<?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 840947e29015aa9a // fix circle
// cutscene DOF, reveal talk BG
// To-do. Tweak blur scaling to resolution. Weights are funky, too bright

const float resScale = <?=$scaleFactorX?>;
//const float resScale = 3;
uniform ivec4 uf_remappedPS[3];
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf470a000 res 1280x720x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 0
layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf4386000 res 1280x720x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 0
layout(location = 0) in vec4 passParameterSem0;
layout(location = 1) in vec4 passParameterSem1;
layout(location = 0) out vec4 passPixelColor0;
uniform vec2 uf_fragCoordScale;

vec2 Circle(float Start, float Points, float Point)
{
	float Rad = (3.141592 * 2.0 * (1.0 / Points)) * (Point + Start);
	return vec2(sin(Rad), cos(Rad));
}

highp float lineRand(vec2 co)
{
	highp float a = 12.9898;
	highp float b = 78.233;
	highp float c = 43758.5453;
	highp float dt = dot(co.xy, vec2(a, b));
	highp float sn = mod(dt, 3.14);
	return fract(sin(sn) * c);
}

vec4 circleBlur(sampler2D image, vec2 vuv, vec2 res) {

	
	vec2 uv = vuv;
	vec2 PixelOffset = 1.25 / res.xy; //1.0

	float Start = 2.0 / 14.0;
	vec2 Scale = 0.66 * 4.0 * 2.0 * PixelOffset.xy;

	vec3 N0 = texture(image, uv + Circle(Start, 14.0, 0.0) * Scale).rgb;
	vec3 N1 = texture(image, uv + Circle(Start, 14.0, 1.0) * Scale).rgb;
	vec3 N2 = texture(image, uv + Circle(Start, 14.0, 2.0) * Scale).rgb;
	vec3 N3 = texture(image, uv + Circle(Start, 14.0, 3.0) * Scale).rgb;
	vec3 N4 = texture(image, uv + Circle(Start, 14.0, 4.0) * Scale).rgb;
	vec3 N5 = texture(image, uv + Circle(Start, 14.0, 5.0) * Scale).rgb;
	vec3 N6 = texture(image, uv + Circle(Start, 14.0, 6.0) * Scale).rgb;
	vec3 N7 = texture(image, uv + Circle(Start, 14.0, 7.0) * Scale).rgb;
	vec3 N8 = texture(image, uv + Circle(Start, 14.0, 8.0) * Scale).rgb;
	vec3 N9 = texture(image, uv + Circle(Start, 14.0, 9.0) * Scale).rgb;
	vec3 N10 = texture(image, uv + Circle(Start, 14.0, 10.0) * Scale).rgb;
	vec3 N11 = texture(image, uv + Circle(Start, 14.0, 11.0) * Scale).rgb;
	vec3 N12 = texture(image, uv + Circle(Start, 14.0, 12.0) * Scale).rgb;
	vec3 N13 = texture(image, uv + Circle(Start, 14.0, 13.0) * Scale).rgb;
	vec3 N14 = texture(image, uv).rgb;


	vec3 color = vec3(0, 0, 0);

	color.rgb =
		(N0 * 0.01478636) +
		(N1 * 0.03696590) +
		(N2 * 0.07393179) +
		(N3 * 0.07393179) +
		(N4 * 0.12013917) +
		(N5 * 0.16018555) +
		(N6 * 0.17620411) +
		(N7 * 0.17620411) +
		(N8 * 0.16018555) +
		(N9 * 0.12013917) +
		(N10 * 0.07393179) +
		(N11 * 0.07393179) +
		(N12 * 0.03696590) +
		(N13 * 0.03696590) +
		(N14 * 0.01478636);

	return vec4(color.rgb, 1.0);

}

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 R6f = vec4(0.0);
	vec4 R7f = vec4(0.0);
	vec4 R8f = vec4(0.0);
	vec4 R123f = 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;
	R1f = passParameterSem1;
	// 0er
	R2f.x = R1f.x + (intBitsToFloat(uf_remappedPS[0].x) / resScale);
	R2f.y = R1f.y + (intBitsToFloat(uf_remappedPS[0].y) / resScale);
	R0f.z = R1f.x + (intBitsToFloat(uf_remappedPS[0].z) );
	R0f.w = R1f.y + (intBitsToFloat(uf_remappedPS[0].w) );
	// 1
backupReg0f = R1f.x;
backupReg1f = R1f.y;
backupReg0f = R1f.x;
backupReg1f = R1f.y;
R1f.xyz = vec3(backupReg0f,backupReg1f,backupReg0f) + vec3(intBitsToFloat(uf_remappedPS[1].x) / resScale,intBitsToFloat(uf_remappedPS[1].y) / resScale,intBitsToFloat(uf_remappedPS[1].z));
R1f.w = backupReg1f + intBitsToFloat(uf_remappedPS[1].w) ;
R3f.xyz = (texture(textureUnitPS1, R2f.xy).xyz);
R4f.xyz = (texture(textureUnitPS1, R0f.zw).xyz);
R5f.xyz = (texture(textureUnitPS1, R1f.xy).xyz);
R6f.xyz = (texture(textureUnitPS1, R1f.zw).xyz);

