#version 420 #extension GL_ARB_texture_gather : enable // shader b727c08e3b534992 // Used for: Second glitter bloom pass const float resXScale = float($width)/float($gameWidth); const float resYScale = float($height)/float($gameHeight); uniform ivec4 uf_remappedPS[10]; layout(binding = 1) uniform sampler2DArray textureUnitPS1;// Tex1 addr 0xf50ed800 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; layout(location = 4) out vec4 passPixelColor4; layout(location = 5) out vec4 passPixelColor5; 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 R12f = vec4(0.0); vec4 R13f = vec4(0.0); vec4 R14f = vec4(0.0); vec4 R15f = vec4(0.0); vec4 R16f = vec4(0.0); vec4 R17f = vec4(0.0); vec4 R18f = vec4(0.0); vec4 R19f = vec4(0.0); vec4 R20f = vec4(0.0); vec4 R123f = 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 = R0f.x + intBitsToFloat(uf_remappedPS[0].x)/resXScale; R5f.y = intBitsToFloat(uf_remappedPS[1].y)/resYScale * intBitsToFloat(uf_remappedPS[1].y); PV0f.y = R5f.y; R0f.z = roundEven(0.0); PV0f.z = R0f.z; R1f.w = R0f.y + intBitsToFloat(uf_remappedPS[0].y)/resYScale; R2f.x = (intBitsToFloat(uf_remappedPS[0].x)/resXScale * 2.0 + R0f.x); PS0f = R2f.x; // 1 R11f.x = intBitsToFloat(uf_remappedPS[2].x)/resXScale * intBitsToFloat(uf_remappedPS[1].y); R14f.y = intBitsToFloat(uf_remappedPS[2].y)/resYScale * intBitsToFloat(uf_remappedPS[1].y); R1f.z = PV0f.z; R0f.w = intBitsToFloat(uf_remappedPS[1].y)/resYScale * PV0f.y; R2f.z = PV0f.z; PS1f = R2f.z; // 2 R14f.z = intBitsToFloat(uf_remappedPS[2].z)/resXScale * intBitsToFloat(uf_remappedPS[1].y); R3f.w = R0f.z; // 3 R3f.x = (intBitsToFloat(uf_remappedPS[0].x)/resXScale * intBitsToFloat(0x40400000) + R0f.x); R2f.y = (intBitsToFloat(uf_remappedPS[0].y)/resYScale * 2.0 + R0f.y); R16f.z = intBitsToFloat(uf_remappedPS[3].y)/resYScale * R5f.y; R6f.w = intBitsToFloat(uf_remappedPS[3].x)/resXScale * R5f.y; R3f.y = (intBitsToFloat(uf_remappedPS[0].y)/resYScale * intBitsToFloat(0x40400000) + R0f.y); PS1f = R3f.y; R4f.xyz = (texture(textureUnitPS1, vec3(R0f.x,R0f.y,R0f.z)).xyz); R1f.xyz = (texture(textureUnitPS1, vec3(R1f.x,R1f.w,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.w)).xyz); // 0 R123f.x = (R1f.y * R14f.y + R4f.y); PV0f.x = R123f.x; R123f.y = (R1f.x * R11f.x + R4f.x); PV0f.y = R123f.y; R0f.z = roundEven(1.0); PV0f.z = R0f.z; R127f.w = (R1f.z * R14f.z + R4f.z); R17f.z = intBitsToFloat(uf_remappedPS[4].x)/resXScale * R0f.w; PS0f = R17f.z; // 1 R123f.x = (R2f.x * R6f.w + PV0f.y); PV1f.x = R123f.x; R16f.y = intBitsToFloat(uf_remappedPS[3].z)/resXScale * R5f.y; PV1f.y = R16f.y; R18f.z = intBitsToFloat(uf_remappedPS[4].y)/resYScale * R0f.w; PV1f.z = R18f.z; R123f.w = (R2f.y * R16f.z + PV0f.x); PV1f.w = R123f.w; R5f.z = PV0f.z; PS1f = R5f.z; // 2 R20f.x = (R3f.x * R17f.z + PV1f.x); R20f.y = (R3f.y * PV1f.z + PV1f.w); R19f.z = intBitsToFloat(uf_remappedPS[4].z)/resXScale * R0f.w; PV0f.z = R19f.z; R123f.w = (R2f.z * PV1f.y + R127f.w); PV0f.w = R123f.w; R5f.x = R0f.x + intBitsToFloat(uf_remappedPS[5].x)/resXScale; PS0f = R5f.x; // 3 R2f.x = (intBitsToFloat(uf_remappedPS[5].x)/resXScale * 2.0 + R0f.x); R5f.y = R0f.y + intBitsToFloat(uf_remappedPS[5].y)/resYScale; R20f.z = (R3f.z * PV0f.z + PV0f.w); R2f.w = (intBitsToFloat(uf_remappedPS[5].y)/resYScale * 2.0 + R0f.y); R2f.z = R0f.z; PS1f = R2f.z; // 4 R6f.x = R0f.x; R6f.y = R0f.y; R6f.z = roundEven(2.0); R4f.w = R0f.y; R4f.z = roundEven(intBitsToFloat(0x40400000)); PS0f = R4f.z; // 5 R4f.x = R0f.x; R11f.y = R0f.y; R11f.z = roundEven(4.0); R11f.w = R0f.x; R13f.z = roundEven(intBitsToFloat(0x40a00000)); PS1f = R13f.z; // 6 R13f.x = R0f.x; R13f.y = R0f.y; R3f.xyz = (texture(textureUnitPS1, vec3(R0f.x,R0f.y,R0f.z)).xyz); R8f.xyz = (texture(textureUnitPS1, vec3(R6f.x,R6f.y,R6f.z)).xyz); R10f.xyz = (texture(textureUnitPS1, vec3(R4f.x,R4f.w,R4f.z)).xyz); R12f.xyz = (texture(textureUnitPS1, vec3(R11f.w,R11f.y,R11f.z)).xyz); R15f.xyz = (texture(textureUnitPS1, vec3(R13f.x,R13f.y,R13f.z)).xyz); R5f.xyz = (texture(textureUnitPS1, vec3(R5f.x,R5f.y,R5f.z)).xyz); // 0 backupReg0f = R5f.x; R5f.x = (backupReg0f * R11f.x + R3f.x); R4f.y = (R5f.z * R14f.z + R3f.z); R0f.w = (R5f.y * R14f.y + R3f.y); // 1 R3f.x = (intBitsToFloat(uf_remappedPS[5].x)/resXScale * intBitsToFloat(0x40400000) + R0f.x); R3f.y = (intBitsToFloat(uf_remappedPS[5].y)/resYScale * intBitsToFloat(0x40400000) + R0f.y); R3f.z = R0f.z; R5f.w = R0f.x + intBitsToFloat(uf_remappedPS[6].x)/resXScale; R5f.y = R0f.y + intBitsToFloat(uf_remappedPS[6].y)/resYScale; PS1f = R5f.y; // 2 R1f.x = (intBitsToFloat(uf_remappedPS[6].x)/resXScale * 2.0 + R0f.x); R1f.y = (intBitsToFloat(uf_remappedPS[6].y)/resYScale * 2.0 + R0f.y); R5f.z = R6f.z; R1f.w = R6f.z; R9f.x = (intBitsToFloat(uf_remappedPS[6].x)/resXScale * intBitsToFloat(0x40400000) + R0f.x); PS0f = R9f.x; R2f.xyz = (texture(textureUnitPS1, vec3(R2f.x,R2f.w,R2f.z)).xyz); R3f.xyz = (texture(textureUnitPS1, vec3(R3f.x,R3f.y,R3f.z)).xyz); R7f.xyz = (texture(textureUnitPS1, vec3(R5f.w,R5f.y,R5f.z)).xyz); R1f.xyz = (texture(textureUnitPS1, vec3(R1f.x,R1f.y,R1f.w)).xyz); // 0 R123f.x = (R2f.y * R16f.z + R0f.w); PV0f.x = R123f.x; R127f.y = (R2f.z * R16f.y + R4f.y); R9f.z = R6f.z; R123f.w = (R2f.x * R6f.w + R5f.x); PV0f.w = R123f.w; R2f.x = R0f.x + intBitsToFloat(uf_remappedPS[7].x)/resXScale; PS0f = R2f.x; // 1 R6f.x = (R3f.x * R17f.z + PV0f.w); R6f.y = (R3f.y * R18f.z + PV0f.x); R2f.z = R4f.z; R9f.w = (intBitsToFloat(uf_remappedPS[6].y) * intBitsToFloat(0x40400000) + R0f.y); R2f.y = R0f.y + intBitsToFloat(uf_remappedPS[7].y)/resYScale; PS1f = R2f.y; // 2 R123f.x = (R7f.x * R11f.x + R8f.x); PV0f.x = R123f.x; R3f.y = (intBitsToFloat(uf_remappedPS[7].y)/resYScale * 2.0 + R0f.y); R6f.z = (R3f.z * R19f.z + R127f.y); R3f.w = R4f.z; R5f.y = (intBitsToFloat(uf_remappedPS[7].y)/resYScale * intBitsToFloat(0x40400000) + R0f.y); PS0f = R5f.y; // 3 R7f.x = (R1f.x * R6f.w + PV0f.x); R123f.y = (R7f.y * R14f.y + R8f.y); PV1f.y = R123f.y; R123f.w = (R7f.z * R14f.z + R8f.z); PV1f.w = R123f.w; R3f.x = (intBitsToFloat(uf_remappedPS[7].x)/resXScale * 2.0 + R0f.x); PS1f = R3f.x; // 4 backupReg0f = R1f.y; R1f.x = (R1f.z * R16f.y + PV1f.w); R1f.y = R0f.y + intBitsToFloat(uf_remappedPS[8].y)/resYScale; R5f.z = R4f.z; R4f.w = (backupReg0f * R16f.z + PV1f.y); R5f.x = (intBitsToFloat(uf_remappedPS[7].x)/resXScale * intBitsToFloat(0x40400000) + R0f.x); PS0f = R5f.x; R9f.xyz = (texture(textureUnitPS1, vec3(R9f.x,R9f.w,R9f.z)).xyz); R2f.xyz = (texture(textureUnitPS1, vec3(R2f.x,R2f.y,R2f.z)).xyz); R3f.xyz = (texture(textureUnitPS1, vec3(R3f.x,R3f.y,R3f.w)).xyz); R5f.xyz = (texture(textureUnitPS1, vec3(R5f.x,R5f.y,R5f.z)).xyz); // 0 backupReg0f = R7f.x; R7f.x = (R9f.x * R17f.z + backupReg0f); R7f.y = (R9f.y * R18f.z + R4f.w); R1f.z = R11f.z; R1f.w = R0f.x + intBitsToFloat(uf_remappedPS[8].x)/resXScale; R4f.y = (intBitsToFloat(uf_remappedPS[8].y)/resYScale * 2.0 + R0f.y); PS0f = R4f.y; // 1 R127f.x = (R2f.y * R14f.y + R10f.y); R7f.z = (R9f.z * R19f.z + R1f.x); R4f.w = (intBitsToFloat(uf_remappedPS[8].x)/resXScale * 2.0 + R0f.x); R4f.z = R11f.z; PS1f = R4f.z; // 2 R123f.x = (R2f.z * R14f.z + R10f.z); PV0f.x = R123f.x; R2f.y = (intBitsToFloat(uf_remappedPS[8].y)/resYScale * intBitsToFloat(0x40400000) + R0f.y); R123f.w = (R2f.x * R11f.x + R10f.x); PV0f.w = R123f.w; R10f.y = R0f.y + intBitsToFloat(uf_remappedPS[9].y)/resYScale; PS0f = R10f.y; // 3 R123f.x = (R3f.y * R16f.z + R127f.x); PV1f.x = R123f.x; R127f.y = (R3f.z * R16f.y + PV0f.x); R2f.z = R11f.z; R123f.w = (R3f.x * R6f.w + PV0f.w); PV1f.w = R123f.w; R2f.x = (intBitsToFloat(uf_remappedPS[8].x)/resXScale * intBitsToFloat(0x40400000) + R0f.x); PS1f = R2f.x; // 4 R9f.x = (R5f.x * R17f.z + PV1f.w); R9f.y = (R5f.y * R18f.z + PV1f.x); R10f.z = R13f.z; R10f.w = R0f.x + intBitsToFloat(uf_remappedPS[9].x)/resXScale; R3f.x = (intBitsToFloat(uf_remappedPS[9].x)/resXScale * 2.0 + R0f.x); PS0f = R3f.x; // 5 backupReg0f = R0f.x; backupReg1f = R0f.y; R0f.x = (intBitsToFloat(uf_remappedPS[9].x)/resXScale * intBitsToFloat(0x40400000) + backupReg0f); R3f.y = (intBitsToFloat(uf_remappedPS[9].y)/resYScale * 2.0 + R0f.y); R9f.z = (R5f.z * R19f.z + R127f.y); R3f.w = R13f.z; R0f.y = (intBitsToFloat(uf_remappedPS[9].y)/resYScale * intBitsToFloat(0x40400000) + backupReg1f); PS1f = R0f.y; R1f.xyz = (texture(textureUnitPS1, vec3(R1f.w,R1f.y,R1f.z)).xyz); R4f.xyz = (texture(textureUnitPS1, vec3(R4f.w,R4f.y,R4f.z)).xyz); R2f.xyz = (texture(textureUnitPS1, vec3(R2f.x,R2f.y,R2f.z)).xyz); R10f.xyz = (texture(textureUnitPS1, vec3(R10f.w,R10f.y,R10f.z)).xyz); // 0 R123f.x = (R1f.y * R14f.y + R12f.y); PV0f.x = R123f.x; R123f.y = (R1f.x * R11f.x + R12f.x); PV0f.y = R123f.y; R123f.w = (R1f.z * R14f.z + R12f.z); PV0f.w = R123f.w; // 1 R123f.x = (R4f.y * R16f.z + PV0f.x); PV1f.x = R123f.x; R127f.y = (R4f.z * R16f.y + PV0f.w); R0f.z = R13f.z; R123f.w = (R4f.x * R6f.w + PV0f.y); PV1f.w = R123f.w; // 2 R4f.x = (R2f.x * R17f.z + PV1f.w); R4f.y = (R2f.y * R18f.z + PV1f.x); // 3 R2f.x = (R10f.x * R11f.x + R15f.x); R4f.z = (R2f.z * R19f.z + R127f.y); // 4 backupReg0f = R10f.y; R10f.y = (backupReg0f * R14f.y + R15f.y); R10f.w = (R10f.z * R14f.z + R15f.z); R3f.xyz = (texture(textureUnitPS1, vec3(R3f.x,R3f.y,R3f.w)).xyz); R0f.xyz = (texture(textureUnitPS1, vec3(R0f.x,R0f.y,R0f.z)).xyz); // 0 R123f.x = (R3f.x * R6f.w + R2f.x); PV0f.x = R123f.x; R127f.y = (R3f.z * R16f.y + R10f.w); R123f.w = (R3f.y * R16f.z + R10f.y); PV0f.w = R123f.w; // 1 R17f.x = (R0f.x * R17f.z + PV0f.x); R17f.y = (R0f.y * R18f.z + PV0f.w); // 2 R17f.z = (R0f.z * R19f.z + R127f.y); PV0f.z = R17f.z; // 3 R15f.xyz = vec3(R17f.x,R17f.y,PV0f.z); R15f.w = R17f.w; // 4 R14f.xyz = vec3(R4f.x,R4f.y,R4f.z); R14f.w = R4f.w; // 5 R13f.xyz = vec3(R9f.x,R9f.y,R9f.z); R13f.w = R9f.w; // 6 R12f.xyz = vec3(R7f.x,R7f.y,R7f.z); R12f.w = R7f.w; // 7 R11f.xyz = vec3(R6f.x,R6f.y,R6f.z); R11f.w = R6f.w; // 8 R10f.xyz = vec3(R20f.x,R20f.y,R20f.z); R10f.w = R20f.w; // export passPixelColor0 = vec4(R10f.x, R10f.y, R10f.z, R10f.w); passPixelColor1 = vec4(R11f.x, R11f.y, R11f.z, R11f.w); passPixelColor2 = vec4(R12f.x, R12f.y, R12f.z, R12f.w); passPixelColor3 = vec4(R13f.x, R13f.y, R13f.z, R13f.w); passPixelColor4 = vec4(R14f.x, R14f.y, R14f.z, R14f.w); passPixelColor5 = vec4(R15f.x, R15f.y, R15f.z, R15f.w); }