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- #version 420
- #extension GL_ARB_texture_gather : enable
- // shader 1a114b3ba8645bdd
- 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
- layout(location = 0) in vec4 passParameterSem0;
- 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);
- 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;
- R0f.w = (texture(textureUnitPS0, R0f.xy).z);
- // 0
- R0f.x = R0f.w;
- // export
- passPixelColor0 = vec4(R0f.x, R0f.y, R0f.y, R0f.y);
- }
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