#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_packing : enable
// shader ad3014302e0e49bf
// Used for: Stage Select & Menu Background Horizontal Blur
const float resScale = float($width)/float($gameWidth);  

uniform ivec4 uf_remappedVS[5];
uniform vec2 uf_windowSpaceToClipSpaceTransform;
layout(location = 0) in uvec4 attrDataSem0;
out gl_PerVertex
{
	vec4 gl_Position;
	float gl_PointSize;
};
layout(location = 0) out vec4 passParameterSem0;
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 mix(0.0, a*b, (a != 0.0) && (b != 0.0));}
void main()
{
vec4 R0f = vec4(0.0);
vec4 R1f = vec4(0.0);
vec4 R126f = vec4(0.0);
vec4 R127f = vec4(0.0);
uvec4 attrDecoder;
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 = floatBitsToInt(ivec4(gl_VertexID, 0, 0, gl_InstanceID));
attrDecoder.xyz = attrDataSem0.xyz;
attrDecoder.xyz = (attrDecoder.xyz>>24)|((attrDecoder.xyz>>8)&0xFF00)|((attrDecoder.xyz<<8)&0xFF0000)|((attrDecoder.xyz<<24));
attrDecoder.w = 0;
R1f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(floatBitsToInt(1.0)));
// 0
R127f.x = (R1f.x > 0.0)?1.0:0.0;
R127f.x /= 2.0;
R127f.y = -(R1f.y);
PV0f.y = R127f.y;
R127f.z = (0.0 > R1f.x)?1.0:0.0;
R127f.z /= 2.0;
R127f.w = 1.0;
PV0f.w = R127f.w;
R126f.x = intBitsToFloat(uf_remappedVS[0].z) * (intBitsToFloat(0x3fae8a72)/resScale);
PS0f = R126f.x;
// 1
R0f.x = dot(vec4(R1f.x,R1f.y,R1f.z,PV0f.w),vec4(intBitsToFloat(uf_remappedVS[1].x),intBitsToFloat(uf_remappedVS[1].y),intBitsToFloat(uf_remappedVS[1].z),intBitsToFloat(uf_remappedVS[1].w)));
PV1f.x = R0f.x;
PV1f.y = R0f.x;
PV1f.z = R0f.x;
PV1f.w = R0f.x;
R126f.w = (PV0f.y > 0.0)?1.0:0.0;
R126f.w /= 2.0;
PS1f = R126f.w;
// 2
backupReg0f = R127f.y;
tempf.x = dot(vec4(R1f.x,R1f.y,R1f.z,R127f.w),vec4(intBitsToFloat(uf_remappedVS[2].x),intBitsToFloat(uf_remappedVS[2].y),intBitsToFloat(uf_remappedVS[2].z),intBitsToFloat(uf_remappedVS[2].w)));
PV0f.x = tempf.x;
PV0f.y = tempf.x;
PV0f.z = tempf.x;
PV0f.w = tempf.x;
R0f.y = tempf.x;
R127f.y = (0.0 > backupReg0f)?1.0:0.0;
R127f.y /= 2.0;
PS0f = R127f.y;
// 3
backupReg0f = R127f.x;
tempf.x = dot(vec4(R1f.x,R1f.y,R1f.z,R127f.w),vec4(intBitsToFloat(uf_remappedVS[3].x),intBitsToFloat(uf_remappedVS[3].y),intBitsToFloat(uf_remappedVS[3].z),intBitsToFloat(uf_remappedVS[3].w)));
PV1f.x = tempf.x;
PV1f.y = tempf.x;
PV1f.z = tempf.x;
PV1f.w = tempf.x;
R0f.z = tempf.x;
R127f.x = backupReg0f + -(R127f.z);
PS1f = R127f.x;
// 4
tempf.x = dot(vec4(R1f.x,R1f.y,R1f.z,R127f.w),vec4(intBitsToFloat(uf_remappedVS[4].x),intBitsToFloat(uf_remappedVS[4].y),intBitsToFloat(uf_remappedVS[4].z),intBitsToFloat(uf_remappedVS[4].w)));
PV0f.x = tempf.x;
PV0f.y = tempf.x;
PV0f.z = tempf.x;
PV0f.w = tempf.x;
R0f.w = tempf.x;
PS0f = R126f.w + -(R127f.y);
// 5
PV1f.y = PS0f + 0.5;
PV1f.z = R127f.x + 0.5;
// 6
R1f.x = PV1f.y;
R1f.y = PV1f.z + -(R126f.x);
R1f.z = PV1f.z + R126f.x;
R1f.w = PV1f.z;
// export
gl_Position = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
// export
passParameterSem0 = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
// 0
}
