Mini Kabibi Habibi
BPLG �� q^ 911db897eaa2d9b7 ` ANGLE (NVIDIA, NVIDIA GeForce GT 730 (0x00001287) Direct3D11 vs_5_0 ps_5_0, D3D11-27.21.14.5671) �� @
�� ���������������� , , resolveLevel_and_idx _uresolveLevel_and_idxP� p01 _up01R� p23 _up23R� fanPointAttrib _ufanPointAttribP� ��� ������ ��� ������ ��� ������ ��� ������ ��� ������ ��� ������ ��� ������ ��� ������ ��� ������ ��� ������ ��� ������ ��� ������ ��� ������ * ���� ������ sk_RTAdjust uaffineMatrix_S0
utranslate_S0 umatrix_S1_c0_c0_c1 urange_S1 ucolor_S0 uleftBorderColor_S1_c0_c0 urightBorderColor_S1_c0_c0
u_skRTFlip uthresholds_S1_c0_c0_c0[0] uscale_S1_c0_c0_c0[0] ubias_S1_c0_c0_c0[0]
umatrix_S1_c1 uTextureSampler_0_S1
_usk_RTAdjust _uuaffineMatrix_S0 _uutranslate_S0 _uumatrix_S1_c0_c0_c1 _uurange_S1 _uucolor_S0 _uuleftBorderColor_S1_c0_c0 _uurightBorderColor_S1_c0_c0 _uu_skRTFlip _uuthresholds_S1_c0_c0_c0[0] _uuscale_S1_c0_c0_c0[0] _uubias_S1_c0_c0_c0[0] _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 )
float2 vec2_ctor(float x0)
{
return float2(x0, x0);
}
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 float2 _resolveLevel_and_idx = {0, 0};
static float4 _p01 = {0, 0, 0, 0};
static float4 _p23 = {0, 0, 0, 0};
static float2 _fanPointAttrib = {0, 0};
static float4 gl_Position = float4(0, 0, 0, 0);
// Varyings
static noperspective float2 _vTransformedCoords_6_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);
};
float f_wangs_formula_max_fdiff_p2_ff2f2f2f2f22_float2x2(in float2 _p0, in float2 _p1, in float2 _p2, in float2 _p3, in float2x2 _matrix)
{
float2 _d03019 = mul(transpose(_matrix), (((float2(-2.0, -2.0) * _p1) + _p2) + _p0));
float2 _d13020 = mul(transpose(_matrix), (((float2(-2.0, -2.0) * _p2) + _p3) + _p1));
return max(dot(_d03019, _d03019), dot(_d13020, _d13020));
}
float f_wangs_formula_conic_p2_fff2f2f2f(in float __precision_, in float2 _p0, in float2 _p1, in float2 _p2, in float _w)
{
float2 _C3027 = ((min(min(_p0, _p1), _p2) + max(max(_p0, _p1), _p2)) * 0.5);
(_p0 -= _C3027);
(_p1 -= _C3027);
(_p2 -= _C3027);
float _m3028 = sqrt(max(max(dot(_p0, _p0), dot(_p1, _p1)), dot(_p2, _p2)));
float2 _dp3029 = (((vec2_ctor((-2.0 * _w)) * _p1) + _p0) + _p2);
float _dw3030 = abs(((-2.0 * _w) + 2.0));
float _rp_minus_13031 = max(0.0, ((_m3028 * __precision_) + -1.0));
float _numer3032 = ((length(_dp3029) * __precision_) + (_rp_minus_13031 * _dw3030));
float _denom3033 = (4.0 * min(_w, 1.0));
return (_numer3032 / _denom3033);
}
@@ 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_6_S0;
return output;
}
VS_OUTPUT main(VS_INPUT input){
initAttributes(input);
float2x2 _AFFINE_MATRIX3035 = mat2_ctor(_uaffineMatrix_S0.xy, _uaffineMatrix_S0.zw);
float2 _TRANSLATE3036 = _utranslate_S0;
