Mini Kabibi Habibi

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BPLG��=V911db897eaa2d9b7`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_localrotateR�	localrect_ulocalrectR�color_ucolorR����������	������������������������������������	���������*����������sk_RTAdjust
umatrix_S1
udir_S1_c0uoffsetsAndKernel_S1_c0[0]uclamp_S1_c0_c0_c0umatrix_S1_c0_c0uTextureSampler_0_S1
_usk_RTAdjust_uumatrix_S1_uudir_S1_c0_uuoffsetsAndKernel_S1_c0[0]_uuclamp_S1_c0_c0_c0_uumatrix_S1_c0_c0_uuTextureSampler_0_S1	

sk_FragColor_usk_FragColorR�@fsSecondaryColorOut_ufsSecondaryColorOutR�@^�������������������������������������������������������������������������������������������������������������������������������������������������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    noperspective float2 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);
}
float3 vec3_ctor(float2 x0, float x1)
{
    return float3(x0, x1);
}
float3x2 mat3x2_ctor(float3x3 x0)
{
    return float3x2(x0[0][0], x0[0][1], x0[1][0], x0[1][1], x0[2][0], x0[2][1]);
}
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);
uniform float3x3 _umatrix_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

// 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 float4 _translate_and_localrotate = {0, 0, 0, 0};
static float4 _localrect = {0, 0, 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};
static noperspective float2 _vTransformedCoords_2_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.v0 = _varccoord_S0;
    output.v1 = _vTransformedCoords_2_S0;

