5 + intBitsToFloat(backupReg0i))); R4i.y = floatBitsToInt((intBitsToFloat(R127i.w) * 0.5 + intBitsToFloat(R1i.y))); R1i.z = floatBitsToInt((-(intBitsToFloat(R127i.w)) * 0.5 + intBitsToFloat(R1i.y))); R0i.xyz = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R0i.xy)).xyz); R7i.xyz = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R4i.zw)).xyz); R4i.xyz = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R4i.xy)).xyz); R1i.xyz = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R1i.xz)).xyz); // 0 R126i.x = floatBitsToInt(intBitsToFloat(R0i.z) + intBitsToFloat(R7i.z)); R126i.x = floatBitsToInt(intBitsToFloat(R126i.x) / 2.0); R127i.z = floatBitsToInt(intBitsToFloat(R0i.y) + intBitsToFloat(R7i.y)); R127i.z = floatBitsToInt(intBitsToFloat(R127i.z) / 2.0); PV0i.z = R127i.z; R127i.w = floatBitsToInt(intBitsToFloat(R0i.x) + intBitsToFloat(R7i.x)); R127i.w = floatBitsToInt(intBitsToFloat(R127i.w) / 2.0); PV0i.w = R127i.w; // 1 PV1i.x = floatBitsToInt(intBitsToFloat(R4i.x) + intBitsToFloat(R1i.x)); PV1i.y = PV0i.w; PV1i.y = floatBitsToInt(intBitsToFloat(PV1i.y) / 2.0); R126i.z = floatBitsToInt(intBitsToFloat(R4i.z) + intBitsToFloat(R1i.z)); PV1i.w = floatBitsToInt(intBitsToFloat(R4i.y) + intBitsToFloat(R1i.y)); PS1i = PV0i.z; PS1i = floatBitsToInt(intBitsToFloat(PS1i) / 2.0); // 2 R127i.x = floatBitsToInt((intBitsToFloat(PV1i.x) * 0.25 + intBitsToFloat(PV1i.y))); R127i.y = floatBitsToInt((intBitsToFloat(PV1i.w) * 0.25 + intBitsToFloat(PS1i))); PV0i.w = R126i.x; PV0i.w = floatBitsToInt(intBitsToFloat(PV0i.w) / 2.0); // 3 backupReg0i = R126i.z; R126i.z = floatBitsToInt((intBitsToFloat(backupReg0i) * 0.25 + intBitsToFloat(PV0i.w))); PV1i.z = R126i.z; // 4 tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R127i.x),intBitsToFloat(R127i.y),intBitsToFloat(PV1i.z),-0.0),vec4(intBitsToFloat(0x3e991687),intBitsToFloat(0x3f1645a2),intBitsToFloat(0x3de978d5),0.0))); PV0i.x = tempi.x; PV0i.y = tempi.x; PV0i.z = tempi.x; PV0i.w = tempi.x; // 5 PV1i.y = ((intBitsToFloat(PV0i.x) > intBitsToFloat(R2i.x))?int(0xFFFFFFFF):int(0x0)); PV1i.z = ((intBitsToFloat(R2i.z) > intBitsToFloat(PV0i.x))?int(0xFFFFFFFF):int(0x0)); // 6 R123i.x = ((PV1i.z == 0)?(PV1i.y):(int(-1))); PV0i.x = R123i.x; // 7 R8i.x = ((PV0i.x == 0)?(R127i.x):(R127i.w)); R8i.y = ((PV0i.x == 0)?(R127i.y):(R127i.z)); R8i.z = ((PV0i.x == 0)?(R126i.z):(R126i.x)); // export if( ((vec4(intBitsToFloat(R8i.x), intBitsToFloat(R8i.y), intBitsToFloat(R8i.z), intBitsToFloat(R8i.w))).a > uf_alphaTestRef) == false) discard; passPixelColor0 = vec4(intBitsToFloat(R8i.x), intBitsToFloat(R8i.y), intBitsToFloat(R8i.z), intBitsToFloat(R8i.w)); }