#version 420 #extension GL_ARB_texture_gather : enable // shader 34eaf9e211e76379 // bloom pre-blur uniform ivec4 uf_remappedPS[4]; layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf45c6000 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: 1 layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0x156f2000 res 1280x720x1 dim 1 tm: 4 format 0806 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 1 layout(location = 0) in vec4 passParameterSem0; layout(location = 1) in vec4 passParameterSem1; layout(location = 2) in vec4 passParameterSem2; 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){ return min(a*b,min(abs(a)*3.40282347E+38F,abs(b)*3.40282347E+38F)); } void main() { vec4 R0f = vec4(0.0); vec2 R1f = vec2(0.0); vec4 R2f = vec4(0.0); vec4 R3f = vec4(0.0); vec4 R4f = 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; R1f = vec2((passParameterSem1.x + passParameterSem2.x)/2, (passParameterSem1.y + passParameterSem1.w)/2); //center point vec2 res = vec2( passParameterSem2.x - passParameterSem1.x, passParameterSem1.w - passParameterSem1.y ) * uf_fragCoordScale; int r = int(floor(1.0 / uf_fragCoordScale.y + 0.5)); float count = 0.0; for( int x=-r; x<=r; x++ ) { for( int y=-r; y<=r; y++ ) { if( pow(x,2) + pow(y,2) <= pow(r,2) ) { R2f += texture( textureUnitPS0, R1f + vec2(x,y)*res ); count += 1.0; } } } PV0f.yxwz = R2f/count; R0f.x = (texture(textureUnitPS1, R0f.xy).x); // 0 backupReg0f = R0f.x; R127f.w = (mul_nonIEEE(backupReg0f,intBitsToFloat(uf_remappedPS[0].z)) + intBitsToFloat(uf_remappedPS[0].w)); R127f.w = clamp(R127f.w, 0.0, 1.0); PS0f = R127f.w; // 1 R127f.z = mul_nonIEEE(PS0f, intBitsToFloat(uf_remappedPS[1].z)); PS1f = R127f.z; // 2 // 3 PV1f.x = max(PV0f.w, 0.0); PV1f.y = max(PV0f.y, 0.0); PV1f.z = max(PV0f.z, 0.0); PV1f.w = max(PV0f.x, 0.0); // 4 R127f.x = min(PV1f.y, intBitsToFloat(0x461c4000)); PV0f.x = R127f.x; R127f.y = min(PV1f.w, intBitsToFloat(0x461c4000)); PV0f.y = R127f.y; R126f.z = min(PV1f.x, intBitsToFloat(0x461c4000)); PV0f.z = R126f.z; R126f.w = min(PV1f.z, intBitsToFloat(0x461c4000)); PV0f.w = R126f.w; // 5 tempf.x = dot(vec4(PV0f.x,PV0f.y,PV0f.z,PV0f.w),vec4(intBitsToFloat(uf_remappedPS[2].x),intBitsToFloat(uf_remappedPS[2].y),intBitsToFloat(uf_remappedPS[2].z),intBitsToFloat(uf_remappedPS[2].w))); tempf.x = clamp(tempf.x, 0.0, 1.0); PV1f.x = tempf.x; PV1f.y = tempf.x; PV1f.z = tempf.x; PV1f.w = tempf.x; // 6 R123f.y = (mul_nonIEEE(R127f.w,R127f.z) + PV1f.x); PV0f.y = R123f.y; // 7 PV1f.x = mul_nonIEEE(PV0f.y, intBitsToFloat(uf_remappedPS[3].z)); // 8 R2f.x = mul_nonIEEE(R127f.x, PV1f.x); R2f.y = mul_nonIEEE(R127f.y, PV1f.x); R2f.z = mul_nonIEEE(R126f.z, PV1f.x); R2f.w = mul_nonIEEE(R126f.w, PV1f.x); // export passPixelColor0 = vec4(R2f.x, R2f.y, R2f.z, R2f.w); }