#version 420
#extension GL_ARB_texture_gather : enable
// shader c92c1c4c0a2fb839
// Used for: Camera Depth of Field Blur
const float resXScale = $width/1280;
const float resYScale = $height/720;

uniform ivec4 uf_remappedPS[5];
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4e91800 res 1280x720x1 dim 1 tm: 4 format 0806 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1
layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf46ac800 res 640x360x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x2) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 1
layout(binding = 2) uniform sampler2D textureUnitPS2;// Tex2 addr 0xf4813000 res 640x360x1 dim 1 tm: 4 format 0001 compSel: 0 4 4 5 mipView: 0x0 (num 0x4) sliceView: 0x0 (num 0x1) Sampler2 ClampX/Y/Z: 2 2 2 border: 1
layout(location = 0) in vec4 passParameterSem2;
layout(location = 0) out vec4 passPixelColor0;
uniform vec2 uf_fragCoordScale;
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()
{
ivec4 R0i = ivec4(0);
ivec4 R1i = ivec4(0);
ivec4 R2i = ivec4(0);
ivec4 R3i = ivec4(0);
ivec4 R4i = ivec4(0);
ivec4 R123i = ivec4(0);
ivec4 R127i = ivec4(0);
int backupReg0i, backupReg1i, backupReg2i, backupReg3i, backupReg4i;
ivec4 PV0i = ivec4(0), PV1i = ivec4(0);
int PS0i = 0, PS1i = 0;
ivec4 tempi = ivec4(0);
float tempResultf;
int tempResulti;
ivec4 ARi = ivec4(0);
bool predResult = true;
bool activeMaskStack[2];
bool activeMaskStackC[3];
activeMaskStack[0] = false;
activeMaskStackC[0] = false;
activeMaskStackC[1] = false;
activeMaskStack[0] = true;
activeMaskStackC[0] = true;
activeMaskStackC[1] = true;
vec3 cubeMapSTM;
int cubeMapFaceId;
R0i = floatBitsToInt(passParameterSem2);
if( activeMaskStackC[1] == true ) {
R1i.w = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R0i.xy)).x);
R1i.z = floatBitsToInt(texture(textureUnitPS2, intBitsToFloat(R0i.xy)).x);
}
if( activeMaskStackC[1] == true ) {
// 0
R123i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R1i.w),intBitsToFloat(uf_remappedPS[0].x)) + intBitsToFloat(uf_remappedPS[1].x)));
R123i.x = clampFI32(R123i.x);
PV0i.x = R123i.x;
// 1
R0i.z = floatBitsToInt(max(intBitsToFloat(R1i.z), intBitsToFloat(PV0i.x)));
PV1i.z = R0i.z;
// 2
R1i.y = ((intBitsToFloat(PV1i.z) != 0.0)?int(0xFFFFFFFF):int(0x0));
PV0i.y = R1i.y;
// 3
if(  (PV0i.y == 0)) discard;
}
if( activeMaskStackC[1] == true ) {
activeMaskStack[1] = activeMaskStack[0];
activeMaskStackC[2] = activeMaskStackC[1];
// 0
predResult = (R1i.y != 0);
activeMaskStack[1] = predResult;
activeMaskStackC[2] = predResult == true && activeMaskStackC[1] == true;
}
else {
activeMaskStack[1] = false;
activeMaskStackC[2] = false;
}
if( activeMaskStackC[2] == true ) {
// 0
PV0i.w = floatBitsToInt(intBitsToFloat(uf_remappedPS[2].y) + -(1.0));
// 1
R123i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV0i.w),intBitsToFloat(R0i.z)) + 1.0));
PV1i.z = R123i.z;
// 2
tempResultf = log2(intBitsToFloat(PV1i.z));
PS0i = floatBitsToInt(tempResultf);
// 3
R127i.x = floatBitsToInt(intBitsToFloat(PS0i) + -(1.0));
PV1i.x = R127i.x;
// 4
R2i.z = PV1i.x;
R1i.w = PV1i.x;
