Mini Kabibi Habibi
BPLG �� Zj 911db897eaa2d9b7 ` ANGLE (NVIDIA, NVIDIA GeForce GT 730 (0x00001287) Direct3D11 vs_5_0 ps_5_0, D3D11-27.21.14.5671) �� � �� � @
�� ���������������� , , radii_selector _uradii_selectorR� corner_and_radius_outsets _ucorner_and_radius_outsetsR� aa_bloat_and_coverage _uaa_bloat_and_coverageR� radii_x _uradii_xR� radii_y _uradii_yR� skew _uskewR� translate_and_localrotate _utranslate_and_localrotateR� localrect _ulocalrectR� color _ucolorR�
��� ������ ��� ������ ��� ������ ��� ������ ��� ������ ��� ������ ��� ������ ��� ������ ��� ������ ��� ������ * ���� ������ * ���� ������ * ���� ������ sk_RTAdjust umatrix_S1_c0_c0_c0 umatrix_S1_c0_c0_c1 umatrix_S1_c0_c0_c2
umatrix_S1_c0 uradiusPlusHalf_S2 ucolorSpaceTranslate_S1_c0_c0 ucolorSpaceMatrix_S1_c0_c0
u_skRTFlip
uinnerRect_S2 uTextureSampler_0_S1 uTextureSampler_1_S1 uTextureSampler_2_S1
_usk_RTAdjust _uumatrix_S1_c0_c0_c0 _uumatrix_S1_c0_c0_c1 _uumatrix_S1_c0_c0_c2 _uumatrix_S1_c0 _uuradiusPlusHalf_S2 _uucolorSpaceTranslate_S1_c0_c0 _uucolorSpaceMatrix_S1_c0_c0 _uu_skRTFlip _uuinnerRect_S2 _uuTextureSampler_0_S1 _uuTextureSampler_1_S1 _uuTextureSampler_2_S1
sk_FragColor _usk_FragColorR� @ ^� ^� ^� � � ��� � ����������������������������
�������������������� �������������������� �������������������� �������������������� �������������������� ���������������� ���� ���������������� ���� ���������������� ���� ���������������� ���� ���������������� ���� ���������������� ���� ���������������� ���� ���������������� ���� \ struct VS_OUTPUT
{
float4 dx_Position : SV_Position;
float4 gl_Position : TEXCOORD5;
float4 gl_FragCoord : TEXCOORD6;
noperspective float4 v0 : TEXCOORD0;
noperspective float2 v1 : TEXCOORD1;
noperspective float2 v2 : TEXCOORD2;
noperspective float2 v3 : TEXCOORD3;
noperspective float2 v4 : TEXCOORD4;
};
#pragma warning( disable: 3556 3571 )
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);
}
float4x4 mat4_ctor_float4_float4_float4_float4(float4 x0, float4 x1, float4 x2, float4 x3)
{
return float4x4(x0, x1, x2, x3);
}
// 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_c0_c2 : register(c8);
uniform float3x3 _umatrix_S1_c0 : register(c11);
#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 _radii_selector = {0, 0, 0, 0};
static float4 _corner_and_radius_outsets = {0, 0, 0, 0};
static float4 _aa_bloat_and_coverage = {0, 0, 0, 0};
static float4 _radii_x = {0, 0, 0, 0};
static float4 _radii_y = {0, 0, 0, 0};
static float4 _skew = {0, 0, 0, 0};
static float4 _translate_and_localrotate = {0, 0, 0, 0};
static float4 _localrect = {0, 0, 0, 0};
static float4 _color = {0, 0, 0, 0};
static float4 gl_Position = float4(0, 0, 0, 0);
// Varyings
static noperspective float4 _vcolor_S0 = {0, 0, 0, 0};
static noperspective float2 _varccoord_S0 = {0, 0};
static noperspective float2 _vTransformedCoords_5_S0 = {0, 0};
static noperspective float2 _vTransformedCoords_7_S0 = {0, 0};
static noperspective float2 _vTransformedCoords_9_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 = _varccoord_S0;
output.v2 = _vTransformedCoords_5_S0;
output.v3 = _vTransformedCoords_7_S0;
output.v4 = _vTransformedCoords_9_S0;
return output;
}
VS_OUTPUT main(VS_INPUT input){
initAttributes(input);
(_vcolor_S0 = _color);
float _aa_bloat_multiplier3021 = {2.0};
float2 _corner3022 = _corner_and_radius_outsets.xy;
float2 _radius_outset3023 = _corner_and_radius_outsets.zw;
float2 _aa_bloat_direction3024 = _aa_bloat_and_coverage.xy;
float _is_linear_coverage3025 = _aa_bloat_and_coverage.w;
float2 _pixellength3026 = rsqrt(vec2_ctor(dot(_skew.xz, _skew.xz), dot(_skew.yw, _skew.yw)));
float4 _normalized_axis_dirs3027 = (_skew * _pixellength3026.xyxy);
