#version 420 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable // shader 8fdd009324e987ee // Used for: Blur const float resScale = (float($width)/float($gameWidth)); uniform ivec4 uf_remappedPS[1]; uniform vec2 uf_fragCoordScale; layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf5b94000 res 480x270x1 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: 0 layout(location = 0) in vec4 passParameterSem128; layout(location = 0) out vec4 passPixelColor0; 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 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 = passParameterSem128; R4f.xyzw = (texture(textureUnitPS0, R0f.xy).xyzw); // 0 R126f.x = intBitsToFloat(uf_remappedPS[0].x) * (intBitsToFloat(0x404ec4ec)/resScale); PV0f.x = R126f.x; PV0f.y = 0.0; PV0f.z = 0.0; PV0f.w = intBitsToFloat(uf_remappedPS[0].x) * (intBitsToFloat(0x3fb13b14)/resScale); R127f.x = 0.0; PS0f = R127f.x; // 1 R1f.x = R0f.x + PV0f.w; R1f.y = R0f.y + PV0f.y; R2f.z = R0f.y + PV0f.z; PV1f.w = -(PV0f.w); R3f.x = R0f.x + PV0f.x; PS1f = R3f.x; // 2 R2f.x = R0f.x + PV1f.w; R3f.y = R0f.y + R127f.x; PV0f.z = 0.0; PV0f.w = -(R126f.x); // 3 backupReg0f = R0f.x; backupReg1f = R0f.y; R0f.x = backupReg0f + PV0f.w; R0f.y = backupReg1f + PV0f.z; R1f.xyzw = (texture(textureUnitPS0, R1f.xy).xyzw); R2f.xyzw = (texture(textureUnitPS0, R2f.xz).xyzw); R3f.xyzw = (texture(textureUnitPS0, R3f.xy).xyzw); R0f.xyzw = (texture(textureUnitPS0, R0f.xy).xyzw); // 0 PV0f.x = R1f.x * intBitsToFloat(0x3ea1e718); PV0f.y = R1f.w * intBitsToFloat(0x3ea1e718); PV0f.z = R1f.z * intBitsToFloat(0x3ea1e718); PV0f.w = R1f.y * intBitsToFloat(0x3ea1e718); // 1 R123f.x = (R4f.x * intBitsToFloat(0x3e6879c6) + PV0f.x); PV1f.x = R123f.x; R123f.y = (R4f.w * intBitsToFloat(0x3e6879c6) + PV0f.y); PV1f.y = R123f.y; R123f.z = (R4f.z * intBitsToFloat(0x3e6879c6) + PV0f.z); PV1f.z = R123f.z; R123f.w = (R4f.y * intBitsToFloat(0x3e6879c6) + PV0f.w); PV1f.w = R123f.w; // 2 R123f.x = (R2f.x * intBitsToFloat(0x3ea1e718) + PV1f.x); PV0f.x = R123f.x; R123f.y = (R2f.w * intBitsToFloat(0x3ea1e718) + PV1f.y); PV0f.y = R123f.y; R123f.z = (R2f.z * intBitsToFloat(0x3ea1e718) + PV1f.z); PV0f.z = R123f.z; R123f.w = (R2f.y * intBitsToFloat(0x3ea1e718) + PV1f.w); PV0f.w = R123f.w; // 3 R123f.x = (R3f.w * intBitsToFloat(0x3d8fe9dc) + PV0f.y); PV1f.x = R123f.x; R123f.y = (R3f.z * intBitsToFloat(0x3d8fe9dc) + PV0f.z); PV1f.y = R123f.y; R123f.z = (R3f.y * intBitsToFloat(0x3d8fe9dc) + PV0f.w); PV1f.z = R123f.z; R123f.w = (R3f.x * intBitsToFloat(0x3d8fe9dc) + PV0f.x); PV1f.w = R123f.w; // 4 backupReg0f = R0f.x; backupReg1f = R0f.y; backupReg2f = R0f.z; backupReg3f = R0f.w; R0f.x = (backupReg0f * intBitsToFloat(0x3d8fe9dc) + PV1f.w); R0f.y = (backupReg1f * intBitsToFloat(0x3d8fe9dc) + PV1f.z); R0f.z = (backupReg2f * intBitsToFloat(0x3d8fe9dc) + PV1f.y); R0f.w = (backupReg3f * intBitsToFloat(0x3d8fe9dc) + PV1f.x); // export passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w); }