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_uposition����������������R��color_ucolor����������������R��sk_RTAdjust
_usk_RTAdjust��������������������������������������������������������������������������������������������������������������������������������Gstruct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 v0 : TEXCOORD0;
};
#pragma warning( disable: 3556 3571 )
float4 vec4_ctor(float x0, float x1, float x2, float x3)
{
    return float4(x0, x1, x2, x3);
}
float4 vec4_ctor(float2 x0, float x1, float x2)
{
    return float4(x0, x1, x2);
}
// Uniforms

uniform float4 _sk_RTAdjust : register(c1);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Attributes
static float2 _position = {0, 0};
static float4 _color = {0, 0, 0, 0};

static float4 gl_Position = float4(0, 0, 0, 0);

// Varyings
static  float4 _vcolor_Stage0 = {0, 0, 0, 0};

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewAdjust : packoffset(c1);
    float2 dx_ViewCoords : packoffset(c2);
    float2 dx_ViewScale  : packoffset(c3);
};

@@ VERTEX ATTRIBUTES @@

VS_OUTPUT generateOutput(VS_INPUT input)
{
    VS_OUTPUT output;
    output.gl_Position = gl_Position;
    output.dx_Position.x = gl_Position.x;
    output.dx_Position.y = - gl_Position.y;
    output.dx_Position.z = (gl_Position.z + gl_Position.w) * 0.5;
    output.dx_Position.w = gl_Position.w;
    output.v0 = _vcolor_Stage0;

    return output;
}

VS_OUTPUT main(VS_INPUT input){
    initAttributes(input);

(_vcolor_Stage0 = _color);
(gl_Position = vec4_ctor(_position.x, _position.y, 0.0, 1.0));
(gl_Position = vec4_ctor(((gl_Position.xy * _sk_RTAdjust.xz) + (gl_Position.ww * _sk_RTAdjust.yw)), 0.0, gl_Position.w));
return generateOutput(input);
}
�struct PS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 v0 : TEXCOORD0;
};

#pragma warning( disable: 3556 3571 )
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Varyings
static  float4 _vcolor_Stage0 = {0, 0, 0, 0};

static float4 gl_Color[1] =
{
    float4(0, 0, 0, 0)
};

cbuffer DriverConstants : register(b1)
{
};

#define GL_USES_FRAG_COLOR
@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){
    _vcolor_Stage0 = input.v0;

float4 _outputColor_Stage03022 = {0, 0, 0, 0};
(_outputColor_Stage03022 = _vcolor_Stage0);
{
(gl_Color[0] = _outputColor_Stage03022);
}
return generateOutput();
}
R�	gl_Color0gl_Color[0]struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 v0 : TEXCOORD0;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 v0 : TEXCOORD0;
};

void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput)
{
    output.gl_Position = input.gl_Position;
    output.v0 = input.v0; 
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
���DXBCn*p��{&ϛ�x�4D�0RDEFh<����RD11< ($\$Globals���\� ����������_sk_RTAdjustfloat4�Microsoft (R) HLSL Shader Compiler 10.1ISGND88TEXCOORD���OSGNhP\\SV_PositionTEXCOORD���SHEX(PJjYF� _2_�g� e� e� h6� @?�?22F�� օ 6" �A6 
62 F6� @�?6� F>STAT��$DXBC�<�LS�`�{����$4�D�RDEFd<���<RD11< ($Microsoft (R) HLSL Shader Compiler 10.1ISGNhP\\SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX<Pjb�e� 6� F>STAT�BPLG��m788efd1c721aP��position
_uposition����������������R��color_ucolor����������������R��sk_RTAdjust
_usk_RTAdjust��������������������������������������������������������������������������������������������������������������������������������Gstruct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 v0 : TEXCOORD0;
};
#pragma warning( disable: 3556 3571 )
float4 vec4_ctor(float x0, float x1, float x2, float x3)
{
    return float4(x0, x1, x2, x3);
}
float4 vec4_ctor(float2 x0, float x1, float x2)
{
    return float4(x0, x1, x2);
}
// Uniforms

uniform float4 _sk_RTAdjust : register(c1);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Attributes
static float2 _position = {0, 0};
static float4 _color = {0, 0, 0, 0};

static float4 gl_Position = float4(0, 0, 0, 0);

// Varyings
static  float4 _vcolor_Stage0 = {0, 0, 0, 0};

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewAdjust : packoffset(c1);
    float2 dx_ViewCoords : packoffset(c2);
    float2 dx_ViewScale  : packoffset(c3);
};

@@ VERTEX ATTRIBUTES @@

VS_OUTPUT generateOutput(VS_INPUT input)
{
    VS_OUTPUT output;
    output.gl_Position = gl_Position;
    output.dx_Position.x = gl_Position.x;
    output.dx_Position.y = - gl_Position.y;
    output.dx_Position.z = (gl_Position.z + gl_Position.w) * 0.5;
    output.dx_Position.w = gl_Position.w;
    output.v0 = _vcolor_Stage0;

    return output;
}

VS_OUTPUT main(VS_INPUT input){
    initAttributes(input);

(_vcolor_Stage0 = _color);
(gl_Position = vec4_ctor(_position.x, _position.y, 0.0, 1.0));
(gl_Position = vec4_ctor(((gl_Position.xy * _sk_RTAdjust.xz) + (gl_Position.ww * _sk_RTAdjust.yw)), 0.0, gl_Position.w));
return generateOutput(input);
}
�struct PS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 v0 : TEXCOORD0;
};

#pragma warning( disable: 3556 3571 )
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Varyings
static  float4 _vcolor_Stage0 = {0, 0, 0, 0};

static float4 gl_Color[1] =
{
    float4(0, 0, 0, 0)
};

cbuffer DriverConstants : register(b1)
{
};

#define GL_USES_FRAG_COLOR
@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){
    _vcolor_Stage0 = input.v0;

float4 _outputColor_Stage03022 = {0, 0, 0, 0};
(_outputColor_Stage03022 = _vcolor_Stage0);
{
(gl_Color[0] = _outputColor_Stage03022);
}
return generateOutput();
}
R�	gl_Color0gl_Color[0]struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 v0 : TEXCOORD0;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 v0 : TEXCOORD0;
};

void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput)
{
    output.gl_Position = input.gl_Position;
    output.v0 = input.v0; 
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
���DXBCn*p��{&ϛ�x�4D�0RDEFh<����RD11< ($\$Globals���\� ����������_sk_RTAdjustfloat4�Microsoft (R) HLSL Shader Compiler 10.1ISGND88TEXCOORD���OSGNhP\\SV_PositionTEXCOORD���SHEX(PJjYF� _2_�g� e� e� h6� @?�?22F�� օ 6" �A6 
62 F6� @�?6� F>STAT��$DXBC�<�LS�`�{����$4�D�RDEFd<���<RD11< ($Microsoft (R) HLSL Shader Compiler 10.1ISGNhP\\SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX<Pjb�e� 6� F>STAT�BPLG���788efd1c721aP��
inPosition_uinPosition����������������R��inColor	_uinColor����������������R��
inQuadEdge_uinQuadEdge����������������R��sk_RTAdjust
_usk_RTAdjust����������������������������������������������������������������������������������������������������������������������������Vstruct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 v0 : TEXCOORD0;
    float4 v1 : TEXCOORD1;
};
#pragma warning( disable: 3556 3571 )
float4 vec4_ctor(float x0, float x1, float x2, float x3)
{
    return float4(x0, x1, x2, x3);
}
float4 vec4_ctor(float2 x0, float x1, float x2)
{
    return float4(x0, x1, x2);
}
// Uniforms

uniform float4 _sk_RTAdjust : register(c1);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Attributes
static float2 _inPosition = {0, 0};
static float4 _inColor = {0, 0, 0, 0};
static float4 _inQuadEdge = {0, 0, 0, 0};

static float4 gl_Position = float4(0, 0, 0, 0);

// Varyings
static  float4 _vQuadEdge_Stage0 = {0, 0, 0, 0};
static  float4 _vinColor_Stage0 = {0, 0, 0, 0};

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewAdjust : packoffset(c1);
    float2 dx_ViewCoords : packoffset(c2);
    float2 dx_ViewScale  : packoffset(c3);
};

@@ VERTEX ATTRIBUTES @@

VS_OUTPUT generateOutput(VS_INPUT input)
{
    VS_OUTPUT output;
    output.gl_Position = gl_Position;
    output.dx_Position.x = gl_Position.x;
    output.dx_Position.y = - gl_Position.y;
    output.dx_Position.z = (gl_Position.z + gl_Position.w) * 0.5;
    output.dx_Position.w = gl_Position.w;
    output.v0 = _vQuadEdge_Stage0;
    output.v1 = _vinColor_Stage0;

    return output;
}

VS_OUTPUT main(VS_INPUT input){
    initAttributes(input);

(_vQuadEdge_Stage0 = _inQuadEdge);
(_vinColor_Stage0 = _inColor);
float2 __tmp_0_inPosition3027 = _inPosition;
(gl_Position = vec4_ctor(__tmp_0_inPosition3027.x, __tmp_0_inPosition3027.y, 0.0, 1.0));
(gl_Position = vec4_ctor(((gl_Position.xy * _sk_RTAdjust.xz) + (gl_Position.ww * _sk_RTAdjust.yw)), 0.0, gl_Position.w));
return generateOutput(input);
}
�struct PS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 v0 : TEXCOORD0;
    float4 v1 : TEXCOORD1;
};

#pragma warning( disable: 3556 3571 )
float2 vec2_ctor(float x0, float x1)
{
    return float2(x0, x1);
}
float4 vec4_ctor(float x0)
{
    return float4(x0, x0, x0, x0);
}
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Varyings
static  float4 _vQuadEdge_Stage0 = {0, 0, 0, 0};
static  float4 _vinColor_Stage0 = {0, 0, 0, 0};

static float4 gl_Color[1] =
{
    float4(0, 0, 0, 0)
};

cbuffer DriverConstants : register(b1)
{
};

#define GL_USES_FRAG_COLOR
@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){
    _vQuadEdge_Stage0 = input.v0;
    _vinColor_Stage0 = input.v1;

float4 _outputColor_Stage03023 = {0, 0, 0, 0};
(_outputColor_Stage03023 = _vinColor_Stage0);
float _edgeAlpha3024 = {0};
float2 _duvdx3025 = ddx(_vQuadEdge_Stage0.xy);
float2 _duvdy3026 = ddy(_vQuadEdge_Stage0.xy);
if (((_vQuadEdge_Stage0.z > 0.0) && (_vQuadEdge_Stage0.w > 0.0)))
{
(_edgeAlpha3024 = min((min(_vQuadEdge_Stage0.z, _vQuadEdge_Stage0.w) + 0.5), 1.0));
}
else
{
float2 _gF3027 = vec2_ctor((((2.0 * _vQuadEdge_Stage0.x) * _duvdx3025.x) - _duvdx3025.y), (((2.0 * _vQuadEdge_Stage0.x) * _duvdy3026.x) - _duvdy3026.y));
(_edgeAlpha3024 = ((_vQuadEdge_Stage0.x * _vQuadEdge_Stage0.x) - _vQuadEdge_Stage0.y));
(_edgeAlpha3024 = clamp((0.5 - (_edgeAlpha3024 / length(_gF3027))), 0.0, 1.0));
}
float4 _outputCoverage_Stage03028 = vec4_ctor(_edgeAlpha3024);
{
(gl_Color[0] = (_outputColor_Stage03023 * _outputCoverage_Stage03028));
}
return generateOutput();
}
R�	gl_Color0gl_Color[0]Rstruct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 v0 : TEXCOORD0;
    float4 v1 : TEXCOORD1;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 v0 : TEXCOORD0;
    float4 v1 : TEXCOORD1;
};

void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput)
{
    output.gl_Position = input.gl_Position;
    output.v0 = input.v0; 
    output.v1 = input.v1; 
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
���(DXBC6�ٔ�m����]�(4D�0�RDEFh<����RD11< ($\$Globals���\� ����������_sk_RTAdjustfloat4�Microsoft (R) HLSL Shader Compiler 10.1ISGN\PPPTEXCOORD���OSGN�htttSV_PositionTEXCOORD���SHEXTPUjYF� _2_�_�g� e� e� e� h6� @?�?22F�� օ 6" �A6 
62 F6� @�?6� F6� F>STAT�	�<DXBC��:ubqA�`�քax�)<4�(\�RDEFd<���<RD11< ($Microsoft (R) HLSL Shader Compiler 10.1ISGN�htttSV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX<P�jb�b�e� hz2FB

2
*
�A|2F2
"*
�AFFK
2
"

�A
 
�A@?3":*"@?3"@�?1
�@�B:*7	*
8� F>STAT�BPLG���788efd1c721aP��position
_uposition����������������P��
localCoord_ulocalCoord����������������R��sk_RTAdjust
_usk_RTAdjust����������������������������������������^�uTextureSampler_0_Stage0_uuTextureSampler_0_Stage0������������������������������������������^�����������������������������������������������������������������������������������������������������������Tstruct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float2 v0 : TEXCOORD0;
};
#pragma warning( disable: 3556 3571 )
float4 vec4_ctor(float x0, float x1, float x2, float x3)
{
    return float4(x0, x1, x2, x3);
}
float4 vec4_ctor(float2 x0, float x1, float x2)
{
    return float4(x0, x1, x2);
}
// Uniforms

uniform float4 _sk_RTAdjust : register(c1);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Attributes
static float2 _position = {0, 0};
static float2 _localCoord = {0, 0};

static float4 gl_Position = float4(0, 0, 0, 0);

// Varyings
static  float2 _vlocalCoord_Stage0 = {0, 0};

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewAdjust : packoffset(c1);
    float2 dx_ViewCoords : packoffset(c2);
    float2 dx_ViewScale  : packoffset(c3);
};

@@ VERTEX ATTRIBUTES @@

VS_OUTPUT generateOutput(VS_INPUT input)
{
    VS_OUTPUT output;
    output.gl_Position = gl_Position;
    output.dx_Position.x = gl_Position.x;
    output.dx_Position.y = - gl_Position.y;
    output.dx_Position.z = (gl_Position.z + gl_Position.w) * 0.5;
    output.dx_Position.w = gl_Position.w;
    output.v0 = _vlocalCoord_Stage0;

    return output;
}

VS_OUTPUT main(VS_INPUT input){
    initAttributes(input);

(_vlocalCoord_Stage0 = _localCoord);
(gl_Position = vec4_ctor(_position.x, _position.y, 0.0, 1.0));
(gl_Position = vec4_ctor(((gl_Position.xy * _sk_RTAdjust.xz) + (gl_Position.ww * _sk_RTAdjust.yw)), 0.0, gl_Position.w));
return generateOutput(input);
}
�struct PS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float2 v0 : TEXCOORD0;
};

#pragma warning( disable: 3556 3571 )
// Uniforms

static const uint _uTextureSampler_0_Stage0 = 0;
uniform Texture2D<float4> textures2D[1] : register(t0);
uniform SamplerState samplers2D[1] : register(s0);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Varyings
static  float2 _vlocalCoord_Stage0 = {0, 0};

static float4 gl_Color[1] =
{
    float4(0, 0, 0, 0)
};

cbuffer DriverConstants : register(b1)
{
    struct SamplerMetadata
    {
        int baseLevel;
        int internalFormatBits;
        int wrapModes;
        int padding;
        int4 intBorderColor;
    };
    SamplerMetadata samplerMetadata[1] : packoffset(c4);
};

#define GL_USES_FRAG_COLOR
float4 gl_texture2D(uint samplerIndex, float2 t)
{
    return textures2D[samplerIndex].Sample(samplers2D[samplerIndex], float2(t.x, t.y));
}

@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){
    _vlocalCoord_Stage0 = input.v0.xy;

float4 _outputColor_Stage03023 = {1.0, 1.0, 1.0, 1.0};
float2 _texCoord3024 = {0, 0};
(_texCoord3024 = _vlocalCoord_Stage0);
(_outputColor_Stage03023 = gl_texture2D(_uTextureSampler_0_Stage0, _texCoord3024));
{
(gl_Color[0] = _outputColor_Stage03023);
}
return generateOutput();
}
R�	gl_Color0gl_Color[0]struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float2 v0 : TEXCOORD0;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float2 v0 : TEXCOORD0;
};

void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput)
{
    output.gl_Position = input.gl_Position;
    output.v0 = input.v0; 
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
���DXBC�A��%�;Y���n��]�4D�0RDEFh<����RD11< ($\$Globals���\� ����������_sk_RTAdjustfloat4�Microsoft (R) HLSL Shader Compiler 10.1ISGND88TEXCOORD���OSGNhP\\SV_PositionTEXCOORD���SHEX(PJjYF� _2_2g� e� e2 h6� @?�?22F�� օ 6" �A6 
62 F6� @�?62 F>STAT���DXBC��܅+�!���^�K1�4�l�RDEF�<����RD11< ($|�����
samplers2D[0]textures2D[0]Microsoft (R) HLSL Shader Compiler 10.1ISGNhP\\SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEXpPjZ`XpUUb2e� E���CU� FF~`>STAT�BPLG���#788efd1c721aP��
inPosition_uinPosition����������������R��inColor	_uinColor����������������P��inTextureCoords_uinTextureCoords����������������R��sk_RTAdjust
_usk_RTAdjust����������������������������������������P��uAtlasSizeInv_Stage0_uuAtlasSizeInv_Stage0����������������������������������������^�uTextureSampler_0_Stage0_uuTextureSampler_0_Stage0������������������������������������������^���������������������������������������������������������������������������������������������������������������������������kstruct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 v0 : TEXCOORD0;
    float2 v1 : TEXCOORD1;
};
#pragma warning( disable: 3556 3571 )
float2 vec2_ctor(float x0, float x1)
{
    return float2(x0, x1);
}
float4 vec4_ctor(float x0, float x1, float x2, float x3)
{
    return float4(x0, x1, x2, x3);
}
float4 vec4_ctor(float2 x0, float x1, float x2)
{
    return float4(x0, x1, x2);
}
// Uniforms

uniform float4 _sk_RTAdjust : register(c1);
uniform float2 _uAtlasSizeInv_Stage0 : register(c2);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Attributes
static float2 _inPosition = {0, 0};
static float4 _inColor = {0, 0, 0, 0};
static float2 _inTextureCoords = {0, 0};

static float4 gl_Position = float4(0, 0, 0, 0);

// Varyings
static  float2 _vTextureCoords_Stage0 = {0, 0};
static  float _vTexIndex_Stage0 = {0};
static  float4 _vinColor_Stage0 = {0, 0, 0, 0};

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewAdjust : packoffset(c1);
    float2 dx_ViewCoords : packoffset(c2);
    float2 dx_ViewScale  : packoffset(c3);
};

@@ VERTEX ATTRIBUTES @@

VS_OUTPUT generateOutput(VS_INPUT input)
{
    VS_OUTPUT output;
    output.gl_Position = gl_Position;
    output.dx_Position.x = gl_Position.x;
    output.dx_Position.y = - gl_Position.y;
    output.dx_Position.z = (gl_Position.z + gl_Position.w) * 0.5;
    output.dx_Position.w = gl_Position.w;
    output.v0 = _vinColor_Stage0;
    output.v1 = _vTextureCoords_Stage0;

    return output;
}

VS_OUTPUT main(VS_INPUT input){
    initAttributes(input);

float _texIdx3029 = {0.0};
float2 _unormTexCoords3030 = vec2_ctor(_inTextureCoords.x, _inTextureCoords.y);
(_vTextureCoords_Stage0 = (_unormTexCoords3030 * _uAtlasSizeInv_Stage0));
(_vTexIndex_Stage0 = _texIdx3029);
(_vinColor_Stage0 = _inColor);
(gl_Position = vec4_ctor(_inPosition.x, _inPosition.y, 0.0, 1.0));
(gl_Position = vec4_ctor(((gl_Position.xy * _sk_RTAdjust.xz) + (gl_Position.ww * _sk_RTAdjust.yw)), 0.0, gl_Position.w));
return generateOutput(input);
}
�struct PS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 v0 : TEXCOORD0;
    float2 v1 : TEXCOORD1;
};

#pragma warning( disable: 3556 3571 )
// Uniforms

static const uint _uTextureSampler_0_Stage0 = 0;
uniform Texture2D<float4> textures2D[1] : register(t0);
uniform SamplerState samplers2D[1] : register(s0);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Varyings
static  float2 _vTextureCoords_Stage0 = {0, 0};
static  float4 _vinColor_Stage0 = {0, 0, 0, 0};

static float4 gl_Color[1] =
{
    float4(0, 0, 0, 0)
};
static float4 gl_SecondaryColor[1] = 
{
    float4(0, 0, 0, 0)
};

cbuffer DriverConstants : register(b1)
{
    struct SamplerMetadata
    {
        int baseLevel;
        int internalFormatBits;
        int wrapModes;
        int padding;
        int4 intBorderColor;
    };
    SamplerMetadata samplerMetadata[1] : packoffset(c4);
};

#define GL_USES_FRAG_COLOR
#define GL_USES_SECONDARY_COLOR
float4 gl_texture2D(uint samplerIndex, float2 t)
{
    return textures2D[samplerIndex].Sample(samplers2D[samplerIndex], float2(t.x, t.y));
}

@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){
    _vinColor_Stage0 = input.v0;
    _vTextureCoords_Stage0 = input.v1.xy;

float4 _outputColor_Stage03025 = {0, 0, 0, 0};
(_outputColor_Stage03025 = _vinColor_Stage0);
float4 _texColor3026 = {0, 0, 0, 0};
{
(_texColor3026 = gl_texture2D(_uTextureSampler_0_Stage0, _vTextureCoords_Stage0));
}
float4 _outputCoverage_Stage03027 = _texColor3026;
{
(_outputCoverage_Stage03027.w = max(max(_outputCoverage_Stage03027.x, _outputCoverage_Stage03027.y), _outputCoverage_Stage03027.z));
(gl_SecondaryColor[0] = (_outputColor_Stage03025.w * _outputCoverage_Stage03027));
(gl_Color[0] = (_outputColor_Stage03025 * _outputCoverage_Stage03027));
}
return generateOutput();
}
R�	gl_Color0gl_Color[0]R�gl_SecondaryColor0gl_SecondaryColor[0]Rstruct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 v0 : TEXCOORD0;
    float2 v1 : TEXCOORD1;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 v0 : TEXCOORD0;
    float2 v1 : TEXCOORD1;
};

void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput)
{
    output.gl_Position = input.gl_Position;
    output.v0 = input.v0; 
    output.v1 = input.v1; 
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
����DXBC�&�0��nk��X�H�4��RDEFth<���LRD11< ($\$Globals���\�0���������� (��������_sk_RTAdjustfloat4�_uAtlasSizeInv_Stage0float2���Microsoft (R) HLSL Shader Compiler 10.1ISGN\PPPTEXCOORD���OSGN�htttSV_PositionTEXCOORD���SHEX`PXjYF� _2_�_2g� e� e� e2 h6� @?�?22F�� օ 6" �A6 
62 F6� @�?6� F82 FF� >STAT�	��tDXBCJ�n�W�P�ɣWMuRt4����RDEF�<����RD11< ($|�����
samplers2D[0]textures2D[0]Microsoft (R) HLSL Shader Compiler 10.1ISGN�htttSV_PositionTEXCOORD���OSGND88SV_TARGET��SHEXP@jZ`XpUUb�b2e� e� hE���CUrFF~`4
4�*
8� FF8� F�>STAT�BPLG���788efd1c721aP��position
_uposition����������������R��color_ucolor����������������R��sk_RTAdjust
_usk_RTAdjust����������������������������������������R��urectUniform_Stage1_c0_uurectUniform_Stage1_c0�����������������������������������������������������������������������������������������������������������������������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    float4 v0 : TEXCOORD0;
};
#pragma warning( disable: 3556 3571 )
float4 vec4_ctor(float x0, float x1, float x2, float x3)
{
    return float4(x0, x1, x2, x3);
}
float4 vec4_ctor(float2 x0, float x1, float x2)
{
    return float4(x0, x1, x2);
}
// Uniforms

uniform float4 _sk_RTAdjust : register(c1);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Attributes
static float2 _position = {0, 0};
static float4 _color = {0, 0, 0, 0};

static float4 gl_Position = float4(0, 0, 0, 0);

// Varyings
static  float4 _vcolor_Stage0 = {0, 0, 0, 0};

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewAdjust : packoffset(c1);
    float2 dx_ViewCoords : packoffset(c2);
    float2 dx_ViewScale  : packoffset(c3);
};

@@ VERTEX ATTRIBUTES @@

VS_OUTPUT generateOutput(VS_INPUT input)
{
    VS_OUTPUT output;
    output.gl_Position = gl_Position;
    output.dx_Position.x = gl_Position.x;
    output.dx_Position.y = - gl_Position.y;
    output.dx_Position.z = (gl_Position.z + gl_Position.w) * 0.5;
    output.dx_Position.w = gl_Position.w;
    output.gl_FragCoord = gl_Position;
    output.v0 = _vcolor_Stage0;

    return output;
}

VS_OUTPUT main(VS_INPUT input){
    initAttributes(input);

(_vcolor_Stage0 = _color);
(gl_Position = vec4_ctor(_position.x, _position.y, 0.0, 1.0));
(gl_Position = vec4_ctor(((gl_Position.xy * _sk_RTAdjust.xz) + (gl_Position.ww * _sk_RTAdjust.yw)), 0.0, gl_Position.w));
return generateOutput(input);
}
xstruct PS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    float4 v0 : TEXCOORD0;
};

#pragma warning( disable: 3556 3571 )
float float_ctor(int x0)
{
    return float(x0);
}
float4 vec4_ctor(float x0)
{
    return float4(x0, x0, x0, x0);
}
float4 vec4_ctor(float2 x0, float2 x1)
{
    return float4(x0, x1);
}
// Uniforms

uniform float4 _urectUniform_Stage1_c0 : register(c0);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Varyings
static  float4 _vcolor_Stage0 = {0, 0, 0, 0};

static float4 gl_Color[1] =
{
    float4(0, 0, 0, 0)
};
static float4 gl_FragCoord = float4(0, 0, 0, 0);

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewCoords : packoffset(c1);
    float3 dx_DepthFront : packoffset(c2);
    float2 dx_ViewScale : packoffset(c3);
};

#define GL_USES_FRAG_COLOR
#define GL_USES_FRAG_COORD
@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){
    float rhw = 1.0 / input.gl_FragCoord.w;
    gl_FragCoord.x = input.dx_Position.x;
    gl_FragCoord.y = input.dx_Position.y;
    gl_FragCoord.z = (input.gl_FragCoord.z * rhw) * dx_DepthFront.x + dx_DepthFront.y;
    gl_FragCoord.w = rhw;
    _vcolor_Stage0 = input.v0;

float4 _outputColor_Stage03023 = {0, 0, 0, 0};
(_outputColor_Stage03023 = _vcolor_Stage0);
float4 _output_Stage13024 = {0, 0, 0, 0};
float __1_coverage3025 = {0};
{
int sbd2 = {0};
if (all((vec4_ctor(gl_FragCoord.xy, _urectUniform_Stage1_c0.zw) > vec4_ctor(_urectUniform_Stage1_c0.xy, gl_FragCoord.xy))))
{
(sbd2 = 1);
}
else
{
(sbd2 = 0);
}
(__1_coverage3025 = float_ctor(sbd2));
}
{
(__1_coverage3025 = (1.0 - __1_coverage3025));
}
(_output_Stage13024 = vec4_ctor(__1_coverage3025));
{
(gl_Color[0] = (_outputColor_Stage03023 * _output_Stage13024));
}
return generateOutput();
}
R�	gl_Color0gl_Color[0]ystruct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    float4 v0 : TEXCOORD0;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    float4 v0 : TEXCOORD0;
};

void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput)
{
    output.gl_Position = input.gl_Position;
    output.v0 = input.v0; 
    output.gl_FragCoord = input.gl_FragCoord;
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
��$DXBC"���c�F�ڵ�NWc$4D��RDEFh<����RD11< ($\$Globals���\� ����������_sk_RTAdjustfloat4�Microsoft (R) HLSL Shader Compiler 10.1ISGND88TEXCOORD���OSGN�htttSV_PositionTEXCOORD���SHEXhPZjYF� _2_�g� e� e� e� h6� @?�?22F�� օ 6" �A6 
62 F62 F6� @�?6� @�?6� F>STAT�
��DXBCp2��\s$�U����H��4P�RDEFh<����RD11< ($\$Globals���\�����������_urectUniform_Stage1_c0float4��Microsoft (R) HLSL Shader Compiler 10.1ISGN�htttSV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX�P>jYF� d 2b�e� h12F� F1��� 2�
F
7� @F>STAT�BPLG��788efd1c721aP��position
_uposition����������������P��
localCoord_ulocalCoord����������������R��	texSubset_utexSubset����������������R��sk_RTAdjust
_usk_RTAdjust����������������������������������������^�uTextureSampler_0_Stage0_uuTextureSampler_0_Stage0������������������������������������������^�������������������������������������������������������������������������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 v0 : TEXCOORD0;
    float2 v1 : TEXCOORD1;
};
#pragma warning( disable: 3556 3571 )
float4 vec4_ctor(float x0, float x1, float x2, float x3)
{
    return float4(x0, x1, x2, x3);
}
float4 vec4_ctor(float2 x0, float x1, float x2)
{
    return float4(x0, x1, x2);
}
// Uniforms

uniform float4 _sk_RTAdjust : register(c1);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Attributes
static float2 _position = {0, 0};
static float2 _localCoord = {0, 0};
static float4 _texSubset = {0, 0, 0, 0};

static float4 gl_Position = float4(0, 0, 0, 0);

// Varyings
static  float2 _vlocalCoord_Stage0 = {0, 0};
static  float4 _vtexSubset_Stage0 = {0, 0, 0, 0};

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewAdjust : packoffset(c1);
    float2 dx_ViewCoords : packoffset(c2);
    float2 dx_ViewScale  : packoffset(c3);
};

@@ VERTEX ATTRIBUTES @@

VS_OUTPUT generateOutput(VS_INPUT input)
{
    VS_OUTPUT output;
    output.gl_Position = gl_Position;
    output.dx_Position.x = gl_Position.x;
    output.dx_Position.y = - gl_Position.y;
    output.dx_Position.z = (gl_Position.z + gl_Position.w) * 0.5;
    output.dx_Position.w = gl_Position.w;
    output.v0 = _vtexSubset_Stage0;
    output.v1 = _vlocalCoord_Stage0;

    return output;
}

VS_OUTPUT main(VS_INPUT input){
    initAttributes(input);

(_vlocalCoord_Stage0 = _localCoord);
(_vtexSubset_Stage0 = _texSubset);
(gl_Position = vec4_ctor(_position.x, _position.y, 0.0, 1.0));
(gl_Position = vec4_ctor(((gl_Position.xy * _sk_RTAdjust.xz) + (gl_Position.ww * _sk_RTAdjust.yw)), 0.0, gl_Position.w));
return generateOutput(input);
}
�struct PS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 v0 : TEXCOORD0;
    float2 v1 : TEXCOORD1;
};

#pragma warning( disable: 3556 3571 )
// Uniforms

static const uint _uTextureSampler_0_Stage0 = 0;
uniform Texture2D<float4> textures2D[1] : register(t0);
uniform SamplerState samplers2D[1] : register(s0);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Varyings
static  float2 _vlocalCoord_Stage0 = {0, 0};
static  float4 _vtexSubset_Stage0 = {0, 0, 0, 0};

static float4 gl_Color[1] =
{
    float4(0, 0, 0, 0)
};

cbuffer DriverConstants : register(b1)
{
    struct SamplerMetadata
    {
        int baseLevel;
        int internalFormatBits;
        int wrapModes;
        int padding;
        int4 intBorderColor;
    };
    SamplerMetadata samplerMetadata[1] : packoffset(c4);
};

#define GL_USES_FRAG_COLOR
float4 gl_texture2D(uint samplerIndex, float2 t)
{
    return textures2D[samplerIndex].Sample(samplers2D[samplerIndex], float2(t.x, t.y));
}

@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){
    _vtexSubset_Stage0 = input.v0;
    _vlocalCoord_Stage0 = input.v1.xy;

float4 _outputColor_Stage03024 = {1.0, 1.0, 1.0, 1.0};
float2 _texCoord3025 = {0, 0};
(_texCoord3025 = _vlocalCoord_Stage0);
float4 _subset3026 = {0, 0, 0, 0};
(_subset3026 = _vtexSubset_Stage0);
(_texCoord3025 = clamp(_texCoord3025, _subset3026.xy, _subset3026.zw));
(_outputColor_Stage03024 = gl_texture2D(_uTextureSampler_0_Stage0, _texCoord3025));
{
(gl_Color[0] = _outputColor_Stage03024);
}
return generateOutput();
}
R�	gl_Color0gl_Color[0]Rstruct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 v0 : TEXCOORD0;
    float2 v1 : TEXCOORD1;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 v0 : TEXCOORD0;
    float2 v1 : TEXCOORD1;
};

void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput)
{
    output.gl_Position = input.gl_Position;
    output.v0 = input.v0; 
    output.v1 = input.v1; 
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
���(DXBC��X�p4x+:f�7o(4D�0�RDEFh<����RD11< ($\$Globals���\� ����������_sk_RTAdjustfloat4�Microsoft (R) HLSL Shader Compiler 10.1ISGN\PPPTEXCOORD���OSGN�htttSV_PositionTEXCOORD���SHEXTPUjYF� _2_2_�g� e� e� e2 h6� @?�?22F�� օ 6" �A6 
62 F6� @�?6� F62 F>STAT�	�DXBC'8DW�P��\�-���4���|RDEF�<����RD11< ($|�����
samplers2D[0]textures2D[0]Microsoft (R) HLSL Shader Compiler 10.1ISGN�htttSV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX�P/jZ`XpUUb�b2e� h42FF32F�E���CU� FF~`>STAT�BPLG��S$788efd1c721aP��position
_uposition����������������P��
localCoord_ulocalCoord����������������R��sk_RTAdjust
_usk_RTAdjust����������������������������������������[��umatrix_Stage1_c0_uumatrix_Stage1_c0����������������������������������������[��umatrix_Stage1_c0_c0_uumatrix_Stage1_c0_c0����������������������������������������R��uclamp_Stage1_c0_c0_c0_uuclamp_Stage1_c0_c0_c0����������������������������������������^�uTextureSampler_0_Stage1_uuTextureSampler_0_Stage1������������������������������������������^������������������������������������������������������������������������������������������������������������������������������������������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float2 v0 : TEXCOORD0;
};
#pragma warning( disable: 3556 3571 )
float3 vec3_ctor(float2 x0, float x1)
{
    return float3(x0, x1);
}
float4 vec4_ctor(float x0, float x1, float x2, float x3)
{
    return float4(x0, x1, x2, x3);
}
float4 vec4_ctor(float2 x0, float x1, float x2)
{
    return float4(x0, x1, x2);
}
// Uniforms

uniform float4 _sk_RTAdjust : register(c1);
uniform float3x3 _umatrix_Stage1_c0 : register(c2);
uniform float3x3 _umatrix_Stage1_c0_c0 : register(c5);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Attributes
static float2 _position = {0, 0};
static float2 _localCoord = {0, 0};

static float4 gl_Position = float4(0, 0, 0, 0);

// Varyings
static  float2 _vTransformedCoords_0_Stage0 = {0, 0};

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewAdjust : packoffset(c1);
    float2 dx_ViewCoords : packoffset(c2);
    float2 dx_ViewScale  : packoffset(c3);
};

@@ VERTEX ATTRIBUTES @@

VS_OUTPUT generateOutput(VS_INPUT input)
{
    VS_OUTPUT output;
    output.gl_Position = gl_Position;
    output.dx_Position.x = gl_Position.x;
    output.dx_Position.y = - gl_Position.y;
    output.dx_Position.z = (gl_Position.z + gl_Position.w) * 0.5;
    output.dx_Position.w = gl_Position.w;
    output.v0 = _vTransformedCoords_0_Stage0;

    return output;
}

VS_OUTPUT main(VS_INPUT input){
    initAttributes(input);

(gl_Position = vec4_ctor(_position.x, _position.y, 0.0, 1.0));
{
(_vTransformedCoords_0_Stage0 = mul(transpose(transpose(mul(transpose(_umatrix_Stage1_c0_c0), transpose(_umatrix_Stage1_c0)))), vec3_ctor(_localCoord, 1.0)).xy);
}
(gl_Position = vec4_ctor(((gl_Position.xy * _sk_RTAdjust.xz) + (gl_Position.ww * _sk_RTAdjust.yw)), 0.0, gl_Position.w));
return generateOutput(input);
}
�struct PS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float2 v0 : TEXCOORD0;
};

#pragma warning( disable: 3556 3571 )
// Uniforms

uniform float4 _uclamp_Stage1_c0_c0_c0 : register(c0);
static const uint _uTextureSampler_0_Stage1 = 0;
uniform Texture2D<float4> textures2D[1] : register(t0);
uniform SamplerState samplers2D[1] : register(s0);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Varyings
static  float2 _vTransformedCoords_0_Stage0 = {0, 0};

static float4 gl_Color[1] =
{
    float4(0, 0, 0, 0)
};

cbuffer DriverConstants : register(b1)
{
    struct SamplerMetadata
    {
        int baseLevel;
        int internalFormatBits;
        int wrapModes;
        int padding;
        int4 intBorderColor;
    };
    SamplerMetadata samplerMetadata[1] : packoffset(c4);
};

#define GL_USES_FRAG_COLOR
float4 gl_texture2D(uint samplerIndex, float2 t)
{
    return textures2D[samplerIndex].Sample(samplers2D[samplerIndex], float2(t.x, t.y));
}

@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){
    _vTransformedCoords_0_Stage0 = input.v0.xy;

float4 _output_Stage13026 = {0, 0, 0, 0};
float2 __8_inCoord3027 = _vTransformedCoords_0_Stage0;
float2 __9_subsetCoord3028 = {0, 0};
(__9_subsetCoord3028.x = __8_inCoord3027.x);
(__9_subsetCoord3028.y = __8_inCoord3027.y);
float2 __10_clampedCoord3029 = {0, 0};
(__10_clampedCoord3029 = clamp(__9_subsetCoord3028, _uclamp_Stage1_c0_c0_c0.xy, _uclamp_Stage1_c0_c0_c0.zw));
float4 __11_textureColor3030 = gl_texture2D(_uTextureSampler_0_Stage1, __10_clampedCoord3029);
(_output_Stage13026 = __11_textureColor3030);
{
(gl_Color[0] = _output_Stage13026);
}
return generateOutput();
}
R�	gl_Color0gl_Color[0]struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float2 v0 : TEXCOORD0;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float2 v0 : TEXCOORD0;
};

void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput)
{
    output.gl_Position = input.gl_Position;
    output.v0 = input.v0; 
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
���DXBC	�2�П�C��v�4�8�RDEF�h<����RD11< ($\$Globals���\�����������0 ,L��������pP,L��������_sk_RTAdjustfloat4_umatrix_Stage1_c0float3x3C_umatrix_Stage1_c0_c0Microsoft (R) HLSL Shader Compiler 10.1��ISGND88TEXCOORD���OSGNhP\\SV_PositionTEXCOORD���SHEXlP�jYF� _2_2g� e� e2 h6� @?�?22F�� օ 6" �A6 
62 F6� @�?8	rF� V� 2r� F� F2r�� F� F62F6B@�? FF8	rF� V� 2r� F� F2r�� F� F" FF>STAT�
��DXBCG��"�6,�#��2s�4�P RDEFp�<���HRD11< ($������
�samplers2D[0]textures2D[0]$Globals�����$��������_uclamp_Stage1_c0_c0_c0float4�Microsoft (R) HLSL Shader Compiler 10.1ISGNhP\\SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX�P2jYF� Z`XpUUb2e� h42FF� 32F� E���CU� FF~`>STAT�BPLG���"788efd1c721aP��position
_uposition����������������R��color_ucolor����������������R��sk_RTAdjust
_usk_RTAdjust����������������������������������������R��urectUniform_Stage1_c0_uurectUniform_Stage1_c0����������������������������������������R��urectUniform_Stage1_c0_c0_uurectUniform_Stage1_c0_c0�������������������������������������������������������������������������������������������������������������������������������������������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    float4 v0 : TEXCOORD0;
};
#pragma warning( disable: 3556 3571 )
float4 vec4_ctor(float x0, float x1, float x2, float x3)
{
    return float4(x0, x1, x2, x3);
}
float4 vec4_ctor(float2 x0, float x1, float x2)
{
    return float4(x0, x1, x2);
}
// Uniforms

uniform float4 _sk_RTAdjust : register(c1);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Attributes
static float2 _position = {0, 0};
static float4 _color = {0, 0, 0, 0};

static float4 gl_Position = float4(0, 0, 0, 0);

// Varyings
static  float4 _vcolor_Stage0 = {0, 0, 0, 0};

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewAdjust : packoffset(c1);
    float2 dx_ViewCoords : packoffset(c2);
    float2 dx_ViewScale  : packoffset(c3);
};

@@ VERTEX ATTRIBUTES @@

VS_OUTPUT generateOutput(VS_INPUT input)
{
    VS_OUTPUT output;
    output.gl_Position = gl_Position;
    output.dx_Position.x = gl_Position.x;
    output.dx_Position.y = - gl_Position.y;
    output.dx_Position.z = (gl_Position.z + gl_Position.w) * 0.5;
    output.dx_Position.w = gl_Position.w;
    output.gl_FragCoord = gl_Position;
    output.v0 = _vcolor_Stage0;

    return output;
}

VS_OUTPUT main(VS_INPUT input){
    initAttributes(input);

(_vcolor_Stage0 = _color);
(gl_Position = vec4_ctor(_position.x, _position.y, 0.0, 1.0));
(gl_Position = vec4_ctor(((gl_Position.xy * _sk_RTAdjust.xz) + (gl_Position.ww * _sk_RTAdjust.yw)), 0.0, gl_Position.w));
return generateOutput(input);
}
�struct PS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    float4 v0 : TEXCOORD0;
};

#pragma warning( disable: 3556 3571 )
float float_ctor(int x0)
{
    return float(x0);
}
float4 vec4_ctor(float x0)
{
    return float4(x0, x0, x0, x0);
}
float4 vec4_ctor(float2 x0, float2 x1)
{
    return float4(x0, x1);
}
// Uniforms

uniform float4 _urectUniform_Stage1_c0 : register(c0);
uniform float4 _urectUniform_Stage1_c0_c0 : register(c1);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Varyings
static  float4 _vcolor_Stage0 = {0, 0, 0, 0};

static float4 gl_Color[1] =
{
    float4(0, 0, 0, 0)
};
static float4 gl_FragCoord = float4(0, 0, 0, 0);

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewCoords : packoffset(c1);
    float3 dx_DepthFront : packoffset(c2);
    float2 dx_ViewScale : packoffset(c3);
};

#define GL_USES_FRAG_COLOR
#define GL_USES_FRAG_COORD
@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){
    float rhw = 1.0 / input.gl_FragCoord.w;
    gl_FragCoord.x = input.dx_Position.x;
    gl_FragCoord.y = input.dx_Position.y;
    gl_FragCoord.z = (input.gl_FragCoord.z * rhw) * dx_DepthFront.x + dx_DepthFront.y;
    gl_FragCoord.w = rhw;
    _vcolor_Stage0 = input.v0;

float4 _outputColor_Stage03024 = {0, 0, 0, 0};
(_outputColor_Stage03024 = _vcolor_Stage0);
float4 _output_Stage13025 = {0, 0, 0, 0};
float __3_coverage3026 = {0};
{
int sbd4 = {0};
if (all((vec4_ctor(gl_FragCoord.xy, _urectUniform_Stage1_c0.zw) > vec4_ctor(_urectUniform_Stage1_c0.xy, gl_FragCoord.xy))))
{
(sbd4 = 1);
}
else
{
(sbd4 = 0);
}
(__3_coverage3026 = float_ctor(sbd4));
}
{
(__3_coverage3026 = (1.0 - __3_coverage3026));
}
float __5_coverage3027 = {0};
{
int sbd5 = {0};
if (all((vec4_ctor(gl_FragCoord.xy, _urectUniform_Stage1_c0_c0.zw) > vec4_ctor(_urectUniform_Stage1_c0_c0.xy, gl_FragCoord.xy))))
{
(sbd5 = 1);
}
else
{
(sbd5 = 0);
}
(__5_coverage3027 = float_ctor(sbd5));
}
{
(__5_coverage3027 = (1.0 - __5_coverage3027));
}
(_output_Stage13025 = (vec4_ctor(__5_coverage3027) * __3_coverage3026));
{
(gl_Color[0] = (_outputColor_Stage03024 * _output_Stage13025));
}
return generateOutput();
}
R�	gl_Color0gl_Color[0]ystruct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    float4 v0 : TEXCOORD0;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    float4 v0 : TEXCOORD0;
};

void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput)
{
    output.gl_Position = input.gl_Position;
    output.v0 = input.v0; 
    output.gl_FragCoord = input.gl_FragCoord;
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
��$DXBC"���c�F�ڵ�NWc$4D��RDEFh<����RD11< ($\$Globals���\� ����������_sk_RTAdjustfloat4�Microsoft (R) HLSL Shader Compiler 10.1ISGND88TEXCOORD���OSGN�htttSV_PositionTEXCOORD���SHEXhPZjYF� _2_�g� e� e� e� h6� @?�?22F�� օ 6" �A6 
62 F62 F6� @�?6� @�?6� F>STAT�
��DXBCP��J����,lD�����4�P�RDEFXh<���/RD11< ($\$Globals���\� �������������������_urectUniform_Stage1_c0float4��_urectUniform_Stage1_c0_c0Microsoft (R) HLSL Shader Compiler 10.1�ISGN�htttSV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX�PcjYF� d 2b�e� h12F� F1��� 2�
F
1b� 12F� bV"*<
7� @F>STAT�BPLG��b&788efd1c721aP��position
_uposition����������������R��color_ucolor����������������R��sk_RTAdjust
_usk_RTAdjust����������������������������������������R��urectUniform_Stage1_c0_uurectUniform_Stage1_c0����������������������������������������R��urectUniform_Stage1_c0_c0_uurectUniform_Stage1_c0_c0����������������������������������������R��urectUniform_Stage1_c0_c0_c0_uurectUniform_Stage1_c0_c0_c0���������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    float4 v0 : TEXCOORD0;
};
#pragma warning( disable: 3556 3571 )
float4 vec4_ctor(float x0, float x1, float x2, float x3)
{
    return float4(x0, x1, x2, x3);
}
float4 vec4_ctor(float2 x0, float x1, float x2)
{
    return float4(x0, x1, x2);
}
// Uniforms

uniform float4 _sk_RTAdjust : register(c1);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Attributes
static float2 _position = {0, 0};
static float4 _color = {0, 0, 0, 0};

static float4 gl_Position = float4(0, 0, 0, 0);

// Varyings
static  float4 _vcolor_Stage0 = {0, 0, 0, 0};

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewAdjust : packoffset(c1);
    float2 dx_ViewCoords : packoffset(c2);
    float2 dx_ViewScale  : packoffset(c3);
};

@@ VERTEX ATTRIBUTES @@

VS_OUTPUT generateOutput(VS_INPUT input)
{
    VS_OUTPUT output;
    output.gl_Position = gl_Position;
    output.dx_Position.x = gl_Position.x;
    output.dx_Position.y = - gl_Position.y;
    output.dx_Position.z = (gl_Position.z + gl_Position.w) * 0.5;
    output.dx_Position.w = gl_Position.w;
    output.gl_FragCoord = gl_Position;
    output.v0 = _vcolor_Stage0;

    return output;
}

VS_OUTPUT main(VS_INPUT input){
    initAttributes(input);

(_vcolor_Stage0 = _color);
(gl_Position = vec4_ctor(_position.x, _position.y, 0.0, 1.0));
(gl_Position = vec4_ctor(((gl_Position.xy * _sk_RTAdjust.xz) + (gl_Position.ww * _sk_RTAdjust.yw)), 0.0, gl_Position.w));
return generateOutput(input);
}
�
struct PS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    float4 v0 : TEXCOORD0;
};

#pragma warning( disable: 3556 3571 )
float float_ctor(int x0)
{
    return float(x0);
}
float4 vec4_ctor(float x0)
{
    return float4(x0, x0, x0, x0);
}
float4 vec4_ctor(float2 x0, float2 x1)
{
    return float4(x0, x1);
}
// Uniforms

uniform float4 _urectUniform_Stage1_c0 : register(c0);
uniform float4 _urectUniform_Stage1_c0_c0 : register(c1);
uniform float4 _urectUniform_Stage1_c0_c0_c0 : register(c2);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Varyings
static  float4 _vcolor_Stage0 = {0, 0, 0, 0};

static float4 gl_Color[1] =
{
    float4(0, 0, 0, 0)
};
static float4 gl_FragCoord = float4(0, 0, 0, 0);

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewCoords : packoffset(c1);
    float3 dx_DepthFront : packoffset(c2);
    float2 dx_ViewScale : packoffset(c3);
};

#define GL_USES_FRAG_COLOR
#define GL_USES_FRAG_COORD
@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){
    float rhw = 1.0 / input.gl_FragCoord.w;
    gl_FragCoord.x = input.dx_Position.x;
    gl_FragCoord.y = input.dx_Position.y;
    gl_FragCoord.z = (input.gl_FragCoord.z * rhw) * dx_DepthFront.x + dx_DepthFront.y;
    gl_FragCoord.w = rhw;
    _vcolor_Stage0 = input.v0;

float4 _outputColor_Stage03025 = {0, 0, 0, 0};
(_outputColor_Stage03025 = _vcolor_Stage0);
float4 _output_Stage13026 = {0, 0, 0, 0};
float __7_coverage3027 = {0};
{
int sbd6 = {0};
if (all((vec4_ctor(gl_FragCoord.xy, _urectUniform_Stage1_c0.zw) > vec4_ctor(_urectUniform_Stage1_c0.xy, gl_FragCoord.xy))))
{
(sbd6 = 1);
}
else
{
(sbd6 = 0);
}
(__7_coverage3027 = float_ctor(sbd6));
}
{
(__7_coverage3027 = (1.0 - __7_coverage3027));
}
float __9_coverage3028 = {0};
{
int sbd7 = {0};
if (all((vec4_ctor(gl_FragCoord.xy, _urectUniform_Stage1_c0_c0.zw) > vec4_ctor(_urectUniform_Stage1_c0_c0.xy, gl_FragCoord.xy))))
{
(sbd7 = 1);
}
else
{
(sbd7 = 0);
}
(__9_coverage3028 = float_ctor(sbd7));
}
{
(__9_coverage3028 = (1.0 - __9_coverage3028));
}
float __11_coverage3029 = {0};
{
int sbd8 = {0};
if (all((vec4_ctor(gl_FragCoord.xy, _urectUniform_Stage1_c0_c0_c0.zw) > vec4_ctor(_urectUniform_Stage1_c0_c0_c0.xy, gl_FragCoord.xy))))
{
(sbd8 = 1);
}
else
{
(sbd8 = 0);
}
(__11_coverage3029 = float_ctor(sbd8));
}
{
(__11_coverage3029 = (1.0 - __11_coverage3029));
}
(_output_Stage13026 = ((vec4_ctor(__11_coverage3029) * __9_coverage3028) * __7_coverage3027));
{
(gl_Color[0] = (_outputColor_Stage03025 * _output_Stage13026));
}
return generateOutput();
}
R�	gl_Color0gl_Color[0]ystruct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    float4 v0 : TEXCOORD0;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    float4 v0 : TEXCOORD0;
};

void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput)
{
    output.gl_Position = input.gl_Position;
    output.v0 = input.v0; 
    output.gl_FragCoord = input.gl_FragCoord;
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
��$DXBC"���c�F�ڵ�NWc$4D��RDEFh<����RD11< ($\$Globals���\� ����������_sk_RTAdjustfloat4�Microsoft (R) HLSL Shader Compiler 10.1ISGND88TEXCOORD���OSGN�htttSV_PositionTEXCOORD���SHEXhPZjYF� _2_�g� e� e� e� h6� @?�?22F�� օ 6" �A6 
62 F62 F6� @�?6� @�?6� F>STAT�
�\DXBC�8꾦�i�տ4N:�\4�d��RDEF�h<���uRD11< ($\$Globals���\�0���������<��������W ��������_urectUniform_Stage1_c0float4�_urectUniform_Stage1_c0_c0_urectUniform_Stage1_c0_c0_c0Microsoft (R) HLSL Shader Compiler 10.1���ISGN�htttSV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX P�jYF� d 2b�e� h12F� F1��� 2�
F
1b� 12F� bV"*<
1b� 12F� bV"*<
7� @F>STAT�BPLG���(788efd1c721aP��position
_uposition����������������P��
localCoord_ulocalCoord����������������R��	texSubset_utexSubset����������������R��sk_RTAdjust
_usk_RTAdjust����������������������������������������R��uinnerRect_Stage1_c0_uuinnerRect_Stage1_c0����������������������������������������P��uradiusPlusHalf_Stage1_c0_uuradiusPlusHalf_Stage1_c0����������������������������������������^�uTextureSampler_0_Stage0_uuTextureSampler_0_Stage0������������������������������������������^�����������������������������������������������������������������������������������������������������������������������������������������������]struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 gl_FragCoord : TEXCOORD3;
    float4 v0 : TEXCOORD0;
    float2 v1 : TEXCOORD1;
};
#pragma warning( disable: 3556 3571 )
float4 vec4_ctor(float x0, float x1, float x2, float x3)
{
    return float4(x0, x1, x2, x3);
}
float4 vec4_ctor(float2 x0, float x1, float x2)
{
    return float4(x0, x1, x2);
}
// Uniforms

uniform float4 _sk_RTAdjust : register(c1);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Attributes
static float2 _position = {0, 0};
static float2 _localCoord = {0, 0};
static float4 _texSubset = {0, 0, 0, 0};

static float4 gl_Position = float4(0, 0, 0, 0);

// Varyings
static  float2 _vlocalCoord_Stage0 = {0, 0};
static  float4 _vtexSubset_Stage0 = {0, 0, 0, 0};

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewAdjust : packoffset(c1);
    float2 dx_ViewCoords : packoffset(c2);
    float2 dx_ViewScale  : packoffset(c3);
};

@@ VERTEX ATTRIBUTES @@

VS_OUTPUT generateOutput(VS_INPUT input)
{
    VS_OUTPUT output;
    output.gl_Position = gl_Position;
    output.dx_Position.x = gl_Position.x;
    output.dx_Position.y = - gl_Position.y;
    output.dx_Position.z = (gl_Position.z + gl_Position.w) * 0.5;
    output.dx_Position.w = gl_Position.w;
    output.gl_FragCoord = gl_Position;
    output.v0 = _vtexSubset_Stage0;
    output.v1 = _vlocalCoord_Stage0;

    return output;
}

VS_OUTPUT main(VS_INPUT input){
    initAttributes(input);

(_vlocalCoord_Stage0 = _localCoord);
(_vtexSubset_Stage0 = _texSubset);
(gl_Position = vec4_ctor(_position.x, _position.y, 0.0, 1.0));
(gl_Position = vec4_ctor(((gl_Position.xy * _sk_RTAdjust.xz) + (gl_Position.ww * _sk_RTAdjust.yw)), 0.0, gl_Position.w));
return generateOutput(input);
}
�
struct PS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 gl_FragCoord : TEXCOORD3;
    float4 v0 : TEXCOORD0;
    float2 v1 : TEXCOORD1;
};

#pragma warning( disable: 3556 3571 )
float4 vec4_ctor(float x0)
{
    return float4(x0, x0, x0, x0);
}
// Uniforms

uniform float4 _uinnerRect_Stage1_c0 : register(c0);
uniform float2 _uradiusPlusHalf_Stage1_c0 : register(c1);
static const uint _uTextureSampler_0_Stage0 = 0;
uniform Texture2D<float4> textures2D[1] : register(t0);
uniform SamplerState samplers2D[1] : register(s0);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Varyings
static  float2 _vlocalCoord_Stage0 = {0, 0};
static  float4 _vtexSubset_Stage0 = {0, 0, 0, 0};

static float4 gl_Color[1] =
{
    float4(0, 0, 0, 0)
};
static float4 gl_FragCoord = float4(0, 0, 0, 0);

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewCoords : packoffset(c1);
    float3 dx_DepthFront : packoffset(c2);
    float2 dx_ViewScale : packoffset(c3);
    struct SamplerMetadata
    {
        int baseLevel;
        int internalFormatBits;
        int wrapModes;
        int padding;
        int4 intBorderColor;
    };
    SamplerMetadata samplerMetadata[1] : packoffset(c4);
};

#define GL_USES_FRAG_COLOR
float4 gl_texture2D(uint samplerIndex, float2 t)
{
    return textures2D[samplerIndex].Sample(samplers2D[samplerIndex], float2(t.x, t.y));
}

#define GL_USES_FRAG_COORD
@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){
    float rhw = 1.0 / input.gl_FragCoord.w;
    gl_FragCoord.x = input.dx_Position.x;
    gl_FragCoord.y = input.dx_Position.y;
    gl_FragCoord.z = (input.gl_FragCoord.z * rhw) * dx_DepthFront.x + dx_DepthFront.y;
    gl_FragCoord.w = rhw;
    _vtexSubset_Stage0 = input.v0;
    _vlocalCoord_Stage0 = input.v1.xy;

float4 _outputColor_Stage03026 = {1.0, 1.0, 1.0, 1.0};
float2 _texCoord3027 = {0, 0};
(_texCoord3027 = _vlocalCoord_Stage0);
float4 _subset3028 = {0, 0, 0, 0};
(_subset3028 = _vtexSubset_Stage0);
(_texCoord3027 = clamp(_texCoord3027, _subset3028.xy, _subset3028.zw));
(_outputColor_Stage03026 = gl_texture2D(_uTextureSampler_0_Stage0, _texCoord3027));
float4 _output_Stage13029 = {0, 0, 0, 0};
float2 __0_dxy03030 = (_uinnerRect_Stage1_c0.xy - gl_FragCoord.xy);
float2 __1_dxy13031 = (gl_FragCoord.xy - _uinnerRect_Stage1_c0.zw);
float2 __2_dxy3032 = max(max(__0_dxy03030, __1_dxy13031), 0.0);
float __3_alpha3033 = clamp((_uradiusPlusHalf_Stage1_c0.x - length(__2_dxy3032)), 0.0, 1.0);
(_output_Stage13029 = vec4_ctor(__3_alpha3033));
{
(gl_Color[0] = (_outputColor_Stage03026 * _output_Stage13029));
}
return generateOutput();
}
R�	gl_Color0gl_Color[0]�struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 gl_FragCoord : TEXCOORD3;
    float4 v0 : TEXCOORD0;
    float2 v1 : TEXCOORD1;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 gl_FragCoord : TEXCOORD3;
    float4 v0 : TEXCOORD0;
    float2 v1 : TEXCOORD1;
};

void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput)
{
    output.gl_Position = input.gl_Position;
    output.v0 = input.v0; 
    output.v1 = input.v1; 
    output.gl_FragCoord = input.gl_FragCoord;
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
����DXBC	�|1�if�ZJ�Q:p}�4D�H�RDEFh<����RD11< ($\$Globals���\� ����������_sk_RTAdjustfloat4�Microsoft (R) HLSL Shader Compiler 10.1ISGN\PPPTEXCOORD���OSGN������SV_PositionTEXCOORD���SHEX�PejYF� _2_2_�g� e� e� e� e2 h6� @?�?22F�� օ 6" �A6 
62 F62 F6� @�?6� @�?6� F62 F>STAT��lDXBC_-�29�DM\r|ħ�l4���RDEF��<����RD11< ($������
�samplers2D[0]textures2D[0]$Globals����� ,L��������p���������_uinnerRect_Stage1_c0float4���B_uradiusPlusHalf_Stage1_c0float2���Microsoft (R) HLSL Shader Compiler 10.1ISGN������SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX�PvjYF� Z`XpUUd 2b�b2e� h	2F�AF� 	��� �A42�
F4
2F@FFK
 	
�A
� 4b3bV�E���CU��F~`8� F>STAT�
BPLG���788efd1c721aP��position
_uposition����������������R��color_ucolor����������������P��
localCoord_ulocalCoord����������������R��sk_RTAdjust
_usk_RTAdjust����������������������������������������^�uTextureSampler_0_Stage0_uuTextureSampler_0_Stage0������������������������������������������^��������������������������������������������������������������������������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 v0 : TEXCOORD0;
    float2 v1 : TEXCOORD1;
};
#pragma warning( disable: 3556 3571 )
float4 vec4_ctor(float x0, float x1, float x2, float x3)
{
    return float4(x0, x1, x2, x3);
}
float4 vec4_ctor(float2 x0, float x1, float x2)
{
    return float4(x0, x1, x2);
}
// Uniforms

uniform float4 _sk_RTAdjust : register(c1);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Attributes
static float2 _position = {0, 0};
static float4 _color = {0, 0, 0, 0};
static float2 _localCoord = {0, 0};

static float4 gl_Position = float4(0, 0, 0, 0);

// Varyings
static  float4 _vcolor_Stage0 = {0, 0, 0, 0};
static  float2 _vlocalCoord_Stage0 = {0, 0};

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewAdjust : packoffset(c1);
    float2 dx_ViewCoords : packoffset(c2);
    float2 dx_ViewScale  : packoffset(c3);
};

@@ VERTEX ATTRIBUTES @@

VS_OUTPUT generateOutput(VS_INPUT input)
{
    VS_OUTPUT output;
    output.gl_Position = gl_Position;
    output.dx_Position.x = gl_Position.x;
    output.dx_Position.y = - gl_Position.y;
    output.dx_Position.z = (gl_Position.z + gl_Position.w) * 0.5;
    output.dx_Position.w = gl_Position.w;
    output.v0 = _vcolor_Stage0;
    output.v1 = _vlocalCoord_Stage0;

    return output;
}

VS_OUTPUT main(VS_INPUT input){
    initAttributes(input);

(_vcolor_Stage0 = _color);
(_vlocalCoord_Stage0 = _localCoord);
(gl_Position = vec4_ctor(_position.x, _position.y, 0.0, 1.0));
(gl_Position = vec4_ctor(((gl_Position.xy * _sk_RTAdjust.xz) + (gl_Position.ww * _sk_RTAdjust.yw)), 0.0, gl_Position.w));
return generateOutput(input);
}
2struct PS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 v0 : TEXCOORD0;
    float2 v1 : TEXCOORD1;
};

#pragma warning( disable: 3556 3571 )
// Uniforms

static const uint _uTextureSampler_0_Stage0 = 0;
uniform Texture2D<float4> textures2D[1] : register(t0);
uniform SamplerState samplers2D[1] : register(s0);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Varyings
static  float4 _vcolor_Stage0 = {0, 0, 0, 0};
static  float2 _vlocalCoord_Stage0 = {0, 0};

static float4 gl_Color[1] =
{
    float4(0, 0, 0, 0)
};

cbuffer DriverConstants : register(b1)
{
    struct SamplerMetadata
    {
        int baseLevel;
        int internalFormatBits;
        int wrapModes;
        int padding;
        int4 intBorderColor;
    };
    SamplerMetadata samplerMetadata[1] : packoffset(c4);
};

#define GL_USES_FRAG_COLOR
float4 gl_texture2D(uint samplerIndex, float2 t)
{
    return textures2D[samplerIndex].Sample(samplers2D[samplerIndex], float2(t.x, t.y));
}

@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){
    _vcolor_Stage0 = input.v0;
    _vlocalCoord_Stage0 = input.v1.xy;

float4 _outputColor_Stage03024 = {0, 0, 0, 0};
(_outputColor_Stage03024 = _vcolor_Stage0);
float2 _texCoord3025 = {0, 0};
(_texCoord3025 = _vlocalCoord_Stage0);
(_outputColor_Stage03024 = (gl_texture2D(_uTextureSampler_0_Stage0, _texCoord3025) * _outputColor_Stage03024));
{
(gl_Color[0] = _outputColor_Stage03024);
}
return generateOutput();
}
R�	gl_Color0gl_Color[0]Rstruct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 v0 : TEXCOORD0;
    float2 v1 : TEXCOORD1;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 v0 : TEXCOORD0;
    float2 v1 : TEXCOORD1;
};

void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput)
{
    output.gl_Position = input.gl_Position;
    output.v0 = input.v0; 
    output.v1 = input.v1; 
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
���(DXBCn��j�C�(���NJ�>(4D�0�RDEFh<����RD11< ($\$Globals���\� ����������_sk_RTAdjustfloat4�Microsoft (R) HLSL Shader Compiler 10.1ISGN\PPPTEXCOORD���OSGN�htttSV_PositionTEXCOORD���SHEXTPUjYF� _2_�_2g� e� e� e2 h6� @?�?22F�� օ 6" �A6 
62 F6� @�?6� F62 F>STAT�	��DXBCk#��d&l�y�9�j���4���`RDEF�<����RD11< ($|�����
samplers2D[0]textures2D[0]Microsoft (R) HLSL Shader Compiler 10.1ISGN�htttSV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX�P(jZ`XpUUb�b2e� hE���CU�FF~`8� FF>STAT�BPLG��&788efd1c721aP��position
_uposition����������������R��color_ucolor����������������R��sk_RTAdjust
_usk_RTAdjust��������������������������������������������������������������������������������������������������������������������������������Gstruct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 v0 : TEXCOORD0;
};
#pragma warning( disable: 3556 3571 )
float4 vec4_ctor(float x0, float x1, float x2, float x3)
{
    return float4(x0, x1, x2, x3);
}
float4 vec4_ctor(float2 x0, float x1, float x2)
{
    return float4(x0, x1, x2);
}
// Uniforms

uniform float4 _sk_RTAdjust : register(c1);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Attributes
static float2 _position = {0, 0};
static float4 _color = {0, 0, 0, 0};

static float4 gl_Position = float4(0, 0, 0, 0);

// Varyings
static  float4 _vcolor_Stage0 = {0, 0, 0, 0};

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewAdjust : packoffset(c1);
    float2 dx_ViewCoords : packoffset(c2);
    float2 dx_ViewScale  : packoffset(c3);
};

@@ VERTEX ATTRIBUTES @@

VS_OUTPUT generateOutput(VS_INPUT input)
{
    VS_OUTPUT output;
    output.gl_Position = gl_Position;
    output.dx_Position.x = gl_Position.x;
    output.dx_Position.y = - gl_Position.y;
    output.dx_Position.z = (gl_Position.z + gl_Position.w) * 0.5;
    output.dx_Position.w = gl_Position.w;
    output.v0 = _vcolor_Stage0;

    return output;
}

VS_OUTPUT main(VS_INPUT input){
    initAttributes(input);

(_vcolor_Stage0 = _color);
(gl_Position = vec4_ctor(_position.x, _position.y, 0.0, 1.0));
(gl_Position = vec4_ctor(((gl_Position.xy * _sk_RTAdjust.xz) + (gl_Position.ww * _sk_RTAdjust.yw)), 0.0, gl_Position.w));
return generateOutput(input);
}
�struct PS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 v0 : TEXCOORD0;
};

#pragma warning( disable: 3556 3571 )
float4 vec4_ctor(float x0, float x1, float x2, float x3)
{
    return float4(x0, x1, x2, x3);
}
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Varyings
static  float4 _vcolor_Stage0 = {0, 0, 0, 0};

static float4 gl_Color[1] =
{
    float4(0, 0, 0, 0)
};

cbuffer DriverConstants : register(b1)
{
};

#define GL_USES_FRAG_COLOR
@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){
    _vcolor_Stage0 = input.v0;

float4 _outputColor_Stage03022 = {0, 0, 0, 0};
(_outputColor_Stage03022 = _vcolor_Stage0);
{
(gl_Color[0] = _outputColor_Stage03022);
(gl_Color[0] = vec4_ctor(gl_Color[0].w, 0.0, 0.0, 0.0));
}
return generateOutput();
}
R�	gl_Color0gl_Color[0]struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 v0 : TEXCOORD0;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 v0 : TEXCOORD0;
};

void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput)
{
    output.gl_Position = input.gl_Position;
    output.v0 = input.v0; 
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
���DXBCn*p��{&ϛ�x�4D�0RDEFh<����RD11< ($\$Globals���\� ����������_sk_RTAdjustfloat4�Microsoft (R) HLSL Shader Compiler 10.1ISGND88TEXCOORD���OSGNhP\\SV_PositionTEXCOORD���SHEX(PJjYF� _2_�g� e� e� h6� @?�?22F�� օ 6" �A6 
62 F6� @�?6� F>STAT��DDXBCw[QA
�h��_��(�D4�D�RDEFd<���<RD11< ($Microsoft (R) HLSL Shader Compiler 10.1ISGNhP\\SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX\Pjb�e� 6 :6� @>STAT�BPLG��!788efd1c721aP��position
_uposition����������������R��color_ucolor����������������R��sk_RTAdjust
_usk_RTAdjust����������������������������������������R��uinnerRect_Stage1_c0_uuinnerRect_Stage1_c0����������������������������������������P��uradiusPlusHalf_Stage1_c0_uuradiusPlusHalf_Stage1_c0�������������������������������������������������������������������������������������������������������������������������������������������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    float4 v0 : TEXCOORD0;
};
#pragma warning( disable: 3556 3571 )
float4 vec4_ctor(float x0, float x1, float x2, float x3)
{
    return float4(x0, x1, x2, x3);
}
float4 vec4_ctor(float2 x0, float x1, float x2)
{
    return float4(x0, x1, x2);
}
// Uniforms

uniform float4 _sk_RTAdjust : register(c1);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Attributes
static float2 _position = {0, 0};
static float4 _color = {0, 0, 0, 0};

static float4 gl_Position = float4(0, 0, 0, 0);

// Varyings
static  float4 _vcolor_Stage0 = {0, 0, 0, 0};

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewAdjust : packoffset(c1);
    float2 dx_ViewCoords : packoffset(c2);
    float2 dx_ViewScale  : packoffset(c3);
};

@@ VERTEX ATTRIBUTES @@

VS_OUTPUT generateOutput(VS_INPUT input)
{
    VS_OUTPUT output;
    output.gl_Position = gl_Position;
    output.dx_Position.x = gl_Position.x;
    output.dx_Position.y = - gl_Position.y;
    output.dx_Position.z = (gl_Position.z + gl_Position.w) * 0.5;
    output.dx_Position.w = gl_Position.w;
    output.gl_FragCoord = gl_Position;
    output.v0 = _vcolor_Stage0;

    return output;
}

VS_OUTPUT main(VS_INPUT input){
    initAttributes(input);

(_vcolor_Stage0 = _color);
(gl_Position = vec4_ctor(_position.x, _position.y, 0.0, 1.0));
(gl_Position = vec4_ctor(((gl_Position.xy * _sk_RTAdjust.xz) + (gl_Position.ww * _sk_RTAdjust.yw)), 0.0, gl_Position.w));
return generateOutput(input);
}
,struct PS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    float4 v0 : TEXCOORD0;
};

#pragma warning( disable: 3556 3571 )
float4 vec4_ctor(float x0)
{
    return float4(x0, x0, x0, x0);
}
// Uniforms

uniform float4 _uinnerRect_Stage1_c0 : register(c0);
uniform float2 _uradiusPlusHalf_Stage1_c0 : register(c1);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Varyings
static  float4 _vcolor_Stage0 = {0, 0, 0, 0};

static float4 gl_Color[1] =
{
    float4(0, 0, 0, 0)
};
static float4 gl_FragCoord = float4(0, 0, 0, 0);

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewCoords : packoffset(c1);
    float3 dx_DepthFront : packoffset(c2);
    float2 dx_ViewScale : packoffset(c3);
};

#define GL_USES_FRAG_COLOR
#define GL_USES_FRAG_COORD
@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){
    float rhw = 1.0 / input.gl_FragCoord.w;
    gl_FragCoord.x = input.dx_Position.x;
    gl_FragCoord.y = input.dx_Position.y;
    gl_FragCoord.z = (input.gl_FragCoord.z * rhw) * dx_DepthFront.x + dx_DepthFront.y;
    gl_FragCoord.w = rhw;
    _vcolor_Stage0 = input.v0;

float4 _outputColor_Stage03024 = {0, 0, 0, 0};
(_outputColor_Stage03024 = _vcolor_Stage0);
float4 _output_Stage13025 = {0, 0, 0, 0};
float2 __0_dxy03026 = (_uinnerRect_Stage1_c0.xy - gl_FragCoord.xy);
float2 __1_dxy13027 = (gl_FragCoord.xy - _uinnerRect_Stage1_c0.zw);
float2 __2_dxy3028 = max(max(__0_dxy03026, __1_dxy13027), 0.0);
float __3_alpha3029 = clamp((_uradiusPlusHalf_Stage1_c0.x - length(__2_dxy3028)), 0.0, 1.0);
(_output_Stage13025 = vec4_ctor(__3_alpha3029));
{
(gl_Color[0] = (_outputColor_Stage03024 * _output_Stage13025));
}
return generateOutput();
}
R�	gl_Color0gl_Color[0]ystruct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    float4 v0 : TEXCOORD0;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    float4 v0 : TEXCOORD0;
};

void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput)
{
    output.gl_Position = input.gl_Position;
    output.v0 = input.v0; 
    output.gl_FragCoord = input.gl_FragCoord;
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
��$DXBC"���c�F�ڵ�NWc$4D��RDEFh<����RD11< ($\$Globals���\� ����������_sk_RTAdjustfloat4�Microsoft (R) HLSL Shader Compiler 10.1ISGND88TEXCOORD���OSGN�htttSV_PositionTEXCOORD���SHEXhPZjYF� _2_�g� e� e� e� h6� @?�?22F�� օ 6" �A6 
62 F62 F6� @�?6� @�?6� F>STAT�
�lDXBC5/�����Q�:K�Kl4�H|�RDEF�h<���\RD11< ($\$Globals���\� ����������8��������_uinnerRect_Stage1_c0float4����_uradiusPlusHalf_Stage1_c0float2��/Microsoft (R) HLSL Shader Compiler 10.1ISGN�htttSV_PositionTEXCOORD���OSGN, SV_TARGET��SHEXLPSjYF� d 2b�e� h	2F�AF� 	��� �A42�
F4
2F@FFK
 	
�A
� 8� F>STAT�	BPLG��[%788efd1c721aP��position
_uposition����������������P��
localCoord_ulocalCoord����������������R��sk_RTAdjust
_usk_RTAdjust����������������������������������������R��uinnerRect_Stage1_c0_uuinnerRect_Stage1_c0����������������������������������������P��uradiusPlusHalf_Stage1_c0_uuradiusPlusHalf_Stage1_c0����������������������������������������^�uTextureSampler_0_Stage0_uuTextureSampler_0_Stage0������������������������������������������^����������������������������������������������������������������������������������������������������������������������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    float2 v0 : TEXCOORD0;
};
#pragma warning( disable: 3556 3571 )
float4 vec4_ctor(float x0, float x1, float x2, float x3)
{
    return float4(x0, x1, x2, x3);
}
float4 vec4_ctor(float2 x0, float x1, float x2)
{
    return float4(x0, x1, x2);
}
// Uniforms

uniform float4 _sk_RTAdjust : register(c1);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Attributes
static float2 _position = {0, 0};
static float2 _localCoord = {0, 0};

static float4 gl_Position = float4(0, 0, 0, 0);

// Varyings
static  float2 _vlocalCoord_Stage0 = {0, 0};

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewAdjust : packoffset(c1);
    float2 dx_ViewCoords : packoffset(c2);
    float2 dx_ViewScale  : packoffset(c3);
};

@@ VERTEX ATTRIBUTES @@

VS_OUTPUT generateOutput(VS_INPUT input)
{
    VS_OUTPUT output;
    output.gl_Position = gl_Position;
    output.dx_Position.x = gl_Position.x;
    output.dx_Position.y = - gl_Position.y;
    output.dx_Position.z = (gl_Position.z + gl_Position.w) * 0.5;
    output.dx_Position.w = gl_Position.w;
    output.gl_FragCoord = gl_Position;
    output.v0 = _vlocalCoord_Stage0;

    return output;
}

VS_OUTPUT main(VS_INPUT input){
    initAttributes(input);

(_vlocalCoord_Stage0 = _localCoord);
(gl_Position = vec4_ctor(_position.x, _position.y, 0.0, 1.0));
(gl_Position = vec4_ctor(((gl_Position.xy * _sk_RTAdjust.xz) + (gl_Position.ww * _sk_RTAdjust.yw)), 0.0, gl_Position.w));
return generateOutput(input);
}
�	struct PS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    float2 v0 : TEXCOORD0;
};

#pragma warning( disable: 3556 3571 )
float4 vec4_ctor(float x0)
{
    return float4(x0, x0, x0, x0);
}
// Uniforms

uniform float4 _uinnerRect_Stage1_c0 : register(c0);
uniform float2 _uradiusPlusHalf_Stage1_c0 : register(c1);
static const uint _uTextureSampler_0_Stage0 = 0;
uniform Texture2D<float4> textures2D[1] : register(t0);
uniform SamplerState samplers2D[1] : register(s0);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Varyings
static  float2 _vlocalCoord_Stage0 = {0, 0};

static float4 gl_Color[1] =
{
    float4(0, 0, 0, 0)
};
static float4 gl_FragCoord = float4(0, 0, 0, 0);

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewCoords : packoffset(c1);
    float3 dx_DepthFront : packoffset(c2);
    float2 dx_ViewScale : packoffset(c3);
    struct SamplerMetadata
    {
        int baseLevel;
        int internalFormatBits;
        int wrapModes;
        int padding;
        int4 intBorderColor;
    };
    SamplerMetadata samplerMetadata[1] : packoffset(c4);
};

#define GL_USES_FRAG_COLOR
float4 gl_texture2D(uint samplerIndex, float2 t)
{
    return textures2D[samplerIndex].Sample(samplers2D[samplerIndex], float2(t.x, t.y));
}

#define GL_USES_FRAG_COORD
@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){
    float rhw = 1.0 / input.gl_FragCoord.w;
    gl_FragCoord.x = input.dx_Position.x;
    gl_FragCoord.y = input.dx_Position.y;
    gl_FragCoord.z = (input.gl_FragCoord.z * rhw) * dx_DepthFront.x + dx_DepthFront.y;
    gl_FragCoord.w = rhw;
    _vlocalCoord_Stage0 = input.v0.xy;

float4 _outputColor_Stage03025 = {1.0, 1.0, 1.0, 1.0};
float2 _texCoord3026 = {0, 0};
(_texCoord3026 = _vlocalCoord_Stage0);
(_outputColor_Stage03025 = gl_texture2D(_uTextureSampler_0_Stage0, _texCoord3026));
float4 _output_Stage13027 = {0, 0, 0, 0};
float2 __0_dxy03028 = (_uinnerRect_Stage1_c0.xy - gl_FragCoord.xy);
float2 __1_dxy13029 = (gl_FragCoord.xy - _uinnerRect_Stage1_c0.zw);
float2 __2_dxy3030 = max(max(__0_dxy03028, __1_dxy13029), 0.0);
float __3_alpha3031 = clamp((_uradiusPlusHalf_Stage1_c0.x - length(__2_dxy3030)), 0.0, 1.0);
(_output_Stage13027 = vec4_ctor(__3_alpha3031));
{
(gl_Color[0] = (_outputColor_Stage03025 * _output_Stage13027));
}
return generateOutput();
}
R�	gl_Color0gl_Color[0]ystruct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    float2 v0 : TEXCOORD0;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    float2 v0 : TEXCOORD0;
};

void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput)
{
    output.gl_Position = input.gl_Position;
    output.v0 = input.v0; 
    output.gl_FragCoord = input.gl_FragCoord;
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
��$DXBC�;�9�^OT2v$4D��RDEFh<����RD11< ($\$Globals���\� ����������_sk_RTAdjustfloat4�Microsoft (R) HLSL Shader Compiler 10.1ISGND88TEXCOORD���OSGN�htttSV_PositionTEXCOORD���SHEXhPZjYF� _2_2g� e� e� e2 h6� @?�?22F�� օ 6" �A6 
62 F62 F6� @�?6� @�?62 F>STAT�
�DXBC��T�w����V�m��4��tRDEF��<����RD11< ($������
�samplers2D[0]textures2D[0]$Globals����� ,L��������p���������_uinnerRect_Stage1_c0float4���B_uradiusPlusHalf_Stage1_c0float2���Microsoft (R) HLSL Shader Compiler 10.1ISGN�htttSV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX�PejYF� Z`XpUUd 2b2e� h	2F�AF� 	��� �A42�
F4
2F@FFK
 	
�A
� E���CU�FF~`8� F>STAT�
BPLG��J788efd1c721aP��
inPosition_uinPosition����������������R��inColor	_uinColor����������������R��inCircleEdge_uinCircleEdge����������������R��sk_RTAdjust
_usk_RTAdjust����������������������������������������������������������������������������������������������������������������������������fstruct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 v0 : TEXCOORD0;
    float4 v1 : TEXCOORD1;
};
#pragma warning( disable: 3556 3571 )
float4 vec4_ctor(float x0, float x1, float x2, float x3)
{
    return float4(x0, x1, x2, x3);
}
float4 vec4_ctor(float2 x0, float x1, float x2)
{
    return float4(x0, x1, x2);
}
// Uniforms

uniform float4 _sk_RTAdjust : register(c1);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Attributes
static float2 _inPosition = {0, 0};
static float4 _inColor = {0, 0, 0, 0};
static float4 _inCircleEdge = {0, 0, 0, 0};

static float4 gl_Position = float4(0, 0, 0, 0);

// Varyings
static  float4 _vinCircleEdge_Stage0 = {0, 0, 0, 0};
static  float4 _vinColor_Stage0 = {0, 0, 0, 0};

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewAdjust : packoffset(c1);
    float2 dx_ViewCoords : packoffset(c2);
    float2 dx_ViewScale  : packoffset(c3);
};

@@ VERTEX ATTRIBUTES @@

VS_OUTPUT generateOutput(VS_INPUT input)
{
    VS_OUTPUT output;
    output.gl_Position = gl_Position;
    output.dx_Position.x = gl_Position.x;
    output.dx_Position.y = - gl_Position.y;
    output.dx_Position.z = (gl_Position.z + gl_Position.w) * 0.5;
    output.dx_Position.w = gl_Position.w;
    output.v0 = _vinCircleEdge_Stage0;
    output.v1 = _vinColor_Stage0;

    return output;
}

VS_OUTPUT main(VS_INPUT input){
    initAttributes(input);

(_vinCircleEdge_Stage0 = _inCircleEdge);
(_vinColor_Stage0 = _inColor);
float2 __tmp_0_inPosition3027 = _inPosition;
(gl_Position = vec4_ctor(__tmp_0_inPosition3027.x, __tmp_0_inPosition3027.y, 0.0, 1.0));
(gl_Position = vec4_ctor(((gl_Position.xy * _sk_RTAdjust.xz) + (gl_Position.ww * _sk_RTAdjust.yw)), 0.0, gl_Position.w));
return generateOutput(input);
}
�struct PS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 v0 : TEXCOORD0;
    float4 v1 : TEXCOORD1;
};

#pragma warning( disable: 3556 3571 )
float4 vec4_ctor(float x0)
{
    return float4(x0, x0, x0, x0);
}
float4 vec4_ctor(float x0, float x1, float x2, float x3)
{
    return float4(x0, x1, x2, x3);
}
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Varyings
static  float4 _vinCircleEdge_Stage0 = {0, 0, 0, 0};
static  float4 _vinColor_Stage0 = {0, 0, 0, 0};

static float4 gl_Color[1] =
{
    float4(0, 0, 0, 0)
};

cbuffer DriverConstants : register(b1)
{
};

#define GL_USES_FRAG_COLOR
@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){
    _vinCircleEdge_Stage0 = input.v0;
    _vinColor_Stage0 = input.v1;

float4 _circleEdge3023 = {0, 0, 0, 0};
(_circleEdge3023 = _vinCircleEdge_Stage0);
float4 _outputColor_Stage03024 = {0, 0, 0, 0};
(_outputColor_Stage03024 = _vinColor_Stage0);
float _d3025 = length(_circleEdge3023.xy);
float _distanceToOuterEdge3026 = (_circleEdge3023.z * (1.0 - _d3025));
float _edgeAlpha3027 = clamp(_distanceToOuterEdge3026, 0.0, 1.0);
float4 _outputCoverage_Stage03028 = vec4_ctor(_edgeAlpha3027);
{
(gl_Color[0] = (_outputColor_Stage03024 * _outputCoverage_Stage03028));
(gl_Color[0] = vec4_ctor(gl_Color[0].w, 0.0, 0.0, 0.0));
}
return generateOutput();
}
R�	gl_Color0gl_Color[0]Rstruct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 v0 : TEXCOORD0;
    float4 v1 : TEXCOORD1;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 v0 : TEXCOORD0;
    float4 v1 : TEXCOORD1;
};

void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput)
{
    output.gl_Position = input.gl_Position;
    output.v0 = input.v0; 
    output.v1 = input.v1; 
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
���(DXBC6�ٔ�m����]�(4D�0�RDEFh<����RD11< ($\$Globals���\� ����������_sk_RTAdjustfloat4�Microsoft (R) HLSL Shader Compiler 10.1ISGN\PPPTEXCOORD���OSGN�htttSV_PositionTEXCOORD���SHEXTPUjYF� _2_�_�g� e� e� e� h6� @?�?22F�� օ 6" �A6 
62 F6� @�?6� F6� F>STAT�	��DXBC��A<�ꉻEE��#�Z�4�(\HRDEFd<���<RD11< ($Microsoft (R) HLSL Shader Compiler 10.1ISGN�htttSV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX�P9jbrb�e� hFFK

�A@�?8 
*8 
:6� @>STAT�BPLG���788efd1c721aP��
inPosition_uinPosition����������������R��inColor	_uinColor����������������R��inCircleEdge_uinCircleEdge����������������R��sk_RTAdjust
_usk_RTAdjust��������������������������������������������������������������������������������������������������������������������������������fstruct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 v0 : TEXCOORD0;
    float4 v1 : TEXCOORD1;
};
#pragma warning( disable: 3556 3571 )
float4 vec4_ctor(float x0, float x1, float x2, float x3)
{
    return float4(x0, x1, x2, x3);
}
float4 vec4_ctor(float2 x0, float x1, float x2)
{
    return float4(x0, x1, x2);
}
// Uniforms

uniform float4 _sk_RTAdjust : register(c1);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Attributes
static float2 _inPosition = {0, 0};
static float4 _inColor = {0, 0, 0, 0};
static float4 _inCircleEdge = {0, 0, 0, 0};

static float4 gl_Position = float4(0, 0, 0, 0);

// Varyings
static  float4 _vinCircleEdge_Stage0 = {0, 0, 0, 0};
static  float4 _vinColor_Stage0 = {0, 0, 0, 0};

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewAdjust : packoffset(c1);
    float2 dx_ViewCoords : packoffset(c2);
    float2 dx_ViewScale  : packoffset(c3);
};

@@ VERTEX ATTRIBUTES @@

VS_OUTPUT generateOutput(VS_INPUT input)
{
    VS_OUTPUT output;
    output.gl_Position = gl_Position;
    output.dx_Position.x = gl_Position.x;
    output.dx_Position.y = - gl_Position.y;
    output.dx_Position.z = (gl_Position.z + gl_Position.w) * 0.5;
    output.dx_Position.w = gl_Position.w;
    output.v0 = _vinCircleEdge_Stage0;
    output.v1 = _vinColor_Stage0;

    return output;
}

VS_OUTPUT main(VS_INPUT input){
    initAttributes(input);

(_vinCircleEdge_Stage0 = _inCircleEdge);
(_vinColor_Stage0 = _inColor);
float2 __tmp_0_inPosition3028 = _inPosition;
(gl_Position = vec4_ctor(__tmp_0_inPosition3028.x, __tmp_0_inPosition3028.y, 0.0, 1.0));
(gl_Position = vec4_ctor(((gl_Position.xy * _sk_RTAdjust.xz) + (gl_Position.ww * _sk_RTAdjust.yw)), 0.0, gl_Position.w));
return generateOutput(input);
}
�struct PS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 v0 : TEXCOORD0;
    float4 v1 : TEXCOORD1;
};

#pragma warning( disable: 3556 3571 )
float4 vec4_ctor(float x0)
{
    return float4(x0, x0, x0, x0);
}
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Varyings
static  float4 _vinCircleEdge_Stage0 = {0, 0, 0, 0};
static  float4 _vinColor_Stage0 = {0, 0, 0, 0};

static float4 gl_Color[1] =
{
    float4(0, 0, 0, 0)
};

cbuffer DriverConstants : register(b1)
{
};

#define GL_USES_FRAG_COLOR
@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){
    _vinCircleEdge_Stage0 = input.v0;
    _vinColor_Stage0 = input.v1;

float4 _circleEdge3023 = {0, 0, 0, 0};
(_circleEdge3023 = _vinCircleEdge_Stage0);
float4 _outputColor_Stage03024 = {0, 0, 0, 0};
(_outputColor_Stage03024 = _vinColor_Stage0);
float _d3025 = length(_circleEdge3023.xy);
float _distanceToOuterEdge3026 = (_circleEdge3023.z * (1.0 - _d3025));
float _edgeAlpha3027 = clamp(_distanceToOuterEdge3026, 0.0, 1.0);
float _distanceToInnerEdge3028 = (_circleEdge3023.z * (_d3025 - _circleEdge3023.w));
float _innerAlpha3029 = clamp(_distanceToInnerEdge3028, 0.0, 1.0);
(_edgeAlpha3027 *= _innerAlpha3029);
float4 _outputCoverage_Stage03030 = vec4_ctor(_edgeAlpha3027);
{
(gl_Color[0] = (_outputColor_Stage03024 * _outputCoverage_Stage03030));
}
return generateOutput();
}
R�	gl_Color0gl_Color[0]Rstruct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 v0 : TEXCOORD0;
    float4 v1 : TEXCOORD1;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 v0 : TEXCOORD0;
    float4 v1 : TEXCOORD1;
};

void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput)
{
    output.gl_Position = input.gl_Position;
    output.v0 = input.v0; 
    output.v1 = input.v1; 
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
���(DXBC6�ٔ�m����]�(4D�0�RDEFh<����RD11< ($\$Globals���\� ����������_sk_RTAdjustfloat4�Microsoft (R) HLSL Shader Compiler 10.1ISGN\PPPTEXCOORD���OSGN�htttSV_PositionTEXCOORD���SHEXTPUjYF� _2_�_�g� e� e� e� h6� @?�?22F�� օ 6" �A6 
62 F6� @�?6� F6� F>STAT�	�DXBC>�;"�2����t��4�(\dRDEFd<���<RD11< ($Microsoft (R) HLSL Shader Compiler 10.1ISGN�htttSV_PositionTEXCOORD���OSGN, SV_TARGET��SHEXP@jb�b�e� hFFK
"
�A@�?
:�A8 2F�8
8� F>STAT�BPLG��<788efd1c721aP��position
_uposition����������������P��
localCoord_ulocalCoord����������������R��sk_RTAdjust
_usk_RTAdjust����������������������������������������P��u_0_Increment_Stage1_c0_uu_0_Increment_Stage1_c0����������������������������������������R��u_1_Kernel_Stage1_c0[0]_uu_1_Kernel_Stage1_c0[0]����������������������������������������[��umatrix_Stage1_c0_c0_uumatrix_Stage1_c0_c0����������������������������������������^�uTextureSampler_0_Stage1_uuTextureSampler_0_Stage1������������������������������������������^�����	������������������������������������������������������������������������������������������������������������������������������������������������������������������Tstruct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float2 v0 : TEXCOORD0;
};
#pragma warning( disable: 3556 3571 )
float4 vec4_ctor(float x0, float x1, float x2, float x3)
{
    return float4(x0, x1, x2, x3);
}
float4 vec4_ctor(float2 x0, float x1, float x2)
{
    return float4(x0, x1, x2);
}
// Uniforms

uniform float4 _sk_RTAdjust : register(c1);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Attributes
static float2 _position = {0, 0};
static float2 _localCoord = {0, 0};

static float4 gl_Position = float4(0, 0, 0, 0);

// Varyings
static  float2 _vLocalCoord_Stage0 = {0, 0};

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewAdjust : packoffset(c1);
    float2 dx_ViewCoords : packoffset(c2);
    float2 dx_ViewScale  : packoffset(c3);
};

@@ VERTEX ATTRIBUTES @@

VS_OUTPUT generateOutput(VS_INPUT input)
{
    VS_OUTPUT output;
    output.gl_Position = gl_Position;
    output.dx_Position.x = gl_Position.x;
    output.dx_Position.y = - gl_Position.y;
    output.dx_Position.z = (gl_Position.z + gl_Position.w) * 0.5;
    output.dx_Position.w = gl_Position.w;
    output.v0 = _vLocalCoord_Stage0;

    return output;
}

VS_OUTPUT main(VS_INPUT input){
    initAttributes(input);

(_vLocalCoord_Stage0 = _localCoord);
(gl_Position = vec4_ctor(_position.x, _position.y, 0.0, 1.0));
(gl_Position = vec4_ctor(((gl_Position.xy * _sk_RTAdjust.xz) + (gl_Position.ww * _sk_RTAdjust.yw)), 0.0, gl_Position.w));
return generateOutput(input);
}
�struct PS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float2 v0 : TEXCOORD0;
};

#pragma warning( disable: 3556 3571 )
float3 vec3_ctor(float2 x0, float x1)
{
    return float3(x0, x1);
}
float4 vec4_ctor(float x0, float x1, float x2, float x3)
{
    return float4(x0, x1, x2, x3);
}
// Uniforms

uniform float2 _u_0_Increment_Stage1_c0 : register(c0);
uniform float4 _u_1_Kernel_Stage1_c0[5] : register(c1);
uniform float3x3 _umatrix_Stage1_c0_c0 : register(c6);
static const uint _uTextureSampler_0_Stage1 = 0;
uniform Texture2D<float4> textures2D[1] : register(t0);
uniform SamplerState samplers2D[1] : register(s0);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Varyings
static  float2 _vLocalCoord_Stage0 = {0, 0};

static float4 gl_Color[1] =
{
    float4(0, 0, 0, 0)
};

cbuffer DriverConstants : register(b1)
{
    struct SamplerMetadata
    {
        int baseLevel;
        int internalFormatBits;
        int wrapModes;
        int padding;
        int4 intBorderColor;
    };
    SamplerMetadata samplerMetadata[1] : packoffset(c4);
};

#define GL_USES_FRAG_COLOR
float4 gl_texture2D(uint samplerIndex, float2 t)
{
    return textures2D[samplerIndex].Sample(samplers2D[samplerIndex], float2(t.x, t.y));
}

float4 f_MatrixEffect_Stage1_c0_c0_h4h4f2_float4(in float4 __input, in float2 __coords)
{
return vec4_ctor(0.0, 0.0, 0.0, gl_texture2D(_uTextureSampler_0_Stage1, mul(transpose(_umatrix_Stage1_c0_c0), vec3_ctor(__coords, 1.0)).xy).x);
}
@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){
    _vLocalCoord_Stage0 = input.v0.xy;

float4 _outputColor_Stage03029 = {1.0, 1.0, 1.0, 1.0};
float4 _output_Stage13030 = {0, 0, 0, 0};
float4 __0_color3031 = {0.0, 0.0, 0.0, 0.0};
float2 __1_coord3032 = (_vLocalCoord_Stage0 - (8.0 * _u_0_Increment_Stage1_c0));
(__0_color3031 += (f_MatrixEffect_Stage1_c0_c0_h4h4f2_float4(_outputColor_Stage03029, __1_coord3032) * _u_1_Kernel_Stage1_c0[0].x));
(__1_coord3032 += _u_0_Increment_Stage1_c0);
(__0_color3031 += (f_MatrixEffect_Stage1_c0_c0_h4h4f2_float4(_outputColor_Stage03029, __1_coord3032) * _u_1_Kernel_Stage1_c0[0].y));
(__1_coord3032 += _u_0_Increment_Stage1_c0);
(__0_color3031 += (f_MatrixEffect_Stage1_c0_c0_h4h4f2_float4(_outputColor_Stage03029, __1_coord3032) * _u_1_Kernel_Stage1_c0[0].z));
(__1_coord3032 += _u_0_Increment_Stage1_c0);
(__0_color3031 += (f_MatrixEffect_Stage1_c0_c0_h4h4f2_float4(_outputColor_Stage03029, __1_coord3032) * _u_1_Kernel_Stage1_c0[0].w));
(__1_coord3032 += _u_0_Increment_Stage1_c0);
(__0_color3031 += (f_MatrixEffect_Stage1_c0_c0_h4h4f2_float4(_outputColor_Stage03029, __1_coord3032) * _u_1_Kernel_Stage1_c0[1].x));
(__1_coord3032 += _u_0_Increment_Stage1_c0);
(__0_color3031 += (f_MatrixEffect_Stage1_c0_c0_h4h4f2_float4(_outputColor_Stage03029, __1_coord3032) * _u_1_Kernel_Stage1_c0[1].y));
(__1_coord3032 += _u_0_Increment_Stage1_c0);
(__0_color3031 += (f_MatrixEffect_Stage1_c0_c0_h4h4f2_float4(_outputColor_Stage03029, __1_coord3032) * _u_1_Kernel_Stage1_c0[1].z));
(__1_coord3032 += _u_0_Increment_Stage1_c0);
(__0_color3031 += (f_MatrixEffect_Stage1_c0_c0_h4h4f2_float4(_outputColor_Stage03029, __1_coord3032) * _u_1_Kernel_Stage1_c0[1].w));
(__1_coord3032 += _u_0_Increment_Stage1_c0);
(__0_color3031 += (f_MatrixEffect_Stage1_c0_c0_h4h4f2_float4(_outputColor_Stage03029, __1_coord3032) * _u_1_Kernel_Stage1_c0[2].x));
(__1_coord3032 += _u_0_Increment_Stage1_c0);
(__0_color3031 += (f_MatrixEffect_Stage1_c0_c0_h4h4f2_float4(_outputColor_Stage03029, __1_coord3032) * _u_1_Kernel_Stage1_c0[2].y));
(__1_coord3032 += _u_0_Increment_Stage1_c0);
(__0_color3031 += (f_MatrixEffect_Stage1_c0_c0_h4h4f2_float4(_outputColor_Stage03029, __1_coord3032) * _u_1_Kernel_Stage1_c0[2].z));
(__1_coord3032 += _u_0_Increment_Stage1_c0);
(__0_color3031 += (f_MatrixEffect_Stage1_c0_c0_h4h4f2_float4(_outputColor_Stage03029, __1_coord3032) * _u_1_Kernel_Stage1_c0[2].w));
(__1_coord3032 += _u_0_Increment_Stage1_c0);
(__0_color3031 += (f_MatrixEffect_Stage1_c0_c0_h4h4f2_float4(_outputColor_Stage03029, __1_coord3032) * _u_1_Kernel_Stage1_c0[3].x));
(__1_coord3032 += _u_0_Increment_Stage1_c0);
(__0_color3031 += (f_MatrixEffect_Stage1_c0_c0_h4h4f2_float4(_outputColor_Stage03029, __1_coord3032) * _u_1_Kernel_Stage1_c0[3].y));
(__1_coord3032 += _u_0_Increment_Stage1_c0);
(__0_color3031 += (f_MatrixEffect_Stage1_c0_c0_h4h4f2_float4(_outputColor_Stage03029, __1_coord3032) * _u_1_Kernel_Stage1_c0[3].z));
(__1_coord3032 += _u_0_Increment_Stage1_c0);
(__0_color3031 += (f_MatrixEffect_Stage1_c0_c0_h4h4f2_float4(_outputColor_Stage03029, __1_coord3032) * _u_1_Kernel_Stage1_c0[3].w));
(__1_coord3032 += _u_0_Increment_Stage1_c0);
(__0_color3031 += (f_MatrixEffect_Stage1_c0_c0_h4h4f2_float4(_outputColor_Stage03029, __1_coord3032) * _u_1_Kernel_Stage1_c0[4].x));
(_output_Stage13030 = __0_color3031);
{
(gl_Color[0] = _output_Stage13030);
(gl_Color[0] = vec4_ctor(gl_Color[0].w, 0.0, 0.0, 0.0));
}
return generateOutput();
}
R�	gl_Color0gl_Color[0]struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float2 v0 : TEXCOORD0;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float2 v0 : TEXCOORD0;
};

void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput)
{
    output.gl_Position = input.gl_Position;
    output.v0 = input.v0; 
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
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� :6� @>STAT�hDBPLG��>1788efd1c721a		P��position
_uposition����������������	R��sk_RTAdjust
_usk_RTAdjust����������������������������������������R��uviewMatrix_Stage0_uuviewMatrix_Stage0����������������������������������������R��
uColor_Stage0_uuColor_Stage0�����������������������������������������ucornerRadius_Stage1_c0_uucornerRadius_Stage1_c0����������������������������������������R��uproxyRect_Stage1_c0_uuproxyRect_Stage1_c0�����������������������������������������ublurRadius_Stage1_c0_uublurRadius_Stage1_c0����������������������������������������R��uinnerRect_Stage2_c1_uuinnerRect_Stage2_c1����������������������������������������P��uradiusPlusHalf_Stage2_c1_uuradiusPlusHalf_Stage2_c1����������������������������������������^�uTextureSampler_0_Stage1_uuTextureSampler_0_Stage1������������������������������������������	^�		����			������������������������������������������������������������������	�������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD0;
    float4 gl_FragCoord : TEXCOORD1;
};
#pragma warning( disable: 3556 3571 )
float4 vec4_ctor(float x0, float x1, float x2, float x3)
{
    return float4(x0, x1, x2, x3);
}
float4 vec4_ctor(float2 x0, float x1, float x2)
{
    return float4(x0, x1, x2);
}
// Uniforms

uniform float4 _sk_RTAdjust : register(c1);
uniform float4 _uviewMatrix_Stage0 : register(c2);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Attributes
static float2 _position = {0, 0};

static float4 gl_Position = float4(0, 0, 0, 0);

// Varyings

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewAdjust : packoffset(c1);
    float2 dx_ViewCoords : packoffset(c2);
    float2 dx_ViewScale  : packoffset(c3);
};

@@ VERTEX ATTRIBUTES @@

VS_OUTPUT generateOutput(VS_INPUT input)
{
    VS_OUTPUT output;
    output.gl_Position = gl_Position;
    output.dx_Position.x = gl_Position.x;
    output.dx_Position.y = - gl_Position.y;
    output.dx_Position.z = (gl_Position.z + gl_Position.w) * 0.5;
    output.dx_Position.w = gl_Position.w;
    output.gl_FragCoord = gl_Position;

    return output;
}

VS_OUTPUT main(VS_INPUT input){
    initAttributes(input);

float2 __tmp_0_position3024 = ((_uviewMatrix_Stage0.xz * _position) + _uviewMatrix_Stage0.yw);
(gl_Position = vec4_ctor(__tmp_0_position3024.x, __tmp_0_position3024.y, 0.0, 1.0));
(gl_Position = vec4_ctor(((gl_Position.xy * _sk_RTAdjust.xz) + (gl_Position.ww * _sk_RTAdjust.yw)), 0.0, gl_Position.w));
return generateOutput(input);
}
8struct PS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD0;
    float4 gl_FragCoord : TEXCOORD1;
};

#pragma warning( disable: 3556 3571 )
float2 vec2_ctor(float x0)
{
    return float2(x0, x0);
}
float4 vec4_ctor(float x0)
{
    return float4(x0, x0, x0, x0);
}
// Uniforms

uniform float4 _uColor_Stage0 : register(c0);
uniform float _ucornerRadius_Stage1_c0 : register(c1);
uniform float4 _uproxyRect_Stage1_c0 : register(c2);
uniform float _ublurRadius_Stage1_c0 : register(c3);
uniform float4 _uinnerRect_Stage2_c1 : register(c4);
uniform float2 _uradiusPlusHalf_Stage2_c1 : register(c5);
static const uint _uTextureSampler_0_Stage1 = 0;
uniform Texture2D<float4> textures2D[1] : register(t0);
uniform SamplerState samplers2D[1] : register(s0);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Varyings

static float4 gl_Color[1] =
{
    float4(0, 0, 0, 0)
};
static float4 gl_FragCoord = float4(0, 0, 0, 0);

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewCoords : packoffset(c1);
    float3 dx_DepthFront : packoffset(c2);
    float2 dx_ViewScale : packoffset(c3);
    struct SamplerMetadata
    {
        int baseLevel;
        int internalFormatBits;
        int wrapModes;
        int padding;
        int4 intBorderColor;
    };
    SamplerMetadata samplerMetadata[1] : packoffset(c4);
};

#define GL_USES_FRAG_COLOR
float4 gl_texture2D(uint samplerIndex, float2 t)
{
    return textures2D[samplerIndex].Sample(samplers2D[samplerIndex], float2(t.x, t.y));
}

#define GL_USES_FRAG_COORD
@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){
    float rhw = 1.0 / input.gl_FragCoord.w;
    gl_FragCoord.x = input.dx_Position.x;
    gl_FragCoord.y = input.dx_Position.y;
    gl_FragCoord.z = (input.gl_FragCoord.z * rhw) * dx_DepthFront.x + dx_DepthFront.y;
    gl_FragCoord.w = rhw;

float4 _outputColor_Stage03028 = {0, 0, 0, 0};
(_outputColor_Stage03028 = _uColor_Stage0);
float4 _output_Stage13029 = {0, 0, 0, 0};
float2 __0_translatedFragPosFloat3030 = (gl_FragCoord.xy - _uproxyRect_Stage1_c0.xy);
float2 __1_proxyCenter3031 = ((_uproxyRect_Stage1_c0.zw - _uproxyRect_Stage1_c0.xy) * 0.5);
float __2_edgeSize3032 = (((2.0 * _ublurRadius_Stage1_c0) + _ucornerRadius_Stage1_c0) + 0.5);
(__0_translatedFragPosFloat3030 -= __1_proxyCenter3031);
float2 __3_fragDirection3033 = sign(__0_translatedFragPosFloat3030);
(__0_translatedFragPosFloat3030 = abs(__0_translatedFragPosFloat3030));
float2 __4_translatedFragPosHalf3034 = (__0_translatedFragPosFloat3030 - (__1_proxyCenter3031 - __2_edgeSize3032));
(__4_translatedFragPosHalf3034 = max(__4_translatedFragPosHalf3034, 0.0));
(__4_translatedFragPosHalf3034 *= __3_fragDirection3033);
(__4_translatedFragPosHalf3034 += vec2_ctor(__2_edgeSize3032));
float2 __5_proxyDims3035 = vec2_ctor((2.0 * __2_edgeSize3032));
float2 __6_texCoord3036 = (__4_translatedFragPosHalf3034 / __5_proxyDims3035);
(_output_Stage13029 = vec4_ctor(gl_texture2D(_uTextureSampler_0_Stage1, __6_texCoord3036).x));
float4 _output_Stage23037 = {0, 0, 0, 0};
float2 __7_dxy03038 = (_uinnerRect_Stage2_c1.xy - gl_FragCoord.xy);
float2 __8_dxy13039 = (gl_FragCoord.xy - _uinnerRect_Stage2_c1.zw);
float2 __9_dxy3040 = max(max(__7_dxy03038, __8_dxy13039), 0.0);
float __10_alpha3041 = clamp((_uradiusPlusHalf_Stage2_c1.x - length(__9_dxy3040)), 0.0, 1.0);
(__10_alpha3041 = (1.0 - __10_alpha3041));
(_output_Stage23037 = (_output_Stage13029 * __10_alpha3041));
{
(gl_Color[0] = (_outputColor_Stage03028 * _output_Stage23037));
}
return generateOutput();
}
R�	gl_Color0gl_Color[0](struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD0;
    float4 gl_FragCoord : TEXCOORD1;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD0;
    float4 gl_FragCoord : TEXCOORD1;
};

void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput)
{
    output.gl_Position = input.gl_Position;
    output.gl_FragCoord = input.gl_FragCoord;
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
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8� F� >STAT�BPLG��e788efd1c721aP��
inPosition_uinPosition�����������������
inCoverage_uinCoverage����������������R��sk_RTAdjust
_usk_RTAdjust����������������������������������������R��
uColor_Stage0_uuColor_Stage0�����������������������������������������������������������������������������������������������������������������������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float v0 : TEXCOORD0;
};
#pragma warning( disable: 3556 3571 )
float4 vec4_ctor(float x0, float x1, float x2, float x3)
{
    return float4(x0, x1, x2, x3);
}
float4 vec4_ctor(float2 x0, float x1, float x2)
{
    return float4(x0, x1, x2);
}
// Uniforms

uniform float4 _sk_RTAdjust : register(c1);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Attributes
static float2 _inPosition = {0, 0};
static float _inCoverage = {0};

static float4 gl_Position = float4(0, 0, 0, 0);

// Varyings
static  float _vinCoverage_Stage0 = {0};

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewAdjust : packoffset(c1);
    float2 dx_ViewCoords : packoffset(c2);
    float2 dx_ViewScale  : packoffset(c3);
};

@@ VERTEX ATTRIBUTES @@

VS_OUTPUT generateOutput(VS_INPUT input)
{
    VS_OUTPUT output;
    output.gl_Position = gl_Position;
    output.dx_Position.x = gl_Position.x;
    output.dx_Position.y = - gl_Position.y;
    output.dx_Position.z = (gl_Position.z + gl_Position.w) * 0.5;
    output.dx_Position.w = gl_Position.w;
    output.v0 = _vinCoverage_Stage0;

    return output;
}

VS_OUTPUT main(VS_INPUT input){
    initAttributes(input);

float2 __tmp_0_inPosition3025 = _inPosition;
(_vinCoverage_Stage0 = _inCoverage);
(gl_Position = vec4_ctor(__tmp_0_inPosition3025.x, __tmp_0_inPosition3025.y, 0.0, 1.0));
(gl_Position = vec4_ctor(((gl_Position.xy * _sk_RTAdjust.xz) + (gl_Position.ww * _sk_RTAdjust.yw)), 0.0, gl_Position.w));
return generateOutput(input);
}
�struct PS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float v0 : TEXCOORD0;
};

#pragma warning( disable: 3556 3571 )
float4 vec4_ctor(float x0)
{
    return float4(x0, x0, x0, x0);
}
float4 vec4_ctor(float x0, float x1, float x2, float x3)
{
    return float4(x0, x1, x2, x3);
}
// Uniforms

uniform float4 _uColor_Stage0 : register(c0);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Varyings
static  float _vinCoverage_Stage0 = {0};

static float4 gl_Color[1] =
{
    float4(0, 0, 0, 0)
};

cbuffer DriverConstants : register(b1)
{
};

#define GL_USES_FRAG_COLOR
@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){
    _vinCoverage_Stage0 = input.v0.x;

float4 _outputColor_Stage03023 = {0, 0, 0, 0};
(_outputColor_Stage03023 = _uColor_Stage0);
float _alpha3024 = {1.0};
(_alpha3024 = _vinCoverage_Stage0);
float4 _outputCoverage_Stage03025 = vec4_ctor(_alpha3024);
{
(gl_Color[0] = _outputCoverage_Stage03025);
(gl_Color[0] = vec4_ctor(gl_Color[0].w, 0.0, 0.0, 0.0));
}
return generateOutput();
}
R�	gl_Color0gl_Color[0]�struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float v0 : TEXCOORD0;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float v0 : TEXCOORD0;
};

void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput)
{
    output.gl_Position = input.gl_Position;
    output.v0 = input.v0; 
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
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62 F6� @�?6 
>STAT��DDXBC�8�H!߷d���l,D4�D�RDEFd<���<RD11< ($Microsoft (R) HLSL Shader Compiler 10.1ISGNhP\\SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX\Pjbe� 6 
6� @>STAT�BPLG��R788efd1c721aP��position
_uposition����������������P��
localCoord_ulocalCoord����������������R��sk_RTAdjust
_usk_RTAdjust����������������������������������������[��umatrix_Stage1_c0_c0_uumatrix_Stage1_c0_c0����������������������������������������^�uTextureSampler_0_Stage1_uuTextureSampler_0_Stage1������������������������������������������^�������������������������������������������������������������������������������������������������������������������������������)struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float2 v0 : TEXCOORD0;
};
#pragma warning( disable: 3556 3571 )
float3 vec3_ctor(float2 x0, float x1)
{
    return float3(x0, x1);
}
float4 vec4_ctor(float x0, float x1, float x2, float x3)
{
    return float4(x0, x1, x2, x3);
}
float4 vec4_ctor(float2 x0, float x1, float x2)
{
    return float4(x0, x1, x2);
}
// Uniforms

uniform float4 _sk_RTAdjust : register(c1);
uniform float3x3 _umatrix_Stage1_c0_c0 : register(c2);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Attributes
static float2 _position = {0, 0};
static float2 _localCoord = {0, 0};

static float4 gl_Position = float4(0, 0, 0, 0);

// Varyings
static  float2 _vTransformedCoords_0_Stage0 = {0, 0};

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewAdjust : packoffset(c1);
    float2 dx_ViewCoords : packoffset(c2);
    float2 dx_ViewScale  : packoffset(c3);
};

@@ VERTEX ATTRIBUTES @@

VS_OUTPUT generateOutput(VS_INPUT input)
{
    VS_OUTPUT output;
    output.gl_Position = gl_Position;
    output.dx_Position.x = gl_Position.x;
    output.dx_Position.y = - gl_Position.y;
    output.dx_Position.z = (gl_Position.z + gl_Position.w) * 0.5;
    output.dx_Position.w = gl_Position.w;
    output.v0 = _vTransformedCoords_0_Stage0;

    return output;
}

VS_OUTPUT main(VS_INPUT input){
    initAttributes(input);

(gl_Position = vec4_ctor(_position.x, _position.y, 0.0, 1.0));
{
(_vTransformedCoords_0_Stage0 = mul(transpose(_umatrix_Stage1_c0_c0), vec3_ctor(_localCoord, 1.0)).xy);
}
(gl_Position = vec4_ctor(((gl_Position.xy * _sk_RTAdjust.xz) + (gl_Position.ww * _sk_RTAdjust.yw)), 0.0, gl_Position.w));
return generateOutput(input);
}
Vstruct PS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float2 v0 : TEXCOORD0;
};

#pragma warning( disable: 3556 3571 )
float4 vec4_ctor(float x0, float x1, float x2, float x3)
{
    return float4(x0, x1, x2, x3);
}
// Uniforms

static const uint _uTextureSampler_0_Stage1 = 0;
uniform Texture2D<float4> textures2D[1] : register(t0);
uniform SamplerState samplers2D[1] : register(s0);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Varyings
static  float2 _vTransformedCoords_0_Stage0 = {0, 0};

static float4 gl_Color[1] =
{
    float4(0, 0, 0, 0)
};

cbuffer DriverConstants : register(b1)
{
    struct SamplerMetadata
    {
        int baseLevel;
        int internalFormatBits;
        int wrapModes;
        int padding;
        int4 intBorderColor;
    };
    SamplerMetadata samplerMetadata[1] : packoffset(c4);
};

#define GL_USES_FRAG_COLOR
float4 gl_texture2D(uint samplerIndex, float2 t)
{
    return textures2D[samplerIndex].Sample(samplers2D[samplerIndex], float2(t.x, t.y));
}

@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){
    _vTransformedCoords_0_Stage0 = input.v0.xy;

float4 _outputColor_Stage03024 = {1.0, 1.0, 1.0, 1.0};
float4 _output_Stage13025 = {0, 0, 0, 0};
(_output_Stage13025 = (vec4_ctor(0.0, 0.0, 0.0, gl_texture2D(_uTextureSampler_0_Stage1, _vTransformedCoords_0_Stage0).x) * _outputColor_Stage03024));
{
(gl_Color[0] = _output_Stage13025);
(gl_Color[0] = vec4_ctor(gl_Color[0].w, 0.0, 0.0, 0.0));
}
return generateOutput();
}
R�	gl_Color0gl_Color[0]struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float2 v0 : TEXCOORD0;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float2 v0 : TEXCOORD0;
};

void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput)
{
    output.gl_Position = input.gl_Position;
    output.v0 = input.v0; 
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
���DXBC�A��k��O
���4��l�RDEFth<���LRD11< ($\$Globals���\�P���������� ,(��������_sk_RTAdjustfloat4�_umatrix_Stage1_c0_c0float3x3�Microsoft (R) HLSL Shader Compiler 10.1ISGND88TEXCOORD���OSGNhP\\SV_PositionTEXCOORD���SHEX|P_jYF� _2_2g� e� e2 h6� @?�?22F�� օ 6" �A6 
62 F6� @�?62F6B@�? F� F" F� F>STAT���DXBC�Z�!����
]�,C��4�l�TRDEF�<����RD11< ($|�����
samplers2D[0]textures2D[0]Microsoft (R) HLSL Shader Compiler 10.1ISGNhP\\SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX�P+jZ`XpUUb2e� hE���CUFF~`6 
6� @>STAT�BPLG��<%788efd1c721aP��position
_uposition����������������P��
localCoord_ulocalCoord����������������R��sk_RTAdjust
_usk_RTAdjust����������������������������������������[��umatrix_Stage1_c0_uumatrix_Stage1_c0����������������������������������������[��umatrix_Stage1_c0_c0_uumatrix_Stage1_c0_c0����������������������������������������R��uclamp_Stage1_c0_c0_c0_uuclamp_Stage1_c0_c0_c0����������������������������������������^�uTextureSampler_0_Stage1_uuTextureSampler_0_Stage1������������������������������������������^������������������������������������������������������������������������������������������������������������������������������������������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float2 v0 : TEXCOORD0;
};
#pragma warning( disable: 3556 3571 )
float3 vec3_ctor(float2 x0, float x1)
{
    return float3(x0, x1);
}
float4 vec4_ctor(float x0, float x1, float x2, float x3)
{
    return float4(x0, x1, x2, x3);
}
float4 vec4_ctor(float2 x0, float x1, float x2)
{
    return float4(x0, x1, x2);
}
// Uniforms

uniform float4 _sk_RTAdjust : register(c1);
uniform float3x3 _umatrix_Stage1_c0 : register(c2);
uniform float3x3 _umatrix_Stage1_c0_c0 : register(c5);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Attributes
static float2 _position = {0, 0};
static float2 _localCoord = {0, 0};

static float4 gl_Position = float4(0, 0, 0, 0);

// Varyings
static  float2 _vTransformedCoords_0_Stage0 = {0, 0};

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewAdjust : packoffset(c1);
    float2 dx_ViewCoords : packoffset(c2);
    float2 dx_ViewScale  : packoffset(c3);
};

@@ VERTEX ATTRIBUTES @@

VS_OUTPUT generateOutput(VS_INPUT input)
{
    VS_OUTPUT output;
    output.gl_Position = gl_Position;
    output.dx_Position.x = gl_Position.x;
    output.dx_Position.y = - gl_Position.y;
    output.dx_Position.z = (gl_Position.z + gl_Position.w) * 0.5;
    output.dx_Position.w = gl_Position.w;
    output.v0 = _vTransformedCoords_0_Stage0;

    return output;
}

VS_OUTPUT main(VS_INPUT input){
    initAttributes(input);

(gl_Position = vec4_ctor(_position.x, _position.y, 0.0, 1.0));
{
(_vTransformedCoords_0_Stage0 = mul(transpose(transpose(mul(transpose(_umatrix_Stage1_c0_c0), transpose(_umatrix_Stage1_c0)))), vec3_ctor(_localCoord, 1.0)).xy);
}
(gl_Position = vec4_ctor(((gl_Position.xy * _sk_RTAdjust.xz) + (gl_Position.ww * _sk_RTAdjust.yw)), 0.0, gl_Position.w));
return generateOutput(input);
}
�struct PS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float2 v0 : TEXCOORD0;
};

#pragma warning( disable: 3556 3571 )
float4 vec4_ctor(float x0, float x1, float x2, float x3)
{
    return float4(x0, x1, x2, x3);
}
// Uniforms

uniform float4 _uclamp_Stage1_c0_c0_c0 : register(c0);
static const uint _uTextureSampler_0_Stage1 = 0;
uniform Texture2D<float4> textures2D[1] : register(t0);
uniform SamplerState samplers2D[1] : register(s0);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Varyings
static  float2 _vTransformedCoords_0_Stage0 = {0, 0};

static float4 gl_Color[1] =
{
    float4(0, 0, 0, 0)
};

cbuffer DriverConstants : register(b1)
{
    struct SamplerMetadata
    {
        int baseLevel;
        int internalFormatBits;
        int wrapModes;
        int padding;
        int4 intBorderColor;
    };
    SamplerMetadata samplerMetadata[1] : packoffset(c4);
};

#define GL_USES_FRAG_COLOR
float4 gl_texture2D(uint samplerIndex, float2 t)
{
    return textures2D[samplerIndex].Sample(samplers2D[samplerIndex], float2(t.x, t.y));
}

@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){
    _vTransformedCoords_0_Stage0 = input.v0.xy;

float4 _output_Stage13026 = {0, 0, 0, 0};
float2 __8_inCoord3027 = _vTransformedCoords_0_Stage0;
float2 __9_subsetCoord3028 = {0, 0};
(__9_subsetCoord3028.x = __8_inCoord3027.x);
(__9_subsetCoord3028.y = __8_inCoord3027.y);
float2 __10_clampedCoord3029 = {0, 0};
(__10_clampedCoord3029 = clamp(__9_subsetCoord3028, _uclamp_Stage1_c0_c0_c0.xy, _uclamp_Stage1_c0_c0_c0.zw));
float4 __11_textureColor3030 = vec4_ctor(0.0, 0.0, 0.0, gl_texture2D(_uTextureSampler_0_Stage1, __10_clampedCoord3029).x);
(_output_Stage13026 = __11_textureColor3030);
{
(gl_Color[0] = _output_Stage13026);
(gl_Color[0] = vec4_ctor(gl_Color[0].w, 0.0, 0.0, 0.0));
}
return generateOutput();
}
R�	gl_Color0gl_Color[0]struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float2 v0 : TEXCOORD0;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float2 v0 : TEXCOORD0;
};

void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput)
{
    output.gl_Position = input.gl_Position;
    output.v0 = input.v0; 
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
���DXBC	�2�П�C��v�4�8�RDEF�h<����RD11< ($\$Globals���\�����������0 ,L��������pP,L��������_sk_RTAdjustfloat4_umatrix_Stage1_c0float3x3C_umatrix_Stage1_c0_c0Microsoft (R) HLSL Shader Compiler 10.1��ISGND88TEXCOORD���OSGNhP\\SV_PositionTEXCOORD���SHEXlP�jYF� _2_2g� e� e2 h6� @?�?22F�� օ 6" �A6 
62 F6� @�?8	rF� V� 2r� F� F2r�� F� F62F6B@�? FF8	rF� V� 2r� F� F2r�� F� F" FF>STAT�
��DXBCJ�4�Wz=�6Y���4�PTRDEFp�<���HRD11< ($������
�samplers2D[0]textures2D[0]$Globals�����$��������_uclamp_Stage1_c0_c0_c0float4�Microsoft (R) HLSL Shader Compiler 10.1ISGNhP\\SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX�P?jYF� Z`XpUUb2e� h42FF� 32F� E���CUFF~`6 
6� @>STAT�BPLG���"788efd1c721aP��position
_uposition����������������P��
localCoord_ulocalCoord����������������R��sk_RTAdjust
_usk_RTAdjust����������������������������������������[��umatrix_Stage1_c0_uumatrix_Stage1_c0����������������������������������������R��uclamp_Stage1_c0_c0_uuclamp_Stage1_c0_c0����������������������������������������^�uTextureSampler_0_Stage1_uuTextureSampler_0_Stage1������������������������������������������^���������������������������������������������������������������������������������������������������������������������������������������������������#struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float2 v0 : TEXCOORD0;
};
#pragma warning( disable: 3556 3571 )
float3 vec3_ctor(float2 x0, float x1)
{
    return float3(x0, x1);
}
float4 vec4_ctor(float x0, float x1, float x2, float x3)
{
    return float4(x0, x1, x2, x3);
}
float4 vec4_ctor(float2 x0, float x1, float x2)
{
    return float4(x0, x1, x2);
}
// Uniforms

uniform float4 _sk_RTAdjust : register(c1);
uniform float3x3 _umatrix_Stage1_c0 : register(c2);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Attributes
static float2 _position = {0, 0};
static float2 _localCoord = {0, 0};

static float4 gl_Position = float4(0, 0, 0, 0);

// Varyings
static  float2 _vTransformedCoords_0_Stage0 = {0, 0};

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewAdjust : packoffset(c1);
    float2 dx_ViewCoords : packoffset(c2);
    float2 dx_ViewScale  : packoffset(c3);
};

@@ VERTEX ATTRIBUTES @@

VS_OUTPUT generateOutput(VS_INPUT input)
{
    VS_OUTPUT output;
    output.gl_Position = gl_Position;
    output.dx_Position.x = gl_Position.x;
    output.dx_Position.y = - gl_Position.y;
    output.dx_Position.z = (gl_Position.z + gl_Position.w) * 0.5;
    output.dx_Position.w = gl_Position.w;
    output.v0 = _vTransformedCoords_0_Stage0;

    return output;
}

VS_OUTPUT main(VS_INPUT input){
    initAttributes(input);

(gl_Position = vec4_ctor(_position.x, _position.y, 0.0, 1.0));
{
(_vTransformedCoords_0_Stage0 = mul(transpose(_umatrix_Stage1_c0), vec3_ctor(_localCoord, 1.0)).xy);
}
(gl_Position = vec4_ctor(((gl_Position.xy * _sk_RTAdjust.xz) + (gl_Position.ww * _sk_RTAdjust.yw)), 0.0, gl_Position.w));
return generateOutput(input);
}
�struct PS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float2 v0 : TEXCOORD0;
};

#pragma warning( disable: 3556 3571 )
float4 vec4_ctor(float x0, float x1, float x2, float x3)
{
    return float4(x0, x1, x2, x3);
}
// Uniforms

uniform float4 _uclamp_Stage1_c0_c0 : register(c0);
static const uint _uTextureSampler_0_Stage1 = 0;
uniform Texture2D<float4> textures2D[1] : register(t0);
uniform SamplerState samplers2D[1] : register(s0);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Varyings
static  float2 _vTransformedCoords_0_Stage0 = {0, 0};

static float4 gl_Color[1] =
{
    float4(0, 0, 0, 0)
};

cbuffer DriverConstants : register(b1)
{
    struct SamplerMetadata
    {
        int baseLevel;
        int internalFormatBits;
        int wrapModes;
        int padding;
        int4 intBorderColor;
    };
    SamplerMetadata samplerMetadata[1] : packoffset(c4);
};

#define GL_USES_FRAG_COLOR
float4 gl_texture2D(uint samplerIndex, float2 t)
{
    return textures2D[samplerIndex].Sample(samplers2D[samplerIndex], float2(t.x, t.y));
}

@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){
    _vTransformedCoords_0_Stage0 = input.v0.xy;

float4 _output_Stage13025 = {0, 0, 0, 0};
float2 __4_inCoord3026 = _vTransformedCoords_0_Stage0;
float2 __5_subsetCoord3027 = {0, 0};
(__5_subsetCoord3027.x = __4_inCoord3026.x);
(__5_subsetCoord3027.y = __4_inCoord3026.y);
float2 __6_clampedCoord3028 = {0, 0};
(__6_clampedCoord3028 = clamp(__5_subsetCoord3027, _uclamp_Stage1_c0_c0.xy, _uclamp_Stage1_c0_c0.zw));
float4 __7_textureColor3029 = vec4_ctor(0.0, 0.0, 0.0, gl_texture2D(_uTextureSampler_0_Stage1, __6_clampedCoord3028).x);
(_output_Stage13025 = __7_textureColor3029);
{
(gl_Color[0] = _output_Stage13025);
(gl_Color[0] = vec4_ctor(gl_Color[0].w, 0.0, 0.0, 0.0));
}
return generateOutput();
}
R�	gl_Color0gl_Color[0]struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float2 v0 : TEXCOORD0;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float2 v0 : TEXCOORD0;
};

void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput)
{
    output.gl_Position = input.gl_Position;
    output.v0 = input.v0; 
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
���DXBCZ?����1��W^4�U5�4��h�RDEFph<���HRD11< ($\$Globals���\�P���������� ,$��������_sk_RTAdjustfloat4�_umatrix_Stage1_c0float3x3Microsoft (R) HLSL Shader Compiler 10.1ISGND88TEXCOORD���OSGNhP\\SV_PositionTEXCOORD���SHEX|P_jYF� _2_2g� e� e2 h6� @?�?22F�� օ 6" �A6 
62 F6� @�?62F6B@�? F� F" F� F>STAT���DXBC��q�ү�!=i��ݮ�4�LPRDEFl�<���DRD11< ($������
�samplers2D[0]textures2D[0]$Globals����� ��������_uclamp_Stage1_c0_c0float4Microsoft (R) HLSL Shader Compiler 10.1ISGNhP\\SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX�P?jYF� Z`XpUUb2e� h42FF� 32F� E���CUFF~`6 
6� @>STAT�BPLG��H+788efd1c721aP��position
_uposition����������������R��color_ucolor����������������P��
localCoord_ulocalCoord����������������R��sk_RTAdjust
_usk_RTAdjust����������������������������������������[��umatrix_Stage1_c0_uumatrix_Stage1_c0����������������������������������������R��uinnerRect_Stage2_c1_uuinnerRect_Stage2_c1����������������������������������������P��uradiusPlusHalf_Stage2_c1_uuradiusPlusHalf_Stage2_c1����������������������������������������^�uTextureSampler_0_Stage1_uuTextureSampler_0_Stage1������������������������������������������^�������������������������������������������������������������������������������������������������������������������������������������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 gl_FragCoord : TEXCOORD3;
    float4 v0 : TEXCOORD0;
    float2 v1 : TEXCOORD1;
};
#pragma warning( disable: 3556 3571 )
float3 vec3_ctor(float2 x0, float x1)
{
    return float3(x0, x1);
}
float4 vec4_ctor(float x0, float x1, float x2, float x3)
{
    return float4(x0, x1, x2, x3);
}
float4 vec4_ctor(float2 x0, float x1, float x2)
{
    return float4(x0, x1, x2);
}
// Uniforms

uniform float4 _sk_RTAdjust : register(c1);
uniform float3x3 _umatrix_Stage1_c0 : register(c2);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Attributes
static float2 _position = {0, 0};
static float4 _color = {0, 0, 0, 0};
static float2 _localCoord = {0, 0};

static float4 gl_Position = float4(0, 0, 0, 0);

// Varyings
static  float4 _vcolor_Stage0 = {0, 0, 0, 0};
static  float2 _vTransformedCoords_0_Stage0 = {0, 0};

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewAdjust : packoffset(c1);
    float2 dx_ViewCoords : packoffset(c2);
    float2 dx_ViewScale  : packoffset(c3);
};

@@ VERTEX ATTRIBUTES @@

VS_OUTPUT generateOutput(VS_INPUT input)
{
    VS_OUTPUT output;
    output.gl_Position = gl_Position;
    output.dx_Position.x = gl_Position.x;
    output.dx_Position.y = - gl_Position.y;
    output.dx_Position.z = (gl_Position.z + gl_Position.w) * 0.5;
    output.dx_Position.w = gl_Position.w;
    output.gl_FragCoord = gl_Position;
    output.v0 = _vcolor_Stage0;
    output.v1 = _vTransformedCoords_0_Stage0;

    return output;
}

VS_OUTPUT main(VS_INPUT input){
    initAttributes(input);

(_vcolor_Stage0 = _color);
(gl_Position = vec4_ctor(_position.x, _position.y, 0.0, 1.0));
{
(_vTransformedCoords_0_Stage0 = mul(transpose(_umatrix_Stage1_c0), vec3_ctor(_localCoord, 1.0)).xy);
}
(gl_Position = vec4_ctor(((gl_Position.xy * _sk_RTAdjust.xz) + (gl_Position.ww * _sk_RTAdjust.yw)), 0.0, gl_Position.w));
return generateOutput(input);
}
�
struct PS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 gl_FragCoord : TEXCOORD3;
    float4 v0 : TEXCOORD0;
    float2 v1 : TEXCOORD1;
};

#pragma warning( disable: 3556 3571 )
float2 vec2_ctor(float x0, float x1)
{
    return float2(x0, x1);
}
// Uniforms

uniform float4 _uinnerRect_Stage2_c1 : register(c0);
uniform float2 _uradiusPlusHalf_Stage2_c1 : register(c1);
static const uint _uTextureSampler_0_Stage1 = 0;
uniform Texture2D<float4> textures2D[1] : register(t0);
uniform SamplerState samplers2D[1] : register(s0);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Varyings
static  float4 _vcolor_Stage0 = {0, 0, 0, 0};
static  float2 _vTransformedCoords_0_Stage0 = {0, 0};

static float4 gl_Color[1] =
{
    float4(0, 0, 0, 0)
};
static float4 gl_FragCoord = float4(0, 0, 0, 0);

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewCoords : packoffset(c1);
    float3 dx_DepthFront : packoffset(c2);
    float2 dx_ViewScale : packoffset(c3);
    struct SamplerMetadata
    {
        int baseLevel;
        int internalFormatBits;
        int wrapModes;
        int padding;
        int4 intBorderColor;
    };
    SamplerMetadata samplerMetadata[1] : packoffset(c4);
};

#define GL_USES_FRAG_COLOR
float4 gl_texture2D(uint samplerIndex, float2 t)
{
    return textures2D[samplerIndex].Sample(samplers2D[samplerIndex], float2(t.x, t.y));
}

#define GL_USES_FRAG_COORD
@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){
    float rhw = 1.0 / input.gl_FragCoord.w;
    gl_FragCoord.x = input.dx_Position.x;
    gl_FragCoord.y = input.dx_Position.y;
    gl_FragCoord.z = (input.gl_FragCoord.z * rhw) * dx_DepthFront.x + dx_DepthFront.y;
    gl_FragCoord.w = rhw;
    _vcolor_Stage0 = input.v0;
    _vTransformedCoords_0_Stage0 = input.v1.xy;

float4 _outputColor_Stage03027 = {0, 0, 0, 0};
(_outputColor_Stage03027 = _vcolor_Stage0);
float4 _output_Stage13028 = {0, 0, 0, 0};
(_output_Stage13028 = gl_texture2D(_uTextureSampler_0_Stage1, _vTransformedCoords_0_Stage0).xxxx);
float4 _output_Stage23029 = {0, 0, 0, 0};
float2 __0_dxy03030 = (_uinnerRect_Stage2_c1.xy - gl_FragCoord.xy);
float __1_dx13031 = (gl_FragCoord.x - _uinnerRect_Stage2_c1.z);
float2 __2_dxy3032 = max(vec2_ctor(max(__0_dxy03030.x, __1_dx13031), __0_dxy03030.y), 0.0);
float __3_bottomAlpha3033 = clamp((_uinnerRect_Stage2_c1.w - gl_FragCoord.y), 0.0, 1.0);
float __4_alpha3034 = (__3_bottomAlpha3033 * clamp((_uradiusPlusHalf_Stage2_c1.x - length(__2_dxy3032)), 0.0, 1.0));
(_output_Stage23029 = (_output_Stage13028 * __4_alpha3034));
{
(gl_Color[0] = (_outputColor_Stage03027 * _output_Stage23029));
}
return generateOutput();
}
R�	gl_Color0gl_Color[0]�struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 gl_FragCoord : TEXCOORD3;
    float4 v0 : TEXCOORD0;
    float2 v1 : TEXCOORD1;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 gl_FragCoord : TEXCOORD3;
    float4 v0 : TEXCOORD0;
    float2 v1 : TEXCOORD1;
};

void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput)
{
    output.gl_Position = input.gl_Position;
    output.v0 = input.v0; 
    output.v1 = input.v1; 
    output.gl_FragCoord = input.gl_FragCoord;
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
���<DXBC8�ݬH�m.e@,P�<4���RDEFph<���HRD11< ($\$Globals���\�P���������� ,$��������_sk_RTAdjustfloat4�_umatrix_Stage1_c0float3x3Microsoft (R) HLSL Shader Compiler 10.1ISGN\PPPTEXCOORD���OSGN������SV_PositionTEXCOORD���SHEX�PzjYF� _2_�_2g� e� e� e� e2 h6� @?�?22F�� օ 6" �A6 
62 F62 F6� @�?6� @�?6� F62F6B@�? F� F" F� F>STAT�	��DXBCMF]U���5��x�u�4���RDEF��<����RD11< ($������
�samplers2D[0]textures2D[0]$Globals����� ,L��������p���������_uinnerRect_Stage2_c1float4���B_uradiusPlusHalf_Stage2_c1float2���Microsoft (R) HLSL Shader Compiler 10.1ISGN������SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX�P{jYF� Z`XpUUd 2b�b2e� h	
*� �A	�V�A�� 4"
*4
2�@6 
FFK
 	
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� 8

E���CU"F~`8
8� F>STAT�

BPLG���788efd1c721aP��
inPosition_uinPosition����������������R��inColor	_uinColor����������������R��inCircleEdge_uinCircleEdge����������������R��sk_RTAdjust
_usk_RTAdjust��������������������������������������������������������������������������������������������������������������������������������fstruct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 v0 : TEXCOORD0;
    float4 v1 : TEXCOORD1;
};
#pragma warning( disable: 3556 3571 )
float4 vec4_ctor(float x0, float x1, float x2, float x3)
{
    return float4(x0, x1, x2, x3);
}
float4 vec4_ctor(float2 x0, float x1, float x2)
{
    return float4(x0, x1, x2);
}
// Uniforms

uniform float4 _sk_RTAdjust : register(c1);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Attributes
static float2 _inPosition = {0, 0};
static float4 _inColor = {0, 0, 0, 0};
static float4 _inCircleEdge = {0, 0, 0, 0};

static float4 gl_Position = float4(0, 0, 0, 0);

// Varyings
static  float4 _vinCircleEdge_Stage0 = {0, 0, 0, 0};
static  float4 _vinColor_Stage0 = {0, 0, 0, 0};

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewAdjust : packoffset(c1);
    float2 dx_ViewCoords : packoffset(c2);
    float2 dx_ViewScale  : packoffset(c3);
};

@@ VERTEX ATTRIBUTES @@

VS_OUTPUT generateOutput(VS_INPUT input)
{
    VS_OUTPUT output;
    output.gl_Position = gl_Position;
    output.dx_Position.x = gl_Position.x;
    output.dx_Position.y = - gl_Position.y;
    output.dx_Position.z = (gl_Position.z + gl_Position.w) * 0.5;
    output.dx_Position.w = gl_Position.w;
    output.v0 = _vinCircleEdge_Stage0;
    output.v1 = _vinColor_Stage0;

    return output;
}

VS_OUTPUT main(VS_INPUT input){
    initAttributes(input);

(_vinCircleEdge_Stage0 = _inCircleEdge);
(_vinColor_Stage0 = _inColor);
float2 __tmp_0_inPosition3028 = _inPosition;
(gl_Position = vec4_ctor(__tmp_0_inPosition3028.x, __tmp_0_inPosition3028.y, 0.0, 1.0));
(gl_Position = vec4_ctor(((gl_Position.xy * _sk_RTAdjust.xz) + (gl_Position.ww * _sk_RTAdjust.yw)), 0.0, gl_Position.w));
return generateOutput(input);
}
struct PS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 v0 : TEXCOORD0;
    float4 v1 : TEXCOORD1;
};

#pragma warning( disable: 3556 3571 )
float4 vec4_ctor(float x0)
{
    return float4(x0, x0, x0, x0);
}
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Varyings
static  float4 _vinCircleEdge_Stage0 = {0, 0, 0, 0};
static  float4 _vinColor_Stage0 = {0, 0, 0, 0};

static float4 gl_Color[1] =
{
    float4(0, 0, 0, 0)
};

cbuffer DriverConstants : register(b1)
{
};

#define GL_USES_FRAG_COLOR
@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){
    _vinCircleEdge_Stage0 = input.v0;
    _vinColor_Stage0 = input.v1;

float4 _circleEdge3023 = {0, 0, 0, 0};
(_circleEdge3023 = _vinCircleEdge_Stage0);
float4 _outputColor_Stage03024 = {0, 0, 0, 0};
(_outputColor_Stage03024 = _vinColor_Stage0);
float _d3025 = length(_circleEdge3023.xy);
float _distanceToOuterEdge3026 = (_circleEdge3023.z * (1.0 - _d3025));
float _edgeAlpha3027 = clamp(_distanceToOuterEdge3026, 0.0, 1.0);
float4 _outputCoverage_Stage03028 = vec4_ctor(_edgeAlpha3027);
{
(gl_Color[0] = (_outputColor_Stage03024 * _outputCoverage_Stage03028));
}
return generateOutput();
}
R�	gl_Color0gl_Color[0]Rstruct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 v0 : TEXCOORD0;
    float4 v1 : TEXCOORD1;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 v0 : TEXCOORD0;
    float4 v1 : TEXCOORD1;
};

void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput)
{
    output.gl_Position = input.gl_Position;
    output.v0 = input.v0; 
    output.v1 = input.v1; 
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
���(DXBC6�ٔ�m����]�(4D�0�RDEFh<����RD11< ($\$Globals���\� ����������_sk_RTAdjustfloat4�Microsoft (R) HLSL Shader Compiler 10.1ISGN\PPPTEXCOORD���OSGN�htttSV_PositionTEXCOORD���SHEXTPUjYF� _2_�_�g� e� e� e� h6� @?�?22F�� օ 6" �A6 
62 F6� @�?6� F6� F>STAT�	��DXBC'��`nc��u;;���4�(\(RDEFd<���<RD11< ($Microsoft (R) HLSL Shader Compiler 10.1ISGN�htttSV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX�P1jbrb�e� hFFK

�A@�?8 
*8� F>STAT�BPLG���788efd1c721aP��
inPosition_uinPosition����������������R��inColor	_uinColor����������������R��inCircleEdge_uinCircleEdge����������������R��sk_RTAdjust
_usk_RTAdjust����������������������������������������������������������������������������������������������������������������������������fstruct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 v0 : TEXCOORD0;
    float4 v1 : TEXCOORD1;
};
#pragma warning( disable: 3556 3571 )
float4 vec4_ctor(float x0, float x1, float x2, float x3)
{
    return float4(x0, x1, x2, x3);
}
float4 vec4_ctor(float2 x0, float x1, float x2)
{
    return float4(x0, x1, x2);
}
// Uniforms

uniform float4 _sk_RTAdjust : register(c1);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Attributes
static float2 _inPosition = {0, 0};
static float4 _inColor = {0, 0, 0, 0};
static float4 _inCircleEdge = {0, 0, 0, 0};

static float4 gl_Position = float4(0, 0, 0, 0);

// Varyings
static  float4 _vinCircleEdge_Stage0 = {0, 0, 0, 0};
static  float4 _vinColor_Stage0 = {0, 0, 0, 0};

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewAdjust : packoffset(c1);
    float2 dx_ViewCoords : packoffset(c2);
    float2 dx_ViewScale  : packoffset(c3);
};

@@ VERTEX ATTRIBUTES @@

VS_OUTPUT generateOutput(VS_INPUT input)
{
    VS_OUTPUT output;
    output.gl_Position = gl_Position;
    output.dx_Position.x = gl_Position.x;
    output.dx_Position.y = - gl_Position.y;
    output.dx_Position.z = (gl_Position.z + gl_Position.w) * 0.5;
    output.dx_Position.w = gl_Position.w;
    output.v0 = _vinCircleEdge_Stage0;
    output.v1 = _vinColor_Stage0;

    return output;
}

VS_OUTPUT main(VS_INPUT input){
    initAttributes(input);

(_vinCircleEdge_Stage0 = _inCircleEdge);
(_vinColor_Stage0 = _inColor);
float2 __tmp_0_inPosition3027 = _inPosition;
(gl_Position = vec4_ctor(__tmp_0_inPosition3027.x, __tmp_0_inPosition3027.y, 0.0, 1.0));
(gl_Position = vec4_ctor(((gl_Position.xy * _sk_RTAdjust.xz) + (gl_Position.ww * _sk_RTAdjust.yw)), 0.0, gl_Position.w));
return generateOutput(input);
}
�struct PS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 v0 : TEXCOORD0;
    float4 v1 : TEXCOORD1;
};

#pragma warning( disable: 3556 3571 )
float4 vec4_ctor(float x0)
{
    return float4(x0, x0, x0, x0);
}
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Varyings
static  float4 _vinCircleEdge_Stage0 = {0, 0, 0, 0};
static  float4 _vinColor_Stage0 = {0, 0, 0, 0};

static float4 gl_Color[1] =
{
    float4(0, 0, 0, 0)
};

cbuffer DriverConstants : register(b1)
{
};

#define GL_USES_FRAG_COLOR
@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){
    _vinCircleEdge_Stage0 = input.v0;
    _vinColor_Stage0 = input.v1;

float4 _circleEdge3023 = {0, 0, 0, 0};
(_circleEdge3023 = _vinCircleEdge_Stage0);
float4 _outputColor_Stage03024 = {0, 0, 0, 0};
(_outputColor_Stage03024 = _vinColor_Stage0);
float _d3025 = length(_circleEdge3023.xy);
float _distanceToOuterEdge3026 = (_circleEdge3023.z * (1.0 - _d3025));
float _edgeAlpha3027 = clamp(_distanceToOuterEdge3026, 0.0, 1.0);
float _distanceToInnerEdge3028 = (_circleEdge3023.z * (_d3025 - _circleEdge3023.w));
float _innerAlpha3029 = clamp(_distanceToInnerEdge3028, 0.0, 1.0);
(_edgeAlpha3027 *= _innerAlpha3029);
float4 _outputCoverage_Stage03030 = vec4_ctor(_edgeAlpha3027);
{
(gl_Color[0] = (_outputColor_Stage03024 * _outputCoverage_Stage03030));
}
return generateOutput();
}
R�	gl_Color0gl_Color[0]Rstruct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 v0 : TEXCOORD0;
    float4 v1 : TEXCOORD1;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 v0 : TEXCOORD0;
    float4 v1 : TEXCOORD1;
};

void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput)
{
    output.gl_Position = input.gl_Position;
    output.v0 = input.v0; 
    output.v1 = input.v1; 
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
���(DXBC6�ٔ�m����]�(4D�0�RDEFh<����RD11< ($\$Globals���\� ����������_sk_RTAdjustfloat4�Microsoft (R) HLSL Shader Compiler 10.1ISGN\PPPTEXCOORD���OSGN�htttSV_PositionTEXCOORD���SHEXTPUjYF� _2_�_�g� e� e� e� h6� @?�?22F�� օ 6" �A6 
62 F6� @�?6� F6� F>STAT�	�DXBC>�;"�2����t��4�(\dRDEFd<���<RD11< ($Microsoft (R) HLSL Shader Compiler 10.1ISGN�htttSV_PositionTEXCOORD���OSGN, SV_TARGET��SHEXP@jb�b�e� hFFK
"
�A@�?
:�A8 2F�8
8� F>STAT�BPLG���!788efd1c721aP��
inPosition_uinPosition����������������R��inColor	_uinColor����������������P��inTextureCoords_uinTextureCoords����������������R��sk_RTAdjust
_usk_RTAdjust����������������������������������������P��uAtlasSizeInv_Stage0_uuAtlasSizeInv_Stage0����������������������������������������^�uTextureSampler_0_Stage0_uuTextureSampler_0_Stage0������������������������������������������^���������������������������������������������������������������������������������������������������������������������������kstruct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 v0 : TEXCOORD0;
    float2 v1 : TEXCOORD1;
};
#pragma warning( disable: 3556 3571 )
float2 vec2_ctor(float x0, float x1)
{
    return float2(x0, x1);
}
float4 vec4_ctor(float x0, float x1, float x2, float x3)
{
    return float4(x0, x1, x2, x3);
}
float4 vec4_ctor(float2 x0, float x1, float x2)
{
    return float4(x0, x1, x2);
}
// Uniforms

uniform float4 _sk_RTAdjust : register(c1);
uniform float2 _uAtlasSizeInv_Stage0 : register(c2);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Attributes
static float2 _inPosition = {0, 0};
static float4 _inColor = {0, 0, 0, 0};
static float2 _inTextureCoords = {0, 0};

static float4 gl_Position = float4(0, 0, 0, 0);

// Varyings
static  float2 _vTextureCoords_Stage0 = {0, 0};
static  float _vTexIndex_Stage0 = {0};
static  float4 _vinColor_Stage0 = {0, 0, 0, 0};

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewAdjust : packoffset(c1);
    float2 dx_ViewCoords : packoffset(c2);
    float2 dx_ViewScale  : packoffset(c3);
};

@@ VERTEX ATTRIBUTES @@

VS_OUTPUT generateOutput(VS_INPUT input)
{
    VS_OUTPUT output;
    output.gl_Position = gl_Position;
    output.dx_Position.x = gl_Position.x;
    output.dx_Position.y = - gl_Position.y;
    output.dx_Position.z = (gl_Position.z + gl_Position.w) * 0.5;
    output.dx_Position.w = gl_Position.w;
    output.v0 = _vinColor_Stage0;
    output.v1 = _vTextureCoords_Stage0;

    return output;
}

VS_OUTPUT main(VS_INPUT input){
    initAttributes(input);

float _texIdx3029 = {0.0};
float2 _unormTexCoords3030 = vec2_ctor(_inTextureCoords.x, _inTextureCoords.y);
(_vTextureCoords_Stage0 = (_unormTexCoords3030 * _uAtlasSizeInv_Stage0));
(_vTexIndex_Stage0 = _texIdx3029);
(_vinColor_Stage0 = _inColor);
(gl_Position = vec4_ctor(_inPosition.x, _inPosition.y, 0.0, 1.0));
(gl_Position = vec4_ctor(((gl_Position.xy * _sk_RTAdjust.xz) + (gl_Position.ww * _sk_RTAdjust.yw)), 0.0, gl_Position.w));
return generateOutput(input);
}
[struct PS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 v0 : TEXCOORD0;
    float2 v1 : TEXCOORD1;
};

#pragma warning( disable: 3556 3571 )
// Uniforms

static const uint _uTextureSampler_0_Stage0 = 0;
uniform Texture2D<float4> textures2D[1] : register(t0);
uniform SamplerState samplers2D[1] : register(s0);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Varyings
static  float2 _vTextureCoords_Stage0 = {0, 0};
static  float4 _vinColor_Stage0 = {0, 0, 0, 0};

static float4 gl_Color[1] =
{
    float4(0, 0, 0, 0)
};

cbuffer DriverConstants : register(b1)
{
    struct SamplerMetadata
    {
        int baseLevel;
        int internalFormatBits;
        int wrapModes;
        int padding;
        int4 intBorderColor;
    };
    SamplerMetadata samplerMetadata[1] : packoffset(c4);
};

#define GL_USES_FRAG_COLOR
float4 gl_texture2D(uint samplerIndex, float2 t)
{
    return textures2D[samplerIndex].Sample(samplers2D[samplerIndex], float2(t.x, t.y));
}

@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){
    _vinColor_Stage0 = input.v0;
    _vTextureCoords_Stage0 = input.v1.xy;

float4 _outputColor_Stage03025 = {0, 0, 0, 0};
(_outputColor_Stage03025 = _vinColor_Stage0);
float4 _texColor3026 = {0, 0, 0, 0};
{
(_texColor3026 = gl_texture2D(_uTextureSampler_0_Stage0, _vTextureCoords_Stage0).xxxx);
}
float4 _outputCoverage_Stage03027 = _texColor3026;
{
(gl_Color[0] = (_outputColor_Stage03025 * _outputCoverage_Stage03027));
}
return generateOutput();
}
R�	gl_Color0gl_Color[0]Rstruct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 v0 : TEXCOORD0;
    float2 v1 : TEXCOORD1;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 v0 : TEXCOORD0;
    float2 v1 : TEXCOORD1;
};

void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput)
{
    output.gl_Position = input.gl_Position;
    output.v0 = input.v0; 
    output.v1 = input.v1; 
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
����DXBC�&�0��nk��X�H�4��RDEFth<���LRD11< ($\$Globals���\�0���������� (��������_sk_RTAdjustfloat4�_uAtlasSizeInv_Stage0float2���Microsoft (R) HLSL Shader Compiler 10.1ISGN\PPPTEXCOORD���OSGN�htttSV_PositionTEXCOORD���SHEX`PXjYF� _2_�_2g� e� e� e2 h6� @?�?22F�� օ 6" �A6 
62 F6� @�?6� F82 FF� >STAT�	��DXBCZ��æU#�s�Byh�4���`RDEF�<����RD11< ($|�����
samplers2D[0]textures2D[0]Microsoft (R) HLSL Shader Compiler 10.1ISGN�htttSV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX�P(jZ`XpUUb�b2e� hE���CUFF~`8� F>STAT�BPLG��R/788efd1c721aP��position
_uposition����������������R��color_ucolor����������������P��
localCoord_ulocalCoord����������������R��sk_RTAdjust
_usk_RTAdjust����������������������������������������[��umatrix_Stage1_c0_c0_c0_c0_uumatrix_Stage1_c0_c0_c0_c0�����������������������������������������urange_Stage1_c0_uurange_Stage1_c0����������������������������������������R�� uleftBorderColor_Stage1_c0_c0_c0"_uuleftBorderColor_Stage1_c0_c0_c0����������������������������������������R��!urightBorderColor_Stage1_c0_c0_c0#_uurightBorderColor_Stage1_c0_c0_c0����������������������������������������R��ustart_Stage1_c0_c0_c0_c1_uustart_Stage1_c0_c0_c0_c1����������������������������������������R��uend_Stage1_c0_c0_c0_c1_uuend_Stage1_c0_c0_c0_c1����������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������*struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 gl_FragCoord : TEXCOORD3;
    float4 v0 : TEXCOORD0;
    float2 v1 : TEXCOORD1;
};
#pragma warning( disable: 3556 3571 )
float3 vec3_ctor(float2 x0, float x1)
{
    return float3(x0, x1);
}
float4 vec4_ctor(float x0, float x1, float x2, float x3)
{
    return float4(x0, x1, x2, x3);
}
float4 vec4_ctor(float2 x0, float x1, float x2)
{
    return float4(x0, x1, x2);
}
// Uniforms

uniform float4 _sk_RTAdjust : register(c1);
uniform float3x3 _umatrix_Stage1_c0_c0_c0_c0 : register(c2);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Attributes
static float2 _position = {0, 0};
static float4 _color = {0, 0, 0, 0};
static float2 _localCoord = {0, 0};

static float4 gl_Position = float4(0, 0, 0, 0);

// Varyings
static  float4 _vcolor_Stage0 = {0, 0, 0, 0};
static  float2 _vTransformedCoords_0_Stage0 = {0, 0};

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewAdjust : packoffset(c1);
    float2 dx_ViewCoords : packoffset(c2);
    float2 dx_ViewScale  : packoffset(c3);
};

@@ VERTEX ATTRIBUTES @@

VS_OUTPUT generateOutput(VS_INPUT input)
{
    VS_OUTPUT output;
    output.gl_Position = gl_Position;
    output.dx_Position.x = gl_Position.x;
    output.dx_Position.y = - gl_Position.y;
    output.dx_Position.z = (gl_Position.z + gl_Position.w) * 0.5;
    output.dx_Position.w = gl_Position.w;
    output.gl_FragCoord = gl_Position;
    output.v0 = _vcolor_Stage0;
    output.v1 = _vTransformedCoords_0_Stage0;

    return output;
}

VS_OUTPUT main(VS_INPUT input){
    initAttributes(input);

(_vcolor_Stage0 = _color);
(gl_Position = vec4_ctor(_position.x, _position.y, 0.0, 1.0));
{
(_vTransformedCoords_0_Stage0 = mul(transpose(_umatrix_Stage1_c0_c0_c0_c0), vec3_ctor(_localCoord, 1.0)).xy);
}
(gl_Position = vec4_ctor(((gl_Position.xy * _sk_RTAdjust.xz) + (gl_Position.ww * _sk_RTAdjust.yw)), 0.0, gl_Position.w));
return generateOutput(input);
}
"struct PS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 gl_FragCoord : TEXCOORD3;
    float4 v0 : TEXCOORD0;
    float2 v1 : TEXCOORD1;
};

#pragma warning( disable: 3556 3571 )
float4 vec4_ctor(float x0, float x1, float x2, float x3)
{
    return float4(x0, x1, x2, x3);
}
float4 vec4_ctor(float3 x0, float x1)
{
    return float4(x0, x1);
}
// Uniforms

uniform float _urange_Stage1_c0 : register(c0);
uniform float4 _uleftBorderColor_Stage1_c0_c0_c0 : register(c1);
uniform float4 _urightBorderColor_Stage1_c0_c0_c0 : register(c2);
uniform float4 _ustart_Stage1_c0_c0_c0_c1 : register(c3);
uniform float4 _uend_Stage1_c0_c0_c0_c1 : register(c4);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Varyings
static  float4 _vcolor_Stage0 = {0, 0, 0, 0};
static  float2 _vTransformedCoords_0_Stage0 = {0, 0};

static float4 gl_Color[1] =
{
    float4(0, 0, 0, 0)
};
static float4 gl_FragCoord = float4(0, 0, 0, 0);

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewCoords : packoffset(c1);
    float3 dx_DepthFront : packoffset(c2);
    float2 dx_ViewScale : packoffset(c3);
};

#define GL_USES_FRAG_COLOR
#define GL_USES_FRAG_COORD
float4 mod_emu(float4 x, float4 y)
{
    return x - y * floor(x / y);
}


@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){
    float rhw = 1.0 / input.gl_FragCoord.w;
    gl_FragCoord.x = input.dx_Position.x;
    gl_FragCoord.y = input.dx_Position.y;
    gl_FragCoord.z = (input.gl_FragCoord.z * rhw) * dx_DepthFront.x + dx_DepthFront.y;
    gl_FragCoord.w = rhw;
    _vcolor_Stage0 = input.v0;
    _vTransformedCoords_0_Stage0 = input.v1.xy;

float4 _outputColor_Stage03029 = {0, 0, 0, 0};
(_outputColor_Stage03029 = _vcolor_Stage0);
float4 _output_Stage13030 = {0, 0, 0, 0};
float4 __4_t3031 = vec4_ctor((_vTransformedCoords_0_Stage0.x + 9.9999997e-06), 1.0, 0.0, 0.0);
float4 __5_outColor3032 = {0, 0, 0, 0};
if ((__4_t3031.x < 0.0))
{
(__5_outColor3032 = _uleftBorderColor_Stage1_c0_c0_c0);
}
else
{
if ((__4_t3031.x > 1.0))
{
(__5_outColor3032 = _urightBorderColor_Stage1_c0_c0_c0);
}
else
{
(__5_outColor3032 = lerp(_ustart_Stage1_c0_c0_c0_c1, _uend_Stage1_c0_c0_c0_c1, __4_t3031.x));
}
}
float4 __6_color3033 = __5_outColor3032;
float __7_value3034 = {0};
{
float4 __8_bits3035 = mod_emu(gl_FragCoord.yxyx, float4(2.0, 2.0, 4.0, 4.0));
(__8_bits3035.zw = step(2.0, __8_bits3035.zw));
(__8_bits3035.xz = abs((__8_bits3035.xz - __8_bits3035.yw)));
(__7_value3034 = (dot(__8_bits3035, float4(0.5, 0.25, 0.125, 0.0625)) - 0.46875));
}
(_output_Stage13030 = vec4_ctor(clamp((__6_color3033.xyz + (__7_value3034 * _urange_Stage1_c0)), 0.0, __6_color3033.w), __6_color3033.w));
{
(gl_Color[0] = _output_Stage13030);
}
return generateOutput();
}
R�	gl_Color0gl_Color[0]�struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 gl_FragCoord : TEXCOORD3;
    float4 v0 : TEXCOORD0;
    float2 v1 : TEXCOORD1;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 gl_FragCoord : TEXCOORD3;
    float4 v0 : TEXCOORD0;
    float2 v1 : TEXCOORD1;
};

void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput)
{
    output.gl_Position = input.gl_Position;
    output.v0 = input.v0; 
    output.v1 = input.v1; 
    output.gl_FragCoord = input.gl_FragCoord;
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
���HDXBClN�%N�AMZ���p�H4���RDEF|h<���TRD11< ($\$Globals���\�P���������� ,0��������_sk_RTAdjustfloat4�_umatrix_Stage1_c0_c0_c0_c0float3x3���$Microsoft (R) HLSL Shader Compiler 10.1ISGN\PPPTEXCOORD���OSGN������SV_PositionTEXCOORD���SHEX�PzjYF� _2_�_2g� e� e� e� e2 h6� @?�?22F�� օ 6" �A6 
62 F62 F6� @�?6� @�?6� F62F6B@�? F� F" F� F>STAT�	�DXBC�J�h
���I���4�0dlRDEFTh<���+RD11< ($\$Globals���\�PH`������������������� ����������0���������@���������_urange_Stage1_c0floatZ_uleftBorderColor_Stage1_c0_c0_c0float4����_urightBorderColor_Stage1_c0_c0_c0_ustart_Stage1_c0_c0_c0_c1_uend_Stage1_c0_c0_c0_c1Microsoft (R) HLSL Shader Compiler 10.1�ISGN������SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEXP�jYF� d 2be� h8
�@??�>�>A�F2
�f�A@�@@@�@
2�@@@
�@�?�?2��A&
6R��
F@?�>>�=
@�
�F� �AF� "
@��'72
�VFF� 1B@�?1"@7
��
F� F7
�VF� F2
r� F4
rF@3r �F6� :>STAT�BPLG���788efd1c721aP��
inPosition_uinPosition����������������R��inColor	_uinColor����������������R��inCircleEdge_uinCircleEdge����������������R��sk_RTAdjust
_usk_RTAdjust����������������������������������������������������������������������������������������������������������������������������fstruct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 v0 : TEXCOORD0;
    float4 v1 : TEXCOORD1;
};
#pragma warning( disable: 3556 3571 )
float4 vec4_ctor(float x0, float x1, float x2, float x3)
{
    return float4(x0, x1, x2, x3);
}
float4 vec4_ctor(float2 x0, float x1, float x2)
{
    return float4(x0, x1, x2);
}
// Uniforms

uniform float4 _sk_RTAdjust : register(c1);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Attributes
static float2 _inPosition = {0, 0};
static float4 _inColor = {0, 0, 0, 0};
static float4 _inCircleEdge = {0, 0, 0, 0};

static float4 gl_Position = float4(0, 0, 0, 0);

// Varyings
static  float4 _vinCircleEdge_Stage0 = {0, 0, 0, 0};
static  float4 _vinColor_Stage0 = {0, 0, 0, 0};

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewAdjust : packoffset(c1);
    float2 dx_ViewCoords : packoffset(c2);
    float2 dx_ViewScale  : packoffset(c3);
};

@@ VERTEX ATTRIBUTES @@

VS_OUTPUT generateOutput(VS_INPUT input)
{
    VS_OUTPUT output;
    output.gl_Position = gl_Position;
    output.dx_Position.x = gl_Position.x;
    output.dx_Position.y = - gl_Position.y;
    output.dx_Position.z = (gl_Position.z + gl_Position.w) * 0.5;
    output.dx_Position.w = gl_Position.w;
    output.v0 = _vinCircleEdge_Stage0;
    output.v1 = _vinColor_Stage0;

    return output;
}

VS_OUTPUT main(VS_INPUT input){
    initAttributes(input);

(_vinCircleEdge_Stage0 = _inCircleEdge);
(_vinColor_Stage0 = _inColor);
float2 __tmp_0_inPosition3027 = _inPosition;
(gl_Position = vec4_ctor(__tmp_0_inPosition3027.x, __tmp_0_inPosition3027.y, 0.0, 1.0));
(gl_Position = vec4_ctor(((gl_Position.xy * _sk_RTAdjust.xz) + (gl_Position.ww * _sk_RTAdjust.yw)), 0.0, gl_Position.w));
return generateOutput(input);
}
struct PS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 v0 : TEXCOORD0;
    float4 v1 : TEXCOORD1;
};

#pragma warning( disable: 3556 3571 )
float4 vec4_ctor(float x0)
{
    return float4(x0, x0, x0, x0);
}
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Varyings
static  float4 _vinCircleEdge_Stage0 = {0, 0, 0, 0};
static  float4 _vinColor_Stage0 = {0, 0, 0, 0};

static float4 gl_Color[1] =
{
    float4(0, 0, 0, 0)
};

cbuffer DriverConstants : register(b1)
{
};

#define GL_USES_FRAG_COLOR
@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){
    _vinCircleEdge_Stage0 = input.v0;
    _vinColor_Stage0 = input.v1;

float4 _circleEdge3023 = {0, 0, 0, 0};
(_circleEdge3023 = _vinCircleEdge_Stage0);
float4 _outputColor_Stage03024 = {0, 0, 0, 0};
(_outputColor_Stage03024 = _vinColor_Stage0);
float _d3025 = length(_circleEdge3023.xy);
float _distanceToOuterEdge3026 = (_circleEdge3023.z * (1.0 - _d3025));
float _edgeAlpha3027 = clamp(_distanceToOuterEdge3026, 0.0, 1.0);
float4 _outputCoverage_Stage03028 = vec4_ctor(_edgeAlpha3027);
{
(gl_Color[0] = (_outputColor_Stage03024 * _outputCoverage_Stage03028));
}
return generateOutput();
}
R�	gl_Color0gl_Color[0]Rstruct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 v0 : TEXCOORD0;
    float4 v1 : TEXCOORD1;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 v0 : TEXCOORD0;
    float4 v1 : TEXCOORD1;
};

void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput)
{
    output.gl_Position = input.gl_Position;
    output.v0 = input.v0; 
    output.v1 = input.v1; 
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
���(DXBC6�ٔ�m����]�(4D�0�RDEFh<����RD11< ($\$Globals���\� ����������_sk_RTAdjustfloat4�Microsoft (R) HLSL Shader Compiler 10.1ISGN\PPPTEXCOORD���OSGN�htttSV_PositionTEXCOORD���SHEXTPUjYF� _2_�_�g� e� e� e� h6� @?�?22F�� օ 6" �A6 
62 F6� @�?6� F6� F>STAT�	��DXBC'��`nc��u;;���4�(\(RDEFd<���<RD11< ($Microsoft (R) HLSL Shader Compiler 10.1ISGN�htttSV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX�P1jbrb�e� hFFK

�A@�?8 
*8� F>STAT�BPLG���788efd1c721aP��
inPosition_uinPosition����������������R��inColor	_uinColor����������������R��sk_RTAdjust
_usk_RTAdjust���������������������������������������������������������������������������������������������������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 v0 : TEXCOORD0;
};
#pragma warning( disable: 3556 3571 )
float4 vec4_ctor(float x0, float x1, float x2, float x3)
{
    return float4(x0, x1, x2, x3);
}
float4 vec4_ctor(float2 x0, float x1, float x2)
{
    return float4(x0, x1, x2);
}
// Uniforms

uniform float4 _sk_RTAdjust : register(c1);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Attributes
static float2 _inPosition = {0, 0};
static float4 _inColor = {0, 0, 0, 0};

static float4 gl_Position = float4(0, 0, 0, 0);

// Varyings
static  float4 _vcolor_Stage0 = {0, 0, 0, 0};

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewAdjust : packoffset(c1);
    float2 dx_ViewCoords : packoffset(c2);
    float2 dx_ViewScale  : packoffset(c3);
};

@@ VERTEX ATTRIBUTES @@

VS_OUTPUT generateOutput(VS_INPUT input)
{
    VS_OUTPUT output;
    output.gl_Position = gl_Position;
    output.dx_Position.x = gl_Position.x;
    output.dx_Position.y = - gl_Position.y;
    output.dx_Position.z = (gl_Position.z + gl_Position.w) * 0.5;
    output.dx_Position.w = gl_Position.w;
    output.v0 = _vcolor_Stage0;

    return output;
}

VS_OUTPUT main(VS_INPUT input){
    initAttributes(input);

float4 _color3025 = _inColor;
(_vcolor_Stage0 = _color3025);
float2 __tmp_0_inPosition3026 = _inPosition;
(gl_Position = vec4_ctor(__tmp_0_inPosition3026.x, __tmp_0_inPosition3026.y, 0.0, 1.0));
(gl_Position = vec4_ctor(((gl_Position.xy * _sk_RTAdjust.xz) + (gl_Position.ww * _sk_RTAdjust.yw)), 0.0, gl_Position.w));
return generateOutput(input);
}
�struct PS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 v0 : TEXCOORD0;
};

#pragma warning( disable: 3556 3571 )
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Varyings
static  float4 _vcolor_Stage0 = {0, 0, 0, 0};

static float4 gl_Color[1] =
{
    float4(0, 0, 0, 0)
};

cbuffer DriverConstants : register(b1)
{
};

#define GL_USES_FRAG_COLOR
@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){
    _vcolor_Stage0 = input.v0;

float4 _outputColor_Stage03022 = {0, 0, 0, 0};
(_outputColor_Stage03022 = _vcolor_Stage0);
{
(gl_Color[0] = _outputColor_Stage03022);
}
return generateOutput();
}
R�	gl_Color0gl_Color[0]struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 v0 : TEXCOORD0;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 v0 : TEXCOORD0;
};

void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput)
{
    output.gl_Position = input.gl_Position;
    output.v0 = input.v0; 
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
���DXBCn*p��{&ϛ�x�4D�0RDEFh<����RD11< ($\$Globals���\� ����������_sk_RTAdjustfloat4�Microsoft (R) HLSL Shader Compiler 10.1ISGND88TEXCOORD���OSGNhP\\SV_PositionTEXCOORD���SHEX(PJjYF� _2_�g� e� e� h6� @?�?22F�� օ 6" �A6 
62 F6� @�?6� F>STAT��$DXBC�<�LS�`�{����$4�D�RDEFd<���<RD11< ($Microsoft (R) HLSL Shader Compiler 10.1ISGNhP\\SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX<Pjb�e� 6� F>STAT�BPLG��42788efd1c721aP��position
_uposition����������������P��
localCoord_ulocalCoord����������������R��sk_RTAdjust
_usk_RTAdjust����������������������������������������P��u_0_Increment_Stage1_c0_uu_0_Increment_Stage1_c0����������������������������������������R��u_1_Kernel_Stage1_c0[0]_uu_1_Kernel_Stage1_c0[0]����������������������������������������[��umatrix_Stage1_c0_c0_uumatrix_Stage1_c0_c0����������������������������������������R��uclamp_Stage1_c0_c0_c0_uuclamp_Stage1_c0_c0_c0����������������������������������������^�uTextureSampler_0_Stage1_uuTextureSampler_0_Stage1������������������������������������������^�������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������Tstruct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float2 v0 : TEXCOORD0;
};
#pragma warning( disable: 3556 3571 )
float4 vec4_ctor(float x0, float x1, float x2, float x3)
{
    return float4(x0, x1, x2, x3);
}
float4 vec4_ctor(float2 x0, float x1, float x2)
{
    return float4(x0, x1, x2);
}
// Uniforms

uniform float4 _sk_RTAdjust : register(c1);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Attributes
static float2 _position = {0, 0};
static float2 _localCoord = {0, 0};

static float4 gl_Position = float4(0, 0, 0, 0);

// Varyings
static  float2 _vLocalCoord_Stage0 = {0, 0};

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewAdjust : packoffset(c1);
    float2 dx_ViewCoords : packoffset(c2);
    float2 dx_ViewScale  : packoffset(c3);
};

@@ VERTEX ATTRIBUTES @@

VS_OUTPUT generateOutput(VS_INPUT input)
{
    VS_OUTPUT output;
    output.gl_Position = gl_Position;
    output.dx_Position.x = gl_Position.x;
    output.dx_Position.y = - gl_Position.y;
    output.dx_Position.z = (gl_Position.z + gl_Position.w) * 0.5;
    output.dx_Position.w = gl_Position.w;
    output.v0 = _vLocalCoord_Stage0;

    return output;
}

VS_OUTPUT main(VS_INPUT input){
    initAttributes(input);

(_vLocalCoord_Stage0 = _localCoord);
(gl_Position = vec4_ctor(_position.x, _position.y, 0.0, 1.0));
(gl_Position = vec4_ctor(((gl_Position.xy * _sk_RTAdjust.xz) + (gl_Position.ww * _sk_RTAdjust.yw)), 0.0, gl_Position.w));
return generateOutput(input);
}
�struct PS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float2 v0 : TEXCOORD0;
};

#pragma warning( disable: 3556 3571 )
float3 vec3_ctor(float2 x0, float x1)
{
    return float3(x0, x1);
}
float4 vec4_ctor(float x0, float x1, float x2, float x3)
{
    return float4(x0, x1, x2, x3);
}
// Uniforms

uniform float2 _u_0_Increment_Stage1_c0 : register(c0);
uniform float4 _u_1_Kernel_Stage1_c0[2] : register(c1);
uniform float3x3 _umatrix_Stage1_c0_c0 : register(c3);
uniform float4 _uclamp_Stage1_c0_c0_c0 : register(c6);
static const uint _uTextureSampler_0_Stage1 = 0;
uniform Texture2D<float4> textures2D[1] : register(t0);
uniform SamplerState samplers2D[1] : register(s0);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Varyings
static  float2 _vLocalCoord_Stage0 = {0, 0};

static float4 gl_Color[1] =
{
    float4(0, 0, 0, 0)
};

cbuffer DriverConstants : register(b1)
{
    struct SamplerMetadata
    {
        int baseLevel;
        int internalFormatBits;
        int wrapModes;
        int padding;
        int4 intBorderColor;
    };
    SamplerMetadata samplerMetadata[1] : packoffset(c4);
};

#define GL_USES_FRAG_COLOR
float4 gl_texture2D(uint samplerIndex, float2 t)
{
    return textures2D[samplerIndex].Sample(samplers2D[samplerIndex], float2(t.x, t.y));
}

float4 f_MatrixEffect_Stage1_c0_c0_h4h4f2_float4(in float4 __input, in float2 __coords)
{
float2 __0_inCoord3029 = mul(transpose(_umatrix_Stage1_c0_c0), vec3_ctor(__coords, 1.0)).xy;
float2 __1_subsetCoord3030 = {0, 0};
(__1_subsetCoord3030.x = __0_inCoord3029.x);
(__1_subsetCoord3030.y = __0_inCoord3029.y);
float2 __2_clampedCoord3031 = {0, 0};
(__2_clampedCoord3031.x = clamp(__1_subsetCoord3030.x, _uclamp_Stage1_c0_c0_c0.x, _uclamp_Stage1_c0_c0_c0.z));
(__2_clampedCoord3031.y = __1_subsetCoord3030.y);
float4 __3_textureColor3032 = vec4_ctor(0.0, 0.0, 0.0, gl_texture2D(_uTextureSampler_0_Stage1, __2_clampedCoord3031).x);
return __3_textureColor3032;
}
@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){
    _vLocalCoord_Stage0 = input.v0.xy;

float4 _outputColor_Stage03034 = {1.0, 1.0, 1.0, 1.0};
float4 _output_Stage13035 = {0, 0, 0, 0};
float4 __4_color3036 = {0.0, 0.0, 0.0, 0.0};
float2 __5_coord3037 = (_vLocalCoord_Stage0 - (3.0 * _u_0_Increment_Stage1_c0));
(__4_color3036 += (f_MatrixEffect_Stage1_c0_c0_h4h4f2_float4(_outputColor_Stage03034, __5_coord3037) * _u_1_Kernel_Stage1_c0[0].x));
(__5_coord3037 += _u_0_Increment_Stage1_c0);
(__4_color3036 += (f_MatrixEffect_Stage1_c0_c0_h4h4f2_float4(_outputColor_Stage03034, __5_coord3037) * _u_1_Kernel_Stage1_c0[0].y));
(__5_coord3037 += _u_0_Increment_Stage1_c0);
(__4_color3036 += (f_MatrixEffect_Stage1_c0_c0_h4h4f2_float4(_outputColor_Stage03034, __5_coord3037) * _u_1_Kernel_Stage1_c0[0].z));
(__5_coord3037 += _u_0_Increment_Stage1_c0);
(__4_color3036 += (f_MatrixEffect_Stage1_c0_c0_h4h4f2_float4(_outputColor_Stage03034, __5_coord3037) * _u_1_Kernel_Stage1_c0[0].w));
(__5_coord3037 += _u_0_Increment_Stage1_c0);
(__4_color3036 += (f_MatrixEffect_Stage1_c0_c0_h4h4f2_float4(_outputColor_Stage03034, __5_coord3037) * _u_1_Kernel_Stage1_c0[1].x));
(__5_coord3037 += _u_0_Increment_Stage1_c0);
(__4_color3036 += (f_MatrixEffect_Stage1_c0_c0_h4h4f2_float4(_outputColor_Stage03034, __5_coord3037) * _u_1_Kernel_Stage1_c0[1].y));
(__5_coord3037 += _u_0_Increment_Stage1_c0);
(__4_color3036 += (f_MatrixEffect_Stage1_c0_c0_h4h4f2_float4(_outputColor_Stage03034, __5_coord3037) * _u_1_Kernel_Stage1_c0[1].z));
(_output_Stage13035 = __4_color3036);
{
(gl_Color[0] = _output_Stage13035);
(gl_Color[0] = vec4_ctor(gl_Color[0].w, 0.0, 0.0, 0.0));
}
return generateOutput();
}
R�	gl_Color0gl_Color[0]struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float2 v0 : TEXCOORD0;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float2 v0 : TEXCOORD0;
};

void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput)
{
    output.gl_Position = input.gl_Position;
    output.v0 = input.v0; 
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
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*� :6� @>STAT�:*BPLG��42788efd1c721aP��position
_uposition����������������P��
localCoord_ulocalCoord����������������R��sk_RTAdjust
_usk_RTAdjust����������������������������������������P��u_0_Increment_Stage1_c0_uu_0_Increment_Stage1_c0����������������������������������������R��u_1_Kernel_Stage1_c0[0]_uu_1_Kernel_Stage1_c0[0]����������������������������������������[��umatrix_Stage1_c0_c0_uumatrix_Stage1_c0_c0����������������������������������������R��uclamp_Stage1_c0_c0_c0_uuclamp_Stage1_c0_c0_c0����������������������������������������^�uTextureSampler_0_Stage1_uuTextureSampler_0_Stage1������������������������������������������^�������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������Tstruct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float2 v0 : TEXCOORD0;
};
#pragma warning( disable: 3556 3571 )
float4 vec4_ctor(float x0, float x1, float x2, float x3)
{
    return float4(x0, x1, x2, x3);
}
float4 vec4_ctor(float2 x0, float x1, float x2)
{
    return float4(x0, x1, x2);
}
// Uniforms

uniform float4 _sk_RTAdjust : register(c1);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Attributes
static float2 _position = {0, 0};
static float2 _localCoord = {0, 0};

static float4 gl_Position = float4(0, 0, 0, 0);

// Varyings
static  float2 _vLocalCoord_Stage0 = {0, 0};

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewAdjust : packoffset(c1);
    float2 dx_ViewCoords : packoffset(c2);
    float2 dx_ViewScale  : packoffset(c3);
};

@@ VERTEX ATTRIBUTES @@

VS_OUTPUT generateOutput(VS_INPUT input)
{
    VS_OUTPUT output;
    output.gl_Position = gl_Position;
    output.dx_Position.x = gl_Position.x;
    output.dx_Position.y = - gl_Position.y;
    output.dx_Position.z = (gl_Position.z + gl_Position.w) * 0.5;
    output.dx_Position.w = gl_Position.w;
    output.v0 = _vLocalCoord_Stage0;

    return output;
}

VS_OUTPUT main(VS_INPUT input){
    initAttributes(input);

(_vLocalCoord_Stage0 = _localCoord);
(gl_Position = vec4_ctor(_position.x, _position.y, 0.0, 1.0));
(gl_Position = vec4_ctor(((gl_Position.xy * _sk_RTAdjust.xz) + (gl_Position.ww * _sk_RTAdjust.yw)), 0.0, gl_Position.w));
return generateOutput(input);
}
�struct PS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float2 v0 : TEXCOORD0;
};

#pragma warning( disable: 3556 3571 )
float3 vec3_ctor(float2 x0, float x1)
{
    return float3(x0, x1);
}
float4 vec4_ctor(float x0, float x1, float x2, float x3)
{
    return float4(x0, x1, x2, x3);
}
// Uniforms

uniform float2 _u_0_Increment_Stage1_c0 : register(c0);
uniform float4 _u_1_Kernel_Stage1_c0[2] : register(c1);
uniform float3x3 _umatrix_Stage1_c0_c0 : register(c3);
uniform float4 _uclamp_Stage1_c0_c0_c0 : register(c6);
static const uint _uTextureSampler_0_Stage1 = 0;
uniform Texture2D<float4> textures2D[1] : register(t0);
uniform SamplerState samplers2D[1] : register(s0);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Varyings
static  float2 _vLocalCoord_Stage0 = {0, 0};

static float4 gl_Color[1] =
{
    float4(0, 0, 0, 0)
};

cbuffer DriverConstants : register(b1)
{
    struct SamplerMetadata
    {
        int baseLevel;
        int internalFormatBits;
        int wrapModes;
        int padding;
        int4 intBorderColor;
    };
    SamplerMetadata samplerMetadata[1] : packoffset(c4);
};

#define GL_USES_FRAG_COLOR
float4 gl_texture2D(uint samplerIndex, float2 t)
{
    return textures2D[samplerIndex].Sample(samplers2D[samplerIndex], float2(t.x, t.y));
}

float4 f_MatrixEffect_Stage1_c0_c0_h4h4f2_float4(in float4 __input, in float2 __coords)
{
float2 __0_inCoord3029 = mul(transpose(_umatrix_Stage1_c0_c0), vec3_ctor(__coords, 1.0)).xy;
float2 __1_subsetCoord3030 = {0, 0};
(__1_subsetCoord3030.x = __0_inCoord3029.x);
(__1_subsetCoord3030.y = __0_inCoord3029.y);
float2 __2_clampedCoord3031 = {0, 0};
(__2_clampedCoord3031.x = __1_subsetCoord3030.x);
(__2_clampedCoord3031.y = clamp(__1_subsetCoord3030.y, _uclamp_Stage1_c0_c0_c0.y, _uclamp_Stage1_c0_c0_c0.w));
float4 __3_textureColor3032 = vec4_ctor(0.0, 0.0, 0.0, gl_texture2D(_uTextureSampler_0_Stage1, __2_clampedCoord3031).x);
return __3_textureColor3032;
}
@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){
    _vLocalCoord_Stage0 = input.v0.xy;

float4 _outputColor_Stage03034 = {1.0, 1.0, 1.0, 1.0};
float4 _output_Stage13035 = {0, 0, 0, 0};
float4 __4_color3036 = {0.0, 0.0, 0.0, 0.0};
float2 __5_coord3037 = (_vLocalCoord_Stage0 - (3.0 * _u_0_Increment_Stage1_c0));
(__4_color3036 += (f_MatrixEffect_Stage1_c0_c0_h4h4f2_float4(_outputColor_Stage03034, __5_coord3037) * _u_1_Kernel_Stage1_c0[0].x));
(__5_coord3037 += _u_0_Increment_Stage1_c0);
(__4_color3036 += (f_MatrixEffect_Stage1_c0_c0_h4h4f2_float4(_outputColor_Stage03034, __5_coord3037) * _u_1_Kernel_Stage1_c0[0].y));
(__5_coord3037 += _u_0_Increment_Stage1_c0);
(__4_color3036 += (f_MatrixEffect_Stage1_c0_c0_h4h4f2_float4(_outputColor_Stage03034, __5_coord3037) * _u_1_Kernel_Stage1_c0[0].z));
(__5_coord3037 += _u_0_Increment_Stage1_c0);
(__4_color3036 += (f_MatrixEffect_Stage1_c0_c0_h4h4f2_float4(_outputColor_Stage03034, __5_coord3037) * _u_1_Kernel_Stage1_c0[0].w));
(__5_coord3037 += _u_0_Increment_Stage1_c0);
(__4_color3036 += (f_MatrixEffect_Stage1_c0_c0_h4h4f2_float4(_outputColor_Stage03034, __5_coord3037) * _u_1_Kernel_Stage1_c0[1].x));
(__5_coord3037 += _u_0_Increment_Stage1_c0);
(__4_color3036 += (f_MatrixEffect_Stage1_c0_c0_h4h4f2_float4(_outputColor_Stage03034, __5_coord3037) * _u_1_Kernel_Stage1_c0[1].y));
(__5_coord3037 += _u_0_Increment_Stage1_c0);
(__4_color3036 += (f_MatrixEffect_Stage1_c0_c0_h4h4f2_float4(_outputColor_Stage03034, __5_coord3037) * _u_1_Kernel_Stage1_c0[1].z));
(_output_Stage13035 = __4_color3036);
{
(gl_Color[0] = _output_Stage13035);
(gl_Color[0] = vec4_ctor(gl_Color[0].w, 0.0, 0.0, 0.0));
}
return generateOutput();
}
R�	gl_Color0gl_Color[0]struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float2 v0 : TEXCOORD0;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float2 v0 : TEXCOORD0;
};

void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput)
{
    output.gl_Position = input.gl_Position;
    output.v0 = input.v0; 
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
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_usk_RTAdjust����������������������������������������[��umatrix_Stage1_c0_uumatrix_Stage1_c0����������������������������������������R��uinnerRect_Stage2_c1_uuinnerRect_Stage2_c1����������������������������������������P��uradiusPlusHalf_Stage2_c1_uuradiusPlusHalf_Stage2_c1����������������������������������������^�uTextureSampler_0_Stage1_uuTextureSampler_0_Stage1������������������������������������������^�������������������������������������������������������������������������������������������������������������������������������������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 gl_FragCoord : TEXCOORD3;
    float4 v0 : TEXCOORD0;
    float2 v1 : TEXCOORD1;
};
#pragma warning( disable: 3556 3571 )
float3 vec3_ctor(float2 x0, float x1)
{
    return float3(x0, x1);
}
float4 vec4_ctor(float x0, float x1, float x2, float x3)
{
    return float4(x0, x1, x2, x3);
}
float4 vec4_ctor(float2 x0, float x1, float x2)
{
    return float4(x0, x1, x2);
}
// Uniforms

uniform float4 _sk_RTAdjust : register(c1);
uniform float3x3 _umatrix_Stage1_c0 : register(c2);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Attributes
static float2 _position = {0, 0};
static float4 _color = {0, 0, 0, 0};
static float2 _localCoord = {0, 0};

static float4 gl_Position = float4(0, 0, 0, 0);

