#version 420 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable // shader f0d0fb541a9e26ea const float resScale = ; uniform ivec4 uf_remappedPS[1]; layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0x3750b000 res 1280x720x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 0 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); 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 = vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw) * resScale; // 0 R1f.w = 1.0; PS0f = 1.0 / intBitsToFloat(uf_remappedPS[0].x); // 1 backupReg0f = R0f.y; PV1f.y = R0f.x * PS0f; PV1f.w = backupReg0f * PS0f; // 2 PV0f.x = floor(PV1f.y); PV0f.z = floor(PV1f.w); // 3 R0f.x = mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].x), PV0f.x); R0f.y = mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].x), PV0f.z); R1f.xyz = (texelFetch(textureUnitPS0, ivec2(R0f.x, R0f.y), 0).xyz); // export passPixelColor0 = vec4(R1f.x, R1f.y, R1f.z, R1f.w); }