#version 430
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_separate_shader_objects : enable
// shader f5e032e0741202e2
// Used for: Anti-alias scaling
float resScaleX = (float(1280) / float($width)) * $antialias;
float resScaleY = (float(720) / float($height)) * $antialias;

#ifdef VULKAN
#define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location)
#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation, std140)
#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation)
#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.z, 1.0/gl_FragCoord.w)
#extension GL_EXT_spirv_intrinsics: enable
spirv_execution_mode(4462, 16);
spirv_execution_mode(4462, 32);
spirv_execution_mode(4462, 64);
#else
#define ATTR_LAYOUT(__vkSet, __location) layout(location = __location)
#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140) 
#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation)
#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw)
#endif
#ifdef VULKAN
layout(set = 1, binding = 1) uniform ufBlock
{
uniform ivec4 uf_remappedPS[1];
uniform vec4 uf_fragCoordScale;
};
#else
uniform ivec4 uf_remappedPS[1];
uniform vec2 uf_fragCoordScale;
#endif
TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0;
layout(location = 0) in vec4 passParameterSem129;
layout(location = 0) out vec4 passPixelColor0;
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()
{
ivec4 R0i = ivec4(0);
ivec4 R1i = ivec4(0);
ivec4 R2i = ivec4(0);
ivec4 R3i = ivec4(0);
ivec4 R4i = ivec4(0);
ivec4 R5i = ivec4(0);
ivec4 R123i = ivec4(0);
ivec4 R124i = ivec4(0);
ivec4 R125i = ivec4(0);
ivec4 R126i = ivec4(0);
ivec4 R127i = ivec4(0);
int backupReg0i, backupReg1i, backupReg2i, backupReg3i, backupReg4i;
int PV0ix = 0, PV0iy = 0, PV0iz = 0, PV0iw = 0, PV1ix = 0, PV1iy = 0, PV1iz = 0, PV1iw = 0;
int PS0i = 0, PS1i = 0;
ivec4 tempi = ivec4(0);
float tempResultf;
int tempResulti;
ivec4 ARi = ivec4(0);
bool predResult = true;
R0i = floatBitsToInt(passParameterSem129);
R1i.xyz = floatBitsToInt(textureLod(textureUnitPS0, vec2(intBitsToFloat(R0i.z),intBitsToFloat(R0i.w)),0.0).xyz);
R2i.xyz = floatBitsToInt(textureLodOffset(textureUnitPS0, vec2(intBitsToFloat(R0i.z),intBitsToFloat(R0i.w)),0.0,ivec2(1,0)).xyz);
R3i.xyz = floatBitsToInt(textureLodOffset(textureUnitPS0, vec2(intBitsToFloat(R0i.z),intBitsToFloat(R0i.w)),0.0,ivec2(0,1)).xyz);
R4i.xyz = floatBitsToInt(textureLodOffset(textureUnitPS0, vec2(intBitsToFloat(R0i.z),intBitsToFloat(R0i.w)),0.0,ivec2(1,1)).xyz);
R5i.xyz = floatBitsToInt(textureLod(textureUnitPS0, vec2(intBitsToFloat(R0i.x),intBitsToFloat(R0i.y)),0.0).xyz);
// 0
tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R1i.x),intBitsToFloat(R1i.y),intBitsToFloat(R1i.z),intBitsToFloat(0x80000000)),vec4(intBitsToFloat(0x3e991687),intBitsToFloat(0x3f1645a2),intBitsToFloat(0x3de978d5),0.0)));
PV0ix = tempi.x;
PV0iy = tempi.x;
R127i.z = tempi.x;
PV0iw = tempi.x;
PS0i = floatBitsToInt(intBitsToFloat(R2i.z) * intBitsToFloat(0x3de978d5));
// 1
tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R2i.x),intBitsToFloat(R2i.y),intBitsToFloat(PS0i),intBitsToFloat(0x80000000)),vec4(intBitsToFloat(0x3e991687),intBitsToFloat(0x3f1645a2),1.0,0.0)));
PV1ix = tempi.x;
R127i.y = tempi.x;
PV1iz = tempi.x;
PV1iw = tempi.x;
