#version 420 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable #extension GL_ARB_shading_language_packing : enable // shader 72387b8c3f18030f //align heat shimmer fx const float resScale = 8.0; //magic value, don't scale uniform ivec4 uf_remappedVS[1]; uniform vec2 uf_windowSpaceToClipSpaceTransform; layout(location = 0) in uvec4 attrDataSem0; out gl_PerVertex { vec4 gl_Position; float gl_PointSize; }; 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){ 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); 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.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; R1f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(floatBitsToInt(0.0)), intBitsToFloat(floatBitsToInt(1.0))); // 0 PV0f.x = -(R1f.y); PV0f.x /= 2.0; PV0f.y = R1f.x; PV0f.y /= 2.0; R1f.z = 0.0; R1f.w = 1.0; // 1 PV1f.z = PV0f.x + 0.5; PV1f.w = PV0f.y + 0.5; // 2 R0f.x = PV1f.w + intBitsToFloat(uf_remappedVS[0].x)/ resScale; R0f.y = PV1f.z + intBitsToFloat(uf_remappedVS[0].y)/ resScale; // export gl_Position = vec4(R1f.x, R1f.y, R1f.z, R1f.w); // export passParameterSem0 = vec4(R0f.x, R0f.y, R0f.z, R0f.z); // 0 }