    return output;
}

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

(_vcolor_S0 = _color);
float _aa_bloat_multiplier3016 = {1.0};
float2 _corner3017 = _corner_and_radius_outsets.xy;
float2 _radius_outset3018 = _corner_and_radius_outsets.zw;
float2 _aa_bloat_direction3019 = _aa_bloat_and_coverage.xy;
float _is_linear_coverage3020 = _aa_bloat_and_coverage.w;
float2 _pixellength3021 = rsqrt(vec2_ctor(dot(_skew.xz, _skew.xz), dot(_skew.yw, _skew.yw)));
float4 _normalized_axis_dirs3022 = (_skew * _pixellength3021.xyxy);
float2 _axiswidths3023 = (abs(_normalized_axis_dirs3022.xy) + abs(_normalized_axis_dirs3022.zw));
float2 _aa_bloatradius3024 = ((_axiswidths3023 * _pixellength3021) * 0.5);
float4 _radii_and_neighbors3025 = mul(_radii_selector, transpose(mat4_ctor_float4_float4_float4_float4(_radii_x, _radii_y, _radii_x.yxwz, _radii_y.wzyx)));
float2 _radii3026 = _radii_and_neighbors3025.xy;
float2 _neighbor_radii3027 = _radii_and_neighbors3025.zw;
float _coverage_multiplier3028 = {1.0};
if (any((_aa_bloatradius3024 > float2(1.0, 1.0))))
{
(_corner3017 = (max(abs(_corner3017), _aa_bloatradius3024) * sign(_corner3017)));
(_coverage_multiplier3028 = (1.0 / (max(_aa_bloatradius3024.x, 1.0) * max(_aa_bloatradius3024.y, 1.0))));
(_radii3026 = float2(0.0, 0.0));
}
float _coverage3029 = _aa_bloat_and_coverage.z;
if (any((_radii3026 < (_aa_bloatradius3024 * 1.5))))
{
(_radii3026 = float2(0.0, 0.0));
(_aa_bloat_direction3019 = sign(_corner3017));
if ((_coverage3029 > 0.5))
{
(_aa_bloat_direction3019 = (-_aa_bloat_direction3019));
}
(_is_linear_coverage3020 = 1.0);
}
else
{
(_radii3026 = clamp(_radii3026, (_pixellength3021 * 1.5), (2.0 - (_pixellength3021 * 1.5))));
(_neighbor_radii3027 = clamp(_neighbor_radii3027, (_pixellength3021 * 1.5), (2.0 - (_pixellength3021 * 1.5))));
float2 _spacing3030 = ((2.0 - _radii3026) - _neighbor_radii3027);
float2 _extra_pad3031 = max(((_pixellength3021 * 0.0625) - _spacing3030), float2(0.0, 0.0));
(_radii3026 -= (_extra_pad3031 * 0.5));
}
float2 _aa_outset3032 = ((_aa_bloat_direction3019 * _aa_bloatradius3024) * _aa_bloat_multiplier3016);
float2 _vertexpos3033 = ((_corner3017 + (_radius_outset3018 * _radii3026)) + _aa_outset3032);
if ((_coverage3029 > 0.5))
{
if (((_aa_bloat_direction3019.x != 0.0) && ((_vertexpos3033.x * _corner3017.x) < 0.0)))
{
float _backset3034 = abs(_vertexpos3033.x);
(_vertexpos3033.x = 0.0);
(_vertexpos3033.y += (((_backset3034 * sign(_corner3017.y)) * _pixellength3021.y) / _pixellength3021.x));
(_coverage3029 = ((((_coverage3029 - 0.5) * abs(_corner3017.x)) / (abs(_corner3017.x) + _backset3034)) + 0.5));
}
if (((_aa_bloat_direction3019.y != 0.0) && ((_vertexpos3033.y * _corner3017.y) < 0.0)))
{
float _backset3035 = abs(_vertexpos3033.y);
(_vertexpos3033.y = 0.0);
(_vertexpos3033.x += (((_backset3035 * sign(_corner3017.x)) * _pixellength3021.x) / _pixellength3021.y));
(_coverage3029 = ((((_coverage3029 - 0.5) * abs(_corner3017.y)) / (abs(_corner3017.y) + _backset3035)) + 0.5));
}
}
float2x2 _skewmatrix3036 = mat2_ctor(_skew.xy, _skew.zw);
float2 _devcoord3037 = (mul(_vertexpos3033, transpose(_skewmatrix3036)) + _translate_and_localrotate.xy);
float2 _T3038 = ((_vertexpos3033 * 0.5) + 0.5);
float2 _localcoord3039 = (((_localrect.xy * (1.0 - _T3038)) + (_localrect.zw * _T3038)) + (_translate_and_localrotate.zw * _T3038.yx));
if ((0.0 != _is_linear_coverage3020))
{
(_varccoord_S0 = vec2_ctor(0.0, (_coverage3029 * _coverage_multiplier3028)));
}
else
{
float2 _arccoord3040 = ((1.0 - abs(_radius_outset3018)) + ((_aa_outset3032 / _radii3026) * _corner3017));
(_varccoord_S0 = vec2_ctor((_arccoord3040.x + 1.0), _arccoord3040.y));
}
(gl_Position = vec4_ctor(_devcoord3037, 0.0, 1.0));
{
(_vTransformedCoords_2_S0 = mul(transpose(mat3x2_ctor(_umatrix_S1)), vec3_ctor(_localcoord3039, 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);
}
sstruct PS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    noperspective float2 v0 : TEXCOORD0;
    noperspective float2 v1 : TEXCOORD1;
};

#pragma warning( disable: 3556 3571 )
float3 vec3_ctor(float2 x0, float x1)
{
    return float3(x0, x1);
}
float3x2 mat3x2_ctor(float3x3 x0)
{
    return float3x2(x0[0][0], x0[0][1], x0[1][0], x0[1][1], x0[2][0], x0[2][1]);
}
float4 vec4_ctor(float x0)
{
    return float4(x0, x0, x0, x0);
}
// Uniforms

uniform float4 _uclamp_S1_c0_c0_c0 : register(c0);
uniform float3x3 _umatrix_S1_c0_c0 : register(c1);
uniform float4 _uoffsetsAndKernel_S1_c0[14] : register(c4);
uniform float2 _udir_S1_c0 : register(c18);
static const uint _uTextureSampler_0_S1 = 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 noperspective float2 _varccoord_S0 = {0, 0};
static noperspective float2 _vTransformedCoords_2_S0 = {0, 0};

static float4 out_sk_FragColor = {0, 0, 0, 0};
static float4 out_fsSecondaryColorOut = {0, 0, 0, 0};

cbuffer DriverConstants : register(b1)
{
    uint dx_Misc : packoffset(c2.w);
    struct SamplerMetadata
    {
        int baseLevel;
        int wrapModes;
        int2 padding;
        int4 intBorderColor;
    };
    SamplerMetadata samplerMetadata[1] : packoffset(c4);
};

float4 gl_texture2D(uint samplerIndex, float2 t, float bias)
{
    return textures2D[samplerIndex].SampleBias(samplers2D[samplerIndex], float2(t.x, t.y), bias);
}