PS1i = floatBitsToInt(intBitsToFloat(R3i.z) * intBitsToFloat(0x3de978d5));
// 2
R126i.x = floatBitsToInt(dot(vec4(intBitsToFloat(R3i.x),intBitsToFloat(R3i.y),intBitsToFloat(PS1i),intBitsToFloat(0x80000000)),vec4(intBitsToFloat(0x3e991687),intBitsToFloat(0x3f1645a2),1.0,0.0)));
PV0iy = R126i.x;
PV0iz = R126i.x;
PV0iw = R126i.x;
R127i.x = floatBitsToInt(intBitsToFloat(R127i.z) + intBitsToFloat(PV1ix));
// 3
tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R4i.x),intBitsToFloat(R4i.y),intBitsToFloat(R4i.z),intBitsToFloat(0x80000000)),vec4(intBitsToFloat(0x3e991687),intBitsToFloat(0x3f1645a2),intBitsToFloat(0x3de978d5),0.0)));
PV1ix = tempi.x;
PV1iy = tempi.x;
PV1iz = tempi.x;
R127i.w = tempi.x;
PS1i = floatBitsToInt(intBitsToFloat(R126i.x) + intBitsToFloat(R127i.x));
// 4
PV0ix = floatBitsToInt(intBitsToFloat(R127i.y) + intBitsToFloat(PV1ix));
PV0iy = floatBitsToInt(intBitsToFloat(R126i.x) + intBitsToFloat(PV1ix));
PV0iz = floatBitsToInt(intBitsToFloat(R127i.z) + intBitsToFloat(R126i.x));
PV0iw = floatBitsToInt(intBitsToFloat(PV1ix) + intBitsToFloat(PS1i));
R125i.x = floatBitsToInt(min(intBitsToFloat(R126i.x), intBitsToFloat(PV1ix)));
// 5
R124i.x = floatBitsToInt(-(intBitsToFloat(PV0ix)) + intBitsToFloat(PV0iz));
PV1iy = floatBitsToInt(intBitsToFloat(PV0iw) * 0.03125);
R126i.z = floatBitsToInt(max(intBitsToFloat(R127i.z), intBitsToFloat(R127i.y)));
PV1iw = floatBitsToInt(-(intBitsToFloat(PV0iy)) + intBitsToFloat(R127i.x));
R127i.x = floatBitsToInt(max(intBitsToFloat(R126i.x), intBitsToFloat(R127i.w)));
// 6
R126i.x = floatBitsToInt(-(intBitsToFloat(PV1iw)));
PV0iy = floatBitsToInt(max(intBitsToFloat(R124i.x), -(intBitsToFloat(R124i.x))));
PV0iz = floatBitsToInt(max(-(intBitsToFloat(PV1iw)), intBitsToFloat(PV1iw)));
R127i.w = floatBitsToInt(max(intBitsToFloat(PV1iy), 0.0078125));
PS0i = floatBitsToInt(min(intBitsToFloat(R127i.z), intBitsToFloat(R127i.y)));
// 7
PV1ix = floatBitsToInt(min(intBitsToFloat(PV0iz), intBitsToFloat(PV0iy)));
R127i.y = floatBitsToInt(max(intBitsToFloat(R126i.z), intBitsToFloat(R127i.x)));
R126i.w = floatBitsToInt(min(intBitsToFloat(PS0i), intBitsToFloat(R125i.x)));
PS1i = floatBitsToInt(intBitsToFloat(R5i.z) * intBitsToFloat(0x3de978d5));
// 8
R123i.x = floatBitsToInt(intBitsToFloat(R5i.y) * intBitsToFloat(0x3f1645a2) + intBitsToFloat(PS1i));
PV0iw = floatBitsToInt(intBitsToFloat(R127i.w) + intBitsToFloat(PV1ix));
// 9
R123i.z = floatBitsToInt(intBitsToFloat(R5i.x) * intBitsToFloat(0x3e991687) + intBitsToFloat(R123i.x));
PS1i = floatBitsToInt(1.0 / intBitsToFloat(PV0iw));
// 10
PV0ix = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R124i.x), intBitsToFloat(PS1i)));
PV0iy = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R126i.x), intBitsToFloat(PS1i)));
R2i.z = floatBitsToInt(min(intBitsToFloat(R123i.z), intBitsToFloat(R126i.w)));
R1i.w = floatBitsToInt(max(intBitsToFloat(R123i.z), intBitsToFloat(R127i.y)));
// 11
PV1iz = floatBitsToInt(max(intBitsToFloat(PV0ix), -8.0));
PV1iw = floatBitsToInt(max(intBitsToFloat(PV0iy), -8.0));
// 12
PV0iy = floatBitsToInt(min(intBitsToFloat(PV1iw), 8.0));
PV0iw = floatBitsToInt(min(intBitsToFloat(PV1iz), 8.0));
// 13
R126i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0iy), intBitsToFloat(uf_remappedPS[0].z) * resScaleX));
R126i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0iw), intBitsToFloat(uf_remappedPS[0].w) * resScaleY));
