#version 420 #extension GL_ARB_texture_gather : enable // shader d6228044a83341ca // Used for: Second glitter bloom pass const float resXScale = float($width)/float($gameWidth); const float resYScale = float($height)/float($gameHeight); uniform ivec4 uf_remappedPS[8]; layout(binding = 1) uniform sampler2DArray textureUnitPS1;// Tex1 addr 0xf4e48800 res 320x180x6 dim 5 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x6) Sampler1 ClampX/Y/Z: 2 2 2 border: 1 layout(location = 0) in vec4 passParameterSem0; layout(location = 0) out vec4 passPixelColor0; layout(location = 1) out vec4 passPixelColor1; layout(location = 2) out vec4 passPixelColor2; layout(location = 3) out vec4 passPixelColor3; 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); 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 R7f = vec4(0.0); vec4 R8f = vec4(0.0); vec4 R9f = vec4(0.0); vec4 R10f = vec4(0.0); vec4 R11f = 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; // 0 R1f.x = (intBitsToFloat(uf_remappedPS[0].x)/resXScale * 1.0 + R0f.x); R1f.y = (intBitsToFloat(uf_remappedPS[0].y)/resYScale * 1.0 + R0f.y); R0f.z = roundEven(0.0); PV0f.z = R0f.z; R1f.w = intBitsToFloat(uf_remappedPS[1].y)/resYScale * intBitsToFloat(uf_remappedPS[1].y); PV0f.w = R1f.w; R2f.x = (intBitsToFloat(uf_remappedPS[0].x)/resXScale * 2.0 + R0f.x); PS0f = R2f.x; // 1 R3f.x = (intBitsToFloat(uf_remappedPS[0].x)/resXScale * intBitsToFloat(0x40400000) + R0f.x); R2f.y = (intBitsToFloat(uf_remappedPS[0].y)/resYScale * 2.0 + R0f.y); R1f.z = PV0f.z; R2f.w = intBitsToFloat(uf_remappedPS[1].y)/resYScale * PV0f.w; R2f.z = PV0f.z; PS1f = R2f.z; // 2 R5f.x = (intBitsToFloat(uf_remappedPS[2].x)/resXScale * 1.0 + R0f.x); R3f.y = (intBitsToFloat(uf_remappedPS[0].y)/resYScale * intBitsToFloat(0x40400000) + R0f.y); R3f.z = R0f.z; R5f.w = (intBitsToFloat(uf_remappedPS[2].y)/resYScale * 1.0 + R0f.y); R6f.x = (intBitsToFloat(uf_remappedPS[2].x)/resXScale * 2.0 + R0f.x); PS0f = R6f.x; R4f.xyz = (texture(textureUnitPS1, vec3(R0f.x,R0f.y,R0f.z)).xyz); R1f.xyz = (texture(textureUnitPS1, vec3(R1f.x,R1f.y,R1f.z)).xyz); R2f.xyz = (texture(textureUnitPS1, vec3(R2f.x,R2f.y,R2f.z)).xyz); R3f.xyz = (texture(textureUnitPS1, vec3(R3f.x,R3f.y,R3f.z)).xyz); // 0 PV0f.x = R1f.x * intBitsToFloat(uf_remappedPS[3].x)/resXScale; PV0f.y = R1f.y * intBitsToFloat(uf_remappedPS[3].y)/resYScale; R0f.z = roundEven(1.0); PV0f.w = R1f.z * intBitsToFloat(uf_remappedPS[3].z)/resXScale; // 1 R127f.x = (intBitsToFloat(uf_remappedPS[1].y)/resYScale * PV0f.w + R4f.z); PV1f.y = R2f.x * intBitsToFloat(uf_remappedPS[4].x)/resXScale; R123f.z = (intBitsToFloat(uf_remappedPS[1].y)/resYScale * PV0f.y + R4f.y); PV1f.z = R123f.z; R123f.w = (intBitsToFloat(uf_remappedPS[1].y)/resYScale * PV0f.x + R4f.x); PV1f.w = R123f.w; PS1f = R2f.y * intBitsToFloat(uf_remappedPS[4].y)/resYScale; // 2 PV0f.x = R3f.x * intBitsToFloat(uf_remappedPS[5].x)/resXScale; R123f.y = (R1f.w * PS1f + PV1f.z); PV0f.y = R123f.y; R123f.z = (R1f.w * PV1f.y + PV1f.w); PV0f.z = R123f.z; PV0f.w = R2f.z * intBitsToFloat(uf_remappedPS[4].z)/resXScale; PS0f = R3f.y * intBitsToFloat(uf_remappedPS[5].y)/resYScale; // 3 backupReg0f = R0f.z; R11f.x = (R2f.w * PV0f.x + PV0f.z); R11f.y = (R2f.w * PS0f + PV0f.y); PV1f.z = R3f.z * intBitsToFloat(uf_remappedPS[5].z)/resXScale; R123f.w = (R1f.w * PV0f.w + R127f.x); PV1f.w = R123f.w; R5f.z = backupReg0f; PS1f = R5f.z; // 4 R1f.x = R0f.x; R6f.y = (intBitsToFloat(uf_remappedPS[2].y)/resYScale * 2.0 + R0f.y); R11f.z = (R2f.w * PV1f.z + PV1f.w); R6f.w = R0f.z; R1f.z = roundEven(2.0); PS0f = R1f.z; // 5 R9f.x = R0f.x; R1f.y = R0f.y; R9f.z = roundEven(intBitsToFloat(0x40400000)); R9f.w = R0f.y; R3f.xyz = (texture(textureUnitPS1, vec3(R0f.x,R0f.y,R0f.z)).xyz); R7f.xyz = (texture(textureUnitPS1, vec3(R1f.x,R1f.y,R1f.z)).xyz); R10f.xyz = (texture(textureUnitPS1, vec3(R9f.x,R9f.w,R9f.z)).xyz); R5f.xyz = (texture(textureUnitPS1, vec3(R5f.x,R5f.w,R5f.z)).xyz); // 0 backupReg0f = R0f.z; PV0f.x = intBitsToFloat(uf_remappedPS[3].z)/resXScale * R5f.z; PV0f.y = intBitsToFloat(uf_remappedPS[3].y)/resYScale * R5f.y; PV0f.z = intBitsToFloat(uf_remappedPS[3].x)/resXScale * R5f.x; R5f.w = backupReg0f; R2f.z = R1f.z; PS0f = R2f.z; // 1 backupReg0f = R3f.x; R3f.x = (intBitsToFloat(uf_remappedPS[1].y)/resYScale * PV0f.x + R3f.z); R5f.y = (intBitsToFloat(uf_remappedPS[2].y)/resYScale * intBitsToFloat(0x40400000) + R0f.y); R5f.z = (intBitsToFloat(uf_remappedPS[1].y)/resYScale * PV0f.y + R3f.y); R0f.w = (intBitsToFloat(uf_remappedPS[1].y)/resYScale * PV0f.z + backupReg0f); R5f.x = (intBitsToFloat(uf_remappedPS[2].x)/resXScale * intBitsToFloat(0x40400000) + R0f.x); PS1f = R5f.x; // 2 R2f.x = (intBitsToFloat(uf_remappedPS[6].x)/resXScale * 1.0 + R0f.x); R2f.y = (intBitsToFloat(uf_remappedPS[6].y)/resYScale * 1.0 + R0f.y); R3f.z = R1f.z; R3f.w = (intBitsToFloat(uf_remappedPS[6].x)/resXScale * 2.0 + R0f.x); R3f.y = (intBitsToFloat(uf_remappedPS[6].y)/resYScale * 2.0 + R0f.y); PS0f = R3f.y; R6f.xyz = (texture(textureUnitPS1, vec3(R6f.x,R6f.y,R6f.w)).xyz); R4f.xyz = (texture(textureUnitPS1, vec3(R5f.x,R5f.y,R5f.w)).xyz); R2f.xyz = (texture(textureUnitPS1, vec3(R2f.x,R2f.y,R2f.z)).xyz); R8f.xyz = (texture(textureUnitPS1, vec3(R3f.w,R3f.y,R3f.z)).xyz); // 0 PV0f.x = intBitsToFloat(uf_remappedPS[4].y)/resYScale * R6f.y; PV0f.y = intBitsToFloat(uf_remappedPS[4].x)/resXScale * R6f.x; R127f.z = intBitsToFloat(uf_remappedPS[4].x)/resXScale * R8f.x; PV0f.w = intBitsToFloat(uf_remappedPS[4].z)/resXScale * R6f.z; R127f.y = intBitsToFloat(uf_remappedPS[4].y)/resYScale * R8f.y; PS0f = R127f.y; // 1 PV1f.x = intBitsToFloat(uf_remappedPS[5].x)/resXScale * R4f.x; R123f.y = (R1f.w * PV0f.x + R5f.z); PV1f.y = R123f.y; R123f.z = (R1f.w * PV0f.y + R0f.w); PV1f.z = R123f.z; R127f.w = (R1f.w * PV0f.w + R3f.x); PS1f = intBitsToFloat(uf_remappedPS[5].y)/resYScale * R4f.y; // 2 R3f.x = (R2f.w * PV1f.x + PV1f.z); R3f.y = (R2f.w * PS1f + PV1f.y); PV0f.z = intBitsToFloat(uf_remappedPS[3].x)/resXScale * R2f.x; PV0f.w = intBitsToFloat(uf_remappedPS[5].z)/resXScale * R4f.z; PS0f = intBitsToFloat(uf_remappedPS[3].y)/resYScale * R2f.y; // 3 R123f.x = (intBitsToFloat(uf_remappedPS[1].y)/resYScale * PV0f.z + R7f.x); PV1f.x = R123f.x; PV1f.y = intBitsToFloat(uf_remappedPS[3].z)/resXScale * R2f.z; R3f.z = (R2f.w * PV0f.w + R127f.w); R123f.w = (intBitsToFloat(uf_remappedPS[1].y)/resYScale * PS0f + R7f.y); PV1f.w = R123f.w; // 4 R4f.x = (R1f.w * R127f.z + PV1f.x); PV0f.y = intBitsToFloat(uf_remappedPS[4].z)/resXScale * R8f.z; R4f.z = (R1f.w * R127f.y + PV1f.w); R123f.w = (intBitsToFloat(uf_remappedPS[1].y)/resYScale * PV1f.y + R7f.z); PV0f.w = R123f.w; // 5 R1f.x = (intBitsToFloat(uf_remappedPS[6].x)/resXScale * intBitsToFloat(0x40400000) + R0f.x); R1f.y = (intBitsToFloat(uf_remappedPS[6].y)/resYScale * intBitsToFloat(0x40400000) + R0f.y); R7f.z = R9f.z; R0f.w = (R1f.w * PV0f.y + PV0f.w); R7f.x = (intBitsToFloat(uf_remappedPS[7].x)/resXScale * 1.0 + R0f.x); PS1f = R7f.x; // 6 R8f.x = (intBitsToFloat(uf_remappedPS[7].x)/resXScale * 2.0 + R0f.x); R7f.y = (intBitsToFloat(uf_remappedPS[7].y)/resYScale * 1.0 + R0f.y); R8f.z = R9f.z; R8f.w = (intBitsToFloat(uf_remappedPS[7].y)/resYScale * 2.0 + R0f.y); R2f.x = (intBitsToFloat(uf_remappedPS[7].x)/resXScale * intBitsToFloat(0x40400000) + R0f.x); PS0f = R2f.x; // 7 R2f.y = (intBitsToFloat(uf_remappedPS[7].y)/resYScale * intBitsToFloat(0x40400000) + R0f.y); R2f.z = R9f.z; R1f.xyz = (texture(textureUnitPS1, vec3(R1f.x,R1f.y,R1f.z)).xyz); R7f.xyz = (texture(textureUnitPS1, vec3(R7f.x,R7f.y,R7f.z)).xyz); R8f.xyz = (texture(textureUnitPS1, vec3(R8f.x,R8f.w,R8f.z)).xyz); R2f.xyz = (texture(textureUnitPS1, vec3(R2f.x,R2f.y,R2f.z)).xyz); // 0 PV0f.x = intBitsToFloat(uf_remappedPS[5].y)/resYScale * R1f.y; PV0f.y = intBitsToFloat(uf_remappedPS[5].x)/resXScale * R1f.x; R127f.z = intBitsToFloat(uf_remappedPS[5].x)/resXScale * R2f.x; PV0f.w = intBitsToFloat(uf_remappedPS[5].z)/resXScale * R1f.z; R126f.x = intBitsToFloat(uf_remappedPS[5].y)/resYScale * R2f.y; PS0f = R126f.x; // 1 backupReg0f = R4f.x; R4f.x = (R2f.w * PV0f.y + backupReg0f); R4f.y = (R2f.w * PV0f.x + R4f.z); R4f.z = (R2f.w * PV0f.w + R0f.w); PV1f.w = intBitsToFloat(uf_remappedPS[3].x)/resXScale * R7f.x; PS1f = intBitsToFloat(uf_remappedPS[3].y)/resYScale * R7f.y; // 2 R127f.x = (intBitsToFloat(uf_remappedPS[1].y)/resYScale * PV1f.w + R10f.x); PV0f.y = intBitsToFloat(uf_remappedPS[3].z)/resXScale * R7f.z; R127f.w = (intBitsToFloat(uf_remappedPS[1].y)/resYScale * PS1f + R10f.y); // 3 PV1f.y = intBitsToFloat(uf_remappedPS[4].y)/resYScale * R8f.y; PV1f.z = intBitsToFloat(uf_remappedPS[4].x)/resXScale * R8f.x; R126f.w = (intBitsToFloat(uf_remappedPS[1].y)/resYScale * PV0f.y + R10f.z); // 4 PV0f.x = intBitsToFloat(uf_remappedPS[4].z)/resXScale * R8f.z; R127f.y = intBitsToFloat(uf_remappedPS[5].z)/resXScale * R2f.z; R123f.z = (R1f.w * PV1f.y + R127f.w); PV0f.z = R123f.z; R123f.w = (R1f.w * PV1f.z + R127f.x); PV0f.w = R123f.w; // 5 R2f.x = (R2f.w * R127f.z + PV0f.w); R2f.y = (R2f.w * R126f.x + PV0f.z); R123f.w = (R1f.w * PV0f.x + R126f.w); PV1f.w = R123f.w; // 6 R2f.z = (R2f.w * R127f.y + PV1f.w); PV0f.z = R2f.z; // 7 R8f.xyz = vec3(R2f.x,R2f.y,PV0f.z); R8f.w = R2f.w; // 8 R7f.xyz = vec3(R4f.x,R4f.y,R4f.z); R7f.w = R4f.w; // 9 R6f.xyz = vec3(R3f.x,R3f.y,R3f.z); R6f.w = R3f.w; // 10 R5f.xyz = vec3(R11f.x,R11f.y,R11f.z); R5f.w = R11f.w; // export passPixelColor0 = vec4(R5f.x, R5f.y, R5f.z, R5f.w); passPixelColor1 = vec4(R6f.x, R6f.y, R6f.z, R6f.w); passPixelColor2 = vec4(R7f.x, R7f.y, R7f.z, R7f.w); passPixelColor3 = vec4(R8f.x, R8f.y, R8f.z, R8f.w); }