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����q9w��www������w����w����ww��ww��ww�w�w�������w����w��ww�ww������w��wwwww����w��w�������BPLG��5911db897eaa2d9b7`ANGLE (NVIDIA, NVIDIA GeForce GT 730 (0x00001287) Direct3D11 vs_5_0 ps_5_0, D3D11-27.21.14.5671)��@������������������,,
fillBounds_ufillBoundsR�color_ucolorR�	locations_ulocationsR�gl_VertexIDgl_VertexID������������������������������������*����������sk_RTAdjustuatlas_adjust_S0
u_skRTFlipurectUniform_S1_c0uTextureSampler_0_S0
_usk_RTAdjust_uuatlas_adjust_S0_uu_skRTFlip_uurectUniform_S1_c0_uuTextureSampler_0_S0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 )
float float_ctor_int(int x0)
{
    return float(x0);
}
float2 vec2_ctor(float x0, float x1)
{
    return float2(x0, x1);
}
float4 vec4_ctor(float2 x0, float x1, float x2)
{
    return float4(x0, x1, x2);
}
// Uniforms

uniform float4 _sk_RTAdjust : register(c1);
uniform float2 _uatlas_adjust_S0 : 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 _fillBounds = {0, 0, 0, 0};
static float4 _color = {0, 0, 0, 0};
static float4 _locations = {0, 0, 0, 0};

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

// Varyings
static noperspective float2 _vatlasCoord_S0 = {0, 0};
static noperspective float4 _vcolor_S0 = {0, 0, 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);
    uint dx_VertexID : packoffset(c4.x);
};

#define GL_USES_VERTEX_ID
@@ 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 = _vatlasCoord_S0;

    return output;
}

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

float2 _unitCoord3009 = vec2_ctor(float_ctor_int((gl_VertexID & 1)), float_ctor_int((gl_VertexID >> 1)));
float2 _devCoord3010 = lerp(_fillBounds.xy, _fillBounds.zw, _unitCoord3009);
float2 _atlasTopLeft3011 = vec2_ctor((abs(_locations.x) - 1.0), _locations.y);
float2 _devTopLeft3012 = _locations.zw;
bool _transposed3013 = (_locations.x < 0.0);
float2 _atlasCoord3014 = (_devCoord3010 - _devTopLeft3012);
if (_transposed3013)
{
(_atlasCoord3014 = _atlasCoord3014.yx);
}
(_atlasCoord3014 += _atlasTopLeft3011);
(_vatlasCoord_S0 = (_atlasCoord3014 * _uatlas_adjust_S0));
(_vcolor_S0 = _color);
(gl_Position = vec4_ctor(_devCoord3010, 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);
}
Ostruct 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 )
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);
}
// Uniforms

uniform float2 _u_skRTFlip : register(c0);
uniform float4 _urectUniform_S1_c0 : register(c1);
static const uint _uTextureSampler_0_S0 = 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 _vatlasCoord_S0 = {0, 0};
static noperspective float4 _vcolor_S0 = {0, 0, 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
@@ 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;
    _vatlasCoord_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 _outputCoverage_S03009 = {1.0, 1.0, 1.0, 1.0};
float _atlasCoverage3010 = gl_texture2D(_uTextureSampler_0_S0, _vatlasCoord_S0, -0.474999994).x;
(_outputCoverage_S03009 *= _atlasCoverage3010);
float4 _outputColor_S03011 = _vcolor_S0;
float __5_coverage3012 = {0};
{
float4 __6_dists43013 = clamp((float4(1.0, 1.0, -1.0, -1.0) * (_sk_FragCoord3008.xyxy - _urectUniform_S1_c0)), 0.0, 1.0);
float2 __7_dists23014 = ((__6_dists43013.xy + __6_dists43013.zw) - 1.0);
(__5_coverage3012 = (__7_dists23014.x * __7_dists23014.y));
}
float4 _output_S13015 = (vec4_ctor(__5_coverage3012) * _outputCoverage_S03009);
{
(out_sk_FragColor = (_outputColor_S03011 * _output_S13015));
}
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�bb� hǭ=74���4� �RDEF\�<���4RD11< ($|�$GlobalsDriverConstants���|�0��P,��������P l��������_sk_RTAdjustfloat4%_uatlas_adjust_S0float2���b�,��������� l���������0l���������8����������<����������@��������dx_ViewAdjustdx_ViewCoordsdx_ViewScaleclipControlOriginfloat����clipControlZeroToOnedx_VertexIDdword�	Microsoft (R) HLSL Shader Compiler 10.1ISGN�hhhqTEXCOORDSV_VertexID���OSGN������SV_PositionTEXCOORD���SHEX8P�jYF� YF� _�_�_�`g� e� e� e� e2 h9@:� 7	B 
@@?

� "
@*
@+22F�A�2	2FFF22F�� օ 2��A8" *� 6�@�?6� 6� F6� F6� F1B
@7	2�
F
��@��6"2FF82 FF� >STAT�		�`DXBC���w��J{�z
�`4����RDEF��<����RD11< ($������
��samplers2D[0]textures2D[0]$GlobalsDriverConstants����$ ��`t�������������������_u_skRTFlipfloat2��_urectUniform_S1_c0float4�������������0���������� ��������88���������E,T��������x@ p��������dx_ViewCoordsdx_FragCoordOffsetdx_DepthFrontfloat3��dx_ViewScaledx_Miscdword�MsamplerMetadataSamplerMetadatabaseLevelint���wrapModespaddingint2��intBorderColorint4������@�Microsoft (R) HLSL Shader Compiler 10.1ISGN������SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX�P|jYF� YF� Z`XpUUd 2b �b 2e� h	2FF� �A2B� 
� 	��F� �A8 
�F@�?�?����2�
F
2F@����8
J���CU"F~`@33�8
8� F>STAT�	BPLG���'911db897eaa2d9b7`ANGLE (NVIDIA, NVIDIA GeForce GT 730 (0x00001287) Direct3D11 vs_5_0 ps_5_0, D3D11-27.21.14.5671)��@������������������,,position
_upositionP�coverage
_ucoveragecolor_ucolorR�
localCoord_ulocalCoordP����������	���������*����������sk_RTAdjust
umatrix_S1_c0uTextureSampler_0_S1
_usk_RTAdjust_uumatrix_S1_c0_uuTextureSampler_0_S1sk_FragColor_usk_FragColorR�@^��������������������������������������������������������������������������������������������������������������������	struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD3;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float2 v1 : TEXCOORD1;
    noperspective float v2 : TEXCOORD2;
};
#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_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

// Attributes
static float2 _position = {0, 0};
static float _coverage = {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 float _vcoverage_S0 = {0};
static noperspective float2 _vTransformedCoords_3_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 = _vcolor_S0;
    output.v1 = _vTransformedCoords_3_S0;
    output.v2 = _vcoverage_S0;

    return output;
}

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

float2 t0 = _position, _position3011 = t0;
(_vcolor_S0 = _color);
(_vcoverage_S0 = _coverage);
(gl_Position = vec4_ctor(_position3011, 0.0, 1.0));
{
(_vTransformedCoords_3_S0 = mul(transpose(mat3x2_ctor(_umatrix_S1_c0)), 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);
}
bstruct PS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD3;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float2 v1 : TEXCOORD1;
    noperspective float v2 : TEXCOORD2;
};

#pragma warning( disable: 3556 3571 )
float4 vec4_ctor(float x0)
{
    return float4(x0, x0, x0, x0);
}
// Uniforms

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 float _vcoverage_S0 = {0};
static noperspective float2 _vTransformedCoords_3_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){
    _vcolor_S0 = input.v0;
    _vTransformedCoords_3_S0 = input.v1.xy;
    _vcoverage_S0 = input.v2.x;

float4 _outputColor_S03008 = _vcolor_S0;
float _coverage3009 = _vcoverage_S0;
float4 _outputCoverage_S03010 = vec4_ctor(_coverage3009);
float4 __0_input3011 = _outputColor_S03008;
(__0_input3011 = gl_texture2D(_uTextureSampler_0_S1, _vTransformedCoords_3_S0, -0.474999994));
float4 _output_S13012 = __0_input3011;
{
(out_sk_FragColor = ((1.0 - _output_S13012.w) * _outputCoverage_S03010));
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColor�struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD3;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float2 v1 : TEXCOORD1;
    noperspective float v2 : TEXCOORD2;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD3;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float2 v1 : TEXCOORD1;
    noperspective float 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; 
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
����@DXBC����CoW�~��	R�@4d���RDEF(�<����RD11< ($|�$GlobalsDriverConstants���|�P��@,��������P ,h��������_sk_RTAdjustfloat4%_umatrix_S1_c0float3x3_T,��������b x���������0x���������8����������<���������dx_ViewAdjustdx_ViewCoordsfloat2�pdx_ViewScaleclipControlOriginfloat����clipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGNthhhhTEXCOORD���OSGN������SV_PositionTEXCOORD���SHEXP�jYF� YF� _2__�_2g� e� e� e2 eB h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?�?6� 6� F6B @6� F6B 
62F F� F" F� F>STAT�	�<DXBC�v�y)e#��_�~�<4����RDEF�<����RD11< ($|�����
samplers2D[0]textures2D[0]Microsoft (R) HLSL Shader Compiler 10.1ISGN������SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX�P2jZ`XpUUb 2b Be� hJ���CUF6y`@33�
�A@�?8� �>STAT�BPLG��-911db897eaa2d9b7`ANGLE (NVIDIA, NVIDIA GeForce GT 730 (0x00001287) Direct3D11 vs_5_0 ps_5_0, D3D11-27.21.14.5671)��@������������������,,position
_upositionP�color_ucolorR����������������������������	���������*����������sk_RTAdjustucoverageInvert_S1
u_skRTFlip
umatrix_S1_c0uTextureSampler_0_S1
_usk_RTAdjust_uucoverageInvert_S1_uu_skRTFlip_uumatrix_S1_c0_uuTextureSampler_0_S1sk_FragColor_usk_FragColorR�@^�������������������������������������������������������������������������������������������������������������������������������������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
};
#pragma warning( disable: 3556 3571 )
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 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};

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;

    return output;
}

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

(_vcolor_S0 = _color);
(gl_Position = vec4_ctor(_position, 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;
    float4 gl_FragCoord : TEXCOORD2;
    noperspective float4 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(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);
}
// Uniforms

uniform float2 _u_skRTFlip : register(c0);
uniform float3x3 _umatrix_S1_c0 : register(c1);
uniform float2 _ucoverageInvert_S1 : register(c4);
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 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
@@ 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;

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 __0_coverage3010 = {0.0};
{
(__0_coverage3010 = gl_texture2D(_uTextureSampler_0_S1, mul(transpose(mat3x2_ctor(_umatrix_S1_c0)), vec3_ctor(_sk_FragCoord3008.xy, 1.0)), -0.474999994).x);
}
(__0_coverage3010 = ((__0_coverage3010 * _ucoverageInvert_S1.x) + _ucoverageInvert_S1.y));
float4 _output_S13011 = vec4_ctor(__0_coverage3010);
{
(out_sk_FragColor = (_outputColor_S03009 * _output_S13011));
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColor�struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    noperspective 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
}
��DXBCl�B��j���MH!04L�lRDEF��<����RD11< ($|�$GlobalsDriverConstants���|� �(@���������_sk_RTAdjustfloat4����������� ��������80��������E8`���������<`��������dx_ViewAdjustdx_ViewCoordsfloat2�dx_ViewScaleclipControlOriginfloat���WclipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGND88TEXCOORD���OSGN�htttSV_PositionTEXCOORD���SHEX�PdjYF� YF� _2_�g� e� e� e� h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?6� 6� F6� F6� F>STAT�
�XDXBCp`m<�b6a��{L�FX4\��RDEF �<����RD11< ($������
��samplers2D[0]textures2D[0]$GlobalsDriverConstants����$P�$`�����������,���������@���������_u_skRTFlipfloat2��_umatrix_S1_c0float3x3�_ucoverageInvert_S1,��������P0���������c x���������8����������,����������@ ���������dx_ViewCoordsfloat4���"dx_FragCoordOffsetdx_DepthFrontfloat3qdx_ViewScaledx_Miscdword��samplerMetadataSamplerMetadatabaseLevelint��wrapModespaddingint2�BintBorderColorint4{�0:Hl���Microsoft (R) HLSL Shader Compiler 10.1ISGN�htttSV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX�PgjYF� YF� Z`XpUUd 2b �e� h6�@�?	2FF� �A2B� 
� F� �"F� �J���CUFF~`@33�2

� � 8� F>STAT�	BPLG��r*911db897eaa2d9b7`ANGLE (NVIDIA, NVIDIA GeForce GT 730 (0x00001287) Direct3D11 vs_5_0 ps_5_0, D3D11-27.21.14.5671)��@������������������,,position
_upositionP�color_ucolorR����������������������������������������������sk_RTAdjusturadiusPlusHalf_S1_c0
u_skRTFlipuinnerRect_S1_c0
ucircle_S1_c1
_usk_RTAdjust_uuradiusPlusHalf_S1_c0_uu_skRTFlip_uuinnerRect_S1_c0_uucircle_S1_c1sk_FragColor_usk_FragColorR�@������������������������������������������������������������������������������������������������������������������������������������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
};
#pragma warning( disable: 3556 3571 )
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 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};

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;

    return output;
}

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

(_vcolor_S0 = _color);
(gl_Position = vec4_ctor(_position, 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;
    float4 gl_FragCoord : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
};

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

uniform float2 _u_skRTFlip : register(c0);
uniform float4 _uinnerRect_S1_c0 : register(c1);
uniform float2 _uradiusPlusHalf_S1_c0 : register(c2);
uniform float4 _ucircle_S1_c1 : 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 noperspective float4 _vcolor_S0 = {0, 0, 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;

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;
float2 __6_dxy03010 = (_uinnerRect_S1_c0.xy - _sk_FragCoord3008.xy);
float2 __7_dxy13011 = (_sk_FragCoord3008.xy - _uinnerRect_S1_c0.zw);
float2 __8_dxy3012 = max(max(__6_dxy03010, __7_dxy13011), 0.0);
float __9_alpha3013 = clamp((_uradiusPlusHalf_S1_c0.x - length(__8_dxy3012)), 0.0, 1.0);
float __11_d3014 = ((1.0 - length(((_ucircle_S1_c1.xy - _sk_FragCoord3008.xy) * _ucircle_S1_c1.w))) * _ucircle_S1_c1.z);
float4 _output_S13015 = (vec4_ctor(__9_alpha3013) * vec4_ctor(clamp(__11_d3014, 0.0, 1.0)));
{
(out_sk_FragColor = (_outputColor_S03009 * _output_S13015));
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColor�struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    noperspective 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
}
��DXBCl�B��j���MH!04L�lRDEF��<����RD11< ($|�$GlobalsDriverConstants���|� �(@���������_sk_RTAdjustfloat4����������� ��������80��������E8`���������<`��������dx_ViewAdjustdx_ViewCoordsfloat2�dx_ViewScaleclipControlOriginfloat���WclipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGND88TEXCOORD���OSGN�htttSV_PositionTEXCOORD���SHEX�PdjYF� YF� _2_�g� e� e� e� h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?6� 6� F6� F6� F>STAT�
��DXBCl�Ѫqk�DYt���?�4�X�RDEF��<���lRD11< ($|�$GlobalsDriverConstants���|�@�@h|������������������� |���������0���������_u_skRTFlipfloat2�t_uinnerRect_S1_c0float4����_uradiusPlusHalf_S1_c0_ucircle_S1_c1�������������0|��������� ��������,8|��������9,H��������dx_ViewCoordsdx_FragCoordOffsetdx_DepthFrontfloat3���dx_ViewScaledx_Miscdword�AMicrosoft (R) HLSL Shader Compiler 10.1ISGN�htttSV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX|P�jYF� YF� d 2b �e� h	2FF� �A2B� 
� 	��A� 	2�� �A	R�A� 8R�� ��K

�A@�?8 
*� 4bV4
bV@"��K" 	"�A
� 8
8� F>STAT�BPLG���: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_RTAdjustumatrix_S1_c0_c0_c0umatrix_S1_c0_c1_c0_c1
umatrix_S1upmClamp_S1_c0_c2ucolor_S1_c0_c1_c0_c0uk_S1_c0_c2uSrcTF_S1_c0_c0[0]uSrcTF_S1_c0_c1[0]uTextureSampler_0_S1
_usk_RTAdjust_uumatrix_S1_c0_c0_c0_uumatrix_S1_c0_c1_c0_c1_uumatrix_S1_uupmClamp_S1_c0_c2_uucolor_S1_c0_c1_c0_c0
_uuk_S1_c0_c2_uuSrcTF_S1_c0_c0[0]_uuSrcTF_S1_c0_c1[0]_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_c0_c0_c0 : register(c2);
uniform float3x3 _umatrix_S1_c0_c1_c0_c1 : register(c5);
uniform float3x3 _umatrix_S1 : register(c8);
#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_5_S0 = {0, 0};
static noperspective float2 _vTransformedCoords_10_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_5_S0;

    return output;
}

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

(_vcolor_S0 = _color);
(gl_Position = vec4_ctor(_position, 0.0, 1.0));
{
(_vTransformedCoords_5_S0 = mul(transpose(mat3x2_ctor(transpose(mul(transpose(_umatrix_S1_c0_c0_c0), transpose(_umatrix_S1))))), vec3_ctor(_localCoord, 1.0)));
}
{
(_vTransformedCoords_10_S0 = mul(transpose(mat3x2_ctor(transpose(mul(transpose(_umatrix_S1_c0_c1_c0_c1), transpose(_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);
}
�struct PS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    noperspective float2 v0 : TEXCOORD0;
};

#pragma warning( disable: 3556 3571 )
float4 vec4_ctor(float3 x0, float x1)
{
    return float4(x0, x1);
}
// Uniforms

uniform float _uSrcTF_S1_c0_c0[7] : register(c0);
uniform float4 _ucolor_S1_c0_c1_c0_c0 : register(c7);
uniform float _uSrcTF_S1_c0_c1[7] : register(c8);
uniform float4 _uk_S1_c0_c2 : register(c15);
uniform float _upmClamp_S1_c0_c2 : register(c16);
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_5_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);
}

float f_src_tf_S1_c0_c0_ff(in float _x)
{
float _G3022 = _uSrcTF_S1_c0_c0[0];
float _A3023 = _uSrcTF_S1_c0_c0[1];
float _B3024 = _uSrcTF_S1_c0_c0[2];
float _C3025 = _uSrcTF_S1_c0_c0[3];
float _D3026 = _uSrcTF_S1_c0_c0[4];
float _E3027 = _uSrcTF_S1_c0_c0[5];
float _F3028 = _uSrcTF_S1_c0_c0[6];
float _s3029 = sign(_x);
(_x = abs(_x));
float sbe6 = {0};
if ((_x < _D3026))
{
(sbe6 = ((_C3025 * _x) + _F3028));
}
else
{
(sbe6 = (pow(((_A3023 * _x) + _B3024), _G3022) + _E3027));
}
(_x = sbe6);
return (_s3029 * _x);
}
float f_src_tf_S1_c0_c1_ff(in float _x)
{
float _G3032 = _uSrcTF_S1_c0_c1[0];
float _A3033 = _uSrcTF_S1_c0_c1[1];
float _B3034 = _uSrcTF_S1_c0_c1[2];
float _C3035 = _uSrcTF_S1_c0_c1[3];
float _D3036 = _uSrcTF_S1_c0_c1[4];
float _E3037 = _uSrcTF_S1_c0_c1[5];
float _F3038 = _uSrcTF_S1_c0_c1[6];
float _s3039 = sign(_x);
(_x = abs(_x));
float sbe7 = {0};
if ((_x < _D3036))
{
(sbe7 = ((_C3035 * _x) + _F3038));
}
else
{
(sbe7 = (pow(((_A3033 * _x) + _B3034), _G3032) + _E3037));
}
(_x = sbe7);
return (_s3039 * _x);
}
@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){
    _vTransformedCoords_5_S0 = input.v0.xy;

float4 __22_color3041 = gl_texture2D(_uTextureSampler_0_S1, _vTransformedCoords_5_S0, -0.474999994);
(__22_color3041 = vec4_ctor((__22_color3041.xyz / max(__22_color3041.w, 9.99999975e-05)), __22_color3041.w));
(__22_color3041.x = f_src_tf_S1_c0_c0_ff(__22_color3041.x));
(__22_color3041.y = f_src_tf_S1_c0_c0_ff(__22_color3041.y));
(__22_color3041.z = f_src_tf_S1_c0_c0_ff(__22_color3041.z));
(__22_color3041.xyz *= __22_color3041.w);
float4 __24_color3042 = _ucolor_S1_c0_c1_c0_c0;
(__24_color3042 = vec4_ctor((__24_color3042.xyz / max(__24_color3042.w, 9.99999975e-05)), __24_color3042.w));
(__24_color3042.x = f_src_tf_S1_c0_c1_ff(__24_color3042.x));
(__24_color3042.y = f_src_tf_S1_c0_c1_ff(__24_color3042.y));
(__24_color3042.z = f_src_tf_S1_c0_c1_ff(__24_color3042.z));
(__24_color3042.xyz *= __24_color3042.w);
float4 __25_dst3043 = __24_color3042;
float4 __28_e3044 = clamp((((((_uk_S1_c0_c2.x * __22_color3041) * __25_dst3043) + (_uk_S1_c0_c2.y * __22_color3041)) + (_uk_S1_c0_c2.z * __25_dst3043)) + _uk_S1_c0_c2.w), 0.0, 1.0);
(__28_e3044.xyz = min(__28_e3044.xyz, max(__28_e3044.w, _upmClamp_S1_c0_c2)));
float4 _output_S13045 = __28_e3044;
{
(out_sk_FragColor = _output_S13045);
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColorstruct 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
}
���DXBC	w$=p����|�%Wi4�D�xRDEF��<���yRD11< ($|�$GlobalsDriverConstants���|���@h|��������� ,����������P,�����������,���������_sk_RTAdjustfloat4u_umatrix_S1_c0_c0_c0float3x3���_umatrix_S1_c0_c1_c0_c1_umatrix_S1�|��������� ���������0���������%8@��������d<@��������dx_ViewAdjustdx_ViewCoordsfloat2��dx_ViewScaleclipControlOriginfloat���7clipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGN\PPPTEXCOORD���OSGNhP\\SV_PositionTEXCOORD���SHEX�P�jYF� YF� _2_2g� e� e2 h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?6� 6� F6B @8	rV� F� 	2r� F� F2r�� F� 
F62F6B@�? FF8	rV� F� 	2r� F� F2r�� F� 
F" FF>STAT�
�
DXBC�(v頹2�$J22Ó�
4t�h	RDEF��<����RD11< ($������
�samplers2D[0]textures2D[0]$Globals������d����������p��������$�d8��������\���������i|��������_uSrcTF_S1_c0_c0float��_ucolor_S1_c0_c1_c0_c0float4���_uSrcTF_S1_c0_c1����_uk_S1_c0_c2_upmClamp_S1_c0_c2�Microsoft (R) HLSL Shader Compiler 10.1ISGNhP\\SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX�PnjYF� Z`XpUUb 2e� h4@��8:� rF� 2r� 	F��� 
/rF8rF� rFrF� 
1	rF��� 2r� F��� 7	rFFF1
r@F1
rF@rF�AF+rF8rFF8rF�� J���CU�FF~`@33�4:@��8rF2r� F��� /rF8rF� rFrF� 1	rF��� 2r� F��� 7	rFFF1
r@F1
rF@rF�AF+rF8rFF8r�F8�F� 8�FV� 6�:� 2	�FFF2
��� FF �F�� 4:
� 3r F6� :>STAT�+!BPLG���+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_RTAdjustumatrix_S1_c0_c0uDstTF_S1[0]uTextureSampler_0_S1
_usk_RTAdjust_uumatrix_S1_c0_c0_uuDstTF_S1[0]_uuTextureSampler_0_S1
sk_FragColor_usk_FragColorR�@^��������������������������������������������������������������������������������������������������������������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float2 v1 : TEXCOORD1;
};
#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_c0_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

// 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_4_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 = _vcolor_S0;
    output.v1 = _vTransformedCoords_4_S0;

    return output;
}

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

(_vcolor_S0 = _color);
(gl_Position = vec4_ctor(_position, 0.0, 1.0));
{
(_vTransformedCoords_4_S0 = mul(transpose(mat3x2_ctor(_umatrix_S1_c0_c0)), 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);
}
�	struct PS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float2 v1 : TEXCOORD1;
};

#pragma warning( disable: 3556 3571 )
float4 vec4_ctor(float3 x0, float x1)
{
    return float4(x0, x1);
}
// Uniforms

uniform float _uDstTF_S1[7] : register(c0);
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 _vTransformedCoords_4_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);
}

float f_dst_tf_S1_ff(in float _x)
{
float _G3009 = _uDstTF_S1[0];
float _A3010 = _uDstTF_S1[1];
float _B3011 = _uDstTF_S1[2];
float _C3012 = _uDstTF_S1[3];
float _D3013 = _uDstTF_S1[4];
float _E3014 = _uDstTF_S1[5];
float _F3015 = _uDstTF_S1[6];
float _s3016 = sign(_x);
(_x = abs(_x));
float sbce = {0};
if ((_x < _D3013))
{
(sbce = ((_C3012 * _x) + _F3015));
}
else
{
(sbce = (pow(((_A3010 * _x) + _B3011), _G3009) + _E3014));
}
(_x = sbce);
return (_s3016 * _x);
}
@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){
    _vcolor_S0 = input.v0;
    _vTransformedCoords_4_S0 = input.v1.xy;

float4 _outputColor_S03018 = _vcolor_S0;
float4 __3_input3019 = _outputColor_S03018;
(__3_input3019 = gl_texture2D(_uTextureSampler_0_S1, _vTransformedCoords_4_S0, -0.474999994));
float4 __5_color3020 = __3_input3019;
(__5_color3020 = vec4_ctor((__5_color3020.xyz / max(__5_color3020.w, 9.99999975e-05)), __5_color3020.w));
(__5_color3020.x = f_dst_tf_S1_ff(__5_color3020.x));
(__5_color3020.y = f_dst_tf_S1_ff(__5_color3020.y));
(__5_color3020.z = f_dst_tf_S1_ff(__5_color3020.z));
(__5_color3020.xyz *= __5_color3020.w);
float4 _output_S13021 = __5_color3020;
{
(out_sk_FragColor = _output_S13021);
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColor�struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float2 v1 : TEXCOORD1;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    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; 
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
����DXBC��ZF��e������4h�TLRDEF,�<���RD11< ($|�$GlobalsDriverConstants���|�P��@,��������P ,l��������_sk_RTAdjustfloat4%_umatrix_S1_c0_c0float3x3�bX,��������f |���������0|���������8����������<���������dx_ViewAdjustdx_ViewCoordsfloat2�tdx_ViewScaleclipControlOriginfloat����clipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGN\PPPTEXCOORD���OSGN�htttSV_PositionTEXCOORD���SHEX�P|jYF� YF� _2_�_2g� e� e� e2 h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?�?6� 6� F6B @6� F62F F� F" F� F>STAT�
��DXBCr�f��o`s.*ZE�4�(\RDEFd�<���<RD11< ($������
�samplers2D[0]textures2D[0]$Globals�����pd��������_uDstTF_S1float���Microsoft (R) HLSL Shader Compiler 10.1ISGN�htttSV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX�P�jYF� Z`XpUUb 2e� hJ���CU�FF~`@33�4:@��8rF2r� F��� /rF8rF� rFrF� 1	rF��� 2r� F��� 7	rFFF1
r@F1
rF@rF�AF+rF8rFF8r �F6� :>STAT�
BPLG���=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_RTAdjustumatrix_S1_c0_c0_c1uthreshold_S1_c0_c0_c0	urange_S1uleftBorderColor_S1_c0_c0urightBorderColor_S1_c0_c0
u_skRTFlipuscale_S1_c0_c0_c0[0]ubias_S1_c0_c0_c0[0]
umatrix_S1_c1uTextureSampler_0_S1
_usk_RTAdjust_uumatrix_S1_c0_c0_c1_uuthreshold_S1_c0_c0_c0_uurange_S1_uuleftBorderColor_S1_c0_c0_uurightBorderColor_S1_c0_c0_uu_skRTFlip_uuscale_S1_c0_c0_c0[0]_uubias_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 : TEXCOORD2;
    float4 gl_FragCoord : TEXCOORD3;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float2 v1 : TEXCOORD1;
};
#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_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 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_6_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 = _vTransformedCoords_6_S0;

    return output;
}

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

(_vcolor_S0 = _color);
(gl_Position = vec4_ctor(_position, 0.0, 1.0));
{
(_vTransformedCoords_6_S0 = mul(transpose(mat3x2_ctor(_umatrix_S1_c0_c0_c1)), 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);
}
cstruct 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 )
float2 vec2_ctor(float x0, float x1)
{
    return float2(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(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 _uscale_S1_c0_c0_c0[2] : register(c1);
uniform float4 _ubias_S1_c0_c0_c0[2] : register(c3);
uniform float _uthreshold_S1_c0_c0_c0 : register(c5);
uniform float4 _uleftBorderColor_S1_c0_c0 : register(c6);
uniform float4 _urightBorderColor_S1_c0_c0 : register(c7);
uniform float3x3 _umatrix_S1_c1 : register(c8);
uniform float _urange_S1 : register(c11);
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 _vTransformedCoords_6_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
@@ 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;
    _vTransformedCoords_6_S0 = input.v1.xy;

float4 _sk_FragCoord3015 = vec4_ctor(gl_FragCoord.x, (_u_skRTFlip.x + (_u_skRTFlip.y * gl_FragCoord.y)), gl_FragCoord.z, gl_FragCoord.w);
float4 _outputColor_S03016 = _vcolor_S0;
float4 __31_tmp_6_inColor3017 = _outputColor_S03016;
float4 __32_input3018 = __31_tmp_6_inColor3017;
float2 __35_tmp_3_coords3019 = _vTransformedCoords_6_S0;
float4 __36_t3020 = vec4_ctor((__35_tmp_3_coords3019.x + 9.99999975e-06), 1.0, 0.0, 0.0);
float4 __37_outColor3021 = {0, 0, 0, 0};
if ((__36_t3020.x < 0.0))
{
(__37_outColor3021 = _uleftBorderColor_S1_c0_c0);
}
else
{
if ((__36_t3020.x > 1.0))
{
(__37_outColor3021 = _urightBorderColor_S1_c0_c0);
}
else
{
float2 __39_tmp_1_coords3022 = vec2_ctor(__36_t3020.x, 0.0);
float __40_t3023 = __39_tmp_1_coords3022.x;
float4 __41_s3024 = {0, 0, 0, 0};
float4 __42_b3025 = {0, 0, 0, 0};
if ((__40_t3023 < _uthreshold_S1_c0_c0_c0))
{
(__41_s3024 = _uscale_S1_c0_c0_c0[0]);
(__42_b3025 = _ubias_S1_c0_c0_c0[0]);
}
else
{
(__41_s3024 = _uscale_S1_c0_c0_c0[1]);
(__42_b3025 = _ubias_S1_c0_c0_c0[1]);
}
(__37_outColor3021 = ((__40_t3023 * __41_s3024) + __42_b3025));
}
}
(__32_input3018 = __37_outColor3021);
float4 __44_color3026 = __32_input3018;
float __45_value3027 = (gl_texture2D(_uTextureSampler_0_S1, mul(transpose(mat3x2_ctor(_umatrix_S1_c1)), vec3_ctor(_sk_FragCoord3015.xy, 1.0)), -0.474999994).x - 0.5);
float4 _output_S13028 = vec4_ctor(clamp((__44_color3026.xyz + (__45_value3027 * _urange_S1)), 0.0, __44_color3026.w), __44_color3026.w);
{
(out_sk_FragColor = _output_S13028);
}
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]�^����~��C�>$4l�p�RDEF0�<���RD11< ($|�$GlobalsDriverConstants���|�P��@,��������P ,p��������_sk_RTAdjustfloat4%_umatrix_S1_c0_c0_c1float3x3��e\,��������j ����������0����������8����������<���������dx_ViewAdjustdx_ViewCoordsfloat2�xdx_ViewScaleclipControlOriginfloat����clipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGN\PPPTEXCOORD���OSGN������SV_PositionTEXCOORD���SHEXP�jYF� YF� _2_�_2g� e� e� e� e2 h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?6� 6� F6� F6� F62F6B@�? F� F" F� F>STAT���DXBC�U�v����Ym��U���4��RDEF��<����RD11< ($������
��samplers2D[0]textures2D[0]$GlobalsDriverConstants����$���`dx��������� ����������0 ���������P4��������X`t���������pt����������,�����������4��������_u_skRTFlipfloat2�p_uscale_S1_c0_c0_c0float4��_ubias_S1_c0_c0_c0��_uthreshold_S1_c0_c0_c0float��,_uleftBorderColor_S1_c0_c0��_urightBorderColor_S1_c0_c0_umatrix_S1_c1float3x3�_urange_S1��t���������0x��������
 $��������H8x��������U,d���������@ ���������dx_ViewCoordsdx_FragCoordOffsetdx_DepthFrontfloat3��dx_ViewScaledx_Miscdword�]samplerMetadataSamplerMetadatabaseLevelint���wrapModespaddingint2��intBorderColorint4'������,P�Microsoft (R) HLSL Shader Compiler 10.1ISGN������SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX0P�jYF� YF� Z`XpUUd 2b e� h6�@�?	2FF� �A2B� 
� F� �"F� 	�J���CUFF~`@33�
@�"
@��'71B
� 7��
F� F� 7��
F� F� 2	�VFF1B@�?1"@7
��
F� F7
�VF� F2
r� F4
rF@3r �F6� :>STAT�
BPLG��
%911db897eaa2d9b7`ANGLE (NVIDIA, NVIDIA GeForce GT 730 (0x00001287) Direct3D11 vs_5_0 ps_5_0, D3D11-27.21.14.5671)��@������������������,,position
_upositionP�
localCoord_ulocalCoordP����������	���������*����������sk_RTAdjustumatrix_S1_c0_c0uTextureSampler_0_S1
_usk_RTAdjust_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_c0_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

// Attributes
static float2 _position = {0, 0};
static float2 _localCoord = {0, 0};

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

// Varyings
static noperspective float2 _vTransformedCoords_4_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_4_S0;

    return output;
}

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

(gl_Position = vec4_ctor(_position, 0.0, 1.0));
{
(_vTransformedCoords_4_S0 = mul(transpose(mat3x2_ctor(_umatrix_S1_c0_c0)), 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);
}
struct PS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    noperspective float2 v0 : TEXCOORD0;
};

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

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_4_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_4_S0 = input.v0.xy;

float4 _outputColor_S03006 = {1.0, 1.0, 1.0, 1.0};
float4 __3_input3007 = _outputColor_S03006;
(__3_input3007 = gl_texture2D(_uTextureSampler_0_S1, _vTransformedCoords_4_S0, -0.474999994));
float4 __5_color3008 = __3_input3007;
(__5_color3008 = (floor(((__5_color3008 * 255.0) + 0.5)) * 0.00392156886));
float3 sbc2 = {0, 0, 0};
if ((__5_color3008.w <= 0.0))
{
(sbc2 = float3(0.0, 0.0, 0.0));
}
else
{
(sbc2 = (floor((((__5_color3008.xyz / __5_color3008.w) * 255.0) + 0.5)) * 0.00392156886));
}
(__5_color3008.xyz = sbc2);
float4 _output_S13009 = __5_color3008;
{
(out_sk_FragColor = _output_S13009);
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColorstruct 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
}
���DXBCJ|�<q�F�?H��3�4h�$�RDEF,�<���RD11< ($|�$GlobalsDriverConstants���|�P��@,��������P ,l��������_sk_RTAdjustfloat4%_umatrix_S1_c0_c0float3x3�bX,��������f |���������0|���������8����������<���������dx_ViewAdjustdx_ViewCoordsfloat2�tdx_ViewScaleclipControlOriginfloat����clipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGND88TEXCOORD���OSGNhP\\SV_PositionTEXCOORD���SHEX�PqjYF� YF� _2_2g� e� e2 h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?�?6� 6� F6B @62F F� F" F� F>STAT��0DXBC�ПlJ2��upzɵ04�l��RDEF�<����RD11< ($|�����
samplers2D[0]textures2D[0]Microsoft (R) HLSL Shader Compiler 10.1ISGNhP\\SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX�P{jZ`XpUUb 2e� hJ���CU�FF~`@33�2�F@CCCC@????A�F8
�F@���;���;���;���;@:�	�6� :2�V@CCC@???A�V8
�V@���;���;���;7r @�>STAT�BPLG��N$911db897eaa2d9b7`ANGLE (NVIDIA, NVIDIA GeForce GT 730 (0x00001287) Direct3D11 vs_5_0 ps_5_0, D3D11-27.21.14.5671)��@������������������,,position
_upositionP�
localCoord_ulocalCoordP����������	���������*����������sk_RTAdjustumatrix_S1_c0_c0uTextureSampler_0_S1
_usk_RTAdjust_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_c0_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

// Attributes
static float2 _position = {0, 0};
static float2 _localCoord = {0, 0};

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

// Varyings
static noperspective float2 _vTransformedCoords_4_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_4_S0;

    return output;
}

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

(gl_Position = vec4_ctor(_position, 0.0, 1.0));
{
(_vTransformedCoords_4_S0 = mul(transpose(mat3x2_ctor(_umatrix_S1_c0_c0)), 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);
}
�struct PS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    noperspective float2 v0 : TEXCOORD0;
};

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

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_4_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_4_S0 = input.v0.xy;

float4 _outputColor_S03006 = {1.0, 1.0, 1.0, 1.0};
float4 __3_input3007 = _outputColor_S03006;
(__3_input3007 = gl_texture2D(_uTextureSampler_0_S1, _vTransformedCoords_4_S0, -0.474999994));
float4 __5_color3008 = __3_input3007;
(__5_color3008 = (floor(((__5_color3008 * 255.0) + 0.5)) * 0.00392156886));
(__5_color3008.xyz = (floor((((__5_color3008.xyz * __5_color3008.w) * 255.0) + 0.5)) * 0.00392156886));
float4 _output_S13009 = __5_color3008;
{
(out_sk_FragColor = _output_S13009);
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColorstruct 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
}
���DXBCJ|�<q�F�?H��3�4h�$�RDEF,�<���RD11< ($|�$GlobalsDriverConstants���|�P��@,��������P ,l��������_sk_RTAdjustfloat4%_umatrix_S1_c0_c0float3x3�bX,��������f |���������0|���������8����������<���������dx_ViewAdjustdx_ViewCoordsfloat2�tdx_ViewScaleclipControlOriginfloat����clipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGND88TEXCOORD���OSGNhP\\SV_PositionTEXCOORD���SHEX�PqjYF� YF� _2_2g� e� e2 h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?�?6� 6� F6B @62F F� F" F� F>STAT���DXBC�" ��O�D'�'�љ�4�l�HRDEF�<����RD11< ($|�����
samplers2D[0]textures2D[0]Microsoft (R) HLSL Shader Compiler 10.1ISGNhP\\SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX�PhjZ`XpUUb 2e� hJ���CU�FF~`@33�2�F@CCCC@????A�F8
�F@���;���;���;���;8r�F6� :2rF@CCC@???ArF8
r F@���;���;���;>STAT�
BPLG��x&911db897eaa2d9b7`ANGLE (NVIDIA, NVIDIA GeForce GT 730 (0x00001287) Direct3D11 vs_5_0 ps_5_0, D3D11-27.21.14.5671)��@������������������,,position
_upositionP�
localCoord_ulocalCoordP����������	���������	���������*����������sk_RTAdjustumatrix_S1_c0_c0_c0
umatrix_S1uTextureSampler_0_S1
_usk_RTAdjust_uumatrix_S1_c0_c0_c0_uumatrix_S1_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_c0_c0_c0 : register(c2);
uniform float3x3 _umatrix_S1 : register(c5);
#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 noperspective float2 _vTransformedCoords_5_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_5_S0;

    return output;
}

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

(gl_Position = vec4_ctor(_position, 0.0, 1.0));
{
(_vTransformedCoords_5_S0 = mul(transpose(mat3x2_ctor(transpose(mul(transpose(_umatrix_S1_c0_c0_c0), transpose(_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);
}
�struct PS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    noperspective float2 v0 : TEXCOORD0;
};

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

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_5_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_5_S0 = input.v0.xy;

float4 _outputColor_S03007 = {1.0, 1.0, 1.0, 1.0};
float4 __6_input3008 = _outputColor_S03007;
(__6_input3008 = gl_texture2D(_uTextureSampler_0_S1, _vTransformedCoords_5_S0, -0.474999994));
float4 __8_color3009 = __6_input3008;
(__8_color3009 = (floor(((__8_color3009 * 255.0) + 0.5)) * 0.00392156886));
(__8_color3009.xyz = (floor((((__8_color3009.xyz * __8_color3009.w) * 255.0) + 0.5)) * 0.00392156886));
float4 _output_S13010 = __8_color3009;
{
(out_sk_FragColor = _output_S13010);
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColorstruct 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
}
���DXBCNU�@(�n@|�@
�Q��4��\ RDEFd�<���9RD11< ($|�$GlobalsDriverConstants���|����@@T��������x ,����������P,���������_sk_RTAdjustfloat4M_umatrix_S1_c0_c0_c0float3x3���_umatrix_S1�T��������� ����������0����������8��������$<��������dx_ViewAdjustdx_ViewCoordsfloat2��dx_ViewScaleclipControlOriginfloat����clipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGND88TEXCOORD���OSGNhP\\SV_PositionTEXCOORD���SHEX�P�jYF� YF� _2_2g� e� e2 h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?6� 6� F6B @8	rV� F� 2r� F� F2r�� F� F62F6B@�? FF8	rV� F� 2r� F� F2r�� F� F" FF>STAT�
��DXBC�" ��O�D'�'�љ�4�l�HRDEF�<����RD11< ($|�����
samplers2D[0]textures2D[0]Microsoft (R) HLSL Shader Compiler 10.1ISGNhP\\SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX�PhjZ`XpUUb 2e� hJ���CU�FF~`@33�2�F@CCCC@????A�F8
�F@���;���;���;���;8r�F6� :2rF@CCC@???ArF8
r F@���;���;���;>STAT�
BPLG���+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
udir_S1_c0uoffsetsAndKernel_S1_c0[0]umatrix_S1_c0_c0uTextureSampler_0_S1
_usk_RTAdjust_uumatrix_S1_uudir_S1_c0_uuoffsetsAndKernel_S1_c0[0]_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);
}
�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 float3x3 _umatrix_S1_c0_c0 : register(c0);
uniform float4 _uoffsetsAndKernel_S1_c0[14] : register(c3);
uniform float2 _udir_S1_c0 : register(c17);
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 __6_tmp_1_coords3011 = _vTransformedCoords_2_S0;
float4 __7_sum3012 = {0.0, 0.0, 0.0, 0.0};
{LOOP for(int __8_i3013 = {0}; (__8_i3013 < 4); (++__8_i3013))
{
float4 __9_s3014 = _uoffsetsAndKernel_S1_c0[__8_i3013];
(__7_sum3012 += (__9_s3014.y * gl_texture2D(_uTextureSampler_0_S1, mul(transpose(mat3x2_ctor(_umatrix_S1_c0_c0)), vec3_ctor((__6_tmp_1_coords3011 + (__9_s3014.x * _udir_S1_c0)), 1.0)), -0.474999994)));
(__7_sum3012 += (__9_s3014.w * gl_texture2D(_uTextureSampler_0_S1, mul(transpose(mat3x2_ctor(_umatrix_S1_c0_c0)), vec3_ctor((__6_tmp_1_coords3011 + (__9_s3014.z * _udir_S1_c0)), 1.0)), -0.474999994)));
}
}
float4 _output_S13015 = __7_sum3012;
{
(out_sk_FragColor = _output_S13015);
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColorstruct 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
}
����DXBCH�
�p�+�Hd�ù�4d�8RDEF(�<����RD11< ($|�$GlobalsDriverConstants���|�P��@,��������P ,h��������_sk_RTAdjustfloat4%_umatrix_S1float3x3���\T,��������b x���������0x���������8����������<���������dx_ViewAdjustdx_ViewCoordsfloat2�pdx_ViewScaleclipControlOriginfloat����clipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGN\PPPTEXCOORD���OSGNhP\\SV_PositionTEXCOORD���SHEX�PqjYF� YF� _2_2g� e� e2 h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?�?6� 6� F6B @62F F� F" F� F>STAT��xDXBC|u�KK�z��<H+ԏ�x4t��RDEF8�<���RD11< ($������
�samplers2D[0]textures2D[0]$Globals����� T,p���������0��������������������_umatrix_S1_c0_c0float3x3�f_uoffsetsAndKernel_S1_c0float4�_udir_S1_c0float2��Microsoft (R) HLSL Shader Compiler 10.1ISGNhP\\SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX�P�jYF� Z`XpUUb 2e� h6B@�?6B@�?6�@6�@0!�:@:2
�� :F� F62FF� F"F� FJ���CU�FF~`@33�2�V� :FF62�
F� F"F� FJ���CU�FF~`@33�2��� :FF�:@6� F>STAT�BPLG���7911db897eaa2d9b7`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
udir_S1_c0uborder_S1_c0_c0_c0uoffsetsAndKernel_S1_c0[0]uclamp_S1_c0_c0_c0uidims_S1_c0_c0_c0umatrix_S1_c0_c0uTextureSampler_0_S1
_usk_RTAdjust_uumatrix_S1_uudir_S1_c0_uuborder_S1_c0_c0_c0_uuoffsetsAndKernel_S1_c0[0]_uuclamp_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);
}
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 _uclamp_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 _uoffsetsAndKernel_S1_c0[14] : register(c6);
uniform float2 _udir_S1_c0 : register(c20);
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 __36_tmp_1_coords3015 = _vTransformedCoords_2_S0;
float4 __37_sum3016 = {0.0, 0.0, 0.0, 0.0};
{LOOP for(int __38_i3017 = {0}; (__38_i3017 < 4); (++__38_i3017))
{
float4 __39_s3018 = _uoffsetsAndKernel_S1_c0[__38_i3017];
float2 __40_inCoord3019 = mul(transpose(mat3x2_ctor(_umatrix_S1_c0_c0)), vec3_ctor((__36_tmp_1_coords3015 + (__39_s3018.x * _udir_S1_c0)), 1.0));
float2 __41_subsetCoord3020 = {0, 0};
(__41_subsetCoord3020.x = __40_inCoord3019.x);
(__41_subsetCoord3020.y = __40_inCoord3019.y);
float2 __42_clampedCoord3021 = clamp(__41_subsetCoord3020, _uclamp_S1_c0_c0_c0.xy, _uclamp_S1_c0_c0_c0.zw);
float4 __43_textureColor3022 = gl_texture2D(_uTextureSampler_0_S1, (__42_clampedCoord3021 * _uidims_S1_c0_c0_c0), -0.474999994);
float __44_errX3023 = (__41_subsetCoord3020.x - __42_clampedCoord3021.x);
float __45_errY3024 = (__41_subsetCoord3020.y - __42_clampedCoord3021.y);
(__43_textureColor3022 = lerp(__43_textureColor3022, _uborder_S1_c0_c0_c0, min(abs(__44_errX3023), 1.0)));
(__43_textureColor3022 = lerp(__43_textureColor3022, _uborder_S1_c0_c0_c0, min(abs(__45_errY3024), 1.0)));
(__37_sum3016 += (__39_s3018.y * __43_textureColor3022));
float2 __46_inCoord3025 = mul(transpose(mat3x2_ctor(_umatrix_S1_c0_c0)), vec3_ctor((__36_tmp_1_coords3015 + (__39_s3018.z * _udir_S1_c0)), 1.0));
float2 __47_subsetCoord3026 = {0, 0};
(__47_subsetCoord3026.x = __46_inCoord3025.x);
(__47_subsetCoord3026.y = __46_inCoord3025.y);
float2 __48_clampedCoord3027 = clamp(__47_subsetCoord3026, _uclamp_S1_c0_c0_c0.xy, _uclamp_S1_c0_c0_c0.zw);
float4 __49_textureColor3028 = gl_texture2D(_uTextureSampler_0_S1, (__48_clampedCoord3027 * _uidims_S1_c0_c0_c0), -0.474999994);
float __50_errX3029 = (__47_subsetCoord3026.x - __48_clampedCoord3027.x);
float __51_errY3030 = (__47_subsetCoord3026.y - __48_clampedCoord3027.y);
(__49_textureColor3028 = lerp(__49_textureColor3028, _uborder_S1_c0_c0_c0, min(abs(__50_errX3029), 1.0)));
(__49_textureColor3028 = lerp(__49_textureColor3028, _uborder_S1_c0_c0_c0, min(abs(__51_errY3030), 1.0)));
(__37_sum3016 += (__39_s3018.w * __49_textureColor3028));
}
}
float4 _output_S13031 = __37_sum3016;
{
(out_sk_FragColor = _output_S13031);
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColorstruct 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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@@?22F�� օ 8" *� 6�@�?�?6� 6� F6B @62F F� F" F� F>STAT���	DXBC˒i���U��bȔ��	4P��0	RDEF�<����RD11< ($������
�samplers2D[0]textures2D[0]$Globals�����P�������������������  <��������`0,|���������`�����������@<��������_uborder_S1_c0_c0_c0float4�_uclamp_S1_c0_c0_c0_uidims_S1_c0_c0_c0float2�4_umatrix_S1_c0_c0float3x3�r_uoffsetsAndKernel_S1_c0����_udir_S1_c0Microsoft (R) HLSL Shader Compiler 10.1ISGNhP\\SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX4PMjYF� Z`XpUUb 2e� h6B@�?6B@�?6�@6�@0!�:@:2
�� :F� F62FF� F"F� F42FF� 32F� 82FF� J���CU�FF~`@33�2F�AF32F��@�?�?	�F�AF� 2	�FF	�F�AF� 2	�VFF2�V� :FF62�
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_upositionP�coverage
_ucoveragecolor_ucolorR�
localCoord_ulocalCoordP����������	���������*����������sk_RTAdjust
umatrix_S1_c0uTextureSampler_0_S1
_usk_RTAdjust_uumatrix_S1_c0_uuTextureSampler_0_S1sk_FragColor_usk_FragColorR�@^��������������������������������������������������������������������������������������������������������������������	struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD3;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float2 v1 : TEXCOORD1;
    noperspective float v2 : TEXCOORD2;
};
#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_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

// Attributes
static float2 _position = {0, 0};
static float _coverage = {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 float _vcoverage_S0 = {0};
static noperspective float2 _vTransformedCoords_3_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 = _vcolor_S0;
    output.v1 = _vTransformedCoords_3_S0;
    output.v2 = _vcoverage_S0;

    return output;
}

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

float2 t0 = _position, _position3011 = t0;
(_vcolor_S0 = _color);
(_vcoverage_S0 = _coverage);
(gl_Position = vec4_ctor(_position3011, 0.0, 1.0));
{
(_vTransformedCoords_3_S0 = mul(transpose(mat3x2_ctor(_umatrix_S1_c0)), 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);
}
Xstruct PS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD3;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float2 v1 : TEXCOORD1;
    noperspective float v2 : TEXCOORD2;
};

#pragma warning( disable: 3556 3571 )
float4 vec4_ctor(float x0)
{
    return float4(x0, x0, x0, x0);
}
// Uniforms

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 float _vcoverage_S0 = {0};
static noperspective float2 _vTransformedCoords_3_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){
    _vcolor_S0 = input.v0;
    _vTransformedCoords_3_S0 = input.v1.xy;
    _vcoverage_S0 = input.v2.x;

float4 _outputColor_S03008 = _vcolor_S0;
float _coverage3009 = _vcoverage_S0;
float4 _outputCoverage_S03010 = vec4_ctor(_coverage3009);
float4 __0_input3011 = _outputColor_S03008;
(__0_input3011 = gl_texture2D(_uTextureSampler_0_S1, _vTransformedCoords_3_S0, -0.474999994));
float4 _output_S13012 = __0_input3011;
{
(out_sk_FragColor = (_output_S13012 * _outputCoverage_S03010));
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColor�struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD3;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float2 v1 : TEXCOORD1;
    noperspective float v2 : TEXCOORD2;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD3;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float2 v1 : TEXCOORD1;
    noperspective float 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; 
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
����@DXBC����CoW�~��	R�@4d���RDEF(�<����RD11< ($|�$GlobalsDriverConstants���|�P��@,��������P ,h��������_sk_RTAdjustfloat4%_umatrix_S1_c0float3x3_T,��������b x���������0x���������8����������<���������dx_ViewAdjustdx_ViewCoordsfloat2�pdx_ViewScaleclipControlOriginfloat����clipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGNthhhhTEXCOORD���OSGN������SV_PositionTEXCOORD���SHEXP�jYF� YF� _2__�_2g� e� e� e2 eB h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?�?6� 6� F6B @6� F6B 
62F F� F" F� F>STAT�	�DXBCiԎ����g?$	ho4����RDEF�<����RD11< ($|�����
samplers2D[0]textures2D[0]Microsoft (R) HLSL Shader Compiler 10.1ISGN������SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX�P*jZ`XpUUb 2b Be� hJ���CU�FF~`@33�8� F�>STAT�BPLG��F,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_c0uborder_S1_c0_c0uclamp_S1_c0_c0uidims_S1_c0_c0uTextureSampler_0_S1
_usk_RTAdjust_uumatrix_S1_c0_uuborder_S1_c0_c0_uuclamp_S1_c0_c0_uuidims_S1_c0_c0_uuTextureSampler_0_S1�����sk_FragColor_usk_FragColorR�@^������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float2 v1 : TEXCOORD1;
};
#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_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

// 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_3_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 = _vcolor_S0;
    output.v1 = _vTransformedCoords_3_S0;

    return output;
}

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

(_vcolor_S0 = _color);
(gl_Position = vec4_ctor(_position, 0.0, 1.0));
{
(_vTransformedCoords_3_S0 = mul(transpose(mat3x2_ctor(_umatrix_S1_c0)), 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);
}
�	struct PS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float2 v1 : TEXCOORD1;
};

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

uniform float4 _uborder_S1_c0_c0 : register(c0);
uniform float4 _uclamp_S1_c0_c0 : register(c1);
uniform float2 _uidims_S1_c0_c0 : register(c2);
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 _vTransformedCoords_3_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){
    _vcolor_S0 = input.v0;
    _vTransformedCoords_3_S0 = input.v1.xy;

float4 _outputColor_S03011 = _vcolor_S0;
float4 __12_input3012 = _outputColor_S03011;
float2 __13_inCoord3013 = _vTransformedCoords_3_S0;
float2 __14_subsetCoord3014 = {0, 0};
(__14_subsetCoord3014.x = __13_inCoord3013.x);
(__14_subsetCoord3014.y = __13_inCoord3013.y);
float2 __15_clampedCoord3015 = clamp(__14_subsetCoord3014, _uclamp_S1_c0_c0.xy, _uclamp_S1_c0_c0.zw);
float4 __16_textureColor3016 = gl_texture2D(_uTextureSampler_0_S1, (__15_clampedCoord3015 * _uidims_S1_c0_c0), -0.474999994);
float __17_errX3017 = (__14_subsetCoord3014.x - __15_clampedCoord3015.x);
float __18_errY3018 = (__14_subsetCoord3014.y - __15_clampedCoord3015.y);
(__16_textureColor3016 = lerp(__16_textureColor3016, _uborder_S1_c0_c0, min(abs(__17_errX3017), 1.0)));
(__16_textureColor3016 = lerp(__16_textureColor3016, _uborder_S1_c0_c0, min(abs(__18_errY3018), 1.0)));
(__12_input3012 = __16_textureColor3016);
float4 _output_S13019 = __12_input3012;
{
(out_sk_FragColor = _output_S13019);
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColor�struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float2 v1 : TEXCOORD1;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    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; 
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
����DXBC2�?/4��ud^��Ʋ�4d�PHRDEF(�<����RD11< ($|�$GlobalsDriverConstants���|�P��@,��������P ,h��������_sk_RTAdjustfloat4%_umatrix_S1_c0float3x3_T,��������b x���������0x���������8����������<���������dx_ViewAdjustdx_ViewCoordsfloat2�pdx_ViewScaleclipControlOriginfloat����clipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGN\PPPTEXCOORD���OSGN�htttSV_PositionTEXCOORD���SHEX�P|jYF� YF� _2_�_2g� e� e� e2 h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?�?6� 6� F6B @6� F62F F� F" F� F>STAT�
�tDXBC�d���2�A�N��ot4H��RDEF�<����RD11< ($������
�samplers2D[0]textures2D[0]$Globals�����0Tp���������p��������� ���������_uborder_S1_c0_c0float4���f_uclamp_S1_c0_c0_uidims_S1_c0_c0float2����Microsoft (R) HLSL Shader Compiler 10.1ISGN�htttSV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX�PsjYF� Z`XpUUb 2e� h42FF� 32F� 8�� 2F�AF32F��@�?�?J���CU��
F~`@33�	�F�AF� 2	�FF	�F�AF� 2	� VFF>STAT�	BPLG���+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
udir_S1_c0uoffsetsAndKernel_S1_c0[0]umatrix_S1_c0_c0uTextureSampler_0_S1
_usk_RTAdjust_uumatrix_S1_uudir_S1_c0_uuoffsetsAndKernel_S1_c0[0]_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);
}
�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 float3x3 _umatrix_S1_c0_c0 : register(c0);
uniform float4 _uoffsetsAndKernel_S1_c0[14] : register(c3);
uniform float2 _udir_S1_c0 : register(c17);
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 __6_tmp_1_coords3011 = _vTransformedCoords_2_S0;
float4 __7_sum3012 = {0.0, 0.0, 0.0, 0.0};
{LOOP for(int __8_i3013 = {0}; (__8_i3013 < 8); (++__8_i3013))
{
float4 __9_s3014 = _uoffsetsAndKernel_S1_c0[__8_i3013];
(__7_sum3012 += (__9_s3014.y * gl_texture2D(_uTextureSampler_0_S1, mul(transpose(mat3x2_ctor(_umatrix_S1_c0_c0)), vec3_ctor((__6_tmp_1_coords3011 + (__9_s3014.x * _udir_S1_c0)), 1.0)), -0.474999994)));
(__7_sum3012 += (__9_s3014.w * gl_texture2D(_uTextureSampler_0_S1, mul(transpose(mat3x2_ctor(_umatrix_S1_c0_c0)), vec3_ctor((__6_tmp_1_coords3011 + (__9_s3014.z * _udir_S1_c0)), 1.0)), -0.474999994)));
}
}
float4 _output_S13015 = __7_sum3012;
{
(out_sk_FragColor = _output_S13015);
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColorstruct 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
}
����DXBCH�
�p�+�Hd�ù�4d�8RDEF(�<����RD11< ($|�$GlobalsDriverConstants���|�P��@,��������P ,h��������_sk_RTAdjustfloat4%_umatrix_S1float3x3���\T,��������b x���������0x���������8����������<���������dx_ViewAdjustdx_ViewCoordsfloat2�pdx_ViewScaleclipControlOriginfloat����clipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGN\PPPTEXCOORD���OSGNhP\\SV_PositionTEXCOORD���SHEX�PqjYF� YF� _2_2g� e� e2 h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?�?6� 6� F6B @62F F� F" F� F>STAT��xDXBC �l`��@ږ��
*g�x4t��RDEF8�<���RD11< ($������
�samplers2D[0]textures2D[0]$Globals����� T,p���������0��������������������_umatrix_S1_c0_c0float3x3�f_uoffsetsAndKernel_S1_c0float4�_udir_S1_c0float2��Microsoft (R) HLSL Shader Compiler 10.1ISGNhP\\SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX�P�jYF� Z`XpUUb 2e� h6B@�?6B@�?6�@6�@0!�:@:2
�� :F� F62FF� F"F� FJ���CU�FF~`@33�2�V� :FF62�
F� F"F� FJ���CU�FF~`@33�2��� :FF�:@6� F>STAT�BPLG��1911db897eaa2d9b7`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
udir_S1_c0uoffsetsAndKernel_S1_c0[0]uclamp_S1_c0_c0_c0umatrix_S1_c0_c0uTextureSampler_0_S1
_usk_RTAdjust_uumatrix_S1_uudir_S1_c0_uuoffsetsAndKernel_S1_c0[0]_uuclamp_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);
}
_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 _uclamp_S1_c0_c0_c0 : register(c0);
uniform float3x3 _umatrix_S1_c0_c0 : register(c1);
uniform float4 _uoffsetsAndKernel_S1_c0[14] : register(c4);
uniform float2 _udir_S1_c0 : register(c18);
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 __26_tmp_1_coords3012 = _vTransformedCoords_2_S0;
float4 __27_sum3013 = {0.0, 0.0, 0.0, 0.0};
{LOOP for(int __28_i3014 = {0}; (__28_i3014 < 8); (++__28_i3014))
{
float4 __29_s3015 = _uoffsetsAndKernel_S1_c0[__28_i3014];
float2 __30_inCoord3016 = mul(transpose(mat3x2_ctor(_umatrix_S1_c0_c0)), vec3_ctor((__26_tmp_1_coords3012 + (__29_s3015.x * _udir_S1_c0)), 1.0));
float2 __31_subsetCoord3017 = {0, 0};
(__31_subsetCoord3017.x = __30_inCoord3016.x);
(__31_subsetCoord3017.y = __30_inCoord3016.y);
float2 __32_clampedCoord3018 = {0, 0};
(__32_clampedCoord3018.x = clamp(__31_subsetCoord3017.x, _uclamp_S1_c0_c0_c0.x, _uclamp_S1_c0_c0_c0.z));
(__32_clampedCoord3018.y = __31_subsetCoord3017.y);
float4 __33_textureColor3019 = gl_texture2D(_uTextureSampler_0_S1, __32_clampedCoord3018, -0.474999994);
(__27_sum3013 += (__29_s3015.y * __33_textureColor3019));
float2 __34_inCoord3020 = mul(transpose(mat3x2_ctor(_umatrix_S1_c0_c0)), vec3_ctor((__26_tmp_1_coords3012 + (__29_s3015.z * _udir_S1_c0)), 1.0));
float2 __35_subsetCoord3021 = {0, 0};
(__35_subsetCoord3021.x = __34_inCoord3020.x);
(__35_subsetCoord3021.y = __34_inCoord3020.y);
float2 __36_clampedCoord3022 = {0, 0};
(__36_clampedCoord3022.x = clamp(__35_subsetCoord3021.x, _uclamp_S1_c0_c0_c0.x, _uclamp_S1_c0_c0_c0.z));
(__36_clampedCoord3022.y = __35_subsetCoord3021.y);
float4 __37_textureColor3023 = gl_texture2D(_uTextureSampler_0_S1, __36_clampedCoord3022, -0.474999994);
(__27_sum3013 += (__29_s3015.w * __37_textureColor3023));
}
}
float4 _output_S13024 = __27_sum3013;
{
(out_sk_FragColor = _output_S13024);
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColorstruct 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
}
����DXBCH�
�p�+�Hd�ù�4d�8RDEF(�<����RD11< ($|�$GlobalsDriverConstants���|�P��@,��������P ,h��������_sk_RTAdjustfloat4%_umatrix_S1float3x3���\T,��������b x���������0x���������8����������<���������dx_ViewAdjustdx_ViewCoordsfloat2�pdx_ViewScaleclipControlOriginfloat����clipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGN\PPPTEXCOORD���OSGNhP\\SV_PositionTEXCOORD���SHEX�PqjYF� YF� _2_2g� e� e2 h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?�?6� 6� F6B @62F F� F" F� F>STAT��\DXBC"w,�_N1=�CC��x\4�H|�RDEF��<���tRD11< ($������
�samplers2D[0]textures2D[0]$Globals�����0|����������,����������@���������< P��������_uclamp_S1_c0_c0_c0float4��_umatrix_S1_c0_c0float3x3��_uoffsetsAndKernel_S1_c0����_udir_S1_c0float2�HMicrosoft (R) HLSL Shader Compiler 10.1ISGNhP\\SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX<P�jYF� Z`XpUUb 2e� h6B@�?6B@�?6�@6�@0!�:@:2
�� :F� F62F�F� F"F� F4�:
� 3:*� J���CU�FF~`@33�2�V� :FF62�
F� F"F� F4

� 3
*� J���CU�FF~`@33�2��� :FF�:@6� F>STAT�BPLG���+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
udir_S1_c0uoffsetsAndKernel_S1_c0[0]umatrix_S1_c0_c0uTextureSampler_0_S1
_usk_RTAdjust_uumatrix_S1_uudir_S1_c0_uuoffsetsAndKernel_S1_c0[0]_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);
}
�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 float3x3 _umatrix_S1_c0_c0 : register(c0);
uniform float4 _uoffsetsAndKernel_S1_c0[14] : register(c3);
uniform float2 _udir_S1_c0 : register(c17);
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 __6_tmp_1_coords3011 = _vTransformedCoords_2_S0;
float4 __7_sum3012 = {0.0, 0.0, 0.0, 0.0};
{LOOP for(int __8_i3013 = {0}; (__8_i3013 < 6); (++__8_i3013))
{
float4 __9_s3014 = _uoffsetsAndKernel_S1_c0[__8_i3013];
(__7_sum3012 += (__9_s3014.y * gl_texture2D(_uTextureSampler_0_S1, mul(transpose(mat3x2_ctor(_umatrix_S1_c0_c0)), vec3_ctor((__6_tmp_1_coords3011 + (__9_s3014.x * _udir_S1_c0)), 1.0)), -0.474999994)));
(__7_sum3012 += (__9_s3014.w * gl_texture2D(_uTextureSampler_0_S1, mul(transpose(mat3x2_ctor(_umatrix_S1_c0_c0)), vec3_ctor((__6_tmp_1_coords3011 + (__9_s3014.z * _udir_S1_c0)), 1.0)), -0.474999994)));
}
}
float4 _output_S13015 = __7_sum3012;
{
(out_sk_FragColor = _output_S13015);
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColorstruct 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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@@?22F�� օ 8" *� 6�@�?�?6� 6� F6B @62F F� F" F� F>STAT��xDXBC�:��D�CtA��+mux4t��RDEF8�<���RD11< ($������
�samplers2D[0]textures2D[0]$Globals����� T,p���������0��������������������_umatrix_S1_c0_c0float3x3�f_uoffsetsAndKernel_S1_c0float4�_udir_S1_c0float2��Microsoft (R) HLSL Shader Compiler 10.1ISGNhP\\SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX�P�jYF� Z`XpUUb 2e� h6B@�?6B@�?6�@6�@0!�:@:2
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F� F"F� FJ���CU�FF~`@33�2��� :FF�:@6� F>STAT�BPLG���7911db897eaa2d9b7`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
udir_S1_c0uborder_S1_c0_c0_c0uoffsetsAndKernel_S1_c0[0]uclamp_S1_c0_c0_c0uidims_S1_c0_c0_c0umatrix_S1_c0_c0uTextureSampler_0_S1
_usk_RTAdjust_uumatrix_S1_uudir_S1_c0_uuborder_S1_c0_c0_c0_uuoffsetsAndKernel_S1_c0[0]_uuclamp_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);
}
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 _uclamp_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 _uoffsetsAndKernel_S1_c0[14] : register(c6);
uniform float2 _udir_S1_c0 : register(c20);
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 __36_tmp_1_coords3015 = _vTransformedCoords_2_S0;
float4 __37_sum3016 = {0.0, 0.0, 0.0, 0.0};
{LOOP for(int __38_i3017 = {0}; (__38_i3017 < 6); (++__38_i3017))
{
float4 __39_s3018 = _uoffsetsAndKernel_S1_c0[__38_i3017];
float2 __40_inCoord3019 = mul(transpose(mat3x2_ctor(_umatrix_S1_c0_c0)), vec3_ctor((__36_tmp_1_coords3015 + (__39_s3018.x * _udir_S1_c0)), 1.0));
float2 __41_subsetCoord3020 = {0, 0};
(__41_subsetCoord3020.x = __40_inCoord3019.x);
(__41_subsetCoord3020.y = __40_inCoord3019.y);
float2 __42_clampedCoord3021 = clamp(__41_subsetCoord3020, _uclamp_S1_c0_c0_c0.xy, _uclamp_S1_c0_c0_c0.zw);
float4 __43_textureColor3022 = gl_texture2D(_uTextureSampler_0_S1, (__42_clampedCoord3021 * _uidims_S1_c0_c0_c0), -0.474999994);
float __44_errX3023 = (__41_subsetCoord3020.x - __42_clampedCoord3021.x);
float __45_errY3024 = (__41_subsetCoord3020.y - __42_clampedCoord3021.y);
(__43_textureColor3022 = lerp(__43_textureColor3022, _uborder_S1_c0_c0_c0, min(abs(__44_errX3023), 1.0)));
(__43_textureColor3022 = lerp(__43_textureColor3022, _uborder_S1_c0_c0_c0, min(abs(__45_errY3024), 1.0)));
(__37_sum3016 += (__39_s3018.y * __43_textureColor3022));
float2 __46_inCoord3025 = mul(transpose(mat3x2_ctor(_umatrix_S1_c0_c0)), vec3_ctor((__36_tmp_1_coords3015 + (__39_s3018.z * _udir_S1_c0)), 1.0));
float2 __47_subsetCoord3026 = {0, 0};
(__47_subsetCoord3026.x = __46_inCoord3025.x);
(__47_subsetCoord3026.y = __46_inCoord3025.y);
float2 __48_clampedCoord3027 = clamp(__47_subsetCoord3026, _uclamp_S1_c0_c0_c0.xy, _uclamp_S1_c0_c0_c0.zw);
float4 __49_textureColor3028 = gl_texture2D(_uTextureSampler_0_S1, (__48_clampedCoord3027 * _uidims_S1_c0_c0_c0), -0.474999994);
float __50_errX3029 = (__47_subsetCoord3026.x - __48_clampedCoord3027.x);
float __51_errY3030 = (__47_subsetCoord3026.y - __48_clampedCoord3027.y);
(__49_textureColor3028 = lerp(__49_textureColor3028, _uborder_S1_c0_c0_c0, min(abs(__50_errX3029), 1.0)));
(__49_textureColor3028 = lerp(__49_textureColor3028, _uborder_S1_c0_c0_c0, min(abs(__51_errY3030), 1.0)));
(__37_sum3016 += (__39_s3018.w * __49_textureColor3028));
}
}
float4 _output_S13031 = __37_sum3016;
{
(out_sk_FragColor = _output_S13031);
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColorstruct 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
}
����DXBCH�
�p�+�Hd�ù�4d�8RDEF(�<����RD11< ($|�$GlobalsDriverConstants���|�P��@,��������P ,h��������_sk_RTAdjustfloat4%_umatrix_S1float3x3���\T,��������b x���������0x���������8����������<���������dx_ViewAdjustdx_ViewCoordsfloat2�pdx_ViewScaleclipControlOriginfloat����clipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGN\PPPTEXCOORD���OSGNhP\\SV_PositionTEXCOORD���SHEX�PqjYF� YF� _2_2g� e� e2 h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?�?6� 6� F6B @62F F� F" F� F>STAT���	DXBC�%����VB4'��	4P��0	RDEF�<����RD11< ($������
�samplers2D[0]textures2D[0]$Globals�����P�������������������  <��������`0,|���������`�����������@<��������_uborder_S1_c0_c0_c0float4�_uclamp_S1_c0_c0_c0_uidims_S1_c0_c0_c0float2�4_umatrix_S1_c0_c0float3x3�r_uoffsetsAndKernel_S1_c0����_udir_S1_c0Microsoft (R) HLSL Shader Compiler 10.1ISGNhP\\SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX4PMjYF� Z`XpUUb 2e� h6B@�?6B@�?6�@6�@0!�:@:2
�� :F� F62FF� F"F� F42FF� 32F� 82FF� J���CU�FF~`@33�2F�AF32F��@�?�?	�F�AF� 2	�FF	�F�AF� 2	�VFF2�V� :FF62�
F� F"F� F42FF� 32F� 82FF� J���CU�FF~`@33�2FF�A32F��@�?�?	�F�AF� 2	�FF	�F�AF� 2	�VFF2��� :FF�:@6� F>STAT�(BPLG���7911db897eaa2d9b7`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
udir_S1_c0uborder_S1_c0_c0_c0uoffsetsAndKernel_S1_c0[0]uclamp_S1_c0_c0_c0uidims_S1_c0_c0_c0umatrix_S1_c0_c0uTextureSampler_0_S1
_usk_RTAdjust_uumatrix_S1_uudir_S1_c0_uuborder_S1_c0_c0_c0_uuoffsetsAndKernel_S1_c0[0]_uuclamp_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);
}
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 _uclamp_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 _uoffsetsAndKernel_S1_c0[14] : register(c6);
uniform float2 _udir_S1_c0 : register(c20);
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 __36_tmp_1_coords3015 = _vTransformedCoords_2_S0;
float4 __37_sum3016 = {0.0, 0.0, 0.0, 0.0};
{LOOP for(int __38_i3017 = {0}; (__38_i3017 < 2); (++__38_i3017))
{
float4 __39_s3018 = _uoffsetsAndKernel_S1_c0[__38_i3017];
float2 __40_inCoord3019 = mul(transpose(mat3x2_ctor(_umatrix_S1_c0_c0)), vec3_ctor((__36_tmp_1_coords3015 + (__39_s3018.x * _udir_S1_c0)), 1.0));
float2 __41_subsetCoord3020 = {0, 0};
(__41_subsetCoord3020.x = __40_inCoord3019.x);
(__41_subsetCoord3020.y = __40_inCoord3019.y);
float2 __42_clampedCoord3021 = clamp(__41_subsetCoord3020, _uclamp_S1_c0_c0_c0.xy, _uclamp_S1_c0_c0_c0.zw);
float4 __43_textureColor3022 = gl_texture2D(_uTextureSampler_0_S1, (__42_clampedCoord3021 * _uidims_S1_c0_c0_c0), -0.474999994);
float __44_errX3023 = (__41_subsetCoord3020.x - __42_clampedCoord3021.x);
float __45_errY3024 = (__41_subsetCoord3020.y - __42_clampedCoord3021.y);
(__43_textureColor3022 = lerp(__43_textureColor3022, _uborder_S1_c0_c0_c0, min(abs(__44_errX3023), 1.0)));
(__43_textureColor3022 = lerp(__43_textureColor3022, _uborder_S1_c0_c0_c0, min(abs(__45_errY3024), 1.0)));
(__37_sum3016 += (__39_s3018.y * __43_textureColor3022));
float2 __46_inCoord3025 = mul(transpose(mat3x2_ctor(_umatrix_S1_c0_c0)), vec3_ctor((__36_tmp_1_coords3015 + (__39_s3018.z * _udir_S1_c0)), 1.0));
float2 __47_subsetCoord3026 = {0, 0};
(__47_subsetCoord3026.x = __46_inCoord3025.x);
(__47_subsetCoord3026.y = __46_inCoord3025.y);
float2 __48_clampedCoord3027 = clamp(__47_subsetCoord3026, _uclamp_S1_c0_c0_c0.xy, _uclamp_S1_c0_c0_c0.zw);
float4 __49_textureColor3028 = gl_texture2D(_uTextureSampler_0_S1, (__48_clampedCoord3027 * _uidims_S1_c0_c0_c0), -0.474999994);
float __50_errX3029 = (__47_subsetCoord3026.x - __48_clampedCoord3027.x);
float __51_errY3030 = (__47_subsetCoord3026.y - __48_clampedCoord3027.y);
(__49_textureColor3028 = lerp(__49_textureColor3028, _uborder_S1_c0_c0_c0, min(abs(__50_errX3029), 1.0)));
(__49_textureColor3028 = lerp(__49_textureColor3028, _uborder_S1_c0_c0_c0, min(abs(__51_errY3030), 1.0)));
(__37_sum3016 += (__39_s3018.w * __49_textureColor3028));
}
}
float4 _output_S13031 = __37_sum3016;
{
(out_sk_FragColor = _output_S13031);
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColorstruct 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
}
����DXBCH�
�p�+�Hd�ù�4d�8RDEF(�<����RD11< ($|�$GlobalsDriverConstants���|�P��@,��������P ,h��������_sk_RTAdjustfloat4%_umatrix_S1float3x3���\T,��������b x���������0x���������8����������<���������dx_ViewAdjustdx_ViewCoordsfloat2�pdx_ViewScaleclipControlOriginfloat����clipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGN\PPPTEXCOORD���OSGNhP\\SV_PositionTEXCOORD���SHEX�PqjYF� YF� _2_2g� e� e2 h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?�?6� 6� F6B @62F F� F" F� F>STAT���	DXBC<��)���1�d���E�	4P��0	RDEF�<����RD11< ($������
�samplers2D[0]textures2D[0]$Globals�����P�������������������  <��������`0,|���������`�����������@<��������_uborder_S1_c0_c0_c0float4�_uclamp_S1_c0_c0_c0_uidims_S1_c0_c0_c0float2�4_umatrix_S1_c0_c0float3x3�r_uoffsetsAndKernel_S1_c0����_udir_S1_c0Microsoft (R) HLSL Shader Compiler 10.1ISGNhP\\SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX4PMjYF� Z`XpUUb 2e� h6B@�?6B@�?6�@6�@0!�:@:2
�� :F� F62FF� F"F� F42FF� 32F� 82FF� J���CU�FF~`@33�2F�AF32F��@�?�?	�F�AF� 2	�FF	�F�AF� 2	�VFF2�V� :FF62�
F� F"F� F42FF� 32F� 82FF� J���CU�FF~`@33�2FF�A32F��@�?�?	�F�AF� 2	�FF	�F�AF� 2	�VFF2��� :FF�:@6� F>STAT�(BPLG���/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_S1ukernel_S1_c0[0]uoffsets_S1_c0[0]umatrix_S1_c0_c0uTextureSampler_0_S1
_usk_RTAdjust_uumatrix_S1_uukernel_S1_c0[0]_uuoffsets_S1_c0[0]_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);
}

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 float3x3 _umatrix_S1_c0_c0 : register(c0);
uniform float4 _ukernel_S1_c0[7] : register(c3);
uniform float4 _uoffsets_S1_c0[14] : register(c10);
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 __7_tmp_1_coords3011 = _vTransformedCoords_2_S0;
float4 __8_sum3012 = {0.0, 0.0, 0.0, 0.0};
{LOOP for(int __9_i3013 = {0}; (__9_i3013 < 3); (++__9_i3013))
{
float4 __10_k3014 = _ukernel_S1_c0[__9_i3013];
float4 __11_o3015 = _uoffsets_S1_c0[(2 * __9_i3013)];
(__8_sum3012 += (__10_k3014.x * gl_texture2D(_uTextureSampler_0_S1, mul(transpose(mat3x2_ctor(_umatrix_S1_c0_c0)), vec3_ctor((__7_tmp_1_coords3011 + __11_o3015.xy), 1.0)), -0.474999994)));
(__8_sum3012 += (__10_k3014.y * gl_texture2D(_uTextureSampler_0_S1, mul(transpose(mat3x2_ctor(_umatrix_S1_c0_c0)), vec3_ctor((__7_tmp_1_coords3011 + __11_o3015.zw), 1.0)), -0.474999994)));
(__11_o3015 = _uoffsets_S1_c0[((2 * __9_i3013) + 1)]);
(__8_sum3012 += (__10_k3014.z * gl_texture2D(_uTextureSampler_0_S1, mul(transpose(mat3x2_ctor(_umatrix_S1_c0_c0)), vec3_ctor((__7_tmp_1_coords3011 + __11_o3015.xy), 1.0)), -0.474999994)));
(__8_sum3012 += (__10_k3014.w * gl_texture2D(_uTextureSampler_0_S1, mul(transpose(mat3x2_ctor(_umatrix_S1_c0_c0)), vec3_ctor((__7_tmp_1_coords3011 + __11_o3015.zw), 1.0)), -0.474999994)));
}
}
float4 _output_S13016 = __8_sum3012;
{
(out_sk_FragColor = _output_S13016);
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColorstruct 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
}
����DXBCH�
�p�+�Hd�ù�4d�8RDEF(�<����RD11< ($|�$GlobalsDriverConstants���|�P��@,��������P ,h��������_sk_RTAdjustfloat4%_umatrix_S1float3x3���\T,��������b x���������0x���������8����������<���������dx_ViewAdjustdx_ViewCoordsfloat2�pdx_ViewScaleclipControlOriginfloat����clipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGN\PPPTEXCOORD���OSGNhP\\SV_PositionTEXCOORD���SHEX�PqjYF� YF� _2_2g� e� e2 h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?�?6� 6� F6B @62F F� F" F� F>STAT��`DXBC��l��L���^�n1`4h��RDEF,�<���RD11< ($������
�samplers2D[0]textures2D[0]$Globals������T,p���������0p���������������������_umatrix_S1_c0_c0float3x3�f_ukernel_S1_c0float4���_uoffsets_S1_c0�Microsoft (R) HLSL Shader Compiler 10.1ISGNhP\\SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX�P,jYF� Z`XpUUb 2e� h6B@�?6B@�?6B@�?6B@�?6�@6�@0!�:@:)�:@
�FF� 
:62FF� F"F� FJ���CU�FF~`@33�2�� :FF62�
F� F"F� FJ���CU�FF~`@33�2�V� :FF#	:@@
�FF� 

62FF� F"F� FJ���CU�FF~`@33�2��� :FF62�
F� F"F� FJ���CU�FF~`@33�2��� :FF�:@6� F>STAT�%BPLG���2911db897eaa2d9b7`ANGLE (NVIDIA, NVIDIA GeForce GT 730 (0x00001287) Direct3D11 vs_5_0 ps_5_0, D3D11-27.21.14.5671)��@������������������,,position
_upositionP�color_ucolorR�������������������	���������������������������*����������sk_RTAdjust
u_skRTFlipumatrix_S1_c0_c0_c0urect_S1_c0_c0urectUniform_S2_c0uTextureSampler_0_S1
_usk_RTAdjust_uu_skRTFlip_uumatrix_S1_c0_c0_c0_uurect_S1_c0_c0_uurectUniform_S2_c0_uuTextureSampler_0_S1sk_FragColor_usk_FragColorR�@^���������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
};
#pragma warning( disable: 3556 3571 )
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 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};

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;

    return output;
}

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

(_vcolor_S0 = _color);
(gl_Position = vec4_ctor(_position, 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;
    float4 gl_FragCoord : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
};

#pragma warning( disable: 3556 3571 )
float2 vec2_ctor(float x0, float x1)
{
    return float2(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(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);
}
// Uniforms

uniform float2 _u_skRTFlip : register(c0);
uniform float3x3 _umatrix_S1_c0_c0_c0 : register(c1);
uniform float4 _urect_S1_c0_c0 : register(c4);
uniform float4 _urectUniform_S2_c0 : register(c5);
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 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
@@ 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;

float4 _sk_FragCoord3009 = vec4_ctor(gl_FragCoord.x, (_u_skRTFlip.x + (_u_skRTFlip.y * gl_FragCoord.y)), gl_FragCoord.z, gl_FragCoord.w);
float4 _outputColor_S03010 = _vcolor_S0;
float2 __15_tmp_1_coords3011 = _sk_FragCoord3009.xy;
float __16_xCoverage3012 = {0};
float __17_yCoverage3013 = {0};
{
float2 __18_xy3014 = max((_urect_S1_c0_c0.xy - __15_tmp_1_coords3011), (__15_tmp_1_coords3011 - _urect_S1_c0_c0.zw));
(__16_xCoverage3012 = gl_texture2D(_uTextureSampler_0_S1, mul(transpose(mat3x2_ctor(_umatrix_S1_c0_c0_c0)), vec3_ctor(vec2_ctor(__18_xy3014.x, 0.5), 1.0)), -0.474999994).x);
(__17_yCoverage3013 = gl_texture2D(_uTextureSampler_0_S1, mul(transpose(mat3x2_ctor(_umatrix_S1_c0_c0_c0)), vec3_ctor(vec2_ctor(__18_xy3014.y, 0.5), 1.0)), -0.474999994).x);
}
float4 _output_S13015 = vec4_ctor((__16_xCoverage3012 * __17_yCoverage3013));
float __20_coverage3016 = {0};
{
float4 __21_dists43017 = clamp((float4(1.0, 1.0, -1.0, -1.0) * (_sk_FragCoord3009.xyxy - _urectUniform_S2_c0)), 0.0, 1.0);
float2 __22_dists23018 = ((__21_dists43017.xy + __21_dists43017.zw) - 1.0);
(__20_coverage3016 = (__22_dists23018.x * __22_dists23018.y));
}
{
(__20_coverage3016 = (1.0 - __20_coverage3016));
}
float4 _output_S23019 = (vec4_ctor(__20_coverage3016) * _output_S13015);
{
(out_sk_FragColor = (_outputColor_S03010 * _output_S23019));
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColor�struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    noperspective 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
}
��DXBCl�B��j���MH!04L�lRDEF��<����RD11< ($|�$GlobalsDriverConstants���|� �(@���������_sk_RTAdjustfloat4����������� ��������80��������E8`���������<`��������dx_ViewAdjustdx_ViewCoordsfloat2�dx_ViewScaleclipControlOriginfloat���WclipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGND88TEXCOORD���OSGN�htttSV_PositionTEXCOORD���SHEX�PdjYF� YF� _2_�g� e� e� e� h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?6� 6� F6� F6� F>STAT�
�@
DXBCp}��m��[�	ITô�@
4�$X�	RDEF`�<���8RD11< ($������
��samplers2D[0]textures2D[0]$GlobalsDriverConstants����$`��`�����������,��������@@X��������|PX��������_u_skRTFlipfloat2��_umatrix_S1_c0_c0_c0float3x3��_urect_S1_c0_c0float4�P_urectUniform_S2_c0�X���������0���������� ����������8����������,���������@ ��������dx_ViewCoordsdx_FragCoordOffsetdx_DepthFrontfloat3���dx_ViewScaledx_Miscdword��samplerMetadataSamplerMetadatabaseLevelint��FwrapModespaddingint2��intBorderColorint4�<LpLz����,Microsoft (R) HLSL Shader Compiler 10.1ISGN�htttSV_PositionTEXCOORD���OSGN, SV_TARGET��SHEXDP�jYF� YF� Z`XpUUd 2b �e� h	2FF� �A2B� 
� 	��A� 	2�� �A	��F� �A8 
�F@�?�?����R�
R@����2

�A*@�?42�F6�@?�?F� �"F� �J���CU"F~`@33�F� �"F� �J���CUBF�|`@33�8"*8
8� F>STAT�BPLG��T!911db897eaa2d9b7`ANGLE (NVIDIA, NVIDIA GeForce GT 730 (0x00001287) Direct3D11 vs_5_0 ps_5_0, D3D11-27.21.14.5671)��@������������������,,
inPosition_uinPositionP�inColor	_uinColorR�inCircleEdge_uinCircleEdgeR����������sk_RTAdjust
_usk_RTAdjust�����sk_FragColor_usk_FragColorR�@�������������������������������������������������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float4 v1 : TEXCOORD1;
};
#pragma warning( disable: 3556 3571 )
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 _inPosition = {0, 0};
static float4 _inColor = {0, 0, 0, 0};
static float4 _inCircleEdge = {0, 0, 0, 0};

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

// Varyings
static noperspective float4 _vinCircleEdge_S0 = {0, 0, 0, 0};
static noperspective float4 _vinColor_S0 = {0, 0, 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 = _vinCircleEdge_S0;
    output.v1 = _vinColor_S0;

    return output;
}

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

(_vinCircleEdge_S0 = _inCircleEdge);
(_vinColor_S0 = _inColor);
float2 __tmp_0_inPosition3009 = _inPosition;
(gl_Position = vec4_ctor(__tmp_0_inPosition3009, 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;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float4 v1 : TEXCOORD1;
};

#pragma warning( disable: 3556 3571 )
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 noperspective float4 _vinCircleEdge_S0 = {0, 0, 0, 0};
static noperspective float4 _vinColor_S0 = {0, 0, 0, 0};

static float4 out_sk_FragColor = {0, 0, 0, 0};

cbuffer DriverConstants : register(b1)
{
    uint dx_Misc : packoffset(c2.w);
};

@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){
    _vinCircleEdge_S0 = input.v0;
    _vinColor_S0 = input.v1;

float4 _circleEdge3005 = _vinCircleEdge_S0;
float4 _outputColor_S03006 = _vinColor_S0;
float _d3007 = length(_circleEdge3005.xy);
float _distanceToOuterEdge3008 = (_circleEdge3005.z * (1.0 - _d3007));
float _edgeAlpha3009 = clamp(_distanceToOuterEdge3008, 0.0, 1.0);
float _distanceToInnerEdge3010 = (_circleEdge3005.z * (_d3007 - _circleEdge3005.w));
float _innerAlpha3011 = clamp(_distanceToInnerEdge3010, 0.0, 1.0);
(_edgeAlpha3009 *= _innerAlpha3011);
float4 _outputCoverage_S03012 = vec4_ctor(_edgeAlpha3009);
{
(out_sk_FragColor = (_outputColor_S03006 * _outputCoverage_S03012));
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColor�struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float4 v1 : TEXCOORD1;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
    noperspective 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
}
���4DXBCGQ���64v}�Y\��44d��RDEF��<����RD11< ($|�$GlobalsDriverConstants���|� �(@���������_sk_RTAdjustfloat4����������� ��������80��������E8`���������<`��������dx_ViewAdjustdx_ViewCoordsfloat2�dx_ViewScaleclipControlOriginfloat���WclipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGN\PPPTEXCOORD���OSGN�htttSV_PositionTEXCOORD���SHEX�PijYF� YF� _2_�_�g� e� e� e� h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?6� 6� F6B @6� F6� F>STAT��DXBCbA���Ъd����	4�(\dRDEFd<���<RD11< ($Microsoft (R) HLSL Shader Compiler 10.1ISGN�htttSV_PositionTEXCOORD���OSGN, SV_TARGET��SHEXP@jb �b �e� hFFK
"
�A@�?
:�A8 2F�8
8� F>STAT�BPLG���3911db897eaa2d9b7`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�	texSubset_utexSubsetR�������������������������������������*����������sk_RTAdjusturadiusPlusHalf_S1
u_skRTFlip
uinnerRect_S1uTextureSampler_0_S0
_usk_RTAdjust_uuradiusPlusHalf_S1_uu_skRTFlip_uuinnerRect_S1_uuTextureSampler_0_S0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 float4 v1 : TEXCOORD1;
    noperspective float2 v2 : TEXCOORD2;
};
#pragma warning( disable: 3556 3571 )
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 float4 _color = {0, 0, 0, 0};
static float2 _localCoord = {0, 0};
static float4 _texSubset = {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 _vlocalCoord_S0 = {0, 0};
static noperspective float4 _vtexSubset_S0 = {0, 0, 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 = _vtexSubset_S0;
    output.v2 = _vlocalCoord_S0;

    return output;
}

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

(_vcolor_S0 = _color);
(_vlocalCoord_S0 = _localCoord);
(_vtexSubset_S0 = _texSubset);
(gl_Position = vec4_ctor(_position, 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 : TEXCOORD3;
    float4 gl_FragCoord : TEXCOORD4;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float4 v1 : TEXCOORD1;
    noperspective float2 v2 : TEXCOORD2;
};

#pragma warning( disable: 3556 3571 )
float2 vec2_ctor(float x0, float x1)
{
    return float2(x0, x1);
}
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);
}
// Uniforms

uniform float2 _u_skRTFlip : register(c0);
uniform float4 _uinnerRect_S1 : register(c1);
uniform float2 _uradiusPlusHalf_S1 : register(c2);
static const uint _uTextureSampler_0_S0 = 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 _vlocalCoord_S0 = {0, 0};
static noperspective float4 _vtexSubset_S0 = {0, 0, 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
@@ 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;
    _vtexSubset_S0 = input.v1;
    _vlocalCoord_S0 = input.v2.xy;

float4 _sk_FragCoord3010 = vec4_ctor(gl_FragCoord.x, (_u_skRTFlip.x + (_u_skRTFlip.y * gl_FragCoord.y)), gl_FragCoord.z, gl_FragCoord.w);
float4 _outputColor_S03011 = _vcolor_S0;
float2 _texCoord3012 = _vlocalCoord_S0;
float4 _subset3013 = _vtexSubset_S0;
(_texCoord3012 = clamp(_texCoord3012, _subset3013.xy, _subset3013.zw));
(_outputColor_S03011 = (gl_texture2D(_uTextureSampler_0_S0, _texCoord3012, -0.474999994) * _outputColor_S03011));
float __0_dx03014 = (_uinnerRect_S1.x - _sk_FragCoord3010.x);
float2 __1_dxy13015 = (_sk_FragCoord3010.xy - _uinnerRect_S1.zw);
float2 __2_dxy3016 = max(vec2_ctor(max(__0_dx03014, __1_dxy13015.x), __1_dxy13015.y), 0.0);
float __3_topAlpha3017 = clamp((_sk_FragCoord3010.y - _uinnerRect_S1.y), 0.0, 1.0);
float __4_alpha3018 = (__3_topAlpha3017 * clamp((_uradiusPlusHalf_S1.x - length(__2_dxy3016)), 0.0, 1.0));
float4 _output_S13019 = vec4_ctor(__4_alpha3018);
{
(out_sk_FragColor = (_outputColor_S03011 * _output_S13019));
}
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 float4 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 float4 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
}
�����DXBC��v��4zLmT���4|4$RDEF��<����RD11< ($|�$GlobalsDriverConstants���|� �(@���������_sk_RTAdjustfloat4����������� ��������80��������E8`���������<`��������dx_ViewAdjustdx_ViewCoordsfloat2�dx_ViewScaleclipControlOriginfloat���WclipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGNthhhhTEXCOORD���OSGN�������SV_PositionTEXCOORD���SHEX�PzjYF� YF� _2_�_2_�g� e� e� e� e� e2 h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?6� 6� F6� F6� F6� F62 F>STAT�
�X	DXBC�F�g�j��Ӽ+�
��X	40��RDEF��<����RD11< ($������
��samplers2D[0]textures2D[0]$GlobalsDriverConstants����$0�$`�������������������� ���������_u_skRTFlipfloat2��_uinnerRect_S1float4���_uradiusPlusHalf_S1���������"0���������5 L��������p8���������},����������@ ���������dx_ViewCoordsdx_FragCoordOffsetdx_DepthFrontfloat3��Cdx_ViewScaledx_Miscdword��samplerMetadataSamplerMetadatabaseLevelint���wrapModespaddingint2�intBorderColorint4O���@Tx�Microsoft (R) HLSL Shader Compiler 10.1ISGN�������SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX�P�jYF� YF� Z`XpUUd 2b �b �b 2e� h	2FF� �A	�
�A
� 2B� 
� 	��V� �A4":*4
2�@6 
FFK
 	
�A
� 8

4b3bV�J���CU��F~`@33�8�FF8� F>STAT�BPLG���0911db897eaa2d9b7`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_RTAdjusturadiusPlusHalf_S1
u_skRTFlip
uinnerRect_S1uTextureSampler_0_S0
_usk_RTAdjust_uuradiusPlusHalf_S1_uu_skRTFlip_uuinnerRect_S1_uuTextureSampler_0_S0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 )
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 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 _vlocalCoord_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 = _vlocalCoord_S0;

    return output;
}

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

(_vcolor_S0 = _color);
(_vlocalCoord_S0 = _localCoord);
(gl_Position = vec4_ctor(_position, 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 )
float2 vec2_ctor(float x0, float x1)
{
    return float2(x0, x1);
}
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);
}
// Uniforms

uniform float2 _u_skRTFlip : register(c0);
uniform float4 _uinnerRect_S1 : register(c1);
uniform float2 _uradiusPlusHalf_S1 : register(c2);
static const uint _uTextureSampler_0_S0 = 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 _vlocalCoord_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
@@ 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;
    _vlocalCoord_S0 = input.v1.xy;

float4 _sk_FragCoord3009 = vec4_ctor(gl_FragCoord.x, (_u_skRTFlip.x + (_u_skRTFlip.y * gl_FragCoord.y)), gl_FragCoord.z, gl_FragCoord.w);
float4 _outputColor_S03010 = _vcolor_S0;
float2 _texCoord3011 = _vlocalCoord_S0;
(_outputColor_S03010 = (gl_texture2D(_uTextureSampler_0_S0, _texCoord3011, -0.474999994) * _outputColor_S03010));
float __0_dx03012 = (_uinnerRect_S1.x - _sk_FragCoord3009.x);
float2 __1_dxy13013 = (_sk_FragCoord3009.xy - _uinnerRect_S1.zw);
float2 __2_dxy3014 = max(vec2_ctor(max(__0_dx03012, __1_dxy13013.x), __1_dxy13013.y), 0.0);
float __3_topAlpha3015 = clamp((_sk_FragCoord3009.y - _uinnerRect_S1.y), 0.0, 1.0);
float __4_alpha3016 = (__3_topAlpha3015 * clamp((_uradiusPlusHalf_S1.x - length(__2_dxy3014)), 0.0, 1.0));
float4 _output_S13017 = vec4_ctor(__4_alpha3016);
{
(out_sk_FragColor = (_outputColor_S03010 * _output_S13017));
}
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
}
���dDXBC��0g��oE�!aإ���d4d�RDEF��<����RD11< ($|�$GlobalsDriverConstants���|� �(@���������_sk_RTAdjustfloat4����������� ��������80��������E8`���������<`��������dx_ViewAdjustdx_ViewCoordsfloat2�dx_ViewScaleclipControlOriginfloat���WclipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGN\PPPTEXCOORD���OSGN������SV_PositionTEXCOORD���SHEX�PojYF� YF� _2_�_2g� e� e� e� e2 h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?6� 6� F6� F6� F62 F>STAT���DXBC�z�֏'��p���/d��40�`RDEF��<����RD11< ($������
��samplers2D[0]textures2D[0]$GlobalsDriverConstants����$0�$`�������������������� ���������_u_skRTFlipfloat2��_uinnerRect_S1float4���_uradiusPlusHalf_S1���������"0���������5 L��������p8���������},����������@ ���������dx_ViewCoordsdx_FragCoordOffsetdx_DepthFrontfloat3��Cdx_ViewScaledx_Miscdword��samplerMetadataSamplerMetadatabaseLevelint���wrapModespaddingint2�intBorderColorint4O���@Tx�Microsoft (R) HLSL Shader Compiler 10.1ISGN������SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEXTP�jYF� YF� Z`XpUUd 2b �b 2e� h	2FF� �A	�
�A
� 2B� 
� 	��V� �A4":*4
2�@6 
FFK
 	
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� 8

J���CU�FF~`@33�8�FF8� F>STAT�BPLG���0911db897eaa2d9b7`ANGLE (NVIDIA, NVIDIA GeForce GT 730 (0x00001287) Direct3D11 vs_5_0 ps_5_0, D3D11-27.21.14.5671)��@������������������,,position
_upositionP�color_ucolorR����������������������������	������������������*����������sk_RTAdjustucircleData_S1_c0
u_skRTFlipumatrix_S1_c0_c0
ucircle_S2_c0uTextureSampler_0_S1
_usk_RTAdjust_uucircleData_S1_c0_uu_skRTFlip_uumatrix_S1_c0_c0_uucircle_S2_c0_uuTextureSampler_0_S1sk_FragColor_usk_FragColorR�@^���������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
};
#pragma warning( disable: 3556 3571 )
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 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};

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;

    return output;
}

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

(_vcolor_S0 = _color);
(gl_Position = vec4_ctor(_position, 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);
}
Kstruct PS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
};

#pragma warning( disable: 3556 3571 )
float2 vec2_ctor(float x0, float x1)
{
    return float2(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(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);
}
// Uniforms

uniform float2 _u_skRTFlip : register(c0);
uniform float3x3 _umatrix_S1_c0_c0 : register(c1);
uniform float4 _ucircleData_S1_c0 : register(c4);
uniform float4 _ucircle_S2_c0 : register(c5);
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 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
@@ 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;

float4 _sk_FragCoord3009 = vec4_ctor(gl_FragCoord.x, (_u_skRTFlip.x + (_u_skRTFlip.y * gl_FragCoord.y)), gl_FragCoord.z, gl_FragCoord.w);
float4 _outputColor_S03010 = _vcolor_S0;
float2 __6_vec3011 = ((_sk_FragCoord3009.xy - _ucircleData_S1_c0.xy) * _ucircleData_S1_c0.w);
float __7_dist3012 = (length(__6_vec3011) + ((0.5 - _ucircleData_S1_c0.z) * _ucircleData_S1_c0.w));
float4 _output_S13013 = vec4_ctor(0.0, 0.0, 0.0, gl_texture2D(_uTextureSampler_0_S1, mul(transpose(mat3x2_ctor(_umatrix_S1_c0_c0)), vec3_ctor(vec2_ctor(__7_dist3012, 0.5), 1.0)), -0.474999994).x).wwww;
float __9_d3014 = ((length(((_ucircle_S2_c0.xy - _sk_FragCoord3009.xy) * _ucircle_S2_c0.w)) - 1.0) * _ucircle_S2_c0.z);
float4 _output_S23015 = (_output_S13013 * vec4_ctor(clamp(__9_d3014, 0.0, 1.0)));
{
(out_sk_FragColor = (_outputColor_S03010 * _output_S23015));
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColor�struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    noperspective 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
}
��DXBCl�B��j���MH!04L�lRDEF��<����RD11< ($|�$GlobalsDriverConstants���|� �(@���������_sk_RTAdjustfloat4����������� ��������80��������E8`���������<`��������dx_ViewAdjustdx_ViewCoordsfloat2�dx_ViewScaleclipControlOriginfloat���WclipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGND88TEXCOORD���OSGN�htttSV_PositionTEXCOORD���SHEX�PdjYF� YF� _2_�g� e� e� e� h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?6� 6� F6� F6� F>STAT�
�
DXBC�r�[��#Wp�S�9&
4� Td	RDEF\�<���4RD11< ($������
��samplers2D[0]textures2D[0]$GlobalsDriverConstants����$`��`�����������,��������<@X��������|PX��������_u_skRTFlipfloat2��_umatrix_S1_c0_c0float3x3�_ucircleData_S1_c0float4��O_ucircle_S2_c0�|X���������0���������� ����������8����������,���������@ ��������dx_ViewCoordsdx_FragCoordOffsetdx_DepthFrontfloat3���dx_ViewScaledx_Miscdword��samplerMetadataSamplerMetadatabaseLevelint��BwrapModespaddingint2�~intBorderColorint4�8HlHv����(Microsoft (R) HLSL Shader Compiler 10.1ISGN�htttSV_PositionTEXCOORD���OSGN, SV_TARGET��SHEXP�jYF� YF� Z`XpUUd 2b �e� h	2FF� �A2B� 
� 	�� �A	R�A� 8R�� ��K

@��8 
*� 8bV�� "��K"	B@?*� �A2
*:� 6b@?�?F� F"F� FJ���CU"F~`@33�8
8� F>STAT�BPLG���6911db897eaa2d9b7`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_RTAdjustumatrix_S1_c0_c0uradiusPlusHalf_S2uv_S1um_S1
u_skRTFlip
uinnerRect_S2uTextureSampler_0_S1
_usk_RTAdjust_uumatrix_S1_c0_c0_uuradiusPlusHalf_S2_uuv_S1_uum_S1_uu_skRTFlip_uuinnerRect_S2_uuTextureSampler_0_S1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 )
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_c0_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

// 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_4_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 = _vTransformedCoords_4_S0;

    return output;
}

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

(_vcolor_S0 = _color);
(gl_Position = vec4_ctor(_position, 0.0, 1.0));
{
(_vTransformedCoords_4_S0 = mul(transpose(mat3x2_ctor(_umatrix_S1_c0_c0)), 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);
}
>
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 )
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 float4x4 _um_S1 : register(c1);
uniform float4 _uv_S1 : register(c5);
uniform float4 _uinnerRect_S2 : register(c6);
uniform float2 _uradiusPlusHalf_S2 : register(c7);
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 _vTransformedCoords_4_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
@@ 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;
    _vTransformedCoords_4_S0 = input.v1.xy;

float4 _sk_FragCoord3012 = vec4_ctor(gl_FragCoord.x, (_u_skRTFlip.x + (_u_skRTFlip.y * gl_FragCoord.y)), gl_FragCoord.z, gl_FragCoord.w);
float4 _outputColor_S03013 = _vcolor_S0;
float4 __2_input3014 = _outputColor_S03013;
float4 __3_input3015 = __2_input3014;
(__3_input3015 = gl_texture2D(_uTextureSampler_0_S1, _vTransformedCoords_4_S0, -0.474999994));
(__2_input3014 = __3_input3015);
{
(__2_input3014 = vec4_ctor((__2_input3014.xyz / max(__2_input3014.w, 9.99999975e-05)), __2_input3014.w));
}
(__2_input3014 = (mul(transpose(_um_S1), __2_input3014) + _uv_S1));
{
(__2_input3014 = clamp(__2_input3014, 0.0, 1.0));
}
{
(__2_input3014.xyz *= __2_input3014.w);
}
float4 _output_S13016 = __2_input3014;
float2 __6_dxy03017 = (_uinnerRect_S2.xy - _sk_FragCoord3012.xy);
float2 __7_dxy13018 = (_sk_FragCoord3012.xy - _uinnerRect_S2.zw);
float2 __8_dxy3019 = max(max(__6_dxy03017, __7_dxy13018), 0.0);
float __9_alpha3020 = clamp((_uradiusPlusHalf_S2.x - length(__8_dxy3019)), 0.0, 1.0);
float4 _output_S23021 = vec4_ctor(__9_alpha3020);
{
(out_sk_FragColor = (_output_S13016 * _output_S23021));
}
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���Y'@�҇��k�m 4h�l�RDEF,�<���RD11< ($|�$GlobalsDriverConstants���|�P��@,��������P ,l��������_sk_RTAdjustfloat4%_umatrix_S1_c0_c0float3x3�bX,��������f |���������0|���������8����������<���������dx_ViewAdjustdx_ViewCoordsfloat2�tdx_ViewScaleclipControlOriginfloat����clipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGN\PPPTEXCOORD���OSGN������SV_PositionTEXCOORD���SHEXP�jYF� YF� _2_�_2g� e� e� e� e2 h9@:� 7	B 
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4�\��	RDEF��<���XRD11< ($������
��samplers2D[0]textures2D[0]$GlobalsDriverConstants����$���`���������$@4��������XPh���������`h���������p��������_u_skRTFlipfloat2��_um_S1float4x4+_uv_S1float4��__uinnerRect_S2_uradiusPlusHalf_S2��h���������0��������� ����������8��������	,��������<@ 4��������dx_ViewCoordsdx_FragCoordOffsetdx_DepthFrontfloat3���dx_ViewScaledx_Miscdword�samplerMetadataSamplerMetadatabaseLevelint��fwrapModespaddingint2��intBorderColorint4�\l�l����LMicrosoft (R) HLSL Shader Compiler 10.1ISGN������SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX�P�jYF� YF� Z`XpUUd 2b 2e� h	2FF� �A2B� 
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2F@FFK
 	
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� J���CU�FF~`@33�4":@��8rFVF� F"F� FBF� F�F� F �FF� 8r�F8� F>STAT�BPLG���: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
udir_S1_c0uoffsetsAndKernel_S1_c0[0]usubset_S1_c0_c0_c0uclamp_S1_c0_c0_c0umatrix_S1_c0_c0uTextureSampler_0_S1
_usk_RTAdjust_uumatrix_S1_uudir_S1_c0_uuoffsetsAndKernel_S1_c0[0]_uusubset_S1_c0_c0_c0_uuclamp_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);
}
�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 _usubset_S1_c0_c0_c0 : register(c0);
uniform float4 _uclamp_S1_c0_c0_c0 : register(c1);
uniform float3x3 _umatrix_S1_c0_c0 : register(c2);
uniform float4 _uoffsetsAndKernel_S1_c0[14] : register(c5);
uniform float2 _udir_S1_c0 : register(c19);
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);
}

float mod_emu(float x, float y)
{
    return x - y * floor(x / y);
}


@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){
    _vTransformedCoords_2_S0 = input.v0.xy;

float2 __56_tmp_1_coords3013 = _vTransformedCoords_2_S0;
float4 __57_sum3014 = {0.0, 0.0, 0.0, 0.0};
{LOOP for(int __58_i3015 = {0}; (__58_i3015 < 6); (++__58_i3015))
{
float4 __59_s3016 = _uoffsetsAndKernel_S1_c0[__58_i3015];
float2 __60_inCoord3017 = mul(transpose(mat3x2_ctor(_umatrix_S1_c0_c0)), vec3_ctor((__56_tmp_1_coords3013 + (__59_s3016.x * _udir_S1_c0)), 1.0));
float2 __61_subsetCoord3018 = {0, 0};
{
float __62_w3019 = (_usubset_S1_c0_c0_c0.z - _usubset_S1_c0_c0_c0.x);
float __63_w23020 = (2.0 * __62_w3019);
float __64_m3021 = mod_emu((__60_inCoord3017.x - _usubset_S1_c0_c0_c0.x), __63_w23020);
(__61_subsetCoord3018.x = (lerp(__64_m3021, (__63_w23020 - __64_m3021), step(__62_w3019, __64_m3021)) + _usubset_S1_c0_c0_c0.x));
}
{
float __65_w3022 = (_usubset_S1_c0_c0_c0.w - _usubset_S1_c0_c0_c0.y);
float __66_w23023 = (2.0 * __65_w3022);
float __67_m3024 = mod_emu((__60_inCoord3017.y - _usubset_S1_c0_c0_c0.y), __66_w23023);
(__61_subsetCoord3018.y = (lerp(__67_m3024, (__66_w23023 - __67_m3024), step(__65_w3022, __67_m3024)) + _usubset_S1_c0_c0_c0.y));
}
float2 __68_clampedCoord3025 = clamp(__61_subsetCoord3018, _uclamp_S1_c0_c0_c0.xy, _uclamp_S1_c0_c0_c0.zw);
float4 __69_textureColor3026 = gl_texture2D(_uTextureSampler_0_S1, __68_clampedCoord3025, -0.474999994);
(__57_sum3014 += (__59_s3016.y * __69_textureColor3026));
float2 __70_inCoord3027 = mul(transpose(mat3x2_ctor(_umatrix_S1_c0_c0)), vec3_ctor((__56_tmp_1_coords3013 + (__59_s3016.z * _udir_S1_c0)), 1.0));
float2 __71_subsetCoord3028 = {0, 0};
{
float __72_w3029 = (_usubset_S1_c0_c0_c0.z - _usubset_S1_c0_c0_c0.x);
float __73_w23030 = (2.0 * __72_w3029);
float __74_m3031 = mod_emu((__70_inCoord3027.x - _usubset_S1_c0_c0_c0.x), __73_w23030);
(__71_subsetCoord3028.x = (lerp(__74_m3031, (__73_w23030 - __74_m3031), step(__72_w3029, __74_m3031)) + _usubset_S1_c0_c0_c0.x));
}
{
float __75_w3032 = (_usubset_S1_c0_c0_c0.w - _usubset_S1_c0_c0_c0.y);
float __76_w23033 = (2.0 * __75_w3032);
float __77_m3034 = mod_emu((__70_inCoord3027.y - _usubset_S1_c0_c0_c0.y), __76_w23033);
(__71_subsetCoord3028.y = (lerp(__77_m3034, (__76_w23033 - __77_m3034), step(__75_w3032, __77_m3034)) + _usubset_S1_c0_c0_c0.y));
}
float2 __78_clampedCoord3035 = clamp(__71_subsetCoord3028, _uclamp_S1_c0_c0_c0.xy, _uclamp_S1_c0_c0_c0.zw);
float4 __79_textureColor3036 = gl_texture2D(_uTextureSampler_0_S1, __78_clampedCoord3035, -0.474999994);
(__57_sum3014 += (__59_s3016.w * __79_textureColor3036));
}
}
float4 _output_S13037 = __57_sum3014;
{
(out_sk_FragColor = _output_S13037);
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColorstruct 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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�samplers2D[0]textures2D[0]$Globals�����@��������������������� ,��������8P�T��������x0���������_usubset_S1_c0_c0_c0float4�_uclamp_S1_c0_c0_c0_umatrix_S1_c0_c0float3x3�
_uoffsetsAndKernel_S1_c0����_udir_S1_c0float2��Microsoft (R) HLSL Shader Compiler 10.1ISGNhP\\SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX�P�jYF� Z`XpUUb 2e� h
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� 42FF� 32F� J���CU�FF~`@33�2��� :FF�:@6� F>STAT�@-BPLG�� 7911db897eaa2d9b7`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
udir_S1_c0uoffsetsAndKernel_S1_c0[0]usubset_S1_c0_c0_c0uclamp_S1_c0_c0_c0umatrix_S1_c0_c0uTextureSampler_0_S1
_usk_RTAdjust_uumatrix_S1_uudir_S1_c0_uuoffsetsAndKernel_S1_c0[0]_uusubset_S1_c0_c0_c0_uuclamp_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);
}
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 _usubset_S1_c0_c0_c0 : register(c0);
uniform float4 _uclamp_S1_c0_c0_c0 : register(c1);
uniform float3x3 _umatrix_S1_c0_c0 : register(c2);
uniform float4 _uoffsetsAndKernel_S1_c0[14] : register(c5);
uniform float2 _udir_S1_c0 : register(c19);
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);
}

float mod_emu(float x, float y)
{
    return x - y * floor(x / y);
}


@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){
    _vTransformedCoords_2_S0 = input.v0.xy;

float2 __41_tmp_1_coords3013 = _vTransformedCoords_2_S0;
float4 __42_sum3014 = {0.0, 0.0, 0.0, 0.0};
{LOOP for(int __43_i3015 = {0}; (__43_i3015 < 6); (++__43_i3015))
{
float4 __44_s3016 = _uoffsetsAndKernel_S1_c0[__43_i3015];
float2 __45_inCoord3017 = mul(transpose(mat3x2_ctor(_umatrix_S1_c0_c0)), vec3_ctor((__41_tmp_1_coords3013 + (__44_s3016.x * _udir_S1_c0)), 1.0));
float2 __46_subsetCoord3018 = {0, 0};
{
float __47_w3019 = (_usubset_S1_c0_c0_c0.z - _usubset_S1_c0_c0_c0.x);
float __48_w23020 = (2.0 * __47_w3019);
float __49_m3021 = mod_emu((__45_inCoord3017.x - _usubset_S1_c0_c0_c0.x), __48_w23020);
(__46_subsetCoord3018.x = (lerp(__49_m3021, (__48_w23020 - __49_m3021), step(__47_w3019, __49_m3021)) + _usubset_S1_c0_c0_c0.x));
}
(__46_subsetCoord3018.y = __45_inCoord3017.y);
float2 __50_clampedCoord3022 = {0, 0};
(__50_clampedCoord3022.x = clamp(__46_subsetCoord3018.x, _uclamp_S1_c0_c0_c0.x, _uclamp_S1_c0_c0_c0.z));
(__50_clampedCoord3022.y = __46_subsetCoord3018.y);
float4 __51_textureColor3023 = gl_texture2D(_uTextureSampler_0_S1, __50_clampedCoord3022, -0.474999994);
(__42_sum3014 += (__44_s3016.y * __51_textureColor3023));
float2 __52_inCoord3024 = mul(transpose(mat3x2_ctor(_umatrix_S1_c0_c0)), vec3_ctor((__41_tmp_1_coords3013 + (__44_s3016.z * _udir_S1_c0)), 1.0));
float2 __53_subsetCoord3025 = {0, 0};
{
float __54_w3026 = (_usubset_S1_c0_c0_c0.z - _usubset_S1_c0_c0_c0.x);
float __55_w23027 = (2.0 * __54_w3026);
float __56_m3028 = mod_emu((__52_inCoord3024.x - _usubset_S1_c0_c0_c0.x), __55_w23027);
(__53_subsetCoord3025.x = (lerp(__56_m3028, (__55_w23027 - __56_m3028), step(__54_w3026, __56_m3028)) + _usubset_S1_c0_c0_c0.x));
}
(__53_subsetCoord3025.y = __52_inCoord3024.y);
float2 __57_clampedCoord3029 = {0, 0};
(__57_clampedCoord3029.x = clamp(__53_subsetCoord3025.x, _uclamp_S1_c0_c0_c0.x, _uclamp_S1_c0_c0_c0.z));
(__57_clampedCoord3029.y = __53_subsetCoord3025.y);
float4 __58_textureColor3030 = gl_texture2D(_uTextureSampler_0_S1, __57_clampedCoord3029, -0.474999994);
(__42_sum3014 += (__44_s3016.w * __58_textureColor3030));
}
}
float4 _output_S13031 = __42_sum3014;
{
(out_sk_FragColor = _output_S13031);
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColorstruct 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
}
����DXBCH�
�p�+�Hd�ù�4d�8RDEF(�<����RD11< ($|�$GlobalsDriverConstants���|�P��@,��������P ,h��������_sk_RTAdjustfloat4%_umatrix_S1float3x3���\T,��������b x���������0x���������8����������<���������dx_ViewAdjustdx_ViewCoordsfloat2�pdx_ViewScaleclipControlOriginfloat����clipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGN\PPPTEXCOORD���OSGNhP\\SV_PositionTEXCOORD���SHEX�PqjYF� YF� _2_2g� e� e2 h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?�?6� 6� F6B @62F F� F" F� F>STAT��
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�samplers2D[0]textures2D[0]$Globals�����@��������������������� ,��������8P�T��������x0���������_usubset_S1_c0_c0_c0float4�_uclamp_S1_c0_c0_c0_umatrix_S1_c0_c0float3x3�
_uoffsetsAndKernel_S1_c0����_udir_S1_c0float2��Microsoft (R) HLSL Shader Compiler 10.1ISGNhP\\SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX�PnjYF� Z`XpUUb 2e� h

