#version 420 #extension GL_ARB_texture_gather : enable // shader 5b5c7c2a52ed1459 // AO step 2 horizontal blur const float resScale = ($height/$gameHeight); uniform ivec4 uf_remappedPS[2]; layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf589e000 res 640x360x1 dim 1 tm: 4 format 0007 compSel: 0 1 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 0 layout(location = 0) in vec4 passParameterSem0; 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){ 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 R123f = vec4(0.0); vec4 R125f = 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 PV0f.x = -(intBitsToFloat(uf_remappedPS[0].x) / resScale); PV0f.x /= 2.0 ; PV0f.y = 0.0; R126f.z = 0.0; PV0f.z = R126f.z; PV0f.w = intBitsToFloat(uf_remappedPS[0].x) / resScale * intBitsToFloat(0xbfc00000) ; //-1.5 R127f.z = intBitsToFloat(uf_remappedPS[0].x) / resScale; R127f.z /= 2.0 ; PS0f = R127f.z ; // 1 R1f.x = R0f.x + PV0f.w ; R1f.y = R0f.y + PV0f.z ; R0f.z = R0f.x + PV0f.x ; R0f.w = R0f.y + PV0f.y ; PS1f = 0.0; // 2 backupReg0f = R0f.x; backupReg1f = R0f.y; PV0f.x = intBitsToFloat(uf_remappedPS[1].z) * 0.25; PV0f.y = intBitsToFloat(uf_remappedPS[1].z) * intBitsToFloat(0x40100000); //2.25 R1f.z = backupReg0f + R127f.z; R1f.w = backupReg1f + PS1f; PS0f = intBitsToFloat(uf_remappedPS[0].x) / resScale*1.5;// *1.5; // 3 R3f.x = -(PV0f.x) * intBitsToFloat(0x3fb8aa3b); //1.442695 R2f.y = R0f.y + R126f.z; R2f.z = R0f.x + PS0f; R2f.w = -(PV0f.y) * intBitsToFloat(0x3fb8aa3b); //1.442695 R5f.y = 0.0; PS1f = R5f.y; R1f.x = (texture(textureUnitPS0, R1f.xy).x); R0f.x = (texture(textureUnitPS0, R0f.zw).x); R2f.x = (texture(textureUnitPS0, R1f.zw).x); R4f.x = (texture(textureUnitPS0, R2f.zy).x); // 0 R127f.x = -(R2f.x) + 1.0; PV0f.z = -(R1f.x) + 1.0; R127f.w = -(R0f.x) + 1.0; R126f.x = exp2(R2f.w); PS0f = R126f.x; // 1 R125f.x = -(R4f.x) + 1.0; R123f.y = (PV0f.z * PS0f + 0.0); PV1f.y = R123f.y; PV1f.z = PS0f + 0.0; R5f.w = 1.0; R126f.z = exp2(R3f.x); PS1f = R126f.z; // 2 R123f.y = (R127f.w * PS1f + PV1f.y); PV0f.y = R123f.y; PV0f.w = PV1f.z + PS1f; // 3 R123f.y = (R126f.z * R127f.x + PV0f.y); PV1f.y = R123f.y; PV1f.z = R126f.z + PV0f.w; // 4 PV0f.y = R126f.x + PV1f.z; R127f.w = (R126f.x * R125f.x + PV1f.y); // 5 PS1f = 1.0 / PV0f.y; // 6 PV0f.z = R127f.w * PS1f; // 7 R5f.x = -(PV0f.z) + 1.0; // export passPixelColor0 = vec4(R5f.x, R5f.y, R5f.y, R5f.w); }