Mini Kabibi Habibi
BPLG �� �C 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 uborder_S1_c0_c0_c0 ukernel_S1_c0[0] uoffsets_S1_c0[0] usubset_S1_c0_c0_c0 uidims_S1_c0_c0_c0 umatrix_S1_c0_c0 uTextureSampler_0_S1
_usk_RTAdjust _uumatrix_S1 _uuborder_S1_c0_c0_c0 _uukernel_S1_c0[0] _uuoffsets_S1_c0[0] _uusubset_S1_c0_c0_c0 _uuidims_S1_c0_c0_c0 _uumatrix_S1_c0_c0 _uuTextureSampler_0_S1
sk_FragColor _usk_FragColorR� @ ^� � � ��� � ���������������������������������������������������� �������������������� �������������������� ���������������� ���� ���������������� ���� ����������������
���� ���������������� ���� ���������������� ���� ���������������� ���� ���������������� ���� � struct VS_OUTPUT
{
float4 dx_Position : SV_Position;
float4 gl_Position : TEXCOORD1;
noperspective float2 v0 : TEXCOORD0;
};
#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 : 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_2_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.v0 = _vTransformedCoords_2_S0;
return output;
}
VS_OUTPUT main(VS_INPUT input){
initAttributes(input);
(_vcolor_S0 = _color);
(gl_Position = vec4_ctor(_position, 0.0, 1.0));
{
(_vTransformedCoords_2_S0 = mul(transpose(mat3x2_ctor(_umatrix_S1)), 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);
}
C struct PS_INPUT
{
float4 dx_Position : SV_Position;
float4 gl_Position : TEXCOORD1;
noperspective float2 v0 : TEXCOORD0;
};
#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]);
}
// Uniforms
uniform float4 _uborder_S1_c0_c0_c0 : register(c0);
uniform float4 _usubset_S1_c0_c0_c0 : register(c1);
uniform float2 _uidims_S1_c0_c0_c0 : register(c2);
uniform float3x3 _umatrix_S1_c0_c0 : register(c3);
uniform float4 _ukernel_S1_c0[7] : register(c6);
uniform float4 _uoffsets_S1_c0[14] : register(c13);
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 float2 _vTransformedCoords_2_S0 = {0, 0};
static float4 out_sk_FragColor = {0, 0, 0, 0};
cbuffer DriverConstants : register(b1)
{
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);
}
@@ PIXEL OUTPUT @@
PS_OUTPUT main(PS_INPUT input){
_vTransformedCoords_2_S0 = input.v0.xy;
float2 __61_tmp_1_coords3014 = _vTransformedCoords_2_S0;
float4 __62_sum3015 = {0.0, 0.0, 0.0, 0.0};
{LOOP for(int __63_i3016 = {0}; (__63_i3016 < 3); (++__63_i3016))
{
float4 __64_k3017 = _ukernel_S1_c0[__63_i3016];
float4 __65_o3018 = _uoffsets_S1_c0[(2 * __63_i3016)];
float2 __66_inCoord3019 = mul(transpose(mat3x2_ctor(_umatrix_S1_c0_c0)), vec3_ctor((__61_tmp_1_coords3014 + __65_o3018.xy), 1.0));
float2 __67_subsetCoord3020 = {0, 0};
(__67_subsetCoord3020.x = __66_inCoord3019.x);
(__67_subsetCoord3020.y = __66_inCoord3019.y);
float2 __68_clampedCoord3021 = __67_subsetCoord3020;
float4 __69_textureColor3022 = gl_texture2D(_uTextureSampler_0_S1, (__68_clampedCoord3021 * _uidims_S1_c0_c0_c0), -0.474999994);
float __70_snappedX3023 = (floor((__66_inCoord3019.x + 0.00100000005)) + 0.5);
if (((__70_snappedX3023 < _usubset_S1_c0_c0_c0.x) || (__70_snappedX3023 > _usubset_S1_c0_c0_c0.z)))
{
(__69_textureColor3022 = _uborder_S1_c0_c0_c0);
}
float __71_snappedY3024 = (floor((__66_inCoord3019.y + 0.00100000005)) + 0.5);
if (((__71_snappedY3024 < _usubset_S1_c0_c0_c0.y) || (__71_snappedY3024 > _usubset_S1_c0_c0_c0.w)))
{
(__69_textureColor3022 = _uborder_S1_c0_c0_c0);
}
(__62_sum3015 += (__64_k3017.x * __69_textureColor3022));