// Varyings
static  float4 _vcolor_Stage0 = {0, 0, 0, 0};
static  float2 _vTransformedCoords_0_Stage0 = {0, 0};

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewAdjust : packoffset(c1);
    float2 dx_ViewCoords : packoffset(c2);
    float2 dx_ViewScale  : packoffset(c3);
};

@@ VERTEX ATTRIBUTES @@

VS_OUTPUT generateOutput(VS_INPUT input)
{
    VS_OUTPUT output;
    output.gl_Position = gl_Position;
    output.dx_Position.x = gl_Position.x;
    output.dx_Position.y = - gl_Position.y;
    output.dx_Position.z = (gl_Position.z + gl_Position.w) * 0.5;
    output.dx_Position.w = gl_Position.w;
    output.gl_FragCoord = gl_Position;
    output.v0 = _vcolor_Stage0;
    output.v1 = _vTransformedCoords_0_Stage0;

    return output;
}

VS_OUTPUT main(VS_INPUT input){
    initAttributes(input);

(_vcolor_Stage0 = _color);
(gl_Position = vec4_ctor(_position.x, _position.y, 0.0, 1.0));
{
(_vTransformedCoords_0_Stage0 = mul(transpose(_umatrix_Stage1_c0), vec3_ctor(_localCoord, 1.0)).xy);
}
(gl_Position = vec4_ctor(((gl_Position.xy * _sk_RTAdjust.xz) + (gl_Position.ww * _sk_RTAdjust.yw)), 0.0, gl_Position.w));
return generateOutput(input);
}

struct PS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 gl_FragCoord : TEXCOORD3;
    float4 v0 : TEXCOORD0;
    float2 v1 : TEXCOORD1;
};

#pragma warning( disable: 3556 3571 )
// Uniforms

uniform float4 _uinnerRect_Stage2_c1 : register(c0);
uniform float2 _uradiusPlusHalf_Stage2_c1 : register(c1);
static const uint _uTextureSampler_0_Stage1 = 0;
uniform Texture2D<float4> textures2D[1] : register(t0);
uniform SamplerState samplers2D[1] : register(s0);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Varyings
static  float4 _vcolor_Stage0 = {0, 0, 0, 0};
static  float2 _vTransformedCoords_0_Stage0 = {0, 0};

static float4 gl_Color[1] =
{
    float4(0, 0, 0, 0)
};
static float4 gl_FragCoord = float4(0, 0, 0, 0);

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewCoords : packoffset(c1);
    float3 dx_DepthFront : packoffset(c2);
    float2 dx_ViewScale : packoffset(c3);
    struct SamplerMetadata
    {
        int baseLevel;
        int internalFormatBits;
        int wrapModes;
        int padding;
        int4 intBorderColor;
    };
    SamplerMetadata samplerMetadata[1] : packoffset(c4);
};

#define GL_USES_FRAG_COLOR
float4 gl_texture2D(uint samplerIndex, float2 t)
{
    return textures2D[samplerIndex].Sample(samplers2D[samplerIndex], float2(t.x, t.y));
}

#define GL_USES_FRAG_COORD
@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){
    float rhw = 1.0 / input.gl_FragCoord.w;
    gl_FragCoord.x = input.dx_Position.x;
    gl_FragCoord.y = input.dx_Position.y;
    gl_FragCoord.z = (input.gl_FragCoord.z * rhw) * dx_DepthFront.x + dx_DepthFront.y;
    gl_FragCoord.w = rhw;
    _vcolor_Stage0 = input.v0;
    _vTransformedCoords_0_Stage0 = input.v1.xy;

float4 _outputColor_Stage03027 = {0, 0, 0, 0};
(_outputColor_Stage03027 = _vcolor_Stage0);
float4 _output_Stage13028 = {0, 0, 0, 0};
(_output_Stage13028 = gl_texture2D(_uTextureSampler_0_Stage1, _vTransformedCoords_0_Stage0).xxxx);
float4 _output_Stage23029 = {0, 0, 0, 0};
float2 __0_dxy03030 = (_uinnerRect_Stage2_c1.xy - gl_FragCoord.xy);
float2 __1_dxy13031 = (gl_FragCoord.xy - _uinnerRect_Stage2_c1.zw);
float2 __2_dxy3032 = max(max(__0_dxy03030, __1_dxy13031), 0.0);
float __3_alpha3033 = clamp((_uradiusPlusHalf_Stage2_c1.x - length(__2_dxy3032)), 0.0, 1.0);
(_output_Stage23029 = (_output_Stage13028 * __3_alpha3033));
{
(gl_Color[0] = (_outputColor_Stage03027 * _output_Stage23029));
}
return generateOutput();
}
R�	gl_Color0gl_Color[0]�struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 gl_FragCoord : TEXCOORD3;
    float4 v0 : TEXCOORD0;
    float2 v1 : TEXCOORD1;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 gl_FragCoord : TEXCOORD3;
    float4 v0 : TEXCOORD0;
    float2 v1 : TEXCOORD1;
};

void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput)
{
    output.gl_Position = input.gl_Position;
    output.v0 = input.v0; 
    output.v1 = input.v1; 
    output.gl_FragCoord = input.gl_FragCoord;
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
���<DXBC8�ݬH�m.e@,P�<4���RDEFph<���HRD11< ($\$Globals���\�P���������� ,$��������_sk_RTAdjustfloat4�_umatrix_Stage1_c0float3x3Microsoft (R) HLSL Shader Compiler 10.1ISGN\PPPTEXCOORD���OSGN������SV_PositionTEXCOORD���SHEX�PzjYF� _2_�_2g� e� e� e� e2 h6� @?�?22F�� օ 6" �A6 
62 F62 F6� @�?6� @�?6� F62F6B@�? F� F" F� F>STAT�	�PDXBC#Ll8!)(k�aUh\P4���RDEF��<����RD11< ($������
�samplers2D[0]textures2D[0]$Globals����� ,L��������p���������_uinnerRect_Stage2_c1float4���B_uradiusPlusHalf_Stage2_c1float2���Microsoft (R) HLSL Shader Compiler 10.1ISGN������SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX�PojYF� Z`XpUUd 2b�b2e� h	2F�AF� 	��� �A42�
F4
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8� F>STAT�	BPLG���%788efd1c721aP��position
_uposition����������������P��
localCoord_ulocalCoord����������������R��sk_RTAdjust
_usk_RTAdjust����������������������������������������[��umatrix_Stage1_c0_uumatrix_Stage1_c0����������������������������������������[��umatrix_Stage1_c0_c0_uumatrix_Stage1_c0_c0����������������������������������������R��uclamp_Stage1_c0_c0_c0_uuclamp_Stage1_c0_c0_c0����������������������������������������^�uTextureSampler_0_Stage1_uuTextureSampler_0_Stage1������������������������������������������^������������������������������������������������������������������������������������������������������������������������������������������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float2 v0 : TEXCOORD0;
};
#pragma warning( disable: 3556 3571 )
float3 vec3_ctor(float2 x0, float x1)
{
    return float3(x0, x1);
}
float4 vec4_ctor(float x0, float x1, float x2, float x3)
{
    return float4(x0, x1, x2, x3);
}
float4 vec4_ctor(float2 x0, float x1, float x2)
{
    return float4(x0, x1, x2);
}
// Uniforms

uniform float4 _sk_RTAdjust : register(c1);
uniform float3x3 _umatrix_Stage1_c0 : register(c2);
uniform float3x3 _umatrix_Stage1_c0_c0 : register(c5);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Attributes
static float2 _position = {0, 0};
static float2 _localCoord = {0, 0};

static float4 gl_Position = float4(0, 0, 0, 0);

// Varyings
static  float2 _vTransformedCoords_0_Stage0 = {0, 0};

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewAdjust : packoffset(c1);
    float2 dx_ViewCoords : packoffset(c2);
    float2 dx_ViewScale  : packoffset(c3);
};

@@ VERTEX ATTRIBUTES @@

VS_OUTPUT generateOutput(VS_INPUT input)
{
    VS_OUTPUT output;
    output.gl_Position = gl_Position;
    output.dx_Position.x = gl_Position.x;
    output.dx_Position.y = - gl_Position.y;
    output.dx_Position.z = (gl_Position.z + gl_Position.w) * 0.5;
    output.dx_Position.w = gl_Position.w;
    output.v0 = _vTransformedCoords_0_Stage0;

    return output;
}

VS_OUTPUT main(VS_INPUT input){
    initAttributes(input);

(gl_Position = vec4_ctor(_position.x, _position.y, 0.0, 1.0));
{
(_vTransformedCoords_0_Stage0 = mul(transpose(transpose(mul(transpose(_umatrix_Stage1_c0_c0), transpose(_umatrix_Stage1_c0)))), vec3_ctor(_localCoord, 1.0)).xy);
}
(gl_Position = vec4_ctor(((gl_Position.xy * _sk_RTAdjust.xz) + (gl_Position.ww * _sk_RTAdjust.yw)), 0.0, gl_Position.w));
return generateOutput(input);
}
�struct PS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float2 v0 : TEXCOORD0;
};

#pragma warning( disable: 3556 3571 )
float4 vec4_ctor(float x0, float x1, float x2, float x3)
{
    return float4(x0, x1, x2, x3);
}
// Uniforms

uniform float4 _uclamp_Stage1_c0_c0_c0 : register(c0);
static const uint _uTextureSampler_0_Stage1 = 0;
uniform Texture2D<float4> textures2D[1] : register(t0);
uniform SamplerState samplers2D[1] : register(s0);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Varyings
static  float2 _vTransformedCoords_0_Stage0 = {0, 0};

static float4 gl_Color[1] =
{
    float4(0, 0, 0, 0)
};

cbuffer DriverConstants : register(b1)
{
    struct SamplerMetadata
    {
        int baseLevel;
        int internalFormatBits;
        int wrapModes;
        int padding;
        int4 intBorderColor;
    };
    SamplerMetadata samplerMetadata[1] : packoffset(c4);
};

#define GL_USES_FRAG_COLOR
float4 gl_texture2D(uint samplerIndex, float2 t)
{
    return textures2D[samplerIndex].Sample(samplers2D[samplerIndex], float2(t.x, t.y));
}

@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){
    _vTransformedCoords_0_Stage0 = input.v0.xy;

float4 _output_Stage13026 = {0, 0, 0, 0};
float2 __8_inCoord3027 = _vTransformedCoords_0_Stage0;
float2 __9_subsetCoord3028 = {0, 0};
(__9_subsetCoord3028.x = __8_inCoord3027.x);
(__9_subsetCoord3028.y = __8_inCoord3027.y);
float2 __10_clampedCoord3029 = {0, 0};
(__10_clampedCoord3029.x = clamp(__9_subsetCoord3028.x, _uclamp_Stage1_c0_c0_c0.x, _uclamp_Stage1_c0_c0_c0.z));
(__10_clampedCoord3029.y = __9_subsetCoord3028.y);
float4 __11_textureColor3030 = vec4_ctor(0.0, 0.0, 0.0, gl_texture2D(_uTextureSampler_0_Stage1, __10_clampedCoord3029).x);
(_output_Stage13026 = __11_textureColor3030);
{
(gl_Color[0] = _output_Stage13026);
(gl_Color[0] = vec4_ctor(gl_Color[0].w, 0.0, 0.0, 0.0));
}
return generateOutput();
}
R�	gl_Color0gl_Color[0]struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float2 v0 : TEXCOORD0;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float2 v0 : TEXCOORD0;
};

void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput)
{
    output.gl_Position = input.gl_Position;
    output.v0 = input.v0; 
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
���DXBC	�2�П�C��v�4�8�RDEF�h<����RD11< ($\$Globals���\�����������0 ,L��������pP,L��������_sk_RTAdjustfloat4_umatrix_Stage1_c0float3x3C_umatrix_Stage1_c0_c0Microsoft (R) HLSL Shader Compiler 10.1��ISGND88TEXCOORD���OSGNhP\\SV_PositionTEXCOORD���SHEXlP�jYF� _2_2g� e� e2 h6� @?�?22F�� օ 6" �A6 
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�DXBC���
�7�6�#_�n�x�4�PhRDEFp�<���HRD11< ($������
�samplers2D[0]textures2D[0]$Globals�����$��������_uclamp_Stage1_c0_c0_c0float4�Microsoft (R) HLSL Shader Compiler 10.1ISGNhP\\SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEXPDjYF� Z`XpUUb2e� h4

� 3
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6� @>STAT�BPLG���&788efd1c721aP��position
_uposition����������������R��color_ucolor����������������R��sk_RTAdjust
_usk_RTAdjust����������������������������������������R��uinnerRect_Stage1_c0_uuinnerRect_Stage1_c0����������������������������������������P��uradiusPlusHalf_Stage1_c0_uuradiusPlusHalf_Stage1_c0����������������������������������������R��uinnerRect_Stage2_c1_uuinnerRect_Stage2_c1����������������������������������������P��uradiusPlusHalf_Stage2_c1_uuradiusPlusHalf_Stage2_c1�����������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    float4 v0 : TEXCOORD0;
};
#pragma warning( disable: 3556 3571 )
float4 vec4_ctor(float x0, float x1, float x2, float x3)
{
    return float4(x0, x1, x2, x3);
}
float4 vec4_ctor(float2 x0, float x1, float x2)
{
    return float4(x0, x1, x2);
}
// Uniforms

uniform float4 _sk_RTAdjust : register(c1);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Attributes
static float2 _position = {0, 0};
static float4 _color = {0, 0, 0, 0};

static float4 gl_Position = float4(0, 0, 0, 0);

// Varyings
static  float4 _vcolor_Stage0 = {0, 0, 0, 0};

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewAdjust : packoffset(c1);
    float2 dx_ViewCoords : packoffset(c2);
    float2 dx_ViewScale  : packoffset(c3);
};

@@ VERTEX ATTRIBUTES @@

VS_OUTPUT generateOutput(VS_INPUT input)
{
    VS_OUTPUT output;
    output.gl_Position = gl_Position;
    output.dx_Position.x = gl_Position.x;
    output.dx_Position.y = - gl_Position.y;
    output.dx_Position.z = (gl_Position.z + gl_Position.w) * 0.5;
    output.dx_Position.w = gl_Position.w;
    output.gl_FragCoord = gl_Position;
    output.v0 = _vcolor_Stage0;

    return output;
}

VS_OUTPUT main(VS_INPUT input){
    initAttributes(input);

(_vcolor_Stage0 = _color);
(gl_Position = vec4_ctor(_position.x, _position.y, 0.0, 1.0));
(gl_Position = vec4_ctor(((gl_Position.xy * _sk_RTAdjust.xz) + (gl_Position.ww * _sk_RTAdjust.yw)), 0.0, gl_Position.w));
return generateOutput(input);
}
P	struct PS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    float4 v0 : TEXCOORD0;
};

#pragma warning( disable: 3556 3571 )
float4 vec4_ctor(float x0)
{
    return float4(x0, x0, x0, x0);
}
// Uniforms

uniform float4 _uinnerRect_Stage1_c0 : register(c0);
uniform float2 _uradiusPlusHalf_Stage1_c0 : register(c1);
uniform float4 _uinnerRect_Stage2_c1 : register(c2);
uniform float2 _uradiusPlusHalf_Stage2_c1 : register(c3);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Varyings
static  float4 _vcolor_Stage0 = {0, 0, 0, 0};

static float4 gl_Color[1] =
{
    float4(0, 0, 0, 0)
};
static float4 gl_FragCoord = float4(0, 0, 0, 0);

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewCoords : packoffset(c1);
    float3 dx_DepthFront : packoffset(c2);
    float2 dx_ViewScale : packoffset(c3);
};

#define GL_USES_FRAG_COLOR
#define GL_USES_FRAG_COORD
@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){
    float rhw = 1.0 / input.gl_FragCoord.w;
    gl_FragCoord.x = input.dx_Position.x;
    gl_FragCoord.y = input.dx_Position.y;
    gl_FragCoord.z = (input.gl_FragCoord.z * rhw) * dx_DepthFront.x + dx_DepthFront.y;
    gl_FragCoord.w = rhw;
    _vcolor_Stage0 = input.v0;

float4 _outputColor_Stage03026 = {0, 0, 0, 0};
(_outputColor_Stage03026 = _vcolor_Stage0);
float4 _output_Stage13027 = {0, 0, 0, 0};
float2 __0_dxy03028 = (_uinnerRect_Stage1_c0.xy - gl_FragCoord.xy);
float2 __1_dxy13029 = (gl_FragCoord.xy - _uinnerRect_Stage1_c0.zw);
float2 __2_dxy3030 = max(max(__0_dxy03028, __1_dxy13029), 0.0);
float __3_alpha3031 = clamp((_uradiusPlusHalf_Stage1_c0.x - length(__2_dxy3030)), 0.0, 1.0);
(__3_alpha3031 = (1.0 - __3_alpha3031));
(_output_Stage13027 = vec4_ctor(__3_alpha3031));
float4 _output_Stage23032 = {0, 0, 0, 0};
float2 __4_dxy03033 = (_uinnerRect_Stage2_c1.xy - gl_FragCoord.xy);
float2 __5_dxy13034 = (gl_FragCoord.xy - _uinnerRect_Stage2_c1.zw);
float2 __6_dxy3035 = max(max(__4_dxy03033, __5_dxy13034), 0.0);
float __7_alpha3036 = clamp((_uradiusPlusHalf_Stage2_c1.x - length(__6_dxy3035)), 0.0, 1.0);
(_output_Stage23032 = (_output_Stage13027 * __7_alpha3036));
{
(gl_Color[0] = (_outputColor_Stage03026 * _output_Stage23032));
}
return generateOutput();
}
R�	gl_Color0gl_Color[0]ystruct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    float4 v0 : TEXCOORD0;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    float4 v0 : TEXCOORD0;
};

void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput)
{
    output.gl_Position = input.gl_Position;
    output.v0 = input.v0; 
    output.gl_FragCoord = input.gl_FragCoord;
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
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_uposition����������������R��color_ucolor����������������P��
localCoord_ulocalCoord����������������R��sk_RTAdjust
_usk_RTAdjust����������������������������������������[��umatrix_Stage1_c0_uumatrix_Stage1_c0����������������������������������������R��uinnerRect_Stage2_c1_uuinnerRect_Stage2_c1����������������������������������������P��uradiusPlusHalf_Stage2_c1_uuradiusPlusHalf_Stage2_c1����������������������������������������^�uTextureSampler_0_Stage1_uuTextureSampler_0_Stage1������������������������������������������^�������������������������������������������������������������������������������������������������������������������������������������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 gl_FragCoord : TEXCOORD3;
    float4 v0 : TEXCOORD0;
    float2 v1 : TEXCOORD1;
};
#pragma warning( disable: 3556 3571 )
float3 vec3_ctor(float2 x0, float x1)
{
    return float3(x0, x1);
}
float4 vec4_ctor(float x0, float x1, float x2, float x3)
{
    return float4(x0, x1, x2, x3);
}
float4 vec4_ctor(float2 x0, float x1, float x2)
{
    return float4(x0, x1, x2);
}
// Uniforms

uniform float4 _sk_RTAdjust : register(c1);
uniform float3x3 _umatrix_Stage1_c0 : register(c2);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Attributes
static float2 _position = {0, 0};
static float4 _color = {0, 0, 0, 0};
static float2 _localCoord = {0, 0};

static float4 gl_Position = float4(0, 0, 0, 0);

// Varyings
static  float4 _vcolor_Stage0 = {0, 0, 0, 0};
static  float2 _vTransformedCoords_0_Stage0 = {0, 0};

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewAdjust : packoffset(c1);
    float2 dx_ViewCoords : packoffset(c2);
    float2 dx_ViewScale  : packoffset(c3);
};

@@ VERTEX ATTRIBUTES @@

VS_OUTPUT generateOutput(VS_INPUT input)
{
    VS_OUTPUT output;
    output.gl_Position = gl_Position;
    output.dx_Position.x = gl_Position.x;
    output.dx_Position.y = - gl_Position.y;
    output.dx_Position.z = (gl_Position.z + gl_Position.w) * 0.5;
    output.dx_Position.w = gl_Position.w;
    output.gl_FragCoord = gl_Position;
    output.v0 = _vcolor_Stage0;
    output.v1 = _vTransformedCoords_0_Stage0;

    return output;
}

VS_OUTPUT main(VS_INPUT input){
    initAttributes(input);

(_vcolor_Stage0 = _color);
(gl_Position = vec4_ctor(_position.x, _position.y, 0.0, 1.0));
{
(_vTransformedCoords_0_Stage0 = mul(transpose(_umatrix_Stage1_c0), vec3_ctor(_localCoord, 1.0)).xy);
}
(gl_Position = vec4_ctor(((gl_Position.xy * _sk_RTAdjust.xz) + (gl_Position.ww * _sk_RTAdjust.yw)), 0.0, gl_Position.w));
return generateOutput(input);
}
�
struct PS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 gl_FragCoord : TEXCOORD3;
    float4 v0 : TEXCOORD0;
    float2 v1 : TEXCOORD1;
};

#pragma warning( disable: 3556 3571 )
float2 vec2_ctor(float x0, float x1)
{
    return float2(x0, x1);
}
// Uniforms

uniform float4 _uinnerRect_Stage2_c1 : register(c0);
uniform float2 _uradiusPlusHalf_Stage2_c1 : register(c1);
static const uint _uTextureSampler_0_Stage1 = 0;
uniform Texture2D<float4> textures2D[1] : register(t0);
uniform SamplerState samplers2D[1] : register(s0);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Varyings
static  float4 _vcolor_Stage0 = {0, 0, 0, 0};
static  float2 _vTransformedCoords_0_Stage0 = {0, 0};

static float4 gl_Color[1] =
{
    float4(0, 0, 0, 0)
};
static float4 gl_FragCoord = float4(0, 0, 0, 0);

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewCoords : packoffset(c1);
    float3 dx_DepthFront : packoffset(c2);
    float2 dx_ViewScale : packoffset(c3);
    struct SamplerMetadata
    {
        int baseLevel;
        int internalFormatBits;
        int wrapModes;
        int padding;
        int4 intBorderColor;
    };
    SamplerMetadata samplerMetadata[1] : packoffset(c4);
};

#define GL_USES_FRAG_COLOR
float4 gl_texture2D(uint samplerIndex, float2 t)
{
    return textures2D[samplerIndex].Sample(samplers2D[samplerIndex], float2(t.x, t.y));
}

#define GL_USES_FRAG_COORD
@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){
    float rhw = 1.0 / input.gl_FragCoord.w;
    gl_FragCoord.x = input.dx_Position.x;
    gl_FragCoord.y = input.dx_Position.y;
    gl_FragCoord.z = (input.gl_FragCoord.z * rhw) * dx_DepthFront.x + dx_DepthFront.y;
    gl_FragCoord.w = rhw;
    _vcolor_Stage0 = input.v0;
    _vTransformedCoords_0_Stage0 = input.v1.xy;

float4 _outputColor_Stage03027 = {0, 0, 0, 0};
(_outputColor_Stage03027 = _vcolor_Stage0);
float4 _output_Stage13028 = {0, 0, 0, 0};
(_output_Stage13028 = gl_texture2D(_uTextureSampler_0_Stage1, _vTransformedCoords_0_Stage0).xxxx);
float4 _output_Stage23029 = {0, 0, 0, 0};
float2 __0_dxy03030 = (_uinnerRect_Stage2_c1.xy - gl_FragCoord.xy);
float __1_dy13031 = (gl_FragCoord.y - _uinnerRect_Stage2_c1.w);
float2 __2_dxy3032 = max(vec2_ctor(__0_dxy03030.x, max(__0_dxy03030.y, __1_dy13031)), 0.0);
float __3_rightAlpha3033 = clamp((_uinnerRect_Stage2_c1.z - gl_FragCoord.x), 0.0, 1.0);
float __4_alpha3034 = (__3_rightAlpha3033 * clamp((_uradiusPlusHalf_Stage2_c1.x - length(__2_dxy3032)), 0.0, 1.0));
(_output_Stage23029 = (_output_Stage13028 * __4_alpha3034));
{
(gl_Color[0] = (_outputColor_Stage03027 * _output_Stage23029));
}
return generateOutput();
}
R�	gl_Color0gl_Color[0]�struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 gl_FragCoord : TEXCOORD3;
    float4 v0 : TEXCOORD0;
    float2 v1 : TEXCOORD1;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 gl_FragCoord : TEXCOORD3;
    float4 v0 : TEXCOORD0;
    float2 v1 : TEXCOORD1;
};

void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput)
{
    output.gl_Position = input.gl_Position;
    output.v0 = input.v0; 
    output.v1 = input.v1; 
    output.gl_FragCoord = input.gl_FragCoord;
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
���<DXBC8�ݬH�m.e@,P�<4���RDEFph<���HRD11< ($\$Globals���\�P���������� ,$��������_sk_RTAdjustfloat4�_umatrix_Stage1_c0float3x3Microsoft (R) HLSL Shader Compiler 10.1ISGN\PPPTEXCOORD���OSGN������SV_PositionTEXCOORD���SHEX�PzjYF� _2_�_2g� e� e� e� e2 h6� @?�?22F�� օ 6" �A6 
62 F62 F6� @�?6� @�?6� F62F6B@�? F� F" F� F>STAT�	��DXBC��:�VUD�z>��G���4���RDEF��<����RD11< ($������
�samplers2D[0]textures2D[0]$Globals����� ,L��������p���������_uinnerRect_Stage2_c1float4���B_uradiusPlusHalf_Stage2_c1float2���Microsoft (R) HLSL Shader Compiler 10.1ISGN������SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX�P{jYF� Z`XpUUd 2b�b2e� h	:� �A	r�A&� 4�
*4
2�@6 
FFK
 	
�A
� 8

E���CU"F~`8
8� F>STAT�

BPLG���788efd1c721aP��
inPosition_uinPosition�����������������
inCoverage_uinCoverage����������������R��sk_RTAdjust
_usk_RTAdjust����������������������������������������R��
uColor_Stage0_uuColor_Stage0�����������������������������������������������������������������������������������������������������������������������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float v0 : TEXCOORD0;
};
#pragma warning( disable: 3556 3571 )
float4 vec4_ctor(float x0, float x1, float x2, float x3)
{
    return float4(x0, x1, x2, x3);
}
float4 vec4_ctor(float2 x0, float x1, float x2)
{
    return float4(x0, x1, x2);
}
// Uniforms

uniform float4 _sk_RTAdjust : register(c1);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Attributes
static float2 _inPosition = {0, 0};
static float _inCoverage = {0};

static float4 gl_Position = float4(0, 0, 0, 0);

// Varyings
static  float _vinCoverage_Stage0 = {0};

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewAdjust : packoffset(c1);
    float2 dx_ViewCoords : packoffset(c2);
    float2 dx_ViewScale  : packoffset(c3);
};

@@ VERTEX ATTRIBUTES @@

VS_OUTPUT generateOutput(VS_INPUT input)
{
    VS_OUTPUT output;
    output.gl_Position = gl_Position;
    output.dx_Position.x = gl_Position.x;
    output.dx_Position.y = - gl_Position.y;
    output.dx_Position.z = (gl_Position.z + gl_Position.w) * 0.5;
    output.dx_Position.w = gl_Position.w;
    output.v0 = _vinCoverage_Stage0;

    return output;
}

VS_OUTPUT main(VS_INPUT input){
    initAttributes(input);

float2 __tmp_0_inPosition3025 = _inPosition;
(_vinCoverage_Stage0 = _inCoverage);
(gl_Position = vec4_ctor(__tmp_0_inPosition3025.x, __tmp_0_inPosition3025.y, 0.0, 1.0));
(gl_Position = vec4_ctor(((gl_Position.xy * _sk_RTAdjust.xz) + (gl_Position.ww * _sk_RTAdjust.yw)), 0.0, gl_Position.w));
return generateOutput(input);
}
struct PS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float v0 : TEXCOORD0;
};

#pragma warning( disable: 3556 3571 )
float4 vec4_ctor(float x0)
{
    return float4(x0, x0, x0, x0);
}
// Uniforms

uniform float4 _uColor_Stage0 : register(c0);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Varyings
static  float _vinCoverage_Stage0 = {0};

static float4 gl_Color[1] =
{
    float4(0, 0, 0, 0)
};

cbuffer DriverConstants : register(b1)
{
};

#define GL_USES_FRAG_COLOR
@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){
    _vinCoverage_Stage0 = input.v0.x;

float4 _outputColor_Stage03023 = {0, 0, 0, 0};
(_outputColor_Stage03023 = _uColor_Stage0);
float _alpha3024 = {1.0};
(_alpha3024 = _vinCoverage_Stage0);
float4 _outputCoverage_Stage03025 = vec4_ctor(_alpha3024);
{
(gl_Color[0] = (_outputColor_Stage03023 * _outputCoverage_Stage03025));
}
return generateOutput();
}
R�	gl_Color0gl_Color[0]�struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float v0 : TEXCOORD0;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float v0 : TEXCOORD0;
};

void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput)
{
    output.gl_Position = input.gl_Position;
    output.v0 = input.v0; 
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
���DXBC��G�=WW�q�L�ҩ��4D�0RDEFh<����RD11< ($\$Globals���\� ����������_sk_RTAdjustfloat4�Microsoft (R) HLSL Shader Compiler 10.1ISGND88TEXCOORD���OSGNhP\\SV_PositionTEXCOORD���SHEX(PJjYF� _2_g� e� e h6� @?�?22F�� օ 6" �A6 
62 F6� @�?6 
>STAT���DXBC�9E>�U��1�S���4H��LRDEFh<����RD11< ($\$Globals���\�����������_uColor_Stage0float4���Microsoft (R) HLSL Shader Compiler 10.1ISGNhP\\SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEXXPjYF� be� 8� F� >STAT�BPLG��m788efd1c721aP��position
_uposition����������������R��color_ucolor����������������R��sk_RTAdjust
_usk_RTAdjust��������������������������������������������������������������������������������������������������������������������������������Gstruct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 v0 : TEXCOORD0;
};
#pragma warning( disable: 3556 3571 )
float4 vec4_ctor(float x0, float x1, float x2, float x3)
{
    return float4(x0, x1, x2, x3);
}
float4 vec4_ctor(float2 x0, float x1, float x2)
{
    return float4(x0, x1, x2);
}
// Uniforms

uniform float4 _sk_RTAdjust : register(c1);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Attributes
static float2 _position = {0, 0};
static float4 _color = {0, 0, 0, 0};

static float4 gl_Position = float4(0, 0, 0, 0);

// Varyings
static  float4 _vcolor_Stage0 = {0, 0, 0, 0};

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewAdjust : packoffset(c1);
    float2 dx_ViewCoords : packoffset(c2);
    float2 dx_ViewScale  : packoffset(c3);
};

@@ VERTEX ATTRIBUTES @@

VS_OUTPUT generateOutput(VS_INPUT input)
{
    VS_OUTPUT output;
    output.gl_Position = gl_Position;
    output.dx_Position.x = gl_Position.x;
    output.dx_Position.y = - gl_Position.y;
    output.dx_Position.z = (gl_Position.z + gl_Position.w) * 0.5;
    output.dx_Position.w = gl_Position.w;
    output.v0 = _vcolor_Stage0;

    return output;
}

VS_OUTPUT main(VS_INPUT input){
    initAttributes(input);

(_vcolor_Stage0 = _color);
(gl_Position = vec4_ctor(_position.x, _position.y, 0.0, 1.0));
(gl_Position = vec4_ctor(((gl_Position.xy * _sk_RTAdjust.xz) + (gl_Position.ww * _sk_RTAdjust.yw)), 0.0, gl_Position.w));
return generateOutput(input);
}
�struct PS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 v0 : TEXCOORD0;
};

#pragma warning( disable: 3556 3571 )
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Varyings
static  float4 _vcolor_Stage0 = {0, 0, 0, 0};

static float4 gl_Color[1] =
{
    float4(0, 0, 0, 0)
};

cbuffer DriverConstants : register(b1)
{
};

#define GL_USES_FRAG_COLOR
@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){
    _vcolor_Stage0 = input.v0;

float4 _outputColor_Stage03022 = {0, 0, 0, 0};
(_outputColor_Stage03022 = _vcolor_Stage0);
{
(gl_Color[0] = _outputColor_Stage03022);
}
return generateOutput();
}
R�	gl_Color0gl_Color[0]struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 v0 : TEXCOORD0;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 v0 : TEXCOORD0;
};

void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput)
{
    output.gl_Position = input.gl_Position;
    output.v0 = input.v0; 
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
���DXBCn*p��{&ϛ�x�4D�0RDEFh<����RD11< ($\$Globals���\� ����������_sk_RTAdjustfloat4�Microsoft (R) HLSL Shader Compiler 10.1ISGND88TEXCOORD���OSGNhP\\SV_PositionTEXCOORD���SHEX(PJjYF� _2_�g� e� e� h6� @?�?22F�� օ 6" �A6 
62 F6� @�?6� F>STAT��$DXBC�<�LS�`�{����$4�D�RDEFd<���<RD11< ($Microsoft (R) HLSL Shader Compiler 10.1ISGNhP\\SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX<Pjb�e� 6� F>STAT�BPLG���788efd1c721aP��
inPosition_uinPosition����������������R��inColor	_uinColor����������������R��
inQuadEdge_uinQuadEdge����������������R��sk_RTAdjust
_usk_RTAdjust����������������������������������������������������������������������������������������������������������������������������Vstruct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 v0 : TEXCOORD0;
    float4 v1 : TEXCOORD1;
};
#pragma warning( disable: 3556 3571 )
float4 vec4_ctor(float x0, float x1, float x2, float x3)
{
    return float4(x0, x1, x2, x3);
}
float4 vec4_ctor(float2 x0, float x1, float x2)
{
    return float4(x0, x1, x2);
}
// Uniforms

uniform float4 _sk_RTAdjust : register(c1);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Attributes
static float2 _inPosition = {0, 0};
static float4 _inColor = {0, 0, 0, 0};
static float4 _inQuadEdge = {0, 0, 0, 0};

static float4 gl_Position = float4(0, 0, 0, 0);

// Varyings
static  float4 _vQuadEdge_Stage0 = {0, 0, 0, 0};
static  float4 _vinColor_Stage0 = {0, 0, 0, 0};

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewAdjust : packoffset(c1);
    float2 dx_ViewCoords : packoffset(c2);
    float2 dx_ViewScale  : packoffset(c3);
};

@@ VERTEX ATTRIBUTES @@

VS_OUTPUT generateOutput(VS_INPUT input)
{
    VS_OUTPUT output;
    output.gl_Position = gl_Position;
    output.dx_Position.x = gl_Position.x;
    output.dx_Position.y = - gl_Position.y;
    output.dx_Position.z = (gl_Position.z + gl_Position.w) * 0.5;
    output.dx_Position.w = gl_Position.w;
    output.v0 = _vQuadEdge_Stage0;
    output.v1 = _vinColor_Stage0;

    return output;
}

VS_OUTPUT main(VS_INPUT input){
    initAttributes(input);

(_vQuadEdge_Stage0 = _inQuadEdge);
(_vinColor_Stage0 = _inColor);
float2 __tmp_0_inPosition3027 = _inPosition;
(gl_Position = vec4_ctor(__tmp_0_inPosition3027.x, __tmp_0_inPosition3027.y, 0.0, 1.0));
(gl_Position = vec4_ctor(((gl_Position.xy * _sk_RTAdjust.xz) + (gl_Position.ww * _sk_RTAdjust.yw)), 0.0, gl_Position.w));
return generateOutput(input);
}
)struct PS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 v0 : TEXCOORD0;
    float4 v1 : TEXCOORD1;
};

#pragma warning( disable: 3556 3571 )
float2 vec2_ctor(float x0, float x1)
{
    return float2(x0, x1);
}
float4 vec4_ctor(float x0)
{
    return float4(x0, x0, x0, x0);
}
float4 vec4_ctor(float x0, float x1, float x2, float x3)
{
    return float4(x0, x1, x2, x3);
}
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Varyings
static  float4 _vQuadEdge_Stage0 = {0, 0, 0, 0};
static  float4 _vinColor_Stage0 = {0, 0, 0, 0};

static float4 gl_Color[1] =
{
    float4(0, 0, 0, 0)
};

cbuffer DriverConstants : register(b1)
{
};

#define GL_USES_FRAG_COLOR
@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){
    _vQuadEdge_Stage0 = input.v0;
    _vinColor_Stage0 = input.v1;

float4 _outputColor_Stage03023 = {0, 0, 0, 0};
(_outputColor_Stage03023 = _vinColor_Stage0);
float _edgeAlpha3024 = {0};
float2 _duvdx3025 = ddx(_vQuadEdge_Stage0.xy);
float2 _duvdy3026 = ddy(_vQuadEdge_Stage0.xy);
if (((_vQuadEdge_Stage0.z > 0.0) && (_vQuadEdge_Stage0.w > 0.0)))
{
(_edgeAlpha3024 = min((min(_vQuadEdge_Stage0.z, _vQuadEdge_Stage0.w) + 0.5), 1.0));
}
else
{
float2 _gF3027 = vec2_ctor((((2.0 * _vQuadEdge_Stage0.x) * _duvdx3025.x) - _duvdx3025.y), (((2.0 * _vQuadEdge_Stage0.x) * _duvdy3026.x) - _duvdy3026.y));
(_edgeAlpha3024 = ((_vQuadEdge_Stage0.x * _vQuadEdge_Stage0.x) - _vQuadEdge_Stage0.y));
(_edgeAlpha3024 = clamp((0.5 - (_edgeAlpha3024 / length(_gF3027))), 0.0, 1.0));
}
float4 _outputCoverage_Stage03028 = vec4_ctor(_edgeAlpha3024);
{
(gl_Color[0] = _outputCoverage_Stage03028);
(gl_Color[0] = vec4_ctor(gl_Color[0].w, 0.0, 0.0, 0.0));
}
return generateOutput();
}
R�	gl_Color0gl_Color[0]Rstruct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 v0 : TEXCOORD0;
    float4 v1 : TEXCOORD1;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 v0 : TEXCOORD0;
    float4 v1 : TEXCOORD1;
};

void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput)
{
    output.gl_Position = input.gl_Position;
    output.v0 = input.v0; 
    output.v1 = input.v1; 
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
���(DXBC6�ٔ�m����]�(4D�0�RDEFh<����RD11< ($\$Globals���\� ����������_sk_RTAdjustfloat4�Microsoft (R) HLSL Shader Compiler 10.1ISGN\PPPTEXCOORD���OSGN�htttSV_PositionTEXCOORD���SHEXTPUjYF� _2_�_�g� e� e� e� h6� @?�?22F�� օ 6" �A6 
62 F6� @�?6� F6� F>STAT�	�4DXBC�t��E���mA�D�S44�(\�RDEFd<���<RD11< ($Microsoft (R) HLSL Shader Compiler 10.1ISGN�htttSV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX4P�jb�e� hz2FB

2
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�A
 
�A@?3":*"@?3"@�?1
�@�B:*7	 *
6� @>STAT�BPLG��y+788efd1c721aP��position
_uposition����������������R��color_ucolor����������������P��
localCoord_ulocalCoord����������������R��sk_RTAdjust
_usk_RTAdjust����������������������������������������[��umatrix_Stage1_c0_uumatrix_Stage1_c0����������������������������������������R��uinnerRect_Stage2_c1_uuinnerRect_Stage2_c1����������������������������������������P��uradiusPlusHalf_Stage2_c1_uuradiusPlusHalf_Stage2_c1����������������������������������������^�uTextureSampler_0_Stage1_uuTextureSampler_0_Stage1������������������������������������������^�������������������������������������������������������������������������������������������������������������������������������������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 gl_FragCoord : TEXCOORD3;
    float4 v0 : TEXCOORD0;
    float2 v1 : TEXCOORD1;
};
#pragma warning( disable: 3556 3571 )
float3 vec3_ctor(float2 x0, float x1)
{
    return float3(x0, x1);
}
float4 vec4_ctor(float x0, float x1, float x2, float x3)
{
    return float4(x0, x1, x2, x3);
}
float4 vec4_ctor(float2 x0, float x1, float x2)
{
    return float4(x0, x1, x2);
}
// Uniforms

uniform float4 _sk_RTAdjust : register(c1);
uniform float3x3 _umatrix_Stage1_c0 : register(c2);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Attributes
static float2 _position = {0, 0};
static float4 _color = {0, 0, 0, 0};
static float2 _localCoord = {0, 0};

static float4 gl_Position = float4(0, 0, 0, 0);

// Varyings
static  float4 _vcolor_Stage0 = {0, 0, 0, 0};
static  float2 _vTransformedCoords_0_Stage0 = {0, 0};

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewAdjust : packoffset(c1);
    float2 dx_ViewCoords : packoffset(c2);
    float2 dx_ViewScale  : packoffset(c3);
};

@@ VERTEX ATTRIBUTES @@

VS_OUTPUT generateOutput(VS_INPUT input)
{
    VS_OUTPUT output;
    output.gl_Position = gl_Position;
    output.dx_Position.x = gl_Position.x;
    output.dx_Position.y = - gl_Position.y;
    output.dx_Position.z = (gl_Position.z + gl_Position.w) * 0.5;
    output.dx_Position.w = gl_Position.w;
    output.gl_FragCoord = gl_Position;
    output.v0 = _vcolor_Stage0;
    output.v1 = _vTransformedCoords_0_Stage0;

    return output;
}

VS_OUTPUT main(VS_INPUT input){
    initAttributes(input);

(_vcolor_Stage0 = _color);
(gl_Position = vec4_ctor(_position.x, _position.y, 0.0, 1.0));
{
(_vTransformedCoords_0_Stage0 = mul(transpose(_umatrix_Stage1_c0), vec3_ctor(_localCoord, 1.0)).xy);
}
(gl_Position = vec4_ctor(((gl_Position.xy * _sk_RTAdjust.xz) + (gl_Position.ww * _sk_RTAdjust.yw)), 0.0, gl_Position.w));
return generateOutput(input);
}
struct PS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 gl_FragCoord : TEXCOORD3;
    float4 v0 : TEXCOORD0;
    float2 v1 : TEXCOORD1;
};

#pragma warning( disable: 3556 3571 )
float2 vec2_ctor(float x0, float x1)
{
    return float2(x0, x1);
}
// Uniforms

uniform float4 _uinnerRect_Stage2_c1 : register(c0);
uniform float2 _uradiusPlusHalf_Stage2_c1 : register(c1);
static const uint _uTextureSampler_0_Stage1 = 0;
uniform Texture2D<float4> textures2D[1] : register(t0);
uniform SamplerState samplers2D[1] : register(s0);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Varyings
static  float4 _vcolor_Stage0 = {0, 0, 0, 0};
static  float2 _vTransformedCoords_0_Stage0 = {0, 0};

static float4 gl_Color[1] =
{
    float4(0, 0, 0, 0)
};
static float4 gl_FragCoord = float4(0, 0, 0, 0);

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewCoords : packoffset(c1);
    float3 dx_DepthFront : packoffset(c2);
    float2 dx_ViewScale : packoffset(c3);
    struct SamplerMetadata
    {
        int baseLevel;
        int internalFormatBits;
        int wrapModes;
        int padding;
        int4 intBorderColor;
    };
    SamplerMetadata samplerMetadata[1] : packoffset(c4);
};

#define GL_USES_FRAG_COLOR
float4 gl_texture2D(uint samplerIndex, float2 t)
{
    return textures2D[samplerIndex].Sample(samplers2D[samplerIndex], float2(t.x, t.y));
}

#define GL_USES_FRAG_COORD
@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){
    float rhw = 1.0 / input.gl_FragCoord.w;
    gl_FragCoord.x = input.dx_Position.x;
    gl_FragCoord.y = input.dx_Position.y;
    gl_FragCoord.z = (input.gl_FragCoord.z * rhw) * dx_DepthFront.x + dx_DepthFront.y;
    gl_FragCoord.w = rhw;
    _vcolor_Stage0 = input.v0;
    _vTransformedCoords_0_Stage0 = input.v1.xy;

float4 _outputColor_Stage03027 = {0, 0, 0, 0};
(_outputColor_Stage03027 = _vcolor_Stage0);
float4 _output_Stage13028 = {0, 0, 0, 0};
(_output_Stage13028 = gl_texture2D(_uTextureSampler_0_Stage1, _vTransformedCoords_0_Stage0).xxxx);
float4 _output_Stage23029 = {0, 0, 0, 0};
float __0_dy03030 = (_uinnerRect_Stage2_c1.y - gl_FragCoord.y);
float2 __1_dxy13031 = (gl_FragCoord.xy - _uinnerRect_Stage2_c1.zw);
float2 __2_dxy3032 = max(vec2_ctor(__1_dxy13031.x, max(__0_dy03030, __1_dxy13031.y)), 0.0);
float __3_leftAlpha3033 = clamp((gl_FragCoord.x - _uinnerRect_Stage2_c1.x), 0.0, 1.0);
float __4_alpha3034 = (__3_leftAlpha3033 * clamp((_uradiusPlusHalf_Stage2_c1.x - length(__2_dxy3032)), 0.0, 1.0));
(__4_alpha3034 = (1.0 - __4_alpha3034));
(_output_Stage23029 = (_output_Stage13028 * __4_alpha3034));
{
(gl_Color[0] = (_outputColor_Stage03027 * _output_Stage23029));
}
return generateOutput();
}
R�	gl_Color0gl_Color[0]�struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 gl_FragCoord : TEXCOORD3;
    float4 v0 : TEXCOORD0;
    float2 v1 : TEXCOORD1;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 gl_FragCoord : TEXCOORD3;
    float4 v0 : TEXCOORD0;
    float2 v1 : TEXCOORD1;
};

void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput)
{
    output.gl_Position = input.gl_Position;
    output.v0 = input.v0; 
    output.v1 = input.v1; 
    output.gl_FragCoord = input.gl_FragCoord;
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
���<DXBC8�ݬH�m.e@,P�<4���RDEFph<���HRD11< ($\$Globals���\�P���������� ,$��������_sk_RTAdjustfloat4�_umatrix_Stage1_c0float3x3Microsoft (R) HLSL Shader Compiler 10.1ISGN\PPPTEXCOORD���OSGN������SV_PositionTEXCOORD���SHEX�PzjYF� _2_�_2g� e� e� e� e2 h6� @?�?22F�� օ 6" �A6 
62 F62 F6� @�?6� @�?6� F62F6B@�? F� F" F� F>STAT�	��DXBC���w���[���c!��4���RDEF��<����RD11< ($������
�samplers2D[0]textures2D[0]$Globals����� ,L��������p���������_uinnerRect_Stage2_c1float4���B_uradiusPlusHalf_Stage2_c1float2���Microsoft (R) HLSL Shader Compiler 10.1ISGN������SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX�P~jYF� Z`XpUUd 2b�b2e� h	�A� 	r�� �A4�
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8� F>STAT�

BPLG��b(788efd1c721aP��position
_uposition����������������R��color_ucolor����������������R��sk_RTAdjust
_usk_RTAdjust����������������������������������������R��uinnerRect_Stage1_c0_uuinnerRect_Stage1_c0����������������������������������������P��uradiusPlusHalf_Stage1_c0_uuradiusPlusHalf_Stage1_c0����������������������������������������R��uinnerRect_Stage2_c1_uuinnerRect_Stage2_c1����������������������������������������P��uradiusPlusHalf_Stage2_c1_uuradiusPlusHalf_Stage2_c1�����������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    float4 v0 : TEXCOORD0;
};
#pragma warning( disable: 3556 3571 )
float4 vec4_ctor(float x0, float x1, float x2, float x3)
{
    return float4(x0, x1, x2, x3);
}
float4 vec4_ctor(float2 x0, float x1, float x2)
{
    return float4(x0, x1, x2);
}
// Uniforms

uniform float4 _sk_RTAdjust : register(c1);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Attributes
static float2 _position = {0, 0};
static float4 _color = {0, 0, 0, 0};

static float4 gl_Position = float4(0, 0, 0, 0);

// Varyings
static  float4 _vcolor_Stage0 = {0, 0, 0, 0};

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewAdjust : packoffset(c1);
    float2 dx_ViewCoords : packoffset(c2);
    float2 dx_ViewScale  : packoffset(c3);
};

@@ VERTEX ATTRIBUTES @@

VS_OUTPUT generateOutput(VS_INPUT input)
{
    VS_OUTPUT output;
    output.gl_Position = gl_Position;
    output.dx_Position.x = gl_Position.x;
    output.dx_Position.y = - gl_Position.y;
    output.dx_Position.z = (gl_Position.z + gl_Position.w) * 0.5;
    output.dx_Position.w = gl_Position.w;
    output.gl_FragCoord = gl_Position;
    output.v0 = _vcolor_Stage0;

    return output;
}

VS_OUTPUT main(VS_INPUT input){
    initAttributes(input);

(_vcolor_Stage0 = _color);
(gl_Position = vec4_ctor(_position.x, _position.y, 0.0, 1.0));
(gl_Position = vec4_ctor(((gl_Position.xy * _sk_RTAdjust.xz) + (gl_Position.ww * _sk_RTAdjust.yw)), 0.0, gl_Position.w));
return generateOutput(input);
}
�
struct PS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    float4 v0 : TEXCOORD0;
};

#pragma warning( disable: 3556 3571 )
float2 vec2_ctor(float x0, float x1)
{
    return float2(x0, x1);
}
float4 vec4_ctor(float x0)
{
    return float4(x0, x0, x0, x0);
}
// Uniforms

uniform float4 _uinnerRect_Stage1_c0 : register(c0);
uniform float2 _uradiusPlusHalf_Stage1_c0 : register(c1);
uniform float4 _uinnerRect_Stage2_c1 : register(c2);
uniform float2 _uradiusPlusHalf_Stage2_c1 : register(c3);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Varyings
static  float4 _vcolor_Stage0 = {0, 0, 0, 0};

static float4 gl_Color[1] =
{
    float4(0, 0, 0, 0)
};
static float4 gl_FragCoord = float4(0, 0, 0, 0);

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewCoords : packoffset(c1);
    float3 dx_DepthFront : packoffset(c2);
    float2 dx_ViewScale : packoffset(c3);
};

#define GL_USES_FRAG_COLOR
#define GL_USES_FRAG_COORD
@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){
    float rhw = 1.0 / input.gl_FragCoord.w;
    gl_FragCoord.x = input.dx_Position.x;
    gl_FragCoord.y = input.dx_Position.y;
    gl_FragCoord.z = (input.gl_FragCoord.z * rhw) * dx_DepthFront.x + dx_DepthFront.y;
    gl_FragCoord.w = rhw;
    _vcolor_Stage0 = input.v0;

float4 _outputColor_Stage03026 = {0, 0, 0, 0};
(_outputColor_Stage03026 = _vcolor_Stage0);
float4 _output_Stage13027 = {0, 0, 0, 0};
float __0_dy03028 = (_uinnerRect_Stage1_c0.y - gl_FragCoord.y);
float2 __1_dxy13029 = (gl_FragCoord.xy - _uinnerRect_Stage1_c0.zw);
float2 __2_dxy3030 = max(vec2_ctor(__1_dxy13029.x, max(__0_dy03028, __1_dxy13029.y)), 0.0);
float __3_leftAlpha3031 = clamp((gl_FragCoord.x - _uinnerRect_Stage1_c0.x), 0.0, 1.0);
float __4_alpha3032 = (__3_leftAlpha3031 * clamp((_uradiusPlusHalf_Stage1_c0.x - length(__2_dxy3030)), 0.0, 1.0));
(__4_alpha3032 = (1.0 - __4_alpha3032));
(_output_Stage13027 = vec4_ctor(__4_alpha3032));
float4 _output_Stage23033 = {0, 0, 0, 0};
float __5_dy03034 = (_uinnerRect_Stage2_c1.y - gl_FragCoord.y);
float2 __6_dxy13035 = (gl_FragCoord.xy - _uinnerRect_Stage2_c1.zw);
float2 __7_dxy3036 = max(vec2_ctor(__6_dxy13035.x, max(__5_dy03034, __6_dxy13035.y)), 0.0);
float __8_leftAlpha3037 = clamp((gl_FragCoord.x - _uinnerRect_Stage2_c1.x), 0.0, 1.0);
float __9_alpha3038 = (__8_leftAlpha3037 * clamp((_uradiusPlusHalf_Stage2_c1.x - length(__7_dxy3036)), 0.0, 1.0));
(_output_Stage23033 = (_output_Stage13027 * __9_alpha3038));
{
(gl_Color[0] = (_outputColor_Stage03026 * _output_Stage23033));
}
return generateOutput();
}
R�	gl_Color0gl_Color[0]ystruct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    float4 v0 : TEXCOORD0;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    float4 v0 : TEXCOORD0;
};

void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput)
{
    output.gl_Position = input.gl_Position;
    output.v0 = input.v0; 
    output.gl_FragCoord = input.gl_FragCoord;
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
��$DXBC"���c�F�ڵ�NWc$4D��RDEFh<����RD11< ($\$Globals���\� ����������_sk_RTAdjustfloat4�Microsoft (R) HLSL Shader Compiler 10.1ISGND88TEXCOORD���OSGN�htttSV_PositionTEXCOORD���SHEXhPZjYF� _2_�g� e� e� e� h6� @?�?22F�� օ 6" �A6 
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�XDXBC��k�H{D6B���4X4D��RDEFh<����RD11< ($\$Globals���\�@ @��������d���������� @���������0���������_uinnerRect_Stage1_c0float4���6_uradiusPlusHalf_Stage1_c0float2��_uinnerRect_Stage2_c1_uradiusPlusHalf_Stage2_c1Microsoft (R) HLSL Shader Compiler 10.1���ISGN�htttSV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX�P�jYF� d 2b�e� h	�A� 	r�� �A4�
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8� F>STAT�BPLG��i 788efd1c721aP��
inPosition_uinPosition����������������R��
inConicCoeffs_uinConicCoeffs����������������R��sk_RTAdjust
_usk_RTAdjust����������������������������������������R��
uColor_Stage0_uuColor_Stage0�����������������������������������������������������������������������������������������������������������������������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 v0 : TEXCOORD0;
};
#pragma warning( disable: 3556 3571 )
float4 vec4_ctor(float x0, float x1, float x2, float x3)
{
    return float4(x0, x1, x2, x3);
}
float4 vec4_ctor(float2 x0, float x1, float x2)
{
    return float4(x0, x1, x2);
}
// Uniforms

uniform float4 _sk_RTAdjust : register(c1);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Attributes
static float2 _inPosition = {0, 0};
static float4 _inConicCoeffs = {0, 0, 0, 0};

static float4 gl_Position = float4(0, 0, 0, 0);

// Varyings
static  float4 _vConicCoeffs_Stage0 = {0, 0, 0, 0};

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewAdjust : packoffset(c1);
    float2 dx_ViewCoords : packoffset(c2);
    float2 dx_ViewScale  : packoffset(c3);
};

@@ VERTEX ATTRIBUTES @@

VS_OUTPUT generateOutput(VS_INPUT input)
{
    VS_OUTPUT output;
    output.gl_Position = gl_Position;
    output.dx_Position.x = gl_Position.x;
    output.dx_Position.y = - gl_Position.y;
    output.dx_Position.z = (gl_Position.z + gl_Position.w) * 0.5;
    output.dx_Position.w = gl_Position.w;
    output.v0 = _vConicCoeffs_Stage0;

    return output;
}

VS_OUTPUT main(VS_INPUT input){
    initAttributes(input);

(_vConicCoeffs_Stage0 = _inConicCoeffs);
float2 __tmp_0_inPosition3025 = _inPosition;
(gl_Position = vec4_ctor(__tmp_0_inPosition3025.x, __tmp_0_inPosition3025.y, 0.0, 1.0));
(gl_Position = vec4_ctor(((gl_Position.xy * _sk_RTAdjust.xz) + (gl_Position.ww * _sk_RTAdjust.yw)), 0.0, gl_Position.w));
return generateOutput(input);
}
�struct PS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 v0 : TEXCOORD0;
};

#pragma warning( disable: 3556 3571 )
float2 vec2_ctor(float x0, float x1)
{
    return float2(x0, x1);
}
float4 vec4_ctor(float x0)
{
    return float4(x0, x0, x0, x0);
}
// Uniforms

uniform float4 _uColor_Stage0 : register(c0);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Varyings
static  float4 _vConicCoeffs_Stage0 = {0, 0, 0, 0};

static float4 gl_Color[1] =
{
    float4(0, 0, 0, 0)
};

cbuffer DriverConstants : register(b1)
{
};

#define GL_USES_FRAG_COLOR
@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){
    _vConicCoeffs_Stage0 = input.v0;

float4 _outputColor_Stage03023 = {0, 0, 0, 0};
(_outputColor_Stage03023 = _uColor_Stage0);
float _edgeAlpha3024 = {0};
float3 _dklmdx3025 = {0, 0, 0};
float3 _dklmdy3026 = {0, 0, 0};
float _dfdx3027 = {0};
float _dfdy3028 = {0};
float2 _gF3029 = {0, 0};
float _gFM3030 = {0};
float _func3031 = {0};
(_dklmdx3025 = ddx(_vConicCoeffs_Stage0.xyz));
(_dklmdy3026 = ddy(_vConicCoeffs_Stage0.xyz));
(_dfdx3027 = ((((2.0 * _vConicCoeffs_Stage0.x) * _dklmdx3025.x) - (_vConicCoeffs_Stage0.y * _dklmdx3025.z)) - (_vConicCoeffs_Stage0.z * _dklmdx3025.y)));
(_dfdy3028 = ((((2.0 * _vConicCoeffs_Stage0.x) * _dklmdy3026.x) - (_vConicCoeffs_Stage0.y * _dklmdy3026.z)) - (_vConicCoeffs_Stage0.z * _dklmdy3026.y)));
(_gF3029 = vec2_ctor(_dfdx3027, _dfdy3028));
(_gFM3030 = sqrt(dot(_gF3029, _gF3029)));
(_func3031 = ((_vConicCoeffs_Stage0.x * _vConicCoeffs_Stage0.x) - (_vConicCoeffs_Stage0.y * _vConicCoeffs_Stage0.z)));
(_func3031 = abs(_func3031));
(_edgeAlpha3024 = (_func3031 / _gFM3030));
(_edgeAlpha3024 = max((1.0 - _edgeAlpha3024), 0.0));
float4 _outputCoverage_Stage03032 = vec4_ctor(_edgeAlpha3024);
{
(gl_Color[0] = (_outputColor_Stage03023 * _outputCoverage_Stage03032));
}
return generateOutput();
}
R�	gl_Color0gl_Color[0]struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 v0 : TEXCOORD0;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 v0 : TEXCOORD0;
};

void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput)
{
    output.gl_Position = input.gl_Position;
    output.v0 = input.v0; 
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
���DXBCn*p��{&ϛ�x�4D�0RDEFh<����RD11< ($\$Globals���\� ����������_sk_RTAdjustfloat4�Microsoft (R) HLSL Shader Compiler 10.1ISGND88TEXCOORD���OSGNhP\\SV_PositionTEXCOORD���SHEX(PJjYF� _2_�g� e� e� h6� @?�?22F�� օ 6" �A6 
62 F6� @�?6� F>STAT���DXBC�V�~r�ŤW�
����4H��@RDEFh<����RD11< ($\$Globals���\�����������_uColor_Stage0float4���Microsoft (R) HLSL Shader Compiler 10.1ISGNhP\\SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEXLP�jYF� bre� h

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@8� F� >STAT�BPLG��P0788efd1c721aP��position
_uposition����������������R��color_ucolor����������������R��sk_RTAdjust
_usk_RTAdjust����������������������������������������R��uinnerRect_Stage1_c0_uuinnerRect_Stage1_c0����������������������������������������P��uradiusPlusHalf_Stage1_c0_uuradiusPlusHalf_Stage1_c0����������������������������������������R��uinnerRect_Stage1_c0_c0_uuinnerRect_Stage1_c0_c0����������������������������������������P��uradiusPlusHalf_Stage1_c0_c0_uuradiusPlusHalf_Stage1_c0_c0����������������������������������������Q��u_0_var_Stage1_c0_c0_c0[0]_uu_0_var_Stage1_c0_c0_c0[0]����������������������������������������������	���������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    float4 v0 : TEXCOORD0;
};
#pragma warning( disable: 3556 3571 )
float4 vec4_ctor(float x0, float x1, float x2, float x3)
{
    return float4(x0, x1, x2, x3);
}
float4 vec4_ctor(float2 x0, float x1, float x2)
{
    return float4(x0, x1, x2);
}
// Uniforms

uniform float4 _sk_RTAdjust : register(c1);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Attributes
static float2 _position = {0, 0};
static float4 _color = {0, 0, 0, 0};

static float4 gl_Position = float4(0, 0, 0, 0);

// Varyings
static  float4 _vcolor_Stage0 = {0, 0, 0, 0};

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewAdjust : packoffset(c1);
    float2 dx_ViewCoords : packoffset(c2);
    float2 dx_ViewScale  : packoffset(c3);
};

@@ VERTEX ATTRIBUTES @@

VS_OUTPUT generateOutput(VS_INPUT input)
{
    VS_OUTPUT output;
    output.gl_Position = gl_Position;
    output.dx_Position.x = gl_Position.x;
    output.dx_Position.y = - gl_Position.y;
    output.dx_Position.z = (gl_Position.z + gl_Position.w) * 0.5;
    output.dx_Position.w = gl_Position.w;
    output.gl_FragCoord = gl_Position;
    output.v0 = _vcolor_Stage0;

    return output;
}

VS_OUTPUT main(VS_INPUT input){
    initAttributes(input);

(_vcolor_Stage0 = _color);
(gl_Position = vec4_ctor(_position.x, _position.y, 0.0, 1.0));
(gl_Position = vec4_ctor(((gl_Position.xy * _sk_RTAdjust.xz) + (gl_Position.ww * _sk_RTAdjust.yw)), 0.0, gl_Position.w));
return generateOutput(input);
}
�struct PS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    float4 v0 : TEXCOORD0;
};

#pragma warning( disable: 3556 3571 )
float2 vec2_ctor(float x0, float x1)
{
    return float2(x0, x1);
}
float3 vec3_ctor(float2 x0, float x1)
{
    return float3(x0, x1);
}
float4 vec4_ctor(float x0)
{
    return float4(x0, x0, x0, x0);
}
// Uniforms

uniform float4 _uinnerRect_Stage1_c0 : register(c0);
uniform float2 _uradiusPlusHalf_Stage1_c0 : register(c1);
uniform float4 _uinnerRect_Stage1_c0_c0 : register(c2);
uniform float2 _uradiusPlusHalf_Stage1_c0_c0 : register(c3);
uniform float3 _u_0_var_Stage1_c0_c0_c0[4] : register(c4);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Varyings
static  float4 _vcolor_Stage0 = {0, 0, 0, 0};

static float4 gl_Color[1] =
{
    float4(0, 0, 0, 0)
};
static float4 gl_FragCoord = float4(0, 0, 0, 0);

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewCoords : packoffset(c1);
    float3 dx_DepthFront : packoffset(c2);
    float2 dx_ViewScale : packoffset(c3);
};

#define GL_USES_FRAG_COLOR
#define GL_USES_FRAG_COORD
@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){
    float rhw = 1.0 / input.gl_FragCoord.w;
    gl_FragCoord.x = input.dx_Position.x;
    gl_FragCoord.y = input.dx_Position.y;
    gl_FragCoord.z = (input.gl_FragCoord.z * rhw) * dx_DepthFront.x + dx_DepthFront.y;
    gl_FragCoord.w = rhw;
    _vcolor_Stage0 = input.v0;

float4 _outputColor_Stage03027 = {0, 0, 0, 0};
(_outputColor_Stage03027 = _vcolor_Stage0);
float4 _output_Stage13028 = {0, 0, 0, 0};
float2 __8_dxy3029 = max(vec2_ctor((gl_FragCoord.x - _uinnerRect_Stage1_c0.z), (_uinnerRect_Stage1_c0.y - gl_FragCoord.y)), 0.0);
float __9_leftAlpha3030 = clamp((gl_FragCoord.x - _uinnerRect_Stage1_c0.x), 0.0, 1.0);
float __10_bottomAlpha3031 = clamp((_uinnerRect_Stage1_c0.w - gl_FragCoord.y), 0.0, 1.0);
float __11_alpha3032 = ((__10_bottomAlpha3031 * __9_leftAlpha3030) * clamp((_uradiusPlusHalf_Stage1_c0.x - length(__8_dxy3029)), 0.0, 1.0));
float2 __12_dxy3033 = max(vec2_ctor((gl_FragCoord.x - _uinnerRect_Stage1_c0_c0.z), (_uinnerRect_Stage1_c0_c0.y - gl_FragCoord.y)), 0.0);
float __13_leftAlpha3034 = clamp((gl_FragCoord.x - _uinnerRect_Stage1_c0_c0.x), 0.0, 1.0);
float __14_bottomAlpha3035 = clamp((_uinnerRect_Stage1_c0_c0.w - gl_FragCoord.y), 0.0, 1.0);
float __15_alpha3036 = ((__14_bottomAlpha3035 * __13_leftAlpha3034) * clamp((_uradiusPlusHalf_Stage1_c0_c0.x - length(__12_dxy3033)), 0.0, 1.0));
(__15_alpha3036 = (1.0 - __15_alpha3036));
float __16_alpha3037 = {1.0};
float __17_edge3038 = {0};
(__17_edge3038 = dot(_u_0_var_Stage1_c0_c0_c0[0], vec3_ctor(gl_FragCoord.xy, 1.0)));
float sbdf = {0};
if ((__17_edge3038 >= 0.5))
{
(sbdf = 1.0);
}
else
{
(sbdf = 0.0);
}
(__17_edge3038 = sbdf);
(__16_alpha3037 *= __17_edge3038);
(__17_edge3038 = dot(_u_0_var_Stage1_c0_c0_c0[1], vec3_ctor(gl_FragCoord.xy, 1.0)));
float sbe0 = {0};
if ((__17_edge3038 >= 0.5))
{
(sbe0 = 1.0);
}
else
{
(sbe0 = 0.0);
}
(__17_edge3038 = sbe0);
(__16_alpha3037 *= __17_edge3038);
(__17_edge3038 = dot(_u_0_var_Stage1_c0_c0_c0[2], vec3_ctor(gl_FragCoord.xy, 1.0)));
float sbe1 = {0};
if ((__17_edge3038 >= 0.5))
{
(sbe1 = 1.0);
}
else
{
(sbe1 = 0.0);
}
(__17_edge3038 = sbe1);
(__16_alpha3037 *= __17_edge3038);
(__17_edge3038 = dot(_u_0_var_Stage1_c0_c0_c0[3], vec3_ctor(gl_FragCoord.xy, 1.0)));
float sbe2 = {0};
if ((__17_edge3038 >= 0.5))
{
(sbe2 = 1.0);
}
else
{
(sbe2 = 0.0);
}
(__17_edge3038 = sbe2);
(__16_alpha3037 *= __17_edge3038);
(_output_Stage13028 = ((vec4_ctor(__16_alpha3037) * __15_alpha3036) * __11_alpha3032));
{
(gl_Color[0] = (_outputColor_Stage03027 * _output_Stage13028));
}
return generateOutput();
}
R�	gl_Color0gl_Color[0]ystruct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    float4 v0 : TEXCOORD0;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    float4 v0 : TEXCOORD0;
};

void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput)
{
    output.gl_Position = input.gl_Position;
    output.v0 = input.v0; 
    output.gl_FragCoord = input.gl_FragCoord;
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
��$DXBC"���c�F�ڵ�NWc$4D��RDEFh<����RD11< ($\$Globals���\� ����������_sk_RTAdjustfloat4�Microsoft (R) HLSL Shader Compiler 10.1ISGND88TEXCOORD���OSGN�htttSV_PositionTEXCOORD���SHEXhPZjYF� _2_�g� e� e� e� h6� @?�?22F�� օ 6" �A6 
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��DXBC}9�����oHbZp6�4�<pRDEFxh<���PRD11< ($\$Globals���\��Hh������������������� h���������0���������@<,��������_uinnerRect_Stage1_c0float4���^_uradiusPlusHalf_Stage1_c0float2���_uinnerRect_Stage1_c0_c0_uradiusPlusHalf_Stage1_c0_c0_u_0_var_Stage1_c0_c0_c0float3�$Microsoft (R) HLSL Shader Compiler 10.1ISGN�htttSV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX�P'jYF� d 2b�e� h62F6B@�?�F� F�:@?�:@�?F� F
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8� F>STAT�&BPLG��h4788efd1c721aP��position
_uposition����������������R��color_ucolor����������������R��sk_RTAdjust
_usk_RTAdjust����������������������������������������R��uinnerRect_Stage1_c0_uuinnerRect_Stage1_c0����������������������������������������P��uradiusPlusHalf_Stage1_c0_uuradiusPlusHalf_Stage1_c0����������������������������������������R��uinnerRect_Stage1_c0_c0_uuinnerRect_Stage1_c0_c0����������������������������������������P��uradiusPlusHalf_Stage1_c0_c0_uuradiusPlusHalf_Stage1_c0_c0����������������������������������������Q��u_0_var_Stage1_c0_c0_c0[0]_uu_0_var_Stage1_c0_c0_c0[0]����������������������������������������Q��u_3_var_Stage1_c0_c0_c0_c0[0]_uu_3_var_Stage1_c0_c0_c0_c0[0]����������������������������������������������
�����������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    float4 v0 : TEXCOORD0;
};
#pragma warning( disable: 3556 3571 )
float4 vec4_ctor(float x0, float x1, float x2, float x3)
{
    return float4(x0, x1, x2, x3);
}
float4 vec4_ctor(float2 x0, float x1, float x2)
{
    return float4(x0, x1, x2);
}
// Uniforms

uniform float4 _sk_RTAdjust : register(c1);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Attributes
static float2 _position = {0, 0};
static float4 _color = {0, 0, 0, 0};

static float4 gl_Position = float4(0, 0, 0, 0);

// Varyings
static  float4 _vcolor_Stage0 = {0, 0, 0, 0};

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewAdjust : packoffset(c1);
    float2 dx_ViewCoords : packoffset(c2);
    float2 dx_ViewScale  : packoffset(c3);
};

@@ VERTEX ATTRIBUTES @@

VS_OUTPUT generateOutput(VS_INPUT input)
{
    VS_OUTPUT output;
    output.gl_Position = gl_Position;
    output.dx_Position.x = gl_Position.x;
    output.dx_Position.y = - gl_Position.y;
    output.dx_Position.z = (gl_Position.z + gl_Position.w) * 0.5;
    output.dx_Position.w = gl_Position.w;
    output.gl_FragCoord = gl_Position;
    output.v0 = _vcolor_Stage0;

    return output;
}

VS_OUTPUT main(VS_INPUT input){
    initAttributes(input);

(_vcolor_Stage0 = _color);
(gl_Position = vec4_ctor(_position.x, _position.y, 0.0, 1.0));
(gl_Position = vec4_ctor(((gl_Position.xy * _sk_RTAdjust.xz) + (gl_Position.ww * _sk_RTAdjust.yw)), 0.0, gl_Position.w));
return generateOutput(input);
}
�struct PS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    float4 v0 : TEXCOORD0;
};

#pragma warning( disable: 3556 3571 )
float3 vec3_ctor(float2 x0, float x1)
{
    return float3(x0, x1);
}
float4 vec4_ctor(float x0)
{
    return float4(x0, x0, x0, x0);
}
// Uniforms

uniform float4 _uinnerRect_Stage1_c0 : register(c0);
uniform float2 _uradiusPlusHalf_Stage1_c0 : register(c1);
uniform float4 _uinnerRect_Stage1_c0_c0 : register(c2);
uniform float2 _uradiusPlusHalf_Stage1_c0_c0 : register(c3);
uniform float3 _u_0_var_Stage1_c0_c0_c0[4] : register(c4);
uniform float3 _u_3_var_Stage1_c0_c0_c0_c0[4] : register(c8);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Varyings
static  float4 _vcolor_Stage0 = {0, 0, 0, 0};

static float4 gl_Color[1] =
{
    float4(0, 0, 0, 0)
};
static float4 gl_FragCoord = float4(0, 0, 0, 0);

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewCoords : packoffset(c1);
    float3 dx_DepthFront : packoffset(c2);
    float2 dx_ViewScale : packoffset(c3);
};

#define GL_USES_FRAG_COLOR
#define GL_USES_FRAG_COORD
@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){
    float rhw = 1.0 / input.gl_FragCoord.w;
    gl_FragCoord.x = input.dx_Position.x;
    gl_FragCoord.y = input.dx_Position.y;
    gl_FragCoord.z = (input.gl_FragCoord.z * rhw) * dx_DepthFront.x + dx_DepthFront.y;
    gl_FragCoord.w = rhw;
    _vcolor_Stage0 = input.v0;

float4 _outputColor_Stage03028 = {0, 0, 0, 0};
(_outputColor_Stage03028 = _vcolor_Stage0);
float4 _output_Stage13029 = {0, 0, 0, 0};
float2 __14_dxy03030 = (_uinnerRect_Stage1_c0.xy - gl_FragCoord.xy);
float2 __15_dxy13031 = (gl_FragCoord.xy - _uinnerRect_Stage1_c0.zw);
float2 __16_dxy3032 = max(max(__14_dxy03030, __15_dxy13031), 0.0);
float __17_alpha3033 = clamp((_uradiusPlusHalf_Stage1_c0.x - length(__16_dxy3032)), 0.0, 1.0);
float2 __18_dxy03034 = (_uinnerRect_Stage1_c0_c0.xy - gl_FragCoord.xy);
float2 __19_dxy13035 = (gl_FragCoord.xy - _uinnerRect_Stage1_c0_c0.zw);
float2 __20_dxy3036 = max(max(__18_dxy03034, __19_dxy13035), 0.0);
float __21_alpha3037 = clamp((_uradiusPlusHalf_Stage1_c0_c0.x - length(__20_dxy3036)), 0.0, 1.0);
(__21_alpha3037 = (1.0 - __21_alpha3037));
float __22_alpha3038 = {1.0};
float __23_edge3039 = {0};
(__23_edge3039 = dot(_u_0_var_Stage1_c0_c0_c0[0], vec3_ctor(gl_FragCoord.xy, 1.0)));
(__23_edge3039 = clamp(__23_edge3039, 0.0, 1.0));
(__22_alpha3038 *= __23_edge3039);
(__23_edge3039 = dot(_u_0_var_Stage1_c0_c0_c0[1], vec3_ctor(gl_FragCoord.xy, 1.0)));
(__23_edge3039 = clamp(__23_edge3039, 0.0, 1.0));
(__22_alpha3038 *= __23_edge3039);
(__23_edge3039 = dot(_u_0_var_Stage1_c0_c0_c0[2], vec3_ctor(gl_FragCoord.xy, 1.0)));
(__23_edge3039 = clamp(__23_edge3039, 0.0, 1.0));
(__22_alpha3038 *= __23_edge3039);
(__23_edge3039 = dot(_u_0_var_Stage1_c0_c0_c0[3], vec3_ctor(gl_FragCoord.xy, 1.0)));
(__23_edge3039 = clamp(__23_edge3039, 0.0, 1.0));
(__22_alpha3038 *= __23_edge3039);
float __24_alpha3040 = {1.0};
float __25_edge3041 = {0};
(__25_edge3041 = dot(_u_3_var_Stage1_c0_c0_c0_c0[0], vec3_ctor(gl_FragCoord.xy, 1.0)));
float sbe2 = {0};
if ((__25_edge3041 >= 0.5))
{
(sbe2 = 1.0);
}
else
{
(sbe2 = 0.0);
}
(__25_edge3041 = sbe2);
(__24_alpha3040 *= __25_edge3041);
(__25_edge3041 = dot(_u_3_var_Stage1_c0_c0_c0_c0[1], vec3_ctor(gl_FragCoord.xy, 1.0)));
float sbe3 = {0};
if ((__25_edge3041 >= 0.5))
{
(sbe3 = 1.0);
}
else
{
(sbe3 = 0.0);
}
(__25_edge3041 = sbe3);
(__24_alpha3040 *= __25_edge3041);
(__25_edge3041 = dot(_u_3_var_Stage1_c0_c0_c0_c0[2], vec3_ctor(gl_FragCoord.xy, 1.0)));
float sbe4 = {0};
if ((__25_edge3041 >= 0.5))
{
(sbe4 = 1.0);
}
else
{
(sbe4 = 0.0);
}
(__25_edge3041 = sbe4);
(__24_alpha3040 *= __25_edge3041);
(__25_edge3041 = dot(_u_3_var_Stage1_c0_c0_c0_c0[3], vec3_ctor(gl_FragCoord.xy, 1.0)));
float sbe5 = {0};
if ((__25_edge3041 >= 0.5))
{
(sbe5 = 1.0);
}
else
{
(sbe5 = 0.0);
}
(__25_edge3041 = sbe5);
(__24_alpha3040 *= __25_edge3041);
(_output_Stage13029 = (((vec4_ctor(__24_alpha3040) * __22_alpha3038) * __21_alpha3037) * __17_alpha3033));
{
(gl_Color[0] = (_outputColor_Stage03028 * _output_Stage13029));
}
return generateOutput();
}
R�	gl_Color0gl_Color[0]ystruct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    float4 v0 : TEXCOORD0;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    float4 v0 : TEXCOORD0;
};

void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput)
{
    output.gl_Position = input.gl_Position;
    output.v0 = input.v0; 
    output.gl_FragCoord = input.gl_FragCoord;
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
��$DXBC"���c�F�ڵ�NWc$4D��RDEFh<����RD11< ($\$Globals���\� ����������_sk_RTAdjustfloat4�Microsoft (R) HLSL Shader Compiler 10.1ISGND88TEXCOORD���OSGN�htttSV_PositionTEXCOORD���SHEXhPZjYF� _2_�g� e� e� e� h6� @?�?22F�� օ 6" �A6 
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��	DXBCN"��E�o�qO��	4��0	RDEF�h<����RD11< ($\$Globals���\��p�������������������� ���������0���������3@<T��������x�<���������_uinnerRect_Stage1_c0float4����_uradiusPlusHalf_Stage1_c0float2���_uinnerRect_Stage1_c0_c0_uradiusPlusHalf_Stage1_c0_c0_u_0_var_Stage1_c0_c0_c0float3�L_u_3_var_Stage1_c0_c0_c0_c0LMicrosoft (R) HLSL Shader Compiler 10.1ISGN�htttSV_PositionTEXCOORD���OSGN, SV_TARGET��SHEXPPTjYF� d 2b�e� h62F6B@�?�F� F�:@?�:@�?F� 	F
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_uposition����������������R��color_ucolor����������������R��sk_RTAdjust
_usk_RTAdjust����������������������������������������R��uinnerRect_Stage1_c0_uuinnerRect_Stage1_c0����������������������������������������P��uradiusPlusHalf_Stage1_c0_uuradiusPlusHalf_Stage1_c0����������������������������������������R��uinnerRect_Stage1_c0_c0_uuinnerRect_Stage1_c0_c0����������������������������������������P��uradiusPlusHalf_Stage1_c0_c0_uuradiusPlusHalf_Stage1_c0_c0����������������������������������������Q��u_0_var_Stage1_c0_c0_c0[0]_uu_0_var_Stage1_c0_c0_c0[0]����������������������������������������Q��u_3_var_Stage1_c0_c0_c0_c0[0]_uu_3_var_Stage1_c0_c0_c0_c0[0]����������������������������������������������
�����������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    float4 v0 : TEXCOORD0;
};
#pragma warning( disable: 3556 3571 )
float4 vec4_ctor(float x0, float x1, float x2, float x3)
{
    return float4(x0, x1, x2, x3);
}
float4 vec4_ctor(float2 x0, float x1, float x2)
{
    return float4(x0, x1, x2);
}
// Uniforms

uniform float4 _sk_RTAdjust : register(c1);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Attributes
static float2 _position = {0, 0};
static float4 _color = {0, 0, 0, 0};

static float4 gl_Position = float4(0, 0, 0, 0);

// Varyings
static  float4 _vcolor_Stage0 = {0, 0, 0, 0};

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewAdjust : packoffset(c1);
    float2 dx_ViewCoords : packoffset(c2);
    float2 dx_ViewScale  : packoffset(c3);
};

@@ VERTEX ATTRIBUTES @@

VS_OUTPUT generateOutput(VS_INPUT input)
{
    VS_OUTPUT output;
    output.gl_Position = gl_Position;
    output.dx_Position.x = gl_Position.x;
    output.dx_Position.y = - gl_Position.y;
    output.dx_Position.z = (gl_Position.z + gl_Position.w) * 0.5;
    output.dx_Position.w = gl_Position.w;
    output.gl_FragCoord = gl_Position;
    output.v0 = _vcolor_Stage0;

    return output;
}

VS_OUTPUT main(VS_INPUT input){
    initAttributes(input);

(_vcolor_Stage0 = _color);
(gl_Position = vec4_ctor(_position.x, _position.y, 0.0, 1.0));
(gl_Position = vec4_ctor(((gl_Position.xy * _sk_RTAdjust.xz) + (gl_Position.ww * _sk_RTAdjust.yw)), 0.0, gl_Position.w));
return generateOutput(input);
}
�struct PS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    float4 v0 : TEXCOORD0;
};

#pragma warning( disable: 3556 3571 )
float3 vec3_ctor(float2 x0, float x1)
{
    return float3(x0, x1);
}
float4 vec4_ctor(float x0)
{
    return float4(x0, x0, x0, x0);
}
// Uniforms

uniform float4 _uinnerRect_Stage1_c0 : register(c0);
uniform float2 _uradiusPlusHalf_Stage1_c0 : register(c1);
uniform float4 _uinnerRect_Stage1_c0_c0 : register(c2);
uniform float2 _uradiusPlusHalf_Stage1_c0_c0 : register(c3);
uniform float3 _u_0_var_Stage1_c0_c0_c0[4] : register(c4);
uniform float3 _u_3_var_Stage1_c0_c0_c0_c0[4] : register(c8);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Varyings
static  float4 _vcolor_Stage0 = {0, 0, 0, 0};

static float4 gl_Color[1] =
{
    float4(0, 0, 0, 0)
};
static float4 gl_FragCoord = float4(0, 0, 0, 0);

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewCoords : packoffset(c1);
    float3 dx_DepthFront : packoffset(c2);
    float2 dx_ViewScale : packoffset(c3);
};

#define GL_USES_FRAG_COLOR
#define GL_USES_FRAG_COORD
@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){
    float rhw = 1.0 / input.gl_FragCoord.w;
    gl_FragCoord.x = input.dx_Position.x;
    gl_FragCoord.y = input.dx_Position.y;
    gl_FragCoord.z = (input.gl_FragCoord.z * rhw) * dx_DepthFront.x + dx_DepthFront.y;
    gl_FragCoord.w = rhw;
    _vcolor_Stage0 = input.v0;

float4 _outputColor_Stage03028 = {0, 0, 0, 0};
(_outputColor_Stage03028 = _vcolor_Stage0);
float4 _output_Stage13029 = {0, 0, 0, 0};
float2 __14_dxy03030 = (_uinnerRect_Stage1_c0.xy - gl_FragCoord.xy);
float2 __15_dxy13031 = (gl_FragCoord.xy - _uinnerRect_Stage1_c0.zw);
float2 __16_dxy3032 = max(max(__14_dxy03030, __15_dxy13031), 0.0);
float __17_alpha3033 = clamp((_uradiusPlusHalf_Stage1_c0.x - length(__16_dxy3032)), 0.0, 1.0);
float2 __18_dxy03034 = (_uinnerRect_Stage1_c0_c0.xy - gl_FragCoord.xy);
float2 __19_dxy13035 = (gl_FragCoord.xy - _uinnerRect_Stage1_c0_c0.zw);
float2 __20_dxy3036 = max(max(__18_dxy03034, __19_dxy13035), 0.0);
float __21_alpha3037 = clamp((_uradiusPlusHalf_Stage1_c0_c0.x - length(__20_dxy3036)), 0.0, 1.0);
(__21_alpha3037 = (1.0 - __21_alpha3037));
float __22_alpha3038 = {1.0};
float __23_edge3039 = {0};
(__23_edge3039 = dot(_u_0_var_Stage1_c0_c0_c0[0], vec3_ctor(gl_FragCoord.xy, 1.0)));
float sbe2 = {0};
if ((__23_edge3039 >= 0.5))
{
(sbe2 = 1.0);
}
else
{
(sbe2 = 0.0);
}
(__23_edge3039 = sbe2);
(__22_alpha3038 *= __23_edge3039);
(__23_edge3039 = dot(_u_0_var_Stage1_c0_c0_c0[1], vec3_ctor(gl_FragCoord.xy, 1.0)));
float sbe3 = {0};
if ((__23_edge3039 >= 0.5))
{
(sbe3 = 1.0);
}
else
{
(sbe3 = 0.0);
}
(__23_edge3039 = sbe3);
(__22_alpha3038 *= __23_edge3039);
(__23_edge3039 = dot(_u_0_var_Stage1_c0_c0_c0[2], vec3_ctor(gl_FragCoord.xy, 1.0)));
float sbe4 = {0};
if ((__23_edge3039 >= 0.5))
{
(sbe4 = 1.0);
}
else
{
(sbe4 = 0.0);
}
(__23_edge3039 = sbe4);
(__22_alpha3038 *= __23_edge3039);
(__23_edge3039 = dot(_u_0_var_Stage1_c0_c0_c0[3], vec3_ctor(gl_FragCoord.xy, 1.0)));
float sbe5 = {0};
if ((__23_edge3039 >= 0.5))
{
(sbe5 = 1.0);
}
else
{
(sbe5 = 0.0);
}
(__23_edge3039 = sbe5);
(__22_alpha3038 *= __23_edge3039);
float __24_alpha3040 = {1.0};
float __25_edge3041 = {0};
(__25_edge3041 = dot(_u_3_var_Stage1_c0_c0_c0_c0[0], vec3_ctor(gl_FragCoord.xy, 1.0)));
(__25_edge3041 = clamp(__25_edge3041, 0.0, 1.0));
(__24_alpha3040 *= __25_edge3041);
(__25_edge3041 = dot(_u_3_var_Stage1_c0_c0_c0_c0[1], vec3_ctor(gl_FragCoord.xy, 1.0)));
(__25_edge3041 = clamp(__25_edge3041, 0.0, 1.0));
(__24_alpha3040 *= __25_edge3041);
(__25_edge3041 = dot(_u_3_var_Stage1_c0_c0_c0_c0[2], vec3_ctor(gl_FragCoord.xy, 1.0)));
(__25_edge3041 = clamp(__25_edge3041, 0.0, 1.0));
(__24_alpha3040 *= __25_edge3041);
(__25_edge3041 = dot(_u_3_var_Stage1_c0_c0_c0_c0[3], vec3_ctor(gl_FragCoord.xy, 1.0)));
(__25_edge3041 = clamp(__25_edge3041, 0.0, 1.0));
(__24_alpha3040 *= __25_edge3041);
(_output_Stage13029 = (((vec4_ctor(__24_alpha3040) * __22_alpha3038) * __21_alpha3037) * __17_alpha3033));
{
(gl_Color[0] = (_outputColor_Stage03028 * _output_Stage13029));
}
return generateOutput();
}
R�	gl_Color0gl_Color[0]ystruct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    float4 v0 : TEXCOORD0;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    float4 v0 : TEXCOORD0;
};

void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput)
{
    output.gl_Position = input.gl_Position;
    output.v0 = input.v0; 
    output.gl_FragCoord = input.gl_FragCoord;
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
��$DXBC"���c�F�ڵ�NWc$4D��RDEFh<����RD11< ($\$Globals���\� ����������_sk_RTAdjustfloat4�Microsoft (R) HLSL Shader Compiler 10.1ISGND88TEXCOORD���OSGN�htttSV_PositionTEXCOORD���SHEXhPZjYF� _2_�g� e� e� e� h6� @?�?22F�� օ 6" �A6 
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_uposition����������������R��color_ucolor����������������R��sk_RTAdjust
_usk_RTAdjust����������������������������������������R��uinnerRect_Stage1_c0_uuinnerRect_Stage1_c0����������������������������������������P��uradiusPlusHalf_Stage1_c0_uuradiusPlusHalf_Stage1_c0����������������������������������������R��uinnerRect_Stage1_c0_c0_uuinnerRect_Stage1_c0_c0����������������������������������������P��uradiusPlusHalf_Stage1_c0_c0_uuradiusPlusHalf_Stage1_c0_c0����������������������������������������Q��u_0_var_Stage1_c0_c0_c0[0]_uu_0_var_Stage1_c0_c0_c0[0]����������������������������������������������	���������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    float4 v0 : TEXCOORD0;
};
#pragma warning( disable: 3556 3571 )
float4 vec4_ctor(float x0, float x1, float x2, float x3)
{
    return float4(x0, x1, x2, x3);
}
float4 vec4_ctor(float2 x0, float x1, float x2)
{
    return float4(x0, x1, x2);
}
// Uniforms

uniform float4 _sk_RTAdjust : register(c1);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Attributes
static float2 _position = {0, 0};
static float4 _color = {0, 0, 0, 0};

static float4 gl_Position = float4(0, 0, 0, 0);

// Varyings
static  float4 _vcolor_Stage0 = {0, 0, 0, 0};

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewAdjust : packoffset(c1);
    float2 dx_ViewCoords : packoffset(c2);
    float2 dx_ViewScale  : packoffset(c3);
};

@@ VERTEX ATTRIBUTES @@

VS_OUTPUT generateOutput(VS_INPUT input)
{
    VS_OUTPUT output;
    output.gl_Position = gl_Position;
    output.dx_Position.x = gl_Position.x;
    output.dx_Position.y = - gl_Position.y;
    output.dx_Position.z = (gl_Position.z + gl_Position.w) * 0.5;
    output.dx_Position.w = gl_Position.w;
    output.gl_FragCoord = gl_Position;
    output.v0 = _vcolor_Stage0;

    return output;
}

VS_OUTPUT main(VS_INPUT input){
    initAttributes(input);

(_vcolor_Stage0 = _color);
(gl_Position = vec4_ctor(_position.x, _position.y, 0.0, 1.0));
(gl_Position = vec4_ctor(((gl_Position.xy * _sk_RTAdjust.xz) + (gl_Position.ww * _sk_RTAdjust.yw)), 0.0, gl_Position.w));
return generateOutput(input);
}
�struct PS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    float4 v0 : TEXCOORD0;
};

#pragma warning( disable: 3556 3571 )
float3 vec3_ctor(float2 x0, float x1)
{
    return float3(x0, x1);
}
float4 vec4_ctor(float x0)
{
    return float4(x0, x0, x0, x0);
}
// Uniforms

uniform float4 _uinnerRect_Stage1_c0 : register(c0);
uniform float2 _uradiusPlusHalf_Stage1_c0 : register(c1);
uniform float4 _uinnerRect_Stage1_c0_c0 : register(c2);
uniform float2 _uradiusPlusHalf_Stage1_c0_c0 : register(c3);
uniform float3 _u_0_var_Stage1_c0_c0_c0[4] : register(c4);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Varyings
static  float4 _vcolor_Stage0 = {0, 0, 0, 0};

static float4 gl_Color[1] =
{
    float4(0, 0, 0, 0)
};
static float4 gl_FragCoord = float4(0, 0, 0, 0);

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewCoords : packoffset(c1);
    float3 dx_DepthFront : packoffset(c2);
    float2 dx_ViewScale : packoffset(c3);
};

#define GL_USES_FRAG_COLOR
#define GL_USES_FRAG_COORD
@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){
    float rhw = 1.0 / input.gl_FragCoord.w;
    gl_FragCoord.x = input.dx_Position.x;
    gl_FragCoord.y = input.dx_Position.y;
    gl_FragCoord.z = (input.gl_FragCoord.z * rhw) * dx_DepthFront.x + dx_DepthFront.y;
    gl_FragCoord.w = rhw;
    _vcolor_Stage0 = input.v0;

float4 _outputColor_Stage03027 = {0, 0, 0, 0};
(_outputColor_Stage03027 = _vcolor_Stage0);
float4 _output_Stage13028 = {0, 0, 0, 0};
float2 __8_dxy03029 = (_uinnerRect_Stage1_c0.xy - gl_FragCoord.xy);
float2 __9_dxy13030 = (gl_FragCoord.xy - _uinnerRect_Stage1_c0.zw);
float2 __10_dxy3031 = max(max(__8_dxy03029, __9_dxy13030), 0.0);
float __11_alpha3032 = clamp((_uradiusPlusHalf_Stage1_c0.x - length(__10_dxy3031)), 0.0, 1.0);
float2 __12_dxy03033 = (_uinnerRect_Stage1_c0_c0.xy - gl_FragCoord.xy);
float2 __13_dxy13034 = (gl_FragCoord.xy - _uinnerRect_Stage1_c0_c0.zw);
float2 __14_dxy3035 = max(max(__12_dxy03033, __13_dxy13034), 0.0);
float __15_alpha3036 = clamp((_uradiusPlusHalf_Stage1_c0_c0.x - length(__14_dxy3035)), 0.0, 1.0);
(__15_alpha3036 = (1.0 - __15_alpha3036));
float __16_alpha3037 = {1.0};
float __17_edge3038 = {0};
(__17_edge3038 = dot(_u_0_var_Stage1_c0_c0_c0[0], vec3_ctor(gl_FragCoord.xy, 1.0)));
(__17_edge3038 = clamp(__17_edge3038, 0.0, 1.0));
(__16_alpha3037 *= __17_edge3038);
(__17_edge3038 = dot(_u_0_var_Stage1_c0_c0_c0[1], vec3_ctor(gl_FragCoord.xy, 1.0)));
(__17_edge3038 = clamp(__17_edge3038, 0.0, 1.0));
(__16_alpha3037 *= __17_edge3038);
(__17_edge3038 = dot(_u_0_var_Stage1_c0_c0_c0[2], vec3_ctor(gl_FragCoord.xy, 1.0)));
(__17_edge3038 = clamp(__17_edge3038, 0.0, 1.0));
(__16_alpha3037 *= __17_edge3038);
(__17_edge3038 = dot(_u_0_var_Stage1_c0_c0_c0[3], vec3_ctor(gl_FragCoord.xy, 1.0)));
(__17_edge3038 = clamp(__17_edge3038, 0.0, 1.0));
(__16_alpha3037 *= __17_edge3038);
(_output_Stage13028 = ((vec4_ctor(__16_alpha3037) * __15_alpha3036) * __11_alpha3032));
{
(gl_Color[0] = (_outputColor_Stage03027 * _output_Stage13028));
}
return generateOutput();
}
R�	gl_Color0gl_Color[0]ystruct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    float4 v0 : TEXCOORD0;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    float4 v0 : TEXCOORD0;
};

void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput)
{
    output.gl_Position = input.gl_Position;
    output.v0 = input.v0; 
    output.gl_FragCoord = input.gl_FragCoord;
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
��$DXBC"���c�F�ڵ�NWc$4D��RDEFh<����RD11< ($\$Globals���\� ����������_sk_RTAdjustfloat4�Microsoft (R) HLSL Shader Compiler 10.1ISGND88TEXCOORD���OSGN�htttSV_PositionTEXCOORD���SHEXhPZjYF� _2_�g� e� e� e� h6� @?�?22F�� օ 6" �A6 
62 F62 F6� @�?6� @�?6� F>STAT�
��DXBCv_ O�!'���%c(�e�4�<p�RDEFxh<���PRD11< ($\$Globals���\��Hh������������������� h���������0���������@<,��������_uinnerRect_Stage1_c0float4���^_uradiusPlusHalf_Stage1_c0float2���_uinnerRect_Stage1_c0_c0_uradiusPlusHalf_Stage1_c0_c0_u_0_var_Stage1_c0_c0_c0float3�$Microsoft (R) HLSL Shader Compiler 10.1ISGN�htttSV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX�P�jYF� d 2b�e� h62F6B@�? �F� F F� F8�:
 F� F F� F8":
8
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� 8
8� F>STAT�BPLG��2-788efd1c721aP��position
_uposition����������������P��
localCoord_ulocalCoord����������������R��sk_RTAdjust
_usk_RTAdjust����������������������������������������P��u_0_Increment_Stage1_c0_uu_0_Increment_Stage1_c0����������������������������������������R��u_1_Kernel_Stage1_c0[0]_uu_1_Kernel_Stage1_c0[0]����������������������������������������[��umatrix_Stage1_c0_c0_uumatrix_Stage1_c0_c0����������������������������������������^�uTextureSampler_0_Stage1_uuTextureSampler_0_Stage1������������������������������������������^�����������������������������������������������������������������������������������������������������������������������������������������������������������������������Tstruct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float2 v0 : TEXCOORD0;
};
#pragma warning( disable: 3556 3571 )
float4 vec4_ctor(float x0, float x1, float x2, float x3)
{
    return float4(x0, x1, x2, x3);
}
float4 vec4_ctor(float2 x0, float x1, float x2)
{
    return float4(x0, x1, x2);
}
// Uniforms

uniform float4 _sk_RTAdjust : register(c1);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Attributes
static float2 _position = {0, 0};
static float2 _localCoord = {0, 0};

static float4 gl_Position = float4(0, 0, 0, 0);

// Varyings
static  float2 _vLocalCoord_Stage0 = {0, 0};

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewAdjust : packoffset(c1);
    float2 dx_ViewCoords : packoffset(c2);
    float2 dx_ViewScale  : packoffset(c3);
};

@@ VERTEX ATTRIBUTES @@

VS_OUTPUT generateOutput(VS_INPUT input)
{
    VS_OUTPUT output;
    output.gl_Position = gl_Position;
    output.dx_Position.x = gl_Position.x;
    output.dx_Position.y = - gl_Position.y;
    output.dx_Position.z = (gl_Position.z + gl_Position.w) * 0.5;
    output.dx_Position.w = gl_Position.w;
    output.v0 = _vLocalCoord_Stage0;

    return output;
}

VS_OUTPUT main(VS_INPUT input){
    initAttributes(input);

(_vLocalCoord_Stage0 = _localCoord);
(gl_Position = vec4_ctor(_position.x, _position.y, 0.0, 1.0));
(gl_Position = vec4_ctor(((gl_Position.xy * _sk_RTAdjust.xz) + (gl_Position.ww * _sk_RTAdjust.yw)), 0.0, gl_Position.w));
return generateOutput(input);
}
�struct PS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float2 v0 : TEXCOORD0;
};

#pragma warning( disable: 3556 3571 )
float3 vec3_ctor(float2 x0, float x1)
{
    return float3(x0, x1);
}
float4 vec4_ctor(float x0, float x1, float x2, float x3)
{
    return float4(x0, x1, x2, x3);
}
// Uniforms

uniform float2 _u_0_Increment_Stage1_c0 : register(c0);
uniform float4 _u_1_Kernel_Stage1_c0[2] : register(c1);
uniform float3x3 _umatrix_Stage1_c0_c0 : register(c3);
static const uint _uTextureSampler_0_Stage1 = 0;
uniform Texture2D<float4> textures2D[1] : register(t0);
uniform SamplerState samplers2D[1] : register(s0);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Varyings
static  float2 _vLocalCoord_Stage0 = {0, 0};

static float4 gl_Color[1] =
{
    float4(0, 0, 0, 0)
};

cbuffer DriverConstants : register(b1)
{
    struct SamplerMetadata
    {
        int baseLevel;
        int internalFormatBits;
        int wrapModes;
        int padding;
        int4 intBorderColor;
    };
    SamplerMetadata samplerMetadata[1] : packoffset(c4);
};

#define GL_USES_FRAG_COLOR
float4 gl_texture2D(uint samplerIndex, float2 t)
{
    return textures2D[samplerIndex].Sample(samplers2D[samplerIndex], float2(t.x, t.y));
}

float4 f_MatrixEffect_Stage1_c0_c0_h4h4f2_float4(in float4 __input, in float2 __coords)
{
return vec4_ctor(0.0, 0.0, 0.0, gl_texture2D(_uTextureSampler_0_Stage1, mul(transpose(_umatrix_Stage1_c0_c0), vec3_ctor(__coords, 1.0)).xy).x);
}
@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){
    _vLocalCoord_Stage0 = input.v0.xy;

float4 _outputColor_Stage03029 = {1.0, 1.0, 1.0, 1.0};
float4 _output_Stage13030 = {0, 0, 0, 0};
float4 __0_color3031 = {0.0, 0.0, 0.0, 0.0};
float2 __1_coord3032 = (_vLocalCoord_Stage0 - (3.0 * _u_0_Increment_Stage1_c0));
(__0_color3031 += (f_MatrixEffect_Stage1_c0_c0_h4h4f2_float4(_outputColor_Stage03029, __1_coord3032) * _u_1_Kernel_Stage1_c0[0].x));
(__1_coord3032 += _u_0_Increment_Stage1_c0);
(__0_color3031 += (f_MatrixEffect_Stage1_c0_c0_h4h4f2_float4(_outputColor_Stage03029, __1_coord3032) * _u_1_Kernel_Stage1_c0[0].y));
(__1_coord3032 += _u_0_Increment_Stage1_c0);
(__0_color3031 += (f_MatrixEffect_Stage1_c0_c0_h4h4f2_float4(_outputColor_Stage03029, __1_coord3032) * _u_1_Kernel_Stage1_c0[0].z));
(__1_coord3032 += _u_0_Increment_Stage1_c0);
(__0_color3031 += (f_MatrixEffect_Stage1_c0_c0_h4h4f2_float4(_outputColor_Stage03029, __1_coord3032) * _u_1_Kernel_Stage1_c0[0].w));
(__1_coord3032 += _u_0_Increment_Stage1_c0);
(__0_color3031 += (f_MatrixEffect_Stage1_c0_c0_h4h4f2_float4(_outputColor_Stage03029, __1_coord3032) * _u_1_Kernel_Stage1_c0[1].x));
(__1_coord3032 += _u_0_Increment_Stage1_c0);
(__0_color3031 += (f_MatrixEffect_Stage1_c0_c0_h4h4f2_float4(_outputColor_Stage03029, __1_coord3032) * _u_1_Kernel_Stage1_c0[1].y));
(__1_coord3032 += _u_0_Increment_Stage1_c0);
(__0_color3031 += (f_MatrixEffect_Stage1_c0_c0_h4h4f2_float4(_outputColor_Stage03029, __1_coord3032) * _u_1_Kernel_Stage1_c0[1].z));
(_output_Stage13030 = __0_color3031);
{
(gl_Color[0] = _output_Stage13030);
(gl_Color[0] = vec4_ctor(gl_Color[0].w, 0.0, 0.0, 0.0));
}
return generateOutput();
}
R�	gl_Color0gl_Color[0]struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float2 v0 : TEXCOORD0;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float2 v0 : TEXCOORD0;
};

void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput)
{
    output.gl_Position = input.gl_Position;
    output.v0 = input.v0; 
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
���DXBC�A��%�;Y���n��]�4D�0RDEFh<����RD11< ($\$Globals���\� ����������_sk_RTAdjustfloat4�Microsoft (R) HLSL Shader Compiler 10.1ISGND88TEXCOORD���OSGNhP\\SV_PositionTEXCOORD���SHEX(PJjYF� _2_2g� e� e2 h6� @?�?22F�� օ 6" �A6 
62 F6� @�?62 F>STAT���	DXBCY5���]j��+�N�U�	4��(4	RDEFH�<��� RD11< ($������
�samplers2D[0]textures2D[0]$Globals�����`Tt��������� ����������0,���������_u_0_Increment_Stage1_c0float2m_u_1_Kernel_Stage1_c0float4����_umatrix_Stage1_c0_c0float3x3��Microsoft (R) HLSL Shader Compiler 10.1ISGNhP\\SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEXP�jYF� Z`XpUUb2e� h6B@�?22F� �A@@@@@FF� F"F� F2FF� E���CU�F�s`6B@�?F� F"F� F2FF� E���CUFF~`8
� 2
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6B@�?F� F"F� F2FF� E���CUFF~`2
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:� :6B@�?F� F"F� F2FF� E���CUFF~`2
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� :6B@�?F� F"F� F2FF� E���CUFF~`2
�
� :6B@�?F� F"F� FE���CUFF~`2
 
*� :6� @>STAT�,BPLG��P+788efd1c721aP��position
_uposition����������������R��sk_RTAdjust
_usk_RTAdjust����������������������������������������R��uviewMatrix_Stage0_uuviewMatrix_Stage0����������������������������������������R��
uColor_Stage0_uuColor_Stage0�����������������������������������������ucornerRadius_Stage1_c0_uucornerRadius_Stage1_c0����������������������������������������R��uproxyRect_Stage1_c0_uuproxyRect_Stage1_c0�����������������������������������������ublurRadius_Stage1_c0_uublurRadius_Stage1_c0����������������������������������������^�uTextureSampler_0_Stage1_uuTextureSampler_0_Stage1������������������������������������������^��������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD0;
    float4 gl_FragCoord : TEXCOORD1;
};
#pragma warning( disable: 3556 3571 )
float4 vec4_ctor(float x0, float x1, float x2, float x3)
{
    return float4(x0, x1, x2, x3);
}
float4 vec4_ctor(float2 x0, float x1, float x2)
{
    return float4(x0, x1, x2);
}
// Uniforms

uniform float4 _sk_RTAdjust : register(c1);
uniform float4 _uviewMatrix_Stage0 : register(c2);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Attributes
static float2 _position = {0, 0};

static float4 gl_Position = float4(0, 0, 0, 0);

// Varyings

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewAdjust : packoffset(c1);
    float2 dx_ViewCoords : packoffset(c2);
    float2 dx_ViewScale  : packoffset(c3);
};

@@ VERTEX ATTRIBUTES @@

VS_OUTPUT generateOutput(VS_INPUT input)
{
    VS_OUTPUT output;
    output.gl_Position = gl_Position;
    output.dx_Position.x = gl_Position.x;
    output.dx_Position.y = - gl_Position.y;
    output.dx_Position.z = (gl_Position.z + gl_Position.w) * 0.5;
    output.dx_Position.w = gl_Position.w;
    output.gl_FragCoord = gl_Position;

    return output;
}

VS_OUTPUT main(VS_INPUT input){
    initAttributes(input);

float2 __tmp_0_position3024 = ((_uviewMatrix_Stage0.xz * _position) + _uviewMatrix_Stage0.yw);
(gl_Position = vec4_ctor(__tmp_0_position3024.x, __tmp_0_position3024.y, 0.0, 1.0));
(gl_Position = vec4_ctor(((gl_Position.xy * _sk_RTAdjust.xz) + (gl_Position.ww * _sk_RTAdjust.yw)), 0.0, gl_Position.w));
return generateOutput(input);
}
struct PS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD0;
    float4 gl_FragCoord : TEXCOORD1;
};

#pragma warning( disable: 3556 3571 )
float2 vec2_ctor(float x0)
{
    return float2(x0, x0);
}
float4 vec4_ctor(float x0)
{
    return float4(x0, x0, x0, x0);
}
// Uniforms

uniform float4 _uColor_Stage0 : register(c0);
uniform float _ucornerRadius_Stage1_c0 : register(c1);
uniform float4 _uproxyRect_Stage1_c0 : register(c2);
uniform float _ublurRadius_Stage1_c0 : register(c3);
static const uint _uTextureSampler_0_Stage1 = 0;
uniform Texture2D<float4> textures2D[1] : register(t0);
uniform SamplerState samplers2D[1] : register(s0);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Varyings

static float4 gl_Color[1] =
{
    float4(0, 0, 0, 0)
};
static float4 gl_FragCoord = float4(0, 0, 0, 0);

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewCoords : packoffset(c1);
    float3 dx_DepthFront : packoffset(c2);
    float2 dx_ViewScale : packoffset(c3);
    struct SamplerMetadata
    {
        int baseLevel;
        int internalFormatBits;
        int wrapModes;
        int padding;
        int4 intBorderColor;
    };
    SamplerMetadata samplerMetadata[1] : packoffset(c4);
};

#define GL_USES_FRAG_COLOR
float4 gl_texture2D(uint samplerIndex, float2 t)
{
    return textures2D[samplerIndex].Sample(samplers2D[samplerIndex], float2(t.x, t.y));
}

#define GL_USES_FRAG_COORD
@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){
    float rhw = 1.0 / input.gl_FragCoord.w;
    gl_FragCoord.x = input.dx_Position.x;
    gl_FragCoord.y = input.dx_Position.y;
    gl_FragCoord.z = (input.gl_FragCoord.z * rhw) * dx_DepthFront.x + dx_DepthFront.y;
    gl_FragCoord.w = rhw;

float4 _outputColor_Stage03026 = {0, 0, 0, 0};
(_outputColor_Stage03026 = _uColor_Stage0);
float4 _output_Stage13027 = {0, 0, 0, 0};
float2 __0_translatedFragPosFloat3028 = (gl_FragCoord.xy - _uproxyRect_Stage1_c0.xy);
float2 __1_proxyCenter3029 = ((_uproxyRect_Stage1_c0.zw - _uproxyRect_Stage1_c0.xy) * 0.5);
float __2_edgeSize3030 = (((2.0 * _ublurRadius_Stage1_c0) + _ucornerRadius_Stage1_c0) + 0.5);
(__0_translatedFragPosFloat3028 -= __1_proxyCenter3029);
float2 __3_fragDirection3031 = sign(__0_translatedFragPosFloat3028);
(__0_translatedFragPosFloat3028 = abs(__0_translatedFragPosFloat3028));
float2 __4_translatedFragPosHalf3032 = (__0_translatedFragPosFloat3028 - (__1_proxyCenter3029 - __2_edgeSize3030));
(__4_translatedFragPosHalf3032 = max(__4_translatedFragPosHalf3032, 0.0));
(__4_translatedFragPosHalf3032 *= __3_fragDirection3031);
(__4_translatedFragPosHalf3032 += vec2_ctor(__2_edgeSize3030));
float2 __5_proxyDims3033 = vec2_ctor((2.0 * __2_edgeSize3030));
float2 __6_texCoord3034 = (__4_translatedFragPosHalf3032 / __5_proxyDims3033);
(_output_Stage13027 = vec4_ctor(gl_texture2D(_uTextureSampler_0_Stage1, __6_texCoord3034).x));
{
(gl_Color[0] = (_outputColor_Stage03026 * _output_Stage13027));
}
return generateOutput();
}
R�	gl_Color0gl_Color[0](struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD0;
    float4 gl_FragCoord : TEXCOORD1;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD0;
    float4 gl_FragCoord : TEXCOORD1;
};

void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput)
{
    output.gl_Position = input.gl_Position;
    output.gl_FragCoord = input.gl_FragCoord;
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
�0DXBC����O��/l7���04��$�RDEFDh<���RD11< ($\$Globals���\�0���������� ���������_sk_RTAdjustfloat4�_uviewMatrix_Stage0Microsoft (R) HLSL Shader Compiler 10.1ISGN, TEXCOORD���OSGNhP\\SV_PositionTEXCOORD���SHEXhPZjYF� _2g� e� e� h6� @?�?22�� Fօ 22F�� օ 6" �A6 
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��DXBC�&h9ܖ��Ӎx�m�4�4RDEFT�<���)RD11< ($������
�samplers2D[0]textures2D[0]$Globals�����@|�������������������� ���������0���������_uColor_Stage0float4���_ucornerRadius_Stage1_c0float��_uproxyRect_Stage1_c0_ublurRadius_Stage1_c0Microsoft (R) HLSL Shader Compiler 10.1���ISGNhP\\SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX�P�jYF� Z`XpUUd 2e� h	2FF� �A
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E���CUFF~`8� F� >STAT�BPLG��!788efd1c721aP��position
_uposition����������������R��color_ucolor����������������P��
localCoord_ulocalCoord����������������R��sk_RTAdjust
_usk_RTAdjust����������������������������������������[��umatrix_Stage1_c0_uumatrix_Stage1_c0����������������������������������������^�uTextureSampler_0_Stage1_uuTextureSampler_0_Stage1������������������������������������������^����������������������������������������������������������������������������������������������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 v0 : TEXCOORD0;
    float2 v1 : TEXCOORD1;
};
#pragma warning( disable: 3556 3571 )
float3 vec3_ctor(float2 x0, float x1)
{
    return float3(x0, x1);
}
float4 vec4_ctor(float x0, float x1, float x2, float x3)
{
    return float4(x0, x1, x2, x3);
}
float4 vec4_ctor(float2 x0, float x1, float x2)
{
    return float4(x0, x1, x2);
}
// Uniforms

uniform float4 _sk_RTAdjust : register(c1);
uniform float3x3 _umatrix_Stage1_c0 : register(c2);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Attributes
static float2 _position = {0, 0};
static float4 _color = {0, 0, 0, 0};
static float2 _localCoord = {0, 0};

static float4 gl_Position = float4(0, 0, 0, 0);

// Varyings
static  float4 _vcolor_Stage0 = {0, 0, 0, 0};
static  float2 _vTransformedCoords_0_Stage0 = {0, 0};

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewAdjust : packoffset(c1);
    float2 dx_ViewCoords : packoffset(c2);
    float2 dx_ViewScale  : packoffset(c3);
};

@@ VERTEX ATTRIBUTES @@

VS_OUTPUT generateOutput(VS_INPUT input)
{
    VS_OUTPUT output;
    output.gl_Position = gl_Position;
    output.dx_Position.x = gl_Position.x;
    output.dx_Position.y = - gl_Position.y;
    output.dx_Position.z = (gl_Position.z + gl_Position.w) * 0.5;
    output.dx_Position.w = gl_Position.w;
    output.v0 = _vcolor_Stage0;
    output.v1 = _vTransformedCoords_0_Stage0;

    return output;
}

VS_OUTPUT main(VS_INPUT input){
    initAttributes(input);

(_vcolor_Stage0 = _color);
(gl_Position = vec4_ctor(_position.x, _position.y, 0.0, 1.0));
{
(_vTransformedCoords_0_Stage0 = mul(transpose(_umatrix_Stage1_c0), vec3_ctor(_localCoord, 1.0)).xy);
}
(gl_Position = vec4_ctor(((gl_Position.xy * _sk_RTAdjust.xz) + (gl_Position.ww * _sk_RTAdjust.yw)), 0.0, gl_Position.w));
return generateOutput(input);
}
2struct PS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 v0 : TEXCOORD0;
    float2 v1 : TEXCOORD1;
};

#pragma warning( disable: 3556 3571 )
// Uniforms

static const uint _uTextureSampler_0_Stage1 = 0;
uniform Texture2D<float4> textures2D[1] : register(t0);
uniform SamplerState samplers2D[1] : register(s0);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Varyings
static  float4 _vcolor_Stage0 = {0, 0, 0, 0};
static  float2 _vTransformedCoords_0_Stage0 = {0, 0};

static float4 gl_Color[1] =
{
    float4(0, 0, 0, 0)
};

cbuffer DriverConstants : register(b1)
{
    struct SamplerMetadata
    {
        int baseLevel;
        int internalFormatBits;
        int wrapModes;
        int padding;
        int4 intBorderColor;
    };
    SamplerMetadata samplerMetadata[1] : packoffset(c4);
};

#define GL_USES_FRAG_COLOR
float4 gl_texture2D(uint samplerIndex, float2 t)
{
    return textures2D[samplerIndex].Sample(samplers2D[samplerIndex], float2(t.x, t.y));
}

@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){
    _vcolor_Stage0 = input.v0;
    _vTransformedCoords_0_Stage0 = input.v1.xy;

float4 _outputColor_Stage03025 = {0, 0, 0, 0};
(_outputColor_Stage03025 = _vcolor_Stage0);
float4 _output_Stage13026 = {0, 0, 0, 0};
(_output_Stage13026 = gl_texture2D(_uTextureSampler_0_Stage1, _vTransformedCoords_0_Stage0).xxxx);
{
(gl_Color[0] = (_outputColor_Stage03025 * _output_Stage13026));
}
return generateOutput();
}
R�	gl_Color0gl_Color[0]Rstruct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 v0 : TEXCOORD0;
    float2 v1 : TEXCOORD1;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 v0 : TEXCOORD0;
    float2 v1 : TEXCOORD1;
};

void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput)
{
    output.gl_Position = input.gl_Position;
    output.v0 = input.v0; 
    output.v1 = input.v1; 
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
����DXBC��s[)���s�����4��HRDEFph<���HRD11< ($\$Globals���\�P���������� ,$��������_sk_RTAdjustfloat4�_umatrix_Stage1_c0float3x3Microsoft (R) HLSL Shader Compiler 10.1ISGN\PPPTEXCOORD���OSGN�htttSV_PositionTEXCOORD���SHEX�PjjYF� _2_�_2g� e� e� e2 h6� @?�?22F�� օ 6" �A6 
62 F6� @�?6� F62F6B@�? F� F" F� F>STAT���DXBCZ��æU#�s�Byh�4���`RDEF�<����RD11< ($|�����
samplers2D[0]textures2D[0]Microsoft (R) HLSL Shader Compiler 10.1ISGN�htttSV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX�P(jZ`XpUUb�b2e� hE���CUFF~`8� F>STAT�BPLG���.788efd1c721aP��position
_uposition����������������R��color_ucolor����������������R��sk_RTAdjust
_usk_RTAdjust����������������������������������������R��uinnerRect_Stage1_c0_uuinnerRect_Stage1_c0����������������������������������������P��uradiusPlusHalf_Stage1_c0_uuradiusPlusHalf_Stage1_c0����������������������������������������Q��u_0_var_Stage1_c0_c0[0]_uu_0_var_Stage1_c0_c0[0]����������������������������������������Q��u_3_var_Stage1_c0_c0_c0[0]_uu_3_var_Stage1_c0_c0_c0[0]�����������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    float4 v0 : TEXCOORD0;
};
#pragma warning( disable: 3556 3571 )
float4 vec4_ctor(float x0, float x1, float x2, float x3)
{
    return float4(x0, x1, x2, x3);
}
float4 vec4_ctor(float2 x0, float x1, float x2)
{
    return float4(x0, x1, x2);
}
// Uniforms

uniform float4 _sk_RTAdjust : register(c1);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Attributes
static float2 _position = {0, 0};
static float4 _color = {0, 0, 0, 0};

static float4 gl_Position = float4(0, 0, 0, 0);

// Varyings
static  float4 _vcolor_Stage0 = {0, 0, 0, 0};

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewAdjust : packoffset(c1);
    float2 dx_ViewCoords : packoffset(c2);
    float2 dx_ViewScale  : packoffset(c3);
};

@@ VERTEX ATTRIBUTES @@

VS_OUTPUT generateOutput(VS_INPUT input)
{
    VS_OUTPUT output;
    output.gl_Position = gl_Position;
    output.dx_Position.x = gl_Position.x;
    output.dx_Position.y = - gl_Position.y;
    output.dx_Position.z = (gl_Position.z + gl_Position.w) * 0.5;
    output.dx_Position.w = gl_Position.w;
    output.gl_FragCoord = gl_Position;
    output.v0 = _vcolor_Stage0;

    return output;
}

VS_OUTPUT main(VS_INPUT input){
    initAttributes(input);

(_vcolor_Stage0 = _color);
(gl_Position = vec4_ctor(_position.x, _position.y, 0.0, 1.0));
(gl_Position = vec4_ctor(((gl_Position.xy * _sk_RTAdjust.xz) + (gl_Position.ww * _sk_RTAdjust.yw)), 0.0, gl_Position.w));
return generateOutput(input);
}
�struct PS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    float4 v0 : TEXCOORD0;
};

#pragma warning( disable: 3556 3571 )
float3 vec3_ctor(float2 x0, float x1)
{
    return float3(x0, x1);
}
float4 vec4_ctor(float x0)
{
    return float4(x0, x0, x0, x0);
}
// Uniforms

uniform float4 _uinnerRect_Stage1_c0 : register(c0);
uniform float2 _uradiusPlusHalf_Stage1_c0 : register(c1);
uniform float3 _u_0_var_Stage1_c0_c0[4] : register(c2);
uniform float3 _u_3_var_Stage1_c0_c0_c0[4] : register(c6);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Varyings
static  float4 _vcolor_Stage0 = {0, 0, 0, 0};

static float4 gl_Color[1] =
{
    float4(0, 0, 0, 0)
};
static float4 gl_FragCoord = float4(0, 0, 0, 0);

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewCoords : packoffset(c1);
    float3 dx_DepthFront : packoffset(c2);
    float2 dx_ViewScale : packoffset(c3);
};

#define GL_USES_FRAG_COLOR
#define GL_USES_FRAG_COORD
@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){
    float rhw = 1.0 / input.gl_FragCoord.w;
    gl_FragCoord.x = input.dx_Position.x;
    gl_FragCoord.y = input.dx_Position.y;
    gl_FragCoord.z = (input.gl_FragCoord.z * rhw) * dx_DepthFront.x + dx_DepthFront.y;
    gl_FragCoord.w = rhw;
    _vcolor_Stage0 = input.v0;

float4 _outputColor_Stage03026 = {0, 0, 0, 0};
(_outputColor_Stage03026 = _vcolor_Stage0);
float4 _output_Stage13027 = {0, 0, 0, 0};
float2 __6_dxy03028 = (_uinnerRect_Stage1_c0.xy - gl_FragCoord.xy);
float2 __7_dxy13029 = (gl_FragCoord.xy - _uinnerRect_Stage1_c0.zw);
float2 __8_dxy3030 = max(max(__6_dxy03028, __7_dxy13029), 0.0);
float __9_alpha3031 = clamp((_uradiusPlusHalf_Stage1_c0.x - length(__8_dxy3030)), 0.0, 1.0);
(__9_alpha3031 = (1.0 - __9_alpha3031));
float __10_alpha3032 = {1.0};
float __11_edge3033 = {0};
(__11_edge3033 = dot(_u_0_var_Stage1_c0_c0[0], vec3_ctor(gl_FragCoord.xy, 1.0)));
(__11_edge3033 = clamp(__11_edge3033, 0.0, 1.0));
(__10_alpha3032 *= __11_edge3033);
(__11_edge3033 = dot(_u_0_var_Stage1_c0_c0[1], vec3_ctor(gl_FragCoord.xy, 1.0)));
(__11_edge3033 = clamp(__11_edge3033, 0.0, 1.0));
(__10_alpha3032 *= __11_edge3033);
(__11_edge3033 = dot(_u_0_var_Stage1_c0_c0[2], vec3_ctor(gl_FragCoord.xy, 1.0)));
(__11_edge3033 = clamp(__11_edge3033, 0.0, 1.0));
(__10_alpha3032 *= __11_edge3033);
(__11_edge3033 = dot(_u_0_var_Stage1_c0_c0[3], vec3_ctor(gl_FragCoord.xy, 1.0)));
(__11_edge3033 = clamp(__11_edge3033, 0.0, 1.0));
(__10_alpha3032 *= __11_edge3033);
float __12_alpha3034 = {1.0};
float __13_edge3035 = {0};
(__13_edge3035 = dot(_u_3_var_Stage1_c0_c0_c0[0], vec3_ctor(gl_FragCoord.xy, 1.0)));
float sbdc = {0};
if ((__13_edge3035 >= 0.5))
{
(sbdc = 1.0);
}
else
{
(sbdc = 0.0);
}
(__13_edge3035 = sbdc);
(__12_alpha3034 *= __13_edge3035);
(__13_edge3035 = dot(_u_3_var_Stage1_c0_c0_c0[1], vec3_ctor(gl_FragCoord.xy, 1.0)));
float sbdd = {0};
if ((__13_edge3035 >= 0.5))
{
(sbdd = 1.0);
}
else
{
(sbdd = 0.0);
}
(__13_edge3035 = sbdd);
(__12_alpha3034 *= __13_edge3035);
(__13_edge3035 = dot(_u_3_var_Stage1_c0_c0_c0[2], vec3_ctor(gl_FragCoord.xy, 1.0)));
float sbde = {0};
if ((__13_edge3035 >= 0.5))
{
(sbde = 1.0);
}
else
{
(sbde = 0.0);
}
(__13_edge3035 = sbde);
(__12_alpha3034 *= __13_edge3035);
(__13_edge3035 = dot(_u_3_var_Stage1_c0_c0_c0[3], vec3_ctor(gl_FragCoord.xy, 1.0)));
float sbdf = {0};
if ((__13_edge3035 >= 0.5))
{
(sbdf = 1.0);
}
else
{
(sbdf = 0.0);
}
(__13_edge3035 = sbdf);
(__12_alpha3034 *= __13_edge3035);
(_output_Stage13027 = ((vec4_ctor(__12_alpha3034) * __10_alpha3032) * __9_alpha3031));
{
(gl_Color[0] = (_outputColor_Stage03026 * _output_Stage13027));
}
return generateOutput();
}
R�	gl_Color0gl_Color[0]ystruct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    float4 v0 : TEXCOORD0;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    float4 v0 : TEXCOORD0;
};

void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput)
{
    output.gl_Position = input.gl_Position;
    output.v0 = input.v0; 
    output.gl_FragCoord = input.gl_FragCoord;
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
��$DXBC"���c�F�ڵ�NWc$4D��RDEFh<����RD11< ($\$Globals���\� ����������_sk_RTAdjustfloat4�Microsoft (R) HLSL Shader Compiler 10.1ISGND88TEXCOORD���OSGN�htttSV_PositionTEXCOORD���SHEXhPZjYF� _2_�g� e� e� e� h6� @?�?22F�� օ 6" �A6 
62 F62 F6� @�?6� @�?6� F>STAT�
�HDXBC��Ca��n��+��H4�P�RDEFXh<���0RD11< ($\$Globals���\�� @��������d���������� <����������`<��������_uinnerRect_Stage1_c0float4���6_uradiusPlusHalf_Stage1_c0float2��_u_0_var_Stage1_c0_c0float3����_u_3_var_Stage1_c0_c0_c0����Microsoft (R) HLSL Shader Compiler 10.1ISGN�htttSV_PositionTEXCOORD���OSGN, SV_TARGET��SHEXTPjYF� 
d 2b�e� h62F6B@�?�F� F�:@?�:@�?F� F
@?
@�?8�:
F� F
@?
@�?8�:
F� 	F
@?
@�?8�:
 F� F "F� F8
 "F� F F� F8"
8
8
:	b�A� 	2F� �A4bV4
bV@"��K" 	"�A
� "�A@�?8
8� F>STAT�$BPLG���.788efd1c721aP��position
_uposition����������������R��color_ucolor����������������R��sk_RTAdjust
_usk_RTAdjust����������������������������������������R��uinnerRect_Stage1_c0_uuinnerRect_Stage1_c0����������������������������������������P��uradiusPlusHalf_Stage1_c0_uuradiusPlusHalf_Stage1_c0����������������������������������������Q��u_0_var_Stage1_c0_c0[0]_uu_0_var_Stage1_c0_c0[0]����������������������������������������Q��u_3_var_Stage1_c0_c0_c0[0]_uu_3_var_Stage1_c0_c0_c0[0]�����������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    float4 v0 : TEXCOORD0;
};
#pragma warning( disable: 3556 3571 )
float4 vec4_ctor(float x0, float x1, float x2, float x3)
{
    return float4(x0, x1, x2, x3);
}
float4 vec4_ctor(float2 x0, float x1, float x2)
{
    return float4(x0, x1, x2);
}
// Uniforms

uniform float4 _sk_RTAdjust : register(c1);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Attributes
static float2 _position = {0, 0};
static float4 _color = {0, 0, 0, 0};

static float4 gl_Position = float4(0, 0, 0, 0);

// Varyings
static  float4 _vcolor_Stage0 = {0, 0, 0, 0};

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewAdjust : packoffset(c1);
    float2 dx_ViewCoords : packoffset(c2);
    float2 dx_ViewScale  : packoffset(c3);
};

@@ VERTEX ATTRIBUTES @@

VS_OUTPUT generateOutput(VS_INPUT input)
{
    VS_OUTPUT output;
    output.gl_Position = gl_Position;
    output.dx_Position.x = gl_Position.x;
    output.dx_Position.y = - gl_Position.y;
    output.dx_Position.z = (gl_Position.z + gl_Position.w) * 0.5;
    output.dx_Position.w = gl_Position.w;
    output.gl_FragCoord = gl_Position;
    output.v0 = _vcolor_Stage0;

    return output;
}

VS_OUTPUT main(VS_INPUT input){
    initAttributes(input);

(_vcolor_Stage0 = _color);
(gl_Position = vec4_ctor(_position.x, _position.y, 0.0, 1.0));
(gl_Position = vec4_ctor(((gl_Position.xy * _sk_RTAdjust.xz) + (gl_Position.ww * _sk_RTAdjust.yw)), 0.0, gl_Position.w));
return generateOutput(input);
}
�struct PS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    float4 v0 : TEXCOORD0;
};

#pragma warning( disable: 3556 3571 )
float3 vec3_ctor(float2 x0, float x1)
{
    return float3(x0, x1);
}
float4 vec4_ctor(float x0)
{
    return float4(x0, x0, x0, x0);
}
// Uniforms

uniform float4 _uinnerRect_Stage1_c0 : register(c0);
uniform float2 _uradiusPlusHalf_Stage1_c0 : register(c1);
uniform float3 _u_0_var_Stage1_c0_c0[4] : register(c2);
uniform float3 _u_3_var_Stage1_c0_c0_c0[4] : register(c6);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Varyings
static  float4 _vcolor_Stage0 = {0, 0, 0, 0};

static float4 gl_Color[1] =
{
    float4(0, 0, 0, 0)
};
static float4 gl_FragCoord = float4(0, 0, 0, 0);

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewCoords : packoffset(c1);
    float3 dx_DepthFront : packoffset(c2);
    float2 dx_ViewScale : packoffset(c3);
};

#define GL_USES_FRAG_COLOR
#define GL_USES_FRAG_COORD
@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){
    float rhw = 1.0 / input.gl_FragCoord.w;
    gl_FragCoord.x = input.dx_Position.x;
    gl_FragCoord.y = input.dx_Position.y;
    gl_FragCoord.z = (input.gl_FragCoord.z * rhw) * dx_DepthFront.x + dx_DepthFront.y;
    gl_FragCoord.w = rhw;
    _vcolor_Stage0 = input.v0;

float4 _outputColor_Stage03026 = {0, 0, 0, 0};
(_outputColor_Stage03026 = _vcolor_Stage0);
float4 _output_Stage13027 = {0, 0, 0, 0};
float2 __6_dxy03028 = (_uinnerRect_Stage1_c0.xy - gl_FragCoord.xy);
float2 __7_dxy13029 = (gl_FragCoord.xy - _uinnerRect_Stage1_c0.zw);
float2 __8_dxy3030 = max(max(__6_dxy03028, __7_dxy13029), 0.0);
float __9_alpha3031 = clamp((_uradiusPlusHalf_Stage1_c0.x - length(__8_dxy3030)), 0.0, 1.0);
(__9_alpha3031 = (1.0 - __9_alpha3031));
float __10_alpha3032 = {1.0};
float __11_edge3033 = {0};
(__11_edge3033 = dot(_u_0_var_Stage1_c0_c0[0], vec3_ctor(gl_FragCoord.xy, 1.0)));
float sbdc = {0};
if ((__11_edge3033 >= 0.5))
{
(sbdc = 1.0);
}
else
{
(sbdc = 0.0);
}
(__11_edge3033 = sbdc);
(__10_alpha3032 *= __11_edge3033);
(__11_edge3033 = dot(_u_0_var_Stage1_c0_c0[1], vec3_ctor(gl_FragCoord.xy, 1.0)));
float sbdd = {0};
if ((__11_edge3033 >= 0.5))
{
(sbdd = 1.0);
}
else
{
(sbdd = 0.0);
}
(__11_edge3033 = sbdd);
(__10_alpha3032 *= __11_edge3033);
(__11_edge3033 = dot(_u_0_var_Stage1_c0_c0[2], vec3_ctor(gl_FragCoord.xy, 1.0)));
float sbde = {0};
if ((__11_edge3033 >= 0.5))
{
(sbde = 1.0);
}
else
{
(sbde = 0.0);
}
(__11_edge3033 = sbde);
(__10_alpha3032 *= __11_edge3033);
(__11_edge3033 = dot(_u_0_var_Stage1_c0_c0[3], vec3_ctor(gl_FragCoord.xy, 1.0)));
float sbdf = {0};
if ((__11_edge3033 >= 0.5))
{
(sbdf = 1.0);
}
else
{
(sbdf = 0.0);
}
(__11_edge3033 = sbdf);
(__10_alpha3032 *= __11_edge3033);
float __12_alpha3034 = {1.0};
float __13_edge3035 = {0};
(__13_edge3035 = dot(_u_3_var_Stage1_c0_c0_c0[0], vec3_ctor(gl_FragCoord.xy, 1.0)));
(__13_edge3035 = clamp(__13_edge3035, 0.0, 1.0));
(__12_alpha3034 *= __13_edge3035);
(__13_edge3035 = dot(_u_3_var_Stage1_c0_c0_c0[1], vec3_ctor(gl_FragCoord.xy, 1.0)));
(__13_edge3035 = clamp(__13_edge3035, 0.0, 1.0));
(__12_alpha3034 *= __13_edge3035);
(__13_edge3035 = dot(_u_3_var_Stage1_c0_c0_c0[2], vec3_ctor(gl_FragCoord.xy, 1.0)));
(__13_edge3035 = clamp(__13_edge3035, 0.0, 1.0));
(__12_alpha3034 *= __13_edge3035);
(__13_edge3035 = dot(_u_3_var_Stage1_c0_c0_c0[3], vec3_ctor(gl_FragCoord.xy, 1.0)));
(__13_edge3035 = clamp(__13_edge3035, 0.0, 1.0));
(__12_alpha3034 *= __13_edge3035);
(_output_Stage13027 = ((vec4_ctor(__12_alpha3034) * __10_alpha3032) * __9_alpha3031));
{
(gl_Color[0] = (_outputColor_Stage03026 * _output_Stage13027));
}
return generateOutput();
}
R�	gl_Color0gl_Color[0]ystruct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    float4 v0 : TEXCOORD0;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    float4 v0 : TEXCOORD0;
};

void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput)
{
    output.gl_Position = input.gl_Position;
    output.v0 = input.v0; 
    output.gl_FragCoord = input.gl_FragCoord;
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
��$DXBC"���c�F�ڵ�NWc$4D��RDEFh<����RD11< ($\$Globals���\� ����������_sk_RTAdjustfloat4�Microsoft (R) HLSL Shader Compiler 10.1ISGND88TEXCOORD���OSGN�htttSV_PositionTEXCOORD���SHEXhPZjYF� _2_�g� e� e� e� h6� @?�?22F�� օ 6" �A6 
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�HDXBC��j>I��Ԗ���F�CH4�P�RDEFXh<���0RD11< ($\$Globals���\�� @��������d���������� <����������`<��������_uinnerRect_Stage1_c0float4���6_uradiusPlusHalf_Stage1_c0float2��_u_0_var_Stage1_c0_c0float3����_u_3_var_Stage1_c0_c0_c0����Microsoft (R) HLSL Shader Compiler 10.1ISGN�htttSV_PositionTEXCOORD���OSGN, SV_TARGET��SHEXTPjYF� 
d 2b�e� h62F6B@�?�F� F�:@?�:@�?F� F
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 F� F "F� F8
 "F� F F� 	F8"
8
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bV@"��K" 	"�A
� "�A@�?8
8� F>STAT�$BPLG��O!788efd1c721aP��position
_uposition����������������R��color_ucolor����������������R��sk_RTAdjust
_usk_RTAdjust����������������������������������������R��uinnerRect_Stage1_c0_uuinnerRect_Stage1_c0����������������������������������������P��uradiusPlusHalf_Stage1_c0_uuradiusPlusHalf_Stage1_c0�������������������������������������������������������������������������������������������������������������������������������������������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    float4 v0 : TEXCOORD0;
};
#pragma warning( disable: 3556 3571 )
float4 vec4_ctor(float x0, float x1, float x2, float x3)
{
    return float4(x0, x1, x2, x3);
}
float4 vec4_ctor(float2 x0, float x1, float x2)
{
    return float4(x0, x1, x2);
}
// Uniforms

uniform float4 _sk_RTAdjust : register(c1);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Attributes
static float2 _position = {0, 0};
static float4 _color = {0, 0, 0, 0};

static float4 gl_Position = float4(0, 0, 0, 0);

// Varyings
static  float4 _vcolor_Stage0 = {0, 0, 0, 0};

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewAdjust : packoffset(c1);
    float2 dx_ViewCoords : packoffset(c2);
    float2 dx_ViewScale  : packoffset(c3);
};

@@ VERTEX ATTRIBUTES @@

VS_OUTPUT generateOutput(VS_INPUT input)
{
    VS_OUTPUT output;
    output.gl_Position = gl_Position;
    output.dx_Position.x = gl_Position.x;
    output.dx_Position.y = - gl_Position.y;
    output.dx_Position.z = (gl_Position.z + gl_Position.w) * 0.5;
    output.dx_Position.w = gl_Position.w;
    output.gl_FragCoord = gl_Position;
    output.v0 = _vcolor_Stage0;

    return output;
}

VS_OUTPUT main(VS_INPUT input){
    initAttributes(input);

(_vcolor_Stage0 = _color);
(gl_Position = vec4_ctor(_position.x, _position.y, 0.0, 1.0));
(gl_Position = vec4_ctor(((gl_Position.xy * _sk_RTAdjust.xz) + (gl_Position.ww * _sk_RTAdjust.yw)), 0.0, gl_Position.w));
return generateOutput(input);
}
Ustruct PS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    float4 v0 : TEXCOORD0;
};

#pragma warning( disable: 3556 3571 )
float4 vec4_ctor(float x0)
{
    return float4(x0, x0, x0, x0);
}
// Uniforms

uniform float4 _uinnerRect_Stage1_c0 : register(c0);
uniform float2 _uradiusPlusHalf_Stage1_c0 : register(c1);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Varyings
static  float4 _vcolor_Stage0 = {0, 0, 0, 0};

static float4 gl_Color[1] =
{
    float4(0, 0, 0, 0)
};
static float4 gl_FragCoord = float4(0, 0, 0, 0);

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewCoords : packoffset(c1);
    float3 dx_DepthFront : packoffset(c2);
    float2 dx_ViewScale : packoffset(c3);
};

#define GL_USES_FRAG_COLOR
#define GL_USES_FRAG_COORD
@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){
    float rhw = 1.0 / input.gl_FragCoord.w;
    gl_FragCoord.x = input.dx_Position.x;
    gl_FragCoord.y = input.dx_Position.y;
    gl_FragCoord.z = (input.gl_FragCoord.z * rhw) * dx_DepthFront.x + dx_DepthFront.y;
    gl_FragCoord.w = rhw;
    _vcolor_Stage0 = input.v0;

float4 _outputColor_Stage03024 = {0, 0, 0, 0};
(_outputColor_Stage03024 = _vcolor_Stage0);
float4 _output_Stage13025 = {0, 0, 0, 0};
float2 __0_dxy03026 = (_uinnerRect_Stage1_c0.xy - gl_FragCoord.xy);
float2 __1_dxy13027 = (gl_FragCoord.xy - _uinnerRect_Stage1_c0.zw);
float2 __2_dxy3028 = max(max(__0_dxy03026, __1_dxy13027), 0.0);
float __3_alpha3029 = clamp((_uradiusPlusHalf_Stage1_c0.x - length(__2_dxy3028)), 0.0, 1.0);
(__3_alpha3029 = (1.0 - __3_alpha3029));
(_output_Stage13025 = vec4_ctor(__3_alpha3029));
{
(gl_Color[0] = (_outputColor_Stage03024 * _output_Stage13025));
}
return generateOutput();
}
R�	gl_Color0gl_Color[0]ystruct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    float4 v0 : TEXCOORD0;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    float4 v0 : TEXCOORD0;
};

void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput)
{
    output.gl_Position = input.gl_Position;
    output.v0 = input.v0; 
    output.gl_FragCoord = input.gl_FragCoord;
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
��$DXBC"���c�F�ڵ�NWc$4D��RDEFh<����RD11< ($\$Globals���\� ����������_sk_RTAdjustfloat4�Microsoft (R) HLSL Shader Compiler 10.1ISGND88TEXCOORD���OSGN�htttSV_PositionTEXCOORD���SHEXhPZjYF� _2_�g� e� e� e� h6� @?�?22F�� օ 6" �A6 
62 F62 F6� @�?6� @�?6� F>STAT�
��DXBC+Am�D���[֐����4�H|�RDEF�h<���\RD11< ($\$Globals���\� ����������8��������_uinnerRect_Stage1_c0float4����_uradiusPlusHalf_Stage1_c0float2��/Microsoft (R) HLSL Shader Compiler 10.1ISGN�htttSV_PositionTEXCOORD���OSGN, SV_TARGET��SHEXlP[jYF� d 2b�e� h	2F�AF� 	��� �A42�
F4
2F@FFK
 	
�A
� 
�A@�?8� F>STAT�
	BPLG���788efd1c721aP��position
_uposition����������������P��
localCoord_ulocalCoord����������������R��sk_RTAdjust
_usk_RTAdjust����������������������������������������^�uTextureSampler_0_Stage0_uuTextureSampler_0_Stage0������������������������������������������^�����������������������������������������������������������������������������������������������������������Tstruct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float2 v0 : TEXCOORD0;
};
#pragma warning( disable: 3556 3571 )
float4 vec4_ctor(float x0, float x1, float x2, float x3)
{
    return float4(x0, x1, x2, x3);
}
float4 vec4_ctor(float2 x0, float x1, float x2)
{
    return float4(x0, x1, x2);
}
// Uniforms

uniform float4 _sk_RTAdjust : register(c1);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Attributes
static float2 _position = {0, 0};
static float2 _localCoord = {0, 0};

static float4 gl_Position = float4(0, 0, 0, 0);

// Varyings
static  float2 _vlocalCoord_Stage0 = {0, 0};

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewAdjust : packoffset(c1);
    float2 dx_ViewCoords : packoffset(c2);
    float2 dx_ViewScale  : packoffset(c3);
};

@@ VERTEX ATTRIBUTES @@

VS_OUTPUT generateOutput(VS_INPUT input)
{
    VS_OUTPUT output;
    output.gl_Position = gl_Position;
    output.dx_Position.x = gl_Position.x;
    output.dx_Position.y = - gl_Position.y;
    output.dx_Position.z = (gl_Position.z + gl_Position.w) * 0.5;
    output.dx_Position.w = gl_Position.w;
    output.v0 = _vlocalCoord_Stage0;

    return output;
}

VS_OUTPUT main(VS_INPUT input){
    initAttributes(input);

(_vlocalCoord_Stage0 = _localCoord);
(gl_Position = vec4_ctor(_position.x, _position.y, 0.0, 1.0));
(gl_Position = vec4_ctor(((gl_Position.xy * _sk_RTAdjust.xz) + (gl_Position.ww * _sk_RTAdjust.yw)), 0.0, gl_Position.w));
return generateOutput(input);
}
�struct PS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float2 v0 : TEXCOORD0;
};

#pragma warning( disable: 3556 3571 )
// Uniforms

static const uint _uTextureSampler_0_Stage0 = 0;
uniform Texture2D<float4> textures2D[1] : register(t0);
uniform SamplerState samplers2D[1] : register(s0);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Varyings
static  float2 _vlocalCoord_Stage0 = {0, 0};

static float4 gl_Color[1] =
{
    float4(0, 0, 0, 0)
};

cbuffer DriverConstants : register(b1)
{
    struct SamplerMetadata
    {
        int baseLevel;
        int internalFormatBits;
        int wrapModes;
        int padding;
        int4 intBorderColor;
    };
    SamplerMetadata samplerMetadata[1] : packoffset(c4);
};

#define GL_USES_FRAG_COLOR
float4 gl_texture2D(uint samplerIndex, float2 t)
{
    return textures2D[samplerIndex].Sample(samplers2D[samplerIndex], float2(t.x, t.y));
}

@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){
    _vlocalCoord_Stage0 = input.v0.xy;

float4 _outputColor_Stage03023 = {1.0, 1.0, 1.0, 1.0};
float2 _texCoord3024 = {0, 0};
(_texCoord3024 = _vlocalCoord_Stage0);
(_outputColor_Stage03023 = gl_texture2D(_uTextureSampler_0_Stage0, _texCoord3024));
{
(gl_Color[0] = _outputColor_Stage03023);
}
return generateOutput();
}
R�	gl_Color0gl_Color[0]struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float2 v0 : TEXCOORD0;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float2 v0 : TEXCOORD0;
};

void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput)
{
    output.gl_Position = input.gl_Position;
    output.v0 = input.v0; 
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
���DXBC�A��%�;Y���n��]�4D�0RDEFh<����RD11< ($\$Globals���\� ����������_sk_RTAdjustfloat4�Microsoft (R) HLSL Shader Compiler 10.1ISGND88TEXCOORD���OSGNhP\\SV_PositionTEXCOORD���SHEX(PJjYF� _2_2g� e� e2 h6� @?�?22F�� օ 6" �A6 
62 F6� @�?62 F>STAT���DXBC��܅+�!���^�K1�4�l�RDEF�<����RD11< ($|�����
samplers2D[0]textures2D[0]Microsoft (R) HLSL Shader Compiler 10.1ISGNhP\\SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEXpPjZ`XpUUb2e� E���CU� FF~`>STAT�BPLG��788efd1c721aP��
inPosition_uinPosition����������������R��inColor	_uinColor����������������R��inCircleEdge_uinCircleEdge����������������R��sk_RTAdjust
_usk_RTAdjust��������������������������������������������������������������������������������������������������������������������������������fstruct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 v0 : TEXCOORD0;
    float4 v1 : TEXCOORD1;
};
#pragma warning( disable: 3556 3571 )
float4 vec4_ctor(float x0, float x1, float x2, float x3)
{
    return float4(x0, x1, x2, x3);
}
float4 vec4_ctor(float2 x0, float x1, float x2)
{
    return float4(x0, x1, x2);
}
// Uniforms

uniform float4 _sk_RTAdjust : register(c1);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Attributes
static float2 _inPosition = {0, 0};
static float4 _inColor = {0, 0, 0, 0};
static float4 _inCircleEdge = {0, 0, 0, 0};

static float4 gl_Position = float4(0, 0, 0, 0);

// Varyings
static  float4 _vinCircleEdge_Stage0 = {0, 0, 0, 0};
static  float4 _vinColor_Stage0 = {0, 0, 0, 0};

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewAdjust : packoffset(c1);
    float2 dx_ViewCoords : packoffset(c2);
    float2 dx_ViewScale  : packoffset(c3);
};

@@ VERTEX ATTRIBUTES @@

VS_OUTPUT generateOutput(VS_INPUT input)
{
    VS_OUTPUT output;
    output.gl_Position = gl_Position;
    output.dx_Position.x = gl_Position.x;
    output.dx_Position.y = - gl_Position.y;
    output.dx_Position.z = (gl_Position.z + gl_Position.w) * 0.5;
    output.dx_Position.w = gl_Position.w;
    output.v0 = _vinCircleEdge_Stage0;
    output.v1 = _vinColor_Stage0;

    return output;
}

VS_OUTPUT main(VS_INPUT input){
    initAttributes(input);

(_vinCircleEdge_Stage0 = _inCircleEdge);
(_vinColor_Stage0 = _inColor);
float2 __tmp_0_inPosition3028 = _inPosition;
(gl_Position = vec4_ctor(__tmp_0_inPosition3028.x, __tmp_0_inPosition3028.y, 0.0, 1.0));
(gl_Position = vec4_ctor(((gl_Position.xy * _sk_RTAdjust.xz) + (gl_Position.ww * _sk_RTAdjust.yw)), 0.0, gl_Position.w));
return generateOutput(input);
}
�struct PS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 v0 : TEXCOORD0;
    float4 v1 : TEXCOORD1;
};

#pragma warning( disable: 3556 3571 )
float4 vec4_ctor(float x0)
{
    return float4(x0, x0, x0, x0);
}
float4 vec4_ctor(float x0, float x1, float x2, float x3)
{
    return float4(x0, x1, x2, x3);
}
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Varyings
static  float4 _vinCircleEdge_Stage0 = {0, 0, 0, 0};
static  float4 _vinColor_Stage0 = {0, 0, 0, 0};

static float4 gl_Color[1] =
{
    float4(0, 0, 0, 0)
};

cbuffer DriverConstants : register(b1)
{
};

#define GL_USES_FRAG_COLOR
@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){
    _vinCircleEdge_Stage0 = input.v0;
    _vinColor_Stage0 = input.v1;

float4 _circleEdge3023 = {0, 0, 0, 0};
(_circleEdge3023 = _vinCircleEdge_Stage0);
float4 _outputColor_Stage03024 = {0, 0, 0, 0};
(_outputColor_Stage03024 = _vinColor_Stage0);
float _d3025 = length(_circleEdge3023.xy);
float _distanceToOuterEdge3026 = (_circleEdge3023.z * (1.0 - _d3025));
float _edgeAlpha3027 = clamp(_distanceToOuterEdge3026, 0.0, 1.0);
float4 _outputCoverage_Stage03028 = vec4_ctor(_edgeAlpha3027);
{
(gl_Color[0] = _outputCoverage_Stage03028);
(gl_Color[0] = vec4_ctor(gl_Color[0].w, 0.0, 0.0, 0.0));
}
return generateOutput();
}
R�	gl_Color0gl_Color[0]Rstruct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 v0 : TEXCOORD0;
    float4 v1 : TEXCOORD1;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 v0 : TEXCOORD0;
    float4 v1 : TEXCOORD1;
};

void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput)
{
    output.gl_Position = input.gl_Position;
    output.v0 = input.v0; 
    output.v1 = input.v1; 
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
���(DXBC6�ٔ�m����]�(4D�0�RDEFh<����RD11< ($\$Globals���\� ����������_sk_RTAdjustfloat4�Microsoft (R) HLSL Shader Compiler 10.1ISGN\PPPTEXCOORD���OSGN�htttSV_PositionTEXCOORD���SHEXTPUjYF� _2_�_�g� e� e� e� h6� @?�?22F�� օ 6" �A6 
62 F6� @�?6� F6� F>STAT�	��DXBC�k�<ߴ��(߳��4�(\ RDEFd<���<RD11< ($Microsoft (R) HLSL Shader Compiler 10.1ISGN�htttSV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX�P/jbre� hFFK

�A@�?8  
*6� @>STAT�BPLG���*788efd1c721aP��position
_uposition����������������R��color_ucolor����������������P��
localCoord_ulocalCoord����������������R��sk_RTAdjust
_usk_RTAdjust����������������������������������������[��umatrix_Stage1_c0_uumatrix_Stage1_c0����������������������������������������R��uinnerRect_Stage2_c1_uuinnerRect_Stage2_c1����������������������������������������P��uradiusPlusHalf_Stage2_c1_uuradiusPlusHalf_Stage2_c1����������������������������������������^�uTextureSampler_0_Stage1_uuTextureSampler_0_Stage1������������������������������������������^�������������������������������������������������������������������������������������������������������������������������������������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 gl_FragCoord : TEXCOORD3;
    float4 v0 : TEXCOORD0;
    float2 v1 : TEXCOORD1;
};
#pragma warning( disable: 3556 3571 )
float3 vec3_ctor(float2 x0, float x1)
{
    return float3(x0, x1);
}
float4 vec4_ctor(float x0, float x1, float x2, float x3)
{
    return float4(x0, x1, x2, x3);
}
float4 vec4_ctor(float2 x0, float x1, float x2)
{
    return float4(x0, x1, x2);
}
// Uniforms

uniform float4 _sk_RTAdjust : register(c1);
uniform float3x3 _umatrix_Stage1_c0 : register(c2);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Attributes
static float2 _position = {0, 0};
static float4 _color = {0, 0, 0, 0};
static float2 _localCoord = {0, 0};

static float4 gl_Position = float4(0, 0, 0, 0);

// Varyings
static  float4 _vcolor_Stage0 = {0, 0, 0, 0};
static  float2 _vTransformedCoords_0_Stage0 = {0, 0};

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewAdjust : packoffset(c1);
    float2 dx_ViewCoords : packoffset(c2);
    float2 dx_ViewScale  : packoffset(c3);
};

@@ VERTEX ATTRIBUTES @@

VS_OUTPUT generateOutput(VS_INPUT input)
{
    VS_OUTPUT output;
    output.gl_Position = gl_Position;
    output.dx_Position.x = gl_Position.x;
    output.dx_Position.y = - gl_Position.y;
    output.dx_Position.z = (gl_Position.z + gl_Position.w) * 0.5;
    output.dx_Position.w = gl_Position.w;
    output.gl_FragCoord = gl_Position;
    output.v0 = _vcolor_Stage0;
    output.v1 = _vTransformedCoords_0_Stage0;

    return output;
}

VS_OUTPUT main(VS_INPUT input){
    initAttributes(input);

(_vcolor_Stage0 = _color);
(gl_Position = vec4_ctor(_position.x, _position.y, 0.0, 1.0));
{
(_vTransformedCoords_0_Stage0 = mul(transpose(_umatrix_Stage1_c0), vec3_ctor(_localCoord, 1.0)).xy);
}
(gl_Position = vec4_ctor(((gl_Position.xy * _sk_RTAdjust.xz) + (gl_Position.ww * _sk_RTAdjust.yw)), 0.0, gl_Position.w));
return generateOutput(input);
}
8
struct PS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 gl_FragCoord : TEXCOORD3;
    float4 v0 : TEXCOORD0;
    float2 v1 : TEXCOORD1;
};

#pragma warning( disable: 3556 3571 )
// Uniforms

uniform float4 _uinnerRect_Stage2_c1 : register(c0);
uniform float2 _uradiusPlusHalf_Stage2_c1 : register(c1);
static const uint _uTextureSampler_0_Stage1 = 0;
uniform Texture2D<float4> textures2D[1] : register(t0);
uniform SamplerState samplers2D[1] : register(s0);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Varyings
static  float4 _vcolor_Stage0 = {0, 0, 0, 0};
static  float2 _vTransformedCoords_0_Stage0 = {0, 0};

static float4 gl_Color[1] =
{
    float4(0, 0, 0, 0)
};
static float4 gl_FragCoord = float4(0, 0, 0, 0);

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewCoords : packoffset(c1);
    float3 dx_DepthFront : packoffset(c2);
    float2 dx_ViewScale : packoffset(c3);
    struct SamplerMetadata
    {
        int baseLevel;
        int internalFormatBits;
        int wrapModes;
        int padding;
        int4 intBorderColor;
    };
    SamplerMetadata samplerMetadata[1] : packoffset(c4);
};

#define GL_USES_FRAG_COLOR
float4 gl_texture2D(uint samplerIndex, float2 t)
{
    return textures2D[samplerIndex].Sample(samplers2D[samplerIndex], float2(t.x, t.y));
}

#define GL_USES_FRAG_COORD
@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){
    float rhw = 1.0 / input.gl_FragCoord.w;
    gl_FragCoord.x = input.dx_Position.x;
    gl_FragCoord.y = input.dx_Position.y;
    gl_FragCoord.z = (input.gl_FragCoord.z * rhw) * dx_DepthFront.x + dx_DepthFront.y;
    gl_FragCoord.w = rhw;
    _vcolor_Stage0 = input.v0;
    _vTransformedCoords_0_Stage0 = input.v1.xy;

float4 _outputColor_Stage03027 = {0, 0, 0, 0};
(_outputColor_Stage03027 = _vcolor_Stage0);
float4 _output_Stage13028 = {0, 0, 0, 0};
(_output_Stage13028 = gl_texture2D(_uTextureSampler_0_Stage1, _vTransformedCoords_0_Stage0).xxxx);
float4 _output_Stage23029 = {0, 0, 0, 0};
float2 __0_dxy03030 = (_uinnerRect_Stage2_c1.xy - gl_FragCoord.xy);
float2 __1_dxy13031 = (gl_FragCoord.xy - _uinnerRect_Stage2_c1.zw);
float2 __2_dxy3032 = max(max(__0_dxy03030, __1_dxy13031), 0.0);
float __3_alpha3033 = clamp((_uradiusPlusHalf_Stage2_c1.x - length(__2_dxy3032)), 0.0, 1.0);
(__3_alpha3033 = (1.0 - __3_alpha3033));
(_output_Stage23029 = (_output_Stage13028 * __3_alpha3033));
{
(gl_Color[0] = (_outputColor_Stage03027 * _output_Stage23029));
}
return generateOutput();
}
R�	gl_Color0gl_Color[0]�struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 gl_FragCoord : TEXCOORD3;
    float4 v0 : TEXCOORD0;
    float2 v1 : TEXCOORD1;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 gl_FragCoord : TEXCOORD3;
    float4 v0 : TEXCOORD0;
    float2 v1 : TEXCOORD1;
};

void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput)
{
    output.gl_Position = input.gl_Position;
    output.v0 = input.v0; 
    output.v1 = input.v1; 
    output.gl_FragCoord = input.gl_FragCoord;
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
���<DXBC8�ݬH�m.e@,P�<4���RDEFph<���HRD11< ($\$Globals���\�P���������� ,$��������_sk_RTAdjustfloat4�_umatrix_Stage1_c0float3x3Microsoft (R) HLSL Shader Compiler 10.1ISGN\PPPTEXCOORD���OSGN������SV_PositionTEXCOORD���SHEX�PzjYF� _2_�_2g� e� e� e� e2 h6� @?�?22F�� օ 6" �A6 
62 F62 F6� @�?6� @�?6� F62F6B@�? F� F" F� F>STAT�	�pDXBC��p��J���8�L�p4���RDEF��<����RD11< ($������
�samplers2D[0]textures2D[0]$Globals����� ,L��������p���������_uinnerRect_Stage2_c1float4���B_uradiusPlusHalf_Stage2_c1float2���Microsoft (R) HLSL Shader Compiler 10.1ISGN������SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX�PwjYF� Z`XpUUd 2b�b2e� h	2F�AF� 	��� �A42�
F4
2F@FFK
 	
�A
� 
�A@�?E���CU"F~`8
8� F>STAT�
BPLG��� 788efd1c721aP��position
_uposition����������������R��color_ucolor����������������P��
localCoord_ulocalCoord����������������R��sk_RTAdjust
_usk_RTAdjust����������������������������������������[��umatrix_Stage1_c0_c0_uumatrix_Stage1_c0_c0����������������������������������������^�uTextureSampler_0_Stage1_uuTextureSampler_0_Stage1������������������������������������������^����������������������������������������������������������������������������������������������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 v0 : TEXCOORD0;
    float2 v1 : TEXCOORD1;
};
#pragma warning( disable: 3556 3571 )
float3 vec3_ctor(float2 x0, float x1)
{
    return float3(x0, x1);
}
float4 vec4_ctor(float x0, float x1, float x2, float x3)
{
    return float4(x0, x1, x2, x3);
}
float4 vec4_ctor(float2 x0, float x1, float x2)
{
    return float4(x0, x1, x2);
}
// Uniforms

uniform float4 _sk_RTAdjust : register(c1);
uniform float3x3 _umatrix_Stage1_c0_c0 : register(c2);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Attributes
static float2 _position = {0, 0};
static float4 _color = {0, 0, 0, 0};
static float2 _localCoord = {0, 0};

static float4 gl_Position = float4(0, 0, 0, 0);

// Varyings
static  float4 _vcolor_Stage0 = {0, 0, 0, 0};
static  float2 _vTransformedCoords_0_Stage0 = {0, 0};

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewAdjust : packoffset(c1);
    float2 dx_ViewCoords : packoffset(c2);
    float2 dx_ViewScale  : packoffset(c3);
};

@@ VERTEX ATTRIBUTES @@

VS_OUTPUT generateOutput(VS_INPUT input)
{
    VS_OUTPUT output;
    output.gl_Position = gl_Position;
    output.dx_Position.x = gl_Position.x;
    output.dx_Position.y = - gl_Position.y;
    output.dx_Position.z = (gl_Position.z + gl_Position.w) * 0.5;
    output.dx_Position.w = gl_Position.w;
    output.v0 = _vcolor_Stage0;
    output.v1 = _vTransformedCoords_0_Stage0;

    return output;
}

VS_OUTPUT main(VS_INPUT input){
    initAttributes(input);

(_vcolor_Stage0 = _color);
(gl_Position = vec4_ctor(_position.x, _position.y, 0.0, 1.0));
{
(_vTransformedCoords_0_Stage0 = mul(transpose(_umatrix_Stage1_c0_c0), vec3_ctor(_localCoord, 1.0)).xy);
}
(gl_Position = vec4_ctor(((gl_Position.xy * _sk_RTAdjust.xz) + (gl_Position.ww * _sk_RTAdjust.yw)), 0.0, gl_Position.w));
return generateOutput(input);
}
struct PS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 v0 : TEXCOORD0;
    float2 v1 : TEXCOORD1;
};

#pragma warning( disable: 3556 3571 )
// Uniforms

static const uint _uTextureSampler_0_Stage1 = 0;
uniform Texture2D<float4> textures2D[1] : register(t0);
uniform SamplerState samplers2D[1] : register(s0);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Varyings
static  float4 _vcolor_Stage0 = {0, 0, 0, 0};
static  float2 _vTransformedCoords_0_Stage0 = {0, 0};

static float4 gl_Color[1] =
{
    float4(0, 0, 0, 0)
};

cbuffer DriverConstants : register(b1)
{
    struct SamplerMetadata
    {
        int baseLevel;
        int internalFormatBits;
        int wrapModes;
        int padding;
        int4 intBorderColor;
    };
    SamplerMetadata samplerMetadata[1] : packoffset(c4);
};

#define GL_USES_FRAG_COLOR
float4 gl_texture2D(uint samplerIndex, float2 t)
{
    return textures2D[samplerIndex].Sample(samplers2D[samplerIndex], float2(t.x, t.y));
}

@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){
    _vcolor_Stage0 = input.v0;
    _vTransformedCoords_0_Stage0 = input.v1.xy;

float4 _outputColor_Stage03025 = {0, 0, 0, 0};
(_outputColor_Stage03025 = _vcolor_Stage0);
float4 _output_Stage13026 = {0, 0, 0, 0};
(_output_Stage13026 = gl_texture2D(_uTextureSampler_0_Stage1, _vTransformedCoords_0_Stage0));
{
(gl_Color[0] = _output_Stage13026);
}
return generateOutput();
}
R�	gl_Color0gl_Color[0]Rstruct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 v0 : TEXCOORD0;
    float2 v1 : TEXCOORD1;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 v0 : TEXCOORD0;
    float2 v1 : TEXCOORD1;
};

void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput)
{
    output.gl_Position = input.gl_Position;
    output.v0 = input.v0; 
    output.v1 = input.v1; 
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
����DXBC?��d�;�o�ac�&�4��LRDEFth<���LRD11< ($\$Globals���\�P���������� ,(��������_sk_RTAdjustfloat4�_umatrix_Stage1_c0_c0float3x3�Microsoft (R) HLSL Shader Compiler 10.1ISGN\PPPTEXCOORD���OSGN�htttSV_PositionTEXCOORD���SHEX�PjjYF� _2_�_2g� e� e� e2 h6� @?�?22F�� օ 6" �A6 
62 F6� @�?6� F62F6B@�? F� F" F� F>STAT���DXBCZDRB�*�_@�����4���0RDEF�<����RD11< ($|�����
samplers2D[0]textures2D[0]Microsoft (R) HLSL Shader Compiler 10.1ISGN�htttSV_PositionTEXCOORD���OSGN, SV_TARGET��SHEXpPjZ`XpUUb2e� E���CU� FF~`>STAT�BPLG���3788efd1c721aP��
inPosition_uinPosition����������������R��inColor	_uinColor����������������R��inCircleEdge_uinCircleEdge����������������R��sk_RTAdjust
_usk_RTAdjust����������������������������������������[��umatrix_Stage1_c0_c0_c0_c0_uumatrix_Stage1_c0_c0_c0_c0�����������������������������������������urange_Stage1_c0_uurange_Stage1_c0����������������������������������������R�� uleftBorderColor_Stage1_c0_c0_c0"_uuleftBorderColor_Stage1_c0_c0_c0����������������������������������������R��!urightBorderColor_Stage1_c0_c0_c0#_uurightBorderColor_Stage1_c0_c0_c0����������������������������������������R��ustart_Stage1_c0_c0_c0_c1_uustart_Stage1_c0_c0_c0_c1����������������������������������������R��uend_Stage1_c0_c0_c0_c1_uuend_Stage1_c0_c0_c0_c1����������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������]	struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD3;
    float4 gl_FragCoord : TEXCOORD4;
    float4 v0 : TEXCOORD0;
    float4 v1 : TEXCOORD1;
    float2 v2 : TEXCOORD2;
};
#pragma warning( disable: 3556 3571 )
float3 vec3_ctor(float2 x0, float x1)
{
    return float3(x0, x1);
}
float4 vec4_ctor(float x0, float x1, float x2, float x3)
{
    return float4(x0, x1, x2, x3);
}
float4 vec4_ctor(float2 x0, float x1, float x2)
{
    return float4(x0, x1, x2);
}
// Uniforms

uniform float4 _sk_RTAdjust : register(c1);
uniform float3x3 _umatrix_Stage1_c0_c0_c0_c0 : register(c2);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Attributes
static float2 _inPosition = {0, 0};
static float4 _inColor = {0, 0, 0, 0};
static float4 _inCircleEdge = {0, 0, 0, 0};

static float4 gl_Position = float4(0, 0, 0, 0);

// Varyings
static  float4 _vinCircleEdge_Stage0 = {0, 0, 0, 0};
static  float4 _vinColor_Stage0 = {0, 0, 0, 0};
static  float2 _vTransformedCoords_0_Stage0 = {0, 0};

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewAdjust : packoffset(c1);
    float2 dx_ViewCoords : packoffset(c2);
    float2 dx_ViewScale  : packoffset(c3);
};

@@ VERTEX ATTRIBUTES @@

VS_OUTPUT generateOutput(VS_INPUT input)
{
    VS_OUTPUT output;
    output.gl_Position = gl_Position;
    output.dx_Position.x = gl_Position.x;
    output.dx_Position.y = - gl_Position.y;
    output.dx_Position.z = (gl_Position.z + gl_Position.w) * 0.5;
    output.dx_Position.w = gl_Position.w;
    output.gl_FragCoord = gl_Position;
    output.v0 = _vinCircleEdge_Stage0;
    output.v1 = _vinColor_Stage0;
    output.v2 = _vTransformedCoords_0_Stage0;

    return output;
}

VS_OUTPUT main(VS_INPUT input){
    initAttributes(input);

(_vinCircleEdge_Stage0 = _inCircleEdge);
(_vinColor_Stage0 = _inColor);
float2 __tmp_0_inPosition3029 = _inPosition;
float2 __tmp_1_inPosition3030 = _inPosition;
(gl_Position = vec4_ctor(__tmp_0_inPosition3029.x, __tmp_0_inPosition3029.y, 0.0, 1.0));
{
(_vTransformedCoords_0_Stage0 = mul(transpose(_umatrix_Stage1_c0_c0_c0_c0), vec3_ctor(__tmp_1_inPosition3030, 1.0)).xy);
}
(gl_Position = vec4_ctor(((gl_Position.xy * _sk_RTAdjust.xz) + (gl_Position.ww * _sk_RTAdjust.yw)), 0.0, gl_Position.w));
return generateOutput(input);
}
D
struct PS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD3;
    float4 gl_FragCoord : TEXCOORD4;
    float4 v0 : TEXCOORD0;
    float4 v1 : TEXCOORD1;
    float2 v2 : TEXCOORD2;
};

#pragma warning( disable: 3556 3571 )
float4 vec4_ctor(float x0)
{
    return float4(x0, x0, x0, x0);
}
float4 vec4_ctor(float x0, float x1, float x2, float x3)
{
    return float4(x0, x1, x2, x3);
}
float4 vec4_ctor(float3 x0, float x1)
{
    return float4(x0, x1);
}
// Uniforms

uniform float _urange_Stage1_c0 : register(c0);
uniform float4 _uleftBorderColor_Stage1_c0_c0_c0 : register(c1);
uniform float4 _urightBorderColor_Stage1_c0_c0_c0 : register(c2);
uniform float4 _ustart_Stage1_c0_c0_c0_c1 : register(c3);
uniform float4 _uend_Stage1_c0_c0_c0_c1 : register(c4);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Varyings
static  float4 _vinCircleEdge_Stage0 = {0, 0, 0, 0};
static  float4 _vinColor_Stage0 = {0, 0, 0, 0};
static  float2 _vTransformedCoords_0_Stage0 = {0, 0};

static float4 gl_Color[1] =
{
    float4(0, 0, 0, 0)
};
static float4 gl_FragCoord = float4(0, 0, 0, 0);

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewCoords : packoffset(c1);
    float3 dx_DepthFront : packoffset(c2);
    float2 dx_ViewScale : packoffset(c3);
};

#define GL_USES_FRAG_COLOR
#define GL_USES_FRAG_COORD
float4 mod_emu(float4 x, float4 y)
{
    return x - y * floor(x / y);
}


@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){
    float rhw = 1.0 / input.gl_FragCoord.w;
    gl_FragCoord.x = input.dx_Position.x;
    gl_FragCoord.y = input.dx_Position.y;
    gl_FragCoord.z = (input.gl_FragCoord.z * rhw) * dx_DepthFront.x + dx_DepthFront.y;
    gl_FragCoord.w = rhw;
    _vinCircleEdge_Stage0 = input.v0;
    _vinColor_Stage0 = input.v1;
    _vTransformedCoords_0_Stage0 = input.v2.xy;

float4 _circleEdge3030 = {0, 0, 0, 0};
(_circleEdge3030 = _vinCircleEdge_Stage0);
float4 _outputColor_Stage03031 = {0, 0, 0, 0};
(_outputColor_Stage03031 = _vinColor_Stage0);
float _d3032 = length(_circleEdge3030.xy);
float _distanceToOuterEdge3033 = (_circleEdge3030.z * (1.0 - _d3032));
float _edgeAlpha3034 = clamp(_distanceToOuterEdge3033, 0.0, 1.0);
float4 _outputCoverage_Stage03035 = vec4_ctor(_edgeAlpha3034);
float4 _output_Stage13036 = {0, 0, 0, 0};
float4 __4_t3037 = vec4_ctor((_vTransformedCoords_0_Stage0.x + 9.9999997e-06), 1.0, 0.0, 0.0);
float4 __5_outColor3038 = {0, 0, 0, 0};
if ((__4_t3037.x < 0.0))
{
(__5_outColor3038 = _uleftBorderColor_Stage1_c0_c0_c0);
}
else
{
if ((__4_t3037.x > 1.0))
{
(__5_outColor3038 = _urightBorderColor_Stage1_c0_c0_c0);
}
else
{
(__5_outColor3038 = lerp(_ustart_Stage1_c0_c0_c0_c1, _uend_Stage1_c0_c0_c0_c1, __4_t3037.x));
}
}
float4 __6_color3039 = __5_outColor3038;
float __7_value3040 = {0};
{
float4 __8_bits3041 = mod_emu(gl_FragCoord.yxyx, float4(2.0, 2.0, 4.0, 4.0));
(__8_bits3041.zw = step(2.0, __8_bits3041.zw));
(__8_bits3041.xz = abs((__8_bits3041.xz - __8_bits3041.yw)));
(__7_value3040 = (dot(__8_bits3041, float4(0.5, 0.25, 0.125, 0.0625)) - 0.46875));
}
(_output_Stage13036 = vec4_ctor(clamp((__6_color3039.xyz + (__7_value3040 * _urange_Stage1_c0)), 0.0, __6_color3039.w), __6_color3039.w));
{
(gl_Color[0] = (_output_Stage13036 * _outputCoverage_Stage03035));
}
return generateOutput();
}
R�	gl_Color0gl_Color[0]struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD3;
    float4 gl_FragCoord : TEXCOORD4;
    float4 v0 : TEXCOORD0;
    float4 v1 : TEXCOORD1;
    float2 v2 : TEXCOORD2;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD3;
    float4 gl_FragCoord : TEXCOORD4;
    float4 v0 : TEXCOORD0;
    float4 v1 : TEXCOORD1;
    float2 v2 : TEXCOORD2;
};

void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput)
{
    output.gl_Position = input.gl_Position;
    output.v0 = input.v0; 
    output.v1 = input.v1; 
    output.v2 = input.v2; 
    output.gl_FragCoord = input.gl_FragCoord;
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
����DXBCD��{^�b���t��4���RDEF|h<���TRD11< ($\$Globals���\�P���������� ,0��������_sk_RTAdjustfloat4�_umatrix_Stage1_c0_c0_c0_c0float3x3���$Microsoft (R) HLSL Shader Compiler 10.1ISGN\PPPTEXCOORD���OSGN�������SV_PositionTEXCOORD���SHEXP�jYF� _2_�_�g� e� e� e� e� e2 h6� @?�?22F�� օ 6" �A6 
62 F62 F6� @�?6� @�?6� F6� F62F6B@�? F� F" F� F>STAT�	
��DXBCK��A�W.��6;�.[�4�H|RDEFTh<���+RD11< ($\$Globals���\�PH`������������������� ����������0���������@���������_urange_Stage1_c0floatZ_uleftBorderColor_Stage1_c0_c0_c0float4����_urightBorderColor_Stage1_c0_c0_c0_ustart_Stage1_c0_c0_c0_c1_uend_Stage1_c0_c0_c0_c1Microsoft (R) HLSL Shader Compiler 10.1�ISGN�������SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX�P�jYF� d 2brbe� h8
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�f�A@�@@@�@
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�A@�?8 
*8� F>STAT�BPLG���!788efd1c721aP��
inPosition_uinPosition����������������Q��inDashParams_uinDashParams����������������R��inRect_uinRect����������������R��sk_RTAdjust
_usk_RTAdjust����������������������������������������R��
uColor_Stage0_uuColor_Stage0������������������������������������������������������������������������������������������������������������������������������������������������astruct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 v0 : TEXCOORD0;
    float3 v1 : TEXCOORD1;
};
#pragma warning( disable: 3556 3571 )
float4 vec4_ctor(float x0, float x1, float x2, float x3)
{
    return float4(x0, x1, x2, x3);
}
float4 vec4_ctor(float2 x0, float x1, float x2)
{
    return float4(x0, x1, x2);
}
// Uniforms

uniform float4 _sk_RTAdjust : register(c1);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Attributes
static float2 _inPosition = {0, 0};
static float3 _inDashParams = {0, 0, 0};
static float4 _inRect = {0, 0, 0, 0};

static float4 gl_Position = float4(0, 0, 0, 0);

// Varyings
static  float3 _vDashParams_Stage0 = {0, 0, 0};
static  float4 _vRectParams_Stage0 = {0, 0, 0, 0};

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewAdjust : packoffset(c1);
    float2 dx_ViewCoords : packoffset(c2);
    float2 dx_ViewScale  : packoffset(c3);
};

@@ VERTEX ATTRIBUTES @@

VS_OUTPUT generateOutput(VS_INPUT input)
{
    VS_OUTPUT output;
    output.gl_Position = gl_Position;
    output.dx_Position.x = gl_Position.x;
    output.dx_Position.y = - gl_Position.y;
    output.dx_Position.z = (gl_Position.z + gl_Position.w) * 0.5;
    output.dx_Position.w = gl_Position.w;
    output.v0 = _vRectParams_Stage0;
    output.v1 = _vDashParams_Stage0;

    return output;
}

VS_OUTPUT main(VS_INPUT input){
    initAttributes(input);

(_vDashParams_Stage0 = _inDashParams);
(_vRectParams_Stage0 = _inRect);
float2 __tmp_0_inPosition3027 = _inPosition;
(gl_Position = vec4_ctor(__tmp_0_inPosition3027.x, __tmp_0_inPosition3027.y, 0.0, 1.0));
(gl_Position = vec4_ctor(((gl_Position.xy * _sk_RTAdjust.xz) + (gl_Position.ww * _sk_RTAdjust.yw)), 0.0, gl_Position.w));
return generateOutput(input);
}
struct PS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 v0 : TEXCOORD0;
    float3 v1 : TEXCOORD1;
};

#pragma warning( disable: 3556 3571 )
float2 vec2_ctor(float x0, float x1)
{
    return float2(x0, x1);
}
float4 vec4_ctor(float x0)
{
    return float4(x0, x0, x0, x0);
}
// Uniforms

uniform float4 _uColor_Stage0 : register(c0);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Varyings
static  float3 _vDashParams_Stage0 = {0, 0, 0};
static  float4 _vRectParams_Stage0 = {0, 0, 0, 0};

static float4 gl_Color[1] =
{
    float4(0, 0, 0, 0)
};

cbuffer DriverConstants : register(b1)
{
};

#define GL_USES_FRAG_COLOR
@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){
    _vRectParams_Stage0 = input.v0;
    _vDashParams_Stage0 = input.v1.xyz;

float4 _outputColor_Stage03024 = {0, 0, 0, 0};
(_outputColor_Stage03024 = _uColor_Stage0);
float _xShifted3025 = (_vDashParams_Stage0.x - (floor((_vDashParams_Stage0.x / _vDashParams_Stage0.z)) * _vDashParams_Stage0.z));
float2 _fragPosShifted3026 = vec2_ctor(_xShifted3025, _vDashParams_Stage0.y);
float _xSub3027 = {0};
float _ySub3028 = {0};
(_xSub3027 = min((_fragPosShifted3026.x - _vRectParams_Stage0.x), 0.0));
(_xSub3027 += min((_vRectParams_Stage0.z - _fragPosShifted3026.x), 0.0));
(_ySub3028 = min((_fragPosShifted3026.y - _vRectParams_Stage0.y), 0.0));
(_ySub3028 += min((_vRectParams_Stage0.w - _fragPosShifted3026.y), 0.0));
float _alpha3029 = ((1.0 + max(_xSub3027, -1.0)) * (1.0 + max(_ySub3028, -1.0)));
float4 _outputCoverage_Stage03030 = vec4_ctor(_alpha3029);
{
(gl_Color[0] = (_outputColor_Stage03024 * _outputCoverage_Stage03030));
}
return generateOutput();
}
R�	gl_Color0gl_Color[0]Rstruct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 v0 : TEXCOORD0;
    float3 v1 : TEXCOORD1;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 v0 : TEXCOORD0;
    float3 v1 : TEXCOORD1;
};

void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput)
{
    output.gl_Position = input.gl_Position;
    output.v0 = input.v0; 
    output.v1 = input.v1; 
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
���(DXBC�z��>��S@�)�E��(4D�0�RDEFh<����RD11< ($\$Globals���\� ����������_sk_RTAdjustfloat4�Microsoft (R) HLSL Shader Compiler 10.1ISGN\PPPTEXCOORD���OSGN�htttSV_PositionTEXCOORD���SHEXTPUjYF� _2_r_�g� e� e� er h6� @?�?22F�� օ 6" �A6 
62 F6� @�?6� F6r F>STAT�	��DXBC�=���5"U�
�	�ؙ�4H�TRDEFh<����RD11< ($\$Globals���\�����������_uColor_Stage0float4���Microsoft (R) HLSL Shader Compiler 10.1ISGN�htttSV_PositionTEXCOORD���OSGN, SV_TARGET��SHEXHP�jYF� b�bre� h
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8� F� >STAT�BPLG���*788efd1c721aP��position
_uposition����������������R��color_ucolor����������������R��sk_RTAdjust
_usk_RTAdjust����������������������������������������R��urectH_Stage1_c0_uurectH_Stage1_c0����������������������������������������[��umatrix_Stage1_c0_c0_uumatrix_Stage1_c0_c0����������������������������������������R��urectUniform_Stage2_c1_uurectUniform_Stage2_c1����������������������������������������^�uTextureSampler_0_Stage1_uuTextureSampler_0_Stage1������������������������������������������^������������������������������������������������������������������������������������������������������������������������������������������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    float4 v0 : TEXCOORD0;
};
#pragma warning( disable: 3556 3571 )
float4 vec4_ctor(float x0, float x1, float x2, float x3)
{
    return float4(x0, x1, x2, x3);
}
float4 vec4_ctor(float2 x0, float x1, float x2)
{
    return float4(x0, x1, x2);
}
// Uniforms

uniform float4 _sk_RTAdjust : register(c1);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Attributes
static float2 _position = {0, 0};
static float4 _color = {0, 0, 0, 0};

static float4 gl_Position = float4(0, 0, 0, 0);

// Varyings
static  float4 _vcolor_Stage0 = {0, 0, 0, 0};

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewAdjust : packoffset(c1);
    float2 dx_ViewCoords : packoffset(c2);
    float2 dx_ViewScale  : packoffset(c3);
};

@@ VERTEX ATTRIBUTES @@

VS_OUTPUT generateOutput(VS_INPUT input)
{
    VS_OUTPUT output;
    output.gl_Position = gl_Position;
    output.dx_Position.x = gl_Position.x;
    output.dx_Position.y = - gl_Position.y;
    output.dx_Position.z = (gl_Position.z + gl_Position.w) * 0.5;
    output.dx_Position.w = gl_Position.w;
    output.gl_FragCoord = gl_Position;
    output.v0 = _vcolor_Stage0;

    return output;
}

VS_OUTPUT main(VS_INPUT input){
    initAttributes(input);

(_vcolor_Stage0 = _color);
(gl_Position = vec4_ctor(_position.x, _position.y, 0.0, 1.0));
(gl_Position = vec4_ctor(((gl_Position.xy * _sk_RTAdjust.xz) + (gl_Position.ww * _sk_RTAdjust.yw)), 0.0, gl_Position.w));
return generateOutput(input);
}

struct PS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    float4 v0 : TEXCOORD0;
};

#pragma warning( disable: 3556 3571 )
float float_ctor(int x0)
{
    return float(x0);
}
float2 vec2_ctor(float x0, float x1)
{
    return float2(x0, x1);
}
float3 vec3_ctor(float2 x0, float x1)
{
    return float3(x0, x1);
}
float4 vec4_ctor(float x0)
{
    return float4(x0, x0, x0, x0);
}
float4 vec4_ctor(float2 x0, float2 x1)
{
    return float4(x0, x1);
}
// Uniforms

uniform float4 _urectH_Stage1_c0 : register(c0);
uniform float3x3 _umatrix_Stage1_c0_c0 : register(c1);
uniform float4 _urectUniform_Stage2_c1 : register(c4);
static const uint _uTextureSampler_0_Stage1 = 0;
uniform Texture2D<float4> textures2D[1] : register(t0);
uniform SamplerState samplers2D[1] : register(s0);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Varyings
static  float4 _vcolor_Stage0 = {0, 0, 0, 0};

static float4 gl_Color[1] =
{
    float4(0, 0, 0, 0)
};
static float4 gl_FragCoord = float4(0, 0, 0, 0);

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewCoords : packoffset(c1);
    float3 dx_DepthFront : packoffset(c2);
    float2 dx_ViewScale : packoffset(c3);
    struct SamplerMetadata
    {
        int baseLevel;
        int internalFormatBits;
        int wrapModes;
        int padding;
        int4 intBorderColor;
    };
    SamplerMetadata samplerMetadata[1] : packoffset(c4);
};

#define GL_USES_FRAG_COLOR
float4 gl_texture2D(uint samplerIndex, float2 t)
{
    return textures2D[samplerIndex].Sample(samplers2D[samplerIndex], float2(t.x, t.y));
}

#define GL_USES_FRAG_COORD
@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){
    float rhw = 1.0 / input.gl_FragCoord.w;
    gl_FragCoord.x = input.dx_Position.x;
    gl_FragCoord.y = input.dx_Position.y;
    gl_FragCoord.z = (input.gl_FragCoord.z * rhw) * dx_DepthFront.x + dx_DepthFront.y;
    gl_FragCoord.w = rhw;
    _vcolor_Stage0 = input.v0;

float4 _outputColor_Stage03026 = {0, 0, 0, 0};
(_outputColor_Stage03026 = _vcolor_Stage0);
float4 _output_Stage13027 = {0, 0, 0, 0};
float __1_xCoverage3028 = {0};
float __2_yCoverage3029 = {0};
float2 __3_pos3030 = gl_FragCoord.xy;
{
float2 __4_xy3031 = {0, 0};
{
(__4_xy3031 = max((_urectH_Stage1_c0.xy - __3_pos3030), (__3_pos3030 - _urectH_Stage1_c0.zw)));
}
(__1_xCoverage3028 = gl_texture2D(_uTextureSampler_0_Stage1, mul(transpose(_umatrix_Stage1_c0_c0), vec3_ctor(vec2_ctor(__4_xy3031.x, 0.5), 1.0)).xy).x);
(__2_yCoverage3029 = gl_texture2D(_uTextureSampler_0_Stage1, mul(transpose(_umatrix_Stage1_c0_c0), vec3_ctor(vec2_ctor(__4_xy3031.y, 0.5), 1.0)).xy).x);
}
(_output_Stage13027 = (vec4_ctor(__1_xCoverage3028) * __2_yCoverage3029));
float4 _output_Stage23032 = {0, 0, 0, 0};
float __6_coverage3033 = {0};
{
int sbda = {0};
if (all((vec4_ctor(gl_FragCoord.xy, _urectUniform_Stage2_c1.zw) > vec4_ctor(_urectUniform_Stage2_c1.xy, gl_FragCoord.xy))))
{
(sbda = 1);
}
else
{
(sbda = 0);
}
(__6_coverage3033 = float_ctor(sbda));
}
{
(__6_coverage3033 = (1.0 - __6_coverage3033));
}
(_output_Stage23032 = (_output_Stage13027 * __6_coverage3033));
{
(gl_Color[0] = (_outputColor_Stage03026 * _output_Stage23032));
}
return generateOutput();
}
R�	gl_Color0gl_Color[0]ystruct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    float4 v0 : TEXCOORD0;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    float4 v0 : TEXCOORD0;
};

void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput)
{
    output.gl_Position = input.gl_Position;
    output.v0 = input.v0; 
    output.gl_FragCoord = input.gl_FragCoord;
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
��$DXBC"���c�F�ڵ�NWc$4D��RDEFh<����RD11< ($\$Globals���\� ����������_sk_RTAdjustfloat4�Microsoft (R) HLSL Shader Compiler 10.1ISGND88TEXCOORD���OSGN�htttSV_PositionTEXCOORD���SHEXhPZjYF� _2_�g� e� e� e� h6� @?�?22F�� օ 6" �A6 
62 F62 F6� @�?6� @�?6� F>STAT�
�lDXBCp���_A�����0l4T��RDEF�<����RD11< ($������
�samplers2D[0]textures2D[0]$Globals�����PTp���������,����������@p��������_urectH_Stage1_c0float4���f_umatrix_Stage1_c0_c0float3x3��_urectUniform_Stage2_c1Microsoft (R) HLSL Shader Compiler 10.1ISGN�htttSV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX�P�jYF� Z`XpUUd 2b�e� h	2F�AF� 	��� �A42�
F6�@?�?F� �"F� �E���CUFF~`F� �"F� �E���CU"F~`8
1b� 12F� bV"*7	"@@�?8
8� F>STAT�BPLG��g788efd1c721aP��position
_uposition����������������R��color_ucolor����������������R��sk_RTAdjust
_usk_RTAdjust����������������������������������������R��urectUniform_Stage1_c0_uurectUniform_Stage1_c0�����������������������������������������������������������������������������������������������������������������������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    float4 v0 : TEXCOORD0;
};
#pragma warning( disable: 3556 3571 )
float4 vec4_ctor(float x0, float x1, float x2, float x3)
{
    return float4(x0, x1, x2, x3);
}
float4 vec4_ctor(float2 x0, float x1, float x2)
{
    return float4(x0, x1, x2);
}
// Uniforms

uniform float4 _sk_RTAdjust : register(c1);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Attributes
static float2 _position = {0, 0};
static float4 _color = {0, 0, 0, 0};

static float4 gl_Position = float4(0, 0, 0, 0);