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6B@�?6B@�?6�@6B@0!�*@:2
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� 3:*� J���CU�FF~`@33�2��� *FFB*@6� F>STAT�.BPLG��_*911db897eaa2d9b7`ANGLE (NVIDIA, NVIDIA GeForce GT 730 (0x00001287) Direct3D11 vs_5_0 ps_5_0, D3D11-27.21.14.5671)��@������������������,,position
_upositionP�color_ucolorR�������������������������������������sk_RTAdjusturadiusPlusHalf_S1
u_skRTFlip
uinnerRect_S1
_usk_RTAdjust_uuradiusPlusHalf_S1_uu_skRTFlip_uuinnerRect_S1sk_FragColor_usk_FragColorR�@fsSecondaryColorOut_ufsSecondaryColorOutR�@����������������������������������������������������������������������������������������������������������������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
};
#pragma warning( disable: 3556 3571 )
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 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};

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;

    return output;
}

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

(_vcolor_S0 = _color);
(gl_Position = vec4_ctor(_position, 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);
}
a	struct PS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
};

#pragma warning( disable: 3556 3571 )
float2 vec2_ctor(float x0, float x1)
{
    return float2(x0, x1);
}
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);
}
// Uniforms

uniform float2 _u_skRTFlip : register(c0);
uniform float4 _uinnerRect_S1 : register(c1);
uniform float2 _uradiusPlusHalf_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

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

static float4 out_sk_FragColor = {0, 0, 0, 0};
static float4 out_fsSecondaryColorOut = {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;

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 __0_dx03010 = (_uinnerRect_S1.x - _sk_FragCoord3008.x);
float2 __1_dxy13011 = (_sk_FragCoord3008.xy - _uinnerRect_S1.zw);
float2 __2_dxy3012 = max(vec2_ctor(max(__0_dx03010, __1_dxy13011.x), __1_dxy13011.y), 0.0);
float __3_topAlpha3013 = clamp((_sk_FragCoord3008.y - _uinnerRect_S1.y), 0.0, 1.0);
float __4_alpha3014 = (__3_topAlpha3013 * clamp((_uradiusPlusHalf_S1.x - length(__2_dxy3012)), 0.0, 1.0));
(__4_alpha3014 = (1.0 - __4_alpha3014));
float4 _output_S13015 = vec4_ctor(__4_alpha3014);
{
(out_fsSecondaryColorOut = _output_S13015);
(out_sk_FragColor = (_outputColor_S03009 * _output_S13015));
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColorR�out_fsSecondaryColorOutout_fsSecondaryColorOut�struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    noperspective 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
}
��DXBCl�B��j���MH!04L�lRDEF��<����RD11< ($|�$GlobalsDriverConstants���|� �(@���������_sk_RTAdjustfloat4����������� ��������80��������E8`���������<`��������dx_ViewAdjustdx_ViewCoordsfloat2�dx_ViewScaleclipControlOriginfloat���WclipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGND88TEXCOORD���OSGN�htttSV_PositionTEXCOORD���SHEX�PdjYF� YF� _2_�g� e� e� e� h9@:� 7	B 
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ZըG4�d�RDEFT�<���,RD11< ($|�$GlobalsDriverConstants���|�0��@@T��������x���������� T��������_u_skRTFlipfloat2�L_uinnerRect_S1float4���_uradiusPlusHalf_S1�����������0T��������� ����������8T���������,��������dx_ViewCoordsdx_FragCoordOffsetdx_DepthFrontfloat3���dx_ViewScaledx_Miscdword�Microsoft (R) HLSL Shader Compiler 10.1ISGN�htttSV_PositionTEXCOORD���OSGND88SV_TARGET��SHEXP�jYF� YF� d 2b �e� e� h	2FF� �A	�
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��A@�?�?�?�?8� �F6� F>STAT�BPLG��.911db897eaa2d9b7`ANGLE (NVIDIA, NVIDIA GeForce GT 730 (0x00001287) Direct3D11 vs_5_0 ps_5_0, D3D11-27.21.14.5671)��@������������������,,position
_upositionP�
localCoord_ulocalCoordP�������������������������������������*����������sk_RTAdjusturadiusPlusHalf_S1
u_skRTFlip
uinnerRect_S1uTextureSampler_0_S0
_usk_RTAdjust_uuradiusPlusHalf_S1_uu_skRTFlip_uuinnerRect_S1_uuTextureSampler_0_S0sk_FragColor_usk_FragColorR�@^�������������������������������������������������������������������������������������������������������������������������������������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    noperspective float2 v0 : TEXCOORD0;
};
#pragma warning( disable: 3556 3571 )
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 noperspective float2 _vlocalCoord_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 = _vlocalCoord_S0;

    return output;
}

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

(_vlocalCoord_S0 = _localCoord);
(gl_Position = vec4_ctor(_position, 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);
}
gstruct PS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    noperspective float2 v0 : TEXCOORD0;
};

#pragma warning( disable: 3556 3571 )
float2 vec2_ctor(float x0, float x1)
{
    return float2(x0, x1);
}
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);
}
// Uniforms

uniform float2 _u_skRTFlip : register(c0);
uniform float4 _uinnerRect_S1 : register(c1);
uniform float2 _uradiusPlusHalf_S1 : register(c2);
static const uint _uTextureSampler_0_S0 = 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 _vlocalCoord_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
@@ 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;
    _vlocalCoord_S0 = input.v0.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 = {1.0, 1.0, 1.0, 1.0};
float2 _texCoord3010 = _vlocalCoord_S0;
(_outputColor_S03009 = gl_texture2D(_uTextureSampler_0_S0, _texCoord3010, -0.474999994));
float __0_dx03011 = (_uinnerRect_S1.x - _sk_FragCoord3008.x);
float2 __1_dxy13012 = (_sk_FragCoord3008.xy - _uinnerRect_S1.zw);
float2 __2_dxy3013 = max(vec2_ctor(max(__0_dx03011, __1_dxy13012.x), __1_dxy13012.y), 0.0);
float __3_topAlpha3014 = clamp((_sk_FragCoord3008.y - _uinnerRect_S1.y), 0.0, 1.0);
float __4_alpha3015 = (__3_topAlpha3014 * clamp((_uradiusPlusHalf_S1.x - length(__2_dxy3013)), 0.0, 1.0));
float4 _output_S13016 = vec4_ctor(__4_alpha3015);
{
(out_sk_FragColor = (_outputColor_S03009 * _output_S13016));
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColor�struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    noperspective float2 v0 : TEXCOORD0;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    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; 
    output.gl_FragCoord = input.gl_FragCoord;
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
��DXBC�~w�h�W3�}�jV=4L�lRDEF��<����RD11< ($|�$GlobalsDriverConstants���|� �(@���������_sk_RTAdjustfloat4����������� ��������80��������E8`���������<`��������dx_ViewAdjustdx_ViewCoordsfloat2�dx_ViewScaleclipControlOriginfloat���WclipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGND88TEXCOORD���OSGN�htttSV_PositionTEXCOORD���SHEX�PdjYF� YF� _2_2g� e� e� e2 h9@:� 7	B 
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��samplers2D[0]textures2D[0]$GlobalsDriverConstants����$0�$`�������������������� ���������_u_skRTFlipfloat2��_uinnerRect_S1float4���_uradiusPlusHalf_S1���������"0���������5 L��������p8���������},����������@ ���������dx_ViewCoordsdx_FragCoordOffsetdx_DepthFrontfloat3��Cdx_ViewScaledx_Miscdword��samplerMetadataSamplerMetadatabaseLevelint���wrapModespaddingint2�intBorderColorint4O���@Tx�Microsoft (R) HLSL Shader Compiler 10.1ISGN�htttSV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX,P�jYF� YF� Z`XpUUd 2b 2e� h	2FF� �A	�
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J���CU�FF~`@33�8� F>STAT�BPLG���?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_RTAdjustumatrix_S1_c0_c0_c0_c0_c0_c0_c0uv_S1_c0_c0_c0_c0_c0uv_S1_c0_c0_c0_c0uv_S1_c0_c0_c0uv_S1_c0_c0uv_S1_c0uv_S1um_S1_c0_c0_c0_c0_c0um_S1_c0_c0_c0_c0um_S1_c0_c0_c0um_S1_c0_c0um_S1_c0um_S1uTextureSampler_0_S1
_usk_RTAdjust!_uumatrix_S1_c0_c0_c0_c0_c0_c0_c0_uuv_S1_c0_c0_c0_c0_c0_uuv_S1_c0_c0_c0_c0_uuv_S1_c0_c0_c0
_uuv_S1_c0_c0
_uuv_S1_c0_uuv_S1_uum_S1_c0_c0_c0_c0_c0_uum_S1_c0_c0_c0_c0_uum_S1_c0_c0_c0
_uum_S1_c0_c0
_uum_S1_c0_uum_S1_uuTextureSampler_0_S1	

sk_FragColor_usk_FragColorR�@^���������������������������������������������������������������������������������������������������������������������������������������	��������������������������������������������������������������������������������������������������������������������������������������������
�������������������������������������������������������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float2 v1 : TEXCOORD1;
};
#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_c0_c0_c0_c0_c0_c0_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

// 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_9_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 = _vcolor_S0;
    output.v1 = _vTransformedCoords_9_S0;

    return output;
}

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

(_vcolor_S0 = _color);
(gl_Position = vec4_ctor(_position, 0.0, 1.0));
{
(_vTransformedCoords_9_S0 = mul(transpose(mat3x2_ctor(_umatrix_S1_c0_c0_c0_c0_c0_c0_c0)), 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);
}
�struct PS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float2 v1 : TEXCOORD1;
};

#pragma warning( disable: 3556 3571 )
float4 vec4_ctor(float3 x0, float x1)
{
    return float4(x0, x1);
}
// Uniforms

uniform float4x4 _um_S1_c0_c0_c0_c0_c0 : register(c0);
uniform float4 _uv_S1_c0_c0_c0_c0_c0 : register(c4);
uniform float4x4 _um_S1_c0_c0_c0_c0 : register(c5);
uniform float4 _uv_S1_c0_c0_c0_c0 : register(c9);
uniform float4x4 _um_S1_c0_c0_c0 : register(c10);
uniform float4 _uv_S1_c0_c0_c0 : register(c14);
uniform float4x4 _um_S1_c0_c0 : register(c15);
uniform float4 _uv_S1_c0_c0 : register(c19);
uniform float4x4 _um_S1_c0 : register(c20);
uniform float4 _uv_S1_c0 : register(c24);
uniform float4x4 _um_S1 : register(c25);
uniform float4 _uv_S1 : register(c29);
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 _vTransformedCoords_9_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);
}

float4 f_unpremul_h4h4_float4(in float4 _a);
;
float4 f_unpremul_h4h4_float4(in float4 _a)
{
return vec4_ctor((_a.xyz / max(_a.w, 9.99999975e-05)), _a.w);
}
@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){
    _vcolor_S0 = input.v0;
    _vTransformedCoords_9_S0 = input.v1.xy;

float4 _outputColor_S03023 = _vcolor_S0;
float4 __42_input3024 = _outputColor_S03023;
float4 __43_input3025 = __42_input3024;
float4 __44_input3026 = __43_input3025;
float4 __45_input3027 = __44_input3026;
float4 __46_input3028 = __45_input3027;
float4 __47_input3029 = __46_input3028;
float4 __48_input3030 = __47_input3029;
(__48_input3030 = gl_texture2D(_uTextureSampler_0_S1, _vTransformedCoords_9_S0, -0.474999994));
(__47_input3029 = __48_input3030);
{
(__47_input3029 = f_unpremul_h4h4_float4(__47_input3029));
}
(__47_input3029 = (mul(transpose(_um_S1_c0_c0_c0_c0_c0), __47_input3029) + _uv_S1_c0_c0_c0_c0_c0));
{
(__47_input3029 = clamp(__47_input3029, 0.0, 1.0));
}
{
(__47_input3029.xyz *= __47_input3029.w);
}
(__46_input3028 = __47_input3029);
{
(__46_input3028 = f_unpremul_h4h4_float4(__46_input3028));
}
(__46_input3028 = (mul(transpose(_um_S1_c0_c0_c0_c0), __46_input3028) + _uv_S1_c0_c0_c0_c0));
{
(__46_input3028 = clamp(__46_input3028, 0.0, 1.0));
}
{
(__46_input3028.xyz *= __46_input3028.w);
}
(__45_input3027 = __46_input3028);
{
(__45_input3027 = f_unpremul_h4h4_float4(__45_input3027));
}
(__45_input3027 = (mul(transpose(_um_S1_c0_c0_c0), __45_input3027) + _uv_S1_c0_c0_c0));
{
(__45_input3027 = clamp(__45_input3027, 0.0, 1.0));
}
{
(__45_input3027.xyz *= __45_input3027.w);
}
(__44_input3026 = __45_input3027);
{
(__44_input3026 = f_unpremul_h4h4_float4(__44_input3026));
}
(__44_input3026 = (mul(transpose(_um_S1_c0_c0), __44_input3026) + _uv_S1_c0_c0));
{
(__44_input3026 = clamp(__44_input3026, 0.0, 1.0));
}
{
(__44_input3026.xyz *= __44_input3026.w);
}
(__43_input3025 = __44_input3026);
{
(__43_input3025 = f_unpremul_h4h4_float4(__43_input3025));
}
(__43_input3025 = (mul(transpose(_um_S1_c0), __43_input3025) + _uv_S1_c0));
{
(__43_input3025 = clamp(__43_input3025, 0.0, 1.0));
}
{
(__43_input3025.xyz *= __43_input3025.w);
}
(__42_input3024 = __43_input3025);
{
(__42_input3024 = f_unpremul_h4h4_float4(__42_input3024));
}
(__42_input3024 = (mul(transpose(_um_S1), __42_input3024) + _uv_S1));
{
(__42_input3024 = clamp(__42_input3024, 0.0, 1.0));
}
{
(__42_input3024.xyz *= __42_input3024.w);
}
float4 _output_S13031 = __42_input3024;
{
(out_sk_FragColor = _output_S13031);
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColor�struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float2 v1 : TEXCOORD1;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    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; 
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
����DXBC�׵jp�B�9�O 	
p�4x�d\RDEF<�<���RD11< ($|�$GlobalsDriverConstants���|�P��@,��������P ,|��������_sk_RTAdjustfloat4%_umatrix_S1_c0_c0_c0_c0_c0_c0_c0float3x3��qh,��������v ����������0����������8����������<���������dx_ViewAdjustdx_ViewCoordsfloat2��dx_ViewScaleclipControlOriginfloat����clipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGN\PPPTEXCOORD���OSGN�htttSV_PositionTEXCOORD���SHEX�P|jYF� YF� _2_�_2g� e� e� e2 h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?�?6� 6� F6B @6� F62F F� F" F� F>STAT�
��DXBC,�Y�
:о
��P��4,��LRDEF��<����RD11< ($������
�samplers2D[0]textures2D[0]$Globals�������@���������@ ��������DP@���������W� ��������j�@���������z� ����������@����������0 ���������@@����������� ����������@����������� ��������_um_S1_c0_c0_c0_c0_c0float4x4��_uv_S1_c0_c0_c0_c0_c0float4���_um_S1_c0_c0_c0_c0_uv_S1_c0_c0_c0_c0_um_S1_c0_c0_c0_uv_S1_c0_c0_c0_um_S1_c0_c0_uv_S1_c0_c0_um_S1_c0_uv_S1_c0_um_S1_uv_S1Microsoft (R) HLSL Shader Compiler 10.1��ISGN�htttSV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX\P�jYF� Z`XpUUb 2e� hJ���CU�FF~`@33�4:@��8rFF� F"F� FBF� F�F� F �FF� 8r�F4�:@��8rF�F� F"F� FBF� F�F� F �FF� 	8r�F4�:@��8rF�F� 
F"F� FBF� F�F� 
F �FF� 8r�F4�:@��8rF�F� F"F� FBF� F�F� F �FF� 8r�F4�:@��8rF�F� F"F� FBF� F�F� F �FF� 8r�F4�:@��8rF�F� F"F� FBF� F�F� F �FF� 8r �F6� :>STAT�30BPLG���911db897eaa2d9b7`ANGLE (NVIDIA, NVIDIA GeForce GT 730 (0x00001287) Direct3D11 vs_5_0 ps_5_0, D3D11-27.21.14.5671)��@������������������,,
inPosition_uinPositionP�inColor	_uinColorR�
inCoverage_uinCoverage���������sk_RTAdjust
_usk_RTAdjustsk_FragColor_usk_FragColorR�@�������������������������������������������������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    noperspective float v0 : TEXCOORD0;
};
#pragma warning( disable: 3556 3571 )
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 _inPosition = {0, 0};
static float4 _inColor = {0, 0, 0, 0};
static float _inCoverage = {0};

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

// Varyings
static noperspective float4 _vcolor_S0 = {0, 0, 0, 0};
static noperspective float _vinCoverage_S0 = {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 = _vinCoverage_S0;

    return output;
}

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

float4 _color3008 = _inColor;
(_vcolor_S0 = _color3008);
float2 __tmp_1_inPosition3009 = _inPosition;
(_vinCoverage_S0 = _inCoverage);
(gl_Position = vec4_ctor(__tmp_1_inPosition3009, 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;
    noperspective float v0 : TEXCOORD0;
};

#pragma warning( disable: 3556 3571 )
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);
}
#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 float _vinCoverage_S0 = {0};

static float4 out_sk_FragColor = {0, 0, 0, 0};

cbuffer DriverConstants : register(b1)
{
    uint dx_Misc : packoffset(c2.w);
};

@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){
    _vinCoverage_S0 = input.v0.x;

float _alpha3005 = {1.0};
(_alpha3005 = _vinCoverage_S0);
float4 _outputCoverage_S03006 = vec4_ctor(_alpha3005);
{
(out_sk_FragColor = _outputCoverage_S03006);
(out_sk_FragColor = vec4_ctor(out_sk_FragColor.w, 0.0, 0.0, 0.0));
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColorstruct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    noperspective float v0 : TEXCOORD0;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    noperspective float 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
}
����DXBC����{�t]F.[�]��4d�TRDEF��<����RD11< ($|�$GlobalsDriverConstants���|� �(@���������_sk_RTAdjustfloat4����������� ��������80��������E8`���������<`��������dx_ViewAdjustdx_ViewCoordsfloat2�dx_ViewScaleclipControlOriginfloat���WclipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGN\PPPTEXCOORD���OSGNhP\\SV_PositionTEXCOORD���SHEXxP^jYF� YF� _2_g� e� e h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?6� 6� F6B @6 
>STAT�
�DDXBC-
0���wF>-�����D4�D�RDEFd<���<RD11< ($Microsoft (R) HLSL Shader Compiler 10.1ISGNhP\\SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX\Pjb e� 6 
6� @>STAT�BPLG��D911db897eaa2d9b7`ANGLE (NVIDIA, NVIDIA GeForce GT 730 (0x00001287) Direct3D11 vs_5_0 ps_5_0, D3D11-27.21.14.5671)��@������������������,,
inPosition_uinPositionP�inColor	_uinColorR�
inCoverage_uinCoverage���������sk_RTAdjust
_usk_RTAdjustsk_FragColor_usk_FragColorR�@�������������������������������������������������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float v1 : TEXCOORD1;
};
#pragma warning( disable: 3556 3571 )
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 _inPosition = {0, 0};
static float4 _inColor = {0, 0, 0, 0};
static float _inCoverage = {0};

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

// Varyings
static noperspective float4 _vcolor_S0 = {0, 0, 0, 0};
static noperspective float _vinCoverage_S0 = {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 = _vcolor_S0;
    output.v1 = _vinCoverage_S0;

    return output;
}

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

float4 _color3008 = _inColor;
(_vcolor_S0 = _color3008);
float2 __tmp_1_inPosition3009 = _inPosition;
(_vinCoverage_S0 = _inCoverage);
(gl_Position = vec4_ctor(__tmp_1_inPosition3009, 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);
}
3struct PS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float v1 : TEXCOORD1;
};

#pragma warning( disable: 3556 3571 )
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 noperspective float4 _vcolor_S0 = {0, 0, 0, 0};
static noperspective float _vinCoverage_S0 = {0};

static float4 out_sk_FragColor = {0, 0, 0, 0};

cbuffer DriverConstants : register(b1)
{
    uint dx_Misc : packoffset(c2.w);
};

@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){
    _vcolor_S0 = input.v0;
    _vinCoverage_S0 = input.v1.x;

float4 _outputColor_S03005 = _vcolor_S0;
float _alpha3006 = {1.0};
(_alpha3006 = _vinCoverage_S0);
float4 _outputCoverage_S03007 = vec4_ctor(clamp(_alpha3006, 0.0, 1.0));
{
(out_sk_FragColor = (_outputColor_S03005 * _outputCoverage_S03007));
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColor�struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float v1 : TEXCOORD1;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float 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
}
���4DXBCC#�;t-S���'��(��44d��RDEF��<����RD11< ($|�$GlobalsDriverConstants���|� �(@���������_sk_RTAdjustfloat4����������� ��������80��������E8`���������<`��������dx_ViewAdjustdx_ViewCoordsfloat2�dx_ViewScaleclipControlOriginfloat���WclipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGN\PPPTEXCOORD���OSGN�htttSV_PositionTEXCOORD���SHEX�PijYF� YF� _2_�_g� e� e� e h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?6� 6� F6B @6� F6 
>STAT��lDXBCf��^�Ok[q+Э*l4�(\�RDEFd<���<RD11< ($Microsoft (R) HLSL Shader Compiler 10.1ISGN�htttSV_PositionTEXCOORD���OSGN, SV_TARGET��SHEXlPjb �b e� h6 
8� F>STAT�BPLG��#911db897eaa2d9b7`ANGLE (NVIDIA, NVIDIA GeForce GT 730 (0x00001287) Direct3D11 vs_5_0 ps_5_0, D3D11-27.21.14.5671)��@������������������,,
inPosition_uinPositionP�inHairQuadEdge_uinHairQuadEdgeR����������������������������sk_RTAdjust	uColor_S0
u_skRTFlip
_usk_RTAdjust_uuColor_S0_uu_skRTFlipsk_FragColor_usk_FragColorR�@��������������������������������������������������������������������������������������������������������������������������(struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    noperspective float4 v0 : TEXCOORD0;
};
#pragma warning( disable: 3556 3571 )
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 _inPosition = {0, 0};
static float4 _inHairQuadEdge = {0, 0, 0, 0};

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

// Varyings
static noperspective float4 _vHairQuadEdge_S0 = {0, 0, 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 = _vHairQuadEdge_S0;

    return output;
}

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

(_vHairQuadEdge_S0 = _inHairQuadEdge);
float2 __tmp_1_inPosition3006 = _inPosition;
(gl_Position = vec4_ctor(__tmp_1_inPosition3006, 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;
    noperspective float4 v0 : TEXCOORD0;
};

#pragma warning( disable: 3556 3571 )
float2 vec2_ctor(float x0, float x1)
{
    return float2(x0, x1);
}
float4 vec4_ctor(float x0)
{
    return float4(x0, x0, x0, x0);
}
// Uniforms

uniform float2 _u_skRTFlip : register(c0);
uniform float4 _uColor_S0 : 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

// Varyings
static noperspective float4 _vHairQuadEdge_S0 = {0, 0, 0, 0};

static float4 out_sk_FragColor = {0, 0, 0, 0};

cbuffer DriverConstants : register(b1)
{
    uint dx_Misc : packoffset(c2.w);
};

@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){
    _vHairQuadEdge_S0 = input.v0;

float4 _outputColor_S03006 = _uColor_S0;
float _edgeAlpha3007 = {0};
float2 _duvdx3008 = ddx(_vHairQuadEdge_S0.xy);
float2 _duvdy3009 = (_u_skRTFlip.y * ddy(_vHairQuadEdge_S0.xy));
float2 _gF3010 = vec2_ctor((((2.0 * _vHairQuadEdge_S0.x) * _duvdx3008.x) - _duvdx3008.y), (((2.0 * _vHairQuadEdge_S0.x) * _duvdy3009.x) - _duvdy3009.y));
(_edgeAlpha3007 = ((_vHairQuadEdge_S0.x * _vHairQuadEdge_S0.x) - _vHairQuadEdge_S0.y));
(_edgeAlpha3007 = sqrt(((_edgeAlpha3007 * _edgeAlpha3007) / dot(_gF3010, _gF3010))));
(_edgeAlpha3007 = max((1.0 - _edgeAlpha3007), 0.0));
float4 _outputCoverage_S03011 = vec4_ctor(_edgeAlpha3007);
{
(out_sk_FragColor = (_outputColor_S03006 * _outputCoverage_S03011));
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColorstruct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    noperspective float4 v0 : TEXCOORD0;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    noperspective 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
}
���DXBC���wL�766h�,�4L�<RDEF��<����RD11< ($|�$GlobalsDriverConstants���|� �(@���������_sk_RTAdjustfloat4����������� ��������80��������E8`���������<`��������dx_ViewAdjustdx_ViewCoordsfloat2�dx_ViewScaleclipControlOriginfloat���WclipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGND88TEXCOORD���OSGNhP\\SV_PositionTEXCOORD���SHEXxP^jYF� YF� _2_�g� e� e� h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?6� 6� F6B @6� F>STAT�
��DXBC[T}��fP��ib�4�H0RDEFhh<���@RD11< ($\$Globals���\� ������������������_u_skRTFlipfloat2��_uColor_S0float4��Microsoft (R) HLSL Shader Compiler 10.1ISGNhP\\SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX�PxjYF� b 2e� h|2F82FV� B

2
"*
�Az2F2
*
�AFF2
"

�A8"
K

�A@�?4
@8� F� >STAT�BPLG��)911db897eaa2d9b7`ANGLE (NVIDIA, NVIDIA GeForce GT 730 (0x00001287) Direct3D11 vs_5_0 ps_5_0, D3D11-27.21.14.5671)��@������������������,,
inPosition_uinPositionP�inColor	_uinColorR�inCircleEdge_uinCircleEdgeR����������	���������*����������sk_RTAdjust
umatrix_S1_c0uTextureSampler_0_S1
_usk_RTAdjust_uumatrix_S1_c0_uuTextureSampler_0_S1sk_FragColor_usk_FragColorR�@^�����������������������������������������������������������������������������������������������������������������������
struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD3;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float4 v1 : TEXCOORD1;
    noperspective float2 v2 : TEXCOORD2;
};
#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_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

// Attributes
static float2 _inPosition = {0, 0};
static float4 _inColor = {0, 0, 0, 0};
static float4 _inCircleEdge = {0, 0, 0, 0};

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

// Varyings
static noperspective float4 _vinCircleEdge_S0 = {0, 0, 0, 0};
static noperspective float4 _vinColor_S0 = {0, 0, 0, 0};
static noperspective float2 _vTransformedCoords_3_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 = _vinCircleEdge_S0;
    output.v1 = _vinColor_S0;
    output.v2 = _vTransformedCoords_3_S0;

    return output;
}

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

(_vinCircleEdge_S0 = _inCircleEdge);
(_vinColor_S0 = _inColor);
float2 __tmp_0_inPosition3010 = _inPosition;
float2 __tmp_2_inPosition3011 = _inPosition;
(gl_Position = vec4_ctor(__tmp_0_inPosition3010, 0.0, 1.0));
{
(_vTransformedCoords_3_S0 = mul(transpose(mat3x2_ctor(_umatrix_S1_c0)), vec3_ctor(__tmp_2_inPosition3011, 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;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float4 v1 : TEXCOORD1;
    noperspective float2 v2 : TEXCOORD2;
};

#pragma warning( disable: 3556 3571 )
float4 vec4_ctor(float x0)
{
    return float4(x0, x0, x0, x0);
}
// Uniforms

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 _vinCircleEdge_S0 = {0, 0, 0, 0};
static noperspective float4 _vinColor_S0 = {0, 0, 0, 0};
static noperspective float2 _vTransformedCoords_3_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){
    _vinCircleEdge_S0 = input.v0;
    _vinColor_S0 = input.v1;
    _vTransformedCoords_3_S0 = input.v2.xy;

float4 _circleEdge3008 = _vinCircleEdge_S0;
float4 _outputColor_S03009 = _vinColor_S0;
float _d3010 = length(_circleEdge3008.xy);
float _distanceToOuterEdge3011 = (_circleEdge3008.z * (1.0 - _d3010));
float _edgeAlpha3012 = clamp(_distanceToOuterEdge3011, 0.0, 1.0);
float4 _outputCoverage_S03013 = vec4_ctor(_edgeAlpha3012);
float4 __0_input3014 = _outputColor_S03009;
(__0_input3014 = gl_texture2D(_uTextureSampler_0_S1, _vTransformedCoords_3_S0, -0.474999994));
float4 _output_S13015 = __0_input3014;
{
(out_sk_FragColor = (_output_S13015 * _outputCoverage_S03013));
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColor�struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD3;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float4 v1 : TEXCOORD1;
    noperspective float2 v2 : TEXCOORD2;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD3;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float4 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; 
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
���DXBC&���,Ne�mw����4d�h�RDEF(�<����RD11< ($|�$GlobalsDriverConstants���|�P��@,��������P ,h��������_sk_RTAdjustfloat4%_umatrix_S1_c0float3x3_T,��������b x���������0x���������8����������<���������dx_ViewAdjustdx_ViewCoordsfloat2�pdx_ViewScaleclipControlOriginfloat����clipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGN\PPPTEXCOORD���OSGN������SV_PositionTEXCOORD���SHEXP�jYF� YF� _2_�_�g� e� e� e� e2 h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?�?6� 6� F6B @6� F6� F62F F� F" F� F>STAT���DXBC�t�>f�z�U�"�	M�4����RDEF�<����RD11< ($|�����
samplers2D[0]textures2D[0]Microsoft (R) HLSL Shader Compiler 10.1ISGN������SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEXPEjZ`XpUUb rb 2e� hFFK

�A@�?8 
*J���CU�FF~`@33�8� F>STAT�BPLG��7'911db897eaa2d9b7`ANGLE (NVIDIA, NVIDIA GeForce GT 730 (0x00001287) Direct3D11 vs_5_0 ps_5_0, D3D11-27.21.14.5671)��@������������������,,position
_upositionP�
localCoord_ulocalCoordP����������	���������	���������*����������sk_RTAdjustumatrix_S1_c0_c0_c0
umatrix_S1uTextureSampler_0_S1
_usk_RTAdjust_uumatrix_S1_c0_c0_c0_uumatrix_S1_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_c0_c0_c0 : register(c2);
uniform float3x3 _umatrix_S1 : register(c5);
#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 noperspective float2 _vTransformedCoords_5_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_5_S0;

    return output;
}

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

(gl_Position = vec4_ctor(_position, 0.0, 1.0));
{
(_vTransformedCoords_5_S0 = mul(transpose(mat3x2_ctor(transpose(mul(transpose(_umatrix_S1_c0_c0_c0), transpose(_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);
}
struct PS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    noperspective float2 v0 : TEXCOORD0;
};

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

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_5_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_5_S0 = input.v0.xy;

float4 _outputColor_S03007 = {1.0, 1.0, 1.0, 1.0};
float4 __6_input3008 = _outputColor_S03007;
(__6_input3008 = gl_texture2D(_uTextureSampler_0_S1, _vTransformedCoords_5_S0, -0.474999994));
float4 __8_color3009 = __6_input3008;
(__8_color3009 = (floor(((__8_color3009 * 255.0) + 0.5)) * 0.00392156886));
float3 sbc3 = {0, 0, 0};
if ((__8_color3009.w <= 0.0))
{
(sbc3 = float3(0.0, 0.0, 0.0));
}
else
{
(sbc3 = (floor((((__8_color3009.xyz / __8_color3009.w) * 255.0) + 0.5)) * 0.00392156886));
}
(__8_color3009.xyz = sbc3);
float4 _output_S13010 = __8_color3009;
{
(out_sk_FragColor = _output_S13010);
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColorstruct 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
}
���DXBCNU�@(�n@|�@
�Q��4��\ RDEFd�<���9RD11< ($|�$GlobalsDriverConstants���|����@@T��������x ,����������P,���������_sk_RTAdjustfloat4M_umatrix_S1_c0_c0_c0float3x3���_umatrix_S1�T��������� ����������0����������8��������$<��������dx_ViewAdjustdx_ViewCoordsfloat2��dx_ViewScaleclipControlOriginfloat����clipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGND88TEXCOORD���OSGNhP\\SV_PositionTEXCOORD���SHEX�P�jYF� YF� _2_2g� e� e2 h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?6� 6� F6B @8	rV� F� 2r� F� F2r�� F� F62F6B@�? FF8	rV� F� 2r� F� F2r�� F� F" FF>STAT�
�0DXBC�ПlJ2��upzɵ04�l��RDEF�<����RD11< ($|�����
samplers2D[0]textures2D[0]Microsoft (R) HLSL Shader Compiler 10.1ISGNhP\\SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX�P{jZ`XpUUb 2e� hJ���CU�FF~`@33�2�F@CCCC@????A�F8
�F@���;���;���;���;@:�	�6� :2�V@CCC@???A�V8
�V@���;���;���;7r @�>STAT�BPLG���+911db897eaa2d9b7`ANGLE (NVIDIA, NVIDIA GeForce GT 730 (0x00001287) Direct3D11 vs_5_0 ps_5_0, D3D11-27.21.14.5671)��@������������������,,
inPosition_uinPositionP�inColor	_uinColorR�inCircleEdge_uinCircleEdgeR����������������������������sk_RTAdjust
u_skRTFlip
ucircle_S1_c0
_usk_RTAdjust_uu_skRTFlip_uucircle_S1_c0sk_FragColor_usk_FragColorR�@����������������������������������������������������������������������������������������������������������������������2struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 gl_FragCoord : TEXCOORD3;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float4 v1 : TEXCOORD1;
};
#pragma warning( disable: 3556 3571 )
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 _inPosition = {0, 0};
static float4 _inColor = {0, 0, 0, 0};
static float4 _inCircleEdge = {0, 0, 0, 0};

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

// Varyings
static noperspective float4 _vinCircleEdge_S0 = {0, 0, 0, 0};
static noperspective float4 _vinColor_S0 = {0, 0, 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 = _vinCircleEdge_S0;
    output.v1 = _vinColor_S0;

    return output;
}

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

(_vinCircleEdge_S0 = _inCircleEdge);
(_vinColor_S0 = _inColor);
float2 __tmp_0_inPosition3008 = _inPosition;
(gl_Position = vec4_ctor(__tmp_0_inPosition3008, 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 float4 v1 : TEXCOORD1;
};

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

uniform float2 _u_skRTFlip : register(c0);
uniform float4 _ucircle_S1_c0 : 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

// Varyings
static noperspective float4 _vinCircleEdge_S0 = {0, 0, 0, 0};
static noperspective float4 _vinColor_S0 = {0, 0, 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;
    _vinCircleEdge_S0 = input.v0;
    _vinColor_S0 = input.v1;

float4 _sk_FragCoord3007 = vec4_ctor(gl_FragCoord.x, (_u_skRTFlip.x + (_u_skRTFlip.y * gl_FragCoord.y)), gl_FragCoord.z, gl_FragCoord.w);
float4 _circleEdge3008 = _vinCircleEdge_S0;
float4 _outputColor_S03009 = _vinColor_S0;
float _d3010 = length(_circleEdge3008.xy);
float _distanceToOuterEdge3011 = (_circleEdge3008.z * (1.0 - _d3010));
float _edgeAlpha3012 = clamp(_distanceToOuterEdge3011, 0.0, 1.0);
float _distanceToInnerEdge3013 = (_circleEdge3008.z * (_d3010 - _circleEdge3008.w));
float _innerAlpha3014 = clamp(_distanceToInnerEdge3013, 0.0, 1.0);
(_edgeAlpha3012 *= _innerAlpha3014);
float4 _outputCoverage_S03015 = vec4_ctor(_edgeAlpha3012);
float __3_d3016 = ((1.0 - length(((_ucircle_S1_c0.xy - _sk_FragCoord3007.xy) * _ucircle_S1_c0.w))) * _ucircle_S1_c0.z);
float4 _output_S13017 = (_outputCoverage_S03015 * vec4_ctor(clamp(__3_d3016, 0.0, 1.0)));
{
(out_sk_FragColor = (_outputColor_S03009 * _output_S13017));
}
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 float4 v1 : TEXCOORD1;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 gl_FragCoord : TEXCOORD3;
    noperspective float4 v0 : TEXCOORD0;
    noperspective 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; 
    output.gl_FragCoord = input.gl_FragCoord;
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
���dDXBC�m߷��k��Ľu�d4d�RDEF��<����RD11< ($|�$GlobalsDriverConstants���|� �(@���������_sk_RTAdjustfloat4����������� ��������80��������E8`���������<`��������dx_ViewAdjustdx_ViewCoordsfloat2�dx_ViewScaleclipControlOriginfloat���WclipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGN\PPPTEXCOORD���OSGN������SV_PositionTEXCOORD���SHEX�PojYF� YF� _2_�_�g� e� e� e� e� h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?6� 6� F6� F6� F6� F>STAT��DXBC҃F#ҳ,��0�C4T�(�RDEF�<����RD11< ($|�$GlobalsDriverConstants���|� ��@,��������Ph��������_u_skRTFlipfloat2�$_ucircle_S1_c0float4��_Th��������b0,��������u ����������8,���������,���������dx_ViewCoordsdx_FragCoordOffsetdx_DepthFrontfloat3���dx_ViewScaledx_Miscdword��Microsoft (R) HLSL Shader Compiler 10.1ISGN������SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEXPP�jYF� YF� d 2b �b �e� h	2FF� �A2B� 
� 	2��AF� 82F�� FFK

�A@�?8 
*� "FFK"B�A@�?":�A8 bV�8"*8
8� F>STAT�BPLG���9911db897eaa2d9b7`ANGLE (NVIDIA, NVIDIA GeForce GT 730 (0x00001287) Direct3D11 vs_5_0 ps_5_0, D3D11-27.21.14.5671)��@������������������,,position
_upositionP�color_ucolorR����������	���������������������������	������������������*����������sk_RTAdjust
umatrix_S1_c0uedgeArray_S2[0]
u_skRTFlipumatrix_S1_c0_c0_c0_c0urect_S1_c0_c0_c0uTextureSampler_0_S1
_usk_RTAdjust_uumatrix_S1_c0_uuedgeArray_S2[0]_uu_skRTFlip_uumatrix_S1_c0_c0_c0_c0_uurect_S1_c0_c0_c0_uuTextureSampler_0_S1
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 )
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_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

// Attributes
static float2 _position = {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 _vTransformedCoords_3_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 = _vTransformedCoords_3_S0;

    return output;
}

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

(_vcolor_S0 = _color);
(gl_Position = vec4_ctor(_position, 0.0, 1.0));
{
(_vTransformedCoords_3_S0 = mul(transpose(mat3x2_ctor(_umatrix_S1_c0)), vec3_ctor(_position, 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 )
float2 vec2_ctor(float x0, float x1)
{
    return float2(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(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);
}
// Uniforms

uniform float2 _u_skRTFlip : register(c0);
uniform float3x3 _umatrix_S1_c0_c0_c0_c0 : register(c1);
uniform float4 _urect_S1_c0_c0_c0 : register(c4);
uniform float3 _uedgeArray_S2[4] : register(c5);
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 _vTransformedCoords_3_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
@@ 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;
    _vTransformedCoords_3_S0 = input.v1.xy;

float4 _sk_FragCoord3011 = vec4_ctor(gl_FragCoord.x, (_u_skRTFlip.x + (_u_skRTFlip.y * gl_FragCoord.y)), gl_FragCoord.z, gl_FragCoord.w);
float4 _outputColor_S03012 = _vcolor_S0;
float2 __16_tmp_1_coords3013 = _vTransformedCoords_3_S0;
float __17_xCoverage3014 = {0};
float __18_yCoverage3015 = {0};
{
float2 __19_xy3016 = max((_urect_S1_c0_c0_c0.xy - __16_tmp_1_coords3013), (__16_tmp_1_coords3013 - _urect_S1_c0_c0_c0.zw));
(__17_xCoverage3014 = gl_texture2D(_uTextureSampler_0_S1, mul(transpose(mat3x2_ctor(_umatrix_S1_c0_c0_c0_c0)), vec3_ctor(vec2_ctor(__19_xy3016.x, 0.5), 1.0)), -0.474999994).x);
(__18_yCoverage3015 = gl_texture2D(_uTextureSampler_0_S1, mul(transpose(mat3x2_ctor(_umatrix_S1_c0_c0_c0_c0)), vec3_ctor(vec2_ctor(__19_xy3016.y, 0.5), 1.0)), -0.474999994).x);
}
float4 _output_S13017 = vec4_ctor((__17_xCoverage3014 * __18_yCoverage3015));
float __20_alpha3018 = {1.0};
float __21_edge3019 = dot(_uedgeArray_S2[0], vec3_ctor(_sk_FragCoord3011.xy, 1.0));
(__20_alpha3018 *= step(0.5, __21_edge3019));
(__21_edge3019 = dot(_uedgeArray_S2[1], vec3_ctor(_sk_FragCoord3011.xy, 1.0)));
(__20_alpha3018 *= step(0.5, __21_edge3019));
(__21_edge3019 = dot(_uedgeArray_S2[2], vec3_ctor(_sk_FragCoord3011.xy, 1.0)));
(__20_alpha3018 *= step(0.5, __21_edge3019));
(__21_edge3019 = dot(_uedgeArray_S2[3], vec3_ctor(_sk_FragCoord3011.xy, 1.0)));
(__20_alpha3018 *= step(0.5, __21_edge3019));
(__20_alpha3018 = (1.0 - __20_alpha3018));
float4 _output_S23020 = (_output_S13017 * __20_alpha3018);
{
(out_sk_FragColor = (_outputColor_S03012 * _output_S23020));
}
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
}
���DXBCfVJ"xM��>|F�6��4d�P\RDEF(�<����RD11< ($|�$GlobalsDriverConstants���|�P��@,��������P ,h��������_sk_RTAdjustfloat4%_umatrix_S1_c0float3x3_T,��������b x���������0x���������8����������<���������dx_ViewAdjustdx_ViewCoordsfloat2�pdx_ViewScaleclipControlOriginfloat����clipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGND88TEXCOORD���OSGN������SV_PositionTEXCOORD���SHEXP�jYF� YF� _2_�g� e� e� e� e2 h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?6� 6� F6� F6� F62F6B@�? F� F" F� F>STAT���DXBC��2d�zb[O1���4�d��
RDEF��<���`RD11< ($������
��samplers2D[0]textures2D[0]$GlobalsDriverConstants����$���`�����������, ��������D@`���������P<���������_u_skRTFlipfloat2��_umatrix_S1_c0_c0_c0_c0float3x3���_urect_S1_c0_c0_c0float4��W_uedgeArray_S2float3����`���������0���������� ���������8���������, ��������D@ <��������dx_ViewCoordsdx_FragCoordOffsetdx_DepthFront��dx_ViewScaledx_Miscdword�samplerMetadataSamplerMetadatabaseLevelint��nwrapModespaddingint2��intBorderColorint4�dt�t����TMicrosoft (R) HLSL Shader Compiler 10.1ISGN������SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX\PjYF� 	YF� Z`XpUUd 2b �b 2e� h6�@�?	2FF� �A2B� 
� "F� �"@?"@�?F� �
@?
@�?8"
F� �F� �
@?B
@?
R@�?�?8"*2
�A
@�?	b�A� 	2F� �A42�F6�@?�?F� �"F� �J���CU"F~`@33�F� �"F� �J���CUBF�|`@33�8"*8
8� F>STAT�BPLG���<911db897eaa2d9b7`ANGLE (NVIDIA, NVIDIA GeForce GT 730 (0x00001287) Direct3D11 vs_5_0 ps_5_0, D3D11-27.21.14.5671)��@������������������,,position
_upositionP�color_ucolorR����������	���������������������������	������������������*����������sk_RTAdjust
umatrix_S1_c0uedgeArray_S2[0]
u_skRTFlipumatrix_S1_c0_c0_c0_c0urect_S1_c0_c0_c0uTextureSampler_0_S1
_usk_RTAdjust_uumatrix_S1_c0_uuedgeArray_S2[0]_uu_skRTFlip_uumatrix_S1_c0_c0_c0_c0_uurect_S1_c0_c0_c0_uuTextureSampler_0_S1
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 )
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_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

// Attributes
static float2 _position = {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 _vTransformedCoords_3_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 = _vTransformedCoords_3_S0;

    return output;
}

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

(_vcolor_S0 = _color);
(gl_Position = vec4_ctor(_position, 0.0, 1.0));
{
(_vTransformedCoords_3_S0 = mul(transpose(mat3x2_ctor(_umatrix_S1_c0)), vec3_ctor(_position, 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 )
float2 vec2_ctor(float x0, float x1)
{
    return float2(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(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 float3x3 _umatrix_S1_c0_c0_c0_c0 : register(c1);
uniform float4 _urect_S1_c0_c0_c0 : register(c4);
uniform float3 _uedgeArray_S2[4] : register(c5);
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 _vTransformedCoords_3_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
@@ 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;
    _vTransformedCoords_3_S0 = input.v1.xy;

float4 _sk_FragCoord3011 = vec4_ctor(gl_FragCoord.x, (_u_skRTFlip.x + (_u_skRTFlip.y * gl_FragCoord.y)), gl_FragCoord.z, gl_FragCoord.w);
float4 _outputColor_S03012 = _vcolor_S0;
float2 __16_tmp_1_coords3013 = _vTransformedCoords_3_S0;
float __17_xCoverage3014 = {0};
float __18_yCoverage3015 = {0};
{
float4 __19_rect3016 = vec4_ctor((_urect_S1_c0_c0_c0.xy - __16_tmp_1_coords3013), (__16_tmp_1_coords3013 - _urect_S1_c0_c0_c0.zw));
(__17_xCoverage3014 = ((1.0 - gl_texture2D(_uTextureSampler_0_S1, mul(transpose(mat3x2_ctor(_umatrix_S1_c0_c0_c0_c0)), vec3_ctor(vec2_ctor(__19_rect3016.x, 0.5), 1.0)), -0.474999994).x) - gl_texture2D(_uTextureSampler_0_S1, mul(transpose(mat3x2_ctor(_umatrix_S1_c0_c0_c0_c0)), vec3_ctor(vec2_ctor(__19_rect3016.z, 0.5), 1.0)), -0.474999994).x));
(__18_yCoverage3015 = ((1.0 - gl_texture2D(_uTextureSampler_0_S1, mul(transpose(mat3x2_ctor(_umatrix_S1_c0_c0_c0_c0)), vec3_ctor(vec2_ctor(__19_rect3016.y, 0.5), 1.0)), -0.474999994).x) - gl_texture2D(_uTextureSampler_0_S1, mul(transpose(mat3x2_ctor(_umatrix_S1_c0_c0_c0_c0)), vec3_ctor(vec2_ctor(__19_rect3016.w, 0.5), 1.0)), -0.474999994).x));
}
float4 _output_S13017 = vec4_ctor((__17_xCoverage3014 * __18_yCoverage3015));
float __20_alpha3018 = {1.0};
float __21_edge3019 = dot(_uedgeArray_S2[0], vec3_ctor(_sk_FragCoord3011.xy, 1.0));
(__20_alpha3018 *= step(0.5, __21_edge3019));
(__21_edge3019 = dot(_uedgeArray_S2[1], vec3_ctor(_sk_FragCoord3011.xy, 1.0)));
(__20_alpha3018 *= step(0.5, __21_edge3019));
(__21_edge3019 = dot(_uedgeArray_S2[2], vec3_ctor(_sk_FragCoord3011.xy, 1.0)));
(__20_alpha3018 *= step(0.5, __21_edge3019));
(__21_edge3019 = dot(_uedgeArray_S2[3], vec3_ctor(_sk_FragCoord3011.xy, 1.0)));
(__20_alpha3018 *= step(0.5, __21_edge3019));
(__20_alpha3018 = (1.0 - __20_alpha3018));
float4 _output_S23020 = (_output_S13017 * __20_alpha3018);
{
(out_sk_FragColor = (_outputColor_S03012 * _output_S23020));
}
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
}
���DXBCfVJ"xM��>|F�6��4d�P\RDEF(�<����RD11< ($|�$GlobalsDriverConstants���|�P��@,��������P ,h��������_sk_RTAdjustfloat4%_umatrix_S1_c0float3x3_T,��������b x���������0x���������8����������<���������dx_ViewAdjustdx_ViewCoordsfloat2�pdx_ViewScaleclipControlOriginfloat����clipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGND88TEXCOORD���OSGN������SV_PositionTEXCOORD���SHEXP�jYF� YF� _2_�g� e� e� e� e2 h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?6� 6� F6� F6� F62F6B@�? F� F" F� F>STAT���DXBC����D�ie��!�f�4�d�HRDEF��<���`RD11< ($������
��samplers2D[0]textures2D[0]$GlobalsDriverConstants����$���`�����������, ��������D@`���������P<���������_u_skRTFlipfloat2��_umatrix_S1_c0_c0_c0_c0float3x3���_urect_S1_c0_c0_c0float4��W_uedgeArray_S2float3����`���������0���������� ���������8���������, ��������D@ <��������dx_ViewCoordsdx_FragCoordOffsetdx_DepthFront��dx_ViewScaledx_Miscdword�samplerMetadataSamplerMetadatabaseLevelint��nwrapModespaddingint2��intBorderColorint4�dt�t����TMicrosoft (R) HLSL Shader Compiler 10.1ISGN������SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX�PjjYF� 	YF� Z`XpUUd 2b �b 2e� h	2F�AF� 6�@?�?F� �"F� �J���CUFF~`@33�
�A@�?	2F� �A6�@?�?F� �"F� �J���CUFF~`@33�

�AF� �"F� �J���CUFF~`@33�F� �"F� �J���CU"F~`@33�"�A@�?"
�A8
6�@�?	2FF� �A2B� 
� "F� �"@?BF� �B*@?
bV@�?�?8"*BF� ��F� �
��@??
��@�?�?8"*2
"�A:@�?8
8� F>STAT�'BPLG���-911db897eaa2d9b7`ANGLE (NVIDIA, NVIDIA GeForce GT 730 (0x00001287) Direct3D11 vs_5_0 ps_5_0, D3D11-27.21.14.5671)��@������������������,,position
_upositionP�color_ucolorR����������������������������������������������sk_RTAdjustuedgeArray_S1_c0_c0[0]
u_skRTFlipucircle_S1_c0_c1
ucircle_S1_c1
_usk_RTAdjust_uuedgeArray_S1_c0_c0[0]_uu_skRTFlip_uucircle_S1_c0_c1_uucircle_S1_c1sk_FragColor_usk_FragColorR�@������������������������������������������������������������������������������������������������������������������������������������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
};
#pragma warning( disable: 3556 3571 )
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 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};

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;

    return output;
}

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

(_vcolor_S0 = _color);
(gl_Position = vec4_ctor(_position, 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;
    float4 gl_FragCoord : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
};

#pragma warning( disable: 3556 3571 )
float3 vec3_ctor(float2 x0, float x1)
{
    return float3(x0, x1);
}
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);
}
// Uniforms

uniform float2 _u_skRTFlip : register(c0);
uniform float3 _uedgeArray_S1_c0_c0[4] : register(c1);
uniform float4 _ucircle_S1_c0_c1 : register(c5);
uniform float4 _ucircle_S1_c1 : register(c6);
#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 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;

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 __10_alpha3010 = {1.0};
float __11_edge3011 = dot(_uedgeArray_S1_c0_c0[0], vec3_ctor(_sk_FragCoord3008.xy, 1.0));
(__10_alpha3010 *= clamp(__11_edge3011, 0.0, 1.0));
(__11_edge3011 = dot(_uedgeArray_S1_c0_c0[1], vec3_ctor(_sk_FragCoord3008.xy, 1.0)));
(__10_alpha3010 *= clamp(__11_edge3011, 0.0, 1.0));
(__11_edge3011 = dot(_uedgeArray_S1_c0_c0[2], vec3_ctor(_sk_FragCoord3008.xy, 1.0)));
(__10_alpha3010 *= clamp(__11_edge3011, 0.0, 1.0));
(__11_edge3011 = dot(_uedgeArray_S1_c0_c0[3], vec3_ctor(_sk_FragCoord3008.xy, 1.0)));
(__10_alpha3010 *= clamp(__11_edge3011, 0.0, 1.0));
float __13_d3012 = ((length(((_ucircle_S1_c0_c1.xy - _sk_FragCoord3008.xy) * _ucircle_S1_c0_c1.w)) - 1.0) * _ucircle_S1_c0_c1.z);
float __15_d3013 = ((1.0 - length(((_ucircle_S1_c1.xy - _sk_FragCoord3008.xy) * _ucircle_S1_c1.w))) * _ucircle_S1_c1.z);
float4 _output_S13014 = ((vec4_ctor(__10_alpha3010) * vec4_ctor(clamp(__13_d3012, 0.0, 1.0))) * vec4_ctor(clamp(__15_d3013, 0.0, 1.0)));
{
(out_sk_FragColor = (_outputColor_S03009 * _output_S13014));
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColor�struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    noperspective 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
}
��DXBCl�B��j���MH!04L�lRDEF��<����RD11< ($|�$GlobalsDriverConstants���|� �(@���������_sk_RTAdjustfloat4����������� ��������80��������E8`���������<`��������dx_ViewAdjustdx_ViewCoordsfloat2�dx_ViewScaleclipControlOriginfloat���WclipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGND88TEXCOORD���OSGN�htttSV_PositionTEXCOORD���SHEX�PdjYF� YF� _2_�g� e� e� e� h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?6� 6� F6� F6� F>STAT�
��DXBC���5��`
�S�}_��4�x�RDEF��<����RD11< ($|�$GlobalsDriverConstants���|�p�0@h|���������<����������P��������� `���������_u_skRTFlipfloat2�t_uedgeArray_S1_c0_c0float3�_ucircle_S1_c0_c1float4����_ucircle_S1_c1�����������0|�������� (��������L8|��������Y,h��������dx_ViewCoordsdx_FragCoordOffsetdx_DepthFront��dx_ViewScaledx_Miscdword�aMicrosoft (R) HLSL Shader Compiler 10.1ISGN�htttSV_PositionTEXCOORD���OSGN, SV_TARGET��SHEXPP�jYF� YF� d 2b �e� h6�@�?	2FF� �A2B� 
�  "F� � F� �8"
 F� � �F� �8"
8":	2��AF� 	R�A� 8R�� ��K

�A@�?8 
*� 8��� B�
�
KB*B*@��8 B**� 8"*8
8� F>STAT�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����������������������������������������������sk_RTAdjustuedgeArray_S1_c0_c0[0]
u_skRTFlipucircle_S1_c0_c1
ucircle_S1_c1
_usk_RTAdjust_uuedgeArray_S1_c0_c0[0]_uu_skRTFlip_uucircle_S1_c0_c1_uucircle_S1_c1sk_FragColor_usk_FragColorR�@������������������������������������������������������������������������������������������������������������������������������������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
};
#pragma warning( disable: 3556 3571 )
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 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};

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;

    return output;
}

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

(_vcolor_S0 = _color);
(gl_Position = vec4_ctor(_position, 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;
    float4 gl_FragCoord : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
};

#pragma warning( disable: 3556 3571 )
float3 vec3_ctor(float2 x0, float x1)
{
    return float3(x0, x1);
}
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);
}
// Uniforms

uniform float2 _u_skRTFlip : register(c0);
uniform float3 _uedgeArray_S1_c0_c0[4] : register(c1);
uniform float4 _ucircle_S1_c0_c1 : register(c5);
uniform float4 _ucircle_S1_c1 : register(c6);
#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 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;

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 __10_alpha3010 = {1.0};
float __11_edge3011 = dot(_uedgeArray_S1_c0_c0[0], vec3_ctor(_sk_FragCoord3008.xy, 1.0));
(__10_alpha3010 *= step(0.5, __11_edge3011));
(__11_edge3011 = dot(_uedgeArray_S1_c0_c0[1], vec3_ctor(_sk_FragCoord3008.xy, 1.0)));
(__10_alpha3010 *= step(0.5, __11_edge3011));
(__11_edge3011 = dot(_uedgeArray_S1_c0_c0[2], vec3_ctor(_sk_FragCoord3008.xy, 1.0)));
(__10_alpha3010 *= step(0.5, __11_edge3011));
(__11_edge3011 = dot(_uedgeArray_S1_c0_c0[3], vec3_ctor(_sk_FragCoord3008.xy, 1.0)));
(__10_alpha3010 *= step(0.5, __11_edge3011));
float __13_d3012 = ((length(((_ucircle_S1_c0_c1.xy - _sk_FragCoord3008.xy) * _ucircle_S1_c0_c1.w)) - 1.0) * _ucircle_S1_c0_c1.z);
float __15_d3013 = ((1.0 - length(((_ucircle_S1_c1.xy - _sk_FragCoord3008.xy) * _ucircle_S1_c1.w))) * _ucircle_S1_c1.z);
float4 _output_S13014 = ((vec4_ctor(__10_alpha3010) * vec4_ctor(clamp(__13_d3012, 0.0, 1.0))) * vec4_ctor(clamp(__15_d3013, 0.0, 1.0)));
{
(out_sk_FragColor = (_outputColor_S03009 * _output_S13014));
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColor�struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    noperspective 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
}
��DXBCl�B��j���MH!04L�lRDEF��<����RD11< ($|�$GlobalsDriverConstants���|� �(@���������_sk_RTAdjustfloat4����������� ��������80��������E8`���������<`��������dx_ViewAdjustdx_ViewCoordsfloat2�dx_ViewScaleclipControlOriginfloat���WclipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGND88TEXCOORD���OSGN�htttSV_PositionTEXCOORD���SHEX�PdjYF� YF� _2_�g� e� e� e� h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?6� 6� F6� F6� F>STAT�
��	DXBC}��Z���yTK=AY�	4�x��RDEF��<����RD11< ($|�$GlobalsDriverConstants���|�p�0@h|���������<����������P��������� `���������_u_skRTFlipfloat2�t_uedgeArray_S1_c0_c0float3�_ucircle_S1_c0_c1float4����_ucircle_S1_c1�����������0|�������� (��������L8|��������Y,h��������dx_ViewCoordsdx_FragCoordOffsetdx_DepthFront��dx_ViewScaledx_Miscdword�aMicrosoft (R) HLSL Shader Compiler 10.1ISGN�htttSV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX0PjYF� YF� d 2b �e� h6�@�?	2FF� �A2B� 
� "F� �"@?"@�?F� �
@?
@�?8"
F� ��F� ��:@?�:@�?
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@�?8"
8":	2��AF� 	R�A� 8R�� ��K

�A@�?8 
*� 8��� B�
�
KB*B*@��8 B**� 8"*8
8� F>STAT�"BPLG��1911db897eaa2d9b7`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
udir_S1_c0uoffsetsAndKernel_S1_c0[0]uclamp_S1_c0_c0_c0umatrix_S1_c0_c0uTextureSampler_0_S1
_usk_RTAdjust_uumatrix_S1_uudir_S1_c0_uuoffsetsAndKernel_S1_c0[0]_uuclamp_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);
}
_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 _uclamp_S1_c0_c0_c0 : register(c0);
uniform float3x3 _umatrix_S1_c0_c0 : register(c1);
uniform float4 _uoffsetsAndKernel_S1_c0[14] : register(c4);
uniform float2 _udir_S1_c0 : register(c18);
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 __26_tmp_1_coords3012 = _vTransformedCoords_2_S0;
float4 __27_sum3013 = {0.0, 0.0, 0.0, 0.0};
{LOOP for(int __28_i3014 = {0}; (__28_i3014 < 8); (++__28_i3014))
{
float4 __29_s3015 = _uoffsetsAndKernel_S1_c0[__28_i3014];
float2 __30_inCoord3016 = mul(transpose(mat3x2_ctor(_umatrix_S1_c0_c0)), vec3_ctor((__26_tmp_1_coords3012 + (__29_s3015.x * _udir_S1_c0)), 1.0));
float2 __31_subsetCoord3017 = {0, 0};
(__31_subsetCoord3017.x = __30_inCoord3016.x);
(__31_subsetCoord3017.y = __30_inCoord3016.y);
float2 __32_clampedCoord3018 = {0, 0};
(__32_clampedCoord3018.x = __31_subsetCoord3017.x);
(__32_clampedCoord3018.y = clamp(__31_subsetCoord3017.y, _uclamp_S1_c0_c0_c0.y, _uclamp_S1_c0_c0_c0.w));
float4 __33_textureColor3019 = gl_texture2D(_uTextureSampler_0_S1, __32_clampedCoord3018, -0.474999994);
(__27_sum3013 += (__29_s3015.y * __33_textureColor3019));
float2 __34_inCoord3020 = mul(transpose(mat3x2_ctor(_umatrix_S1_c0_c0)), vec3_ctor((__26_tmp_1_coords3012 + (__29_s3015.z * _udir_S1_c0)), 1.0));
float2 __35_subsetCoord3021 = {0, 0};
(__35_subsetCoord3021.x = __34_inCoord3020.x);
(__35_subsetCoord3021.y = __34_inCoord3020.y);
float2 __36_clampedCoord3022 = {0, 0};
(__36_clampedCoord3022.x = __35_subsetCoord3021.x);
(__36_clampedCoord3022.y = clamp(__35_subsetCoord3021.y, _uclamp_S1_c0_c0_c0.y, _uclamp_S1_c0_c0_c0.w));
float4 __37_textureColor3023 = gl_texture2D(_uTextureSampler_0_S1, __36_clampedCoord3022, -0.474999994);
(__27_sum3013 += (__29_s3015.w * __37_textureColor3023));
}
}
float4 _output_S13024 = __27_sum3013;
{
(out_sk_FragColor = _output_S13024);
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColorstruct 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
}
����DXBCH�
�p�+�Hd�ù�4d�8RDEF(�<����RD11< ($|�$GlobalsDriverConstants���|�P��@,��������P ,h��������_sk_RTAdjustfloat4%_umatrix_S1float3x3���\T,��������b x���������0x���������8����������<���������dx_ViewAdjustdx_ViewCoordsfloat2�pdx_ViewScaleclipControlOriginfloat����clipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGN\PPPTEXCOORD���OSGNhP\\SV_PositionTEXCOORD���SHEX�PqjYF� YF� _2_2g� e� e2 h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?�?6� 6� F6B @62F F� F" F� F>STAT��\DXBCpU��b ��K�7�\4�H|�RDEF��<���tRD11< ($������
�samplers2D[0]textures2D[0]$Globals�����0|����������,����������@���������< P��������_uclamp_S1_c0_c0_c0float4��_umatrix_S1_c0_c0float3x3��_uoffsetsAndKernel_S1_c0����_udir_S1_c0float2�HMicrosoft (R) HLSL Shader Compiler 10.1ISGNhP\\SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX<P�jYF� Z`XpUUb 2e� h6B@�?6B@�?6�@6�@0!�:@:2
�� :F� F62FF� FF� F4
� 3"
:� J���CU�FF~`@33�2�V� :FF62�
F� FF� F4
� 3"
:� J���CU�FF~`@33�2��� :FF�:@6� F>STAT�BPLG��x2911db897eaa2d9b7`ANGLE (NVIDIA, NVIDIA GeForce GT 730 (0x00001287) Direct3D11 vs_5_0 ps_5_0, D3D11-27.21.14.5671)��@������������������,,position
_upositionP�color_ucolorR�������������������	������������������*����������sk_RTAdjust
u_skRTFlipumatrix_S1_c0_c0_c0urect_S1_c0_c0uTextureSampler_0_S1
_usk_RTAdjust_uu_skRTFlip_uumatrix_S1_c0_c0_c0_uurect_S1_c0_c0_uuTextureSampler_0_S1sk_FragColor_usk_FragColorR�@^�������������������������������������������������������������������������������������������������������������������������������������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
};
#pragma warning( disable: 3556 3571 )
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 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};

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;

    return output;
}

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

(_vcolor_S0 = _color);
(gl_Position = vec4_ctor(_position, 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;
    float4 gl_FragCoord : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
};

#pragma warning( disable: 3556 3571 )
float2 vec2_ctor(float x0, float x1)
{
    return float2(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(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 float3x3 _umatrix_S1_c0_c0_c0 : register(c1);
uniform float4 _urect_S1_c0_c0 : register(c4);
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 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
@@ 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;

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;
float2 __11_tmp_1_coords3010 = _sk_FragCoord3008.xy;
float __12_xCoverage3011 = {0};
float __13_yCoverage3012 = {0};
{
float4 __14_rect3013 = vec4_ctor((_urect_S1_c0_c0.xy - __11_tmp_1_coords3010), (__11_tmp_1_coords3010 - _urect_S1_c0_c0.zw));
(__12_xCoverage3011 = ((1.0 - gl_texture2D(_uTextureSampler_0_S1, mul(transpose(mat3x2_ctor(_umatrix_S1_c0_c0_c0)), vec3_ctor(vec2_ctor(__14_rect3013.x, 0.5), 1.0)), -0.474999994).x) - gl_texture2D(_uTextureSampler_0_S1, mul(transpose(mat3x2_ctor(_umatrix_S1_c0_c0_c0)), vec3_ctor(vec2_ctor(__14_rect3013.z, 0.5), 1.0)), -0.474999994).x));
(__13_yCoverage3012 = ((1.0 - gl_texture2D(_uTextureSampler_0_S1, mul(transpose(mat3x2_ctor(_umatrix_S1_c0_c0_c0)), vec3_ctor(vec2_ctor(__14_rect3013.y, 0.5), 1.0)), -0.474999994).x) - gl_texture2D(_uTextureSampler_0_S1, mul(transpose(mat3x2_ctor(_umatrix_S1_c0_c0_c0)), vec3_ctor(vec2_ctor(__14_rect3013.w, 0.5), 1.0)), -0.474999994).x));
}
float4 _output_S13014 = vec4_ctor((__12_xCoverage3011 * __13_yCoverage3012));
{
(out_sk_FragColor = (_outputColor_S03009 * _output_S13014));
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColor�struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    noperspective 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
}
��DXBCl�B��j���MH!04L�lRDEF��<����RD11< ($|�$GlobalsDriverConstants���|� �(@���������_sk_RTAdjustfloat4����������� ��������80��������E8`���������<`��������dx_ViewAdjustdx_ViewCoordsfloat2�dx_ViewScaleclipControlOriginfloat���WclipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGND88TEXCOORD���OSGN�htttSV_PositionTEXCOORD���SHEX�PdjYF� YF� _2_�g� e� e� e� h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?6� 6� F6� F6� F>STAT�
��
DXBC�c�;o�S�BY�6�$�
4`�
RDEF$�<����RD11< ($������
��samplers2D[0]textures2D[0]$GlobalsDriverConstants����$P�T`�����������,���������@0��������_u_skRTFlipfloat2��_umatrix_S1_c0_c0_c0float3x3���_urect_S1_c0_c0float4�(D0��������R0���������e |���������8����������,����������@ ���������dx_ViewCoordsdx_FragCoordOffsetdx_DepthFrontfloat3��sdx_ViewScaledx_Miscdword��samplerMetadataSamplerMetadatabaseLevelint��
wrapModespaddingint2�FintBorderColorint44>Lp���Microsoft (R) HLSL Shader Compiler 10.1ISGN�htttSV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX�P�jYF� YF� Z`XpUUd 2b �e� h	2FF� �A2B� 
� 	2��AF� 	2�� �A6�@?�?F� �"F� �J���CUFF~`@33�
�A@�?6�@?�?F� �"F� �J���CUFF~`@33�
�A
F� �"F� �J���CU"F~`@33�F� �"F� �J���CUBF�|`@33�B*�A@�?"�A*8
8� F>STAT�BPLG��`0911db897eaa2d9b7`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_c0
u_skRTFlip
ucircle_S2_c0uTextureSampler_0_S1
_usk_RTAdjust_uumatrix_S1_c0_uu_skRTFlip_uucircle_S2_c0_uuTextureSampler_0_S1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 )
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_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

// 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_3_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 = _vTransformedCoords_3_S0;

    return output;
}

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

(_vcolor_S0 = _color);
(gl_Position = vec4_ctor(_position, 0.0, 1.0));
{
(_vTransformedCoords_3_S0 = mul(transpose(mat3x2_ctor(_umatrix_S1_c0)), 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);
}
�
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 )
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);
}
// Uniforms

uniform float2 _u_skRTFlip : register(c0);
uniform float4 _ucircle_S2_c0 : register(c1);
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 _vTransformedCoords_3_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
@@ 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;
    _vTransformedCoords_3_S0 = input.v1.xy;

float4 _sk_FragCoord3009 = vec4_ctor(gl_FragCoord.x, (_u_skRTFlip.x + (_u_skRTFlip.y * gl_FragCoord.y)), gl_FragCoord.z, gl_FragCoord.w);
float4 _outputColor_S03010 = _vcolor_S0;
float4 __2_input3011 = _outputColor_S03010;
(__2_input3011 = gl_texture2D(_uTextureSampler_0_S1, _vTransformedCoords_3_S0, -0.474999994));
float4 _output_S13012 = __2_input3011;
float __5_d3013 = ((1.0 - length(((_ucircle_S2_c0.xy - _sk_FragCoord3009.xy) * _ucircle_S2_c0.w))) * _ucircle_S2_c0.z);
float4 _output_S23014 = vec4_ctor(clamp(__5_d3013, 0.0, 1.0));
{
(out_sk_FragColor = (_output_S13012 * _output_S23014));
}
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�}�j^��M��R���4d�h�RDEF(�<����RD11< ($|�$GlobalsDriverConstants���|�P��@,��������P ,h��������_sk_RTAdjustfloat4%_umatrix_S1_c0float3x3_T,��������b x���������0x���������8����������<���������dx_ViewAdjustdx_ViewCoordsfloat2�pdx_ViewScaleclipControlOriginfloat����clipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGN\PPPTEXCOORD���OSGN������SV_PositionTEXCOORD���SHEXP�jYF� YF� _2_�_2g� e� e� e� e2 h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?6� 6� F6� F6� F62F6B@�? F� F" F� F>STAT��<DXBC���q�B��CL�2�vԙ<4����RDEF��<����RD11< ($������
��samplers2D[0]textures2D[0]$GlobalsDriverConstants����$ ��`t�������������������_u_skRTFlipfloat2��_ucircle_S2_c0float4��������������0���������� ��������48���������A,P��������t@ l��������dx_ViewCoordsdx_FragCoordOffsetdx_DepthFrontfloat3��dx_ViewScaledx_Miscdword�IsamplerMetadataSamplerMetadatabaseLevelint���wrapModespaddingint2��intBorderColorint4������<�Microsoft (R) HLSL Shader Compiler 10.1ISGN������SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX�PtjYF� YF� Z`XpUUd 2b 2e� h	2FF� �A2B� 
� 	2��AF� 82F�� FFK

�A@�?8 
*� J���CU�FF~`@33�8� F>STAT�	BPLG��e.911db897eaa2d9b7`ANGLE (NVIDIA, NVIDIA GeForce GT 730 (0x00001287) Direct3D11 vs_5_0 ps_5_0, D3D11-27.21.14.5671)��@������������������,,position
_upositionP�coverage
_ucoverage
localCoord_ulocalCoordP����������������������������*����������sk_RTAdjust
u_skRTFlip
ucircle_S1_c0uTextureSampler_0_S0
_usk_RTAdjust_uu_skRTFlip_uucircle_S1_c0_uuTextureSampler_0_S0sk_FragColor_usk_FragColorR�@^��������������������������������������������������������������������������������������������������������������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 gl_FragCoord : TEXCOORD3;
    noperspective float2 v0 : TEXCOORD0;
    noperspective float v1 : TEXCOORD1;
};
#pragma warning( disable: 3556 3571 )
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 float _coverage = {0};
static float2 _localCoord = {0, 0};

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

// Varyings
static noperspective float2 _vlocalCoord_S0 = {0, 0};
static noperspective float _vcoverage_S0 = {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 = _vlocalCoord_S0;
    output.v1 = _vcoverage_S0;

    return output;
}

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

float2 t0 = _position, _position3008 = t0;
(_vlocalCoord_S0 = _localCoord);
(_vcoverage_S0 = _coverage);
(gl_Position = vec4_ctor(_position3008, 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 float2 v0 : TEXCOORD0;
    noperspective float v1 : TEXCOORD1;
};

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

uniform float2 _u_skRTFlip : register(c0);
uniform float4 _ucircle_S1_c0 : register(c1);
static const uint _uTextureSampler_0_S0 = 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 _vlocalCoord_S0 = {0, 0};
static noperspective float _vcoverage_S0 = {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
@@ 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;
    _vlocalCoord_S0 = input.v0.xy;
    _vcoverage_S0 = input.v1.x;

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 = {1.0, 1.0, 1.0, 1.0};
float2 _texCoord3010 = _vlocalCoord_S0;
(_outputColor_S03009 = gl_texture2D(_uTextureSampler_0_S0, _texCoord3010, -0.474999994));
float _coverage3011 = _vcoverage_S0;
float4 _outputCoverage_S03012 = vec4_ctor(_coverage3011);
float __3_d3013 = ((1.0 - length(((_ucircle_S1_c0.xy - _sk_FragCoord3008.xy) * _ucircle_S1_c0.w))) * _ucircle_S1_c0.z);
float4 _output_S13014 = (_outputCoverage_S03012 * vec4_ctor(clamp(__3_d3013, 0.0, 1.0)));
{
(out_sk_FragColor = (_outputColor_S03009 * _output_S13014));
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColorstruct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 gl_FragCoord : TEXCOORD3;
    noperspective float2 v0 : TEXCOORD0;
    noperspective float v1 : TEXCOORD1;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 gl_FragCoord : TEXCOORD3;
    noperspective float2 v0 : TEXCOORD0;
    noperspective float 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
}
���dDXBCs&
�4�-�(M`����d4d�RDEF��<����RD11< ($|�$GlobalsDriverConstants���|� �(@���������_sk_RTAdjustfloat4����������� ��������80��������E8`���������<`��������dx_ViewAdjustdx_ViewCoordsfloat2�dx_ViewScaleclipControlOriginfloat���WclipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGN\PPPTEXCOORD���OSGN������SV_PositionTEXCOORD���SHEX�PojYF� YF� _2__2g� e� e� e2 eB h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?6� 6� F6� F62 F6B 
>STAT��dDXBC*ߢ=��H��!��s#Rd4����RDEF��<����RD11< ($������
��samplers2D[0]textures2D[0]$GlobalsDriverConstants����$ ��`t�������������������_u_skRTFlipfloat2��_ucircle_S1_c0float4��������������0���������� ��������48���������A,P��������t@ l��������dx_ViewCoordsdx_FragCoordOffsetdx_DepthFrontfloat3��dx_ViewScaledx_Miscdword�IsamplerMetadataSamplerMetadatabaseLevelint���wrapModespaddingint2��intBorderColorint4������<�Microsoft (R) HLSL Shader Compiler 10.1ISGN������SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX�P~jYF� YF� Z`XpUUd 2b 2b Be� h	2FF� �A2B� 
� 	2��AF� 82F�� FFK

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*� 8
*J���CU�FF~`@33�8� F>STAT�
BPLG���=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_RTAdjustumatrix_S1_c0_c0_c1uthreshold_S1_c0_c0_c0	urange_S1uleftBorderColor_S1_c0_c0urightBorderColor_S1_c0_c0
u_skRTFlipuscale_S1_c0_c0_c0[0]ubias_S1_c0_c0_c0[0]
umatrix_S1_c1uTextureSampler_0_S1
_usk_RTAdjust_uumatrix_S1_c0_c0_c1_uuthreshold_S1_c0_c0_c0_uurange_S1_uuleftBorderColor_S1_c0_c0_uurightBorderColor_S1_c0_c0_uu_skRTFlip_uuscale_S1_c0_c0_c0[0]_uubias_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 : TEXCOORD2;
    float4 gl_FragCoord : TEXCOORD3;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float2 v1 : TEXCOORD1;
};
#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_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 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_6_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 = _vTransformedCoords_6_S0;

    return output;
}

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

(_vcolor_S0 = _color);
(gl_Position = vec4_ctor(_position, 0.0, 1.0));
{
(_vTransformedCoords_6_S0 = mul(transpose(mat3x2_ctor(_umatrix_S1_c0_c0_c1)), 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);
}
-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 )
float2 vec2_ctor(float x0, float x1)
{
    return float2(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(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 _uscale_S1_c0_c0_c0[2] : register(c1);
uniform float4 _ubias_S1_c0_c0_c0[2] : register(c3);
uniform float _uthreshold_S1_c0_c0_c0 : register(c5);
uniform float4 _uleftBorderColor_S1_c0_c0 : register(c6);
uniform float4 _urightBorderColor_S1_c0_c0 : register(c7);
uniform float3x3 _umatrix_S1_c1 : register(c8);
uniform float _urange_S1 : register(c11);
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 _vTransformedCoords_6_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
@@ 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;
    _vTransformedCoords_6_S0 = input.v1.xy;

float4 _sk_FragCoord3015 = vec4_ctor(gl_FragCoord.x, (_u_skRTFlip.x + (_u_skRTFlip.y * gl_FragCoord.y)), gl_FragCoord.z, gl_FragCoord.w);
float4 _outputColor_S03016 = _vcolor_S0;
float4 __30_tmp_6_inColor3017 = _outputColor_S03016;
float2 __34_tmp_3_coords3018 = _vTransformedCoords_6_S0;
float4 __35_t3019 = vec4_ctor((__34_tmp_3_coords3018.x + 9.99999975e-06), 1.0, 0.0, 0.0);
float4 __36_outColor3020 = {0, 0, 0, 0};
if ((__35_t3019.x < 0.0))
{
(__36_outColor3020 = _uleftBorderColor_S1_c0_c0);
}
else
{
if ((__35_t3019.x > 1.0))
{
(__36_outColor3020 = _urightBorderColor_S1_c0_c0);
}
else
{
float2 __38_tmp_1_coords3021 = vec2_ctor(__35_t3019.x, 0.0);
float __39_t3022 = __38_tmp_1_coords3021.x;
float4 __40_s3023 = {0, 0, 0, 0};
float4 __41_b3024 = {0, 0, 0, 0};
if ((__39_t3022 < _uthreshold_S1_c0_c0_c0))
{
(__40_s3023 = _uscale_S1_c0_c0_c0[0]);
(__41_b3024 = _ubias_S1_c0_c0_c0[0]);
}
else
{
(__40_s3023 = _uscale_S1_c0_c0_c0[1]);
(__41_b3024 = _ubias_S1_c0_c0_c0[1]);
}
(__36_outColor3020 = ((__39_t3022 * __40_s3023) + __41_b3024));
}
}
float4 __42_color3025 = (__36_outColor3020 * __30_tmp_6_inColor3017.w);
float __43_value3026 = (gl_texture2D(_uTextureSampler_0_S1, mul(transpose(mat3x2_ctor(_umatrix_S1_c1)), vec3_ctor(_sk_FragCoord3015.xy, 1.0)), -0.474999994).x - 0.5);
float4 _output_S13027 = vec4_ctor(clamp((__42_color3025.xyz + (__43_value3026 * _urange_S1)), 0.0, __42_color3025.w), __42_color3025.w);
{
(out_sk_FragColor = _output_S13027);
}
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]�^����~��C�>$4l�p�RDEF0�<���RD11< ($|�$GlobalsDriverConstants���|�P��@,��������P ,p��������_sk_RTAdjustfloat4%_umatrix_S1_c0_c0_c1float3x3��e\,��������j ����������0����������8����������<���������dx_ViewAdjustdx_ViewCoordsfloat2�xdx_ViewScaleclipControlOriginfloat����clipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGN\PPPTEXCOORD���OSGN������SV_PositionTEXCOORD���SHEXP�jYF� YF� _2_�_2g� e� e� e� e2 h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?6� 6� F6� F6� F62F6B@�? F� F" F� F>STAT���DXBC�Y'������+?�l{�4��<RDEF��<����RD11< ($������
��samplers2D[0]textures2D[0]$GlobalsDriverConstants����$���`dx��������� ����������0 ���������P4��������X`t���������pt����������,�����������4��������_u_skRTFlipfloat2�p_uscale_S1_c0_c0_c0float4��_ubias_S1_c0_c0_c0��_uthreshold_S1_c0_c0_c0float��,_uleftBorderColor_S1_c0_c0��_urightBorderColor_S1_c0_c0_umatrix_S1_c1float3x3�_urange_S1��t���������0x��������
 $��������H8x��������U,d���������@ ���������dx_ViewCoordsdx_FragCoordOffsetdx_DepthFrontfloat3��dx_ViewScaledx_Miscdword�]samplerMetadataSamplerMetadatabaseLevelint���wrapModespaddingint2��intBorderColorint4'������,P�Microsoft (R) HLSL Shader Compiler 10.1ISGN������SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEXXP�jYF� YF� Z`XpUUd 2b �b e� h6�@�?	2FF� �A2B� 
� F� �"F� 	�J���CUFF~`@33�
@�"
@��'71B
� 7��
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F� F� 2	�VFF1B@�?1"@7
��
F� F7
�VF� F8�F�2
r� F4
rF@3r �F6� :>STAT�BPLG��6&911db897eaa2d9b7`ANGLE (NVIDIA, NVIDIA GeForce GT 730 (0x00001287) Direct3D11 vs_5_0 ps_5_0, D3D11-27.21.14.5671)��@������������������,,
inPosition_uinPositionP�inColor	_uinColorR�inEllipseOffset_uinEllipseOffsetP�inEllipseRadii_uinEllipseRadiiR����������sk_RTAdjust
_usk_RTAdjust�����sk_FragColor_usk_FragColorR�@���������������������������������������������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD3;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float4 v1 : TEXCOORD1;
    noperspective float2 v2 : TEXCOORD2;
};
#pragma warning( disable: 3556 3571 )
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 _inPosition = {0, 0};
static float4 _inColor = {0, 0, 0, 0};
static float2 _inEllipseOffset = {0, 0};
static float4 _inEllipseRadii = {0, 0, 0, 0};

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

// Varyings
static noperspective float2 _vEllipseOffsets_S0 = {0, 0};
static noperspective float4 _vEllipseRadii_S0 = {0, 0, 0, 0};
static noperspective float4 _vinColor_S0 = {0, 0, 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 = _vEllipseRadii_S0;
    output.v1 = _vinColor_S0;
    output.v2 = _vEllipseOffsets_S0;

    return output;
}

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

(_vEllipseOffsets_S0 = _inEllipseOffset);
(_vEllipseRadii_S0 = _inEllipseRadii);
(_vinColor_S0 = _inColor);
float2 __tmp_0_inPosition3011 = _inPosition;
(gl_Position = vec4_ctor(__tmp_0_inPosition3011, 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);
}
zstruct PS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD3;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float4 v1 : TEXCOORD1;
    noperspective float2 v2 : TEXCOORD2;
};

#pragma warning( disable: 3556 3571 )
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 noperspective float2 _vEllipseOffsets_S0 = {0, 0};
static noperspective float4 _vEllipseRadii_S0 = {0, 0, 0, 0};
static noperspective float4 _vinColor_S0 = {0, 0, 0, 0};

static float4 out_sk_FragColor = {0, 0, 0, 0};

cbuffer DriverConstants : register(b1)
{
    uint dx_Misc : packoffset(c2.w);
};

@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){
    _vEllipseRadii_S0 = input.v0;
    _vinColor_S0 = input.v1;
    _vEllipseOffsets_S0 = input.v2.xy;

float4 _outputColor_S03006 = _vinColor_S0;
float2 _offset3007 = _vEllipseOffsets_S0;
(_offset3007 *= _vEllipseRadii_S0.xy);
float _test3008 = (dot(_offset3007, _offset3007) - 1.0);
float2 _grad3009 = ((2.0 * _offset3007) * _vEllipseRadii_S0.xy);
float _grad_dot3010 = dot(_grad3009, _grad3009);
(_grad_dot3010 = max(_grad_dot3010, 1.17549996e-38));
float _invlen3011 = rsqrt(_grad_dot3010);
float _edgeAlpha3012 = clamp((0.5 - (_test3008 * _invlen3011)), 0.0, 1.0);
(_offset3007 = (_vEllipseOffsets_S0 * _vEllipseRadii_S0.zw));
(_test3008 = (dot(_offset3007, _offset3007) - 1.0));
(_grad3009 = ((2.0 * _offset3007) * _vEllipseRadii_S0.zw));
(_grad_dot3010 = dot(_grad3009, _grad3009));
(_invlen3011 = rsqrt(_grad_dot3010));
(_edgeAlpha3012 *= clamp((0.5 + (_test3008 * _invlen3011)), 0.0, 1.0));
float4 _outputCoverage_S03013 = vec4_ctor(_edgeAlpha3012);
{
(out_sk_FragColor = (_outputColor_S03006 * _outputCoverage_S03013));
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColor�struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD3;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float4 v1 : TEXCOORD1;
    noperspective float2 v2 : TEXCOORD2;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD3;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float4 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; 
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
�����DXBCJ�elf��3U�Q�7Km�4|�RDEF��<����RD11< ($|�$GlobalsDriverConstants���|� �(@���������_sk_RTAdjustfloat4����������� ��������80��������E8`���������<`��������dx_ViewAdjustdx_ViewCoordsfloat2�dx_ViewScaleclipControlOriginfloat���WclipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGNthhhhTEXCOORD���OSGN������SV_PositionTEXCOORD���SHEX�PtjYF� YF� _2_�_2_�g� e� e� e� e2 h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?6� 6� F6B @6� F6� F62 F>STAT�	�DXBC�E����e�nY��@�4�@txRDEFd<���<RD11< ($Microsoft (R) HLSL Shader Compiler 10.1ISGN������SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX�Pjb �b �b 2e� h8�FF8�FF�FFFF"�
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�A
@?8
8� F>STAT�BPLG���%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_RTAdjustumatrix_S1_c0_c0uTextureSampler_0_S1
_usk_RTAdjust_uumatrix_S1_c0_c0_uuTextureSampler_0_S1sk_FragColor_usk_FragColorR�@^������������������������������������������������������������������������������������������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float2 v1 : TEXCOORD1;
};
#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_c0_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

// 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_4_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 = _vcolor_S0;
    output.v1 = _vTransformedCoords_4_S0;

    return output;
}

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

(_vcolor_S0 = _color);
(gl_Position = vec4_ctor(_position, 0.0, 1.0));
{
(_vTransformedCoords_4_S0 = mul(transpose(mat3x2_ctor(_umatrix_S1_c0_c0)), 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);
}
/struct PS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float2 v1 : TEXCOORD1;
};

#pragma warning( disable: 3556 3571 )
float4 vec4_ctor(float x0, float x1, float x2, float x3)
{
    return float4(x0, x1, x2, x3);
}
// Uniforms

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 _vTransformedCoords_4_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){
    _vcolor_S0 = input.v0;
    _vTransformedCoords_4_S0 = input.v1.xy;

float4 _outputColor_S03007 = _vcolor_S0;
float4 __2_input3008 = _outputColor_S03007;
float4 __3_input3009 = __2_input3008;
(__3_input3009 = gl_texture2D(_uTextureSampler_0_S1, _vTransformedCoords_4_S0, -0.474999994));
(__2_input3008 = __3_input3009);
float4 _output_S13010 = vec4_ctor(0.0, 0.0, 0.0, clamp(dot(float3(0.212599993, 0.715200007, 0.0722000003), __2_input3008.xyz), 0.0, 1.0));
{
(out_sk_FragColor = _output_S13010);
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColor�struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float2 v1 : TEXCOORD1;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    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; 
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
����DXBC��ZF��e������4h�TLRDEF,�<���RD11< ($|�$GlobalsDriverConstants���|�P��@,��������P ,l��������_sk_RTAdjustfloat4%_umatrix_S1_c0_c0float3x3�bX,��������f |���������0|���������8����������<���������dx_ViewAdjustdx_ViewCoordsfloat2�tdx_ViewScaleclipControlOriginfloat����clipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGN\PPPTEXCOORD���OSGN�htttSV_PositionTEXCOORD���SHEX�P|jYF� YF� _2_�_2g� e� e� e2 h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?�?6� 6� F6B @6� F62F F� F" F� F>STAT�
�$DXBC3q(��%�kl�۹
��$4����RDEF�<����RD11< ($|�����
samplers2D[0]textures2D[0]Microsoft (R) HLSL Shader Compiler 10.1ISGN�htttSV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX�P2jZ`XpUUb 2e� hJ���CUrFF~`@33� 
� @гY>Y7?�ݓ=F6r @>STAT�BPLG��U>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_RTAdjustumatrix_S1_c0_c0_c1	urange_S1uleftBorderColor_S1_c0_c0urightBorderColor_S1_c0_c0
u_skRTFliputhresholds_S1_c0_c0_c0[0]uscale_S1_c0_c0_c0[0]ubias_S1_c0_c0_c0[0]
umatrix_S1_c1uTextureSampler_0_S1
_usk_RTAdjust_uumatrix_S1_c0_c0_c1_uurange_S1_uuleftBorderColor_S1_c0_c0_uurightBorderColor_S1_c0_c0_uu_skRTFlip_uuthresholds_S1_c0_c0_c0[0]_uuscale_S1_c0_c0_c0[0]_uubias_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 : TEXCOORD2;
    float4 gl_FragCoord : TEXCOORD3;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float2 v1 : TEXCOORD1;
};
#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_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 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_6_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 = _vTransformedCoords_6_S0;

    return output;
}

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

(_vcolor_S0 = _color);
(gl_Position = vec4_ctor(_position, 0.0, 1.0));
{
(_vTransformedCoords_6_S0 = mul(transpose(mat3x2_ctor(_umatrix_S1_c0_c0_c1)), 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);
}
�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 )
float2 vec2_ctor(float x0, float x1)
{
    return float2(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(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 _uthresholds_S1_c0_c0_c0[1] : register(c1);
uniform float4 _uscale_S1_c0_c0_c0[4] : register(c2);
uniform float4 _ubias_S1_c0_c0_c0[4] : register(c6);
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 _vTransformedCoords_6_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
@@ 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;
    _vTransformedCoords_6_S0 = input.v1.xy;

float4 _sk_FragCoord3015 = vec4_ctor(gl_FragCoord.x, (_u_skRTFlip.x + (_u_skRTFlip.y * gl_FragCoord.y)), gl_FragCoord.z, gl_FragCoord.w);
float4 _outputColor_S03016 = _vcolor_S0;
float4 __31_tmp_6_inColor3017 = _outputColor_S03016;
float4 __32_input3018 = __31_tmp_6_inColor3017;
float2 __35_tmp_3_coords3019 = _vTransformedCoords_6_S0;
float4 __36_t3020 = vec4_ctor(length(__35_tmp_3_coords3019), 1.0, 0.0, 0.0);
float4 __37_outColor3021 = {0, 0, 0, 0};
if ((__36_t3020.x < 0.0))
{
(__37_outColor3021 = _uleftBorderColor_S1_c0_c0);
}
else
{
if ((__36_t3020.x > 1.0))
{
(__37_outColor3021 = _urightBorderColor_S1_c0_c0);
}
else
{
float2 __39_tmp_1_coords3022 = vec2_ctor(__36_t3020.x, 0.0);
float __40_t3023 = __39_tmp_1_coords3022.x;
int __42_pos3025 = {0};
if ((__40_t3023 < _uthresholds_S1_c0_c0_c0[0].y))
{
int sbd5 = {0};
if ((__40_t3023 < _uthresholds_S1_c0_c0_c0[0].x))
{
(sbd5 = 0);
}
else
{
(sbd5 = 1);
}
(__42_pos3025 = sbd5);
}
else
{
int sbd6 = {0};
if ((__40_t3023 < _uthresholds_S1_c0_c0_c0[0].z))
{
(sbd6 = 2);
}
else
{
(sbd6 = 3);
}
(__42_pos3025 = sbd6);
}
(__37_outColor3021 = ((__40_t3023 * _uscale_S1_c0_c0_c0[__42_pos3025]) + _ubias_S1_c0_c0_c0[__42_pos3025]));
}
}
(__32_input3018 = __37_outColor3021);
float4 __44_color3026 = __32_input3018;
float __45_value3027 = (gl_texture2D(_uTextureSampler_0_S1, mul(transpose(mat3x2_ctor(_umatrix_S1_c1)), vec3_ctor(_sk_FragCoord3015.xy, 1.0)), -0.474999994).x - 0.5);
float4 _output_S13028 = vec4_ctor(clamp((__44_color3026.xyz + (__45_value3027 * _urange_S1)), 0.0, __44_color3026.w), __44_color3026.w);
{
(out_sk_FragColor = _output_S13028);
}
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]�^����~��C�>$4l�p�RDEF0�<���RD11< ($|�$GlobalsDriverConstants���|�P��@,��������P ,p��������_sk_RTAdjustfloat4%_umatrix_S1_c0_c0_c1float3x3��e\,��������j ����������0����������8����������<���������dx_ViewAdjustdx_ViewCoordsfloat2�xdx_ViewScaleclipControlOriginfloat����clipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGN\PPPTEXCOORD���OSGN������SV_PositionTEXCOORD���SHEXP�jYF� YF� _2_�_2g� e� e� e� e2 h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?6� 6� F6� F6� F62F6B@�? F� F" F� F>STAT���DXBCz��C(��^��2�%/�4,�,RDEF��<����RD11< ($������
��samplers2D[0]textures2D[0]$GlobalsDriverConstants����$� `dx������������������� @���������`@,��������P�l����������l����������,��������������������_u_skRTFlipfloat2�p_uthresholds_S1_c0_c0_c0float4�_uscale_S1_c0_c0_c0�_ubias_S1_c0_c0_c0��_uleftBorderColor_S1_c0_c0��_urightBorderColor_S1_c0_c0_umatrix_S1_c1float3x3�_urange_S1float����l��������0x��������1 H��������l8x��������y,����������@ ���������dx_ViewCoordsdx_FragCoordOffsetdx_DepthFrontfloat3��?dx_ViewScaledx_Miscdword��samplerMetadataSamplerMetadatabaseLevelint���wrapModespaddingint2�intBorderColorint4K���
<Pt�Microsoft (R) HLSL Shader Compiler 10.1ISGN������SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX$P�jYF� YF� Z`XpUUd 2b 2e� h	2FF� �A2B� 
� "FFK"1@�?
6�F� 1rV� 7bV@@7	
*2�VF� 
F� 
6�@�?F� �"F� 
�J���CUFF~`@33�
@�2
r� F4
rF@3r�F6� F>STAT�
BPLG��t+911db897eaa2d9b7`ANGLE (NVIDIA, NVIDIA GeForce GT 730 (0x00001287) Direct3D11 vs_5_0 ps_5_0, D3D11-27.21.14.5671)��@������������������,,position
_upositionP�coverage
_ucoveragecolor_ucolorR�
localCoord_ulocalCoordP����������	������������������*����������sk_RTAdjust
umatrix_S1_c0uclamp_S1_c0_c0uTextureSampler_0_S1
_usk_RTAdjust_uumatrix_S1_c0_uuclamp_S1_c0_c0_uuTextureSampler_0_S1sk_FragColor_usk_FragColorR�@^����������������������������������������������������������������������������������������������������������������������������������������	struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD3;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float2 v1 : TEXCOORD1;
    noperspective float v2 : TEXCOORD2;
};
#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_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

// Attributes
static float2 _position = {0, 0};
static float _coverage = {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 float _vcoverage_S0 = {0};
static noperspective float2 _vTransformedCoords_3_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 = _vcolor_S0;
    output.v1 = _vTransformedCoords_3_S0;
    output.v2 = _vcoverage_S0;

    return output;
}

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

float2 t0 = _position, _position3011 = t0;
(_vcolor_S0 = _color);
(_vcoverage_S0 = _coverage);
(gl_Position = vec4_ctor(_position3011, 0.0, 1.0));
{
(_vTransformedCoords_3_S0 = mul(transpose(mat3x2_ctor(_umatrix_S1_c0)), 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);
}
8	struct PS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD3;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float2 v1 : TEXCOORD1;
    noperspective float v2 : TEXCOORD2;
};

#pragma warning( disable: 3556 3571 )
float4 vec4_ctor(float x0)
{
    return float4(x0, x0, x0, x0);
}
// Uniforms

uniform float4 _uclamp_S1_c0_c0 : register(c0);
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 float _vcoverage_S0 = {0};
static noperspective float2 _vTransformedCoords_3_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){
    _vcolor_S0 = input.v0;
    _vTransformedCoords_3_S0 = input.v1.xy;
    _vcoverage_S0 = input.v2.x;

float4 _outputColor_S03009 = _vcolor_S0;
float _coverage3010 = _vcoverage_S0;
float4 _outputCoverage_S03011 = vec4_ctor(_coverage3010);
float4 __8_input3012 = _outputColor_S03009;
float2 __9_inCoord3013 = _vTransformedCoords_3_S0;
float2 __10_subsetCoord3014 = {0, 0};
(__10_subsetCoord3014.x = __9_inCoord3013.x);
(__10_subsetCoord3014.y = __9_inCoord3013.y);
float2 __11_clampedCoord3015 = {0, 0};
(__11_clampedCoord3015.x = clamp(__10_subsetCoord3014.x, _uclamp_S1_c0_c0.x, _uclamp_S1_c0_c0.z));
(__11_clampedCoord3015.y = __10_subsetCoord3014.y);
float4 __12_textureColor3016 = gl_texture2D(_uTextureSampler_0_S1, __11_clampedCoord3015, -0.474999994);
(__8_input3012 = __12_textureColor3016);
float4 _output_S13017 = __8_input3012;
{
(out_sk_FragColor = ((1.0 - _output_S13017.w) * _outputCoverage_S03011));
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColor�struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD3;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float2 v1 : TEXCOORD1;
    noperspective float v2 : TEXCOORD2;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD3;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float2 v1 : TEXCOORD1;
    noperspective float 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; 
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
����@DXBC����CoW�~��	R�@4d���RDEF(�<����RD11< ($|�$GlobalsDriverConstants���|�P��@,��������P ,h��������_sk_RTAdjustfloat4%_umatrix_S1_c0float3x3_T,��������b x���������0x���������8����������<���������dx_ViewAdjustdx_ViewCoordsfloat2�pdx_ViewScaleclipControlOriginfloat����clipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGNthhhhTEXCOORD���OSGN������SV_PositionTEXCOORD���SHEXP�jYF� YF� _2__�_2g� e� e� e2 eB h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?�?6� 6� F6B @6� F6B 
62F F� F" F� F>STAT�	�HDXBC]�-=�=�Z2��t��H4�Dx�RDEFh�<���@RD11< ($������
�samplers2D[0]textures2D[0]$Globals�������������_uclamp_S1_c0_c0float4Microsoft (R) HLSL Shader Compiler 10.1ISGN������SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX,PKjYF� Z`XpUUb 2b Be� h4

� 3
*� 6"J���CUF6y`@33�
�A@�?8� �>STAT�BPLG��47911db897eaa2d9b7`ANGLE (NVIDIA, NVIDIA GeForce GT 730 (0x00001287) Direct3D11 vs_5_0 ps_5_0, D3D11-27.21.14.5671)��@������������������,,position
_upositionP�color_ucolorR�������������������������������������������������������������������������sk_RTAdjusturadiusPlusHalf_S1_c0uradiusPlusHalf_S1uedgeArray_S1_c0_c0[0]
u_skRTFlipurectUniform_S1_c0_c0_c0_c0uinnerRect_S1_c0
uinnerRect_S1
_usk_RTAdjust_uuradiusPlusHalf_S1_c0_uuradiusPlusHalf_S1_uuedgeArray_S1_c0_c0[0]_uu_skRTFlip_uurectUniform_S1_c0_c0_c0_c0_uuinnerRect_S1_c0_uuinnerRect_S1sk_FragColor_usk_FragColorR�@����������������������������������������������������������������������������������������������������������������������	��������������������������������������������������������������������������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
};
#pragma warning( disable: 3556 3571 )
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 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};

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;

    return output;
}

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

(_vcolor_S0 = _color);
(gl_Position = vec4_ctor(_position, 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;
    float4 gl_FragCoord : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
};

#pragma warning( disable: 3556 3571 )
float2 vec2_ctor(float x0, float x1)
{
    return float2(x0, x1);
}
float3 vec3_ctor(float2 x0, float x1)
{
    return float3(x0, x1);
}
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);
}
// Uniforms

uniform float2 _u_skRTFlip : register(c0);
uniform float4 _urectUniform_S1_c0_c0_c0_c0 : register(c1);
uniform float3 _uedgeArray_S1_c0_c0[4] : register(c2);
uniform float4 _uinnerRect_S1_c0 : register(c6);
uniform float2 _uradiusPlusHalf_S1_c0 : register(c7);
uniform float4 _uinnerRect_S1 : register(c8);
uniform float2 _uradiusPlusHalf_S1 : register(c9);
#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 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;

float4 _sk_FragCoord3011 = vec4_ctor(gl_FragCoord.x, (_u_skRTFlip.x + (_u_skRTFlip.y * gl_FragCoord.y)), gl_FragCoord.z, gl_FragCoord.w);
float4 _outputColor_S03012 = _vcolor_S0;
float2 __25_dxy03013 = (_uinnerRect_S1.xy - _sk_FragCoord3011.xy);
float __26_dx13014 = (_sk_FragCoord3011.x - _uinnerRect_S1.z);
float2 __27_dxy3015 = max(vec2_ctor(max(__25_dxy03013.x, __26_dx13014), __25_dxy03013.y), 0.0);
float __28_bottomAlpha3016 = clamp((_uinnerRect_S1.w - _sk_FragCoord3011.y), 0.0, 1.0);
float __29_alpha3017 = (__28_bottomAlpha3016 * clamp((_uradiusPlusHalf_S1.x - length(__27_dxy3015)), 0.0, 1.0));
float2 __30_dxy03018 = (_uinnerRect_S1_c0.xy - _sk_FragCoord3011.xy);
float __31_dx13019 = (_sk_FragCoord3011.x - _uinnerRect_S1_c0.z);
float2 __32_dxy3020 = max(vec2_ctor(max(__30_dxy03018.x, __31_dx13019), __30_dxy03018.y), 0.0);
float __33_bottomAlpha3021 = clamp((_uinnerRect_S1_c0.w - _sk_FragCoord3011.y), 0.0, 1.0);
float __34_alpha3022 = (__33_bottomAlpha3021 * clamp((_uradiusPlusHalf_S1_c0.x - length(__32_dxy3020)), 0.0, 1.0));
(__34_alpha3022 = (1.0 - __34_alpha3022));
float __35_alpha3023 = {1.0};
float __36_edge3024 = dot(_uedgeArray_S1_c0_c0[0], vec3_ctor(_sk_FragCoord3011.xy, 1.0));
(__35_alpha3023 *= step(0.5, __36_edge3024));
(__36_edge3024 = dot(_uedgeArray_S1_c0_c0[1], vec3_ctor(_sk_FragCoord3011.xy, 1.0)));
(__35_alpha3023 *= step(0.5, __36_edge3024));
(__36_edge3024 = dot(_uedgeArray_S1_c0_c0[2], vec3_ctor(_sk_FragCoord3011.xy, 1.0)));
(__35_alpha3023 *= step(0.5, __36_edge3024));
(__36_edge3024 = dot(_uedgeArray_S1_c0_c0[3], vec3_ctor(_sk_FragCoord3011.xy, 1.0)));
(__35_alpha3023 *= step(0.5, __36_edge3024));
float __38_coverage3025 = {0};
{
float4 __39_dists43026 = clamp((float4(1.0, 1.0, -1.0, -1.0) * (_sk_FragCoord3011.xyxy - _urectUniform_S1_c0_c0_c0_c0)), 0.0, 1.0);
float2 __40_dists23027 = ((__39_dists43026.xy + __39_dists43026.zw) - 1.0);
(__38_coverage3025 = (__40_dists23027.x * __40_dists23027.y));
}
float4 _output_S13028 = (((vec4_ctor(__38_coverage3025) * __35_alpha3023) * __34_alpha3022) * __29_alpha3017);
{
(out_sk_FragColor = (_outputColor_S03012 * _output_S13028));
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColor�struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    noperspective 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
}
��DXBCl�B��j���MH!04L�lRDEF��<����RD11< ($|�$GlobalsDriverConstants���|� �(@���������_sk_RTAdjustfloat4����������� ��������80��������E8`���������<`��������dx_ViewAdjustdx_ViewCoordsfloat2�dx_ViewScaleclipControlOriginfloat���WclipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGND88TEXCOORD���OSGN�htttSV_PositionTEXCOORD���SHEX�PdjYF� YF� _2_�g� e� e� e� h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?6� 6� F6� F6� F>STAT�
��DXBC��*�!F���8-@t��4�4h0RDEFp�<���HRD11< ($|�$GlobalsDriverConstants���|����@����������<��������` <|���������`<���������p�����������<�������������������_u_skRTFlipfloat2��_urectUniform_S1_c0_c0_c0_c0float45_uedgeArray_S1_c0_c0float3u_uinnerRect_S1_c0_uradiusPlusHalf_S1_c0_uinnerRect_S1_uradiusPlusHalf_S1�<���������0���������� ���������8���������,$��������dx_ViewCoordsdx_FragCoordOffsetdx_DepthFront�udx_ViewScaledx_Miscdword�Microsoft (R) HLSL Shader Compiler 10.1ISGN�htttSV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX�PpjYF� 
YF� d 2b �e� h6�@�?	2FF� �A2B� 
� "F� �"@?"@�?F� �
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8� F>STAT�.&BPLG��L7911db897eaa2d9b7`ANGLE (NVIDIA, NVIDIA GeForce GT 730 (0x00001287) Direct3D11 vs_5_0 ps_5_0, D3D11-27.21.14.5671)��@������������������,,position
_upositionP�color_ucolorR�������������������������������������������������������������������������sk_RTAdjusturadiusPlusHalf_S1_c0uradiusPlusHalf_S1uedgeArray_S1_c0_c0_c1[0]
u_skRTFlipurectUniform_S1_c0_c0_c0uinnerRect_S1_c0
uinnerRect_S1
_usk_RTAdjust_uuradiusPlusHalf_S1_c0_uuradiusPlusHalf_S1_uuedgeArray_S1_c0_c0_c1[0]_uu_skRTFlip_uurectUniform_S1_c0_c0_c0_uuinnerRect_S1_c0_uuinnerRect_S1sk_FragColor_usk_FragColorR�@����������������������������������������������������������������������������������������������������������������������	��������������������������������������������������������������������������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
};
#pragma warning( disable: 3556 3571 )
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 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};

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;

    return output;
}

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

(_vcolor_S0 = _color);
(gl_Position = vec4_ctor(_position, 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;
    float4 gl_FragCoord : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
};

#pragma warning( disable: 3556 3571 )
float2 vec2_ctor(float x0, float x1)
{
    return float2(x0, x1);
}
float3 vec3_ctor(float2 x0, float x1)
{
    return float3(x0, x1);
}
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);
}
// Uniforms

uniform float2 _u_skRTFlip : register(c0);
uniform float4 _urectUniform_S1_c0_c0_c0 : register(c1);
uniform float3 _uedgeArray_S1_c0_c0_c1[4] : register(c2);
uniform float4 _uinnerRect_S1_c0 : register(c6);
uniform float2 _uradiusPlusHalf_S1_c0 : register(c7);
uniform float4 _uinnerRect_S1 : register(c8);
uniform float2 _uradiusPlusHalf_S1 : register(c9);
#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 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;

float4 _sk_FragCoord3011 = vec4_ctor(gl_FragCoord.x, (_u_skRTFlip.x + (_u_skRTFlip.y * gl_FragCoord.y)), gl_FragCoord.z, gl_FragCoord.w);
float4 _outputColor_S03012 = _vcolor_S0;
float2 __23_dxy03013 = (_uinnerRect_S1.xy - _sk_FragCoord3011.xy);
float __24_dx13014 = (_sk_FragCoord3011.x - _uinnerRect_S1.z);
float2 __25_dxy3015 = max(vec2_ctor(max(__23_dxy03013.x, __24_dx13014), __23_dxy03013.y), 0.0);
float __26_bottomAlpha3016 = clamp((_uinnerRect_S1.w - _sk_FragCoord3011.y), 0.0, 1.0);
float __27_alpha3017 = (__26_bottomAlpha3016 * clamp((_uradiusPlusHalf_S1.x - length(__25_dxy3015)), 0.0, 1.0));
float2 __28_dxy03018 = (_uinnerRect_S1_c0.xy - _sk_FragCoord3011.xy);
float __29_dx13019 = (_sk_FragCoord3011.x - _uinnerRect_S1_c0.z);
float2 __30_dxy3020 = max(vec2_ctor(max(__28_dxy03018.x, __29_dx13019), __28_dxy03018.y), 0.0);
float __31_bottomAlpha3021 = clamp((_uinnerRect_S1_c0.w - _sk_FragCoord3011.y), 0.0, 1.0);
float __32_alpha3022 = (__31_bottomAlpha3021 * clamp((_uradiusPlusHalf_S1_c0.x - length(__30_dxy3020)), 0.0, 1.0));
(__32_alpha3022 = (1.0 - __32_alpha3022));
float __34_coverage3023 = {0};
{
float4 __35_dists43024 = clamp((float4(1.0, 1.0, -1.0, -1.0) * (_sk_FragCoord3011.xyxy - _urectUniform_S1_c0_c0_c0)), 0.0, 1.0);
float2 __36_dists23025 = ((__35_dists43024.xy + __35_dists43024.zw) - 1.0);
(__34_coverage3023 = (__36_dists23025.x * __36_dists23025.y));
}
float __37_alpha3026 = {1.0};
float __38_edge3027 = dot(_uedgeArray_S1_c0_c0_c1[0], vec3_ctor(_sk_FragCoord3011.xy, 1.0));
(__37_alpha3026 *= step(0.5, __38_edge3027));
(__38_edge3027 = dot(_uedgeArray_S1_c0_c0_c1[1], vec3_ctor(_sk_FragCoord3011.xy, 1.0)));
(__37_alpha3026 *= step(0.5, __38_edge3027));
(__38_edge3027 = dot(_uedgeArray_S1_c0_c0_c1[2], vec3_ctor(_sk_FragCoord3011.xy, 1.0)));
(__37_alpha3026 *= step(0.5, __38_edge3027));
(__38_edge3027 = dot(_uedgeArray_S1_c0_c0_c1[3], vec3_ctor(_sk_FragCoord3011.xy, 1.0)));
(__37_alpha3026 *= step(0.5, __38_edge3027));
float4 _output_S13028 = (((vec4_ctor(__34_coverage3023) * vec4_ctor(__37_alpha3026)) * __32_alpha3022) * __27_alpha3017);
{
(out_sk_FragColor = (_outputColor_S03012 * _output_S13028));
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColor�struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    noperspective 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
}
��DXBCl�B��j���MH!04L�lRDEF��<����RD11< ($|�$GlobalsDriverConstants���|� �(@���������_sk_RTAdjustfloat4����������� ��������80��������E8`���������<`��������dx_ViewAdjustdx_ViewCoordsfloat2�dx_ViewScaleclipControlOriginfloat���WclipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGND88TEXCOORD���OSGN�htttSV_PositionTEXCOORD���SHEX�PdjYF� YF� _2_�g� e� e� e� h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?6� 6� F6� F6� F>STAT�
��DXBC�����!�-rx5.�3n�4�8l4RDEFt�<���LRD11< ($|�$GlobalsDriverConstants���|����@����������<��������` <����������`<���������p�����������<�������������������_u_skRTFlipfloat2��_urectUniform_S1_c0_c0_c0float4���2_uedgeArray_S1_c0_c0_c1float3�x_uinnerRect_S1_c0_uradiusPlusHalf_S1_c0_uinnerRect_S1_uradiusPlusHalf_S1�<���������0���������� ���������8���������,(��������dx_ViewCoordsdx_FragCoordOffsetdx_DepthFront�xdx_ViewScaledx_Miscdword�!Microsoft (R) HLSL Shader Compiler 10.1ISGN�htttSV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX�PpjYF� 
YF� d 2b �e� h6�@�?	2FF� �A2B� 
� "F� �"@?"@�?F� �
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@�?8"
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8":	��F� �A8 
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�A*@�?8"*8
8� F>STAT�.&BPLG��M2911db897eaa2d9b7`ANGLE (NVIDIA, NVIDIA GeForce GT 730 (0x00001287) Direct3D11 vs_5_0 ps_5_0, D3D11-27.21.14.5671)��@������������������,,position
_upositionP�color_ucolorR����������������������������������������������������������������sk_RTAdjusturadiusPlusHalf_S1_c0uradiusPlusHalf_S1uedgeArray_S1_c0_c0[0]
u_skRTFlipuinnerRect_S1_c0
uinnerRect_S1
_usk_RTAdjust_uuradiusPlusHalf_S1_c0_uuradiusPlusHalf_S1_uuedgeArray_S1_c0_c0[0]_uu_skRTFlip_uuinnerRect_S1_c0_uuinnerRect_S1
sk_FragColor_usk_FragColorR�@����������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
};
#pragma warning( disable: 3556 3571 )
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 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};

