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BPLG���R911db897eaa2d9b7`ANGLE (NVIDIA, NVIDIA GeForce GT 730 (0x00001287) Direct3D11 vs_5_0 ps_5_0, D3D11-27.21.14.5671)��@




������������������,,p01_up01R�p23_up23R�gl_VertexIDgl_VertexID
���������������������������	������������������������������������������������������������������������	���������*����������sk_RTAdjustuaffineMatrix_S0
utranslate_S0umatrix_S1_c0_c0_c1	urange_S1	ucolor_S0ustart_S1_c0_c0_c0_c0uend_S1_c0_c0_c0_c0uleftBorderColor_S1_c0_c0urightBorderColor_S1_c0_c0
u_skRTFlip
umatrix_S1_c1uTextureSampler_0_S1
_usk_RTAdjust_uuaffineMatrix_S0_uutranslate_S0_uumatrix_S1_c0_c0_c1_uurange_S1_uucolor_S0_uustart_S1_c0_c0_c0_c0_uuend_S1_c0_c0_c0_c0_uuleftBorderColor_S1_c0_c0_uurightBorderColor_S1_c0_c0_uu_skRTFlip_uumatrix_S1_c1_uuTextureSampler_0_S1
	
sk_FragColor_usk_FragColorR�@^�����������������������������������������������������������
������������������������������������������������������������������������������������������������	��������������������������������������������������������������������������������������������������������������������������������������������������������������������&struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    noperspective float2 v0 : TEXCOORD0;
};
#pragma warning( disable: 3556 3571 )
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);
}
// Uniforms

uniform float4 _sk_RTAdjust : register(c1);
uniform float4 _uaffineMatrix_S0 : register(c2);
uniform float2 _utranslate_S0 : register(c3);
uniform float3x3 _umatrix_S1_c0_c0_c1 : register(c4);
#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 _p01 = {0, 0, 0, 0};
static float4 _p23 = {0, 0, 0, 0};

static float4 gl_Position = float4(0, 0, 0, 0);
static int gl_VertexID;

// Varyings
static noperspective float2 _vTransformedCoords_7_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);
    uint dx_VertexID : packoffset(c4.x);
};

#define GL_USES_VERTEX_ID
@@ 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 = _vTransformedCoords_7_S0;

    return output;
}

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

float2x2 _AFFINE_MATRIX3009 = mat2_ctor(_uaffineMatrix_S0.xy, _uaffineMatrix_S0.zw);
float2 _TRANSLATE3010 = _utranslate_S0;
float2 _p03011 = _p01.xy;
float2 _p13012 = _p01.zw;
float2 _p23013 = _p23.xy;
float2 _p33014 = _p23.zw;
if (isinf(_p23.w))
{
float _w3015 = _p33014.x;
(_p33014 = _p23013);
if ((isinf(_p23.z) == false))
{
float2 _p1w3016 = (_p13012 * _w3015);
float _T3017 = {0.50999999};
float2 _c13018 = lerp(_p03011, _p1w3016, _T3017);
float2 _c23019 = lerp(_p23013, _p1w3016, _T3017);
float _iw3020 = (1.0 / lerp(1.0, _w3015, _T3017));
(_p23013 = (_c23019 * _iw3020));
(_p13012 = (_c13018 * _iw3020));
}
}
float2 _v13021 = (_p13012 - _p03011);
float2 _v23022 = (_p23013 - _p03011);
float2 _v33023 = (_p33014 - _p03011);
if ((sign(determinant(transpose(mat2_ctor(_v23022, _v13021)))) == sign(determinant(transpose(mat2_ctor(_v23022, _v33023))))))
{
float2 _tmp3024 = _p23013;
if ((sign(determinant(transpose(mat2_ctor(_v13021, _v23022)))) != sign(determinant(transpose(mat2_ctor(_v13021, _v33023))))))
{
(_p23013 = _p13012);
(_p13012 = _tmp3024);
}
else
{
(_p23013 = _p33014);
(_p33014 = _tmp3024);
}
}
int _vertexidx3025 = gl_VertexID;
(_vertexidx3025 ^= (_vertexidx3025 >> 1));
float _vertexdir3026 = {0.0};
float _netdir3027 = {0.0};
float2 _prev3028 = {0, 0};
float2 _next3029 = {0, 0};
float _dir3030 = {0};
float2 _localcoord3031 = {0, 0};
float2 _nextcoord3032 = {0, 0};
(_prev3028 = (_p03011 - _p33014));
(_next3029 = (_p13012 - _p03011));
(_dir3030 = sign(determinant(transpose(mat2_ctor(_prev3028, _next3029)))));
if ((_vertexidx3025 == 0))
{
(_vertexdir3026 = _dir3030);
(_localcoord3031 = _p03011);
(_nextcoord3032 = _p13012);
}
(_netdir3027 += _dir3030);
(_prev3028 = (_p13012 - _p03011));
(_next3029 = (_p23013 - _p13012));
(_dir3030 = sign(determinant(transpose(mat2_ctor(_prev3028, _next3029)))));
if ((_vertexidx3025 == 1))
{
(_vertexdir3026 = _dir3030);
(_localcoord3031 = _p13012);
(_nextcoord3032 = _p23013);
}
(_netdir3027 += _dir3030);
(_prev3028 = (_p23013 - _p13012));
(_next3029 = (_p33014 - _p23013));
(_dir3030 = sign(determinant(transpose(mat2_ctor(_prev3028, _next3029)))));
if ((_vertexidx3025 == 2))
{
(_vertexdir3026 = _dir3030);
(_localcoord3031 = _p23013);
(_nextcoord3032 = _p33014);
}
(_netdir3027 += _dir3030);
(_prev3028 = (_p33014 - _p23013));
(_next3029 = (_p03011 - _p33014));
(_dir3030 = sign(determinant(transpose(mat2_ctor(_prev3028, _next3029)))));
if ((_vertexidx3025 == 3))
{
(_vertexdir3026 = _dir3030);
(_localcoord3031 = _p33014);
(_nextcoord3032 = _p03011);
}
(_netdir3027 += _dir3030);
if ((_vertexdir3026 != sign(_netdir3027)))
{
(_localcoord3031 = _nextcoord3032);
}
float2 _vertexpos3033 = (mul(transpose(_AFFINE_MATRIX3009), _localcoord3031) + _TRANSLATE3010);
(gl_Position = vec4_ctor(_vertexpos3033, 0.0, 1.0));
{
(_vTransformedCoords_7_S0 = mul(transpose(mat3x2_ctor(_umatrix_S1_c0_c0_c1)), vec3_ctor(_localcoord3031, 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 gl_FragCoord : TEXCOORD2;
    noperspective float2 v0 : TEXCOORD0;
};

