#version 420
#extension GL_ARB_texture_gather : enable
// shader 810cde937ebbdf9f // Tiny rand dithering fixing  sky banding 
// To-do  incremental seed would be lovely... except from using previous pass as input I have no idea..
uniform ivec4 uf_remappedPS[5];
layout(location = 0) in vec4 passParameterSem0;
layout(location = 0) out vec4 passPixelColor0;
uniform vec2 uf_fragCoordScale;

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);
}

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 R123f = 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;
R0f.xy = R0f.xy - (lineRand(gl_FragCoord.xy)*0.015);
// 0
backupReg0f = R0f.x;
backupReg0f = R0f.x;
backupReg1f = R0f.y;
backupReg1f = R0f.y;
backupReg2f = R0f.z;
backupReg2f = R0f.z;
tempf.x = dot(vec4(backupReg0f,backupReg1f,backupReg2f,-0.0),vec4(backupReg0f,backupReg1f,backupReg2f,0.0));
PV0f.x = tempf.x;
PV0f.y = tempf.x;
PV0f.z = tempf.x;
PV0f.w = tempf.x;
R1f.w = 1.0;
PS0f = R1f.w;
// 1
tempResultf = 1.0 / sqrt(PV0f.x);
PS1f = tempResultf;
// 2
R127f.x = R0f.x * PS1f;
PV0f.x = R127f.x;
R127f.y = R0f.y * PS1f;
PV0f.y = R127f.y;
R127f.z = R0f.z * PS1f;
PV0f.z = R127f.z;
// 3
tempf.x = dot(vec4(intBitsToFloat(uf_remappedPS[0].x),intBitsToFloat(uf_remappedPS[0].y),intBitsToFloat(uf_remappedPS[0].z),-0.0),vec4(PV0f.x,PV0f.y,PV0f.z,0.0));
PV1f.x = tempf.x;
PV1f.y = tempf.x;
PV1f.z = tempf.x;
PV1f.w = tempf.x;
// 4
PV0f.x = intBitsToFloat(uf_remappedPS[1].z) * R127f.z;
PV0f.w = max(PV1f.x, -(PV1f.x));
// 5
R123f.x = (intBitsToFloat(uf_remappedPS[1].y) * R127f.y + PV0f.x);
PV1f.x = R123f.x;
R127f.z = -(PV0f.w) + 1.0;
R127f.z = clamp(R127f.z, 0.0, 1.0);
PV1f.z = R127f.z;
// 6
R123f.w = (intBitsToFloat(uf_remappedPS[1].x) * R127f.x + PV1f.x);
R123f.w = clamp(R123f.w, 0.0, 1.0);
PV0f.w = R123f.w;
tempResultf = log2(PV1f.z);
if( isinf(tempResultf) == true ) tempResultf = -3.40282347E+38F;
PS0f = tempResultf;
// 7
PV1f.x = PS0f * intBitsToFloat(uf_remappedPS[2].w);
tempResultf = log2(PV0f.w);
if( isinf(tempResultf) == true ) tempResultf = -3.40282347E+38F;
PS1f = tempResultf;
// 8
PV0f.y = PS1f * intBitsToFloat(uf_remappedPS[3].w);
R127f.w = exp2(PV1f.x);
PS0f = R127f.w;
// 9
R127f.x = (R127f.z * intBitsToFloat(0x3f733333) + -(PS0f));
PV1f.z = PS0f + -(intBitsToFloat(0x3f4ccccd));
R126f.x = exp2(PV0f.y);
PS1f = R126f.x;
// 10
PV0f.y = PV1f.z * intBitsToFloat(0x40a00000);
PV0f.y = clamp(PV0f.y, 0.0, 1.0);
// 11
backupReg0f = R127f.w;
R127f.w = (R127f.x * PV0f.y + backupReg0f);
PV1f.w = R127f.w;
// 12
R127f.y = (PV1f.w * intBitsToFloat(uf_remappedPS[2].y) + intBitsToFloat(uf_remappedPS[4].y));
R127f.z = (PV1f.w * intBitsToFloat(uf_remappedPS[2].x) + intBitsToFloat(uf_remappedPS[4].x));
// 13
R123f.x = (R127f.w * intBitsToFloat(uf_remappedPS[2].z) + intBitsToFloat(uf_remappedPS[4].z));
PV1f.x = R123f.x;
// 14
R1f.x = (R126f.x * intBitsToFloat(uf_remappedPS[3].x) + R127f.z);
R1f.y = (R126f.x * intBitsToFloat(uf_remappedPS[3].y) + R127f.y);
R1f.z = (R126f.x * intBitsToFloat(uf_remappedPS[3].z) + PV1f.x);
// export
passPixelColor0 = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
}
