Mini Kabibi Habibi
BPLG �� G 788efd1c721a P� � 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 ���� ���� ���� ���� ������������ ������������ �� ^� ����
� � ��� � �������������������������������������������������������� �������������������� ���������������� ���� ���������������� ���� ���������������� ���� ���������������� ���� ���������������� ���� 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 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);
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_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 - (9.0 * _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));
(__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].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[3].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[3].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[4].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[4].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[4].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_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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