float _resolveLevel3037 = _resolveLevel_and_idx.x;
float _idxInResolveLevel3038 = _resolveLevel_and_idx.y;
float2 _localcoord3039 = {0, 0};
if ((_resolveLevel3037 < 0.0))
{
(_localcoord3039 = _fanPointAttrib);
}
else
{
if (isinf(_p23.z))
{
float2 sbf4 = {0, 0};
if ((_resolveLevel3037 != 0.0))
{
(sbf4 = _p01.zw);
}
else
{
float2 sbf5 = {0, 0};
if ((_idxInResolveLevel3038 != 0.0))
{
(sbf5 = _p23.xy);
}
else
{
(sbf5 = _p01.xy);
}
(sbf4 = sbf5);
}
(_localcoord3039 = sbf4);
}
else
{
float2 _p03040 = _p01.xy;
float2 _p13041 = _p01.zw;
float2 _p23042 = _p23.xy;
float2 _p33043 = _p23.zw;
float _w3044 = {-1.0};
float _maxResolveLevel3045 = {0};
if (isinf(_p23.w))
{
(_w3044 = _p33043.x);
float __0_n23046 = f_wangs_formula_conic_p2_fff2f2f2f(4.0, mul(transpose(_AFFINE_MATRIX3035), _p03040), mul(transpose(_AFFINE_MATRIX3035), _p13041), mul(transpose(_AFFINE_MATRIX3035), _p23042), _w3044);
(_maxResolveLevel3045 = ceil((log2(max(__0_n23046, 1.0)) * 0.5)));
(_p13041 *= _w3044);
(_p33043 = _p23042);
}
else
{
float __1_m3047 = f_wangs_formula_max_fdiff_p2_ff2f2f2f2f22_float2x2(_p03040, _p13041, _p23042, _p33043, _AFFINE_MATRIX3035);
(_maxResolveLevel3045 = ceil((log2(max((9.0 * __1_m3047), 1.0)) * 0.25)));
}
if ((_resolveLevel3037 > _maxResolveLevel3045))
{
(_idxInResolveLevel3038 = floor((_idxInResolveLevel3038 * exp2((_maxResolveLevel3045 - _resolveLevel3037)))));
(_resolveLevel3037 = _maxResolveLevel3045);
}
float _fixedVertexID3048 = floor((0.5 + (_idxInResolveLevel3038 * exp2((5.0 - _resolveLevel3037)))));
if (((0.0 < _fixedVertexID3048) && (_fixedVertexID3048 < 32.0)))
{
float _T3049 = (_fixedVertexID3048 * 0.03125);
float2 _ab3050 = lerp(_p03040, _p13041, _T3049);
float2 _bc3051 = lerp(_p13041, _p23042, _T3049);
float2 _cd3052 = lerp(_p23042, _p33043, _T3049);
float2 _abc3053 = lerp(_ab3050, _bc3051, _T3049);
float2 _bcd3054 = lerp(_bc3051, _cd3052, _T3049);
float2 _abcd3055 = lerp(_abc3053, _bcd3054, _T3049);
float _u3056 = lerp(1.0, _w3044, _T3049);
float _v3057 = ((_w3044 + 1.0) - _u3056);
float _uv3058 = lerp(_u3056, _v3057, _T3049);
float2 sbf6 = {0, 0};
if ((_w3044 < 0.0))
{
(sbf6 = _abcd3055);
}
else
{
(sbf6 = (_abc3053 / _uv3058));
}
(_localcoord3039 = sbf6);
}
else
{
float2 sbf7 = {0, 0};
if ((_fixedVertexID3048 == 0.0))
{
(sbf7 = _p03040);
}
else
{
(sbf7 = _p33043);
}
(_localcoord3039 = sbf7);
}
}
}
float2 _vertexpos3059 = (mul(transpose(_AFFINE_MATRIX3035), _localcoord3039) + _TRANSLATE3036);
(gl_Position = vec4_ctor(_vertexpos3059, 0.0, 1.0));
{
(_vTransformedCoords_6_S0 = mul(transpose(mat3x2_ctor(_umatrix_S1_c0_c0_c1)), 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);
}
= 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 _uthresholds_S1_c0_c0_c0[2] : register(c2);
