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Last active Aug 13, 2019

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���
�sww
�wVƖ\oml16�/o�CA����+59b1ed4a60fc����P��
_uposition _u_upositionR��_ucolor _u_ucolorR�� _usk_RTAdjust_u_usk_RTAdjust�������������������gka����������������������������������������������������������������������7struct VS_OUTPUT
{
float4 dx_Position : SV_Position;
float4 gl_Position : TEXCOORD1;
float4 v0 : TEXCOORD0;
};
float4 vec4_ctor(float x0, float x1, float x2, float x3)
{
return float4(x0, x1, x2, x3);
}
float4 vec4_ctor(float2 x0, float x1, float x2)
{
return float4(x0, x1, x2);
}
// Uniforms
uniform float4 __usk_RTAdjust : register(c0);
#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 __uposition = {0, 0};
static float4 __ucolor = {0, 0, 0, 0};
static float4 gl_Position = float4(0, 0, 0, 0);
// Varyings
static float4 __uvcolor_Stage0 = {0, 0, 0, 0};
cbuffer DriverConstants : register(b1)
{
float4 dx_ViewAdjust : packoffset(c1);
float2 dx_ViewCoords : packoffset(c2);
float2 dx_ViewScale : packoffset(c3);
};
@@ 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 = - gl_Position.y;
output.dx_Position.z = (gl_Position.z + gl_Position.w) * 0.5;
output.dx_Position.w = gl_Position.w;
output.v0 = __uvcolor_Stage0;
return output;
}
VS_OUTPUT main(VS_INPUT input){
initAttributes(input);
(__uvcolor_Stage0 = __ucolor);
(gl_Position = vec4_ctor(__uposition.x, __uposition.y, 0.0, 1.0));
(gl_Position = vec4_ctor(((gl_Position.xy * __usk_RTAdjust.xz) + (gl_Position.ww * __usk_RTAdjust.yw)), 0.0, gl_Position.w));
return generateOutput(input);
}
�struct PS_INPUT
{
float4 dx_Position : SV_Position;
float4 gl_Position : TEXCOORD1;
float4 v0 : TEXCOORD0;
};
#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 float4 __uvcolor_Stage0 = {0, 0, 0, 0};
static float4 gl_Color[1] =
{
float4(0, 0, 0, 0)
};
cbuffer DriverConstants : register(b1)
{
};
#define GL_USES_FRAG_COLOR
@@ PIXEL OUTPUT @@
PS_OUTPUT main(PS_INPUT input){
__uvcolor_Stage0 = input.v0;
float4 __uoutputColor_Stage0 = {0.0, 0.0, 0.0, 0.0};
{
(__uoutputColor_Stage0 = __uvcolor_Stage0);
}
{
(gl_Color[0] = __uoutputColor_Stage0);
}
return generateOutput();
}
R� gl_Color0 gl_Color[0]struct GS_INPUT
{
float4 dx_Position : SV_Position;
float4 gl_Position : TEXCOORD1;
float4 v0 : TEXCOORD0;
};
struct GS_OUTPUT
{
float4 dx_Position : SV_Position;
float4 gl_Position : TEXCOORD1;
float4 v0 : TEXCOORD0;
};
void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput)
{
output.gl_Position = input.gl_Position;
output.v0 = input.v0;
#ifndef ANGLE_POINT_SPRITE_SHADER
output.dx_Position = input.dx_Position;
#endif // ANGLE_POINT_SPRITE_SHADER
}
�q�DXBC�7�� i6p��Dt��4H�4RDEF h<����RD11< ($ \$Globals���\�����������__usk_RTAdjustfloat4���Microsoft (R) HLSL Shader Compiler 10.1ISGND88TEXCOORD���OSGNhP\\SV_PositionTEXCOORD���SHEX(PJjYF� _2_�g� e� e� h6� @?�?2 2F�� օ 6" �A6 
62 F6� @�?6� F>STAT��$DXBC�<�LS�`�{����$4�D�RDEFd<���<RD11< ($ Microsoft (R) HLSL Shader Compiler 10.1ISGNhP\\SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX<Pjb�e� 6� F>STAT�"�
8>ę 5�Y_b��^϶���1
$Ж�position"
_uposition(0B���������+
Җ�color"_ucolor(0B���������,
*Җ� sk_RTAdjust" _usk_RTAdjust(0B"4
.Җ� vcolor_Stage0"_uvcolor_Stage0(0B".
(Җ� gl_Position" gl_Position(0B*�
+�u��筘�U�x��'��A"4
.Җ� vcolor_Stage0"_uvcolor_Stage0(0B*7
*Җ� gl_FragColor" gl_FragColor(0B���������08�+
����K+%�fkplD=T`z���659b1ed4a60fc����P�� _uinPosition_u_uinPositionR�� _uinColor _u_uinColorR��_uinCircleEdge_u_uinCircleEdgeR�� _usk_RTAdjust_u_usk_RTAdjust�������������������gka������������������������������������������������������������������1struct VS_OUTPUT
{
float4 dx_Position : SV_Position;
float4 gl_Position : TEXCOORD2;
float4 v0 : TEXCOORD0;
float4 v1 : TEXCOORD1;
};
float4 vec4_ctor(float x0, float x1, float x2, float x3)
{
return float4(x0, x1, x2, x3);
}
float4 vec4_ctor(float2 x0, float x1, float x2)
{
return float4(x0, x1, x2);
}
// Uniforms
uniform float4 __usk_RTAdjust : register(c0);
#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 __uinPosition = {0, 0};
static float4 __uinColor = {0, 0, 0, 0};
static float4 __uinCircleEdge = {0, 0, 0, 0};
static float4 gl_Position = float4(0, 0, 0, 0);
// Varyings
static float4 __uvinCircleEdge_Stage0 = {0, 0, 0, 0};
static float4 __uvinColor_Stage0 = {0, 0, 0, 0};
cbuffer DriverConstants : register(b1)
{
float4 dx_ViewAdjust : packoffset(c1);
float2 dx_ViewCoords : packoffset(c2);
float2 dx_ViewScale : packoffset(c3);
};
@@ 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 = - gl_Position.y;
output.dx_Position.z = (gl_Position.z + gl_Position.w) * 0.5;
output.dx_Position.w = gl_Position.w;
output.v0 = __uvinCircleEdge_Stage0;
output.v1 = __uvinColor_Stage0;
return output;
}
VS_OUTPUT main(VS_INPUT input){
initAttributes(input);
(__uvinCircleEdge_Stage0 = __uinCircleEdge);
(__uvinColor_Stage0 = __uinColor);
float2 __upos2 = __uinPosition;
(gl_Position = vec4_ctor(__upos2.x, __upos2.y, 0.0, 1.0));
(gl_Position = vec4_ctor(((gl_Position.xy * __usk_RTAdjust.xz) + (gl_Position.ww * __usk_RTAdjust.yw)), 0.0, gl_Position.w));
return generateOutput(input);
}
�struct PS_INPUT
{
float4 dx_Position : SV_Position;
float4 gl_Position : TEXCOORD2;
float4 v0 : TEXCOORD0;
float4 v1 : TEXCOORD1;
};
float4 vec4_ctor(float x0)
{
return float4(x0, x0, x0, x0);
}
#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 float4 __uvinCircleEdge_Stage0 = {0, 0, 0, 0};
static float4 __uvinColor_Stage0 = {0, 0, 0, 0};
static float4 gl_Color[1] =
{
float4(0, 0, 0, 0)
};
cbuffer DriverConstants : register(b1)
{
};
#define GL_USES_FRAG_COLOR
@@ PIXEL OUTPUT @@
PS_OUTPUT main(PS_INPUT input){
__uvinCircleEdge_Stage0 = input.v0;
__uvinColor_Stage0 = input.v1;
float4 __uoutputColor_Stage0 = {0.0, 0.0, 0.0, 0.0};
float4 __uoutputCoverage_Stage0 = {0.0, 0.0, 0.0, 0.0};
{
float4 __ucircleEdge = {0.0, 0.0, 0.0, 0.0};
(__ucircleEdge = __uvinCircleEdge_Stage0);
(__uoutputColor_Stage0 = __uvinColor_Stage0);
float __ud = length(__ucircleEdge.xy);
float __udistanceToOuterEdge = (__ucircleEdge.z * (1.0 - __ud));
float __uedgeAlpha = clamp(__udistanceToOuterEdge, 0.0, 1.0);
float __udistanceToInnerEdge = (__ucircleEdge.z * (__ud - __ucircleEdge.w));
float __uinnerAlpha = clamp(__udistanceToInnerEdge, 0.0, 1.0);
(__uedgeAlpha *= __uinnerAlpha);
(__uoutputCoverage_Stage0 = vec4_ctor(__uedgeAlpha));
}
{
(gl_Color[0] = (__uoutputColor_Stage0 * __uoutputCoverage_Stage0));
}
return generateOutput();
}
R� gl_Color0 gl_Color[0]Rstruct GS_INPUT
{
float4 dx_Position : SV_Position;
float4 gl_Position : TEXCOORD2;
float4 v0 : TEXCOORD0;
float4 v1 : TEXCOORD1;
};
struct GS_OUTPUT
{
float4 dx_Position : SV_Position;
float4 gl_Position : TEXCOORD2;
float4 v0 : TEXCOORD0;
float4 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;
#ifndef ANGLE_POINT_SPRITE_SHADER
output.dx_Position = input.dx_Position;
#endif // ANGLE_POINT_SPRITE_SHADER
}
�qq,DXBC�����l�V��/��,4H�4�RDEF h<����RD11< ($ \$Globals���\�����������__usk_RTAdjustfloat4���Microsoft (R) HLSL Shader Compiler 10.1ISGN\PPPTEXCOORD���OSGN�htttSV_PositionTEXCOORD���SHEXTPUjYF� _2_�_�g� e� e� e� h6� @?�?2 2F�� օ 6" �A6 
62 F6� @�?6� F6� F>STAT� �DXBC>�;"�2����t��4�(\dRDEFd<���<RD11< ($ Microsoft (R) HLSL Shader Compiler 10.1ISGN�htttSV_PositionTEXCOORD���OSGN, SV_TARGET��SHEXP@jb�b�e� hFFK
"
�A@�?
