#version 420 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable #extension GL_ARB_shading_language_packing : enable // shader a9bf96a840b38cc8 //Motion blur turbo const float resScale = ; uniform ivec4 uf_remappedVS[2]; uniform vec2 uf_windowSpaceToClipSpaceTransform; layout(location = 0) in uvec4 attrDataSem0; layout(location = 1) in uvec4 attrDataSem1; out gl_PerVertex { vec4 gl_Position; float gl_PointSize; }; layout(location = 0) out vec4 passParameterSem0; layout(location = 1) out vec4 passParameterSem1; layout(location = 2) out vec4 passParameterSem2; layout(location = 3) out vec4 passParameterSem3; 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 R123f = vec4(0.0); vec4 R125f = vec4(0.0); vec4 R126f = vec4(0.0); vec4 R127f = vec4(0.0); uvec4 attrDecoder; 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 = floatBitsToInt(ivec4(gl_VertexID, 0, 0, gl_InstanceID)); attrDecoder.xyz = attrDataSem0.xyz; attrDecoder.xyz = (attrDecoder.xyz>>24)|((attrDecoder.xyz>>8)&0xFF00)|((attrDecoder.xyz<<8)&0xFF0000)|((attrDecoder.xyz<<24)); attrDecoder.w = 0; R1f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(floatBitsToInt(1.0))); // 0 R125f.x = mul_nonIEEE(R1f.x, intBitsToFloat(uf_remappedVS[0].x)); PV0f.x = R125f.x; R127f.y = intBitsToFloat(uf_remappedVS[1].w) * intBitsToFloat(0x3e124925)/resScale; PV0f.y = R127f.y; R1f.z = intBitsToFloat(uf_remappedVS[1].z); R127f.w = mul_nonIEEE(R1f.y, intBitsToFloat(uf_remappedVS[0].y)); PV0f.w = R127f.w; R1f.w = 1.0; PS0f = R1f.w; // 1 R126f.x = (intBitsToFloat(uf_remappedVS[1].y) * 0.5 + 0.5); PV1f.x = R126f.x; PV1f.y = PV0f.w; PV1f.y *= 2.0; PV1f.z = PV0f.x; PV1f.z *= 2.0; R123f.w = (mul_nonIEEE(PV0f.w,-(PV0f.y)) + PV0f.w); PV1f.w = R123f.w; R126f.y = (-(PV0f.y) * 2.0 + 1.0); PS1f = R126f.y; // 2 R1f.x = PV1f.z + intBitsToFloat(uf_remappedVS[1].x); R1f.y = PV1f.y + intBitsToFloat(uf_remappedVS[1].y); R126f.z = (-(R127f.y) * intBitsToFloat(0x40400000) + 1.0); PV0f.z = R126f.z; PV0f.w = PV1f.x + PV1f.w; R127f.x = (mul_nonIEEE(R127f.w,PS1f) + PV1f.x); PS0f = R127f.x; // 3 R123f.x = (mul_nonIEEE(R127f.w,PV0f.z) + R126f.x); PV1f.x = R123f.x; R125f.y = (intBitsToFloat(uf_remappedVS[1].x) * 0.5 + 0.5); PV1f.y = R125f.y; R123f.z = (mul_nonIEEE(R125f.x,-(R127f.y)) + R125f.x); PV1f.z = R123f.z; R126f.w = (-(R127f.y) * 4.0 + 1.0); PV1f.w = R126f.w; R127f.z = PV0f.w; PS1f = R127f.z; // 4 backupReg0f = R127f.w; PV0f.x = PV1f.x; R127f.y = (mul_nonIEEE(R127f.w,PV1f.w) + R126f.x); PV0f.z = R127f.x; R127f.w = backupReg0f + R126f.x; R2f.x = PV1f.y + PV1f.z; PS0f = R2f.x; // 5 backupReg0f = R126f.z; R3f.x = (mul_nonIEEE(R125f.x,R126f.y) + R125f.y); R126f.y = -(PV0f.z) + 1.0; R126f.z = -(PV0f.x) + 1.0; R125f.w = -(R127f.z) + 1.0; PV1f.w = R125f.w; R4f.x = (mul_nonIEEE(R125f.x,backupReg0f) + R125f.y); PS1f = R4f.x; // 6 backupReg0f = R125f.x; backupReg0f = R125f.x; R125f.x = R127f.y; R0f.y = -(R127f.w) + 1.0; R127f.z = (mul_nonIEEE(backupReg0f,R126f.w) + R125f.y); R0f.w = PV1f.w; R0f.x = backupReg0f + R125f.y; PS0f = R0f.x; // 7 R2f.y = R125f.w; R0f.z = R2f.x; R2f.w = R126f.y; R2f.z = R3f.x; PS1f = R2f.z; // 8 R3f.yzw = vec3(R126f.y,R4f.x,R126f.z); R4f.z = R127f.z; PS0f = R4f.z; // 9 R4f.y = R126f.z; R4f.w = -(R125f.x) + 1.0; // export gl_Position = vec4(R1f.x, R1f.y, R1f.z, R1f.w); // export passParameterSem0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w); // export passParameterSem1 = vec4(R2f.x, R2f.y, R2f.z, R2f.w); // export passParameterSem2 = vec4(R3f.x, R3f.y, R3f.z, R3f.w); // export passParameterSem3 = vec4(R4f.x, R4f.y, R4f.z, R4f.w); // 0 }