#version 400
#extension GL_ARB_texture_gather : enable
// shader c9b60c9de9de5e03

const float bloomFactor = 0.99; // bloom strength

uniform ivec4 uf_remappedPS[1];
uniform sampler2D textureUnitPS1;// Tex1 addr 0xf4e11800 res 320x176x1 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
in vec4 passParameter0;
layout(location = 0) out vec4 passPixelColor0;
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 R2i = ivec4(0);
ivec4 R3i = ivec4(0);
ivec4 R4i = ivec4(0);
ivec4 R5i = ivec4(0);
ivec4 R123i = ivec4(0);
int backupReg0i, backupReg1i, backupReg2i, backupReg3i, backupReg4i;
float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f;
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;
int loopStuckCounter = 0;
vec3 cubeMapSTM;
int cubeMapFaceId;
R0i = floatBitsToInt(passParameter0);
R4i.xyzw = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(((R0i.xy)).xyzw)*bloomFactor)-0.02);
// 0
R1i.x = R0i.x;
PV0i.x = R1i.x;
R1i.y = floatBitsToInt(intBitsToFloat(R0i.y) + intBitsToFloat(0x3c400000));
PV0i.y = R1i.y;
R2i.z = R0i.x;
PV0i.z = R2i.z;
R5i.w = uf_remappedPS[0].w;
PV0i.w = R5i.w;
R2i.y = floatBitsToInt(intBitsToFloat(R0i.y) + intBitsToFloat(0x3bc00000));
PS0i = R2i.y;
// 1
R3i.x = R0i.x;
PV1i.x = R3i.x;
R3i.y = floatBitsToInt(intBitsToFloat(R0i.y) + -(intBitsToFloat(0x3c400000)));
PV1i.y = R3i.y;
R0i.z = floatBitsToInt(intBitsToFloat(R0i.y) + -(intBitsToFloat(0x3bc00000)));
PV1i.z = R0i.z;
R1i.xyzw = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R1i.xy)).xyzw);
R2i.xyzw = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R2i.zy)).xyzw);
R3i.xyzw = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R3i.xy)).xyzw);
R0i.xyzw = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R0i.xz)).xyzw);
// 0
R123i.x = floatBitsToInt((intBitsToFloat(R1i.w) * intBitsToFloat(0x3ee66666) + intBitsToFloat(R4i.w)));
PV0i.x = R123i.x;
R123i.y = floatBitsToInt((intBitsToFloat(R1i.x) * intBitsToFloat(0x3ee66666) + intBitsToFloat(R4i.x)));
PV0i.y = R123i.y;
R123i.z = floatBitsToInt((intBitsToFloat(R1i.z) * intBitsToFloat(0x3ee66666) + intBitsToFloat(R4i.z)));
PV0i.z = R123i.z;
R123i.w = floatBitsToInt((intBitsToFloat(R1i.y) * intBitsToFloat(0x3ee66666) + intBitsToFloat(R4i.y)));
PV0i.w = R123i.w;
// 1
R123i.x = floatBitsToInt((intBitsToFloat(R2i.w) * intBitsToFloat(0x3f4ccccd) + intBitsToFloat(PV0i.x)));
PV1i.x = R123i.x;
R123i.y = floatBitsToInt((intBitsToFloat(R2i.z) * intBitsToFloat(0x3f4ccccd) + intBitsToFloat(PV0i.z)));
PV1i.y = R123i.y;
R123i.z = floatBitsToInt((intBitsToFloat(R2i.y) * intBitsToFloat(0x3f4ccccd) + intBitsToFloat(PV0i.w)));
PV1i.z = R123i.z;
R123i.w = floatBitsToInt((intBitsToFloat(R2i.x) * intBitsToFloat(0x3f4ccccd) + intBitsToFloat(PV0i.y)));
PV1i.w = R123i.w;
// 2
R123i.x = floatBitsToInt((intBitsToFloat(R3i.z) * intBitsToFloat(0x3ee66666) + intBitsToFloat(PV1i.y)));
PV0i.x = R123i.x;
R123i.y = floatBitsToInt((intBitsToFloat(R3i.w) * intBitsToFloat(0x3ee66666) + intBitsToFloat(PV1i.x)));
PV0i.y = R123i.y;
R123i.z = floatBitsToInt((intBitsToFloat(R3i.y) * intBitsToFloat(0x3ee66666) + intBitsToFloat(PV1i.z)));
PV0i.z = R123i.z;
R123i.w = floatBitsToInt((intBitsToFloat(R3i.x) * intBitsToFloat(0x3ee66666) + intBitsToFloat(PV1i.w)));
PV0i.w = R123i.w;
// 3
R123i.x = floatBitsToInt((intBitsToFloat(R0i.z) * intBitsToFloat(0x3f4ccccd) + intBitsToFloat(PV0i.x)));
PV1i.x = R123i.x;
R123i.y = floatBitsToInt((intBitsToFloat(R0i.y) * intBitsToFloat(0x3f4ccccd) + intBitsToFloat(PV0i.z)));
PV1i.y = R123i.y;
R123i.z = floatBitsToInt((intBitsToFloat(R0i.x) * intBitsToFloat(0x3f4ccccd) + intBitsToFloat(PV0i.w)));
PV1i.z = R123i.z;
R123i.w = floatBitsToInt((intBitsToFloat(R0i.w) * intBitsToFloat(0x3f4ccccd) + intBitsToFloat(PV0i.y)));
PV1i.w = R123i.w;
// 4
PV0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.x), intBitsToFloat(0x3e924925)));
PV0i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.y), intBitsToFloat(0x3e924925)));
PV0i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.z), intBitsToFloat(0x3e924925)));
PV0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.w), intBitsToFloat(0x3e924925)));
// 5
PV1i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.x), intBitsToFloat(PV0i.w)));
PV1i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.y), intBitsToFloat(PV0i.w)));
PV1i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.z), intBitsToFloat(PV0i.w)));
// 6
R5i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.z), intBitsToFloat(uf_remappedPS[0].x)));
PV0i.x = R5i.x;
R5i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.y), intBitsToFloat(uf_remappedPS[0].y)));
PV0i.y = R5i.y;
R5i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.x), intBitsToFloat(uf_remappedPS[0].z)));
PV0i.z = R5i.z;
// export
passPixelColor0 = vec4(intBitsToFloat(R5i.x), intBitsToFloat(R5i.y), intBitsToFloat(R5i.z), intBitsToFloat(R5i.w));
}