@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){
    _varccoord_S0 = input.v0.xy;
    _vTransformedCoords_2_S0 = input.v1.xy;

float _x_plus_13014 = _varccoord_S0.x;
float _y3015 = _varccoord_S0.y;
float _coverage3016 = {0};
if ((0.0 == _x_plus_13014))
{
(_coverage3016 = _y3015);
}
else
{
float _fn3017 = (_x_plus_13014 * (_x_plus_13014 - 2.0));
(_fn3017 = ((_y3015 * _y3015) + _fn3017));
float _fnwidth3018 = fwidth(_fn3017);
(_coverage3016 = (0.5 - (_fn3017 / _fnwidth3018)));
(_coverage3016 = clamp(_coverage3016, 0.0, 1.0));
}
float4 _outputCoverage_S03019 = vec4_ctor(_coverage3016);
float2 __26_tmp_1_coords3020 = _vTransformedCoords_2_S0;
float4 __27_sum3021 = {0.0, 0.0, 0.0, 0.0};
{LOOP for(int __28_i3022 = {0}; (__28_i3022 < 2); (++__28_i3022))
{
float4 __29_s3023 = _uoffsetsAndKernel_S1_c0[__28_i3022];
float2 __30_inCoord3024 = mul(transpose(mat3x2_ctor(_umatrix_S1_c0_c0)), vec3_ctor((__26_tmp_1_coords3020 + (__29_s3023.x * _udir_S1_c0)), 1.0));
float2 __31_subsetCoord3025 = {0, 0};
(__31_subsetCoord3025.x = __30_inCoord3024.x);
(__31_subsetCoord3025.y = __30_inCoord3024.y);
float2 __32_clampedCoord3026 = {0, 0};
(__32_clampedCoord3026.x = __31_subsetCoord3025.x);
(__32_clampedCoord3026.y = clamp(__31_subsetCoord3025.y, _uclamp_S1_c0_c0_c0.y, _uclamp_S1_c0_c0_c0.w));
float4 __33_textureColor3027 = gl_texture2D(_uTextureSampler_0_S1, __32_clampedCoord3026, -0.474999994);
(__27_sum3021 += (__29_s3023.y * __33_textureColor3027));
float2 __34_inCoord3028 = mul(transpose(mat3x2_ctor(_umatrix_S1_c0_c0)), vec3_ctor((__26_tmp_1_coords3020 + (__29_s3023.z * _udir_S1_c0)), 1.0));
float2 __35_subsetCoord3029 = {0, 0};
(__35_subsetCoord3029.x = __34_inCoord3028.x);
(__35_subsetCoord3029.y = __34_inCoord3028.y);
float2 __36_clampedCoord3030 = {0, 0};
(__36_clampedCoord3030.x = __35_subsetCoord3029.x);
(__36_clampedCoord3030.y = clamp(__35_subsetCoord3029.y, _uclamp_S1_c0_c0_c0.y, _uclamp_S1_c0_c0_c0.w));
float4 __37_textureColor3031 = gl_texture2D(_uTextureSampler_0_S1, __36_clampedCoord3030, -0.474999994);
(__27_sum3021 += (__29_s3023.w * __37_textureColor3031));
}
}
float4 _output_S13032 = __27_sum3021;
{
(out_fsSecondaryColorOut = _outputCoverage_S03019);
(out_sk_FragColor = (_output_S13032 * _outputCoverage_S03019));
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColorR�out_fsSecondaryColorOutout_fsSecondaryColorOut�struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    noperspective float2 v0 : TEXCOORD0;
    noperspective float2 v1 : TEXCOORD1;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    noperspective float2 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; 
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
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