#version 420 #extension GL_ARB_texture_gather : enable // shader 45d85f1d25e7d0de // vertical blur layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4601800 res 320x180x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1 layout(location = 0) in vec4 passParameterSem0; 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); vec4 R2f = vec4(0.0); vec4 R123f = 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.z = (R0f.z - 0.0018518518518519 * 3); R0f.y = (R0f.y + 0.0018518518518519 * 3); R1f.xyzw = (texture(textureUnitPS0, R0f.xy).xyzw); R2f.xyzw = (texture(textureUnitPS0, R0f.xw).xyzw); R0f.xyzw = (texture(textureUnitPS0, R0f.xz).xyzw); // 0 R123f.x = (R1f.w * intBitsToFloat(0x3eb4b4b5) + 0.0); PV0f.x = R123f.x; R123f.y = (R1f.z * intBitsToFloat(0x3eb4b4b5) + 0.0); PV0f.y = R123f.y; R123f.z = (R1f.y * intBitsToFloat(0x3eb4b4b5) + 0.0); PV0f.z = R123f.z; R123f.w = (R1f.x * intBitsToFloat(0x3eb4b4b5) + 0.0); PV0f.w = R123f.w; // 1 R123f.x = (R2f.w * intBitsToFloat(0x3e969697) + PV0f.x); PV1f.x = R123f.x; R123f.y = (R2f.z * intBitsToFloat(0x3e969697) + PV0f.y); PV1f.y = R123f.y; R123f.z = (R2f.y * intBitsToFloat(0x3e969697) + PV0f.z); PV1f.z = R123f.z; R123f.w = (R2f.x * intBitsToFloat(0x3e969697) + PV0f.w); PV1f.w = R123f.w; // 2 backupReg0f = R0f.x; backupReg1f = R0f.y; backupReg2f = R0f.z; backupReg3f = R0f.w; R0f.x = (backupReg0f * intBitsToFloat(0x3eb4b4b5) + PV1f.w); R0f.y = (backupReg1f * intBitsToFloat(0x3eb4b4b5) + PV1f.z); R0f.z = (backupReg2f * intBitsToFloat(0x3eb4b4b5) + PV1f.y); R0f.w = (backupReg3f * intBitsToFloat(0x3eb4b4b5) + PV1f.x); // export passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w); }