:�A8 2F�8
8� F>STAT�"�
��o�ë?TH(�.�ɾ�,�/
"Җ�inColor" _uinColor(0B���������5
(Ж�
inPosition" _uinPosition(0B���������9
,Җ� inCircleEdge"_uinCircleEdge(0B���������,
*Җ� sk_RTAdjust" _usk_RTAdjust(0B"B
<Җ�vinCircleEdge_Stage0"_uvinCircleEdge_Stage0(0B"8
2Җ�vinColor_Stage0"_uvinColor_Stage0(0B".
(Җ� gl_Position" gl_Position(0B*�
k(<j�6��_����B��o"B
<Җ�vinCircleEdge_Stage0"_uvinCircleEdge_Stage0(0B"8
2Җ�vinColor_Stage0"_uvinColor_Stage0(0B*7
*Җ� gl_FragColor" gl_FragColor(0B���������08�6
Œ�hq�` �����H ����@59b1ed4a60fc����P�� _uinPosition_u_uinPositionR�� _uinColor _u_uinColorP��_uinTextureCoords_u_uinTextureCoordsR�� _usk_RTAdjust_u_usk_RTAdjust����������������P��_uuAtlasSizeInv_Stage0_u_uuAtlasSizeInv_Stage0�����������������_uualpha_Stage1_u_uualpha_Stage1����������������^�_uuTextureSampler_0_Stage0_u_uuTextureSampler_0_Stage0�������������������gka�������������������������������������������������������������������������������������������������������struct VS_OUTPUT
{
float4 dx_Position : SV_Position;
float4 gl_Position : TEXCOORD1;
float2 v0 : TEXCOORD0;
};
float2 vec2_ctor(float x0, float x1)
{
return float2(x0, x1);
}
float4 vec4_ctor(float x0, float x1, float x2, float x3)
{
return float4(x0, x1, x2, x3);
}
float4 vec4_ctor(float2 x0, float x1, float x2)
{
return float4(x0, x1, x2);
}
// Uniforms
uniform float4 __usk_RTAdjust : register(c0);
uniform float2 __uuAtlasSizeInv_Stage0 : register(c1);
#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 __uinPosition = {0, 0};
static float4 __uinColor = {0, 0, 0, 0};
static float2 __uinTextureCoords = {0, 0};
static float4 gl_Position = float4(0, 0, 0, 0);
// Varyings
static float2 __uvTextureCoords_Stage0 = {0, 0};
static float __uvTexIndex_Stage0 = {0};
static float4 __uvinColor_Stage0 = {0, 0, 0, 0};
cbuffer DriverConstants : register(b1)
{
float4 dx_ViewAdjust : packoffset(c1);
float2 dx_ViewCoords : packoffset(c2);
float2 dx_ViewScale : packoffset(c3);
};
@@ 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 = - gl_Position.y;
output.dx_Position.z = (gl_Position.z + gl_Position.w) * 0.5;
output.dx_Position.w = gl_Position.w;
output.v0 = __uvTextureCoords_Stage0;
return output;
}
VS_OUTPUT main(VS_INPUT input){
initAttributes(input);
float2 __uindexTexCoords = vec2_ctor(__uinTextureCoords.x, __uinTextureCoords.y);
float2 __uunormTexCoords = floor((0.5 * __uindexTexCoords));
float2 __udiff = (__uindexTexCoords - (2.0 * __uunormTexCoords));
float __utexIdx = ((2.0 * __udiff.x) + __udiff.y);
(__uvTextureCoords_Stage0 = (__uunormTexCoords * __uuAtlasSizeInv_Stage0));
(__uvTexIndex_Stage0 = __utexIdx);
(__uvinColor_Stage0 = __uinColor);
(gl_Position = vec4_ctor(__uinPosition.x, __uinPosition.y, 0.0, 1.0));
(gl_Position = vec4_ctor(((gl_Position.xy * __usk_RTAdjust.xz) + (gl_Position.ww * __usk_RTAdjust.yw)), 0.0, gl_Position.w));
return generateOutput(input);
}
gstruct PS_INPUT
{
float4 dx_Position : SV_Position;
float4 gl_Position : TEXCOORD1;
float2 v0 : TEXCOORD0;
};
// Uniforms
uniform float __uualpha_Stage1 : register(c0);
static const uint __uuTextureSampler_0_Stage0 = 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 float2 __uvTextureCoords_Stage0 = {0, 0};
static float4 gl_Color[1] =
{
float4(0, 0, 0, 0)
};
cbuffer DriverConstants : register(b1)
{
struct SamplerMetadata
{
int baseLevel;
int internalFormatBits;
int wrapModes;
int padding;
int4 intBorderColor;
};
SamplerMetadata samplerMetadata[1] : packoffset(c4);
};
#define GL_USES_FRAG_COLOR
float4 gl_texture2D(uint samplerIndex, float2 t, float bias)
{
return textures2D[samplerIndex].SampleBias(samplers2D[samplerIndex], float2(t.x, t.y), bias);
}
@@ PIXEL OUTPUT @@
PS_OUTPUT main(PS_INPUT input){
__uvTextureCoords_Stage0 = input.v0.xy;
float4 __uoutputCoverage_Stage0 = {0.0, 0.0, 0.0, 0.0};
{
float4 __utexColor = {0.0, 0.0, 0.0, 0.0};
{
(__utexColor = gl_texture2D(__uuTextureSampler_0_Stage0, __uvTextureCoords_Stage0, -0.5));
}
(__uoutputCoverage_Stage0 = __utexColor);
}
{
(__uoutputCoverage_Stage0.w = max(max(__uoutputCoverage_Stage0.x, __uoutputCoverage_Stage0.y), __uoutputCoverage_Stage0.z));
(gl_Color[0] = (__uualpha_Stage1 * __uoutputCoverage_Stage0));
}
return generateOutput();
}
R� gl_Color0 gl_Color[0]struct GS_INPUT
{
float4 dx_Position : SV_Position;
float4 gl_Position : TEXCOORD1;
float2 v0 : TEXCOORD0;
};
struct GS_OUTPUT
{
float4 dx_Position : SV_Position;
float4 gl_Position : TEXCOORD1;
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;
#ifndef ANGLE_POINT_SPRITE_SHADER
output.dx_Position = input.dx_Position;
#endif // ANGLE_POINT_SPRITE_SHADER
}
�q��DXBCa��)MI�+�б����4��RDEFxh<���PRD11< ($ \$Globals���\� ���������� ,��������__usk_RTAdjustfloat4���__uuAtlasSizeInv_Stage0float2�$Microsoft (R) HLSL Shader Compiler 10.1ISGN\PPPTEXCOORD���OSGNhP\\ SV_PositionTEXCOORD���SHEXpP\jYF� _2_2g� e� e2 h6� @?�?2 2F�� օ 6" �A6 
62 F6� @�?8
2F@??A2F82 FF� >STAT�
��DXBC�
�y'đf��{�?b�4�H8RDEFh�<���@RD11< ($ ������ �samplers2D[0]textures2D[0]$Globals�������������__uualpha_Stage1float�Microsoft (R) HLSL Shader Compiler 10.1ISGNhP\\SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX�P:jYF� Z`XpUUb2e� hJ���CUrFF~`@�4
4�*
8� F� >STAT�"�
rZa�~(���z�o_��s��/
"Җ�inColor" _uinColor(0B���������5
(Ж�
inPosition" _uinPosition(0B���������?