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;

    return output;
}

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

(_vcolor_S0 = _color);
(gl_Position = vec4_ctor(_position, 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;
    float4 gl_FragCoord : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
};

#pragma warning( disable: 3556 3571 )
float3 vec3_ctor(float2 x0, float x1)
{
    return float3(x0, x1);
}
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);
}
// Uniforms

uniform float2 _u_skRTFlip : register(c0);
uniform float3 _uedgeArray_S1_c0_c0[4] : register(c1);
uniform float4 _uinnerRect_S1_c0 : register(c5);
uniform float2 _uradiusPlusHalf_S1_c0 : register(c6);
uniform float4 _uinnerRect_S1 : register(c7);
uniform float2 _uradiusPlusHalf_S1 : register(c8);
#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 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;

float4 _sk_FragCoord3010 = vec4_ctor(gl_FragCoord.x, (_u_skRTFlip.x + (_u_skRTFlip.y * gl_FragCoord.y)), gl_FragCoord.z, gl_FragCoord.w);
float4 _outputColor_S03011 = _vcolor_S0;
float2 __8_dxy03012 = (_uinnerRect_S1.xy - _sk_FragCoord3010.xy);
float2 __9_dxy13013 = (_sk_FragCoord3010.xy - _uinnerRect_S1.zw);
float2 __10_dxy3014 = max(max(__8_dxy03012, __9_dxy13013), 0.0);
float __11_alpha3015 = clamp((_uradiusPlusHalf_S1.x - length(__10_dxy3014)), 0.0, 1.0);
float2 __12_dxy03016 = (_uinnerRect_S1_c0.xy - _sk_FragCoord3010.xy);
float2 __13_dxy13017 = (_sk_FragCoord3010.xy - _uinnerRect_S1_c0.zw);
float2 __14_dxy3018 = max(max(__12_dxy03016, __13_dxy13017), 0.0);
float __15_alpha3019 = clamp((_uradiusPlusHalf_S1_c0.x - length(__14_dxy3018)), 0.0, 1.0);
(__15_alpha3019 = (1.0 - __15_alpha3019));
float __16_alpha3020 = {1.0};
float __17_edge3021 = dot(_uedgeArray_S1_c0_c0[0], vec3_ctor(_sk_FragCoord3010.xy, 1.0));
(__16_alpha3020 *= step(0.5, __17_edge3021));
(__17_edge3021 = dot(_uedgeArray_S1_c0_c0[1], vec3_ctor(_sk_FragCoord3010.xy, 1.0)));
(__16_alpha3020 *= step(0.5, __17_edge3021));
(__17_edge3021 = dot(_uedgeArray_S1_c0_c0[2], vec3_ctor(_sk_FragCoord3010.xy, 1.0)));
(__16_alpha3020 *= step(0.5, __17_edge3021));
(__17_edge3021 = dot(_uedgeArray_S1_c0_c0[3], vec3_ctor(_sk_FragCoord3010.xy, 1.0)));
(__16_alpha3020 *= step(0.5, __17_edge3021));
float4 _output_S13022 = ((vec4_ctor(__16_alpha3020) * __15_alpha3019) * __11_alpha3015);
{
(out_sk_FragColor = (_outputColor_S03011 * _output_S13022));
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColor�struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    noperspective 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
}
��DXBCl�B��j���MH!04L�lRDEF��<����RD11< ($|�$GlobalsDriverConstants���|� �(@���������_sk_RTAdjustfloat4����������� ��������80��������E8`���������<`��������dx_ViewAdjustdx_ViewCoordsfloat2�dx_ViewScaleclipControlOriginfloat���WclipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGND88TEXCOORD���OSGN�htttSV_PositionTEXCOORD���SHEX�PdjYF� YF� _2_�g� e� e� e� h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?6� 6� F6� F6� F>STAT�
�x
DXBCr��/楐G���|x
4l�(�	RDEF0�<���RD11< ($|�$GlobalsDriverConstants���|����@�����������<��������0PL��������p`����������pL�������������������_u_skRTFlipfloat2��_uedgeArray_S1_c0_c0float3_uinnerRect_S1_c0float4���B_uradiusPlusHalf_S1_c0_uinnerRect_S1_uradiusPlusHalf_S1��tL���������0���������� ����������8����������,���������dx_ViewCoordsdx_FragCoordOffsetdx_DepthFront�dx_ViewScaledx_Miscdword��Microsoft (R) HLSL Shader Compiler 10.1ISGN�htttSV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX�P+jYF� 	YF� d 2b �e� h6�@�?	2FF� �A2B� 
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8� F>STAT�%BPLG���1911db897eaa2d9b7`ANGLE (NVIDIA, NVIDIA GeForce GT 730 (0x00001287) Direct3D11 vs_5_0 ps_5_0, D3D11-27.21.14.5671)��@������������������,,position
_upositionP�color_ucolorR����������������������������������������������������������������sk_RTAdjusturadiusPlusHalf_S1_c0uradiusPlusHalf_S1uedgeArray_S1_c0_c0[0]
u_skRTFlipuinnerRect_S1_c0
uinnerRect_S1
_usk_RTAdjust_uuradiusPlusHalf_S1_c0_uuradiusPlusHalf_S1_uuedgeArray_S1_c0_c0[0]_uu_skRTFlip_uuinnerRect_S1_c0_uuinnerRect_S1
sk_FragColor_usk_FragColorR�@����������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
};
#pragma warning( disable: 3556 3571 )
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 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};

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;

    return output;
}

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

(_vcolor_S0 = _color);
(gl_Position = vec4_ctor(_position, 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;
    float4 gl_FragCoord : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
};

#pragma warning( disable: 3556 3571 )
float3 vec3_ctor(float2 x0, float x1)
{
    return float3(x0, x1);
}
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);
}
// Uniforms

uniform float2 _u_skRTFlip : register(c0);
uniform float3 _uedgeArray_S1_c0_c0[4] : register(c1);
uniform float4 _uinnerRect_S1_c0 : register(c5);
uniform float2 _uradiusPlusHalf_S1_c0 : register(c6);
uniform float4 _uinnerRect_S1 : register(c7);
uniform float2 _uradiusPlusHalf_S1 : register(c8);
#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 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;

float4 _sk_FragCoord3010 = vec4_ctor(gl_FragCoord.x, (_u_skRTFlip.x + (_u_skRTFlip.y * gl_FragCoord.y)), gl_FragCoord.z, gl_FragCoord.w);
float4 _outputColor_S03011 = _vcolor_S0;
float2 __8_dxy03012 = (_uinnerRect_S1.xy - _sk_FragCoord3010.xy);
float2 __9_dxy13013 = (_sk_FragCoord3010.xy - _uinnerRect_S1.zw);
float2 __10_dxy3014 = max(max(__8_dxy03012, __9_dxy13013), 0.0);
float __11_alpha3015 = clamp((_uradiusPlusHalf_S1.x - length(__10_dxy3014)), 0.0, 1.0);
float2 __12_dxy03016 = (_uinnerRect_S1_c0.xy - _sk_FragCoord3010.xy);
float2 __13_dxy13017 = (_sk_FragCoord3010.xy - _uinnerRect_S1_c0.zw);
float2 __14_dxy3018 = max(max(__12_dxy03016, __13_dxy13017), 0.0);
float __15_alpha3019 = clamp((_uradiusPlusHalf_S1_c0.x - length(__14_dxy3018)), 0.0, 1.0);
(__15_alpha3019 = (1.0 - __15_alpha3019));
float __16_alpha3020 = {1.0};
float __17_edge3021 = dot(_uedgeArray_S1_c0_c0[0], vec3_ctor(_sk_FragCoord3010.xy, 1.0));
(__16_alpha3020 *= clamp(__17_edge3021, 0.0, 1.0));
(__17_edge3021 = dot(_uedgeArray_S1_c0_c0[1], vec3_ctor(_sk_FragCoord3010.xy, 1.0)));
(__16_alpha3020 *= clamp(__17_edge3021, 0.0, 1.0));
(__17_edge3021 = dot(_uedgeArray_S1_c0_c0[2], vec3_ctor(_sk_FragCoord3010.xy, 1.0)));
(__16_alpha3020 *= clamp(__17_edge3021, 0.0, 1.0));
(__17_edge3021 = dot(_uedgeArray_S1_c0_c0[3], vec3_ctor(_sk_FragCoord3010.xy, 1.0)));
(__16_alpha3020 *= clamp(__17_edge3021, 0.0, 1.0));
float4 _output_S13022 = ((vec4_ctor(__16_alpha3020) * __15_alpha3019) * __11_alpha3015);
{
(out_sk_FragColor = (_outputColor_S03011 * _output_S13022));
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColor�struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    noperspective 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
}
��DXBCl�B��j���MH!04L�lRDEF��<����RD11< ($|�$GlobalsDriverConstants���|� �(@���������_sk_RTAdjustfloat4����������� ��������80��������E8`���������<`��������dx_ViewAdjustdx_ViewCoordsfloat2�dx_ViewScaleclipControlOriginfloat���WclipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGND88TEXCOORD���OSGN�htttSV_PositionTEXCOORD���SHEX�PdjYF� YF� _2_�g� e� e� e� h9@:� 7	B 
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_upositionP�color_ucolorR�������������������������������������������������������������������������sk_RTAdjusturadiusPlusHalf_S1_c0uradiusPlusHalf_S1uedgeArray_S1_c0_c0_c0[0]uedgeArray_S1_c0_c0[0]
u_skRTFlipuinnerRect_S1_c0
uinnerRect_S1
_usk_RTAdjust_uuradiusPlusHalf_S1_c0_uuradiusPlusHalf_S1_uuedgeArray_S1_c0_c0_c0[0]_uuedgeArray_S1_c0_c0[0]_uu_skRTFlip_uuinnerRect_S1_c0_uuinnerRect_S1sk_FragColor_usk_FragColorR�@��������������������������������������������������������������������������������������������������
����������������������������������������������������������������������������������������������������	������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
};
#pragma warning( disable: 3556 3571 )
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 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};

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;

    return output;
}

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

(_vcolor_S0 = _color);
(gl_Position = vec4_ctor(_position, 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);
}
Ostruct PS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
};

#pragma warning( disable: 3556 3571 )
float3 vec3_ctor(float2 x0, float x1)
{
    return float3(x0, x1);
}
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);
}
// Uniforms

uniform float2 _u_skRTFlip : register(c0);
uniform float3 _uedgeArray_S1_c0_c0_c0[4] : register(c1);
uniform float3 _uedgeArray_S1_c0_c0[4] : register(c5);
uniform float4 _uinnerRect_S1_c0 : register(c9);
uniform float2 _uradiusPlusHalf_S1_c0 : register(c10);
uniform float4 _uinnerRect_S1 : register(c11);
uniform float2 _uradiusPlusHalf_S1 : register(c12);
#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 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;

float4 _sk_FragCoord3011 = vec4_ctor(gl_FragCoord.x, (_u_skRTFlip.x + (_u_skRTFlip.y * gl_FragCoord.y)), gl_FragCoord.z, gl_FragCoord.w);
float4 _outputColor_S03012 = _vcolor_S0;
float2 __14_dxy03013 = (_uinnerRect_S1.xy - _sk_FragCoord3011.xy);
float2 __15_dxy13014 = (_sk_FragCoord3011.xy - _uinnerRect_S1.zw);
float2 __16_dxy3015 = max(max(__14_dxy03013, __15_dxy13014), 0.0);
float __17_alpha3016 = clamp((_uradiusPlusHalf_S1.x - length(__16_dxy3015)), 0.0, 1.0);
float2 __18_dxy03017 = (_uinnerRect_S1_c0.xy - _sk_FragCoord3011.xy);
float2 __19_dxy13018 = (_sk_FragCoord3011.xy - _uinnerRect_S1_c0.zw);
float2 __20_dxy3019 = max(max(__18_dxy03017, __19_dxy13018), 0.0);
float __21_alpha3020 = clamp((_uradiusPlusHalf_S1_c0.x - length(__20_dxy3019)), 0.0, 1.0);
(__21_alpha3020 = (1.0 - __21_alpha3020));
float __22_alpha3021 = {1.0};
float __23_edge3022 = dot(_uedgeArray_S1_c0_c0[0], vec3_ctor(_sk_FragCoord3011.xy, 1.0));
(__22_alpha3021 *= step(0.5, __23_edge3022));
(__23_edge3022 = dot(_uedgeArray_S1_c0_c0[1], vec3_ctor(_sk_FragCoord3011.xy, 1.0)));
(__22_alpha3021 *= step(0.5, __23_edge3022));
(__23_edge3022 = dot(_uedgeArray_S1_c0_c0[2], vec3_ctor(_sk_FragCoord3011.xy, 1.0)));
(__22_alpha3021 *= step(0.5, __23_edge3022));
(__23_edge3022 = dot(_uedgeArray_S1_c0_c0[3], vec3_ctor(_sk_FragCoord3011.xy, 1.0)));
(__22_alpha3021 *= step(0.5, __23_edge3022));
float __24_alpha3023 = {1.0};
float __25_edge3024 = dot(_uedgeArray_S1_c0_c0_c0[0], vec3_ctor(_sk_FragCoord3011.xy, 1.0));
(__24_alpha3023 *= clamp(__25_edge3024, 0.0, 1.0));
(__25_edge3024 = dot(_uedgeArray_S1_c0_c0_c0[1], vec3_ctor(_sk_FragCoord3011.xy, 1.0)));
(__24_alpha3023 *= clamp(__25_edge3024, 0.0, 1.0));
(__25_edge3024 = dot(_uedgeArray_S1_c0_c0_c0[2], vec3_ctor(_sk_FragCoord3011.xy, 1.0)));
(__24_alpha3023 *= clamp(__25_edge3024, 0.0, 1.0));
(__25_edge3024 = dot(_uedgeArray_S1_c0_c0_c0[3], vec3_ctor(_sk_FragCoord3011.xy, 1.0)));
(__24_alpha3023 *= clamp(__25_edge3024, 0.0, 1.0));
float4 _output_S13025 = (((vec4_ctor(__24_alpha3023) * __22_alpha3021) * __21_alpha3020) * __17_alpha3016);
{
(out_sk_FragColor = (_outputColor_S03012 * _output_S13025));
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColor�struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    noperspective 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
}
��DXBCl�B��j���MH!04L�lRDEF��<����RD11< ($|�$GlobalsDriverConstants���|� �(@���������_sk_RTAdjustfloat4����������� ��������80��������E8`���������<`��������dx_ViewAdjustdx_ViewCoordsfloat2�dx_ViewScaleclipControlOriginfloat���WclipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGND88TEXCOORD���OSGN�htttSV_PositionTEXCOORD���SHEX�PdjYF� YF� _2_�g� e� e� e� h9@:� 7	B 
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��DXBC'ZR`#�Uo�b϶��4�\�4RDEF��<���pRD11< ($|�$GlobalsDriverConstants���|���@����������<8��������\P<t����������������������������������������������������_u_skRTFlipfloat2��_uedgeArray_S1_c0_c0_c0float3�0_uedgeArray_S1_c0_c0���0_uinnerRect_S1_c0float4����_uradiusPlusHalf_S1_c0_uinnerRect_S1_uradiusPlusHalf_S1�������������0���������� ��������08���������=,L��������dx_ViewCoordsdx_FragCoordOffsetdx_DepthFront�0dx_ViewScaledx_Miscdword�EMicrosoft (R) HLSL Shader Compiler 10.1ISGN�htttSV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX�PgjYF� 
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_upositionP�color_ucolorR�������������������������������������������������������������������������sk_RTAdjusturadiusPlusHalf_S1_c0uradiusPlusHalf_S1uedgeArray_S1_c0_c0_c0[0]uedgeArray_S1_c0_c0[0]
u_skRTFlipuinnerRect_S1_c0
uinnerRect_S1
_usk_RTAdjust_uuradiusPlusHalf_S1_c0_uuradiusPlusHalf_S1_uuedgeArray_S1_c0_c0_c0[0]_uuedgeArray_S1_c0_c0[0]_uu_skRTFlip_uuinnerRect_S1_c0_uuinnerRect_S1sk_FragColor_usk_FragColorR�@��������������������������������������������������������������������������������������������������
����������������������������������������������������������������������������������������������������	������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
};
#pragma warning( disable: 3556 3571 )
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 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};

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;

    return output;
}

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

(_vcolor_S0 = _color);
(gl_Position = vec4_ctor(_position, 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);
}
Ostruct PS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
};

#pragma warning( disable: 3556 3571 )
float3 vec3_ctor(float2 x0, float x1)
{
    return float3(x0, x1);
}
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);
}
// Uniforms

uniform float2 _u_skRTFlip : register(c0);
uniform float3 _uedgeArray_S1_c0_c0_c0[4] : register(c1);
uniform float3 _uedgeArray_S1_c0_c0[4] : register(c5);
uniform float4 _uinnerRect_S1_c0 : register(c9);
uniform float2 _uradiusPlusHalf_S1_c0 : register(c10);
uniform float4 _uinnerRect_S1 : register(c11);
uniform float2 _uradiusPlusHalf_S1 : register(c12);
#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 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;

float4 _sk_FragCoord3011 = vec4_ctor(gl_FragCoord.x, (_u_skRTFlip.x + (_u_skRTFlip.y * gl_FragCoord.y)), gl_FragCoord.z, gl_FragCoord.w);
float4 _outputColor_S03012 = _vcolor_S0;
float2 __14_dxy03013 = (_uinnerRect_S1.xy - _sk_FragCoord3011.xy);
float2 __15_dxy13014 = (_sk_FragCoord3011.xy - _uinnerRect_S1.zw);
float2 __16_dxy3015 = max(max(__14_dxy03013, __15_dxy13014), 0.0);
float __17_alpha3016 = clamp((_uradiusPlusHalf_S1.x - length(__16_dxy3015)), 0.0, 1.0);
float2 __18_dxy03017 = (_uinnerRect_S1_c0.xy - _sk_FragCoord3011.xy);
float2 __19_dxy13018 = (_sk_FragCoord3011.xy - _uinnerRect_S1_c0.zw);
float2 __20_dxy3019 = max(max(__18_dxy03017, __19_dxy13018), 0.0);
float __21_alpha3020 = clamp((_uradiusPlusHalf_S1_c0.x - length(__20_dxy3019)), 0.0, 1.0);
(__21_alpha3020 = (1.0 - __21_alpha3020));
float __22_alpha3021 = {1.0};
float __23_edge3022 = dot(_uedgeArray_S1_c0_c0[0], vec3_ctor(_sk_FragCoord3011.xy, 1.0));
(__22_alpha3021 *= clamp(__23_edge3022, 0.0, 1.0));
(__23_edge3022 = dot(_uedgeArray_S1_c0_c0[1], vec3_ctor(_sk_FragCoord3011.xy, 1.0)));
(__22_alpha3021 *= clamp(__23_edge3022, 0.0, 1.0));
(__23_edge3022 = dot(_uedgeArray_S1_c0_c0[2], vec3_ctor(_sk_FragCoord3011.xy, 1.0)));
(__22_alpha3021 *= clamp(__23_edge3022, 0.0, 1.0));
(__23_edge3022 = dot(_uedgeArray_S1_c0_c0[3], vec3_ctor(_sk_FragCoord3011.xy, 1.0)));
(__22_alpha3021 *= clamp(__23_edge3022, 0.0, 1.0));
float __24_alpha3023 = {1.0};
float __25_edge3024 = dot(_uedgeArray_S1_c0_c0_c0[0], vec3_ctor(_sk_FragCoord3011.xy, 1.0));
(__24_alpha3023 *= step(0.5, __25_edge3024));
(__25_edge3024 = dot(_uedgeArray_S1_c0_c0_c0[1], vec3_ctor(_sk_FragCoord3011.xy, 1.0)));
(__24_alpha3023 *= step(0.5, __25_edge3024));
(__25_edge3024 = dot(_uedgeArray_S1_c0_c0_c0[2], vec3_ctor(_sk_FragCoord3011.xy, 1.0)));
(__24_alpha3023 *= step(0.5, __25_edge3024));
(__25_edge3024 = dot(_uedgeArray_S1_c0_c0_c0[3], vec3_ctor(_sk_FragCoord3011.xy, 1.0)));
(__24_alpha3023 *= step(0.5, __25_edge3024));
float4 _output_S13025 = (((vec4_ctor(__24_alpha3023) * __22_alpha3021) * __21_alpha3020) * __17_alpha3016);
{
(out_sk_FragColor = (_outputColor_S03012 * _output_S13025));
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColor�struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    noperspective 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
}
��DXBCl�B��j���MH!04L�lRDEF��<����RD11< ($|�$GlobalsDriverConstants���|� �(@���������_sk_RTAdjustfloat4����������� ��������80��������E8`���������<`��������dx_ViewAdjustdx_ViewCoordsfloat2�dx_ViewScaleclipControlOriginfloat���WclipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGND88TEXCOORD���OSGN�htttSV_PositionTEXCOORD���SHEX�PdjYF� YF� _2_�g� e� e� e� h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?6� 6� F6� F6� F>STAT�
��DXBCz�� �j��B����x��4�\�4RDEF��<���pRD11< ($|�$GlobalsDriverConstants���|���@����������<8��������\P<t����������������������������������������������������_u_skRTFlipfloat2��_uedgeArray_S1_c0_c0_c0float3�0_uedgeArray_S1_c0_c0���0_uinnerRect_S1_c0float4����_uradiusPlusHalf_S1_c0_uinnerRect_S1_uradiusPlusHalf_S1�������������0���������� ��������08���������=,L��������dx_ViewCoordsdx_FragCoordOffsetdx_DepthFront�0dx_ViewScaledx_Miscdword�EMicrosoft (R) HLSL Shader Compiler 10.1ISGN�htttSV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX�PgjYF� 
YF� d 2b �e� h6�@�?	2FF� �A2B� 
� "F� �"@?"@�?F� �
@?
@�?8"
F� �
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@�?8"
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 F� � "F� �8
 "F� � �F� �8
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8":	2��AF� 		��� �A	42�
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�:�A@�?8":	2��AF� 	R�� �A4R4
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�A
� 8
8� F>STAT�-'BPLG��t+911db897eaa2d9b7`ANGLE (NVIDIA, NVIDIA GeForce GT 730 (0x00001287) Direct3D11 vs_5_0 ps_5_0, D3D11-27.21.14.5671)��@������������������,,position
_upositionP�coverage
_ucoveragecolor_ucolorR�
localCoord_ulocalCoordP����������	������������������*����������sk_RTAdjust
umatrix_S1_c0uclamp_S1_c0_c0uTextureSampler_0_S1
_usk_RTAdjust_uumatrix_S1_c0_uuclamp_S1_c0_c0_uuTextureSampler_0_S1sk_FragColor_usk_FragColorR�@^����������������������������������������������������������������������������������������������������������������������������������������	struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD3;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float2 v1 : TEXCOORD1;
    noperspective float v2 : TEXCOORD2;
};
#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_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

// Attributes
static float2 _position = {0, 0};
static float _coverage = {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 float _vcoverage_S0 = {0};
static noperspective float2 _vTransformedCoords_3_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 = _vcolor_S0;
    output.v1 = _vTransformedCoords_3_S0;
    output.v2 = _vcoverage_S0;

    return output;
}

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

float2 t0 = _position, _position3011 = t0;
(_vcolor_S0 = _color);
(_vcoverage_S0 = _coverage);
(gl_Position = vec4_ctor(_position3011, 0.0, 1.0));
{
(_vTransformedCoords_3_S0 = mul(transpose(mat3x2_ctor(_umatrix_S1_c0)), 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);
}
8	struct PS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD3;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float2 v1 : TEXCOORD1;
    noperspective float v2 : TEXCOORD2;
};

#pragma warning( disable: 3556 3571 )
float4 vec4_ctor(float x0)
{
    return float4(x0, x0, x0, x0);
}
// Uniforms

uniform float4 _uclamp_S1_c0_c0 : register(c0);
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 float _vcoverage_S0 = {0};
static noperspective float2 _vTransformedCoords_3_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){
    _vcolor_S0 = input.v0;
    _vTransformedCoords_3_S0 = input.v1.xy;
    _vcoverage_S0 = input.v2.x;

float4 _outputColor_S03009 = _vcolor_S0;
float _coverage3010 = _vcoverage_S0;
float4 _outputCoverage_S03011 = vec4_ctor(_coverage3010);
float4 __8_input3012 = _outputColor_S03009;
float2 __9_inCoord3013 = _vTransformedCoords_3_S0;
float2 __10_subsetCoord3014 = {0, 0};
(__10_subsetCoord3014.x = __9_inCoord3013.x);
(__10_subsetCoord3014.y = __9_inCoord3013.y);
float2 __11_clampedCoord3015 = {0, 0};
(__11_clampedCoord3015.x = __10_subsetCoord3014.x);
(__11_clampedCoord3015.y = clamp(__10_subsetCoord3014.y, _uclamp_S1_c0_c0.y, _uclamp_S1_c0_c0.w));
float4 __12_textureColor3016 = gl_texture2D(_uTextureSampler_0_S1, __11_clampedCoord3015, -0.474999994);
(__8_input3012 = __12_textureColor3016);
float4 _output_S13017 = __8_input3012;
{
(out_sk_FragColor = ((1.0 - _output_S13017.w) * _outputCoverage_S03011));
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColor�struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD3;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float2 v1 : TEXCOORD1;
    noperspective float v2 : TEXCOORD2;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD3;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float2 v1 : TEXCOORD1;
    noperspective float 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; 
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
����@DXBC����CoW�~��	R�@4d���RDEF(�<����RD11< ($|�$GlobalsDriverConstants���|�P��@,��������P ,h��������_sk_RTAdjustfloat4%_umatrix_S1_c0float3x3_T,��������b x���������0x���������8����������<���������dx_ViewAdjustdx_ViewCoordsfloat2�pdx_ViewScaleclipControlOriginfloat����clipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGNthhhhTEXCOORD���OSGN������SV_PositionTEXCOORD���SHEXP�jYF� YF� _2__�_2g� e� e� e2 eB h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?�?6� 6� F6B @6� F6B 
62F F� F" F� F>STAT�	�HDXBC�8<�B�5�
h,uƃ�H4�Dx�RDEFh�<���@RD11< ($������
�samplers2D[0]textures2D[0]$Globals�������������_uclamp_S1_c0_c0float4Microsoft (R) HLSL Shader Compiler 10.1ISGN������SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX,PKjYF� Z`XpUUb 2b Be� h4� 3"
:� 6
J���CUF6y`@33�
�A@�?8� �>STAT�BPLG��~1911db897eaa2d9b7`ANGLE (NVIDIA, NVIDIA GeForce GT 730 (0x00001287) Direct3D11 vs_5_0 ps_5_0, D3D11-27.21.14.5671)��@������������������,,position
_upositionP�coverage
_ucoverage
localCoord_ulocalCoordP�	texSubset_utexSubsetR����������������������������*����������sk_RTAdjust
u_skRTFlip
ucircle_S1_c0uTextureSampler_0_S0
_usk_RTAdjust_uu_skRTFlip_uucircle_S1_c0_uuTextureSampler_0_S0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 float v2 : TEXCOORD2;
};
#pragma warning( disable: 3556 3571 )
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 float _coverage = {0};
static float2 _localCoord = {0, 0};
static float4 _texSubset = {0, 0, 0, 0};

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

// Varyings
static noperspective float2 _vlocalCoord_S0 = {0, 0};
static noperspective float4 _vtexSubset_S0 = {0, 0, 0, 0};
static noperspective float _vcoverage_S0 = {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 = _vtexSubset_S0;
    output.v1 = _vlocalCoord_S0;
    output.v2 = _vcoverage_S0;

    return output;
}

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

float2 t0 = _position, _position3010 = t0;
(_vlocalCoord_S0 = _localCoord);
(_vtexSubset_S0 = _texSubset);
(_vcoverage_S0 = _coverage);
(gl_Position = vec4_ctor(_position3010, 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 : TEXCOORD3;
    float4 gl_FragCoord : TEXCOORD4;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float2 v1 : TEXCOORD1;
    noperspective float v2 : TEXCOORD2;
};

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

uniform float2 _u_skRTFlip : register(c0);
uniform float4 _ucircle_S1_c0 : register(c1);
static const uint _uTextureSampler_0_S0 = 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 _vlocalCoord_S0 = {0, 0};
static noperspective float4 _vtexSubset_S0 = {0, 0, 0, 0};
static noperspective float _vcoverage_S0 = {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
@@ 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;
    _vtexSubset_S0 = input.v0;
    _vlocalCoord_S0 = input.v1.xy;
    _vcoverage_S0 = input.v2.x;

float4 _sk_FragCoord3009 = vec4_ctor(gl_FragCoord.x, (_u_skRTFlip.x + (_u_skRTFlip.y * gl_FragCoord.y)), gl_FragCoord.z, gl_FragCoord.w);
float4 _outputColor_S03010 = {1.0, 1.0, 1.0, 1.0};
float2 _texCoord3011 = _vlocalCoord_S0;
float4 _subset3012 = _vtexSubset_S0;
(_texCoord3011 = clamp(_texCoord3011, _subset3012.xy, _subset3012.zw));
(_outputColor_S03010 = gl_texture2D(_uTextureSampler_0_S0, _texCoord3011, -0.474999994));
float _coverage3013 = _vcoverage_S0;
float4 _outputCoverage_S03014 = vec4_ctor(_coverage3013);
float __3_d3015 = ((1.0 - length(((_ucircle_S1_c0.xy - _sk_FragCoord3009.xy) * _ucircle_S1_c0.w))) * _ucircle_S1_c0.z);
float4 _output_S13016 = (_outputCoverage_S03014 * vec4_ctor(clamp(__3_d3015, 0.0, 1.0)));
{
(out_sk_FragColor = (_outputColor_S03010 * _output_S13016));
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColormstruct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD3;
    float4 gl_FragCoord : TEXCOORD4;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float2 v1 : TEXCOORD1;
    noperspective float 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 float 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
}
�����DXBC
$0��&+���D�p�4|4$RDEF��<����RD11< ($|�$GlobalsDriverConstants���|� �(@���������_sk_RTAdjustfloat4����������� ��������80��������E8`���������<`��������dx_ViewAdjustdx_ViewCoordsfloat2�dx_ViewScaleclipControlOriginfloat���WclipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGNthhhhTEXCOORD���OSGN�������SV_PositionTEXCOORD���SHEX�PzjYF� YF� _2__2_�g� e� e� e� e2 eB h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?6� 6� F6� F6� F62 F6B 
>STAT�
��DXBCf���C����G�TK6X)�4���$RDEF��<����RD11< ($������
��samplers2D[0]textures2D[0]$GlobalsDriverConstants����$ ��`t�������������������_u_skRTFlipfloat2��_ucircle_S1_c0float4��������������0���������� ��������48���������A,P��������t@ l��������dx_ViewCoordsdx_FragCoordOffsetdx_DepthFrontfloat3��dx_ViewScaledx_Miscdword�IsamplerMetadataSamplerMetadatabaseLevelint���wrapModespaddingint2��intBorderColorint4������<�Microsoft (R) HLSL Shader Compiler 10.1ISGN�������SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX<P�jYF� YF� Z`XpUUd 2b �b 2b Be� h	2FF� �A2B� 
� 	2��AF� 82F�� FFK

�A@�?8 
*� 8
*4b3bV�J���CU��F~`@33�8� F>STAT�BPLG���+911db897eaa2d9b7`ANGLE (NVIDIA, NVIDIA GeForce GT 730 (0x00001287) Direct3D11 vs_5_0 ps_5_0, D3D11-27.21.14.5671)��@������������������,,
inPosition_uinPositionP�inColor	_uinColorR�inCircleEdge_uinCircleEdgeR����������������������������sk_RTAdjust
u_skRTFlip
ucircle_S1_c0
_usk_RTAdjust_uu_skRTFlip_uucircle_S1_c0�����sk_FragColor_usk_FragColorR�@����������������������������������������������������������������������������������������������������������������������2struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 gl_FragCoord : TEXCOORD3;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float4 v1 : TEXCOORD1;
};
#pragma warning( disable: 3556 3571 )
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 _inPosition = {0, 0};
static float4 _inColor = {0, 0, 0, 0};
static float4 _inCircleEdge = {0, 0, 0, 0};

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

// Varyings
static noperspective float4 _vinCircleEdge_S0 = {0, 0, 0, 0};
static noperspective float4 _vinColor_S0 = {0, 0, 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 = _vinCircleEdge_S0;
    output.v1 = _vinColor_S0;

    return output;
}

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

(_vinCircleEdge_S0 = _inCircleEdge);
(_vinColor_S0 = _inColor);
float2 __tmp_0_inPosition3009 = _inPosition;
(gl_Position = vec4_ctor(__tmp_0_inPosition3009, 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 float4 v1 : TEXCOORD1;
};

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

uniform float2 _u_skRTFlip : register(c0);
uniform float4 _ucircle_S1_c0 : 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

// Varyings
static noperspective float4 _vinCircleEdge_S0 = {0, 0, 0, 0};
static noperspective float4 _vinColor_S0 = {0, 0, 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;
    _vinCircleEdge_S0 = input.v0;
    _vinColor_S0 = input.v1;

float4 _sk_FragCoord3007 = vec4_ctor(gl_FragCoord.x, (_u_skRTFlip.x + (_u_skRTFlip.y * gl_FragCoord.y)), gl_FragCoord.z, gl_FragCoord.w);
float4 _circleEdge3008 = _vinCircleEdge_S0;
float4 _outputColor_S03009 = _vinColor_S0;
float _d3010 = length(_circleEdge3008.xy);
float _distanceToOuterEdge3011 = (_circleEdge3008.z * (1.0 - _d3010));
float _edgeAlpha3012 = clamp(_distanceToOuterEdge3011, 0.0, 1.0);
float _distanceToInnerEdge3013 = (_circleEdge3008.z * (_d3010 - _circleEdge3008.w));
float _innerAlpha3014 = clamp(_distanceToInnerEdge3013, 0.0, 1.0);
(_edgeAlpha3012 *= _innerAlpha3014);
float4 _outputCoverage_S03015 = vec4_ctor(_edgeAlpha3012);
float __3_d3016 = ((1.0 - length(((_ucircle_S1_c0.xy - _sk_FragCoord3007.xy) * _ucircle_S1_c0.w))) * _ucircle_S1_c0.z);
float4 _output_S13017 = (_outputCoverage_S03015 * vec4_ctor(clamp(__3_d3016, 0.0, 1.0)));
{
(out_sk_FragColor = (_outputColor_S03009 * _output_S13017));
}
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 float4 v1 : TEXCOORD1;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 gl_FragCoord : TEXCOORD3;
    noperspective float4 v0 : TEXCOORD0;
    noperspective 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; 
    output.gl_FragCoord = input.gl_FragCoord;
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
���dDXBC�m߷��k��Ľu�d4d�RDEF��<����RD11< ($|�$GlobalsDriverConstants���|� �(@���������_sk_RTAdjustfloat4����������� ��������80��������E8`���������<`��������dx_ViewAdjustdx_ViewCoordsfloat2�dx_ViewScaleclipControlOriginfloat���WclipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGN\PPPTEXCOORD���OSGN������SV_PositionTEXCOORD���SHEX�PojYF� YF� _2_�_�g� e� e� e� e� h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?6� 6� F6� F6� F6� F>STAT��DXBC҃F#ҳ,��0�C4T�(�RDEF�<����RD11< ($|�$GlobalsDriverConstants���|� ��@,��������Ph��������_u_skRTFlipfloat2�$_ucircle_S1_c0float4��_Th��������b0,��������u ����������8,���������,���������dx_ViewCoordsdx_FragCoordOffsetdx_DepthFrontfloat3���dx_ViewScaledx_Miscdword��Microsoft (R) HLSL Shader Compiler 10.1ISGN������SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEXPP�jYF� YF� d 2b �b �e� h	2FF� �A2B� 
� 	2��AF� 82F�� FFK

�A@�?8 
*� "FFK"B�A@�?":�A8 bV�8"*8
8� F>STAT�BPLG���/911db897eaa2d9b7`ANGLE (NVIDIA, NVIDIA GeForce GT 730 (0x00001287) Direct3D11 vs_5_0 ps_5_0, D3D11-27.21.14.5671)��@������������������,,position
_upositionP�color_ucolorR�������������������������������������������������������sk_RTAdjusturadiusPlusHalf_S1_c0
u_skRTFlipuinnerRect_S1_c0
uinnerRect_S1uinvRadiiLTRB_S1
_usk_RTAdjust_uuradiusPlusHalf_S1_c0_uu_skRTFlip_uuinnerRect_S1_c0_uuinnerRect_S1_uuinvRadiiLTRB_S1sk_FragColor_usk_FragColorR�@��������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
};
#pragma warning( disable: 3556 3571 )
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 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};

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;

    return output;
}

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

(_vcolor_S0 = _color);
(gl_Position = vec4_ctor(_position, 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;
    float4 gl_FragCoord : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
};

#pragma warning( disable: 3556 3571 )
float2 vec2_ctor(float x0, float x1)
{
    return float2(x0, x1);
}
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);
}
// Uniforms

uniform float2 _u_skRTFlip : register(c0);
uniform float4 _uinnerRect_S1_c0 : register(c1);
uniform float2 _uradiusPlusHalf_S1_c0 : register(c2);
uniform float4 _uinnerRect_S1 : register(c3);
uniform float4 _uinvRadiiLTRB_S1 : register(c4);
#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 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;

float4 _sk_FragCoord3009 = vec4_ctor(gl_FragCoord.x, (_u_skRTFlip.x + (_u_skRTFlip.y * gl_FragCoord.y)), gl_FragCoord.z, gl_FragCoord.w);
float4 _outputColor_S03010 = _vcolor_S0;
float2 __5_dxy03011 = (_uinnerRect_S1.xy - _sk_FragCoord3009.xy);
float2 __6_dxy13012 = (_sk_FragCoord3009.xy - _uinnerRect_S1.zw);
float2 __7_dxy3013 = max(max(__5_dxy03011, __6_dxy13012), 0.0);
float2 __8_Z3014 = max(max((__5_dxy03011 * _uinvRadiiLTRB_S1.xy), (__6_dxy13012 * _uinvRadiiLTRB_S1.zw)), 0.0);
float __9_implicit3015 = (dot(__8_Z3014, __7_dxy3013) - 1.0);
float __10_grad_dot3016 = (4.0 * dot(__8_Z3014, __8_Z3014));
(__10_grad_dot3016 = max(__10_grad_dot3016, 9.99999975e-05));
float __11_approx_dist3017 = (__9_implicit3015 * rsqrt(__10_grad_dot3016));
float __12_alpha3018 = clamp((0.5 + __11_approx_dist3017), 0.0, 1.0);
float __13_dx03019 = (_uinnerRect_S1_c0.x - _sk_FragCoord3009.x);
float2 __14_dxy13020 = (_sk_FragCoord3009.xy - _uinnerRect_S1_c0.zw);
float2 __15_dxy3021 = max(vec2_ctor(max(__13_dx03019, __14_dxy13020.x), __14_dxy13020.y), 0.0);
float __16_topAlpha3022 = clamp((_sk_FragCoord3009.y - _uinnerRect_S1_c0.y), 0.0, 1.0);
float __17_alpha3023 = (__16_topAlpha3022 * clamp((_uradiusPlusHalf_S1_c0.x - length(__15_dxy3021)), 0.0, 1.0));
float4 _output_S13024 = (vec4_ctor(__17_alpha3023) * __12_alpha3018);
{
(out_sk_FragColor = (_outputColor_S03010 * _output_S13024));
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColor�struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    noperspective 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
}
��DXBCl�B��j���MH!04L�lRDEF��<����RD11< ($|�$GlobalsDriverConstants���|� �(@���������_sk_RTAdjustfloat4����������� ��������80��������E8`���������<`��������dx_ViewAdjustdx_ViewCoordsfloat2�dx_ViewScaleclipControlOriginfloat���WclipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGND88TEXCOORD���OSGN�htttSV_PositionTEXCOORD���SHEX�PdjYF� YF� _2_�g� e� e� e� h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?6� 6� F6� F6� F>STAT�
�4	DXBCa9*�۸�x����/�4	4���RDEF��<����RD11< ($|�$GlobalsDriverConstants���|�P�@@�������������������� ���������0���������.@���������_u_skRTFlipfloat2��_uinnerRect_S1_c0float4����_uradiusPlusHalf_S1_c0_uinnerRect_S1_uinvRadiiLTRB_S1���������0���������) @��������d8���������q,���������dx_ViewCoordsdx_FragCoordOffsetdx_DepthFrontfloat3��7dx_ViewScaledx_Miscdword�yMicrosoft (R) HLSL Shader Compiler 10.1ISGN�htttSV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX�P�jYF� YF� d 2b �e� h	2FF� �A2B� 
� 	��A� 82�F� 	��� �A	��V� �A	
�A
� 4"*
4
RV@6 
��K
 	
�A
� 8

82�
� 4bV�4
bV@42FF4
2F@"F�BFF8B*@�@4B*@��8DB*"@��2 	"*@?8
8� F>STAT�BPLG���.911db897eaa2d9b7`ANGLE (NVIDIA, NVIDIA GeForce GT 730 (0x00001287) Direct3D11 vs_5_0 ps_5_0, D3D11-27.21.14.5671)��@������������������,,
inPosition_uinPositionP�inColor	_uinColorR�inCircleEdge_uinCircleEdgeR�������������������������������������sk_RTAdjust
u_skRTFlip
uinnerRect_S1uinvRadiiLTRB_S1
_usk_RTAdjust_uu_skRTFlip_uuinnerRect_S1_uuinvRadiiLTRB_S1sk_FragColor_usk_FragColorR�@������������������������������������������������������������������������������������������������������������������������������������������2struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 gl_FragCoord : TEXCOORD3;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float4 v1 : TEXCOORD1;
};
#pragma warning( disable: 3556 3571 )
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 _inPosition = {0, 0};
static float4 _inColor = {0, 0, 0, 0};
static float4 _inCircleEdge = {0, 0, 0, 0};

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

// Varyings
static noperspective float4 _vinCircleEdge_S0 = {0, 0, 0, 0};
static noperspective float4 _vinColor_S0 = {0, 0, 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 = _vinCircleEdge_S0;
    output.v1 = _vinColor_S0;

    return output;
}

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

(_vinCircleEdge_S0 = _inCircleEdge);
(_vinColor_S0 = _inColor);
float2 __tmp_0_inPosition3008 = _inPosition;
(gl_Position = vec4_ctor(__tmp_0_inPosition3008, 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 float4 v1 : TEXCOORD1;
};

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

uniform float2 _u_skRTFlip : register(c0);
uniform float4 _uinnerRect_S1 : register(c1);
uniform float4 _uinvRadiiLTRB_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

// Varyings
static noperspective float4 _vinCircleEdge_S0 = {0, 0, 0, 0};
static noperspective float4 _vinColor_S0 = {0, 0, 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;
    _vinCircleEdge_S0 = input.v0;
    _vinColor_S0 = input.v1;

float4 _sk_FragCoord3008 = vec4_ctor(gl_FragCoord.x, (_u_skRTFlip.x + (_u_skRTFlip.y * gl_FragCoord.y)), gl_FragCoord.z, gl_FragCoord.w);
float4 _circleEdge3009 = _vinCircleEdge_S0;
float4 _outputColor_S03010 = _vinColor_S0;
float _d3011 = length(_circleEdge3009.xy);
float _distanceToOuterEdge3012 = (_circleEdge3009.z * (1.0 - _d3011));
float _edgeAlpha3013 = clamp(_distanceToOuterEdge3012, 0.0, 1.0);
float4 _outputCoverage_S03014 = vec4_ctor(_edgeAlpha3013);
float2 __0_dxy03015 = (_uinnerRect_S1.xy - _sk_FragCoord3008.xy);
float2 __1_dxy13016 = (_sk_FragCoord3008.xy - _uinnerRect_S1.zw);
float2 __2_dxy3017 = max(max(__0_dxy03015, __1_dxy13016), 0.0);
float2 __3_Z3018 = max(max((__0_dxy03015 * _uinvRadiiLTRB_S1.xy), (__1_dxy13016 * _uinvRadiiLTRB_S1.zw)), 0.0);
float __4_implicit3019 = (dot(__3_Z3018, __2_dxy3017) - 1.0);
float __5_grad_dot3020 = (4.0 * dot(__3_Z3018, __3_Z3018));
(__5_grad_dot3020 = max(__5_grad_dot3020, 9.99999975e-05));
float __6_approx_dist3021 = (__4_implicit3019 * rsqrt(__5_grad_dot3020));
float __7_alpha3022 = clamp((0.5 - __6_approx_dist3021), 0.0, 1.0);
float4 _output_S13023 = (_outputCoverage_S03014 * __7_alpha3022);
{
(out_sk_FragColor = (_outputColor_S03010 * _output_S13023));
}
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 float4 v1 : TEXCOORD1;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 gl_FragCoord : TEXCOORD3;
    noperspective float4 v0 : TEXCOORD0;
    noperspective 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; 
    output.gl_FragCoord = input.gl_FragCoord;
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
���dDXBC�m߷��k��Ľu�d4d�RDEF��<����RD11< ($|�$GlobalsDriverConstants���|� �(@���������_sk_RTAdjustfloat4����������� ��������80��������E8`���������<`��������dx_ViewAdjustdx_ViewCoordsfloat2�dx_ViewScaleclipControlOriginfloat���WclipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGN\PPPTEXCOORD���OSGN������SV_PositionTEXCOORD���SHEX�PojYF� YF� _2_�_�g� e� e� e� e� h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?6� 6� F6� F6� F6� F>STAT�� DXBC{{PbЭ�!���O]y� 4�0d�RDEFT�<���,RD11< ($|�$GlobalsDriverConstants���|�0��@@T��������x���������� ���������_u_skRTFlipfloat2�L_uinnerRect_S1float4���_uinvRadiiLTRB_S1�������������0T��������� ����������8T���������,��������dx_ViewCoordsdx_FragCoordOffsetdx_DepthFrontfloat3���dx_ViewScaledx_Miscdword�Microsoft (R) HLSL Shader Compiler 10.1ISGN������SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEXP�jYF� YF� d 2b rb �e� h	2FF� �A2B� 
� 	��A� 	R�� �A42��8�F&� 42��4
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8� F>STAT�BPLG��.&911db897eaa2d9b7`ANGLE (NVIDIA, NVIDIA GeForce GT 730 (0x00001287) Direct3D11 vs_5_0 ps_5_0, D3D11-27.21.14.5671)��@������������������,,
inPosition_uinPositionP�inColor	_uinColorR�inEllipseOffset_uinEllipseOffsetP�inEllipseRadii_uinEllipseRadiiR����������sk_RTAdjust
_usk_RTAdjustsk_FragColor_usk_FragColorR�@���������������������������������������������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD3;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float4 v1 : TEXCOORD1;
    noperspective float2 v2 : TEXCOORD2;
};
#pragma warning( disable: 3556 3571 )
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 _inPosition = {0, 0};
static float4 _inColor = {0, 0, 0, 0};
static float2 _inEllipseOffset = {0, 0};
static float4 _inEllipseRadii = {0, 0, 0, 0};

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

// Varyings
static noperspective float2 _vEllipseOffsets_S0 = {0, 0};
static noperspective float4 _vEllipseRadii_S0 = {0, 0, 0, 0};
static noperspective float4 _vinColor_S0 = {0, 0, 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 = _vEllipseRadii_S0;
    output.v1 = _vinColor_S0;
    output.v2 = _vEllipseOffsets_S0;

    return output;
}

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

(_vEllipseOffsets_S0 = _inEllipseOffset);
(_vEllipseRadii_S0 = _inEllipseRadii);
(_vinColor_S0 = _inColor);
float2 __tmp_0_inPosition3010 = _inPosition;
(gl_Position = vec4_ctor(__tmp_0_inPosition3010, 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);
}
zstruct PS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD3;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float4 v1 : TEXCOORD1;
    noperspective float2 v2 : TEXCOORD2;
};

#pragma warning( disable: 3556 3571 )
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 noperspective float2 _vEllipseOffsets_S0 = {0, 0};
static noperspective float4 _vEllipseRadii_S0 = {0, 0, 0, 0};
static noperspective float4 _vinColor_S0 = {0, 0, 0, 0};

static float4 out_sk_FragColor = {0, 0, 0, 0};

cbuffer DriverConstants : register(b1)
{
    uint dx_Misc : packoffset(c2.w);
};

@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){
    _vEllipseRadii_S0 = input.v0;
    _vinColor_S0 = input.v1;
    _vEllipseOffsets_S0 = input.v2.xy;

float4 _outputColor_S03006 = _vinColor_S0;
float2 _offset3007 = _vEllipseOffsets_S0;
(_offset3007 *= _vEllipseRadii_S0.xy);
float _test3008 = (dot(_offset3007, _offset3007) - 1.0);
float2 _grad3009 = ((2.0 * _offset3007) * _vEllipseRadii_S0.xy);
float _grad_dot3010 = dot(_grad3009, _grad3009);
(_grad_dot3010 = max(_grad_dot3010, 1.17549996e-38));
float _invlen3011 = rsqrt(_grad_dot3010);
float _edgeAlpha3012 = clamp((0.5 - (_test3008 * _invlen3011)), 0.0, 1.0);
(_offset3007 = (_vEllipseOffsets_S0 * _vEllipseRadii_S0.zw));
(_test3008 = (dot(_offset3007, _offset3007) - 1.0));
(_grad3009 = ((2.0 * _offset3007) * _vEllipseRadii_S0.zw));
(_grad_dot3010 = dot(_grad3009, _grad3009));
(_invlen3011 = rsqrt(_grad_dot3010));
(_edgeAlpha3012 *= clamp((0.5 + (_test3008 * _invlen3011)), 0.0, 1.0));
float4 _outputCoverage_S03013 = vec4_ctor(_edgeAlpha3012);
{
(out_sk_FragColor = (_outputColor_S03006 * _outputCoverage_S03013));
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColor�struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD3;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float4 v1 : TEXCOORD1;
    noperspective float2 v2 : TEXCOORD2;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD3;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float4 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; 
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
�����DXBCJ�elf��3U�Q�7Km�4|�RDEF��<����RD11< ($|�$GlobalsDriverConstants���|� �(@���������_sk_RTAdjustfloat4����������� ��������80��������E8`���������<`��������dx_ViewAdjustdx_ViewCoordsfloat2�dx_ViewScaleclipControlOriginfloat���WclipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGNthhhhTEXCOORD���OSGN������SV_PositionTEXCOORD���SHEX�PtjYF� YF� _2_�_2_�g� e� e� e� e2 h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?6� 6� F6B @6� F6� F62 F>STAT�	�DXBC�E����e�nY��@�4�@txRDEFd<���<RD11< ($Microsoft (R) HLSL Shader Compiler 10.1ISGN������SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX�Pjb �b �b 2e� h8�FF8�FF�FFFF"�
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8� F>STAT�BPLG���2911db897eaa2d9b7`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_S1uradiusPlusHalf_S2
u_skRTFlip
uinnerRect_S2uTextureSampler_0_S1
_usk_RTAdjust_uumatrix_S1_uuradiusPlusHalf_S2_uu_skRTFlip_uuinnerRect_S2_uuTextureSampler_0_S1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 )
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.gl_FragCoord = gl_Position;
    output.v0 = _vcolor_S0;
    output.v1 = _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);
}
�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 )
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);
}
// Uniforms

uniform float2 _u_skRTFlip : register(c0);
uniform float4 _uinnerRect_S2 : register(c1);
uniform float2 _uradiusPlusHalf_S2 : register(c2);
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 _vTransformedCoords_2_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
@@ 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;
    _vTransformedCoords_2_S0 = input.v1.xy;

float4 _sk_FragCoord3010 = vec4_ctor(gl_FragCoord.x, (_u_skRTFlip.x + (_u_skRTFlip.y * gl_FragCoord.y)), gl_FragCoord.z, gl_FragCoord.w);
float4 _outputColor_S03011 = _vcolor_S0;
float4 _output_S13012 = gl_texture2D(_uTextureSampler_0_S1, _vTransformedCoords_2_S0, -0.474999994).xxxx;
float __0_dx03013 = (_uinnerRect_S2.x - _sk_FragCoord3010.x);
float2 __1_dxy13014 = (_sk_FragCoord3010.xy - _uinnerRect_S2.zw);
float2 __2_dxy3015 = max(vec2_ctor(max(__0_dx03013, __1_dxy13014.x), __1_dxy13014.y), 0.0);
float __3_topAlpha3016 = clamp((_sk_FragCoord3010.y - _uinnerRect_S2.y), 0.0, 1.0);
float __4_alpha3017 = (__3_topAlpha3016 * clamp((_uradiusPlusHalf_S2.x - length(__2_dxy3015)), 0.0, 1.0));
(__4_alpha3017 = (1.0 - __4_alpha3017));
float4 _output_S23018 = (_output_S13012 * __4_alpha3017);
{
(out_sk_FragColor = (_outputColor_S03011 * _output_S23018));
}
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*����t~뻢H��~4d�h�RDEF(�<����RD11< ($|�$GlobalsDriverConstants���|�P��@,��������P ,h��������_sk_RTAdjustfloat4%_umatrix_S1float3x3���\T,��������b x���������0x���������8����������<���������dx_ViewAdjustdx_ViewCoordsfloat2�pdx_ViewScaleclipControlOriginfloat����clipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGN\PPPTEXCOORD���OSGN������SV_PositionTEXCOORD���SHEXP�jYF� YF� _2_�_2g� e� e� e� e2 h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?6� 6� F6� F6� F62F6B@�? F� F" F� F>STAT��	DXBC͡�Z�	gʋG5q�Ɛ	40�lRDEF��<����RD11< ($������
��samplers2D[0]textures2D[0]$GlobalsDriverConstants����$0�$`�������������������� ���������_u_skRTFlipfloat2��_uinnerRect_S2float4���_uradiusPlusHalf_S2���������"0���������5 L��������p8���������},����������@ ���������dx_ViewCoordsdx_FragCoordOffsetdx_DepthFrontfloat3��Cdx_ViewScaledx_Miscdword��samplerMetadataSamplerMetadatabaseLevelint���wrapModespaddingint2�intBorderColorint4O���@Tx�Microsoft (R) HLSL Shader Compiler 10.1ISGN������SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX`P�jYF� YF� Z`XpUUd 2b �b 2e� h	2FF� �A	�
�A
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� 	��V� �A4":*4
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@�?J���CU"F~`@33�8
8� F>STAT�BPLG��h5911db897eaa2d9b7`ANGLE (NVIDIA, NVIDIA GeForce GT 730 (0x00001287) Direct3D11 vs_5_0 ps_5_0, D3D11-27.21.14.5671)��@������������������,,position
_upositionP�color_ucolorR����������������������������������������������������������������sk_RTAdjustuedgeArray_S1_c0_c0[0]
u_skRTFlipuinnerRect_S1_c0uinvRadiiXY_S1_c0
uinnerRect_S1uinvRadiiXY_S1
_usk_RTAdjust_uuedgeArray_S1_c0_c0[0]_uu_skRTFlip_uuinnerRect_S1_c0_uuinvRadiiXY_S1_c0_uuinnerRect_S1_uuinvRadiiXY_S1
sk_FragColor_usk_FragColorR�@����������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
};
#pragma warning( disable: 3556 3571 )
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 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};

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;

    return output;
}

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

(_vcolor_S0 = _color);
(gl_Position = vec4_ctor(_position, 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;
    float4 gl_FragCoord : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
};

#pragma warning( disable: 3556 3571 )
float3 vec3_ctor(float2 x0, float x1)
{
    return float3(x0, x1);
}
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);
}
// Uniforms

uniform float2 _u_skRTFlip : register(c0);
uniform float3 _uedgeArray_S1_c0_c0[4] : register(c1);
uniform float4 _uinnerRect_S1_c0 : register(c5);
uniform float2 _uinvRadiiXY_S1_c0 : register(c6);
uniform float4 _uinnerRect_S1 : register(c7);
uniform float2 _uinvRadiiXY_S1 : register(c8);
#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 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;

float4 _sk_FragCoord3010 = vec4_ctor(gl_FragCoord.x, (_u_skRTFlip.x + (_u_skRTFlip.y * gl_FragCoord.y)), gl_FragCoord.z, gl_FragCoord.w);
float4 _outputColor_S03011 = _vcolor_S0;
float2 __12_dxy03012 = (_uinnerRect_S1.xy - _sk_FragCoord3010.xy);
float2 __13_dxy13013 = (_sk_FragCoord3010.xy - _uinnerRect_S1.zw);
float2 __14_dxy3014 = max(max(__12_dxy03012, __13_dxy13013), 0.0);
float2 __15_Z3015 = (__14_dxy3014 * _uinvRadiiXY_S1);
float __16_implicit3016 = (dot(__15_Z3015, __14_dxy3014) - 1.0);
float __17_grad_dot3017 = (4.0 * dot(__15_Z3015, __15_Z3015));
(__17_grad_dot3017 = max(__17_grad_dot3017, 9.99999975e-05));
float __18_approx_dist3018 = (__16_implicit3016 * rsqrt(__17_grad_dot3017));
float __19_alpha3019 = clamp((0.5 - __18_approx_dist3018), 0.0, 1.0);
float2 __20_dxy03020 = (_uinnerRect_S1_c0.xy - _sk_FragCoord3010.xy);
float2 __21_dxy13021 = (_sk_FragCoord3010.xy - _uinnerRect_S1_c0.zw);
float2 __22_dxy3022 = max(max(__20_dxy03020, __21_dxy13021), 0.0);
float2 __23_Z3023 = (__22_dxy3022 * _uinvRadiiXY_S1_c0);
float __24_implicit3024 = (dot(__23_Z3023, __22_dxy3022) - 1.0);
float __25_grad_dot3025 = (4.0 * dot(__23_Z3023, __23_Z3023));
(__25_grad_dot3025 = max(__25_grad_dot3025, 9.99999975e-05));
float __26_approx_dist3026 = (__24_implicit3024 * rsqrt(__25_grad_dot3025));
float __27_alpha3027 = clamp((0.5 + __26_approx_dist3026), 0.0, 1.0);
float __28_alpha3028 = {1.0};
float __29_edge3029 = dot(_uedgeArray_S1_c0_c0[0], vec3_ctor(_sk_FragCoord3010.xy, 1.0));
(__28_alpha3028 *= step(0.5, __29_edge3029));
(__29_edge3029 = dot(_uedgeArray_S1_c0_c0[1], vec3_ctor(_sk_FragCoord3010.xy, 1.0)));
(__28_alpha3028 *= step(0.5, __29_edge3029));
(__29_edge3029 = dot(_uedgeArray_S1_c0_c0[2], vec3_ctor(_sk_FragCoord3010.xy, 1.0)));
(__28_alpha3028 *= step(0.5, __29_edge3029));
(__29_edge3029 = dot(_uedgeArray_S1_c0_c0[3], vec3_ctor(_sk_FragCoord3010.xy, 1.0)));
(__28_alpha3028 *= step(0.5, __29_edge3029));
float4 _output_S13030 = ((vec4_ctor(__28_alpha3028) * __27_alpha3027) * __19_alpha3019);
{
(out_sk_FragColor = (_outputColor_S03011 * _output_S13030));
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColor�struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    noperspective 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
}
��DXBCl�B��j���MH!04L�lRDEF��<����RD11< ($|�$GlobalsDriverConstants���|� �(@���������_sk_RTAdjustfloat4����������� ��������80��������E8`���������<`��������dx_ViewAdjustdx_ViewCoordsfloat2�dx_ViewScaleclipControlOriginfloat���WclipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGND88TEXCOORD���OSGN�htttSV_PositionTEXCOORD���SHEX�PdjYF� YF� _2_�g� e� e� e� h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?6� 6� F6� F6� F>STAT�
�tDXBC!U���P����U�t4d� �
RDEF(�<���RD11< ($|�$GlobalsDriverConstants���|����@�����������<��������0PL��������p`����������pL�������������������_u_skRTFlipfloat2��_uedgeArray_S1_c0_c0float3_uinnerRect_S1_c0float4���B_uinvRadiiXY_S1_c0_uinnerRect_S1_uinvRadiiXY_S1��lL��������z0���������� ����������8����������,���������dx_ViewCoordsdx_FragCoordOffsetdx_DepthFront�dx_ViewScaledx_Miscdword��Microsoft (R) HLSL Shader Compiler 10.1ISGN�htttSV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX�PljYF� 	YF� d 2b �e� h6�@�?	2FF� �A2B� 
� "F� �"@?"@�?F� �
@?
@�?8"
F� ��F� ��:@?�:@�?
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@�?8"
8":	2��AF� 	��� �A42�
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@��8D
�:@��2 	�:
@?8":	2��AF� 	R�� �A4R4
R@82�F� F�BFF8B*@�@4B*@��8DB*
@��2 

�A*@?8
8� F>STAT�.(BPLG���6911db897eaa2d9b7`ANGLE (NVIDIA, NVIDIA GeForce GT 730 (0x00001287) Direct3D11 vs_5_0 ps_5_0, D3D11-27.21.14.5671)��@������������������,,
inPosition_uinPositionP�inColor	_uinColorR�inTextureCoords_uinTextureCoordsƍ������������������������������������	���������*����������*����������sk_RTAdjustuAtlasSizeInv_S0ucoverageInvert_S1
u_skRTFlip
umatrix_S1_c0uTextureSampler_0_S0uTextureSampler_0_S1
_usk_RTAdjust_uuAtlasSizeInv_S0_uucoverageInvert_S1_uu_skRTFlip_uumatrix_S1_c0_uuTextureSampler_0_S0_uuTextureSampler_0_S1sk_FragColor_usk_FragColorR�@fsSecondaryColorOut_ufsSecondaryColorOutR�@^�^��������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������	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 )
float float_ctor_int(int x0)
{
    return float(x0);
}
float float_ctor_uint(uint x0)
{
    return float(x0);
}
float2 vec2_ctor(float x0, float x1)
{
    return float2(x0, x1);
}
float4 vec4_ctor(float2 x0, float x1, float x2)
{
    return float4(x0, x1, x2);
}
// Uniforms

uniform float4 _sk_RTAdjust : register(c1);
uniform float2 _uAtlasSizeInv_S0 : 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 _inPosition = {0, 0};
static float4 _inColor = {0, 0, 0, 0};
static uint2 _inTextureCoords = {0, 0};

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

// Varyings
static noperspective float2 _vTextureCoords_S0 = {0, 0};
static noperspective float _vTexIndex_S0 = {0};
static noperspective float4 _vinColor_S0 = {0, 0, 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 = _vinColor_S0;
    output.v1 = _vTextureCoords_S0;

    return output;
}

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

int _texIdx3010 = {0};
float2 _unormTexCoords3011 = vec2_ctor(float_ctor_uint(_inTextureCoords.x), float_ctor_uint(_inTextureCoords.y));
(_vTextureCoords_S0 = (_unormTexCoords3011 * _uAtlasSizeInv_S0));
(_vTexIndex_S0 = float_ctor_int(_texIdx3010));
(_vinColor_S0 = _inColor);
(gl_Position = vec4_ctor(_inPosition, 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 )
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, float x1, float x2, float x3)
{
    return float4(x0, x1, x2, x3);
}
// Uniforms

uniform float2 _u_skRTFlip : register(c0);
uniform float3x3 _umatrix_S1_c0 : register(c1);
uniform float2 _ucoverageInvert_S1 : register(c4);
static const uint _uTextureSampler_0_S0 = 0;
static const uint _uTextureSampler_0_S1 = 1;
uniform Texture2D<float4> textures2D[2] : register(t0);
uniform SamplerState samplers2D[2] : 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 _vTextureCoords_S0 = {0, 0};
static noperspective float4 _vinColor_S0 = {0, 0, 0, 0};

static float4 out_sk_FragColor = {0, 0, 0, 0};
static float4 out_fsSecondaryColorOut = {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[2] : 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
@@ 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;
    _vinColor_S0 = input.v0;
    _vTextureCoords_S0 = input.v1.xy;

float4 _sk_FragCoord3012 = vec4_ctor(gl_FragCoord.x, (_u_skRTFlip.x + (_u_skRTFlip.y * gl_FragCoord.y)), gl_FragCoord.z, gl_FragCoord.w);
float4 _outputColor_S03013 = _vinColor_S0;
float4 _texColor3014 = gl_texture2D(_uTextureSampler_0_S0, _vTextureCoords_S0, -0.474999994);
float4 _outputCoverage_S03015 = _texColor3014;
float __0_coverage3016 = {0.0};
{
(__0_coverage3016 = gl_texture2D(_uTextureSampler_0_S1, mul(transpose(mat3x2_ctor(_umatrix_S1_c0)), vec3_ctor(_sk_FragCoord3012.xy, 1.0)), -0.474999994).x);
}
(__0_coverage3016 = ((__0_coverage3016 * _ucoverageInvert_S1.x) + _ucoverageInvert_S1.y));
float4 _output_S13017 = (_outputCoverage_S03015 * __0_coverage3016);
{
(_output_S13017.w = max(max(_output_S13017.x, _output_S13017.y), _output_S13017.z));
(out_fsSecondaryColorOut = (_outputColor_S03013.w * _output_S13017));
(out_sk_FragColor = (_outputColor_S03013 * _output_S13017));
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColorR�out_fsSecondaryColorOutout_fsSecondaryColorOutstruct 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���ezXv�UhC�'`��4<�@$RDEF�<����RD11< ($|�$GlobalsDriverConstants���|�0��@,��������P l��������_sk_RTAdjustfloat4%_uAtlasSizeInv_S0float2���bX,��������f l��������t0l���������8����������<���������dx_ViewAdjustdx_ViewCoordsdx_ViewScaleclipControlOriginfloat����clipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGN\PPPTEXCOORD���OSGN������SV_PositionTEXCOORD���SHEX�PwjYF� YF� _2_�_2g� e� e� e� e2 h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?6� 6� F6� F6� FV2F82 FF� >STAT����	DXBC嚲ڛOCaey��|��	4�X� 	RDEF|P<���TRD11< ($�
����
&����
4=samplers2D[0]samplers2D[1]textures2D[0]textures2D[1]$GlobalsDriverConstants���4�P=�����������0,H��������l@��������_u_skRTFlipfloat2�_umatrix_S1_c0float3x3?_ucoverageInvert_S1p����������0��������� ����������8��������,��������8@@0��������dx_ViewCoordsfloat4���~dx_FragCoordOffsetdx_DepthFrontfloat3�dx_ViewScaledx_Miscdword�
samplerMetadataSamplerMetadatabaseLevelint��bwrapModespaddingint2��intBorderColorint4�Xh�h����HMicrosoft (R) HLSL Shader Compiler 10.1ISGN������SV_PositionTEXCOORD���OSGND88SV_TARGET��SHEXtP�jYF� YF� Z`Z`XpUUXpUUd 2b �b 2e� e� h6�@�?	2FF� �A2B� 
� F� �"F� �J���CUFF~`@33�2

� � J���CU�F6y`@33�8r�4
4�*
8� FF8� F�>STAT�
BPLG���0911db897eaa2d9b7`ANGLE (NVIDIA, NVIDIA GeForce GT 730 (0x00001287) Direct3D11 vs_5_0 ps_5_0, D3D11-27.21.14.5671)��@������������������,,
inPosition_uinPositionP�inColor	_uinColorR�inEllipseOffset_uinEllipseOffsetP�inEllipseRadii_uinEllipseRadiiR����������������������������sk_RTAdjust
u_skRTFlip
ucircle_S1_c0
_usk_RTAdjust_uu_skRTFlip_uucircle_S1_c0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 float4 v1 : TEXCOORD1;
    noperspective float2 v2 : TEXCOORD2;
};
#pragma warning( disable: 3556 3571 )
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 _inPosition = {0, 0};
static float4 _inColor = {0, 0, 0, 0};
static float2 _inEllipseOffset = {0, 0};
static float4 _inEllipseRadii = {0, 0, 0, 0};

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

// Varyings
static noperspective float2 _vEllipseOffsets_S0 = {0, 0};
static noperspective float4 _vEllipseRadii_S0 = {0, 0, 0, 0};
static noperspective float4 _vinColor_S0 = {0, 0, 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 = _vEllipseRadii_S0;
    output.v1 = _vinColor_S0;
    output.v2 = _vEllipseOffsets_S0;

    return output;
}

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

(_vEllipseOffsets_S0 = _inEllipseOffset);
(_vEllipseRadii_S0 = _inEllipseRadii);
(_vinColor_S0 = _inColor);
float2 __tmp_0_inPosition3010 = _inPosition;
(gl_Position = vec4_ctor(__tmp_0_inPosition3010, 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 : TEXCOORD3;
    float4 gl_FragCoord : TEXCOORD4;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float4 v1 : TEXCOORD1;
    noperspective float2 v2 : TEXCOORD2;
};

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

uniform float2 _u_skRTFlip : register(c0);
uniform float4 _ucircle_S1_c0 : 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

// Varyings
static noperspective float2 _vEllipseOffsets_S0 = {0, 0};
static noperspective float4 _vEllipseRadii_S0 = {0, 0, 0, 0};
static noperspective float4 _vinColor_S0 = {0, 0, 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;
    _vEllipseRadii_S0 = input.v0;
    _vinColor_S0 = input.v1;
    _vEllipseOffsets_S0 = input.v2.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 = _vinColor_S0;
float2 _offset3010 = _vEllipseOffsets_S0;
(_offset3010 *= _vEllipseRadii_S0.xy);
float _test3011 = (dot(_offset3010, _offset3010) - 1.0);
float2 _grad3012 = ((2.0 * _offset3010) * _vEllipseRadii_S0.xy);
float _grad_dot3013 = dot(_grad3012, _grad3012);
(_grad_dot3013 = max(_grad_dot3013, 1.17549996e-38));
float _invlen3014 = rsqrt(_grad_dot3013);
float _edgeAlpha3015 = clamp((0.5 - (_test3011 * _invlen3014)), 0.0, 1.0);
(_offset3010 = (_vEllipseOffsets_S0 * _vEllipseRadii_S0.zw));
(_test3011 = (dot(_offset3010, _offset3010) - 1.0));
(_grad3012 = ((2.0 * _offset3010) * _vEllipseRadii_S0.zw));
(_grad_dot3013 = dot(_grad3012, _grad3012));
(_invlen3014 = rsqrt(_grad_dot3013));
(_edgeAlpha3015 *= clamp((0.5 + (_test3011 * _invlen3014)), 0.0, 1.0));
float4 _outputCoverage_S03016 = vec4_ctor(_edgeAlpha3015);
float __3_d3017 = ((1.0 - length(((_ucircle_S1_c0.xy - _sk_FragCoord3008.xy) * _ucircle_S1_c0.w))) * _ucircle_S1_c0.z);
float4 _output_S13018 = (_outputCoverage_S03016 * vec4_ctor(clamp(__3_d3017, 0.0, 1.0)));
{
(out_sk_FragColor = (_outputColor_S03009 * _output_S13018));
}
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 float4 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 float4 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
}
�����DXBC��* _��{���˰Y�4|4$RDEF��<����RD11< ($|�$GlobalsDriverConstants���|� �(@���������_sk_RTAdjustfloat4����������� ��������80��������E8`���������<`��������dx_ViewAdjustdx_ViewCoordsfloat2�dx_ViewScaleclipControlOriginfloat���WclipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGNthhhhTEXCOORD���OSGN�������SV_PositionTEXCOORD���SHEX�PzjYF� YF� _2_�_2_�g� e� e� e� e� e2 h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?6� 6� F6� F6� F6� F62 F>STAT�
�0DXBC��<����թ2�h3\�04T@�RDEF�<����RD11< ($|�$GlobalsDriverConstants���|� ��@,��������Ph��������_u_skRTFlipfloat2�$_ucircle_S1_c0float4��_Th��������b0,��������u ����������8,���������,���������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 �b 2e� h8�FF8�FF�FFFF"�
�
D"4
@(�D
FF"�
�

2F@����2 	"@?2 

�A
@?8
	2FF� �A2B� 
� 	b�A� 8bV�� "��K""�A@�?8 "*� 8
8� F>STAT�BPLG��,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�	texSubset_utexSubsetR����������	���������*����������*����������sk_RTAdjustumatrix_S1_c0_c0uTextureSampler_0_S0uTextureSampler_0_S1
_usk_RTAdjust_uumatrix_S1_c0_c0_uuTextureSampler_0_S0_uuTextureSampler_0_S1sk_FragColor_usk_FragColorR�@^�^���������������������������������������������������������������������������������������������������������������������������������������C
struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD4;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float4 v1 : TEXCOORD1;
    noperspective float2 v2 : TEXCOORD2;
    noperspective float2 v3 : TEXCOORD3;
};
#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_c0_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

// Attributes
static float2 _position = {0, 0};
static float4 _color = {0, 0, 0, 0};
static float2 _localCoord = {0, 0};
static float4 _texSubset = {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 _vlocalCoord_S0 = {0, 0};
static noperspective float4 _vtexSubset_S0 = {0, 0, 0, 0};
static noperspective float2 _vTransformedCoords_4_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 = _vcolor_S0;
    output.v1 = _vtexSubset_S0;
    output.v2 = _vlocalCoord_S0;
    output.v3 = _vTransformedCoords_4_S0;

    return output;
}

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

(_vcolor_S0 = _color);
(_vlocalCoord_S0 = _localCoord);
(_vtexSubset_S0 = _texSubset);
(gl_Position = vec4_ctor(_position, 0.0, 1.0));
{
(_vTransformedCoords_4_S0 = mul(transpose(mat3x2_ctor(_umatrix_S1_c0_c0)), vec3_ctor(_position, 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);
}
wstruct PS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD4;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float4 v1 : TEXCOORD1;
    noperspective float2 v2 : TEXCOORD2;
    noperspective float2 v3 : TEXCOORD3;
};

#pragma warning( disable: 3556 3571 )
float4 vec4_ctor(float x0)
{
    return float4(x0, x0, x0, x0);
}
// Uniforms

static const uint _uTextureSampler_0_S0 = 0;
static const uint _uTextureSampler_0_S1 = 1;
uniform Texture2D<float4> textures2D[2] : register(t0);
uniform SamplerState samplers2D[2] : 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 _vlocalCoord_S0 = {0, 0};
static noperspective float4 _vtexSubset_S0 = {0, 0, 0, 0};
static noperspective float2 _vTransformedCoords_4_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[2] : 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){
    _vcolor_S0 = input.v0;
    _vtexSubset_S0 = input.v1;
    _vlocalCoord_S0 = input.v2.xy;
    _vTransformedCoords_4_S0 = input.v3.xy;

float4 _outputColor_S03010 = _vcolor_S0;
float2 _texCoord3011 = _vlocalCoord_S0;
float4 _subset3012 = _vtexSubset_S0;
(_texCoord3011 = clamp(_texCoord3011, _subset3012.xy, _subset3012.zw));
(_outputColor_S03010 = (gl_texture2D(_uTextureSampler_0_S0, _texCoord3011, -0.474999994) * _outputColor_S03010));
float4 _output_S13013 = vec4_ctor(gl_texture2D(_uTextureSampler_0_S1, _vTransformedCoords_4_S0, -0.474999994).x);
{
(out_sk_FragColor = (_outputColor_S03010 * _output_S13013));
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColordstruct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD4;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float4 v1 : TEXCOORD1;
    noperspective float2 v2 : TEXCOORD2;
    noperspective float2 v3 : TEXCOORD3;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD4;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float4 v1 : TEXCOORD1;
    noperspective float2 v2 : TEXCOORD2;
    noperspective float2 v3 : TEXCOORD3;
};

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.v3 = input.v3; 
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
����|DXBC����g�!�%T�A$;|4h���RDEF,�<���RD11< ($|�$GlobalsDriverConstants���|�P��@,��������P ,l��������_sk_RTAdjustfloat4%_umatrix_S1_c0_c0float3x3�bX,��������f |���������0|���������8����������<���������dx_ViewAdjustdx_ViewCoordsfloat2�tdx_ViewScaleclipControlOriginfloat����clipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGNthhhhTEXCOORD���OSGN�������SV_PositionTEXCOORD���SHEX<P�jYF� YF� _2_�_2_�g� e� e� e� e2 e� h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?�?6� 6� F6B @6� F6� F62 F62FB F� F� F� F>STAT�
�LDXBC���4�R�MzR��'�L4XD�RDEF<����RD11< ($�������
�����
samplers2D[0]samplers2D[1]textures2D[0]textures2D[1]Microsoft (R) HLSL Shader Compiler 10.1ISGN�������SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEXdPYjZ`Z`XpUUXpUUb �b �b 2b �e� h42FF32F�J���CU�FF~`@33�8�FFJ���CU�F~`@33�8� F>STAT�BPLG��w,911db897eaa2d9b7`ANGLE (NVIDIA, NVIDIA GeForce GT 730 (0x00001287) Direct3D11 vs_5_0 ps_5_0, D3D11-27.21.14.5671)��@������������������,,
inPosition_uinPositionP�inColor	_uinColorR�inCircleEdge_uinCircleEdgeR�������������������������������������sk_RTAdjusturadiusPlusHalf_S1
u_skRTFlip
uinnerRect_S1
_usk_RTAdjust_uuradiusPlusHalf_S1_uu_skRTFlip_uuinnerRect_S1sk_FragColor_usk_FragColorR�@������������������������������������������������������������������������������������������������������������������������������������������2struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 gl_FragCoord : TEXCOORD3;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float4 v1 : TEXCOORD1;
};
#pragma warning( disable: 3556 3571 )
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 _inPosition = {0, 0};
static float4 _inColor = {0, 0, 0, 0};
static float4 _inCircleEdge = {0, 0, 0, 0};

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

// Varyings
static noperspective float4 _vinCircleEdge_S0 = {0, 0, 0, 0};
static noperspective float4 _vinColor_S0 = {0, 0, 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 = _vinCircleEdge_S0;
    output.v1 = _vinColor_S0;

    return output;
}

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

(_vinCircleEdge_S0 = _inCircleEdge);
(_vinColor_S0 = _inColor);
float2 __tmp_0_inPosition3008 = _inPosition;
(gl_Position = vec4_ctor(__tmp_0_inPosition3008, 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 float4 v1 : TEXCOORD1;
};

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

uniform float2 _u_skRTFlip : register(c0);
uniform float4 _uinnerRect_S1 : register(c1);
uniform float2 _uradiusPlusHalf_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

// Varyings
static noperspective float4 _vinCircleEdge_S0 = {0, 0, 0, 0};
static noperspective float4 _vinColor_S0 = {0, 0, 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;
    _vinCircleEdge_S0 = input.v0;
    _vinColor_S0 = input.v1;

float4 _sk_FragCoord3008 = vec4_ctor(gl_FragCoord.x, (_u_skRTFlip.x + (_u_skRTFlip.y * gl_FragCoord.y)), gl_FragCoord.z, gl_FragCoord.w);
float4 _circleEdge3009 = _vinCircleEdge_S0;
float4 _outputColor_S03010 = _vinColor_S0;
float _d3011 = length(_circleEdge3009.xy);
float _distanceToOuterEdge3012 = (_circleEdge3009.z * (1.0 - _d3011));
float _edgeAlpha3013 = clamp(_distanceToOuterEdge3012, 0.0, 1.0);
float4 _outputCoverage_S03014 = vec4_ctor(_edgeAlpha3013);
float2 __0_dxy03015 = (_uinnerRect_S1.xy - _sk_FragCoord3008.xy);
float2 __1_dxy13016 = (_sk_FragCoord3008.xy - _uinnerRect_S1.zw);
float2 __2_dxy3017 = max(max(__0_dxy03015, __1_dxy13016), 0.0);
float __3_alpha3018 = clamp((_uradiusPlusHalf_S1.x - length(__2_dxy3017)), 0.0, 1.0);
float4 _output_S13019 = (_outputCoverage_S03014 * __3_alpha3018);
{
(out_sk_FragColor = (_outputColor_S03010 * _output_S13019));
}
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 float4 v1 : TEXCOORD1;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 gl_FragCoord : TEXCOORD3;
    noperspective float4 v0 : TEXCOORD0;
    noperspective 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; 
    output.gl_FragCoord = input.gl_FragCoord;
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
���dDXBC�m߷��k��Ľu�d4d�RDEF��<����RD11< ($|�$GlobalsDriverConstants���|� �(@���������_sk_RTAdjustfloat4����������� ��������80��������E8`���������<`��������dx_ViewAdjustdx_ViewCoordsfloat2�dx_ViewScaleclipControlOriginfloat���WclipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGN\PPPTEXCOORD���OSGN������SV_PositionTEXCOORD���SHEX�PojYF� YF� _2_�_�g� e� e� e� e� h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?6� 6� F6� F6� F6� F>STAT��HDXBC�B��`H���i�H4�0d�RDEFT�<���,RD11< ($|�$GlobalsDriverConstants���|�0��@@T��������x���������� T��������_u_skRTFlipfloat2�L_uinnerRect_S1float4���_uradiusPlusHalf_S1�����������0T��������� ����������8T���������,��������dx_ViewCoordsdx_FragCoordOffsetdx_DepthFrontfloat3���dx_ViewScaledx_Miscdword�Microsoft (R) HLSL Shader Compiler 10.1ISGN������SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX@P�jYF� YF� d 2b rb �e� h	2FF� �A2B� 
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8� F>STAT�BPLG��9-911db897eaa2d9b7`ANGLE (NVIDIA, NVIDIA GeForce GT 730 (0x00001287) Direct3D11 vs_5_0 ps_5_0, D3D11-27.21.14.5671)��@������������������,,position
_upositionP�color_ucolorR�������������������������������������������������������sk_RTAdjusturadiusPlusHalf_S1_c0uradiusPlusHalf_S1
u_skRTFlipuinnerRect_S1_c0
uinnerRect_S1
_usk_RTAdjust_uuradiusPlusHalf_S1_c0_uuradiusPlusHalf_S1_uu_skRTFlip_uuinnerRect_S1_c0_uuinnerRect_S1sk_FragColor_usk_FragColorR�@��������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
};
#pragma warning( disable: 3556 3571 )
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 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};

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;

    return output;
}

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

(_vcolor_S0 = _color);
(gl_Position = vec4_ctor(_position, 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;
    float4 gl_FragCoord : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
};

#pragma warning( disable: 3556 3571 )
float2 vec2_ctor(float x0, float x1)
{
    return float2(x0, x1);
}
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);
}
// Uniforms

uniform float2 _u_skRTFlip : register(c0);
uniform float4 _uinnerRect_S1_c0 : register(c1);
uniform float2 _uradiusPlusHalf_S1_c0 : register(c2);
uniform float4 _uinnerRect_S1 : register(c3);
uniform float2 _uradiusPlusHalf_S1 : register(c4);
#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 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;

float4 _sk_FragCoord3009 = vec4_ctor(gl_FragCoord.x, (_u_skRTFlip.x + (_u_skRTFlip.y * gl_FragCoord.y)), gl_FragCoord.z, gl_FragCoord.w);
float4 _outputColor_S03010 = _vcolor_S0;
float2 __5_dxy03011 = (_uinnerRect_S1.xy - _sk_FragCoord3009.xy);
float2 __6_dxy13012 = (_sk_FragCoord3009.xy - _uinnerRect_S1.zw);
float2 __7_dxy3013 = max(max(__5_dxy03011, __6_dxy13012), 0.0);
float __8_alpha3014 = clamp((_uradiusPlusHalf_S1.x - length(__7_dxy3013)), 0.0, 1.0);
float2 __9_dxy03015 = (_uinnerRect_S1_c0.xy - _sk_FragCoord3009.xy);
float __10_dx13016 = (_sk_FragCoord3009.x - _uinnerRect_S1_c0.z);
float2 __11_dxy3017 = max(vec2_ctor(max(__9_dxy03015.x, __10_dx13016), __9_dxy03015.y), 0.0);
float __12_bottomAlpha3018 = clamp((_uinnerRect_S1_c0.w - _sk_FragCoord3009.y), 0.0, 1.0);
float __13_alpha3019 = (__12_bottomAlpha3018 * clamp((_uradiusPlusHalf_S1_c0.x - length(__11_dxy3017)), 0.0, 1.0));
float4 _output_S13020 = (vec4_ctor(__13_alpha3019) * __8_alpha3014);
{
(out_sk_FragColor = (_outputColor_S03010 * _output_S13020));
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColor�struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    noperspective 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
}
��DXBCl�B��j���MH!04L�lRDEF��<����RD11< ($|�$GlobalsDriverConstants���|� �(@���������_sk_RTAdjustfloat4����������� ��������80��������E8`���������<`��������dx_ViewAdjustdx_ViewCoordsfloat2�dx_ViewScaleclipControlOriginfloat���WclipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGND88TEXCOORD���OSGN�htttSV_PositionTEXCOORD���SHEX�PdjYF� YF� _2_�g� e� e� e� h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?6� 6� F6� F6� F>STAT�
�DDXBC���b�j���y�s�D4���RDEF��<����RD11< ($|�$GlobalsDriverConstants���|�P�D@�������������������� ���������0���������.@���������_u_skRTFlipfloat2��_uinnerRect_S1_c0float4����_uradiusPlusHalf_S1_c0_uinnerRect_S1_uradiusPlusHalf_S1�����������0���������- D��������h8���������u,���������dx_ViewCoordsdx_FragCoordOffsetdx_DepthFrontfloat3��;dx_ViewScaledx_Miscdword�}Microsoft (R) HLSL Shader Compiler 10.1ISGN�htttSV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX�P�jYF� YF� d 2b �e� h	2FF� �A2B� 
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8� F>STAT�BPLG��7,911db897eaa2d9b7`ANGLE (NVIDIA, NVIDIA GeForce GT 730 (0x00001287) Direct3D11 vs_5_0 ps_5_0, D3D11-27.21.14.5671)��@������������������,,position
_upositionP�color_ucolorR�������������������������������������������������������sk_RTAdjusturadiusPlusHalf_S1_c0uradiusPlusHalf_S1
u_skRTFlipuinnerRect_S1_c0
uinnerRect_S1
_usk_RTAdjust_uuradiusPlusHalf_S1_c0_uuradiusPlusHalf_S1_uu_skRTFlip_uuinnerRect_S1_c0_uuinnerRect_S1sk_FragColor_usk_FragColorR�@��������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
};
#pragma warning( disable: 3556 3571 )
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 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};

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;

    return output;
}

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

(_vcolor_S0 = _color);
(gl_Position = vec4_ctor(_position, 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;
    float4 gl_FragCoord : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
};

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

uniform float2 _u_skRTFlip : register(c0);
uniform float4 _uinnerRect_S1_c0 : register(c1);
uniform float2 _uradiusPlusHalf_S1_c0 : register(c2);
uniform float4 _uinnerRect_S1 : register(c3);
uniform float2 _uradiusPlusHalf_S1 : register(c4);
#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 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;

float4 _sk_FragCoord3009 = vec4_ctor(gl_FragCoord.x, (_u_skRTFlip.x + (_u_skRTFlip.y * gl_FragCoord.y)), gl_FragCoord.z, gl_FragCoord.w);
float4 _outputColor_S03010 = _vcolor_S0;
float2 __4_dxy03011 = (_uinnerRect_S1.xy - _sk_FragCoord3009.xy);
float2 __5_dxy13012 = (_sk_FragCoord3009.xy - _uinnerRect_S1.zw);
float2 __6_dxy3013 = max(max(__4_dxy03011, __5_dxy13012), 0.0);
float __7_alpha3014 = clamp((_uradiusPlusHalf_S1.x - length(__6_dxy3013)), 0.0, 1.0);
float2 __8_dxy03015 = (_uinnerRect_S1_c0.xy - _sk_FragCoord3009.xy);
float2 __9_dxy13016 = (_sk_FragCoord3009.xy - _uinnerRect_S1_c0.zw);
float2 __10_dxy3017 = max(max(__8_dxy03015, __9_dxy13016), 0.0);
float __11_alpha3018 = clamp((_uradiusPlusHalf_S1_c0.x - length(__10_dxy3017)), 0.0, 1.0);
float4 _output_S13019 = (vec4_ctor(__11_alpha3018) * __7_alpha3014);
{
(out_sk_FragColor = (_outputColor_S03010 * _output_S13019));
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColor�struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    noperspective 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
}
��DXBCl�B��j���MH!04L�lRDEF��<����RD11< ($|�$GlobalsDriverConstants���|� �(@���������_sk_RTAdjustfloat4����������� ��������80��������E8`���������<`��������dx_ViewAdjustdx_ViewCoordsfloat2�dx_ViewScaleclipControlOriginfloat���WclipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGND88TEXCOORD���OSGN�htttSV_PositionTEXCOORD���SHEX�PdjYF� YF� _2_�g� e� e� e� h9@:� 7	B 
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�DXBC�?pZ�����
W���4��xRDEF��<����RD11< ($|�$GlobalsDriverConstants���|�P�D@�������������������� ���������0���������.@���������_u_skRTFlipfloat2��_uinnerRect_S1_c0float4����_uradiusPlusHalf_S1_c0_uinnerRect_S1_uradiusPlusHalf_S1�����������0���������- D��������h8���������u,���������dx_ViewCoordsdx_FragCoordOffsetdx_DepthFrontfloat3��;dx_ViewScaledx_Miscdword�}Microsoft (R) HLSL Shader Compiler 10.1ISGN�htttSV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX�P�jYF� YF� d 2b �e� h	2FF� �A2B� 
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inPosition_uinPositionP�inColor	_uinColorR�inCircleEdge_uinCircleEdgeR�������������������������������������������������������sk_RTAdjusturadiusPlusHalf_S1_c0uradiusPlusHalf_S1
u_skRTFlipuinnerRect_S1_c0
uinnerRect_S1
_usk_RTAdjust_uuradiusPlusHalf_S1_c0_uuradiusPlusHalf_S1_uu_skRTFlip_uuinnerRect_S1_c0_uuinnerRect_S1�����sk_FragColor_usk_FragColorR�@����������������������������������������������������������������������������������������������������������������������������������������������������������������������������������2struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 gl_FragCoord : TEXCOORD3;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float4 v1 : TEXCOORD1;
};
#pragma warning( disable: 3556 3571 )
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 _inPosition = {0, 0};
static float4 _inColor = {0, 0, 0, 0};
static float4 _inCircleEdge = {0, 0, 0, 0};

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

// Varyings
static noperspective float4 _vinCircleEdge_S0 = {0, 0, 0, 0};
static noperspective float4 _vinColor_S0 = {0, 0, 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 = _vinCircleEdge_S0;
    output.v1 = _vinColor_S0;

    return output;
}

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

(_vinCircleEdge_S0 = _inCircleEdge);
(_vinColor_S0 = _inColor);
float2 __tmp_0_inPosition3009 = _inPosition;
(gl_Position = vec4_ctor(__tmp_0_inPosition3009, 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 float4 v1 : TEXCOORD1;
};

#pragma warning( disable: 3556 3571 )
float2 vec2_ctor(float x0, float x1)
{
    return float2(x0, x1);
}
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);
}
// Uniforms

uniform float2 _u_skRTFlip : register(c0);
uniform float4 _uinnerRect_S1_c0 : register(c1);
uniform float2 _uradiusPlusHalf_S1_c0 : register(c2);
uniform float4 _uinnerRect_S1 : register(c3);
uniform float2 _uradiusPlusHalf_S1 : register(c4);
#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 _vinCircleEdge_S0 = {0, 0, 0, 0};
static noperspective float4 _vinColor_S0 = {0, 0, 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;
    _vinCircleEdge_S0 = input.v0;
    _vinColor_S0 = input.v1;

float4 _sk_FragCoord3010 = vec4_ctor(gl_FragCoord.x, (_u_skRTFlip.x + (_u_skRTFlip.y * gl_FragCoord.y)), gl_FragCoord.z, gl_FragCoord.w);
float4 _circleEdge3011 = _vinCircleEdge_S0;
float4 _outputColor_S03012 = _vinColor_S0;
float _d3013 = length(_circleEdge3011.xy);
float _distanceToOuterEdge3014 = (_circleEdge3011.z * (1.0 - _d3013));
float _edgeAlpha3015 = clamp(_distanceToOuterEdge3014, 0.0, 1.0);
float _distanceToInnerEdge3016 = (_circleEdge3011.z * (_d3013 - _circleEdge3011.w));
float _innerAlpha3017 = clamp(_distanceToInnerEdge3016, 0.0, 1.0);
(_edgeAlpha3015 *= _innerAlpha3017);
float4 _outputCoverage_S03018 = vec4_ctor(_edgeAlpha3015);
float2 __5_dxy03019 = (_uinnerRect_S1.xy - _sk_FragCoord3010.xy);
float2 __6_dxy13020 = (_sk_FragCoord3010.xy - _uinnerRect_S1.zw);
float2 __7_dxy3021 = max(max(__5_dxy03019, __6_dxy13020), 0.0);
float __8_alpha3022 = clamp((_uradiusPlusHalf_S1.x - length(__7_dxy3021)), 0.0, 1.0);
float2 __9_dxy03023 = (_uinnerRect_S1_c0.xy - _sk_FragCoord3010.xy);
float __10_dx13024 = (_sk_FragCoord3010.x - _uinnerRect_S1_c0.z);
float2 __11_dxy3025 = max(vec2_ctor(max(__9_dxy03023.x, __10_dx13024), __9_dxy03023.y), 0.0);
float __12_bottomAlpha3026 = clamp((_uinnerRect_S1_c0.w - _sk_FragCoord3010.y), 0.0, 1.0);
float __13_alpha3027 = (__12_bottomAlpha3026 * clamp((_uradiusPlusHalf_S1_c0.x - length(__11_dxy3025)), 0.0, 1.0));
float4 _output_S13028 = ((_outputCoverage_S03018 * __13_alpha3027) * __8_alpha3022);
{
(out_sk_FragColor = (_outputColor_S03012 * _output_S13028));
}
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 float4 v1 : TEXCOORD1;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 gl_FragCoord : TEXCOORD3;
    noperspective float4 v0 : TEXCOORD0;
    noperspective 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; 
    output.gl_FragCoord = input.gl_FragCoord;
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
���dDXBC�m߷��k��Ľu�d4d�RDEF��<����RD11< ($|�$GlobalsDriverConstants���|� �(@���������_sk_RTAdjustfloat4����������� ��������80��������E8`���������<`��������dx_ViewAdjustdx_ViewCoordsfloat2�dx_ViewScaleclipControlOriginfloat���WclipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGN\PPPTEXCOORD���OSGN������SV_PositionTEXCOORD���SHEX�PojYF� YF� _2_�_�g� e� e� e� e� h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?6� 6� F6� F6� F6� F>STAT��,	DXBC������.�����,	4���RDEF��<����RD11< ($|�$GlobalsDriverConstants���|�P�D@�������������������� ���������0���������.@���������_u_skRTFlipfloat2��_uinnerRect_S1_c0float4����_uradiusPlusHalf_S1_c0_uinnerRect_S1_uradiusPlusHalf_S1�����������0���������- D��������h8���������u,���������dx_ViewCoordsdx_FragCoordOffsetdx_DepthFrontfloat3��;dx_ViewScaledx_Miscdword�}Microsoft (R) HLSL Shader Compiler 10.1ISGN������SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX�P�jYF� YF� d 2b �b �e� hFFK
"
�A@�?
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	2FF� �A	"
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� 	���A�� 4"*4
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8
	b�A� 	2�� �A4bV4
bV@"��K" 	"�A
� 8
8� F>STAT�BPLG���/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_RTAdjusturadiusPlusHalf_S1
u_skRTFlip
uinnerRect_S1uTextureSampler_0_S0
_usk_RTAdjust_uuradiusPlusHalf_S1_uu_skRTFlip_uuinnerRect_S1_uuTextureSampler_0_S0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 )
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 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 _vlocalCoord_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 = _vlocalCoord_S0;

    return output;
}

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

(_vcolor_S0 = _color);
(_vlocalCoord_S0 = _localCoord);
(gl_Position = vec4_ctor(_position, 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 )
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);
}
// Uniforms

uniform float2 _u_skRTFlip : register(c0);
uniform float4 _uinnerRect_S1 : register(c1);
uniform float2 _uradiusPlusHalf_S1 : register(c2);
static const uint _uTextureSampler_0_S0 = 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 _vlocalCoord_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
@@ 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;
    _vlocalCoord_S0 = input.v1.xy;

float4 _sk_FragCoord3009 = vec4_ctor(gl_FragCoord.x, (_u_skRTFlip.x + (_u_skRTFlip.y * gl_FragCoord.y)), gl_FragCoord.z, gl_FragCoord.w);
float4 _outputColor_S03010 = _vcolor_S0;
float2 _texCoord3011 = _vlocalCoord_S0;
(_outputColor_S03010 = (gl_texture2D(_uTextureSampler_0_S0, _texCoord3011, -0.474999994) * _outputColor_S03010));
float2 __0_dxy03012 = (_uinnerRect_S1.xy - _sk_FragCoord3009.xy);
float2 __1_dxy13013 = (_sk_FragCoord3009.xy - _uinnerRect_S1.zw);
float2 __2_dxy3014 = max(max(__0_dxy03012, __1_dxy13013), 0.0);
float __3_alpha3015 = clamp((_uradiusPlusHalf_S1.x - length(__2_dxy3014)), 0.0, 1.0);
float4 _output_S13016 = vec4_ctor(__3_alpha3015);
{
(out_sk_FragColor = (_outputColor_S03010 * _output_S13016));
}
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
}
���dDXBC��0g��oE�!aإ���d4d�RDEF��<����RD11< ($|�$GlobalsDriverConstants���|� �(@���������_sk_RTAdjustfloat4����������� ��������80��������E8`���������<`��������dx_ViewAdjustdx_ViewCoordsfloat2�dx_ViewScaleclipControlOriginfloat���WclipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGN\PPPTEXCOORD���OSGN������SV_PositionTEXCOORD���SHEX�PojYF� YF� _2_�_2g� e� e� e� e2 h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?6� 6� F6� F6� F62 F>STAT���DXBC�9�ٴ*9Ů��X�40�0RDEF��<����RD11< ($������
��samplers2D[0]textures2D[0]$GlobalsDriverConstants����$0�$`�������������������� ���������_u_skRTFlipfloat2��_uinnerRect_S1float4���_uradiusPlusHalf_S1���������"0���������5 L��������p8���������},����������@ ���������dx_ViewCoordsdx_FragCoordOffsetdx_DepthFrontfloat3��Cdx_ViewScaledx_Miscdword��samplerMetadataSamplerMetadatabaseLevelint���wrapModespaddingint2�intBorderColorint4O���@Tx�Microsoft (R) HLSL Shader Compiler 10.1ISGN������SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX$P�jYF� YF� Z`XpUUd 2b �b 2e� h	2FF� �A2B� 
� 	��A� 	R�� �A42��4
2F@FFK
 	
�A
� J���CU�FF~`@33�8�FF8� F>STAT�
BPLG��Z1911db897eaa2d9b7`ANGLE (NVIDIA, NVIDIA GeForce GT 730 (0x00001287) Direct3D11 vs_5_0 ps_5_0, D3D11-27.21.14.5671)��@������������������,,position
_upositionP�color_ucolorR�������������������������������������	������������������*����������sk_RTAdjustucoverageInvert_S1_c0uradiusPlusHalf_S1
u_skRTFlipumatrix_S1_c0_c0
uinnerRect_S1uTextureSampler_0_S1
_usk_RTAdjust_uucoverageInvert_S1_c0_uuradiusPlusHalf_S1_uu_skRTFlip_uumatrix_S1_c0_c0_uuinnerRect_S1_uuTextureSampler_0_S1sk_FragColor_usk_FragColorR�@^�����������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
};
#pragma warning( disable: 3556 3571 )
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 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};

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;

    return output;
}

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

(_vcolor_S0 = _color);
(gl_Position = vec4_ctor(_position, 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);
}
nstruct PS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    noperspective float4 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(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);
}
// Uniforms

uniform float2 _u_skRTFlip : register(c0);
uniform float3x3 _umatrix_S1_c0_c0 : register(c1);
uniform float2 _ucoverageInvert_S1_c0 : register(c4);
uniform float4 _uinnerRect_S1 : register(c5);
uniform float2 _uradiusPlusHalf_S1 : register(c6);
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 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
@@ 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;

float4 _sk_FragCoord3010 = vec4_ctor(gl_FragCoord.x, (_u_skRTFlip.x + (_u_skRTFlip.y * gl_FragCoord.y)), gl_FragCoord.z, gl_FragCoord.w);
float4 _outputColor_S03011 = _vcolor_S0;
float2 __1_dxy03012 = (_uinnerRect_S1.xy - _sk_FragCoord3010.xy);
float2 __2_dxy13013 = (_sk_FragCoord3010.xy - _uinnerRect_S1.zw);
float2 __3_dxy3014 = max(max(__1_dxy03012, __2_dxy13013), 0.0);
float __4_alpha3015 = clamp((_uradiusPlusHalf_S1.x - length(__3_dxy3014)), 0.0, 1.0);
float __5_coverage3016 = {0.0};
{
(__5_coverage3016 = gl_texture2D(_uTextureSampler_0_S1, mul(transpose(mat3x2_ctor(_umatrix_S1_c0_c0)), vec3_ctor(_sk_FragCoord3010.xy, 1.0)), -0.474999994).x);
}
(__5_coverage3016 = ((__5_coverage3016 * _ucoverageInvert_S1_c0.x) + _ucoverageInvert_S1_c0.y));
float4 _output_S13017 = (vec4_ctor(__5_coverage3016) * __4_alpha3015);
{
(out_sk_FragColor = (_outputColor_S03011 * _output_S13017));
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColor�struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    noperspective 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
}
��DXBCl�B��j���MH!04L�lRDEF��<����RD11< ($|�$GlobalsDriverConstants���|� �(@���������_sk_RTAdjustfloat4����������� ��������80��������E8`���������<`��������dx_ViewAdjustdx_ViewCoordsfloat2�dx_ViewScaleclipControlOriginfloat���WclipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGND88TEXCOORD���OSGN�htttSV_PositionTEXCOORD���SHEX�PdjYF� YF� _2_�g� e� e� e� h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?6� 6� F6� F6� F>STAT�
��	DXBCǏL{�(k��X@����	4�`�4	RDEF��<���tRD11< ($������
��samplers2D[0]textures2D[0]$GlobalsDriverConstants����$p��`���������$,@��������d@��������{P����������`��������_u_skRTFlipfloat2��_umatrix_S1_c0_c0float3x3�6_ucoverageInvert_S1_c0_uinnerRect_S1float4����_uradiusPlusHalf_S1�����������0��������� ���������8��������%,4��������X@ P��������dx_ViewCoordsdx_FragCoordOffsetdx_DepthFrontfloat3���dx_ViewScaledx_Miscdword�-samplerMetadataSamplerMetadatabaseLevelint���wrapModespaddingint2��intBorderColorint4�x������� hMicrosoft (R) HLSL Shader Compiler 10.1ISGN�htttSV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX�P�jYF� YF� Z`XpUUd 2b �e� h	2FF� �A2B� 
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� � 8
8� F>STAT�BPLG���2911db897eaa2d9b7`ANGLE (NVIDIA, NVIDIA GeForce GT 730 (0x00001287) Direct3D11 vs_5_0 ps_5_0, D3D11-27.21.14.5671)��@������������������,,
inPosition_uinPositionP�inColor	_uinColorR�inCircleEdge_uinCircleEdgeR�������������������������������������������������������sk_RTAdjusturadiusPlusHalf_S1_c0uradiusPlusHalf_S1
u_skRTFlipuinnerRect_S1_c0
uinnerRect_S1
_usk_RTAdjust_uuradiusPlusHalf_S1_c0_uuradiusPlusHalf_S1_uu_skRTFlip_uuinnerRect_S1_c0_uuinnerRect_S1�����sk_FragColor_usk_FragColorR�@����������������������������������������������������������������������������������������������������������������������������������������������������������������������������������2struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 gl_FragCoord : TEXCOORD3;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float4 v1 : TEXCOORD1;
};
#pragma warning( disable: 3556 3571 )
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 _inPosition = {0, 0};
static float4 _inColor = {0, 0, 0, 0};
static float4 _inCircleEdge = {0, 0, 0, 0};

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

// Varyings
static noperspective float4 _vinCircleEdge_S0 = {0, 0, 0, 0};
static noperspective float4 _vinColor_S0 = {0, 0, 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 = _vinCircleEdge_S0;
    output.v1 = _vinColor_S0;

    return output;
}

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

(_vinCircleEdge_S0 = _inCircleEdge);
(_vinColor_S0 = _inColor);
float2 __tmp_0_inPosition3009 = _inPosition;
(gl_Position = vec4_ctor(__tmp_0_inPosition3009, 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 float4 v1 : TEXCOORD1;
};

#pragma warning( disable: 3556 3571 )
float2 vec2_ctor(float x0, float x1)
{
    return float2(x0, x1);
}
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);
}
// Uniforms

uniform float2 _u_skRTFlip : register(c0);
uniform float4 _uinnerRect_S1_c0 : register(c1);
uniform float2 _uradiusPlusHalf_S1_c0 : register(c2);
uniform float4 _uinnerRect_S1 : register(c3);
uniform float2 _uradiusPlusHalf_S1 : register(c4);
#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 _vinCircleEdge_S0 = {0, 0, 0, 0};
static noperspective float4 _vinColor_S0 = {0, 0, 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;
    _vinCircleEdge_S0 = input.v0;
    _vinColor_S0 = input.v1;

float4 _sk_FragCoord3010 = vec4_ctor(gl_FragCoord.x, (_u_skRTFlip.x + (_u_skRTFlip.y * gl_FragCoord.y)), gl_FragCoord.z, gl_FragCoord.w);
float4 _circleEdge3011 = _vinCircleEdge_S0;
float4 _outputColor_S03012 = _vinColor_S0;
float _d3013 = length(_circleEdge3011.xy);
float _distanceToOuterEdge3014 = (_circleEdge3011.z * (1.0 - _d3013));
float _edgeAlpha3015 = clamp(_distanceToOuterEdge3014, 0.0, 1.0);
float _distanceToInnerEdge3016 = (_circleEdge3011.z * (_d3013 - _circleEdge3011.w));
float _innerAlpha3017 = clamp(_distanceToInnerEdge3016, 0.0, 1.0);
(_edgeAlpha3015 *= _innerAlpha3017);
float4 _outputCoverage_S03018 = vec4_ctor(_edgeAlpha3015);
float2 __5_dxy03019 = (_uinnerRect_S1.xy - _sk_FragCoord3010.xy);
float2 __6_dxy13020 = (_sk_FragCoord3010.xy - _uinnerRect_S1.zw);
float2 __7_dxy3021 = max(max(__5_dxy03019, __6_dxy13020), 0.0);
float __8_alpha3022 = clamp((_uradiusPlusHalf_S1.x - length(__7_dxy3021)), 0.0, 1.0);
float __9_dx03023 = (_uinnerRect_S1_c0.x - _sk_FragCoord3010.x);
float2 __10_dxy13024 = (_sk_FragCoord3010.xy - _uinnerRect_S1_c0.zw);
float2 __11_dxy3025 = max(vec2_ctor(max(__9_dx03023, __10_dxy13024.x), __10_dxy13024.y), 0.0);
float __12_topAlpha3026 = clamp((_sk_FragCoord3010.y - _uinnerRect_S1_c0.y), 0.0, 1.0);
float __13_alpha3027 = (__12_topAlpha3026 * clamp((_uradiusPlusHalf_S1_c0.x - length(__11_dxy3025)), 0.0, 1.0));
float4 _output_S13028 = ((_outputCoverage_S03018 * __13_alpha3027) * __8_alpha3022);
{
(out_sk_FragColor = (_outputColor_S03012 * _output_S13028));
}
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 float4 v1 : TEXCOORD1;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 gl_FragCoord : TEXCOORD3;
    noperspective float4 v0 : TEXCOORD0;
    noperspective 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; 
    output.gl_FragCoord = input.gl_FragCoord;
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
���dDXBC�m߷��k��Ľu�d4d�RDEF��<����RD11< ($|�$GlobalsDriverConstants���|� �(@���������_sk_RTAdjustfloat4����������� ��������80��������E8`���������<`��������dx_ViewAdjustdx_ViewCoordsfloat2�dx_ViewScaleclipControlOriginfloat���WclipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGN\PPPTEXCOORD���OSGN������SV_PositionTEXCOORD���SHEX�PojYF� YF� _2_�_�g� e� e� e� e� h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?6� 6� F6� F6� F6� F>STAT��,	DXBCoF��Wr��3����ó�,	4���RDEF��<����RD11< ($|�$GlobalsDriverConstants���|�P�D@�������������������� ���������0���������.@���������_u_skRTFlipfloat2��_uinnerRect_S1_c0float4����_uradiusPlusHalf_S1_c0_uinnerRect_S1_uradiusPlusHalf_S1�����������0���������- D��������h8���������u,���������dx_ViewCoordsdx_FragCoordOffsetdx_DepthFrontfloat3��;dx_ViewScaledx_Miscdword�}Microsoft (R) HLSL Shader Compiler 10.1ISGN������SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX�P�jYF� YF� d 2b �b �e� hFFK
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8� F>STAT�BPLG���7911db897eaa2d9b7`ANGLE (NVIDIA, NVIDIA GeForce GT 730 (0x00001287) Direct3D11 vs_5_0 ps_5_0, D3D11-27.21.14.5671)��@������������������,,
inPosition_uinPositionP�inColor	_uinColorR�inTextureCoords_uinTextureCoordsƍ���������������������������������������������������������������*����������sk_RTAdjustuAtlasSizeInv_S0uradiusPlusHalf_S1_c0uradiusPlusHalf_S1
u_skRTFlipuinnerRect_S1_c0
uinnerRect_S1uTextureSampler_0_S0
_usk_RTAdjust_uuAtlasSizeInv_S0_uuradiusPlusHalf_S1_c0_uuradiusPlusHalf_S1_uu_skRTFlip_uuinnerRect_S1_c0_uuinnerRect_S1_uuTextureSampler_0_S0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 )
float float_ctor_int(int x0)
{
    return float(x0);
}
float float_ctor_uint(uint x0)
{
    return float(x0);
}
float2 vec2_ctor(float x0, float x1)
{
    return float2(x0, x1);
}
float4 vec4_ctor(float2 x0, float x1, float x2)
{
    return float4(x0, x1, x2);
}
// Uniforms

uniform float4 _sk_RTAdjust : register(c1);
uniform float2 _uAtlasSizeInv_S0 : 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 _inPosition = {0, 0};
static float4 _inColor = {0, 0, 0, 0};
static uint2 _inTextureCoords = {0, 0};

