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BPLG���m911db897eaa2d9b7`ANGLE (NVIDIA, NVIDIA GeForce GT 730 (0x00001287) Direct3D11 vs_5_0 ps_5_0, D3D11-27.21.14.5671)������	@

������������������,,	radii_selector_uradii_selectorR�corner_and_radius_outsets_ucorner_and_radius_outsetsR�aa_bloat_and_coverage_uaa_bloat_and_coverageR�radii_x	_uradii_xR�radii_y	_uradii_yR�skew_uskewR�translate_and_localrotate_utranslate_and_localrotateR�	localrect_ulocalrectR�color_ucolorR����������	������������������������������������������������������������������������	���������*����������sk_RTAdjustumatrix_S1_c0_c0_c1	urange_S1ustart_S1_c0_c0_c0_c0_c0uend_S1_c0_c0_c0_c0_c0uleftBorderColor_S1_c0_c0urightBorderColor_S1_c0_c0
u_skRTFlipuDstTF_S1_c0_c0_c0[0]
umatrix_S1_c1uTextureSampler_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 : TEXCOORD3;
    float4 gl_FragCoord : TEXCOORD4;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float2 v1 : TEXCOORD1;
    noperspective float2 v2 : TEXCOORD2;
};
#pragma warning( disable: 3556 3571 )
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);
}
float4x4 mat4_ctor_float4_float4_float4_float4(float4 x0, float4 x1, float4 x2, float4 x3)
{
    return float4x4(x0, x1, x2, x3);
}
// 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 _radii_selector = {0, 0, 0, 0};
static float4 _corner_and_radius_outsets = {0, 0, 0, 0};
static float4 _aa_bloat_and_coverage = {0, 0, 0, 0};
static float4 _radii_x = {0, 0, 0, 0};
static float4 _radii_y = {0, 0, 0, 0};
static float4 _skew = {0, 0, 0, 0};
static float4 _translate_and_localrotate = {0, 0, 0, 0};
static float4 _localrect = {0, 0, 0, 0};
static float4 _color = {0, 0, 0, 0};

static float4 gl_Position = float4(0, 0, 0, 0);

// Varyings
static noperspective float4 _vcolor_S0 = {0, 0, 0, 0};
static noperspective float2 _varccoord_S0 = {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 = _varccoord_S0;
    output.v2 = _vTransformedCoords_8_S0;

