#version 420 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable // shader 42f0844ab0996fe2 : for pixel mess effect const float var_Trans = float($tVar); layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0x24fc6000 res 256x256x1 dim 1 tm: 4 format 0033 compSel: 0 1 2 3 mipView: 0x0 (num 0x9) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 1 1 2 border: 0 layout(location = 0) in vec4 passParameterSem130; layout(location = 1) in vec4 passParameterSem131; 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() { vec4 R0f = vec4(0.0); vec4 R1f = 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 = passParameterSem130; R1f = passParameterSem131; R1f.xyzw = (texture(textureUnitPS0, R1f.xy).xyzw); // 0 backupReg0f = R0f.x; backupReg1f = R0f.y; backupReg2f = R0f.z; backupReg3f = R0f.w; if(var_Trans == 0){ backupReg3f = 0.0;}; R0f.x = mul_nonIEEE(backupReg0f, R1f.x); R0f.y = mul_nonIEEE(backupReg1f, R1f.y); R0f.z = mul_nonIEEE(backupReg2f, R1f.z); R0f.w = mul_nonIEEE(backupReg3f, R1f.w); // export passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w); }