Mini Kabibi Habibi
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_upositionP� color _ucolorR�
localCoord _ulocalCoordP�
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umatrix_S1_c0 uradiusPlusHalf_S2 ucolorSpaceTranslate_S1_c0_c0 ucolorSpaceMatrix_S1_c0_c0
u_skRTFlip uclamp_S1_c0_c0_c0_c0 uclamp_S1_c0_c0_c1_c0
uinnerRect_S2 uTextureSampler_0_S1 uTextureSampler_1_S1
_usk_RTAdjust _uumatrix_S1_c0_c0_c0 _uumatrix_S1_c0_c0_c1 _uumatrix_S1_c0 _uuradiusPlusHalf_S2 _uucolorSpaceTranslate_S1_c0_c0 _uucolorSpaceMatrix_S1_c0_c0 _uu_skRTFlip _uuclamp_S1_c0_c0_c0_c0 _uuclamp_S1_c0_c0_c1_c0 _uuinnerRect_S2 _uuTextureSampler_0_S1 _uuTextureSampler_1_S1
sk_FragColor _usk_FragColorR� @ f� f� � � ��� � ����������������������������������������������������
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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 : register(c2);
uniform float3x3 _umatrix_S1_c0_c0_c1 : register(c5);
uniform float3x3 _umatrix_S1_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_5_S0 = {0, 0};
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);
};
@@ 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_5_S0;
output.v2 = _vTransformedCoords_7_S0;
return output;
}
VS_OUTPUT main(VS_INPUT input){
initAttributes(input);
(_vcolor_S0 = _color);
(gl_Position = vec4_ctor(_position, 0.0, 1.0));
{
(_vTransformedCoords_5_S0 = mul(transpose(mat3x2_ctor(transpose(mul(transpose(_umatrix_S1_c0_c0_c0), transpose(_umatrix_S1_c0))))), vec3_ctor(_localCoord, 1.0)));
}
{
(_vTransformedCoords_7_S0 = mul(transpose(mat3x2_ctor(transpose(mul(transpose(_umatrix_S1_c0_c0_c1), transpose(_umatrix_S1_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 float4 _uclamp_S1_c0_c0_c0_c0 : register(c1);
uniform float4 _uclamp_S1_c0_c0_c1_c0 : register(c2);
uniform float3x3 _ucolorSpaceMatrix_S1_c0_c0 : register(c3);
uniform float3 _ucolorSpaceTranslate_S1_c0_c0 : register(c6);
uniform float4 _uinnerRect_S2 : register(c7);
uniform float2 _uradiusPlusHalf_S2 : register(c8);
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_5_S0 = {0, 0};
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[2] : packoffset(c4);
};
float4 gl_texture_External(uint samplerIndex, float2 t)
{
return textures2D[samplerIndex].Sample(samplers2D[samplerIndex], float2(t.x, t.y));
}
#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;
_vTransformedCoords_5_S0 = input.v1.xy;
_vTransformedCoords_7_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 _outputColor_S03019 = _vcolor_S0;
float4 __34_input3020 = _outputColor_S03019;
float4 __35_color3021 = {0, 0, 0, 0};
float2 __36_inCoord3022 = _vTransformedCoords_5_S0;
float2 __37_subsetCoord3023 = {0, 0};
(__37_subsetCoord3023.x = __36_inCoord3022.x);
(__37_subsetCoord3023.y = __36_inCoord3022.y);
float2 __38_clampedCoord3024 = {0, 0};
(__38_clampedCoord3024.x = clamp(__37_subsetCoord3023.x, _uclamp_S1_c0_c0_c0_c0.x, _uclamp_S1_c0_c0_c0_c0.z));
(__38_clampedCoord3024.y = __37_subsetCoord3023.y);
float4 __39_textureColor3025 = gl_texture_External(_uTextureSampler_0_S1, __38_clampedCoord3024);
(__35_color3021.x = __39_textureColor3025.x);
float2 __40_inCoord3026 = _vTransformedCoords_7_S0;
float2 __41_subsetCoord3027 = {0, 0};
(__41_subsetCoord3027.x = __40_inCoord3026.x);
(__41_subsetCoord3027.y = __40_inCoord3026.y);
float2 __42_clampedCoord3028 = {0, 0};
(__42_clampedCoord3028.x = clamp(__41_subsetCoord3027.x, _uclamp_S1_c0_c0_c1_c0.x, _uclamp_S1_c0_c0_c1_c0.z));
(__42_clampedCoord3028.y = __41_subsetCoord3027.y);
float4 __43_textureColor3029 = gl_texture_External(_uTextureSampler_1_S1, __42_clampedCoord3028);
(__35_color3021.yz = __43_textureColor3029.xy);
(__35_color3021.w = 1.0);
(__35_color3021.xyz = clamp((mul(__35_color3021.xyz, transpose(_ucolorSpaceMatrix_S1_c0_c0)) + _ucolorSpaceTranslate_S1_c0_c0), 0.0, 1.0));
(__34_input3020 = __35_color3021);
float4 _output_S13030 = __34_input3020;
float2 __45_dxy03031 = (_uinnerRect_S2.xy - _sk_FragCoord3018.xy);
float2 __46_dxy13032 = (_sk_FragCoord3018.xy - _uinnerRect_S2.zw);
float2 __47_dxy3033 = max(max(__45_dxy03031, __46_dxy13032), 0.0);
float __48_alpha3034 = clamp((_uradiusPlusHalf_S2.x - length(__47_dxy3033)), 0.0, 1.0);
float4 _output_S23035 = vec4_ctor(__48_alpha3034);
{
(out_sk_FragColor = (_output_S13030 * _output_S23035));
}
return generateOutput();
}
R� out_sk_FragColor out_sk_FragColor o struct 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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