#version 420 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable // shader ed70de7fe7542f87 //motion blur sample spread scaling const float resScale = intBitsToFloat($height)/intBitsToFloat($gameHeight); //const float resScale = 2.0; layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf470a000 res 1280x720x1 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: 0 layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf4e12000 res 320x180x1 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 2 border: 0 layout(location = 0) in vec4 passParameterSem0; layout(location = 1) in vec4 passParameterSem1; 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() { ivec4 R0i = ivec4(0); ivec4 R1i = ivec4(0); ivec4 R2i = ivec4(0); ivec4 R3i = ivec4(0); ivec4 R4i = ivec4(0); ivec4 R5i = ivec4(0); ivec4 R6i = ivec4(0); ivec4 R7i = ivec4(0); ivec4 R8i = ivec4(0); ivec4 R9i = ivec4(0); ivec4 R10i = ivec4(0); ivec4 R11i = ivec4(0); ivec4 R12i = ivec4(0); ivec4 R13i = ivec4(0); ivec4 R14i = ivec4(0); ivec4 R15i = ivec4(0); int backupReg0i, backupReg1i, backupReg2i, backupReg3i, backupReg4i; 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; bool activeMaskStack[2]; bool activeMaskStackC[3]; activeMaskStack[0] = false; activeMaskStackC[0] = false; activeMaskStackC[1] = false; activeMaskStack[0] = true; activeMaskStackC[0] = true; activeMaskStackC[1] = true; vec3 cubeMapSTM; int cubeMapFaceId; R0i = floatBitsToInt(passParameterSem0); R1i = floatBitsToInt(passParameterSem1); if( activeMaskStackC[1] == true ) { R12i.xyzw = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R1i.xy)).xyzw); } if( activeMaskStackC[1] == true ) { activeMaskStack[1] = activeMaskStack[0]; activeMaskStackC[2] = activeMaskStackC[1]; // 0 PV0i.x = floatBitsToInt(intBitsToFloat(R12i.y) + -(0.5)); PV0i.x = floatBitsToInt(intBitsToFloat(PV0i.x) * 2.0); PV0i.y = floatBitsToInt(intBitsToFloat(R12i.x) + -(0.5)); PV0i.y = floatBitsToInt(intBitsToFloat(PV0i.y) * 2.0); R0i.z = ((0.0 >= intBitsToFloat(R12i.z))?int(0xFFFFFFFF):int(0x0)); // 1 PV1i.z = floatBitsToInt(intBitsToFloat(PV0i.x) * intBitsToFloat(0xbd4ccccd)/resScale); PV1i.w = floatBitsToInt(intBitsToFloat(PV0i.y) * intBitsToFloat(0x3d4ccccd)/resScale); // 2 R12i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R12i.w), intBitsToFloat(PV1i.w))); R12i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R12i.w), intBitsToFloat(PV1i.z))); // 3 predResult = (R0i.z == 0); activeMaskStack[1] = predResult; activeMaskStackC[2] = predResult == true && activeMaskStackC[1] == true; } else { activeMaskStack[1] = false; activeMaskStackC[2] = false; } if( activeMaskStackC[2] == true ) { // 0 R1i.x = floatBitsToInt(intBitsToFloat(R0i.x) + -(intBitsToFloat(R12i.x))); PV0i.x = R1i.x; R1i.y = floatBitsToInt(intBitsToFloat(R0i.y) + -(intBitsToFloat(R12i.y))); PV0i.y = R1i.y; // 1 R2i.x = floatBitsToInt(-(intBitsToFloat(R12i.x)) + intBitsToFloat(PV0i.x)); PV1i.x = R2i.x; R2i.y = floatBitsToInt(-(intBitsToFloat(R12i.y)) + intBitsToFloat(PV0i.y)); PV1i.y = R2i.y; // 2 R3i.x = floatBitsToInt(-(intBitsToFloat(R12i.x)) + intBitsToFloat(PV1i.x)); PV0i.x = R3i.x; R3i.y = floatBitsToInt(-(intBitsToFloat(R12i.y)) + intBitsToFloat(PV1i.y)); PV0i.y = R3i.y; // 3 R4i.x = floatBitsToInt(-(intBitsToFloat(R12i.x)) + intBitsToFloat(PV0i.x)); PV1i.x = R4i.x; R4i.y = floatBitsToInt(-(intBitsToFloat(R12i.y)) + intBitsToFloat(PV0i.y)); PV1i.y = R4i.y; // 4 R5i.x = floatBitsToInt(-(intBitsToFloat(R12i.x)) + intBitsToFloat(PV1i.x)); PV0i.x = R5i.x; R5i.y = floatBitsToInt(-(intBitsToFloat(R12i.y)) + intBitsToFloat(PV1i.y)); PV0i.y = R5i.y; // 5 R6i.x = floatBitsToInt(-(intBitsToFloat(R12i.x)) + intBitsToFloat(PV0i.x)); PV1i.x = R6i.x; R6i.y = floatBitsToInt(-(intBitsToFloat(R12i.y)) + intBitsToFloat(PV0i.y)); PV1i.y = R6i.y; // 6 R7i.x = floatBitsToInt(-(intBitsToFloat(R12i.x)) + intBitsToFloat(PV1i.x)); PV0i.x = R7i.x; R7i.y = floatBitsToInt(-(intBitsToFloat(R12i.y)) + intBitsToFloat(PV1i.y)); PV0i.y = R7i.y; // 7 R15i.x = floatBitsToInt(-(intBitsToFloat(R12i.x)) + intBitsToFloat(PV0i.x)); PV1i.x = R15i.x; R15i.y = floatBitsToInt(-(intBitsToFloat(R12i.y)) + intBitsToFloat(PV0i.y)); PV1i.y = R15i.y; // 8 R11i.x = floatBitsToInt(-(intBitsToFloat(R12i.x)) + intBitsToFloat(PV1i.x)); PV0i.x = R11i.x; R11i.y = floatBitsToInt(-(intBitsToFloat(R12i.y)) + intBitsToFloat(PV1i.y)); PV0i.y = R11i.y; // 9 R10i.x = floatBitsToInt(-(intBitsToFloat(R12i.x)) + intBitsToFloat(PV0i.x)); PV1i.x = R10i.x; R10i.y = floatBitsToInt(-(intBitsToFloat(R12i.y)) + intBitsToFloat(PV0i.y)); PV1i.y = R10i.y; // 10 R9i.x = floatBitsToInt(-(intBitsToFloat(R12i.x)) + intBitsToFloat(PV1i.x)); PV0i.x = R9i.x; R9i.y = floatBitsToInt(-(intBitsToFloat(R12i.y)) + intBitsToFloat(PV1i.y)); PV0i.y = R9i.y; // 11 R8i.x = floatBitsToInt(-(intBitsToFloat(R12i.x)) + intBitsToFloat(PV0i.x)); PV1i.x = R8i.x; R8i.y = floatBitsToInt(-(intBitsToFloat(R12i.y)) + intBitsToFloat(PV0i.y)); PV1i.y = R8i.y; // 12 R14i.x = floatBitsToInt(-(intBitsToFloat(R12i.x)) + intBitsToFloat(PV1i.x)); PV0i.x = R14i.x; R14i.y = floatBitsToInt(-(intBitsToFloat(R12i.y)) + intBitsToFloat(PV1i.y)); PV0i.y = R14i.y; // 13 R13i.x = floatBitsToInt(-(intBitsToFloat(R12i.x)) + intBitsToFloat(PV0i.x)); PV1i.x = R13i.x; R13i.y = floatBitsToInt(-(intBitsToFloat(R12i.y)) + intBitsToFloat(PV0i.y)); PV1i.y = R13i.y; // 14 backupReg0i = R12i.x; backupReg1i = R12i.y; R12i.x = floatBitsToInt(-(intBitsToFloat(backupReg0i)) + intBitsToFloat(PV1i.x)); R12i.y = floatBitsToInt(-(intBitsToFloat(backupReg1i)) + intBitsToFloat(PV1i.y)); } if( activeMaskStackC[2] == true ) { R1i.xyz = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R1i.xy)).xyz); R0i.xyz = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R0i.xy)).xyz); R2i.xyz = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R2i.xy)).xyz); R3i.xyz = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R3i.xy)).xyz); R4i.xyz = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R4i.xy)).xyz); R5i.xyz = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R5i.xy)).xyz); R6i.xyz = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R6i.xy)).xyz); R7i.xyz = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R7i.xy)).xyz); } if( activeMaskStackC[2] == true ) { // 0 backupReg0i = R0i.y; backupReg1i = R0i.x; PV0i.x = floatBitsToInt(intBitsToFloat(R0i.z) + intBitsToFloat(R1i.z)); PV0i.y = floatBitsToInt(intBitsToFloat(backupReg0i) + intBitsToFloat(R1i.y)); PV0i.z = floatBitsToInt(intBitsToFloat(backupReg1i) + intBitsToFloat(R1i.x)); // 1 PV1i.y = floatBitsToInt(intBitsToFloat(PV0i.x) + intBitsToFloat(R2i.z)); PV1i.z = floatBitsToInt(intBitsToFloat(PV0i.y) + intBitsToFloat(R2i.y)); PV1i.w = floatBitsToInt(intBitsToFloat(PV0i.z) + intBitsToFloat(R2i.x)); // 2 PV0i.x = floatBitsToInt(intBitsToFloat(PV1i.w) + intBitsToFloat(R3i.x)); PV0i.z = floatBitsToInt(intBitsToFloat(PV1i.y) + intBitsToFloat(R3i.z)); PV0i.w = floatBitsToInt(intBitsToFloat(PV1i.z) + intBitsToFloat(R3i.y)); // 3 backupReg0i = R4i.x; R4i.x = floatBitsToInt(intBitsToFloat(PV0i.w) + intBitsToFloat(R4i.y)); R4i.y = floatBitsToInt(intBitsToFloat(PV0i.x) + intBitsToFloat(backupReg0i)); R0i.w = floatBitsToInt(intBitsToFloat(PV0i.z) + intBitsToFloat(R4i.z)); } if( activeMaskStackC[2] == true ) { R3i.xyz = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R15i.xy)).xyz); R2i.xyz = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R11i.xy)).xyz); R0i.xyz = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R10i.xy)).xyz); R1i.xyz = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R9i.xy)).xyz); R8i.xyz = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R8i.xy)).xyz); R9i.xyz = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R14i.xy)).xyz); R10i.xyz = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R13i.xy)).xyz); R11i.xyz = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R12i.xy)).xyz); } if( activeMaskStackC[2] == true ) { // 0 PV0i.x = floatBitsToInt(intBitsToFloat(R0i.w) + intBitsToFloat(R5i.z)); PV0i.y = floatBitsToInt(intBitsToFloat(R4i.x) + intBitsToFloat(R5i.y)); PV0i.z = floatBitsToInt(intBitsToFloat(R4i.y) + intBitsToFloat(R5i.x)); // 1 PV1i.y = floatBitsToInt(intBitsToFloat(PV0i.x) + intBitsToFloat(R6i.z)); PV1i.z = floatBitsToInt(intBitsToFloat(PV0i.y) + intBitsToFloat(R6i.y)); PV1i.w = floatBitsToInt(intBitsToFloat(PV0i.z) + intBitsToFloat(R6i.x)); // 2 PV0i.x = floatBitsToInt(intBitsToFloat(PV1i.w) + intBitsToFloat(R7i.x)); PV0i.z = floatBitsToInt(intBitsToFloat(PV1i.y) + intBitsToFloat(R7i.z)); PV0i.w = floatBitsToInt(intBitsToFloat(PV1i.z) + intBitsToFloat(R7i.y)); // 3 PV1i.x = floatBitsToInt(intBitsToFloat(PV0i.w) + intBitsToFloat(R3i.y)); PV1i.y = floatBitsToInt(intBitsToFloat(PV0i.x) + intBitsToFloat(R3i.x)); PV1i.w = floatBitsToInt(intBitsToFloat(PV0i.z) + intBitsToFloat(R3i.z)); // 4 PV0i.x = floatBitsToInt(intBitsToFloat(PV1i.w) + intBitsToFloat(R2i.z)); PV0i.y = floatBitsToInt(intBitsToFloat(PV1i.x) + intBitsToFloat(R2i.y)); PV0i.z = floatBitsToInt(intBitsToFloat(PV1i.y) + intBitsToFloat(R2i.x)); // 5 backupReg0i = R0i.y; PV1i.y = floatBitsToInt(intBitsToFloat(PV0i.x) + intBitsToFloat(R0i.z)); PV1i.z = floatBitsToInt(intBitsToFloat(PV0i.y) + intBitsToFloat(backupReg0i)); PV1i.w = floatBitsToInt(intBitsToFloat(PV0i.z) + intBitsToFloat(R0i.x)); // 6 PV0i.x = floatBitsToInt(intBitsToFloat(PV1i.w) + intBitsToFloat(R1i.x)); PV0i.z = floatBitsToInt(intBitsToFloat(PV1i.y) + intBitsToFloat(R1i.z)); PV0i.w = floatBitsToInt(intBitsToFloat(PV1i.z) + intBitsToFloat(R1i.y)); // 7 PV1i.x = floatBitsToInt(intBitsToFloat(PV0i.w) + intBitsToFloat(R8i.y)); PV1i.y = floatBitsToInt(intBitsToFloat(PV0i.x) + intBitsToFloat(R8i.x)); PV1i.w = floatBitsToInt(intBitsToFloat(PV0i.z) + intBitsToFloat(R8i.z)); // 8 PV0i.x = floatBitsToInt(intBitsToFloat(PV1i.w) + intBitsToFloat(R9i.z)); PV0i.y = floatBitsToInt(intBitsToFloat(PV1i.x) + intBitsToFloat(R9i.y)); PV0i.z = floatBitsToInt(intBitsToFloat(PV1i.y) + intBitsToFloat(R9i.x)); // 9 PV1i.y = floatBitsToInt(intBitsToFloat(PV0i.x) + intBitsToFloat(R10i.z)); PV1i.z = floatBitsToInt(intBitsToFloat(PV0i.y) + intBitsToFloat(R10i.y)); PV1i.w = floatBitsToInt(intBitsToFloat(PV0i.z) + intBitsToFloat(R10i.x)); // 10 PV0i.x = floatBitsToInt(intBitsToFloat(PV1i.w) + intBitsToFloat(R11i.x)); PV0i.z = floatBitsToInt(intBitsToFloat(PV1i.y) + intBitsToFloat(R11i.z)); PV0i.w = floatBitsToInt(intBitsToFloat(PV1i.z) + intBitsToFloat(R11i.y)); // 11 PV1i.x = floatBitsToInt(intBitsToFloat(PV0i.w) * intBitsToFloat(0x3d800000)); PV1i.y = floatBitsToInt(intBitsToFloat(PV0i.x) * intBitsToFloat(0x3d800000)); PV1i.w = floatBitsToInt(intBitsToFloat(PV0i.z) * intBitsToFloat(0x3d800000)); // 12 PV0i.x = floatBitsToInt(max(intBitsToFloat(PV1i.w), 0.0)); PV0i.y = floatBitsToInt(max(intBitsToFloat(PV1i.x), 0.0)); PV0i.z = floatBitsToInt(max(intBitsToFloat(PV1i.y), 0.0)); // 13 R0i.x = floatBitsToInt(min(intBitsToFloat(PV0i.z), intBitsToFloat(0x41000000))); R0i.y = floatBitsToInt(min(intBitsToFloat(PV0i.y), intBitsToFloat(0x41000000))); R0i.z = floatBitsToInt(min(intBitsToFloat(PV0i.x), intBitsToFloat(0x41000000))); R0i.w = R12i.z; } activeMaskStack[1] = activeMaskStack[1] == false; activeMaskStackC[2] = activeMaskStack[1] == true && activeMaskStackC[1] == true; if( activeMaskStackC[2] == true ) { // 0 R0i.xyz = ivec3(0,0,0); R0i.w = 0; } activeMaskStackC[1] = activeMaskStack[0] == true && activeMaskStackC[0] == true; // export passPixelColor0 = vec4(intBitsToFloat(R0i.x), intBitsToFloat(R0i.y), intBitsToFloat(R0i.z), intBitsToFloat(R0i.w)); }