#version 420 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable // shader 888e5d95da8037e2 // Used for: Horizontal & Vertical Blur Pass float resScale = ($width/$gameWidth); uniform ivec4 uf_remappedPS[1]; uniform vec2 uf_fragCoordScale; layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0x15c36000 res 320x180x1 dim 1 tm: 4 format 0810 compSel: 0 1 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 0 layout(location = 0) in vec4 passParameterSem129; 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() { 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 R126f = vec4(0.0); vec4 R127f = 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; R0f = passParameterSem129; R3f.xy = (texture(textureUnitPS0, R0f.xy).xy); // 0 R1f.x = (-(intBitsToFloat(uf_remappedPS[0].z)/resScale) * 2.0 + R0f.x); R1f.y = (-(intBitsToFloat(uf_remappedPS[0].w)/resScale) * 2.0 + R0f.y); R0f.z = R0f.x + -(intBitsToFloat(uf_remappedPS[0].z)/resScale); R0f.w = R0f.y + -(intBitsToFloat(uf_remappedPS[0].w)/resScale); R2f.x = R0f.x + intBitsToFloat(uf_remappedPS[0].z)/resScale; PS0f = R2f.x; // 1 R2f.y = R0f.y + intBitsToFloat(uf_remappedPS[0].w)/resScale; R4f.z = 0.0; R1f.w = R3f.y + -(R3f.y); R4f.y = R3f.y; PS1f = R4f.y; R0f.xy = (texture(textureUnitPS0, R1f.xy).xy); R1f.xy = (texture(textureUnitPS0, R0f.zw).xy); R2f.xy = (texture(textureUnitPS0, R2f.xy).xy); // 0 PV0f.x = mul_nonIEEE(R1f.w, R1f.w); PV0f.z = -(R3f.y) + R0f.y; PV0f.w = -(R3f.y) + R1f.y; // 1 PV1f.x = -(R3f.y) + R2f.y; PV1f.y = mul_nonIEEE(PV0f.z, PV0f.z); PV1f.z = mul_nonIEEE(PV0f.w, PV0f.w); PV1f.w = PV0f.x * intBitsToFloat(0x38d1b717); PV1f.w = clamp(PV1f.w, 0.0, 1.0); // 2 PV0f.x = PV1f.y * intBitsToFloat(0x38d1b717); PV0f.x = clamp(PV0f.x, 0.0, 1.0); PV0f.y = PV1f.z * intBitsToFloat(0x38d1b717); PV0f.y = clamp(PV0f.y, 0.0, 1.0); PV0f.z = mul_nonIEEE(PV1f.x, PV1f.x); PV0f.w = -(PV1f.w) + 1.0; // 3 PV1f.x = -(PV0f.y) + 1.0; PV1f.y = PV0f.z * intBitsToFloat(0x38d1b717); PV1f.y = clamp(PV1f.y, 0.0, 1.0); R126f.z = PV0f.w + intBitsToFloat(0x3e4ccccd); PV1f.w = -(PV0f.x) + 1.0; // 4 PV0f.x = -(PV1f.y) + 1.0; R127f.z = PV1f.w + intBitsToFloat(0x3e4ccccd); PV0f.z = R127f.z; PV0f.w = PV1f.x + intBitsToFloat(0x3e4ccccd); // 5 R127f.x = PV0f.x + intBitsToFloat(0x3e4ccccd); PV1f.y = mul_nonIEEE(R1f.x, PV0f.w); PV1f.z = PV0f.z + PV0f.w; // 6 R123f.x = (mul_nonIEEE(R0f.x,R127f.z) + PV1f.y); PV0f.x = R123f.x; PV0f.z = PV1f.z + R126f.z; // 7 PV1f.x = PV0f.z + R127f.x; R123f.w = (mul_nonIEEE(R3f.x,R126f.z) + PV0f.x); PV1f.w = R123f.w; // 8 R123f.y = (mul_nonIEEE(R2f.x,R127f.x) + PV1f.w); PV0f.y = R123f.y; PS0f = 1.0 / PV1f.x; // 9 R4f.x = PV0f.y * PS0f; // export passPixelColor0 = vec4(R4f.x, R4f.y, R4f.z, R4f.z); }