#version 420 #extension GL_ARB_texture_gather : enable #extension GL_ARB_shading_language_packing : enable // shader ba529c2c3078fff0 // rain engine glow // drop frame blend? uniform ivec4 uf_remappedVS[13]; uniform vec2 uf_windowSpaceToClipSpaceTransform; layout(location = 0) in uvec4 attrDataSem0; layout(location = 1) in uvec4 attrDataSem1; layout(location = 2) in uvec4 attrDataSem2; layout(location = 3) in uvec4 attrDataSem3; layout(location = 4) in uvec4 attrDataSem5; layout(location = 5) in uvec4 attrDataSem6; layout(location = 6) in uvec4 attrDataSem7; 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; 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() { 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 R123i = ivec4(0); ivec4 R124i = ivec4(0); ivec4 R125i = ivec4(0); ivec4 R126i = ivec4(0); ivec4 R127i = ivec4(0); uvec4 attrDecoder; 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; vec3 cubeMapSTM; int cubeMapFaceId; R0i = ivec4(gl_VertexID, 0, 0, gl_InstanceID); attrDecoder.xy = attrDataSem0.xy; attrDecoder.xy = (attrDecoder.xy>>24)|((attrDecoder.xy>>8)&0xFF00)|((attrDecoder.xy<<8)&0xFF0000)|((attrDecoder.xy<<24)); attrDecoder.z = 0; attrDecoder.w = 0; R1i = ivec4(int(attrDecoder.x), int(attrDecoder.y), floatBitsToInt(0.0), floatBitsToInt(1.0)); attrDecoder = attrDataSem1; attrDecoder = (attrDecoder>>24)|((attrDecoder>>8)&0xFF00)|((attrDecoder<<8)&0xFF0000)|((attrDecoder<<24)); R2i = ivec4(int(attrDecoder.x), int(attrDecoder.y), int(attrDecoder.z), int(attrDecoder.w)); attrDecoder = attrDataSem5; attrDecoder = (attrDecoder>>24)|((attrDecoder>>8)&0xFF00)|((attrDecoder<<8)&0xFF0000)|((attrDecoder<<24)); R5i = ivec4(int(attrDecoder.x), int(attrDecoder.y), int(attrDecoder.z), int(attrDecoder.w)); attrDecoder.xyz = attrDataSem6.xyz; attrDecoder.xyz = (attrDecoder.xyz>>24)|((attrDecoder.xyz>>8)&0xFF00)|((attrDecoder.xyz<<8)&0xFF0000)|((attrDecoder.xyz<<24)); attrDecoder.w = 0; R6i = ivec4(int(attrDecoder.x), int(attrDecoder.y), int(attrDecoder.z), floatBitsToInt(1.0)); attrDecoder.xyz = attrDataSem3.xyz; attrDecoder.xyz = (attrDecoder.xyz>>24)|((attrDecoder.xyz>>8)&0xFF00)|((attrDecoder.xyz<<8)&0xFF0000)|((attrDecoder.xyz<<24)); attrDecoder.w = 0; R4i = ivec4(int(attrDecoder.x), int(attrDecoder.y), int(attrDecoder.z), floatBitsToInt(1.0)); attrDecoder = attrDataSem7; attrDecoder = (attrDecoder>>24)|((attrDecoder>>8)&0xFF00)|((attrDecoder<<8)&0xFF0000)|((attrDecoder<<24)); R7i = ivec4(int(attrDecoder.x), int(attrDecoder.y), int(attrDecoder.z), int(attrDecoder.w)); attrDecoder.xyzw = floatBitsToUint(vec4(attrDataSem2.xyzw)/255.0); R3i = ivec4(int(attrDecoder.x), int(attrDecoder.y), int(attrDecoder.z), int(attrDecoder.w)); // 0 R123i.x = floatBitsToInt((intBitsToFloat(R5i.z) * intBitsToFloat(0x3e22f983) + 0.5)); PV0i.x = R123i.x; PV0i.y = floatBitsToInt(intBitsToFloat(R2i.w) + -(0.5)); PV0i.z = floatBitsToInt(intBitsToFloat(R4i.x) * intBitsToFloat(R6i.x)); PV0i.w = floatBitsToInt(intBitsToFloat(R4i.y) * intBitsToFloat(R6i.y)); PS0i = floatBitsToInt(intBitsToFloat(R4i.z) * intBitsToFloat(R6i.z)); // 1 R123i.x = ((intBitsToFloat(PV0i.y) >= 0.0)?