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_uposition ���� ���� ���� ���� R� � color _ucolor ���� ���� ���� ���� R� � sk_RTAdjust
_usk_RTAdjust ���� ���� ���� ���� ������������ ������������ �� ���� � � ��� � �������������������������������������������������������� �������������������� G 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 _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_Color0 gl_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
}
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