#version 420 #extension GL_ARB_texture_gather : enable #extension GL_ARB_shading_language_packing : enable // shader 8d68a0e3561ff525 // Used for: Horizontal Gameplay Blur const float resXScale = intBitsToFloat($width)/intBitsToFloat($gameWidth); const float resYScale = intBitsToFloat($width)/intBitsToFloat($gameWidth); uniform ivec4 uf_remappedVS[1]; 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 = 1) out vec4 passParameterSem1; layout(location = 2) out vec4 passParameterSem2; layout(location = 0) out vec4 passParameterSem0; 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 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))); attrDecoder.xy = attrDataSem1.xy; attrDecoder.xy = (attrDecoder.xy>>24)|((attrDecoder.xy>>8)&0xFF00)|((attrDecoder.xy<<8)&0xFF0000)|((attrDecoder.xy<<24)); attrDecoder.z = 0; attrDecoder.w = 0; R2f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(floatBitsToInt(0.0)), intBitsToFloat(floatBitsToInt(1.0))); // 0 backupReg0f = R1f.x; backupReg1f = R1f.y; R1f.x = backupReg0f; R1f.x *= 2.0; R1f.y = backupReg1f; R1f.y *= 2.0; R1f.z = 0.0; R1f.w = 1.0; R127f.y = intBitsToFloat(uf_remappedVS[0].x)/resXScale * intBitsToFloat(0x3fb13a93); PS0f = R127f.y; // 1 PV1f.x = intBitsToFloat(uf_remappedVS[0].x)/resXScale * intBitsToFloat(0x404ec4f0); R126f.y = intBitsToFloat(uf_remappedVS[0].x)/resXScale * intBitsToFloat(0x40a275f7); R3f.z = R2f.x + PS0f; R3f.w = R2f.x; R3f.x = R2f.y; PS1f = R3f.x; // 2 R0f.x = PS1f; R3f.y = R2f.x + -(R127f.y); R0f.z = R2f.x + PV1f.x; R0f.w = R2f.x; R0f.y = R2f.x + -(PV1f.x); PS0f = R0f.y; // 3 backupReg0f = R2f.x; backupReg0f = R2f.x; backupReg0f = R2f.x; R2f.x = R3f.x; R2f.y = backupReg0f + -(R126f.y); R2f.z = backupReg0f + R126f.y; R2f.w = backupReg0f; // export gl_Position = vec4(R1f.x, R1f.y, R1f.z, R1f.w); // export passParameterSem1 = vec4(R0f.x, R0f.y, R0f.z, R0f.w); // export passParameterSem2 = vec4(R2f.x, R2f.y, R2f.z, R2f.w); // export passParameterSem0 = vec4(R3f.x, R3f.y, R3f.z, R3f.w); // 0 }