2�inTextureCoords"_uinTextureCoords(0B���������,
*Җ� sk_RTAdjust" _usk_RTAdjust(0B>
<Ж�uAtlasSizeInv_Stage0"_uuAtlasSizeInv_Stage0(0B"9
3�(�vTexIndex_Stage0"_uvTexIndex_Stage0(0B"D
>Ж�vTextureCoords_Stage0"_uvTextureCoords_Stage0(0B"8
2Җ�vinColor_Stage0"_uvinColor_Stage0(0B".
(Җ� gl_Position" gl_Position(0B*�
]��x�}0,��-
"΋��/
-�(� ualpha_Stage1"_uualpha_Stage1(0BD
BޖuTextureSampler_0_Stage0"_uuTextureSampler_0_Stage0(0B"9
3�(�vTexIndex_Stage0"_uvTexIndex_Stage0(0B"D
>Ж�vTextureCoords_Stage0"_uvTextureCoords_Stage0(0B"8
2Җ�vinColor_Stage0"_uvinColor_Stage0(0B*7
*Җ� gl_FragColor" gl_FragColor(0B���������08�@
8��T��Q�\��2x~wl�X���459b1ed4a60fc����P�� _uinPosition_u_uinPositionR�� _uinColor _u_uinColorR��_uinCircleEdge_u_uinCircleEdgeR�� _usk_RTAdjust_u_usk_RTAdjust�������������������gka������������������������������������������������������������������1struct VS_OUTPUT
{
float4 dx_Position : SV_Position;
float4 gl_Position : TEXCOORD2;
float4 v0 : TEXCOORD0;
float4 v1 : TEXCOORD1;
};
float4 vec4_ctor(float x0, float x1, float x2, float x3)
{
return float4(x0, x1, x2, x3);
}
float4 vec4_ctor(float2 x0, float x1, float x2)
{
return float4(x0, x1, x2);
}
// Uniforms
uniform float4 __usk_RTAdjust : register(c0);
#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 __uinPosition = {0, 0};
static float4 __uinColor = {0, 0, 0, 0};
static float4 __uinCircleEdge = {0, 0, 0, 0};
static float4 gl_Position = float4(0, 0, 0, 0);
// Varyings
static float4 __uvinCircleEdge_Stage0 = {0, 0, 0, 0};
static float4 __uvinColor_Stage0 = {0, 0, 0, 0};
cbuffer DriverConstants : register(b1)
{
float4 dx_ViewAdjust : packoffset(c1);
float2 dx_ViewCoords : packoffset(c2);
float2 dx_ViewScale : packoffset(c3);
};
@@ 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 = - gl_Position.y;
output.dx_Position.z = (gl_Position.z + gl_Position.w) * 0.5;
output.dx_Position.w = gl_Position.w;
output.v0 = __uvinCircleEdge_Stage0;
output.v1 = __uvinColor_Stage0;
return output;
}
VS_OUTPUT main(VS_INPUT input){
initAttributes(input);
(__uvinCircleEdge_Stage0 = __uinCircleEdge);
(__uvinColor_Stage0 = __uinColor);
float2 __upos2 = __uinPosition;
(gl_Position = vec4_ctor(__upos2.x, __upos2.y, 0.0, 1.0));
(gl_Position = vec4_ctor(((gl_Position.xy * __usk_RTAdjust.xz) + (gl_Position.ww * __usk_RTAdjust.yw)), 0.0, gl_Position.w));
return generateOutput(input);
}
&struct PS_INPUT
{
float4 dx_Position : SV_Position;
float4 gl_Position : TEXCOORD2;
float4 v0 : TEXCOORD0;
float4 v1 : TEXCOORD1;
};
float4 vec4_ctor(float x0)
{
return float4(x0, x0, x0, x0);
}
#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 float4 __uvinCircleEdge_Stage0 = {0, 0, 0, 0};
static float4 __uvinColor_Stage0 = {0, 0, 0, 0};
static float4 gl_Color[1] =
{
float4(0, 0, 0, 0)
};
cbuffer DriverConstants : register(b1)
{
};
#define GL_USES_FRAG_COLOR
@@ PIXEL OUTPUT @@
PS_OUTPUT main(PS_INPUT input){
__uvinCircleEdge_Stage0 = input.v0;
__uvinColor_Stage0 = input.v1;
float4 __uoutputColor_Stage0 = {0.0, 0.0, 0.0, 0.0};
float4 __uoutputCoverage_Stage0 = {0.0, 0.0, 0.0, 0.0};
{
float4 __ucircleEdge = {0.0, 0.0, 0.0, 0.0};
(__ucircleEdge = __uvinCircleEdge_Stage0);
(__uoutputColor_Stage0 = __uvinColor_Stage0);
float __ud = length(__ucircleEdge.xy);
float __udistanceToOuterEdge = (__ucircleEdge.z * (1.0 - __ud));
float __uedgeAlpha = clamp(__udistanceToOuterEdge, 0.0, 1.0);
(__uoutputCoverage_Stage0 = vec4_ctor(__uedgeAlpha));
}
{
(gl_Color[0] = (__uoutputColor_Stage0 * __uoutputCoverage_Stage0));
}
return generateOutput();
}
R� gl_Color0 gl_Color[0]Rstruct GS_INPUT
{
float4 dx_Position : SV_Position;
float4 gl_Position : TEXCOORD2;
float4 v0 : TEXCOORD0;
float4 v1 : TEXCOORD1;
};
struct GS_OUTPUT
{
float4 dx_Position : SV_Position;
float4 gl_Position : TEXCOORD2;
float4 v0 : TEXCOORD0;
float4 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;
#ifndef ANGLE_POINT_SPRITE_SHADER
output.dx_Position = input.dx_Position;
#endif // ANGLE_POINT_SPRITE_SHADER
}
�qq,DXBC�����l�V��/��,4H�4�RDEF h<����RD11< ($ \$Globals���\�����������__usk_RTAdjustfloat4���Microsoft (R) HLSL Shader Compiler 10.1ISGN\PPPTEXCOORD���OSGN�htttSV_PositionTEXCOORD���SHEXTPUjYF� _2_�_�g� e� e� e� h6� @?�?2 2F�� օ 6" �A6 
62 F6� @�?6� F6� F>STAT� ��DXBC'��`nc��u;;���4�(\(RDEFd<���<RD11< ($ Microsoft (R) HLSL Shader Compiler 10.1ISGN�htttSV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX�P1jbrb�e� hFFK

�A@�?8 
*8� F>STAT�"�
��o�ë?TH(�.�ɾ�,�/
"Җ�inColor" _uinColor(0B���������5
(Ж�
inPosition" _uinPosition(0B���������9
,Җ� inCircleEdge"_uinCircleEdge(0B���������,
*Җ� sk_RTAdjust" _usk_RTAdjust(0B"B
<Җ�vinCircleEdge_Stage0"_uvinCircleEdge_Stage0(0B"8
2Җ�vinColor_Stage0"_uvinColor_Stage0(0B".