// Varyings
static  float4 _vcolor_Stage0 = {0, 0, 0, 0};

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewAdjust : packoffset(c1);
    float2 dx_ViewCoords : packoffset(c2);
    float2 dx_ViewScale  : packoffset(c3);
};

@@ VERTEX ATTRIBUTES @@

VS_OUTPUT generateOutput(VS_INPUT input)
{
    VS_OUTPUT output;
    output.gl_Position = gl_Position;
    output.dx_Position.x = gl_Position.x;
    output.dx_Position.y = - gl_Position.y;
    output.dx_Position.z = (gl_Position.z + gl_Position.w) * 0.5;
    output.dx_Position.w = gl_Position.w;
    output.gl_FragCoord = gl_Position;
    output.v0 = _vcolor_Stage0;

    return output;
}

VS_OUTPUT main(VS_INPUT input){
    initAttributes(input);

(_vcolor_Stage0 = _color);
(gl_Position = vec4_ctor(_position.x, _position.y, 0.0, 1.0));
(gl_Position = vec4_ctor(((gl_Position.xy * _sk_RTAdjust.xz) + (gl_Position.ww * _sk_RTAdjust.yw)), 0.0, gl_Position.w));
return generateOutput(input);
}
%struct PS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    float4 v0 : TEXCOORD0;
};

#pragma warning( disable: 3556 3571 )
float4 vec4_ctor(float x0)
{
    return float4(x0, x0, x0, x0);
}
// Uniforms

uniform float4 _urectUniform_Stage1_c0 : register(c0);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Varyings
static  float4 _vcolor_Stage0 = {0, 0, 0, 0};

static float4 gl_Color[1] =
{
    float4(0, 0, 0, 0)
};
static float4 gl_FragCoord = float4(0, 0, 0, 0);

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewCoords : packoffset(c1);
    float3 dx_DepthFront : packoffset(c2);
    float2 dx_ViewScale : packoffset(c3);
};

#define GL_USES_FRAG_COLOR
#define GL_USES_FRAG_COORD
@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){
    float rhw = 1.0 / input.gl_FragCoord.w;
    gl_FragCoord.x = input.dx_Position.x;
    gl_FragCoord.y = input.dx_Position.y;
    gl_FragCoord.z = (input.gl_FragCoord.z * rhw) * dx_DepthFront.x + dx_DepthFront.y;
    gl_FragCoord.w = rhw;
    _vcolor_Stage0 = input.v0;

float4 _outputColor_Stage03023 = {0, 0, 0, 0};
(_outputColor_Stage03023 = _vcolor_Stage0);
float4 _output_Stage13024 = {0, 0, 0, 0};
float __1_coverage3025 = {0};
{
float4 __2_dists43026 = clamp((float4(1.0, 1.0, -1.0, -1.0) * (gl_FragCoord.xyxy - _urectUniform_Stage1_c0)), 0.0, 1.0);
float2 __3_dists23027 = ((__2_dists43026.xy + __2_dists43026.zw) - 1.0);
(__1_coverage3025 = (__3_dists23027.x * __3_dists23027.y));
}
{
(__1_coverage3025 = (1.0 - __1_coverage3025));
}
(_output_Stage13024 = vec4_ctor(__1_coverage3025));
{
(gl_Color[0] = (_outputColor_Stage03023 * _output_Stage13024));
}
return generateOutput();
}
R�	gl_Color0gl_Color[0]ystruct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    float4 v0 : TEXCOORD0;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    float4 v0 : TEXCOORD0;
};

void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput)
{
    output.gl_Position = input.gl_Position;
    output.v0 = input.v0; 
    output.gl_FragCoord = input.gl_FragCoord;
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
��$DXBC"���c�F�ڵ�NWc$4D��RDEFh<����RD11< ($\$Globals���\� ����������_sk_RTAdjustfloat4�Microsoft (R) HLSL Shader Compiler 10.1ISGND88TEXCOORD���OSGN�htttSV_PositionTEXCOORD���SHEXhPZjYF� _2_�g� e� e� e� h6� @?�?22F�� օ 6" �A6 
62 F62 F6� @�?6� @�?6� F>STAT�
��DXBC����q��w ^�4P�8RDEFh<����RD11< ($\$Globals���\�����������_urectUniform_Stage1_c0float4��Microsoft (R) HLSL Shader Compiler 10.1ISGN�htttSV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX$PIjYF� d 2b�e� h	�FF� �A8 
�F@�?�?����2�
F
2F@����2

�A@�?8� F>STAT�BPLG��788efd1c721aP��
inPosition_uinPosition����������������R��sk_RTAdjust
_usk_RTAdjust����������������������������������������R��uviewMatrix_Stage0_uuviewMatrix_Stage0����������������������������������������R��
uColor_Stage0_uuColor_Stage0����������������������������������������������������������������������������������������������������������������������������������������������������������������������������Pstruct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD0;
};
#pragma warning( disable: 3556 3571 )
float4 vec4_ctor(float x0, float x1, float x2, float x3)
{
    return float4(x0, x1, x2, x3);
}
float4 vec4_ctor(float2 x0, float x1, float x2)
{
    return float4(x0, x1, x2);
}
// Uniforms

uniform float4 _sk_RTAdjust : register(c1);
uniform float4 _uviewMatrix_Stage0 : register(c2);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Attributes
static float2 _inPosition = {0, 0};

static float4 gl_Position = float4(0, 0, 0, 0);

// Varyings

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewAdjust : packoffset(c1);
    float2 dx_ViewCoords : packoffset(c2);
    float2 dx_ViewScale  : packoffset(c3);
};

@@ VERTEX ATTRIBUTES @@

VS_OUTPUT generateOutput(VS_INPUT input)
{
    VS_OUTPUT output;
    output.gl_Position = gl_Position;
    output.dx_Position.x = gl_Position.x;
    output.dx_Position.y = - gl_Position.y;
    output.dx_Position.z = (gl_Position.z + gl_Position.w) * 0.5;
    output.dx_Position.w = gl_Position.w;

    return output;
}

VS_OUTPUT main(VS_INPUT input){
    initAttributes(input);

float2 __tmp_0_inPosition3024 = ((_uviewMatrix_Stage0.xz * _inPosition) + _uviewMatrix_Stage0.yw);
(gl_Position = vec4_ctor(__tmp_0_inPosition3024.x, __tmp_0_inPosition3024.y, 0.0, 1.0));
(gl_Position = vec4_ctor(((gl_Position.xy * _sk_RTAdjust.xz) + (gl_Position.ww * _sk_RTAdjust.yw)), 0.0, gl_Position.w));
return generateOutput(input);
}
�struct PS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD0;
};

#pragma warning( disable: 3556 3571 )
// Uniforms

uniform float4 _uColor_Stage0 : register(c0);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Varyings

static float4 gl_Color[1] =
{
    float4(0, 0, 0, 0)
};

cbuffer DriverConstants : register(b1)
{
};

#define GL_USES_FRAG_COLOR
@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){

float4 _outputColor_Stage03022 = {0, 0, 0, 0};
(_outputColor_Stage03022 = _uColor_Stage0);
{
(gl_Color[0] = _outputColor_Stage03022);
}
return generateOutput();
}
R�	gl_Color0gl_Color[0]�struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD0;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD0;
};

void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput)
{
    output.gl_Position = input.gl_Position;
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
��DXBC�־@�eP��M�A�2��4��<RDEFDh<���RD11< ($\$Globals���\�0���������� ���������_sk_RTAdjustfloat4�_uviewMatrix_Stage0Microsoft (R) HLSL Shader Compiler 10.1ISGN, TEXCOORD���OSGNP8DSV_PositionTEXCOORD���SHEX(PJjYF� _2g� e� h6� @?�?22�� Fօ 22F�� օ 6" �A6 
62 F6� @�?>STAT���DXBC2��Wo�t��]��4H�� RDEFh<����RD11< ($\$Globals���\�����������_uColor_Stage0float4���Microsoft (R) HLSL Shader Compiler 10.1ISGNP8DSV_PositionTEXCOORD���OSGN, SV_TARGET��SHEXDPjYF� e� 6� F� >STAT�BPLG��_*788efd1c721aP��position
_uposition����������������R��color_ucolor����������������P��
localCoord_ulocalCoord����������������R��sk_RTAdjust
_usk_RTAdjust����������������������������������������[��umatrix_Stage1_c0_c0_uumatrix_Stage1_c0_c0����������������������������������������R��uinnerRect_Stage2_c1_uuinnerRect_Stage2_c1����������������������������������������P��uradiusPlusHalf_Stage2_c1_uuradiusPlusHalf_Stage2_c1����������������������������������������^�uTextureSampler_0_Stage1_uuTextureSampler_0_Stage1������������������������������������������^�������������������������������������������������������������������������������������������������������������������������������������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 gl_FragCoord : TEXCOORD3;
    float4 v0 : TEXCOORD0;
    float2 v1 : TEXCOORD1;
};
#pragma warning( disable: 3556 3571 )
float3 vec3_ctor(float2 x0, float x1)
{
    return float3(x0, x1);
}
float4 vec4_ctor(float x0, float x1, float x2, float x3)
{
    return float4(x0, x1, x2, x3);
}
float4 vec4_ctor(float2 x0, float x1, float x2)
{
    return float4(x0, x1, x2);
}
// Uniforms

uniform float4 _sk_RTAdjust : register(c1);
uniform float3x3 _umatrix_Stage1_c0_c0 : register(c2);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Attributes
static float2 _position = {0, 0};
static float4 _color = {0, 0, 0, 0};
static float2 _localCoord = {0, 0};

static float4 gl_Position = float4(0, 0, 0, 0);

// Varyings
static  float4 _vcolor_Stage0 = {0, 0, 0, 0};
static  float2 _vTransformedCoords_0_Stage0 = {0, 0};

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewAdjust : packoffset(c1);
    float2 dx_ViewCoords : packoffset(c2);
    float2 dx_ViewScale  : packoffset(c3);
};

@@ VERTEX ATTRIBUTES @@

VS_OUTPUT generateOutput(VS_INPUT input)
{
    VS_OUTPUT output;
    output.gl_Position = gl_Position;
    output.dx_Position.x = gl_Position.x;
    output.dx_Position.y = - gl_Position.y;
    output.dx_Position.z = (gl_Position.z + gl_Position.w) * 0.5;
    output.dx_Position.w = gl_Position.w;
    output.gl_FragCoord = gl_Position;
    output.v0 = _vcolor_Stage0;
    output.v1 = _vTransformedCoords_0_Stage0;

    return output;
}

VS_OUTPUT main(VS_INPUT input){
    initAttributes(input);

(_vcolor_Stage0 = _color);
(gl_Position = vec4_ctor(_position.x, _position.y, 0.0, 1.0));
{
(_vTransformedCoords_0_Stage0 = mul(transpose(_umatrix_Stage1_c0_c0), vec3_ctor(_localCoord, 1.0)).xy);
}
(gl_Position = vec4_ctor(((gl_Position.xy * _sk_RTAdjust.xz) + (gl_Position.ww * _sk_RTAdjust.yw)), 0.0, gl_Position.w));
return generateOutput(input);
}
;
struct PS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 gl_FragCoord : TEXCOORD3;
    float4 v0 : TEXCOORD0;
    float2 v1 : TEXCOORD1;
};

#pragma warning( disable: 3556 3571 )
float4 vec4_ctor(float x0)
{
    return float4(x0, x0, x0, x0);
}
// Uniforms

uniform float4 _uinnerRect_Stage2_c1 : register(c0);
uniform float2 _uradiusPlusHalf_Stage2_c1 : register(c1);
static const uint _uTextureSampler_0_Stage1 = 0;
uniform Texture2D<float4> textures2D[1] : register(t0);
uniform SamplerState samplers2D[1] : register(s0);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Varyings
static  float4 _vcolor_Stage0 = {0, 0, 0, 0};
static  float2 _vTransformedCoords_0_Stage0 = {0, 0};

static float4 gl_Color[1] =
{
    float4(0, 0, 0, 0)
};
static float4 gl_FragCoord = float4(0, 0, 0, 0);

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewCoords : packoffset(c1);
    float3 dx_DepthFront : packoffset(c2);
    float2 dx_ViewScale : packoffset(c3);
    struct SamplerMetadata
    {
        int baseLevel;
        int internalFormatBits;
        int wrapModes;
        int padding;
        int4 intBorderColor;
    };
    SamplerMetadata samplerMetadata[1] : packoffset(c4);
};

#define GL_USES_FRAG_COLOR
float4 gl_texture2D(uint samplerIndex, float2 t)
{
    return textures2D[samplerIndex].Sample(samplers2D[samplerIndex], float2(t.x, t.y));
}

#define GL_USES_FRAG_COORD
@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){
    float rhw = 1.0 / input.gl_FragCoord.w;
    gl_FragCoord.x = input.dx_Position.x;
    gl_FragCoord.y = input.dx_Position.y;
    gl_FragCoord.z = (input.gl_FragCoord.z * rhw) * dx_DepthFront.x + dx_DepthFront.y;
    gl_FragCoord.w = rhw;
    _vcolor_Stage0 = input.v0;
    _vTransformedCoords_0_Stage0 = input.v1.xy;

float4 _outputColor_Stage03027 = {0, 0, 0, 0};
(_outputColor_Stage03027 = _vcolor_Stage0);
float4 _output_Stage13028 = {0, 0, 0, 0};
(_output_Stage13028 = gl_texture2D(_uTextureSampler_0_Stage1, _vTransformedCoords_0_Stage0));
float4 _output_Stage23029 = {0, 0, 0, 0};
float2 __0_dxy03030 = (_uinnerRect_Stage2_c1.xy - gl_FragCoord.xy);
float2 __1_dxy13031 = (gl_FragCoord.xy - _uinnerRect_Stage2_c1.zw);
float2 __2_dxy3032 = max(max(__0_dxy03030, __1_dxy13031), 0.0);
float __3_alpha3033 = clamp((_uradiusPlusHalf_Stage2_c1.x - length(__2_dxy3032)), 0.0, 1.0);
(_output_Stage23029 = vec4_ctor(__3_alpha3033));
{
(gl_Color[0] = (_output_Stage13028 * _output_Stage23029));
}
return generateOutput();
}
R�	gl_Color0gl_Color[0]�struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 gl_FragCoord : TEXCOORD3;
    float4 v0 : TEXCOORD0;
    float2 v1 : TEXCOORD1;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 gl_FragCoord : TEXCOORD3;
    float4 v0 : TEXCOORD0;
    float2 v1 : TEXCOORD1;
};

void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput)
{
    output.gl_Position = input.gl_Position;
    output.v0 = input.v0; 
    output.v1 = input.v1; 
    output.gl_FragCoord = input.gl_FragCoord;
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
���@DXBCH���+r5G��U��@4���RDEFth<���LRD11< ($\$Globals���\�P���������� ,(��������_sk_RTAdjustfloat4�_umatrix_Stage1_c0_c0float3x3�Microsoft (R) HLSL Shader Compiler 10.1ISGN\PPPTEXCOORD���OSGN������SV_PositionTEXCOORD���SHEX�PzjYF� _2_�_2g� e� e� e� e2 h6� @?�?22F�� օ 6" �A6 
62 F62 F6� @�?6� @�?6� F62F6B@�? F� F" F� F>STAT�	�(DXBC��Ǣ���A{|v(4���RDEF��<����RD11< ($������
�samplers2D[0]textures2D[0]$Globals����� ,L��������p���������_uinnerRect_Stage2_c1float4���B_uradiusPlusHalf_Stage2_c1float2���Microsoft (R) HLSL Shader Compiler 10.1ISGN������SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX�PejYF� Z`XpUUd 2b2e� h	2F�AF� 	��� �A42�
F4
2F@FFK
 	
�A
� E���CU�FF~`8� F>STAT�
BPLG��60788efd1c721aP��position
_uposition����������������R��color_ucolor����������������R��sk_RTAdjust
_usk_RTAdjust����������������������������������������R��uinnerRect_Stage1_c0_uuinnerRect_Stage1_c0����������������������������������������P��uradiusPlusHalf_Stage1_c0_uuradiusPlusHalf_Stage1_c0����������������������������������������R��uinnerRect_Stage1_c0_c0_uuinnerRect_Stage1_c0_c0����������������������������������������P��uradiusPlusHalf_Stage1_c0_c0_uuradiusPlusHalf_Stage1_c0_c0����������������������������������������Q��u_0_var_Stage1_c0_c0_c0[0]_uu_0_var_Stage1_c0_c0_c0[0]����������������������������������������������	���������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    float4 v0 : TEXCOORD0;
};
#pragma warning( disable: 3556 3571 )
float4 vec4_ctor(float x0, float x1, float x2, float x3)
{
    return float4(x0, x1, x2, x3);
}
float4 vec4_ctor(float2 x0, float x1, float x2)
{
    return float4(x0, x1, x2);
}
// Uniforms

uniform float4 _sk_RTAdjust : register(c1);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Attributes
static float2 _position = {0, 0};
static float4 _color = {0, 0, 0, 0};

static float4 gl_Position = float4(0, 0, 0, 0);

// Varyings
static  float4 _vcolor_Stage0 = {0, 0, 0, 0};

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewAdjust : packoffset(c1);
    float2 dx_ViewCoords : packoffset(c2);
    float2 dx_ViewScale  : packoffset(c3);
};

@@ VERTEX ATTRIBUTES @@

VS_OUTPUT generateOutput(VS_INPUT input)
{
    VS_OUTPUT output;
    output.gl_Position = gl_Position;
    output.dx_Position.x = gl_Position.x;
    output.dx_Position.y = - gl_Position.y;
    output.dx_Position.z = (gl_Position.z + gl_Position.w) * 0.5;
    output.dx_Position.w = gl_Position.w;
    output.gl_FragCoord = gl_Position;
    output.v0 = _vcolor_Stage0;

    return output;
}

VS_OUTPUT main(VS_INPUT input){
    initAttributes(input);

(_vcolor_Stage0 = _color);
(gl_Position = vec4_ctor(_position.x, _position.y, 0.0, 1.0));
(gl_Position = vec4_ctor(((gl_Position.xy * _sk_RTAdjust.xz) + (gl_Position.ww * _sk_RTAdjust.yw)), 0.0, gl_Position.w));
return generateOutput(input);
}
�struct PS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    float4 v0 : TEXCOORD0;
};

#pragma warning( disable: 3556 3571 )
float2 vec2_ctor(float x0, float x1)
{
    return float2(x0, x1);
}
float3 vec3_ctor(float2 x0, float x1)
{
    return float3(x0, x1);
}
float4 vec4_ctor(float x0)
{
    return float4(x0, x0, x0, x0);
}
// Uniforms

uniform float4 _uinnerRect_Stage1_c0 : register(c0);
uniform float2 _uradiusPlusHalf_Stage1_c0 : register(c1);
uniform float4 _uinnerRect_Stage1_c0_c0 : register(c2);
uniform float2 _uradiusPlusHalf_Stage1_c0_c0 : register(c3);
uniform float3 _u_0_var_Stage1_c0_c0_c0[4] : register(c4);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Varyings
static  float4 _vcolor_Stage0 = {0, 0, 0, 0};

static float4 gl_Color[1] =
{
    float4(0, 0, 0, 0)
};
static float4 gl_FragCoord = float4(0, 0, 0, 0);

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewCoords : packoffset(c1);
    float3 dx_DepthFront : packoffset(c2);
    float2 dx_ViewScale : packoffset(c3);
};

#define GL_USES_FRAG_COLOR
#define GL_USES_FRAG_COORD
@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){
    float rhw = 1.0 / input.gl_FragCoord.w;
    gl_FragCoord.x = input.dx_Position.x;
    gl_FragCoord.y = input.dx_Position.y;
    gl_FragCoord.z = (input.gl_FragCoord.z * rhw) * dx_DepthFront.x + dx_DepthFront.y;
    gl_FragCoord.w = rhw;
    _vcolor_Stage0 = input.v0;

float4 _outputColor_Stage03027 = {0, 0, 0, 0};
(_outputColor_Stage03027 = _vcolor_Stage0);
float4 _output_Stage13028 = {0, 0, 0, 0};
float2 __9_dxy03029 = (_uinnerRect_Stage1_c0.xy - gl_FragCoord.xy);
float __10_dx13030 = (gl_FragCoord.x - _uinnerRect_Stage1_c0.z);
float2 __11_dxy3031 = max(vec2_ctor(max(__9_dxy03029.x, __10_dx13030), __9_dxy03029.y), 0.0);
float __12_bottomAlpha3032 = clamp((_uinnerRect_Stage1_c0.w - gl_FragCoord.y), 0.0, 1.0);
float __13_alpha3033 = (__12_bottomAlpha3032 * clamp((_uradiusPlusHalf_Stage1_c0.x - length(__11_dxy3031)), 0.0, 1.0));
float2 __14_dxy03034 = (_uinnerRect_Stage1_c0_c0.xy - gl_FragCoord.xy);
float __15_dx13035 = (gl_FragCoord.x - _uinnerRect_Stage1_c0_c0.z);
float2 __16_dxy3036 = max(vec2_ctor(max(__14_dxy03034.x, __15_dx13035), __14_dxy03034.y), 0.0);
float __17_bottomAlpha3037 = clamp((_uinnerRect_Stage1_c0_c0.w - gl_FragCoord.y), 0.0, 1.0);
float __18_alpha3038 = (__17_bottomAlpha3037 * clamp((_uradiusPlusHalf_Stage1_c0_c0.x - length(__16_dxy3036)), 0.0, 1.0));
(__18_alpha3038 = (1.0 - __18_alpha3038));
float __19_alpha3039 = {1.0};
float __20_edge3040 = {0};
(__20_edge3040 = dot(_u_0_var_Stage1_c0_c0_c0[0], vec3_ctor(gl_FragCoord.xy, 1.0)));
float sbe1 = {0};
if ((__20_edge3040 >= 0.5))
{
(sbe1 = 1.0);
}
else
{
(sbe1 = 0.0);
}
(__20_edge3040 = sbe1);
(__19_alpha3039 *= __20_edge3040);
(__20_edge3040 = dot(_u_0_var_Stage1_c0_c0_c0[1], vec3_ctor(gl_FragCoord.xy, 1.0)));
float sbe2 = {0};
if ((__20_edge3040 >= 0.5))
{
(sbe2 = 1.0);
}
else
{
(sbe2 = 0.0);
}
(__20_edge3040 = sbe2);
(__19_alpha3039 *= __20_edge3040);
(__20_edge3040 = dot(_u_0_var_Stage1_c0_c0_c0[2], vec3_ctor(gl_FragCoord.xy, 1.0)));
float sbe3 = {0};
if ((__20_edge3040 >= 0.5))
{
(sbe3 = 1.0);
}
else
{
(sbe3 = 0.0);
}
(__20_edge3040 = sbe3);
(__19_alpha3039 *= __20_edge3040);
(__20_edge3040 = dot(_u_0_var_Stage1_c0_c0_c0[3], vec3_ctor(gl_FragCoord.xy, 1.0)));
float sbe4 = {0};
if ((__20_edge3040 >= 0.5))
{
(sbe4 = 1.0);
}
else
{
(sbe4 = 0.0);
}
(__20_edge3040 = sbe4);
(__19_alpha3039 *= __20_edge3040);
(_output_Stage13028 = ((vec4_ctor(__19_alpha3039) * __18_alpha3038) * __13_alpha3033));
{
(gl_Color[0] = (_outputColor_Stage03027 * _output_Stage13028));
}
return generateOutput();
}
R�	gl_Color0gl_Color[0]ystruct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    float4 v0 : TEXCOORD0;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    float4 v0 : TEXCOORD0;
};

void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput)
{
    output.gl_Position = input.gl_Position;
    output.v0 = input.v0; 
    output.gl_FragCoord = input.gl_FragCoord;
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
��$DXBC"���c�F�ڵ�NWc$4D��RDEFh<����RD11< ($\$Globals���\� ����������_sk_RTAdjustfloat4�Microsoft (R) HLSL Shader Compiler 10.1ISGND88TEXCOORD���OSGN�htttSV_PositionTEXCOORD���SHEXhPZjYF� _2_�g� e� e� e� h6� @?�?22F�� օ 6" �A6 
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��DXBC�>���:`i���uQ�4�<pRDEFxh<���PRD11< ($\$Globals���\��Hh������������������� h���������0���������@<,��������_uinnerRect_Stage1_c0float4���^_uradiusPlusHalf_Stage1_c0float2���_uinnerRect_Stage1_c0_c0_uradiusPlusHalf_Stage1_c0_c0_u_0_var_Stage1_c0_c0_c0float3�$Microsoft (R) HLSL Shader Compiler 10.1ISGN�htttSV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX�P'jYF� d 2b�e� h62F6B@�?�F� F�:@?�:@�?F� F
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8� F>STAT�&BPLG���5788efd1c721aP��
inPosition_uinPosition����������������R��inColor	_uinColor����������������R��inCircleEdge_uinCircleEdge����������������R��sk_RTAdjust
_usk_RTAdjust����������������������������������������R��ulocalMatrix_Stage0_uulocalMatrix_Stage0����������������������������������������[��umatrix_Stage1_c0_c0_c0_c0_uumatrix_Stage1_c0_c0_c0_c0�����������������������������������������urange_Stage1_c0_uurange_Stage1_c0����������������������������������������R�� uleftBorderColor_Stage1_c0_c0_c0"_uuleftBorderColor_Stage1_c0_c0_c0����������������������������������������R��!urightBorderColor_Stage1_c0_c0_c0#_uurightBorderColor_Stage1_c0_c0_c0����������������������������������������R��ustart_Stage1_c0_c0_c0_c1_uustart_Stage1_c0_c0_c0_c1����������������������������������������R��uend_Stage1_c0_c0_c0_c1_uuend_Stage1_c0_c0_c0_c1�������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������	struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD3;
    float4 gl_FragCoord : TEXCOORD4;
    float4 v0 : TEXCOORD0;
    float4 v1 : TEXCOORD1;
    float2 v2 : TEXCOORD2;
};
#pragma warning( disable: 3556 3571 )
float3 vec3_ctor(float2 x0, float x1)
{
    return float3(x0, x1);
}
float4 vec4_ctor(float x0, float x1, float x2, float x3)
{
    return float4(x0, x1, x2, x3);
}
float4 vec4_ctor(float2 x0, float x1, float x2)
{
    return float4(x0, x1, x2);
}
// Uniforms

uniform float4 _sk_RTAdjust : register(c1);
uniform float4 _ulocalMatrix_Stage0 : register(c2);
uniform float3x3 _umatrix_Stage1_c0_c0_c0_c0 : register(c3);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Attributes
static float2 _inPosition = {0, 0};
static float4 _inColor = {0, 0, 0, 0};
static float4 _inCircleEdge = {0, 0, 0, 0};

static float4 gl_Position = float4(0, 0, 0, 0);

// Varyings
static  float4 _vinCircleEdge_Stage0 = {0, 0, 0, 0};
static  float4 _vinColor_Stage0 = {0, 0, 0, 0};
static  float2 _vTransformedCoords_0_Stage0 = {0, 0};

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewAdjust : packoffset(c1);
    float2 dx_ViewCoords : packoffset(c2);
    float2 dx_ViewScale  : packoffset(c3);
};

@@ VERTEX ATTRIBUTES @@

VS_OUTPUT generateOutput(VS_INPUT input)
{
    VS_OUTPUT output;
    output.gl_Position = gl_Position;
    output.dx_Position.x = gl_Position.x;
    output.dx_Position.y = - gl_Position.y;
    output.dx_Position.z = (gl_Position.z + gl_Position.w) * 0.5;
    output.dx_Position.w = gl_Position.w;
    output.gl_FragCoord = gl_Position;
    output.v0 = _vinCircleEdge_Stage0;
    output.v1 = _vinColor_Stage0;
    output.v2 = _vTransformedCoords_0_Stage0;

    return output;
}

VS_OUTPUT main(VS_INPUT input){
    initAttributes(input);

(_vinCircleEdge_Stage0 = _inCircleEdge);
(_vinColor_Stage0 = _inColor);
float2 __tmp_0_inPosition3030 = _inPosition;
float2 __tmp_1_inPosition3031 = ((_ulocalMatrix_Stage0.xz * _inPosition) + _ulocalMatrix_Stage0.yw);
(gl_Position = vec4_ctor(__tmp_0_inPosition3030.x, __tmp_0_inPosition3030.y, 0.0, 1.0));
{
(_vTransformedCoords_0_Stage0 = mul(transpose(_umatrix_Stage1_c0_c0_c0_c0), vec3_ctor(__tmp_1_inPosition3031, 1.0)).xy);
}
(gl_Position = vec4_ctor(((gl_Position.xy * _sk_RTAdjust.xz) + (gl_Position.ww * _sk_RTAdjust.yw)), 0.0, gl_Position.w));
return generateOutput(input);
}
D
struct PS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD3;
    float4 gl_FragCoord : TEXCOORD4;
    float4 v0 : TEXCOORD0;
    float4 v1 : TEXCOORD1;
    float2 v2 : TEXCOORD2;
};

#pragma warning( disable: 3556 3571 )
float4 vec4_ctor(float x0)
{
    return float4(x0, x0, x0, x0);
}
float4 vec4_ctor(float x0, float x1, float x2, float x3)
{
    return float4(x0, x1, x2, x3);
}
float4 vec4_ctor(float3 x0, float x1)
{
    return float4(x0, x1);
}
// Uniforms

uniform float _urange_Stage1_c0 : register(c0);
uniform float4 _uleftBorderColor_Stage1_c0_c0_c0 : register(c1);
uniform float4 _urightBorderColor_Stage1_c0_c0_c0 : register(c2);
uniform float4 _ustart_Stage1_c0_c0_c0_c1 : register(c3);
uniform float4 _uend_Stage1_c0_c0_c0_c1 : register(c4);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Varyings
static  float4 _vinCircleEdge_Stage0 = {0, 0, 0, 0};
static  float4 _vinColor_Stage0 = {0, 0, 0, 0};
static  float2 _vTransformedCoords_0_Stage0 = {0, 0};

static float4 gl_Color[1] =
{
    float4(0, 0, 0, 0)
};
static float4 gl_FragCoord = float4(0, 0, 0, 0);

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewCoords : packoffset(c1);
    float3 dx_DepthFront : packoffset(c2);
    float2 dx_ViewScale : packoffset(c3);
};

#define GL_USES_FRAG_COLOR
#define GL_USES_FRAG_COORD
float4 mod_emu(float4 x, float4 y)
{
    return x - y * floor(x / y);
}


@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){
    float rhw = 1.0 / input.gl_FragCoord.w;
    gl_FragCoord.x = input.dx_Position.x;
    gl_FragCoord.y = input.dx_Position.y;
    gl_FragCoord.z = (input.gl_FragCoord.z * rhw) * dx_DepthFront.x + dx_DepthFront.y;
    gl_FragCoord.w = rhw;
    _vinCircleEdge_Stage0 = input.v0;
    _vinColor_Stage0 = input.v1;
    _vTransformedCoords_0_Stage0 = input.v2.xy;

float4 _circleEdge3030 = {0, 0, 0, 0};
(_circleEdge3030 = _vinCircleEdge_Stage0);
float4 _outputColor_Stage03031 = {0, 0, 0, 0};
(_outputColor_Stage03031 = _vinColor_Stage0);
float _d3032 = length(_circleEdge3030.xy);
float _distanceToOuterEdge3033 = (_circleEdge3030.z * (1.0 - _d3032));
float _edgeAlpha3034 = clamp(_distanceToOuterEdge3033, 0.0, 1.0);
float4 _outputCoverage_Stage03035 = vec4_ctor(_edgeAlpha3034);
float4 _output_Stage13036 = {0, 0, 0, 0};
float4 __4_t3037 = vec4_ctor((_vTransformedCoords_0_Stage0.x + 9.9999997e-06), 1.0, 0.0, 0.0);
float4 __5_outColor3038 = {0, 0, 0, 0};
if ((__4_t3037.x < 0.0))
{
(__5_outColor3038 = _uleftBorderColor_Stage1_c0_c0_c0);
}
else
{
if ((__4_t3037.x > 1.0))
{
(__5_outColor3038 = _urightBorderColor_Stage1_c0_c0_c0);
}
else
{
(__5_outColor3038 = lerp(_ustart_Stage1_c0_c0_c0_c1, _uend_Stage1_c0_c0_c0_c1, __4_t3037.x));
}
}
float4 __6_color3039 = __5_outColor3038;
float __7_value3040 = {0};
{
float4 __8_bits3041 = mod_emu(gl_FragCoord.yxyx, float4(2.0, 2.0, 4.0, 4.0));
(__8_bits3041.zw = step(2.0, __8_bits3041.zw));
(__8_bits3041.xz = abs((__8_bits3041.xz - __8_bits3041.yw)));
(__7_value3040 = (dot(__8_bits3041, float4(0.5, 0.25, 0.125, 0.0625)) - 0.46875));
}
(_output_Stage13036 = vec4_ctor(clamp((__6_color3039.xyz + (__7_value3040 * _urange_Stage1_c0)), 0.0, __6_color3039.w), __6_color3039.w));
{
(gl_Color[0] = (_output_Stage13036 * _outputCoverage_Stage03035));
}
return generateOutput();
}
R�	gl_Color0gl_Color[0]struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD3;
    float4 gl_FragCoord : TEXCOORD4;
    float4 v0 : TEXCOORD0;
    float4 v1 : TEXCOORD1;
    float2 v2 : TEXCOORD2;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD3;
    float4 gl_FragCoord : TEXCOORD4;
    float4 v0 : TEXCOORD0;
    float4 v1 : TEXCOORD1;
    float2 v2 : TEXCOORD2;
};

void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput)
{
    output.gl_Position = input.gl_Position;
    output.v0 = input.v0; 
    output.v1 = input.v1; 
    output.v2 = input.v2; 
    output.gl_FragCoord = input.gl_FragCoord;
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
����DXBCe��)��x����4�X8RDEF�h<����RD11< ($\$Globals���\�`���������0 ��������E0,l��������_sk_RTAdjustfloat4_ulocalMatrix_Stage0_umatrix_Stage1_c0_c0_c0_c0float3x3��aMicrosoft (R) HLSL Shader Compiler 10.1ISGN\PPPTEXCOORD���OSGN�������SV_PositionTEXCOORD���SHEX P�jYF� _2_�_�g� e� e� e� e� e2 h6� @?�?22F�� օ 6" �A6 
62 F62 F6� @�?6� @�?6� F6� F22�� Fօ 6B@�? F� F" F� F>STAT�		��DXBCK��A�W.��6;�.[�4�H|RDEFTh<���+RD11< ($\$Globals���\�PH`������������������� ����������0���������@���������_urange_Stage1_c0floatZ_uleftBorderColor_Stage1_c0_c0_c0float4����_urightBorderColor_Stage1_c0_c0_c0_ustart_Stage1_c0_c0_c0_c1_uend_Stage1_c0_c0_c0_c1Microsoft (R) HLSL Shader Compiler 10.1�ISGN�������SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX�P�jYF� d 2brbe� h8
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inPosition_uinPosition�����������������
inCoverage_uinCoverage����������������R��sk_RTAdjust
_usk_RTAdjust����������������������������������������R��
uColor_Stage0_uuColor_Stage0����������������������������������������R��urectUniform_Stage1_c0_uurectUniform_Stage1_c0�������������������������������������������������������������������������������������������������������������������������������������������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    float v0 : TEXCOORD0;
};
#pragma warning( disable: 3556 3571 )
float4 vec4_ctor(float x0, float x1, float x2, float x3)
{
    return float4(x0, x1, x2, x3);
}
float4 vec4_ctor(float2 x0, float x1, float x2)
{
    return float4(x0, x1, x2);
}
// Uniforms

uniform float4 _sk_RTAdjust : register(c1);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Attributes
static float2 _inPosition = {0, 0};
static float _inCoverage = {0};

static float4 gl_Position = float4(0, 0, 0, 0);

// Varyings
static  float _vinCoverage_Stage0 = {0};

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewAdjust : packoffset(c1);
    float2 dx_ViewCoords : packoffset(c2);
    float2 dx_ViewScale  : packoffset(c3);
};

@@ VERTEX ATTRIBUTES @@

VS_OUTPUT generateOutput(VS_INPUT input)
{
    VS_OUTPUT output;
    output.gl_Position = gl_Position;
    output.dx_Position.x = gl_Position.x;
    output.dx_Position.y = - gl_Position.y;
    output.dx_Position.z = (gl_Position.z + gl_Position.w) * 0.5;
    output.dx_Position.w = gl_Position.w;
    output.gl_FragCoord = gl_Position;
    output.v0 = _vinCoverage_Stage0;

    return output;
}

VS_OUTPUT main(VS_INPUT input){
    initAttributes(input);

float2 __tmp_0_inPosition3025 = _inPosition;
(_vinCoverage_Stage0 = _inCoverage);
(gl_Position = vec4_ctor(__tmp_0_inPosition3025.x, __tmp_0_inPosition3025.y, 0.0, 1.0));
(gl_Position = vec4_ctor(((gl_Position.xy * _sk_RTAdjust.xz) + (gl_Position.ww * _sk_RTAdjust.yw)), 0.0, gl_Position.w));
return generateOutput(input);
}
4struct PS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    float v0 : TEXCOORD0;
};

#pragma warning( disable: 3556 3571 )
float float_ctor(int x0)
{
    return float(x0);
}
float4 vec4_ctor(float x0)
{
    return float4(x0, x0, x0, x0);
}
float4 vec4_ctor(float2 x0, float2 x1)
{
    return float4(x0, x1);
}
// Uniforms

uniform float4 _uColor_Stage0 : register(c0);
uniform float4 _urectUniform_Stage1_c0 : register(c1);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Varyings
static  float _vinCoverage_Stage0 = {0};

static float4 gl_Color[1] =
{
    float4(0, 0, 0, 0)
};
static float4 gl_FragCoord = float4(0, 0, 0, 0);

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewCoords : packoffset(c1);
    float3 dx_DepthFront : packoffset(c2);
    float2 dx_ViewScale : packoffset(c3);
};

#define GL_USES_FRAG_COLOR
#define GL_USES_FRAG_COORD
@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){
    float rhw = 1.0 / input.gl_FragCoord.w;
    gl_FragCoord.x = input.dx_Position.x;
    gl_FragCoord.y = input.dx_Position.y;
    gl_FragCoord.z = (input.gl_FragCoord.z * rhw) * dx_DepthFront.x + dx_DepthFront.y;
    gl_FragCoord.w = rhw;
    _vinCoverage_Stage0 = input.v0.x;

float4 _outputColor_Stage03024 = {0, 0, 0, 0};
(_outputColor_Stage03024 = _uColor_Stage0);
float _alpha3025 = {1.0};
(_alpha3025 = _vinCoverage_Stage0);
float4 _outputCoverage_Stage03026 = vec4_ctor(_alpha3025);
float4 _output_Stage13027 = {0, 0, 0, 0};
float __1_coverage3028 = {0};
{
int sbd5 = {0};
if (all((vec4_ctor(gl_FragCoord.xy, _urectUniform_Stage1_c0.zw) > vec4_ctor(_urectUniform_Stage1_c0.xy, gl_FragCoord.xy))))
{
(sbd5 = 1);
}
else
{
(sbd5 = 0);
}
(__1_coverage3028 = float_ctor(sbd5));
}
{
(__1_coverage3028 = (1.0 - __1_coverage3028));
}
(_output_Stage13027 = (_outputCoverage_Stage03026 * __1_coverage3028));
{
(gl_Color[0] = (_outputColor_Stage03024 * _output_Stage13027));
}
return generateOutput();
}
R�	gl_Color0gl_Color[0]wstruct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    float v0 : TEXCOORD0;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    float v0 : TEXCOORD0;
};

void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput)
{
    output.gl_Position = input.gl_Position;
    output.v0 = input.v0; 
    output.gl_FragCoord = input.gl_FragCoord;
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
��$DXBC�_�I�%��������$4D��RDEFh<����RD11< ($\$Globals���\� ����������_sk_RTAdjustfloat4�Microsoft (R) HLSL Shader Compiler 10.1ISGND88TEXCOORD���OSGN�htttSV_PositionTEXCOORD���SHEXhPZjYF� _2_g� e� e� e h6� @?�?22F�� օ 6" �A6 
62 F62 F6� @�?6� @�?6 
>STAT�
�DXBCs)TΑ�
�_!��4�DdRDEFLh<���$RD11< ($\$Globals���\� �������������������_uColor_Stage0float4���_urectUniform_Stage1_c0Microsoft (R) HLSL Shader Compiler 10.1ISGN�htttSV_PositionTEXCOORD���OSGN, SV_TARGET��SHEXPFjYF� d 2be� h12F� F1��� 2�
F
8�F� 7� @F>STAT�BPLG���%788efd1c721aP��position
_uposition����������������P��
localCoord_ulocalCoord����������������R��sk_RTAdjust
_usk_RTAdjust����������������������������������������[��umatrix_Stage1_c0_uumatrix_Stage1_c0����������������������������������������[��umatrix_Stage1_c0_c0_uumatrix_Stage1_c0_c0����������������������������������������R��uclamp_Stage1_c0_c0_c0_uuclamp_Stage1_c0_c0_c0����������������������������������������^�uTextureSampler_0_Stage1_uuTextureSampler_0_Stage1������������������������������������������^������������������������������������������������������������������������������������������������������������������������������������������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float2 v0 : TEXCOORD0;
};
#pragma warning( disable: 3556 3571 )
float3 vec3_ctor(float2 x0, float x1)
{
    return float3(x0, x1);
}
float4 vec4_ctor(float x0, float x1, float x2, float x3)
{
    return float4(x0, x1, x2, x3);
}
float4 vec4_ctor(float2 x0, float x1, float x2)
{
    return float4(x0, x1, x2);
}
// Uniforms

uniform float4 _sk_RTAdjust : register(c1);
uniform float3x3 _umatrix_Stage1_c0 : register(c2);
uniform float3x3 _umatrix_Stage1_c0_c0 : register(c5);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Attributes
static float2 _position = {0, 0};
static float2 _localCoord = {0, 0};

static float4 gl_Position = float4(0, 0, 0, 0);

// Varyings
static  float2 _vTransformedCoords_0_Stage0 = {0, 0};

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewAdjust : packoffset(c1);
    float2 dx_ViewCoords : packoffset(c2);
    float2 dx_ViewScale  : packoffset(c3);
};

@@ VERTEX ATTRIBUTES @@

VS_OUTPUT generateOutput(VS_INPUT input)
{
    VS_OUTPUT output;
    output.gl_Position = gl_Position;
    output.dx_Position.x = gl_Position.x;
    output.dx_Position.y = - gl_Position.y;
    output.dx_Position.z = (gl_Position.z + gl_Position.w) * 0.5;
    output.dx_Position.w = gl_Position.w;
    output.v0 = _vTransformedCoords_0_Stage0;

    return output;
}

VS_OUTPUT main(VS_INPUT input){
    initAttributes(input);

(gl_Position = vec4_ctor(_position.x, _position.y, 0.0, 1.0));
{
(_vTransformedCoords_0_Stage0 = mul(transpose(transpose(mul(transpose(_umatrix_Stage1_c0_c0), transpose(_umatrix_Stage1_c0)))), vec3_ctor(_localCoord, 1.0)).xy);
}
(gl_Position = vec4_ctor(((gl_Position.xy * _sk_RTAdjust.xz) + (gl_Position.ww * _sk_RTAdjust.yw)), 0.0, gl_Position.w));
return generateOutput(input);
}
�struct PS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float2 v0 : TEXCOORD0;
};

#pragma warning( disable: 3556 3571 )
float4 vec4_ctor(float x0, float x1, float x2, float x3)
{
    return float4(x0, x1, x2, x3);
}
// Uniforms

uniform float4 _uclamp_Stage1_c0_c0_c0 : register(c0);
static const uint _uTextureSampler_0_Stage1 = 0;
uniform Texture2D<float4> textures2D[1] : register(t0);
uniform SamplerState samplers2D[1] : register(s0);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Varyings
static  float2 _vTransformedCoords_0_Stage0 = {0, 0};

static float4 gl_Color[1] =
{
    float4(0, 0, 0, 0)
};

cbuffer DriverConstants : register(b1)
{
    struct SamplerMetadata
    {
        int baseLevel;
        int internalFormatBits;
        int wrapModes;
        int padding;
        int4 intBorderColor;
    };
    SamplerMetadata samplerMetadata[1] : packoffset(c4);
};

#define GL_USES_FRAG_COLOR
float4 gl_texture2D(uint samplerIndex, float2 t)
{
    return textures2D[samplerIndex].Sample(samplers2D[samplerIndex], float2(t.x, t.y));
}

@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){
    _vTransformedCoords_0_Stage0 = input.v0.xy;

float4 _output_Stage13026 = {0, 0, 0, 0};
float2 __8_inCoord3027 = _vTransformedCoords_0_Stage0;
float2 __9_subsetCoord3028 = {0, 0};
(__9_subsetCoord3028.x = __8_inCoord3027.x);
(__9_subsetCoord3028.y = __8_inCoord3027.y);
float2 __10_clampedCoord3029 = {0, 0};
(__10_clampedCoord3029.x = __9_subsetCoord3028.x);
(__10_clampedCoord3029.y = clamp(__9_subsetCoord3028.y, _uclamp_Stage1_c0_c0_c0.y, _uclamp_Stage1_c0_c0_c0.w));
float4 __11_textureColor3030 = vec4_ctor(0.0, 0.0, 0.0, gl_texture2D(_uTextureSampler_0_Stage1, __10_clampedCoord3029).x);
(_output_Stage13026 = __11_textureColor3030);
{
(gl_Color[0] = _output_Stage13026);
(gl_Color[0] = vec4_ctor(gl_Color[0].w, 0.0, 0.0, 0.0));
}
return generateOutput();
}
R�	gl_Color0gl_Color[0]struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float2 v0 : TEXCOORD0;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float2 v0 : TEXCOORD0;
};

void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput)
{
    output.gl_Position = input.gl_Position;
    output.v0 = input.v0; 
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
���DXBC	�2�П�C��v�4�8�RDEF�h<����RD11< ($\$Globals���\�����������0 ,L��������pP,L��������_sk_RTAdjustfloat4_umatrix_Stage1_c0float3x3C_umatrix_Stage1_c0_c0Microsoft (R) HLSL Shader Compiler 10.1��ISGND88TEXCOORD���OSGNhP\\SV_PositionTEXCOORD���SHEXlP�jYF� _2_2g� e� e2 h6� @?�?22F�� օ 6" �A6 
62 F6� @�?8	rF� V� 2r� F� F2r�� F� F62F6B@�? FF8	rF� V� 2r� F� F2r�� F� F" FF>STAT�
�DXBC�ly��4���ǯ��c�4�PhRDEFp�<���HRD11< ($������
�samplers2D[0]textures2D[0]$Globals�����$��������_uclamp_Stage1_c0_c0_c0float4�Microsoft (R) HLSL Shader Compiler 10.1ISGNhP\\SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEXPDjYF� Z`XpUUb2e� h4� 3"
:� 6
E���CUFF~`6 
6� @>STAT�BPLG��� 788efd1c721aP��position
_uposition����������������R��color_ucolor����������������P��
localCoord_ulocalCoord����������������R��sk_RTAdjust
_usk_RTAdjust����������������������������������������[��umatrix_Stage1_c0_c0_uumatrix_Stage1_c0_c0����������������������������������������^�uTextureSampler_0_Stage1_uuTextureSampler_0_Stage1������������������������������������������^����������������������������������������������������������������������������������������������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 v0 : TEXCOORD0;
    float2 v1 : TEXCOORD1;
};
#pragma warning( disable: 3556 3571 )
float3 vec3_ctor(float2 x0, float x1)
{
    return float3(x0, x1);
}
float4 vec4_ctor(float x0, float x1, float x2, float x3)
{
    return float4(x0, x1, x2, x3);
}
float4 vec4_ctor(float2 x0, float x1, float x2)
{
    return float4(x0, x1, x2);
}
// Uniforms

uniform float4 _sk_RTAdjust : register(c1);
uniform float3x3 _umatrix_Stage1_c0_c0 : register(c2);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Attributes
static float2 _position = {0, 0};
static float4 _color = {0, 0, 0, 0};
static float2 _localCoord = {0, 0};

static float4 gl_Position = float4(0, 0, 0, 0);

// Varyings
static  float4 _vcolor_Stage0 = {0, 0, 0, 0};
static  float2 _vTransformedCoords_0_Stage0 = {0, 0};

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewAdjust : packoffset(c1);
    float2 dx_ViewCoords : packoffset(c2);
    float2 dx_ViewScale  : packoffset(c3);
};

@@ VERTEX ATTRIBUTES @@

VS_OUTPUT generateOutput(VS_INPUT input)
{
    VS_OUTPUT output;
    output.gl_Position = gl_Position;
    output.dx_Position.x = gl_Position.x;
    output.dx_Position.y = - gl_Position.y;
    output.dx_Position.z = (gl_Position.z + gl_Position.w) * 0.5;
    output.dx_Position.w = gl_Position.w;
    output.v0 = _vcolor_Stage0;
    output.v1 = _vTransformedCoords_0_Stage0;

    return output;
}

VS_OUTPUT main(VS_INPUT input){
    initAttributes(input);

(_vcolor_Stage0 = _color);
(gl_Position = vec4_ctor(_position.x, _position.y, 0.0, 1.0));
{
(_vTransformedCoords_0_Stage0 = mul(transpose(_umatrix_Stage1_c0_c0), vec3_ctor(_localCoord, 1.0)).xy);
}
(gl_Position = vec4_ctor(((gl_Position.xy * _sk_RTAdjust.xz) + (gl_Position.ww * _sk_RTAdjust.yw)), 0.0, gl_Position.w));
return generateOutput(input);
}
struct PS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 v0 : TEXCOORD0;
    float2 v1 : TEXCOORD1;
};

#pragma warning( disable: 3556 3571 )
// Uniforms

static const uint _uTextureSampler_0_Stage1 = 0;
uniform Texture2D<float4> textures2D[1] : register(t0);
uniform SamplerState samplers2D[1] : register(s0);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Varyings
static  float4 _vcolor_Stage0 = {0, 0, 0, 0};
static  float2 _vTransformedCoords_0_Stage0 = {0, 0};

static float4 gl_Color[1] =
{
    float4(0, 0, 0, 0)
};

cbuffer DriverConstants : register(b1)
{
    struct SamplerMetadata
    {
        int baseLevel;
        int internalFormatBits;
        int wrapModes;
        int padding;
        int4 intBorderColor;
    };
    SamplerMetadata samplerMetadata[1] : packoffset(c4);
};

#define GL_USES_FRAG_COLOR
float4 gl_texture2D(uint samplerIndex, float2 t)
{
    return textures2D[samplerIndex].Sample(samplers2D[samplerIndex], float2(t.x, t.y));
}

@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){
    _vcolor_Stage0 = input.v0;
    _vTransformedCoords_0_Stage0 = input.v1.xy;

float4 _outputColor_Stage03025 = {0, 0, 0, 0};
(_outputColor_Stage03025 = _vcolor_Stage0);
float4 _output_Stage13026 = {0, 0, 0, 0};
(_output_Stage13026 = gl_texture2D(_uTextureSampler_0_Stage1, _vTransformedCoords_0_Stage0));
{
(gl_Color[0] = _output_Stage13026);
}
return generateOutput();
}
R�	gl_Color0gl_Color[0]Rstruct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 v0 : TEXCOORD0;
    float2 v1 : TEXCOORD1;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 v0 : TEXCOORD0;
    float2 v1 : TEXCOORD1;
};

void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput)
{
    output.gl_Position = input.gl_Position;
    output.v0 = input.v0; 
    output.v1 = input.v1; 
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
����DXBC?��d�;�o�ac�&�4��LRDEFth<���LRD11< ($\$Globals���\�P���������� ,(��������_sk_RTAdjustfloat4�_umatrix_Stage1_c0_c0float3x3�Microsoft (R) HLSL Shader Compiler 10.1ISGN\PPPTEXCOORD���OSGN�htttSV_PositionTEXCOORD���SHEX�PjjYF� _2_�_2g� e� e� e2 h6� @?�?22F�� օ 6" �A6 
62 F6� @�?6� F62F6B@�? F� F" F� F>STAT���DXBCZDRB�*�_@�����4���0RDEF�<����RD11< ($|�����
samplers2D[0]textures2D[0]Microsoft (R) HLSL Shader Compiler 10.1ISGN�htttSV_PositionTEXCOORD���OSGN, SV_TARGET��SHEXpPjZ`XpUUb2e� E���CU� FF~`>STAT�BPLG��b)788efd1c721aP��position
_uposition����������������R��color_ucolor����������������R��sk_RTAdjust
_usk_RTAdjust�����������������������������������������u_skRTHeight_uu_skRTHeight����������������������������������������R��uinnerRect_Stage1_c0_uuinnerRect_Stage1_c0����������������������������������������P��uradiusPlusHalf_Stage1_c0_uuradiusPlusHalf_Stage1_c0����������������������������������������R��uinnerRect_Stage2_c1_uuinnerRect_Stage2_c1����������������������������������������P��uradiusPlusHalf_Stage2_c1_uuradiusPlusHalf_Stage2_c1�������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    float4 v0 : TEXCOORD0;
};
#pragma warning( disable: 3556 3571 )
float4 vec4_ctor(float x0, float x1, float x2, float x3)
{
    return float4(x0, x1, x2, x3);
}
float4 vec4_ctor(float2 x0, float x1, float x2)
{
    return float4(x0, x1, x2);
}
// Uniforms

uniform float4 _sk_RTAdjust : register(c1);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Attributes
static float2 _position = {0, 0};
static float4 _color = {0, 0, 0, 0};

static float4 gl_Position = float4(0, 0, 0, 0);

// Varyings
static  float4 _vcolor_Stage0 = {0, 0, 0, 0};

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewAdjust : packoffset(c1);
    float2 dx_ViewCoords : packoffset(c2);
    float2 dx_ViewScale  : packoffset(c3);
};

@@ VERTEX ATTRIBUTES @@

VS_OUTPUT generateOutput(VS_INPUT input)
{
    VS_OUTPUT output;
    output.gl_Position = gl_Position;
    output.dx_Position.x = gl_Position.x;
    output.dx_Position.y = - gl_Position.y;
    output.dx_Position.z = (gl_Position.z + gl_Position.w) * 0.5;
    output.dx_Position.w = gl_Position.w;
    output.gl_FragCoord = gl_Position;
    output.v0 = _vcolor_Stage0;

    return output;
}

VS_OUTPUT main(VS_INPUT input){
    initAttributes(input);

(_vcolor_Stage0 = _color);
(gl_Position = vec4_ctor(_position.x, _position.y, 0.0, 1.0));
(gl_Position = vec4_ctor(((gl_Position.xy * _sk_RTAdjust.xz) + (gl_Position.ww * _sk_RTAdjust.yw)), 0.0, gl_Position.w));
return generateOutput(input);
}
h
struct PS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    float4 v0 : TEXCOORD0;
};

#pragma warning( disable: 3556 3571 )
float4 vec4_ctor(float x0)
{
    return float4(x0, x0, x0, x0);
}
float4 vec4_ctor(float x0, float x1, float x2, float x3)
{
    return float4(x0, x1, x2, x3);
}
// Uniforms

uniform float _u_skRTHeight : register(c0);
uniform float4 _uinnerRect_Stage1_c0 : register(c1);
uniform float2 _uradiusPlusHalf_Stage1_c0 : register(c2);
uniform float4 _uinnerRect_Stage2_c1 : register(c3);
uniform float2 _uradiusPlusHalf_Stage2_c1 : register(c4);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Varyings
static  float4 _vcolor_Stage0 = {0, 0, 0, 0};

static float4 gl_Color[1] =
{
    float4(0, 0, 0, 0)
};
static float4 gl_FragCoord = float4(0, 0, 0, 0);

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewCoords : packoffset(c1);
    float3 dx_DepthFront : packoffset(c2);
    float2 dx_ViewScale : packoffset(c3);
};

#define GL_USES_FRAG_COLOR
#define GL_USES_FRAG_COORD
@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){
    float rhw = 1.0 / input.gl_FragCoord.w;
    gl_FragCoord.x = input.dx_Position.x;
    gl_FragCoord.y = input.dx_Position.y;
    gl_FragCoord.z = (input.gl_FragCoord.z * rhw) * dx_DepthFront.x + dx_DepthFront.y;
    gl_FragCoord.w = rhw;
    _vcolor_Stage0 = input.v0;

float4 _sk_FragCoord3027 = vec4_ctor(gl_FragCoord.x, (_u_skRTHeight - gl_FragCoord.y), gl_FragCoord.z, gl_FragCoord.w);
float4 _outputColor_Stage03028 = {0, 0, 0, 0};
(_outputColor_Stage03028 = _vcolor_Stage0);
float4 _output_Stage13029 = {0, 0, 0, 0};
float2 __0_dxy03030 = (_uinnerRect_Stage1_c0.xy - _sk_FragCoord3027.xy);
float2 __1_dxy13031 = (_sk_FragCoord3027.xy - _uinnerRect_Stage1_c0.zw);
float2 __2_dxy3032 = max(max(__0_dxy03030, __1_dxy13031), 0.0);
float __3_alpha3033 = clamp((_uradiusPlusHalf_Stage1_c0.x - length(__2_dxy3032)), 0.0, 1.0);
(__3_alpha3033 = (1.0 - __3_alpha3033));
(_output_Stage13029 = vec4_ctor(__3_alpha3033));
float4 _output_Stage23034 = {0, 0, 0, 0};
float2 __4_dxy03035 = (_uinnerRect_Stage2_c1.xy - _sk_FragCoord3027.xy);
float2 __5_dxy13036 = (_sk_FragCoord3027.xy - _uinnerRect_Stage2_c1.zw);
float2 __6_dxy3037 = max(max(__4_dxy03035, __5_dxy13036), 0.0);
float __7_alpha3038 = clamp((_uradiusPlusHalf_Stage2_c1.x - length(__6_dxy3037)), 0.0, 1.0);
(_output_Stage23034 = (_output_Stage13029 * __7_alpha3038));
{
(gl_Color[0] = (_outputColor_Stage03028 * _output_Stage23034));
}
return generateOutput();
}
R�	gl_Color0gl_Color[0]ystruct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    float4 v0 : TEXCOORD0;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    float4 v0 : TEXCOORD0;
};

void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput)
{
    output.gl_Position = input.gl_Position;
    output.v0 = input.v0; 
    output.gl_FragCoord = input.gl_FragCoord;
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
��$DXBC"���c�F�ڵ�NWc$4D��RDEFh<����RD11< ($\$Globals���\� ����������_sk_RTAdjustfloat4�Microsoft (R) HLSL Shader Compiler 10.1ISGND88TEXCOORD���OSGN�htttSV_PositionTEXCOORD���SHEXhPZjYF� _2_�g� e� e� e� h6� @?�?22F�� օ 6" �A6 
62 F62 F6� @�?6� @�?6� F>STAT�
��DXBCʇ���:,��(Kͱ~��4�,`RDEFhh<���=RD11< ($\$Globals���\�PH\������������������� ���������0���������"@���������_u_skRTHeightfloatV_uinnerRect_Stage1_c0float4����_uradiusPlusHalf_Stage1_c0float2���_uinnerRect_Stage2_c1_uradiusPlusHalf_Stage2_c1Microsoft (R) HLSL Shader Compiler 10.1���ISGN�htttSV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX�P�jYF� d 2b�e� h	"�A
� 6
	��A� 	2F� �A4��4
��@B�
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KB* 	B*�A
� B*�A@�?	2F�AF� 	2F� �A42FF4
2F@FFK
 	
�A
� 8
*8� F>STAT�BPLG��D(788efd1c721aP��position
_uposition����������������R��color_ucolor����������������R��sk_RTAdjust
_usk_RTAdjust����������������������������������������R��uinnerRect_Stage1_c0_uuinnerRect_Stage1_c0����������������������������������������P��uradiusPlusHalf_Stage1_c0_uuradiusPlusHalf_Stage1_c0����������������������������������������R��uinnerRect_Stage1_c0_c0_uuinnerRect_Stage1_c0_c0����������������������������������������P��uradiusPlusHalf_Stage1_c0_c0_uuradiusPlusHalf_Stage1_c0_c0�����������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    float4 v0 : TEXCOORD0;
};
#pragma warning( disable: 3556 3571 )
float4 vec4_ctor(float x0, float x1, float x2, float x3)
{
    return float4(x0, x1, x2, x3);
}
float4 vec4_ctor(float2 x0, float x1, float x2)
{
    return float4(x0, x1, x2);
}
// Uniforms

uniform float4 _sk_RTAdjust : register(c1);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Attributes
static float2 _position = {0, 0};
static float4 _color = {0, 0, 0, 0};

static float4 gl_Position = float4(0, 0, 0, 0);

// Varyings
static  float4 _vcolor_Stage0 = {0, 0, 0, 0};

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewAdjust : packoffset(c1);
    float2 dx_ViewCoords : packoffset(c2);
    float2 dx_ViewScale  : packoffset(c3);
};

@@ VERTEX ATTRIBUTES @@

VS_OUTPUT generateOutput(VS_INPUT input)
{
    VS_OUTPUT output;
    output.gl_Position = gl_Position;
    output.dx_Position.x = gl_Position.x;
    output.dx_Position.y = - gl_Position.y;
    output.dx_Position.z = (gl_Position.z + gl_Position.w) * 0.5;
    output.dx_Position.w = gl_Position.w;
    output.gl_FragCoord = gl_Position;
    output.v0 = _vcolor_Stage0;

    return output;
}

VS_OUTPUT main(VS_INPUT input){
    initAttributes(input);

(_vcolor_Stage0 = _color);
(gl_Position = vec4_ctor(_position.x, _position.y, 0.0, 1.0));
(gl_Position = vec4_ctor(((gl_Position.xy * _sk_RTAdjust.xz) + (gl_Position.ww * _sk_RTAdjust.yw)), 0.0, gl_Position.w));
return generateOutput(input);
}
p
struct PS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    float4 v0 : TEXCOORD0;
};

#pragma warning( disable: 3556 3571 )
float2 vec2_ctor(float x0, float x1)
{
    return float2(x0, x1);
}
float4 vec4_ctor(float x0)
{
    return float4(x0, x0, x0, x0);
}
// Uniforms

uniform float4 _uinnerRect_Stage1_c0 : register(c0);
uniform float2 _uradiusPlusHalf_Stage1_c0 : register(c1);
uniform float4 _uinnerRect_Stage1_c0_c0 : register(c2);
uniform float2 _uradiusPlusHalf_Stage1_c0_c0 : register(c3);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Varyings
static  float4 _vcolor_Stage0 = {0, 0, 0, 0};

static float4 gl_Color[1] =
{
    float4(0, 0, 0, 0)
};
static float4 gl_FragCoord = float4(0, 0, 0, 0);

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewCoords : packoffset(c1);
    float3 dx_DepthFront : packoffset(c2);
    float2 dx_ViewScale : packoffset(c3);
};

#define GL_USES_FRAG_COLOR
#define GL_USES_FRAG_COORD
@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){
    float rhw = 1.0 / input.gl_FragCoord.w;
    gl_FragCoord.x = input.dx_Position.x;
    gl_FragCoord.y = input.dx_Position.y;
    gl_FragCoord.z = (input.gl_FragCoord.z * rhw) * dx_DepthFront.x + dx_DepthFront.y;
    gl_FragCoord.w = rhw;
    _vcolor_Stage0 = input.v0;

float4 _outputColor_Stage03026 = {0, 0, 0, 0};
(_outputColor_Stage03026 = _vcolor_Stage0);
float4 _output_Stage13027 = {0, 0, 0, 0};
float2 __5_dxy03028 = (_uinnerRect_Stage1_c0.xy - gl_FragCoord.xy);
float __6_dx13029 = (gl_FragCoord.x - _uinnerRect_Stage1_c0.z);
float2 __7_dxy3030 = max(vec2_ctor(max(__5_dxy03028.x, __6_dx13029), __5_dxy03028.y), 0.0);
float __8_bottomAlpha3031 = clamp((_uinnerRect_Stage1_c0.w - gl_FragCoord.y), 0.0, 1.0);
float __9_alpha3032 = (__8_bottomAlpha3031 * clamp((_uradiusPlusHalf_Stage1_c0.x - length(__7_dxy3030)), 0.0, 1.0));
float2 __10_dxy03033 = (_uinnerRect_Stage1_c0_c0.xy - gl_FragCoord.xy);
float __11_dx13034 = (gl_FragCoord.x - _uinnerRect_Stage1_c0_c0.z);
float2 __12_dxy3035 = max(vec2_ctor(max(__10_dxy03033.x, __11_dx13034), __10_dxy03033.y), 0.0);
float __13_bottomAlpha3036 = clamp((_uinnerRect_Stage1_c0_c0.w - gl_FragCoord.y), 0.0, 1.0);
float __14_alpha3037 = (__13_bottomAlpha3036 * clamp((_uradiusPlusHalf_Stage1_c0_c0.x - length(__12_dxy3035)), 0.0, 1.0));
(__14_alpha3037 = (1.0 - __14_alpha3037));
(_output_Stage13027 = (vec4_ctor(__14_alpha3037) * __9_alpha3032));
{
(gl_Color[0] = (_outputColor_Stage03026 * _output_Stage13027));
}
return generateOutput();
}
R�	gl_Color0gl_Color[0]ystruct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    float4 v0 : TEXCOORD0;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    float4 v0 : TEXCOORD0;
};

void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput)
{
    output.gl_Position = input.gl_Position;
    output.v0 = input.v0; 
    output.gl_FragCoord = input.gl_FragCoord;
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
��$DXBC"���c�F�ڵ�NWc$4D��RDEFh<����RD11< ($\$Globals���\� ����������_sk_RTAdjustfloat4�Microsoft (R) HLSL Shader Compiler 10.1ISGND88TEXCOORD���OSGN�htttSV_PositionTEXCOORD���SHEXhPZjYF� _2_�g� e� e� e� h6� @?�?22F�� օ 6" �A6 
62 F62 F6� @�?6� @�?6� F>STAT�
�\DXBC��&�^�p��V�=���
\4H��RDEFh<����RD11< ($\$Globals���\�@ @��������d���������� @���������0���������_uinnerRect_Stage1_c0float4���6_uradiusPlusHalf_Stage1_c0float2��_uinnerRect_Stage1_c0_c0_uradiusPlusHalf_Stage1_c0_c0Microsoft (R) HLSL Shader Compiler 10.1�ISGN�htttSV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX�P�jYF� d 2b�e� h	
*� �A	�V�A�� 4"
*4
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FFK
 	
�A
� 8

	"
*� �A	�V�A�� 4"*4
bV@6 
"��K" 	"�A
� 2
"
�A@�?8
8� F>STAT�BPLG��!788efd1c721aP��position
_uposition����������������R��color_ucolor����������������P��
localCoord_ulocalCoord����������������R��sk_RTAdjust
_usk_RTAdjust����������������������������������������[��umatrix_Stage1_c0_uumatrix_Stage1_c0����������������������������������������^�uTextureSampler_0_Stage1_uuTextureSampler_0_Stage1������������������������������������������^����������������������������������������������������������������������������������������������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 v0 : TEXCOORD0;
    float2 v1 : TEXCOORD1;
};
#pragma warning( disable: 3556 3571 )
float3 vec3_ctor(float2 x0, float x1)
{
    return float3(x0, x1);
}
float4 vec4_ctor(float x0, float x1, float x2, float x3)
{
    return float4(x0, x1, x2, x3);
}
float4 vec4_ctor(float2 x0, float x1, float x2)
{
    return float4(x0, x1, x2);
}
// Uniforms

uniform float4 _sk_RTAdjust : register(c1);
uniform float3x3 _umatrix_Stage1_c0 : register(c2);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Attributes
static float2 _position = {0, 0};
static float4 _color = {0, 0, 0, 0};
static float2 _localCoord = {0, 0};

static float4 gl_Position = float4(0, 0, 0, 0);

// Varyings
static  float4 _vcolor_Stage0 = {0, 0, 0, 0};
static  float2 _vTransformedCoords_0_Stage0 = {0, 0};

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewAdjust : packoffset(c1);
    float2 dx_ViewCoords : packoffset(c2);
    float2 dx_ViewScale  : packoffset(c3);
};

@@ VERTEX ATTRIBUTES @@

VS_OUTPUT generateOutput(VS_INPUT input)
{
    VS_OUTPUT output;
    output.gl_Position = gl_Position;
    output.dx_Position.x = gl_Position.x;
    output.dx_Position.y = - gl_Position.y;
    output.dx_Position.z = (gl_Position.z + gl_Position.w) * 0.5;
    output.dx_Position.w = gl_Position.w;
    output.v0 = _vcolor_Stage0;
    output.v1 = _vTransformedCoords_0_Stage0;

    return output;
}

VS_OUTPUT main(VS_INPUT input){
    initAttributes(input);

(_vcolor_Stage0 = _color);
(gl_Position = vec4_ctor(_position.x, _position.y, 0.0, 1.0));
{
(_vTransformedCoords_0_Stage0 = mul(transpose(_umatrix_Stage1_c0), vec3_ctor(_localCoord, 1.0)).xy);
}
(gl_Position = vec4_ctor(((gl_Position.xy * _sk_RTAdjust.xz) + (gl_Position.ww * _sk_RTAdjust.yw)), 0.0, gl_Position.w));
return generateOutput(input);
}
2struct PS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 v0 : TEXCOORD0;
    float2 v1 : TEXCOORD1;
};

#pragma warning( disable: 3556 3571 )
// Uniforms

static const uint _uTextureSampler_0_Stage1 = 0;
uniform Texture2D<float4> textures2D[1] : register(t0);
uniform SamplerState samplers2D[1] : register(s0);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Varyings
static  float4 _vcolor_Stage0 = {0, 0, 0, 0};
static  float2 _vTransformedCoords_0_Stage0 = {0, 0};

static float4 gl_Color[1] =
{
    float4(0, 0, 0, 0)
};

cbuffer DriverConstants : register(b1)
{
    struct SamplerMetadata
    {
        int baseLevel;
        int internalFormatBits;
        int wrapModes;
        int padding;
        int4 intBorderColor;
    };
    SamplerMetadata samplerMetadata[1] : packoffset(c4);
};

#define GL_USES_FRAG_COLOR
float4 gl_texture2D(uint samplerIndex, float2 t)
{
    return textures2D[samplerIndex].Sample(samplers2D[samplerIndex], float2(t.x, t.y));
}

@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){
    _vcolor_Stage0 = input.v0;
    _vTransformedCoords_0_Stage0 = input.v1.xy;

float4 _outputColor_Stage03025 = {0, 0, 0, 0};
(_outputColor_Stage03025 = _vcolor_Stage0);
float4 _output_Stage13026 = {0, 0, 0, 0};
(_output_Stage13026 = gl_texture2D(_uTextureSampler_0_Stage1, _vTransformedCoords_0_Stage0).xxxx);
{
(gl_Color[0] = (_outputColor_Stage03025 * _output_Stage13026));
}
return generateOutput();
}
R�	gl_Color0gl_Color[0]Rstruct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 v0 : TEXCOORD0;
    float2 v1 : TEXCOORD1;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 v0 : TEXCOORD0;
    float2 v1 : TEXCOORD1;
};

void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput)
{
    output.gl_Position = input.gl_Position;
    output.v0 = input.v0; 
    output.v1 = input.v1; 
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
����DXBC��s[)���s�����4��HRDEFph<���HRD11< ($\$Globals���\�P���������� ,$��������_sk_RTAdjustfloat4�_umatrix_Stage1_c0float3x3Microsoft (R) HLSL Shader Compiler 10.1ISGN\PPPTEXCOORD���OSGN�htttSV_PositionTEXCOORD���SHEX�PjjYF� _2_�_2g� e� e� e2 h6� @?�?22F�� օ 6" �A6 
62 F6� @�?6� F62F6B@�? F� F" F� F>STAT���DXBCZ��æU#�s�Byh�4���`RDEF�<����RD11< ($|�����
samplers2D[0]textures2D[0]Microsoft (R) HLSL Shader Compiler 10.1ISGN�htttSV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX�P(jZ`XpUUb�b2e� hE���CUFF~`8� F>STAT�BPLG��25788efd1c721a		P��position
_uposition����������������R��color_ucolor����������������P��
localCoord_ulocalCoord����������������	R��sk_RTAdjust
_usk_RTAdjust����������������������������������������[��umatrix_Stage1_c0_c0_c0_c0_uumatrix_Stage1_c0_c0_c0_c0�����������������������������������������urange_Stage1_c0_uurange_Stage1_c0����������������������������������������R�� uleftBorderColor_Stage1_c0_c0_c0"_uuleftBorderColor_Stage1_c0_c0_c0����������������������������������������R��!urightBorderColor_Stage1_c0_c0_c0#_uurightBorderColor_Stage1_c0_c0_c0����������������������������������������R��ustart_Stage1_c0_c0_c0_c1_uustart_Stage1_c0_c0_c0_c1����������������������������������������R��uend_Stage1_c0_c0_c0_c1_uuend_Stage1_c0_c0_c0_c1����������������������������������������R��uinnerRect_Stage2_c1_uuinnerRect_Stage2_c1����������������������������������������P��uradiusPlusHalf_Stage2_c1_uuradiusPlusHalf_Stage2_c1������������������������������������������					����			����������������������������������������������������������	������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������*struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 gl_FragCoord : TEXCOORD3;
    float4 v0 : TEXCOORD0;
    float2 v1 : TEXCOORD1;
};
#pragma warning( disable: 3556 3571 )
float3 vec3_ctor(float2 x0, float x1)
{
    return float3(x0, x1);
}
float4 vec4_ctor(float x0, float x1, float x2, float x3)
{
    return float4(x0, x1, x2, x3);
}
float4 vec4_ctor(float2 x0, float x1, float x2)
{
    return float4(x0, x1, x2);
}
// Uniforms

uniform float4 _sk_RTAdjust : register(c1);
uniform float3x3 _umatrix_Stage1_c0_c0_c0_c0 : register(c2);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Attributes
static float2 _position = {0, 0};
static float4 _color = {0, 0, 0, 0};
static float2 _localCoord = {0, 0};

static float4 gl_Position = float4(0, 0, 0, 0);

// Varyings
static  float4 _vcolor_Stage0 = {0, 0, 0, 0};
static  float2 _vTransformedCoords_0_Stage0 = {0, 0};

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewAdjust : packoffset(c1);
    float2 dx_ViewCoords : packoffset(c2);
    float2 dx_ViewScale  : packoffset(c3);
};

@@ VERTEX ATTRIBUTES @@

VS_OUTPUT generateOutput(VS_INPUT input)
{
    VS_OUTPUT output;
    output.gl_Position = gl_Position;
    output.dx_Position.x = gl_Position.x;
    output.dx_Position.y = - gl_Position.y;
    output.dx_Position.z = (gl_Position.z + gl_Position.w) * 0.5;
    output.dx_Position.w = gl_Position.w;
    output.gl_FragCoord = gl_Position;
    output.v0 = _vcolor_Stage0;
    output.v1 = _vTransformedCoords_0_Stage0;

    return output;
}

VS_OUTPUT main(VS_INPUT input){
    initAttributes(input);

(_vcolor_Stage0 = _color);
(gl_Position = vec4_ctor(_position.x, _position.y, 0.0, 1.0));
{
(_vTransformedCoords_0_Stage0 = mul(transpose(_umatrix_Stage1_c0_c0_c0_c0), vec3_ctor(_localCoord, 1.0)).xy);
}
(gl_Position = vec4_ctor(((gl_Position.xy * _sk_RTAdjust.xz) + (gl_Position.ww * _sk_RTAdjust.yw)), 0.0, gl_Position.w));
return generateOutput(input);
}
p
struct PS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 gl_FragCoord : TEXCOORD3;
    float4 v0 : TEXCOORD0;
    float2 v1 : TEXCOORD1;
};

#pragma warning( disable: 3556 3571 )
float4 vec4_ctor(float x0)
{
    return float4(x0, x0, x0, x0);
}
float4 vec4_ctor(float x0, float x1, float x2, float x3)
{
    return float4(x0, x1, x2, x3);
}
float4 vec4_ctor(float3 x0, float x1)
{
    return float4(x0, x1);
}
// Uniforms

uniform float _urange_Stage1_c0 : register(c0);
uniform float4 _uleftBorderColor_Stage1_c0_c0_c0 : register(c1);
uniform float4 _urightBorderColor_Stage1_c0_c0_c0 : register(c2);
uniform float4 _ustart_Stage1_c0_c0_c0_c1 : register(c3);
uniform float4 _uend_Stage1_c0_c0_c0_c1 : register(c4);
uniform float4 _uinnerRect_Stage2_c1 : register(c5);
uniform float2 _uradiusPlusHalf_Stage2_c1 : register(c6);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Varyings
static  float4 _vcolor_Stage0 = {0, 0, 0, 0};
static  float2 _vTransformedCoords_0_Stage0 = {0, 0};

static float4 gl_Color[1] =
{
    float4(0, 0, 0, 0)
};
static float4 gl_FragCoord = float4(0, 0, 0, 0);

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewCoords : packoffset(c1);
    float3 dx_DepthFront : packoffset(c2);
    float2 dx_ViewScale : packoffset(c3);
};

#define GL_USES_FRAG_COLOR
#define GL_USES_FRAG_COORD
float4 mod_emu(float4 x, float4 y)
{
    return x - y * floor(x / y);
}


@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){
    float rhw = 1.0 / input.gl_FragCoord.w;
    gl_FragCoord.x = input.dx_Position.x;
    gl_FragCoord.y = input.dx_Position.y;
    gl_FragCoord.z = (input.gl_FragCoord.z * rhw) * dx_DepthFront.x + dx_DepthFront.y;
    gl_FragCoord.w = rhw;
    _vcolor_Stage0 = input.v0;
    _vTransformedCoords_0_Stage0 = input.v1.xy;

float4 _outputColor_Stage03031 = {0, 0, 0, 0};
(_outputColor_Stage03031 = _vcolor_Stage0);
float4 _output_Stage13032 = {0, 0, 0, 0};
float4 __4_t3033 = vec4_ctor((_vTransformedCoords_0_Stage0.x + 9.9999997e-06), 1.0, 0.0, 0.0);
float4 __5_outColor3034 = {0, 0, 0, 0};
if ((__4_t3033.x < 0.0))
{
(__5_outColor3034 = _uleftBorderColor_Stage1_c0_c0_c0);
}
else
{
if ((__4_t3033.x > 1.0))
{
(__5_outColor3034 = _urightBorderColor_Stage1_c0_c0_c0);
}
else
{
(__5_outColor3034 = lerp(_ustart_Stage1_c0_c0_c0_c1, _uend_Stage1_c0_c0_c0_c1, __4_t3033.x));
}
}
float4 __6_color3035 = __5_outColor3034;
float __7_value3036 = {0};
{
float4 __8_bits3037 = mod_emu(gl_FragCoord.yxyx, float4(2.0, 2.0, 4.0, 4.0));
(__8_bits3037.zw = step(2.0, __8_bits3037.zw));
(__8_bits3037.xz = abs((__8_bits3037.xz - __8_bits3037.yw)));
(__7_value3036 = (dot(__8_bits3037, float4(0.5, 0.25, 0.125, 0.0625)) - 0.46875));
}
(_output_Stage13032 = vec4_ctor(clamp((__6_color3035.xyz + (__7_value3036 * _urange_Stage1_c0)), 0.0, __6_color3035.w), __6_color3035.w));
float4 _output_Stage23038 = {0, 0, 0, 0};
float2 __9_dxy03039 = (_uinnerRect_Stage2_c1.xy - gl_FragCoord.xy);
float2 __10_dxy13040 = (gl_FragCoord.xy - _uinnerRect_Stage2_c1.zw);
float2 __11_dxy3041 = max(max(__9_dxy03039, __10_dxy13040), 0.0);
float __12_alpha3042 = clamp((_uradiusPlusHalf_Stage2_c1.x - length(__11_dxy3041)), 0.0, 1.0);
(_output_Stage23038 = vec4_ctor(__12_alpha3042));
{
(gl_Color[0] = (_output_Stage13032 * _output_Stage23038));
}
return generateOutput();
}
R�	gl_Color0gl_Color[0]�struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 gl_FragCoord : TEXCOORD3;
    float4 v0 : TEXCOORD0;
    float2 v1 : TEXCOORD1;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 gl_FragCoord : TEXCOORD3;
    float4 v0 : TEXCOORD0;
    float2 v1 : TEXCOORD1;
};

void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput)
{
    output.gl_Position = input.gl_Position;
    output.v0 = input.v0; 
    output.v1 = input.v1; 
    output.gl_FragCoord = input.gl_FragCoord;
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
���HDXBClN�%N�AMZ���p�H4���RDEF|h<���TRD11< ($\$Globals���\�P���������� ,0��������_sk_RTAdjustfloat4�_umatrix_Stage1_c0_c0_c0_c0float3x3���$Microsoft (R) HLSL Shader Compiler 10.1ISGN\PPPTEXCOORD���OSGN������SV_PositionTEXCOORD���SHEX�PzjYF� _2_�_2g� e� e� e� e2 h6� @?�?22F�� օ 6" �A6 
62 F62 F6� @�?6� @�?6� F62F6B@�? F� F" F� F>STAT�	��DXBC���cg��F��.d0�4<�RDEFh<����RD11< ($\$Globals���\�p�������������������$ ��������G0��������b@��������{P���������`���������_urange_Stage1_c0float�_uleftBorderColor_Stage1_c0_c0_c0float4����_urightBorderColor_Stage1_c0_c0_c0_ustart_Stage1_c0_c0_c0_c1_uend_Stage1_c0_c0_c0_c1_uinnerRect_Stage2_c1_uradiusPlusHalf_Stage2_c1float2��Microsoft (R) HLSL Shader Compiler 10.1ISGN������SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX�P�jYF� d 2be� h8
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� 8� F>STAT�BPLG��{+788efd1c721aP��position
_uposition����������������R��color_ucolor����������������P��
localCoord_ulocalCoord����������������R��sk_RTAdjust
_usk_RTAdjust����������������������������������������[��umatrix_Stage1_c0_uumatrix_Stage1_c0����������������������������������������R��uinnerRect_Stage2_c1_uuinnerRect_Stage2_c1����������������������������������������P��uradiusPlusHalf_Stage2_c1_uuradiusPlusHalf_Stage2_c1����������������������������������������^�uTextureSampler_0_Stage1_uuTextureSampler_0_Stage1������������������������������������������^�������������������������������������������������������������������������������������������������������������������������������������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 gl_FragCoord : TEXCOORD3;
    float4 v0 : TEXCOORD0;
    float2 v1 : TEXCOORD1;
};
#pragma warning( disable: 3556 3571 )
float3 vec3_ctor(float2 x0, float x1)
{
    return float3(x0, x1);
}
float4 vec4_ctor(float x0, float x1, float x2, float x3)
{
    return float4(x0, x1, x2, x3);
}
float4 vec4_ctor(float2 x0, float x1, float x2)
{
    return float4(x0, x1, x2);
}
// Uniforms

uniform float4 _sk_RTAdjust : register(c1);
uniform float3x3 _umatrix_Stage1_c0 : register(c2);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Attributes
static float2 _position = {0, 0};
static float4 _color = {0, 0, 0, 0};
static float2 _localCoord = {0, 0};

static float4 gl_Position = float4(0, 0, 0, 0);

// Varyings
static  float4 _vcolor_Stage0 = {0, 0, 0, 0};
static  float2 _vTransformedCoords_0_Stage0 = {0, 0};

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewAdjust : packoffset(c1);
    float2 dx_ViewCoords : packoffset(c2);
    float2 dx_ViewScale  : packoffset(c3);
};

@@ VERTEX ATTRIBUTES @@

VS_OUTPUT generateOutput(VS_INPUT input)
{
    VS_OUTPUT output;
    output.gl_Position = gl_Position;
    output.dx_Position.x = gl_Position.x;
    output.dx_Position.y = - gl_Position.y;
    output.dx_Position.z = (gl_Position.z + gl_Position.w) * 0.5;
    output.dx_Position.w = gl_Position.w;
    output.gl_FragCoord = gl_Position;
    output.v0 = _vcolor_Stage0;
    output.v1 = _vTransformedCoords_0_Stage0;

    return output;
}

VS_OUTPUT main(VS_INPUT input){
    initAttributes(input);

(_vcolor_Stage0 = _color);
(gl_Position = vec4_ctor(_position.x, _position.y, 0.0, 1.0));
{
(_vTransformedCoords_0_Stage0 = mul(transpose(_umatrix_Stage1_c0), vec3_ctor(_localCoord, 1.0)).xy);
}
(gl_Position = vec4_ctor(((gl_Position.xy * _sk_RTAdjust.xz) + (gl_Position.ww * _sk_RTAdjust.yw)), 0.0, gl_Position.w));
return generateOutput(input);
}
struct PS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 gl_FragCoord : TEXCOORD3;
    float4 v0 : TEXCOORD0;
    float2 v1 : TEXCOORD1;
};

#pragma warning( disable: 3556 3571 )
float2 vec2_ctor(float x0, float x1)
{
    return float2(x0, x1);
}
// Uniforms

uniform float4 _uinnerRect_Stage2_c1 : register(c0);
uniform float2 _uradiusPlusHalf_Stage2_c1 : register(c1);
static const uint _uTextureSampler_0_Stage1 = 0;
uniform Texture2D<float4> textures2D[1] : register(t0);
uniform SamplerState samplers2D[1] : register(s0);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Varyings
static  float4 _vcolor_Stage0 = {0, 0, 0, 0};
static  float2 _vTransformedCoords_0_Stage0 = {0, 0};

static float4 gl_Color[1] =
{
    float4(0, 0, 0, 0)
};
static float4 gl_FragCoord = float4(0, 0, 0, 0);

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewCoords : packoffset(c1);
    float3 dx_DepthFront : packoffset(c2);
    float2 dx_ViewScale : packoffset(c3);
    struct SamplerMetadata
    {
        int baseLevel;
        int internalFormatBits;
        int wrapModes;
        int padding;
        int4 intBorderColor;
    };
    SamplerMetadata samplerMetadata[1] : packoffset(c4);
};

#define GL_USES_FRAG_COLOR
float4 gl_texture2D(uint samplerIndex, float2 t)
{
    return textures2D[samplerIndex].Sample(samplers2D[samplerIndex], float2(t.x, t.y));
}

#define GL_USES_FRAG_COORD
@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){
    float rhw = 1.0 / input.gl_FragCoord.w;
    gl_FragCoord.x = input.dx_Position.x;
    gl_FragCoord.y = input.dx_Position.y;
    gl_FragCoord.z = (input.gl_FragCoord.z * rhw) * dx_DepthFront.x + dx_DepthFront.y;
    gl_FragCoord.w = rhw;
    _vcolor_Stage0 = input.v0;
    _vTransformedCoords_0_Stage0 = input.v1.xy;

float4 _outputColor_Stage03027 = {0, 0, 0, 0};
(_outputColor_Stage03027 = _vcolor_Stage0);
float4 _output_Stage13028 = {0, 0, 0, 0};
(_output_Stage13028 = gl_texture2D(_uTextureSampler_0_Stage1, _vTransformedCoords_0_Stage0).xxxx);
float4 _output_Stage23029 = {0, 0, 0, 0};
float2 __0_dxy03030 = (_uinnerRect_Stage2_c1.xy - gl_FragCoord.xy);
float __1_dy13031 = (gl_FragCoord.y - _uinnerRect_Stage2_c1.w);
float2 __2_dxy3032 = max(vec2_ctor(__0_dxy03030.x, max(__0_dxy03030.y, __1_dy13031)), 0.0);
float __3_rightAlpha3033 = clamp((_uinnerRect_Stage2_c1.z - gl_FragCoord.x), 0.0, 1.0);
float __4_alpha3034 = (__3_rightAlpha3033 * clamp((_uradiusPlusHalf_Stage2_c1.x - length(__2_dxy3032)), 0.0, 1.0));
(__4_alpha3034 = (1.0 - __4_alpha3034));
(_output_Stage23029 = (_output_Stage13028 * __4_alpha3034));
{
(gl_Color[0] = (_outputColor_Stage03027 * _output_Stage23029));
}
return generateOutput();
}
R�	gl_Color0gl_Color[0]�struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 gl_FragCoord : TEXCOORD3;
    float4 v0 : TEXCOORD0;
    float2 v1 : TEXCOORD1;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 gl_FragCoord : TEXCOORD3;
    float4 v0 : TEXCOORD0;
    float2 v1 : TEXCOORD1;
};

void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput)
{
    output.gl_Position = input.gl_Position;
    output.v0 = input.v0; 
    output.v1 = input.v1; 
    output.gl_FragCoord = input.gl_FragCoord;
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
���<DXBC8�ݬH�m.e@,P�<4���RDEFph<���HRD11< ($\$Globals���\�P���������� ,$��������_sk_RTAdjustfloat4�_umatrix_Stage1_c0float3x3Microsoft (R) HLSL Shader Compiler 10.1ISGN\PPPTEXCOORD���OSGN������SV_PositionTEXCOORD���SHEX�PzjYF� _2_�_2g� e� e� e� e2 h6� @?�?22F�� օ 6" �A6 
62 F62 F6� @�?6� @�?6� F62F6B@�? F� F" F� F>STAT�	��DXBCM `����Xz���%�4���RDEF��<����RD11< ($������
�samplers2D[0]textures2D[0]$Globals����� ,L��������p���������_uinnerRect_Stage2_c1float4���B_uradiusPlusHalf_Stage2_c1float2���Microsoft (R) HLSL Shader Compiler 10.1ISGN������SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX�P~jYF� Z`XpUUd 2b�b2e� h	:� �A	r�A&� 4�
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@�?E���CU"F~`8
8� F>STAT�

BPLG��Z+788efd1c721aP��position
_uposition����������������R��color_ucolor����������������P��
localCoord_ulocalCoord����������������R��sk_RTAdjust
_usk_RTAdjust����������������������������������������[��umatrix_Stage1_c0_c0_uumatrix_Stage1_c0_c0����������������������������������������R��uinnerRect_Stage2_c1_uuinnerRect_Stage2_c1����������������������������������������P��uradiusPlusHalf_Stage2_c1_uuradiusPlusHalf_Stage2_c1����������������������������������������^�uTextureSampler_0_Stage1_uuTextureSampler_0_Stage1������������������������������������������^�������������������������������������������������������������������������������������������������������������������������������������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 gl_FragCoord : TEXCOORD3;
    float4 v0 : TEXCOORD0;
    float2 v1 : TEXCOORD1;
};
#pragma warning( disable: 3556 3571 )
float3 vec3_ctor(float2 x0, float x1)
{
    return float3(x0, x1);
}
float4 vec4_ctor(float x0, float x1, float x2, float x3)
{
    return float4(x0, x1, x2, x3);
}
float4 vec4_ctor(float2 x0, float x1, float x2)
{
    return float4(x0, x1, x2);
}
// Uniforms

uniform float4 _sk_RTAdjust : register(c1);
uniform float3x3 _umatrix_Stage1_c0_c0 : register(c2);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Attributes
static float2 _position = {0, 0};
static float4 _color = {0, 0, 0, 0};
static float2 _localCoord = {0, 0};

static float4 gl_Position = float4(0, 0, 0, 0);

// Varyings
static  float4 _vcolor_Stage0 = {0, 0, 0, 0};
static  float2 _vTransformedCoords_0_Stage0 = {0, 0};

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewAdjust : packoffset(c1);
    float2 dx_ViewCoords : packoffset(c2);
    float2 dx_ViewScale  : packoffset(c3);
};

@@ VERTEX ATTRIBUTES @@

VS_OUTPUT generateOutput(VS_INPUT input)
{
    VS_OUTPUT output;
    output.gl_Position = gl_Position;
    output.dx_Position.x = gl_Position.x;
    output.dx_Position.y = - gl_Position.y;
    output.dx_Position.z = (gl_Position.z + gl_Position.w) * 0.5;
    output.dx_Position.w = gl_Position.w;
    output.gl_FragCoord = gl_Position;
    output.v0 = _vcolor_Stage0;
    output.v1 = _vTransformedCoords_0_Stage0;

    return output;
}

VS_OUTPUT main(VS_INPUT input){
    initAttributes(input);

(_vcolor_Stage0 = _color);
(gl_Position = vec4_ctor(_position.x, _position.y, 0.0, 1.0));
{
(_vTransformedCoords_0_Stage0 = mul(transpose(_umatrix_Stage1_c0_c0), vec3_ctor(_localCoord, 1.0)).xy);
}
(gl_Position = vec4_ctor(((gl_Position.xy * _sk_RTAdjust.xz) + (gl_Position.ww * _sk_RTAdjust.yw)), 0.0, gl_Position.w));
return generateOutput(input);
}
struct PS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 gl_FragCoord : TEXCOORD3;
    float4 v0 : TEXCOORD0;
    float2 v1 : TEXCOORD1;
};

#pragma warning( disable: 3556 3571 )
float2 vec2_ctor(float x0, float x1)
{
    return float2(x0, x1);
}
float4 vec4_ctor(float x0)
{
    return float4(x0, x0, x0, x0);
}
// Uniforms

uniform float4 _uinnerRect_Stage2_c1 : register(c0);
uniform float2 _uradiusPlusHalf_Stage2_c1 : register(c1);
static const uint _uTextureSampler_0_Stage1 = 0;
uniform Texture2D<float4> textures2D[1] : register(t0);
uniform SamplerState samplers2D[1] : register(s0);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Varyings
static  float4 _vcolor_Stage0 = {0, 0, 0, 0};
static  float2 _vTransformedCoords_0_Stage0 = {0, 0};

static float4 gl_Color[1] =
{
    float4(0, 0, 0, 0)
};
static float4 gl_FragCoord = float4(0, 0, 0, 0);

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewCoords : packoffset(c1);
    float3 dx_DepthFront : packoffset(c2);
    float2 dx_ViewScale : packoffset(c3);
    struct SamplerMetadata
    {
        int baseLevel;
        int internalFormatBits;
        int wrapModes;
        int padding;
        int4 intBorderColor;
    };
    SamplerMetadata samplerMetadata[1] : packoffset(c4);
};

#define GL_USES_FRAG_COLOR
float4 gl_texture2D(uint samplerIndex, float2 t)
{
    return textures2D[samplerIndex].Sample(samplers2D[samplerIndex], float2(t.x, t.y));
}

#define GL_USES_FRAG_COORD
@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){
    float rhw = 1.0 / input.gl_FragCoord.w;
    gl_FragCoord.x = input.dx_Position.x;
    gl_FragCoord.y = input.dx_Position.y;
    gl_FragCoord.z = (input.gl_FragCoord.z * rhw) * dx_DepthFront.x + dx_DepthFront.y;
    gl_FragCoord.w = rhw;
    _vcolor_Stage0 = input.v0;
    _vTransformedCoords_0_Stage0 = input.v1.xy;

float4 _outputColor_Stage03027 = {0, 0, 0, 0};
(_outputColor_Stage03027 = _vcolor_Stage0);
float4 _output_Stage13028 = {0, 0, 0, 0};
(_output_Stage13028 = gl_texture2D(_uTextureSampler_0_Stage1, _vTransformedCoords_0_Stage0));
float4 _output_Stage23029 = {0, 0, 0, 0};
float2 __0_dxy03030 = (_uinnerRect_Stage2_c1.xy - gl_FragCoord.xy);
float __1_dy13031 = (gl_FragCoord.y - _uinnerRect_Stage2_c1.w);
float2 __2_dxy3032 = max(vec2_ctor(__0_dxy03030.x, max(__0_dxy03030.y, __1_dy13031)), 0.0);
float __3_rightAlpha3033 = clamp((_uinnerRect_Stage2_c1.z - gl_FragCoord.x), 0.0, 1.0);
float __4_alpha3034 = (__3_rightAlpha3033 * clamp((_uradiusPlusHalf_Stage2_c1.x - length(__2_dxy3032)), 0.0, 1.0));
(_output_Stage23029 = vec4_ctor(__4_alpha3034));
{
(gl_Color[0] = (_output_Stage13028 * _output_Stage23029));
}
return generateOutput();
}
R�	gl_Color0gl_Color[0]�struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 gl_FragCoord : TEXCOORD3;
    float4 v0 : TEXCOORD0;
    float2 v1 : TEXCOORD1;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 gl_FragCoord : TEXCOORD3;
    float4 v0 : TEXCOORD0;
    float2 v1 : TEXCOORD1;
};

void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput)
{
    output.gl_Position = input.gl_Position;
    output.v0 = input.v0; 
    output.v1 = input.v1; 
    output.gl_FragCoord = input.gl_FragCoord;
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
���@DXBCH���+r5G��U��@4���RDEFth<���LRD11< ($\$Globals���\�P���������� ,(��������_sk_RTAdjustfloat4�_umatrix_Stage1_c0_c0float3x3�Microsoft (R) HLSL Shader Compiler 10.1ISGN\PPPTEXCOORD���OSGN������SV_PositionTEXCOORD���SHEX�PzjYF� _2_�_2g� e� e� e� e2 h6� @?�?22F�� օ 6" �A6 
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�samplers2D[0]textures2D[0]$Globals����� ,L��������p���������_uinnerRect_Stage2_c1float4���B_uradiusPlusHalf_Stage2_c1float2���Microsoft (R) HLSL Shader Compiler 10.1ISGN������SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX�PqjYF� Z`XpUUd 2b2e� h	:� �A	r�A&� 4�
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E���CU�FF~`8� F>STAT�	BPLG��f(788efd1c721aP��position
_uposition����������������R��color_ucolor����������������R��sk_RTAdjust
_usk_RTAdjust����������������������������������������R��uinnerRect_Stage1_c0_uuinnerRect_Stage1_c0����������������������������������������P��uradiusPlusHalf_Stage1_c0_uuradiusPlusHalf_Stage1_c0����������������������������������������R��uinnerRect_Stage2_c1_uuinnerRect_Stage2_c1����������������������������������������P��uradiusPlusHalf_Stage2_c1_uuradiusPlusHalf_Stage2_c1�����������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    float4 v0 : TEXCOORD0;
};
#pragma warning( disable: 3556 3571 )
float4 vec4_ctor(float x0, float x1, float x2, float x3)
{
    return float4(x0, x1, x2, x3);
}
float4 vec4_ctor(float2 x0, float x1, float x2)
{
    return float4(x0, x1, x2);
}
// Uniforms

uniform float4 _sk_RTAdjust : register(c1);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Attributes
static float2 _position = {0, 0};
static float4 _color = {0, 0, 0, 0};

static float4 gl_Position = float4(0, 0, 0, 0);

// Varyings
static  float4 _vcolor_Stage0 = {0, 0, 0, 0};

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewAdjust : packoffset(c1);
    float2 dx_ViewCoords : packoffset(c2);
    float2 dx_ViewScale  : packoffset(c3);
};

@@ VERTEX ATTRIBUTES @@

VS_OUTPUT generateOutput(VS_INPUT input)
{
    VS_OUTPUT output;
    output.gl_Position = gl_Position;
    output.dx_Position.x = gl_Position.x;
    output.dx_Position.y = - gl_Position.y;
    output.dx_Position.z = (gl_Position.z + gl_Position.w) * 0.5;
    output.dx_Position.w = gl_Position.w;
    output.gl_FragCoord = gl_Position;
    output.v0 = _vcolor_Stage0;

    return output;
}

VS_OUTPUT main(VS_INPUT input){
    initAttributes(input);

(_vcolor_Stage0 = _color);
(gl_Position = vec4_ctor(_position.x, _position.y, 0.0, 1.0));
(gl_Position = vec4_ctor(((gl_Position.xy * _sk_RTAdjust.xz) + (gl_Position.ww * _sk_RTAdjust.yw)), 0.0, gl_Position.w));
return generateOutput(input);
}
�
struct PS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    float4 v0 : TEXCOORD0;
};

#pragma warning( disable: 3556 3571 )
float2 vec2_ctor(float x0, float x1)
{
    return float2(x0, x1);
}
float4 vec4_ctor(float x0)
{
    return float4(x0, x0, x0, x0);
}
// Uniforms

uniform float4 _uinnerRect_Stage1_c0 : register(c0);
uniform float2 _uradiusPlusHalf_Stage1_c0 : register(c1);
uniform float4 _uinnerRect_Stage2_c1 : register(c2);
uniform float2 _uradiusPlusHalf_Stage2_c1 : register(c3);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Varyings
static  float4 _vcolor_Stage0 = {0, 0, 0, 0};

static float4 gl_Color[1] =
{
    float4(0, 0, 0, 0)
};
static float4 gl_FragCoord = float4(0, 0, 0, 0);

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewCoords : packoffset(c1);
    float3 dx_DepthFront : packoffset(c2);
    float2 dx_ViewScale : packoffset(c3);
};

#define GL_USES_FRAG_COLOR
#define GL_USES_FRAG_COORD
@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){
    float rhw = 1.0 / input.gl_FragCoord.w;
    gl_FragCoord.x = input.dx_Position.x;
    gl_FragCoord.y = input.dx_Position.y;
    gl_FragCoord.z = (input.gl_FragCoord.z * rhw) * dx_DepthFront.x + dx_DepthFront.y;
    gl_FragCoord.w = rhw;
    _vcolor_Stage0 = input.v0;

float4 _outputColor_Stage03026 = {0, 0, 0, 0};
(_outputColor_Stage03026 = _vcolor_Stage0);
float4 _output_Stage13027 = {0, 0, 0, 0};
float2 __0_dxy03028 = (_uinnerRect_Stage1_c0.xy - gl_FragCoord.xy);
float __1_dy13029 = (gl_FragCoord.y - _uinnerRect_Stage1_c0.w);
float2 __2_dxy3030 = max(vec2_ctor(__0_dxy03028.x, max(__0_dxy03028.y, __1_dy13029)), 0.0);
float __3_rightAlpha3031 = clamp((_uinnerRect_Stage1_c0.z - gl_FragCoord.x), 0.0, 1.0);
float __4_alpha3032 = (__3_rightAlpha3031 * clamp((_uradiusPlusHalf_Stage1_c0.x - length(__2_dxy3030)), 0.0, 1.0));
(__4_alpha3032 = (1.0 - __4_alpha3032));
(_output_Stage13027 = vec4_ctor(__4_alpha3032));
float4 _output_Stage23033 = {0, 0, 0, 0};
float2 __5_dxy03034 = (_uinnerRect_Stage2_c1.xy - gl_FragCoord.xy);
float __6_dy13035 = (gl_FragCoord.y - _uinnerRect_Stage2_c1.w);
float2 __7_dxy3036 = max(vec2_ctor(__5_dxy03034.x, max(__5_dxy03034.y, __6_dy13035)), 0.0);
float __8_rightAlpha3037 = clamp((_uinnerRect_Stage2_c1.z - gl_FragCoord.x), 0.0, 1.0);
float __9_alpha3038 = (__8_rightAlpha3037 * clamp((_uradiusPlusHalf_Stage2_c1.x - length(__7_dxy3036)), 0.0, 1.0));
(_output_Stage23033 = (_output_Stage13027 * __9_alpha3038));
{
(gl_Color[0] = (_outputColor_Stage03026 * _output_Stage23033));
}
return generateOutput();
}
R�	gl_Color0gl_Color[0]ystruct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    float4 v0 : TEXCOORD0;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    float4 v0 : TEXCOORD0;
};

void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput)
{
    output.gl_Position = input.gl_Position;
    output.v0 = input.v0; 
    output.gl_FragCoord = input.gl_FragCoord;
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
��$DXBC"���c�F�ڵ�NWc$4D��RDEFh<����RD11< ($\$Globals���\� ����������_sk_RTAdjustfloat4�Microsoft (R) HLSL Shader Compiler 10.1ISGND88TEXCOORD���OSGN�htttSV_PositionTEXCOORD���SHEXhPZjYF� _2_�g� e� e� e� h6� @?�?22F�� օ 6" �A6 
62 F62 F6� @�?6� @�?6� F>STAT�
�XDXBCU�����1�4b��@X4D��RDEFh<����RD11< ($\$Globals���\�@ @��������d���������� @���������0���������_uinnerRect_Stage1_c0float4���6_uradiusPlusHalf_Stage1_c0float2��_uinnerRect_Stage2_c1_uradiusPlusHalf_Stage2_c1Microsoft (R) HLSL Shader Compiler 10.1���ISGN�htttSV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX�P�jYF� d 2b�e� h	:� �A	r�A&� 4�
*4
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�A
@�?	":� �A	r�A&� 4�*4
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� 8"
8
8� F>STAT�BPLG��X+788efd1c721aP��position
_uposition����������������R��color_ucolor����������������P��
localCoord_ulocalCoord����������������R��sk_RTAdjust
_usk_RTAdjust����������������������������������������[��umatrix_Stage1_c0_c0_uumatrix_Stage1_c0_c0����������������������������������������R��uinnerRect_Stage2_c1_uuinnerRect_Stage2_c1����������������������������������������P��uradiusPlusHalf_Stage2_c1_uuradiusPlusHalf_Stage2_c1����������������������������������������^�uTextureSampler_0_Stage1_uuTextureSampler_0_Stage1������������������������������������������^�������������������������������������������������������������������������������������������������������������������������������������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 gl_FragCoord : TEXCOORD3;
    float4 v0 : TEXCOORD0;
    float2 v1 : TEXCOORD1;
};
#pragma warning( disable: 3556 3571 )
float3 vec3_ctor(float2 x0, float x1)
{
    return float3(x0, x1);
}
float4 vec4_ctor(float x0, float x1, float x2, float x3)
{
    return float4(x0, x1, x2, x3);
}
float4 vec4_ctor(float2 x0, float x1, float x2)
{
    return float4(x0, x1, x2);
}
// Uniforms

uniform float4 _sk_RTAdjust : register(c1);
uniform float3x3 _umatrix_Stage1_c0_c0 : register(c2);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Attributes
static float2 _position = {0, 0};
static float4 _color = {0, 0, 0, 0};
static float2 _localCoord = {0, 0};

static float4 gl_Position = float4(0, 0, 0, 0);

// Varyings
static  float4 _vcolor_Stage0 = {0, 0, 0, 0};
static  float2 _vTransformedCoords_0_Stage0 = {0, 0};

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewAdjust : packoffset(c1);
    float2 dx_ViewCoords : packoffset(c2);
    float2 dx_ViewScale  : packoffset(c3);
};

@@ VERTEX ATTRIBUTES @@

VS_OUTPUT generateOutput(VS_INPUT input)
{
    VS_OUTPUT output;
    output.gl_Position = gl_Position;
    output.dx_Position.x = gl_Position.x;
    output.dx_Position.y = - gl_Position.y;
    output.dx_Position.z = (gl_Position.z + gl_Position.w) * 0.5;
    output.dx_Position.w = gl_Position.w;
    output.gl_FragCoord = gl_Position;
    output.v0 = _vcolor_Stage0;
    output.v1 = _vTransformedCoords_0_Stage0;

    return output;
}

VS_OUTPUT main(VS_INPUT input){
    initAttributes(input);

(_vcolor_Stage0 = _color);
(gl_Position = vec4_ctor(_position.x, _position.y, 0.0, 1.0));
{
(_vTransformedCoords_0_Stage0 = mul(transpose(_umatrix_Stage1_c0_c0), vec3_ctor(_localCoord, 1.0)).xy);
}
(gl_Position = vec4_ctor(((gl_Position.xy * _sk_RTAdjust.xz) + (gl_Position.ww * _sk_RTAdjust.yw)), 0.0, gl_Position.w));
return generateOutput(input);
}
struct PS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 gl_FragCoord : TEXCOORD3;
    float4 v0 : TEXCOORD0;
    float2 v1 : TEXCOORD1;
};

#pragma warning( disable: 3556 3571 )
float2 vec2_ctor(float x0, float x1)
{
    return float2(x0, x1);
}
float4 vec4_ctor(float x0)
{
    return float4(x0, x0, x0, x0);
}
// Uniforms

uniform float4 _uinnerRect_Stage2_c1 : register(c0);
uniform float2 _uradiusPlusHalf_Stage2_c1 : register(c1);
static const uint _uTextureSampler_0_Stage1 = 0;
uniform Texture2D<float4> textures2D[1] : register(t0);
uniform SamplerState samplers2D[1] : register(s0);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Varyings
static  float4 _vcolor_Stage0 = {0, 0, 0, 0};
static  float2 _vTransformedCoords_0_Stage0 = {0, 0};

static float4 gl_Color[1] =
{
    float4(0, 0, 0, 0)
};
static float4 gl_FragCoord = float4(0, 0, 0, 0);

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewCoords : packoffset(c1);
    float3 dx_DepthFront : packoffset(c2);
    float2 dx_ViewScale : packoffset(c3);
    struct SamplerMetadata
    {
        int baseLevel;
        int internalFormatBits;
        int wrapModes;
        int padding;
        int4 intBorderColor;
    };
    SamplerMetadata samplerMetadata[1] : packoffset(c4);
};

#define GL_USES_FRAG_COLOR
float4 gl_texture2D(uint samplerIndex, float2 t)
{
    return textures2D[samplerIndex].Sample(samplers2D[samplerIndex], float2(t.x, t.y));
}

#define GL_USES_FRAG_COORD
@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){
    float rhw = 1.0 / input.gl_FragCoord.w;
    gl_FragCoord.x = input.dx_Position.x;
    gl_FragCoord.y = input.dx_Position.y;
    gl_FragCoord.z = (input.gl_FragCoord.z * rhw) * dx_DepthFront.x + dx_DepthFront.y;
    gl_FragCoord.w = rhw;
    _vcolor_Stage0 = input.v0;
    _vTransformedCoords_0_Stage0 = input.v1.xy;

float4 _outputColor_Stage03027 = {0, 0, 0, 0};
(_outputColor_Stage03027 = _vcolor_Stage0);
float4 _output_Stage13028 = {0, 0, 0, 0};
(_output_Stage13028 = gl_texture2D(_uTextureSampler_0_Stage1, _vTransformedCoords_0_Stage0));
float4 _output_Stage23029 = {0, 0, 0, 0};
float __0_dy03030 = (_uinnerRect_Stage2_c1.y - gl_FragCoord.y);
float2 __1_dxy13031 = (gl_FragCoord.xy - _uinnerRect_Stage2_c1.zw);
float2 __2_dxy3032 = max(vec2_ctor(__1_dxy13031.x, max(__0_dy03030, __1_dxy13031.y)), 0.0);
float __3_leftAlpha3033 = clamp((gl_FragCoord.x - _uinnerRect_Stage2_c1.x), 0.0, 1.0);
float __4_alpha3034 = (__3_leftAlpha3033 * clamp((_uradiusPlusHalf_Stage2_c1.x - length(__2_dxy3032)), 0.0, 1.0));
(_output_Stage23029 = vec4_ctor(__4_alpha3034));
{
(gl_Color[0] = (_output_Stage13028 * _output_Stage23029));
}
return generateOutput();
}
R�	gl_Color0gl_Color[0]�struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 gl_FragCoord : TEXCOORD3;
    float4 v0 : TEXCOORD0;
    float2 v1 : TEXCOORD1;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 gl_FragCoord : TEXCOORD3;
    float4 v0 : TEXCOORD0;
    float2 v1 : TEXCOORD1;
};

void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput)
{
    output.gl_Position = input.gl_Position;
    output.v0 = input.v0; 
    output.v1 = input.v1; 
    output.gl_FragCoord = input.gl_FragCoord;
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
���@DXBCH���+r5G��U��@4���RDEFth<���LRD11< ($\$Globals���\�P���������� ,(��������_sk_RTAdjustfloat4�_umatrix_Stage1_c0_c0float3x3�Microsoft (R) HLSL Shader Compiler 10.1ISGN\PPPTEXCOORD���OSGN������SV_PositionTEXCOORD���SHEX�PzjYF� _2_�_2g� e� e� e� e2 h6� @?�?22F�� օ 6" �A6 
62 F62 F6� @�?6� @�?6� F62F6B@�? F� F" F� F>STAT�	�XDXBC���~w�\�	�:�6X4���RDEF��<����RD11< ($������
�samplers2D[0]textures2D[0]$Globals����� ,L��������p���������_uinnerRect_Stage2_c1float4���B_uradiusPlusHalf_Stage2_c1float2���Microsoft (R) HLSL Shader Compiler 10.1ISGN������SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX�PqjYF� Z`XpUUd 2b2e� h	�A� 	r�� �A4�
*4
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�A
� 8

E���CU�FF~`8� F>STAT�	BPLG��/6788efd1c721a		P��position
_uposition����������������R��color_ucolor����������������P��
localCoord_ulocalCoord����������������	R��sk_RTAdjust
_usk_RTAdjust����������������������������������������[��umatrix_Stage1_c0_c0_c0_c0_uumatrix_Stage1_c0_c0_c0_c0�����������������������������������������urange_Stage1_c0_uurange_Stage1_c0����������������������������������������R�� uleftBorderColor_Stage1_c0_c0_c0"_uuleftBorderColor_Stage1_c0_c0_c0����������������������������������������R��!urightBorderColor_Stage1_c0_c0_c0#_uurightBorderColor_Stage1_c0_c0_c0����������������������������������������R��ustart_Stage1_c0_c0_c0_c1_uustart_Stage1_c0_c0_c0_c1����������������������������������������R��uend_Stage1_c0_c0_c0_c1_uuend_Stage1_c0_c0_c0_c1����������������������������������������R��uinnerRect_Stage2_c1_uuinnerRect_Stage2_c1����������������������������������������P��uradiusPlusHalf_Stage2_c1_uuradiusPlusHalf_Stage2_c1������������������������������������������					����			����������������������������������������������������������	������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������*struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 gl_FragCoord : TEXCOORD3;
    float4 v0 : TEXCOORD0;
    float2 v1 : TEXCOORD1;
};
#pragma warning( disable: 3556 3571 )
float3 vec3_ctor(float2 x0, float x1)
{
    return float3(x0, x1);
}
float4 vec4_ctor(float x0, float x1, float x2, float x3)
{
    return float4(x0, x1, x2, x3);
}
float4 vec4_ctor(float2 x0, float x1, float x2)
{
    return float4(x0, x1, x2);
}
// Uniforms

uniform float4 _sk_RTAdjust : register(c1);
uniform float3x3 _umatrix_Stage1_c0_c0_c0_c0 : register(c2);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Attributes
static float2 _position = {0, 0};
static float4 _color = {0, 0, 0, 0};
static float2 _localCoord = {0, 0};

static float4 gl_Position = float4(0, 0, 0, 0);

// Varyings
static  float4 _vcolor_Stage0 = {0, 0, 0, 0};
static  float2 _vTransformedCoords_0_Stage0 = {0, 0};

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewAdjust : packoffset(c1);
    float2 dx_ViewCoords : packoffset(c2);
    float2 dx_ViewScale  : packoffset(c3);
};

@@ VERTEX ATTRIBUTES @@

VS_OUTPUT generateOutput(VS_INPUT input)
{
    VS_OUTPUT output;
    output.gl_Position = gl_Position;
    output.dx_Position.x = gl_Position.x;
    output.dx_Position.y = - gl_Position.y;
    output.dx_Position.z = (gl_Position.z + gl_Position.w) * 0.5;
    output.dx_Position.w = gl_Position.w;
    output.gl_FragCoord = gl_Position;
    output.v0 = _vcolor_Stage0;
    output.v1 = _vTransformedCoords_0_Stage0;

    return output;
}

VS_OUTPUT main(VS_INPUT input){
    initAttributes(input);

(_vcolor_Stage0 = _color);
(gl_Position = vec4_ctor(_position.x, _position.y, 0.0, 1.0));
{
(_vTransformedCoords_0_Stage0 = mul(transpose(_umatrix_Stage1_c0_c0_c0_c0), vec3_ctor(_localCoord, 1.0)).xy);
}
(gl_Position = vec4_ctor(((gl_Position.xy * _sk_RTAdjust.xz) + (gl_Position.ww * _sk_RTAdjust.yw)), 0.0, gl_Position.w));
return generateOutput(input);
}
=struct PS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 gl_FragCoord : TEXCOORD3;
    float4 v0 : TEXCOORD0;
    float2 v1 : TEXCOORD1;
};

#pragma warning( disable: 3556 3571 )
float2 vec2_ctor(float x0, float x1)
{
    return float2(x0, x1);
}
float4 vec4_ctor(float x0)
{
    return float4(x0, x0, x0, x0);
}
float4 vec4_ctor(float x0, float x1, float x2, float x3)
{
    return float4(x0, x1, x2, x3);
}
float4 vec4_ctor(float3 x0, float x1)
{
    return float4(x0, x1);
}
// Uniforms

uniform float _urange_Stage1_c0 : register(c0);
uniform float4 _uleftBorderColor_Stage1_c0_c0_c0 : register(c1);
uniform float4 _urightBorderColor_Stage1_c0_c0_c0 : register(c2);
uniform float4 _ustart_Stage1_c0_c0_c0_c1 : register(c3);
uniform float4 _uend_Stage1_c0_c0_c0_c1 : register(c4);
uniform float4 _uinnerRect_Stage2_c1 : register(c5);
uniform float2 _uradiusPlusHalf_Stage2_c1 : register(c6);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Varyings
static  float4 _vcolor_Stage0 = {0, 0, 0, 0};
static  float2 _vTransformedCoords_0_Stage0 = {0, 0};

static float4 gl_Color[1] =
{
    float4(0, 0, 0, 0)
};
static float4 gl_FragCoord = float4(0, 0, 0, 0);

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewCoords : packoffset(c1);
    float3 dx_DepthFront : packoffset(c2);
    float2 dx_ViewScale : packoffset(c3);
};

#define GL_USES_FRAG_COLOR
#define GL_USES_FRAG_COORD
float4 mod_emu(float4 x, float4 y)
{
    return x - y * floor(x / y);
}


@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){
    float rhw = 1.0 / input.gl_FragCoord.w;
    gl_FragCoord.x = input.dx_Position.x;
    gl_FragCoord.y = input.dx_Position.y;
    gl_FragCoord.z = (input.gl_FragCoord.z * rhw) * dx_DepthFront.x + dx_DepthFront.y;
    gl_FragCoord.w = rhw;
    _vcolor_Stage0 = input.v0;
    _vTransformedCoords_0_Stage0 = input.v1.xy;

float4 _outputColor_Stage03031 = {0, 0, 0, 0};
(_outputColor_Stage03031 = _vcolor_Stage0);
float4 _output_Stage13032 = {0, 0, 0, 0};
float4 __4_t3033 = vec4_ctor((_vTransformedCoords_0_Stage0.x + 9.9999997e-06), 1.0, 0.0, 0.0);
float4 __5_outColor3034 = {0, 0, 0, 0};
if ((__4_t3033.x < 0.0))
{
(__5_outColor3034 = _uleftBorderColor_Stage1_c0_c0_c0);
}
else
{
if ((__4_t3033.x > 1.0))
{
(__5_outColor3034 = _urightBorderColor_Stage1_c0_c0_c0);
}
else
{
(__5_outColor3034 = lerp(_ustart_Stage1_c0_c0_c0_c1, _uend_Stage1_c0_c0_c0_c1, __4_t3033.x));
}
}
float4 __6_color3035 = __5_outColor3034;
float __7_value3036 = {0};
{
float4 __8_bits3037 = mod_emu(gl_FragCoord.yxyx, float4(2.0, 2.0, 4.0, 4.0));
(__8_bits3037.zw = step(2.0, __8_bits3037.zw));
(__8_bits3037.xz = abs((__8_bits3037.xz - __8_bits3037.yw)));
(__7_value3036 = (dot(__8_bits3037, float4(0.5, 0.25, 0.125, 0.0625)) - 0.46875));
}
(_output_Stage13032 = vec4_ctor(clamp((__6_color3035.xyz + (__7_value3036 * _urange_Stage1_c0)), 0.0, __6_color3035.w), __6_color3035.w));
float4 _output_Stage23038 = {0, 0, 0, 0};
float2 __9_dxy03039 = (_uinnerRect_Stage2_c1.xy - gl_FragCoord.xy);
float __10_dy13040 = (gl_FragCoord.y - _uinnerRect_Stage2_c1.w);
float2 __11_dxy3041 = max(vec2_ctor(__9_dxy03039.x, max(__9_dxy03039.y, __10_dy13040)), 0.0);
float __12_rightAlpha3042 = clamp((_uinnerRect_Stage2_c1.z - gl_FragCoord.x), 0.0, 1.0);
float __13_alpha3043 = (__12_rightAlpha3042 * clamp((_uradiusPlusHalf_Stage2_c1.x - length(__11_dxy3041)), 0.0, 1.0));
(_output_Stage23038 = vec4_ctor(__13_alpha3043));
{
(gl_Color[0] = (_output_Stage13032 * _output_Stage23038));
}
return generateOutput();
}
R�	gl_Color0gl_Color[0]�struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 gl_FragCoord : TEXCOORD3;
    float4 v0 : TEXCOORD0;
    float2 v1 : TEXCOORD1;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 gl_FragCoord : TEXCOORD3;
    float4 v0 : TEXCOORD0;
    float2 v1 : TEXCOORD1;
};

void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput)
{
    output.gl_Position = input.gl_Position;
    output.v0 = input.v0; 
    output.v1 = input.v1; 
    output.gl_FragCoord = input.gl_FragCoord;
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
���HDXBClN�%N�AMZ���p�H4���RDEF|h<���TRD11< ($\$Globals���\�P���������� ,0��������_sk_RTAdjustfloat4�_umatrix_Stage1_c0_c0_c0_c0float3x3���$Microsoft (R) HLSL Shader Compiler 10.1ISGN\PPPTEXCOORD���OSGN������SV_PositionTEXCOORD���SHEX�PzjYF� _2_�_2g� e� e� e� e2 h6� @?�?22F�� օ 6" �A6 
62 F62 F6� @�?6� @�?6� F62F6B@�? F� F" F� F>STAT�	��DXBCJ�dƦ+�ӗ�i�l��4<�0RDEFh<����RD11< ($\$Globals���\�p�������������������$ ��������G0��������b@��������{P���������`���������_urange_Stage1_c0float�_uleftBorderColor_Stage1_c0_c0_c0float4����_urightBorderColor_Stage1_c0_c0_c0_ustart_Stage1_c0_c0_c0_c1_uend_Stage1_c0_c0_c0_c1_uinnerRect_Stage2_c1_uradiusPlusHalf_Stage2_c1float2��Microsoft (R) HLSL Shader Compiler 10.1ISGN������SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEXPjYF� d 2be� h8
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8� F>STAT�BPLG��B+788efd1c721aP��position
_uposition����������������R��color_ucolor����������������P��
localCoord_ulocalCoord����������������R��sk_RTAdjust
_usk_RTAdjust����������������������������������������[��umatrix_Stage1_c0_uumatrix_Stage1_c0����������������������������������������R��uinnerRect_Stage2_c1_uuinnerRect_Stage2_c1����������������������������������������P��uradiusPlusHalf_Stage2_c1_uuradiusPlusHalf_Stage2_c1����������������������������������������^�uTextureSampler_0_Stage1_uuTextureSampler_0_Stage1������������������������������������������^�������������������������������������������������������������������������������������������������������������������������������������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 gl_FragCoord : TEXCOORD3;
    float4 v0 : TEXCOORD0;
    float2 v1 : TEXCOORD1;
};
#pragma warning( disable: 3556 3571 )
float3 vec3_ctor(float2 x0, float x1)
{
    return float3(x0, x1);
}
float4 vec4_ctor(float x0, float x1, float x2, float x3)
{
    return float4(x0, x1, x2, x3);
}
float4 vec4_ctor(float2 x0, float x1, float x2)
{
    return float4(x0, x1, x2);
}
// Uniforms

uniform float4 _sk_RTAdjust : register(c1);
uniform float3x3 _umatrix_Stage1_c0 : register(c2);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Attributes
static float2 _position = {0, 0};
static float4 _color = {0, 0, 0, 0};
static float2 _localCoord = {0, 0};

static float4 gl_Position = float4(0, 0, 0, 0);

// Varyings
static  float4 _vcolor_Stage0 = {0, 0, 0, 0};
static  float2 _vTransformedCoords_0_Stage0 = {0, 0};

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewAdjust : packoffset(c1);
    float2 dx_ViewCoords : packoffset(c2);
    float2 dx_ViewScale  : packoffset(c3);
};

@@ VERTEX ATTRIBUTES @@

VS_OUTPUT generateOutput(VS_INPUT input)
{
    VS_OUTPUT output;
    output.gl_Position = gl_Position;
    output.dx_Position.x = gl_Position.x;
    output.dx_Position.y = - gl_Position.y;
    output.dx_Position.z = (gl_Position.z + gl_Position.w) * 0.5;
    output.dx_Position.w = gl_Position.w;
    output.gl_FragCoord = gl_Position;
    output.v0 = _vcolor_Stage0;
    output.v1 = _vTransformedCoords_0_Stage0;

    return output;
}

VS_OUTPUT main(VS_INPUT input){
    initAttributes(input);

(_vcolor_Stage0 = _color);
(gl_Position = vec4_ctor(_position.x, _position.y, 0.0, 1.0));
{
(_vTransformedCoords_0_Stage0 = mul(transpose(_umatrix_Stage1_c0), vec3_ctor(_localCoord, 1.0)).xy);
}
(gl_Position = vec4_ctor(((gl_Position.xy * _sk_RTAdjust.xz) + (gl_Position.ww * _sk_RTAdjust.yw)), 0.0, gl_Position.w));
return generateOutput(input);
}
�
struct PS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 gl_FragCoord : TEXCOORD3;
    float4 v0 : TEXCOORD0;
    float2 v1 : TEXCOORD1;
};

#pragma warning( disable: 3556 3571 )
float2 vec2_ctor(float x0, float x1)
{
    return float2(x0, x1);
}
// Uniforms

uniform float4 _uinnerRect_Stage2_c1 : register(c0);
uniform float2 _uradiusPlusHalf_Stage2_c1 : register(c1);
static const uint _uTextureSampler_0_Stage1 = 0;
uniform Texture2D<float4> textures2D[1] : register(t0);
uniform SamplerState samplers2D[1] : register(s0);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Varyings
static  float4 _vcolor_Stage0 = {0, 0, 0, 0};
static  float2 _vTransformedCoords_0_Stage0 = {0, 0};

static float4 gl_Color[1] =
{
    float4(0, 0, 0, 0)
};
static float4 gl_FragCoord = float4(0, 0, 0, 0);

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewCoords : packoffset(c1);
    float3 dx_DepthFront : packoffset(c2);
    float2 dx_ViewScale : packoffset(c3);
    struct SamplerMetadata
    {
        int baseLevel;
        int internalFormatBits;
        int wrapModes;
        int padding;
        int4 intBorderColor;
    };
    SamplerMetadata samplerMetadata[1] : packoffset(c4);
};

#define GL_USES_FRAG_COLOR
float4 gl_texture2D(uint samplerIndex, float2 t)
{
    return textures2D[samplerIndex].Sample(samplers2D[samplerIndex], float2(t.x, t.y));
}

#define GL_USES_FRAG_COORD
@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){
    float rhw = 1.0 / input.gl_FragCoord.w;
    gl_FragCoord.x = input.dx_Position.x;
    gl_FragCoord.y = input.dx_Position.y;
    gl_FragCoord.z = (input.gl_FragCoord.z * rhw) * dx_DepthFront.x + dx_DepthFront.y;
    gl_FragCoord.w = rhw;
    _vcolor_Stage0 = input.v0;
    _vTransformedCoords_0_Stage0 = input.v1.xy;

float4 _outputColor_Stage03027 = {0, 0, 0, 0};
(_outputColor_Stage03027 = _vcolor_Stage0);
float4 _output_Stage13028 = {0, 0, 0, 0};
(_output_Stage13028 = gl_texture2D(_uTextureSampler_0_Stage1, _vTransformedCoords_0_Stage0).xxxx);
float4 _output_Stage23029 = {0, 0, 0, 0};
float __0_dx03030 = (_uinnerRect_Stage2_c1.x - gl_FragCoord.x);
float2 __1_dxy13031 = (gl_FragCoord.xy - _uinnerRect_Stage2_c1.zw);
float2 __2_dxy3032 = max(vec2_ctor(max(__0_dx03030, __1_dxy13031.x), __1_dxy13031.y), 0.0);
float __3_topAlpha3033 = clamp((gl_FragCoord.y - _uinnerRect_Stage2_c1.y), 0.0, 1.0);
float __4_alpha3034 = (__3_topAlpha3033 * clamp((_uradiusPlusHalf_Stage2_c1.x - length(__2_dxy3032)), 0.0, 1.0));
(_output_Stage23029 = (_output_Stage13028 * __4_alpha3034));
{
(gl_Color[0] = (_outputColor_Stage03027 * _output_Stage23029));
}
return generateOutput();
}
R�	gl_Color0gl_Color[0]�struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 gl_FragCoord : TEXCOORD3;
    float4 v0 : TEXCOORD0;
    float2 v1 : TEXCOORD1;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 gl_FragCoord : TEXCOORD3;
    float4 v0 : TEXCOORD0;
    float2 v1 : TEXCOORD1;
};

void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput)
{
    output.gl_Position = input.gl_Position;
    output.v0 = input.v0; 
    output.v1 = input.v1; 
    output.gl_FragCoord = input.gl_FragCoord;
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
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62 F62 F6� @�?6� @�?6� F62F6B@�? F� F" F� F>STAT�	��DXBCG}�ݺ>����Y#z�4���RDEF��<����RD11< ($������
�samplers2D[0]textures2D[0]$Globals����� ,L��������p���������_uinnerRect_Stage2_c1float4���B_uradiusPlusHalf_Stage2_c1float2���Microsoft (R) HLSL Shader Compiler 10.1ISGN������SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX�P{jYF� Z`XpUUd 2b�b2e� h	
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8� F>STAT�

BPLG��D+788efd1c721aP��position
_uposition����������������R��color_ucolor����������������P��
localCoord_ulocalCoord����������������R��sk_RTAdjust
_usk_RTAdjust����������������������������������������[��umatrix_Stage1_c0_uumatrix_Stage1_c0����������������������������������������R��uinnerRect_Stage2_c1_uuinnerRect_Stage2_c1����������������������������������������P��uradiusPlusHalf_Stage2_c1_uuradiusPlusHalf_Stage2_c1����������������������������������������^�uTextureSampler_0_Stage1_uuTextureSampler_0_Stage1������������������������������������������^�������������������������������������������������������������������������������������������������������������������������������������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 gl_FragCoord : TEXCOORD3;
    float4 v0 : TEXCOORD0;
    float2 v1 : TEXCOORD1;
};
#pragma warning( disable: 3556 3571 )
float3 vec3_ctor(float2 x0, float x1)
{
    return float3(x0, x1);
}
float4 vec4_ctor(float x0, float x1, float x2, float x3)
{
    return float4(x0, x1, x2, x3);
}
float4 vec4_ctor(float2 x0, float x1, float x2)
{
    return float4(x0, x1, x2);
}
// Uniforms

uniform float4 _sk_RTAdjust : register(c1);
uniform float3x3 _umatrix_Stage1_c0 : register(c2);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Attributes
static float2 _position = {0, 0};
static float4 _color = {0, 0, 0, 0};
static float2 _localCoord = {0, 0};

static float4 gl_Position = float4(0, 0, 0, 0);

// Varyings
static  float4 _vcolor_Stage0 = {0, 0, 0, 0};
static  float2 _vTransformedCoords_0_Stage0 = {0, 0};

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewAdjust : packoffset(c1);
    float2 dx_ViewCoords : packoffset(c2);
    float2 dx_ViewScale  : packoffset(c3);
};

@@ VERTEX ATTRIBUTES @@

VS_OUTPUT generateOutput(VS_INPUT input)
{
    VS_OUTPUT output;
    output.gl_Position = gl_Position;
    output.dx_Position.x = gl_Position.x;
    output.dx_Position.y = - gl_Position.y;
    output.dx_Position.z = (gl_Position.z + gl_Position.w) * 0.5;
    output.dx_Position.w = gl_Position.w;
    output.gl_FragCoord = gl_Position;
    output.v0 = _vcolor_Stage0;
    output.v1 = _vTransformedCoords_0_Stage0;

    return output;
}

VS_OUTPUT main(VS_INPUT input){
    initAttributes(input);

(_vcolor_Stage0 = _color);
(gl_Position = vec4_ctor(_position.x, _position.y, 0.0, 1.0));
{
(_vTransformedCoords_0_Stage0 = mul(transpose(_umatrix_Stage1_c0), vec3_ctor(_localCoord, 1.0)).xy);
}
(gl_Position = vec4_ctor(((gl_Position.xy * _sk_RTAdjust.xz) + (gl_Position.ww * _sk_RTAdjust.yw)), 0.0, gl_Position.w));
return generateOutput(input);
}
�
struct PS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 gl_FragCoord : TEXCOORD3;
    float4 v0 : TEXCOORD0;
    float2 v1 : TEXCOORD1;
};

#pragma warning( disable: 3556 3571 )
float2 vec2_ctor(float x0, float x1)
{
    return float2(x0, x1);
}
// Uniforms

uniform float4 _uinnerRect_Stage2_c1 : register(c0);
uniform float2 _uradiusPlusHalf_Stage2_c1 : register(c1);
static const uint _uTextureSampler_0_Stage1 = 0;
uniform Texture2D<float4> textures2D[1] : register(t0);
uniform SamplerState samplers2D[1] : register(s0);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Varyings
static  float4 _vcolor_Stage0 = {0, 0, 0, 0};
static  float2 _vTransformedCoords_0_Stage0 = {0, 0};

static float4 gl_Color[1] =
{
    float4(0, 0, 0, 0)
};
static float4 gl_FragCoord = float4(0, 0, 0, 0);

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewCoords : packoffset(c1);
    float3 dx_DepthFront : packoffset(c2);
    float2 dx_ViewScale : packoffset(c3);
    struct SamplerMetadata
    {
        int baseLevel;
        int internalFormatBits;
        int wrapModes;
        int padding;
        int4 intBorderColor;
    };
    SamplerMetadata samplerMetadata[1] : packoffset(c4);
};

#define GL_USES_FRAG_COLOR
float4 gl_texture2D(uint samplerIndex, float2 t)
{
    return textures2D[samplerIndex].Sample(samplers2D[samplerIndex], float2(t.x, t.y));
}

#define GL_USES_FRAG_COORD
@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){
    float rhw = 1.0 / input.gl_FragCoord.w;
    gl_FragCoord.x = input.dx_Position.x;
    gl_FragCoord.y = input.dx_Position.y;
    gl_FragCoord.z = (input.gl_FragCoord.z * rhw) * dx_DepthFront.x + dx_DepthFront.y;
    gl_FragCoord.w = rhw;
    _vcolor_Stage0 = input.v0;
    _vTransformedCoords_0_Stage0 = input.v1.xy;

float4 _outputColor_Stage03027 = {0, 0, 0, 0};
(_outputColor_Stage03027 = _vcolor_Stage0);
float4 _output_Stage13028 = {0, 0, 0, 0};
(_output_Stage13028 = gl_texture2D(_uTextureSampler_0_Stage1, _vTransformedCoords_0_Stage0).xxxx);
float4 _output_Stage23029 = {0, 0, 0, 0};
float __0_dy03030 = (_uinnerRect_Stage2_c1.y - gl_FragCoord.y);
float2 __1_dxy13031 = (gl_FragCoord.xy - _uinnerRect_Stage2_c1.zw);
float2 __2_dxy3032 = max(vec2_ctor(__1_dxy13031.x, max(__0_dy03030, __1_dxy13031.y)), 0.0);
float __3_leftAlpha3033 = clamp((gl_FragCoord.x - _uinnerRect_Stage2_c1.x), 0.0, 1.0);
float __4_alpha3034 = (__3_leftAlpha3033 * clamp((_uradiusPlusHalf_Stage2_c1.x - length(__2_dxy3032)), 0.0, 1.0));
(_output_Stage23029 = (_output_Stage13028 * __4_alpha3034));
{
(gl_Color[0] = (_outputColor_Stage03027 * _output_Stage23029));
}
return generateOutput();
}
R�	gl_Color0gl_Color[0]�struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 gl_FragCoord : TEXCOORD3;
    float4 v0 : TEXCOORD0;
    float2 v1 : TEXCOORD1;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 gl_FragCoord : TEXCOORD3;
    float4 v0 : TEXCOORD0;
    float2 v1 : TEXCOORD1;
};

void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput)
{
    output.gl_Position = input.gl_Position;
    output.v0 = input.v0; 
    output.v1 = input.v1; 
    output.gl_FragCoord = input.gl_FragCoord;
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
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8� F>STAT�

BPLG���-788efd1c721aP��position
_uposition����������������R��color_ucolor����������������R��sk_RTAdjust
_usk_RTAdjust����������������������������������������R��urectH_Stage1_c0_uurectH_Stage1_c0����������������������������������������[��umatrix_Stage1_c0_c0_uumatrix_Stage1_c0_c0����������������������������������������R��urectUniform_Stage2_c1_uurectUniform_Stage2_c1����������������������������������������^�uTextureSampler_0_Stage1_uuTextureSampler_0_Stage1������������������������������������������^������������������������������������������������������������������������������������������������������������������������������������������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    float4 v0 : TEXCOORD0;
};
#pragma warning( disable: 3556 3571 )
float4 vec4_ctor(float x0, float x1, float x2, float x3)
{
    return float4(x0, x1, x2, x3);
}
float4 vec4_ctor(float2 x0, float x1, float x2)
{
    return float4(x0, x1, x2);
}
// Uniforms

uniform float4 _sk_RTAdjust : register(c1);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Attributes
static float2 _position = {0, 0};
static float4 _color = {0, 0, 0, 0};

static float4 gl_Position = float4(0, 0, 0, 0);

// Varyings
static  float4 _vcolor_Stage0 = {0, 0, 0, 0};

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewAdjust : packoffset(c1);
    float2 dx_ViewCoords : packoffset(c2);
    float2 dx_ViewScale  : packoffset(c3);
};

@@ VERTEX ATTRIBUTES @@

VS_OUTPUT generateOutput(VS_INPUT input)
{
    VS_OUTPUT output;
    output.gl_Position = gl_Position;
    output.dx_Position.x = gl_Position.x;
    output.dx_Position.y = - gl_Position.y;
    output.dx_Position.z = (gl_Position.z + gl_Position.w) * 0.5;
    output.dx_Position.w = gl_Position.w;
    output.gl_FragCoord = gl_Position;
    output.v0 = _vcolor_Stage0;

    return output;
}

VS_OUTPUT main(VS_INPUT input){
    initAttributes(input);

(_vcolor_Stage0 = _color);
(gl_Position = vec4_ctor(_position.x, _position.y, 0.0, 1.0));
(gl_Position = vec4_ctor(((gl_Position.xy * _sk_RTAdjust.xz) + (gl_Position.ww * _sk_RTAdjust.yw)), 0.0, gl_Position.w));
return generateOutput(input);
}
Ostruct PS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    float4 v0 : TEXCOORD0;
};

#pragma warning( disable: 3556 3571 )
float float_ctor(int x0)
{
    return float(x0);
}
float2 vec2_ctor(float x0, float x1)
{
    return float2(x0, x1);
}
float3 vec3_ctor(float2 x0, float x1)
{
    return float3(x0, x1);
}
float4 vec4_ctor(float x0)
{
    return float4(x0, x0, x0, x0);
}
float4 vec4_ctor(float2 x0, float2 x1)
{
    return float4(x0, x1);
}
// Uniforms

uniform float4 _urectH_Stage1_c0 : register(c0);
uniform float3x3 _umatrix_Stage1_c0_c0 : register(c1);
uniform float4 _urectUniform_Stage2_c1 : register(c4);
static const uint _uTextureSampler_0_Stage1 = 0;
uniform Texture2D<float4> textures2D[1] : register(t0);
uniform SamplerState samplers2D[1] : register(s0);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Varyings
static  float4 _vcolor_Stage0 = {0, 0, 0, 0};

static float4 gl_Color[1] =
{
    float4(0, 0, 0, 0)
};
static float4 gl_FragCoord = float4(0, 0, 0, 0);

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewCoords : packoffset(c1);
    float3 dx_DepthFront : packoffset(c2);
    float2 dx_ViewScale : packoffset(c3);
    struct SamplerMetadata
    {
        int baseLevel;
        int internalFormatBits;
        int wrapModes;
        int padding;
        int4 intBorderColor;
    };
    SamplerMetadata samplerMetadata[1] : packoffset(c4);
};

#define GL_USES_FRAG_COLOR
float4 gl_texture2D(uint samplerIndex, float2 t)
{
    return textures2D[samplerIndex].Sample(samplers2D[samplerIndex], float2(t.x, t.y));
}

#define GL_USES_FRAG_COORD
@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){
    float rhw = 1.0 / input.gl_FragCoord.w;
    gl_FragCoord.x = input.dx_Position.x;
    gl_FragCoord.y = input.dx_Position.y;
    gl_FragCoord.z = (input.gl_FragCoord.z * rhw) * dx_DepthFront.x + dx_DepthFront.y;
    gl_FragCoord.w = rhw;
    _vcolor_Stage0 = input.v0;

float4 _outputColor_Stage03026 = {0, 0, 0, 0};
(_outputColor_Stage03026 = _vcolor_Stage0);
float4 _output_Stage13027 = {0, 0, 0, 0};
float __1_xCoverage3028 = {0};
float __2_yCoverage3029 = {0};
float2 __3_pos3030 = gl_FragCoord.xy;
{
float4 __4_rect3031 = {0, 0, 0, 0};
{
(__4_rect3031.xy = (_urectH_Stage1_c0.xy - __3_pos3030));
(__4_rect3031.zw = (__3_pos3030 - _urectH_Stage1_c0.zw));
}
(__1_xCoverage3028 = ((1.0 - gl_texture2D(_uTextureSampler_0_Stage1, mul(transpose(_umatrix_Stage1_c0_c0), vec3_ctor(vec2_ctor(__4_rect3031.x, 0.5), 1.0)).xy).x) - gl_texture2D(_uTextureSampler_0_Stage1, mul(transpose(_umatrix_Stage1_c0_c0), vec3_ctor(vec2_ctor(__4_rect3031.z, 0.5), 1.0)).xy).x));
(__2_yCoverage3029 = ((1.0 - gl_texture2D(_uTextureSampler_0_Stage1, mul(transpose(_umatrix_Stage1_c0_c0), vec3_ctor(vec2_ctor(__4_rect3031.y, 0.5), 1.0)).xy).x) - gl_texture2D(_uTextureSampler_0_Stage1, mul(transpose(_umatrix_Stage1_c0_c0), vec3_ctor(vec2_ctor(__4_rect3031.w, 0.5), 1.0)).xy).x));
}
(_output_Stage13027 = (vec4_ctor(__1_xCoverage3028) * __2_yCoverage3029));
float4 _output_Stage23032 = {0, 0, 0, 0};
float __6_coverage3033 = {0};
{
int sbda = {0};
if (all((vec4_ctor(gl_FragCoord.xy, _urectUniform_Stage2_c1.zw) > vec4_ctor(_urectUniform_Stage2_c1.xy, gl_FragCoord.xy))))
{
(sbda = 1);
}
else
{
(sbda = 0);
}
(__6_coverage3033 = float_ctor(sbda));
}
{
(__6_coverage3033 = (1.0 - __6_coverage3033));
}
(_output_Stage23032 = (_output_Stage13027 * __6_coverage3033));
{
(gl_Color[0] = (_outputColor_Stage03026 * _output_Stage23032));
}
return generateOutput();
}
R�	gl_Color0gl_Color[0]ystruct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    float4 v0 : TEXCOORD0;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    float4 v0 : TEXCOORD0;
};

void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput)
{
    output.gl_Position = input.gl_Position;
    output.v0 = input.v0; 
    output.gl_FragCoord = input.gl_FragCoord;
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
��$DXBC"���c�F�ڵ�NWc$4D��RDEFh<����RD11< ($\$Globals���\� ����������_sk_RTAdjustfloat4�Microsoft (R) HLSL Shader Compiler 10.1ISGND88TEXCOORD���OSGN�htttSV_PositionTEXCOORD���SHEXhPZjYF� _2_�g� e� e� e� h6� @?�?22F�� օ 6" �A6 
62 F62 F6� @�?6� @�?6� F>STAT�
��DXBC�����B�ޖ��L��7��4T�,RDEF�<����RD11< ($������
�samplers2D[0]textures2D[0]$Globals�����PTp���������,����������@p��������_urectH_Stage1_c0float4���f_umatrix_Stage1_c0_c0float3x3��_urectUniform_Stage2_c1Microsoft (R) HLSL Shader Compiler 10.1ISGN�htttSV_PositionTEXCOORD���OSGN, SV_TARGET��SHEXPjYF� Z`XpUUd 2b�e� h	2F�AF� 6�@?�?F� �"F� �E���CUFF~`
�A@�?	2F� �A6�@?�?F� �"F� �E���CUFF~`

�AF� �"F� �E���CUFF~`F� �"F� �E���CU"F~`"�A@�?"
�A8
1b� 12F� bV"*7	"@@�?8
8� F>STAT�BPLG���!788efd1c721aP��position
_uposition����������������P��
localCoord_ulocalCoord����������������R��sk_RTAdjust
_usk_RTAdjust����������������������������������������[��umatrix_Stage1_c0_uumatrix_Stage1_c0����������������������������������������[��umatrix_Stage1_c0_c0_uumatrix_Stage1_c0_c0����������������������������������������^�uTextureSampler_0_Stage1_uuTextureSampler_0_Stage1������������������������������������������^����������������������������������������������������������������������������������������������������������������������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float2 v0 : TEXCOORD0;
};
#pragma warning( disable: 3556 3571 )
float3 vec3_ctor(float2 x0, float x1)
{
    return float3(x0, x1);
}
float4 vec4_ctor(float x0, float x1, float x2, float x3)
{
    return float4(x0, x1, x2, x3);
}
float4 vec4_ctor(float2 x0, float x1, float x2)
{
    return float4(x0, x1, x2);
}
// Uniforms

uniform float4 _sk_RTAdjust : register(c1);
uniform float3x3 _umatrix_Stage1_c0 : register(c2);
uniform float3x3 _umatrix_Stage1_c0_c0 : register(c5);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Attributes
static float2 _position = {0, 0};
static float2 _localCoord = {0, 0};

static float4 gl_Position = float4(0, 0, 0, 0);

// Varyings
static  float2 _vTransformedCoords_0_Stage0 = {0, 0};

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewAdjust : packoffset(c1);
    float2 dx_ViewCoords : packoffset(c2);
    float2 dx_ViewScale  : packoffset(c3);
};

@@ VERTEX ATTRIBUTES @@

VS_OUTPUT generateOutput(VS_INPUT input)
{
    VS_OUTPUT output;
    output.gl_Position = gl_Position;
    output.dx_Position.x = gl_Position.x;
    output.dx_Position.y = - gl_Position.y;
    output.dx_Position.z = (gl_Position.z + gl_Position.w) * 0.5;
    output.dx_Position.w = gl_Position.w;
    output.v0 = _vTransformedCoords_0_Stage0;

    return output;
}

VS_OUTPUT main(VS_INPUT input){
    initAttributes(input);

(gl_Position = vec4_ctor(_position.x, _position.y, 0.0, 1.0));
{
(_vTransformedCoords_0_Stage0 = mul(transpose(transpose(mul(transpose(_umatrix_Stage1_c0_c0), transpose(_umatrix_Stage1_c0)))), vec3_ctor(_localCoord, 1.0)).xy);
}
(gl_Position = vec4_ctor(((gl_Position.xy * _sk_RTAdjust.xz) + (gl_Position.ww * _sk_RTAdjust.yw)), 0.0, gl_Position.w));
return generateOutput(input);
}
struct PS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float2 v0 : TEXCOORD0;
};

#pragma warning( disable: 3556 3571 )
float4 vec4_ctor(float x0, float x1, float x2, float x3)
{
    return float4(x0, x1, x2, x3);
}
// Uniforms

static const uint _uTextureSampler_0_Stage1 = 0;
uniform Texture2D<float4> textures2D[1] : register(t0);
uniform SamplerState samplers2D[1] : register(s0);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Varyings
static  float2 _vTransformedCoords_0_Stage0 = {0, 0};

static float4 gl_Color[1] =
{
    float4(0, 0, 0, 0)
};

cbuffer DriverConstants : register(b1)
{
    struct SamplerMetadata
    {
        int baseLevel;
        int internalFormatBits;
        int wrapModes;
        int padding;
        int4 intBorderColor;
    };
    SamplerMetadata samplerMetadata[1] : packoffset(c4);
};

#define GL_USES_FRAG_COLOR
float4 gl_texture2D(uint samplerIndex, float2 t)
{
    return textures2D[samplerIndex].Sample(samplers2D[samplerIndex], float2(t.x, t.y));
}

@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){
    _vTransformedCoords_0_Stage0 = input.v0.xy;

float4 _output_Stage13025 = {0, 0, 0, 0};
(_output_Stage13025 = vec4_ctor(0.0, 0.0, 0.0, gl_texture2D(_uTextureSampler_0_Stage1, _vTransformedCoords_0_Stage0).x));
{
(gl_Color[0] = _output_Stage13025);
(gl_Color[0] = vec4_ctor(gl_Color[0].w, 0.0, 0.0, 0.0));
}
return generateOutput();
}
R�	gl_Color0gl_Color[0]struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float2 v0 : TEXCOORD0;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float2 v0 : TEXCOORD0;
};

void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput)
{
    output.gl_Position = input.gl_Position;
    output.v0 = input.v0; 
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
���DXBC	�2�П�C��v�4�8�RDEF�h<����RD11< ($\$Globals���\�����������0 ,L��������pP,L��������_sk_RTAdjustfloat4_umatrix_Stage1_c0float3x3C_umatrix_Stage1_c0_c0Microsoft (R) HLSL Shader Compiler 10.1��ISGND88TEXCOORD���OSGNhP\\SV_PositionTEXCOORD���SHEXlP�jYF� _2_2g� e� e2 h6� @?�?22F�� օ 6" �A6 
62 F6� @�?8	rF� V� 2r� F� F2r�� F� F62F6B@�? FF8	rF� V� 2r� F� F2r�� F� F" FF>STAT�
��DXBC�Z�!����
]�,C��4�l�TRDEF�<����RD11< ($|�����
samplers2D[0]textures2D[0]Microsoft (R) HLSL Shader Compiler 10.1ISGNhP\\SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX�P+jZ`XpUUb2e� hE���CUFF~`6 
6� @>STAT�BPLG��(9788efd1c721aP��position
_uposition����������������P��
localCoord_ulocalCoord����������������R��sk_RTAdjust
_usk_RTAdjust����������������������������������������P��u_0_Increment_Stage1_c0_uu_0_Increment_Stage1_c0����������������������������������������R��u_1_Kernel_Stage1_c0[0]_uu_1_Kernel_Stage1_c0[0]����������������������������������������[��umatrix_Stage1_c0_c0_uumatrix_Stage1_c0_c0����������������������������������������R��uclamp_Stage1_c0_c0_c0_uuclamp_Stage1_c0_c0_c0����������������������������������������^�uTextureSampler_0_Stage1_uuTextureSampler_0_Stage1������������������������������������������^�������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������Tstruct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float2 v0 : TEXCOORD0;
};
#pragma warning( disable: 3556 3571 )
float4 vec4_ctor(float x0, float x1, float x2, float x3)
{
    return float4(x0, x1, x2, x3);
}
float4 vec4_ctor(float2 x0, float x1, float x2)
{
    return float4(x0, x1, x2);
}
// Uniforms

uniform float4 _sk_RTAdjust : register(c1);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Attributes
static float2 _position = {0, 0};
static float2 _localCoord = {0, 0};

static float4 gl_Position = float4(0, 0, 0, 0);

// Varyings
static  float2 _vLocalCoord_Stage0 = {0, 0};

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewAdjust : packoffset(c1);
    float2 dx_ViewCoords : packoffset(c2);
    float2 dx_ViewScale  : packoffset(c3);
};

@@ VERTEX ATTRIBUTES @@

VS_OUTPUT generateOutput(VS_INPUT input)
{
    VS_OUTPUT output;
    output.gl_Position = gl_Position;
    output.dx_Position.x = gl_Position.x;
    output.dx_Position.y = - gl_Position.y;
    output.dx_Position.z = (gl_Position.z + gl_Position.w) * 0.5;
    output.dx_Position.w = gl_Position.w;
    output.v0 = _vLocalCoord_Stage0;

    return output;
}

VS_OUTPUT main(VS_INPUT input){
    initAttributes(input);

(_vLocalCoord_Stage0 = _localCoord);
(gl_Position = vec4_ctor(_position.x, _position.y, 0.0, 1.0));
(gl_Position = vec4_ctor(((gl_Position.xy * _sk_RTAdjust.xz) + (gl_Position.ww * _sk_RTAdjust.yw)), 0.0, gl_Position.w));
return generateOutput(input);
}
�struct PS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float2 v0 : TEXCOORD0;
};

#pragma warning( disable: 3556 3571 )
float3 vec3_ctor(float2 x0, float x1)
{
    return float3(x0, x1);
}
float4 vec4_ctor(float x0, float x1, float x2, float x3)
{
    return float4(x0, x1, x2, x3);
}
// Uniforms

uniform float2 _u_0_Increment_Stage1_c0 : register(c0);
uniform float4 _u_1_Kernel_Stage1_c0[3] : register(c1);
uniform float3x3 _umatrix_Stage1_c0_c0 : register(c4);
uniform float4 _uclamp_Stage1_c0_c0_c0 : register(c7);
static const uint _uTextureSampler_0_Stage1 = 0;
uniform Texture2D<float4> textures2D[1] : register(t0);
uniform SamplerState samplers2D[1] : register(s0);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Varyings
static  float2 _vLocalCoord_Stage0 = {0, 0};

static float4 gl_Color[1] =
{
    float4(0, 0, 0, 0)
};

cbuffer DriverConstants : register(b1)
{
    struct SamplerMetadata
    {
        int baseLevel;
        int internalFormatBits;
        int wrapModes;
        int padding;
        int4 intBorderColor;
    };
    SamplerMetadata samplerMetadata[1] : packoffset(c4);
};

#define GL_USES_FRAG_COLOR
float4 gl_texture2D(uint samplerIndex, float2 t)
{
    return textures2D[samplerIndex].Sample(samplers2D[samplerIndex], float2(t.x, t.y));
}

float4 f_MatrixEffect_Stage1_c0_c0_h4h4f2_float4(in float4 __input, in float2 __coords)
{
float2 __0_inCoord3029 = mul(transpose(_umatrix_Stage1_c0_c0), vec3_ctor(__coords, 1.0)).xy;
float2 __1_subsetCoord3030 = {0, 0};
(__1_subsetCoord3030.x = __0_inCoord3029.x);
(__1_subsetCoord3030.y = __0_inCoord3029.y);
float2 __2_clampedCoord3031 = {0, 0};
(__2_clampedCoord3031.x = clamp(__1_subsetCoord3030.x, _uclamp_Stage1_c0_c0_c0.x, _uclamp_Stage1_c0_c0_c0.z));
(__2_clampedCoord3031.y = __1_subsetCoord3030.y);
float4 __3_textureColor3032 = vec4_ctor(0.0, 0.0, 0.0, gl_texture2D(_uTextureSampler_0_Stage1, __2_clampedCoord3031).x);
return __3_textureColor3032;
}
@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){
    _vLocalCoord_Stage0 = input.v0.xy;

float4 _outputColor_Stage03034 = {1.0, 1.0, 1.0, 1.0};
float4 _output_Stage13035 = {0, 0, 0, 0};
float4 __4_color3036 = {0.0, 0.0, 0.0, 0.0};
float2 __5_coord3037 = (_vLocalCoord_Stage0 - (5.0 * _u_0_Increment_Stage1_c0));
(__4_color3036 += (f_MatrixEffect_Stage1_c0_c0_h4h4f2_float4(_outputColor_Stage03034, __5_coord3037) * _u_1_Kernel_Stage1_c0[0].x));
(__5_coord3037 += _u_0_Increment_Stage1_c0);
(__4_color3036 += (f_MatrixEffect_Stage1_c0_c0_h4h4f2_float4(_outputColor_Stage03034, __5_coord3037) * _u_1_Kernel_Stage1_c0[0].y));
(__5_coord3037 += _u_0_Increment_Stage1_c0);
(__4_color3036 += (f_MatrixEffect_Stage1_c0_c0_h4h4f2_float4(_outputColor_Stage03034, __5_coord3037) * _u_1_Kernel_Stage1_c0[0].z));
(__5_coord3037 += _u_0_Increment_Stage1_c0);
(__4_color3036 += (f_MatrixEffect_Stage1_c0_c0_h4h4f2_float4(_outputColor_Stage03034, __5_coord3037) * _u_1_Kernel_Stage1_c0[0].w));
(__5_coord3037 += _u_0_Increment_Stage1_c0);
(__4_color3036 += (f_MatrixEffect_Stage1_c0_c0_h4h4f2_float4(_outputColor_Stage03034, __5_coord3037) * _u_1_Kernel_Stage1_c0[1].x));
(__5_coord3037 += _u_0_Increment_Stage1_c0);
(__4_color3036 += (f_MatrixEffect_Stage1_c0_c0_h4h4f2_float4(_outputColor_Stage03034, __5_coord3037) * _u_1_Kernel_Stage1_c0[1].y));
(__5_coord3037 += _u_0_Increment_Stage1_c0);
(__4_color3036 += (f_MatrixEffect_Stage1_c0_c0_h4h4f2_float4(_outputColor_Stage03034, __5_coord3037) * _u_1_Kernel_Stage1_c0[1].z));
(__5_coord3037 += _u_0_Increment_Stage1_c0);
(__4_color3036 += (f_MatrixEffect_Stage1_c0_c0_h4h4f2_float4(_outputColor_Stage03034, __5_coord3037) * _u_1_Kernel_Stage1_c0[1].w));
(__5_coord3037 += _u_0_Increment_Stage1_c0);
(__4_color3036 += (f_MatrixEffect_Stage1_c0_c0_h4h4f2_float4(_outputColor_Stage03034, __5_coord3037) * _u_1_Kernel_Stage1_c0[2].x));
(__5_coord3037 += _u_0_Increment_Stage1_c0);
(__4_color3036 += (f_MatrixEffect_Stage1_c0_c0_h4h4f2_float4(_outputColor_Stage03034, __5_coord3037) * _u_1_Kernel_Stage1_c0[2].y));
(__5_coord3037 += _u_0_Increment_Stage1_c0);
(__4_color3036 += (f_MatrixEffect_Stage1_c0_c0_h4h4f2_float4(_outputColor_Stage03034, __5_coord3037) * _u_1_Kernel_Stage1_c0[2].z));
(_output_Stage13035 = __4_color3036);
{
(gl_Color[0] = _output_Stage13035);
(gl_Color[0] = vec4_ctor(gl_Color[0].w, 0.0, 0.0, 0.0));
}
return generateOutput();
}
R�	gl_Color0gl_Color[0]struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float2 v0 : TEXCOORD0;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float2 v0 : TEXCOORD0;
};

void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput)
{
    output.gl_Position = input.gl_Position;
    output.v0 = input.v0; 
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
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*� :6� @>STAT�ZBBPLG��(9788efd1c721aP��position
_uposition����������������P��
localCoord_ulocalCoord����������������R��sk_RTAdjust
_usk_RTAdjust����������������������������������������P��u_0_Increment_Stage1_c0_uu_0_Increment_Stage1_c0����������������������������������������R��u_1_Kernel_Stage1_c0[0]_uu_1_Kernel_Stage1_c0[0]����������������������������������������[��umatrix_Stage1_c0_c0_uumatrix_Stage1_c0_c0����������������������������������������R��uclamp_Stage1_c0_c0_c0_uuclamp_Stage1_c0_c0_c0����������������������������������������^�uTextureSampler_0_Stage1_uuTextureSampler_0_Stage1������������������������������������������^�������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������Tstruct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float2 v0 : TEXCOORD0;
};
#pragma warning( disable: 3556 3571 )
float4 vec4_ctor(float x0, float x1, float x2, float x3)
{
    return float4(x0, x1, x2, x3);
}
float4 vec4_ctor(float2 x0, float x1, float x2)
{
    return float4(x0, x1, x2);
}
// Uniforms

uniform float4 _sk_RTAdjust : register(c1);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Attributes
static float2 _position = {0, 0};
static float2 _localCoord = {0, 0};

static float4 gl_Position = float4(0, 0, 0, 0);

// Varyings
static  float2 _vLocalCoord_Stage0 = {0, 0};

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewAdjust : packoffset(c1);
    float2 dx_ViewCoords : packoffset(c2);
    float2 dx_ViewScale  : packoffset(c3);
};

@@ VERTEX ATTRIBUTES @@

VS_OUTPUT generateOutput(VS_INPUT input)
{
    VS_OUTPUT output;
    output.gl_Position = gl_Position;
    output.dx_Position.x = gl_Position.x;
    output.dx_Position.y = - gl_Position.y;
    output.dx_Position.z = (gl_Position.z + gl_Position.w) * 0.5;
    output.dx_Position.w = gl_Position.w;
    output.v0 = _vLocalCoord_Stage0;

    return output;
}

VS_OUTPUT main(VS_INPUT input){
    initAttributes(input);

(_vLocalCoord_Stage0 = _localCoord);
(gl_Position = vec4_ctor(_position.x, _position.y, 0.0, 1.0));
(gl_Position = vec4_ctor(((gl_Position.xy * _sk_RTAdjust.xz) + (gl_Position.ww * _sk_RTAdjust.yw)), 0.0, gl_Position.w));
return generateOutput(input);
}
�struct PS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float2 v0 : TEXCOORD0;
};

#pragma warning( disable: 3556 3571 )
float3 vec3_ctor(float2 x0, float x1)
{
    return float3(x0, x1);
}
float4 vec4_ctor(float x0, float x1, float x2, float x3)
{
    return float4(x0, x1, x2, x3);
}
// Uniforms

uniform float2 _u_0_Increment_Stage1_c0 : register(c0);
uniform float4 _u_1_Kernel_Stage1_c0[3] : register(c1);
uniform float3x3 _umatrix_Stage1_c0_c0 : register(c4);
uniform float4 _uclamp_Stage1_c0_c0_c0 : register(c7);
static const uint _uTextureSampler_0_Stage1 = 0;
uniform Texture2D<float4> textures2D[1] : register(t0);
uniform SamplerState samplers2D[1] : register(s0);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Varyings
static  float2 _vLocalCoord_Stage0 = {0, 0};

static float4 gl_Color[1] =
{
    float4(0, 0, 0, 0)
};

cbuffer DriverConstants : register(b1)
{
    struct SamplerMetadata
    {
        int baseLevel;
        int internalFormatBits;
        int wrapModes;
        int padding;
        int4 intBorderColor;
    };
    SamplerMetadata samplerMetadata[1] : packoffset(c4);
};

#define GL_USES_FRAG_COLOR
float4 gl_texture2D(uint samplerIndex, float2 t)
{
    return textures2D[samplerIndex].Sample(samplers2D[samplerIndex], float2(t.x, t.y));
}

float4 f_MatrixEffect_Stage1_c0_c0_h4h4f2_float4(in float4 __input, in float2 __coords)
{
float2 __0_inCoord3029 = mul(transpose(_umatrix_Stage1_c0_c0), vec3_ctor(__coords, 1.0)).xy;
float2 __1_subsetCoord3030 = {0, 0};
(__1_subsetCoord3030.x = __0_inCoord3029.x);
(__1_subsetCoord3030.y = __0_inCoord3029.y);
float2 __2_clampedCoord3031 = {0, 0};
(__2_clampedCoord3031.x = __1_subsetCoord3030.x);
(__2_clampedCoord3031.y = clamp(__1_subsetCoord3030.y, _uclamp_Stage1_c0_c0_c0.y, _uclamp_Stage1_c0_c0_c0.w));
float4 __3_textureColor3032 = vec4_ctor(0.0, 0.0, 0.0, gl_texture2D(_uTextureSampler_0_Stage1, __2_clampedCoord3031).x);
return __3_textureColor3032;
}
@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){
    _vLocalCoord_Stage0 = input.v0.xy;

float4 _outputColor_Stage03034 = {1.0, 1.0, 1.0, 1.0};
float4 _output_Stage13035 = {0, 0, 0, 0};
float4 __4_color3036 = {0.0, 0.0, 0.0, 0.0};
float2 __5_coord3037 = (_vLocalCoord_Stage0 - (5.0 * _u_0_Increment_Stage1_c0));
(__4_color3036 += (f_MatrixEffect_Stage1_c0_c0_h4h4f2_float4(_outputColor_Stage03034, __5_coord3037) * _u_1_Kernel_Stage1_c0[0].x));
(__5_coord3037 += _u_0_Increment_Stage1_c0);
(__4_color3036 += (f_MatrixEffect_Stage1_c0_c0_h4h4f2_float4(_outputColor_Stage03034, __5_coord3037) * _u_1_Kernel_Stage1_c0[0].y));
(__5_coord3037 += _u_0_Increment_Stage1_c0);
(__4_color3036 += (f_MatrixEffect_Stage1_c0_c0_h4h4f2_float4(_outputColor_Stage03034, __5_coord3037) * _u_1_Kernel_Stage1_c0[0].z));
(__5_coord3037 += _u_0_Increment_Stage1_c0);
(__4_color3036 += (f_MatrixEffect_Stage1_c0_c0_h4h4f2_float4(_outputColor_Stage03034, __5_coord3037) * _u_1_Kernel_Stage1_c0[0].w));
(__5_coord3037 += _u_0_Increment_Stage1_c0);
(__4_color3036 += (f_MatrixEffect_Stage1_c0_c0_h4h4f2_float4(_outputColor_Stage03034, __5_coord3037) * _u_1_Kernel_Stage1_c0[1].x));
(__5_coord3037 += _u_0_Increment_Stage1_c0);
(__4_color3036 += (f_MatrixEffect_Stage1_c0_c0_h4h4f2_float4(_outputColor_Stage03034, __5_coord3037) * _u_1_Kernel_Stage1_c0[1].y));
(__5_coord3037 += _u_0_Increment_Stage1_c0);
(__4_color3036 += (f_MatrixEffect_Stage1_c0_c0_h4h4f2_float4(_outputColor_Stage03034, __5_coord3037) * _u_1_Kernel_Stage1_c0[1].z));
(__5_coord3037 += _u_0_Increment_Stage1_c0);
(__4_color3036 += (f_MatrixEffect_Stage1_c0_c0_h4h4f2_float4(_outputColor_Stage03034, __5_coord3037) * _u_1_Kernel_Stage1_c0[1].w));
(__5_coord3037 += _u_0_Increment_Stage1_c0);
(__4_color3036 += (f_MatrixEffect_Stage1_c0_c0_h4h4f2_float4(_outputColor_Stage03034, __5_coord3037) * _u_1_Kernel_Stage1_c0[2].x));
(__5_coord3037 += _u_0_Increment_Stage1_c0);
(__4_color3036 += (f_MatrixEffect_Stage1_c0_c0_h4h4f2_float4(_outputColor_Stage03034, __5_coord3037) * _u_1_Kernel_Stage1_c0[2].y));
(__5_coord3037 += _u_0_Increment_Stage1_c0);
(__4_color3036 += (f_MatrixEffect_Stage1_c0_c0_h4h4f2_float4(_outputColor_Stage03034, __5_coord3037) * _u_1_Kernel_Stage1_c0[2].z));
(_output_Stage13035 = __4_color3036);
{
(gl_Color[0] = _output_Stage13035);
(gl_Color[0] = vec4_ctor(gl_Color[0].w, 0.0, 0.0, 0.0));
}
return generateOutput();
}
R�	gl_Color0gl_Color[0]struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float2 v0 : TEXCOORD0;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float2 v0 : TEXCOORD0;
};

void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput)
{
    output.gl_Position = input.gl_Position;
    output.v0 = input.v0; 
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
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*� :6� @>STAT�ZBBPLG��&3788efd1c721aP��position
_uposition����������������P��
localCoord_ulocalCoord����������������R��sk_RTAdjust
_usk_RTAdjust����������������������������������������P��u_0_Increment_Stage1_c0_uu_0_Increment_Stage1_c0����������������������������������������R��u_1_Kernel_Stage1_c0[0]_uu_1_Kernel_Stage1_c0[0]����������������������������������������[��umatrix_Stage1_c0_c0_uumatrix_Stage1_c0_c0����������������������������������������^�uTextureSampler_0_Stage1_uuTextureSampler_0_Stage1������������������������������������������^�����������������������������������������������������������������������������������������������������������������������������������������������������������������������Tstruct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float2 v0 : TEXCOORD0;
};
#pragma warning( disable: 3556 3571 )
float4 vec4_ctor(float x0, float x1, float x2, float x3)
{
    return float4(x0, x1, x2, x3);
}
float4 vec4_ctor(float2 x0, float x1, float x2)
{
    return float4(x0, x1, x2);
}
// Uniforms

uniform float4 _sk_RTAdjust : register(c1);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Attributes
static float2 _position = {0, 0};
static float2 _localCoord = {0, 0};

static float4 gl_Position = float4(0, 0, 0, 0);

// Varyings
static  float2 _vLocalCoord_Stage0 = {0, 0};

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewAdjust : packoffset(c1);
    float2 dx_ViewCoords : packoffset(c2);
    float2 dx_ViewScale  : packoffset(c3);
};

@@ VERTEX ATTRIBUTES @@

VS_OUTPUT generateOutput(VS_INPUT input)
{
    VS_OUTPUT output;
    output.gl_Position = gl_Position;
    output.dx_Position.x = gl_Position.x;
    output.dx_Position.y = - gl_Position.y;
    output.dx_Position.z = (gl_Position.z + gl_Position.w) * 0.5;
    output.dx_Position.w = gl_Position.w;
    output.v0 = _vLocalCoord_Stage0;

    return output;
}

VS_OUTPUT main(VS_INPUT input){
    initAttributes(input);

(_vLocalCoord_Stage0 = _localCoord);
(gl_Position = vec4_ctor(_position.x, _position.y, 0.0, 1.0));
(gl_Position = vec4_ctor(((gl_Position.xy * _sk_RTAdjust.xz) + (gl_Position.ww * _sk_RTAdjust.yw)), 0.0, gl_Position.w));
return generateOutput(input);
}
�struct PS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float2 v0 : TEXCOORD0;
};

#pragma warning( disable: 3556 3571 )
float3 vec3_ctor(float2 x0, float x1)
{
    return float3(x0, x1);
}
float4 vec4_ctor(float x0, float x1, float x2, float x3)
{
    return float4(x0, x1, x2, x3);
}
// Uniforms

uniform float2 _u_0_Increment_Stage1_c0 : register(c0);
uniform float4 _u_1_Kernel_Stage1_c0[3] : register(c1);
uniform float3x3 _umatrix_Stage1_c0_c0 : register(c4);
static const uint _uTextureSampler_0_Stage1 = 0;
uniform Texture2D<float4> textures2D[1] : register(t0);
uniform SamplerState samplers2D[1] : register(s0);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Varyings
static  float2 _vLocalCoord_Stage0 = {0, 0};

static float4 gl_Color[1] =
{
    float4(0, 0, 0, 0)
};

cbuffer DriverConstants : register(b1)
{
    struct SamplerMetadata
    {
        int baseLevel;
        int internalFormatBits;
        int wrapModes;
        int padding;
        int4 intBorderColor;
    };
    SamplerMetadata samplerMetadata[1] : packoffset(c4);
};

#define GL_USES_FRAG_COLOR
float4 gl_texture2D(uint samplerIndex, float2 t)
{
    return textures2D[samplerIndex].Sample(samplers2D[samplerIndex], float2(t.x, t.y));
}

float4 f_MatrixEffect_Stage1_c0_c0_h4h4f2_float4(in float4 __input, in float2 __coords)
{
return vec4_ctor(0.0, 0.0, 0.0, gl_texture2D(_uTextureSampler_0_Stage1, mul(transpose(_umatrix_Stage1_c0_c0), vec3_ctor(__coords, 1.0)).xy).x);
}
@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){
    _vLocalCoord_Stage0 = input.v0.xy;

float4 _outputColor_Stage03029 = {1.0, 1.0, 1.0, 1.0};
float4 _output_Stage13030 = {0, 0, 0, 0};
float4 __0_color3031 = {0.0, 0.0, 0.0, 0.0};
float2 __1_coord3032 = (_vLocalCoord_Stage0 - (5.0 * _u_0_Increment_Stage1_c0));
(__0_color3031 += (f_MatrixEffect_Stage1_c0_c0_h4h4f2_float4(_outputColor_Stage03029, __1_coord3032) * _u_1_Kernel_Stage1_c0[0].x));
(__1_coord3032 += _u_0_Increment_Stage1_c0);
(__0_color3031 += (f_MatrixEffect_Stage1_c0_c0_h4h4f2_float4(_outputColor_Stage03029, __1_coord3032) * _u_1_Kernel_Stage1_c0[0].y));
(__1_coord3032 += _u_0_Increment_Stage1_c0);
(__0_color3031 += (f_MatrixEffect_Stage1_c0_c0_h4h4f2_float4(_outputColor_Stage03029, __1_coord3032) * _u_1_Kernel_Stage1_c0[0].z));
(__1_coord3032 += _u_0_Increment_Stage1_c0);
(__0_color3031 += (f_MatrixEffect_Stage1_c0_c0_h4h4f2_float4(_outputColor_Stage03029, __1_coord3032) * _u_1_Kernel_Stage1_c0[0].w));
(__1_coord3032 += _u_0_Increment_Stage1_c0);
(__0_color3031 += (f_MatrixEffect_Stage1_c0_c0_h4h4f2_float4(_outputColor_Stage03029, __1_coord3032) * _u_1_Kernel_Stage1_c0[1].x));
(__1_coord3032 += _u_0_Increment_Stage1_c0);
(__0_color3031 += (f_MatrixEffect_Stage1_c0_c0_h4h4f2_float4(_outputColor_Stage03029, __1_coord3032) * _u_1_Kernel_Stage1_c0[1].y));
(__1_coord3032 += _u_0_Increment_Stage1_c0);
(__0_color3031 += (f_MatrixEffect_Stage1_c0_c0_h4h4f2_float4(_outputColor_Stage03029, __1_coord3032) * _u_1_Kernel_Stage1_c0[1].z));
(__1_coord3032 += _u_0_Increment_Stage1_c0);
(__0_color3031 += (f_MatrixEffect_Stage1_c0_c0_h4h4f2_float4(_outputColor_Stage03029, __1_coord3032) * _u_1_Kernel_Stage1_c0[1].w));
(__1_coord3032 += _u_0_Increment_Stage1_c0);
(__0_color3031 += (f_MatrixEffect_Stage1_c0_c0_h4h4f2_float4(_outputColor_Stage03029, __1_coord3032) * _u_1_Kernel_Stage1_c0[2].x));
(__1_coord3032 += _u_0_Increment_Stage1_c0);
(__0_color3031 += (f_MatrixEffect_Stage1_c0_c0_h4h4f2_float4(_outputColor_Stage03029, __1_coord3032) * _u_1_Kernel_Stage1_c0[2].y));
(__1_coord3032 += _u_0_Increment_Stage1_c0);
(__0_color3031 += (f_MatrixEffect_Stage1_c0_c0_h4h4f2_float4(_outputColor_Stage03029, __1_coord3032) * _u_1_Kernel_Stage1_c0[2].z));
(_output_Stage13030 = __0_color3031);
{
(gl_Color[0] = _output_Stage13030);
(gl_Color[0] = vec4_ctor(gl_Color[0].w, 0.0, 0.0, 0.0));
}
return generateOutput();
}
R�	gl_Color0gl_Color[0]struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float2 v0 : TEXCOORD0;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float2 v0 : TEXCOORD0;
};

void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput)
{
    output.gl_Position = input.gl_Position;
    output.v0 = input.v0; 
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
���DXBC�A��%�;Y���n��]�4D�0RDEFh<����RD11< ($\$Globals���\� ����������_sk_RTAdjustfloat4�Microsoft (R) HLSL Shader Compiler 10.1ISGND88TEXCOORD���OSGNhP\\SV_PositionTEXCOORD���SHEX(PJjYF� _2_2g� e� e2 h6� @?�?22F�� օ 6" �A6 
62 F6� @�?62 F>STAT���DXBC��	̽G�&���U"h@��4��(TRDEFH�<��� RD11< ($������
�samplers2D[0]textures2D[0]$Globals�����pTt���������0����������@,���������_u_0_Increment_Stage1_c0float2m_u_1_Kernel_Stage1_c0float4����_umatrix_Stage1_c0_c0float3x3��Microsoft (R) HLSL Shader Compiler 10.1ISGNhP\\SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX$	PIjYF� Z`XpUUb2e� h6B@�?22F� �A@�@�@FF� F"F� F2FF� E���CU�F�s`6B@�?F� F"F� F2FF� E���CUFF~`8
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*� :6� @>STAT�D,BPLG��"788efd1c721aP��position
_uposition����������������R��color_ucolor����������������R��sk_RTAdjust
_usk_RTAdjust����������������������������������������R��uinnerRect_Stage1_c0_uuinnerRect_Stage1_c0����������������������������������������P��uradiusPlusHalf_Stage1_c0_uuradiusPlusHalf_Stage1_c0�������������������������������������������������������������������������������������������������������������������������������������������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    float4 v0 : TEXCOORD0;
};
#pragma warning( disable: 3556 3571 )
float4 vec4_ctor(float x0, float x1, float x2, float x3)
{
    return float4(x0, x1, x2, x3);
}
float4 vec4_ctor(float2 x0, float x1, float x2)
{
    return float4(x0, x1, x2);
}
// Uniforms

uniform float4 _sk_RTAdjust : register(c1);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Attributes
static float2 _position = {0, 0};
static float4 _color = {0, 0, 0, 0};

static float4 gl_Position = float4(0, 0, 0, 0);

// Varyings
static  float4 _vcolor_Stage0 = {0, 0, 0, 0};

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewAdjust : packoffset(c1);
    float2 dx_ViewCoords : packoffset(c2);
    float2 dx_ViewScale  : packoffset(c3);
};

@@ VERTEX ATTRIBUTES @@

VS_OUTPUT generateOutput(VS_INPUT input)
{
    VS_OUTPUT output;
    output.gl_Position = gl_Position;
    output.dx_Position.x = gl_Position.x;
    output.dx_Position.y = - gl_Position.y;
    output.dx_Position.z = (gl_Position.z + gl_Position.w) * 0.5;
    output.dx_Position.w = gl_Position.w;
    output.gl_FragCoord = gl_Position;
    output.v0 = _vcolor_Stage0;

    return output;
}

VS_OUTPUT main(VS_INPUT input){
    initAttributes(input);

(_vcolor_Stage0 = _color);
(gl_Position = vec4_ctor(_position.x, _position.y, 0.0, 1.0));
(gl_Position = vec4_ctor(((gl_Position.xy * _sk_RTAdjust.xz) + (gl_Position.ww * _sk_RTAdjust.yw)), 0.0, gl_Position.w));
return generateOutput(input);
}
�struct PS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    float4 v0 : TEXCOORD0;
};

#pragma warning( disable: 3556 3571 )
float2 vec2_ctor(float x0, float x1)
{
    return float2(x0, x1);
}
float4 vec4_ctor(float x0)
{
    return float4(x0, x0, x0, x0);
}
// Uniforms

uniform float4 _uinnerRect_Stage1_c0 : register(c0);
uniform float2 _uradiusPlusHalf_Stage1_c0 : register(c1);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Varyings
static  float4 _vcolor_Stage0 = {0, 0, 0, 0};

static float4 gl_Color[1] =
{
    float4(0, 0, 0, 0)
};
static float4 gl_FragCoord = float4(0, 0, 0, 0);

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewCoords : packoffset(c1);
    float3 dx_DepthFront : packoffset(c2);
    float2 dx_ViewScale : packoffset(c3);
};

#define GL_USES_FRAG_COLOR
#define GL_USES_FRAG_COORD
@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){
    float rhw = 1.0 / input.gl_FragCoord.w;
    gl_FragCoord.x = input.dx_Position.x;
    gl_FragCoord.y = input.dx_Position.y;
    gl_FragCoord.z = (input.gl_FragCoord.z * rhw) * dx_DepthFront.x + dx_DepthFront.y;
    gl_FragCoord.w = rhw;
    _vcolor_Stage0 = input.v0;

float4 _outputColor_Stage03024 = {0, 0, 0, 0};
(_outputColor_Stage03024 = _vcolor_Stage0);
float4 _output_Stage13025 = {0, 0, 0, 0};
float2 __0_dxy03026 = (_uinnerRect_Stage1_c0.xy - gl_FragCoord.xy);
float __1_dy13027 = (gl_FragCoord.y - _uinnerRect_Stage1_c0.w);
float2 __2_dxy3028 = max(vec2_ctor(__0_dxy03026.x, max(__0_dxy03026.y, __1_dy13027)), 0.0);
float __3_rightAlpha3029 = clamp((_uinnerRect_Stage1_c0.z - gl_FragCoord.x), 0.0, 1.0);
float __4_alpha3030 = (__3_rightAlpha3029 * clamp((_uradiusPlusHalf_Stage1_c0.x - length(__2_dxy3028)), 0.0, 1.0));
(_output_Stage13025 = vec4_ctor(__4_alpha3030));
{
(gl_Color[0] = (_outputColor_Stage03024 * _output_Stage13025));
}
return generateOutput();
}
R�	gl_Color0gl_Color[0]ystruct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    float4 v0 : TEXCOORD0;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    float4 v0 : TEXCOORD0;
};

void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput)
{
    output.gl_Position = input.gl_Position;
    output.v0 = input.v0; 
    output.gl_FragCoord = input.gl_FragCoord;
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
��$DXBC"���c�F�ڵ�NWc$4D��RDEFh<����RD11< ($\$Globals���\� ����������_sk_RTAdjustfloat4�Microsoft (R) HLSL Shader Compiler 10.1ISGND88TEXCOORD���OSGN�htttSV_PositionTEXCOORD���SHEXhPZjYF� _2_�g� e� e� e� h6� @?�?22F�� օ 6" �A6 
62 F62 F6� @�?6� @�?6� F>STAT�
��DXBC�Z;aA�$�Q#@����4�H|RDEF�h<���\RD11< ($\$Globals���\� ����������8��������_uinnerRect_Stage1_c0float4����_uradiusPlusHalf_Stage1_c0float2��/Microsoft (R) HLSL Shader Compiler 10.1ISGN�htttSV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX|P_jYF� d 2b�e� h	:� �A	r�A&� 4�
*4
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� 8

8� F>STAT�	BPLG��6"788efd1c721aP��position
_uposition����������������R��color_ucolor����������������R��sk_RTAdjust
_usk_RTAdjust����������������������������������������R��uinnerRect_Stage1_c0_uuinnerRect_Stage1_c0����������������������������������������P��uradiusPlusHalf_Stage1_c0_uuradiusPlusHalf_Stage1_c0�������������������������������������������������������������������������������������������������������������������������������������������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    float4 v0 : TEXCOORD0;
};
#pragma warning( disable: 3556 3571 )
float4 vec4_ctor(float x0, float x1, float x2, float x3)
{
    return float4(x0, x1, x2, x3);
}
float4 vec4_ctor(float2 x0, float x1, float x2)
{
    return float4(x0, x1, x2);
}
// Uniforms

uniform float4 _sk_RTAdjust : register(c1);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Attributes
static float2 _position = {0, 0};
static float4 _color = {0, 0, 0, 0};

static float4 gl_Position = float4(0, 0, 0, 0);

// Varyings
static  float4 _vcolor_Stage0 = {0, 0, 0, 0};

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewAdjust : packoffset(c1);
    float2 dx_ViewCoords : packoffset(c2);
    float2 dx_ViewScale  : packoffset(c3);
};

@@ VERTEX ATTRIBUTES @@

VS_OUTPUT generateOutput(VS_INPUT input)
{
    VS_OUTPUT output;
    output.gl_Position = gl_Position;
    output.dx_Position.x = gl_Position.x;
    output.dx_Position.y = - gl_Position.y;
    output.dx_Position.z = (gl_Position.z + gl_Position.w) * 0.5;
    output.dx_Position.w = gl_Position.w;
    output.gl_FragCoord = gl_Position;
    output.v0 = _vcolor_Stage0;

    return output;
}

VS_OUTPUT main(VS_INPUT input){
    initAttributes(input);