PS0i = floatBitsToInt(exp2(intBitsToFloat(PV1i.x)));
// 5
PV1i.z = floatBitsToInt(intBitsToFloat(PS0i) + intBitsToFloat(uf_remappedPS[3].w));
R3i.w = R127i.x;
R4i.w = R127i.x;
PS1i = R4i.w;
// 6
backupReg0i = R127i.x;
R127i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.z), intBitsToFloat(uf_remappedPS[4].y)));
PV0i.x = R127i.x;
PV0i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.z), intBitsToFloat(uf_remappedPS[4].x) / resXScale));
R127i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.z), intBitsToFloat(uf_remappedPS[4].w) / resYScale));
R127i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.z), intBitsToFloat(uf_remappedPS[4].z)));
PV0i.w = R127i.w;
R2i.w = floatBitsToInt(intBitsToFloat(backupReg0i) + 1.0);
R2i.w = clampFI32(R2i.w);
PS0i = R2i.w;
// 7
R1i.x = floatBitsToInt(intBitsToFloat(R0i.x) + intBitsToFloat(PV0i.y));
R1i.y = floatBitsToInt(intBitsToFloat(R0i.y) + intBitsToFloat(PV0i.x));
R3i.z = floatBitsToInt(intBitsToFloat(R0i.x) + intBitsToFloat(PV0i.w));
R2i.x = floatBitsToInt(intBitsToFloat(R0i.x) + -(intBitsToFloat(PV0i.y)));
PS1i = R2i.x;
// 8
R3i.x = floatBitsToInt(intBitsToFloat(R0i.y) + intBitsToFloat(R127i.z));
R2i.y = floatBitsToInt(intBitsToFloat(R0i.y) + -(intBitsToFloat(R127i.x)));
R4i.z = floatBitsToInt(intBitsToFloat(R0i.x) + -(intBitsToFloat(R127i.w)));
R4i.y = floatBitsToInt(intBitsToFloat(R0i.y) + -(intBitsToFloat(R127i.z)));
PS0i = R4i.y;
}
if( activeMaskStackC[2] == true ) {
R1i.xyz = floatBitsToInt(textureLod(textureUnitPS1, intBitsToFloat(R1i.xy),intBitsToFloat(R1i.w)).xyz);
R2i.xyz = floatBitsToInt(textureLod(textureUnitPS1, intBitsToFloat(R2i.xy),intBitsToFloat(R2i.z)).xyz);
R3i.xyz = floatBitsToInt(textureLod(textureUnitPS1, intBitsToFloat(R3i.zx),intBitsToFloat(R3i.w)).xyz);
R4i.xyz = floatBitsToInt(textureLod(textureUnitPS1, intBitsToFloat(R4i.zy),intBitsToFloat(R4i.w)).xyz);
}
if( activeMaskStackC[2] == true ) {
// 0
PV0i.y = floatBitsToInt(intBitsToFloat(R1i.z) + intBitsToFloat(R2i.z));
PV0i.y = floatBitsToInt(intBitsToFloat(PV0i.y) / 2.0);
PV0i.z = floatBitsToInt(intBitsToFloat(R1i.y) + intBitsToFloat(R2i.y));
PV0i.z = floatBitsToInt(intBitsToFloat(PV0i.z) / 2.0);
PV0i.w = floatBitsToInt(intBitsToFloat(R1i.x) + intBitsToFloat(R2i.x));
PV0i.w = floatBitsToInt(intBitsToFloat(PV0i.w) / 2.0);
// 1
R123i.x = floatBitsToInt((intBitsToFloat(R3i.x) * 0.5 + intBitsToFloat(PV0i.w)));
PV1i.x = R123i.x;
R123i.z = floatBitsToInt((intBitsToFloat(R3i.z) * 0.5 + intBitsToFloat(PV0i.y)));
PV1i.z = R123i.z;
R123i.w = floatBitsToInt((intBitsToFloat(R3i.y) * 0.5 + intBitsToFloat(PV0i.z)));
PV1i.w = R123i.w;
// 2
R2i.x = floatBitsToInt((intBitsToFloat(R4i.x) * 0.5 + intBitsToFloat(PV1i.x))/2.0);
R2i.y = floatBitsToInt((intBitsToFloat(R4i.y) * 0.5 + intBitsToFloat(PV1i.w))/2.0);
R2i.z = floatBitsToInt((intBitsToFloat(R4i.z) * 0.5 + intBitsToFloat(PV1i.z))/2.0);
}
activeMaskStackC[1] = activeMaskStack[0] == true && activeMaskStackC[0] == true;
// export
passPixelColor0 = vec4(intBitsToFloat(R2i.x), intBitsToFloat(R2i.y), intBitsToFloat(R2i.z), intBitsToFloat(R2i.w));
}
