#version 420
#extension GL_ARB_texture_gather : enable
// shader 90ed656e9c17616b
//make second gradient more white blue 
uniform ivec4 uf_remappedPS[3];
layout(location = 0) in vec4 passParameterSem1;
layout(location = 0) out vec4 passPixelColor0;
layout(location = 1) out vec4 passPixelColor1;
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);
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 = passParameterSem1;
// 0
PV0f.x = mul_nonIEEE(R0f.w, intBitsToFloat(uf_remappedPS[0].x));
PV0f.x = clamp(PV0f.x, 0.0, 1.0);
R1f.y = (intBitsToFloat(uf_remappedPS[1].z) * 0.5 + 0.5);
// 1
R0f.xyz = vec3(intBitsToFloat(uf_remappedPS[2].x),intBitsToFloat(uf_remappedPS[2].y),intBitsToFloat(uf_remappedPS[2].z));
PV1f.x = R0f.x;
PV1f.y = R0f.y;
PV1f.z = R0f.z;
R0f.w = PV0f.x;
PV1f.w = R0f.w;
R1f.w = PV0f.x;
PS1f = R1f.w;
// 2
R2f.xyz = vec3(PV1f.x,PV1f.y,PV1f.z);
R2f.w = PV1f.w;
// 3
R3f.xyz = vec3(R1f.y,R1f.y,R1f.y);
R3f.w = R1f.w;
// export
passPixelColor0 = vec4(R2f.x, R2f.y*0.75, R2f.z*1.25, R2f.w)*1.2;
passPixelColor1 = vec4(R3f.x, R3f.y, R3f.z, R3f.w);
}
