Mini Kabibi Habibi
BPLG �� ;J 7b91a100de0b5ad2 n ` ANGLE (NVIDIA, NVIDIA GeForce GT 730 (0x00001287) Direct3D11 vs_5_0 ps_5_0, D3D11-27.21.14.5671) �� � � � � �� ���������������� , , radii_selector _uradii_selectorR� corner_and_radius_outsets _ucorner_and_radius_outsetsR� aa_bloat_and_coverage _uaa_bloat_and_coverageR� radii_x _uradii_xR� radii_y _uradii_yR� skew _uskewR� translate_and_localrotate _utranslate_and_localrotateP� color _ucolorR� ��� ������ ��� ������ ��� ������ ��� ������ sk_RTAdjust
u_skRTFlip
uinnerRect_S1 uradiusPlusHalf_S1
_usk_RTAdjust _uu_skRTFlip _uuinnerRect_S1 _uuradiusPlusHalf_S1 sk_FragColor _usk_FragColorR� @ � � ��� � �������������������������������� �������������������� ���������������� ���� ���������������� ���� ���������������� ���� � struct VS_OUTPUT
{
float4 dx_Position : SV_Position;
float4 gl_Position : TEXCOORD2;
float4 gl_FragCoord : TEXCOORD3;
noperspective float4 v0 : TEXCOORD0;
noperspective float2 v1 : TEXCOORD1;
};
#pragma warning( disable: 3556 3571 )
float2 vec2_ctor(float x0, float x1)
{
return float2(x0, x1);
}
float2x2 mat2_ctor(float2 x0, float2 x1)
{
return float2x2(x0, x1);
}
float4 vec4_ctor(float2 x0, float x1, float x2)
{
return float4(x0, x1, x2);
}
float4x4 mat4_ctor_float4_float4_float4_float4(float4 x0, float4 x1, float4 x2, float4 x3)
{
return float4x4(x0, x1, x2, x3);
}
// 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 float4 _radii_selector = {0, 0, 0, 0};
static float4 _corner_and_radius_outsets = {0, 0, 0, 0};
static float4 _aa_bloat_and_coverage = {0, 0, 0, 0};
static float4 _radii_x = {0, 0, 0, 0};
static float4 _radii_y = {0, 0, 0, 0};
static float4 _skew = {0, 0, 0, 0};
static float2 _translate_and_localrotate = {0, 0};
static float4 _color = {0, 0, 0, 0};
static float4 gl_Position = float4(0, 0, 0, 0);
// Varyings
static noperspective float4 _vcolor_S0 = {0, 0, 0, 0};
static noperspective float2 _varccoord_S0 = {0, 0};
cbuffer DriverConstants : register(b1)
{
float4 dx_ViewAdjust : packoffset(c1);
float2 dx_ViewCoords : packoffset(c2);
float2 dx_ViewScale : packoffset(c3);
float clipControlOrigin : packoffset(c3.z);
float clipControlZeroToOne : packoffset(c3.w);
};
@@ 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 = clipControlOrigin * gl_Position.y;
if (clipControlZeroToOne)
{
output.dx_Position.z = gl_Position.z;
} else {
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_S0;
output.v1 = _varccoord_S0;
return output;
}
VS_OUTPUT main(VS_INPUT input){
initAttributes(input);
(_vcolor_S0 = _color);
float _aa_bloat_multiplier2569 = {1.0};
float2 _corner2570 = _corner_and_radius_outsets.xy;
float2 _radius_outset2571 = _corner_and_radius_outsets.zw;
float2 _aa_bloat_direction2572 = _aa_bloat_and_coverage.xy;
float _is_linear_coverage2573 = _aa_bloat_and_coverage.w;
float2 _pixellength2574 = rsqrt(vec2_ctor(dot(_skew.xz, _skew.xz), dot(_skew.yw, _skew.yw)));
