Mini Kabibi Habibi
BPLG �� �M 911db897eaa2d9b7 ` 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 umatrix_S1_c0_c0_c1 umatrix_S1_c0_c0_c2
umatrix_S1_c0 ucolorSpaceTranslate_S1_c0_c0 ucolorSpaceMatrix_S1_c0_c0
u_skRTFlip uclamp_S1_c0_c0_c0_c0 uclamp_S1_c0_c0_c1_c0 uclamp_S1_c0_c0_c2_c0
ucircle_S2_c0 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 _uucolorSpaceTranslate_S1_c0_c0 _uucolorSpaceMatrix_S1_c0_c0 _uu_skRTFlip _uuclamp_S1_c0_c0_c0_c0 _uuclamp_S1_c0_c0_c1_c0 _uuclamp_S1_c0_c0_c2_c0 _uucircle_S2_c0 _uuTextureSampler_0_S1 _uuTextureSampler_1_S1 _uuTextureSampler_2_S1
sk_FragColor _usk_FragColorR� @ ^� ^� ^� � � ��� � ���������������������������������������������������� �������������������� �������������������� �������������������� �������������������� �������������������� ���������������� ���� ���������������� ���� ���������������� ���� ���������������� ���� ���������������� ���� ���������������� ���� ���������������� ���� ���������������� ���� ���������������� ���� ���������������� ���� o struct VS_OUTPUT
{
float4 dx_Position : SV_Position;
float4 gl_Position : TEXCOORD4;
float4 gl_FragCoord : TEXCOORD5;
noperspective float4 v0 : TEXCOORD0;
noperspective float2 v1 : TEXCOORD1;
noperspective float2 v2 : TEXCOORD2;
noperspective float2 v3 : TEXCOORD3;
};
#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_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 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};
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 = _vTransformedCoords_5_S0;
output.v2 = _vTransformedCoords_7_S0;
output.v3 = _vTransformedCoords_9_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)));
}
{
(_vTransformedCoords_9_S0 = mul(transpose(mat3x2_ctor(transpose(mul(transpose(_umatrix_S1_c0_c0_c2), 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 : TEXCOORD4;
float4 gl_FragCoord : TEXCOORD5;
noperspective float4 v0 : TEXCOORD0;
noperspective float2 v1 : TEXCOORD1;
noperspective float2 v2 : TEXCOORD2;
noperspective float2 v3 : TEXCOORD3;
};
#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 float4 _uclamp_S1_c0_c0_c2_c0 : register(c3);
uniform float3x3 _ucolorSpaceMatrix_S1_c0_c0 : register(c4);
uniform float3 _ucolorSpaceTranslate_S1_c0_c0 : register(c7);
uniform float4 _ucircle_S2_c0 : register(c8);
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 _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;
_vTransformedCoords_5_S0 = input.v1.xy;
_vTransformedCoords_7_S0 = input.v2.xy;
_vTransformedCoords_9_S0 = input.v3.xy;
float4 _sk_FragCoord3021 = vec4_ctor(gl_FragCoord.x, (_u_skRTFlip.x + (_u_skRTFlip.y * gl_FragCoord.y)), gl_FragCoord.z, gl_FragCoord.w);
float4 _outputColor_S03022 = _vcolor_S0;
float4 __52_input3023 = _outputColor_S03022;
float4 __53_color3024 = {0, 0, 0, 0};
float2 __54_inCoord3025 = _vTransformedCoords_5_S0;
float2 __55_subsetCoord3026 = {0, 0};
(__55_subsetCoord3026.x = __54_inCoord3025.x);
(__55_subsetCoord3026.y = __54_inCoord3025.y);
float2 __56_clampedCoord3027 = {0, 0};
(__56_clampedCoord3027.x = clamp(__55_subsetCoord3026.x, _uclamp_S1_c0_c0_c0_c0.x, _uclamp_S1_c0_c0_c0_c0.z));
(__56_clampedCoord3027.y = __55_subsetCoord3026.y);
float4 __57_textureColor3028 = gl_texture2D(_uTextureSampler_0_S1, __56_clampedCoord3027, -0.474999994);
(__53_color3024.x = __57_textureColor3028.x);
float2 __58_inCoord3029 = _vTransformedCoords_7_S0;
float2 __59_subsetCoord3030 = {0, 0};
(__59_subsetCoord3030.x = __58_inCoord3029.x);
(__59_subsetCoord3030.y = __58_inCoord3029.y);
float2 __60_clampedCoord3031 = {0, 0};
(__60_clampedCoord3031.x = clamp(__59_subsetCoord3030.x, _uclamp_S1_c0_c0_c1_c0.x, _uclamp_S1_c0_c0_c1_c0.z));
(__60_clampedCoord3031.y = __59_subsetCoord3030.y);
float4 __61_textureColor3032 = gl_texture2D(_uTextureSampler_1_S1, __60_clampedCoord3031, -0.474999994);
(__53_color3024.y = __61_textureColor3032.x);
float2 __62_inCoord3033 = _vTransformedCoords_9_S0;
float2 __63_subsetCoord3034 = {0, 0};
(__63_subsetCoord3034.x = __62_inCoord3033.x);
(__63_subsetCoord3034.y = __62_inCoord3033.y);
float2 __64_clampedCoord3035 = {0, 0};
(__64_clampedCoord3035.x = clamp(__63_subsetCoord3034.x, _uclamp_S1_c0_c0_c2_c0.x, _uclamp_S1_c0_c0_c2_c0.z));
(__64_clampedCoord3035.y = __63_subsetCoord3034.y);
float4 __65_textureColor3036 = gl_texture2D(_uTextureSampler_2_S1, __64_clampedCoord3035, -0.474999994);
(__53_color3024.z = __65_textureColor3036.x);
(__53_color3024.w = 1.0);
(__53_color3024.xyz = clamp((mul(__53_color3024.xyz, transpose(_ucolorSpaceMatrix_S1_c0_c0)) + _ucolorSpaceTranslate_S1_c0_c0), 0.0, 1.0));
(__52_input3023 = __53_color3024);
float4 _output_S13037 = __52_input3023;
float __68_d3038 = ((1.0 - length(((_ucircle_S2_c0.xy - _sk_FragCoord3021.xy) * _ucircle_S2_c0.w))) * _ucircle_S2_c0.z);
float4 _output_S23039 = vec4_ctor(clamp(__68_d3038, 0.0, 1.0));
{
(out_sk_FragColor = (_output_S13037 * _output_S23039));
}
return generateOutput();
}
R� out_sk_FragColor out_sk_FragColor � struct GS_INPUT
{
float4 dx_Position : SV_Position;
float4 gl_Position : TEXCOORD4;
float4 gl_FragCoord : TEXCOORD5;
noperspective float4 v0 : TEXCOORD0;
noperspective float2 v1 : TEXCOORD1;
noperspective float2 v2 : TEXCOORD2;
noperspective float2 v3 : TEXCOORD3;
};
struct GS_OUTPUT
{
float4 dx_Position : SV_Position;
float4 gl_Position : TEXCOORD4;
float4 gl_FragCoord : TEXCOORD5;
noperspective float4 v0 : TEXCOORD0;
noperspective float2 v1 : TEXCOORD1;
noperspective float2 v2 : TEXCOORD2;
noperspective float2 v3 : TEXCOORD3;
};
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.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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