Mini Kabibi Habibi
BPLG �� �X 788efd1c721a P� � 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 ���� ���� ���� ���� ������������ ������������ �� ^� ����
� � ��� � �������������������������������������������������������� �������������������� ���������������� ���� ���������������� ���� ���������������� ���� ���������������� ���� ����������������
���� ���������������� ���� T 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 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[7] : register(c0);
uniform float2 _uKernelOffset_Stage1_c0 : register(c7);
uniform float _uGain_Stage1_c0 : register(c8);
uniform float _uBias_Stage1_c0 : register(c9);
uniform float3x3 _umatrix_Stage1_c0_c0 : register(c10);
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[1].y);
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[2].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(0.0, 3.0));
(__11_k3044 = _uKernel_Stage1_c0[3].w);
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(0.0, 4.0));
(__14_k3047 = _uKernel_Stage1_c0[5].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, 0.0));
(__17_k3050 = _uKernel_Stage1_c0[0].y);
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(1.0, 1.0));
(__20_k3053 = _uKernel_Stage1_c0[1].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(1.0, 2.0));
(__23_k3056 = _uKernel_Stage1_c0[2].w);
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(1.0, 3.0));
(__26_k3059 = _uKernel_Stage1_c0[4].x);
float4 __28_c3061 = f_MatrixEffect_Stage1_c0_c0_h4h4f2_float4(_outputColor_Stage03031, (__1_coord3034 + __27_sourceOffset3060));
(__0_sum3033 += (__28_c3061 * __26_k3059));
}
{
float __29_k3062 = {0};
float2 __30_sourceOffset3063 = {0, 0};
(__30_sourceOffset3063 = float2(1.0, 4.0));
(__29_k3062 = _uKernel_Stage1_c0[5].y);
float4 __31_c3064 = f_MatrixEffect_Stage1_c0_c0_h4h4f2_float4(_outputColor_Stage03031, (__1_coord3034 + __30_sourceOffset3063));
(__0_sum3033 += (__31_c3064 * __29_k3062));
}
{
float __32_k3065 = {0};
float2 __33_sourceOffset3066 = {0, 0};
(__33_sourceOffset3066 = float2(2.0, 0.0));
(__32_k3065 = _uKernel_Stage1_c0[0].z);
float4 __34_c3067 = f_MatrixEffect_Stage1_c0_c0_h4h4f2_float4(_outputColor_Stage03031, (__1_coord3034 + __33_sourceOffset3066));
(__0_sum3033 += (__34_c3067 * __32_k3065));
}
{
float __35_k3068 = {0};
float2 __36_sourceOffset3069 = {0, 0};
(__36_sourceOffset3069 = float2(2.0, 1.0));
(__35_k3068 = _uKernel_Stage1_c0[1].w);
float4 __37_c3070 = f_MatrixEffect_Stage1_c0_c0_h4h4f2_float4(_outputColor_Stage03031, (__1_coord3034 + __36_sourceOffset3069));
(__0_sum3033 += (__37_c3070 * __35_k3068));
}
{
float __38_k3071 = {0};
float2 __39_sourceOffset3072 = {0, 0};
(__39_sourceOffset3072 = float2(2.0, 2.0));
(__38_k3071 = _uKernel_Stage1_c0[3].x);
float4 __40_c3073 = f_MatrixEffect_Stage1_c0_c0_h4h4f2_float4(_outputColor_Stage03031, (__1_coord3034 + __39_sourceOffset3072));
(__0_sum3033 += (__40_c3073 * __38_k3071));
}
{
float __41_k3074 = {0};
float2 __42_sourceOffset3075 = {0, 0};
(__42_sourceOffset3075 = float2(2.0, 3.0));
(__41_k3074 = _uKernel_Stage1_c0[4].y);
float4 __43_c3076 = f_MatrixEffect_Stage1_c0_c0_h4h4f2_float4(_outputColor_Stage03031, (__1_coord3034 + __42_sourceOffset3075));
(__0_sum3033 += (__43_c3076 * __41_k3074));
}
{
float __44_k3077 = {0};
float2 __45_sourceOffset3078 = {0, 0};
(__45_sourceOffset3078 = float2(2.0, 4.0));
(__44_k3077 = _uKernel_Stage1_c0[5].z);
float4 __46_c3079 = f_MatrixEffect_Stage1_c0_c0_h4h4f2_float4(_outputColor_Stage03031, (__1_coord3034 + __45_sourceOffset3078));
(__0_sum3033 += (__46_c3079 * __44_k3077));
}
{
float __47_k3080 = {0};
float2 __48_sourceOffset3081 = {0, 0};
(__48_sourceOffset3081 = float2(3.0, 0.0));
