#version 420 #extension GL_ARB_texture_gather : enable #extension GL_ARB_shading_language_packing : enable // shader c9f2fd37115b0ee1 // Fixed radius blur // in multi target scene - not sure - h+v const float resXScale = 3.0; const float resYScale = 3.0; uniform ivec4 uf_remappedVS[5]; uniform vec2 uf_windowSpaceToClipSpaceTransform; layout(binding = 32) uniform sampler2D textureUnitVS0;// Tex0 addr 0x3db8b000 res 12x1x1 dim 1 tm: 2 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler18 ClampX/Y/Z: 2 2 2 border: 1 layout(location = 0) in uvec4 attrDataSem0; layout(location = 1) in uvec4 attrDataSem1; out gl_PerVertex { vec4 gl_Position; float gl_PointSize; }; layout(location = 0) out vec4 passParameterSem0; layout(location = 1) out vec4 passParameterSem2; layout(location = 2) out vec4 passParameterSem6; 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 R123i = ivec4(0); ivec4 R124i = ivec4(0); ivec4 R125i = 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.xyzw = attrDataSem0.xyzw; attrDecoder = ((attrDecoder>>8)&0xFF)|((attrDecoder<<8)&0xFF00); attrDecoder.xyzw = floatBitsToInt(vec4(unpackHalf2x16(attrDecoder.x|(attrDecoder.y<<16)),unpackHalf2x16(attrDecoder.z|(attrDecoder.w<<16)))); R1i = ivec4(int(attrDecoder.x), int(attrDecoder.y), int(attrDecoder.z), int(attrDecoder.w)); attrDecoder.x = attrDataSem1.x; attrDecoder.x = (attrDecoder.x>>24)|((attrDecoder.x>>8)&0xFF00)|((attrDecoder.x<<8)&0xFF0000)|((attrDecoder.x<<24)); attrDecoder.y = 0; attrDecoder.z = 0; attrDecoder.w = 0; attrDecoder.xyzw = uvec4((attrDecoder.x>>0)&0x3FF,(attrDecoder.x>>10)&0x3FF,(attrDecoder.x>>20)&0x3FF,(attrDecoder.x>>30)&0x3); if( (attrDecoder.x&0x200) != 0 ) attrDecoder.x |= 0xFFFFFC00; if( (attrDecoder.y&0x200) != 0 ) attrDecoder.y |= 0xFFFFFC00; if( (attrDecoder.z&0x200) != 0 ) attrDecoder.z |= 0xFFFFFC00; attrDecoder.x = floatBitsToUint(max(float(int(attrDecoder.x))/511.0,-1.0)); attrDecoder.y = floatBitsToUint(max(float(int(attrDecoder.y))/511.0,-1.0)); attrDecoder.z = floatBitsToUint(max(float(int(attrDecoder.z))/511.0,-1.0)); attrDecoder.w = floatBitsToUint(float(attrDecoder.w)); R2i = ivec4(int(attrDecoder.x), int(attrDecoder.y), int(attrDecoder.z), int(attrDecoder.w)); // 0 backupReg0i = R0i.x; PV0i.x = 0x3f800000; PV0i.y = 0x40400000; PV0i.z = (backupReg0i == int(1))?int(0xFFFFFFFF):int(0x0); R127i.w = 0x3f800000; R127i.x = 0xbf800000; PS0i = R127i.x; // 1 R3i.x = uf_remappedVS[0].z; R3i.x = floatBitsToInt(intBitsToFloat(R3i.x) / 2.0); PV1i.y = floatBitsToInt(intBitsToFloat(uf_remappedVS[1].z) * intBitsToFloat(0x3b808081)); R123i.z = ((PV0i.z == 0)?(PV0i.x):(0xc0400000)); PV1i.z = R123i.z; R123i.w = ((PV0i.z == 0)?(PV0i.y):(0xbf800000)); PV1i.w = R123i.w; R2i.w = 0x3f800000; PS1i = R2i.w; // 2 R2i.x = ((R0i.x == 0)?(R127i.x):(PV1i.w)); R2i.y = ((R0i.x == 0)?(R127i.w):(PV1i.z)); PV0i.y = R2i.y; R2i.z = floatBitsToInt(intBitsToFloat(PV1i.y) + -(0.5)); R2i.z = floatBitsToInt(intBitsToFloat(R2i.z) * 2.0); R0i.w = 0x3ec00000; R0i.y = 0; PS0i = R0i.y; // 3 R1i.xyz = ivec3(0x3eeaaaab,0,0x3d2aaaab); R1i.w = 0; R0i.x = floatBitsToInt(-(intBitsToFloat(PV0i.y))); PS1i = R0i.x; R5i.xyz = floatBitsToInt(texture(textureUnitVS0, intBitsToFloat(R0i.wy)).xyz); R4i.xyz = floatBitsToInt(texture(textureUnitVS0, intBitsToFloat(R1i.xy)).xyz); R1i.w = floatBitsToInt(texture(textureUnitVS0, intBitsToFloat(R1i.zw)).y); // export gl_Position = vec4(intBitsToFloat(R2i.x), intBitsToFloat(R2i.y), intBitsToFloat(R2i.z), intBitsToFloat(R2i.w)); // 0 R127i.x = floatBitsToInt(-(intBitsToFloat(uf_remappedVS[2].z))); R127i.x = floatBitsToInt(intBitsToFloat(R127i.x) / 2.0); PV0i.x = R127i.x; R0i.y = floatBitsToInt((intBitsToFloat(R0i.x) * 0.5 + 0.5)); PV0i.y = R0i.y; R127i.z = floatBitsToInt(-(intBitsToFloat(R2i.y))); R127i.z = floatBitsToInt(intBitsToFloat(R127i.z) / 2.0); R127i.w = R2i.x; R127i.w = floatBitsToInt(intBitsToFloat(R127i.w) / 2.0); R0i.x = floatBitsToInt((intBitsToFloat(R2i.x) * 0.5 + 0.5)); PS0i = R0i.x; // 1 R2i.x = floatBitsToInt(-(intBitsToFloat(uf_remappedVS[3].x))); R2i.x = floatBitsToInt(intBitsToFloat(R2i.x) * 2.0); PV1i.x = R2i.x; R2i.y = uf_remappedVS[3].y; R2i.y = floatBitsToInt(intBitsToFloat(R2i.y) * 2.0); PV1i.y = R2i.y; R123i.z = floatBitsToInt((intBitsToFloat(uf_remappedVS[4].w) / resYScale * 2.0 + intBitsToFloat(PV0i.y))); PV1i.z = R123i.z; R126i.w = floatBitsToInt(intBitsToFloat(R3i.x) + -(0.5)); R125i.x = floatBitsToInt(intBitsToFloat(PV0i.x) + -(0.5)); PS1i = R125i.x; // 2 backupReg0i = R127i.z; R126i.x = floatBitsToInt(-(intBitsToFloat(PV1i.y))); R126i.x = floatBitsToInt(intBitsToFloat(R126i.x) / 2.0); PV0i.y = floatBitsToInt(-(intBitsToFloat(PV1i.x))); PV0i.y = floatBitsToInt(intBitsToFloat(PV0i.y) / 2.0); R127i.z = floatBitsToInt(intBitsToFloat(R127i.w) + intBitsToFloat(R3i.x)); R127i.w = floatBitsToInt(intBitsToFloat(backupReg0i) + intBitsToFloat(R127i.x)); R126i.z = floatBitsToInt(intBitsToFloat(PV1i.z) + intBitsToFloat(PS1i)); PS0i = R126i.z; // 3 R124i.x = floatBitsToInt(intBitsToFloat(R0i.x) + intBitsToFloat(R126i.w)); R127i.y = floatBitsToInt((-(intBitsToFloat(uf_remappedVS[4].z)/resXScale) * intBitsToFloat(0x3c23d70a) + intBitsToFloat(R0i.x))); R125i.z = floatBitsToInt((-(intBitsToFloat(uf_remappedVS[4].w)/resYScale) * intBitsToFloat(0x3c23d70a) + intBitsToFloat(R0i.y))); R123i.w = floatBitsToInt((intBitsToFloat(uf_remappedVS[4].z)/ resXScale * 2.0 + intBitsToFloat(R0i.x))); PV1i.w = R123i.w; R125i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R2i.x),intBitsToFloat(R3i.x)) + intBitsToFloat(PV0i.y))); PS1i = R125i.w; // 4 backupReg0i = R127i.x; R127i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R2i.y), intBitsToFloat(R127i.w))); R126i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R2i.x), intBitsToFloat(R127i.z))); R127i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R2i.y),intBitsToFloat(backupReg0i)) + intBitsToFloat(R126i.x))); R127i.w = floatBitsToInt(intBitsToFloat(PV1i.w) + intBitsToFloat(R126i.w)); R124i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R2i.y), intBitsToFloat(R126i.z))); PS0i = R124i.w; // 5 backupReg0i = R0i.y; backupReg1i = R125i.z; PV1i.x = floatBitsToInt(-(intBitsToFloat(R5i.z)) + intBitsToFloat(R4i.z)); PV1i.y = floatBitsToInt(-(intBitsToFloat(R5i.y)) + intBitsToFloat(R4i.y)); R125i.z = floatBitsToInt(intBitsToFloat(backupReg0i) + intBitsToFloat(R125i.x)); R126i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R2i.x), intBitsToFloat(R124i.x))); R3i.w = backupReg1i; PS1i = R3i.w; // 6 R3i.x = R127i.y; R1i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV1i.y),intBitsToFloat(R0i.y)) + intBitsToFloat(R5i.y))); PV0i.z = floatBitsToInt(-(intBitsToFloat(R5i.x)) + intBitsToFloat(R4i.x)); R2i.w = R127i.z; R1i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV1i.x),intBitsToFloat(R0i.y)) + intBitsToFloat(R5i.z))); PS0i = R1i.z; // 7 R1i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV0i.z),intBitsToFloat(R0i.y)) + intBitsToFloat(R5i.x))); R5i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R2i.y), intBitsToFloat(R125i.z))); R2i.z = R125i.w; R0i.w = R127i.x; R0i.z = R126i.y; PS1i = R0i.z; // 8 R5i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R2i.x), intBitsToFloat(R127i.w))); R5i.z = R126i.w; R5i.w = R124i.w; // export passParameterSem0 = vec4(intBitsToFloat(R0i.x), intBitsToFloat(R0i.y), intBitsToFloat(R0i.z), intBitsToFloat(R0i.w)); // export passParameterSem2 = vec4(intBitsToFloat(R1i.x), intBitsToFloat(R1i.y), intBitsToFloat(R1i.z), intBitsToFloat(R1i.w)); // export // skipped export to semanticId 255 // export // skipped export to semanticId 255 // export passParameterSem6 = vec4(intBitsToFloat(R3i.x), intBitsToFloat(R3i.x), intBitsToFloat(R3i.x), intBitsToFloat(R3i.w)); }