#pragma warning( disable: 3556 3571 )
float2 vec2_ctor(float x0, float x1)
{
    return float2(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(float x0, float x1, float x2, float x3)
{
    return float4(x0, x1, x2, x3);
}
float4 vec4_ctor(float3 x0, float x1)
{
    return float4(x0, x1);
}
// Uniforms

uniform float2 _u_skRTFlip : register(c0);
uniform float4 _ucolor_S0 : register(c1);
uniform float4 _ustart_S1_c0_c0_c0_c0 : register(c2);
uniform float4 _uend_S1_c0_c0_c0_c0 : register(c3);
uniform float4 _uleftBorderColor_S1_c0_c0 : register(c4);
uniform float4 _urightBorderColor_S1_c0_c0 : register(c5);
uniform float3x3 _umatrix_S1_c1 : register(c6);
uniform float _urange_S1 : register(c9);
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 _vTransformedCoords_7_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);
    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);
}

#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;
    _vTransformedCoords_7_S0 = input.v0.xy;

float4 _sk_FragCoord3014 = vec4_ctor(gl_FragCoord.x, (_u_skRTFlip.x + (_u_skRTFlip.y * gl_FragCoord.y)), gl_FragCoord.z, gl_FragCoord.w);
float4 _outputColor_S03015 = _ucolor_S0;
float4 __28_tmp_6_inColor3016 = _outputColor_S03015;
float4 __29_input3017 = __28_tmp_6_inColor3016;
float2 __32_tmp_3_coords3018 = _vTransformedCoords_7_S0;
float4 __33_t3019 = vec4_ctor(length(__32_tmp_3_coords3018), 1.0, 0.0, 0.0);
float4 __34_outColor3020 = {0, 0, 0, 0};
if ((__33_t3019.x < 0.0))
{
(__34_outColor3020 = _uleftBorderColor_S1_c0_c0);
}
else
{
if ((__33_t3019.x > 1.0))
{
(__34_outColor3020 = _urightBorderColor_S1_c0_c0);
}
else
{
float2 __36_tmp_1_coords3021 = vec2_ctor(__33_t3019.x, 0.0);
float4 __37_color3022 = lerp(_ustart_S1_c0_c0_c0_c0, _uend_S1_c0_c0_c0_c0, __36_tmp_1_coords3021.x);
(__37_color3022.xyz *= __37_color3022.w);
(__34_outColor3020 = __37_color3022);
}
}
(__29_input3017 = __34_outColor3020);
float4 __39_color3023 = __29_input3017;
float __40_value3024 = (gl_texture2D(_uTextureSampler_0_S1, mul(transpose(mat3x2_ctor(_umatrix_S1_c1)), vec3_ctor(_sk_FragCoord3014.xy, 1.0)), -0.474999994).x - 0.5);
float4 _output_S13025 = vec4_ctor(clamp((__39_color3023.xyz + (__40_value3024 * _urange_S1)), 0.0, __39_color3023.w), __39_color3023.w);
{
(out_sk_FragColor = _output_S13025);
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColor�struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    noperspective float2 v0 : TEXCOORD0;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    noperspective 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; 
    output.gl_FragCoord = input.gl_FragCoord;
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
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