(_vcolor_Stage0 = _color);
(gl_Position = vec4_ctor(_position.x, _position.y, 0.0, 1.0));
(gl_Position = vec4_ctor(((gl_Position.xy * _sk_RTAdjust.xz) + (gl_Position.ww * _sk_RTAdjust.yw)), 0.0, gl_Position.w));
return generateOutput(input);
}
 struct PS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    float4 v0 : TEXCOORD0;
};

#pragma warning( disable: 3556 3571 )
float2 vec2_ctor(float x0, float x1)
{
    return float2(x0, x1);
}
float4 vec4_ctor(float x0)
{
    return float4(x0, x0, x0, x0);
}
// Uniforms

uniform float4 _uinnerRect_Stage1_c0 : register(c0);
uniform float2 _uradiusPlusHalf_Stage1_c0 : register(c1);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Varyings
static  float4 _vcolor_Stage0 = {0, 0, 0, 0};

static float4 gl_Color[1] =
{
    float4(0, 0, 0, 0)
};
static float4 gl_FragCoord = float4(0, 0, 0, 0);

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewCoords : packoffset(c1);
    float3 dx_DepthFront : packoffset(c2);
    float2 dx_ViewScale : packoffset(c3);
};

#define GL_USES_FRAG_COLOR
#define GL_USES_FRAG_COORD
@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){
    float rhw = 1.0 / input.gl_FragCoord.w;
    gl_FragCoord.x = input.dx_Position.x;
    gl_FragCoord.y = input.dx_Position.y;
    gl_FragCoord.z = (input.gl_FragCoord.z * rhw) * dx_DepthFront.x + dx_DepthFront.y;
    gl_FragCoord.w = rhw;
    _vcolor_Stage0 = input.v0;

float4 _outputColor_Stage03024 = {0, 0, 0, 0};
(_outputColor_Stage03024 = _vcolor_Stage0);
float4 _output_Stage13025 = {0, 0, 0, 0};
float2 __0_dxy03026 = (_uinnerRect_Stage1_c0.xy - gl_FragCoord.xy);
float __1_dy13027 = (gl_FragCoord.y - _uinnerRect_Stage1_c0.w);
float2 __2_dxy3028 = max(vec2_ctor(__0_dxy03026.x, max(__0_dxy03026.y, __1_dy13027)), 0.0);
float __3_rightAlpha3029 = clamp((_uinnerRect_Stage1_c0.z - gl_FragCoord.x), 0.0, 1.0);
float __4_alpha3030 = (__3_rightAlpha3029 * clamp((_uradiusPlusHalf_Stage1_c0.x - length(__2_dxy3028)), 0.0, 1.0));
(__4_alpha3030 = (1.0 - __4_alpha3030));
(_output_Stage13025 = vec4_ctor(__4_alpha3030));
{
(gl_Color[0] = (_outputColor_Stage03024 * _output_Stage13025));
}
return generateOutput();
}
R�	gl_Color0gl_Color[0]ystruct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    float4 v0 : TEXCOORD0;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    float4 v0 : TEXCOORD0;
};

void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput)
{
    output.gl_Position = input.gl_Position;
    output.v0 = input.v0; 
    output.gl_FragCoord = input.gl_FragCoord;
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
��$DXBC"���c�F�ڵ�NWc$4D��RDEFh<����RD11< ($\$Globals���\� ����������_sk_RTAdjustfloat4�Microsoft (R) HLSL Shader Compiler 10.1ISGND88TEXCOORD���OSGN�htttSV_PositionTEXCOORD���SHEXhPZjYF� _2_�g� e� e� e� h6� @?�?22F�� օ 6" �A6 
62 F62 F6� @�?6� @�?6� F>STAT�
��DXBC�eW`���m��Os�ŭ�4�H|RDEF�h<���\RD11< ($\$Globals���\� ����������8��������_uinnerRect_Stage1_c0float4����_uradiusPlusHalf_Stage1_c0float2��/Microsoft (R) HLSL Shader Compiler 10.1ISGN�htttSV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX�PbjYF� d 2b�e� h	:� �A	r�A&� 4�
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�A
@�?8� F>STAT�	BPLG���788efd1c721aP��
inPosition_uinPosition����������������R��inColor	_uinColor�����������������
inCoverage_uinCoverage����������������R��sk_RTAdjust
_usk_RTAdjust����������������������������������������������������������������������������������������������������������������������������astruct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 v0 : TEXCOORD0;
    float v1 : TEXCOORD1;
};
#pragma warning( disable: 3556 3571 )
float4 vec4_ctor(float x0, float x1, float x2, float x3)
{
    return float4(x0, x1, x2, x3);
}
float4 vec4_ctor(float2 x0, float x1, float x2)
{
    return float4(x0, x1, x2);
}
// Uniforms

uniform float4 _sk_RTAdjust : register(c1);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Attributes
static float2 _inPosition = {0, 0};
static float4 _inColor = {0, 0, 0, 0};
static float _inCoverage = {0};

static float4 gl_Position = float4(0, 0, 0, 0);

// Varyings
static  float4 _vcolor_Stage0 = {0, 0, 0, 0};
static  float _vinCoverage_Stage0 = {0};

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewAdjust : packoffset(c1);
    float2 dx_ViewCoords : packoffset(c2);
    float2 dx_ViewScale  : packoffset(c3);
};

@@ VERTEX ATTRIBUTES @@

VS_OUTPUT generateOutput(VS_INPUT input)
{
    VS_OUTPUT output;
    output.gl_Position = gl_Position;
    output.dx_Position.x = gl_Position.x;
    output.dx_Position.y = - gl_Position.y;
    output.dx_Position.z = (gl_Position.z + gl_Position.w) * 0.5;
    output.dx_Position.w = gl_Position.w;
    output.v0 = _vcolor_Stage0;
    output.v1 = _vinCoverage_Stage0;

    return output;
}

VS_OUTPUT main(VS_INPUT input){
    initAttributes(input);

float4 _color3027 = _inColor;
(_vcolor_Stage0 = _color3027);
float2 __tmp_0_inPosition3028 = _inPosition;
(_vinCoverage_Stage0 = _inCoverage);
(gl_Position = vec4_ctor(__tmp_0_inPosition3028.x, __tmp_0_inPosition3028.y, 0.0, 1.0));
(gl_Position = vec4_ctor(((gl_Position.xy * _sk_RTAdjust.xz) + (gl_Position.ww * _sk_RTAdjust.yw)), 0.0, gl_Position.w));
return generateOutput(input);
}
�struct PS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 v0 : TEXCOORD0;
    float v1 : TEXCOORD1;
};

#pragma warning( disable: 3556 3571 )
float4 vec4_ctor(float x0)
{
    return float4(x0, x0, x0, x0);
}
float4 vec4_ctor(float x0, float x1, float x2, float x3)
{
    return float4(x0, x1, x2, x3);
}
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Varyings
static  float4 _vcolor_Stage0 = {0, 0, 0, 0};
static  float _vinCoverage_Stage0 = {0};

static float4 gl_Color[1] =
{
    float4(0, 0, 0, 0)
};

cbuffer DriverConstants : register(b1)
{
};

#define GL_USES_FRAG_COLOR
@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){
    _vcolor_Stage0 = input.v0;
    _vinCoverage_Stage0 = input.v1.x;

float4 _outputColor_Stage03023 = {0, 0, 0, 0};
(_outputColor_Stage03023 = _vcolor_Stage0);
float _alpha3024 = {1.0};
(_alpha3024 = _vinCoverage_Stage0);
float4 _outputCoverage_Stage03025 = vec4_ctor(_alpha3024);
{
(gl_Color[0] = _outputCoverage_Stage03025);
(gl_Color[0] = vec4_ctor(gl_Color[0].w, 0.0, 0.0, 0.0));
}
return generateOutput();
}
R�	gl_Color0gl_Color[0]Pstruct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 v0 : TEXCOORD0;
    float v1 : TEXCOORD1;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 v0 : TEXCOORD0;
    float v1 : TEXCOORD1;
};

void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput)
{
    output.gl_Position = input.gl_Position;
    output.v0 = input.v0; 
    output.v1 = input.v1; 
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
���(DXBC�x7\	��,�� ֒Lg(4D�0�RDEFh<����RD11< ($\$Globals���\� ����������_sk_RTAdjustfloat4�Microsoft (R) HLSL Shader Compiler 10.1ISGN\PPPTEXCOORD���OSGN�htttSV_PositionTEXCOORD���SHEXTPUjYF� _2_�_g� e� e� e h6� @?�?22F�� օ 6" �A6 
62 F6� @�?6� F6 
>STAT�	�\DXBC������o/%F�\4�(\�RDEFd<���<RD11< ($Microsoft (R) HLSL Shader Compiler 10.1ISGN�htttSV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX\Pjbe� 6 
6� @>STAT�BPLG���788efd1c721aP��
inPosition_uinPosition����������������R��inColor	_uinColor����������������R��inCircleEdge_uinCircleEdge����������������R��sk_RTAdjust
_usk_RTAdjust��������������������������������������������������������������������������������������������������������������������������������fstruct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 v0 : TEXCOORD0;
    float4 v1 : TEXCOORD1;
};
#pragma warning( disable: 3556 3571 )
float4 vec4_ctor(float x0, float x1, float x2, float x3)
{
    return float4(x0, x1, x2, x3);
}
float4 vec4_ctor(float2 x0, float x1, float x2)
{
    return float4(x0, x1, x2);
}
// Uniforms

uniform float4 _sk_RTAdjust : register(c1);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Attributes
static float2 _inPosition = {0, 0};
static float4 _inColor = {0, 0, 0, 0};
static float4 _inCircleEdge = {0, 0, 0, 0};

static float4 gl_Position = float4(0, 0, 0, 0);

// Varyings
static  float4 _vinCircleEdge_Stage0 = {0, 0, 0, 0};
static  float4 _vinColor_Stage0 = {0, 0, 0, 0};

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewAdjust : packoffset(c1);
    float2 dx_ViewCoords : packoffset(c2);
    float2 dx_ViewScale  : packoffset(c3);
};

@@ VERTEX ATTRIBUTES @@

VS_OUTPUT generateOutput(VS_INPUT input)
{
    VS_OUTPUT output;
    output.gl_Position = gl_Position;
    output.dx_Position.x = gl_Position.x;
    output.dx_Position.y = - gl_Position.y;
    output.dx_Position.z = (gl_Position.z + gl_Position.w) * 0.5;
    output.dx_Position.w = gl_Position.w;
    output.v0 = _vinCircleEdge_Stage0;
    output.v1 = _vinColor_Stage0;

    return output;
}

VS_OUTPUT main(VS_INPUT input){
    initAttributes(input);

(_vinCircleEdge_Stage0 = _inCircleEdge);
(_vinColor_Stage0 = _inColor);
float2 __tmp_0_inPosition3028 = _inPosition;
(gl_Position = vec4_ctor(__tmp_0_inPosition3028.x, __tmp_0_inPosition3028.y, 0.0, 1.0));
(gl_Position = vec4_ctor(((gl_Position.xy * _sk_RTAdjust.xz) + (gl_Position.ww * _sk_RTAdjust.yw)), 0.0, gl_Position.w));
return generateOutput(input);
}
�struct PS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 v0 : TEXCOORD0;
    float4 v1 : TEXCOORD1;
};

#pragma warning( disable: 3556 3571 )
float4 vec4_ctor(float x0)
{
    return float4(x0, x0, x0, x0);
}
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Varyings
static  float4 _vinCircleEdge_Stage0 = {0, 0, 0, 0};
static  float4 _vinColor_Stage0 = {0, 0, 0, 0};

static float4 gl_Color[1] =
{
    float4(0, 0, 0, 0)
};

cbuffer DriverConstants : register(b1)
{
};

#define GL_USES_FRAG_COLOR
@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){
    _vinCircleEdge_Stage0 = input.v0;
    _vinColor_Stage0 = input.v1;

float4 _circleEdge3023 = {0, 0, 0, 0};
(_circleEdge3023 = _vinCircleEdge_Stage0);
float4 _outputColor_Stage03024 = {0, 0, 0, 0};
(_outputColor_Stage03024 = _vinColor_Stage0);
float _d3025 = length(_circleEdge3023.xy);
float _distanceToOuterEdge3026 = (_circleEdge3023.z * (1.0 - _d3025));
float _edgeAlpha3027 = clamp(_distanceToOuterEdge3026, 0.0, 1.0);
float _distanceToInnerEdge3028 = (_circleEdge3023.z * (_d3025 - _circleEdge3023.w));
float _innerAlpha3029 = clamp(_distanceToInnerEdge3028, 0.0, 1.0);
(_edgeAlpha3027 *= _innerAlpha3029);
float4 _outputCoverage_Stage03030 = vec4_ctor(_edgeAlpha3027);
{
(gl_Color[0] = (_outputColor_Stage03024 * _outputCoverage_Stage03030));
}
return generateOutput();
}
R�	gl_Color0gl_Color[0]Rstruct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 v0 : TEXCOORD0;
    float4 v1 : TEXCOORD1;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 v0 : TEXCOORD0;
    float4 v1 : TEXCOORD1;
};

void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput)
{
    output.gl_Position = input.gl_Position;
    output.v0 = input.v0; 
    output.v1 = input.v1; 
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
���(DXBC6�ٔ�m����]�(4D�0�RDEFh<����RD11< ($\$Globals���\� ����������_sk_RTAdjustfloat4�Microsoft (R) HLSL Shader Compiler 10.1ISGN\PPPTEXCOORD���OSGN�htttSV_PositionTEXCOORD���SHEXTPUjYF� _2_�_�g� e� e� e� h6� @?�?22F�� օ 6" �A6 
62 F6� @�?6� F6� F>STAT�	�DXBC>�;"�2����t��4�(\dRDEFd<���<RD11< ($Microsoft (R) HLSL Shader Compiler 10.1ISGN�htttSV_PositionTEXCOORD���OSGN, SV_TARGET��SHEXP@jb�b�e� hFFK
"
�A@�?
:�A8 2F�8
8� F>STAT�BPLG���!788efd1c721aP��position
_uposition����������������R��color_ucolor����������������R��sk_RTAdjust
_usk_RTAdjust����������������������������������������R��uinnerRect_Stage1_c0_uuinnerRect_Stage1_c0����������������������������������������P��uradiusPlusHalf_Stage1_c0_uuradiusPlusHalf_Stage1_c0�������������������������������������������������������������������������������������������������������������������������������������������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    float4 v0 : TEXCOORD0;
};
#pragma warning( disable: 3556 3571 )
float4 vec4_ctor(float x0, float x1, float x2, float x3)
{
    return float4(x0, x1, x2, x3);
}
float4 vec4_ctor(float2 x0, float x1, float x2)
{
    return float4(x0, x1, x2);
}
// Uniforms

uniform float4 _sk_RTAdjust : register(c1);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Attributes
static float2 _position = {0, 0};
static float4 _color = {0, 0, 0, 0};

static float4 gl_Position = float4(0, 0, 0, 0);

// Varyings
static  float4 _vcolor_Stage0 = {0, 0, 0, 0};

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewAdjust : packoffset(c1);
    float2 dx_ViewCoords : packoffset(c2);
    float2 dx_ViewScale  : packoffset(c3);
};

@@ VERTEX ATTRIBUTES @@

VS_OUTPUT generateOutput(VS_INPUT input)
{
    VS_OUTPUT output;
    output.gl_Position = gl_Position;
    output.dx_Position.x = gl_Position.x;
    output.dx_Position.y = - gl_Position.y;
    output.dx_Position.z = (gl_Position.z + gl_Position.w) * 0.5;
    output.dx_Position.w = gl_Position.w;
    output.gl_FragCoord = gl_Position;
    output.v0 = _vcolor_Stage0;

    return output;
}

VS_OUTPUT main(VS_INPUT input){
    initAttributes(input);

(_vcolor_Stage0 = _color);
(gl_Position = vec4_ctor(_position.x, _position.y, 0.0, 1.0));
(gl_Position = vec4_ctor(((gl_Position.xy * _sk_RTAdjust.xz) + (gl_Position.ww * _sk_RTAdjust.yw)), 0.0, gl_Position.w));
return generateOutput(input);
}
�struct PS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    float4 v0 : TEXCOORD0;
};

#pragma warning( disable: 3556 3571 )
float2 vec2_ctor(float x0, float x1)
{
    return float2(x0, x1);
}
float4 vec4_ctor(float x0)
{
    return float4(x0, x0, x0, x0);
}
// Uniforms

uniform float4 _uinnerRect_Stage1_c0 : register(c0);
uniform float2 _uradiusPlusHalf_Stage1_c0 : register(c1);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Varyings
static  float4 _vcolor_Stage0 = {0, 0, 0, 0};

static float4 gl_Color[1] =
{
    float4(0, 0, 0, 0)
};
static float4 gl_FragCoord = float4(0, 0, 0, 0);

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewCoords : packoffset(c1);
    float3 dx_DepthFront : packoffset(c2);
    float2 dx_ViewScale : packoffset(c3);
};

#define GL_USES_FRAG_COLOR
#define GL_USES_FRAG_COORD
@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){
    float rhw = 1.0 / input.gl_FragCoord.w;
    gl_FragCoord.x = input.dx_Position.x;
    gl_FragCoord.y = input.dx_Position.y;
    gl_FragCoord.z = (input.gl_FragCoord.z * rhw) * dx_DepthFront.x + dx_DepthFront.y;
    gl_FragCoord.w = rhw;
    _vcolor_Stage0 = input.v0;

float4 _outputColor_Stage03024 = {0, 0, 0, 0};
(_outputColor_Stage03024 = _vcolor_Stage0);
float4 _output_Stage13025 = {0, 0, 0, 0};
float __0_dy03026 = (_uinnerRect_Stage1_c0.y - gl_FragCoord.y);
float2 __1_dxy13027 = (gl_FragCoord.xy - _uinnerRect_Stage1_c0.zw);
float2 __2_dxy3028 = max(vec2_ctor(__1_dxy13027.x, max(__0_dy03026, __1_dxy13027.y)), 0.0);
float __3_leftAlpha3029 = clamp((gl_FragCoord.x - _uinnerRect_Stage1_c0.x), 0.0, 1.0);
float __4_alpha3030 = (__3_leftAlpha3029 * clamp((_uradiusPlusHalf_Stage1_c0.x - length(__2_dxy3028)), 0.0, 1.0));
(_output_Stage13025 = vec4_ctor(__4_alpha3030));
{
(gl_Color[0] = (_outputColor_Stage03024 * _output_Stage13025));
}
return generateOutput();
}
R�	gl_Color0gl_Color[0]ystruct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    float4 v0 : TEXCOORD0;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    float4 v0 : TEXCOORD0;
};

void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput)
{
    output.gl_Position = input.gl_Position;
    output.v0 = input.v0; 
    output.gl_FragCoord = input.gl_FragCoord;
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
��$DXBC"���c�F�ڵ�NWc$4D��RDEFh<����RD11< ($\$Globals���\� ����������_sk_RTAdjustfloat4�Microsoft (R) HLSL Shader Compiler 10.1ISGND88TEXCOORD���OSGN�htttSV_PositionTEXCOORD���SHEXhPZjYF� _2_�g� e� e� e� h6� @?�?22F�� օ 6" �A6 
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��DXBC�~���?�cv���(Q��4�H|RDEF�h<���\RD11< ($\$Globals���\� ����������8��������_uinnerRect_Stage1_c0float4����_uradiusPlusHalf_Stage1_c0float2��/Microsoft (R) HLSL Shader Compiler 10.1ISGN�htttSV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX|P_jYF� d 2b�e� h	�A� 	r�� �A4�
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8� F>STAT�	BPLG��4"788efd1c721aP��position
_uposition����������������R��color_ucolor����������������R��sk_RTAdjust
_usk_RTAdjust����������������������������������������R��uinnerRect_Stage1_c0_uuinnerRect_Stage1_c0����������������������������������������P��uradiusPlusHalf_Stage1_c0_uuradiusPlusHalf_Stage1_c0�������������������������������������������������������������������������������������������������������������������������������������������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    float4 v0 : TEXCOORD0;
};
#pragma warning( disable: 3556 3571 )
float4 vec4_ctor(float x0, float x1, float x2, float x3)
{
    return float4(x0, x1, x2, x3);
}
float4 vec4_ctor(float2 x0, float x1, float x2)
{
    return float4(x0, x1, x2);
}
// Uniforms

uniform float4 _sk_RTAdjust : register(c1);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Attributes
static float2 _position = {0, 0};
static float4 _color = {0, 0, 0, 0};

static float4 gl_Position = float4(0, 0, 0, 0);

// Varyings
static  float4 _vcolor_Stage0 = {0, 0, 0, 0};

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewAdjust : packoffset(c1);
    float2 dx_ViewCoords : packoffset(c2);
    float2 dx_ViewScale  : packoffset(c3);
};

@@ VERTEX ATTRIBUTES @@

VS_OUTPUT generateOutput(VS_INPUT input)
{
    VS_OUTPUT output;
    output.gl_Position = gl_Position;
    output.dx_Position.x = gl_Position.x;
    output.dx_Position.y = - gl_Position.y;
    output.dx_Position.z = (gl_Position.z + gl_Position.w) * 0.5;
    output.dx_Position.w = gl_Position.w;
    output.gl_FragCoord = gl_Position;
    output.v0 = _vcolor_Stage0;

    return output;
}

VS_OUTPUT main(VS_INPUT input){
    initAttributes(input);

(_vcolor_Stage0 = _color);
(gl_Position = vec4_ctor(_position.x, _position.y, 0.0, 1.0));
(gl_Position = vec4_ctor(((gl_Position.xy * _sk_RTAdjust.xz) + (gl_Position.ww * _sk_RTAdjust.yw)), 0.0, gl_Position.w));
return generateOutput(input);
}
struct PS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    float4 v0 : TEXCOORD0;
};

#pragma warning( disable: 3556 3571 )
float2 vec2_ctor(float x0, float x1)
{
    return float2(x0, x1);
}
float4 vec4_ctor(float x0)
{
    return float4(x0, x0, x0, x0);
}
// Uniforms

uniform float4 _uinnerRect_Stage1_c0 : register(c0);
uniform float2 _uradiusPlusHalf_Stage1_c0 : register(c1);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Varyings
static  float4 _vcolor_Stage0 = {0, 0, 0, 0};

static float4 gl_Color[1] =
{
    float4(0, 0, 0, 0)
};
static float4 gl_FragCoord = float4(0, 0, 0, 0);

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewCoords : packoffset(c1);
    float3 dx_DepthFront : packoffset(c2);
    float2 dx_ViewScale : packoffset(c3);
};

#define GL_USES_FRAG_COLOR
#define GL_USES_FRAG_COORD
@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){
    float rhw = 1.0 / input.gl_FragCoord.w;
    gl_FragCoord.x = input.dx_Position.x;
    gl_FragCoord.y = input.dx_Position.y;
    gl_FragCoord.z = (input.gl_FragCoord.z * rhw) * dx_DepthFront.x + dx_DepthFront.y;
    gl_FragCoord.w = rhw;
    _vcolor_Stage0 = input.v0;

float4 _outputColor_Stage03024 = {0, 0, 0, 0};
(_outputColor_Stage03024 = _vcolor_Stage0);
float4 _output_Stage13025 = {0, 0, 0, 0};
float __0_dy03026 = (_uinnerRect_Stage1_c0.y - gl_FragCoord.y);
float2 __1_dxy13027 = (gl_FragCoord.xy - _uinnerRect_Stage1_c0.zw);
float2 __2_dxy3028 = max(vec2_ctor(__1_dxy13027.x, max(__0_dy03026, __1_dxy13027.y)), 0.0);
float __3_leftAlpha3029 = clamp((gl_FragCoord.x - _uinnerRect_Stage1_c0.x), 0.0, 1.0);
float __4_alpha3030 = (__3_leftAlpha3029 * clamp((_uradiusPlusHalf_Stage1_c0.x - length(__2_dxy3028)), 0.0, 1.0));
(__4_alpha3030 = (1.0 - __4_alpha3030));
(_output_Stage13025 = vec4_ctor(__4_alpha3030));
{
(gl_Color[0] = (_outputColor_Stage03024 * _output_Stage13025));
}
return generateOutput();
}
R�	gl_Color0gl_Color[0]ystruct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    float4 v0 : TEXCOORD0;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    float4 v0 : TEXCOORD0;
};

void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput)
{
    output.gl_Position = input.gl_Position;
    output.v0 = input.v0; 
    output.gl_FragCoord = input.gl_FragCoord;
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
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��DXBCN�Ybb`$��A�I�o���4�H|RDEF�h<���\RD11< ($\$Globals���\� ����������8��������_uinnerRect_Stage1_c0float4����_uradiusPlusHalf_Stage1_c0float2��/Microsoft (R) HLSL Shader Compiler 10.1ISGN�htttSV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX�PbjYF� d 2b�e� h	�A� 	r�� �A4�
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@�?8� F>STAT�	BPLG���-788efd1c721aP��position
_uposition����������������R��sk_RTAdjust
_usk_RTAdjust����������������������������������������R��uviewMatrix_Stage0_uuviewMatrix_Stage0�����������������������������������������u_skRTHeight_uu_skRTHeight����������������������������������������R��
uColor_Stage0_uuColor_Stage0�����������������������������������������ucornerRadius_Stage1_c0_uucornerRadius_Stage1_c0����������������������������������������R��uproxyRect_Stage1_c0_uuproxyRect_Stage1_c0�����������������������������������������ublurRadius_Stage1_c0_uublurRadius_Stage1_c0����������������������������������������^�uTextureSampler_0_Stage1_uuTextureSampler_0_Stage1������������������������������������������^����������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD0;
    float4 gl_FragCoord : TEXCOORD1;
};
#pragma warning( disable: 3556 3571 )
float4 vec4_ctor(float x0, float x1, float x2, float x3)
{
    return float4(x0, x1, x2, x3);
}
float4 vec4_ctor(float2 x0, float x1, float x2)
{
    return float4(x0, x1, x2);
}
// Uniforms

uniform float4 _sk_RTAdjust : register(c1);
uniform float4 _uviewMatrix_Stage0 : register(c2);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Attributes
static float2 _position = {0, 0};

static float4 gl_Position = float4(0, 0, 0, 0);

// Varyings

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewAdjust : packoffset(c1);
    float2 dx_ViewCoords : packoffset(c2);
    float2 dx_ViewScale  : packoffset(c3);
};

@@ VERTEX ATTRIBUTES @@

VS_OUTPUT generateOutput(VS_INPUT input)
{
    VS_OUTPUT output;
    output.gl_Position = gl_Position;
    output.dx_Position.x = gl_Position.x;
    output.dx_Position.y = - gl_Position.y;
    output.dx_Position.z = (gl_Position.z + gl_Position.w) * 0.5;
    output.dx_Position.w = gl_Position.w;
    output.gl_FragCoord = gl_Position;

    return output;
}

VS_OUTPUT main(VS_INPUT input){
    initAttributes(input);

float2 __tmp_0_position3024 = ((_uviewMatrix_Stage0.xz * _position) + _uviewMatrix_Stage0.yw);
(gl_Position = vec4_ctor(__tmp_0_position3024.x, __tmp_0_position3024.y, 0.0, 1.0));
(gl_Position = vec4_ctor(((gl_Position.xy * _sk_RTAdjust.xz) + (gl_Position.ww * _sk_RTAdjust.yw)), 0.0, gl_Position.w));
return generateOutput(input);
}

struct PS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD0;
    float4 gl_FragCoord : TEXCOORD1;
};

#pragma warning( disable: 3556 3571 )
float2 vec2_ctor(float x0)
{
    return float2(x0, x0);
}
float4 vec4_ctor(float x0)
{
    return float4(x0, x0, x0, x0);
}
float4 vec4_ctor(float x0, float x1, float x2, float x3)
{
    return float4(x0, x1, x2, x3);
}
// Uniforms

uniform float _u_skRTHeight : register(c0);
uniform float4 _uColor_Stage0 : register(c1);
uniform float _ucornerRadius_Stage1_c0 : register(c2);
uniform float4 _uproxyRect_Stage1_c0 : register(c3);
uniform float _ublurRadius_Stage1_c0 : register(c4);
static const uint _uTextureSampler_0_Stage1 = 0;
uniform Texture2D<float4> textures2D[1] : register(t0);
uniform SamplerState samplers2D[1] : register(s0);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Varyings

static float4 gl_Color[1] =
{
    float4(0, 0, 0, 0)
};
static float4 gl_FragCoord = float4(0, 0, 0, 0);

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewCoords : packoffset(c1);
    float3 dx_DepthFront : packoffset(c2);
    float2 dx_ViewScale : packoffset(c3);
    struct SamplerMetadata
    {
        int baseLevel;
        int internalFormatBits;
        int wrapModes;
        int padding;
        int4 intBorderColor;
    };
    SamplerMetadata samplerMetadata[1] : packoffset(c4);
};

#define GL_USES_FRAG_COLOR
float4 gl_texture2D(uint samplerIndex, float2 t)
{
    return textures2D[samplerIndex].Sample(samplers2D[samplerIndex], float2(t.x, t.y));
}

#define GL_USES_FRAG_COORD
@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){
    float rhw = 1.0 / input.gl_FragCoord.w;
    gl_FragCoord.x = input.dx_Position.x;
    gl_FragCoord.y = input.dx_Position.y;
    gl_FragCoord.z = (input.gl_FragCoord.z * rhw) * dx_DepthFront.x + dx_DepthFront.y;
    gl_FragCoord.w = rhw;

float4 _sk_FragCoord3027 = vec4_ctor(gl_FragCoord.x, (_u_skRTHeight - gl_FragCoord.y), gl_FragCoord.z, gl_FragCoord.w);
float4 _outputColor_Stage03028 = {0, 0, 0, 0};
(_outputColor_Stage03028 = _uColor_Stage0);
float4 _output_Stage13029 = {0, 0, 0, 0};
float2 __0_translatedFragPosFloat3030 = (_sk_FragCoord3027.xy - _uproxyRect_Stage1_c0.xy);
float2 __1_proxyCenter3031 = ((_uproxyRect_Stage1_c0.zw - _uproxyRect_Stage1_c0.xy) * 0.5);
float __2_edgeSize3032 = (((2.0 * _ublurRadius_Stage1_c0) + _ucornerRadius_Stage1_c0) + 0.5);
(__0_translatedFragPosFloat3030 -= __1_proxyCenter3031);
float2 __3_fragDirection3033 = sign(__0_translatedFragPosFloat3030);
(__0_translatedFragPosFloat3030 = abs(__0_translatedFragPosFloat3030));
float2 __4_translatedFragPosHalf3034 = (__0_translatedFragPosFloat3030 - (__1_proxyCenter3031 - __2_edgeSize3032));
(__4_translatedFragPosHalf3034 = max(__4_translatedFragPosHalf3034, 0.0));
(__4_translatedFragPosHalf3034 *= __3_fragDirection3033);
(__4_translatedFragPosHalf3034 += vec2_ctor(__2_edgeSize3032));
float2 __5_proxyDims3035 = vec2_ctor((2.0 * __2_edgeSize3032));
float2 __6_texCoord3036 = (__4_translatedFragPosHalf3034 / __5_proxyDims3035);
(_output_Stage13029 = vec4_ctor(gl_texture2D(_uTextureSampler_0_Stage1, __6_texCoord3036).x));
{
(gl_Color[0] = (_outputColor_Stage03028 * _output_Stage13029));
}
return generateOutput();
}
R�	gl_Color0gl_Color[0](struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD0;
    float4 gl_FragCoord : TEXCOORD1;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD0;
    float4 gl_FragCoord : TEXCOORD1;
};

void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput)
{
    output.gl_Position = input.gl_Position;
    output.gl_FragCoord = input.gl_FragCoord;
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
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_uposition����������������
R��sk_RTAdjust
_usk_RTAdjust����������������������������������������R��uviewMatrix_Stage0_uuviewMatrix_Stage0�����������������������������������������u_skRTHeight_uu_skRTHeight����������������������������������������R��
uColor_Stage0_uuColor_Stage0�����������������������������������������ucornerRadius_Stage1_c0_uucornerRadius_Stage1_c0����������������������������������������R��uproxyRect_Stage1_c0_uuproxyRect_Stage1_c0�����������������������������������������ublurRadius_Stage1_c0_uublurRadius_Stage1_c0����������������������������������������R��uinnerRect_Stage2_c1_uuinnerRect_Stage2_c1����������������������������������������P��uradiusPlusHalf_Stage2_c1_uuradiusPlusHalf_Stage2_c1����������������������������������������^�uTextureSampler_0_Stage1_uuTextureSampler_0_Stage1������������������������������������������		
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������������������������������������������������������������������
���������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD0;
    float4 gl_FragCoord : TEXCOORD1;
};
#pragma warning( disable: 3556 3571 )
float4 vec4_ctor(float x0, float x1, float x2, float x3)
{
    return float4(x0, x1, x2, x3);
}
float4 vec4_ctor(float2 x0, float x1, float x2)
{
    return float4(x0, x1, x2);
}
// Uniforms

uniform float4 _sk_RTAdjust : register(c1);
uniform float4 _uviewMatrix_Stage0 : register(c2);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Attributes
static float2 _position = {0, 0};

static float4 gl_Position = float4(0, 0, 0, 0);

// Varyings

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewAdjust : packoffset(c1);
    float2 dx_ViewCoords : packoffset(c2);
    float2 dx_ViewScale  : packoffset(c3);
};

@@ VERTEX ATTRIBUTES @@

VS_OUTPUT generateOutput(VS_INPUT input)
{
    VS_OUTPUT output;
    output.gl_Position = gl_Position;
    output.dx_Position.x = gl_Position.x;
    output.dx_Position.y = - gl_Position.y;
    output.dx_Position.z = (gl_Position.z + gl_Position.w) * 0.5;
    output.dx_Position.w = gl_Position.w;
    output.gl_FragCoord = gl_Position;

    return output;
}

VS_OUTPUT main(VS_INPUT input){
    initAttributes(input);

float2 __tmp_0_position3024 = ((_uviewMatrix_Stage0.xz * _position) + _uviewMatrix_Stage0.yw);
(gl_Position = vec4_ctor(__tmp_0_position3024.x, __tmp_0_position3024.y, 0.0, 1.0));
(gl_Position = vec4_ctor(((gl_Position.xy * _sk_RTAdjust.xz) + (gl_Position.ww * _sk_RTAdjust.yw)), 0.0, gl_Position.w));
return generateOutput(input);
}
Kstruct PS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD0;
    float4 gl_FragCoord : TEXCOORD1;
};

#pragma warning( disable: 3556 3571 )
float2 vec2_ctor(float x0)
{
    return float2(x0, x0);
}
float4 vec4_ctor(float x0)
{
    return float4(x0, x0, x0, x0);
}
float4 vec4_ctor(float x0, float x1, float x2, float x3)
{
    return float4(x0, x1, x2, x3);
}
// Uniforms

uniform float _u_skRTHeight : register(c0);
uniform float4 _uColor_Stage0 : register(c1);
uniform float _ucornerRadius_Stage1_c0 : register(c2);
uniform float4 _uproxyRect_Stage1_c0 : register(c3);
uniform float _ublurRadius_Stage1_c0 : register(c4);
uniform float4 _uinnerRect_Stage2_c1 : register(c5);
uniform float2 _uradiusPlusHalf_Stage2_c1 : register(c6);
static const uint _uTextureSampler_0_Stage1 = 0;
uniform Texture2D<float4> textures2D[1] : register(t0);
uniform SamplerState samplers2D[1] : register(s0);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Varyings

static float4 gl_Color[1] =
{
    float4(0, 0, 0, 0)
};
static float4 gl_FragCoord = float4(0, 0, 0, 0);

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewCoords : packoffset(c1);
    float3 dx_DepthFront : packoffset(c2);
    float2 dx_ViewScale : packoffset(c3);
    struct SamplerMetadata
    {
        int baseLevel;
        int internalFormatBits;
        int wrapModes;
        int padding;
        int4 intBorderColor;
    };
    SamplerMetadata samplerMetadata[1] : packoffset(c4);
};

#define GL_USES_FRAG_COLOR
float4 gl_texture2D(uint samplerIndex, float2 t)
{
    return textures2D[samplerIndex].Sample(samplers2D[samplerIndex], float2(t.x, t.y));
}

#define GL_USES_FRAG_COORD
@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){
    float rhw = 1.0 / input.gl_FragCoord.w;
    gl_FragCoord.x = input.dx_Position.x;
    gl_FragCoord.y = input.dx_Position.y;
    gl_FragCoord.z = (input.gl_FragCoord.z * rhw) * dx_DepthFront.x + dx_DepthFront.y;
    gl_FragCoord.w = rhw;

float4 _sk_FragCoord3029 = vec4_ctor(gl_FragCoord.x, (_u_skRTHeight - gl_FragCoord.y), gl_FragCoord.z, gl_FragCoord.w);
float4 _outputColor_Stage03030 = {0, 0, 0, 0};
(_outputColor_Stage03030 = _uColor_Stage0);
float4 _output_Stage13031 = {0, 0, 0, 0};
float2 __0_translatedFragPosFloat3032 = (_sk_FragCoord3029.xy - _uproxyRect_Stage1_c0.xy);
float2 __1_proxyCenter3033 = ((_uproxyRect_Stage1_c0.zw - _uproxyRect_Stage1_c0.xy) * 0.5);
float __2_edgeSize3034 = (((2.0 * _ublurRadius_Stage1_c0) + _ucornerRadius_Stage1_c0) + 0.5);
(__0_translatedFragPosFloat3032 -= __1_proxyCenter3033);
float2 __3_fragDirection3035 = sign(__0_translatedFragPosFloat3032);
(__0_translatedFragPosFloat3032 = abs(__0_translatedFragPosFloat3032));
float2 __4_translatedFragPosHalf3036 = (__0_translatedFragPosFloat3032 - (__1_proxyCenter3033 - __2_edgeSize3034));
(__4_translatedFragPosHalf3036 = max(__4_translatedFragPosHalf3036, 0.0));
(__4_translatedFragPosHalf3036 *= __3_fragDirection3035);
(__4_translatedFragPosHalf3036 += vec2_ctor(__2_edgeSize3034));
float2 __5_proxyDims3037 = vec2_ctor((2.0 * __2_edgeSize3034));
float2 __6_texCoord3038 = (__4_translatedFragPosHalf3036 / __5_proxyDims3037);
(_output_Stage13031 = vec4_ctor(gl_texture2D(_uTextureSampler_0_Stage1, __6_texCoord3038).x));
float4 _output_Stage23039 = {0, 0, 0, 0};
float2 __7_dxy03040 = (_uinnerRect_Stage2_c1.xy - _sk_FragCoord3029.xy);
float2 __8_dxy13041 = (_sk_FragCoord3029.xy - _uinnerRect_Stage2_c1.zw);
float2 __9_dxy3042 = max(max(__7_dxy03040, __8_dxy13041), 0.0);
float __10_alpha3043 = clamp((_uradiusPlusHalf_Stage2_c1.x - length(__9_dxy3042)), 0.0, 1.0);
(__10_alpha3043 = (1.0 - __10_alpha3043));
(_output_Stage23039 = (_output_Stage13031 * __10_alpha3043));
{
(gl_Color[0] = (_outputColor_Stage03030 * _output_Stage23039));
}
return generateOutput();
}
R�	gl_Color0gl_Color[0](struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD0;
    float4 gl_FragCoord : TEXCOORD1;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD0;
    float4 gl_FragCoord : TEXCOORD1;
};

void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput)
{
    output.gl_Position = input.gl_Position;
    output.gl_FragCoord = input.gl_FragCoord;
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
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��DXBC�DPR�����Z�V7��4p�DRDEF4�<���RD11< ($������
�samplers2D[0]textures2D[0]$Globals�����p���������,D��������h ���������0D���������@���������PD���������`���������_u_skRTHeightfloat_uColor_Stage0float4��;_ucornerRadius_Stage1_c0_uproxyRect_Stage1_c0_ublurRadius_Stage1_c0_uinnerRect_Stage2_c1_uradiusPlusHalf_Stage2_c1float2���Microsoft (R) HLSL Shader Compiler 10.1ISGNhP\\SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX(P
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bV@"��K" 	"�A
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8� F� >STAT�BPLG���!788efd1c721aP��
inPosition_uinPosition����������������R��inColor	_uinColor����������������P��inTextureCoords_uinTextureCoords����������������R��sk_RTAdjust
_usk_RTAdjust����������������������������������������P��uAtlasSizeInv_Stage0_uuAtlasSizeInv_Stage0����������������������������������������^�uTextureSampler_0_Stage0_uuTextureSampler_0_Stage0������������������������������������������^���������������������������������������������������������������������������������������������������������������������������kstruct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 v0 : TEXCOORD0;
    float2 v1 : TEXCOORD1;
};
#pragma warning( disable: 3556 3571 )
float2 vec2_ctor(float x0, float x1)
{
    return float2(x0, x1);
}
float4 vec4_ctor(float x0, float x1, float x2, float x3)
{
    return float4(x0, x1, x2, x3);
}
float4 vec4_ctor(float2 x0, float x1, float x2)
{
    return float4(x0, x1, x2);
}
// Uniforms

uniform float4 _sk_RTAdjust : register(c1);
uniform float2 _uAtlasSizeInv_Stage0 : register(c2);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Attributes
static float2 _inPosition = {0, 0};
static float4 _inColor = {0, 0, 0, 0};
static float2 _inTextureCoords = {0, 0};

static float4 gl_Position = float4(0, 0, 0, 0);

// Varyings
static  float2 _vTextureCoords_Stage0 = {0, 0};
static  float _vTexIndex_Stage0 = {0};
static  float4 _vinColor_Stage0 = {0, 0, 0, 0};

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewAdjust : packoffset(c1);
    float2 dx_ViewCoords : packoffset(c2);
    float2 dx_ViewScale  : packoffset(c3);
};

@@ VERTEX ATTRIBUTES @@

VS_OUTPUT generateOutput(VS_INPUT input)
{
    VS_OUTPUT output;
    output.gl_Position = gl_Position;
    output.dx_Position.x = gl_Position.x;
    output.dx_Position.y = - gl_Position.y;
    output.dx_Position.z = (gl_Position.z + gl_Position.w) * 0.5;
    output.dx_Position.w = gl_Position.w;
    output.v0 = _vinColor_Stage0;
    output.v1 = _vTextureCoords_Stage0;

    return output;
}

VS_OUTPUT main(VS_INPUT input){
    initAttributes(input);

float _texIdx3029 = {0.0};
float2 _unormTexCoords3030 = vec2_ctor(_inTextureCoords.x, _inTextureCoords.y);
(_vTextureCoords_Stage0 = (_unormTexCoords3030 * _uAtlasSizeInv_Stage0));
(_vTexIndex_Stage0 = _texIdx3029);
(_vinColor_Stage0 = _inColor);
(gl_Position = vec4_ctor(_inPosition.x, _inPosition.y, 0.0, 1.0));
(gl_Position = vec4_ctor(((gl_Position.xy * _sk_RTAdjust.xz) + (gl_Position.ww * _sk_RTAdjust.yw)), 0.0, gl_Position.w));
return generateOutput(input);
}
[struct PS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 v0 : TEXCOORD0;
    float2 v1 : TEXCOORD1;
};

#pragma warning( disable: 3556 3571 )
// Uniforms

static const uint _uTextureSampler_0_Stage0 = 0;
uniform Texture2D<float4> textures2D[1] : register(t0);
uniform SamplerState samplers2D[1] : register(s0);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Varyings
static  float2 _vTextureCoords_Stage0 = {0, 0};
static  float4 _vinColor_Stage0 = {0, 0, 0, 0};

static float4 gl_Color[1] =
{
    float4(0, 0, 0, 0)
};

cbuffer DriverConstants : register(b1)
{
    struct SamplerMetadata
    {
        int baseLevel;
        int internalFormatBits;
        int wrapModes;
        int padding;
        int4 intBorderColor;
    };
    SamplerMetadata samplerMetadata[1] : packoffset(c4);
};

#define GL_USES_FRAG_COLOR
float4 gl_texture2D(uint samplerIndex, float2 t)
{
    return textures2D[samplerIndex].Sample(samplers2D[samplerIndex], float2(t.x, t.y));
}

@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){
    _vinColor_Stage0 = input.v0;
    _vTextureCoords_Stage0 = input.v1.xy;

float4 _outputColor_Stage03025 = {0, 0, 0, 0};
(_outputColor_Stage03025 = _vinColor_Stage0);
float4 _texColor3026 = {0, 0, 0, 0};
{
(_texColor3026 = gl_texture2D(_uTextureSampler_0_Stage0, _vTextureCoords_Stage0).xxxx);
}
float4 _outputCoverage_Stage03027 = _texColor3026;
{
(gl_Color[0] = (_outputColor_Stage03025 * _outputCoverage_Stage03027));
}
return generateOutput();
}
R�	gl_Color0gl_Color[0]Rstruct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 v0 : TEXCOORD0;
    float2 v1 : TEXCOORD1;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 v0 : TEXCOORD0;
    float2 v1 : TEXCOORD1;
};

void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput)
{
    output.gl_Position = input.gl_Position;
    output.v0 = input.v0; 
    output.v1 = input.v1; 
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
����DXBC�&�0��nk��X�H�4��RDEFth<���LRD11< ($\$Globals���\�0���������� (��������_sk_RTAdjustfloat4�_uAtlasSizeInv_Stage0float2���Microsoft (R) HLSL Shader Compiler 10.1ISGN\PPPTEXCOORD���OSGN�htttSV_PositionTEXCOORD���SHEX`PXjYF� _2_�_2g� e� e� e2 h6� @?�?22F�� օ 6" �A6 
62 F6� @�?6� F82 FF� >STAT�	��DXBCZ��æU#�s�Byh�4���`RDEF�<����RD11< ($|�����
samplers2D[0]textures2D[0]Microsoft (R) HLSL Shader Compiler 10.1ISGN�htttSV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX�P(jZ`XpUUb�b2e� hE���CUFF~`8� F>STAT�BPLG���!788efd1c721aP��position
_uposition����������������R��color_ucolor����������������P��
localCoord_ulocalCoord����������������R��	texSubset_utexSubset����������������R��sk_RTAdjust
_usk_RTAdjust����������������������������������������^�uTextureSampler_0_Stage0_uuTextureSampler_0_Stage0������������������������������������������^����������������������������������������������������������������������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD3;
    float4 v0 : TEXCOORD0;
    float4 v1 : TEXCOORD1;
    float2 v2 : TEXCOORD2;
};
#pragma warning( disable: 3556 3571 )
float4 vec4_ctor(float x0, float x1, float x2, float x3)
{
    return float4(x0, x1, x2, x3);
}
float4 vec4_ctor(float2 x0, float x1, float x2)
{
    return float4(x0, x1, x2);
}
// Uniforms

uniform float4 _sk_RTAdjust : register(c1);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Attributes
static float2 _position = {0, 0};
static float4 _color = {0, 0, 0, 0};
static float2 _localCoord = {0, 0};
static float4 _texSubset = {0, 0, 0, 0};

static float4 gl_Position = float4(0, 0, 0, 0);

// Varyings
static  float4 _vcolor_Stage0 = {0, 0, 0, 0};
static  float2 _vlocalCoord_Stage0 = {0, 0};
static  float4 _vtexSubset_Stage0 = {0, 0, 0, 0};

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewAdjust : packoffset(c1);
    float2 dx_ViewCoords : packoffset(c2);
    float2 dx_ViewScale  : packoffset(c3);
};

@@ VERTEX ATTRIBUTES @@

VS_OUTPUT generateOutput(VS_INPUT input)
{
    VS_OUTPUT output;
    output.gl_Position = gl_Position;
    output.dx_Position.x = gl_Position.x;
    output.dx_Position.y = - gl_Position.y;
    output.dx_Position.z = (gl_Position.z + gl_Position.w) * 0.5;
    output.dx_Position.w = gl_Position.w;
    output.v0 = _vcolor_Stage0;
    output.v1 = _vtexSubset_Stage0;
    output.v2 = _vlocalCoord_Stage0;

    return output;
}

VS_OUTPUT main(VS_INPUT input){
    initAttributes(input);

(_vcolor_Stage0 = _color);
(_vlocalCoord_Stage0 = _localCoord);
(_vtexSubset_Stage0 = _texSubset);
(gl_Position = vec4_ctor(_position.x, _position.y, 0.0, 1.0));
(gl_Position = vec4_ctor(((gl_Position.xy * _sk_RTAdjust.xz) + (gl_Position.ww * _sk_RTAdjust.yw)), 0.0, gl_Position.w));
return generateOutput(input);
}
1struct PS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD3;
    float4 v0 : TEXCOORD0;
    float4 v1 : TEXCOORD1;
    float2 v2 : TEXCOORD2;
};

#pragma warning( disable: 3556 3571 )
// Uniforms

static const uint _uTextureSampler_0_Stage0 = 0;
uniform Texture2D<float4> textures2D[1] : register(t0);
uniform SamplerState samplers2D[1] : register(s0);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Varyings
static  float4 _vcolor_Stage0 = {0, 0, 0, 0};
static  float2 _vlocalCoord_Stage0 = {0, 0};
static  float4 _vtexSubset_Stage0 = {0, 0, 0, 0};

static float4 gl_Color[1] =
{
    float4(0, 0, 0, 0)
};

cbuffer DriverConstants : register(b1)
{
    struct SamplerMetadata
    {
        int baseLevel;
        int internalFormatBits;
        int wrapModes;
        int padding;
        int4 intBorderColor;
    };
    SamplerMetadata samplerMetadata[1] : packoffset(c4);
};

#define GL_USES_FRAG_COLOR
float4 gl_texture2D(uint samplerIndex, float2 t)
{
    return textures2D[samplerIndex].Sample(samplers2D[samplerIndex], float2(t.x, t.y));
}

@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){
    _vcolor_Stage0 = input.v0;
    _vtexSubset_Stage0 = input.v1;
    _vlocalCoord_Stage0 = input.v2.xy;

float4 _outputColor_Stage03025 = {0, 0, 0, 0};
(_outputColor_Stage03025 = _vcolor_Stage0);
float2 _texCoord3026 = {0, 0};
(_texCoord3026 = _vlocalCoord_Stage0);
float4 _subset3027 = {0, 0, 0, 0};
(_subset3027 = _vtexSubset_Stage0);
(_texCoord3026 = clamp(_texCoord3026, _subset3027.xy, _subset3027.zw));
(_outputColor_Stage03025 = (gl_texture2D(_uTextureSampler_0_Stage0, _texCoord3026) * _outputColor_Stage03025));
{
(gl_Color[0] = _outputColor_Stage03025);
}
return generateOutput();
}
R�	gl_Color0gl_Color[0]�struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD3;
    float4 v0 : TEXCOORD0;
    float4 v1 : TEXCOORD1;
    float2 v2 : TEXCOORD2;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD3;
    float4 v0 : TEXCOORD0;
    float4 v1 : TEXCOORD1;
    float2 v2 : TEXCOORD2;
};

void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput)
{
    output.gl_Position = input.gl_Position;
    output.v0 = input.v0; 
    output.v1 = input.v1; 
    output.v2 = input.v2; 
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
�����DXBCJ�8,�^�;^�r��4D�`�RDEFh<����RD11< ($\$Globals���\� ����������_sk_RTAdjustfloat4�Microsoft (R) HLSL Shader Compiler 10.1ISGNthhhhTEXCOORD���OSGN������SV_PositionTEXCOORD���SHEX�P`jYF� _2_�_2_�g� e� e� e� e2 h6� @?�?22F�� օ 6" �A6 
62 F6� @�?6� F6� F62 F>STAT�
	�XDXBCxAH�Рo�@U��Ŷ�X4����RDEF�<����RD11< ($|�����
samplers2D[0]textures2D[0]Microsoft (R) HLSL Shader Compiler 10.1ISGN������SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX�P9jZ`XpUUb�b�b2e� h42FF32F�E���CU�FF~`8� FF>STAT�BPLG��"788efd1c721aP��position
_uposition����������������P��
localCoord_ulocalCoord����������������R��sk_RTAdjust
_usk_RTAdjust����������������������������������������[��umatrix_Stage1_c0_c0_uumatrix_Stage1_c0_c0����������������������������������������R��uclamp_Stage1_c0_c0_c0_uuclamp_Stage1_c0_c0_c0����������������������������������������^�uTextureSampler_0_Stage1_uuTextureSampler_0_Stage1������������������������������������������^���������������������������������������������������������������������������������������������������������������������������������������������������)struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float2 v0 : TEXCOORD0;
};
#pragma warning( disable: 3556 3571 )
float3 vec3_ctor(float2 x0, float x1)
{
    return float3(x0, x1);
}
float4 vec4_ctor(float x0, float x1, float x2, float x3)
{
    return float4(x0, x1, x2, x3);
}
float4 vec4_ctor(float2 x0, float x1, float x2)
{
    return float4(x0, x1, x2);
}
// Uniforms

uniform float4 _sk_RTAdjust : register(c1);
uniform float3x3 _umatrix_Stage1_c0_c0 : register(c2);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Attributes
static float2 _position = {0, 0};
static float2 _localCoord = {0, 0};

static float4 gl_Position = float4(0, 0, 0, 0);

// Varyings
static  float2 _vTransformedCoords_0_Stage0 = {0, 0};

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewAdjust : packoffset(c1);
    float2 dx_ViewCoords : packoffset(c2);
    float2 dx_ViewScale  : packoffset(c3);
};

@@ VERTEX ATTRIBUTES @@

VS_OUTPUT generateOutput(VS_INPUT input)
{
    VS_OUTPUT output;
    output.gl_Position = gl_Position;
    output.dx_Position.x = gl_Position.x;
    output.dx_Position.y = - gl_Position.y;
    output.dx_Position.z = (gl_Position.z + gl_Position.w) * 0.5;
    output.dx_Position.w = gl_Position.w;
    output.v0 = _vTransformedCoords_0_Stage0;

    return output;
}

VS_OUTPUT main(VS_INPUT input){
    initAttributes(input);

(gl_Position = vec4_ctor(_position.x, _position.y, 0.0, 1.0));
{
(_vTransformedCoords_0_Stage0 = mul(transpose(_umatrix_Stage1_c0_c0), vec3_ctor(_localCoord, 1.0)).xy);
}
(gl_Position = vec4_ctor(((gl_Position.xy * _sk_RTAdjust.xz) + (gl_Position.ww * _sk_RTAdjust.yw)), 0.0, gl_Position.w));
return generateOutput(input);
}
Rstruct PS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float2 v0 : TEXCOORD0;
};

#pragma warning( disable: 3556 3571 )
// Uniforms

uniform float4 _uclamp_Stage1_c0_c0_c0 : register(c0);
static const uint _uTextureSampler_0_Stage1 = 0;
uniform Texture2D<float4> textures2D[1] : register(t0);
uniform SamplerState samplers2D[1] : register(s0);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Varyings
static  float2 _vTransformedCoords_0_Stage0 = {0, 0};

static float4 gl_Color[1] =
{
    float4(0, 0, 0, 0)
};

cbuffer DriverConstants : register(b1)
{
    struct SamplerMetadata
    {
        int baseLevel;
        int internalFormatBits;
        int wrapModes;
        int padding;
        int4 intBorderColor;
    };
    SamplerMetadata samplerMetadata[1] : packoffset(c4);
};

#define GL_USES_FRAG_COLOR
float4 gl_texture2D(uint samplerIndex, float2 t)
{
    return textures2D[samplerIndex].Sample(samplers2D[samplerIndex], float2(t.x, t.y));
}

@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){
    _vTransformedCoords_0_Stage0 = input.v0.xy;

float4 _outputColor_Stage03025 = {1.0, 1.0, 1.0, 1.0};
float4 _output_Stage13026 = {0, 0, 0, 0};
float2 __8_inCoord3027 = _vTransformedCoords_0_Stage0;
float2 __9_subsetCoord3028 = {0, 0};
(__9_subsetCoord3028.x = __8_inCoord3027.x);
(__9_subsetCoord3028.y = __8_inCoord3027.y);
float2 __10_clampedCoord3029 = {0, 0};
(__10_clampedCoord3029 = clamp(__9_subsetCoord3028, _uclamp_Stage1_c0_c0_c0.xy, _uclamp_Stage1_c0_c0_c0.zw));
float4 __11_textureColor3030 = gl_texture2D(_uTextureSampler_0_Stage1, __10_clampedCoord3029);
(_output_Stage13026 = (__11_textureColor3030 * _outputColor_Stage03025));
{
(gl_Color[0] = _output_Stage13026);
}
return generateOutput();
}
R�	gl_Color0gl_Color[0]struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float2 v0 : TEXCOORD0;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float2 v0 : TEXCOORD0;
};

void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput)
{
    output.gl_Position = input.gl_Position;
    output.v0 = input.v0; 
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
���DXBC�A��k��O
���4��l�RDEFth<���LRD11< ($\$Globals���\�P���������� ,(��������_sk_RTAdjustfloat4�_umatrix_Stage1_c0_c0float3x3�Microsoft (R) HLSL Shader Compiler 10.1ISGND88TEXCOORD���OSGNhP\\SV_PositionTEXCOORD���SHEX|P_jYF� _2_2g� e� e2 h6� @?�?22F�� օ 6" �A6 
62 F6� @�?62F6B@�? F� F" F� F>STAT���DXBCG��"�6,�#��2s�4�P RDEFp�<���HRD11< ($������
�samplers2D[0]textures2D[0]$Globals�����$��������_uclamp_Stage1_c0_c0_c0float4�Microsoft (R) HLSL Shader Compiler 10.1ISGNhP\\SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX�P2jYF� Z`XpUUb2e� h42FF� 32F� E���CU� FF~`>STAT�BPLG���788efd1c721aQ��position
_uposition����������������R��color_ucolor����������������P��
localCoord_ulocalCoord����������������R��sk_RTAdjust
_usk_RTAdjust����������������������������������������^�uTextureSampler_0_Stage0_uuTextureSampler_0_Stage0������������������������������������������^�������������������������������������������������������������������������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 v0 : TEXCOORD0;
    float2 v1 : TEXCOORD1;
};
#pragma warning( disable: 3556 3571 )
float4 vec4_ctor(float x0, float x1, float x2, float x3)
{
    return float4(x0, x1, x2, x3);
}
float4 vec4_ctor(float2 x0, float x1, float x2)
{
    return float4(x0, x1, x2);
}
// Uniforms

uniform float4 _sk_RTAdjust : register(c1);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Attributes
static float3 _position = {0, 0, 0};
static float4 _color = {0, 0, 0, 0};
static float2 _localCoord = {0, 0};

static float4 gl_Position = float4(0, 0, 0, 0);

// Varyings
static  float4 _vcolor_Stage0 = {0, 0, 0, 0};
static  float2 _vlocalCoord_Stage0 = {0, 0};

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewAdjust : packoffset(c1);
    float2 dx_ViewCoords : packoffset(c2);
    float2 dx_ViewScale  : packoffset(c3);
};

@@ VERTEX ATTRIBUTES @@

VS_OUTPUT generateOutput(VS_INPUT input)
{
    VS_OUTPUT output;
    output.gl_Position = gl_Position;
    output.dx_Position.x = gl_Position.x;
    output.dx_Position.y = - gl_Position.y;
    output.dx_Position.z = (gl_Position.z + gl_Position.w) * 0.5;
    output.dx_Position.w = gl_Position.w;
    output.v0 = _vcolor_Stage0;
    output.v1 = _vlocalCoord_Stage0;

    return output;
}

VS_OUTPUT main(VS_INPUT input){
    initAttributes(input);

(_vcolor_Stage0 = _color);
(_vlocalCoord_Stage0 = _localCoord);
(gl_Position = vec4_ctor(_position.x, _position.y, 0.0, _position.z));
(gl_Position = vec4_ctor(((gl_Position.xy * _sk_RTAdjust.xz) + (gl_Position.ww * _sk_RTAdjust.yw)), 0.0, gl_Position.w));
return generateOutput(input);
}
2struct PS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 v0 : TEXCOORD0;
    float2 v1 : TEXCOORD1;
};

#pragma warning( disable: 3556 3571 )
// Uniforms

static const uint _uTextureSampler_0_Stage0 = 0;
uniform Texture2D<float4> textures2D[1] : register(t0);
uniform SamplerState samplers2D[1] : register(s0);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Varyings
static  float4 _vcolor_Stage0 = {0, 0, 0, 0};
static  float2 _vlocalCoord_Stage0 = {0, 0};

static float4 gl_Color[1] =
{
    float4(0, 0, 0, 0)
};

cbuffer DriverConstants : register(b1)
{
    struct SamplerMetadata
    {
        int baseLevel;
        int internalFormatBits;
        int wrapModes;
        int padding;
        int4 intBorderColor;
    };
    SamplerMetadata samplerMetadata[1] : packoffset(c4);
};

#define GL_USES_FRAG_COLOR
float4 gl_texture2D(uint samplerIndex, float2 t)
{
    return textures2D[samplerIndex].Sample(samplers2D[samplerIndex], float2(t.x, t.y));
}

@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){
    _vcolor_Stage0 = input.v0;
    _vlocalCoord_Stage0 = input.v1.xy;

float4 _outputColor_Stage03024 = {0, 0, 0, 0};
(_outputColor_Stage03024 = _vcolor_Stage0);
float2 _texCoord3025 = {0, 0};
(_texCoord3025 = _vlocalCoord_Stage0);
(_outputColor_Stage03024 = (gl_texture2D(_uTextureSampler_0_Stage0, _texCoord3025) * _outputColor_Stage03024));
{
(gl_Color[0] = _outputColor_Stage03024);
}
return generateOutput();
}
R�	gl_Color0gl_Color[0]Rstruct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 v0 : TEXCOORD0;
    float2 v1 : TEXCOORD1;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 v0 : TEXCOORD0;
    float2 v1 : TEXCOORD1;
};

void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput)
{
    output.gl_Position = input.gl_Position;
    output.v0 = input.v0; 
    output.v1 = input.v1; 
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
���XDXBC�Œ
YK��K��;DC:-X4D�0�RDEFh<����RD11< ($\$Globals���\� ����������_sk_RTAdjustfloat4�Microsoft (R) HLSL Shader Compiler 10.1ISGN\PPPTEXCOORD���OSGN�htttSV_PositionTEXCOORD���SHEX�PajYF� _r_�_2g� e� e� e2 h8�F�� 2�
F8
2F@�?��6" 8
��@?�?6� F6� 6B @6� F62 F>STAT���DXBCk#��d&l�y�9�j���4���`RDEF�<����RD11< ($|�����
samplers2D[0]textures2D[0]Microsoft (R) HLSL Shader Compiler 10.1ISGN�htttSV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX�P(jZ`XpUUb�b2e� hE���CU�FF~`8� FF>STAT�BPLG��K788efd1c721aQ��position
_uposition����������������P��
localCoord_ulocalCoord����������������R��	texSubset_utexSubset����������������R��sk_RTAdjust
_usk_RTAdjust����������������������������������������^�uTextureSampler_0_Stage0_uuTextureSampler_0_Stage0������������������������������������������^�������������������������������������������������������������������������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 v0 : TEXCOORD0;
    float2 v1 : TEXCOORD1;
};
#pragma warning( disable: 3556 3571 )
float4 vec4_ctor(float x0, float x1, float x2, float x3)
{
    return float4(x0, x1, x2, x3);
}
float4 vec4_ctor(float2 x0, float x1, float x2)
{
    return float4(x0, x1, x2);
}
// Uniforms

uniform float4 _sk_RTAdjust : register(c1);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Attributes
static float3 _position = {0, 0, 0};
static float2 _localCoord = {0, 0};
static float4 _texSubset = {0, 0, 0, 0};

static float4 gl_Position = float4(0, 0, 0, 0);

// Varyings
static  float2 _vlocalCoord_Stage0 = {0, 0};
static  float4 _vtexSubset_Stage0 = {0, 0, 0, 0};

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewAdjust : packoffset(c1);
    float2 dx_ViewCoords : packoffset(c2);
    float2 dx_ViewScale  : packoffset(c3);
};

@@ VERTEX ATTRIBUTES @@

VS_OUTPUT generateOutput(VS_INPUT input)
{
    VS_OUTPUT output;
    output.gl_Position = gl_Position;
    output.dx_Position.x = gl_Position.x;
    output.dx_Position.y = - gl_Position.y;
    output.dx_Position.z = (gl_Position.z + gl_Position.w) * 0.5;
    output.dx_Position.w = gl_Position.w;
    output.v0 = _vtexSubset_Stage0;
    output.v1 = _vlocalCoord_Stage0;

    return output;
}

VS_OUTPUT main(VS_INPUT input){
    initAttributes(input);

(_vlocalCoord_Stage0 = _localCoord);
(_vtexSubset_Stage0 = _texSubset);
(gl_Position = vec4_ctor(_position.x, _position.y, 0.0, _position.z));
(gl_Position = vec4_ctor(((gl_Position.xy * _sk_RTAdjust.xz) + (gl_Position.ww * _sk_RTAdjust.yw)), 0.0, gl_Position.w));
return generateOutput(input);
}
�struct PS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 v0 : TEXCOORD0;
    float2 v1 : TEXCOORD1;
};

#pragma warning( disable: 3556 3571 )
// Uniforms

static const uint _uTextureSampler_0_Stage0 = 0;
uniform Texture2D<float4> textures2D[1] : register(t0);
uniform SamplerState samplers2D[1] : register(s0);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Varyings
static  float2 _vlocalCoord_Stage0 = {0, 0};
static  float4 _vtexSubset_Stage0 = {0, 0, 0, 0};

static float4 gl_Color[1] =
{
    float4(0, 0, 0, 0)
};

cbuffer DriverConstants : register(b1)
{
    struct SamplerMetadata
    {
        int baseLevel;
        int internalFormatBits;
        int wrapModes;
        int padding;
        int4 intBorderColor;
    };
    SamplerMetadata samplerMetadata[1] : packoffset(c4);
};

#define GL_USES_FRAG_COLOR
float4 gl_texture2D(uint samplerIndex, float2 t)
{
    return textures2D[samplerIndex].Sample(samplers2D[samplerIndex], float2(t.x, t.y));
}

@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){
    _vtexSubset_Stage0 = input.v0;
    _vlocalCoord_Stage0 = input.v1.xy;

float4 _outputColor_Stage03024 = {1.0, 1.0, 1.0, 1.0};
float2 _texCoord3025 = {0, 0};
(_texCoord3025 = _vlocalCoord_Stage0);
float4 _subset3026 = {0, 0, 0, 0};
(_subset3026 = _vtexSubset_Stage0);
(_texCoord3025 = clamp(_texCoord3025, _subset3026.xy, _subset3026.zw));
(_outputColor_Stage03024 = gl_texture2D(_uTextureSampler_0_Stage0, _texCoord3025));
{
(gl_Color[0] = _outputColor_Stage03024);
}
return generateOutput();
}
R�	gl_Color0gl_Color[0]Rstruct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 v0 : TEXCOORD0;
    float2 v1 : TEXCOORD1;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 v0 : TEXCOORD0;
    float2 v1 : TEXCOORD1;
};

void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput)
{
    output.gl_Position = input.gl_Position;
    output.v0 = input.v0; 
    output.v1 = input.v1; 
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
���XDXBCsIS����)�gX4D�0�RDEFh<����RD11< ($\$Globals���\� ����������_sk_RTAdjustfloat4�Microsoft (R) HLSL Shader Compiler 10.1ISGN\PPPTEXCOORD���OSGN�htttSV_PositionTEXCOORD���SHEX�PajYF� _r_2_�g� e� e� e2 h8�F�� 2�
F8
2F@�?��6" 8
��@?�?6� F6� 6B @6� F62 F>STAT��DXBC'8DW�P��\�-���4���|RDEF�<����RD11< ($|�����
samplers2D[0]textures2D[0]Microsoft (R) HLSL Shader Compiler 10.1ISGN�htttSV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX�P/jZ`XpUUb�b2e� h42FF32F�E���CU� FF~`>STAT�BPLG���788efd1c721aQ��position
_uposition����������������P��
localCoord_ulocalCoord����������������R��sk_RTAdjust
_usk_RTAdjust����������������������������������������^�uTextureSampler_0_Stage0_uuTextureSampler_0_Stage0������������������������������������������^�����������������������������������������������������������������������������������������������������������_struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float2 v0 : TEXCOORD0;
};
#pragma warning( disable: 3556 3571 )
float4 vec4_ctor(float x0, float x1, float x2, float x3)
{
    return float4(x0, x1, x2, x3);
}
float4 vec4_ctor(float2 x0, float x1, float x2)
{
    return float4(x0, x1, x2);
}
// Uniforms

uniform float4 _sk_RTAdjust : register(c1);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Attributes
static float3 _position = {0, 0, 0};
static float2 _localCoord = {0, 0};

static float4 gl_Position = float4(0, 0, 0, 0);

// Varyings
static  float2 _vlocalCoord_Stage0 = {0, 0};

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewAdjust : packoffset(c1);
    float2 dx_ViewCoords : packoffset(c2);
    float2 dx_ViewScale  : packoffset(c3);
};

@@ VERTEX ATTRIBUTES @@

VS_OUTPUT generateOutput(VS_INPUT input)
{
    VS_OUTPUT output;
    output.gl_Position = gl_Position;
    output.dx_Position.x = gl_Position.x;
    output.dx_Position.y = - gl_Position.y;
    output.dx_Position.z = (gl_Position.z + gl_Position.w) * 0.5;
    output.dx_Position.w = gl_Position.w;
    output.v0 = _vlocalCoord_Stage0;

    return output;
}

VS_OUTPUT main(VS_INPUT input){
    initAttributes(input);

(_vlocalCoord_Stage0 = _localCoord);
(gl_Position = vec4_ctor(_position.x, _position.y, 0.0, _position.z));
(gl_Position = vec4_ctor(((gl_Position.xy * _sk_RTAdjust.xz) + (gl_Position.ww * _sk_RTAdjust.yw)), 0.0, gl_Position.w));
return generateOutput(input);
}
�struct PS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float2 v0 : TEXCOORD0;
};

#pragma warning( disable: 3556 3571 )
// Uniforms

static const uint _uTextureSampler_0_Stage0 = 0;
uniform Texture2D<float4> textures2D[1] : register(t0);
uniform SamplerState samplers2D[1] : register(s0);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Varyings
static  float2 _vlocalCoord_Stage0 = {0, 0};

static float4 gl_Color[1] =
{
    float4(0, 0, 0, 0)
};

cbuffer DriverConstants : register(b1)
{
    struct SamplerMetadata
    {
        int baseLevel;
        int internalFormatBits;
        int wrapModes;
        int padding;
        int4 intBorderColor;
    };
    SamplerMetadata samplerMetadata[1] : packoffset(c4);
};

#define GL_USES_FRAG_COLOR
float4 gl_texture2D(uint samplerIndex, float2 t)
{
    return textures2D[samplerIndex].Sample(samplers2D[samplerIndex], float2(t.x, t.y));
}

@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){
    _vlocalCoord_Stage0 = input.v0.xy;

float4 _outputColor_Stage03023 = {1.0, 1.0, 1.0, 1.0};
float2 _texCoord3024 = {0, 0};
(_texCoord3024 = _vlocalCoord_Stage0);
(_outputColor_Stage03023 = gl_texture2D(_uTextureSampler_0_Stage0, _texCoord3024));
{
(gl_Color[0] = _outputColor_Stage03023);
}
return generateOutput();
}
R�	gl_Color0gl_Color[0]struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float2 v0 : TEXCOORD0;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float2 v0 : TEXCOORD0;
};

void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput)
{
    output.gl_Position = input.gl_Position;
    output.v0 = input.v0; 
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
���DXBC���̜&,蘀�sX����4D�`RDEFh<����RD11< ($\$Globals���\� ����������_sk_RTAdjustfloat4�Microsoft (R) HLSL Shader Compiler 10.1ISGND88TEXCOORD���OSGNhP\\SV_PositionTEXCOORD���SHEXXPVjYF� _r_2g� e� e2 h8�F�� 2�
F8
2F@�?��6" 8
��@?�?6� F6� 6B @62 F>STAT�
��DXBC��܅+�!���^�K1�4�l�RDEF�<����RD11< ($|�����
samplers2D[0]textures2D[0]Microsoft (R) HLSL Shader Compiler 10.1ISGNhP\\SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEXpPjZ`XpUUb2e� E���CU� FF~`>STAT�BPLG��p788efd1c721aP��
inPosition_uinPosition�����������������
inCoverage_uinCoverage����������������R��sk_RTAdjust
_usk_RTAdjust����������������������������������������R��
uColor_Stage0_uuColor_Stage0����������������������������������������������������������������������������������������������������������������������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 v0 : TEXCOORD0;
};
#pragma warning( disable: 3556 3571 )
float4 vec4_ctor(float x0, float x1, float x2, float x3)
{
    return float4(x0, x1, x2, x3);
}
float4 vec4_ctor(float2 x0, float x1, float x2)
{
    return float4(x0, x1, x2);
}
// Uniforms

uniform float4 _sk_RTAdjust : register(c1);
uniform float4 _uColor_Stage0 : register(c2);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Attributes
static float2 _inPosition = {0, 0};
static float _inCoverage = {0};

static float4 gl_Position = float4(0, 0, 0, 0);

// Varyings
static  float4 _vcolor_Stage0 = {0, 0, 0, 0};

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewAdjust : packoffset(c1);
    float2 dx_ViewCoords : packoffset(c2);
    float2 dx_ViewScale  : packoffset(c3);
};

@@ VERTEX ATTRIBUTES @@

VS_OUTPUT generateOutput(VS_INPUT input)
{
    VS_OUTPUT output;
    output.gl_Position = gl_Position;
    output.dx_Position.x = gl_Position.x;
    output.dx_Position.y = - gl_Position.y;
    output.dx_Position.z = (gl_Position.z + gl_Position.w) * 0.5;
    output.dx_Position.w = gl_Position.w;
    output.v0 = _vcolor_Stage0;

    return output;
}

VS_OUTPUT main(VS_INPUT input){
    initAttributes(input);

float4 _color3026 = _uColor_Stage0;
(_color3026 = (_color3026 * _inCoverage));
(_vcolor_Stage0 = _color3026);
float2 __tmp_0_inPosition3027 = _inPosition;
(gl_Position = vec4_ctor(__tmp_0_inPosition3027.x, __tmp_0_inPosition3027.y, 0.0, 1.0));
(gl_Position = vec4_ctor(((gl_Position.xy * _sk_RTAdjust.xz) + (gl_Position.ww * _sk_RTAdjust.yw)), 0.0, gl_Position.w));
return generateOutput(input);
}
�struct PS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 v0 : TEXCOORD0;
};

#pragma warning( disable: 3556 3571 )
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Varyings
static  float4 _vcolor_Stage0 = {0, 0, 0, 0};

static float4 gl_Color[1] =
{
    float4(0, 0, 0, 0)
};

cbuffer DriverConstants : register(b1)
{
};

#define GL_USES_FRAG_COLOR
@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){
    _vcolor_Stage0 = input.v0;

float4 _outputColor_Stage03022 = {0, 0, 0, 0};
(_outputColor_Stage03022 = _vcolor_Stage0);
{
(gl_Color[0] = _outputColor_Stage03022);
}
return generateOutput();
}
R�	gl_Color0gl_Color[0]struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 v0 : TEXCOORD0;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 v0 : TEXCOORD0;
};

void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput)
{
    output.gl_Position = input.gl_Position;
    output.v0 = input.v0; 
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
��DXBC��g@:�z�W�V���4|�8tRDEF@h<���RD11< ($\$Globals���\�0���������� ���������_sk_RTAdjustfloat4�_uColor_Stage0Microsoft (R) HLSL Shader Compiler 10.1�ISGND88TEXCOORD���OSGNhP\\SV_PositionTEXCOORD���SHEX4PMjYF� _2_g� e� e� h6� @?�?22F�� օ 6" �A6 
62 F6� @�?8� F� >STAT��$DXBC�<�LS�`�{����$4�D�RDEFd<���<RD11< ($Microsoft (R) HLSL Shader Compiler 10.1ISGNhP\\SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX<Pjb�e� 6� F>STAT�BPLG��>&788efd1c721aP��
inPosition_uinPosition����������������R��inColor	_uinColor����������������R��inCircleEdge_uinCircleEdge����������������R��sk_RTAdjust
_usk_RTAdjust����������������������������������������R��uinnerRect_Stage1_c0_uuinnerRect_Stage1_c0����������������������������������������P��uradiusPlusHalf_Stage1_c0_uuradiusPlusHalf_Stage1_c0�������������������������������������������������������������������������������������������������������������������������������������������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 gl_FragCoord : TEXCOORD3;
    float4 v0 : TEXCOORD0;
    float4 v1 : TEXCOORD1;
};
#pragma warning( disable: 3556 3571 )
float4 vec4_ctor(float x0, float x1, float x2, float x3)
{
    return float4(x0, x1, x2, x3);
}
float4 vec4_ctor(float2 x0, float x1, float x2)
{
    return float4(x0, x1, x2);
}
// Uniforms

uniform float4 _sk_RTAdjust : register(c1);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Attributes
static float2 _inPosition = {0, 0};
static float4 _inColor = {0, 0, 0, 0};
static float4 _inCircleEdge = {0, 0, 0, 0};

static float4 gl_Position = float4(0, 0, 0, 0);

// Varyings
static  float4 _vinCircleEdge_Stage0 = {0, 0, 0, 0};
static  float4 _vinColor_Stage0 = {0, 0, 0, 0};

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewAdjust : packoffset(c1);
    float2 dx_ViewCoords : packoffset(c2);
    float2 dx_ViewScale  : packoffset(c3);
};

@@ VERTEX ATTRIBUTES @@

VS_OUTPUT generateOutput(VS_INPUT input)
{
    VS_OUTPUT output;
    output.gl_Position = gl_Position;
    output.dx_Position.x = gl_Position.x;
    output.dx_Position.y = - gl_Position.y;
    output.dx_Position.z = (gl_Position.z + gl_Position.w) * 0.5;
    output.dx_Position.w = gl_Position.w;
    output.gl_FragCoord = gl_Position;
    output.v0 = _vinCircleEdge_Stage0;
    output.v1 = _vinColor_Stage0;

    return output;
}

VS_OUTPUT main(VS_INPUT input){
    initAttributes(input);

(_vinCircleEdge_Stage0 = _inCircleEdge);
(_vinColor_Stage0 = _inColor);
float2 __tmp_0_inPosition3028 = _inPosition;
(gl_Position = vec4_ctor(__tmp_0_inPosition3028.x, __tmp_0_inPosition3028.y, 0.0, 1.0));
(gl_Position = vec4_ctor(((gl_Position.xy * _sk_RTAdjust.xz) + (gl_Position.ww * _sk_RTAdjust.yw)), 0.0, gl_Position.w));
return generateOutput(input);
}
*	struct PS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 gl_FragCoord : TEXCOORD3;
    float4 v0 : TEXCOORD0;
    float4 v1 : TEXCOORD1;
};

#pragma warning( disable: 3556 3571 )
float4 vec4_ctor(float x0)
{
    return float4(x0, x0, x0, x0);
}
// Uniforms

uniform float4 _uinnerRect_Stage1_c0 : register(c0);
uniform float2 _uradiusPlusHalf_Stage1_c0 : register(c1);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Varyings
static  float4 _vinCircleEdge_Stage0 = {0, 0, 0, 0};
static  float4 _vinColor_Stage0 = {0, 0, 0, 0};

static float4 gl_Color[1] =
{
    float4(0, 0, 0, 0)
};
static float4 gl_FragCoord = float4(0, 0, 0, 0);

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewCoords : packoffset(c1);
    float3 dx_DepthFront : packoffset(c2);
    float2 dx_ViewScale : packoffset(c3);
};

#define GL_USES_FRAG_COLOR
#define GL_USES_FRAG_COORD
@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){
    float rhw = 1.0 / input.gl_FragCoord.w;
    gl_FragCoord.x = input.dx_Position.x;
    gl_FragCoord.y = input.dx_Position.y;
    gl_FragCoord.z = (input.gl_FragCoord.z * rhw) * dx_DepthFront.x + dx_DepthFront.y;
    gl_FragCoord.w = rhw;
    _vinCircleEdge_Stage0 = input.v0;
    _vinColor_Stage0 = input.v1;

float4 _circleEdge3025 = {0, 0, 0, 0};
(_circleEdge3025 = _vinCircleEdge_Stage0);
float4 _outputColor_Stage03026 = {0, 0, 0, 0};
(_outputColor_Stage03026 = _vinColor_Stage0);
float _d3027 = length(_circleEdge3025.xy);
float _distanceToOuterEdge3028 = (_circleEdge3025.z * (1.0 - _d3027));
float _edgeAlpha3029 = clamp(_distanceToOuterEdge3028, 0.0, 1.0);
float4 _outputCoverage_Stage03030 = vec4_ctor(_edgeAlpha3029);
float4 _output_Stage13031 = {0, 0, 0, 0};
float2 __0_dxy03032 = (_uinnerRect_Stage1_c0.xy - gl_FragCoord.xy);
float2 __1_dxy13033 = (gl_FragCoord.xy - _uinnerRect_Stage1_c0.zw);
float2 __2_dxy3034 = max(max(__0_dxy03032, __1_dxy13033), 0.0);
float __3_alpha3035 = clamp((_uradiusPlusHalf_Stage1_c0.x - length(__2_dxy3034)), 0.0, 1.0);
(__3_alpha3035 = (1.0 - __3_alpha3035));
(_output_Stage13031 = (_outputCoverage_Stage03030 * __3_alpha3035));
{
(gl_Color[0] = (_outputColor_Stage03026 * _output_Stage13031));
}
return generateOutput();
}
R�	gl_Color0gl_Color[0]�struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 gl_FragCoord : TEXCOORD3;
    float4 v0 : TEXCOORD0;
    float4 v1 : TEXCOORD1;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 gl_FragCoord : TEXCOORD3;
    float4 v0 : TEXCOORD0;
    float4 v1 : TEXCOORD1;
};

void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput)
{
    output.gl_Position = input.gl_Position;
    output.v0 = input.v0; 
    output.v1 = input.v1; 
    output.gl_FragCoord = input.gl_FragCoord;
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
����DXBC���ۘ��P`����4D�H�RDEFh<����RD11< ($\$Globals���\� ����������_sk_RTAdjustfloat4�Microsoft (R) HLSL Shader Compiler 10.1ISGN\PPPTEXCOORD���OSGN������SV_PositionTEXCOORD���SHEX�PejYF� _2_�_�g� e� e� e� e� h6� @?�?22F�� օ 6" �A6 
62 F62 F6� @�?6� @�?6� F6� F>STAT��8DXBC�?=����$�Nn+vN84�`��RDEF�h<���\RD11< ($\$Globals���\� ����������8��������_uinnerRect_Stage1_c0float4����_uradiusPlusHalf_Stage1_c0float2��/Microsoft (R) HLSL Shader Compiler 10.1ISGN������SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEXP�jYF� d 2brb�e� h	2F�AF� 	��� �A42�
F4
2F@FFK
 	
�A
� 
�A@�?"FFK""�A@�?8 "*8
8� F>STAT�BPLG���/788efd1c721aP��position
_uposition����������������R��color_ucolor����������������P��
localCoord_ulocalCoord����������������R��sk_RTAdjust
_usk_RTAdjust����������������������������������������[��umatrix_Stage1_c0_uumatrix_Stage1_c0����������������������������������������R��uinnerRect_Stage2_c1_uuinnerRect_Stage2_c1����������������������������������������P��uradiusPlusHalf_Stage2_c1_uuradiusPlusHalf_Stage2_c1����������������������������������������R��uinnerRect_Stage2_c1_c0_uuinnerRect_Stage2_c1_c0����������������������������������������P��uradiusPlusHalf_Stage2_c1_c0_uuradiusPlusHalf_Stage2_c1_c0����������������������������������������^�uTextureSampler_0_Stage1_uuTextureSampler_0_Stage1������������������������������������������^�����������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 gl_FragCoord : TEXCOORD3;
    float4 v0 : TEXCOORD0;
    float2 v1 : TEXCOORD1;
};
#pragma warning( disable: 3556 3571 )
float3 vec3_ctor(float2 x0, float x1)
{
    return float3(x0, x1);
}
float4 vec4_ctor(float x0, float x1, float x2, float x3)
{
    return float4(x0, x1, x2, x3);
}
float4 vec4_ctor(float2 x0, float x1, float x2)
{
    return float4(x0, x1, x2);
}
// Uniforms

uniform float4 _sk_RTAdjust : register(c1);
uniform float3x3 _umatrix_Stage1_c0 : register(c2);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Attributes
static float2 _position = {0, 0};
static float4 _color = {0, 0, 0, 0};
static float2 _localCoord = {0, 0};

static float4 gl_Position = float4(0, 0, 0, 0);

// Varyings
static  float4 _vcolor_Stage0 = {0, 0, 0, 0};
static  float2 _vTransformedCoords_0_Stage0 = {0, 0};

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewAdjust : packoffset(c1);
    float2 dx_ViewCoords : packoffset(c2);
    float2 dx_ViewScale  : packoffset(c3);
};

@@ VERTEX ATTRIBUTES @@

VS_OUTPUT generateOutput(VS_INPUT input)
{
    VS_OUTPUT output;
    output.gl_Position = gl_Position;
    output.dx_Position.x = gl_Position.x;
    output.dx_Position.y = - gl_Position.y;
    output.dx_Position.z = (gl_Position.z + gl_Position.w) * 0.5;
    output.dx_Position.w = gl_Position.w;
    output.gl_FragCoord = gl_Position;
    output.v0 = _vcolor_Stage0;
    output.v1 = _vTransformedCoords_0_Stage0;

    return output;
}

VS_OUTPUT main(VS_INPUT input){
    initAttributes(input);

(_vcolor_Stage0 = _color);
(gl_Position = vec4_ctor(_position.x, _position.y, 0.0, 1.0));
{
(_vTransformedCoords_0_Stage0 = mul(transpose(_umatrix_Stage1_c0), vec3_ctor(_localCoord, 1.0)).xy);
}
(gl_Position = vec4_ctor(((gl_Position.xy * _sk_RTAdjust.xz) + (gl_Position.ww * _sk_RTAdjust.yw)), 0.0, gl_Position.w));
return generateOutput(input);
}
�struct PS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 gl_FragCoord : TEXCOORD3;
    float4 v0 : TEXCOORD0;
    float2 v1 : TEXCOORD1;
};

#pragma warning( disable: 3556 3571 )
// Uniforms

uniform float4 _uinnerRect_Stage2_c1 : register(c0);
uniform float2 _uradiusPlusHalf_Stage2_c1 : register(c1);
uniform float4 _uinnerRect_Stage2_c1_c0 : register(c2);
uniform float2 _uradiusPlusHalf_Stage2_c1_c0 : register(c3);
static const uint _uTextureSampler_0_Stage1 = 0;
uniform Texture2D<float4> textures2D[1] : register(t0);
uniform SamplerState samplers2D[1] : register(s0);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Varyings
static  float4 _vcolor_Stage0 = {0, 0, 0, 0};
static  float2 _vTransformedCoords_0_Stage0 = {0, 0};

static float4 gl_Color[1] =
{
    float4(0, 0, 0, 0)
};
static float4 gl_FragCoord = float4(0, 0, 0, 0);

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewCoords : packoffset(c1);
    float3 dx_DepthFront : packoffset(c2);
    float2 dx_ViewScale : packoffset(c3);
    struct SamplerMetadata
    {
        int baseLevel;
        int internalFormatBits;
        int wrapModes;
        int padding;
        int4 intBorderColor;
    };
    SamplerMetadata samplerMetadata[1] : packoffset(c4);
};

#define GL_USES_FRAG_COLOR
float4 gl_texture2D(uint samplerIndex, float2 t)
{
    return textures2D[samplerIndex].Sample(samplers2D[samplerIndex], float2(t.x, t.y));
}

#define GL_USES_FRAG_COORD
@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){
    float rhw = 1.0 / input.gl_FragCoord.w;
    gl_FragCoord.x = input.dx_Position.x;
    gl_FragCoord.y = input.dx_Position.y;
    gl_FragCoord.z = (input.gl_FragCoord.z * rhw) * dx_DepthFront.x + dx_DepthFront.y;
    gl_FragCoord.w = rhw;
    _vcolor_Stage0 = input.v0;
    _vTransformedCoords_0_Stage0 = input.v1.xy;

float4 _outputColor_Stage03029 = {0, 0, 0, 0};
(_outputColor_Stage03029 = _vcolor_Stage0);
float4 _output_Stage13030 = {0, 0, 0, 0};
(_output_Stage13030 = gl_texture2D(_uTextureSampler_0_Stage1, _vTransformedCoords_0_Stage0).xxxx);
float4 _output_Stage23031 = {0, 0, 0, 0};
float2 __4_dxy03032 = (_uinnerRect_Stage2_c1.xy - gl_FragCoord.xy);
float2 __5_dxy13033 = (gl_FragCoord.xy - _uinnerRect_Stage2_c1.zw);
float2 __6_dxy3034 = max(max(__4_dxy03032, __5_dxy13033), 0.0);
float __7_alpha3035 = clamp((_uradiusPlusHalf_Stage2_c1.x - length(__6_dxy3034)), 0.0, 1.0);
float2 __8_dxy03036 = (_uinnerRect_Stage2_c1_c0.xy - gl_FragCoord.xy);
float2 __9_dxy13037 = (gl_FragCoord.xy - _uinnerRect_Stage2_c1_c0.zw);
float2 __10_dxy3038 = max(max(__8_dxy03036, __9_dxy13037), 0.0);
float __11_alpha3039 = clamp((_uradiusPlusHalf_Stage2_c1_c0.x - length(__10_dxy3038)), 0.0, 1.0);
(__11_alpha3039 = (1.0 - __11_alpha3039));
(_output_Stage23031 = ((_output_Stage13030 * __11_alpha3039) * __7_alpha3035));
{
(gl_Color[0] = (_outputColor_Stage03029 * _output_Stage23031));
}
return generateOutput();
}
R�	gl_Color0gl_Color[0]�struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 gl_FragCoord : TEXCOORD3;
    float4 v0 : TEXCOORD0;
    float2 v1 : TEXCOORD1;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 gl_FragCoord : TEXCOORD3;
    float4 v0 : TEXCOORD0;
    float2 v1 : TEXCOORD1;
};

void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput)
{
    output.gl_Position = input.gl_Position;
    output.v0 = input.v0; 
    output.v1 = input.v1; 
    output.gl_FragCoord = input.gl_FragCoord;
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
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62 F62 F6� @�?6� @�?6� F62F6B@�? F� F" F� F>STAT�	��DXBC
��5Y�����3�#��4�DxXRDEFh�<���?RD11< ($������
�samplers2D[0]textures2D[0]$Globals�����@|������������������� ���������!0���������_uinnerRect_Stage2_c1float4����_uradiusPlusHalf_Stage2_c1float2���_uinnerRect_Stage2_c1_c0_uradiusPlusHalf_Stage2_c1_c0Microsoft (R) HLSL Shader Compiler 10.1�ISGN������SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX�P�jYF� Z`XpUUd 2b�b2e� h	2F�AF� 	��� �A42�
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8� F>STAT�BPLG���&788efd1c721aP��
inPosition_uinPosition����������������R��inColor	_uinColor����������������R��inCircleEdge_uinCircleEdge����������������R��sk_RTAdjust
_usk_RTAdjust����������������������������������������R��uinnerRect_Stage1_c0_uuinnerRect_Stage1_c0����������������������������������������P��uradiusPlusHalf_Stage1_c0_uuradiusPlusHalf_Stage1_c0���������������������������������������������������������������������������������������������������������������������������������������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 gl_FragCoord : TEXCOORD3;
    float4 v0 : TEXCOORD0;
    float4 v1 : TEXCOORD1;
};
#pragma warning( disable: 3556 3571 )
float4 vec4_ctor(float x0, float x1, float x2, float x3)
{
    return float4(x0, x1, x2, x3);
}
float4 vec4_ctor(float2 x0, float x1, float x2)
{
    return float4(x0, x1, x2);
}
// Uniforms

uniform float4 _sk_RTAdjust : register(c1);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Attributes
static float2 _inPosition = {0, 0};
static float4 _inColor = {0, 0, 0, 0};
static float4 _inCircleEdge = {0, 0, 0, 0};

static float4 gl_Position = float4(0, 0, 0, 0);

// Varyings
static  float4 _vinCircleEdge_Stage0 = {0, 0, 0, 0};
static  float4 _vinColor_Stage0 = {0, 0, 0, 0};

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewAdjust : packoffset(c1);
    float2 dx_ViewCoords : packoffset(c2);
    float2 dx_ViewScale  : packoffset(c3);
};

@@ VERTEX ATTRIBUTES @@

VS_OUTPUT generateOutput(VS_INPUT input)
{
    VS_OUTPUT output;
    output.gl_Position = gl_Position;
    output.dx_Position.x = gl_Position.x;
    output.dx_Position.y = - gl_Position.y;
    output.dx_Position.z = (gl_Position.z + gl_Position.w) * 0.5;
    output.dx_Position.w = gl_Position.w;
    output.gl_FragCoord = gl_Position;
    output.v0 = _vinCircleEdge_Stage0;
    output.v1 = _vinColor_Stage0;

    return output;
}

VS_OUTPUT main(VS_INPUT input){
    initAttributes(input);

(_vinCircleEdge_Stage0 = _inCircleEdge);
(_vinColor_Stage0 = _inColor);
float2 __tmp_0_inPosition3027 = _inPosition;
(gl_Position = vec4_ctor(__tmp_0_inPosition3027.x, __tmp_0_inPosition3027.y, 0.0, 1.0));
(gl_Position = vec4_ctor(((gl_Position.xy * _sk_RTAdjust.xz) + (gl_Position.ww * _sk_RTAdjust.yw)), 0.0, gl_Position.w));
return generateOutput(input);
}
�	struct PS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 gl_FragCoord : TEXCOORD3;
    float4 v0 : TEXCOORD0;
    float4 v1 : TEXCOORD1;
};

#pragma warning( disable: 3556 3571 )
float4 vec4_ctor(float x0)
{
    return float4(x0, x0, x0, x0);
}
// Uniforms

uniform float4 _uinnerRect_Stage1_c0 : register(c0);
uniform float2 _uradiusPlusHalf_Stage1_c0 : register(c1);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Varyings
static  float4 _vinCircleEdge_Stage0 = {0, 0, 0, 0};
static  float4 _vinColor_Stage0 = {0, 0, 0, 0};

static float4 gl_Color[1] =
{
    float4(0, 0, 0, 0)
};
static float4 gl_FragCoord = float4(0, 0, 0, 0);

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewCoords : packoffset(c1);
    float3 dx_DepthFront : packoffset(c2);
    float2 dx_ViewScale : packoffset(c3);
};

#define GL_USES_FRAG_COLOR
#define GL_USES_FRAG_COORD
@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){
    float rhw = 1.0 / input.gl_FragCoord.w;
    gl_FragCoord.x = input.dx_Position.x;
    gl_FragCoord.y = input.dx_Position.y;
    gl_FragCoord.z = (input.gl_FragCoord.z * rhw) * dx_DepthFront.x + dx_DepthFront.y;
    gl_FragCoord.w = rhw;
    _vinCircleEdge_Stage0 = input.v0;
    _vinColor_Stage0 = input.v1;

float4 _circleEdge3025 = {0, 0, 0, 0};
(_circleEdge3025 = _vinCircleEdge_Stage0);
float4 _outputColor_Stage03026 = {0, 0, 0, 0};
(_outputColor_Stage03026 = _vinColor_Stage0);
float _d3027 = length(_circleEdge3025.xy);
float _distanceToOuterEdge3028 = (_circleEdge3025.z * (1.0 - _d3027));
float _edgeAlpha3029 = clamp(_distanceToOuterEdge3028, 0.0, 1.0);
float _distanceToInnerEdge3030 = (_circleEdge3025.z * (_d3027 - _circleEdge3025.w));
float _innerAlpha3031 = clamp(_distanceToInnerEdge3030, 0.0, 1.0);
(_edgeAlpha3029 *= _innerAlpha3031);
float4 _outputCoverage_Stage03032 = vec4_ctor(_edgeAlpha3029);
float4 _output_Stage13033 = {0, 0, 0, 0};
float2 __0_dxy03034 = (_uinnerRect_Stage1_c0.xy - gl_FragCoord.xy);
float2 __1_dxy13035 = (gl_FragCoord.xy - _uinnerRect_Stage1_c0.zw);
float2 __2_dxy3036 = max(max(__0_dxy03034, __1_dxy13035), 0.0);
float __3_alpha3037 = clamp((_uradiusPlusHalf_Stage1_c0.x - length(__2_dxy3036)), 0.0, 1.0);
(_output_Stage13033 = (_outputCoverage_Stage03032 * __3_alpha3037));
{
(gl_Color[0] = (_outputColor_Stage03026 * _output_Stage13033));
}
return generateOutput();
}
R�	gl_Color0gl_Color[0]�struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 gl_FragCoord : TEXCOORD3;
    float4 v0 : TEXCOORD0;
    float4 v1 : TEXCOORD1;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 gl_FragCoord : TEXCOORD3;
    float4 v0 : TEXCOORD0;
    float4 v1 : TEXCOORD1;
};

void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput)
{
    output.gl_Position = input.gl_Position;
    output.v0 = input.v0; 
    output.v1 = input.v1; 
    output.gl_FragCoord = input.gl_FragCoord;
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
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inPosition_uinPosition����������������R��inColor	_uinColor����������������P��inTextureCoords_uinTextureCoords����������������R��sk_RTAdjust
_usk_RTAdjust����������������������������������������P��uAtlasSizeInv_Stage0_uuAtlasSizeInv_Stage0����������������������������������������R��uinnerRect_Stage1_c0_uuinnerRect_Stage1_c0����������������������������������������P��uradiusPlusHalf_Stage1_c0_uuradiusPlusHalf_Stage1_c0����������������������������������������^�uTextureSampler_0_Stage0_uuTextureSampler_0_Stage0������������������������������������������^��������������������������������������������������������������������������������������������������������������������������������������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 gl_FragCoord : TEXCOORD3;
    float4 v0 : TEXCOORD0;
    float2 v1 : TEXCOORD1;
};
#pragma warning( disable: 3556 3571 )
float2 vec2_ctor(float x0, float x1)
{
    return float2(x0, x1);
}
float4 vec4_ctor(float x0, float x1, float x2, float x3)
{
    return float4(x0, x1, x2, x3);
}
float4 vec4_ctor(float2 x0, float x1, float x2)
{
    return float4(x0, x1, x2);
}
// Uniforms

uniform float4 _sk_RTAdjust : register(c1);
uniform float2 _uAtlasSizeInv_Stage0 : register(c2);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Attributes
static float2 _inPosition = {0, 0};
static float4 _inColor = {0, 0, 0, 0};
static float2 _inTextureCoords = {0, 0};

static float4 gl_Position = float4(0, 0, 0, 0);

// Varyings
static  float2 _vTextureCoords_Stage0 = {0, 0};
static  float _vTexIndex_Stage0 = {0};
static  float4 _vinColor_Stage0 = {0, 0, 0, 0};

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewAdjust : packoffset(c1);
    float2 dx_ViewCoords : packoffset(c2);
    float2 dx_ViewScale  : packoffset(c3);
};

@@ VERTEX ATTRIBUTES @@

VS_OUTPUT generateOutput(VS_INPUT input)
{
    VS_OUTPUT output;
    output.gl_Position = gl_Position;
    output.dx_Position.x = gl_Position.x;
    output.dx_Position.y = - gl_Position.y;
    output.dx_Position.z = (gl_Position.z + gl_Position.w) * 0.5;
    output.dx_Position.w = gl_Position.w;
    output.gl_FragCoord = gl_Position;
    output.v0 = _vinColor_Stage0;
    output.v1 = _vTextureCoords_Stage0;

    return output;
}

VS_OUTPUT main(VS_INPUT input){
    initAttributes(input);

float _texIdx3029 = {0.0};
float2 _unormTexCoords3030 = vec2_ctor(_inTextureCoords.x, _inTextureCoords.y);
(_vTextureCoords_Stage0 = (_unormTexCoords3030 * _uAtlasSizeInv_Stage0));
(_vTexIndex_Stage0 = _texIdx3029);
(_vinColor_Stage0 = _inColor);
(gl_Position = vec4_ctor(_inPosition.x, _inPosition.y, 0.0, 1.0));
(gl_Position = vec4_ctor(((gl_Position.xy * _sk_RTAdjust.xz) + (gl_Position.ww * _sk_RTAdjust.yw)), 0.0, gl_Position.w));
return generateOutput(input);
}
8
struct PS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 gl_FragCoord : TEXCOORD3;
    float4 v0 : TEXCOORD0;
    float2 v1 : TEXCOORD1;
};

#pragma warning( disable: 3556 3571 )
// Uniforms

uniform float4 _uinnerRect_Stage1_c0 : register(c0);
uniform float2 _uradiusPlusHalf_Stage1_c0 : register(c1);
static const uint _uTextureSampler_0_Stage0 = 0;
uniform Texture2D<float4> textures2D[1] : register(t0);
uniform SamplerState samplers2D[1] : register(s0);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Varyings
static  float2 _vTextureCoords_Stage0 = {0, 0};
static  float4 _vinColor_Stage0 = {0, 0, 0, 0};

static float4 gl_Color[1] =
{
    float4(0, 0, 0, 0)
};
static float4 gl_FragCoord = float4(0, 0, 0, 0);

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewCoords : packoffset(c1);
    float3 dx_DepthFront : packoffset(c2);
    float2 dx_ViewScale : packoffset(c3);
    struct SamplerMetadata
    {
        int baseLevel;
        int internalFormatBits;
        int wrapModes;
        int padding;
        int4 intBorderColor;
    };
    SamplerMetadata samplerMetadata[1] : packoffset(c4);
};

#define GL_USES_FRAG_COLOR
float4 gl_texture2D(uint samplerIndex, float2 t)
{
    return textures2D[samplerIndex].Sample(samplers2D[samplerIndex], float2(t.x, t.y));
}

#define GL_USES_FRAG_COORD
@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){
    float rhw = 1.0 / input.gl_FragCoord.w;
    gl_FragCoord.x = input.dx_Position.x;
    gl_FragCoord.y = input.dx_Position.y;
    gl_FragCoord.z = (input.gl_FragCoord.z * rhw) * dx_DepthFront.x + dx_DepthFront.y;
    gl_FragCoord.w = rhw;
    _vinColor_Stage0 = input.v0;
    _vTextureCoords_Stage0 = input.v1.xy;

float4 _outputColor_Stage03027 = {0, 0, 0, 0};
(_outputColor_Stage03027 = _vinColor_Stage0);
float4 _texColor3028 = {0, 0, 0, 0};
{
(_texColor3028 = gl_texture2D(_uTextureSampler_0_Stage0, _vTextureCoords_Stage0).xxxx);
}
float4 _outputCoverage_Stage03029 = _texColor3028;
float4 _output_Stage13030 = {0, 0, 0, 0};
float2 __0_dxy03031 = (_uinnerRect_Stage1_c0.xy - gl_FragCoord.xy);
float2 __1_dxy13032 = (gl_FragCoord.xy - _uinnerRect_Stage1_c0.zw);
float2 __2_dxy3033 = max(max(__0_dxy03031, __1_dxy13032), 0.0);
float __3_alpha3034 = clamp((_uradiusPlusHalf_Stage1_c0.x - length(__2_dxy3033)), 0.0, 1.0);
(_output_Stage13030 = (_outputCoverage_Stage03029 * __3_alpha3034));
{
(gl_Color[0] = (_outputColor_Stage03027 * _output_Stage13030));
}
return generateOutput();
}
R�	gl_Color0gl_Color[0]�struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 gl_FragCoord : TEXCOORD3;
    float4 v0 : TEXCOORD0;
    float2 v1 : TEXCOORD1;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 gl_FragCoord : TEXCOORD3;
    float4 v0 : TEXCOORD0;
    float2 v1 : TEXCOORD1;
};

void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput)
{
    output.gl_Position = input.gl_Position;
    output.v0 = input.v0; 
    output.v1 = input.v1; 
    output.gl_FragCoord = input.gl_FragCoord;
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
����DXBC-t ��5A��J��4��\RDEFth<���LRD11< ($\$Globals���\�0���������� (��������_sk_RTAdjustfloat4�_uAtlasSizeInv_Stage0float2���Microsoft (R) HLSL Shader Compiler 10.1ISGN\PPPTEXCOORD���OSGN������SV_PositionTEXCOORD���SHEX�PhjYF� _2_�_2g� e� e� e� e2 h6� @?�?22F�� օ 6" �A6 
62 F62 F6� @�?6� @�?6� F82 FF� >STAT��PDXBC��<��H��9�o-P4���RDEF��<����RD11< ($������
�samplers2D[0]textures2D[0]$Globals����� ,L��������p���������_uinnerRect_Stage1_c0float4���B_uradiusPlusHalf_Stage1_c0float2���Microsoft (R) HLSL Shader Compiler 10.1ISGN������SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX�PojYF� Z`XpUUd 2b�b2e� h	2F�AF� 	��� �A42�
F4
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8� F>STAT�	BPLG���,788efd1c721aP��
inPosition_uinPosition����������������R��inColor	_uinColor����������������P��inTextureCoords_uinTextureCoords����������������R��sk_RTAdjust
_usk_RTAdjust����������������������������������������P��uAtlasSizeInv_Stage0_uuAtlasSizeInv_Stage0����������������������������������������R��uinnerRect_Stage1_c0_uuinnerRect_Stage1_c0����������������������������������������P��uradiusPlusHalf_Stage1_c0_uuradiusPlusHalf_Stage1_c0����������������������������������������^�uTextureSampler_0_Stage0_uuTextureSampler_0_Stage0������������������������������������������^��������������������������������������������������������������������������������������������������������������������������������������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 gl_FragCoord : TEXCOORD3;
    float4 v0 : TEXCOORD0;
    float2 v1 : TEXCOORD1;
};
#pragma warning( disable: 3556 3571 )
float2 vec2_ctor(float x0, float x1)
{
    return float2(x0, x1);
}
float4 vec4_ctor(float x0, float x1, float x2, float x3)
{
    return float4(x0, x1, x2, x3);
}
float4 vec4_ctor(float2 x0, float x1, float x2)
{
    return float4(x0, x1, x2);
}
// Uniforms

uniform float4 _sk_RTAdjust : register(c1);
uniform float2 _uAtlasSizeInv_Stage0 : register(c2);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Attributes
static float2 _inPosition = {0, 0};
static float4 _inColor = {0, 0, 0, 0};
static float2 _inTextureCoords = {0, 0};

static float4 gl_Position = float4(0, 0, 0, 0);

// Varyings
static  float2 _vTextureCoords_Stage0 = {0, 0};
static  float _vTexIndex_Stage0 = {0};
static  float4 _vinColor_Stage0 = {0, 0, 0, 0};

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewAdjust : packoffset(c1);
    float2 dx_ViewCoords : packoffset(c2);
    float2 dx_ViewScale  : packoffset(c3);
};

@@ VERTEX ATTRIBUTES @@

VS_OUTPUT generateOutput(VS_INPUT input)
{
    VS_OUTPUT output;
    output.gl_Position = gl_Position;
    output.dx_Position.x = gl_Position.x;
    output.dx_Position.y = - gl_Position.y;
    output.dx_Position.z = (gl_Position.z + gl_Position.w) * 0.5;
    output.dx_Position.w = gl_Position.w;
    output.gl_FragCoord = gl_Position;
    output.v0 = _vinColor_Stage0;
    output.v1 = _vTextureCoords_Stage0;

    return output;
}

VS_OUTPUT main(VS_INPUT input){
    initAttributes(input);

float _texIdx3029 = {0.0};
float2 _unormTexCoords3030 = vec2_ctor(_inTextureCoords.x, _inTextureCoords.y);
(_vTextureCoords_Stage0 = (_unormTexCoords3030 * _uAtlasSizeInv_Stage0));
(_vTexIndex_Stage0 = _texIdx3029);
(_vinColor_Stage0 = _inColor);
(gl_Position = vec4_ctor(_inPosition.x, _inPosition.y, 0.0, 1.0));
(gl_Position = vec4_ctor(((gl_Position.xy * _sk_RTAdjust.xz) + (gl_Position.ww * _sk_RTAdjust.yw)), 0.0, gl_Position.w));
return generateOutput(input);
}
Estruct PS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 gl_FragCoord : TEXCOORD3;
    float4 v0 : TEXCOORD0;
    float2 v1 : TEXCOORD1;
};

#pragma warning( disable: 3556 3571 )
// Uniforms

uniform float4 _uinnerRect_Stage1_c0 : register(c0);
uniform float2 _uradiusPlusHalf_Stage1_c0 : register(c1);
static const uint _uTextureSampler_0_Stage0 = 0;
uniform Texture2D<float4> textures2D[1] : register(t0);
uniform SamplerState samplers2D[1] : register(s0);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Varyings
static  float2 _vTextureCoords_Stage0 = {0, 0};
static  float4 _vinColor_Stage0 = {0, 0, 0, 0};

static float4 gl_Color[1] =
{
    float4(0, 0, 0, 0)
};
static float4 gl_SecondaryColor[1] = 
{
    float4(0, 0, 0, 0)
};
static float4 gl_FragCoord = float4(0, 0, 0, 0);

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewCoords : packoffset(c1);
    float3 dx_DepthFront : packoffset(c2);
    float2 dx_ViewScale : packoffset(c3);
    struct SamplerMetadata
    {
        int baseLevel;
        int internalFormatBits;
        int wrapModes;
        int padding;
        int4 intBorderColor;
    };
    SamplerMetadata samplerMetadata[1] : packoffset(c4);
};

#define GL_USES_FRAG_COLOR
#define GL_USES_SECONDARY_COLOR
float4 gl_texture2D(uint samplerIndex, float2 t)
{
    return textures2D[samplerIndex].Sample(samplers2D[samplerIndex], float2(t.x, t.y));
}

#define GL_USES_FRAG_COORD
@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){
    float rhw = 1.0 / input.gl_FragCoord.w;
    gl_FragCoord.x = input.dx_Position.x;
    gl_FragCoord.y = input.dx_Position.y;
    gl_FragCoord.z = (input.gl_FragCoord.z * rhw) * dx_DepthFront.x + dx_DepthFront.y;
    gl_FragCoord.w = rhw;
    _vinColor_Stage0 = input.v0;
    _vTextureCoords_Stage0 = input.v1.xy;

float4 _outputColor_Stage03027 = {0, 0, 0, 0};
(_outputColor_Stage03027 = _vinColor_Stage0);
float4 _texColor3028 = {0, 0, 0, 0};
{
(_texColor3028 = gl_texture2D(_uTextureSampler_0_Stage0, _vTextureCoords_Stage0));
}
float4 _outputCoverage_Stage03029 = _texColor3028;
float4 _output_Stage13030 = {0, 0, 0, 0};
float2 __0_dxy03031 = (_uinnerRect_Stage1_c0.xy - gl_FragCoord.xy);
float2 __1_dxy13032 = (gl_FragCoord.xy - _uinnerRect_Stage1_c0.zw);
float2 __2_dxy3033 = max(max(__0_dxy03031, __1_dxy13032), 0.0);
float __3_alpha3034 = clamp((_uradiusPlusHalf_Stage1_c0.x - length(__2_dxy3033)), 0.0, 1.0);
(_output_Stage13030 = (_outputCoverage_Stage03029 * __3_alpha3034));
{
(_output_Stage13030.w = max(max(_output_Stage13030.x, _output_Stage13030.y), _output_Stage13030.z));
(gl_SecondaryColor[0] = (_outputColor_Stage03027.w * _output_Stage13030));
(gl_Color[0] = (_outputColor_Stage03027 * _output_Stage13030));
}
return generateOutput();
}
R�	gl_Color0gl_Color[0]R�gl_SecondaryColor0gl_SecondaryColor[0]�struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 gl_FragCoord : TEXCOORD3;
    float4 v0 : TEXCOORD0;
    float2 v1 : TEXCOORD1;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 gl_FragCoord : TEXCOORD3;
    float4 v0 : TEXCOORD0;
    float2 v1 : TEXCOORD1;
};

void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput)
{
    output.gl_Position = input.gl_Position;
    output.v0 = input.v0; 
    output.v1 = input.v1; 
    output.gl_FragCoord = input.gl_FragCoord;
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
����DXBC-t ��5A��J��4��\RDEFth<���LRD11< ($\$Globals���\�0���������� (��������_sk_RTAdjustfloat4�_uAtlasSizeInv_Stage0float2���Microsoft (R) HLSL Shader Compiler 10.1ISGN\PPPTEXCOORD���OSGN������SV_PositionTEXCOORD���SHEX�PhjYF� _2_�_2g� e� e� e� e2 h6� @?�?22F�� օ 6" �A6 
62 F62 F6� @�?6� @�?6� F82 FF� >STAT����DXBC1�Ϛ
��~>���v��4�,RDEF��<����RD11< ($������
�samplers2D[0]textures2D[0]$Globals����� ,L��������p���������_uinnerRect_Stage1_c0float4���B_uradiusPlusHalf_Stage1_c0float2���Microsoft (R) HLSL Shader Compiler 10.1ISGN������SV_PositionTEXCOORD���OSGND88SV_TARGET��SHEXP�jYF� Z`XpUUd 2b�b2e� e� h	2F�AF� 	��� �A42�
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4�*
8� FF8� F�>STAT�BPLG���(788efd1c721aP��
inPosition_uinPosition����������������R��inColor	_uinColor����������������R��
inQuadEdge_uinQuadEdge����������������R��sk_RTAdjust
_usk_RTAdjust����������������������������������������R��uinnerRect_Stage1_c0_uuinnerRect_Stage1_c0����������������������������������������P��uradiusPlusHalf_Stage1_c0_uuradiusPlusHalf_Stage1_c0���������������������������������������������������������������������������������������������������������������������������������������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 gl_FragCoord : TEXCOORD3;
    float4 v0 : TEXCOORD0;
    float4 v1 : TEXCOORD1;
};
#pragma warning( disable: 3556 3571 )
float4 vec4_ctor(float x0, float x1, float x2, float x3)
{
    return float4(x0, x1, x2, x3);
}
float4 vec4_ctor(float2 x0, float x1, float x2)
{
    return float4(x0, x1, x2);
}
// Uniforms

uniform float4 _sk_RTAdjust : register(c1);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Attributes
static float2 _inPosition = {0, 0};
static float4 _inColor = {0, 0, 0, 0};
static float4 _inQuadEdge = {0, 0, 0, 0};

static float4 gl_Position = float4(0, 0, 0, 0);

// Varyings
static  float4 _vQuadEdge_Stage0 = {0, 0, 0, 0};
static  float4 _vinColor_Stage0 = {0, 0, 0, 0};

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewAdjust : packoffset(c1);
    float2 dx_ViewCoords : packoffset(c2);
    float2 dx_ViewScale  : packoffset(c3);
};

@@ VERTEX ATTRIBUTES @@

VS_OUTPUT generateOutput(VS_INPUT input)
{
    VS_OUTPUT output;
    output.gl_Position = gl_Position;
    output.dx_Position.x = gl_Position.x;
    output.dx_Position.y = - gl_Position.y;
    output.dx_Position.z = (gl_Position.z + gl_Position.w) * 0.5;
    output.dx_Position.w = gl_Position.w;
    output.gl_FragCoord = gl_Position;
    output.v0 = _vQuadEdge_Stage0;
    output.v1 = _vinColor_Stage0;

    return output;
}

VS_OUTPUT main(VS_INPUT input){
    initAttributes(input);

(_vQuadEdge_Stage0 = _inQuadEdge);
(_vinColor_Stage0 = _inColor);
float2 __tmp_0_inPosition3027 = _inPosition;
(gl_Position = vec4_ctor(__tmp_0_inPosition3027.x, __tmp_0_inPosition3027.y, 0.0, 1.0));
(gl_Position = vec4_ctor(((gl_Position.xy * _sk_RTAdjust.xz) + (gl_Position.ww * _sk_RTAdjust.yw)), 0.0, gl_Position.w));
return generateOutput(input);
}
�
struct PS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 gl_FragCoord : TEXCOORD3;
    float4 v0 : TEXCOORD0;
    float4 v1 : TEXCOORD1;
};

#pragma warning( disable: 3556 3571 )
float2 vec2_ctor(float x0, float x1)
{
    return float2(x0, x1);
}
float4 vec4_ctor(float x0)
{
    return float4(x0, x0, x0, x0);
}
// Uniforms

uniform float4 _uinnerRect_Stage1_c0 : register(c0);
uniform float2 _uradiusPlusHalf_Stage1_c0 : register(c1);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Varyings
static  float4 _vQuadEdge_Stage0 = {0, 0, 0, 0};
static  float4 _vinColor_Stage0 = {0, 0, 0, 0};

static float4 gl_Color[1] =
{
    float4(0, 0, 0, 0)
};
static float4 gl_FragCoord = float4(0, 0, 0, 0);

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewCoords : packoffset(c1);
    float3 dx_DepthFront : packoffset(c2);
    float2 dx_ViewScale : packoffset(c3);
};

#define GL_USES_FRAG_COLOR
#define GL_USES_FRAG_COORD
@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){
    float rhw = 1.0 / input.gl_FragCoord.w;
    gl_FragCoord.x = input.dx_Position.x;
    gl_FragCoord.y = input.dx_Position.y;
    gl_FragCoord.z = (input.gl_FragCoord.z * rhw) * dx_DepthFront.x + dx_DepthFront.y;
    gl_FragCoord.w = rhw;
    _vQuadEdge_Stage0 = input.v0;
    _vinColor_Stage0 = input.v1;

float4 _outputColor_Stage03025 = {0, 0, 0, 0};
(_outputColor_Stage03025 = _vinColor_Stage0);
float _edgeAlpha3026 = {0};
float2 _duvdx3027 = ddx(_vQuadEdge_Stage0.xy);
float2 _duvdy3028 = ddy(_vQuadEdge_Stage0.xy);
if (((_vQuadEdge_Stage0.z > 0.0) && (_vQuadEdge_Stage0.w > 0.0)))
{
(_edgeAlpha3026 = min((min(_vQuadEdge_Stage0.z, _vQuadEdge_Stage0.w) + 0.5), 1.0));
}
else
{
float2 _gF3029 = vec2_ctor((((2.0 * _vQuadEdge_Stage0.x) * _duvdx3027.x) - _duvdx3027.y), (((2.0 * _vQuadEdge_Stage0.x) * _duvdy3028.x) - _duvdy3028.y));
(_edgeAlpha3026 = ((_vQuadEdge_Stage0.x * _vQuadEdge_Stage0.x) - _vQuadEdge_Stage0.y));
(_edgeAlpha3026 = clamp((0.5 - (_edgeAlpha3026 / length(_gF3029))), 0.0, 1.0));
}
float4 _outputCoverage_Stage03030 = vec4_ctor(_edgeAlpha3026);
float4 _output_Stage13031 = {0, 0, 0, 0};
float2 __0_dxy03032 = (_uinnerRect_Stage1_c0.xy - gl_FragCoord.xy);
float2 __1_dxy13033 = (gl_FragCoord.xy - _uinnerRect_Stage1_c0.zw);
float2 __2_dxy3034 = max(max(__0_dxy03032, __1_dxy13033), 0.0);
float __3_alpha3035 = clamp((_uradiusPlusHalf_Stage1_c0.x - length(__2_dxy3034)), 0.0, 1.0);
(_output_Stage13031 = (_outputCoverage_Stage03030 * __3_alpha3035));
{
(gl_Color[0] = (_outputColor_Stage03025 * _output_Stage13031));
}
return generateOutput();
}
R�	gl_Color0gl_Color[0]�struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 gl_FragCoord : TEXCOORD3;
    float4 v0 : TEXCOORD0;
    float4 v1 : TEXCOORD1;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 gl_FragCoord : TEXCOORD3;
    float4 v0 : TEXCOORD0;
    float4 v1 : TEXCOORD1;
};

void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput)
{
    output.gl_Position = input.gl_Position;
    output.v0 = input.v0; 
    output.v1 = input.v1; 
    output.gl_FragCoord = input.gl_FragCoord;
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
����DXBC���ۘ��P`����4D�H�RDEFh<����RD11< ($\$Globals���\� ����������_sk_RTAdjustfloat4�Microsoft (R) HLSL Shader Compiler 10.1ISGN\PPPTEXCOORD���OSGN������SV_PositionTEXCOORD���SHEX�PejYF� _2_�_�g� e� e� e� e� h6� @?�?22F�� օ 6" �A6 
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� 8
8� F>STAT�BPLG���&788efd1c721aP��
inPosition_uinPosition����������������R��inColor	_uinColor����������������R��inCircleEdge_uinCircleEdge����������������R��sk_RTAdjust
_usk_RTAdjust����������������������������������������R��uinnerRect_Stage1_c0_uuinnerRect_Stage1_c0����������������������������������������P��uradiusPlusHalf_Stage1_c0_uuradiusPlusHalf_Stage1_c0�������������������������������������������������������������������������������������������������������������������������������������������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 gl_FragCoord : TEXCOORD3;
    float4 v0 : TEXCOORD0;
    float4 v1 : TEXCOORD1;
};
#pragma warning( disable: 3556 3571 )
float4 vec4_ctor(float x0, float x1, float x2, float x3)
{
    return float4(x0, x1, x2, x3);
}
float4 vec4_ctor(float2 x0, float x1, float x2)
{
    return float4(x0, x1, x2);
}
// Uniforms

uniform float4 _sk_RTAdjust : register(c1);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Attributes
static float2 _inPosition = {0, 0};
static float4 _inColor = {0, 0, 0, 0};
static float4 _inCircleEdge = {0, 0, 0, 0};

static float4 gl_Position = float4(0, 0, 0, 0);

// Varyings
static  float4 _vinCircleEdge_Stage0 = {0, 0, 0, 0};
static  float4 _vinColor_Stage0 = {0, 0, 0, 0};

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewAdjust : packoffset(c1);
    float2 dx_ViewCoords : packoffset(c2);
    float2 dx_ViewScale  : packoffset(c3);
};

@@ VERTEX ATTRIBUTES @@

VS_OUTPUT generateOutput(VS_INPUT input)
{
    VS_OUTPUT output;
    output.gl_Position = gl_Position;
    output.dx_Position.x = gl_Position.x;
    output.dx_Position.y = - gl_Position.y;
    output.dx_Position.z = (gl_Position.z + gl_Position.w) * 0.5;
    output.dx_Position.w = gl_Position.w;
    output.gl_FragCoord = gl_Position;
    output.v0 = _vinCircleEdge_Stage0;
    output.v1 = _vinColor_Stage0;

    return output;
}

VS_OUTPUT main(VS_INPUT input){
    initAttributes(input);

(_vinCircleEdge_Stage0 = _inCircleEdge);
(_vinColor_Stage0 = _inColor);
float2 __tmp_0_inPosition3028 = _inPosition;
(gl_Position = vec4_ctor(__tmp_0_inPosition3028.x, __tmp_0_inPosition3028.y, 0.0, 1.0));
(gl_Position = vec4_ctor(((gl_Position.xy * _sk_RTAdjust.xz) + (gl_Position.ww * _sk_RTAdjust.yw)), 0.0, gl_Position.w));
return generateOutput(input);
}
�	struct PS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 gl_FragCoord : TEXCOORD3;
    float4 v0 : TEXCOORD0;
    float4 v1 : TEXCOORD1;
};

#pragma warning( disable: 3556 3571 )
float4 vec4_ctor(float x0)
{
    return float4(x0, x0, x0, x0);
}
// Uniforms

uniform float4 _uinnerRect_Stage1_c0 : register(c0);
uniform float2 _uradiusPlusHalf_Stage1_c0 : register(c1);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Varyings
static  float4 _vinCircleEdge_Stage0 = {0, 0, 0, 0};
static  float4 _vinColor_Stage0 = {0, 0, 0, 0};

static float4 gl_Color[1] =
{
    float4(0, 0, 0, 0)
};
static float4 gl_FragCoord = float4(0, 0, 0, 0);

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewCoords : packoffset(c1);
    float3 dx_DepthFront : packoffset(c2);
    float2 dx_ViewScale : packoffset(c3);
};

#define GL_USES_FRAG_COLOR
#define GL_USES_FRAG_COORD
@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){
    float rhw = 1.0 / input.gl_FragCoord.w;
    gl_FragCoord.x = input.dx_Position.x;
    gl_FragCoord.y = input.dx_Position.y;
    gl_FragCoord.z = (input.gl_FragCoord.z * rhw) * dx_DepthFront.x + dx_DepthFront.y;
    gl_FragCoord.w = rhw;
    _vinCircleEdge_Stage0 = input.v0;
    _vinColor_Stage0 = input.v1;

float4 _circleEdge3025 = {0, 0, 0, 0};
(_circleEdge3025 = _vinCircleEdge_Stage0);
float4 _outputColor_Stage03026 = {0, 0, 0, 0};
(_outputColor_Stage03026 = _vinColor_Stage0);
float _d3027 = length(_circleEdge3025.xy);
float _distanceToOuterEdge3028 = (_circleEdge3025.z * (1.0 - _d3027));
float _edgeAlpha3029 = clamp(_distanceToOuterEdge3028, 0.0, 1.0);
float _distanceToInnerEdge3030 = (_circleEdge3025.z * (_d3027 - _circleEdge3025.w));
float _innerAlpha3031 = clamp(_distanceToInnerEdge3030, 0.0, 1.0);
(_edgeAlpha3029 *= _innerAlpha3031);
float4 _outputCoverage_Stage03032 = vec4_ctor(_edgeAlpha3029);
float4 _output_Stage13033 = {0, 0, 0, 0};
float2 __0_dxy03034 = (_uinnerRect_Stage1_c0.xy - gl_FragCoord.xy);
float2 __1_dxy13035 = (gl_FragCoord.xy - _uinnerRect_Stage1_c0.zw);
float2 __2_dxy3036 = max(max(__0_dxy03034, __1_dxy13035), 0.0);
float __3_alpha3037 = clamp((_uradiusPlusHalf_Stage1_c0.x - length(__2_dxy3036)), 0.0, 1.0);
(_output_Stage13033 = (_outputCoverage_Stage03032 * __3_alpha3037));
{
(gl_Color[0] = (_outputColor_Stage03026 * _output_Stage13033));
}
return generateOutput();
}
R�	gl_Color0gl_Color[0]�struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 gl_FragCoord : TEXCOORD3;
    float4 v0 : TEXCOORD0;
    float4 v1 : TEXCOORD1;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 gl_FragCoord : TEXCOORD3;
    float4 v0 : TEXCOORD0;
    float4 v1 : TEXCOORD1;
};

void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput)
{
    output.gl_Position = input.gl_Position;
    output.v0 = input.v0; 
    output.v1 = input.v1; 
    output.gl_FragCoord = input.gl_FragCoord;
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
����DXBC���ۘ��P`����4D�H�RDEFh<����RD11< ($\$Globals���\� ����������_sk_RTAdjustfloat4�Microsoft (R) HLSL Shader Compiler 10.1ISGN\PPPTEXCOORD���OSGN������SV_PositionTEXCOORD���SHEX�PejYF� _2_�_�g� e� e� e� e� h6� @?�?22F�� օ 6" �A6 
62 F62 F6� @�?6� @�?6� F6� F>STAT��TDXBC#4�.� 0jJ�A%8y�T4�`��RDEF�h<���\RD11< ($\$Globals���\� ����������8��������_uinnerRect_Stage1_c0float4����_uradiusPlusHalf_Stage1_c0float2��/Microsoft (R) HLSL Shader Compiler 10.1ISGN������SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEXP�jYF� d 2b�b�e� hFFK
"
�A@�?
:�A8 2F�8
	b�A� 	2F� �A4bV4
bV@"��K" 	"�A
� 8
8� F>STAT�BPLG���&788efd1c721aP��position
_uposition����������������R��color_ucolor����������������R��sk_RTAdjust
_usk_RTAdjust����������������������������������������R��urectH_Stage1_c0_uurectH_Stage1_c0����������������������������������������[��umatrix_Stage1_c0_c0_uumatrix_Stage1_c0_c0����������������������������������������^�uTextureSampler_0_Stage1_uuTextureSampler_0_Stage1������������������������������������������^����������������������������������������������������������������������������������������������������������������������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    float4 v0 : TEXCOORD0;
};
#pragma warning( disable: 3556 3571 )
float4 vec4_ctor(float x0, float x1, float x2, float x3)
{
    return float4(x0, x1, x2, x3);
}
float4 vec4_ctor(float2 x0, float x1, float x2)
{
    return float4(x0, x1, x2);
}
// Uniforms

uniform float4 _sk_RTAdjust : register(c1);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Attributes
static float2 _position = {0, 0};
static float4 _color = {0, 0, 0, 0};

static float4 gl_Position = float4(0, 0, 0, 0);

// Varyings
static  float4 _vcolor_Stage0 = {0, 0, 0, 0};

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewAdjust : packoffset(c1);
    float2 dx_ViewCoords : packoffset(c2);
    float2 dx_ViewScale  : packoffset(c3);
};

@@ VERTEX ATTRIBUTES @@

VS_OUTPUT generateOutput(VS_INPUT input)
{
    VS_OUTPUT output;
    output.gl_Position = gl_Position;
    output.dx_Position.x = gl_Position.x;
    output.dx_Position.y = - gl_Position.y;
    output.dx_Position.z = (gl_Position.z + gl_Position.w) * 0.5;
    output.dx_Position.w = gl_Position.w;
    output.gl_FragCoord = gl_Position;
    output.v0 = _vcolor_Stage0;

    return output;
}

VS_OUTPUT main(VS_INPUT input){
    initAttributes(input);

(_vcolor_Stage0 = _color);
(gl_Position = vec4_ctor(_position.x, _position.y, 0.0, 1.0));
(gl_Position = vec4_ctor(((gl_Position.xy * _sk_RTAdjust.xz) + (gl_Position.ww * _sk_RTAdjust.yw)), 0.0, gl_Position.w));
return generateOutput(input);
}
�
struct PS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    float4 v0 : TEXCOORD0;
};

#pragma warning( disable: 3556 3571 )
float2 vec2_ctor(float x0, float x1)
{
    return float2(x0, x1);
}
float3 vec3_ctor(float2 x0, float x1)
{
    return float3(x0, x1);
}
float4 vec4_ctor(float x0)
{
    return float4(x0, x0, x0, x0);
}
// Uniforms

uniform float4 _urectH_Stage1_c0 : register(c0);
uniform float3x3 _umatrix_Stage1_c0_c0 : register(c1);
static const uint _uTextureSampler_0_Stage1 = 0;
uniform Texture2D<float4> textures2D[1] : register(t0);
uniform SamplerState samplers2D[1] : register(s0);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Varyings
static  float4 _vcolor_Stage0 = {0, 0, 0, 0};

static float4 gl_Color[1] =
{
    float4(0, 0, 0, 0)
};
static float4 gl_FragCoord = float4(0, 0, 0, 0);

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewCoords : packoffset(c1);
    float3 dx_DepthFront : packoffset(c2);
    float2 dx_ViewScale : packoffset(c3);
    struct SamplerMetadata
    {
        int baseLevel;
        int internalFormatBits;
        int wrapModes;
        int padding;
        int4 intBorderColor;
    };
    SamplerMetadata samplerMetadata[1] : packoffset(c4);
};

#define GL_USES_FRAG_COLOR
float4 gl_texture2D(uint samplerIndex, float2 t)
{
    return textures2D[samplerIndex].Sample(samplers2D[samplerIndex], float2(t.x, t.y));
}

#define GL_USES_FRAG_COORD
@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){
    float rhw = 1.0 / input.gl_FragCoord.w;
    gl_FragCoord.x = input.dx_Position.x;
    gl_FragCoord.y = input.dx_Position.y;
    gl_FragCoord.z = (input.gl_FragCoord.z * rhw) * dx_DepthFront.x + dx_DepthFront.y;
    gl_FragCoord.w = rhw;
    _vcolor_Stage0 = input.v0;

float4 _outputColor_Stage03025 = {0, 0, 0, 0};
(_outputColor_Stage03025 = _vcolor_Stage0);
float4 _output_Stage13026 = {0, 0, 0, 0};
float __1_xCoverage3027 = {0};
float __2_yCoverage3028 = {0};
float2 __3_pos3029 = gl_FragCoord.xy;
{
float2 __4_xy3030 = {0, 0};
{
(__4_xy3030 = max((_urectH_Stage1_c0.xy - __3_pos3029), (__3_pos3029 - _urectH_Stage1_c0.zw)));
}
(__1_xCoverage3027 = gl_texture2D(_uTextureSampler_0_Stage1, mul(transpose(_umatrix_Stage1_c0_c0), vec3_ctor(vec2_ctor(__4_xy3030.x, 0.5), 1.0)).xy).x);
(__2_yCoverage3028 = gl_texture2D(_uTextureSampler_0_Stage1, mul(transpose(_umatrix_Stage1_c0_c0), vec3_ctor(vec2_ctor(__4_xy3030.y, 0.5), 1.0)).xy).x);
}
(_output_Stage13026 = (vec4_ctor(__1_xCoverage3027) * __2_yCoverage3028));
{
(gl_Color[0] = (_outputColor_Stage03025 * _output_Stage13026));
}
return generateOutput();
}
R�	gl_Color0gl_Color[0]ystruct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    float4 v0 : TEXCOORD0;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    float4 v0 : TEXCOORD0;
};

void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput)
{
    output.gl_Position = input.gl_Position;
    output.v0 = input.v0; 
    output.gl_FragCoord = input.gl_FragCoord;
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
��$DXBC"���c�F�ڵ�NWc$4D��RDEFh<����RD11< ($\$Globals���\� ����������_sk_RTAdjustfloat4�Microsoft (R) HLSL Shader Compiler 10.1ISGND88TEXCOORD���OSGN�htttSV_PositionTEXCOORD���SHEXhPZjYF� _2_�g� e� e� e� h6� @?�?22F�� օ 6" �A6 
62 F62 F6� @�?6� @�?6� F>STAT�
�tDXBC����TU*��O���t4���RDEF��<����RD11< ($������
�samplers2D[0]textures2D[0]$Globals�����@,H��������l,���������_urectH_Stage1_c0float4���>_umatrix_Stage1_c0_c0float3x3��Microsoft (R) HLSL Shader Compiler 10.1ISGN�htttSV_PositionTEXCOORD���OSGN, SV_TARGET��SHEXP�jYF� Z`XpUUd 2b�e� h	2F�AF� 	��� �A42�
F6�@?�?F� �"F� �E���CUFF~`F� �"F� �E���CU"F~`8
8� F>STAT�
	BPLG��[#788efd1c721aP��
inPosition_uinPosition�����������������
inCoverage_uinCoverage����������������R��sk_RTAdjust
_usk_RTAdjust����������������������������������������R��
uColor_Stage0_uuColor_Stage0����������������������������������������R��uinnerRect_Stage1_c0_uuinnerRect_Stage1_c0����������������������������������������P��uradiusPlusHalf_Stage1_c0_uuradiusPlusHalf_Stage1_c0���������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    float v0 : TEXCOORD0;
};
#pragma warning( disable: 3556 3571 )
float4 vec4_ctor(float x0, float x1, float x2, float x3)
{
    return float4(x0, x1, x2, x3);
}
float4 vec4_ctor(float2 x0, float x1, float x2)
{
    return float4(x0, x1, x2);
}
// Uniforms

uniform float4 _sk_RTAdjust : register(c1);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Attributes
static float2 _inPosition = {0, 0};
static float _inCoverage = {0};

static float4 gl_Position = float4(0, 0, 0, 0);

// Varyings
static  float _vinCoverage_Stage0 = {0};

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewAdjust : packoffset(c1);
    float2 dx_ViewCoords : packoffset(c2);
    float2 dx_ViewScale  : packoffset(c3);
};

@@ VERTEX ATTRIBUTES @@

VS_OUTPUT generateOutput(VS_INPUT input)
{
    VS_OUTPUT output;
    output.gl_Position = gl_Position;
    output.dx_Position.x = gl_Position.x;
    output.dx_Position.y = - gl_Position.y;
    output.dx_Position.z = (gl_Position.z + gl_Position.w) * 0.5;
    output.dx_Position.w = gl_Position.w;
    output.gl_FragCoord = gl_Position;
    output.v0 = _vinCoverage_Stage0;

    return output;
}

VS_OUTPUT main(VS_INPUT input){
    initAttributes(input);

float2 __tmp_0_inPosition3025 = _inPosition;
(_vinCoverage_Stage0 = _inCoverage);
(gl_Position = vec4_ctor(__tmp_0_inPosition3025.x, __tmp_0_inPosition3025.y, 0.0, 1.0));
(gl_Position = vec4_ctor(((gl_Position.xy * _sk_RTAdjust.xz) + (gl_Position.ww * _sk_RTAdjust.yw)), 0.0, gl_Position.w));
return generateOutput(input);
}
�struct PS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    float v0 : TEXCOORD0;
};

#pragma warning( disable: 3556 3571 )
float4 vec4_ctor(float x0)
{
    return float4(x0, x0, x0, x0);
}
// Uniforms

uniform float4 _uColor_Stage0 : register(c0);
uniform float4 _uinnerRect_Stage1_c0 : register(c1);
uniform float2 _uradiusPlusHalf_Stage1_c0 : register(c2);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Varyings
static  float _vinCoverage_Stage0 = {0};

static float4 gl_Color[1] =
{
    float4(0, 0, 0, 0)
};
static float4 gl_FragCoord = float4(0, 0, 0, 0);

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewCoords : packoffset(c1);
    float3 dx_DepthFront : packoffset(c2);
    float2 dx_ViewScale : packoffset(c3);
};

#define GL_USES_FRAG_COLOR
#define GL_USES_FRAG_COORD
@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){
    float rhw = 1.0 / input.gl_FragCoord.w;
    gl_FragCoord.x = input.dx_Position.x;
    gl_FragCoord.y = input.dx_Position.y;
    gl_FragCoord.z = (input.gl_FragCoord.z * rhw) * dx_DepthFront.x + dx_DepthFront.y;
    gl_FragCoord.w = rhw;
    _vinCoverage_Stage0 = input.v0.x;

float4 _outputColor_Stage03025 = {0, 0, 0, 0};
(_outputColor_Stage03025 = _uColor_Stage0);
float _alpha3026 = {1.0};
(_alpha3026 = _vinCoverage_Stage0);
float4 _outputCoverage_Stage03027 = vec4_ctor(_alpha3026);
float4 _output_Stage13028 = {0, 0, 0, 0};
float2 __0_dxy03029 = (_uinnerRect_Stage1_c0.xy - gl_FragCoord.xy);
float2 __1_dxy13030 = (gl_FragCoord.xy - _uinnerRect_Stage1_c0.zw);
float2 __2_dxy3031 = max(max(__0_dxy03029, __1_dxy13030), 0.0);
float __3_alpha3032 = clamp((_uradiusPlusHalf_Stage1_c0.x - length(__2_dxy3031)), 0.0, 1.0);
(_output_Stage13028 = (_outputCoverage_Stage03027 * __3_alpha3032));
{
(gl_Color[0] = (_outputColor_Stage03025 * _output_Stage13028));
}
return generateOutput();
}
R�	gl_Color0gl_Color[0]wstruct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    float v0 : TEXCOORD0;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    float v0 : TEXCOORD0;
};

void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput)
{
    output.gl_Position = input.gl_Position;
    output.v0 = input.v0; 
    output.gl_FragCoord = input.gl_FragCoord;
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
��$DXBC�_�I�%��������$4D��RDEFh<����RD11< ($\$Globals���\� ����������_sk_RTAdjustfloat4�Microsoft (R) HLSL Shader Compiler 10.1ISGND88TEXCOORD���OSGN�htttSV_PositionTEXCOORD���SHEXhPZjYF� _2_g� e� e� e h6� @?�?22F�� օ 6" �A6 
62 F62 F6� @�?6� @�?6 
>STAT�
��DXBC�_4�v��P��0#���4�|�$RDEF�h<����RD11< ($\$Globals���\�0���������4��������J l��������_uColor_Stage0float4��_uinnerRect_Stage1_c0_uradiusPlusHalf_Stage1_c0float2eMicrosoft (R) HLSL Shader Compiler 10.1ISGN�htttSV_PositionTEXCOORD���OSGN, SV_TARGET��SHEXlP[jYF� d 2be� h	2F�AF� 	��� �A42�
F4
2F@FFK
 	
�A
� 8

8� F� >STAT�
	BPLG��W+788efd1c721aP��position
_uposition����������������R��color_ucolor����������������P��
localCoord_ulocalCoord����������������R��sk_RTAdjust
_usk_RTAdjust����������������������������������������[��umatrix_Stage1_c0_uumatrix_Stage1_c0����������������������������������������R��uinnerRect_Stage2_c1_uuinnerRect_Stage2_c1����������������������������������������P��uradiusPlusHalf_Stage2_c1_uuradiusPlusHalf_Stage2_c1����������������������������������������^�uTextureSampler_0_Stage1_uuTextureSampler_0_Stage1������������������������������������������^�������������������������������������������������������������������������������������������������������������������������������������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 gl_FragCoord : TEXCOORD3;
    float4 v0 : TEXCOORD0;
    float2 v1 : TEXCOORD1;
};
#pragma warning( disable: 3556 3571 )
float3 vec3_ctor(float2 x0, float x1)
{
    return float3(x0, x1);
}
float4 vec4_ctor(float x0, float x1, float x2, float x3)
{
    return float4(x0, x1, x2, x3);
}
float4 vec4_ctor(float2 x0, float x1, float x2)
{
    return float4(x0, x1, x2);
}
// Uniforms

uniform float4 _sk_RTAdjust : register(c1);
uniform float3x3 _umatrix_Stage1_c0 : register(c2);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Attributes
static float2 _position = {0, 0};
static float4 _color = {0, 0, 0, 0};
static float2 _localCoord = {0, 0};

static float4 gl_Position = float4(0, 0, 0, 0);

// Varyings
static  float4 _vcolor_Stage0 = {0, 0, 0, 0};
static  float2 _vTransformedCoords_0_Stage0 = {0, 0};

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewAdjust : packoffset(c1);
    float2 dx_ViewCoords : packoffset(c2);
    float2 dx_ViewScale  : packoffset(c3);
};

@@ VERTEX ATTRIBUTES @@

VS_OUTPUT generateOutput(VS_INPUT input)
{
    VS_OUTPUT output;
    output.gl_Position = gl_Position;
    output.dx_Position.x = gl_Position.x;
    output.dx_Position.y = - gl_Position.y;
    output.dx_Position.z = (gl_Position.z + gl_Position.w) * 0.5;
    output.dx_Position.w = gl_Position.w;
    output.gl_FragCoord = gl_Position;
    output.v0 = _vcolor_Stage0;
    output.v1 = _vTransformedCoords_0_Stage0;

    return output;
}

VS_OUTPUT main(VS_INPUT input){
    initAttributes(input);

(_vcolor_Stage0 = _color);
(gl_Position = vec4_ctor(_position.x, _position.y, 0.0, 1.0));
{
(_vTransformedCoords_0_Stage0 = mul(transpose(_umatrix_Stage1_c0), vec3_ctor(_localCoord, 1.0)).xy);
}
(gl_Position = vec4_ctor(((gl_Position.xy * _sk_RTAdjust.xz) + (gl_Position.ww * _sk_RTAdjust.yw)), 0.0, gl_Position.w));
return generateOutput(input);
}
�
struct PS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 gl_FragCoord : TEXCOORD3;
    float4 v0 : TEXCOORD0;
    float2 v1 : TEXCOORD1;
};

#pragma warning( disable: 3556 3571 )
float2 vec2_ctor(float x0, float x1)
{
    return float2(x0, x1);
}
// Uniforms

uniform float4 _uinnerRect_Stage2_c1 : register(c0);
uniform float2 _uradiusPlusHalf_Stage2_c1 : register(c1);
static const uint _uTextureSampler_0_Stage1 = 0;
uniform Texture2D<float4> textures2D[1] : register(t0);
uniform SamplerState samplers2D[1] : register(s0);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Varyings
static  float4 _vcolor_Stage0 = {0, 0, 0, 0};
static  float2 _vTransformedCoords_0_Stage0 = {0, 0};

static float4 gl_Color[1] =
{
    float4(0, 0, 0, 0)
};
static float4 gl_FragCoord = float4(0, 0, 0, 0);

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewCoords : packoffset(c1);
    float3 dx_DepthFront : packoffset(c2);
    float2 dx_ViewScale : packoffset(c3);
    struct SamplerMetadata
    {
        int baseLevel;
        int internalFormatBits;
        int wrapModes;
        int padding;
        int4 intBorderColor;
    };
    SamplerMetadata samplerMetadata[1] : packoffset(c4);
};

#define GL_USES_FRAG_COLOR
float4 gl_texture2D(uint samplerIndex, float2 t)
{
    return textures2D[samplerIndex].Sample(samplers2D[samplerIndex], float2(t.x, t.y));
}

#define GL_USES_FRAG_COORD
@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){
    float rhw = 1.0 / input.gl_FragCoord.w;
    gl_FragCoord.x = input.dx_Position.x;
    gl_FragCoord.y = input.dx_Position.y;
    gl_FragCoord.z = (input.gl_FragCoord.z * rhw) * dx_DepthFront.x + dx_DepthFront.y;
    gl_FragCoord.w = rhw;
    _vcolor_Stage0 = input.v0;
    _vTransformedCoords_0_Stage0 = input.v1.xy;

float4 _outputColor_Stage03027 = {0, 0, 0, 0};
(_outputColor_Stage03027 = _vcolor_Stage0);
float4 _output_Stage13028 = {0, 0, 0, 0};
(_output_Stage13028 = gl_texture2D(_uTextureSampler_0_Stage1, _vTransformedCoords_0_Stage0).xxxx);
float4 _output_Stage23029 = {0, 0, 0, 0};
float2 __0_dxy3030 = max(vec2_ctor((gl_FragCoord.x - _uinnerRect_Stage2_c1.z), (_uinnerRect_Stage2_c1.y - gl_FragCoord.y)), 0.0);
float __1_leftAlpha3031 = clamp((gl_FragCoord.x - _uinnerRect_Stage2_c1.x), 0.0, 1.0);
float __2_bottomAlpha3032 = clamp((_uinnerRect_Stage2_c1.w - gl_FragCoord.y), 0.0, 1.0);
float __3_alpha3033 = ((__2_bottomAlpha3032 * __1_leftAlpha3031) * clamp((_uradiusPlusHalf_Stage2_c1.x - length(__0_dxy3030)), 0.0, 1.0));
(_output_Stage23029 = (_output_Stage13028 * __3_alpha3033));
{
(gl_Color[0] = (_outputColor_Stage03027 * _output_Stage23029));
}
return generateOutput();
}
R�	gl_Color0gl_Color[0]�struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 gl_FragCoord : TEXCOORD3;
    float4 v0 : TEXCOORD0;
    float2 v1 : TEXCOORD1;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 gl_FragCoord : TEXCOORD3;
    float4 v0 : TEXCOORD0;
    float2 v1 : TEXCOORD1;
};

void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput)
{
    output.gl_Position = input.gl_Position;
    output.v0 = input.v0; 
    output.v1 = input.v1; 
    output.gl_FragCoord = input.gl_FragCoord;
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
���<DXBC8�ݬH�m.e@,P�<4���RDEFph<���HRD11< ($\$Globals���\�P���������� ,$��������_sk_RTAdjustfloat4�_umatrix_Stage1_c0float3x3Microsoft (R) HLSL Shader Compiler 10.1ISGN\PPPTEXCOORD���OSGN������SV_PositionTEXCOORD���SHEX�PzjYF� _2_�_2g� e� e� e� e2 h6� @?�?22F�� օ 6" �A6 
62 F62 F6� @�?6� @�?6� F62F6B@�? F� F" F� F>STAT�	��DXBC�[��读9�]@���H��4���RDEF��<����RD11< ($������
�samplers2D[0]textures2D[0]$Globals����� ,L��������p���������_uinnerRect_Stage2_c1float4���B_uradiusPlusHalf_Stage2_c1float2���Microsoft (R) HLSL Shader Compiler 10.1ISGN������SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX�P{jYF� Z`XpUUd 2b�b2e� h	R� �A	�V�A�� 4
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"�
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E���CU"F~`8
8� F>STAT�

BPLG��X&788efd1c721aP��position
_uposition����������������P��
localCoord_ulocalCoord����������������R��sk_RTAdjust
_usk_RTAdjust����������������������������������������R��uinnerRect_Stage1_c0_uuinnerRect_Stage1_c0����������������������������������������P��uradiusPlusHalf_Stage1_c0_uuradiusPlusHalf_Stage1_c0����������������������������������������^�uTextureSampler_0_Stage0_uuTextureSampler_0_Stage0������������������������������������������^����������������������������������������������������������������������������������������������������������������������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    float2 v0 : TEXCOORD0;
};
#pragma warning( disable: 3556 3571 )
float4 vec4_ctor(float x0, float x1, float x2, float x3)
{
    return float4(x0, x1, x2, x3);
}
float4 vec4_ctor(float2 x0, float x1, float x2)
{
    return float4(x0, x1, x2);
}
// Uniforms

uniform float4 _sk_RTAdjust : register(c1);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Attributes
static float2 _position = {0, 0};
static float2 _localCoord = {0, 0};

static float4 gl_Position = float4(0, 0, 0, 0);

// Varyings
static  float2 _vlocalCoord_Stage0 = {0, 0};

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewAdjust : packoffset(c1);
    float2 dx_ViewCoords : packoffset(c2);
    float2 dx_ViewScale  : packoffset(c3);
};

@@ VERTEX ATTRIBUTES @@

VS_OUTPUT generateOutput(VS_INPUT input)
{
    VS_OUTPUT output;
    output.gl_Position = gl_Position;
    output.dx_Position.x = gl_Position.x;
    output.dx_Position.y = - gl_Position.y;
    output.dx_Position.z = (gl_Position.z + gl_Position.w) * 0.5;
    output.dx_Position.w = gl_Position.w;
    output.gl_FragCoord = gl_Position;
    output.v0 = _vlocalCoord_Stage0;

    return output;
}

VS_OUTPUT main(VS_INPUT input){
    initAttributes(input);

(_vlocalCoord_Stage0 = _localCoord);
(gl_Position = vec4_ctor(_position.x, _position.y, 0.0, 1.0));
(gl_Position = vec4_ctor(((gl_Position.xy * _sk_RTAdjust.xz) + (gl_Position.ww * _sk_RTAdjust.yw)), 0.0, gl_Position.w));
return generateOutput(input);
}
�
struct PS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    float2 v0 : TEXCOORD0;
};

#pragma warning( disable: 3556 3571 )
float2 vec2_ctor(float x0, float x1)
{
    return float2(x0, x1);
}
float4 vec4_ctor(float x0)
{
    return float4(x0, x0, x0, x0);
}
// Uniforms

uniform float4 _uinnerRect_Stage1_c0 : register(c0);
uniform float2 _uradiusPlusHalf_Stage1_c0 : register(c1);
static const uint _uTextureSampler_0_Stage0 = 0;
uniform Texture2D<float4> textures2D[1] : register(t0);
uniform SamplerState samplers2D[1] : register(s0);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Varyings
static  float2 _vlocalCoord_Stage0 = {0, 0};

static float4 gl_Color[1] =
{
    float4(0, 0, 0, 0)
};
static float4 gl_FragCoord = float4(0, 0, 0, 0);

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewCoords : packoffset(c1);
    float3 dx_DepthFront : packoffset(c2);
    float2 dx_ViewScale : packoffset(c3);
    struct SamplerMetadata
    {
        int baseLevel;
        int internalFormatBits;
        int wrapModes;
        int padding;
        int4 intBorderColor;
    };
    SamplerMetadata samplerMetadata[1] : packoffset(c4);
};

#define GL_USES_FRAG_COLOR
float4 gl_texture2D(uint samplerIndex, float2 t)
{
    return textures2D[samplerIndex].Sample(samplers2D[samplerIndex], float2(t.x, t.y));
}

#define GL_USES_FRAG_COORD
@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){
    float rhw = 1.0 / input.gl_FragCoord.w;
    gl_FragCoord.x = input.dx_Position.x;
    gl_FragCoord.y = input.dx_Position.y;
    gl_FragCoord.z = (input.gl_FragCoord.z * rhw) * dx_DepthFront.x + dx_DepthFront.y;
    gl_FragCoord.w = rhw;
    _vlocalCoord_Stage0 = input.v0.xy;

float4 _outputColor_Stage03025 = {1.0, 1.0, 1.0, 1.0};
float2 _texCoord3026 = {0, 0};
(_texCoord3026 = _vlocalCoord_Stage0);
(_outputColor_Stage03025 = gl_texture2D(_uTextureSampler_0_Stage0, _texCoord3026));
float4 _output_Stage13027 = {0, 0, 0, 0};
float2 __0_dxy03028 = (_uinnerRect_Stage1_c0.xy - gl_FragCoord.xy);
float __1_dx13029 = (gl_FragCoord.x - _uinnerRect_Stage1_c0.z);
float2 __2_dxy3030 = max(vec2_ctor(max(__0_dxy03028.x, __1_dx13029), __0_dxy03028.y), 0.0);
float __3_bottomAlpha3031 = clamp((_uinnerRect_Stage1_c0.w - gl_FragCoord.y), 0.0, 1.0);
float __4_alpha3032 = (__3_bottomAlpha3031 * clamp((_uradiusPlusHalf_Stage1_c0.x - length(__2_dxy3030)), 0.0, 1.0));
(_output_Stage13027 = vec4_ctor(__4_alpha3032));
{
(gl_Color[0] = (_outputColor_Stage03025 * _output_Stage13027));
}
return generateOutput();
}
R�	gl_Color0gl_Color[0]ystruct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    float2 v0 : TEXCOORD0;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    float2 v0 : TEXCOORD0;
};

void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput)
{
    output.gl_Position = input.gl_Position;
    output.v0 = input.v0; 
    output.gl_FragCoord = input.gl_FragCoord;
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
��$DXBC�;�9�^OT2v$4D��RDEFh<����RD11< ($\$Globals���\� ����������_sk_RTAdjustfloat4�Microsoft (R) HLSL Shader Compiler 10.1ISGND88TEXCOORD���OSGN�htttSV_PositionTEXCOORD���SHEXhPZjYF� _2_2g� e� e� e2 h6� @?�?22F�� օ 6" �A6 
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�@DXBC�Mqs�nS3�ԍI@4���RDEF��<����RD11< ($������
�samplers2D[0]textures2D[0]$Globals����� ,L��������p���������_uinnerRect_Stage1_c0float4���B_uradiusPlusHalf_Stage1_c0float2���Microsoft (R) HLSL Shader Compiler 10.1ISGN�htttSV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX�PqjYF� Z`XpUUd 2b2e� h	
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_uposition����������������R��color_ucolor����������������P��
localCoord_ulocalCoord����������������	R��sk_RTAdjust
_usk_RTAdjust����������������������������������������[��umatrix_Stage1_c0_c0_c0_c0_uumatrix_Stage1_c0_c0_c0_c0�����������������������������������������urange_Stage1_c0_uurange_Stage1_c0����������������������������������������R�� uleftBorderColor_Stage1_c0_c0_c0"_uuleftBorderColor_Stage1_c0_c0_c0����������������������������������������R��!urightBorderColor_Stage1_c0_c0_c0#_uurightBorderColor_Stage1_c0_c0_c0����������������������������������������R��ustart_Stage1_c0_c0_c0_c1_uustart_Stage1_c0_c0_c0_c1����������������������������������������R��uend_Stage1_c0_c0_c0_c1_uuend_Stage1_c0_c0_c0_c1����������������������������������������R��uinnerRect_Stage2_c1_uuinnerRect_Stage2_c1����������������������������������������P��uradiusPlusHalf_Stage2_c1_uuradiusPlusHalf_Stage2_c1������������������������������������������					����			����������������������������������������������������������	������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������*struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 gl_FragCoord : TEXCOORD3;
    float4 v0 : TEXCOORD0;
    float2 v1 : TEXCOORD1;
};
#pragma warning( disable: 3556 3571 )
float3 vec3_ctor(float2 x0, float x1)
{
    return float3(x0, x1);
}
float4 vec4_ctor(float x0, float x1, float x2, float x3)
{
    return float4(x0, x1, x2, x3);
}
float4 vec4_ctor(float2 x0, float x1, float x2)
{
    return float4(x0, x1, x2);
}
// Uniforms

uniform float4 _sk_RTAdjust : register(c1);
uniform float3x3 _umatrix_Stage1_c0_c0_c0_c0 : register(c2);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Attributes
static float2 _position = {0, 0};
static float4 _color = {0, 0, 0, 0};
static float2 _localCoord = {0, 0};

static float4 gl_Position = float4(0, 0, 0, 0);

// Varyings
static  float4 _vcolor_Stage0 = {0, 0, 0, 0};
static  float2 _vTransformedCoords_0_Stage0 = {0, 0};

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewAdjust : packoffset(c1);
    float2 dx_ViewCoords : packoffset(c2);
    float2 dx_ViewScale  : packoffset(c3);
};

@@ VERTEX ATTRIBUTES @@

VS_OUTPUT generateOutput(VS_INPUT input)
{
    VS_OUTPUT output;
    output.gl_Position = gl_Position;
    output.dx_Position.x = gl_Position.x;
    output.dx_Position.y = - gl_Position.y;
    output.dx_Position.z = (gl_Position.z + gl_Position.w) * 0.5;
    output.dx_Position.w = gl_Position.w;
    output.gl_FragCoord = gl_Position;
    output.v0 = _vcolor_Stage0;
    output.v1 = _vTransformedCoords_0_Stage0;

    return output;
}

VS_OUTPUT main(VS_INPUT input){
    initAttributes(input);

(_vcolor_Stage0 = _color);
(gl_Position = vec4_ctor(_position.x, _position.y, 0.0, 1.0));
{
(_vTransformedCoords_0_Stage0 = mul(transpose(_umatrix_Stage1_c0_c0_c0_c0), vec3_ctor(_localCoord, 1.0)).xy);
}
(gl_Position = vec4_ctor(((gl_Position.xy * _sk_RTAdjust.xz) + (gl_Position.ww * _sk_RTAdjust.yw)), 0.0, gl_Position.w));
return generateOutput(input);
}
?struct PS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 gl_FragCoord : TEXCOORD3;
    float4 v0 : TEXCOORD0;
    float2 v1 : TEXCOORD1;
};

#pragma warning( disable: 3556 3571 )
float2 vec2_ctor(float x0, float x1)
{
    return float2(x0, x1);
}
float4 vec4_ctor(float x0)
{
    return float4(x0, x0, x0, x0);
}
float4 vec4_ctor(float x0, float x1, float x2, float x3)
{
    return float4(x0, x1, x2, x3);
}
float4 vec4_ctor(float3 x0, float x1)
{
    return float4(x0, x1);
}
// Uniforms

uniform float _urange_Stage1_c0 : register(c0);
uniform float4 _uleftBorderColor_Stage1_c0_c0_c0 : register(c1);
uniform float4 _urightBorderColor_Stage1_c0_c0_c0 : register(c2);
uniform float4 _ustart_Stage1_c0_c0_c0_c1 : register(c3);
uniform float4 _uend_Stage1_c0_c0_c0_c1 : register(c4);
uniform float4 _uinnerRect_Stage2_c1 : register(c5);
uniform float2 _uradiusPlusHalf_Stage2_c1 : register(c6);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Varyings
static  float4 _vcolor_Stage0 = {0, 0, 0, 0};
static  float2 _vTransformedCoords_0_Stage0 = {0, 0};

static float4 gl_Color[1] =
{
    float4(0, 0, 0, 0)
};
static float4 gl_FragCoord = float4(0, 0, 0, 0);

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewCoords : packoffset(c1);
    float3 dx_DepthFront : packoffset(c2);
    float2 dx_ViewScale : packoffset(c3);
};

#define GL_USES_FRAG_COLOR
#define GL_USES_FRAG_COORD
float4 mod_emu(float4 x, float4 y)
{
    return x - y * floor(x / y);
}


@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){
    float rhw = 1.0 / input.gl_FragCoord.w;
    gl_FragCoord.x = input.dx_Position.x;
    gl_FragCoord.y = input.dx_Position.y;
    gl_FragCoord.z = (input.gl_FragCoord.z * rhw) * dx_DepthFront.x + dx_DepthFront.y;
    gl_FragCoord.w = rhw;
    _vcolor_Stage0 = input.v0;
    _vTransformedCoords_0_Stage0 = input.v1.xy;

float4 _outputColor_Stage03031 = {0, 0, 0, 0};
(_outputColor_Stage03031 = _vcolor_Stage0);
float4 _output_Stage13032 = {0, 0, 0, 0};
float4 __4_t3033 = vec4_ctor((_vTransformedCoords_0_Stage0.x + 9.9999997e-06), 1.0, 0.0, 0.0);
float4 __5_outColor3034 = {0, 0, 0, 0};
if ((__4_t3033.x < 0.0))
{
(__5_outColor3034 = _uleftBorderColor_Stage1_c0_c0_c0);
}
else
{
if ((__4_t3033.x > 1.0))
{
(__5_outColor3034 = _urightBorderColor_Stage1_c0_c0_c0);
}
else
{
(__5_outColor3034 = lerp(_ustart_Stage1_c0_c0_c0_c1, _uend_Stage1_c0_c0_c0_c1, __4_t3033.x));
}
}
float4 __6_color3035 = __5_outColor3034;
float __7_value3036 = {0};
{
float4 __8_bits3037 = mod_emu(gl_FragCoord.yxyx, float4(2.0, 2.0, 4.0, 4.0));
(__8_bits3037.zw = step(2.0, __8_bits3037.zw));
(__8_bits3037.xz = abs((__8_bits3037.xz - __8_bits3037.yw)));
(__7_value3036 = (dot(__8_bits3037, float4(0.5, 0.25, 0.125, 0.0625)) - 0.46875));
}
(_output_Stage13032 = vec4_ctor(clamp((__6_color3035.xyz + (__7_value3036 * _urange_Stage1_c0)), 0.0, __6_color3035.w), __6_color3035.w));
float4 _output_Stage23038 = {0, 0, 0, 0};
float2 __9_dxy03039 = (_uinnerRect_Stage2_c1.xy - gl_FragCoord.xy);
float __10_dx13040 = (gl_FragCoord.x - _uinnerRect_Stage2_c1.z);
float2 __11_dxy3041 = max(vec2_ctor(max(__9_dxy03039.x, __10_dx13040), __9_dxy03039.y), 0.0);
float __12_bottomAlpha3042 = clamp((_uinnerRect_Stage2_c1.w - gl_FragCoord.y), 0.0, 1.0);
float __13_alpha3043 = (__12_bottomAlpha3042 * clamp((_uradiusPlusHalf_Stage2_c1.x - length(__11_dxy3041)), 0.0, 1.0));
(_output_Stage23038 = vec4_ctor(__13_alpha3043));
{
(gl_Color[0] = (_output_Stage13032 * _output_Stage23038));
}
return generateOutput();
}
R�	gl_Color0gl_Color[0]�struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 gl_FragCoord : TEXCOORD3;
    float4 v0 : TEXCOORD0;
    float2 v1 : TEXCOORD1;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 gl_FragCoord : TEXCOORD3;
    float4 v0 : TEXCOORD0;
    float2 v1 : TEXCOORD1;
};

void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput)
{
    output.gl_Position = input.gl_Position;
    output.v0 = input.v0; 
    output.v1 = input.v1; 
    output.gl_FragCoord = input.gl_FragCoord;
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
���HDXBClN�%N�AMZ���p�H4���RDEF|h<���TRD11< ($\$Globals���\�P���������� ,0��������_sk_RTAdjustfloat4�_umatrix_Stage1_c0_c0_c0_c0float3x3���$Microsoft (R) HLSL Shader Compiler 10.1ISGN\PPPTEXCOORD���OSGN������SV_PositionTEXCOORD���SHEX�PzjYF� _2_�_2g� e� e� e� e2 h6� @?�?22F�� օ 6" �A6 
62 F62 F6� @�?6� @�?6� F62F6B@�? F� F" F� F>STAT�	��DXBC3>�m�m��b�{�8�4<�0RDEFh<����RD11< ($\$Globals���\�p�������������������$ ��������G0��������b@��������{P���������`���������_urange_Stage1_c0float�_uleftBorderColor_Stage1_c0_c0_c0float4����_urightBorderColor_Stage1_c0_c0_c0_ustart_Stage1_c0_c0_c0_c1_uend_Stage1_c0_c0_c0_c1_uinnerRect_Stage2_c1_uradiusPlusHalf_Stage2_c1float2��Microsoft (R) HLSL Shader Compiler 10.1ISGN������SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEXPjYF� d 2be� h8
�@??�>�>A�F2
�f�A@�@@@�@
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8� F>STAT�BPLG���+788efd1c721aP��
inPosition_uinPosition����������������R��inColor	_uinColor����������������P��inTextureCoords_uinTextureCoords����������������R��sk_RTAdjust
_usk_RTAdjust����������������������������������������P��uAtlasSizeInv_Stage0_uuAtlasSizeInv_Stage0����������������������������������������R��uinnerRect_Stage1_c0_uuinnerRect_Stage1_c0����������������������������������������P��uradiusPlusHalf_Stage1_c0_uuradiusPlusHalf_Stage1_c0����������������������������������������^�uTextureSampler_0_Stage0_uuTextureSampler_0_Stage0������������������������������������������^��������������������������������������������������������������������������������������������������������������������������������������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 gl_FragCoord : TEXCOORD3;
    float4 v0 : TEXCOORD0;
    float2 v1 : TEXCOORD1;
};
#pragma warning( disable: 3556 3571 )
float2 vec2_ctor(float x0, float x1)
{
    return float2(x0, x1);
}
float4 vec4_ctor(float x0, float x1, float x2, float x3)
{
    return float4(x0, x1, x2, x3);
}
float4 vec4_ctor(float2 x0, float x1, float x2)
{
    return float4(x0, x1, x2);
}
// Uniforms

uniform float4 _sk_RTAdjust : register(c1);
uniform float2 _uAtlasSizeInv_Stage0 : register(c2);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Attributes
static float2 _inPosition = {0, 0};
static float4 _inColor = {0, 0, 0, 0};
static float2 _inTextureCoords = {0, 0};

static float4 gl_Position = float4(0, 0, 0, 0);

// Varyings
static  float2 _vTextureCoords_Stage0 = {0, 0};
static  float _vTexIndex_Stage0 = {0};
static  float4 _vinColor_Stage0 = {0, 0, 0, 0};

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewAdjust : packoffset(c1);
    float2 dx_ViewCoords : packoffset(c2);
    float2 dx_ViewScale  : packoffset(c3);
};

@@ VERTEX ATTRIBUTES @@

VS_OUTPUT generateOutput(VS_INPUT input)
{
    VS_OUTPUT output;
    output.gl_Position = gl_Position;
    output.dx_Position.x = gl_Position.x;
    output.dx_Position.y = - gl_Position.y;
    output.dx_Position.z = (gl_Position.z + gl_Position.w) * 0.5;
    output.dx_Position.w = gl_Position.w;
    output.gl_FragCoord = gl_Position;
    output.v0 = _vinColor_Stage0;
    output.v1 = _vTextureCoords_Stage0;

    return output;
}

VS_OUTPUT main(VS_INPUT input){
    initAttributes(input);

float _texIdx3029 = {0.0};
float2 _unormTexCoords3030 = vec2_ctor(_inTextureCoords.x, _inTextureCoords.y);
(_vTextureCoords_Stage0 = (_unormTexCoords3030 * _uAtlasSizeInv_Stage0));
(_vTexIndex_Stage0 = _texIdx3029);
(_vinColor_Stage0 = _inColor);
(gl_Position = vec4_ctor(_inPosition.x, _inPosition.y, 0.0, 1.0));
(gl_Position = vec4_ctor(((gl_Position.xy * _sk_RTAdjust.xz) + (gl_Position.ww * _sk_RTAdjust.yw)), 0.0, gl_Position.w));
return generateOutput(input);
}
struct PS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 gl_FragCoord : TEXCOORD3;
    float4 v0 : TEXCOORD0;
    float2 v1 : TEXCOORD1;
};

#pragma warning( disable: 3556 3571 )
float2 vec2_ctor(float x0, float x1)
{
    return float2(x0, x1);
}
// Uniforms

uniform float4 _uinnerRect_Stage1_c0 : register(c0);
uniform float2 _uradiusPlusHalf_Stage1_c0 : register(c1);
static const uint _uTextureSampler_0_Stage0 = 0;
uniform Texture2D<float4> textures2D[1] : register(t0);
uniform SamplerState samplers2D[1] : register(s0);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Varyings
static  float2 _vTextureCoords_Stage0 = {0, 0};
static  float4 _vinColor_Stage0 = {0, 0, 0, 0};

static float4 gl_Color[1] =
{
    float4(0, 0, 0, 0)
};
static float4 gl_FragCoord = float4(0, 0, 0, 0);

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewCoords : packoffset(c1);
    float3 dx_DepthFront : packoffset(c2);
    float2 dx_ViewScale : packoffset(c3);
    struct SamplerMetadata
    {
        int baseLevel;
        int internalFormatBits;
        int wrapModes;
        int padding;
        int4 intBorderColor;
    };
    SamplerMetadata samplerMetadata[1] : packoffset(c4);
};

#define GL_USES_FRAG_COLOR
float4 gl_texture2D(uint samplerIndex, float2 t)
{
    return textures2D[samplerIndex].Sample(samplers2D[samplerIndex], float2(t.x, t.y));
}

#define GL_USES_FRAG_COORD
@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){
    float rhw = 1.0 / input.gl_FragCoord.w;
    gl_FragCoord.x = input.dx_Position.x;
    gl_FragCoord.y = input.dx_Position.y;
    gl_FragCoord.z = (input.gl_FragCoord.z * rhw) * dx_DepthFront.x + dx_DepthFront.y;
    gl_FragCoord.w = rhw;
    _vinColor_Stage0 = input.v0;
    _vTextureCoords_Stage0 = input.v1.xy;

float4 _outputColor_Stage03027 = {0, 0, 0, 0};
(_outputColor_Stage03027 = _vinColor_Stage0);
float4 _texColor3028 = {0, 0, 0, 0};
{
(_texColor3028 = gl_texture2D(_uTextureSampler_0_Stage0, _vTextureCoords_Stage0).xxxx);
}
float4 _outputCoverage_Stage03029 = _texColor3028;
float4 _output_Stage13030 = {0, 0, 0, 0};
float2 __0_dxy03031 = (_uinnerRect_Stage1_c0.xy - gl_FragCoord.xy);
float __1_dx13032 = (gl_FragCoord.x - _uinnerRect_Stage1_c0.z);
float2 __2_dxy3033 = max(vec2_ctor(max(__0_dxy03031.x, __1_dx13032), __0_dxy03031.y), 0.0);
float __3_bottomAlpha3034 = clamp((_uinnerRect_Stage1_c0.w - gl_FragCoord.y), 0.0, 1.0);
float __4_alpha3035 = (__3_bottomAlpha3034 * clamp((_uradiusPlusHalf_Stage1_c0.x - length(__2_dxy3033)), 0.0, 1.0));
(_output_Stage13030 = (_outputCoverage_Stage03029 * __4_alpha3035));
{
(gl_Color[0] = (_outputColor_Stage03027 * _output_Stage13030));
}
return generateOutput();
}
R�	gl_Color0gl_Color[0]�struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 gl_FragCoord : TEXCOORD3;
    float4 v0 : TEXCOORD0;
    float2 v1 : TEXCOORD1;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 gl_FragCoord : TEXCOORD3;
    float4 v0 : TEXCOORD0;
    float2 v1 : TEXCOORD1;
};

void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput)
{
    output.gl_Position = input.gl_Position;
    output.v0 = input.v0; 
    output.v1 = input.v1; 
    output.gl_FragCoord = input.gl_FragCoord;
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
����DXBC-t ��5A��J��4��\RDEFth<���LRD11< ($\$Globals���\�0���������� (��������_sk_RTAdjustfloat4�_uAtlasSizeInv_Stage0float2���Microsoft (R) HLSL Shader Compiler 10.1ISGN\PPPTEXCOORD���OSGN������SV_PositionTEXCOORD���SHEX�PhjYF� _2_�_2g� e� e� e� e2 h6� @?�?22F�� օ 6" �A6 
62 F62 F6� @�?6� @�?6� F82 FF� >STAT���DXBC@�
��s��{X���e�4���RDEF��<����RD11< ($������
�samplers2D[0]textures2D[0]$Globals����� ,L��������p���������_uinnerRect_Stage1_c0float4���B_uradiusPlusHalf_Stage1_c0float2���Microsoft (R) HLSL Shader Compiler 10.1ISGN������SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX�P{jYF� Z`XpUUd 2b�b2e� h	
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E���CU"F~`8
8� F>STAT�

BPLG��\+788efd1c721aP��position
_uposition����������������R��color_ucolor����������������P��
localCoord_ulocalCoord����������������R��sk_RTAdjust
_usk_RTAdjust����������������������������������������[��umatrix_Stage1_c0_c0_uumatrix_Stage1_c0_c0����������������������������������������R��uinnerRect_Stage2_c1_uuinnerRect_Stage2_c1����������������������������������������P��uradiusPlusHalf_Stage2_c1_uuradiusPlusHalf_Stage2_c1����������������������������������������^�uTextureSampler_0_Stage1_uuTextureSampler_0_Stage1������������������������������������������^�������������������������������������������������������������������������������������������������������������������������������������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 gl_FragCoord : TEXCOORD3;
    float4 v0 : TEXCOORD0;
    float2 v1 : TEXCOORD1;
};
#pragma warning( disable: 3556 3571 )
float3 vec3_ctor(float2 x0, float x1)
{
    return float3(x0, x1);
}
float4 vec4_ctor(float x0, float x1, float x2, float x3)
{
    return float4(x0, x1, x2, x3);
}
float4 vec4_ctor(float2 x0, float x1, float x2)
{
    return float4(x0, x1, x2);
}
// Uniforms

uniform float4 _sk_RTAdjust : register(c1);
uniform float3x3 _umatrix_Stage1_c0_c0 : register(c2);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Attributes
static float2 _position = {0, 0};
static float4 _color = {0, 0, 0, 0};
static float2 _localCoord = {0, 0};

static float4 gl_Position = float4(0, 0, 0, 0);

// Varyings
static  float4 _vcolor_Stage0 = {0, 0, 0, 0};
static  float2 _vTransformedCoords_0_Stage0 = {0, 0};

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewAdjust : packoffset(c1);
    float2 dx_ViewCoords : packoffset(c2);
    float2 dx_ViewScale  : packoffset(c3);
};

@@ VERTEX ATTRIBUTES @@

VS_OUTPUT generateOutput(VS_INPUT input)
{
    VS_OUTPUT output;
    output.gl_Position = gl_Position;
    output.dx_Position.x = gl_Position.x;
    output.dx_Position.y = - gl_Position.y;
    output.dx_Position.z = (gl_Position.z + gl_Position.w) * 0.5;
    output.dx_Position.w = gl_Position.w;
    output.gl_FragCoord = gl_Position;
    output.v0 = _vcolor_Stage0;
    output.v1 = _vTransformedCoords_0_Stage0;

    return output;
}

VS_OUTPUT main(VS_INPUT input){
    initAttributes(input);

(_vcolor_Stage0 = _color);
(gl_Position = vec4_ctor(_position.x, _position.y, 0.0, 1.0));
{
(_vTransformedCoords_0_Stage0 = mul(transpose(_umatrix_Stage1_c0_c0), vec3_ctor(_localCoord, 1.0)).xy);
}
(gl_Position = vec4_ctor(((gl_Position.xy * _sk_RTAdjust.xz) + (gl_Position.ww * _sk_RTAdjust.yw)), 0.0, gl_Position.w));
return generateOutput(input);
}
struct PS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 gl_FragCoord : TEXCOORD3;
    float4 v0 : TEXCOORD0;
    float2 v1 : TEXCOORD1;
};

#pragma warning( disable: 3556 3571 )
float2 vec2_ctor(float x0, float x1)
{
    return float2(x0, x1);
}
float4 vec4_ctor(float x0)
{
    return float4(x0, x0, x0, x0);
}
// Uniforms

uniform float4 _uinnerRect_Stage2_c1 : register(c0);
uniform float2 _uradiusPlusHalf_Stage2_c1 : register(c1);
static const uint _uTextureSampler_0_Stage1 = 0;
uniform Texture2D<float4> textures2D[1] : register(t0);
uniform SamplerState samplers2D[1] : register(s0);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Varyings
static  float4 _vcolor_Stage0 = {0, 0, 0, 0};
static  float2 _vTransformedCoords_0_Stage0 = {0, 0};

static float4 gl_Color[1] =
{
    float4(0, 0, 0, 0)
};
static float4 gl_FragCoord = float4(0, 0, 0, 0);

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewCoords : packoffset(c1);
    float3 dx_DepthFront : packoffset(c2);
    float2 dx_ViewScale : packoffset(c3);
    struct SamplerMetadata
    {
        int baseLevel;
        int internalFormatBits;
        int wrapModes;
        int padding;
        int4 intBorderColor;
    };
    SamplerMetadata samplerMetadata[1] : packoffset(c4);
};

#define GL_USES_FRAG_COLOR
float4 gl_texture2D(uint samplerIndex, float2 t)
{
    return textures2D[samplerIndex].Sample(samplers2D[samplerIndex], float2(t.x, t.y));
}

#define GL_USES_FRAG_COORD
@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){
    float rhw = 1.0 / input.gl_FragCoord.w;
    gl_FragCoord.x = input.dx_Position.x;
    gl_FragCoord.y = input.dx_Position.y;
    gl_FragCoord.z = (input.gl_FragCoord.z * rhw) * dx_DepthFront.x + dx_DepthFront.y;
    gl_FragCoord.w = rhw;
    _vcolor_Stage0 = input.v0;
    _vTransformedCoords_0_Stage0 = input.v1.xy;

float4 _outputColor_Stage03027 = {0, 0, 0, 0};
(_outputColor_Stage03027 = _vcolor_Stage0);
float4 _output_Stage13028 = {0, 0, 0, 0};
(_output_Stage13028 = gl_texture2D(_uTextureSampler_0_Stage1, _vTransformedCoords_0_Stage0));
float4 _output_Stage23029 = {0, 0, 0, 0};
float2 __0_dxy03030 = (_uinnerRect_Stage2_c1.xy - gl_FragCoord.xy);
float __1_dx13031 = (gl_FragCoord.x - _uinnerRect_Stage2_c1.z);
float2 __2_dxy3032 = max(vec2_ctor(max(__0_dxy03030.x, __1_dx13031), __0_dxy03030.y), 0.0);
float __3_bottomAlpha3033 = clamp((_uinnerRect_Stage2_c1.w - gl_FragCoord.y), 0.0, 1.0);
float __4_alpha3034 = (__3_bottomAlpha3033 * clamp((_uradiusPlusHalf_Stage2_c1.x - length(__2_dxy3032)), 0.0, 1.0));
(_output_Stage23029 = vec4_ctor(__4_alpha3034));
{
(gl_Color[0] = (_output_Stage13028 * _output_Stage23029));
}
return generateOutput();
}
R�	gl_Color0gl_Color[0]�struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 gl_FragCoord : TEXCOORD3;
    float4 v0 : TEXCOORD0;
    float2 v1 : TEXCOORD1;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 gl_FragCoord : TEXCOORD3;
    float4 v0 : TEXCOORD0;
    float2 v1 : TEXCOORD1;
};

void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput)
{
    output.gl_Position = input.gl_Position;
    output.v0 = input.v0; 
    output.v1 = input.v1; 
    output.gl_FragCoord = input.gl_FragCoord;
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
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_uposition����������������R��color_ucolor����������������R��sk_RTAdjust
_usk_RTAdjust����������������������������������������R��uinnerRect_Stage1_c0_uuinnerRect_Stage1_c0����������������������������������������P��uradiusPlusHalf_Stage1_c0_uuradiusPlusHalf_Stage1_c0����������������������������������������R��uinnerRect_Stage2_c1_uuinnerRect_Stage2_c1����������������������������������������P��uradiusPlusHalf_Stage2_c1_uuradiusPlusHalf_Stage2_c1�����������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    float4 v0 : TEXCOORD0;
};
#pragma warning( disable: 3556 3571 )
float4 vec4_ctor(float x0, float x1, float x2, float x3)
{
    return float4(x0, x1, x2, x3);
}
float4 vec4_ctor(float2 x0, float x1, float x2)
{
    return float4(x0, x1, x2);
}
// Uniforms

uniform float4 _sk_RTAdjust : register(c1);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Attributes
static float2 _position = {0, 0};
static float4 _color = {0, 0, 0, 0};

static float4 gl_Position = float4(0, 0, 0, 0);

// Varyings
static  float4 _vcolor_Stage0 = {0, 0, 0, 0};

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewAdjust : packoffset(c1);
    float2 dx_ViewCoords : packoffset(c2);
    float2 dx_ViewScale  : packoffset(c3);
};

@@ VERTEX ATTRIBUTES @@

VS_OUTPUT generateOutput(VS_INPUT input)
{
    VS_OUTPUT output;
    output.gl_Position = gl_Position;
    output.dx_Position.x = gl_Position.x;
    output.dx_Position.y = - gl_Position.y;
    output.dx_Position.z = (gl_Position.z + gl_Position.w) * 0.5;
    output.dx_Position.w = gl_Position.w;
    output.gl_FragCoord = gl_Position;
    output.v0 = _vcolor_Stage0;

    return output;
}

VS_OUTPUT main(VS_INPUT input){
    initAttributes(input);

(_vcolor_Stage0 = _color);
(gl_Position = vec4_ctor(_position.x, _position.y, 0.0, 1.0));
(gl_Position = vec4_ctor(((gl_Position.xy * _sk_RTAdjust.xz) + (gl_Position.ww * _sk_RTAdjust.yw)), 0.0, gl_Position.w));
return generateOutput(input);
}

struct PS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    float4 v0 : TEXCOORD0;
};

#pragma warning( disable: 3556 3571 )
float2 vec2_ctor(float x0, float x1)
{
    return float2(x0, x1);
}
float4 vec4_ctor(float x0)
{
    return float4(x0, x0, x0, x0);
}
// Uniforms

uniform float4 _uinnerRect_Stage1_c0 : register(c0);
uniform float2 _uradiusPlusHalf_Stage1_c0 : register(c1);
uniform float4 _uinnerRect_Stage2_c1 : register(c2);
uniform float2 _uradiusPlusHalf_Stage2_c1 : register(c3);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Varyings
static  float4 _vcolor_Stage0 = {0, 0, 0, 0};

static float4 gl_Color[1] =
{
    float4(0, 0, 0, 0)
};
static float4 gl_FragCoord = float4(0, 0, 0, 0);

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewCoords : packoffset(c1);
    float3 dx_DepthFront : packoffset(c2);
    float2 dx_ViewScale : packoffset(c3);
};

#define GL_USES_FRAG_COLOR
#define GL_USES_FRAG_COORD
@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){
    float rhw = 1.0 / input.gl_FragCoord.w;
    gl_FragCoord.x = input.dx_Position.x;
    gl_FragCoord.y = input.dx_Position.y;
    gl_FragCoord.z = (input.gl_FragCoord.z * rhw) * dx_DepthFront.x + dx_DepthFront.y;
    gl_FragCoord.w = rhw;
    _vcolor_Stage0 = input.v0;

float4 _outputColor_Stage03026 = {0, 0, 0, 0};
(_outputColor_Stage03026 = _vcolor_Stage0);
float4 _output_Stage13027 = {0, 0, 0, 0};
float2 __0_dxy03028 = (_uinnerRect_Stage1_c0.xy - gl_FragCoord.xy);
float2 __1_dxy13029 = (gl_FragCoord.xy - _uinnerRect_Stage1_c0.zw);
float2 __2_dxy3030 = max(max(__0_dxy03028, __1_dxy13029), 0.0);
float __3_alpha3031 = clamp((_uradiusPlusHalf_Stage1_c0.x - length(__2_dxy3030)), 0.0, 1.0);
(__3_alpha3031 = (1.0 - __3_alpha3031));
(_output_Stage13027 = vec4_ctor(__3_alpha3031));
float4 _output_Stage23032 = {0, 0, 0, 0};
float2 __4_dxy03033 = (_uinnerRect_Stage2_c1.xy - gl_FragCoord.xy);
float __5_dx13034 = (gl_FragCoord.x - _uinnerRect_Stage2_c1.z);
float2 __6_dxy3035 = max(vec2_ctor(max(__4_dxy03033.x, __5_dx13034), __4_dxy03033.y), 0.0);
float __7_bottomAlpha3036 = clamp((_uinnerRect_Stage2_c1.w - gl_FragCoord.y), 0.0, 1.0);
float __8_alpha3037 = (__7_bottomAlpha3036 * clamp((_uradiusPlusHalf_Stage2_c1.x - length(__6_dxy3035)), 0.0, 1.0));
(_output_Stage23032 = (_output_Stage13027 * __8_alpha3037));
{
(gl_Color[0] = (_outputColor_Stage03026 * _output_Stage23032));
}
return generateOutput();
}
R�	gl_Color0gl_Color[0]ystruct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    float4 v0 : TEXCOORD0;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    float4 v0 : TEXCOORD0;
};

void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput)
{
    output.gl_Position = input.gl_Position;
    output.v0 = input.v0; 
    output.gl_FragCoord = input.gl_FragCoord;
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
��$DXBC"���c�F�ڵ�NWc$4D��RDEFh<����RD11< ($\$Globals���\� ����������_sk_RTAdjustfloat4�Microsoft (R) HLSL Shader Compiler 10.1ISGND88TEXCOORD���OSGN�htttSV_PositionTEXCOORD���SHEXhPZjYF� _2_�g� e� e� e� h6� @?�?22F�� օ 6" �A6 
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�<DXBC)��I-�{D?4�����<4D��RDEFh<����RD11< ($\$Globals���\�@ @��������d���������� @���������0���������_uinnerRect_Stage1_c0float4���6_uradiusPlusHalf_Stage1_c0float2��_uinnerRect_Stage2_c1_uradiusPlusHalf_Stage2_c1Microsoft (R) HLSL Shader Compiler 10.1���ISGN�htttSV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX�P�jYF� d 2b�e� h	
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8� F>STAT�BPLG���-788efd1c721aP��
inPosition_uinPosition����������������R��inColor	_uinColor����������������P��inTextureCoords_uinTextureCoords����������������R��sk_RTAdjust
_usk_RTAdjust����������������������������������������P��uAtlasSizeInv_Stage0_uuAtlasSizeInv_Stage0����������������������������������������R��uinnerRect_Stage1_c0_uuinnerRect_Stage1_c0����������������������������������������P��uradiusPlusHalf_Stage1_c0_uuradiusPlusHalf_Stage1_c0����������������������������������������^�uTextureSampler_0_Stage0_uuTextureSampler_0_Stage0������������������������������������������^��������������������������������������������������������������������������������������������������������������������������������������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 gl_FragCoord : TEXCOORD3;
    float4 v0 : TEXCOORD0;
    float2 v1 : TEXCOORD1;
};
#pragma warning( disable: 3556 3571 )
float2 vec2_ctor(float x0, float x1)
{
    return float2(x0, x1);
}
float4 vec4_ctor(float x0, float x1, float x2, float x3)
{
    return float4(x0, x1, x2, x3);
}
float4 vec4_ctor(float2 x0, float x1, float x2)
{
    return float4(x0, x1, x2);
}
// Uniforms

uniform float4 _sk_RTAdjust : register(c1);
uniform float2 _uAtlasSizeInv_Stage0 : register(c2);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Attributes
static float2 _inPosition = {0, 0};
static float4 _inColor = {0, 0, 0, 0};
static float2 _inTextureCoords = {0, 0};

static float4 gl_Position = float4(0, 0, 0, 0);