float2 _axiswidths3028 = (abs(_normalized_axis_dirs3027.xy) + abs(_normalized_axis_dirs3027.zw));
float2 _aa_bloatradius3029 = ((_axiswidths3028 * _pixellength3026) * 0.5);
float4 _radii_and_neighbors3030 = mul(_radii_selector, transpose(mat4_ctor_float4_float4_float4_float4(_radii_x, _radii_y, _radii_x.yxwz, _radii_y.wzyx)));
float2 _radii3031 = _radii_and_neighbors3030.xy;
float2 _neighbor_radii3032 = _radii_and_neighbors3030.zw;
float _coverage_multiplier3033 = {1.0};
if (any((_aa_bloatradius3029 > float2(1.0, 1.0))))
{
(_corner3022 = (max(abs(_corner3022), _aa_bloatradius3029) * sign(_corner3022)));
(_coverage_multiplier3033 = (1.0 / (max(_aa_bloatradius3029.x, 1.0) * max(_aa_bloatradius3029.y, 1.0))));
(_radii3031 = float2(0.0, 0.0));
}
float _coverage3034 = _aa_bloat_and_coverage.z;
(_coverage3034 = (((_coverage3034 - 0.5) * _aa_bloat_multiplier3021) + 0.5));
if (any((_radii3031 < (_aa_bloatradius3029 * 1.5))))
{
(_radii3031 = float2(0.0, 0.0));
(_aa_bloat_direction3024 = sign(_corner3022));
if ((_coverage3034 > 0.5))
{
(_aa_bloat_direction3024 = (-_aa_bloat_direction3024));
}
(_is_linear_coverage3025 = 1.0);
}
else
{
(_radii3031 = clamp(_radii3031, (_pixellength3026 * 1.5), (2.0 - (_pixellength3026 * 1.5))));
(_neighbor_radii3032 = clamp(_neighbor_radii3032, (_pixellength3026 * 1.5), (2.0 - (_pixellength3026 * 1.5))));
float2 _spacing3035 = ((2.0 - _radii3031) - _neighbor_radii3032);
float2 _extra_pad3036 = max(((_pixellength3026 * 0.0625) - _spacing3035), float2(0.0, 0.0));
(_radii3031 -= (_extra_pad3036 * 0.5));
}
float2 _aa_outset3037 = ((_aa_bloat_direction3024 * _aa_bloatradius3029) * _aa_bloat_multiplier3021);
float2 _vertexpos3038 = ((_corner3022 + (_radius_outset3023 * _radii3031)) + _aa_outset3037);
if ((_coverage3034 > 0.5))
{
if (((_aa_bloat_direction3024.x != 0.0) && ((_vertexpos3038.x * _corner3022.x) < 0.0)))
{
float _backset3039 = abs(_vertexpos3038.x);
(_vertexpos3038.x = 0.0);
(_vertexpos3038.y += (((_backset3039 * sign(_corner3022.y)) * _pixellength3026.y) / _pixellength3026.x));
(_coverage3034 = ((((_coverage3034 - 0.5) * abs(_corner3022.x)) / (abs(_corner3022.x) + _backset3039)) + 0.5));
}
if (((_aa_bloat_direction3024.y != 0.0) && ((_vertexpos3038.y * _corner3022.y) < 0.0)))
{
float _backset3040 = abs(_vertexpos3038.y);
(_vertexpos3038.y = 0.0);
(_vertexpos3038.x += (((_backset3040 * sign(_corner3022.x)) * _pixellength3026.x) / _pixellength3026.y));
(_coverage3034 = ((((_coverage3034 - 0.5) * abs(_corner3022.y)) / (abs(_corner3022.y) + _backset3040)) + 0.5));
}
}
float2x2 _skewmatrix3041 = mat2_ctor(_skew.xy, _skew.zw);
float2 _devcoord3042 = (mul(_vertexpos3038, transpose(_skewmatrix3041)) + _translate_and_localrotate.xy);
float2 _T3043 = ((_vertexpos3038 * 0.5) + 0.5);
float2 _localcoord3044 = (((_localrect.xy * (1.0 - _T3043)) + (_localrect.zw * _T3043)) + (_translate_and_localrotate.zw * _T3043.yx));
if ((0.0 != _is_linear_coverage3025))
{
(_varccoord_S0 = vec2_ctor(0.0, (_coverage3034 * _coverage_multiplier3033)));
}
else
{
float2 _arccoord3045 = ((1.0 - abs(_radius_outset3023)) + ((_aa_outset3037 / _radii3031) * _corner3022));
(_varccoord_S0 = vec2_ctor((_arccoord3045.x + 1.0), _arccoord3045.y));
}
(gl_Position = vec4_ctor(_devcoord3042, 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(_localcoord3044, 1.0)));
}
{
(_vTransformedCoords_7_S0 = mul(transpose(mat3x2_ctor(transpose(mul(transpose(_umatrix_S1_c0_c0_c1), transpose(_umatrix_S1_c0))))), vec3_ctor(_localcoord3044, 1.0)));
}
{
(_vTransformedCoords_9_S0 = mul(transpose(mat3x2_ctor(transpose(mul(transpose(_umatrix_S1_c0_c0_c2), transpose(_umatrix_S1_c0))))), vec3_ctor(_localcoord3044, 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 : TEXCOORD5;
float4 gl_FragCoord : TEXCOORD6;