//R6f = circleBlur(textureUnitPS0, R1f.xy, textureSize(textureUnitPS0, 0));
R2f.xyz = (circleBlur(textureUnitPS0, R2f.xy, textureSize(textureUnitPS0, 0)).xyz);
R7f.xyz = (circleBlur(textureUnitPS0, R0f.zw, textureSize(textureUnitPS0, 0)).xyz);
R8f.xyz = (circleBlur(textureUnitPS0, R1f.xy, textureSize(textureUnitPS0, 0)).xyz);
R1f.xyz = (circleBlur(textureUnitPS0, R1f.zw, textureSize(textureUnitPS0, 0)).xyz);
// 0
tempf.x = dot(vec4(R3f.x,R3f.y,R3f.z,-0.0),vec4(intBitsToFloat(0x3e000000),intBitsToFloat(0x41ff0000),intBitsToFloat(0x45fe0100),0.0));
PV0f.x = tempf.x;
PV0f.y = tempf.x;
PV0f.z = tempf.x;
PV0f.w = tempf.x;
R127f.w = tempf.x;
R127f.z = R2f.x + R7f.x;
PS0f = R127f.z;
// 1
tempf.x = dot(vec4(R4f.x,R4f.y,R4f.z,-0.0),vec4(intBitsToFloat(0x3e000000),intBitsToFloat(0x41ff0000),intBitsToFloat(0x45fe0100),0.0));
PV1f.x = tempf.x;
PV1f.y = tempf.x;
PV1f.z = tempf.x;
PV1f.w = tempf.x;
R127f.y = R2f.y + R7f.y;
PS1f = R127f.y;
// 2
tempf.x = dot(vec4(R5f.x,R5f.y,R5f.z,-0.0),vec4(intBitsToFloat(0x3e000000),intBitsToFloat(0x41ff0000),intBitsToFloat(0x45fe0100),0.0));
PV0f.x = tempf.x;
PV0f.y = tempf.x;
PV0f.z = tempf.x;
PV0f.w = tempf.x;
PS0f = R127f.w + PV1f.x;
// 3
tempf.x = dot(vec4(R6f.x,R6f.y,R6f.z,-0.0),vec4(intBitsToFloat(0x3e000000),intBitsToFloat(0x41ff0000),intBitsToFloat(0x45fe0100),0.0));
PV1f.x = tempf.x;
PV1f.y = tempf.x;
PV1f.z = tempf.x;
PV1f.w = tempf.x;
PS1f = PS0f + PV0f.x;
// 4
PV0f.y = PS1f + PV1f.x;
PV0f.z = R127f.y + R8f.y;
PV0f.w = R2f.z + R7f.z;
// 5
R123f.x = (PV0f.y * 0.25 + -(R0f.x));
PV1f.x = R123f.x;
PV1f.y = R127f.z + R8f.x;
PV1f.z = PV0f.z + R1f.y;
PV1f.w = PV0f.w + R8f.z;
// 6
PV0f.x = PV1f.y + R1f.x;
PV0f.y = PV1f.w + R1f.z;
PV0f.z = PV1f.z * 0.25;
PV0f.w = max(PV1f.x, -(PV1f.x));
// 7
backupReg0f = R0f.y;
PV1f.x = PV0f.x * 0.25;
PV1f.y = PV0f.y * 0.25;
PV1f.z = backupReg0f * PV0f.w;
PV1f.z = clamp(PV1f.z, 0.0, 1.0);
PV1f.w = max(PV0f.z, 0.0);
// 8
PV0f.x = max(PV1f.y, 0.0);
R0f.y = min(PV1f.w, 4.0);
PV0f.z = max(PV1f.x, 0.0);
tempResultf = log2(PV1f.z);
if( isinf(tempResultf) == true ) tempResultf = -3.40282347E+38F;
PS0f = tempResultf;
// 9
PV1f.x = PS0f * intBitsToFloat(uf_remappedPS[2].w);
R0f.z = min(PV0f.x, 4.0);
R0f.x = min(PV0f.z, 4.0);
PS1f = R0f.x;
// 10
PS0f = exp2(PV1f.x);
// 11
R0f.w = PS0f * intBitsToFloat(uf_remappedPS[2].z);
// export
passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
}