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

// Varyings
static noperspective float2 _vTextureCoords_S0 = {0, 0};
static noperspective float _vTexIndex_S0 = {0};
static noperspective float4 _vinColor_S0 = {0, 0, 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 = _vinColor_S0;
    output.v1 = _vTextureCoords_S0;

    return output;
}

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

int _texIdx3010 = {0};
float2 _unormTexCoords3011 = vec2_ctor(float_ctor_uint(_inTextureCoords.x), float_ctor_uint(_inTextureCoords.y));
(_vTextureCoords_S0 = (_unormTexCoords3011 * _uAtlasSizeInv_S0));
(_vTexIndex_S0 = float_ctor_int(_texIdx3010));
(_vinColor_S0 = _inColor);
(gl_Position = vec4_ctor(_inPosition, 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);
}
j
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 )
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);
}
// Uniforms

uniform float2 _u_skRTFlip : register(c0);
uniform float4 _uinnerRect_S1_c0 : register(c1);
uniform float2 _uradiusPlusHalf_S1_c0 : register(c2);
uniform float4 _uinnerRect_S1 : register(c3);
uniform float2 _uradiusPlusHalf_S1 : register(c4);
static const uint _uTextureSampler_0_S0 = 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 _vTextureCoords_S0 = {0, 0};
static noperspective float4 _vinColor_S0 = {0, 0, 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
@@ 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;
    _vinColor_S0 = input.v0;
    _vTextureCoords_S0 = input.v1.xy;

float4 _sk_FragCoord3012 = vec4_ctor(gl_FragCoord.x, (_u_skRTFlip.x + (_u_skRTFlip.y * gl_FragCoord.y)), gl_FragCoord.z, gl_FragCoord.w);
float4 _outputColor_S03013 = _vinColor_S0;
float4 _texColor3014 = gl_texture2D(_uTextureSampler_0_S0, _vTextureCoords_S0, -0.474999994).xxxx;
float4 _outputCoverage_S03015 = _texColor3014;
float2 __5_dxy03016 = (_uinnerRect_S1.xy - _sk_FragCoord3012.xy);
float2 __6_dxy13017 = (_sk_FragCoord3012.xy - _uinnerRect_S1.zw);
float2 __7_dxy3018 = max(max(__5_dxy03016, __6_dxy13017), 0.0);
float __8_alpha3019 = clamp((_uradiusPlusHalf_S1.x - length(__7_dxy3018)), 0.0, 1.0);
float __9_dx03020 = (_uinnerRect_S1_c0.x - _sk_FragCoord3012.x);
float2 __10_dxy13021 = (_sk_FragCoord3012.xy - _uinnerRect_S1_c0.zw);
float2 __11_dxy3022 = max(vec2_ctor(max(__9_dx03020, __10_dxy13021.x), __10_dxy13021.y), 0.0);
float __12_topAlpha3023 = clamp((_sk_FragCoord3012.y - _uinnerRect_S1_c0.y), 0.0, 1.0);
float __13_alpha3024 = (__12_topAlpha3023 * clamp((_uradiusPlusHalf_S1_c0.x - length(__11_dxy3022)), 0.0, 1.0));
float4 _output_S13025 = ((_outputCoverage_S03015 * __13_alpha3024) * __8_alpha3019);
{
(out_sk_FragColor = (_outputColor_S03013 * _output_S13025));
}
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���ezXv�UhC�'`��4<�@$RDEF�<����RD11< ($|�$GlobalsDriverConstants���|�0��@,��������P l��������_sk_RTAdjustfloat4%_uAtlasSizeInv_S0float2���bX,��������f l��������t0l���������8����������<���������dx_ViewAdjustdx_ViewCoordsdx_ViewScaleclipControlOriginfloat����clipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGN\PPPTEXCOORD���OSGN������SV_PositionTEXCOORD���SHEX�PwjYF� YF� _2_�_2g� e� e� e� e2 h9@:� 7	B 
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4�L��	RDEFp�<���HRD11< ($������
��samplers2D[0]textures2D[0]$GlobalsDriverConstants����$P��`���������$@��������d ��������{0@���������@��������_u_skRTFlipfloat2��_uinnerRect_S1_c0float4���6_uradiusPlusHalf_S1_c0_uinnerRect_S1_uradiusPlusHalf_S1���@���������0��������� ����������8���������,��������,@ $��������dx_ViewCoordsdx_FragCoordOffsetdx_DepthFrontfloat3���dx_ViewScaledx_Miscdword�samplerMetadataSamplerMetadatabaseLevelint��VwrapModespaddingint2��intBorderColorint4�L\�\�����<Microsoft (R) HLSL Shader Compiler 10.1ISGN������SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEXPP�jYF� YF� Z`XpUUd 2b �b 2e� h	2FF� �A	�
�A
� 2B� 
� 	��V� �A4":*4
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�A
� 8
8� F>STAT�BPLG��|911db897eaa2d9b7`ANGLE (NVIDIA, NVIDIA GeForce GT 730 (0x00001287) Direct3D11 vs_5_0 ps_5_0, D3D11-27.21.14.5671)��@������������������,,position
_upositionP�color_ucolorR����������sk_RTAdjust
_usk_RTAdjustsk_FragColor_usk_FragColorR�@�����������������������������������������������������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    noperspective float4 v0 : TEXCOORD0;
};
#pragma warning( disable: 3556 3571 )
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 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};

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 = _vcolor_S0;

    return output;
}

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

(_vcolor_S0 = _color);
(gl_Position = vec4_ctor(_position, 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;
    noperspective float4 v0 : TEXCOORD0;
};

#pragma warning( disable: 3556 3571 )
#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 float4 out_sk_FragColor = {0, 0, 0, 0};

cbuffer DriverConstants : register(b1)
{
    uint dx_Misc : packoffset(c2.w);
};

@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){
    _vcolor_S0 = input.v0;

float4 _outputColor_S03004 = _vcolor_S0;
{
(out_sk_FragColor = _outputColor_S03004);
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColorstruct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    noperspective float4 v0 : TEXCOORD0;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    noperspective 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
}
���DXBC���wL�766h�,�4L�<RDEF��<����RD11< ($|�$GlobalsDriverConstants���|� �(@���������_sk_RTAdjustfloat4����������� ��������80��������E8`���������<`��������dx_ViewAdjustdx_ViewCoordsfloat2�dx_ViewScaleclipControlOriginfloat���WclipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGND88TEXCOORD���OSGNhP\\SV_PositionTEXCOORD���SHEXxP^jYF� YF� _2_�g� e� e� h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?6� 6� F6B @6� F>STAT�
�$DXBC5�[	���Ux����$4�D�RDEFd<���<RD11< ($Microsoft (R) HLSL Shader Compiler 10.1ISGNhP\\SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX<Pjb �e� 6� F>STAT�BPLG��?911db897eaa2d9b7`ANGLE (NVIDIA, NVIDIA GeForce GT 730 (0x00001287) Direct3D11 vs_5_0 ps_5_0, D3D11-27.21.14.5671)��@������������������,,position
_upositionP�color_ucolorR����������sk_RTAdjust
_usk_RTAdjustsk_FragColor_usk_FragColorR�@�����������������������������������������������������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    noperspective float4 v0 : TEXCOORD0;
};
#pragma warning( disable: 3556 3571 )
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 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};

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 = _vcolor_S0;

    return output;
}

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

(_vcolor_S0 = _color);
(gl_Position = vec4_ctor(_position, 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;
    noperspective float4 v0 : TEXCOORD0;
};

#pragma warning( disable: 3556 3571 )
float4 vec4_ctor(float x0, float x1, float x2, float x3)
{
    return float4(x0, x1, x2, x3);
}
#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 float4 out_sk_FragColor = {0, 0, 0, 0};

cbuffer DriverConstants : register(b1)
{
    uint dx_Misc : packoffset(c2.w);
};

@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){
    _vcolor_S0 = input.v0;

float4 _outputColor_S03004 = _vcolor_S0;
{
(out_sk_FragColor = _outputColor_S03004);
(out_sk_FragColor = vec4_ctor(out_sk_FragColor.w, 0.0, 0.0, 0.0));
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColorstruct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    noperspective float4 v0 : TEXCOORD0;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    noperspective 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
}
���DXBC���wL�766h�,�4L�<RDEF��<����RD11< ($|�$GlobalsDriverConstants���|� �(@���������_sk_RTAdjustfloat4����������� ��������80��������E8`���������<`��������dx_ViewAdjustdx_ViewCoordsfloat2�dx_ViewScaleclipControlOriginfloat���WclipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGND88TEXCOORD���OSGNhP\\SV_PositionTEXCOORD���SHEXxP^jYF� YF� _2_�g� e� e� h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?6� 6� F6B @6� F>STAT�
�DDXBC<�c�('eIx�e�D4�D�RDEFd<���<RD11< ($Microsoft (R) HLSL Shader Compiler 10.1ISGNhP\\SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX\Pjb �e� 6 :6� @>STAT�BPLG���6911db897eaa2d9b7`ANGLE (NVIDIA, NVIDIA GeForce GT 730 (0x00001287) Direct3D11 vs_5_0 ps_5_0, D3D11-27.21.14.5671)��@������������������,,resolveLevel_and_idx_uresolveLevel_and_idxP�p01_up01R�p23_up23R�fanPointAttrib_ufanPointAttribP����������������������������sk_RTAdjustuaffineMatrix_S0
utranslate_S0
_usk_RTAdjust_uuaffineMatrix_S0_uutranslate_S0�����������������������������������������������������������������������������������������������������������������������~struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD0;
};
#pragma warning( disable: 3556 3571 )
float2 vec2_ctor(float x0)
{
    return float2(x0, x0);
}
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);
}
// Uniforms

uniform float4 _sk_RTAdjust : register(c1);
uniform float4 _uaffineMatrix_S0 : register(c2);
uniform float2 _utranslate_S0 : 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

// Attributes
static float2 _resolveLevel_and_idx = {0, 0};
static float4 _p01 = {0, 0, 0, 0};
static float4 _p23 = {0, 0, 0, 0};
static float2 _fanPointAttrib = {0, 0};

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

// Varyings

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);
};

float f_wangs_formula_max_fdiff_p2_ff2f2f2f2f22_float2x2(in float2 _p0, in float2 _p1, in float2 _p2, in float2 _p3, in float2x2 _matrix)
{
float2 _d03017 = mul(transpose(_matrix), (((float2(-2.0, -2.0) * _p1) + _p2) + _p0));
float2 _d13018 = mul(transpose(_matrix), (((float2(-2.0, -2.0) * _p2) + _p3) + _p1));
return max(dot(_d03017, _d03017), dot(_d13018, _d13018));
}
float f_wangs_formula_conic_p2_fff2f2f2f(in float __precision_, in float2 _p0, in float2 _p1, in float2 _p2, in float _w)
{
float2 _C3025 = ((min(min(_p0, _p1), _p2) + max(max(_p0, _p1), _p2)) * 0.5);
(_p0 -= _C3025);
(_p1 -= _C3025);
(_p2 -= _C3025);
float _m3026 = sqrt(max(max(dot(_p0, _p0), dot(_p1, _p1)), dot(_p2, _p2)));
float2 _dp3027 = (((vec2_ctor((-2.0 * _w)) * _p1) + _p0) + _p2);
float _dw3028 = abs(((-2.0 * _w) + 2.0));
float _rp_minus_13029 = max(0.0, ((_m3026 * __precision_) + -1.0));
float _numer3030 = ((length(_dp3027) * __precision_) + (_rp_minus_13029 * _dw3028));
float _denom3031 = (4.0 * min(_w, 1.0));
return (_numer3030 / _denom3031);
}
@@ 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;

    return output;
}

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

float2x2 _AFFINE_MATRIX3033 = mat2_ctor(_uaffineMatrix_S0.xy, _uaffineMatrix_S0.zw);
float2 _TRANSLATE3034 = _utranslate_S0;
float _resolveLevel3035 = _resolveLevel_and_idx.x;
float _idxInResolveLevel3036 = _resolveLevel_and_idx.y;
float2 _localcoord3037 = {0, 0};
if ((_resolveLevel3035 < 0.0))
{
(_localcoord3037 = _fanPointAttrib);
}
else
{
if (isinf(_p23.z))
{
float2 sbf2 = {0, 0};
if ((_resolveLevel3035 != 0.0))
{
(sbf2 = _p01.zw);
}
else
{
float2 sbf3 = {0, 0};
if ((_idxInResolveLevel3036 != 0.0))
{
(sbf3 = _p23.xy);
}
else
{
(sbf3 = _p01.xy);
}
(sbf2 = sbf3);
}
(_localcoord3037 = sbf2);
}
else
{
float2 _p03038 = _p01.xy;
float2 _p13039 = _p01.zw;
float2 _p23040 = _p23.xy;
float2 _p33041 = _p23.zw;
float _w3042 = {-1.0};
float _maxResolveLevel3043 = {0};
if (isinf(_p23.w))
{
(_w3042 = _p33041.x);
float __0_n23044 = f_wangs_formula_conic_p2_fff2f2f2f(4.0, mul(transpose(_AFFINE_MATRIX3033), _p03038), mul(transpose(_AFFINE_MATRIX3033), _p13039), mul(transpose(_AFFINE_MATRIX3033), _p23040), _w3042);
(_maxResolveLevel3043 = ceil((log2(max(__0_n23044, 1.0)) * 0.5)));
(_p13039 *= _w3042);
(_p33041 = _p23040);
}
else
{
float __1_m3045 = f_wangs_formula_max_fdiff_p2_ff2f2f2f2f22_float2x2(_p03038, _p13039, _p23040, _p33041, _AFFINE_MATRIX3033);
(_maxResolveLevel3043 = ceil((log2(max((9.0 * __1_m3045), 1.0)) * 0.25)));
}
if ((_resolveLevel3035 > _maxResolveLevel3043))
{
(_idxInResolveLevel3036 = floor((_idxInResolveLevel3036 * exp2((_maxResolveLevel3043 - _resolveLevel3035)))));
(_resolveLevel3035 = _maxResolveLevel3043);
}
float _fixedVertexID3046 = floor((0.5 + (_idxInResolveLevel3036 * exp2((5.0 - _resolveLevel3035)))));
if (((0.0 < _fixedVertexID3046) && (_fixedVertexID3046 < 32.0)))
{
float _T3047 = (_fixedVertexID3046 * 0.03125);
float2 _ab3048 = lerp(_p03038, _p13039, _T3047);
float2 _bc3049 = lerp(_p13039, _p23040, _T3047);
float2 _cd3050 = lerp(_p23040, _p33041, _T3047);
float2 _abc3051 = lerp(_ab3048, _bc3049, _T3047);
float2 _bcd3052 = lerp(_bc3049, _cd3050, _T3047);
float2 _abcd3053 = lerp(_abc3051, _bcd3052, _T3047);
float _u3054 = lerp(1.0, _w3042, _T3047);
float _v3055 = ((_w3042 + 1.0) - _u3054);
float _uv3056 = lerp(_u3054, _v3055, _T3047);
float2 sbf4 = {0, 0};
if ((_w3042 < 0.0))
{
(sbf4 = _abcd3053);
}
else
{
(sbf4 = (_abc3051 / _uv3056));
}
(_localcoord3037 = sbf4);
}
else
{
float2 sbf5 = {0, 0};
if ((_fixedVertexID3046 == 0.0))
{
(sbf5 = _p03038);
}
else
{
(sbf5 = _p33041);
}
(_localcoord3037 = sbf5);
}
}
}
float2 _vertexpos3057 = (mul(transpose(_AFFINE_MATRIX3033), _localcoord3037) + _TRANSLATE3034);
(gl_Position = vec4_ctor(_vertexpos3057, 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 : TEXCOORD0;
};

#pragma warning( disable: 3556 3571 )
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Varyings


cbuffer DriverConstants : register(b1)
{
    uint dx_Misc : packoffset(c2.w);
};

@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){

return generateOutput();
}
�struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD0;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD0;
};

void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput)
{
    output.gl_Position = input.gl_Position;
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
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2F� �2FF� 22F�� օ 8" *� 9B@:� 7	B *@@?6�@�?6� 6� F6B @>STAT�}\
�DXBC7/q�J޺x0�mdD�4�� RDEFd<���<RD11< ($Microsoft (R) HLSL Shader Compiler 10.1ISGNP8DSV_PositionTEXCOORD���OSGNSHEXPj>STAT�BPLG��}(911db897eaa2d9b7`ANGLE (NVIDIA, NVIDIA GeForce GT 730 (0x00001287) Direct3D11 vs_5_0 ps_5_0, D3D11-27.21.14.5671)��@������������������,,
fillBounds_ufillBoundsR�color_ucolorR�	locations_ulocationsR�gl_VertexIDgl_VertexID������������������*����������sk_RTAdjustuatlas_adjust_S0uTextureSampler_0_S0
_usk_RTAdjust_uuatlas_adjust_S0_uuTextureSampler_0_S0sk_FragColor_usk_FragColorR�@^��������������������������������������������������������������������������������������������������������������������
struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float2 v1 : TEXCOORD1;
};
#pragma warning( disable: 3556 3571 )
float float_ctor_int(int x0)
{
    return float(x0);
}
float2 vec2_ctor(float x0, float x1)
{
    return float2(x0, x1);
}
float4 vec4_ctor(float2 x0, float x1, float x2)
{
    return float4(x0, x1, x2);
}
// Uniforms

uniform float4 _sk_RTAdjust : register(c1);
uniform float2 _uatlas_adjust_S0 : 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 _fillBounds = {0, 0, 0, 0};
static float4 _color = {0, 0, 0, 0};
static float4 _locations = {0, 0, 0, 0};

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

// Varyings
static noperspective float2 _vatlasCoord_S0 = {0, 0};
static noperspective float4 _vcolor_S0 = {0, 0, 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);
    uint dx_VertexID : packoffset(c4.x);
};

#define GL_USES_VERTEX_ID
@@ 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 = _vcolor_S0;
    output.v1 = _vatlasCoord_S0;

    return output;
}

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

float2 _unitCoord3009 = vec2_ctor(float_ctor_int((gl_VertexID & 1)), float_ctor_int((gl_VertexID >> 1)));
float2 _devCoord3010 = lerp(_fillBounds.xy, _fillBounds.zw, _unitCoord3009);
float2 _atlasTopLeft3011 = vec2_ctor((abs(_locations.x) - 1.0), _locations.y);
float2 _devTopLeft3012 = _locations.zw;
bool _transposed3013 = (_locations.x < 0.0);
float2 _atlasCoord3014 = (_devCoord3010 - _devTopLeft3012);
if (_transposed3013)
{
(_atlasCoord3014 = _atlasCoord3014.yx);
}
(_atlasCoord3014 += _atlasTopLeft3011);
(_vatlasCoord_S0 = (_atlasCoord3014 * _uatlas_adjust_S0));
(_vcolor_S0 = _color);
(gl_Position = vec4_ctor(_devCoord3010, 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);
}
Gstruct PS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float2 v1 : TEXCOORD1;
};

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

static const uint _uTextureSampler_0_S0 = 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 _vatlasCoord_S0 = {0, 0};
static noperspective float4 _vcolor_S0 = {0, 0, 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){
    _vcolor_S0 = input.v0;
    _vatlasCoord_S0 = input.v1.xy;

float4 _outputCoverage_S03006 = {1.0, 1.0, 1.0, 1.0};
float _atlasCoverage3007 = gl_texture2D(_uTextureSampler_0_S0, _vatlasCoord_S0, -0.474999994).x;
(_outputCoverage_S03006 *= _atlasCoverage3007);
float4 _outputColor_S03008 = _vcolor_S0;
{
(out_sk_FragColor = (_outputColor_S03008 * _outputCoverage_S03006));
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColor�struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float2 v1 : TEXCOORD1;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    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; 
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
����lDXBCi��6�~��!�Џ)
(l4� ��RDEF\�<���4RD11< ($|�$GlobalsDriverConstants���|�0��P,��������P l��������_sk_RTAdjustfloat4%_uatlas_adjust_S0float2���b�,��������� l���������0l���������8����������<����������@��������dx_ViewAdjustdx_ViewCoordsdx_ViewScaleclipControlOriginfloat����clipControlZeroToOnedx_VertexIDdword�	Microsoft (R) HLSL Shader Compiler 10.1ISGN�hhhqTEXCOORDSV_VertexID���OSGN�htttSV_PositionTEXCOORD���SHEX P�jYF� YF� _�_�_�`g� e� e� e2 h9@:� 7	B 
@@?

� "
@*
@+22F�A�2	2FFF22F�� օ 2��A8" *� 6�@�?6� 6� F6B @6� F1B
@7	2�
F
��@��6"2FF82 FF� >STAT�	�DXBC��F}���_���4���hRDEF�<����RD11< ($|�����
samplers2D[0]textures2D[0]Microsoft (R) HLSL Shader Compiler 10.1ISGN�htttSV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX�P*jZ`XpUUb �b 2e� hJ���CUFF~`@33�8� F>STAT�BPLG��s911db897eaa2d9b7`ANGLE (NVIDIA, NVIDIA GeForce GT 730 (0x00001287) Direct3D11 vs_5_0 ps_5_0, D3D11-27.21.14.5671)��@������������������,,position
_upositionP�
localCoord_ulocalCoordP����������*����������sk_RTAdjustuTextureSampler_0_S0
_usk_RTAdjust_uuTextureSampler_0_S0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 )
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 noperspective float2 _vlocalCoord_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 = _vlocalCoord_S0;

    return output;
}

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

(_vlocalCoord_S0 = _localCoord);
(gl_Position = vec4_ctor(_position, 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);
}
vstruct PS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    noperspective float2 v0 : TEXCOORD0;
};

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

static const uint _uTextureSampler_0_S0 = 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 _vlocalCoord_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){
    _vlocalCoord_S0 = input.v0.xy;

float4 _outputColor_S03005 = {1.0, 1.0, 1.0, 1.0};
float2 _texCoord3006 = _vlocalCoord_S0;
(_outputColor_S03005 = gl_texture2D(_uTextureSampler_0_S0, _texCoord3006, -0.474999994));
{
(out_sk_FragColor = _outputColor_S03005);
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColorstruct 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
}
���DXBC-XÌ8�"�>�g
�W��4L�<RDEF��<����RD11< ($|�$GlobalsDriverConstants���|� �(@���������_sk_RTAdjustfloat4����������� ��������80��������E8`���������<`��������dx_ViewAdjustdx_ViewCoordsfloat2�dx_ViewScaleclipControlOriginfloat���WclipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGND88TEXCOORD���OSGNhP\\SV_PositionTEXCOORD���SHEXxP^jYF� YF� _2_2g� e� e2 h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?6� 6� F6B @62 F>STAT�
��DXBCyx�#����g�Q�MK�4�l� RDEF�<����RD11< ($|�����
samplers2D[0]textures2D[0]Microsoft (R) HLSL Shader Compiler 10.1ISGNhP\\SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEXxPjZ`XpUUb 2e� J���CU� FF~`@33�>STAT�BPLG���911db897eaa2d9b7`ANGLE (NVIDIA, NVIDIA GeForce GT 730 (0x00001287) Direct3D11 vs_5_0 ps_5_0, D3D11-27.21.14.5671)��@������������������,,position
_upositionP�color_ucolorR����������sk_RTAdjust
_usk_RTAdjust�����������������������������������������������������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD0;
};
#pragma warning( disable: 3556 3571 )
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 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};

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;

    return output;
}

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

(_vcolor_S0 = _color);
(gl_Position = vec4_ctor(_position, 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 : TEXCOORD0;
};

#pragma warning( disable: 3556 3571 )
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Varyings


cbuffer DriverConstants : register(b1)
{
    uint dx_Misc : packoffset(c2.w);
};

@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){

return generateOutput();
}
�struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD0;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD0;
};

void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput)
{
    output.gl_Position = input.gl_Position;
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
���DXBC/���=��t��c̩���4L��RDEF��<����RD11< ($|�$GlobalsDriverConstants���|� �(@���������_sk_RTAdjustfloat4����������� ��������80��������E8`���������<`��������dx_ViewAdjustdx_ViewCoordsfloat2�dx_ViewScaleclipControlOriginfloat���WclipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGND88TEXCOORD���OSGNP8DSV_PositionTEXCOORD���SHEXLPSjYF� YF� _2g� e� h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?6� 6� F6B @>STAT�	�DXBC7/q�J޺x0�mdD�4�� RDEFd<���<RD11< ($Microsoft (R) HLSL Shader Compiler 10.1ISGNP8DSV_PositionTEXCOORD���OSGNSHEXPj>STAT�BPLG��<'911db897eaa2d9b7`ANGLE (NVIDIA, NVIDIA GeForce GT 730 (0x00001287) Direct3D11 vs_5_0 ps_5_0, D3D11-27.21.14.5671)��@������������������,,
inPosition_uinPositionP�inColor	_uinColorR�inTextureCoords_uinTextureCoordsƍ������������������*����������sk_RTAdjustuAtlasSizeInv_S0uTextureSampler_0_S0
_usk_RTAdjust_uuAtlasSizeInv_S0_uuTextureSampler_0_S0sk_FragColor_usk_FragColorR�@fsSecondaryColorOut_ufsSecondaryColorOutR�@^������������������������������������������������������������������������������������������������������������������������	struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float2 v1 : TEXCOORD1;
};
#pragma warning( disable: 3556 3571 )
float float_ctor_int(int x0)
{
    return float(x0);
}
float float_ctor_uint(uint x0)
{
    return float(x0);
}
float2 vec2_ctor(float x0, float x1)
{
    return float2(x0, x1);
}
float4 vec4_ctor(float2 x0, float x1, float x2)
{
    return float4(x0, x1, x2);
}
// Uniforms

uniform float4 _sk_RTAdjust : register(c1);
uniform float2 _uAtlasSizeInv_S0 : 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 _inPosition = {0, 0};
static float4 _inColor = {0, 0, 0, 0};
static uint2 _inTextureCoords = {0, 0};

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

// Varyings
static noperspective float2 _vTextureCoords_S0 = {0, 0};
static noperspective float _vTexIndex_S0 = {0};
static noperspective float4 _vinColor_S0 = {0, 0, 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 = _vinColor_S0;
    output.v1 = _vTextureCoords_S0;

    return output;
}

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

int _texIdx3010 = {0};
float2 _unormTexCoords3011 = vec2_ctor(float_ctor_uint(_inTextureCoords.x), float_ctor_uint(_inTextureCoords.y));
(_vTextureCoords_S0 = (_unormTexCoords3011 * _uAtlasSizeInv_S0));
(_vTexIndex_S0 = float_ctor_int(_texIdx3010));
(_vinColor_S0 = _inColor);
(gl_Position = vec4_ctor(_inPosition, 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;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float2 v1 : TEXCOORD1;
};

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

static const uint _uTextureSampler_0_S0 = 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 _vTextureCoords_S0 = {0, 0};
static noperspective float4 _vinColor_S0 = {0, 0, 0, 0};

static float4 out_sk_FragColor = {0, 0, 0, 0};
static float4 out_fsSecondaryColorOut = {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){
    _vinColor_S0 = input.v0;
    _vTextureCoords_S0 = input.v1.xy;

float4 _outputColor_S03008 = _vinColor_S0;
float4 _texColor3009 = gl_texture2D(_uTextureSampler_0_S0, _vTextureCoords_S0, -0.474999994);
float4 _outputCoverage_S03010 = _texColor3009;
{
(_outputCoverage_S03010.w = max(max(_outputCoverage_S03010.x, _outputCoverage_S03010.y), _outputCoverage_S03010.z));
(out_fsSecondaryColorOut = (_outputColor_S03008.w * _outputCoverage_S03010));
(out_sk_FragColor = (_outputColor_S03008 * _outputCoverage_S03010));
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColorR�out_fsSecondaryColorOutout_fsSecondaryColorOut�struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float2 v1 : TEXCOORD1;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    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; 
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
����DXBC(��A���E��!&��ҷ�4<�(�RDEF�<����RD11< ($|�$GlobalsDriverConstants���|�0��@,��������P l��������_sk_RTAdjustfloat4%_uAtlasSizeInv_S0float2���bX,��������f l��������t0l���������8����������<���������dx_ViewAdjustdx_ViewCoordsdx_ViewScaleclipControlOriginfloat����clipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGN\PPPTEXCOORD���OSGN�htttSV_PositionTEXCOORD���SHEX�PqjYF� YF� _2_�_2g� e� e� e2 h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?6� 6� F6B @6� FV2F82 FF� >STAT���|DXBC[c���]UG
���g�|4����RDEF�<����RD11< ($|�����
samplers2D[0]textures2D[0]Microsoft (R) HLSL Shader Compiler 10.1ISGN�htttSV_PositionTEXCOORD���OSGND88SV_TARGET��SHEXPBjZ`XpUUb �b 2e� e� hJ���CUrFF~`@33�4
4�*
8� FF8� F�>STAT�BPLG��-911db897eaa2d9b7`ANGLE (NVIDIA, NVIDIA GeForce GT 730 (0x00001287) Direct3D11 vs_5_0 ps_5_0, D3D11-27.21.14.5671)��@������������������,,position
_upositionP�color_ucolorR����������������������������	���������*����������sk_RTAdjustucoverageInvert_S1
u_skRTFlip
umatrix_S1_c0uTextureSampler_0_S1
_usk_RTAdjust_uucoverageInvert_S1_uu_skRTFlip_uumatrix_S1_c0_uuTextureSampler_0_S1sk_FragColor_usk_FragColorR�@^�������������������������������������������������������������������������������������������������������������������������������������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
};
#pragma warning( disable: 3556 3571 )
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 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};

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;

    return output;
}

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

(_vcolor_S0 = _color);
(gl_Position = vec4_ctor(_position, 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;
    float4 gl_FragCoord : TEXCOORD2;
    noperspective float4 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(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);
}
// Uniforms

uniform float2 _u_skRTFlip : register(c0);
uniform float3x3 _umatrix_S1_c0 : register(c1);
uniform float2 _ucoverageInvert_S1 : register(c4);
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 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
@@ 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;

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 __0_coverage3010 = {0.0};
{
(__0_coverage3010 = gl_texture2D(_uTextureSampler_0_S1, mul(transpose(mat3x2_ctor(_umatrix_S1_c0)), vec3_ctor(_sk_FragCoord3008.xy, 1.0)), -0.474999994).x);
}
(__0_coverage3010 = ((__0_coverage3010 * _ucoverageInvert_S1.x) + _ucoverageInvert_S1.y));
float4 _output_S13011 = vec4_ctor(__0_coverage3010);
{
(out_sk_FragColor = (_outputColor_S03009 * _output_S13011));
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColor�struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    noperspective 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
}
��DXBCl�B��j���MH!04L�lRDEF��<����RD11< ($|�$GlobalsDriverConstants���|� �(@���������_sk_RTAdjustfloat4����������� ��������80��������E8`���������<`��������dx_ViewAdjustdx_ViewCoordsfloat2�dx_ViewScaleclipControlOriginfloat���WclipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGND88TEXCOORD���OSGN�htttSV_PositionTEXCOORD���SHEX�PdjYF� YF� _2_�g� e� e� e� h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?6� 6� F6� F6� F>STAT�
�XDXBCp`m<�b6a��{L�FX4\��RDEF �<����RD11< ($������
��samplers2D[0]textures2D[0]$GlobalsDriverConstants����$P�$`�����������,���������@���������_u_skRTFlipfloat2��_umatrix_S1_c0float3x3�_ucoverageInvert_S1,��������P0���������c x���������8����������,����������@ ���������dx_ViewCoordsfloat4���"dx_FragCoordOffsetdx_DepthFrontfloat3qdx_ViewScaledx_Miscdword��samplerMetadataSamplerMetadatabaseLevelint��wrapModespaddingint2�BintBorderColorint4{�0:Hl���Microsoft (R) HLSL Shader Compiler 10.1ISGN�htttSV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX�PgjYF� YF� Z`XpUUd 2b �e� h6�@�?	2FF� �A2B� 
� F� �"F� �J���CUFF~`@33�2

� � 8� F>STAT�	BPLG��"%911db897eaa2d9b7`ANGLE (NVIDIA, NVIDIA GeForce GT 730 (0x00001287) Direct3D11 vs_5_0 ps_5_0, D3D11-27.21.14.5671)��@������������������,,
inPosition_uinPositionP�inColor	_uinColorR�inTextureCoords_uinTextureCoordsƍ������������������*����������sk_RTAdjustuAtlasSizeInv_S0uTextureSampler_0_S0
_usk_RTAdjust_uuAtlasSizeInv_S0_uuTextureSampler_0_S0sk_FragColor_usk_FragColorR�@^������������������������������������������������������������������������������������������������������������������������	struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float2 v1 : TEXCOORD1;
};
#pragma warning( disable: 3556 3571 )
float float_ctor_int(int x0)
{
    return float(x0);
}
float float_ctor_uint(uint x0)
{
    return float(x0);
}
float2 vec2_ctor(float x0, float x1)
{
    return float2(x0, x1);
}
float4 vec4_ctor(float2 x0, float x1, float x2)
{
    return float4(x0, x1, x2);
}
// Uniforms

uniform float4 _sk_RTAdjust : register(c1);
uniform float2 _uAtlasSizeInv_S0 : 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 _inPosition = {0, 0};
static float4 _inColor = {0, 0, 0, 0};
static uint2 _inTextureCoords = {0, 0};

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

// Varyings
static noperspective float2 _vTextureCoords_S0 = {0, 0};
static noperspective float _vTexIndex_S0 = {0};
static noperspective float4 _vinColor_S0 = {0, 0, 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 = _vinColor_S0;
    output.v1 = _vTextureCoords_S0;

    return output;
}

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

int _texIdx3010 = {0};
float2 _unormTexCoords3011 = vec2_ctor(float_ctor_uint(_inTextureCoords.x), float_ctor_uint(_inTextureCoords.y));
(_vTextureCoords_S0 = (_unormTexCoords3011 * _uAtlasSizeInv_S0));
(_vTexIndex_S0 = float_ctor_int(_texIdx3010));
(_vinColor_S0 = _inColor);
(gl_Position = vec4_ctor(_inPosition, 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;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float2 v1 : TEXCOORD1;
};

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

static const uint _uTextureSampler_0_S0 = 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 _vTextureCoords_S0 = {0, 0};
static noperspective float4 _vinColor_S0 = {0, 0, 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){
    _vinColor_S0 = input.v0;
    _vTextureCoords_S0 = input.v1.xy;

float4 _outputColor_S03007 = _vinColor_S0;
float4 _texColor3008 = gl_texture2D(_uTextureSampler_0_S0, _vTextureCoords_S0, -0.474999994).xxxx;
float4 _outputCoverage_S03009 = _texColor3008;
{
(out_sk_FragColor = (_outputColor_S03007 * _outputCoverage_S03009));
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColor�struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float2 v1 : TEXCOORD1;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    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; 
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
����DXBC(��A���E��!&��ҷ�4<�(�RDEF�<����RD11< ($|�$GlobalsDriverConstants���|�0��@,��������P l��������_sk_RTAdjustfloat4%_uAtlasSizeInv_S0float2���bX,��������f l��������t0l���������8����������<���������dx_ViewAdjustdx_ViewCoordsdx_ViewScaleclipControlOriginfloat����clipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGN\PPPTEXCOORD���OSGN�htttSV_PositionTEXCOORD���SHEX�PqjYF� YF� _2_�_2g� e� e� e2 h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?6� 6� F6B @6� FV2F82 FF� >STAT��DXBC��F}���_���4���hRDEF�<����RD11< ($|�����
samplers2D[0]textures2D[0]Microsoft (R) HLSL Shader Compiler 10.1ISGN�htttSV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX�P*jZ`XpUUb �b 2e� hJ���CUFF~`@33�8� F>STAT�BPLG���*911db897eaa2d9b7`ANGLE (NVIDIA, NVIDIA GeForce GT 730 (0x00001287) Direct3D11 vs_5_0 ps_5_0, D3D11-27.21.14.5671)��@������������������,,position
_upositionP�coverage
_ucoveragecolor_ucolorR�
geomSubset_ugeomSubsetR�������������������sk_RTAdjust
u_skRTFlip
_usk_RTAdjust_uu_skRTFlip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 float4 v1 : TEXCOORD1;
    noperspective float v2 : TEXCOORD2;
};
#pragma warning( disable: 3556 3571 )
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 float _coverage = {0};
static float4 _color = {0, 0, 0, 0};
static float4 _geomSubset = {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 float _vcoverage_S0 = {0};
static noperspective float4 _vgeomSubset_S0 = {0, 0, 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 = _vgeomSubset_S0;
    output.v2 = _vcoverage_S0;

    return output;
}

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

float2 t0 = _position, _position3010 = t0;
(_vcolor_S0 = _color);
(_vcoverage_S0 = _coverage);
(_vgeomSubset_S0 = _geomSubset);
(gl_Position = vec4_ctor(_position3010, 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 : TEXCOORD3;
    float4 gl_FragCoord : TEXCOORD4;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float4 v1 : TEXCOORD1;
    noperspective float v2 : TEXCOORD2;
};

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

uniform float2 _u_skRTFlip : 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 noperspective float4 _vcolor_S0 = {0, 0, 0, 0};
static noperspective float _vcoverage_S0 = {0};
static noperspective float4 _vgeomSubset_S0 = {0, 0, 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;
    _vgeomSubset_S0 = input.v1;
    _vcoverage_S0 = input.v2.x;

float4 _sk_FragCoord3007 = vec4_ctor(gl_FragCoord.x, (_u_skRTFlip.x + (_u_skRTFlip.y * gl_FragCoord.y)), gl_FragCoord.z, gl_FragCoord.w);
float4 _outputColor_S03008 = _vcolor_S0;
float _coverage3009 = _vcoverage_S0;
float4 _geoSubset3010 = _vgeomSubset_S0;
float4 _dists43011 = clamp((float4(1.0, 1.0, -1.0, -1.0) * (_sk_FragCoord3007.xyxy - _geoSubset3010)), 0.0, 1.0);
float2 _dists23012 = ((_dists43011.xy + _dists43011.zw) - 1.0);
(_coverage3009 = min(_coverage3009, (_dists23012.x * _dists23012.y)));
float4 _outputCoverage_S03013 = vec4_ctor(_coverage3009);
{
(out_sk_FragColor = (_outputColor_S03008 * _outputCoverage_S03013));
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColormstruct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD3;
    float4 gl_FragCoord : TEXCOORD4;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float4 v1 : TEXCOORD1;
    noperspective float v2 : TEXCOORD2;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD3;
    float4 gl_FragCoord : TEXCOORD4;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float4 v1 : TEXCOORD1;
    noperspective float 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
}
�����DXBC0�$���&�~����4|4$RDEF��<����RD11< ($|�$GlobalsDriverConstants���|� �(@���������_sk_RTAdjustfloat4����������� ��������80��������E8`���������<`��������dx_ViewAdjustdx_ViewCoordsfloat2�dx_ViewScaleclipControlOriginfloat���WclipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGNthhhhTEXCOORD���OSGN�������SV_PositionTEXCOORD���SHEX�PzjYF� YF� _2__�_�g� e� e� e� e� e h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?6� 6� F6� F6� F6� F6 
>STAT�
�TDXBC0�1^�of��7=�0T4��RDEF��<����RD11< ($|�$GlobalsDriverConstants���|��(@���������_u_skRTFlipfloat2�����������,0��������? T��������x8���������,���������dx_ViewCoordsfloat4����dx_FragCoordOffsetdx_DepthFrontfloat3Mdx_ViewScaledx_Miscdword��Microsoft (R) HLSL Shader Compiler 10.1ISGN�������SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX�PjjYF� YF� d 2b �b �b e� h	2FF� �A2B� 
� ��F�A8 
�F@�?�?����2�
F
2F@����8
3

8� F>STAT�
	BPLG��T!911db897eaa2d9b7`ANGLE (NVIDIA, NVIDIA GeForce GT 730 (0x00001287) Direct3D11 vs_5_0 ps_5_0, D3D11-27.21.14.5671)��@������������������,,
inPosition_uinPositionP�inColor	_uinColorR�inCircleEdge_uinCircleEdgeR����������sk_RTAdjust
_usk_RTAdjust�����sk_FragColor_usk_FragColorR�@�������������������������������������������������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float4 v1 : TEXCOORD1;
};
#pragma warning( disable: 3556 3571 )
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 _inPosition = {0, 0};
static float4 _inColor = {0, 0, 0, 0};
static float4 _inCircleEdge = {0, 0, 0, 0};

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

// Varyings
static noperspective float4 _vinCircleEdge_S0 = {0, 0, 0, 0};
static noperspective float4 _vinColor_S0 = {0, 0, 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 = _vinCircleEdge_S0;
    output.v1 = _vinColor_S0;

    return output;
}

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

(_vinCircleEdge_S0 = _inCircleEdge);
(_vinColor_S0 = _inColor);
float2 __tmp_0_inPosition3009 = _inPosition;
(gl_Position = vec4_ctor(__tmp_0_inPosition3009, 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;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float4 v1 : TEXCOORD1;
};

#pragma warning( disable: 3556 3571 )
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 noperspective float4 _vinCircleEdge_S0 = {0, 0, 0, 0};
static noperspective float4 _vinColor_S0 = {0, 0, 0, 0};

static float4 out_sk_FragColor = {0, 0, 0, 0};

cbuffer DriverConstants : register(b1)
{
    uint dx_Misc : packoffset(c2.w);
};

@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){
    _vinCircleEdge_S0 = input.v0;
    _vinColor_S0 = input.v1;

float4 _circleEdge3005 = _vinCircleEdge_S0;
float4 _outputColor_S03006 = _vinColor_S0;
float _d3007 = length(_circleEdge3005.xy);
float _distanceToOuterEdge3008 = (_circleEdge3005.z * (1.0 - _d3007));
float _edgeAlpha3009 = clamp(_distanceToOuterEdge3008, 0.0, 1.0);
float _distanceToInnerEdge3010 = (_circleEdge3005.z * (_d3007 - _circleEdge3005.w));
float _innerAlpha3011 = clamp(_distanceToInnerEdge3010, 0.0, 1.0);
(_edgeAlpha3009 *= _innerAlpha3011);
float4 _outputCoverage_S03012 = vec4_ctor(_edgeAlpha3009);
{
(out_sk_FragColor = (_outputColor_S03006 * _outputCoverage_S03012));
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColor�struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float4 v1 : TEXCOORD1;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
    noperspective 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
}
���4DXBCGQ���64v}�Y\��44d��RDEF��<����RD11< ($|�$GlobalsDriverConstants���|� �(@���������_sk_RTAdjustfloat4����������� ��������80��������E8`���������<`��������dx_ViewAdjustdx_ViewCoordsfloat2�dx_ViewScaleclipControlOriginfloat���WclipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGN\PPPTEXCOORD���OSGN�htttSV_PositionTEXCOORD���SHEX�PijYF� YF� _2_�_�g� e� e� e� h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?6� 6� F6B @6� F6� F>STAT��DXBCbA���Ъd����	4�(\dRDEFd<���<RD11< ($Microsoft (R) HLSL Shader Compiler 10.1ISGN�htttSV_PositionTEXCOORD���OSGN, SV_TARGET��SHEXP@jb �b �e� hFFK
"
�A@�?
:�A8 2F�8
8� F>STAT�BPLG��S 911db897eaa2d9b7`ANGLE (NVIDIA, NVIDIA GeForce GT 730 (0x00001287) Direct3D11 vs_5_0 ps_5_0, D3D11-27.21.14.5671)��@������������������,,
inPosition_uinPositionP�inColor	_uinColorR�inCircleEdge_uinCircleEdgeR����������sk_RTAdjust
_usk_RTAdjustsk_FragColor_usk_FragColorR�@�������������������������������������������������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float4 v1 : TEXCOORD1;
};
#pragma warning( disable: 3556 3571 )
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 _inPosition = {0, 0};
static float4 _inColor = {0, 0, 0, 0};
static float4 _inCircleEdge = {0, 0, 0, 0};

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

// Varyings
static noperspective float4 _vinCircleEdge_S0 = {0, 0, 0, 0};
static noperspective float4 _vinColor_S0 = {0, 0, 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 = _vinCircleEdge_S0;
    output.v1 = _vinColor_S0;

    return output;
}

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

(_vinCircleEdge_S0 = _inCircleEdge);
(_vinColor_S0 = _inColor);
float2 __tmp_0_inPosition3008 = _inPosition;
(gl_Position = vec4_ctor(__tmp_0_inPosition3008, 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;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float4 v1 : TEXCOORD1;
};

#pragma warning( disable: 3556 3571 )
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 noperspective float4 _vinCircleEdge_S0 = {0, 0, 0, 0};
static noperspective float4 _vinColor_S0 = {0, 0, 0, 0};

static float4 out_sk_FragColor = {0, 0, 0, 0};

cbuffer DriverConstants : register(b1)
{
    uint dx_Misc : packoffset(c2.w);
};

@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){
    _vinCircleEdge_S0 = input.v0;
    _vinColor_S0 = input.v1;

float4 _circleEdge3005 = _vinCircleEdge_S0;
float4 _outputColor_S03006 = _vinColor_S0;
float _d3007 = length(_circleEdge3005.xy);
float _distanceToOuterEdge3008 = (_circleEdge3005.z * (1.0 - _d3007));
float _edgeAlpha3009 = clamp(_distanceToOuterEdge3008, 0.0, 1.0);
float4 _outputCoverage_S03010 = vec4_ctor(_edgeAlpha3009);
{
(out_sk_FragColor = (_outputColor_S03006 * _outputCoverage_S03010));
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColor�struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float4 v1 : TEXCOORD1;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
    noperspective 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
}
���4DXBCGQ���64v}�Y\��44d��RDEF��<����RD11< ($|�$GlobalsDriverConstants���|� �(@���������_sk_RTAdjustfloat4����������� ��������80��������E8`���������<`��������dx_ViewAdjustdx_ViewCoordsfloat2�dx_ViewScaleclipControlOriginfloat���WclipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGN\PPPTEXCOORD���OSGN�htttSV_PositionTEXCOORD���SHEX�PijYF� YF� _2_�_�g� e� e� e� h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?6� 6� F6B @6� F6� F>STAT���DXBC��B�y�ǿm��c���4�(\(RDEFd<���<RD11< ($Microsoft (R) HLSL Shader Compiler 10.1ISGN�htttSV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX�P1jb rb �e� hFFK

�A@�?8 
*8� F>STAT�BPLG��!911db897eaa2d9b7`ANGLE (NVIDIA, NVIDIA GeForce GT 730 (0x00001287) Direct3D11 vs_5_0 ps_5_0, D3D11-27.21.14.5671)��@������������������,,
inPosition_uinPositionP�
inCoverage_uinCoverage���������sk_RTAdjust
_usk_RTAdjust�����sk_FragColor_usk_FragColorR�@����������������������������������������������������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    noperspective float v0 : TEXCOORD0;
};
#pragma warning( disable: 3556 3571 )
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 _inPosition = {0, 0};
static float _inCoverage = {0};

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

// Varyings
static noperspective float _vinCoverage_S0 = {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 = _vinCoverage_S0;

    return output;
}

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

float2 __tmp_1_inPosition3006 = _inPosition;
(_vinCoverage_S0 = _inCoverage);
(gl_Position = vec4_ctor(__tmp_1_inPosition3006, 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;
    noperspective float v0 : TEXCOORD0;
};

#pragma warning( disable: 3556 3571 )
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);
}
#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 float _vinCoverage_S0 = {0};

static float4 out_sk_FragColor = {0, 0, 0, 0};

cbuffer DriverConstants : register(b1)
{
    uint dx_Misc : packoffset(c2.w);
};

@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){
    _vinCoverage_S0 = input.v0.x;

float _alpha3005 = {1.0};
(_alpha3005 = _vinCoverage_S0);
float4 _outputCoverage_S03006 = vec4_ctor(_alpha3005);
{
(out_sk_FragColor = _outputCoverage_S03006);
(out_sk_FragColor = vec4_ctor(out_sk_FragColor.w, 0.0, 0.0, 0.0));
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColorstruct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    noperspective float v0 : TEXCOORD0;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    noperspective float 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
}
���DXBC��׽�R�`{��e{QR�4L�<RDEF��<����RD11< ($|�$GlobalsDriverConstants���|� �(@���������_sk_RTAdjustfloat4����������� ��������80��������E8`���������<`��������dx_ViewAdjustdx_ViewCoordsfloat2�dx_ViewScaleclipControlOriginfloat���WclipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGND88TEXCOORD���OSGNhP\\SV_PositionTEXCOORD���SHEXxP^jYF� YF� _2_g� e� e h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?6� 6� F6B @6 
>STAT�
�DDXBC-
0���wF>-�����D4�D�RDEFd<���<RD11< ($Microsoft (R) HLSL Shader Compiler 10.1ISGNhP\\SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX\Pjb e� 6 
6� @>STAT�BPLG��$911db897eaa2d9b7`ANGLE (NVIDIA, NVIDIA GeForce GT 730 (0x00001287) Direct3D11 vs_5_0 ps_5_0, D3D11-27.21.14.5671)��@������������������,,
inPosition_uinPositionP�inColor	_uinColorR�inCircleEdge_uinCircleEdgeR����������sk_RTAdjust
_usk_RTAdjust�����sk_FragColor_usk_FragColorR�@�������������������������������������������������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    noperspective float4 v0 : TEXCOORD0;
};
#pragma warning( disable: 3556 3571 )
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 _inPosition = {0, 0};
static float4 _inColor = {0, 0, 0, 0};
static float4 _inCircleEdge = {0, 0, 0, 0};

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

// Varyings
static noperspective float4 _vinCircleEdge_S0 = {0, 0, 0, 0};
static noperspective float4 _vinColor_S0 = {0, 0, 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 = _vinCircleEdge_S0;

    return output;
}

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

(_vinCircleEdge_S0 = _inCircleEdge);
(_vinColor_S0 = _inColor);
float2 __tmp_0_inPosition3009 = _inPosition;
(gl_Position = vec4_ctor(__tmp_0_inPosition3009, 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;
    noperspective float4 v0 : TEXCOORD0;
};

#pragma warning( disable: 3556 3571 )
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);
}
#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 _vinCircleEdge_S0 = {0, 0, 0, 0};

static float4 out_sk_FragColor = {0, 0, 0, 0};

cbuffer DriverConstants : register(b1)
{
    uint dx_Misc : packoffset(c2.w);
};

@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){
    _vinCircleEdge_S0 = input.v0;

float4 _circleEdge3005 = _vinCircleEdge_S0;
float _d3006 = length(_circleEdge3005.xy);
float _distanceToOuterEdge3007 = (_circleEdge3005.z * (1.0 - _d3006));
float _edgeAlpha3008 = clamp(_distanceToOuterEdge3007, 0.0, 1.0);
float4 _outputCoverage_S03009 = vec4_ctor(_edgeAlpha3008);
{
(out_sk_FragColor = _outputCoverage_S03009);
(out_sk_FragColor = vec4_ctor(out_sk_FragColor.w, 0.0, 0.0, 0.0));
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColorstruct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    noperspective float4 v0 : TEXCOORD0;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    noperspective 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
}
����DXBCn0􍶋fD�97![<�4d�TRDEF��<����RD11< ($|�$GlobalsDriverConstants���|� �(@���������_sk_RTAdjustfloat4����������� ��������80��������E8`���������<`��������dx_ViewAdjustdx_ViewCoordsfloat2�dx_ViewScaleclipControlOriginfloat���WclipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGN\PPPTEXCOORD���OSGNhP\\SV_PositionTEXCOORD���SHEXxP^jYF� YF� _2_�g� e� e� h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?6� 6� F6B @6� F>STAT�
��DXBCYO�J_۳BQ��p�jL�4�DRDEFd<���<RD11< ($Microsoft (R) HLSL Shader Compiler 10.1ISGNhP\\SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX�P/jb re� hFFK

�A@�?8  
*6� @>STAT�BPLG��G1911db897eaa2d9b7`ANGLE (NVIDIA, NVIDIA GeForce GT 730 (0x00001287) Direct3D11 vs_5_0 ps_5_0, D3D11-27.21.14.5671)��@������������������,,position
_upositionP�
localCoord_ulocalCoordP����������	������������������������������������	���������*����������sk_RTAdjust
umatrix_S1
udir_S1_c0uoffsetsAndKernel_S1_c0[0]uclamp_S1_c0_c0_c0umatrix_S1_c0_c0uTextureSampler_0_S1
_usk_RTAdjust_uumatrix_S1_uudir_S1_c0_uuoffsetsAndKernel_S1_c0[0]_uuclamp_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 float2 _localCoord = {0, 0};

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

// Varyings
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);

(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);
}
:
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]);
}
float4 vec4_ctor(float x0, float x1, float x2, float x3)
{
    return float4(x0, x1, x2, x3);
}
// Uniforms

uniform float4 _uclamp_S1_c0_c0_c0 : register(c0);
uniform float3x3 _umatrix_S1_c0_c0 : register(c1);
uniform float4 _uoffsetsAndKernel_S1_c0[14] : register(c4);
uniform float2 _udir_S1_c0 : register(c18);
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 __26_tmp_1_coords3011 = _vTransformedCoords_2_S0;
float4 __27_sum3012 = {0.0, 0.0, 0.0, 0.0};
{LOOP for(int __28_i3013 = {0}; (__28_i3013 < 4); (++__28_i3013))
{
float4 __29_s3014 = _uoffsetsAndKernel_S1_c0[__28_i3013];
float2 __30_inCoord3015 = mul(transpose(mat3x2_ctor(_umatrix_S1_c0_c0)), vec3_ctor((__26_tmp_1_coords3011 + (__29_s3014.x * _udir_S1_c0)), 1.0));
float2 __31_subsetCoord3016 = {0, 0};
(__31_subsetCoord3016.x = __30_inCoord3015.x);
(__31_subsetCoord3016.y = __30_inCoord3015.y);
float2 __32_clampedCoord3017 = {0, 0};
(__32_clampedCoord3017.x = clamp(__31_subsetCoord3016.x, _uclamp_S1_c0_c0_c0.x, _uclamp_S1_c0_c0_c0.z));
(__32_clampedCoord3017.y = __31_subsetCoord3016.y);
float4 __33_textureColor3018 = vec4_ctor(0.0, 0.0, 0.0, gl_texture2D(_uTextureSampler_0_S1, __32_clampedCoord3017, -0.474999994).x);
(__27_sum3012 += (__29_s3014.y * __33_textureColor3018));
float2 __34_inCoord3019 = mul(transpose(mat3x2_ctor(_umatrix_S1_c0_c0)), vec3_ctor((__26_tmp_1_coords3011 + (__29_s3014.z * _udir_S1_c0)), 1.0));
float2 __35_subsetCoord3020 = {0, 0};
(__35_subsetCoord3020.x = __34_inCoord3019.x);
(__35_subsetCoord3020.y = __34_inCoord3019.y);
float2 __36_clampedCoord3021 = {0, 0};
(__36_clampedCoord3021.x = clamp(__35_subsetCoord3020.x, _uclamp_S1_c0_c0_c0.x, _uclamp_S1_c0_c0_c0.z));
(__36_clampedCoord3021.y = __35_subsetCoord3020.y);
float4 __37_textureColor3022 = vec4_ctor(0.0, 0.0, 0.0, gl_texture2D(_uTextureSampler_0_S1, __36_clampedCoord3021, -0.474999994).x);
(__27_sum3012 += (__29_s3014.w * __37_textureColor3022));
}
}
float4 _output_S13023 = __27_sum3012;
{
(out_sk_FragColor = _output_S13023);
(out_sk_FragColor = vec4_ctor(out_sk_FragColor.w, 0.0, 0.0, 0.0));
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColorstruct 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
}
���DXBCt~����j�,]�Z���4d� �RDEF(�<����RD11< ($|�$GlobalsDriverConstants���|�P��@,��������P ,h��������_sk_RTAdjustfloat4%_umatrix_S1float3x3���\T,��������b x���������0x���������8����������<���������dx_ViewAdjustdx_ViewCoordsfloat2�pdx_ViewScaleclipControlOriginfloat����clipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGND88TEXCOORD���OSGNhP\\SV_PositionTEXCOORD���SHEX�PqjYF� YF� _2_2g� e� e2 h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?�?6� 6� F6B @62F F� F" F� F>STAT��pDXBCVH9�;c���lčp4�H|�RDEF��<���tRD11< ($������
�samplers2D[0]textures2D[0]$Globals�����0|����������,����������@���������< P��������_uclamp_S1_c0_c0_c0float4��_umatrix_S1_c0_c0float3x3��_uoffsetsAndKernel_S1_c0����_udir_S1_c0float2�HMicrosoft (R) HLSL Shader Compiler 10.1ISGNhP\\SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEXPP�jYF� Z`XpUUb 2e� h6B@�?6B@�?6�@6�@0!:@
2
�� :F� F62FF� F"F� F4

� 3
*� J���CUFF~`@33�2� :
:62�
"F� F"F� F4"
� 3*� J���CU"F~`@33�2�:� :
�:@6 :6� @>STAT�BPLG��$,911db897eaa2d9b7`ANGLE (NVIDIA, NVIDIA GeForce GT 730 (0x00001287) Direct3D11 vs_5_0 ps_5_0, D3D11-27.21.14.5671)��@������������������,,position
_upositionP�
localCoord_ulocalCoordP����������	���������������������������	���������*����������sk_RTAdjust
umatrix_S1
udir_S1_c0uoffsetsAndKernel_S1_c0[0]umatrix_S1_c0_c0uTextureSampler_0_S1
_usk_RTAdjust_uumatrix_S1_uudir_S1_c0_uuoffsetsAndKernel_S1_c0[0]_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 float2 _localCoord = {0, 0};

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

// Varyings
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);

(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);
}
�	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]);
}
float4 vec4_ctor(float x0, float x1, float x2, float x3)
{
    return float4(x0, x1, x2, x3);
}
// Uniforms

uniform float3x3 _umatrix_S1_c0_c0 : register(c0);
uniform float4 _uoffsetsAndKernel_S1_c0[14] : register(c3);
uniform float2 _udir_S1_c0 : register(c17);
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 __6_tmp_1_coords3010 = _vTransformedCoords_2_S0;
float4 __7_sum3011 = {0.0, 0.0, 0.0, 0.0};
{LOOP for(int __8_i3012 = {0}; (__8_i3012 < 4); (++__8_i3012))
{
float4 __9_s3013 = _uoffsetsAndKernel_S1_c0[__8_i3012];
(__7_sum3011 += (__9_s3013.y * vec4_ctor(0.0, 0.0, 0.0, gl_texture2D(_uTextureSampler_0_S1, mul(transpose(mat3x2_ctor(_umatrix_S1_c0_c0)), vec3_ctor((__6_tmp_1_coords3010 + (__9_s3013.x * _udir_S1_c0)), 1.0)), -0.474999994).x)));
(__7_sum3011 += (__9_s3013.w * vec4_ctor(0.0, 0.0, 0.0, gl_texture2D(_uTextureSampler_0_S1, mul(transpose(mat3x2_ctor(_umatrix_S1_c0_c0)), vec3_ctor((__6_tmp_1_coords3010 + (__9_s3013.z * _udir_S1_c0)), 1.0)), -0.474999994).x)));
}
}
float4 _output_S13014 = __7_sum3011;
{
(out_sk_FragColor = _output_S13014);
(out_sk_FragColor = vec4_ctor(out_sk_FragColor.w, 0.0, 0.0, 0.0));
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColorstruct 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
}
���DXBCt~����j�,]�Z���4d� �RDEF(�<����RD11< ($|�$GlobalsDriverConstants���|�P��@,��������P ,h��������_sk_RTAdjustfloat4%_umatrix_S1float3x3���\T,��������b x���������0x���������8����������<���������dx_ViewAdjustdx_ViewCoordsfloat2�pdx_ViewScaleclipControlOriginfloat����clipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGND88TEXCOORD���OSGNhP\\SV_PositionTEXCOORD���SHEX�PqjYF� YF� _2_2g� e� e2 h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?�?6� 6� F6B @62F F� F" F� F>STAT���DXBC�s��!q��E�B��4t��RDEF8�<���RD11< ($������
�samplers2D[0]textures2D[0]$Globals����� T,p���������0��������������������_umatrix_S1_c0_c0float3x3�f_uoffsetsAndKernel_S1_c0float4�_udir_S1_c0float2��Microsoft (R) HLSL Shader Compiler 10.1ISGNhP\\SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX�P�jYF� Z`XpUUb 2e� h6B@�?6B@�?6�@6�@0!:@
2
�� :F� F62FF� F"F� FJ���CUFF~`@33�2� :
:62�
F� F"F� FJ���CU"F~`@33�2�:� :
�:@6 :6� @>STAT�BPLG��G1911db897eaa2d9b7`ANGLE (NVIDIA, NVIDIA GeForce GT 730 (0x00001287) Direct3D11 vs_5_0 ps_5_0, D3D11-27.21.14.5671)��@������������������,,position
_upositionP�
localCoord_ulocalCoordP����������	������������������������������������	���������*����������sk_RTAdjust
umatrix_S1
udir_S1_c0uoffsetsAndKernel_S1_c0[0]uclamp_S1_c0_c0_c0umatrix_S1_c0_c0uTextureSampler_0_S1
_usk_RTAdjust_uumatrix_S1_uudir_S1_c0_uuoffsetsAndKernel_S1_c0[0]_uuclamp_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 float2 _localCoord = {0, 0};

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

// Varyings
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);

(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);
}
:
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]);
}
float4 vec4_ctor(float x0, float x1, float x2, float x3)
{
    return float4(x0, x1, x2, x3);
}
// Uniforms

uniform float4 _uclamp_S1_c0_c0_c0 : register(c0);
uniform float3x3 _umatrix_S1_c0_c0 : register(c1);
uniform float4 _uoffsetsAndKernel_S1_c0[14] : register(c4);
uniform float2 _udir_S1_c0 : register(c18);
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 __26_tmp_1_coords3011 = _vTransformedCoords_2_S0;
float4 __27_sum3012 = {0.0, 0.0, 0.0, 0.0};
{LOOP for(int __28_i3013 = {0}; (__28_i3013 < 4); (++__28_i3013))
{
float4 __29_s3014 = _uoffsetsAndKernel_S1_c0[__28_i3013];
float2 __30_inCoord3015 = mul(transpose(mat3x2_ctor(_umatrix_S1_c0_c0)), vec3_ctor((__26_tmp_1_coords3011 + (__29_s3014.x * _udir_S1_c0)), 1.0));
float2 __31_subsetCoord3016 = {0, 0};
(__31_subsetCoord3016.x = __30_inCoord3015.x);
(__31_subsetCoord3016.y = __30_inCoord3015.y);
float2 __32_clampedCoord3017 = {0, 0};
(__32_clampedCoord3017.x = __31_subsetCoord3016.x);
(__32_clampedCoord3017.y = clamp(__31_subsetCoord3016.y, _uclamp_S1_c0_c0_c0.y, _uclamp_S1_c0_c0_c0.w));
float4 __33_textureColor3018 = vec4_ctor(0.0, 0.0, 0.0, gl_texture2D(_uTextureSampler_0_S1, __32_clampedCoord3017, -0.474999994).x);
(__27_sum3012 += (__29_s3014.y * __33_textureColor3018));
float2 __34_inCoord3019 = mul(transpose(mat3x2_ctor(_umatrix_S1_c0_c0)), vec3_ctor((__26_tmp_1_coords3011 + (__29_s3014.z * _udir_S1_c0)), 1.0));
float2 __35_subsetCoord3020 = {0, 0};
(__35_subsetCoord3020.x = __34_inCoord3019.x);
(__35_subsetCoord3020.y = __34_inCoord3019.y);
float2 __36_clampedCoord3021 = {0, 0};
(__36_clampedCoord3021.x = __35_subsetCoord3020.x);
(__36_clampedCoord3021.y = clamp(__35_subsetCoord3020.y, _uclamp_S1_c0_c0_c0.y, _uclamp_S1_c0_c0_c0.w));
float4 __37_textureColor3022 = vec4_ctor(0.0, 0.0, 0.0, gl_texture2D(_uTextureSampler_0_S1, __36_clampedCoord3021, -0.474999994).x);
(__27_sum3012 += (__29_s3014.w * __37_textureColor3022));
}
}
float4 _output_S13023 = __27_sum3012;
{
(out_sk_FragColor = _output_S13023);
(out_sk_FragColor = vec4_ctor(out_sk_FragColor.w, 0.0, 0.0, 0.0));
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColorstruct 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
}
���DXBCt~����j�,]�Z���4d� �RDEF(�<����RD11< ($|�$GlobalsDriverConstants���|�P��@,��������P ,h��������_sk_RTAdjustfloat4%_umatrix_S1float3x3���\T,��������b x���������0x���������8����������<���������dx_ViewAdjustdx_ViewCoordsfloat2�pdx_ViewScaleclipControlOriginfloat����clipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGND88TEXCOORD���OSGNhP\\SV_PositionTEXCOORD���SHEX�PqjYF� YF� _2_2g� e� e2 h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?�?6� 6� F6B @62F F� F" F� F>STAT��pDXBC�hȞ��#����֨�8�p4�H|�RDEF��<���tRD11< ($������
�samplers2D[0]textures2D[0]$Globals�����0|����������,����������@���������< P��������_uclamp_S1_c0_c0_c0float4��_umatrix_S1_c0_c0float3x3��_uoffsetsAndKernel_S1_c0����_udir_S1_c0float2�HMicrosoft (R) HLSL Shader Compiler 10.1ISGNhP\\SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEXPP�jYF� Z`XpUUb 2e� h6B@�?6B@�?6�@6�@0!:@
2
�� :F� F62FF� FF� F4
� 3"
:� J���CUFF~`@33�2� :
:62�
F� F"F� F4"� 3":� J���CU"F~`@33�2�:� :
�:@6 :6� @>STAT�BPLG��;*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_S1umatrix_S2_c0_c0uTextureSampler_0_S1uTextureSampler_0_S2
_usk_RTAdjust_uumatrix_S1_uumatrix_S2_c0_c0_uuTextureSampler_0_S1_uuTextureSampler_0_S2sk_FragColor_usk_FragColorR�@^�^����������������������������������������������������������������������������������������������������������������������������������������������������������������	struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD3;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float2 v1 : TEXCOORD1;
    noperspective float2 v2 : TEXCOORD2;
};
#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);
uniform float3x3 _umatrix_S2_c0_c0 : register(c5);
#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};
static noperspective float2 _vTransformedCoords_6_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 = _vcolor_S0;
    output.v1 = _vTransformedCoords_2_S0;
    output.v2 = _vTransformedCoords_6_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)));
}
{
(_vTransformedCoords_6_S0 = mul(transpose(mat3x2_ctor(_umatrix_S2_c0_c0)), vec3_ctor(_position, 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;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float2 v1 : TEXCOORD1;
    noperspective float2 v2 : TEXCOORD2;
};

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

static const uint _uTextureSampler_0_S1 = 0;
static const uint _uTextureSampler_0_S2 = 1;
uniform Texture2D<float4> textures2D[2] : register(t0);
uniform SamplerState samplers2D[2] : 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 _vTransformedCoords_2_S0 = {0, 0};
static noperspective float2 _vTransformedCoords_6_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[2] : 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){
    _vcolor_S0 = input.v0;
    _vTransformedCoords_2_S0 = input.v1.xy;
    _vTransformedCoords_6_S0 = input.v2.xy;

float4 _outputColor_S03010 = _vcolor_S0;
float4 _output_S13011 = gl_texture2D(_uTextureSampler_0_S1, _vTransformedCoords_2_S0, -0.474999994).xxxx;
float4 _output_S23012 = (_output_S13011 * gl_texture2D(_uTextureSampler_0_S2, _vTransformedCoords_6_S0, -0.474999994).x);
{
(out_sk_FragColor = (_outputColor_S03010 * _output_S23012));
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColor�struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD3;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float2 v1 : TEXCOORD1;
    noperspective float2 v2 : TEXCOORD2;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD3;
    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; 
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
����DXBCS��@
ϥ}��0J�5�4��RDEFd�<���9RD11< ($|�$GlobalsDriverConstants���|����@@T��������x ,����������P,���������_sk_RTAdjustfloat4M_umatrix_S1float3x3����_umatrix_S2_c0_c0���T��������� ����������0����������8��������$<��������dx_ViewAdjustdx_ViewCoordsfloat2��dx_ViewScaleclipControlOriginfloat����clipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGN\PPPTEXCOORD���OSGN������SV_PositionTEXCOORD���SHEXdP�jYF� YF� _2_�_2g� e� e� e2 e� h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?�?6� 6� F6B @6� F62F F� F" F� F62F6B@�?B F� F� F� F>STAT���DXBC8�󞢚&WBM��%��4X�,TRDEF<����RD11< ($�������
�����
samplers2D[0]samplers2D[1]textures2D[0]textures2D[1]Microsoft (R) HLSL Shader Compiler 10.1ISGN������SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX PHjZ`Z`XpUUXpUUb �b 2b �e� hJ���CUFF~`@33�J���CU"�~`@33�8
8� F>STAT�BPLG��U+911db897eaa2d9b7`ANGLE (NVIDIA, NVIDIA GeForce GT 730 (0x00001287) Direct3D11 vs_5_0 ps_5_0, D3D11-27.21.14.5671)��@������������������,,position
_upositionP�
localCoord_ulocalCoordP����������������������������*����������sk_RTAdjust
u_skRTFlip
ucircle_S1_c0uTextureSampler_0_S0
_usk_RTAdjust_uu_skRTFlip_uucircle_S1_c0_uuTextureSampler_0_S0sk_FragColor_usk_FragColorR�@^�����������������������������������������������������������������������������������������������������������������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    noperspective float2 v0 : TEXCOORD0;
};
#pragma warning( disable: 3556 3571 )
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 noperspective float2 _vlocalCoord_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 = _vlocalCoord_S0;

    return output;
}

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

(_vlocalCoord_S0 = _localCoord);
(gl_Position = vec4_ctor(_position, 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;
    float4 gl_FragCoord : TEXCOORD2;
    noperspective float2 v0 : TEXCOORD0;
};

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

uniform float2 _u_skRTFlip : register(c0);
uniform float4 _ucircle_S1_c0 : register(c1);
static const uint _uTextureSampler_0_S0 = 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 _vlocalCoord_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
@@ 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;
    _vlocalCoord_S0 = input.v0.xy;

float4 _sk_FragCoord3007 = vec4_ctor(gl_FragCoord.x, (_u_skRTFlip.x + (_u_skRTFlip.y * gl_FragCoord.y)), gl_FragCoord.z, gl_FragCoord.w);
float4 _outputColor_S03008 = {1.0, 1.0, 1.0, 1.0};
float2 _texCoord3009 = _vlocalCoord_S0;
(_outputColor_S03008 = gl_texture2D(_uTextureSampler_0_S0, _texCoord3009, -0.474999994));
float __3_d3010 = ((1.0 - length(((_ucircle_S1_c0.xy - _sk_FragCoord3007.xy) * _ucircle_S1_c0.w))) * _ucircle_S1_c0.z);
float4 _output_S13011 = vec4_ctor(clamp(__3_d3010, 0.0, 1.0));
{
(out_sk_FragColor = (_outputColor_S03008 * _output_S13011));
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColor�struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    noperspective float2 v0 : TEXCOORD0;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    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; 
    output.gl_FragCoord = input.gl_FragCoord;
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
��DXBC�~w�h�W3�}�jV=4L�lRDEF��<����RD11< ($|�$GlobalsDriverConstants���|� �(@���������_sk_RTAdjustfloat4����������� ��������80��������E8`���������<`��������dx_ViewAdjustdx_ViewCoordsfloat2�dx_ViewScaleclipControlOriginfloat���WclipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGND88TEXCOORD���OSGN�htttSV_PositionTEXCOORD���SHEX�PdjYF� YF� _2_2g� e� e� e2 h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?6� 6� F6� F62 F>STAT�
�$DXBC
���U�
��Yd�V��$4�|��RDEF��<����RD11< ($������
��samplers2D[0]textures2D[0]$GlobalsDriverConstants����$ ��`t�������������������_u_skRTFlipfloat2��_ucircle_S1_c0float4��������������0���������� ��������48���������A,P��������t@ l��������dx_ViewCoordsdx_FragCoordOffsetdx_DepthFrontfloat3��dx_ViewScaledx_Miscdword�IsamplerMetadataSamplerMetadatabaseLevelint���wrapModespaddingint2��intBorderColorint4������<�Microsoft (R) HLSL Shader Compiler 10.1ISGN�htttSV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX�PtjYF� YF� Z`XpUUd 2b 2e� h	2FF� �A2B� 
� 	2��AF� 82F�� FFK

�A@�?8 
*� J���CU�FF~`@33�8� F>STAT�	BPLG��L!911db897eaa2d9b7`ANGLE (NVIDIA, NVIDIA GeForce GT 730 (0x00001287) Direct3D11 vs_5_0 ps_5_0, D3D11-27.21.14.5671)��@������������������,,
inPosition_uinPositionP�inColor	_uinColorR�inCircleEdge_uinCircleEdgeR����������sk_RTAdjust
_usk_RTAdjustsk_FragColor_usk_FragColorR�@�������������������������������������������������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float4 v1 : TEXCOORD1;
};
#pragma warning( disable: 3556 3571 )
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 _inPosition = {0, 0};
static float4 _inColor = {0, 0, 0, 0};
static float4 _inCircleEdge = {0, 0, 0, 0};

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

// Varyings
static noperspective float4 _vinCircleEdge_S0 = {0, 0, 0, 0};
static noperspective float4 _vinColor_S0 = {0, 0, 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 = _vinCircleEdge_S0;
    output.v1 = _vinColor_S0;

    return output;
}

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

(_vinCircleEdge_S0 = _inCircleEdge);
(_vinColor_S0 = _inColor);
float2 __tmp_0_inPosition3008 = _inPosition;
(gl_Position = vec4_ctor(__tmp_0_inPosition3008, 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;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float4 v1 : TEXCOORD1;
};

#pragma warning( disable: 3556 3571 )
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 noperspective float4 _vinCircleEdge_S0 = {0, 0, 0, 0};
static noperspective float4 _vinColor_S0 = {0, 0, 0, 0};

static float4 out_sk_FragColor = {0, 0, 0, 0};

cbuffer DriverConstants : register(b1)
{
    uint dx_Misc : packoffset(c2.w);
};

@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){
    _vinCircleEdge_S0 = input.v0;
    _vinColor_S0 = input.v1;

float4 _circleEdge3005 = _vinCircleEdge_S0;
float4 _outputColor_S03006 = _vinColor_S0;
float _d3007 = length(_circleEdge3005.xy);
float _distanceToOuterEdge3008 = (_circleEdge3005.z * (1.0 - _d3007));
float _edgeAlpha3009 = clamp(_distanceToOuterEdge3008, 0.0, 1.0);
float _distanceToInnerEdge3010 = (_circleEdge3005.z * (_d3007 - _circleEdge3005.w));
float _innerAlpha3011 = clamp(_distanceToInnerEdge3010, 0.0, 1.0);
(_edgeAlpha3009 *= _innerAlpha3011);
float4 _outputCoverage_S03012 = vec4_ctor(_edgeAlpha3009);
{
(out_sk_FragColor = (_outputColor_S03006 * _outputCoverage_S03012));
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColor�struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float4 v1 : TEXCOORD1;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
    noperspective 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
}
���4DXBCGQ���64v}�Y\��44d��RDEF��<����RD11< ($|�$GlobalsDriverConstants���|� �(@���������_sk_RTAdjustfloat4����������� ��������80��������E8`���������<`��������dx_ViewAdjustdx_ViewCoordsfloat2�dx_ViewScaleclipControlOriginfloat���WclipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGN\PPPTEXCOORD���OSGN�htttSV_PositionTEXCOORD���SHEX�PijYF� YF� _2_�_�g� e� e� e� h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?6� 6� F6B @6� F6� F>STAT��DXBCbA���Ъd����	4�(\dRDEFd<���<RD11< ($Microsoft (R) HLSL Shader Compiler 10.1ISGN�htttSV_PositionTEXCOORD���OSGN, SV_TARGET��SHEXP@jb �b �e� hFFK
"
�A@�?
:�A8 2F�8
8� F>STAT�BPLG���=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_RTAdjustumatrix_S1_c0_c0_c1ur0_S1_c0_c0_c1_c0ulengthScale_S1_c0_c0_c1_c0	urange_S1ustart_S1_c0_c0_c0uend_S1_c0_c0_c0uleftBorderColor_S1_c0_c0urightBorderColor_S1_c0_c0
u_skRTFlip
umatrix_S1_c1uTextureSampler_0_S1
_usk_RTAdjust_uumatrix_S1_c0_c0_c1_uur0_S1_c0_c0_c1_c0_uulengthScale_S1_c0_c0_c1_c0_uurange_S1_uustart_S1_c0_c0_c0_uuend_S1_c0_c0_c0_uuleftBorderColor_S1_c0_c0_uurightBorderColor_S1_c0_c0_uu_skRTFlip_uumatrix_S1_c1_uuTextureSampler_0_S1
	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 )
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_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 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_6_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 = _vTransformedCoords_6_S0;

    return output;
}

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

(_vcolor_S0 = _color);
(gl_Position = vec4_ctor(_position, 0.0, 1.0));
{
(_vTransformedCoords_6_S0 = mul(transpose(mat3x2_ctor(_umatrix_S1_c0_c0_c1)), 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);
}
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 )
float2 vec2_ctor(float x0, float x1)
{
    return float2(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(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 : register(c1);
uniform float4 _uend_S1_c0_c0_c0 : register(c2);
uniform float _ur0_S1_c0_c0_c1_c0 : register(c3);
uniform float _ulengthScale_S1_c0_c0_c1_c0 : register(c4);
uniform float4 _uleftBorderColor_S1_c0_c0 : register(c5);
uniform float4 _urightBorderColor_S1_c0_c0 : register(c6);
uniform float3x3 _umatrix_S1_c1 : register(c7);
uniform float _urange_S1 : register(c10);
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 _vTransformedCoords_6_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
@@ 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;
    _vTransformedCoords_6_S0 = input.v1.xy;

float4 _sk_FragCoord3016 = vec4_ctor(gl_FragCoord.x, (_u_skRTFlip.x + (_u_skRTFlip.y * gl_FragCoord.y)), gl_FragCoord.z, gl_FragCoord.w);
float4 _outputColor_S03017 = _vcolor_S0;
float4 __30_tmp_6_inColor3018 = _outputColor_S03017;
float4 __31_input3019 = __30_tmp_6_inColor3018;
float2 __34_tmp_3_coords3020 = _vTransformedCoords_6_S0;
float __36_t3021 = ((length(__34_tmp_3_coords3020) * _ulengthScale_S1_c0_c0_c1_c0) - _ur0_S1_c0_c0_c1_c0);
float4 __37_t3022 = vec4_ctor(__36_t3021, 1.0, 0.0, 0.0);
float4 __38_outColor3023 = {0, 0, 0, 0};
if ((__37_t3022.y < 0.0))
{
(__38_outColor3023 = float4(0.0, 0.0, 0.0, 0.0));
}
else
{
if ((__37_t3022.x < 0.0))
{
(__38_outColor3023 = _uleftBorderColor_S1_c0_c0);
}
else
{
if ((__37_t3022.x > 1.0))
{
(__38_outColor3023 = _urightBorderColor_S1_c0_c0);
}
else
{
float2 __40_tmp_1_coords3024 = vec2_ctor(__37_t3022.x, 0.0);
(__38_outColor3023 = lerp(_ustart_S1_c0_c0_c0, _uend_S1_c0_c0_c0, __40_tmp_1_coords3024.x));
}
}
}
(__31_input3019 = __38_outColor3023);
float4 __42_color3025 = __31_input3019;
float __43_value3026 = (gl_texture2D(_uTextureSampler_0_S1, mul(transpose(mat3x2_ctor(_umatrix_S1_c1)), vec3_ctor(_sk_FragCoord3016.xy, 1.0)), -0.474999994).x - 0.5);
float4 _output_S13027 = vec4_ctor(clamp((__42_color3025.xyz + (__43_value3026 * _urange_S1)), 0.0, __42_color3025.w), __42_color3025.w);
{
(out_sk_FragColor = _output_S13027);
}
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]�^����~��C�>$4l�p�RDEF0�<���RD11< ($|�$GlobalsDriverConstants���|�P��@,��������P ,p��������_sk_RTAdjustfloat4%_umatrix_S1_c0_c0_c1float3x3��e\,��������j ����������0����������8����������<���������dx_ViewAdjustdx_ViewCoordsfloat2�xdx_ViewScaleclipControlOriginfloat����clipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGN\PPPTEXCOORD���OSGN������SV_PositionTEXCOORD���SHEXP�jYF� YF� _2_�_2g� e� e� e� e2 h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?6� 6� F6� F6� F62F6B@�? F� F" F� F>STAT���DXBC�Z�i==`c%�O�Z�4���RDEF��<����RD11< ($������
��samplers2D[0]textures2D[0]$GlobalsDriverConstants����	$���`�������������������� ���������00��������T@0��������qP����������`����������p,�����������0��������_u_skRTFlipfloat2��_ustart_S1_c0_c0_c0float4��_uend_S1_c0_c0_c0_ur0_S1_c0_c0_c1_c0float*_ulengthScale_S1_c0_c0_c1_c0_uleftBorderColor_S1_c0_c0_urightBorderColor_S1_c0_c0_umatrix_S1_c1float3x3�_urange_S1������������0��������� ��������<8���������I,X��������|@ t��������dx_ViewCoordsdx_FragCoordOffsetdx_DepthFrontfloat3��dx_ViewScaledx_Miscdword�QsamplerMetadataSamplerMetadatabaseLevelint���wrapModespaddingint2��intBorderColorint4������ D�Microsoft (R) HLSL Shader Compiler 10.1ISGN������SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX(P�jYF� YF� Z`XpUUd 2b 2e� h6�@�?	2FF� �A2B� 
� F� �"F� �J���CUFF~`@33�
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rF@3r �F6� :>STAT�BPLG��x: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_RTAdjustumatrix_S1_c0_c0_c1	urange_S1ustart_S1_c0_c0_c0uend_S1_c0_c0_c0uleftBorderColor_S1_c0_c0urightBorderColor_S1_c0_c0
u_skRTFlip
umatrix_S1_c1uTextureSampler_0_S1
_usk_RTAdjust_uumatrix_S1_c0_c0_c1_uurange_S1_uustart_S1_c0_c0_c0_uuend_S1_c0_c0_c0_uuleftBorderColor_S1_c0_c0_uurightBorderColor_S1_c0_c0_uu_skRTFlip_uumatrix_S1_c1_uuTextureSampler_0_S1
	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 )
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_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 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_6_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 = _vTransformedCoords_6_S0;

    return output;
}

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

(_vcolor_S0 = _color);
(gl_Position = vec4_ctor(_position, 0.0, 1.0));
{
(_vTransformedCoords_6_S0 = mul(transpose(mat3x2_ctor(_umatrix_S1_c0_c0_c1)), 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);
}
�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 )
float2 vec2_ctor(float x0, float x1)
{
    return float2(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(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 : register(c1);
uniform float4 _uend_S1_c0_c0_c0 : register(c2);
uniform float4 _uleftBorderColor_S1_c0_c0 : register(c3);
uniform float4 _urightBorderColor_S1_c0_c0 : register(c4);
uniform float3x3 _umatrix_S1_c1 : register(c5);
uniform float _urange_S1 : register(c8);
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 _vTransformedCoords_6_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
@@ 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;
    _vTransformedCoords_6_S0 = input.v1.xy;

float4 _sk_FragCoord3014 = vec4_ctor(gl_FragCoord.x, (_u_skRTFlip.x + (_u_skRTFlip.y * gl_FragCoord.y)), gl_FragCoord.z, gl_FragCoord.w);
float4 _outputColor_S03015 = _vcolor_S0;
float4 __22_tmp_6_inColor3016 = _outputColor_S03015;
float4 __23_input3017 = __22_tmp_6_inColor3016;
float2 __26_tmp_3_coords3018 = _vTransformedCoords_6_S0;
float4 __27_t3019 = vec4_ctor(length(__26_tmp_3_coords3018), 1.0, 0.0, 0.0);
float4 __28_outColor3020 = {0, 0, 0, 0};
if ((__27_t3019.x < 0.0))
{
(__28_outColor3020 = _uleftBorderColor_S1_c0_c0);
}
else
{
if ((__27_t3019.x > 1.0))
{
(__28_outColor3020 = _urightBorderColor_S1_c0_c0);
}
else
{
float2 __30_tmp_1_coords3021 = vec2_ctor(__27_t3019.x, 0.0);
(__28_outColor3020 = lerp(_ustart_S1_c0_c0_c0, _uend_S1_c0_c0_c0, __30_tmp_1_coords3021.x));
}
}
(__23_input3017 = __28_outColor3020);
float4 __32_color3022 = __23_input3017;
float __33_value3023 = (gl_texture2D(_uTextureSampler_0_S1, mul(transpose(mat3x2_ctor(_umatrix_S1_c1)), vec3_ctor(_sk_FragCoord3014.xy, 1.0)), -0.474999994).x - 0.5);
float4 _output_S13024 = vec4_ctor(clamp((__32_color3022.xyz + (__33_value3023 * _urange_S1)), 0.0, __32_color3022.w), __32_color3022.w);
{
(out_sk_FragColor = _output_S13024);
}
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]�^����~��C�>$4l�p�RDEF0�<���RD11< ($|�$GlobalsDriverConstants���|�P��@,��������P ,p��������_sk_RTAdjustfloat4%_umatrix_S1_c0_c0_c1float3x3��e\,��������j ����������0����������8����������<���������dx_ViewAdjustdx_ViewCoordsfloat2�xdx_ViewScaleclipControlOriginfloat����clipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGN\PPPTEXCOORD���OSGN������SV_PositionTEXCOORD���SHEXP�jYF� YF� _2_�_2g� e� e� e� e2 h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?6� 6� F6� F6� F62F6B@�? F� F" F� F>STAT���
DXBC�1���}�`�d�q�#�
4� T
RDEFD�<���RD11< ($������
��samplers2D[0]textures2D[0]$GlobalsDriverConstants����$��t`<P��������t���������� ����������0����������@����������P,��������<�P��������_u_skRTFlipfloat2�H_ustart_S1_c0_c0_c0float4��_uend_S1_c0_c0_c0_uleftBorderColor_S1_c0_c0_urightBorderColor_S1_c0_c0_umatrix_S1_c1float3x3���_urange_S1float���Gd���������r0P��������� ����������8P���������,���������@ ���������dx_ViewCoordsdx_FragCoordOffsetdx_DepthFrontfloat3���dx_ViewScaledx_Miscdword��samplerMetadataSamplerMetadatabaseLevelint��*wrapModespaddingint2�fintBorderColorint4� 0T0^l���Microsoft (R) HLSL Shader Compiler 10.1ISGN������SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX�P�jYF� 	YF� Z`XpUUd 2b 2e� h6�@�?	2FF� �A2B� 
� F� �"F� �J���CUFF~`@33�
@�
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r� F4
rF@3r �F6� :>STAT�
BPLG��v$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_c0uTextureSampler_0_S1
_usk_RTAdjust_uumatrix_S1_c0_uuTextureSampler_0_S1sk_FragColor_usk_FragColorR�@^������������������������������������������������������������������������������������������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float2 v1 : TEXCOORD1;
};
#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_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

// 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_3_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 = _vcolor_S0;
    output.v1 = _vTransformedCoords_3_S0;

    return output;
}

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

(_vcolor_S0 = _color);
(gl_Position = vec4_ctor(_position, 0.0, 1.0));
{
(_vTransformedCoords_3_S0 = mul(transpose(mat3x2_ctor(_umatrix_S1_c0)), 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);
}
$struct PS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float2 v1 : TEXCOORD1;
};

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

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 _vTransformedCoords_3_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){
    _vcolor_S0 = input.v0;
    _vTransformedCoords_3_S0 = input.v1.xy;

float4 _outputColor_S03007 = _vcolor_S0;
float4 __0_input3008 = _outputColor_S03007;
(__0_input3008 = gl_texture2D(_uTextureSampler_0_S1, _vTransformedCoords_3_S0, -0.474999994));
float4 _output_S13009 = __0_input3008;
{
(out_sk_FragColor = _output_S13009);
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColor�struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float2 v1 : TEXCOORD1;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    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; 
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
����DXBC2�?/4��ud^��Ʋ�4d�PHRDEF(�<����RD11< ($|�$GlobalsDriverConstants���|�P��@,��������P ,h��������_sk_RTAdjustfloat4%_umatrix_S1_c0float3x3_T,��������b x���������0x���������8����������<���������dx_ViewAdjustdx_ViewCoordsfloat2�pdx_ViewScaleclipControlOriginfloat����clipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGN\PPPTEXCOORD���OSGN�htttSV_PositionTEXCOORD���SHEX�P|jYF� YF� _2_�_2g� e� e� e2 h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?�?6� 6� F6B @6� F62F F� F" F� F>STAT�
��DXBCWv���2�x�����4���8RDEF�<����RD11< ($|�����
samplers2D[0]textures2D[0]Microsoft (R) HLSL Shader Compiler 10.1ISGN�htttSV_PositionTEXCOORD���OSGN, SV_TARGET��SHEXxPjZ`XpUUb 2e� J���CU� FF~`@33�>STAT�BPLG��!911db897eaa2d9b7`ANGLE (NVIDIA, NVIDIA GeForce GT 730 (0x00001287) Direct3D11 vs_5_0 ps_5_0, D3D11-27.21.14.5671)��@������������������,,
inPosition_uinPositionP�inColor	_uinColorR�inCircleEdge_uinCircleEdgeR����������sk_RTAdjust
_usk_RTAdjustsk_FragColor_usk_FragColorR�@�������������������������������������������������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float4 v1 : TEXCOORD1;
};
#pragma warning( disable: 3556 3571 )
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 _inPosition = {0, 0};
static float4 _inColor = {0, 0, 0, 0};
static float4 _inCircleEdge = {0, 0, 0, 0};

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

// Varyings
static noperspective float4 _vinCircleEdge_S0 = {0, 0, 0, 0};
static noperspective float4 _vinColor_S0 = {0, 0, 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 = _vinCircleEdge_S0;
    output.v1 = _vinColor_S0;

    return output;
}

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

(_vinCircleEdge_S0 = _inCircleEdge);
(_vinColor_S0 = _inColor);
float2 __tmp_0_inPosition3008 = _inPosition;
(gl_Position = vec4_ctor(__tmp_0_inPosition3008, 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;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float4 v1 : TEXCOORD1;
};

#pragma warning( disable: 3556 3571 )
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);
}
#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 _vinCircleEdge_S0 = {0, 0, 0, 0};
static noperspective float4 _vinColor_S0 = {0, 0, 0, 0};

static float4 out_sk_FragColor = {0, 0, 0, 0};

cbuffer DriverConstants : register(b1)
{
    uint dx_Misc : packoffset(c2.w);
};

@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){
    _vinCircleEdge_S0 = input.v0;
    _vinColor_S0 = input.v1;

float4 _circleEdge3005 = _vinCircleEdge_S0;
float4 _outputColor_S03006 = _vinColor_S0;
float _d3007 = length(_circleEdge3005.xy);
float _distanceToOuterEdge3008 = (_circleEdge3005.z * (1.0 - _d3007));
float _edgeAlpha3009 = clamp(_distanceToOuterEdge3008, 0.0, 1.0);
float4 _outputCoverage_S03010 = vec4_ctor(_edgeAlpha3009);
{
(out_sk_FragColor = (_outputColor_S03006 * _outputCoverage_S03010));
(out_sk_FragColor = vec4_ctor(out_sk_FragColor.w, 0.0, 0.0, 0.0));
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColor�struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float4 v1 : TEXCOORD1;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
    noperspective 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
}
���4DXBCGQ���64v}�Y\��44d��RDEF��<����RD11< ($|�$GlobalsDriverConstants���|� �(@���������_sk_RTAdjustfloat4����������� ��������80��������E8`���������<`��������dx_ViewAdjustdx_ViewCoordsfloat2�dx_ViewScaleclipControlOriginfloat���WclipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGN\PPPTEXCOORD���OSGN�htttSV_PositionTEXCOORD���SHEX�PijYF� YF� _2_�_�g� e� e� e� h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?6� 6� F6B @6� F6� F>STAT���DXBC�V�2��q��"oI8�4�(\HRDEFd<���<RD11< ($Microsoft (R) HLSL Shader Compiler 10.1ISGN�htttSV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX�P9jb rb �e� hFFK

�A@�?8 
*8 
:6� @>STAT�BPLG��#911db897eaa2d9b7`ANGLE (NVIDIA, NVIDIA GeForce GT 730 (0x00001287) Direct3D11 vs_5_0 ps_5_0, D3D11-27.21.14.5671)��@������������������,,position
_upositionP�
localCoord_ulocalCoordP����������	���������*����������sk_RTAdjust
umatrix_S1_c0uTextureSampler_0_S1
_usk_RTAdjust_uumatrix_S1_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_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

// Attributes
static float2 _position = {0, 0};
static float2 _localCoord = {0, 0};

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

// Varyings
static noperspective float2 _vTransformedCoords_3_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_3_S0;

    return output;
}

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

(gl_Position = vec4_ctor(_position, 0.0, 1.0));
{
(_vTransformedCoords_3_S0 = mul(transpose(mat3x2_ctor(_umatrix_S1_c0)), 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);
}
=struct PS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    noperspective 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);
}
// Uniforms

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_3_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_3_S0 = input.v0.xy;

float4 _outputColor_S03006 = {1.0, 1.0, 1.0, 1.0};
float4 _output_S13007 = (vec4_ctor(0.0, 0.0, 0.0, gl_texture2D(_uTextureSampler_0_S1, _vTransformedCoords_3_S0, -0.474999994).x) * _outputColor_S03006);
{
(out_sk_FragColor = _output_S13007);
(out_sk_FragColor = vec4_ctor(out_sk_FragColor.w, 0.0, 0.0, 0.0));
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColorstruct 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
}
���DXBC�D9K�k�9�
�X�2��4d� �RDEF(�<����RD11< ($|�$GlobalsDriverConstants���|�P��@,��������P ,h��������_sk_RTAdjustfloat4%_umatrix_S1_c0float3x3_T,��������b x���������0x���������8����������<���������dx_ViewAdjustdx_ViewCoordsfloat2�pdx_ViewScaleclipControlOriginfloat����clipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGND88TEXCOORD���OSGNhP\\SV_PositionTEXCOORD���SHEX�PqjYF� YF� _2_2g� e� e2 h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?�?6� 6� F6B @62F F� F" F� F>STAT���DXBC�'D�b�ך�cb/��4�l�\RDEF�<����RD11< ($|�����
samplers2D[0]textures2D[0]Microsoft (R) HLSL Shader Compiler 10.1ISGNhP\\SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX�P-jZ`XpUUb 2e� hJ���CUFF~`@33�6 
6� @>STAT�BPLG��G1911db897eaa2d9b7`ANGLE (NVIDIA, NVIDIA GeForce GT 730 (0x00001287) Direct3D11 vs_5_0 ps_5_0, D3D11-27.21.14.5671)��@������������������,,position
_upositionP�
localCoord_ulocalCoordP����������	������������������������������������	���������*����������sk_RTAdjust
umatrix_S1
udir_S1_c0uoffsetsAndKernel_S1_c0[0]uclamp_S1_c0_c0_c0umatrix_S1_c0_c0uTextureSampler_0_S1
_usk_RTAdjust_uumatrix_S1_uudir_S1_c0_uuoffsetsAndKernel_S1_c0[0]_uuclamp_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 float2 _localCoord = {0, 0};

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

// Varyings
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);

(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);
}
:
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]);
}
float4 vec4_ctor(float x0, float x1, float x2, float x3)
{
    return float4(x0, x1, x2, x3);
}
// Uniforms

uniform float4 _uclamp_S1_c0_c0_c0 : register(c0);
uniform float3x3 _umatrix_S1_c0_c0 : register(c1);
uniform float4 _uoffsetsAndKernel_S1_c0[14] : register(c4);
uniform float2 _udir_S1_c0 : register(c18);
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 __26_tmp_1_coords3011 = _vTransformedCoords_2_S0;
float4 __27_sum3012 = {0.0, 0.0, 0.0, 0.0};
{LOOP for(int __28_i3013 = {0}; (__28_i3013 < 8); (++__28_i3013))
{
float4 __29_s3014 = _uoffsetsAndKernel_S1_c0[__28_i3013];
float2 __30_inCoord3015 = mul(transpose(mat3x2_ctor(_umatrix_S1_c0_c0)), vec3_ctor((__26_tmp_1_coords3011 + (__29_s3014.x * _udir_S1_c0)), 1.0));
float2 __31_subsetCoord3016 = {0, 0};
(__31_subsetCoord3016.x = __30_inCoord3015.x);
(__31_subsetCoord3016.y = __30_inCoord3015.y);
float2 __32_clampedCoord3017 = {0, 0};
(__32_clampedCoord3017.x = clamp(__31_subsetCoord3016.x, _uclamp_S1_c0_c0_c0.x, _uclamp_S1_c0_c0_c0.z));
(__32_clampedCoord3017.y = __31_subsetCoord3016.y);
float4 __33_textureColor3018 = vec4_ctor(0.0, 0.0, 0.0, gl_texture2D(_uTextureSampler_0_S1, __32_clampedCoord3017, -0.474999994).x);
(__27_sum3012 += (__29_s3014.y * __33_textureColor3018));
float2 __34_inCoord3019 = mul(transpose(mat3x2_ctor(_umatrix_S1_c0_c0)), vec3_ctor((__26_tmp_1_coords3011 + (__29_s3014.z * _udir_S1_c0)), 1.0));
float2 __35_subsetCoord3020 = {0, 0};
(__35_subsetCoord3020.x = __34_inCoord3019.x);
(__35_subsetCoord3020.y = __34_inCoord3019.y);
float2 __36_clampedCoord3021 = {0, 0};
(__36_clampedCoord3021.x = clamp(__35_subsetCoord3020.x, _uclamp_S1_c0_c0_c0.x, _uclamp_S1_c0_c0_c0.z));
(__36_clampedCoord3021.y = __35_subsetCoord3020.y);
float4 __37_textureColor3022 = vec4_ctor(0.0, 0.0, 0.0, gl_texture2D(_uTextureSampler_0_S1, __36_clampedCoord3021, -0.474999994).x);
(__27_sum3012 += (__29_s3014.w * __37_textureColor3022));
}
}
float4 _output_S13023 = __27_sum3012;
{
(out_sk_FragColor = _output_S13023);
(out_sk_FragColor = vec4_ctor(out_sk_FragColor.w, 0.0, 0.0, 0.0));
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColorstruct 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
}
���DXBCt~����j�,]�Z���4d� �RDEF(�<����RD11< ($|�$GlobalsDriverConstants���|�P��@,��������P ,h��������_sk_RTAdjustfloat4%_umatrix_S1float3x3���\T,��������b x���������0x���������8����������<���������dx_ViewAdjustdx_ViewCoordsfloat2�pdx_ViewScaleclipControlOriginfloat����clipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGND88TEXCOORD���OSGNhP\\SV_PositionTEXCOORD���SHEX�PqjYF� YF� _2_2g� e� e2 h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?�?6� 6� F6B @62F F� F" F� F>STAT��pDXBCZ"a�{�:�,��js�p4�H|�RDEF��<���tRD11< ($������
�samplers2D[0]textures2D[0]$Globals�����0|����������,����������@���������< P��������_uclamp_S1_c0_c0_c0float4��_umatrix_S1_c0_c0float3x3��_uoffsetsAndKernel_S1_c0����_udir_S1_c0float2�HMicrosoft (R) HLSL Shader Compiler 10.1ISGNhP\\SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEXPP�jYF� Z`XpUUb 2e� h6B@�?6B@�?6�@6�@0!:@
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"F� F"F� F4"
� 3*� J���CU"F~`@33�2�:� :
�:@6 :6� @>STAT�BPLG��G1911db897eaa2d9b7`ANGLE (NVIDIA, NVIDIA GeForce GT 730 (0x00001287) Direct3D11 vs_5_0 ps_5_0, D3D11-27.21.14.5671)��@������������������,,position
_upositionP�
localCoord_ulocalCoordP����������	������������������������������������	���������*����������sk_RTAdjust
umatrix_S1
udir_S1_c0uoffsetsAndKernel_S1_c0[0]uclamp_S1_c0_c0_c0umatrix_S1_c0_c0uTextureSampler_0_S1
_usk_RTAdjust_uumatrix_S1_uudir_S1_c0_uuoffsetsAndKernel_S1_c0[0]_uuclamp_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 float2 _localCoord = {0, 0};

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

// Varyings
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);

(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);
}
:
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]);
}
float4 vec4_ctor(float x0, float x1, float x2, float x3)
{
    return float4(x0, x1, x2, x3);
}
// Uniforms

uniform float4 _uclamp_S1_c0_c0_c0 : register(c0);
uniform float3x3 _umatrix_S1_c0_c0 : register(c1);
uniform float4 _uoffsetsAndKernel_S1_c0[14] : register(c4);
uniform float2 _udir_S1_c0 : register(c18);
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 __26_tmp_1_coords3011 = _vTransformedCoords_2_S0;
float4 __27_sum3012 = {0.0, 0.0, 0.0, 0.0};
{LOOP for(int __28_i3013 = {0}; (__28_i3013 < 8); (++__28_i3013))
{
float4 __29_s3014 = _uoffsetsAndKernel_S1_c0[__28_i3013];
float2 __30_inCoord3015 = mul(transpose(mat3x2_ctor(_umatrix_S1_c0_c0)), vec3_ctor((__26_tmp_1_coords3011 + (__29_s3014.x * _udir_S1_c0)), 1.0));
float2 __31_subsetCoord3016 = {0, 0};
(__31_subsetCoord3016.x = __30_inCoord3015.x);
(__31_subsetCoord3016.y = __30_inCoord3015.y);
float2 __32_clampedCoord3017 = {0, 0};
(__32_clampedCoord3017.x = __31_subsetCoord3016.x);
(__32_clampedCoord3017.y = clamp(__31_subsetCoord3016.y, _uclamp_S1_c0_c0_c0.y, _uclamp_S1_c0_c0_c0.w));
float4 __33_textureColor3018 = vec4_ctor(0.0, 0.0, 0.0, gl_texture2D(_uTextureSampler_0_S1, __32_clampedCoord3017, -0.474999994).x);
(__27_sum3012 += (__29_s3014.y * __33_textureColor3018));
float2 __34_inCoord3019 = mul(transpose(mat3x2_ctor(_umatrix_S1_c0_c0)), vec3_ctor((__26_tmp_1_coords3011 + (__29_s3014.z * _udir_S1_c0)), 1.0));
float2 __35_subsetCoord3020 = {0, 0};
(__35_subsetCoord3020.x = __34_inCoord3019.x);
(__35_subsetCoord3020.y = __34_inCoord3019.y);
float2 __36_clampedCoord3021 = {0, 0};
(__36_clampedCoord3021.x = __35_subsetCoord3020.x);
(__36_clampedCoord3021.y = clamp(__35_subsetCoord3020.y, _uclamp_S1_c0_c0_c0.y, _uclamp_S1_c0_c0_c0.w));
float4 __37_textureColor3022 = vec4_ctor(0.0, 0.0, 0.0, gl_texture2D(_uTextureSampler_0_S1, __36_clampedCoord3021, -0.474999994).x);
(__27_sum3012 += (__29_s3014.w * __37_textureColor3022));
}
}
float4 _output_S13023 = __27_sum3012;
{
(out_sk_FragColor = _output_S13023);
(out_sk_FragColor = vec4_ctor(out_sk_FragColor.w, 0.0, 0.0, 0.0));
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColorstruct 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
}
���DXBCt~����j�,]�Z���4d� �RDEF(�<����RD11< ($|�$GlobalsDriverConstants���|�P��@,��������P ,h��������_sk_RTAdjustfloat4%_umatrix_S1float3x3���\T,��������b x���������0x���������8����������<���������dx_ViewAdjustdx_ViewCoordsfloat2�pdx_ViewScaleclipControlOriginfloat����clipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGND88TEXCOORD���OSGNhP\\SV_PositionTEXCOORD���SHEX�PqjYF� YF� _2_2g� e� e2 h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?�?6� 6� F6B @62F F� F" F� F>STAT��pDXBC��I:u���G.ދp4�H|�RDEF��<���tRD11< ($������
�samplers2D[0]textures2D[0]$Globals�����0|����������,����������@���������< P��������_uclamp_S1_c0_c0_c0float4��_umatrix_S1_c0_c0float3x3��_uoffsetsAndKernel_S1_c0����_udir_S1_c0float2�HMicrosoft (R) HLSL Shader Compiler 10.1ISGNhP\\SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEXPP�jYF� Z`XpUUb 2e� h6B@�?6B@�?6�@6�@0!:@
2
�� :F� F62FF� FF� F4
� 3"
:� J���CUFF~`@33�2� :
:62�
F� F"F� F4"� 3":� J���CU"F~`@33�2�:� :
�:@6 :6� @>STAT�BPLG���"911db897eaa2d9b7`ANGLE (NVIDIA, NVIDIA GeForce GT 730 (0x00001287) Direct3D11 vs_5_0 ps_5_0, D3D11-27.21.14.5671)��@������������������,,position
_upositionP�
localCoord_ulocalCoordP����������	���������*����������sk_RTAdjust
umatrix_S1uTextureSampler_0_S1
_usk_RTAdjust_uumatrix_S1_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 float2 _localCoord = {0, 0};

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

// Varyings
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);

(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);
}
�struct PS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    noperspective 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);
}
// Uniforms

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;

float4 _output_S13006 = vec4_ctor(0.0, 0.0, 0.0, gl_texture2D(_uTextureSampler_0_S1, _vTransformedCoords_2_S0, -0.474999994).x);
{
(out_sk_FragColor = _output_S13006);
(out_sk_FragColor = vec4_ctor(out_sk_FragColor.w, 0.0, 0.0, 0.0));
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColorstruct 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
}
���DXBCt~����j�,]�Z���4d� �RDEF(�<����RD11< ($|�$GlobalsDriverConstants���|�P��@,��������P ,h��������_sk_RTAdjustfloat4%_umatrix_S1float3x3���\T,��������b x���������0x���������8����������<���������dx_ViewAdjustdx_ViewCoordsfloat2�pdx_ViewScaleclipControlOriginfloat����clipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGND88TEXCOORD���OSGNhP\\SV_PositionTEXCOORD���SHEX�PqjYF� YF� _2_2g� e� e2 h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?�?6� 6� F6B @62F F� F" F� F>STAT���DXBC�'D�b�ך�cb/��4�l�\RDEF�<����RD11< ($|�����
samplers2D[0]textures2D[0]Microsoft (R) HLSL Shader Compiler 10.1ISGNhP\\SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX�P-jZ`XpUUb 2e� hJ���CUFF~`@33�6 
6� @>STAT�BPLG��9911db897eaa2d9b7`ANGLE (NVIDIA, NVIDIA GeForce GT 730 (0x00001287) Direct3D11 vs_5_0 ps_5_0, D3D11-27.21.14.5671)��@					������������������,,position
_upositionP�color_ucolorR�	���������������������������������������������	���������������������������*����������sk_RTAdjustucornerRadius_S1_c0ublurRadius_S1_c0uradiusPlusHalf_S2
u_skRTFlipumatrix_S1_c0_c0uproxyRect_S1_c0
uinnerRect_S2uTextureSampler_0_S1
_usk_RTAdjust_uucornerRadius_S1_c0_uublurRadius_S1_c0_uuradiusPlusHalf_S2_uu_skRTFlip_uumatrix_S1_c0_c0_uuproxyRect_S1_c0_uuinnerRect_S2_uuTextureSampler_0_S1	sk_FragColor_usk_FragColorR�@^���������������������������������������������������������������	������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
};
#pragma warning( disable: 3556 3571 )
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 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};

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;

    return output;
}

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

(_vcolor_S0 = _color);
(gl_Position = vec4_ctor(_position, 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;
    float4 gl_FragCoord : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
};

#pragma warning( disable: 3556 3571 )
float2 vec2_ctor(float x0)
{
    return float2(x0, x0);
}
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, float x1, float x2, float x3)
{
    return float4(x0, x1, x2, x3);
}
// Uniforms

uniform float2 _u_skRTFlip : register(c0);
uniform float3x3 _umatrix_S1_c0_c0 : register(c1);
uniform float _ucornerRadius_S1_c0 : register(c4);
uniform float4 _uproxyRect_S1_c0 : register(c5);
uniform float _ublurRadius_S1_c0 : register(c6);
uniform float4 _uinnerRect_S2 : register(c7);
uniform float2 _uradiusPlusHalf_S2 : register(c8);
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 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
@@ 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;

float4 _sk_FragCoord3012 = vec4_ctor(gl_FragCoord.x, (_u_skRTFlip.x + (_u_skRTFlip.y * gl_FragCoord.y)), gl_FragCoord.z, gl_FragCoord.w);
float4 _outputColor_S03013 = _vcolor_S0;
float2 __9_translatedFragPosFloat3014 = (_sk_FragCoord3012.xy - _uproxyRect_S1_c0.xy);
float2 __10_proxyCenter3015 = ((_uproxyRect_S1_c0.zw - _uproxyRect_S1_c0.xy) * 0.5);
float __11_edgeSize3016 = (((2.0 * _ublurRadius_S1_c0) + _ucornerRadius_S1_c0) + 0.5);
(__9_translatedFragPosFloat3014 -= __10_proxyCenter3015);
float2 __12_fragDirection3017 = sign(__9_translatedFragPosFloat3014);
(__9_translatedFragPosFloat3014 = abs(__9_translatedFragPosFloat3014));
float2 __13_translatedFragPosHalf3018 = (__9_translatedFragPosFloat3014 - (__10_proxyCenter3015 - __11_edgeSize3016));
(__13_translatedFragPosHalf3018 = max(__13_translatedFragPosHalf3018, 0.0));
(__13_translatedFragPosHalf3018 *= __12_fragDirection3017);
(__13_translatedFragPosHalf3018 += vec2_ctor(__11_edgeSize3016));
float2 __14_proxyDims3019 = vec2_ctor((2.0 * __11_edgeSize3016));
float2 __15_texCoord3020 = (__13_translatedFragPosHalf3018 / __14_proxyDims3019);
float4 _output_S13021 = vec4_ctor(0.0, 0.0, 0.0, gl_texture2D(_uTextureSampler_0_S1, mul(transpose(mat3x2_ctor(_umatrix_S1_c0_c0)), vec3_ctor(__15_texCoord3020, 1.0)), -0.474999994).x).wwww;
float2 __16_dxy03022 = (_uinnerRect_S2.xy - _sk_FragCoord3012.xy);
float2 __17_dxy13023 = (_sk_FragCoord3012.xy - _uinnerRect_S2.zw);
float2 __18_dxy3024 = max(max(__16_dxy03022, __17_dxy13023), 0.0);
float __19_alpha3025 = clamp((_uradiusPlusHalf_S2.x - length(__18_dxy3024)), 0.0, 1.0);
(__19_alpha3025 = (1.0 - __19_alpha3025));
float4 _output_S23026 = (_output_S13021 * __19_alpha3025);
{
(out_sk_FragColor = (_outputColor_S03013 * _output_S23026));
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColor�struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    noperspective 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
}
��DXBCl�B��j���MH!04L�lRDEF��<����RD11< ($|�$GlobalsDriverConstants���|� �(@���������_sk_RTAdjustfloat4����������� ��������80��������E8`���������<`��������dx_ViewAdjustdx_ViewCoordsfloat2�dx_ViewScaleclipControlOriginfloat���WclipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGND88TEXCOORD���OSGN�htttSV_PositionTEXCOORD���SHEX�PdjYF� YF� _2_�g� e� e� e� h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?6� 6� F6� F6� F>STAT�
��DXBC�K~={|BKU{{�}�}�4x4�RDEF<�<���RD11< ($������
��samplers2D[0]textures2D[0]$GlobalsDriverConstants����$��l`<P��������t,����������@����������P��������4`���������Gp��������V�P��������_u_skRTFlipfloat2�H_umatrix_S1_c0_c0float3x3��_ucornerRadius_S1_c0float��_uproxyRect_S1_c0float4���_ublurRadius_S1_c0_uinnerRect_S2_uradiusPlusHalf_S2��\��������j0P��������} ����������8P���������,����������@ ���������dx_ViewCoordsdx_FragCoordOffsetdx_DepthFrontfloat3���dx_ViewScaledx_Miscdword��samplerMetadataSamplerMetadatabaseLevelint��"wrapModespaddingint2�^intBorderColorint4�(L(Vd���Microsoft (R) HLSL Shader Compiler 10.1ISGN�htttSV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX�P-jYF� 	YF� Z`XpUUd 2b �e� h
2F� �A� 	2FF� �A2B� 
� 	�� �A2
��A@??�1
�@�1
2�
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� @@
� 
@?2
2F@??�A	2F�A�
��4
2F@2	2F�B

2F�
6B@�?F� F"F� FJ���CUFF~`@33�	b�A� 	2�� �A4bV4
bV@"��K" 	"�A
� "�A@�?8
8� F>STAT� BPLG��2911db897eaa2d9b7`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_S1uradiusPlusHalf_S2
u_skRTFlip
uinnerRect_S2uTextureSampler_0_S1
_usk_RTAdjust_uumatrix_S1_uuradiusPlusHalf_S2_uu_skRTFlip_uuinnerRect_S2_uuTextureSampler_0_S1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 )
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.gl_FragCoord = gl_Position;
    output.v0 = _vcolor_S0;
    output.v1 = _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);
}
�
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 )
float4 vec4_ctor(float x0, float x1, float x2, float x3)
{
    return float4(x0, x1, x2, x3);
}
// Uniforms

uniform float2 _u_skRTFlip : register(c0);
uniform float4 _uinnerRect_S2 : register(c1);
uniform float2 _uradiusPlusHalf_S2 : register(c2);
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 _vTransformedCoords_2_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
@@ 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;
    _vTransformedCoords_2_S0 = input.v1.xy;

float4 _sk_FragCoord3010 = vec4_ctor(gl_FragCoord.x, (_u_skRTFlip.x + (_u_skRTFlip.y * gl_FragCoord.y)), gl_FragCoord.z, gl_FragCoord.w);
float4 _outputColor_S03011 = _vcolor_S0;
float4 _output_S13012 = gl_texture2D(_uTextureSampler_0_S1, _vTransformedCoords_2_S0, -0.474999994).xxxx;
float2 __0_dxy03013 = (_uinnerRect_S2.xy - _sk_FragCoord3010.xy);
float2 __1_dxy13014 = (_sk_FragCoord3010.xy - _uinnerRect_S2.zw);
float2 __2_dxy3015 = max(max(__0_dxy03013, __1_dxy13014), 0.0);
float __3_alpha3016 = clamp((_uradiusPlusHalf_S2.x - length(__2_dxy3015)), 0.0, 1.0);
(__3_alpha3016 = (1.0 - __3_alpha3016));
float4 _output_S23017 = (_output_S13012 * __3_alpha3016);
{
(out_sk_FragColor = (_outputColor_S03011 * _output_S23017));
}
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*����t~뻢H��~4d�h�RDEF(�<����RD11< ($|�$GlobalsDriverConstants���|�P��@,��������P ,h��������_sk_RTAdjustfloat4%_umatrix_S1float3x3���\T,��������b x���������0x���������8����������<���������dx_ViewAdjustdx_ViewCoordsfloat2�pdx_ViewScaleclipControlOriginfloat����clipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGN\PPPTEXCOORD���OSGN������SV_PositionTEXCOORD���SHEXP�jYF� YF� _2_�_2g� e� e� e� e2 h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?6� 6� F6� F6� F62F6B@�? F� F" F� F>STAT���DXBC��A�?�6�
��l���40�PRDEF��<����RD11< ($������
��samplers2D[0]textures2D[0]$GlobalsDriverConstants����$0�$`�������������������� ���������_u_skRTFlipfloat2��_uinnerRect_S2float4���_uradiusPlusHalf_S2���������"0���������5 L��������p8���������},����������@ ���������dx_ViewCoordsdx_FragCoordOffsetdx_DepthFrontfloat3��Cdx_ViewScaledx_Miscdword��samplerMetadataSamplerMetadatabaseLevelint���wrapModespaddingint2�intBorderColorint4O���@Tx�Microsoft (R) HLSL Shader Compiler 10.1ISGN������SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEXDP�jYF� YF� Z`XpUUd 2b �b 2e� h	2FF� �A2B� 
� 	��A� 	R�� �A42��4
2F@FFK
 	
