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BPLG��P911db897eaa2d9b7`ANGLE (NVIDIA, NVIDIA GeForce GT 730 (0x00001287) Direct3D11 vs_5_0 ps_5_0, D3D11-27.21.14.5671)��@������������������,,
fillBounds_ufillBoundsR�affineMatrix_uaffineMatrixR�	translate_utranslateP�color_ucolorR�	locations_ulocationsR�gl_VertexIDgl_VertexID������������������	������������������������������������������������������������������������	������������������*����������*����������sk_RTAdjustuatlas_adjust_S0umatrix_S1_c0_c0_c1	urange_S1uleftBorderColor_S1_c0_c0urightBorderColor_S1_c0_c0
u_skRTFliputhresholds_S1_c0_c0_c0[0]uscale_S1_c0_c0_c0[0]ubias_S1_c0_c0_c0[0]
umatrix_S1_c1urectUniform_S2_c0uTextureSampler_0_S0uTextureSampler_0_S1
_usk_RTAdjust_uuatlas_adjust_S0_uumatrix_S1_c0_c0_c1_uurange_S1_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_uurectUniform_S2_c0_uuTextureSampler_0_S0_uuTextureSampler_0_S1	

			sk_FragColor_usk_FragColorR�@^�^�����������������������������������������������������������������������������������������������������������������������������������������������
�����������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD3;
    float4 gl_FragCoord : TEXCOORD4;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float2 v1 : TEXCOORD1;
    noperspective float2 v2 : TEXCOORD2;
};
#pragma warning( disable: 3556 3571 )
float float_ctor_int(int x0)
{
    return float(x0);
}
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);
}
// Uniforms

uniform float4 _sk_RTAdjust : register(c1);
uniform float2 _uatlas_adjust_S0 : register(c2);
uniform float3x3 _umatrix_S1_c0_c0_c1 : register(c3);
#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 _fillBounds = {0, 0, 0, 0};
static float4 _affineMatrix = {0, 0, 0, 0};
static float2 _translate = {0, 0};
static float4 _color = {0, 0, 0, 0};
static float4 _locations = {0, 0, 0, 0};

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

// Varyings
static noperspective float2 _vatlasCoord_S0 = {0, 0};
static noperspective float4 _vcolor_S0 = {0, 0, 0, 0};
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);
    uint dx_VertexID : packoffset(c4.x);
};

#define GL_USES_VERTEX_ID
float2x2 inverse_emu(in float2x2 m)
{
    float2x2 cof = { m[1][1], -m[0][1], -m[1][0], m[0][0] };
    return cof / determinant(transpose(m));
}


@@ 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 = _vatlasCoord_S0;
    output.v2 = _vTransformedCoords_6_S0;

    return output;
}

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

float2 _unitCoord3013 = vec2_ctor(float_ctor_int((gl_VertexID & 1)), float_ctor_int((gl_VertexID >> 1)));
float2 _devCoord3014 = lerp(_fillBounds.xy, _fillBounds.zw, _unitCoord3013);
float2x2 _M3015 = mat2_ctor(_affineMatrix.xy, _affineMatrix.zw);
float2 _localCoord3016 = mul(transpose(inverse_emu(_M3015)), (_devCoord3014 - _translate));
float2 _atlasTopLeft3017 = vec2_ctor((abs(_locations.x) - 1.0), _locations.y);
float2 _devTopLeft3018 = _locations.zw;
bool _transposed3019 = (_locations.x < 0.0);
float2 _atlasCoord3020 = (_devCoord3014 - _devTopLeft3018);
if (_transposed3019)
{
(_atlasCoord3020 = _atlasCoord3020.yx);
}
(_atlasCoord3020 += _atlasTopLeft3017);
(_vatlasCoord_S0 = (_atlasCoord3020 * _uatlas_adjust_S0));
(_vcolor_S0 = _color);
(gl_Position = vec4_ctor(_devCoord3014, 0.0, 1.0));
{
(_vTransformedCoords_6_S0 = mul(transpose(mat3x2_ctor(_umatrix_S1_c0_c0_c1)), vec3_ctor(_localCoord3016, 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);
}
Mstruct PS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD3;
    float4 gl_FragCoord : TEXCOORD4;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float2 v1 : TEXCOORD1;
    noperspective float2 v2 : TEXCOORD2;
};

