Mini Kabibi Habibi
BPLG �� �G 911db897eaa2d9b7 ` ANGLE (NVIDIA, NVIDIA GeForce GT 730 (0x00001287) Direct3D11 vs_5_0 ps_5_0, D3D11-27.21.14.5671) �� @ �� ���������������� , , matrix2d
_umatrix2dR� translate _utranslateP�
pathBounds _upathBoundsR� gl_VertexID gl_VertexID ��� ������ ��� ������ ��� ������ ��� ������ ��� ������ ��� ������ ��� ������ ��� ������ ��� ������ ��� ������ ��� ������ * ���� ������ sk_RTAdjust umatrix_S1_c0_c0_c1 urange_S1 ucolor_S0 uleftBorderColor_S1_c0_c0 urightBorderColor_S1_c0_c0
u_skRTFlip uthresholds_S1_c0_c0_c0_c0[0] uscale_S1_c0_c0_c0_c0[0] ubias_S1_c0_c0_c0_c0[0]
umatrix_S1_c1 uTextureSampler_0_S1
_usk_RTAdjust _uumatrix_S1_c0_c0_c1 _uurange_S1 _uucolor_S0 _uuleftBorderColor_S1_c0_c0 _uurightBorderColor_S1_c0_c0 _uu_skRTFlip _uuthresholds_S1_c0_c0_c0_c0[0] _uuscale_S1_c0_c0_c0_c0[0] _uubias_S1_c0_c0_c0_c0[0] _uumatrix_S1_c1 _uuTextureSampler_0_S1
sk_FragColor _usk_FragColorR� @ ^� � � ��� � ������������������������������������������������ �������������������� �������������������� ���������������� ���� ���������������� ���� ���������������� ���� ���������������� ���� ���������������� ���� ���������������� ���� ���������������� ���� ���������������� ���� ���������������� ���� ���������������� ���� , struct VS_OUTPUT
{
float4 dx_Position : SV_Position;
float4 gl_Position : TEXCOORD1;
float4 gl_FragCoord : TEXCOORD2;
noperspective float2 v0 : TEXCOORD0;
};
#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);
}
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);
}
// Uniforms
uniform float4 _sk_RTAdjust : register(c1);
uniform float3x3 _umatrix_S1_c0_c0_c1 : 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 _matrix2d = {0, 0, 0, 0};
static float2 _translate = {0, 0};
static float4 _pathBounds = {0, 0, 0, 0};
static float4 gl_Position = float4(0, 0, 0, 0);
static int gl_VertexID;
// Varyings
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);
uint dx_VertexID : packoffset(c4.x);
};
#define GL_USES_VERTEX_ID
float2x2 inverse_emu(in float2x2 m)
{
float2x2 cof = { m[1][1], -m[0][1], -m[1][0], m[0][0] };
return cof / determinant(transpose(m));
}
@@ 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 = _vTransformedCoords_7_S0;
return output;
}
VS_OUTPUT main(VS_INPUT input){
initAttributes(input);
float2 _unitCoord3008 = vec2_ctor(float_ctor_int((gl_VertexID & 1)), float_ctor_int((gl_VertexID >> 1)));
float2x2 _M_3009 = inverse_emu(mat2_ctor(_matrix2d.xy, _matrix2d.zw));
float2 _bloat3010 = ((abs(_M_3009[0]) + abs(_M_3009[1])) * 0.25);
float2 _localcoord3011 = lerp((_pathBounds.xy - _bloat3010), (_pathBounds.zw + _bloat3010), _unitCoord3008);
float2 _vertexpos3012 = (mul(transpose(mat2_ctor(_matrix2d.xy, _matrix2d.zw)), _localcoord3011) + _translate);
(gl_Position = vec4_ctor(_vertexpos3012, 0.0, 1.0));
{
(_vTransformedCoords_7_S0 = mul(transpose(mat3x2_ctor(_umatrix_S1_c0_c0_c1)), vec3_ctor(_localcoord3011, 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 : TEXCOORD1;
float4 gl_FragCoord : TEXCOORD2;
noperspective float2 v0 : TEXCOORD0;
};
#pragma warning( disable: 3556 3571 )
float2 vec2_ctor(float x0, float x1)
{
return float2(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(float x0, float x1, float x2, float x3)
{
return float4(x0, x1, x2, x3);
}
float4 vec4_ctor(float3 x0, float x1)
{
return float4(x0, x1);
}
// Uniforms
uniform float2 _u_skRTFlip : register(c0);