�A
� 
�A@�?J���CU"F~`@33�8
8� F>STAT�BPLG���=911db897eaa2d9b7`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
_usk_RTAdjustsk_FragColor_usk_FragColorR�@�����������������������������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    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.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;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float2 v1 : TEXCOORD1;
};

#pragma warning( disable: 3556 3571 )
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 noperspective float4 _vcolor_S0 = {0, 0, 0, 0};
static noperspective float2 _varccoord_S0 = {0, 0};

static float4 out_sk_FragColor = {0, 0, 0, 0};

cbuffer DriverConstants : register(b1)
{
    uint dx_Misc : packoffset(c2.w);
};

@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){
    _vcolor_S0 = input.v0;
    _varccoord_S0 = input.v1.xy;

float4 _outputColor_S03005 = _vcolor_S0;
float _x_plus_13006 = _varccoord_S0.x;
float _y3007 = _varccoord_S0.y;
float _coverage3008 = {0};
if ((0.0 == _x_plus_13006))
{
(_coverage3008 = _y3007);
}
else
{
float _fn3009 = (_x_plus_13006 * (_x_plus_13006 - 2.0));
(_fn3009 = ((_y3007 * _y3007) + _fn3009));
float _fnwidth3010 = fwidth(_fn3009);
(_coverage3008 = (0.5 - (_fn3009 / _fnwidth3010)));
(_coverage3008 = clamp(_coverage3008, 0.0, 1.0));
}
float4 _outputCoverage_S03011 = vec4_ctor(_coverage3008);
{
(out_sk_FragColor = (_outputColor_S03005 * _outputCoverage_S03011));
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColor�struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float2 v1 : TEXCOORD1;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    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; 
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
��������TDXBC���h�GD���z�h�/T4�d�RDEF��<����RD11< ($|�$GlobalsDriverConstants���|� �(@���������_sk_RTAdjustfloat4����������� ��������80��������E8`���������<`��������dx_ViewAdjustdx_ViewCoordsfloat2�dx_ViewScaleclipControlOriginfloat���WclipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGN���������TEXCOORD���OSGN�htttSV_PositionTEXCOORD���SHEXL
PSjYF� YF� _�_�_�_�_�_�_2_�g� e� e� e2 hFF"FF62@6B@�?���DR����D��8��F	2�
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@@?6B @6� FR���@�?�?2	2F��B
@�?6@7	2 �
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>STAT�gG
�|DXBC�\�dU��rBԂz�,�|4�(\�RDEFd<���<RD11< ($Microsoft (R) HLSL Shader Compiler 10.1ISGN�htttSV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX|P_jb �b 2e� h
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@7	
8� F>STAT�
BPLG��[ 911db897eaa2d9b7`ANGLE (NVIDIA, NVIDIA GeForce GT 730 (0x00001287) Direct3D11 vs_5_0 ps_5_0, D3D11-27.21.14.5671)��@������������������,,
inPosition_uinPositionP�inColor	_uinColorR�inCircleEdge_uinCircleEdgeR����������sk_RTAdjust
_usk_RTAdjust�����sk_FragColor_usk_FragColorR�@�������������������������������������������������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float4 v1 : TEXCOORD1;
};
#pragma warning( disable: 3556 3571 )
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 _inPosition = {0, 0};
static float4 _inColor = {0, 0, 0, 0};
static float4 _inCircleEdge = {0, 0, 0, 0};

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

// Varyings
static noperspective float4 _vinCircleEdge_S0 = {0, 0, 0, 0};
static noperspective float4 _vinColor_S0 = {0, 0, 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 = _vinCircleEdge_S0;
    output.v1 = _vinColor_S0;

    return output;
}

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

(_vinCircleEdge_S0 = _inCircleEdge);
(_vinColor_S0 = _inColor);
float2 __tmp_0_inPosition3009 = _inPosition;
(gl_Position = vec4_ctor(__tmp_0_inPosition3009, 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;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float4 v1 : TEXCOORD1;
};

#pragma warning( disable: 3556 3571 )
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 noperspective float4 _vinCircleEdge_S0 = {0, 0, 0, 0};
static noperspective float4 _vinColor_S0 = {0, 0, 0, 0};

static float4 out_sk_FragColor = {0, 0, 0, 0};

cbuffer DriverConstants : register(b1)
{
    uint dx_Misc : packoffset(c2.w);
};

@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){
    _vinCircleEdge_S0 = input.v0;
    _vinColor_S0 = input.v1;

float4 _circleEdge3005 = _vinCircleEdge_S0;
float4 _outputColor_S03006 = _vinColor_S0;
float _d3007 = length(_circleEdge3005.xy);
float _distanceToOuterEdge3008 = (_circleEdge3005.z * (1.0 - _d3007));
float _edgeAlpha3009 = clamp(_distanceToOuterEdge3008, 0.0, 1.0);
float4 _outputCoverage_S03010 = vec4_ctor(_edgeAlpha3009);
{
(out_sk_FragColor = (_outputColor_S03006 * _outputCoverage_S03010));
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColor�struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float4 v1 : TEXCOORD1;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
    noperspective 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
}
���4DXBCGQ���64v}�Y\��44d��RDEF��<����RD11< ($|�$GlobalsDriverConstants���|� �(@���������_sk_RTAdjustfloat4����������� ��������80��������E8`���������<`��������dx_ViewAdjustdx_ViewCoordsfloat2�dx_ViewScaleclipControlOriginfloat���WclipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGN\PPPTEXCOORD���OSGN�htttSV_PositionTEXCOORD���SHEX�PijYF� YF� _2_�_�g� e� e� e� h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?6� 6� F6B @6� F6� F>STAT���DXBC��B�y�ǿm��c���4�(\(RDEFd<���<RD11< ($Microsoft (R) HLSL Shader Compiler 10.1ISGN�htttSV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX�P1jb rb �e� hFFK

�A@�?8 
*8� F>STAT�BPLG���)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_RTAdjustumatrix_S1_c0_c0uv_S1um_S1uTextureSampler_0_S1
_usk_RTAdjust_uumatrix_S1_c0_c0_uuv_S1_uum_S1_uuTextureSampler_0_S1sk_FragColor_usk_FragColorR�@^����������������������������������������������������������������������������������������������������������������������������������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float2 v1 : TEXCOORD1;
};
#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_c0_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

// 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_4_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 = _vcolor_S0;
    output.v1 = _vTransformedCoords_4_S0;

    return output;
}

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

(_vcolor_S0 = _color);
(gl_Position = vec4_ctor(_position, 0.0, 1.0));
{
(_vTransformedCoords_4_S0 = mul(transpose(mat3x2_ctor(_umatrix_S1_c0_c0)), 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);
}
struct PS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float2 v1 : TEXCOORD1;
};

#pragma warning( disable: 3556 3571 )
float4 vec4_ctor(float3 x0, float x1)
{
    return float4(x0, x1);
}
// Uniforms

uniform float4x4 _um_S1 : register(c0);
uniform float4 _uv_S1 : register(c4);
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 _vTransformedCoords_4_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){
    _vcolor_S0 = input.v0;
    _vTransformedCoords_4_S0 = input.v1.xy;

float4 _outputColor_S03009 = _vcolor_S0;
float4 __2_input3010 = _outputColor_S03009;
float4 __3_input3011 = __2_input3010;
(__3_input3011 = gl_texture2D(_uTextureSampler_0_S1, _vTransformedCoords_4_S0, -0.474999994));
(__2_input3010 = __3_input3011);
{
(__2_input3010 = vec4_ctor((__2_input3010.xyz / max(__2_input3010.w, 9.99999975e-05)), __2_input3010.w));
}
(__2_input3010 = (mul(transpose(_um_S1), __2_input3010) + _uv_S1));
{
(__2_input3010 = clamp(__2_input3010, 0.0, 1.0));
}
{
(__2_input3010.xyz *= __2_input3010.w);
}
float4 _output_S13012 = __2_input3010;
{
(out_sk_FragColor = _output_S13012);
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColor�struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float2 v1 : TEXCOORD1;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    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; 
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
����DXBC��ZF��e������4h�TLRDEF,�<���RD11< ($|�$GlobalsDriverConstants���|�P��@,��������P ,l��������_sk_RTAdjustfloat4%_umatrix_S1_c0_c0float3x3�bX,��������f |���������0|���������8����������<���������dx_ViewAdjustdx_ViewCoordsfloat2�tdx_ViewScaleclipControlOriginfloat����clipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGN\PPPTEXCOORD���OSGN�htttSV_PositionTEXCOORD���SHEX�P|jYF� YF� _2_�_2g� e� e� e2 h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?�?6� 6� F6B @6� F62F F� F" F� F>STAT�
��DXBC�f�.�h�>�QI���4���TRDEF��<����RD11< ($������
�samplers2D[0]textures2D[0]$Globals�����P,@<��������`@p��������_um_S1float4x43_uv_S1float4��gMicrosoft (R) HLSL Shader Compiler 10.1ISGN�htttSV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX�PfjYF� Z`XpUUb 2e� hJ���CU�FF~`@33�4:@��8rFF� F"F� FBF� F�F� F �FF� 8r �F6� :>STAT�BPLG���911db897eaa2d9b7`ANGLE (NVIDIA, NVIDIA GeForce GT 730 (0x00001287) Direct3D11 vs_5_0 ps_5_0, D3D11-27.21.14.5671)��@������������������,,position
_upositionP�color_ucolorR����������sk_RTAdjust
_usk_RTAdjustsk_FragColor_usk_FragColorR�@�����������������������������������������������������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD0;
};
#pragma warning( disable: 3556 3571 )
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 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};

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;

    return output;
}

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

(_vcolor_S0 = _color);
(gl_Position = vec4_ctor(_position, 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 : TEXCOORD0;
};

#pragma warning( disable: 3556 3571 )
#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 out_sk_FragColor = {0, 0, 0, 0};

cbuffer DriverConstants : register(b1)
{
    uint dx_Misc : packoffset(c2.w);
};

@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){

{
(out_sk_FragColor = float4(0.0, 0.0, 0.0, 0.0));
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColor�struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD0;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD0;
};

void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput)
{
    output.gl_Position = input.gl_Position;
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
���DXBC/���=��t��c̩���4L��RDEF��<����RD11< ($|�$GlobalsDriverConstants���|� �(@���������_sk_RTAdjustfloat4����������� ��������80��������E8`���������<`��������dx_ViewAdjustdx_ViewCoordsfloat2�dx_ViewScaleclipControlOriginfloat���WclipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGND88TEXCOORD���OSGNP8DSV_PositionTEXCOORD���SHEXLPSjYF� YF� _2g� e� h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?6� 6� F6B @>STAT�	�DXBCh�p�{[
�W��,%4��,pRDEFd<���<RD11< ($Microsoft (R) HLSL Shader Compiler 10.1ISGNP8DSV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX<Pje� 6� @>STAT�BPLG���911db897eaa2d9b7`ANGLE (NVIDIA, NVIDIA GeForce GT 730 (0x00001287) Direct3D11 vs_5_0 ps_5_0, D3D11-27.21.14.5671)��@������������������,,
inPosition_uinPositionP�inColor	_uinColorR����������sk_RTAdjust
_usk_RTAdjustsk_FragColor_usk_FragColorR�@����������������������������������������������������������������������������������%struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    noperspective float4 v0 : TEXCOORD0;
};
#pragma warning( disable: 3556 3571 )
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 _inPosition = {0, 0};
static float4 _inColor = {0, 0, 0, 0};

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

// Varyings
static noperspective float4 _vcolor_S0 = {0, 0, 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 = _vcolor_S0;

    return output;
}

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

float4 _color3006 = _inColor;
(_vcolor_S0 = _color3006);
float2 __tmp_1_inPosition3007 = _inPosition;
(gl_Position = vec4_ctor(__tmp_1_inPosition3007, 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;
    noperspective float4 v0 : TEXCOORD0;
};

#pragma warning( disable: 3556 3571 )
#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 float4 out_sk_FragColor = {0, 0, 0, 0};

cbuffer DriverConstants : register(b1)
{
    uint dx_Misc : packoffset(c2.w);
};

@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){
    _vcolor_S0 = input.v0;

float4 _outputColor_S03004 = _vcolor_S0;
{
(out_sk_FragColor = _outputColor_S03004);
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColorstruct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    noperspective float4 v0 : TEXCOORD0;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    noperspective 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
}
���DXBC���wL�766h�,�4L�<RDEF��<����RD11< ($|�$GlobalsDriverConstants���|� �(@���������_sk_RTAdjustfloat4����������� ��������80��������E8`���������<`��������dx_ViewAdjustdx_ViewCoordsfloat2�dx_ViewScaleclipControlOriginfloat���WclipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGND88TEXCOORD���OSGNhP\\SV_PositionTEXCOORD���SHEXxP^jYF� YF� _2_�g� e� e� h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?6� 6� F6B @6� F>STAT�
�$DXBC5�[	���Ux����$4�D�RDEFd<���<RD11< ($Microsoft (R) HLSL Shader Compiler 10.1ISGNhP\\SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX<Pjb �e� 6� F>STAT�BPLG��$,911db897eaa2d9b7`ANGLE (NVIDIA, NVIDIA GeForce GT 730 (0x00001287) Direct3D11 vs_5_0 ps_5_0, D3D11-27.21.14.5671)��@������������������,,position
_upositionP�
localCoord_ulocalCoordP����������	���������������������������	���������*����������sk_RTAdjust
umatrix_S1
udir_S1_c0uoffsetsAndKernel_S1_c0[0]umatrix_S1_c0_c0uTextureSampler_0_S1
_usk_RTAdjust_uumatrix_S1_uudir_S1_c0_uuoffsetsAndKernel_S1_c0[0]_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 float2 _localCoord = {0, 0};

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

// Varyings
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);

(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);
}
�	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]);
}
float4 vec4_ctor(float x0, float x1, float x2, float x3)
{
    return float4(x0, x1, x2, x3);
}
// Uniforms

uniform float3x3 _umatrix_S1_c0_c0 : register(c0);
uniform float4 _uoffsetsAndKernel_S1_c0[14] : register(c3);
uniform float2 _udir_S1_c0 : register(c17);
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 __6_tmp_1_coords3010 = _vTransformedCoords_2_S0;
float4 __7_sum3011 = {0.0, 0.0, 0.0, 0.0};
{LOOP for(int __8_i3012 = {0}; (__8_i3012 < 2); (++__8_i3012))
{
float4 __9_s3013 = _uoffsetsAndKernel_S1_c0[__8_i3012];
(__7_sum3011 += (__9_s3013.y * vec4_ctor(0.0, 0.0, 0.0, gl_texture2D(_uTextureSampler_0_S1, mul(transpose(mat3x2_ctor(_umatrix_S1_c0_c0)), vec3_ctor((__6_tmp_1_coords3010 + (__9_s3013.x * _udir_S1_c0)), 1.0)), -0.474999994).x)));
(__7_sum3011 += (__9_s3013.w * vec4_ctor(0.0, 0.0, 0.0, gl_texture2D(_uTextureSampler_0_S1, mul(transpose(mat3x2_ctor(_umatrix_S1_c0_c0)), vec3_ctor((__6_tmp_1_coords3010 + (__9_s3013.z * _udir_S1_c0)), 1.0)), -0.474999994).x)));
}
}
float4 _output_S13014 = __7_sum3011;
{
(out_sk_FragColor = _output_S13014);
(out_sk_FragColor = vec4_ctor(out_sk_FragColor.w, 0.0, 0.0, 0.0));
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColorstruct 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
}
���DXBCt~����j�,]�Z���4d� �RDEF(�<����RD11< ($|�$GlobalsDriverConstants���|�P��@,��������P ,h��������_sk_RTAdjustfloat4%_umatrix_S1float3x3���\T,��������b x���������0x���������8����������<���������dx_ViewAdjustdx_ViewCoordsfloat2�pdx_ViewScaleclipControlOriginfloat����clipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGND88TEXCOORD���OSGNhP\\SV_PositionTEXCOORD���SHEX�PqjYF� YF� _2_2g� e� e2 h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?�?6� 6� F6B @62F F� F" F� F>STAT���DXBC���g��8��o:��v"�4t��RDEF8�<���RD11< ($������
�samplers2D[0]textures2D[0]$Globals����� T,p���������0��������������������_umatrix_S1_c0_c0float3x3�f_uoffsetsAndKernel_S1_c0float4�_udir_S1_c0float2��Microsoft (R) HLSL Shader Compiler 10.1ISGNhP\\SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX�P�jYF� Z`XpUUb 2e� h6B@�?6B@�?6�@6�@0!:@
2
�� :F� F62FF� F"F� FJ���CUFF~`@33�2� :
:62�
F� F"F� FJ���CU"F~`@33�2�:� :
�:@6 :6� @>STAT�BPLG��G1911db897eaa2d9b7`ANGLE (NVIDIA, NVIDIA GeForce GT 730 (0x00001287) Direct3D11 vs_5_0 ps_5_0, D3D11-27.21.14.5671)��@������������������,,position
_upositionP�
localCoord_ulocalCoordP����������	������������������������������������	���������*����������sk_RTAdjust
umatrix_S1
udir_S1_c0uoffsetsAndKernel_S1_c0[0]uclamp_S1_c0_c0_c0umatrix_S1_c0_c0uTextureSampler_0_S1
_usk_RTAdjust_uumatrix_S1_uudir_S1_c0_uuoffsetsAndKernel_S1_c0[0]_uuclamp_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 float2 _localCoord = {0, 0};

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

// Varyings
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);

(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);
}
:
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]);
}
float4 vec4_ctor(float x0, float x1, float x2, float x3)
{
    return float4(x0, x1, x2, x3);
}
// Uniforms

uniform float4 _uclamp_S1_c0_c0_c0 : register(c0);
uniform float3x3 _umatrix_S1_c0_c0 : register(c1);
uniform float4 _uoffsetsAndKernel_S1_c0[14] : register(c4);
uniform float2 _udir_S1_c0 : register(c18);
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 __26_tmp_1_coords3011 = _vTransformedCoords_2_S0;
float4 __27_sum3012 = {0.0, 0.0, 0.0, 0.0};
{LOOP for(int __28_i3013 = {0}; (__28_i3013 < 2); (++__28_i3013))
{
float4 __29_s3014 = _uoffsetsAndKernel_S1_c0[__28_i3013];
float2 __30_inCoord3015 = mul(transpose(mat3x2_ctor(_umatrix_S1_c0_c0)), vec3_ctor((__26_tmp_1_coords3011 + (__29_s3014.x * _udir_S1_c0)), 1.0));
float2 __31_subsetCoord3016 = {0, 0};
(__31_subsetCoord3016.x = __30_inCoord3015.x);
(__31_subsetCoord3016.y = __30_inCoord3015.y);
float2 __32_clampedCoord3017 = {0, 0};
(__32_clampedCoord3017.x = __31_subsetCoord3016.x);
(__32_clampedCoord3017.y = clamp(__31_subsetCoord3016.y, _uclamp_S1_c0_c0_c0.y, _uclamp_S1_c0_c0_c0.w));
float4 __33_textureColor3018 = vec4_ctor(0.0, 0.0, 0.0, gl_texture2D(_uTextureSampler_0_S1, __32_clampedCoord3017, -0.474999994).x);
(__27_sum3012 += (__29_s3014.y * __33_textureColor3018));
float2 __34_inCoord3019 = mul(transpose(mat3x2_ctor(_umatrix_S1_c0_c0)), vec3_ctor((__26_tmp_1_coords3011 + (__29_s3014.z * _udir_S1_c0)), 1.0));
float2 __35_subsetCoord3020 = {0, 0};
(__35_subsetCoord3020.x = __34_inCoord3019.x);
(__35_subsetCoord3020.y = __34_inCoord3019.y);
float2 __36_clampedCoord3021 = {0, 0};
(__36_clampedCoord3021.x = __35_subsetCoord3020.x);
(__36_clampedCoord3021.y = clamp(__35_subsetCoord3020.y, _uclamp_S1_c0_c0_c0.y, _uclamp_S1_c0_c0_c0.w));
float4 __37_textureColor3022 = vec4_ctor(0.0, 0.0, 0.0, gl_texture2D(_uTextureSampler_0_S1, __36_clampedCoord3021, -0.474999994).x);
(__27_sum3012 += (__29_s3014.w * __37_textureColor3022));
}
}
float4 _output_S13023 = __27_sum3012;
{
(out_sk_FragColor = _output_S13023);
(out_sk_FragColor = vec4_ctor(out_sk_FragColor.w, 0.0, 0.0, 0.0));
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColorstruct 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
}
���DXBCt~����j�,]�Z���4d� �RDEF(�<����RD11< ($|�$GlobalsDriverConstants���|�P��@,��������P ,h��������_sk_RTAdjustfloat4%_umatrix_S1float3x3���\T,��������b x���������0x���������8����������<���������dx_ViewAdjustdx_ViewCoordsfloat2�pdx_ViewScaleclipControlOriginfloat����clipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGND88TEXCOORD���OSGNhP\\SV_PositionTEXCOORD���SHEX�PqjYF� YF� _2_2g� e� e2 h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?�?6� 6� F6B @62F F� F" F� F>STAT��pDXBC�	����d$�2v�Lp4�H|�RDEF��<���tRD11< ($������
�samplers2D[0]textures2D[0]$Globals�����0|����������,����������@���������< P��������_uclamp_S1_c0_c0_c0float4��_umatrix_S1_c0_c0float3x3��_uoffsetsAndKernel_S1_c0����_udir_S1_c0float2�HMicrosoft (R) HLSL Shader Compiler 10.1ISGNhP\\SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEXPP�jYF� Z`XpUUb 2e� h6B@�?6B@�?6�@6�@0!:@
2
�� :F� F62FF� FF� F4
� 3"
:� J���CUFF~`@33�2� :
:62�
F� F"F� F4"� 3":� J���CU"F~`@33�2�:� :
�:@6 :6� @>STAT�BPLG���,911db897eaa2d9b7`ANGLE (NVIDIA, NVIDIA GeForce GT 730 (0x00001287) Direct3D11 vs_5_0 ps_5_0, D3D11-27.21.14.5671)��@������������������,,
inPosition_uinPositionP�inColor	_uinColorR�inCircleEdge_uinCircleEdgeR�������������������������������������sk_RTAdjusturadiusPlusHalf_S1
u_skRTFlip
uinnerRect_S1
_usk_RTAdjust_uuradiusPlusHalf_S1_uu_skRTFlip_uuinnerRect_S1�����sk_FragColor_usk_FragColorR�@������������������������������������������������������������������������������������������������������������������������������������������2struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 gl_FragCoord : TEXCOORD3;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float4 v1 : TEXCOORD1;
};
#pragma warning( disable: 3556 3571 )
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 _inPosition = {0, 0};
static float4 _inColor = {0, 0, 0, 0};
static float4 _inCircleEdge = {0, 0, 0, 0};

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

// Varyings
static noperspective float4 _vinCircleEdge_S0 = {0, 0, 0, 0};
static noperspective float4 _vinColor_S0 = {0, 0, 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 = _vinCircleEdge_S0;
    output.v1 = _vinColor_S0;

    return output;
}

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

(_vinCircleEdge_S0 = _inCircleEdge);
(_vinColor_S0 = _inColor);
float2 __tmp_0_inPosition3009 = _inPosition;
(gl_Position = vec4_ctor(__tmp_0_inPosition3009, 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 float4 v1 : TEXCOORD1;
};

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

uniform float2 _u_skRTFlip : register(c0);
uniform float4 _uinnerRect_S1 : register(c1);
uniform float2 _uradiusPlusHalf_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

// Varyings
static noperspective float4 _vinCircleEdge_S0 = {0, 0, 0, 0};
static noperspective float4 _vinColor_S0 = {0, 0, 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;
    _vinCircleEdge_S0 = input.v0;
    _vinColor_S0 = input.v1;

float4 _sk_FragCoord3008 = vec4_ctor(gl_FragCoord.x, (_u_skRTFlip.x + (_u_skRTFlip.y * gl_FragCoord.y)), gl_FragCoord.z, gl_FragCoord.w);
float4 _circleEdge3009 = _vinCircleEdge_S0;
float4 _outputColor_S03010 = _vinColor_S0;
float _d3011 = length(_circleEdge3009.xy);
float _distanceToOuterEdge3012 = (_circleEdge3009.z * (1.0 - _d3011));
float _edgeAlpha3013 = clamp(_distanceToOuterEdge3012, 0.0, 1.0);
float4 _outputCoverage_S03014 = vec4_ctor(_edgeAlpha3013);
float2 __0_dxy03015 = (_uinnerRect_S1.xy - _sk_FragCoord3008.xy);
float2 __1_dxy13016 = (_sk_FragCoord3008.xy - _uinnerRect_S1.zw);
float2 __2_dxy3017 = max(max(__0_dxy03015, __1_dxy13016), 0.0);
float __3_alpha3018 = clamp((_uradiusPlusHalf_S1.x - length(__2_dxy3017)), 0.0, 1.0);
(__3_alpha3018 = (1.0 - __3_alpha3018));
float4 _output_S13019 = (_outputCoverage_S03014 * __3_alpha3018);
{
(out_sk_FragColor = (_outputColor_S03010 * _output_S13019));
}
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 float4 v1 : TEXCOORD1;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 gl_FragCoord : TEXCOORD3;
    noperspective float4 v0 : TEXCOORD0;
    noperspective 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; 
    output.gl_FragCoord = input.gl_FragCoord;
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
���dDXBC�m߷��k��Ľu�d4d�RDEF��<����RD11< ($|�$GlobalsDriverConstants���|� �(@���������_sk_RTAdjustfloat4����������� ��������80��������E8`���������<`��������dx_ViewAdjustdx_ViewCoordsfloat2�dx_ViewScaleclipControlOriginfloat���WclipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGN\PPPTEXCOORD���OSGN������SV_PositionTEXCOORD���SHEX�PojYF� YF� _2_�_�g� e� e� e� e� h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?6� 6� F6� F6� F6� F>STAT��hDXBC��z�R-�5�T�h4�0d�RDEFT�<���,RD11< ($|�$GlobalsDriverConstants���|�0��@@T��������x���������� T��������_u_skRTFlipfloat2�L_uinnerRect_S1float4���_uradiusPlusHalf_S1�����������0T��������� ����������8T���������,��������dx_ViewCoordsdx_FragCoordOffsetdx_DepthFrontfloat3���dx_ViewScaledx_Miscdword�Microsoft (R) HLSL Shader Compiler 10.1ISGN������SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX`P�jYF� YF� d 2b rb �e� h	2FF� �A2B� 
� 	��A� 	R�� �A42��4
2F@FFK
 	
�A
� 
�A@�?"FFK""�A@�?8 "*8
8� F>STAT�BPLG��]=911db897eaa2d9b7`ANGLE (NVIDIA, NVIDIA GeForce GT 730 (0x00001287) Direct3D11 vs_5_0 ps_5_0, D3D11-27.21.14.5671)��@

������������������,,position
_upositionP�color_ucolorR�������������������������������������������������������	������������������������������������*����������sk_RTAdjustucornerRadius_S1_c0ublurRadius_S1_c0uradiusPlusHalf_S2_c0uradiusPlusHalf_S2
u_skRTFlipumatrix_S1_c0_c0uproxyRect_S1_c0uinnerRect_S2_c0
uinnerRect_S2uTextureSampler_0_S1
_usk_RTAdjust_uucornerRadius_S1_c0_uublurRadius_S1_c0_uuradiusPlusHalf_S2_c0_uuradiusPlusHalf_S2_uu_skRTFlip_uumatrix_S1_c0_c0_uuproxyRect_S1_c0_uuinnerRect_S2_c0_uuinnerRect_S2_uuTextureSampler_0_S1	
sk_FragColor_usk_FragColorR�@^���������������������������������������������������������������������������������������������������������������������������������������������������������������
����������������������������������������������������������������������������������������������������	������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
};
#pragma warning( disable: 3556 3571 )
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 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};

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;

    return output;
}

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

(_vcolor_S0 = _color);
(gl_Position = vec4_ctor(_position, 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;
    float4 gl_FragCoord : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
};

#pragma warning( disable: 3556 3571 )
float2 vec2_ctor(float x0)
{
    return float2(x0, x0);
}
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, float x1, float x2, float x3)
{
    return float4(x0, x1, x2, x3);
}
// Uniforms

uniform float2 _u_skRTFlip : register(c0);
uniform float3x3 _umatrix_S1_c0_c0 : register(c1);
uniform float _ucornerRadius_S1_c0 : register(c4);
uniform float4 _uproxyRect_S1_c0 : register(c5);
uniform float _ublurRadius_S1_c0 : register(c6);
uniform float4 _uinnerRect_S2_c0 : register(c7);
uniform float2 _uradiusPlusHalf_S2_c0 : register(c8);
uniform float4 _uinnerRect_S2 : register(c9);
uniform float2 _uradiusPlusHalf_S2 : register(c10);
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 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
@@ 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;

float4 _sk_FragCoord3014 = vec4_ctor(gl_FragCoord.x, (_u_skRTFlip.x + (_u_skRTFlip.y * gl_FragCoord.y)), gl_FragCoord.z, gl_FragCoord.w);
float4 _outputColor_S03015 = _vcolor_S0;
float2 __13_translatedFragPosFloat3016 = (_sk_FragCoord3014.xy - _uproxyRect_S1_c0.xy);
float2 __14_proxyCenter3017 = ((_uproxyRect_S1_c0.zw - _uproxyRect_S1_c0.xy) * 0.5);
float __15_edgeSize3018 = (((2.0 * _ublurRadius_S1_c0) + _ucornerRadius_S1_c0) + 0.5);
(__13_translatedFragPosFloat3016 -= __14_proxyCenter3017);
float2 __16_fragDirection3019 = sign(__13_translatedFragPosFloat3016);
(__13_translatedFragPosFloat3016 = abs(__13_translatedFragPosFloat3016));
float2 __17_translatedFragPosHalf3020 = (__13_translatedFragPosFloat3016 - (__14_proxyCenter3017 - __15_edgeSize3018));
(__17_translatedFragPosHalf3020 = max(__17_translatedFragPosHalf3020, 0.0));
(__17_translatedFragPosHalf3020 *= __16_fragDirection3019);
(__17_translatedFragPosHalf3020 += vec2_ctor(__15_edgeSize3018));
float2 __18_proxyDims3021 = vec2_ctor((2.0 * __15_edgeSize3018));
float2 __19_texCoord3022 = (__17_translatedFragPosHalf3020 / __18_proxyDims3021);
float4 _output_S13023 = vec4_ctor(0.0, 0.0, 0.0, gl_texture2D(_uTextureSampler_0_S1, mul(transpose(mat3x2_ctor(_umatrix_S1_c0_c0)), vec3_ctor(__19_texCoord3022, 1.0)), -0.474999994).x).wwww;
float2 __20_dxy03024 = (_uinnerRect_S2.xy - _sk_FragCoord3014.xy);
float2 __21_dxy13025 = (_sk_FragCoord3014.xy - _uinnerRect_S2.zw);
float2 __22_dxy3026 = max(max(__20_dxy03024, __21_dxy13025), 0.0);
float __23_alpha3027 = clamp((_uradiusPlusHalf_S2.x - length(__22_dxy3026)), 0.0, 1.0);
float2 __24_dxy03028 = (_uinnerRect_S2_c0.xy - _sk_FragCoord3014.xy);
float2 __25_dxy13029 = (_sk_FragCoord3014.xy - _uinnerRect_S2_c0.zw);
float2 __26_dxy3030 = max(max(__24_dxy03028, __25_dxy13029), 0.0);
float __27_alpha3031 = clamp((_uradiusPlusHalf_S2_c0.x - length(__26_dxy3030)), 0.0, 1.0);
(__27_alpha3031 = (1.0 - __27_alpha3031));
float4 _output_S23032 = ((_output_S13023 * __27_alpha3031) * __23_alpha3027);
{
(out_sk_FragColor = (_outputColor_S03015 * _output_S23032));
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColor�struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    noperspective 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
}
��DXBCl�B��j���MH!04L�lRDEF��<����RD11< ($|�$GlobalsDriverConstants���|� �(@���������_sk_RTAdjustfloat4����������� ��������80��������E8`���������<`��������dx_ViewAdjustdx_ViewCoordsfloat2�dx_ViewScaleclipControlOriginfloat���WclipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGND88TEXCOORD���OSGN�htttSV_PositionTEXCOORD���SHEX�PdjYF� YF� _2_�g� e� e� e� h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?6� 6� F6� F6� F>STAT�
�DXBCj!�\�jT�9ң"��4�x�d
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��samplers2D[0]textures2D[0]$GlobalsDriverConstants����	$���`�����������,���������@ ��������DP`���������` ���������p`���������������������`�������������������_u_skRTFlipfloat2��_umatrix_S1_c0_c0float3x3��_ucornerRadius_S1_c0float�_uproxyRect_S1_c0float4���V_ublurRadius_S1_c0_uinnerRect_S2_c0_uradiusPlusHalf_S2_c0_uinnerRect_S2_uradiusPlusHalf_S2��`���������0���������� ��������08���������=,L��������p@ h��������dx_ViewCoordsdx_FragCoordOffsetdx_DepthFrontfloat3��dx_ViewScaledx_Miscdword�EsamplerMetadataSamplerMetadatabaseLevelint���wrapModespaddingint2��intBorderColorint4������8�Microsoft (R) HLSL Shader Compiler 10.1ISGN�htttSV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX�PljYF� YF� Z`XpUUd 2b �e� h2
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8� F>STAT�(#BPLG��,911db897eaa2d9b7`ANGLE (NVIDIA, NVIDIA GeForce GT 730 (0x00001287) Direct3D11 vs_5_0 ps_5_0, D3D11-27.21.14.5671)��@������������������,,
inPosition_uinPositionP�inColor	_uinColorR�inCircleEdge_uinCircleEdgeR�������������������������������������sk_RTAdjusturadiusPlusHalf_S1
u_skRTFlip
uinnerRect_S1
_usk_RTAdjust_uuradiusPlusHalf_S1_uu_skRTFlip_uuinnerRect_S1�����sk_FragColor_usk_FragColorR�@������������������������������������������������������������������������������������������������������������������������������������������2struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 gl_FragCoord : TEXCOORD3;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float4 v1 : TEXCOORD1;
};
#pragma warning( disable: 3556 3571 )
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 _inPosition = {0, 0};
static float4 _inColor = {0, 0, 0, 0};
static float4 _inCircleEdge = {0, 0, 0, 0};

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

// Varyings
static noperspective float4 _vinCircleEdge_S0 = {0, 0, 0, 0};
static noperspective float4 _vinColor_S0 = {0, 0, 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 = _vinCircleEdge_S0;
    output.v1 = _vinColor_S0;

    return output;
}

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

(_vinCircleEdge_S0 = _inCircleEdge);
(_vinColor_S0 = _inColor);
float2 __tmp_0_inPosition3009 = _inPosition;
(gl_Position = vec4_ctor(__tmp_0_inPosition3009, 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 float4 v1 : TEXCOORD1;
};

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

uniform float2 _u_skRTFlip : register(c0);
uniform float4 _uinnerRect_S1 : register(c1);
uniform float2 _uradiusPlusHalf_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

// Varyings
static noperspective float4 _vinCircleEdge_S0 = {0, 0, 0, 0};
static noperspective float4 _vinColor_S0 = {0, 0, 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;
    _vinCircleEdge_S0 = input.v0;
    _vinColor_S0 = input.v1;

float4 _sk_FragCoord3008 = vec4_ctor(gl_FragCoord.x, (_u_skRTFlip.x + (_u_skRTFlip.y * gl_FragCoord.y)), gl_FragCoord.z, gl_FragCoord.w);
float4 _circleEdge3009 = _vinCircleEdge_S0;
float4 _outputColor_S03010 = _vinColor_S0;
float _d3011 = length(_circleEdge3009.xy);
float _distanceToOuterEdge3012 = (_circleEdge3009.z * (1.0 - _d3011));
float _edgeAlpha3013 = clamp(_distanceToOuterEdge3012, 0.0, 1.0);
float4 _outputCoverage_S03014 = vec4_ctor(_edgeAlpha3013);
float2 __0_dxy03015 = (_uinnerRect_S1.xy - _sk_FragCoord3008.xy);
float2 __1_dxy13016 = (_sk_FragCoord3008.xy - _uinnerRect_S1.zw);
float2 __2_dxy3017 = max(max(__0_dxy03015, __1_dxy13016), 0.0);
float __3_alpha3018 = clamp((_uradiusPlusHalf_S1.x - length(__2_dxy3017)), 0.0, 1.0);
float4 _output_S13019 = (_outputCoverage_S03014 * __3_alpha3018);
{
(out_sk_FragColor = (_outputColor_S03010 * _output_S13019));
}
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 float4 v1 : TEXCOORD1;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 gl_FragCoord : TEXCOORD3;
    noperspective float4 v0 : TEXCOORD0;
    noperspective 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; 
    output.gl_FragCoord = input.gl_FragCoord;
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
���dDXBC�m߷��k��Ľu�d4d�RDEF��<����RD11< ($|�$GlobalsDriverConstants���|� �(@���������_sk_RTAdjustfloat4����������� ��������80��������E8`���������<`��������dx_ViewAdjustdx_ViewCoordsfloat2�dx_ViewScaleclipControlOriginfloat���WclipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGN\PPPTEXCOORD���OSGN������SV_PositionTEXCOORD���SHEX�PojYF� YF� _2_�_�g� e� e� e� e� h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?6� 6� F6� F6� F6� F>STAT��HDXBC�B��`H���i�H4�0d�RDEFT�<���,RD11< ($|�$GlobalsDriverConstants���|�0��@@T��������x���������� T��������_u_skRTFlipfloat2�L_uinnerRect_S1float4���_uradiusPlusHalf_S1�����������0T��������� ����������8T���������,��������dx_ViewCoordsdx_FragCoordOffsetdx_DepthFrontfloat3���dx_ViewScaledx_Miscdword�Microsoft (R) HLSL Shader Compiler 10.1ISGN������SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX@P�jYF� YF� d 2b rb �e� h	2FF� �A2B� 
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8� F>STAT�BPLG���: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_RTAdjustumatrix_S1_c0_c0_c1	urange_S1ustart_S1_c0_c0_c0uend_S1_c0_c0_c0uleftBorderColor_S1_c0_c0urightBorderColor_S1_c0_c0
u_skRTFlip
umatrix_S1_c1uTextureSampler_0_S1
_usk_RTAdjust_uumatrix_S1_c0_c0_c1_uurange_S1_uustart_S1_c0_c0_c0_uuend_S1_c0_c0_c0_uuleftBorderColor_S1_c0_c0_uurightBorderColor_S1_c0_c0_uu_skRTFlip_uumatrix_S1_c1_uuTextureSampler_0_S1
	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 )
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_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 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_6_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 = _vTransformedCoords_6_S0;

    return output;
}

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

(_vcolor_S0 = _color);
(gl_Position = vec4_ctor(_position, 0.0, 1.0));
{
(_vTransformedCoords_6_S0 = mul(transpose(mat3x2_ctor(_umatrix_S1_c0_c0_c1)), 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);
}
�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 )
float2 vec2_ctor(float x0, float x1)
{
    return float2(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(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 : register(c1);
uniform float4 _uend_S1_c0_c0_c0 : register(c2);
uniform float4 _uleftBorderColor_S1_c0_c0 : register(c3);
uniform float4 _urightBorderColor_S1_c0_c0 : register(c4);
uniform float3x3 _umatrix_S1_c1 : register(c5);
uniform float _urange_S1 : register(c8);
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 _vTransformedCoords_6_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
@@ 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;
    _vTransformedCoords_6_S0 = input.v1.xy;

float4 _sk_FragCoord3014 = vec4_ctor(gl_FragCoord.x, (_u_skRTFlip.x + (_u_skRTFlip.y * gl_FragCoord.y)), gl_FragCoord.z, gl_FragCoord.w);
float4 _outputColor_S03015 = _vcolor_S0;
float4 __22_tmp_6_inColor3016 = _outputColor_S03015;
float4 __23_input3017 = __22_tmp_6_inColor3016;
float2 __26_tmp_3_coords3018 = _vTransformedCoords_6_S0;
float4 __27_t3019 = vec4_ctor((__26_tmp_3_coords3018.x + 9.99999975e-06), 1.0, 0.0, 0.0);
float4 __28_outColor3020 = {0, 0, 0, 0};
if ((__27_t3019.x < 0.0))
{
(__28_outColor3020 = _uleftBorderColor_S1_c0_c0);
}
else
{
if ((__27_t3019.x > 1.0))
{
(__28_outColor3020 = _urightBorderColor_S1_c0_c0);
}
else
{
float2 __30_tmp_1_coords3021 = vec2_ctor(__27_t3019.x, 0.0);
(__28_outColor3020 = lerp(_ustart_S1_c0_c0_c0, _uend_S1_c0_c0_c0, __30_tmp_1_coords3021.x));
}
}
(__23_input3017 = __28_outColor3020);
float4 __32_color3022 = __23_input3017;
float __33_value3023 = (gl_texture2D(_uTextureSampler_0_S1, mul(transpose(mat3x2_ctor(_umatrix_S1_c1)), vec3_ctor(_sk_FragCoord3014.xy, 1.0)), -0.474999994).x - 0.5);
float4 _output_S13024 = vec4_ctor(clamp((__32_color3022.xyz + (__33_value3023 * _urange_S1)), 0.0, __32_color3022.w), __32_color3022.w);
{
(out_sk_FragColor = _output_S13024);
}
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]�^����~��C�>$4l�p�RDEF0�<���RD11< ($|�$GlobalsDriverConstants���|�P��@,��������P ,p��������_sk_RTAdjustfloat4%_umatrix_S1_c0_c0_c1float3x3��e\,��������j ����������0����������8����������<���������dx_ViewAdjustdx_ViewCoordsfloat2�xdx_ViewScaleclipControlOriginfloat����clipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGN\PPPTEXCOORD���OSGN������SV_PositionTEXCOORD���SHEXP�jYF� YF� _2_�_2g� e� e� e� e2 h9@:� 7	B 
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��samplers2D[0]textures2D[0]$GlobalsDriverConstants����$��t`<P��������t���������� ����������0����������@����������P,��������<�P��������_u_skRTFlipfloat2�H_ustart_S1_c0_c0_c0float4��_uend_S1_c0_c0_c0_uleftBorderColor_S1_c0_c0_urightBorderColor_S1_c0_c0_umatrix_S1_c1float3x3���_urange_S1float���Gd���������r0P��������� ����������8P���������,���������@ ���������dx_ViewCoordsdx_FragCoordOffsetdx_DepthFrontfloat3���dx_ViewScaledx_Miscdword��samplerMetadataSamplerMetadatabaseLevelint��*wrapModespaddingint2�fintBorderColorint4� 0T0^l���Microsoft (R) HLSL Shader Compiler 10.1ISGN������SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX�P�jYF� 	YF� Z`XpUUd 2b e� h6�@�?	2FF� �A2B� 
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BPLG��y=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_RTAdjustumatrix_S1_c0_c0_c1	urange_S1ustart_S1_c0_c0_c0uend_S1_c0_c0_c0uleftBorderColor_S1_c0_c0urightBorderColor_S1_c0_c0
u_skRTFlip
umatrix_S1_c1
ucircle_S2_c0uTextureSampler_0_S1
_usk_RTAdjust_uumatrix_S1_c0_c0_c1_uurange_S1_uustart_S1_c0_c0_c0_uuend_S1_c0_c0_c0_uuleftBorderColor_S1_c0_c0_uurightBorderColor_S1_c0_c0_uu_skRTFlip_uumatrix_S1_c1_uucircle_S2_c0_uuTextureSampler_0_S1	
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 )
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_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 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_6_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 = _vTransformedCoords_6_S0;

    return output;
}

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

(_vcolor_S0 = _color);
(gl_Position = vec4_ctor(_position, 0.0, 1.0));
{
(_vTransformedCoords_6_S0 = mul(transpose(mat3x2_ctor(_umatrix_S1_c0_c0_c1)), 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);
}
;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 )
float2 vec2_ctor(float x0, float x1)
{
    return float2(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(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 : register(c1);
uniform float4 _uend_S1_c0_c0_c0 : register(c2);
uniform float4 _uleftBorderColor_S1_c0_c0 : register(c3);
uniform float4 _urightBorderColor_S1_c0_c0 : register(c4);
uniform float3x3 _umatrix_S1_c1 : register(c5);
uniform float _urange_S1 : register(c8);
uniform float4 _ucircle_S2_c0 : register(c9);
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 _vTransformedCoords_6_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
@@ 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;
    _vTransformedCoords_6_S0 = input.v1.xy;

float4 _sk_FragCoord3015 = vec4_ctor(gl_FragCoord.x, (_u_skRTFlip.x + (_u_skRTFlip.y * gl_FragCoord.y)), gl_FragCoord.z, gl_FragCoord.w);
float4 _outputColor_S03016 = _vcolor_S0;
float4 __24_tmp_6_inColor3017 = _outputColor_S03016;
float4 __25_input3018 = __24_tmp_6_inColor3017;
float2 __28_tmp_3_coords3019 = _vTransformedCoords_6_S0;
float4 __29_t3020 = vec4_ctor((__28_tmp_3_coords3019.x + 9.99999975e-06), 1.0, 0.0, 0.0);
float4 __30_outColor3021 = {0, 0, 0, 0};
if ((__29_t3020.x < 0.0))
{
(__30_outColor3021 = _uleftBorderColor_S1_c0_c0);
}
else
{
if ((__29_t3020.x > 1.0))
{
(__30_outColor3021 = _urightBorderColor_S1_c0_c0);
}
else
{
float2 __32_tmp_1_coords3022 = vec2_ctor(__29_t3020.x, 0.0);
(__30_outColor3021 = lerp(_ustart_S1_c0_c0_c0, _uend_S1_c0_c0_c0, __32_tmp_1_coords3022.x));
}
}
(__25_input3018 = __30_outColor3021);
float4 __34_color3023 = __25_input3018;
float __35_value3024 = (gl_texture2D(_uTextureSampler_0_S1, mul(transpose(mat3x2_ctor(_umatrix_S1_c1)), vec3_ctor(_sk_FragCoord3015.xy, 1.0)), -0.474999994).x - 0.5);
float4 _output_S13025 = vec4_ctor(clamp((__34_color3023.xyz + (__35_value3024 * _urange_S1)), 0.0, __34_color3023.w), __34_color3023.w);
float __37_d3026 = ((1.0 - length(((_ucircle_S2_c0.xy - _sk_FragCoord3015.xy) * _ucircle_S2_c0.w))) * _ucircle_S2_c0.z);
float4 _output_S23027 = vec4_ctor(clamp(__37_d3026, 0.0, 1.0));
{
(out_sk_FragColor = (_output_S13025 * _output_S23027));
}
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]�^����~��C�>$4l�p�RDEF0�<���RD11< ($|�$GlobalsDriverConstants���|�P��@,��������P ,p��������_sk_RTAdjustfloat4%_umatrix_S1_c0_c0_c1float3x3��e\,��������j ����������0����������8����������<���������dx_ViewAdjustdx_ViewCoordsfloat2�xdx_ViewScaleclipControlOriginfloat����clipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGN\PPPTEXCOORD���OSGN������SV_PositionTEXCOORD���SHEXP�jYF� YF� _2_�_2g� e� e� e� e2 h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?6� 6� F6� F6� F62F6B@�? F� F" F� F>STAT���DXBCk��,�
�:�-���M�4�X�4RDEF|�<���TRD11< ($������
��samplers2D[0]textures2D[0]$GlobalsDriverConstants����$���`dx������������������� ����������0���������	@���������%P,@��������d�x�������������������_u_skRTFlipfloat2�p_ustart_S1_c0_c0_c0float4��_uend_S1_c0_c0_c0_uleftBorderColor_S1_c0_c0_urightBorderColor_S1_c0_c0_umatrix_S1_c1float3x3���4_urange_S1float���o_ucircle_S2_c0������������0x��������� ����������8x��������,��������8@ 0��������dx_ViewCoordsdx_FragCoordOffsetdx_DepthFrontfloat3���dx_ViewScaledx_Miscdword�
samplerMetadataSamplerMetadatabaseLevelint��bwrapModespaddingint2��intBorderColorint4�Xh�h����HMicrosoft (R) HLSL Shader Compiler 10.1ISGN������SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX�P�jYF� 
YF� Z`XpUUd 2b e� h
�F� �AF� 
@��'72
�FF� 1"@�?
1
@7
�VF� F7
�F� F6�@�?	2FF� �A2B� 
� F� �"F� �	2��AF� 	82F�� 	FFK

�A@�?8 
*� 	J���CU"F~`@33�"@�2
�V� 	4
�V@3r��8� F>STAT�BPLG���!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_RTAdjustuTextureSampler_0_S0
_usk_RTAdjust_uuTextureSampler_0_S0sk_FragColor_usk_FragColorR�@^����������������������������������������������������������������������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float2 v1 : TEXCOORD1;
};
#pragma warning( disable: 3556 3571 )
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 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 _vlocalCoord_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 = _vcolor_S0;
    output.v1 = _vlocalCoord_S0;

    return output;
}

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

(_vcolor_S0 = _color);
(_vlocalCoord_S0 = _localCoord);
(gl_Position = vec4_ctor(_position, 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;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float2 v1 : TEXCOORD1;
};

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

static const uint _uTextureSampler_0_S0 = 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 _vlocalCoord_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){
    _vcolor_S0 = input.v0;
    _vlocalCoord_S0 = input.v1.xy;

float4 _outputColor_S03006 = _vcolor_S0;
float2 _texCoord3007 = _vlocalCoord_S0;
(_outputColor_S03006 = (gl_texture2D(_uTextureSampler_0_S0, _texCoord3007, -0.474999994) * _outputColor_S03006));
{
(out_sk_FragColor = _outputColor_S03006);
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColor�struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float2 v1 : TEXCOORD1;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    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; 
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
���4DXBC��y�M�p0�[���44d��RDEF��<����RD11< ($|�$GlobalsDriverConstants���|� �(@���������_sk_RTAdjustfloat4����������� ��������80��������E8`���������<`��������dx_ViewAdjustdx_ViewCoordsfloat2�dx_ViewScaleclipControlOriginfloat���WclipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGN\PPPTEXCOORD���OSGN�htttSV_PositionTEXCOORD���SHEX�PijYF� YF� _2_�_2g� e� e� e2 h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?6� 6� F6B @6� F62 F>STAT��DXBC�f1����>l��P'j4���hRDEF�<����RD11< ($|�����
samplers2D[0]textures2D[0]Microsoft (R) HLSL Shader Compiler 10.1ISGN�htttSV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX�P*jZ`XpUUb �b 2e� hJ���CU�FF~`@33�8� FF>STAT�BPLG��#-911db897eaa2d9b7`ANGLE (NVIDIA, NVIDIA GeForce GT 730 (0x00001287) Direct3D11 vs_5_0 ps_5_0, D3D11-27.21.14.5671)��@������������������,,position
_upositionP�
localCoord_ulocalCoordP�������������������������������������*����������sk_RTAdjusturadiusPlusHalf_S1
u_skRTFlip
uinnerRect_S1uTextureSampler_0_S0
_usk_RTAdjust_uuradiusPlusHalf_S1_uu_skRTFlip_uuinnerRect_S1_uuTextureSampler_0_S0sk_FragColor_usk_FragColorR�@^�������������������������������������������������������������������������������������������������������������������������������������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    noperspective float2 v0 : TEXCOORD0;
};
#pragma warning( disable: 3556 3571 )
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 noperspective float2 _vlocalCoord_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 = _vlocalCoord_S0;

    return output;
}

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

(_vlocalCoord_S0 = _localCoord);
(gl_Position = vec4_ctor(_position, 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;
    float4 gl_FragCoord : TEXCOORD2;
    noperspective float2 v0 : TEXCOORD0;
};

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

uniform float2 _u_skRTFlip : register(c0);
uniform float4 _uinnerRect_S1 : register(c1);
uniform float2 _uradiusPlusHalf_S1 : register(c2);
static const uint _uTextureSampler_0_S0 = 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 _vlocalCoord_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
@@ 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;
    _vlocalCoord_S0 = input.v0.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 = {1.0, 1.0, 1.0, 1.0};
float2 _texCoord3010 = _vlocalCoord_S0;
(_outputColor_S03009 = gl_texture2D(_uTextureSampler_0_S0, _texCoord3010, -0.474999994));
float2 __0_dxy03011 = (_uinnerRect_S1.xy - _sk_FragCoord3008.xy);
float2 __1_dxy13012 = (_sk_FragCoord3008.xy - _uinnerRect_S1.zw);
float2 __2_dxy3013 = max(max(__0_dxy03011, __1_dxy13012), 0.0);
float __3_alpha3014 = clamp((_uradiusPlusHalf_S1.x - length(__2_dxy3013)), 0.0, 1.0);
float4 _output_S13015 = vec4_ctor(__3_alpha3014);
{
(out_sk_FragColor = (_outputColor_S03009 * _output_S13015));
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColor�struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    noperspective float2 v0 : TEXCOORD0;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    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; 
    output.gl_FragCoord = input.gl_FragCoord;
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
��DXBC�~w�h�W3�}�jV=4L�lRDEF��<����RD11< ($|�$GlobalsDriverConstants���|� �(@���������_sk_RTAdjustfloat4����������� ��������80��������E8`���������<`��������dx_ViewAdjustdx_ViewCoordsfloat2�dx_ViewScaleclipControlOriginfloat���WclipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGND88TEXCOORD���OSGN�htttSV_PositionTEXCOORD���SHEX�PdjYF� YF� _2_2g� e� e� e2 h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?6� 6� F6� F62 F>STAT�
��DXBCm����'�T.kF|���40���RDEF��<����RD11< ($������
��samplers2D[0]textures2D[0]$GlobalsDriverConstants����$0�$`�������������������� ���������_u_skRTFlipfloat2��_uinnerRect_S1float4���_uradiusPlusHalf_S1���������"0���������5 L��������p8���������},����������@ ���������dx_ViewCoordsdx_FragCoordOffsetdx_DepthFrontfloat3��Cdx_ViewScaledx_Miscdword��samplerMetadataSamplerMetadatabaseLevelint���wrapModespaddingint2�intBorderColorint4O���@Tx�Microsoft (R) HLSL Shader Compiler 10.1ISGN�htttSV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX�PjYF� YF� Z`XpUUd 2b 2e� h	2FF� �A2B� 
� 	��A� 	R�� �A42��4
2F@FFK
 	
�A
� J���CU�FF~`@33�8� F>STAT�
BPLG���8911db897eaa2d9b7`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_RTAdjustumatrix_S1_c0_c0_c0umatrix_S1_c0_c0_c1umatrix_S1_c0_c0_c2
umatrix_S1_c0ucolorSpaceTranslate_S1_c0_c0ucolorSpaceMatrix_S1_c0_c0uTextureSampler_0_S1uTextureSampler_1_S1uTextureSampler_2_S1
_usk_RTAdjust_uumatrix_S1_c0_c0_c0_uumatrix_S1_c0_c0_c1_uumatrix_S1_c0_c0_c2_uumatrix_S1_c0_uucolorSpaceTranslate_S1_c0_c0_uucolorSpaceMatrix_S1_c0_c0_uuTextureSampler_0_S1_uuTextureSampler_1_S1_uuTextureSampler_2_S1
	sk_FragColor_usk_FragColorR�@^�^�^�����������������������������������������������������������
��������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������#struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD4;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float2 v1 : TEXCOORD1;
    noperspective float2 v2 : TEXCOORD2;
    noperspective float2 v3 : TEXCOORD3;
};
#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_c0_c0_c0 : register(c2);
uniform float3x3 _umatrix_S1_c0_c0_c1 : register(c5);
uniform float3x3 _umatrix_S1_c0_c0_c2 : register(c8);
uniform float3x3 _umatrix_S1_c0 : register(c11);
#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_5_S0 = {0, 0};
static noperspective float2 _vTransformedCoords_7_S0 = {0, 0};
static noperspective float2 _vTransformedCoords_9_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 = _vcolor_S0;
    output.v1 = _vTransformedCoords_5_S0;
    output.v2 = _vTransformedCoords_7_S0;
    output.v3 = _vTransformedCoords_9_S0;

    return output;
}

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

(_vcolor_S0 = _color);
(gl_Position = vec4_ctor(_position, 0.0, 1.0));
{
(_vTransformedCoords_5_S0 = mul(transpose(mat3x2_ctor(transpose(mul(transpose(_umatrix_S1_c0_c0_c0), transpose(_umatrix_S1_c0))))), vec3_ctor(_localCoord, 1.0)));
}
{
(_vTransformedCoords_7_S0 = mul(transpose(mat3x2_ctor(transpose(mul(transpose(_umatrix_S1_c0_c0_c1), transpose(_umatrix_S1_c0))))), vec3_ctor(_localCoord, 1.0)));
}
{
(_vTransformedCoords_9_S0 = mul(transpose(mat3x2_ctor(transpose(mul(transpose(_umatrix_S1_c0_c0_c2), transpose(_umatrix_S1_c0))))), 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);
}
�	struct PS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD4;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float2 v1 : TEXCOORD1;
    noperspective float2 v2 : TEXCOORD2;
    noperspective float2 v3 : TEXCOORD3;
};

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

uniform float3x3 _ucolorSpaceMatrix_S1_c0_c0 : register(c0);
uniform float3 _ucolorSpaceTranslate_S1_c0_c0 : register(c3);
static const uint _uTextureSampler_0_S1 = 0;
static const uint _uTextureSampler_1_S1 = 1;
static const uint _uTextureSampler_2_S1 = 2;
uniform Texture2D<float4> textures2D[3] : register(t0);
uniform SamplerState samplers2D[3] : 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 _vTransformedCoords_5_S0 = {0, 0};
static noperspective float2 _vTransformedCoords_7_S0 = {0, 0};
static noperspective float2 _vTransformedCoords_9_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[3] : 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){
    _vcolor_S0 = input.v0;
    _vTransformedCoords_5_S0 = input.v1.xy;
    _vTransformedCoords_7_S0 = input.v2.xy;
    _vTransformedCoords_9_S0 = input.v3.xy;

float4 _outputColor_S03016 = _vcolor_S0;
float4 __2_input3017 = _outputColor_S03016;
float4 __3_color3018 = {0, 0, 0, 0};
(__3_color3018.x = gl_texture2D(_uTextureSampler_0_S1, _vTransformedCoords_5_S0, -0.474999994).x);
(__3_color3018.y = gl_texture2D(_uTextureSampler_1_S1, _vTransformedCoords_7_S0, -0.474999994).x);
(__3_color3018.z = gl_texture2D(_uTextureSampler_2_S1, _vTransformedCoords_9_S0, -0.474999994).x);
(__3_color3018.w = 1.0);
(__3_color3018.xyz = clamp((mul(__3_color3018.xyz, transpose(_ucolorSpaceMatrix_S1_c0_c0)) + _ucolorSpaceTranslate_S1_c0_c0), 0.0, 1.0));
(__2_input3017 = __3_color3018);
float4 _output_S13019 = __2_input3017;
{
(out_sk_FragColor = _output_S13019);
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColordstruct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD4;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float2 v1 : TEXCOORD1;
    noperspective float2 v2 : TEXCOORD2;
    noperspective float2 v3 : TEXCOORD3;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD4;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float2 v1 : TEXCOORD1;
    noperspective float2 v2 : TEXCOORD2;
    noperspective float2 v3 : TEXCOORD3;
};

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.v3 = input.v3; 
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
���@DXBCt�q
0�Ewk%y_�@4 �<�
RDEF��<����RD11< ($|�$GlobalsDriverConstants���|���H@����������� ,���������P,���������!�,���������6�,���������_sk_RTAdjustfloat4�_umatrix_S1_c0_c0_c0float3x3���_umatrix_S1_c0_c0_c1_umatrix_S1_c0_c0_c2_umatrix_S1_c0������������ 4��������X04��������e8����������<���������dx_ViewAdjustdx_ViewCoordsfloat2�,dx_ViewScaleclipControlOriginfloat���wclipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGN\PPPTEXCOORD���OSGN�������SV_PositionTEXCOORD���SHEX`PXjYF� YF� _2_�_2g� e� e� e2 e� e2 h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?6� 6� F6B @6� F8	rV� F� 2r� F� F2r�� F� 
F62F6B@�? FF8	rV� F� 2r� F� F2r�� F� 
F" FF8	rV� F� 2r� F� F2r�� F� 
FB FF8	rV� F� 2r� F� F2r�� F� 
F� FF8	rV� F� 2r� F� F2r�� F� 
F FF8	rV� 	F� 2r� 	F� F2r�� 	F� 
F" FF>STAT�$	�\DXBC7�A9�Al�,�v_\4����RDEF�|<���|RD11< ($*8F����
T����
b����
psamplers2D[0]samplers2D[1]samplers2D[2]textures2D[0]textures2D[1]textures2D[2]$Globals���p�@�,��������00X��������_ucolorSpaceMatrix_S1_c0_c0float3x3���_ucolorSpaceTranslate_S1_c0_c0float3��OMicrosoft (R) HLSL Shader Compiler 10.1ISGN�������SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX�P{jYF� Z`Z`Z`XpUUXpUUXpUUb 2b �b 2e� hJ���CU�F~`@33�8rF� J���CU�F�s`@33�2
r�F� FJ���CU�F�s`@33�2
r�F� F r FF� 6� @�?>STAT�	BPLG��A3911db897eaa2d9b7`ANGLE (NVIDIA, NVIDIA GeForce GT 730 (0x00001287) Direct3D11 vs_5_0 ps_5_0, D3D11-27.21.14.5671)��@������������������,,position
_upositionP�coverage
_ucoverage
localCoord_ulocalCoordP�	texSubset_utexSubsetR�������������������������������������*����������sk_RTAdjusturadiusPlusHalf_S1
u_skRTFlip
uinnerRect_S1uTextureSampler_0_S0
_usk_RTAdjust_uuradiusPlusHalf_S1_uu_skRTFlip_uuinnerRect_S1_uuTextureSampler_0_S0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 float v2 : TEXCOORD2;
};
#pragma warning( disable: 3556 3571 )
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 float _coverage = {0};
static float2 _localCoord = {0, 0};
static float4 _texSubset = {0, 0, 0, 0};

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

// Varyings
static noperspective float2 _vlocalCoord_S0 = {0, 0};
static noperspective float4 _vtexSubset_S0 = {0, 0, 0, 0};
static noperspective float _vcoverage_S0 = {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 = _vtexSubset_S0;
    output.v1 = _vlocalCoord_S0;
    output.v2 = _vcoverage_S0;

    return output;
}

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

float2 t0 = _position, _position3010 = t0;
(_vlocalCoord_S0 = _localCoord);
(_vtexSubset_S0 = _texSubset);
(_vcoverage_S0 = _coverage);
(gl_Position = vec4_ctor(_position3010, 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);
}
y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 float v2 : TEXCOORD2;
};

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

uniform float2 _u_skRTFlip : register(c0);
uniform float4 _uinnerRect_S1 : register(c1);
uniform float2 _uradiusPlusHalf_S1 : register(c2);
static const uint _uTextureSampler_0_S0 = 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 _vlocalCoord_S0 = {0, 0};
static noperspective float4 _vtexSubset_S0 = {0, 0, 0, 0};
static noperspective float _vcoverage_S0 = {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
@@ 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;
    _vtexSubset_S0 = input.v0;
    _vlocalCoord_S0 = input.v1.xy;
    _vcoverage_S0 = input.v2.x;

float4 _sk_FragCoord3010 = vec4_ctor(gl_FragCoord.x, (_u_skRTFlip.x + (_u_skRTFlip.y * gl_FragCoord.y)), gl_FragCoord.z, gl_FragCoord.w);
float4 _outputColor_S03011 = {1.0, 1.0, 1.0, 1.0};
float2 _texCoord3012 = _vlocalCoord_S0;
float4 _subset3013 = _vtexSubset_S0;
(_texCoord3012 = clamp(_texCoord3012, _subset3013.xy, _subset3013.zw));
(_outputColor_S03011 = gl_texture2D(_uTextureSampler_0_S0, _texCoord3012, -0.474999994));
float _coverage3014 = _vcoverage_S0;
float4 _outputCoverage_S03015 = vec4_ctor(_coverage3014);
float2 __0_dxy03016 = (_uinnerRect_S1.xy - _sk_FragCoord3010.xy);
float2 __1_dxy13017 = (_sk_FragCoord3010.xy - _uinnerRect_S1.zw);
float2 __2_dxy3018 = max(max(__0_dxy03016, __1_dxy13017), 0.0);
float __3_alpha3019 = clamp((_uradiusPlusHalf_S1.x - length(__2_dxy3018)), 0.0, 1.0);
float4 _output_S13020 = (_outputCoverage_S03015 * __3_alpha3019);
{
(out_sk_FragColor = (_outputColor_S03011 * _output_S13020));
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColormstruct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD3;
    float4 gl_FragCoord : TEXCOORD4;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float2 v1 : TEXCOORD1;
    noperspective float 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 float 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
}
�����DXBC
$0��&+���D�p�4|4$RDEF��<����RD11< ($|�$GlobalsDriverConstants���|� �(@���������_sk_RTAdjustfloat4����������� ��������80��������E8`���������<`��������dx_ViewAdjustdx_ViewCoordsfloat2�dx_ViewScaleclipControlOriginfloat���WclipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGNthhhhTEXCOORD���OSGN�������SV_PositionTEXCOORD���SHEX�PzjYF� YF� _2__2_�g� e� e� e� e2 eB h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?6� 6� F6� F6� F62 F6B 
>STAT�
�(	DXBC�˩��T?yukt�>��t(	40��RDEF��<����RD11< ($������
��samplers2D[0]textures2D[0]$GlobalsDriverConstants����$0�$`�������������������� ���������_u_skRTFlipfloat2��_uinnerRect_S1float4���_uradiusPlusHalf_S1���������"0���������5 L��������p8���������},����������@ ���������dx_ViewCoordsdx_FragCoordOffsetdx_DepthFrontfloat3��Cdx_ViewScaledx_Miscdword��samplerMetadataSamplerMetadatabaseLevelint���wrapModespaddingint2�intBorderColorint4O���@Tx�Microsoft (R) HLSL Shader Compiler 10.1ISGN�������SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEXhP�jYF� YF� Z`XpUUd 2b �b 2b Be� h	2FF� �A2B� 
� 	��A� 	R�� �A42��4
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*4b3bV�J���CU��F~`@33�8� F>STAT�
BPLG���'911db897eaa2d9b7`ANGLE (NVIDIA, NVIDIA GeForce GT 730 (0x00001287) Direct3D11 vs_5_0 ps_5_0, D3D11-27.21.14.5671)��@������������������,,position
_upositionP�color_ucolorR�������������������������������������sk_RTAdjusturadiusPlusHalf_S1
u_skRTFlip
uinnerRect_S1
_usk_RTAdjust_uuradiusPlusHalf_S1_uu_skRTFlip_uuinnerRect_S1sk_FragColor_usk_FragColorR�@����������������������������������������������������������������������������������������������������������������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
};
#pragma warning( disable: 3556 3571 )
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 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};

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;

    return output;
}

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

(_vcolor_S0 = _color);
(gl_Position = vec4_ctor(_position, 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;
    float4 gl_FragCoord : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
};

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

uniform float2 _u_skRTFlip : register(c0);
uniform float4 _uinnerRect_S1 : register(c1);
uniform float2 _uradiusPlusHalf_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

// Varyings
static noperspective float4 _vcolor_S0 = {0, 0, 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;

float4 _sk_FragCoord3007 = vec4_ctor(gl_FragCoord.x, (_u_skRTFlip.x + (_u_skRTFlip.y * gl_FragCoord.y)), gl_FragCoord.z, gl_FragCoord.w);
float4 _outputColor_S03008 = _vcolor_S0;
float2 __0_dxy03009 = (_uinnerRect_S1.xy - _sk_FragCoord3007.xy);
float2 __1_dxy13010 = (_sk_FragCoord3007.xy - _uinnerRect_S1.zw);
float2 __2_dxy3011 = max(max(__0_dxy03009, __1_dxy13010), 0.0);
float __3_alpha3012 = clamp((_uradiusPlusHalf_S1.x - length(__2_dxy3011)), 0.0, 1.0);
float4 _output_S13013 = vec4_ctor(__3_alpha3012);
{
(out_sk_FragColor = (_outputColor_S03008 * _output_S13013));
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColor�struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    noperspective 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
}
��DXBCl�B��j���MH!04L�lRDEF��<����RD11< ($|�$GlobalsDriverConstants���|� �(@���������_sk_RTAdjustfloat4����������� ��������80��������E8`���������<`��������dx_ViewAdjustdx_ViewCoordsfloat2�dx_ViewScaleclipControlOriginfloat���WclipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGND88TEXCOORD���OSGN�htttSV_PositionTEXCOORD���SHEX�PdjYF� YF� _2_�g� e� e� e� h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?6� 6� F6� F6� F>STAT�
��DXBCz�|ܩ6�#���ͳ�4�LRDEFT�<���,RD11< ($|�$GlobalsDriverConstants���|�0��@@T��������x���������� T��������_u_skRTFlipfloat2�L_uinnerRect_S1float4���_uradiusPlusHalf_S1�����������0T��������� ����������8T���������,��������dx_ViewCoordsdx_FragCoordOffsetdx_DepthFrontfloat3���dx_ViewScaledx_Miscdword�Microsoft (R) HLSL Shader Compiler 10.1ISGN�htttSV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX�PkjYF� YF� d 2b �e� h	2FF� �A2B� 
� 	��A� 	R�� �A42��4
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BPLG���.911db897eaa2d9b7`ANGLE (NVIDIA, NVIDIA GeForce GT 730 (0x00001287) Direct3D11 vs_5_0 ps_5_0, D3D11-27.21.14.5671)��@������������������,,
fillBounds_ufillBoundsR�color_ucolorR�	locations_ulocationsR�sizeInAtlas
_usizeInAtlasP�gl_VertexIDgl_VertexID������������������*����������sk_RTAdjustuatlas_adjust_S0uTextureSampler_0_S0
_usk_RTAdjust_uuatlas_adjust_S0_uuTextureSampler_0_S0sk_FragColor_usk_FragColorR�@^����������������������������������������������������������������������������������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD3;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float4 v1 : TEXCOORD1;
    noperspective float2 v2 : TEXCOORD2;
};
#pragma warning( disable: 3556 3571 )
float float_ctor_int(int x0)
{
    return float(x0);
}
float2 vec2_ctor(float x0, float x1)
{
    return float2(x0, x1);
}
float4 vec4_ctor(float x0, float x1, float2 x2)
{
    return float4(x0, x1, x2);
}
float4 vec4_ctor(float2 x0, float x1, float x2)
{
    return float4(x0, x1, x2);
}
// Uniforms

uniform float4 _sk_RTAdjust : register(c1);
uniform float2 _uatlas_adjust_S0 : 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 _fillBounds = {0, 0, 0, 0};
static float4 _color = {0, 0, 0, 0};
static float4 _locations = {0, 0, 0, 0};
static float2 _sizeInAtlas = {0, 0};

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

// Varyings
static noperspective float2 _vatlasCoord_S0 = {0, 0};
static noperspective float4 _vatlasbounds_S0 = {0, 0, 0, 0};
static noperspective float4 _vcolor_S0 = {0, 0, 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);
    uint dx_VertexID : packoffset(c4.x);
};

#define GL_USES_VERTEX_ID
@@ 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 = _vatlasbounds_S0;
    output.v1 = _vcolor_S0;
    output.v2 = _vatlasCoord_S0;

    return output;
}

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

float2 _unitCoord3011 = vec2_ctor(float_ctor_int((gl_VertexID & 1)), float_ctor_int((gl_VertexID >> 1)));
float2 _devCoord3012 = lerp(_fillBounds.xy, _fillBounds.zw, _unitCoord3011);
float2 _atlasTopLeft3013 = vec2_ctor((abs(_locations.x) - 1.0), _locations.y);
float2 _devTopLeft3014 = _locations.zw;
bool _transposed3015 = (_locations.x < 0.0);
float2 _atlasCoord3016 = (_devCoord3012 - _devTopLeft3014);
if (_transposed3015)
{
(_atlasCoord3016 = _atlasCoord3016.yx);
}
(_atlasCoord3016 += _atlasTopLeft3013);
(_vatlasCoord_S0 = (_atlasCoord3016 * _uatlas_adjust_S0));
float4 sbca = {0, 0, 0, 0};
if (_transposed3015)
{
(sbca = vec4_ctor(0.0, 0.0, _sizeInAtlas.yx));
}
else
{
(sbca = vec4_ctor(0.0, 0.0, _sizeInAtlas));
}
float4 _atlasBounds3017 = (_atlasTopLeft3013.xyxy + sbca);
(_vatlasbounds_S0 = (_atlasBounds3017 * _uatlas_adjust_S0.xyxy));
(_vcolor_S0 = _color);
(gl_Position = vec4_ctor(_devCoord3012, 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 : TEXCOORD3;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float4 v1 : TEXCOORD1;
    noperspective float2 v2 : TEXCOORD2;
};

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

static const uint _uTextureSampler_0_S0 = 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 _vatlasCoord_S0 = {0, 0};
static noperspective float4 _vatlasbounds_S0 = {0, 0, 0, 0};
static noperspective float4 _vcolor_S0 = {0, 0, 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){
    _vatlasbounds_S0 = input.v0;
    _vcolor_S0 = input.v1;
    _vatlasCoord_S0 = input.v2.xy;

float4 _outputCoverage_S03007 = {1.0, 1.0, 1.0, 1.0};
float _atlasCoverage3008 = {0.0};
float2 _atlasCoord3009 = _vatlasCoord_S0;
float4 _atlasBounds3010 = _vatlasbounds_S0;
if ((all((_atlasCoord3009 > _atlasBounds3010.xy)) && all((_atlasCoord3009 < _atlasBounds3010.zw))))
{
(_atlasCoverage3008 = gl_texture2D(_uTextureSampler_0_S0, _atlasCoord3009, -0.474999994).x);
}
(_outputCoverage_S03007 *= (1.0 - _atlasCoverage3008));
float4 _outputColor_S03011 = _vcolor_S0;
{
(out_sk_FragColor = (_outputColor_S03011 * _outputCoverage_S03007));
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColor�struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD3;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float4 v1 : TEXCOORD1;
    noperspective float2 v2 : TEXCOORD2;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD3;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float4 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; 
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
�����T	DXBC)&����&�$T	4�8��RDEF\�<���4RD11< ($|�$GlobalsDriverConstants���|�0��P,��������P l��������_sk_RTAdjustfloat4%_uatlas_adjust_S0float2���b�,��������� l���������0l���������8����������<����������@��������dx_ViewAdjustdx_ViewCoordsdx_ViewScaleclipControlOriginfloat����clipControlZeroToOnedx_VertexIDdword�	Microsoft (R) HLSL Shader Compiler 10.1ISGN������TEXCOORDSV_VertexID���OSGN������SV_PositionTEXCOORD���SHEX�P�jYF� YF� _�_�_�_2`g� e� e� e� e2 h9@:� 7	B 
@@?

� "
@*
@+22F�A�2	2FFF22F�� օ 2��A8" *� 6�@�?6� 6� F6B @62@6�V1B
@7	��
FF7	2�
FR��@����6�V�FF2FF82 FF� 8� FF� 6� F>STAT�
��DXBC�)�-_�<����|����4���`RDEF�<����RD11< ($|�����
samplers2D[0]textures2D[0]Microsoft (R) HLSL Shader Compiler 10.1ISGN������SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX�PbjZ`XpUUb �b �b 2e� h12FF
1b�"*

J���CUFF~`@33�6@
�A@�?8� F>STAT�
BPLG��.911db897eaa2d9b7`ANGLE (NVIDIA, NVIDIA GeForce GT 730 (0x00001287) Direct3D11 vs_5_0 ps_5_0, D3D11-27.21.14.5671)��@������������������,,position
_upositionP�
localCoord_ulocalCoordP�������������������������������������*����������sk_RTAdjusturadiusPlusHalf_S1
u_skRTFlip
uinnerRect_S1uTextureSampler_0_S0
_usk_RTAdjust_uuradiusPlusHalf_S1_uu_skRTFlip_uuinnerRect_S1_uuTextureSampler_0_S0sk_FragColor_usk_FragColorR�@^�������������������������������������������������������������������������������������������������������������������������������������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    noperspective float2 v0 : TEXCOORD0;
};
#pragma warning( disable: 3556 3571 )
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 noperspective float2 _vlocalCoord_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 = _vlocalCoord_S0;

    return output;
}

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

(_vlocalCoord_S0 = _localCoord);
(gl_Position = vec4_ctor(_position, 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);
}
kstruct PS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    noperspective float2 v0 : TEXCOORD0;
};

#pragma warning( disable: 3556 3571 )
float2 vec2_ctor(float x0, float x1)
{
    return float2(x0, x1);
}
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);
}
// Uniforms

uniform float2 _u_skRTFlip : register(c0);
uniform float4 _uinnerRect_S1 : register(c1);
uniform float2 _uradiusPlusHalf_S1 : register(c2);
static const uint _uTextureSampler_0_S0 = 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 _vlocalCoord_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
@@ 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;
    _vlocalCoord_S0 = input.v0.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 = {1.0, 1.0, 1.0, 1.0};
float2 _texCoord3010 = _vlocalCoord_S0;
(_outputColor_S03009 = gl_texture2D(_uTextureSampler_0_S0, _texCoord3010, -0.474999994));
float2 __0_dxy03011 = (_uinnerRect_S1.xy - _sk_FragCoord3008.xy);
float __1_dy13012 = (_sk_FragCoord3008.y - _uinnerRect_S1.w);
float2 __2_dxy3013 = max(vec2_ctor(__0_dxy03011.x, max(__0_dxy03011.y, __1_dy13012)), 0.0);
float __3_rightAlpha3014 = clamp((_uinnerRect_S1.z - _sk_FragCoord3008.x), 0.0, 1.0);
float __4_alpha3015 = (__3_rightAlpha3014 * clamp((_uradiusPlusHalf_S1.x - length(__2_dxy3013)), 0.0, 1.0));
float4 _output_S13016 = vec4_ctor(__4_alpha3015);
{
(out_sk_FragColor = (_outputColor_S03009 * _output_S13016));
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColor�struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    noperspective float2 v0 : TEXCOORD0;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    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; 
    output.gl_FragCoord = input.gl_FragCoord;
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
��DXBC�~w�h�W3�}�jV=4L�lRDEF��<����RD11< ($|�$GlobalsDriverConstants���|� �(@���������_sk_RTAdjustfloat4����������� ��������80��������E8`���������<`��������dx_ViewAdjustdx_ViewCoordsfloat2�dx_ViewScaleclipControlOriginfloat���WclipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGND88TEXCOORD���OSGN�htttSV_PositionTEXCOORD���SHEX�PdjYF� YF� _2_2g� e� e� e2 h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?6� 6� F6� F62 F>STAT�
��DXBChy%���2ۈD0�|?�40�� RDEF��<����RD11< ($������
��samplers2D[0]textures2D[0]$GlobalsDriverConstants����$0�$`�������������������� ���������_u_skRTFlipfloat2��_uinnerRect_S1float4���_uradiusPlusHalf_S1���������"0���������5 L��������p8���������},����������@ ���������dx_ViewCoordsdx_FragCoordOffsetdx_DepthFrontfloat3��Cdx_ViewScaledx_Miscdword��samplerMetadataSamplerMetadatabaseLevelint���wrapModespaddingint2�intBorderColorint4O���@Tx�Microsoft (R) HLSL Shader Compiler 10.1ISGN�htttSV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX,P�jYF� YF� Z`XpUUd 2b 2e� h	2FF� �A2B� 
� 	r�A&� 	*:� �A4�
*4
2�@6 
FFK
 	
�A
� 8

J���CU�FF~`@33�8� F>STAT�BPLG��-)911db897eaa2d9b7`ANGLE (NVIDIA, NVIDIA GeForce GT 730 (0x00001287) Direct3D11 vs_5_0 ps_5_0, D3D11-27.21.14.5671)��@������������������,,position
_upositionP�color_ucolorR����������������������������sk_RTAdjustuedgeArray_S1[0]
u_skRTFlip
_usk_RTAdjust_uuedgeArray_S1[0]_uu_skRTFlipsk_FragColor_usk_FragColorR�@��������������������������������������������������������������������������������������������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
};
#pragma warning( disable: 3556 3571 )
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 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};

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;

    return output;
}

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

(_vcolor_S0 = _color);
(gl_Position = vec4_ctor(_position, 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;
    float4 gl_FragCoord : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
};

#pragma warning( disable: 3556 3571 )
float3 vec3_ctor(float2 x0, float x1)
{
    return float3(x0, x1);
}
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);
}
// Uniforms

uniform float2 _u_skRTFlip : register(c0);
uniform float3 _uedgeArray_S1[4] : 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

// Varyings
static noperspective float4 _vcolor_S0 = {0, 0, 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;

float4 _sk_FragCoord3006 = vec4_ctor(gl_FragCoord.x, (_u_skRTFlip.x + (_u_skRTFlip.y * gl_FragCoord.y)), gl_FragCoord.z, gl_FragCoord.w);
float4 _outputColor_S03007 = _vcolor_S0;
float __0_alpha3008 = {1.0};
float __1_edge3009 = dot(_uedgeArray_S1[0], vec3_ctor(_sk_FragCoord3006.xy, 1.0));
(__0_alpha3008 *= step(0.5, __1_edge3009));
(__1_edge3009 = dot(_uedgeArray_S1[1], vec3_ctor(_sk_FragCoord3006.xy, 1.0)));
(__0_alpha3008 *= step(0.5, __1_edge3009));
(__1_edge3009 = dot(_uedgeArray_S1[2], vec3_ctor(_sk_FragCoord3006.xy, 1.0)));
(__0_alpha3008 *= step(0.5, __1_edge3009));
(__1_edge3009 = dot(_uedgeArray_S1[3], vec3_ctor(_sk_FragCoord3006.xy, 1.0)));
(__0_alpha3008 *= step(0.5, __1_edge3009));
float4 _output_S13010 = vec4_ctor(__0_alpha3008);
{
(out_sk_FragColor = (_outputColor_S03007 * _output_S13010));
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColor�struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    noperspective 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
}
��DXBCl�B��j���MH!04L�lRDEF��<����RD11< ($|�$GlobalsDriverConstants���|� �(@���������_sk_RTAdjustfloat4����������� ��������80��������E8`���������<`��������dx_ViewAdjustdx_ViewCoordsfloat2�dx_ViewScaleclipControlOriginfloat���WclipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGND88TEXCOORD���OSGN�htttSV_PositionTEXCOORD���SHEX�PdjYF� YF� _2_�g� e� e� e� h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?6� 6� F6� F6� F>STAT�
�`DXBC�tmB�>v/�~�SǼ�`4|8�RDEF@�<���RD11< ($|�$GlobalsDriverConstants���|�P��@,��������P<h��������_u_skRTFlipfloat2�$_uedgeArray_S1float3��_Tl���������0,��������� ����������8,���������,���������dx_ViewCoordsfloat4���bdx_FragCoordOffsetdx_DepthFront���_dx_ViewScaledx_Miscdword��Microsoft (R) HLSL Shader Compiler 10.1ISGN�htttSV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX�P�jYF� YF� d 2b �e� h6�@�?	2FF� �A2B� 
� "F� �"@?"@�?F� �
@?
@�?8"
F� �F� �
@?B
@?
R@�?�?8"*8
8� F>STAT�BPLG���0911db897eaa2d9b7`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_RTAdjusturadiusPlusHalf_S1
u_skRTFlip
uinnerRect_S1uTextureSampler_0_S0
_usk_RTAdjust_uuradiusPlusHalf_S1_uu_skRTFlip_uuinnerRect_S1_uuTextureSampler_0_S0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 )
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 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 _vlocalCoord_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 = _vlocalCoord_S0;

    return output;
}

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

(_vcolor_S0 = _color);
(_vlocalCoord_S0 = _localCoord);
(gl_Position = vec4_ctor(_position, 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 )
float2 vec2_ctor(float x0, float x1)
{
    return float2(x0, x1);
}
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);
}
// Uniforms

uniform float2 _u_skRTFlip : register(c0);
uniform float4 _uinnerRect_S1 : register(c1);
uniform float2 _uradiusPlusHalf_S1 : register(c2);
static const uint _uTextureSampler_0_S0 = 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 _vlocalCoord_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
@@ 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;
    _vlocalCoord_S0 = input.v1.xy;

float4 _sk_FragCoord3009 = vec4_ctor(gl_FragCoord.x, (_u_skRTFlip.x + (_u_skRTFlip.y * gl_FragCoord.y)), gl_FragCoord.z, gl_FragCoord.w);
float4 _outputColor_S03010 = _vcolor_S0;
float2 _texCoord3011 = _vlocalCoord_S0;
(_outputColor_S03010 = (gl_texture2D(_uTextureSampler_0_S0, _texCoord3011, -0.474999994) * _outputColor_S03010));
float __0_dy03012 = (_uinnerRect_S1.y - _sk_FragCoord3009.y);
float2 __1_dxy13013 = (_sk_FragCoord3009.xy - _uinnerRect_S1.zw);
float2 __2_dxy3014 = max(vec2_ctor(__1_dxy13013.x, max(__0_dy03012, __1_dxy13013.y)), 0.0);
float __3_leftAlpha3015 = clamp((_sk_FragCoord3009.x - _uinnerRect_S1.x), 0.0, 1.0);
float __4_alpha3016 = (__3_leftAlpha3015 * clamp((_uradiusPlusHalf_S1.x - length(__2_dxy3014)), 0.0, 1.0));
(__4_alpha3016 = (1.0 - __4_alpha3016));
float4 _output_S13017 = vec4_ctor(__4_alpha3016);
{
(out_sk_FragColor = (_outputColor_S03010 * _output_S13017));
}
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
}
���dDXBC��0g��oE�!aإ���d4d�RDEF��<����RD11< ($|�$GlobalsDriverConstants���|� �(@���������_sk_RTAdjustfloat4����������� ��������80��������E8`���������<`��������dx_ViewAdjustdx_ViewCoordsfloat2�dx_ViewScaleclipControlOriginfloat���WclipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGN\PPPTEXCOORD���OSGN������SV_PositionTEXCOORD���SHEX�PojYF� YF� _2_�_2g� e� e� e� e2 h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?6� 6� F6� F6� F62 F>STAT��	DXBC�7��d���@��H�s	40�lRDEF��<����RD11< ($������
��samplers2D[0]textures2D[0]$GlobalsDriverConstants����$0�$`�������������������� ���������_u_skRTFlipfloat2��_uinnerRect_S1float4���_uradiusPlusHalf_S1���������"0���������5 L��������p8���������},����������@ ���������dx_ViewCoordsdx_FragCoordOffsetdx_DepthFrontfloat3��Cdx_ViewScaledx_Miscdword��samplerMetadataSamplerMetadatabaseLevelint���wrapModespaddingint2�intBorderColorint4O���@Tx�Microsoft (R) HLSL Shader Compiler 10.1ISGN������SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX`P�jYF� YF� Z`XpUUd 2b �b 2e� h	2FF� �A2B� 
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@�?J���CU�FF~`@33�8�FF8� F>STAT�BPLG��.911db897eaa2d9b7`ANGLE (NVIDIA, NVIDIA GeForce GT 730 (0x00001287) Direct3D11 vs_5_0 ps_5_0, D3D11-27.21.14.5671)��@������������������,,position
_upositionP�
localCoord_ulocalCoordP�������������������������������������*����������sk_RTAdjusturadiusPlusHalf_S1
u_skRTFlip
uinnerRect_S1uTextureSampler_0_S0
_usk_RTAdjust_uuradiusPlusHalf_S1_uu_skRTFlip_uuinnerRect_S1_uuTextureSampler_0_S0sk_FragColor_usk_FragColorR�@^�������������������������������������������������������������������������������������������������������������������������������������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    noperspective float2 v0 : TEXCOORD0;
};
#pragma warning( disable: 3556 3571 )
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 noperspective float2 _vlocalCoord_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 = _vlocalCoord_S0;

    return output;
}

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

(_vlocalCoord_S0 = _localCoord);
(gl_Position = vec4_ctor(_position, 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);
}
istruct PS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    noperspective float2 v0 : TEXCOORD0;
};

#pragma warning( disable: 3556 3571 )
float2 vec2_ctor(float x0, float x1)
{
    return float2(x0, x1);
}
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);
}
// Uniforms

uniform float2 _u_skRTFlip : register(c0);
uniform float4 _uinnerRect_S1 : register(c1);
uniform float2 _uradiusPlusHalf_S1 : register(c2);
static const uint _uTextureSampler_0_S0 = 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 _vlocalCoord_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
@@ 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;
    _vlocalCoord_S0 = input.v0.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 = {1.0, 1.0, 1.0, 1.0};
float2 _texCoord3010 = _vlocalCoord_S0;
(_outputColor_S03009 = gl_texture2D(_uTextureSampler_0_S0, _texCoord3010, -0.474999994));
float __0_dy03011 = (_uinnerRect_S1.y - _sk_FragCoord3008.y);
float2 __1_dxy13012 = (_sk_FragCoord3008.xy - _uinnerRect_S1.zw);
float2 __2_dxy3013 = max(vec2_ctor(__1_dxy13012.x, max(__0_dy03011, __1_dxy13012.y)), 0.0);
float __3_leftAlpha3014 = clamp((_sk_FragCoord3008.x - _uinnerRect_S1.x), 0.0, 1.0);
float __4_alpha3015 = (__3_leftAlpha3014 * clamp((_uradiusPlusHalf_S1.x - length(__2_dxy3013)), 0.0, 1.0));
float4 _output_S13016 = vec4_ctor(__4_alpha3015);
{
(out_sk_FragColor = (_outputColor_S03009 * _output_S13016));
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColor�struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    noperspective float2 v0 : TEXCOORD0;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    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; 
    output.gl_FragCoord = input.gl_FragCoord;
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
��DXBC�~w�h�W3�}�jV=4L�lRDEF��<����RD11< ($|�$GlobalsDriverConstants���|� �(@���������_sk_RTAdjustfloat4����������� ��������80��������E8`���������<`��������dx_ViewAdjustdx_ViewCoordsfloat2�dx_ViewScaleclipControlOriginfloat���WclipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGND88TEXCOORD���OSGN�htttSV_PositionTEXCOORD���SHEX�PdjYF� YF� _2_2g� e� e� e2 h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?6� 6� F6� F62 F>STAT�
��DXBC�S��?<���E�40�� RDEF��<����RD11< ($������
��samplers2D[0]textures2D[0]$GlobalsDriverConstants����$0�$`�������������������� ���������_u_skRTFlipfloat2��_uinnerRect_S1float4���_uradiusPlusHalf_S1���������"0���������5 L��������p8���������},����������@ ���������dx_ViewCoordsdx_FragCoordOffsetdx_DepthFrontfloat3��Cdx_ViewScaledx_Miscdword��samplerMetadataSamplerMetadatabaseLevelint���wrapModespaddingint2�intBorderColorint4O���@Tx�Microsoft (R) HLSL Shader Compiler 10.1ISGN�htttSV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX,P�jYF� YF� Z`XpUUd 2b 2e� h	2FF� �A2B� 
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J���CU�FF~`@33�8� F>STAT�BPLG���=911db897eaa2d9b7`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
_usk_RTAdjustsk_FragColor_usk_FragColorR�@�����������������������������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    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.v0 = _vcolor_S0;
    output.v1 = _varccoord_S0;

    return output;
}

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

(_vcolor_S0 = _color);
float _aa_bloat_multiplier3013 = {0.0};
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;
    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);
}
#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};

cbuffer DriverConstants : register(b1)
{
    uint dx_Misc : packoffset(c2.w);
};

@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){
    _vcolor_S0 = input.v0;
    _varccoord_S0 = input.v1.xy;

float4 _outputColor_S03005 = _vcolor_S0;
float _x_plus_13006 = _varccoord_S0.x;
float _y3007 = _varccoord_S0.y;
float _coverage3008 = {0};
if ((0.0 == _x_plus_13006))
{
(_coverage3008 = _y3007);
}
else
{
float _fn3009 = (_x_plus_13006 * (_x_plus_13006 - 2.0));
(_fn3009 = ((_y3007 * _y3007) + _fn3009));
float _fnwidth3010 = fwidth(_fn3009);
(_coverage3008 = (0.5 - (_fn3009 / _fnwidth3010)));
(_coverage3008 = clamp(_coverage3008, 0.0, 1.0));
}
(_coverage3008 = float_ctor((_coverage3008 >= 0.5)));
float4 _outputCoverage_S03011 = vec4_ctor(_coverage3008);
{
(out_sk_FragColor = (_outputColor_S03005 * _outputCoverage_S03011));
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColor�struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float2 v1 : TEXCOORD1;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    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; 
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
���������DXBC�a��<a��r�$��4�d0RDEF��<����RD11< ($|�$GlobalsDriverConstants���|� �(@���������_sk_RTAdjustfloat4����������� ��������80��������E8`���������<`��������dx_ViewAdjustdx_ViewCoordsfloat2�dx_ViewScaleclipControlOriginfloat���WclipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGN���������TEXCOORD���OSGN�htttSV_PositionTEXCOORD���SHEX�P1jYF� YF� _�_�_�_�_�_�_2_�g� e� e� e2 hFF"FF62@6B@�?���DR����D��8��F	2�
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��DXBC)�)5���yXߤneW�4�(\RDEFd<���<RD11< ($Microsoft (R) HLSL Shader Compiler 10.1ISGN�htttSV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX�Pmjb �b 2e� h
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@�?8� F>STAT�BPLG��L?911db897eaa2d9b7`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
_usk_RTAdjustsk_FragColor_usk_FragColorR�@fsSecondaryColorOut_ufsSecondaryColorOutR�@�����������������������������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    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.v0 = _vcolor_S0;
    output.v1 = _varccoord_S0;

    return output;
}

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

(_vcolor_S0 = _color);
float _aa_bloat_multiplier3013 = {0.0};
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);
}
Vstruct PS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    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);
}
#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 out_fsSecondaryColorOut = {0, 0, 0, 0};

cbuffer DriverConstants : register(b1)
{
    uint dx_Misc : packoffset(c2.w);
};

@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){
    _vcolor_S0 = input.v0;
    _varccoord_S0 = input.v1.xy;

float4 _outputColor_S03006 = _vcolor_S0;
float _x_plus_13007 = _varccoord_S0.x;
float _y3008 = _varccoord_S0.y;
float _coverage3009 = {0};
if ((0.0 == _x_plus_13007))
{
(_coverage3009 = _y3008);
}
else
{
float _fn3010 = (_x_plus_13007 * (_x_plus_13007 - 2.0));
(_fn3010 = ((_y3008 * _y3008) + _fn3010));
float _fnwidth3011 = fwidth(_fn3010);
(_coverage3009 = (0.5 - (_fn3010 / _fnwidth3011)));
(_coverage3009 = clamp(_coverage3009, 0.0, 1.0));
}
(_coverage3009 = float_ctor((_coverage3009 >= 0.5)));
float4 _outputCoverage_S03012 = vec4_ctor(_coverage3009);
{
(out_fsSecondaryColorOut = _outputCoverage_S03012);
(out_sk_FragColor = (_outputColor_S03006 * _outputCoverage_S03012));
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColorR�out_fsSecondaryColorOutout_fsSecondaryColorOut�struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float2 v1 : TEXCOORD1;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    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; 
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
���������DXBC�a��<a��r�$��4�d0RDEF��<����RD11< ($|�$GlobalsDriverConstants���|� �(@���������_sk_RTAdjustfloat4����������� ��������80��������E8`���������<`��������dx_ViewAdjustdx_ViewCoordsfloat2�dx_ViewScaleclipControlOriginfloat���WclipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGN���������TEXCOORD���OSGN�htttSV_PositionTEXCOORD���SHEX�P1jYF� YF� _�_�_�_�_�_�_2_�g� e� e� e2 hFF"FF62@6B@�?���DR����D��8��F	2�
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���DXBC���ي�kU��o�q�4�(t\RDEFd<���<RD11< ($Microsoft (R) HLSL Shader Compiler 10.1ISGN�htttSV_PositionTEXCOORD���OSGND88SV_TARGET��SHEX�Pxjb �b 2e� e� h
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�@�?�?�?�?8� �F6� F>STAT�BPLG��$,911db897eaa2d9b7`ANGLE (NVIDIA, NVIDIA GeForce GT 730 (0x00001287) Direct3D11 vs_5_0 ps_5_0, D3D11-27.21.14.5671)��@������������������,,position
_upositionP�
localCoord_ulocalCoordP����������	���������������������������	���������*����������sk_RTAdjust
umatrix_S1
udir_S1_c0uoffsetsAndKernel_S1_c0[0]umatrix_S1_c0_c0uTextureSampler_0_S1
_usk_RTAdjust_uumatrix_S1_uudir_S1_c0_uuoffsetsAndKernel_S1_c0[0]_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 float2 _localCoord = {0, 0};

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

// Varyings
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);

(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);
}
�	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]);
}
float4 vec4_ctor(float x0, float x1, float x2, float x3)
{
    return float4(x0, x1, x2, x3);
}
// Uniforms

uniform float3x3 _umatrix_S1_c0_c0 : register(c0);
uniform float4 _uoffsetsAndKernel_S1_c0[14] : register(c3);
uniform float2 _udir_S1_c0 : register(c17);
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 __6_tmp_1_coords3010 = _vTransformedCoords_2_S0;
float4 __7_sum3011 = {0.0, 0.0, 0.0, 0.0};
{LOOP for(int __8_i3012 = {0}; (__8_i3012 < 6); (++__8_i3012))
{
float4 __9_s3013 = _uoffsetsAndKernel_S1_c0[__8_i3012];
(__7_sum3011 += (__9_s3013.y * vec4_ctor(0.0, 0.0, 0.0, gl_texture2D(_uTextureSampler_0_S1, mul(transpose(mat3x2_ctor(_umatrix_S1_c0_c0)), vec3_ctor((__6_tmp_1_coords3010 + (__9_s3013.x * _udir_S1_c0)), 1.0)), -0.474999994).x)));
(__7_sum3011 += (__9_s3013.w * vec4_ctor(0.0, 0.0, 0.0, gl_texture2D(_uTextureSampler_0_S1, mul(transpose(mat3x2_ctor(_umatrix_S1_c0_c0)), vec3_ctor((__6_tmp_1_coords3010 + (__9_s3013.z * _udir_S1_c0)), 1.0)), -0.474999994).x)));
}
}
float4 _output_S13014 = __7_sum3011;
{
(out_sk_FragColor = _output_S13014);
(out_sk_FragColor = vec4_ctor(out_sk_FragColor.w, 0.0, 0.0, 0.0));
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColorstruct 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
}
���DXBCt~����j�,]�Z���4d� �RDEF(�<����RD11< ($|�$GlobalsDriverConstants���|�P��@,��������P ,h��������_sk_RTAdjustfloat4%_umatrix_S1float3x3���\T,��������b x���������0x���������8����������<���������dx_ViewAdjustdx_ViewCoordsfloat2�pdx_ViewScaleclipControlOriginfloat����clipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGND88TEXCOORD���OSGNhP\\SV_PositionTEXCOORD���SHEX�PqjYF� YF� _2_2g� e� e2 h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?�?6� 6� F6B @62F F� F" F� F>STAT���DXBC=�%�1�_RC�*��4t��RDEF8�<���RD11< ($������
�samplers2D[0]textures2D[0]$Globals����� T,p���������0��������������������_umatrix_S1_c0_c0float3x3�f_uoffsetsAndKernel_S1_c0float4�_udir_S1_c0float2��Microsoft (R) HLSL Shader Compiler 10.1ISGNhP\\SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX�P�jYF� Z`XpUUb 2e� h6B@�?6B@�?6�@6�@0!:@
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�� :F� F62FF� F"F� FJ���CUFF~`@33�2� :
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F� F"F� FJ���CU"F~`@33�2�:� :
�:@6 :6� @>STAT�BPLG��G1911db897eaa2d9b7`ANGLE (NVIDIA, NVIDIA GeForce GT 730 (0x00001287) Direct3D11 vs_5_0 ps_5_0, D3D11-27.21.14.5671)��@������������������,,position
_upositionP�
localCoord_ulocalCoordP����������	������������������������������������	���������*����������sk_RTAdjust
umatrix_S1
udir_S1_c0uoffsetsAndKernel_S1_c0[0]uclamp_S1_c0_c0_c0umatrix_S1_c0_c0uTextureSampler_0_S1
_usk_RTAdjust_uumatrix_S1_uudir_S1_c0_uuoffsetsAndKernel_S1_c0[0]_uuclamp_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 float2 _localCoord = {0, 0};

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

// Varyings
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);

(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);
}
:
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]);
}
float4 vec4_ctor(float x0, float x1, float x2, float x3)
{
    return float4(x0, x1, x2, x3);
}
// Uniforms

uniform float4 _uclamp_S1_c0_c0_c0 : register(c0);
uniform float3x3 _umatrix_S1_c0_c0 : register(c1);
uniform float4 _uoffsetsAndKernel_S1_c0[14] : register(c4);
uniform float2 _udir_S1_c0 : register(c18);
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 __26_tmp_1_coords3011 = _vTransformedCoords_2_S0;
float4 __27_sum3012 = {0.0, 0.0, 0.0, 0.0};
{LOOP for(int __28_i3013 = {0}; (__28_i3013 < 6); (++__28_i3013))
{
float4 __29_s3014 = _uoffsetsAndKernel_S1_c0[__28_i3013];
float2 __30_inCoord3015 = mul(transpose(mat3x2_ctor(_umatrix_S1_c0_c0)), vec3_ctor((__26_tmp_1_coords3011 + (__29_s3014.x * _udir_S1_c0)), 1.0));
float2 __31_subsetCoord3016 = {0, 0};
(__31_subsetCoord3016.x = __30_inCoord3015.x);
(__31_subsetCoord3016.y = __30_inCoord3015.y);
float2 __32_clampedCoord3017 = {0, 0};
(__32_clampedCoord3017.x = __31_subsetCoord3016.x);
(__32_clampedCoord3017.y = clamp(__31_subsetCoord3016.y, _uclamp_S1_c0_c0_c0.y, _uclamp_S1_c0_c0_c0.w));
float4 __33_textureColor3018 = vec4_ctor(0.0, 0.0, 0.0, gl_texture2D(_uTextureSampler_0_S1, __32_clampedCoord3017, -0.474999994).x);
(__27_sum3012 += (__29_s3014.y * __33_textureColor3018));
float2 __34_inCoord3019 = mul(transpose(mat3x2_ctor(_umatrix_S1_c0_c0)), vec3_ctor((__26_tmp_1_coords3011 + (__29_s3014.z * _udir_S1_c0)), 1.0));
float2 __35_subsetCoord3020 = {0, 0};
(__35_subsetCoord3020.x = __34_inCoord3019.x);
(__35_subsetCoord3020.y = __34_inCoord3019.y);
float2 __36_clampedCoord3021 = {0, 0};
(__36_clampedCoord3021.x = __35_subsetCoord3020.x);
(__36_clampedCoord3021.y = clamp(__35_subsetCoord3020.y, _uclamp_S1_c0_c0_c0.y, _uclamp_S1_c0_c0_c0.w));
float4 __37_textureColor3022 = vec4_ctor(0.0, 0.0, 0.0, gl_texture2D(_uTextureSampler_0_S1, __36_clampedCoord3021, -0.474999994).x);
(__27_sum3012 += (__29_s3014.w * __37_textureColor3022));
}
}
float4 _output_S13023 = __27_sum3012;
{
(out_sk_FragColor = _output_S13023);
(out_sk_FragColor = vec4_ctor(out_sk_FragColor.w, 0.0, 0.0, 0.0));
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColorstruct 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
}
���DXBCt~����j�,]�Z���4d� �RDEF(�<����RD11< ($|�$GlobalsDriverConstants���|�P��@,��������P ,h��������_sk_RTAdjustfloat4%_umatrix_S1float3x3���\T,��������b x���������0x���������8����������<���������dx_ViewAdjustdx_ViewCoordsfloat2�pdx_ViewScaleclipControlOriginfloat����clipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGND88TEXCOORD���OSGNhP\\SV_PositionTEXCOORD���SHEX�PqjYF� YF� _2_2g� e� e2 h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?�?6� 6� F6B @62F F� F" F� F>STAT��pDXBC:���Y�Л���|qp4�H|�RDEF��<���tRD11< ($������
�samplers2D[0]textures2D[0]$Globals�����0|����������,����������@���������< P��������_uclamp_S1_c0_c0_c0float4��_umatrix_S1_c0_c0float3x3��_uoffsetsAndKernel_S1_c0����_udir_S1_c0float2�HMicrosoft (R) HLSL Shader Compiler 10.1ISGNhP\\SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEXPP�jYF� Z`XpUUb 2e� h6B@�?6B@�?6�@6�@0!:@
2
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�:@6 :6� @>STAT�BPLG��.2911db897eaa2d9b7`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_c0uradiusPlusHalf_S2
u_skRTFlip
uinnerRect_S2uTextureSampler_0_S1
_usk_RTAdjust_uumatrix_S1_c0_uuradiusPlusHalf_S2_uu_skRTFlip_uuinnerRect_S2_uuTextureSampler_0_S1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 )
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_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

// 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_3_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 = _vTransformedCoords_3_S0;

    return output;
}

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

(_vcolor_S0 = _color);
(gl_Position = vec4_ctor(_position, 0.0, 1.0));
{
(_vTransformedCoords_3_S0 = mul(transpose(mat3x2_ctor(_umatrix_S1_c0)), 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);
}
Pstruct 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 )
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);
}
// Uniforms

uniform float2 _u_skRTFlip : register(c0);
uniform float4 _uinnerRect_S2 : register(c1);
uniform float2 _uradiusPlusHalf_S2 : register(c2);
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 _vTransformedCoords_3_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
@@ 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;
    _vTransformedCoords_3_S0 = input.v1.xy;

float4 _sk_FragCoord3010 = vec4_ctor(gl_FragCoord.x, (_u_skRTFlip.x + (_u_skRTFlip.y * gl_FragCoord.y)), gl_FragCoord.z, gl_FragCoord.w);
float4 _outputColor_S03011 = _vcolor_S0;
float4 __0_input3012 = _outputColor_S03011;
(__0_input3012 = gl_texture2D(_uTextureSampler_0_S1, _vTransformedCoords_3_S0, -0.474999994));
float4 _output_S13013 = __0_input3012;
float2 __2_dxy03014 = (_uinnerRect_S2.xy - _sk_FragCoord3010.xy);
float2 __3_dxy13015 = (_sk_FragCoord3010.xy - _uinnerRect_S2.zw);
float2 __4_dxy3016 = max(max(__2_dxy03014, __3_dxy13015), 0.0);
float __5_alpha3017 = clamp((_uradiusPlusHalf_S2.x - length(__4_dxy3016)), 0.0, 1.0);
float4 _output_S23018 = vec4_ctor(__5_alpha3017);
{
(out_sk_FragColor = (_output_S13013 * _output_S23018));
}
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�}�j^��M��R���4d�h�RDEF(�<����RD11< ($|�$GlobalsDriverConstants���|�P��@,��������P ,h��������_sk_RTAdjustfloat4%_umatrix_S1_c0float3x3_T,��������b x���������0x���������8����������<���������dx_ViewAdjustdx_ViewCoordsfloat2�pdx_ViewScaleclipControlOriginfloat����clipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGN\PPPTEXCOORD���OSGN������SV_PositionTEXCOORD���SHEXP�jYF� YF� _2_�_2g� e� e� e� e2 h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?6� 6� F6� F6� F62F6B@�? F� F" F� F>STAT���DXBC?��׺�ܻ�G����40�RDEF��<����RD11< ($������
��samplers2D[0]textures2D[0]$GlobalsDriverConstants����$0�$`�������������������� ���������_u_skRTFlipfloat2��_uinnerRect_S2float4���_uradiusPlusHalf_S2���������"0���������5 L��������p8���������},����������@ ���������dx_ViewCoordsdx_FragCoordOffsetdx_DepthFrontfloat3��Cdx_ViewScaledx_Miscdword��samplerMetadataSamplerMetadatabaseLevelint���wrapModespaddingint2�intBorderColorint4O���@Tx�Microsoft (R) HLSL Shader Compiler 10.1ISGN������SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX�PjYF� YF� Z`XpUUd 2b 2e� h	2FF� �A2B� 
� 	��A� 	R�� �A42��4
2F@FFK
 	
�A
� J���CU�FF~`@33�8� F>STAT�
BPLG��(0911db897eaa2d9b7`ANGLE (NVIDIA, NVIDIA GeForce GT 730 (0x00001287) Direct3D11 vs_5_0 ps_5_0, D3D11-27.21.14.5671)��@������������������,,position
_upositionP�coverage
_ucoverage
localCoord_ulocalCoordP�������������������������������������*����������sk_RTAdjusturadiusPlusHalf_S1
u_skRTFlip
uinnerRect_S1uTextureSampler_0_S0
_usk_RTAdjust_uuradiusPlusHalf_S1_uu_skRTFlip_uuinnerRect_S1_uuTextureSampler_0_S0sk_FragColor_usk_FragColorR�@^����������������������������������������������������������������������������������������������������������������������������������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 gl_FragCoord : TEXCOORD3;
    noperspective float2 v0 : TEXCOORD0;
    noperspective float v1 : TEXCOORD1;
};
#pragma warning( disable: 3556 3571 )
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 float _coverage = {0};
static float2 _localCoord = {0, 0};

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

// Varyings
static noperspective float2 _vlocalCoord_S0 = {0, 0};
static noperspective float _vcoverage_S0 = {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 = _vlocalCoord_S0;
    output.v1 = _vcoverage_S0;

    return output;
}

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

float2 t0 = _position, _position3008 = t0;
(_vlocalCoord_S0 = _localCoord);
(_vcoverage_S0 = _coverage);
(gl_Position = vec4_ctor(_position3008, 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 float2 v0 : TEXCOORD0;
    noperspective float v1 : TEXCOORD1;
};

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

uniform float2 _u_skRTFlip : register(c0);
uniform float4 _uinnerRect_S1 : register(c1);
uniform float2 _uradiusPlusHalf_S1 : register(c2);
static const uint _uTextureSampler_0_S0 = 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 _vlocalCoord_S0 = {0, 0};
static noperspective float _vcoverage_S0 = {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
@@ 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;
    _vlocalCoord_S0 = input.v0.xy;
    _vcoverage_S0 = input.v1.x;

float4 _sk_FragCoord3009 = vec4_ctor(gl_FragCoord.x, (_u_skRTFlip.x + (_u_skRTFlip.y * gl_FragCoord.y)), gl_FragCoord.z, gl_FragCoord.w);
float4 _outputColor_S03010 = {1.0, 1.0, 1.0, 1.0};
float2 _texCoord3011 = _vlocalCoord_S0;
(_outputColor_S03010 = gl_texture2D(_uTextureSampler_0_S0, _texCoord3011, -0.474999994));
float _coverage3012 = _vcoverage_S0;
float4 _outputCoverage_S03013 = vec4_ctor(_coverage3012);
float2 __0_dxy03014 = (_uinnerRect_S1.xy - _sk_FragCoord3009.xy);
float2 __1_dxy13015 = (_sk_FragCoord3009.xy - _uinnerRect_S1.zw);
float2 __2_dxy3016 = max(max(__0_dxy03014, __1_dxy13015), 0.0);
float __3_alpha3017 = clamp((_uradiusPlusHalf_S1.x - length(__2_dxy3016)), 0.0, 1.0);
float4 _output_S13018 = (_outputCoverage_S03013 * __3_alpha3017);
{
(out_sk_FragColor = (_outputColor_S03010 * _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 float2 v0 : TEXCOORD0;
    noperspective float v1 : TEXCOORD1;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 gl_FragCoord : TEXCOORD3;
    noperspective float2 v0 : TEXCOORD0;
    noperspective float 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
}
���dDXBCs&
�4�-�(M`����d4d�RDEF��<����RD11< ($|�$GlobalsDriverConstants���|� �(@���������_sk_RTAdjustfloat4����������� ��������80��������E8`���������<`��������dx_ViewAdjustdx_ViewCoordsfloat2�dx_ViewScaleclipControlOriginfloat���WclipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGN\PPPTEXCOORD���OSGN������SV_PositionTEXCOORD���SHEX�PojYF� YF� _2__2g� e� e� e2 eB h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?6� 6� F6� F62 F6B 
>STAT���DXBCG���-��G��4��40�0RDEF��<����RD11< ($������
��samplers2D[0]textures2D[0]$GlobalsDriverConstants����$0�$`�������������������� ���������_u_skRTFlipfloat2��_uinnerRect_S1float4���_uradiusPlusHalf_S1���������"0���������5 L��������p8���������},����������@ ���������dx_ViewCoordsdx_FragCoordOffsetdx_DepthFrontfloat3��Cdx_ViewScaledx_Miscdword��samplerMetadataSamplerMetadatabaseLevelint���wrapModespaddingint2�intBorderColorint4O���@Tx�Microsoft (R) HLSL Shader Compiler 10.1ISGN������SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX$P�jYF� YF� Z`XpUUd 2b 2b Be� h	2FF� �A2B� 
� 	��A� 	R�� �A42��4
2F@FFK
 	
