#version 420 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable // shader 9993b65e9eb6bb1d //aa const float resXScale = float($width)/float($gameWidth); const float resYScale = float($height)/float($gameHeight); uniform ivec4 uf_remappedPS[2]; layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4385000 res 1280x720x1 dim 1 tm: 4 format 0019 compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 0 layout(location = 0) in vec4 passParameterSem130; layout(location = 1) in vec4 passParameterSem134; 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() { 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 = passParameterSem130; R1f = passParameterSem134; R2f.xyz = (texture(textureUnitPS0, R0f.zy).xyz); R5f.xyz = (texture(textureUnitPS0, R1f.xy).xyz); R4f.xyz = (texture(textureUnitPS0, R0f.xw).xyz); R3f.xyz = (texture(textureUnitPS0, R0f.xy).xyz); R0f.xyz = (texture(textureUnitPS0, R0f.zw).xyz); // 0 tempf.x = dot(vec4(R2f.x,R2f.y,R2f.z,-0.0),vec4(intBitsToFloat(0x3faaaa8f),intBitsToFloat(0x3faaaa8f),intBitsToFloat(0x3faaaa8f),0.0)); PV0f.x = tempf.x; PV0f.y = tempf.x; PV0f.z = tempf.x; PV0f.w = tempf.x; R127f.z = 0.0; PS0f = R127f.z; // 1 tempf.x = dot(vec4(R3f.x,R3f.y,R3f.z,-0.0),vec4(intBitsToFloat(0x3faaaa8f),intBitsToFloat(0x3faaaa8f),intBitsToFloat(0x3faaaa8f),0.0)); PV1f.x = tempf.x; PV1f.y = tempf.x; PV1f.z = tempf.x; PV1f.w = tempf.x; R126f.z = tempf.x; R127f.y = PV0f.x + intBitsToFloat(0x3b2aaab9); PS1f = R127f.y; // 2 backupReg0f = R0f.x; backupReg1f = R0f.y; backupReg2f = R0f.z; tempf.x = dot(vec4(backupReg0f,backupReg1f,backupReg2f,-0.0),vec4(intBitsToFloat(0x3faaaa8f),intBitsToFloat(0x3faaaa8f),intBitsToFloat(0x3faaaa8f),0.0)); PV0f.x = tempf.x; PV0f.y = tempf.x; PV0f.z = tempf.x; PV0f.w = tempf.x; R126f.w = tempf.x; R125f.z = intBitsToFloat(uf_remappedPS[0].w); PS0f = R125f.z; // 3 tempf.x = dot(vec4(R5f.x,R5f.y,R5f.z,-0.0),vec4(intBitsToFloat(0x3faaaa8f),intBitsToFloat(0x3faaaa8f),intBitsToFloat(0x3faaaa8f),0.0)); PV1f.x = tempf.x; PV1f.y = tempf.x; PV1f.z = tempf.x; PV1f.w = tempf.x; R127f.w = tempf.x; R2f.w = 1.0; PS1f = R2f.w; // 4 tempf.x = dot(vec4(R4f.x,R4f.y,R4f.z,-0.0),vec4(intBitsToFloat(0x3faaaa8f),intBitsToFloat(0x3faaaa8f),intBitsToFloat(0x3faaaa8f),0.0)); PV0f.x = tempf.x; PV0f.y = tempf.x; PV0f.z = tempf.x; PV0f.w = tempf.x; R126f.y = R126f.z + -(PV1f.x); PS0f = R126f.y; // 5 PV1f.x = PV0f.x + -(R127f.w); PV1f.y = -(R126f.w) + R127f.w; PV1f.z = -(R127f.y) + R127f.w; R127f.w = -(R127f.y) + PV0f.x; PV1f.w = R127f.w; // 6 tempf.x = dot(vec4(PV1f.x,R126f.y,R126f.y,-0.0),vec4(PV1f.z,PV1f.y,R127f.z,0.0)); PV0f.x = tempf.x; PV0f.y = tempf.x; PV0f.z = tempf.x; PV0f.w = tempf.x; PS0f = PV1f.w + -(R126f.z); // 7 PV1f.x = PV0f.x + -(intBitsToFloat(0xbdcccccd)); PV1f.y = R127f.w + R126f.z; R126f.z = PS0f + R126f.w; // 8 R126f.y = PV1f.y + -(R126f.w); PV0f.y = R126f.y; R126f.w = PV1f.x * intBitsToFloat(0x41200000); R126f.w = clamp(R126f.w, 0.0, 1.0); PV0f.w = R126f.w; // 9 tempf.x = dot(vec4(R126f.z,PV0f.y,R125f.z,-0.0),vec4(R126f.z,PV0f.y,R125f.z,0.0)); PV1f.x = tempf.x; PV1f.y = tempf.x; PV1f.z = tempf.x; PV1f.w = tempf.x; R125f.z = mul_nonIEEE(PV0f.w, PV0f.w); PS1f = R125f.z; // 10 R123f.y = (-(2.0) * R126f.w + intBitsToFloat(0x40400000)); PV0f.y = R123f.y; tempResultf = 1.0 / sqrt(PV1f.x); PS0f = tempResultf; // 11 backupReg0f = R126f.z; PV1f.x = mul_nonIEEE(R125f.z, PV0f.y); R126f.z = mul_nonIEEE(R126f.y, PS0f); R126f.w = mul_nonIEEE(backupReg0f, PS0f); // 12 PV0f.w = PV1f.x * intBitsToFloat(0x3f99999a); // 13 R126f.y = mul_nonIEEE(R126f.z, PV0f.w); PV1f.y = R126f.y; R126f.z = mul_nonIEEE(R126f.w, PV0f.w); PV1f.z = R126f.z; // 14 PV0f.x = max(PV1f.z, -(PV1f.z)); PV0f.w = max(PV1f.y, -(PV1f.y)); // 15 PV1f.z = min(PV0f.x, PV0f.w); // 16 PV0f.y = PV1f.z + -(0.0); // 17 PV1f.x = PV0f.y * intBitsToFloat(0x3fb6db6e)/resXScale; PV1f.x = clamp(PV1f.x, 0.0, 1.0); // 18 R123f.z = (-(2.0) * PV1f.x + intBitsToFloat(0x40400000)); PV0f.z = R123f.z; PV0f.w = mul_nonIEEE(PV1f.x, PV1f.x); // 19 R123f.y = (mul_nonIEEE(-(PV0f.w),PV0f.z) + intBitsToFloat(0x3f99999a)/resXScale); PV1f.y = R123f.y; // 20 PV0f.x = mul_nonIEEE(R126f.z, PV1f.y); PV0f.w = mul_nonIEEE(R126f.y, PV1f.y); // 21 PV1f.z = mul_nonIEEE(PV0f.x, intBitsToFloat(uf_remappedPS[0].x)); PV1f.w = mul_nonIEEE(PV0f.w, intBitsToFloat(uf_remappedPS[0].y)); // 22 R127f.x = mul_nonIEEE(PV1f.z, intBitsToFloat(uf_remappedPS[1].w)); PV0f.x = R127f.x; R126f.y = mul_nonIEEE(PV1f.w, intBitsToFloat(uf_remappedPS[1].w)); PV0f.y = R126f.y; PV0f.z = mul_nonIEEE(PV1f.z, intBitsToFloat(uf_remappedPS[1].y)); R126f.w = mul_nonIEEE(PV1f.w, intBitsToFloat(uf_remappedPS[1].y)); PV0f.w = R126f.w; // 23 R4f.xyz = vec3(R1f.x,R1f.y,R1f.x) + vec3(PV0f.z,PV0f.w,PV0f.x); R4f.w = R1f.y + PV0f.y; R0f.x = R1f.x + -(PV0f.z); PS1f = R0f.x; // 24 backupReg0f = R1f.x; R1f.x = backupReg0f + -(R127f.x); R0f.y = R1f.y + -(R126f.w); R1f.z = R1f.y + -(R126f.y); R3f.xyz = (texture(textureUnitPS0, R4f.xy).xyz); R4f.xyz = (texture(textureUnitPS0, R4f.zw).xyz); R0f.xyz = (texture(textureUnitPS0, R0f.xy).xyz); R1f.xyz = (texture(textureUnitPS0, R1f.xz).xyz); // 0 PV0f.x = R3f.z + R4f.z; PV0f.y = R3f.y + R4f.y; PV0f.z = R3f.x + R4f.x; // 1 backupReg0f = R0f.y; PV1f.y = R0f.z + PV0f.x; PV1f.z = backupReg0f + PV0f.y; PV1f.w = R0f.x + PV0f.z; // 2 PV0f.x = R1f.x + PV1f.w; PV0f.z = R1f.z + PV1f.y; PV0f.w = R1f.y + PV1f.z; // 3 PV1f.x = R5f.y + PV0f.w; PV1f.y = R5f.x + PV0f.x; PV1f.w = R5f.z + PV0f.z; // 4 PV0f.x = PV1f.w * intBitsToFloat(0x3f4ccccd); PV0f.y = PV1f.x * intBitsToFloat(0x3f4ccccd); PV0f.z = PV1f.y * intBitsToFloat(0x3f4ccccd); // 5 R2f.x = PV0f.z * 0.25; R2f.y = PV0f.y * 0.25; R2f.z = PV0f.x * 0.25; // export passPixelColor0 = vec4(R2f.x, R2f.y, R2f.z, R2f.w); }