#version 420
#extension GL_ARB_texture_gather : enable
const float bloomFactor = 0.64; // 0.33 recommended for AMD, 0.64 recommended for NVIDIA
// shader 3cc7e98f78c258b4
uniform ivec4 uf_remappedPS[1];
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf470a000 res 1280x720x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 0
layout(binding = 1) uniform sampler3D textureUnitPS1;// Tex1 addr 0x2603b000 res 16x16x16 dim 2 tm: 7 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x10) Sampler1 ClampX/Y/Z: 2 2 2 border: 0
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){ return min(a*b,min(abs(a)*3.40282347E+38F,abs(b)*3.40282347E+38F)); }
void main()
{
vec4 R0f = vec4(0.0);
vec4 R1f = vec4(0.0);
vec4 R127f = 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.xyz = (texture(textureUnitPS0, R0f.xy).xyz * bloomFactor);
// 0
R127f.x = R0f.z * intBitsToFloat(uf_remappedPS[0].x);
R127f.x = clamp(R127f.x, 0.0, 1.0);
R127f.y = R0f.y * intBitsToFloat(uf_remappedPS[0].x);
R127f.y = clamp(R127f.y, 0.0, 1.0);
PV0f.z = R0f.x * intBitsToFloat(uf_remappedPS[0].x);
PV0f.z = clamp(PV0f.z, 0.0, 1.0);
R1f.w = 1.0;
// 1
tempResultf = log2(PV0f.z);
if( isinf(tempResultf) == true ) tempResultf = -3.40282347E+38F;
PS1f = tempResultf;
// 2
R127f.z = PS1f * intBitsToFloat(0x3ee8ba2e);
tempResultf = log2(R127f.y);
if( isinf(tempResultf) == true ) tempResultf = -3.40282347E+38F;
PS0f = tempResultf;
// 3
R127f.w = PS0f * intBitsToFloat(0x3ee8ba2e);
tempResultf = log2(R127f.x);
if( isinf(tempResultf) == true ) tempResultf = -3.40282347E+38F;
PS1f = tempResultf;
// 4
R127f.x = PS1f * intBitsToFloat(0x3ee8ba2e);
PS0f = exp2(R127f.z);
// 5
R0f.x = (PS0f * intBitsToFloat(uf_remappedPS[0].z) + intBitsToFloat(uf_remappedPS[0].w));
PS1f = exp2(R127f.w);
// 6
R0f.y = (PS1f * intBitsToFloat(uf_remappedPS[0].z) + intBitsToFloat(uf_remappedPS[0].w));
PS0f = exp2(R127f.x);
// 7
R0f.z = (PS0f * intBitsToFloat(uf_remappedPS[0].z) + intBitsToFloat(uf_remappedPS[0].w));
R1f.xyz = (texture(textureUnitPS1, vec3(R0f.x,R0f.y,R0f.z)).xyz);
// export
passPixelColor0 = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
}
