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��� � q 9 w��www������w����w����ww��ww��ww�w�w�������w����w��ww�ww������w��wwwww����w��w������� BPLG �� 5 911db897eaa2d9b7 ` ANGLE (NVIDIA, NVIDIA GeForce GT 730 (0x00001287) Direct3D11 vs_5_0 ps_5_0, D3D11-27.21.14.5671) �� @ �� ���������������� , ,
fillBounds _ufillBoundsR� color _ucolorR� locations _ulocationsR� gl_VertexID gl_VertexID ��� ������ ��� ������ ��� ������ ��� ������ * ���� ������ sk_RTAdjust uatlas_adjust_S0
u_skRTFlip urectUniform_S1_c0 uTextureSampler_0_S0
_usk_RTAdjust _uuatlas_adjust_S0 _uu_skRTFlip _uurectUniform_S1_c0 _uuTextureSampler_0_S0 sk_FragColor _usk_FragColorR� @ ^� � � ��� � ������������������������������������������������ �������������������� �������������������� ���������������� ���� ���������������� ���� ���������������� ���� struct VS_OUTPUT
{
float4 dx_Position : SV_Position;
float4 gl_Position : TEXCOORD2;
float4 gl_FragCoord : TEXCOORD3;
noperspective float4 v0 : TEXCOORD0;
noperspective float2 v1 : TEXCOORD1;
};
#pragma warning( disable: 3556 3571 )
float float_ctor_int(int x0)
{
return float(x0);
}
float2 vec2_ctor(float x0, float x1)
{
return float2(x0, x1);
}
float4 vec4_ctor(float2 x0, float x1, float x2)
{
return float4(x0, x1, x2);
}
// Uniforms
uniform float4 _sk_RTAdjust : register(c1);
uniform float2 _uatlas_adjust_S0 : 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 float4 _fillBounds = {0, 0, 0, 0};
static float4 _color = {0, 0, 0, 0};
static float4 _locations = {0, 0, 0, 0};
static float4 gl_Position = float4(0, 0, 0, 0);
static int gl_VertexID;
// Varyings
static noperspective float2 _vatlasCoord_S0 = {0, 0};
static noperspective float4 _vcolor_S0 = {0, 0, 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);
uint dx_VertexID : packoffset(c4.x);
};
#define GL_USES_VERTEX_ID
@@ 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 = _vatlasCoord_S0;
return output;
}
VS_OUTPUT main(VS_INPUT input){
initAttributes(input);
float2 _unitCoord3009 = vec2_ctor(float_ctor_int((gl_VertexID & 1)), float_ctor_int((gl_VertexID >> 1)));
float2 _devCoord3010 = lerp(_fillBounds.xy, _fillBounds.zw, _unitCoord3009);
float2 _atlasTopLeft3011 = vec2_ctor((abs(_locations.x) - 1.0), _locations.y);
float2 _devTopLeft3012 = _locations.zw;
bool _transposed3013 = (_locations.x < 0.0);
float2 _atlasCoord3014 = (_devCoord3010 - _devTopLeft3012);
if (_transposed3013)
{
(_atlasCoord3014 = _atlasCoord3014.yx);
}
(_atlasCoord3014 += _atlasTopLeft3011);
(_vatlasCoord_S0 = (_atlasCoord3014 * _uatlas_adjust_S0));
(_vcolor_S0 = _color);
(gl_Position = vec4_ctor(_devCoord3010, 0.0, 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);
}
O struct PS_INPUT
{
float4 dx_Position : SV_Position;
float4 gl_Position : TEXCOORD2;
float4 gl_FragCoord : TEXCOORD3;
noperspective float4 v0 : TEXCOORD0;
noperspective float2 v1 : TEXCOORD1;
};
#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 _urectUniform_S1_c0 : register(c1);
static const uint _uTextureSampler_0_S0 = 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 float2 _vatlasCoord_S0 = {0, 0};
static noperspective float4 _vcolor_S0 = {0, 0, 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[1] : 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;
_vatlasCoord_S0 = input.v1.xy;
float4 _sk_FragCoord3008 = vec4_ctor(gl_FragCoord.x, (_u_skRTFlip.x + (_u_skRTFlip.y * gl_FragCoord.y)), gl_FragCoord.z, gl_FragCoord.w);
float4 _outputCoverage_S03009 = {1.0, 1.0, 1.0, 1.0};
float _atlasCoverage3010 = gl_texture2D(_uTextureSampler_0_S0, _vatlasCoord_S0, -0.474999994).x;
(_outputCoverage_S03009 *= _atlasCoverage3010);
float4 _outputColor_S03011 = _vcolor_S0;
float __5_coverage3012 = {0};
{
float4 __6_dists43013 = clamp((float4(1.0, 1.0, -1.0, -1.0) * (_sk_FragCoord3008.xyxy - _urectUniform_S1_c0)), 0.0, 1.0);
float2 __7_dists23014 = ((__6_dists43013.xy + __6_dists43013.zw) - 1.0);
(__5_coverage3012 = (__7_dists23014.x * __7_dists23014.y));
}
float4 _output_S13015 = (vec4_ctor(__5_coverage3012) * _outputCoverage_S03009);
{
(out_sk_FragColor = (_outputColor_S03011 * _output_S13015));
}
return generateOutput();
}
R� out_sk_FragColor out_sk_FragColor struct GS_INPUT
{
float4 dx_Position : SV_Position;
float4 gl_Position : TEXCOORD2;
float4 gl_FragCoord : TEXCOORD3;
noperspective float4 v0 : TEXCOORD0;
noperspective float2 v1 : TEXCOORD1;
};
struct GS_OUTPUT
{
float4 dx_Position : SV_Position;
float4 gl_Position : TEXCOORD2;
float4 gl_FragCoord : TEXCOORD3;
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;
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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