Mini Kabibi Habibi
BPLG �� �E 911db897eaa2d9b7 ` ANGLE (NVIDIA, NVIDIA GeForce GT 730 (0x00001287) Direct3D11 vs_5_0 ps_5_0, D3D11-27.21.14.5671) �� @
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_upositionP� color _ucolorR�
localCoord _ulocalCoordP�
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u_skRTFlip uscale_S1_c0_c0_c0[0] ubias_S1_c0_c0_c0[0]
umatrix_S1_c1 uTextureSampler_0_S1
_usk_RTAdjust _uumatrix_S1_c0_c0_c1 _uuthreshold_S1_c0_c0_c0 _uubias_S1_c0_c0_c1_c0 _uuscale_S1_c0_c0_c1_c0 _uurange_S1 _uuleftBorderColor_S1_c0_c0 _uurightBorderColor_S1_c0_c0 _uu_skRTFlip _uuscale_S1_c0_c0_c0[0] _uubias_S1_c0_c0_c0[0] _uumatrix_S1_c1 _uuTextureSampler_0_S1
sk_FragColor _usk_FragColorR� @ ^� � � ��� � ����������������������������������������������������
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���� ���������������� ���� * struct VS_OUTPUT
{
float4 dx_Position : SV_Position;
float4 gl_Position : TEXCOORD2;
float4 gl_FragCoord : TEXCOORD3;
noperspective float4 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(float2 x0, float x1, float x2)
{
return float4(x0, x1, x2);
}
// Uniforms
uniform float4 _sk_RTAdjust : register(c1);
uniform float3x3 _umatrix_S1_c0_c0_c1 : 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 float2 _position = {0, 0};
static float4 _color = {0, 0, 0, 0};
static float2 _localCoord = {0, 0};
static float4 gl_Position = float4(0, 0, 0, 0);
// Varyings
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);
};
@@ 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 = _vTransformedCoords_6_S0;
return output;
}
VS_OUTPUT main(VS_INPUT input){
initAttributes(input);
(_vcolor_S0 = _color);
(gl_Position = vec4_ctor(_position, 0.0, 1.0));
{
(_vTransformedCoords_6_S0 = mul(transpose(mat3x2_ctor(_umatrix_S1_c0_c0_c1)), vec3_ctor(_localCoord, 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);
}
a struct PS_INPUT
{
float4 dx_Position : SV_Position;
float4 gl_Position : TEXCOORD2;
float4 gl_FragCoord : TEXCOORD3;
noperspective float4 v0 : TEXCOORD0;
noperspective float2 v1 : TEXCOORD1;
};
#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 _uscale_S1_c0_c0_c0[2] : register(c1);
uniform float4 _ubias_S1_c0_c0_c0[2] : register(c3);
uniform float _uthreshold_S1_c0_c0_c0 : register(c5);
uniform float _ubias_S1_c0_c0_c1_c0 : register(c6);
uniform float _uscale_S1_c0_c0_c1_c0 : register(c7);
uniform float4 _uleftBorderColor_S1_c0_c0 : register(c8);
uniform float4 _urightBorderColor_S1_c0_c0 : register(c9);
uniform float3x3 _umatrix_S1_c1 : register(c10);
uniform float _urange_S1 : register(c13);
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 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[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
float atan_emu(float y, float x)
{
if(x == 0 && y == 0) x = 1;
return atan2(y, x);
}
@@ 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;
_vTransformedCoords_6_S0 = input.v1.xy;
float4 _sk_FragCoord3017 = vec4_ctor(gl_FragCoord.x, (_u_skRTFlip.x + (_u_skRTFlip.y * gl_FragCoord.y)), gl_FragCoord.z, gl_FragCoord.w);
float4 _outputColor_S03018 = _vcolor_S0;
float4 __39_tmp_6_inColor3019 = _outputColor_S03018;
float4 __40_input3020 = __39_tmp_6_inColor3019;
float2 __43_tmp_3_coords3021 = _vTransformedCoords_6_S0;
float sbd9 = {0};
if ((__43_tmp_3_coords3021.x != 0.0))
{
(sbd9 = atan_emu((-__43_tmp_3_coords3021.y), (-__43_tmp_3_coords3021.x)));
}
else
{
(sbd9 = (sign(__43_tmp_3_coords3021.y) * -1.57079637));
}
float __44_angle3022 = sbd9;
float __45_t3023 = ((((__44_angle3022 * 0.159154937) + 0.5) + _ubias_S1_c0_c0_c1_c0) * _uscale_S1_c0_c0_c1_c0);
float4 __46_t3024 = vec4_ctor(__45_t3023, 1.0, 0.0, 0.0);
float4 __47_outColor3025 = {0, 0, 0, 0};
if ((__46_t3024.x < 0.0))
{
(__47_outColor3025 = _uleftBorderColor_S1_c0_c0);
}
else
{
if ((__46_t3024.x > 1.0))
{
(__47_outColor3025 = _urightBorderColor_S1_c0_c0);
}
else
{
float2 __49_tmp_1_coords3026 = vec2_ctor(__46_t3024.x, 0.0);
float __50_t3027 = __49_tmp_1_coords3026.x;
float4 __51_s3028 = {0, 0, 0, 0};
float4 __52_b3029 = {0, 0, 0, 0};
if ((__50_t3027 < _uthreshold_S1_c0_c0_c0))
{
(__51_s3028 = _uscale_S1_c0_c0_c0[0]);
(__52_b3029 = _ubias_S1_c0_c0_c0[0]);
}
else
{
(__51_s3028 = _uscale_S1_c0_c0_c0[1]);
(__52_b3029 = _ubias_S1_c0_c0_c0[1]);
}
(__47_outColor3025 = ((__50_t3027 * __51_s3028) + __52_b3029));
}
}
(__40_input3020 = __47_outColor3025);
float4 __54_color3030 = __40_input3020;
float __55_value3031 = (gl_texture2D(_uTextureSampler_0_S1, mul(transpose(mat3x2_ctor(_umatrix_S1_c1)), vec3_ctor(_sk_FragCoord3017.xy, 1.0)), -0.474999994).x - 0.5);
float4 _output_S13032 = vec4_ctor(clamp((__54_color3030.xyz + (__55_value3031 * _urange_S1)), 0.0, __54_color3030.w), __54_color3030.w);
{
(out_sk_FragColor = _output_S13032);
}
return generateOutput();
}
R� out_sk_FragColor out_sk_FragColor struct GS_INPUT
{
float4 dx_Position : SV_Position;
float4 gl_Position : TEXCOORD2;
float4 gl_FragCoord : TEXCOORD3;
noperspective float4 v0 : TEXCOORD0;
noperspective float2 v1 : TEXCOORD1;
};
struct GS_OUTPUT
{
float4 dx_Position : SV_Position;
float4 gl_Position : TEXCOORD2;
float4 gl_FragCoord : TEXCOORD3;
noperspective float4 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;
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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