<?php
include 'Source/functions.php';
$fullWidth = $argv[1];
$fullHeight = $argv[2];
$scaleFactorX = always_decimal_format($fullWidth / 1280.0);
$scaleFactorY = always_decimal_format($fullHeight / 720.0);
?>

#version 420
#extension GL_ARB_texture_gather : enable
// shader 8c1e55fd967b0496 
// ver/horz alignment tweak, just a magic value
// To-do. Go back and re-center all passes instead. 

const float resScale = <?=$scaleFactorX?>;
//const float resScale = 3.0; // 
uniform ivec4 uf_remappedPS[5];
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4e76000 res 320x180x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 6 6 6 border: 0
layout(location = 0) in vec4 passParameterSem0;
layout(location = 0) out vec4 passPixelColor0;
uniform vec2 uf_fragCoordScale;

const float repositionBloom = 1.00125;
//mattdesl MIT  - https://github.com/Jam3/glsl-fast-gaussian-blur
vec4 blur9(sampler2D image, vec2 uv, vec2 resolution, vec2 direction) {
	vec4 color = vec4(0.0);
	vec2 off1 = vec2(1.3846153846) * direction;
	vec2 off2 = vec2(3.2307692308) * direction;
	color += texture2D(image, uv) * 0.2270270270;
	color += texture2D(image, uv + (off1 / resolution)) * 0.3162162162;
	color += texture2D(image, uv - (off1 / resolution)) * 0.3162162162;
	color += texture2D(image, uv + (off2 / resolution)) * 0.0702702703;
	color += texture2D(image, uv - (off2 / resolution)) * 0.0702702703;
	return color;
}


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 R3f = vec4(0.0);
	vec4 R4f = vec4(0.0);
	vec4 R5f = 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 = passParameterSem0;
	vec2 scaleFactor = vec2(repositionBloom, repositionBloom); //Added
	R0f.xy = R0f.xy * scaleFactor;// re-align bloom.. hack until issue source is found. 
	
	// 0
	R1f.x = R0f.x + (intBitsToFloat(uf_remappedPS[0].x) / resScale);
	R1f.y = R0f.y + (intBitsToFloat(uf_remappedPS[0].y) / resScale);
	R0f.z = R0f.x + (intBitsToFloat(uf_remappedPS[1].x) / resScale);
	R0f.w = R0f.y + (intBitsToFloat(uf_remappedPS[1].y) / resScale);
	R5f.w = 1.0  ;
	PS0f = R5f.w;
	// 1
	R2f.x = R0f.x + (intBitsToFloat(uf_remappedPS[2].x) / resScale);
	R2f.y = R0f.y + (intBitsToFloat(uf_remappedPS[2].y) / resScale);
	R1f.z = R0f.x + (intBitsToFloat(uf_remappedPS[3].x) / resScale);
	R1f.w = R0f.y + (intBitsToFloat(uf_remappedPS[3].y) / resScale);
	// 2
	backupReg0f = R0f.x;
	backupReg1f = R0f.y;
	R0f.x = backupReg0f + (intBitsToFloat(uf_remappedPS[4].x) / resScale);
	R0f.y = backupReg1f + (intBitsToFloat(uf_remappedPS[4].y) / resScale);

	//hack aproximate 720 blur
	//vec2 texsizetest = vec2(2560.0,1440.0 );
R4f = blur9(textureUnitPS0, R1f.xy, textureSize(textureUnitPS0, 0), vec2(1.0, 1.0));
R3f = blur9(textureUnitPS0, R0f.zw, textureSize(textureUnitPS0, 0), vec2(1.0, 1.0));
R2f = blur9(textureUnitPS0, R2f.xy, textureSize(textureUnitPS0, 0), vec2(1.0, 1.0));
R1f = blur9(textureUnitPS0, R1f.zw, textureSize(textureUnitPS0, 0), vec2(1.0, 1.0));
R0f = blur9(textureUnitPS0, R0f.xy, textureSize(textureUnitPS0, 0), vec2(1.0, 1.0));

