#version 400
#extension GL_ARB_texture_gather : enable
// shader 72807b87b23dbe4e //removes AA pass
uniform ivec4 uf_remappedPS[3];
uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4240800 res 1280x720x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1
uniform sampler2D textureUnitPS1;// Tex1 addr 0xf45c5000 res 1280x720x1 dim 1 tm: 4 format 0001 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 1
in vec4 passParameter0;
layout(location = 0) out vec4 passPixelColor0;
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()
{
	ivec4 R0i = ivec4(0);
	ivec4 R1i = ivec4(0);
	ivec4 R2i = ivec4(0);
	ivec4 R3i = ivec4(0);
	ivec4 R4i = ivec4(0);
	ivec4 R123i = ivec4(0);
	ivec4 R125i = ivec4(0);
	ivec4 R126i = ivec4(0);
	ivec4 R127i = ivec4(0);
	int backupReg0i, backupReg1i, backupReg2i, backupReg3i, backupReg4i;
	float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f;
	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;
	bool activeMaskStack[31];
	bool activeMaskStackC[32];
	int activeMaskIndex = 0;
	activeMaskStack[0] = true;
	activeMaskStackC[0] = true;
	activeMaskStackC[1] = true;
	int loopStuckCounter = 0;
	vec3 cubeMapSTM;
	int cubeMapFaceId;
	R0i = floatBitsToInt(passParameter0);
	//R1i.xyzw = floatBitsToInt(textureGather(textureUnitPS1, intBitsToFloat(R0i.xy)).xyzw);
	R2i.xyzw = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R0i.xy)).xyzw);

	passPixelColor0 = vec4(intBitsToFloat(R2i.x), intBitsToFloat(R2i.y), intBitsToFloat(R2i.z), intBitsToFloat(R2i.w));
}