#version 420 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable #extension GL_ARB_shading_language_packing : enable // shader 3259d3b3ca333bf3 const float resXScale = float($width)/float($gameWidth); const float resYScale = float($height)/float($gameHeight); uniform ivec4 uf_remappedVS[1]; uniform vec2 uf_windowSpaceToClipSpaceTransform; layout(location = 0) in uvec4 attrDataSem0; layout(location = 1) in uvec4 attrDataSem8; out gl_PerVertex { vec4 gl_Position; float gl_PointSize; }; layout(location = 2) out vec4 passParameterSem138; layout(location = 1) out vec4 passParameterSem137; layout(location = 0) out vec4 passParameterSem136; 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 mix(0.0, a*b, (a != 0.0) && (b != 0.0));} 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); 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 = attrDataSem0; attrDecoder = (attrDecoder>>24)|((attrDecoder>>8)&0xFF00)|((attrDecoder<<8)&0xFF0000)|((attrDecoder<<24)); R1f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(int(attrDecoder.w))); attrDecoder.xy = attrDataSem8.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 R127f.x = (mul_nonIEEE(intBitsToFloat(uf_remappedVS[0].y)/ resXScale,intBitsToFloat(uf_remappedVS[0].z)) + R2f.y); PV0f.x = R127f.x; R123f.y = (mul_nonIEEE(intBitsToFloat(uf_remappedVS[0].x)/ resXScale,intBitsToFloat(uf_remappedVS[0].z)) + R2f.x); PV0f.y = R123f.y; R127f.z = mul_nonIEEE(intBitsToFloat(uf_remappedVS[0].y) / resYScale, intBitsToFloat(uf_remappedVS[0].w)); PV0f.z = R127f.z; PV0f.w = mul_nonIEEE(intBitsToFloat(uf_remappedVS[0].x) / resXScale, intBitsToFloat(uf_remappedVS[0].w)); // 1 PV1f.x = PV0f.x + -(PV0f.z); PV1f.y = PV0f.y + -(PV0f.w); R3f.x = PV0f.y + PV0f.w; PS1f = R3f.x; // 2 R0f.x = (intBitsToFloat(uf_remappedVS[0].x) / resXScale * 2.0 + PS1f); PV0f.x = R0f.x; R3f.y = R127f.x + R127f.z; PV0f.y = R3f.y; R3f.z = PV1f.y; PV0f.z = R3f.z; R3f.w = PV1f.x; PV0f.w = R3f.w; // 3 R2f.x = (intBitsToFloat(uf_remappedVS[0].x) / resXScale * 2.0 + PV0f.x); R0f.y = (intBitsToFloat(uf_remappedVS[0].y) / resYScale * 2.0 + PV0f.y); PV1f.y = R0f.y; R123f.z = (-(intBitsToFloat(uf_remappedVS[0].y)) / resYScale * 2.0 + PV0f.w); PV1f.z = R123f.z; R123f.w = (-(intBitsToFloat(uf_remappedVS[0].x)) / resXScale * 2.0 + PV0f.z); PV1f.w = R123f.w; // 4 R2f.y = (intBitsToFloat(uf_remappedVS[0].y) / resYScale * 2.0 + PV1f.y); R0f.z = PV1f.w; PV0f.z = R0f.z; R0f.w = PV1f.z; PV0f.w = R0f.w; // 5 R123f.x = (-(intBitsToFloat(uf_remappedVS[0].y)) / resYScale * 2.0 + PV0f.w); PV1f.x = R123f.x; R123f.y = (-(intBitsToFloat(uf_remappedVS[0].x)) / resXScale * 2.0 + PV0f.z); PV1f.y = R123f.y; // 6 R2f.z = PV1f.y; R2f.w = PV1f.x; // export gl_Position = vec4(R1f.x, R1f.y, R1f.z, R1f.w); // export passParameterSem138 = vec4(R2f.x, R2f.y, R2f.z, R2f.w); // export passParameterSem137 = vec4(R0f.x, R0f.y, R0f.z, R0f.w); // export passParameterSem136 = vec4(R3f.x, R3f.y, R3f.z, R3f.w); }