#version 420 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable #extension GL_ARB_shading_language_packing : enable // shader 314b7734df06371b -- Vertex Shader for Water/Magma and etc, one of the 3 vertex shaders involved with cel-shade removal uniform ivec4 uf_remappedVS[1]; uniform vec2 uf_windowSpaceToClipSpaceTransform; layout(binding = 32) uniform sampler2D textureUnitVS0;// Tex0 addr 0xf4ccf000 res 1280x720x1 dim 1 tm: 4 format 0007 compSel: 0 0 0 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler273 ClampX/Y/Z: 0 0 0 border: 0 layout(location = 0) in uvec4 attrDataSem0; layout(location = 1) in uvec4 attrDataSem1; out gl_PerVertex { vec4 gl_Position; float gl_PointSize; }; layout(location = 0) out vec4 passParameterSem0; 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 R127i = ivec4(0); uvec4 attrDecoder; 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; vec3 cubeMapSTM; int cubeMapFaceId; R0i = ivec4(gl_VertexID, 0, 0, gl_InstanceID); attrDecoder.xyz = attrDataSem0.xyz; attrDecoder.xyz = (attrDecoder.xyz>>24)|((attrDecoder.xyz>>8)&0xFF00)|((attrDecoder.xyz<<8)&0xFF0000)|((attrDecoder.xyz<<24)); attrDecoder.w = 0; R1i = ivec4(int(attrDecoder.x), int(attrDecoder.y), int(attrDecoder.z), floatBitsToInt(1.0)); attrDecoder.xy = attrDataSem1.xy; attrDecoder.xy = (attrDecoder.xy>>24)|((attrDecoder.xy>>8)&0xFF00)|((attrDecoder.xy<<8)&0xFF0000)|((attrDecoder.xy<<24)); attrDecoder.z = 0; attrDecoder.w = 0; R2i = ivec4(int(attrDecoder.x), int(attrDecoder.y), floatBitsToInt(0.0), floatBitsToInt(1.0)); // 0 backupReg0i = R1i.x; backupReg1i = R1i.y; R1i.x = backupReg0i; R1i.x = floatBitsToInt(intBitsToFloat(R1i.x) * 2.0); R1i.y = backupReg1i; R1i.y = floatBitsToInt(intBitsToFloat(R1i.y) * 2.0); R1i.z = 0x3f800000; R0i.w = 0; R3i.z = floatBitsToInt(intBitsToFloat(uf_remappedVS[0].z) * intBitsToFloat(0x437f0000)); PS0i = R3i.z; R0i.xy = ivec4(textureSize(textureUnitVS0, 0),1,1).xy; // export gl_Position = vec4(intBitsToFloat(R1i.x), intBitsToFloat(R1i.y), intBitsToFloat(R1i.z), intBitsToFloat(R1i.z)); // 0 R127i.z = floatBitsToInt(float(R0i.x)); PS0i = R127i.z; // 1 R127i.y = floatBitsToInt(float(R0i.y)); PS1i = R127i.y; // 2 PS0i = floatBitsToInt(1.0 / intBitsToFloat(R127i.z)); // 3 R3i.x = floatBitsToInt((-(intBitsToFloat(PS0i)) * intBitsToFloat(0x3c23d70a) + intBitsToFloat(R2i.x))); PS1i = floatBitsToInt(1.0 / intBitsToFloat(R127i.y)); // 4 R3i.y = floatBitsToInt((-(intBitsToFloat(PS1i)) * intBitsToFloat(0x3c23d70a) + intBitsToFloat(R2i.y))); // export passParameterSem0 = vec4(intBitsToFloat(R3i.x), intBitsToFloat(R3i.y), intBitsToFloat(R3i.z), 4.0); }