// Varyings
static  float2 _vTextureCoords_Stage0 = {0, 0};
static  float _vTexIndex_Stage0 = {0};
static  float4 _vinColor_Stage0 = {0, 0, 0, 0};

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewAdjust : packoffset(c1);
    float2 dx_ViewCoords : packoffset(c2);
    float2 dx_ViewScale  : packoffset(c3);
};

@@ VERTEX ATTRIBUTES @@

VS_OUTPUT generateOutput(VS_INPUT input)
{
    VS_OUTPUT output;
    output.gl_Position = gl_Position;
    output.dx_Position.x = gl_Position.x;
    output.dx_Position.y = - gl_Position.y;
    output.dx_Position.z = (gl_Position.z + gl_Position.w) * 0.5;
    output.dx_Position.w = gl_Position.w;
    output.gl_FragCoord = gl_Position;
    output.v0 = _vinColor_Stage0;
    output.v1 = _vTextureCoords_Stage0;

    return output;
}

VS_OUTPUT main(VS_INPUT input){
    initAttributes(input);

float _texIdx3029 = {0.0};
float2 _unormTexCoords3030 = vec2_ctor(_inTextureCoords.x, _inTextureCoords.y);
(_vTextureCoords_Stage0 = (_unormTexCoords3030 * _uAtlasSizeInv_Stage0));
(_vTexIndex_Stage0 = _texIdx3029);
(_vinColor_Stage0 = _inColor);
(gl_Position = vec4_ctor(_inPosition.x, _inPosition.y, 0.0, 1.0));
(gl_Position = vec4_ctor(((gl_Position.xy * _sk_RTAdjust.xz) + (gl_Position.ww * _sk_RTAdjust.yw)), 0.0, gl_Position.w));
return generateOutput(input);
}
struct PS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 gl_FragCoord : TEXCOORD3;
    float4 v0 : TEXCOORD0;
    float2 v1 : TEXCOORD1;
};

#pragma warning( disable: 3556 3571 )
float2 vec2_ctor(float x0, float x1)
{
    return float2(x0, x1);
}
// Uniforms

uniform float4 _uinnerRect_Stage1_c0 : register(c0);
uniform float2 _uradiusPlusHalf_Stage1_c0 : register(c1);
static const uint _uTextureSampler_0_Stage0 = 0;
uniform Texture2D<float4> textures2D[1] : register(t0);
uniform SamplerState samplers2D[1] : register(s0);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Varyings
static  float2 _vTextureCoords_Stage0 = {0, 0};
static  float4 _vinColor_Stage0 = {0, 0, 0, 0};

static float4 gl_Color[1] =
{
    float4(0, 0, 0, 0)
};
static float4 gl_SecondaryColor[1] = 
{
    float4(0, 0, 0, 0)
};
static float4 gl_FragCoord = float4(0, 0, 0, 0);

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewCoords : packoffset(c1);
    float3 dx_DepthFront : packoffset(c2);
    float2 dx_ViewScale : packoffset(c3);
    struct SamplerMetadata
    {
        int baseLevel;
        int internalFormatBits;
        int wrapModes;
        int padding;
        int4 intBorderColor;
    };
    SamplerMetadata samplerMetadata[1] : packoffset(c4);
};

#define GL_USES_FRAG_COLOR
#define GL_USES_SECONDARY_COLOR
float4 gl_texture2D(uint samplerIndex, float2 t)
{
    return textures2D[samplerIndex].Sample(samplers2D[samplerIndex], float2(t.x, t.y));
}

#define GL_USES_FRAG_COORD
@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){
    float rhw = 1.0 / input.gl_FragCoord.w;
    gl_FragCoord.x = input.dx_Position.x;
    gl_FragCoord.y = input.dx_Position.y;
    gl_FragCoord.z = (input.gl_FragCoord.z * rhw) * dx_DepthFront.x + dx_DepthFront.y;
    gl_FragCoord.w = rhw;
    _vinColor_Stage0 = input.v0;
    _vTextureCoords_Stage0 = input.v1.xy;

float4 _outputColor_Stage03027 = {0, 0, 0, 0};
(_outputColor_Stage03027 = _vinColor_Stage0);
float4 _texColor3028 = {0, 0, 0, 0};
{
(_texColor3028 = gl_texture2D(_uTextureSampler_0_Stage0, _vTextureCoords_Stage0));
}
float4 _outputCoverage_Stage03029 = _texColor3028;
float4 _output_Stage13030 = {0, 0, 0, 0};
float2 __0_dxy03031 = (_uinnerRect_Stage1_c0.xy - gl_FragCoord.xy);
float __1_dx13032 = (gl_FragCoord.x - _uinnerRect_Stage1_c0.z);
float2 __2_dxy3033 = max(vec2_ctor(max(__0_dxy03031.x, __1_dx13032), __0_dxy03031.y), 0.0);
float __3_bottomAlpha3034 = clamp((_uinnerRect_Stage1_c0.w - gl_FragCoord.y), 0.0, 1.0);
float __4_alpha3035 = (__3_bottomAlpha3034 * clamp((_uradiusPlusHalf_Stage1_c0.x - length(__2_dxy3033)), 0.0, 1.0));
(_output_Stage13030 = (_outputCoverage_Stage03029 * __4_alpha3035));
{
(_output_Stage13030.w = max(max(_output_Stage13030.x, _output_Stage13030.y), _output_Stage13030.z));
(gl_SecondaryColor[0] = (_outputColor_Stage03027.w * _output_Stage13030));
(gl_Color[0] = (_outputColor_Stage03027 * _output_Stage13030));
}
return generateOutput();
}
R�	gl_Color0gl_Color[0]R�gl_SecondaryColor0gl_SecondaryColor[0]�struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 gl_FragCoord : TEXCOORD3;
    float4 v0 : TEXCOORD0;
    float2 v1 : TEXCOORD1;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 gl_FragCoord : TEXCOORD3;
    float4 v0 : TEXCOORD0;
    float2 v1 : TEXCOORD1;
};

void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput)
{
    output.gl_Position = input.gl_Position;
    output.v0 = input.v0; 
    output.v1 = input.v1; 
    output.gl_FragCoord = input.gl_FragCoord;
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
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�samplers2D[0]textures2D[0]$Globals����� ,L��������p���������_uinnerRect_Stage1_c0float4���B_uradiusPlusHalf_Stage1_c0float2���Microsoft (R) HLSL Shader Compiler 10.1ISGN������SV_PositionTEXCOORD���OSGND88SV_TARGET��SHEXLP�jYF� Z`XpUUd 2b�b2e� e� h	
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4�*
8� FF8� F�>STAT�
BPLG���-788efd1c721aP��position
_uposition����������������R��color_ucolor����������������R��sk_RTAdjust
_usk_RTAdjust����������������������������������������R��uinnerRect_Stage1_c0_uuinnerRect_Stage1_c0����������������������������������������P��uradiusPlusHalf_Stage1_c0_uuradiusPlusHalf_Stage1_c0����������������������������������������R��urectUniform_Stage1_c0_c0_uurectUniform_Stage1_c0_c0����������������������������������������Q��u_0_var_Stage1_c0_c0_c0[0]_uu_0_var_Stage1_c0_c0_c0[0]�����������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    float4 v0 : TEXCOORD0;
};
#pragma warning( disable: 3556 3571 )
float4 vec4_ctor(float x0, float x1, float x2, float x3)
{
    return float4(x0, x1, x2, x3);
}
float4 vec4_ctor(float2 x0, float x1, float x2)
{
    return float4(x0, x1, x2);
}
// Uniforms

uniform float4 _sk_RTAdjust : register(c1);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Attributes
static float2 _position = {0, 0};
static float4 _color = {0, 0, 0, 0};

static float4 gl_Position = float4(0, 0, 0, 0);

// Varyings
static  float4 _vcolor_Stage0 = {0, 0, 0, 0};

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewAdjust : packoffset(c1);
    float2 dx_ViewCoords : packoffset(c2);
    float2 dx_ViewScale  : packoffset(c3);
};

@@ VERTEX ATTRIBUTES @@

VS_OUTPUT generateOutput(VS_INPUT input)
{
    VS_OUTPUT output;
    output.gl_Position = gl_Position;
    output.dx_Position.x = gl_Position.x;
    output.dx_Position.y = - gl_Position.y;
    output.dx_Position.z = (gl_Position.z + gl_Position.w) * 0.5;
    output.dx_Position.w = gl_Position.w;
    output.gl_FragCoord = gl_Position;
    output.v0 = _vcolor_Stage0;

    return output;
}

VS_OUTPUT main(VS_INPUT input){
    initAttributes(input);

(_vcolor_Stage0 = _color);
(gl_Position = vec4_ctor(_position.x, _position.y, 0.0, 1.0));
(gl_Position = vec4_ctor(((gl_Position.xy * _sk_RTAdjust.xz) + (gl_Position.ww * _sk_RTAdjust.yw)), 0.0, gl_Position.w));
return generateOutput(input);
}
struct PS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    float4 v0 : TEXCOORD0;
};

#pragma warning( disable: 3556 3571 )
float2 vec2_ctor(float x0, float x1)
{
    return float2(x0, x1);
}
float3 vec3_ctor(float2 x0, float x1)
{
    return float3(x0, x1);
}
float4 vec4_ctor(float x0)
{
    return float4(x0, x0, x0, x0);
}
// Uniforms

uniform float4 _uinnerRect_Stage1_c0 : register(c0);
uniform float2 _uradiusPlusHalf_Stage1_c0 : register(c1);
uniform float4 _urectUniform_Stage1_c0_c0 : register(c2);
uniform float3 _u_0_var_Stage1_c0_c0_c0[4] : register(c3);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Varyings
static  float4 _vcolor_Stage0 = {0, 0, 0, 0};

static float4 gl_Color[1] =
{
    float4(0, 0, 0, 0)
};
static float4 gl_FragCoord = float4(0, 0, 0, 0);

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewCoords : packoffset(c1);
    float3 dx_DepthFront : packoffset(c2);
    float2 dx_ViewScale : packoffset(c3);
};

#define GL_USES_FRAG_COLOR
#define GL_USES_FRAG_COORD
@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){
    float rhw = 1.0 / input.gl_FragCoord.w;
    gl_FragCoord.x = input.dx_Position.x;
    gl_FragCoord.y = input.dx_Position.y;
    gl_FragCoord.z = (input.gl_FragCoord.z * rhw) * dx_DepthFront.x + dx_DepthFront.y;
    gl_FragCoord.w = rhw;
    _vcolor_Stage0 = input.v0;

float4 _outputColor_Stage03026 = {0, 0, 0, 0};
(_outputColor_Stage03026 = _vcolor_Stage0);
float4 _output_Stage13027 = {0, 0, 0, 0};
float __8_dx03028 = (_uinnerRect_Stage1_c0.x - gl_FragCoord.x);
float2 __9_dxy13029 = (gl_FragCoord.xy - _uinnerRect_Stage1_c0.zw);
float2 __10_dxy3030 = max(vec2_ctor(max(__8_dx03028, __9_dxy13029.x), __9_dxy13029.y), 0.0);
float __11_topAlpha3031 = clamp((gl_FragCoord.y - _uinnerRect_Stage1_c0.y), 0.0, 1.0);
float __12_alpha3032 = (__11_topAlpha3031 * clamp((_uradiusPlusHalf_Stage1_c0.x - length(__10_dxy3030)), 0.0, 1.0));
(__12_alpha3032 = (1.0 - __12_alpha3032));
float __14_coverage3033 = {0};
{
float4 __15_dists43034 = clamp((float4(1.0, 1.0, -1.0, -1.0) * (gl_FragCoord.xyxy - _urectUniform_Stage1_c0_c0)), 0.0, 1.0);
float2 __16_dists23035 = ((__15_dists43034.xy + __15_dists43034.zw) - 1.0);
(__14_coverage3033 = (__16_dists23035.x * __16_dists23035.y));
}
float __17_alpha3036 = {1.0};
float __18_edge3037 = {0};
(__18_edge3037 = dot(_u_0_var_Stage1_c0_c0_c0[0], vec3_ctor(gl_FragCoord.xy, 1.0)));
float sbde = {0};
if ((__18_edge3037 >= 0.5))
{
(sbde = 1.0);
}
else
{
(sbde = 0.0);
}
(__18_edge3037 = sbde);
(__17_alpha3036 *= __18_edge3037);
(__18_edge3037 = dot(_u_0_var_Stage1_c0_c0_c0[1], vec3_ctor(gl_FragCoord.xy, 1.0)));
float sbdf = {0};
if ((__18_edge3037 >= 0.5))
{
(sbdf = 1.0);
}
else
{
(sbdf = 0.0);
}
(__18_edge3037 = sbdf);
(__17_alpha3036 *= __18_edge3037);
(__18_edge3037 = dot(_u_0_var_Stage1_c0_c0_c0[2], vec3_ctor(gl_FragCoord.xy, 1.0)));
float sbe0 = {0};
if ((__18_edge3037 >= 0.5))
{
(sbe0 = 1.0);
}
else
{
(sbe0 = 0.0);
}
(__18_edge3037 = sbe0);
(__17_alpha3036 *= __18_edge3037);
(__18_edge3037 = dot(_u_0_var_Stage1_c0_c0_c0[3], vec3_ctor(gl_FragCoord.xy, 1.0)));
float sbe1 = {0};
if ((__18_edge3037 >= 0.5))
{
(sbe1 = 1.0);
}
else
{
(sbe1 = 0.0);
}
(__18_edge3037 = sbe1);
(__17_alpha3036 *= __18_edge3037);
(_output_Stage13027 = ((vec4_ctor(__17_alpha3036) * __14_coverage3033) * __12_alpha3032));
{
(gl_Color[0] = (_outputColor_Stage03026 * _output_Stage13027));
}
return generateOutput();
}
R�	gl_Color0gl_Color[0]ystruct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    float4 v0 : TEXCOORD0;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    float4 v0 : TEXCOORD0;
};

void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput)
{
    output.gl_Position = input.gl_Position;
    output.v0 = input.v0; 
    output.gl_FragCoord = input.gl_FragCoord;
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
��$DXBC"���c�F�ڵ�NWc$4D��RDEFh<����RD11< ($\$Globals���\� ����������_sk_RTAdjustfloat4�Microsoft (R) HLSL Shader Compiler 10.1ISGND88TEXCOORD���OSGN�htttSV_PositionTEXCOORD���SHEXhPZjYF� _2_�g� e� e� e� h6� @?�?22F�� օ 6" �A6 
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�DXBC����x,���2��(�4p�,lRDEF4h<���RD11< ($\$Globals���\�p @��������d���������� @���������0<���������_uinnerRect_Stage1_c0float4���6_uradiusPlusHalf_Stage1_c0float2��_urectUniform_Stage1_c0_c0_u_0_var_Stage1_c0_c0_c0float3��Microsoft (R) HLSL Shader Compiler 10.1ISGN�htttSV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX8PjYF� d 2b�e� h62F6B@�?�F� F�:@?�:@�?F� F
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�A@�?8
8� F>STAT�"BPLG���-788efd1c721aP��position
_uposition����������������R��color_ucolor����������������R��sk_RTAdjust
_usk_RTAdjust����������������������������������������R��uinnerRect_Stage1_c0_uuinnerRect_Stage1_c0����������������������������������������P��uradiusPlusHalf_Stage1_c0_uuradiusPlusHalf_Stage1_c0����������������������������������������Q��u_0_var_Stage1_c0_c0[0]_uu_0_var_Stage1_c0_c0[0]����������������������������������������R��urectUniform_Stage1_c0_c0_c0_uurectUniform_Stage1_c0_c0_c0�����������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    float4 v0 : TEXCOORD0;
};
#pragma warning( disable: 3556 3571 )
float4 vec4_ctor(float x0, float x1, float x2, float x3)
{
    return float4(x0, x1, x2, x3);
}
float4 vec4_ctor(float2 x0, float x1, float x2)
{
    return float4(x0, x1, x2);
}
// Uniforms

uniform float4 _sk_RTAdjust : register(c1);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Attributes
static float2 _position = {0, 0};
static float4 _color = {0, 0, 0, 0};

static float4 gl_Position = float4(0, 0, 0, 0);

// Varyings
static  float4 _vcolor_Stage0 = {0, 0, 0, 0};

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewAdjust : packoffset(c1);
    float2 dx_ViewCoords : packoffset(c2);
    float2 dx_ViewScale  : packoffset(c3);
};

@@ VERTEX ATTRIBUTES @@

VS_OUTPUT generateOutput(VS_INPUT input)
{
    VS_OUTPUT output;
    output.gl_Position = gl_Position;
    output.dx_Position.x = gl_Position.x;
    output.dx_Position.y = - gl_Position.y;
    output.dx_Position.z = (gl_Position.z + gl_Position.w) * 0.5;
    output.dx_Position.w = gl_Position.w;
    output.gl_FragCoord = gl_Position;
    output.v0 = _vcolor_Stage0;

    return output;
}

VS_OUTPUT main(VS_INPUT input){
    initAttributes(input);

(_vcolor_Stage0 = _color);
(gl_Position = vec4_ctor(_position.x, _position.y, 0.0, 1.0));
(gl_Position = vec4_ctor(((gl_Position.xy * _sk_RTAdjust.xz) + (gl_Position.ww * _sk_RTAdjust.yw)), 0.0, gl_Position.w));
return generateOutput(input);
}
struct PS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    float4 v0 : TEXCOORD0;
};

#pragma warning( disable: 3556 3571 )
float2 vec2_ctor(float x0, float x1)
{
    return float2(x0, x1);
}
float3 vec3_ctor(float2 x0, float x1)
{
    return float3(x0, x1);
}
float4 vec4_ctor(float x0)
{
    return float4(x0, x0, x0, x0);
}
// Uniforms

uniform float4 _uinnerRect_Stage1_c0 : register(c0);
uniform float2 _uradiusPlusHalf_Stage1_c0 : register(c1);
uniform float3 _u_0_var_Stage1_c0_c0[4] : register(c2);
uniform float4 _urectUniform_Stage1_c0_c0_c0 : register(c6);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Varyings
static  float4 _vcolor_Stage0 = {0, 0, 0, 0};

static float4 gl_Color[1] =
{
    float4(0, 0, 0, 0)
};
static float4 gl_FragCoord = float4(0, 0, 0, 0);

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewCoords : packoffset(c1);
    float3 dx_DepthFront : packoffset(c2);
    float2 dx_ViewScale : packoffset(c3);
};

#define GL_USES_FRAG_COLOR
#define GL_USES_FRAG_COORD
@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){
    float rhw = 1.0 / input.gl_FragCoord.w;
    gl_FragCoord.x = input.dx_Position.x;
    gl_FragCoord.y = input.dx_Position.y;
    gl_FragCoord.z = (input.gl_FragCoord.z * rhw) * dx_DepthFront.x + dx_DepthFront.y;
    gl_FragCoord.w = rhw;
    _vcolor_Stage0 = input.v0;

float4 _outputColor_Stage03026 = {0, 0, 0, 0};
(_outputColor_Stage03026 = _vcolor_Stage0);
float4 _output_Stage13027 = {0, 0, 0, 0};
float __10_dx03028 = (_uinnerRect_Stage1_c0.x - gl_FragCoord.x);
float2 __11_dxy13029 = (gl_FragCoord.xy - _uinnerRect_Stage1_c0.zw);
float2 __12_dxy3030 = max(vec2_ctor(max(__10_dx03028, __11_dxy13029.x), __11_dxy13029.y), 0.0);
float __13_topAlpha3031 = clamp((gl_FragCoord.y - _uinnerRect_Stage1_c0.y), 0.0, 1.0);
float __14_alpha3032 = (__13_topAlpha3031 * clamp((_uradiusPlusHalf_Stage1_c0.x - length(__12_dxy3030)), 0.0, 1.0));
(__14_alpha3032 = (1.0 - __14_alpha3032));
float __15_alpha3033 = {1.0};
float __16_edge3034 = {0};
(__16_edge3034 = dot(_u_0_var_Stage1_c0_c0[0], vec3_ctor(gl_FragCoord.xy, 1.0)));
float sbde = {0};
if ((__16_edge3034 >= 0.5))
{
(sbde = 1.0);
}
else
{
(sbde = 0.0);
}
(__16_edge3034 = sbde);
(__15_alpha3033 *= __16_edge3034);
(__16_edge3034 = dot(_u_0_var_Stage1_c0_c0[1], vec3_ctor(gl_FragCoord.xy, 1.0)));
float sbdf = {0};
if ((__16_edge3034 >= 0.5))
{
(sbdf = 1.0);
}
else
{
(sbdf = 0.0);
}
(__16_edge3034 = sbdf);
(__15_alpha3033 *= __16_edge3034);
(__16_edge3034 = dot(_u_0_var_Stage1_c0_c0[2], vec3_ctor(gl_FragCoord.xy, 1.0)));
float sbe0 = {0};
if ((__16_edge3034 >= 0.5))
{
(sbe0 = 1.0);
}
else
{
(sbe0 = 0.0);
}
(__16_edge3034 = sbe0);
(__15_alpha3033 *= __16_edge3034);
(__16_edge3034 = dot(_u_0_var_Stage1_c0_c0[3], vec3_ctor(gl_FragCoord.xy, 1.0)));
float sbe1 = {0};
if ((__16_edge3034 >= 0.5))
{
(sbe1 = 1.0);
}
else
{
(sbe1 = 0.0);
}
(__16_edge3034 = sbe1);
(__15_alpha3033 *= __16_edge3034);
float __18_coverage3035 = {0};
{
float4 __19_dists43036 = clamp((float4(1.0, 1.0, -1.0, -1.0) * (gl_FragCoord.xyxy - _urectUniform_Stage1_c0_c0_c0)), 0.0, 1.0);
float2 __20_dists23037 = ((__19_dists43036.xy + __19_dists43036.zw) - 1.0);
(__18_coverage3035 = (__20_dists23037.x * __20_dists23037.y));
}
(_output_Stage13027 = ((vec4_ctor(__18_coverage3035) * __15_alpha3033) * __14_alpha3032));
{
(gl_Color[0] = (_outputColor_Stage03026 * _output_Stage13027));
}
return generateOutput();
}
R�	gl_Color0gl_Color[0]ystruct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    float4 v0 : TEXCOORD0;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    float4 v0 : TEXCOORD0;
};

void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput)
{
    output.gl_Position = input.gl_Position;
    output.v0 = input.v0; 
    output.gl_FragCoord = input.gl_FragCoord;
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
��$DXBC"���c�F�ڵ�NWc$4D��RDEFh<����RD11< ($\$Globals���\� ����������_sk_RTAdjustfloat4�Microsoft (R) HLSL Shader Compiler 10.1ISGND88TEXCOORD���OSGN�htttSV_PositionTEXCOORD���SHEXhPZjYF� _2_�g� e� e� e� h6� @?�?22F�� օ 6" �A6 
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�DXBC�����CT�f�t4t�0pRDEF8h<���RD11< ($\$Globals���\�p @��������d���������� <����������`@��������_uinnerRect_Stage1_c0float4���6_uradiusPlusHalf_Stage1_c0float2��_u_0_var_Stage1_c0_c0float3����_urectUniform_Stage1_c0_c0_c0Microsoft (R) HLSL Shader Compiler 10.1��ISGN�htttSV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX8PjYF� d 2b�e� h62F6B@�?�F� F�:@?�:@�?F� F
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8� F>STAT�"BPLG��+0788efd1c721aP��position
_uposition����������������R��color_ucolor����������������R��sk_RTAdjust
_usk_RTAdjust����������������������������������������R��uinnerRect_Stage1_c0_uuinnerRect_Stage1_c0����������������������������������������P��uradiusPlusHalf_Stage1_c0_uuradiusPlusHalf_Stage1_c0����������������������������������������R��uinnerRect_Stage1_c0_c0_uuinnerRect_Stage1_c0_c0����������������������������������������P��uradiusPlusHalf_Stage1_c0_c0_uuradiusPlusHalf_Stage1_c0_c0����������������������������������������Q��u_0_var_Stage1_c0_c0_c0[0]_uu_0_var_Stage1_c0_c0_c0[0]����������������������������������������������	���������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    float4 v0 : TEXCOORD0;
};
#pragma warning( disable: 3556 3571 )
float4 vec4_ctor(float x0, float x1, float x2, float x3)
{
    return float4(x0, x1, x2, x3);
}
float4 vec4_ctor(float2 x0, float x1, float x2)
{
    return float4(x0, x1, x2);
}
// Uniforms

uniform float4 _sk_RTAdjust : register(c1);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Attributes
static float2 _position = {0, 0};
static float4 _color = {0, 0, 0, 0};

static float4 gl_Position = float4(0, 0, 0, 0);

// Varyings
static  float4 _vcolor_Stage0 = {0, 0, 0, 0};

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewAdjust : packoffset(c1);
    float2 dx_ViewCoords : packoffset(c2);
    float2 dx_ViewScale  : packoffset(c3);
};

@@ VERTEX ATTRIBUTES @@

VS_OUTPUT generateOutput(VS_INPUT input)
{
    VS_OUTPUT output;
    output.gl_Position = gl_Position;
    output.dx_Position.x = gl_Position.x;
    output.dx_Position.y = - gl_Position.y;
    output.dx_Position.z = (gl_Position.z + gl_Position.w) * 0.5;
    output.dx_Position.w = gl_Position.w;
    output.gl_FragCoord = gl_Position;
    output.v0 = _vcolor_Stage0;

    return output;
}

VS_OUTPUT main(VS_INPUT input){
    initAttributes(input);

(_vcolor_Stage0 = _color);
(gl_Position = vec4_ctor(_position.x, _position.y, 0.0, 1.0));
(gl_Position = vec4_ctor(((gl_Position.xy * _sk_RTAdjust.xz) + (gl_Position.ww * _sk_RTAdjust.yw)), 0.0, gl_Position.w));
return generateOutput(input);
}
�struct PS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    float4 v0 : TEXCOORD0;
};

#pragma warning( disable: 3556 3571 )
float2 vec2_ctor(float x0, float x1)
{
    return float2(x0, x1);
}
float3 vec3_ctor(float2 x0, float x1)
{
    return float3(x0, x1);
}
float4 vec4_ctor(float x0)
{
    return float4(x0, x0, x0, x0);
}
// Uniforms

uniform float4 _uinnerRect_Stage1_c0 : register(c0);
uniform float2 _uradiusPlusHalf_Stage1_c0 : register(c1);
uniform float4 _uinnerRect_Stage1_c0_c0 : register(c2);
uniform float2 _uradiusPlusHalf_Stage1_c0_c0 : register(c3);
uniform float3 _u_0_var_Stage1_c0_c0_c0[4] : register(c4);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Varyings
static  float4 _vcolor_Stage0 = {0, 0, 0, 0};

static float4 gl_Color[1] =
{
    float4(0, 0, 0, 0)
};
static float4 gl_FragCoord = float4(0, 0, 0, 0);

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewCoords : packoffset(c1);
    float3 dx_DepthFront : packoffset(c2);
    float2 dx_ViewScale : packoffset(c3);
};

#define GL_USES_FRAG_COLOR
#define GL_USES_FRAG_COORD
@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){
    float rhw = 1.0 / input.gl_FragCoord.w;
    gl_FragCoord.x = input.dx_Position.x;
    gl_FragCoord.y = input.dx_Position.y;
    gl_FragCoord.z = (input.gl_FragCoord.z * rhw) * dx_DepthFront.x + dx_DepthFront.y;
    gl_FragCoord.w = rhw;
    _vcolor_Stage0 = input.v0;

float4 _outputColor_Stage03027 = {0, 0, 0, 0};
(_outputColor_Stage03027 = _vcolor_Stage0);
float4 _output_Stage13028 = {0, 0, 0, 0};
float __9_dx03029 = (_uinnerRect_Stage1_c0.x - gl_FragCoord.x);
float2 __10_dxy13030 = (gl_FragCoord.xy - _uinnerRect_Stage1_c0.zw);
float2 __11_dxy3031 = max(vec2_ctor(max(__9_dx03029, __10_dxy13030.x), __10_dxy13030.y), 0.0);
float __12_topAlpha3032 = clamp((gl_FragCoord.y - _uinnerRect_Stage1_c0.y), 0.0, 1.0);
float __13_alpha3033 = (__12_topAlpha3032 * clamp((_uradiusPlusHalf_Stage1_c0.x - length(__11_dxy3031)), 0.0, 1.0));
float __14_dx03034 = (_uinnerRect_Stage1_c0_c0.x - gl_FragCoord.x);
float2 __15_dxy13035 = (gl_FragCoord.xy - _uinnerRect_Stage1_c0_c0.zw);
float2 __16_dxy3036 = max(vec2_ctor(max(__14_dx03034, __15_dxy13035.x), __15_dxy13035.y), 0.0);
float __17_topAlpha3037 = clamp((gl_FragCoord.y - _uinnerRect_Stage1_c0_c0.y), 0.0, 1.0);
float __18_alpha3038 = (__17_topAlpha3037 * clamp((_uradiusPlusHalf_Stage1_c0_c0.x - length(__16_dxy3036)), 0.0, 1.0));
(__18_alpha3038 = (1.0 - __18_alpha3038));
float __19_alpha3039 = {1.0};
float __20_edge3040 = {0};
(__20_edge3040 = dot(_u_0_var_Stage1_c0_c0_c0[0], vec3_ctor(gl_FragCoord.xy, 1.0)));
float sbe1 = {0};
if ((__20_edge3040 >= 0.5))
{
(sbe1 = 1.0);
}
else
{
(sbe1 = 0.0);
}
(__20_edge3040 = sbe1);
(__19_alpha3039 *= __20_edge3040);
(__20_edge3040 = dot(_u_0_var_Stage1_c0_c0_c0[1], vec3_ctor(gl_FragCoord.xy, 1.0)));
float sbe2 = {0};
if ((__20_edge3040 >= 0.5))
{
(sbe2 = 1.0);
}
else
{
(sbe2 = 0.0);
}
(__20_edge3040 = sbe2);
(__19_alpha3039 *= __20_edge3040);
(__20_edge3040 = dot(_u_0_var_Stage1_c0_c0_c0[2], vec3_ctor(gl_FragCoord.xy, 1.0)));
float sbe3 = {0};
if ((__20_edge3040 >= 0.5))
{
(sbe3 = 1.0);
}
else
{
(sbe3 = 0.0);
}
(__20_edge3040 = sbe3);
(__19_alpha3039 *= __20_edge3040);
(__20_edge3040 = dot(_u_0_var_Stage1_c0_c0_c0[3], vec3_ctor(gl_FragCoord.xy, 1.0)));
float sbe4 = {0};
if ((__20_edge3040 >= 0.5))
{
(sbe4 = 1.0);
}
else
{
(sbe4 = 0.0);
}
(__20_edge3040 = sbe4);
(__19_alpha3039 *= __20_edge3040);
(_output_Stage13028 = ((vec4_ctor(__19_alpha3039) * __18_alpha3038) * __13_alpha3033));
{
(gl_Color[0] = (_outputColor_Stage03027 * _output_Stage13028));
}
return generateOutput();
}
R�	gl_Color0gl_Color[0]ystruct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    float4 v0 : TEXCOORD0;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    float4 v0 : TEXCOORD0;
};

void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput)
{
    output.gl_Position = input.gl_Position;
    output.v0 = input.v0; 
    output.gl_FragCoord = input.gl_FragCoord;
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
��$DXBC"���c�F�ڵ�NWc$4D��RDEFh<����RD11< ($\$Globals���\� ����������_sk_RTAdjustfloat4�Microsoft (R) HLSL Shader Compiler 10.1ISGND88TEXCOORD���OSGN�htttSV_PositionTEXCOORD���SHEXhPZjYF� _2_�g� e� e� e� h6� @?�?22F�� օ 6" �A6 
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��DXBC1 ��%1�����zzG�4�<pRDEFxh<���PRD11< ($\$Globals���\��Hh������������������� h���������0���������@<,��������_uinnerRect_Stage1_c0float4���^_uradiusPlusHalf_Stage1_c0float2���_uinnerRect_Stage1_c0_c0_uradiusPlusHalf_Stage1_c0_c0_u_0_var_Stage1_c0_c0_c0float3�$Microsoft (R) HLSL Shader Compiler 10.1ISGN�htttSV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX�P'jYF� d 2b�e� h62F6B@�?�F� F�:@?�:@�?F� F
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8� F>STAT�&BPLG���3788efd1c721aP��position
_uposition����������������R��color_ucolor����������������R��sk_RTAdjust
_usk_RTAdjust����������������������������������������R��uinnerRect_Stage1_c0_uuinnerRect_Stage1_c0����������������������������������������P��uradiusPlusHalf_Stage1_c0_uuradiusPlusHalf_Stage1_c0����������������������������������������R��uinnerRect_Stage1_c0_c0_uuinnerRect_Stage1_c0_c0����������������������������������������P��uradiusPlusHalf_Stage1_c0_c0_uuradiusPlusHalf_Stage1_c0_c0����������������������������������������R��urectUniform_Stage1_c0_c0_c0_uurectUniform_Stage1_c0_c0_c0����������������������������������������Q��u_0_var_Stage1_c0_c0_c0_c0[0]_uu_0_var_Stage1_c0_c0_c0_c0[0]����������������������������������������������
�����������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    float4 v0 : TEXCOORD0;
};
#pragma warning( disable: 3556 3571 )
float4 vec4_ctor(float x0, float x1, float x2, float x3)
{
    return float4(x0, x1, x2, x3);
}
float4 vec4_ctor(float2 x0, float x1, float x2)
{
    return float4(x0, x1, x2);
}
// Uniforms

uniform float4 _sk_RTAdjust : register(c1);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Attributes
static float2 _position = {0, 0};
static float4 _color = {0, 0, 0, 0};

static float4 gl_Position = float4(0, 0, 0, 0);

// Varyings
static  float4 _vcolor_Stage0 = {0, 0, 0, 0};

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewAdjust : packoffset(c1);
    float2 dx_ViewCoords : packoffset(c2);
    float2 dx_ViewScale  : packoffset(c3);
};

@@ VERTEX ATTRIBUTES @@

VS_OUTPUT generateOutput(VS_INPUT input)
{
    VS_OUTPUT output;
    output.gl_Position = gl_Position;
    output.dx_Position.x = gl_Position.x;
    output.dx_Position.y = - gl_Position.y;
    output.dx_Position.z = (gl_Position.z + gl_Position.w) * 0.5;
    output.dx_Position.w = gl_Position.w;
    output.gl_FragCoord = gl_Position;
    output.v0 = _vcolor_Stage0;

    return output;
}

VS_OUTPUT main(VS_INPUT input){
    initAttributes(input);

(_vcolor_Stage0 = _color);
(gl_Position = vec4_ctor(_position.x, _position.y, 0.0, 1.0));
(gl_Position = vec4_ctor(((gl_Position.xy * _sk_RTAdjust.xz) + (gl_Position.ww * _sk_RTAdjust.yw)), 0.0, gl_Position.w));
return generateOutput(input);
}
gstruct PS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    float4 v0 : TEXCOORD0;
};

#pragma warning( disable: 3556 3571 )
float2 vec2_ctor(float x0, float x1)
{
    return float2(x0, x1);
}
float3 vec3_ctor(float2 x0, float x1)
{
    return float3(x0, x1);
}
float4 vec4_ctor(float x0)
{
    return float4(x0, x0, x0, x0);
}
// Uniforms

uniform float4 _uinnerRect_Stage1_c0 : register(c0);
uniform float2 _uradiusPlusHalf_Stage1_c0 : register(c1);
uniform float4 _uinnerRect_Stage1_c0_c0 : register(c2);
uniform float2 _uradiusPlusHalf_Stage1_c0_c0 : register(c3);
uniform float4 _urectUniform_Stage1_c0_c0_c0 : register(c4);
uniform float3 _u_0_var_Stage1_c0_c0_c0_c0[4] : register(c5);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Varyings
static  float4 _vcolor_Stage0 = {0, 0, 0, 0};

static float4 gl_Color[1] =
{
    float4(0, 0, 0, 0)
};
static float4 gl_FragCoord = float4(0, 0, 0, 0);

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewCoords : packoffset(c1);
    float3 dx_DepthFront : packoffset(c2);
    float2 dx_ViewScale : packoffset(c3);
};

#define GL_USES_FRAG_COLOR
#define GL_USES_FRAG_COORD
@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){
    float rhw = 1.0 / input.gl_FragCoord.w;
    gl_FragCoord.x = input.dx_Position.x;
    gl_FragCoord.y = input.dx_Position.y;
    gl_FragCoord.z = (input.gl_FragCoord.z * rhw) * dx_DepthFront.x + dx_DepthFront.y;
    gl_FragCoord.w = rhw;
    _vcolor_Stage0 = input.v0;

float4 _outputColor_Stage03028 = {0, 0, 0, 0};
(_outputColor_Stage03028 = _vcolor_Stage0);
float4 _output_Stage13029 = {0, 0, 0, 0};
float __19_dx03030 = (_uinnerRect_Stage1_c0.x - gl_FragCoord.x);
float2 __20_dxy13031 = (gl_FragCoord.xy - _uinnerRect_Stage1_c0.zw);
float2 __21_dxy3032 = max(vec2_ctor(max(__19_dx03030, __20_dxy13031.x), __20_dxy13031.y), 0.0);
float __22_topAlpha3033 = clamp((gl_FragCoord.y - _uinnerRect_Stage1_c0.y), 0.0, 1.0);
float __23_alpha3034 = (__22_topAlpha3033 * clamp((_uradiusPlusHalf_Stage1_c0.x - length(__21_dxy3032)), 0.0, 1.0));
float __24_dx03035 = (_uinnerRect_Stage1_c0_c0.x - gl_FragCoord.x);
float2 __25_dxy13036 = (gl_FragCoord.xy - _uinnerRect_Stage1_c0_c0.zw);
float2 __26_dxy3037 = max(vec2_ctor(max(__24_dx03035, __25_dxy13036.x), __25_dxy13036.y), 0.0);
float __27_topAlpha3038 = clamp((gl_FragCoord.y - _uinnerRect_Stage1_c0_c0.y), 0.0, 1.0);
float __28_alpha3039 = (__27_topAlpha3038 * clamp((_uradiusPlusHalf_Stage1_c0_c0.x - length(__26_dxy3037)), 0.0, 1.0));
(__28_alpha3039 = (1.0 - __28_alpha3039));
float __30_coverage3040 = {0};
{
float4 __31_dists43041 = clamp((float4(1.0, 1.0, -1.0, -1.0) * (gl_FragCoord.xyxy - _urectUniform_Stage1_c0_c0_c0)), 0.0, 1.0);
float2 __32_dists23042 = ((__31_dists43041.xy + __31_dists43041.zw) - 1.0);
(__30_coverage3040 = (__32_dists23042.x * __32_dists23042.y));
}
float __33_alpha3043 = {1.0};
float __34_edge3044 = {0};
(__34_edge3044 = dot(_u_0_var_Stage1_c0_c0_c0_c0[0], vec3_ctor(gl_FragCoord.xy, 1.0)));
float sbe5 = {0};
if ((__34_edge3044 >= 0.5))
{
(sbe5 = 1.0);
}
else
{
(sbe5 = 0.0);
}
(__34_edge3044 = sbe5);
(__33_alpha3043 *= __34_edge3044);
(__34_edge3044 = dot(_u_0_var_Stage1_c0_c0_c0_c0[1], vec3_ctor(gl_FragCoord.xy, 1.0)));
float sbe6 = {0};
if ((__34_edge3044 >= 0.5))
{
(sbe6 = 1.0);
}
else
{
(sbe6 = 0.0);
}
(__34_edge3044 = sbe6);
(__33_alpha3043 *= __34_edge3044);
(__34_edge3044 = dot(_u_0_var_Stage1_c0_c0_c0_c0[2], vec3_ctor(gl_FragCoord.xy, 1.0)));
float sbe7 = {0};
if ((__34_edge3044 >= 0.5))
{
(sbe7 = 1.0);
}
else
{
(sbe7 = 0.0);
}
(__34_edge3044 = sbe7);
(__33_alpha3043 *= __34_edge3044);
(__34_edge3044 = dot(_u_0_var_Stage1_c0_c0_c0_c0[3], vec3_ctor(gl_FragCoord.xy, 1.0)));
float sbe8 = {0};
if ((__34_edge3044 >= 0.5))
{
(sbe8 = 1.0);
}
else
{
(sbe8 = 0.0);
}
(__34_edge3044 = sbe8);
(__33_alpha3043 *= __34_edge3044);
(_output_Stage13029 = (((vec4_ctor(__33_alpha3043) * __30_coverage3040) * __28_alpha3039) * __23_alpha3034));
{
(gl_Color[0] = (_outputColor_Stage03028 * _output_Stage13029));
}
return generateOutput();
}
R�	gl_Color0gl_Color[0]ystruct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    float4 v0 : TEXCOORD0;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    float4 v0 : TEXCOORD0;
};

void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput)
{
    output.gl_Position = input.gl_Position;
    output.v0 = input.v0; 
    output.gl_FragCoord = input.gl_FragCoord;
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
��$DXBC"���c�F�ڵ�NWc$4D��RDEFh<����RD11< ($\$Globals���\� ����������_sk_RTAdjustfloat4�Microsoft (R) HLSL Shader Compiler 10.1ISGND88TEXCOORD���OSGN�htttSV_PositionTEXCOORD���SHEXhPZjYF� _2_�g� e� e� e� h6� @?�?22F�� օ 6" �A6 
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��	DXBC�ؼ|iP}&���G3��	4���$	RDEF�h<����RD11< ($\$Globals���\��p�������������������� ���������0���������3@���������QP<t��������_uinnerRect_Stage1_c0float4����_uradiusPlusHalf_Stage1_c0float2���_uinnerRect_Stage1_c0_c0_uradiusPlusHalf_Stage1_c0_c0_urectUniform_Stage1_c0_c0_c0_u_0_var_Stage1_c0_c0_c0_c0float3mMicrosoft (R) HLSL Shader Compiler 10.1ISGN�htttSV_PositionTEXCOORD���OSGN, SV_TARGET��SHEXdPYjYF� 	d 2b�e� h62F6B@�?�F� F�:@?�:@�?F� F
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8� F>STAT�,$BPLG���3788efd1c721aP��position
_uposition����������������R��color_ucolor����������������R��sk_RTAdjust
_usk_RTAdjust����������������������������������������R��uinnerRect_Stage1_c0_uuinnerRect_Stage1_c0����������������������������������������P��uradiusPlusHalf_Stage1_c0_uuradiusPlusHalf_Stage1_c0����������������������������������������R��uinnerRect_Stage1_c0_c0_uuinnerRect_Stage1_c0_c0����������������������������������������P��uradiusPlusHalf_Stage1_c0_c0_uuradiusPlusHalf_Stage1_c0_c0����������������������������������������Q��u_0_var_Stage1_c0_c0_c0[0]_uu_0_var_Stage1_c0_c0_c0[0]����������������������������������������R��urectUniform_Stage1_c0_c0_c0_c0!_uurectUniform_Stage1_c0_c0_c0_c0����������������������������������������������
�����������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    float4 v0 : TEXCOORD0;
};
#pragma warning( disable: 3556 3571 )
float4 vec4_ctor(float x0, float x1, float x2, float x3)
{
    return float4(x0, x1, x2, x3);
}
float4 vec4_ctor(float2 x0, float x1, float x2)
{
    return float4(x0, x1, x2);
}
// Uniforms

uniform float4 _sk_RTAdjust : register(c1);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Attributes
static float2 _position = {0, 0};
static float4 _color = {0, 0, 0, 0};

static float4 gl_Position = float4(0, 0, 0, 0);

// Varyings
static  float4 _vcolor_Stage0 = {0, 0, 0, 0};

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewAdjust : packoffset(c1);
    float2 dx_ViewCoords : packoffset(c2);
    float2 dx_ViewScale  : packoffset(c3);
};

@@ VERTEX ATTRIBUTES @@

VS_OUTPUT generateOutput(VS_INPUT input)
{
    VS_OUTPUT output;
    output.gl_Position = gl_Position;
    output.dx_Position.x = gl_Position.x;
    output.dx_Position.y = - gl_Position.y;
    output.dx_Position.z = (gl_Position.z + gl_Position.w) * 0.5;
    output.dx_Position.w = gl_Position.w;
    output.gl_FragCoord = gl_Position;
    output.v0 = _vcolor_Stage0;

    return output;
}

VS_OUTPUT main(VS_INPUT input){
    initAttributes(input);

(_vcolor_Stage0 = _color);
(gl_Position = vec4_ctor(_position.x, _position.y, 0.0, 1.0));
(gl_Position = vec4_ctor(((gl_Position.xy * _sk_RTAdjust.xz) + (gl_Position.ww * _sk_RTAdjust.yw)), 0.0, gl_Position.w));
return generateOutput(input);
}
^struct PS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    float4 v0 : TEXCOORD0;
};

#pragma warning( disable: 3556 3571 )
float2 vec2_ctor(float x0, float x1)
{
    return float2(x0, x1);
}
float3 vec3_ctor(float2 x0, float x1)
{
    return float3(x0, x1);
}
float4 vec4_ctor(float x0)
{
    return float4(x0, x0, x0, x0);
}
// Uniforms

uniform float4 _uinnerRect_Stage1_c0 : register(c0);
uniform float2 _uradiusPlusHalf_Stage1_c0 : register(c1);
uniform float4 _uinnerRect_Stage1_c0_c0 : register(c2);
uniform float2 _uradiusPlusHalf_Stage1_c0_c0 : register(c3);
uniform float3 _u_0_var_Stage1_c0_c0_c0[4] : register(c4);
uniform float4 _urectUniform_Stage1_c0_c0_c0_c0 : register(c8);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Varyings
static  float4 _vcolor_Stage0 = {0, 0, 0, 0};

static float4 gl_Color[1] =
{
    float4(0, 0, 0, 0)
};
static float4 gl_FragCoord = float4(0, 0, 0, 0);

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewCoords : packoffset(c1);
    float3 dx_DepthFront : packoffset(c2);
    float2 dx_ViewScale : packoffset(c3);
};

#define GL_USES_FRAG_COLOR
#define GL_USES_FRAG_COORD
@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){
    float rhw = 1.0 / input.gl_FragCoord.w;
    gl_FragCoord.x = input.dx_Position.x;
    gl_FragCoord.y = input.dx_Position.y;
    gl_FragCoord.z = (input.gl_FragCoord.z * rhw) * dx_DepthFront.x + dx_DepthFront.y;
    gl_FragCoord.w = rhw;
    _vcolor_Stage0 = input.v0;

float4 _outputColor_Stage03028 = {0, 0, 0, 0};
(_outputColor_Stage03028 = _vcolor_Stage0);
float4 _output_Stage13029 = {0, 0, 0, 0};
float __21_dx03030 = (_uinnerRect_Stage1_c0.x - gl_FragCoord.x);
float2 __22_dxy13031 = (gl_FragCoord.xy - _uinnerRect_Stage1_c0.zw);
float2 __23_dxy3032 = max(vec2_ctor(max(__21_dx03030, __22_dxy13031.x), __22_dxy13031.y), 0.0);
float __24_topAlpha3033 = clamp((gl_FragCoord.y - _uinnerRect_Stage1_c0.y), 0.0, 1.0);
float __25_alpha3034 = (__24_topAlpha3033 * clamp((_uradiusPlusHalf_Stage1_c0.x - length(__23_dxy3032)), 0.0, 1.0));
float __26_dx03035 = (_uinnerRect_Stage1_c0_c0.x - gl_FragCoord.x);
float2 __27_dxy13036 = (gl_FragCoord.xy - _uinnerRect_Stage1_c0_c0.zw);
float2 __28_dxy3037 = max(vec2_ctor(max(__26_dx03035, __27_dxy13036.x), __27_dxy13036.y), 0.0);
float __29_topAlpha3038 = clamp((gl_FragCoord.y - _uinnerRect_Stage1_c0_c0.y), 0.0, 1.0);
float __30_alpha3039 = (__29_topAlpha3038 * clamp((_uradiusPlusHalf_Stage1_c0_c0.x - length(__28_dxy3037)), 0.0, 1.0));
(__30_alpha3039 = (1.0 - __30_alpha3039));
float __31_alpha3040 = {1.0};
float __32_edge3041 = {0};
(__32_edge3041 = dot(_u_0_var_Stage1_c0_c0_c0[0], vec3_ctor(gl_FragCoord.xy, 1.0)));
float sbe5 = {0};
if ((__32_edge3041 >= 0.5))
{
(sbe5 = 1.0);
}
else
{
(sbe5 = 0.0);
}
(__32_edge3041 = sbe5);
(__31_alpha3040 *= __32_edge3041);
(__32_edge3041 = dot(_u_0_var_Stage1_c0_c0_c0[1], vec3_ctor(gl_FragCoord.xy, 1.0)));
float sbe6 = {0};
if ((__32_edge3041 >= 0.5))
{
(sbe6 = 1.0);
}
else
{
(sbe6 = 0.0);
}
(__32_edge3041 = sbe6);
(__31_alpha3040 *= __32_edge3041);
(__32_edge3041 = dot(_u_0_var_Stage1_c0_c0_c0[2], vec3_ctor(gl_FragCoord.xy, 1.0)));
float sbe7 = {0};
if ((__32_edge3041 >= 0.5))
{
(sbe7 = 1.0);
}
else
{
(sbe7 = 0.0);
}
(__32_edge3041 = sbe7);
(__31_alpha3040 *= __32_edge3041);
(__32_edge3041 = dot(_u_0_var_Stage1_c0_c0_c0[3], vec3_ctor(gl_FragCoord.xy, 1.0)));
float sbe8 = {0};
if ((__32_edge3041 >= 0.5))
{
(sbe8 = 1.0);
}
else
{
(sbe8 = 0.0);
}
(__32_edge3041 = sbe8);
(__31_alpha3040 *= __32_edge3041);
float __34_coverage3042 = {0};
{
float4 __35_dists43043 = clamp((float4(1.0, 1.0, -1.0, -1.0) * (gl_FragCoord.xyxy - _urectUniform_Stage1_c0_c0_c0_c0)), 0.0, 1.0);
float2 __36_dists23044 = ((__35_dists43043.xy + __35_dists43043.zw) - 1.0);
(__34_coverage3042 = (__36_dists23044.x * __36_dists23044.y));
}
(_output_Stage13029 = (((vec4_ctor(__34_coverage3042) * __31_alpha3040) * __30_alpha3039) * __25_alpha3034));
{
(gl_Color[0] = (_outputColor_Stage03028 * _output_Stage13029));
}
return generateOutput();
}
R�	gl_Color0gl_Color[0]ystruct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    float4 v0 : TEXCOORD0;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    float4 v0 : TEXCOORD0;
};

void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput)
{
    output.gl_Position = input.gl_Position;
    output.v0 = input.v0; 
    output.gl_FragCoord = input.gl_FragCoord;
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
��$DXBC"���c�F�ڵ�NWc$4D��RDEFh<����RD11< ($\$Globals���\� ����������_sk_RTAdjustfloat4�Microsoft (R) HLSL Shader Compiler 10.1ISGND88TEXCOORD���OSGN�htttSV_PositionTEXCOORD���SHEXhPZjYF� _2_�g� e� e� e� h6� @?�?22F�� օ 6" �A6 
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��	DXBC)Q"ksW��g����YZ��	4��(	RDEF�h<����RD11< ($\$Globals���\��p�������������������� ���������0���������3@<T��������x����������_uinnerRect_Stage1_c0float4����_uradiusPlusHalf_Stage1_c0float2���_uinnerRect_Stage1_c0_c0_uradiusPlusHalf_Stage1_c0_c0_u_0_var_Stage1_c0_c0_c0float3�L_urectUniform_Stage1_c0_c0_c0_c0Microsoft (R) HLSL Shader Compiler 10.1���ISGN�htttSV_PositionTEXCOORD���OSGN, SV_TARGET��SHEXdPYjYF� 	d 2b�e� h62F6B@�?�F� F�:@?�:@�?F� F
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8� F>STAT�,$BPLG��?788efd1c721aP��position
_uposition����������������P��
localCoord_ulocalCoord����������������R��sk_RTAdjust
_usk_RTAdjust����������������������������������������P��u_0_Increment_Stage1_c0_uu_0_Increment_Stage1_c0����������������������������������������R��u_1_Kernel_Stage1_c0[0]_uu_1_Kernel_Stage1_c0[0]����������������������������������������[��umatrix_Stage1_c0_c0_uumatrix_Stage1_c0_c0����������������������������������������^�uTextureSampler_0_Stage1_uuTextureSampler_0_Stage1������������������������������������������^�����	������������������������������������������������������������������������������������������������������������������������������������������������������������������Tstruct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float2 v0 : TEXCOORD0;
};
#pragma warning( disable: 3556 3571 )
float4 vec4_ctor(float x0, float x1, float x2, float x3)
{
    return float4(x0, x1, x2, x3);
}
float4 vec4_ctor(float2 x0, float x1, float x2)
{
    return float4(x0, x1, x2);
}
// Uniforms

uniform float4 _sk_RTAdjust : register(c1);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Attributes
static float2 _position = {0, 0};
static float2 _localCoord = {0, 0};

static float4 gl_Position = float4(0, 0, 0, 0);

// Varyings
static  float2 _vLocalCoord_Stage0 = {0, 0};

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewAdjust : packoffset(c1);
    float2 dx_ViewCoords : packoffset(c2);
    float2 dx_ViewScale  : packoffset(c3);
};

@@ VERTEX ATTRIBUTES @@

VS_OUTPUT generateOutput(VS_INPUT input)
{
    VS_OUTPUT output;
    output.gl_Position = gl_Position;
    output.dx_Position.x = gl_Position.x;
    output.dx_Position.y = - gl_Position.y;
    output.dx_Position.z = (gl_Position.z + gl_Position.w) * 0.5;
    output.dx_Position.w = gl_Position.w;
    output.v0 = _vLocalCoord_Stage0;

    return output;
}

VS_OUTPUT main(VS_INPUT input){
    initAttributes(input);

(_vLocalCoord_Stage0 = _localCoord);
(gl_Position = vec4_ctor(_position.x, _position.y, 0.0, 1.0));
(gl_Position = vec4_ctor(((gl_Position.xy * _sk_RTAdjust.xz) + (gl_Position.ww * _sk_RTAdjust.yw)), 0.0, gl_Position.w));
return generateOutput(input);
}
3struct PS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float2 v0 : TEXCOORD0;
};

#pragma warning( disable: 3556 3571 )
float3 vec3_ctor(float2 x0, float x1)
{
    return float3(x0, x1);
}
float4 vec4_ctor(float x0, float x1, float x2, float x3)
{
    return float4(x0, x1, x2, x3);
}
// Uniforms

uniform float2 _u_0_Increment_Stage1_c0 : register(c0);
uniform float4 _u_1_Kernel_Stage1_c0[5] : register(c1);
uniform float3x3 _umatrix_Stage1_c0_c0 : register(c6);
static const uint _uTextureSampler_0_Stage1 = 0;
uniform Texture2D<float4> textures2D[1] : register(t0);
uniform SamplerState samplers2D[1] : register(s0);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Varyings
static  float2 _vLocalCoord_Stage0 = {0, 0};

static float4 gl_Color[1] =
{
    float4(0, 0, 0, 0)
};

cbuffer DriverConstants : register(b1)
{
    struct SamplerMetadata
    {
        int baseLevel;
        int internalFormatBits;
        int wrapModes;
        int padding;
        int4 intBorderColor;
    };
    SamplerMetadata samplerMetadata[1] : packoffset(c4);
};

#define GL_USES_FRAG_COLOR
float4 gl_texture2D(uint samplerIndex, float2 t)
{
    return textures2D[samplerIndex].Sample(samplers2D[samplerIndex], float2(t.x, t.y));
}

float4 f_MatrixEffect_Stage1_c0_c0_h4h4f2_float4(in float4 __input, in float2 __coords)
{
return vec4_ctor(0.0, 0.0, 0.0, gl_texture2D(_uTextureSampler_0_Stage1, mul(transpose(_umatrix_Stage1_c0_c0), vec3_ctor(__coords, 1.0)).xy).x);
}
@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){
    _vLocalCoord_Stage0 = input.v0.xy;

float4 _outputColor_Stage03029 = {1.0, 1.0, 1.0, 1.0};
float4 _output_Stage13030 = {0, 0, 0, 0};
float4 __0_color3031 = {0.0, 0.0, 0.0, 0.0};
float2 __1_coord3032 = (_vLocalCoord_Stage0 - (9.0 * _u_0_Increment_Stage1_c0));
(__0_color3031 += (f_MatrixEffect_Stage1_c0_c0_h4h4f2_float4(_outputColor_Stage03029, __1_coord3032) * _u_1_Kernel_Stage1_c0[0].x));
(__1_coord3032 += _u_0_Increment_Stage1_c0);
(__0_color3031 += (f_MatrixEffect_Stage1_c0_c0_h4h4f2_float4(_outputColor_Stage03029, __1_coord3032) * _u_1_Kernel_Stage1_c0[0].y));
(__1_coord3032 += _u_0_Increment_Stage1_c0);
(__0_color3031 += (f_MatrixEffect_Stage1_c0_c0_h4h4f2_float4(_outputColor_Stage03029, __1_coord3032) * _u_1_Kernel_Stage1_c0[0].z));
(__1_coord3032 += _u_0_Increment_Stage1_c0);
(__0_color3031 += (f_MatrixEffect_Stage1_c0_c0_h4h4f2_float4(_outputColor_Stage03029, __1_coord3032) * _u_1_Kernel_Stage1_c0[0].w));
(__1_coord3032 += _u_0_Increment_Stage1_c0);
(__0_color3031 += (f_MatrixEffect_Stage1_c0_c0_h4h4f2_float4(_outputColor_Stage03029, __1_coord3032) * _u_1_Kernel_Stage1_c0[1].x));
(__1_coord3032 += _u_0_Increment_Stage1_c0);
(__0_color3031 += (f_MatrixEffect_Stage1_c0_c0_h4h4f2_float4(_outputColor_Stage03029, __1_coord3032) * _u_1_Kernel_Stage1_c0[1].y));
(__1_coord3032 += _u_0_Increment_Stage1_c0);
(__0_color3031 += (f_MatrixEffect_Stage1_c0_c0_h4h4f2_float4(_outputColor_Stage03029, __1_coord3032) * _u_1_Kernel_Stage1_c0[1].z));
(__1_coord3032 += _u_0_Increment_Stage1_c0);
(__0_color3031 += (f_MatrixEffect_Stage1_c0_c0_h4h4f2_float4(_outputColor_Stage03029, __1_coord3032) * _u_1_Kernel_Stage1_c0[1].w));
(__1_coord3032 += _u_0_Increment_Stage1_c0);
(__0_color3031 += (f_MatrixEffect_Stage1_c0_c0_h4h4f2_float4(_outputColor_Stage03029, __1_coord3032) * _u_1_Kernel_Stage1_c0[2].x));
(__1_coord3032 += _u_0_Increment_Stage1_c0);
(__0_color3031 += (f_MatrixEffect_Stage1_c0_c0_h4h4f2_float4(_outputColor_Stage03029, __1_coord3032) * _u_1_Kernel_Stage1_c0[2].y));
(__1_coord3032 += _u_0_Increment_Stage1_c0);
(__0_color3031 += (f_MatrixEffect_Stage1_c0_c0_h4h4f2_float4(_outputColor_Stage03029, __1_coord3032) * _u_1_Kernel_Stage1_c0[2].z));
(__1_coord3032 += _u_0_Increment_Stage1_c0);
(__0_color3031 += (f_MatrixEffect_Stage1_c0_c0_h4h4f2_float4(_outputColor_Stage03029, __1_coord3032) * _u_1_Kernel_Stage1_c0[2].w));
(__1_coord3032 += _u_0_Increment_Stage1_c0);
(__0_color3031 += (f_MatrixEffect_Stage1_c0_c0_h4h4f2_float4(_outputColor_Stage03029, __1_coord3032) * _u_1_Kernel_Stage1_c0[3].x));
(__1_coord3032 += _u_0_Increment_Stage1_c0);
(__0_color3031 += (f_MatrixEffect_Stage1_c0_c0_h4h4f2_float4(_outputColor_Stage03029, __1_coord3032) * _u_1_Kernel_Stage1_c0[3].y));
(__1_coord3032 += _u_0_Increment_Stage1_c0);
(__0_color3031 += (f_MatrixEffect_Stage1_c0_c0_h4h4f2_float4(_outputColor_Stage03029, __1_coord3032) * _u_1_Kernel_Stage1_c0[3].z));
(__1_coord3032 += _u_0_Increment_Stage1_c0);
(__0_color3031 += (f_MatrixEffect_Stage1_c0_c0_h4h4f2_float4(_outputColor_Stage03029, __1_coord3032) * _u_1_Kernel_Stage1_c0[3].w));
(__1_coord3032 += _u_0_Increment_Stage1_c0);
(__0_color3031 += (f_MatrixEffect_Stage1_c0_c0_h4h4f2_float4(_outputColor_Stage03029, __1_coord3032) * _u_1_Kernel_Stage1_c0[4].x));
(__1_coord3032 += _u_0_Increment_Stage1_c0);
(__0_color3031 += (f_MatrixEffect_Stage1_c0_c0_h4h4f2_float4(_outputColor_Stage03029, __1_coord3032) * _u_1_Kernel_Stage1_c0[4].y));
(__1_coord3032 += _u_0_Increment_Stage1_c0);
(__0_color3031 += (f_MatrixEffect_Stage1_c0_c0_h4h4f2_float4(_outputColor_Stage03029, __1_coord3032) * _u_1_Kernel_Stage1_c0[4].z));
(_output_Stage13030 = __0_color3031);
{
(gl_Color[0] = _output_Stage13030);
(gl_Color[0] = vec4_ctor(gl_Color[0].w, 0.0, 0.0, 0.0));
}
return generateOutput();
}
R�	gl_Color0gl_Color[0]struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float2 v0 : TEXCOORD0;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float2 v0 : TEXCOORD0;
};

void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput)
{
    output.gl_Position = input.gl_Position;
    output.v0 = input.v0; 
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
���DXBC�A��%�;Y���n��]�4D�0RDEFh<����RD11< ($\$Globals���\� ����������_sk_RTAdjustfloat4�Microsoft (R) HLSL Shader Compiler 10.1ISGND88TEXCOORD���OSGNhP\\SV_PositionTEXCOORD���SHEX(PJjYF� _2_2g� e� e2 h6� @?�?22F�� օ 6" �A6 
62 F6� @�?62 F>STAT��0DXBC�|�D�V\�嵍�ʱV#04��(�RDEFH�<��� RD11< ($������
�samplers2D[0]textures2D[0]$Globals������Tt���������P����������`,���������_u_0_Increment_Stage1_c0float2m_u_1_Kernel_Stage1_c0float4����_umatrix_Stage1_c0_c0float3x3��Microsoft (R) HLSL Shader Compiler 10.1ISGNhP\\SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEXdP�jYF� Z`XpUUb2e� h6B@�?22F� �A@AAFF� F"F� F2FF� E���CU�F�s`6B@�?F� F"F� F2FF� E���CUFF~`8
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*� :6� @>STAT�tLBPLG��"788efd1c721aP��position
_uposition����������������P��
localCoord_ulocalCoord����������������R��sk_RTAdjust
_usk_RTAdjust����������������������������������������[��umatrix_Stage1_c0_c0_uumatrix_Stage1_c0_c0����������������������������������������R��uclamp_Stage1_c0_c0_c0_uuclamp_Stage1_c0_c0_c0����������������������������������������^�uTextureSampler_0_Stage1_uuTextureSampler_0_Stage1������������������������������������������^���������������������������������������������������������������������������������������������������������������������������������������������������)struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float2 v0 : TEXCOORD0;
};
#pragma warning( disable: 3556 3571 )
float3 vec3_ctor(float2 x0, float x1)
{
    return float3(x0, x1);
}
float4 vec4_ctor(float x0, float x1, float x2, float x3)
{
    return float4(x0, x1, x2, x3);
}
float4 vec4_ctor(float2 x0, float x1, float x2)
{
    return float4(x0, x1, x2);
}
// Uniforms

uniform float4 _sk_RTAdjust : register(c1);
uniform float3x3 _umatrix_Stage1_c0_c0 : register(c2);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Attributes
static float2 _position = {0, 0};
static float2 _localCoord = {0, 0};

static float4 gl_Position = float4(0, 0, 0, 0);

// Varyings
static  float2 _vTransformedCoords_0_Stage0 = {0, 0};

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewAdjust : packoffset(c1);
    float2 dx_ViewCoords : packoffset(c2);
    float2 dx_ViewScale  : packoffset(c3);
};

@@ VERTEX ATTRIBUTES @@

VS_OUTPUT generateOutput(VS_INPUT input)
{
    VS_OUTPUT output;
    output.gl_Position = gl_Position;
    output.dx_Position.x = gl_Position.x;
    output.dx_Position.y = - gl_Position.y;
    output.dx_Position.z = (gl_Position.z + gl_Position.w) * 0.5;
    output.dx_Position.w = gl_Position.w;
    output.v0 = _vTransformedCoords_0_Stage0;

    return output;
}

VS_OUTPUT main(VS_INPUT input){
    initAttributes(input);

(gl_Position = vec4_ctor(_position.x, _position.y, 0.0, 1.0));
{
(_vTransformedCoords_0_Stage0 = mul(transpose(_umatrix_Stage1_c0_c0), vec3_ctor(_localCoord, 1.0)).xy);
}
(gl_Position = vec4_ctor(((gl_Position.xy * _sk_RTAdjust.xz) + (gl_Position.ww * _sk_RTAdjust.yw)), 0.0, gl_Position.w));
return generateOutput(input);
}
Rstruct PS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float2 v0 : TEXCOORD0;
};

#pragma warning( disable: 3556 3571 )
// Uniforms

uniform float4 _uclamp_Stage1_c0_c0_c0 : register(c0);
static const uint _uTextureSampler_0_Stage1 = 0;
uniform Texture2D<float4> textures2D[1] : register(t0);
uniform SamplerState samplers2D[1] : register(s0);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Varyings
static  float2 _vTransformedCoords_0_Stage0 = {0, 0};

static float4 gl_Color[1] =
{
    float4(0, 0, 0, 0)
};

cbuffer DriverConstants : register(b1)
{
    struct SamplerMetadata
    {
        int baseLevel;
        int internalFormatBits;
        int wrapModes;
        int padding;
        int4 intBorderColor;
    };
    SamplerMetadata samplerMetadata[1] : packoffset(c4);
};

#define GL_USES_FRAG_COLOR
float4 gl_texture2D(uint samplerIndex, float2 t)
{
    return textures2D[samplerIndex].Sample(samplers2D[samplerIndex], float2(t.x, t.y));
}

@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){
    _vTransformedCoords_0_Stage0 = input.v0.xy;

float4 _outputColor_Stage03025 = {1.0, 1.0, 1.0, 1.0};
float4 _output_Stage13026 = {0, 0, 0, 0};
float2 __8_inCoord3027 = _vTransformedCoords_0_Stage0;
float2 __9_subsetCoord3028 = {0, 0};
(__9_subsetCoord3028.x = __8_inCoord3027.x);
(__9_subsetCoord3028.y = __8_inCoord3027.y);
float2 __10_clampedCoord3029 = {0, 0};
(__10_clampedCoord3029 = clamp(__9_subsetCoord3028, _uclamp_Stage1_c0_c0_c0.xy, _uclamp_Stage1_c0_c0_c0.zw));
float4 __11_textureColor3030 = gl_texture2D(_uTextureSampler_0_Stage1, __10_clampedCoord3029);
(_output_Stage13026 = (__11_textureColor3030 * _outputColor_Stage03025));
{
(gl_Color[0] = _output_Stage13026);
}
return generateOutput();
}
R�	gl_Color0gl_Color[0]struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float2 v0 : TEXCOORD0;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float2 v0 : TEXCOORD0;
};

void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput)
{
    output.gl_Position = input.gl_Position;
    output.v0 = input.v0; 
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
���DXBC�A��k��O
���4��l�RDEFth<���LRD11< ($\$Globals���\�P���������� ,(��������_sk_RTAdjustfloat4�_umatrix_Stage1_c0_c0float3x3�Microsoft (R) HLSL Shader Compiler 10.1ISGND88TEXCOORD���OSGNhP\\SV_PositionTEXCOORD���SHEX|P_jYF� _2_2g� e� e2 h6� @?�?22F�� օ 6" �A6 
62 F6� @�?62F6B@�? F� F" F� F>STAT���DXBCG��"�6,�#��2s�4�P RDEFp�<���HRD11< ($������
�samplers2D[0]textures2D[0]$Globals�����$��������_uclamp_Stage1_c0_c0_c0float4�Microsoft (R) HLSL Shader Compiler 10.1ISGNhP\\SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX�P2jYF� Z`XpUUb2e� h42FF� 32F� E���CU� FF~`>STAT�BPLG��� 788efd1c721aP��position
_uposition����������������R��color_ucolor����������������P��
localCoord_ulocalCoord����������������R��sk_RTAdjust
_usk_RTAdjust����������������������������������������[��umatrix_Stage1_c0_c0_c0_uumatrix_Stage1_c0_c0_c0����������������������������������������^�uTextureSampler_0_Stage1_uuTextureSampler_0_Stage1������������������������������������������^����������������������������������������������������������������������������������������������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 v0 : TEXCOORD0;
    float2 v1 : TEXCOORD1;
};
#pragma warning( disable: 3556 3571 )
float3 vec3_ctor(float2 x0, float x1)
{
    return float3(x0, x1);
}
float4 vec4_ctor(float x0, float x1, float x2, float x3)
{
    return float4(x0, x1, x2, x3);
}
float4 vec4_ctor(float2 x0, float x1, float x2)
{
    return float4(x0, x1, x2);
}
// Uniforms

uniform float4 _sk_RTAdjust : register(c1);
uniform float3x3 _umatrix_Stage1_c0_c0_c0 : register(c2);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Attributes
static float2 _position = {0, 0};
static float4 _color = {0, 0, 0, 0};
static float2 _localCoord = {0, 0};

static float4 gl_Position = float4(0, 0, 0, 0);

// Varyings
static  float4 _vcolor_Stage0 = {0, 0, 0, 0};
static  float2 _vTransformedCoords_0_Stage0 = {0, 0};

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewAdjust : packoffset(c1);
    float2 dx_ViewCoords : packoffset(c2);
    float2 dx_ViewScale  : packoffset(c3);
};

@@ VERTEX ATTRIBUTES @@

VS_OUTPUT generateOutput(VS_INPUT input)
{
    VS_OUTPUT output;
    output.gl_Position = gl_Position;
    output.dx_Position.x = gl_Position.x;
    output.dx_Position.y = - gl_Position.y;
    output.dx_Position.z = (gl_Position.z + gl_Position.w) * 0.5;
    output.dx_Position.w = gl_Position.w;
    output.v0 = _vcolor_Stage0;
    output.v1 = _vTransformedCoords_0_Stage0;

    return output;
}

VS_OUTPUT main(VS_INPUT input){
    initAttributes(input);

(_vcolor_Stage0 = _color);
(gl_Position = vec4_ctor(_position.x, _position.y, 0.0, 1.0));
{
(_vTransformedCoords_0_Stage0 = mul(transpose(_umatrix_Stage1_c0_c0_c0), vec3_ctor(_localCoord, 1.0)).xy);
}
(gl_Position = vec4_ctor(((gl_Position.xy * _sk_RTAdjust.xz) + (gl_Position.ww * _sk_RTAdjust.yw)), 0.0, gl_Position.w));
return generateOutput(input);
}
struct PS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 v0 : TEXCOORD0;
    float2 v1 : TEXCOORD1;
};

#pragma warning( disable: 3556 3571 )
// Uniforms

static const uint _uTextureSampler_0_Stage1 = 0;
uniform Texture2D<float4> textures2D[1] : register(t0);
uniform SamplerState samplers2D[1] : register(s0);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Varyings
static  float4 _vcolor_Stage0 = {0, 0, 0, 0};
static  float2 _vTransformedCoords_0_Stage0 = {0, 0};

static float4 gl_Color[1] =
{
    float4(0, 0, 0, 0)
};

cbuffer DriverConstants : register(b1)
{
    struct SamplerMetadata
    {
        int baseLevel;
        int internalFormatBits;
        int wrapModes;
        int padding;
        int4 intBorderColor;
    };
    SamplerMetadata samplerMetadata[1] : packoffset(c4);
};

#define GL_USES_FRAG_COLOR
float4 gl_texture2D(uint samplerIndex, float2 t)
{
    return textures2D[samplerIndex].Sample(samplers2D[samplerIndex], float2(t.x, t.y));
}

@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){
    _vcolor_Stage0 = input.v0;
    _vTransformedCoords_0_Stage0 = input.v1.xy;

float4 _outputColor_Stage03025 = {0, 0, 0, 0};
(_outputColor_Stage03025 = _vcolor_Stage0);
float4 _output_Stage13026 = {0, 0, 0, 0};
(_output_Stage13026 = gl_texture2D(_uTextureSampler_0_Stage1, _vTransformedCoords_0_Stage0));
{
(gl_Color[0] = _output_Stage13026);
}
return generateOutput();
}
R�	gl_Color0gl_Color[0]Rstruct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 v0 : TEXCOORD0;
    float2 v1 : TEXCOORD1;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 v0 : TEXCOORD0;
    float2 v1 : TEXCOORD1;
};

void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput)
{
    output.gl_Position = input.gl_Position;
    output.v0 = input.v0; 
    output.v1 = input.v1; 
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
����DXBCŦ
r���al=�~JI�4��PRDEFxh<���PRD11< ($\$Globals���\�P���������� ,,��������_sk_RTAdjustfloat4�_umatrix_Stage1_c0_c0_c0float3x3��!Microsoft (R) HLSL Shader Compiler 10.1ISGN\PPPTEXCOORD���OSGN�htttSV_PositionTEXCOORD���SHEX�PjjYF� _2_�_2g� e� e� e2 h6� @?�?22F�� օ 6" �A6 
62 F6� @�?6� F62F6B@�? F� F" F� F>STAT���DXBCZDRB�*�_@�����4���0RDEF�<����RD11< ($|�����
samplers2D[0]textures2D[0]Microsoft (R) HLSL Shader Compiler 10.1ISGN�htttSV_PositionTEXCOORD���OSGN, SV_TARGET��SHEXpPjZ`XpUUb2e� E���CU� FF~`>STAT�BPLG��a"788efd1c721aP��position
_uposition����������������P��
localCoord_ulocalCoord����������������R��sk_RTAdjust
_usk_RTAdjust����������������������������������������[��umatrix_Stage1_c0_c0_uumatrix_Stage1_c0_c0����������������������������������������R��uclamp_Stage1_c0_c0_c0_uuclamp_Stage1_c0_c0_c0����������������������������������������^�uTextureSampler_0_Stage1_uuTextureSampler_0_Stage1������������������������������������������^���������������������������������������������������������������������������������������������������������������������������������������������������)struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float2 v0 : TEXCOORD0;
};
#pragma warning( disable: 3556 3571 )
float3 vec3_ctor(float2 x0, float x1)
{
    return float3(x0, x1);
}
float4 vec4_ctor(float x0, float x1, float x2, float x3)
{
    return float4(x0, x1, x2, x3);
}
float4 vec4_ctor(float2 x0, float x1, float x2)
{
    return float4(x0, x1, x2);
}
// Uniforms

uniform float4 _sk_RTAdjust : register(c1);
uniform float3x3 _umatrix_Stage1_c0_c0 : register(c2);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Attributes
static float2 _position = {0, 0};
static float2 _localCoord = {0, 0};

static float4 gl_Position = float4(0, 0, 0, 0);

// Varyings
static  float2 _vTransformedCoords_0_Stage0 = {0, 0};

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewAdjust : packoffset(c1);
    float2 dx_ViewCoords : packoffset(c2);
    float2 dx_ViewScale  : packoffset(c3);
};

@@ VERTEX ATTRIBUTES @@

VS_OUTPUT generateOutput(VS_INPUT input)
{
    VS_OUTPUT output;
    output.gl_Position = gl_Position;
    output.dx_Position.x = gl_Position.x;
    output.dx_Position.y = - gl_Position.y;
    output.dx_Position.z = (gl_Position.z + gl_Position.w) * 0.5;
    output.dx_Position.w = gl_Position.w;
    output.v0 = _vTransformedCoords_0_Stage0;

    return output;
}

VS_OUTPUT main(VS_INPUT input){
    initAttributes(input);

(gl_Position = vec4_ctor(_position.x, _position.y, 0.0, 1.0));
{
(_vTransformedCoords_0_Stage0 = mul(transpose(_umatrix_Stage1_c0_c0), vec3_ctor(_localCoord, 1.0)).xy);
}
(gl_Position = vec4_ctor(((gl_Position.xy * _sk_RTAdjust.xz) + (gl_Position.ww * _sk_RTAdjust.yw)), 0.0, gl_Position.w));
return generateOutput(input);
}
�struct PS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float2 v0 : TEXCOORD0;
};

#pragma warning( disable: 3556 3571 )
// Uniforms

uniform float4 _uclamp_Stage1_c0_c0_c0 : register(c0);
static const uint _uTextureSampler_0_Stage1 = 0;
uniform Texture2D<float4> textures2D[1] : register(t0);
uniform SamplerState samplers2D[1] : register(s0);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Varyings
static  float2 _vTransformedCoords_0_Stage0 = {0, 0};

static float4 gl_Color[1] =
{
    float4(0, 0, 0, 0)
};

cbuffer DriverConstants : register(b1)
{
    struct SamplerMetadata
    {
        int baseLevel;
        int internalFormatBits;
        int wrapModes;
        int padding;
        int4 intBorderColor;
    };
    SamplerMetadata samplerMetadata[1] : packoffset(c4);
};

#define GL_USES_FRAG_COLOR
float4 gl_texture2D(uint samplerIndex, float2 t)
{
    return textures2D[samplerIndex].Sample(samplers2D[samplerIndex], float2(t.x, t.y));
}

@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){
    _vTransformedCoords_0_Stage0 = input.v0.xy;

float4 _outputColor_Stage03025 = {1.0, 1.0, 1.0, 1.0};
float4 _output_Stage13026 = {0, 0, 0, 0};
float2 __8_inCoord3027 = _vTransformedCoords_0_Stage0;
float2 __9_subsetCoord3028 = {0, 0};
(__9_subsetCoord3028.x = __8_inCoord3027.x);
(__9_subsetCoord3028.y = __8_inCoord3027.y);
float2 __10_clampedCoord3029 = {0, 0};
(__10_clampedCoord3029.x = __9_subsetCoord3028.x);
(__10_clampedCoord3029.y = clamp(__9_subsetCoord3028.y, _uclamp_Stage1_c0_c0_c0.y, _uclamp_Stage1_c0_c0_c0.w));
float4 __11_textureColor3030 = gl_texture2D(_uTextureSampler_0_Stage1, __10_clampedCoord3029);
(_output_Stage13026 = (__11_textureColor3030 * _outputColor_Stage03025));
{
(gl_Color[0] = _output_Stage13026);
}
return generateOutput();
}
R�	gl_Color0gl_Color[0]struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float2 v0 : TEXCOORD0;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float2 v0 : TEXCOORD0;
};

void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput)
{
    output.gl_Position = input.gl_Position;
    output.v0 = input.v0; 
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
���DXBC�A��k��O
���4��l�RDEFth<���LRD11< ($\$Globals���\�P���������� ,(��������_sk_RTAdjustfloat4�_umatrix_Stage1_c0_c0float3x3�Microsoft (R) HLSL Shader Compiler 10.1ISGND88TEXCOORD���OSGNhP\\SV_PositionTEXCOORD���SHEX|P_jYF� _2_2g� e� e2 h6� @?�?22F�� օ 6" �A6 
62 F6� @�?62F6B@�? F� F" F� F>STAT���DXBC���L�I��Zl���4�P4RDEFp�<���HRD11< ($������
�samplers2D[0]textures2D[0]$Globals�����$��������_uclamp_Stage1_c0_c0_c0float4�Microsoft (R) HLSL Shader Compiler 10.1ISGNhP\\SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX�P7jYF� Z`XpUUb2e� h4� 3"
:� 6
E���CU� FF~`>STAT�BPLG���"788efd1c721aP��position
_uposition����������������P��
localCoord_ulocalCoord����������������R��sk_RTAdjust
_usk_RTAdjust����������������������������������������R��ucircle_Stage1_c0_uucircle_Stage1_c0����������������������������������������^�uTextureSampler_0_Stage0_uuTextureSampler_0_Stage0������������������������������������������^��������������������������������������������������������������������������������������������������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    float2 v0 : TEXCOORD0;
};
#pragma warning( disable: 3556 3571 )
float4 vec4_ctor(float x0, float x1, float x2, float x3)
{
    return float4(x0, x1, x2, x3);
}
float4 vec4_ctor(float2 x0, float x1, float x2)
{
    return float4(x0, x1, x2);
}
// Uniforms

uniform float4 _sk_RTAdjust : register(c1);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Attributes
static float2 _position = {0, 0};
static float2 _localCoord = {0, 0};

static float4 gl_Position = float4(0, 0, 0, 0);

// Varyings
static  float2 _vlocalCoord_Stage0 = {0, 0};

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewAdjust : packoffset(c1);
    float2 dx_ViewCoords : packoffset(c2);
    float2 dx_ViewScale  : packoffset(c3);
};

@@ VERTEX ATTRIBUTES @@

VS_OUTPUT generateOutput(VS_INPUT input)
{
    VS_OUTPUT output;
    output.gl_Position = gl_Position;
    output.dx_Position.x = gl_Position.x;
    output.dx_Position.y = - gl_Position.y;
    output.dx_Position.z = (gl_Position.z + gl_Position.w) * 0.5;
    output.dx_Position.w = gl_Position.w;
    output.gl_FragCoord = gl_Position;
    output.v0 = _vlocalCoord_Stage0;

    return output;
}

VS_OUTPUT main(VS_INPUT input){
    initAttributes(input);

(_vlocalCoord_Stage0 = _localCoord);
(gl_Position = vec4_ctor(_position.x, _position.y, 0.0, 1.0));
(gl_Position = vec4_ctor(((gl_Position.xy * _sk_RTAdjust.xz) + (gl_Position.ww * _sk_RTAdjust.yw)), 0.0, gl_Position.w));
return generateOutput(input);
}
�struct PS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    float2 v0 : TEXCOORD0;
};

#pragma warning( disable: 3556 3571 )
// Uniforms

uniform float4 _ucircle_Stage1_c0 : register(c0);
static const uint _uTextureSampler_0_Stage0 = 0;
uniform Texture2D<float4> textures2D[1] : register(t0);
uniform SamplerState samplers2D[1] : register(s0);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Varyings
static  float2 _vlocalCoord_Stage0 = {0, 0};

static float4 gl_Color[1] =
{
    float4(0, 0, 0, 0)
};
static float4 gl_FragCoord = float4(0, 0, 0, 0);

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewCoords : packoffset(c1);
    float3 dx_DepthFront : packoffset(c2);
    float2 dx_ViewScale : packoffset(c3);
    struct SamplerMetadata
    {
        int baseLevel;
        int internalFormatBits;
        int wrapModes;
        int padding;
        int4 intBorderColor;
    };
    SamplerMetadata samplerMetadata[1] : packoffset(c4);
};

#define GL_USES_FRAG_COLOR
float4 gl_texture2D(uint samplerIndex, float2 t)
{
    return textures2D[samplerIndex].Sample(samplers2D[samplerIndex], float2(t.x, t.y));
}

#define GL_USES_FRAG_COORD
@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){
    float rhw = 1.0 / input.gl_FragCoord.w;
    gl_FragCoord.x = input.dx_Position.x;
    gl_FragCoord.y = input.dx_Position.y;
    gl_FragCoord.z = (input.gl_FragCoord.z * rhw) * dx_DepthFront.x + dx_DepthFront.y;
    gl_FragCoord.w = rhw;
    _vlocalCoord_Stage0 = input.v0.xy;

float4 _outputColor_Stage03024 = {1.0, 1.0, 1.0, 1.0};
float2 _texCoord3025 = {0, 0};
(_texCoord3025 = _vlocalCoord_Stage0);
(_outputColor_Stage03024 = gl_texture2D(_uTextureSampler_0_Stage0, _texCoord3025));
float4 _output_Stage13027 = {0, 0, 0, 0};
float __2_d3028 = {0};
{
(__2_d3028 = ((1.0 - length(((_ucircle_Stage1_c0.xy - gl_FragCoord.xy) * _ucircle_Stage1_c0.w))) * _ucircle_Stage1_c0.z));
}
float4 __3_inputColor3029 = {1.0, 1.0, 1.0, 1.0};
(_output_Stage13027 = (__3_inputColor3029 * clamp(__2_d3028, 0.0, 1.0)));
{
(gl_Color[0] = (_outputColor_Stage03024 * _output_Stage13027));
}
return generateOutput();
}
R�	gl_Color0gl_Color[0]ystruct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    float2 v0 : TEXCOORD0;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    float2 v0 : TEXCOORD0;
};

void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput)
{
    output.gl_Position = input.gl_Position;
    output.v0 = input.v0; 
    output.gl_FragCoord = input.gl_FragCoord;
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
��$DXBC�;�9�^OT2v$4D��RDEFh<����RD11< ($\$Globals���\� ����������_sk_RTAdjustfloat4�Microsoft (R) HLSL Shader Compiler 10.1ISGND88TEXCOORD���OSGN�htttSV_PositionTEXCOORD���SHEXhPZjYF� _2_2g� e� e� e2 h6� @?�?22F�� օ 6" �A6 
62 F62 F6� @�?6� @�?62 F>STAT�
�pDXBC����G���,���*rp4�0d�RDEFl�<���DRD11< ($������
�samplers2D[0]textures2D[0]$Globals����� ��������_ucircle_Stage1_c0float4��Microsoft (R) HLSL Shader Compiler 10.1ISGN�htttSV_PositionTEXCOORD���OSGN, SV_TARGET��SHEXhPZjYF� Z`XpUUd 2b2e� h	2F�AF� 82F�� FFK

�A@�?8 
*� E���CU�FF~`8� F>STAT�	BPLG��%>788efd1c721aP��position
_uposition����������������P��
localCoord_ulocalCoord����������������R��sk_RTAdjust
_usk_RTAdjust����������������������������������������R��uKernel_Stage1_c0[0]_uuKernel_Stage1_c0[0]����������������������������������������P��uKernelOffset_Stage1_c0_uuKernelOffset_Stage1_c0�����������������������������������������uGain_Stage1_c0_uuGain_Stage1_c0�����������������������������������������uBias_Stage1_c0_uuBias_Stage1_c0����������������������������������������[��umatrix_Stage1_c0_c0_uumatrix_Stage1_c0_c0����������������������������������������R��uclamp_Stage1_c0_c0_c0_uuclamp_Stage1_c0_c0_c0����������������������������������������^�uTextureSampler_0_Stage1_uuTextureSampler_0_Stage1������������������������������������������^�����
������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������	������������������������Tstruct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float2 v0 : TEXCOORD0;
};
#pragma warning( disable: 3556 3571 )
float4 vec4_ctor(float x0, float x1, float x2, float x3)
{
    return float4(x0, x1, x2, x3);
}
float4 vec4_ctor(float2 x0, float x1, float x2)
{
    return float4(x0, x1, x2);
}
// Uniforms

uniform float4 _sk_RTAdjust : register(c1);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Attributes
static float2 _position = {0, 0};
static float2 _localCoord = {0, 0};

static float4 gl_Position = float4(0, 0, 0, 0);

// Varyings
static  float2 _vLocalCoord_Stage0 = {0, 0};

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewAdjust : packoffset(c1);
    float2 dx_ViewCoords : packoffset(c2);
    float2 dx_ViewScale  : packoffset(c3);
};

@@ VERTEX ATTRIBUTES @@

VS_OUTPUT generateOutput(VS_INPUT input)
{
    VS_OUTPUT output;
    output.gl_Position = gl_Position;
    output.dx_Position.x = gl_Position.x;
    output.dx_Position.y = - gl_Position.y;
    output.dx_Position.z = (gl_Position.z + gl_Position.w) * 0.5;
    output.dx_Position.w = gl_Position.w;
    output.v0 = _vLocalCoord_Stage0;

    return output;
}

VS_OUTPUT main(VS_INPUT input){
    initAttributes(input);

(_vLocalCoord_Stage0 = _localCoord);
(gl_Position = vec4_ctor(_position.x, _position.y, 0.0, 1.0));
(gl_Position = vec4_ctor(((gl_Position.xy * _sk_RTAdjust.xz) + (gl_Position.ww * _sk_RTAdjust.yw)), 0.0, gl_Position.w));
return generateOutput(input);
}
rstruct PS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float2 v0 : TEXCOORD0;
};

#pragma warning( disable: 3556 3571 )
float3 vec3_ctor(float2 x0, float x1)
{
    return float3(x0, x1);
}
float4 vec4_ctor(float x0, float x1, float x2, float x3)
{
    return float4(x0, x1, x2, x3);
}
// Uniforms

uniform float4 _uKernel_Stage1_c0[3] : register(c0);
uniform float2 _uKernelOffset_Stage1_c0 : register(c3);
uniform float _uGain_Stage1_c0 : register(c4);
uniform float _uBias_Stage1_c0 : register(c5);
uniform float3x3 _umatrix_Stage1_c0_c0 : register(c6);
uniform float4 _uclamp_Stage1_c0_c0_c0 : register(c9);
static const uint _uTextureSampler_0_Stage1 = 0;
uniform Texture2D<float4> textures2D[1] : register(t0);
uniform SamplerState samplers2D[1] : register(s0);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Varyings
static  float2 _vLocalCoord_Stage0 = {0, 0};

static float4 gl_Color[1] =
{
    float4(0, 0, 0, 0)
};

cbuffer DriverConstants : register(b1)
{
    struct SamplerMetadata
    {
        int baseLevel;
        int internalFormatBits;
        int wrapModes;
        int padding;
        int4 intBorderColor;
    };
    SamplerMetadata samplerMetadata[1] : packoffset(c4);
};

#define GL_USES_FRAG_COLOR
float4 gl_texture2D(uint samplerIndex, float2 t)
{
    return textures2D[samplerIndex].Sample(samplers2D[samplerIndex], float2(t.x, t.y));
}

float4 f_MatrixEffect_Stage1_c0_c0_h4h4f2_float4(in float4 __input, in float2 __coords)
{
float2 __0_inCoord3031 = mul(transpose(_umatrix_Stage1_c0_c0), vec3_ctor(__coords, 1.0)).xy;
float2 __1_subsetCoord3032 = {0, 0};
(__1_subsetCoord3032.x = __0_inCoord3031.x);
(__1_subsetCoord3032.y = __0_inCoord3031.y);
float2 __2_clampedCoord3033 = {0, 0};
(__2_clampedCoord3033 = clamp(__1_subsetCoord3032, _uclamp_Stage1_c0_c0_c0.xy, _uclamp_Stage1_c0_c0_c0.zw));
float4 __3_textureColor3034 = vec4_ctor(0.0, 0.0, 0.0, gl_texture2D(_uTextureSampler_0_Stage1, __2_clampedCoord3033).x);
return __3_textureColor3034;
}
@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){
    _vLocalCoord_Stage0 = input.v0.xy;

float4 _outputColor_Stage03036 = {1.0, 1.0, 1.0, 1.0};
float4 _output_Stage13037 = {0, 0, 0, 0};
float4 __4_sum3038 = {0.0, 0.0, 0.0, 0.0};
float2 __5_coord3039 = (_vLocalCoord_Stage0 - _uKernelOffset_Stage1_c0);
{
float __6_k3040 = {0};
float2 __7_sourceOffset3041 = {0, 0};
(__7_sourceOffset3041 = float2(0.0, 0.0));
(__6_k3040 = _uKernel_Stage1_c0[0].x);
float4 __8_c3042 = f_MatrixEffect_Stage1_c0_c0_h4h4f2_float4(_outputColor_Stage03036, (__5_coord3039 + __7_sourceOffset3041));
(__4_sum3038 += (__8_c3042 * __6_k3040));
}
{
float __9_k3043 = {0};
float2 __10_sourceOffset3044 = {0, 0};
(__10_sourceOffset3044 = float2(0.0, 1.0));
(__9_k3043 = _uKernel_Stage1_c0[0].w);
float4 __11_c3045 = f_MatrixEffect_Stage1_c0_c0_h4h4f2_float4(_outputColor_Stage03036, (__5_coord3039 + __10_sourceOffset3044));
(__4_sum3038 += (__11_c3045 * __9_k3043));
}
{
float __12_k3046 = {0};
float2 __13_sourceOffset3047 = {0, 0};
(__13_sourceOffset3047 = float2(0.0, 2.0));
(__12_k3046 = _uKernel_Stage1_c0[1].z);
float4 __14_c3048 = f_MatrixEffect_Stage1_c0_c0_h4h4f2_float4(_outputColor_Stage03036, (__5_coord3039 + __13_sourceOffset3047));
(__4_sum3038 += (__14_c3048 * __12_k3046));
}
{
float __15_k3049 = {0};
float2 __16_sourceOffset3050 = {0, 0};
(__16_sourceOffset3050 = float2(1.0, 0.0));
(__15_k3049 = _uKernel_Stage1_c0[0].y);
float4 __17_c3051 = f_MatrixEffect_Stage1_c0_c0_h4h4f2_float4(_outputColor_Stage03036, (__5_coord3039 + __16_sourceOffset3050));
(__4_sum3038 += (__17_c3051 * __15_k3049));
}
{
float __18_k3052 = {0};
float2 __19_sourceOffset3053 = {0, 0};
(__19_sourceOffset3053 = float2(1.0, 1.0));
(__18_k3052 = _uKernel_Stage1_c0[1].x);
float4 __20_c3054 = f_MatrixEffect_Stage1_c0_c0_h4h4f2_float4(_outputColor_Stage03036, (__5_coord3039 + __19_sourceOffset3053));
(__4_sum3038 += (__20_c3054 * __18_k3052));
}
{
float __21_k3055 = {0};
float2 __22_sourceOffset3056 = {0, 0};
(__22_sourceOffset3056 = float2(1.0, 2.0));
(__21_k3055 = _uKernel_Stage1_c0[1].w);
float4 __23_c3057 = f_MatrixEffect_Stage1_c0_c0_h4h4f2_float4(_outputColor_Stage03036, (__5_coord3039 + __22_sourceOffset3056));
(__4_sum3038 += (__23_c3057 * __21_k3055));
}
{
float __24_k3058 = {0};
float2 __25_sourceOffset3059 = {0, 0};
(__25_sourceOffset3059 = float2(2.0, 0.0));
(__24_k3058 = _uKernel_Stage1_c0[0].z);
float4 __26_c3060 = f_MatrixEffect_Stage1_c0_c0_h4h4f2_float4(_outputColor_Stage03036, (__5_coord3039 + __25_sourceOffset3059));
(__4_sum3038 += (__26_c3060 * __24_k3058));
}
{
float __27_k3061 = {0};
float2 __28_sourceOffset3062 = {0, 0};
(__28_sourceOffset3062 = float2(2.0, 1.0));
(__27_k3061 = _uKernel_Stage1_c0[1].y);
float4 __29_c3063 = f_MatrixEffect_Stage1_c0_c0_h4h4f2_float4(_outputColor_Stage03036, (__5_coord3039 + __28_sourceOffset3062));
(__4_sum3038 += (__29_c3063 * __27_k3061));
}
{
float __30_k3064 = {0};
float2 __31_sourceOffset3065 = {0, 0};
(__31_sourceOffset3065 = float2(2.0, 2.0));
(__30_k3064 = _uKernel_Stage1_c0[2].x);
float4 __32_c3066 = f_MatrixEffect_Stage1_c0_c0_h4h4f2_float4(_outputColor_Stage03036, (__5_coord3039 + __31_sourceOffset3065));
(__4_sum3038 += (__32_c3066 * __30_k3064));
}
float4 __33_color3067 = {0, 0, 0, 0};
(__33_color3067 = ((__4_sum3038 * _uGain_Stage1_c0) + _uBias_Stage1_c0));
(__33_color3067.w = clamp(__33_color3067.w, 0.0, 1.0));
(__33_color3067.xyz = clamp(__33_color3067.xyz, 0.0, __33_color3067.w));
(_output_Stage13037 = __33_color3067);
{
(gl_Color[0] = _output_Stage13037);
(gl_Color[0] = vec4_ctor(gl_Color[0].w, 0.0, 0.0, 0.0));
}
return generateOutput();
}
R�	gl_Color0gl_Color[0]struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float2 v0 : TEXCOORD0;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float2 v0 : TEXCOORD0;
};

void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput)
{
    output.gl_Position = input.gl_Position;
    output.v0 = input.v0; 
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
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� 
� 6� @>STAT�C7	BPLG���5788efd1c721aP��position
_uposition����������������P��
localCoord_ulocalCoord����������������R��sk_RTAdjust
_usk_RTAdjust����������������������������������������P��u_0_Increment_Stage1_c0_uu_0_Increment_Stage1_c0����������������������������������������R��u_1_Kernel_Stage1_c0[0]_uu_1_Kernel_Stage1_c0[0]����������������������������������������[��umatrix_Stage1_c0_c0_uumatrix_Stage1_c0_c0����������������������������������������R��uclamp_Stage1_c0_c0_c0_uuclamp_Stage1_c0_c0_c0����������������������������������������^�uTextureSampler_0_Stage1_uuTextureSampler_0_Stage1������������������������������������������^�������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������Tstruct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float2 v0 : TEXCOORD0;
};
#pragma warning( disable: 3556 3571 )
float4 vec4_ctor(float x0, float x1, float x2, float x3)
{
    return float4(x0, x1, x2, x3);
}
float4 vec4_ctor(float2 x0, float x1, float x2)
{
    return float4(x0, x1, x2);
}
// Uniforms

uniform float4 _sk_RTAdjust : register(c1);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Attributes
static float2 _position = {0, 0};
static float2 _localCoord = {0, 0};

static float4 gl_Position = float4(0, 0, 0, 0);

// Varyings
static  float2 _vLocalCoord_Stage0 = {0, 0};

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewAdjust : packoffset(c1);
    float2 dx_ViewCoords : packoffset(c2);
    float2 dx_ViewScale  : packoffset(c3);
};

@@ VERTEX ATTRIBUTES @@

VS_OUTPUT generateOutput(VS_INPUT input)
{
    VS_OUTPUT output;
    output.gl_Position = gl_Position;
    output.dx_Position.x = gl_Position.x;
    output.dx_Position.y = - gl_Position.y;
    output.dx_Position.z = (gl_Position.z + gl_Position.w) * 0.5;
    output.dx_Position.w = gl_Position.w;
    output.v0 = _vLocalCoord_Stage0;

    return output;
}

VS_OUTPUT main(VS_INPUT input){
    initAttributes(input);

(_vLocalCoord_Stage0 = _localCoord);
(gl_Position = vec4_ctor(_position.x, _position.y, 0.0, 1.0));
(gl_Position = vec4_ctor(((gl_Position.xy * _sk_RTAdjust.xz) + (gl_Position.ww * _sk_RTAdjust.yw)), 0.0, gl_Position.w));
return generateOutput(input);
}
struct PS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float2 v0 : TEXCOORD0;
};

#pragma warning( disable: 3556 3571 )
float3 vec3_ctor(float2 x0, float x1)
{
    return float3(x0, x1);
}
float4 vec4_ctor(float x0, float x1, float x2, float x3)
{
    return float4(x0, x1, x2, x3);
}
// Uniforms

uniform float2 _u_0_Increment_Stage1_c0 : register(c0);
uniform float4 _u_1_Kernel_Stage1_c0[3] : register(c1);
uniform float3x3 _umatrix_Stage1_c0_c0 : register(c4);
uniform float4 _uclamp_Stage1_c0_c0_c0 : register(c7);
static const uint _uTextureSampler_0_Stage1 = 0;
uniform Texture2D<float4> textures2D[1] : register(t0);
uniform SamplerState samplers2D[1] : register(s0);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Varyings
static  float2 _vLocalCoord_Stage0 = {0, 0};

static float4 gl_Color[1] =
{
    float4(0, 0, 0, 0)
};

cbuffer DriverConstants : register(b1)
{
    struct SamplerMetadata
    {
        int baseLevel;
        int internalFormatBits;
        int wrapModes;
        int padding;
        int4 intBorderColor;
    };
    SamplerMetadata samplerMetadata[1] : packoffset(c4);
};

#define GL_USES_FRAG_COLOR
float4 gl_texture2D(uint samplerIndex, float2 t)
{
    return textures2D[samplerIndex].Sample(samplers2D[samplerIndex], float2(t.x, t.y));
}

float4 f_MatrixEffect_Stage1_c0_c0_h4h4f2_float4(in float4 __input, in float2 __coords)
{
float2 __0_inCoord3029 = mul(transpose(_umatrix_Stage1_c0_c0), vec3_ctor(__coords, 1.0)).xy;
float2 __1_subsetCoord3030 = {0, 0};
(__1_subsetCoord3030.x = __0_inCoord3029.x);
(__1_subsetCoord3030.y = __0_inCoord3029.y);
float2 __2_clampedCoord3031 = {0, 0};
(__2_clampedCoord3031.x = clamp(__1_subsetCoord3030.x, _uclamp_Stage1_c0_c0_c0.x, _uclamp_Stage1_c0_c0_c0.z));
(__2_clampedCoord3031.y = __1_subsetCoord3030.y);
float4 __3_textureColor3032 = vec4_ctor(0.0, 0.0, 0.0, gl_texture2D(_uTextureSampler_0_Stage1, __2_clampedCoord3031).x);
return __3_textureColor3032;
}
@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){
    _vLocalCoord_Stage0 = input.v0.xy;

float4 _outputColor_Stage03034 = {1.0, 1.0, 1.0, 1.0};
float4 _output_Stage13035 = {0, 0, 0, 0};
float4 __4_color3036 = {0.0, 0.0, 0.0, 0.0};
float2 __5_coord3037 = (_vLocalCoord_Stage0 - (4.0 * _u_0_Increment_Stage1_c0));
(__4_color3036 += (f_MatrixEffect_Stage1_c0_c0_h4h4f2_float4(_outputColor_Stage03034, __5_coord3037) * _u_1_Kernel_Stage1_c0[0].x));
(__5_coord3037 += _u_0_Increment_Stage1_c0);
(__4_color3036 += (f_MatrixEffect_Stage1_c0_c0_h4h4f2_float4(_outputColor_Stage03034, __5_coord3037) * _u_1_Kernel_Stage1_c0[0].y));
(__5_coord3037 += _u_0_Increment_Stage1_c0);
(__4_color3036 += (f_MatrixEffect_Stage1_c0_c0_h4h4f2_float4(_outputColor_Stage03034, __5_coord3037) * _u_1_Kernel_Stage1_c0[0].z));
(__5_coord3037 += _u_0_Increment_Stage1_c0);
(__4_color3036 += (f_MatrixEffect_Stage1_c0_c0_h4h4f2_float4(_outputColor_Stage03034, __5_coord3037) * _u_1_Kernel_Stage1_c0[0].w));
(__5_coord3037 += _u_0_Increment_Stage1_c0);
(__4_color3036 += (f_MatrixEffect_Stage1_c0_c0_h4h4f2_float4(_outputColor_Stage03034, __5_coord3037) * _u_1_Kernel_Stage1_c0[1].x));
(__5_coord3037 += _u_0_Increment_Stage1_c0);
(__4_color3036 += (f_MatrixEffect_Stage1_c0_c0_h4h4f2_float4(_outputColor_Stage03034, __5_coord3037) * _u_1_Kernel_Stage1_c0[1].y));
(__5_coord3037 += _u_0_Increment_Stage1_c0);
(__4_color3036 += (f_MatrixEffect_Stage1_c0_c0_h4h4f2_float4(_outputColor_Stage03034, __5_coord3037) * _u_1_Kernel_Stage1_c0[1].z));
(__5_coord3037 += _u_0_Increment_Stage1_c0);
(__4_color3036 += (f_MatrixEffect_Stage1_c0_c0_h4h4f2_float4(_outputColor_Stage03034, __5_coord3037) * _u_1_Kernel_Stage1_c0[1].w));
(__5_coord3037 += _u_0_Increment_Stage1_c0);
(__4_color3036 += (f_MatrixEffect_Stage1_c0_c0_h4h4f2_float4(_outputColor_Stage03034, __5_coord3037) * _u_1_Kernel_Stage1_c0[2].x));
(_output_Stage13035 = __4_color3036);
{
(gl_Color[0] = _output_Stage13035);
(gl_Color[0] = vec4_ctor(gl_Color[0].w, 0.0, 0.0, 0.0));
}
return generateOutput();
}
R�	gl_Color0gl_Color[0]struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float2 v0 : TEXCOORD0;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float2 v0 : TEXCOORD0;
};

void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput)
{
    output.gl_Position = input.gl_Position;
    output.v0 = input.v0; 
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
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� :6� @>STAT�J6	
BPLG��20788efd1c721aP��position
_uposition����������������P��
localCoord_ulocalCoord����������������R��sk_RTAdjust
_usk_RTAdjust����������������������������������������P��u_0_Increment_Stage1_c0_uu_0_Increment_Stage1_c0����������������������������������������R��u_1_Kernel_Stage1_c0[0]_uu_1_Kernel_Stage1_c0[0]����������������������������������������[��umatrix_Stage1_c0_c0_uumatrix_Stage1_c0_c0����������������������������������������^�uTextureSampler_0_Stage1_uuTextureSampler_0_Stage1������������������������������������������^�����������������������������������������������������������������������������������������������������������������������������������������������������������������������Tstruct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float2 v0 : TEXCOORD0;
};
#pragma warning( disable: 3556 3571 )
float4 vec4_ctor(float x0, float x1, float x2, float x3)
{
    return float4(x0, x1, x2, x3);
}
float4 vec4_ctor(float2 x0, float x1, float x2)
{
    return float4(x0, x1, x2);
}
// Uniforms

uniform float4 _sk_RTAdjust : register(c1);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Attributes
static float2 _position = {0, 0};
static float2 _localCoord = {0, 0};

static float4 gl_Position = float4(0, 0, 0, 0);

// Varyings
static  float2 _vLocalCoord_Stage0 = {0, 0};

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewAdjust : packoffset(c1);
    float2 dx_ViewCoords : packoffset(c2);
    float2 dx_ViewScale  : packoffset(c3);
};

@@ VERTEX ATTRIBUTES @@

VS_OUTPUT generateOutput(VS_INPUT input)
{
    VS_OUTPUT output;
    output.gl_Position = gl_Position;
    output.dx_Position.x = gl_Position.x;
    output.dx_Position.y = - gl_Position.y;
    output.dx_Position.z = (gl_Position.z + gl_Position.w) * 0.5;
    output.dx_Position.w = gl_Position.w;
    output.v0 = _vLocalCoord_Stage0;

    return output;
}

VS_OUTPUT main(VS_INPUT input){
    initAttributes(input);

(_vLocalCoord_Stage0 = _localCoord);
(gl_Position = vec4_ctor(_position.x, _position.y, 0.0, 1.0));
(gl_Position = vec4_ctor(((gl_Position.xy * _sk_RTAdjust.xz) + (gl_Position.ww * _sk_RTAdjust.yw)), 0.0, gl_Position.w));
return generateOutput(input);
}
?struct PS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float2 v0 : TEXCOORD0;
};

#pragma warning( disable: 3556 3571 )
float3 vec3_ctor(float2 x0, float x1)
{
    return float3(x0, x1);
}
float4 vec4_ctor(float x0, float x1, float x2, float x3)
{
    return float4(x0, x1, x2, x3);
}
// Uniforms

uniform float2 _u_0_Increment_Stage1_c0 : register(c0);
uniform float4 _u_1_Kernel_Stage1_c0[3] : register(c1);
uniform float3x3 _umatrix_Stage1_c0_c0 : register(c4);
static const uint _uTextureSampler_0_Stage1 = 0;
uniform Texture2D<float4> textures2D[1] : register(t0);
uniform SamplerState samplers2D[1] : register(s0);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Varyings
static  float2 _vLocalCoord_Stage0 = {0, 0};

static float4 gl_Color[1] =
{
    float4(0, 0, 0, 0)
};

cbuffer DriverConstants : register(b1)
{
    struct SamplerMetadata
    {
        int baseLevel;
        int internalFormatBits;
        int wrapModes;
        int padding;
        int4 intBorderColor;
    };
    SamplerMetadata samplerMetadata[1] : packoffset(c4);
};

#define GL_USES_FRAG_COLOR
float4 gl_texture2D(uint samplerIndex, float2 t)
{
    return textures2D[samplerIndex].Sample(samplers2D[samplerIndex], float2(t.x, t.y));
}

float4 f_MatrixEffect_Stage1_c0_c0_h4h4f2_float4(in float4 __input, in float2 __coords)
{
return vec4_ctor(0.0, 0.0, 0.0, gl_texture2D(_uTextureSampler_0_Stage1, mul(transpose(_umatrix_Stage1_c0_c0), vec3_ctor(__coords, 1.0)).xy).x);
}
@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){
    _vLocalCoord_Stage0 = input.v0.xy;

float4 _outputColor_Stage03029 = {1.0, 1.0, 1.0, 1.0};
float4 _output_Stage13030 = {0, 0, 0, 0};
float4 __0_color3031 = {0.0, 0.0, 0.0, 0.0};
float2 __1_coord3032 = (_vLocalCoord_Stage0 - (4.0 * _u_0_Increment_Stage1_c0));
(__0_color3031 += (f_MatrixEffect_Stage1_c0_c0_h4h4f2_float4(_outputColor_Stage03029, __1_coord3032) * _u_1_Kernel_Stage1_c0[0].x));
(__1_coord3032 += _u_0_Increment_Stage1_c0);
(__0_color3031 += (f_MatrixEffect_Stage1_c0_c0_h4h4f2_float4(_outputColor_Stage03029, __1_coord3032) * _u_1_Kernel_Stage1_c0[0].y));
(__1_coord3032 += _u_0_Increment_Stage1_c0);
(__0_color3031 += (f_MatrixEffect_Stage1_c0_c0_h4h4f2_float4(_outputColor_Stage03029, __1_coord3032) * _u_1_Kernel_Stage1_c0[0].z));
(__1_coord3032 += _u_0_Increment_Stage1_c0);
(__0_color3031 += (f_MatrixEffect_Stage1_c0_c0_h4h4f2_float4(_outputColor_Stage03029, __1_coord3032) * _u_1_Kernel_Stage1_c0[0].w));
(__1_coord3032 += _u_0_Increment_Stage1_c0);
(__0_color3031 += (f_MatrixEffect_Stage1_c0_c0_h4h4f2_float4(_outputColor_Stage03029, __1_coord3032) * _u_1_Kernel_Stage1_c0[1].x));
(__1_coord3032 += _u_0_Increment_Stage1_c0);
(__0_color3031 += (f_MatrixEffect_Stage1_c0_c0_h4h4f2_float4(_outputColor_Stage03029, __1_coord3032) * _u_1_Kernel_Stage1_c0[1].y));
(__1_coord3032 += _u_0_Increment_Stage1_c0);
(__0_color3031 += (f_MatrixEffect_Stage1_c0_c0_h4h4f2_float4(_outputColor_Stage03029, __1_coord3032) * _u_1_Kernel_Stage1_c0[1].z));
(__1_coord3032 += _u_0_Increment_Stage1_c0);
(__0_color3031 += (f_MatrixEffect_Stage1_c0_c0_h4h4f2_float4(_outputColor_Stage03029, __1_coord3032) * _u_1_Kernel_Stage1_c0[1].w));
(__1_coord3032 += _u_0_Increment_Stage1_c0);
(__0_color3031 += (f_MatrixEffect_Stage1_c0_c0_h4h4f2_float4(_outputColor_Stage03029, __1_coord3032) * _u_1_Kernel_Stage1_c0[2].x));
(_output_Stage13030 = __0_color3031);
{
(gl_Color[0] = _output_Stage13030);
(gl_Color[0] = vec4_ctor(gl_Color[0].w, 0.0, 0.0, 0.0));
}
return generateOutput();
}
R�	gl_Color0gl_Color[0]struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float2 v0 : TEXCOORD0;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float2 v0 : TEXCOORD0;
};

void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput)
{
    output.gl_Position = input.gl_Position;
    output.v0 = input.v0; 
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
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� :6� @>STAT�8$	
BPLG���5788efd1c721aP��position
_uposition����������������P��
localCoord_ulocalCoord����������������R��sk_RTAdjust
_usk_RTAdjust����������������������������������������P��u_0_Increment_Stage1_c0_uu_0_Increment_Stage1_c0����������������������������������������R��u_1_Kernel_Stage1_c0[0]_uu_1_Kernel_Stage1_c0[0]����������������������������������������[��umatrix_Stage1_c0_c0_uumatrix_Stage1_c0_c0����������������������������������������R��uclamp_Stage1_c0_c0_c0_uuclamp_Stage1_c0_c0_c0����������������������������������������^�uTextureSampler_0_Stage1_uuTextureSampler_0_Stage1������������������������������������������^�������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������Tstruct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float2 v0 : TEXCOORD0;
};
#pragma warning( disable: 3556 3571 )
float4 vec4_ctor(float x0, float x1, float x2, float x3)
{
    return float4(x0, x1, x2, x3);
}
float4 vec4_ctor(float2 x0, float x1, float x2)
{
    return float4(x0, x1, x2);
}
// Uniforms

uniform float4 _sk_RTAdjust : register(c1);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Attributes
static float2 _position = {0, 0};
static float2 _localCoord = {0, 0};

static float4 gl_Position = float4(0, 0, 0, 0);

// Varyings
static  float2 _vLocalCoord_Stage0 = {0, 0};

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewAdjust : packoffset(c1);
    float2 dx_ViewCoords : packoffset(c2);
    float2 dx_ViewScale  : packoffset(c3);
};

@@ VERTEX ATTRIBUTES @@

VS_OUTPUT generateOutput(VS_INPUT input)
{
    VS_OUTPUT output;
    output.gl_Position = gl_Position;
    output.dx_Position.x = gl_Position.x;
    output.dx_Position.y = - gl_Position.y;
    output.dx_Position.z = (gl_Position.z + gl_Position.w) * 0.5;
    output.dx_Position.w = gl_Position.w;
    output.v0 = _vLocalCoord_Stage0;

    return output;
}

VS_OUTPUT main(VS_INPUT input){
    initAttributes(input);

(_vLocalCoord_Stage0 = _localCoord);
(gl_Position = vec4_ctor(_position.x, _position.y, 0.0, 1.0));
(gl_Position = vec4_ctor(((gl_Position.xy * _sk_RTAdjust.xz) + (gl_Position.ww * _sk_RTAdjust.yw)), 0.0, gl_Position.w));
return generateOutput(input);
}
struct PS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float2 v0 : TEXCOORD0;
};

#pragma warning( disable: 3556 3571 )
float3 vec3_ctor(float2 x0, float x1)
{
    return float3(x0, x1);
}
float4 vec4_ctor(float x0, float x1, float x2, float x3)
{
    return float4(x0, x1, x2, x3);
}
// Uniforms

uniform float2 _u_0_Increment_Stage1_c0 : register(c0);
uniform float4 _u_1_Kernel_Stage1_c0[3] : register(c1);
uniform float3x3 _umatrix_Stage1_c0_c0 : register(c4);
uniform float4 _uclamp_Stage1_c0_c0_c0 : register(c7);
static const uint _uTextureSampler_0_Stage1 = 0;
uniform Texture2D<float4> textures2D[1] : register(t0);
uniform SamplerState samplers2D[1] : register(s0);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Varyings
static  float2 _vLocalCoord_Stage0 = {0, 0};

static float4 gl_Color[1] =
{
    float4(0, 0, 0, 0)
};

cbuffer DriverConstants : register(b1)
{
    struct SamplerMetadata
    {
        int baseLevel;
        int internalFormatBits;
        int wrapModes;
        int padding;
        int4 intBorderColor;
    };
    SamplerMetadata samplerMetadata[1] : packoffset(c4);
};

#define GL_USES_FRAG_COLOR
float4 gl_texture2D(uint samplerIndex, float2 t)
{
    return textures2D[samplerIndex].Sample(samplers2D[samplerIndex], float2(t.x, t.y));
}

float4 f_MatrixEffect_Stage1_c0_c0_h4h4f2_float4(in float4 __input, in float2 __coords)
{
float2 __0_inCoord3029 = mul(transpose(_umatrix_Stage1_c0_c0), vec3_ctor(__coords, 1.0)).xy;
float2 __1_subsetCoord3030 = {0, 0};
(__1_subsetCoord3030.x = __0_inCoord3029.x);
(__1_subsetCoord3030.y = __0_inCoord3029.y);
float2 __2_clampedCoord3031 = {0, 0};
(__2_clampedCoord3031.x = __1_subsetCoord3030.x);
(__2_clampedCoord3031.y = clamp(__1_subsetCoord3030.y, _uclamp_Stage1_c0_c0_c0.y, _uclamp_Stage1_c0_c0_c0.w));
float4 __3_textureColor3032 = vec4_ctor(0.0, 0.0, 0.0, gl_texture2D(_uTextureSampler_0_Stage1, __2_clampedCoord3031).x);
return __3_textureColor3032;
}
@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){
    _vLocalCoord_Stage0 = input.v0.xy;

float4 _outputColor_Stage03034 = {1.0, 1.0, 1.0, 1.0};
float4 _output_Stage13035 = {0, 0, 0, 0};
float4 __4_color3036 = {0.0, 0.0, 0.0, 0.0};
float2 __5_coord3037 = (_vLocalCoord_Stage0 - (4.0 * _u_0_Increment_Stage1_c0));
(__4_color3036 += (f_MatrixEffect_Stage1_c0_c0_h4h4f2_float4(_outputColor_Stage03034, __5_coord3037) * _u_1_Kernel_Stage1_c0[0].x));
(__5_coord3037 += _u_0_Increment_Stage1_c0);
(__4_color3036 += (f_MatrixEffect_Stage1_c0_c0_h4h4f2_float4(_outputColor_Stage03034, __5_coord3037) * _u_1_Kernel_Stage1_c0[0].y));
(__5_coord3037 += _u_0_Increment_Stage1_c0);
(__4_color3036 += (f_MatrixEffect_Stage1_c0_c0_h4h4f2_float4(_outputColor_Stage03034, __5_coord3037) * _u_1_Kernel_Stage1_c0[0].z));
(__5_coord3037 += _u_0_Increment_Stage1_c0);
(__4_color3036 += (f_MatrixEffect_Stage1_c0_c0_h4h4f2_float4(_outputColor_Stage03034, __5_coord3037) * _u_1_Kernel_Stage1_c0[0].w));
(__5_coord3037 += _u_0_Increment_Stage1_c0);
(__4_color3036 += (f_MatrixEffect_Stage1_c0_c0_h4h4f2_float4(_outputColor_Stage03034, __5_coord3037) * _u_1_Kernel_Stage1_c0[1].x));
(__5_coord3037 += _u_0_Increment_Stage1_c0);
(__4_color3036 += (f_MatrixEffect_Stage1_c0_c0_h4h4f2_float4(_outputColor_Stage03034, __5_coord3037) * _u_1_Kernel_Stage1_c0[1].y));
(__5_coord3037 += _u_0_Increment_Stage1_c0);
(__4_color3036 += (f_MatrixEffect_Stage1_c0_c0_h4h4f2_float4(_outputColor_Stage03034, __5_coord3037) * _u_1_Kernel_Stage1_c0[1].z));
(__5_coord3037 += _u_0_Increment_Stage1_c0);
(__4_color3036 += (f_MatrixEffect_Stage1_c0_c0_h4h4f2_float4(_outputColor_Stage03034, __5_coord3037) * _u_1_Kernel_Stage1_c0[1].w));
(__5_coord3037 += _u_0_Increment_Stage1_c0);
(__4_color3036 += (f_MatrixEffect_Stage1_c0_c0_h4h4f2_float4(_outputColor_Stage03034, __5_coord3037) * _u_1_Kernel_Stage1_c0[2].x));
(_output_Stage13035 = __4_color3036);
{
(gl_Color[0] = _output_Stage13035);
(gl_Color[0] = vec4_ctor(gl_Color[0].w, 0.0, 0.0, 0.0));
}
return generateOutput();
}
R�	gl_Color0gl_Color[0]struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float2 v0 : TEXCOORD0;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float2 v0 : TEXCOORD0;
};

void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput)
{
    output.gl_Position = input.gl_Position;
    output.v0 = input.v0; 
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
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BPLG���<788efd1c721aP��position
_uposition����������������P��
localCoord_ulocalCoord����������������R��sk_RTAdjust
_usk_RTAdjust����������������������������������������P��u_0_Increment_Stage1_c0_uu_0_Increment_Stage1_c0����������������������������������������R��u_1_Kernel_Stage1_c0[0]_uu_1_Kernel_Stage1_c0[0]����������������������������������������[��umatrix_Stage1_c0_c0_uumatrix_Stage1_c0_c0����������������������������������������R��uclamp_Stage1_c0_c0_c0_uuclamp_Stage1_c0_c0_c0����������������������������������������^�uTextureSampler_0_Stage1_uuTextureSampler_0_Stage1������������������������������������������^�����	��������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������Tstruct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float2 v0 : TEXCOORD0;
};
#pragma warning( disable: 3556 3571 )
float4 vec4_ctor(float x0, float x1, float x2, float x3)
{
    return float4(x0, x1, x2, x3);
}
float4 vec4_ctor(float2 x0, float x1, float x2)
{
    return float4(x0, x1, x2);
}
// Uniforms

uniform float4 _sk_RTAdjust : register(c1);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Attributes
static float2 _position = {0, 0};
static float2 _localCoord = {0, 0};

static float4 gl_Position = float4(0, 0, 0, 0);

// Varyings
static  float2 _vLocalCoord_Stage0 = {0, 0};

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewAdjust : packoffset(c1);
    float2 dx_ViewCoords : packoffset(c2);
    float2 dx_ViewScale  : packoffset(c3);
};

@@ VERTEX ATTRIBUTES @@

VS_OUTPUT generateOutput(VS_INPUT input)
{
    VS_OUTPUT output;
    output.gl_Position = gl_Position;
    output.dx_Position.x = gl_Position.x;
    output.dx_Position.y = - gl_Position.y;
    output.dx_Position.z = (gl_Position.z + gl_Position.w) * 0.5;
    output.dx_Position.w = gl_Position.w;
    output.v0 = _vLocalCoord_Stage0;

    return output;
}

VS_OUTPUT main(VS_INPUT input){
    initAttributes(input);

(_vLocalCoord_Stage0 = _localCoord);
(gl_Position = vec4_ctor(_position.x, _position.y, 0.0, 1.0));
(gl_Position = vec4_ctor(((gl_Position.xy * _sk_RTAdjust.xz) + (gl_Position.ww * _sk_RTAdjust.yw)), 0.0, gl_Position.w));
return generateOutput(input);
}
�struct PS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float2 v0 : TEXCOORD0;
};

#pragma warning( disable: 3556 3571 )
float3 vec3_ctor(float2 x0, float x1)
{
    return float3(x0, x1);
}
float4 vec4_ctor(float x0, float x1, float x2, float x3)
{
    return float4(x0, x1, x2, x3);
}
// Uniforms

uniform float2 _u_0_Increment_Stage1_c0 : register(c0);
uniform float4 _u_1_Kernel_Stage1_c0[4] : register(c1);
uniform float3x3 _umatrix_Stage1_c0_c0 : register(c5);
uniform float4 _uclamp_Stage1_c0_c0_c0 : register(c8);
static const uint _uTextureSampler_0_Stage1 = 0;
uniform Texture2D<float4> textures2D[1] : register(t0);
uniform SamplerState samplers2D[1] : register(s0);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Varyings
static  float2 _vLocalCoord_Stage0 = {0, 0};

static float4 gl_Color[1] =
{
    float4(0, 0, 0, 0)
};

cbuffer DriverConstants : register(b1)
{
    struct SamplerMetadata
    {
        int baseLevel;
        int internalFormatBits;
        int wrapModes;
        int padding;
        int4 intBorderColor;
    };
    SamplerMetadata samplerMetadata[1] : packoffset(c4);
};

#define GL_USES_FRAG_COLOR
float4 gl_texture2D(uint samplerIndex, float2 t)
{
    return textures2D[samplerIndex].Sample(samplers2D[samplerIndex], float2(t.x, t.y));
}

float4 f_MatrixEffect_Stage1_c0_c0_h4h4f2_float4(in float4 __input, in float2 __coords)
{
float2 __0_inCoord3029 = mul(transpose(_umatrix_Stage1_c0_c0), vec3_ctor(__coords, 1.0)).xy;
float2 __1_subsetCoord3030 = {0, 0};
(__1_subsetCoord3030.x = __0_inCoord3029.x);
(__1_subsetCoord3030.y = __0_inCoord3029.y);
float2 __2_clampedCoord3031 = {0, 0};
(__2_clampedCoord3031.x = clamp(__1_subsetCoord3030.x, _uclamp_Stage1_c0_c0_c0.x, _uclamp_Stage1_c0_c0_c0.z));
(__2_clampedCoord3031.y = __1_subsetCoord3030.y);
float4 __3_textureColor3032 = vec4_ctor(0.0, 0.0, 0.0, gl_texture2D(_uTextureSampler_0_Stage1, __2_clampedCoord3031).x);
return __3_textureColor3032;
}
@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){
    _vLocalCoord_Stage0 = input.v0.xy;

float4 _outputColor_Stage03034 = {1.0, 1.0, 1.0, 1.0};
float4 _output_Stage13035 = {0, 0, 0, 0};
float4 __4_color3036 = {0.0, 0.0, 0.0, 0.0};
float2 __5_coord3037 = (_vLocalCoord_Stage0 - (6.0 * _u_0_Increment_Stage1_c0));
(__4_color3036 += (f_MatrixEffect_Stage1_c0_c0_h4h4f2_float4(_outputColor_Stage03034, __5_coord3037) * _u_1_Kernel_Stage1_c0[0].x));
(__5_coord3037 += _u_0_Increment_Stage1_c0);
(__4_color3036 += (f_MatrixEffect_Stage1_c0_c0_h4h4f2_float4(_outputColor_Stage03034, __5_coord3037) * _u_1_Kernel_Stage1_c0[0].y));
(__5_coord3037 += _u_0_Increment_Stage1_c0);
(__4_color3036 += (f_MatrixEffect_Stage1_c0_c0_h4h4f2_float4(_outputColor_Stage03034, __5_coord3037) * _u_1_Kernel_Stage1_c0[0].z));
(__5_coord3037 += _u_0_Increment_Stage1_c0);
(__4_color3036 += (f_MatrixEffect_Stage1_c0_c0_h4h4f2_float4(_outputColor_Stage03034, __5_coord3037) * _u_1_Kernel_Stage1_c0[0].w));
(__5_coord3037 += _u_0_Increment_Stage1_c0);
(__4_color3036 += (f_MatrixEffect_Stage1_c0_c0_h4h4f2_float4(_outputColor_Stage03034, __5_coord3037) * _u_1_Kernel_Stage1_c0[1].x));
(__5_coord3037 += _u_0_Increment_Stage1_c0);
(__4_color3036 += (f_MatrixEffect_Stage1_c0_c0_h4h4f2_float4(_outputColor_Stage03034, __5_coord3037) * _u_1_Kernel_Stage1_c0[1].y));
(__5_coord3037 += _u_0_Increment_Stage1_c0);
(__4_color3036 += (f_MatrixEffect_Stage1_c0_c0_h4h4f2_float4(_outputColor_Stage03034, __5_coord3037) * _u_1_Kernel_Stage1_c0[1].z));
(__5_coord3037 += _u_0_Increment_Stage1_c0);
(__4_color3036 += (f_MatrixEffect_Stage1_c0_c0_h4h4f2_float4(_outputColor_Stage03034, __5_coord3037) * _u_1_Kernel_Stage1_c0[1].w));
(__5_coord3037 += _u_0_Increment_Stage1_c0);
(__4_color3036 += (f_MatrixEffect_Stage1_c0_c0_h4h4f2_float4(_outputColor_Stage03034, __5_coord3037) * _u_1_Kernel_Stage1_c0[2].x));
(__5_coord3037 += _u_0_Increment_Stage1_c0);
(__4_color3036 += (f_MatrixEffect_Stage1_c0_c0_h4h4f2_float4(_outputColor_Stage03034, __5_coord3037) * _u_1_Kernel_Stage1_c0[2].y));
(__5_coord3037 += _u_0_Increment_Stage1_c0);
(__4_color3036 += (f_MatrixEffect_Stage1_c0_c0_h4h4f2_float4(_outputColor_Stage03034, __5_coord3037) * _u_1_Kernel_Stage1_c0[2].z));
(__5_coord3037 += _u_0_Increment_Stage1_c0);
(__4_color3036 += (f_MatrixEffect_Stage1_c0_c0_h4h4f2_float4(_outputColor_Stage03034, __5_coord3037) * _u_1_Kernel_Stage1_c0[2].w));
(__5_coord3037 += _u_0_Increment_Stage1_c0);
(__4_color3036 += (f_MatrixEffect_Stage1_c0_c0_h4h4f2_float4(_outputColor_Stage03034, __5_coord3037) * _u_1_Kernel_Stage1_c0[3].x));
(_output_Stage13035 = __4_color3036);
{
(gl_Color[0] = _output_Stage13035);
(gl_Color[0] = vec4_ctor(gl_Color[0].w, 0.0, 0.0, 0.0));
}
return generateOutput();
}
R�	gl_Color0gl_Color[0]struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float2 v0 : TEXCOORD0;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float2 v0 : TEXCOORD0;
};

void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput)
{
    output.gl_Position = input.gl_Position;
    output.v0 = input.v0; 
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
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� :6� @>STAT�jN
BPLG���<788efd1c721aP��position
_uposition����������������P��
localCoord_ulocalCoord����������������R��sk_RTAdjust
_usk_RTAdjust����������������������������������������P��u_0_Increment_Stage1_c0_uu_0_Increment_Stage1_c0����������������������������������������R��u_1_Kernel_Stage1_c0[0]_uu_1_Kernel_Stage1_c0[0]����������������������������������������[��umatrix_Stage1_c0_c0_uumatrix_Stage1_c0_c0����������������������������������������R��uclamp_Stage1_c0_c0_c0_uuclamp_Stage1_c0_c0_c0����������������������������������������^�uTextureSampler_0_Stage1_uuTextureSampler_0_Stage1������������������������������������������^�����	��������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������Tstruct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float2 v0 : TEXCOORD0;
};
#pragma warning( disable: 3556 3571 )
float4 vec4_ctor(float x0, float x1, float x2, float x3)
{
    return float4(x0, x1, x2, x3);
}
float4 vec4_ctor(float2 x0, float x1, float x2)
{
    return float4(x0, x1, x2);
}
// Uniforms

uniform float4 _sk_RTAdjust : register(c1);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Attributes
static float2 _position = {0, 0};
static float2 _localCoord = {0, 0};

static float4 gl_Position = float4(0, 0, 0, 0);

// Varyings
static  float2 _vLocalCoord_Stage0 = {0, 0};

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewAdjust : packoffset(c1);
    float2 dx_ViewCoords : packoffset(c2);
    float2 dx_ViewScale  : packoffset(c3);
};

@@ VERTEX ATTRIBUTES @@

VS_OUTPUT generateOutput(VS_INPUT input)
{
    VS_OUTPUT output;
    output.gl_Position = gl_Position;
    output.dx_Position.x = gl_Position.x;
    output.dx_Position.y = - gl_Position.y;
    output.dx_Position.z = (gl_Position.z + gl_Position.w) * 0.5;
    output.dx_Position.w = gl_Position.w;
    output.v0 = _vLocalCoord_Stage0;

    return output;
}

VS_OUTPUT main(VS_INPUT input){
    initAttributes(input);

(_vLocalCoord_Stage0 = _localCoord);
(gl_Position = vec4_ctor(_position.x, _position.y, 0.0, 1.0));
(gl_Position = vec4_ctor(((gl_Position.xy * _sk_RTAdjust.xz) + (gl_Position.ww * _sk_RTAdjust.yw)), 0.0, gl_Position.w));
return generateOutput(input);
}
�struct PS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float2 v0 : TEXCOORD0;
};

#pragma warning( disable: 3556 3571 )
float3 vec3_ctor(float2 x0, float x1)
{
    return float3(x0, x1);
}
float4 vec4_ctor(float x0, float x1, float x2, float x3)
{
    return float4(x0, x1, x2, x3);
}
// Uniforms

uniform float2 _u_0_Increment_Stage1_c0 : register(c0);
uniform float4 _u_1_Kernel_Stage1_c0[4] : register(c1);
uniform float3x3 _umatrix_Stage1_c0_c0 : register(c5);
uniform float4 _uclamp_Stage1_c0_c0_c0 : register(c8);
static const uint _uTextureSampler_0_Stage1 = 0;
uniform Texture2D<float4> textures2D[1] : register(t0);
uniform SamplerState samplers2D[1] : register(s0);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Varyings
static  float2 _vLocalCoord_Stage0 = {0, 0};

static float4 gl_Color[1] =
{
    float4(0, 0, 0, 0)
};

cbuffer DriverConstants : register(b1)
{
    struct SamplerMetadata
    {
        int baseLevel;
        int internalFormatBits;
        int wrapModes;
        int padding;
        int4 intBorderColor;
    };
    SamplerMetadata samplerMetadata[1] : packoffset(c4);
};

#define GL_USES_FRAG_COLOR
float4 gl_texture2D(uint samplerIndex, float2 t)
{
    return textures2D[samplerIndex].Sample(samplers2D[samplerIndex], float2(t.x, t.y));
}

float4 f_MatrixEffect_Stage1_c0_c0_h4h4f2_float4(in float4 __input, in float2 __coords)
{
float2 __0_inCoord3029 = mul(transpose(_umatrix_Stage1_c0_c0), vec3_ctor(__coords, 1.0)).xy;
float2 __1_subsetCoord3030 = {0, 0};
(__1_subsetCoord3030.x = __0_inCoord3029.x);
(__1_subsetCoord3030.y = __0_inCoord3029.y);
float2 __2_clampedCoord3031 = {0, 0};
(__2_clampedCoord3031.x = __1_subsetCoord3030.x);
(__2_clampedCoord3031.y = clamp(__1_subsetCoord3030.y, _uclamp_Stage1_c0_c0_c0.y, _uclamp_Stage1_c0_c0_c0.w));
float4 __3_textureColor3032 = vec4_ctor(0.0, 0.0, 0.0, gl_texture2D(_uTextureSampler_0_Stage1, __2_clampedCoord3031).x);
return __3_textureColor3032;
}
@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){
    _vLocalCoord_Stage0 = input.v0.xy;

float4 _outputColor_Stage03034 = {1.0, 1.0, 1.0, 1.0};
float4 _output_Stage13035 = {0, 0, 0, 0};
float4 __4_color3036 = {0.0, 0.0, 0.0, 0.0};
float2 __5_coord3037 = (_vLocalCoord_Stage0 - (6.0 * _u_0_Increment_Stage1_c0));
(__4_color3036 += (f_MatrixEffect_Stage1_c0_c0_h4h4f2_float4(_outputColor_Stage03034, __5_coord3037) * _u_1_Kernel_Stage1_c0[0].x));
(__5_coord3037 += _u_0_Increment_Stage1_c0);
(__4_color3036 += (f_MatrixEffect_Stage1_c0_c0_h4h4f2_float4(_outputColor_Stage03034, __5_coord3037) * _u_1_Kernel_Stage1_c0[0].y));
(__5_coord3037 += _u_0_Increment_Stage1_c0);
(__4_color3036 += (f_MatrixEffect_Stage1_c0_c0_h4h4f2_float4(_outputColor_Stage03034, __5_coord3037) * _u_1_Kernel_Stage1_c0[0].z));
(__5_coord3037 += _u_0_Increment_Stage1_c0);
(__4_color3036 += (f_MatrixEffect_Stage1_c0_c0_h4h4f2_float4(_outputColor_Stage03034, __5_coord3037) * _u_1_Kernel_Stage1_c0[0].w));
(__5_coord3037 += _u_0_Increment_Stage1_c0);
(__4_color3036 += (f_MatrixEffect_Stage1_c0_c0_h4h4f2_float4(_outputColor_Stage03034, __5_coord3037) * _u_1_Kernel_Stage1_c0[1].x));
(__5_coord3037 += _u_0_Increment_Stage1_c0);
(__4_color3036 += (f_MatrixEffect_Stage1_c0_c0_h4h4f2_float4(_outputColor_Stage03034, __5_coord3037) * _u_1_Kernel_Stage1_c0[1].y));
(__5_coord3037 += _u_0_Increment_Stage1_c0);
(__4_color3036 += (f_MatrixEffect_Stage1_c0_c0_h4h4f2_float4(_outputColor_Stage03034, __5_coord3037) * _u_1_Kernel_Stage1_c0[1].z));
(__5_coord3037 += _u_0_Increment_Stage1_c0);
(__4_color3036 += (f_MatrixEffect_Stage1_c0_c0_h4h4f2_float4(_outputColor_Stage03034, __5_coord3037) * _u_1_Kernel_Stage1_c0[1].w));
(__5_coord3037 += _u_0_Increment_Stage1_c0);
(__4_color3036 += (f_MatrixEffect_Stage1_c0_c0_h4h4f2_float4(_outputColor_Stage03034, __5_coord3037) * _u_1_Kernel_Stage1_c0[2].x));
(__5_coord3037 += _u_0_Increment_Stage1_c0);
(__4_color3036 += (f_MatrixEffect_Stage1_c0_c0_h4h4f2_float4(_outputColor_Stage03034, __5_coord3037) * _u_1_Kernel_Stage1_c0[2].y));
(__5_coord3037 += _u_0_Increment_Stage1_c0);
(__4_color3036 += (f_MatrixEffect_Stage1_c0_c0_h4h4f2_float4(_outputColor_Stage03034, __5_coord3037) * _u_1_Kernel_Stage1_c0[2].z));
(__5_coord3037 += _u_0_Increment_Stage1_c0);
(__4_color3036 += (f_MatrixEffect_Stage1_c0_c0_h4h4f2_float4(_outputColor_Stage03034, __5_coord3037) * _u_1_Kernel_Stage1_c0[2].w));
(__5_coord3037 += _u_0_Increment_Stage1_c0);
(__4_color3036 += (f_MatrixEffect_Stage1_c0_c0_h4h4f2_float4(_outputColor_Stage03034, __5_coord3037) * _u_1_Kernel_Stage1_c0[3].x));
(_output_Stage13035 = __4_color3036);
{
(gl_Color[0] = _output_Stage13035);
(gl_Color[0] = vec4_ctor(gl_Color[0].w, 0.0, 0.0, 0.0));
}
return generateOutput();
}
R�	gl_Color0gl_Color[0]struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float2 v0 : TEXCOORD0;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float2 v0 : TEXCOORD0;
};

void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput)
{
    output.gl_Position = input.gl_Position;
    output.v0 = input.v0; 
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
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� :6� @>STAT�jN
BPLG��
+788efd1c721aP��
inPosition_uinPosition����������������R��inColor	_uinColor����������������P��inEllipseOffset_uinEllipseOffset����������������R��inEllipseRadii_uinEllipseRadii����������������R��sk_RTAdjust
_usk_RTAdjust����������������������������������������R��uinnerRect_Stage1_c0_uuinnerRect_Stage1_c0����������������������������������������P��uinvRadiiXY_Stage1_c0_uuinvRadiiXY_Stage1_c0�����������������������������������������������������������������������������������������������������������������������������������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD3;
    float4 gl_FragCoord : TEXCOORD4;
    float4 v0 : TEXCOORD0;
    float4 v1 : TEXCOORD1;
    float2 v2 : TEXCOORD2;
};
#pragma warning( disable: 3556 3571 )
float4 vec4_ctor(float x0, float x1, float x2, float x3)
{
    return float4(x0, x1, x2, x3);
}
float4 vec4_ctor(float2 x0, float x1, float x2)
{
    return float4(x0, x1, x2);
}
// Uniforms

uniform float4 _sk_RTAdjust : register(c1);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Attributes
static float2 _inPosition = {0, 0};
static float4 _inColor = {0, 0, 0, 0};
static float2 _inEllipseOffset = {0, 0};
static float4 _inEllipseRadii = {0, 0, 0, 0};

static float4 gl_Position = float4(0, 0, 0, 0);

// Varyings
static  float2 _vEllipseOffsets_Stage0 = {0, 0};
static  float4 _vEllipseRadii_Stage0 = {0, 0, 0, 0};
static  float4 _vinColor_Stage0 = {0, 0, 0, 0};

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewAdjust : packoffset(c1);
    float2 dx_ViewCoords : packoffset(c2);
    float2 dx_ViewScale  : packoffset(c3);
};

@@ VERTEX ATTRIBUTES @@

VS_OUTPUT generateOutput(VS_INPUT input)
{
    VS_OUTPUT output;
    output.gl_Position = gl_Position;
    output.dx_Position.x = gl_Position.x;
    output.dx_Position.y = - gl_Position.y;
    output.dx_Position.z = (gl_Position.z + gl_Position.w) * 0.5;
    output.dx_Position.w = gl_Position.w;
    output.gl_FragCoord = gl_Position;
    output.v0 = _vEllipseRadii_Stage0;
    output.v1 = _vinColor_Stage0;
    output.v2 = _vEllipseOffsets_Stage0;

    return output;
}

VS_OUTPUT main(VS_INPUT input){
    initAttributes(input);

(_vEllipseOffsets_Stage0 = _inEllipseOffset);
(_vEllipseRadii_Stage0 = _inEllipseRadii);
(_vinColor_Stage0 = _inColor);
float2 __tmp_0_inPosition3029 = _inPosition;
(gl_Position = vec4_ctor(__tmp_0_inPosition3029.x, __tmp_0_inPosition3029.y, 0.0, 1.0));
(gl_Position = vec4_ctor(((gl_Position.xy * _sk_RTAdjust.xz) + (gl_Position.ww * _sk_RTAdjust.yw)), 0.0, gl_Position.w));
return generateOutput(input);
}
struct PS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD3;
    float4 gl_FragCoord : TEXCOORD4;
    float4 v0 : TEXCOORD0;
    float4 v1 : TEXCOORD1;
    float2 v2 : TEXCOORD2;
};

#pragma warning( disable: 3556 3571 )
float4 vec4_ctor(float x0)
{
    return float4(x0, x0, x0, x0);
}
// Uniforms

uniform float4 _uinnerRect_Stage1_c0 : register(c0);
uniform float2 _uinvRadiiXY_Stage1_c0 : register(c1);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Varyings
static  float2 _vEllipseOffsets_Stage0 = {0, 0};
static  float4 _vEllipseRadii_Stage0 = {0, 0, 0, 0};
static  float4 _vinColor_Stage0 = {0, 0, 0, 0};

static float4 gl_Color[1] =
{
    float4(0, 0, 0, 0)
};
static float4 gl_FragCoord = float4(0, 0, 0, 0);

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewCoords : packoffset(c1);
    float3 dx_DepthFront : packoffset(c2);
    float2 dx_ViewScale : packoffset(c3);
};

#define GL_USES_FRAG_COLOR
#define GL_USES_FRAG_COORD
@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){
    float rhw = 1.0 / input.gl_FragCoord.w;
    gl_FragCoord.x = input.dx_Position.x;
    gl_FragCoord.y = input.dx_Position.y;
    gl_FragCoord.z = (input.gl_FragCoord.z * rhw) * dx_DepthFront.x + dx_DepthFront.y;
    gl_FragCoord.w = rhw;
    _vEllipseRadii_Stage0 = input.v0;
    _vinColor_Stage0 = input.v1;
    _vEllipseOffsets_Stage0 = input.v2.xy;

float4 _outputColor_Stage03026 = {0, 0, 0, 0};
(_outputColor_Stage03026 = _vinColor_Stage0);
float2 _offset3027 = _vEllipseOffsets_Stage0;
float _test3028 = (dot(_offset3027, _offset3027) - 1.0);
float2 _grad3029 = ((2.0 * _offset3027) * _vEllipseRadii_Stage0.xy);
float _grad_dot3030 = dot(_grad3029, _grad3029);
(_grad_dot3030 = max(_grad_dot3030, 0.0));
float _invlen3031 = rsqrt(_grad_dot3030);
float _edgeAlpha3032 = clamp((0.5 - (_test3028 * _invlen3031)), 0.0, 1.0);
float4 _outputCoverage_Stage03033 = vec4_ctor(_edgeAlpha3032);
float4 _output_Stage13034 = {0, 0, 0, 0};
float2 __0_dxy03035 = (_uinnerRect_Stage1_c0.xy - gl_FragCoord.xy);
float2 __1_dxy13036 = (gl_FragCoord.xy - _uinnerRect_Stage1_c0.zw);
float2 __2_dxy3037 = max(max(__0_dxy03035, __1_dxy13036), 0.0);
float2 __3_Z3038 = (__2_dxy3037 * _uinvRadiiXY_Stage1_c0);
float __4_implicit3039 = (dot(__3_Z3038, __2_dxy3037) - 1.0);
float __5_grad_dot3040 = (4.0 * dot(__3_Z3038, __3_Z3038));
(__5_grad_dot3040 = max(__5_grad_dot3040, 9.9999997e-05));
float __6_approx_dist3041 = (__4_implicit3039 * rsqrt(__5_grad_dot3040));
float __7_alpha3042 = clamp((0.5 + __6_approx_dist3041), 0.0, 1.0);
(_output_Stage13034 = (_outputCoverage_Stage03033 * __7_alpha3042));
{
(gl_Color[0] = (_outputColor_Stage03026 * _output_Stage13034));
}
return generateOutput();
}
R�	gl_Color0gl_Color[0]struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD3;
    float4 gl_FragCoord : TEXCOORD4;
    float4 v0 : TEXCOORD0;
    float4 v1 : TEXCOORD1;
    float2 v2 : TEXCOORD2;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD3;
    float4 gl_FragCoord : TEXCOORD4;
    float4 v0 : TEXCOORD0;
    float4 v1 : TEXCOORD1;
    float2 v2 : TEXCOORD2;
};

void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput)
{
    output.gl_Position = input.gl_Position;
    output.v0 = input.v0; 
    output.v1 = input.v1; 
    output.v2 = input.v2; 
    output.gl_FragCoord = input.gl_FragCoord;
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
�����DXBC���C!��3�'��LD�4D�x@RDEFh<����RD11< ($\$Globals���\� ����������_sk_RTAdjustfloat4�Microsoft (R) HLSL Shader Compiler 10.1ISGNthhhhTEXCOORD���OSGN�������SV_PositionTEXCOORD���SHEX�PpjYF� _2_�_2_�g� e� e� e� e� e2 h6� @?�?22F�� օ 6" �A6 
62 F62 F6� @�?6� @�?6� F6� F62 F>STAT�
	�$DXBCv��n�����u�$4�t��RDEF�h<���XRD11< ($\$Globals���\� ����������4��������_uinnerRect_Stage1_c0float4����_uinvRadiiXY_Stage1_c0float2��+Microsoft (R) HLSL Shader Compiler 10.1ISGN�������SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX�P�jYF� d 2b2b�b2e� h	2F�AF� 	��� �A42�
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@?8bbVV"��D"BFFB*@��2 
"*�A@?8
8� F>STAT�BPLG��43788efd1c721aP��position
_uposition����������������R��color_ucolor����������������R��sk_RTAdjust
_usk_RTAdjust����������������������������������������R��urectH_Stage1_c0_uurectH_Stage1_c0����������������������������������������[��uinvVM_Stage1_c0_uuinvVM_Stage1_c0����������������������������������������[��umatrix_Stage1_c0_c0_uumatrix_Stage1_c0_c0����������������������������������������Q��u_0_var_Stage2_c1[0]_uu_0_var_Stage2_c1[0]����������������������������������������^�uTextureSampler_0_Stage1_uuTextureSampler_0_Stage1������������������������������������������^�����	���������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    float4 v0 : TEXCOORD0;
};
#pragma warning( disable: 3556 3571 )
float4 vec4_ctor(float x0, float x1, float x2, float x3)
{
    return float4(x0, x1, x2, x3);
}
float4 vec4_ctor(float2 x0, float x1, float x2)
{
    return float4(x0, x1, x2);
}
// Uniforms

uniform float4 _sk_RTAdjust : register(c1);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Attributes
static float2 _position = {0, 0};
static float4 _color = {0, 0, 0, 0};

static float4 gl_Position = float4(0, 0, 0, 0);

// Varyings
static  float4 _vcolor_Stage0 = {0, 0, 0, 0};

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewAdjust : packoffset(c1);
    float2 dx_ViewCoords : packoffset(c2);
    float2 dx_ViewScale  : packoffset(c3);
};

@@ VERTEX ATTRIBUTES @@

VS_OUTPUT generateOutput(VS_INPUT input)
{
    VS_OUTPUT output;
    output.gl_Position = gl_Position;
    output.dx_Position.x = gl_Position.x;
    output.dx_Position.y = - gl_Position.y;
    output.dx_Position.z = (gl_Position.z + gl_Position.w) * 0.5;
    output.dx_Position.w = gl_Position.w;
    output.gl_FragCoord = gl_Position;
    output.v0 = _vcolor_Stage0;

    return output;
}

VS_OUTPUT main(VS_INPUT input){
    initAttributes(input);

(_vcolor_Stage0 = _color);
(gl_Position = vec4_ctor(_position.x, _position.y, 0.0, 1.0));
(gl_Position = vec4_ctor(((gl_Position.xy * _sk_RTAdjust.xz) + (gl_Position.ww * _sk_RTAdjust.yw)), 0.0, gl_Position.w));
return generateOutput(input);
}
�struct PS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    float4 v0 : TEXCOORD0;
};

#pragma warning( disable: 3556 3571 )
float2 vec2_ctor(float x0, float x1)
{
    return float2(x0, x1);
}
float3 vec3_ctor(float2 x0, float x1)
{
    return float3(x0, x1);
}
float4 vec4_ctor(float x0)
{
    return float4(x0, x0, x0, x0);
}
// Uniforms

uniform float4 _urectH_Stage1_c0 : register(c0);
uniform float3x3 _uinvVM_Stage1_c0 : register(c1);
uniform float3x3 _umatrix_Stage1_c0_c0 : register(c4);
uniform float3 _u_0_var_Stage2_c1[4] : register(c7);
static const uint _uTextureSampler_0_Stage1 = 0;
uniform Texture2D<float4> textures2D[1] : register(t0);
uniform SamplerState samplers2D[1] : register(s0);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Varyings
static  float4 _vcolor_Stage0 = {0, 0, 0, 0};

static float4 gl_Color[1] =
{
    float4(0, 0, 0, 0)
};
static float4 gl_FragCoord = float4(0, 0, 0, 0);

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewCoords : packoffset(c1);
    float3 dx_DepthFront : packoffset(c2);
    float2 dx_ViewScale : packoffset(c3);
    struct SamplerMetadata
    {
        int baseLevel;
        int internalFormatBits;
        int wrapModes;
        int padding;
        int4 intBorderColor;
    };
    SamplerMetadata samplerMetadata[1] : packoffset(c4);
};

#define GL_USES_FRAG_COLOR
float4 gl_texture2D(uint samplerIndex, float2 t)
{
    return textures2D[samplerIndex].Sample(samplers2D[samplerIndex], float2(t.x, t.y));
}

#define GL_USES_FRAG_COORD
@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){
    float rhw = 1.0 / input.gl_FragCoord.w;
    gl_FragCoord.x = input.dx_Position.x;
    gl_FragCoord.y = input.dx_Position.y;
    gl_FragCoord.z = (input.gl_FragCoord.z * rhw) * dx_DepthFront.x + dx_DepthFront.y;
    gl_FragCoord.w = rhw;
    _vcolor_Stage0 = input.v0;

float4 _outputColor_Stage03027 = {0, 0, 0, 0};
(_outputColor_Stage03027 = _vcolor_Stage0);
float4 _output_Stage13028 = {0, 0, 0, 0};
float __1_xCoverage3029 = {0};
float __2_yCoverage3030 = {0};
float2 __3_pos3031 = gl_FragCoord.xy;
{
(__3_pos3031 = mul(transpose(_uinvVM_Stage1_c0), vec3_ctor(__3_pos3031, 1.0)).xy);
}
{
float4 __4_rect3032 = {0, 0, 0, 0};
{
(__4_rect3032.xy = (_urectH_Stage1_c0.xy - __3_pos3031));
(__4_rect3032.zw = (__3_pos3031 - _urectH_Stage1_c0.zw));
}
(__1_xCoverage3029 = ((1.0 - gl_texture2D(_uTextureSampler_0_Stage1, mul(transpose(_umatrix_Stage1_c0_c0), vec3_ctor(vec2_ctor(__4_rect3032.x, 0.5), 1.0)).xy).x) - gl_texture2D(_uTextureSampler_0_Stage1, mul(transpose(_umatrix_Stage1_c0_c0), vec3_ctor(vec2_ctor(__4_rect3032.z, 0.5), 1.0)).xy).x));
(__2_yCoverage3030 = ((1.0 - gl_texture2D(_uTextureSampler_0_Stage1, mul(transpose(_umatrix_Stage1_c0_c0), vec3_ctor(vec2_ctor(__4_rect3032.y, 0.5), 1.0)).xy).x) - gl_texture2D(_uTextureSampler_0_Stage1, mul(transpose(_umatrix_Stage1_c0_c0), vec3_ctor(vec2_ctor(__4_rect3032.w, 0.5), 1.0)).xy).x));
}
(_output_Stage13028 = (vec4_ctor(__1_xCoverage3029) * __2_yCoverage3030));
float4 _output_Stage23033 = {0, 0, 0, 0};
float __5_alpha3034 = {1.0};
float __6_edge3035 = {0};
(__6_edge3035 = dot(_u_0_var_Stage2_c1[0], vec3_ctor(gl_FragCoord.xy, 1.0)));
float sbdc = {0};
if ((__6_edge3035 >= 0.5))
{
(sbdc = 1.0);
}
else
{
(sbdc = 0.0);
}
(__6_edge3035 = sbdc);
(__5_alpha3034 *= __6_edge3035);
(__6_edge3035 = dot(_u_0_var_Stage2_c1[1], vec3_ctor(gl_FragCoord.xy, 1.0)));
float sbdd = {0};
if ((__6_edge3035 >= 0.5))
{
(sbdd = 1.0);
}
else
{
(sbdd = 0.0);
}
(__6_edge3035 = sbdd);
(__5_alpha3034 *= __6_edge3035);
(__6_edge3035 = dot(_u_0_var_Stage2_c1[2], vec3_ctor(gl_FragCoord.xy, 1.0)));
float sbde = {0};
if ((__6_edge3035 >= 0.5))
{
(sbde = 1.0);
}
else
{
(sbde = 0.0);
}
(__6_edge3035 = sbde);
(__5_alpha3034 *= __6_edge3035);
(__6_edge3035 = dot(_u_0_var_Stage2_c1[3], vec3_ctor(gl_FragCoord.xy, 1.0)));
float sbdf = {0};
if ((__6_edge3035 >= 0.5))
{
(sbdf = 1.0);
}
else
{
(sbdf = 0.0);
}
(__6_edge3035 = sbdf);
(__5_alpha3034 *= __6_edge3035);
(__5_alpha3034 = (1.0 - __5_alpha3034));
(_output_Stage23033 = (_output_Stage13028 * __5_alpha3034));
{
(gl_Color[0] = (_outputColor_Stage03027 * _output_Stage23033));
}
return generateOutput();
}
R�	gl_Color0gl_Color[0]ystruct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    float4 v0 : TEXCOORD0;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    float4 v0 : TEXCOORD0;
};

void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput)
{
    output.gl_Position = input.gl_Position;
    output.v0 = input.v0; 
    output.gl_FragCoord = input.gl_FragCoord;
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
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��	DXBC&�Ϥ�,	&F���`Gw��	4�<p	RDEFx�<���PRD11< ($������
�samplers2D[0]textures2D[0]$Globals������|����������,����������@,���������p<,��������_urectH_Stage1_c0float4����_uinvVM_Stage1_c0float3x3��_umatrix_Stage1_c0_c0_u_0_var_Stage2_c1float3%Microsoft (R) HLSL Shader Compiler 10.1ISGN�htttSV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX�PhjYF� Z`XpUUd 2b�e� h62F6B@�?�F� F�:@?�:@�?F� F
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@�?F� F"F� F	2F�AF� 	2F� �A6�@?�?F� �"F� �E���CUFF~`
�A@�?6�@?�?F� �"F� �E���CU"F~`�A
F� �"F� �E���CU"F~`F� �"F� �E���CUBF�|`B*�A@�?"�A*8
8:
8� F>STAT�+BPLG���788efd1c721aP��position
_uposition����������������R��color_ucolor����������������R��sk_RTAdjust
_usk_RTAdjust����������������������������������������R��urectUniform_Stage1_c0_uurectUniform_Stage1_c0�����������������������������������������������������������������������������������������������������������������������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    float4 v0 : TEXCOORD0;
};
#pragma warning( disable: 3556 3571 )
float4 vec4_ctor(float x0, float x1, float x2, float x3)
{
    return float4(x0, x1, x2, x3);
}
float4 vec4_ctor(float2 x0, float x1, float x2)
{
    return float4(x0, x1, x2);
}
// Uniforms

uniform float4 _sk_RTAdjust : register(c1);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Attributes
static float2 _position = {0, 0};
static float4 _color = {0, 0, 0, 0};

static float4 gl_Position = float4(0, 0, 0, 0);

// Varyings
static  float4 _vcolor_Stage0 = {0, 0, 0, 0};

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewAdjust : packoffset(c1);
    float2 dx_ViewCoords : packoffset(c2);
    float2 dx_ViewScale  : packoffset(c3);
};

@@ VERTEX ATTRIBUTES @@

VS_OUTPUT generateOutput(VS_INPUT input)
{
    VS_OUTPUT output;
    output.gl_Position = gl_Position;
    output.dx_Position.x = gl_Position.x;
    output.dx_Position.y = - gl_Position.y;
    output.dx_Position.z = (gl_Position.z + gl_Position.w) * 0.5;
    output.dx_Position.w = gl_Position.w;
    output.gl_FragCoord = gl_Position;
    output.v0 = _vcolor_Stage0;

    return output;
}

VS_OUTPUT main(VS_INPUT input){
    initAttributes(input);

(_vcolor_Stage0 = _color);
(gl_Position = vec4_ctor(_position.x, _position.y, 0.0, 1.0));
(gl_Position = vec4_ctor(((gl_Position.xy * _sk_RTAdjust.xz) + (gl_Position.ww * _sk_RTAdjust.yw)), 0.0, gl_Position.w));
return generateOutput(input);
}
xstruct PS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    float4 v0 : TEXCOORD0;
};

#pragma warning( disable: 3556 3571 )
float float_ctor(int x0)
{
    return float(x0);
}
float4 vec4_ctor(float x0)
{
    return float4(x0, x0, x0, x0);
}
float4 vec4_ctor(float2 x0, float2 x1)
{
    return float4(x0, x1);
}
// Uniforms

uniform float4 _urectUniform_Stage1_c0 : register(c0);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Varyings
static  float4 _vcolor_Stage0 = {0, 0, 0, 0};

static float4 gl_Color[1] =
{
    float4(0, 0, 0, 0)
};
static float4 gl_FragCoord = float4(0, 0, 0, 0);

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewCoords : packoffset(c1);
    float3 dx_DepthFront : packoffset(c2);
    float2 dx_ViewScale : packoffset(c3);
};

#define GL_USES_FRAG_COLOR
#define GL_USES_FRAG_COORD
@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){
    float rhw = 1.0 / input.gl_FragCoord.w;
    gl_FragCoord.x = input.dx_Position.x;
    gl_FragCoord.y = input.dx_Position.y;
    gl_FragCoord.z = (input.gl_FragCoord.z * rhw) * dx_DepthFront.x + dx_DepthFront.y;
    gl_FragCoord.w = rhw;
    _vcolor_Stage0 = input.v0;

float4 _outputColor_Stage03023 = {0, 0, 0, 0};
(_outputColor_Stage03023 = _vcolor_Stage0);
float4 _output_Stage13024 = {0, 0, 0, 0};
float __1_coverage3025 = {0};
{
int sbd2 = {0};
if (all((vec4_ctor(gl_FragCoord.xy, _urectUniform_Stage1_c0.zw) > vec4_ctor(_urectUniform_Stage1_c0.xy, gl_FragCoord.xy))))
{
(sbd2 = 1);
}
else
{
(sbd2 = 0);
}
(__1_coverage3025 = float_ctor(sbd2));
}
{
(__1_coverage3025 = (1.0 - __1_coverage3025));
}
(_output_Stage13024 = vec4_ctor(__1_coverage3025));
{
(gl_Color[0] = (_outputColor_Stage03023 * _output_Stage13024));
}
return generateOutput();
}
R�	gl_Color0gl_Color[0]ystruct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    float4 v0 : TEXCOORD0;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    float4 v0 : TEXCOORD0;
};

void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput)
{
    output.gl_Position = input.gl_Position;
    output.v0 = input.v0; 
    output.gl_FragCoord = input.gl_FragCoord;
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
��$DXBC"���c�F�ڵ�NWc$4D��RDEFh<����RD11< ($\$Globals���\� ����������_sk_RTAdjustfloat4�Microsoft (R) HLSL Shader Compiler 10.1ISGND88TEXCOORD���OSGN�htttSV_PositionTEXCOORD���SHEXhPZjYF� _2_�g� e� e� e� h6� @?�?22F�� օ 6" �A6 
62 F62 F6� @�?6� @�?6� F>STAT�
��DXBCp2��\s$�U����H��4P�RDEFh<����RD11< ($\$Globals���\�����������_urectUniform_Stage1_c0float4��Microsoft (R) HLSL Shader Compiler 10.1ISGN�htttSV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX�P>jYF� d 2b�e� h12F� F1��� 2�
F
7� @F>STAT�BPLG��;788efd1c721aP��
inPosition_uinPosition����������������R��sk_RTAdjust
_usk_RTAdjust����������������������������������������R��
uColor_Stage0_uuColor_Stage0���������������������������������������������������������������������������������������������������������������������������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD0;
};
#pragma warning( disable: 3556 3571 )
float4 vec4_ctor(float x0, float x1, float x2, float x3)
{
    return float4(x0, x1, x2, x3);
}
float4 vec4_ctor(float2 x0, float x1, float x2)
{
    return float4(x0, x1, x2);
}
// Uniforms

uniform float4 _sk_RTAdjust : register(c1);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Attributes
static float2 _inPosition = {0, 0};

static float4 gl_Position = float4(0, 0, 0, 0);

// Varyings

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewAdjust : packoffset(c1);
    float2 dx_ViewCoords : packoffset(c2);
    float2 dx_ViewScale  : packoffset(c3);
};

@@ VERTEX ATTRIBUTES @@

VS_OUTPUT generateOutput(VS_INPUT input)
{
    VS_OUTPUT output;
    output.gl_Position = gl_Position;
    output.dx_Position.x = gl_Position.x;
    output.dx_Position.y = - gl_Position.y;
    output.dx_Position.z = (gl_Position.z + gl_Position.w) * 0.5;
    output.dx_Position.w = gl_Position.w;

    return output;
}

VS_OUTPUT main(VS_INPUT input){
    initAttributes(input);

float2 __tmp_0_inPosition3023 = _inPosition;
(gl_Position = vec4_ctor(__tmp_0_inPosition3023.x, __tmp_0_inPosition3023.y, 0.0, 1.0));
(gl_Position = vec4_ctor(((gl_Position.xy * _sk_RTAdjust.xz) + (gl_Position.ww * _sk_RTAdjust.yw)), 0.0, gl_Position.w));
return generateOutput(input);
}
�struct PS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD0;
};

#pragma warning( disable: 3556 3571 )
// Uniforms

uniform float4 _uColor_Stage0 : register(c0);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Varyings

static float4 gl_Color[1] =
{
    float4(0, 0, 0, 0)
};

cbuffer DriverConstants : register(b1)
{
};

#define GL_USES_FRAG_COLOR
@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){

float4 _outputColor_Stage03022 = {0, 0, 0, 0};
(_outputColor_Stage03022 = _uColor_Stage0);
{
(gl_Color[0] = _outputColor_Stage03022);
}
return generateOutput();
}
R�	gl_Color0gl_Color[0]�struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD0;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD0;
};

void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput)
{
    output.gl_Position = input.gl_Position;
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
�pDXBC��"a�I/Ǘ*Rp4Dx��RDEFh<����RD11< ($\$Globals���\� ����������_sk_RTAdjustfloat4�Microsoft (R) HLSL Shader Compiler 10.1ISGN, TEXCOORD���OSGNP8DSV_PositionTEXCOORD���SHEX�P?jYF� _2g� e� h6� @?�?22F�� օ 6" �A6 
62 F6� @�?>STAT���DXBC2��Wo�t��]��4H�� RDEFh<����RD11< ($\$Globals���\�����������_uColor_Stage0float4���Microsoft (R) HLSL Shader Compiler 10.1ISGNP8DSV_PositionTEXCOORD���OSGN, SV_TARGET��SHEXDPjYF� e� 6� F� >STAT�BPLG���/788efd1c721aP��position
_uposition����������������R��color_ucolor����������������R��sk_RTAdjust
_usk_RTAdjust����������������������������������������R��ucircle_Stage1_c0_uucircle_Stage1_c0����������������������������������������R��ucircle_Stage1_c0_c0_uucircle_Stage1_c0_c0����������������������������������������Q��u_0_var_Stage1_c0_c0_c0[0]_uu_0_var_Stage1_c0_c0_c0[0]����������������������������������������Q��u_3_var_Stage1_c0_c0_c0_c0[0]_uu_3_var_Stage1_c0_c0_c0_c0[0]�����������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    float4 v0 : TEXCOORD0;
};
#pragma warning( disable: 3556 3571 )
float4 vec4_ctor(float x0, float x1, float x2, float x3)
{
    return float4(x0, x1, x2, x3);
}
float4 vec4_ctor(float2 x0, float x1, float x2)
{
    return float4(x0, x1, x2);
}
// Uniforms

uniform float4 _sk_RTAdjust : register(c1);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Attributes
static float2 _position = {0, 0};
static float4 _color = {0, 0, 0, 0};

static float4 gl_Position = float4(0, 0, 0, 0);

// Varyings
static  float4 _vcolor_Stage0 = {0, 0, 0, 0};

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewAdjust : packoffset(c1);
    float2 dx_ViewCoords : packoffset(c2);
    float2 dx_ViewScale  : packoffset(c3);
};

@@ VERTEX ATTRIBUTES @@

VS_OUTPUT generateOutput(VS_INPUT input)
{
    VS_OUTPUT output;
    output.gl_Position = gl_Position;
    output.dx_Position.x = gl_Position.x;
    output.dx_Position.y = - gl_Position.y;
    output.dx_Position.z = (gl_Position.z + gl_Position.w) * 0.5;
    output.dx_Position.w = gl_Position.w;
    output.gl_FragCoord = gl_Position;
    output.v0 = _vcolor_Stage0;

    return output;
}

VS_OUTPUT main(VS_INPUT input){
    initAttributes(input);

(_vcolor_Stage0 = _color);
(gl_Position = vec4_ctor(_position.x, _position.y, 0.0, 1.0));
(gl_Position = vec4_ctor(((gl_Position.xy * _sk_RTAdjust.xz) + (gl_Position.ww * _sk_RTAdjust.yw)), 0.0, gl_Position.w));
return generateOutput(input);
}
pstruct PS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    float4 v0 : TEXCOORD0;
};

#pragma warning( disable: 3556 3571 )
float3 vec3_ctor(float2 x0, float x1)
{
    return float3(x0, x1);
}
float4 vec4_ctor(float x0)
{
    return float4(x0, x0, x0, x0);
}
// Uniforms

uniform float4 _ucircle_Stage1_c0 : register(c0);
uniform float4 _ucircle_Stage1_c0_c0 : register(c1);
uniform float3 _u_0_var_Stage1_c0_c0_c0[4] : register(c2);
uniform float3 _u_3_var_Stage1_c0_c0_c0_c0[4] : register(c6);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Varyings
static  float4 _vcolor_Stage0 = {0, 0, 0, 0};

static float4 gl_Color[1] =
{
    float4(0, 0, 0, 0)
};
static float4 gl_FragCoord = float4(0, 0, 0, 0);

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewCoords : packoffset(c1);
    float3 dx_DepthFront : packoffset(c2);
    float2 dx_ViewScale : packoffset(c3);
};

#define GL_USES_FRAG_COLOR
#define GL_USES_FRAG_COORD
@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){
    float rhw = 1.0 / input.gl_FragCoord.w;
    gl_FragCoord.x = input.dx_Position.x;
    gl_FragCoord.y = input.dx_Position.y;
    gl_FragCoord.z = (input.gl_FragCoord.z * rhw) * dx_DepthFront.x + dx_DepthFront.y;
    gl_FragCoord.w = rhw;
    _vcolor_Stage0 = input.v0;

float4 _outputColor_Stage03026 = {0, 0, 0, 0};
(_outputColor_Stage03026 = _vcolor_Stage0);
float4 _output_Stage13027 = {0, 0, 0, 0};
float __16_d3028 = {0};
{
(__16_d3028 = ((1.0 - length(((_ucircle_Stage1_c0.xy - gl_FragCoord.xy) * _ucircle_Stage1_c0.w))) * _ucircle_Stage1_c0.z));
}
float __19_d3029 = {0};
{
(__19_d3029 = ((length(((_ucircle_Stage1_c0_c0.xy - gl_FragCoord.xy) * _ucircle_Stage1_c0_c0.w)) - 1.0) * _ucircle_Stage1_c0_c0.z));
}
float __20_alpha3030 = {1.0};
float __21_edge3031 = {0};
(__21_edge3031 = dot(_u_0_var_Stage1_c0_c0_c0[0], vec3_ctor(gl_FragCoord.xy, 1.0)));
float sbdc = {0};
if ((__21_edge3031 >= 0.5))
{
(sbdc = 1.0);
}
else
{
(sbdc = 0.0);
}
(__21_edge3031 = sbdc);
(__20_alpha3030 *= __21_edge3031);
(__21_edge3031 = dot(_u_0_var_Stage1_c0_c0_c0[1], vec3_ctor(gl_FragCoord.xy, 1.0)));
float sbdd = {0};
if ((__21_edge3031 >= 0.5))
{
(sbdd = 1.0);
}
else
{
(sbdd = 0.0);
}
(__21_edge3031 = sbdd);
(__20_alpha3030 *= __21_edge3031);
(__21_edge3031 = dot(_u_0_var_Stage1_c0_c0_c0[2], vec3_ctor(gl_FragCoord.xy, 1.0)));
float sbde = {0};
if ((__21_edge3031 >= 0.5))
{
(sbde = 1.0);
}
else
{
(sbde = 0.0);
}
(__21_edge3031 = sbde);
(__20_alpha3030 *= __21_edge3031);
(__21_edge3031 = dot(_u_0_var_Stage1_c0_c0_c0[3], vec3_ctor(gl_FragCoord.xy, 1.0)));
float sbdf = {0};
if ((__21_edge3031 >= 0.5))
{
(sbdf = 1.0);
}
else
{
(sbdf = 0.0);
}
(__21_edge3031 = sbdf);
(__20_alpha3030 *= __21_edge3031);
float __22_alpha3032 = {1.0};
float __23_edge3033 = {0};
(__23_edge3033 = dot(_u_3_var_Stage1_c0_c0_c0_c0[0], vec3_ctor(gl_FragCoord.xy, 1.0)));
(__23_edge3033 = clamp(__23_edge3033, 0.0, 1.0));
(__22_alpha3032 *= __23_edge3033);
(__23_edge3033 = dot(_u_3_var_Stage1_c0_c0_c0_c0[1], vec3_ctor(gl_FragCoord.xy, 1.0)));
(__23_edge3033 = clamp(__23_edge3033, 0.0, 1.0));
(__22_alpha3032 *= __23_edge3033);
(__23_edge3033 = dot(_u_3_var_Stage1_c0_c0_c0_c0[2], vec3_ctor(gl_FragCoord.xy, 1.0)));
(__23_edge3033 = clamp(__23_edge3033, 0.0, 1.0));
(__22_alpha3032 *= __23_edge3033);
(__23_edge3033 = dot(_u_3_var_Stage1_c0_c0_c0_c0[3], vec3_ctor(gl_FragCoord.xy, 1.0)));
(__23_edge3033 = clamp(__23_edge3033, 0.0, 1.0));
(__22_alpha3032 *= __23_edge3033);
float4 __24_inputColor3034 = (vec4_ctor(__22_alpha3032) * __20_alpha3030);
float4 __25_inputColor3035 = (__24_inputColor3034 * clamp(__19_d3029, 0.0, 1.0));
(_output_Stage13027 = (__25_inputColor3035 * clamp(__16_d3028, 0.0, 1.0)));
{
(gl_Color[0] = (_outputColor_Stage03026 * _output_Stage13027));
}
return generateOutput();
}
R�	gl_Color0gl_Color[0]ystruct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    float4 v0 : TEXCOORD0;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    float4 v0 : TEXCOORD0;
};

void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput)
{
    output.gl_Position = input.gl_Position;
    output.v0 = input.v0; 
    output.gl_FragCoord = input.gl_FragCoord;
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
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��DXBC��-�V,W��'o��!�4`��RDEF$h<����RD11< ($\$Globals���\�� <��������`<��������v <����������`<���������_ucircle_Stage1_c0float4��3_ucircle_Stage1_c0_c0_u_0_var_Stage1_c0_c0_c0float3���_u_3_var_Stage1_c0_c0_c0_c0�Microsoft (R) HLSL Shader Compiler 10.1ISGN�htttSV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX�P5jYF� 
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8� F>STAT�)"BPLG���/788efd1c721aP��position
_uposition����������������R��color_ucolor����������������R��sk_RTAdjust
_usk_RTAdjust����������������������������������������R��ucircle_Stage1_c0_uucircle_Stage1_c0����������������������������������������R��ucircle_Stage1_c0_c0_uucircle_Stage1_c0_c0����������������������������������������Q��u_0_var_Stage1_c0_c0_c0[0]_uu_0_var_Stage1_c0_c0_c0[0]����������������������������������������Q��u_3_var_Stage1_c0_c0_c0_c0[0]_uu_3_var_Stage1_c0_c0_c0_c0[0]�����������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    float4 v0 : TEXCOORD0;
};
#pragma warning( disable: 3556 3571 )
float4 vec4_ctor(float x0, float x1, float x2, float x3)
{
    return float4(x0, x1, x2, x3);
}
float4 vec4_ctor(float2 x0, float x1, float x2)
{
    return float4(x0, x1, x2);
}
// Uniforms

uniform float4 _sk_RTAdjust : register(c1);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Attributes
static float2 _position = {0, 0};
static float4 _color = {0, 0, 0, 0};

static float4 gl_Position = float4(0, 0, 0, 0);

// Varyings
static  float4 _vcolor_Stage0 = {0, 0, 0, 0};

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewAdjust : packoffset(c1);
    float2 dx_ViewCoords : packoffset(c2);
    float2 dx_ViewScale  : packoffset(c3);
};

@@ VERTEX ATTRIBUTES @@

VS_OUTPUT generateOutput(VS_INPUT input)
{
    VS_OUTPUT output;
    output.gl_Position = gl_Position;
    output.dx_Position.x = gl_Position.x;
    output.dx_Position.y = - gl_Position.y;
    output.dx_Position.z = (gl_Position.z + gl_Position.w) * 0.5;
    output.dx_Position.w = gl_Position.w;
    output.gl_FragCoord = gl_Position;
    output.v0 = _vcolor_Stage0;

    return output;
}

VS_OUTPUT main(VS_INPUT input){
    initAttributes(input);

(_vcolor_Stage0 = _color);
(gl_Position = vec4_ctor(_position.x, _position.y, 0.0, 1.0));
(gl_Position = vec4_ctor(((gl_Position.xy * _sk_RTAdjust.xz) + (gl_Position.ww * _sk_RTAdjust.yw)), 0.0, gl_Position.w));
return generateOutput(input);
}
pstruct PS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    float4 v0 : TEXCOORD0;
};

#pragma warning( disable: 3556 3571 )
float3 vec3_ctor(float2 x0, float x1)
{
    return float3(x0, x1);
}
float4 vec4_ctor(float x0)
{
    return float4(x0, x0, x0, x0);
}
// Uniforms

uniform float4 _ucircle_Stage1_c0 : register(c0);
uniform float4 _ucircle_Stage1_c0_c0 : register(c1);
uniform float3 _u_0_var_Stage1_c0_c0_c0[4] : register(c2);
uniform float3 _u_3_var_Stage1_c0_c0_c0_c0[4] : register(c6);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Varyings
static  float4 _vcolor_Stage0 = {0, 0, 0, 0};

static float4 gl_Color[1] =
{
    float4(0, 0, 0, 0)
};
static float4 gl_FragCoord = float4(0, 0, 0, 0);

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewCoords : packoffset(c1);
    float3 dx_DepthFront : packoffset(c2);
    float2 dx_ViewScale : packoffset(c3);
};

#define GL_USES_FRAG_COLOR
#define GL_USES_FRAG_COORD
@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){
    float rhw = 1.0 / input.gl_FragCoord.w;
    gl_FragCoord.x = input.dx_Position.x;
    gl_FragCoord.y = input.dx_Position.y;
    gl_FragCoord.z = (input.gl_FragCoord.z * rhw) * dx_DepthFront.x + dx_DepthFront.y;
    gl_FragCoord.w = rhw;
    _vcolor_Stage0 = input.v0;

float4 _outputColor_Stage03026 = {0, 0, 0, 0};
(_outputColor_Stage03026 = _vcolor_Stage0);
float4 _output_Stage13027 = {0, 0, 0, 0};
float __16_d3028 = {0};
{
(__16_d3028 = ((1.0 - length(((_ucircle_Stage1_c0.xy - gl_FragCoord.xy) * _ucircle_Stage1_c0.w))) * _ucircle_Stage1_c0.z));
}
float __19_d3029 = {0};
{
(__19_d3029 = ((length(((_ucircle_Stage1_c0_c0.xy - gl_FragCoord.xy) * _ucircle_Stage1_c0_c0.w)) - 1.0) * _ucircle_Stage1_c0_c0.z));
}
float __20_alpha3030 = {1.0};
float __21_edge3031 = {0};
(__21_edge3031 = dot(_u_0_var_Stage1_c0_c0_c0[0], vec3_ctor(gl_FragCoord.xy, 1.0)));
(__21_edge3031 = clamp(__21_edge3031, 0.0, 1.0));
(__20_alpha3030 *= __21_edge3031);
(__21_edge3031 = dot(_u_0_var_Stage1_c0_c0_c0[1], vec3_ctor(gl_FragCoord.xy, 1.0)));
(__21_edge3031 = clamp(__21_edge3031, 0.0, 1.0));
(__20_alpha3030 *= __21_edge3031);
(__21_edge3031 = dot(_u_0_var_Stage1_c0_c0_c0[2], vec3_ctor(gl_FragCoord.xy, 1.0)));
(__21_edge3031 = clamp(__21_edge3031, 0.0, 1.0));
(__20_alpha3030 *= __21_edge3031);
(__21_edge3031 = dot(_u_0_var_Stage1_c0_c0_c0[3], vec3_ctor(gl_FragCoord.xy, 1.0)));
(__21_edge3031 = clamp(__21_edge3031, 0.0, 1.0));
(__20_alpha3030 *= __21_edge3031);
float __22_alpha3032 = {1.0};
float __23_edge3033 = {0};
(__23_edge3033 = dot(_u_3_var_Stage1_c0_c0_c0_c0[0], vec3_ctor(gl_FragCoord.xy, 1.0)));
float sbdc = {0};
if ((__23_edge3033 >= 0.5))
{
(sbdc = 1.0);
}
else
{
(sbdc = 0.0);
}
(__23_edge3033 = sbdc);
(__22_alpha3032 *= __23_edge3033);
(__23_edge3033 = dot(_u_3_var_Stage1_c0_c0_c0_c0[1], vec3_ctor(gl_FragCoord.xy, 1.0)));
float sbdd = {0};
if ((__23_edge3033 >= 0.5))
{
(sbdd = 1.0);
}
else
{
(sbdd = 0.0);
}
(__23_edge3033 = sbdd);
(__22_alpha3032 *= __23_edge3033);
(__23_edge3033 = dot(_u_3_var_Stage1_c0_c0_c0_c0[2], vec3_ctor(gl_FragCoord.xy, 1.0)));
float sbde = {0};
if ((__23_edge3033 >= 0.5))
{
(sbde = 1.0);
}
else
{
(sbde = 0.0);
}
(__23_edge3033 = sbde);
(__22_alpha3032 *= __23_edge3033);
(__23_edge3033 = dot(_u_3_var_Stage1_c0_c0_c0_c0[3], vec3_ctor(gl_FragCoord.xy, 1.0)));
float sbdf = {0};
if ((__23_edge3033 >= 0.5))
{
(sbdf = 1.0);
}
else
{
(sbdf = 0.0);
}
(__23_edge3033 = sbdf);
(__22_alpha3032 *= __23_edge3033);
float4 __24_inputColor3034 = (vec4_ctor(__22_alpha3032) * __20_alpha3030);
float4 __25_inputColor3035 = (__24_inputColor3034 * clamp(__19_d3029, 0.0, 1.0));
(_output_Stage13027 = (__25_inputColor3035 * clamp(__16_d3028, 0.0, 1.0)));
{
(gl_Color[0] = (_outputColor_Stage03026 * _output_Stage13027));
}
return generateOutput();
}
R�	gl_Color0gl_Color[0]ystruct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    float4 v0 : TEXCOORD0;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    float4 v0 : TEXCOORD0;
};

void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput)
{
    output.gl_Position = input.gl_Position;
    output.v0 = input.v0; 
    output.gl_FragCoord = input.gl_FragCoord;
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
��$DXBC"���c�F�ڵ�NWc$4D��RDEFh<����RD11< ($\$Globals���\� ����������_sk_RTAdjustfloat4�Microsoft (R) HLSL Shader Compiler 10.1ISGND88TEXCOORD���OSGN�htttSV_PositionTEXCOORD���SHEXhPZjYF� _2_�g� e� e� e� h6� @?�?22F�� օ 6" �A6 
62 F62 F6� @�?6� @�?6� F>STAT�
��DXBCh"��
�]q�<��-�#2�4`��RDEF$h<����RD11< ($\$Globals���\�� <��������`<��������v <����������`<���������_ucircle_Stage1_c0float4��3_ucircle_Stage1_c0_c0_u_0_var_Stage1_c0_c0_c0float3���_u_3_var_Stage1_c0_c0_c0_c0�Microsoft (R) HLSL Shader Compiler 10.1ISGN�htttSV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX�P5jYF� 
d 2b�e� h62F6B@�?�F� F�:@?�:@�?F� F
@?
@�?8�:
F� F
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F� 	F
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 F� F "F� F8
 "F� F F� F8"
8
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:	b�A� 8bV�� "��K""@��8 "*� 8
	b�A� 8bV�� "��K""�A@�?8 "*� 8
8� F>STAT�)"BPLG��i(788efd1c721aP��
inPosition_uinPosition����������������R��inColor	_uinColor����������������P��inEllipseOffset_uinEllipseOffset����������������R��inEllipseRadii_uinEllipseRadii����������������R��sk_RTAdjust
_usk_RTAdjust����������������������������������������R��uellipse_Stage1_c0_uuellipse_Stage1_c0���������������������������������������������������������������������������������������������������������������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD3;
    float4 gl_FragCoord : TEXCOORD4;
    float4 v0 : TEXCOORD0;
    float4 v1 : TEXCOORD1;
    float2 v2 : TEXCOORD2;
};
#pragma warning( disable: 3556 3571 )
float4 vec4_ctor(float x0, float x1, float x2, float x3)
{
    return float4(x0, x1, x2, x3);
}
float4 vec4_ctor(float2 x0, float x1, float x2)
{
    return float4(x0, x1, x2);
}
// Uniforms

uniform float4 _sk_RTAdjust : register(c1);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Attributes
static float2 _inPosition = {0, 0};
static float4 _inColor = {0, 0, 0, 0};
static float2 _inEllipseOffset = {0, 0};
static float4 _inEllipseRadii = {0, 0, 0, 0};

static float4 gl_Position = float4(0, 0, 0, 0);

