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Feb 29th, 2020
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  1. #version 450
  2. #extension GL_EXT_scalar_block_layout : require
  3.  
  4. layout(set = 0, binding = 0, scalar) uniform cbuf_3
  5. {
  6. float _m0[16384];
  7. } cbuf_3_1;
  8.  
  9. layout(set = 0, binding = 1) uniform sampler2D sampler_0;
  10.  
  11. layout(location = 0) out vec4 frag_color0;
  12. layout(location = 0) in vec4 in_attr0;
  13. float gpr_0 = 0.0;
  14. float gpr_1 = 0.0;
  15. float gpr_2 = 0.0;
  16. float gpr_3 = 0.0;
  17. float gpr_4 = 0.0;
  18. float gpr_5 = 0.0;
  19. float gpr_6 = 0.0;
  20. float gpr_7 = 0.0;
  21. float gpr_8 = 0.0;
  22. float gpr_9 = 0.0;
  23. float gpr_10 = 0.0;
  24. float gpr_11 = 0.0;
  25. float gpr_256 = 0.0;
  26. float gpr_257 = 0.0;
  27. float gpr_258 = 0.0;
  28. bool zero = false;
  29. bool _sign = false;
  30. bool carry = false;
  31. bool overflow = false;
  32.  
  33. void __008_IPA_;
  34. void __010_MUFU_;
  35. void __018_IPA_;
  36. void __028_IPA_;
  37. void __030_FADD_C_;
  38. void __038_FADD_C_;
  39. void __048_FADD_C_;
  40. void __050_FADD_C_;
  41. void __058_TEXS_;
  42. void __068_TEXS_;
  43. void __070_FADD_C_;
  44. void __078_FADD_C_;
  45. void __088_TEXS_;
  46. void __090_FADD_R_;
  47. void __098_FADD_R_;
  48. void __0a8_FADD_R_;
  49. void __0b0_FMUL_IMM_;
  50. void __0b8_FMUL_IMM_;
  51. void __0c8_FMUL_IMM_;
  52. void __0d0_MOV_R_;
  53. void __0d8_FFMA_IMM_;
  54. void __0e8_FFMA_IMM_;
  55. void __0f0_FFMA_IMM_;
  56.  
  57. void main()
  58. {
  59. gpr_9 = 1.0;
  60. gpr_10 = uintBitsToFloat(1065353216u) / gpr_9;
  61. gpr_0 = in_attr0.x * gpr_10;
  62. gpr_1 = in_attr0.y * gpr_10;
  63. gpr_4 = gpr_0 + cbuf_3_1._m0[16u >> 2u];
  64. gpr_5 = gpr_1 + cbuf_3_1._m0[20u >> 2u];
  65. gpr_2 = gpr_0 + cbuf_3_1._m0[32u >> 2u];
  66. gpr_7 = gpr_1 + cbuf_3_1._m0[36u >> 2u];
  67. gpr_256 = texture(sampler_0, vec2(gpr_4, gpr_5)).x;
  68. gpr_257 = texture(sampler_0, vec2(gpr_4, gpr_5)).y;
  69. gpr_258 = texture(sampler_0, vec2(gpr_4, gpr_5)).z;
  70. gpr_4 = gpr_256;
  71. gpr_5 = gpr_257;
  72. gpr_8 = gpr_258;
  73. gpr_256 = texture(sampler_0, vec2(gpr_2, gpr_7)).x;
  74. gpr_257 = texture(sampler_0, vec2(gpr_2, gpr_7)).y;
  75. gpr_258 = texture(sampler_0, vec2(gpr_2, gpr_7)).z;
  76. gpr_2 = gpr_256;
  77. gpr_3 = gpr_257;
  78. gpr_7 = gpr_258;
  79. gpr_6 = gpr_0 + cbuf_3_1._m0[0u >> 2u];
  80. gpr_11 = gpr_1 + cbuf_3_1._m0[4u >> 2u];
  81. gpr_256 = texture(sampler_0, vec2(gpr_6, gpr_11)).x;
  82. gpr_257 = texture(sampler_0, vec2(gpr_6, gpr_11)).y;
  83. gpr_258 = texture(sampler_0, vec2(gpr_6, gpr_11)).z;
  84. gpr_0 = gpr_256;
  85. gpr_1 = gpr_257;
  86. gpr_6 = gpr_258;
  87. gpr_9 = gpr_4 + gpr_2;
  88. gpr_3 = gpr_5 + gpr_3;
  89. gpr_8 += gpr_7;
  90. gpr_9 *= uintBitsToFloat(1050673152u);
  91. gpr_10 = gpr_3 * uintBitsToFloat(1050673152u);
  92. gpr_8 *= uintBitsToFloat(1050673152u);
  93. gpr_3 = 0.0;
  94. gpr_0 = fma(gpr_0, uintBitsToFloat(1052770304u), gpr_9);
  95. gpr_1 = fma(gpr_1, uintBitsToFloat(1052770304u), gpr_10);
  96. gpr_2 = fma(gpr_6, uintBitsToFloat(1052770304u), gpr_8);
  97. frag_color0.x = gpr_0;
  98. frag_color0.y = gpr_1;
  99. frag_color0.z = gpr_2;
  100. frag_color0.w = gpr_3;
  101. }
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