#version 420 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable // shader 51f398ee2e3e18a6 //blur vert const float resScale = ($height/$gameHeight); uniform ivec4 uf_remappedPS[1]; layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf4e11800 res 320x176x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 0 border: 0 layout(location = 0) in vec4 passParameterSem128; 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 R3f = vec4(0.0); vec4 R4f = vec4(0.0); vec4 R5f = 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 = passParameterSem128; R4f.xyzw = (texture(textureUnitPS1, R0f.xy).xyzw); // 0 R1f.x = R0f.x; R1f.y = R0f.y + intBitsToFloat(0x3c400000) / resScale; R2f.z = R0f.x; R5f.w = intBitsToFloat(uf_remappedPS[0].w); R2f.y = R0f.y + intBitsToFloat(0x3bc00000) / resScale; PS0f = R2f.y; // 1 R3f.x = R0f.x; R3f.y = R0f.y + -(intBitsToFloat(0x3c400000)) / resScale; R0f.z = R0f.y + -(intBitsToFloat(0x3bc00000)) / resScale; R1f.xyzw = (texture(textureUnitPS1, R1f.xy).xyzw); R2f.xyzw = (texture(textureUnitPS1, R2f.zy).xyzw); R3f.xyzw = (texture(textureUnitPS1, R3f.xy).xyzw); R0f.xyzw = (texture(textureUnitPS1, R0f.xz).xyzw); // 0 R123f.x = (R1f.w * intBitsToFloat(0x3ee66666) + R4f.w); PV0f.x = R123f.x; R123f.y = (R1f.x * intBitsToFloat(0x3ee66666) + R4f.x); PV0f.y = R123f.y; R123f.z = (R1f.z * intBitsToFloat(0x3ee66666) + R4f.z); PV0f.z = R123f.z; R123f.w = (R1f.y * intBitsToFloat(0x3ee66666) + R4f.y); PV0f.w = R123f.w; // 1 R123f.x = (R2f.w * intBitsToFloat(0x3f4ccccd) + PV0f.x); PV1f.x = R123f.x; R123f.y = (R2f.z * intBitsToFloat(0x3f4ccccd) + PV0f.z); PV1f.y = R123f.y; R123f.z = (R2f.y * intBitsToFloat(0x3f4ccccd) + PV0f.w); PV1f.z = R123f.z; R123f.w = (R2f.x * intBitsToFloat(0x3f4ccccd) + PV0f.y); PV1f.w = R123f.w; // 2 R123f.x = (R3f.z * intBitsToFloat(0x3ee66666) + PV1f.y); PV0f.x = R123f.x; R123f.y = (R3f.w * intBitsToFloat(0x3ee66666) + PV1f.x); PV0f.y = R123f.y; R123f.z = (R3f.y * intBitsToFloat(0x3ee66666) + PV1f.z); PV0f.z = R123f.z; R123f.w = (R3f.x * intBitsToFloat(0x3ee66666) + PV1f.w); PV0f.w = R123f.w; // 3 R123f.x = (R0f.z * intBitsToFloat(0x3f4ccccd) + PV0f.x); PV1f.x = R123f.x; R123f.y = (R0f.y * intBitsToFloat(0x3f4ccccd) + PV0f.z); PV1f.y = R123f.y; R123f.z = (R0f.x * intBitsToFloat(0x3f4ccccd) + PV0f.w); PV1f.z = R123f.z; R123f.w = (R0f.w * intBitsToFloat(0x3f4ccccd) + PV0f.y); PV1f.w = R123f.w; // 4 PV0f.x = PV1f.x * intBitsToFloat(0x3e924925); PV0f.y = PV1f.y * intBitsToFloat(0x3e924925); PV0f.z = PV1f.z * intBitsToFloat(0x3e924925); PV0f.w = PV1f.w * intBitsToFloat(0x3e924925); // 5 PV1f.x = mul_nonIEEE(PV0f.x, PV0f.w); PV1f.y = mul_nonIEEE(PV0f.y, PV0f.w); PV1f.z = mul_nonIEEE(PV0f.z, PV0f.w); // 6 R5f.x = mul_nonIEEE(PV1f.z, intBitsToFloat(uf_remappedPS[0].x)); R5f.y = mul_nonIEEE(PV1f.y, intBitsToFloat(uf_remappedPS[0].y)); R5f.z = mul_nonIEEE(PV1f.x, intBitsToFloat(uf_remappedPS[0].z)); // export passPixelColor0 = vec4(R5f.x, R5f.y, R5f.z, R5f.w); }