// Varyings
static  float2 _vEllipseOffsets_Stage0 = {0, 0};
static  float4 _vEllipseRadii_Stage0 = {0, 0, 0, 0};
static  float4 _vinColor_Stage0 = {0, 0, 0, 0};

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewAdjust : packoffset(c1);
    float2 dx_ViewCoords : packoffset(c2);
    float2 dx_ViewScale  : packoffset(c3);
};

@@ VERTEX ATTRIBUTES @@

VS_OUTPUT generateOutput(VS_INPUT input)
{
    VS_OUTPUT output;
    output.gl_Position = gl_Position;
    output.dx_Position.x = gl_Position.x;
    output.dx_Position.y = - gl_Position.y;
    output.dx_Position.z = (gl_Position.z + gl_Position.w) * 0.5;
    output.dx_Position.w = gl_Position.w;
    output.gl_FragCoord = gl_Position;
    output.v0 = _vEllipseRadii_Stage0;
    output.v1 = _vinColor_Stage0;
    output.v2 = _vEllipseOffsets_Stage0;

    return output;
}

VS_OUTPUT main(VS_INPUT input){
    initAttributes(input);

(_vEllipseOffsets_Stage0 = _inEllipseOffset);
(_vEllipseRadii_Stage0 = _inEllipseRadii);
(_vinColor_Stage0 = _inColor);
float2 __tmp_0_inPosition3029 = _inPosition;
(gl_Position = vec4_ctor(__tmp_0_inPosition3029.x, __tmp_0_inPosition3029.y, 0.0, 1.0));
(gl_Position = vec4_ctor(((gl_Position.xy * _sk_RTAdjust.xz) + (gl_Position.ww * _sk_RTAdjust.yw)), 0.0, gl_Position.w));
return generateOutput(input);
}
\
struct PS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD3;
    float4 gl_FragCoord : TEXCOORD4;
    float4 v0 : TEXCOORD0;
    float4 v1 : TEXCOORD1;
    float2 v2 : TEXCOORD2;
};

#pragma warning( disable: 3556 3571 )
float4 vec4_ctor(float x0)
{
    return float4(x0, x0, x0, x0);
}
// Uniforms

uniform float4 _uellipse_Stage1_c0 : register(c0);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Varyings
static  float2 _vEllipseOffsets_Stage0 = {0, 0};
static  float4 _vEllipseRadii_Stage0 = {0, 0, 0, 0};
static  float4 _vinColor_Stage0 = {0, 0, 0, 0};

static float4 gl_Color[1] =
{
    float4(0, 0, 0, 0)
};
static float4 gl_FragCoord = float4(0, 0, 0, 0);

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewCoords : packoffset(c1);
    float3 dx_DepthFront : packoffset(c2);
    float2 dx_ViewScale : packoffset(c3);
};

#define GL_USES_FRAG_COLOR
#define GL_USES_FRAG_COORD
@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){
    float rhw = 1.0 / input.gl_FragCoord.w;
    gl_FragCoord.x = input.dx_Position.x;
    gl_FragCoord.y = input.dx_Position.y;
    gl_FragCoord.z = (input.gl_FragCoord.z * rhw) * dx_DepthFront.x + dx_DepthFront.y;
    gl_FragCoord.w = rhw;
    _vEllipseRadii_Stage0 = input.v0;
    _vinColor_Stage0 = input.v1;
    _vEllipseOffsets_Stage0 = input.v2.xy;

float4 _outputColor_Stage03025 = {0, 0, 0, 0};
(_outputColor_Stage03025 = _vinColor_Stage0);
float2 _offset3026 = _vEllipseOffsets_Stage0;
float _test3027 = (dot(_offset3026, _offset3026) - 1.0);
float2 _grad3028 = ((2.0 * _offset3026) * _vEllipseRadii_Stage0.xy);
float _grad_dot3029 = dot(_grad3028, _grad3028);
(_grad_dot3029 = max(_grad_dot3029, 0.0));
float _invlen3030 = rsqrt(_grad_dot3029);
float _edgeAlpha3031 = clamp((0.5 - (_test3027 * _invlen3030)), 0.0, 1.0);
float4 _outputCoverage_Stage03032 = vec4_ctor(_edgeAlpha3031);
float4 _output_Stage13033 = {0, 0, 0, 0};
float2 __2_d3034 = (gl_FragCoord.xy - _uellipse_Stage1_c0.xy);
float2 __4_Z3035 = (__2_d3034 * _uellipse_Stage1_c0.zw);
float __5_implicit3036 = (dot(__4_Z3035, __2_d3034) - 1.0);
float __6_grad_dot3037 = (4.0 * dot(__4_Z3035, __4_Z3035));
{
(__6_grad_dot3037 = max(__6_grad_dot3037, 0.0));
}
float __7_approx_dist3038 = (__5_implicit3036 * rsqrt(__6_grad_dot3037));
float __8_alpha3039 = {0};
{
(__8_alpha3039 = clamp((0.5 + __7_approx_dist3038), 0.0, 1.0));
}
(_output_Stage13033 = (_outputCoverage_Stage03032 * __8_alpha3039));
{
(gl_Color[0] = (_outputColor_Stage03025 * _output_Stage13033));
}
return generateOutput();
}
R�	gl_Color0gl_Color[0]struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD3;
    float4 gl_FragCoord : TEXCOORD4;
    float4 v0 : TEXCOORD0;
    float4 v1 : TEXCOORD1;
    float2 v2 : TEXCOORD2;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD3;
    float4 gl_FragCoord : TEXCOORD4;
    float4 v0 : TEXCOORD0;
    float4 v1 : TEXCOORD1;
    float2 v2 : TEXCOORD2;
};

void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput)
{
    output.gl_Position = input.gl_Position;
    output.v0 = input.v0; 
    output.v1 = input.v1; 
    output.v2 = input.v2; 
    output.gl_FragCoord = input.gl_FragCoord;
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
�����DXBC���C!��3�'��LD�4D�x@RDEFh<����RD11< ($\$Globals���\� ����������_sk_RTAdjustfloat4�Microsoft (R) HLSL Shader Compiler 10.1ISGNthhhhTEXCOORD���OSGN�������SV_PositionTEXCOORD���SHEX�PpjYF� _2_�_2_�g� e� e� e� e� e2 h6� @?�?22F�� օ 6" �A6 
62 F62 F6� @�?6� @�?6� F6� F62 F>STAT�
	�0DXBC�ځ���Vᘐ�
��04L8�RDEFh<����RD11< ($\$Globals���\�����������_uellipse_Stage1_c0float4��Microsoft (R) HLSL Shader Compiler 10.1ISGN�������SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEXTP�jYF� d 2b2b�b2e� h	2FF� �A8��� �
F"�
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8"@�@D"
@��2 	
@?8bbVV"��D"BFFB*@��2 
"*�A@?8
8� F>STAT�BPLG���"788efd1c721aP��position
_uposition�����������������coverage
_ucoverage����������������P��
localCoord_ulocalCoord����������������R��	texSubset_utexSubset����������������R��sk_RTAdjust
_usk_RTAdjust����������������������������������������^�uTextureSampler_0_Stage0_uuTextureSampler_0_Stage0������������������������������������������^����������������������������������������������������������������������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD3;
    float4 v0 : TEXCOORD0;
    float2 v1 : TEXCOORD1;
    float v2 : TEXCOORD2;
};
#pragma warning( disable: 3556 3571 )
float4 vec4_ctor(float x0, float x1, float x2, float x3)
{
    return float4(x0, x1, x2, x3);
}
float4 vec4_ctor(float2 x0, float x1, float x2)
{
    return float4(x0, x1, x2);
}
// Uniforms

uniform float4 _sk_RTAdjust : register(c1);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Attributes
static float2 _position = {0, 0};
static float _coverage = {0};
static float2 _localCoord = {0, 0};
static float4 _texSubset = {0, 0, 0, 0};

static float4 gl_Position = float4(0, 0, 0, 0);

// Varyings
static  float2 _vlocalCoord_Stage0 = {0, 0};
static  float4 _vtexSubset_Stage0 = {0, 0, 0, 0};
static  float _vcoverage_Stage0 = {0};

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewAdjust : packoffset(c1);
    float2 dx_ViewCoords : packoffset(c2);
    float2 dx_ViewScale  : packoffset(c3);
};

@@ VERTEX ATTRIBUTES @@

VS_OUTPUT generateOutput(VS_INPUT input)
{
    VS_OUTPUT output;
    output.gl_Position = gl_Position;
    output.dx_Position.x = gl_Position.x;
    output.dx_Position.y = - gl_Position.y;
    output.dx_Position.z = (gl_Position.z + gl_Position.w) * 0.5;
    output.dx_Position.w = gl_Position.w;
    output.v0 = _vtexSubset_Stage0;
    output.v1 = _vlocalCoord_Stage0;
    output.v2 = _vcoverage_Stage0;

    return output;
}

VS_OUTPUT main(VS_INPUT input){
    initAttributes(input);

float2 t0 = _position, _position3029 = t0;
(_vlocalCoord_Stage0 = _localCoord);
(_vtexSubset_Stage0 = _texSubset);
(_vcoverage_Stage0 = _coverage);
(gl_Position = vec4_ctor(_position3029.x, _position3029.y, 0.0, 1.0));
(gl_Position = vec4_ctor(((gl_Position.xy * _sk_RTAdjust.xz) + (gl_Position.ww * _sk_RTAdjust.yw)), 0.0, gl_Position.w));
return generateOutput(input);
}
�struct PS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD3;
    float4 v0 : TEXCOORD0;
    float2 v1 : TEXCOORD1;
    float v2 : TEXCOORD2;
};

#pragma warning( disable: 3556 3571 )
float4 vec4_ctor(float x0)
{
    return float4(x0, x0, x0, x0);
}
// Uniforms

static const uint _uTextureSampler_0_Stage0 = 0;
uniform Texture2D<float4> textures2D[1] : register(t0);
uniform SamplerState samplers2D[1] : register(s0);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Varyings
static  float2 _vlocalCoord_Stage0 = {0, 0};
static  float4 _vtexSubset_Stage0 = {0, 0, 0, 0};
static  float _vcoverage_Stage0 = {0};

static float4 gl_Color[1] =
{
    float4(0, 0, 0, 0)
};

cbuffer DriverConstants : register(b1)
{
    struct SamplerMetadata
    {
        int baseLevel;
        int internalFormatBits;
        int wrapModes;
        int padding;
        int4 intBorderColor;
    };
    SamplerMetadata samplerMetadata[1] : packoffset(c4);
};

#define GL_USES_FRAG_COLOR
float4 gl_texture2D(uint samplerIndex, float2 t)
{
    return textures2D[samplerIndex].Sample(samplers2D[samplerIndex], float2(t.x, t.y));
}

@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){
    _vtexSubset_Stage0 = input.v0;
    _vlocalCoord_Stage0 = input.v1.xy;
    _vcoverage_Stage0 = input.v2.x;

float4 _outputColor_Stage03025 = {1.0, 1.0, 1.0, 1.0};
float2 _texCoord3026 = {0, 0};
(_texCoord3026 = _vlocalCoord_Stage0);
float4 _subset3027 = {0, 0, 0, 0};
(_subset3027 = _vtexSubset_Stage0);
(_texCoord3026 = clamp(_texCoord3026, _subset3027.xy, _subset3027.zw));
(_outputColor_Stage03025 = gl_texture2D(_uTextureSampler_0_Stage0, _texCoord3026));
float _coverage3028 = _vcoverage_Stage0;
float4 _outputCoverage_Stage03029 = vec4_ctor(_coverage3028);
{
(gl_Color[0] = (_outputColor_Stage03025 * _outputCoverage_Stage03029));
}
return generateOutput();
}
R�	gl_Color0gl_Color[0]�struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD3;
    float4 v0 : TEXCOORD0;
    float2 v1 : TEXCOORD1;
    float v2 : TEXCOORD2;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD3;
    float4 v0 : TEXCOORD0;
    float2 v1 : TEXCOORD1;
    float v2 : TEXCOORD2;
};

void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput)
{
    output.gl_Position = input.gl_Position;
    output.v0 = input.v0; 
    output.v1 = input.v1; 
    output.v2 = input.v2; 
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
�����DXBC��?.�T�|�%Ǿ}|��4D�`�RDEFh<����RD11< ($\$Globals���\� ����������_sk_RTAdjustfloat4�Microsoft (R) HLSL Shader Compiler 10.1ISGNthhhhTEXCOORD���OSGN������SV_PositionTEXCOORD���SHEX�P`jYF� _2__2_�g� e� e� e2 eB h6� @?�?22F�� օ 6" �A6 
62 F6� @�?6� F62 F6B 
>STAT�
	�XDXBCY��5Y�+I��R6X4����RDEF�<����RD11< ($|�����
samplers2D[0]textures2D[0]Microsoft (R) HLSL Shader Compiler 10.1ISGN������SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX�P9jZ`XpUUb�b2bBe� h42FF32F�E���CU�FF~`8� F�>STAT�BPLG���2788efd1c721a		P��position
_uposition����������������R��color_ucolor����������������P��
localCoord_ulocalCoord����������������	R��sk_RTAdjust
_usk_RTAdjust����������������������������������������[��umatrix_Stage1_c0_c0_c0_c0_uumatrix_Stage1_c0_c0_c0_c0����������������������������������������[��umatrix_Stage1_c0_c0_c0_c1_uumatrix_Stage1_c0_c0_c0_c1����������������������������������������[��umatrix_Stage1_c0_c0_c0_c2_uumatrix_Stage1_c0_c0_c0_c2����������������������������������������[��!ucolorSpaceMatrix_Stage1_c0_c0_c0#_uucolorSpaceMatrix_Stage1_c0_c0_c0����������������������������������������Q��$ucolorSpaceTranslate_Stage1_c0_c0_c0&_uucolorSpaceTranslate_Stage1_c0_c0_c0����������������������������������������^�uTextureSampler_0_Stage1_uuTextureSampler_0_Stage1����������������������������������������^�uTextureSampler_1_Stage1_uuTextureSampler_1_Stage1����������������������������������������^�uTextureSampler_2_Stage1_uuTextureSampler_2_Stage1������������������������������������������	^�^�^�		����			����������������������������������������������������������	������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������:
struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD4;
    float4 v0 : TEXCOORD0;
    float2 v1 : TEXCOORD1;
    float2 v2 : TEXCOORD2;
    float2 v3 : TEXCOORD3;
};
#pragma warning( disable: 3556 3571 )
float3 vec3_ctor(float2 x0, float x1)
{
    return float3(x0, x1);
}
float4 vec4_ctor(float x0, float x1, float x2, float x3)
{
    return float4(x0, x1, x2, x3);
}
float4 vec4_ctor(float2 x0, float x1, float x2)
{
    return float4(x0, x1, x2);
}
// Uniforms

uniform float4 _sk_RTAdjust : register(c1);
uniform float3x3 _umatrix_Stage1_c0_c0_c0_c0 : register(c2);
uniform float3x3 _umatrix_Stage1_c0_c0_c0_c1 : register(c5);
uniform float3x3 _umatrix_Stage1_c0_c0_c0_c2 : register(c8);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Attributes
static float2 _position = {0, 0};
static float4 _color = {0, 0, 0, 0};
static float2 _localCoord = {0, 0};

static float4 gl_Position = float4(0, 0, 0, 0);

// Varyings
static  float4 _vcolor_Stage0 = {0, 0, 0, 0};
static  float2 _vTransformedCoords_0_Stage0 = {0, 0};
static  float2 _vTransformedCoords_1_Stage0 = {0, 0};
static  float2 _vTransformedCoords_2_Stage0 = {0, 0};

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewAdjust : packoffset(c1);
    float2 dx_ViewCoords : packoffset(c2);
    float2 dx_ViewScale  : packoffset(c3);
};

@@ VERTEX ATTRIBUTES @@

VS_OUTPUT generateOutput(VS_INPUT input)
{
    VS_OUTPUT output;
    output.gl_Position = gl_Position;
    output.dx_Position.x = gl_Position.x;
    output.dx_Position.y = - gl_Position.y;
    output.dx_Position.z = (gl_Position.z + gl_Position.w) * 0.5;
    output.dx_Position.w = gl_Position.w;
    output.v0 = _vcolor_Stage0;
    output.v1 = _vTransformedCoords_0_Stage0;
    output.v2 = _vTransformedCoords_1_Stage0;
    output.v3 = _vTransformedCoords_2_Stage0;

    return output;
}

VS_OUTPUT main(VS_INPUT input){
    initAttributes(input);

(_vcolor_Stage0 = _color);
(gl_Position = vec4_ctor(_position.x, _position.y, 0.0, 1.0));
{
(_vTransformedCoords_0_Stage0 = mul(transpose(_umatrix_Stage1_c0_c0_c0_c0), vec3_ctor(_localCoord, 1.0)).xy);
}
{
(_vTransformedCoords_1_Stage0 = mul(transpose(_umatrix_Stage1_c0_c0_c0_c1), vec3_ctor(_localCoord, 1.0)).xy);
}
{
(_vTransformedCoords_2_Stage0 = mul(transpose(_umatrix_Stage1_c0_c0_c0_c2), vec3_ctor(_localCoord, 1.0)).xy);
}
(gl_Position = vec4_ctor(((gl_Position.xy * _sk_RTAdjust.xz) + (gl_Position.ww * _sk_RTAdjust.yw)), 0.0, gl_Position.w));
return generateOutput(input);
}
�	struct PS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD4;
    float4 v0 : TEXCOORD0;
    float2 v1 : TEXCOORD1;
    float2 v2 : TEXCOORD2;
    float2 v3 : TEXCOORD3;
};

#pragma warning( disable: 3556 3571 )
// Uniforms

uniform float3x3 _ucolorSpaceMatrix_Stage1_c0_c0_c0 : register(c0);
uniform float3 _ucolorSpaceTranslate_Stage1_c0_c0_c0 : register(c3);
static const uint _uTextureSampler_0_Stage1 = 0;
static const uint _uTextureSampler_1_Stage1 = 1;
static const uint _uTextureSampler_2_Stage1 = 2;
uniform Texture2D<float4> textures2D[3] : register(t0);
uniform SamplerState samplers2D[3] : register(s0);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Varyings
static  float4 _vcolor_Stage0 = {0, 0, 0, 0};
static  float2 _vTransformedCoords_0_Stage0 = {0, 0};
static  float2 _vTransformedCoords_1_Stage0 = {0, 0};
static  float2 _vTransformedCoords_2_Stage0 = {0, 0};

static float4 gl_Color[1] =
{
    float4(0, 0, 0, 0)
};

cbuffer DriverConstants : register(b1)
{
    struct SamplerMetadata
    {
        int baseLevel;
        int internalFormatBits;
        int wrapModes;
        int padding;
        int4 intBorderColor;
    };
    SamplerMetadata samplerMetadata[3] : packoffset(c4);
};

#define GL_USES_FRAG_COLOR
float4 gl_texture2D(uint samplerIndex, float2 t)
{
    return textures2D[samplerIndex].Sample(samplers2D[samplerIndex], float2(t.x, t.y));
}

@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){
    _vcolor_Stage0 = input.v0;
    _vTransformedCoords_0_Stage0 = input.v1.xy;
    _vTransformedCoords_1_Stage0 = input.v2.xy;
    _vTransformedCoords_2_Stage0 = input.v3.xy;

float4 _outputColor_Stage03033 = {0, 0, 0, 0};
(_outputColor_Stage03033 = _vcolor_Stage0);
float4 _output_Stage13034 = {0, 0, 0, 0};
float4 __2_color3035 = {0, 0, 0, 0};
(__2_color3035.x = gl_texture2D(_uTextureSampler_0_Stage1, _vTransformedCoords_0_Stage0).x);
(__2_color3035.y = gl_texture2D(_uTextureSampler_1_Stage1, _vTransformedCoords_1_Stage0).x);
(__2_color3035.z = gl_texture2D(_uTextureSampler_2_Stage1, _vTransformedCoords_2_Stage0).x);
(__2_color3035.w = 1.0);
(__2_color3035.xyz = clamp((mul(__2_color3035.xyz, transpose(_ucolorSpaceMatrix_Stage1_c0_c0_c0)) + _ucolorSpaceTranslate_Stage1_c0_c0_c0), 0.0, 1.0));
(_output_Stage13034 = __2_color3035);
{
(gl_Color[0] = _output_Stage13034);
}
return generateOutput();
}
R�	gl_Color0gl_Color[0]�struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD4;
    float4 v0 : TEXCOORD0;
    float2 v1 : TEXCOORD1;
    float2 v2 : TEXCOORD2;
    float2 v3 : TEXCOORD3;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD4;
    float4 v0 : TEXCOORD0;
    float2 v1 : TEXCOORD1;
    float2 v2 : TEXCOORD2;
    float2 v3 : TEXCOORD3;
};

void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput)
{
    output.gl_Position = input.gl_Position;
    output.v0 = input.v0; 
    output.v1 = input.v1; 
    output.v2 = input.v2; 
    output.v3 = input.v3; 
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
���@DXBC��n���D��%}��@4@�\�RDEFh<����RD11< ($\$Globals���\�� 4��������X ,����������P,�����������,���������_sk_RTAdjustfloat4-_umatrix_Stage1_c0_c0_c0_c0float3x3���t_umatrix_Stage1_c0_c0_c0_c1_umatrix_Stage1_c0_c0_c0_c2Microsoft (R) HLSL Shader Compiler 10.1ISGN\PPPTEXCOORD���OSGN�������SV_PositionTEXCOORD���SHEX@P�jYF� 
_2_�_2g� e� e� e2 e� e2 h6� @?�?22F�� օ 6" �A6 
62 F6� @�?6� F62F6B@�? F� F" F� FB F� F� F� F F� F" F� 	F>STAT�	�PDXBCQ�A�Lt�(����&P4����RDEF�|<����RD11< ($*8F����
T����
b����
psamplers2D[0]samplers2D[1]samplers2D[2]textures2D[0]textures2D[1]textures2D[2]$Globals���p�@�,��������40d��������_ucolorSpaceMatrix_Stage1_c0_c0_c0float3x3_ucolorSpaceTranslate_Stage1_c0_c0_c0float3���ZMicrosoft (R) HLSL Shader Compiler 10.1ISGN�������SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX�PujYF� Z`Z`Z`XpUUXpUUXpUUb2b�b2e� hE���CU�F~`8rF� E���CU�F�s`2
r�F� FE���CU�F�s`2
r�F� F r FF� 6� @�?>STAT�	BPLG���8788efd1c721aP��position
_uposition����������������P��
localCoord_ulocalCoord����������������R��sk_RTAdjust
_usk_RTAdjust����������������������������������������R��uKernel_Stage1_c0[0]_uuKernel_Stage1_c0[0]����������������������������������������P��uKernelOffset_Stage1_c0_uuKernelOffset_Stage1_c0�����������������������������������������uGain_Stage1_c0_uuGain_Stage1_c0�����������������������������������������uBias_Stage1_c0_uuBias_Stage1_c0����������������������������������������[��umatrix_Stage1_c0_c0_uumatrix_Stage1_c0_c0����������������������������������������^�uTextureSampler_0_Stage1_uuTextureSampler_0_Stage1������������������������������������������^�����	����������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������Tstruct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float2 v0 : TEXCOORD0;
};
#pragma warning( disable: 3556 3571 )
float4 vec4_ctor(float x0, float x1, float x2, float x3)
{
    return float4(x0, x1, x2, x3);
}
float4 vec4_ctor(float2 x0, float x1, float x2)
{
    return float4(x0, x1, x2);
}
// Uniforms

uniform float4 _sk_RTAdjust : register(c1);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Attributes
static float2 _position = {0, 0};
static float2 _localCoord = {0, 0};

static float4 gl_Position = float4(0, 0, 0, 0);

// Varyings
static  float2 _vLocalCoord_Stage0 = {0, 0};

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewAdjust : packoffset(c1);
    float2 dx_ViewCoords : packoffset(c2);
    float2 dx_ViewScale  : packoffset(c3);
};

@@ VERTEX ATTRIBUTES @@

VS_OUTPUT generateOutput(VS_INPUT input)
{
    VS_OUTPUT output;
    output.gl_Position = gl_Position;
    output.dx_Position.x = gl_Position.x;
    output.dx_Position.y = - gl_Position.y;
    output.dx_Position.z = (gl_Position.z + gl_Position.w) * 0.5;
    output.dx_Position.w = gl_Position.w;
    output.v0 = _vLocalCoord_Stage0;

    return output;
}

VS_OUTPUT main(VS_INPUT input){
    initAttributes(input);

(_vLocalCoord_Stage0 = _localCoord);
(gl_Position = vec4_ctor(_position.x, _position.y, 0.0, 1.0));
(gl_Position = vec4_ctor(((gl_Position.xy * _sk_RTAdjust.xz) + (gl_Position.ww * _sk_RTAdjust.yw)), 0.0, gl_Position.w));
return generateOutput(input);
}
�struct PS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float2 v0 : TEXCOORD0;
};

#pragma warning( disable: 3556 3571 )
float3 vec3_ctor(float2 x0, float x1)
{
    return float3(x0, x1);
}
float4 vec4_ctor(float x0, float x1, float x2, float x3)
{
    return float4(x0, x1, x2, x3);
}
// Uniforms

uniform float4 _uKernel_Stage1_c0[3] : register(c0);
uniform float2 _uKernelOffset_Stage1_c0 : register(c3);
uniform float _uGain_Stage1_c0 : register(c4);
uniform float _uBias_Stage1_c0 : register(c5);
uniform float3x3 _umatrix_Stage1_c0_c0 : register(c6);
static const uint _uTextureSampler_0_Stage1 = 0;
uniform Texture2D<float4> textures2D[1] : register(t0);
uniform SamplerState samplers2D[1] : register(s0);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Varyings
static  float2 _vLocalCoord_Stage0 = {0, 0};

static float4 gl_Color[1] =
{
    float4(0, 0, 0, 0)
};

cbuffer DriverConstants : register(b1)
{
    struct SamplerMetadata
    {
        int baseLevel;
        int internalFormatBits;
        int wrapModes;
        int padding;
        int4 intBorderColor;
    };
    SamplerMetadata samplerMetadata[1] : packoffset(c4);
};

#define GL_USES_FRAG_COLOR
float4 gl_texture2D(uint samplerIndex, float2 t)
{
    return textures2D[samplerIndex].Sample(samplers2D[samplerIndex], float2(t.x, t.y));
}

float4 f_MatrixEffect_Stage1_c0_c0_h4h4f2_float4(in float4 __input, in float2 __coords)
{
return vec4_ctor(0.0, 0.0, 0.0, gl_texture2D(_uTextureSampler_0_Stage1, mul(transpose(_umatrix_Stage1_c0_c0), vec3_ctor(__coords, 1.0)).xy).x);
}
@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){
    _vLocalCoord_Stage0 = input.v0.xy;

float4 _outputColor_Stage03031 = {1.0, 1.0, 1.0, 1.0};
float4 _output_Stage13032 = {0, 0, 0, 0};
float4 __0_sum3033 = {0.0, 0.0, 0.0, 0.0};
float2 __1_coord3034 = (_vLocalCoord_Stage0 - _uKernelOffset_Stage1_c0);
{
float __2_k3035 = {0};
float2 __3_sourceOffset3036 = {0, 0};
(__3_sourceOffset3036 = float2(0.0, 0.0));
(__2_k3035 = _uKernel_Stage1_c0[0].x);
float4 __4_c3037 = f_MatrixEffect_Stage1_c0_c0_h4h4f2_float4(_outputColor_Stage03031, (__1_coord3034 + __3_sourceOffset3036));
(__0_sum3033 += (__4_c3037 * __2_k3035));
}
{
float __5_k3038 = {0};
float2 __6_sourceOffset3039 = {0, 0};
(__6_sourceOffset3039 = float2(0.0, 1.0));
(__5_k3038 = _uKernel_Stage1_c0[0].w);
float4 __7_c3040 = f_MatrixEffect_Stage1_c0_c0_h4h4f2_float4(_outputColor_Stage03031, (__1_coord3034 + __6_sourceOffset3039));
(__0_sum3033 += (__7_c3040 * __5_k3038));
}
{
float __8_k3041 = {0};
float2 __9_sourceOffset3042 = {0, 0};
(__9_sourceOffset3042 = float2(0.0, 2.0));
(__8_k3041 = _uKernel_Stage1_c0[1].z);
float4 __10_c3043 = f_MatrixEffect_Stage1_c0_c0_h4h4f2_float4(_outputColor_Stage03031, (__1_coord3034 + __9_sourceOffset3042));
(__0_sum3033 += (__10_c3043 * __8_k3041));
}
{
float __11_k3044 = {0};
float2 __12_sourceOffset3045 = {0, 0};
(__12_sourceOffset3045 = float2(1.0, 0.0));
(__11_k3044 = _uKernel_Stage1_c0[0].y);
float4 __13_c3046 = f_MatrixEffect_Stage1_c0_c0_h4h4f2_float4(_outputColor_Stage03031, (__1_coord3034 + __12_sourceOffset3045));
(__0_sum3033 += (__13_c3046 * __11_k3044));
}
{
float __14_k3047 = {0};
float2 __15_sourceOffset3048 = {0, 0};
(__15_sourceOffset3048 = float2(1.0, 1.0));
(__14_k3047 = _uKernel_Stage1_c0[1].x);
float4 __16_c3049 = f_MatrixEffect_Stage1_c0_c0_h4h4f2_float4(_outputColor_Stage03031, (__1_coord3034 + __15_sourceOffset3048));
(__0_sum3033 += (__16_c3049 * __14_k3047));
}
{
float __17_k3050 = {0};
float2 __18_sourceOffset3051 = {0, 0};
(__18_sourceOffset3051 = float2(1.0, 2.0));
(__17_k3050 = _uKernel_Stage1_c0[1].w);
float4 __19_c3052 = f_MatrixEffect_Stage1_c0_c0_h4h4f2_float4(_outputColor_Stage03031, (__1_coord3034 + __18_sourceOffset3051));
(__0_sum3033 += (__19_c3052 * __17_k3050));
}
{
float __20_k3053 = {0};
float2 __21_sourceOffset3054 = {0, 0};
(__21_sourceOffset3054 = float2(2.0, 0.0));
(__20_k3053 = _uKernel_Stage1_c0[0].z);
float4 __22_c3055 = f_MatrixEffect_Stage1_c0_c0_h4h4f2_float4(_outputColor_Stage03031, (__1_coord3034 + __21_sourceOffset3054));
(__0_sum3033 += (__22_c3055 * __20_k3053));
}
{
float __23_k3056 = {0};
float2 __24_sourceOffset3057 = {0, 0};
(__24_sourceOffset3057 = float2(2.0, 1.0));
(__23_k3056 = _uKernel_Stage1_c0[1].y);
float4 __25_c3058 = f_MatrixEffect_Stage1_c0_c0_h4h4f2_float4(_outputColor_Stage03031, (__1_coord3034 + __24_sourceOffset3057));
(__0_sum3033 += (__25_c3058 * __23_k3056));
}
{
float __26_k3059 = {0};
float2 __27_sourceOffset3060 = {0, 0};
(__27_sourceOffset3060 = float2(2.0, 2.0));
(__26_k3059 = _uKernel_Stage1_c0[2].x);
float4 __28_c3061 = f_MatrixEffect_Stage1_c0_c0_h4h4f2_float4(_outputColor_Stage03031, (__1_coord3034 + __27_sourceOffset3060));
(__0_sum3033 += (__28_c3061 * __26_k3059));
}
float4 __29_color3062 = {0, 0, 0, 0};
(__29_color3062 = ((__0_sum3033 * _uGain_Stage1_c0) + _uBias_Stage1_c0));
(__29_color3062.w = clamp(__29_color3062.w, 0.0, 1.0));
(__29_color3062.xyz = clamp(__29_color3062.xyz, 0.0, __29_color3062.w));
(_output_Stage13032 = __29_color3062);
{
(gl_Color[0] = _output_Stage13032);
(gl_Color[0] = vec4_ctor(gl_Color[0].w, 0.0, 0.0, 0.0));
}
return generateOutput();
}
R�	gl_Color0gl_Color[0]struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float2 v0 : TEXCOORD0;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float2 v0 : TEXCOORD0;
};

void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput)
{
    output.gl_Position = input.gl_Position;
    output.v0 = input.v0; 
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
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�samplers2D[0]textures2D[0]$Globals�������0����������0��������(@@��������dP@��������u`,���������_uKernel_Stage1_c0float4���_uKernelOffset_Stage1_c0float2�_uGain_Stage1_c0float�9_uBias_Stage1_c0_umatrix_Stage1_c0_c0float3x3�Microsoft (R) HLSL Shader Compiler 10.1ISGNhP\\SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX@P�jYF� Z`XpUUb2e� h	2FF� �A�@�?6B@�?�� �"�� �E���CU�F�s`8�::� F� F"F� FE���CUFF~`2
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� 
� 6� @>STAT�1%	BPLG��$-788efd1c721aP��position
_uposition����������������R��color_ucolor����������������P��
localCoord_ulocalCoord����������������R��sk_RTAdjust
_usk_RTAdjust����������������������������������������[��umatrix_Stage1_c0_uumatrix_Stage1_c0�����������������������������������������u_skRTHeight_uu_skRTHeight����������������������������������������R��uinnerRect_Stage2_c1_uuinnerRect_Stage2_c1����������������������������������������P��uradiusPlusHalf_Stage2_c1_uuradiusPlusHalf_Stage2_c1����������������������������������������^�uTextureSampler_0_Stage1_uuTextureSampler_0_Stage1������������������������������������������^���������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 gl_FragCoord : TEXCOORD3;
    float4 v0 : TEXCOORD0;
    float2 v1 : TEXCOORD1;
};
#pragma warning( disable: 3556 3571 )
float3 vec3_ctor(float2 x0, float x1)
{
    return float3(x0, x1);
}
float4 vec4_ctor(float x0, float x1, float x2, float x3)
{
    return float4(x0, x1, x2, x3);
}
float4 vec4_ctor(float2 x0, float x1, float x2)
{
    return float4(x0, x1, x2);
}
// Uniforms

uniform float4 _sk_RTAdjust : register(c1);
uniform float3x3 _umatrix_Stage1_c0 : register(c2);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Attributes
static float2 _position = {0, 0};
static float4 _color = {0, 0, 0, 0};
static float2 _localCoord = {0, 0};

static float4 gl_Position = float4(0, 0, 0, 0);

// Varyings
static  float4 _vcolor_Stage0 = {0, 0, 0, 0};
static  float2 _vTransformedCoords_0_Stage0 = {0, 0};

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewAdjust : packoffset(c1);
    float2 dx_ViewCoords : packoffset(c2);
    float2 dx_ViewScale  : packoffset(c3);
};

@@ VERTEX ATTRIBUTES @@

VS_OUTPUT generateOutput(VS_INPUT input)
{
    VS_OUTPUT output;
    output.gl_Position = gl_Position;
    output.dx_Position.x = gl_Position.x;
    output.dx_Position.y = - gl_Position.y;
    output.dx_Position.z = (gl_Position.z + gl_Position.w) * 0.5;
    output.dx_Position.w = gl_Position.w;
    output.gl_FragCoord = gl_Position;
    output.v0 = _vcolor_Stage0;
    output.v1 = _vTransformedCoords_0_Stage0;

    return output;
}

VS_OUTPUT main(VS_INPUT input){
    initAttributes(input);

(_vcolor_Stage0 = _color);
(gl_Position = vec4_ctor(_position.x, _position.y, 0.0, 1.0));
{
(_vTransformedCoords_0_Stage0 = mul(transpose(_umatrix_Stage1_c0), vec3_ctor(_localCoord, 1.0)).xy);
}
(gl_Position = vec4_ctor(((gl_Position.xy * _sk_RTAdjust.xz) + (gl_Position.ww * _sk_RTAdjust.yw)), 0.0, gl_Position.w));
return generateOutput(input);
}
Fstruct PS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 gl_FragCoord : TEXCOORD3;
    float4 v0 : TEXCOORD0;
    float2 v1 : TEXCOORD1;
};

#pragma warning( disable: 3556 3571 )
float4 vec4_ctor(float x0, float x1, float x2, float x3)
{
    return float4(x0, x1, x2, x3);
}
// Uniforms

uniform float _u_skRTHeight : register(c0);
uniform float4 _uinnerRect_Stage2_c1 : register(c1);
uniform float2 _uradiusPlusHalf_Stage2_c1 : register(c2);
static const uint _uTextureSampler_0_Stage1 = 0;
uniform Texture2D<float4> textures2D[1] : register(t0);
uniform SamplerState samplers2D[1] : register(s0);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Varyings
static  float4 _vcolor_Stage0 = {0, 0, 0, 0};
static  float2 _vTransformedCoords_0_Stage0 = {0, 0};

static float4 gl_Color[1] =
{
    float4(0, 0, 0, 0)
};
static float4 gl_FragCoord = float4(0, 0, 0, 0);

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewCoords : packoffset(c1);
    float3 dx_DepthFront : packoffset(c2);
    float2 dx_ViewScale : packoffset(c3);
    struct SamplerMetadata
    {
        int baseLevel;
        int internalFormatBits;
        int wrapModes;
        int padding;
        int4 intBorderColor;
    };
    SamplerMetadata samplerMetadata[1] : packoffset(c4);
};

#define GL_USES_FRAG_COLOR
float4 gl_texture2D(uint samplerIndex, float2 t)
{
    return textures2D[samplerIndex].Sample(samplers2D[samplerIndex], float2(t.x, t.y));
}

#define GL_USES_FRAG_COORD
@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){
    float rhw = 1.0 / input.gl_FragCoord.w;
    gl_FragCoord.x = input.dx_Position.x;
    gl_FragCoord.y = input.dx_Position.y;
    gl_FragCoord.z = (input.gl_FragCoord.z * rhw) * dx_DepthFront.x + dx_DepthFront.y;
    gl_FragCoord.w = rhw;
    _vcolor_Stage0 = input.v0;
    _vTransformedCoords_0_Stage0 = input.v1.xy;

float4 _sk_FragCoord3028 = vec4_ctor(gl_FragCoord.x, (_u_skRTHeight - gl_FragCoord.y), gl_FragCoord.z, gl_FragCoord.w);
float4 _outputColor_Stage03029 = {0, 0, 0, 0};
(_outputColor_Stage03029 = _vcolor_Stage0);
float4 _output_Stage13030 = {0, 0, 0, 0};
(_output_Stage13030 = gl_texture2D(_uTextureSampler_0_Stage1, _vTransformedCoords_0_Stage0).xxxx);
float4 _output_Stage23031 = {0, 0, 0, 0};
float2 __0_dxy03032 = (_uinnerRect_Stage2_c1.xy - _sk_FragCoord3028.xy);
float2 __1_dxy13033 = (_sk_FragCoord3028.xy - _uinnerRect_Stage2_c1.zw);
float2 __2_dxy3034 = max(max(__0_dxy03032, __1_dxy13033), 0.0);
float __3_alpha3035 = clamp((_uradiusPlusHalf_Stage2_c1.x - length(__2_dxy3034)), 0.0, 1.0);
(__3_alpha3035 = (1.0 - __3_alpha3035));
(_output_Stage23031 = (_output_Stage13030 * __3_alpha3035));
{
(gl_Color[0] = (_outputColor_Stage03029 * _output_Stage23031));
}
return generateOutput();
}
R�	gl_Color0gl_Color[0]�struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 gl_FragCoord : TEXCOORD3;
    float4 v0 : TEXCOORD0;
    float2 v1 : TEXCOORD1;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 gl_FragCoord : TEXCOORD3;
    float4 v0 : TEXCOORD0;
    float2 v1 : TEXCOORD1;
};

void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput)
{
    output.gl_Position = input.gl_Position;
    output.v0 = input.v0; 
    output.v1 = input.v1; 
    output.gl_FragCoord = input.gl_FragCoord;
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
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�samplers2D[0]textures2D[0]$Globals�����0Th������������������� ���������_u_skRTHeightfloatb_uinnerRect_Stage2_c1float4����_uradiusPlusHalf_Stage2_c1float2���Microsoft (R) HLSL Shader Compiler 10.1ISGN������SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEXP�jYF� Z`XpUUd 2b�b2e� h	"�A
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inPosition_uinPosition����������������R��inColor	_uinColor����������������R��inCircleEdge_uinCircleEdge����������������R��sk_RTAdjust
_usk_RTAdjust����������������������������������������R��uinnerRect_Stage1_c0_uuinnerRect_Stage1_c0����������������������������������������P��uradiusPlusHalf_Stage1_c0_uuradiusPlusHalf_Stage1_c0�������������������������������������������������������������������������������������������������������������������������������������������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 gl_FragCoord : TEXCOORD3;
    float4 v0 : TEXCOORD0;
    float4 v1 : TEXCOORD1;
};
#pragma warning( disable: 3556 3571 )
float4 vec4_ctor(float x0, float x1, float x2, float x3)
{
    return float4(x0, x1, x2, x3);
}
float4 vec4_ctor(float2 x0, float x1, float x2)
{
    return float4(x0, x1, x2);
}
// Uniforms

uniform float4 _sk_RTAdjust : register(c1);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Attributes
static float2 _inPosition = {0, 0};
static float4 _inColor = {0, 0, 0, 0};
static float4 _inCircleEdge = {0, 0, 0, 0};

static float4 gl_Position = float4(0, 0, 0, 0);

// Varyings
static  float4 _vinCircleEdge_Stage0 = {0, 0, 0, 0};
static  float4 _vinColor_Stage0 = {0, 0, 0, 0};

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewAdjust : packoffset(c1);
    float2 dx_ViewCoords : packoffset(c2);
    float2 dx_ViewScale  : packoffset(c3);
};

@@ VERTEX ATTRIBUTES @@

VS_OUTPUT generateOutput(VS_INPUT input)
{
    VS_OUTPUT output;
    output.gl_Position = gl_Position;
    output.dx_Position.x = gl_Position.x;
    output.dx_Position.y = - gl_Position.y;
    output.dx_Position.z = (gl_Position.z + gl_Position.w) * 0.5;
    output.dx_Position.w = gl_Position.w;
    output.gl_FragCoord = gl_Position;
    output.v0 = _vinCircleEdge_Stage0;
    output.v1 = _vinColor_Stage0;

    return output;
}

VS_OUTPUT main(VS_INPUT input){
    initAttributes(input);

(_vinCircleEdge_Stage0 = _inCircleEdge);
(_vinColor_Stage0 = _inColor);
float2 __tmp_0_inPosition3028 = _inPosition;
(gl_Position = vec4_ctor(__tmp_0_inPosition3028.x, __tmp_0_inPosition3028.y, 0.0, 1.0));
(gl_Position = vec4_ctor(((gl_Position.xy * _sk_RTAdjust.xz) + (gl_Position.ww * _sk_RTAdjust.yw)), 0.0, gl_Position.w));
return generateOutput(input);
}
	struct PS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 gl_FragCoord : TEXCOORD3;
    float4 v0 : TEXCOORD0;
    float4 v1 : TEXCOORD1;
};

#pragma warning( disable: 3556 3571 )
float4 vec4_ctor(float x0)
{
    return float4(x0, x0, x0, x0);
}
// Uniforms

uniform float4 _uinnerRect_Stage1_c0 : register(c0);
uniform float2 _uradiusPlusHalf_Stage1_c0 : register(c1);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Varyings
static  float4 _vinCircleEdge_Stage0 = {0, 0, 0, 0};
static  float4 _vinColor_Stage0 = {0, 0, 0, 0};

static float4 gl_Color[1] =
{
    float4(0, 0, 0, 0)
};
static float4 gl_FragCoord = float4(0, 0, 0, 0);

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewCoords : packoffset(c1);
    float3 dx_DepthFront : packoffset(c2);
    float2 dx_ViewScale : packoffset(c3);
};

#define GL_USES_FRAG_COLOR
#define GL_USES_FRAG_COORD
@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){
    float rhw = 1.0 / input.gl_FragCoord.w;
    gl_FragCoord.x = input.dx_Position.x;
    gl_FragCoord.y = input.dx_Position.y;
    gl_FragCoord.z = (input.gl_FragCoord.z * rhw) * dx_DepthFront.x + dx_DepthFront.y;
    gl_FragCoord.w = rhw;
    _vinCircleEdge_Stage0 = input.v0;
    _vinColor_Stage0 = input.v1;

float4 _circleEdge3025 = {0, 0, 0, 0};
(_circleEdge3025 = _vinCircleEdge_Stage0);
float4 _outputColor_Stage03026 = {0, 0, 0, 0};
(_outputColor_Stage03026 = _vinColor_Stage0);
float _d3027 = length(_circleEdge3025.xy);
float _distanceToOuterEdge3028 = (_circleEdge3025.z * (1.0 - _d3027));
float _edgeAlpha3029 = clamp(_distanceToOuterEdge3028, 0.0, 1.0);
float4 _outputCoverage_Stage03030 = vec4_ctor(_edgeAlpha3029);
float4 _output_Stage13031 = {0, 0, 0, 0};
float2 __0_dxy03032 = (_uinnerRect_Stage1_c0.xy - gl_FragCoord.xy);
float2 __1_dxy13033 = (gl_FragCoord.xy - _uinnerRect_Stage1_c0.zw);
float2 __2_dxy3034 = max(max(__0_dxy03032, __1_dxy13033), 0.0);
float __3_alpha3035 = clamp((_uradiusPlusHalf_Stage1_c0.x - length(__2_dxy3034)), 0.0, 1.0);
(_output_Stage13031 = (_outputCoverage_Stage03030 * __3_alpha3035));
{
(gl_Color[0] = (_outputColor_Stage03026 * _output_Stage13031));
}
return generateOutput();
}
R�	gl_Color0gl_Color[0]�struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 gl_FragCoord : TEXCOORD3;
    float4 v0 : TEXCOORD0;
    float4 v1 : TEXCOORD1;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 gl_FragCoord : TEXCOORD3;
    float4 v0 : TEXCOORD0;
    float4 v1 : TEXCOORD1;
};

void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput)
{
    output.gl_Position = input.gl_Position;
    output.v0 = input.v0; 
    output.v1 = input.v1; 
    output.gl_FragCoord = input.gl_FragCoord;
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
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b��Y�L���4�`�|RDEF�h<���\RD11< ($\$Globals���\� ����������8��������_uinnerRect_Stage1_c0float4����_uradiusPlusHalf_Stage1_c0float2��/Microsoft (R) HLSL Shader Compiler 10.1ISGN������SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX�PxjYF� d 2brb�e� h	2F�AF� 	��� �A42�
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inPosition_uinPosition����������������R��sk_RTAdjust
_usk_RTAdjust����������������������������������������R��uviewMatrix_Stage0_uuviewMatrix_Stage0����������������������������������������R��
uColor_Stage0_uuColor_Stage0����������������������������������������R��uinnerRect_Stage1_c0_uuinnerRect_Stage1_c0����������������������������������������P��uradiusPlusHalf_Stage1_c0_uuradiusPlusHalf_Stage1_c0���������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD0;
    float4 gl_FragCoord : TEXCOORD1;
};
#pragma warning( disable: 3556 3571 )
float4 vec4_ctor(float x0, float x1, float x2, float x3)
{
    return float4(x0, x1, x2, x3);
}
float4 vec4_ctor(float2 x0, float x1, float x2)
{
    return float4(x0, x1, x2);
}
// Uniforms

uniform float4 _sk_RTAdjust : register(c1);
uniform float4 _uviewMatrix_Stage0 : register(c2);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Attributes
static float2 _inPosition = {0, 0};

static float4 gl_Position = float4(0, 0, 0, 0);

// Varyings

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewAdjust : packoffset(c1);
    float2 dx_ViewCoords : packoffset(c2);
    float2 dx_ViewScale  : packoffset(c3);
};

@@ VERTEX ATTRIBUTES @@

VS_OUTPUT generateOutput(VS_INPUT input)
{
    VS_OUTPUT output;
    output.gl_Position = gl_Position;
    output.dx_Position.x = gl_Position.x;
    output.dx_Position.y = - gl_Position.y;
    output.dx_Position.z = (gl_Position.z + gl_Position.w) * 0.5;
    output.dx_Position.w = gl_Position.w;
    output.gl_FragCoord = gl_Position;

    return output;
}

VS_OUTPUT main(VS_INPUT input){
    initAttributes(input);

float2 __tmp_0_inPosition3024 = ((_uviewMatrix_Stage0.xz * _inPosition) + _uviewMatrix_Stage0.yw);
(gl_Position = vec4_ctor(__tmp_0_inPosition3024.x, __tmp_0_inPosition3024.y, 0.0, 1.0));
(gl_Position = vec4_ctor(((gl_Position.xy * _sk_RTAdjust.xz) + (gl_Position.ww * _sk_RTAdjust.yw)), 0.0, gl_Position.w));
return generateOutput(input);
}
�struct PS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD0;
    float4 gl_FragCoord : TEXCOORD1;
};

#pragma warning( disable: 3556 3571 )
float4 vec4_ctor(float x0)
{
    return float4(x0, x0, x0, x0);
}
// Uniforms

uniform float4 _uColor_Stage0 : register(c0);
uniform float4 _uinnerRect_Stage1_c0 : register(c1);
uniform float2 _uradiusPlusHalf_Stage1_c0 : register(c2);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Varyings

static float4 gl_Color[1] =
{
    float4(0, 0, 0, 0)
};
static float4 gl_FragCoord = float4(0, 0, 0, 0);

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewCoords : packoffset(c1);
    float3 dx_DepthFront : packoffset(c2);
    float2 dx_ViewScale : packoffset(c3);
};

#define GL_USES_FRAG_COLOR
#define GL_USES_FRAG_COORD
@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){
    float rhw = 1.0 / input.gl_FragCoord.w;
    gl_FragCoord.x = input.dx_Position.x;
    gl_FragCoord.y = input.dx_Position.y;
    gl_FragCoord.z = (input.gl_FragCoord.z * rhw) * dx_DepthFront.x + dx_DepthFront.y;
    gl_FragCoord.w = rhw;

float4 _outputColor_Stage03024 = {0, 0, 0, 0};
(_outputColor_Stage03024 = _uColor_Stage0);
float4 _output_Stage13025 = {0, 0, 0, 0};
float2 __0_dxy03026 = (_uinnerRect_Stage1_c0.xy - gl_FragCoord.xy);
float2 __1_dxy13027 = (gl_FragCoord.xy - _uinnerRect_Stage1_c0.zw);
float2 __2_dxy3028 = max(max(__0_dxy03026, __1_dxy13027), 0.0);
float __3_alpha3029 = clamp((_uradiusPlusHalf_Stage1_c0.x - length(__2_dxy3028)), 0.0, 1.0);
(_output_Stage13025 = vec4_ctor(__3_alpha3029));
{
(gl_Color[0] = (_outputColor_Stage03024 * _output_Stage13025));
}
return generateOutput();
}
R�	gl_Color0gl_Color[0](struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD0;
    float4 gl_FragCoord : TEXCOORD1;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD0;
    float4 gl_FragCoord : TEXCOORD1;
};

void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput)
{
    output.gl_Position = input.gl_Position;
    output.gl_FragCoord = input.gl_FragCoord;
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
�0DXBC����O��/l7���04��$�RDEFDh<���RD11< ($\$Globals���\�0���������� ���������_sk_RTAdjustfloat4�_uviewMatrix_Stage0Microsoft (R) HLSL Shader Compiler 10.1ISGN, TEXCOORD���OSGNhP\\SV_PositionTEXCOORD���SHEXhPZjYF� _2g� e� e� h6� @?�?22�� Fօ 22F�� օ 6" �A6 
62 F62 F6� @�?6� @�?>STAT�
��DXBCk3:��
�"�8��5��4�d��RDEF�h<����RD11< ($\$Globals���\�0���������4��������J l��������_uColor_Stage0float4��_uinnerRect_Stage1_c0_uradiusPlusHalf_Stage1_c0float2eMicrosoft (R) HLSL Shader Compiler 10.1ISGNhP\\SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEXDPQjYF� d 2e� h	2F�AF� 	��� �A42�
F4
2F@FFK
 	
�A
� 8� F� >STAT�	BPLG��-788efd1c721aP��
inPosition_uinPosition����������������R��inColor	_uinColor����������������P��inTextureCoords_uinTextureCoords����������������R��sk_RTAdjust
_usk_RTAdjust����������������������������������������P��uAtlasSizeInv_Stage0_uuAtlasSizeInv_Stage0����������������������������������������R��uinnerRect_Stage1_c0_uuinnerRect_Stage1_c0����������������������������������������P��uradiusPlusHalf_Stage1_c0_uuradiusPlusHalf_Stage1_c0����������������������������������������^�uTextureSampler_0_Stage0_uuTextureSampler_0_Stage0������������������������������������������^��������������������������������������������������������������������������������������������������������������������������������������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 gl_FragCoord : TEXCOORD3;
    float4 v0 : TEXCOORD0;
    float2 v1 : TEXCOORD1;
};
#pragma warning( disable: 3556 3571 )
float2 vec2_ctor(float x0, float x1)
{
    return float2(x0, x1);
}
float4 vec4_ctor(float x0, float x1, float x2, float x3)
{
    return float4(x0, x1, x2, x3);
}
float4 vec4_ctor(float2 x0, float x1, float x2)
{
    return float4(x0, x1, x2);
}
// Uniforms

uniform float4 _sk_RTAdjust : register(c1);
uniform float2 _uAtlasSizeInv_Stage0 : register(c2);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Attributes
static float2 _inPosition = {0, 0};
static float4 _inColor = {0, 0, 0, 0};
static float2 _inTextureCoords = {0, 0};

static float4 gl_Position = float4(0, 0, 0, 0);

// Varyings
static  float2 _vTextureCoords_Stage0 = {0, 0};
static  float _vTexIndex_Stage0 = {0};
static  float4 _vinColor_Stage0 = {0, 0, 0, 0};

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewAdjust : packoffset(c1);
    float2 dx_ViewCoords : packoffset(c2);
    float2 dx_ViewScale  : packoffset(c3);
};

@@ VERTEX ATTRIBUTES @@

VS_OUTPUT generateOutput(VS_INPUT input)
{
    VS_OUTPUT output;
    output.gl_Position = gl_Position;
    output.dx_Position.x = gl_Position.x;
    output.dx_Position.y = - gl_Position.y;
    output.dx_Position.z = (gl_Position.z + gl_Position.w) * 0.5;
    output.dx_Position.w = gl_Position.w;
    output.gl_FragCoord = gl_Position;
    output.v0 = _vinColor_Stage0;
    output.v1 = _vTextureCoords_Stage0;

    return output;
}

VS_OUTPUT main(VS_INPUT input){
    initAttributes(input);

float _texIdx3029 = {0.0};
float2 _unormTexCoords3030 = vec2_ctor(_inTextureCoords.x, _inTextureCoords.y);
(_vTextureCoords_Stage0 = (_unormTexCoords3030 * _uAtlasSizeInv_Stage0));
(_vTexIndex_Stage0 = _texIdx3029);
(_vinColor_Stage0 = _inColor);
(gl_Position = vec4_ctor(_inPosition.x, _inPosition.y, 0.0, 1.0));
(gl_Position = vec4_ctor(((gl_Position.xy * _sk_RTAdjust.xz) + (gl_Position.ww * _sk_RTAdjust.yw)), 0.0, gl_Position.w));
return generateOutput(input);
}
�struct PS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 gl_FragCoord : TEXCOORD3;
    float4 v0 : TEXCOORD0;
    float2 v1 : TEXCOORD1;
};

#pragma warning( disable: 3556 3571 )
// Uniforms

uniform float4 _uinnerRect_Stage1_c0 : register(c0);
uniform float2 _uradiusPlusHalf_Stage1_c0 : register(c1);
static const uint _uTextureSampler_0_Stage0 = 0;
uniform Texture2D<float4> textures2D[1] : register(t0);
uniform SamplerState samplers2D[1] : register(s0);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Varyings
static  float2 _vTextureCoords_Stage0 = {0, 0};
static  float4 _vinColor_Stage0 = {0, 0, 0, 0};

static float4 gl_Color[1] =
{
    float4(0, 0, 0, 0)
};
static float4 gl_SecondaryColor[1] = 
{
    float4(0, 0, 0, 0)
};
static float4 gl_FragCoord = float4(0, 0, 0, 0);

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewCoords : packoffset(c1);
    float3 dx_DepthFront : packoffset(c2);
    float2 dx_ViewScale : packoffset(c3);
    struct SamplerMetadata
    {
        int baseLevel;
        int internalFormatBits;
        int wrapModes;
        int padding;
        int4 intBorderColor;
    };
    SamplerMetadata samplerMetadata[1] : packoffset(c4);
};

#define GL_USES_FRAG_COLOR
#define GL_USES_SECONDARY_COLOR
float4 gl_texture2D(uint samplerIndex, float2 t)
{
    return textures2D[samplerIndex].Sample(samplers2D[samplerIndex], float2(t.x, t.y));
}

#define GL_USES_FRAG_COORD
@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){
    float rhw = 1.0 / input.gl_FragCoord.w;
    gl_FragCoord.x = input.dx_Position.x;
    gl_FragCoord.y = input.dx_Position.y;
    gl_FragCoord.z = (input.gl_FragCoord.z * rhw) * dx_DepthFront.x + dx_DepthFront.y;
    gl_FragCoord.w = rhw;
    _vinColor_Stage0 = input.v0;
    _vTextureCoords_Stage0 = input.v1.xy;

float4 _outputColor_Stage03027 = {0, 0, 0, 0};
(_outputColor_Stage03027 = _vinColor_Stage0);
float4 _texColor3028 = {0, 0, 0, 0};
{
(_texColor3028 = gl_texture2D(_uTextureSampler_0_Stage0, _vTextureCoords_Stage0));
}
float4 _outputCoverage_Stage03029 = _texColor3028;
float4 _output_Stage13030 = {0, 0, 0, 0};
float2 __0_dxy3031 = max((_uinnerRect_Stage1_c0.xy - gl_FragCoord.xy), 0.0);
float __1_rightAlpha3032 = clamp((_uinnerRect_Stage1_c0.z - gl_FragCoord.x), 0.0, 1.0);
float __2_bottomAlpha3033 = clamp((_uinnerRect_Stage1_c0.w - gl_FragCoord.y), 0.0, 1.0);
float __3_alpha3034 = ((__2_bottomAlpha3033 * __1_rightAlpha3032) * clamp((_uradiusPlusHalf_Stage1_c0.x - length(__0_dxy3031)), 0.0, 1.0));
(_output_Stage13030 = (_outputCoverage_Stage03029 * __3_alpha3034));
{
(_output_Stage13030.w = max(max(_output_Stage13030.x, _output_Stage13030.y), _output_Stage13030.z));
(gl_SecondaryColor[0] = (_outputColor_Stage03027.w * _output_Stage13030));
(gl_Color[0] = (_outputColor_Stage03027 * _output_Stage13030));
}
return generateOutput();
}
R�	gl_Color0gl_Color[0]R�gl_SecondaryColor0gl_SecondaryColor[0]�struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 gl_FragCoord : TEXCOORD3;
    float4 v0 : TEXCOORD0;
    float2 v1 : TEXCOORD1;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 gl_FragCoord : TEXCOORD3;
    float4 v0 : TEXCOORD0;
    float2 v1 : TEXCOORD1;
};

void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput)
{
    output.gl_Position = input.gl_Position;
    output.v0 = input.v0; 
    output.v1 = input.v1; 
    output.gl_FragCoord = input.gl_FragCoord;
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
����DXBC-t ��5A��J��4��\RDEFth<���LRD11< ($\$Globals���\�0���������� (��������_sk_RTAdjustfloat4�_uAtlasSizeInv_Stage0float2���Microsoft (R) HLSL Shader Compiler 10.1ISGN\PPPTEXCOORD���OSGN������SV_PositionTEXCOORD���SHEX�PhjYF� _2_�_2g� e� e� e� e2 h6� @?�?22F�� օ 6" �A6 
62 F62 F6� @�?6� @�?6� F82 FF� >STAT����DXBCd���=d7s���p��4�8RDEF��<����RD11< ($������
�samplers2D[0]textures2D[0]$Globals����� ,L��������p���������_uinnerRect_Stage1_c0float4���B_uradiusPlusHalf_Stage1_c0float2���Microsoft (R) HLSL Shader Compiler 10.1ISGN������SV_PositionTEXCOORD���OSGND88SV_TARGET��SHEX(P�jYF� Z`XpUUd 2b�b2e� e� h	�F�A� 4
��@6 2F8
"�
�
K" 	"�A
� 8
E���CU�F6y`8r�4
4�*
8� FF8� F�>STAT�BPLG���)788efd1c721aP��position
_uposition����������������R��color_ucolor����������������R��sk_RTAdjust
_usk_RTAdjust����������������������������������������R��uinnerRect_Stage1_c0_uuinnerRect_Stage1_c0����������������������������������������P��uradiusPlusHalf_Stage1_c0_uuradiusPlusHalf_Stage1_c0����������������������������������������Q��u_0_var_Stage1_c0_c0[0]_uu_0_var_Stage1_c0_c0[0]���������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    float4 v0 : TEXCOORD0;
};
#pragma warning( disable: 3556 3571 )
float4 vec4_ctor(float x0, float x1, float x2, float x3)
{
    return float4(x0, x1, x2, x3);
}
float4 vec4_ctor(float2 x0, float x1, float x2)
{
    return float4(x0, x1, x2);
}
// Uniforms

uniform float4 _sk_RTAdjust : register(c1);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Attributes
static float2 _position = {0, 0};
static float4 _color = {0, 0, 0, 0};

static float4 gl_Position = float4(0, 0, 0, 0);

// Varyings
static  float4 _vcolor_Stage0 = {0, 0, 0, 0};

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewAdjust : packoffset(c1);
    float2 dx_ViewCoords : packoffset(c2);
    float2 dx_ViewScale  : packoffset(c3);
};

@@ VERTEX ATTRIBUTES @@

VS_OUTPUT generateOutput(VS_INPUT input)
{
    VS_OUTPUT output;
    output.gl_Position = gl_Position;
    output.dx_Position.x = gl_Position.x;
    output.dx_Position.y = - gl_Position.y;
    output.dx_Position.z = (gl_Position.z + gl_Position.w) * 0.5;
    output.dx_Position.w = gl_Position.w;
    output.gl_FragCoord = gl_Position;
    output.v0 = _vcolor_Stage0;

    return output;
}

VS_OUTPUT main(VS_INPUT input){
    initAttributes(input);

(_vcolor_Stage0 = _color);
(gl_Position = vec4_ctor(_position.x, _position.y, 0.0, 1.0));
(gl_Position = vec4_ctor(((gl_Position.xy * _sk_RTAdjust.xz) + (gl_Position.ww * _sk_RTAdjust.yw)), 0.0, gl_Position.w));
return generateOutput(input);
}
dstruct PS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    float4 v0 : TEXCOORD0;
};

#pragma warning( disable: 3556 3571 )
float2 vec2_ctor(float x0, float x1)
{
    return float2(x0, x1);
}
float3 vec3_ctor(float2 x0, float x1)
{
    return float3(x0, x1);
}
float4 vec4_ctor(float x0)
{
    return float4(x0, x0, x0, x0);
}
// Uniforms

uniform float4 _uinnerRect_Stage1_c0 : register(c0);
uniform float2 _uradiusPlusHalf_Stage1_c0 : register(c1);
uniform float3 _u_0_var_Stage1_c0_c0[4] : register(c2);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Varyings
static  float4 _vcolor_Stage0 = {0, 0, 0, 0};

static float4 gl_Color[1] =
{
    float4(0, 0, 0, 0)
};
static float4 gl_FragCoord = float4(0, 0, 0, 0);

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewCoords : packoffset(c1);
    float3 dx_DepthFront : packoffset(c2);
    float2 dx_ViewScale : packoffset(c3);
};

#define GL_USES_FRAG_COLOR
#define GL_USES_FRAG_COORD
@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){
    float rhw = 1.0 / input.gl_FragCoord.w;
    gl_FragCoord.x = input.dx_Position.x;
    gl_FragCoord.y = input.dx_Position.y;
    gl_FragCoord.z = (input.gl_FragCoord.z * rhw) * dx_DepthFront.x + dx_DepthFront.y;
    gl_FragCoord.w = rhw;
    _vcolor_Stage0 = input.v0;

float4 _outputColor_Stage03025 = {0, 0, 0, 0};
(_outputColor_Stage03025 = _vcolor_Stage0);
float4 _output_Stage13026 = {0, 0, 0, 0};
float2 __2_dxy03027 = (_uinnerRect_Stage1_c0.xy - gl_FragCoord.xy);
float __3_dx13028 = (gl_FragCoord.x - _uinnerRect_Stage1_c0.z);
float2 __4_dxy3029 = max(vec2_ctor(max(__2_dxy03027.x, __3_dx13028), __2_dxy03027.y), 0.0);
float __5_bottomAlpha3030 = clamp((_uinnerRect_Stage1_c0.w - gl_FragCoord.y), 0.0, 1.0);
float __6_alpha3031 = (__5_bottomAlpha3030 * clamp((_uradiusPlusHalf_Stage1_c0.x - length(__4_dxy3029)), 0.0, 1.0));
(__6_alpha3031 = (1.0 - __6_alpha3031));
float __7_alpha3032 = {1.0};
float __8_edge3033 = {0};
(__8_edge3033 = dot(_u_0_var_Stage1_c0_c0[0], vec3_ctor(gl_FragCoord.xy, 1.0)));
float sbda = {0};
if ((__8_edge3033 >= 0.5))
{
(sbda = 1.0);
}
else
{
(sbda = 0.0);
}
(__8_edge3033 = sbda);
(__7_alpha3032 *= __8_edge3033);
(__8_edge3033 = dot(_u_0_var_Stage1_c0_c0[1], vec3_ctor(gl_FragCoord.xy, 1.0)));
float sbdb = {0};
if ((__8_edge3033 >= 0.5))
{
(sbdb = 1.0);
}
else
{
(sbdb = 0.0);
}
(__8_edge3033 = sbdb);
(__7_alpha3032 *= __8_edge3033);
(__8_edge3033 = dot(_u_0_var_Stage1_c0_c0[2], vec3_ctor(gl_FragCoord.xy, 1.0)));
float sbdc = {0};
if ((__8_edge3033 >= 0.5))
{
(sbdc = 1.0);
}
else
{
(sbdc = 0.0);
}
(__8_edge3033 = sbdc);
(__7_alpha3032 *= __8_edge3033);
(__8_edge3033 = dot(_u_0_var_Stage1_c0_c0[3], vec3_ctor(gl_FragCoord.xy, 1.0)));
float sbdd = {0};
if ((__8_edge3033 >= 0.5))
{
(sbdd = 1.0);
}
else
{
(sbdd = 0.0);
}
(__8_edge3033 = sbdd);
(__7_alpha3032 *= __8_edge3033);
(_output_Stage13026 = (vec4_ctor(__7_alpha3032) * __6_alpha3031));
{
(gl_Color[0] = (_outputColor_Stage03025 * _output_Stage13026));
}
return generateOutput();
}
R�	gl_Color0gl_Color[0]ystruct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    float4 v0 : TEXCOORD0;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    float4 v0 : TEXCOORD0;
};

void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput)
{
    output.gl_Position = input.gl_Position;
    output.v0 = input.v0; 
    output.gl_FragCoord = input.gl_FragCoord;
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
��$DXBC"���c�F�ڵ�NWc$4D��RDEFh<����RD11< ($\$Globals���\� ����������_sk_RTAdjustfloat4�Microsoft (R) HLSL Shader Compiler 10.1ISGND88TEXCOORD���OSGN�htttSV_PositionTEXCOORD���SHEXhPZjYF� _2_�g� e� e� e� h6� @?�?22F�� օ 6" �A6 
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��DXBC�e$QZ����p�8���4,��`RDEF�h<����RD11< ($\$Globals���\�`���������<`��������� <���������_uinnerRect_Stage1_c0float4���_uradiusPlusHalf_Stage1_c0float2��W_u_0_var_Stage1_c0_c0float3����Microsoft (R) HLSL Shader Compiler 10.1ISGN�htttSV_PositionTEXCOORD���OSGN, SV_TARGET��SHEXpP�jYF� d 2b�e� h62F6B@�?�F� F�:@?�:@�?F� F
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8� F>STAT�BPLG���%788efd1c721aP��position
_uposition����������������R��color_ucolor����������������R��sk_RTAdjust
_usk_RTAdjust����������������������������������������R��uinnerRect_Stage1_c0_uuinnerRect_Stage1_c0����������������������������������������P��uradiusPlusHalf_Stage1_c0_uuradiusPlusHalf_Stage1_c0����������������������������������������R��urectUniform_Stage1_c0_c0_uurectUniform_Stage1_c0_c0���������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    float4 v0 : TEXCOORD0;
};
#pragma warning( disable: 3556 3571 )
float4 vec4_ctor(float x0, float x1, float x2, float x3)
{
    return float4(x0, x1, x2, x3);
}
float4 vec4_ctor(float2 x0, float x1, float x2)
{
    return float4(x0, x1, x2);
}
// Uniforms

uniform float4 _sk_RTAdjust : register(c1);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Attributes
static float2 _position = {0, 0};
static float4 _color = {0, 0, 0, 0};

static float4 gl_Position = float4(0, 0, 0, 0);

// Varyings
static  float4 _vcolor_Stage0 = {0, 0, 0, 0};

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewAdjust : packoffset(c1);
    float2 dx_ViewCoords : packoffset(c2);
    float2 dx_ViewScale  : packoffset(c3);
};

@@ VERTEX ATTRIBUTES @@

VS_OUTPUT generateOutput(VS_INPUT input)
{
    VS_OUTPUT output;
    output.gl_Position = gl_Position;
    output.dx_Position.x = gl_Position.x;
    output.dx_Position.y = - gl_Position.y;
    output.dx_Position.z = (gl_Position.z + gl_Position.w) * 0.5;
    output.dx_Position.w = gl_Position.w;
    output.gl_FragCoord = gl_Position;
    output.v0 = _vcolor_Stage0;

    return output;
}

VS_OUTPUT main(VS_INPUT input){
    initAttributes(input);

(_vcolor_Stage0 = _color);
(gl_Position = vec4_ctor(_position.x, _position.y, 0.0, 1.0));
(gl_Position = vec4_ctor(((gl_Position.xy * _sk_RTAdjust.xz) + (gl_Position.ww * _sk_RTAdjust.yw)), 0.0, gl_Position.w));
return generateOutput(input);
}
�	struct PS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    float4 v0 : TEXCOORD0;
};

#pragma warning( disable: 3556 3571 )
float2 vec2_ctor(float x0, float x1)
{
    return float2(x0, x1);
}
float4 vec4_ctor(float x0)
{
    return float4(x0, x0, x0, x0);
}
// Uniforms

uniform float4 _uinnerRect_Stage1_c0 : register(c0);
uniform float2 _uradiusPlusHalf_Stage1_c0 : register(c1);
uniform float4 _urectUniform_Stage1_c0_c0 : register(c2);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Varyings
static  float4 _vcolor_Stage0 = {0, 0, 0, 0};

static float4 gl_Color[1] =
{
    float4(0, 0, 0, 0)
};
static float4 gl_FragCoord = float4(0, 0, 0, 0);

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewCoords : packoffset(c1);
    float3 dx_DepthFront : packoffset(c2);
    float2 dx_ViewScale : packoffset(c3);
};

#define GL_USES_FRAG_COLOR
#define GL_USES_FRAG_COORD
@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){
    float rhw = 1.0 / input.gl_FragCoord.w;
    gl_FragCoord.x = input.dx_Position.x;
    gl_FragCoord.y = input.dx_Position.y;
    gl_FragCoord.z = (input.gl_FragCoord.z * rhw) * dx_DepthFront.x + dx_DepthFront.y;
    gl_FragCoord.w = rhw;
    _vcolor_Stage0 = input.v0;

float4 _outputColor_Stage03025 = {0, 0, 0, 0};
(_outputColor_Stage03025 = _vcolor_Stage0);
float4 _output_Stage13026 = {0, 0, 0, 0};
float2 __4_dxy03027 = (_uinnerRect_Stage1_c0.xy - gl_FragCoord.xy);
float __5_dx13028 = (gl_FragCoord.x - _uinnerRect_Stage1_c0.z);
float2 __6_dxy3029 = max(vec2_ctor(max(__4_dxy03027.x, __5_dx13028), __4_dxy03027.y), 0.0);
float __7_bottomAlpha3030 = clamp((_uinnerRect_Stage1_c0.w - gl_FragCoord.y), 0.0, 1.0);
float __8_alpha3031 = (__7_bottomAlpha3030 * clamp((_uradiusPlusHalf_Stage1_c0.x - length(__6_dxy3029)), 0.0, 1.0));
(__8_alpha3031 = (1.0 - __8_alpha3031));
float __10_coverage3032 = {0};
{
float4 __11_dists43033 = clamp((float4(1.0, 1.0, -1.0, -1.0) * (gl_FragCoord.xyxy - _urectUniform_Stage1_c0_c0)), 0.0, 1.0);
float2 __12_dists23034 = ((__11_dists43033.xy + __11_dists43033.zw) - 1.0);
(__10_coverage3032 = (__12_dists23034.x * __12_dists23034.y));
}
(_output_Stage13026 = (vec4_ctor(__10_coverage3032) * __8_alpha3031));
{
(gl_Color[0] = (_outputColor_Stage03025 * _output_Stage13026));
}
return generateOutput();
}
R�	gl_Color0gl_Color[0]ystruct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    float4 v0 : TEXCOORD0;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    float4 v0 : TEXCOORD0;
};

void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput)
{
    output.gl_Position = input.gl_Position;
    output.v0 = input.v0; 
    output.gl_FragCoord = input.gl_FragCoord;
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
��$DXBC"���c�F�ڵ�NWc$4D��RDEFh<����RD11< ($\$Globals���\� ����������_sk_RTAdjustfloat4�Microsoft (R) HLSL Shader Compiler 10.1ISGND88TEXCOORD���OSGN�htttSV_PositionTEXCOORD���SHEXhPZjYF� _2_�g� e� e� e� h6� @?�?22F�� օ 6" �A6 
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��DXBC�vk���cV�xE���4��RDEF�h<����RD11< ($\$Globals���\�0���������<`��������� ��������_uinnerRect_Stage1_c0float4���_uradiusPlusHalf_Stage1_c0float2��W_urectUniform_Stage1_c0_c0Microsoft (R) HLSL Shader Compiler 10.1�ISGN�htttSV_PositionTEXCOORD���OSGN, SV_TARGET��SHEXPP�jYF� d 2b�e� h	
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8� F>STAT�BPLG���:788efd1c721a		P��
inPosition_uinPosition����������������R��inColor	_uinColor����������������R��
inQuadEdge_uinQuadEdge����������������	R��sk_RTAdjust
_usk_RTAdjust����������������������������������������R��ulocalMatrix_Stage0_uulocalMatrix_Stage0����������������������������������������[��umatrix_Stage1_c0_c0_c0_c0_uumatrix_Stage1_c0_c0_c0_c0�����������������������������������������u_skRTHeight_uu_skRTHeight�����������������������������������������urange_Stage1_c0_uurange_Stage1_c0����������������������������������������R�� uleftBorderColor_Stage1_c0_c0_c0"_uuleftBorderColor_Stage1_c0_c0_c0����������������������������������������R��!urightBorderColor_Stage1_c0_c0_c0#_uurightBorderColor_Stage1_c0_c0_c0����������������������������������������R��ustart_Stage1_c0_c0_c0_c1_uustart_Stage1_c0_c0_c0_c1����������������������������������������R��uend_Stage1_c0_c0_c0_c1_uuend_Stage1_c0_c0_c0_c1������������������������������������������					����			����������������������������������������������������������	�������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������	struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD3;
    float4 gl_FragCoord : TEXCOORD4;
    float4 v0 : TEXCOORD0;
    float4 v1 : TEXCOORD1;
    float2 v2 : TEXCOORD2;
};
#pragma warning( disable: 3556 3571 )
float3 vec3_ctor(float2 x0, float x1)
{
    return float3(x0, x1);
}
float4 vec4_ctor(float x0, float x1, float x2, float x3)
{
    return float4(x0, x1, x2, x3);
}
float4 vec4_ctor(float2 x0, float x1, float x2)
{
    return float4(x0, x1, x2);
}
// Uniforms

uniform float4 _sk_RTAdjust : register(c1);
uniform float4 _ulocalMatrix_Stage0 : register(c2);
uniform float3x3 _umatrix_Stage1_c0_c0_c0_c0 : register(c3);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Attributes
static float2 _inPosition = {0, 0};
static float4 _inColor = {0, 0, 0, 0};
static float4 _inQuadEdge = {0, 0, 0, 0};

static float4 gl_Position = float4(0, 0, 0, 0);

// Varyings
static  float4 _vQuadEdge_Stage0 = {0, 0, 0, 0};
static  float4 _vinColor_Stage0 = {0, 0, 0, 0};
static  float2 _vTransformedCoords_0_Stage0 = {0, 0};

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewAdjust : packoffset(c1);
    float2 dx_ViewCoords : packoffset(c2);
    float2 dx_ViewScale  : packoffset(c3);
};

@@ VERTEX ATTRIBUTES @@

VS_OUTPUT generateOutput(VS_INPUT input)
{
    VS_OUTPUT output;
    output.gl_Position = gl_Position;
    output.dx_Position.x = gl_Position.x;
    output.dx_Position.y = - gl_Position.y;
    output.dx_Position.z = (gl_Position.z + gl_Position.w) * 0.5;
    output.dx_Position.w = gl_Position.w;
    output.gl_FragCoord = gl_Position;
    output.v0 = _vQuadEdge_Stage0;
    output.v1 = _vinColor_Stage0;
    output.v2 = _vTransformedCoords_0_Stage0;

    return output;
}

VS_OUTPUT main(VS_INPUT input){
    initAttributes(input);

(_vQuadEdge_Stage0 = _inQuadEdge);
(_vinColor_Stage0 = _inColor);
float2 __tmp_0_inPosition3030 = _inPosition;
float2 __tmp_1_inPosition3031 = ((_ulocalMatrix_Stage0.xz * _inPosition) + _ulocalMatrix_Stage0.yw);
(gl_Position = vec4_ctor(__tmp_0_inPosition3030.x, __tmp_0_inPosition3030.y, 0.0, 1.0));
{
(_vTransformedCoords_0_Stage0 = mul(transpose(_umatrix_Stage1_c0_c0_c0_c0), vec3_ctor(__tmp_1_inPosition3031, 1.0)).xy);
}
(gl_Position = vec4_ctor(((gl_Position.xy * _sk_RTAdjust.xz) + (gl_Position.ww * _sk_RTAdjust.yw)), 0.0, gl_Position.w));
return generateOutput(input);
}
�struct PS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD3;
    float4 gl_FragCoord : TEXCOORD4;
    float4 v0 : TEXCOORD0;
    float4 v1 : TEXCOORD1;
    float2 v2 : TEXCOORD2;
};

#pragma warning( disable: 3556 3571 )
float2 vec2_ctor(float x0, float x1)
{
    return float2(x0, x1);
}
float4 vec4_ctor(float x0)
{
    return float4(x0, x0, x0, x0);
}
float4 vec4_ctor(float x0, float x1, float x2, float x3)
{
    return float4(x0, x1, x2, x3);
}
float4 vec4_ctor(float3 x0, float x1)
{
    return float4(x0, x1);
}
// Uniforms

uniform float _u_skRTHeight : register(c0);
uniform float _urange_Stage1_c0 : register(c1);
uniform float4 _uleftBorderColor_Stage1_c0_c0_c0 : register(c2);
uniform float4 _urightBorderColor_Stage1_c0_c0_c0 : register(c3);
uniform float4 _ustart_Stage1_c0_c0_c0_c1 : register(c4);
uniform float4 _uend_Stage1_c0_c0_c0_c1 : register(c5);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Varyings
static  float4 _vQuadEdge_Stage0 = {0, 0, 0, 0};
static  float4 _vinColor_Stage0 = {0, 0, 0, 0};
static  float2 _vTransformedCoords_0_Stage0 = {0, 0};

static float4 gl_Color[1] =
{
    float4(0, 0, 0, 0)
};
static float4 gl_FragCoord = float4(0, 0, 0, 0);

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewCoords : packoffset(c1);
    float3 dx_DepthFront : packoffset(c2);
    float2 dx_ViewScale : packoffset(c3);
};

#define GL_USES_FRAG_COLOR
#define GL_USES_FRAG_COORD
float4 mod_emu(float4 x, float4 y)
{
    return x - y * floor(x / y);
}


@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){
    float rhw = 1.0 / input.gl_FragCoord.w;
    gl_FragCoord.x = input.dx_Position.x;
    gl_FragCoord.y = input.dx_Position.y;
    gl_FragCoord.z = (input.gl_FragCoord.z * rhw) * dx_DepthFront.x + dx_DepthFront.y;
    gl_FragCoord.w = rhw;
    _vQuadEdge_Stage0 = input.v0;
    _vinColor_Stage0 = input.v1;
    _vTransformedCoords_0_Stage0 = input.v2.xy;

float4 _sk_FragCoord3031 = vec4_ctor(gl_FragCoord.x, (_u_skRTHeight - gl_FragCoord.y), gl_FragCoord.z, gl_FragCoord.w);
float4 _outputColor_Stage03032 = {0, 0, 0, 0};
(_outputColor_Stage03032 = _vinColor_Stage0);
float _edgeAlpha3033 = {0};
float2 _duvdx3034 = ddx(_vQuadEdge_Stage0.xy);
float2 _duvdy3035 = (-ddy(_vQuadEdge_Stage0.xy));
if (((_vQuadEdge_Stage0.z > 0.0) && (_vQuadEdge_Stage0.w > 0.0)))
{
(_edgeAlpha3033 = min((min(_vQuadEdge_Stage0.z, _vQuadEdge_Stage0.w) + 0.5), 1.0));
}
else
{
float2 _gF3036 = vec2_ctor((((2.0 * _vQuadEdge_Stage0.x) * _duvdx3034.x) - _duvdx3034.y), (((2.0 * _vQuadEdge_Stage0.x) * _duvdy3035.x) - _duvdy3035.y));
(_edgeAlpha3033 = ((_vQuadEdge_Stage0.x * _vQuadEdge_Stage0.x) - _vQuadEdge_Stage0.y));
(_edgeAlpha3033 = clamp((0.5 - (_edgeAlpha3033 / length(_gF3036))), 0.0, 1.0));
}
float4 _outputCoverage_Stage03037 = vec4_ctor(_edgeAlpha3033);
float4 _output_Stage13038 = {0, 0, 0, 0};
float4 __4_t3039 = vec4_ctor(length(_vTransformedCoords_0_Stage0), 1.0, 0.0, 0.0);
float4 __5_outColor3040 = {0, 0, 0, 0};
if ((__4_t3039.x < 0.0))
{
(__5_outColor3040 = _uleftBorderColor_Stage1_c0_c0_c0);
}
else
{
if ((__4_t3039.x > 1.0))
{
(__5_outColor3040 = _urightBorderColor_Stage1_c0_c0_c0);
}
else
{
(__5_outColor3040 = lerp(_ustart_Stage1_c0_c0_c0_c1, _uend_Stage1_c0_c0_c0_c1, __4_t3039.x));
}
}
{
(__5_outColor3040.xyz *= __5_outColor3040.w);
}
float4 __6_color3041 = __5_outColor3040;
float __7_value3042 = {0};
{
float4 __8_bits3043 = mod_emu(_sk_FragCoord3031.yxyx, float4(2.0, 2.0, 4.0, 4.0));
(__8_bits3043.zw = step(2.0, __8_bits3043.zw));
(__8_bits3043.xz = abs((__8_bits3043.xz - __8_bits3043.yw)));
(__7_value3042 = (dot(__8_bits3043, float4(0.5, 0.25, 0.125, 0.0625)) - 0.46875));
}
(_output_Stage13038 = vec4_ctor(clamp((__6_color3041.xyz + (__7_value3042 * _urange_Stage1_c0)), 0.0, __6_color3041.w), __6_color3041.w));
{
(gl_Color[0] = (_output_Stage13038 * _outputCoverage_Stage03037));
}
return generateOutput();
}
R�	gl_Color0gl_Color[0]struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD3;
    float4 gl_FragCoord : TEXCOORD4;
    float4 v0 : TEXCOORD0;
    float4 v1 : TEXCOORD1;
    float2 v2 : TEXCOORD2;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD3;
    float4 gl_FragCoord : TEXCOORD4;
    float4 v0 : TEXCOORD0;
    float4 v1 : TEXCOORD1;
    float2 v2 : TEXCOORD2;
};

void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput)
{
    output.gl_Position = input.gl_Position;
    output.v0 = input.v0; 
    output.v1 = input.v1; 
    output.v2 = input.v2; 
    output.gl_FragCoord = input.gl_FragCoord;
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
����DXBCe��)��x����4�X8RDEF�h<����RD11< ($\$Globals���\�`���������0 ��������E0,l��������_sk_RTAdjustfloat4_ulocalMatrix_Stage0_umatrix_Stage1_c0_c0_c0_c0float3x3��aMicrosoft (R) HLSL Shader Compiler 10.1ISGN\PPPTEXCOORD���OSGN�������SV_PositionTEXCOORD���SHEX P�jYF� _2_�_�g� e� e� e� e� e2 h6� @?�?22F�� օ 6" �A6 
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_uposition����������������R��color_ucolor����������������R��sk_RTAdjust
_usk_RTAdjust����������������������������������������R��uinnerRect_Stage1_c0_uuinnerRect_Stage1_c0����������������������������������������P��uradiusPlusHalf_Stage1_c0_uuradiusPlusHalf_Stage1_c0�������������������������������������������������������������������������������������������������������������������������������������������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    float4 v0 : TEXCOORD0;
};
#pragma warning( disable: 3556 3571 )
float4 vec4_ctor(float x0, float x1, float x2, float x3)
{
    return float4(x0, x1, x2, x3);
}
float4 vec4_ctor(float2 x0, float x1, float x2)
{
    return float4(x0, x1, x2);
}
// Uniforms

uniform float4 _sk_RTAdjust : register(c1);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Attributes
static float2 _position = {0, 0};
static float4 _color = {0, 0, 0, 0};

static float4 gl_Position = float4(0, 0, 0, 0);

// Varyings
static  float4 _vcolor_Stage0 = {0, 0, 0, 0};

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewAdjust : packoffset(c1);
    float2 dx_ViewCoords : packoffset(c2);
    float2 dx_ViewScale  : packoffset(c3);
};

@@ VERTEX ATTRIBUTES @@

VS_OUTPUT generateOutput(VS_INPUT input)
{
    VS_OUTPUT output;
    output.gl_Position = gl_Position;
    output.dx_Position.x = gl_Position.x;
    output.dx_Position.y = - gl_Position.y;
    output.dx_Position.z = (gl_Position.z + gl_Position.w) * 0.5;
    output.dx_Position.w = gl_Position.w;
    output.gl_FragCoord = gl_Position;
    output.v0 = _vcolor_Stage0;

    return output;
}

VS_OUTPUT main(VS_INPUT input){
    initAttributes(input);

(_vcolor_Stage0 = _color);
(gl_Position = vec4_ctor(_position.x, _position.y, 0.0, 1.0));
(gl_Position = vec4_ctor(((gl_Position.xy * _sk_RTAdjust.xz) + (gl_Position.ww * _sk_RTAdjust.yw)), 0.0, gl_Position.w));
return generateOutput(input);
}
"struct PS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    float4 v0 : TEXCOORD0;
};

#pragma warning( disable: 3556 3571 )
float2 vec2_ctor(float x0, float x1)
{
    return float2(x0, x1);
}
float4 vec4_ctor(float x0)
{
    return float4(x0, x0, x0, x0);
}
// Uniforms

uniform float4 _uinnerRect_Stage1_c0 : register(c0);
uniform float2 _uradiusPlusHalf_Stage1_c0 : register(c1);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Varyings
static  float4 _vcolor_Stage0 = {0, 0, 0, 0};

static float4 gl_Color[1] =
{
    float4(0, 0, 0, 0)
};
static float4 gl_FragCoord = float4(0, 0, 0, 0);

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewCoords : packoffset(c1);
    float3 dx_DepthFront : packoffset(c2);
    float2 dx_ViewScale : packoffset(c3);
};

#define GL_USES_FRAG_COLOR
#define GL_USES_FRAG_COORD
@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){
    float rhw = 1.0 / input.gl_FragCoord.w;
    gl_FragCoord.x = input.dx_Position.x;
    gl_FragCoord.y = input.dx_Position.y;
    gl_FragCoord.z = (input.gl_FragCoord.z * rhw) * dx_DepthFront.x + dx_DepthFront.y;
    gl_FragCoord.w = rhw;
    _vcolor_Stage0 = input.v0;

float4 _outputColor_Stage03024 = {0, 0, 0, 0};
(_outputColor_Stage03024 = _vcolor_Stage0);
float4 _output_Stage13025 = {0, 0, 0, 0};
float2 __0_dxy03026 = (_uinnerRect_Stage1_c0.xy - gl_FragCoord.xy);
float __1_dx13027 = (gl_FragCoord.x - _uinnerRect_Stage1_c0.z);
float2 __2_dxy3028 = max(vec2_ctor(max(__0_dxy03026.x, __1_dx13027), __0_dxy03026.y), 0.0);
float __3_bottomAlpha3029 = clamp((_uinnerRect_Stage1_c0.w - gl_FragCoord.y), 0.0, 1.0);
float __4_alpha3030 = (__3_bottomAlpha3029 * clamp((_uradiusPlusHalf_Stage1_c0.x - length(__2_dxy3028)), 0.0, 1.0));
(__4_alpha3030 = (1.0 - __4_alpha3030));
(_output_Stage13025 = vec4_ctor(__4_alpha3030));
{
(gl_Color[0] = (_outputColor_Stage03024 * _output_Stage13025));
}
return generateOutput();
}
R�	gl_Color0gl_Color[0]ystruct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    float4 v0 : TEXCOORD0;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    float4 v0 : TEXCOORD0;
};

void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput)
{
    output.gl_Position = input.gl_Position;
    output.v0 = input.v0; 
    output.gl_FragCoord = input.gl_FragCoord;
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
��$DXBC"���c�F�ڵ�NWc$4D��RDEFh<����RD11< ($\$Globals���\� ����������_sk_RTAdjustfloat4�Microsoft (R) HLSL Shader Compiler 10.1ISGND88TEXCOORD���OSGN�htttSV_PositionTEXCOORD���SHEXhPZjYF� _2_�g� e� e� e� h6� @?�?22F�� օ 6" �A6 
62 F62 F6� @�?6� @�?6� F>STAT�
��DXBC$�%*6��b`��V T�4�H|RDEF�h<���\RD11< ($\$Globals���\� ����������8��������_uinnerRect_Stage1_c0float4����_uradiusPlusHalf_Stage1_c0float2��/Microsoft (R) HLSL Shader Compiler 10.1ISGN�htttSV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX�PbjYF� d 2b�e� h	
*� �A	�V�A�� 4"
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FFK
 	
�A
� 2

�A
@�?8� F>STAT�	BPLG���788efd1c721aP��position
_uposition����������������P��
localCoord_ulocalCoord����������������R��sk_RTAdjust
_usk_RTAdjust����������������������������������������[��umatrix_Stage1_c0_uumatrix_Stage1_c0����������������������������������������^�uTextureSampler_0_Stage1_uuTextureSampler_0_Stage1������������������������������������������^�������������������������������������������������������������������������������������������������������������������������������#struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float2 v0 : TEXCOORD0;
};
#pragma warning( disable: 3556 3571 )
float3 vec3_ctor(float2 x0, float x1)
{
    return float3(x0, x1);
}
float4 vec4_ctor(float x0, float x1, float x2, float x3)
{
    return float4(x0, x1, x2, x3);
}
float4 vec4_ctor(float2 x0, float x1, float x2)
{
    return float4(x0, x1, x2);
}
// Uniforms

uniform float4 _sk_RTAdjust : register(c1);
uniform float3x3 _umatrix_Stage1_c0 : register(c2);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Attributes
static float2 _position = {0, 0};
static float2 _localCoord = {0, 0};

static float4 gl_Position = float4(0, 0, 0, 0);

// Varyings
static  float2 _vTransformedCoords_0_Stage0 = {0, 0};

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewAdjust : packoffset(c1);
    float2 dx_ViewCoords : packoffset(c2);
    float2 dx_ViewScale  : packoffset(c3);
};

@@ VERTEX ATTRIBUTES @@

VS_OUTPUT generateOutput(VS_INPUT input)
{
    VS_OUTPUT output;
    output.gl_Position = gl_Position;
    output.dx_Position.x = gl_Position.x;
    output.dx_Position.y = - gl_Position.y;
    output.dx_Position.z = (gl_Position.z + gl_Position.w) * 0.5;
    output.dx_Position.w = gl_Position.w;
    output.v0 = _vTransformedCoords_0_Stage0;

    return output;
}

VS_OUTPUT main(VS_INPUT input){
    initAttributes(input);

(gl_Position = vec4_ctor(_position.x, _position.y, 0.0, 1.0));
{
(_vTransformedCoords_0_Stage0 = mul(transpose(_umatrix_Stage1_c0), vec3_ctor(_localCoord, 1.0)).xy);
}
(gl_Position = vec4_ctor(((gl_Position.xy * _sk_RTAdjust.xz) + (gl_Position.ww * _sk_RTAdjust.yw)), 0.0, gl_Position.w));
return generateOutput(input);
}
struct PS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float2 v0 : TEXCOORD0;
};

#pragma warning( disable: 3556 3571 )
float4 vec4_ctor(float x0, float x1, float x2, float x3)
{
    return float4(x0, x1, x2, x3);
}
// Uniforms

static const uint _uTextureSampler_0_Stage1 = 0;
uniform Texture2D<float4> textures2D[1] : register(t0);
uniform SamplerState samplers2D[1] : register(s0);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Varyings
static  float2 _vTransformedCoords_0_Stage0 = {0, 0};

static float4 gl_Color[1] =
{
    float4(0, 0, 0, 0)
};

cbuffer DriverConstants : register(b1)
{
    struct SamplerMetadata
    {
        int baseLevel;
        int internalFormatBits;
        int wrapModes;
        int padding;
        int4 intBorderColor;
    };
    SamplerMetadata samplerMetadata[1] : packoffset(c4);
};

#define GL_USES_FRAG_COLOR
float4 gl_texture2D(uint samplerIndex, float2 t)
{
    return textures2D[samplerIndex].Sample(samplers2D[samplerIndex], float2(t.x, t.y));
}

@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){
    _vTransformedCoords_0_Stage0 = input.v0.xy;

float4 _output_Stage13024 = {0, 0, 0, 0};
(_output_Stage13024 = vec4_ctor(0.0, 0.0, 0.0, gl_texture2D(_uTextureSampler_0_Stage1, _vTransformedCoords_0_Stage0).x));
{
(gl_Color[0] = _output_Stage13024);
(gl_Color[0] = vec4_ctor(gl_Color[0].w, 0.0, 0.0, 0.0));
}
return generateOutput();
}
R�	gl_Color0gl_Color[0]struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float2 v0 : TEXCOORD0;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float2 v0 : TEXCOORD0;
};

void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput)
{
    output.gl_Position = input.gl_Position;
    output.v0 = input.v0; 
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
���DXBCZ?����1��W^4�U5�4��h�RDEFph<���HRD11< ($\$Globals���\�P���������� ,$��������_sk_RTAdjustfloat4�_umatrix_Stage1_c0float3x3Microsoft (R) HLSL Shader Compiler 10.1ISGND88TEXCOORD���OSGNhP\\SV_PositionTEXCOORD���SHEX|P_jYF� _2_2g� e� e2 h6� @?�?22F�� օ 6" �A6 
62 F6� @�?62F6B@�? F� F" F� F>STAT���DXBC�Z�!����
]�,C��4�l�TRDEF�<����RD11< ($|�����
samplers2D[0]textures2D[0]Microsoft (R) HLSL Shader Compiler 10.1ISGNhP\\SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX�P+jZ`XpUUb2e� hE���CUFF~`6 
6� @>STAT�BPLG��K788efd1c721aP��
inPosition_uinPosition����������������R��inHairQuadEdge_uinHairQuadEdge����������������R��sk_RTAdjust
_usk_RTAdjust����������������������������������������R��
uColor_Stage0_uuColor_Stage0�����������������������������������������������������������������������������������������������������������������������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 v0 : TEXCOORD0;
};
#pragma warning( disable: 3556 3571 )
float4 vec4_ctor(float x0, float x1, float x2, float x3)
{
    return float4(x0, x1, x2, x3);
}
float4 vec4_ctor(float2 x0, float x1, float x2)
{
    return float4(x0, x1, x2);
}
// Uniforms

uniform float4 _sk_RTAdjust : register(c1);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Attributes
static float2 _inPosition = {0, 0};
static float4 _inHairQuadEdge = {0, 0, 0, 0};

static float4 gl_Position = float4(0, 0, 0, 0);

// Varyings
static  float4 _vHairQuadEdge_Stage0 = {0, 0, 0, 0};

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewAdjust : packoffset(c1);
    float2 dx_ViewCoords : packoffset(c2);
    float2 dx_ViewScale  : packoffset(c3);
};

@@ VERTEX ATTRIBUTES @@

VS_OUTPUT generateOutput(VS_INPUT input)
{
    VS_OUTPUT output;
    output.gl_Position = gl_Position;
    output.dx_Position.x = gl_Position.x;
    output.dx_Position.y = - gl_Position.y;
    output.dx_Position.z = (gl_Position.z + gl_Position.w) * 0.5;
    output.dx_Position.w = gl_Position.w;
    output.v0 = _vHairQuadEdge_Stage0;

    return output;
}

VS_OUTPUT main(VS_INPUT input){
    initAttributes(input);

(_vHairQuadEdge_Stage0 = _inHairQuadEdge);
float2 __tmp_0_inPosition3025 = _inPosition;
(gl_Position = vec4_ctor(__tmp_0_inPosition3025.x, __tmp_0_inPosition3025.y, 0.0, 1.0));
(gl_Position = vec4_ctor(((gl_Position.xy * _sk_RTAdjust.xz) + (gl_Position.ww * _sk_RTAdjust.yw)), 0.0, gl_Position.w));
return generateOutput(input);
}
5struct PS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 v0 : TEXCOORD0;
};

#pragma warning( disable: 3556 3571 )
float2 vec2_ctor(float x0, float x1)
{
    return float2(x0, x1);
}
float4 vec4_ctor(float x0)
{
    return float4(x0, x0, x0, x0);
}
// Uniforms

uniform float4 _uColor_Stage0 : register(c0);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Varyings
static  float4 _vHairQuadEdge_Stage0 = {0, 0, 0, 0};

static float4 gl_Color[1] =
{
    float4(0, 0, 0, 0)
};

cbuffer DriverConstants : register(b1)
{
};

#define GL_USES_FRAG_COLOR
@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){
    _vHairQuadEdge_Stage0 = input.v0;

float4 _outputColor_Stage03023 = {0, 0, 0, 0};
(_outputColor_Stage03023 = _uColor_Stage0);
float _edgeAlpha3024 = {0};
float2 _duvdx3025 = ddx(_vHairQuadEdge_Stage0.xy);
float2 _duvdy3026 = ddy(_vHairQuadEdge_Stage0.xy);
float2 _gF3027 = vec2_ctor((((2.0 * _vHairQuadEdge_Stage0.x) * _duvdx3025.x) - _duvdx3025.y), (((2.0 * _vHairQuadEdge_Stage0.x) * _duvdy3026.x) - _duvdy3026.y));
(_edgeAlpha3024 = ((_vHairQuadEdge_Stage0.x * _vHairQuadEdge_Stage0.x) - _vHairQuadEdge_Stage0.y));
(_edgeAlpha3024 = sqrt(((_edgeAlpha3024 * _edgeAlpha3024) / dot(_gF3027, _gF3027))));
(_edgeAlpha3024 = max((1.0 - _edgeAlpha3024), 0.0));
float4 _outputCoverage_Stage03028 = vec4_ctor(_edgeAlpha3024);
{
(gl_Color[0] = (_outputColor_Stage03023 * _outputCoverage_Stage03028));
}
return generateOutput();
}
R�	gl_Color0gl_Color[0]struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 v0 : TEXCOORD0;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 v0 : TEXCOORD0;
};

void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput)
{
    output.gl_Position = input.gl_Position;
    output.v0 = input.v0; 
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
���DXBCn*p��{&ϛ�x�4D�0RDEFh<����RD11< ($\$Globals���\� ����������_sk_RTAdjustfloat4�Microsoft (R) HLSL Shader Compiler 10.1ISGND88TEXCOORD���OSGNhP\\SV_PositionTEXCOORD���SHEX(PJjYF� _2_�g� e� e� h6� @?�?22F�� օ 6" �A6 
62 F6� @�?6� F>STAT��PDXBC{�ǫ;O ��&��"o6P4H���RDEFh<����RD11< ($\$Globals���\�����������_uColor_Stage0float4���Microsoft (R) HLSL Shader Compiler 10.1ISGNhP\\SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX�PpjYF� b2e� hz2FB

2
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"*
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"

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K

�A@�?4
@8� F� >STAT�
BPLG��2&788efd1c721aP��
inPosition_uinPosition����������������R��inColor	_uinColor����������������R��inCircleEdge_uinCircleEdge����������������R��sk_RTAdjust
_usk_RTAdjust����������������������������������������R��uinnerRect_Stage1_c0_uuinnerRect_Stage1_c0����������������������������������������P��uradiusPlusHalf_Stage1_c0_uuradiusPlusHalf_Stage1_c0���������������������������������������������������������������������������������������������������������������������������������������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 gl_FragCoord : TEXCOORD3;
    float4 v0 : TEXCOORD0;
    float4 v1 : TEXCOORD1;
};
#pragma warning( disable: 3556 3571 )
float4 vec4_ctor(float x0, float x1, float x2, float x3)
{
    return float4(x0, x1, x2, x3);
}
float4 vec4_ctor(float2 x0, float x1, float x2)
{
    return float4(x0, x1, x2);
}
// Uniforms

uniform float4 _sk_RTAdjust : register(c1);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Attributes
static float2 _inPosition = {0, 0};
static float4 _inColor = {0, 0, 0, 0};
static float4 _inCircleEdge = {0, 0, 0, 0};

static float4 gl_Position = float4(0, 0, 0, 0);

// Varyings
static  float4 _vinCircleEdge_Stage0 = {0, 0, 0, 0};
static  float4 _vinColor_Stage0 = {0, 0, 0, 0};

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewAdjust : packoffset(c1);
    float2 dx_ViewCoords : packoffset(c2);
    float2 dx_ViewScale  : packoffset(c3);
};

@@ VERTEX ATTRIBUTES @@

VS_OUTPUT generateOutput(VS_INPUT input)
{
    VS_OUTPUT output;
    output.gl_Position = gl_Position;
    output.dx_Position.x = gl_Position.x;
    output.dx_Position.y = - gl_Position.y;
    output.dx_Position.z = (gl_Position.z + gl_Position.w) * 0.5;
    output.dx_Position.w = gl_Position.w;
    output.gl_FragCoord = gl_Position;
    output.v0 = _vinCircleEdge_Stage0;
    output.v1 = _vinColor_Stage0;

    return output;
}

VS_OUTPUT main(VS_INPUT input){
    initAttributes(input);

(_vinCircleEdge_Stage0 = _inCircleEdge);
(_vinColor_Stage0 = _inColor);
float2 __tmp_0_inPosition3027 = _inPosition;
(gl_Position = vec4_ctor(__tmp_0_inPosition3027.x, __tmp_0_inPosition3027.y, 0.0, 1.0));
(gl_Position = vec4_ctor(((gl_Position.xy * _sk_RTAdjust.xz) + (gl_Position.ww * _sk_RTAdjust.yw)), 0.0, gl_Position.w));
return generateOutput(input);
}
*	struct PS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 gl_FragCoord : TEXCOORD3;
    float4 v0 : TEXCOORD0;
    float4 v1 : TEXCOORD1;
};

#pragma warning( disable: 3556 3571 )
float4 vec4_ctor(float x0)
{
    return float4(x0, x0, x0, x0);
}
// Uniforms

uniform float4 _uinnerRect_Stage1_c0 : register(c0);
uniform float2 _uradiusPlusHalf_Stage1_c0 : register(c1);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Varyings
static  float4 _vinCircleEdge_Stage0 = {0, 0, 0, 0};
static  float4 _vinColor_Stage0 = {0, 0, 0, 0};

static float4 gl_Color[1] =
{
    float4(0, 0, 0, 0)
};
static float4 gl_FragCoord = float4(0, 0, 0, 0);

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewCoords : packoffset(c1);
    float3 dx_DepthFront : packoffset(c2);
    float2 dx_ViewScale : packoffset(c3);
};

#define GL_USES_FRAG_COLOR
#define GL_USES_FRAG_COORD
@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){
    float rhw = 1.0 / input.gl_FragCoord.w;
    gl_FragCoord.x = input.dx_Position.x;
    gl_FragCoord.y = input.dx_Position.y;
    gl_FragCoord.z = (input.gl_FragCoord.z * rhw) * dx_DepthFront.x + dx_DepthFront.y;
    gl_FragCoord.w = rhw;
    _vinCircleEdge_Stage0 = input.v0;
    _vinColor_Stage0 = input.v1;

float4 _circleEdge3025 = {0, 0, 0, 0};
(_circleEdge3025 = _vinCircleEdge_Stage0);
float4 _outputColor_Stage03026 = {0, 0, 0, 0};
(_outputColor_Stage03026 = _vinColor_Stage0);
float _d3027 = length(_circleEdge3025.xy);
float _distanceToOuterEdge3028 = (_circleEdge3025.z * (1.0 - _d3027));
float _edgeAlpha3029 = clamp(_distanceToOuterEdge3028, 0.0, 1.0);
float4 _outputCoverage_Stage03030 = vec4_ctor(_edgeAlpha3029);
float4 _output_Stage13031 = {0, 0, 0, 0};
float2 __0_dxy03032 = (_uinnerRect_Stage1_c0.xy - gl_FragCoord.xy);
float2 __1_dxy13033 = (gl_FragCoord.xy - _uinnerRect_Stage1_c0.zw);
float2 __2_dxy3034 = max(max(__0_dxy03032, __1_dxy13033), 0.0);
float __3_alpha3035 = clamp((_uradiusPlusHalf_Stage1_c0.x - length(__2_dxy3034)), 0.0, 1.0);
(__3_alpha3035 = (1.0 - __3_alpha3035));
(_output_Stage13031 = (_outputCoverage_Stage03030 * __3_alpha3035));
{
(gl_Color[0] = (_outputColor_Stage03026 * _output_Stage13031));
}
return generateOutput();
}
R�	gl_Color0gl_Color[0]�struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 gl_FragCoord : TEXCOORD3;
    float4 v0 : TEXCOORD0;
    float4 v1 : TEXCOORD1;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 gl_FragCoord : TEXCOORD3;
    float4 v0 : TEXCOORD0;
    float4 v1 : TEXCOORD1;
};

void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput)
{
    output.gl_Position = input.gl_Position;
    output.v0 = input.v0; 
    output.v1 = input.v1; 
    output.gl_FragCoord = input.gl_FragCoord;
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
����DXBC���ۘ��P`����4D�H�RDEFh<����RD11< ($\$Globals���\� ����������_sk_RTAdjustfloat4�Microsoft (R) HLSL Shader Compiler 10.1ISGN\PPPTEXCOORD���OSGN������SV_PositionTEXCOORD���SHEX�PejYF� _2_�_�g� e� e� e� e� h6� @?�?22F�� օ 6" �A6 
62 F62 F6� @�?6� @�?6� F6� F>STAT��8DXBC�?=����$�Nn+vN84�`��RDEF�h<���\RD11< ($\$Globals���\� ����������8��������_uinnerRect_Stage1_c0float4����_uradiusPlusHalf_Stage1_c0float2��/Microsoft (R) HLSL Shader Compiler 10.1ISGN������SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEXP�jYF� d 2brb�e� h	2F�AF� 	��� �A42�
F4
2F@FFK
 	
�A
� 
�A@�?"FFK""�A@�?8 "*8
8� F>STAT�BPLG��;$788efd1c721aP��position
_uposition�����������������coverage
_ucoverage����������������R��color_ucolor����������������P��
localCoord_ulocalCoord����������������R��sk_RTAdjust
_usk_RTAdjust����������������������������������������[��umatrix_Stage1_c0_c0_uumatrix_Stage1_c0_c0����������������������������������������^�uTextureSampler_0_Stage1_uuTextureSampler_0_Stage1������������������������������������������^������������������������������������������������������������������������������������������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD3;
    float4 v0 : TEXCOORD0;
    float2 v1 : TEXCOORD1;
    float v2 : TEXCOORD2;
};
#pragma warning( disable: 3556 3571 )
float3 vec3_ctor(float2 x0, float x1)
{
    return float3(x0, x1);
}
float4 vec4_ctor(float x0, float x1, float x2, float x3)
{
    return float4(x0, x1, x2, x3);
}
float4 vec4_ctor(float2 x0, float x1, float x2)
{
    return float4(x0, x1, x2);
}
// Uniforms

uniform float4 _sk_RTAdjust : register(c1);
uniform float3x3 _umatrix_Stage1_c0_c0 : register(c2);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Attributes
static float2 _position = {0, 0};
static float _coverage = {0};
static float4 _color = {0, 0, 0, 0};
static float2 _localCoord = {0, 0};

static float4 gl_Position = float4(0, 0, 0, 0);

// Varyings
static  float4 _vcolor_Stage0 = {0, 0, 0, 0};
static  float _vcoverage_Stage0 = {0};
static  float2 _vTransformedCoords_0_Stage0 = {0, 0};

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewAdjust : packoffset(c1);
    float2 dx_ViewCoords : packoffset(c2);
    float2 dx_ViewScale  : packoffset(c3);
};

@@ VERTEX ATTRIBUTES @@

VS_OUTPUT generateOutput(VS_INPUT input)
{
    VS_OUTPUT output;
    output.gl_Position = gl_Position;
    output.dx_Position.x = gl_Position.x;
    output.dx_Position.y = - gl_Position.y;
    output.dx_Position.z = (gl_Position.z + gl_Position.w) * 0.5;
    output.dx_Position.w = gl_Position.w;
    output.v0 = _vcolor_Stage0;
    output.v1 = _vTransformedCoords_0_Stage0;
    output.v2 = _vcoverage_Stage0;

    return output;
}

VS_OUTPUT main(VS_INPUT input){
    initAttributes(input);

float2 t0 = _position, _position3030 = t0;
(_vcolor_Stage0 = _color);
(_vcoverage_Stage0 = _coverage);
(gl_Position = vec4_ctor(_position3030.x, _position3030.y, 0.0, 1.0));
{
(_vTransformedCoords_0_Stage0 = mul(transpose(_umatrix_Stage1_c0_c0), vec3_ctor(_localCoord, 1.0)).xy);
}
(gl_Position = vec4_ctor(((gl_Position.xy * _sk_RTAdjust.xz) + (gl_Position.ww * _sk_RTAdjust.yw)), 0.0, gl_Position.w));
return generateOutput(input);
}
>struct PS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD3;
    float4 v0 : TEXCOORD0;
    float2 v1 : TEXCOORD1;
    float v2 : TEXCOORD2;
};

#pragma warning( disable: 3556 3571 )
float4 vec4_ctor(float x0)
{
    return float4(x0, x0, x0, x0);
}
// Uniforms

static const uint _uTextureSampler_0_Stage1 = 0;
uniform Texture2D<float4> textures2D[1] : register(t0);
uniform SamplerState samplers2D[1] : register(s0);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Varyings
static  float4 _vcolor_Stage0 = {0, 0, 0, 0};
static  float _vcoverage_Stage0 = {0};
static  float2 _vTransformedCoords_0_Stage0 = {0, 0};

static float4 gl_Color[1] =
{
    float4(0, 0, 0, 0)
};

cbuffer DriverConstants : register(b1)
{
    struct SamplerMetadata
    {
        int baseLevel;
        int internalFormatBits;
        int wrapModes;
        int padding;
        int4 intBorderColor;
    };
    SamplerMetadata samplerMetadata[1] : packoffset(c4);
};

#define GL_USES_FRAG_COLOR
float4 gl_texture2D(uint samplerIndex, float2 t)
{
    return textures2D[samplerIndex].Sample(samplers2D[samplerIndex], float2(t.x, t.y));
}

@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){
    _vcolor_Stage0 = input.v0;
    _vTransformedCoords_0_Stage0 = input.v1.xy;
    _vcoverage_Stage0 = input.v2.x;

float4 _outputColor_Stage03026 = {0, 0, 0, 0};
(_outputColor_Stage03026 = _vcolor_Stage0);
float _coverage3027 = _vcoverage_Stage0;
float4 _outputCoverage_Stage03028 = vec4_ctor(_coverage3027);
float4 _output_Stage13029 = {0, 0, 0, 0};
(_output_Stage13029 = gl_texture2D(_uTextureSampler_0_Stage1, _vTransformedCoords_0_Stage0));
{
(gl_Color[0] = (_output_Stage13029 * _outputCoverage_Stage03028));
}
return generateOutput();
}
R�	gl_Color0gl_Color[0]�struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD3;
    float4 v0 : TEXCOORD0;
    float2 v1 : TEXCOORD1;
    float v2 : TEXCOORD2;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD3;
    float4 v0 : TEXCOORD0;
    float2 v1 : TEXCOORD1;
    float v2 : TEXCOORD2;
};

void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput)
{
    output.gl_Position = input.gl_Position;
    output.v0 = input.v0; 
    output.v1 = input.v1; 
    output.v2 = input.v2; 
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
����DDXBCp��I'�=�ʲ���D4�,��RDEFth<���LRD11< ($\$Globals���\�P���������� ,(��������_sk_RTAdjustfloat4�_umatrix_Stage1_c0_c0float3x3�Microsoft (R) HLSL Shader Compiler 10.1ISGNthhhhTEXCOORD���OSGN������SV_PositionTEXCOORD���SHEX�PujYF� _2__�_2g� e� e� e2 eB h6� @?�?22F�� օ 6" �A6 
62 F6� @�?6� F6B 
62F6B@�? F� F" F� F>STAT�
	�DXBC��T�e�ֹwu\+Hf�4���xRDEF�<����RD11< ($|�����
samplers2D[0]textures2D[0]Microsoft (R) HLSL Shader Compiler 10.1ISGN������SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX�P(jZ`XpUUb2bBe� hE���CU�FF~`8� F�>STAT�BPLG��788efd1c721aP��
inPosition_uinPosition����������������R��sk_RTAdjust
_usk_RTAdjust����������������������������������������R��uviewMatrix_Stage0_uuviewMatrix_Stage0����������������������������������������R��
uColor_Stage0_uuColor_Stage0����������������������������������������������������������������������������������������������������������������������������������������������������������������������������Pstruct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD0;
};
#pragma warning( disable: 3556 3571 )
float4 vec4_ctor(float x0, float x1, float x2, float x3)
{
    return float4(x0, x1, x2, x3);
}
float4 vec4_ctor(float2 x0, float x1, float x2)
{
    return float4(x0, x1, x2);
}
// Uniforms

uniform float4 _sk_RTAdjust : register(c1);
uniform float4 _uviewMatrix_Stage0 : register(c2);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Attributes
static float2 _inPosition = {0, 0};

static float4 gl_Position = float4(0, 0, 0, 0);

// Varyings

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewAdjust : packoffset(c1);
    float2 dx_ViewCoords : packoffset(c2);
    float2 dx_ViewScale  : packoffset(c3);
};

@@ VERTEX ATTRIBUTES @@

VS_OUTPUT generateOutput(VS_INPUT input)
{
    VS_OUTPUT output;
    output.gl_Position = gl_Position;
    output.dx_Position.x = gl_Position.x;
    output.dx_Position.y = - gl_Position.y;
    output.dx_Position.z = (gl_Position.z + gl_Position.w) * 0.5;
    output.dx_Position.w = gl_Position.w;

    return output;
}

VS_OUTPUT main(VS_INPUT input){
    initAttributes(input);

float2 __tmp_0_inPosition3024 = ((_uviewMatrix_Stage0.xz * _inPosition) + _uviewMatrix_Stage0.yw);
(gl_Position = vec4_ctor(__tmp_0_inPosition3024.x, __tmp_0_inPosition3024.y, 0.0, 1.0));
(gl_Position = vec4_ctor(((gl_Position.xy * _sk_RTAdjust.xz) + (gl_Position.ww * _sk_RTAdjust.yw)), 0.0, gl_Position.w));
return generateOutput(input);
}
�struct PS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD0;
};

#pragma warning( disable: 3556 3571 )
// Uniforms

uniform float4 _uColor_Stage0 : register(c0);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Varyings

static float4 gl_Color[1] =
{
    float4(0, 0, 0, 0)
};

cbuffer DriverConstants : register(b1)
{
};

#define GL_USES_FRAG_COLOR
@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){

float4 _outputColor_Stage03022 = {0, 0, 0, 0};
(_outputColor_Stage03022 = _uColor_Stage0);
{
(gl_Color[0] = _outputColor_Stage03022);
}
return generateOutput();
}
R�	gl_Color0gl_Color[0]�struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD0;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD0;
};

void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput)
{
    output.gl_Position = input.gl_Position;
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
��DXBC�־@�eP��M�A�2��4��<RDEFDh<���RD11< ($\$Globals���\�0���������� ���������_sk_RTAdjustfloat4�_uviewMatrix_Stage0Microsoft (R) HLSL Shader Compiler 10.1ISGN, TEXCOORD���OSGNP8DSV_PositionTEXCOORD���SHEX(PJjYF� _2g� e� h6� @?�?22�� Fօ 22F�� օ 6" �A6 
62 F6� @�?>STAT���DXBC2��Wo�t��]��4H�� RDEFh<����RD11< ($\$Globals���\�����������_uColor_Stage0float4���Microsoft (R) HLSL Shader Compiler 10.1ISGNP8DSV_PositionTEXCOORD���OSGN, SV_TARGET��SHEXDPjYF� e� 6� F� >STAT�BPLG��!788efd1c721aP��position
_uposition����������������R��color_ucolor����������������R��sk_RTAdjust
_usk_RTAdjust��������������������������������������������������������������������������������������������������������������������������������Gstruct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 v0 : TEXCOORD0;
};
#pragma warning( disable: 3556 3571 )
float4 vec4_ctor(float x0, float x1, float x2, float x3)
{
    return float4(x0, x1, x2, x3);
}
float4 vec4_ctor(float2 x0, float x1, float x2)
{
    return float4(x0, x1, x2);
}
// Uniforms

uniform float4 _sk_RTAdjust : register(c1);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Attributes
static float2 _position = {0, 0};
static float4 _color = {0, 0, 0, 0};

static float4 gl_Position = float4(0, 0, 0, 0);

// Varyings
static  float4 _vcolor_Stage0 = {0, 0, 0, 0};

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewAdjust : packoffset(c1);
    float2 dx_ViewCoords : packoffset(c2);
    float2 dx_ViewScale  : packoffset(c3);
};

@@ VERTEX ATTRIBUTES @@

VS_OUTPUT generateOutput(VS_INPUT input)
{
    VS_OUTPUT output;
    output.gl_Position = gl_Position;
    output.dx_Position.x = gl_Position.x;
    output.dx_Position.y = - gl_Position.y;
    output.dx_Position.z = (gl_Position.z + gl_Position.w) * 0.5;
    output.dx_Position.w = gl_Position.w;
    output.v0 = _vcolor_Stage0;

    return output;
}

VS_OUTPUT main(VS_INPUT input){
    initAttributes(input);

(_vcolor_Stage0 = _color);
(gl_Position = vec4_ctor(_position.x, _position.y, 0.0, 1.0));
(gl_Position = vec4_ctor(((gl_Position.xy * _sk_RTAdjust.xz) + (gl_Position.ww * _sk_RTAdjust.yw)), 0.0, gl_Position.w));
return generateOutput(input);
}
�struct PS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 v0 : TEXCOORD0;
};

#pragma warning( disable: 3556 3571 )
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Varyings
static  float4 _vcolor_Stage0 = {0, 0, 0, 0};

static float4 gl_Color[1] =
{
    float4(0, 0, 0, 0)
};

cbuffer DriverConstants : register(b1)
{
};

@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){
    _vcolor_Stage0 = input.v0;

float4 _outputColor_Stage03022 = {0, 0, 0, 0};
(_outputColor_Stage03022 = _vcolor_Stage0);
return generateOutput();
}
R�	gl_Color0gl_Color[0]struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 v0 : TEXCOORD0;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 v0 : TEXCOORD0;
};

void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput)
{
    output.gl_Position = input.gl_Position;
    output.v0 = input.v0; 
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
���DXBCn*p��{&ϛ�x�4D�0RDEFh<����RD11< ($\$Globals���\� ����������_sk_RTAdjustfloat4�Microsoft (R) HLSL Shader Compiler 10.1ISGND88TEXCOORD���OSGNhP\\SV_PositionTEXCOORD���SHEX(PJjYF� _2_�g� e� e� h6� @?�?22F�� օ 6" �A6 
62 F6� @�?6� F>STAT��$DXBCf�'b�C�k�=� �$4�D�RDEFd<���<RD11< ($Microsoft (R) HLSL Shader Compiler 10.1ISGNhP\\SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX<Pje� 6� @>STAT�BPLG���0788efd1c721aP��position
_uposition����������������R��color_ucolor����������������P��
localCoord_ulocalCoord����������������R��sk_RTAdjust
_usk_RTAdjust����������������������������������������[��umatrix_Stage1_c0_uumatrix_Stage1_c0����������������������������������������R��uinnerRect_Stage2_c1_uuinnerRect_Stage2_c1����������������������������������������P��uradiusPlusHalf_Stage2_c1_uuradiusPlusHalf_Stage2_c1����������������������������������������R��uinnerRect_Stage2_c1_c0_uuinnerRect_Stage2_c1_c0����������������������������������������P��uradiusPlusHalf_Stage2_c1_c0_uuradiusPlusHalf_Stage2_c1_c0����������������������������������������^�uTextureSampler_0_Stage1_uuTextureSampler_0_Stage1������������������������������������������^�����������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 gl_FragCoord : TEXCOORD3;
    float4 v0 : TEXCOORD0;
    float2 v1 : TEXCOORD1;
};
#pragma warning( disable: 3556 3571 )
float3 vec3_ctor(float2 x0, float x1)
{
    return float3(x0, x1);
}
float4 vec4_ctor(float x0, float x1, float x2, float x3)
{
    return float4(x0, x1, x2, x3);
}
float4 vec4_ctor(float2 x0, float x1, float x2)
{
    return float4(x0, x1, x2);
}
// Uniforms

uniform float4 _sk_RTAdjust : register(c1);
uniform float3x3 _umatrix_Stage1_c0 : register(c2);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Attributes
static float2 _position = {0, 0};
static float4 _color = {0, 0, 0, 0};
static float2 _localCoord = {0, 0};

static float4 gl_Position = float4(0, 0, 0, 0);

// Varyings
static  float4 _vcolor_Stage0 = {0, 0, 0, 0};
static  float2 _vTransformedCoords_0_Stage0 = {0, 0};

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewAdjust : packoffset(c1);
    float2 dx_ViewCoords : packoffset(c2);
    float2 dx_ViewScale  : packoffset(c3);
};

@@ VERTEX ATTRIBUTES @@

VS_OUTPUT generateOutput(VS_INPUT input)
{
    VS_OUTPUT output;
    output.gl_Position = gl_Position;
    output.dx_Position.x = gl_Position.x;
    output.dx_Position.y = - gl_Position.y;
    output.dx_Position.z = (gl_Position.z + gl_Position.w) * 0.5;
    output.dx_Position.w = gl_Position.w;
    output.gl_FragCoord = gl_Position;
    output.v0 = _vcolor_Stage0;
    output.v1 = _vTransformedCoords_0_Stage0;

    return output;
}

VS_OUTPUT main(VS_INPUT input){
    initAttributes(input);

(_vcolor_Stage0 = _color);
(gl_Position = vec4_ctor(_position.x, _position.y, 0.0, 1.0));
{
(_vTransformedCoords_0_Stage0 = mul(transpose(_umatrix_Stage1_c0), vec3_ctor(_localCoord, 1.0)).xy);
}
(gl_Position = vec4_ctor(((gl_Position.xy * _sk_RTAdjust.xz) + (gl_Position.ww * _sk_RTAdjust.yw)), 0.0, gl_Position.w));
return generateOutput(input);
}
�struct PS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 gl_FragCoord : TEXCOORD3;
    float4 v0 : TEXCOORD0;
    float2 v1 : TEXCOORD1;
};

#pragma warning( disable: 3556 3571 )
float2 vec2_ctor(float x0, float x1)
{
    return float2(x0, x1);
}
// Uniforms

uniform float4 _uinnerRect_Stage2_c1 : register(c0);
uniform float2 _uradiusPlusHalf_Stage2_c1 : register(c1);
uniform float4 _uinnerRect_Stage2_c1_c0 : register(c2);
uniform float2 _uradiusPlusHalf_Stage2_c1_c0 : register(c3);
static const uint _uTextureSampler_0_Stage1 = 0;
uniform Texture2D<float4> textures2D[1] : register(t0);
uniform SamplerState samplers2D[1] : register(s0);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Varyings
static  float4 _vcolor_Stage0 = {0, 0, 0, 0};
static  float2 _vTransformedCoords_0_Stage0 = {0, 0};

static float4 gl_Color[1] =
{
    float4(0, 0, 0, 0)
};
static float4 gl_FragCoord = float4(0, 0, 0, 0);

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewCoords : packoffset(c1);
    float3 dx_DepthFront : packoffset(c2);
    float2 dx_ViewScale : packoffset(c3);
    struct SamplerMetadata
    {
        int baseLevel;
        int internalFormatBits;
        int wrapModes;
        int padding;
        int4 intBorderColor;
    };
    SamplerMetadata samplerMetadata[1] : packoffset(c4);
};

#define GL_USES_FRAG_COLOR
float4 gl_texture2D(uint samplerIndex, float2 t)
{
    return textures2D[samplerIndex].Sample(samplers2D[samplerIndex], float2(t.x, t.y));
}

#define GL_USES_FRAG_COORD
@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){
    float rhw = 1.0 / input.gl_FragCoord.w;
    gl_FragCoord.x = input.dx_Position.x;
    gl_FragCoord.y = input.dx_Position.y;
    gl_FragCoord.z = (input.gl_FragCoord.z * rhw) * dx_DepthFront.x + dx_DepthFront.y;
    gl_FragCoord.w = rhw;
    _vcolor_Stage0 = input.v0;
    _vTransformedCoords_0_Stage0 = input.v1.xy;

float4 _outputColor_Stage03029 = {0, 0, 0, 0};
(_outputColor_Stage03029 = _vcolor_Stage0);
float4 _output_Stage13030 = {0, 0, 0, 0};
(_output_Stage13030 = gl_texture2D(_uTextureSampler_0_Stage1, _vTransformedCoords_0_Stage0).xxxx);
float4 _output_Stage23031 = {0, 0, 0, 0};
float2 __5_dxy03032 = (_uinnerRect_Stage2_c1.xy - gl_FragCoord.xy);
float2 __6_dxy13033 = (gl_FragCoord.xy - _uinnerRect_Stage2_c1.zw);
float2 __7_dxy3034 = max(max(__5_dxy03032, __6_dxy13033), 0.0);
float __8_alpha3035 = clamp((_uradiusPlusHalf_Stage2_c1.x - length(__7_dxy3034)), 0.0, 1.0);
float2 __9_dxy03036 = (_uinnerRect_Stage2_c1_c0.xy - gl_FragCoord.xy);
float __10_dy13037 = (gl_FragCoord.y - _uinnerRect_Stage2_c1_c0.w);
float2 __11_dxy3038 = max(vec2_ctor(__9_dxy03036.x, max(__9_dxy03036.y, __10_dy13037)), 0.0);
float __12_rightAlpha3039 = clamp((_uinnerRect_Stage2_c1_c0.z - gl_FragCoord.x), 0.0, 1.0);
float __13_alpha3040 = (__12_rightAlpha3039 * clamp((_uradiusPlusHalf_Stage2_c1_c0.x - length(__11_dxy3038)), 0.0, 1.0));
(__13_alpha3040 = (1.0 - __13_alpha3040));
(_output_Stage23031 = ((_output_Stage13030 * __13_alpha3040) * __8_alpha3035));
{
(gl_Color[0] = (_outputColor_Stage03029 * _output_Stage23031));
}
return generateOutput();
}
R�	gl_Color0gl_Color[0]�struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 gl_FragCoord : TEXCOORD3;
    float4 v0 : TEXCOORD0;
    float2 v1 : TEXCOORD1;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 gl_FragCoord : TEXCOORD3;
    float4 v0 : TEXCOORD0;
    float2 v1 : TEXCOORD1;
};

void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput)
{
    output.gl_Position = input.gl_Position;
    output.v0 = input.v0; 
    output.v1 = input.v1; 
    output.gl_FragCoord = input.gl_FragCoord;
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
���<DXBC8�ݬH�m.e@,P�<4���RDEFph<���HRD11< ($\$Globals���\�P���������� ,$��������_sk_RTAdjustfloat4�_umatrix_Stage1_c0float3x3Microsoft (R) HLSL Shader Compiler 10.1ISGN\PPPTEXCOORD���OSGN������SV_PositionTEXCOORD���SHEX�PzjYF� _2_�_2g� e� e� e� e2 h6� @?�?22F�� օ 6" �A6 
62 F62 F6� @�?6� @�?6� F62F6B@�? F� F" F� F>STAT�	�DXBC7�KP��W��0s�2�4�DxtRDEFh�<���?RD11< ($������
�samplers2D[0]textures2D[0]$Globals�����@|������������������� ���������!0���������_uinnerRect_Stage2_c1float4����_uradiusPlusHalf_Stage2_c1float2���_uinnerRect_Stage2_c1_c0_uradiusPlusHalf_Stage2_c1_c0Microsoft (R) HLSL Shader Compiler 10.1�ISGN������SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX�P�jYF� Z`XpUUd 2b�b2e� h	:� �A	r�A&� 4�
*4
2�@6 
FFK
 	
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�A
@�?E���CU"F~`8
	b�A� 	2F� �A4bV4
bV@"��K" 	"�A
� 8
8� F>STAT�BPLG��)788efd1c721aP��
inPosition_uinPosition����������������R��
inConicCoeffs_uinConicCoeffs����������������R��sk_RTAdjust
_usk_RTAdjust����������������������������������������R��
uColor_Stage0_uuColor_Stage0����������������������������������������R��uinnerRect_Stage1_c0_uuinnerRect_Stage1_c0����������������������������������������P��uradiusPlusHalf_Stage1_c0_uuradiusPlusHalf_Stage1_c0���������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    float4 v0 : TEXCOORD0;
};
#pragma warning( disable: 3556 3571 )
float4 vec4_ctor(float x0, float x1, float x2, float x3)
{
    return float4(x0, x1, x2, x3);
}
float4 vec4_ctor(float2 x0, float x1, float x2)
{
    return float4(x0, x1, x2);
}
// Uniforms

uniform float4 _sk_RTAdjust : register(c1);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Attributes
static float2 _inPosition = {0, 0};
static float4 _inConicCoeffs = {0, 0, 0, 0};

static float4 gl_Position = float4(0, 0, 0, 0);

// Varyings
static  float4 _vConicCoeffs_Stage0 = {0, 0, 0, 0};

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewAdjust : packoffset(c1);
    float2 dx_ViewCoords : packoffset(c2);
    float2 dx_ViewScale  : packoffset(c3);
};

@@ VERTEX ATTRIBUTES @@

VS_OUTPUT generateOutput(VS_INPUT input)
{
    VS_OUTPUT output;
    output.gl_Position = gl_Position;
    output.dx_Position.x = gl_Position.x;
    output.dx_Position.y = - gl_Position.y;
    output.dx_Position.z = (gl_Position.z + gl_Position.w) * 0.5;
    output.dx_Position.w = gl_Position.w;
    output.gl_FragCoord = gl_Position;
    output.v0 = _vConicCoeffs_Stage0;

    return output;
}

VS_OUTPUT main(VS_INPUT input){
    initAttributes(input);

(_vConicCoeffs_Stage0 = _inConicCoeffs);
float2 __tmp_0_inPosition3025 = _inPosition;
(gl_Position = vec4_ctor(__tmp_0_inPosition3025.x, __tmp_0_inPosition3025.y, 0.0, 1.0));
(gl_Position = vec4_ctor(((gl_Position.xy * _sk_RTAdjust.xz) + (gl_Position.ww * _sk_RTAdjust.yw)), 0.0, gl_Position.w));
return generateOutput(input);
}
�struct PS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    float4 v0 : TEXCOORD0;
};

#pragma warning( disable: 3556 3571 )
float2 vec2_ctor(float x0, float x1)
{
    return float2(x0, x1);
}
float4 vec4_ctor(float x0)
{
    return float4(x0, x0, x0, x0);
}
// Uniforms

uniform float4 _uColor_Stage0 : register(c0);
uniform float4 _uinnerRect_Stage1_c0 : register(c1);
uniform float2 _uradiusPlusHalf_Stage1_c0 : register(c2);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Varyings
static  float4 _vConicCoeffs_Stage0 = {0, 0, 0, 0};

static float4 gl_Color[1] =
{
    float4(0, 0, 0, 0)
};
static float4 gl_FragCoord = float4(0, 0, 0, 0);

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewCoords : packoffset(c1);
    float3 dx_DepthFront : packoffset(c2);
    float2 dx_ViewScale : packoffset(c3);
};

#define GL_USES_FRAG_COLOR
#define GL_USES_FRAG_COORD
@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){
    float rhw = 1.0 / input.gl_FragCoord.w;
    gl_FragCoord.x = input.dx_Position.x;
    gl_FragCoord.y = input.dx_Position.y;
    gl_FragCoord.z = (input.gl_FragCoord.z * rhw) * dx_DepthFront.x + dx_DepthFront.y;
    gl_FragCoord.w = rhw;
    _vConicCoeffs_Stage0 = input.v0;

float4 _outputColor_Stage03025 = {0, 0, 0, 0};
(_outputColor_Stage03025 = _uColor_Stage0);
float _edgeAlpha3026 = {0};
float3 _dklmdx3027 = {0, 0, 0};
float3 _dklmdy3028 = {0, 0, 0};
float _dfdx3029 = {0};
float _dfdy3030 = {0};
float2 _gF3031 = {0, 0};
float _gFM3032 = {0};
float _func3033 = {0};
(_dklmdx3027 = ddx(_vConicCoeffs_Stage0.xyz));
(_dklmdy3028 = ddy(_vConicCoeffs_Stage0.xyz));
(_dfdx3029 = ((((2.0 * _vConicCoeffs_Stage0.x) * _dklmdx3027.x) - (_vConicCoeffs_Stage0.y * _dklmdx3027.z)) - (_vConicCoeffs_Stage0.z * _dklmdx3027.y)));
(_dfdy3030 = ((((2.0 * _vConicCoeffs_Stage0.x) * _dklmdy3028.x) - (_vConicCoeffs_Stage0.y * _dklmdy3028.z)) - (_vConicCoeffs_Stage0.z * _dklmdy3028.y)));
(_gF3031 = vec2_ctor(_dfdx3029, _dfdy3030));
(_gFM3032 = sqrt(dot(_gF3031, _gF3031)));
(_func3033 = ((_vConicCoeffs_Stage0.x * _vConicCoeffs_Stage0.x) - (_vConicCoeffs_Stage0.y * _vConicCoeffs_Stage0.z)));
(_func3033 = abs(_func3033));
(_edgeAlpha3026 = (_func3033 / _gFM3032));
(_edgeAlpha3026 = max((1.0 - _edgeAlpha3026), 0.0));
float4 _outputCoverage_Stage03034 = vec4_ctor(_edgeAlpha3026);
float4 _output_Stage13035 = {0, 0, 0, 0};
float2 __0_dxy03036 = (_uinnerRect_Stage1_c0.xy - gl_FragCoord.xy);
float2 __1_dxy13037 = (gl_FragCoord.xy - _uinnerRect_Stage1_c0.zw);
float2 __2_dxy3038 = max(max(__0_dxy03036, __1_dxy13037), 0.0);
float __3_alpha3039 = clamp((_uradiusPlusHalf_Stage1_c0.x - length(__2_dxy3038)), 0.0, 1.0);
(_output_Stage13035 = (_outputCoverage_Stage03034 * __3_alpha3039));
{
(gl_Color[0] = (_outputColor_Stage03025 * _output_Stage13035));
}
return generateOutput();
}
R�	gl_Color0gl_Color[0]ystruct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    float4 v0 : TEXCOORD0;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    float4 v0 : TEXCOORD0;
};

void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput)
{
    output.gl_Position = input.gl_Position;
    output.v0 = input.v0; 
    output.gl_FragCoord = input.gl_FragCoord;
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
��$DXBC"���c�F�ڵ�NWc$4D��RDEFh<����RD11< ($\$Globals���\� ����������_sk_RTAdjustfloat4�Microsoft (R) HLSL Shader Compiler 10.1ISGND88TEXCOORD���OSGN�htttSV_PositionTEXCOORD���SHEXhPZjYF� _2_�g� e� e� e� h6� @?�?22F�� օ 6" �A6 
62 F62 F6� @�?6� @�?6� F>STAT�
��DXBCF��f��A�j���~���4�|��RDEF�h<����RD11< ($\$Globals���\�0���������4��������J l��������_uColor_Stage0float4��_uinnerRect_Stage1_c0_uradiusPlusHalf_Stage1_c0float2eMicrosoft (R) HLSL Shader Compiler 10.1ISGN�htttSV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX<P�jYF� d 2bre� h

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8� F� >STAT�BPLG���0788efd1c721aP��position
_uposition����������������R��color_ucolor����������������P��
localCoord_ulocalCoord����������������R��sk_RTAdjust
_usk_RTAdjust����������������������������������������[��umatrix_Stage1_c0_uumatrix_Stage1_c0����������������������������������������R��uinnerRect_Stage2_c1_uuinnerRect_Stage2_c1����������������������������������������P��uradiusPlusHalf_Stage2_c1_uuradiusPlusHalf_Stage2_c1����������������������������������������R��uinnerRect_Stage2_c1_c0_uuinnerRect_Stage2_c1_c0����������������������������������������P��uradiusPlusHalf_Stage2_c1_c0_uuradiusPlusHalf_Stage2_c1_c0����������������������������������������^�uTextureSampler_0_Stage1_uuTextureSampler_0_Stage1������������������������������������������^�����������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 gl_FragCoord : TEXCOORD3;
    float4 v0 : TEXCOORD0;
    float2 v1 : TEXCOORD1;
};
#pragma warning( disable: 3556 3571 )
float3 vec3_ctor(float2 x0, float x1)
{
    return float3(x0, x1);
}
float4 vec4_ctor(float x0, float x1, float x2, float x3)
{
    return float4(x0, x1, x2, x3);
}
float4 vec4_ctor(float2 x0, float x1, float x2)
{
    return float4(x0, x1, x2);
}
// Uniforms

uniform float4 _sk_RTAdjust : register(c1);
uniform float3x3 _umatrix_Stage1_c0 : register(c2);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Attributes
static float2 _position = {0, 0};
static float4 _color = {0, 0, 0, 0};
static float2 _localCoord = {0, 0};

static float4 gl_Position = float4(0, 0, 0, 0);

// Varyings
static  float4 _vcolor_Stage0 = {0, 0, 0, 0};
static  float2 _vTransformedCoords_0_Stage0 = {0, 0};

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewAdjust : packoffset(c1);
    float2 dx_ViewCoords : packoffset(c2);
    float2 dx_ViewScale  : packoffset(c3);
};

@@ VERTEX ATTRIBUTES @@

VS_OUTPUT generateOutput(VS_INPUT input)
{
    VS_OUTPUT output;
    output.gl_Position = gl_Position;
    output.dx_Position.x = gl_Position.x;
    output.dx_Position.y = - gl_Position.y;
    output.dx_Position.z = (gl_Position.z + gl_Position.w) * 0.5;
    output.dx_Position.w = gl_Position.w;
    output.gl_FragCoord = gl_Position;
    output.v0 = _vcolor_Stage0;
    output.v1 = _vTransformedCoords_0_Stage0;

    return output;
}

VS_OUTPUT main(VS_INPUT input){
    initAttributes(input);

(_vcolor_Stage0 = _color);
(gl_Position = vec4_ctor(_position.x, _position.y, 0.0, 1.0));
{
(_vTransformedCoords_0_Stage0 = mul(transpose(_umatrix_Stage1_c0), vec3_ctor(_localCoord, 1.0)).xy);
}
(gl_Position = vec4_ctor(((gl_Position.xy * _sk_RTAdjust.xz) + (gl_Position.ww * _sk_RTAdjust.yw)), 0.0, gl_Position.w));
return generateOutput(input);
}
�struct PS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 gl_FragCoord : TEXCOORD3;
    float4 v0 : TEXCOORD0;
    float2 v1 : TEXCOORD1;
};

#pragma warning( disable: 3556 3571 )
float2 vec2_ctor(float x0, float x1)
{
    return float2(x0, x1);
}
// Uniforms

uniform float4 _uinnerRect_Stage2_c1 : register(c0);
uniform float2 _uradiusPlusHalf_Stage2_c1 : register(c1);
uniform float4 _uinnerRect_Stage2_c1_c0 : register(c2);
uniform float2 _uradiusPlusHalf_Stage2_c1_c0 : register(c3);
static const uint _uTextureSampler_0_Stage1 = 0;
uniform Texture2D<float4> textures2D[1] : register(t0);
uniform SamplerState samplers2D[1] : register(s0);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Varyings
static  float4 _vcolor_Stage0 = {0, 0, 0, 0};
static  float2 _vTransformedCoords_0_Stage0 = {0, 0};

static float4 gl_Color[1] =
{
    float4(0, 0, 0, 0)
};
static float4 gl_FragCoord = float4(0, 0, 0, 0);

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewCoords : packoffset(c1);
    float3 dx_DepthFront : packoffset(c2);
    float2 dx_ViewScale : packoffset(c3);
    struct SamplerMetadata
    {
        int baseLevel;
        int internalFormatBits;
        int wrapModes;
        int padding;
        int4 intBorderColor;
    };
    SamplerMetadata samplerMetadata[1] : packoffset(c4);
};

#define GL_USES_FRAG_COLOR
float4 gl_texture2D(uint samplerIndex, float2 t)
{
    return textures2D[samplerIndex].Sample(samplers2D[samplerIndex], float2(t.x, t.y));
}

#define GL_USES_FRAG_COORD
@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){
    float rhw = 1.0 / input.gl_FragCoord.w;
    gl_FragCoord.x = input.dx_Position.x;
    gl_FragCoord.y = input.dx_Position.y;
    gl_FragCoord.z = (input.gl_FragCoord.z * rhw) * dx_DepthFront.x + dx_DepthFront.y;
    gl_FragCoord.w = rhw;
    _vcolor_Stage0 = input.v0;
    _vTransformedCoords_0_Stage0 = input.v1.xy;

float4 _outputColor_Stage03029 = {0, 0, 0, 0};
(_outputColor_Stage03029 = _vcolor_Stage0);
float4 _output_Stage13030 = {0, 0, 0, 0};
(_output_Stage13030 = gl_texture2D(_uTextureSampler_0_Stage1, _vTransformedCoords_0_Stage0).xxxx);
float4 _output_Stage23031 = {0, 0, 0, 0};
float2 __5_dxy03032 = (_uinnerRect_Stage2_c1.xy - gl_FragCoord.xy);
float2 __6_dxy13033 = (gl_FragCoord.xy - _uinnerRect_Stage2_c1.zw);
float2 __7_dxy3034 = max(max(__5_dxy03032, __6_dxy13033), 0.0);
float __8_alpha3035 = clamp((_uradiusPlusHalf_Stage2_c1.x - length(__7_dxy3034)), 0.0, 1.0);
float __9_dy03036 = (_uinnerRect_Stage2_c1_c0.y - gl_FragCoord.y);
float2 __10_dxy13037 = (gl_FragCoord.xy - _uinnerRect_Stage2_c1_c0.zw);
float2 __11_dxy3038 = max(vec2_ctor(__10_dxy13037.x, max(__9_dy03036, __10_dxy13037.y)), 0.0);
float __12_leftAlpha3039 = clamp((gl_FragCoord.x - _uinnerRect_Stage2_c1_c0.x), 0.0, 1.0);
float __13_alpha3040 = (__12_leftAlpha3039 * clamp((_uradiusPlusHalf_Stage2_c1_c0.x - length(__11_dxy3038)), 0.0, 1.0));
(__13_alpha3040 = (1.0 - __13_alpha3040));
(_output_Stage23031 = ((_output_Stage13030 * __13_alpha3040) * __8_alpha3035));
{
(gl_Color[0] = (_outputColor_Stage03029 * _output_Stage23031));
}
return generateOutput();
}
R�	gl_Color0gl_Color[0]�struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 gl_FragCoord : TEXCOORD3;
    float4 v0 : TEXCOORD0;
    float2 v1 : TEXCOORD1;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 gl_FragCoord : TEXCOORD3;
    float4 v0 : TEXCOORD0;
    float2 v1 : TEXCOORD1;
};

void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput)
{
    output.gl_Position = input.gl_Position;
    output.v0 = input.v0; 
    output.v1 = input.v1; 
    output.gl_FragCoord = input.gl_FragCoord;
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
���<DXBC8�ݬH�m.e@,P�<4���RDEFph<���HRD11< ($\$Globals���\�P���������� ,$��������_sk_RTAdjustfloat4�_umatrix_Stage1_c0float3x3Microsoft (R) HLSL Shader Compiler 10.1ISGN\PPPTEXCOORD���OSGN������SV_PositionTEXCOORD���SHEX�PzjYF� _2_�_2g� e� e� e� e2 h6� @?�?22F�� օ 6" �A6 
62 F62 F6� @�?6� @�?6� F62F6B@�? F� F" F� F>STAT�	�DXBCr
�c�f]�ꪛ*D74�DxtRDEFh�<���?RD11< ($������
�samplers2D[0]textures2D[0]$Globals�����@|������������������� ���������!0���������_uinnerRect_Stage2_c1float4����_uradiusPlusHalf_Stage2_c1float2���_uinnerRect_Stage2_c1_c0_uradiusPlusHalf_Stage2_c1_c0Microsoft (R) HLSL Shader Compiler 10.1�ISGN������SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX�P�jYF� Z`XpUUd 2b�b2e� h	�A� 	r�� �A4�
*4
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	b�A� 	2F� �A4bV4
bV@"��K" 	"�A
� 8
8� F>STAT�BPLG��M0788efd1c721aP��position
_uposition����������������R��color_ucolor����������������R��sk_RTAdjust
_usk_RTAdjust����������������������������������������R��urectH_Stage1_c0_uurectH_Stage1_c0����������������������������������������[��umatrix_Stage1_c0_c0_uumatrix_Stage1_c0_c0����������������������������������������R��uinnerRect_Stage2_c1_uuinnerRect_Stage2_c1����������������������������������������P��uradiusPlusHalf_Stage2_c1_uuradiusPlusHalf_Stage2_c1����������������������������������������R��urectUniform_Stage2_c1_c0_uurectUniform_Stage2_c1_c0����������������������������������������^�uTextureSampler_0_Stage1_uuTextureSampler_0_Stage1������������������������������������������^����������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    float4 v0 : TEXCOORD0;
};
#pragma warning( disable: 3556 3571 )
float4 vec4_ctor(float x0, float x1, float x2, float x3)
{
    return float4(x0, x1, x2, x3);
}
float4 vec4_ctor(float2 x0, float x1, float x2)
{
    return float4(x0, x1, x2);
}
// Uniforms

uniform float4 _sk_RTAdjust : register(c1);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Attributes
static float2 _position = {0, 0};
static float4 _color = {0, 0, 0, 0};

static float4 gl_Position = float4(0, 0, 0, 0);

// Varyings
static  float4 _vcolor_Stage0 = {0, 0, 0, 0};

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewAdjust : packoffset(c1);
    float2 dx_ViewCoords : packoffset(c2);
    float2 dx_ViewScale  : packoffset(c3);
};

@@ VERTEX ATTRIBUTES @@

VS_OUTPUT generateOutput(VS_INPUT input)
{
    VS_OUTPUT output;
    output.gl_Position = gl_Position;
    output.dx_Position.x = gl_Position.x;
    output.dx_Position.y = - gl_Position.y;
    output.dx_Position.z = (gl_Position.z + gl_Position.w) * 0.5;
    output.dx_Position.w = gl_Position.w;
    output.gl_FragCoord = gl_Position;
    output.v0 = _vcolor_Stage0;

    return output;
}

VS_OUTPUT main(VS_INPUT input){
    initAttributes(input);

(_vcolor_Stage0 = _color);
(gl_Position = vec4_ctor(_position.x, _position.y, 0.0, 1.0));
(gl_Position = vec4_ctor(((gl_Position.xy * _sk_RTAdjust.xz) + (gl_Position.ww * _sk_RTAdjust.yw)), 0.0, gl_Position.w));
return generateOutput(input);
}
�struct PS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    float4 v0 : TEXCOORD0;
};

#pragma warning( disable: 3556 3571 )
float float_ctor(int x0)
{
    return float(x0);
}
float2 vec2_ctor(float x0, float x1)
{
    return float2(x0, x1);
}
float3 vec3_ctor(float2 x0, float x1)
{
    return float3(x0, x1);
}
float4 vec4_ctor(float x0)
{
    return float4(x0, x0, x0, x0);
}
float4 vec4_ctor(float2 x0, float2 x1)
{
    return float4(x0, x1);
}
// Uniforms

uniform float4 _urectH_Stage1_c0 : register(c0);
uniform float3x3 _umatrix_Stage1_c0_c0 : register(c1);
uniform float4 _uinnerRect_Stage2_c1 : register(c4);
uniform float2 _uradiusPlusHalf_Stage2_c1 : register(c5);
uniform float4 _urectUniform_Stage2_c1_c0 : register(c6);
static const uint _uTextureSampler_0_Stage1 = 0;
uniform Texture2D<float4> textures2D[1] : register(t0);
uniform SamplerState samplers2D[1] : register(s0);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Varyings
static  float4 _vcolor_Stage0 = {0, 0, 0, 0};

static float4 gl_Color[1] =
{
    float4(0, 0, 0, 0)
};
static float4 gl_FragCoord = float4(0, 0, 0, 0);

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewCoords : packoffset(c1);
    float3 dx_DepthFront : packoffset(c2);
    float2 dx_ViewScale : packoffset(c3);
    struct SamplerMetadata
    {
        int baseLevel;
        int internalFormatBits;
        int wrapModes;
        int padding;
        int4 intBorderColor;
    };
    SamplerMetadata samplerMetadata[1] : packoffset(c4);
};

#define GL_USES_FRAG_COLOR
float4 gl_texture2D(uint samplerIndex, float2 t)
{
    return textures2D[samplerIndex].Sample(samplers2D[samplerIndex], float2(t.x, t.y));
}

#define GL_USES_FRAG_COORD
@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){
    float rhw = 1.0 / input.gl_FragCoord.w;
    gl_FragCoord.x = input.dx_Position.x;
    gl_FragCoord.y = input.dx_Position.y;
    gl_FragCoord.z = (input.gl_FragCoord.z * rhw) * dx_DepthFront.x + dx_DepthFront.y;
    gl_FragCoord.w = rhw;
    _vcolor_Stage0 = input.v0;

float4 _outputColor_Stage03028 = {0, 0, 0, 0};
(_outputColor_Stage03028 = _vcolor_Stage0);
float4 _output_Stage13029 = {0, 0, 0, 0};
float __3_xCoverage3030 = {0};
float __4_yCoverage3031 = {0};
float2 __5_pos3032 = gl_FragCoord.xy;
{
float2 __6_xy3033 = {0, 0};
{
(__6_xy3033 = max((_urectH_Stage1_c0.xy - __5_pos3032), (__5_pos3032 - _urectH_Stage1_c0.zw)));
}
(__3_xCoverage3030 = gl_texture2D(_uTextureSampler_0_Stage1, mul(transpose(_umatrix_Stage1_c0_c0), vec3_ctor(vec2_ctor(__6_xy3033.x, 0.5), 1.0)).xy).x);
(__4_yCoverage3031 = gl_texture2D(_uTextureSampler_0_Stage1, mul(transpose(_umatrix_Stage1_c0_c0), vec3_ctor(vec2_ctor(__6_xy3033.y, 0.5), 1.0)).xy).x);
}
(_output_Stage13029 = (vec4_ctor(__3_xCoverage3030) * __4_yCoverage3031));
float4 _output_Stage23034 = {0, 0, 0, 0};
float2 __7_dxy03035 = (_uinnerRect_Stage2_c1.xy - gl_FragCoord.xy);
float2 __8_dxy13036 = (gl_FragCoord.xy - _uinnerRect_Stage2_c1.zw);
float2 __9_dxy3037 = max(max(__7_dxy03035, __8_dxy13036), 0.0);
float __10_alpha3038 = clamp((_uradiusPlusHalf_Stage2_c1.x - length(__9_dxy3037)), 0.0, 1.0);
float __12_coverage3039 = {0};
{
int sbe0 = {0};
if (all((vec4_ctor(gl_FragCoord.xy, _urectUniform_Stage2_c1_c0.zw) > vec4_ctor(_urectUniform_Stage2_c1_c0.xy, gl_FragCoord.xy))))
{
(sbe0 = 1);
}
else
{
(sbe0 = 0);
}
(__12_coverage3039 = float_ctor(sbe0));
}
{
(__12_coverage3039 = (1.0 - __12_coverage3039));
}
(_output_Stage23034 = ((_output_Stage13029 * __12_coverage3039) * __10_alpha3038));
{
(gl_Color[0] = (_outputColor_Stage03028 * _output_Stage23034));
}
return generateOutput();
}
R�	gl_Color0gl_Color[0]ystruct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    float4 v0 : TEXCOORD0;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    float4 v0 : TEXCOORD0;
};

void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput)
{
    output.gl_Position = input.gl_Position;
    output.v0 = input.v0; 
    output.gl_FragCoord = input.gl_FragCoord;
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
��$DXBC"���c�F�ڵ�NWc$4D��RDEFh<����RD11< ($\$Globals���\� ����������_sk_RTAdjustfloat4�Microsoft (R) HLSL Shader Compiler 10.1ISGND88TEXCOORD���OSGN�htttSV_PositionTEXCOORD���SHEXhPZjYF� _2_�g� e� e� e� h6� @?�?22F�� օ 6" �A6 
62 F62 F6� @�?6� @�?6� F>STAT�
�DXBCjyPn�y���#��ܽ�?4��|RDEF��<����RD11< ($������
�samplers2D[0]textures2D[0]$Globals�����p�����������,��������(@���������>P`���������`���������_urectH_Stage1_c0float4����_umatrix_Stage1_c0_c0float3x3��_uinnerRect_Stage2_c1_uradiusPlusHalf_Stage2_c1float2Y_urectUniform_Stage2_c1_c0Microsoft (R) HLSL Shader Compiler 10.1�ISGN�htttSV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX�P�jYF� Z`XpUUd 2b�e� h	2F�AF� 	��� �A42�
F6�@?�?F� �"F� �E���CUFF~`F� �"F� �E���CU"F~`8
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� 8
8� F>STAT�BPLG��{!788efd1c721aP��
inPosition_uinPosition����������������R��inColor	_uinColor����������������R��sk_RTAdjust
_usk_RTAdjust����������������������������������������R��uinnerRect_Stage1_c0_uuinnerRect_Stage1_c0����������������������������������������P��uradiusPlusHalf_Stage1_c0_uuradiusPlusHalf_Stage1_c0������������������������������������������������������������������������������������������������������������������������������������������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    float4 v0 : TEXCOORD0;
};
#pragma warning( disable: 3556 3571 )
float4 vec4_ctor(float x0, float x1, float x2, float x3)
{
    return float4(x0, x1, x2, x3);
}
float4 vec4_ctor(float2 x0, float x1, float x2)
{
    return float4(x0, x1, x2);
}
// Uniforms

uniform float4 _sk_RTAdjust : register(c1);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Attributes
static float2 _inPosition = {0, 0};
static float4 _inColor = {0, 0, 0, 0};

static float4 gl_Position = float4(0, 0, 0, 0);

// Varyings
static  float4 _vcolor_Stage0 = {0, 0, 0, 0};

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewAdjust : packoffset(c1);
    float2 dx_ViewCoords : packoffset(c2);
    float2 dx_ViewScale  : packoffset(c3);
};

@@ VERTEX ATTRIBUTES @@

VS_OUTPUT generateOutput(VS_INPUT input)
{
    VS_OUTPUT output;
    output.gl_Position = gl_Position;
    output.dx_Position.x = gl_Position.x;
    output.dx_Position.y = - gl_Position.y;
    output.dx_Position.z = (gl_Position.z + gl_Position.w) * 0.5;
    output.dx_Position.w = gl_Position.w;
    output.gl_FragCoord = gl_Position;
    output.v0 = _vcolor_Stage0;

    return output;
}

VS_OUTPUT main(VS_INPUT input){
    initAttributes(input);

float4 _color3025 = _inColor;
(_vcolor_Stage0 = _color3025);
float2 __tmp_0_inPosition3026 = _inPosition;
(gl_Position = vec4_ctor(__tmp_0_inPosition3026.x, __tmp_0_inPosition3026.y, 0.0, 1.0));
(gl_Position = vec4_ctor(((gl_Position.xy * _sk_RTAdjust.xz) + (gl_Position.ww * _sk_RTAdjust.yw)), 0.0, gl_Position.w));
return generateOutput(input);
}
,struct PS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    float4 v0 : TEXCOORD0;
};

#pragma warning( disable: 3556 3571 )
float4 vec4_ctor(float x0)
{
    return float4(x0, x0, x0, x0);
}
// Uniforms

uniform float4 _uinnerRect_Stage1_c0 : register(c0);
uniform float2 _uradiusPlusHalf_Stage1_c0 : register(c1);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Varyings
static  float4 _vcolor_Stage0 = {0, 0, 0, 0};

static float4 gl_Color[1] =
{
    float4(0, 0, 0, 0)
};
static float4 gl_FragCoord = float4(0, 0, 0, 0);

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewCoords : packoffset(c1);
    float3 dx_DepthFront : packoffset(c2);
    float2 dx_ViewScale : packoffset(c3);
};

#define GL_USES_FRAG_COLOR
#define GL_USES_FRAG_COORD
@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){
    float rhw = 1.0 / input.gl_FragCoord.w;
    gl_FragCoord.x = input.dx_Position.x;
    gl_FragCoord.y = input.dx_Position.y;
    gl_FragCoord.z = (input.gl_FragCoord.z * rhw) * dx_DepthFront.x + dx_DepthFront.y;
    gl_FragCoord.w = rhw;
    _vcolor_Stage0 = input.v0;

float4 _outputColor_Stage03024 = {0, 0, 0, 0};
(_outputColor_Stage03024 = _vcolor_Stage0);
float4 _output_Stage13025 = {0, 0, 0, 0};
float2 __0_dxy03026 = (_uinnerRect_Stage1_c0.xy - gl_FragCoord.xy);
float2 __1_dxy13027 = (gl_FragCoord.xy - _uinnerRect_Stage1_c0.zw);
float2 __2_dxy3028 = max(max(__0_dxy03026, __1_dxy13027), 0.0);
float __3_alpha3029 = clamp((_uradiusPlusHalf_Stage1_c0.x - length(__2_dxy3028)), 0.0, 1.0);
(_output_Stage13025 = vec4_ctor(__3_alpha3029));
{
(gl_Color[0] = (_outputColor_Stage03024 * _output_Stage13025));
}
return generateOutput();
}
R�	gl_Color0gl_Color[0]ystruct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    float4 v0 : TEXCOORD0;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    float4 v0 : TEXCOORD0;
};

void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput)
{
    output.gl_Position = input.gl_Position;
    output.v0 = input.v0; 
    output.gl_FragCoord = input.gl_FragCoord;
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
��$DXBC"���c�F�ڵ�NWc$4D��RDEFh<����RD11< ($\$Globals���\� ����������_sk_RTAdjustfloat4�Microsoft (R) HLSL Shader Compiler 10.1ISGND88TEXCOORD���OSGN�htttSV_PositionTEXCOORD���SHEXhPZjYF� _2_�g� e� e� e� h6� @?�?22F�� օ 6" �A6 
62 F62 F6� @�?6� @�?6� F>STAT�
�lDXBC5/�����Q�:K�Kl4�H|�RDEF�h<���\RD11< ($\$Globals���\� ����������8��������_uinnerRect_Stage1_c0float4����_uradiusPlusHalf_Stage1_c0float2��/Microsoft (R) HLSL Shader Compiler 10.1ISGN�htttSV_PositionTEXCOORD���OSGN, SV_TARGET��SHEXLPSjYF� d 2b�e� h	2F�AF� 	��� �A42�
F4
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� 8� F>STAT�	BPLG���$788efd1c721aP��position
_uposition����������������P��
localCoord_ulocalCoord����������������R��sk_RTAdjust
_usk_RTAdjust����������������������������������������[��umatrix_Stage1_c0_uumatrix_Stage1_c0����������������������������������������[��umatrix_Stage1_c0_c0_uumatrix_Stage1_c0_c0����������������������������������������R��uclamp_Stage1_c0_c0_c0_uuclamp_Stage1_c0_c0_c0����������������������������������������^�uTextureSampler_0_Stage1_uuTextureSampler_0_Stage1������������������������������������������^������������������������������������������������������������������������������������������������������������������������������������������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float2 v0 : TEXCOORD0;
};
#pragma warning( disable: 3556 3571 )
float3 vec3_ctor(float2 x0, float x1)
{
    return float3(x0, x1);
}
float4 vec4_ctor(float x0, float x1, float x2, float x3)
{
    return float4(x0, x1, x2, x3);
}
float4 vec4_ctor(float2 x0, float x1, float x2)
{
    return float4(x0, x1, x2);
}
// Uniforms

uniform float4 _sk_RTAdjust : register(c1);
uniform float3x3 _umatrix_Stage1_c0 : register(c2);
uniform float3x3 _umatrix_Stage1_c0_c0 : register(c5);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Attributes
static float2 _position = {0, 0};
static float2 _localCoord = {0, 0};

static float4 gl_Position = float4(0, 0, 0, 0);

// Varyings
static  float2 _vTransformedCoords_0_Stage0 = {0, 0};

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewAdjust : packoffset(c1);
    float2 dx_ViewCoords : packoffset(c2);
    float2 dx_ViewScale  : packoffset(c3);
};

@@ VERTEX ATTRIBUTES @@

VS_OUTPUT generateOutput(VS_INPUT input)
{
    VS_OUTPUT output;
    output.gl_Position = gl_Position;
    output.dx_Position.x = gl_Position.x;
    output.dx_Position.y = - gl_Position.y;
    output.dx_Position.z = (gl_Position.z + gl_Position.w) * 0.5;
    output.dx_Position.w = gl_Position.w;
    output.v0 = _vTransformedCoords_0_Stage0;

    return output;
}

VS_OUTPUT main(VS_INPUT input){
    initAttributes(input);

(gl_Position = vec4_ctor(_position.x, _position.y, 0.0, 1.0));
{
(_vTransformedCoords_0_Stage0 = mul(transpose(transpose(mul(transpose(_umatrix_Stage1_c0_c0), transpose(_umatrix_Stage1_c0)))), vec3_ctor(_localCoord, 1.0)).xy);
}
(gl_Position = vec4_ctor(((gl_Position.xy * _sk_RTAdjust.xz) + (gl_Position.ww * _sk_RTAdjust.yw)), 0.0, gl_Position.w));
return generateOutput(input);
}
4struct PS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float2 v0 : TEXCOORD0;
};

#pragma warning( disable: 3556 3571 )
// Uniforms

uniform float4 _uclamp_Stage1_c0_c0_c0 : register(c0);
static const uint _uTextureSampler_0_Stage1 = 0;
uniform Texture2D<float4> textures2D[1] : register(t0);
uniform SamplerState samplers2D[1] : register(s0);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Varyings
static  float2 _vTransformedCoords_0_Stage0 = {0, 0};

static float4 gl_Color[1] =
{
    float4(0, 0, 0, 0)
};

cbuffer DriverConstants : register(b1)
{
    struct SamplerMetadata
    {
        int baseLevel;
        int internalFormatBits;
        int wrapModes;
        int padding;
        int4 intBorderColor;
    };
    SamplerMetadata samplerMetadata[1] : packoffset(c4);
};

#define GL_USES_FRAG_COLOR
float4 gl_texture2D(uint samplerIndex, float2 t)
{
    return textures2D[samplerIndex].Sample(samplers2D[samplerIndex], float2(t.x, t.y));
}

@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){
    _vTransformedCoords_0_Stage0 = input.v0.xy;

float4 _output_Stage13026 = {0, 0, 0, 0};
float2 __8_inCoord3027 = _vTransformedCoords_0_Stage0;
float2 __9_subsetCoord3028 = {0, 0};
(__9_subsetCoord3028.x = __8_inCoord3027.x);
(__9_subsetCoord3028.y = __8_inCoord3027.y);
float2 __10_clampedCoord3029 = {0, 0};
(__10_clampedCoord3029.x = __9_subsetCoord3028.x);
(__10_clampedCoord3029.y = clamp(__9_subsetCoord3028.y, _uclamp_Stage1_c0_c0_c0.y, _uclamp_Stage1_c0_c0_c0.w));
float4 __11_textureColor3030 = gl_texture2D(_uTextureSampler_0_Stage1, __10_clampedCoord3029);
(_output_Stage13026 = __11_textureColor3030);
{
(gl_Color[0] = _output_Stage13026);
}
return generateOutput();
}
R�	gl_Color0gl_Color[0]struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float2 v0 : TEXCOORD0;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float2 v0 : TEXCOORD0;
};

void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput)
{
    output.gl_Position = input.gl_Position;
    output.v0 = input.v0; 
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
���DXBC	�2�П�C��v�4�8�RDEF�h<����RD11< ($\$Globals���\�����������0 ,L��������pP,L��������_sk_RTAdjustfloat4_umatrix_Stage1_c0float3x3C_umatrix_Stage1_c0_c0Microsoft (R) HLSL Shader Compiler 10.1��ISGND88TEXCOORD���OSGNhP\\SV_PositionTEXCOORD���SHEXlP�jYF� _2_2g� e� e2 h6� @?�?22F�� օ 6" �A6 
62 F6� @�?8	rF� V� 2r� F� F2r�� F� F62F6B@�? FF8	rF� V� 2r� F� F2r�� F� F" FF>STAT�
��DXBC���L�I��Zl���4�P4RDEFp�<���HRD11< ($������
�samplers2D[0]textures2D[0]$Globals�����$��������_uclamp_Stage1_c0_c0_c0float4�Microsoft (R) HLSL Shader Compiler 10.1ISGNhP\\SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX�P7jYF� Z`XpUUb2e� h4� 3"
:� 6
E���CU� FF~`>STAT�BPLG���)788efd1c721aP��position
_uposition����������������R��color_ucolor����������������R��sk_RTAdjust
_usk_RTAdjust����������������������������������������R��urectUniform_Stage1_c0_uurectUniform_Stage1_c0����������������������������������������R��urectUniform_Stage1_c0_c0_uurectUniform_Stage1_c0_c0����������������������������������������R��urectUniform_Stage1_c0_c0_c0_uurectUniform_Stage1_c0_c0_c0����������������������������������������R��urectUniform_Stage1_c0_c0_c0_c0!_uurectUniform_Stage1_c0_c0_c0_c0�����������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    float4 v0 : TEXCOORD0;
};
#pragma warning( disable: 3556 3571 )
float4 vec4_ctor(float x0, float x1, float x2, float x3)
{
    return float4(x0, x1, x2, x3);
}
float4 vec4_ctor(float2 x0, float x1, float x2)
{
    return float4(x0, x1, x2);
}
// Uniforms

uniform float4 _sk_RTAdjust : register(c1);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Attributes
static float2 _position = {0, 0};
static float4 _color = {0, 0, 0, 0};

static float4 gl_Position = float4(0, 0, 0, 0);

// Varyings
static  float4 _vcolor_Stage0 = {0, 0, 0, 0};

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewAdjust : packoffset(c1);
    float2 dx_ViewCoords : packoffset(c2);
    float2 dx_ViewScale  : packoffset(c3);
};

@@ VERTEX ATTRIBUTES @@

VS_OUTPUT generateOutput(VS_INPUT input)
{
    VS_OUTPUT output;
    output.gl_Position = gl_Position;
    output.dx_Position.x = gl_Position.x;
    output.dx_Position.y = - gl_Position.y;
    output.dx_Position.z = (gl_Position.z + gl_Position.w) * 0.5;
    output.dx_Position.w = gl_Position.w;
    output.gl_FragCoord = gl_Position;
    output.v0 = _vcolor_Stage0;

    return output;
}

VS_OUTPUT main(VS_INPUT input){
    initAttributes(input);

(_vcolor_Stage0 = _color);
(gl_Position = vec4_ctor(_position.x, _position.y, 0.0, 1.0));
(gl_Position = vec4_ctor(((gl_Position.xy * _sk_RTAdjust.xz) + (gl_Position.ww * _sk_RTAdjust.yw)), 0.0, gl_Position.w));
return generateOutput(input);
}
-struct PS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    float4 v0 : TEXCOORD0;
};

#pragma warning( disable: 3556 3571 )
float float_ctor(int x0)
{
    return float(x0);
}
float4 vec4_ctor(float x0)
{
    return float4(x0, x0, x0, x0);
}
float4 vec4_ctor(float2 x0, float2 x1)
{
    return float4(x0, x1);
}
// Uniforms

uniform float4 _urectUniform_Stage1_c0 : register(c0);
uniform float4 _urectUniform_Stage1_c0_c0 : register(c1);
uniform float4 _urectUniform_Stage1_c0_c0_c0 : register(c2);
uniform float4 _urectUniform_Stage1_c0_c0_c0_c0 : register(c3);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Varyings
static  float4 _vcolor_Stage0 = {0, 0, 0, 0};

static float4 gl_Color[1] =
{
    float4(0, 0, 0, 0)
};
static float4 gl_FragCoord = float4(0, 0, 0, 0);

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewCoords : packoffset(c1);
    float3 dx_DepthFront : packoffset(c2);
    float2 dx_ViewScale : packoffset(c3);
};

#define GL_USES_FRAG_COLOR
#define GL_USES_FRAG_COORD
@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){
    float rhw = 1.0 / input.gl_FragCoord.w;
    gl_FragCoord.x = input.dx_Position.x;
    gl_FragCoord.y = input.dx_Position.y;
    gl_FragCoord.z = (input.gl_FragCoord.z * rhw) * dx_DepthFront.x + dx_DepthFront.y;
    gl_FragCoord.w = rhw;
    _vcolor_Stage0 = input.v0;

float4 _outputColor_Stage03026 = {0, 0, 0, 0};
(_outputColor_Stage03026 = _vcolor_Stage0);
float4 _output_Stage13027 = {0, 0, 0, 0};
float __13_coverage3028 = {0};
{
int sbd8 = {0};
if (all((vec4_ctor(gl_FragCoord.xy, _urectUniform_Stage1_c0.zw) > vec4_ctor(_urectUniform_Stage1_c0.xy, gl_FragCoord.xy))))
{
(sbd8 = 1);
}
else
{
(sbd8 = 0);
}
(__13_coverage3028 = float_ctor(sbd8));
}
{
(__13_coverage3028 = (1.0 - __13_coverage3028));
}
float __15_coverage3029 = {0};
{
int sbd9 = {0};
if (all((vec4_ctor(gl_FragCoord.xy, _urectUniform_Stage1_c0_c0.zw) > vec4_ctor(_urectUniform_Stage1_c0_c0.xy, gl_FragCoord.xy))))
{
(sbd9 = 1);
}
else
{
(sbd9 = 0);
}
(__15_coverage3029 = float_ctor(sbd9));
}
{
(__15_coverage3029 = (1.0 - __15_coverage3029));
}
float __17_coverage3030 = {0};
{
int sbda = {0};
if (all((vec4_ctor(gl_FragCoord.xy, _urectUniform_Stage1_c0_c0_c0.zw) > vec4_ctor(_urectUniform_Stage1_c0_c0_c0.xy, gl_FragCoord.xy))))
{
(sbda = 1);
}
else
{
(sbda = 0);
}
(__17_coverage3030 = float_ctor(sbda));
}
{
(__17_coverage3030 = (1.0 - __17_coverage3030));
}
float __19_coverage3031 = {0};
{
int sbdb = {0};
if (all((vec4_ctor(gl_FragCoord.xy, _urectUniform_Stage1_c0_c0_c0_c0.zw) > vec4_ctor(_urectUniform_Stage1_c0_c0_c0_c0.xy, gl_FragCoord.xy))))
{
(sbdb = 1);
}
else
{
(sbdb = 0);
}
(__19_coverage3031 = float_ctor(sbdb));
}
{
(__19_coverage3031 = (1.0 - __19_coverage3031));
}
(_output_Stage13027 = (((vec4_ctor(__19_coverage3031) * __17_coverage3030) * __15_coverage3029) * __13_coverage3028));
{
(gl_Color[0] = (_outputColor_Stage03026 * _output_Stage13027));
}
return generateOutput();
}
R�	gl_Color0gl_Color[0]ystruct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    float4 v0 : TEXCOORD0;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    float4 v0 : TEXCOORD0;
};

void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput)
{
    output.gl_Position = input.gl_Position;
    output.v0 = input.v0; 
    output.gl_FragCoord = input.gl_FragCoord;
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
��$DXBC"���c�F�ڵ�NWc$4D��RDEFh<����RD11< ($\$Globals���\� ����������_sk_RTAdjustfloat4�Microsoft (R) HLSL Shader Compiler 10.1ISGND88TEXCOORD���OSGN�htttSV_PositionTEXCOORD���SHEXhPZjYF� _2_�g� e� e� e� h6� @?�?22F�� օ 6" �A6 
62 F62 F6� @�?6� @�?6� F>STAT�
�8DXBCM$�H;��ps*�s�$84$���RDEF�h<����RD11< ($\$Globals���\�@ @��������d@�������� @���������0@��������_urectUniform_Stage1_c0float4�8_urectUniform_Stage1_c0_c0_urectUniform_Stage1_c0_c0_c0_urectUniform_Stage1_c0_c0_c0_c0Microsoft (R) HLSL Shader Compiler 10.1��ISGN�htttSV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX�P�jYF� d 2b�e� h12F� F1��� 2�
F
1b� 12F� bV"*<
1b� 12F� bV"*<
1b� 12F� bV"*<
7� @F>STAT�BPLG���*788efd1c721aP��position
_uposition����������������R��color_ucolor����������������P��
localCoord_ulocalCoord����������������R��sk_RTAdjust
_usk_RTAdjust����������������������������������������[��umatrix_Stage1_c0_uumatrix_Stage1_c0����������������������������������������R��uinnerRect_Stage2_c1_uuinnerRect_Stage2_c1����������������������������������������P��uradiusPlusHalf_Stage2_c1_uuradiusPlusHalf_Stage2_c1����������������������������������������^�uTextureSampler_0_Stage1_uuTextureSampler_0_Stage1������������������������������������������^�������������������������������������������������������������������������������������������������������������������������������������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 gl_FragCoord : TEXCOORD3;
    float4 v0 : TEXCOORD0;
    float2 v1 : TEXCOORD1;
};
#pragma warning( disable: 3556 3571 )
float3 vec3_ctor(float2 x0, float x1)
{
    return float3(x0, x1);
}
float4 vec4_ctor(float x0, float x1, float x2, float x3)
{
    return float4(x0, x1, x2, x3);
}
float4 vec4_ctor(float2 x0, float x1, float x2)
{
    return float4(x0, x1, x2);
}
// Uniforms

uniform float4 _sk_RTAdjust : register(c1);
uniform float3x3 _umatrix_Stage1_c0 : register(c2);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Attributes
static float2 _position = {0, 0};
static float4 _color = {0, 0, 0, 0};
static float2 _localCoord = {0, 0};

static float4 gl_Position = float4(0, 0, 0, 0);

// Varyings
static  float4 _vcolor_Stage0 = {0, 0, 0, 0};
static  float2 _vTransformedCoords_0_Stage0 = {0, 0};

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewAdjust : packoffset(c1);
    float2 dx_ViewCoords : packoffset(c2);
    float2 dx_ViewScale  : packoffset(c3);
};

@@ VERTEX ATTRIBUTES @@

VS_OUTPUT generateOutput(VS_INPUT input)
{
    VS_OUTPUT output;
    output.gl_Position = gl_Position;
    output.dx_Position.x = gl_Position.x;
    output.dx_Position.y = - gl_Position.y;
    output.dx_Position.z = (gl_Position.z + gl_Position.w) * 0.5;
    output.dx_Position.w = gl_Position.w;
    output.gl_FragCoord = gl_Position;
    output.v0 = _vcolor_Stage0;
    output.v1 = _vTransformedCoords_0_Stage0;

    return output;
}

VS_OUTPUT main(VS_INPUT input){
    initAttributes(input);

(_vcolor_Stage0 = _color);
(gl_Position = vec4_ctor(_position.x, _position.y, 0.0, 1.0));
{
(_vTransformedCoords_0_Stage0 = mul(transpose(_umatrix_Stage1_c0), vec3_ctor(_localCoord, 1.0)).xy);
}
(gl_Position = vec4_ctor(((gl_Position.xy * _sk_RTAdjust.xz) + (gl_Position.ww * _sk_RTAdjust.yw)), 0.0, gl_Position.w));
return generateOutput(input);
}
t
struct PS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 gl_FragCoord : TEXCOORD3;
    float4 v0 : TEXCOORD0;
    float2 v1 : TEXCOORD1;
};

#pragma warning( disable: 3556 3571 )
// Uniforms

uniform float4 _uinnerRect_Stage2_c1 : register(c0);
uniform float2 _uradiusPlusHalf_Stage2_c1 : register(c1);
static const uint _uTextureSampler_0_Stage1 = 0;
uniform Texture2D<float4> textures2D[1] : register(t0);
uniform SamplerState samplers2D[1] : register(s0);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Varyings
static  float4 _vcolor_Stage0 = {0, 0, 0, 0};
static  float2 _vTransformedCoords_0_Stage0 = {0, 0};

static float4 gl_Color[1] =
{
    float4(0, 0, 0, 0)
};
static float4 gl_FragCoord = float4(0, 0, 0, 0);

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewCoords : packoffset(c1);
    float3 dx_DepthFront : packoffset(c2);
    float2 dx_ViewScale : packoffset(c3);
    struct SamplerMetadata
    {
        int baseLevel;
        int internalFormatBits;
        int wrapModes;
        int padding;
        int4 intBorderColor;
    };
    SamplerMetadata samplerMetadata[1] : packoffset(c4);
};

#define GL_USES_FRAG_COLOR
float4 gl_texture2D(uint samplerIndex, float2 t)
{
    return textures2D[samplerIndex].Sample(samplers2D[samplerIndex], float2(t.x, t.y));
}

#define GL_USES_FRAG_COORD
@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){
    float rhw = 1.0 / input.gl_FragCoord.w;
    gl_FragCoord.x = input.dx_Position.x;
    gl_FragCoord.y = input.dx_Position.y;
    gl_FragCoord.z = (input.gl_FragCoord.z * rhw) * dx_DepthFront.x + dx_DepthFront.y;
    gl_FragCoord.w = rhw;
    _vcolor_Stage0 = input.v0;
    _vTransformedCoords_0_Stage0 = input.v1.xy;

float4 _outputColor_Stage03027 = {0, 0, 0, 0};
(_outputColor_Stage03027 = _vcolor_Stage0);
float4 _output_Stage13028 = {0, 0, 0, 0};
(_output_Stage13028 = gl_texture2D(_uTextureSampler_0_Stage1, _vTransformedCoords_0_Stage0).xxxx);
float4 _output_Stage23029 = {0, 0, 0, 0};
float2 __0_dxy3030 = max((_uinnerRect_Stage2_c1.xy - gl_FragCoord.xy), 0.0);
float __1_rightAlpha3031 = clamp((_uinnerRect_Stage2_c1.z - gl_FragCoord.x), 0.0, 1.0);
float __2_bottomAlpha3032 = clamp((_uinnerRect_Stage2_c1.w - gl_FragCoord.y), 0.0, 1.0);
float __3_alpha3033 = ((__2_bottomAlpha3032 * __1_rightAlpha3031) * clamp((_uradiusPlusHalf_Stage2_c1.x - length(__0_dxy3030)), 0.0, 1.0));
(_output_Stage23029 = (_output_Stage13028 * __3_alpha3033));
{
(gl_Color[0] = (_outputColor_Stage03027 * _output_Stage23029));
}
return generateOutput();
}
R�	gl_Color0gl_Color[0]�struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 gl_FragCoord : TEXCOORD3;
    float4 v0 : TEXCOORD0;
    float2 v1 : TEXCOORD1;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 gl_FragCoord : TEXCOORD3;
    float4 v0 : TEXCOORD0;
    float2 v1 : TEXCOORD1;
};

void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput)
{
    output.gl_Position = input.gl_Position;
    output.v0 = input.v0; 
    output.v1 = input.v1; 
    output.gl_FragCoord = input.gl_FragCoord;
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
���<DXBC8�ݬH�m.e@,P�<4���RDEFph<���HRD11< ($\$Globals���\�P���������� ,$��������_sk_RTAdjustfloat4�_umatrix_Stage1_c0float3x3Microsoft (R) HLSL Shader Compiler 10.1ISGN\PPPTEXCOORD���OSGN������SV_PositionTEXCOORD���SHEX�PzjYF� _2_�_2g� e� e� e� e2 h6� @?�?22F�� օ 6" �A6 
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�samplers2D[0]textures2D[0]$Globals����� ,L��������p���������_uinnerRect_Stage2_c1float4���B_uradiusPlusHalf_Stage2_c1float2���Microsoft (R) HLSL Shader Compiler 10.1ISGN������SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX�PrjYF� Z`XpUUd 2b�b2e� h	�F�A� 4
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E���CU"F~`8
8� F>STAT�	BPLG��u(788efd1c721aP��position
_uposition����������������R��color_ucolor����������������R��sk_RTAdjust
_usk_RTAdjust����������������������������������������R��uinnerRect_Stage1_c0_uuinnerRect_Stage1_c0����������������������������������������P��uradiusPlusHalf_Stage1_c0_uuradiusPlusHalf_Stage1_c0����������������������������������������R��uinnerRect_Stage2_c1_uuinnerRect_Stage2_c1����������������������������������������P��uradiusPlusHalf_Stage2_c1_uuradiusPlusHalf_Stage2_c1�����������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    float4 v0 : TEXCOORD0;
};
#pragma warning( disable: 3556 3571 )
float4 vec4_ctor(float x0, float x1, float x2, float x3)
{
    return float4(x0, x1, x2, x3);
}
float4 vec4_ctor(float2 x0, float x1, float x2)
{
    return float4(x0, x1, x2);
}
// Uniforms

uniform float4 _sk_RTAdjust : register(c1);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Attributes
static float2 _position = {0, 0};
static float4 _color = {0, 0, 0, 0};

static float4 gl_Position = float4(0, 0, 0, 0);

// Varyings
static  float4 _vcolor_Stage0 = {0, 0, 0, 0};

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewAdjust : packoffset(c1);
    float2 dx_ViewCoords : packoffset(c2);
    float2 dx_ViewScale  : packoffset(c3);
};

@@ VERTEX ATTRIBUTES @@

VS_OUTPUT generateOutput(VS_INPUT input)
{
    VS_OUTPUT output;
    output.gl_Position = gl_Position;
    output.dx_Position.x = gl_Position.x;
    output.dx_Position.y = - gl_Position.y;
    output.dx_Position.z = (gl_Position.z + gl_Position.w) * 0.5;
    output.dx_Position.w = gl_Position.w;
    output.gl_FragCoord = gl_Position;
    output.v0 = _vcolor_Stage0;

    return output;
}

VS_OUTPUT main(VS_INPUT input){
    initAttributes(input);

(_vcolor_Stage0 = _color);
(gl_Position = vec4_ctor(_position.x, _position.y, 0.0, 1.0));
(gl_Position = vec4_ctor(((gl_Position.xy * _sk_RTAdjust.xz) + (gl_Position.ww * _sk_RTAdjust.yw)), 0.0, gl_Position.w));
return generateOutput(input);
}
�
struct PS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    float4 v0 : TEXCOORD0;
};

#pragma warning( disable: 3556 3571 )
float2 vec2_ctor(float x0, float x1)
{
    return float2(x0, x1);
}
float4 vec4_ctor(float x0)
{
    return float4(x0, x0, x0, x0);
}
// Uniforms

uniform float4 _uinnerRect_Stage1_c0 : register(c0);
uniform float2 _uradiusPlusHalf_Stage1_c0 : register(c1);
uniform float4 _uinnerRect_Stage2_c1 : register(c2);
uniform float2 _uradiusPlusHalf_Stage2_c1 : register(c3);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Varyings
static  float4 _vcolor_Stage0 = {0, 0, 0, 0};

static float4 gl_Color[1] =
{
    float4(0, 0, 0, 0)
};
static float4 gl_FragCoord = float4(0, 0, 0, 0);

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewCoords : packoffset(c1);
    float3 dx_DepthFront : packoffset(c2);
    float2 dx_ViewScale : packoffset(c3);
};

