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BPLG���\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_RTAdjustuaffineMatrix_S0
utranslate_S0umatrix_S1_c0_c0_c1	urange_S1	ucolor_S0uleftBorderColor_S1_c0_c0urightBorderColor_S1_c0_c0
u_skRTFliputhresholds_S1_c0_c0_c0_c0[0]uscale_S1_c0_c0_c0_c0[0]ubias_S1_c0_c0_c0_c0[0]
umatrix_S1_c1uTextureSampler_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_c0[0]_uuscale_S1_c0_c0_c0_c0[0]_uubias_S1_c0_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_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);
};

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_7_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_7_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_c0[1] : register(c2);
uniform float4 _uscale_S1_c0_c0_c0_c0[4] : register(c3);
uniform float4 _ubias_S1_c0_c0_c0_c0[4] : register(c7);
uniform float4 _uleftBorderColor_S1_c0_c0 : register(c11);
uniform float4 _urightBorderColor_S1_c0_c0 : register(c12);
uniform float3x3 _umatrix_S1_c1 : register(c13);
uniform float _urange_S1 : register(c16);
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_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_7_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 __51_pos3025 = {0};
if ((__49_t3023 < _uthresholds_S1_c0_c0_c0_c0[0].y))
{
int sbd6 = {0};
if ((__49_t3023 < _uthresholds_S1_c0_c0_c0_c0[0].x))
{
(sbd6 = 0);
}
else
{
(sbd6 = 1);
}
(__51_pos3025 = sbd6);
}
else
{
int sbd7 = {0};
if ((__49_t3023 < _uthresholds_S1_c0_c0_c0_c0[0].z))
{
(sbd7 = 2);
}
else
{
(sbd7 = 3);
}
(__51_pos3025 = sbd7);
}
float4 __52_color3026 = ((__49_t3023 * _uscale_S1_c0_c0_c0_c0[__51_pos3025]) + _ubias_S1_c0_c0_c0_c0[__51_pos3025]);
(__52_color3026.xyz *= __52_color3026.w);
(__46_outColor3021 = __52_color3026);
}
}
(__41_input3018 = __46_outColor3021);
float4 __54_color3027 = __41_input3018;
float __55_value3028 = (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_S13029 = vec4_ctor(clamp((__54_color3027.xyz + (__55_value3028 * _urange_S1)), 0.0, __54_color3027.w), __54_color3027.w);
{
(out_sk_FragColor = _output_S13029);
}
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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