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BPLG��+D911db897eaa2d9b7`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_RTAdjust"umatrix_S1_c0_c0_c0_c0_c0_c0_c0_c0uv_S1_c0_c0_c0_c0_c0_c0uv_S1_c0_c0_c0_c0_c0uv_S1_c0_c0_c0_c0uv_S1_c0_c0_c0uv_S1_c0_c0uv_S1_c0uv_S1um_S1_c0_c0_c0_c0_c0_c0um_S1_c0_c0_c0_c0_c0um_S1_c0_c0_c0_c0um_S1_c0_c0_c0um_S1_c0_c0um_S1_c0um_S1uTextureSampler_0_S1
_usk_RTAdjust$_uumatrix_S1_c0_c0_c0_c0_c0_c0_c0_c0_uuv_S1_c0_c0_c0_c0_c0_c0_uuv_S1_c0_c0_c0_c0_c0_uuv_S1_c0_c0_c0_c0_uuv_S1_c0_c0_c0
_uuv_S1_c0_c0
_uuv_S1_c0_uuv_S1_uum_S1_c0_c0_c0_c0_c0_c0_uum_S1_c0_c0_c0_c0_c0_uum_S1_c0_c0_c0_c0_uum_S1_c0_c0_c0
_uum_S1_c0_c0
_uum_S1_c0_uum_S1_uuTextureSampler_0_S1	

sk_FragColor_usk_FragColorR�@^���������������������������������������������������������������������������������������������������������������������������������������	����������������������������������������������������������������������������������������������������"������������������������������������������������������������
���������������������������������������������������������������������������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    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_c0_c0_c0_c0_c0_c0 : 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_10_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.v0 = _vcolor_S0;
    output.v1 = _vTransformedCoords_10_S0;

    return output;
}

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

(_vcolor_S0 = _color);
(gl_Position = vec4_ctor(_position, 0.0, 1.0));
{
(_vTransformedCoords_10_S0 = mul(transpose(mat3x2_ctor(_umatrix_S1_c0_c0_c0_c0_c0_c0_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 : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float2 v1 : TEXCOORD1;
};

#pragma warning( disable: 3556 3571 )
float4 vec4_ctor(float3 x0, float x1)
{
    return float4(x0, x1);
}
// Uniforms

uniform float4x4 _um_S1_c0_c0_c0_c0_c0_c0 : register(c0);
uniform float4 _uv_S1_c0_c0_c0_c0_c0_c0 : register(c4);
uniform float4x4 _um_S1_c0_c0_c0_c0_c0 : register(c5);
uniform float4 _uv_S1_c0_c0_c0_c0_c0 : register(c9);
uniform float4x4 _um_S1_c0_c0_c0_c0 : register(c10);
uniform float4 _uv_S1_c0_c0_c0_c0 : register(c14);
uniform float4x4 _um_S1_c0_c0_c0 : register(c15);
uniform float4 _uv_S1_c0_c0_c0 : register(c19);
uniform float4x4 _um_S1_c0_c0 : register(c20);
uniform float4 _uv_S1_c0_c0 : register(c24);
uniform float4x4 _um_S1_c0 : register(c25);
uniform float4 _uv_S1_c0 : register(c29);
uniform float4x4 _um_S1 : register(c30);
uniform float4 _uv_S1 : register(c34);
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_10_S0 = {0, 0};

static float4 out_sk_FragColor = {0, 0, 0, 0};

cbuffer DriverConstants : register(b1)
{
    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);
}

float4 f_unpremul_h4h4_float4(in float4 _a);
;
float4 f_unpremul_h4h4_float4(in float4 _a)
{
return vec4_ctor((_a.xyz / max(_a.w, 9.99999975e-05)), _a.w);
}
@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){
    _vcolor_S0 = input.v0;
    _vTransformedCoords_10_S0 = input.v1.xy;

float4 _outputColor_S03025 = _vcolor_S0;
float4 __56_input3026 = _outputColor_S03025;
float4 __57_input3027 = __56_input3026;
float4 __58_input3028 = __57_input3027;
float4 __59_input3029 = __58_input3028;
float4 __60_input3030 = __59_input3029;
float4 __61_input3031 = __60_input3030;
float4 __62_input3032 = __61_input3031;
float4 __63_input3033 = __62_input3032;
(__63_input3033 = gl_texture2D(_uTextureSampler_0_S1, _vTransformedCoords_10_S0, -0.474999994));
(__62_input3032 = __63_input3033);
{
(__62_input3032 = f_unpremul_h4h4_float4(__62_input3032));
}
(__62_input3032 = (mul(transpose(_um_S1_c0_c0_c0_c0_c0_c0), __62_input3032) + _uv_S1_c0_c0_c0_c0_c0_c0));
{
(__62_input3032 = clamp(__62_input3032, 0.0, 1.0));
}
{
(__62_input3032.xyz *= __62_input3032.w);
}
(__61_input3031 = __62_input3032);
{
(__61_input3031 = f_unpremul_h4h4_float4(__61_input3031));
}
(__61_input3031 = (mul(transpose(_um_S1_c0_c0_c0_c0_c0), __61_input3031) + _uv_S1_c0_c0_c0_c0_c0));
{
(__61_input3031 = clamp(__61_input3031, 0.0, 1.0));
}
{
(__61_input3031.xyz *= __61_input3031.w);
}
(__60_input3030 = __61_input3031);
{
(__60_input3030 = f_unpremul_h4h4_float4(__60_input3030));
}
(__60_input3030 = (mul(transpose(_um_S1_c0_c0_c0_c0), __60_input3030) + _uv_S1_c0_c0_c0_c0));
{
(__60_input3030 = clamp(__60_input3030, 0.0, 1.0));
}
{
(__60_input3030.xyz *= __60_input3030.w);
}
(__59_input3029 = __60_input3030);
{
(__59_input3029 = f_unpremul_h4h4_float4(__59_input3029));
}
(__59_input3029 = (mul(transpose(_um_S1_c0_c0_c0), __59_input3029) + _uv_S1_c0_c0_c0));
{
(__59_input3029 = clamp(__59_input3029, 0.0, 1.0));
}
{
(__59_input3029.xyz *= __59_input3029.w);
}
(__58_input3028 = __59_input3029);
{
(__58_input3028 = f_unpremul_h4h4_float4(__58_input3028));
}
(__58_input3028 = (mul(transpose(_um_S1_c0_c0), __58_input3028) + _uv_S1_c0_c0));
{
(__58_input3028 = clamp(__58_input3028, 0.0, 1.0));
}
{
(__58_input3028.xyz *= __58_input3028.w);
}
(__57_input3027 = __58_input3028);
{
(__57_input3027 = f_unpremul_h4h4_float4(__57_input3027));
}
(__57_input3027 = (mul(transpose(_um_S1_c0), __57_input3027) + _uv_S1_c0));
{
(__57_input3027 = clamp(__57_input3027, 0.0, 1.0));
}
{
(__57_input3027.xyz *= __57_input3027.w);
}
(__56_input3026 = __57_input3027);
{
(__56_input3026 = f_unpremul_h4h4_float4(__56_input3026));
}
(__56_input3026 = (mul(transpose(_um_S1), __56_input3026) + _uv_S1));
{
(__56_input3026 = clamp(__56_input3026, 0.0, 1.0));
}
{
(__56_input3026.xyz *= __56_input3026.w);
}
float4 _output_S13034 = __56_input3026;
{
(out_sk_FragColor = _output_S13034);
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColor�struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float2 v1 : TEXCOORD1;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    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; 
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
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