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BPLG���O911db897eaa2d9b7`ANGLE (NVIDIA, NVIDIA GeForce GT 730 (0x00001287) Direct3D11 vs_5_0 ps_5_0, D3D11-27.21.14.5671)��@������������������,,position
_upositionP�color_ucolorR�
localCoord_ulocalCoordP����������	���������	���������	���������������������������	���������������������������	���������������������������*����������*����������sk_RTAdjustumatrix_S1_c0_c0_c0_c0umatrix_S1_c0_c0_c0_c1umatrix_S1_c0_c0uradiusPlusHalf_S2 ucolorSpaceTranslate_S1_c0_c0_c0ucolorSpaceMatrix_S1_c0_c0_c0
u_skRTFlipuSrcTF_S1_c0[0]uColorXform_S1_c0uDstTF_S1_c0[0]
uinnerRect_S2uTextureSampler_0_S1uTextureSampler_1_S1
_usk_RTAdjust_uumatrix_S1_c0_c0_c0_c0_uumatrix_S1_c0_c0_c0_c1_uumatrix_S1_c0_c0_uuradiusPlusHalf_S2"_uucolorSpaceTranslate_S1_c0_c0_c0_uucolorSpaceMatrix_S1_c0_c0_c0_uu_skRTFlip_uuSrcTF_S1_c0[0]_uuColorXform_S1_c0_uuDstTF_S1_c0[0]_uuinnerRect_S2_uuTextureSampler_0_S1_uuTextureSampler_1_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 )
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_c0_c0 : register(c2);
uniform float3x3 _umatrix_S1_c0_c0_c0_c1 : register(c5);
uniform float3x3 _umatrix_S1_c0_c0 : register(c8);
#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};
static noperspective float2 _vTransformedCoords_8_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;
    output.v2 = _vTransformedCoords_8_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(transpose(mul(transpose(_umatrix_S1_c0_c0_c0_c0), transpose(_umatrix_S1_c0_c0))))), vec3_ctor(_localCoord, 1.0)));
}
{
(_vTransformedCoords_8_S0 = mul(transpose(mat3x2_ctor(transpose(mul(transpose(_umatrix_S1_c0_c0_c0_c1), transpose(_umatrix_S1_c0_c0))))), 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);
}
~struct 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 )
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);
}
// Uniforms

uniform float2 _u_skRTFlip : register(c0);
uniform float3x3 _ucolorSpaceMatrix_S1_c0_c0_c0 : register(c1);
uniform float3 _ucolorSpaceTranslate_S1_c0_c0_c0 : register(c4);
uniform float _uSrcTF_S1_c0[7] : register(c5);
uniform float3x3 _uColorXform_S1_c0 : register(c12);
uniform float _uDstTF_S1_c0[7] : register(c15);
uniform float4 _uinnerRect_S2 : register(c22);
uniform float2 _uradiusPlusHalf_S2 : register(c23);
static const uint _uTextureSampler_0_S1 = 0;
static const uint _uTextureSampler_1_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 float4 _vcolor_S0 = {0, 0, 0, 0};
static noperspective float2 _vTransformedCoords_6_S0 = {0, 0};
static noperspective float2 _vTransformedCoords_8_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
float f_src_tf_S1_c0_ff(in float _x)
{
float _G3020 = _uSrcTF_S1_c0[0];
float _A3021 = _uSrcTF_S1_c0[1];
float _B3022 = _uSrcTF_S1_c0[2];
float _C3023 = _uSrcTF_S1_c0[3];
float _D3024 = _uSrcTF_S1_c0[4];
float _E3025 = _uSrcTF_S1_c0[5];
float _F3026 = _uSrcTF_S1_c0[6];
float _s3027 = sign(_x);
(_x = abs(_x));
float sbeb = {0};
if ((_x < _D3024))
{
(sbeb = ((_C3023 * _x) + _F3026));
}
else
{
(sbeb = (pow(((_A3021 * _x) + _B3022), _G3020) + _E3025));
}
(_x = sbeb);
return (_s3027 * _x);
}
float f_dst_tf_S1_c0_ff(in float _x)
{
float _G3030 = _uDstTF_S1_c0[0];
float _A3031 = _uDstTF_S1_c0[1];
float _B3032 = _uDstTF_S1_c0[2];
float _C3033 = _uDstTF_S1_c0[3];
float _D3034 = _uDstTF_S1_c0[4];
float _E3035 = _uDstTF_S1_c0[5];
float _F3036 = _uDstTF_S1_c0[6];
float _s3037 = sign(_x);
(_x = abs(_x));
float sbec = {0};
if ((_x < _D3034))
{
(sbec = ((_C3033 * _x) + _F3036));
}
else
{
(sbec = (pow(((_A3031 * _x) + _B3032), _G3030) + _E3035));
}
(_x = sbec);
return (_s3037 * _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;
    _vTransformedCoords_8_S0 = input.v2.xy;

float4 _sk_FragCoord3039 = vec4_ctor(gl_FragCoord.x, (_u_skRTFlip.x + (_u_skRTFlip.y * gl_FragCoord.y)), gl_FragCoord.z, gl_FragCoord.w);
float4 _outputColor_S03040 = _vcolor_S0;
float4 __8_input3041 = _outputColor_S03040;
float4 __9_color3042 = {0, 0, 0, 0};
(__9_color3042.x = gl_texture2D(_uTextureSampler_0_S1, _vTransformedCoords_6_S0, -0.474999994).x);
(__9_color3042.yz = gl_texture2D(_uTextureSampler_1_S1, _vTransformedCoords_8_S0, -0.474999994).xy);
(__9_color3042.w = 1.0);
(__9_color3042.xyz = clamp((mul(__9_color3042.xyz, transpose(_ucolorSpaceMatrix_S1_c0_c0_c0)) + _ucolorSpaceTranslate_S1_c0_c0_c0), 0.0, 1.0));
float4 __10_color3043 = __9_color3042;
(__10_color3043.x = f_src_tf_S1_c0_ff(__10_color3043.x));
(__10_color3043.y = f_src_tf_S1_c0_ff(__10_color3043.y));
(__10_color3043.z = f_src_tf_S1_c0_ff(__10_color3043.z));
float4 __11_color3044 = __10_color3043;
(__11_color3044.xyz = mul(transpose(_uColorXform_S1_c0), __11_color3044.xyz));
(__10_color3043 = __11_color3044);
(__10_color3043.x = f_dst_tf_S1_c0_ff(__10_color3043.x));
(__10_color3043.y = f_dst_tf_S1_c0_ff(__10_color3043.y));
(__10_color3043.z = f_dst_tf_S1_c0_ff(__10_color3043.z));
(__8_input3041 = __10_color3043);
float4 _output_S13045 = __8_input3041;
float2 __13_dxy03046 = (_uinnerRect_S2.xy - _sk_FragCoord3039.xy);
float2 __14_dxy13047 = (_sk_FragCoord3039.xy - _uinnerRect_S2.zw);
float2 __15_dxy3048 = max(max(__13_dxy03046, __14_dxy13047), 0.0);
float __16_alpha3049 = clamp((_uradiusPlusHalf_S2.x - length(__15_dxy3048)), 0.0, 1.0);
float4 _output_S23050 = vec4_ctor(__16_alpha3049);
{
(out_sk_FragColor = (_output_S13045 * _output_S23050));
}
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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