
#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_separate_shader_objects : enable
// shader 50e29e8929cea348
//AA fix PS 
const float resScale = 0.5;
//old contrasty, or just copy paste clarity
const float gamma = 0.95; // 1.0 is neutral  
const float exposure = 1.05; // 1.0 is neutral, first lessen to avoid truncation prob around .25 for radeon. 
const float vibrance = 0.2175;  // 0.0 is neutral  
const float crushContrast = 0.000; // 0.0 is neutral. loss of shadow detail 
const float postExposure = 1.16; // 1.0 is neutral, then slightly raise exposure back up. 

vec3 contrasty(vec3 colour) {
	vec3 fColour = (colour.xyz);

	fColour = clamp(exposure * fColour, 0.0, 1.0);
	fColour = pow(fColour, vec3(1.0 / gamma));
	float luminance = fColour.r*0.299 + fColour.g*0.587 + fColour.b*0.114;
	float mn = min(min(fColour.r, fColour.g), fColour.b);
	float mx = max(max(fColour.r, fColour.g), fColour.b);
	float sat = (1.0 - (mx - mn)) * (1.0 - mx) * luminance * 5.0;
	vec3 lightness = vec3((mn + mx) / 2.0);
	// vibrance
	fColour = mix(fColour, mix(fColour, lightness, -vibrance), sat);
	fColour = max(vec3(0.0), fColour - vec3(crushContrast));
	return fColour;
}

