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_c1 urange_S1 ustart_S1_c0_c0_c0_c0_c0 uend_S1_c0_c0_c0_c0_c0 uleftBorderColor_S1_c0_c0 urightBorderColor_S1_c0_c0
u_skRTFlip uDstTF_S1_c0_c0_c0[0]
umatrix_S1_c1 uTextureSampler_0_S1
_usk_RTAdjust _uumatrix_S1_c0_c0_c1 _uurange_S1 _uustart_S1_c0_c0_c0_c0_c0 _uuend_S1_c0_c0_c0_c0_c0 _uuleftBorderColor_S1_c0_c0 _uurightBorderColor_S1_c0_c0 _uu_skRTFlip _uuDstTF_S1_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 : TEXCOORD2;
float4 gl_FragCoord : TEXCOORD3;
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_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 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_8_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_8_S0;
return output;
}
VS_OUTPUT main(VS_INPUT input){
initAttributes(input);
(_vcolor_S0 = _color);
(gl_Position = vec4_ctor(_position, 0.0, 1.0));
{
(_vTransformedCoords_8_S0 = mul(transpose(mat3x2_ctor(_umatrix_S1_c0_c0_c1)), 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;
float4 gl_FragCoord : TEXCOORD3;
noperspective float4 v0 : TEXCOORD0;
noperspective float2 v1 : TEXCOORD1;
};
#pragma warning( disable: 3556 3571 )
float2 vec2_ctor(float x0, float x1)
{
return float2(x0, x1);
}
float3 vec3_ctor(float x0, float x1, float x2)
{
return float3(x0, x1, x2);
}
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(float x0, float2 x1, float x2)
{
return float4(x0, x1, x2);
}
float4 vec4_ctor(float3 x0, float x1)
{
return float4(x0, x1);
}
// Uniforms
uniform float2 _u_skRTFlip : register(c0);
uniform float4 _ustart_S1_c0_c0_c0_c0_c0 : register(c1);
uniform float4 _uend_S1_c0_c0_c0_c0_c0 : register(c2);
uniform float _uDstTF_S1_c0_c0_c0[7] : register(c3);
uniform float4 _uleftBorderColor_S1_c0_c0 : register(c10);
uniform float4 _urightBorderColor_S1_c0_c0 : register(c11);
uniform float3x3 _umatrix_S1_c1 : register(c12);
uniform float _urange_S1 : register(c15);
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_8_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
float3 f_a_Qh3h3(in float3 _a);
;
float3 f_css_oklab_to_linear_srgb_Qh3h3(in float3 _a);
;
float3 f_a_Qh3h3(in float3 _a)
{
return vec3_ctor(_a.z, (_a.y * cos(radians(_a.x))), (_a.y * sin(radians(_a.x))));
}
float3 f_css_oklab_to_linear_srgb_Qh3h3(in float3 _a)
{
float _b3022 = ((_a.x + (0.396337777 * _a.y)) + (0.215803757 * _a.z));
float _c3023 = ((_a.x - (0.105561346 * _a.y)) - (0.0638541728 * _a.z));
float _d3024 = ((_a.x - (0.0894841775 * _a.y)) - (1.29148555 * _a.z));
float _e3025 = ((_b3022 * _b3022) * _b3022);
float _f3026 = ((_c3023 * _c3023) * _c3023);
float _g3027 = ((_d3024 * _d3024) * _d3024);
return vec3_ctor((((4.0767417 * _e3025) - (3.3077116 * _f3026)) + (0.230969936 * _g3027)), (((-1.26843798 * _e3025) + (2.60975742 * _f3026)) - (0.341319382 * _g3027)), (((-0.00419608643 * _e3025) - (0.703418612 * _f3026)) + (1.70761466 * _g3027)));
}
float f_dst_tf_S1_c0_c0_c0_ff(in float _x)
{
float _G3030 = _uDstTF_S1_c0_c0_c0[0];
float _A3031 = _uDstTF_S1_c0_c0_c0[1];
float _B3032 = _uDstTF_S1_c0_c0_c0[2];
float _C3033 = _uDstTF_S1_c0_c0_c0[3];
float _D3034 = _uDstTF_S1_c0_c0_c0[4];
float _E3035 = _uDstTF_S1_c0_c0_c0[5];
float _F3036 = _uDstTF_S1_c0_c0_c0[6];
float _s3037 = sign(_x);
(_x = abs(_x));
float sbee = {0};
if ((_x < _D3034))
{
(sbee = ((_C3033 * _x) + _F3036));
}
else
{
(sbee = (pow(((_A3031 * _x) + _B3032), _G3030) + _E3035));
}
(_x = sbee);
return (_s3037 * _x);
}
@@ 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_8_S0 = input.v1.xy;
float4 _sk_FragCoord3039 = vec4_ctor(gl_FragCoord.x, (_u_skRTFlip.x + (_u_skRTFlip.y * gl_FragCoord.y)), gl_FragCoord.z, gl_FragCoord.w);
float4 _outputColor_S03040 = _vcolor_S0;
float4 __45_tmp_7_inColor3041 = _outputColor_S03040;
float4 __46_input3042 = __45_tmp_7_inColor3041;
float4 __47_tmp_5_inColor3043 = __46_input3042;
float2 __49_tmp_4_coords3044 = _vTransformedCoords_8_S0;
float4 __50_t3045 = vec4_ctor((__49_tmp_4_coords3044.x + 9.99999975e-06), 1.0, 0.0, 0.0);
float4 __51_outColor3046 = {0, 0, 0, 0};
if ((__50_t3045.x < 0.0))
{
(__51_outColor3046 = _uleftBorderColor_S1_c0_c0);
}
else
{
if ((__50_t3045.x > 1.0))
{
(__51_outColor3046 = _urightBorderColor_S1_c0_c0);
}
else
{
float4 __52_input3047 = __47_tmp_5_inColor3043;
float2 __54_tmp_1_coords3048 = vec2_ctor(__50_t3045.x, 0.0);
(__52_input3047 = lerp(_ustart_S1_c0_c0_c0_c0_c0, _uend_S1_c0_c0_c0_c0_c0, __54_tmp_1_coords3048.x));
float4 __56_a3049 = __52_input3047;
{
(__56_a3049 = vec4_ctor(__56_a3049.x, (__56_a3049.yz / max(__56_a3049.w, 9.99999975e-05)), __56_a3049.w));
}
{
(__56_a3049.xyz = f_css_oklab_to_linear_srgb_Qh3h3(f_a_Qh3h3(__56_a3049.xyz)));
}
float4 __57_color3050 = __56_a3049;
(__57_color3050.x = f_dst_tf_S1_c0_c0_c0_ff(__57_color3050.x));
(__57_color3050.y = f_dst_tf_S1_c0_c0_c0_ff(__57_color3050.y));
(__57_color3050.z = f_dst_tf_S1_c0_c0_c0_ff(__57_color3050.z));
(__57_color3050.xyz *= __57_color3050.w);
(__51_outColor3046 = __57_color3050);
}
}
(__46_input3042 = __51_outColor3046);
float4 __59_color3051 = __46_input3042;
float __60_value3052 = (gl_texture2D(_uTextureSampler_0_S1, mul(transpose(mat3x2_ctor(_umatrix_S1_c1)), vec3_ctor(_sk_FragCoord3039.xy, 1.0)), -0.474999994).x - 0.5);
float4 _output_S13053 = vec4_ctor(clamp((__59_color3051.xyz + (__60_value3052 * _urange_S1)), 0.0, __59_color3051.w), __59_color3051.w);
{
(out_sk_FragColor = _output_S13053);
}
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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