#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_separate_shader_objects : enable
// shader 63a0a7de4fdcf0ce
const float brightness = 0.5;
uniform ivec4 uf_remappedPS[2];
layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf4000800 res 1280x720x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 0 border: 0
layout(location = 0) in vec4 passParameterSem128;
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);
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 = passParameterSem128;
// 0
backupReg0f = R0f.x;
backupReg1f = R0f.y;
R0f.x = backupReg0f + intBitsToFloat(uf_remappedPS[0].x);
R0f.y = backupReg1f + intBitsToFloat(uf_remappedPS[0].y);
R0f.xyzw = (texture(textureUnitPS1, R0f.xy).xyzw)*brightness;
// 0
backupReg0f = R0f.x;
backupReg1f = R0f.y;
backupReg2f = R0f.z;
backupReg3f = R0f.w;
R0f.x = mul_nonIEEE(backupReg0f, intBitsToFloat(uf_remappedPS[1].x));
R0f.y = mul_nonIEEE(backupReg1f, intBitsToFloat(uf_remappedPS[1].y));
R0f.z = mul_nonIEEE(backupReg2f, intBitsToFloat(uf_remappedPS[1].z));
R0f.w = mul_nonIEEE(backupReg3f, intBitsToFloat(uf_remappedPS[1].w));
// export
passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
}