uniform float4 _ucolor_S0 : register(c1);
uniform float4 _uthresholds_S1_c0_c0_c0_c0[2] : register(c2);
uniform float4 _uscale_S1_c0_c0_c0_c0[8] : register(c4);
uniform float4 _ubias_S1_c0_c0_c0_c0[8] : register(c12);
uniform float4 _uleftBorderColor_S1_c0_c0 : register(c20);
uniform float4 _urightBorderColor_S1_c0_c0 : register(c21);
uniform float3x3 _umatrix_S1_c1 : register(c22);
uniform float _urange_S1 : register(c25);
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 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[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;
_vTransformedCoords_7_S0 = input.v0.xy;
float4 _sk_FragCoord3015 = vec4_ctor(gl_FragCoord.x, (_u_skRTFlip.x + (_u_skRTFlip.y * gl_FragCoord.y)), gl_FragCoord.z, gl_FragCoord.w);
float4 _outputColor_S03016 = _ucolor_S0;
float4 __52_tmp_6_inColor3017 = _outputColor_S03016;
float4 __53_input3018 = __52_tmp_6_inColor3017;
float2 __56_tmp_3_coords3019 = _vTransformedCoords_7_S0;
float4 __57_t3020 = vec4_ctor((__56_tmp_3_coords3019.x + 9.99999975e-06), 1.0, 0.0, 0.0);
float4 __58_outColor3021 = {0, 0, 0, 0};
if ((__57_t3020.x < 0.0))
{
(__58_outColor3021 = _uleftBorderColor_S1_c0_c0);
}
else
{
if ((__57_t3020.x > 1.0))
{
(__58_outColor3021 = _urightBorderColor_S1_c0_c0);
}
else
{
float2 __60_tmp_1_coords3022 = vec2_ctor(__57_t3020.x, 0.0);
float __61_t3023 = __60_tmp_1_coords3022.x;
int __62_low3024 = {0};
int __63_high3025 = {1};
int __64_chunk3026 = {0};
{ for(int __65_loop3027 = {0}; (__65_loop3027 < 1); (++__65_loop3027))
{
if ((__61_t3023 < _uthresholds_S1_c0_c0_c0_c0[__64_chunk3026].w))
{
(__63_high3025 = __64_chunk3026);
}
else
{
(__62_low3024 = (__64_chunk3026 + 1));
}
(__64_chunk3026 = ((__62_low3024 + __63_high3025) / 2));
}
}
int __66_pos3028 = {0};
if ((__61_t3023 < _uthresholds_S1_c0_c0_c0_c0[__64_chunk3026].y))
{
int sbd9 = {0};
if ((__61_t3023 < _uthresholds_S1_c0_c0_c0_c0[__64_chunk3026].x))
{
(sbd9 = 0);
}
else
{
(sbd9 = 1);
}
(__66_pos3028 = sbd9);
}
else
{
int sbda = {0};
if ((__61_t3023 < _uthresholds_S1_c0_c0_c0_c0[__64_chunk3026].z))
{
(sbda = 2);
}
else
{
(sbda = 3);
}
(__66_pos3028 = sbda);
}
{
(__66_pos3028 += (4 * __64_chunk3026));
}
float4 __67_color3029 = ((__61_t3023 * _uscale_S1_c0_c0_c0_c0[__66_pos3028]) + _ubias_S1_c0_c0_c0_c0[__66_pos3028]);
(__67_color3029.xyz *= __67_color3029.w);
(__58_outColor3021 = __67_color3029);
}
}
(__53_input3018 = __58_outColor3021);
float4 __69_color3030 = __53_input3018;
float __70_value3031 = (gl_texture2D(_uTextureSampler_0_S1, mul(transpose(mat3x2_ctor(_umatrix_S1_c1)), vec3_ctor(_sk_FragCoord3015.xy, 1.0)), -0.474999994).x - 0.5);
float4 _output_S13032 = vec4_ctor(clamp((__69_color3030.xyz + (__70_value3031 * _urange_S1)), 0.0, __69_color3030.w), __69_color3030.w);
{
(out_sk_FragColor = _output_S13032);
}
return generateOutput();
}
R� out_sk_FragColor out_sk_FragColor � struct GS_INPUT
{
float4 dx_Position : SV_Position;
float4 gl_Position : TEXCOORD1;
float4 gl_FragCoord : TEXCOORD2;
noperspective float2 v0 : TEXCOORD0;
};
struct GS_OUTPUT
{
float4 dx_Position : SV_Position;
float4 gl_Position : TEXCOORD1;
float4 gl_FragCoord : TEXCOORD2;
noperspective float2 v0 : TEXCOORD0;
};
void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput)
{
output.gl_Position = input.gl_Position;
output.v0 = input.v0;
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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