#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_separate_shader_objects : enable
// shader d2a97b2fb99452a5
//gauss blur box 
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4385000 res 1280x720x1 dim 1 tm: 4 format 0019 compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 1 1 1 border: 0
layout(location = 0) in vec4 passParameterSem130;
layout(location = 0) out vec4 passPixelColor0;


// FabriceNeyret2 CC, single shader gaussian by intermediate MIPmap level. www.shadertoy.com/view/ltScRG
const int samples = 8 * 4, //8 or 4 balances xy position
LOD = 2,         // gaussian done on MIPmap at scale LOD
sLOD = 1 << LOD; // tile size = 2^LOD
const float sigma = float(samples) * .25;

float gaussian(vec2 i) {
	return exp(-.5* dot(i /= sigma, i)) / (6.28 * sigma*sigma);
}

vec4 blur(sampler2D sp, vec2 U, vec2 scale) {
	vec4 O = vec4(0.0);
	int s = samples / sLOD;

	for (int i = 0; i < s*s; i++) {
		vec2 d = vec2(i%s, i / s)*float(sLOD) - float(samples) / 2.;
		O += gaussian(d) * textureLod(sp, U + scale * d, float(LOD));
	}

	// O / O.a;
	return vec4(O.x, O.y, O.z, 0.0)*19; //16 exact, 17 ~ a touch more haze to compensate res increase
}


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){return mix(0.0, a*b, (a != 0.0) && (b != 0.0));}
void main()
{
	vec4 R0f = 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;
	#if ($textureFormat == 0x019)
		vec2 coord = passParameterSem130.xy*textureSize(textureUnitPS0, 0); //
		vec2 ps = vec2(1.0) / textureSize(textureUnitPS0, 0);
		vec2 uv = coord * ps;
		//color = clamp(color*Exposure, 0.0, 1.0);
		R0f.xyzw = blur(textureUnitPS0, R0f.xy, ps*0.75).xyzw*0.975; 
	#elif ($textureFormat == 0x01a)
		R0f.xyzw = (texture(textureUnitPS0, R0f.xy).xyzw);
	// export
	#endif
	passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
}