float2 __72_inCoord3025 = mul(transpose(mat3x2_ctor(_umatrix_S1_c0_c0)), vec3_ctor((__61_tmp_1_coords3014 + __65_o3018.zw), 1.0));
float2 __73_subsetCoord3026 = {0, 0};
(__73_subsetCoord3026.x = __72_inCoord3025.x);
(__73_subsetCoord3026.y = __72_inCoord3025.y);
float2 __74_clampedCoord3027 = __73_subsetCoord3026;
float4 __75_textureColor3028 = gl_texture2D(_uTextureSampler_0_S1, (__74_clampedCoord3027 * _uidims_S1_c0_c0_c0), -0.474999994);
float __76_snappedX3029 = (floor((__72_inCoord3025.x + 0.00100000005)) + 0.5);
if (((__76_snappedX3029 < _usubset_S1_c0_c0_c0.x) || (__76_snappedX3029 > _usubset_S1_c0_c0_c0.z)))
{
(__75_textureColor3028 = _uborder_S1_c0_c0_c0);
}
float __77_snappedY3030 = (floor((__72_inCoord3025.y + 0.00100000005)) + 0.5);
if (((__77_snappedY3030 < _usubset_S1_c0_c0_c0.y) || (__77_snappedY3030 > _usubset_S1_c0_c0_c0.w)))
{
(__75_textureColor3028 = _uborder_S1_c0_c0_c0);
}
(__62_sum3015 += (__64_k3017.y * __75_textureColor3028));
(__65_o3018 = _uoffsets_S1_c0[((2 * __63_i3016) + 1)]);
float2 __78_inCoord3031 = mul(transpose(mat3x2_ctor(_umatrix_S1_c0_c0)), vec3_ctor((__61_tmp_1_coords3014 + __65_o3018.xy), 1.0));
float2 __79_subsetCoord3032 = {0, 0};
(__79_subsetCoord3032.x = __78_inCoord3031.x);
(__79_subsetCoord3032.y = __78_inCoord3031.y);
float2 __80_clampedCoord3033 = __79_subsetCoord3032;
float4 __81_textureColor3034 = gl_texture2D(_uTextureSampler_0_S1, (__80_clampedCoord3033 * _uidims_S1_c0_c0_c0), -0.474999994);
float __82_snappedX3035 = (floor((__78_inCoord3031.x + 0.00100000005)) + 0.5);
if (((__82_snappedX3035 < _usubset_S1_c0_c0_c0.x) || (__82_snappedX3035 > _usubset_S1_c0_c0_c0.z)))
{
(__81_textureColor3034 = _uborder_S1_c0_c0_c0);
}
float __83_snappedY3036 = (floor((__78_inCoord3031.y + 0.00100000005)) + 0.5);
if (((__83_snappedY3036 < _usubset_S1_c0_c0_c0.y) || (__83_snappedY3036 > _usubset_S1_c0_c0_c0.w)))
{
(__81_textureColor3034 = _uborder_S1_c0_c0_c0);
}
(__62_sum3015 += (__64_k3017.z * __81_textureColor3034));
float2 __84_inCoord3037 = mul(transpose(mat3x2_ctor(_umatrix_S1_c0_c0)), vec3_ctor((__61_tmp_1_coords3014 + __65_o3018.zw), 1.0));
float2 __85_subsetCoord3038 = {0, 0};
(__85_subsetCoord3038.x = __84_inCoord3037.x);
(__85_subsetCoord3038.y = __84_inCoord3037.y);
float2 __86_clampedCoord3039 = __85_subsetCoord3038;
float4 __87_textureColor3040 = gl_texture2D(_uTextureSampler_0_S1, (__86_clampedCoord3039 * _uidims_S1_c0_c0_c0), -0.474999994);
float __88_snappedX3041 = (floor((__84_inCoord3037.x + 0.00100000005)) + 0.5);
if (((__88_snappedX3041 < _usubset_S1_c0_c0_c0.x) || (__88_snappedX3041 > _usubset_S1_c0_c0_c0.z)))
{
(__87_textureColor3040 = _uborder_S1_c0_c0_c0);
}
float __89_snappedY3042 = (floor((__84_inCoord3037.y + 0.00100000005)) + 0.5);
if (((__89_snappedY3042 < _usubset_S1_c0_c0_c0.y) || (__89_snappedY3042 > _usubset_S1_c0_c0_c0.w)))
{
(__87_textureColor3040 = _uborder_S1_c0_c0_c0);
}
(__62_sum3015 += (__64_k3017.w * __87_textureColor3040));
}
}
float4 _output_S13043 = __62_sum3015;
{
(out_sk_FragColor = _output_S13043);
}
return generateOutput();
}
R� out_sk_FragColor out_sk_FragColor struct GS_INPUT
{
float4 dx_Position : SV_Position;
float4 gl_Position : TEXCOORD1;
noperspective float2 v0 : TEXCOORD0;
};
struct GS_OUTPUT
{
float4 dx_Position : SV_Position;
float4 gl_Position : TEXCOORD1;
noperspective 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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