#version 420 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable // shader 3df0bb0da1c740d5 // atmospheric dust and crespecular rays uniform ivec4 uf_remappedPS[1]; uniform float uf_alphaTestRef; layout(binding = 9) uniform sampler2D textureUnitPS9;// Tex9 addr 0xf557c800 res 160x90x1 dim 1 tm: 4 format 0806 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler9 ClampX/Y/Z: 2 2 2 border: 1 layout(location = 0) in vec4 passParameterSem0; layout(location = 1) in vec4 passParameterSem3; layout(location = 2) in vec4 passParameterSem4; layout(location = 3) in vec4 passParameterSem7; 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); 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 = passParameterSem3; R2f = passParameterSem4; R3f = passParameterSem7; // 0 R3f.x = mul_nonIEEE(R0f.y, R3f.w); R2f.y = mul_nonIEEE(R0f.x, R3f.w); R1f.z = mul_nonIEEE(R0f.z, R3f.w); PV0f.w = R3f.w * 1.0; PS0f = 1.0 / R1f.w; // 1 R0f.x = mul_nonIEEE(R1f.x, PS0f); R0f.y = mul_nonIEEE(R1f.y, PS0f); R0f.z = mul_nonIEEE(R0f.w, PV0f.w); R0f.z = clamp(R0f.z, 0.0, 1.0); R1f.w = mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].x), intBitsToFloat(uf_remappedPS[0].w)); R1f.x = mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].y), intBitsToFloat(uf_remappedPS[0].w)); PS1f = R1f.x; R0f.w = (texture(textureUnitPS9, R0f.xy).x); // 0 PV0f.x = mul_nonIEEE(R2f.x, R0f.z); R0f.y = mul_nonIEEE(R3f.x, R1f.x); PV0f.z = R0f.w; PV0f.z /= 2.0; PV0f.z = clamp(PV0f.z, 0.0, 1.0); PV0f.w = mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].z), intBitsToFloat(uf_remappedPS[0].w)); R0f.x = mul_nonIEEE(R2f.y, R1f.w); PS0f = R0f.x; // 1 R0f.z = mul_nonIEEE(R1f.z, PV0f.w); R0f.w = mul_nonIEEE(PV0f.x, PV0f.z); // export // check whether fragment output is higher than threshold, if so output as brightness color if( ((vec4(R0f.x, R0f.y, R0f.z, R0f.w)).a > uf_alphaTestRef) == false) discard; passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w*.35); }