uniform ivec4 uf_remappedPS[3];
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4240800 res 1280x720x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1
layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf45c5000 res 1280x720x1 dim 1 tm: 4 format 0001 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 1
layout(location = 0) in vec4 passParameterSem1;
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){ 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 R3f = vec4(0.0);
vec4 R4f = 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;
bool activeMaskStack[2];
bool activeMaskStackC[3];
activeMaskStack[0] = false;
activeMaskStackC[0] = false;
activeMaskStackC[1] = false;
activeMaskStack[0] = true;
activeMaskStackC[0] = true;
activeMaskStackC[1] = true;
vec3 cubeMapSTM;
int cubeMapFaceId;
R0f = passParameterSem1;
if( activeMaskStackC[1] == true ) {
R1f.xyzw = (textureGather(textureUnitPS1, R0f.xy).xyzw);
R2f.xyzw = (texture(textureUnitPS0, R0f.xy).xyzw);
}
if( activeMaskStackC[1] == true ) {
activeMaskStack[1] = activeMaskStack[0];
activeMaskStackC[2] = activeMaskStackC[1];
// 0
PV0f.x = R1f.z + R1f.w;
PV0f.y = R1f.y + -(R1f.w);
PV0f.z = R1f.x + -(R1f.z);
R127f.w = mul_nonIEEE(R2f.x, intBitsToFloat(uf_remappedPS[0].x));
R126f.w = min(R1f.z, R1f.w);
PS0f = R126f.w;
// 1
R126f.x = PV0f.z + PV0f.y;
PV1f.x = R126f.x;
PV1f.y = R1f.x + PV0f.x;
R127f.z = min(R1f.x, R1f.y);
R125f.w = PV0f.z + -(PV0f.y);
PV1f.w = R125f.w;
R127f.y = max(R1f.z, R1f.w);
PS1f = R127f.y;
// 2
PV0f.x = R1f.y + PV1f.y;
PV0f.y = max(PV1f.w, -(PV1f.w));
PV0f.z = max(PV1f.x, -(PV1f.x));
PV0f.w = max(R1f.x, R1f.y);
R127f.x = (mul_nonIEEE(R2f.y,intBitsToFloat(uf_remappedPS[0].y)) + R127f.w);
PS0f = R127f.x;
// 3
PV1f.x = min(PV0f.z, PV0f.y);
PV1f.y = min(R126f.w, R127f.z);
PV1f.z = max(R127f.y, PV0f.w);
R123f.w = (PV0f.x * intBitsToFloat(0x3d000000) + intBitsToFloat(0x3b800000));
PV1f.w = R123f.w;
// 4
PV0f.x = min(R127f.x, PV1f.y);
PV0f.y = max(R127f.x, PV1f.z);
PV0f.w = max(PV1f.w, PV1f.x);
// 5
R0f.z = -(PV0f.x) + PV0f.y;
PS1f = 1.0 / PV0f.w;
// 6
PV0f.x = R125f.w * PS1f;
PV0f.y = R126f.x * PS1f;
// 7
PV1f.z = max(PV0f.x, intBitsToFloat(0xc0400000));
PV1f.w = max(PV0f.y, intBitsToFloat(0xc0400000));
// 8
R1f.x = min(PV1f.w, intBitsToFloat(0x40400000));
R1f.y = min(PV1f.z, intBitsToFloat(0x40400000));
// 9
predResult = (R0f.z > intBitsToFloat(uf_remappedPS[1].y));
activeMaskStack[1] = predResult;
activeMaskStackC[2] = predResult == true && activeMaskStackC[1] == true;
}
else {
activeMaskStack[1] = false;
activeMaskStackC[2] = false;
}
if( activeMaskStackC[2] == true ) {
// 0
R3f.x = (mul_nonIEEE(R1f.x,-(intBitsToFloat(uf_remappedPS[2].z)/ resScale)) + R0f.x);
R3f.y = (mul_nonIEEE(R1f.y,-(intBitsToFloat(uf_remappedPS[2].w)/ resScale)) + R0f.y);
R0f.z = (mul_nonIEEE(R1f.x,intBitsToFloat(uf_remappedPS[2].x)/ resScale) + R0f.x);
R0f.w = (mul_nonIEEE(R1f.y,intBitsToFloat(uf_remappedPS[2].y)/ resScale) + R0f.y);
R3f.z = (mul_nonIEEE(R1f.x,intBitsToFloat(uf_remappedPS[2].z)/ resScale) + R0f.x);
PS0f = R3f.z;
// 1
R4f.x = (mul_nonIEEE(R1f.x,-(intBitsToFloat(uf_remappedPS[2].x)/ resScale)) + R0f.x);
R4f.y = (mul_nonIEEE(R1f.y,-(intBitsToFloat(uf_remappedPS[2].y)/ resScale)) + R0f.y);
R3f.w = (mul_nonIEEE(R1f.y,intBitsToFloat(uf_remappedPS[2].w)/ resScale) + R0f.y);
}
if( activeMaskStackC[2] == true ) {
R1f.xyzw = (texture(textureUnitPS0, R0f.zw).xyzw);
R0f.xyzw = (texture(textureUnitPS0, R3f.zw).xyzw);
R3f.xyzw = (texture(textureUnitPS0, R3f.xy).xyzw);
R2f.xyzw = (texture(textureUnitPS0, R4f.xy).xyzw);
}
if( activeMaskStackC[2] == true ) {
// 0
R127f.x = R0f.w + R1f.w;
R127f.x /= 2.0;
R127f.y = R0f.z + R1f.z;
R127f.y /= 2.0;
R127f.z = R0f.y + R1f.y;
R127f.z /= 2.0;
R127f.w = R0f.x + R1f.x;
R127f.w /= 2.0;
// 1
PV1f.x = R2f.w + R3f.w;
PV1f.x /= 2.0;
PV1f.y = R2f.z + R3f.z;
PV1f.y /= 2.0;
PV1f.z = R2f.y + R3f.y;
PV1f.z /= 2.0;
PV1f.w = R2f.x + R3f.x;
PV1f.w /= 2.0;
// 2
R2f.x = R127f.w + PV1f.w;
R2f.x /= 2.0;
R2f.y = R127f.z + PV1f.z;
R2f.y /= 2.0;
R2f.z = R127f.y + PV1f.y;
R2f.z /= 2.0;
R2f.w = R127f.x + PV1f.x;
R2f.w /= 2.0;
}
activeMaskStackC[1] = activeMaskStack[0] == true && activeMaskStackC[0] == true;
// export


passPixelColor0 = vec4(contrasty(R2f.xyz), R2f.w);
//passPixelColor0 = vec4(R2f.xyz, R2f.w);

}
