#version 430
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_separate_shader_objects : enable
// shader 095e8026b6719c09
// Used for: Hiding stamina bar animation bar


// start of shader inputs/outputs, predetermined by Cemu. Do not touch
#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.zw)
#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 = 2) 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;
layout(location = 0) in vec4 passParameterSem0;
layout(location = 1) in vec4 passParameterSem1;
layout(location = 0) out vec4 passPixelColor0;
// end of shader inputs/outputs
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 R123i = ivec4(0);
ivec4 R127i = ivec4(0);
int backupReg0i, backupReg1i, backupReg2i, backupReg3i, backupReg4i;
ivec4 PV0i = ivec4(0), PV1i = ivec4(0);
int PS0i = 0, PS1i = 0;
ivec4 tempi = ivec4(0);
float tempResultf;
int tempResulti;
ivec4 ARi = ivec4(0);
bool predResult = true;
vec3 cubeMapSTM;
int cubeMapFaceId;
R0i = floatBitsToInt(passParameterSem0);
R1i = floatBitsToInt(passParameterSem1);
R0i.xyzw = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R0i.xy)).xyzw);
R1i.xyzw = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R1i.xy)).xyzw);
// 0
PV0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.x), intBitsToFloat(R1i.w)));
PV0i.y = floatBitsToInt(-(intBitsToFloat(R1i.w)) + 1.0);
R127i.z = uf_remappedPS[0].x & 0x00000080;
PV0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.y), intBitsToFloat(R1i.w)));
PS0i = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.z), intBitsToFloat(R1i.w)));
// 1
backupReg0i = R0i.y;
backupReg1i = R0i.z;
R123i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R0i.x),intBitsToFloat(PV0i.y)) + intBitsToFloat(PV0i.x)));
PV1i.x = R123i.x;
PV1i.y = floatBitsToInt(min(intBitsToFloat(R0i.w), intBitsToFloat(R1i.w)));
PV1i.z = floatBitsToInt(max(intBitsToFloat(R0i.w), intBitsToFloat(R1i.w)));
R123i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(backupReg0i),intBitsToFloat(PV0i.y)) + intBitsToFloat(PV0i.w)));
PV1i.w = R123i.w;
R127i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(backupReg1i),intBitsToFloat(PV0i.y)) + intBitsToFloat(PS0i)));
PS1i = R127i.w;
// 2
R123i.x = ((R127i.z == 0)?(PV1i.z):(PV1i.y));
PV0i.x = R123i.x;
R0i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV1i.w),intBitsToFloat(uf_remappedPS[1].y)) + intBitsToFloat(uf_remappedPS[2].y)));
R0i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV1i.x),intBitsToFloat(uf_remappedPS[1].x)) + intBitsToFloat(uf_remappedPS[2].x)));
PS0i = R0i.x;
// 3
R0i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R127i.w),intBitsToFloat(uf_remappedPS[1].z)) + intBitsToFloat(uf_remappedPS[2].z)));
R0i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV0i.x),intBitsToFloat(uf_remappedPS[1].w)) + intBitsToFloat(uf_remappedPS[2].w)));


#if ($hideStamina == 1)
// Hide stamina red bar transition
if (textureSize(textureUnitPS0, 0).xy == ivec2(80, 80) && texelFetch(textureUnitPS0, ivec2(7, 30), 0) == vec4(1.0,1.0,1.0,0.0) && texelFetch(textureUnitPS0, ivec2(18, 7), 0) == vec4(1.0,1.0,1.0,0.0) && (texelFetch(textureUnitPS0, ivec2(18, 8), 0).xyzw).w > 0.0) {
	R0i.xyzw = ivec4(0);
}

// Hide stamina red bar transition
if (textureSize(textureUnitPS0, 0).xy == ivec2(70, 70) && texelFetch(textureUnitPS0, ivec2(16, 6), 0) == vec4(1.0,1.0,1.0,0.0) && texelFetch(textureUnitPS0, ivec2(21, 57), 0) == vec4(1.0,1.0,1.0,0.0) && (texelFetch(textureUnitPS0, ivec2(21, 58), 0).xyzw).w > 0.0) {
	R0i.xyzw = ivec4(0);
}
#endif

// export
passPixelColor0 = vec4(intBitsToFloat(R0i.x), intBitsToFloat(R0i.y), intBitsToFloat(R0i.z), intBitsToFloat(R0i.w));
}
