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_uposition����������������P��
localCoord_ulocalCoord����������������R��sk_RTAdjust
_usk_RTAdjust����������������������������������������P��u_0_Increment_Stage1_c0_uu_0_Increment_Stage1_c0����������������������������������������R��u_1_Kernel_Stage1_c0[0]_uu_1_Kernel_Stage1_c0[0]����������������������������������������[��umatrix_Stage1_c0_c0_uumatrix_Stage1_c0_c0����������������������������������������R��uclamp_Stage1_c0_c0_c0_uuclamp_Stage1_c0_c0_c0����������������������������������������^�uTextureSampler_0_Stage1_uuTextureSampler_0_Stage1������������������������������������������^�����
��������������������������������������������������������������������������������������������������������������������������������������������������������������	������������������������Tstruct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float2 v0 : TEXCOORD0;
};
#pragma warning( disable: 3556 3571 )
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 _sk_RTAdjust : 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 _position = {0, 0};
static float2 _localCoord = {0, 0};

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

// Varyings
static  float2 _vLocalCoord_Stage0 = {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 = _vLocalCoord_Stage0;

    return output;
}

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

(_vLocalCoord_Stage0 = _localCoord);
(gl_Position = vec4_ctor(_position.x, _position.y, 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);
}
�struct PS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float2 v0 : TEXCOORD0;
};

#pragma warning( disable: 3556 3571 )
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);
}
// Uniforms

uniform float2 _u_0_Increment_Stage1_c0 : register(c0);
uniform float4 _u_1_Kernel_Stage1_c0[5] : register(c1);
uniform float3x3 _umatrix_Stage1_c0_c0 : register(c6);
uniform float4 _uclamp_Stage1_c0_c0_c0 : register(c9);
static const uint _uTextureSampler_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 _vLocalCoord_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)
{
    return textures2D[samplerIndex].Sample(samplers2D[samplerIndex], float2(t.x, t.y));
}

float4 f_MatrixEffect_Stage1_c0_c0_h4h4f2_float4(in float4 __input, in float2 __coords)
{
float2 __0_inCoord3029 = mul(transpose(_umatrix_Stage1_c0_c0), vec3_ctor(__coords, 1.0)).xy;
float2 __1_subsetCoord3030 = {0, 0};
(__1_subsetCoord3030.x = __0_inCoord3029.x);
(__1_subsetCoord3030.y = __0_inCoord3029.y);
float2 __2_clampedCoord3031 = {0, 0};
(__2_clampedCoord3031.x = __1_subsetCoord3030.x);
(__2_clampedCoord3031.y = clamp(__1_subsetCoord3030.y, _uclamp_Stage1_c0_c0_c0.y, _uclamp_Stage1_c0_c0_c0.w));
float4 __3_textureColor3032 = vec4_ctor(0.0, 0.0, 0.0, gl_texture2D(_uTextureSampler_0_Stage1, __2_clampedCoord3031).x);
return __3_textureColor3032;
}
@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){
    _vLocalCoord_Stage0 = input.v0.xy;

