#version 420 #extension GL_ARB_texture_gather : enable const float bloomFactor = 1.75; // shader 971a39bb79e32fd1 uniform ivec4 uf_remappedPS[8]; layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4520000 res 1280x720x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 0 layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf48a8000 res 1280x720x1 dim 6 tm: 4 format 0011 compSel: 0 0 0 0 mipView: 0x0 (num 0x2) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 0 layout(binding = 4) uniform sampler2D textureUnitPS4;// Tex4 addr 0x171f8800 res 1x1x1 dim 1 tm: 2 format 0806 compSel: 3 0 1 2 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler4 ClampX/Y/Z: 2 2 2 border: 0 layout(location = 0) in vec4 passParameterSem136; layout(location = 1) in vec4 passParameterSem137; 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() { 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 R126f = vec4(0.0); vec4 R127f = vec4(0.0); 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 = passParameterSem136; R1f = passParameterSem137; R2f.x = (texture(textureUnitPS1, R1f.xy).x); R3f.xyz = (texture(textureUnitPS0, R1f.xy).xyz * bloomFactor); // 0 R1f.x = intBitsToFloat(0x3f000000); PV0f.y = intBitsToFloat(uf_remappedPS[0].w) * 1.0; PV0f.z = intBitsToFloat(uf_remappedPS[0].z) * 1.0; PV0f.w = R2f.x + -(1.0); // 1 R123f.x = (mul_nonIEEE(R2f.x,intBitsToFloat(uf_remappedPS[1].w)) + PV0f.y); PV1f.x = R123f.x; R1f.z = intBitsToFloat(((PV0f.w >= 0.0)?(floatBitsToInt(1.0)):(0))); R123f.w = (mul_nonIEEE(R2f.x,intBitsToFloat(uf_remappedPS[1].z)) + PV0f.z); PV1f.w = R123f.w; // 2 R123f.y = (mul_nonIEEE(R0f.y,intBitsToFloat(uf_remappedPS[2].w)) + PV1f.x); PV0f.y = R123f.y; R123f.z = (mul_nonIEEE(R0f.y,intBitsToFloat(uf_remappedPS[2].z)) + PV1f.w); PV0f.z = R123f.z; // 3 R123f.x = (mul_nonIEEE(R0f.x,intBitsToFloat(uf_remappedPS[3].w)) + PV0f.y); PV1f.x = R123f.x; R0f.w = (mul_nonIEEE(R0f.x,intBitsToFloat(uf_remappedPS[3].z)) + PV0f.z); // 4 R1f.w = intBitsToFloat(uf_remappedPS[4].x) + intBitsToFloat(uf_remappedPS[4].w); R0f.z = 1.0 / PV1f.x; PS0f = R0f.z; R1f.x = (texture(textureUnitPS4, R1f.xx).x); // 0 PV0f.x = -(R1f.w) + intBitsToFloat(uf_remappedPS[4].z); PV0f.y = R0f.w * R0f.z; R127f.z = R1f.x + intBitsToFloat(0x3a83126f); // 1 PV1f.y = -(PV0f.y) + -(R1f.w); PS1f = 1.0 / PV0f.x; // 2 R127f.w = mul_nonIEEE(PS1f, PV1f.y); R127f.w = clamp(R127f.w, 0.0, 1.0); PV0f.w = R127f.w; R126f.w = 1.0 / R127f.z; PS0f = R126f.w; // 3 R123f.x = (mul_nonIEEE(PV0f.w,intBitsToFloat(uf_remappedPS[5].y)) + intBitsToFloat(uf_remappedPS[6].y)); R123f.x = clamp(R123f.x, 0.0, 1.0); PV1f.x = R123f.x; // 4 R127f.y = (mul_nonIEEE(R127f.w,intBitsToFloat(uf_remappedPS[5].w)) + intBitsToFloat(uf_remappedPS[6].w)); R127f.y = clamp(R127f.y, 0.0, 1.0); R123f.z = (mul_nonIEEE(R127f.w,intBitsToFloat(uf_remappedPS[5].z)) + intBitsToFloat(uf_remappedPS[6].z)); R123f.z = clamp(R123f.z, 0.0, 1.0); PV0f.z = R123f.z; PV0f.w = -(PV1f.x) + 1.0; // 5 PV1f.x = min(PV0f.z, PV0f.w); PV1f.z = R126f.w * intBitsToFloat(uf_remappedPS[7].x); // 6 PV0f.y = max(PV1f.z, intBitsToFloat(0x3d800000)); PV0f.z = R127f.y + PV1f.x; // 7 PV1f.x = min(PV0f.y, intBitsToFloat(0x41800000)); R127f.y = min(PV0f.z, intBitsToFloat(0x3f7efeff)); PV1f.y = R127f.y; // 8 backupReg0f = R3f.x; backupReg1f = R3f.y; backupReg2f = R3f.z; R3f.x = mul_nonIEEE(backupReg0f, PV1f.x); R3f.y = mul_nonIEEE(backupReg1f, PV1f.x); R3f.z = mul_nonIEEE(backupReg2f, PV1f.x); PV0f.w = -(PV1f.y) + 1.0; // 9 R3f.w = (mul_nonIEEE(PV0f.w,R1f.z) + R127f.y); // export passPixelColor0 = vec4(R3f.x, R3f.y, R3f.z, R3f.w); }