�A
� 8
*J���CU�FF~`@33�8� F>STAT�
BPLG��L#911db897eaa2d9b7`ANGLE (NVIDIA, NVIDIA GeForce GT 730 (0x00001287) Direct3D11 vs_5_0 ps_5_0, D3D11-27.21.14.5671)��@������������������,,
inPosition_uinPositionP�inDashParams_uinDashParamsQ�inRect_uinRectR�������������������sk_RTAdjust	uColor_S0
_usk_RTAdjust_uuColor_S0sk_FragColor_usk_FragColorR�@���������������������������������������������������������������������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float3 v1 : TEXCOORD1;
};
#pragma warning( disable: 3556 3571 )
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 _inPosition = {0, 0};
static float3 _inDashParams = {0, 0, 0};
static float4 _inRect = {0, 0, 0, 0};

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

// Varyings
static noperspective float3 _vDashParams_S0 = {0, 0, 0};
static noperspective float4 _vRectParams_S0 = {0, 0, 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 = _vRectParams_S0;
    output.v1 = _vDashParams_S0;

    return output;
}

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

(_vDashParams_S0 = _inDashParams);
(_vRectParams_S0 = _inRect);
float2 __tmp_0_inPosition3008 = _inPosition;
(gl_Position = vec4_ctor(__tmp_0_inPosition3008, 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;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float3 v1 : TEXCOORD1;
};

#pragma warning( disable: 3556 3571 )
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 _uColor_S0 : 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 noperspective float3 _vDashParams_S0 = {0, 0, 0};
static noperspective float4 _vRectParams_S0 = {0, 0, 0, 0};

static float4 out_sk_FragColor = {0, 0, 0, 0};

cbuffer DriverConstants : register(b1)
{
    uint dx_Misc : packoffset(c2.w);
};

@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){
    _vRectParams_S0 = input.v0;
    _vDashParams_S0 = input.v1.xyz;

float4 _outputColor_S03006 = _uColor_S0;
float _xShifted3007 = (_vDashParams_S0.x - (floor((_vDashParams_S0.x / _vDashParams_S0.z)) * _vDashParams_S0.z));
float2 _fragPosShifted3008 = vec2_ctor(_xShifted3007, _vDashParams_S0.y);
float _xSub3009 = min((_fragPosShifted3008.x - _vRectParams_S0.x), 0.0);
(_xSub3009 += min((_vRectParams_S0.z - _fragPosShifted3008.x), 0.0));
float _alpha3010 = (1.0 + max(_xSub3009, -1.0));
float4 _outputCoverage_S03011 = vec4_ctor(_alpha3010);
{
(out_sk_FragColor = (_outputColor_S03006 * _outputCoverage_S03011));
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColor�struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float3 v1 : TEXCOORD1;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
    noperspective 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
}
���4DXBCvF�v��`:^�k�f N�44d��RDEF��<����RD11< ($|�$GlobalsDriverConstants���|� �(@���������_sk_RTAdjustfloat4����������� ��������80��������E8`���������<`��������dx_ViewAdjustdx_ViewCoordsfloat2�dx_ViewScaleclipControlOriginfloat���WclipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGN\PPPTEXCOORD���OSGN�htttSV_PositionTEXCOORD���SHEX�PijYF� YF� _2_r_�g� e� e� er h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?6� 6� F6B @6� F6r F>STAT��$DXBCb*0�kK�ڡt�����$4D��RDEFh<����RD11< ($\$Globals���\�����������_uColor_S0float4���Microsoft (R) HLSL Shader Compiler 10.1ISGN�htttSV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX�P`jYF� b Rb Re� h
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@�?8� F� >STAT�
BPLG���>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_RTAdjustumatrix_S1_c0_c0_c1	urange_S1uleftBorderColor_S1_c0_c0urightBorderColor_S1_c0_c0
u_skRTFliputhresholds_S1_c0_c0_c0[0]uscale_S1_c0_c0_c0[0]ubias_S1_c0_c0_c0[0]
umatrix_S1_c1uTextureSampler_0_S1
_usk_RTAdjust_uumatrix_S1_c0_c0_c1_uurange_S1_uuleftBorderColor_S1_c0_c0_uurightBorderColor_S1_c0_c0_uu_skRTFlip_uuthresholds_S1_c0_c0_c0[0]_uuscale_S1_c0_c0_c0[0]_uubias_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 : TEXCOORD2;
    float4 gl_FragCoord : TEXCOORD3;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float2 v1 : TEXCOORD1;
};
#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_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 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_6_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 = _vTransformedCoords_6_S0;

    return output;
}

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

(_vcolor_S0 = _color);
(gl_Position = vec4_ctor(_position, 0.0, 1.0));
{
(_vTransformedCoords_6_S0 = mul(transpose(mat3x2_ctor(_umatrix_S1_c0_c0_c1)), 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);
}
�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 )
float2 vec2_ctor(float x0, float x1)
{
    return float2(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(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 _uthresholds_S1_c0_c0_c0[1] : register(c1);
uniform float4 _uscale_S1_c0_c0_c0[4] : register(c2);
uniform float4 _ubias_S1_c0_c0_c0[4] : register(c6);
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 _vTransformedCoords_6_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
@@ 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;
    _vTransformedCoords_6_S0 = input.v1.xy;

float4 _sk_FragCoord3015 = vec4_ctor(gl_FragCoord.x, (_u_skRTFlip.x + (_u_skRTFlip.y * gl_FragCoord.y)), gl_FragCoord.z, gl_FragCoord.w);
float4 _outputColor_S03016 = _vcolor_S0;
float4 __31_tmp_6_inColor3017 = _outputColor_S03016;
float4 __32_input3018 = __31_tmp_6_inColor3017;
float2 __35_tmp_3_coords3019 = _vTransformedCoords_6_S0;
float4 __36_t3020 = vec4_ctor((__35_tmp_3_coords3019.x + 9.99999975e-06), 1.0, 0.0, 0.0);
float4 __37_outColor3021 = {0, 0, 0, 0};
if ((__36_t3020.x < 0.0))
{
(__37_outColor3021 = _uleftBorderColor_S1_c0_c0);
}
else
{
if ((__36_t3020.x > 1.0))
{
(__37_outColor3021 = _urightBorderColor_S1_c0_c0);
}
else
{
float2 __39_tmp_1_coords3022 = vec2_ctor(__36_t3020.x, 0.0);
float __40_t3023 = __39_tmp_1_coords3022.x;
int __42_pos3025 = {0};
if ((__40_t3023 < _uthresholds_S1_c0_c0_c0[0].y))
{
int sbd5 = {0};
if ((__40_t3023 < _uthresholds_S1_c0_c0_c0[0].x))
{
(sbd5 = 0);
}
else
{
(sbd5 = 1);
}
(__42_pos3025 = sbd5);
}
else
{
int sbd6 = {0};
if ((__40_t3023 < _uthresholds_S1_c0_c0_c0[0].z))
{
(sbd6 = 2);
}
else
{
(sbd6 = 3);
}
(__42_pos3025 = sbd6);
}
(__37_outColor3021 = ((__40_t3023 * _uscale_S1_c0_c0_c0[__42_pos3025]) + _ubias_S1_c0_c0_c0[__42_pos3025]));
}
}
(__32_input3018 = __37_outColor3021);
float4 __44_color3026 = __32_input3018;
float __45_value3027 = (gl_texture2D(_uTextureSampler_0_S1, mul(transpose(mat3x2_ctor(_umatrix_S1_c1)), vec3_ctor(_sk_FragCoord3015.xy, 1.0)), -0.474999994).x - 0.5);
float4 _output_S13028 = vec4_ctor(clamp((__44_color3026.xyz + (__45_value3027 * _urange_S1)), 0.0, __44_color3026.w), __44_color3026.w);
{
(out_sk_FragColor = _output_S13028);
}
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]�^����~��C�>$4l�p�RDEF0�<���RD11< ($|�$GlobalsDriverConstants���|�P��@,��������P ,p��������_sk_RTAdjustfloat4%_umatrix_S1_c0_c0_c1float3x3��e\,��������j ����������0����������8����������<���������dx_ViewAdjustdx_ViewCoordsfloat2�xdx_ViewScaleclipControlOriginfloat����clipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGN\PPPTEXCOORD���OSGN������SV_PositionTEXCOORD���SHEXP�jYF� YF� _2_�_2g� e� e� e� e2 h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?6� 6� F6� F6� F62F6B@�? F� F" F� F>STAT���DXBC[m	���RZN�4�}��4,�`RDEF��<����RD11< ($������
��samplers2D[0]textures2D[0]$GlobalsDriverConstants����$� `dx������������������� @���������`@,��������P�l����������l����������,��������������������_u_skRTFlipfloat2�p_uthresholds_S1_c0_c0_c0float4�_uscale_S1_c0_c0_c0�_ubias_S1_c0_c0_c0��_uleftBorderColor_S1_c0_c0��_urightBorderColor_S1_c0_c0_umatrix_S1_c1float3x3�_urange_S1float����l��������0x��������1 H��������l8x��������y,����������@ ���������dx_ViewCoordsdx_FragCoordOffsetdx_DepthFrontfloat3��?dx_ViewScaledx_Miscdword��samplerMetadataSamplerMetadatabaseLevelint���wrapModespaddingint2�intBorderColorint4K���
<Pt�Microsoft (R) HLSL Shader Compiler 10.1ISGN������SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEXXP�jYF� YF� Z`XpUUd 2b e� h	2FF� �A2B� 
� "
@��'71@
6�F� 
1@�?
6�F� 1rV� 7bV@@7	
*2�VF� 
F� 
6�@�?F� �"F� 
�J���CUFF~`@33�
@�2
r� F4
rF@3r�F6� F>STAT�
BPLG��v-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_RTAdjustumatrix_S1_c0_c0uv_S1_c0uv_S1um_S1_c0um_S1uTextureSampler_0_S1
_usk_RTAdjust_uumatrix_S1_c0_c0
_uuv_S1_c0_uuv_S1
_uum_S1_c0_uum_S1_uuTextureSampler_0_S1sk_FragColor_usk_FragColorR�@^���������������������������������������������������������������������������������������������������������������������������������������	�����������������������������������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float2 v1 : TEXCOORD1;
};
#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_c0_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

// 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_4_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 = _vcolor_S0;
    output.v1 = _vTransformedCoords_4_S0;

    return output;
}

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

(_vcolor_S0 = _color);
(gl_Position = vec4_ctor(_position, 0.0, 1.0));
{
(_vTransformedCoords_4_S0 = mul(transpose(mat3x2_ctor(_umatrix_S1_c0_c0)), 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);
}
�	struct PS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float2 v1 : TEXCOORD1;
};

#pragma warning( disable: 3556 3571 )
float4 vec4_ctor(float3 x0, float x1)
{
    return float4(x0, x1);
}
// Uniforms

uniform float4x4 _um_S1_c0 : register(c0);
uniform float4 _uv_S1_c0 : register(c4);
uniform float4x4 _um_S1 : register(c5);
uniform float4 _uv_S1 : register(c9);
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 _vTransformedCoords_4_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){
    _vcolor_S0 = input.v0;
    _vTransformedCoords_4_S0 = input.v1.xy;

float4 _outputColor_S03011 = _vcolor_S0;
float4 __2_input3012 = _outputColor_S03011;
float4 __3_input3013 = __2_input3012;
(__3_input3013 = gl_texture2D(_uTextureSampler_0_S1, _vTransformedCoords_4_S0, -0.474999994));
{
(__3_input3013 = vec4_ctor((__3_input3013.xyz / max(__3_input3013.w, 9.99999975e-05)), __3_input3013.w));
}
(__3_input3013 = (mul(transpose(_um_S1_c0), __3_input3013) + _uv_S1_c0));
{
(__3_input3013 = clamp(__3_input3013, 0.0, 1.0));
}
{
(__3_input3013.xyz *= __3_input3013.w);
}
(__2_input3012 = __3_input3013);
{
(__2_input3012 = vec4_ctor((__2_input3012.xyz / max(__2_input3012.w, 9.99999975e-05)), __2_input3012.w));
}
(__2_input3012 = (mul(transpose(_um_S1), __2_input3012) + _uv_S1));
{
(__2_input3012 = clamp(__2_input3012, 0.0, 1.0));
}
{
(__2_input3012.xyz *= __2_input3012.w);
}
float4 _output_S13014 = __2_input3012;
{
(out_sk_FragColor = _output_S13014);
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColor�struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float2 v1 : TEXCOORD1;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    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; 
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
����DXBC��ZF��e������4h�TLRDEF,�<���RD11< ($|�$GlobalsDriverConstants���|�P��@,��������P ,l��������_sk_RTAdjustfloat4%_umatrix_S1_c0_c0float3x3�bX,��������f |���������0|���������8����������<���������dx_ViewAdjustdx_ViewCoordsfloat2�tdx_ViewScaleclipControlOriginfloat����clipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGN\PPPTEXCOORD���OSGN�htttSV_PositionTEXCOORD���SHEX�P|jYF� YF� _2_�_2g� e� e� e2 h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?�?6� 6� F6B @6� F62F F� F" F� F>STAT�
�LDXBC�d$�!q3iU�h�F�L4`��RDEF$�<����RD11< ($������
�samplers2D[0]textures2D[0]$Globals������|@����������@����������P@��������������������_um_S1_c0float4x4��_uv_S1_c0float4����_um_S1_uv_S1Microsoft (R) HLSL Shader Compiler 10.1��ISGN�htttSV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX�P�jYF� 
Z`XpUUb 2e� hJ���CU�FF~`@33�4:@��8rFF� F"F� FBF� F�F� F �FF� 8r�F4�:@��8rF�F� F"F� FBF� F�F� F �FF� 	8r �F6� :>STAT�BPLG��a7911db897eaa2d9b7`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_S1ukernel_S1_c0[0]uoffsets_S1_c0[0]uclamp_S1_c0_c0_c0umatrix_S1_c0_c0uTextureSampler_0_S1
_usk_RTAdjust_uumatrix_S1_uukernel_S1_c0[0]_uuoffsets_S1_c0[0]_uuclamp_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);
}
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 _uclamp_S1_c0_c0_c0 : register(c0);
uniform float3x3 _umatrix_S1_c0_c0 : register(c1);
uniform float4 _ukernel_S1_c0[7] : register(c4);
uniform float4 _uoffsets_S1_c0[14] : register(c11);
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 __43_tmp_1_coords3012 = _vTransformedCoords_2_S0;
float4 __44_sum3013 = {0.0, 0.0, 0.0, 0.0};
{LOOP for(int __45_i3014 = {0}; (__45_i3014 < 3); (++__45_i3014))
{
float4 __46_k3015 = _ukernel_S1_c0[__45_i3014];
float4 __47_o3016 = _uoffsets_S1_c0[(2 * __45_i3014)];
float2 __48_inCoord3017 = mul(transpose(mat3x2_ctor(_umatrix_S1_c0_c0)), vec3_ctor((__43_tmp_1_coords3012 + __47_o3016.xy), 1.0));
float2 __49_subsetCoord3018 = {0, 0};
(__49_subsetCoord3018.x = __48_inCoord3017.x);
(__49_subsetCoord3018.y = __48_inCoord3017.y);
float2 __50_clampedCoord3019 = clamp(__49_subsetCoord3018, _uclamp_S1_c0_c0_c0.xy, _uclamp_S1_c0_c0_c0.zw);
float4 __51_textureColor3020 = gl_texture2D(_uTextureSampler_0_S1, __50_clampedCoord3019, -0.474999994);
(__44_sum3013 += (__46_k3015.x * __51_textureColor3020));
float2 __52_inCoord3021 = mul(transpose(mat3x2_ctor(_umatrix_S1_c0_c0)), vec3_ctor((__43_tmp_1_coords3012 + __47_o3016.zw), 1.0));
float2 __53_subsetCoord3022 = {0, 0};
(__53_subsetCoord3022.x = __52_inCoord3021.x);
(__53_subsetCoord3022.y = __52_inCoord3021.y);
float2 __54_clampedCoord3023 = clamp(__53_subsetCoord3022, _uclamp_S1_c0_c0_c0.xy, _uclamp_S1_c0_c0_c0.zw);
float4 __55_textureColor3024 = gl_texture2D(_uTextureSampler_0_S1, __54_clampedCoord3023, -0.474999994);
(__44_sum3013 += (__46_k3015.y * __55_textureColor3024));
(__47_o3016 = _uoffsets_S1_c0[((2 * __45_i3014) + 1)]);
float2 __56_inCoord3025 = mul(transpose(mat3x2_ctor(_umatrix_S1_c0_c0)), vec3_ctor((__43_tmp_1_coords3012 + __47_o3016.xy), 1.0));
float2 __57_subsetCoord3026 = {0, 0};
(__57_subsetCoord3026.x = __56_inCoord3025.x);
(__57_subsetCoord3026.y = __56_inCoord3025.y);
float2 __58_clampedCoord3027 = clamp(__57_subsetCoord3026, _uclamp_S1_c0_c0_c0.xy, _uclamp_S1_c0_c0_c0.zw);
float4 __59_textureColor3028 = gl_texture2D(_uTextureSampler_0_S1, __58_clampedCoord3027, -0.474999994);
(__44_sum3013 += (__46_k3015.z * __59_textureColor3028));
float2 __60_inCoord3029 = mul(transpose(mat3x2_ctor(_umatrix_S1_c0_c0)), vec3_ctor((__43_tmp_1_coords3012 + __47_o3016.zw), 1.0));
float2 __61_subsetCoord3030 = {0, 0};
(__61_subsetCoord3030.x = __60_inCoord3029.x);
(__61_subsetCoord3030.y = __60_inCoord3029.y);
float2 __62_clampedCoord3031 = clamp(__61_subsetCoord3030, _uclamp_S1_c0_c0_c0.xy, _uclamp_S1_c0_c0_c0.zw);
float4 __63_textureColor3032 = gl_texture2D(_uTextureSampler_0_S1, __62_clampedCoord3031, -0.474999994);
(__44_sum3013 += (__46_k3015.w * __63_textureColor3032));
}
}
float4 _output_S13033 = __44_sum3013;
{
(out_sk_FragColor = _output_S13033);
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColorstruct 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
}
����DXBCH�
�p�+�Hd�ù�4d�8RDEF(�<����RD11< ($|�$GlobalsDriverConstants���|�P��@,��������P ,h��������_sk_RTAdjustfloat4%_umatrix_S1float3x3���\T,��������b x���������0x���������8����������<���������dx_ViewAdjustdx_ViewCoordsfloat2�pdx_ViewScaleclipControlOriginfloat����clipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGN\PPPTEXCOORD���OSGNhP\\SV_PositionTEXCOORD���SHEX�PqjYF� YF� _2_2g� e� e2 h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?�?6� 6� F6B @62F F� F" F� F>STAT���	DXBC6�
B������M����	4�8l$	RDEF��<���dRD11< ($������
�samplers2D[0]textures2D[0]$Globals������|����������,����������@p��������0��@��������_uclamp_S1_c0_c0_c0float4��_umatrix_S1_c0_c0float3x3��_ukernel_S1_c0��_uoffsets_S1_c0�Microsoft (R) HLSL Shader Compiler 10.1ISGNhP\\SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX�PljYF� Z`XpUUb 2e� h6B@�?6B@�?6B@�?6B@�?6�@6�@0!�:@:)�:@
�FF� :62FF� F"F� F42FF� 32F� J���CU�FF~`@33�2�� :FF62�
F� F"F� F42FF� 32F� J���CU�FF~`@33�2�V� :FF#	:@@
�FF� 
62FF� F"F� F42FF� 32F� J���CU�FF~`@33�2��� :FF62�
F� F"F� F42FF� 32F� J���CU�FF~`@33�2��� :FF�:@6� F>STAT�-BPLG��f5911db897eaa2d9b7`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_c0umatrix_S1_c1_c0_c0uv_S1_c1_c0uv_S1_c1	ublend_S1um_S1_c1_c0um_S1_c1uTextureSampler_0_S1uTextureSampler_1_S1
_usk_RTAdjust_uumatrix_S1_c0_uumatrix_S1_c1_c0_c0
_uuv_S1_c1_c0
_uuv_S1_c1_uublend_S1
_uum_S1_c1_c0
_uum_S1_c1_uuTextureSampler_0_S1_uuTextureSampler_1_S1
	sk_FragColor_usk_FragColorR�@^�^�����������������������������������������������������������
������������������������������������������������������������������������������������������������	��������������������
������������������������������������������������������������������������������������
struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD3;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float2 v1 : TEXCOORD1;
    noperspective float2 v2 : TEXCOORD2;
};
#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_c0 : register(c2);
uniform float3x3 _umatrix_S1_c1_c0_c0 : register(c5);
#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_3_S0 = {0, 0};
static noperspective float2 _vTransformedCoords_7_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 = _vcolor_S0;
    output.v1 = _vTransformedCoords_3_S0;
    output.v2 = _vTransformedCoords_7_S0;

    return output;
}

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

(_vcolor_S0 = _color);
(gl_Position = vec4_ctor(_position, 0.0, 1.0));
{
(_vTransformedCoords_3_S0 = mul(transpose(mat3x2_ctor(_umatrix_S1_c0)), vec3_ctor(_localCoord, 1.0)));
}
{
(_vTransformedCoords_7_S0 = mul(transpose(mat3x2_ctor(_umatrix_S1_c1_c0_c0)), 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);
}
�struct PS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD3;
    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);
}
float4 vec4_ctor(float3 x0, float x1)
{
    return float4(x0, x1);
}
// Uniforms

uniform float4x4 _um_S1_c1_c0 : register(c0);
uniform float4 _uv_S1_c1_c0 : register(c4);
uniform float4x4 _um_S1_c1 : register(c5);
uniform float4 _uv_S1_c1 : register(c9);
uniform float4 _ublend_S1 : register(c10);
static const uint _uTextureSampler_0_S1 = 0;
static const uint _uTextureSampler_1_S1 = 1;
uniform Texture2D<float4> textures2D[2] : register(t0);
uniform SamplerState samplers2D[2] : 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 _vTransformedCoords_3_S0 = {0, 0};
static noperspective float2 _vTransformedCoords_7_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[2] : 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){
    _vcolor_S0 = input.v0;
    _vTransformedCoords_3_S0 = input.v1.xy;
    _vTransformedCoords_7_S0 = input.v2.xy;

float4 _outputColor_S03015 = _vcolor_S0;
float4 __8_input3016 = _outputColor_S03015;
float4 __9_input3017 = __8_input3016;
(__9_input3017 = gl_texture2D(_uTextureSampler_1_S1, _vTransformedCoords_7_S0, -0.474999994));
{
(__9_input3017 = vec4_ctor((__9_input3017.xyz / max(__9_input3017.w, 9.99999975e-05)), __9_input3017.w));
}
(__9_input3017 = (mul(transpose(_um_S1_c1_c0), __9_input3017) + _uv_S1_c1_c0));
{
(__9_input3017 = clamp(__9_input3017, 0.0, 1.0));
}
{
(__9_input3017.xyz *= __9_input3017.w);
}
(__8_input3016 = __9_input3017);
{
(__8_input3016 = vec4_ctor((__8_input3016.xyz / max(__8_input3016.w, 9.99999975e-05)), __8_input3016.w));
}
(__8_input3016 = (mul(transpose(_um_S1_c1), __8_input3016) + _uv_S1_c1));
{
(__8_input3016 = clamp(__8_input3016, 0.0, 1.0));
}
{
(__8_input3016.xyz *= __8_input3016.w);
}
float4 __12_b3018 = gl_texture2D(_uTextureSampler_0_S1, _vTransformedCoords_3_S0, -0.474999994);
float2 __13_d3019 = (_ublend_S1.xy + (_ublend_S1.zw * vec2_ctor(__8_input3016.w, __12_b3018.w)));
float4 _output_S13020 = ((__12_b3018 * __13_d3019.x) + (__8_input3016 * __13_d3019.y));
{
(out_sk_FragColor = _output_S13020);
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColor�struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD3;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float2 v1 : TEXCOORD1;
    noperspective float2 v2 : TEXCOORD2;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD3;
    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; 
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
����DXBCPG�:�fb�f����4���RDEFh�<���=RD11< ($|�$GlobalsDriverConstants���|����@@T��������x ,����������P,���������_sk_RTAdjustfloat4M_umatrix_S1_c0float3x3�_umatrix_S1_c1_c0_c0����T��������� ����������0����������8��������(<��������dx_ViewAdjustdx_ViewCoordsfloat2��dx_ViewScaleclipControlOriginfloat����clipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGN\PPPTEXCOORD���OSGN������SV_PositionTEXCOORD���SHEX<P�jYF� YF� _2_�_2g� e� e� e2 e� h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?�?6� 6� F6B @6� F62F F� F" F� FB F� F� F� F>STAT���DXBC j��`62�Ɋ�%��w_�4���<RDEF� <����RD11< ($�������
����
samplers2D[0]samplers2D[1]textures2D[0]textures2D[1]$Globals���8�@��������<@P��������tP@��������~�P����������P��������_um_S1_c1_c0float4x4��
_uv_S1_c1_c0float4I_um_S1_c1_uv_S1_c1_ublend_S1Microsoft (R) HLSL Shader Compiler 10.1�ISGN������SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEXhP�jYF� Z`Z`XpUUXpUUb 2b �e� hJ���CU��F~`@33�4:@��8rFF� F"F� FBF� F�F� F �FF� 8r�F4�:@��8rF�F� F"F� FBF� F�F� F �6	6� 	8r�6�
J���CU�FF~`@33�6":22� 
FF� 
8�VF2	� FF>STAT�BPLG���.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_RTAdjustumatrix_S1_c0_c0umatrix_S1_c1_c1uv_S1_c0ucolor_S1_c1_c0	ublend_S1um_S1_c0uTextureSampler_0_S1
_usk_RTAdjust_uumatrix_S1_c0_c0_uumatrix_S1_c1_c1
_uuv_S1_c0_uucolor_S1_c1_c0_uublend_S1
_uum_S1_c0_uuTextureSampler_0_S1	�����sk_FragColor_usk_FragColorR�@^����������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������	struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float2 v1 : TEXCOORD1;
};
#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_c0_c0 : register(c2);
uniform float3x3 _umatrix_S1_c1_c1 : register(c5);
#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_4_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.v0 = _vcolor_S0;
    output.v1 = _vTransformedCoords_4_S0;

    return output;
}

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

(_vcolor_S0 = _color);
(gl_Position = vec4_ctor(_position, 0.0, 1.0));
{
(_vTransformedCoords_4_S0 = mul(transpose(mat3x2_ctor(_umatrix_S1_c0_c0)), vec3_ctor(_localCoord, 1.0)));
}
{
(_vTransformedCoords_8_S0 = mul(transpose(mat3x2_ctor(_umatrix_S1_c1_c1)), 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);
}
	struct PS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float2 v1 : TEXCOORD1;
};

#pragma warning( disable: 3556 3571 )
float2 vec2_ctor(float x0, float x1)
{
    return float2(x0, x1);
}
float4 vec4_ctor(float3 x0, float x1)
{
    return float4(x0, x1);
}
// Uniforms

uniform float4x4 _um_S1_c0 : register(c0);
uniform float4 _uv_S1_c0 : register(c4);
uniform float4 _ucolor_S1_c1_c0 : register(c5);
uniform float4 _ublend_S1 : register(c6);
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 _vTransformedCoords_4_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){
    _vcolor_S0 = input.v0;
    _vTransformedCoords_4_S0 = input.v1.xy;

float4 _outputColor_S03014 = _vcolor_S0;
float4 __5_input3015 = _outputColor_S03014;
(__5_input3015 = gl_texture2D(_uTextureSampler_0_S1, _vTransformedCoords_4_S0, -0.474999994));
{
(__5_input3015 = vec4_ctor((__5_input3015.xyz / max(__5_input3015.w, 9.99999975e-05)), __5_input3015.w));
}
(__5_input3015 = (mul(transpose(_um_S1_c0), __5_input3015) + _uv_S1_c0));
{
(__5_input3015 = clamp(__5_input3015, 0.0, 1.0));
}
{
(__5_input3015.xyz *= __5_input3015.w);
}
float2 __8_d3016 = (_ublend_S1.xy + (_ublend_S1.zw * vec2_ctor(_ucolor_S1_c1_c0.w, __5_input3015.w)));
float4 _output_S13017 = ((__5_input3015 * __8_d3016.x) + (_ucolor_S1_c1_c0 * __8_d3016.y));
{
(out_sk_FragColor = _output_S13017);
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColor�struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float2 v1 : TEXCOORD1;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    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; 
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
���$DXBC�4�I���@ɼ��$4���RDEFh�<���=RD11< ($|�$GlobalsDriverConstants���|����@@T��������x ,����������P,���������_sk_RTAdjustfloat4M_umatrix_S1_c0_c0float3x3��_umatrix_S1_c1_c1���T��������� ����������0����������8��������(<��������dx_ViewAdjustdx_ViewCoordsfloat2��dx_ViewScaleclipControlOriginfloat����clipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGN\PPPTEXCOORD���OSGN�htttSV_PositionTEXCOORD���SHEX�P|jYF� YF� _2_�_2g� e� e� e2 h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?�?6� 6� F6B @6� F62F F� F" F� F>STAT�
��DXBCڙ�B_7^�"Կ��4l�(PRDEF0�<���RD11< ($������
�samplers2D[0]textures2D[0]$Globals�����p|@����������@����������P����������`���������_um_S1_c0float4x4��_uv_S1_c0float4����_ucolor_S1_c1_c0_ublend_S1Microsoft (R) HLSL Shader Compiler 10.1ISGN�htttSV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX P�jYF� Z`XpUUb 2e� hJ���CU�FF~`@33�4:@��8rFF� F"F� FBF� F�F� F ��	Ɖ 8rV�6�6:� 22� FF� 8�VF� 2	� FF>STAT�BPLG���*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_c0
umatrix_S1_c1	ublend_S1uTextureSampler_0_S1uTextureSampler_1_S1
_usk_RTAdjust_uumatrix_S1_c0_uumatrix_S1_c1_uublend_S1_uuTextureSampler_0_S1_uuTextureSampler_1_S1sk_FragColor_usk_FragColorR�@^�^������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������	struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    noperspective float2 v0 : TEXCOORD0;
    noperspective float2 v1 : TEXCOORD1;
};
#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_c0 : register(c2);
uniform float3x3 _umatrix_S1_c1 : register(c5);
#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_3_S0 = {0, 0};
static noperspective float2 _vTransformedCoords_5_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_3_S0;
    output.v1 = _vTransformedCoords_5_S0;

    return output;
}

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

(_vcolor_S0 = _color);
(gl_Position = vec4_ctor(_position, 0.0, 1.0));
{
(_vTransformedCoords_3_S0 = mul(transpose(mat3x2_ctor(_umatrix_S1_c0)), vec3_ctor(_localCoord, 1.0)));
}
{
(_vTransformedCoords_5_S0 = mul(transpose(mat3x2_ctor(_umatrix_S1_c1)), 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);
}
jstruct PS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    noperspective float2 v0 : TEXCOORD0;
    noperspective float2 v1 : TEXCOORD1;
};

#pragma warning( disable: 3556 3571 )
float2 vec2_ctor(float x0, float x1)
{
    return float2(x0, x1);
}
// Uniforms

uniform float4 _ublend_S1 : register(c0);
static const uint _uTextureSampler_0_S1 = 0;
static const uint _uTextureSampler_1_S1 = 1;
uniform Texture2D<float4> textures2D[2] : register(t0);
uniform SamplerState samplers2D[2] : 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_3_S0 = {0, 0};
static noperspective float2 _vTransformedCoords_5_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[2] : 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_3_S0 = input.v0.xy;
    _vTransformedCoords_5_S0 = input.v1.xy;

float4 __3_b3011 = gl_texture2D(_uTextureSampler_0_S1, _vTransformedCoords_3_S0, -0.474999994);
float4 __4_c3012 = gl_texture2D(_uTextureSampler_1_S1, _vTransformedCoords_5_S0, -0.474999994);
float2 __5_d3013 = (_ublend_S1.xy + (_ublend_S1.zw * vec2_ctor(__4_c3012.w, __3_b3011.w)));
float4 _output_S13014 = ((__3_b3011 * __5_d3013.x) + (__4_c3012 * __5_d3013.y));
{
(out_sk_FragColor = _output_S13014);
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColor�struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    noperspective float2 v0 : TEXCOORD0;
    noperspective float2 v1 : TEXCOORD1;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    noperspective float2 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; 
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
���<DXBC_}A�h�4h����<4���RDEF`�<���5RD11< ($|�$GlobalsDriverConstants���|����@@T��������x ,����������P,���������_sk_RTAdjustfloat4M_umatrix_S1_c0float3x3�_umatrix_S1_c1��T��������� ����������0����������8��������� <���������dx_ViewAdjustdx_ViewCoordsfloat2��dx_ViewScaleclipControlOriginfloat����clipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGN\PPPTEXCOORD���OSGN�htttSV_PositionTEXCOORD���SHEXP�jYF� YF� _2_2g� e� e2 e� h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?�?6� 6� F6B @62F F� F" F� FB F� F� F� F>STAT���DXBC]�r��!O���H��4���@RDEF� <����RD11< ($�������
����
samplers2D[0]samplers2D[1]textures2D[0]textures2D[1]$Globals���8`t��������_ublend_S1float4��kMicrosoft (R) HLSL Shader Compiler 10.1ISGN�htttSV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX�P`jYF� Z`Z`XpUUXpUUb 2b �e� hJ���CU��F~`@33�6:J���CU�FF~`@33�6":22� FF� 8�FV2	� FF>STAT�BPLG��a7911db897eaa2d9b7`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_S1ukernel_S1_c0[0]uoffsets_S1_c0[0]uclamp_S1_c0_c0_c0umatrix_S1_c0_c0uTextureSampler_0_S1
_usk_RTAdjust_uumatrix_S1_uukernel_S1_c0[0]_uuoffsets_S1_c0[0]_uuclamp_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);
}
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 _uclamp_S1_c0_c0_c0 : register(c0);
uniform float3x3 _umatrix_S1_c0_c0 : register(c1);
uniform float4 _ukernel_S1_c0[7] : register(c4);
uniform float4 _uoffsets_S1_c0[14] : register(c11);
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 __43_tmp_1_coords3012 = _vTransformedCoords_2_S0;
float4 __44_sum3013 = {0.0, 0.0, 0.0, 0.0};
{LOOP for(int __45_i3014 = {0}; (__45_i3014 < 7); (++__45_i3014))
{
float4 __46_k3015 = _ukernel_S1_c0[__45_i3014];
float4 __47_o3016 = _uoffsets_S1_c0[(2 * __45_i3014)];
float2 __48_inCoord3017 = mul(transpose(mat3x2_ctor(_umatrix_S1_c0_c0)), vec3_ctor((__43_tmp_1_coords3012 + __47_o3016.xy), 1.0));
float2 __49_subsetCoord3018 = {0, 0};
(__49_subsetCoord3018.x = __48_inCoord3017.x);
(__49_subsetCoord3018.y = __48_inCoord3017.y);
float2 __50_clampedCoord3019 = clamp(__49_subsetCoord3018, _uclamp_S1_c0_c0_c0.xy, _uclamp_S1_c0_c0_c0.zw);
float4 __51_textureColor3020 = gl_texture2D(_uTextureSampler_0_S1, __50_clampedCoord3019, -0.474999994);
(__44_sum3013 += (__46_k3015.x * __51_textureColor3020));
float2 __52_inCoord3021 = mul(transpose(mat3x2_ctor(_umatrix_S1_c0_c0)), vec3_ctor((__43_tmp_1_coords3012 + __47_o3016.zw), 1.0));
float2 __53_subsetCoord3022 = {0, 0};
(__53_subsetCoord3022.x = __52_inCoord3021.x);
(__53_subsetCoord3022.y = __52_inCoord3021.y);
float2 __54_clampedCoord3023 = clamp(__53_subsetCoord3022, _uclamp_S1_c0_c0_c0.xy, _uclamp_S1_c0_c0_c0.zw);
float4 __55_textureColor3024 = gl_texture2D(_uTextureSampler_0_S1, __54_clampedCoord3023, -0.474999994);
(__44_sum3013 += (__46_k3015.y * __55_textureColor3024));
(__47_o3016 = _uoffsets_S1_c0[((2 * __45_i3014) + 1)]);
float2 __56_inCoord3025 = mul(transpose(mat3x2_ctor(_umatrix_S1_c0_c0)), vec3_ctor((__43_tmp_1_coords3012 + __47_o3016.xy), 1.0));
float2 __57_subsetCoord3026 = {0, 0};
(__57_subsetCoord3026.x = __56_inCoord3025.x);
(__57_subsetCoord3026.y = __56_inCoord3025.y);
float2 __58_clampedCoord3027 = clamp(__57_subsetCoord3026, _uclamp_S1_c0_c0_c0.xy, _uclamp_S1_c0_c0_c0.zw);
float4 __59_textureColor3028 = gl_texture2D(_uTextureSampler_0_S1, __58_clampedCoord3027, -0.474999994);
(__44_sum3013 += (__46_k3015.z * __59_textureColor3028));
float2 __60_inCoord3029 = mul(transpose(mat3x2_ctor(_umatrix_S1_c0_c0)), vec3_ctor((__43_tmp_1_coords3012 + __47_o3016.zw), 1.0));
float2 __61_subsetCoord3030 = {0, 0};
(__61_subsetCoord3030.x = __60_inCoord3029.x);
(__61_subsetCoord3030.y = __60_inCoord3029.y);
float2 __62_clampedCoord3031 = clamp(__61_subsetCoord3030, _uclamp_S1_c0_c0_c0.xy, _uclamp_S1_c0_c0_c0.zw);
float4 __63_textureColor3032 = gl_texture2D(_uTextureSampler_0_S1, __62_clampedCoord3031, -0.474999994);
(__44_sum3013 += (__46_k3015.w * __63_textureColor3032));
}
}
float4 _output_S13033 = __44_sum3013;
{
(out_sk_FragColor = _output_S13033);
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColorstruct 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
}
����DXBCH�
�p�+�Hd�ù�4d�8RDEF(�<����RD11< ($|�$GlobalsDriverConstants���|�P��@,��������P ,h��������_sk_RTAdjustfloat4%_umatrix_S1float3x3���\T,��������b x���������0x���������8����������<���������dx_ViewAdjustdx_ViewCoordsfloat2�pdx_ViewScaleclipControlOriginfloat����clipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGN\PPPTEXCOORD���OSGNhP\\SV_PositionTEXCOORD���SHEX�PqjYF� YF� _2_2g� e� e2 h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?�?6� 6� F6B @62F F� F" F� F>STAT���	DXBCS|h�\Z�
}��4�%��	4�8l$	RDEF��<���dRD11< ($������
�samplers2D[0]textures2D[0]$Globals������|����������,����������@p��������0��@��������_uclamp_S1_c0_c0_c0float4��_umatrix_S1_c0_c0float3x3��_ukernel_S1_c0��_uoffsets_S1_c0�Microsoft (R) HLSL Shader Compiler 10.1ISGNhP\\SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX�PljYF� Z`XpUUb 2e� h6B@�?6B@�?6B@�?6B@�?6�@6�@0!�:@:)�:@
�FF� :62FF� F"F� F42FF� 32F� J���CU�FF~`@33�2�� :FF62�
F� F"F� F42FF� 32F� J���CU�FF~`@33�2�V� :FF#	:@@
�FF� 
62FF� F"F� F42FF� 32F� J���CU�FF~`@33�2��� :FF62�
F� F"F� F42FF� 32F� J���CU�FF~`@33�2��� :FF�:@6� F>STAT�-BPLG��V4911db897eaa2d9b7`ANGLE (NVIDIA, NVIDIA GeForce GT 730 (0x00001287) Direct3D11 vs_5_0 ps_5_0, D3D11-27.21.14.5671)��@������������������,,position
_upositionP�color_ucolorR�������������������������������������	������������������*����������sk_RTAdjustucornerRadius_S1_c0ublurRadius_S1_c0
u_skRTFlipumatrix_S1_c0_c0uproxyRect_S1_c0uTextureSampler_0_S1
_usk_RTAdjust_uucornerRadius_S1_c0_uublurRadius_S1_c0_uu_skRTFlip_uumatrix_S1_c0_c0_uuproxyRect_S1_c0_uuTextureSampler_0_S1sk_FragColor_usk_FragColorR�@^�����������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
};
#pragma warning( disable: 3556 3571 )
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 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};

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;

    return output;
}

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

(_vcolor_S0 = _color);
(gl_Position = vec4_ctor(_position, 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;
    float4 gl_FragCoord : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
};

#pragma warning( disable: 3556 3571 )
float2 vec2_ctor(float x0)
{
    return float2(x0, x0);
}
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, float x1, float x2, float x3)
{
    return float4(x0, x1, x2, x3);
}
// Uniforms

uniform float2 _u_skRTFlip : register(c0);
uniform float3x3 _umatrix_S1_c0_c0 : register(c1);
uniform float _ucornerRadius_S1_c0 : register(c4);
uniform float4 _uproxyRect_S1_c0 : register(c5);
uniform float _ublurRadius_S1_c0 : register(c6);
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 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
@@ 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;

float4 _sk_FragCoord3010 = vec4_ctor(gl_FragCoord.x, (_u_skRTFlip.x + (_u_skRTFlip.y * gl_FragCoord.y)), gl_FragCoord.z, gl_FragCoord.w);
float4 _outputColor_S03011 = _vcolor_S0;
float2 __9_translatedFragPosFloat3012 = (_sk_FragCoord3010.xy - _uproxyRect_S1_c0.xy);
float2 __10_proxyCenter3013 = ((_uproxyRect_S1_c0.zw - _uproxyRect_S1_c0.xy) * 0.5);
float __11_edgeSize3014 = (((2.0 * _ublurRadius_S1_c0) + _ucornerRadius_S1_c0) + 0.5);
(__9_translatedFragPosFloat3012 -= __10_proxyCenter3013);
float2 __12_fragDirection3015 = sign(__9_translatedFragPosFloat3012);
(__9_translatedFragPosFloat3012 = abs(__9_translatedFragPosFloat3012));
float2 __13_translatedFragPosHalf3016 = (__9_translatedFragPosFloat3012 - (__10_proxyCenter3013 - __11_edgeSize3014));
(__13_translatedFragPosHalf3016 = max(__13_translatedFragPosHalf3016, 0.0));
(__13_translatedFragPosHalf3016 *= __12_fragDirection3015);
(__13_translatedFragPosHalf3016 += vec2_ctor(__11_edgeSize3014));
float2 __14_proxyDims3017 = vec2_ctor((2.0 * __11_edgeSize3014));
float2 __15_texCoord3018 = (__13_translatedFragPosHalf3016 / __14_proxyDims3017);
float4 _output_S13019 = vec4_ctor(0.0, 0.0, 0.0, gl_texture2D(_uTextureSampler_0_S1, mul(transpose(mat3x2_ctor(_umatrix_S1_c0_c0)), vec3_ctor(__15_texCoord3018, 1.0)), -0.474999994).x).wwww;
{
(out_sk_FragColor = (_outputColor_S03011 * _output_S13019));
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColor�struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    noperspective 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
}
��DXBCl�B��j���MH!04L�lRDEF��<����RD11< ($|�$GlobalsDriverConstants���|� �(@���������_sk_RTAdjustfloat4����������� ��������80��������E8`���������<`��������dx_ViewAdjustdx_ViewCoordsfloat2�dx_ViewScaleclipControlOriginfloat���WclipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGND88TEXCOORD���OSGN�htttSV_PositionTEXCOORD���SHEX�PdjYF� YF� _2_�g� e� e� e� h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?6� 6� F6� F6� F>STAT�
��
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��samplers2D[0]textures2D[0]$GlobalsDriverConstants����$p��`���������$,@��������d@����������P����������`���������_u_skRTFlipfloat2��_umatrix_S1_c0_c0float3x3�6_ucornerRadius_S1_c0float�y_uproxyRect_S1_c0float4����_ublurRadius_S1_c0������������0��������	  ��������D8��������Q,`���������@ |��������dx_ViewCoordsdx_FragCoordOffsetdx_DepthFrontfloat3��dx_ViewScaledx_Miscdword�YsamplerMetadataSamplerMetadatabaseLevelint���wrapModespaddingint2��intBorderColorint4#������(L�Microsoft (R) HLSL Shader Compiler 10.1ISGN�htttSV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX�P�jYF� YF� Z`XpUUd 2b �e� h	2FF� �A2B� 
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6B@�?F� F"F� FJ���CUFF~`@33�8� F>STAT�BPLG��"6911db897eaa2d9b7`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
udir_S1_c0uborder_S1_c0_c0_c0uoffsetsAndKernel_S1_c0[0]uclamp_S1_c0_c0_c0uidims_S1_c0_c0_c0umatrix_S1_c0_c0uTextureSampler_0_S1
_usk_RTAdjust_uumatrix_S1_uudir_S1_c0_uuborder_S1_c0_c0_c0_uuoffsetsAndKernel_S1_c0[0]_uuclamp_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);
}
`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 _uclamp_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 _uoffsetsAndKernel_S1_c0[14] : register(c6);
uniform float2 _udir_S1_c0 : register(c20);
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 __31_tmp_1_coords3015 = _vTransformedCoords_2_S0;
float4 __32_sum3016 = {0.0, 0.0, 0.0, 0.0};
{LOOP for(int __33_i3017 = {0}; (__33_i3017 < 4); (++__33_i3017))
{
float4 __34_s3018 = _uoffsetsAndKernel_S1_c0[__33_i3017];
float2 __35_inCoord3019 = mul(transpose(mat3x2_ctor(_umatrix_S1_c0_c0)), vec3_ctor((__31_tmp_1_coords3015 + (__34_s3018.x * _udir_S1_c0)), 1.0));
float2 __36_subsetCoord3020 = {0, 0};
(__36_subsetCoord3020.x = __35_inCoord3019.x);
(__36_subsetCoord3020.y = __35_inCoord3019.y);
float2 __37_clampedCoord3021 = {0, 0};
(__37_clampedCoord3021.x = clamp(__36_subsetCoord3020.x, _uclamp_S1_c0_c0_c0.x, _uclamp_S1_c0_c0_c0.z));
(__37_clampedCoord3021.y = __36_subsetCoord3020.y);
float4 __38_textureColor3022 = gl_texture2D(_uTextureSampler_0_S1, (__37_clampedCoord3021 * _uidims_S1_c0_c0_c0), -0.474999994);
float __39_errX3023 = (__36_subsetCoord3020.x - __37_clampedCoord3021.x);
(__38_textureColor3022 = lerp(__38_textureColor3022, _uborder_S1_c0_c0_c0, min(abs(__39_errX3023), 1.0)));
(__32_sum3016 += (__34_s3018.y * __38_textureColor3022));
float2 __40_inCoord3024 = mul(transpose(mat3x2_ctor(_umatrix_S1_c0_c0)), vec3_ctor((__31_tmp_1_coords3015 + (__34_s3018.z * _udir_S1_c0)), 1.0));
float2 __41_subsetCoord3025 = {0, 0};
(__41_subsetCoord3025.x = __40_inCoord3024.x);
(__41_subsetCoord3025.y = __40_inCoord3024.y);
float2 __42_clampedCoord3026 = {0, 0};
(__42_clampedCoord3026.x = clamp(__41_subsetCoord3025.x, _uclamp_S1_c0_c0_c0.x, _uclamp_S1_c0_c0_c0.z));
(__42_clampedCoord3026.y = __41_subsetCoord3025.y);
float4 __43_textureColor3027 = gl_texture2D(_uTextureSampler_0_S1, (__42_clampedCoord3026 * _uidims_S1_c0_c0_c0), -0.474999994);
float __44_errX3028 = (__41_subsetCoord3025.x - __42_clampedCoord3026.x);
(__43_textureColor3027 = lerp(__43_textureColor3027, _uborder_S1_c0_c0_c0, min(abs(__44_errX3028), 1.0)));
(__32_sum3016 += (__34_s3018.w * __43_textureColor3027));
}
}
float4 _output_S13029 = __32_sum3016;
{
(out_sk_FragColor = _output_S13029);
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColorstruct 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
}
����DXBCH�
�p�+�Hd�ù�4d�8RDEF(�<����RD11< ($|�$GlobalsDriverConstants���|�P��@,��������P ,h��������_sk_RTAdjustfloat4%_umatrix_S1float3x3���\T,��������b x���������0x���������8����������<���������dx_ViewAdjustdx_ViewCoordsfloat2�pdx_ViewScaleclipControlOriginfloat����clipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGN\PPPTEXCOORD���OSGNhP\\SV_PositionTEXCOORD���SHEX�PqjYF� YF� _2_2g� e� e2 h9@:� 7	B 
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���	Y��(�3$	4P���RDEF�<����RD11< ($������
�samplers2D[0]textures2D[0]$Globals�����P�������������������  <��������`0,|���������`�����������@<��������_uborder_S1_c0_c0_c0float4�_uclamp_S1_c0_c0_c0_uidims_S1_c0_c0_c0float2�4_umatrix_S1_c0_c0float3x3�r_uoffsetsAndKernel_S1_c0����_udir_S1_c0Microsoft (R) HLSL Shader Compiler 10.1ISGNhP\\SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX�P#jYF� Z`XpUUb 2e� h6B@�?6B@�?6�@6�@0!�:@:2
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inPosition_uinPositionP�inColor	_uinColorR�inTextureCoords_uinTextureCoordsƍ
���������������������������	������������������������������������������������������*����������sk_RTAdjustuAtlasSizeInv_S0ulocalMatrix_S0umatrix_S1_c0_c1uthreshold_S1_c0_c0_c0uleftBorderColor_S1_c0urightBorderColor_S1_c0uscale_S1_c0_c0_c0[0]ubias_S1_c0_c0_c0[0]uTextureSampler_0_S0
_usk_RTAdjust_uuAtlasSizeInv_S0_uulocalMatrix_S0_uumatrix_S1_c0_c1_uuthreshold_S1_c0_c0_c0_uuleftBorderColor_S1_c0_uurightBorderColor_S1_c0_uuscale_S1_c0_c0_c0[0]_uubias_S1_c0_c0_c0[0]_uuTextureSampler_0_S0	sk_FragColor_usk_FragColorR�@^�����������������������������������������������������������
��������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD3;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float2 v1 : TEXCOORD1;
    noperspective float2 v2 : TEXCOORD2;
};
#pragma warning( disable: 3556 3571 )
float float_ctor_int(int x0)
{
    return float(x0);
}
float float_ctor_uint(uint x0)
{
    return float(x0);
}
float2 vec2_ctor(float x0, float x1)
{
    return float2(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);
}
// Uniforms

uniform float4 _sk_RTAdjust : register(c1);
uniform float2 _uAtlasSizeInv_S0 : register(c2);
uniform float4 _ulocalMatrix_S0 : register(c3);
uniform float3x3 _umatrix_S1_c0_c1 : register(c4);
#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 _inPosition = {0, 0};
static float4 _inColor = {0, 0, 0, 0};
static uint2 _inTextureCoords = {0, 0};

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

// Varyings
static noperspective float2 _vTextureCoords_S0 = {0, 0};
static noperspective float _vTexIndex_S0 = {0};
static noperspective float4 _vinColor_S0 = {0, 0, 0, 0};
static noperspective float2 _vTransformedCoords_6_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 = _vinColor_S0;
    output.v1 = _vTextureCoords_S0;
    output.v2 = _vTransformedCoords_6_S0;

    return output;
}

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

int _texIdx3013 = {0};
float2 _unormTexCoords3014 = vec2_ctor(float_ctor_uint(_inTextureCoords.x), float_ctor_uint(_inTextureCoords.y));
(_vTextureCoords_S0 = (_unormTexCoords3014 * _uAtlasSizeInv_S0));
(_vTexIndex_S0 = float_ctor_int(_texIdx3013));
(_vinColor_S0 = _inColor);
float2 __tmp_0_inPosition3015 = ((_ulocalMatrix_S0.xz * _inPosition) + _ulocalMatrix_S0.yw);
(gl_Position = vec4_ctor(_inPosition, 0.0, 1.0));
{
(_vTransformedCoords_6_S0 = mul(transpose(mat3x2_ctor(_umatrix_S1_c0_c1)), vec3_ctor(__tmp_0_inPosition3015, 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);
}
Wstruct PS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD3;
    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);
}
float4 vec4_ctor(float x0, float x1, float x2, float x3)
{
    return float4(x0, x1, x2, x3);
}
// Uniforms

uniform float4 _uscale_S1_c0_c0_c0[2] : register(c0);
uniform float4 _ubias_S1_c0_c0_c0[2] : register(c2);
uniform float _uthreshold_S1_c0_c0_c0 : register(c4);
uniform float4 _uleftBorderColor_S1_c0 : register(c5);
uniform float4 _urightBorderColor_S1_c0 : register(c6);
static const uint _uTextureSampler_0_S0 = 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 _vTextureCoords_S0 = {0, 0};
static noperspective float4 _vinColor_S0 = {0, 0, 0, 0};
static noperspective float2 _vTransformedCoords_6_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){
    _vinColor_S0 = input.v0;
    _vTextureCoords_S0 = input.v1.xy;
    _vTransformedCoords_6_S0 = input.v2.xy;

float4 _outputColor_S03014 = _vinColor_S0;
float4 _texColor3015 = gl_texture2D(_uTextureSampler_0_S0, _vTextureCoords_S0, -0.474999994).xxxx;
float4 _outputCoverage_S03016 = _texColor3015;
float4 __27_input3017 = _outputColor_S03014;
float2 __30_tmp_3_coords3018 = _vTransformedCoords_6_S0;
float4 __31_t3019 = vec4_ctor((__30_tmp_3_coords3018.x + 9.99999975e-06), 1.0, 0.0, 0.0);
float4 __32_outColor3020 = {0, 0, 0, 0};
if ((__31_t3019.x < 0.0))
{
(__32_outColor3020 = _uleftBorderColor_S1_c0);
}
else
{
if ((__31_t3019.x > 1.0))
{
(__32_outColor3020 = _urightBorderColor_S1_c0);
}
else
{
float2 __34_tmp_1_coords3021 = vec2_ctor(__31_t3019.x, 0.0);
float __35_t3022 = __34_tmp_1_coords3021.x;
float4 __36_s3023 = {0, 0, 0, 0};
float4 __37_b3024 = {0, 0, 0, 0};
if ((__35_t3022 < _uthreshold_S1_c0_c0_c0))
{
(__36_s3023 = _uscale_S1_c0_c0_c0[0]);
(__37_b3024 = _ubias_S1_c0_c0_c0[0]);
}
else
{
(__36_s3023 = _uscale_S1_c0_c0_c0[1]);
(__37_b3024 = _ubias_S1_c0_c0_c0[1]);
}
float4 __38_color3025 = ((__35_t3022 * __36_s3023) + __37_b3024);
(__38_color3025.xyz *= __38_color3025.w);
(__32_outColor3020 = __38_color3025);
}
}
(__27_input3017 = __32_outColor3020);
float4 _output_S13026 = __27_input3017;
{
(out_sk_FragColor = (_output_S13026 * _outputCoverage_S03016));
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColor�struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD3;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float2 v1 : TEXCOORD1;
    noperspective float2 v2 : TEXCOORD2;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD3;
    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; 
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
����DXBCj��ѹm�_5s�����4�@�0RDEF��<���uRD11< ($|�$GlobalsDriverConstants���|�p�0@h|��������� ����������0|���������@,��������_sk_RTAdjustfloat4u_uAtlasSizeInv_S0float2����_ulocalMatrix_S0_umatrix_S1_c0_c1float3x3�|�������� ���������0���������!8<��������`<<��������dx_ViewAdjustdx_ViewCoordsdx_ViewScaleclipControlOriginfloat���3clipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGN\PPPTEXCOORD���OSGN������SV_PositionTEXCOORD���SHEXHP�jYF� YF� _2_�_2g� e� e� e2 e� h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?�?6� 6� F6B @6� FV2F82 FF� 22�� Fօ B F� F� F� F>STAT���DXBC�u;����'�"�5��4��RDEF��<����RD11< ($������
�samplers2D[0]textures2D[0]$Globals�����p� ����������  ���������@<��������`Px���������`x��������_uscale_S1_c0_c0_c0float4��_ubias_S1_c0_c0_c0��_uthreshold_S1_c0_c0_c0float��4_uleftBorderColor_S1_c0�_urightBorderColor_S1_c0Microsoft (R) HLSL Shader Compiler 10.1���ISGN������SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEXP�jYF� Z`XpUUb 2b Be� h*@��'71"

� 7�VF� F� 7�VF� F� 2	�FF8r�F1"@�?
1
@7
�VF� F7
�F� FJ���CUFF~`@33�8� F>STAT�
BPLG���%911db897eaa2d9b7`ANGLE (NVIDIA, NVIDIA GeForce GT 730 (0x00001287) Direct3D11 vs_5_0 ps_5_0, D3D11-27.21.14.5671)��@������������������,,position
_upositionP�coverage
_ucoverage
localCoord_ulocalCoordP�	texSubset_utexSubsetR����������*����������sk_RTAdjustuTextureSampler_0_S0
_usk_RTAdjust_uuTextureSampler_0_S0sk_FragColor_usk_FragColorR�@^�����������������������������������������������������������������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD3;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float2 v1 : TEXCOORD1;
    noperspective float v2 : TEXCOORD2;
};
#pragma warning( disable: 3556 3571 )
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 float _coverage = {0};
static float2 _localCoord = {0, 0};
static float4 _texSubset = {0, 0, 0, 0};

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

// Varyings
static noperspective float2 _vlocalCoord_S0 = {0, 0};
static noperspective float4 _vtexSubset_S0 = {0, 0, 0, 0};
static noperspective float _vcoverage_S0 = {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 = _vtexSubset_S0;
    output.v1 = _vlocalCoord_S0;
    output.v2 = _vcoverage_S0;

    return output;
}

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

float2 t0 = _position, _position3010 = t0;
(_vlocalCoord_S0 = _localCoord);
(_vtexSubset_S0 = _texSubset);
(_vcoverage_S0 = _coverage);
(gl_Position = vec4_ctor(_position3010, 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 : TEXCOORD3;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float2 v1 : TEXCOORD1;
    noperspective float v2 : TEXCOORD2;
};

#pragma warning( disable: 3556 3571 )
float4 vec4_ctor(float x0)
{
    return float4(x0, x0, x0, x0);
}
// Uniforms

static const uint _uTextureSampler_0_S0 = 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 _vlocalCoord_S0 = {0, 0};
static noperspective float4 _vtexSubset_S0 = {0, 0, 0, 0};
static noperspective float _vcoverage_S0 = {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){
    _vtexSubset_S0 = input.v0;
    _vlocalCoord_S0 = input.v1.xy;
    _vcoverage_S0 = input.v2.x;

float4 _outputColor_S03007 = {1.0, 1.0, 1.0, 1.0};
float2 _texCoord3008 = _vlocalCoord_S0;
float4 _subset3009 = _vtexSubset_S0;
(_texCoord3008 = clamp(_texCoord3008, _subset3009.xy, _subset3009.zw));
(_outputColor_S03007 = gl_texture2D(_uTextureSampler_0_S0, _texCoord3008, -0.474999994));
float _coverage3010 = _vcoverage_S0;
float4 _outputCoverage_S03011 = vec4_ctor(_coverage3010);
{
(out_sk_FragColor = (_outputColor_S03007 * _outputCoverage_S03011));
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColor�struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD3;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float2 v1 : TEXCOORD1;
    noperspective float v2 : TEXCOORD2;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD3;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float2 v1 : TEXCOORD1;
    noperspective float 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; 
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
�����DXBC��N��D�-L�:�j�4|�RDEF��<����RD11< ($|�$GlobalsDriverConstants���|� �(@���������_sk_RTAdjustfloat4����������� ��������80��������E8`���������<`��������dx_ViewAdjustdx_ViewCoordsfloat2�dx_ViewScaleclipControlOriginfloat���WclipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGNthhhhTEXCOORD���OSGN������SV_PositionTEXCOORD���SHEX�PtjYF� YF� _2__2_�g� e� e� e2 eB h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?6� 6� F6B @6� F62 F6B 
>STAT�	�`DXBC�Cє��Ss����ŕ`4����RDEF�<����RD11< ($|�����
samplers2D[0]textures2D[0]Microsoft (R) HLSL Shader Compiler 10.1ISGN������SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX�P;jZ`XpUUb �b 2b Be� h42FF32F�J���CU�FF~`@33�8� F�>STAT�BPLG���$911db897eaa2d9b7`ANGLE (NVIDIA, NVIDIA GeForce GT 730 (0x00001287) Direct3D11 vs_5_0 ps_5_0, D3D11-27.21.14.5671)��@������������������,,
inPosition_uinPositionP�inColor	_uinColorR�
inQuadEdge_uinQuadEdgeR�������������������sk_RTAdjust
u_skRTFlip
_usk_RTAdjust_uu_skRTFlipsk_FragColor_usk_FragColorR�@���������������������������������������������������������������������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float4 v1 : TEXCOORD1;
};
#pragma warning( disable: 3556 3571 )
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 _inPosition = {0, 0};
static float4 _inColor = {0, 0, 0, 0};
static float4 _inQuadEdge = {0, 0, 0, 0};

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

// Varyings
static noperspective float4 _vQuadEdge_S0 = {0, 0, 0, 0};
static noperspective float4 _vinColor_S0 = {0, 0, 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 = _vQuadEdge_S0;
    output.v1 = _vinColor_S0;

    return output;
}

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

(_vQuadEdge_S0 = _inQuadEdge);
(_vinColor_S0 = _inColor);
float2 __tmp_0_inPosition3008 = _inPosition;
(gl_Position = vec4_ctor(__tmp_0_inPosition3008, 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;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float4 v1 : TEXCOORD1;
};

#pragma warning( disable: 3556 3571 )
float2 vec2_ctor(float x0, float x1)
{
    return float2(x0, x1);
}
float4 vec4_ctor(float x0)
{
    return float4(x0, x0, x0, x0);
}
// Uniforms

uniform float2 _u_skRTFlip : 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 noperspective float4 _vQuadEdge_S0 = {0, 0, 0, 0};
static noperspective float4 _vinColor_S0 = {0, 0, 0, 0};

static float4 out_sk_FragColor = {0, 0, 0, 0};

cbuffer DriverConstants : register(b1)
{
    uint dx_Misc : packoffset(c2.w);
};

@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){
    _vQuadEdge_S0 = input.v0;
    _vinColor_S0 = input.v1;

float4 _outputColor_S03006 = _vinColor_S0;
float _edgeAlpha3007 = {0};
float2 _duvdx3008 = ddx(_vQuadEdge_S0.xy);
float2 _duvdy3009 = (_u_skRTFlip.y * ddy(_vQuadEdge_S0.xy));
if (((_vQuadEdge_S0.z > 0.0) && (_vQuadEdge_S0.w > 0.0)))
{
(_edgeAlpha3007 = min((min(_vQuadEdge_S0.z, _vQuadEdge_S0.w) + 0.5), 1.0));
}
else
{
float2 _gF3010 = vec2_ctor((((2.0 * _vQuadEdge_S0.x) * _duvdx3008.x) - _duvdx3008.y), (((2.0 * _vQuadEdge_S0.x) * _duvdy3009.x) - _duvdy3009.y));
(_edgeAlpha3007 = ((_vQuadEdge_S0.x * _vQuadEdge_S0.x) - _vQuadEdge_S0.y));
(_edgeAlpha3007 = clamp((0.5 - (_edgeAlpha3007 / length(_gF3010))), 0.0, 1.0));
}
float4 _outputCoverage_S03011 = vec4_ctor(_edgeAlpha3007);
{
(out_sk_FragColor = (_outputColor_S03006 * _outputCoverage_S03011));
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColor�struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float4 v1 : TEXCOORD1;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
    noperspective 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
}
���4DXBCGQ���64v}�Y\��44d��RDEF��<����RD11< ($|�$GlobalsDriverConstants���|� �(@���������_sk_RTAdjustfloat4����������� ��������80��������E8`���������<`��������dx_ViewAdjustdx_ViewCoordsfloat2�dx_ViewScaleclipControlOriginfloat���WclipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGN\PPPTEXCOORD���OSGN�htttSV_PositionTEXCOORD���SHEX�PijYF� YF� _2_�_�g� e� e� e� h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?6� 6� F6B @6� F6� F>STAT��DXBCʯ<���V�<Qaf�W�4D�tRDEFh<����RD11< ($\$Globals���\�����������_u_skRTFlipfloat2��Microsoft (R) HLSL Shader Compiler 10.1ISGN�htttSV_PositionTEXCOORD���OSGN, SV_TARGET��SHEXlP�jYF� b �b �e� h|2F82FV� B

2
"*
�Az2F2
*
�AFFK
2
"

�A
 
�A@?3":*"@?3"@�?1
�@�B:*7	*
8� F>STAT�BPLG��%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�	texSubset_utexSubsetR����������*����������sk_RTAdjustuTextureSampler_0_S0
_usk_RTAdjust_uuTextureSampler_0_S0sk_FragColor_usk_FragColorR�@^�����������������������������������������������������������������������������������������������Vstruct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD3;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float4 v1 : TEXCOORD1;
    noperspective float2 v2 : TEXCOORD2;
};
#pragma warning( disable: 3556 3571 )
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 float4 _color = {0, 0, 0, 0};
static float2 _localCoord = {0, 0};
static float4 _texSubset = {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 _vlocalCoord_S0 = {0, 0};
static noperspective float4 _vtexSubset_S0 = {0, 0, 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 = _vcolor_S0;
    output.v1 = _vtexSubset_S0;
    output.v2 = _vlocalCoord_S0;

    return output;
}

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

(_vcolor_S0 = _color);
(_vlocalCoord_S0 = _localCoord);
(_vtexSubset_S0 = _texSubset);
(gl_Position = vec4_ctor(_position, 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 : TEXCOORD3;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float4 v1 : TEXCOORD1;
    noperspective float2 v2 : TEXCOORD2;
};

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

static const uint _uTextureSampler_0_S0 = 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 _vlocalCoord_S0 = {0, 0};
static noperspective float4 _vtexSubset_S0 = {0, 0, 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){
    _vcolor_S0 = input.v0;
    _vtexSubset_S0 = input.v1;
    _vlocalCoord_S0 = input.v2.xy;

float4 _outputColor_S03007 = _vcolor_S0;
float2 _texCoord3008 = _vlocalCoord_S0;
float4 _subset3009 = _vtexSubset_S0;
(_texCoord3008 = clamp(_texCoord3008, _subset3009.xy, _subset3009.zw));
(_outputColor_S03007 = (gl_texture2D(_uTextureSampler_0_S0, _texCoord3008, -0.474999994) * _outputColor_S03007));
{
(out_sk_FragColor = _outputColor_S03007);
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColor�struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD3;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float4 v1 : TEXCOORD1;
    noperspective float2 v2 : TEXCOORD2;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD3;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float4 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; 
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
�����DXBC�������zR��Ix�W�4|�RDEF��<����RD11< ($|�$GlobalsDriverConstants���|� �(@���������_sk_RTAdjustfloat4����������� ��������80��������E8`���������<`��������dx_ViewAdjustdx_ViewCoordsfloat2�dx_ViewScaleclipControlOriginfloat���WclipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGNthhhhTEXCOORD���OSGN������SV_PositionTEXCOORD���SHEX�PtjYF� YF� _2_�_2_�g� e� e� e� e2 h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?6� 6� F6B @6� F6� F62 F>STAT�	�`DXBCOX�B��D��9js�u�`4����RDEF�<����RD11< ($|�����
samplers2D[0]textures2D[0]Microsoft (R) HLSL Shader Compiler 10.1ISGN������SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX�P;jZ`XpUUb �b �b 2e� h42FF32F�J���CU�FF~`@33�8� FF>STAT�BPLG���'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_c0uclamp_S1_c0_c0uTextureSampler_0_S1
_usk_RTAdjust_uumatrix_S1_c0_uuclamp_S1_c0_c0_uuTextureSampler_0_S1sk_FragColor_usk_FragColorR�@^��������������������������������������������������������������������������������������������������������������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float2 v1 : TEXCOORD1;
};
#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_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

// 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_3_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 = _vcolor_S0;
    output.v1 = _vTransformedCoords_3_S0;

    return output;
}

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

(_vcolor_S0 = _color);
(gl_Position = vec4_ctor(_position, 0.0, 1.0));
{
(_vTransformedCoords_3_S0 = mul(transpose(mat3x2_ctor(_umatrix_S1_c0)), 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);
}
�struct PS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float2 v1 : TEXCOORD1;
};

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

uniform float4 _uclamp_S1_c0_c0 : register(c0);
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 _vTransformedCoords_3_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){
    _vcolor_S0 = input.v0;
    _vTransformedCoords_3_S0 = input.v1.xy;

float4 _outputColor_S03008 = _vcolor_S0;
float4 __8_input3009 = _outputColor_S03008;
float2 __9_inCoord3010 = _vTransformedCoords_3_S0;
float2 __10_subsetCoord3011 = {0, 0};
(__10_subsetCoord3011.x = __9_inCoord3010.x);
(__10_subsetCoord3011.y = __9_inCoord3010.y);
float2 __11_clampedCoord3012 = clamp(__10_subsetCoord3011, _uclamp_S1_c0_c0.xy, _uclamp_S1_c0_c0.zw);
float4 __12_textureColor3013 = gl_texture2D(_uTextureSampler_0_S1, __11_clampedCoord3012, -0.474999994);
(__8_input3009 = __12_textureColor3013);
float4 _output_S13014 = __8_input3009;
{
(out_sk_FragColor = _output_S13014);
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColor�struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float2 v1 : TEXCOORD1;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    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; 
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
����DXBC2�?/4��ud^��Ʋ�4d�PHRDEF(�<����RD11< ($|�$GlobalsDriverConstants���|�P��@,��������P ,h��������_sk_RTAdjustfloat4%_umatrix_S1_c0float3x3_T,��������b x���������0x���������8����������<���������dx_ViewAdjustdx_ViewCoordsfloat2�pdx_ViewScaleclipControlOriginfloat����clipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGN\PPPTEXCOORD���OSGN�htttSV_PositionTEXCOORD���SHEX�P|jYF� YF� _2_�_2g� e� e� e2 h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?�?6� 6� F6B @6� F62F F� F" F� F>STAT�
��DXBC�)\,,գkW\�%Ls�4�,`8RDEFh�<���@RD11< ($������
�samplers2D[0]textures2D[0]$Globals�������������_uclamp_S1_c0_c0float4Microsoft (R) HLSL Shader Compiler 10.1ISGN�htttSV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX�P4jYF� Z`XpUUb 2e� h42FF� 32F� J���CU� FF~`@33�>STAT�BPLG���2911db897eaa2d9b7`ANGLE (NVIDIA, NVIDIA GeForce GT 730 (0x00001287) Direct3D11 vs_5_0 ps_5_0, D3D11-27.21.14.5671)��@������������������,,position
_upositionP�color_ucolorR�������������������	���������������������������*����������sk_RTAdjust
u_skRTFlipumatrix_S1_c0_c0_c0urect_S1_c0_c0urectUniform_S2_c0uTextureSampler_0_S1
_usk_RTAdjust_uu_skRTFlip_uumatrix_S1_c0_c0_c0_uurect_S1_c0_c0_uurectUniform_S2_c0_uuTextureSampler_0_S1sk_FragColor_usk_FragColorR�@^���������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
};
#pragma warning( disable: 3556 3571 )
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 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};

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;

    return output;
}

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

(_vcolor_S0 = _color);
(gl_Position = vec4_ctor(_position, 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;
    float4 gl_FragCoord : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
};

#pragma warning( disable: 3556 3571 )
float float_ctor(bool x0)
{
    return float(x0);
}
float2 vec2_ctor(float x0, float x1)
{
    return float2(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(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 float3x3 _umatrix_S1_c0_c0_c0 : register(c1);
uniform float4 _urect_S1_c0_c0 : register(c4);
uniform float4 _urectUniform_S2_c0 : register(c5);
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 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
@@ 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;

float4 _sk_FragCoord3009 = vec4_ctor(gl_FragCoord.x, (_u_skRTFlip.x + (_u_skRTFlip.y * gl_FragCoord.y)), gl_FragCoord.z, gl_FragCoord.w);
float4 _outputColor_S03010 = _vcolor_S0;
float2 __13_tmp_1_coords3011 = _sk_FragCoord3009.xy;
float __14_xCoverage3012 = {0};
float __15_yCoverage3013 = {0};
{
float2 __16_xy3014 = max((_urect_S1_c0_c0.xy - __13_tmp_1_coords3011), (__13_tmp_1_coords3011 - _urect_S1_c0_c0.zw));
(__14_xCoverage3012 = gl_texture2D(_uTextureSampler_0_S1, mul(transpose(mat3x2_ctor(_umatrix_S1_c0_c0_c0)), vec3_ctor(vec2_ctor(__16_xy3014.x, 0.5), 1.0)), -0.474999994).x);
(__15_yCoverage3013 = gl_texture2D(_uTextureSampler_0_S1, mul(transpose(mat3x2_ctor(_umatrix_S1_c0_c0_c0)), vec3_ctor(vec2_ctor(__16_xy3014.y, 0.5), 1.0)), -0.474999994).x);
}
float4 _output_S13015 = vec4_ctor((__14_xCoverage3012 * __15_yCoverage3013));
float __18_coverage3016 = float_ctor(all((vec4_ctor(_sk_FragCoord3009.xy, _urectUniform_S2_c0.zw) > vec4_ctor(_urectUniform_S2_c0.xy, _sk_FragCoord3009.xy))));
{
(__18_coverage3016 = (1.0 - __18_coverage3016));
}
float4 _output_S23017 = (vec4_ctor(__18_coverage3016) * _output_S13015);
{
(out_sk_FragColor = (_outputColor_S03010 * _output_S23017));
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColor�struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    noperspective 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
}
��DXBCl�B��j���MH!04L�lRDEF��<����RD11< ($|�$GlobalsDriverConstants���|� �(@���������_sk_RTAdjustfloat4����������� ��������80��������E8`���������<`��������dx_ViewAdjustdx_ViewCoordsfloat2�dx_ViewScaleclipControlOriginfloat���WclipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGND88TEXCOORD���OSGN�htttSV_PositionTEXCOORD���SHEX�PdjYF� YF� _2_�g� e� e� e� h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?6� 6� F6� F6� F>STAT�
�$
DXBC�|(�,������E�$
4�$X�	RDEF`�<���8RD11< ($������
��samplers2D[0]textures2D[0]$GlobalsDriverConstants����$`��`�����������,��������@@X��������|PX��������_u_skRTFlipfloat2��_umatrix_S1_c0_c0_c0float3x3��_urect_S1_c0_c0float4�P_urectUniform_S2_c0�X���������0���������� ����������8����������,���������@ ��������dx_ViewCoordsdx_FragCoordOffsetdx_DepthFrontfloat3���dx_ViewScaledx_Miscdword��samplerMetadataSamplerMetadatabaseLevelint��FwrapModespaddingint2��intBorderColorint4�<LpLz����,Microsoft (R) HLSL Shader Compiler 10.1ISGN�htttSV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX(P�jYF� YF� Z`XpUUd 2b �e� h	2FF� �A2B� 
� 	��A� 	2�� �A42�F6�@?�?F� �"F� �J���CU"F~`@33�F� �"F� �J���CU�F�s`@33�8":12F� �1R�� R*
7	
@@�?8
8� F>STAT�BPLG���"911db897eaa2d9b7`ANGLE (NVIDIA, NVIDIA GeForce GT 730 (0x00001287) Direct3D11 vs_5_0 ps_5_0, D3D11-27.21.14.5671)��@������������������,,position
_upositionP�
localCoord_ulocalCoordP�	texSubset_utexSubsetR����������*����������sk_RTAdjustuTextureSampler_0_S0
_usk_RTAdjust_uuTextureSampler_0_S0sk_FragColor_usk_FragColorR�@^����������������������������������������������������������������������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float2 v1 : TEXCOORD1;
};
#pragma warning( disable: 3556 3571 )
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 _texSubset = {0, 0, 0, 0};

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

// Varyings
static noperspective float2 _vlocalCoord_S0 = {0, 0};
static noperspective float4 _vtexSubset_S0 = {0, 0, 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 = _vtexSubset_S0;
    output.v1 = _vlocalCoord_S0;

    return output;
}

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

(_vlocalCoord_S0 = _localCoord);
(_vtexSubset_S0 = _texSubset);
(gl_Position = vec4_ctor(_position, 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);
}
fstruct PS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float2 v1 : TEXCOORD1;
};

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

static const uint _uTextureSampler_0_S0 = 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 _vlocalCoord_S0 = {0, 0};
static noperspective float4 _vtexSubset_S0 = {0, 0, 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){
    _vtexSubset_S0 = input.v0;
    _vlocalCoord_S0 = input.v1.xy;

float4 _outputColor_S03006 = {1.0, 1.0, 1.0, 1.0};
float2 _texCoord3007 = _vlocalCoord_S0;
float4 _subset3008 = _vtexSubset_S0;
(_texCoord3007 = clamp(_texCoord3007, _subset3008.xy, _subset3008.zw));
(_outputColor_S03006 = gl_texture2D(_uTextureSampler_0_S0, _texCoord3007, -0.474999994));
{
(out_sk_FragColor = _outputColor_S03006);
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColor�struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float2 v1 : TEXCOORD1;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    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; 
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
���4DXBCH�$d���:)��)44d��RDEF��<����RD11< ($|�$GlobalsDriverConstants���|� �(@���������_sk_RTAdjustfloat4����������� ��������80��������E8`���������<`��������dx_ViewAdjustdx_ViewCoordsfloat2�dx_ViewScaleclipControlOriginfloat���WclipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGN\PPPTEXCOORD���OSGN�htttSV_PositionTEXCOORD���SHEX�PijYF� YF� _2_2_�g� e� e� e2 h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?6� 6� F6B @6� F62 F>STAT�� DXBCR��-!�E p��Np 4����RDEF�<����RD11< ($|�����
samplers2D[0]textures2D[0]Microsoft (R) HLSL Shader Compiler 10.1ISGN�htttSV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX�P1jZ`XpUUb �b 2e� h42FF32F�J���CU� FF~`@33�>STAT�BPLG��j$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_S1uTextureSampler_0_S1
_usk_RTAdjust_uumatrix_S1_uuTextureSampler_0_S1sk_FragColor_usk_FragColorR�@^������������������������������������������������������������������������������������������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float2 v1 : TEXCOORD1;
};
#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 = _vcolor_S0;
    output.v1 = _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);
}
�struct PS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float2 v1 : TEXCOORD1;
};

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

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 _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){
    _vcolor_S0 = input.v0;
    _vTransformedCoords_2_S0 = input.v1.xy;

float4 _outputColor_S03007 = _vcolor_S0;
float4 _output_S13008 = gl_texture2D(_uTextureSampler_0_S1, _vTransformedCoords_2_S0, -0.474999994).xxxx;
{
(out_sk_FragColor = (_outputColor_S03007 * _output_S13008));
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColor�struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float2 v1 : TEXCOORD1;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    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; 
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
����DXBC�A�{�y��Er2`���4d�PHRDEF(�<����RD11< ($|�$GlobalsDriverConstants���|�P��@,��������P ,h��������_sk_RTAdjustfloat4%_umatrix_S1float3x3���\T,��������b x���������0x���������8����������<���������dx_ViewAdjustdx_ViewCoordsfloat2�pdx_ViewScaleclipControlOriginfloat����clipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGN\PPPTEXCOORD���OSGN�htttSV_PositionTEXCOORD���SHEX�P|jYF� YF� _2_�_2g� e� e� e2 h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?�?6� 6� F6B @6� F62F F� F" F� F>STAT�
�DXBC��F}���_���4���hRDEF�<����RD11< ($|�����
samplers2D[0]textures2D[0]Microsoft (R) HLSL Shader Compiler 10.1ISGN�htttSV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX�P*jZ`XpUUb �b 2e� hJ���CUFF~`@33�8� F>STAT�BPLG���9911db897eaa2d9b7`ANGLE (NVIDIA, NVIDIA GeForce GT 730 (0x00001287) Direct3D11 vs_5_0 ps_5_0, D3D11-27.21.14.5671)��@������������������,,resolveLevel_and_idx_uresolveLevel_and_idxP�p01_up01R�p23_up23R�fanPointAttrib_ufanPointAttribP�������������������������������������sk_RTAdjustuaffineMatrix_S0
utranslate_S0	ucolor_S0
_usk_RTAdjust_uuaffineMatrix_S0_uutranslate_S0_uucolor_S0sk_FragColor_usk_FragColorR�@��������������������������������������������������������������������������������������������������������������������������������������~struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD0;
};
#pragma warning( disable: 3556 3571 )
float2 vec2_ctor(float x0)
{
    return float2(x0, x0);
}
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);
}
// Uniforms

uniform float4 _sk_RTAdjust : register(c1);
uniform float4 _uaffineMatrix_S0 : register(c2);
uniform float2 _utranslate_S0 : 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

// Attributes
static float2 _resolveLevel_and_idx = {0, 0};
static float4 _p01 = {0, 0, 0, 0};
static float4 _p23 = {0, 0, 0, 0};
static float2 _fanPointAttrib = {0, 0};

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

// Varyings

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);
};

float f_wangs_formula_max_fdiff_p2_ff2f2f2f2f22_float2x2(in float2 _p0, in float2 _p1, in float2 _p2, in float2 _p3, in float2x2 _matrix)
{
float2 _d03017 = mul(transpose(_matrix), (((float2(-2.0, -2.0) * _p1) + _p2) + _p0));
float2 _d13018 = mul(transpose(_matrix), (((float2(-2.0, -2.0) * _p2) + _p3) + _p1));
return max(dot(_d03017, _d03017), dot(_d13018, _d13018));
}
float f_wangs_formula_conic_p2_fff2f2f2f(in float __precision_, in float2 _p0, in float2 _p1, in float2 _p2, in float _w)
{
float2 _C3025 = ((min(min(_p0, _p1), _p2) + max(max(_p0, _p1), _p2)) * 0.5);
(_p0 -= _C3025);
(_p1 -= _C3025);
(_p2 -= _C3025);
float _m3026 = sqrt(max(max(dot(_p0, _p0), dot(_p1, _p1)), dot(_p2, _p2)));
float2 _dp3027 = (((vec2_ctor((-2.0 * _w)) * _p1) + _p0) + _p2);
float _dw3028 = abs(((-2.0 * _w) + 2.0));
float _rp_minus_13029 = max(0.0, ((_m3026 * __precision_) + -1.0));
float _numer3030 = ((length(_dp3027) * __precision_) + (_rp_minus_13029 * _dw3028));
float _denom3031 = (4.0 * min(_w, 1.0));
return (_numer3030 / _denom3031);
}
@@ 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;

    return output;
}

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

float2x2 _AFFINE_MATRIX3033 = mat2_ctor(_uaffineMatrix_S0.xy, _uaffineMatrix_S0.zw);
float2 _TRANSLATE3034 = _utranslate_S0;
float _resolveLevel3035 = _resolveLevel_and_idx.x;
float _idxInResolveLevel3036 = _resolveLevel_and_idx.y;
float2 _localcoord3037 = {0, 0};
if ((_resolveLevel3035 < 0.0))
{
(_localcoord3037 = _fanPointAttrib);
}
else
{
if (isinf(_p23.z))
{
float2 sbf2 = {0, 0};
if ((_resolveLevel3035 != 0.0))
{
(sbf2 = _p01.zw);
}
else
{
float2 sbf3 = {0, 0};
if ((_idxInResolveLevel3036 != 0.0))
{
(sbf3 = _p23.xy);
}
else
{
(sbf3 = _p01.xy);
}
(sbf2 = sbf3);
}
(_localcoord3037 = sbf2);
}
else
{
float2 _p03038 = _p01.xy;
float2 _p13039 = _p01.zw;
float2 _p23040 = _p23.xy;
float2 _p33041 = _p23.zw;
float _w3042 = {-1.0};
float _maxResolveLevel3043 = {0};
if (isinf(_p23.w))
{
(_w3042 = _p33041.x);
float __0_n23044 = f_wangs_formula_conic_p2_fff2f2f2f(4.0, mul(transpose(_AFFINE_MATRIX3033), _p03038), mul(transpose(_AFFINE_MATRIX3033), _p13039), mul(transpose(_AFFINE_MATRIX3033), _p23040), _w3042);
(_maxResolveLevel3043 = ceil((log2(max(__0_n23044, 1.0)) * 0.5)));
(_p13039 *= _w3042);
(_p33041 = _p23040);
}
else
{
float __1_m3045 = f_wangs_formula_max_fdiff_p2_ff2f2f2f2f22_float2x2(_p03038, _p13039, _p23040, _p33041, _AFFINE_MATRIX3033);
(_maxResolveLevel3043 = ceil((log2(max((9.0 * __1_m3045), 1.0)) * 0.25)));
}
if ((_resolveLevel3035 > _maxResolveLevel3043))
{
(_idxInResolveLevel3036 = floor((_idxInResolveLevel3036 * exp2((_maxResolveLevel3043 - _resolveLevel3035)))));
(_resolveLevel3035 = _maxResolveLevel3043);
}
float _fixedVertexID3046 = floor((0.5 + (_idxInResolveLevel3036 * exp2((5.0 - _resolveLevel3035)))));
if (((0.0 < _fixedVertexID3046) && (_fixedVertexID3046 < 32.0)))
{
float _T3047 = (_fixedVertexID3046 * 0.03125);
float2 _ab3048 = lerp(_p03038, _p13039, _T3047);
float2 _bc3049 = lerp(_p13039, _p23040, _T3047);
float2 _cd3050 = lerp(_p23040, _p33041, _T3047);
float2 _abc3051 = lerp(_ab3048, _bc3049, _T3047);
float2 _bcd3052 = lerp(_bc3049, _cd3050, _T3047);
float2 _abcd3053 = lerp(_abc3051, _bcd3052, _T3047);
float _u3054 = lerp(1.0, _w3042, _T3047);
float _v3055 = ((_w3042 + 1.0) - _u3054);
float _uv3056 = lerp(_u3054, _v3055, _T3047);
float2 sbf4 = {0, 0};
if ((_w3042 < 0.0))
{
(sbf4 = _abcd3053);
}
else
{
(sbf4 = (_abc3051 / _uv3056));
}
(_localcoord3037 = sbf4);
}
else
{
float2 sbf5 = {0, 0};
if ((_fixedVertexID3046 == 0.0))
{
(sbf5 = _p03038);
}
else
{
(sbf5 = _p33041);
}
(_localcoord3037 = sbf5);
}
}
}
float2 _vertexpos3057 = (mul(transpose(_AFFINE_MATRIX3033), _localcoord3037) + _TRANSLATE3034);
(gl_Position = vec4_ctor(_vertexpos3057, 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 : TEXCOORD0;
};

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

uniform float4 _ucolor_S0 : 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 float4 out_sk_FragColor = {0, 0, 0, 0};

cbuffer DriverConstants : register(b1)
{
    uint dx_Misc : packoffset(c2.w);
};

@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){

float4 _outputColor_S03004 = _ucolor_S0;
{
(out_sk_FragColor = _outputColor_S03004);
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColor�struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD0;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD0;
};

void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput)
{
    output.gl_Position = input.gl_Position;
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
����<DXBC����k�8��ZM��c<4p�D�RDEF4�<���	RD11< ($|�$GlobalsDriverConstants���|�@��@@T��������x T���������0���������_sk_RTAdjustfloat4M_uaffineMatrix_S0_utranslate_S0float2��T��������� ����������0����������8����������<���������dx_ViewAdjustdx_ViewCoordsdx_ViewScaleclipControlOriginfloat����clipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGNthhhhTEXCOORD���OSGNP8DSV_PositionTEXCOORD���SHEXTP�jYF� YF� _2_�_�_2g� e� h1
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F"��BFF4"*8"@A4"@�?/"8"@�>B6��6��6@��1"

B

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��DXBC��S��@��܋��~��4D��RDEFh<����RD11< ($\$Globals���\�����������_ucolor_S0float4���Microsoft (R) HLSL Shader Compiler 10.1ISGNP8DSV_PositionTEXCOORD���OSGN, SV_TARGET��SHEXDPjYF� e� 6� F� >STAT�BPLG��%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�	texSubset_utexSubsetR����������*����������sk_RTAdjustuTextureSampler_0_S0
_usk_RTAdjust_uuTextureSampler_0_S0sk_FragColor_usk_FragColorR�@^�����������������������������������������������������������������������������������������������Vstruct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD3;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float4 v1 : TEXCOORD1;
    noperspective float2 v2 : TEXCOORD2;
};
#pragma warning( disable: 3556 3571 )
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 float4 _color = {0, 0, 0, 0};
static float2 _localCoord = {0, 0};
static float4 _texSubset = {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 _vlocalCoord_S0 = {0, 0};
static noperspective float4 _vtexSubset_S0 = {0, 0, 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 = _vcolor_S0;
    output.v1 = _vtexSubset_S0;
    output.v2 = _vlocalCoord_S0;

    return output;
}

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

(_vcolor_S0 = _color);
(_vlocalCoord_S0 = _localCoord);
(_vtexSubset_S0 = _texSubset);
(gl_Position = vec4_ctor(_position, 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 : TEXCOORD3;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float4 v1 : TEXCOORD1;
    noperspective float2 v2 : TEXCOORD2;
};

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

static const uint _uTextureSampler_0_S0 = 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 _vlocalCoord_S0 = {0, 0};
static noperspective float4 _vtexSubset_S0 = {0, 0, 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){
    _vcolor_S0 = input.v0;
    _vtexSubset_S0 = input.v1;
    _vlocalCoord_S0 = input.v2.xy;

float4 _outputColor_S03007 = _vcolor_S0;
float2 _texCoord3008 = _vlocalCoord_S0;
float4 _subset3009 = _vtexSubset_S0;
(_texCoord3008 = clamp(_texCoord3008, _subset3009.xy, _subset3009.zw));
(_outputColor_S03007 = (gl_texture2D(_uTextureSampler_0_S0, _texCoord3008, -0.474999994) * _outputColor_S03007));
{
(out_sk_FragColor = _outputColor_S03007);
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColor�struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD3;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float4 v1 : TEXCOORD1;
    noperspective float2 v2 : TEXCOORD2;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD3;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float4 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; 
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
�����DXBC�������zR��Ix�W�4|�RDEF��<����RD11< ($|�$GlobalsDriverConstants���|� �(@���������_sk_RTAdjustfloat4����������� ��������80��������E8`���������<`��������dx_ViewAdjustdx_ViewCoordsfloat2�dx_ViewScaleclipControlOriginfloat���WclipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGNthhhhTEXCOORD���OSGN������SV_PositionTEXCOORD���SHEX�PtjYF� YF� _2_�_2_�g� e� e� e� e2 h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?6� 6� F6B @6� F6� F62 F>STAT�	�`DXBCOX�B��D��9js�u�`4����RDEF�<����RD11< ($|�����
samplers2D[0]textures2D[0]Microsoft (R) HLSL Shader Compiler 10.1ISGN������SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX�P;jZ`XpUUb �b �b 2e� h42FF32F�J���CU�FF~`@33�8� FF>STAT�BPLG���&911db897eaa2d9b7`ANGLE (NVIDIA, NVIDIA GeForce GT 730 (0x00001287) Direct3D11 vs_5_0 ps_5_0, D3D11-27.21.14.5671)��@������������������,,position
_upositionP�color_ucolorR����������������������������sk_RTAdjust
u_skRTFlipurectUniform_S1_c0
_usk_RTAdjust_uu_skRTFlip_uurectUniform_S1_c0sk_FragColor_usk_FragColorR�@��������������������������������������������������������������������������������������������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
};
#pragma warning( disable: 3556 3571 )
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 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};

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;

    return output;
}

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

(_vcolor_S0 = _color);
(gl_Position = vec4_ctor(_position, 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;
    float4 gl_FragCoord : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
};

#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);
#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 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;

float4 _sk_FragCoord3006 = vec4_ctor(gl_FragCoord.x, (_u_skRTFlip.x + (_u_skRTFlip.y * gl_FragCoord.y)), gl_FragCoord.z, gl_FragCoord.w);
float4 _outputColor_S03007 = _vcolor_S0;
float __3_coverage3008 = float_ctor(all((vec4_ctor(_sk_FragCoord3006.xy, _urectUniform_S1_c0.zw) > vec4_ctor(_urectUniform_S1_c0.xy, _sk_FragCoord3006.xy))));
{
(__3_coverage3008 = (1.0 - __3_coverage3008));
}
float4 _output_S13009 = vec4_ctor(__3_coverage3008);
{
(out_sk_FragColor = (_outputColor_S03007 * _output_S13009));
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColor�struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    noperspective 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
}
��DXBCl�B��j���MH!04L�lRDEF��<����RD11< ($|�$GlobalsDriverConstants���|� �(@���������_sk_RTAdjustfloat4����������� ��������80��������E8`���������<`��������dx_ViewAdjustdx_ViewCoordsfloat2�dx_ViewScaleclipControlOriginfloat���WclipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGND88TEXCOORD���OSGN�htttSV_PositionTEXCOORD���SHEX�PdjYF� YF� _2_�g� e� e� e� h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?6� 6� F6� F6� F>STAT�
�DXBC*��W��o׀�L�{4X�tRDEF�<����RD11< ($|�$GlobalsDriverConstants���|� ��@,��������Pl��������_u_skRTFlipfloat2�$_urectUniform_S1_c0float4�dXl��������f0,��������y ����������8,���������,���������dx_ViewCoordsdx_FragCoordOffsetdx_DepthFrontfloat3���dx_ViewScaledx_Miscdword��Microsoft (R) HLSL Shader Compiler 10.1ISGN�htttSV_PositionTEXCOORD���OSGN, SV_TARGET��SHEXXPVjYF� YF� d 2b �e� h	2FF� �A2"� 
� 12F� F1��� 2�
F
7� @F>STAT�BPLG��|911db897eaa2d9b7`ANGLE (NVIDIA, NVIDIA GeForce GT 730 (0x00001287) Direct3D11 vs_5_0 ps_5_0, D3D11-27.21.14.5671)��@������������������,,position
_upositionP�color_ucolorR����������sk_RTAdjust
_usk_RTAdjustsk_FragColor_usk_FragColorR�@�����������������������������������������������������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    noperspective float4 v0 : TEXCOORD0;
};
#pragma warning( disable: 3556 3571 )
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 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};

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 = _vcolor_S0;

    return output;
}

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

(_vcolor_S0 = _color);
(gl_Position = vec4_ctor(_position, 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;
    noperspective float4 v0 : TEXCOORD0;
};

#pragma warning( disable: 3556 3571 )
#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 float4 out_sk_FragColor = {0, 0, 0, 0};

cbuffer DriverConstants : register(b1)
{
    uint dx_Misc : packoffset(c2.w);
};

@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){
    _vcolor_S0 = input.v0;

float4 _outputColor_S03004 = _vcolor_S0;
{
(out_sk_FragColor = _outputColor_S03004);
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColorstruct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    noperspective float4 v0 : TEXCOORD0;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    noperspective 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
}
���DXBC���wL�766h�,�4L�<RDEF��<����RD11< ($|�$GlobalsDriverConstants���|� �(@���������_sk_RTAdjustfloat4����������� ��������80��������E8`���������<`��������dx_ViewAdjustdx_ViewCoordsfloat2�dx_ViewScaleclipControlOriginfloat���WclipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGND88TEXCOORD���OSGNhP\\SV_PositionTEXCOORD���SHEXxP^jYF� YF� _2_�g� e� e� h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?6� 6� F6B @6� F>STAT�
�$DXBC5�[	���Ux����$4�D�RDEFd<���<RD11< ($Microsoft (R) HLSL Shader Compiler 10.1ISGNhP\\SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX<Pjb �e� 6� F>STAT�BPLG���911db897eaa2d9b7`ANGLE (NVIDIA, NVIDIA GeForce GT 730 (0x00001287) Direct3D11 vs_5_0 ps_5_0, D3D11-27.21.14.5671)��@������������������,,
inputPoint_uinputPointP����������������������������sk_RTAdjustuaffineMatrix_S0
utranslate_S0
_usk_RTAdjust_uuaffineMatrix_S0_uutranslate_S0������������������������������������������������������������������������������������������������������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD0;
};
#pragma warning( disable: 3556 3571 )
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);
}
// Uniforms

uniform float4 _sk_RTAdjust : register(c1);
uniform float4 _uaffineMatrix_S0 : register(c2);
uniform float2 _utranslate_S0 : 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

// Attributes
static float2 _inputPoint = {0, 0};

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

// Varyings

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;

    return output;
}

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

float2x2 _AFFINE_MATRIX3006 = mat2_ctor(_uaffineMatrix_S0.xy, _uaffineMatrix_S0.zw);
float2 _TRANSLATE3007 = _utranslate_S0;
float2 _localcoord3008 = _inputPoint;
float2 _vertexpos3009 = (mul(transpose(_AFFINE_MATRIX3006), _localcoord3008) + _TRANSLATE3007);
(gl_Position = vec4_ctor(_vertexpos3009, 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 : TEXCOORD0;
};

#pragma warning( disable: 3556 3571 )
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Varyings


cbuffer DriverConstants : register(b1)
{
    uint dx_Misc : packoffset(c2.w);
};

@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){

return generateOutput();
}
�struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD0;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD0;
};

void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput)
{
    output.gl_Position = input.gl_Position;
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
�HDXBCC�|o��D�k+�}�H4p���RDEF4�<���	RD11< ($|�$GlobalsDriverConstants���|�@��@@T��������x T���������0���������_sk_RTAdjustfloat4M_uaffineMatrix_S0_utranslate_S0float2��T��������� ����������0����������8����������<���������dx_ViewAdjustdx_ViewCoordsdx_ViewScaleclipControlOriginfloat����clipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGN, TEXCOORD���OSGNP8DSV_PositionTEXCOORD���SHEX�PjjYF� YF� _2g� e� h9@:� 7	B 
@@?8�F� 2�
F2FF� 22F�� օ 8" *� 6�@�?6� 6� F6B @>STAT��DXBC7/q�J޺x0�mdD�4�� RDEFd<���<RD11< ($Microsoft (R) HLSL Shader Compiler 10.1ISGNP8DSV_PositionTEXCOORD���OSGNSHEXPj>STAT�BPLG��8(911db897eaa2d9b7`ANGLE (NVIDIA, NVIDIA GeForce GT 730 (0x00001287) Direct3D11 vs_5_0 ps_5_0, D3D11-27.21.14.5671)��@������������������,,position
_upositionP�color_ucolorR����������������������������sk_RTAdjust
u_skRTFlipurectUniform_S1_c0
_usk_RTAdjust_uu_skRTFlip_uurectUniform_S1_c0sk_FragColor_usk_FragColorR�@fsSecondaryColorOut_ufsSecondaryColorOutR�@��������������������������������������������������������������������������������������������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
};
#pragma warning( disable: 3556 3571 )
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 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};

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;

    return output;
}

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

(_vcolor_S0 = _color);
(gl_Position = vec4_ctor(_position, 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);
}
zstruct PS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
};

#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);
#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 float4 out_sk_FragColor = {0, 0, 0, 0};
static float4 out_fsSecondaryColorOut = {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;

float4 _sk_FragCoord3007 = vec4_ctor(gl_FragCoord.x, (_u_skRTFlip.x + (_u_skRTFlip.y * gl_FragCoord.y)), gl_FragCoord.z, gl_FragCoord.w);
float4 _outputColor_S03008 = _vcolor_S0;
float __3_coverage3009 = float_ctor(all((vec4_ctor(_sk_FragCoord3007.xy, _urectUniform_S1_c0.zw) > vec4_ctor(_urectUniform_S1_c0.xy, _sk_FragCoord3007.xy))));
{
(__3_coverage3009 = (1.0 - __3_coverage3009));
}
float4 _output_S13010 = vec4_ctor(__3_coverage3009);
{
(out_fsSecondaryColorOut = _output_S13010);
(out_sk_FragColor = (_outputColor_S03008 * _output_S13010));
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColorR�out_fsSecondaryColorOutout_fsSecondaryColorOut�struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    noperspective 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
}
��DXBCl�B��j���MH!04L�lRDEF��<����RD11< ($|�$GlobalsDriverConstants���|� �(@���������_sk_RTAdjustfloat4����������� ��������80��������E8`���������<`��������dx_ViewAdjustdx_ViewCoordsfloat2�dx_ViewScaleclipControlOriginfloat���WclipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGND88TEXCOORD���OSGN�htttSV_PositionTEXCOORD���SHEX�PdjYF� YF� _2_�g� e� e� e� h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?6� 6� F6� F6� F>STAT�
��pDXBC��@v3N���gj	p4X�,�RDEF�<����RD11< ($|�$GlobalsDriverConstants���|� ��@,��������Pl��������_u_skRTFlipfloat2�$_urectUniform_S1_c0float4�dXl��������f0,��������y ����������8,���������,���������dx_ViewCoordsdx_FragCoordOffsetdx_DepthFrontfloat3���dx_ViewScaledx_Miscdword��Microsoft (R) HLSL Shader Compiler 10.1ISGN�htttSV_PositionTEXCOORD���OSGND88SV_TARGET��SHEX�PhjYF� YF� d 2b �e� e� h	2FF� �A2"� 
� 12F� F1��� 2�
F
7�@@�?�?�?�?8� �F6� F>STAT�
BPLG���+911db897eaa2d9b7`ANGLE (NVIDIA, NVIDIA GeForce GT 730 (0x00001287) Direct3D11 vs_5_0 ps_5_0, D3D11-27.21.14.5671)��@������������������,,position
_upositionP�
localCoord_ulocalCoordP����������������������������*����������sk_RTAdjust
u_skRTFlipurectUniform_S1_c0uTextureSampler_0_S0
_usk_RTAdjust_uu_skRTFlip_uurectUniform_S1_c0_uuTextureSampler_0_S0sk_FragColor_usk_FragColorR�@^�����������������������������������������������������������������������������������������������������������������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    noperspective float2 v0 : TEXCOORD0;
};
#pragma warning( disable: 3556 3571 )
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 noperspective float2 _vlocalCoord_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 = _vlocalCoord_S0;

    return output;
}

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

(_vlocalCoord_S0 = _localCoord);
(gl_Position = vec4_ctor(_position, 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;
    float4 gl_FragCoord : TEXCOORD2;
    noperspective float2 v0 : TEXCOORD0;
};

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

uniform float2 _u_skRTFlip : register(c0);
uniform float4 _urectUniform_S1_c0 : register(c1);
static const uint _uTextureSampler_0_S0 = 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 _vlocalCoord_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
@@ 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;
    _vlocalCoord_S0 = input.v0.xy;

float4 _sk_FragCoord3007 = vec4_ctor(gl_FragCoord.x, (_u_skRTFlip.x + (_u_skRTFlip.y * gl_FragCoord.y)), gl_FragCoord.z, gl_FragCoord.w);
float4 _outputColor_S03008 = {1.0, 1.0, 1.0, 1.0};
float2 _texCoord3009 = _vlocalCoord_S0;
(_outputColor_S03008 = gl_texture2D(_uTextureSampler_0_S0, _texCoord3009, -0.474999994));
float __5_coverage3010 = {0};
{
float4 __6_dists43011 = clamp((float4(1.0, 1.0, -1.0, -1.0) * (_sk_FragCoord3007.xyxy - _urectUniform_S1_c0)), 0.0, 1.0);
float2 __7_dists23012 = ((__6_dists43011.xy + __6_dists43011.zw) - 1.0);
(__5_coverage3010 = (__7_dists23012.x * __7_dists23012.y));
}
float4 _output_S13013 = vec4_ctor(__5_coverage3010);
{
(out_sk_FragColor = (_outputColor_S03008 * _output_S13013));
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColor�struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    noperspective float2 v0 : TEXCOORD0;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    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; 
    output.gl_FragCoord = input.gl_FragCoord;
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
��DXBC�~w�h�W3�}�jV=4L�lRDEF��<����RD11< ($|�$GlobalsDriverConstants���|� �(@���������_sk_RTAdjustfloat4����������� ��������80��������E8`���������<`��������dx_ViewAdjustdx_ViewCoordsfloat2�dx_ViewScaleclipControlOriginfloat���WclipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGND88TEXCOORD���OSGN�htttSV_PositionTEXCOORD���SHEX�PdjYF� YF� _2_2g� e� e� e2 h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?6� 6� F6� F62 F>STAT�
� DXBC�y'�D�?���HY� 4����RDEF��<����RD11< ($������
��samplers2D[0]textures2D[0]$GlobalsDriverConstants����$ ��`t�������������������_u_skRTFlipfloat2��_urectUniform_S1_c0float4�������������0���������� ��������88���������E,T��������x@ p��������dx_ViewCoordsdx_FragCoordOffsetdx_DepthFrontfloat3��dx_ViewScaledx_Miscdword�MsamplerMetadataSamplerMetadatabaseLevelint���wrapModespaddingint2��intBorderColorint4������@�Microsoft (R) HLSL Shader Compiler 10.1ISGN�htttSV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX�PrjYF� YF� Z`XpUUd 2b 2e� h	2FF� �A2B� 
� 	��F� �A8 
�F@�?�?����2�
F
2F@����8
J���CU�FF~`@33�8� F>STAT�
BPLG���"911db897eaa2d9b7`ANGLE (NVIDIA, NVIDIA GeForce GT 730 (0x00001287) Direct3D11 vs_5_0 ps_5_0, D3D11-27.21.14.5671)��@������������������,,position
_upositionP�coverage
_ucoverage
localCoord_ulocalCoordP����������*����������sk_RTAdjustuTextureSampler_0_S0
_usk_RTAdjust_uuTextureSampler_0_S0sk_FragColor_usk_FragColorR�@^����������������������������������������������������������������������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    noperspective float2 v0 : TEXCOORD0;
    noperspective float v1 : TEXCOORD1;
};
#pragma warning( disable: 3556 3571 )
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 float _coverage = {0};
static float2 _localCoord = {0, 0};

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

// Varyings
static noperspective float2 _vlocalCoord_S0 = {0, 0};
static noperspective float _vcoverage_S0 = {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 = _vlocalCoord_S0;
    output.v1 = _vcoverage_S0;

    return output;
}

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

float2 t0 = _position, _position3008 = t0;
(_vlocalCoord_S0 = _localCoord);
(_vcoverage_S0 = _coverage);
(gl_Position = vec4_ctor(_position3008, 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;
    noperspective float2 v0 : TEXCOORD0;
    noperspective float v1 : TEXCOORD1;
};

#pragma warning( disable: 3556 3571 )
float4 vec4_ctor(float x0)
{
    return float4(x0, x0, x0, x0);
}
// Uniforms

static const uint _uTextureSampler_0_S0 = 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 _vlocalCoord_S0 = {0, 0};
static noperspective float _vcoverage_S0 = {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){
    _vlocalCoord_S0 = input.v0.xy;
    _vcoverage_S0 = input.v1.x;

float4 _outputColor_S03006 = {1.0, 1.0, 1.0, 1.0};
float2 _texCoord3007 = _vlocalCoord_S0;
(_outputColor_S03006 = gl_texture2D(_uTextureSampler_0_S0, _texCoord3007, -0.474999994));
float _coverage3008 = _vcoverage_S0;
float4 _outputCoverage_S03009 = vec4_ctor(_coverage3008);
{
(out_sk_FragColor = (_outputColor_S03006 * _outputCoverage_S03009));
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColor�struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    noperspective float2 v0 : TEXCOORD0;
    noperspective float v1 : TEXCOORD1;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    noperspective float2 v0 : TEXCOORD0;
    noperspective float 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
}
���4DXBCc�o��Qi�EN)3��44d��RDEF��<����RD11< ($|�$GlobalsDriverConstants���|� �(@���������_sk_RTAdjustfloat4����������� ��������80��������E8`���������<`��������dx_ViewAdjustdx_ViewCoordsfloat2�dx_ViewScaleclipControlOriginfloat���WclipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGN\PPPTEXCOORD���OSGN�htttSV_PositionTEXCOORD���SHEX�PijYF� YF� _2__2g� e� e2 eB h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?6� 6� F6B @62 F6B 
>STAT��DXBCV��,c4p�DƧ41t4���hRDEF�<����RD11< ($|�����
samplers2D[0]textures2D[0]Microsoft (R) HLSL Shader Compiler 10.1ISGN�htttSV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX�P*jZ`XpUUb 2b Be� hJ���CU�FF~`@33�8� F�>STAT�BPLG��&911db897eaa2d9b7`ANGLE (NVIDIA, NVIDIA GeForce GT 730 (0x00001287) Direct3D11 vs_5_0 ps_5_0, D3D11-27.21.14.5671)��@������������������,,position
_upositionP�color_ucolorR����������������������������sk_RTAdjust
u_skRTFlip
ucircle_S1_c0
_usk_RTAdjust_uu_skRTFlip_uucircle_S1_c0sk_FragColor_usk_FragColorR�@��������������������������������������������������������������������������������������������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
};
#pragma warning( disable: 3556 3571 )
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 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};

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;

    return output;
}

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

(_vcolor_S0 = _color);
(gl_Position = vec4_ctor(_position, 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);
}
Istruct PS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
};

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

uniform float2 _u_skRTFlip : register(c0);
uniform float4 _ucircle_S1_c0 : 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

// Varyings
static noperspective float4 _vcolor_S0 = {0, 0, 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;

float4 _sk_FragCoord3006 = vec4_ctor(gl_FragCoord.x, (_u_skRTFlip.x + (_u_skRTFlip.y * gl_FragCoord.y)), gl_FragCoord.z, gl_FragCoord.w);
float4 _outputColor_S03007 = _vcolor_S0;
float __3_d3008 = ((1.0 - length(((_ucircle_S1_c0.xy - _sk_FragCoord3006.xy) * _ucircle_S1_c0.w))) * _ucircle_S1_c0.z);
float4 _output_S13009 = vec4_ctor(clamp(__3_d3008, 0.0, 1.0));
{
(out_sk_FragColor = (_outputColor_S03007 * _output_S13009));
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColor�struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    noperspective 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
}
��DXBCl�B��j���MH!04L�lRDEF��<����RD11< ($|�$GlobalsDriverConstants���|� �(@���������_sk_RTAdjustfloat4����������� ��������80��������E8`���������<`��������dx_ViewAdjustdx_ViewCoordsfloat2�dx_ViewScaleclipControlOriginfloat���WclipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGND88TEXCOORD���OSGN�htttSV_PositionTEXCOORD���SHEX�PdjYF� YF� _2_�g� e� e� e� h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?6� 6� F6� F6� F>STAT�
�4DXBCػ�v/�e��ŭ��44T��RDEF�<����RD11< ($|�$GlobalsDriverConstants���|� ��@,��������Ph��������_u_skRTFlipfloat2�$_ucircle_S1_c0float4��_Th��������b0,��������u ����������8,���������,���������dx_ViewCoordsdx_FragCoordOffsetdx_DepthFrontfloat3���dx_ViewScaledx_Miscdword��Microsoft (R) HLSL Shader Compiler 10.1ISGN�htttSV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX�P`jYF� YF� d 2b �e� h	2FF� �A2B� 
� 	2��AF� 82F�� FFK

�A@�?8 
*� 8� F>STAT�
	BPLG��G1911db897eaa2d9b7`ANGLE (NVIDIA, NVIDIA GeForce GT 730 (0x00001287) Direct3D11 vs_5_0 ps_5_0, D3D11-27.21.14.5671)��@������������������,,position
_upositionP�
localCoord_ulocalCoordP����������	������������������������������������	���������*����������sk_RTAdjust
umatrix_S1
udir_S1_c0uoffsetsAndKernel_S1_c0[0]uclamp_S1_c0_c0_c0umatrix_S1_c0_c0uTextureSampler_0_S1
_usk_RTAdjust_uumatrix_S1_uudir_S1_c0_uuoffsetsAndKernel_S1_c0[0]_uuclamp_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 float2 _localCoord = {0, 0};

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

// Varyings
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);

(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);
}
:
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]);
}
float4 vec4_ctor(float x0, float x1, float x2, float x3)
{
    return float4(x0, x1, x2, x3);
}
// Uniforms

uniform float4 _uclamp_S1_c0_c0_c0 : register(c0);
uniform float3x3 _umatrix_S1_c0_c0 : register(c1);
uniform float4 _uoffsetsAndKernel_S1_c0[14] : register(c4);
uniform float2 _udir_S1_c0 : register(c18);
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 __26_tmp_1_coords3011 = _vTransformedCoords_2_S0;
float4 __27_sum3012 = {0.0, 0.0, 0.0, 0.0};
{LOOP for(int __28_i3013 = {0}; (__28_i3013 < 6); (++__28_i3013))
{
float4 __29_s3014 = _uoffsetsAndKernel_S1_c0[__28_i3013];
float2 __30_inCoord3015 = mul(transpose(mat3x2_ctor(_umatrix_S1_c0_c0)), vec3_ctor((__26_tmp_1_coords3011 + (__29_s3014.x * _udir_S1_c0)), 1.0));
float2 __31_subsetCoord3016 = {0, 0};
(__31_subsetCoord3016.x = __30_inCoord3015.x);
(__31_subsetCoord3016.y = __30_inCoord3015.y);
float2 __32_clampedCoord3017 = {0, 0};
(__32_clampedCoord3017.x = clamp(__31_subsetCoord3016.x, _uclamp_S1_c0_c0_c0.x, _uclamp_S1_c0_c0_c0.z));
(__32_clampedCoord3017.y = __31_subsetCoord3016.y);
float4 __33_textureColor3018 = vec4_ctor(0.0, 0.0, 0.0, gl_texture2D(_uTextureSampler_0_S1, __32_clampedCoord3017, -0.474999994).x);
(__27_sum3012 += (__29_s3014.y * __33_textureColor3018));
float2 __34_inCoord3019 = mul(transpose(mat3x2_ctor(_umatrix_S1_c0_c0)), vec3_ctor((__26_tmp_1_coords3011 + (__29_s3014.z * _udir_S1_c0)), 1.0));
float2 __35_subsetCoord3020 = {0, 0};
(__35_subsetCoord3020.x = __34_inCoord3019.x);
(__35_subsetCoord3020.y = __34_inCoord3019.y);
float2 __36_clampedCoord3021 = {0, 0};
(__36_clampedCoord3021.x = clamp(__35_subsetCoord3020.x, _uclamp_S1_c0_c0_c0.x, _uclamp_S1_c0_c0_c0.z));
(__36_clampedCoord3021.y = __35_subsetCoord3020.y);
float4 __37_textureColor3022 = vec4_ctor(0.0, 0.0, 0.0, gl_texture2D(_uTextureSampler_0_S1, __36_clampedCoord3021, -0.474999994).x);
(__27_sum3012 += (__29_s3014.w * __37_textureColor3022));
}
}
float4 _output_S13023 = __27_sum3012;
{
(out_sk_FragColor = _output_S13023);
(out_sk_FragColor = vec4_ctor(out_sk_FragColor.w, 0.0, 0.0, 0.0));
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColorstruct 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
}
���DXBCt~����j�,]�Z���4d� �RDEF(�<����RD11< ($|�$GlobalsDriverConstants���|�P��@,��������P ,h��������_sk_RTAdjustfloat4%_umatrix_S1float3x3���\T,��������b x���������0x���������8����������<���������dx_ViewAdjustdx_ViewCoordsfloat2�pdx_ViewScaleclipControlOriginfloat����clipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGND88TEXCOORD���OSGNhP\\SV_PositionTEXCOORD���SHEX�PqjYF� YF� _2_2g� e� e2 h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?�?6� 6� F6B @62F F� F" F� F>STAT��pDXBC�Ŵ�_���j�����+	p4�H|�RDEF��<���tRD11< ($������
�samplers2D[0]textures2D[0]$Globals�����0|����������,����������@���������< P��������_uclamp_S1_c0_c0_c0float4��_umatrix_S1_c0_c0float3x3��_uoffsetsAndKernel_S1_c0����_udir_S1_c0float2�HMicrosoft (R) HLSL Shader Compiler 10.1ISGNhP\\SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEXPP�jYF� Z`XpUUb 2e� h6B@�?6B@�?6�@6�@0!:@
2
�� :F� F62FF� F"F� F4

� 3
*� J���CUFF~`@33�2� :
:62�
"F� F"F� F4"
� 3*� J���CU"F~`@33�2�:� :
�:@6 :6� @>STAT�BPLG��b'911db897eaa2d9b7`ANGLE (NVIDIA, NVIDIA GeForce GT 730 (0x00001287) Direct3D11 vs_5_0 ps_5_0, D3D11-27.21.14.5671)��@������������������,,
fillBounds_ufillBoundsR�color_ucolorR�	locations_ulocationsR�gl_VertexIDgl_VertexID������������������*����������sk_RTAdjustuatlas_adjust_S0uTextureSampler_0_S0
_usk_RTAdjust_uuatlas_adjust_S0_uuTextureSampler_0_S0sk_FragColor_usk_FragColorR�@^�������������������������������������������������������������������������������������������������������������������w
struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    noperspective float2 v0 : TEXCOORD0;
};
#pragma warning( disable: 3556 3571 )
float float_ctor_int(int x0)
{
    return float(x0);
}
float2 vec2_ctor(float x0, float x1)
{
    return float2(x0, x1);
}
float4 vec4_ctor(float2 x0, float x1, float x2)
{
    return float4(x0, x1, x2);
}
// Uniforms

uniform float4 _sk_RTAdjust : register(c1);
uniform float2 _uatlas_adjust_S0 : 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 _fillBounds = {0, 0, 0, 0};
static float4 _color = {0, 0, 0, 0};
static float4 _locations = {0, 0, 0, 0};

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

// Varyings
static noperspective float2 _vatlasCoord_S0 = {0, 0};
static noperspective float4 _vcolor_S0 = {0, 0, 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);
    uint dx_VertexID : packoffset(c4.x);
};

#define GL_USES_VERTEX_ID
@@ 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 = _vatlasCoord_S0;

    return output;
}

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

float2 _unitCoord3009 = vec2_ctor(float_ctor_int((gl_VertexID & 1)), float_ctor_int((gl_VertexID >> 1)));
float2 _devCoord3010 = lerp(_fillBounds.xy, _fillBounds.zw, _unitCoord3009);
float2 _atlasTopLeft3011 = vec2_ctor((abs(_locations.x) - 1.0), _locations.y);
float2 _devTopLeft3012 = _locations.zw;
bool _transposed3013 = (_locations.x < 0.0);
float2 _atlasCoord3014 = (_devCoord3010 - _devTopLeft3012);
if (_transposed3013)
{
(_atlasCoord3014 = _atlasCoord3014.yx);
}
(_atlasCoord3014 += _atlasTopLeft3011);
(_vatlasCoord_S0 = (_atlasCoord3014 * _uatlas_adjust_S0));
(_vcolor_S0 = _color);
(gl_Position = vec4_ctor(_devCoord3010, 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;
    noperspective 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);
}
// Uniforms

static const uint _uTextureSampler_0_S0 = 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 _vatlasCoord_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){
    _vatlasCoord_S0 = input.v0.xy;

float4 _outputCoverage_S03006 = {1.0, 1.0, 1.0, 1.0};
float _atlasCoverage3007 = gl_texture2D(_uTextureSampler_0_S0, _vatlasCoord_S0, -0.474999994).x;
(_outputCoverage_S03006 *= _atlasCoverage3007);
{
(out_sk_FragColor = _outputCoverage_S03006);
(out_sk_FragColor = vec4_ctor(out_sk_FragColor.w, 0.0, 0.0, 0.0));
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColorstruct 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
}
����(DXBC��9I<gkkC���V(4� ��RDEF\�<���4RD11< ($|�$GlobalsDriverConstants���|�0��P,��������P l��������_sk_RTAdjustfloat4%_uatlas_adjust_S0float2���b�,��������� l���������0l���������8����������<����������@��������dx_ViewAdjustdx_ViewCoordsdx_ViewScaleclipControlOriginfloat����clipControlZeroToOnedx_VertexIDdword�	Microsoft (R) HLSL Shader Compiler 10.1ISGN�hhhqTEXCOORDSV_VertexID���OSGNhP\\SV_PositionTEXCOORD���SHEX�P�jYF� YF� _�_�`g� e� e2 h9@:� 7	B 
@@?