	/*
	R4f.xyz = (texture(textureUnitPS0, R1f.xy).xyz);
	R3f.xyz = (texture(textureUnitPS0, R0f.zw).xyz);
	R2f.xyz = (texture(textureUnitPS0, R2f.xy).xyz);
	R1f.xyz = (texture(textureUnitPS0, R1f.zw).xyz);
	R0f.xyz = (texture(textureUnitPS0, R0f.xy).xyz);
	*/
	// 0
	PV0f.x = R4f.y * intBitsToFloat(uf_remappedPS[0].z);
	PV0f.y = R4f.x * intBitsToFloat(uf_remappedPS[0].z);
	PV0f.z = R4f.z * intBitsToFloat(uf_remappedPS[0].z);
	PV0f.w = max(R3f.x, R4f.x);
	R127f.z = max(R3f.y, R4f.y);
	PS0f = R127f.z;
	// 1
	R123f.x = (R3f.z * intBitsToFloat(uf_remappedPS[1].z)  + PV0f.z);
	PV1f.x = R123f.x;
	PV1f.y = max(R3f.z, R4f.z);
	R123f.z = (R3f.y * intBitsToFloat(uf_remappedPS[1].z) + PV0f.x);
	PV1f.z = R123f.z;
	R123f.w = (R3f.x * intBitsToFloat(uf_remappedPS[1].z) + PV0f.y);
	PV1f.w = R123f.w;
	R127f.y = max(PV0f.w, R2f.x);
	PS1f = R127f.y;
	// 2
	R127f.x = max(R127f.z, R2f.y);
	R123f.y = (R2f.y * intBitsToFloat(uf_remappedPS[2].z) + PV1f.z);
	PV0f.y = R123f.y;
	R123f.z = (R2f.x * intBitsToFloat(uf_remappedPS[2].z) + PV1f.w);
	PV0f.z = R123f.z;
	R123f.w = (R2f.z * intBitsToFloat(uf_remappedPS[2].z) + PV1f.x);
	PV0f.w = R123f.w;
	R127f.w = max(PV1f.y, R2f.z);
	PS0f = R127f.w;
	// 3
	backupReg0f = R0f.y;
	R123f.x = (R1f.x * intBitsToFloat(uf_remappedPS[3].z) + PV0f.z);
	PV1f.x = R123f.x;
	PV1f.y = max(R0f.x, R1f.x);
	R123f.z = (R1f.y * intBitsToFloat(uf_remappedPS[3].z) + PV0f.y);
	PV1f.z = R123f.z;
	R126f.w = (R1f.z * intBitsToFloat(uf_remappedPS[3].z) + PV0f.w);
	PS1f = max(backupReg0f, R1f.y);
	// 4
	backupReg0f = R0f.x;
	backupReg1f = R0f.y;
	PV0f.x = max(R127f.y, PV1f.y);
	PV0f.y = max(R0f.z, R1f.z);
	R127f.z = (backupReg0f * intBitsToFloat(uf_remappedPS[4].z) + PV1f.x);
	PV0f.z = R127f.z;
	PV0f.w = max(R127f.x, PS1f);
	R127f.x = (backupReg1f * intBitsToFloat(uf_remappedPS[4].z) + PV1f.z);
	PS0f = R127f.x;
	// 5
	backupReg0f = R0f.z;
	PV1f.x = PV0f.x + -(PV0f.z);
	PV1f.y = PV0f.w + -(PS0f);
	PV1f.z = max(R127f.w, PV0f.y);
	R127f.w = (backupReg0f * intBitsToFloat(uf_remappedPS[4].z) + R126f.w);
	PV1f.w = R127f.w;
	// 6
	PV0f.x = PV1f.z + -(PV1f.w);
	R5f.y = (PV1f.y * 0.25 + R127f.x);//degree of bloom
	R5f.x = (PV1f.x * 0.25 + R127f.z);
	PS0f = R5f.x;
	// 7
	R5f.z = (PV0f.x * 0.25 + R127f.w);
	// export
	passPixelColor0 = vec4(R5f.x, R5f.y, R5f.z, R5f.w);
}