(Җ� gl_Position" gl_Position(0B*�
�؁"�OAS X0�9;W=�"B
<Җ�vinCircleEdge_Stage0"_uvinCircleEdge_Stage0(0B"8
2Җ�vinColor_Stage0"_uvinColor_Stage0(0B*7
*Җ� gl_FragColor" gl_FragColor(0B���������08�4
�;�~���9x>'������2���B59b1ed4a60fc����P��
_uposition _u_upositionR��_ucolor _u_ucolorP�� _ulocalCoord_u_ulocalCoordR�� _usk_RTAdjust_u_usk_RTAdjust����������������[�� _uuCoordTransformMatrix_0_Stage0"_u_uuCoordTransformMatrix_0_Stage0����������������R��_uuTexDom_Stage1_c0_u_uuTexDom_Stage1_c0����������������^�_uuTextureSampler_0_Stage1_u_uuTextureSampler_0_Stage1�������������������gka�������������������������������������������������������������������������������������������������������struct VS_OUTPUT
{
float4 dx_Position : SV_Position;
float4 gl_Position : TEXCOORD2;
float4 v0 : TEXCOORD0;
float2 v1 : TEXCOORD1;
};
float3 vec3_ctor(float2 x0, float x1)
{
return float3(x0, x1);
}
float4 vec4_ctor(float x0, float x1, float x2, float x3)
{
return float4(x0, x1, x2, x3);
}
float4 vec4_ctor(float2 x0, float x1, float x2)
{
return float4(x0, x1, x2);
}
// Uniforms
uniform float4 __usk_RTAdjust : register(c0);
uniform float3x3 __uuCoordTransformMatrix_0_Stage0 : register(c1);
#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 __uposition = {0, 0};
static float4 __ucolor = {0, 0, 0, 0};
static float2 __ulocalCoord = {0, 0};
static float4 gl_Position = float4(0, 0, 0, 0);
// Varyings
static float2 __uvTransformedCoords_0_Stage0 = {0, 0};
static float4 __uvcolor_Stage0 = {0, 0, 0, 0};
cbuffer DriverConstants : register(b1)
{
float4 dx_ViewAdjust : packoffset(c1);
float2 dx_ViewCoords : packoffset(c2);
float2 dx_ViewScale : packoffset(c3);
};
@@ 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 = - gl_Position.y;
output.dx_Position.z = (gl_Position.z + gl_Position.w) * 0.5;
output.dx_Position.w = gl_Position.w;
output.v0 = __uvcolor_Stage0;
output.v1 = __uvTransformedCoords_0_Stage0;
return output;
}
VS_OUTPUT main(VS_INPUT input){
initAttributes(input);
(__uvTransformedCoords_0_Stage0 = mul(transpose(__uuCoordTransformMatrix_0_Stage0), vec3_ctor(__ulocalCoord, 1.0)).xy);
(__uvcolor_Stage0 = __ucolor);
(gl_Position = vec4_ctor(__uposition.x, __uposition.y, 0.0, 1.0));
(gl_Position = vec4_ctor(((gl_Position.xy * __usk_RTAdjust.xz) + (gl_Position.ww * __usk_RTAdjust.yw)), 0.0, gl_Position.w));
return generateOutput(input);
}
dstruct PS_INPUT
{
float4 dx_Position : SV_Position;
float4 gl_Position : TEXCOORD2;
float4 v0 : TEXCOORD0;
float2 v1 : TEXCOORD1;
};
// Uniforms
uniform float4 __uuTexDom_Stage1_c0 : register(c0);
static const uint __uuTextureSampler_0_Stage1 = 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 float2 __uvTransformedCoords_0_Stage0 = {0, 0};
static float4 __uvcolor_Stage0 = {0, 0, 0, 0};
static float4 gl_Color[1] =
{
float4(0, 0, 0, 0)
};
cbuffer DriverConstants : register(b1)
{
struct SamplerMetadata
{
int baseLevel;
int internalFormatBits;
int wrapModes;
int padding;
int4 intBorderColor;
};
SamplerMetadata samplerMetadata[1] : packoffset(c4);
};
#define GL_USES_FRAG_COLOR
float4 gl_texture2D(uint samplerIndex, float2 t, float bias)
{
return textures2D[samplerIndex].SampleBias(samplers2D[samplerIndex], float2(t.x, t.y), bias);
}
@@ PIXEL OUTPUT @@
PS_OUTPUT main(PS_INPUT input){
__uvcolor_Stage0 = input.v0;
__uvTransformedCoords_0_Stage0 = input.v1.xy;
float4 __uoutputColor_Stage0 = {0.0, 0.0, 0.0, 0.0};
{
(__uoutputColor_Stage0 = __uvcolor_Stage0);
}
float4 __uoutput_Stage1 = {0.0, 0.0, 0.0, 0.0};
{
float4 __uchild = {0.0, 0.0, 0.0, 0.0};
{
{
float2 __uorigCoord = __uvTransformedCoords_0_Stage0;
float2 __uclampedCoord = clamp(__uorigCoord.xy, __uuTexDom_Stage1_c0.xy, __uuTexDom_Stage1_c0.zw);
float4 __uinside = gl_texture2D(__uuTextureSampler_0_Stage1, __uclampedCoord, -0.5);
(__uchild = __uinside);
}
}
(__uoutput_Stage1 = (__uchild * __uoutputColor_Stage0.w));
}
{
(gl_Color[0] = __uoutput_Stage1);
}
return generateOutput();
}
R� gl_Color0 gl_Color[0]Rstruct GS_INPUT
{
float4 dx_Position : SV_Position;
float4 gl_Position : TEXCOORD2;
float4 v0 : TEXCOORD0;
float2 v1 : TEXCOORD1;
};
struct GS_OUTPUT
{
float4 dx_Position : SV_Position;
float4 gl_Position : TEXCOORD2;
float4 v0 : TEXCOORD0;
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;
#ifndef ANGLE_POINT_SPRITE_SHADER
output.dx_Position = input.dx_Position;
#endif // ANGLE_POINT_SPRITE_SHADER
}
�q��DXBC���dwT�`C��ì�n�4�$�\RDEF�h<���\RD11< ($ \$Globals���\�@���������� ,8��������__usk_RTAdjustfloat4���__uuCoordTransformMatrix_0_Stage0float3x3�.Microsoft (R) HLSL Shader Compiler 10.1ISGN\PPPTEXCOORD���OSGN�httt SV_PositionTEXCOORD���SHEX�PjjYF� _2_�_2g� e� e� e2 h6� @?�?2 2F�� օ 6" �A6 
62 F6� @�?6� F62F6B@�? F� F" F� F>STAT� �DXBCP 2�
҅����4�0ddRDEFl�<���DRD11< ($ ������ �samplers2D[0]textures2D[0]$Globals����� ��������__uuTexDom_Stage1_c0float4Microsoft (R) HLSL Shader Compiler 10.1ISGN�htttSV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX�P>jYF� Z`XpUUb�b2e� h42FF� 32F� J���CU�FF~`@�8� F�>STAT�"�
�t�� Ŀ���,�-�1
$Ж�position"
_uposition(0B���������+
Җ�color"_ucolor(0B���������5
(Ж�
localCoord" _ulocalCoord(0B���������,
*Җ� sk_RTAdjust" _usk_RTAdjust(0BR
Pۖ�uCoordTransformMatrix_0_Stage0" _uuCoordTransformMatrix_0_Stage0(0B"P
J�vTransformedCoords_0_Stage0"_uvTransformedCoords_0_Stage0(0B"4
.Җ� vcolor_Stage0"_uvcolor_Stage0(0B".
