#version 420 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable // shader 810cde937ebbdf9f //de-band sky const float dither = $dither ; uniform ivec4 uf_remappedPS[5]; layout(location = 0) in vec4 passParameterSem0; layout(location = 0) out vec4 passPixelColor0; uniform vec2 uf_fragCoordScale; highp float lineRand(vec2 co) { highp float a = 12.9898; highp float b = 78.233; highp float c = 43758.5453; highp float dt = dot(co.xy, vec2(a, b)); highp float sn = mod(dt, 3.14); return fract(sin(sn) * c); } 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 min(a*b,min(abs(a)*3.40282347E+38F,abs(b)*3.40282347E+38F)); } void main() { vec4 R0f = vec4(0.0); vec4 R1f = 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 = passParameterSem0; R0f.xy = R0f.xy - (lineRand(gl_FragCoord.xy)*0.042 *dither); R0f.xy = R0f.xy + (lineRand(gl_FragCoord.xy*vec2(0.1, 0.09))*0.041 *dither); // 0 backupReg0f = R0f.x; backupReg0f = R0f.x; backupReg1f = R0f.y; backupReg1f = R0f.y; backupReg2f = R0f.z; backupReg2f = R0f.z; tempf.x = dot(vec4(backupReg0f,backupReg1f,backupReg2f,-0.0),vec4(backupReg0f,backupReg1f,backupReg2f,0.0)); PV0f.x = tempf.x; PV0f.y = tempf.x; PV0f.z = tempf.x; PV0f.w = tempf.x; R1f.w = 1.0; PS0f = R1f.w; // 1 tempResultf = 1.0 / sqrt(PV0f.x); PS1f = tempResultf; // 2 R127f.x = R0f.x * PS1f; PV0f.x = R127f.x; R127f.y = R0f.y * PS1f; PV0f.y = R127f.y; R127f.z = R0f.z * PS1f; PV0f.z = R127f.z; // 3 tempf.x = dot(vec4(intBitsToFloat(uf_remappedPS[0].x),intBitsToFloat(uf_remappedPS[0].y),intBitsToFloat(uf_remappedPS[0].z),-0.0),vec4(PV0f.x,PV0f.y,PV0f.z,0.0)); PV1f.x = tempf.x; PV1f.y = tempf.x; PV1f.z = tempf.x; PV1f.w = tempf.x; // 4 PV0f.x = intBitsToFloat(uf_remappedPS[1].z) * R127f.z; PV0f.w = max(PV1f.x, -(PV1f.x)); // 5 R123f.x = (intBitsToFloat(uf_remappedPS[1].y) * R127f.y + PV0f.x); PV1f.x = R123f.x; R127f.z = -(PV0f.w) + 1.0; R127f.z = clamp(R127f.z, 0.0, 1.0); PV1f.z = R127f.z; // 6 R123f.w = (intBitsToFloat(uf_remappedPS[1].x) * R127f.x + PV1f.x); R123f.w = clamp(R123f.w, 0.0, 1.0); PV0f.w = R123f.w; tempResultf = log2(PV1f.z); if( isinf(tempResultf) == true ) tempResultf = -3.40282347E+38F; PS0f = tempResultf; // 7 PV1f.x = PS0f * intBitsToFloat(uf_remappedPS[2].w); tempResultf = log2(PV0f.w); if( isinf(tempResultf) == true ) tempResultf = -3.40282347E+38F; PS1f = tempResultf; // 8 PV0f.y = PS1f * intBitsToFloat(uf_remappedPS[3].w); R127f.w = exp2(PV1f.x); PS0f = R127f.w; // 9 R127f.x = (R127f.z * intBitsToFloat(0x3f733333) + -(PS0f)); PV1f.z = PS0f + -(intBitsToFloat(0x3f4ccccd)); R126f.x = exp2(PV0f.y); PS1f = R126f.x; // 10 PV0f.y = PV1f.z * intBitsToFloat(0x40a00000); PV0f.y = clamp(PV0f.y, 0.0, 1.0); // 11 backupReg0f = R127f.w; R127f.w = (R127f.x * PV0f.y + backupReg0f); PV1f.w = R127f.w; // 12 R127f.y = (PV1f.w * intBitsToFloat(uf_remappedPS[2].y) + intBitsToFloat(uf_remappedPS[4].y)); R127f.z = (PV1f.w * intBitsToFloat(uf_remappedPS[2].x) + intBitsToFloat(uf_remappedPS[4].x)); // 13 R123f.x = (R127f.w * intBitsToFloat(uf_remappedPS[2].z) + intBitsToFloat(uf_remappedPS[4].z)); PV1f.x = R123f.x; // 14 R1f.x = (R126f.x * intBitsToFloat(uf_remappedPS[3].x) + R127f.z); R1f.y = (R126f.x * intBitsToFloat(uf_remappedPS[3].y) + R127f.y); R1f.z = (R126f.x * intBitsToFloat(uf_remappedPS[3].z) + PV1f.x); // export passPixelColor0 = vec4(R1f.x, R1f.y, R1f.z, R1f.w); }