#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_separate_shader_objects : enable
// shader 4d96f8f88575bcab -- Used to blur out the main frame in various cutscenes

float blur = $Blur;

uniform ivec4 uf_remappedPS[1];
layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf4fa8000 res 1280x720x1 dim 1 tm: 4 format 080e compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 0
layout(binding = 2) uniform sampler2D textureUnitPS2;// Tex2 addr 0xf4c24000 res 640x360x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler2 ClampX/Y/Z: 2 2 2 border: 0
layout(location = 0) in vec4 passParameterSem136;
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 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(passParameterSem136);
if( activeMaskStackC[1] == true ) {
R0i.w = floatBitsToInt(textureLod(textureUnitPS1, intBitsToFloat(R0i.xy),0.0).x);
}
if( activeMaskStackC[1] == true ) {
activeMaskStack[1] = activeMaskStack[0];
activeMaskStackC[2] = activeMaskStackC[1];
// 0
R1i.w = int(-1);
// 1
predResult = (intBitsToFloat(0x3f7ff972) >= intBitsToFloat(R0i.w));
activeMaskStack[1] = predResult;
activeMaskStackC[2] = predResult == true && activeMaskStackC[1] == true;
}
else {
activeMaskStack[1] = false;
activeMaskStackC[2] = false;
}
if( activeMaskStackC[2] == true ) {
// 0
PV0i.y = ((intBitsToFloat(uf_remappedPS[0].y) >= intBitsToFloat(R0i.w))?int(0xFFFFFFFF):int(0x0));
PV0i.z = ((intBitsToFloat(R0i.w) >= intBitsToFloat(uf_remappedPS[0].x))?int(0xFFFFFFFF):int(0x0));
// 1
R123i.x = ((PV0i.z == 0)?(0):(PV0i.y));
PV1i.x = R123i.x;
// 2
R1i.w = ((PV1i.x == 0)?(0):(int(-1)));
}
activeMaskStackC[1] = activeMaskStack[0] == true && activeMaskStackC[0] == true;
if( activeMaskStackC[1] == true ) {
// 0
if(  (R1i.w != 0)) discard;
}
if( activeMaskStackC[1] == true ) {
R0i.xyz = floatBitsToInt(textureLod(textureUnitPS2, intBitsToFloat(R0i.xy),0.0).xyz);
}
if( activeMaskStackC[1] == true ) {
// 0
R127i.x = ((intBitsToFloat(uf_remappedPS[0].x) > intBitsToFloat(R0i.w))?int(0xFFFFFFFF):int(0x0));
PV0i.y = floatBitsToInt(-(intBitsToFloat(R0i.w)) + intBitsToFloat(uf_remappedPS[0].x));
PV0i.z = floatBitsToInt(intBitsToFloat(R0i.w) + -(intBitsToFloat(uf_remappedPS[0].y)));
// 1
PV1i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].z), intBitsToFloat(PV0i.y)));
PV1i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].w), intBitsToFloat(PV0i.z)));
// 2
PV0i.x = floatBitsToInt(min(intBitsToFloat(PV1i.y), 1.0));
PV0i.w = floatBitsToInt(min(intBitsToFloat(PV1i.x), 1.0));
// 3
R0i.w = ((R127i.x == 0)?(PV0i.x):(PV0i.w));
}
// export
passPixelColor0 = vec4(intBitsToFloat(R0i.x), intBitsToFloat(R0i.y), intBitsToFloat(R0i.z), intBitsToFloat(R0i.w) * blur );
}
