#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_separate_shader_objects : enable
// shader 75387173950c1793
//vert blur
const float resScale = ($height/$gameHeight); 
uniform ivec4 uf_remappedPS[1];
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf536f000 res 320x176x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 0
layout(location = 0) in vec4 passParameterSem133;
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()
{
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 R123f = 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 = passParameterSem133;
R4f.xyzw = (texture(textureUnitPS0, R0f.xy).xyzw);
// 0
R1f.x = R0f.x;
R1f.y = R0f.y + intBitsToFloat(0x3ca2e8ba)/ resScale;
R2f.z = R0f.x;
R2f.y = R0f.y + intBitsToFloat(0x3c0ba2e9)/ resScale;
PS0f = R2f.y;
// 1
R3f.x = R0f.x;
R3f.y = R0f.y + -(intBitsToFloat(0x3ca2e8ba)/ resScale);
R0f.z = R0f.y + -(intBitsToFloat(0x3c0ba2e9)/ resScale);
R1f.xyzw = (texture(textureUnitPS0, R1f.xy).xyzw);
R2f.xyzw = (texture(textureUnitPS0, R2f.zy).xyzw);
R3f.xyzw = (texture(textureUnitPS0, R3f.xy).xyzw);
R0f.xyzw = (texture(textureUnitPS0, R0f.xz).xyzw);
// 0
PV0f.x = R1f.x * intBitsToFloat(0x3ee66666);
PV0f.y = R1f.y * intBitsToFloat(0x3ee66666);
PV0f.z = R1f.w * intBitsToFloat(0x3ee66666);
PV0f.w = R1f.z * intBitsToFloat(0x3ee66666);
// 1
R123f.x = (R4f.x * 1.0 + PV0f.x);
PV1f.x = R123f.x;
R123f.y = (R4f.y * 1.0 + PV0f.y);
PV1f.y = R123f.y;
R123f.z = (R4f.w * 1.0 + PV0f.z);
PV1f.z = R123f.z;
R123f.w = (R4f.z * 1.0 + PV0f.w);
PV1f.w = R123f.w;
// 2
R123f.x = (R2f.x * intBitsToFloat(0x3f4ccccd) + PV1f.x);
PV0f.x = R123f.x;
R123f.y = (R2f.w * intBitsToFloat(0x3f4ccccd) + PV1f.z);
PV0f.y = R123f.y;
R123f.z = (R2f.z * intBitsToFloat(0x3f4ccccd) + PV1f.w);
PV0f.z = R123f.z;
R123f.w = (R2f.y * intBitsToFloat(0x3f4ccccd) + PV1f.y);
PV0f.w = R123f.w;
// 3
R123f.x = (R3f.w * intBitsToFloat(0x3ee66666) + PV0f.y);
PV1f.x = R123f.x;
R123f.y = (R3f.x * intBitsToFloat(0x3ee66666) + PV0f.x);
PV1f.y = R123f.y;
R123f.z = (R3f.z * intBitsToFloat(0x3ee66666) + PV0f.z);
PV1f.z = R123f.z;
R123f.w = (R3f.y * intBitsToFloat(0x3ee66666) + PV0f.w);
PV1f.w = R123f.w;
// 4
R123f.x = (R0f.w * intBitsToFloat(0x3f4ccccd) + PV1f.x);
PV0f.x = R123f.x;
R123f.y = (R0f.z * intBitsToFloat(0x3f4ccccd) + PV1f.z);
PV0f.y = R123f.y;
R123f.z = (R0f.y * intBitsToFloat(0x3f4ccccd) + PV1f.w);
PV0f.z = R123f.z;
R123f.w = (R0f.x * intBitsToFloat(0x3f4ccccd) + PV1f.y);
PV0f.w = R123f.w;
// 5
PV1f.x = PV0f.x * intBitsToFloat(0x3e924925);
PV1f.y = PV0f.y * intBitsToFloat(0x3e924925);
PV1f.z = PV0f.z * intBitsToFloat(0x3e924925);
PV1f.w = PV0f.w * intBitsToFloat(0x3e924925);
// 6
R0f.x = mul_nonIEEE(PV1f.w, intBitsToFloat(uf_remappedPS[0].x));
R0f.y = mul_nonIEEE(PV1f.z, intBitsToFloat(uf_remappedPS[0].y));
R0f.z = mul_nonIEEE(PV1f.y, intBitsToFloat(uf_remappedPS[0].z));
R0f.w = mul_nonIEEE(PV1f.x, intBitsToFloat(uf_remappedPS[0].w));
// export
passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
}