(Җ� gl_Position" gl_Position(0B*�
�v�>���7g� 6��Ԣ�S8
6Җ�uTexDom_Stage1_c0"_uuTexDom_Stage1_c0(0BD
BޖuTextureSampler_0_Stage1"_uuTextureSampler_0_Stage1(0B"P
J�vTransformedCoords_0_Stage0"_uvTransformedCoords_0_Stage0(0B"4
.Җ� vcolor_Stage0"_uvcolor_Stage0(0B*7
*Җ� gl_FragColor" gl_FragColor(0B���������08�B
�g�Y��!K.����7������?59b1ed4a60fc����P�� _uinPosition_u_uinPositionR�� _uinColor _u_uinColorP��_uinTextureCoords_u_uinTextureCoordsR�� _usk_RTAdjust_u_usk_RTAdjust����������������P��_uuAtlasSizeInv_Stage0_u_uuAtlasSizeInv_Stage0����������������^�_uuTextureSampler_0_Stage0_u_uuTextureSampler_0_Stage0�������������������gka������������������������������������������������������������������������������������������ struct VS_OUTPUT
{
float4 dx_Position : SV_Position;
float4 gl_Position : TEXCOORD2;
float4 v0 : TEXCOORD0;
float2 v1 : TEXCOORD1;
};
float2 vec2_ctor(float x0, float x1)
{
return float2(x0, x1);
}
float4 vec4_ctor(float x0, float x1, float x2, float x3)
{
return float4(x0, x1, x2, x3);
}
float4 vec4_ctor(float2 x0, float x1, float x2)
{
return float4(x0, x1, x2);
}
// Uniforms
uniform float4 __usk_RTAdjust : register(c0);
uniform float2 __uuAtlasSizeInv_Stage0 : register(c1);
#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 __uinPosition = {0, 0};
static float4 __uinColor = {0, 0, 0, 0};
static float2 __uinTextureCoords = {0, 0};
static float4 gl_Position = float4(0, 0, 0, 0);
// Varyings
static float2 __uvTextureCoords_Stage0 = {0, 0};
static float __uvTexIndex_Stage0 = {0};
static float4 __uvinColor_Stage0 = {0, 0, 0, 0};
cbuffer DriverConstants : register(b1)
{
float4 dx_ViewAdjust : packoffset(c1);
float2 dx_ViewCoords : packoffset(c2);
float2 dx_ViewScale : packoffset(c3);
};
@@ 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 = - gl_Position.y;
output.dx_Position.z = (gl_Position.z + gl_Position.w) * 0.5;
output.dx_Position.w = gl_Position.w;
output.v0 = __uvinColor_Stage0;
output.v1 = __uvTextureCoords_Stage0;
return output;
}
VS_OUTPUT main(VS_INPUT input){
initAttributes(input);
float2 __uindexTexCoords = vec2_ctor(__uinTextureCoords.x, __uinTextureCoords.y);
float2 __uunormTexCoords = floor((0.5 * __uindexTexCoords));
float2 __udiff = (__uindexTexCoords - (2.0 * __uunormTexCoords));
float __utexIdx = ((2.0 * __udiff.x) + __udiff.y);
(__uvTextureCoords_Stage0 = (__uunormTexCoords * __uuAtlasSizeInv_Stage0));
(__uvTexIndex_Stage0 = __utexIdx);
(__uvinColor_Stage0 = __uinColor);
(gl_Position = vec4_ctor(__uinPosition.x, __uinPosition.y, 0.0, 1.0));
(gl_Position = vec4_ctor(((gl_Position.xy * __usk_RTAdjust.xz) + (gl_Position.ww * __usk_RTAdjust.yw)), 0.0, gl_Position.w));
return generateOutput(input);
}
�struct PS_INPUT
{
float4 dx_Position : SV_Position;
float4 gl_Position : TEXCOORD2;
float4 v0 : TEXCOORD0;
float2 v1 : TEXCOORD1;
};
// Uniforms
static const uint __uuTextureSampler_0_Stage0 = 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 float2 __uvTextureCoords_Stage0 = {0, 0};
static float4 __uvinColor_Stage0 = {0, 0, 0, 0};
static float4 gl_Color[1] =
{
float4(0, 0, 0, 0)
};
cbuffer DriverConstants : register(b1)
{
struct SamplerMetadata
{
int baseLevel;
int internalFormatBits;
int wrapModes;
int padding;
int4 intBorderColor;
};
SamplerMetadata samplerMetadata[1] : packoffset(c4);
};
#define GL_USES_FRAG_COLOR
float4 gl_texture2D(uint samplerIndex, float2 t, float bias)
{
return textures2D[samplerIndex].SampleBias(samplers2D[samplerIndex], float2(t.x, t.y), bias);
}
@@ PIXEL OUTPUT @@
PS_OUTPUT main(PS_INPUT input){
__uvinColor_Stage0 = input.v0;
__uvTextureCoords_Stage0 = input.v1.xy;
float4 __uoutputColor_Stage0 = {0.0, 0.0, 0.0, 0.0};
float4 __uoutputCoverage_Stage0 = {0.0, 0.0, 0.0, 0.0};
{
(__uoutputColor_Stage0 = __uvinColor_Stage0);
float4 __utexColor = {0.0, 0.0, 0.0, 0.0};
{
(__utexColor = gl_texture2D(__uuTextureSampler_0_Stage0, __uvTextureCoords_Stage0, -0.5).xxxx);
}
(__uoutputCoverage_Stage0 = __utexColor);
}
{
(gl_Color[0] = (__uoutputColor_Stage0 * __uoutputCoverage_Stage0));
}
return generateOutput();
}
R� gl_Color0 gl_Color[0]Rstruct GS_INPUT
{
float4 dx_Position : SV_Position;
float4 gl_Position : TEXCOORD2;
float4 v0 : TEXCOORD0;
float2 v1 : TEXCOORD1;
};
struct GS_OUTPUT
{
float4 dx_Position : SV_Position;
float4 gl_Position : TEXCOORD2;
float4 v0 : TEXCOORD0;
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;
#ifndef ANGLE_POINT_SPRITE_SHADER
output.dx_Position = input.dx_Position;
#endif // ANGLE_POINT_SPRITE_SHADER
}
�q��DXBCk�[�r疽�77�c����4��DRDEFxh<���PRD11< ($ \$Globals���\� ���������� ,��������__usk_RTAdjustfloat4���__uuAtlasSizeInv_Stage0float2�$Microsoft (R) HLSL Shader Compiler 10.1ISGN\PPPTEXCOORD���OSGN�httt SV_PositionTEXCOORD���SHEX�PgjYF� _2_�_2g� e� e� e2 h6� @?�?2 2F�� օ 6" �A6 
62 F6� @�?6� F8
2F@??A2F82 FF� >STAT� �DXBC'ֆ�����]�b� Q"�4���hRDEF�<����RD11< ($ |����� samplers2D[0]textures2D[0]Microsoft (R) HLSL Shader Compiler 10.1ISGN�htttSV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX�P*jZ`XpUUb�b2e� hJ���CUFF~`@�8� F>STAT�"�
rZa�~(���z�o_��s��/
"Җ�inColor" _uinColor(0B���������5
(Ж�
inPosition" _uinPosition(0B���������?
2�inTextureCoords"_uinTextureCoords(0B���������,
*Җ� sk_RTAdjust" _usk_RTAdjust(0B>
<Ж�uAtlasSizeInv_Stage0"_uuAtlasSizeInv_Stage0(0B"9
3�(�vTexIndex_Stage0"_uvTexIndex_Stage0(0B"D
>Ж�vTextureCoords_Stage0"_uvTextureCoords_Stage0(0B"8
2Җ�vinColor_Stage0"_uvinColor_Stage0(0B".
(Җ� gl_Position" gl_Position(0B*�

�mE��Ҭ@�������žOD
BޖuTextureSampler_0_Stage0"_uuTextureSampler_0_Stage0(0B"9
3�(�vTexIndex_Stage0"_uvTexIndex_Stage0(0B"D
>Ж�vTextureCoords_Stage0"_uvTextureCoords_Stage0(0B"8
2Җ�vinColor_Stage0"_uvinColor_Stage0(0B*7
*Җ� gl_FragColor" gl_FragColor(0B���������08�?
(x��H|ͺ�l%�&x!��x����J59b1ed4a60fc����P��
_uposition _u_upositionR��_ucolor _u_ucolorP�� _ulocalCoord_u_ulocalCoordR�� _usk_RTAdjust_u_usk_RTAdjust����������������[�� _uuCoordTransformMatrix_0_Stage0"_u_uuCoordTransformMatrix_0_Stage0����������������R��_uucircle_Stage2_u_uucircle_Stage2����������������^�_uuTextureSampler_0_Stage1_u_uuTextureSampler_0_Stage1�������������������gka������������������������������������������������������������������������������������������������������,struct VS_OUTPUT
{
float4 dx_Position : SV_Position;
float4 gl_Position : TEXCOORD2;
float4 gl_FragCoord : TEXCOORD3;
float4 v0 : TEXCOORD0;
float2 v1 : TEXCOORD1;
};
float3 vec3_ctor(float2 x0, float x1)
{
return float3(x0, x1);
}
float4 vec4_ctor(float x0, float x1, float x2, float x3)
{
return float4(x0, x1, x2, x3);
}
float4 vec4_ctor(float2 x0, float x1, float x2)
{
return float4(x0, x1, x2);
}
// Uniforms
uniform float4 __usk_RTAdjust : register(c0);
uniform float3x3 __uuCoordTransformMatrix_0_Stage0 : register(c1);
#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 __uposition = {0, 0};
static float4 __ucolor = {0, 0, 0, 0};
static float2 __ulocalCoord = {0, 0};
static float4 gl_Position = float4(0, 0, 0, 0);
// Varyings
static float2 __uvTransformedCoords_0_Stage0 = {0, 0};
static float4 __uvcolor_Stage0 = {0, 0, 0, 0};
