#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_separate_shader_objects : enable
#ifdef VULKAN
#define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location)
#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation, std140)
#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation)
#define SET_POSITION(_v) gl_Position = _v; gl_Position.z = (gl_Position.z + gl_Position.w) / 2.0
#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw)
#define gl_VertexID gl_VertexIndex
#define gl_InstanceID gl_InstanceIndex
#else
#define ATTR_LAYOUT(__vkSet, __location) layout(location = __location)
#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140) 
#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation)
#define SET_POSITION(_v) gl_Position = _v
#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw)
#endif
// This shader was automatically converted to be cross-compatible with Vulkan and OpenGL.

// shader 8d638f35cebd14dc
// Used for: Banding Fix


TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0;
layout(location = 0) in vec4 passParameterSem0;
layout(location = 1) in vec4 passParameterSem1;
layout(location = 2) in vec4 passParameterSem2;
layout(location = 3) in vec4 passParameterSem3;
layout(location = 0) out vec4 passPixelColor0;
layout(location = 1) out vec4 passPixelColor1;
float lineRand(vec2 co)
{
	float a = 12.9898;
	float b = 78.233;
	float c = 43758.5453;
	float dt = dot(co.xy, vec2(a, b));
	float sn = mod(dt, 3.14);
	return fract(sin(sn) * c);
}
#ifdef VULKAN
layout(set = 1, binding = 1) uniform ufBlock
{
uniform vec4 uf_fragCoordScale;
};
#else
uniform vec2 uf_fragCoordScale;
#endif
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 R123f = 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;
vec3 cubeMapSTM;
int cubeMapFaceId;
R0f = passParameterSem0;
R1f = passParameterSem1;
R2f = passParameterSem2;
R3f = passParameterSem3;
R3f.xy = R3f.xy - (lineRand(gl_FragCoord.xy)*0.0075);
R3f.xyz = (texture(textureUnitPS0, R3f.xy).xyz);
// 0
R123f.x = (mul_nonIEEE(R0f.z,R3f.z) + 0.0);
PV0f.x = R123f.x;
R123f.y = (mul_nonIEEE(R0f.y,R3f.y) + 0.0);
PV0f.y = R123f.y;
R123f.z = (mul_nonIEEE(R0f.x,R3f.x) + 0.0);
PV0f.z = R123f.z;
R3f.w = R0f.w + 0.0;
R3f.w = clamp(R3f.w, 0.0, 1.0);
R0f.w = 1.0;
PS0f = R0f.w;
// 1
PV1f.x = R2f.z * R2f.z;
R127f.y = PV0f.x + 0.0;
R127f.y = clamp(R127f.y, 0.0, 1.0);
R127f.z = PV0f.y + 0.0;
R127f.z = clamp(R127f.z, 0.0, 1.0);
R127f.w = PV0f.z + 0.0;
R127f.w = clamp(R127f.w, 0.0, 1.0);
PV1f.w = R127f.w;
// 2
tempf.x = dot(vec4(R2f.x,R2f.y,PV1f.x,-0.0),vec4(R2f.x,R2f.y,1.0,0.0));
PV0f.x = tempf.x;
PV0f.y = tempf.x;
PV0f.z = tempf.x;
PV0f.w = tempf.x;
PS0f = R1f.x + -(PV1f.w);
// 3
R3f.x = (mul_nonIEEE(PS0f,R1f.w) + R127f.w);
PV1f.z = R1f.z + -(R127f.y);
PV1f.w = R1f.y + -(R127f.z);
tempResultf = 1.0 / sqrt(PV0f.x);
R127f.x = tempResultf;
R127f.x /= 2.0;
PS1f = R127f.x;
// 4
R0f.x = (mul_nonIEEE(R2f.x,PS1f) + 0.5);
R3f.y = (mul_nonIEEE(PV1f.w,R1f.w) + R127f.z);
R3f.z = (mul_nonIEEE(PV1f.z,R1f.w) + R127f.y);
R0f.y = (mul_nonIEEE(R2f.y,PS1f) + 0.5);
PS0f = R0f.y;
// 5
R0f.z = (mul_nonIEEE(R2f.z,R127f.x) + 0.5);
PV1f.z = R0f.z;
// 6
R1f.xyz = vec3(R0f.x,R0f.y,PV1f.z);
R1f.w = R0f.w;
// 7
R0f.xyz = vec3(R3f.x,R3f.y,R3f.z);
R0f.w = R3f.w;
// export
passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
passPixelColor1 = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
}