float4 _normalized_axis_dirs2575 = (_skew * _pixellength2574.xyxy);
float2 _axiswidths2576 = (abs(_normalized_axis_dirs2575.xy) + abs(_normalized_axis_dirs2575.zw));
float2 _aa_bloatradius2577 = ((_axiswidths2576 * _pixellength2574) * 0.5);
float4 _radii_and_neighbors2578 = mul(_radii_selector, transpose(mat4_ctor_float4_float4_float4_float4(_radii_x, _radii_y, _radii_x.yxwz, _radii_y.wzyx)));
float2 _radii2579 = _radii_and_neighbors2578.xy;
float2 _neighbor_radii2580 = _radii_and_neighbors2578.zw;
float _coverage_multiplier2581 = {1.0};
if (any((_aa_bloatradius2577 > float2(1.0, 1.0))))
{
(_corner2570 = (max(abs(_corner2570), _aa_bloatradius2577) * sign(_corner2570)));
(_coverage_multiplier2581 = (1.0 / (max(_aa_bloatradius2577.x, 1.0) * max(_aa_bloatradius2577.y, 1.0))));
(_radii2579 = float2(0.0, 0.0));
}
float _coverage2582 = _aa_bloat_and_coverage.z;
if (any((_radii2579 < (_aa_bloatradius2577 * 1.5))))
{
(_radii2579 = float2(0.0, 0.0));
(_aa_bloat_direction2572 = sign(_corner2570));
if ((_coverage2582 > 0.5))
{
(_aa_bloat_direction2572 = (-_aa_bloat_direction2572));
}
(_is_linear_coverage2573 = 1.0);
}
else
{
(_radii2579 = clamp(_radii2579, (_pixellength2574 * 1.5), (2.0 - (_pixellength2574 * 1.5))));
(_neighbor_radii2580 = clamp(_neighbor_radii2580, (_pixellength2574 * 1.5), (2.0 - (_pixellength2574 * 1.5))));
float2 _spacing2583 = ((2.0 - _radii2579) - _neighbor_radii2580);
float2 _extra_pad2584 = max(((_pixellength2574 * 0.0625) - _spacing2583), float2(0.0, 0.0));
(_radii2579 -= (_extra_pad2584 * 0.5));
}
float2 _aa_outset2585 = ((_aa_bloat_direction2572 * _aa_bloatradius2577) * _aa_bloat_multiplier2569);
float2 _vertexpos2586 = ((_corner2570 + (_radius_outset2571 * _radii2579)) + _aa_outset2585);
if ((_coverage2582 > 0.5))
{
if (((_aa_bloat_direction2572.x != 0.0) && ((_vertexpos2586.x * _corner2570.x) < 0.0)))
{
float _backset2587 = abs(_vertexpos2586.x);
(_vertexpos2586.x = 0.0);
(_vertexpos2586.y += (((_backset2587 * sign(_corner2570.y)) * _pixellength2574.y) / _pixellength2574.x));
(_coverage2582 = ((((_coverage2582 - 0.5) * abs(_corner2570.x)) / (abs(_corner2570.x) + _backset2587)) + 0.5));
}
if (((_aa_bloat_direction2572.y != 0.0) && ((_vertexpos2586.y * _corner2570.y) < 0.0)))
{
float _backset2588 = abs(_vertexpos2586.y);
(_vertexpos2586.y = 0.0);
(_vertexpos2586.x += (((_backset2588 * sign(_corner2570.x)) * _pixellength2574.x) / _pixellength2574.y));
(_coverage2582 = ((((_coverage2582 - 0.5) * abs(_corner2570.y)) / (abs(_corner2570.y) + _backset2588)) + 0.5));
}
}
float2x2 _skewmatrix2589 = mat2_ctor(_skew.xy, _skew.zw);
float2 _devcoord2590 = (mul(_vertexpos2586, transpose(_skewmatrix2589)) + _translate_and_localrotate);
if ((0.0 != _is_linear_coverage2573))
{
(_varccoord_S0 = vec2_ctor(0.0, (_coverage2582 * _coverage_multiplier2581)));
}
else
{
