#version 420
#extension GL_ARB_texture_gather : enable
// shader 87790fa17c847fea
// Shrine - elevator field + distortion
// Glow Lights Color Mod
// Credit for hsv functions http://lolengine.net/blog/2013/07/27/rgb-to-hsv-in-glsl

#define HUE_ROTATION 134 //[0, 360] where 0 and 360 is unchanged Hue and 180 is completely opposite Hue. Check http://dba.med.sc.edu/price/irf/Adobe_tg/models/images/hsl_top.JPG
#define SATURATION_FACTOR 0.9 //[0.0, 1.0] 1.0 means unchanged Saturation, 0.0 means completely desaturated. Values above 1.0 are accepted, but they may cause clipping
#define VALUE_FACTOR 0.65 //same as above; applies to Value
#define ALPHA_FACTOR 1.0 //same as above; applies to Transparency

const float hueRotation = HUE_ROTATION / 360.0;
uniform ivec4 uf_remappedPS[1];
uniform float uf_alphaTestRef;
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0x21106000 res 128x128x1 dim 1 tm: 4 format 0035 compSel: 0 1 1 1 mipView: 0x0 (num 0x8) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 0 0 0 border: 0
layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0x21146000 res 128x128x1 dim 1 tm: 4 format 0034 compSel: 0 0 0 0 mipView: 0x0 (num 0x8) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 0 0 0 border: 0
layout(binding = 3) uniform sampler2D textureUnitPS3;// Tex3 addr 0xf45c6000 res 640x360x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler3 ClampX/Y/Z: 2 2 0 border: 0
layout(location = 0) in vec4 passParameterSem0;
layout(location = 1) in vec4 passParameterSem1;
layout(location = 2) in vec4 passParameterSem3;
layout(location = 3) in vec4 passParameterSem4;
layout(location = 4) in vec4 passParameterSem5;
layout(location = 5) in vec4 passParameterSem8;
layout(location = 6) in vec4 passParameterSem12;
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; }
vec3 rgb2hsv(vec3 c) {
	vec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
	vec4 p = mix(vec4(c.bg, K.wz), vec4(c.gb, K.xy), step(c.b, c.g));
	vec4 q = mix(vec4(p.xyw, c.r), vec4(c.r, p.yzx), step(p.x, c.r));

	float d = q.x - min(q.w, q.y);
	float e = 1.0e-10;
	return vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);
}
vec3 hsv2rgb(vec3 c) {
	vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
	vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www);
	return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);
}
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 R123f = vec4(0.0);
vec4 R125f = 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;
R1f = passParameterSem1;
R2f = passParameterSem3;
R3f = passParameterSem4;
R4f = passParameterSem5;
R5f = passParameterSem8;
R6f = passParameterSem12;
R4f.xw = (texture(textureUnitPS0, R5f.xy).xw);
// 0
PV0f.x = -(R0f.w) + R1f.w;
R127f.y = (R4f.x * 2.0 + -(1.0));
R125f.z = (R4f.w * 2.0 + -(1.0));
PV0f.w = 1.0;
R126f.z = R3f.y;
R126f.z /= 2.0;
PS0f = R126f.z;
// 1
tempf.x = dot(vec4(R6f.x,R6f.y,R6f.z,PV0f.w),vec4(intBitsToFloat(uf_remappedPS[0].x),intBitsToFloat(uf_remappedPS[0].y),intBitsToFloat(uf_remappedPS[0].z),intBitsToFloat(uf_remappedPS[0].w)));
PV1f.x = tempf.x;
PV1f.y = tempf.x;
PV1f.z = tempf.x;
PV1f.w = tempf.x;
R127f.w = tempf.x;
R127f.z = 1.0 / PV0f.x;
PS1f = R127f.z;
// 2
R5f.x = (mul_nonIEEE(R3f.y,R127f.y) + R5f.z);
PV0f.y = -(R0f.w) + -(PV1f.x);
R5f.z = (mul_nonIEEE(R3f.y,R125f.z) + R5f.w);
R126f.w = -(R4f.y) + R4f.z;
R5f.y = R0f.x + -(R1f.x);
PS0f = R5f.y;
// 3
backupReg0f = R127f.z;
R0f.x = R0f.y + -(R1f.y);
R0f.y = R0f.z + -(R1f.z);
R127f.z = -(R4f.y) + -(R127f.w);
PV1f.w = mul_nonIEEE(PV0f.y, backupReg0f);
PV1f.w = clamp(PV1f.w, 0.0, 1.0);
R127f.w = 1.0 / R2f.w;
PS1f = R127f.w;
// 4
PV0f.y = mul_nonIEEE(R126f.z, PV1f.w);
PS0f = 1.0 / R126f.w;
// 5
R123f.x = (mul_nonIEEE(R127f.y,PV0f.y) + R2f.x);
PV1f.x = R123f.x;
PV1f.y = mul_nonIEEE(R127f.z, PS0f);
PV1f.y = clamp(PV1f.y, 0.0, 1.0);
R123f.z = (mul_nonIEEE(R125f.z,PV0f.y) + R2f.y);
PV1f.z = R123f.z;
// 6
backupReg0f = R3f.x;
R3f.x = mul_nonIEEE(PV1f.x, R127f.w);
R3f.y = mul_nonIEEE(PV1f.z, R127f.w);
R2f.w = mul_nonIEEE(backupReg0f, PV1f.y);
R5f.x = (texture(textureUnitPS1, R5f.xz).w);
R3f.xyz = (texture(textureUnitPS3, R3f.xy).xyz);
vec3 colhsv = rgb2hsv(R3f.rgb); // inverse hue rotation
R3f.rgb = hsv2rgb(vec3(mod(colhsv.x - hueRotation, 1.0), colhsv.y*SATURATION_FACTOR, colhsv.z*VALUE_FACTOR));
R3f.a *= ALPHA_FACTOR;
// 0
PV0f.z = mul_nonIEEE(R5f.x, R5f.x);
// 1
R123f.x = (mul_nonIEEE(R0f.y,PV0f.z) + R1f.z);
PV1f.x = R123f.x;
R123f.y = (mul_nonIEEE(R0f.x,PV0f.z) + R1f.y);
PV1f.y = R123f.y;
R123f.z = (mul_nonIEEE(R5f.y,PV0f.z) + R1f.x);
PV1f.z = R123f.z;
// 2
R2f.x = (mul_nonIEEE(R5f.x,PV1f.z) + R3f.x);
R2f.y = (mul_nonIEEE(R5f.x,PV1f.y) + R3f.y);
R2f.z = (mul_nonIEEE(R5f.x,PV1f.x) + R3f.z);
// export
if (((vec4(R2f.x, R2f.y, R2f.z, R2f.w)).a > uf_alphaTestRef) == false) discard;
passPixelColor0 = vec4(R2f.x, R2f.y, R2f.z, R2f.w);
colhsv = rgb2hsv(passPixelColor0.rgb);
passPixelColor0.rgb = hsv2rgb(vec3(mod(colhsv.x + hueRotation, 1.0), colhsv.y*SATURATION_FACTOR, colhsv.z*VALUE_FACTOR));
passPixelColor0.a *= ALPHA_FACTOR;
}
