#version 420 #extension GL_ARB_texture_gather : enable const float bloomFactor = 0.00; // shader 0457fe3efc9a772f layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4faf800 res 160x90x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1 layout(location = 0) in vec4 passParameterSem0; layout(location = 1) in vec4 passParameterSem1; layout(location = 2) in vec4 passParameterSem2; 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 R6f = 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 = passParameterSem0; R1f = passParameterSem1; R2f = passParameterSem2; R3f.xyzw = (texture(textureUnitPS0, R2f.xy).xyzw); R4f.xyzw = (texture(textureUnitPS0, R1f.xy).xyzw); R5f.xyzw = (texture(textureUnitPS0, R0f.xy).xyzw); R6f.xyzw = (texture(textureUnitPS0, R0f.xw).xyzw); R0f.xyzw = (texture(textureUnitPS0, R0f.xz).xyzw); R1f.xyzw = (texture(textureUnitPS0, R1f.xz).xyzw); R2f.xyzw = (texture(textureUnitPS0, R2f.xz).xyzw); // 0 R123f.x = (R3f.w * intBitsToFloat(0x3b500000) + 0.0); PV0f.x = R123f.x; R123f.y = (R3f.z * intBitsToFloat(0x3b500000) + 0.0); PV0f.y = R123f.y; R123f.z = (R3f.y * intBitsToFloat(0x3b500000) + 0.0); PV0f.z = R123f.z; R123f.w = (R3f.x * intBitsToFloat(0x3b500000) + 0.0); PV0f.w = R123f.w; // 1 R123f.x = (R4f.w * intBitsToFloat(0x3d8f0000) + PV0f.x); PV1f.x = R123f.x; R123f.y = (R4f.z * intBitsToFloat(0x3d8f0000) + PV0f.y); PV1f.y = R123f.y; R123f.z = (R4f.y * intBitsToFloat(0x3d8f0000) + PV0f.z); PV1f.z = R123f.z; R123f.w = (R4f.x * intBitsToFloat(0x3d8f0000) + PV0f.w); PV1f.w = R123f.w; // 2 R123f.x = (R5f.w * intBitsToFloat(0x3ea0e000) + PV1f.x); PV0f.x = R123f.x; R123f.y = (R5f.z * intBitsToFloat(0x3ea0e000) + PV1f.y); PV0f.y = R123f.y; R123f.z = (R5f.y * intBitsToFloat(0x3ea0e000) + PV1f.z); PV0f.z = R123f.z; R123f.w = (R5f.x * intBitsToFloat(0x3ea0e000) + PV1f.w); PV0f.w = R123f.w; // 3 R123f.x = (R6f.w * intBitsToFloat(0x3e670000) + PV0f.x); PV1f.x = R123f.x; R123f.y = (R6f.z * intBitsToFloat(0x3e670000) + PV0f.y); PV1f.y = R123f.y; R123f.z = (R6f.y * intBitsToFloat(0x3e670000) + PV0f.z); PV1f.z = R123f.z; R123f.w = (R6f.x * intBitsToFloat(0x3e670000) + PV0f.w); PV1f.w = R123f.w; // 4 R123f.x = (R0f.w * intBitsToFloat(0x3ea0e000) + PV1f.x); PV0f.x = R123f.x; R123f.y = (R0f.z * intBitsToFloat(0x3ea0e000) + PV1f.y); PV0f.y = R123f.y; R123f.z = (R0f.y * intBitsToFloat(0x3ea0e000) + PV1f.z); PV0f.z = R123f.z; R123f.w = (R0f.x * intBitsToFloat(0x3ea0e000) + PV1f.w); PV0f.w = R123f.w; // 5 R123f.x = (R1f.w * intBitsToFloat(0x3d8f0000) + PV0f.x); PV1f.x = R123f.x; R123f.y = (R1f.z * intBitsToFloat(0x3d8f0000) + PV0f.y); PV1f.y = R123f.y; R123f.z = (R1f.y * intBitsToFloat(0x3d8f0000) + PV0f.z); PV1f.z = R123f.z; R123f.w = (R1f.x * intBitsToFloat(0x3d8f0000) + PV0f.w); PV1f.w = R123f.w; // 6 backupReg0f = R2f.x; backupReg1f = R2f.y; backupReg2f = R2f.z; backupReg3f = R2f.w; R2f.x = (backupReg0f * intBitsToFloat(0x3b500000) + PV1f.w * bloomFactor); R2f.y = (backupReg1f * intBitsToFloat(0x3b500000) + PV1f.z * bloomFactor); R2f.z = (backupReg2f * intBitsToFloat(0x3b500000) + PV1f.y * bloomFactor); R2f.w = (backupReg3f * intBitsToFloat(0x3b500000) + PV1f.x * bloomFactor); // export passPixelColor0 = vec4(R2f.x, R2f.y, R2f.z, R2f.w); }