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Sep 26th, 2017
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  1. #version 420
  2. #extension GL_ARB_texture_gather : enable
  3. // shader 1a114b3ba8645bdd
  4. layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf528a800 res 640x360x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1
  5. layout(location = 0) in vec4 passParameterSem0;
  6. layout(location = 0) out vec4 passPixelColor0;
  7. uniform vec2 uf_fragCoordScale;
  8. int clampFI32(int v)
  9. {
  10. if( v == 0x7FFFFFFF )
  11. return floatBitsToInt(1.0);
  12. else if( v == 0xFFFFFFFF )
  13. return floatBitsToInt(0.0);
  14. return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
  15. }
  16. float mul_nonIEEE(float a, float b){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
  17. void main()
  18. {
  19. vec4 R0f = vec4(0.0);
  20. float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f;
  21. vec4 PV0f = vec4(0.0), PV1f = vec4(0.0);
  22. float PS0f = 0.0, PS1f = 0.0;
  23. vec4 tempf = vec4(0.0);
  24. float tempResultf;
  25. int tempResulti;
  26. ivec4 ARi = ivec4(0);
  27. bool predResult = true;
  28. vec3 cubeMapSTM;
  29. int cubeMapFaceId;
  30. R0f = passParameterSem0;
  31. R0f.w = (texture(textureUnitPS0, R0f.xy).z);
  32. // 0
  33. R0f.x = R0f.w;
  34. // export
  35. passPixelColor0 = vec4(R0f.x, R0f.y, R0f.y, R0f.y);
  36. }
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