#version 420 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable #extension GL_ARB_shading_language_packing : enable // shader e5870717602e2f55 //layer blur const float resScale = ($height/$gameHeight); uniform ivec4 uf_remappedVS[8]; uniform vec2 uf_windowSpaceToClipSpaceTransform; layout(location = 0) in uvec4 attrDataSem0; layout(location = 1) in uvec4 attrDataSem5; layout(location = 2) in uvec4 attrDataSem16; out gl_PerVertex { vec4 gl_Position; float gl_PointSize; }; layout(location = 1) out vec4 passParameterSem134; layout(location = 2) out vec4 passParameterSem135; layout(location = 3) out vec4 passParameterSem136; layout(location = 0) out vec4 passParameterSem133; 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 R4f = vec4(0.0); vec4 R5f = vec4(0.0); vec4 R6f = vec4(0.0); vec4 R123f = vec4(0.0); vec4 R126f = vec4(0.0); vec4 R127f = vec4(0.0); uvec4 attrDecoder; 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 = floatBitsToInt(ivec4(gl_VertexID, 0, 0, gl_InstanceID)); attrDecoder = attrDataSem0; attrDecoder = (attrDecoder>>24)|((attrDecoder>>8)&0xFF00)|((attrDecoder<<8)&0xFF0000)|((attrDecoder<<24)); R2f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(int(attrDecoder.w))); attrDecoder = attrDataSem5; attrDecoder = (attrDecoder>>24)|((attrDecoder>>8)&0xFF00)|((attrDecoder<<8)&0xFF0000)|((attrDecoder<<24)); R3f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(int(attrDecoder.w))); attrDecoder = attrDataSem16; attrDecoder = (attrDecoder>>24)|((attrDecoder>>8)&0xFF00)|((attrDecoder<<8)&0xFF0000)|((attrDecoder<<24)); R1f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(int(attrDecoder.w))); // 0 R126f.x = 1.0; R126f.y = mul_nonIEEE(intBitsToFloat(uf_remappedVS[0].x), intBitsToFloat(uf_remappedVS[1].x))/resScale; R0f.z = 0.0; R127f.w = 1.0; PV0f.w = R127f.w; R0f.w = 1.0; PS0f = R0f.w; // 1 R127f.x = dot(vec4(intBitsToFloat(uf_remappedVS[2].x),intBitsToFloat(uf_remappedVS[2].y),intBitsToFloat(uf_remappedVS[2].z),intBitsToFloat(uf_remappedVS[2].w)),vec4(R2f.x,R2f.y,R2f.z,PV0f.w)); PV1f.x = R127f.x; PV1f.y = R127f.x; PV1f.z = R127f.x; PV1f.w = R127f.x; R6f.x = R3f.x; PS1f = R6f.x; // 2 tempf.x = dot(vec4(intBitsToFloat(uf_remappedVS[3].x),intBitsToFloat(uf_remappedVS[3].y),intBitsToFloat(uf_remappedVS[3].z),intBitsToFloat(uf_remappedVS[3].w)),vec4(R2f.x,R2f.y,R2f.z,R127f.w)); PV0f.x = tempf.x; PV0f.y = tempf.x; PV0f.z = tempf.x; PV0f.w = tempf.x; R127f.y = tempf.x; R6f.y = R3f.y; PS0f = R6f.y; // 3 tempf.x = dot(vec4(intBitsToFloat(uf_remappedVS[4].x),intBitsToFloat(uf_remappedVS[4].y),intBitsToFloat(uf_remappedVS[4].z),intBitsToFloat(uf_remappedVS[4].w)),vec4(R2f.x,R2f.y,R2f.z,R127f.w)); PV1f.x = tempf.x; PV1f.y = tempf.x; PV1f.z = tempf.x; PV1f.w = tempf.x; R127f.z = tempf.x; // 4 R0f.x = dot(vec4(R127f.x,R127f.y,PV1f.x,R126f.x),vec4(intBitsToFloat(uf_remappedVS[5].x),intBitsToFloat(uf_remappedVS[5].y),intBitsToFloat(uf_remappedVS[5].z),intBitsToFloat(uf_remappedVS[5].w))); PV0f.x = R0f.x; PV0f.y = R0f.x; PV0f.z = R0f.x; PV0f.w = R0f.x; // 5 tempf.x = dot(vec4(R127f.x,R127f.y,R127f.z,R126f.x),vec4(intBitsToFloat(uf_remappedVS[6].x),intBitsToFloat(uf_remappedVS[6].y),intBitsToFloat(uf_remappedVS[6].z),intBitsToFloat(uf_remappedVS[6].w))); PV1f.x = tempf.x; PV1f.y = tempf.x; PV1f.z = tempf.x; PV1f.w = tempf.x; R0f.y = tempf.x; // 6 PV0f.w = mul_nonIEEE(intBitsToFloat(uf_remappedVS[0].y), intBitsToFloat(uf_remappedVS[1].y))/resScale; // 7 R127f.x = mul_nonIEEE(R126f.y, intBitsToFloat(uf_remappedVS[1].z)); PV1f.x = R127f.x; R2f.y = mul_nonIEEE(R1f.y, intBitsToFloat(uf_remappedVS[7].y)); R127f.z = mul_nonIEEE(PV0f.w, intBitsToFloat(uf_remappedVS[1].z)); PV1f.z = R127f.z; R2f.x = mul_nonIEEE(R1f.x, intBitsToFloat(uf_remappedVS[7].x)); PS1f = R2f.x; // 8 PV0f.x = R3f.y + PV1f.z; R126f.y = R3f.x + PV1f.x; R126f.z = PV1f.z * intBitsToFloat(0x40400000); PV0f.z = R126f.z; R127f.w = PV1f.x * intBitsToFloat(0x40400000); PV0f.w = R127f.w; R126f.w = (PV1f.x * 2.0 + R3f.x); PS0f = R126f.w; // 9 R126f.x = R3f.y + PV0f.z; R127f.y = R3f.x + PV0f.w; R123f.z = (R127f.z * 2.0 + R3f.y); PV1f.z = R123f.z; R4f.w = PV0f.x; R4f.x = R3f.x + -(R127f.x); PS1f = R4f.x; // 10 R5f.x = (-(R127f.x) * 2.0 + R3f.x); R4f.y = R3f.y + -(R127f.z); R4f.z = R126f.y; R5f.w = PV1f.z; R5f.y = (-(R127f.z) * 2.0 + R3f.y); PS0f = R5f.y; // 11 backupReg0f = R3f.x; backupReg1f = R3f.y; R3f.x = backupReg0f + -(R127f.w); R3f.y = backupReg1f + -(R126f.z); R5f.z = R126f.w; R3f.w = R126f.x; R3f.z = R127f.y; PS1f = R3f.z; // 12 R2f.z = mul_nonIEEE(R1f.z, intBitsToFloat(uf_remappedVS[7].z)); R2f.w = mul_nonIEEE(R1f.w, intBitsToFloat(uf_remappedVS[7].w)); // export gl_Position = vec4(R0f.x, R0f.y, R0f.z, R0f.w); // export // skipped export to semanticId 255 // export passParameterSem134 = vec4(R4f.x, R4f.y, R4f.z, R4f.w); // export passParameterSem135 = vec4(R5f.x, R5f.y, R5f.z, R5f.w); // export passParameterSem136 = vec4(R3f.x, R3f.y, R3f.z, R3f.w); // export passParameterSem133 = vec4(R6f.x, R6f.y, R6f.z, R6f.z); // 0 }