#define GL_USES_FRAG_COLOR
#define GL_USES_FRAG_COORD
@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){
    float rhw = 1.0 / input.gl_FragCoord.w;
    gl_FragCoord.x = input.dx_Position.x;
    gl_FragCoord.y = input.dx_Position.y;
    gl_FragCoord.z = (input.gl_FragCoord.z * rhw) * dx_DepthFront.x + dx_DepthFront.y;
    gl_FragCoord.w = rhw;
    _vcolor_Stage0 = input.v0;

float4 _outputColor_Stage03026 = {0, 0, 0, 0};
(_outputColor_Stage03026 = _vcolor_Stage0);
float4 _output_Stage13027 = {0, 0, 0, 0};
float __0_dy03028 = (_uinnerRect_Stage1_c0.y - gl_FragCoord.y);
float2 __1_dxy13029 = (gl_FragCoord.xy - _uinnerRect_Stage1_c0.zw);
float2 __2_dxy3030 = max(vec2_ctor(__1_dxy13029.x, max(__0_dy03028, __1_dxy13029.y)), 0.0);
float __3_leftAlpha3031 = clamp((gl_FragCoord.x - _uinnerRect_Stage1_c0.x), 0.0, 1.0);
float __4_alpha3032 = (__3_leftAlpha3031 * clamp((_uradiusPlusHalf_Stage1_c0.x - length(__2_dxy3030)), 0.0, 1.0));
(__4_alpha3032 = (1.0 - __4_alpha3032));
(_output_Stage13027 = vec4_ctor(__4_alpha3032));
float4 _output_Stage23033 = {0, 0, 0, 0};
float2 __5_dxy3034 = max(vec2_ctor((gl_FragCoord.x - _uinnerRect_Stage2_c1.z), (_uinnerRect_Stage2_c1.y - gl_FragCoord.y)), 0.0);
float __6_leftAlpha3035 = clamp((gl_FragCoord.x - _uinnerRect_Stage2_c1.x), 0.0, 1.0);
float __7_bottomAlpha3036 = clamp((_uinnerRect_Stage2_c1.w - gl_FragCoord.y), 0.0, 1.0);
float __8_alpha3037 = ((__7_bottomAlpha3036 * __6_leftAlpha3035) * clamp((_uradiusPlusHalf_Stage2_c1.x - length(__5_dxy3034)), 0.0, 1.0));
(_output_Stage23033 = (_output_Stage13027 * __8_alpha3037));
{
(gl_Color[0] = (_outputColor_Stage03026 * _output_Stage23033));
}
return generateOutput();
}
R�	gl_Color0gl_Color[0]ystruct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    float4 v0 : TEXCOORD0;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    float4 v0 : TEXCOORD0;
};

void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput)
{
    output.gl_Position = input.gl_Position;
    output.v0 = input.v0; 
    output.gl_FragCoord = input.gl_FragCoord;
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
��$DXBC"���c�F�ڵ�NWc$4D��RDEFh<����RD11< ($\$Globals���\� ����������_sk_RTAdjustfloat4�Microsoft (R) HLSL Shader Compiler 10.1ISGND88TEXCOORD���OSGN�htttSV_PositionTEXCOORD���SHEXhPZjYF� _2_�g� e� e� e� h6� @?�?22F�� օ 6" �A6 
62 F62 F6� @�?6� @�?6� F>STAT�
�XDXBC�(�JC/�.��T��X4D��RDEFh<����RD11< ($\$Globals���\�@ @��������d���������� @���������0���������_uinnerRect_Stage1_c0float4���6_uradiusPlusHalf_Stage1_c0float2��_uinnerRect_Stage2_c1_uradiusPlusHalf_Stage2_c1Microsoft (R) HLSL Shader Compiler 10.1���ISGN�htttSV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX�P�jYF� d 2b�e� h	�A� 	r�� �A4�
*4
2�@6 
FFK
 	
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� 2

�A
@�?	R� �A	�V�A�� 4
b�@6 2F8�
"��K" 	"�A
� 8":8
8� F>STAT�BPLG��M*788efd1c721aP��position
_uposition����������������P��
localCoord_ulocalCoord����������������R��	texSubset_utexSubset����������������R��sk_RTAdjust
_usk_RTAdjust����������������������������������������R��uinnerRect_Stage1_c0_uuinnerRect_Stage1_c0����������������������������������������P��uinvRadiiXY_Stage1_c0_uuinvRadiiXY_Stage1_c0����������������������������������������^�uTextureSampler_0_Stage0_uuTextureSampler_0_Stage0������������������������������������������^�����������������������������������������������������������������������������������������������������������������������������������������������]struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 gl_FragCoord : TEXCOORD3;
    float4 v0 : TEXCOORD0;
    float2 v1 : TEXCOORD1;
};
#pragma warning( disable: 3556 3571 )
float4 vec4_ctor(float x0, float x1, float x2, float x3)
{
    return float4(x0, x1, x2, x3);
}
float4 vec4_ctor(float2 x0, float x1, float x2)
{
    return float4(x0, x1, x2);
}
// Uniforms

uniform float4 _sk_RTAdjust : register(c1);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Attributes
static float2 _position = {0, 0};
static float2 _localCoord = {0, 0};
static float4 _texSubset = {0, 0, 0, 0};

static float4 gl_Position = float4(0, 0, 0, 0);

// Varyings
static  float2 _vlocalCoord_Stage0 = {0, 0};
static  float4 _vtexSubset_Stage0 = {0, 0, 0, 0};

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewAdjust : packoffset(c1);
    float2 dx_ViewCoords : packoffset(c2);
    float2 dx_ViewScale  : packoffset(c3);
};

@@ VERTEX ATTRIBUTES @@

VS_OUTPUT generateOutput(VS_INPUT input)
{
    VS_OUTPUT output;
    output.gl_Position = gl_Position;
    output.dx_Position.x = gl_Position.x;
    output.dx_Position.y = - gl_Position.y;
    output.dx_Position.z = (gl_Position.z + gl_Position.w) * 0.5;
    output.dx_Position.w = gl_Position.w;
    output.gl_FragCoord = gl_Position;
    output.v0 = _vtexSubset_Stage0;
    output.v1 = _vlocalCoord_Stage0;

    return output;
}

VS_OUTPUT main(VS_INPUT input){
    initAttributes(input);

(_vlocalCoord_Stage0 = _localCoord);
(_vtexSubset_Stage0 = _texSubset);
(gl_Position = vec4_ctor(_position.x, _position.y, 0.0, 1.0));
(gl_Position = vec4_ctor(((gl_Position.xy * _sk_RTAdjust.xz) + (gl_Position.ww * _sk_RTAdjust.yw)), 0.0, gl_Position.w));
return generateOutput(input);
}
�struct PS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 gl_FragCoord : TEXCOORD3;
    float4 v0 : TEXCOORD0;
    float2 v1 : TEXCOORD1;
};

#pragma warning( disable: 3556 3571 )
float4 vec4_ctor(float x0)
{
    return float4(x0, x0, x0, x0);
}
// Uniforms

uniform float4 _uinnerRect_Stage1_c0 : register(c0);
uniform float2 _uinvRadiiXY_Stage1_c0 : register(c1);
static const uint _uTextureSampler_0_Stage0 = 0;
uniform Texture2D<float4> textures2D[1] : register(t0);
uniform SamplerState samplers2D[1] : register(s0);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Varyings
static  float2 _vlocalCoord_Stage0 = {0, 0};
static  float4 _vtexSubset_Stage0 = {0, 0, 0, 0};

static float4 gl_Color[1] =
{
    float4(0, 0, 0, 0)
};
static float4 gl_FragCoord = float4(0, 0, 0, 0);

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewCoords : packoffset(c1);
    float3 dx_DepthFront : packoffset(c2);
    float2 dx_ViewScale : packoffset(c3);
    struct SamplerMetadata
    {
        int baseLevel;
        int internalFormatBits;
        int wrapModes;
        int padding;
        int4 intBorderColor;
    };
    SamplerMetadata samplerMetadata[1] : packoffset(c4);
};

#define GL_USES_FRAG_COLOR
float4 gl_texture2D(uint samplerIndex, float2 t)
{
    return textures2D[samplerIndex].Sample(samplers2D[samplerIndex], float2(t.x, t.y));
}

#define GL_USES_FRAG_COORD
@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){
    float rhw = 1.0 / input.gl_FragCoord.w;
    gl_FragCoord.x = input.dx_Position.x;
    gl_FragCoord.y = input.dx_Position.y;
    gl_FragCoord.z = (input.gl_FragCoord.z * rhw) * dx_DepthFront.x + dx_DepthFront.y;
    gl_FragCoord.w = rhw;
    _vtexSubset_Stage0 = input.v0;
    _vlocalCoord_Stage0 = input.v1.xy;

float4 _outputColor_Stage03026 = {1.0, 1.0, 1.0, 1.0};
float2 _texCoord3027 = {0, 0};
(_texCoord3027 = _vlocalCoord_Stage0);
float4 _subset3028 = {0, 0, 0, 0};
(_subset3028 = _vtexSubset_Stage0);
(_texCoord3027 = clamp(_texCoord3027, _subset3028.xy, _subset3028.zw));
(_outputColor_Stage03026 = gl_texture2D(_uTextureSampler_0_Stage0, _texCoord3027));
float4 _output_Stage13029 = {0, 0, 0, 0};
float2 __0_dxy03030 = (_uinnerRect_Stage1_c0.xy - gl_FragCoord.xy);
float2 __1_dxy13031 = (gl_FragCoord.xy - _uinnerRect_Stage1_c0.zw);
float2 __2_dxy3032 = max(max(__0_dxy03030, __1_dxy13031), 0.0);
float2 __3_Z3033 = (__2_dxy3032 * _uinvRadiiXY_Stage1_c0);
float __4_implicit3034 = (dot(__3_Z3033, __2_dxy3032) - 1.0);
float __5_grad_dot3035 = (4.0 * dot(__3_Z3033, __3_Z3033));
(__5_grad_dot3035 = max(__5_grad_dot3035, 9.9999997e-05));
float __6_approx_dist3036 = (__4_implicit3034 * rsqrt(__5_grad_dot3035));
float __7_alpha3037 = clamp((0.5 - __6_approx_dist3036), 0.0, 1.0);
(_output_Stage13029 = vec4_ctor(__7_alpha3037));
{
(gl_Color[0] = (_outputColor_Stage03026 * _output_Stage13029));
}
return generateOutput();
}
R�	gl_Color0gl_Color[0]�struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 gl_FragCoord : TEXCOORD3;
    float4 v0 : TEXCOORD0;
    float2 v1 : TEXCOORD1;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 gl_FragCoord : TEXCOORD3;
    float4 v0 : TEXCOORD0;
    float2 v1 : TEXCOORD1;
};

void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput)
{
    output.gl_Position = input.gl_Position;
    output.v0 = input.v0; 
    output.v1 = input.v1; 
    output.gl_FragCoord = input.gl_FragCoord;
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
����DXBC	�|1�if�ZJ�Q:p}�4D�H�RDEFh<����RD11< ($\$Globals���\� ����������_sk_RTAdjustfloat4�Microsoft (R) HLSL Shader Compiler 10.1ISGN\PPPTEXCOORD���OSGN������SV_PositionTEXCOORD���SHEX�PejYF� _2_2_�g� e� e� e� e2 h6� @?�?22F�� օ 6" �A6 
62 F62 F6� @�?6� @�?6� F62 F>STAT���DXBC���]%�w�x����3��4��`RDEF��<����RD11< ($������
�samplers2D[0]textures2D[0]$Globals����� ,L��������p���������_uinnerRect_Stage1_c0float4���B_uinvRadiiXY_Stage1_c0float2���Microsoft (R) HLSL Shader Compiler 10.1ISGN������SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEXlP�jYF� Z`XpUUd 2b�b2e� h	2F�AF� 	��� �A42�
F4
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8"@�@4"@��8D"
@��2 

�A@?4b3bV�E���CU��F~`8� F>STAT�BPLG��B+788efd1c721aP��
inPosition_uinPosition����������������R��inColor	_uinColor����������������P��inTextureCoords_uinTextureCoords����������������R��sk_RTAdjust
_usk_RTAdjust����������������������������������������P��uAtlasSizeInv_Stage0_uuAtlasSizeInv_Stage0����������������������������������������R��urectUniform_Stage1_c0_uurectUniform_Stage1_c0����������������������������������������^�uTextureSampler_0_Stage0_uuTextureSampler_0_Stage0������������������������������������������^������������������������������������������������������������������������������������������������������������������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 gl_FragCoord : TEXCOORD3;
    float4 v0 : TEXCOORD0;
    float2 v1 : TEXCOORD1;
};
#pragma warning( disable: 3556 3571 )
float2 vec2_ctor(float x0, float x1)
{
    return float2(x0, x1);
}
float4 vec4_ctor(float x0, float x1, float x2, float x3)
{
    return float4(x0, x1, x2, x3);
}
float4 vec4_ctor(float2 x0, float x1, float x2)
{
    return float4(x0, x1, x2);
}
// Uniforms

uniform float4 _sk_RTAdjust : register(c1);
uniform float2 _uAtlasSizeInv_Stage0 : register(c2);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Attributes
static float2 _inPosition = {0, 0};
static float4 _inColor = {0, 0, 0, 0};
static float2 _inTextureCoords = {0, 0};

static float4 gl_Position = float4(0, 0, 0, 0);

// Varyings
static  float2 _vTextureCoords_Stage0 = {0, 0};
static  float _vTexIndex_Stage0 = {0};
static  float4 _vinColor_Stage0 = {0, 0, 0, 0};

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewAdjust : packoffset(c1);
    float2 dx_ViewCoords : packoffset(c2);
    float2 dx_ViewScale  : packoffset(c3);
};

@@ VERTEX ATTRIBUTES @@

VS_OUTPUT generateOutput(VS_INPUT input)
{
    VS_OUTPUT output;
    output.gl_Position = gl_Position;
    output.dx_Position.x = gl_Position.x;
    output.dx_Position.y = - gl_Position.y;
    output.dx_Position.z = (gl_Position.z + gl_Position.w) * 0.5;
    output.dx_Position.w = gl_Position.w;
    output.gl_FragCoord = gl_Position;
    output.v0 = _vinColor_Stage0;
    output.v1 = _vTextureCoords_Stage0;

    return output;
}

VS_OUTPUT main(VS_INPUT input){
    initAttributes(input);

float _texIdx3029 = {0.0};
float2 _unormTexCoords3030 = vec2_ctor(_inTextureCoords.x, _inTextureCoords.y);
(_vTextureCoords_Stage0 = (_unormTexCoords3030 * _uAtlasSizeInv_Stage0));
(_vTexIndex_Stage0 = _texIdx3029);
(_vinColor_Stage0 = _inColor);
(gl_Position = vec4_ctor(_inPosition.x, _inPosition.y, 0.0, 1.0));
(gl_Position = vec4_ctor(((gl_Position.xy * _sk_RTAdjust.xz) + (gl_Position.ww * _sk_RTAdjust.yw)), 0.0, gl_Position.w));
return generateOutput(input);
}
�struct PS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 gl_FragCoord : TEXCOORD3;
    float4 v0 : TEXCOORD0;
    float2 v1 : TEXCOORD1;
};

#pragma warning( disable: 3556 3571 )
float float_ctor(int x0)
{
    return float(x0);
}
float4 vec4_ctor(float2 x0, float2 x1)
{
    return float4(x0, x1);
}
// Uniforms

uniform float4 _urectUniform_Stage1_c0 : register(c0);
static const uint _uTextureSampler_0_Stage0 = 0;
uniform Texture2D<float4> textures2D[1] : register(t0);
uniform SamplerState samplers2D[1] : register(s0);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Varyings
static  float2 _vTextureCoords_Stage0 = {0, 0};
static  float4 _vinColor_Stage0 = {0, 0, 0, 0};

static float4 gl_Color[1] =
{
    float4(0, 0, 0, 0)
};
static float4 gl_SecondaryColor[1] = 
{
    float4(0, 0, 0, 0)
};
static float4 gl_FragCoord = float4(0, 0, 0, 0);

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewCoords : packoffset(c1);
    float3 dx_DepthFront : packoffset(c2);
    float2 dx_ViewScale : packoffset(c3);
    struct SamplerMetadata
    {
        int baseLevel;
        int internalFormatBits;
        int wrapModes;
        int padding;
        int4 intBorderColor;
    };
    SamplerMetadata samplerMetadata[1] : packoffset(c4);
};

#define GL_USES_FRAG_COLOR
#define GL_USES_SECONDARY_COLOR
float4 gl_texture2D(uint samplerIndex, float2 t)
{
    return textures2D[samplerIndex].Sample(samplers2D[samplerIndex], float2(t.x, t.y));
}

#define GL_USES_FRAG_COORD
@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){
    float rhw = 1.0 / input.gl_FragCoord.w;
    gl_FragCoord.x = input.dx_Position.x;
    gl_FragCoord.y = input.dx_Position.y;
    gl_FragCoord.z = (input.gl_FragCoord.z * rhw) * dx_DepthFront.x + dx_DepthFront.y;
    gl_FragCoord.w = rhw;
    _vinColor_Stage0 = input.v0;
    _vTextureCoords_Stage0 = input.v1.xy;

float4 _outputColor_Stage03026 = {0, 0, 0, 0};
(_outputColor_Stage03026 = _vinColor_Stage0);
float4 _texColor3027 = {0, 0, 0, 0};
{
(_texColor3027 = gl_texture2D(_uTextureSampler_0_Stage0, _vTextureCoords_Stage0));
}
float4 _outputCoverage_Stage03028 = _texColor3027;
float4 _output_Stage13029 = {0, 0, 0, 0};
float __1_coverage3030 = {0};
{
int sbd7 = {0};
if (all((vec4_ctor(gl_FragCoord.xy, _urectUniform_Stage1_c0.zw) > vec4_ctor(_urectUniform_Stage1_c0.xy, gl_FragCoord.xy))))
{
(sbd7 = 1);
}
else
{
(sbd7 = 0);
}
(__1_coverage3030 = float_ctor(sbd7));
}
{
(__1_coverage3030 = (1.0 - __1_coverage3030));
}
(_output_Stage13029 = (_outputCoverage_Stage03028 * __1_coverage3030));
{
(_output_Stage13029.w = max(max(_output_Stage13029.x, _output_Stage13029.y), _output_Stage13029.z));
(gl_SecondaryColor[0] = (_outputColor_Stage03026.w * _output_Stage13029));
(gl_Color[0] = (_outputColor_Stage03026 * _output_Stage13029));
}
return generateOutput();
}
R�	gl_Color0gl_Color[0]R�gl_SecondaryColor0gl_SecondaryColor[0]�struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 gl_FragCoord : TEXCOORD3;
    float4 v0 : TEXCOORD0;
    float2 v1 : TEXCOORD1;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 gl_FragCoord : TEXCOORD3;
    float4 v0 : TEXCOORD0;
    float2 v1 : TEXCOORD1;
};

void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput)
{
    output.gl_Position = input.gl_Position;
    output.v0 = input.v0; 
    output.v1 = input.v1; 
    output.gl_FragCoord = input.gl_FragCoord;
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
����DXBC-t ��5A��J��4��\RDEFth<���LRD11< ($\$Globals���\�0���������� (��������_sk_RTAdjustfloat4�_uAtlasSizeInv_Stage0float2���Microsoft (R) HLSL Shader Compiler 10.1ISGN\PPPTEXCOORD���OSGN������SV_PositionTEXCOORD���SHEX�PhjYF� _2_�_2g� e� e� e� e2 h6� @?�?22F�� օ 6" �A6 
62 F62 F6� @�?6� @�?6� F82 FF� >STAT���DXBC��m��2H���)��4�L�xRDEFp�<���HRD11< ($������
�samplers2D[0]textures2D[0]$Globals�����$��������_urectUniform_Stage1_c0float4�Microsoft (R) HLSL Shader Compiler 10.1ISGN������SV_PositionTEXCOORD���OSGND88SV_TARGET��SHEX�PvjYF� Z`XpUUd 2b�b2e� e� h12F� F1��� 2�
F
7	
@@�?E���CU�F6y`8r�4
4�*
8� FF8� F�>STAT�BPLG���0788efd1c721aP��position
_uposition����������������R��color_ucolor����������������P��
localCoord_ulocalCoord����������������R��sk_RTAdjust
_usk_RTAdjust����������������������������������������[��umatrix_Stage1_c0_uumatrix_Stage1_c0����������������������������������������R��uinnerRect_Stage2_c1_uuinnerRect_Stage2_c1����������������������������������������P��uradiusPlusHalf_Stage2_c1_uuradiusPlusHalf_Stage2_c1����������������������������������������R��uinnerRect_Stage2_c1_c0_uuinnerRect_Stage2_c1_c0����������������������������������������P��uradiusPlusHalf_Stage2_c1_c0_uuradiusPlusHalf_Stage2_c1_c0����������������������������������������^�uTextureSampler_0_Stage1_uuTextureSampler_0_Stage1������������������������������������������^�����������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 gl_FragCoord : TEXCOORD3;
    float4 v0 : TEXCOORD0;
    float2 v1 : TEXCOORD1;
};
#pragma warning( disable: 3556 3571 )
float3 vec3_ctor(float2 x0, float x1)
{
    return float3(x0, x1);
}
float4 vec4_ctor(float x0, float x1, float x2, float x3)
{
    return float4(x0, x1, x2, x3);
}
float4 vec4_ctor(float2 x0, float x1, float x2)
{
    return float4(x0, x1, x2);
}
// Uniforms

uniform float4 _sk_RTAdjust : register(c1);
uniform float3x3 _umatrix_Stage1_c0 : register(c2);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Attributes
static float2 _position = {0, 0};
static float4 _color = {0, 0, 0, 0};
static float2 _localCoord = {0, 0};

static float4 gl_Position = float4(0, 0, 0, 0);

// Varyings
static  float4 _vcolor_Stage0 = {0, 0, 0, 0};
static  float2 _vTransformedCoords_0_Stage0 = {0, 0};

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewAdjust : packoffset(c1);
    float2 dx_ViewCoords : packoffset(c2);
    float2 dx_ViewScale  : packoffset(c3);
};

@@ VERTEX ATTRIBUTES @@

VS_OUTPUT generateOutput(VS_INPUT input)
{
    VS_OUTPUT output;
    output.gl_Position = gl_Position;
    output.dx_Position.x = gl_Position.x;
    output.dx_Position.y = - gl_Position.y;
    output.dx_Position.z = (gl_Position.z + gl_Position.w) * 0.5;
    output.dx_Position.w = gl_Position.w;
    output.gl_FragCoord = gl_Position;
    output.v0 = _vcolor_Stage0;
    output.v1 = _vTransformedCoords_0_Stage0;

    return output;
}

VS_OUTPUT main(VS_INPUT input){
    initAttributes(input);

(_vcolor_Stage0 = _color);
(gl_Position = vec4_ctor(_position.x, _position.y, 0.0, 1.0));
{
(_vTransformedCoords_0_Stage0 = mul(transpose(_umatrix_Stage1_c0), vec3_ctor(_localCoord, 1.0)).xy);
}
(gl_Position = vec4_ctor(((gl_Position.xy * _sk_RTAdjust.xz) + (gl_Position.ww * _sk_RTAdjust.yw)), 0.0, gl_Position.w));
return generateOutput(input);
}
�struct PS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 gl_FragCoord : TEXCOORD3;
    float4 v0 : TEXCOORD0;
    float2 v1 : TEXCOORD1;
};

#pragma warning( disable: 3556 3571 )
float2 vec2_ctor(float x0, float x1)
{
    return float2(x0, x1);
}
// Uniforms

uniform float4 _uinnerRect_Stage2_c1 : register(c0);
uniform float2 _uradiusPlusHalf_Stage2_c1 : register(c1);
uniform float4 _uinnerRect_Stage2_c1_c0 : register(c2);
uniform float2 _uradiusPlusHalf_Stage2_c1_c0 : register(c3);
static const uint _uTextureSampler_0_Stage1 = 0;
uniform Texture2D<float4> textures2D[1] : register(t0);
uniform SamplerState samplers2D[1] : register(s0);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Varyings
static  float4 _vcolor_Stage0 = {0, 0, 0, 0};
static  float2 _vTransformedCoords_0_Stage0 = {0, 0};

static float4 gl_Color[1] =
{
    float4(0, 0, 0, 0)
};
static float4 gl_FragCoord = float4(0, 0, 0, 0);

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewCoords : packoffset(c1);
    float3 dx_DepthFront : packoffset(c2);
    float2 dx_ViewScale : packoffset(c3);
    struct SamplerMetadata
    {
        int baseLevel;
        int internalFormatBits;
        int wrapModes;
        int padding;
        int4 intBorderColor;
    };
    SamplerMetadata samplerMetadata[1] : packoffset(c4);
};

#define GL_USES_FRAG_COLOR
float4 gl_texture2D(uint samplerIndex, float2 t)
{
    return textures2D[samplerIndex].Sample(samplers2D[samplerIndex], float2(t.x, t.y));
}

#define GL_USES_FRAG_COORD
@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){
    float rhw = 1.0 / input.gl_FragCoord.w;
    gl_FragCoord.x = input.dx_Position.x;
    gl_FragCoord.y = input.dx_Position.y;
    gl_FragCoord.z = (input.gl_FragCoord.z * rhw) * dx_DepthFront.x + dx_DepthFront.y;
    gl_FragCoord.w = rhw;
    _vcolor_Stage0 = input.v0;
    _vTransformedCoords_0_Stage0 = input.v1.xy;

float4 _outputColor_Stage03029 = {0, 0, 0, 0};
(_outputColor_Stage03029 = _vcolor_Stage0);
float4 _output_Stage13030 = {0, 0, 0, 0};
(_output_Stage13030 = gl_texture2D(_uTextureSampler_0_Stage1, _vTransformedCoords_0_Stage0).xxxx);
float4 _output_Stage23031 = {0, 0, 0, 0};
float2 __5_dxy03032 = (_uinnerRect_Stage2_c1.xy - gl_FragCoord.xy);
float2 __6_dxy13033 = (gl_FragCoord.xy - _uinnerRect_Stage2_c1.zw);
float2 __7_dxy3034 = max(max(__5_dxy03032, __6_dxy13033), 0.0);
float __8_alpha3035 = clamp((_uradiusPlusHalf_Stage2_c1.x - length(__7_dxy3034)), 0.0, 1.0);
float __9_dx03036 = (_uinnerRect_Stage2_c1_c0.x - gl_FragCoord.x);
float2 __10_dxy13037 = (gl_FragCoord.xy - _uinnerRect_Stage2_c1_c0.zw);
float2 __11_dxy3038 = max(vec2_ctor(max(__9_dx03036, __10_dxy13037.x), __10_dxy13037.y), 0.0);
float __12_topAlpha3039 = clamp((gl_FragCoord.y - _uinnerRect_Stage2_c1_c0.y), 0.0, 1.0);
float __13_alpha3040 = (__12_topAlpha3039 * clamp((_uradiusPlusHalf_Stage2_c1_c0.x - length(__11_dxy3038)), 0.0, 1.0));
(_output_Stage23031 = ((_output_Stage13030 * __13_alpha3040) * __8_alpha3035));
{
(gl_Color[0] = (_outputColor_Stage03029 * _output_Stage23031));
}
return generateOutput();
}
R�	gl_Color0gl_Color[0]�struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 gl_FragCoord : TEXCOORD3;
    float4 v0 : TEXCOORD0;
    float2 v1 : TEXCOORD1;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 gl_FragCoord : TEXCOORD3;
    float4 v0 : TEXCOORD0;
    float2 v1 : TEXCOORD1;
};

void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput)
{
    output.gl_Position = input.gl_Position;
    output.v0 = input.v0; 
    output.v1 = input.v1; 
    output.gl_FragCoord = input.gl_FragCoord;
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
���<DXBC8�ݬH�m.e@,P�<4���RDEFph<���HRD11< ($\$Globals���\�P���������� ,$��������_sk_RTAdjustfloat4�_umatrix_Stage1_c0float3x3Microsoft (R) HLSL Shader Compiler 10.1ISGN\PPPTEXCOORD���OSGN������SV_PositionTEXCOORD���SHEX�PzjYF� _2_�_2g� e� e� e� e2 h6� @?�?22F�� օ 6" �A6 
62 F62 F6� @�?6� @�?6� F62F6B@�? F� F" F� F>STAT�	�DXBC\~D���be�k‱4�DxhRDEFh�<���?RD11< ($������
�samplers2D[0]textures2D[0]$Globals�����@|������������������� ���������!0���������_uinnerRect_Stage2_c1float4����_uradiusPlusHalf_Stage2_c1float2���_uinnerRect_Stage2_c1_c0_uradiusPlusHalf_Stage2_c1_c0Microsoft (R) HLSL Shader Compiler 10.1�ISGN������SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX�P�jYF� Z`XpUUd 2b�b2e� h	
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E���CU"F~`8
	b�A� 	2F� �A4bV4
bV@"��K" 	"�A
� 8
8� F>STAT�BPLG���!788efd1c721aP��position
_uposition����������������R��color_ucolor����������������R��sk_RTAdjust
_usk_RTAdjust����������������������������������������R��uinnerRect_Stage1_c0_uuinnerRect_Stage1_c0����������������������������������������P��uradiusPlusHalf_Stage1_c0_uuradiusPlusHalf_Stage1_c0�������������������������������������������������������������������������������������������������������������������������������������������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    float4 v0 : TEXCOORD0;
};
#pragma warning( disable: 3556 3571 )
float4 vec4_ctor(float x0, float x1, float x2, float x3)
{
    return float4(x0, x1, x2, x3);
}
float4 vec4_ctor(float2 x0, float x1, float x2)
{
    return float4(x0, x1, x2);
}
// Uniforms

uniform float4 _sk_RTAdjust : register(c1);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Attributes
static float2 _position = {0, 0};
static float4 _color = {0, 0, 0, 0};

static float4 gl_Position = float4(0, 0, 0, 0);

// Varyings
static  float4 _vcolor_Stage0 = {0, 0, 0, 0};

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewAdjust : packoffset(c1);
    float2 dx_ViewCoords : packoffset(c2);
    float2 dx_ViewScale  : packoffset(c3);
};

@@ VERTEX ATTRIBUTES @@

VS_OUTPUT generateOutput(VS_INPUT input)
{
    VS_OUTPUT output;
    output.gl_Position = gl_Position;
    output.dx_Position.x = gl_Position.x;
    output.dx_Position.y = - gl_Position.y;
    output.dx_Position.z = (gl_Position.z + gl_Position.w) * 0.5;
    output.dx_Position.w = gl_Position.w;
    output.gl_FragCoord = gl_Position;
    output.v0 = _vcolor_Stage0;

    return output;
}

VS_OUTPUT main(VS_INPUT input){
    initAttributes(input);

(_vcolor_Stage0 = _color);
(gl_Position = vec4_ctor(_position.x, _position.y, 0.0, 1.0));
(gl_Position = vec4_ctor(((gl_Position.xy * _sk_RTAdjust.xz) + (gl_Position.ww * _sk_RTAdjust.yw)), 0.0, gl_Position.w));
return generateOutput(input);
}
�struct PS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    float4 v0 : TEXCOORD0;
};

#pragma warning( disable: 3556 3571 )
float2 vec2_ctor(float x0, float x1)
{
    return float2(x0, x1);
}
float4 vec4_ctor(float x0)
{
    return float4(x0, x0, x0, x0);
}
// Uniforms

uniform float4 _uinnerRect_Stage1_c0 : register(c0);
uniform float2 _uradiusPlusHalf_Stage1_c0 : register(c1);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Varyings
static  float4 _vcolor_Stage0 = {0, 0, 0, 0};

static float4 gl_Color[1] =
{
    float4(0, 0, 0, 0)
};
static float4 gl_FragCoord = float4(0, 0, 0, 0);

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewCoords : packoffset(c1);
    float3 dx_DepthFront : packoffset(c2);
    float2 dx_ViewScale : packoffset(c3);
};

#define GL_USES_FRAG_COLOR
#define GL_USES_FRAG_COORD
@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){
    float rhw = 1.0 / input.gl_FragCoord.w;
    gl_FragCoord.x = input.dx_Position.x;
    gl_FragCoord.y = input.dx_Position.y;
    gl_FragCoord.z = (input.gl_FragCoord.z * rhw) * dx_DepthFront.x + dx_DepthFront.y;
    gl_FragCoord.w = rhw;
    _vcolor_Stage0 = input.v0;

float4 _outputColor_Stage03024 = {0, 0, 0, 0};
(_outputColor_Stage03024 = _vcolor_Stage0);
float4 _output_Stage13025 = {0, 0, 0, 0};
float __0_dx03026 = (_uinnerRect_Stage1_c0.x - gl_FragCoord.x);
float2 __1_dxy13027 = (gl_FragCoord.xy - _uinnerRect_Stage1_c0.zw);
float2 __2_dxy3028 = max(vec2_ctor(max(__0_dx03026, __1_dxy13027.x), __1_dxy13027.y), 0.0);
float __3_topAlpha3029 = clamp((gl_FragCoord.y - _uinnerRect_Stage1_c0.y), 0.0, 1.0);
float __4_alpha3030 = (__3_topAlpha3029 * clamp((_uradiusPlusHalf_Stage1_c0.x - length(__2_dxy3028)), 0.0, 1.0));
(_output_Stage13025 = vec4_ctor(__4_alpha3030));
{
(gl_Color[0] = (_outputColor_Stage03024 * _output_Stage13025));
}
return generateOutput();
}
R�	gl_Color0gl_Color[0]ystruct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    float4 v0 : TEXCOORD0;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    float4 v0 : TEXCOORD0;
};

void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput)
{
    output.gl_Position = input.gl_Position;
    output.v0 = input.v0; 
    output.gl_FragCoord = input.gl_FragCoord;
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
��$DXBC"���c�F�ڵ�NWc$4D��RDEFh<����RD11< ($\$Globals���\� ����������_sk_RTAdjustfloat4�Microsoft (R) HLSL Shader Compiler 10.1ISGND88TEXCOORD���OSGN�htttSV_PositionTEXCOORD���SHEXhPZjYF� _2_�g� e� e� e� h6� @?�?22F�� օ 6" �A6 
62 F62 F6� @�?6� @�?6� F>STAT�
��DXBC�mHxE�}�����`���4�H|RDEF�h<���\RD11< ($\$Globals���\� ����������8��������_uinnerRect_Stage1_c0float4����_uradiusPlusHalf_Stage1_c0float2��/Microsoft (R) HLSL Shader Compiler 10.1ISGN�htttSV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX|P_jYF� d 2b�e� h	
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8� F>STAT�	BPLG��
1788efd1c721aP��position
_uposition����������������R��color_ucolor����������������R��sk_RTAdjust
_usk_RTAdjust����������������������������������������R��urectH_Stage1_c0_uurectH_Stage1_c0����������������������������������������[��umatrix_Stage1_c0_c0_uumatrix_Stage1_c0_c0����������������������������������������R��urectUniform_Stage2_c1_uurectUniform_Stage2_c1����������������������������������������R��urectUniform_Stage2_c1_c0_uurectUniform_Stage2_c1_c0����������������������������������������^�uTextureSampler_0_Stage1_uuTextureSampler_0_Stage1������������������������������������������^��������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    float4 v0 : TEXCOORD0;
};
#pragma warning( disable: 3556 3571 )
float4 vec4_ctor(float x0, float x1, float x2, float x3)
{
    return float4(x0, x1, x2, x3);
}
float4 vec4_ctor(float2 x0, float x1, float x2)
{
    return float4(x0, x1, x2);
}
// Uniforms

uniform float4 _sk_RTAdjust : register(c1);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Attributes
static float2 _position = {0, 0};
static float4 _color = {0, 0, 0, 0};

static float4 gl_Position = float4(0, 0, 0, 0);

// Varyings
static  float4 _vcolor_Stage0 = {0, 0, 0, 0};

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewAdjust : packoffset(c1);
    float2 dx_ViewCoords : packoffset(c2);
    float2 dx_ViewScale  : packoffset(c3);
};

@@ VERTEX ATTRIBUTES @@

VS_OUTPUT generateOutput(VS_INPUT input)
{
    VS_OUTPUT output;
    output.gl_Position = gl_Position;
    output.dx_Position.x = gl_Position.x;
    output.dx_Position.y = - gl_Position.y;
    output.dx_Position.z = (gl_Position.z + gl_Position.w) * 0.5;
    output.dx_Position.w = gl_Position.w;
    output.gl_FragCoord = gl_Position;
    output.v0 = _vcolor_Stage0;

    return output;
}

VS_OUTPUT main(VS_INPUT input){
    initAttributes(input);

(_vcolor_Stage0 = _color);
(gl_Position = vec4_ctor(_position.x, _position.y, 0.0, 1.0));
(gl_Position = vec4_ctor(((gl_Position.xy * _sk_RTAdjust.xz) + (gl_Position.ww * _sk_RTAdjust.yw)), 0.0, gl_Position.w));
return generateOutput(input);
}
�struct PS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    float4 v0 : TEXCOORD0;
};

#pragma warning( disable: 3556 3571 )
float float_ctor(int x0)
{
    return float(x0);
}
float2 vec2_ctor(float x0, float x1)
{
    return float2(x0, x1);
}
float3 vec3_ctor(float2 x0, float x1)
{
    return float3(x0, x1);
}
float4 vec4_ctor(float x0)
{
    return float4(x0, x0, x0, x0);
}
float4 vec4_ctor(float2 x0, float2 x1)
{
    return float4(x0, x1);
}
// Uniforms

uniform float4 _urectH_Stage1_c0 : register(c0);
uniform float3x3 _umatrix_Stage1_c0_c0 : register(c1);
uniform float4 _urectUniform_Stage2_c1 : register(c4);
uniform float4 _urectUniform_Stage2_c1_c0 : register(c5);
static const uint _uTextureSampler_0_Stage1 = 0;
uniform Texture2D<float4> textures2D[1] : register(t0);
uniform SamplerState samplers2D[1] : register(s0);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Varyings
static  float4 _vcolor_Stage0 = {0, 0, 0, 0};

static float4 gl_Color[1] =
{
    float4(0, 0, 0, 0)
};
static float4 gl_FragCoord = float4(0, 0, 0, 0);

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewCoords : packoffset(c1);
    float3 dx_DepthFront : packoffset(c2);
    float2 dx_ViewScale : packoffset(c3);
    struct SamplerMetadata
    {
        int baseLevel;
        int internalFormatBits;
        int wrapModes;
        int padding;
        int4 intBorderColor;
    };
    SamplerMetadata samplerMetadata[1] : packoffset(c4);
};

#define GL_USES_FRAG_COLOR
float4 gl_texture2D(uint samplerIndex, float2 t)
{
    return textures2D[samplerIndex].Sample(samplers2D[samplerIndex], float2(t.x, t.y));
}

#define GL_USES_FRAG_COORD
@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){
    float rhw = 1.0 / input.gl_FragCoord.w;
    gl_FragCoord.x = input.dx_Position.x;
    gl_FragCoord.y = input.dx_Position.y;
    gl_FragCoord.z = (input.gl_FragCoord.z * rhw) * dx_DepthFront.x + dx_DepthFront.y;
    gl_FragCoord.w = rhw;
    _vcolor_Stage0 = input.v0;

float4 _outputColor_Stage03027 = {0, 0, 0, 0};
(_outputColor_Stage03027 = _vcolor_Stage0);
float4 _output_Stage13028 = {0, 0, 0, 0};
float __3_xCoverage3029 = {0};
float __4_yCoverage3030 = {0};
float2 __5_pos3031 = gl_FragCoord.xy;
{
float4 __6_rect3032 = {0, 0, 0, 0};
{
(__6_rect3032.xy = (_urectH_Stage1_c0.xy - __5_pos3031));
(__6_rect3032.zw = (__5_pos3031 - _urectH_Stage1_c0.zw));
}
(__3_xCoverage3029 = ((1.0 - gl_texture2D(_uTextureSampler_0_Stage1, mul(transpose(_umatrix_Stage1_c0_c0), vec3_ctor(vec2_ctor(__6_rect3032.x, 0.5), 1.0)).xy).x) - gl_texture2D(_uTextureSampler_0_Stage1, mul(transpose(_umatrix_Stage1_c0_c0), vec3_ctor(vec2_ctor(__6_rect3032.z, 0.5), 1.0)).xy).x));
(__4_yCoverage3030 = ((1.0 - gl_texture2D(_uTextureSampler_0_Stage1, mul(transpose(_umatrix_Stage1_c0_c0), vec3_ctor(vec2_ctor(__6_rect3032.y, 0.5), 1.0)).xy).x) - gl_texture2D(_uTextureSampler_0_Stage1, mul(transpose(_umatrix_Stage1_c0_c0), vec3_ctor(vec2_ctor(__6_rect3032.w, 0.5), 1.0)).xy).x));
}
(_output_Stage13028 = (vec4_ctor(__3_xCoverage3029) * __4_yCoverage3030));
float4 _output_Stage23033 = {0, 0, 0, 0};
float __8_coverage3034 = {0};
{
int sbdc = {0};
if (all((vec4_ctor(gl_FragCoord.xy, _urectUniform_Stage2_c1.zw) > vec4_ctor(_urectUniform_Stage2_c1.xy, gl_FragCoord.xy))))
{
(sbdc = 1);
}
else
{
(sbdc = 0);
}
(__8_coverage3034 = float_ctor(sbdc));
}
{
(__8_coverage3034 = (1.0 - __8_coverage3034));
}
float __10_coverage3035 = {0};
{
int sbdd = {0};
if (all((vec4_ctor(gl_FragCoord.xy, _urectUniform_Stage2_c1_c0.zw) > vec4_ctor(_urectUniform_Stage2_c1_c0.xy, gl_FragCoord.xy))))
{
(sbdd = 1);
}
else
{
(sbdd = 0);
}
(__10_coverage3035 = float_ctor(sbdd));
}
{
(__10_coverage3035 = (1.0 - __10_coverage3035));
}
(_output_Stage23033 = ((_output_Stage13028 * __10_coverage3035) * __8_coverage3034));
{
(gl_Color[0] = (_outputColor_Stage03027 * _output_Stage23033));
}
return generateOutput();
}
R�	gl_Color0gl_Color[0]ystruct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    float4 v0 : TEXCOORD0;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    float4 v0 : TEXCOORD0;
};

void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput)
{
    output.gl_Position = input.gl_Position;
    output.v0 = input.v0; 
    output.gl_FragCoord = input.gl_FragCoord;
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
��$DXBC"���c�F�ڵ�NWc$4D��RDEFh<����RD11< ($\$Globals���\� ����������_sk_RTAdjustfloat4�Microsoft (R) HLSL Shader Compiler 10.1ISGND88TEXCOORD���OSGN�htttSV_PositionTEXCOORD���SHEXhPZjYF� _2_�g� e� e� e� h6� @?�?22F�� օ 6" �A6 
62 F62 F6� @�?6� @�?6� F>STAT�
��DXBC]�ْY;�X��VȈ��4� T(RDEF\�<���3RD11< ($������
�samplers2D[0]textures2D[0]$Globals�����`|����������,���������@���������P���������_urectH_Stage1_c0float4����_umatrix_Stage1_c0_c0float3x3��_urectUniform_Stage2_c1_urectUniform_Stage2_c1_c0Microsoft (R) HLSL Shader Compiler 10.1�ISGN�htttSV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX�P3jYF� Z`XpUUd 2b�e� h	2F�AF� 6�@?�?F� �"F� �E���CUFF~`
�A@�?	2F� �A6�@?�?F� �"F� �E���CUFF~`

�AF� �"F� �E���CUFF~`F� �"F� �E���CU"F~`"�A@�?"
�A8
1b� 12F� bV"*7	"@@�?8
1b� 12F� bV"*7	"@@�?8
8� F>STAT�#BPLG���,788efd1c721aP��position
_uposition����������������R��color_ucolor����������������P��
localCoord_ulocalCoord����������������R��sk_RTAdjust
_usk_RTAdjust����������������������������������������[��umatrix_Stage1_c0_uumatrix_Stage1_c0�����������������������������������������u_skRTHeight_uu_skRTHeight����������������������������������������R��uinnerRect_Stage2_c1_uuinnerRect_Stage2_c1����������������������������������������P��uradiusPlusHalf_Stage2_c1_uuradiusPlusHalf_Stage2_c1����������������������������������������^�uTextureSampler_0_Stage1_uuTextureSampler_0_Stage1������������������������������������������^���������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 gl_FragCoord : TEXCOORD3;
    float4 v0 : TEXCOORD0;
    float2 v1 : TEXCOORD1;
};
#pragma warning( disable: 3556 3571 )
float3 vec3_ctor(float2 x0, float x1)
{
    return float3(x0, x1);
}
float4 vec4_ctor(float x0, float x1, float x2, float x3)
{
    return float4(x0, x1, x2, x3);
}
float4 vec4_ctor(float2 x0, float x1, float x2)
{
    return float4(x0, x1, x2);
}
// Uniforms

uniform float4 _sk_RTAdjust : register(c1);
uniform float3x3 _umatrix_Stage1_c0 : register(c2);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Attributes
static float2 _position = {0, 0};
static float4 _color = {0, 0, 0, 0};
static float2 _localCoord = {0, 0};

static float4 gl_Position = float4(0, 0, 0, 0);

// Varyings
static  float4 _vcolor_Stage0 = {0, 0, 0, 0};
static  float2 _vTransformedCoords_0_Stage0 = {0, 0};

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewAdjust : packoffset(c1);
    float2 dx_ViewCoords : packoffset(c2);
    float2 dx_ViewScale  : packoffset(c3);
};

@@ VERTEX ATTRIBUTES @@

VS_OUTPUT generateOutput(VS_INPUT input)
{
    VS_OUTPUT output;
    output.gl_Position = gl_Position;
    output.dx_Position.x = gl_Position.x;
    output.dx_Position.y = - gl_Position.y;
    output.dx_Position.z = (gl_Position.z + gl_Position.w) * 0.5;
    output.dx_Position.w = gl_Position.w;
    output.gl_FragCoord = gl_Position;
    output.v0 = _vcolor_Stage0;
    output.v1 = _vTransformedCoords_0_Stage0;

    return output;
}

VS_OUTPUT main(VS_INPUT input){
    initAttributes(input);

(_vcolor_Stage0 = _color);
(gl_Position = vec4_ctor(_position.x, _position.y, 0.0, 1.0));
{
(_vTransformedCoords_0_Stage0 = mul(transpose(_umatrix_Stage1_c0), vec3_ctor(_localCoord, 1.0)).xy);
}
(gl_Position = vec4_ctor(((gl_Position.xy * _sk_RTAdjust.xz) + (gl_Position.ww * _sk_RTAdjust.yw)), 0.0, gl_Position.w));
return generateOutput(input);
}
struct PS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 gl_FragCoord : TEXCOORD3;
    float4 v0 : TEXCOORD0;
    float2 v1 : TEXCOORD1;
};

#pragma warning( disable: 3556 3571 )
float4 vec4_ctor(float x0, float x1, float x2, float x3)
{
    return float4(x0, x1, x2, x3);
}
// Uniforms

uniform float _u_skRTHeight : register(c0);
uniform float4 _uinnerRect_Stage2_c1 : register(c1);
uniform float2 _uradiusPlusHalf_Stage2_c1 : register(c2);
static const uint _uTextureSampler_0_Stage1 = 0;
uniform Texture2D<float4> textures2D[1] : register(t0);
uniform SamplerState samplers2D[1] : register(s0);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Varyings
static  float4 _vcolor_Stage0 = {0, 0, 0, 0};
static  float2 _vTransformedCoords_0_Stage0 = {0, 0};

static float4 gl_Color[1] =
{
    float4(0, 0, 0, 0)
};
static float4 gl_FragCoord = float4(0, 0, 0, 0);

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewCoords : packoffset(c1);
    float3 dx_DepthFront : packoffset(c2);
    float2 dx_ViewScale : packoffset(c3);
    struct SamplerMetadata
    {
        int baseLevel;
        int internalFormatBits;
        int wrapModes;
        int padding;
        int4 intBorderColor;
    };
    SamplerMetadata samplerMetadata[1] : packoffset(c4);
};

#define GL_USES_FRAG_COLOR
float4 gl_texture2D(uint samplerIndex, float2 t)
{
    return textures2D[samplerIndex].Sample(samplers2D[samplerIndex], float2(t.x, t.y));
}

#define GL_USES_FRAG_COORD
@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){
    float rhw = 1.0 / input.gl_FragCoord.w;
    gl_FragCoord.x = input.dx_Position.x;
    gl_FragCoord.y = input.dx_Position.y;
    gl_FragCoord.z = (input.gl_FragCoord.z * rhw) * dx_DepthFront.x + dx_DepthFront.y;
    gl_FragCoord.w = rhw;
    _vcolor_Stage0 = input.v0;
    _vTransformedCoords_0_Stage0 = input.v1.xy;

float4 _sk_FragCoord3028 = vec4_ctor(gl_FragCoord.x, (_u_skRTHeight - gl_FragCoord.y), gl_FragCoord.z, gl_FragCoord.w);
float4 _outputColor_Stage03029 = {0, 0, 0, 0};
(_outputColor_Stage03029 = _vcolor_Stage0);
float4 _output_Stage13030 = {0, 0, 0, 0};
(_output_Stage13030 = gl_texture2D(_uTextureSampler_0_Stage1, _vTransformedCoords_0_Stage0).xxxx);
float4 _output_Stage23031 = {0, 0, 0, 0};
float2 __0_dxy03032 = (_uinnerRect_Stage2_c1.xy - _sk_FragCoord3028.xy);
float2 __1_dxy13033 = (_sk_FragCoord3028.xy - _uinnerRect_Stage2_c1.zw);
float2 __2_dxy3034 = max(max(__0_dxy03032, __1_dxy13033), 0.0);
float __3_alpha3035 = clamp((_uradiusPlusHalf_Stage2_c1.x - length(__2_dxy3034)), 0.0, 1.0);
(_output_Stage23031 = (_output_Stage13030 * __3_alpha3035));
{
(gl_Color[0] = (_outputColor_Stage03029 * _output_Stage23031));
}
return generateOutput();
}
R�	gl_Color0gl_Color[0]�struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 gl_FragCoord : TEXCOORD3;
    float4 v0 : TEXCOORD0;
    float2 v1 : TEXCOORD1;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 gl_FragCoord : TEXCOORD3;
    float4 v0 : TEXCOORD0;
    float2 v1 : TEXCOORD1;
};

void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput)
{
    output.gl_Position = input.gl_Position;
    output.v0 = input.v0; 
    output.v1 = input.v1; 
    output.gl_FragCoord = input.gl_FragCoord;
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
���<DXBC8�ݬH�m.e@,P�<4���RDEFph<���HRD11< ($\$Globals���\�P���������� ,$��������_sk_RTAdjustfloat4�_umatrix_Stage1_c0float3x3Microsoft (R) HLSL Shader Compiler 10.1ISGN\PPPTEXCOORD���OSGN������SV_PositionTEXCOORD���SHEX�PzjYF� _2_�_2g� e� e� e� e2 h6� @?�?22F�� օ 6" �A6 
62 F62 F6� @�?6� @�?6� F62F6B@�? F� F" F� F>STAT�	��DXBC�i\�-m�u��.��4|PLRDEF@�<���RD11< ($������
�samplers2D[0]textures2D[0]$Globals�����0Th������������������� ���������_u_skRTHeightfloatb_uinnerRect_Stage2_c1float4����_uradiusPlusHalf_Stage2_c1float2���Microsoft (R) HLSL Shader Compiler 10.1ISGN������SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX�P}jYF� Z`XpUUd 2b�b2e� h	"�A
� 6
	��A� 	2F� �A42F�
4
2F@FFK
 	
�A
� E���CU"F~`8
8� F>STAT�

BPLG���788efd1c721aP��
inPosition_uinPosition����������������R��inColor	_uinColor����������������R��
inQuadEdge_uinQuadEdge����������������R��sk_RTAdjust
_usk_RTAdjust����������������������������������������������������������������������������������������������������������������������������Vstruct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 v0 : TEXCOORD0;
    float4 v1 : TEXCOORD1;
};
#pragma warning( disable: 3556 3571 )
float4 vec4_ctor(float x0, float x1, float x2, float x3)
{
    return float4(x0, x1, x2, x3);
}
float4 vec4_ctor(float2 x0, float x1, float x2)
{
    return float4(x0, x1, x2);
}
// Uniforms

uniform float4 _sk_RTAdjust : register(c1);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Attributes
static float2 _inPosition = {0, 0};
static float4 _inColor = {0, 0, 0, 0};
static float4 _inQuadEdge = {0, 0, 0, 0};

static float4 gl_Position = float4(0, 0, 0, 0);

// Varyings
static  float4 _vQuadEdge_Stage0 = {0, 0, 0, 0};
static  float4 _vinColor_Stage0 = {0, 0, 0, 0};

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewAdjust : packoffset(c1);
    float2 dx_ViewCoords : packoffset(c2);
    float2 dx_ViewScale  : packoffset(c3);
};

@@ VERTEX ATTRIBUTES @@

VS_OUTPUT generateOutput(VS_INPUT input)
{
    VS_OUTPUT output;
    output.gl_Position = gl_Position;
    output.dx_Position.x = gl_Position.x;
    output.dx_Position.y = - gl_Position.y;
    output.dx_Position.z = (gl_Position.z + gl_Position.w) * 0.5;
    output.dx_Position.w = gl_Position.w;
    output.v0 = _vQuadEdge_Stage0;
    output.v1 = _vinColor_Stage0;

    return output;
}

VS_OUTPUT main(VS_INPUT input){
    initAttributes(input);

(_vQuadEdge_Stage0 = _inQuadEdge);
(_vinColor_Stage0 = _inColor);
float2 __tmp_0_inPosition3027 = _inPosition;
(gl_Position = vec4_ctor(__tmp_0_inPosition3027.x, __tmp_0_inPosition3027.y, 0.0, 1.0));
(gl_Position = vec4_ctor(((gl_Position.xy * _sk_RTAdjust.xz) + (gl_Position.ww * _sk_RTAdjust.yw)), 0.0, gl_Position.w));
return generateOutput(input);
}
�struct PS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 v0 : TEXCOORD0;
    float4 v1 : TEXCOORD1;
};

#pragma warning( disable: 3556 3571 )
float2 vec2_ctor(float x0, float x1)
{
    return float2(x0, x1);
}
float4 vec4_ctor(float x0)
{
    return float4(x0, x0, x0, x0);
}
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Varyings
static  float4 _vQuadEdge_Stage0 = {0, 0, 0, 0};
static  float4 _vinColor_Stage0 = {0, 0, 0, 0};

static float4 gl_Color[1] =
{
    float4(0, 0, 0, 0)
};

cbuffer DriverConstants : register(b1)
{
};

#define GL_USES_FRAG_COLOR
@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){
    _vQuadEdge_Stage0 = input.v0;
    _vinColor_Stage0 = input.v1;

float4 _outputColor_Stage03023 = {0, 0, 0, 0};
(_outputColor_Stage03023 = _vinColor_Stage0);
float _edgeAlpha3024 = {0};
float2 _duvdx3025 = ddx(_vQuadEdge_Stage0.xy);
float2 _duvdy3026 = (-ddy(_vQuadEdge_Stage0.xy));
if (((_vQuadEdge_Stage0.z > 0.0) && (_vQuadEdge_Stage0.w > 0.0)))
{
(_edgeAlpha3024 = min((min(_vQuadEdge_Stage0.z, _vQuadEdge_Stage0.w) + 0.5), 1.0));
}
else
{
float2 _gF3027 = vec2_ctor((((2.0 * _vQuadEdge_Stage0.x) * _duvdx3025.x) - _duvdx3025.y), (((2.0 * _vQuadEdge_Stage0.x) * _duvdy3026.x) - _duvdy3026.y));
(_edgeAlpha3024 = ((_vQuadEdge_Stage0.x * _vQuadEdge_Stage0.x) - _vQuadEdge_Stage0.y));
(_edgeAlpha3024 = clamp((0.5 - (_edgeAlpha3024 / length(_gF3027))), 0.0, 1.0));
}
float4 _outputCoverage_Stage03028 = vec4_ctor(_edgeAlpha3024);
{
(gl_Color[0] = (_outputColor_Stage03023 * _outputCoverage_Stage03028));
}
return generateOutput();
}
R�	gl_Color0gl_Color[0]Rstruct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 v0 : TEXCOORD0;
    float4 v1 : TEXCOORD1;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 v0 : TEXCOORD0;
    float4 v1 : TEXCOORD1;
};

void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput)
{
    output.gl_Position = input.gl_Position;
    output.v0 = input.v0; 
    output.v1 = input.v1; 
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
���(DXBC6�ٔ�m����]�(4D�0�RDEFh<����RD11< ($\$Globals���\� ����������_sk_RTAdjustfloat4�Microsoft (R) HLSL Shader Compiler 10.1ISGN\PPPTEXCOORD���OSGN�htttSV_PositionTEXCOORD���SHEXTPUjYF� _2_�_�g� e� e� e� h6� @?�?22F�� օ 6" �A6 
62 F6� @�?6� F6� F>STAT�	�<DXBC$̣��I�\��g�ed3<4�(\�RDEFd<���<RD11< ($Microsoft (R) HLSL Shader Compiler 10.1ISGN�htttSV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX<P�jb�b�e� hz2FB

2
*
�A|2F2
"*
�AFFK
2
"

�A
 
�A@?3":*"@?3"@�?1
�@�B:*7	*
8� F>STAT�BPLG���788efd1c721aP��
inPosition_uinPosition�����������������
inCoverage_uinCoverage����������������R��sk_RTAdjust
_usk_RTAdjust����������������������������������������R��
uColor_Stage0_uuColor_Stage0�����������������������������������������������������������������������������������������������������������������������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float v0 : TEXCOORD0;
};
#pragma warning( disable: 3556 3571 )
float4 vec4_ctor(float x0, float x1, float x2, float x3)
{
    return float4(x0, x1, x2, x3);
}
float4 vec4_ctor(float2 x0, float x1, float x2)
{
    return float4(x0, x1, x2);
}
// Uniforms

uniform float4 _sk_RTAdjust : register(c1);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Attributes
static float2 _inPosition = {0, 0};
static float _inCoverage = {0};

static float4 gl_Position = float4(0, 0, 0, 0);

// Varyings
static  float _vinCoverage_Stage0 = {0};

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewAdjust : packoffset(c1);
    float2 dx_ViewCoords : packoffset(c2);
    float2 dx_ViewScale  : packoffset(c3);
};

@@ VERTEX ATTRIBUTES @@

VS_OUTPUT generateOutput(VS_INPUT input)
{
    VS_OUTPUT output;
    output.gl_Position = gl_Position;
    output.dx_Position.x = gl_Position.x;
    output.dx_Position.y = - gl_Position.y;
    output.dx_Position.z = (gl_Position.z + gl_Position.w) * 0.5;
    output.dx_Position.w = gl_Position.w;
    output.v0 = _vinCoverage_Stage0;

    return output;
}

VS_OUTPUT main(VS_INPUT input){
    initAttributes(input);

float2 __tmp_0_inPosition3025 = _inPosition;
(_vinCoverage_Stage0 = _inCoverage);
(gl_Position = vec4_ctor(__tmp_0_inPosition3025.x, __tmp_0_inPosition3025.y, 0.0, 1.0));
(gl_Position = vec4_ctor(((gl_Position.xy * _sk_RTAdjust.xz) + (gl_Position.ww * _sk_RTAdjust.yw)), 0.0, gl_Position.w));
return generateOutput(input);
}
struct PS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float v0 : TEXCOORD0;
};

#pragma warning( disable: 3556 3571 )
float4 vec4_ctor(float x0)
{
    return float4(x0, x0, x0, x0);
}
// Uniforms

uniform float4 _uColor_Stage0 : register(c0);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Varyings
static  float _vinCoverage_Stage0 = {0};

static float4 gl_Color[1] =
{
    float4(0, 0, 0, 0)
};

cbuffer DriverConstants : register(b1)
{
};

#define GL_USES_FRAG_COLOR
@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){
    _vinCoverage_Stage0 = input.v0.x;

float4 _outputColor_Stage03023 = {0, 0, 0, 0};
(_outputColor_Stage03023 = _uColor_Stage0);
float _alpha3024 = {1.0};
(_alpha3024 = _vinCoverage_Stage0);
float4 _outputCoverage_Stage03025 = vec4_ctor(_alpha3024);
{
(gl_Color[0] = (_outputColor_Stage03023 * _outputCoverage_Stage03025));
}
return generateOutput();
}
R�	gl_Color0gl_Color[0]�struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float v0 : TEXCOORD0;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float v0 : TEXCOORD0;
};

void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput)
{
    output.gl_Position = input.gl_Position;
    output.v0 = input.v0; 
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
���DXBC��G�=WW�q�L�ҩ��4D�0RDEFh<����RD11< ($\$Globals���\� ����������_sk_RTAdjustfloat4�Microsoft (R) HLSL Shader Compiler 10.1ISGND88TEXCOORD���OSGNhP\\SV_PositionTEXCOORD���SHEX(PJjYF� _2_g� e� e h6� @?�?22F�� օ 6" �A6 
62 F6� @�?6 
>STAT���DXBC�9E>�U��1�S���4H��LRDEFh<����RD11< ($\$Globals���\�����������_uColor_Stage0float4���Microsoft (R) HLSL Shader Compiler 10.1ISGNhP\\SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEXXPjYF� be� 8� F� >STAT�BPLG��B0788efd1c721aP��position
_uposition����������������R��color_ucolor����������������P��
localCoord_ulocalCoord����������������R��sk_RTAdjust
_usk_RTAdjust����������������������������������������[��umatrix_Stage1_c0_c0_c0_c0_uumatrix_Stage1_c0_c0_c0_c0�����������������������������������������urange_Stage1_c0_uurange_Stage1_c0����������������������������������������R�� uleftBorderColor_Stage1_c0_c0_c0"_uuleftBorderColor_Stage1_c0_c0_c0����������������������������������������R��!urightBorderColor_Stage1_c0_c0_c0#_uurightBorderColor_Stage1_c0_c0_c0����������������������������������������^�uTextureSampler_0_Stage1_uuTextureSampler_0_Stage1������������������������������������������^���������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������*struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 gl_FragCoord : TEXCOORD3;
    float4 v0 : TEXCOORD0;
    float2 v1 : TEXCOORD1;
};
#pragma warning( disable: 3556 3571 )
float3 vec3_ctor(float2 x0, float x1)
{
    return float3(x0, x1);
}
float4 vec4_ctor(float x0, float x1, float x2, float x3)
{
    return float4(x0, x1, x2, x3);
}
float4 vec4_ctor(float2 x0, float x1, float x2)
{
    return float4(x0, x1, x2);
}
// Uniforms

uniform float4 _sk_RTAdjust : register(c1);
uniform float3x3 _umatrix_Stage1_c0_c0_c0_c0 : register(c2);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Attributes
static float2 _position = {0, 0};
static float4 _color = {0, 0, 0, 0};
static float2 _localCoord = {0, 0};

static float4 gl_Position = float4(0, 0, 0, 0);

// Varyings
static  float4 _vcolor_Stage0 = {0, 0, 0, 0};
static  float2 _vTransformedCoords_0_Stage0 = {0, 0};

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewAdjust : packoffset(c1);
    float2 dx_ViewCoords : packoffset(c2);
    float2 dx_ViewScale  : packoffset(c3);
};

@@ VERTEX ATTRIBUTES @@

VS_OUTPUT generateOutput(VS_INPUT input)
{
    VS_OUTPUT output;
    output.gl_Position = gl_Position;
    output.dx_Position.x = gl_Position.x;
    output.dx_Position.y = - gl_Position.y;
    output.dx_Position.z = (gl_Position.z + gl_Position.w) * 0.5;
    output.dx_Position.w = gl_Position.w;
    output.gl_FragCoord = gl_Position;
    output.v0 = _vcolor_Stage0;
    output.v1 = _vTransformedCoords_0_Stage0;

    return output;
}

VS_OUTPUT main(VS_INPUT input){
    initAttributes(input);

(_vcolor_Stage0 = _color);
(gl_Position = vec4_ctor(_position.x, _position.y, 0.0, 1.0));
{
(_vTransformedCoords_0_Stage0 = mul(transpose(_umatrix_Stage1_c0_c0_c0_c0), vec3_ctor(_localCoord, 1.0)).xy);
}
(gl_Position = vec4_ctor(((gl_Position.xy * _sk_RTAdjust.xz) + (gl_Position.ww * _sk_RTAdjust.yw)), 0.0, gl_Position.w));
return generateOutput(input);
}
�struct PS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 gl_FragCoord : TEXCOORD3;
    float4 v0 : TEXCOORD0;
    float2 v1 : TEXCOORD1;
};

#pragma warning( disable: 3556 3571 )
float2 vec2_ctor(float x0, float x1)
{
    return float2(x0, x1);
}
float4 vec4_ctor(float x0, float x1, float x2, float x3)
{
    return float4(x0, x1, x2, x3);
}
float4 vec4_ctor(float3 x0, float x1)
{
    return float4(x0, x1);
}
// Uniforms

uniform float _urange_Stage1_c0 : register(c0);
uniform float4 _uleftBorderColor_Stage1_c0_c0_c0 : register(c1);
uniform float4 _urightBorderColor_Stage1_c0_c0_c0 : register(c2);
static const uint _uTextureSampler_0_Stage1 = 0;
uniform Texture2D<float4> textures2D[1] : register(t0);
uniform SamplerState samplers2D[1] : register(s0);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Varyings
static  float4 _vcolor_Stage0 = {0, 0, 0, 0};
static  float2 _vTransformedCoords_0_Stage0 = {0, 0};

static float4 gl_Color[1] =
{
    float4(0, 0, 0, 0)
};
static float4 gl_FragCoord = float4(0, 0, 0, 0);

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewCoords : packoffset(c1);
    float3 dx_DepthFront : packoffset(c2);
    float2 dx_ViewScale : packoffset(c3);
    struct SamplerMetadata
    {
        int baseLevel;
        int internalFormatBits;
        int wrapModes;
        int padding;
        int4 intBorderColor;
    };
    SamplerMetadata samplerMetadata[1] : packoffset(c4);
};

#define GL_USES_FRAG_COLOR
float4 gl_texture2D(uint samplerIndex, float2 t)
{
    return textures2D[samplerIndex].Sample(samplers2D[samplerIndex], float2(t.x, t.y));
}

#define GL_USES_FRAG_COORD
float4 mod_emu(float4 x, float4 y)
{
    return x - y * floor(x / y);
}


@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){
    float rhw = 1.0 / input.gl_FragCoord.w;
    gl_FragCoord.x = input.dx_Position.x;
    gl_FragCoord.y = input.dx_Position.y;
    gl_FragCoord.z = (input.gl_FragCoord.z * rhw) * dx_DepthFront.x + dx_DepthFront.y;
    gl_FragCoord.w = rhw;
    _vcolor_Stage0 = input.v0;
    _vTransformedCoords_0_Stage0 = input.v1.xy;

float4 _outputColor_Stage03028 = {0, 0, 0, 0};
(_outputColor_Stage03028 = _vcolor_Stage0);
float4 _output_Stage13029 = {0, 0, 0, 0};
float4 __4_t3030 = vec4_ctor((_vTransformedCoords_0_Stage0.x + 9.9999997e-06), 1.0, 0.0, 0.0);
float4 __5_outColor3031 = {0, 0, 0, 0};
if ((__4_t3030.x < 0.0))
{
(__5_outColor3031 = _uleftBorderColor_Stage1_c0_c0_c0);
}
else
{
if ((__4_t3030.x > 1.0))
{
(__5_outColor3031 = _urightBorderColor_Stage1_c0_c0_c0);
}
else
{
(__5_outColor3031 = gl_texture2D(_uTextureSampler_0_Stage1, vec2_ctor(__4_t3030.x, 0.0)));
}
}
float4 __6_color3032 = __5_outColor3031;
float __7_value3033 = {0};
{
float4 __8_bits3034 = mod_emu(gl_FragCoord.yxyx, float4(2.0, 2.0, 4.0, 4.0));
(__8_bits3034.zw = step(2.0, __8_bits3034.zw));
(__8_bits3034.xz = abs((__8_bits3034.xz - __8_bits3034.yw)));
(__7_value3033 = (dot(__8_bits3034, float4(0.5, 0.25, 0.125, 0.0625)) - 0.46875));
}
(_output_Stage13029 = vec4_ctor(clamp((__6_color3032.xyz + (__7_value3033 * _urange_Stage1_c0)), 0.0, __6_color3032.w), __6_color3032.w));
{
(gl_Color[0] = _output_Stage13029);
}
return generateOutput();
}
R�	gl_Color0gl_Color[0]�struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 gl_FragCoord : TEXCOORD3;
    float4 v0 : TEXCOORD0;
    float2 v1 : TEXCOORD1;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 gl_FragCoord : TEXCOORD3;
    float4 v0 : TEXCOORD0;
    float2 v1 : TEXCOORD1;
};

void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput)
{
    output.gl_Position = input.gl_Position;
    output.v0 = input.v0; 
    output.v1 = input.v1; 
    output.gl_FragCoord = input.gl_FragCoord;
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
���HDXBClN�%N�AMZ���p�H4���RDEF|h<���TRD11< ($\$Globals���\�P���������� ,0��������_sk_RTAdjustfloat4�_umatrix_Stage1_c0_c0_c0_c0float3x3���$Microsoft (R) HLSL Shader Compiler 10.1ISGN\PPPTEXCOORD���OSGN������SV_PositionTEXCOORD���SHEX�PzjYF� _2_�_2g� e� e� e� e2 h6� @?�?22F�� օ 6" �A6 
62 F62 F6� @�?6� @�?6� F62F6B@�? F� F" F� F>STAT�	�DXBCki�}КYU��B����4h<tRDEF,�<���RD11< ($������
�samplers2D[0]textures2D[0]$Globals�����0Tl������������������� ���������_urange_Stage1_c0floatf_uleftBorderColor_Stage1_c0_c0_c0float4����_urightBorderColor_Stage1_c0_c0_c0Microsoft (R) HLSL Shader Compiler 10.1�ISGN������SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX0P�jYF� Z`XpUUd 2be� h
@��'71"
@6�F� 1@�?

6�F� 
@��'76"@E���CU�FF~`8
�@??�>�>A�F2
�f�A@�@@@�@
2�@@@
�@�?�?2��A&
6R��
F@?�>>�=
@�2
r� F4
rF@3r�F6� F>STAT�BPLG���/788efd1c721aP��position
_uposition����������������R��color_ucolor����������������P��
localCoord_ulocalCoord����������������R��sk_RTAdjust
_usk_RTAdjust����������������������������������������[��umatrix_Stage1_c0_c0_c0_c0_uumatrix_Stage1_c0_c0_c0_c0�����������������������������������������urange_Stage1_c0_uurange_Stage1_c0����������������������������������������R�� uleftBorderColor_Stage1_c0_c0_c0"_uuleftBorderColor_Stage1_c0_c0_c0����������������������������������������R��!urightBorderColor_Stage1_c0_c0_c0#_uurightBorderColor_Stage1_c0_c0_c0����������������������������������������^�uTextureSampler_0_Stage1_uuTextureSampler_0_Stage1������������������������������������������^���������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������*struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 gl_FragCoord : TEXCOORD3;
    float4 v0 : TEXCOORD0;
    float2 v1 : TEXCOORD1;
};
#pragma warning( disable: 3556 3571 )
float3 vec3_ctor(float2 x0, float x1)
{
    return float3(x0, x1);
}
float4 vec4_ctor(float x0, float x1, float x2, float x3)
{
    return float4(x0, x1, x2, x3);
}
float4 vec4_ctor(float2 x0, float x1, float x2)
{
    return float4(x0, x1, x2);
}
// Uniforms

uniform float4 _sk_RTAdjust : register(c1);
uniform float3x3 _umatrix_Stage1_c0_c0_c0_c0 : register(c2);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Attributes
static float2 _position = {0, 0};
static float4 _color = {0, 0, 0, 0};
static float2 _localCoord = {0, 0};

static float4 gl_Position = float4(0, 0, 0, 0);

// Varyings
static  float4 _vcolor_Stage0 = {0, 0, 0, 0};
static  float2 _vTransformedCoords_0_Stage0 = {0, 0};

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewAdjust : packoffset(c1);
    float2 dx_ViewCoords : packoffset(c2);
    float2 dx_ViewScale  : packoffset(c3);
};

@@ VERTEX ATTRIBUTES @@

VS_OUTPUT generateOutput(VS_INPUT input)
{
    VS_OUTPUT output;
    output.gl_Position = gl_Position;
    output.dx_Position.x = gl_Position.x;
    output.dx_Position.y = - gl_Position.y;
    output.dx_Position.z = (gl_Position.z + gl_Position.w) * 0.5;
    output.dx_Position.w = gl_Position.w;
    output.gl_FragCoord = gl_Position;
    output.v0 = _vcolor_Stage0;
    output.v1 = _vTransformedCoords_0_Stage0;

    return output;
}

VS_OUTPUT main(VS_INPUT input){
    initAttributes(input);

(_vcolor_Stage0 = _color);
(gl_Position = vec4_ctor(_position.x, _position.y, 0.0, 1.0));
{
(_vTransformedCoords_0_Stage0 = mul(transpose(_umatrix_Stage1_c0_c0_c0_c0), vec3_ctor(_localCoord, 1.0)).xy);
}
(gl_Position = vec4_ctor(((gl_Position.xy * _sk_RTAdjust.xz) + (gl_Position.ww * _sk_RTAdjust.yw)), 0.0, gl_Position.w));
return generateOutput(input);
}
�struct PS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 gl_FragCoord : TEXCOORD3;
    float4 v0 : TEXCOORD0;
    float2 v1 : TEXCOORD1;
};

#pragma warning( disable: 3556 3571 )
float2 vec2_ctor(float x0, float x1)
{
    return float2(x0, x1);
}
float4 vec4_ctor(float x0, float x1, float x2, float x3)
{
    return float4(x0, x1, x2, x3);
}
float4 vec4_ctor(float3 x0, float x1)
{
    return float4(x0, x1);
}
// Uniforms

uniform float _urange_Stage1_c0 : register(c0);
uniform float4 _uleftBorderColor_Stage1_c0_c0_c0 : register(c1);
uniform float4 _urightBorderColor_Stage1_c0_c0_c0 : register(c2);
static const uint _uTextureSampler_0_Stage1 = 0;
uniform Texture2D<float4> textures2D[1] : register(t0);
uniform SamplerState samplers2D[1] : register(s0);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Varyings
static  float4 _vcolor_Stage0 = {0, 0, 0, 0};
static  float2 _vTransformedCoords_0_Stage0 = {0, 0};

static float4 gl_Color[1] =
{
    float4(0, 0, 0, 0)
};
static float4 gl_FragCoord = float4(0, 0, 0, 0);

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewCoords : packoffset(c1);
    float3 dx_DepthFront : packoffset(c2);
    float2 dx_ViewScale : packoffset(c3);
    struct SamplerMetadata
    {
        int baseLevel;
        int internalFormatBits;
        int wrapModes;
        int padding;
        int4 intBorderColor;
    };
    SamplerMetadata samplerMetadata[1] : packoffset(c4);
};

#define GL_USES_FRAG_COLOR
float4 gl_texture2D(uint samplerIndex, float2 t)
{
    return textures2D[samplerIndex].Sample(samplers2D[samplerIndex], float2(t.x, t.y));
}

#define GL_USES_FRAG_COORD
float4 mod_emu(float4 x, float4 y)
{
    return x - y * floor(x / y);
}


@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){
    float rhw = 1.0 / input.gl_FragCoord.w;
    gl_FragCoord.x = input.dx_Position.x;
    gl_FragCoord.y = input.dx_Position.y;
    gl_FragCoord.z = (input.gl_FragCoord.z * rhw) * dx_DepthFront.x + dx_DepthFront.y;
    gl_FragCoord.w = rhw;
    _vcolor_Stage0 = input.v0;
    _vTransformedCoords_0_Stage0 = input.v1.xy;

float4 _outputColor_Stage03028 = {0, 0, 0, 0};
(_outputColor_Stage03028 = _vcolor_Stage0);
float4 _output_Stage13029 = {0, 0, 0, 0};
float4 __4_t3030 = vec4_ctor(length(_vTransformedCoords_0_Stage0), 1.0, 0.0, 0.0);
float4 __5_outColor3031 = {0, 0, 0, 0};
if ((__4_t3030.x < 0.0))
{
(__5_outColor3031 = _uleftBorderColor_Stage1_c0_c0_c0);
}
else
{
if ((__4_t3030.x > 1.0))
{
(__5_outColor3031 = _urightBorderColor_Stage1_c0_c0_c0);
}
else
{
(__5_outColor3031 = gl_texture2D(_uTextureSampler_0_Stage1, vec2_ctor(__4_t3030.x, 0.0)));
}
}
float4 __6_color3032 = __5_outColor3031;
float __7_value3033 = {0};
{
float4 __8_bits3034 = mod_emu(gl_FragCoord.yxyx, float4(2.0, 2.0, 4.0, 4.0));
(__8_bits3034.zw = step(2.0, __8_bits3034.zw));
(__8_bits3034.xz = abs((__8_bits3034.xz - __8_bits3034.yw)));
(__7_value3033 = (dot(__8_bits3034, float4(0.5, 0.25, 0.125, 0.0625)) - 0.46875));
}
(_output_Stage13029 = vec4_ctor(clamp((__6_color3032.xyz + (__7_value3033 * _urange_Stage1_c0)), 0.0, __6_color3032.w), __6_color3032.w));
{
(gl_Color[0] = _output_Stage13029);
}
return generateOutput();
}
R�	gl_Color0gl_Color[0]�struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 gl_FragCoord : TEXCOORD3;
    float4 v0 : TEXCOORD0;
    float2 v1 : TEXCOORD1;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 gl_FragCoord : TEXCOORD3;
    float4 v0 : TEXCOORD0;
    float2 v1 : TEXCOORD1;
};

void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput)
{
    output.gl_Position = input.gl_Position;
    output.v0 = input.v0; 
    output.v1 = input.v1; 
    output.gl_FragCoord = input.gl_FragCoord;
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
���HDXBClN�%N�AMZ���p�H4���RDEF|h<���TRD11< ($\$Globals���\�P���������� ,0��������_sk_RTAdjustfloat4�_umatrix_Stage1_c0_c0_c0_c0float3x3���$Microsoft (R) HLSL Shader Compiler 10.1ISGN\PPPTEXCOORD���OSGN������SV_PositionTEXCOORD���SHEX�PzjYF� _2_�_2g� e� e� e� e2 h6� @?�?22F�� օ 6" �A6 
62 F62 F6� @�?6� @�?6� F62F6B@�? F� F" F� F>STAT�	��DXBC�^ũ$]����d��4h<$RDEF,�<���RD11< ($������
�samplers2D[0]textures2D[0]$Globals�����0Tl������������������� ���������_urange_Stage1_c0floatf_uleftBorderColor_Stage1_c0_c0_c0float4����_urightBorderColor_Stage1_c0_c0_c0Microsoft (R) HLSL Shader Compiler 10.1�ISGN������SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX�P�jYF� Z`XpUUd 2b2e� hFFK
1B@�?
*6�F� 6"@E���CU�FF~`8
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6R��
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@�2
r� F4
rF@3r�F6� F>STAT�
BPLG���0788efd1c721aP��position
_uposition����������������R��color_ucolor����������������P��
localCoord_ulocalCoord����������������R��sk_RTAdjust
_usk_RTAdjust����������������������������������������[��umatrix_Stage1_c0_c0_c0_c0_uumatrix_Stage1_c0_c0_c0_c0�����������������������������������������urange_Stage1_c0_uurange_Stage1_c0����������������������������������������R�� uleftBorderColor_Stage1_c0_c0_c0"_uuleftBorderColor_Stage1_c0_c0_c0����������������������������������������R��!urightBorderColor_Stage1_c0_c0_c0#_uurightBorderColor_Stage1_c0_c0_c0����������������������������������������^�uTextureSampler_0_Stage1_uuTextureSampler_0_Stage1������������������������������������������^���������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������*struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 gl_FragCoord : TEXCOORD3;
    float4 v0 : TEXCOORD0;
    float2 v1 : TEXCOORD1;
};
#pragma warning( disable: 3556 3571 )
float3 vec3_ctor(float2 x0, float x1)
{
    return float3(x0, x1);
}
float4 vec4_ctor(float x0, float x1, float x2, float x3)
{
    return float4(x0, x1, x2, x3);
}
float4 vec4_ctor(float2 x0, float x1, float x2)
{
    return float4(x0, x1, x2);
}
// Uniforms

uniform float4 _sk_RTAdjust : register(c1);
uniform float3x3 _umatrix_Stage1_c0_c0_c0_c0 : register(c2);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Attributes
static float2 _position = {0, 0};
static float4 _color = {0, 0, 0, 0};
static float2 _localCoord = {0, 0};

static float4 gl_Position = float4(0, 0, 0, 0);

// Varyings
static  float4 _vcolor_Stage0 = {0, 0, 0, 0};
static  float2 _vTransformedCoords_0_Stage0 = {0, 0};

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewAdjust : packoffset(c1);
    float2 dx_ViewCoords : packoffset(c2);
    float2 dx_ViewScale  : packoffset(c3);
};

@@ VERTEX ATTRIBUTES @@

VS_OUTPUT generateOutput(VS_INPUT input)
{
    VS_OUTPUT output;
    output.gl_Position = gl_Position;
    output.dx_Position.x = gl_Position.x;
    output.dx_Position.y = - gl_Position.y;
    output.dx_Position.z = (gl_Position.z + gl_Position.w) * 0.5;
    output.dx_Position.w = gl_Position.w;
    output.gl_FragCoord = gl_Position;
    output.v0 = _vcolor_Stage0;
    output.v1 = _vTransformedCoords_0_Stage0;

    return output;
}

VS_OUTPUT main(VS_INPUT input){
    initAttributes(input);

(_vcolor_Stage0 = _color);
(gl_Position = vec4_ctor(_position.x, _position.y, 0.0, 1.0));
{
(_vTransformedCoords_0_Stage0 = mul(transpose(_umatrix_Stage1_c0_c0_c0_c0), vec3_ctor(_localCoord, 1.0)).xy);
}
(gl_Position = vec4_ctor(((gl_Position.xy * _sk_RTAdjust.xz) + (gl_Position.ww * _sk_RTAdjust.yw)), 0.0, gl_Position.w));
return generateOutput(input);
}

struct PS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 gl_FragCoord : TEXCOORD3;
    float4 v0 : TEXCOORD0;
    float2 v1 : TEXCOORD1;
};

#pragma warning( disable: 3556 3571 )
float2 vec2_ctor(float x0, float x1)
{
    return float2(x0, x1);
}
float4 vec4_ctor(float x0, float x1, float x2, float x3)
{
    return float4(x0, x1, x2, x3);
}
float4 vec4_ctor(float3 x0, float x1)
{
    return float4(x0, x1);
}
// Uniforms

uniform float _urange_Stage1_c0 : register(c0);
uniform float4 _uleftBorderColor_Stage1_c0_c0_c0 : register(c1);
uniform float4 _urightBorderColor_Stage1_c0_c0_c0 : register(c2);
static const uint _uTextureSampler_0_Stage1 = 0;
uniform Texture2D<float4> textures2D[1] : register(t0);
uniform SamplerState samplers2D[1] : register(s0);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Varyings
static  float4 _vcolor_Stage0 = {0, 0, 0, 0};
static  float2 _vTransformedCoords_0_Stage0 = {0, 0};

static float4 gl_Color[1] =
{
    float4(0, 0, 0, 0)
};
static float4 gl_FragCoord = float4(0, 0, 0, 0);

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewCoords : packoffset(c1);
    float3 dx_DepthFront : packoffset(c2);
    float2 dx_ViewScale : packoffset(c3);
    struct SamplerMetadata
    {
        int baseLevel;
        int internalFormatBits;
        int wrapModes;
        int padding;
        int4 intBorderColor;
    };
    SamplerMetadata samplerMetadata[1] : packoffset(c4);
};

#define GL_USES_FRAG_COLOR
float4 gl_texture2D(uint samplerIndex, float2 t)
{
    return textures2D[samplerIndex].Sample(samplers2D[samplerIndex], float2(t.x, t.y));
}

#define GL_USES_FRAG_COORD
float4 mod_emu(float4 x, float4 y)
{
    return x - y * floor(x / y);
}


@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){
    float rhw = 1.0 / input.gl_FragCoord.w;
    gl_FragCoord.x = input.dx_Position.x;
    gl_FragCoord.y = input.dx_Position.y;
    gl_FragCoord.z = (input.gl_FragCoord.z * rhw) * dx_DepthFront.x + dx_DepthFront.y;
    gl_FragCoord.w = rhw;
    _vcolor_Stage0 = input.v0;
    _vTransformedCoords_0_Stage0 = input.v1.xy;

float4 _outputColor_Stage03028 = {0, 0, 0, 0};
(_outputColor_Stage03028 = _vcolor_Stage0);
float4 _output_Stage13029 = {0, 0, 0, 0};
float4 __4_t3030 = vec4_ctor((_vTransformedCoords_0_Stage0.x + 9.9999997e-06), 1.0, 0.0, 0.0);
float4 __5_outColor3031 = {0, 0, 0, 0};
if ((__4_t3030.x < 0.0))
{
(__5_outColor3031 = _uleftBorderColor_Stage1_c0_c0_c0);
}
else
{
if ((__4_t3030.x > 1.0))
{
(__5_outColor3031 = _urightBorderColor_Stage1_c0_c0_c0);
}
else
{
(__5_outColor3031 = gl_texture2D(_uTextureSampler_0_Stage1, vec2_ctor(__4_t3030.x, 0.0)));
}
}
float4 __6_color3032 = (__5_outColor3031 * _outputColor_Stage03028.w);
float __7_value3033 = {0};
{
float4 __8_bits3034 = mod_emu(gl_FragCoord.yxyx, float4(2.0, 2.0, 4.0, 4.0));
(__8_bits3034.zw = step(2.0, __8_bits3034.zw));
(__8_bits3034.xz = abs((__8_bits3034.xz - __8_bits3034.yw)));
(__7_value3033 = (dot(__8_bits3034, float4(0.5, 0.25, 0.125, 0.0625)) - 0.46875));
}
(_output_Stage13029 = vec4_ctor(clamp((__6_color3032.xyz + (__7_value3033 * _urange_Stage1_c0)), 0.0, __6_color3032.w), __6_color3032.w));
{
(gl_Color[0] = _output_Stage13029);
}
return generateOutput();
}
R�	gl_Color0gl_Color[0]�struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 gl_FragCoord : TEXCOORD3;
    float4 v0 : TEXCOORD0;
    float2 v1 : TEXCOORD1;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 gl_FragCoord : TEXCOORD3;
    float4 v0 : TEXCOORD0;
    float2 v1 : TEXCOORD1;
};

void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput)
{
    output.gl_Position = input.gl_Position;
    output.v0 = input.v0; 
    output.v1 = input.v1; 
    output.gl_FragCoord = input.gl_FragCoord;
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
���HDXBClN�%N�AMZ���p�H4���RDEF|h<���TRD11< ($\$Globals���\�P���������� ,0��������_sk_RTAdjustfloat4�_umatrix_Stage1_c0_c0_c0_c0float3x3���$Microsoft (R) HLSL Shader Compiler 10.1ISGN\PPPTEXCOORD���OSGN������SV_PositionTEXCOORD���SHEX�PzjYF� _2_�_2g� e� e� e� e2 h6� @?�?22F�� օ 6" �A6 
62 F62 F6� @�?6� @�?6� F62F6B@�? F� F" F� F>STAT�	�8DXBCf7Ic��
4��S084h<�RDEF,�<���RD11< ($������
�samplers2D[0]textures2D[0]$Globals�����0Tl������������������� ���������_urange_Stage1_c0floatf_uleftBorderColor_Stage1_c0_c0_c0float4����_urightBorderColor_Stage1_c0_c0_c0Microsoft (R) HLSL Shader Compiler 10.1�ISGN������SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEXXP�jYF� Z`XpUUd 2b�be� h
@��'71"
@6�F� 1@�?

6�F� 
@��'76"@E���CU�FF~`8�F�8
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6R��
F@?�>>�=
@�2
r� F4
rF@3r �F6� :>STAT�BPLG��Q1788efd1c721aP��position
_uposition����������������R��color_ucolor����������������P��
localCoord_ulocalCoord����������������R��sk_RTAdjust
_usk_RTAdjust����������������������������������������[��umatrix_Stage1_c0_c0_c0_c0_uumatrix_Stage1_c0_c0_c0_c0�����������������������������������������u_skRTHeight_uu_skRTHeight�����������������������������������������urange_Stage1_c0_uurange_Stage1_c0����������������������������������������R�� uleftBorderColor_Stage1_c0_c0_c0"_uuleftBorderColor_Stage1_c0_c0_c0����������������������������������������R��!urightBorderColor_Stage1_c0_c0_c0#_uurightBorderColor_Stage1_c0_c0_c0����������������������������������������R��ustart_Stage1_c0_c0_c0_c1_uustart_Stage1_c0_c0_c0_c1����������������������������������������R��uend_Stage1_c0_c0_c0_c1_uuend_Stage1_c0_c0_c0_c1������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������*struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 gl_FragCoord : TEXCOORD3;
    float4 v0 : TEXCOORD0;
    float2 v1 : TEXCOORD1;
};
#pragma warning( disable: 3556 3571 )
float3 vec3_ctor(float2 x0, float x1)
{
    return float3(x0, x1);
}
float4 vec4_ctor(float x0, float x1, float x2, float x3)
{
    return float4(x0, x1, x2, x3);
}
float4 vec4_ctor(float2 x0, float x1, float x2)
{
    return float4(x0, x1, x2);
}
// Uniforms

uniform float4 _sk_RTAdjust : register(c1);
uniform float3x3 _umatrix_Stage1_c0_c0_c0_c0 : register(c2);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Attributes
static float2 _position = {0, 0};
static float4 _color = {0, 0, 0, 0};
static float2 _localCoord = {0, 0};

static float4 gl_Position = float4(0, 0, 0, 0);

// Varyings
static  float4 _vcolor_Stage0 = {0, 0, 0, 0};
static  float2 _vTransformedCoords_0_Stage0 = {0, 0};

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewAdjust : packoffset(c1);
    float2 dx_ViewCoords : packoffset(c2);
    float2 dx_ViewScale  : packoffset(c3);
};

@@ VERTEX ATTRIBUTES @@

VS_OUTPUT generateOutput(VS_INPUT input)
{
    VS_OUTPUT output;
    output.gl_Position = gl_Position;
    output.dx_Position.x = gl_Position.x;
    output.dx_Position.y = - gl_Position.y;
    output.dx_Position.z = (gl_Position.z + gl_Position.w) * 0.5;
    output.dx_Position.w = gl_Position.w;
    output.gl_FragCoord = gl_Position;
    output.v0 = _vcolor_Stage0;
    output.v1 = _vTransformedCoords_0_Stage0;

    return output;
}

VS_OUTPUT main(VS_INPUT input){
    initAttributes(input);

(_vcolor_Stage0 = _color);
(gl_Position = vec4_ctor(_position.x, _position.y, 0.0, 1.0));
{
(_vTransformedCoords_0_Stage0 = mul(transpose(_umatrix_Stage1_c0_c0_c0_c0), vec3_ctor(_localCoord, 1.0)).xy);
}
(gl_Position = vec4_ctor(((gl_Position.xy * _sk_RTAdjust.xz) + (gl_Position.ww * _sk_RTAdjust.yw)), 0.0, gl_Position.w));
return generateOutput(input);
}
�struct PS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 gl_FragCoord : TEXCOORD3;
    float4 v0 : TEXCOORD0;
    float2 v1 : TEXCOORD1;
};

#pragma warning( disable: 3556 3571 )
float4 vec4_ctor(float x0, float x1, float x2, float x3)
{
    return float4(x0, x1, x2, x3);
}
float4 vec4_ctor(float3 x0, float x1)
{
    return float4(x0, x1);
}
// Uniforms

uniform float _u_skRTHeight : register(c0);
uniform float _urange_Stage1_c0 : register(c1);
uniform float4 _uleftBorderColor_Stage1_c0_c0_c0 : register(c2);
uniform float4 _urightBorderColor_Stage1_c0_c0_c0 : register(c3);
uniform float4 _ustart_Stage1_c0_c0_c0_c1 : register(c4);
uniform float4 _uend_Stage1_c0_c0_c0_c1 : register(c5);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Varyings
static  float4 _vcolor_Stage0 = {0, 0, 0, 0};
static  float2 _vTransformedCoords_0_Stage0 = {0, 0};

static float4 gl_Color[1] =
{
    float4(0, 0, 0, 0)
};
static float4 gl_FragCoord = float4(0, 0, 0, 0);

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewCoords : packoffset(c1);
    float3 dx_DepthFront : packoffset(c2);
    float2 dx_ViewScale : packoffset(c3);
};

#define GL_USES_FRAG_COLOR
#define GL_USES_FRAG_COORD
float4 mod_emu(float4 x, float4 y)
{
    return x - y * floor(x / y);
}


@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){
    float rhw = 1.0 / input.gl_FragCoord.w;
    gl_FragCoord.x = input.dx_Position.x;
    gl_FragCoord.y = input.dx_Position.y;
    gl_FragCoord.z = (input.gl_FragCoord.z * rhw) * dx_DepthFront.x + dx_DepthFront.y;
    gl_FragCoord.w = rhw;
    _vcolor_Stage0 = input.v0;
    _vTransformedCoords_0_Stage0 = input.v1.xy;

float4 _sk_FragCoord3030 = vec4_ctor(gl_FragCoord.x, (_u_skRTHeight - gl_FragCoord.y), gl_FragCoord.z, gl_FragCoord.w);
float4 _outputColor_Stage03031 = {0, 0, 0, 0};
(_outputColor_Stage03031 = _vcolor_Stage0);
float4 _output_Stage13032 = {0, 0, 0, 0};
float4 __4_t3033 = vec4_ctor((_vTransformedCoords_0_Stage0.x + 9.9999997e-06), 1.0, 0.0, 0.0);
float4 __5_outColor3034 = {0, 0, 0, 0};
if ((__4_t3033.x < 0.0))
{
(__5_outColor3034 = _uleftBorderColor_Stage1_c0_c0_c0);
}
else
{
if ((__4_t3033.x > 1.0))
{
(__5_outColor3034 = _urightBorderColor_Stage1_c0_c0_c0);
}
else
{
(__5_outColor3034 = lerp(_ustart_Stage1_c0_c0_c0_c1, _uend_Stage1_c0_c0_c0_c1, __4_t3033.x));
}
}
float4 __6_color3035 = __5_outColor3034;
float __7_value3036 = {0};
{
float4 __8_bits3037 = mod_emu(_sk_FragCoord3030.yxyx, float4(2.0, 2.0, 4.0, 4.0));
(__8_bits3037.zw = step(2.0, __8_bits3037.zw));
(__8_bits3037.xz = abs((__8_bits3037.xz - __8_bits3037.yw)));
(__7_value3036 = (dot(__8_bits3037, float4(0.5, 0.25, 0.125, 0.0625)) - 0.46875));
}
(_output_Stage13032 = vec4_ctor(clamp((__6_color3035.xyz + (__7_value3036 * _urange_Stage1_c0)), 0.0, __6_color3035.w), __6_color3035.w));
{
(gl_Color[0] = _output_Stage13032);
}
return generateOutput();
}
R�	gl_Color0gl_Color[0]�struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 gl_FragCoord : TEXCOORD3;
    float4 v0 : TEXCOORD0;
    float2 v1 : TEXCOORD1;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 gl_FragCoord : TEXCOORD3;
    float4 v0 : TEXCOORD0;
    float2 v1 : TEXCOORD1;
};

void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput)
{
    output.gl_Position = input.gl_Position;
    output.v0 = input.v0; 
    output.v1 = input.v1; 
    output.gl_FragCoord = input.gl_FragCoord;
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
���HDXBClN�%N�AMZ���p�H4���RDEF|h<���TRD11< ($\$Globals���\�P���������� ,0��������_sk_RTAdjustfloat4�_umatrix_Stage1_c0_c0_c0_c0float3x3���$Microsoft (R) HLSL Shader Compiler 10.1ISGN\PPPTEXCOORD���OSGN������SV_PositionTEXCOORD���SHEX�PzjYF� _2_�_2g� e� e� e� e2 h6� @?�?22F�� օ 6" �A6 
62 F62 F6� @�?6� @�?6� F62F6B@�? F� F" F� F>STAT�	�tDXBC�[Ӑ��Q��tŻ-=t4�d��RDEF�h<���_RD11< ($\$Globals���\�`p�������������������� ���������0���������+@���������FP���������_u_skRTHeightfloat~_urange_Stage1_c0_uleftBorderColor_Stage1_c0_c0_c0float4��_urightBorderColor_Stage1_c0_c0_c0_ustart_Stage1_c0_c0_c0_c1_uend_Stage1_c0_c0_c0_c1Microsoft (R) HLSL Shader Compiler 10.1�ISGN������SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX8P�jYF� d 2be� h	RV�A� 6�8
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rF@3r �F6� :>STAT�BPLG�� 788efd1c721aP��
inPosition_uinPosition����������������R��inHairQuadEdge_uinHairQuadEdge����������������R��sk_RTAdjust
_usk_RTAdjust����������������������������������������R��
uColor_Stage0_uuColor_Stage0�����������������������������������������uCoverage_Stage0_uuCoverage_Stage0�������������������������������������������������������������������������������������������������������������������������������������������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 v0 : TEXCOORD0;
};
#pragma warning( disable: 3556 3571 )
float4 vec4_ctor(float x0, float x1, float x2, float x3)
{
    return float4(x0, x1, x2, x3);
}
float4 vec4_ctor(float2 x0, float x1, float x2)
{
    return float4(x0, x1, x2);
}
// Uniforms

uniform float4 _sk_RTAdjust : register(c1);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Attributes
static float2 _inPosition = {0, 0};
static float4 _inHairQuadEdge = {0, 0, 0, 0};

static float4 gl_Position = float4(0, 0, 0, 0);

// Varyings
static  float4 _vHairQuadEdge_Stage0 = {0, 0, 0, 0};

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewAdjust : packoffset(c1);
    float2 dx_ViewCoords : packoffset(c2);
    float2 dx_ViewScale  : packoffset(c3);
};

@@ VERTEX ATTRIBUTES @@

VS_OUTPUT generateOutput(VS_INPUT input)
{
    VS_OUTPUT output;
    output.gl_Position = gl_Position;
    output.dx_Position.x = gl_Position.x;
    output.dx_Position.y = - gl_Position.y;
    output.dx_Position.z = (gl_Position.z + gl_Position.w) * 0.5;
    output.dx_Position.w = gl_Position.w;
    output.v0 = _vHairQuadEdge_Stage0;

    return output;
}

VS_OUTPUT main(VS_INPUT input){
    initAttributes(input);

(_vHairQuadEdge_Stage0 = _inHairQuadEdge);
float2 __tmp_0_inPosition3025 = _inPosition;
(gl_Position = vec4_ctor(__tmp_0_inPosition3025.x, __tmp_0_inPosition3025.y, 0.0, 1.0));
(gl_Position = vec4_ctor(((gl_Position.xy * _sk_RTAdjust.xz) + (gl_Position.ww * _sk_RTAdjust.yw)), 0.0, gl_Position.w));
return generateOutput(input);
}
{struct PS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 v0 : TEXCOORD0;
};

#pragma warning( disable: 3556 3571 )
float2 vec2_ctor(float x0, float x1)
{
    return float2(x0, x1);
}
float4 vec4_ctor(float x0)
{
    return float4(x0, x0, x0, x0);
}
// Uniforms

uniform float4 _uColor_Stage0 : register(c0);
uniform float _uCoverage_Stage0 : register(c1);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Varyings
static  float4 _vHairQuadEdge_Stage0 = {0, 0, 0, 0};

static float4 gl_Color[1] =
{
    float4(0, 0, 0, 0)
};

cbuffer DriverConstants : register(b1)
{
};

#define GL_USES_FRAG_COLOR
@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){
    _vHairQuadEdge_Stage0 = input.v0;

float4 _outputColor_Stage03024 = {0, 0, 0, 0};
(_outputColor_Stage03024 = _uColor_Stage0);
float _edgeAlpha3025 = {0};
float2 _duvdx3026 = ddx(_vHairQuadEdge_Stage0.xy);
float2 _duvdy3027 = ddy(_vHairQuadEdge_Stage0.xy);
float2 _gF3028 = vec2_ctor((((2.0 * _vHairQuadEdge_Stage0.x) * _duvdx3026.x) - _duvdx3026.y), (((2.0 * _vHairQuadEdge_Stage0.x) * _duvdy3027.x) - _duvdy3027.y));
(_edgeAlpha3025 = ((_vHairQuadEdge_Stage0.x * _vHairQuadEdge_Stage0.x) - _vHairQuadEdge_Stage0.y));
(_edgeAlpha3025 = sqrt(((_edgeAlpha3025 * _edgeAlpha3025) / dot(_gF3028, _gF3028))));
(_edgeAlpha3025 = max((1.0 - _edgeAlpha3025), 0.0));
float4 _outputCoverage_Stage03029 = vec4_ctor((_uCoverage_Stage0 * _edgeAlpha3025));
{
(gl_Color[0] = (_outputColor_Stage03024 * _outputCoverage_Stage03029));
}
return generateOutput();
}
R�	gl_Color0gl_Color[0]struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 v0 : TEXCOORD0;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 v0 : TEXCOORD0;
};

void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput)
{
    output.gl_Position = input.gl_Position;
    output.v0 = input.v0; 
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
���DXBCn*p��{&ϛ�x�4D�0RDEFh<����RD11< ($\$Globals���\� ����������_sk_RTAdjustfloat4�Microsoft (R) HLSL Shader Compiler 10.1ISGND88TEXCOORD���OSGNhP\\SV_PositionTEXCOORD���SHEX(PJjYF� _2_�g� e� e� h6� @?�?22F�� օ 6" �A6 
62 F6� @�?6� F>STAT���DXBC���4��u�!>���k�4�P8RDEFph<���HRD11< ($\$Globals���\� ����������$��������_uColor_Stage0float4���_uCoverage_Stage0floatMicrosoft (R) HLSL Shader Compiler 10.1ISGNhP\\SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX�PxjYF� b2e� hz2FB

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� 8� F� >STAT�BPLG���=788efd1c721aP��position
_uposition����������������R��color_ucolor����������������P��
localCoord_ulocalCoord����������������R��sk_RTAdjust
_usk_RTAdjust����������������������������������������[��umatrix_Stage1_c0_c0_c0_c0_uumatrix_Stage1_c0_c0_c0_c0����������������������������������������[��umatrix_Stage1_c0_c0_c0_c1_uumatrix_Stage1_c0_c0_c0_c1����������������������������������������[��umatrix_Stage1_c0_c0_c0_c2_uumatrix_Stage1_c0_c0_c0_c2����������������������������������������R��uclamp_Stage1_c0_c0_c0_c0_c0_uuclamp_Stage1_c0_c0_c0_c0_c0����������������������������������������R��uclamp_Stage1_c0_c0_c0_c1_c0_uuclamp_Stage1_c0_c0_c0_c1_c0����������������������������������������R��uclamp_Stage1_c0_c0_c0_c2_c0_uuclamp_Stage1_c0_c0_c0_c2_c0����������������������������������������[��!ucolorSpaceMatrix_Stage1_c0_c0_c0#_uucolorSpaceMatrix_Stage1_c0_c0_c0����������������������������������������Q��$ucolorSpaceTranslate_Stage1_c0_c0_c0&_uucolorSpaceTranslate_Stage1_c0_c0_c0����������������������������������������^�uTextureSampler_0_Stage1_uuTextureSampler_0_Stage1����������������������������������������^�uTextureSampler_1_Stage1_uuTextureSampler_1_Stage1����������������������������������������^�uTextureSampler_2_Stage1_uuTextureSampler_2_Stage1������������������������������������������		^�^�^�����	
����������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������:
struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD4;
    float4 v0 : TEXCOORD0;
    float2 v1 : TEXCOORD1;
    float2 v2 : TEXCOORD2;
    float2 v3 : TEXCOORD3;
};
#pragma warning( disable: 3556 3571 )
float3 vec3_ctor(float2 x0, float x1)
{
    return float3(x0, x1);
}
float4 vec4_ctor(float x0, float x1, float x2, float x3)
{
    return float4(x0, x1, x2, x3);
}
float4 vec4_ctor(float2 x0, float x1, float x2)
{
    return float4(x0, x1, x2);
}
// Uniforms

uniform float4 _sk_RTAdjust : register(c1);
uniform float3x3 _umatrix_Stage1_c0_c0_c0_c0 : register(c2);
uniform float3x3 _umatrix_Stage1_c0_c0_c0_c1 : register(c5);
uniform float3x3 _umatrix_Stage1_c0_c0_c0_c2 : register(c8);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Attributes
static float2 _position = {0, 0};
static float4 _color = {0, 0, 0, 0};
static float2 _localCoord = {0, 0};

static float4 gl_Position = float4(0, 0, 0, 0);

// Varyings
static  float4 _vcolor_Stage0 = {0, 0, 0, 0};
static  float2 _vTransformedCoords_0_Stage0 = {0, 0};
static  float2 _vTransformedCoords_1_Stage0 = {0, 0};
static  float2 _vTransformedCoords_2_Stage0 = {0, 0};

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewAdjust : packoffset(c1);
    float2 dx_ViewCoords : packoffset(c2);
    float2 dx_ViewScale  : packoffset(c3);
};

@@ VERTEX ATTRIBUTES @@

VS_OUTPUT generateOutput(VS_INPUT input)
{
    VS_OUTPUT output;
    output.gl_Position = gl_Position;
    output.dx_Position.x = gl_Position.x;
    output.dx_Position.y = - gl_Position.y;
    output.dx_Position.z = (gl_Position.z + gl_Position.w) * 0.5;
    output.dx_Position.w = gl_Position.w;
    output.v0 = _vcolor_Stage0;
    output.v1 = _vTransformedCoords_0_Stage0;
    output.v2 = _vTransformedCoords_1_Stage0;
    output.v3 = _vTransformedCoords_2_Stage0;

    return output;
}

VS_OUTPUT main(VS_INPUT input){
    initAttributes(input);

(_vcolor_Stage0 = _color);
(gl_Position = vec4_ctor(_position.x, _position.y, 0.0, 1.0));
{
(_vTransformedCoords_0_Stage0 = mul(transpose(_umatrix_Stage1_c0_c0_c0_c0), vec3_ctor(_localCoord, 1.0)).xy);
}
{
(_vTransformedCoords_1_Stage0 = mul(transpose(_umatrix_Stage1_c0_c0_c0_c1), vec3_ctor(_localCoord, 1.0)).xy);
}
{
(_vTransformedCoords_2_Stage0 = mul(transpose(_umatrix_Stage1_c0_c0_c0_c2), vec3_ctor(_localCoord, 1.0)).xy);
}
(gl_Position = vec4_ctor(((gl_Position.xy * _sk_RTAdjust.xz) + (gl_Position.ww * _sk_RTAdjust.yw)), 0.0, gl_Position.w));
return generateOutput(input);
}
�struct PS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD4;
    float4 v0 : TEXCOORD0;
    float2 v1 : TEXCOORD1;
    float2 v2 : TEXCOORD2;
    float2 v3 : TEXCOORD3;
};

#pragma warning( disable: 3556 3571 )
// Uniforms

uniform float4 _uclamp_Stage1_c0_c0_c0_c0_c0 : register(c0);
uniform float4 _uclamp_Stage1_c0_c0_c0_c1_c0 : register(c1);
uniform float4 _uclamp_Stage1_c0_c0_c0_c2_c0 : register(c2);
uniform float3x3 _ucolorSpaceMatrix_Stage1_c0_c0_c0 : register(c3);
uniform float3 _ucolorSpaceTranslate_Stage1_c0_c0_c0 : register(c6);
static const uint _uTextureSampler_0_Stage1 = 0;
static const uint _uTextureSampler_1_Stage1 = 1;
static const uint _uTextureSampler_2_Stage1 = 2;
uniform Texture2D<float4> textures2D[3] : register(t0);
uniform SamplerState samplers2D[3] : register(s0);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Varyings
static  float4 _vcolor_Stage0 = {0, 0, 0, 0};
static  float2 _vTransformedCoords_0_Stage0 = {0, 0};
static  float2 _vTransformedCoords_1_Stage0 = {0, 0};
static  float2 _vTransformedCoords_2_Stage0 = {0, 0};

static float4 gl_Color[1] =
{
    float4(0, 0, 0, 0)
};

cbuffer DriverConstants : register(b1)
{
    struct SamplerMetadata
    {
        int baseLevel;
        int internalFormatBits;
        int wrapModes;
        int padding;
        int4 intBorderColor;
    };
    SamplerMetadata samplerMetadata[3] : packoffset(c4);
};

#define GL_USES_FRAG_COLOR
float4 gl_texture2D(uint samplerIndex, float2 t)
{
    return textures2D[samplerIndex].Sample(samplers2D[samplerIndex], float2(t.x, t.y));
}

@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){
    _vcolor_Stage0 = input.v0;
    _vTransformedCoords_0_Stage0 = input.v1.xy;
    _vTransformedCoords_1_Stage0 = input.v2.xy;
    _vTransformedCoords_2_Stage0 = input.v3.xy;

float4 _outputColor_Stage03036 = {0, 0, 0, 0};
(_outputColor_Stage03036 = _vcolor_Stage0);
float4 _output_Stage13037 = {0, 0, 0, 0};
float4 __50_color3038 = {0, 0, 0, 0};
float2 __51_inCoord3039 = _vTransformedCoords_0_Stage0;
float2 __52_subsetCoord3040 = {0, 0};
(__52_subsetCoord3040.x = __51_inCoord3039.x);
(__52_subsetCoord3040.y = __51_inCoord3039.y);
float2 __53_clampedCoord3041 = {0, 0};
(__53_clampedCoord3041.x = __52_subsetCoord3040.x);
(__53_clampedCoord3041.y = clamp(__52_subsetCoord3040.y, _uclamp_Stage1_c0_c0_c0_c0_c0.y, _uclamp_Stage1_c0_c0_c0_c0_c0.w));
float4 __54_textureColor3042 = gl_texture2D(_uTextureSampler_0_Stage1, __53_clampedCoord3041);
(__50_color3038.x = __54_textureColor3042.x);
float2 __55_inCoord3043 = _vTransformedCoords_1_Stage0;
float2 __56_subsetCoord3044 = {0, 0};
(__56_subsetCoord3044.x = __55_inCoord3043.x);
(__56_subsetCoord3044.y = __55_inCoord3043.y);
float2 __57_clampedCoord3045 = {0, 0};
(__57_clampedCoord3045.x = __56_subsetCoord3044.x);
(__57_clampedCoord3045.y = clamp(__56_subsetCoord3044.y, _uclamp_Stage1_c0_c0_c0_c1_c0.y, _uclamp_Stage1_c0_c0_c0_c1_c0.w));
float4 __58_textureColor3046 = gl_texture2D(_uTextureSampler_1_Stage1, __57_clampedCoord3045);
(__50_color3038.y = __58_textureColor3046.x);
float2 __59_inCoord3047 = _vTransformedCoords_2_Stage0;
float2 __60_subsetCoord3048 = {0, 0};
(__60_subsetCoord3048.x = __59_inCoord3047.x);
(__60_subsetCoord3048.y = __59_inCoord3047.y);
float2 __61_clampedCoord3049 = {0, 0};
(__61_clampedCoord3049.x = __60_subsetCoord3048.x);
(__61_clampedCoord3049.y = clamp(__60_subsetCoord3048.y, _uclamp_Stage1_c0_c0_c0_c2_c0.y, _uclamp_Stage1_c0_c0_c0_c2_c0.w));
float4 __62_textureColor3050 = gl_texture2D(_uTextureSampler_2_Stage1, __61_clampedCoord3049);
(__50_color3038.z = __62_textureColor3050.x);
(__50_color3038.w = 1.0);
(__50_color3038.xyz = clamp((mul(__50_color3038.xyz, transpose(_ucolorSpaceMatrix_Stage1_c0_c0_c0)) + _ucolorSpaceTranslate_Stage1_c0_c0_c0), 0.0, 1.0));
(_output_Stage13037 = __50_color3038);
{
(gl_Color[0] = _output_Stage13037);
}
return generateOutput();
}
R�	gl_Color0gl_Color[0]�struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD4;
    float4 v0 : TEXCOORD0;
    float2 v1 : TEXCOORD1;
    float2 v2 : TEXCOORD2;
    float2 v3 : TEXCOORD3;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD4;
    float4 v0 : TEXCOORD0;
    float2 v1 : TEXCOORD1;
    float2 v2 : TEXCOORD2;
    float2 v3 : TEXCOORD3;
};

void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput)
{
    output.gl_Position = input.gl_Position;
    output.v0 = input.v0; 
    output.v1 = input.v1; 
    output.v2 = input.v2; 
    output.v3 = input.v3; 
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
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inPosition_uinPosition�����������������
inCoverage_uinCoverage����������������R��sk_RTAdjust
_usk_RTAdjust����������������������������������������R��ulocalMatrix_Stage0_uulocalMatrix_Stage0����������������������������������������[��umatrix_Stage1_c0_c0_c0_c0_uumatrix_Stage1_c0_c0_c0_c0�����������������������������������������u_skRTHeight_uu_skRTHeight����������������������������������������R��
uColor_Stage0_uuColor_Stage0�����������������������������������������urange_Stage1_c0_uurange_Stage1_c0����������������������������������������R�� uleftBorderColor_Stage1_c0_c0_c0"_uuleftBorderColor_Stage1_c0_c0_c0����������������������������������������R��!urightBorderColor_Stage1_c0_c0_c0#_uurightBorderColor_Stage1_c0_c0_c0����������������������������������������R��uscale0_1_Stage1_c0_c0_c0_c1_uuscale0_1_Stage1_c0_c0_c0_c1����������������������������������������R��uscale2_3_Stage1_c0_c0_c0_c1_uuscale2_3_Stage1_c0_c0_c0_c1����������������������������������������R��uscale4_5_Stage1_c0_c0_c0_c1_uuscale4_5_Stage1_c0_c0_c0_c1����������������������������������������R��ubias0_1_Stage1_c0_c0_c0_c1_uubias0_1_Stage1_c0_c0_c0_c1����������������������������������������R��ubias2_3_Stage1_c0_c0_c0_c1_uubias2_3_Stage1_c0_c0_c0_c1����������������������������������������R��ubias4_5_Stage1_c0_c0_c0_c1_uubias4_5_Stage1_c0_c0_c0_c1����������������������������������������R��!uthresholds1_7_Stage1_c0_c0_c0_c1#_uuthresholds1_7_Stage1_c0_c0_c0_c1����������������������������������������������	

����������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������	��������������������
�������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 gl_FragCoord : TEXCOORD3;
    float2 v0 : TEXCOORD0;
    float v1 : TEXCOORD1;
};
#pragma warning( disable: 3556 3571 )
float3 vec3_ctor(float2 x0, float x1)
{
    return float3(x0, x1);
}
float4 vec4_ctor(float x0, float x1, float x2, float x3)
{
    return float4(x0, x1, x2, x3);
}
float4 vec4_ctor(float2 x0, float x1, float x2)
{
    return float4(x0, x1, x2);
}
// Uniforms

uniform float4 _sk_RTAdjust : register(c1);
uniform float4 _ulocalMatrix_Stage0 : register(c2);
uniform float3x3 _umatrix_Stage1_c0_c0_c0_c0 : register(c3);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Attributes
static float2 _inPosition = {0, 0};
static float _inCoverage = {0};

static float4 gl_Position = float4(0, 0, 0, 0);

// Varyings
static  float _vinCoverage_Stage0 = {0};
static  float2 _vTransformedCoords_0_Stage0 = {0, 0};

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewAdjust : packoffset(c1);
    float2 dx_ViewCoords : packoffset(c2);
    float2 dx_ViewScale  : packoffset(c3);
};

@@ VERTEX ATTRIBUTES @@

VS_OUTPUT generateOutput(VS_INPUT input)
{
    VS_OUTPUT output;
    output.gl_Position = gl_Position;
    output.dx_Position.x = gl_Position.x;
    output.dx_Position.y = - gl_Position.y;
    output.dx_Position.z = (gl_Position.z + gl_Position.w) * 0.5;
    output.dx_Position.w = gl_Position.w;
    output.gl_FragCoord = gl_Position;
    output.v0 = _vTransformedCoords_0_Stage0;
    output.v1 = _vinCoverage_Stage0;

    return output;
}

VS_OUTPUT main(VS_INPUT input){
    initAttributes(input);

float2 __tmp_0_inPosition3028 = _inPosition;
float2 __tmp_1_inPosition3029 = ((_ulocalMatrix_Stage0.xz * _inPosition) + _ulocalMatrix_Stage0.yw);
(_vinCoverage_Stage0 = _inCoverage);
(gl_Position = vec4_ctor(__tmp_0_inPosition3028.x, __tmp_0_inPosition3028.y, 0.0, 1.0));
{
(_vTransformedCoords_0_Stage0 = mul(transpose(_umatrix_Stage1_c0_c0_c0_c0), vec3_ctor(__tmp_1_inPosition3029, 1.0)).xy);
}
(gl_Position = vec4_ctor(((gl_Position.xy * _sk_RTAdjust.xz) + (gl_Position.ww * _sk_RTAdjust.yw)), 0.0, gl_Position.w));
return generateOutput(input);
}
5struct PS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 gl_FragCoord : TEXCOORD3;
    float2 v0 : TEXCOORD0;
    float v1 : TEXCOORD1;
};

#pragma warning( disable: 3556 3571 )
float4 vec4_ctor(float x0)
{
    return float4(x0, x0, x0, x0);
}
float4 vec4_ctor(float x0, float x1, float x2, float x3)
{
    return float4(x0, x1, x2, x3);
}
float4 vec4_ctor(float3 x0, float x1)
{
    return float4(x0, x1);
}
// Uniforms

uniform float _u_skRTHeight : register(c0);
uniform float4 _uColor_Stage0 : register(c1);
uniform float _urange_Stage1_c0 : register(c2);
uniform float4 _uleftBorderColor_Stage1_c0_c0_c0 : register(c3);
uniform float4 _urightBorderColor_Stage1_c0_c0_c0 : register(c4);
uniform float4 _uscale0_1_Stage1_c0_c0_c0_c1 : register(c5);
uniform float4 _uscale2_3_Stage1_c0_c0_c0_c1 : register(c6);
uniform float4 _uscale4_5_Stage1_c0_c0_c0_c1 : register(c7);
uniform float4 _ubias0_1_Stage1_c0_c0_c0_c1 : register(c8);
uniform float4 _ubias2_3_Stage1_c0_c0_c0_c1 : register(c9);
uniform float4 _ubias4_5_Stage1_c0_c0_c0_c1 : register(c10);
uniform float4 _uthresholds1_7_Stage1_c0_c0_c0_c1 : register(c11);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Varyings
static  float _vinCoverage_Stage0 = {0};
static  float2 _vTransformedCoords_0_Stage0 = {0, 0};

static float4 gl_Color[1] =
{
    float4(0, 0, 0, 0)
};
static float4 gl_FragCoord = float4(0, 0, 0, 0);

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewCoords : packoffset(c1);
    float3 dx_DepthFront : packoffset(c2);
    float2 dx_ViewScale : packoffset(c3);
};

#define GL_USES_FRAG_COLOR
#define GL_USES_FRAG_COORD
float4 mod_emu(float4 x, float4 y)
{
    return x - y * floor(x / y);
}


@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){
    float rhw = 1.0 / input.gl_FragCoord.w;
    gl_FragCoord.x = input.dx_Position.x;
    gl_FragCoord.y = input.dx_Position.y;
    gl_FragCoord.z = (input.gl_FragCoord.z * rhw) * dx_DepthFront.x + dx_DepthFront.y;
    gl_FragCoord.w = rhw;
    _vTransformedCoords_0_Stage0 = input.v0.xy;
    _vinCoverage_Stage0 = input.v1.x;

float4 _sk_FragCoord3037 = vec4_ctor(gl_FragCoord.x, (_u_skRTHeight - gl_FragCoord.y), gl_FragCoord.z, gl_FragCoord.w);
float4 _outputColor_Stage03038 = {0, 0, 0, 0};
(_outputColor_Stage03038 = _uColor_Stage0);
float _alpha3039 = {1.0};
(_alpha3039 = _vinCoverage_Stage0);
float4 _outputCoverage_Stage03040 = vec4_ctor(_alpha3039);
float4 _output_Stage13041 = {0, 0, 0, 0};
float4 __13_t3042 = vec4_ctor((_vTransformedCoords_0_Stage0.x + 9.9999997e-06), 1.0, 0.0, 0.0);
float4 __14_outColor3043 = {0, 0, 0, 0};
if ((__13_t3042.x < 0.0))
{
(__14_outColor3043 = _uleftBorderColor_Stage1_c0_c0_c0);
}
else
{
if ((__13_t3042.x > 1.0))
{
(__14_outColor3043 = _urightBorderColor_Stage1_c0_c0_c0);
}
else
{
float __15_t3044 = __13_t3042.x;
float4 __16_scale3045 = {0, 0, 0, 0};
float4 __17_bias3046 = {0, 0, 0, 0};
{
if ((__15_t3044 < _uthresholds1_7_Stage1_c0_c0_c0_c1.y))
{
if ((__15_t3044 < _uthresholds1_7_Stage1_c0_c0_c0_c1.x))
{
(__16_scale3045 = _uscale0_1_Stage1_c0_c0_c0_c1);
(__17_bias3046 = _ubias0_1_Stage1_c0_c0_c0_c1);
}
else
{
(__16_scale3045 = _uscale2_3_Stage1_c0_c0_c0_c1);
(__17_bias3046 = _ubias2_3_Stage1_c0_c0_c0_c1);
}
}
else
{
{
(__16_scale3045 = _uscale4_5_Stage1_c0_c0_c0_c1);
(__17_bias3046 = _ubias4_5_Stage1_c0_c0_c0_c1);
}
}
}
(__14_outColor3043 = ((__15_t3044 * __16_scale3045) + __17_bias3046));
}
}
float4 __18_color3047 = __14_outColor3043;
float __19_value3048 = {0};
{
float4 __20_bits3049 = mod_emu(_sk_FragCoord3037.yxyx, float4(2.0, 2.0, 4.0, 4.0));
(__20_bits3049.zw = step(2.0, __20_bits3049.zw));
(__20_bits3049.xz = abs((__20_bits3049.xz - __20_bits3049.yw)));
(__19_value3048 = (dot(__20_bits3049, float4(0.5, 0.25, 0.125, 0.0625)) - 0.46875));
}
(_output_Stage13041 = vec4_ctor(clamp((__18_color3047.xyz + (__19_value3048 * _urange_Stage1_c0)), 0.0, __18_color3047.w), __18_color3047.w));
{
(gl_Color[0] = (_output_Stage13041 * _outputCoverage_Stage03040));
}
return generateOutput();
}
R�	gl_Color0gl_Color[0]�struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 gl_FragCoord : TEXCOORD3;
    float2 v0 : TEXCOORD0;
    float v1 : TEXCOORD1;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 gl_FragCoord : TEXCOORD3;
    float2 v0 : TEXCOORD0;
    float v1 : TEXCOORD1;
};

void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput)
{
    output.gl_Position = input.gl_Position;
    output.v0 = input.v0; 
    output.v1 = input.v1; 
    output.gl_FragCoord = input.gl_FragCoord;
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
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inPosition_uinPosition�����������������
inCoverage_uinCoverage����������������
R��sk_RTAdjust
_usk_RTAdjust����������������������������������������R��ulocalMatrix_Stage0_uulocalMatrix_Stage0����������������������������������������[��umatrix_Stage1_c0_c0_c0_c0_uumatrix_Stage1_c0_c0_c0_c0�����������������������������������������u_skRTHeight_uu_skRTHeight����������������������������������������R��
uColor_Stage0_uuColor_Stage0�����������������������������������������urange_Stage1_c0_uurange_Stage1_c0����������������������������������������R�� uleftBorderColor_Stage1_c0_c0_c0"_uuleftBorderColor_Stage1_c0_c0_c0����������������������������������������R��!urightBorderColor_Stage1_c0_c0_c0#_uurightBorderColor_Stage1_c0_c0_c0����������������������������������������R��uscale01_Stage1_c0_c0_c0_c1_uuscale01_Stage1_c0_c0_c0_c1����������������������������������������R��ubias01_Stage1_c0_c0_c0_c1_uubias01_Stage1_c0_c0_c0_c1����������������������������������������R��uscale23_Stage1_c0_c0_c0_c1_uuscale23_Stage1_c0_c0_c0_c1����������������������������������������R��ubias23_Stage1_c0_c0_c0_c1_uubias23_Stage1_c0_c0_c0_c1�����������������������������������������uthreshold_Stage1_c0_c0_c0_c1_uuthreshold_Stage1_c0_c0_c0_c1������������������������������������������




����
	


��������������������������������������������������������������
����������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������	�����struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 gl_FragCoord : TEXCOORD3;
    float2 v0 : TEXCOORD0;
    float v1 : TEXCOORD1;
};
#pragma warning( disable: 3556 3571 )
float3 vec3_ctor(float2 x0, float x1)
{
    return float3(x0, x1);
}
float4 vec4_ctor(float x0, float x1, float x2, float x3)
{
    return float4(x0, x1, x2, x3);
}
float4 vec4_ctor(float2 x0, float x1, float x2)
{
    return float4(x0, x1, x2);
}
// Uniforms

uniform float4 _sk_RTAdjust : register(c1);
uniform float4 _ulocalMatrix_Stage0 : register(c2);
uniform float3x3 _umatrix_Stage1_c0_c0_c0_c0 : register(c3);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Attributes
static float2 _inPosition = {0, 0};
static float _inCoverage = {0};

static float4 gl_Position = float4(0, 0, 0, 0);

// Varyings
static  float _vinCoverage_Stage0 = {0};
static  float2 _vTransformedCoords_0_Stage0 = {0, 0};

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewAdjust : packoffset(c1);
    float2 dx_ViewCoords : packoffset(c2);
    float2 dx_ViewScale  : packoffset(c3);
};

@@ VERTEX ATTRIBUTES @@

VS_OUTPUT generateOutput(VS_INPUT input)
{
    VS_OUTPUT output;
    output.gl_Position = gl_Position;
    output.dx_Position.x = gl_Position.x;
    output.dx_Position.y = - gl_Position.y;
    output.dx_Position.z = (gl_Position.z + gl_Position.w) * 0.5;
    output.dx_Position.w = gl_Position.w;
    output.gl_FragCoord = gl_Position;
    output.v0 = _vTransformedCoords_0_Stage0;
    output.v1 = _vinCoverage_Stage0;

    return output;
}

VS_OUTPUT main(VS_INPUT input){
    initAttributes(input);

float2 __tmp_0_inPosition3028 = _inPosition;
float2 __tmp_1_inPosition3029 = ((_ulocalMatrix_Stage0.xz * _inPosition) + _ulocalMatrix_Stage0.yw);
(_vinCoverage_Stage0 = _inCoverage);
(gl_Position = vec4_ctor(__tmp_0_inPosition3028.x, __tmp_0_inPosition3028.y, 0.0, 1.0));
{
(_vTransformedCoords_0_Stage0 = mul(transpose(_umatrix_Stage1_c0_c0_c0_c0), vec3_ctor(__tmp_1_inPosition3029, 1.0)).xy);
}
(gl_Position = vec4_ctor(((gl_Position.xy * _sk_RTAdjust.xz) + (gl_Position.ww * _sk_RTAdjust.yw)), 0.0, gl_Position.w));
return generateOutput(input);
}
+struct PS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 gl_FragCoord : TEXCOORD3;
    float2 v0 : TEXCOORD0;
    float v1 : TEXCOORD1;
};

#pragma warning( disable: 3556 3571 )
float4 vec4_ctor(float x0)
{
    return float4(x0, x0, x0, x0);
}
float4 vec4_ctor(float x0, float x1, float x2, float x3)
{
    return float4(x0, x1, x2, x3);
}
float4 vec4_ctor(float3 x0, float x1)
{
    return float4(x0, x1);
}
// Uniforms

uniform float _u_skRTHeight : register(c0);
uniform float4 _uColor_Stage0 : register(c1);
uniform float _urange_Stage1_c0 : register(c2);
uniform float4 _uleftBorderColor_Stage1_c0_c0_c0 : register(c3);
uniform float4 _urightBorderColor_Stage1_c0_c0_c0 : register(c4);
uniform float4 _uscale01_Stage1_c0_c0_c0_c1 : register(c5);
uniform float4 _ubias01_Stage1_c0_c0_c0_c1 : register(c6);
uniform float4 _uscale23_Stage1_c0_c0_c0_c1 : register(c7);
uniform float4 _ubias23_Stage1_c0_c0_c0_c1 : register(c8);
uniform float _uthreshold_Stage1_c0_c0_c0_c1 : register(c9);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Varyings
static  float _vinCoverage_Stage0 = {0};
static  float2 _vTransformedCoords_0_Stage0 = {0, 0};

static float4 gl_Color[1] =
{
    float4(0, 0, 0, 0)
};
static float4 gl_FragCoord = float4(0, 0, 0, 0);

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewCoords : packoffset(c1);
    float3 dx_DepthFront : packoffset(c2);
    float2 dx_ViewScale : packoffset(c3);
};

#define GL_USES_FRAG_COLOR
#define GL_USES_FRAG_COORD
float4 mod_emu(float4 x, float4 y)
{
    return x - y * floor(x / y);
}


@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){
    float rhw = 1.0 / input.gl_FragCoord.w;
    gl_FragCoord.x = input.dx_Position.x;
    gl_FragCoord.y = input.dx_Position.y;
    gl_FragCoord.z = (input.gl_FragCoord.z * rhw) * dx_DepthFront.x + dx_DepthFront.y;
    gl_FragCoord.w = rhw;
    _vTransformedCoords_0_Stage0 = input.v0.xy;
    _vinCoverage_Stage0 = input.v1.x;

float4 _sk_FragCoord3034 = vec4_ctor(gl_FragCoord.x, (_u_skRTHeight - gl_FragCoord.y), gl_FragCoord.z, gl_FragCoord.w);
float4 _outputColor_Stage03035 = {0, 0, 0, 0};
(_outputColor_Stage03035 = _uColor_Stage0);
float _alpha3036 = {1.0};
(_alpha3036 = _vinCoverage_Stage0);
float4 _outputCoverage_Stage03037 = vec4_ctor(_alpha3036);
float4 _output_Stage13038 = {0, 0, 0, 0};
float4 __13_t3039 = vec4_ctor((_vTransformedCoords_0_Stage0.x + 9.9999997e-06), 1.0, 0.0, 0.0);
float4 __14_outColor3040 = {0, 0, 0, 0};
if ((__13_t3039.x < 0.0))
{
(__14_outColor3040 = _uleftBorderColor_Stage1_c0_c0_c0);
}
else
{
if ((__13_t3039.x > 1.0))
{
(__14_outColor3040 = _urightBorderColor_Stage1_c0_c0_c0);
}
else
{
float __15_t3041 = __13_t3039.x;
float4 __16_scale3042 = {0, 0, 0, 0};
float4 __17_bias3043 = {0, 0, 0, 0};
if ((__15_t3041 < _uthreshold_Stage1_c0_c0_c0_c1))
{
(__16_scale3042 = _uscale01_Stage1_c0_c0_c0_c1);
(__17_bias3043 = _ubias01_Stage1_c0_c0_c0_c1);
}
else
{
(__16_scale3042 = _uscale23_Stage1_c0_c0_c0_c1);
(__17_bias3043 = _ubias23_Stage1_c0_c0_c0_c1);
}
(__14_outColor3040 = ((__15_t3041 * __16_scale3042) + __17_bias3043));
}
}
{
(__14_outColor3040.xyz *= __14_outColor3040.w);
}
float4 __18_color3044 = __14_outColor3040;
float __19_value3045 = {0};
{
float4 __20_bits3046 = mod_emu(_sk_FragCoord3034.yxyx, float4(2.0, 2.0, 4.0, 4.0));
(__20_bits3046.zw = step(2.0, __20_bits3046.zw));
(__20_bits3046.xz = abs((__20_bits3046.xz - __20_bits3046.yw)));
(__19_value3045 = (dot(__20_bits3046, float4(0.5, 0.25, 0.125, 0.0625)) - 0.46875));
}
(_output_Stage13038 = vec4_ctor(clamp((__18_color3044.xyz + (__19_value3045 * _urange_Stage1_c0)), 0.0, __18_color3044.w), __18_color3044.w));
{
(gl_Color[0] = (_output_Stage13038 * _outputCoverage_Stage03037));
}
return generateOutput();
}
R�	gl_Color0gl_Color[0]�struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 gl_FragCoord : TEXCOORD3;
    float2 v0 : TEXCOORD0;
    float v1 : TEXCOORD1;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 gl_FragCoord : TEXCOORD3;
    float2 v0 : TEXCOORD0;
    float v1 : TEXCOORD1;
};

void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput)
{
    output.gl_Position = input.gl_Position;
    output.v0 = input.v0; 
    output.v1 = input.v1; 
    output.gl_FragCoord = input.gl_FragCoord;
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
��xDXBC�]��I�`WM���6x4�@��RDEF�h<����RD11< ($\$Globals���\�`���������0 ��������E0,l��������_sk_RTAdjustfloat4_ulocalMatrix_Stage0_umatrix_Stage1_c0_c0_c0_c0float3x3��aMicrosoft (R) HLSL Shader Compiler 10.1ISGND88TEXCOORD���OSGN������SV_PositionTEXCOORD���SHEX�P}jYF� _2_g� e� e� e2 eB h6� @?�?22F�� օ 6" �A6 
62 F62 F6� @�?6� @�?6B 
22�� Fօ 6B@�? F� F" F� F>STAT���DXBCv>��we�9�
zxⴽ�4�p�`RDEF�h<���lRD11< ($\$Globals���\
��$��������H`��������� $���������0`���������@`���������P`���������``��������p`��������1�`��������M�$��������_u_skRTHeightfloat_uColor_Stage0float4��W_urange_Stage1_c0_uleftBorderColor_Stage1_c0_c0_c0_urightBorderColor_Stage1_c0_c0_c0_uscale01_Stage1_c0_c0_c0_c1_ubias01_Stage1_c0_c0_c0_c1_uscale23_Stage1_c0_c0_c0_c1_ubias23_Stage1_c0_c0_c0_c1_uthreshold_Stage1_c0_c0_c0_c1Microsoft (R) HLSL Shader Compiler 10.1ISGN������SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX�P�jYF� 
d 2bbBe� h	RV�A� 6�8
��@??�>�>A�F2
�f�A@�@@@�@f
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6R��
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� "
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F� F� 7��
F� F� 2	�VFF1B@�?1"@7
��
F� F7
�VF� F2	rF�4
rF@3r�F8� F�>STAT�BPLG���%788efd1c721aP��position
_uposition����������������R��color_ucolor����������������P��
localCoord_ulocalCoord����������������R��sk_RTAdjust
_usk_RTAdjust����������������������������������������[��umatrix_Stage1_c0_c0_c0_c0_uumatrix_Stage1_c0_c0_c0_c0����������������������������������������R��uclamp_Stage1_c0_c0_c0_c0_c0_uuclamp_Stage1_c0_c0_c0_c0_c0����������������������������������������^�uTextureSampler_0_Stage1_uuTextureSampler_0_Stage1������������������������������������������^������������������������������������������������������������������������������������������������������������������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 v0 : TEXCOORD0;
    float2 v1 : TEXCOORD1;
};
#pragma warning( disable: 3556 3571 )
float3 vec3_ctor(float2 x0, float x1)
{
    return float3(x0, x1);
}
float4 vec4_ctor(float x0, float x1, float x2, float x3)
{
    return float4(x0, x1, x2, x3);
}
float4 vec4_ctor(float2 x0, float x1, float x2)
{
    return float4(x0, x1, x2);
}
// Uniforms

uniform float4 _sk_RTAdjust : register(c1);
uniform float3x3 _umatrix_Stage1_c0_c0_c0_c0 : register(c2);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Attributes
static float2 _position = {0, 0};
static float4 _color = {0, 0, 0, 0};
static float2 _localCoord = {0, 0};

static float4 gl_Position = float4(0, 0, 0, 0);

// Varyings
static  float4 _vcolor_Stage0 = {0, 0, 0, 0};
static  float2 _vTransformedCoords_0_Stage0 = {0, 0};

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewAdjust : packoffset(c1);
    float2 dx_ViewCoords : packoffset(c2);
    float2 dx_ViewScale  : packoffset(c3);
};

@@ VERTEX ATTRIBUTES @@

VS_OUTPUT generateOutput(VS_INPUT input)
{
    VS_OUTPUT output;
    output.gl_Position = gl_Position;
    output.dx_Position.x = gl_Position.x;
    output.dx_Position.y = - gl_Position.y;
    output.dx_Position.z = (gl_Position.z + gl_Position.w) * 0.5;
    output.dx_Position.w = gl_Position.w;
    output.v0 = _vcolor_Stage0;
    output.v1 = _vTransformedCoords_0_Stage0;

    return output;
}

VS_OUTPUT main(VS_INPUT input){
    initAttributes(input);

(_vcolor_Stage0 = _color);
(gl_Position = vec4_ctor(_position.x, _position.y, 0.0, 1.0));
{
(_vTransformedCoords_0_Stage0 = mul(transpose(_umatrix_Stage1_c0_c0_c0_c0), vec3_ctor(_localCoord, 1.0)).xy);
}
(gl_Position = vec4_ctor(((gl_Position.xy * _sk_RTAdjust.xz) + (gl_Position.ww * _sk_RTAdjust.yw)), 0.0, gl_Position.w));
return generateOutput(input);
}
�struct PS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 v0 : TEXCOORD0;
    float2 v1 : TEXCOORD1;
};

#pragma warning( disable: 3556 3571 )
float4 vec4_ctor(float x0, float x1, float x2, float x3)
{
    return float4(x0, x1, x2, x3);
}
// Uniforms

uniform float4 _uclamp_Stage1_c0_c0_c0_c0_c0 : register(c0);
static const uint _uTextureSampler_0_Stage1 = 0;
uniform Texture2D<float4> textures2D[1] : register(t0);
uniform SamplerState samplers2D[1] : register(s0);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Varyings
static  float4 _vcolor_Stage0 = {0, 0, 0, 0};
static  float2 _vTransformedCoords_0_Stage0 = {0, 0};

static float4 gl_Color[1] =
{
    float4(0, 0, 0, 0)
};

cbuffer DriverConstants : register(b1)
{
    struct SamplerMetadata
    {
        int baseLevel;
        int internalFormatBits;
        int wrapModes;
        int padding;
        int4 intBorderColor;
    };
    SamplerMetadata samplerMetadata[1] : packoffset(c4);
};

#define GL_USES_FRAG_COLOR
float4 gl_texture2D(uint samplerIndex, float2 t)
{
    return textures2D[samplerIndex].Sample(samplers2D[samplerIndex], float2(t.x, t.y));
}

@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){
    _vcolor_Stage0 = input.v0;
    _vTransformedCoords_0_Stage0 = input.v1.xy;

float4 _outputColor_Stage03026 = {0, 0, 0, 0};
(_outputColor_Stage03026 = _vcolor_Stage0);
float4 _output_Stage13027 = {0, 0, 0, 0};
float2 __16_inCoord3028 = _vTransformedCoords_0_Stage0;
float2 __17_subsetCoord3029 = {0, 0};
(__17_subsetCoord3029.x = __16_inCoord3028.x);
(__17_subsetCoord3029.y = __16_inCoord3028.y);
float2 __18_clampedCoord3030 = {0, 0};
(__18_clampedCoord3030 = clamp(__17_subsetCoord3029, _uclamp_Stage1_c0_c0_c0_c0_c0.xy, _uclamp_Stage1_c0_c0_c0_c0_c0.zw));
float4 __19_textureColor3031 = gl_texture2D(_uTextureSampler_0_Stage1, __18_clampedCoord3030);
(_output_Stage13027 = vec4_ctor(0.0, 0.0, 0.0, clamp(dot(float3(0.21259999, 0.71520001, 0.0722), __19_textureColor3031.xyz), 0.0, 1.0)));
{
(gl_Color[0] = _output_Stage13027);
}
return generateOutput();
}
R�	gl_Color0gl_Color[0]Rstruct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 v0 : TEXCOORD0;
    float2 v1 : TEXCOORD1;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 v0 : TEXCOORD0;
    float2 v1 : TEXCOORD1;
};

void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput)
{
    output.gl_Position = input.gl_Position;
    output.v0 = input.v0; 
    output.v1 = input.v1; 
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
����DXBC�"�1k�ŎW���4��TRDEF|h<���TRD11< ($\$Globals���\�P���������� ,0��������_sk_RTAdjustfloat4�_umatrix_Stage1_c0_c0_c0_c0float3x3���$Microsoft (R) HLSL Shader Compiler 10.1ISGN\PPPTEXCOORD���OSGN�htttSV_PositionTEXCOORD���SHEX�PjjYF� _2_�_2g� e� e� e2 h6� @?�?22F�� օ 6" �A6 
62 F6� @�?6� F62F6B@�? F� F" F� F>STAT��$DXBC�3��L�G@Ƀ��N�V5$4�<p�RDEFx�<���PRD11< ($������
�samplers2D[0]textures2D[0]$Globals�����,��������_uclamp_Stage1_c0_c0_c0_c0_c0float4���"Microsoft (R) HLSL Shader Compiler 10.1ISGN�htttSV_PositionTEXCOORD���OSGN, SV_TARGET��SHEXPDjYF� Z`XpUUb2e� h42FF� 32F� E���CUrFF~` 
� @гY>Y7?�ݓ=F6r @>STAT�BPLG���-788efd1c721aP��position
_uposition����������������R��color_ucolor����������������P��
localCoord_ulocalCoord����������������R��sk_RTAdjust
_usk_RTAdjust����������������������������������������[��umatrix_Stage1_c0_c0_c0_c0_c0_uumatrix_Stage1_c0_c0_c0_c0_c0����������������������������������������[��umatrix_Stage1_c0_c0_c0_c0_c1_uumatrix_Stage1_c0_c0_c0_c0_c1�����������������������������������������uoffset_Stage1_c0_c1_uuoffset_Stage1_c0_c1�����������������������������������������umultiplier_Stage1_c0_c1_uumultiplier_Stage1_c0_c1����������������������������������������f�uTextureSampler_0_Stage1_uuTextureSampler_0_Stage1����������������������������������������f�uTextureSampler_1_Stage1_uuTextureSampler_1_Stage1������������������������������������������f�f�����������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������	struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD3;
    float4 v0 : TEXCOORD0;
    float2 v1 : TEXCOORD1;
    float2 v2 : TEXCOORD2;
};
#pragma warning( disable: 3556 3571 )
float3 vec3_ctor(float2 x0, float x1)
{
    return float3(x0, x1);
}
float4 vec4_ctor(float x0, float x1, float x2, float x3)
{
    return float4(x0, x1, x2, x3);
}
float4 vec4_ctor(float2 x0, float x1, float x2)
{
    return float4(x0, x1, x2);
}
// Uniforms

uniform float4 _sk_RTAdjust : register(c1);
uniform float3x3 _umatrix_Stage1_c0_c0_c0_c0_c0 : register(c2);
uniform float3x3 _umatrix_Stage1_c0_c0_c0_c0_c1 : register(c5);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Attributes
static float2 _position = {0, 0};
static float4 _color = {0, 0, 0, 0};
static float2 _localCoord = {0, 0};

static float4 gl_Position = float4(0, 0, 0, 0);

// Varyings
static  float4 _vcolor_Stage0 = {0, 0, 0, 0};
static  float2 _vTransformedCoords_0_Stage0 = {0, 0};
static  float2 _vTransformedCoords_1_Stage0 = {0, 0};

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewAdjust : packoffset(c1);
    float2 dx_ViewCoords : packoffset(c2);
    float2 dx_ViewScale  : packoffset(c3);
};

@@ VERTEX ATTRIBUTES @@

VS_OUTPUT generateOutput(VS_INPUT input)
{
    VS_OUTPUT output;
    output.gl_Position = gl_Position;
    output.dx_Position.x = gl_Position.x;
    output.dx_Position.y = - gl_Position.y;
    output.dx_Position.z = (gl_Position.z + gl_Position.w) * 0.5;
    output.dx_Position.w = gl_Position.w;
    output.v0 = _vcolor_Stage0;
    output.v1 = _vTransformedCoords_0_Stage0;
    output.v2 = _vTransformedCoords_1_Stage0;

    return output;
}

VS_OUTPUT main(VS_INPUT input){
    initAttributes(input);

(_vcolor_Stage0 = _color);
(gl_Position = vec4_ctor(_position.x, _position.y, 0.0, 1.0));
{
(_vTransformedCoords_0_Stage0 = mul(transpose(_umatrix_Stage1_c0_c0_c0_c0_c0), vec3_ctor(_localCoord, 1.0)).xy);
}
{
(_vTransformedCoords_1_Stage0 = mul(transpose(_umatrix_Stage1_c0_c0_c0_c0_c1), vec3_ctor(_localCoord, 1.0)).xy);
}
(gl_Position = vec4_ctor(((gl_Position.xy * _sk_RTAdjust.xz) + (gl_Position.ww * _sk_RTAdjust.yw)), 0.0, gl_Position.w));
return generateOutput(input);
}

struct PS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD3;
    float4 v0 : TEXCOORD0;
    float2 v1 : TEXCOORD1;
    float2 v2 : TEXCOORD2;
};

#pragma warning( disable: 3556 3571 )
// Uniforms

uniform float _uoffset_Stage1_c0_c1 : register(c0);
uniform float _umultiplier_Stage1_c0_c1 : register(c1);
static const uint _uTextureSampler_0_Stage1 = 0;
static const uint _uTextureSampler_1_Stage1 = 1;
uniform Texture2D<float4> textures2D[2] : register(t0);
uniform SamplerState samplers2D[2] : register(s0);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Varyings
static  float4 _vcolor_Stage0 = {0, 0, 0, 0};
static  float2 _vTransformedCoords_0_Stage0 = {0, 0};
static  float2 _vTransformedCoords_1_Stage0 = {0, 0};

static float4 gl_Color[1] =
{
    float4(0, 0, 0, 0)
};

cbuffer DriverConstants : register(b1)
{
    struct SamplerMetadata
    {
        int baseLevel;
        int internalFormatBits;
        int wrapModes;
        int padding;
        int4 intBorderColor;
    };
    SamplerMetadata samplerMetadata[2] : packoffset(c4);
};

#define GL_USES_FRAG_COLOR
float4 gl_texture_External(uint samplerIndex, float2 t)
{
    return textures2D[samplerIndex].Sample(samplers2D[samplerIndex], float2(t.x, t.y));
}

@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){
    _vcolor_Stage0 = input.v0;
    _vTransformedCoords_0_Stage0 = input.v1.xy;
    _vTransformedCoords_1_Stage0 = input.v2.xy;

float4 _outputColor_Stage03030 = {0, 0, 0, 0};
(_outputColor_Stage03030 = _vcolor_Stage0);
float4 _output_Stage13031 = {0, 0, 0, 0};
float4 __4_color3032 = {0, 0, 0, 0};
(__4_color3032.x = gl_texture_External(_uTextureSampler_0_Stage1, _vTransformedCoords_0_Stage0).x);
(__4_color3032.yz = gl_texture_External(_uTextureSampler_1_Stage1, _vTransformedCoords_1_Stage0).xy);
(__4_color3032.w = 1.0);
float4 __5_color3033 = __4_color3032;
if ((__5_color3033.w > 0.0))
{
(__5_color3033.xyz /= __5_color3033.w);
}
(__5_color3033.xyz -= _uoffset_Stage1_c0_c1);
(__5_color3033.xyz *= _umultiplier_Stage1_c0_c1);
(__5_color3033 = mul(transpose(float4x4(1.1643835, 1.1643835, 1.1643835, 0.0, -2.2802902e-09, -0.2132486, 2.1124017, 0.0, 1.7927412, -0.53290927, -5.9604943e-10, 0.0, 0.0, 0.0, 0.0, 1.0)), __5_color3033));
(__5_color3033 += float4(-0.96942997, 0.30001962, -1.1292603, 0.0));
(__5_color3033.xyz *= __5_color3033.w);
(_output_Stage13031 = __5_color3033);
{
(gl_Color[0] = _output_Stage13031);
}
return generateOutput();
}
R�	gl_Color0gl_Color[0]�struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD3;
    float4 v0 : TEXCOORD0;
    float2 v1 : TEXCOORD1;
    float2 v2 : TEXCOORD2;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD3;
    float4 v0 : TEXCOORD0;
    float2 v1 : TEXCOORD1;
    float2 v2 : TEXCOORD2;
};

void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput)
{
    output.gl_Position = input.gl_Position;
    output.v0 = input.v0; 
    output.v1 = input.v1; 
    output.v2 = input.v2; 
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
����DXBCJ=&w���5)���4dRDEF�h<����RD11< ($\$Globals���\�����������0 ,X��������|P,X��������_sk_RTAdjustfloat4_umatrix_Stage1_c0_c0_c0_c0_c0float3x3O_umatrix_Stage1_c0_c0_c0_c0_c1Microsoft (R) HLSL Shader Compiler 10.1�ISGN\PPPTEXCOORD���OSGN������SV_PositionTEXCOORD���SHEX�P}jYF� _2_�_2g� e� e� e2 e� h6� @?�?22F�� օ 6" �A6 
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����
samplers2D[0]samplers2D[1]textures2D[0]textures2D[1]$Globals���8 ��������������������_uoffset_Stage1_c0_c1float�_umultiplier_Stage1_c0_c1Microsoft (R) HLSL Shader Compiler 10.1��ISGN������SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX�PujYF� Z`Z`XpUUXpUUb2b�e� hE���CUFF~`E���CUb�&}`	rF� �A8rF� 
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B@�
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� F@�,x�,��>����>STAT�
BPLG��2"788efd1c721aP��position
_uposition����������������R��color_ucolor����������������R��sk_RTAdjust
_usk_RTAdjust����������������������������������������R��uinnerRect_Stage1_c0_uuinnerRect_Stage1_c0����������������������������������������P��uradiusPlusHalf_Stage1_c0_uuradiusPlusHalf_Stage1_c0�������������������������������������������������������������������������������������������������������������������������������������������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    float4 v0 : TEXCOORD0;
};
#pragma warning( disable: 3556 3571 )
float4 vec4_ctor(float x0, float x1, float x2, float x3)
{
    return float4(x0, x1, x2, x3);
}
float4 vec4_ctor(float2 x0, float x1, float x2)
{
    return float4(x0, x1, x2);
}
// Uniforms

uniform float4 _sk_RTAdjust : register(c1);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Attributes
static float2 _position = {0, 0};
static float4 _color = {0, 0, 0, 0};

static float4 gl_Position = float4(0, 0, 0, 0);

// Varyings
static  float4 _vcolor_Stage0 = {0, 0, 0, 0};

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewAdjust : packoffset(c1);
    float2 dx_ViewCoords : packoffset(c2);
    float2 dx_ViewScale  : packoffset(c3);
};

@@ VERTEX ATTRIBUTES @@

VS_OUTPUT generateOutput(VS_INPUT input)
{
    VS_OUTPUT output;
    output.gl_Position = gl_Position;
    output.dx_Position.x = gl_Position.x;
    output.dx_Position.y = - gl_Position.y;
    output.dx_Position.z = (gl_Position.z + gl_Position.w) * 0.5;
    output.dx_Position.w = gl_Position.w;
    output.gl_FragCoord = gl_Position;
    output.v0 = _vcolor_Stage0;

    return output;
}

VS_OUTPUT main(VS_INPUT input){
    initAttributes(input);

(_vcolor_Stage0 = _color);
(gl_Position = vec4_ctor(_position.x, _position.y, 0.0, 1.0));
(gl_Position = vec4_ctor(((gl_Position.xy * _sk_RTAdjust.xz) + (gl_Position.ww * _sk_RTAdjust.yw)), 0.0, gl_Position.w));
return generateOutput(input);
}
struct PS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    float4 v0 : TEXCOORD0;
};

#pragma warning( disable: 3556 3571 )
float2 vec2_ctor(float x0, float x1)
{
    return float2(x0, x1);
}
float4 vec4_ctor(float x0)
{
    return float4(x0, x0, x0, x0);
}
// Uniforms

uniform float4 _uinnerRect_Stage1_c0 : register(c0);
uniform float2 _uradiusPlusHalf_Stage1_c0 : register(c1);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Varyings
static  float4 _vcolor_Stage0 = {0, 0, 0, 0};

static float4 gl_Color[1] =
{
    float4(0, 0, 0, 0)
};
static float4 gl_FragCoord = float4(0, 0, 0, 0);

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewCoords : packoffset(c1);
    float3 dx_DepthFront : packoffset(c2);
    float2 dx_ViewScale : packoffset(c3);
};

#define GL_USES_FRAG_COLOR
#define GL_USES_FRAG_COORD
@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){
    float rhw = 1.0 / input.gl_FragCoord.w;
    gl_FragCoord.x = input.dx_Position.x;
    gl_FragCoord.y = input.dx_Position.y;
    gl_FragCoord.z = (input.gl_FragCoord.z * rhw) * dx_DepthFront.x + dx_DepthFront.y;
    gl_FragCoord.w = rhw;
    _vcolor_Stage0 = input.v0;

float4 _outputColor_Stage03024 = {0, 0, 0, 0};
(_outputColor_Stage03024 = _vcolor_Stage0);
float4 _output_Stage13025 = {0, 0, 0, 0};
float __0_dx03026 = (_uinnerRect_Stage1_c0.x - gl_FragCoord.x);
float2 __1_dxy13027 = (gl_FragCoord.xy - _uinnerRect_Stage1_c0.zw);
float2 __2_dxy3028 = max(vec2_ctor(max(__0_dx03026, __1_dxy13027.x), __1_dxy13027.y), 0.0);
float __3_topAlpha3029 = clamp((gl_FragCoord.y - _uinnerRect_Stage1_c0.y), 0.0, 1.0);
float __4_alpha3030 = (__3_topAlpha3029 * clamp((_uradiusPlusHalf_Stage1_c0.x - length(__2_dxy3028)), 0.0, 1.0));
(__4_alpha3030 = (1.0 - __4_alpha3030));
(_output_Stage13025 = vec4_ctor(__4_alpha3030));
{
(gl_Color[0] = (_outputColor_Stage03024 * _output_Stage13025));
}
return generateOutput();
}
R�	gl_Color0gl_Color[0]ystruct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    float4 v0 : TEXCOORD0;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    float4 v0 : TEXCOORD0;
};

void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput)
{
    output.gl_Position = input.gl_Position;
    output.v0 = input.v0; 
    output.gl_FragCoord = input.gl_FragCoord;
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
��$DXBC"���c�F�ڵ�NWc$4D��RDEFh<����RD11< ($\$Globals���\� ����������_sk_RTAdjustfloat4�Microsoft (R) HLSL Shader Compiler 10.1ISGND88TEXCOORD���OSGN�htttSV_PositionTEXCOORD���SHEXhPZjYF� _2_�g� e� e� e� h6� @?�?22F�� օ 6" �A6 
62 F62 F6� @�?6� @�?6� F>STAT�
��DXBCF�`d3Z��+UQ��4�H|RDEF�h<���\RD11< ($\$Globals���\� ����������8��������_uinnerRect_Stage1_c0float4����_uradiusPlusHalf_Stage1_c0float2��/Microsoft (R) HLSL Shader Compiler 10.1ISGN�htttSV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX�PbjYF� d 2b�e� h	
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*4
2�@6 
FFK
 	
�A
� 2

�A
@�?8� F>STAT�	BPLG��7788efd1c721aP��position
_uposition�����������������coverage
_ucoverage����������������P��
localCoord_ulocalCoord����������������R��sk_RTAdjust
_usk_RTAdjust����������������������������������������^�uTextureSampler_0_Stage0_uuTextureSampler_0_Stage0������������������������������������������^�������������������������������������������������������������������������������������������������������*struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float2 v0 : TEXCOORD0;
    float v1 : TEXCOORD1;
};
#pragma warning( disable: 3556 3571 )
float4 vec4_ctor(float x0, float x1, float x2, float x3)
{
    return float4(x0, x1, x2, x3);
}
float4 vec4_ctor(float2 x0, float x1, float x2)
{
    return float4(x0, x1, x2);
}
// Uniforms

uniform float4 _sk_RTAdjust : register(c1);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Attributes
static float2 _position = {0, 0};
static float _coverage = {0};
static float2 _localCoord = {0, 0};

static float4 gl_Position = float4(0, 0, 0, 0);

// Varyings
static  float2 _vlocalCoord_Stage0 = {0, 0};
static  float _vcoverage_Stage0 = {0};

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewAdjust : packoffset(c1);
    float2 dx_ViewCoords : packoffset(c2);
    float2 dx_ViewScale  : packoffset(c3);
};

@@ VERTEX ATTRIBUTES @@

VS_OUTPUT generateOutput(VS_INPUT input)
{
    VS_OUTPUT output;
    output.gl_Position = gl_Position;
    output.dx_Position.x = gl_Position.x;
    output.dx_Position.y = - gl_Position.y;
    output.dx_Position.z = (gl_Position.z + gl_Position.w) * 0.5;
    output.dx_Position.w = gl_Position.w;
    output.v0 = _vlocalCoord_Stage0;
    output.v1 = _vcoverage_Stage0;

    return output;
}

VS_OUTPUT main(VS_INPUT input){
    initAttributes(input);

float2 t0 = _position, _position3027 = t0;
(_vlocalCoord_Stage0 = _localCoord);
(_vcoverage_Stage0 = _coverage);
(gl_Position = vec4_ctor(_position3027.x, _position3027.y, 0.0, 1.0));
(gl_Position = vec4_ctor(((gl_Position.xy * _sk_RTAdjust.xz) + (gl_Position.ww * _sk_RTAdjust.yw)), 0.0, gl_Position.w));
return generateOutput(input);
}
�struct PS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float2 v0 : TEXCOORD0;
    float v1 : TEXCOORD1;
};

#pragma warning( disable: 3556 3571 )
float4 vec4_ctor(float x0)
{
    return float4(x0, x0, x0, x0);
}
// Uniforms

static const uint _uTextureSampler_0_Stage0 = 0;
uniform Texture2D<float4> textures2D[1] : register(t0);
uniform SamplerState samplers2D[1] : register(s0);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Varyings
static  float2 _vlocalCoord_Stage0 = {0, 0};
static  float _vcoverage_Stage0 = {0};

static float4 gl_Color[1] =
{
    float4(0, 0, 0, 0)
};

cbuffer DriverConstants : register(b1)
{
    struct SamplerMetadata
    {
        int baseLevel;
        int internalFormatBits;
        int wrapModes;
        int padding;
        int4 intBorderColor;
    };
    SamplerMetadata samplerMetadata[1] : packoffset(c4);
};

#define GL_USES_FRAG_COLOR
float4 gl_texture2D(uint samplerIndex, float2 t)
{
    return textures2D[samplerIndex].Sample(samplers2D[samplerIndex], float2(t.x, t.y));
}

@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){
    _vlocalCoord_Stage0 = input.v0.xy;
    _vcoverage_Stage0 = input.v1.x;

float4 _outputColor_Stage03024 = {1.0, 1.0, 1.0, 1.0};
float2 _texCoord3025 = {0, 0};
(_texCoord3025 = _vlocalCoord_Stage0);
(_outputColor_Stage03024 = gl_texture2D(_uTextureSampler_0_Stage0, _texCoord3025));
float _coverage3026 = _vcoverage_Stage0;
float4 _outputCoverage_Stage03027 = vec4_ctor(_coverage3026);
{
(gl_Color[0] = (_outputColor_Stage03024 * _outputCoverage_Stage03027));
}
return generateOutput();
}
R�	gl_Color0gl_Color[0]Pstruct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float2 v0 : TEXCOORD0;
    float v1 : TEXCOORD1;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float2 v0 : TEXCOORD0;
    float v1 : TEXCOORD1;
};

void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput)
{
    output.gl_Position = input.gl_Position;
    output.v0 = input.v0; 
    output.v1 = input.v1; 
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
���(DXBC��Ξ�9?�+����(4D�0�RDEFh<����RD11< ($\$Globals���\� ����������_sk_RTAdjustfloat4�Microsoft (R) HLSL Shader Compiler 10.1ISGN\PPPTEXCOORD���OSGN�htttSV_PositionTEXCOORD���SHEXTPUjYF� _2__2g� e� e2 eB h6� @?�?22F�� օ 6" �A6 
62 F6� @�?62 F6B 
>STAT�	��DXBC�ޟ�1�H��mE���4���`RDEF�<����RD11< ($|�����
samplers2D[0]textures2D[0]Microsoft (R) HLSL Shader Compiler 10.1ISGN�htttSV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX�P(jZ`XpUUb2bBe� hE���CU�FF~`8� F�>STAT�BPLG���788efd1c721aP��
inPosition_uinPosition����������������R��inColor	_uinColor����������������R��inCircleEdge_uinCircleEdge����������������R��sk_RTAdjust
_usk_RTAdjust����������������������������������������������������������������������������������������������������������������������������fstruct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 v0 : TEXCOORD0;
    float4 v1 : TEXCOORD1;
};
#pragma warning( disable: 3556 3571 )
float4 vec4_ctor(float x0, float x1, float x2, float x3)
{
    return float4(x0, x1, x2, x3);
}
float4 vec4_ctor(float2 x0, float x1, float x2)
{
    return float4(x0, x1, x2);
}
// Uniforms

uniform float4 _sk_RTAdjust : register(c1);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Attributes
static float2 _inPosition = {0, 0};
static float4 _inColor = {0, 0, 0, 0};
static float4 _inCircleEdge = {0, 0, 0, 0};

static float4 gl_Position = float4(0, 0, 0, 0);

// Varyings
static  float4 _vinCircleEdge_Stage0 = {0, 0, 0, 0};
static  float4 _vinColor_Stage0 = {0, 0, 0, 0};

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewAdjust : packoffset(c1);
    float2 dx_ViewCoords : packoffset(c2);
    float2 dx_ViewScale  : packoffset(c3);
};

@@ VERTEX ATTRIBUTES @@

VS_OUTPUT generateOutput(VS_INPUT input)
{
    VS_OUTPUT output;
    output.gl_Position = gl_Position;
    output.dx_Position.x = gl_Position.x;
    output.dx_Position.y = - gl_Position.y;
    output.dx_Position.z = (gl_Position.z + gl_Position.w) * 0.5;
    output.dx_Position.w = gl_Position.w;
    output.v0 = _vinCircleEdge_Stage0;
    output.v1 = _vinColor_Stage0;

    return output;
}

VS_OUTPUT main(VS_INPUT input){
    initAttributes(input);

(_vinCircleEdge_Stage0 = _inCircleEdge);
(_vinColor_Stage0 = _inColor);
float2 __tmp_0_inPosition3027 = _inPosition;
(gl_Position = vec4_ctor(__tmp_0_inPosition3027.x, __tmp_0_inPosition3027.y, 0.0, 1.0));
(gl_Position = vec4_ctor(((gl_Position.xy * _sk_RTAdjust.xz) + (gl_Position.ww * _sk_RTAdjust.yw)), 0.0, gl_Position.w));
return generateOutput(input);
}
struct PS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 v0 : TEXCOORD0;
    float4 v1 : TEXCOORD1;
};

#pragma warning( disable: 3556 3571 )
float4 vec4_ctor(float x0)
{
    return float4(x0, x0, x0, x0);
}
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Varyings
static  float4 _vinCircleEdge_Stage0 = {0, 0, 0, 0};
static  float4 _vinColor_Stage0 = {0, 0, 0, 0};

static float4 gl_Color[1] =
{
    float4(0, 0, 0, 0)
};

cbuffer DriverConstants : register(b1)
{
};

#define GL_USES_FRAG_COLOR
@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){
    _vinCircleEdge_Stage0 = input.v0;
    _vinColor_Stage0 = input.v1;

float4 _circleEdge3023 = {0, 0, 0, 0};
(_circleEdge3023 = _vinCircleEdge_Stage0);
float4 _outputColor_Stage03024 = {0, 0, 0, 0};
(_outputColor_Stage03024 = _vinColor_Stage0);
float _d3025 = length(_circleEdge3023.xy);
float _distanceToOuterEdge3026 = (_circleEdge3023.z * (1.0 - _d3025));
float _edgeAlpha3027 = clamp(_distanceToOuterEdge3026, 0.0, 1.0);
float4 _outputCoverage_Stage03028 = vec4_ctor(_edgeAlpha3027);
{
(gl_Color[0] = (_outputColor_Stage03024 * _outputCoverage_Stage03028));
}
return generateOutput();
}
R�	gl_Color0gl_Color[0]Rstruct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 v0 : TEXCOORD0;
    float4 v1 : TEXCOORD1;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 v0 : TEXCOORD0;
    float4 v1 : TEXCOORD1;
};

void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput)
{
    output.gl_Position = input.gl_Position;
    output.v0 = input.v0; 
    output.v1 = input.v1; 
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
���(DXBC6�ٔ�m����]�(4D�0�RDEFh<����RD11< ($\$Globals���\� ����������_sk_RTAdjustfloat4�Microsoft (R) HLSL Shader Compiler 10.1ISGN\PPPTEXCOORD���OSGN�htttSV_PositionTEXCOORD���SHEXTPUjYF� _2_�_�g� e� e� e� h6� @?�?22F�� օ 6" �A6 
62 F6� @�?6� F6� F>STAT�	��DXBC'��`nc��u;;���4�(\(RDEFd<���<RD11< ($Microsoft (R) HLSL Shader Compiler 10.1ISGN�htttSV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX�P1jbrb�e� hFFK

�A@�?8 
*8� F>STAT�BPLG��)788efd1c721aP��
inPosition_uinPosition����������������R��inColor	_uinColor����������������P��inTextureCoords_uinTextureCoords����������������R��sk_RTAdjust
_usk_RTAdjust����������������������������������������P��uAtlasSizeInv_Stage0_uuAtlasSizeInv_Stage0����������������������������������������R��urectUniform_Stage1_c0_uurectUniform_Stage1_c0����������������������������������������^�uTextureSampler_0_Stage0_uuTextureSampler_0_Stage0������������������������������������������^������������������������������������������������������������������������������������������������������������������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 gl_FragCoord : TEXCOORD3;
    float4 v0 : TEXCOORD0;
    float2 v1 : TEXCOORD1;
};
#pragma warning( disable: 3556 3571 )
float2 vec2_ctor(float x0, float x1)
{
    return float2(x0, x1);
}
float4 vec4_ctor(float x0, float x1, float x2, float x3)
{
    return float4(x0, x1, x2, x3);
}
float4 vec4_ctor(float2 x0, float x1, float x2)
{
    return float4(x0, x1, x2);
}
// Uniforms

uniform float4 _sk_RTAdjust : register(c1);
uniform float2 _uAtlasSizeInv_Stage0 : register(c2);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Attributes
static float2 _inPosition = {0, 0};
static float4 _inColor = {0, 0, 0, 0};
static float2 _inTextureCoords = {0, 0};

static float4 gl_Position = float4(0, 0, 0, 0);

// Varyings
static  float2 _vTextureCoords_Stage0 = {0, 0};
static  float _vTexIndex_Stage0 = {0};
static  float4 _vinColor_Stage0 = {0, 0, 0, 0};

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewAdjust : packoffset(c1);
    float2 dx_ViewCoords : packoffset(c2);
    float2 dx_ViewScale  : packoffset(c3);
};

@@ VERTEX ATTRIBUTES @@

VS_OUTPUT generateOutput(VS_INPUT input)
{
    VS_OUTPUT output;
    output.gl_Position = gl_Position;
    output.dx_Position.x = gl_Position.x;
    output.dx_Position.y = - gl_Position.y;
    output.dx_Position.z = (gl_Position.z + gl_Position.w) * 0.5;
    output.dx_Position.w = gl_Position.w;
    output.gl_FragCoord = gl_Position;
    output.v0 = _vinColor_Stage0;
    output.v1 = _vTextureCoords_Stage0;

    return output;
}

VS_OUTPUT main(VS_INPUT input){
    initAttributes(input);

float _texIdx3029 = {0.0};
float2 _unormTexCoords3030 = vec2_ctor(_inTextureCoords.x, _inTextureCoords.y);
(_vTextureCoords_Stage0 = (_unormTexCoords3030 * _uAtlasSizeInv_Stage0));
(_vTexIndex_Stage0 = _texIdx3029);
(_vinColor_Stage0 = _inColor);
(gl_Position = vec4_ctor(_inPosition.x, _inPosition.y, 0.0, 1.0));
(gl_Position = vec4_ctor(((gl_Position.xy * _sk_RTAdjust.xz) + (gl_Position.ww * _sk_RTAdjust.yw)), 0.0, gl_Position.w));
return generateOutput(input);
}
�
struct PS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 gl_FragCoord : TEXCOORD3;
    float4 v0 : TEXCOORD0;
    float2 v1 : TEXCOORD1;
};

#pragma warning( disable: 3556 3571 )
float float_ctor(int x0)
{
    return float(x0);
}
float4 vec4_ctor(float2 x0, float2 x1)
{
    return float4(x0, x1);
}
// Uniforms

uniform float4 _urectUniform_Stage1_c0 : register(c0);
static const uint _uTextureSampler_0_Stage0 = 0;
uniform Texture2D<float4> textures2D[1] : register(t0);
uniform SamplerState samplers2D[1] : register(s0);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Varyings
static  float2 _vTextureCoords_Stage0 = {0, 0};
static  float4 _vinColor_Stage0 = {0, 0, 0, 0};

static float4 gl_Color[1] =
{
    float4(0, 0, 0, 0)
};
static float4 gl_FragCoord = float4(0, 0, 0, 0);

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewCoords : packoffset(c1);
    float3 dx_DepthFront : packoffset(c2);
    float2 dx_ViewScale : packoffset(c3);
    struct SamplerMetadata
    {
        int baseLevel;
        int internalFormatBits;
        int wrapModes;
        int padding;
        int4 intBorderColor;
    };
    SamplerMetadata samplerMetadata[1] : packoffset(c4);
};

#define GL_USES_FRAG_COLOR
float4 gl_texture2D(uint samplerIndex, float2 t)
{
    return textures2D[samplerIndex].Sample(samplers2D[samplerIndex], float2(t.x, t.y));
}

#define GL_USES_FRAG_COORD
@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){
    float rhw = 1.0 / input.gl_FragCoord.w;
    gl_FragCoord.x = input.dx_Position.x;
    gl_FragCoord.y = input.dx_Position.y;
    gl_FragCoord.z = (input.gl_FragCoord.z * rhw) * dx_DepthFront.x + dx_DepthFront.y;
    gl_FragCoord.w = rhw;
    _vinColor_Stage0 = input.v0;
    _vTextureCoords_Stage0 = input.v1.xy;

float4 _outputColor_Stage03026 = {0, 0, 0, 0};
(_outputColor_Stage03026 = _vinColor_Stage0);
float4 _texColor3027 = {0, 0, 0, 0};
{
(_texColor3027 = gl_texture2D(_uTextureSampler_0_Stage0, _vTextureCoords_Stage0).xxxx);
}
float4 _outputCoverage_Stage03028 = _texColor3027;
float4 _output_Stage13029 = {0, 0, 0, 0};
float __1_coverage3030 = {0};
{
int sbd7 = {0};
if (all((vec4_ctor(gl_FragCoord.xy, _urectUniform_Stage1_c0.zw) > vec4_ctor(_urectUniform_Stage1_c0.xy, gl_FragCoord.xy))))
{
(sbd7 = 1);
}
else
{
(sbd7 = 0);
}
(__1_coverage3030 = float_ctor(sbd7));
}
{
(__1_coverage3030 = (1.0 - __1_coverage3030));
}
(_output_Stage13029 = (_outputCoverage_Stage03028 * __1_coverage3030));
{
(gl_Color[0] = (_outputColor_Stage03026 * _output_Stage13029));
}
return generateOutput();
}
R�	gl_Color0gl_Color[0]�struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 gl_FragCoord : TEXCOORD3;
    float4 v0 : TEXCOORD0;
    float2 v1 : TEXCOORD1;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 gl_FragCoord : TEXCOORD3;
    float4 v0 : TEXCOORD0;
    float2 v1 : TEXCOORD1;
};

void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput)
{
    output.gl_Position = input.gl_Position;
    output.v0 = input.v0; 
    output.v1 = input.v1; 
    output.gl_FragCoord = input.gl_FragCoord;
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
����DXBC-t ��5A��J��4��\RDEFth<���LRD11< ($\$Globals���\�0���������� (��������_sk_RTAdjustfloat4�_uAtlasSizeInv_Stage0float2���Microsoft (R) HLSL Shader Compiler 10.1ISGN\PPPTEXCOORD���OSGN������SV_PositionTEXCOORD���SHEX�PhjYF� _2_�_2g� e� e� e� e2 h6� @?�?22F�� օ 6" �A6 
62 F62 F6� @�?6� @�?6� F82 FF� >STAT���DXBCs���@�c�Y�R\N�4�L�RDEFp�<���HRD11< ($������
�samplers2D[0]textures2D[0]$Globals�����$��������_urectUniform_Stage1_c0float4�Microsoft (R) HLSL Shader Compiler 10.1ISGN������SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEXxP^jYF� Z`XpUUd 2b�b2e� h12F� F1��� 2�
F
7	
@@�?E���CU"F~`8
8� F>STAT�	BPLG���$788efd1c721aP��position
_uposition����������������R��color_ucolor����������������P��
localCoord_ulocalCoord����������������R��sk_RTAdjust
_usk_RTAdjust����������������������������������������[��umatrix_Stage1_c0_c0_c0_uumatrix_Stage1_c0_c0_c0����������������������������������������R��uclamp_Stage1_c0_c0_c0_c0_uuclamp_Stage1_c0_c0_c0_c0����������������������������������������^�uTextureSampler_0_Stage1_uuTextureSampler_0_Stage1������������������������������������������^������������������������������������������������������������������������������������������������������������������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 v0 : TEXCOORD0;
    float2 v1 : TEXCOORD1;
};
#pragma warning( disable: 3556 3571 )
float3 vec3_ctor(float2 x0, float x1)
{
    return float3(x0, x1);
}
float4 vec4_ctor(float x0, float x1, float x2, float x3)
{
    return float4(x0, x1, x2, x3);
}
float4 vec4_ctor(float2 x0, float x1, float x2)
{
    return float4(x0, x1, x2);
}
// Uniforms

uniform float4 _sk_RTAdjust : register(c1);
uniform float3x3 _umatrix_Stage1_c0_c0_c0 : register(c2);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Attributes
static float2 _position = {0, 0};
static float4 _color = {0, 0, 0, 0};
static float2 _localCoord = {0, 0};

static float4 gl_Position = float4(0, 0, 0, 0);

// Varyings
static  float4 _vcolor_Stage0 = {0, 0, 0, 0};
static  float2 _vTransformedCoords_0_Stage0 = {0, 0};

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewAdjust : packoffset(c1);
    float2 dx_ViewCoords : packoffset(c2);
    float2 dx_ViewScale  : packoffset(c3);
};

@@ VERTEX ATTRIBUTES @@

VS_OUTPUT generateOutput(VS_INPUT input)
{
    VS_OUTPUT output;
    output.gl_Position = gl_Position;
    output.dx_Position.x = gl_Position.x;
    output.dx_Position.y = - gl_Position.y;
    output.dx_Position.z = (gl_Position.z + gl_Position.w) * 0.5;
    output.dx_Position.w = gl_Position.w;
    output.v0 = _vcolor_Stage0;
    output.v1 = _vTransformedCoords_0_Stage0;

    return output;
}

VS_OUTPUT main(VS_INPUT input){
    initAttributes(input);

(_vcolor_Stage0 = _color);
(gl_Position = vec4_ctor(_position.x, _position.y, 0.0, 1.0));
{
(_vTransformedCoords_0_Stage0 = mul(transpose(_umatrix_Stage1_c0_c0_c0), vec3_ctor(_localCoord, 1.0)).xy);
}
(gl_Position = vec4_ctor(((gl_Position.xy * _sk_RTAdjust.xz) + (gl_Position.ww * _sk_RTAdjust.yw)), 0.0, gl_Position.w));
return generateOutput(input);
}
struct PS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 v0 : TEXCOORD0;
    float2 v1 : TEXCOORD1;
};

#pragma warning( disable: 3556 3571 )
// Uniforms

uniform float4 _uclamp_Stage1_c0_c0_c0_c0 : register(c0);
static const uint _uTextureSampler_0_Stage1 = 0;
uniform Texture2D<float4> textures2D[1] : register(t0);
uniform SamplerState samplers2D[1] : register(s0);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Varyings
static  float4 _vcolor_Stage0 = {0, 0, 0, 0};
static  float2 _vTransformedCoords_0_Stage0 = {0, 0};

static float4 gl_Color[1] =
{
    float4(0, 0, 0, 0)
};

cbuffer DriverConstants : register(b1)
{
    struct SamplerMetadata
    {
        int baseLevel;
        int internalFormatBits;
        int wrapModes;
        int padding;
        int4 intBorderColor;
    };
    SamplerMetadata samplerMetadata[1] : packoffset(c4);
};

#define GL_USES_FRAG_COLOR
float4 gl_texture2D(uint samplerIndex, float2 t)
{
    return textures2D[samplerIndex].Sample(samplers2D[samplerIndex], float2(t.x, t.y));
}

@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){
    _vcolor_Stage0 = input.v0;
    _vTransformedCoords_0_Stage0 = input.v1.xy;

float4 _outputColor_Stage03026 = {0, 0, 0, 0};
(_outputColor_Stage03026 = _vcolor_Stage0);
float4 _output_Stage13027 = {0, 0, 0, 0};
float2 __12_inCoord3028 = _vTransformedCoords_0_Stage0;
float2 __13_subsetCoord3029 = {0, 0};
(__13_subsetCoord3029.x = __12_inCoord3028.x);
(__13_subsetCoord3029.y = __12_inCoord3028.y);
float2 __14_clampedCoord3030 = {0, 0};
(__14_clampedCoord3030.x = clamp(__13_subsetCoord3029.x, _uclamp_Stage1_c0_c0_c0_c0.x, _uclamp_Stage1_c0_c0_c0_c0.z));
(__14_clampedCoord3030.y = __13_subsetCoord3029.y);
float4 __15_textureColor3031 = gl_texture2D(_uTextureSampler_0_Stage1, __14_clampedCoord3030);
(_output_Stage13027 = __15_textureColor3031);
{
(gl_Color[0] = _output_Stage13027);
}
return generateOutput();
}
R�	gl_Color0gl_Color[0]Rstruct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 v0 : TEXCOORD0;
    float2 v1 : TEXCOORD1;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 v0 : TEXCOORD0;
    float2 v1 : TEXCOORD1;
};

void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput)
{
    output.gl_Position = input.gl_Position;
    output.v0 = input.v0; 
    output.v1 = input.v1; 
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
����DXBCŦ
r���al=�~JI�4��PRDEFxh<���PRD11< ($\$Globals���\�P���������� ,,��������_sk_RTAdjustfloat4�_umatrix_Stage1_c0_c0_c0float3x3��!Microsoft (R) HLSL Shader Compiler 10.1ISGN\PPPTEXCOORD���OSGN�htttSV_PositionTEXCOORD���SHEX�PjjYF� _2_�_2g� e� e� e2 h6� @?�?22F�� օ 6" �A6 
62 F6� @�?6� F62F6B@�? F� F" F� F>STAT���DXBC�4��f��	 �l���4�8lPRDEFt�<���LRD11< ($������
�samplers2D[0]textures2D[0]$Globals�����(��������_uclamp_Stage1_c0_c0_c0_c0float4��Microsoft (R) HLSL Shader Compiler 10.1ISGN�htttSV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX�P7jYF� Z`XpUUb2e� h4

� 3
*� 6"E���CU� FF~`>STAT�BPLG���(788efd1c721aP��
inPosition_uinPosition����������������R��inColor	_uinColor����������������R��inCircleEdge_uinCircleEdge����������������R��sk_RTAdjust
_usk_RTAdjust�����������������������������������������u_skRTHeight_uu_skRTHeight����������������������������������������R��uinnerRect_Stage1_c0_uuinnerRect_Stage1_c0����������������������������������������P��uradiusPlusHalf_Stage1_c0_uuradiusPlusHalf_Stage1_c0���������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 gl_FragCoord : TEXCOORD3;
    float4 v0 : TEXCOORD0;
    float4 v1 : TEXCOORD1;
};
#pragma warning( disable: 3556 3571 )
float4 vec4_ctor(float x0, float x1, float x2, float x3)
{
    return float4(x0, x1, x2, x3);
}
float4 vec4_ctor(float2 x0, float x1, float x2)
{
    return float4(x0, x1, x2);
}
// Uniforms

uniform float4 _sk_RTAdjust : register(c1);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Attributes
static float2 _inPosition = {0, 0};
static float4 _inColor = {0, 0, 0, 0};
static float4 _inCircleEdge = {0, 0, 0, 0};

static float4 gl_Position = float4(0, 0, 0, 0);

// Varyings
static  float4 _vinCircleEdge_Stage0 = {0, 0, 0, 0};
static  float4 _vinColor_Stage0 = {0, 0, 0, 0};

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewAdjust : packoffset(c1);
    float2 dx_ViewCoords : packoffset(c2);
    float2 dx_ViewScale  : packoffset(c3);
};

@@ VERTEX ATTRIBUTES @@

VS_OUTPUT generateOutput(VS_INPUT input)
{
    VS_OUTPUT output;
    output.gl_Position = gl_Position;
    output.dx_Position.x = gl_Position.x;
    output.dx_Position.y = - gl_Position.y;
    output.dx_Position.z = (gl_Position.z + gl_Position.w) * 0.5;
    output.dx_Position.w = gl_Position.w;
    output.gl_FragCoord = gl_Position;
    output.v0 = _vinCircleEdge_Stage0;
    output.v1 = _vinColor_Stage0;

    return output;
}

VS_OUTPUT main(VS_INPUT input){
    initAttributes(input);

(_vinCircleEdge_Stage0 = _inCircleEdge);
(_vinColor_Stage0 = _inColor);
float2 __tmp_0_inPosition3028 = _inPosition;
(gl_Position = vec4_ctor(__tmp_0_inPosition3028.x, __tmp_0_inPosition3028.y, 0.0, 1.0));
(gl_Position = vec4_ctor(((gl_Position.xy * _sk_RTAdjust.xz) + (gl_Position.ww * _sk_RTAdjust.yw)), 0.0, gl_Position.w));
return generateOutput(input);
}
8
struct PS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 gl_FragCoord : TEXCOORD3;
    float4 v0 : TEXCOORD0;
    float4 v1 : TEXCOORD1;
};

#pragma warning( disable: 3556 3571 )
float4 vec4_ctor(float x0)
{
    return float4(x0, x0, x0, x0);
}
float4 vec4_ctor(float x0, float x1, float x2, float x3)
{
    return float4(x0, x1, x2, x3);
}
// Uniforms

uniform float _u_skRTHeight : register(c0);
uniform float4 _uinnerRect_Stage1_c0 : register(c1);
uniform float2 _uradiusPlusHalf_Stage1_c0 : register(c2);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Varyings
static  float4 _vinCircleEdge_Stage0 = {0, 0, 0, 0};
static  float4 _vinColor_Stage0 = {0, 0, 0, 0};

static float4 gl_Color[1] =
{
    float4(0, 0, 0, 0)
};
static float4 gl_FragCoord = float4(0, 0, 0, 0);

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewCoords : packoffset(c1);
    float3 dx_DepthFront : packoffset(c2);
    float2 dx_ViewScale : packoffset(c3);
};

#define GL_USES_FRAG_COLOR
#define GL_USES_FRAG_COORD
@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){
    float rhw = 1.0 / input.gl_FragCoord.w;
    gl_FragCoord.x = input.dx_Position.x;
    gl_FragCoord.y = input.dx_Position.y;
    gl_FragCoord.z = (input.gl_FragCoord.z * rhw) * dx_DepthFront.x + dx_DepthFront.y;
    gl_FragCoord.w = rhw;
    _vinCircleEdge_Stage0 = input.v0;
    _vinColor_Stage0 = input.v1;

float4 _sk_FragCoord3026 = vec4_ctor(gl_FragCoord.x, (_u_skRTHeight - gl_FragCoord.y), gl_FragCoord.z, gl_FragCoord.w);
float4 _circleEdge3027 = {0, 0, 0, 0};
(_circleEdge3027 = _vinCircleEdge_Stage0);
float4 _outputColor_Stage03028 = {0, 0, 0, 0};
(_outputColor_Stage03028 = _vinColor_Stage0);
float _d3029 = length(_circleEdge3027.xy);
float _distanceToOuterEdge3030 = (_circleEdge3027.z * (1.0 - _d3029));
float _edgeAlpha3031 = clamp(_distanceToOuterEdge3030, 0.0, 1.0);
float4 _outputCoverage_Stage03032 = vec4_ctor(_edgeAlpha3031);
float4 _output_Stage13033 = {0, 0, 0, 0};
float2 __0_dxy03034 = (_uinnerRect_Stage1_c0.xy - _sk_FragCoord3026.xy);
float2 __1_dxy13035 = (_sk_FragCoord3026.xy - _uinnerRect_Stage1_c0.zw);
float2 __2_dxy3036 = max(max(__0_dxy03034, __1_dxy13035), 0.0);
float __3_alpha3037 = clamp((_uradiusPlusHalf_Stage1_c0.x - length(__2_dxy3036)), 0.0, 1.0);
(__3_alpha3037 = (1.0 - __3_alpha3037));
(_output_Stage13033 = (_outputCoverage_Stage03032 * __3_alpha3037));
{
(gl_Color[0] = (_outputColor_Stage03028 * _output_Stage13033));
}
return generateOutput();
}
R�	gl_Color0gl_Color[0]�struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 gl_FragCoord : TEXCOORD3;
    float4 v0 : TEXCOORD0;
    float4 v1 : TEXCOORD1;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 gl_FragCoord : TEXCOORD3;
    float4 v0 : TEXCOORD0;
    float4 v1 : TEXCOORD1;
};

void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput)
{
    output.gl_Position = input.gl_Position;
    output.v0 = input.v0; 
    output.v1 = input.v1; 
    output.gl_FragCoord = input.gl_FragCoord;
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
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8� F>STAT�BPLG��;7788efd1c721a

