#version 420 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable // shader 4facbb67739c71ec // light on prayer monument shrines uniform ivec4 uf_remappedPS[6]; layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf5054000 res 640x360x1 dim 1 tm: 4 format 080e compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1 layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf494a800 res 1280x720x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 1 layout(location = 1) noperspective in vec4 passParameterSem1; layout(location = 0) out vec4 passPixelColor0; layout(location = 1) out vec4 passPixelColor1; 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); vec4 R2f = vec4(0.0); vec4 R3f = vec4(0.0); vec4 R122f = vec4(0.0); vec4 R123f = vec4(0.0); vec4 R125f = 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 = vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw); R1f = passParameterSem1; // 0 R3f.x = 0.0; PV0f.z = R0f.y + intBitsToFloat(0xbc23d70a); PV0f.w = R0f.x + intBitsToFloat(0xbc23d70a); R2f.w = 0.0; PS0f = R2f.w; // 1 R0f.x = mul_nonIEEE(PV0f.w, intBitsToFloat(uf_remappedPS[0].z)); R0f.y = 1-mul_nonIEEE(PV0f.z - intBitsToFloat(0x40f00000), intBitsToFloat(uf_remappedPS[0].w)); R0f.w = (texture(textureUnitPS0, R0f.xy).x); R0f.xyz = (texture(textureUnitPS1, R0f.xy).xyz); // 0 R126f.x = (R0f.x * 2.0 + -(1.0)); R126f.y = (R0f.y * 2.0 + -(1.0)); R125f.z = (R0f.z * 2.0 + -(1.0)); PV0f.z = R125f.z; R123f.w = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].y),R0f.w) + intBitsToFloat(uf_remappedPS[1].x)); PV0f.w = R123f.w; // 1 R127f.x = (mul_nonIEEE(R1f.x,-(PV0f.w)) + -(intBitsToFloat(uf_remappedPS[2].x))); PV1f.x = R127f.x; R127f.y = (mul_nonIEEE(R1f.y,-(PV0f.w)) + -(intBitsToFloat(uf_remappedPS[2].y))); PV1f.y = R127f.y; R127f.z = (mul_nonIEEE(R1f.z,-(PV0f.w)) + -(intBitsToFloat(uf_remappedPS[2].z))); PV1f.z = R127f.z; PS1f = PV0f.z * PV0f.z; // 2 tempf.x = dot(vec4(PV1f.x,PV1f.y,PV1f.z,-0.0),vec4(PV1f.x,PV1f.y,PV1f.z,0.0)); PV0f.x = tempf.x; PV0f.y = tempf.x; PV0f.z = tempf.x; PV0f.w = tempf.x; R122f.x = (R126f.y * R126f.y + PS1f); PS0f = R122f.x; // 3 R126f.z = (R126f.x * R126f.x + PS0f); tempResultf = 1.0 / sqrt(PV0f.x); PS1f = tempResultf; // 4 backupReg0f = R127f.x; backupReg1f = R127f.y; backupReg2f = R127f.z; R127f.x = mul_nonIEEE(backupReg0f, PS1f); R127f.y = mul_nonIEEE(backupReg1f, PS1f); R127f.z = mul_nonIEEE(backupReg2f, PS1f); PV0f.z = R127f.z; PS0f = 1.0 / PS1f; // 5 PV1f.x = mul_nonIEEE(PV0f.z, intBitsToFloat(uf_remappedPS[3].z)); PV1f.w = intBitsToFloat(uf_remappedPS[4].w) * PS0f; PV1f.w = clamp(PV1f.w, 0.0, 1.0); tempResultf = 1.0 / sqrt(R126f.z); PS1f = tempResultf; // 6 backupReg0f = R126f.x; backupReg1f = R126f.y; R126f.x = mul_nonIEEE(backupReg0f, PS1f); R126f.y = mul_nonIEEE(backupReg1f, PS1f); PV0f.z = mul_nonIEEE(R125f.z, PS1f); PV0f.w = -(PV1f.w) + 1.0; R122f.x = (mul_nonIEEE(R127f.y,intBitsToFloat(uf_remappedPS[3].y)) + PV1f.x); PS0f = R122f.x; // 7 PV1f.x = mul_nonIEEE(PV0f.z, R127f.z); R123f.w = (mul_nonIEEE(R127f.x,intBitsToFloat(uf_remappedPS[3].x)) + PS0f); PV1f.w = R123f.w; tempResultf = log2(PV0f.w); if( isinf(tempResultf) == true ) tempResultf = -3.40282347E+38F; R125f.y = tempResultf; PS1f = R125f.y; // 8 tempf.x = dot(vec4(R126f.x,R126f.y,PV1f.x,-0.0),vec4(R127f.x,R127f.y,1.0,0.0)); PV0f.x = tempf.x; PV0f.y = tempf.x; PV0f.z = tempf.x; PV0f.w = tempf.x; R122f.x = (mul_nonIEEE(PV1f.w,intBitsToFloat(uf_remappedPS[5].y)) + -(intBitsToFloat(uf_remappedPS[5].z))); R122f.x = clamp(R122f.x, 0.0, 1.0); PS0f = R122f.x; // 9 PV1f.x = mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].w), R125f.y); PV1f.y = max(-(PV0f.x), 0.0); tempResultf = log2(PS0f); if( isinf(tempResultf) == true ) tempResultf = -3.40282347E+38F; PS1f = tempResultf; // 10 PV0f.x = min(PV1f.y, 1.0); PV0f.y = mul_nonIEEE(intBitsToFloat(uf_remappedPS[3].w), PS1f); PS0f = exp2(PV1f.x); // 11 PV1f.z = mul_nonIEEE(PS0f, PV0f.x); PS1f = exp2(PV0f.y); // 12 PV0f.y = mul_nonIEEE(PS1f, PV1f.z); PV0f.y = clamp(PV0f.y, 0.0, 1.0); // 13 R2f.x = mul_nonIEEE(intBitsToFloat(uf_remappedPS[4].x), PV0f.y); PV1f.x = R2f.x; R2f.y = mul_nonIEEE(intBitsToFloat(uf_remappedPS[4].y), PV0f.y); PV1f.y = R2f.y; R2f.z = mul_nonIEEE(intBitsToFloat(uf_remappedPS[4].z), PV0f.y); PV1f.z = R2f.z; // 14 R0f.xyz = vec3(PV1f.x,PV1f.y,PV1f.z); R0f.w = R2f.w; // 15 R1f.xyz = vec3(R3f.x,R3f.x,R3f.x); R1f.w = R3f.w; // export passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w); passPixelColor1 = vec4(R1f.x, R1f.y, R1f.z, R1f.w); }