#version 420 #extension GL_ARB_texture_gather : enable #extension GL_ARB_shading_language_packing : enable // shader 81eb264a750163d9 // Used for: Vertical Volumetric Light Blur // volumetric light blur v const float resXScale = float($width)/float($gameWidth); const float resYScale = float($height)/float($gameHeight); uniform ivec4 uf_remappedVS[5]; uniform vec2 uf_windowSpaceToClipSpaceTransform; layout(location = 0) in uvec4 attrDataSem0; out gl_PerVertex { vec4 gl_Position; float gl_PointSize; }; layout(location = 0) out vec4 passParameterSem0; 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 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.xyz = attrDataSem0.xyz; attrDecoder.xyz = (attrDecoder.xyz>>24)|((attrDecoder.xyz>>8)&0xFF00)|((attrDecoder.xyz<<8)&0xFF0000)|((attrDecoder.xyz<<24)); attrDecoder.w = 0; R1f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(floatBitsToInt(1.0))); // 0 R127f.x = -(R1f.y); PV0f.x = R127f.x; R126f.y = (0.0 > R1f.x)?1.0:0.0; R126f.y /= 2.0; R127f.z = (R1f.x > 0.0)?1.0:0.0; R127f.z /= 2.0; R127f.w = 1.0; PV0f.w = R127f.w; // 1 R0f.x = dot(vec4(R1f.x,R1f.y,R1f.z,PV0f.w),vec4(intBitsToFloat(uf_remappedVS[0].x),intBitsToFloat(uf_remappedVS[0].y),intBitsToFloat(uf_remappedVS[0].z),intBitsToFloat(uf_remappedVS[0].w))); PV1f.x = R0f.x; PV1f.y = R0f.x; PV1f.z = R0f.x; PV1f.w = R0f.x; R127f.y = (PV0f.x > 0.0)?1.0:0.0; R127f.y /= 2.0; PS1f = R127f.y; // 2 tempf.x = dot(vec4(R1f.x,R1f.y,R1f.z,R127f.w),vec4(intBitsToFloat(uf_remappedVS[1].x),intBitsToFloat(uf_remappedVS[1].y),intBitsToFloat(uf_remappedVS[1].z),intBitsToFloat(uf_remappedVS[1].w))); PV0f.x = tempf.x; PV0f.y = tempf.x; PV0f.z = tempf.x; PV0f.w = tempf.x; R0f.y = tempf.x; PS0f = (0.0 > R127f.x)?1.0:0.0; PS0f /= 2.0; // 3 backupReg0f = R127f.y; tempf.x = dot(vec4(R1f.x,R1f.y,R1f.z,R127f.w),vec4(intBitsToFloat(uf_remappedVS[2].x),intBitsToFloat(uf_remappedVS[2].y),intBitsToFloat(uf_remappedVS[2].z),intBitsToFloat(uf_remappedVS[2].w))); PV1f.x = tempf.x; PV1f.y = tempf.x; PV1f.z = tempf.x; PV1f.w = tempf.x; R0f.z = tempf.x; R127f.y = backupReg0f + -(PS0f); PS1f = R127f.y; // 4 tempf.x = dot(vec4(R1f.x,R1f.y,R1f.z,R127f.w),vec4(intBitsToFloat(uf_remappedVS[3].x),intBitsToFloat(uf_remappedVS[3].y),intBitsToFloat(uf_remappedVS[3].z),intBitsToFloat(uf_remappedVS[3].w))); PV0f.x = tempf.x; PV0f.y = tempf.x; PV0f.z = tempf.x; PV0f.w = tempf.x; R0f.w = tempf.x; PS0f = R127f.z + -(R126f.y); // 5 PV1f.x = R127f.y + 0.5; R1f.x = PS0f + 0.5; PS1f = R1f.x; // 6 R1f.y = (-(intBitsToFloat(uf_remappedVS[4].w)) * 0.5 / resYScale + PV1f.x); R1f.z = (intBitsToFloat(uf_remappedVS[4].w) * 0.5 / resYScale + PV1f.x); R1f.w = PV1f.x; // export gl_Position = vec4(R0f.x, R0f.y, R0f.z, R0f.w); // export passParameterSem0 = vec4(R1f.x, R1f.y, R1f.z, R1f.w); }