P��position
_uposition����������������R��color_ucolor����������������P��
localCoord_ulocalCoord����������������
R��sk_RTAdjust
_usk_RTAdjust����������������������������������������[��umatrix_Stage1_c0_c0_c0_c0_uumatrix_Stage1_c0_c0_c0_c0�����������������������������������������u_skRTHeight_uu_skRTHeight�����������������������������������������urange_Stage1_c0_uurange_Stage1_c0����������������������������������������R�� uleftBorderColor_Stage1_c0_c0_c0"_uuleftBorderColor_Stage1_c0_c0_c0����������������������������������������R��!urightBorderColor_Stage1_c0_c0_c0#_uurightBorderColor_Stage1_c0_c0_c0����������������������������������������R��ustart_Stage1_c0_c0_c0_c1_uustart_Stage1_c0_c0_c0_c1����������������������������������������R��uend_Stage1_c0_c0_c0_c1_uuend_Stage1_c0_c0_c0_c1����������������������������������������R��uinnerRect_Stage2_c1_uuinnerRect_Stage2_c1����������������������������������������P��uradiusPlusHalf_Stage2_c1_uuradiusPlusHalf_Stage2_c1������������������������������������������




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����������������������������������������������������������
��������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������*struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 gl_FragCoord : TEXCOORD3;
    float4 v0 : TEXCOORD0;
    float2 v1 : TEXCOORD1;
};
#pragma warning( disable: 3556 3571 )
float3 vec3_ctor(float2 x0, float x1)
{
    return float3(x0, x1);
}
float4 vec4_ctor(float x0, float x1, float x2, float x3)
{
    return float4(x0, x1, x2, x3);
}
float4 vec4_ctor(float2 x0, float x1, float x2)
{
    return float4(x0, x1, x2);
}
// Uniforms

uniform float4 _sk_RTAdjust : register(c1);
uniform float3x3 _umatrix_Stage1_c0_c0_c0_c0 : register(c2);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Attributes
static float2 _position = {0, 0};
static float4 _color = {0, 0, 0, 0};
static float2 _localCoord = {0, 0};

static float4 gl_Position = float4(0, 0, 0, 0);

// Varyings
static  float4 _vcolor_Stage0 = {0, 0, 0, 0};
static  float2 _vTransformedCoords_0_Stage0 = {0, 0};

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewAdjust : packoffset(c1);
    float2 dx_ViewCoords : packoffset(c2);
    float2 dx_ViewScale  : packoffset(c3);
};

@@ VERTEX ATTRIBUTES @@

VS_OUTPUT generateOutput(VS_INPUT input)
{
    VS_OUTPUT output;
    output.gl_Position = gl_Position;
    output.dx_Position.x = gl_Position.x;
    output.dx_Position.y = - gl_Position.y;
    output.dx_Position.z = (gl_Position.z + gl_Position.w) * 0.5;
    output.dx_Position.w = gl_Position.w;
    output.gl_FragCoord = gl_Position;
    output.v0 = _vcolor_Stage0;
    output.v1 = _vTransformedCoords_0_Stage0;

    return output;
}

VS_OUTPUT main(VS_INPUT input){
    initAttributes(input);

(_vcolor_Stage0 = _color);
(gl_Position = vec4_ctor(_position.x, _position.y, 0.0, 1.0));
{
(_vTransformedCoords_0_Stage0 = mul(transpose(_umatrix_Stage1_c0_c0_c0_c0), vec3_ctor(_localCoord, 1.0)).xy);
}
(gl_Position = vec4_ctor(((gl_Position.xy * _sk_RTAdjust.xz) + (gl_Position.ww * _sk_RTAdjust.yw)), 0.0, gl_Position.w));
return generateOutput(input);
}
#struct PS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 gl_FragCoord : TEXCOORD3;
    float4 v0 : TEXCOORD0;
    float2 v1 : TEXCOORD1;
};

#pragma warning( disable: 3556 3571 )
float4 vec4_ctor(float x0)
{
    return float4(x0, x0, x0, x0);
}
float4 vec4_ctor(float x0, float x1, float x2, float x3)
{
    return float4(x0, x1, x2, x3);
}
float4 vec4_ctor(float3 x0, float x1)
{
    return float4(x0, x1);
}
// Uniforms

uniform float _u_skRTHeight : register(c0);
uniform float _urange_Stage1_c0 : register(c1);
uniform float4 _uleftBorderColor_Stage1_c0_c0_c0 : register(c2);
uniform float4 _urightBorderColor_Stage1_c0_c0_c0 : register(c3);
uniform float4 _ustart_Stage1_c0_c0_c0_c1 : register(c4);
uniform float4 _uend_Stage1_c0_c0_c0_c1 : register(c5);
uniform float4 _uinnerRect_Stage2_c1 : register(c6);
uniform float2 _uradiusPlusHalf_Stage2_c1 : register(c7);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Varyings
static  float4 _vcolor_Stage0 = {0, 0, 0, 0};
static  float2 _vTransformedCoords_0_Stage0 = {0, 0};

static float4 gl_Color[1] =
{
    float4(0, 0, 0, 0)
};
static float4 gl_FragCoord = float4(0, 0, 0, 0);

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewCoords : packoffset(c1);
    float3 dx_DepthFront : packoffset(c2);
    float2 dx_ViewScale : packoffset(c3);
};

#define GL_USES_FRAG_COLOR
#define GL_USES_FRAG_COORD
float4 mod_emu(float4 x, float4 y)
{
    return x - y * floor(x / y);
}


@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){
    float rhw = 1.0 / input.gl_FragCoord.w;
    gl_FragCoord.x = input.dx_Position.x;
    gl_FragCoord.y = input.dx_Position.y;
    gl_FragCoord.z = (input.gl_FragCoord.z * rhw) * dx_DepthFront.x + dx_DepthFront.y;
    gl_FragCoord.w = rhw;
    _vcolor_Stage0 = input.v0;
    _vTransformedCoords_0_Stage0 = input.v1.xy;

float4 _sk_FragCoord3032 = vec4_ctor(gl_FragCoord.x, (_u_skRTHeight - gl_FragCoord.y), gl_FragCoord.z, gl_FragCoord.w);
float4 _outputColor_Stage03033 = {0, 0, 0, 0};
(_outputColor_Stage03033 = _vcolor_Stage0);
float4 _output_Stage13034 = {0, 0, 0, 0};
float4 __4_t3035 = vec4_ctor((_vTransformedCoords_0_Stage0.x + 9.9999997e-06), 1.0, 0.0, 0.0);
float4 __5_outColor3036 = {0, 0, 0, 0};
if ((__4_t3035.x < 0.0))
{
(__5_outColor3036 = _uleftBorderColor_Stage1_c0_c0_c0);
}
else
{
if ((__4_t3035.x > 1.0))
{
(__5_outColor3036 = _urightBorderColor_Stage1_c0_c0_c0);
}
else
{
(__5_outColor3036 = lerp(_ustart_Stage1_c0_c0_c0_c1, _uend_Stage1_c0_c0_c0_c1, __4_t3035.x));
}
}
float4 __6_color3037 = __5_outColor3036;
float __7_value3038 = {0};
{
float4 __8_bits3039 = mod_emu(_sk_FragCoord3032.yxyx, float4(2.0, 2.0, 4.0, 4.0));
(__8_bits3039.zw = step(2.0, __8_bits3039.zw));
(__8_bits3039.xz = abs((__8_bits3039.xz - __8_bits3039.yw)));
(__7_value3038 = (dot(__8_bits3039, float4(0.5, 0.25, 0.125, 0.0625)) - 0.46875));
}
(_output_Stage13034 = vec4_ctor(clamp((__6_color3037.xyz + (__7_value3038 * _urange_Stage1_c0)), 0.0, __6_color3037.w), __6_color3037.w));
float4 _output_Stage23040 = {0, 0, 0, 0};
float2 __9_dxy03041 = (_uinnerRect_Stage2_c1.xy - _sk_FragCoord3032.xy);
float2 __10_dxy13042 = (_sk_FragCoord3032.xy - _uinnerRect_Stage2_c1.zw);
float2 __11_dxy3043 = max(max(__9_dxy03041, __10_dxy13042), 0.0);
float __12_alpha3044 = clamp((_uradiusPlusHalf_Stage2_c1.x - length(__11_dxy3043)), 0.0, 1.0);
(_output_Stage23040 = vec4_ctor(__12_alpha3044));
{
(gl_Color[0] = (_output_Stage13034 * _output_Stage23040));
}
return generateOutput();
}
R�	gl_Color0gl_Color[0]�struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 gl_FragCoord : TEXCOORD3;
    float4 v0 : TEXCOORD0;
    float2 v1 : TEXCOORD1;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 gl_FragCoord : TEXCOORD3;
    float4 v0 : TEXCOORD0;
    float2 v1 : TEXCOORD1;
};

void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput)
{
    output.gl_Position = input.gl_Position;
    output.v0 = input.v0; 
    output.v1 = input.v1; 
    output.gl_FragCoord = input.gl_FragCoord;
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
���HDXBClN�%N�AMZ���p�H4���RDEF|h<���TRD11< ($\$Globals���\�P���������� ,0��������_sk_RTAdjustfloat4�_umatrix_Stage1_c0_c0_c0_c0float3x3���$Microsoft (R) HLSL Shader Compiler 10.1ISGN\PPPTEXCOORD���OSGN������SV_PositionTEXCOORD���SHEX�PzjYF� _2_�_2g� e� e� e� e2 h6� @?�?22F�� օ 6" �A6 
62 F62 F6� @�?6� @�?6� F62F6B@�? F� F" F� F>STAT�	�	DXBC�����(�ʹdž(^�	4pDlRDEF4h<���RD11< ($\$Globals���\����������������������
 4��������X04��������{@4���������P4���������`4���������p���������_u_skRTHeightfloat�_urange_Stage1_c0_uleftBorderColor_Stage1_c0_c0_c0float4�,_urightBorderColor_Stage1_c0_c0_c0_ustart_Stage1_c0_c0_c0_c1_uend_Stage1_c0_c0_c0_c1_uinnerRect_Stage2_c1_uradiusPlusHalf_Stage2_c1float2��Microsoft (R) HLSL Shader Compiler 10.1ISGN������SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX PjYF� d 2be� h	"�A
� 6
8
�@??�>�>A�F2
�f�A@�@@@�@
�@@@
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�A�6R���
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�F� �AF� �
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4
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�A
� 8� F>STAT�BPLG��/*788efd1c721aP��position
_uposition����������������R��color_ucolor����������������P��
localCoord_ulocalCoord����������������R��sk_RTAdjust
_usk_RTAdjust����������������������������������������[��umatrix_Stage1_c0_c0_c0_c0_uumatrix_Stage1_c0_c0_c0_c0����������������������������������������\��um_Stage1_c0_uum_Stage1_c0����������������������������������������R��uv_Stage1_c0_uuv_Stage1_c0����������������������������������������R��uclamp_Stage1_c0_c0_c0_c0_c0_uuclamp_Stage1_c0_c0_c0_c0_c0����������������������������������������^�uTextureSampler_0_Stage1_uuTextureSampler_0_Stage1������������������������������������������^����������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 v0 : TEXCOORD0;
    float2 v1 : TEXCOORD1;
};
#pragma warning( disable: 3556 3571 )
float3 vec3_ctor(float2 x0, float x1)
{
    return float3(x0, x1);
}
float4 vec4_ctor(float x0, float x1, float x2, float x3)
{
    return float4(x0, x1, x2, x3);
}
float4 vec4_ctor(float2 x0, float x1, float x2)
{
    return float4(x0, x1, x2);
}
// Uniforms

uniform float4 _sk_RTAdjust : register(c1);
uniform float3x3 _umatrix_Stage1_c0_c0_c0_c0 : register(c2);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Attributes
static float2 _position = {0, 0};
static float4 _color = {0, 0, 0, 0};
static float2 _localCoord = {0, 0};

static float4 gl_Position = float4(0, 0, 0, 0);

// Varyings
static  float4 _vcolor_Stage0 = {0, 0, 0, 0};
static  float2 _vTransformedCoords_0_Stage0 = {0, 0};

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewAdjust : packoffset(c1);
    float2 dx_ViewCoords : packoffset(c2);
    float2 dx_ViewScale  : packoffset(c3);
};

@@ VERTEX ATTRIBUTES @@

VS_OUTPUT generateOutput(VS_INPUT input)
{
    VS_OUTPUT output;
    output.gl_Position = gl_Position;
    output.dx_Position.x = gl_Position.x;
    output.dx_Position.y = - gl_Position.y;
    output.dx_Position.z = (gl_Position.z + gl_Position.w) * 0.5;
    output.dx_Position.w = gl_Position.w;
    output.v0 = _vcolor_Stage0;
    output.v1 = _vTransformedCoords_0_Stage0;

    return output;
}

VS_OUTPUT main(VS_INPUT input){
    initAttributes(input);

(_vcolor_Stage0 = _color);
(gl_Position = vec4_ctor(_position.x, _position.y, 0.0, 1.0));
{
(_vTransformedCoords_0_Stage0 = mul(transpose(_umatrix_Stage1_c0_c0_c0_c0), vec3_ctor(_localCoord, 1.0)).xy);
}
(gl_Position = vec4_ctor(((gl_Position.xy * _sk_RTAdjust.xz) + (gl_Position.ww * _sk_RTAdjust.yw)), 0.0, gl_Position.w));
return generateOutput(input);
}
�	struct PS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 v0 : TEXCOORD0;
    float2 v1 : TEXCOORD1;
};

#pragma warning( disable: 3556 3571 )
float4 vec4_ctor(float3 x0, float x1)
{
    return float4(x0, x1);
}
// Uniforms

uniform float4x4 _um_Stage1_c0 : register(c0);
uniform float4 _uv_Stage1_c0 : register(c4);
uniform float4 _uclamp_Stage1_c0_c0_c0_c0_c0 : register(c5);
static const uint _uTextureSampler_0_Stage1 = 0;
uniform Texture2D<float4> textures2D[1] : register(t0);
uniform SamplerState samplers2D[1] : register(s0);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Varyings
static  float4 _vcolor_Stage0 = {0, 0, 0, 0};
static  float2 _vTransformedCoords_0_Stage0 = {0, 0};

static float4 gl_Color[1] =
{
    float4(0, 0, 0, 0)
};

cbuffer DriverConstants : register(b1)
{
    struct SamplerMetadata
    {
        int baseLevel;
        int internalFormatBits;
        int wrapModes;
        int padding;
        int4 intBorderColor;
    };
    SamplerMetadata samplerMetadata[1] : packoffset(c4);
};

#define GL_USES_FRAG_COLOR
float4 gl_texture2D(uint samplerIndex, float2 t)
{
    return textures2D[samplerIndex].Sample(samplers2D[samplerIndex], float2(t.x, t.y));
}

@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){
    _vcolor_Stage0 = input.v0;
    _vTransformedCoords_0_Stage0 = input.v1.xy;

float4 _outputColor_Stage03028 = {0, 0, 0, 0};
(_outputColor_Stage03028 = _vcolor_Stage0);
float4 _output_Stage13029 = {0, 0, 0, 0};
float2 __16_inCoord3030 = _vTransformedCoords_0_Stage0;
float2 __17_subsetCoord3031 = {0, 0};
(__17_subsetCoord3031.x = __16_inCoord3030.x);
(__17_subsetCoord3031.y = __16_inCoord3030.y);
float2 __18_clampedCoord3032 = {0, 0};
(__18_clampedCoord3032 = clamp(__17_subsetCoord3031, _uclamp_Stage1_c0_c0_c0_c0_c0.xy, _uclamp_Stage1_c0_c0_c0_c0_c0.zw));
float4 __19_textureColor3033 = gl_texture2D(_uTextureSampler_0_Stage1, __18_clampedCoord3032);
float4 __20_color3034 = __19_textureColor3033;
{
(__20_color3034 = vec4_ctor((__20_color3034.xyz / max(__20_color3034.w, 9.9999997e-05)), __20_color3034.w));
}
(__20_color3034 = (mul(transpose(_um_Stage1_c0), __20_color3034) + _uv_Stage1_c0));
{
(__20_color3034 = clamp(__20_color3034, 0.0, 1.0));
}
{
(__20_color3034.xyz *= __20_color3034.w);
}
(_output_Stage13029 = __20_color3034);
{
(gl_Color[0] = _output_Stage13029);
}
return generateOutput();
}
R�	gl_Color0gl_Color[0]Rstruct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 v0 : TEXCOORD0;
    float2 v1 : TEXCOORD1;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 v0 : TEXCOORD0;
    float2 v1 : TEXCOORD1;
};

void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput)
{
    output.gl_Position = input.gl_Position;
    output.v0 = input.v0; 
    output.v1 = input.v1; 
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
����DXBC�"�1k�ŎW���4��TRDEF|h<���TRD11< ($\$Globals���\�P���������� ,0��������_sk_RTAdjustfloat4�_umatrix_Stage1_c0_c0_c0_c0float3x3���$Microsoft (R) HLSL Shader Compiler 10.1ISGN\PPPTEXCOORD���OSGN�htttSV_PositionTEXCOORD���SHEX�PjjYF� _2_�_2g� e� e� e2 h6� @?�?22F�� օ 6" �A6 
62 F6� @�?6� F62F6B@�? F� F" F� F>STAT���DXBC*Y�˖o�f��&�(���4P��RDEF�<����RD11< ($������
�samplers2D[0]textures2D[0]$Globals�����`T@l���������@����������P���������_um_Stage1_c0float4x4�b_uv_Stage1_c0float4����_uclamp_Stage1_c0_c0_c0_c0_c0Microsoft (R) HLSL Shader Compiler 10.1��ISGN�htttSV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX�PtjYF� Z`XpUUb2e� h42FF� 32F� E���CU�FF~`4:@��8rFF� F"F� FBF� F�F� F �FF� 8r �F6� :>STAT�

BPLG��� 788efd1c721aP��
inPosition_uinPosition����������������R��inColor	_uinColor����������������P��inEllipseOffset_uinEllipseOffset����������������R��inEllipseRadii_uinEllipseRadii����������������R��sk_RTAdjust
_usk_RTAdjust����������������������������������������������������������������������������������������������������������������������������6struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD3;
    float4 v0 : TEXCOORD0;
    float4 v1 : TEXCOORD1;
    float2 v2 : TEXCOORD2;
};
#pragma warning( disable: 3556 3571 )
float4 vec4_ctor(float x0, float x1, float x2, float x3)
{
    return float4(x0, x1, x2, x3);
}
float4 vec4_ctor(float2 x0, float x1, float x2)
{
    return float4(x0, x1, x2);
}
// Uniforms

uniform float4 _sk_RTAdjust : register(c1);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Attributes
static float2 _inPosition = {0, 0};
static float4 _inColor = {0, 0, 0, 0};
static float2 _inEllipseOffset = {0, 0};
static float4 _inEllipseRadii = {0, 0, 0, 0};

static float4 gl_Position = float4(0, 0, 0, 0);

// Varyings
static  float2 _vEllipseOffsets_Stage0 = {0, 0};
static  float4 _vEllipseRadii_Stage0 = {0, 0, 0, 0};
static  float4 _vinColor_Stage0 = {0, 0, 0, 0};

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewAdjust : packoffset(c1);
    float2 dx_ViewCoords : packoffset(c2);
    float2 dx_ViewScale  : packoffset(c3);
};

@@ VERTEX ATTRIBUTES @@

VS_OUTPUT generateOutput(VS_INPUT input)
{
    VS_OUTPUT output;
    output.gl_Position = gl_Position;
    output.dx_Position.x = gl_Position.x;
    output.dx_Position.y = - gl_Position.y;
    output.dx_Position.z = (gl_Position.z + gl_Position.w) * 0.5;
    output.dx_Position.w = gl_Position.w;
    output.v0 = _vEllipseRadii_Stage0;
    output.v1 = _vinColor_Stage0;
    output.v2 = _vEllipseOffsets_Stage0;

    return output;
}

VS_OUTPUT main(VS_INPUT input){
    initAttributes(input);

(_vEllipseOffsets_Stage0 = _inEllipseOffset);
(_vEllipseRadii_Stage0 = _inEllipseRadii);
(_vinColor_Stage0 = _inColor);
float2 __tmp_0_inPosition3030 = _inPosition;
(gl_Position = vec4_ctor(__tmp_0_inPosition3030.x, __tmp_0_inPosition3030.y, 0.0, 1.0));
(gl_Position = vec4_ctor(((gl_Position.xy * _sk_RTAdjust.xz) + (gl_Position.ww * _sk_RTAdjust.yw)), 0.0, gl_Position.w));
return generateOutput(input);
}
�struct PS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD3;
    float4 v0 : TEXCOORD0;
    float4 v1 : TEXCOORD1;
    float2 v2 : TEXCOORD2;
};

#pragma warning( disable: 3556 3571 )
float4 vec4_ctor(float x0)
{
    return float4(x0, x0, x0, x0);
}
float4 vec4_ctor(float x0, float x1, float x2, float x3)
{
    return float4(x0, x1, x2, x3);
}
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Varyings
static  float2 _vEllipseOffsets_Stage0 = {0, 0};
static  float4 _vEllipseRadii_Stage0 = {0, 0, 0, 0};
static  float4 _vinColor_Stage0 = {0, 0, 0, 0};

static float4 gl_Color[1] =
{
    float4(0, 0, 0, 0)
};

cbuffer DriverConstants : register(b1)
{
};

#define GL_USES_FRAG_COLOR
@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){
    _vEllipseRadii_Stage0 = input.v0;
    _vinColor_Stage0 = input.v1;
    _vEllipseOffsets_Stage0 = input.v2.xy;

float4 _outputColor_Stage03024 = {0, 0, 0, 0};
(_outputColor_Stage03024 = _vinColor_Stage0);
float2 _offset3025 = _vEllipseOffsets_Stage0;
float _test3026 = (dot(_offset3025, _offset3025) - 1.0);
float2 _grad3027 = ((2.0 * _offset3025) * _vEllipseRadii_Stage0.xy);
float _grad_dot3028 = dot(_grad3027, _grad3027);
(_grad_dot3028 = max(_grad_dot3028, 0.0));
float _invlen3029 = rsqrt(_grad_dot3028);
float _edgeAlpha3030 = clamp((0.5 - (_test3026 * _invlen3029)), 0.0, 1.0);
float4 _outputCoverage_Stage03031 = vec4_ctor(_edgeAlpha3030);
{
(gl_Color[0] = _outputCoverage_Stage03031);
(gl_Color[0] = vec4_ctor(gl_Color[0].w, 0.0, 0.0, 0.0));
}
return generateOutput();
}
R�	gl_Color0gl_Color[0]�struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD3;
    float4 v0 : TEXCOORD0;
    float4 v1 : TEXCOORD1;
    float2 v2 : TEXCOORD2;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD3;
    float4 v0 : TEXCOORD0;
    float4 v1 : TEXCOORD1;
    float2 v2 : TEXCOORD2;
};

void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput)
{
    output.gl_Position = input.gl_Position;
    output.v0 = input.v0; 
    output.v1 = input.v1; 
    output.v2 = input.v2; 
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
�����DXBCA2��rhp~��[�c|w��4D�`�RDEFh<����RD11< ($\$Globals���\� ����������_sk_RTAdjustfloat4�Microsoft (R) HLSL Shader Compiler 10.1ISGNthhhhTEXCOORD���OSGN������SV_PositionTEXCOORD���SHEX�P`jYF� _2_�_2_�g� e� e� e� e2 h6� @?�?22F�� օ 6" �A6 
62 F6� @�?6� F6� F62 F>STAT�
	�<DXBCx�OA,�yH�q�Æ<4�@t�RDEFd<���<RD11< ($Microsoft (R) HLSL Shader Compiler 10.1ISGN������SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX$PIjb2b2e� h82FF2FFFFD
"FF"@��2 
 �A
@?6� @>STAT�	BPLG��|.788efd1c721aP��position
_uposition����������������R��color_ucolor����������������P��
localCoord_ulocalCoord����������������R��sk_RTAdjust
_usk_RTAdjust����������������������������������������[��umatrix_Stage1_c0_uumatrix_Stage1_c0�����������������������������������������u_skRTHeight_uu_skRTHeight����������������������������������������R��uinnerRect_Stage2_c1_uuinnerRect_Stage2_c1����������������������������������������P��uinvRadiiXY_Stage2_c1_uuinvRadiiXY_Stage2_c1����������������������������������������^�uTextureSampler_0_Stage1_uuTextureSampler_0_Stage1������������������������������������������^���������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 gl_FragCoord : TEXCOORD3;
    float4 v0 : TEXCOORD0;
    float2 v1 : TEXCOORD1;
};
#pragma warning( disable: 3556 3571 )
float3 vec3_ctor(float2 x0, float x1)
{
    return float3(x0, x1);
}
float4 vec4_ctor(float x0, float x1, float x2, float x3)
{
    return float4(x0, x1, x2, x3);
}
float4 vec4_ctor(float2 x0, float x1, float x2)
{
    return float4(x0, x1, x2);
}
// Uniforms

uniform float4 _sk_RTAdjust : register(c1);
uniform float3x3 _umatrix_Stage1_c0 : register(c2);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Attributes
static float2 _position = {0, 0};
static float4 _color = {0, 0, 0, 0};
static float2 _localCoord = {0, 0};

static float4 gl_Position = float4(0, 0, 0, 0);

// Varyings
static  float4 _vcolor_Stage0 = {0, 0, 0, 0};
static  float2 _vTransformedCoords_0_Stage0 = {0, 0};

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewAdjust : packoffset(c1);
    float2 dx_ViewCoords : packoffset(c2);
    float2 dx_ViewScale  : packoffset(c3);
};

@@ VERTEX ATTRIBUTES @@

VS_OUTPUT generateOutput(VS_INPUT input)
{
    VS_OUTPUT output;
    output.gl_Position = gl_Position;
    output.dx_Position.x = gl_Position.x;
    output.dx_Position.y = - gl_Position.y;
    output.dx_Position.z = (gl_Position.z + gl_Position.w) * 0.5;
    output.dx_Position.w = gl_Position.w;
    output.gl_FragCoord = gl_Position;
    output.v0 = _vcolor_Stage0;
    output.v1 = _vTransformedCoords_0_Stage0;

    return output;
}

VS_OUTPUT main(VS_INPUT input){
    initAttributes(input);

(_vcolor_Stage0 = _color);
(gl_Position = vec4_ctor(_position.x, _position.y, 0.0, 1.0));
{
(_vTransformedCoords_0_Stage0 = mul(transpose(_umatrix_Stage1_c0), vec3_ctor(_localCoord, 1.0)).xy);
}
(gl_Position = vec4_ctor(((gl_Position.xy * _sk_RTAdjust.xz) + (gl_Position.ww * _sk_RTAdjust.yw)), 0.0, gl_Position.w));
return generateOutput(input);
}
:struct PS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 gl_FragCoord : TEXCOORD3;
    float4 v0 : TEXCOORD0;
    float2 v1 : TEXCOORD1;
};

#pragma warning( disable: 3556 3571 )
float4 vec4_ctor(float x0, float x1, float x2, float x3)
{
    return float4(x0, x1, x2, x3);
}
// Uniforms

uniform float _u_skRTHeight : register(c0);
uniform float4 _uinnerRect_Stage2_c1 : register(c1);
uniform float2 _uinvRadiiXY_Stage2_c1 : register(c2);
static const uint _uTextureSampler_0_Stage1 = 0;
uniform Texture2D<float4> textures2D[1] : register(t0);
uniform SamplerState samplers2D[1] : register(s0);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Varyings
static  float4 _vcolor_Stage0 = {0, 0, 0, 0};
static  float2 _vTransformedCoords_0_Stage0 = {0, 0};

static float4 gl_Color[1] =
{
    float4(0, 0, 0, 0)
};
static float4 gl_FragCoord = float4(0, 0, 0, 0);

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewCoords : packoffset(c1);
    float3 dx_DepthFront : packoffset(c2);
    float2 dx_ViewScale : packoffset(c3);
    struct SamplerMetadata
    {
        int baseLevel;
        int internalFormatBits;
        int wrapModes;
        int padding;
        int4 intBorderColor;
    };
    SamplerMetadata samplerMetadata[1] : packoffset(c4);
};

#define GL_USES_FRAG_COLOR
float4 gl_texture2D(uint samplerIndex, float2 t)
{
    return textures2D[samplerIndex].Sample(samplers2D[samplerIndex], float2(t.x, t.y));
}

#define GL_USES_FRAG_COORD
@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){
    float rhw = 1.0 / input.gl_FragCoord.w;
    gl_FragCoord.x = input.dx_Position.x;
    gl_FragCoord.y = input.dx_Position.y;
    gl_FragCoord.z = (input.gl_FragCoord.z * rhw) * dx_DepthFront.x + dx_DepthFront.y;
    gl_FragCoord.w = rhw;
    _vcolor_Stage0 = input.v0;
    _vTransformedCoords_0_Stage0 = input.v1.xy;

float4 _sk_FragCoord3028 = vec4_ctor(gl_FragCoord.x, (_u_skRTHeight - gl_FragCoord.y), gl_FragCoord.z, gl_FragCoord.w);
float4 _outputColor_Stage03029 = {0, 0, 0, 0};
(_outputColor_Stage03029 = _vcolor_Stage0);
float4 _output_Stage13030 = {0, 0, 0, 0};
(_output_Stage13030 = gl_texture2D(_uTextureSampler_0_Stage1, _vTransformedCoords_0_Stage0).xxxx);
float4 _output_Stage23031 = {0, 0, 0, 0};
float2 __0_dxy03032 = (_uinnerRect_Stage2_c1.xy - _sk_FragCoord3028.xy);
float2 __1_dxy13033 = (_sk_FragCoord3028.xy - _uinnerRect_Stage2_c1.zw);
float2 __2_dxy3034 = max(max(__0_dxy03032, __1_dxy13033), 0.0);
float2 __3_Z3035 = (__2_dxy3034 * _uinvRadiiXY_Stage2_c1);
float __4_implicit3036 = (dot(__3_Z3035, __2_dxy3034) - 1.0);
float __5_grad_dot3037 = (4.0 * dot(__3_Z3035, __3_Z3035));
(__5_grad_dot3037 = max(__5_grad_dot3037, 9.9999997e-05));
float __6_approx_dist3038 = (__4_implicit3036 * rsqrt(__5_grad_dot3037));
float __7_alpha3039 = clamp((0.5 + __6_approx_dist3038), 0.0, 1.0);
(_output_Stage23031 = (_output_Stage13030 * __7_alpha3039));
{
(gl_Color[0] = (_outputColor_Stage03029 * _output_Stage23031));
}
return generateOutput();
}
R�	gl_Color0gl_Color[0]�struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 gl_FragCoord : TEXCOORD3;
    float4 v0 : TEXCOORD0;
    float2 v1 : TEXCOORD1;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 gl_FragCoord : TEXCOORD3;
    float4 v0 : TEXCOORD0;
    float2 v1 : TEXCOORD1;
};

void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput)
{
    output.gl_Position = input.gl_Position;
    output.v0 = input.v0; 
    output.v1 = input.v1; 
    output.gl_FragCoord = input.gl_FragCoord;
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
���<DXBC8�ݬH�m.e@,P�<4���RDEFph<���HRD11< ($\$Globals���\�P���������� ,$��������_sk_RTAdjustfloat4�_umatrix_Stage1_c0float3x3Microsoft (R) HLSL Shader Compiler 10.1ISGN\PPPTEXCOORD���OSGN������SV_PositionTEXCOORD���SHEX�PzjYF� _2_�_2g� e� e� e� e2 h6� @?�?22F�� օ 6" �A6 
62 F62 F6� @�?6� @�?6� F62F6B@�? F� F" F� F>STAT�	�tDXBCeςh��Y����{St4xL�RDEF<�<���RD11< ($������
�samplers2D[0]textures2D[0]$Globals�����0Th������������������� ���������_u_skRTHeightfloatb_uinnerRect_Stage2_c1float4����_uinvRadiiXY_Stage2_c1float2���Microsoft (R) HLSL Shader Compiler 10.1ISGN������SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX�P�jYF� Z`XpUUd 2b�b2e� h	"�A
� 6
	��A� 	2F� �A42F�
4
2F@8�� �
F"�
�
8"@�@4"@��8D"
@��2 	
@?E���CU"F~`8
8� F>STAT�BPLG��  788efd1c721aP��
inPosition_uinPosition����������������R��inColor	_uinColor����������������P��inEllipseOffset_uinEllipseOffset����������������R��inEllipseRadii_uinEllipseRadii����������������R��sk_RTAdjust
_usk_RTAdjust����������������������������������������������������������������������������������������������������������������������������6struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD3;
    float4 v0 : TEXCOORD0;
    float4 v1 : TEXCOORD1;
    float2 v2 : TEXCOORD2;
};
#pragma warning( disable: 3556 3571 )
float4 vec4_ctor(float x0, float x1, float x2, float x3)
{
    return float4(x0, x1, x2, x3);
}
float4 vec4_ctor(float2 x0, float x1, float x2)
{
    return float4(x0, x1, x2);
}
// Uniforms

uniform float4 _sk_RTAdjust : register(c1);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Attributes
static float2 _inPosition = {0, 0};
static float4 _inColor = {0, 0, 0, 0};
static float2 _inEllipseOffset = {0, 0};
static float4 _inEllipseRadii = {0, 0, 0, 0};

static float4 gl_Position = float4(0, 0, 0, 0);

// Varyings
static  float2 _vEllipseOffsets_Stage0 = {0, 0};
static  float4 _vEllipseRadii_Stage0 = {0, 0, 0, 0};
static  float4 _vinColor_Stage0 = {0, 0, 0, 0};

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewAdjust : packoffset(c1);
    float2 dx_ViewCoords : packoffset(c2);
    float2 dx_ViewScale  : packoffset(c3);
};

@@ VERTEX ATTRIBUTES @@

VS_OUTPUT generateOutput(VS_INPUT input)
{
    VS_OUTPUT output;
    output.gl_Position = gl_Position;
    output.dx_Position.x = gl_Position.x;
    output.dx_Position.y = - gl_Position.y;
    output.dx_Position.z = (gl_Position.z + gl_Position.w) * 0.5;
    output.dx_Position.w = gl_Position.w;
    output.v0 = _vEllipseRadii_Stage0;
    output.v1 = _vinColor_Stage0;
    output.v2 = _vEllipseOffsets_Stage0;

    return output;
}

VS_OUTPUT main(VS_INPUT input){
    initAttributes(input);

(_vEllipseOffsets_Stage0 = _inEllipseOffset);
(_vEllipseRadii_Stage0 = _inEllipseRadii);
(_vinColor_Stage0 = _inColor);
float2 __tmp_0_inPosition3030 = _inPosition;
(gl_Position = vec4_ctor(__tmp_0_inPosition3030.x, __tmp_0_inPosition3030.y, 0.0, 1.0));
(gl_Position = vec4_ctor(((gl_Position.xy * _sk_RTAdjust.xz) + (gl_Position.ww * _sk_RTAdjust.yw)), 0.0, gl_Position.w));
return generateOutput(input);
}
struct PS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD3;
    float4 v0 : TEXCOORD0;
    float4 v1 : TEXCOORD1;
    float2 v2 : TEXCOORD2;
};

#pragma warning( disable: 3556 3571 )
float4 vec4_ctor(float x0)
{
    return float4(x0, x0, x0, x0);
}
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Varyings
static  float2 _vEllipseOffsets_Stage0 = {0, 0};
static  float4 _vEllipseRadii_Stage0 = {0, 0, 0, 0};
static  float4 _vinColor_Stage0 = {0, 0, 0, 0};

static float4 gl_Color[1] =
{
    float4(0, 0, 0, 0)
};

cbuffer DriverConstants : register(b1)
{
};

#define GL_USES_FRAG_COLOR
@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){
    _vEllipseRadii_Stage0 = input.v0;
    _vinColor_Stage0 = input.v1;
    _vEllipseOffsets_Stage0 = input.v2.xy;

float4 _outputColor_Stage03024 = {0, 0, 0, 0};
(_outputColor_Stage03024 = _vinColor_Stage0);
float2 _offset3025 = _vEllipseOffsets_Stage0;
float _test3026 = (dot(_offset3025, _offset3025) - 1.0);
float2 _grad3027 = ((2.0 * _offset3025) * _vEllipseRadii_Stage0.xy);
float _grad_dot3028 = dot(_grad3027, _grad3027);
(_grad_dot3028 = max(_grad_dot3028, 0.0));
float _invlen3029 = rsqrt(_grad_dot3028);
float _edgeAlpha3030 = clamp((0.5 - (_test3026 * _invlen3029)), 0.0, 1.0);
float4 _outputCoverage_Stage03031 = vec4_ctor(_edgeAlpha3030);
{
(gl_Color[0] = (_outputColor_Stage03024 * _outputCoverage_Stage03031));
}
return generateOutput();
}
R�	gl_Color0gl_Color[0]�struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD3;
    float4 v0 : TEXCOORD0;
    float4 v1 : TEXCOORD1;
    float2 v2 : TEXCOORD2;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD3;
    float4 v0 : TEXCOORD0;
    float4 v1 : TEXCOORD1;
    float2 v2 : TEXCOORD2;
};

void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput)
{
    output.gl_Position = input.gl_Position;
    output.v0 = input.v0; 
    output.v1 = input.v1; 
    output.v2 = input.v2; 
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
�����DXBCA2��rhp~��[�c|w��4D�`�RDEFh<����RD11< ($\$Globals���\� ����������_sk_RTAdjustfloat4�Microsoft (R) HLSL Shader Compiler 10.1ISGNthhhhTEXCOORD���OSGN������SV_PositionTEXCOORD���SHEX�P`jYF� _2_�_2_�g� e� e� e� e2 h6� @?�?22F�� օ 6" �A6 
62 F6� @�?6� F6� F62 F>STAT�
	�DDXBC�*U���$�&�.��D4�@t�RDEFd<���<RD11< ($Microsoft (R) HLSL Shader Compiler 10.1ISGN������SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX,PKjb2b�b2e� h82FF2FFFFD
"FF"@��2 
�A
@?8� F>STAT�	BPLG��U"788efd1c721aP��
inPosition_uinPosition����������������R��inColor	_uinColor����������������P��inEllipseOffset_uinEllipseOffset����������������R��inEllipseRadii_uinEllipseRadii����������������R��sk_RTAdjust
_usk_RTAdjust����������������������������������������������������������������������������������������������������������������������������6struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD3;
    float4 v0 : TEXCOORD0;
    float4 v1 : TEXCOORD1;
    float2 v2 : TEXCOORD2;
};
#pragma warning( disable: 3556 3571 )
float4 vec4_ctor(float x0, float x1, float x2, float x3)
{
    return float4(x0, x1, x2, x3);
}
float4 vec4_ctor(float2 x0, float x1, float x2)
{
    return float4(x0, x1, x2);
}
// Uniforms

uniform float4 _sk_RTAdjust : register(c1);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Attributes
static float2 _inPosition = {0, 0};
static float4 _inColor = {0, 0, 0, 0};
static float2 _inEllipseOffset = {0, 0};
static float4 _inEllipseRadii = {0, 0, 0, 0};

static float4 gl_Position = float4(0, 0, 0, 0);

// Varyings
static  float2 _vEllipseOffsets_Stage0 = {0, 0};
static  float4 _vEllipseRadii_Stage0 = {0, 0, 0, 0};
static  float4 _vinColor_Stage0 = {0, 0, 0, 0};

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewAdjust : packoffset(c1);
    float2 dx_ViewCoords : packoffset(c2);
    float2 dx_ViewScale  : packoffset(c3);
};

@@ VERTEX ATTRIBUTES @@

VS_OUTPUT generateOutput(VS_INPUT input)
{
    VS_OUTPUT output;
    output.gl_Position = gl_Position;
    output.dx_Position.x = gl_Position.x;
    output.dx_Position.y = - gl_Position.y;
    output.dx_Position.z = (gl_Position.z + gl_Position.w) * 0.5;
    output.dx_Position.w = gl_Position.w;
    output.v0 = _vEllipseRadii_Stage0;
    output.v1 = _vinColor_Stage0;
    output.v2 = _vEllipseOffsets_Stage0;

    return output;
}

VS_OUTPUT main(VS_INPUT input){
    initAttributes(input);

(_vEllipseOffsets_Stage0 = _inEllipseOffset);
(_vEllipseRadii_Stage0 = _inEllipseRadii);
(_vinColor_Stage0 = _inColor);
float2 __tmp_0_inPosition3030 = _inPosition;
(gl_Position = vec4_ctor(__tmp_0_inPosition3030.x, __tmp_0_inPosition3030.y, 0.0, 1.0));
(gl_Position = vec4_ctor(((gl_Position.xy * _sk_RTAdjust.xz) + (gl_Position.ww * _sk_RTAdjust.yw)), 0.0, gl_Position.w));
return generateOutput(input);
}
�struct PS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD3;
    float4 v0 : TEXCOORD0;
    float4 v1 : TEXCOORD1;
    float2 v2 : TEXCOORD2;
};

#pragma warning( disable: 3556 3571 )
float4 vec4_ctor(float x0)
{
    return float4(x0, x0, x0, x0);
}
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Varyings
static  float2 _vEllipseOffsets_Stage0 = {0, 0};
static  float4 _vEllipseRadii_Stage0 = {0, 0, 0, 0};
static  float4 _vinColor_Stage0 = {0, 0, 0, 0};

static float4 gl_Color[1] =
{
    float4(0, 0, 0, 0)
};

cbuffer DriverConstants : register(b1)
{
};

#define GL_USES_FRAG_COLOR
@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){
    _vEllipseRadii_Stage0 = input.v0;
    _vinColor_Stage0 = input.v1;
    _vEllipseOffsets_Stage0 = input.v2.xy;

float4 _outputColor_Stage03024 = {0, 0, 0, 0};
(_outputColor_Stage03024 = _vinColor_Stage0);
float2 _offset3025 = _vEllipseOffsets_Stage0;
(_offset3025 *= _vEllipseRadii_Stage0.xy);
float _test3026 = (dot(_offset3025, _offset3025) - 1.0);
float2 _grad3027 = ((2.0 * _offset3025) * _vEllipseRadii_Stage0.xy);
float _grad_dot3028 = dot(_grad3027, _grad3027);
(_grad_dot3028 = max(_grad_dot3028, 0.0));
float _invlen3029 = rsqrt(_grad_dot3028);
float _edgeAlpha3030 = clamp((0.5 - (_test3026 * _invlen3029)), 0.0, 1.0);
(_offset3025 = (_vEllipseOffsets_Stage0 * _vEllipseRadii_Stage0.zw));
(_test3026 = (dot(_offset3025, _offset3025) - 1.0));
(_grad3027 = ((2.0 * _offset3025) * _vEllipseRadii_Stage0.zw));
(_grad_dot3028 = dot(_grad3027, _grad3027));
(_invlen3029 = rsqrt(_grad_dot3028));
(_edgeAlpha3030 *= clamp((0.5 + (_test3026 * _invlen3029)), 0.0, 1.0));
float4 _outputCoverage_Stage03031 = vec4_ctor(_edgeAlpha3030);
{
(gl_Color[0] = (_outputColor_Stage03024 * _outputCoverage_Stage03031));
}
return generateOutput();
}
R�	gl_Color0gl_Color[0]�struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD3;
    float4 v0 : TEXCOORD0;
    float4 v1 : TEXCOORD1;
    float2 v2 : TEXCOORD2;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD3;
    float4 v0 : TEXCOORD0;
    float4 v1 : TEXCOORD1;
    float2 v2 : TEXCOORD2;
};

void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput)
{
    output.gl_Position = input.gl_Position;
    output.v0 = input.v0; 
    output.v1 = input.v1; 
    output.v2 = input.v2; 
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
�����DXBCA2��rhp~��[�c|w��4D�`�RDEFh<����RD11< ($\$Globals���\� ����������_sk_RTAdjustfloat4�Microsoft (R) HLSL Shader Compiler 10.1ISGNthhhhTEXCOORD���OSGN������SV_PositionTEXCOORD���SHEX�P`jYF� _2_�_2_�g� e� e� e� e2 h6� @?�?22F�� օ 6" �A6 
62 F6� @�?6� F6� F62 F>STAT�
	��DXBC��w���5�Cy˛�4�@t\RDEFd<���<RD11< ($Microsoft (R) HLSL Shader Compiler 10.1ISGN������SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX�Pxjb�b�b2e� h8�FF8�FF�FFFF"�
�
D"D
FF"�
�

2F@����2 	"@?2 

�A
@?8
8� F>STAT�BPLG��m788efd1c721aP��position
_uposition����������������R��color_ucolor����������������R��sk_RTAdjust
_usk_RTAdjust��������������������������������������������������������������������������������������������������������������������������������Gstruct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 v0 : TEXCOORD0;
};
#pragma warning( disable: 3556 3571 )
float4 vec4_ctor(float x0, float x1, float x2, float x3)
{
    return float4(x0, x1, x2, x3);
}
float4 vec4_ctor(float2 x0, float x1, float x2)
{
    return float4(x0, x1, x2);
}
// Uniforms

uniform float4 _sk_RTAdjust : register(c1);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Attributes
static float2 _position = {0, 0};
static float4 _color = {0, 0, 0, 0};

static float4 gl_Position = float4(0, 0, 0, 0);

// Varyings
static  float4 _vcolor_Stage0 = {0, 0, 0, 0};

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewAdjust : packoffset(c1);
    float2 dx_ViewCoords : packoffset(c2);
    float2 dx_ViewScale  : packoffset(c3);
};

@@ VERTEX ATTRIBUTES @@

VS_OUTPUT generateOutput(VS_INPUT input)
{
    VS_OUTPUT output;
    output.gl_Position = gl_Position;
    output.dx_Position.x = gl_Position.x;
    output.dx_Position.y = - gl_Position.y;
    output.dx_Position.z = (gl_Position.z + gl_Position.w) * 0.5;
    output.dx_Position.w = gl_Position.w;
    output.v0 = _vcolor_Stage0;

    return output;
}

VS_OUTPUT main(VS_INPUT input){
    initAttributes(input);

(_vcolor_Stage0 = _color);
(gl_Position = vec4_ctor(_position.x, _position.y, 0.0, 1.0));
(gl_Position = vec4_ctor(((gl_Position.xy * _sk_RTAdjust.xz) + (gl_Position.ww * _sk_RTAdjust.yw)), 0.0, gl_Position.w));
return generateOutput(input);
}
�struct PS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 v0 : TEXCOORD0;
};

#pragma warning( disable: 3556 3571 )
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Varyings
static  float4 _vcolor_Stage0 = {0, 0, 0, 0};

static float4 gl_Color[1] =
{
    float4(0, 0, 0, 0)
};

cbuffer DriverConstants : register(b1)
{
};

#define GL_USES_FRAG_COLOR
@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){
    _vcolor_Stage0 = input.v0;

float4 _outputColor_Stage03022 = {0, 0, 0, 0};
(_outputColor_Stage03022 = _vcolor_Stage0);
{
(gl_Color[0] = _outputColor_Stage03022);
}
return generateOutput();
}
R�	gl_Color0gl_Color[0]struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 v0 : TEXCOORD0;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 v0 : TEXCOORD0;
};

void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput)
{
    output.gl_Position = input.gl_Position;
    output.v0 = input.v0; 
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
���DXBCn*p��{&ϛ�x�4D�0RDEFh<����RD11< ($\$Globals���\� ����������_sk_RTAdjustfloat4�Microsoft (R) HLSL Shader Compiler 10.1ISGND88TEXCOORD���OSGNhP\\SV_PositionTEXCOORD���SHEX(PJjYF� _2_�g� e� e� h6� @?�?22F�� օ 6" �A6 
62 F6� @�?6� F>STAT��$DXBC�<�LS�`�{����$4�D�RDEFd<���<RD11< ($Microsoft (R) HLSL Shader Compiler 10.1ISGNhP\\SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX<Pjb�e� 6� F>STAT�BPLG���788efd1c721aP��
inPosition_uinPosition����������������R��inColor	_uinColor����������������R��inCircleEdge_uinCircleEdge����������������R��sk_RTAdjust
_usk_RTAdjust��������������������������������������������������������������������������������������������������������������������������������fstruct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 v0 : TEXCOORD0;
    float4 v1 : TEXCOORD1;
};
#pragma warning( disable: 3556 3571 )
float4 vec4_ctor(float x0, float x1, float x2, float x3)
{
    return float4(x0, x1, x2, x3);
}
float4 vec4_ctor(float2 x0, float x1, float x2)
{
    return float4(x0, x1, x2);
}
// Uniforms

uniform float4 _sk_RTAdjust : register(c1);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Attributes
static float2 _inPosition = {0, 0};
static float4 _inColor = {0, 0, 0, 0};
static float4 _inCircleEdge = {0, 0, 0, 0};

static float4 gl_Position = float4(0, 0, 0, 0);

// Varyings
static  float4 _vinCircleEdge_Stage0 = {0, 0, 0, 0};
static  float4 _vinColor_Stage0 = {0, 0, 0, 0};

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewAdjust : packoffset(c1);
    float2 dx_ViewCoords : packoffset(c2);
    float2 dx_ViewScale  : packoffset(c3);
};

@@ VERTEX ATTRIBUTES @@

VS_OUTPUT generateOutput(VS_INPUT input)
{
    VS_OUTPUT output;
    output.gl_Position = gl_Position;
    output.dx_Position.x = gl_Position.x;
    output.dx_Position.y = - gl_Position.y;
    output.dx_Position.z = (gl_Position.z + gl_Position.w) * 0.5;
    output.dx_Position.w = gl_Position.w;
    output.v0 = _vinCircleEdge_Stage0;
    output.v1 = _vinColor_Stage0;

    return output;
}

VS_OUTPUT main(VS_INPUT input){
    initAttributes(input);

(_vinCircleEdge_Stage0 = _inCircleEdge);
(_vinColor_Stage0 = _inColor);
float2 __tmp_0_inPosition3028 = _inPosition;
(gl_Position = vec4_ctor(__tmp_0_inPosition3028.x, __tmp_0_inPosition3028.y, 0.0, 1.0));
(gl_Position = vec4_ctor(((gl_Position.xy * _sk_RTAdjust.xz) + (gl_Position.ww * _sk_RTAdjust.yw)), 0.0, gl_Position.w));
return generateOutput(input);
}
struct PS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 v0 : TEXCOORD0;
    float4 v1 : TEXCOORD1;
};

#pragma warning( disable: 3556 3571 )
float4 vec4_ctor(float x0)
{
    return float4(x0, x0, x0, x0);
}
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Varyings
static  float4 _vinCircleEdge_Stage0 = {0, 0, 0, 0};
static  float4 _vinColor_Stage0 = {0, 0, 0, 0};

static float4 gl_Color[1] =
{
    float4(0, 0, 0, 0)
};

cbuffer DriverConstants : register(b1)
{
};

#define GL_USES_FRAG_COLOR
@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){
    _vinCircleEdge_Stage0 = input.v0;
    _vinColor_Stage0 = input.v1;

float4 _circleEdge3023 = {0, 0, 0, 0};
(_circleEdge3023 = _vinCircleEdge_Stage0);
float4 _outputColor_Stage03024 = {0, 0, 0, 0};
(_outputColor_Stage03024 = _vinColor_Stage0);
float _d3025 = length(_circleEdge3023.xy);
float _distanceToOuterEdge3026 = (_circleEdge3023.z * (1.0 - _d3025));
float _edgeAlpha3027 = clamp(_distanceToOuterEdge3026, 0.0, 1.0);
float4 _outputCoverage_Stage03028 = vec4_ctor(_edgeAlpha3027);
{
(gl_Color[0] = (_outputColor_Stage03024 * _outputCoverage_Stage03028));
}
return generateOutput();
}
R�	gl_Color0gl_Color[0]Rstruct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 v0 : TEXCOORD0;
    float4 v1 : TEXCOORD1;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 v0 : TEXCOORD0;
    float4 v1 : TEXCOORD1;
};

void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput)
{
    output.gl_Position = input.gl_Position;
    output.v0 = input.v0; 
    output.v1 = input.v1; 
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
���(DXBC6�ٔ�m����]�(4D�0�RDEFh<����RD11< ($\$Globals���\� ����������_sk_RTAdjustfloat4�Microsoft (R) HLSL Shader Compiler 10.1ISGN\PPPTEXCOORD���OSGN�htttSV_PositionTEXCOORD���SHEXTPUjYF� _2_�_�g� e� e� e� h6� @?�?22F�� օ 6" �A6 
62 F6� @�?6� F6� F>STAT�	��DXBC'��`nc��u;;���4�(\(RDEFd<���<RD11< ($Microsoft (R) HLSL Shader Compiler 10.1ISGN�htttSV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX�P1jbrb�e� hFFK

�A@�?8 
*8� F>STAT�BPLG��;788efd1c721a		P��
inPosition_uinPosition����������������R��inColor	_uinColor����������������P��inEllipseOffset_uinEllipseOffset����������������R��inEllipseRadii_uinEllipseRadii����������������	R��sk_RTAdjust
_usk_RTAdjust����������������������������������������R��ulocalMatrix_Stage0_uulocalMatrix_Stage0����������������������������������������[��umatrix_Stage1_c0_c0_c0_c0_uumatrix_Stage1_c0_c0_c0_c0�����������������������������������������u_skRTHeight_uu_skRTHeight�����������������������������������������urange_Stage1_c0_uurange_Stage1_c0����������������������������������������R�� uleftBorderColor_Stage1_c0_c0_c0"_uuleftBorderColor_Stage1_c0_c0_c0����������������������������������������R��!urightBorderColor_Stage1_c0_c0_c0#_uurightBorderColor_Stage1_c0_c0_c0����������������������������������������R��ustart_Stage1_c0_c0_c0_c1_uustart_Stage1_c0_c0_c0_c1����������������������������������������R��uend_Stage1_c0_c0_c0_c1_uuend_Stage1_c0_c0_c0_c1������������������������������������������					����			������������������������������������������������������	�������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������
struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD4;
    float4 gl_FragCoord : TEXCOORD5;
    float4 v0 : TEXCOORD0;
    float4 v1 : TEXCOORD1;
    float2 v2 : TEXCOORD2;
    float2 v3 : TEXCOORD3;
};
#pragma warning( disable: 3556 3571 )
float3 vec3_ctor(float2 x0, float x1)
{
    return float3(x0, x1);
}
float4 vec4_ctor(float x0, float x1, float x2, float x3)
{
    return float4(x0, x1, x2, x3);
}
float4 vec4_ctor(float2 x0, float x1, float x2)
{
    return float4(x0, x1, x2);
}
// Uniforms

uniform float4 _sk_RTAdjust : register(c1);
uniform float4 _ulocalMatrix_Stage0 : register(c2);
uniform float3x3 _umatrix_Stage1_c0_c0_c0_c0 : register(c3);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Attributes
static float2 _inPosition = {0, 0};
static float4 _inColor = {0, 0, 0, 0};
static float2 _inEllipseOffset = {0, 0};
static float4 _inEllipseRadii = {0, 0, 0, 0};

static float4 gl_Position = float4(0, 0, 0, 0);

// Varyings
static  float2 _vEllipseOffsets_Stage0 = {0, 0};
static  float4 _vEllipseRadii_Stage0 = {0, 0, 0, 0};
static  float4 _vinColor_Stage0 = {0, 0, 0, 0};
static  float2 _vTransformedCoords_0_Stage0 = {0, 0};

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewAdjust : packoffset(c1);
    float2 dx_ViewCoords : packoffset(c2);
    float2 dx_ViewScale  : packoffset(c3);
};

@@ VERTEX ATTRIBUTES @@

VS_OUTPUT generateOutput(VS_INPUT input)
{
    VS_OUTPUT output;
    output.gl_Position = gl_Position;
    output.dx_Position.x = gl_Position.x;
    output.dx_Position.y = - gl_Position.y;
    output.dx_Position.z = (gl_Position.z + gl_Position.w) * 0.5;
    output.dx_Position.w = gl_Position.w;
    output.gl_FragCoord = gl_Position;
    output.v0 = _vEllipseRadii_Stage0;
    output.v1 = _vinColor_Stage0;
    output.v2 = _vEllipseOffsets_Stage0;
    output.v3 = _vTransformedCoords_0_Stage0;

    return output;
}

VS_OUTPUT main(VS_INPUT input){
    initAttributes(input);

(_vEllipseOffsets_Stage0 = _inEllipseOffset);
(_vEllipseRadii_Stage0 = _inEllipseRadii);
(_vinColor_Stage0 = _inColor);
float2 __tmp_0_inPosition3032 = _inPosition;
float2 __tmp_1_inPosition3033 = ((_ulocalMatrix_Stage0.xz * _inPosition) + _ulocalMatrix_Stage0.yw);
(gl_Position = vec4_ctor(__tmp_0_inPosition3032.x, __tmp_0_inPosition3032.y, 0.0, 1.0));
{
(_vTransformedCoords_0_Stage0 = mul(transpose(_umatrix_Stage1_c0_c0_c0_c0), vec3_ctor(__tmp_1_inPosition3033, 1.0)).xy);
}
(gl_Position = vec4_ctor(((gl_Position.xy * _sk_RTAdjust.xz) + (gl_Position.ww * _sk_RTAdjust.yw)), 0.0, gl_Position.w));
return generateOutput(input);
}
�struct PS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD4;
    float4 gl_FragCoord : TEXCOORD5;
    float4 v0 : TEXCOORD0;
    float4 v1 : TEXCOORD1;
    float2 v2 : TEXCOORD2;
    float2 v3 : TEXCOORD3;
};

#pragma warning( disable: 3556 3571 )
float4 vec4_ctor(float x0)
{
    return float4(x0, x0, x0, x0);
}
float4 vec4_ctor(float x0, float x1, float x2, float x3)
{
    return float4(x0, x1, x2, x3);
}
float4 vec4_ctor(float3 x0, float x1)
{
    return float4(x0, x1);
}
// Uniforms

uniform float _u_skRTHeight : register(c0);
uniform float _urange_Stage1_c0 : register(c1);
uniform float4 _uleftBorderColor_Stage1_c0_c0_c0 : register(c2);
uniform float4 _urightBorderColor_Stage1_c0_c0_c0 : register(c3);
uniform float4 _ustart_Stage1_c0_c0_c0_c1 : register(c4);
uniform float4 _uend_Stage1_c0_c0_c0_c1 : register(c5);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Varyings
static  float2 _vEllipseOffsets_Stage0 = {0, 0};
static  float4 _vEllipseRadii_Stage0 = {0, 0, 0, 0};
static  float4 _vinColor_Stage0 = {0, 0, 0, 0};
static  float2 _vTransformedCoords_0_Stage0 = {0, 0};

static float4 gl_Color[1] =
{
    float4(0, 0, 0, 0)
};
static float4 gl_FragCoord = float4(0, 0, 0, 0);

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewCoords : packoffset(c1);
    float3 dx_DepthFront : packoffset(c2);
    float2 dx_ViewScale : packoffset(c3);
};

#define GL_USES_FRAG_COLOR
#define GL_USES_FRAG_COORD
float4 mod_emu(float4 x, float4 y)
{
    return x - y * floor(x / y);
}


@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){
    float rhw = 1.0 / input.gl_FragCoord.w;
    gl_FragCoord.x = input.dx_Position.x;
    gl_FragCoord.y = input.dx_Position.y;
    gl_FragCoord.z = (input.gl_FragCoord.z * rhw) * dx_DepthFront.x + dx_DepthFront.y;
    gl_FragCoord.w = rhw;
    _vEllipseRadii_Stage0 = input.v0;
    _vinColor_Stage0 = input.v1;
    _vEllipseOffsets_Stage0 = input.v2.xy;
    _vTransformedCoords_0_Stage0 = input.v3.xy;

float4 _sk_FragCoord3032 = vec4_ctor(gl_FragCoord.x, (_u_skRTHeight - gl_FragCoord.y), gl_FragCoord.z, gl_FragCoord.w);
float4 _outputColor_Stage03033 = {0, 0, 0, 0};
(_outputColor_Stage03033 = _vinColor_Stage0);
float2 _offset3034 = _vEllipseOffsets_Stage0;
float _test3035 = (dot(_offset3034, _offset3034) - 1.0);
float2 _grad3036 = ((2.0 * _offset3034) * _vEllipseRadii_Stage0.xy);
float _grad_dot3037 = dot(_grad3036, _grad3036);
(_grad_dot3037 = max(_grad_dot3037, 0.0));
float _invlen3038 = rsqrt(_grad_dot3037);
float _edgeAlpha3039 = clamp((0.5 - (_test3035 * _invlen3038)), 0.0, 1.0);
float4 _outputCoverage_Stage03040 = vec4_ctor(_edgeAlpha3039);
float4 _output_Stage13041 = {0, 0, 0, 0};
float4 __4_t3042 = vec4_ctor((_vTransformedCoords_0_Stage0.x + 9.9999997e-06), 1.0, 0.0, 0.0);
float4 __5_outColor3043 = {0, 0, 0, 0};
if ((__4_t3042.x < 0.0))
{
(__5_outColor3043 = _uleftBorderColor_Stage1_c0_c0_c0);
}
else
{
if ((__4_t3042.x > 1.0))
{
(__5_outColor3043 = _urightBorderColor_Stage1_c0_c0_c0);
}
else
{
(__5_outColor3043 = lerp(_ustart_Stage1_c0_c0_c0_c1, _uend_Stage1_c0_c0_c0_c1, __4_t3042.x));
}
}
float4 __6_color3044 = __5_outColor3043;
float __7_value3045 = {0};
{
float4 __8_bits3046 = mod_emu(_sk_FragCoord3032.yxyx, float4(2.0, 2.0, 4.0, 4.0));
(__8_bits3046.zw = step(2.0, __8_bits3046.zw));
(__8_bits3046.xz = abs((__8_bits3046.xz - __8_bits3046.yw)));
(__7_value3045 = (dot(__8_bits3046, float4(0.5, 0.25, 0.125, 0.0625)) - 0.46875));
}
(_output_Stage13041 = vec4_ctor(clamp((__6_color3044.xyz + (__7_value3045 * _urange_Stage1_c0)), 0.0, __6_color3044.w), __6_color3044.w));
{
(gl_Color[0] = (_output_Stage13041 * _outputCoverage_Stage03040));
}
return generateOutput();
}
R�	gl_Color0gl_Color[0]lstruct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD4;
    float4 gl_FragCoord : TEXCOORD5;
    float4 v0 : TEXCOORD0;
    float4 v1 : TEXCOORD1;
    float2 v2 : TEXCOORD2;
    float2 v3 : TEXCOORD3;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD4;
    float4 gl_FragCoord : TEXCOORD5;
    float4 v0 : TEXCOORD0;
    float4 v1 : TEXCOORD1;
    float2 v2 : TEXCOORD2;
    float2 v3 : TEXCOORD3;
};

void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput)
{
    output.gl_Position = input.gl_Position;
    output.v0 = input.v0; 
    output.v1 = input.v1; 
    output.v2 = input.v2; 
    output.v3 = input.v3; 
    output.gl_FragCoord = input.gl_FragCoord;
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
����0DXBC��L6�:L�Z&	��H�04�p@�RDEF�h<����RD11< ($\$Globals���\�`���������0 ��������E0,l��������_sk_RTAdjustfloat4_ulocalMatrix_Stage0_umatrix_Stage1_c0_c0_c0_c0float3x3��aMicrosoft (R) HLSL Shader Compiler 10.1ISGNthhhhTEXCOORD���OSGN��������SV_PositionTEXCOORD���SHEXLP�jYF� _2_�_2_�g� e� e� e� e� e2 e� h6� @?�?22F�� օ 6" �A6 
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��DXBC
����ǵ�і���{6�4����RDEF�h<���_RD11< ($\$Globals���\�`p�������������������� ���������0���������+@���������FP���������_u_skRTHeightfloat~_urange_Stage1_c0_uleftBorderColor_Stage1_c0_c0_c0float4��_urightBorderColor_Stage1_c0_c0_c0_ustart_Stage1_c0_c0_c0_c1_uend_Stage1_c0_c0_c0_c1Microsoft (R) HLSL Shader Compiler 10.1�ISGN��������SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX PjYF� d 2b2b2bBe� h	RV�A� 6�8
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inPosition_uinPosition����������������R��inColor	_uinColor����������������R��inCircleEdge_uinCircleEdge����������������	R��sk_RTAdjust
_usk_RTAdjust����������������������������������������R��ulocalMatrix_Stage0_uulocalMatrix_Stage0����������������������������������������[��umatrix_Stage1_c0_c0_c0_c0_uumatrix_Stage1_c0_c0_c0_c0�����������������������������������������u_skRTHeight_uu_skRTHeight�����������������������������������������urange_Stage1_c0_uurange_Stage1_c0����������������������������������������R�� uleftBorderColor_Stage1_c0_c0_c0"_uuleftBorderColor_Stage1_c0_c0_c0����������������������������������������R��!urightBorderColor_Stage1_c0_c0_c0#_uurightBorderColor_Stage1_c0_c0_c0����������������������������������������R��ustart_Stage1_c0_c0_c0_c1_uustart_Stage1_c0_c0_c0_c1����������������������������������������R��uend_Stage1_c0_c0_c0_c1_uuend_Stage1_c0_c0_c0_c1������������������������������������������					����			����������������������������������������������������������	�������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������	struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD3;
    float4 gl_FragCoord : TEXCOORD4;
    float4 v0 : TEXCOORD0;
    float4 v1 : TEXCOORD1;
    float2 v2 : TEXCOORD2;
};
#pragma warning( disable: 3556 3571 )
float3 vec3_ctor(float2 x0, float x1)
{
    return float3(x0, x1);
}
float4 vec4_ctor(float x0, float x1, float x2, float x3)
{
    return float4(x0, x1, x2, x3);
}
float4 vec4_ctor(float2 x0, float x1, float x2)
{
    return float4(x0, x1, x2);
}
// Uniforms

uniform float4 _sk_RTAdjust : register(c1);
uniform float4 _ulocalMatrix_Stage0 : register(c2);
uniform float3x3 _umatrix_Stage1_c0_c0_c0_c0 : register(c3);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Attributes
static float2 _inPosition = {0, 0};
static float4 _inColor = {0, 0, 0, 0};
static float4 _inCircleEdge = {0, 0, 0, 0};

static float4 gl_Position = float4(0, 0, 0, 0);

// Varyings
static  float4 _vinCircleEdge_Stage0 = {0, 0, 0, 0};
static  float4 _vinColor_Stage0 = {0, 0, 0, 0};
static  float2 _vTransformedCoords_0_Stage0 = {0, 0};

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewAdjust : packoffset(c1);
    float2 dx_ViewCoords : packoffset(c2);
    float2 dx_ViewScale  : packoffset(c3);
};

@@ VERTEX ATTRIBUTES @@

VS_OUTPUT generateOutput(VS_INPUT input)
{
    VS_OUTPUT output;
    output.gl_Position = gl_Position;
    output.dx_Position.x = gl_Position.x;
    output.dx_Position.y = - gl_Position.y;
    output.dx_Position.z = (gl_Position.z + gl_Position.w) * 0.5;
    output.dx_Position.w = gl_Position.w;
    output.gl_FragCoord = gl_Position;
    output.v0 = _vinCircleEdge_Stage0;
    output.v1 = _vinColor_Stage0;
    output.v2 = _vTransformedCoords_0_Stage0;

    return output;
}

VS_OUTPUT main(VS_INPUT input){
    initAttributes(input);

(_vinCircleEdge_Stage0 = _inCircleEdge);
(_vinColor_Stage0 = _inColor);
float2 __tmp_0_inPosition3030 = _inPosition;
float2 __tmp_1_inPosition3031 = ((_ulocalMatrix_Stage0.xz * _inPosition) + _ulocalMatrix_Stage0.yw);
(gl_Position = vec4_ctor(__tmp_0_inPosition3030.x, __tmp_0_inPosition3030.y, 0.0, 1.0));
{
(_vTransformedCoords_0_Stage0 = mul(transpose(_umatrix_Stage1_c0_c0_c0_c0), vec3_ctor(__tmp_1_inPosition3031, 1.0)).xy);
}
(gl_Position = vec4_ctor(((gl_Position.xy * _sk_RTAdjust.xz) + (gl_Position.ww * _sk_RTAdjust.yw)), 0.0, gl_Position.w));
return generateOutput(input);
}
�
struct PS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD3;
    float4 gl_FragCoord : TEXCOORD4;
    float4 v0 : TEXCOORD0;
    float4 v1 : TEXCOORD1;
    float2 v2 : TEXCOORD2;
};

#pragma warning( disable: 3556 3571 )
float4 vec4_ctor(float x0)
{
    return float4(x0, x0, x0, x0);
}
float4 vec4_ctor(float x0, float x1, float x2, float x3)
{
    return float4(x0, x1, x2, x3);
}
float4 vec4_ctor(float3 x0, float x1)
{
    return float4(x0, x1);
}
// Uniforms

uniform float _u_skRTHeight : register(c0);
uniform float _urange_Stage1_c0 : register(c1);
uniform float4 _uleftBorderColor_Stage1_c0_c0_c0 : register(c2);
uniform float4 _urightBorderColor_Stage1_c0_c0_c0 : register(c3);
uniform float4 _ustart_Stage1_c0_c0_c0_c1 : register(c4);
uniform float4 _uend_Stage1_c0_c0_c0_c1 : register(c5);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Varyings
static  float4 _vinCircleEdge_Stage0 = {0, 0, 0, 0};
static  float4 _vinColor_Stage0 = {0, 0, 0, 0};
static  float2 _vTransformedCoords_0_Stage0 = {0, 0};

static float4 gl_Color[1] =
{
    float4(0, 0, 0, 0)
};
static float4 gl_FragCoord = float4(0, 0, 0, 0);

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewCoords : packoffset(c1);
    float3 dx_DepthFront : packoffset(c2);
    float2 dx_ViewScale : packoffset(c3);
};

#define GL_USES_FRAG_COLOR
#define GL_USES_FRAG_COORD
float4 mod_emu(float4 x, float4 y)
{
    return x - y * floor(x / y);
}


@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){
    float rhw = 1.0 / input.gl_FragCoord.w;
    gl_FragCoord.x = input.dx_Position.x;
    gl_FragCoord.y = input.dx_Position.y;
    gl_FragCoord.z = (input.gl_FragCoord.z * rhw) * dx_DepthFront.x + dx_DepthFront.y;
    gl_FragCoord.w = rhw;
    _vinCircleEdge_Stage0 = input.v0;
    _vinColor_Stage0 = input.v1;
    _vTransformedCoords_0_Stage0 = input.v2.xy;

float4 _sk_FragCoord3031 = vec4_ctor(gl_FragCoord.x, (_u_skRTHeight - gl_FragCoord.y), gl_FragCoord.z, gl_FragCoord.w);
float4 _circleEdge3032 = {0, 0, 0, 0};
(_circleEdge3032 = _vinCircleEdge_Stage0);
float4 _outputColor_Stage03033 = {0, 0, 0, 0};
(_outputColor_Stage03033 = _vinColor_Stage0);
float _d3034 = length(_circleEdge3032.xy);
float _distanceToOuterEdge3035 = (_circleEdge3032.z * (1.0 - _d3034));
float _edgeAlpha3036 = clamp(_distanceToOuterEdge3035, 0.0, 1.0);
float4 _outputCoverage_Stage03037 = vec4_ctor(_edgeAlpha3036);
float4 _output_Stage13038 = {0, 0, 0, 0};
float4 __4_t3039 = vec4_ctor((_vTransformedCoords_0_Stage0.x + 9.9999997e-06), 1.0, 0.0, 0.0);
float4 __5_outColor3040 = {0, 0, 0, 0};
if ((__4_t3039.x < 0.0))
{
(__5_outColor3040 = _uleftBorderColor_Stage1_c0_c0_c0);
}
else
{
if ((__4_t3039.x > 1.0))
{
(__5_outColor3040 = _urightBorderColor_Stage1_c0_c0_c0);
}
else
{
(__5_outColor3040 = lerp(_ustart_Stage1_c0_c0_c0_c1, _uend_Stage1_c0_c0_c0_c1, __4_t3039.x));
}
}
float4 __6_color3041 = __5_outColor3040;
float __7_value3042 = {0};
{
float4 __8_bits3043 = mod_emu(_sk_FragCoord3031.yxyx, float4(2.0, 2.0, 4.0, 4.0));
(__8_bits3043.zw = step(2.0, __8_bits3043.zw));
(__8_bits3043.xz = abs((__8_bits3043.xz - __8_bits3043.yw)));
(__7_value3042 = (dot(__8_bits3043, float4(0.5, 0.25, 0.125, 0.0625)) - 0.46875));
}
(_output_Stage13038 = vec4_ctor(clamp((__6_color3041.xyz + (__7_value3042 * _urange_Stage1_c0)), 0.0, __6_color3041.w), __6_color3041.w));
{
(gl_Color[0] = (_output_Stage13038 * _outputCoverage_Stage03037));
}
return generateOutput();
}
R�	gl_Color0gl_Color[0]struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD3;
    float4 gl_FragCoord : TEXCOORD4;
    float4 v0 : TEXCOORD0;
    float4 v1 : TEXCOORD1;
    float2 v2 : TEXCOORD2;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD3;
    float4 gl_FragCoord : TEXCOORD4;
    float4 v0 : TEXCOORD0;
    float4 v1 : TEXCOORD1;
    float2 v2 : TEXCOORD2;
};

void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput)
{
    output.gl_Position = input.gl_Position;
    output.v0 = input.v0; 
    output.v1 = input.v1; 
    output.v2 = input.v2; 
    output.gl_FragCoord = input.gl_FragCoord;
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
����DXBCe��)��x����4�X8RDEF�h<����RD11< ($\$Globals���\�`���������0 ��������E0,l��������_sk_RTAdjustfloat4_ulocalMatrix_Stage0_umatrix_Stage1_c0_c0_c0_c0float3x3��aMicrosoft (R) HLSL Shader Compiler 10.1ISGN\PPPTEXCOORD���OSGN�������SV_PositionTEXCOORD���SHEX P�jYF� _2_�_�g� e� e� e� e� e2 h6� @?�?22F�� օ 6" �A6 
62 F62 F6� @�?6� @�?6� F6� F22�� Fօ 6B@�? F� F" F� F>STAT�		�DXBC���~l�
�R�N�4�|�pRDEF�h<���_RD11< ($\$Globals���\�`p�������������������� ���������0���������+@���������FP���������_u_skRTHeightfloat~_urange_Stage1_c0_uleftBorderColor_Stage1_c0_c0_c0float4��_urightBorderColor_Stage1_c0_c0_c0_ustart_Stage1_c0_c0_c0_c1_uend_Stage1_c0_c0_c0_c1Microsoft (R) HLSL Shader Compiler 10.1�ISGN�������SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX�P�jYF� d 2brbe� h	RV�A� 6�8
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�A@�?8 
*8� F>STAT�BPLG��&6788efd1c721aP��position
_uposition����������������P��
localCoord_ulocalCoord����������������R��sk_RTAdjust
_usk_RTAdjust����������������������������������������P��u_0_Increment_Stage1_c0_uu_0_Increment_Stage1_c0����������������������������������������R��u_1_Kernel_Stage1_c0[0]_uu_1_Kernel_Stage1_c0[0]����������������������������������������[��umatrix_Stage1_c0_c0_uumatrix_Stage1_c0_c0����������������������������������������^�uTextureSampler_0_Stage1_uuTextureSampler_0_Stage1������������������������������������������^�����������������������������������������������������������������������������������������������������������������������������������������������������������������������Tstruct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float2 v0 : TEXCOORD0;
};
#pragma warning( disable: 3556 3571 )
float4 vec4_ctor(float x0, float x1, float x2, float x3)
{
    return float4(x0, x1, x2, x3);
}
float4 vec4_ctor(float2 x0, float x1, float x2)
{
    return float4(x0, x1, x2);
}
// Uniforms

uniform float4 _sk_RTAdjust : register(c1);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Attributes
static float2 _position = {0, 0};
static float2 _localCoord = {0, 0};

static float4 gl_Position = float4(0, 0, 0, 0);

// Varyings
static  float2 _vLocalCoord_Stage0 = {0, 0};

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewAdjust : packoffset(c1);
    float2 dx_ViewCoords : packoffset(c2);
    float2 dx_ViewScale  : packoffset(c3);
};

@@ VERTEX ATTRIBUTES @@

VS_OUTPUT generateOutput(VS_INPUT input)
{
    VS_OUTPUT output;
    output.gl_Position = gl_Position;
    output.dx_Position.x = gl_Position.x;
    output.dx_Position.y = - gl_Position.y;
    output.dx_Position.z = (gl_Position.z + gl_Position.w) * 0.5;
    output.dx_Position.w = gl_Position.w;
    output.v0 = _vLocalCoord_Stage0;

    return output;
}

VS_OUTPUT main(VS_INPUT input){
    initAttributes(input);

(_vLocalCoord_Stage0 = _localCoord);
(gl_Position = vec4_ctor(_position.x, _position.y, 0.0, 1.0));
(gl_Position = vec4_ctor(((gl_Position.xy * _sk_RTAdjust.xz) + (gl_Position.ww * _sk_RTAdjust.yw)), 0.0, gl_Position.w));
return generateOutput(input);
}
struct PS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float2 v0 : TEXCOORD0;
};

#pragma warning( disable: 3556 3571 )
float3 vec3_ctor(float2 x0, float x1)
{
    return float3(x0, x1);
}
float4 vec4_ctor(float x0, float x1, float x2, float x3)
{
    return float4(x0, x1, x2, x3);
}
// Uniforms

uniform float2 _u_0_Increment_Stage1_c0 : register(c0);
uniform float4 _u_1_Kernel_Stage1_c0[4] : register(c1);
uniform float3x3 _umatrix_Stage1_c0_c0 : register(c5);
static const uint _uTextureSampler_0_Stage1 = 0;
uniform Texture2D<float4> textures2D[1] : register(t0);
uniform SamplerState samplers2D[1] : register(s0);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Varyings
static  float2 _vLocalCoord_Stage0 = {0, 0};

static float4 gl_Color[1] =
{
    float4(0, 0, 0, 0)
};

cbuffer DriverConstants : register(b1)
{
    struct SamplerMetadata
    {
        int baseLevel;
        int internalFormatBits;
        int wrapModes;
        int padding;
        int4 intBorderColor;
    };
    SamplerMetadata samplerMetadata[1] : packoffset(c4);
};

#define GL_USES_FRAG_COLOR
float4 gl_texture2D(uint samplerIndex, float2 t)
{
    return textures2D[samplerIndex].Sample(samplers2D[samplerIndex], float2(t.x, t.y));
}

float4 f_MatrixEffect_Stage1_c0_c0_h4h4f2_float4(in float4 __input, in float2 __coords)
{
return vec4_ctor(0.0, 0.0, 0.0, gl_texture2D(_uTextureSampler_0_Stage1, mul(transpose(_umatrix_Stage1_c0_c0), vec3_ctor(__coords, 1.0)).xy).x);
}
@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){
    _vLocalCoord_Stage0 = input.v0.xy;

float4 _outputColor_Stage03029 = {1.0, 1.0, 1.0, 1.0};
float4 _output_Stage13030 = {0, 0, 0, 0};
float4 __0_color3031 = {0.0, 0.0, 0.0, 0.0};
float2 __1_coord3032 = (_vLocalCoord_Stage0 - (6.0 * _u_0_Increment_Stage1_c0));
(__0_color3031 += (f_MatrixEffect_Stage1_c0_c0_h4h4f2_float4(_outputColor_Stage03029, __1_coord3032) * _u_1_Kernel_Stage1_c0[0].x));
(__1_coord3032 += _u_0_Increment_Stage1_c0);
(__0_color3031 += (f_MatrixEffect_Stage1_c0_c0_h4h4f2_float4(_outputColor_Stage03029, __1_coord3032) * _u_1_Kernel_Stage1_c0[0].y));
(__1_coord3032 += _u_0_Increment_Stage1_c0);
(__0_color3031 += (f_MatrixEffect_Stage1_c0_c0_h4h4f2_float4(_outputColor_Stage03029, __1_coord3032) * _u_1_Kernel_Stage1_c0[0].z));
(__1_coord3032 += _u_0_Increment_Stage1_c0);
(__0_color3031 += (f_MatrixEffect_Stage1_c0_c0_h4h4f2_float4(_outputColor_Stage03029, __1_coord3032) * _u_1_Kernel_Stage1_c0[0].w));
(__1_coord3032 += _u_0_Increment_Stage1_c0);
(__0_color3031 += (f_MatrixEffect_Stage1_c0_c0_h4h4f2_float4(_outputColor_Stage03029, __1_coord3032) * _u_1_Kernel_Stage1_c0[1].x));
(__1_coord3032 += _u_0_Increment_Stage1_c0);
(__0_color3031 += (f_MatrixEffect_Stage1_c0_c0_h4h4f2_float4(_outputColor_Stage03029, __1_coord3032) * _u_1_Kernel_Stage1_c0[1].y));
(__1_coord3032 += _u_0_Increment_Stage1_c0);
(__0_color3031 += (f_MatrixEffect_Stage1_c0_c0_h4h4f2_float4(_outputColor_Stage03029, __1_coord3032) * _u_1_Kernel_Stage1_c0[1].z));
(__1_coord3032 += _u_0_Increment_Stage1_c0);
(__0_color3031 += (f_MatrixEffect_Stage1_c0_c0_h4h4f2_float4(_outputColor_Stage03029, __1_coord3032) * _u_1_Kernel_Stage1_c0[1].w));
(__1_coord3032 += _u_0_Increment_Stage1_c0);
(__0_color3031 += (f_MatrixEffect_Stage1_c0_c0_h4h4f2_float4(_outputColor_Stage03029, __1_coord3032) * _u_1_Kernel_Stage1_c0[2].x));
(__1_coord3032 += _u_0_Increment_Stage1_c0);
(__0_color3031 += (f_MatrixEffect_Stage1_c0_c0_h4h4f2_float4(_outputColor_Stage03029, __1_coord3032) * _u_1_Kernel_Stage1_c0[2].y));
(__1_coord3032 += _u_0_Increment_Stage1_c0);
(__0_color3031 += (f_MatrixEffect_Stage1_c0_c0_h4h4f2_float4(_outputColor_Stage03029, __1_coord3032) * _u_1_Kernel_Stage1_c0[2].z));
(__1_coord3032 += _u_0_Increment_Stage1_c0);
(__0_color3031 += (f_MatrixEffect_Stage1_c0_c0_h4h4f2_float4(_outputColor_Stage03029, __1_coord3032) * _u_1_Kernel_Stage1_c0[2].w));
(__1_coord3032 += _u_0_Increment_Stage1_c0);
(__0_color3031 += (f_MatrixEffect_Stage1_c0_c0_h4h4f2_float4(_outputColor_Stage03029, __1_coord3032) * _u_1_Kernel_Stage1_c0[3].x));
(_output_Stage13030 = __0_color3031);
{
(gl_Color[0] = _output_Stage13030);
(gl_Color[0] = vec4_ctor(gl_Color[0].w, 0.0, 0.0, 0.0));
}
return generateOutput();
}
R�	gl_Color0gl_Color[0]struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float2 v0 : TEXCOORD0;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float2 v0 : TEXCOORD0;
};

void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput)
{
    output.gl_Position = input.gl_Position;
    output.v0 = input.v0; 
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
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P��position
_uposition����������������
R��sk_RTAdjust
_usk_RTAdjust����������������������������������������R��uviewMatrix_Stage0_uuviewMatrix_Stage0�����������������������������������������u_skRTHeight_uu_skRTHeight����������������������������������������R��
uColor_Stage0_uuColor_Stage0�����������������������������������������ucornerRadius_Stage1_c0_uucornerRadius_Stage1_c0����������������������������������������R��uproxyRect_Stage1_c0_uuproxyRect_Stage1_c0�����������������������������������������ublurRadius_Stage1_c0_uublurRadius_Stage1_c0����������������������������������������R��uinnerRect_Stage2_c1_uuinnerRect_Stage2_c1����������������������������������������P��uinvRadiiXY_Stage2_c1_uuinvRadiiXY_Stage2_c1����������������������������������������^�uTextureSampler_0_Stage1_uuTextureSampler_0_Stage1������������������������������������������		
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������������������������������������������������������������������
���������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD0;
    float4 gl_FragCoord : TEXCOORD1;
};
#pragma warning( disable: 3556 3571 )
float4 vec4_ctor(float x0, float x1, float x2, float x3)
{
    return float4(x0, x1, x2, x3);
}
float4 vec4_ctor(float2 x0, float x1, float x2)
{
    return float4(x0, x1, x2);
}
// Uniforms

uniform float4 _sk_RTAdjust : register(c1);
uniform float4 _uviewMatrix_Stage0 : register(c2);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Attributes
static float2 _position = {0, 0};

static float4 gl_Position = float4(0, 0, 0, 0);

// Varyings

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewAdjust : packoffset(c1);
    float2 dx_ViewCoords : packoffset(c2);
    float2 dx_ViewScale  : packoffset(c3);
};

@@ VERTEX ATTRIBUTES @@

VS_OUTPUT generateOutput(VS_INPUT input)
{
    VS_OUTPUT output;
    output.gl_Position = gl_Position;
    output.dx_Position.x = gl_Position.x;
    output.dx_Position.y = - gl_Position.y;
    output.dx_Position.z = (gl_Position.z + gl_Position.w) * 0.5;
    output.dx_Position.w = gl_Position.w;
    output.gl_FragCoord = gl_Position;

    return output;
}

VS_OUTPUT main(VS_INPUT input){
    initAttributes(input);

float2 __tmp_0_position3024 = ((_uviewMatrix_Stage0.xz * _position) + _uviewMatrix_Stage0.yw);
(gl_Position = vec4_ctor(__tmp_0_position3024.x, __tmp_0_position3024.y, 0.0, 1.0));
(gl_Position = vec4_ctor(((gl_Position.xy * _sk_RTAdjust.xz) + (gl_Position.ww * _sk_RTAdjust.yw)), 0.0, gl_Position.w));
return generateOutput(input);
}
Istruct PS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD0;
    float4 gl_FragCoord : TEXCOORD1;
};

#pragma warning( disable: 3556 3571 )
float2 vec2_ctor(float x0)
{
    return float2(x0, x0);
}
float4 vec4_ctor(float x0)
{
    return float4(x0, x0, x0, x0);
}
float4 vec4_ctor(float x0, float x1, float x2, float x3)
{
    return float4(x0, x1, x2, x3);
}
// Uniforms

uniform float _u_skRTHeight : register(c0);
uniform float4 _uColor_Stage0 : register(c1);
uniform float _ucornerRadius_Stage1_c0 : register(c2);
uniform float4 _uproxyRect_Stage1_c0 : register(c3);
uniform float _ublurRadius_Stage1_c0 : register(c4);
uniform float4 _uinnerRect_Stage2_c1 : register(c5);
uniform float2 _uinvRadiiXY_Stage2_c1 : register(c6);
static const uint _uTextureSampler_0_Stage1 = 0;
uniform Texture2D<float4> textures2D[1] : register(t0);
uniform SamplerState samplers2D[1] : register(s0);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Varyings

static float4 gl_Color[1] =
{
    float4(0, 0, 0, 0)
};
static float4 gl_FragCoord = float4(0, 0, 0, 0);

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewCoords : packoffset(c1);
    float3 dx_DepthFront : packoffset(c2);
    float2 dx_ViewScale : packoffset(c3);
    struct SamplerMetadata
    {
        int baseLevel;
        int internalFormatBits;
        int wrapModes;
        int padding;
        int4 intBorderColor;
    };
    SamplerMetadata samplerMetadata[1] : packoffset(c4);
};

#define GL_USES_FRAG_COLOR
float4 gl_texture2D(uint samplerIndex, float2 t)
{
    return textures2D[samplerIndex].Sample(samplers2D[samplerIndex], float2(t.x, t.y));
}

#define GL_USES_FRAG_COORD
@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){
    float rhw = 1.0 / input.gl_FragCoord.w;
    gl_FragCoord.x = input.dx_Position.x;
    gl_FragCoord.y = input.dx_Position.y;
    gl_FragCoord.z = (input.gl_FragCoord.z * rhw) * dx_DepthFront.x + dx_DepthFront.y;
    gl_FragCoord.w = rhw;

float4 _sk_FragCoord3029 = vec4_ctor(gl_FragCoord.x, (_u_skRTHeight - gl_FragCoord.y), gl_FragCoord.z, gl_FragCoord.w);
float4 _outputColor_Stage03030 = {0, 0, 0, 0};
(_outputColor_Stage03030 = _uColor_Stage0);
float4 _output_Stage13031 = {0, 0, 0, 0};
float2 __0_translatedFragPosFloat3032 = (_sk_FragCoord3029.xy - _uproxyRect_Stage1_c0.xy);
float2 __1_proxyCenter3033 = ((_uproxyRect_Stage1_c0.zw - _uproxyRect_Stage1_c0.xy) * 0.5);
float __2_edgeSize3034 = (((2.0 * _ublurRadius_Stage1_c0) + _ucornerRadius_Stage1_c0) + 0.5);
(__0_translatedFragPosFloat3032 -= __1_proxyCenter3033);
float2 __3_fragDirection3035 = sign(__0_translatedFragPosFloat3032);
(__0_translatedFragPosFloat3032 = abs(__0_translatedFragPosFloat3032));
float2 __4_translatedFragPosHalf3036 = (__0_translatedFragPosFloat3032 - (__1_proxyCenter3033 - __2_edgeSize3034));
(__4_translatedFragPosHalf3036 = max(__4_translatedFragPosHalf3036, 0.0));
(__4_translatedFragPosHalf3036 *= __3_fragDirection3035);
(__4_translatedFragPosHalf3036 += vec2_ctor(__2_edgeSize3034));
float2 __5_proxyDims3037 = vec2_ctor((2.0 * __2_edgeSize3034));
float2 __6_texCoord3038 = (__4_translatedFragPosHalf3036 / __5_proxyDims3037);
(_output_Stage13031 = vec4_ctor(gl_texture2D(_uTextureSampler_0_Stage1, __6_texCoord3038).x));
float4 _output_Stage23039 = {0, 0, 0, 0};
float2 __7_dxy03040 = (_uinnerRect_Stage2_c1.xy - _sk_FragCoord3029.xy);
float2 __8_dxy13041 = (_sk_FragCoord3029.xy - _uinnerRect_Stage2_c1.zw);
float2 __9_dxy3042 = max(max(__7_dxy03040, __8_dxy13041), 0.0);
float2 __10_Z3043 = (__9_dxy3042 * _uinvRadiiXY_Stage2_c1);
float __11_implicit3044 = (dot(__10_Z3043, __9_dxy3042) - 1.0);
float __12_grad_dot3045 = (4.0 * dot(__10_Z3043, __10_Z3043));
(__12_grad_dot3045 = max(__12_grad_dot3045, 9.9999997e-05));
float __13_approx_dist3046 = (__11_implicit3044 * rsqrt(__12_grad_dot3045));
float __14_alpha3047 = clamp((0.5 + __13_approx_dist3046), 0.0, 1.0);
(_output_Stage23039 = (_output_Stage13031 * __14_alpha3047));
{
(gl_Color[0] = (_outputColor_Stage03030 * _output_Stage23039));
}
return generateOutput();
}
R�	gl_Color0gl_Color[0](struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD0;
    float4 gl_FragCoord : TEXCOORD1;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD0;
    float4 gl_FragCoord : TEXCOORD1;
};

void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput)
{
    output.gl_Position = input.gl_Position;
    output.gl_FragCoord = input.gl_FragCoord;
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
�0DXBC����O��/l7���04��$�RDEFDh<���RD11< ($\$Globals���\�0���������� ���������_sk_RTAdjustfloat4�_uviewMatrix_Stage0Microsoft (R) HLSL Shader Compiler 10.1ISGN, TEXCOORD���OSGNhP\\SV_PositionTEXCOORD���SHEXhPZjYF� _2g� e� e� h6� @?�?22�� Fօ 22F�� օ 6" �A6 
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_uposition����������������R��color_ucolor����������������R��sk_RTAdjust
_usk_RTAdjust����������������������������������������R��urectH_Stage1_c0_uurectH_Stage1_c0����������������������������������������[��umatrix_Stage1_c0_c0_uumatrix_Stage1_c0_c0����������������������������������������R��urectUniform_Stage2_c1_uurectUniform_Stage2_c1����������������������������������������R��urectUniform_Stage2_c1_c0_uurectUniform_Stage2_c1_c0����������������������������������������R��urectUniform_Stage2_c1_c0_c0_uurectUniform_Stage2_c1_c0_c0����������������������������������������R��urectUniform_Stage2_c1_c0_c0_c0!_uurectUniform_Stage2_c1_c0_c0_c0����������������������������������������^�uTextureSampler_0_Stage1_uuTextureSampler_0_Stage1������������������������������������������^������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    float4 v0 : TEXCOORD0;
};
#pragma warning( disable: 3556 3571 )
float4 vec4_ctor(float x0, float x1, float x2, float x3)
{
    return float4(x0, x1, x2, x3);
}
float4 vec4_ctor(float2 x0, float x1, float x2)
{
    return float4(x0, x1, x2);
}
// Uniforms

uniform float4 _sk_RTAdjust : register(c1);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Attributes
static float2 _position = {0, 0};
static float4 _color = {0, 0, 0, 0};

static float4 gl_Position = float4(0, 0, 0, 0);

// Varyings
static  float4 _vcolor_Stage0 = {0, 0, 0, 0};

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewAdjust : packoffset(c1);
    float2 dx_ViewCoords : packoffset(c2);
    float2 dx_ViewScale  : packoffset(c3);
};

@@ VERTEX ATTRIBUTES @@

VS_OUTPUT generateOutput(VS_INPUT input)
{
    VS_OUTPUT output;
    output.gl_Position = gl_Position;
    output.dx_Position.x = gl_Position.x;
    output.dx_Position.y = - gl_Position.y;
    output.dx_Position.z = (gl_Position.z + gl_Position.w) * 0.5;
    output.dx_Position.w = gl_Position.w;
    output.gl_FragCoord = gl_Position;
    output.v0 = _vcolor_Stage0;

    return output;
}

VS_OUTPUT main(VS_INPUT input){
    initAttributes(input);

(_vcolor_Stage0 = _color);
(gl_Position = vec4_ctor(_position.x, _position.y, 0.0, 1.0));
(gl_Position = vec4_ctor(((gl_Position.xy * _sk_RTAdjust.xz) + (gl_Position.ww * _sk_RTAdjust.yw)), 0.0, gl_Position.w));
return generateOutput(input);
}
struct PS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    float4 v0 : TEXCOORD0;
};

#pragma warning( disable: 3556 3571 )
float float_ctor(int x0)
{
    return float(x0);
}
float2 vec2_ctor(float x0, float x1)
{
    return float2(x0, x1);
}
float3 vec3_ctor(float2 x0, float x1)
{
    return float3(x0, x1);
}
float4 vec4_ctor(float x0)
{
    return float4(x0, x0, x0, x0);
}
float4 vec4_ctor(float2 x0, float2 x1)
{
    return float4(x0, x1);
}
// Uniforms

uniform float4 _urectH_Stage1_c0 : register(c0);
uniform float3x3 _umatrix_Stage1_c0_c0 : register(c1);
uniform float4 _urectUniform_Stage2_c1 : register(c4);
uniform float4 _urectUniform_Stage2_c1_c0 : register(c5);
uniform float4 _urectUniform_Stage2_c1_c0_c0 : register(c6);
uniform float4 _urectUniform_Stage2_c1_c0_c0_c0 : register(c7);
static const uint _uTextureSampler_0_Stage1 = 0;
uniform Texture2D<float4> textures2D[1] : register(t0);
uniform SamplerState samplers2D[1] : register(s0);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Varyings
static  float4 _vcolor_Stage0 = {0, 0, 0, 0};

static float4 gl_Color[1] =
{
    float4(0, 0, 0, 0)
};
static float4 gl_FragCoord = float4(0, 0, 0, 0);

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewCoords : packoffset(c1);
    float3 dx_DepthFront : packoffset(c2);
    float2 dx_ViewScale : packoffset(c3);
    struct SamplerMetadata
    {
        int baseLevel;
        int internalFormatBits;
        int wrapModes;
        int padding;
        int4 intBorderColor;
    };
    SamplerMetadata samplerMetadata[1] : packoffset(c4);
};

#define GL_USES_FRAG_COLOR
float4 gl_texture2D(uint samplerIndex, float2 t)
{
    return textures2D[samplerIndex].Sample(samplers2D[samplerIndex], float2(t.x, t.y));
}

#define GL_USES_FRAG_COORD
@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){
    float rhw = 1.0 / input.gl_FragCoord.w;
    gl_FragCoord.x = input.dx_Position.x;
    gl_FragCoord.y = input.dx_Position.y;
    gl_FragCoord.z = (input.gl_FragCoord.z * rhw) * dx_DepthFront.x + dx_DepthFront.y;
    gl_FragCoord.w = rhw;
    _vcolor_Stage0 = input.v0;

float4 _outputColor_Stage03029 = {0, 0, 0, 0};
(_outputColor_Stage03029 = _vcolor_Stage0);
float4 _output_Stage13030 = {0, 0, 0, 0};
float __13_xCoverage3031 = {0};
float __14_yCoverage3032 = {0};
float2 __15_pos3033 = gl_FragCoord.xy;
{
float4 __16_rect3034 = {0, 0, 0, 0};
{
(__16_rect3034.xy = (_urectH_Stage1_c0.xy - __15_pos3033));
(__16_rect3034.zw = (__15_pos3033 - _urectH_Stage1_c0.zw));
}
(__13_xCoverage3031 = ((1.0 - gl_texture2D(_uTextureSampler_0_Stage1, mul(transpose(_umatrix_Stage1_c0_c0), vec3_ctor(vec2_ctor(__16_rect3034.x, 0.5), 1.0)).xy).x) - gl_texture2D(_uTextureSampler_0_Stage1, mul(transpose(_umatrix_Stage1_c0_c0), vec3_ctor(vec2_ctor(__16_rect3034.z, 0.5), 1.0)).xy).x));
(__14_yCoverage3032 = ((1.0 - gl_texture2D(_uTextureSampler_0_Stage1, mul(transpose(_umatrix_Stage1_c0_c0), vec3_ctor(vec2_ctor(__16_rect3034.y, 0.5), 1.0)).xy).x) - gl_texture2D(_uTextureSampler_0_Stage1, mul(transpose(_umatrix_Stage1_c0_c0), vec3_ctor(vec2_ctor(__16_rect3034.w, 0.5), 1.0)).xy).x));
}
(_output_Stage13030 = (vec4_ctor(__13_xCoverage3031) * __14_yCoverage3032));
float4 _output_Stage23035 = {0, 0, 0, 0};
float __18_coverage3036 = {0};
{
int sbe0 = {0};
if (all((vec4_ctor(gl_FragCoord.xy, _urectUniform_Stage2_c1.zw) > vec4_ctor(_urectUniform_Stage2_c1.xy, gl_FragCoord.xy))))
{
(sbe0 = 1);
}
else
{
(sbe0 = 0);
}
(__18_coverage3036 = float_ctor(sbe0));
}
{
(__18_coverage3036 = (1.0 - __18_coverage3036));
}
float __20_coverage3037 = {0};
{
int sbe1 = {0};
if (all((vec4_ctor(gl_FragCoord.xy, _urectUniform_Stage2_c1_c0.zw) > vec4_ctor(_urectUniform_Stage2_c1_c0.xy, gl_FragCoord.xy))))
{
(sbe1 = 1);
}
else
{
(sbe1 = 0);
}
(__20_coverage3037 = float_ctor(sbe1));
}
{
(__20_coverage3037 = (1.0 - __20_coverage3037));
}
float __22_coverage3038 = {0};
{
int sbe2 = {0};
if (all((vec4_ctor(gl_FragCoord.xy, _urectUniform_Stage2_c1_c0_c0.zw) > vec4_ctor(_urectUniform_Stage2_c1_c0_c0.xy, gl_FragCoord.xy))))
{
(sbe2 = 1);
}
else
{
(sbe2 = 0);
}
(__22_coverage3038 = float_ctor(sbe2));
}
{
(__22_coverage3038 = (1.0 - __22_coverage3038));
}
float __24_coverage3039 = {0};
{
int sbe3 = {0};
if (all((vec4_ctor(gl_FragCoord.xy, _urectUniform_Stage2_c1_c0_c0_c0.zw) > vec4_ctor(_urectUniform_Stage2_c1_c0_c0_c0.xy, gl_FragCoord.xy))))
{
(sbe3 = 1);
}
else
{
(sbe3 = 0);
}
(__24_coverage3039 = float_ctor(sbe3));
}
{
(__24_coverage3039 = (1.0 - __24_coverage3039));
}
(_output_Stage23035 = ((((_output_Stage13030 * __24_coverage3039) * __22_coverage3038) * __20_coverage3037) * __18_coverage3036));
{
(gl_Color[0] = (_outputColor_Stage03029 * _output_Stage23035));
}
return generateOutput();
}
R�	gl_Color0gl_Color[0]ystruct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    float4 v0 : TEXCOORD0;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    float4 v0 : TEXCOORD0;
};

void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput)
{
    output.gl_Position = input.gl_Position;
    output.v0 = input.v0; 
    output.gl_FragCoord = input.gl_FragCoord;
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
��$DXBC"���c�F�ڵ�NWc$4D��RDEFh<����RD11< ($\$Globals���\� ����������_sk_RTAdjustfloat4�Microsoft (R) HLSL Shader Compiler 10.1ISGND88TEXCOORD���OSGN�htttSV_PositionTEXCOORD���SHEXhPZjYF� _2_�g� e� e� e� h6� @?�?22F�� օ 6" �A6 
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��
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RDEF��<����RD11< ($������
�samplers2D[0]textures2D[0]$Globals����������������,,��������P@���������hP����������`����������p���������_urectH_Stage1_c0float4����_umatrix_Stage1_c0_c0float3x3�"_urectUniform_Stage2_c1_urectUniform_Stage2_c1_c0_urectUniform_Stage2_c1_c0_c0_urectUniform_Stage2_c1_c0_c0_c0Microsoft (R) HLSL Shader Compiler 10.1��ISGN�htttSV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX<P�jYF� Z`XpUUd 2b�e� h	2F�AF� 6�@?�?F� �"F� �E���CUFF~`
�A@�?	2F� �A6�@?�?F� �"F� �E���CUFF~`

�AF� �"F� �E���CUFF~`F� �"F� �E���CU"F~`"�A@�?"
�A8
1b� 12F� bV"*7	"@@�?8
1b� 12F� bV"*7	"@@�?8
1b� 12F� bV"*7	"@@�?8
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8� F>STAT�/BPLG���%788efd1c721aP��position
_uposition����������������R��color_ucolor����������������R��sk_RTAdjust
_usk_RTAdjust�����������������������������������������u_skRTHeight_uu_skRTHeight����������������������������������������Q��u_0_var_Stage1_c0[0]_uu_0_var_Stage1_c0[0]�������������������������������������������������������������������������������������������������������������������������������������������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    float4 v0 : TEXCOORD0;
};
#pragma warning( disable: 3556 3571 )
float4 vec4_ctor(float x0, float x1, float x2, float x3)
{
    return float4(x0, x1, x2, x3);
}
float4 vec4_ctor(float2 x0, float x1, float x2)
{
    return float4(x0, x1, x2);
}
// Uniforms

uniform float4 _sk_RTAdjust : register(c1);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Attributes
static float2 _position = {0, 0};
static float4 _color = {0, 0, 0, 0};

static float4 gl_Position = float4(0, 0, 0, 0);

// Varyings
static  float4 _vcolor_Stage0 = {0, 0, 0, 0};

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewAdjust : packoffset(c1);
    float2 dx_ViewCoords : packoffset(c2);
    float2 dx_ViewScale  : packoffset(c3);
};

@@ VERTEX ATTRIBUTES @@

VS_OUTPUT generateOutput(VS_INPUT input)
{
    VS_OUTPUT output;
    output.gl_Position = gl_Position;
    output.dx_Position.x = gl_Position.x;
    output.dx_Position.y = - gl_Position.y;
    output.dx_Position.z = (gl_Position.z + gl_Position.w) * 0.5;
    output.dx_Position.w = gl_Position.w;
    output.gl_FragCoord = gl_Position;
    output.v0 = _vcolor_Stage0;

    return output;
}

VS_OUTPUT main(VS_INPUT input){
    initAttributes(input);

(_vcolor_Stage0 = _color);
(gl_Position = vec4_ctor(_position.x, _position.y, 0.0, 1.0));
(gl_Position = vec4_ctor(((gl_Position.xy * _sk_RTAdjust.xz) + (gl_Position.ww * _sk_RTAdjust.yw)), 0.0, gl_Position.w));
return generateOutput(input);
}
�
struct PS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    float4 v0 : TEXCOORD0;
};

#pragma warning( disable: 3556 3571 )
float3 vec3_ctor(float2 x0, float x1)
{
    return float3(x0, x1);
}
float4 vec4_ctor(float x0)
{
    return float4(x0, x0, x0, x0);
}
float4 vec4_ctor(float x0, float x1, float x2, float x3)
{
    return float4(x0, x1, x2, x3);
}
// Uniforms

uniform float _u_skRTHeight : register(c0);
uniform float3 _u_0_var_Stage1_c0[4] : register(c1);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Varyings
static  float4 _vcolor_Stage0 = {0, 0, 0, 0};

static float4 gl_Color[1] =
{
    float4(0, 0, 0, 0)
};
static float4 gl_FragCoord = float4(0, 0, 0, 0);

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewCoords : packoffset(c1);
    float3 dx_DepthFront : packoffset(c2);
    float2 dx_ViewScale : packoffset(c3);
};

#define GL_USES_FRAG_COLOR
#define GL_USES_FRAG_COORD
@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){
    float rhw = 1.0 / input.gl_FragCoord.w;
    gl_FragCoord.x = input.dx_Position.x;
    gl_FragCoord.y = input.dx_Position.y;
    gl_FragCoord.z = (input.gl_FragCoord.z * rhw) * dx_DepthFront.x + dx_DepthFront.y;
    gl_FragCoord.w = rhw;
    _vcolor_Stage0 = input.v0;

float4 _sk_FragCoord3024 = vec4_ctor(gl_FragCoord.x, (_u_skRTHeight - gl_FragCoord.y), gl_FragCoord.z, gl_FragCoord.w);
float4 _outputColor_Stage03025 = {0, 0, 0, 0};
(_outputColor_Stage03025 = _vcolor_Stage0);
float4 _output_Stage13026 = {0, 0, 0, 0};
float __0_alpha3027 = {1.0};
float __1_edge3028 = {0};
(__1_edge3028 = dot(_u_0_var_Stage1_c0[0], vec3_ctor(_sk_FragCoord3024.xy, 1.0)));
float sbd5 = {0};
if ((__1_edge3028 >= 0.5))
{
(sbd5 = 1.0);
}
else
{
(sbd5 = 0.0);
}
(__1_edge3028 = sbd5);
(__0_alpha3027 *= __1_edge3028);
(__1_edge3028 = dot(_u_0_var_Stage1_c0[1], vec3_ctor(_sk_FragCoord3024.xy, 1.0)));
float sbd6 = {0};
if ((__1_edge3028 >= 0.5))
{
(sbd6 = 1.0);
}
else
{
(sbd6 = 0.0);
}
(__1_edge3028 = sbd6);
(__0_alpha3027 *= __1_edge3028);
(__1_edge3028 = dot(_u_0_var_Stage1_c0[2], vec3_ctor(_sk_FragCoord3024.xy, 1.0)));
float sbd7 = {0};
if ((__1_edge3028 >= 0.5))
{
(sbd7 = 1.0);
}
else
{
(sbd7 = 0.0);
}
(__1_edge3028 = sbd7);
(__0_alpha3027 *= __1_edge3028);
(__1_edge3028 = dot(_u_0_var_Stage1_c0[3], vec3_ctor(_sk_FragCoord3024.xy, 1.0)));
float sbd8 = {0};
if ((__1_edge3028 >= 0.5))
{
(sbd8 = 1.0);
}
else
{
(sbd8 = 0.0);
}
(__1_edge3028 = sbd8);
(__0_alpha3027 *= __1_edge3028);
(_output_Stage13026 = vec4_ctor(__0_alpha3027));
{
(gl_Color[0] = (_outputColor_Stage03025 * _output_Stage13026));
}
return generateOutput();
}
R�	gl_Color0gl_Color[0]ystruct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    float4 v0 : TEXCOORD0;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    float4 v0 : TEXCOORD0;
};

void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput)
{
    output.gl_Position = input.gl_Position;
    output.v0 = input.v0; 
    output.gl_FragCoord = input.gl_FragCoord;
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
��$DXBC"���c�F�ڵ�NWc$4D��RDEFh<����RD11< ($\$Globals���\� ����������_sk_RTAdjustfloat4�Microsoft (R) HLSL Shader Compiler 10.1ISGND88TEXCOORD���OSGN�htttSV_PositionTEXCOORD���SHEXhPZjYF� _2_�g� e� e� e� h6� @?�?22F�� օ 6" �A6 
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�hDXBC\��S?�cx4ba��ch4�4h�RDEFph<���HRD11< ($\$Globals���\�P����������<$��������_u_skRTHeightfloat�_u_0_var_Stage1_c0float3��Microsoft (R) HLSL Shader Compiler 10.1ISGN�htttSV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX\P�jYF� d 2b�e� h	"�A
� 6
6B@�?�F� F�:@?�:@�?F� F
@?
@�?8�:
F� FF� F
@?"
@?
2F@�?�?8":8
8� F>STAT�
BPLG��q)788efd1c721aP��position
_uposition����������������R��color_ucolor����������������R��sk_RTAdjust
_usk_RTAdjust�����������������������������������������u_skRTHeight_uu_skRTHeight����������������������������������������R��urectUniform_Stage1_c0_uurectUniform_Stage1_c0����������������������������������������Q��u_0_var_Stage1_c0_c0[0]_uu_0_var_Stage1_c0_c0[0]���������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    float4 v0 : TEXCOORD0;
};
#pragma warning( disable: 3556 3571 )
float4 vec4_ctor(float x0, float x1, float x2, float x3)
{
    return float4(x0, x1, x2, x3);
}
float4 vec4_ctor(float2 x0, float x1, float x2)
{
    return float4(x0, x1, x2);
}
// Uniforms

uniform float4 _sk_RTAdjust : register(c1);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Attributes
static float2 _position = {0, 0};
static float4 _color = {0, 0, 0, 0};

static float4 gl_Position = float4(0, 0, 0, 0);

// Varyings
static  float4 _vcolor_Stage0 = {0, 0, 0, 0};

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewAdjust : packoffset(c1);
    float2 dx_ViewCoords : packoffset(c2);
    float2 dx_ViewScale  : packoffset(c3);
};

@@ VERTEX ATTRIBUTES @@

VS_OUTPUT generateOutput(VS_INPUT input)
{
    VS_OUTPUT output;
    output.gl_Position = gl_Position;
    output.dx_Position.x = gl_Position.x;
    output.dx_Position.y = - gl_Position.y;
    output.dx_Position.z = (gl_Position.z + gl_Position.w) * 0.5;
    output.dx_Position.w = gl_Position.w;
    output.gl_FragCoord = gl_Position;
    output.v0 = _vcolor_Stage0;

    return output;
}

VS_OUTPUT main(VS_INPUT input){
    initAttributes(input);

(_vcolor_Stage0 = _color);
(gl_Position = vec4_ctor(_position.x, _position.y, 0.0, 1.0));
(gl_Position = vec4_ctor(((gl_Position.xy * _sk_RTAdjust.xz) + (gl_Position.ww * _sk_RTAdjust.yw)), 0.0, gl_Position.w));
return generateOutput(input);
}
Qstruct PS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    float4 v0 : TEXCOORD0;
};

#pragma warning( disable: 3556 3571 )
float3 vec3_ctor(float2 x0, float x1)
{
    return float3(x0, x1);
}
float4 vec4_ctor(float x0)
{
    return float4(x0, x0, x0, x0);
}
float4 vec4_ctor(float x0, float x1, float x2, float x3)
{
    return float4(x0, x1, x2, x3);
}
// Uniforms

uniform float _u_skRTHeight : register(c0);
uniform float4 _urectUniform_Stage1_c0 : register(c1);
uniform float3 _u_0_var_Stage1_c0_c0[4] : register(c2);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Varyings
static  float4 _vcolor_Stage0 = {0, 0, 0, 0};

static float4 gl_Color[1] =
{
    float4(0, 0, 0, 0)
};
static float4 gl_FragCoord = float4(0, 0, 0, 0);

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewCoords : packoffset(c1);
    float3 dx_DepthFront : packoffset(c2);
    float2 dx_ViewScale : packoffset(c3);
};

#define GL_USES_FRAG_COLOR
#define GL_USES_FRAG_COORD
@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){
    float rhw = 1.0 / input.gl_FragCoord.w;
    gl_FragCoord.x = input.dx_Position.x;
    gl_FragCoord.y = input.dx_Position.y;
    gl_FragCoord.z = (input.gl_FragCoord.z * rhw) * dx_DepthFront.x + dx_DepthFront.y;
    gl_FragCoord.w = rhw;
    _vcolor_Stage0 = input.v0;

float4 _sk_FragCoord3025 = vec4_ctor(gl_FragCoord.x, (_u_skRTHeight - gl_FragCoord.y), gl_FragCoord.z, gl_FragCoord.w);
float4 _outputColor_Stage03026 = {0, 0, 0, 0};
(_outputColor_Stage03026 = _vcolor_Stage0);
float4 _output_Stage13027 = {0, 0, 0, 0};
float __3_coverage3028 = {0};
{
float4 __4_dists43029 = clamp((float4(1.0, 1.0, -1.0, -1.0) * (_sk_FragCoord3025.xyxy - _urectUniform_Stage1_c0)), 0.0, 1.0);
float2 __5_dists23030 = ((__4_dists43029.xy + __4_dists43029.zw) - 1.0);
(__3_coverage3028 = (__5_dists23030.x * __5_dists23030.y));
}
float __6_alpha3031 = {1.0};
float __7_edge3032 = {0};
(__7_edge3032 = dot(_u_0_var_Stage1_c0_c0[0], vec3_ctor(_sk_FragCoord3025.xy, 1.0)));
float sbd9 = {0};
if ((__7_edge3032 >= 0.5))
{
(sbd9 = 1.0);
}
else
{
(sbd9 = 0.0);
}
(__7_edge3032 = sbd9);
(__6_alpha3031 *= __7_edge3032);
(__7_edge3032 = dot(_u_0_var_Stage1_c0_c0[1], vec3_ctor(_sk_FragCoord3025.xy, 1.0)));
float sbda = {0};
if ((__7_edge3032 >= 0.5))
{
(sbda = 1.0);
}
else
{
(sbda = 0.0);
}
(__7_edge3032 = sbda);
(__6_alpha3031 *= __7_edge3032);
(__7_edge3032 = dot(_u_0_var_Stage1_c0_c0[2], vec3_ctor(_sk_FragCoord3025.xy, 1.0)));
float sbdb = {0};
if ((__7_edge3032 >= 0.5))
{
(sbdb = 1.0);
}
else
{
(sbdb = 0.0);
}
(__7_edge3032 = sbdb);
(__6_alpha3031 *= __7_edge3032);
(__7_edge3032 = dot(_u_0_var_Stage1_c0_c0[3], vec3_ctor(_sk_FragCoord3025.xy, 1.0)));
float sbdc = {0};
if ((__7_edge3032 >= 0.5))
{
(sbdc = 1.0);
}
else
{
(sbdc = 0.0);
}
(__7_edge3032 = sbdc);
(__6_alpha3031 *= __7_edge3032);
(_output_Stage13027 = (vec4_ctor(__6_alpha3031) * __3_coverage3028));
{
(gl_Color[0] = (_outputColor_Stage03026 * _output_Stage13027));
}
return generateOutput();
}
R�	gl_Color0gl_Color[0]ystruct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    float4 v0 : TEXCOORD0;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    float4 v0 : TEXCOORD0;
};

void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput)
{
    output.gl_Position = input.gl_Position;
    output.v0 = input.v0; 
    output.gl_FragCoord = input.gl_FragCoord;
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
��$DXBC"���c�F�ڵ�NWc$4D��RDEFh<����RD11< ($\$Globals���\� ����������_sk_RTAdjustfloat4�Microsoft (R) HLSL Shader Compiler 10.1ISGND88TEXCOORD���OSGN�htttSV_PositionTEXCOORD���SHEXhPZjYF� _2_�g� e� e� e� h6� @?�?22F�� օ 6" �A6 
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��DXBC��l���f�<��.k�4��RDEF�h<����RD11< ($\$Globals���\�`���������0P��������t <���������_u_skRTHeightfloat_urectUniform_Stage1_c0float4�H_u_0_var_Stage1_c0_c0float3����Microsoft (R) HLSL Shader Compiler 10.1ISGN�htttSV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX$P�jYF� d 2b�e� h6B@�?	"�A
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8� F>STAT�BPLG��h)788efd1c721aP��position
_uposition����������������R��color_ucolor����������������R��sk_RTAdjust
_usk_RTAdjust�����������������������������������������u_skRTHeight_uu_skRTHeight����������������������������������������Q��u_0_var_Stage1_c0[0]_uu_0_var_Stage1_c0[0]����������������������������������������R��urectUniform_Stage1_c0_c0_uurectUniform_Stage1_c0_c0���������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    float4 v0 : TEXCOORD0;
};
#pragma warning( disable: 3556 3571 )
float4 vec4_ctor(float x0, float x1, float x2, float x3)
{
    return float4(x0, x1, x2, x3);
}
float4 vec4_ctor(float2 x0, float x1, float x2)
{
    return float4(x0, x1, x2);
}
// Uniforms

uniform float4 _sk_RTAdjust : register(c1);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Attributes
static float2 _position = {0, 0};
static float4 _color = {0, 0, 0, 0};

static float4 gl_Position = float4(0, 0, 0, 0);

// Varyings
static  float4 _vcolor_Stage0 = {0, 0, 0, 0};

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewAdjust : packoffset(c1);
    float2 dx_ViewCoords : packoffset(c2);
    float2 dx_ViewScale  : packoffset(c3);
};

@@ VERTEX ATTRIBUTES @@

VS_OUTPUT generateOutput(VS_INPUT input)
{
    VS_OUTPUT output;
    output.gl_Position = gl_Position;
    output.dx_Position.x = gl_Position.x;
    output.dx_Position.y = - gl_Position.y;
    output.dx_Position.z = (gl_Position.z + gl_Position.w) * 0.5;
    output.dx_Position.w = gl_Position.w;
    output.gl_FragCoord = gl_Position;
    output.v0 = _vcolor_Stage0;

    return output;
}

VS_OUTPUT main(VS_INPUT input){
    initAttributes(input);

(_vcolor_Stage0 = _color);
(gl_Position = vec4_ctor(_position.x, _position.y, 0.0, 1.0));
(gl_Position = vec4_ctor(((gl_Position.xy * _sk_RTAdjust.xz) + (gl_Position.ww * _sk_RTAdjust.yw)), 0.0, gl_Position.w));
return generateOutput(input);
}
Hstruct PS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    float4 v0 : TEXCOORD0;
};

#pragma warning( disable: 3556 3571 )
float3 vec3_ctor(float2 x0, float x1)
{
    return float3(x0, x1);
}
float4 vec4_ctor(float x0)
{
    return float4(x0, x0, x0, x0);
}
float4 vec4_ctor(float x0, float x1, float x2, float x3)
{
    return float4(x0, x1, x2, x3);
}
// Uniforms

uniform float _u_skRTHeight : register(c0);
uniform float3 _u_0_var_Stage1_c0[4] : register(c1);
uniform float4 _urectUniform_Stage1_c0_c0 : register(c5);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Varyings
static  float4 _vcolor_Stage0 = {0, 0, 0, 0};

static float4 gl_Color[1] =
{
    float4(0, 0, 0, 0)
};
static float4 gl_FragCoord = float4(0, 0, 0, 0);

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewCoords : packoffset(c1);
    float3 dx_DepthFront : packoffset(c2);
    float2 dx_ViewScale : packoffset(c3);
};

#define GL_USES_FRAG_COLOR
#define GL_USES_FRAG_COORD
@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){
    float rhw = 1.0 / input.gl_FragCoord.w;
    gl_FragCoord.x = input.dx_Position.x;
    gl_FragCoord.y = input.dx_Position.y;
    gl_FragCoord.z = (input.gl_FragCoord.z * rhw) * dx_DepthFront.x + dx_DepthFront.y;
    gl_FragCoord.w = rhw;
    _vcolor_Stage0 = input.v0;

float4 _sk_FragCoord3025 = vec4_ctor(gl_FragCoord.x, (_u_skRTHeight - gl_FragCoord.y), gl_FragCoord.z, gl_FragCoord.w);
float4 _outputColor_Stage03026 = {0, 0, 0, 0};
(_outputColor_Stage03026 = _vcolor_Stage0);
float4 _output_Stage13027 = {0, 0, 0, 0};
float __4_alpha3028 = {1.0};
float __5_edge3029 = {0};
(__5_edge3029 = dot(_u_0_var_Stage1_c0[0], vec3_ctor(_sk_FragCoord3025.xy, 1.0)));
float sbd9 = {0};
if ((__5_edge3029 >= 0.5))
{
(sbd9 = 1.0);
}
else
{
(sbd9 = 0.0);
}
(__5_edge3029 = sbd9);
(__4_alpha3028 *= __5_edge3029);
(__5_edge3029 = dot(_u_0_var_Stage1_c0[1], vec3_ctor(_sk_FragCoord3025.xy, 1.0)));
float sbda = {0};
if ((__5_edge3029 >= 0.5))
{
(sbda = 1.0);
}
else
{
(sbda = 0.0);
}
(__5_edge3029 = sbda);
(__4_alpha3028 *= __5_edge3029);
(__5_edge3029 = dot(_u_0_var_Stage1_c0[2], vec3_ctor(_sk_FragCoord3025.xy, 1.0)));
float sbdb = {0};
if ((__5_edge3029 >= 0.5))
{
(sbdb = 1.0);
}
else
{
(sbdb = 0.0);
}
(__5_edge3029 = sbdb);
(__4_alpha3028 *= __5_edge3029);
(__5_edge3029 = dot(_u_0_var_Stage1_c0[3], vec3_ctor(_sk_FragCoord3025.xy, 1.0)));
float sbdc = {0};
if ((__5_edge3029 >= 0.5))
{
(sbdc = 1.0);
}
else
{
(sbdc = 0.0);
}
(__5_edge3029 = sbdc);
(__4_alpha3028 *= __5_edge3029);
float __7_coverage3030 = {0};
{
float4 __8_dists43031 = clamp((float4(1.0, 1.0, -1.0, -1.0) * (_sk_FragCoord3025.xyxy - _urectUniform_Stage1_c0_c0)), 0.0, 1.0);
float2 __9_dists23032 = ((__8_dists43031.xy + __8_dists43031.zw) - 1.0);
(__7_coverage3030 = (__9_dists23032.x * __9_dists23032.y));
}
(_output_Stage13027 = (vec4_ctor(__7_coverage3030) * __4_alpha3028));
{
(gl_Color[0] = (_outputColor_Stage03026 * _output_Stage13027));
}
return generateOutput();
}
R�	gl_Color0gl_Color[0]ystruct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    float4 v0 : TEXCOORD0;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    float4 v0 : TEXCOORD0;
};

void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput)
{
    output.gl_Position = input.gl_Position;
    output.v0 = input.v0; 
    output.gl_FragCoord = input.gl_FragCoord;
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
��$DXBC"���c�F�ڵ�NWc$4D��RDEFh<����RD11< ($\$Globals���\� ����������_sk_RTAdjustfloat4�Microsoft (R) HLSL Shader Compiler 10.1ISGND88TEXCOORD���OSGN�htttSV_PositionTEXCOORD���SHEXhPZjYF� _2_�g� e� e� e� h6� @?�?22F�� օ 6" �A6 
62 F62 F6� @�?6� @�?6� F>STAT�
��DXBCg�d�����gvN�4��RDEF�h<����RD11< ($\$Globals���\�`���������0<L��������pP���������_u_skRTHeightfloat_u_0_var_Stage1_c0float3��C_urectUniform_Stage1_c0_c0float4���Microsoft (R) HLSL Shader Compiler 10.1ISGN�htttSV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX$P�jYF� d 2b�e� h6B@�?	"�A
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8� F>STAT�BPLG���1788efd1c721aP��position
_uposition����������������R��color_ucolor����������������P��
localCoord_ulocalCoord����������������R��sk_RTAdjust
_usk_RTAdjust�����������������������������������������u_skRTHeight_uu_skRTHeight����������������������������������������R��uinnerRect_Stage1_c0_uuinnerRect_Stage1_c0����������������������������������������P��uradiusPlusHalf_Stage1_c0_uuradiusPlusHalf_Stage1_c0����������������������������������������R��uinnerRect_Stage1_c0_c0_uuinnerRect_Stage1_c0_c0����������������������������������������P��uradiusPlusHalf_Stage1_c0_c0_uuradiusPlusHalf_Stage1_c0_c0����������������������������������������^�uTextureSampler_0_Stage0_uuTextureSampler_0_Stage0������������������������������������������^�����������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������Istruct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 gl_FragCoord : TEXCOORD3;
    float4 v0 : TEXCOORD0;
    float2 v1 : TEXCOORD1;
};
#pragma warning( disable: 3556 3571 )
float4 vec4_ctor(float x0, float x1, float x2, float x3)
{
    return float4(x0, x1, x2, x3);
}
float4 vec4_ctor(float2 x0, float x1, float x2)
{
    return float4(x0, x1, x2);
}
// Uniforms

uniform float4 _sk_RTAdjust : register(c1);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Attributes
static float2 _position = {0, 0};
static float4 _color = {0, 0, 0, 0};
static float2 _localCoord = {0, 0};

static float4 gl_Position = float4(0, 0, 0, 0);

// Varyings
static  float4 _vcolor_Stage0 = {0, 0, 0, 0};
static  float2 _vlocalCoord_Stage0 = {0, 0};

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewAdjust : packoffset(c1);
    float2 dx_ViewCoords : packoffset(c2);
    float2 dx_ViewScale  : packoffset(c3);
};

@@ VERTEX ATTRIBUTES @@

VS_OUTPUT generateOutput(VS_INPUT input)
{
    VS_OUTPUT output;
    output.gl_Position = gl_Position;
    output.dx_Position.x = gl_Position.x;
    output.dx_Position.y = - gl_Position.y;
    output.dx_Position.z = (gl_Position.z + gl_Position.w) * 0.5;
    output.dx_Position.w = gl_Position.w;
    output.gl_FragCoord = gl_Position;
    output.v0 = _vcolor_Stage0;
    output.v1 = _vlocalCoord_Stage0;

    return output;
}

VS_OUTPUT main(VS_INPUT input){
    initAttributes(input);

(_vcolor_Stage0 = _color);
(_vlocalCoord_Stage0 = _localCoord);
(gl_Position = vec4_ctor(_position.x, _position.y, 0.0, 1.0));
(gl_Position = vec4_ctor(((gl_Position.xy * _sk_RTAdjust.xz) + (gl_Position.ww * _sk_RTAdjust.yw)), 0.0, gl_Position.w));
return generateOutput(input);
}
�struct PS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 gl_FragCoord : TEXCOORD3;
    float4 v0 : TEXCOORD0;
    float2 v1 : TEXCOORD1;
};

#pragma warning( disable: 3556 3571 )
float2 vec2_ctor(float x0, float x1)
{
    return float2(x0, x1);
}
float4 vec4_ctor(float x0)
{
    return float4(x0, x0, x0, x0);
}
float4 vec4_ctor(float x0, float x1, float x2, float x3)
{
    return float4(x0, x1, x2, x3);
}
// Uniforms

uniform float _u_skRTHeight : register(c0);
uniform float4 _uinnerRect_Stage1_c0 : register(c1);
uniform float2 _uradiusPlusHalf_Stage1_c0 : register(c2);
uniform float4 _uinnerRect_Stage1_c0_c0 : register(c3);
uniform float2 _uradiusPlusHalf_Stage1_c0_c0 : register(c4);
static const uint _uTextureSampler_0_Stage0 = 0;
uniform Texture2D<float4> textures2D[1] : register(t0);
uniform SamplerState samplers2D[1] : register(s0);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Varyings
static  float4 _vcolor_Stage0 = {0, 0, 0, 0};
static  float2 _vlocalCoord_Stage0 = {0, 0};

static float4 gl_Color[1] =
{
    float4(0, 0, 0, 0)
};
static float4 gl_FragCoord = float4(0, 0, 0, 0);

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewCoords : packoffset(c1);
    float3 dx_DepthFront : packoffset(c2);
    float2 dx_ViewScale : packoffset(c3);
    struct SamplerMetadata
    {
        int baseLevel;
        int internalFormatBits;
        int wrapModes;
        int padding;
        int4 intBorderColor;
    };
    SamplerMetadata samplerMetadata[1] : packoffset(c4);
};

#define GL_USES_FRAG_COLOR
float4 gl_texture2D(uint samplerIndex, float2 t)
{
    return textures2D[samplerIndex].Sample(samplers2D[samplerIndex], float2(t.x, t.y));
}

#define GL_USES_FRAG_COORD
@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){
    float rhw = 1.0 / input.gl_FragCoord.w;
    gl_FragCoord.x = input.dx_Position.x;
    gl_FragCoord.y = input.dx_Position.y;
    gl_FragCoord.z = (input.gl_FragCoord.z * rhw) * dx_DepthFront.x + dx_DepthFront.y;
    gl_FragCoord.w = rhw;
    _vcolor_Stage0 = input.v0;
    _vlocalCoord_Stage0 = input.v1.xy;

float4 _sk_FragCoord3029 = vec4_ctor(gl_FragCoord.x, (_u_skRTHeight - gl_FragCoord.y), gl_FragCoord.z, gl_FragCoord.w);
float4 _outputColor_Stage03030 = {0, 0, 0, 0};
(_outputColor_Stage03030 = _vcolor_Stage0);
float2 _texCoord3031 = {0, 0};
(_texCoord3031 = _vlocalCoord_Stage0);
(_outputColor_Stage03030 = (gl_texture2D(_uTextureSampler_0_Stage0, _texCoord3031) * _outputColor_Stage03030));
float4 _output_Stage13032 = {0, 0, 0, 0};
float __5_dx03033 = (_uinnerRect_Stage1_c0.x - _sk_FragCoord3029.x);
float2 __6_dxy13034 = (_sk_FragCoord3029.xy - _uinnerRect_Stage1_c0.zw);
float2 __7_dxy3035 = max(vec2_ctor(max(__5_dx03033, __6_dxy13034.x), __6_dxy13034.y), 0.0);
float __8_topAlpha3036 = clamp((_sk_FragCoord3029.y - _uinnerRect_Stage1_c0.y), 0.0, 1.0);
float __9_alpha3037 = (__8_topAlpha3036 * clamp((_uradiusPlusHalf_Stage1_c0.x - length(__7_dxy3035)), 0.0, 1.0));
float __10_dx03038 = (_uinnerRect_Stage1_c0_c0.x - _sk_FragCoord3029.x);
float2 __11_dxy13039 = (_sk_FragCoord3029.xy - _uinnerRect_Stage1_c0_c0.zw);
float2 __12_dxy3040 = max(vec2_ctor(max(__10_dx03038, __11_dxy13039.x), __11_dxy13039.y), 0.0);
float __13_topAlpha3041 = clamp((_sk_FragCoord3029.y - _uinnerRect_Stage1_c0_c0.y), 0.0, 1.0);
float __14_alpha3042 = (__13_topAlpha3041 * clamp((_uradiusPlusHalf_Stage1_c0_c0.x - length(__12_dxy3040)), 0.0, 1.0));
(__14_alpha3042 = (1.0 - __14_alpha3042));
(_output_Stage13032 = (vec4_ctor(__14_alpha3042) * __9_alpha3037));
{
(gl_Color[0] = (_outputColor_Stage03030 * _output_Stage13032));
}
return generateOutput();
}
R�	gl_Color0gl_Color[0]�struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 gl_FragCoord : TEXCOORD3;
    float4 v0 : TEXCOORD0;
    float2 v1 : TEXCOORD1;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 gl_FragCoord : TEXCOORD3;
    float4 v0 : TEXCOORD0;
    float2 v1 : TEXCOORD1;
};

void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput)
{
    output.gl_Position = input.gl_Position;
    output.v0 = input.v0; 
    output.v1 = input.v1; 
    output.gl_FragCoord = input.gl_FragCoord;
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
����DXBCf
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�samplers2D[0]textures2D[0]$Globals�����P��������������������  D��������h0����������@D��������_u_skRTHeightfloat�_uinnerRect_Stage1_c0float4����_uradiusPlusHalf_Stage1_c0float2��;_uinnerRect_Stage1_c0_c0_uradiusPlusHalf_Stage1_c0_c0Microsoft (R) HLSL Shader Compiler 10.1�ISGN������SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX\P�jYF� Z`XpUUd 2b�b2e� h	
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_uposition����������������R��color_ucolor����������������P��
localCoord_ulocalCoord����������������R��sk_RTAdjust
_usk_RTAdjust����������������������������������������R��uinnerRect_Stage1_c0_uuinnerRect_Stage1_c0����������������������������������������P��uradiusPlusHalf_Stage1_c0_uuradiusPlusHalf_Stage1_c0����������������������������������������R��uinnerRect_Stage1_c0_c0_uuinnerRect_Stage1_c0_c0����������������������������������������P��uradiusPlusHalf_Stage1_c0_c0_uuradiusPlusHalf_Stage1_c0_c0����������������������������������������^�uTextureSampler_0_Stage0_uuTextureSampler_0_Stage0������������������������������������������^���������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������Istruct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 gl_FragCoord : TEXCOORD3;
    float4 v0 : TEXCOORD0;
    float2 v1 : TEXCOORD1;
};
#pragma warning( disable: 3556 3571 )
float4 vec4_ctor(float x0, float x1, float x2, float x3)
{
    return float4(x0, x1, x2, x3);
}
float4 vec4_ctor(float2 x0, float x1, float x2)
{
    return float4(x0, x1, x2);
}
// Uniforms

uniform float4 _sk_RTAdjust : register(c1);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Attributes
static float2 _position = {0, 0};
static float4 _color = {0, 0, 0, 0};
static float2 _localCoord = {0, 0};

static float4 gl_Position = float4(0, 0, 0, 0);

// Varyings
static  float4 _vcolor_Stage0 = {0, 0, 0, 0};
static  float2 _vlocalCoord_Stage0 = {0, 0};

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewAdjust : packoffset(c1);
    float2 dx_ViewCoords : packoffset(c2);
    float2 dx_ViewScale  : packoffset(c3);
};

@@ VERTEX ATTRIBUTES @@

VS_OUTPUT generateOutput(VS_INPUT input)
{
    VS_OUTPUT output;
    output.gl_Position = gl_Position;
    output.dx_Position.x = gl_Position.x;
    output.dx_Position.y = - gl_Position.y;
    output.dx_Position.z = (gl_Position.z + gl_Position.w) * 0.5;
    output.dx_Position.w = gl_Position.w;
    output.gl_FragCoord = gl_Position;
    output.v0 = _vcolor_Stage0;
    output.v1 = _vlocalCoord_Stage0;

    return output;
}

VS_OUTPUT main(VS_INPUT input){
    initAttributes(input);

(_vcolor_Stage0 = _color);
(_vlocalCoord_Stage0 = _localCoord);
(gl_Position = vec4_ctor(_position.x, _position.y, 0.0, 1.0));
(gl_Position = vec4_ctor(((gl_Position.xy * _sk_RTAdjust.xz) + (gl_Position.ww * _sk_RTAdjust.yw)), 0.0, gl_Position.w));
return generateOutput(input);
}
�
struct PS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 gl_FragCoord : TEXCOORD3;
    float4 v0 : TEXCOORD0;
    float2 v1 : TEXCOORD1;
};

#pragma warning( disable: 3556 3571 )
float2 vec2_ctor(float x0, float x1)
{
    return float2(x0, x1);
}
float4 vec4_ctor(float x0)
{
    return float4(x0, x0, x0, x0);
}
// Uniforms

uniform float4 _uinnerRect_Stage1_c0 : register(c0);
uniform float2 _uradiusPlusHalf_Stage1_c0 : register(c1);
uniform float4 _uinnerRect_Stage1_c0_c0 : register(c2);
uniform float2 _uradiusPlusHalf_Stage1_c0_c0 : register(c3);
static const uint _uTextureSampler_0_Stage0 = 0;
uniform Texture2D<float4> textures2D[1] : register(t0);
uniform SamplerState samplers2D[1] : register(s0);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Varyings
static  float4 _vcolor_Stage0 = {0, 0, 0, 0};
static  float2 _vlocalCoord_Stage0 = {0, 0};

static float4 gl_Color[1] =
{
    float4(0, 0, 0, 0)
};
static float4 gl_FragCoord = float4(0, 0, 0, 0);

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewCoords : packoffset(c1);
    float3 dx_DepthFront : packoffset(c2);
    float2 dx_ViewScale : packoffset(c3);
    struct SamplerMetadata
    {
        int baseLevel;
        int internalFormatBits;
        int wrapModes;
        int padding;
        int4 intBorderColor;
    };
    SamplerMetadata samplerMetadata[1] : packoffset(c4);
};

#define GL_USES_FRAG_COLOR
float4 gl_texture2D(uint samplerIndex, float2 t)
{
    return textures2D[samplerIndex].Sample(samplers2D[samplerIndex], float2(t.x, t.y));
}

#define GL_USES_FRAG_COORD
@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){
    float rhw = 1.0 / input.gl_FragCoord.w;
    gl_FragCoord.x = input.dx_Position.x;
    gl_FragCoord.y = input.dx_Position.y;
    gl_FragCoord.z = (input.gl_FragCoord.z * rhw) * dx_DepthFront.x + dx_DepthFront.y;
    gl_FragCoord.w = rhw;
    _vcolor_Stage0 = input.v0;
    _vlocalCoord_Stage0 = input.v1.xy;

float4 _outputColor_Stage03028 = {0, 0, 0, 0};
(_outputColor_Stage03028 = _vcolor_Stage0);
float2 _texCoord3029 = {0, 0};
(_texCoord3029 = _vlocalCoord_Stage0);
(_outputColor_Stage03028 = (gl_texture2D(_uTextureSampler_0_Stage0, _texCoord3029) * _outputColor_Stage03028));
float4 _output_Stage13030 = {0, 0, 0, 0};
float __5_dx03031 = (_uinnerRect_Stage1_c0.x - gl_FragCoord.x);
float2 __6_dxy13032 = (gl_FragCoord.xy - _uinnerRect_Stage1_c0.zw);
float2 __7_dxy3033 = max(vec2_ctor(max(__5_dx03031, __6_dxy13032.x), __6_dxy13032.y), 0.0);
float __8_topAlpha3034 = clamp((gl_FragCoord.y - _uinnerRect_Stage1_c0.y), 0.0, 1.0);
float __9_alpha3035 = (__8_topAlpha3034 * clamp((_uradiusPlusHalf_Stage1_c0.x - length(__7_dxy3033)), 0.0, 1.0));
float __10_dx03036 = (_uinnerRect_Stage1_c0_c0.x - gl_FragCoord.x);
float2 __11_dxy13037 = (gl_FragCoord.xy - _uinnerRect_Stage1_c0_c0.zw);
float2 __12_dxy3038 = max(vec2_ctor(max(__10_dx03036, __11_dxy13037.x), __11_dxy13037.y), 0.0);
float __13_topAlpha3039 = clamp((gl_FragCoord.y - _uinnerRect_Stage1_c0_c0.y), 0.0, 1.0);
float __14_alpha3040 = (__13_topAlpha3039 * clamp((_uradiusPlusHalf_Stage1_c0_c0.x - length(__12_dxy3038)), 0.0, 1.0));
(__14_alpha3040 = (1.0 - __14_alpha3040));
(_output_Stage13030 = (vec4_ctor(__14_alpha3040) * __9_alpha3035));
{
(gl_Color[0] = (_outputColor_Stage03028 * _output_Stage13030));
}
return generateOutput();
}
R�	gl_Color0gl_Color[0]�struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 gl_FragCoord : TEXCOORD3;
    float4 v0 : TEXCOORD0;
    float2 v1 : TEXCOORD1;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 gl_FragCoord : TEXCOORD3;
    float4 v0 : TEXCOORD0;
    float2 v1 : TEXCOORD1;
};

void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput)
{
    output.gl_Position = input.gl_Position;
    output.v0 = input.v0; 
    output.v1 = input.v1; 
    output.gl_FragCoord = input.gl_FragCoord;
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
����DXBCf
פ���.��z���4D�H�RDEFh<����RD11< ($\$Globals���\� ����������_sk_RTAdjustfloat4�Microsoft (R) HLSL Shader Compiler 10.1ISGN\PPPTEXCOORD���OSGN������SV_PositionTEXCOORD���SHEX�PejYF� _2_�_2g� e� e� e� e2 h6� @?�?22F�� օ 6" �A6 
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�samplers2D[0]textures2D[0]$Globals�����@|������������������� ���������!0���������_uinnerRect_Stage1_c0float4����_uradiusPlusHalf_Stage1_c0float2���_uinnerRect_Stage1_c0_c0_uradiusPlusHalf_Stage1_c0_c0Microsoft (R) HLSL Shader Compiler 10.1�ISGN������SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX$P�jYF� Z`XpUUd 2b�b2e� h	
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�A@�?8
E���CU�FF~`8�FF8� F>STAT�BPLG��E)788efd1c721aP��position
_uposition����������������R��color_ucolor����������������P��
localCoord_ulocalCoord����������������R��sk_RTAdjust
_usk_RTAdjust����������������������������������������R��uinnerRect_Stage1_c0_uuinnerRect_Stage1_c0����������������������������������������P��uradiusPlusHalf_Stage1_c0_uuradiusPlusHalf_Stage1_c0����������������������������������������^�uTextureSampler_0_Stage0_uuTextureSampler_0_Stage0������������������������������������������^�����������������������������������������������������������������������������������������������������������������������������������������������Istruct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 gl_FragCoord : TEXCOORD3;
    float4 v0 : TEXCOORD0;
    float2 v1 : TEXCOORD1;
};
#pragma warning( disable: 3556 3571 )
float4 vec4_ctor(float x0, float x1, float x2, float x3)
{
    return float4(x0, x1, x2, x3);
}
float4 vec4_ctor(float2 x0, float x1, float x2)
{
    return float4(x0, x1, x2);
}
// Uniforms

uniform float4 _sk_RTAdjust : register(c1);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Attributes
static float2 _position = {0, 0};
static float4 _color = {0, 0, 0, 0};
static float2 _localCoord = {0, 0};

static float4 gl_Position = float4(0, 0, 0, 0);

// Varyings
static  float4 _vcolor_Stage0 = {0, 0, 0, 0};
static  float2 _vlocalCoord_Stage0 = {0, 0};

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewAdjust : packoffset(c1);
    float2 dx_ViewCoords : packoffset(c2);
    float2 dx_ViewScale  : packoffset(c3);
};

@@ VERTEX ATTRIBUTES @@

VS_OUTPUT generateOutput(VS_INPUT input)
{
    VS_OUTPUT output;
    output.gl_Position = gl_Position;
    output.dx_Position.x = gl_Position.x;
    output.dx_Position.y = - gl_Position.y;
    output.dx_Position.z = (gl_Position.z + gl_Position.w) * 0.5;
    output.dx_Position.w = gl_Position.w;
    output.gl_FragCoord = gl_Position;
    output.v0 = _vcolor_Stage0;
    output.v1 = _vlocalCoord_Stage0;

    return output;
}

VS_OUTPUT main(VS_INPUT input){
    initAttributes(input);

(_vcolor_Stage0 = _color);
(_vlocalCoord_Stage0 = _localCoord);
(gl_Position = vec4_ctor(_position.x, _position.y, 0.0, 1.0));
(gl_Position = vec4_ctor(((gl_Position.xy * _sk_RTAdjust.xz) + (gl_Position.ww * _sk_RTAdjust.yw)), 0.0, gl_Position.w));
return generateOutput(input);
}
Lstruct PS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 gl_FragCoord : TEXCOORD3;
    float4 v0 : TEXCOORD0;
    float2 v1 : TEXCOORD1;
};

#pragma warning( disable: 3556 3571 )
float2 vec2_ctor(float x0, float x1)
{
    return float2(x0, x1);
}
float4 vec4_ctor(float x0)
{
    return float4(x0, x0, x0, x0);
}
// Uniforms

uniform float4 _uinnerRect_Stage1_c0 : register(c0);
uniform float2 _uradiusPlusHalf_Stage1_c0 : register(c1);
static const uint _uTextureSampler_0_Stage0 = 0;
uniform Texture2D<float4> textures2D[1] : register(t0);
uniform SamplerState samplers2D[1] : register(s0);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Varyings
static  float4 _vcolor_Stage0 = {0, 0, 0, 0};
static  float2 _vlocalCoord_Stage0 = {0, 0};

static float4 gl_Color[1] =
{
    float4(0, 0, 0, 0)
};
static float4 gl_FragCoord = float4(0, 0, 0, 0);

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewCoords : packoffset(c1);
    float3 dx_DepthFront : packoffset(c2);
    float2 dx_ViewScale : packoffset(c3);
    struct SamplerMetadata
    {
        int baseLevel;
        int internalFormatBits;
        int wrapModes;
        int padding;
        int4 intBorderColor;
    };
    SamplerMetadata samplerMetadata[1] : packoffset(c4);
};

#define GL_USES_FRAG_COLOR
float4 gl_texture2D(uint samplerIndex, float2 t)
{
    return textures2D[samplerIndex].Sample(samplers2D[samplerIndex], float2(t.x, t.y));
}

#define GL_USES_FRAG_COORD
@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){
    float rhw = 1.0 / input.gl_FragCoord.w;
    gl_FragCoord.x = input.dx_Position.x;
    gl_FragCoord.y = input.dx_Position.y;
    gl_FragCoord.z = (input.gl_FragCoord.z * rhw) * dx_DepthFront.x + dx_DepthFront.y;
    gl_FragCoord.w = rhw;
    _vcolor_Stage0 = input.v0;
    _vlocalCoord_Stage0 = input.v1.xy;

float4 _outputColor_Stage03026 = {0, 0, 0, 0};
(_outputColor_Stage03026 = _vcolor_Stage0);
float2 _texCoord3027 = {0, 0};
(_texCoord3027 = _vlocalCoord_Stage0);
(_outputColor_Stage03026 = (gl_texture2D(_uTextureSampler_0_Stage0, _texCoord3027) * _outputColor_Stage03026));
float4 _output_Stage13028 = {0, 0, 0, 0};
float __0_dx03029 = (_uinnerRect_Stage1_c0.x - gl_FragCoord.x);
float2 __1_dxy13030 = (gl_FragCoord.xy - _uinnerRect_Stage1_c0.zw);
float2 __2_dxy3031 = max(vec2_ctor(max(__0_dx03029, __1_dxy13030.x), __1_dxy13030.y), 0.0);
float __3_topAlpha3032 = clamp((gl_FragCoord.y - _uinnerRect_Stage1_c0.y), 0.0, 1.0);
float __4_alpha3033 = (__3_topAlpha3032 * clamp((_uradiusPlusHalf_Stage1_c0.x - length(__2_dxy3031)), 0.0, 1.0));
(__4_alpha3033 = (1.0 - __4_alpha3033));
(_output_Stage13028 = vec4_ctor(__4_alpha3033));
{
(gl_Color[0] = (_outputColor_Stage03026 * _output_Stage13028));
}
return generateOutput();
}
R�	gl_Color0gl_Color[0]�struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 gl_FragCoord : TEXCOORD3;
    float4 v0 : TEXCOORD0;
    float2 v1 : TEXCOORD1;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 gl_FragCoord : TEXCOORD3;
    float4 v0 : TEXCOORD0;
    float2 v1 : TEXCOORD1;
};

void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput)
{
    output.gl_Position = input.gl_Position;
    output.v0 = input.v0; 
    output.v1 = input.v1; 
    output.gl_FragCoord = input.gl_FragCoord;
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
����DXBCf
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�A
@�?E���CU�FF~`8�FF8� F>STAT�

BPLG��F)788efd1c721aP��position
_uposition����������������R��color_ucolor����������������R��sk_RTAdjust
_usk_RTAdjust����������������������������������������R��urectH_Stage1_c0_uurectH_Stage1_c0����������������������������������������[��umatrix_Stage1_c0_c0_uumatrix_Stage1_c0_c0����������������������������������������^�uTextureSampler_0_Stage1_uuTextureSampler_0_Stage1������������������������������������������^����������������������������������������������������������������������������������������������������������������������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    float4 v0 : TEXCOORD0;
};
#pragma warning( disable: 3556 3571 )
float4 vec4_ctor(float x0, float x1, float x2, float x3)
{
    return float4(x0, x1, x2, x3);
}
float4 vec4_ctor(float2 x0, float x1, float x2)
{
    return float4(x0, x1, x2);
}
// Uniforms

uniform float4 _sk_RTAdjust : register(c1);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Attributes
static float2 _position = {0, 0};
static float4 _color = {0, 0, 0, 0};

static float4 gl_Position = float4(0, 0, 0, 0);

// Varyings
static  float4 _vcolor_Stage0 = {0, 0, 0, 0};

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewAdjust : packoffset(c1);
    float2 dx_ViewCoords : packoffset(c2);
    float2 dx_ViewScale  : packoffset(c3);
};

@@ VERTEX ATTRIBUTES @@

VS_OUTPUT generateOutput(VS_INPUT input)
{
    VS_OUTPUT output;
    output.gl_Position = gl_Position;
    output.dx_Position.x = gl_Position.x;
    output.dx_Position.y = - gl_Position.y;
    output.dx_Position.z = (gl_Position.z + gl_Position.w) * 0.5;
    output.dx_Position.w = gl_Position.w;
    output.gl_FragCoord = gl_Position;
    output.v0 = _vcolor_Stage0;

    return output;
}

VS_OUTPUT main(VS_INPUT input){
    initAttributes(input);

(_vcolor_Stage0 = _color);
(gl_Position = vec4_ctor(_position.x, _position.y, 0.0, 1.0));
(gl_Position = vec4_ctor(((gl_Position.xy * _sk_RTAdjust.xz) + (gl_Position.ww * _sk_RTAdjust.yw)), 0.0, gl_Position.w));
return generateOutput(input);
}
struct PS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    float4 v0 : TEXCOORD0;
};

#pragma warning( disable: 3556 3571 )
float2 vec2_ctor(float x0, float x1)
{
    return float2(x0, x1);
}
float3 vec3_ctor(float2 x0, float x1)
{
    return float3(x0, x1);
}
float4 vec4_ctor(float x0)
{
    return float4(x0, x0, x0, x0);
}
// Uniforms

uniform float4 _urectH_Stage1_c0 : register(c0);
uniform float3x3 _umatrix_Stage1_c0_c0 : register(c1);
static const uint _uTextureSampler_0_Stage1 = 0;
uniform Texture2D<float4> textures2D[1] : register(t0);
uniform SamplerState samplers2D[1] : register(s0);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Varyings
static  float4 _vcolor_Stage0 = {0, 0, 0, 0};

static float4 gl_Color[1] =
{
    float4(0, 0, 0, 0)
};
static float4 gl_FragCoord = float4(0, 0, 0, 0);

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewCoords : packoffset(c1);
    float3 dx_DepthFront : packoffset(c2);
    float2 dx_ViewScale : packoffset(c3);
    struct SamplerMetadata
    {
        int baseLevel;
        int internalFormatBits;
        int wrapModes;
        int padding;
        int4 intBorderColor;
    };
    SamplerMetadata samplerMetadata[1] : packoffset(c4);
};

#define GL_USES_FRAG_COLOR
float4 gl_texture2D(uint samplerIndex, float2 t)
{
    return textures2D[samplerIndex].Sample(samplers2D[samplerIndex], float2(t.x, t.y));
}

#define GL_USES_FRAG_COORD
@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){
    float rhw = 1.0 / input.gl_FragCoord.w;
    gl_FragCoord.x = input.dx_Position.x;
    gl_FragCoord.y = input.dx_Position.y;
    gl_FragCoord.z = (input.gl_FragCoord.z * rhw) * dx_DepthFront.x + dx_DepthFront.y;
    gl_FragCoord.w = rhw;
    _vcolor_Stage0 = input.v0;

float4 _outputColor_Stage03025 = {0, 0, 0, 0};
(_outputColor_Stage03025 = _vcolor_Stage0);
float4 _output_Stage13026 = {0, 0, 0, 0};
float __1_xCoverage3027 = {0};
float __2_yCoverage3028 = {0};
float2 __3_pos3029 = gl_FragCoord.xy;
{
float4 __4_rect3030 = {0, 0, 0, 0};
{
(__4_rect3030.xy = (_urectH_Stage1_c0.xy - __3_pos3029));
(__4_rect3030.zw = (__3_pos3029 - _urectH_Stage1_c0.zw));
}
(__1_xCoverage3027 = ((1.0 - gl_texture2D(_uTextureSampler_0_Stage1, mul(transpose(_umatrix_Stage1_c0_c0), vec3_ctor(vec2_ctor(__4_rect3030.x, 0.5), 1.0)).xy).x) - gl_texture2D(_uTextureSampler_0_Stage1, mul(transpose(_umatrix_Stage1_c0_c0), vec3_ctor(vec2_ctor(__4_rect3030.z, 0.5), 1.0)).xy).x));
(__2_yCoverage3028 = ((1.0 - gl_texture2D(_uTextureSampler_0_Stage1, mul(transpose(_umatrix_Stage1_c0_c0), vec3_ctor(vec2_ctor(__4_rect3030.y, 0.5), 1.0)).xy).x) - gl_texture2D(_uTextureSampler_0_Stage1, mul(transpose(_umatrix_Stage1_c0_c0), vec3_ctor(vec2_ctor(__4_rect3030.w, 0.5), 1.0)).xy).x));
}
(_output_Stage13026 = (vec4_ctor(__1_xCoverage3027) * __2_yCoverage3028));
{
(gl_Color[0] = (_outputColor_Stage03025 * _output_Stage13026));
}
return generateOutput();
}
R�	gl_Color0gl_Color[0]ystruct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    float4 v0 : TEXCOORD0;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    float4 v0 : TEXCOORD0;
};

void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput)
{
    output.gl_Position = input.gl_Position;
    output.v0 = input.v0; 
    output.gl_FragCoord = input.gl_FragCoord;
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
��$DXBC"���c�F�ڵ�NWc$4D��RDEFh<����RD11< ($\$Globals���\� ����������_sk_RTAdjustfloat4�Microsoft (R) HLSL Shader Compiler 10.1ISGND88TEXCOORD���OSGN�htttSV_PositionTEXCOORD���SHEXhPZjYF� _2_�g� e� e� e� h6� @?�?22F�� օ 6" �A6 
62 F62 F6� @�?6� @�?6� F>STAT�
��DXBC�S�S${Uxd��}����4��4RDEF��<����RD11< ($������
�samplers2D[0]textures2D[0]$Globals�����@,H��������l,���������_urectH_Stage1_c0float4���>_umatrix_Stage1_c0_c0float3x3��Microsoft (R) HLSL Shader Compiler 10.1ISGN�htttSV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX\P�jYF� Z`XpUUd 2b�e� h	2F�AF� 6�@?�?F� �"F� �E���CUFF~`
�A@�?	2F� �A6�@?�?F� �"F� �E���CUFF~`

�AF� �"F� �E���CUFF~`F� �"F� �E���CU"F~`"�A@�?"
�A8
8� F>STAT�BPLG���-788efd1c721aP��
inPosition_uinPosition����������������R��inColor	_uinColor����������������P��inTextureCoords_uinTextureCoords����������������R��sk_RTAdjust
_usk_RTAdjust����������������������������������������P��uAtlasSizeInv_Stage0_uuAtlasSizeInv_Stage0����������������������������������������R��uinnerRect_Stage1_c0_uuinnerRect_Stage1_c0����������������������������������������P��uradiusPlusHalf_Stage1_c0_uuradiusPlusHalf_Stage1_c0����������������������������������������^�uTextureSampler_0_Stage0_uuTextureSampler_0_Stage0������������������������������������������^��������������������������������������������������������������������������������������������������������������������������������������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 gl_FragCoord : TEXCOORD3;
    float4 v0 : TEXCOORD0;
    float2 v1 : TEXCOORD1;
};
#pragma warning( disable: 3556 3571 )
float2 vec2_ctor(float x0, float x1)
{
    return float2(x0, x1);
}
float4 vec4_ctor(float x0, float x1, float x2, float x3)
{
    return float4(x0, x1, x2, x3);
}
float4 vec4_ctor(float2 x0, float x1, float x2)
{
    return float4(x0, x1, x2);
}
// Uniforms

uniform float4 _sk_RTAdjust : register(c1);
uniform float2 _uAtlasSizeInv_Stage0 : register(c2);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Attributes
static float2 _inPosition = {0, 0};
static float4 _inColor = {0, 0, 0, 0};
static float2 _inTextureCoords = {0, 0};

static float4 gl_Position = float4(0, 0, 0, 0);

// Varyings
static  float2 _vTextureCoords_Stage0 = {0, 0};
static  float _vTexIndex_Stage0 = {0};
static  float4 _vinColor_Stage0 = {0, 0, 0, 0};

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewAdjust : packoffset(c1);
    float2 dx_ViewCoords : packoffset(c2);
    float2 dx_ViewScale  : packoffset(c3);
};

@@ VERTEX ATTRIBUTES @@

VS_OUTPUT generateOutput(VS_INPUT input)
{
    VS_OUTPUT output;
    output.gl_Position = gl_Position;
    output.dx_Position.x = gl_Position.x;
    output.dx_Position.y = - gl_Position.y;
    output.dx_Position.z = (gl_Position.z + gl_Position.w) * 0.5;
    output.dx_Position.w = gl_Position.w;
    output.gl_FragCoord = gl_Position;
    output.v0 = _vinColor_Stage0;
    output.v1 = _vTextureCoords_Stage0;

    return output;
}

VS_OUTPUT main(VS_INPUT input){
    initAttributes(input);

float _texIdx3029 = {0.0};
float2 _unormTexCoords3030 = vec2_ctor(_inTextureCoords.x, _inTextureCoords.y);
(_vTextureCoords_Stage0 = (_unormTexCoords3030 * _uAtlasSizeInv_Stage0));
(_vTexIndex_Stage0 = _texIdx3029);
(_vinColor_Stage0 = _inColor);
(gl_Position = vec4_ctor(_inPosition.x, _inPosition.y, 0.0, 1.0));
(gl_Position = vec4_ctor(((gl_Position.xy * _sk_RTAdjust.xz) + (gl_Position.ww * _sk_RTAdjust.yw)), 0.0, gl_Position.w));
return generateOutput(input);
}
struct PS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 gl_FragCoord : TEXCOORD3;
    float4 v0 : TEXCOORD0;
    float2 v1 : TEXCOORD1;
};

#pragma warning( disable: 3556 3571 )
float2 vec2_ctor(float x0, float x1)
{
    return float2(x0, x1);
}
// Uniforms

uniform float4 _uinnerRect_Stage1_c0 : register(c0);
uniform float2 _uradiusPlusHalf_Stage1_c0 : register(c1);
static const uint _uTextureSampler_0_Stage0 = 0;
uniform Texture2D<float4> textures2D[1] : register(t0);
uniform SamplerState samplers2D[1] : register(s0);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Varyings
static  float2 _vTextureCoords_Stage0 = {0, 0};
static  float4 _vinColor_Stage0 = {0, 0, 0, 0};

static float4 gl_Color[1] =
{
    float4(0, 0, 0, 0)
};
static float4 gl_SecondaryColor[1] = 
{
    float4(0, 0, 0, 0)
};
static float4 gl_FragCoord = float4(0, 0, 0, 0);

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewCoords : packoffset(c1);
    float3 dx_DepthFront : packoffset(c2);
    float2 dx_ViewScale : packoffset(c3);
    struct SamplerMetadata
    {
        int baseLevel;
        int internalFormatBits;
        int wrapModes;
        int padding;
        int4 intBorderColor;
    };
    SamplerMetadata samplerMetadata[1] : packoffset(c4);
};

#define GL_USES_FRAG_COLOR
#define GL_USES_SECONDARY_COLOR
float4 gl_texture2D(uint samplerIndex, float2 t)
{
    return textures2D[samplerIndex].Sample(samplers2D[samplerIndex], float2(t.x, t.y));
}

#define GL_USES_FRAG_COORD
@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){
    float rhw = 1.0 / input.gl_FragCoord.w;
    gl_FragCoord.x = input.dx_Position.x;
    gl_FragCoord.y = input.dx_Position.y;
    gl_FragCoord.z = (input.gl_FragCoord.z * rhw) * dx_DepthFront.x + dx_DepthFront.y;
    gl_FragCoord.w = rhw;
    _vinColor_Stage0 = input.v0;
    _vTextureCoords_Stage0 = input.v1.xy;

float4 _outputColor_Stage03027 = {0, 0, 0, 0};
(_outputColor_Stage03027 = _vinColor_Stage0);
float4 _texColor3028 = {0, 0, 0, 0};
{
(_texColor3028 = gl_texture2D(_uTextureSampler_0_Stage0, _vTextureCoords_Stage0));
}
float4 _outputCoverage_Stage03029 = _texColor3028;
float4 _output_Stage13030 = {0, 0, 0, 0};
float2 __0_dxy03031 = (_uinnerRect_Stage1_c0.xy - gl_FragCoord.xy);
float __1_dy13032 = (gl_FragCoord.y - _uinnerRect_Stage1_c0.w);
float2 __2_dxy3033 = max(vec2_ctor(__0_dxy03031.x, max(__0_dxy03031.y, __1_dy13032)), 0.0);
float __3_rightAlpha3034 = clamp((_uinnerRect_Stage1_c0.z - gl_FragCoord.x), 0.0, 1.0);
float __4_alpha3035 = (__3_rightAlpha3034 * clamp((_uradiusPlusHalf_Stage1_c0.x - length(__2_dxy3033)), 0.0, 1.0));
(_output_Stage13030 = (_outputCoverage_Stage03029 * __4_alpha3035));
{
(_output_Stage13030.w = max(max(_output_Stage13030.x, _output_Stage13030.y), _output_Stage13030.z));
(gl_SecondaryColor[0] = (_outputColor_Stage03027.w * _output_Stage13030));
(gl_Color[0] = (_outputColor_Stage03027 * _output_Stage13030));
}
return generateOutput();
}
R�	gl_Color0gl_Color[0]R�gl_SecondaryColor0gl_SecondaryColor[0]�struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 gl_FragCoord : TEXCOORD3;
    float4 v0 : TEXCOORD0;
    float2 v1 : TEXCOORD1;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 gl_FragCoord : TEXCOORD3;
    float4 v0 : TEXCOORD0;
    float2 v1 : TEXCOORD1;
};

void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput)
{
    output.gl_Position = input.gl_Position;
    output.v0 = input.v0; 
    output.v1 = input.v1; 
    output.gl_FragCoord = input.gl_FragCoord;
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
����DXBC-t ��5A��J��4��\RDEFth<���LRD11< ($\$Globals���\�0���������� (��������_sk_RTAdjustfloat4�_uAtlasSizeInv_Stage0float2���Microsoft (R) HLSL Shader Compiler 10.1ISGN\PPPTEXCOORD���OSGN������SV_PositionTEXCOORD���SHEX�PhjYF� _2_�_2g� e� e� e� e2 h6� @?�?22F�� օ 6" �A6 
62 F62 F6� @�?6� @�?6� F82 FF� >STAT����DXBC��\G�h�N�A���4�\RDEF��<����RD11< ($������
�samplers2D[0]textures2D[0]$Globals����� ,L��������p���������_uinnerRect_Stage1_c0float4���B_uradiusPlusHalf_Stage1_c0float2���Microsoft (R) HLSL Shader Compiler 10.1ISGN������SV_PositionTEXCOORD���OSGND88SV_TARGET��SHEXLP�jYF� Z`XpUUd 2b�b2e� e� h	:� �A	r�A&� 4�
*4
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FFK
 	
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E���CU�F6y`8r�4
4�*
8� FF8� F�>STAT�
BPLG���+788efd1c721aP��
inPosition_uinPosition����������������R��inColor	_uinColor����������������P��inTextureCoords_uinTextureCoords����������������R��sk_RTAdjust
_usk_RTAdjust����������������������������������������P��uAtlasSizeInv_Stage0_uuAtlasSizeInv_Stage0����������������������������������������R��uinnerRect_Stage1_c0_uuinnerRect_Stage1_c0����������������������������������������P��uradiusPlusHalf_Stage1_c0_uuradiusPlusHalf_Stage1_c0����������������������������������������^�uTextureSampler_0_Stage0_uuTextureSampler_0_Stage0������������������������������������������^��������������������������������������������������������������������������������������������������������������������������������������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 gl_FragCoord : TEXCOORD3;
    float4 v0 : TEXCOORD0;
    float2 v1 : TEXCOORD1;
};
#pragma warning( disable: 3556 3571 )
float2 vec2_ctor(float x0, float x1)
{
    return float2(x0, x1);
}
float4 vec4_ctor(float x0, float x1, float x2, float x3)
{
    return float4(x0, x1, x2, x3);
}
float4 vec4_ctor(float2 x0, float x1, float x2)
{
    return float4(x0, x1, x2);
}
// Uniforms

uniform float4 _sk_RTAdjust : register(c1);
uniform float2 _uAtlasSizeInv_Stage0 : register(c2);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Attributes
static float2 _inPosition = {0, 0};
static float4 _inColor = {0, 0, 0, 0};
static float2 _inTextureCoords = {0, 0};

static float4 gl_Position = float4(0, 0, 0, 0);

// Varyings
static  float2 _vTextureCoords_Stage0 = {0, 0};
static  float _vTexIndex_Stage0 = {0};
static  float4 _vinColor_Stage0 = {0, 0, 0, 0};

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewAdjust : packoffset(c1);
    float2 dx_ViewCoords : packoffset(c2);
    float2 dx_ViewScale  : packoffset(c3);
};

@@ VERTEX ATTRIBUTES @@

VS_OUTPUT generateOutput(VS_INPUT input)
{
    VS_OUTPUT output;
    output.gl_Position = gl_Position;
    output.dx_Position.x = gl_Position.x;
    output.dx_Position.y = - gl_Position.y;
    output.dx_Position.z = (gl_Position.z + gl_Position.w) * 0.5;
    output.dx_Position.w = gl_Position.w;
    output.gl_FragCoord = gl_Position;
    output.v0 = _vinColor_Stage0;
    output.v1 = _vTextureCoords_Stage0;

    return output;
}

VS_OUTPUT main(VS_INPUT input){
    initAttributes(input);

float _texIdx3029 = {0.0};
float2 _unormTexCoords3030 = vec2_ctor(_inTextureCoords.x, _inTextureCoords.y);
(_vTextureCoords_Stage0 = (_unormTexCoords3030 * _uAtlasSizeInv_Stage0));
(_vTexIndex_Stage0 = _texIdx3029);
(_vinColor_Stage0 = _inColor);
(gl_Position = vec4_ctor(_inPosition.x, _inPosition.y, 0.0, 1.0));
(gl_Position = vec4_ctor(((gl_Position.xy * _sk_RTAdjust.xz) + (gl_Position.ww * _sk_RTAdjust.yw)), 0.0, gl_Position.w));
return generateOutput(input);
}
struct PS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 gl_FragCoord : TEXCOORD3;
    float4 v0 : TEXCOORD0;
    float2 v1 : TEXCOORD1;
};

#pragma warning( disable: 3556 3571 )
float2 vec2_ctor(float x0, float x1)
{
    return float2(x0, x1);
}
// Uniforms

uniform float4 _uinnerRect_Stage1_c0 : register(c0);
uniform float2 _uradiusPlusHalf_Stage1_c0 : register(c1);
static const uint _uTextureSampler_0_Stage0 = 0;
uniform Texture2D<float4> textures2D[1] : register(t0);
uniform SamplerState samplers2D[1] : register(s0);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Varyings
static  float2 _vTextureCoords_Stage0 = {0, 0};
static  float4 _vinColor_Stage0 = {0, 0, 0, 0};

static float4 gl_Color[1] =
{
    float4(0, 0, 0, 0)
};
static float4 gl_FragCoord = float4(0, 0, 0, 0);

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewCoords : packoffset(c1);
    float3 dx_DepthFront : packoffset(c2);
    float2 dx_ViewScale : packoffset(c3);
    struct SamplerMetadata
    {
        int baseLevel;
        int internalFormatBits;
        int wrapModes;
        int padding;
        int4 intBorderColor;
    };
    SamplerMetadata samplerMetadata[1] : packoffset(c4);
};

#define GL_USES_FRAG_COLOR
float4 gl_texture2D(uint samplerIndex, float2 t)
{
    return textures2D[samplerIndex].Sample(samplers2D[samplerIndex], float2(t.x, t.y));
}

#define GL_USES_FRAG_COORD
@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){
    float rhw = 1.0 / input.gl_FragCoord.w;
    gl_FragCoord.x = input.dx_Position.x;
    gl_FragCoord.y = input.dx_Position.y;
    gl_FragCoord.z = (input.gl_FragCoord.z * rhw) * dx_DepthFront.x + dx_DepthFront.y;
    gl_FragCoord.w = rhw;
    _vinColor_Stage0 = input.v0;
    _vTextureCoords_Stage0 = input.v1.xy;

float4 _outputColor_Stage03027 = {0, 0, 0, 0};
(_outputColor_Stage03027 = _vinColor_Stage0);
float4 _texColor3028 = {0, 0, 0, 0};
{
(_texColor3028 = gl_texture2D(_uTextureSampler_0_Stage0, _vTextureCoords_Stage0).xxxx);
}
float4 _outputCoverage_Stage03029 = _texColor3028;
float4 _output_Stage13030 = {0, 0, 0, 0};
float2 __0_dxy03031 = (_uinnerRect_Stage1_c0.xy - gl_FragCoord.xy);
float __1_dy13032 = (gl_FragCoord.y - _uinnerRect_Stage1_c0.w);
float2 __2_dxy3033 = max(vec2_ctor(__0_dxy03031.x, max(__0_dxy03031.y, __1_dy13032)), 0.0);
float __3_rightAlpha3034 = clamp((_uinnerRect_Stage1_c0.z - gl_FragCoord.x), 0.0, 1.0);
float __4_alpha3035 = (__3_rightAlpha3034 * clamp((_uradiusPlusHalf_Stage1_c0.x - length(__2_dxy3033)), 0.0, 1.0));
(_output_Stage13030 = (_outputCoverage_Stage03029 * __4_alpha3035));
{
(gl_Color[0] = (_outputColor_Stage03027 * _output_Stage13030));
}
return generateOutput();
}
R�	gl_Color0gl_Color[0]�struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 gl_FragCoord : TEXCOORD3;
    float4 v0 : TEXCOORD0;
    float2 v1 : TEXCOORD1;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 gl_FragCoord : TEXCOORD3;
    float4 v0 : TEXCOORD0;
    float2 v1 : TEXCOORD1;
};

void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput)
{
    output.gl_Position = input.gl_Position;
    output.v0 = input.v0; 
    output.v1 = input.v1; 
    output.gl_FragCoord = input.gl_FragCoord;
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
����DXBC-t ��5A��J��4��\RDEFth<���LRD11< ($\$Globals���\�0���������� (��������_sk_RTAdjustfloat4�_uAtlasSizeInv_Stage0float2���Microsoft (R) HLSL Shader Compiler 10.1ISGN\PPPTEXCOORD���OSGN������SV_PositionTEXCOORD���SHEX�PhjYF� _2_�_2g� e� e� e� e2 h6� @?�?22F�� օ 6" �A6 
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�^�I�q��4���RDEF��<����RD11< ($������
�samplers2D[0]textures2D[0]$Globals����� ,L��������p���������_uinnerRect_Stage1_c0float4���B_uradiusPlusHalf_Stage1_c0float2���Microsoft (R) HLSL Shader Compiler 10.1ISGN������SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX�P{jYF� Z`XpUUd 2b�b2e� h	:� �A	r�A&� 4�
*4
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8� F>STAT�

BPLG���,788efd1c721aP��position
_uposition����������������R��color_ucolor����������������R��sk_RTAdjust
_usk_RTAdjust����������������������������������������R��uinnerRect_Stage1_c0_uuinnerRect_Stage1_c0����������������������������������������P��uradiusPlusHalf_Stage1_c0_uuradiusPlusHalf_Stage1_c0����������������������������������������R��urectUniform_Stage1_c0_c0_uurectUniform_Stage1_c0_c0����������������������������������������R��urectUniform_Stage1_c0_c0_c0_uurectUniform_Stage1_c0_c0_c0����������������������������������������R��urectUniform_Stage1_c0_c0_c0_c0!_uurectUniform_Stage1_c0_c0_c0_c0�������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    float4 v0 : TEXCOORD0;
};
#pragma warning( disable: 3556 3571 )
float4 vec4_ctor(float x0, float x1, float x2, float x3)
{
    return float4(x0, x1, x2, x3);
}
float4 vec4_ctor(float2 x0, float x1, float x2)
{
    return float4(x0, x1, x2);
}
// Uniforms

uniform float4 _sk_RTAdjust : register(c1);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Attributes
static float2 _position = {0, 0};
static float4 _color = {0, 0, 0, 0};

static float4 gl_Position = float4(0, 0, 0, 0);

// Varyings
static  float4 _vcolor_Stage0 = {0, 0, 0, 0};

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewAdjust : packoffset(c1);
    float2 dx_ViewCoords : packoffset(c2);
    float2 dx_ViewScale  : packoffset(c3);
};

@@ VERTEX ATTRIBUTES @@

VS_OUTPUT generateOutput(VS_INPUT input)
{
    VS_OUTPUT output;
    output.gl_Position = gl_Position;
    output.dx_Position.x = gl_Position.x;
    output.dx_Position.y = - gl_Position.y;
    output.dx_Position.z = (gl_Position.z + gl_Position.w) * 0.5;
    output.dx_Position.w = gl_Position.w;
    output.gl_FragCoord = gl_Position;
    output.v0 = _vcolor_Stage0;

    return output;
}

VS_OUTPUT main(VS_INPUT input){
    initAttributes(input);

(_vcolor_Stage0 = _color);
(gl_Position = vec4_ctor(_position.x, _position.y, 0.0, 1.0));
(gl_Position = vec4_ctor(((gl_Position.xy * _sk_RTAdjust.xz) + (gl_Position.ww * _sk_RTAdjust.yw)), 0.0, gl_Position.w));
return generateOutput(input);
}
+
struct PS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    float4 v0 : TEXCOORD0;
};

#pragma warning( disable: 3556 3571 )
float float_ctor(int x0)
{
    return float(x0);
}
float2 vec2_ctor(float x0, float x1)
{
    return float2(x0, x1);
}
float4 vec4_ctor(float x0)
{
    return float4(x0, x0, x0, x0);
}
float4 vec4_ctor(float2 x0, float2 x1)
{
    return float4(x0, x1);
}
// Uniforms

uniform float4 _uinnerRect_Stage1_c0 : register(c0);
uniform float2 _uradiusPlusHalf_Stage1_c0 : register(c1);
uniform float4 _urectUniform_Stage1_c0_c0 : register(c2);
uniform float4 _urectUniform_Stage1_c0_c0_c0 : register(c3);
uniform float4 _urectUniform_Stage1_c0_c0_c0_c0 : register(c4);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Varyings
static  float4 _vcolor_Stage0 = {0, 0, 0, 0};

static float4 gl_Color[1] =
{
    float4(0, 0, 0, 0)
};
static float4 gl_FragCoord = float4(0, 0, 0, 0);

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewCoords : packoffset(c1);
    float3 dx_DepthFront : packoffset(c2);
    float2 dx_ViewScale : packoffset(c3);
};

#define GL_USES_FRAG_COLOR
#define GL_USES_FRAG_COORD
@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){
    float rhw = 1.0 / input.gl_FragCoord.w;
    gl_FragCoord.x = input.dx_Position.x;
    gl_FragCoord.y = input.dx_Position.y;
    gl_FragCoord.z = (input.gl_FragCoord.z * rhw) * dx_DepthFront.x + dx_DepthFront.y;
    gl_FragCoord.w = rhw;
    _vcolor_Stage0 = input.v0;

float4 _outputColor_Stage03027 = {0, 0, 0, 0};
(_outputColor_Stage03027 = _vcolor_Stage0);
float4 _output_Stage13028 = {0, 0, 0, 0};
float2 __12_dxy03029 = (_uinnerRect_Stage1_c0.xy - gl_FragCoord.xy);
float __13_dy13030 = (gl_FragCoord.y - _uinnerRect_Stage1_c0.w);
float2 __14_dxy3031 = max(vec2_ctor(__12_dxy03029.x, max(__12_dxy03029.y, __13_dy13030)), 0.0);
float __15_rightAlpha3032 = clamp((_uinnerRect_Stage1_c0.z - gl_FragCoord.x), 0.0, 1.0);
float __16_alpha3033 = (__15_rightAlpha3032 * clamp((_uradiusPlusHalf_Stage1_c0.x - length(__14_dxy3031)), 0.0, 1.0));
float __18_coverage3034 = {0};
{
int sbdd = {0};
if (all((vec4_ctor(gl_FragCoord.xy, _urectUniform_Stage1_c0_c0.zw) > vec4_ctor(_urectUniform_Stage1_c0_c0.xy, gl_FragCoord.xy))))
{
(sbdd = 1);
}
else
{
(sbdd = 0);
}
(__18_coverage3034 = float_ctor(sbdd));
}
{
(__18_coverage3034 = (1.0 - __18_coverage3034));
}
float __20_coverage3035 = {0};
{
int sbde = {0};
if (all((vec4_ctor(gl_FragCoord.xy, _urectUniform_Stage1_c0_c0_c0.zw) > vec4_ctor(_urectUniform_Stage1_c0_c0_c0.xy, gl_FragCoord.xy))))
{
(sbde = 1);
}
else
{
(sbde = 0);
}
(__20_coverage3035 = float_ctor(sbde));
}
{
(__20_coverage3035 = (1.0 - __20_coverage3035));
}
float __22_coverage3036 = {0};
{
int sbdf = {0};
if (all((vec4_ctor(gl_FragCoord.xy, _urectUniform_Stage1_c0_c0_c0_c0.zw) > vec4_ctor(_urectUniform_Stage1_c0_c0_c0_c0.xy, gl_FragCoord.xy))))
{
(sbdf = 1);
}
else
{
(sbdf = 0);
}
(__22_coverage3036 = float_ctor(sbdf));
}
{
(__22_coverage3036 = (1.0 - __22_coverage3036));
}
(_output_Stage13028 = (((vec4_ctor(__22_coverage3036) * __20_coverage3035) * __18_coverage3034) * __16_alpha3033));
{
(gl_Color[0] = (_outputColor_Stage03027 * _output_Stage13028));
}
return generateOutput();
}
R�	gl_Color0gl_Color[0]ystruct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    float4 v0 : TEXCOORD0;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    float4 v0 : TEXCOORD0;
};

void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput)
{
    output.gl_Position = input.gl_Position;
    output.v0 = input.v0; 
    output.gl_FragCoord = input.gl_FragCoord;
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
��$DXBC"���c�F�ڵ�NWc$4D��RDEFh<����RD11< ($\$Globals���\� ����������_sk_RTAdjustfloat4�Microsoft (R) HLSL Shader Compiler 10.1ISGND88TEXCOORD���OSGN�htttSV_PositionTEXCOORD���SHEXhPZjYF� _2_�g� e� e� e� h6� @?�?22F�� օ 6" �A6 
62 F62 F6� @�?6� @�?6� F>STAT�
�@DXBCa�� j��������z@4�P�RDEFXh<���.RD11< ($\$Globals���\�PHh������������������� h���������0h��������
@h��������_uinnerRect_Stage1_c0float4���^_uradiusPlusHalf_Stage1_c0float2���_urectUniform_Stage1_c0_c0_urectUniform_Stage1_c0_c0_c0_urectUniform_Stage1_c0_c0_c0_c0Microsoft (R) HLSL Shader Compiler 10.1��ISGN�htttSV_PositionTEXCOORD���OSGN, SV_TARGET��SHEXLP�jYF� d 2b�e� h12F� F1��� 2�
F
1b� 12F� bV"*<
1b� 12F� bV"*<
	":� �A	r�A&� 4�*4
bV@6 
"��K" 	"�A
� 8"
8�VF7� @F>STAT�BPLG��a788efd1c721aP��position
_uposition����������������P��
localCoord_ulocalCoord����������������R��sk_RTAdjust
_usk_RTAdjust����������������������������������������[��umatrix_Stage1_c0_c0_uumatrix_Stage1_c0_c0����������������������������������������^�uTextureSampler_0_Stage1_uuTextureSampler_0_Stage1������������������������������������������^�������������������������������������������������������������������������������������������������������������������������������)struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float2 v0 : TEXCOORD0;
};
#pragma warning( disable: 3556 3571 )
float3 vec3_ctor(float2 x0, float x1)
{
    return float3(x0, x1);
}
float4 vec4_ctor(float x0, float x1, float x2, float x3)
{
    return float4(x0, x1, x2, x3);
}
float4 vec4_ctor(float2 x0, float x1, float x2)
{
    return float4(x0, x1, x2);
}
// Uniforms

uniform float4 _sk_RTAdjust : register(c1);
uniform float3x3 _umatrix_Stage1_c0_c0 : register(c2);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Attributes
static float2 _position = {0, 0};
static float2 _localCoord = {0, 0};

static float4 gl_Position = float4(0, 0, 0, 0);

// Varyings
static  float2 _vTransformedCoords_0_Stage0 = {0, 0};

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewAdjust : packoffset(c1);
    float2 dx_ViewCoords : packoffset(c2);
    float2 dx_ViewScale  : packoffset(c3);
};

@@ VERTEX ATTRIBUTES @@

VS_OUTPUT generateOutput(VS_INPUT input)
{
    VS_OUTPUT output;
    output.gl_Position = gl_Position;
    output.dx_Position.x = gl_Position.x;
    output.dx_Position.y = - gl_Position.y;
    output.dx_Position.z = (gl_Position.z + gl_Position.w) * 0.5;
    output.dx_Position.w = gl_Position.w;
    output.v0 = _vTransformedCoords_0_Stage0;

    return output;
}

VS_OUTPUT main(VS_INPUT input){
    initAttributes(input);

(gl_Position = vec4_ctor(_position.x, _position.y, 0.0, 1.0));
{
(_vTransformedCoords_0_Stage0 = mul(transpose(_umatrix_Stage1_c0_c0), vec3_ctor(_localCoord, 1.0)).xy);
}
(gl_Position = vec4_ctor(((gl_Position.xy * _sk_RTAdjust.xz) + (gl_Position.ww * _sk_RTAdjust.yw)), 0.0, gl_Position.w));
return generateOutput(input);
}
�struct PS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float2 v0 : TEXCOORD0;
};

#pragma warning( disable: 3556 3571 )
// Uniforms

static const uint _uTextureSampler_0_Stage1 = 0;
uniform Texture2D<float4> textures2D[1] : register(t0);
uniform SamplerState samplers2D[1] : register(s0);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Varyings
static  float2 _vTransformedCoords_0_Stage0 = {0, 0};

static float4 gl_Color[1] =
{
    float4(0, 0, 0, 0)
};

cbuffer DriverConstants : register(b1)
{
    struct SamplerMetadata
    {
        int baseLevel;
        int internalFormatBits;
        int wrapModes;
        int padding;
        int4 intBorderColor;
    };
    SamplerMetadata samplerMetadata[1] : packoffset(c4);
};

#define GL_USES_FRAG_COLOR
float4 gl_texture2D(uint samplerIndex, float2 t)
{
    return textures2D[samplerIndex].Sample(samplers2D[samplerIndex], float2(t.x, t.y));
}

@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){
    _vTransformedCoords_0_Stage0 = input.v0.xy;

float4 _outputColor_Stage03024 = {1.0, 1.0, 1.0, 1.0};
float4 _output_Stage13025 = {0, 0, 0, 0};
(_output_Stage13025 = (gl_texture2D(_uTextureSampler_0_Stage1, _vTransformedCoords_0_Stage0) * _outputColor_Stage03024));
{
(gl_Color[0] = _output_Stage13025);
}
return generateOutput();
}
R�	gl_Color0gl_Color[0]struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float2 v0 : TEXCOORD0;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float2 v0 : TEXCOORD0;
};

void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput)
{
    output.gl_Position = input.gl_Position;
    output.v0 = input.v0; 
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
���DXBC�A��k��O
���4��l�RDEFth<���LRD11< ($\$Globals���\�P���������� ,(��������_sk_RTAdjustfloat4�_umatrix_Stage1_c0_c0float3x3�Microsoft (R) HLSL Shader Compiler 10.1ISGND88TEXCOORD���OSGNhP\\SV_PositionTEXCOORD���SHEX|P_jYF� _2_2g� e� e2 h6� @?�?22F�� օ 6" �A6 
62 F6� @�?62F6B@�? F� F" F� F>STAT���DXBC��܅+�!���^�K1�4�l�RDEF�<����RD11< ($|�����
samplers2D[0]textures2D[0]Microsoft (R) HLSL Shader Compiler 10.1ISGNhP\\SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEXpPjZ`XpUUb2e� E���CU� FF~`>STAT