#version 400 #extension GL_ARB_texture_gather : enable const float bloomFactor = 0.64; // bloom strength AMD = 0.33, Nvidia 0.64 aprox. 1.0 default/disabled. // shader 2a706eb8eef36208 uniform ivec4 uf_remappedPS[1]; uniform sampler2D textureUnitPS0;// Tex0 addr 0xf470a000 res 1280x720x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 0 uniform sampler3D textureUnitPS1;// Tex1 addr 0x25e75000 res 16x16x16 dim 2 tm: 7 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x10) Sampler1 ClampX/Y/Z: 2 2 2 border: 0 in vec4 passParameter0; layout(location = 0) out vec4 passPixelColor0; 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 R127i = ivec4(0); int backupReg0i, backupReg1i, backupReg2i, backupReg3i, backupReg4i; float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f; 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; int loopStuckCounter = 0; vec3 cubeMapSTM; int cubeMapFaceId; R0i = floatBitsToInt(passParameter0); R0i.xyz = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R0i.xy)).xyz * bloomFactor); // 0 R127i.x = floatBitsToInt(intBitsToFloat(R0i.z) * intBitsToFloat(uf_remappedPS[0].x)); R127i.x = clampFI32(R127i.x); PV0i.x = R127i.x; R127i.y = floatBitsToInt(intBitsToFloat(R0i.y) * intBitsToFloat(uf_remappedPS[0].x)); R127i.y = clampFI32(R127i.y); PV0i.y = R127i.y; PV0i.z = floatBitsToInt(intBitsToFloat(R0i.x) * intBitsToFloat(uf_remappedPS[0].x)); PV0i.z = clampFI32(PV0i.z); R1i.w = 0x3f800000; PV0i.w = R1i.w; // 1 tempResultf = log2(intBitsToFloat(PV0i.z)); if( isinf(tempResultf) == true ) tempResultf = -3.40282347E+38F; PS1i = floatBitsToInt(tempResultf); // 2 R127i.z = floatBitsToInt(intBitsToFloat(PS1i) * intBitsToFloat(0x3ee8ba2e)); PV0i.z = R127i.z; tempResultf = log2(intBitsToFloat(R127i.y)); if( isinf(tempResultf) == true ) tempResultf = -3.40282347E+38F; PS0i = floatBitsToInt(tempResultf); // 3 R127i.w = floatBitsToInt(intBitsToFloat(PS0i) * intBitsToFloat(0x3ee8ba2e)); PV1i.w = R127i.w; tempResultf = log2(intBitsToFloat(R127i.x)); if( isinf(tempResultf) == true ) tempResultf = -3.40282347E+38F; PS1i = floatBitsToInt(tempResultf); // 4 R127i.x = floatBitsToInt(intBitsToFloat(PS1i) * intBitsToFloat(0x3ee8ba2e)); PV0i.x = R127i.x; PS0i = floatBitsToInt(exp2(intBitsToFloat(R127i.z))); // 5 R0i.x = floatBitsToInt((intBitsToFloat(PS0i) * intBitsToFloat(uf_remappedPS[0].z) + intBitsToFloat(uf_remappedPS[0].w))); PV1i.x = R0i.x; PS1i = floatBitsToInt(exp2(intBitsToFloat(R127i.w))); // 6 R0i.y = floatBitsToInt((intBitsToFloat(PS1i) * intBitsToFloat(uf_remappedPS[0].z) + intBitsToFloat(uf_remappedPS[0].w))); PV0i.y = R0i.y; PS0i = floatBitsToInt(exp2(intBitsToFloat(R127i.x))); // 7 R0i.z = floatBitsToInt((intBitsToFloat(PS0i) * intBitsToFloat(uf_remappedPS[0].z) + intBitsToFloat(uf_remappedPS[0].w))); PV1i.z = R0i.z; R1i.xyz = floatBitsToInt(texture(textureUnitPS1, vec3(intBitsToFloat(R0i.x),intBitsToFloat(R0i.y),intBitsToFloat(R0i.z))).xyz); // export passPixelColor0 = vec4(intBitsToFloat(R1i.x), intBitsToFloat(R1i.y), intBitsToFloat(R1i.z), intBitsToFloat(R1i.w)); }