� "
@*
@+22F�A�2	2FFF22F�� օ 2��A8" *� 6�@�?6� 6� F6B @1B
@7	2�
F
��@��6"2FF82 FF� >STAT�	��DXBC�'D�b�ך�cb/��4�l�\RDEF�<����RD11< ($|�����
samplers2D[0]textures2D[0]Microsoft (R) HLSL Shader Compiler 10.1ISGNhP\\SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX�P-jZ`XpUUb 2e� hJ���CUFF~`@33�6 
6� @>STAT�BPLG���1911db897eaa2d9b7`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_S1uradiusPlusHalf_S2
u_skRTFlip
uinnerRect_S2uTextureSampler_0_S1
_usk_RTAdjust_uumatrix_S1_uuradiusPlusHalf_S2_uu_skRTFlip_uuinnerRect_S2_uuTextureSampler_0_S1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 )
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.gl_FragCoord = gl_Position;
    output.v0 = _vcolor_S0;
    output.v1 = _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);
}
�
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 )
float4 vec4_ctor(float x0, float x1, float x2, float x3)
{
    return float4(x0, x1, x2, x3);
}
// Uniforms

uniform float2 _u_skRTFlip : register(c0);
uniform float4 _uinnerRect_S2 : register(c1);
uniform float2 _uradiusPlusHalf_S2 : register(c2);
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 _vTransformedCoords_2_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
@@ 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;
    _vTransformedCoords_2_S0 = input.v1.xy;

float4 _sk_FragCoord3010 = vec4_ctor(gl_FragCoord.x, (_u_skRTFlip.x + (_u_skRTFlip.y * gl_FragCoord.y)), gl_FragCoord.z, gl_FragCoord.w);
float4 _outputColor_S03011 = _vcolor_S0;
float4 _output_S13012 = gl_texture2D(_uTextureSampler_0_S1, _vTransformedCoords_2_S0, -0.474999994).xxxx;
float2 __0_dxy03013 = (_uinnerRect_S2.xy - _sk_FragCoord3010.xy);
float2 __1_dxy13014 = (_sk_FragCoord3010.xy - _uinnerRect_S2.zw);
float2 __2_dxy3015 = max(max(__0_dxy03013, __1_dxy13014), 0.0);
float __3_alpha3016 = clamp((_uradiusPlusHalf_S2.x - length(__2_dxy3015)), 0.0, 1.0);
float4 _output_S23017 = (_output_S13012 * __3_alpha3016);
{
(out_sk_FragColor = (_outputColor_S03011 * _output_S23017));
}
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*����t~뻢H��~4d�h�RDEF(�<����RD11< ($|�$GlobalsDriverConstants���|�P��@,��������P ,h��������_sk_RTAdjustfloat4%_umatrix_S1float3x3���\T,��������b x���������0x���������8����������<���������dx_ViewAdjustdx_ViewCoordsfloat2�pdx_ViewScaleclipControlOriginfloat����clipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGN\PPPTEXCOORD���OSGN������SV_PositionTEXCOORD���SHEXP�jYF� YF� _2_�_2g� e� e� e� e2 h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?6� 6� F6� F6� F62F6B@�? F� F" F� F>STAT���DXBC"�8B����!ܙ��40�0RDEF��<����RD11< ($������
��samplers2D[0]textures2D[0]$GlobalsDriverConstants����$0�$`�������������������� ���������_u_skRTFlipfloat2��_uinnerRect_S2float4���_uradiusPlusHalf_S2���������"0���������5 L��������p8���������},����������@ ���������dx_ViewCoordsdx_FragCoordOffsetdx_DepthFrontfloat3��Cdx_ViewScaledx_Miscdword��samplerMetadataSamplerMetadatabaseLevelint���wrapModespaddingint2�intBorderColorint4O���@Tx�Microsoft (R) HLSL Shader Compiler 10.1ISGN������SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX$P�jYF� YF� Z`XpUUd 2b �b 2e� h	2FF� �A2B� 
� 	��A� 	R�� �A42��4
2F@FFK
 	
�A
� J���CU"F~`@33�8
8� F>STAT�
BPLG���4911db897eaa2d9b7`ANGLE (NVIDIA, NVIDIA GeForce GT 730 (0x00001287) Direct3D11 vs_5_0 ps_5_0, D3D11-27.21.14.5671)��@������������������,,position
_upositionP�
localCoord_ulocalCoordP�������������������������������������	���������*����������sk_RTAdjust
ukernel_S1[0]uoffsets_S1[0]uclamp_S1_c0_c0
umatrix_S1_c0uTextureSampler_0_S1
_usk_RTAdjust_uukernel_S1[0]_uuoffsets_S1[0]_uuclamp_S1_c0_c0_uumatrix_S1_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 )
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 noperspective float2 _vLocalCoord_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 = _vLocalCoord_S0;

    return output;
}

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

(_vLocalCoord_S0 = _localCoord);
(gl_Position = vec4_ctor(_position, 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;
    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(float x0, float x1, float x2, float x3)
{
    return float4(x0, x1, x2, x3);
}
// Uniforms

uniform float4 _uclamp_S1_c0_c0 : register(c0);
uniform float3x3 _umatrix_S1_c0 : register(c1);
uniform float4 _ukernel_S1[7] : register(c4);
uniform float4 _uoffsets_S1[14] : register(c11);
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 _vLocalCoord_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){
    _vLocalCoord_S0 = input.v0.xy;

float2 __21_tmp_1_coords3010 = _vLocalCoord_S0;
float4 __22_sum3011 = {0.0, 0.0, 0.0, 0.0};
{LOOP for(int __23_i3012 = {0}; (__23_i3012 < 7); (++__23_i3012))
{
float4 __24_k3013 = _ukernel_S1[__23_i3012];
float4 __25_o3014 = _uoffsets_S1[(2 * __23_i3012)];
float2 __26_inCoord3015 = mul(transpose(mat3x2_ctor(_umatrix_S1_c0)), vec3_ctor((__21_tmp_1_coords3010 + __25_o3014.xy), 1.0));
float2 __27_subsetCoord3016 = {0, 0};
(__27_subsetCoord3016.x = __26_inCoord3015.x);
(__27_subsetCoord3016.y = __26_inCoord3015.y);
float2 __28_clampedCoord3017 = clamp(__27_subsetCoord3016, _uclamp_S1_c0_c0.xy, _uclamp_S1_c0_c0.zw);
float4 __29_textureColor3018 = vec4_ctor(0.0, 0.0, 0.0, gl_texture2D(_uTextureSampler_0_S1, __28_clampedCoord3017, -0.474999994).x);
(__22_sum3011 += (__24_k3013.x * __29_textureColor3018));
float2 __30_inCoord3019 = mul(transpose(mat3x2_ctor(_umatrix_S1_c0)), vec3_ctor((__21_tmp_1_coords3010 + __25_o3014.zw), 1.0));
float2 __31_subsetCoord3020 = {0, 0};
(__31_subsetCoord3020.x = __30_inCoord3019.x);
(__31_subsetCoord3020.y = __30_inCoord3019.y);
float2 __32_clampedCoord3021 = clamp(__31_subsetCoord3020, _uclamp_S1_c0_c0.xy, _uclamp_S1_c0_c0.zw);
float4 __33_textureColor3022 = vec4_ctor(0.0, 0.0, 0.0, gl_texture2D(_uTextureSampler_0_S1, __32_clampedCoord3021, -0.474999994).x);
(__22_sum3011 += (__24_k3013.y * __33_textureColor3022));
(__25_o3014 = _uoffsets_S1[((2 * __23_i3012) + 1)]);
float2 __34_inCoord3023 = mul(transpose(mat3x2_ctor(_umatrix_S1_c0)), vec3_ctor((__21_tmp_1_coords3010 + __25_o3014.xy), 1.0));
float2 __35_subsetCoord3024 = {0, 0};
(__35_subsetCoord3024.x = __34_inCoord3023.x);
(__35_subsetCoord3024.y = __34_inCoord3023.y);
float2 __36_clampedCoord3025 = clamp(__35_subsetCoord3024, _uclamp_S1_c0_c0.xy, _uclamp_S1_c0_c0.zw);
float4 __37_textureColor3026 = vec4_ctor(0.0, 0.0, 0.0, gl_texture2D(_uTextureSampler_0_S1, __36_clampedCoord3025, -0.474999994).x);
(__22_sum3011 += (__24_k3013.z * __37_textureColor3026));
float2 __38_inCoord3027 = mul(transpose(mat3x2_ctor(_umatrix_S1_c0)), vec3_ctor((__21_tmp_1_coords3010 + __25_o3014.zw), 1.0));
float2 __39_subsetCoord3028 = {0, 0};
(__39_subsetCoord3028.x = __38_inCoord3027.x);
(__39_subsetCoord3028.y = __38_inCoord3027.y);
float2 __40_clampedCoord3029 = clamp(__39_subsetCoord3028, _uclamp_S1_c0_c0.xy, _uclamp_S1_c0_c0.zw);
float4 __41_textureColor3030 = vec4_ctor(0.0, 0.0, 0.0, gl_texture2D(_uTextureSampler_0_S1, __40_clampedCoord3029, -0.474999994).x);
(__22_sum3011 += (__24_k3013.w * __41_textureColor3030));
}
}
float4 _output_S13031 = __22_sum3011;
{
(out_sk_FragColor = _output_S13031);
(out_sk_FragColor = vec4_ctor(out_sk_FragColor.w, 0.0, 0.0, 0.0));
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColorstruct 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
}
���DXBC-XÌ8�"�>�g
�W��4L�<RDEF��<����RD11< ($|�$GlobalsDriverConstants���|� �(@���������_sk_RTAdjustfloat4����������� ��������80��������E8`���������<`��������dx_ViewAdjustdx_ViewCoordsfloat2�dx_ViewScaleclipControlOriginfloat���WclipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGND88TEXCOORD���OSGNhP\\SV_PositionTEXCOORD���SHEXxP^jYF� YF� _2_2g� e� e2 h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?6� 6� F6B @62 F>STAT�
��	DXBC������Hz�o�$��	4�,`,	RDEF��<���XRD11< ($������
�samplers2D[0]textures2D[0]$Globals������|����������,����������@p��������$��4��������_uclamp_S1_c0_c0float4�_umatrix_S1_c0float3x3�_ukernel_S1�_uoffsets_S1����Microsoft (R) HLSL Shader Compiler 10.1ISGNhP\\SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX�PqjYF� Z`XpUUb 2e� h6B@�?6B@�?6B@�?6B@�?6�@6�@0!�:@:)�:@
�FF� :62FF� F"F� F42FF� 32F� J���CUFF~`@33�2
� :
:62�
F� F"F� F42FF� 32F� J���CU"F~`@33�2� :
#	":@@
�FF� 62FF� F"F� F42FF� 32F� J���CU"F~`@33�2*� :
62�
F� F"F� F42FF� 32F� J���CU"F~`@33�2�:� :
�:@6 :6� @>STAT�.BPLG���4911db897eaa2d9b7`ANGLE (NVIDIA, NVIDIA GeForce GT 730 (0x00001287) Direct3D11 vs_5_0 ps_5_0, D3D11-27.21.14.5671)��@������������������,,position
_upositionP�
localCoord_ulocalCoordP�������������������������������������	���������*����������sk_RTAdjust
ukernel_S1[0]uoffsets_S1[0]uclamp_S1_c0_c0
umatrix_S1_c0uTextureSampler_0_S1
_usk_RTAdjust_uukernel_S1[0]_uuoffsets_S1[0]_uuclamp_S1_c0_c0_uumatrix_S1_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 )
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 noperspective float2 _vLocalCoord_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 = _vLocalCoord_S0;

    return output;
}

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

(_vLocalCoord_S0 = _localCoord);
(gl_Position = vec4_ctor(_position, 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;
    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(float x0, float x1, float x2, float x3)
{
    return float4(x0, x1, x2, x3);
}
// Uniforms

uniform float4 _uclamp_S1_c0_c0 : register(c0);
uniform float3x3 _umatrix_S1_c0 : register(c1);
uniform float4 _ukernel_S1[7] : register(c4);
uniform float4 _uoffsets_S1[14] : register(c11);
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 _vLocalCoord_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){
    _vLocalCoord_S0 = input.v0.xy;

float2 __21_tmp_1_coords3010 = _vLocalCoord_S0;
float4 __22_sum3011 = {0.0, 0.0, 0.0, 0.0};
{LOOP for(int __23_i3012 = {0}; (__23_i3012 < 3); (++__23_i3012))
{
float4 __24_k3013 = _ukernel_S1[__23_i3012];
float4 __25_o3014 = _uoffsets_S1[(2 * __23_i3012)];
float2 __26_inCoord3015 = mul(transpose(mat3x2_ctor(_umatrix_S1_c0)), vec3_ctor((__21_tmp_1_coords3010 + __25_o3014.xy), 1.0));
float2 __27_subsetCoord3016 = {0, 0};
(__27_subsetCoord3016.x = __26_inCoord3015.x);
(__27_subsetCoord3016.y = __26_inCoord3015.y);
float2 __28_clampedCoord3017 = clamp(__27_subsetCoord3016, _uclamp_S1_c0_c0.xy, _uclamp_S1_c0_c0.zw);
float4 __29_textureColor3018 = vec4_ctor(0.0, 0.0, 0.0, gl_texture2D(_uTextureSampler_0_S1, __28_clampedCoord3017, -0.474999994).x);
(__22_sum3011 += (__24_k3013.x * __29_textureColor3018));
float2 __30_inCoord3019 = mul(transpose(mat3x2_ctor(_umatrix_S1_c0)), vec3_ctor((__21_tmp_1_coords3010 + __25_o3014.zw), 1.0));
float2 __31_subsetCoord3020 = {0, 0};
(__31_subsetCoord3020.x = __30_inCoord3019.x);
(__31_subsetCoord3020.y = __30_inCoord3019.y);
float2 __32_clampedCoord3021 = clamp(__31_subsetCoord3020, _uclamp_S1_c0_c0.xy, _uclamp_S1_c0_c0.zw);
float4 __33_textureColor3022 = vec4_ctor(0.0, 0.0, 0.0, gl_texture2D(_uTextureSampler_0_S1, __32_clampedCoord3021, -0.474999994).x);
(__22_sum3011 += (__24_k3013.y * __33_textureColor3022));
(__25_o3014 = _uoffsets_S1[((2 * __23_i3012) + 1)]);
float2 __34_inCoord3023 = mul(transpose(mat3x2_ctor(_umatrix_S1_c0)), vec3_ctor((__21_tmp_1_coords3010 + __25_o3014.xy), 1.0));
float2 __35_subsetCoord3024 = {0, 0};
(__35_subsetCoord3024.x = __34_inCoord3023.x);
(__35_subsetCoord3024.y = __34_inCoord3023.y);
float2 __36_clampedCoord3025 = clamp(__35_subsetCoord3024, _uclamp_S1_c0_c0.xy, _uclamp_S1_c0_c0.zw);
float4 __37_textureColor3026 = vec4_ctor(0.0, 0.0, 0.0, gl_texture2D(_uTextureSampler_0_S1, __36_clampedCoord3025, -0.474999994).x);
(__22_sum3011 += (__24_k3013.z * __37_textureColor3026));
float2 __38_inCoord3027 = mul(transpose(mat3x2_ctor(_umatrix_S1_c0)), vec3_ctor((__21_tmp_1_coords3010 + __25_o3014.zw), 1.0));
float2 __39_subsetCoord3028 = {0, 0};
(__39_subsetCoord3028.x = __38_inCoord3027.x);
(__39_subsetCoord3028.y = __38_inCoord3027.y);
float2 __40_clampedCoord3029 = clamp(__39_subsetCoord3028, _uclamp_S1_c0_c0.xy, _uclamp_S1_c0_c0.zw);
float4 __41_textureColor3030 = vec4_ctor(0.0, 0.0, 0.0, gl_texture2D(_uTextureSampler_0_S1, __40_clampedCoord3029, -0.474999994).x);
(__22_sum3011 += (__24_k3013.w * __41_textureColor3030));
}
}
float4 _output_S13031 = __22_sum3011;
{
(out_sk_FragColor = _output_S13031);
(out_sk_FragColor = vec4_ctor(out_sk_FragColor.w, 0.0, 0.0, 0.0));
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColorstruct 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
}
���DXBC-XÌ8�"�>�g
�W��4L�<RDEF��<����RD11< ($|�$GlobalsDriverConstants���|� �(@���������_sk_RTAdjustfloat4����������� ��������80��������E8`���������<`��������dx_ViewAdjustdx_ViewCoordsfloat2�dx_ViewScaleclipControlOriginfloat���WclipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGND88TEXCOORD���OSGNhP\\SV_PositionTEXCOORD���SHEXxP^jYF� YF� _2_2g� e� e2 h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?6� 6� F6B @62 F>STAT�
��	DXBCi(0@��bQۑ�mrsE�	4�,`,	RDEF��<���XRD11< ($������
�samplers2D[0]textures2D[0]$Globals������|����������,����������@p��������$��4��������_uclamp_S1_c0_c0float4�_umatrix_S1_c0float3x3�_ukernel_S1�_uoffsets_S1����Microsoft (R) HLSL Shader Compiler 10.1ISGNhP\\SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX�PqjYF� Z`XpUUb 2e� h6B@�?6B@�?6B@�?6B@�?6�@6�@0!�:@:)�:@
�FF� :62FF� F"F� F42FF� 32F� J���CUFF~`@33�2
� :
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F� F"F� F42FF� 32F� J���CU"F~`@33�2� :
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�FF� 62FF� F"F� F42FF� 32F� J���CU"F~`@33�2*� :
62�
F� F"F� F42FF� 32F� J���CU"F~`@33�2�:� :
�:@6 :6� @>STAT�.BPLG���5911db897eaa2d9b7`ANGLE (NVIDIA, NVIDIA GeForce GT 730 (0x00001287) Direct3D11 vs_5_0 ps_5_0, D3D11-27.21.14.5671)��@������������������,,
fillBounds_ufillBoundsR�color_ucolorR�	locations_ulocationsR�gl_VertexIDgl_VertexID���������������������������������������������*����������sk_RTAdjustuatlas_adjust_S0uradiusPlusHalf_S1
u_skRTFlip
uinnerRect_S1uTextureSampler_0_S0
_usk_RTAdjust_uuatlas_adjust_S0_uuradiusPlusHalf_S1_uu_skRTFlip_uuinnerRect_S1_uuTextureSampler_0_S0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 )
float float_ctor_int(int x0)
{
    return float(x0);
}
float2 vec2_ctor(float x0, float x1)
{
    return float2(x0, x1);
}
float4 vec4_ctor(float2 x0, float x1, float x2)
{
    return float4(x0, x1, x2);
}
// Uniforms

uniform float4 _sk_RTAdjust : register(c1);
uniform float2 _uatlas_adjust_S0 : 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 _fillBounds = {0, 0, 0, 0};
static float4 _color = {0, 0, 0, 0};
static float4 _locations = {0, 0, 0, 0};

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

// Varyings
static noperspective float2 _vatlasCoord_S0 = {0, 0};
static noperspective float4 _vcolor_S0 = {0, 0, 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);
    uint dx_VertexID : packoffset(c4.x);
};

#define GL_USES_VERTEX_ID
@@ 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 = _vatlasCoord_S0;

    return output;
}

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

float2 _unitCoord3009 = vec2_ctor(float_ctor_int((gl_VertexID & 1)), float_ctor_int((gl_VertexID >> 1)));
float2 _devCoord3010 = lerp(_fillBounds.xy, _fillBounds.zw, _unitCoord3009);
float2 _atlasTopLeft3011 = vec2_ctor((abs(_locations.x) - 1.0), _locations.y);
float2 _devTopLeft3012 = _locations.zw;
bool _transposed3013 = (_locations.x < 0.0);
float2 _atlasCoord3014 = (_devCoord3010 - _devTopLeft3012);
if (_transposed3013)
{
(_atlasCoord3014 = _atlasCoord3014.yx);
}
(_atlasCoord3014 += _atlasTopLeft3011);
(_vatlasCoord_S0 = (_atlasCoord3014 * _uatlas_adjust_S0));
(_vcolor_S0 = _color);
(gl_Position = vec4_ctor(_devCoord3010, 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 )
float4 vec4_ctor(float x0, float x1, float x2, float x3)
{
    return float4(x0, x1, x2, x3);
}
// Uniforms

uniform float2 _u_skRTFlip : register(c0);
uniform float4 _uinnerRect_S1 : register(c1);
uniform float2 _uradiusPlusHalf_S1 : register(c2);
static const uint _uTextureSampler_0_S0 = 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 _vatlasCoord_S0 = {0, 0};
static noperspective float4 _vcolor_S0 = {0, 0, 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
@@ 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;
    _vatlasCoord_S0 = input.v1.xy;

float4 _sk_FragCoord3009 = vec4_ctor(gl_FragCoord.x, (_u_skRTFlip.x + (_u_skRTFlip.y * gl_FragCoord.y)), gl_FragCoord.z, gl_FragCoord.w);
float4 _outputCoverage_S03010 = {1.0, 1.0, 1.0, 1.0};
float _atlasCoverage3011 = gl_texture2D(_uTextureSampler_0_S0, _vatlasCoord_S0, -0.474999994).x;
(_outputCoverage_S03010 *= _atlasCoverage3011);
float4 _outputColor_S03012 = _vcolor_S0;
float2 __0_dxy03013 = (_uinnerRect_S1.xy - _sk_FragCoord3009.xy);
float2 __1_dxy13014 = (_sk_FragCoord3009.xy - _uinnerRect_S1.zw);
float2 __2_dxy3015 = max(max(__0_dxy03013, __1_dxy13014), 0.0);
float __3_alpha3016 = clamp((_uradiusPlusHalf_S1.x - length(__2_dxy3015)), 0.0, 1.0);
float4 _output_S13017 = (_outputCoverage_S03010 * __3_alpha3016);
{
(out_sk_FragColor = (_outputColor_S03012 * _output_S13017));
}
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�bb� hǭ=74���4� �RDEF\�<���4RD11< ($|�$GlobalsDriverConstants���|�0��P,��������P l��������_sk_RTAdjustfloat4%_uatlas_adjust_S0float2���b�,��������� l���������0l���������8����������<����������@��������dx_ViewAdjustdx_ViewCoordsdx_ViewScaleclipControlOriginfloat����clipControlZeroToOnedx_VertexIDdword�	Microsoft (R) HLSL Shader Compiler 10.1ISGN�hhhqTEXCOORDSV_VertexID���OSGN������SV_PositionTEXCOORD���SHEX8P�jYF� YF� _�_�_�`g� e� e� e� e2 h9@:� 7	B 
@@?

� "
@*
@+22F�A�2	2FFF22F�� օ 2��A8" *� 6�@�?6� 6� F6� F6� F1B
@7	2�
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��@��6"2FF82 FF� >STAT�		��DXBC:���>Sz��*a�40�0RDEF��<����RD11< ($������
��samplers2D[0]textures2D[0]$GlobalsDriverConstants����$0�$`�������������������� ���������_u_skRTFlipfloat2��_uinnerRect_S1float4���_uradiusPlusHalf_S1���������"0���������5 L��������p8���������},����������@ ���������dx_ViewCoordsdx_FragCoordOffsetdx_DepthFrontfloat3��Cdx_ViewScaledx_Miscdword��samplerMetadataSamplerMetadatabaseLevelint���wrapModespaddingint2�intBorderColorint4O���@Tx�Microsoft (R) HLSL Shader Compiler 10.1ISGN������SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX$P�jYF� YF� Z`XpUUd 2b �b 2e� h	2FF� �A2B� 
� 	��A� 	R�� �A42��4
2F@FFK
 	
�A
� J���CU"F~`@33�8
8� F>STAT�
BPLG���5911db897eaa2d9b7`ANGLE (NVIDIA, NVIDIA GeForce GT 730 (0x00001287) Direct3D11 vs_5_0 ps_5_0, D3D11-27.21.14.5671)��@������������������,,position
_upositionP�color_ucolorR�������������������	���������������������������*����������sk_RTAdjust
u_skRTFlipumatrix_S1_c0_c0_c0urect_S1_c0_c0urectUniform_S2_c0uTextureSampler_0_S1
_usk_RTAdjust_uu_skRTFlip_uumatrix_S1_c0_c0_c0_uurect_S1_c0_c0_uurectUniform_S2_c0_uuTextureSampler_0_S1sk_FragColor_usk_FragColorR�@^���������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
};
#pragma warning( disable: 3556 3571 )
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 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};

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;

    return output;
}

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

(_vcolor_S0 = _color);
(gl_Position = vec4_ctor(_position, 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;
    float4 gl_FragCoord : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
};

#pragma warning( disable: 3556 3571 )
float float_ctor(bool x0)
{
    return float(x0);
}
float2 vec2_ctor(float x0, float x1)
{
    return float2(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(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 float3x3 _umatrix_S1_c0_c0_c0 : register(c1);
uniform float4 _urect_S1_c0_c0 : register(c4);
uniform float4 _urectUniform_S2_c0 : register(c5);
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 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
@@ 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;

float4 _sk_FragCoord3009 = vec4_ctor(gl_FragCoord.x, (_u_skRTFlip.x + (_u_skRTFlip.y * gl_FragCoord.y)), gl_FragCoord.z, gl_FragCoord.w);
float4 _outputColor_S03010 = _vcolor_S0;
float2 __13_tmp_1_coords3011 = _sk_FragCoord3009.xy;
float __14_xCoverage3012 = {0};
float __15_yCoverage3013 = {0};
{
float4 __16_rect3014 = vec4_ctor((_urect_S1_c0_c0.xy - __13_tmp_1_coords3011), (__13_tmp_1_coords3011 - _urect_S1_c0_c0.zw));
(__14_xCoverage3012 = ((1.0 - gl_texture2D(_uTextureSampler_0_S1, mul(transpose(mat3x2_ctor(_umatrix_S1_c0_c0_c0)), vec3_ctor(vec2_ctor(__16_rect3014.x, 0.5), 1.0)), -0.474999994).x) - gl_texture2D(_uTextureSampler_0_S1, mul(transpose(mat3x2_ctor(_umatrix_S1_c0_c0_c0)), vec3_ctor(vec2_ctor(__16_rect3014.z, 0.5), 1.0)), -0.474999994).x));
(__15_yCoverage3013 = ((1.0 - gl_texture2D(_uTextureSampler_0_S1, mul(transpose(mat3x2_ctor(_umatrix_S1_c0_c0_c0)), vec3_ctor(vec2_ctor(__16_rect3014.y, 0.5), 1.0)), -0.474999994).x) - gl_texture2D(_uTextureSampler_0_S1, mul(transpose(mat3x2_ctor(_umatrix_S1_c0_c0_c0)), vec3_ctor(vec2_ctor(__16_rect3014.w, 0.5), 1.0)), -0.474999994).x));
}
float4 _output_S13015 = vec4_ctor((__14_xCoverage3012 * __15_yCoverage3013));
float __18_coverage3016 = float_ctor(all((vec4_ctor(_sk_FragCoord3009.xy, _urectUniform_S2_c0.zw) > vec4_ctor(_urectUniform_S2_c0.xy, _sk_FragCoord3009.xy))));
{
(__18_coverage3016 = (1.0 - __18_coverage3016));
}
float4 _output_S23017 = (vec4_ctor(__18_coverage3016) * _output_S13015);
{
(out_sk_FragColor = (_outputColor_S03010 * _output_S23017));
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColor�struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    noperspective 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
}
��DXBCl�B��j���MH!04L�lRDEF��<����RD11< ($|�$GlobalsDriverConstants���|� �(@���������_sk_RTAdjustfloat4����������� ��������80��������E8`���������<`��������dx_ViewAdjustdx_ViewCoordsfloat2�dx_ViewScaleclipControlOriginfloat���WclipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGND88TEXCOORD���OSGN�htttSV_PositionTEXCOORD���SHEX�PdjYF� YF� _2_�g� e� e� e� h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?6� 6� F6� F6� F>STAT�
��DXBC���b��T�/���4�$X�
RDEF`�<���8RD11< ($������
��samplers2D[0]textures2D[0]$GlobalsDriverConstants����$`��`�����������,��������@@X��������|PX��������_u_skRTFlipfloat2��_umatrix_S1_c0_c0_c0float3x3��_urect_S1_c0_c0float4�P_urectUniform_S2_c0�X���������0���������� ����������8����������,���������@ ��������dx_ViewCoordsdx_FragCoordOffsetdx_DepthFrontfloat3���dx_ViewScaledx_Miscdword��samplerMetadataSamplerMetadatabaseLevelint��FwrapModespaddingint2��intBorderColorint4�<LpLz����,Microsoft (R) HLSL Shader Compiler 10.1ISGN�htttSV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX�P%jYF� YF� Z`XpUUd 2b �e� h6�@?�?	2FF� �A2B� 
� 	2��AF� F� �"F� �J���CUFF~`@33�
�A@�?	2�� �A6�@?�?F� �"F� �J���CU"F~`@33�
�AF� �"F� �J���CU"F~`@33�"�A@�?F� �"F� �J���CUBF�|`@33�"*�A8
1b� 12�� bV"*7	"@@�?8
8� F>STAT�BPLG��#3911db897eaa2d9b7`ANGLE (NVIDIA, NVIDIA GeForce GT 730 (0x00001287) Direct3D11 vs_5_0 ps_5_0, D3D11-27.21.14.5671)��@������������������,,position
_upositionP�color_ucolorR�������������������������������������������������������sk_RTAdjustuedgeArray_S1_c0_c0_c0[0]uedgeArray_S1_c0_c0[0]
u_skRTFlipucircle_S1_c0_c1
ucircle_S1_c1
_usk_RTAdjust_uuedgeArray_S1_c0_c0_c0[0]_uuedgeArray_S1_c0_c0[0]_uu_skRTFlip_uucircle_S1_c0_c1_uucircle_S1_c1sk_FragColor_usk_FragColorR�@��������������������������������������������������������������������������������������������������������������������������������������������������������������	��������������������
����struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
};
#pragma warning( disable: 3556 3571 )
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 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};

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;

    return output;
}

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

(_vcolor_S0 = _color);
(gl_Position = vec4_ctor(_position, 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;
    float4 gl_FragCoord : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
};

#pragma warning( disable: 3556 3571 )
float3 vec3_ctor(float2 x0, float x1)
{
    return float3(x0, x1);
}
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);
}
// Uniforms

uniform float2 _u_skRTFlip : register(c0);
uniform float3 _uedgeArray_S1_c0_c0_c0[4] : register(c1);
uniform float3 _uedgeArray_S1_c0_c0[4] : register(c5);
uniform float4 _ucircle_S1_c0_c1 : register(c9);
uniform float4 _ucircle_S1_c1 : register(c10);
#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 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;

float4 _sk_FragCoord3009 = vec4_ctor(gl_FragCoord.x, (_u_skRTFlip.x + (_u_skRTFlip.y * gl_FragCoord.y)), gl_FragCoord.z, gl_FragCoord.w);
float4 _outputColor_S03010 = _vcolor_S0;
float __16_alpha3011 = {1.0};
float __17_edge3012 = dot(_uedgeArray_S1_c0_c0[0], vec3_ctor(_sk_FragCoord3009.xy, 1.0));
(__16_alpha3011 *= step(0.5, __17_edge3012));
(__17_edge3012 = dot(_uedgeArray_S1_c0_c0[1], vec3_ctor(_sk_FragCoord3009.xy, 1.0)));
(__16_alpha3011 *= step(0.5, __17_edge3012));
(__17_edge3012 = dot(_uedgeArray_S1_c0_c0[2], vec3_ctor(_sk_FragCoord3009.xy, 1.0)));
(__16_alpha3011 *= step(0.5, __17_edge3012));
(__17_edge3012 = dot(_uedgeArray_S1_c0_c0[3], vec3_ctor(_sk_FragCoord3009.xy, 1.0)));
(__16_alpha3011 *= step(0.5, __17_edge3012));
float __18_alpha3013 = {1.0};
float __19_edge3014 = dot(_uedgeArray_S1_c0_c0_c0[0], vec3_ctor(_sk_FragCoord3009.xy, 1.0));
(__18_alpha3013 *= clamp(__19_edge3014, 0.0, 1.0));
(__19_edge3014 = dot(_uedgeArray_S1_c0_c0_c0[1], vec3_ctor(_sk_FragCoord3009.xy, 1.0)));
(__18_alpha3013 *= clamp(__19_edge3014, 0.0, 1.0));
(__19_edge3014 = dot(_uedgeArray_S1_c0_c0_c0[2], vec3_ctor(_sk_FragCoord3009.xy, 1.0)));
(__18_alpha3013 *= clamp(__19_edge3014, 0.0, 1.0));
(__19_edge3014 = dot(_uedgeArray_S1_c0_c0_c0[3], vec3_ctor(_sk_FragCoord3009.xy, 1.0)));
(__18_alpha3013 *= clamp(__19_edge3014, 0.0, 1.0));
float __21_d3015 = ((length(((_ucircle_S1_c0_c1.xy - _sk_FragCoord3009.xy) * _ucircle_S1_c0_c1.w)) - 1.0) * _ucircle_S1_c0_c1.z);
float __23_d3016 = ((1.0 - length(((_ucircle_S1_c1.xy - _sk_FragCoord3009.xy) * _ucircle_S1_c1.w))) * _ucircle_S1_c1.z);
float4 _output_S13017 = (((vec4_ctor(__18_alpha3013) * __16_alpha3011) * vec4_ctor(clamp(__21_d3015, 0.0, 1.0))) * vec4_ctor(clamp(__23_d3016, 0.0, 1.0)));
{
(out_sk_FragColor = (_outputColor_S03010 * _output_S13017));
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColor�struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    noperspective 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
}
��DXBCl�B��j���MH!04L�lRDEF��<����RD11< ($|�$GlobalsDriverConstants���|� �(@���������_sk_RTAdjustfloat4����������� ��������80��������E8`���������<`��������dx_ViewAdjustdx_ViewCoordsfloat2�dx_ViewScaleclipControlOriginfloat���WclipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGND88TEXCOORD���OSGN�htttSV_PositionTEXCOORD���SHEX�PdjYF� YF� _2_�g� e� e� e� h9@:� 7	B 
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8� F>STAT�*$BPLG��#3911db897eaa2d9b7`ANGLE (NVIDIA, NVIDIA GeForce GT 730 (0x00001287) Direct3D11 vs_5_0 ps_5_0, D3D11-27.21.14.5671)��@������������������,,position
_upositionP�color_ucolorR�������������������������������������������������������sk_RTAdjustuedgeArray_S1_c0_c0_c0[0]uedgeArray_S1_c0_c0[0]
u_skRTFlipucircle_S1_c0_c1
ucircle_S1_c1
_usk_RTAdjust_uuedgeArray_S1_c0_c0_c0[0]_uuedgeArray_S1_c0_c0[0]_uu_skRTFlip_uucircle_S1_c0_c1_uucircle_S1_c1sk_FragColor_usk_FragColorR�@��������������������������������������������������������������������������������������������������������������������������������������������������������������	��������������������
����struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
};
#pragma warning( disable: 3556 3571 )
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 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};

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;

    return output;
}

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

(_vcolor_S0 = _color);
(gl_Position = vec4_ctor(_position, 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;
    float4 gl_FragCoord : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
};

#pragma warning( disable: 3556 3571 )
float3 vec3_ctor(float2 x0, float x1)
{
    return float3(x0, x1);
}
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);
}
// Uniforms

uniform float2 _u_skRTFlip : register(c0);
uniform float3 _uedgeArray_S1_c0_c0_c0[4] : register(c1);
uniform float3 _uedgeArray_S1_c0_c0[4] : register(c5);
uniform float4 _ucircle_S1_c0_c1 : register(c9);
uniform float4 _ucircle_S1_c1 : register(c10);
#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 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;

float4 _sk_FragCoord3009 = vec4_ctor(gl_FragCoord.x, (_u_skRTFlip.x + (_u_skRTFlip.y * gl_FragCoord.y)), gl_FragCoord.z, gl_FragCoord.w);
float4 _outputColor_S03010 = _vcolor_S0;
float __16_alpha3011 = {1.0};
float __17_edge3012 = dot(_uedgeArray_S1_c0_c0[0], vec3_ctor(_sk_FragCoord3009.xy, 1.0));
(__16_alpha3011 *= clamp(__17_edge3012, 0.0, 1.0));
(__17_edge3012 = dot(_uedgeArray_S1_c0_c0[1], vec3_ctor(_sk_FragCoord3009.xy, 1.0)));
(__16_alpha3011 *= clamp(__17_edge3012, 0.0, 1.0));
(__17_edge3012 = dot(_uedgeArray_S1_c0_c0[2], vec3_ctor(_sk_FragCoord3009.xy, 1.0)));
(__16_alpha3011 *= clamp(__17_edge3012, 0.0, 1.0));
(__17_edge3012 = dot(_uedgeArray_S1_c0_c0[3], vec3_ctor(_sk_FragCoord3009.xy, 1.0)));
(__16_alpha3011 *= clamp(__17_edge3012, 0.0, 1.0));
float __18_alpha3013 = {1.0};
float __19_edge3014 = dot(_uedgeArray_S1_c0_c0_c0[0], vec3_ctor(_sk_FragCoord3009.xy, 1.0));
(__18_alpha3013 *= step(0.5, __19_edge3014));
(__19_edge3014 = dot(_uedgeArray_S1_c0_c0_c0[1], vec3_ctor(_sk_FragCoord3009.xy, 1.0)));
(__18_alpha3013 *= step(0.5, __19_edge3014));
(__19_edge3014 = dot(_uedgeArray_S1_c0_c0_c0[2], vec3_ctor(_sk_FragCoord3009.xy, 1.0)));
(__18_alpha3013 *= step(0.5, __19_edge3014));
(__19_edge3014 = dot(_uedgeArray_S1_c0_c0_c0[3], vec3_ctor(_sk_FragCoord3009.xy, 1.0)));
(__18_alpha3013 *= step(0.5, __19_edge3014));
float __21_d3015 = ((length(((_ucircle_S1_c0_c1.xy - _sk_FragCoord3009.xy) * _ucircle_S1_c0_c1.w)) - 1.0) * _ucircle_S1_c0_c1.z);
float __23_d3016 = ((1.0 - length(((_ucircle_S1_c1.xy - _sk_FragCoord3009.xy) * _ucircle_S1_c1.w))) * _ucircle_S1_c1.z);
float4 _output_S13017 = (((vec4_ctor(__18_alpha3013) * __16_alpha3011) * vec4_ctor(clamp(__21_d3015, 0.0, 1.0))) * vec4_ctor(clamp(__23_d3016, 0.0, 1.0)));
{
(out_sk_FragColor = (_outputColor_S03010 * _output_S13017));
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColor�struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    noperspective 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
}
��DXBCl�B��j���MH!04L�lRDEF��<����RD11< ($|�$GlobalsDriverConstants���|� �(@���������_sk_RTAdjustfloat4����������� ��������80��������E8`���������<`��������dx_ViewAdjustdx_ViewCoordsfloat2�dx_ViewScaleclipControlOriginfloat���WclipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGND88TEXCOORD���OSGN�htttSV_PositionTEXCOORD���SHEX�PdjYF� YF� _2_�g� e� e� e� h9@:� 7	B 
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_upositionP�
localCoord_ulocalCoordP����������	������������������*����������sk_RTAdjust
umatrix_S1uclamp_S1_c0uTextureSampler_0_S1
_usk_RTAdjust_uumatrix_S1_uuclamp_S1_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 float2 _localCoord = {0, 0};

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

// Varyings
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);

(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);
}
_struct PS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    noperspective 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);
}
// Uniforms

uniform float4 _uclamp_S1_c0 : register(c0);
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 __4_inCoord3007 = _vTransformedCoords_2_S0;
float2 __5_subsetCoord3008 = {0, 0};
(__5_subsetCoord3008.x = __4_inCoord3007.x);
(__5_subsetCoord3008.y = __4_inCoord3007.y);
float2 __6_clampedCoord3009 = clamp(__5_subsetCoord3008, _uclamp_S1_c0.xy, _uclamp_S1_c0.zw);
float4 __7_textureColor3010 = vec4_ctor(0.0, 0.0, 0.0, gl_texture2D(_uTextureSampler_0_S1, __6_clampedCoord3009, -0.474999994).x);
float4 _output_S13011 = __7_textureColor3010;
{
(out_sk_FragColor = _output_S13011);
(out_sk_FragColor = vec4_ctor(out_sk_FragColor.w, 0.0, 0.0, 0.0));
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColorstruct 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
}
���DXBCt~����j�,]�Z���4d� �RDEF(�<����RD11< ($|�$GlobalsDriverConstants���|�P��@,��������P ,h��������_sk_RTAdjustfloat4%_umatrix_S1float3x3���\T,��������b x���������0x���������8����������<���������dx_ViewAdjustdx_ViewCoordsfloat2�pdx_ViewScaleclipControlOriginfloat����clipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGND88TEXCOORD���OSGNhP\\SV_PositionTEXCOORD���SHEX�PqjYF� YF� _2_2g� e� e2 h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?�?6� 6� F6B @62F F� F" F� F>STAT���DXBC���n�tS�u���4�HTRDEFh�<���@RD11< ($������
�samplers2D[0]textures2D[0]$Globals�������������_uclamp_S1_c0float4���Microsoft (R) HLSL Shader Compiler 10.1ISGNhP\\SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEXPAjYF� Z`XpUUb 2e� h42FF� 32F� J���CUFF~`@33�6 
6� @>STAT�BPLG���5911db897eaa2d9b7`ANGLE (NVIDIA, NVIDIA GeForce GT 730 (0x00001287) Direct3D11 vs_5_0 ps_5_0, D3D11-27.21.14.5671)��@������������������,,resolveLevel_and_idx_uresolveLevel_and_idxP�p01_up01R�p23_up23R����������������������������sk_RTAdjustuaffineMatrix_S0
utranslate_S0
_usk_RTAdjust_uuaffineMatrix_S0_uutranslate_S0���������������������������������������������������������������������������������������������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD0;
};
#pragma warning( disable: 3556 3571 )
float2 vec2_ctor(float x0)
{
    return float2(x0, x0);
}
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);
}
// Uniforms

uniform float4 _sk_RTAdjust : register(c1);
uniform float4 _uaffineMatrix_S0 : register(c2);
uniform float2 _utranslate_S0 : 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

// Attributes
static float2 _resolveLevel_and_idx = {0, 0};
static float4 _p01 = {0, 0, 0, 0};
static float4 _p23 = {0, 0, 0, 0};

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

// Varyings

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);
};

float f_wangs_formula_max_fdiff_p2_ff2f2f2f2f22_float2x2(in float2 _p0, in float2 _p1, in float2 _p2, in float2 _p3, in float2x2 _matrix)
{
float2 _d03016 = mul(transpose(_matrix), (((float2(-2.0, -2.0) * _p1) + _p2) + _p0));
float2 _d13017 = mul(transpose(_matrix), (((float2(-2.0, -2.0) * _p2) + _p3) + _p1));
return max(dot(_d03016, _d03016), dot(_d13017, _d13017));
}
float f_wangs_formula_conic_p2_fff2f2f2f(in float __precision_, in float2 _p0, in float2 _p1, in float2 _p2, in float _w)
{
float2 _C3024 = ((min(min(_p0, _p1), _p2) + max(max(_p0, _p1), _p2)) * 0.5);
(_p0 -= _C3024);
(_p1 -= _C3024);
(_p2 -= _C3024);
float _m3025 = sqrt(max(max(dot(_p0, _p0), dot(_p1, _p1)), dot(_p2, _p2)));
float2 _dp3026 = (((vec2_ctor((-2.0 * _w)) * _p1) + _p0) + _p2);
float _dw3027 = abs(((-2.0 * _w) + 2.0));
float _rp_minus_13028 = max(0.0, ((_m3025 * __precision_) + -1.0));
float _numer3029 = ((length(_dp3026) * __precision_) + (_rp_minus_13028 * _dw3027));
float _denom3030 = (4.0 * min(_w, 1.0));
return (_numer3029 / _denom3030);
}
@@ 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;

    return output;
}

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

float2x2 _AFFINE_MATRIX3032 = mat2_ctor(_uaffineMatrix_S0.xy, _uaffineMatrix_S0.zw);
float2 _TRANSLATE3033 = _utranslate_S0;
float _resolveLevel3034 = _resolveLevel_and_idx.x;
float _idxInResolveLevel3035 = _resolveLevel_and_idx.y;
float2 _localcoord3036 = {0, 0};
if (isinf(_p23.z))
{
float2 sbf1 = {0, 0};
if ((_resolveLevel3034 != 0.0))
{
(sbf1 = _p01.zw);
}
else
{
float2 sbf2 = {0, 0};
if ((_idxInResolveLevel3035 != 0.0))
{
(sbf2 = _p23.xy);
}
else
{
(sbf2 = _p01.xy);
}
(sbf1 = sbf2);
}
(_localcoord3036 = sbf1);
}
else
{
float2 _p03037 = _p01.xy;
float2 _p13038 = _p01.zw;
float2 _p23039 = _p23.xy;
float2 _p33040 = _p23.zw;
float _w3041 = {-1.0};
float _maxResolveLevel3042 = {0};
if (isinf(_p23.w))
{
(_w3041 = _p33040.x);
float __0_n23043 = f_wangs_formula_conic_p2_fff2f2f2f(4.0, mul(transpose(_AFFINE_MATRIX3032), _p03037), mul(transpose(_AFFINE_MATRIX3032), _p13038), mul(transpose(_AFFINE_MATRIX3032), _p23039), _w3041);
(_maxResolveLevel3042 = ceil((log2(max(__0_n23043, 1.0)) * 0.5)));
(_p13038 *= _w3041);
(_p33040 = _p23039);
}
else
{
float __1_m3044 = f_wangs_formula_max_fdiff_p2_ff2f2f2f2f22_float2x2(_p03037, _p13038, _p23039, _p33040, _AFFINE_MATRIX3032);
(_maxResolveLevel3042 = ceil((log2(max((9.0 * __1_m3044), 1.0)) * 0.25)));
}
if ((_resolveLevel3034 > _maxResolveLevel3042))
{
(_idxInResolveLevel3035 = floor((_idxInResolveLevel3035 * exp2((_maxResolveLevel3042 - _resolveLevel3034)))));
(_resolveLevel3034 = _maxResolveLevel3042);
}
float _fixedVertexID3045 = floor((0.5 + (_idxInResolveLevel3035 * exp2((5.0 - _resolveLevel3034)))));
if (((0.0 < _fixedVertexID3045) && (_fixedVertexID3045 < 32.0)))
{
float _T3046 = (_fixedVertexID3045 * 0.03125);
float2 _ab3047 = lerp(_p03037, _p13038, _T3046);
float2 _bc3048 = lerp(_p13038, _p23039, _T3046);
float2 _cd3049 = lerp(_p23039, _p33040, _T3046);
float2 _abc3050 = lerp(_ab3047, _bc3048, _T3046);
float2 _bcd3051 = lerp(_bc3048, _cd3049, _T3046);
float2 _abcd3052 = lerp(_abc3050, _bcd3051, _T3046);
float _u3053 = lerp(1.0, _w3041, _T3046);
float _v3054 = ((_w3041 + 1.0) - _u3053);
float _uv3055 = lerp(_u3053, _v3054, _T3046);
float2 sbf3 = {0, 0};
if ((_w3041 < 0.0))
{
(sbf3 = _abcd3052);
}
else
{
(sbf3 = (_abc3050 / _uv3055));
}
(_localcoord3036 = sbf3);
}
else
{
float2 sbf4 = {0, 0};
if ((_fixedVertexID3045 == 0.0))
{
(sbf4 = _p03037);
}
else
{
(sbf4 = _p33040);
}
(_localcoord3036 = sbf4);
}
}
float2 _vertexpos3056 = (mul(transpose(_AFFINE_MATRIX3032), _localcoord3036) + _TRANSLATE3033);
(gl_Position = vec4_ctor(_vertexpos3056, 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 : TEXCOORD0;
};

#pragma warning( disable: 3556 3571 )
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Varyings


cbuffer DriverConstants : register(b1)
{
    uint dx_Misc : packoffset(c2.w);
};

@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){

return generateOutput();
}
�struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD0;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD0;
};

void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput)
{
    output.gl_Position = input.gl_Position;
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
����DXBCf���.�N�e��n�g�p�4p�,8RDEF4�<���	RD11< ($|�$GlobalsDriverConstants���|�@��@@T��������x T���������0���������_sk_RTAdjustfloat4M_uaffineMatrix_S0_utranslate_S0float2��T��������� ����������0����������8����������<���������dx_ViewAdjustdx_ViewCoordsdx_ViewScaleclipControlOriginfloat����clipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGN\PPPTEXCOORD���OSGNP8DSV_PositionTEXCOORD���SHEXP�jYF� YF� _2_�_�g� e� h*@��� 
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�8bV�� 2
2F� �2FF� 22F�� օ 8" *� 9B@:� 7	B *@@?6�@�?6� 6� F6B @>STAT�x[	�DXBC7/q�J޺x0�mdD�4�� RDEFd<���<RD11< ($Microsoft (R) HLSL Shader Compiler 10.1ISGNP8DSV_PositionTEXCOORD���OSGNSHEXPj>STAT�BPLG��$,911db897eaa2d9b7`ANGLE (NVIDIA, NVIDIA GeForce GT 730 (0x00001287) Direct3D11 vs_5_0 ps_5_0, D3D11-27.21.14.5671)��@������������������,,position
_upositionP�
localCoord_ulocalCoordP����������	���������������������������	���������*����������sk_RTAdjust
umatrix_S1
udir_S1_c0uoffsetsAndKernel_S1_c0[0]umatrix_S1_c0_c0uTextureSampler_0_S1
_usk_RTAdjust_uumatrix_S1_uudir_S1_c0_uuoffsetsAndKernel_S1_c0[0]_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 float2 _localCoord = {0, 0};

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

// Varyings
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);

(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);
}
�	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]);
}
float4 vec4_ctor(float x0, float x1, float x2, float x3)
{
    return float4(x0, x1, x2, x3);
}
// Uniforms

uniform float3x3 _umatrix_S1_c0_c0 : register(c0);
uniform float4 _uoffsetsAndKernel_S1_c0[14] : register(c3);
uniform float2 _udir_S1_c0 : register(c17);
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 __6_tmp_1_coords3010 = _vTransformedCoords_2_S0;
float4 __7_sum3011 = {0.0, 0.0, 0.0, 0.0};
{LOOP for(int __8_i3012 = {0}; (__8_i3012 < 8); (++__8_i3012))
{
float4 __9_s3013 = _uoffsetsAndKernel_S1_c0[__8_i3012];
(__7_sum3011 += (__9_s3013.y * vec4_ctor(0.0, 0.0, 0.0, gl_texture2D(_uTextureSampler_0_S1, mul(transpose(mat3x2_ctor(_umatrix_S1_c0_c0)), vec3_ctor((__6_tmp_1_coords3010 + (__9_s3013.x * _udir_S1_c0)), 1.0)), -0.474999994).x)));
(__7_sum3011 += (__9_s3013.w * vec4_ctor(0.0, 0.0, 0.0, gl_texture2D(_uTextureSampler_0_S1, mul(transpose(mat3x2_ctor(_umatrix_S1_c0_c0)), vec3_ctor((__6_tmp_1_coords3010 + (__9_s3013.z * _udir_S1_c0)), 1.0)), -0.474999994).x)));
}
}
float4 _output_S13014 = __7_sum3011;
{
(out_sk_FragColor = _output_S13014);
(out_sk_FragColor = vec4_ctor(out_sk_FragColor.w, 0.0, 0.0, 0.0));
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColorstruct 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
}
���DXBCt~����j�,]�Z���4d� �RDEF(�<����RD11< ($|�$GlobalsDriverConstants���|�P��@,��������P ,h��������_sk_RTAdjustfloat4%_umatrix_S1float3x3���\T,��������b x���������0x���������8����������<���������dx_ViewAdjustdx_ViewCoordsfloat2�pdx_ViewScaleclipControlOriginfloat����clipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGND88TEXCOORD���OSGNhP\\SV_PositionTEXCOORD���SHEX�PqjYF� YF� _2_2g� e� e2 h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?�?6� 6� F6B @62F F� F" F� F>STAT���DXBC�����P_"&�S1�4t��RDEF8�<���RD11< ($������
�samplers2D[0]textures2D[0]$Globals����� T,p���������0��������������������_umatrix_S1_c0_c0float3x3�f_uoffsetsAndKernel_S1_c0float4�_udir_S1_c0float2��Microsoft (R) HLSL Shader Compiler 10.1ISGNhP\\SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX�P�jYF� Z`XpUUb 2e� h6B@�?6B@�?6�@6�@0!:@
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�:@6 :6� @>STAT�BPLG���'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_c0uclamp_S1_c0_c0uTextureSampler_0_S1
_usk_RTAdjust_uumatrix_S1_c0_uuclamp_S1_c0_c0_uuTextureSampler_0_S1sk_FragColor_usk_FragColorR�@^��������������������������������������������������������������������������������������������������������������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float2 v1 : TEXCOORD1;
};
#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_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

// 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_3_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 = _vcolor_S0;
    output.v1 = _vTransformedCoords_3_S0;

    return output;
}

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

(_vcolor_S0 = _color);
(gl_Position = vec4_ctor(_position, 0.0, 1.0));
{
(_vTransformedCoords_3_S0 = mul(transpose(mat3x2_ctor(_umatrix_S1_c0)), 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);
}
�struct PS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float2 v1 : TEXCOORD1;
};

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

uniform float4 _uclamp_S1_c0_c0 : register(c0);
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 _vTransformedCoords_3_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){
    _vcolor_S0 = input.v0;
    _vTransformedCoords_3_S0 = input.v1.xy;

float4 _outputColor_S03008 = _vcolor_S0;
float4 __8_input3009 = _outputColor_S03008;
float2 __9_inCoord3010 = _vTransformedCoords_3_S0;
float2 __10_subsetCoord3011 = {0, 0};
(__10_subsetCoord3011.x = __9_inCoord3010.x);
(__10_subsetCoord3011.y = __9_inCoord3010.y);
float2 __11_clampedCoord3012 = {0, 0};
(__11_clampedCoord3012.x = __10_subsetCoord3011.x);
(__11_clampedCoord3012.y = clamp(__10_subsetCoord3011.y, _uclamp_S1_c0_c0.y, _uclamp_S1_c0_c0.w));
float4 __12_textureColor3013 = gl_texture2D(_uTextureSampler_0_S1, __11_clampedCoord3012, -0.474999994);
(__8_input3009 = __12_textureColor3013);
float4 _output_S13014 = __8_input3009;
{
(out_sk_FragColor = _output_S13014);
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColor�struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float2 v1 : TEXCOORD1;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    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; 
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
����DXBC2�?/4��ud^��Ʋ�4d�PHRDEF(�<����RD11< ($|�$GlobalsDriverConstants���|�P��@,��������P ,h��������_sk_RTAdjustfloat4%_umatrix_S1_c0float3x3_T,��������b x���������0x���������8����������<���������dx_ViewAdjustdx_ViewCoordsfloat2�pdx_ViewScaleclipControlOriginfloat����clipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGN\PPPTEXCOORD���OSGN�htttSV_PositionTEXCOORD���SHEX�P|jYF� YF� _2_�_2g� e� e� e2 h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?�?6� 6� F6B @6� F62F F� F" F� F>STAT�
��DXBC�e�uq�$
��}F�K�4�,`LRDEFh�<���@RD11< ($������
�samplers2D[0]textures2D[0]$Globals�������������_uclamp_S1_c0_c0float4Microsoft (R) HLSL Shader Compiler 10.1ISGN�htttSV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX�P9jYF� Z`XpUUb 2e� h4� 3"
:� 6
J���CU� FF~`@33�>STAT�BPLG���(911db897eaa2d9b7`ANGLE (NVIDIA, NVIDIA GeForce GT 730 (0x00001287) Direct3D11 vs_5_0 ps_5_0, D3D11-27.21.14.5671)��@������������������,,position
_upositionP�color_ucolorR�������������������������������������sk_RTAdjusturadiusPlusHalf_S1
u_skRTFlip
uinnerRect_S1
_usk_RTAdjust_uuradiusPlusHalf_S1_uu_skRTFlip_uuinnerRect_S1sk_FragColor_usk_FragColorR�@����������������������������������������������������������������������������������������������������������������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
};
#pragma warning( disable: 3556 3571 )
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 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};

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;

    return output;
}

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

(_vcolor_S0 = _color);
(gl_Position = vec4_ctor(_position, 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;
    float4 gl_FragCoord : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
};

#pragma warning( disable: 3556 3571 )
float2 vec2_ctor(float x0, float x1)
{
    return float2(x0, x1);
}
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);
}
// Uniforms

uniform float2 _u_skRTFlip : register(c0);
uniform float4 _uinnerRect_S1 : register(c1);
uniform float2 _uradiusPlusHalf_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

// Varyings
static noperspective float4 _vcolor_S0 = {0, 0, 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;

float4 _sk_FragCoord3007 = vec4_ctor(gl_FragCoord.x, (_u_skRTFlip.x + (_u_skRTFlip.y * gl_FragCoord.y)), gl_FragCoord.z, gl_FragCoord.w);
float4 _outputColor_S03008 = _vcolor_S0;
float2 __0_dxy03009 = (_uinnerRect_S1.xy - _sk_FragCoord3007.xy);
float __1_dx13010 = (_sk_FragCoord3007.x - _uinnerRect_S1.z);
float2 __2_dxy3011 = max(vec2_ctor(max(__0_dxy03009.x, __1_dx13010), __0_dxy03009.y), 0.0);
float __3_bottomAlpha3012 = clamp((_uinnerRect_S1.w - _sk_FragCoord3007.y), 0.0, 1.0);
float __4_alpha3013 = (__3_bottomAlpha3012 * clamp((_uradiusPlusHalf_S1.x - length(__2_dxy3011)), 0.0, 1.0));
float4 _output_S13014 = vec4_ctor(__4_alpha3013);
{
(out_sk_FragColor = (_outputColor_S03008 * _output_S13014));
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColor�struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    noperspective 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
}
��DXBCl�B��j���MH!04L�lRDEF��<����RD11< ($|�$GlobalsDriverConstants���|� �(@���������_sk_RTAdjustfloat4����������� ��������80��������E8`���������<`��������dx_ViewAdjustdx_ViewCoordsfloat2�dx_ViewScaleclipControlOriginfloat���WclipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGND88TEXCOORD���OSGN�htttSV_PositionTEXCOORD���SHEX�PdjYF� YF� _2_�g� e� e� e� h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?6� 6� F6� F6� F>STAT�
��DXBClB��5&��<~��>1�4�L0RDEFT�<���,RD11< ($|�$GlobalsDriverConstants���|�0��@@T��������x���������� T��������_u_skRTFlipfloat2�L_uinnerRect_S1float4���_uradiusPlusHalf_S1�����������0T��������� ����������8T���������,��������dx_ViewCoordsdx_FragCoordOffsetdx_DepthFrontfloat3���dx_ViewScaledx_Miscdword�Microsoft (R) HLSL Shader Compiler 10.1ISGN�htttSV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX�PwjYF� YF� d 2b �e� h	2FF� �A2B� 
� 	���A�� 	
*� �A4"
*4
2�@6 
FFK
 	
�A
� 8

8� F>STAT�
BPLG��)3911db897eaa2d9b7`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_c0uradiusPlusHalf_S2
u_skRTFlip
uinnerRect_S2uTextureSampler_0_S1
_usk_RTAdjust_uumatrix_S1_c0_uuradiusPlusHalf_S2_uu_skRTFlip_uuinnerRect_S2_uuTextureSampler_0_S1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 )
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_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

// 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_3_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 = _vTransformedCoords_3_S0;

    return output;
}

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

(_vcolor_S0 = _color);
(gl_Position = vec4_ctor(_position, 0.0, 1.0));
{
(_vTransformedCoords_3_S0 = mul(transpose(mat3x2_ctor(_umatrix_S1_c0)), 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);
}
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 )
float2 vec2_ctor(float x0, float x1)
{
    return float2(x0, x1);
}
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);
}
// Uniforms

uniform float2 _u_skRTFlip : register(c0);
uniform float4 _uinnerRect_S2 : register(c1);
uniform float2 _uradiusPlusHalf_S2 : register(c2);
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 _vTransformedCoords_3_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
@@ 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;
    _vTransformedCoords_3_S0 = input.v1.xy;

float4 _sk_FragCoord3010 = vec4_ctor(gl_FragCoord.x, (_u_skRTFlip.x + (_u_skRTFlip.y * gl_FragCoord.y)), gl_FragCoord.z, gl_FragCoord.w);
float4 _outputColor_S03011 = _vcolor_S0;
float4 __0_input3012 = _outputColor_S03011;
(__0_input3012 = gl_texture2D(_uTextureSampler_0_S1, _vTransformedCoords_3_S0, -0.474999994));
float4 _output_S13013 = __0_input3012;
float2 __2_dxy03014 = (_uinnerRect_S2.xy - _sk_FragCoord3010.xy);
float __3_dx13015 = (_sk_FragCoord3010.x - _uinnerRect_S2.z);
float2 __4_dxy3016 = max(vec2_ctor(max(__2_dxy03014.x, __3_dx13015), __2_dxy03014.y), 0.0);
float __5_bottomAlpha3017 = clamp((_uinnerRect_S2.w - _sk_FragCoord3010.y), 0.0, 1.0);
float __6_alpha3018 = (__5_bottomAlpha3017 * clamp((_uradiusPlusHalf_S2.x - length(__4_dxy3016)), 0.0, 1.0));
float4 _output_S23019 = vec4_ctor(__6_alpha3018);
{
(out_sk_FragColor = (_output_S13013 * _output_S23019));
}
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�}�j^��M��R���4d�h�RDEF(�<����RD11< ($|�$GlobalsDriverConstants���|�P��@,��������P ,h��������_sk_RTAdjustfloat4%_umatrix_S1_c0float3x3_T,��������b x���������0x���������8����������<���������dx_ViewAdjustdx_ViewCoordsfloat2�pdx_ViewScaleclipControlOriginfloat����clipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGN\PPPTEXCOORD���OSGN������SV_PositionTEXCOORD���SHEXP�jYF� YF� _2_�_2g� e� e� e� e2 h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?6� 6� F6� F6� F62F6B@�? F� F" F� F>STAT���DXBC���.8���
��_�40�8RDEF��<����RD11< ($������
��samplers2D[0]textures2D[0]$GlobalsDriverConstants����$0�$`�������������������� ���������_u_skRTFlipfloat2��_uinnerRect_S2float4���_uradiusPlusHalf_S2���������"0���������5 L��������p8���������},����������@ ���������dx_ViewCoordsdx_FragCoordOffsetdx_DepthFrontfloat3��Cdx_ViewScaledx_Miscdword��samplerMetadataSamplerMetadatabaseLevelint���wrapModespaddingint2�intBorderColorint4O���@Tx�Microsoft (R) HLSL Shader Compiler 10.1ISGN������SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX,P�jYF� YF� Z`XpUUd 2b 2e� h	2FF� �A2B� 
� 	���A�� 	
*� �A4"
*4
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FFK
 	
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� 8

J���CU�FF~`@33�8� F>STAT�BPLG���3911db897eaa2d9b7`ANGLE (NVIDIA, NVIDIA GeForce GT 730 (0x00001287) Direct3D11 vs_5_0 ps_5_0, D3D11-27.21.14.5671)��@������������������,,
inPosition_uinPositionP�inColor	_uinColorR�inTextureCoords_uinTextureCoordsƍ������������������������������������*����������sk_RTAdjustuAtlasSizeInv_S0
u_skRTFlipurectUniform_S1_c0uTextureSampler_0_S0
_usk_RTAdjust_uuAtlasSizeInv_S0_uu_skRTFlip_uurectUniform_S1_c0_uuTextureSampler_0_S0sk_FragColor_usk_FragColorR�@fsSecondaryColorOut_ufsSecondaryColorOutR�@^����������������������������������������������������������������������������������������������������������������������������������������������������������������	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 )
float float_ctor_int(int x0)
{
    return float(x0);
}
float float_ctor_uint(uint x0)
{
    return float(x0);
}
float2 vec2_ctor(float x0, float x1)
{
    return float2(x0, x1);
}
float4 vec4_ctor(float2 x0, float x1, float x2)
{
    return float4(x0, x1, x2);
}
// Uniforms

uniform float4 _sk_RTAdjust : register(c1);
uniform float2 _uAtlasSizeInv_S0 : 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 _inPosition = {0, 0};
static float4 _inColor = {0, 0, 0, 0};
static uint2 _inTextureCoords = {0, 0};

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

// Varyings
static noperspective float2 _vTextureCoords_S0 = {0, 0};
static noperspective float _vTexIndex_S0 = {0};
static noperspective float4 _vinColor_S0 = {0, 0, 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 = _vinColor_S0;
    output.v1 = _vTextureCoords_S0;

    return output;
}

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

int _texIdx3010 = {0};
float2 _unormTexCoords3011 = vec2_ctor(float_ctor_uint(_inTextureCoords.x), float_ctor_uint(_inTextureCoords.y));
(_vTextureCoords_S0 = (_unormTexCoords3011 * _uAtlasSizeInv_S0));
(_vTexIndex_S0 = float_ctor_int(_texIdx3010));
(_vinColor_S0 = _inColor);
(gl_Position = vec4_ctor(_inPosition, 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);
static const uint _uTextureSampler_0_S0 = 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 _vTextureCoords_S0 = {0, 0};
static noperspective float4 _vinColor_S0 = {0, 0, 0, 0};

static float4 out_sk_FragColor = {0, 0, 0, 0};
static float4 out_fsSecondaryColorOut = {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
@@ 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;
    _vinColor_S0 = input.v0;
    _vTextureCoords_S0 = input.v1.xy;

float4 _sk_FragCoord3010 = vec4_ctor(gl_FragCoord.x, (_u_skRTFlip.x + (_u_skRTFlip.y * gl_FragCoord.y)), gl_FragCoord.z, gl_FragCoord.w);
float4 _outputColor_S03011 = _vinColor_S0;
float4 _texColor3012 = gl_texture2D(_uTextureSampler_0_S0, _vTextureCoords_S0, -0.474999994);
float4 _outputCoverage_S03013 = _texColor3012;
float __3_coverage3014 = float_ctor(all((vec4_ctor(_sk_FragCoord3010.xy, _urectUniform_S1_c0.zw) > vec4_ctor(_urectUniform_S1_c0.xy, _sk_FragCoord3010.xy))));
{
(__3_coverage3014 = (1.0 - __3_coverage3014));
}
float4 _output_S13015 = (vec4_ctor(__3_coverage3014) * _outputCoverage_S03013);
{
(_output_S13015.w = max(max(_output_S13015.x, _output_S13015.y), _output_S13015.z));
(out_fsSecondaryColorOut = (_outputColor_S03011.w * _output_S13015));
(out_sk_FragColor = (_outputColor_S03011 * _output_S13015));
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColorR�out_fsSecondaryColorOutout_fsSecondaryColorOutstruct 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���ezXv�UhC�'`��4<�@$RDEF�<����RD11< ($|�$GlobalsDriverConstants���|�0��@,��������P l��������_sk_RTAdjustfloat4%_uAtlasSizeInv_S0float2���bX,��������f l��������t0l���������8����������<���������dx_ViewAdjustdx_ViewCoordsdx_ViewScaleclipControlOriginfloat����clipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGN\PPPTEXCOORD���OSGN������SV_PositionTEXCOORD���SHEX�PwjYF� YF� _2_�_2g� e� e� e� e2 h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?6� 6� F6� F6� FV2F82 FF� >STAT����DXBC�n#�@6K�ޔ��c�4���,RDEF��<����RD11< ($������
��samplers2D[0]textures2D[0]$GlobalsDriverConstants����$ ��`t�������������������_u_skRTFlipfloat2��_urectUniform_S1_c0float4�������������0���������� ��������88���������E,T��������x@ p��������dx_ViewCoordsdx_FragCoordOffsetdx_DepthFrontfloat3��dx_ViewScaledx_Miscdword�MsamplerMetadataSamplerMetadatabaseLevelint���wrapModespaddingint2��intBorderColorint4������@�Microsoft (R) HLSL Shader Compiler 10.1ISGN������SV_PositionTEXCOORD���OSGND88SV_TARGET��SHEX@P�jYF� YF� Z`XpUUd 2b �b 2e� e� h	2FF� �A2"� 
� 12F� F1��� 2�
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7	
@@�?J���CU�F6y`@33�8r�4
4�*
8� FF8� F�>STAT�	BPLG��Z5911db897eaa2d9b7`ANGLE (NVIDIA, NVIDIA GeForce GT 730 (0x00001287) Direct3D11 vs_5_0 ps_5_0, D3D11-27.21.14.5671)��@������������������,,position
_upositionP�color_ucolorR����������������������������������������������������������������sk_RTAdjusturadiusPlusHalf_S1_c0uedgeArray_S1_c0_c0[0]
u_skRTFlipuinnerRect_S1_c0
uinnerRect_S1uinvRadiiLTRB_S1
_usk_RTAdjust_uuradiusPlusHalf_S1_c0_uuedgeArray_S1_c0_c0[0]_uu_skRTFlip_uuinnerRect_S1_c0_uuinnerRect_S1_uuinvRadiiLTRB_S1
sk_FragColor_usk_FragColorR�@����������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
};
#pragma warning( disable: 3556 3571 )
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 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};

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;

    return output;
}

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

(_vcolor_S0 = _color);
(gl_Position = vec4_ctor(_position, 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;
    float4 gl_FragCoord : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
};

#pragma warning( disable: 3556 3571 )
float2 vec2_ctor(float x0, float x1)
{
    return float2(x0, x1);
}
float3 vec3_ctor(float2 x0, float x1)
{
    return float3(x0, x1);
}
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);
}
// Uniforms

uniform float2 _u_skRTFlip : register(c0);
uniform float3 _uedgeArray_S1_c0_c0[4] : register(c1);
uniform float4 _uinnerRect_S1_c0 : register(c5);
uniform float2 _uradiusPlusHalf_S1_c0 : register(c6);
uniform float4 _uinnerRect_S1 : register(c7);
uniform float4 _uinvRadiiLTRB_S1 : register(c8);
#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 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;

float4 _sk_FragCoord3010 = vec4_ctor(gl_FragCoord.x, (_u_skRTFlip.x + (_u_skRTFlip.y * gl_FragCoord.y)), gl_FragCoord.z, gl_FragCoord.w);
float4 _outputColor_S03011 = _vcolor_S0;
float2 __9_dxy03012 = (_uinnerRect_S1.xy - _sk_FragCoord3010.xy);
float2 __10_dxy13013 = (_sk_FragCoord3010.xy - _uinnerRect_S1.zw);
float2 __11_dxy3014 = max(max(__9_dxy03012, __10_dxy13013), 0.0);
float2 __12_Z3015 = max(max((__9_dxy03012 * _uinvRadiiLTRB_S1.xy), (__10_dxy13013 * _uinvRadiiLTRB_S1.zw)), 0.0);
float __13_implicit3016 = (dot(__12_Z3015, __11_dxy3014) - 1.0);
float __14_grad_dot3017 = (4.0 * dot(__12_Z3015, __12_Z3015));
(__14_grad_dot3017 = max(__14_grad_dot3017, 9.99999975e-05));
float __15_approx_dist3018 = (__13_implicit3016 * rsqrt(__14_grad_dot3017));
float __16_alpha3019 = clamp((0.5 + __15_approx_dist3018), 0.0, 1.0);
float2 __17_dxy03020 = (_uinnerRect_S1_c0.xy - _sk_FragCoord3010.xy);
float __18_dx13021 = (_sk_FragCoord3010.x - _uinnerRect_S1_c0.z);
float2 __19_dxy3022 = max(vec2_ctor(max(__17_dxy03020.x, __18_dx13021), __17_dxy03020.y), 0.0);
float __20_bottomAlpha3023 = clamp((_uinnerRect_S1_c0.w - _sk_FragCoord3010.y), 0.0, 1.0);
float __21_alpha3024 = (__20_bottomAlpha3023 * clamp((_uradiusPlusHalf_S1_c0.x - length(__19_dxy3022)), 0.0, 1.0));
float __22_alpha3025 = {1.0};
float __23_edge3026 = dot(_uedgeArray_S1_c0_c0[0], vec3_ctor(_sk_FragCoord3010.xy, 1.0));
(__22_alpha3025 *= step(0.5, __23_edge3026));
(__23_edge3026 = dot(_uedgeArray_S1_c0_c0[1], vec3_ctor(_sk_FragCoord3010.xy, 1.0)));
(__22_alpha3025 *= step(0.5, __23_edge3026));
(__23_edge3026 = dot(_uedgeArray_S1_c0_c0[2], vec3_ctor(_sk_FragCoord3010.xy, 1.0)));
(__22_alpha3025 *= step(0.5, __23_edge3026));
(__23_edge3026 = dot(_uedgeArray_S1_c0_c0[3], vec3_ctor(_sk_FragCoord3010.xy, 1.0)));
(__22_alpha3025 *= step(0.5, __23_edge3026));
float4 _output_S13027 = ((vec4_ctor(__22_alpha3025) * __21_alpha3024) * __16_alpha3019);
{
(out_sk_FragColor = (_outputColor_S03011 * _output_S13027));
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColor�struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    noperspective 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
}
��DXBCl�B��j���MH!04L�lRDEF��<����RD11< ($|�$GlobalsDriverConstants���|� �(@���������_sk_RTAdjustfloat4����������� ��������80��������E8`���������<`��������dx_ViewAdjustdx_ViewCoordsfloat2�dx_ViewScaleclipControlOriginfloat���WclipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGND88TEXCOORD���OSGN�htttSV_PositionTEXCOORD���SHEX�PdjYF� YF� _2_�g� e� e� e� h9@:� 7	B 
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RDEF,�<���RD11< ($|�$GlobalsDriverConstants���|����@�����������<��������0PL��������p`����������pL����������L��������_u_skRTFlipfloat2��_uedgeArray_S1_c0_c0float3_uinnerRect_S1_c0float4���B_uradiusPlusHalf_S1_c0_uinnerRect_S1_uinvRadiiLTRB_S1pL��������~0���������� ����������8����������,���������dx_ViewCoordsdx_FragCoordOffsetdx_DepthFront�dx_ViewScaledx_Miscdword��Microsoft (R) HLSL Shader Compiler 10.1ISGN�htttSV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX�PljYF� 	YF� d 2b �e� h6�@�?	2FF� �A2B� 
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8� F>STAT�.'BPLG��?4911db897eaa2d9b7`ANGLE (NVIDIA, NVIDIA GeForce GT 730 (0x00001287) Direct3D11 vs_5_0 ps_5_0, D3D11-27.21.14.5671)��@������������������,,position
_upositionP�color_ucolorR����������������������������������������������������������������sk_RTAdjusturadiusPlusHalf_S1uedgeArray_S1_c0_c0[0]
u_skRTFlipuinnerRect_S1_c0uinvRadiiLTRB_S1_c0
uinnerRect_S1
_usk_RTAdjust_uuradiusPlusHalf_S1_uuedgeArray_S1_c0_c0[0]_uu_skRTFlip_uuinnerRect_S1_c0_uuinvRadiiLTRB_S1_c0_uuinnerRect_S1
sk_FragColor_usk_FragColorR�@����������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
};
#pragma warning( disable: 3556 3571 )
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 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};

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;

    return output;
}

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

(_vcolor_S0 = _color);
(gl_Position = vec4_ctor(_position, 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;
    float4 gl_FragCoord : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
};

#pragma warning( disable: 3556 3571 )
float3 vec3_ctor(float2 x0, float x1)
{
    return float3(x0, x1);
}
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);
}
// Uniforms

uniform float2 _u_skRTFlip : register(c0);
uniform float3 _uedgeArray_S1_c0_c0[4] : register(c1);
uniform float4 _uinnerRect_S1_c0 : register(c5);
uniform float4 _uinvRadiiLTRB_S1_c0 : register(c6);
uniform float4 _uinnerRect_S1 : register(c7);
uniform float2 _uradiusPlusHalf_S1 : register(c8);
#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 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;

float4 _sk_FragCoord3010 = vec4_ctor(gl_FragCoord.x, (_u_skRTFlip.x + (_u_skRTFlip.y * gl_FragCoord.y)), gl_FragCoord.z, gl_FragCoord.w);
float4 _outputColor_S03011 = _vcolor_S0;
float2 __12_dxy03012 = (_uinnerRect_S1.xy - _sk_FragCoord3010.xy);
float2 __13_dxy13013 = (_sk_FragCoord3010.xy - _uinnerRect_S1.zw);
float2 __14_dxy3014 = max(max(__12_dxy03012, __13_dxy13013), 0.0);
float __15_alpha3015 = clamp((_uradiusPlusHalf_S1.x - length(__14_dxy3014)), 0.0, 1.0);
float2 __16_dxy03016 = (_uinnerRect_S1_c0.xy - _sk_FragCoord3010.xy);
float2 __17_dxy13017 = (_sk_FragCoord3010.xy - _uinnerRect_S1_c0.zw);
float2 __18_dxy3018 = max(max(__16_dxy03016, __17_dxy13017), 0.0);
float2 __19_Z3019 = max(max((__16_dxy03016 * _uinvRadiiLTRB_S1_c0.xy), (__17_dxy13017 * _uinvRadiiLTRB_S1_c0.zw)), 0.0);
float __20_implicit3020 = (dot(__19_Z3019, __18_dxy3018) - 1.0);
float __21_grad_dot3021 = (4.0 * dot(__19_Z3019, __19_Z3019));
(__21_grad_dot3021 = max(__21_grad_dot3021, 9.99999975e-05));
float __22_approx_dist3022 = (__20_implicit3020 * rsqrt(__21_grad_dot3021));
float __23_alpha3023 = clamp((0.5 + __22_approx_dist3022), 0.0, 1.0);
float __24_alpha3024 = {1.0};
float __25_edge3025 = dot(_uedgeArray_S1_c0_c0[0], vec3_ctor(_sk_FragCoord3010.xy, 1.0));
(__24_alpha3024 *= step(0.5, __25_edge3025));
(__25_edge3025 = dot(_uedgeArray_S1_c0_c0[1], vec3_ctor(_sk_FragCoord3010.xy, 1.0)));
(__24_alpha3024 *= step(0.5, __25_edge3025));
(__25_edge3025 = dot(_uedgeArray_S1_c0_c0[2], vec3_ctor(_sk_FragCoord3010.xy, 1.0)));
(__24_alpha3024 *= step(0.5, __25_edge3025));
(__25_edge3025 = dot(_uedgeArray_S1_c0_c0[3], vec3_ctor(_sk_FragCoord3010.xy, 1.0)));
(__24_alpha3024 *= step(0.5, __25_edge3025));
float4 _output_S13026 = ((vec4_ctor(__24_alpha3024) * __23_alpha3023) * __15_alpha3015);
{
(out_sk_FragColor = (_outputColor_S03011 * _output_S13026));
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColor�struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    noperspective 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
}
��DXBCl�B��j���MH!04L�lRDEF��<����RD11< ($|�$GlobalsDriverConstants���|� �(@���������_sk_RTAdjustfloat4����������� ��������80��������E8`���������<`��������dx_ViewAdjustdx_ViewCoordsfloat2�dx_ViewScaleclipControlOriginfloat���WclipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGND88TEXCOORD���OSGN�htttSV_PositionTEXCOORD���SHEX�PdjYF� YF� _2_�g� e� e� e� h9@:� 7	B 
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RDEF,�<���RD11< ($|�$GlobalsDriverConstants���|����@�����������<��������0PL��������p`L���������pL�������������������_u_skRTFlipfloat2��_uedgeArray_S1_c0_c0float3_uinnerRect_S1_c0float4���B_uinvRadiiLTRB_S1_c0_uinnerRect_S1_uradiusPlusHalf_S1pL��������~0���������� ����������8����������,���������dx_ViewCoordsdx_FragCoordOffsetdx_DepthFront�dx_ViewScaledx_Miscdword��Microsoft (R) HLSL Shader Compiler 10.1ISGN�htttSV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX`PXjYF� 	YF� d 2b �e� h6�@�?	2FF� �A2B� 
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8� F>STAT�+%BPLG��*911db897eaa2d9b7`ANGLE (NVIDIA, NVIDIA GeForce GT 730 (0x00001287) Direct3D11 vs_5_0 ps_5_0, D3D11-27.21.14.5671)��@������������������,,position
_upositionP�color_ucolorR�������������������������������������sk_RTAdjust
u_skRTFlip
uinnerRect_S1uinvRadiiLTRB_S1
_usk_RTAdjust_uu_skRTFlip_uuinnerRect_S1_uuinvRadiiLTRB_S1sk_FragColor_usk_FragColorR�@����������������������������������������������������������������������������������������������������������������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
};
#pragma warning( disable: 3556 3571 )
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 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};

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;

    return output;
}

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

(_vcolor_S0 = _color);
(gl_Position = vec4_ctor(_position, 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);
}
m	struct PS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
};

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

uniform float2 _u_skRTFlip : register(c0);
uniform float4 _uinnerRect_S1 : register(c1);
uniform float4 _uinvRadiiLTRB_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

// Varyings
static noperspective float4 _vcolor_S0 = {0, 0, 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;

float4 _sk_FragCoord3007 = vec4_ctor(gl_FragCoord.x, (_u_skRTFlip.x + (_u_skRTFlip.y * gl_FragCoord.y)), gl_FragCoord.z, gl_FragCoord.w);
float4 _outputColor_S03008 = _vcolor_S0;
float2 __0_dxy03009 = (_uinnerRect_S1.xy - _sk_FragCoord3007.xy);
float2 __1_dxy13010 = (_sk_FragCoord3007.xy - _uinnerRect_S1.zw);
float2 __2_dxy3011 = max(max(__0_dxy03009, __1_dxy13010), 0.0);
float2 __3_Z3012 = max(max((__0_dxy03009 * _uinvRadiiLTRB_S1.xy), (__1_dxy13010 * _uinvRadiiLTRB_S1.zw)), 0.0);
float __4_implicit3013 = (dot(__3_Z3012, __2_dxy3011) - 1.0);
float __5_grad_dot3014 = (4.0 * dot(__3_Z3012, __3_Z3012));
(__5_grad_dot3014 = max(__5_grad_dot3014, 9.99999975e-05));
float __6_approx_dist3015 = (__4_implicit3013 * rsqrt(__5_grad_dot3014));
float __7_alpha3016 = clamp((0.5 - __6_approx_dist3015), 0.0, 1.0);
float4 _output_S13017 = vec4_ctor(__7_alpha3016);
{
(out_sk_FragColor = (_outputColor_S03008 * _output_S13017));
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColor�struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    noperspective 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
}
��DXBCl�B��j���MH!04L�lRDEF��<����RD11< ($|�$GlobalsDriverConstants���|� �(@���������_sk_RTAdjustfloat4����������� ��������80��������E8`���������<`��������dx_ViewAdjustdx_ViewCoordsfloat2�dx_ViewScaleclipControlOriginfloat���WclipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGND88TEXCOORD���OSGN�htttSV_PositionTEXCOORD���SHEX�PdjYF� YF� _2_�g� e� e� e� h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?6� 6� F6� F6� F>STAT�
�tDXBC�W�j�h���0�9�"�t4�L�RDEFT�<���,RD11< ($|�$GlobalsDriverConstants���|�0��@@T��������x���������� ���������_u_skRTFlipfloat2�L_uinnerRect_S1float4���_uinvRadiiLTRB_S1�������������0T��������� ����������8T���������,��������dx_ViewCoordsdx_FragCoordOffsetdx_DepthFrontfloat3���dx_ViewScaledx_Miscdword�Microsoft (R) HLSL Shader Compiler 10.1ISGN�htttSV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX�P�jYF� YF� d 2b �e� h	2FF� �A2B� 
� 	��A� 	R�� �A42��8�F&� 42��4
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@?8� F>STAT�BPLG��r/911db897eaa2d9b7`ANGLE (NVIDIA, NVIDIA GeForce GT 730 (0x00001287) Direct3D11 vs_5_0 ps_5_0, D3D11-27.21.14.5671)��@������������������,,position
_upositionP�color_ucolorR�������������������	������������������*����������sk_RTAdjust
u_skRTFlipumatrix_S1_c0_c0_c0urect_S1_c0_c0uTextureSampler_0_S1
_usk_RTAdjust_uu_skRTFlip_uumatrix_S1_c0_c0_c0_uurect_S1_c0_c0_uuTextureSampler_0_S1sk_FragColor_usk_FragColorR�@^�������������������������������������������������������������������������������������������������������������������������������������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
};
#pragma warning( disable: 3556 3571 )
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 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};

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;

    return output;
}

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

(_vcolor_S0 = _color);
(gl_Position = vec4_ctor(_position, 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;
    float4 gl_FragCoord : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
};

#pragma warning( disable: 3556 3571 )
float2 vec2_ctor(float x0, float x1)
{
    return float2(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(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);
}
// Uniforms

uniform float2 _u_skRTFlip : register(c0);
uniform float3x3 _umatrix_S1_c0_c0_c0 : register(c1);
uniform float4 _urect_S1_c0_c0 : register(c4);
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 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
@@ 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;

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;
float2 __11_tmp_1_coords3010 = _sk_FragCoord3008.xy;
float __12_xCoverage3011 = {0};
float __13_yCoverage3012 = {0};
{
float2 __14_xy3013 = max((_urect_S1_c0_c0.xy - __11_tmp_1_coords3010), (__11_tmp_1_coords3010 - _urect_S1_c0_c0.zw));
(__12_xCoverage3011 = gl_texture2D(_uTextureSampler_0_S1, mul(transpose(mat3x2_ctor(_umatrix_S1_c0_c0_c0)), vec3_ctor(vec2_ctor(__14_xy3013.x, 0.5), 1.0)), -0.474999994).x);
(__13_yCoverage3012 = gl_texture2D(_uTextureSampler_0_S1, mul(transpose(mat3x2_ctor(_umatrix_S1_c0_c0_c0)), vec3_ctor(vec2_ctor(__14_xy3013.y, 0.5), 1.0)), -0.474999994).x);
}
float4 _output_S13014 = vec4_ctor((__12_xCoverage3011 * __13_yCoverage3012));
{
(out_sk_FragColor = (_outputColor_S03009 * _output_S13014));
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColor�struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    noperspective 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
}
��DXBCl�B��j���MH!04L�lRDEF��<����RD11< ($|�$GlobalsDriverConstants���|� �(@���������_sk_RTAdjustfloat4����������� ��������80��������E8`���������<`��������dx_ViewAdjustdx_ViewCoordsfloat2�dx_ViewScaleclipControlOriginfloat���WclipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGND88TEXCOORD���OSGN�htttSV_PositionTEXCOORD���SHEX�PdjYF� YF� _2_�g� e� e� e� h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?6� 6� F6� F6� F>STAT�
�0	DXBC�F&Fi��N�� �$���0	4`��RDEF$�<����RD11< ($������
��samplers2D[0]textures2D[0]$GlobalsDriverConstants����$P�T`�����������,���������@0��������_u_skRTFlipfloat2��_umatrix_S1_c0_c0_c0float3x3���_urect_S1_c0_c0float4�(D0��������R0���������e |���������8����������,����������@ ���������dx_ViewCoordsdx_FragCoordOffsetdx_DepthFrontfloat3��sdx_ViewScaledx_Miscdword��samplerMetadataSamplerMetadatabaseLevelint��
wrapModespaddingint2�FintBorderColorint44>Lp���Microsoft (R) HLSL Shader Compiler 10.1ISGN�htttSV_PositionTEXCOORD���OSGN, SV_TARGET��SHEXpP�jYF� YF� Z`XpUUd 2b �e� h	2FF� �A2B� 
� 	��A� 	R�� �A42��6�@?�?F� �"F� �J���CUFF~`@33�F� �"F� �J���CU"F~`@33�8
8� F>STAT�BPLG���,911db897eaa2d9b7`ANGLE (NVIDIA, NVIDIA GeForce GT 730 (0x00001287) Direct3D11 vs_5_0 ps_5_0, D3D11-27.21.14.5671)��@������������������,,
inPosition_uinPositionP�inColor	_uinColorR�inCircleEdge_uinCircleEdgeR�������������������������������������sk_RTAdjusturadiusPlusHalf_S1
u_skRTFlip
uinnerRect_S1
_usk_RTAdjust_uuradiusPlusHalf_S1_uu_skRTFlip_uuinnerRect_S1sk_FragColor_usk_FragColorR�@������������������������������������������������������������������������������������������������������������������������������������������2struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 gl_FragCoord : TEXCOORD3;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float4 v1 : TEXCOORD1;
};
#pragma warning( disable: 3556 3571 )
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 _inPosition = {0, 0};
static float4 _inColor = {0, 0, 0, 0};
static float4 _inCircleEdge = {0, 0, 0, 0};

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

// Varyings
static noperspective float4 _vinCircleEdge_S0 = {0, 0, 0, 0};
static noperspective float4 _vinColor_S0 = {0, 0, 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 = _vinCircleEdge_S0;
    output.v1 = _vinColor_S0;

    return output;
}

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

(_vinCircleEdge_S0 = _inCircleEdge);
(_vinColor_S0 = _inColor);
float2 __tmp_0_inPosition3008 = _inPosition;
(gl_Position = vec4_ctor(__tmp_0_inPosition3008, 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 float4 v1 : TEXCOORD1;
};

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

uniform float2 _u_skRTFlip : register(c0);
uniform float4 _uinnerRect_S1 : register(c1);
uniform float2 _uradiusPlusHalf_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

// Varyings
static noperspective float4 _vinCircleEdge_S0 = {0, 0, 0, 0};
static noperspective float4 _vinColor_S0 = {0, 0, 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;
    _vinCircleEdge_S0 = input.v0;
    _vinColor_S0 = input.v1;

float4 _sk_FragCoord3008 = vec4_ctor(gl_FragCoord.x, (_u_skRTFlip.x + (_u_skRTFlip.y * gl_FragCoord.y)), gl_FragCoord.z, gl_FragCoord.w);
float4 _circleEdge3009 = _vinCircleEdge_S0;
float4 _outputColor_S03010 = _vinColor_S0;
float _d3011 = length(_circleEdge3009.xy);
float _distanceToOuterEdge3012 = (_circleEdge3009.z * (1.0 - _d3011));
float _edgeAlpha3013 = clamp(_distanceToOuterEdge3012, 0.0, 1.0);
float4 _outputCoverage_S03014 = vec4_ctor(_edgeAlpha3013);
float2 __0_dxy03015 = (_uinnerRect_S1.xy - _sk_FragCoord3008.xy);
float2 __1_dxy13016 = (_sk_FragCoord3008.xy - _uinnerRect_S1.zw);
float2 __2_dxy3017 = max(max(__0_dxy03015, __1_dxy13016), 0.0);
float __3_alpha3018 = clamp((_uradiusPlusHalf_S1.x - length(__2_dxy3017)), 0.0, 1.0);
(__3_alpha3018 = (1.0 - __3_alpha3018));
float4 _output_S13019 = (_outputCoverage_S03014 * __3_alpha3018);
{
(out_sk_FragColor = (_outputColor_S03010 * _output_S13019));
}
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 float4 v1 : TEXCOORD1;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 gl_FragCoord : TEXCOORD3;
    noperspective float4 v0 : TEXCOORD0;
    noperspective 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; 
    output.gl_FragCoord = input.gl_FragCoord;
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
���dDXBC�m߷��k��Ľu�d4d�RDEF��<����RD11< ($|�$GlobalsDriverConstants���|� �(@���������_sk_RTAdjustfloat4����������� ��������80��������E8`���������<`��������dx_ViewAdjustdx_ViewCoordsfloat2�dx_ViewScaleclipControlOriginfloat���WclipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGN\PPPTEXCOORD���OSGN������SV_PositionTEXCOORD���SHEX�PojYF� YF� _2_�_�g� e� e� e� e� h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?6� 6� F6� F6� F6� F>STAT��hDXBC��z�R-�5�T�h4�0d�RDEFT�<���,RD11< ($|�$GlobalsDriverConstants���|�0��@@T��������x���������� T��������_u_skRTFlipfloat2�L_uinnerRect_S1float4���_uradiusPlusHalf_S1�����������0T��������� ����������8T���������,��������dx_ViewCoordsdx_FragCoordOffsetdx_DepthFrontfloat3���dx_ViewScaledx_Miscdword�Microsoft (R) HLSL Shader Compiler 10.1ISGN������SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX`P�jYF� YF� d 2b rb �e� h	2FF� �A2B� 
� 	��A� 	R�� �A42��4
2F@FFK
 	
�A
� 
�A@�?"FFK""�A@�?8 "*8
8� F>STAT�BPLG���!911db897eaa2d9b7`ANGLE (NVIDIA, NVIDIA GeForce GT 730 (0x00001287) Direct3D11 vs_5_0 ps_5_0, D3D11-27.21.14.5671)��@������������������,,position
_upositionQ�color_ucolorR�
localCoord_ulocalCoordP����������*����������sk_RTAdjustuTextureSampler_0_S0
_usk_RTAdjust_uuTextureSampler_0_S0sk_FragColor_usk_FragColorR�@^���������������������������������������������������������������������������������������������������bstruct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 v0 : TEXCOORD0;
    float2 v1 : TEXCOORD1;
};
#pragma warning( disable: 3556 3571 )
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 float3 _position = {0, 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  float4 _vcolor_S0 = {0, 0, 0, 0};
static  float2 _vlocalCoord_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 = _vcolor_S0;
    output.v1 = _vlocalCoord_S0;

    return output;
}

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

(_vcolor_S0 = _color);
(_vlocalCoord_S0 = _localCoord);
(gl_Position = vec4_ctor(_position.xy, 0.0, _position.z));
(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 v0 : TEXCOORD0;
    float2 v1 : TEXCOORD1;
};

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

static const uint _uTextureSampler_0_S0 = 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  float4 _vcolor_S0 = {0, 0, 0, 0};
static  float2 _vlocalCoord_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){
    _vcolor_S0 = input.v0;
    _vlocalCoord_S0 = input.v1.xy;

float4 _outputColor_S03006 = _vcolor_S0;
float2 _texCoord3007 = _vlocalCoord_S0;
(_outputColor_S03006 = (gl_texture2D(_uTextureSampler_0_S0, _texCoord3007, -0.474999994) * _outputColor_S03006));
{
(out_sk_FragColor = _outputColor_S03006);
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColorRstruct 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
}
���`DXBCܙL�#���7˿0X��`4d��RDEF��<����RD11< ($|�$GlobalsDriverConstants���|� �(@���������_sk_RTAdjustfloat4����������� ��������80��������E8`���������<`��������dx_ViewAdjustdx_ViewCoordsfloat2�dx_ViewScaleclipControlOriginfloat���WclipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGN\PPPTEXCOORD���OSGN�htttSV_PositionTEXCOORD���SHEX�PtjYF� YF� _r_�_2g� e� e� e2 h9@:� 8"*@?7	B 
@8�F�� 2�
F8" *� 6�*6� 6� F6B @6� F62 F>STAT�
�DXBC$?�ZG�[��|+����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~`@33�8� FF>STAT�BPLG��*"911db897eaa2d9b7`ANGLE (NVIDIA, NVIDIA GeForce GT 730 (0x00001287) Direct3D11 vs_5_0 ps_5_0, D3D11-27.21.14.5671)��@������������������,,position
_upositionQ�
localCoord_ulocalCoordP�	texSubset_utexSubsetR����������*����������sk_RTAdjustuTextureSampler_0_S0
_usk_RTAdjust_uuTextureSampler_0_S0sk_FragColor_usk_FragColorR�@^���������������������������������������������������������������������������������������������������vstruct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 v0 : TEXCOORD0;
    float2 v1 : TEXCOORD1;
};
#pragma warning( disable: 3556 3571 )
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 float3 _position = {0, 0, 0};
static float2 _localCoord = {0, 0};
static float4 _texSubset = {0, 0, 0, 0};

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

// Varyings
static  float2 _vlocalCoord_S0 = {0, 0};
static  float4 _vtexSubset_S0 = {0, 0, 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 = _vtexSubset_S0;
    output.v1 = _vlocalCoord_S0;

    return output;
}

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

(_vlocalCoord_S0 = _localCoord);
(_vtexSubset_S0 = _texSubset);
(gl_Position = vec4_ctor(_position.xy, 0.0, _position.z));
(gl_Position = vec4_ctor(((gl_Position.xy * _sk_RTAdjust.xz) + (gl_Position.ww * _sk_RTAdjust.yw)), 0.0, gl_Position.w));
return generateOutput(input);
}
0struct PS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 v0 : TEXCOORD0;
    float2 v1 : TEXCOORD1;
};

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

static const uint _uTextureSampler_0_S0 = 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_S0 = {0, 0};
static  float4 _vtexSubset_S0 = {0, 0, 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){
    _vtexSubset_S0 = input.v0;
    _vlocalCoord_S0 = input.v1.xy;

float4 _outputColor_S03006 = {1.0, 1.0, 1.0, 1.0};
float2 _texCoord3007 = _vlocalCoord_S0;
float4 _subset3008 = _vtexSubset_S0;
(_texCoord3007 = clamp(_texCoord3007, _subset3008.xy, _subset3008.zw));
(_outputColor_S03006 = gl_texture2D(_uTextureSampler_0_S0, _texCoord3007, -0.474999994));
{
(out_sk_FragColor = _outputColor_S03006);
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColorRstruct 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
}
���`DXBCK���!]oF�]�A�,`4d��RDEF��<����RD11< ($|�$GlobalsDriverConstants���|� �(@���������_sk_RTAdjustfloat4����������� ��������80��������E8`���������<`��������dx_ViewAdjustdx_ViewCoordsfloat2�dx_ViewScaleclipControlOriginfloat���WclipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGN\PPPTEXCOORD���OSGN�htttSV_PositionTEXCOORD���SHEX�PtjYF� YF� _r_2_�g� e� e� e2 h9@:� 8"*@?7	B 
@8�F�� 2�
F8" *� 6�*6� 6� F6B @6� F62 F>STAT�
� DXBCj��vB�ɝ<�kdЈ� 4����RDEF�<����RD11< ($|�����
samplers2D[0]textures2D[0]Microsoft (R) HLSL Shader Compiler 10.1ISGN�htttSV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX�P1jZ`XpUUb�b2e� h42FF32F�J���CU� FF~`@33�>STAT�BPLG��[911db897eaa2d9b7`ANGLE (NVIDIA, NVIDIA GeForce GT 730 (0x00001287) Direct3D11 vs_5_0 ps_5_0, D3D11-27.21.14.5671)��@������������������,,position
_upositionQ�
localCoord_ulocalCoordP����������*����������sk_RTAdjustuTextureSampler_0_S0
_usk_RTAdjust_uuTextureSampler_0_S0sk_FragColor_usk_FragColorR�@^��������������������������������������������������������������������������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float2 v0 : TEXCOORD0;
};
#pragma warning( disable: 3556 3571 )
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 float3 _position = {0, 0, 0};
static float2 _localCoord = {0, 0};

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

// Varyings
static  float2 _vlocalCoord_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 = _vlocalCoord_S0;

    return output;
}

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

(_vlocalCoord_S0 = _localCoord);
(gl_Position = vec4_ctor(_position.xy, 0.0, _position.z));
(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 )
// Uniforms

static const uint _uTextureSampler_0_S0 = 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_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){
    _vlocalCoord_S0 = input.v0.xy;

float4 _outputColor_S03005 = {1.0, 1.0, 1.0, 1.0};
float2 _texCoord3006 = _vlocalCoord_S0;
(_outputColor_S03005 = gl_texture2D(_uTextureSampler_0_S0, _texCoord3006, -0.474999994));
{
(out_sk_FragColor = _outputColor_S03005);
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColorstruct 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
}
��DXBC,[���k�8�*e�4L�hRDEF��<����RD11< ($|�$GlobalsDriverConstants���|� �(@���������_sk_RTAdjustfloat4����������� ��������80��������E8`���������<`��������dx_ViewAdjustdx_ViewCoordsfloat2�dx_ViewScaleclipControlOriginfloat���WclipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGND88TEXCOORD���OSGNhP\\SV_PositionTEXCOORD���SHEX�PijYF� YF� _r_2g� e� e2 h9@:� 8"*@?7	B 
@8�F�� 2�
F8" *� 6�*6� 6� F6B @62 F>STAT���DXBC�òZ(ޫנ	�FIť�4�l� RDEF�<����RD11< ($|�����
samplers2D[0]textures2D[0]Microsoft (R) HLSL Shader Compiler 10.1ISGNhP\\SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEXxPjZ`XpUUb2e� J���CU� FF~`@33�>STAT�BPLG��911db897eaa2d9b7`ANGLE (NVIDIA, NVIDIA GeForce GT 730 (0x00001287) Direct3D11 vs_5_0 ps_5_0, D3D11-27.21.14.5671)��@������������������,,
inPosition_uinPositionP�
inCoverage_uinCoverage������������������sk_RTAdjust	uColor_S0
_usk_RTAdjust_uuColor_S0sk_FragColor_usk_FragColorR�@������������������������������������������������������������������������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    noperspective float v0 : TEXCOORD0;
};
#pragma warning( disable: 3556 3571 )
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 _inPosition = {0, 0};
static float _inCoverage = {0};

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

// Varyings
static noperspective float _vinCoverage_S0 = {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 = _vinCoverage_S0;

    return output;
}

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

float2 __tmp_1_inPosition3006 = _inPosition;
(_vinCoverage_S0 = _inCoverage);
(gl_Position = vec4_ctor(__tmp_1_inPosition3006, 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;
    noperspective float v0 : TEXCOORD0;
};

#pragma warning( disable: 3556 3571 )
float4 vec4_ctor(float x0)
{
    return float4(x0, x0, x0, x0);
}
// Uniforms

uniform float4 _uColor_S0 : 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 noperspective float _vinCoverage_S0 = {0};

static float4 out_sk_FragColor = {0, 0, 0, 0};

cbuffer DriverConstants : register(b1)
{
    uint dx_Misc : packoffset(c2.w);
};

@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){
    _vinCoverage_S0 = input.v0.x;

float4 _outputColor_S03005 = _uColor_S0;
float _alpha3006 = {1.0};
(_alpha3006 = _vinCoverage_S0);
float4 _outputCoverage_S03007 = vec4_ctor(_alpha3006);
{
(out_sk_FragColor = (_outputColor_S03005 * _outputCoverage_S03007));
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColorstruct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    noperspective float v0 : TEXCOORD0;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    noperspective float 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
}
���DXBC��׽�R�`{��e{QR�4L�<RDEF��<����RD11< ($|�$GlobalsDriverConstants���|� �(@���������_sk_RTAdjustfloat4����������� ��������80��������E8`���������<`��������dx_ViewAdjustdx_ViewCoordsfloat2�dx_ViewScaleclipControlOriginfloat���WclipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGND88TEXCOORD���OSGNhP\\SV_PositionTEXCOORD���SHEXxP^jYF� YF� _2_g� e� e h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?6� 6� F6B @6 
>STAT�
��DXBC�R�R3��B5����E�4D��HRDEFh<����RD11< ($\$Globals���\�����������_uColor_S0float4���Microsoft (R) HLSL Shader Compiler 10.1ISGNhP\\SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEXXPjYF� b e� 8� F� >STAT�BPLG���'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_c0uclamp_S1_c0_c0uTextureSampler_0_S1
_usk_RTAdjust_uumatrix_S1_c0_uuclamp_S1_c0_c0_uuTextureSampler_0_S1sk_FragColor_usk_FragColorR�@^��������������������������������������������������������������������������������������������������������������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float2 v1 : TEXCOORD1;
};
#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_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

// 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_3_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 = _vcolor_S0;
    output.v1 = _vTransformedCoords_3_S0;

    return output;
}

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

(_vcolor_S0 = _color);
(gl_Position = vec4_ctor(_position, 0.0, 1.0));
{
(_vTransformedCoords_3_S0 = mul(transpose(mat3x2_ctor(_umatrix_S1_c0)), 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);
}
�struct PS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float2 v1 : TEXCOORD1;
};

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

uniform float4 _uclamp_S1_c0_c0 : register(c0);
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 _vTransformedCoords_3_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){
    _vcolor_S0 = input.v0;
    _vTransformedCoords_3_S0 = input.v1.xy;

float4 _outputColor_S03008 = _vcolor_S0;
float4 __8_input3009 = _outputColor_S03008;
float2 __9_inCoord3010 = _vTransformedCoords_3_S0;
float2 __10_subsetCoord3011 = {0, 0};
(__10_subsetCoord3011.x = __9_inCoord3010.x);
(__10_subsetCoord3011.y = __9_inCoord3010.y);
float2 __11_clampedCoord3012 = {0, 0};
(__11_clampedCoord3012.x = clamp(__10_subsetCoord3011.x, _uclamp_S1_c0_c0.x, _uclamp_S1_c0_c0.z));
(__11_clampedCoord3012.y = __10_subsetCoord3011.y);
float4 __12_textureColor3013 = gl_texture2D(_uTextureSampler_0_S1, __11_clampedCoord3012, -0.474999994);
(__8_input3009 = __12_textureColor3013);
float4 _output_S13014 = __8_input3009;
{
(out_sk_FragColor = _output_S13014);
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColor�struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float2 v1 : TEXCOORD1;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    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; 
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
����DXBC2�?/4��ud^��Ʋ�4d�PHRDEF(�<����RD11< ($|�$GlobalsDriverConstants���|�P��@,��������P ,h��������_sk_RTAdjustfloat4%_umatrix_S1_c0float3x3_T,��������b x���������0x���������8����������<���������dx_ViewAdjustdx_ViewCoordsfloat2�pdx_ViewScaleclipControlOriginfloat����clipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGN\PPPTEXCOORD���OSGN�htttSV_PositionTEXCOORD���SHEX�P|jYF� YF� _2_�_2g� e� e� e2 h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?�?6� 6� F6B @6� F62F F� F" F� F>STAT�
��DXBC���z��A*��a�A��4�,`LRDEFh�<���@RD11< ($������
�samplers2D[0]textures2D[0]$Globals�������������_uclamp_S1_c0_c0float4Microsoft (R) HLSL Shader Compiler 10.1ISGN�htttSV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX�P9jYF� Z`XpUUb 2e� h4

� 3
*� 6"J���CU� FF~`@33�>STAT�BPLG���)911db897eaa2d9b7`ANGLE (NVIDIA, NVIDIA GeForce GT 730 (0x00001287) Direct3D11 vs_5_0 ps_5_0, D3D11-27.21.14.5671)��@������������������,,
inPosition_uinPositionP�inColor	_uinColorR�inCircleEdge_uinCircleEdgeR����������	���������*����������sk_RTAdjustumatrix_S1_c0_c0uTextureSampler_0_S1
_usk_RTAdjust_uumatrix_S1_c0_c0_uuTextureSampler_0_S1�����sk_FragColor_usk_FragColorR�@^������������������������������������������������������������������������������������������������������������������������	struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD3;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float4 v1 : TEXCOORD1;
    noperspective float2 v2 : TEXCOORD2;
};
#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_c0_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

// Attributes
static float2 _inPosition = {0, 0};
static float4 _inColor = {0, 0, 0, 0};
static float4 _inCircleEdge = {0, 0, 0, 0};

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

// Varyings
static noperspective float4 _vinCircleEdge_S0 = {0, 0, 0, 0};
static noperspective float4 _vinColor_S0 = {0, 0, 0, 0};
static noperspective float2 _vTransformedCoords_4_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 = _vinCircleEdge_S0;
    output.v1 = _vinColor_S0;
    output.v2 = _vTransformedCoords_4_S0;

    return output;
}

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

(_vinCircleEdge_S0 = _inCircleEdge);
(_vinColor_S0 = _inColor);
float2 __tmp_0_inPosition3011 = _inPosition;
(gl_Position = vec4_ctor(__tmp_0_inPosition3011, 0.0, 1.0));
{
(_vTransformedCoords_4_S0 = mul(transpose(mat3x2_ctor(_umatrix_S1_c0_c0)), vec3_ctor(__tmp_0_inPosition3011, 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;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float4 v1 : TEXCOORD1;
    noperspective float2 v2 : TEXCOORD2;
};

#pragma warning( disable: 3556 3571 )
float4 vec4_ctor(float x0)
{
    return float4(x0, x0, x0, x0);
}
// Uniforms

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 _vinCircleEdge_S0 = {0, 0, 0, 0};
static noperspective float4 _vinColor_S0 = {0, 0, 0, 0};
static noperspective float2 _vTransformedCoords_4_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){
    _vinCircleEdge_S0 = input.v0;
    _vinColor_S0 = input.v1;
    _vTransformedCoords_4_S0 = input.v2.xy;

float4 _circleEdge3008 = _vinCircleEdge_S0;
float4 _outputColor_S03009 = _vinColor_S0;
float _d3010 = length(_circleEdge3008.xy);
float _distanceToOuterEdge3011 = (_circleEdge3008.z * (1.0 - _d3010));
float _edgeAlpha3012 = clamp(_distanceToOuterEdge3011, 0.0, 1.0);
float _distanceToInnerEdge3013 = (_circleEdge3008.z * (_d3010 - _circleEdge3008.w));
float _innerAlpha3014 = clamp(_distanceToInnerEdge3013, 0.0, 1.0);
(_edgeAlpha3012 *= _innerAlpha3014);
float4 _outputCoverage_S03015 = vec4_ctor(_edgeAlpha3012);
float4 _output_S13016 = (_outputCoverage_S03015 * gl_texture2D(_uTextureSampler_0_S1, _vTransformedCoords_4_S0, -0.474999994).x);
{
(out_sk_FragColor = (_outputColor_S03009 * _output_S13016));
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColor�struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD3;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float4 v1 : TEXCOORD1;
    noperspective float2 v2 : TEXCOORD2;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD3;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float4 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; 
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
��� DXBC�����ec��5�0 4h�l�RDEF,�<���RD11< ($|�$GlobalsDriverConstants���|�P��@,��������P ,l��������_sk_RTAdjustfloat4%_umatrix_S1_c0_c0float3x3�bX,��������f |���������0|���������8����������<���������dx_ViewAdjustdx_ViewCoordsfloat2�tdx_ViewScaleclipControlOriginfloat����clipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGN\PPPTEXCOORD���OSGN������SV_PositionTEXCOORD���SHEXP�jYF� YF� _2_�_�g� e� e� e� e2 h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?�?6� 6� F6B @6� F6� F62F F� F" F� F>STAT���DXBC�؋ӛnl��ڶ�.��4���PRDEF�<����RD11< ($|�����
samplers2D[0]textures2D[0]Microsoft (R) HLSL Shader Compiler 10.1ISGN������SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEXxP^jZ`XpUUb �b �b 2e� hFFK
"
�A@�?
:�A8 2F�8
J���CU"F~`@33�8
8� F>STAT�
BPLG��&/911db897eaa2d9b7`ANGLE (NVIDIA, NVIDIA GeForce GT 730 (0x00001287) Direct3D11 vs_5_0 ps_5_0, D3D11-27.21.14.5671)��@������������������,,
fillBounds_ufillBoundsR�color_ucolorR�	locations_ulocationsR�gl_VertexIDgl_VertexID������������������	���������*����������*����������sk_RTAdjustuatlas_adjust_S0umatrix_S1_c0_c0uTextureSampler_0_S0uTextureSampler_0_S1
_usk_RTAdjust_uuatlas_adjust_S0_uumatrix_S1_c0_c0_uuTextureSampler_0_S0_uuTextureSampler_0_S1sk_FragColor_usk_FragColorR�@^�^������������������������������������������������������������������������������������������������������������������������������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD3;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float2 v1 : TEXCOORD1;
    noperspective float2 v2 : TEXCOORD2;
};
#pragma warning( disable: 3556 3571 )
float float_ctor_int(int x0)
{
    return float(x0);
}
float2 vec2_ctor(float x0, float x1)
{
    return float2(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);
}
// Uniforms

uniform float4 _sk_RTAdjust : register(c1);
uniform float2 _uatlas_adjust_S0 : register(c2);
uniform float3x3 _umatrix_S1_c0_c0 : 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

// Attributes
static float4 _fillBounds = {0, 0, 0, 0};
static float4 _color = {0, 0, 0, 0};
static float4 _locations = {0, 0, 0, 0};

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

// Varyings
static noperspective float2 _vatlasCoord_S0 = {0, 0};
static noperspective float4 _vcolor_S0 = {0, 0, 0, 0};
static noperspective float2 _vTransformedCoords_4_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);
    uint dx_VertexID : packoffset(c4.x);
};

#define GL_USES_VERTEX_ID
@@ 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 = _vcolor_S0;
    output.v1 = _vatlasCoord_S0;
    output.v2 = _vTransformedCoords_4_S0;

    return output;
}

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

float2 _unitCoord3011 = vec2_ctor(float_ctor_int((gl_VertexID & 1)), float_ctor_int((gl_VertexID >> 1)));
float2 _devCoord3012 = lerp(_fillBounds.xy, _fillBounds.zw, _unitCoord3011);
float2 _atlasTopLeft3013 = vec2_ctor((abs(_locations.x) - 1.0), _locations.y);
float2 _devTopLeft3014 = _locations.zw;
bool _transposed3015 = (_locations.x < 0.0);
float2 _atlasCoord3016 = (_devCoord3012 - _devTopLeft3014);
if (_transposed3015)
{
(_atlasCoord3016 = _atlasCoord3016.yx);
}
(_atlasCoord3016 += _atlasTopLeft3013);
(_vatlasCoord_S0 = (_atlasCoord3016 * _uatlas_adjust_S0));
(_vcolor_S0 = _color);
(gl_Position = vec4_ctor(_devCoord3012, 0.0, 1.0));
{
(_vTransformedCoords_4_S0 = mul(transpose(mat3x2_ctor(_umatrix_S1_c0_c0)), vec3_ctor(_devCoord3012, 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;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float2 v1 : TEXCOORD1;
    noperspective float2 v2 : TEXCOORD2;
};

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

static const uint _uTextureSampler_0_S0 = 0;
static const uint _uTextureSampler_0_S1 = 1;
uniform Texture2D<float4> textures2D[2] : register(t0);
uniform SamplerState samplers2D[2] : 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 _vatlasCoord_S0 = {0, 0};
static noperspective float4 _vcolor_S0 = {0, 0, 0, 0};
static noperspective float2 _vTransformedCoords_4_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[2] : 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){
    _vcolor_S0 = input.v0;
    _vatlasCoord_S0 = input.v1.xy;
    _vTransformedCoords_4_S0 = input.v2.xy;

float4 _outputCoverage_S03009 = {1.0, 1.0, 1.0, 1.0};
float _atlasCoverage3010 = gl_texture2D(_uTextureSampler_0_S0, _vatlasCoord_S0, -0.474999994).x;
(_outputCoverage_S03009 *= _atlasCoverage3010);
float4 _outputColor_S03011 = _vcolor_S0;
float4 _output_S13012 = (_outputCoverage_S03009 * gl_texture2D(_uTextureSampler_0_S1, _vTransformedCoords_4_S0, -0.474999994).x);
{
(out_sk_FragColor = (_outputColor_S03011 * _output_S13012));
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColor�struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD3;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float2 v1 : TEXCOORD1;
    noperspective float2 v2 : TEXCOORD2;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD3;
    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; 
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
����L	DXBCmq,V�|v-v�R����L	4�(�RDEF��<����RD11< ($|�$GlobalsDriverConstants���|�`��P@T��������x ����������0,���������_sk_RTAdjustfloat4M_uatlas_adjust_S0float2����_umatrix_S1_c0_c0float3x3���T��������� ���������0���������8,��������P<,��������e@x��������dx_ViewAdjustdx_ViewCoordsdx_ViewScaleclipControlOriginfloat���#clipControlZeroToOnedx_VertexIDdword�qMicrosoft (R) HLSL Shader Compiler 10.1ISGN�hhhqTEXCOORDSV_VertexID���OSGN������SV_PositionTEXCOORD���SHEX�P�jYF� YF� _�_�_�`g� e� e� e2 e� h9@:� 7	B 
@@?