float2 _arccoord2591 = ((1.0 - abs(_radius_outset2571)) + ((_aa_outset2585 / _radii2579) * _corner2570));
(_varccoord_S0 = vec2_ctor((_arccoord2591.x + 1.0), _arccoord2591.y));
}
(gl_Position = vec4_ctor(_devcoord2590, 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;
noperspective float4 v0 : TEXCOORD0;
noperspective 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);
}
// Uniforms
uniform float2 _u_skRTFlip : register(c0);
uniform float4 _uinnerRect_S1 : register(c1);
uniform float2 _uradiusPlusHalf_S1 : 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 noperspective float4 _vcolor_S0 = {0, 0, 0, 0};
static noperspective float2 _varccoord_S0 = {0, 0};
static float4 out_sk_FragColor = {0, 0, 0, 0};
static float4 gl_FragCoord = float4(0, 0, 0, 0);
cbuffer DriverConstants : register(b1)
{
float4 dx_ViewCoords : packoffset(c1);
float2 dx_FragCoordOffset : packoffset(c3);
float3 dx_DepthFront : packoffset(c2);
float2 dx_ViewScale : packoffset(c3.z);
uint dx_Misc : packoffset(c2.w);
};
#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 - dx_FragCoordOffset.x;
gl_FragCoord.y = input.dx_Position.y - dx_FragCoordOffset.y;
gl_FragCoord.z = input.dx_Position.z;
gl_FragCoord.w = rhw;
_vcolor_S0 = input.v0;
_varccoord_S0 = input.v1.xy;
float4 _sk_FragCoord2564 = vec4_ctor(gl_FragCoord.x, (_u_skRTFlip.x + (_u_skRTFlip.y * gl_FragCoord.y)), gl_FragCoord.z, gl_FragCoord.w);
float4 _outputColor_S02565 = _vcolor_S0;
float _x_plus_12566 = _varccoord_S0.x;
float _y2567 = _varccoord_S0.y;
float _coverage2568 = {0};
if ((0.0 == _x_plus_12566))
{
(_coverage2568 = _y2567);
}
else
{
float _fn2569 = (_x_plus_12566 * (_x_plus_12566 - 2.0));
(_fn2569 = ((_y2567 * _y2567) + _fn2569));
float _fnwidth2570 = fwidth(_fn2569);
(_coverage2568 = (0.5 - (_fn2569 / _fnwidth2570)));
(_coverage2568 = clamp(_coverage2568, 0.0, 1.0));
}
float4 _outputCoverage_S02571 = vec4_ctor(_coverage2568);
float2 __0_dxy02572 = (_uinnerRect_S1.xy - _sk_FragCoord2564.xy);
float2 __1_dxy12573 = (_sk_FragCoord2564.xy - _uinnerRect_S1.zw);
float2 __2_dxy2574 = max(max(__0_dxy02572, __1_dxy12573), 0.0);
float __3_alpha2575 = clamp((_uradiusPlusHalf_S1.x - length(__2_dxy2574)), 0.0, 1.0);
(__3_alpha2575 = (1.0 - __3_alpha2575));
float4 _output_S12576 = (_outputCoverage_S02571 * __3_alpha2575);
{
(out_sk_FragColor = (_outputColor_S02565 * _output_S12576));
}
return generateOutput();
}
R� out_sk_FragColor out_sk_FragColor struct GS_INPUT
{
float4 dx_Position : SV_Position;
float4 gl_Position : TEXCOORD2;
float4 gl_FragCoord : TEXCOORD3;
noperspective float4 v0 : TEXCOORD0;
noperspective float2 v1 : TEXCOORD1;
};
struct GS_OUTPUT
{
float4 dx_Position : SV_Position;
float4 gl_Position : TEXCOORD2;
float4 gl_FragCoord : TEXCOORD3;
noperspective float4 v0 : TEXCOORD0;
noperspective 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�i�<�]��Vg�ե�h � 4 � | � RDEF� � <