#version 420 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable #ifdef VULKAN #define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location) #define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation, std140) #define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation) #define SET_POSITION(_v) gl_Position = _v; gl_Position.z = (gl_Position.z + gl_Position.w) / 2.0 #define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw) #define gl_VertexID gl_VertexIndex #define gl_InstanceID gl_InstanceIndex #else #define ATTR_LAYOUT(__vkSet, __location) layout(location = __location) #define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140) #define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation) #define SET_POSITION(_v) gl_Position = _v #define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw) #endif // This shader was automatically converted to be cross-compatible with Vulkan and OpenGL. // shader 284b1bf9010d4e57 TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0; layout(location = 0) in vec4 passParameterSem133; layout(location = 0) out vec4 passPixelColor0; #ifdef VULKAN layout(set = 1, binding = 1) uniform ufBlock { uniform vec4 uf_fragCoordScale; }; #else uniform vec2 uf_fragCoordScale; #endif float scaleFactor = uf_fragCoordScale.x; 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() { ivec4 R0i = ivec4(0); ivec4 R1i = ivec4(0); ivec4 R2i = ivec4(0); ivec4 R3i = ivec4(0); ivec4 R4i = ivec4(0); ivec4 R123i = 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; bool activeMaskStack[2]; bool activeMaskStackC[3]; activeMaskStack[0] = false; activeMaskStackC[0] = false; activeMaskStackC[1] = false; activeMaskStack[0] = true; activeMaskStackC[0] = true; activeMaskStackC[1] = true; vec3 cubeMapSTM; int cubeMapFaceId; R0i = floatBitsToInt(passParameterSem133); if( activeMaskStackC[1] == true ) { // 0 R1i.x = floatBitsToInt(intBitsToFloat(R0i.x) + intBitsToFloat(0xba4ccccd)*scaleFactor); R1i.y = floatBitsToInt(intBitsToFloat(R0i.y) + 0.0); R0i.z = floatBitsToInt(intBitsToFloat(R0i.x) + intBitsToFloat(0x3a4ccccd)*scaleFactor); R0i.w = floatBitsToInt(intBitsToFloat(R0i.y) + 0.0); R2i.x = floatBitsToInt(intBitsToFloat(R0i.x) + 0.0); PS0i = R2i.x; // 1 R3i.x = floatBitsToInt(intBitsToFloat(R0i.x) + 0.0); R2i.y = floatBitsToInt(intBitsToFloat(R0i.y) + intBitsToFloat(0xbab60b61)*scaleFactor); R3i.zwy = floatBitsToInt(vec3(intBitsToFloat(R0i.y),intBitsToFloat(R0i.x),intBitsToFloat(R0i.y)) + vec3(intBitsToFloat(0x3ab60b61)*scaleFactor,0.0,0.0)); PS1i = R3i.y; } if( activeMaskStackC[1] == true ) { R1i.xyz = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R1i.xy)).xyz); R0i.xyz = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R0i.zw)).xyz); R2i.xyz = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R2i.xy)).xyz); R4i.xyz = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R3i.xz)).xyz); R3i.xyz = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R3i.wy)).xyz); } if( activeMaskStackC[1] == true ) { activeMaskStack[1] = activeMaskStack[0]; activeMaskStackC[2] = activeMaskStackC[1]; // 0 backupReg0i = R0i.x; backupReg1i = R0i.z; PV0i.x = floatBitsToInt(intBitsToFloat(R1i.y) + intBitsToFloat(R0i.y)); PV0i.y = floatBitsToInt(intBitsToFloat(R1i.x) + intBitsToFloat(backupReg0i)); PV0i.z = floatBitsToInt(intBitsToFloat(R1i.z) + intBitsToFloat(backupReg1i)); // 1 PV1i.x = floatBitsToInt(intBitsToFloat(R2i.z) + intBitsToFloat(PV0i.z)); PV1i.y = floatBitsToInt(intBitsToFloat(R2i.y) + intBitsToFloat(PV0i.x)); PV1i.w = floatBitsToInt(intBitsToFloat(R2i.x) + intBitsToFloat(PV0i.y)); // 2 PV0i.y = floatBitsToInt(intBitsToFloat(R4i.z) + intBitsToFloat(PV1i.x)); PV0i.z = floatBitsToInt(intBitsToFloat(R4i.x) + intBitsToFloat(PV1i.w)); PV0i.w = floatBitsToInt(intBitsToFloat(R4i.y) + intBitsToFloat(PV1i.y)); // 3 R123i.x = floatBitsToInt((-(intBitsToFloat(R3i.x)) * 4.0 + intBitsToFloat(PV0i.z))); PV1i.x = R123i.x; R123i.z = floatBitsToInt((-(intBitsToFloat(R3i.y)) * 4.0 + intBitsToFloat(PV0i.w))); PV1i.z = R123i.z; R123i.w = floatBitsToInt((-(intBitsToFloat(R3i.z)) * 4.0 + intBitsToFloat(PV0i.y))); PV1i.w = R123i.w; // 4 PV0i.x = floatBitsToInt(max(intBitsToFloat(PV1i.x), -(intBitsToFloat(PV1i.x)))); PV0i.x = floatBitsToInt(intBitsToFloat(PV0i.x) * 4.0); PV0i.y = floatBitsToInt(max(intBitsToFloat(PV1i.z), -(intBitsToFloat(PV1i.z)))); PV0i.y = floatBitsToInt(intBitsToFloat(PV0i.y) * 4.0); PV0i.z = floatBitsToInt(max(intBitsToFloat(PV1i.w), -(intBitsToFloat(PV1i.w)))); PV0i.z = floatBitsToInt(intBitsToFloat(PV0i.z) * 4.0); // 5 R0i.x = floatBitsToInt(dot(vec4(intBitsToFloat(PV0i.x),intBitsToFloat(PV0i.y),intBitsToFloat(PV0i.z),-0.0),vec4(intBitsToFloat(0x3eaa7efa)*scaleFactor,intBitsToFloat(0x3eab020c)*scaleFactor,intBitsToFloat(0x3eaa7efa)*scaleFactor,0.0))); PV1i.x = R0i.x; PV1i.y = R0i.x; PV1i.z = R0i.x; PV1i.w = R0i.x; // 6 R0i.y = floatBitsToInt(intBitsToFloat(PV1i.x) + -(0.5)); // 7 predResult = (0.0 > intBitsToFloat(R0i.y)); activeMaskStack[1] = predResult; activeMaskStackC[2] = predResult == true && activeMaskStackC[1] == true; } else { activeMaskStack[1] = false; activeMaskStackC[2] = false; } if( activeMaskStackC[2] == true ) { // 0 if( (0 == 0)) discard; } activeMaskStackC[1] = activeMaskStack[0] == true && activeMaskStackC[0] == true; if( activeMaskStackC[1] == true ) { // 0 R3i.w = R0i.x; } // export passPixelColor0 = vec4(intBitsToFloat(R3i.x), intBitsToFloat(R3i.y), intBitsToFloat(R3i.z), intBitsToFloat(R3i.w)); }