cbuffer DriverConstants : register(b1)
{
float4 dx_ViewAdjust : packoffset(c1);
float2 dx_ViewCoords : packoffset(c2);
float2 dx_ViewScale : packoffset(c3);
};
@@ 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 = - gl_Position.y;
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 = __uvcolor_Stage0;
output.v1 = __uvTransformedCoords_0_Stage0;
return output;
}
VS_OUTPUT main(VS_INPUT input){
initAttributes(input);
(__uvTransformedCoords_0_Stage0 = mul(transpose(__uuCoordTransformMatrix_0_Stage0), vec3_ctor(__ulocalCoord, 1.0)).xy);
(__uvcolor_Stage0 = __ucolor);
(gl_Position = vec4_ctor(__uposition.x, __uposition.y, 0.0, 1.0));
(gl_Position = vec4_ctor(((gl_Position.xy * __usk_RTAdjust.xz) + (gl_Position.ww * __usk_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;
float4 v0 : TEXCOORD0;
float2 v1 : TEXCOORD1;
};
float4 vec4_ctor(float x0)
{
return float4(x0, x0, x0, x0);
}
// Uniforms
uniform float4 __uucircle_Stage2 : register(c0);
static const uint __uuTextureSampler_0_Stage1 = 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 float2 __uvTransformedCoords_0_Stage0 = {0, 0};
static float4 __uvcolor_Stage0 = {0, 0, 0, 0};
static float4 gl_Color[1] =
{
float4(0, 0, 0, 0)
};
static float4 gl_FragCoord = float4(0, 0, 0, 0);
cbuffer DriverConstants : register(b1)
{
float4 dx_ViewCoords : packoffset(c1);
float3 dx_DepthFront : packoffset(c2);
float2 dx_ViewScale : packoffset(c3);
struct SamplerMetadata
{
int baseLevel;
int internalFormatBits;
int wrapModes;
int padding;
int4 intBorderColor;
};
SamplerMetadata samplerMetadata[1] : packoffset(c4);
};
#define GL_USES_FRAG_COLOR
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;
gl_FragCoord.y = input.dx_Position.y;
gl_FragCoord.z = (input.gl_FragCoord.z * rhw) * dx_DepthFront.x + dx_DepthFront.y;
gl_FragCoord.w = rhw;
__uvcolor_Stage0 = input.v0;
__uvTransformedCoords_0_Stage0 = input.v1.xy;
float4 __uoutputColor_Stage0 = {0.0, 0.0, 0.0, 0.0};
{
(__uoutputColor_Stage0 = __uvcolor_Stage0);
}
float4 __uoutput_Stage1 = {0.0, 0.0, 0.0, 0.0};
{
float4 __uchild = {0.0, 0.0, 0.0, 0.0};
{
(__uchild = gl_texture2D(__uuTextureSampler_0_Stage1, __uvTransformedCoords_0_Stage0, -0.5).xyzw);
}
(__uoutput_Stage1 = (__uchild * __uoutputColor_Stage0.w));
}
float4 __uoutput_Stage2 = {0.0, 0.0, 0.0, 0.0};
{
float __ud = {0.0};
{
(__ud = ((1.0 - length(((__uucircle_Stage2.xy - gl_FragCoord.xy) * __uucircle_Stage2.w))) * __uucircle_Stage2.z));
}
{
(__ud = clamp(__ud, 0.0, 1.0));
}
(__uoutput_Stage2 = vec4_ctor(__ud));
}
{
(gl_Color[0] = (__uoutput_Stage1 * __uoutput_Stage2));
}
return generateOutput();
}
R� gl_Color0 gl_Color[0]�struct GS_INPUT
{
float4 dx_Position : SV_Position;
float4 gl_Position : TEXCOORD2;
float4 gl_FragCoord : TEXCOORD3;
float4 v0 : TEXCOORD0;
float2 v1 : TEXCOORD1;
};
struct GS_OUTPUT
{
float4 dx_Position : SV_Position;
float4 gl_Position : TEXCOORD2;
float4 gl_FragCoord : TEXCOORD3;
float4 v0 : TEXCOORD0;
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
}
�q�PDXBC&����f~�D~����P4�$��RDEF�h<���\RD11< ($ \$Globals���\�@���������� ,8��������__usk_RTAdjustfloat4���__uuCoordTransformMatrix_0_Stage0float3x3�.Microsoft (R) HLSL Shader Compiler 10.1ISGN\PPPTEXCOORD���OSGN������ SV_PositionTEXCOORD���SHEX�PzjYF� _2_�_2g� e� e� e� e2 h6� @?�?2 2F�� օ 6" �A6 
62 F62 F6� @�?6� @�?6� F62F6B@�? F� F" F� F>STAT� ��DXBC䷄6�K)���`��4�H|RDEFl�<���DRD11< ($ ������ �samplers2D[0]textures2D[0]$Globals����� ��������__uucircle_Stage2float4���Microsoft (R) HLSL Shader Compiler 10.1ISGN������SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX�PfjYF� Z`XpUUd 2b�b2e� h 2F�AF� 82F�� FFK

�A@�?8 
*� J���CU�FF~`@�8�F�8� F>STAT�
"�
�t�� Ŀ���,�-�1
$Ж�position"
_uposition(0B���������+
Җ�color"_ucolor(0B���������5
(Ж�
localCoord" _ulocalCoord(0B���������,
*Җ� sk_RTAdjust" _usk_RTAdjust(0BR
Pۖ�uCoordTransformMatrix_0_Stage0" _uuCoordTransformMatrix_0_Stage0(0B"P
J�vTransformedCoords_0_Stage0"_uvTransformedCoords_0_Stage0(0B"4
.Җ� vcolor_Stage0"_uvcolor_Stage0(0B".
(Җ� gl_Position" gl_Position(0B*�
ȃ�jֽ�p��X�*�Ah�"2
0Җ�ucircle_Stage2"_uucircle_Stage2(0BD
BޖuTextureSampler_0_Stage1"_uuTextureSampler_0_Stage1(0B"P
J�vTransformedCoords_0_Stage0"_uvTransformedCoords_0_Stage0(0B"4
.Җ� vcolor_Stage0"_uvcolor_Stage0(0B"0
*Җ� gl_FragCoord" gl_FragCoord(0B*7
*Җ� gl_FragColor" gl_FragColor(0B���������08�J
���?K^���%��:��!d���=59b1ed4a60fc����P�� _uinPosition_u_uinPositionQ��_uinDashParams_u_uinDashParamsR��_uinRect
_u_uinRectR�� _usk_RTAdjust_u_usk_RTAdjust����������������R��_uuColor_Stage0_u_uuColor_Stage0�������������������gka������������������������������������������������������������������������������,struct VS_OUTPUT
{
float4 dx_Position : SV_Position;
float4 gl_Position : TEXCOORD2;
float4 v0 : TEXCOORD0;
float3 v1 : TEXCOORD1;
};
float4 vec4_ctor(float x0, float x1, float x2, float x3)
{
return float4(x0, x1, x2, x3);
}
float4 vec4_ctor(float2 x0, float x1, float x2)
{
return float4(x0, x1, x2);
}
// Uniforms
uniform float4 __usk_RTAdjust : register(c0);
#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 __uinPosition = {0, 0};
static float3 __uinDashParams = {0, 0, 0};
static float4 __uinRect = {0, 0, 0, 0};
static float4 gl_Position = float4(0, 0, 0, 0);
// Varyings
static float3 __uvDashParams_Stage0 = {0, 0, 0};
static float4 __uvRectParams_Stage0 = {0, 0, 0, 0};
cbuffer DriverConstants : register(b1)
{
float4 dx_ViewAdjust : packoffset(c1);
float2 dx_ViewCoords : packoffset(c2);
float2 dx_ViewScale : packoffset(c3);
};
@@ 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 = - gl_Position.y;
output.dx_Position.z = (gl_Position.z + gl_Position.w) * 0.5;
output.dx_Position.w = gl_Position.w;
output.v0 = __uvRectParams_Stage0;
output.v1 = __uvDashParams_Stage0;
return output;
}
VS_OUTPUT main(VS_INPUT input){
initAttributes(input);
(__uvDashParams_Stage0 = __uinDashParams);
(__uvRectParams_Stage0 = __uinRect);
float2 __upos2 = __uinPosition;
(gl_Position = vec4_ctor(__upos2.x, __upos2.y, 0.0, 1.0));
(gl_Position = vec4_ctor(((gl_Position.xy * __usk_RTAdjust.xz) + (gl_Position.ww * __usk_RTAdjust.yw)), 0.0, gl_Position.w));
return generateOutput(input);
}
struct PS_INPUT
{
float4 dx_Position : SV_Position;
float4 gl_Position : TEXCOORD2;
float4 v0 : TEXCOORD0;
float3 v1 : TEXCOORD1;
};
float2 vec2_ctor(float x0, float x1)
{
return float2(x0, x1);
}
float4 vec4_ctor(float x0)
{
return float4(x0, x0, x0, x0);
}
// Uniforms
uniform float4 __uuColor_Stage0 : register(c0);
#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 float3 __uvDashParams_Stage0 = {0, 0, 0};
static float4 __uvRectParams_Stage0 = {0, 0, 0, 0};
static float4 gl_Color[1] =
{
float4(0, 0, 0, 0)
};
cbuffer DriverConstants : register(b1)
{
};
#define GL_USES_FRAG_COLOR
@@ PIXEL OUTPUT @@
PS_OUTPUT main(PS_INPUT input){
__uvRectParams_Stage0 = input.v0;
__uvDashParams_Stage0 = input.v1.xyz;
float4 __uoutputColor_Stage0 = {0.0, 0.0, 0.0, 0.0};
float4 __uoutputCoverage_Stage0 = {0.0, 0.0, 0.0, 0.0};
{
(__uoutputColor_Stage0 = __uuColor_Stage0);