    return output;
}

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

(_vcolor_S0 = _color);
float _aa_bloat_multiplier3016 = {1.0};
float2 _corner3017 = _corner_and_radius_outsets.xy;
float2 _radius_outset3018 = _corner_and_radius_outsets.zw;
float2 _aa_bloat_direction3019 = _aa_bloat_and_coverage.xy;
float _is_linear_coverage3020 = _aa_bloat_and_coverage.w;
float2 _pixellength3021 = rsqrt(vec2_ctor(dot(_skew.xz, _skew.xz), dot(_skew.yw, _skew.yw)));
float4 _normalized_axis_dirs3022 = (_skew * _pixellength3021.xyxy);
float2 _axiswidths3023 = (abs(_normalized_axis_dirs3022.xy) + abs(_normalized_axis_dirs3022.zw));
float2 _aa_bloatradius3024 = ((_axiswidths3023 * _pixellength3021) * 0.5);
float4 _radii_and_neighbors3025 = mul(_radii_selector, transpose(mat4_ctor_float4_float4_float4_float4(_radii_x, _radii_y, _radii_x.yxwz, _radii_y.wzyx)));
float2 _radii3026 = _radii_and_neighbors3025.xy;
float2 _neighbor_radii3027 = _radii_and_neighbors3025.zw;
float _coverage_multiplier3028 = {1.0};
if (any((_aa_bloatradius3024 > float2(1.0, 1.0))))
{
(_corner3017 = (max(abs(_corner3017), _aa_bloatradius3024) * sign(_corner3017)));
(_coverage_multiplier3028 = (1.0 / (max(_aa_bloatradius3024.x, 1.0) * max(_aa_bloatradius3024.y, 1.0))));
(_radii3026 = float2(0.0, 0.0));
}
float _coverage3029 = _aa_bloat_and_coverage.z;
if (any((_radii3026 < (_aa_bloatradius3024 * 1.5))))
{
(_radii3026 = float2(0.0, 0.0));
(_aa_bloat_direction3019 = sign(_corner3017));
if ((_coverage3029 > 0.5))
{
(_aa_bloat_direction3019 = (-_aa_bloat_direction3019));
}
(_is_linear_coverage3020 = 1.0);
}
else
{
(_radii3026 = clamp(_radii3026, (_pixellength3021 * 1.5), (2.0 - (_pixellength3021 * 1.5))));
(_neighbor_radii3027 = clamp(_neighbor_radii3027, (_pixellength3021 * 1.5), (2.0 - (_pixellength3021 * 1.5))));
float2 _spacing3030 = ((2.0 - _radii3026) - _neighbor_radii3027);
float2 _extra_pad3031 = max(((_pixellength3021 * 0.0625) - _spacing3030), float2(0.0, 0.0));
(_radii3026 -= (_extra_pad3031 * 0.5));
}
float2 _aa_outset3032 = ((_aa_bloat_direction3019 * _aa_bloatradius3024) * _aa_bloat_multiplier3016);
float2 _vertexpos3033 = ((_corner3017 + (_radius_outset3018 * _radii3026)) + _aa_outset3032);
if ((_coverage3029 > 0.5))
{
if (((_aa_bloat_direction3019.x != 0.0) && ((_vertexpos3033.x * _corner3017.x) < 0.0)))
{
float _backset3034 = abs(_vertexpos3033.x);
(_vertexpos3033.x = 0.0);
(_vertexpos3033.y += (((_backset3034 * sign(_corner3017.y)) * _pixellength3021.y) / _pixellength3021.x));
(_coverage3029 = ((((_coverage3029 - 0.5) * abs(_corner3017.x)) / (abs(_corner3017.x) + _backset3034)) + 0.5));
}
if (((_aa_bloat_direction3019.y != 0.0) && ((_vertexpos3033.y * _corner3017.y) < 0.0)))
{
float _backset3035 = abs(_vertexpos3033.y);
(_vertexpos3033.y = 0.0);
(_vertexpos3033.x += (((_backset3035 * sign(_corner3017.x)) * _pixellength3021.x) / _pixellength3021.y));
(_coverage3029 = ((((_coverage3029 - 0.5) * abs(_corner3017.y)) / (abs(_corner3017.y) + _backset3035)) + 0.5));
}
}
float2x2 _skewmatrix3036 = mat2_ctor(_skew.xy, _skew.zw);
float2 _devcoord3037 = (mul(_vertexpos3033, transpose(_skewmatrix3036)) + _translate_and_localrotate.xy);
float2 _T3038 = ((_vertexpos3033 * 0.5) + 0.5);
float2 _localcoord3039 = (((_localrect.xy * (1.0 - _T3038)) + (_localrect.zw * _T3038)) + (_translate_and_localrotate.zw * _T3038.yx));
if ((0.0 != _is_linear_coverage3020))
{
(_varccoord_S0 = vec2_ctor(0.0, (_coverage3029 * _coverage_multiplier3028)));
}
else
{
float2 _arccoord3040 = ((1.0 - abs(_radius_outset3018)) + ((_aa_outset3032 / _radii3026) * _corner3017));
(_varccoord_S0 = vec2_ctor((_arccoord3040.x + 1.0), _arccoord3040.y));
}
(gl_Position = vec4_ctor(_devcoord3037, 0.0, 1.0));
{
(_vTransformedCoords_8_S0 = mul(transpose(mat3x2_ctor(_umatrix_S1_c0_c0_c1)), vec3_ctor(_localcoord3039, 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 : TEXCOORD3;
    float4 gl_FragCoord : TEXCOORD4;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float2 v1 : TEXCOORD1;
    noperspective float2 v2 : TEXCOORD2;
};

#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)
{
    return float4(x0, x0, x0, x0);
}
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 _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 _varccoord_S0 = {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_css_oklab_to_linear_srgb_Qh3h3(in float3 _a);
;
float3 f_css_oklab_to_linear_srgb_Qh3h3(in float3 _a)
{
float _b3019 = ((_a.x + (0.396337777 * _a.y)) + (0.215803757 * _a.z));
float _c3020 = ((_a.x - (0.105561346 * _a.y)) - (0.0638541728 * _a.z));
float _d3021 = ((_a.x - (0.0894841775 * _a.y)) - (1.29148555 * _a.z));
float _e3022 = ((_b3019 * _b3019) * _b3019);
float _f3023 = ((_c3020 * _c3020) * _c3020);
float _g3024 = ((_d3021 * _d3021) * _d3021);
return vec3_ctor((((4.0767417 * _e3022) - (3.3077116 * _f3023)) + (0.230969936 * _g3024)), (((-1.26843798 * _e3022) + (2.60975742 * _f3023)) - (0.341319382 * _g3024)), (((-0.00419608643 * _e3022) - (0.703418612 * _f3023)) + (1.70761466 * _g3024)));
}
float f_dst_tf_S1_c0_c0_c0_ff(in float _x)
{
float _G3027 = _uDstTF_S1_c0_c0_c0[0];
float _A3028 = _uDstTF_S1_c0_c0_c0[1];
float _B3029 = _uDstTF_S1_c0_c0_c0[2];
float _C3030 = _uDstTF_S1_c0_c0_c0[3];
float _D3031 = _uDstTF_S1_c0_c0_c0[4];
float _E3032 = _uDstTF_S1_c0_c0_c0[5];
float _F3033 = _uDstTF_S1_c0_c0_c0[6];
float _s3034 = sign(_x);
(_x = abs(_x));
float sbf1 = {0};
if ((_x < _D3031))
{
(sbf1 = ((_C3030 * _x) + _F3033));
}
else
{
(sbf1 = (pow(((_A3028 * _x) + _B3029), _G3027) + _E3032));
}
(_x = sbf1);
return (_s3034 * _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;
    _varccoord_S0 = input.v1.xy;
    _vTransformedCoords_8_S0 = input.v2.xy;

