#version 420 #extension GL_ARB_texture_gather : enable // shader f1a49f43d95bec30 //skybox uniform ivec4 uf_remappedPS[2]; layout(location = 0) out vec4 passPixelColor0; layout(location = 1) out vec4 passPixelColor1; 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); 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; // 0 R1f.x = (intBitsToFloat(uf_remappedPS[0].z) * 0.5 + 0.5); R0f.y = intBitsToFloat(uf_remappedPS[1].y); R1f.z = 0.0; R0f.w = 0.0; R0f.x = intBitsToFloat(uf_remappedPS[1].x); PS0f = R0f.x; // 1 R0f.z = intBitsToFloat(uf_remappedPS[1].z); PV1f.z = R0f.z; // 2 R2f.xyz = vec3(R0f.x,R0f.y,PV1f.z); R2f.w = R0f.w; // 3 R3f.xyz = vec3(R1f.x,R1f.y,R1f.y); R3f.w = R1f.z; // export passPixelColor0 = vec4(R2f.x*0.9, R2f.y*0.9, R2f.z*1.2, R2f.w)*0.75; passPixelColor1 = vec4(R3f.x, R3f.y, R3f.z, R3f.w); }