float __uxShifted = (__uvDashParams_Stage0.x - (floor((__uvDashParams_Stage0.x / __uvDashParams_Stage0.z)) * __uvDashParams_Stage0.z));
float2 __ufragPosShifted = vec2_ctor(__uxShifted, __uvDashParams_Stage0.y);
float __uxSub = {0.0};
float __uySub = {0.0};
(__uxSub = min((__ufragPosShifted.x - __uvRectParams_Stage0.x), 0.0));
(__uxSub += min((__uvRectParams_Stage0.z - __ufragPosShifted.x), 0.0));
(__uySub = min((__ufragPosShifted.y - __uvRectParams_Stage0.y), 0.0));
(__uySub += min((__uvRectParams_Stage0.w - __ufragPosShifted.y), 0.0));
float __ualpha = ((1.0 + max(__uxSub, -1.0)) * (1.0 + max(__uySub, -1.0)));
(__uoutputCoverage_Stage0 = vec4_ctor(__ualpha));
}
{
(gl_Color[0] = (__uoutputColor_Stage0 * __uoutputCoverage_Stage0));
}
return generateOutput();
}
R� gl_Color0 gl_Color[0]Rstruct GS_INPUT
{
float4 dx_Position : SV_Position;
float4 gl_Position : TEXCOORD2;
float4 v0 : TEXCOORD0;
float3 v1 : TEXCOORD1;
};
struct GS_OUTPUT
{
float4 dx_Position : SV_Position;
float4 gl_Position : TEXCOORD2;
float4 v0 : TEXCOORD0;
float3 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;
#ifndef ANGLE_POINT_SPRITE_SHADER
output.dx_Position = input.dx_Position;
#endif // ANGLE_POINT_SPRITE_SHADER
}
�yq,DXBCD%)�S���F��b�},4H�4�RDEF h<����RD11< ($ \$Globals���\�����������__usk_RTAdjustfloat4���Microsoft (R) HLSL Shader Compiler 10.1ISGN\PPPTEXCOORD���OSGN�htttSV_PositionTEXCOORD���SHEXTPUjYF� _2_r_�g� e� e� er h6� @?�?2 2F�� օ 6" �A6 
62 F6� @�?6� F6r F>STAT� ��DXBC��(�_���{��me���4H�TRDEF h<����RD11< ($ \$Globals���\�����������__uuColor_Stage0float4�Microsoft (R) HLSL Shader Compiler 10.1ISGN�htttSV_PositionTEXCOORD���OSGN, SV_TARGET��SHEXHP�jYF� b�bre� h
*A
2

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bV@"*4"@��
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8� F� >STAT�"�
�͟-v*#�]ޑ���㼮 �5
(Ж�
inPosition" _uinPosition(0B���������-
Җ�inRect"_uinRect(0B���������9
,і� inDashParams"_uinDashParams(0B���������,
*Җ� sk_RTAdjust" _usk_RTAdjust(0B">
8і�vDashParams_Stage0"_uvDashParams_Stage0(0B".
(Җ� gl_Position" gl_Position(0B">
8Җ�vRectParams_Stage0"_uvRectParams_Stage0(0B*�
�%�*V�8 ;��/����?�0
.Җ� uColor_Stage0"_uuColor_Stage0(0B">
8і�vDashParams_Stage0"_uvDashParams_Stage0(0B">
8Җ�vRectParams_Stage0"_uvRectParams_Stage0(0B*7
*Җ� gl_FragColor" gl_FragColor(0B���������08�=
����h���KJ��������=59b1ed4a60fc����P��
_uposition _u_upositionR��_ucolor _u_ucolorP�� _ulocalCoord_u_ulocalCoordR�� _usk_RTAdjust_u_usk_RTAdjust����������������[�� _uuCoordTransformMatrix_0_Stage0"_u_uuCoordTransformMatrix_0_Stage0����������������^�_uuTextureSampler_0_Stage1_u_uuTextureSampler_0_Stage1�������������������gka�������������������������������������������������������������������������������������������struct VS_OUTPUT
{
float4 dx_Position : SV_Position;
float4 gl_Position : TEXCOORD2;
float4 v0 : TEXCOORD0;
float2 v1 : TEXCOORD1;
};
float3 vec3_ctor(float2 x0, float x1)
{
return float3(x0, x1);
}
float4 vec4_ctor(float x0, float x1, float x2, float x3)
{
return float4(x0, x1, x2, x3);
}
float4 vec4_ctor(float2 x0, float x1, float x2)
{
return float4(x0, x1, x2);
}
// Uniforms
uniform float4 __usk_RTAdjust : register(c0);
uniform float3x3 __uuCoordTransformMatrix_0_Stage0 : register(c1);
#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 __uposition = {0, 0};
static float4 __ucolor = {0, 0, 0, 0};
static float2 __ulocalCoord = {0, 0};
static float4 gl_Position = float4(0, 0, 0, 0);
// Varyings
static float2 __uvTransformedCoords_0_Stage0 = {0, 0};
static float4 __uvcolor_Stage0 = {0, 0, 0, 0};
cbuffer DriverConstants : register(b1)
{
float4 dx_ViewAdjust : packoffset(c1);
float2 dx_ViewCoords : packoffset(c2);
float2 dx_ViewScale : packoffset(c3);
};
@@ 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 = - gl_Position.y;
output.dx_Position.z = (gl_Position.z + gl_Position.w) * 0.5;
output.dx_Position.w = gl_Position.w;
output.v0 = __uvcolor_Stage0;
output.v1 = __uvTransformedCoords_0_Stage0;
return output;
}
VS_OUTPUT main(VS_INPUT input){
initAttributes(input);
(__uvTransformedCoords_0_Stage0 = mul(transpose(__uuCoordTransformMatrix_0_Stage0), vec3_ctor(__ulocalCoord, 1.0)).xy);
(__uvcolor_Stage0 = __ucolor);
(gl_Position = vec4_ctor(__uposition.x, __uposition.y, 0.0, 1.0));
(gl_Position = vec4_ctor(((gl_Position.xy * __usk_RTAdjust.xz) + (gl_Position.ww * __usk_RTAdjust.yw)), 0.0, gl_Position.w));
return generateOutput(input);
}
�struct PS_INPUT
{
float4 dx_Position : SV_Position;
float4 gl_Position : TEXCOORD2;
float4 v0 : TEXCOORD0;
float2 v1 : TEXCOORD1;
};
// Uniforms
static const uint __uuTextureSampler_0_Stage1 = 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 float2 __uvTransformedCoords_0_Stage0 = {0, 0};
static float4 __uvcolor_Stage0 = {0, 0, 0, 0};
static float4 gl_Color[1] =
{
float4(0, 0, 0, 0)
};
cbuffer DriverConstants : register(b1)
{
struct SamplerMetadata
{
int baseLevel;
int internalFormatBits;
int wrapModes;
int padding;
int4 intBorderColor;
};
SamplerMetadata samplerMetadata[1] : packoffset(c4);
};
#define GL_USES_FRAG_COLOR
float4 gl_texture2D(uint samplerIndex, float2 t, float bias)
{
return textures2D[samplerIndex].SampleBias(samplers2D[samplerIndex], float2(t.x, t.y), bias);
}
@@ PIXEL OUTPUT @@
PS_OUTPUT main(PS_INPUT input){
__uvcolor_Stage0 = input.v0;
__uvTransformedCoords_0_Stage0 = input.v1.xy;
float4 __uoutputColor_Stage0 = {0.0, 0.0, 0.0, 0.0};
{
(__uoutputColor_Stage0 = __uvcolor_Stage0);
}
float4 __uoutput_Stage1 = {0.0, 0.0, 0.0, 0.0};
{
float4 __uchild = {0.0, 0.0, 0.0, 0.0};
{
(__uchild = gl_texture2D(__uuTextureSampler_0_Stage1, __uvTransformedCoords_0_Stage0, -0.5).xyzw);
}
(__uoutput_Stage1 = (__uchild * __uoutputColor_Stage0.w));
}
{
(gl_Color[0] = __uoutput_Stage1);
}
return generateOutput();
}
R� gl_Color0 gl_Color[0]Rstruct GS_INPUT
{
float4 dx_Position : SV_Position;
float4 gl_Position : TEXCOORD2;
float4 v0 : TEXCOORD0;
float2 v1 : TEXCOORD1;
};
struct GS_OUTPUT
{
float4 dx_Position : SV_Position;
float4 gl_Position : TEXCOORD2;
float4 v0 : TEXCOORD0;
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;
#ifndef ANGLE_POINT_SPRITE_SHADER
output.dx_Position = input.dx_Position;
#endif // ANGLE_POINT_SPRITE_SHADER
}
�q��DXBC���dwT�`C��ì�n�4�$�\RDEF�h<���\RD11< ($ \$Globals���\�@���������� ,8��������__usk_RTAdjustfloat4���__uuCoordTransformMatrix_0_Stage0float3x3�.Microsoft (R) HLSL Shader Compiler 10.1ISGN\PPPTEXCOORD���OSGN�httt SV_PositionTEXCOORD���SHEX�PjjYF� _2_�_2g� e� e� e2 h6� @?�?2 2F�� օ 6" �A6 
62 F6� @�?6� F62F6B@�? F� F" F� F>STAT� �DXBC꠮�ϡ���?$?Չ/4���hRDEF�<����RD11< ($ |����� samplers2D[0]textures2D[0]Microsoft (R) HLSL Shader Compiler 10.1ISGN�htttSV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX�P*jZ`XpUUb�b2e� hJ���CU�FF~`@�8� F�>STAT�"�
�t�� Ŀ���,�-�1
$Ж�position"
_uposition(0B���������+
Җ�color"_ucolor(0B���������5
(Ж�
localCoord" _ulocalCoord(0B���������,
*Җ� sk_RTAdjust" _usk_RTAdjust(0BR
Pۖ�uCoordTransformMatrix_0_Stage0" _uuCoordTransformMatrix_0_Stage0(0B"P
J�vTransformedCoords_0_Stage0"_uvTransformedCoords_0_Stage0(0B"4
.Җ� vcolor_Stage0"_uvcolor_Stage0(0B".