(__47_k3080 = _uKernel_Stage1_c0[0].w);
float4 __49_c3082 = f_MatrixEffect_Stage1_c0_c0_h4h4f2_float4(_outputColor_Stage03031, (__1_coord3034 + __48_sourceOffset3081));
(__0_sum3033 += (__49_c3082 * __47_k3080));
}
{
float __50_k3083 = {0};
float2 __51_sourceOffset3084 = {0, 0};
(__51_sourceOffset3084 = float2(3.0, 1.0));
(__50_k3083 = _uKernel_Stage1_c0[2].x);
float4 __52_c3085 = f_MatrixEffect_Stage1_c0_c0_h4h4f2_float4(_outputColor_Stage03031, (__1_coord3034 + __51_sourceOffset3084));
(__0_sum3033 += (__52_c3085 * __50_k3083));
}
{
float __53_k3086 = {0};
float2 __54_sourceOffset3087 = {0, 0};
(__54_sourceOffset3087 = float2(3.0, 2.0));
(__53_k3086 = _uKernel_Stage1_c0[3].y);
float4 __55_c3088 = f_MatrixEffect_Stage1_c0_c0_h4h4f2_float4(_outputColor_Stage03031, (__1_coord3034 + __54_sourceOffset3087));
(__0_sum3033 += (__55_c3088 * __53_k3086));
}
{
float __56_k3089 = {0};
float2 __57_sourceOffset3090 = {0, 0};
(__57_sourceOffset3090 = float2(3.0, 3.0));
(__56_k3089 = _uKernel_Stage1_c0[4].z);
float4 __58_c3091 = f_MatrixEffect_Stage1_c0_c0_h4h4f2_float4(_outputColor_Stage03031, (__1_coord3034 + __57_sourceOffset3090));
(__0_sum3033 += (__58_c3091 * __56_k3089));
}
{
float __59_k3092 = {0};
float2 __60_sourceOffset3093 = {0, 0};
(__60_sourceOffset3093 = float2(3.0, 4.0));
(__59_k3092 = _uKernel_Stage1_c0[5].w);
float4 __61_c3094 = f_MatrixEffect_Stage1_c0_c0_h4h4f2_float4(_outputColor_Stage03031, (__1_coord3034 + __60_sourceOffset3093));
(__0_sum3033 += (__61_c3094 * __59_k3092));
}
{
float __62_k3095 = {0};
float2 __63_sourceOffset3096 = {0, 0};
(__63_sourceOffset3096 = float2(4.0, 0.0));
(__62_k3095 = _uKernel_Stage1_c0[1].x);
float4 __64_c3097 = f_MatrixEffect_Stage1_c0_c0_h4h4f2_float4(_outputColor_Stage03031, (__1_coord3034 + __63_sourceOffset3096));
(__0_sum3033 += (__64_c3097 * __62_k3095));
}
{
float __65_k3098 = {0};
float2 __66_sourceOffset3099 = {0, 0};
(__66_sourceOffset3099 = float2(4.0, 1.0));
(__65_k3098 = _uKernel_Stage1_c0[2].y);
float4 __67_c3100 = f_MatrixEffect_Stage1_c0_c0_h4h4f2_float4(_outputColor_Stage03031, (__1_coord3034 + __66_sourceOffset3099));
(__0_sum3033 += (__67_c3100 * __65_k3098));
}
{
float __68_k3101 = {0};
float2 __69_sourceOffset3102 = {0, 0};
(__69_sourceOffset3102 = float2(4.0, 2.0));
(__68_k3101 = _uKernel_Stage1_c0[3].z);
float4 __70_c3103 = f_MatrixEffect_Stage1_c0_c0_h4h4f2_float4(_outputColor_Stage03031, (__1_coord3034 + __69_sourceOffset3102));
(__0_sum3033 += (__70_c3103 * __68_k3101));
}
{
float __71_k3104 = {0};
float2 __72_sourceOffset3105 = {0, 0};
(__72_sourceOffset3105 = float2(4.0, 3.0));
(__71_k3104 = _uKernel_Stage1_c0[4].w);
float4 __73_c3106 = f_MatrixEffect_Stage1_c0_c0_h4h4f2_float4(_outputColor_Stage03031, (__1_coord3034 + __72_sourceOffset3105));
(__0_sum3033 += (__73_c3106 * __71_k3104));
}
{
float __74_k3107 = {0};
float2 __75_sourceOffset3108 = {0, 0};
(__75_sourceOffset3108 = float2(4.0, 4.0));
(__74_k3107 = _uKernel_Stage1_c0[6].x);
float4 __76_c3109 = f_MatrixEffect_Stage1_c0_c0_h4h4f2_float4(_outputColor_Stage03031, (__1_coord3034 + __75_sourceOffset3108));
(__0_sum3033 += (__76_c3109 * __74_k3107));
}
float4 __77_color3110 = {0, 0, 0, 0};
(__77_color3110 = ((__0_sum3033 * _uGain_Stage1_c0) + _uBias_Stage1_c0));
(__77_color3110.w = clamp(__77_color3110.w, 0.0, 1.0));
(__77_color3110.xyz = clamp(__77_color3110.xyz, 0.0, __77_color3110.w));
(_output_Stage13032 = __77_color3110);
{
(gl_Color[0] = _output_Stage13032);
(gl_Color[0] = vec4_ctor(gl_Color[0].w, 0.0, 0.0, 0.0));
}
return generateOutput();
}
R� gl_Color0 gl_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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