float4 _sk_FragCoord3036 = vec4_ctor(gl_FragCoord.x, (_u_skRTFlip.x + (_u_skRTFlip.y * gl_FragCoord.y)), gl_FragCoord.z, gl_FragCoord.w);
float4 _outputColor_S03037 = _vcolor_S0;
float _x_plus_13038 = _varccoord_S0.x;
float _y3039 = _varccoord_S0.y;
float _coverage3040 = {0};
if ((0.0 == _x_plus_13038))
{
(_coverage3040 = _y3039);
}
else
{
float _fn3041 = (_x_plus_13038 * (_x_plus_13038 - 2.0));
(_fn3041 = ((_y3039 * _y3039) + _fn3041));
float _fnwidth3042 = fwidth(_fn3041);
(_coverage3040 = (0.5 - (_fn3041 / _fnwidth3042)));
(_coverage3040 = clamp(_coverage3040, 0.0, 1.0));
}
float4 _outputCoverage_S03043 = vec4_ctor(_coverage3040);
float4 __45_tmp_7_inColor3044 = _outputColor_S03037;
float4 __46_input3045 = __45_tmp_7_inColor3044;
float4 __47_tmp_5_inColor3046 = __46_input3045;
float2 __49_tmp_4_coords3047 = _vTransformedCoords_8_S0;
float4 __50_t3048 = vec4_ctor((__49_tmp_4_coords3047.x + 9.99999975e-06), 1.0, 0.0, 0.0);
float4 __51_outColor3049 = {0, 0, 0, 0};
if ((__50_t3048.x < 0.0))
{
(__51_outColor3049 = _uleftBorderColor_S1_c0_c0);
}
else
{
if ((__50_t3048.x > 1.0))
{
(__51_outColor3049 = _urightBorderColor_S1_c0_c0);
}
else
{
float4 __52_input3050 = __47_tmp_5_inColor3046;
float2 __54_tmp_1_coords3051 = vec2_ctor(__50_t3048.x, 0.0);
(__52_input3050 = lerp(_ustart_S1_c0_c0_c0_c0_c0, _uend_S1_c0_c0_c0_c0_c0, __54_tmp_1_coords3051.x));
float4 __56_a3052 = __52_input3050;
{
(__56_a3052 = vec4_ctor((__56_a3052.xyz / max(__56_a3052.w, 9.99999975e-05)), __56_a3052.w));
}
{
(__56_a3052.xyz = f_css_oklab_to_linear_srgb_Qh3h3(__56_a3052.xyz));
}
float4 __57_color3053 = __56_a3052;
(__57_color3053.x = f_dst_tf_S1_c0_c0_c0_ff(__57_color3053.x));
(__57_color3053.y = f_dst_tf_S1_c0_c0_c0_ff(__57_color3053.y));
(__57_color3053.z = f_dst_tf_S1_c0_c0_c0_ff(__57_color3053.z));
(__57_color3053.xyz *= __57_color3053.w);
(__51_outColor3049 = __57_color3053);
}
}
(__46_input3045 = __51_outColor3049);
float4 __59_color3054 = __46_input3045;
float __60_value3055 = (gl_texture2D(_uTextureSampler_0_S1, mul(transpose(mat3x2_ctor(_umatrix_S1_c1)), vec3_ctor(_sk_FragCoord3036.xy, 1.0)), -0.474999994).x - 0.5);
float4 _output_S13056 = vec4_ctor(clamp((__59_color3054.xyz + (__60_value3055 * _urange_S1)), 0.0, __59_color3054.w), __59_color3054.w);
{
(out_sk_FragColor = (_output_S13056 * _outputCoverage_S03043));
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColorostruct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD3;
    float4 gl_FragCoord : TEXCOORD4;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float2 v1 : TEXCOORD1;
    noperspective float2 v2 : TEXCOORD2;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD3;
    float4 gl_FragCoord : TEXCOORD4;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float2 v1 : TEXCOORD1;
    noperspective float2 v2 : TEXCOORD2;
};

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.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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