(floatBitsToInt(1.0)):(0)); PV1i.x = R123i.x; PV1i.y = floatBitsToInt(-(intBitsToFloat(R4i.x)) + intBitsToFloat(PV0i.z)); PV1i.z = floatBitsToInt(fract(intBitsToFloat(PV0i.x))); PV1i.w = floatBitsToInt(-(intBitsToFloat(R4i.y)) + intBitsToFloat(PV0i.w)); PS1i = floatBitsToInt(-(intBitsToFloat(R4i.z)) + intBitsToFloat(PS0i)); // 2 R127i.x = floatBitsToInt((intBitsToFloat(PV1i.w) * intBitsToFloat(PV1i.x) + intBitsToFloat(R4i.y))); R127i.y = floatBitsToInt((intBitsToFloat(PV1i.y) * intBitsToFloat(PV1i.x) + intBitsToFloat(R4i.x))); R123i.z = floatBitsToInt((intBitsToFloat(PS1i) * intBitsToFloat(PV1i.x) + intBitsToFloat(R4i.z))); PV0i.z = R123i.z; R123i.w = floatBitsToInt((intBitsToFloat(PV1i.z) * intBitsToFloat(0x40c90fdb) + -(intBitsToFloat(0x40490fdb)))); PV0i.w = R123i.w; PS0i = 0; // 3 PV1i.x = floatBitsToInt(intBitsToFloat(R1i.x) * intBitsToFloat(R6i.x)); R126i.y = floatBitsToInt(intBitsToFloat(PV0i.w) * intBitsToFloat(0x3e22f983)); PV1i.y = R126i.y; PV1i.z = floatBitsToInt(intBitsToFloat(R1i.y) * intBitsToFloat(R6i.y)); R125i.w = floatBitsToInt(intBitsToFloat(PS0i) + intBitsToFloat(PV0i.z)); R126i.z = 0; PS1i = R126i.z; // 4 R126i.x = floatBitsToInt(intBitsToFloat(PV1i.x) + intBitsToFloat(R127i.y)); R125i.y = floatBitsToInt(intBitsToFloat(PV1i.z) + intBitsToFloat(R127i.x)); R127i.z = floatBitsToInt(intBitsToFloat(uf_remappedVS[0].x) * 1.0); R127i.w = floatBitsToInt(intBitsToFloat(uf_remappedVS[0].y) * 1.0); PS0i = floatBitsToInt(sin((intBitsToFloat(PV1i.y))/0.1591549367)); // 5 backupReg0i = R126i.y; R127i.x = PS0i; R126i.y = floatBitsToInt(-(intBitsToFloat(PS0i))); R125i.z = R125i.w; R126i.w = floatBitsToInt(intBitsToFloat(uf_remappedVS[0].z) * 1.0); PS1i = floatBitsToInt(cos((intBitsToFloat(backupReg0i))/0.1591549367)); // 6 backupReg0i = R127i.z; backupReg1i = R127i.w; PV0i.x = PS1i; R127i.y = PS1i; R127i.z = floatBitsToInt(intBitsToFloat(uf_remappedVS[0].w) * 1.0); R127i.w = floatBitsToInt((intBitsToFloat(R2i.z) * intBitsToFloat(uf_remappedVS[1].x) + intBitsToFloat(backupReg0i))); R124i.z = floatBitsToInt((intBitsToFloat(R2i.z) * intBitsToFloat(uf_remappedVS[1].y) + intBitsToFloat(backupReg1i))); PS0i = R124i.z; // 7 backupReg0i = R126i.w; R125i.x = floatBitsToInt(dot(vec4(intBitsToFloat(PV0i.x),intBitsToFloat(R126i.y),intBitsToFloat(R126i.z),-0.0),vec4(intBitsToFloat(R126i.x),intBitsToFloat(R125i.y),intBitsToFloat(R125i.w),0.0))); PV1i.x = R125i.x; PV1i.y = R125i.x; PV1i.z = R125i.x; PV1i.w = R125i.x; R126i.w = floatBitsToInt((intBitsToFloat(R2i.z) * intBitsToFloat(uf_remappedVS[1].z) + intBitsToFloat(backupReg0i))); PS1i = R126i.w; // 8 backupReg0i = R127i.y; tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R127i.x),intBitsToFloat(backupReg0i),intBitsToFloat(R126i.z),-0.0),vec4(intBitsToFloat(R126i.x),intBitsToFloat(R125i.y),intBitsToFloat(R125i.w),0.0))); PV0i.x = tempi.x; PV0i.y = tempi.x; PV0i.z = tempi.x; PV0i.w = tempi.x; R127i.y = tempi.x; R125i.y = floatBitsToInt((intBitsToFloat(R2i.z) * intBitsToFloat(uf_remappedVS[1].w) + intBitsToFloat(R127i.z))); PS0i = R125i.y; // 9 tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R125i.x),intBitsToFloat(PV0i.x),intBitsToFloat(R125i.z),-0.0),vec4(intBitsToFloat(uf_remappedVS[2].x),intBitsToFloat(uf_remappedVS[2].y),intBitsToFloat(uf_remappedVS[2].z),0.0))); PV1i.x = tempi.x; PV1i.y = tempi.x; PV1i.z = tempi.x; PV1i.w = tempi.x; R127i.z = floatBitsToInt((intBitsToFloat(R1i.y) * intBitsToFloat(R7i.w) + intBitsToFloat(R7i.y))); PS1i = R127i.z; // 10 tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R125i.x),intBitsToFloat(R127i.y),intBitsToFloat(R125i.z),-0.0),vec4(intBitsToFloat(uf_remappedVS[3].x),intBitsToFloat(uf_remappedVS[3].y),intBitsToFloat(uf_remappedVS[3].z),0.0))); PV0i.x = tempi.x; PV0i.y = tempi.x; PV0i.z = tempi.x; PV0i.w = tempi.x; R127i.x = floatBitsToInt(intBitsToFloat(PV1i.x) * 1.0); PS0i = R127i.x; // 11 tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R125i.x),intBitsToFloat(R127i.y),intBitsToFloat(R125i.z),-0.0),vec4(intBitsToFloat(uf_remappedVS[4].x),intBitsToFloat(uf_remappedVS[4].y),intBitsToFloat(uf_remappedVS[4].z),0.0))); PV1i.x = tempi.x; PV1i.y = tempi.x; PV1i.z = tempi.x; PV1i.w = tempi.x; R125i.w = floatBitsToInt(intBitsToFloat(PV0i.x) * 1.0); PS1i = R125i.w; // 12 R123i.x = floatBitsToInt((intBitsToFloat(R2i.y) * intBitsToFloat(uf_remappedVS[5].x) + intBitsToFloat(R127i.w))); PV0i.x = R123i.x; R123i.y = floatBitsToInt((intBitsToFloat(R2i.y) * intBitsToFloat(uf_remappedVS[5].w) + intBitsToFloat(R125i.y))); PV0i.y = R123i.y; R123i.z = floatBitsToInt((intBitsToFloat(R2i.y) * intBitsToFloat(uf_remappedVS[5].y) + intBitsToFloat(R124i.z))); PV0i.z = R123i.z; R123i.w = floatBitsToInt((intBitsToFloat(R2i.y) * intBitsToFloat(uf_remappedVS[5].z) + intBitsToFloat(R126i.w))); PV0i.w = R123i.w; R124i.z = floatBitsToInt(intBitsToFloat(PV1i.x) * 1.0); PS0i = R124i.z; // 13 R123i.x = floatBitsToInt((intBitsToFloat(R2i.x) * intBitsToFloat(uf_remappedVS[6].x) + intBitsToFloat(PV0i.x))); PV1i.x = R123i.x; R123i.y = floatBitsToInt((intBitsToFloat(R2i.x) * intBitsToFloat(uf_remappedVS[6].z) + intBitsToFloat(PV0i.w))); PV1i.y = R123i.y; R123i.z = floatBitsToInt((intBitsToFloat(R2i.x) * intBitsToFloat(uf_remappedVS[6].y) + intBitsToFloat(PV0i.z))); PV1i.z = R123i.z; R126i.w = floatBitsToInt((intBitsToFloat(R2i.x) * intBitsToFloat(uf_remappedVS[6].w) + intBitsToFloat(PV0i.y))); R127i.w = floatBitsToInt((intBitsToFloat(R1i.x) * intBitsToFloat(R7i.z) + intBitsToFloat(R7i.x))); PS1i = R127i.w; // 14 backupReg0i = R127i.x; backupReg1i = R124i.z; R127i.x = floatBitsToInt(intBitsToFloat(PV1i.x) + intBitsToFloat(backupReg0i)); PV0i.x = R127i.x; R127i.y = floatBitsToInt(intBitsToFloat(PV1i.z) + intBitsToFloat(R125i.w)); PV0i.y = R127i.y; R124i.z = floatBitsToInt(intBitsToFloat(PV1i.y) + intBitsToFloat(backupReg1i)); PV0i.z = R124i.z; R125i.w = ((0.0 >= intBitsToFloat(uf_remappedVS[7].w))?int(0xFFFFFFFF):int(0x0)); R125i.y = floatBitsToInt(intBitsToFloat(R127i.z) + 0.5); PS0i = R125i.y; // 15 tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(PV0i.x),intBitsToFloat(PV0i.y),intBitsToFloat(PV0i.z),intBitsToFloat(R126i.w)),vec4(intBitsToFloat(uf_remappedVS[8].x),intBitsToFloat(uf_remappedVS[8].y),intBitsToFloat(uf_remappedVS[8].z),intBitsToFloat(uf_remappedVS[8].w)))); PV1i.x = tempi.x; PV1i.y = tempi.x; PV1i.z = tempi.x; PV1i.w = tempi.x; R7i.x = floatBitsToInt(intBitsToFloat(R127i.w) + 0.5); PS1i = R7i.x; // 16 tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R127i.x),intBitsToFloat(R127i.y),intBitsToFloat(R124i.z),intBitsToFloat(R126i.w)),vec4(intBitsToFloat(uf_remappedVS[9].x),intBitsToFloat(uf_remappedVS[9].y),intBitsToFloat(uf_remappedVS[9].z),intBitsToFloat(uf_remappedVS[9].w)))); PV0i.x = tempi.x; PV0i.y = tempi.x; PV0i.z = tempi.x; PV0i.w = tempi.x; R2i.x = floatBitsToInt(intBitsToFloat(PV1i.x) + 0.0); PS0i = R2i.x; // 17 tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R127i.x),intBitsToFloat(R127i.y),intBitsToFloat(R124i.z),intBitsToFloat(R126i.w)),vec4(intBitsToFloat(uf_remappedVS[10].x),intBitsToFloat(uf_remappedVS[10].y),intBitsToFloat(uf_remappedVS[10].z),intBitsToFloat(uf_remappedVS[10].w)))); PV1i.x = tempi.x; PV1i.y = tempi.x; PV1i.z = tempi.x; PV1i.w = tempi.x; R127i.z = tempi.x; R2i.y = floatBitsToInt(intBitsToFloat(PV0i.x) + 0.0); PS1i = R2i.y; // 18 tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R127i.x),intBitsToFloat(R127i.y),intBitsToFloat(R124i.z),intBitsToFloat(R126i.w)),vec4(intBitsToFloat(uf_remappedVS[11].x),intBitsToFloat(uf_remappedVS[11].y),intBitsToFloat(uf_remappedVS[11].z),intBitsToFloat(uf_remappedVS[11].w)))); PV0i.x = tempi.x; PV0i.y = tempi.x; PV0i.z = tempi.x; PV0i.w = tempi.x; R2i.w = tempi.x; R1i.x = ((R125i.w == 0)?(R2i.x):(0x3f800000)); PS0i = R1i.x; // 19 PV1i.x = floatBitsToInt(intBitsToFloat(R126i.w) * intBitsToFloat(uf_remappedVS[12].w)); R1i.y = ((R125i.w == 0)?(R2i.y):(0x3f800000)); R1i.z = ((R125i.w == 0)?(R127i.z):(0x3f800000)); R1i.w = ((R125i.w == 0)?(PV0i.x):(0x3f800000)); R7i.y = floatBitsToInt(-(intBitsToFloat(R125i.y)) + 1.0); PS1i = R7i.y; // 20 backupReg0i = R3i.w; tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R127i.x),intBitsToFloat(R127i.y),intBitsToFloat(R124i.z),intBitsToFloat(PV1i.x)),vec4(intBitsToFloat(uf_remappedVS[12].x),intBitsToFloat(uf_remappedVS[12].y),intBitsToFloat(uf_remappedVS[12].z),1.0))); PV0i.x = tempi.x; PV0i.y = tempi.x; PV0i.z = tempi.x; PV0i.w = tempi.x; R3i.w = backupReg0i; R3i.w = floatBitsToInt(intBitsToFloat(R3i.w) * 2.0); PS0i = R3i.w; // 21 R2i.z = floatBitsToInt(-(intBitsToFloat(PV0i.x))); float origRatio = 1.777f; float newRatio = ; // export gl_Position = vec4(intBitsToFloat(R1i.x)*(origRatio / newRatio), intBitsToFloat(R1i.y), intBitsToFloat(R1i.z), intBitsToFloat(R1i.w)); // export passParameterSem0 = vec4(intBitsToFloat(R3i.x), intBitsToFloat(R3i.y), intBitsToFloat(R3i.z), intBitsToFloat(R3i.w)); // export passParameterSem1 = vec4(intBitsToFloat(R2i.x), intBitsToFloat(R2i.y), intBitsToFloat(R2i.z), intBitsToFloat(R2i.w)); // export passParameterSem2 = vec4(intBitsToFloat(R7i.x), intBitsToFloat(R7i.y), intBitsToFloat(R7i.z), intBitsToFloat(R7i.z)); // 0 }