noperspective float4 v0 : TEXCOORD0;
noperspective float2 v1 : TEXCOORD1;
noperspective float2 v2 : TEXCOORD2;
noperspective float2 v3 : TEXCOORD3;
noperspective float2 v4 : TEXCOORD4;
};
#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 : register(c1);
uniform float3 _ucolorSpaceTranslate_S1_c0_c0 : register(c4);
uniform float4 _uinnerRect_S2 : register(c5);
uniform float2 _uradiusPlusHalf_S2 : register(c6);
static const uint _uTextureSampler_0_S1 = 0;
static const uint _uTextureSampler_1_S1 = 1;
static const uint _uTextureSampler_2_S1 = 2;
uniform Texture2D<float4> textures2D[3] : register(t0);
uniform SamplerState samplers2D[3] : 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 _varccoord_S0 = {0, 0};
static noperspective float2 _vTransformedCoords_5_S0 = {0, 0};
static noperspective float2 _vTransformedCoords_7_S0 = {0, 0};
static noperspective float2 _vTransformedCoords_9_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[3] : 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;
_varccoord_S0 = input.v1.xy;
_vTransformedCoords_5_S0 = input.v2.xy;
_vTransformedCoords_7_S0 = input.v3.xy;
_vTransformedCoords_9_S0 = input.v4.xy;
float4 _sk_FragCoord3020 = vec4_ctor(gl_FragCoord.x, (_u_skRTFlip.x + (_u_skRTFlip.y * gl_FragCoord.y)), gl_FragCoord.z, gl_FragCoord.w);
float4 _outputColor_S03021 = _vcolor_S0;
float _x_plus_13022 = _varccoord_S0.x;
float _y3023 = _varccoord_S0.y;
float _coverage3024 = {0};
if ((0.0 == _x_plus_13022))
{
(_coverage3024 = _y3023);
}
else
{
float _fn3025 = (_x_plus_13022 * (_x_plus_13022 - 2.0));
(_fn3025 = ((_y3023 * _y3023) + _fn3025));
float _fnwidth3026 = fwidth(_fn3025);
(_coverage3024 = (0.5 - (_fn3025 / _fnwidth3026)));
}
(_coverage3024 = clamp(_coverage3024, 0.0, 1.0));
float4 _outputCoverage_S03027 = vec4_ctor(_coverage3024);
float4 __2_input3028 = _outputColor_S03021;
float4 __3_color3029 = {0, 0, 0, 0};
(__3_color3029.x = gl_texture2D(_uTextureSampler_0_S1, _vTransformedCoords_5_S0, -0.474999994).x);
(__3_color3029.y = gl_texture2D(_uTextureSampler_1_S1, _vTransformedCoords_7_S0, -0.474999994).x);
(__3_color3029.z = gl_texture2D(_uTextureSampler_2_S1, _vTransformedCoords_9_S0, -0.474999994).x);
(__3_color3029.w = 1.0);
(__3_color3029.xyz = clamp((mul(__3_color3029.xyz, transpose(_ucolorSpaceMatrix_S1_c0_c0)) + _ucolorSpaceTranslate_S1_c0_c0), 0.0, 1.0));
(__2_input3028 = __3_color3029);
float4 _output_S13030 = __2_input3028;
float2 __5_dxy03031 = (_uinnerRect_S2.xy - _sk_FragCoord3020.xy);
float2 __6_dxy13032 = (_sk_FragCoord3020.xy - _uinnerRect_S2.zw);
float2 __7_dxy3033 = max(max(__5_dxy03031, __6_dxy13032), 0.0);
float __8_alpha3034 = clamp((_uradiusPlusHalf_S2.x - length(__7_dxy3033)), 0.0, 1.0);
float4 _output_S23035 = (_outputCoverage_S03027 * __8_alpha3034);
{
(out_sk_FragColor = (_output_S13030 * _output_S23035));
}
return generateOutput();
}
R� out_sk_FragColor out_sk_FragColor I struct GS_INPUT
{
float4 dx_Position : SV_Position;
float4 gl_Position : TEXCOORD5;
float4 gl_FragCoord : TEXCOORD6;
noperspective float4 v0 : TEXCOORD0;
noperspective float2 v1 : TEXCOORD1;
noperspective float2 v2 : TEXCOORD2;
noperspective float2 v3 : TEXCOORD3;
noperspective float2 v4 : TEXCOORD4;
};
struct GS_OUTPUT
{
float4 dx_Position : SV_Position;
float4 gl_Position : TEXCOORD5;
float4 gl_FragCoord : TEXCOORD6;
noperspective float4 v0 : TEXCOORD0;
noperspective float2 v1 : TEXCOORD1;
noperspective float2 v2 : TEXCOORD2;
noperspective float2 v3 : TEXCOORD3;
noperspective float2 v4 : TEXCOORD4;
};
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.v3 = input.v3;
output.v4 = input.v4;
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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