#version 420 #extension GL_ARB_texture_gather : enable #extension GL_ARB_shading_language_packing : enable // shader b679b0945943e505 // selection box frame *dumped* uniform ivec4 uf_remappedVS[14]; uniform vec2 uf_windowSpaceToClipSpaceTransform; uniform float uf_alphaTestRef; layout(location = 0) in uvec4 attrDataSem0; layout(location = 1) in uvec4 attrDataSem1; 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){ return min(a*b,min(abs(a)*3.40282347E+38F,abs(b)*3.40282347E+38F)); } void main() { vec4 R0f = vec4(0.0); vec4 R1f = vec4(0.0); vec4 R2f = vec4(0.0); vec4 R123f = vec4(0.0); vec4 R127f = 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.xyz = attrDataSem0.xyz; attrDecoder.xyz = (attrDecoder.xyz>>24)|((attrDecoder.xyz>>8)&0xFF00)|((attrDecoder.xyz<<8)&0xFF0000)|((attrDecoder.xyz<<24)); attrDecoder.w = 0; R1f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(floatBitsToInt(1.0))); attrDecoder.xy = attrDataSem1.xy; attrDecoder.xy = (attrDecoder.xy>>24)|((attrDecoder.xy>>8)&0xFF00)|((attrDecoder.xy<<8)&0xFF0000)|((attrDecoder.xy<<24)); attrDecoder.z = 0; attrDecoder.w = 0; R2f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(floatBitsToInt(0.0)), intBitsToFloat(floatBitsToInt(1.0))); // 0 PV0f.x = intBitsToFloat(uf_remappedVS[0].w) * 1.0; PV0f.y = intBitsToFloat(uf_remappedVS[0].z) * 1.0; PV0f.z = intBitsToFloat(uf_remappedVS[0].y) * 1.0; PV0f.w = intBitsToFloat(uf_remappedVS[0].x) * 1.0; // 1 R123f.x = (R1f.y * intBitsToFloat(uf_remappedVS[1].w) + PV0f.x); PV1f.x = R123f.x; R123f.y = (R1f.y * intBitsToFloat(uf_remappedVS[1].z) + PV0f.y); PV1f.y = R123f.y; R123f.z = (R1f.y * intBitsToFloat(uf_remappedVS[1].y) + PV0f.z); PV1f.z = R123f.z; R123f.w = (R1f.y * intBitsToFloat(uf_remappedVS[1].x) + PV0f.w); PV1f.w = R123f.w; // 2 R123f.x = (R1f.x * intBitsToFloat(uf_remappedVS[2].w) + PV1f.x); PV0f.x = R123f.x; R127f.y = (R1f.x * intBitsToFloat(uf_remappedVS[2].z) + PV1f.y); R127f.z = (R1f.x * intBitsToFloat(uf_remappedVS[2].y) + PV1f.z); R127f.w = (R1f.x * intBitsToFloat(uf_remappedVS[2].x) + PV1f.w); // 3 PV1f.x = PV0f.x * intBitsToFloat(uf_remappedVS[3].w); PV1f.y = PV0f.x * intBitsToFloat(uf_remappedVS[3].z); PV1f.z = PV0f.x * intBitsToFloat(uf_remappedVS[3].y); PV1f.w = PV0f.x * intBitsToFloat(uf_remappedVS[3].x); // 4 R123f.x = (R127f.y * intBitsToFloat(uf_remappedVS[4].w) + PV1f.x); PV0f.x = R123f.x; R123f.y = (R127f.y * intBitsToFloat(uf_remappedVS[4].z) + PV1f.y); PV0f.y = R123f.y; R123f.z = (R127f.y * intBitsToFloat(uf_remappedVS[4].y) + PV1f.z); PV0f.z = R123f.z; R123f.w = (R127f.y * intBitsToFloat(uf_remappedVS[4].x) + PV1f.w); PV0f.w = R123f.w; // 5 R123f.x = (R127f.z * intBitsToFloat(uf_remappedVS[5].w) + PV0f.x); PV1f.x = R123f.x; R123f.y = (R127f.z * intBitsToFloat(uf_remappedVS[5].z) + PV0f.y); PV1f.y = R123f.y; R123f.z = (R127f.z * intBitsToFloat(uf_remappedVS[5].y) + PV0f.z); PV1f.z = R123f.z; R123f.w = (R127f.z * intBitsToFloat(uf_remappedVS[5].x) + PV0f.w); PV1f.w = R123f.w; // 6 backupReg0f = R127f.w; R123f.x = (R127f.w * intBitsToFloat(uf_remappedVS[6].w) + PV1f.x); PV0f.x = R123f.x; R127f.y = (R127f.w * intBitsToFloat(uf_remappedVS[6].z) + PV1f.y); R127f.z = (R127f.w * intBitsToFloat(uf_remappedVS[6].y) + PV1f.z); R127f.w = (backupReg0f * intBitsToFloat(uf_remappedVS[6].x) + PV1f.w); // 7 PV1f.x = PV0f.x * intBitsToFloat(uf_remappedVS[7].w); PV1f.y = PV0f.x * intBitsToFloat(uf_remappedVS[7].z); PV1f.z = PV0f.x * intBitsToFloat(uf_remappedVS[7].y); PV1f.w = PV0f.x * intBitsToFloat(uf_remappedVS[7].x); // 8 R123f.x = (R127f.y * intBitsToFloat(uf_remappedVS[8].w) + PV1f.x); PV0f.x = R123f.x; R123f.y = (R127f.y * intBitsToFloat(uf_remappedVS[8].z) + PV1f.y); PV0f.y = R123f.y; R123f.z = (R127f.y * intBitsToFloat(uf_remappedVS[8].y) + PV1f.z); PV0f.z = R123f.z; R123f.w = (R127f.y * intBitsToFloat(uf_remappedVS[8].x) + PV1f.w); PV0f.w = R123f.w; // 9 R123f.x = (R127f.z * intBitsToFloat(uf_remappedVS[9].w) + PV0f.x); PV1f.x = R123f.x; R123f.y = (R127f.z * intBitsToFloat(uf_remappedVS[9].z) + PV0f.y); PV1f.y = R123f.y; R123f.z = (R127f.z * intBitsToFloat(uf_remappedVS[9].y) + PV0f.z); PV1f.z = R123f.z; R123f.w = (R127f.z * intBitsToFloat(uf_remappedVS[9].x) + PV0f.w); PV1f.w = R123f.w; // 10 R1f.x = (R127f.w * intBitsToFloat(uf_remappedVS[10].x) + PV1f.w); R1f.y = (R127f.w * intBitsToFloat(uf_remappedVS[10].y) + PV1f.z); R1f.z = (R127f.w * intBitsToFloat(uf_remappedVS[10].z) + PV1f.y); R1f.w = (R127f.w * intBitsToFloat(uf_remappedVS[10].w) + PV1f.x); // 11 PV1f.x = intBitsToFloat(uf_remappedVS[11].w) * 1.0; PV1f.y = intBitsToFloat(uf_remappedVS[11].z) * 1.0; PV1f.z = intBitsToFloat(uf_remappedVS[11].y) * 1.0; PV1f.w = intBitsToFloat(uf_remappedVS[11].x) * 1.0; // 12 R123f.x = (R2f.y * intBitsToFloat(uf_remappedVS[12].w) + PV1f.x); PV0f.x = R123f.x; R123f.y = (R2f.y * intBitsToFloat(uf_remappedVS[12].z) + PV1f.y); PV0f.y = R123f.y; R123f.z = (R2f.y * intBitsToFloat(uf_remappedVS[12].y) + PV1f.z); PV0f.z = R123f.z; R123f.w = (R2f.y * intBitsToFloat(uf_remappedVS[12].x) + PV1f.w); PV0f.w = R123f.w; // 13 backupReg0f = R2f.x; backupReg0f = R2f.x; backupReg0f = R2f.x; backupReg0f = R2f.x; R2f.x = (backupReg0f * intBitsToFloat(uf_remappedVS[13].x) + PV0f.w); R2f.y = (backupReg0f * intBitsToFloat(uf_remappedVS[13].y) + PV0f.z); R2f.z = (backupReg0f * intBitsToFloat(uf_remappedVS[13].z) + PV0f.y); R2f.w = (backupReg0f * intBitsToFloat(uf_remappedVS[13].w) + PV0f.x); // export float origRatio = 1.777f; float newRatio = 2.370f; // *(origRatio / newRatio) gl_Position = vec4(R1f.x*(origRatio / newRatio), R1f.y, R1f.z, R1f.w); // export passParameterSem0 = vec4(R2f.x, R2f.y, R2f.z, R2f.w); // 0 }