// 14
R5i.x = floatBitsToInt(intBitsToFloat(R126i.z) * intBitsToFloat(0x3e2aaaac) + intBitsToFloat(R0i.x));
R5i.y = floatBitsToInt(intBitsToFloat(R126i.w) * intBitsToFloat(0x3e2aaaac) + intBitsToFloat(R0i.y));
R5i.z = floatBitsToInt(intBitsToFloat(R126i.z) * intBitsToFloat(0xbe2aaaaa) + intBitsToFloat(R0i.x));
R5i.w = floatBitsToInt(intBitsToFloat(R126i.w) * intBitsToFloat(0xbe2aaaaa) + intBitsToFloat(R0i.y));
R4i.x = floatBitsToInt(intBitsToFloat(R126i.z) * 0.5 + intBitsToFloat(R0i.x));
// 15
R0i.x = floatBitsToInt(-(intBitsToFloat(R126i.z)) * 0.5 + intBitsToFloat(R0i.x));
R4i.y = floatBitsToInt(intBitsToFloat(R126i.w) * 0.5 + intBitsToFloat(R0i.y));
R0i.z = floatBitsToInt(-(intBitsToFloat(R126i.w)) * 0.5 + intBitsToFloat(R0i.y));
R3i.xyz = floatBitsToInt(textureLod(textureUnitPS0, vec2(intBitsToFloat(R5i.x),intBitsToFloat(R5i.y)),0.0).xyz);
R5i.xyz = floatBitsToInt(textureLod(textureUnitPS0, vec2(intBitsToFloat(R5i.z),intBitsToFloat(R5i.w)),0.0).xyz);
R4i.xyz = floatBitsToInt(textureLod(textureUnitPS0, vec2(intBitsToFloat(R4i.x),intBitsToFloat(R4i.y)),0.0).xyz);
R0i.xyz = floatBitsToInt(textureLod(textureUnitPS0, vec2(intBitsToFloat(R0i.x),intBitsToFloat(R0i.z)),0.0).xyz);
// 0
R126i.x = floatBitsToInt(intBitsToFloat(R3i.z) + intBitsToFloat(R5i.z));
R126i.x = floatBitsToInt(intBitsToFloat(R126i.x) / 2.0);
R127i.z = floatBitsToInt(intBitsToFloat(R3i.y) + intBitsToFloat(R5i.y));
R127i.z = floatBitsToInt(intBitsToFloat(R127i.z) / 2.0);
R126i.w = floatBitsToInt(intBitsToFloat(R3i.x) + intBitsToFloat(R5i.x));
R126i.w = floatBitsToInt(intBitsToFloat(R126i.w) / 2.0);
// 1
PV1ix = floatBitsToInt(intBitsToFloat(R4i.x) + intBitsToFloat(R0i.x));
PV1iy = R126i.w;
PV1iy = floatBitsToInt(intBitsToFloat(PV1iy) / 2.0);
R126i.z = floatBitsToInt(intBitsToFloat(R4i.z) + intBitsToFloat(R0i.z));
PV1iw = floatBitsToInt(intBitsToFloat(R4i.y) + intBitsToFloat(R0i.y));
PS1i = R127i.z;
PS1i = floatBitsToInt(intBitsToFloat(PS1i) / 2.0);
// 2
R124i.x = floatBitsToInt(intBitsToFloat(PV1ix) * 0.25 + intBitsToFloat(PV1iy));
R127i.y = floatBitsToInt(intBitsToFloat(PV1iw) * 0.25 + intBitsToFloat(PS1i));
PV0iw = R126i.x;
PV0iw = floatBitsToInt(intBitsToFloat(PV0iw) / 2.0);
// 3
R126i.z = floatBitsToInt(intBitsToFloat(R126i.z) * 0.25 + intBitsToFloat(PV0iw));
// 4
tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R124i.x),intBitsToFloat(R127i.y),intBitsToFloat(R126i.z),intBitsToFloat(0x80000000)),vec4(intBitsToFloat(0x3e991687),intBitsToFloat(0x3f1645a2),intBitsToFloat(0x3de978d5),0.0)));
PV0ix = tempi.x;
PV0iy = tempi.x;
PV0iz = tempi.x;
PV0iw = tempi.x;
// 5
PV1ix = ((intBitsToFloat(PV0ix) > intBitsToFloat(R1i.w))?-1:0);
PV1iy = ((intBitsToFloat(R2i.z) > intBitsToFloat(PV0ix))?-1:0);
// 6
R123i.w = ((PV1iy == 0)?(PV1ix):(int(-1)));
// 7
R123i.x = ((R123i.w == 0)?(0):(R127i.z));
R123i.y = ((R123i.w == 0)?(0):(R126i.w));
R123i.z = ((R123i.w == 0)?(0):(0x3f800000));
R123i.w = ((R123i.w == 0)?(0):(R126i.x));
// 8
R0i.x = ((R123i.z == 0)?(R124i.x):(R123i.y));
R0i.y = ((R123i.z == 0)?(R127i.y):(R123i.x));
R0i.z = ((R123i.z == 0)?(R126i.z):(R123i.w));
// 9
R0i.w = 0x3f800000;
// export
passPixelColor0 = vec4(intBitsToFloat(R0i.x), intBitsToFloat(R0i.y), intBitsToFloat(R0i.z), intBitsToFloat(R0i.w));
}
