#version 420
#extension GL_ARB_texture_gather : enable
#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 SET_POSITION(_v) gl_Position = _v; gl_Position.z = (gl_Position.z + gl_Position.w) / 2.0
#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw)
#define gl_VertexID gl_VertexIndex
#define gl_InstanceID gl_InstanceIndex
#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 SET_POSITION(_v) gl_Position = _v
#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw)
#endif
// This shader was automatically converted to be cross-compatible with Vulkan and OpenGL.

// shader a5b3a5e5ab2938bc
// Used for: Restoring the native BotW Anti-Aliasing implementation
const float resXScale = float($width)/float($gameWidth);
const float resYScale = float($height)/float($gameHeight);

#ifdef VULKAN
layout(set = 1, binding = 3) uniform ufBlock
{
uniform ivec4 uf_remappedPS[3];
uniform vec4 uf_fragCoordScale;
};
#else
uniform ivec4 uf_remappedPS[3];
uniform vec2 uf_fragCoordScale;
#endif
TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0;
TEXTURE_LAYOUT(1, 1, 1) uniform sampler2D textureUnitPS1;
TEXTURE_LAYOUT(2, 1, 2) uniform sampler2D textureUnitPS2;
layout(location = 0) in vec4 passParameterSem0;
layout(location = 1) in vec4 passParameterSem1;
layout(location = 0) out vec4 passPixelColor0;
// uf_fragCoordScale was moved to the ufBlock
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);
vec4 R1f = vec4(0.0);
vec4 R2f = vec4(0.0);
vec4 R123f = vec4(0.0);
vec4 R125f = vec4(0.0);
vec4 R126f = 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;
R1f = passParameterSem1;
R2f.w = (texture(textureUnitPS1, R0f.xy).x);
R0f.xyzw = (textureGather(textureUnitPS2, R0f.xy).xyzw);
// 0
backupReg0f = R0f.y;
backupReg1f = R0f.x;
PV0f.x = -(R2f.w) + R0f.w;
PV0f.y = -(R2f.w) + R0f.z;
PV0f.z = -(R2f.w) + backupReg0f;
PV0f.w = -(R2f.w) + backupReg1f;
PS0f = R2f.w + intBitsToFloat(uf_remappedPS[0].x);
// 1
R127f.x = max(PV0f.w, -(PV0f.w));
PV1f.y = max(PV0f.z, -(PV0f.z));
R127f.z = max(PV0f.y, -(PV0f.y));
R127f.w = max(PV0f.x, -(PV0f.x));
PS1f = 1.0 / PS0f;
// 2
R126f.x = intBitsToFloat(uf_remappedPS[1].w) * PS1f;
R127f.y = PV1f.y * -(1.0);
R126f.z = floor(R1f.y);
R125f.w = floor(R1f.x);
PV0f.w = R125f.w;
PS0f = PV1f.y * -(1.0);
// 3
tempf.x = dot(vec4(R127f.w,R127f.z,R127f.x,PS0f),vec4(1.0,-(1.0),1.0,1.0));
PV1f.x = tempf.x;
PV1f.y = tempf.x;
PV1f.z = tempf.x;
PV1f.w = tempf.x;
R126f.w = tempf.x;
R126f.y = R1f.x + -(PV0f.w);
PS1f = R126f.y;
// 4
tempf.x = dot(vec4(R127f.w,R127f.x,R127f.z,R127f.y),vec4(1.0,-(1.0),1.0,1.0));
PV0f.x = tempf.x;
PV0f.y = tempf.x;
PV0f.z = tempf.x;
PV0f.w = tempf.x;
PS0f = R1f.y + -(R126f.z);
// 5
R123f.x = (mul_nonIEEE(R126f.x,PV0f.x) + PS0f);
R123f.x = clamp(R123f.x, 0.0, 1.0);
PV1f.x = R123f.x;
R123f.y = (mul_nonIEEE(R126f.x,R126f.w) + R126f.y);
R123f.y = clamp(R123f.y, 0.0, 1.0);
PV1f.y = R123f.y;
// 6
PV0f.z = R126f.z + PV1f.x;
PV0f.w = R125f.w + PV1f.y;
// 7
R1f.x = (mul_nonIEEE(PV0f.w,intBitsToFloat(uf_remappedPS[2].z)/resXScale) + R1f.z);
R1f.y = (mul_nonIEEE(PV0f.z,intBitsToFloat(uf_remappedPS[2].w)/resYScale) + R1f.w);
R1f.xyzw = (texture(textureUnitPS0, R1f.xy).xyzw);
// export
passPixelColor0 = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
}
