#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_separate_shader_objects : enable
// shader fe05aca8e186a5fd
// Used for: DoF backgrounds
const float resXScale = ($width/$gameWidth); 
const float resYScale = ($height/$gameHeight); 

layout(binding = 38, std140) uniform uniformBlockPS6
{
vec4 uf_blockPS6[1024];
};

layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0x33659800 res 640x360x1 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 passParameterSem136;
layout(location = 1) in vec4 passParameterSem130;
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);
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[1];
bool activeMaskStackC[2];
activeMaskStackC[0] = false;
activeMaskStack[0] = true;
activeMaskStackC[0] = true;
activeMaskStackC[1] = true;
vec3 cubeMapSTM;
int cubeMapFaceId;
R0i = floatBitsToInt(passParameterSem136);
R1i = floatBitsToInt(passParameterSem130);
if( activeMaskStackC[1] == true ) {
// 0
R4i.xyz = ivec3(0,0,0);
R4i.w = floatBitsToInt(1.0);
R1i.z = 0;
PS0i = R1i.z;
// 1
R1i.w = int(uf_blockPS6[0].x);
PS1i = R1i.w;
}
while( activeMaskStackC[1] == true )
{
if( activeMaskStackC[1] == true ) {
// 0
R2i.x = (R1i.w > R1i.z)?int(0xFFFFFFFF):int(0x0);
// 1
predResult = (R2i.x != 0);
if( predResult == false ) break;
}
if( activeMaskStackC[1] == true ) {
// 0
backupReg0i = R1i.z;
R1i.z = backupReg0i + int(1);
}
if( activeMaskStackC[1] == true ) {
R3i.xyz = floatBitsToInt(uf_blockPS6[R1i.z].xyz/resXScale); // Uses X, not sure if this shader is supposed to be widescreened.
}
if( activeMaskStackC[1] == true ) {
// 0
R2i.x = floatBitsToInt(intBitsToFloat(R1i.x) + intBitsToFloat(R3i.x));
R2i.y = floatBitsToInt(intBitsToFloat(R1i.y) + intBitsToFloat(R3i.y));
}
if( activeMaskStackC[1] == true ) {
R2i.xyz = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R2i.xy)).xyz);
}
if( activeMaskStackC[1] == true ) {
// 0
backupReg0i = R3i.z;
R3i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R3i.z),intBitsToFloat(R2i.x)) + intBitsToFloat(R4i.x)));
R3i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R3i.z),intBitsToFloat(R2i.y)) + intBitsToFloat(R4i.y)));
R3i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(backupReg0i),intBitsToFloat(R2i.z)) + intBitsToFloat(R4i.z)));
// 1
R2i.xyz = ivec3(R4i.x,R4i.y,R4i.z);
R2i.w = R4i.w;
// 2
backupReg0i = R4i.w;
R4i.xyz = ivec3(R3i.x,R3i.y,R3i.z);
R4i.w = backupReg0i;
}
}
if( activeMaskStackC[1] == true ) {
// 0
backupReg0i = R0i.x;
backupReg1i = R0i.y;
backupReg2i = R0i.z;
backupReg3i = R0i.w;
R0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(backupReg0i), intBitsToFloat(R4i.x)));
R0i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(backupReg1i), intBitsToFloat(R4i.y)));
R0i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(backupReg2i), intBitsToFloat(R4i.z)));
R0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(backupReg3i), intBitsToFloat(R4i.w)));
}
// export
passPixelColor0 = vec4(intBitsToFloat(R0i.x), intBitsToFloat(R0i.y), intBitsToFloat(R0i.z), intBitsToFloat(R0i.w));
}
