Mini Kabibi Habibi

Current Path : C:/Users/ITO/AppData/Local/Google/Chrome/User Data/GrShaderCache/
Upload File :
Current File : C:/Users/ITO/AppData/Local/Google/Chrome/User Data/GrShaderCache/f_002fc4

BPLG���K911db897eaa2d9b7`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_localrotateP�color_ucolorR�������������������������������������sk_RTAdjust
u_skRTFlipurectUniform_S1_c0urectUniform_S1_c1_c0
_usk_RTAdjust_uu_skRTFlip_uurectUniform_S1_c0_uurectUniform_S1_c1_c0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 )
float2 vec2_ctor(float x0, float x1)
{
    return float2(x0, x1);
}
float2x2 mat2_ctor(float2 x0, float2 x1)
{
    return float2x2(x0, x1);
}
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);
#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 float2 _translate_and_localrotate = {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};

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;

    return output;
}

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

(_vcolor_S0 = _color);
float _aa_bloat_multiplier3013 = {1.0};
float2 _corner3014 = _corner_and_radius_outsets.xy;
float2 _radius_outset3015 = _corner_and_radius_outsets.zw;
float2 _aa_bloat_direction3016 = _aa_bloat_and_coverage.xy;
float _is_linear_coverage3017 = _aa_bloat_and_coverage.w;
float2 _pixellength3018 = rsqrt(vec2_ctor(dot(_skew.xz, _skew.xz), dot(_skew.yw, _skew.yw)));
float4 _normalized_axis_dirs3019 = (_skew * _pixellength3018.xyxy);
float2 _axiswidths3020 = (abs(_normalized_axis_dirs3019.xy) + abs(_normalized_axis_dirs3019.zw));
float2 _aa_bloatradius3021 = ((_axiswidths3020 * _pixellength3018) * 0.5);
float4 _radii_and_neighbors3022 = mul(_radii_selector, transpose(mat4_ctor_float4_float4_float4_float4(_radii_x, _radii_y, _radii_x.yxwz, _radii_y.wzyx)));
float2 _radii3023 = _radii_and_neighbors3022.xy;
float2 _neighbor_radii3024 = _radii_and_neighbors3022.zw;
float _coverage_multiplier3025 = {1.0};
if (any((_aa_bloatradius3021 > float2(1.0, 1.0))))
{
(_corner3014 = (max(abs(_corner3014), _aa_bloatradius3021) * sign(_corner3014)));
(_coverage_multiplier3025 = (1.0 / (max(_aa_bloatradius3021.x, 1.0) * max(_aa_bloatradius3021.y, 1.0))));
(_radii3023 = float2(0.0, 0.0));
}
float _coverage3026 = _aa_bloat_and_coverage.z;
if (any((_radii3023 < (_aa_bloatradius3021 * 1.5))))
{
(_radii3023 = float2(0.0, 0.0));
(_aa_bloat_direction3016 = sign(_corner3014));
if ((_coverage3026 > 0.5))
{
(_aa_bloat_direction3016 = (-_aa_bloat_direction3016));
}
(_is_linear_coverage3017 = 1.0);
}
else
{
(_radii3023 = clamp(_radii3023, (_pixellength3018 * 1.5), (2.0 - (_pixellength3018 * 1.5))));
(_neighbor_radii3024 = clamp(_neighbor_radii3024, (_pixellength3018 * 1.5), (2.0 - (_pixellength3018 * 1.5))));
float2 _spacing3027 = ((2.0 - _radii3023) - _neighbor_radii3024);
float2 _extra_pad3028 = max(((_pixellength3018 * 0.0625) - _spacing3027), float2(0.0, 0.0));
(_radii3023 -= (_extra_pad3028 * 0.5));
}
float2 _aa_outset3029 = ((_aa_bloat_direction3016 * _aa_bloatradius3021) * _aa_bloat_multiplier3013);
float2 _vertexpos3030 = ((_corner3014 + (_radius_outset3015 * _radii3023)) + _aa_outset3029);
if ((_coverage3026 > 0.5))
{
if (((_aa_bloat_direction3016.x != 0.0) && ((_vertexpos3030.x * _corner3014.x) < 0.0)))
{
float _backset3031 = abs(_vertexpos3030.x);
(_vertexpos3030.x = 0.0);
(_vertexpos3030.y += (((_backset3031 * sign(_corner3014.y)) * _pixellength3018.y) / _pixellength3018.x));
(_coverage3026 = ((((_coverage3026 - 0.5) * abs(_corner3014.x)) / (abs(_corner3014.x) + _backset3031)) + 0.5));
}
if (((_aa_bloat_direction3016.y != 0.0) && ((_vertexpos3030.y * _corner3014.y) < 0.0)))
{
float _backset3032 = abs(_vertexpos3030.y);
(_vertexpos3030.y = 0.0);
(_vertexpos3030.x += (((_backset3032 * sign(_corner3014.x)) * _pixellength3018.x) / _pixellength3018.y));
(_coverage3026 = ((((_coverage3026 - 0.5) * abs(_corner3014.y)) / (abs(_corner3014.y) + _backset3032)) + 0.5));
}
}
float2x2 _skewmatrix3033 = mat2_ctor(_skew.xy, _skew.zw);
float2 _devcoord3034 = (mul(_vertexpos3030, transpose(_skewmatrix3033)) + _translate_and_localrotate);
if ((0.0 != _is_linear_coverage3017))
{
(_varccoord_S0 = vec2_ctor(0.0, (_coverage3026 * _coverage_multiplier3025)));
}
else
{
float2 _arccoord3035 = ((1.0 - abs(_radius_outset3015)) + ((_aa_outset3029 / _radii3023) * _corner3014));
(_varccoord_S0 = vec2_ctor((_arccoord3035.x + 1.0), _arccoord3035.y));
}
(gl_Position = vec4_ctor(_devcoord3034, 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 : TEXCOORD2;
    float4 gl_FragCoord : TEXCOORD3;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float2 v1 : TEXCOORD1;
};

