#version 400 // water tropical freeze #extension GL_ARB_texture_gather : enable const float overwriteWidth = 1920.0; //overwidth value.0 const float overwriteHeight = 1080.0; // shader b978b87d9600dc63 uniform ivec4 uf_remappedPS[6]; uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4a8c800 res 1280x720x1 dim 1 tm: 4 format 080e compSel: 0 0 0 0 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 0 in vec4 passParameter0; in vec4 passParameter1; 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() { ivec4 R0i = ivec4(0); ivec4 R1i = ivec4(0); ivec4 R2i = ivec4(0); ivec4 R3i = ivec4(0); ivec4 R123i = ivec4(0); ivec4 R127i = ivec4(0); int backupReg0i, backupReg1i, backupReg2i, backupReg3i, backupReg4i; float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f; ivec4 PV0i = ivec4(0), PV1i = ivec4(0); int PS0i = 0, PS1i = 0; ivec4 tempi = ivec4(0); float tempResultf; int tempResulti; ivec4 ARi = ivec4(0); bool predResult = true; int loopStuckCounter = 0; vec3 cubeMapSTM; int cubeMapFaceId; R1i = floatBitsToInt(gl_FragCoord.xyzw); R0i = floatBitsToInt(passParameter1); // 0 vec2 scaleFactor = vec2(overwriteWidth,overwriteHeight)/vec2(1280.0,720.0); // factor = newResolution / expectedResolution R1i.xy = floatBitsToInt(intBitsToFloat(R1i.xy) / scaleFactor); backupReg0i = R1i.x; backupReg1i = R1i.y; R1i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(backupReg0i), intBitsToFloat(uf_remappedPS[0].x))); PV0i.x = R1i.x; R1i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(backupReg1i), intBitsToFloat(uf_remappedPS[0].y))); PV0i.y = R1i.y; R2i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].z), 1.0)); PV0i.z = R2i.z; R1i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].w), 1.0)); PV0i.w = R1i.w; R1i.z = floatBitsToInt(1.0 / intBitsToFloat(R0i.z)); PS0i = R1i.z; R1i.x = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R1i.xy)).x); // 0 R3i.x = uf_remappedPS[2].x; PV0i.x = R3i.x; R123i.y = floatBitsToInt((intBitsToFloat(R1i.x) * intBitsToFloat(0x40000000) + -(1.0))); PV0i.y = R123i.y; R127i.z = floatBitsToInt(intBitsToFloat(R0i.y) * intBitsToFloat(R1i.z)); PV0i.z = R127i.z; R127i.w = floatBitsToInt(intBitsToFloat(R0i.x) * intBitsToFloat(R1i.z)); PV0i.w = R127i.w; R3i.y = uf_remappedPS[2].y; PS0i = R3i.y; // 1 R123i.y = floatBitsToInt((intBitsToFloat(PV0i.y) * intBitsToFloat(uf_remappedPS[3].w) + intBitsToFloat(R1i.w))); PV1i.y = R123i.y; R123i.z = floatBitsToInt((intBitsToFloat(PV0i.y) * intBitsToFloat(uf_remappedPS[3].z) + intBitsToFloat(R2i.z))); PV1i.z = R123i.z; R3i.z = uf_remappedPS[2].z; PS1i = R3i.z; // 2 R123i.x = floatBitsToInt((intBitsToFloat(R127i.z) * intBitsToFloat(uf_remappedPS[4].z) + intBitsToFloat(PV1i.z))); PV0i.x = R123i.x; R123i.w = floatBitsToInt((intBitsToFloat(R127i.z) * intBitsToFloat(uf_remappedPS[4].w) + intBitsToFloat(PV1i.y))); PV0i.w = R123i.w; // 3 R123i.y = floatBitsToInt((intBitsToFloat(R127i.w) * intBitsToFloat(uf_remappedPS[5].w) + intBitsToFloat(PV0i.w))); PV1i.y = R123i.y; R127i.z = floatBitsToInt((intBitsToFloat(R127i.w) * intBitsToFloat(uf_remappedPS[5].z) + intBitsToFloat(PV0i.x))); PV1i.z = R127i.z; // 4 PS0i = floatBitsToInt(1.0 / intBitsToFloat(PV1i.y)); // 5 PV1i.w = floatBitsToInt(intBitsToFloat(R127i.z) * intBitsToFloat(PS0i)); // 6 PV0i.z = floatBitsToInt(-(intBitsToFloat(R0i.w)) + -(intBitsToFloat(PV1i.w))); // 7 PV1i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].w), intBitsToFloat(PV0i.z))); PV1i.x = clampFI32(PV1i.x); PV1i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.z), intBitsToFloat(uf_remappedPS[2].w))); PV1i.y = clampFI32(PV1i.y); // 8 R3i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.y), intBitsToFloat(PV1i.x))); PV0i.w = R3i.w; // export passPixelColor0 = vec4(intBitsToFloat(R3i.x), intBitsToFloat(R3i.y), intBitsToFloat(R3i.z), intBitsToFloat(R3i.w)); }