uniform float4 _uscale_S1_c0_c0_c0[8] : register(c4);
uniform float4 _ubias_S1_c0_c0_c0[8] : register(c12);
uniform float4 _uleftBorderColor_S1_c0_c0 : register(c20);
uniform float4 _urightBorderColor_S1_c0_c0 : register(c21);
uniform float3x3 _umatrix_S1_c1 : register(c22);
uniform float _urange_S1 : register(c25);
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_6_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_6_S0 = input.v0.xy;
float4 _sk_FragCoord3015 = vec4_ctor(gl_FragCoord.x, (_u_skRTFlip.x + (_u_skRTFlip.y * gl_FragCoord.y)), gl_FragCoord.z, gl_FragCoord.w);
float4 _outputColor_S03016 = _ucolor_S0;
float4 __40_tmp_6_inColor3017 = _outputColor_S03016;
float4 __41_input3018 = __40_tmp_6_inColor3017;
float2 __44_tmp_3_coords3019 = _vTransformedCoords_6_S0;
float4 __45_t3020 = vec4_ctor((__44_tmp_3_coords3019.x + 9.99999975e-06), 1.0, 0.0, 0.0);
float4 __46_outColor3021 = {0, 0, 0, 0};
if ((__45_t3020.x < 0.0))
{
(__46_outColor3021 = _uleftBorderColor_S1_c0_c0);
}
else
{
if ((__45_t3020.x > 1.0))
{
(__46_outColor3021 = _urightBorderColor_S1_c0_c0);
}
else
{
float2 __48_tmp_1_coords3022 = vec2_ctor(__45_t3020.x, 0.0);
float __49_t3023 = __48_tmp_1_coords3022.x;
int __50_low3024 = {0};
int __51_high3025 = {1};
int __52_chunk3026 = {0};
{ for(int __53_loop3027 = {0}; (__53_loop3027 < 1); (++__53_loop3027))
{
if ((__49_t3023 < _uthresholds_S1_c0_c0_c0[__52_chunk3026].w))
{
(__51_high3025 = __52_chunk3026);
}
else
{
(__50_low3024 = (__52_chunk3026 + 1));
}
(__52_chunk3026 = ((__50_low3024 + __51_high3025) / 2));
}
}
int __54_pos3028 = {0};
if ((__49_t3023 < _uthresholds_S1_c0_c0_c0[__52_chunk3026].y))
{
int sbd8 = {0};
if ((__49_t3023 < _uthresholds_S1_c0_c0_c0[__52_chunk3026].x))
{
(sbd8 = 0);
}
else
{
(sbd8 = 1);
}
(__54_pos3028 = sbd8);
}
else
{
int sbd9 = {0};
if ((__49_t3023 < _uthresholds_S1_c0_c0_c0[__52_chunk3026].z))
{
(sbd9 = 2);
}
else
{
(sbd9 = 3);
}
(__54_pos3028 = sbd9);
}
{
(__54_pos3028 += (4 * __52_chunk3026));
}
(__46_outColor3021 = ((__49_t3023 * _uscale_S1_c0_c0_c0[__54_pos3028]) + _ubias_S1_c0_c0_c0[__54_pos3028]));
}
}
(__41_input3018 = __46_outColor3021);
float4 __56_color3029 = __41_input3018;
float __57_value3030 = (gl_texture2D(_uTextureSampler_0_S1, mul(transpose(mat3x2_ctor(_umatrix_S1_c1)), vec3_ctor(_sk_FragCoord3015.xy, 1.0)), -0.474999994).x - 0.5);
float4 _output_S13031 = vec4_ctor(clamp((__56_color3029.xyz + (__57_value3030 * _urange_S1)), 0.0, __56_color3029.w), __56_color3029.w);
{
(out_sk_FragColor = _output_S13031);
}
return generateOutput();
}
R� out_sk_FragColor out_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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