#pragma warning( disable: 3556 3571 )
float float_ctor(bool 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 float2 _u_skRTFlip : register(c0);
uniform float4 _urectUniform_S1_c0 : register(c1);
uniform float4 _urectUniform_S1_c1_c0 : 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

// Varyings
static noperspective float4 _vcolor_S0 = {0, 0, 0, 0};
static noperspective float2 _varccoord_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);
};

#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;
    _vcolor_S0 = input.v0;
    _varccoord_S0 = input.v1.xy;

float4 _sk_FragCoord3008 = vec4_ctor(gl_FragCoord.x, (_u_skRTFlip.x + (_u_skRTFlip.y * gl_FragCoord.y)), gl_FragCoord.z, gl_FragCoord.w);
float4 _outputColor_S03009 = _vcolor_S0;
float _x_plus_13010 = _varccoord_S0.x;
float _y3011 = _varccoord_S0.y;
float _coverage3012 = {0};
if ((0.0 == _x_plus_13010))
{
(_coverage3012 = _y3011);
}
else
{
float _fn3013 = (_x_plus_13010 * (_x_plus_13010 - 2.0));
(_fn3013 = ((_y3011 * _y3011) + _fn3013));
float _fnwidth3014 = fwidth(_fn3013);
(_coverage3012 = (0.5 - (_fn3013 / _fnwidth3014)));
(_coverage3012 = clamp(_coverage3012, 0.0, 1.0));
}
float4 _outputCoverage_S03015 = vec4_ctor(_coverage3012);
float __7_coverage3016 = float_ctor(all((vec4_ctor(_sk_FragCoord3008.xy, _urectUniform_S1_c0.zw) > vec4_ctor(_urectUniform_S1_c0.xy, _sk_FragCoord3008.xy))));
{
(__7_coverage3016 = (1.0 - __7_coverage3016));
}
float __9_coverage3017 = float_ctor(all((vec4_ctor(_sk_FragCoord3008.xy, _urectUniform_S1_c1_c0.zw) > vec4_ctor(_urectUniform_S1_c1_c0.xy, _sk_FragCoord3008.xy))));
{
(__9_coverage3017 = (1.0 - __9_coverage3017));
}
float4 _output_S13018 = (vec4_ctor(__7_coverage3016) * (vec4_ctor(__9_coverage3017) * _outputCoverage_S03015));
{
(out_sk_FragColor = (_outputColor_S03009 * _output_S13018));
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColorstruct 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
}
���������DXBC�i�<�]��Vg�ե�h�4�|�RDEF��<����RD11< ($|�$GlobalsDriverConstants���|� �(@���������_sk_RTAdjustfloat4����������� ��������80��������E8`���������<`��������dx_ViewAdjustdx_ViewCoordsfloat2�dx_ViewScaleclipControlOriginfloat���WclipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGN���������TEXCOORD���OSGN������SV_PositionTEXCOORD���SHEXd
PYjYF� YF� _�_�_�_�_�_�_2_�g� e� e� e� e2 hFF"FF62@6B@�?���DR����D��8��F	2�
��F��82FF1
�@@@8
�F@??@?@?<�:*4
2F@�?�?8�

B@�?�?�?�?:7	r�FF8
2F@�?�?4�22F�A@�?�?@@@3��2�
�A@@@F"�F42FF32FF2F�AF2
2�
@�=�=F�A4
2F@2
2F�A@??�
12F�
<
72@F1
�@1
2F@���A+��42FF��8��7	���2	��V
6B@�?1
2@�1
�V
@2F�A�
+2F1�@?*7
2�F�AF7	rFF2	b�8�9
rF@2�
F8��8:

*B
*	����B*@�8B��**

@?81
@

6�@�?6*7	rFF8
*��8*

:"

@�8:��
	B:��*��
*
@?8:*1
@
6B@7	rFF7	r�FF�F"��8"*
R22��� օ 8" *� 6� 9@:� 7	B 
@@?6B@6� F6� F6� FR���@�?�?2	2F��B
@�?6@7	2 �
Ff
>STAT�g
G
�|DXBC7�ݯ��%71�fj�|4�8l�RDEF\�<���4RD11< ($|�$GlobalsDriverConstants���|�0��@@T��������x���������� ���������_u_skRTFlipfloat2�L_urectUniform_S1_c0float4��_urectUniform_S1_c1_c0������������0T��������� ����������8T��������,��������dx_ViewCoordsdx_FragCoordOffsetdx_DepthFrontfloat3���dx_ViewScaledx_Miscdword�	Microsoft (R) HLSL Shader Compiler 10.1ISGN������SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEXlP�jYF� YF� d 2b �b 2e� h
@�8

2	
z"
|B
	"*����
 
�A@?"
@7	
	b� �A2B� *
� 12F� �1�V	�� 2�
F�
7	�:@@�?8
:12F� �1�V	�� b�"*7	"@@�?8
8� F>STAT