#version 420 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable // shader 5a8eb2055c65a0c2 -- Vertex Shader - Close to Castle Aura RGB #define aurafog $aurafog #define aurared $aurared #define auragreen $auragreen #define aurablue $aurablue #define auraopacity $auraopacity uniform ivec4 uf_remappedPS[5]; uniform float uf_alphaTestRef; layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0x20265000 res 128x128x1 dim 1 tm: 4 format 0034 compSel: 0 0 0 0 mipView: 0x0 (num 0x8) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 0 0 0 border: 0 layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0x202df000 res 256x256x1 dim 1 tm: 4 format 0034 compSel: 0 0 0 0 mipView: 0x0 (num 0x9) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 0 0 0 border: 0 layout(binding = 2) uniform sampler2D textureUnitPS2;// Tex2 addr 0x1c870000 res 256x256x1 dim 1 tm: 4 format 0035 compSel: 0 0 0 1 mipView: 0x0 (num 0x9) sliceView: 0x0 (num 0x1) Sampler2 ClampX/Y/Z: 0 0 0 border: 0 layout(binding = 4) uniform sampler2D textureUnitPS4;// Tex4 addr 0xf4e91800 res 1280x720x1 dim 1 tm: 4 format 0806 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler4 ClampX/Y/Z: 2 2 0 border: 0 layout(location = 0) in vec4 passParameterSem0; layout(location = 1) in vec4 passParameterSem1; layout(location = 2) in vec4 passParameterSem2; layout(location = 3) in vec4 passParameterSem3; layout(location = 4) in vec4 passParameterSem4; layout(location = 5) in vec4 passParameterSem5; layout(location = 6) in vec4 passParameterSem7; layout(location = 7) in vec4 passParameterSem8; layout(location = 8) in vec4 passParameterSem9; layout(location = 9) in vec4 passParameterSem11; layout(location = 10) in vec4 passParameterSem14; layout(location = 11) in vec4 passParameterSem15; layout(location = 12) in vec4 passParameterSem16; 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); vec4 R2f = vec4(0.0); vec4 R3f = vec4(0.0); vec4 R4f = vec4(0.0); vec4 R5f = vec4(0.0); vec4 R6f = vec4(0.0); vec4 R7f = vec4(0.0); vec4 R8f = vec4(0.0); vec4 R9f = vec4(0.0); vec4 R10f = vec4(0.0); vec4 R11f = vec4(0.0); vec4 R12f = vec4(0.0); vec4 R13f = 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 = passParameterSem0; R1f = passParameterSem1; R2f = passParameterSem2; R3f = passParameterSem3; R4f = passParameterSem4; R5f = passParameterSem5; R6f = passParameterSem7; R7f = passParameterSem8; R8f = passParameterSem9; R9f = passParameterSem11; R10f = passParameterSem14; R11f = passParameterSem15; R12f = passParameterSem16; R5f.xw = (texture(textureUnitPS0, R7f.xy).xw); // 0 R127f.x = R2f.z * R2f.z; R123f.y = (R5f.x * 2.0 + -(1.0)); PV0f.y = R123f.y; R4f.z = -(intBitsToFloat(uf_remappedPS[0].z)) + intBitsToFloat(uf_remappedPS[0].w); R123f.w = (R5f.w * 2.0 + -(1.0)); PV0f.w = R123f.w; PS0f = 1.0 / R3f.w; // 1 R13f.x = mul_nonIEEE(R3f.x, PS0f); PV1f.y = mul_nonIEEE(R5f.y, PV0f.w); PV1f.z = mul_nonIEEE(R4f.y, PV0f.y); R13f.w = mul_nonIEEE(R3f.y, PS0f); R6f.y = 1.0 / R3f.w; PS1f = R6f.y; // 2 backupReg0f = R5f.z; backupReg0f = R5f.z; R5f.x = R7f.z + PV1f.z; R5f.y = R7f.w + PV1f.y; R5f.z = (mul_nonIEEE(backupReg0f,PV1f.z) + R8f.x); R5f.w = (mul_nonIEEE(backupReg0f,PV1f.y) + R8f.y); R7f.x = (R2f.y * R2f.y + R127f.x); PS0f = R7f.x; R5f.x = (texture(textureUnitPS1, R5f.xy).w); R8f.xw = (texture(textureUnitPS2, R5f.zw).xw); R5f.z = (texture(textureUnitPS4, R13f.xw).x); // 0 R123f.x = (mul_nonIEEE(R6f.w,R5f.x) + -(R0f.w)); PV0f.x = R123f.x; PV0f.y = R3f.z * R6f.y; R123f.z = (R2f.x * R2f.x + R7f.x); PV0f.z = R123f.z; R127f.w = mul_nonIEEE(R8f.w, R8f.w); R126f.w = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].w),R5f.z) + intBitsToFloat(uf_remappedPS[1].x)); PS0f = R126f.w; // 1 PV1f.x = mul_nonIEEE(R8f.x, R8f.x); R127f.y = (mul_nonIEEE(PV0f.y,intBitsToFloat(uf_remappedPS[1].w)) + -(intBitsToFloat(uf_remappedPS[1].y))); R125f.w = mul_nonIEEE(R1f.w, PV0f.x); R125f.w = clamp(R125f.w, 0.0, 1.0); PV1f.w = R125f.w; tempResultf = 1.0 / sqrt(PV0f.z); PS1f = tempResultf; // 2 backupReg0f = R127f.w; PV0f.x = mul_nonIEEE(R2f.x, PS1f); PV0f.y = mul_nonIEEE(R2f.y, PS1f); PV0f.z = mul_nonIEEE(R2f.z, PS1f); R127f.w = mul_nonIEEE(backupReg0f, PV1f.w); PV0f.w = R127f.w; R127f.z = mul_nonIEEE(PV1f.x, PV1f.w); PS0f = R127f.z; // 3 backupReg0f = R0f.x; tempf.x = dot(vec4(R9f.x,R9f.y,R9f.z,-0.0),vec4(PV0f.x,PV0f.y,PV0f.z,0.0)); PV1f.x = tempf.x; PV1f.y = tempf.x; PV1f.z = tempf.x; PV1f.w = tempf.x; R122f.x = (mul_nonIEEE(backupReg0f,PV0f.w) + intBitsToFloat(0x3c75c28f)); PS1f = R122f.x; // 4 backupReg0f = R0f.y; PV0f.x = max(PV1f.x, -(PV1f.x)); R0f.y = (mul_nonIEEE(R1f.x,R127f.z) + PS1f); R123f.z = (mul_nonIEEE(R0f.z,R127f.w) + intBitsToFloat(0x3d23d70a)); PV0f.z = R123f.z; R123f.w = (mul_nonIEEE(backupReg0f,R127f.w) + intBitsToFloat(0x3c75c28f)); PV0f.w = R123f.w; PS0f = 1.0 / R127f.y; // 5 R1f.x = (mul_nonIEEE(R1f.y,R127f.z) + PV0f.w); PV1f.y = -(intBitsToFloat(uf_remappedPS[1].z)) * PS0f; PV1f.z = PV0f.x + -(intBitsToFloat(uf_remappedPS[0].z)); R1f.w = (mul_nonIEEE(R1f.z,R127f.z) + PV0f.z); PS1f = 1.0 / R4f.z; // 6 PV0f.x = PV1f.z * PS1f; PV0f.x = clamp(PV0f.x, 0.0, 1.0); R127f.y = R125f.w; R127f.y = clamp(R127f.y, 0.0, 1.0); PV0f.z = -(PV1f.y) + R126f.w; PS0f = 1.0 / intBitsToFloat(uf_remappedPS[2].y); // 7 PV1f.x = PV0f.z * PS0f; PV1f.x = clamp(PV1f.x, 0.0, 1.0); R123f.z = (intBitsToFloat(0xc0000000) * PV0f.x + intBitsToFloat(0x40400000)); PV1f.z = R123f.z; PV1f.w = mul_nonIEEE(PV0f.x, PV0f.x); // 8 PV0f.y = mul_nonIEEE(PV1f.w, PV1f.z); PV0f.w = mul_nonIEEE(R127f.y, PV1f.x); // 9 PV1f.x = mul_nonIEEE(PV0f.w, PV0f.y); // 10 PV0f.w = mul_nonIEEE(R4f.x, PV1f.x); // 11 backupReg0f = R10f.w; R10f.w = mul_nonIEEE(backupReg0f, PV0f.w); // 0 backupReg0f = R0f.y; PV0f.x = -(R1f.w) + intBitsToFloat(uf_remappedPS[3].z); PV0f.y = -(R1f.x) + intBitsToFloat(uf_remappedPS[3].y); PV0f.z = -(backupReg0f) + intBitsToFloat(uf_remappedPS[3].x); // 1 R127f.y = (mul_nonIEEE(PV0f.x,R12f.y) + R1f.w); PV1f.y = R127f.y; R127f.z = (mul_nonIEEE(PV0f.y,R12f.y) + R1f.x); PV1f.z = R127f.z; R126f.w = (mul_nonIEEE(PV0f.z,R12f.y) + R0f.y); PV1f.w = R126f.w; // 2 PV0f.x = R11f.x + -(PV1f.w); PV0f.z = R11f.z + -(PV1f.y); PV0f.w = R11f.y + -(PV1f.z); // 3 backupReg0f = R127f.y; R127f.x = (mul_nonIEEE(PV0f.w,R11f.w) + R127f.z); PV1f.x = R127f.x; R127f.y = (mul_nonIEEE(PV0f.x,R11f.w) + R126f.w); PV1f.y = R127f.y; R126f.w = (mul_nonIEEE(PV0f.z,R11f.w) + backupReg0f); PV1f.w = R126f.w; // 4 PV0f.x = -(PV1f.w) + intBitsToFloat(uf_remappedPS[4].z); PV0f.y = -(PV1f.x) + intBitsToFloat(uf_remappedPS[4].y); PV0f.z = -(PV1f.y) + intBitsToFloat(uf_remappedPS[4].x); // 5 R10f.x = (mul_nonIEEE(PV0f.z,R12f.x) + R127f.y); R10f.y = (mul_nonIEEE(PV0f.y,R12f.x) + R127f.x); R10f.z = (mul_nonIEEE(PV0f.x,R12f.x) + R126f.w); // export if( ((vec4(R10f.x, R10f.y, R10f.z, R10f.w)).a > uf_alphaTestRef) == false) discard; passPixelColor0 = vec4(R10f.x * aurared, R10f.y * auragreen, R10f.z * aurablue, R10f.w * auraopacity); }