(Җ� gl_Position" gl_Position(0B*�
 T�ED?<l�(s��̕a4D
BޖuTextureSampler_0_Stage1"_uuTextureSampler_0_Stage1(0B"P
J�vTransformedCoords_0_Stage0"_uvTransformedCoords_0_Stage0(0B"4
.Җ� vcolor_Stage0"_uvcolor_Stage0(0B*7
*Җ� gl_FragColor" gl_FragColor(0B���������08�=
�^���}�a�W\O����E���L59b1ed4a60fc����P��
_uposition _u_upositionR��_ucolor _u_ucolorR�� _usk_RTAdjust_u_usk_RTAdjust�����������������_uu_skRTHeight_u_uu_skRTHeight����������������R��_uurectUniform_Stage1_c0_u_uurectUniform_Stage1_c0����������������R��_uurectUniform_Stage1_c1_u_uurectUniform_Stage1_c1����������������R��_uurectUniform_Stage1_c2_u_uurectUniform_Stage1_c2�������������������gka�����������������������������������������������������������������������������������������������������������������������struct VS_OUTPUT
{
float4 dx_Position : SV_Position;
float4 gl_Position : TEXCOORD1;
float4 gl_FragCoord : TEXCOORD2;
float4 v0 : TEXCOORD0;
};
float4 vec4_ctor(float x0, float x1, float x2, float x3)
{
return float4(x0, x1, x2, x3);
}
float4 vec4_ctor(float2 x0, float x1, float x2)
{
return float4(x0, x1, x2);
}
// Uniforms
uniform float4 __usk_RTAdjust : register(c0);
#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 __uposition = {0, 0};
static float4 __ucolor = {0, 0, 0, 0};
static float4 gl_Position = float4(0, 0, 0, 0);
// Varyings
static float4 __uvcolor_Stage0 = {0, 0, 0, 0};
cbuffer DriverConstants : register(b1)
{
float4 dx_ViewAdjust : packoffset(c1);
float2 dx_ViewCoords : packoffset(c2);
float2 dx_ViewScale : packoffset(c3);
};
@@ 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 = - gl_Position.y;
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 = __uvcolor_Stage0;
return output;
}
VS_OUTPUT main(VS_INPUT input){
initAttributes(input);
(__uvcolor_Stage0 = __ucolor);
(gl_Position = vec4_ctor(__uposition.x, __uposition.y, 0.0, 1.0));
(gl_Position = vec4_ctor(((gl_Position.xy * __usk_RTAdjust.xz) + (gl_Position.ww * __usk_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;
float4 v0 : TEXCOORD0;
};
float float_ctor(int x0)
{
return float(x0);
}
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(float2 x0, float2 x1)
{
return float4(x0, x1);
}
// Uniforms
uniform float __uu_skRTHeight : register(c0);
uniform float4 __uurectUniform_Stage1_c0 : register(c1);
uniform float4 __uurectUniform_Stage1_c1 : register(c2);
uniform float4 __uurectUniform_Stage1_c2 : register(c3);
#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 float4 __uvcolor_Stage0 = {0, 0, 0, 0};
static float4 gl_Color[1] =
{
float4(0, 0, 0, 0)
};
static float4 gl_FragCoord = float4(0, 0, 0, 0);
cbuffer DriverConstants : register(b1)
{
float4 dx_ViewCoords : packoffset(c1);
float3 dx_DepthFront : packoffset(c2);
float2 dx_ViewScale : packoffset(c3);
};
#define GL_USES_FRAG_COLOR
#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;
gl_FragCoord.y = input.dx_Position.y;
gl_FragCoord.z = (input.gl_FragCoord.z * rhw) * dx_DepthFront.x + dx_DepthFront.y;
gl_FragCoord.w = rhw;
__uvcolor_Stage0 = input.v0;
float4 __usk_FragCoord = vec4_ctor(gl_FragCoord.x, (__uu_skRTHeight - gl_FragCoord.y), gl_FragCoord.z, gl_FragCoord.w);
float4 __uoutputColor_Stage0 = {0.0, 0.0, 0.0, 0.0};
{
(__uoutputColor_Stage0 = __uvcolor_Stage0);
}
float4 __uoutput_Stage1 = {0.0, 0.0, 0.0, 0.0};
{
float4 __uout0 = {0.0, 0.0, 0.0, 0.0};
{
float __ualpha = {0.0};
{
int s413 = {0};
if (all((vec4_ctor(__usk_FragCoord.xy, __uurectUniform_Stage1_c0.zw) > vec4_ctor(__uurectUniform_Stage1_c0.xy, __usk_FragCoord.xy))))
{
(s413 = 1);
}
else
{
(s413 = 0);
}
(__ualpha = float_ctor(s413));
}
{
(__ualpha = (1.0 - __ualpha));
}
(__uout0 = vec4_ctor(__ualpha));
}
float4 __uout1 = {0.0, 0.0, 0.0, 0.0};
float4 __u_childInput_c1 = __uout0;
{
float __ualpha = {0.0};
{
int s414 = {0};
if (all((vec4_ctor(__usk_FragCoord.xy, __uurectUniform_Stage1_c1.zw) > vec4_ctor(__uurectUniform_Stage1_c1.xy, __usk_FragCoord.xy))))
{
(s414 = 1);
}
else
{
(s414 = 0);
}
(__ualpha = float_ctor(s414));
}
{
(__ualpha = (1.0 - __ualpha));
}
(__uout1 = (__u_childInput_c1 * __ualpha));
}
float4 __u_childInput_c2 = __uout1;
{
float __ualpha = {0.0};
{
int s415 = {0};
if (all((vec4_ctor(__usk_FragCoord.xy, __uurectUniform_Stage1_c2.zw) > vec4_ctor(__uurectUniform_Stage1_c2.xy, __usk_FragCoord.xy))))
{
(s415 = 1);
}
else
{
(s415 = 0);
}
(__ualpha = float_ctor(s415));
}
{
(__ualpha = (1.0 - __ualpha));
}
(__uoutput_Stage1 = (__u_childInput_c2 * __ualpha));
}
}
{
(gl_Color[0] = (__uoutputColor_Stage0 * __uoutput_Stage1));
}
return generateOutput();
}
R� gl_Color0 gl_Color[0]ystruct GS_INPUT
{
float4 dx_Position : SV_Position;
float4 gl_Position : TEXCOORD1;
float4 gl_FragCoord : TEXCOORD2;
float4 v0 : TEXCOORD0;
};
struct GS_OUTPUT
{
float4 dx_Position : SV_Position;
float4 gl_Position : TEXCOORD1;
float4 gl_FragCoord : TEXCOORD2;
float4 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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*Җ� sk_RTAdjust" _usk_RTAdjust(0B"4
.Җ� vcolor_Stage0"_uvcolor_Stage0(0B".
(Җ� gl_Position" gl_Position(0B*�
s�$#(UI�! ��0GR�l�-
+�(� u_skRTHeight"_uu_skRTHeight(0BB
@Җ�urectUniform_Stage1_c0"_uurectUniform_Stage1_c0(0BB
@Җ�urectUniform_Stage1_c1"_uurectUniform_Stage1_c1(0BB
@Җ�urectUniform_Stage1_c2"_uurectUniform_Stage1_c2(0B"4
.Җ� vcolor_Stage0"_uvcolor_Stage0(0B"0
*Җ� gl_FragCoord" gl_FragCoord(0B*7
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