float4 _outputColor_Stage03034 = {1.0, 1.0, 1.0, 1.0};
float4 _output_Stage13035 = {0, 0, 0, 0};
float4 __4_color3036 = {0.0, 0.0, 0.0, 0.0};
float2 __5_coord3037 = (_vLocalCoord_Stage0 - (8.0 * _u_0_Increment_Stage1_c0));
(__4_color3036 += (f_MatrixEffect_Stage1_c0_c0_h4h4f2_float4(_outputColor_Stage03034, __5_coord3037) * _u_1_Kernel_Stage1_c0[0].x));
(__5_coord3037 += _u_0_Increment_Stage1_c0);
(__4_color3036 += (f_MatrixEffect_Stage1_c0_c0_h4h4f2_float4(_outputColor_Stage03034, __5_coord3037) * _u_1_Kernel_Stage1_c0[0].y));
(__5_coord3037 += _u_0_Increment_Stage1_c0);
(__4_color3036 += (f_MatrixEffect_Stage1_c0_c0_h4h4f2_float4(_outputColor_Stage03034, __5_coord3037) * _u_1_Kernel_Stage1_c0[0].z));
(__5_coord3037 += _u_0_Increment_Stage1_c0);
(__4_color3036 += (f_MatrixEffect_Stage1_c0_c0_h4h4f2_float4(_outputColor_Stage03034, __5_coord3037) * _u_1_Kernel_Stage1_c0[0].w));
(__5_coord3037 += _u_0_Increment_Stage1_c0);
(__4_color3036 += (f_MatrixEffect_Stage1_c0_c0_h4h4f2_float4(_outputColor_Stage03034, __5_coord3037) * _u_1_Kernel_Stage1_c0[1].x));
(__5_coord3037 += _u_0_Increment_Stage1_c0);
(__4_color3036 += (f_MatrixEffect_Stage1_c0_c0_h4h4f2_float4(_outputColor_Stage03034, __5_coord3037) * _u_1_Kernel_Stage1_c0[1].y));
(__5_coord3037 += _u_0_Increment_Stage1_c0);
(__4_color3036 += (f_MatrixEffect_Stage1_c0_c0_h4h4f2_float4(_outputColor_Stage03034, __5_coord3037) * _u_1_Kernel_Stage1_c0[1].z));
(__5_coord3037 += _u_0_Increment_Stage1_c0);
(__4_color3036 += (f_MatrixEffect_Stage1_c0_c0_h4h4f2_float4(_outputColor_Stage03034, __5_coord3037) * _u_1_Kernel_Stage1_c0[1].w));
(__5_coord3037 += _u_0_Increment_Stage1_c0);
(__4_color3036 += (f_MatrixEffect_Stage1_c0_c0_h4h4f2_float4(_outputColor_Stage03034, __5_coord3037) * _u_1_Kernel_Stage1_c0[2].x));
(__5_coord3037 += _u_0_Increment_Stage1_c0);
(__4_color3036 += (f_MatrixEffect_Stage1_c0_c0_h4h4f2_float4(_outputColor_Stage03034, __5_coord3037) * _u_1_Kernel_Stage1_c0[2].y));
(__5_coord3037 += _u_0_Increment_Stage1_c0);
(__4_color3036 += (f_MatrixEffect_Stage1_c0_c0_h4h4f2_float4(_outputColor_Stage03034, __5_coord3037) * _u_1_Kernel_Stage1_c0[2].z));
(__5_coord3037 += _u_0_Increment_Stage1_c0);
(__4_color3036 += (f_MatrixEffect_Stage1_c0_c0_h4h4f2_float4(_outputColor_Stage03034, __5_coord3037) * _u_1_Kernel_Stage1_c0[2].w));
(__5_coord3037 += _u_0_Increment_Stage1_c0);
(__4_color3036 += (f_MatrixEffect_Stage1_c0_c0_h4h4f2_float4(_outputColor_Stage03034, __5_coord3037) * _u_1_Kernel_Stage1_c0[3].x));
(__5_coord3037 += _u_0_Increment_Stage1_c0);
(__4_color3036 += (f_MatrixEffect_Stage1_c0_c0_h4h4f2_float4(_outputColor_Stage03034, __5_coord3037) * _u_1_Kernel_Stage1_c0[3].y));
(__5_coord3037 += _u_0_Increment_Stage1_c0);
(__4_color3036 += (f_MatrixEffect_Stage1_c0_c0_h4h4f2_float4(_outputColor_Stage03034, __5_coord3037) * _u_1_Kernel_Stage1_c0[3].z));
(__5_coord3037 += _u_0_Increment_Stage1_c0);
(__4_color3036 += (f_MatrixEffect_Stage1_c0_c0_h4h4f2_float4(_outputColor_Stage03034, __5_coord3037) * _u_1_Kernel_Stage1_c0[3].w));
(__5_coord3037 += _u_0_Increment_Stage1_c0);
(__4_color3036 += (f_MatrixEffect_Stage1_c0_c0_h4h4f2_float4(_outputColor_Stage03034, __5_coord3037) * _u_1_Kernel_Stage1_c0[4].x));
(_output_Stage13035 = __4_color3036);
{
(gl_Color[0] = _output_Stage13035);
(gl_Color[0] = vec4_ctor(gl_Color[0].w, 0.0, 0.0, 0.0));
}
return generateOutput();
}
R�	gl_Color0gl_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
}
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