#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)
{
    return float4(x0, x0, x0, x0);
}
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 _uthresholds_S1_c0_c0_c0[1] : register(c1);
uniform float4 _uscale_S1_c0_c0_c0[4] : register(c2);
uniform float4 _ubias_S1_c0_c0_c0[4] : register(c6);
uniform float4 _uleftBorderColor_S1_c0_c0 : register(c10);
uniform float4 _urightBorderColor_S1_c0_c0 : register(c11);
uniform float3x3 _umatrix_S1_c1 : register(c12);
uniform float _urange_S1 : register(c15);
uniform float4 _urectUniform_S2_c0 : register(c16);
static const uint _uTextureSampler_0_S0 = 0;
static const uint _uTextureSampler_0_S1 = 1;
uniform Texture2D<float4> textures2D[2] : register(t0);
uniform SamplerState samplers2D[2] : 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 _vatlasCoord_S0 = {0, 0};
static noperspective float4 _vcolor_S0 = {0, 0, 0, 0};
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[2] : 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;
    _vcolor_S0 = input.v0;
    _vatlasCoord_S0 = input.v1.xy;
    _vTransformedCoords_6_S0 = input.v2.xy;

float4 _sk_FragCoord3018 = vec4_ctor(gl_FragCoord.x, (_u_skRTFlip.x + (_u_skRTFlip.y * gl_FragCoord.y)), gl_FragCoord.z, gl_FragCoord.w);
float4 _outputCoverage_S03019 = {1.0, 1.0, 1.0, 1.0};
float _atlasCoverage3020 = gl_texture2D(_uTextureSampler_0_S0, _vatlasCoord_S0, -0.474999994).x;
(_outputCoverage_S03019 *= _atlasCoverage3020);
float4 _outputColor_S03021 = _vcolor_S0;
float4 __35_tmp_6_inColor3022 = _outputColor_S03021;
float4 __36_input3023 = __35_tmp_6_inColor3022;
float2 __39_tmp_3_coords3024 = _vTransformedCoords_6_S0;
float4 __40_t3025 = vec4_ctor((__39_tmp_3_coords3024.x + 9.99999975e-06), 1.0, 0.0, 0.0);
float4 __41_outColor3026 = {0, 0, 0, 0};
if ((__40_t3025.x < 0.0))
{
(__41_outColor3026 = _uleftBorderColor_S1_c0_c0);
}
else
{
if ((__40_t3025.x > 1.0))
{
(__41_outColor3026 = _urightBorderColor_S1_c0_c0);
}
else
{
float2 __43_tmp_1_coords3027 = vec2_ctor(__40_t3025.x, 0.0);
float __44_t3028 = __43_tmp_1_coords3027.x;
int __46_pos3030 = {0};
if ((__44_t3028 < _uthresholds_S1_c0_c0_c0[0].y))
{
int sbde = {0};
if ((__44_t3028 < _uthresholds_S1_c0_c0_c0[0].x))
{
(sbde = 0);
}
else
{
(sbde = 1);
}
(__46_pos3030 = sbde);
}
else
{
int sbdf = {0};
if ((__44_t3028 < _uthresholds_S1_c0_c0_c0[0].z))
{
(sbdf = 2);
}
else
{
(sbdf = 3);
}
(__46_pos3030 = sbdf);
}
(__41_outColor3026 = ((__44_t3028 * _uscale_S1_c0_c0_c0[__46_pos3030]) + _ubias_S1_c0_c0_c0[__46_pos3030]));
}
}
(__36_input3023 = __41_outColor3026);
float4 __48_color3031 = __36_input3023;
float __49_value3032 = (gl_texture2D(_uTextureSampler_0_S1, mul(transpose(mat3x2_ctor(_umatrix_S1_c1)), vec3_ctor(_sk_FragCoord3018.xy, 1.0)), -0.474999994).x - 0.5);
float4 _output_S13033 = vec4_ctor(clamp((__48_color3031.xyz + (__49_value3032 * _urange_S1)), 0.0, __48_color3031.w), __48_color3031.w);
float __51_coverage3034 = {0};
{
float4 __52_dists43035 = clamp((float4(1.0, 1.0, -1.0, -1.0) * (_sk_FragCoord3018.xyxy - _urectUniform_S2_c0)), 0.0, 1.0);
float2 __53_dists23036 = ((__52_dists43035.xy + __52_dists43035.zw) - 1.0);
(__51_coverage3034 = (__53_dists23036.x * __53_dists23036.y));
}
float4 _output_S23037 = (vec4_ctor(__51_coverage3034) * _outputCoverage_S03019);
{
(out_sk_FragColor = (_output_S13033 * _output_S23037));
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColorostruct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD3;
    float4 gl_FragCoord : TEXCOORD4;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float2 v1 : TEXCOORD1;
    noperspective float2 v2 : TEXCOORD2;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD3;
    float4 gl_FragCoord : TEXCOORD4;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float2 v1 : TEXCOORD1;
    noperspective float2 v2 : TEXCOORD2;
};

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.v2 = input.v2; 
    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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