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@*
@+22F�A�2	2FFF22F�� օ 8" *� 6�@�?6� 6� F6B @6� F2��A1�
@7	2�F
��@��6"2FF82 FF� 6B@�?B F� F� F� F>STAT�	��DXBC8�󞢚&WBM��%��4X�,TRDEF<����RD11< ($�������
�����
samplers2D[0]samplers2D[1]textures2D[0]textures2D[1]Microsoft (R) HLSL Shader Compiler 10.1ISGN������SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX PHjZ`Z`XpUUXpUUb �b 2b �e� hJ���CUFF~`@33�J���CU"�~`@33�8
8� F>STAT�BPLG���-911db897eaa2d9b7`ANGLE (NVIDIA, NVIDIA GeForce GT 730 (0x00001287) Direct3D11 vs_5_0 ps_5_0, D3D11-27.21.14.5671)��@������������������,,
inPosition_uinPositionP�inColor	_uinColorR�inTextureCoords_uinTextureCoordsƍ������������������	���������*����������*����������sk_RTAdjustuAtlasSizeInv_S0umatrix_S1_c0_c0uTextureSampler_0_S0uTextureSampler_0_S1
_usk_RTAdjust_uuAtlasSizeInv_S0_uumatrix_S1_c0_c0_uuTextureSampler_0_S0_uuTextureSampler_0_S1sk_FragColor_usk_FragColorR�@fsSecondaryColorOut_ufsSecondaryColorOutR�@^�^���������������������������������������������������������������������������������������������������������������������������������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD3;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float2 v1 : TEXCOORD1;
    noperspective float2 v2 : TEXCOORD2;
};
#pragma warning( disable: 3556 3571 )
float float_ctor_int(int x0)
{
    return float(x0);
}
float float_ctor_uint(uint x0)
{
    return float(x0);
}
float2 vec2_ctor(float x0, float x1)
{
    return float2(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);
}
// Uniforms

uniform float4 _sk_RTAdjust : register(c1);
uniform float2 _uAtlasSizeInv_S0 : register(c2);
uniform float3x3 _umatrix_S1_c0_c0 : 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

// Attributes
static float2 _inPosition = {0, 0};
static float4 _inColor = {0, 0, 0, 0};
static uint2 _inTextureCoords = {0, 0};

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

// Varyings
static noperspective float2 _vTextureCoords_S0 = {0, 0};
static noperspective float _vTexIndex_S0 = {0};
static noperspective float4 _vinColor_S0 = {0, 0, 0, 0};
static noperspective float2 _vTransformedCoords_4_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 = _vinColor_S0;
    output.v1 = _vTextureCoords_S0;
    output.v2 = _vTransformedCoords_4_S0;

    return output;
}

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

int _texIdx3012 = {0};
float2 _unormTexCoords3013 = vec2_ctor(float_ctor_uint(_inTextureCoords.x), float_ctor_uint(_inTextureCoords.y));
(_vTextureCoords_S0 = (_unormTexCoords3013 * _uAtlasSizeInv_S0));
(_vTexIndex_S0 = float_ctor_int(_texIdx3012));
(_vinColor_S0 = _inColor);
(gl_Position = vec4_ctor(_inPosition, 0.0, 1.0));
{
(_vTransformedCoords_4_S0 = mul(transpose(mat3x2_ctor(_umatrix_S1_c0_c0)), vec3_ctor(_inPosition, 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;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float2 v1 : TEXCOORD1;
    noperspective float2 v2 : TEXCOORD2;
};

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

static const uint _uTextureSampler_0_S0 = 0;
static const uint _uTextureSampler_0_S1 = 1;
uniform Texture2D<float4> textures2D[2] : register(t0);
uniform SamplerState samplers2D[2] : 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 _vTextureCoords_S0 = {0, 0};
static noperspective float4 _vinColor_S0 = {0, 0, 0, 0};
static noperspective float2 _vTransformedCoords_4_S0 = {0, 0};

static float4 out_sk_FragColor = {0, 0, 0, 0};
static float4 out_fsSecondaryColorOut = {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[2] : 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){
    _vinColor_S0 = input.v0;
    _vTextureCoords_S0 = input.v1.xy;
    _vTransformedCoords_4_S0 = input.v2.xy;

float4 _outputColor_S03011 = _vinColor_S0;
float4 _texColor3012 = gl_texture2D(_uTextureSampler_0_S0, _vTextureCoords_S0, -0.474999994);
float4 _outputCoverage_S03013 = _texColor3012;
float4 _output_S13014 = (_outputCoverage_S03013 * gl_texture2D(_uTextureSampler_0_S1, _vTransformedCoords_4_S0, -0.474999994).x);
{
(_output_S13014.w = max(max(_output_S13014.x, _output_S13014.y), _output_S13014.z));
(out_fsSecondaryColorOut = (_outputColor_S03011.w * _output_S13014));
(out_sk_FragColor = (_outputColor_S03011 * _output_S13014));
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColorR�out_fsSecondaryColorOutout_fsSecondaryColorOut�struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD3;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float2 v1 : TEXCOORD1;
    noperspective float2 v2 : TEXCOORD2;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD3;
    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; 
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
���|DXBC|�f3�7�ڂ)���7|4���RDEFh�<���=RD11< ($|�$GlobalsDriverConstants���|�`��@@T��������x ����������0,���������_sk_RTAdjustfloat4M_uAtlasSizeInv_S0float2����_umatrix_S1_c0_c0float3x3���T��������� ����������0����������8��������(<��������dx_ViewAdjustdx_ViewCoordsdx_ViewScaleclipControlOriginfloat����clipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGN\PPPTEXCOORD���OSGN������SV_PositionTEXCOORD���SHEX0P�jYF� YF� _2_�_2g� e� e� e2 e� h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?�?6� 6� F6B @6� FV2F82 FF� 62FB F� F� F� F>STAT���hDXBC��~!�$�����V��h4X�D�RDEF<����RD11< ($�������
�����
samplers2D[0]samplers2D[1]textures2D[0]textures2D[1]Microsoft (R) HLSL Shader Compiler 10.1ISGN������SV_PositionTEXCOORD���OSGND88SV_TARGET��SHEX�P`jZ`Z`XpUUXpUUb �b 2b �e� e� hJ���CUrFF~`@33�J���CU���s`@33�8r�F4
4�*
8� FF8� F�>STAT�BPLG���-911db897eaa2d9b7`ANGLE (NVIDIA, NVIDIA GeForce GT 730 (0x00001287) Direct3D11 vs_5_0 ps_5_0, D3D11-27.21.14.5671)��@������������������,,
inPosition_uinPositionP�inColor	_uinColorR�
inQuadEdge_uinQuadEdgeR����������	������������������*����������sk_RTAdjustumatrix_S1_c0_c0
u_skRTFlipuTextureSampler_0_S1
_usk_RTAdjust_uumatrix_S1_c0_c0_uu_skRTFlip_uuTextureSampler_0_S1sk_FragColor_usk_FragColorR�@^��������������������������������������������������������������������������������������������������������������������������������������������	struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD3;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float4 v1 : TEXCOORD1;
    noperspective float2 v2 : TEXCOORD2;
};
#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_c0_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

// Attributes
static float2 _inPosition = {0, 0};
static float4 _inColor = {0, 0, 0, 0};
static float4 _inQuadEdge = {0, 0, 0, 0};

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

// Varyings
static noperspective float4 _vQuadEdge_S0 = {0, 0, 0, 0};
static noperspective float4 _vinColor_S0 = {0, 0, 0, 0};
static noperspective float2 _vTransformedCoords_4_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 = _vQuadEdge_S0;
    output.v1 = _vinColor_S0;
    output.v2 = _vTransformedCoords_4_S0;

    return output;
}

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

(_vQuadEdge_S0 = _inQuadEdge);
(_vinColor_S0 = _inColor);
float2 __tmp_0_inPosition3010 = _inPosition;
(gl_Position = vec4_ctor(__tmp_0_inPosition3010, 0.0, 1.0));
{
(_vTransformedCoords_4_S0 = mul(transpose(mat3x2_ctor(_umatrix_S1_c0_c0)), vec3_ctor(__tmp_0_inPosition3010, 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;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float4 v1 : TEXCOORD1;
    noperspective float2 v2 : TEXCOORD2;
};

#pragma warning( disable: 3556 3571 )
float2 vec2_ctor(float x0, float x1)
{
    return float2(x0, x1);
}
float4 vec4_ctor(float x0)
{
    return float4(x0, x0, x0, x0);
}
// Uniforms

uniform float2 _u_skRTFlip : register(c0);
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 _vQuadEdge_S0 = {0, 0, 0, 0};
static noperspective float4 _vinColor_S0 = {0, 0, 0, 0};
static noperspective float2 _vTransformedCoords_4_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){
    _vQuadEdge_S0 = input.v0;
    _vinColor_S0 = input.v1;
    _vTransformedCoords_4_S0 = input.v2.xy;

float4 _outputColor_S03009 = _vinColor_S0;
float _edgeAlpha3010 = {0};
float2 _duvdx3011 = ddx(_vQuadEdge_S0.xy);
float2 _duvdy3012 = (_u_skRTFlip.y * ddy(_vQuadEdge_S0.xy));
if (((_vQuadEdge_S0.z > 0.0) && (_vQuadEdge_S0.w > 0.0)))
{
(_edgeAlpha3010 = min((min(_vQuadEdge_S0.z, _vQuadEdge_S0.w) + 0.5), 1.0));
}
else
{
float2 _gF3013 = vec2_ctor((((2.0 * _vQuadEdge_S0.x) * _duvdx3011.x) - _duvdx3011.y), (((2.0 * _vQuadEdge_S0.x) * _duvdy3012.x) - _duvdy3012.y));
(_edgeAlpha3010 = ((_vQuadEdge_S0.x * _vQuadEdge_S0.x) - _vQuadEdge_S0.y));
(_edgeAlpha3010 = clamp((0.5 - (_edgeAlpha3010 / length(_gF3013))), 0.0, 1.0));
}
float4 _outputCoverage_S03014 = vec4_ctor(_edgeAlpha3010);
float4 _output_S13015 = (_outputCoverage_S03014 * gl_texture2D(_uTextureSampler_0_S1, _vTransformedCoords_4_S0, -0.474999994).x);
{
(out_sk_FragColor = (_outputColor_S03009 * _output_S13015));
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColor�struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD3;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float4 v1 : TEXCOORD1;
    noperspective float2 v2 : TEXCOORD2;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD3;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float4 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; 
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
��� DXBC�����ec��5�0 4h�l�RDEF,�<���RD11< ($|�$GlobalsDriverConstants���|�P��@,��������P ,l��������_sk_RTAdjustfloat4%_umatrix_S1_c0_c0float3x3�bX,��������f |���������0|���������8����������<���������dx_ViewAdjustdx_ViewCoordsfloat2�tdx_ViewScaleclipControlOriginfloat����clipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGN\PPPTEXCOORD���OSGN������SV_PositionTEXCOORD���SHEXP�jYF� YF� _2_�_�g� e� e� e� e2 h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?�?6� 6� F6B @6� F6� F62F F� F" F� F>STAT���DXBCȤ�i�ۿ�U�IW���4�@t`RDEFd�<���<RD11< ($������
�samplers2D[0]textures2D[0]$Globals�������������_u_skRTFlipfloat2�Microsoft (R) HLSL Shader Compiler 10.1ISGN������SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX�P�jYF� Z`XpUUb �b �b 2e� h|2F82FV� B

2
"*
�Az2F2
*
�AFFK
2
"

�A
 
�A@?3":*"@?3"@�?1
�@�B:*7	*
J���CU"F~`@33�8
8� F>STAT�BPLG���(911db897eaa2d9b7`ANGLE (NVIDIA, NVIDIA GeForce GT 730 (0x00001287) Direct3D11 vs_5_0 ps_5_0, D3D11-27.21.14.5671)��@������������������,,
inPosition_uinPositionP�inColor	_uinColorR�inCircleEdge_uinCircleEdgeR����������	���������*����������sk_RTAdjustumatrix_S1_c0_c0uTextureSampler_0_S1
_usk_RTAdjust_uumatrix_S1_c0_c0_uuTextureSampler_0_S1�����sk_FragColor_usk_FragColorR�@^������������������������������������������������������������������������������������������������������������������������	struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD3;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float4 v1 : TEXCOORD1;
    noperspective float2 v2 : TEXCOORD2;
};
#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_c0_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

// Attributes
static float2 _inPosition = {0, 0};
static float4 _inColor = {0, 0, 0, 0};
static float4 _inCircleEdge = {0, 0, 0, 0};

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

// Varyings
static noperspective float4 _vinCircleEdge_S0 = {0, 0, 0, 0};
static noperspective float4 _vinColor_S0 = {0, 0, 0, 0};
static noperspective float2 _vTransformedCoords_4_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 = _vinCircleEdge_S0;
    output.v1 = _vinColor_S0;
    output.v2 = _vTransformedCoords_4_S0;

    return output;
}

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

(_vinCircleEdge_S0 = _inCircleEdge);
(_vinColor_S0 = _inColor);
float2 __tmp_0_inPosition3011 = _inPosition;
(gl_Position = vec4_ctor(__tmp_0_inPosition3011, 0.0, 1.0));
{
(_vTransformedCoords_4_S0 = mul(transpose(mat3x2_ctor(_umatrix_S1_c0_c0)), vec3_ctor(__tmp_0_inPosition3011, 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;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float4 v1 : TEXCOORD1;
    noperspective float2 v2 : TEXCOORD2;
};

#pragma warning( disable: 3556 3571 )
float4 vec4_ctor(float x0)
{
    return float4(x0, x0, x0, x0);
}
// Uniforms

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 _vinCircleEdge_S0 = {0, 0, 0, 0};
static noperspective float4 _vinColor_S0 = {0, 0, 0, 0};
static noperspective float2 _vTransformedCoords_4_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){
    _vinCircleEdge_S0 = input.v0;
    _vinColor_S0 = input.v1;
    _vTransformedCoords_4_S0 = input.v2.xy;

float4 _circleEdge3008 = _vinCircleEdge_S0;
float4 _outputColor_S03009 = _vinColor_S0;
float _d3010 = length(_circleEdge3008.xy);
float _distanceToOuterEdge3011 = (_circleEdge3008.z * (1.0 - _d3010));
float _edgeAlpha3012 = clamp(_distanceToOuterEdge3011, 0.0, 1.0);
float4 _outputCoverage_S03013 = vec4_ctor(_edgeAlpha3012);
float4 _output_S13014 = (_outputCoverage_S03013 * gl_texture2D(_uTextureSampler_0_S1, _vTransformedCoords_4_S0, -0.474999994).x);
{
(out_sk_FragColor = (_outputColor_S03009 * _output_S13014));
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColor�struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD3;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float4 v1 : TEXCOORD1;
    noperspective float2 v2 : TEXCOORD2;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD3;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float4 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; 
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
��� DXBC�����ec��5�0 4h�l�RDEF,�<���RD11< ($|�$GlobalsDriverConstants���|�P��@,��������P ,l��������_sk_RTAdjustfloat4%_umatrix_S1_c0_c0float3x3�bX,��������f |���������0|���������8����������<���������dx_ViewAdjustdx_ViewCoordsfloat2�tdx_ViewScaleclipControlOriginfloat����clipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGN\PPPTEXCOORD���OSGN������SV_PositionTEXCOORD���SHEXP�jYF� YF� _2_�_�g� e� e� e� e2 h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?�?6� 6� F6B @6� F6� F62F F� F" F� F>STAT���DXBC�����/�>hQE��l�4���RDEF�<����RD11< ($|�����
samplers2D[0]textures2D[0]Microsoft (R) HLSL Shader Compiler 10.1ISGN������SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX<POjZ`XpUUb rb �b 2e� hFFK

�A@�?8 
*J���CU"F~`@33�8
8� F>STAT�BPLG��y&911db897eaa2d9b7`ANGLE (NVIDIA, NVIDIA GeForce GT 730 (0x00001287) Direct3D11 vs_5_0 ps_5_0, D3D11-27.21.14.5671)��@������������������,,position
_upositionP�
localCoord_ulocalCoordP����������	���������*����������*����������sk_RTAdjustumatrix_S1_c0_c0uTextureSampler_0_S0uTextureSampler_0_S1
_usk_RTAdjust_uumatrix_S1_c0_c0_uuTextureSampler_0_S0_uuTextureSampler_0_S1sk_FragColor_usk_FragColorR�@^�^������������������������������������������������������������������������������������������������������������������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    noperspective float2 v0 : TEXCOORD0;
    noperspective float2 v1 : TEXCOORD1;
};
#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_c0_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

// Attributes
static float2 _position = {0, 0};
static float2 _localCoord = {0, 0};

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

// Varyings
static noperspective float2 _vlocalCoord_S0 = {0, 0};
static noperspective float2 _vTransformedCoords_4_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 = _vlocalCoord_S0;
    output.v1 = _vTransformedCoords_4_S0;

    return output;
}

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

(_vlocalCoord_S0 = _localCoord);
(gl_Position = vec4_ctor(_position, 0.0, 1.0));
{
(_vTransformedCoords_4_S0 = mul(transpose(mat3x2_ctor(_umatrix_S1_c0_c0)), vec3_ctor(_position, 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;
    noperspective float2 v0 : TEXCOORD0;
    noperspective float2 v1 : TEXCOORD1;
};

#pragma warning( disable: 3556 3571 )
float4 vec4_ctor(float x0)
{
    return float4(x0, x0, x0, x0);
}
// Uniforms

static const uint _uTextureSampler_0_S0 = 0;
static const uint _uTextureSampler_0_S1 = 1;
uniform Texture2D<float4> textures2D[2] : register(t0);
uniform SamplerState samplers2D[2] : 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 _vlocalCoord_S0 = {0, 0};
static noperspective float2 _vTransformedCoords_4_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[2] : 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){
    _vlocalCoord_S0 = input.v0.xy;
    _vTransformedCoords_4_S0 = input.v1.xy;

float4 _outputColor_S03008 = {1.0, 1.0, 1.0, 1.0};
float2 _texCoord3009 = _vlocalCoord_S0;
(_outputColor_S03008 = gl_texture2D(_uTextureSampler_0_S0, _texCoord3009, -0.474999994));
float4 _output_S13010 = vec4_ctor(gl_texture2D(_uTextureSampler_0_S1, _vTransformedCoords_4_S0, -0.474999994).x);
{
(out_sk_FragColor = (_outputColor_S03008 * _output_S13010));
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColor�struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    noperspective float2 v0 : TEXCOORD0;
    noperspective float2 v1 : TEXCOORD1;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    noperspective float2 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; 
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
���DXBC����D�u/�r��M�4h�<(RDEF,�<���RD11< ($|�$GlobalsDriverConstants���|�P��@,��������P ,l��������_sk_RTAdjustfloat4%_umatrix_S1_c0_c0float3x3�bX,��������f |���������0|���������8����������<���������dx_ViewAdjustdx_ViewCoordsfloat2�tdx_ViewScaleclipControlOriginfloat����clipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGND88TEXCOORD���OSGN�htttSV_PositionTEXCOORD���SHEX�PyjYF� YF� _2_2g� e� e2 e� h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?�?6� 6� F6B @62 F62FB F� F� F� F>STAT�
��DXBCr�I����_M��k%S�4X�RDEF<����RD11< ($�������
�����
samplers2D[0]samplers2D[1]textures2D[0]textures2D[1]Microsoft (R) HLSL Shader Compiler 10.1ISGN�htttSV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX�P>jZ`Z`XpUUXpUUb 2b �e� hJ���CU�FF~`@33�J���CU�F~`@33�8� F>STAT�BPLG���: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
udir_S1_c0uoffsetsAndKernel_S1_c0[0]usubset_S1_c0_c0_c0uclamp_S1_c0_c0_c0umatrix_S1_c0_c0uTextureSampler_0_S1
_usk_RTAdjust_uumatrix_S1_uudir_S1_c0_uuoffsetsAndKernel_S1_c0[0]_uusubset_S1_c0_c0_c0_uuclamp_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);
}
�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 _usubset_S1_c0_c0_c0 : register(c0);
uniform float4 _uclamp_S1_c0_c0_c0 : register(c1);
uniform float3x3 _umatrix_S1_c0_c0 : register(c2);
uniform float4 _uoffsetsAndKernel_S1_c0[14] : register(c5);
uniform float2 _udir_S1_c0 : register(c19);
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);
}

float mod_emu(float x, float y)
{
    return x - y * floor(x / y);
}


@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){
    _vTransformedCoords_2_S0 = input.v0.xy;

float2 __56_tmp_1_coords3013 = _vTransformedCoords_2_S0;
float4 __57_sum3014 = {0.0, 0.0, 0.0, 0.0};
{LOOP for(int __58_i3015 = {0}; (__58_i3015 < 2); (++__58_i3015))
{
float4 __59_s3016 = _uoffsetsAndKernel_S1_c0[__58_i3015];
float2 __60_inCoord3017 = mul(transpose(mat3x2_ctor(_umatrix_S1_c0_c0)), vec3_ctor((__56_tmp_1_coords3013 + (__59_s3016.x * _udir_S1_c0)), 1.0));
float2 __61_subsetCoord3018 = {0, 0};
{
float __62_w3019 = (_usubset_S1_c0_c0_c0.z - _usubset_S1_c0_c0_c0.x);
float __63_w23020 = (2.0 * __62_w3019);
float __64_m3021 = mod_emu((__60_inCoord3017.x - _usubset_S1_c0_c0_c0.x), __63_w23020);
(__61_subsetCoord3018.x = (lerp(__64_m3021, (__63_w23020 - __64_m3021), step(__62_w3019, __64_m3021)) + _usubset_S1_c0_c0_c0.x));
}
{
float __65_w3022 = (_usubset_S1_c0_c0_c0.w - _usubset_S1_c0_c0_c0.y);
float __66_w23023 = (2.0 * __65_w3022);
float __67_m3024 = mod_emu((__60_inCoord3017.y - _usubset_S1_c0_c0_c0.y), __66_w23023);
(__61_subsetCoord3018.y = (lerp(__67_m3024, (__66_w23023 - __67_m3024), step(__65_w3022, __67_m3024)) + _usubset_S1_c0_c0_c0.y));
}
float2 __68_clampedCoord3025 = clamp(__61_subsetCoord3018, _uclamp_S1_c0_c0_c0.xy, _uclamp_S1_c0_c0_c0.zw);
float4 __69_textureColor3026 = gl_texture2D(_uTextureSampler_0_S1, __68_clampedCoord3025, -0.474999994);
(__57_sum3014 += (__59_s3016.y * __69_textureColor3026));
float2 __70_inCoord3027 = mul(transpose(mat3x2_ctor(_umatrix_S1_c0_c0)), vec3_ctor((__56_tmp_1_coords3013 + (__59_s3016.z * _udir_S1_c0)), 1.0));
float2 __71_subsetCoord3028 = {0, 0};
{
float __72_w3029 = (_usubset_S1_c0_c0_c0.z - _usubset_S1_c0_c0_c0.x);
float __73_w23030 = (2.0 * __72_w3029);
float __74_m3031 = mod_emu((__70_inCoord3027.x - _usubset_S1_c0_c0_c0.x), __73_w23030);
(__71_subsetCoord3028.x = (lerp(__74_m3031, (__73_w23030 - __74_m3031), step(__72_w3029, __74_m3031)) + _usubset_S1_c0_c0_c0.x));
}
{
float __75_w3032 = (_usubset_S1_c0_c0_c0.w - _usubset_S1_c0_c0_c0.y);
float __76_w23033 = (2.0 * __75_w3032);
float __77_m3034 = mod_emu((__70_inCoord3027.y - _usubset_S1_c0_c0_c0.y), __76_w23033);
(__71_subsetCoord3028.y = (lerp(__77_m3034, (__76_w23033 - __77_m3034), step(__75_w3032, __77_m3034)) + _usubset_S1_c0_c0_c0.y));
}
float2 __78_clampedCoord3035 = clamp(__71_subsetCoord3028, _uclamp_S1_c0_c0_c0.xy, _uclamp_S1_c0_c0_c0.zw);
float4 __79_textureColor3036 = gl_texture2D(_uTextureSampler_0_S1, __78_clampedCoord3035, -0.474999994);
(__57_sum3014 += (__59_s3016.w * __79_textureColor3036));
}
}
float4 _output_S13037 = __57_sum3014;
{
(out_sk_FragColor = _output_S13037);
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColorstruct 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
}
����DXBCH�
�p�+�Hd�ù�4d�8RDEF(�<����RD11< ($|�$GlobalsDriverConstants���|�P��@,��������P ,h��������_sk_RTAdjustfloat4%_umatrix_S1float3x3���\T,��������b x���������0x���������8����������<���������dx_ViewAdjustdx_ViewCoordsfloat2�pdx_ViewScaleclipControlOriginfloat����clipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGN\PPPTEXCOORD���OSGNhP\\SV_PositionTEXCOORD���SHEX�PqjYF� YF� _2_2g� e� e2 h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?�?6� 6� F6B @62F F� F" F� F>STAT��LDXBC�׻�d-�������L4���RDEF��<����RD11< ($������
�samplers2D[0]textures2D[0]$Globals�����@��������������������� ,��������8P�T��������x0���������_usubset_S1_c0_c0_c0float4�_uclamp_S1_c0_c0_c0_umatrix_S1_c0_c0float3x3�
_uoffsetsAndKernel_S1_c0����_udir_S1_c0float2��Microsoft (R) HLSL Shader Compiler 10.1ISGNhP\\SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX�P�jYF� Z`XpUUb 2e� h
2F� �A� �6B@�?6B@�?6�@6�@0!�:@:2
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� 42FF� 32F� J���CU�FF~`@33�2��� :FF�:@6� F>STAT�@-BPLG��"911db897eaa2d9b7`ANGLE (NVIDIA, NVIDIA GeForce GT 730 (0x00001287) Direct3D11 vs_5_0 ps_5_0, D3D11-27.21.14.5671)��@������������������,,matrix2d
_umatrix2dR�	translate_utranslateP�
pathBounds_upathBoundsR�gl_VertexIDgl_VertexID������������������sk_RTAdjust	ucolor_S0
_usk_RTAdjust_uucolor_S0sk_FragColor_usk_FragColorR�@�����������������������������������������������������������������������������������������������	struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD0;
};
#pragma warning( disable: 3556 3571 )
float float_ctor_int(int x0)
{
    return float(x0);
}
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);
}
// 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 _matrix2d = {0, 0, 0, 0};
static float2 _translate = {0, 0};
static float4 _pathBounds = {0, 0, 0, 0};

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

// Varyings

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);
    uint dx_VertexID : packoffset(c4.x);
};

#define GL_USES_VERTEX_ID
float2x2 inverse_emu(in float2x2 m)
{
    float2x2 cof = { m[1][1], -m[0][1], -m[1][0], m[0][0] };
    return cof / determinant(transpose(m));
}


@@ 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;

    return output;
}

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

float2 _unitCoord3006 = vec2_ctor(float_ctor_int((gl_VertexID & 1)), float_ctor_int((gl_VertexID >> 1)));
float2x2 _M_3007 = inverse_emu(mat2_ctor(_matrix2d.xy, _matrix2d.zw));
float2 _bloat3008 = ((abs(_M_3007[0]) + abs(_M_3007[1])) * 0.25);
float2 _localcoord3009 = lerp((_pathBounds.xy - _bloat3008), (_pathBounds.zw + _bloat3008), _unitCoord3006);
float2 _vertexpos3010 = (mul(transpose(mat2_ctor(_matrix2d.xy, _matrix2d.zw)), _localcoord3009) + _translate);
(gl_Position = vec4_ctor(_vertexpos3010, 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 : TEXCOORD0;
};

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

uniform float4 _ucolor_S0 : 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 float4 out_sk_FragColor = {0, 0, 0, 0};

cbuffer DriverConstants : register(b1)
{
    uint dx_Misc : packoffset(c2.w);
};

@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){

float4 _outputColor_S03004 = _ucolor_S0;
{
(out_sk_FragColor = _outputColor_S03004);
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColor�struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD0;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD0;
};

void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput)
{
    output.gl_Position = input.gl_Position;
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
����hDXBC���8�g
�m��5�!�h4\�<�RDEF �<����RD11< ($|�$GlobalsDriverConstants���|� �(P���������_sk_RTAdjustfloat4���������& <��������`0<��������m8����������<����������@���������dx_ViewAdjustdx_ViewCoordsfloat2�4dx_ViewScaleclipControlOriginfloat���clipControlZeroToOnedx_VertexIDdword��Microsoft (R) HLSL Shader Compiler 10.1ISGN�hhhqTEXCOORDSV_VertexID���OSGNP8DSV_PositionTEXCOORD���SHEX�P�jYF� YF� _�_2_�`g� e� h8*2

:
�A8
�v@�?�����?�F	������2�F@�>�>�>�>�2
�V�A@�>�>�>�>�V�AF

� "
@*
@+�V2	�FFF8�FF2�
F2FF22F�� օ 8" *� 6�@�?6� 6� F9@:� 7	B 
@@?6B @>STAT���DXBC��S��@��܋��~��4D��RDEFh<����RD11< ($\$Globals���\�����������_ucolor_S0float4���Microsoft (R) HLSL Shader Compiler 10.1ISGNP8DSV_PositionTEXCOORD���OSGN, SV_TARGET��SHEXDPjYF� e� 6� F� >STAT�BPLG���+911db897eaa2d9b7`ANGLE (NVIDIA, NVIDIA GeForce GT 730 (0x00001287) Direct3D11 vs_5_0 ps_5_0, D3D11-27.21.14.5671)��@������������������,,
inPosition_uinPositionP�inColor	_uinColorR�inTextureCoords_uinTextureCoordsƍ������������������	���������*����������*����������sk_RTAdjustuAtlasSizeInv_S0umatrix_S1_c0_c0uTextureSampler_0_S0uTextureSampler_0_S1
_usk_RTAdjust_uuAtlasSizeInv_S0_uumatrix_S1_c0_c0_uuTextureSampler_0_S0_uuTextureSampler_0_S1sk_FragColor_usk_FragColorR�@^�^���������������������������������������������������������������������������������������������������������������������������������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD3;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float2 v1 : TEXCOORD1;
    noperspective float2 v2 : TEXCOORD2;
};
#pragma warning( disable: 3556 3571 )
float float_ctor_int(int x0)
{
    return float(x0);
}
float float_ctor_uint(uint x0)
{
    return float(x0);
}
float2 vec2_ctor(float x0, float x1)
{
    return float2(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);
}
// Uniforms

uniform float4 _sk_RTAdjust : register(c1);
uniform float2 _uAtlasSizeInv_S0 : register(c2);
uniform float3x3 _umatrix_S1_c0_c0 : 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

// Attributes
static float2 _inPosition = {0, 0};
static float4 _inColor = {0, 0, 0, 0};
static uint2 _inTextureCoords = {0, 0};

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

// Varyings
static noperspective float2 _vTextureCoords_S0 = {0, 0};
static noperspective float _vTexIndex_S0 = {0};
static noperspective float4 _vinColor_S0 = {0, 0, 0, 0};
static noperspective float2 _vTransformedCoords_4_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 = _vinColor_S0;
    output.v1 = _vTextureCoords_S0;
    output.v2 = _vTransformedCoords_4_S0;

    return output;
}

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

int _texIdx3012 = {0};
float2 _unormTexCoords3013 = vec2_ctor(float_ctor_uint(_inTextureCoords.x), float_ctor_uint(_inTextureCoords.y));
(_vTextureCoords_S0 = (_unormTexCoords3013 * _uAtlasSizeInv_S0));
(_vTexIndex_S0 = float_ctor_int(_texIdx3012));
(_vinColor_S0 = _inColor);
(gl_Position = vec4_ctor(_inPosition, 0.0, 1.0));
{
(_vTransformedCoords_4_S0 = mul(transpose(mat3x2_ctor(_umatrix_S1_c0_c0)), vec3_ctor(_inPosition, 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);
}
Ystruct PS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD3;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float2 v1 : TEXCOORD1;
    noperspective float2 v2 : TEXCOORD2;
};

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

static const uint _uTextureSampler_0_S0 = 0;
static const uint _uTextureSampler_0_S1 = 1;
uniform Texture2D<float4> textures2D[2] : register(t0);
uniform SamplerState samplers2D[2] : 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 _vTextureCoords_S0 = {0, 0};
static noperspective float4 _vinColor_S0 = {0, 0, 0, 0};
static noperspective float2 _vTransformedCoords_4_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[2] : 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){
    _vinColor_S0 = input.v0;
    _vTextureCoords_S0 = input.v1.xy;
    _vTransformedCoords_4_S0 = input.v2.xy;

float4 _outputColor_S03010 = _vinColor_S0;
float4 _texColor3011 = gl_texture2D(_uTextureSampler_0_S0, _vTextureCoords_S0, -0.474999994).xxxx;
float4 _outputCoverage_S03012 = _texColor3011;
float4 _output_S13013 = (_outputCoverage_S03012 * gl_texture2D(_uTextureSampler_0_S1, _vTransformedCoords_4_S0, -0.474999994).x);
{
(out_sk_FragColor = (_outputColor_S03010 * _output_S13013));
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColor�struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD3;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float2 v1 : TEXCOORD1;
    noperspective float2 v2 : TEXCOORD2;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD3;
    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; 
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
���|DXBC|�f3�7�ڂ)���7|4���RDEFh�<���=RD11< ($|�$GlobalsDriverConstants���|�`��@@T��������x ����������0,���������_sk_RTAdjustfloat4M_uAtlasSizeInv_S0float2����_umatrix_S1_c0_c0float3x3���T��������� ����������0����������8��������(<��������dx_ViewAdjustdx_ViewCoordsdx_ViewScaleclipControlOriginfloat����clipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGN\PPPTEXCOORD���OSGN������SV_PositionTEXCOORD���SHEX0P�jYF� YF� _2_�_2g� e� e� e2 e� h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?�?6� 6� F6B @6� FV2F82 FF� 62FB F� F� F� F>STAT���DXBC8�󞢚&WBM��%��4X�,TRDEF<����RD11< ($�������
�����
samplers2D[0]samplers2D[1]textures2D[0]textures2D[1]Microsoft (R) HLSL Shader Compiler 10.1ISGN������SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX PHjZ`Z`XpUUXpUUb �b 2b �e� hJ���CUFF~`@33�J���CU"�~`@33�8
8� F>STAT�BPLG���3911db897eaa2d9b7`ANGLE (NVIDIA, NVIDIA GeForce GT 730 (0x00001287) Direct3D11 vs_5_0 ps_5_0, D3D11-27.21.14.5671)��@������������������,,position
_upositionP�
localCoord_ulocalCoordP����������	������������������������������������*����������*����������sk_RTAdjustumatrix_S1_c0_c0uradiusPlusHalf_S1_c1
u_skRTFlipuinnerRect_S1_c1uTextureSampler_0_S0uTextureSampler_0_S1
_usk_RTAdjust_uumatrix_S1_c0_c0_uuradiusPlusHalf_S1_c1_uu_skRTFlip_uuinnerRect_S1_c1_uuTextureSampler_0_S0_uuTextureSampler_0_S1sk_FragColor_usk_FragColorR�@^�^�����������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������	struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 gl_FragCoord : TEXCOORD3;
    noperspective float2 v0 : TEXCOORD0;
    noperspective float2 v1 : TEXCOORD1;
};
#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_c0_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

// Attributes
static float2 _position = {0, 0};
static float2 _localCoord = {0, 0};

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

// Varyings
static noperspective float2 _vlocalCoord_S0 = {0, 0};
static noperspective float2 _vTransformedCoords_4_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 = _vlocalCoord_S0;
    output.v1 = _vTransformedCoords_4_S0;

    return output;
}

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

(_vlocalCoord_S0 = _localCoord);
(gl_Position = vec4_ctor(_position, 0.0, 1.0));
{
(_vTransformedCoords_4_S0 = mul(transpose(mat3x2_ctor(_umatrix_S1_c0_c0)), vec3_ctor(_position, 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 float2 v0 : TEXCOORD0;
    noperspective float2 v1 : TEXCOORD1;
};

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

uniform float2 _u_skRTFlip : register(c0);
uniform float4 _uinnerRect_S1_c1 : register(c1);
uniform float2 _uradiusPlusHalf_S1_c1 : register(c2);
static const uint _uTextureSampler_0_S0 = 0;
static const uint _uTextureSampler_0_S1 = 1;
uniform Texture2D<float4> textures2D[2] : register(t0);
uniform SamplerState samplers2D[2] : 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 _vlocalCoord_S0 = {0, 0};
static noperspective float2 _vTransformedCoords_4_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[2] : 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
@@ 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;
    _vlocalCoord_S0 = input.v0.xy;
    _vTransformedCoords_4_S0 = input.v1.xy;

float4 _sk_FragCoord3011 = vec4_ctor(gl_FragCoord.x, (_u_skRTFlip.x + (_u_skRTFlip.y * gl_FragCoord.y)), gl_FragCoord.z, gl_FragCoord.w);
float4 _outputColor_S03012 = {1.0, 1.0, 1.0, 1.0};
float2 _texCoord3013 = _vlocalCoord_S0;
(_outputColor_S03012 = gl_texture2D(_uTextureSampler_0_S0, _texCoord3013, -0.474999994));
float2 __4_dxy03014 = (_uinnerRect_S1_c1.xy - _sk_FragCoord3011.xy);
float2 __5_dxy13015 = (_sk_FragCoord3011.xy - _uinnerRect_S1_c1.zw);
float2 __6_dxy3016 = max(max(__4_dxy03014, __5_dxy13015), 0.0);
float __7_alpha3017 = clamp((_uradiusPlusHalf_S1_c1.x - length(__6_dxy3016)), 0.0, 1.0);
float4 _output_S13018 = (vec4_ctor(__7_alpha3017) * gl_texture2D(_uTextureSampler_0_S1, _vTransformedCoords_4_S0, -0.474999994).x);
{
(out_sk_FragColor = (_outputColor_S03012 * _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 float2 v0 : TEXCOORD0;
    noperspective float2 v1 : TEXCOORD1;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 gl_FragCoord : TEXCOORD3;
    noperspective float2 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\k���f�"�Zr̕6�4h�T`RDEF,�<���RD11< ($|�$GlobalsDriverConstants���|�P��@,��������P ,l��������_sk_RTAdjustfloat4%_umatrix_S1_c0_c0float3x3�bX,��������f |���������0|���������8����������<���������dx_ViewAdjustdx_ViewCoordsfloat2�tdx_ViewScaleclipControlOriginfloat����clipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGND88TEXCOORD���OSGN������SV_PositionTEXCOORD���SHEXP�jYF� YF� _2_2g� e� e� e2 e� h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?6� 6� F6� F62 F62F6B@�?B F� F� F� F>STAT���	DXBC���(� FB[�
���	4�4h�RDEFXP<���0RD11< ($�
����
&����
4=samplers2D[0]samplers2D[1]textures2D[0]textures2D[1]$GlobalsDriverConstants���4�0=�����������0L��������p ��������_u_skRTFlipfloat2�_uinnerRect_S1_c1float4���B_uradiusPlusHalf_S1_c1�xL���������0��������� ����������8���������,���������@@��������dx_ViewCoordsdx_FragCoordOffsetdx_DepthFrontfloat3���dx_ViewScaledx_Miscdword��samplerMetadataSamplerMetadatabaseLevelint��>wrapModespaddingint2�zintBorderColorint4�4DhDr����$Microsoft (R) HLSL Shader Compiler 10.1ISGN������SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEXtP�jYF� YF� Z`Z`XpUUXpUUd 2b 2b �e� h	2FF� �A2B� 
� 	��A� 	R�� �A42��4
2F@FFK
 	
�A
� J���CU"�~`@33�8
J���CU�FF~`@33�8� F>STAT�BPLG��$911db897eaa2d9b7`ANGLE (NVIDIA, NVIDIA GeForce GT 730 (0x00001287) Direct3D11 vs_5_0 ps_5_0, D3D11-27.21.14.5671)��@������������������,,
inPosition_uinPositionP�inTextureCoords_uinTextureCoordsƍ���������������������������*����������sk_RTAdjustuAtlasSizeInv_S0	uColor_S0uTextureSampler_0_S0
_usk_RTAdjust_uuAtlasSizeInv_S0_uuColor_S0_uuTextureSampler_0_S0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 )
float float_ctor_int(int x0)
{
    return float(x0);
}
float float_ctor_uint(uint x0)
{
    return float(x0);
}
float2 vec2_ctor(float x0, float x1)
{
    return float2(x0, x1);
}
float4 vec4_ctor(float2 x0, float x1, float x2)
{
    return float4(x0, x1, x2);
}
// Uniforms

uniform float4 _sk_RTAdjust : register(c1);
uniform float2 _uAtlasSizeInv_S0 : 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 _inPosition = {0, 0};
static uint2 _inTextureCoords = {0, 0};

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

// Varyings
static noperspective float2 _vTextureCoords_S0 = {0, 0};
static noperspective float _vTexIndex_S0 = {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 = _vTextureCoords_S0;

    return output;
}

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

int _texIdx3008 = {0};
float2 _unormTexCoords3009 = vec2_ctor(float_ctor_uint(_inTextureCoords.x), float_ctor_uint(_inTextureCoords.y));
(_vTextureCoords_S0 = (_unormTexCoords3009 * _uAtlasSizeInv_S0));
(_vTexIndex_S0 = float_ctor_int(_texIdx3008));
(gl_Position = vec4_ctor(_inPosition, 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;
    noperspective float2 v0 : TEXCOORD0;
};

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

uniform float4 _uColor_S0 : register(c0);
static const uint _uTextureSampler_0_S0 = 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 _vTextureCoords_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){
    _vTextureCoords_S0 = input.v0.xy;

float4 _outputColor_S03007 = _uColor_S0;
float4 _texColor3008 = gl_texture2D(_uTextureSampler_0_S0, _vTextureCoords_S0, -0.474999994);
(_outputColor_S03007 = (_outputColor_S03007 * _texColor3008));
{
(out_sk_FragColor = _outputColor_S03007);
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColorstruct 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
}
��4DXBC�sc��(
�*��K%
44<���RDEF�<����RD11< ($|�$GlobalsDriverConstants���|�0��@,��������P l��������_sk_RTAdjustfloat4%_uAtlasSizeInv_S0float2���bX,��������f l��������t0l���������8����������<���������dx_ViewAdjustdx_ViewCoordsdx_ViewScaleclipControlOriginfloat����clipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGND88TEXCOORD���OSGNhP\\SV_PositionTEXCOORD���SHEX�PfjYF� YF� _2_2g� e� e2 h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?6� 6� F6B @V2F82 FF� >STAT���DXBCDDlp;���/���}y[�4�D�RDEFd�<���<RD11< ($������
�samplers2D[0]textures2D[0]$Globals�������������_uColor_S0float4��Microsoft (R) HLSL Shader Compiler 10.1ISGNhP\\SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX�P,jYF� Z`XpUUb 2e� hJ���CU�FF~`@33�8� FF� >STAT�BPLG���8911db897eaa2d9b7`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_S1ukernel_S1_c0[0]uoffsets_S1_c0[0]uclamp_S1_c0_c0_c0umatrix_S1_c0_c0uTextureSampler_0_S1
_usk_RTAdjust_uumatrix_S1_uukernel_S1_c0[0]_uuoffsets_S1_c0[0]_uuclamp_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);
}
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 _uclamp_S1_c0_c0_c0 : register(c0);
uniform float3x3 _umatrix_S1_c0_c0 : register(c1);
uniform float4 _ukernel_S1_c0[7] : register(c4);
uniform float4 _uoffsets_S1_c0[14] : register(c11);
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 __43_tmp_1_coords3012 = _vTransformedCoords_2_S0;
float4 __44_sum3013 = {0.0, 0.0, 0.0, 0.0};
{LOOP for(int __45_i3014 = {0}; (__45_i3014 < 3); (++__45_i3014))
{
float4 __46_k3015 = _ukernel_S1_c0[__45_i3014];
float4 __47_o3016 = _uoffsets_S1_c0[(2 * __45_i3014)];
float2 __48_inCoord3017 = mul(transpose(mat3x2_ctor(_umatrix_S1_c0_c0)), vec3_ctor((__43_tmp_1_coords3012 + __47_o3016.xy), 1.0));
float2 __49_subsetCoord3018 = {0, 0};
(__49_subsetCoord3018.x = __48_inCoord3017.x);
(__49_subsetCoord3018.y = __48_inCoord3017.y);
float2 __50_clampedCoord3019 = {0, 0};
(__50_clampedCoord3019.x = clamp(__49_subsetCoord3018.x, _uclamp_S1_c0_c0_c0.x, _uclamp_S1_c0_c0_c0.z));
(__50_clampedCoord3019.y = __49_subsetCoord3018.y);
float4 __51_textureColor3020 = gl_texture2D(_uTextureSampler_0_S1, __50_clampedCoord3019, -0.474999994);
(__44_sum3013 += (__46_k3015.x * __51_textureColor3020));
float2 __52_inCoord3021 = mul(transpose(mat3x2_ctor(_umatrix_S1_c0_c0)), vec3_ctor((__43_tmp_1_coords3012 + __47_o3016.zw), 1.0));
float2 __53_subsetCoord3022 = {0, 0};
(__53_subsetCoord3022.x = __52_inCoord3021.x);
(__53_subsetCoord3022.y = __52_inCoord3021.y);
float2 __54_clampedCoord3023 = {0, 0};
(__54_clampedCoord3023.x = clamp(__53_subsetCoord3022.x, _uclamp_S1_c0_c0_c0.x, _uclamp_S1_c0_c0_c0.z));
(__54_clampedCoord3023.y = __53_subsetCoord3022.y);
float4 __55_textureColor3024 = gl_texture2D(_uTextureSampler_0_S1, __54_clampedCoord3023, -0.474999994);
(__44_sum3013 += (__46_k3015.y * __55_textureColor3024));
(__47_o3016 = _uoffsets_S1_c0[((2 * __45_i3014) + 1)]);
float2 __56_inCoord3025 = mul(transpose(mat3x2_ctor(_umatrix_S1_c0_c0)), vec3_ctor((__43_tmp_1_coords3012 + __47_o3016.xy), 1.0));
float2 __57_subsetCoord3026 = {0, 0};
(__57_subsetCoord3026.x = __56_inCoord3025.x);
(__57_subsetCoord3026.y = __56_inCoord3025.y);
float2 __58_clampedCoord3027 = {0, 0};
(__58_clampedCoord3027.x = clamp(__57_subsetCoord3026.x, _uclamp_S1_c0_c0_c0.x, _uclamp_S1_c0_c0_c0.z));
(__58_clampedCoord3027.y = __57_subsetCoord3026.y);
float4 __59_textureColor3028 = gl_texture2D(_uTextureSampler_0_S1, __58_clampedCoord3027, -0.474999994);
(__44_sum3013 += (__46_k3015.z * __59_textureColor3028));
float2 __60_inCoord3029 = mul(transpose(mat3x2_ctor(_umatrix_S1_c0_c0)), vec3_ctor((__43_tmp_1_coords3012 + __47_o3016.zw), 1.0));
float2 __61_subsetCoord3030 = {0, 0};
(__61_subsetCoord3030.x = __60_inCoord3029.x);
(__61_subsetCoord3030.y = __60_inCoord3029.y);
float2 __62_clampedCoord3031 = {0, 0};
(__62_clampedCoord3031.x = clamp(__61_subsetCoord3030.x, _uclamp_S1_c0_c0_c0.x, _uclamp_S1_c0_c0_c0.z));
(__62_clampedCoord3031.y = __61_subsetCoord3030.y);
float4 __63_textureColor3032 = gl_texture2D(_uTextureSampler_0_S1, __62_clampedCoord3031, -0.474999994);
(__44_sum3013 += (__46_k3015.w * __63_textureColor3032));
}
}
float4 _output_S13033 = __44_sum3013;
{
(out_sk_FragColor = _output_S13033);
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColorstruct 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
}
����DXBCH�
�p�+�Hd�ù�4d�8RDEF(�<����RD11< ($|�$GlobalsDriverConstants���|�P��@,��������P ,h��������_sk_RTAdjustfloat4%_umatrix_S1float3x3���\T,��������b x���������0x���������8����������<���������dx_ViewAdjustdx_ViewCoordsfloat2�pdx_ViewScaleclipControlOriginfloat����clipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGN\PPPTEXCOORD���OSGNhP\\SV_PositionTEXCOORD���SHEX�PqjYF� YF� _2_2g� e� e2 h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?�?6� 6� F6B @62F F� F" F� F>STAT���	DXBC�$��:��&߱y"��{�	4�8l$	RDEF��<���dRD11< ($������
�samplers2D[0]textures2D[0]$Globals������|����������,����������@p��������0��@��������_uclamp_S1_c0_c0_c0float4��_umatrix_S1_c0_c0float3x3��_ukernel_S1_c0��_uoffsets_S1_c0�Microsoft (R) HLSL Shader Compiler 10.1ISGNhP\\SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX�PljYF� Z`XpUUb 2e� h6B@�?6B@�?6B@�?6B@�?6�@6�@0!�:@:)�:@
�FF� :62F�F� F"F� F4�:
� 3:*� J���CU�FF~`@33�2�� :FF62�
F� F"F� F4

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�FF� 
62FF� F"F� F4

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F� F"F� F4

� 3
*� J���CU�FF~`@33�2��� :FF�:@6� F>STAT�-BPLG���!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_RTAdjustuTextureSampler_0_S0
_usk_RTAdjust_uuTextureSampler_0_S0sk_FragColor_usk_FragColorR�@^����������������������������������������������������������������������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float2 v1 : TEXCOORD1;
};
#pragma warning( disable: 3556 3571 )
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 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 _vlocalCoord_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 = _vcolor_S0;
    output.v1 = _vlocalCoord_S0;

    return output;
}

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

(_vcolor_S0 = _color);
(_vlocalCoord_S0 = _localCoord);
(gl_Position = vec4_ctor(_position, 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;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float2 v1 : TEXCOORD1;
};

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

static const uint _uTextureSampler_0_S0 = 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 _vlocalCoord_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){
    _vcolor_S0 = input.v0;
    _vlocalCoord_S0 = input.v1.xy;

float4 _outputColor_S03006 = _vcolor_S0;
float2 _texCoord3007 = _vlocalCoord_S0;
(_outputColor_S03006 = (gl_texture2D(_uTextureSampler_0_S0, _texCoord3007, -0.474999994) * _outputColor_S03006));
{
(out_sk_FragColor = _outputColor_S03006);
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColor�struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float2 v1 : TEXCOORD1;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    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; 
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
���4DXBC��y�M�p0�[���44d��RDEF��<����RD11< ($|�$GlobalsDriverConstants���|� �(@���������_sk_RTAdjustfloat4����������� ��������80��������E8`���������<`��������dx_ViewAdjustdx_ViewCoordsfloat2�dx_ViewScaleclipControlOriginfloat���WclipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGN\PPPTEXCOORD���OSGN�htttSV_PositionTEXCOORD���SHEX�PijYF� YF� _2_�_2g� e� e� e2 h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?6� 6� F6B @6� F62 F>STAT��DXBC�f1����>l��P'j4���hRDEF�<����RD11< ($|�����
samplers2D[0]textures2D[0]Microsoft (R) HLSL Shader Compiler 10.1ISGN�htttSV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX�P*jZ`XpUUb �b 2e� hJ���CU�FF~`@33�8� FF>STAT�BPLG���>911db897eaa2d9b7`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
_usk_RTAdjustsk_FragColor_usk_FragColorR�@�����������������������������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    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.v0 = _vcolor_S0;
    output.v1 = _varccoord_S0;

    return output;
}

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

(_vcolor_S0 = _color);
float _aa_bloat_multiplier3013 = {2.0};
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;
(_coverage3026 = (((_coverage3026 - 0.5) * _aa_bloat_multiplier3013) + 0.5));
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;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float2 v1 : TEXCOORD1;
};

#pragma warning( disable: 3556 3571 )
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 noperspective float4 _vcolor_S0 = {0, 0, 0, 0};
static noperspective float2 _varccoord_S0 = {0, 0};

static float4 out_sk_FragColor = {0, 0, 0, 0};

cbuffer DriverConstants : register(b1)
{
    uint dx_Misc : packoffset(c2.w);
};

@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){
    _vcolor_S0 = input.v0;
    _varccoord_S0 = input.v1.xy;

float4 _outputColor_S03005 = _vcolor_S0;
float _x_plus_13006 = _varccoord_S0.x;
float _y3007 = _varccoord_S0.y;
float _coverage3008 = {0};
if ((0.0 == _x_plus_13006))
{
(_coverage3008 = _y3007);
}
else
{
float _fn3009 = (_x_plus_13006 * (_x_plus_13006 - 2.0));
(_fn3009 = ((_y3007 * _y3007) + _fn3009));
float _fnwidth3010 = fwidth(_fn3009);
(_coverage3008 = (0.5 - (_fn3009 / _fnwidth3010)));
}
(_coverage3008 = clamp(_coverage3008, 0.0, 1.0));
float4 _outputCoverage_S03011 = vec4_ctor(_coverage3008);
{
(out_sk_FragColor = (_outputColor_S03005 * _outputCoverage_S03011));
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColor�struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float2 v1 : TEXCOORD1;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    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; 
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
���������DXBC�޵��ܷ}�Lv����4�d0RDEF��<����RD11< ($|�$GlobalsDriverConstants���|� �(@���������_sk_RTAdjustfloat4����������� ��������80��������E8`���������<`��������dx_ViewAdjustdx_ViewCoordsfloat2�dx_ViewScaleclipControlOriginfloat���WclipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGN���������TEXCOORD���OSGN�htttSV_PositionTEXCOORD���SHEX�
PqjYF� YF� _�_�_�_�_�_�_2_�g� e� e� e2 hFF"FF62@6B@�?���DR����D��8��F	2�
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@@?6B @6� FR���@�?�?2	2F��B
@�?6@7	2 �
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>STAT�jK
�|DXBCF�΍��.�wG��~�|4�(\�RDEFd<���<RD11< ($Microsoft (R) HLSL Shader Compiler 10.1ISGN�htttSV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX|P_jb �b 2e� h
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	"*����

�A@?"
@7 	
8� F>STAT�
BPLG���&911db897eaa2d9b7`ANGLE (NVIDIA, NVIDIA GeForce GT 730 (0x00001287) Direct3D11 vs_5_0 ps_5_0, D3D11-27.21.14.5671)��@������������������,,position
_upositionP�color_ucolorR����������������������������sk_RTAdjust
u_skRTFlipurectUniform_S1_c0
_usk_RTAdjust_uu_skRTFlip_uurectUniform_S1_c0sk_FragColor_usk_FragColorR�@��������������������������������������������������������������������������������������������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
};
#pragma warning( disable: 3556 3571 )
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 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};

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;

    return output;
}

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

(_vcolor_S0 = _color);
(gl_Position = vec4_ctor(_position, 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;
    float4 gl_FragCoord : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
};

#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);
#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 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;

float4 _sk_FragCoord3006 = vec4_ctor(gl_FragCoord.x, (_u_skRTFlip.x + (_u_skRTFlip.y * gl_FragCoord.y)), gl_FragCoord.z, gl_FragCoord.w);
float4 _outputColor_S03007 = _vcolor_S0;
float __3_coverage3008 = float_ctor(all((vec4_ctor(_sk_FragCoord3006.xy, _urectUniform_S1_c0.zw) > vec4_ctor(_urectUniform_S1_c0.xy, _sk_FragCoord3006.xy))));
{
(__3_coverage3008 = (1.0 - __3_coverage3008));
}
float4 _output_S13009 = vec4_ctor(__3_coverage3008);
{
(out_sk_FragColor = (_outputColor_S03007 * _output_S13009));
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColor�struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    noperspective 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
}
��DXBCl�B��j���MH!04L�lRDEF��<����RD11< ($|�$GlobalsDriverConstants���|� �(@���������_sk_RTAdjustfloat4����������� ��������80��������E8`���������<`��������dx_ViewAdjustdx_ViewCoordsfloat2�dx_ViewScaleclipControlOriginfloat���WclipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGND88TEXCOORD���OSGN�htttSV_PositionTEXCOORD���SHEX�PdjYF� YF� _2_�g� e� e� e� h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?6� 6� F6� F6� F>STAT�
�DXBC*��W��o׀�L�{4X�tRDEF�<����RD11< ($|�$GlobalsDriverConstants���|� ��@,��������Pl��������_u_skRTFlipfloat2�$_urectUniform_S1_c0float4�dXl��������f0,��������y ����������8,���������,���������dx_ViewCoordsdx_FragCoordOffsetdx_DepthFrontfloat3���dx_ViewScaledx_Miscdword��Microsoft (R) HLSL Shader Compiler 10.1ISGN�htttSV_PositionTEXCOORD���OSGN, SV_TARGET��SHEXXPVjYF� YF� d 2b �e� h	2FF� �A2"� 
� 12F� F1��� 2�
F
7� @F>STAT�BPLG���: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_c0umatrix_S1_c1_c0_c0uv_S1_c1_c0uv_S1_c1	ublend_S1um_S1_c1_c0um_S1_c1uclamp_S1_c0_c0uclamp_S1_c1_c0_c0_c0uTextureSampler_0_S1uTextureSampler_1_S1
_usk_RTAdjust_uumatrix_S1_c0_uumatrix_S1_c1_c0_c0
_uuv_S1_c1_c0
_uuv_S1_c1_uublend_S1
_uum_S1_c1_c0
_uum_S1_c1_uuclamp_S1_c0_c0_uuclamp_S1_c1_c0_c0_c0_uuTextureSampler_0_S1_uuTextureSampler_1_S1	
sk_FragColor_usk_FragColorR�@^�^�����������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������
struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD3;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float2 v1 : TEXCOORD1;
    noperspective float2 v2 : TEXCOORD2;
};
#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_c0 : register(c2);
uniform float3x3 _umatrix_S1_c1_c0_c0 : register(c5);
#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_3_S0 = {0, 0};
static noperspective float2 _vTransformedCoords_7_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 = _vcolor_S0;
    output.v1 = _vTransformedCoords_3_S0;
    output.v2 = _vTransformedCoords_7_S0;

    return output;
}

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

(_vcolor_S0 = _color);
(gl_Position = vec4_ctor(_position, 0.0, 1.0));
{
(_vTransformedCoords_3_S0 = mul(transpose(mat3x2_ctor(_umatrix_S1_c0)), vec3_ctor(_localCoord, 1.0)));
}
{
(_vTransformedCoords_7_S0 = mul(transpose(mat3x2_ctor(_umatrix_S1_c1_c0_c0)), 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);
}
�struct PS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD3;
    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);
}
float4 vec4_ctor(float3 x0, float x1)
{
    return float4(x0, x1);
}
// Uniforms

uniform float4 _uclamp_S1_c0_c0 : register(c0);
uniform float4 _uclamp_S1_c1_c0_c0_c0 : register(c1);
uniform float4x4 _um_S1_c1_c0 : register(c2);
uniform float4 _uv_S1_c1_c0 : register(c6);
uniform float4x4 _um_S1_c1 : register(c7);
uniform float4 _uv_S1_c1 : register(c11);
uniform float4 _ublend_S1 : register(c12);
static const uint _uTextureSampler_0_S1 = 0;
static const uint _uTextureSampler_1_S1 = 1;
uniform Texture2D<float4> textures2D[2] : register(t0);
uniform SamplerState samplers2D[2] : 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 _vTransformedCoords_3_S0 = {0, 0};
static noperspective float2 _vTransformedCoords_7_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[2] : 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){
    _vcolor_S0 = input.v0;
    _vTransformedCoords_3_S0 = input.v1.xy;
    _vTransformedCoords_7_S0 = input.v2.xy;

float4 _outputColor_S03017 = _vcolor_S0;
float2 __31_inCoord3018 = _vTransformedCoords_3_S0;
float2 __32_subsetCoord3019 = {0, 0};
(__32_subsetCoord3019.x = __31_inCoord3018.x);
(__32_subsetCoord3019.y = __31_inCoord3018.y);
float2 __33_clampedCoord3020 = clamp(__32_subsetCoord3019, _uclamp_S1_c0_c0.xy, _uclamp_S1_c0_c0.zw);
float4 __34_textureColor3021 = gl_texture2D(_uTextureSampler_0_S1, __33_clampedCoord3020, -0.474999994);
float4 __35_input3022 = _outputColor_S03017;
float4 __36_input3023 = __35_input3022;
float2 __37_inCoord3024 = _vTransformedCoords_7_S0;
float2 __38_subsetCoord3025 = {0, 0};
(__38_subsetCoord3025.x = __37_inCoord3024.x);
(__38_subsetCoord3025.y = __37_inCoord3024.y);
float2 __39_clampedCoord3026 = clamp(__38_subsetCoord3025, _uclamp_S1_c1_c0_c0_c0.xy, _uclamp_S1_c1_c0_c0_c0.zw);
float4 __40_textureColor3027 = gl_texture2D(_uTextureSampler_1_S1, __39_clampedCoord3026, -0.474999994);
(__36_input3023 = __40_textureColor3027);
{
(__36_input3023 = vec4_ctor((__36_input3023.xyz / max(__36_input3023.w, 9.99999975e-05)), __36_input3023.w));
}
(__36_input3023 = (mul(transpose(_um_S1_c1_c0), __36_input3023) + _uv_S1_c1_c0));
{
(__36_input3023 = clamp(__36_input3023, 0.0, 1.0));
}
{
(__36_input3023.xyz *= __36_input3023.w);
}
(__35_input3022 = __36_input3023);
{
(__35_input3022 = vec4_ctor((__35_input3022.xyz / max(__35_input3022.w, 9.99999975e-05)), __35_input3022.w));
}
(__35_input3022 = (mul(transpose(_um_S1_c1), __35_input3022) + _uv_S1_c1));
{
(__35_input3022 = clamp(__35_input3022, 0.0, 1.0));
}
{
(__35_input3022.xyz *= __35_input3022.w);
}
float2 __43_d3028 = (_ublend_S1.xy + (_ublend_S1.zw * vec2_ctor(__35_input3022.w, __34_textureColor3021.w)));
float4 _output_S13029 = ((__34_textureColor3021 * __43_d3028.x) + (__35_input3022 * __43_d3028.y));
{
(out_sk_FragColor = _output_S13029);
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColor�struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD3;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float2 v1 : TEXCOORD1;
    noperspective float2 v2 : TEXCOORD2;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD3;
    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; 
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
����DXBCPG�:�fb�f����4���RDEFh�<���=RD11< ($|�$GlobalsDriverConstants���|����@@T��������x ,����������P,���������_sk_RTAdjustfloat4M_umatrix_S1_c0float3x3�_umatrix_S1_c1_c0_c0����T��������� ����������0����������8��������(<��������dx_ViewAdjustdx_ViewCoordsfloat2��dx_ViewScaleclipControlOriginfloat����clipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGN\PPPTEXCOORD���OSGN������SV_PositionTEXCOORD���SHEX<P�jYF� YF� _2_�_2g� e� e� e2 e� h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?�?6� 6� F6B @6� F62F F� F" F� FB F� F� F� F>STAT���DXBC
�Q�H
d���r
S��4pD4RDEF4 <���RD11< ($�������
����
samplers2D[0]samplers2D[1]textures2D[0]textures2D[1]$Globals���8�Ph���������h��������� @����������`h���������p@�����������h���������h��������_uclamp_S1_c0_c0float4a_uclamp_S1_c1_c0_c0_c0_um_S1_c1_c0float4x4����_uv_S1_c1_c0_um_S1_c1_uv_S1_c1_ublend_S1Microsoft (R) HLSL Shader Compiler 10.1ISGN������SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX�P�jYF� 
Z`Z`XpUUXpUUb 2b �e� h42�F� 32F� J���CU�FF~`@33�4:@��8rFF� F"F� FBF� F�F� F �FF� 8r�F4�:@��8rF�F� F"F� FBF� 	F�F� 
F �6	6� 8r�6�
4�� 3���� J���CU��
F~`@33�6":22� FF� 8�VF2	� FF>STAT�BPLG���.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_RTAdjustumatrix_S1_c0_c0umatrix_S1_c1_c1uv_S1_c0ucolor_S1_c1_c0	ublend_S1um_S1_c0uTextureSampler_0_S1
_usk_RTAdjust_uumatrix_S1_c0_c0_uumatrix_S1_c1_c1
_uuv_S1_c0_uucolor_S1_c1_c0_uublend_S1
_uum_S1_c0_uuTextureSampler_0_S1
����������sk_FragColor_usk_FragColorR�@^����������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������	struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float2 v1 : TEXCOORD1;
};
#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_c0_c0 : register(c2);
uniform float3x3 _umatrix_S1_c1_c1 : register(c5);
#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_4_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.v0 = _vcolor_S0;
    output.v1 = _vTransformedCoords_4_S0;

    return output;
}

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

(_vcolor_S0 = _color);
(gl_Position = vec4_ctor(_position, 0.0, 1.0));
{
(_vTransformedCoords_4_S0 = mul(transpose(mat3x2_ctor(_umatrix_S1_c0_c0)), vec3_ctor(_localCoord, 1.0)));
}
{
(_vTransformedCoords_8_S0 = mul(transpose(mat3x2_ctor(_umatrix_S1_c1_c1)), 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);
}
"	struct PS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float2 v1 : TEXCOORD1;
};

#pragma warning( disable: 3556 3571 )
float2 vec2_ctor(float x0, float x1)
{
    return float2(x0, x1);
}
float4 vec4_ctor(float3 x0, float x1)
{
    return float4(x0, x1);
}
// Uniforms

uniform float4x4 _um_S1_c0 : register(c0);
uniform float4 _uv_S1_c0 : register(c4);
uniform float4 _ucolor_S1_c1_c0 : register(c5);
uniform float4 _ublend_S1 : register(c6);
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 _vTransformedCoords_4_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){
    _vcolor_S0 = input.v0;
    _vTransformedCoords_4_S0 = input.v1.xy;

float4 _outputColor_S03015 = _vcolor_S0;
float4 __17_input3016 = _outputColor_S03015;
(__17_input3016 = gl_texture2D(_uTextureSampler_0_S1, _vTransformedCoords_4_S0, -0.474999994));
{
(__17_input3016 = vec4_ctor((__17_input3016.xyz / max(__17_input3016.w, 9.99999975e-05)), __17_input3016.w));
}
(__17_input3016 = (mul(transpose(_um_S1_c0), __17_input3016) + _uv_S1_c0));
{
(__17_input3016 = clamp(__17_input3016, 0.0, 1.0));
}
{
(__17_input3016.xyz *= __17_input3016.w);
}
float2 __24_d3017 = (_ublend_S1.xy + (_ublend_S1.zw * vec2_ctor(_ucolor_S1_c1_c0.w, __17_input3016.w)));
float4 _output_S13018 = ((__17_input3016 * __24_d3017.x) + (_ucolor_S1_c1_c0 * __24_d3017.y));
{
(out_sk_FragColor = _output_S13018);
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColor�struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float2 v1 : TEXCOORD1;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    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; 
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
���$DXBC�4�I���@ɼ��$4���RDEFh�<���=RD11< ($|�$GlobalsDriverConstants���|����@@T��������x ,����������P,���������_sk_RTAdjustfloat4M_umatrix_S1_c0_c0float3x3��_umatrix_S1_c1_c1���T��������� ����������0����������8��������(<��������dx_ViewAdjustdx_ViewCoordsfloat2��dx_ViewScaleclipControlOriginfloat����clipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGN\PPPTEXCOORD���OSGN�htttSV_PositionTEXCOORD���SHEX�P|jYF� YF� _2_�_2g� e� e� e2 h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?�?6� 6� F6B @6� F62F F� F" F� F>STAT�
��DXBCڙ�B_7^�"Կ��4l�(PRDEF0�<���RD11< ($������
�samplers2D[0]textures2D[0]$Globals�����p|@����������@����������P����������`���������_um_S1_c0float4x4��_uv_S1_c0float4����_ucolor_S1_c1_c0_ublend_S1Microsoft (R) HLSL Shader Compiler 10.1ISGN�htttSV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX P�jYF� Z`XpUUb 2e� hJ���CU�FF~`@33�4:@��8rFF� F"F� FBF� F�F� F ��	Ɖ 8rV�6�6:� 22� FF� 8�VF� 2	� FF>STAT�BPLG��Q-911db897eaa2d9b7`ANGLE (NVIDIA, NVIDIA GeForce GT 730 (0x00001287) Direct3D11 vs_5_0 ps_5_0, D3D11-27.21.14.5671)��@������������������,,position
_upositionP�
localCoord_ulocalCoordP����������������������������	���������*����������sk_RTAdjust
ukernel_S1[0]uoffsets_S1[0]
umatrix_S1_c0uTextureSampler_0_S1
_usk_RTAdjust_uukernel_S1[0]_uuoffsets_S1[0]_uumatrix_S1_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 )
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 noperspective float2 _vLocalCoord_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 = _vLocalCoord_S0;

    return output;
}

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

(_vLocalCoord_S0 = _localCoord);
(gl_Position = vec4_ctor(_position, 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);
}
Nstruct 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]);
}
float4 vec4_ctor(float x0, float x1, float x2, float x3)
{
    return float4(x0, x1, x2, x3);
}
// Uniforms

uniform float3x3 _umatrix_S1_c0 : register(c0);
uniform float4 _ukernel_S1[7] : register(c3);
uniform float4 _uoffsets_S1[14] : register(c10);
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 _vLocalCoord_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){
    _vLocalCoord_S0 = input.v0.xy;

float2 __1_tmp_1_coords3009 = _vLocalCoord_S0;
float4 __2_sum3010 = {0.0, 0.0, 0.0, 0.0};
{LOOP for(int __3_i3011 = {0}; (__3_i3011 < 7); (++__3_i3011))
{
float4 __4_k3012 = _ukernel_S1[__3_i3011];
float4 __5_o3013 = _uoffsets_S1[(2 * __3_i3011)];
(__2_sum3010 += (__4_k3012.x * vec4_ctor(0.0, 0.0, 0.0, gl_texture2D(_uTextureSampler_0_S1, mul(transpose(mat3x2_ctor(_umatrix_S1_c0)), vec3_ctor((__1_tmp_1_coords3009 + __5_o3013.xy), 1.0)), -0.474999994).x)));
(__2_sum3010 += (__4_k3012.y * vec4_ctor(0.0, 0.0, 0.0, gl_texture2D(_uTextureSampler_0_S1, mul(transpose(mat3x2_ctor(_umatrix_S1_c0)), vec3_ctor((__1_tmp_1_coords3009 + __5_o3013.zw), 1.0)), -0.474999994).x)));
(__5_o3013 = _uoffsets_S1[((2 * __3_i3011) + 1)]);
(__2_sum3010 += (__4_k3012.z * vec4_ctor(0.0, 0.0, 0.0, gl_texture2D(_uTextureSampler_0_S1, mul(transpose(mat3x2_ctor(_umatrix_S1_c0)), vec3_ctor((__1_tmp_1_coords3009 + __5_o3013.xy), 1.0)), -0.474999994).x)));
(__2_sum3010 += (__4_k3012.w * vec4_ctor(0.0, 0.0, 0.0, gl_texture2D(_uTextureSampler_0_S1, mul(transpose(mat3x2_ctor(_umatrix_S1_c0)), vec3_ctor((__1_tmp_1_coords3009 + __5_o3013.zw), 1.0)), -0.474999994).x)));
}
}
float4 _output_S13014 = __2_sum3010;
{
(out_sk_FragColor = _output_S13014);
(out_sk_FragColor = vec4_ctor(out_sk_FragColor.w, 0.0, 0.0, 0.0));
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColorstruct 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
}
���DXBC-XÌ8�"�>�g
�W��4L�<RDEF��<����RD11< ($|�$GlobalsDriverConstants���|� �(@���������_sk_RTAdjustfloat4����������� ��������80��������E8`���������<`��������dx_ViewAdjustdx_ViewCoordsfloat2�dx_ViewScaleclipControlOriginfloat���WclipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGND88TEXCOORD���OSGNhP\\SV_PositionTEXCOORD���SHEXxP^jYF� YF� _2_2g� e� e2 h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?6� 6� F6B @62 F>STAT�
�lDXBC�_���#�J_(��E�l4`��RDEF$�<����RD11< ($������
�samplers2D[0]textures2D[0]$Globals������T,l���������0p���������������������_umatrix_S1_c0float3x3c_ukernel_S1float4��_uoffsets_S1����Microsoft (R) HLSL Shader Compiler 10.1ISGNhP\\SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX�P1jYF� Z`XpUUb 2e� h6B@�?6B@�?6B@�?6B@�?6�@6�@0!�:@:)�:@
�FF� 
:62FF� F"F� FJ���CUFF~`@33�2
� :
:62�
F� F"F� FJ���CU"F~`@33�2� :
#	":@@
�FF� 
62FF� F"F� FJ���CU"F~`@33�2*� :
62�
F� F"F� FJ���CU"F~`@33�2�:� :
�:@6 :6� @>STAT�&BPLG���2911db897eaa2d9b7`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_S1uradiusPlusHalf_S2
u_skRTFlip
uinnerRect_S2uTextureSampler_0_S1
_usk_RTAdjust_uumatrix_S1_uuradiusPlusHalf_S2_uu_skRTFlip_uuinnerRect_S2_uuTextureSampler_0_S1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 )
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.gl_FragCoord = gl_Position;
    output.v0 = _vcolor_S0;
    output.v1 = _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);
}
�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 )
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);
}
// Uniforms

uniform float2 _u_skRTFlip : register(c0);
uniform float4 _uinnerRect_S2 : register(c1);
uniform float2 _uradiusPlusHalf_S2 : register(c2);
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 _vTransformedCoords_2_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
@@ 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;
    _vTransformedCoords_2_S0 = input.v1.xy;

float4 _sk_FragCoord3010 = vec4_ctor(gl_FragCoord.x, (_u_skRTFlip.x + (_u_skRTFlip.y * gl_FragCoord.y)), gl_FragCoord.z, gl_FragCoord.w);
float4 _outputColor_S03011 = _vcolor_S0;
float4 _output_S13012 = gl_texture2D(_uTextureSampler_0_S1, _vTransformedCoords_2_S0, -0.474999994).xxxx;
float2 __0_dxy03013 = (_uinnerRect_S2.xy - _sk_FragCoord3010.xy);
float __1_dx13014 = (_sk_FragCoord3010.x - _uinnerRect_S2.z);
float2 __2_dxy3015 = max(vec2_ctor(max(__0_dxy03013.x, __1_dx13014), __0_dxy03013.y), 0.0);
float __3_bottomAlpha3016 = clamp((_uinnerRect_S2.w - _sk_FragCoord3010.y), 0.0, 1.0);
float __4_alpha3017 = (__3_bottomAlpha3016 * clamp((_uradiusPlusHalf_S2.x - length(__2_dxy3015)), 0.0, 1.0));
float4 _output_S23018 = (_output_S13012 * __4_alpha3017);
{
(out_sk_FragColor = (_outputColor_S03011 * _output_S23018));
}
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*����t~뻢H��~4d�h�RDEF(�<����RD11< ($|�$GlobalsDriverConstants���|�P��@,��������P ,h��������_sk_RTAdjustfloat4%_umatrix_S1float3x3���\T,��������b x���������0x���������8����������<���������dx_ViewAdjustdx_ViewCoordsfloat2�pdx_ViewScaleclipControlOriginfloat����clipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGN\PPPTEXCOORD���OSGN������SV_PositionTEXCOORD���SHEXP�jYF� YF� _2_�_2g� e� e� e� e2 h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?6� 6� F6� F6� F62F6B@�? F� F" F� F>STAT���DXBĊ��#�Cvr�ߠ���40�`RDEF��<����RD11< ($������
��samplers2D[0]textures2D[0]$GlobalsDriverConstants����$0�$`�������������������� ���������_u_skRTFlipfloat2��_uinnerRect_S2float4���_uradiusPlusHalf_S2���������"0���������5 L��������p8���������},����������@ ���������dx_ViewCoordsdx_FragCoordOffsetdx_DepthFrontfloat3��Cdx_ViewScaledx_Miscdword��samplerMetadataSamplerMetadatabaseLevelint���wrapModespaddingint2�intBorderColorint4O���@Tx�Microsoft (R) HLSL Shader Compiler 10.1ISGN������SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEXTP�jYF� YF� Z`XpUUd 2b �b 2e� h	2FF� �A2B� 
� 	���A�� 	
*� �A4"
*4
2�@6 
FFK
 	
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� 8

J���CU"F~`@33�8
8� F>STAT�BPLG��G1911db897eaa2d9b7`ANGLE (NVIDIA, NVIDIA GeForce GT 730 (0x00001287) Direct3D11 vs_5_0 ps_5_0, D3D11-27.21.14.5671)��@������������������,,position
_upositionP�
localCoord_ulocalCoordP����������	������������������������������������	���������*����������sk_RTAdjust
umatrix_S1
udir_S1_c0uoffsetsAndKernel_S1_c0[0]uclamp_S1_c0_c0_c0umatrix_S1_c0_c0uTextureSampler_0_S1
_usk_RTAdjust_uumatrix_S1_uudir_S1_c0_uuoffsetsAndKernel_S1_c0[0]_uuclamp_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 float2 _localCoord = {0, 0};

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

// Varyings
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);

(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);
}
:
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]);
}
float4 vec4_ctor(float x0, float x1, float x2, float x3)
{
    return float4(x0, x1, x2, x3);
}
// Uniforms

uniform float4 _uclamp_S1_c0_c0_c0 : register(c0);
uniform float3x3 _umatrix_S1_c0_c0 : register(c1);
uniform float4 _uoffsetsAndKernel_S1_c0[14] : register(c4);
uniform float2 _udir_S1_c0 : register(c18);
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 __26_tmp_1_coords3011 = _vTransformedCoords_2_S0;
float4 __27_sum3012 = {0.0, 0.0, 0.0, 0.0};
{LOOP for(int __28_i3013 = {0}; (__28_i3013 < 2); (++__28_i3013))
{
float4 __29_s3014 = _uoffsetsAndKernel_S1_c0[__28_i3013];
float2 __30_inCoord3015 = mul(transpose(mat3x2_ctor(_umatrix_S1_c0_c0)), vec3_ctor((__26_tmp_1_coords3011 + (__29_s3014.x * _udir_S1_c0)), 1.0));
float2 __31_subsetCoord3016 = {0, 0};
(__31_subsetCoord3016.x = __30_inCoord3015.x);
(__31_subsetCoord3016.y = __30_inCoord3015.y);
float2 __32_clampedCoord3017 = {0, 0};
(__32_clampedCoord3017.x = clamp(__31_subsetCoord3016.x, _uclamp_S1_c0_c0_c0.x, _uclamp_S1_c0_c0_c0.z));
(__32_clampedCoord3017.y = __31_subsetCoord3016.y);
float4 __33_textureColor3018 = vec4_ctor(0.0, 0.0, 0.0, gl_texture2D(_uTextureSampler_0_S1, __32_clampedCoord3017, -0.474999994).x);
(__27_sum3012 += (__29_s3014.y * __33_textureColor3018));
float2 __34_inCoord3019 = mul(transpose(mat3x2_ctor(_umatrix_S1_c0_c0)), vec3_ctor((__26_tmp_1_coords3011 + (__29_s3014.z * _udir_S1_c0)), 1.0));
float2 __35_subsetCoord3020 = {0, 0};
(__35_subsetCoord3020.x = __34_inCoord3019.x);
(__35_subsetCoord3020.y = __34_inCoord3019.y);
float2 __36_clampedCoord3021 = {0, 0};
(__36_clampedCoord3021.x = clamp(__35_subsetCoord3020.x, _uclamp_S1_c0_c0_c0.x, _uclamp_S1_c0_c0_c0.z));
(__36_clampedCoord3021.y = __35_subsetCoord3020.y);
float4 __37_textureColor3022 = vec4_ctor(0.0, 0.0, 0.0, gl_texture2D(_uTextureSampler_0_S1, __36_clampedCoord3021, -0.474999994).x);
(__27_sum3012 += (__29_s3014.w * __37_textureColor3022));
}
}
float4 _output_S13023 = __27_sum3012;
{
(out_sk_FragColor = _output_S13023);
(out_sk_FragColor = vec4_ctor(out_sk_FragColor.w, 0.0, 0.0, 0.0));
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColorstruct 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
}
���DXBCt~����j�,]�Z���4d� �RDEF(�<����RD11< ($|�$GlobalsDriverConstants���|�P��@,��������P ,h��������_sk_RTAdjustfloat4%_umatrix_S1float3x3���\T,��������b x���������0x���������8����������<���������dx_ViewAdjustdx_ViewCoordsfloat2�pdx_ViewScaleclipControlOriginfloat����clipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGND88TEXCOORD���OSGNhP\\SV_PositionTEXCOORD���SHEX�PqjYF� YF� _2_2g� e� e2 h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?�?6� 6� F6B @62F F� F" F� F>STAT��pDXBC��������|�Jp4�H|�RDEF��<���tRD11< ($������
�samplers2D[0]textures2D[0]$Globals�����0|����������,����������@���������< P��������_uclamp_S1_c0_c0_c0float4��_umatrix_S1_c0_c0float3x3��_uoffsetsAndKernel_S1_c0����_udir_S1_c0float2�HMicrosoft (R) HLSL Shader Compiler 10.1ISGNhP\\SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEXPP�jYF� Z`XpUUb 2e� h6B@�?6B@�?6�@6�@0!:@
2
�� :F� F62FF� F"F� F4

� 3
*� J���CUFF~`@33�2� :
:62�
"F� F"F� F4"
� 3*� J���CU"F~`@33�2�:� :
�:@6 :6� @>STAT�BPLG���2911db897eaa2d9b7`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_S1uradiusPlusHalf_S2
u_skRTFlip
uinnerRect_S2uTextureSampler_0_S1
_usk_RTAdjust_uumatrix_S1_uuradiusPlusHalf_S2_uu_skRTFlip_uuinnerRect_S2_uuTextureSampler_0_S1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 )
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.gl_FragCoord = gl_Position;
    output.v0 = _vcolor_S0;
    output.v1 = _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);
}
�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 )
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);
}
// Uniforms

uniform float2 _u_skRTFlip : register(c0);
uniform float4 _uinnerRect_S2 : register(c1);
uniform float2 _uradiusPlusHalf_S2 : register(c2);
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 _vTransformedCoords_2_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
@@ 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;
    _vTransformedCoords_2_S0 = input.v1.xy;

float4 _sk_FragCoord3010 = vec4_ctor(gl_FragCoord.x, (_u_skRTFlip.x + (_u_skRTFlip.y * gl_FragCoord.y)), gl_FragCoord.z, gl_FragCoord.w);
float4 _outputColor_S03011 = _vcolor_S0;
float4 _output_S13012 = gl_texture2D(_uTextureSampler_0_S1, _vTransformedCoords_2_S0, -0.474999994).xxxx;
float2 __0_dxy03013 = (_uinnerRect_S2.xy - _sk_FragCoord3010.xy);
float __1_dy13014 = (_sk_FragCoord3010.y - _uinnerRect_S2.w);
float2 __2_dxy3015 = max(vec2_ctor(__0_dxy03013.x, max(__0_dxy03013.y, __1_dy13014)), 0.0);
float __3_rightAlpha3016 = clamp((_uinnerRect_S2.z - _sk_FragCoord3010.x), 0.0, 1.0);
float __4_alpha3017 = (__3_rightAlpha3016 * clamp((_uradiusPlusHalf_S2.x - length(__2_dxy3015)), 0.0, 1.0));
float4 _output_S23018 = (_output_S13012 * __4_alpha3017);
{
(out_sk_FragColor = (_outputColor_S03011 * _output_S23018));
}
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*����t~뻢H��~4d�h�RDEF(�<����RD11< ($|�$GlobalsDriverConstants���|�P��@,��������P ,h��������_sk_RTAdjustfloat4%_umatrix_S1float3x3���\T,��������b x���������0x���������8����������<���������dx_ViewAdjustdx_ViewCoordsfloat2�pdx_ViewScaleclipControlOriginfloat����clipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGN\PPPTEXCOORD���OSGN������SV_PositionTEXCOORD���SHEXP�jYF� YF� _2_�_2g� e� e� e� e2 h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?6� 6� F6� F6� F62F6B@�? F� F" F� F>STAT���DXBC��$��~�u֢�'�40�`RDEF��<����RD11< ($������
��samplers2D[0]textures2D[0]$GlobalsDriverConstants����$0�$`�������������������� ���������_u_skRTFlipfloat2��_uinnerRect_S2float4���_uradiusPlusHalf_S2���������"0���������5 L��������p8���������},����������@ ���������dx_ViewCoordsdx_FragCoordOffsetdx_DepthFrontfloat3��Cdx_ViewScaledx_Miscdword��samplerMetadataSamplerMetadatabaseLevelint���wrapModespaddingint2�intBorderColorint4O���@Tx�Microsoft (R) HLSL Shader Compiler 10.1ISGN������SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEXTP�jYF� YF� Z`XpUUd 2b �b 2e� h	2FF� �A2B� 
� 	r�A&� 	*:� �A4�
*4
2�@6 
FFK
 	
�A
� 8

J���CU"F~`@33�8
8� F>STAT�BPLG���<911db897eaa2d9b7`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
_usk_RTAdjustsk_FragColor_usk_FragColorR�@����������������������������������������������������������Mstruct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    noperspective float2 v0 : TEXCOORD0;
};
#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.v0 = _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);
}
istruct PS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    noperspective float2 v0 : TEXCOORD0;
};

#pragma warning( disable: 3556 3571 )
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);
}
#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 _varccoord_S0 = {0, 0};

static float4 out_sk_FragColor = {0, 0, 0, 0};

cbuffer DriverConstants : register(b1)
{
    uint dx_Misc : packoffset(c2.w);
};

@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){
    _varccoord_S0 = input.v0.xy;

float _x_plus_13005 = _varccoord_S0.x;
float _y3006 = _varccoord_S0.y;
float _coverage3007 = {0};
if ((0.0 == _x_plus_13005))
{
(_coverage3007 = _y3006);
}
else
{
float _fn3008 = (_x_plus_13005 * (_x_plus_13005 - 2.0));
(_fn3008 = ((_y3006 * _y3006) + _fn3008));
float _fnwidth3009 = fwidth(_fn3008);
(_coverage3007 = (0.5 - (_fn3008 / _fnwidth3009)));
(_coverage3007 = clamp(_coverage3007, 0.0, 1.0));
}
float4 _outputCoverage_S03010 = vec4_ctor(_coverage3007);
{
(out_sk_FragColor = _outputCoverage_S03010);
(out_sk_FragColor = vec4_ctor(out_sk_FragColor.w, 0.0, 0.0, 0.0));
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColorstruct 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
}
��������DXBC��au��j|��Y��4�LtRDEF��<����RD11< ($|�$GlobalsDriverConstants���|� �(@���������_sk_RTAdjustfloat4����������� ��������80��������E8`���������<`��������dx_ViewAdjustdx_ViewCoordsfloat2�dx_ViewScaleclipControlOriginfloat���WclipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGN���������TEXCOORD���OSGNhP\\SV_PositionTEXCOORD���SHEX 
PHjYF� YF� _�_�_�_�_�_�_2g� e� e2 hFF"FF62@6B@�?���DR����D��8��F	2�
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�\DXBC������ye����Ko\4�D�RDEFd<���<RD11< ($Microsoft (R) HLSL Shader Compiler 10.1ISGNhP\\SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEXtP]jb 2e� h
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@7	 
6� @>STAT�	BPLG���2911db897eaa2d9b7`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_S1uradiusPlusHalf_S2
u_skRTFlip
uinnerRect_S2uTextureSampler_0_S1
_usk_RTAdjust_uumatrix_S1_uuradiusPlusHalf_S2_uu_skRTFlip_uuinnerRect_S2_uuTextureSampler_0_S1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 )
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.gl_FragCoord = gl_Position;
    output.v0 = _vcolor_S0;
    output.v1 = _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);
}
�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 )
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);
}
// Uniforms

uniform float2 _u_skRTFlip : register(c0);
uniform float4 _uinnerRect_S2 : register(c1);
uniform float2 _uradiusPlusHalf_S2 : register(c2);
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 _vTransformedCoords_2_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
@@ 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;
    _vTransformedCoords_2_S0 = input.v1.xy;

float4 _sk_FragCoord3010 = vec4_ctor(gl_FragCoord.x, (_u_skRTFlip.x + (_u_skRTFlip.y * gl_FragCoord.y)), gl_FragCoord.z, gl_FragCoord.w);
float4 _outputColor_S03011 = _vcolor_S0;
float4 _output_S13012 = gl_texture2D(_uTextureSampler_0_S1, _vTransformedCoords_2_S0, -0.474999994).xxxx;
float __0_dy03013 = (_uinnerRect_S2.y - _sk_FragCoord3010.y);
float2 __1_dxy13014 = (_sk_FragCoord3010.xy - _uinnerRect_S2.zw);
float2 __2_dxy3015 = max(vec2_ctor(__1_dxy13014.x, max(__0_dy03013, __1_dxy13014.y)), 0.0);
float __3_leftAlpha3016 = clamp((_sk_FragCoord3010.x - _uinnerRect_S2.x), 0.0, 1.0);
float __4_alpha3017 = (__3_leftAlpha3016 * clamp((_uradiusPlusHalf_S2.x - length(__2_dxy3015)), 0.0, 1.0));
(__4_alpha3017 = (1.0 - __4_alpha3017));
float4 _output_S23018 = (_output_S13012 * __4_alpha3017);
{
(out_sk_FragColor = (_outputColor_S03011 * _output_S23018));
}
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*����t~뻢H��~4d�h�RDEF(�<����RD11< ($|�$GlobalsDriverConstants���|�P��@,��������P ,h��������_sk_RTAdjustfloat4%_umatrix_S1float3x3���\T,��������b x���������0x���������8����������<���������dx_ViewAdjustdx_ViewCoordsfloat2�pdx_ViewScaleclipControlOriginfloat����clipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGN\PPPTEXCOORD���OSGN������SV_PositionTEXCOORD���SHEXP�jYF� YF� _2_�_2g� e� e� e� e2 h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?6� 6� F6� F6� F62F6B@�? F� F" F� F>STAT��	DXBC�ِ���+ ��ȬJq	40�lRDEF��<����RD11< ($������
��samplers2D[0]textures2D[0]$GlobalsDriverConstants����$0�$`�������������������� ���������_u_skRTFlipfloat2��_uinnerRect_S2float4���_uradiusPlusHalf_S2���������"0���������5 L��������p8���������},����������@ ���������dx_ViewCoordsdx_FragCoordOffsetdx_DepthFrontfloat3��Cdx_ViewScaledx_Miscdword��samplerMetadataSamplerMetadatabaseLevelint���wrapModespaddingint2�intBorderColorint4O���@Tx�Microsoft (R) HLSL Shader Compiler 10.1ISGN������SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX`P�jYF� YF� Z`XpUUd 2b �b 2e� h	2FF� �A2B� 
� 	r�� �A	*�A� 4�*
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�A
@�?J���CU"F~`@33�8
8� F>STAT�BPLG��%911db897eaa2d9b7`ANGLE (NVIDIA, NVIDIA GeForce GT 730 (0x00001287) Direct3D11 vs_5_0 ps_5_0, D3D11-27.21.14.5671)��@������������������,,
inPosition_uinPositionP�
inConicCoeffs_uinConicCoeffsR����������������������������sk_RTAdjust	uColor_S0
u_skRTFlip
_usk_RTAdjust_uuColor_S0_uu_skRTFlipsk_FragColor_usk_FragColorR�@��������������������������������������������������������������������������������������������������������������������������#struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    noperspective float4 v0 : TEXCOORD0;
};
#pragma warning( disable: 3556 3571 )
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 _inPosition = {0, 0};
static float4 _inConicCoeffs = {0, 0, 0, 0};

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

// Varyings
static noperspective float4 _vConicCoeffs_S0 = {0, 0, 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 = _vConicCoeffs_S0;

    return output;
}

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

(_vConicCoeffs_S0 = _inConicCoeffs);
float2 __tmp_1_inPosition3006 = _inPosition;
(gl_Position = vec4_ctor(__tmp_1_inPosition3006, 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;
    noperspective float4 v0 : TEXCOORD0;
};

#pragma warning( disable: 3556 3571 )
float2 vec2_ctor(float x0, float x1)
{
    return float2(x0, x1);
}
float4 vec4_ctor(float x0)
{
    return float4(x0, x0, x0, x0);
}
// Uniforms

uniform float2 _u_skRTFlip : register(c0);
uniform float4 _uColor_S0 : 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

// Varyings
static noperspective float4 _vConicCoeffs_S0 = {0, 0, 0, 0};

static float4 out_sk_FragColor = {0, 0, 0, 0};

cbuffer DriverConstants : register(b1)
{
    uint dx_Misc : packoffset(c2.w);
};

@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){
    _vConicCoeffs_S0 = input.v0;

float4 _outputColor_S03006 = _uColor_S0;
float _edgeAlpha3007 = {0};
float3 _dklmdx3008 = {0, 0, 0};
float3 _dklmdy3009 = {0, 0, 0};
float _dfdx3010 = {0};
float _dfdy3011 = {0};
float2 _gF3012 = {0, 0};
float _gFM3013 = {0};
float _func3014 = {0};
(_dklmdx3008 = ddx(_vConicCoeffs_S0.xyz));
(_dklmdy3009 = (_u_skRTFlip.y * ddy(_vConicCoeffs_S0.xyz)));
(_dfdx3010 = ((((2.0 * _vConicCoeffs_S0.x) * _dklmdx3008.x) - (_vConicCoeffs_S0.y * _dklmdx3008.z)) - (_vConicCoeffs_S0.z * _dklmdx3008.y)));
(_dfdy3011 = ((((2.0 * _vConicCoeffs_S0.x) * _dklmdy3009.x) - (_vConicCoeffs_S0.y * _dklmdy3009.z)) - (_vConicCoeffs_S0.z * _dklmdy3009.y)));
(_gF3012 = vec2_ctor(_dfdx3010, _dfdy3011));
(_gFM3013 = sqrt(dot(_gF3012, _gF3012)));
(_func3014 = ((_vConicCoeffs_S0.x * _vConicCoeffs_S0.x) - (_vConicCoeffs_S0.y * _vConicCoeffs_S0.z)));
(_func3014 = abs(_func3014));
(_edgeAlpha3007 = (_func3014 / _gFM3013));
(_edgeAlpha3007 = max((1.0 - _edgeAlpha3007), 0.0));
float4 _outputCoverage_S03015 = vec4_ctor(_edgeAlpha3007);
{
(out_sk_FragColor = (_outputColor_S03006 * _outputCoverage_S03015));
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColorstruct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    noperspective float4 v0 : TEXCOORD0;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    noperspective 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
}
���DXBC���wL�766h�,�4L�<RDEF��<����RD11< ($|�$GlobalsDriverConstants���|� �(@���������_sk_RTAdjustfloat4����������� ��������80��������E8`���������<`��������dx_ViewAdjustdx_ViewCoordsfloat2�dx_ViewScaleclipControlOriginfloat���WclipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGND88TEXCOORD���OSGNhP\\SV_PositionTEXCOORD���SHEXxP^jYF� YF� _2_�g� e� e� h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?6� 6� F6B @6� F>STAT�
�XDXBC幓���h�W�Z��X4�H�RDEFhh<���@RD11< ($\$Globals���\� ������������������_u_skRTFlipfloat2��_uColor_S0float4��Microsoft (R) HLSL Shader Compiler 10.1ISGNhP\\SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEXlP�jYF� b re� h|rF8rFV� 8B*�

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@8� F� >STAT�BPLG��4911db897eaa2d9b7`ANGLE (NVIDIA, NVIDIA GeForce GT 730 (0x00001287) Direct3D11 vs_5_0 ps_5_0, D3D11-27.21.14.5671)��@������������������,,position
_upositionP�color_ucolorR����������������������������������������������������������������sk_RTAdjusturadiusPlusHalf_S1_c0uradiusPlusHalf_S1uedgeArray_S1_c0_c0[0]
u_skRTFlipuinnerRect_S1_c0
uinnerRect_S1
_usk_RTAdjust_uuradiusPlusHalf_S1_c0_uuradiusPlusHalf_S1_uuedgeArray_S1_c0_c0[0]_uu_skRTFlip_uuinnerRect_S1_c0_uuinnerRect_S1
sk_FragColor_usk_FragColorR�@����������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
};
#pragma warning( disable: 3556 3571 )
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 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};

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;

    return output;
}

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

(_vcolor_S0 = _color);
(gl_Position = vec4_ctor(_position, 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;
    float4 gl_FragCoord : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
};

#pragma warning( disable: 3556 3571 )
float2 vec2_ctor(float x0, float x1)
{
    return float2(x0, x1);
}
float3 vec3_ctor(float2 x0, float x1)
{
    return float3(x0, x1);
}
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);
}
// Uniforms

uniform float2 _u_skRTFlip : register(c0);
uniform float3 _uedgeArray_S1_c0_c0[4] : register(c1);
uniform float4 _uinnerRect_S1_c0 : register(c5);
uniform float2 _uradiusPlusHalf_S1_c0 : register(c6);
uniform float4 _uinnerRect_S1 : register(c7);
uniform float2 _uradiusPlusHalf_S1 : register(c8);
#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 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;

float4 _sk_FragCoord3010 = vec4_ctor(gl_FragCoord.x, (_u_skRTFlip.x + (_u_skRTFlip.y * gl_FragCoord.y)), gl_FragCoord.z, gl_FragCoord.w);
float4 _outputColor_S03011 = _vcolor_S0;
float2 __8_dxy3012 = max(vec2_ctor((_sk_FragCoord3010.x - _uinnerRect_S1.z), (_uinnerRect_S1.y - _sk_FragCoord3010.y)), 0.0);
float __9_leftAlpha3013 = clamp((_sk_FragCoord3010.x - _uinnerRect_S1.x), 0.0, 1.0);
float __10_bottomAlpha3014 = clamp((_uinnerRect_S1.w - _sk_FragCoord3010.y), 0.0, 1.0);
float __11_alpha3015 = ((__10_bottomAlpha3014 * __9_leftAlpha3013) * clamp((_uradiusPlusHalf_S1.x - length(__8_dxy3012)), 0.0, 1.0));
float2 __12_dxy3016 = max(vec2_ctor((_sk_FragCoord3010.x - _uinnerRect_S1_c0.z), (_uinnerRect_S1_c0.y - _sk_FragCoord3010.y)), 0.0);
float __13_leftAlpha3017 = clamp((_sk_FragCoord3010.x - _uinnerRect_S1_c0.x), 0.0, 1.0);
float __14_bottomAlpha3018 = clamp((_uinnerRect_S1_c0.w - _sk_FragCoord3010.y), 0.0, 1.0);
float __15_alpha3019 = ((__14_bottomAlpha3018 * __13_leftAlpha3017) * clamp((_uradiusPlusHalf_S1_c0.x - length(__12_dxy3016)), 0.0, 1.0));
(__15_alpha3019 = (1.0 - __15_alpha3019));
float __16_alpha3020 = {1.0};
float __17_edge3021 = dot(_uedgeArray_S1_c0_c0[0], vec3_ctor(_sk_FragCoord3010.xy, 1.0));
(__16_alpha3020 *= step(0.5, __17_edge3021));
(__17_edge3021 = dot(_uedgeArray_S1_c0_c0[1], vec3_ctor(_sk_FragCoord3010.xy, 1.0)));
(__16_alpha3020 *= step(0.5, __17_edge3021));
(__17_edge3021 = dot(_uedgeArray_S1_c0_c0[2], vec3_ctor(_sk_FragCoord3010.xy, 1.0)));
(__16_alpha3020 *= step(0.5, __17_edge3021));
(__17_edge3021 = dot(_uedgeArray_S1_c0_c0[3], vec3_ctor(_sk_FragCoord3010.xy, 1.0)));
(__16_alpha3020 *= step(0.5, __17_edge3021));
float4 _output_S13022 = ((vec4_ctor(__16_alpha3020) * __15_alpha3019) * __11_alpha3015);
{
(out_sk_FragColor = (_outputColor_S03011 * _output_S13022));
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColor�struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    noperspective 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
}
��DXBCl�B��j���MH!04L�lRDEF��<����RD11< ($|�$GlobalsDriverConstants���|� �(@���������_sk_RTAdjustfloat4����������� ��������80��������E8`���������<`��������dx_ViewAdjustdx_ViewCoordsfloat2�dx_ViewScaleclipControlOriginfloat���WclipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGND88TEXCOORD���OSGN�htttSV_PositionTEXCOORD���SHEX�PdjYF� YF� _2_�g� e� e� e� h9@:� 7	B 
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8� F>STAT�( BPLG���.911db897eaa2d9b7`ANGLE (NVIDIA, NVIDIA GeForce GT 730 (0x00001287) Direct3D11 vs_5_0 ps_5_0, D3D11-27.21.14.5671)��@������������������,,position
_upositionP�color_ucolorR�������������������������������������������������������sk_RTAdjust
u_skRTFlipurectUniform_S1_c0urectUniform_S1_c1_c0urectUniform_S1_c1_c1_c0urectUniform_S1_c1_c1_c1_c0
_usk_RTAdjust_uu_skRTFlip_uurectUniform_S1_c0_uurectUniform_S1_c1_c0_uurectUniform_S1_c1_c1_c0_uurectUniform_S1_c1_c1_c1_c0sk_FragColor_usk_FragColorR�@��������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
};
#pragma warning( disable: 3556 3571 )
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 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};

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;

    return output;
}

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

(_vcolor_S0 = _color);
(gl_Position = vec4_ctor(_position, 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;
    float4 gl_FragCoord : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
};

#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);
uniform float4 _urectUniform_S1_c1_c1_c0 : register(c3);
uniform float4 _urectUniform_S1_c1_c1_c1_c0 : register(c4);
#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 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;

float4 _sk_FragCoord3009 = vec4_ctor(gl_FragCoord.x, (_u_skRTFlip.x + (_u_skRTFlip.y * gl_FragCoord.y)), gl_FragCoord.z, gl_FragCoord.w);
float4 _outputColor_S03010 = _vcolor_S0;
float __21_coverage3011 = float_ctor(all((vec4_ctor(_sk_FragCoord3009.xy, _urectUniform_S1_c0.zw) > vec4_ctor(_urectUniform_S1_c0.xy, _sk_FragCoord3009.xy))));
{
(__21_coverage3011 = (1.0 - __21_coverage3011));
}
float __23_coverage3012 = float_ctor(all((vec4_ctor(_sk_FragCoord3009.xy, _urectUniform_S1_c1_c0.zw) > vec4_ctor(_urectUniform_S1_c1_c0.xy, _sk_FragCoord3009.xy))));
{
(__23_coverage3012 = (1.0 - __23_coverage3012));
}
float __25_coverage3013 = float_ctor(all((vec4_ctor(_sk_FragCoord3009.xy, _urectUniform_S1_c1_c1_c0.zw) > vec4_ctor(_urectUniform_S1_c1_c1_c0.xy, _sk_FragCoord3009.xy))));
{
(__25_coverage3013 = (1.0 - __25_coverage3013));
}
float __27_coverage3014 = float_ctor(all((vec4_ctor(_sk_FragCoord3009.xy, _urectUniform_S1_c1_c1_c1_c0.zw) > vec4_ctor(_urectUniform_S1_c1_c1_c1_c0.xy, _sk_FragCoord3009.xy))));
{
(__27_coverage3014 = (1.0 - __27_coverage3014));
}
float4 _output_S13015 = (vec4_ctor(__21_coverage3011) * (vec4_ctor(__23_coverage3012) * (vec4_ctor(__25_coverage3013) * vec4_ctor(__27_coverage3014))));
{
(out_sk_FragColor = (_outputColor_S03010 * _output_S13015));
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColor�struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    noperspective 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
}
��DXBCl�B��j���MH!04L�lRDEF��<����RD11< ($|�$GlobalsDriverConstants���|� �(@���������_sk_RTAdjustfloat4����������� ��������80��������E8`���������<`��������dx_ViewAdjustdx_ViewCoordsfloat2�dx_ViewScaleclipControlOriginfloat���WclipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGND88TEXCOORD���OSGN�htttSV_PositionTEXCOORD���SHEX�PdjYF� YF� _2_�g� e� e� e� h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?6� 6� F6� F6� F>STAT�
��DXBC������_��O��4 ���RDEF��<����RD11< ($|�$GlobalsDriverConstants���|�P�X@�������������������� ���������0���������9@���������_u_skRTFlipfloat2��_urectUniform_S1_c0float4��_urectUniform_S1_c1_c0_urectUniform_S1_c1_c1_c0_urectUniform_S1_c1_c1_c1_c0�� ���������.0���������A X��������|8����������,���������dx_ViewCoordsdx_FragCoordOffsetdx_DepthFrontfloat3��Odx_ViewScaledx_Miscdword��Microsoft (R) HLSL Shader Compiler 10.1ISGN�htttSV_PositionTEXCOORD���OSGN, SV_TARGET��SHEXP�jYF� YF� d 2b �e� h	2FF� �A2"� 
� 12F� F1��� ��B:*12F� F1��� 2�
F�
<B*:12F� F1��� 2�
F�
12F� F1��� 2�
F
<
:<
*7� @F>STAT�
BPLG���+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
udir_S1_c0uoffsetsAndKernel_S1_c0[0]umatrix_S1_c0_c0uTextureSampler_0_S1
_usk_RTAdjust_uumatrix_S1_uudir_S1_c0_uuoffsetsAndKernel_S1_c0[0]_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);
}
�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 float3x3 _umatrix_S1_c0_c0 : register(c0);
uniform float4 _uoffsetsAndKernel_S1_c0[14] : register(c3);
uniform float2 _udir_S1_c0 : register(c17);
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 __6_tmp_1_coords3011 = _vTransformedCoords_2_S0;
float4 __7_sum3012 = {0.0, 0.0, 0.0, 0.0};
{LOOP for(int __8_i3013 = {0}; (__8_i3013 < 2); (++__8_i3013))
{
float4 __9_s3014 = _uoffsetsAndKernel_S1_c0[__8_i3013];
(__7_sum3012 += (__9_s3014.y * gl_texture2D(_uTextureSampler_0_S1, mul(transpose(mat3x2_ctor(_umatrix_S1_c0_c0)), vec3_ctor((__6_tmp_1_coords3011 + (__9_s3014.x * _udir_S1_c0)), 1.0)), -0.474999994)));
(__7_sum3012 += (__9_s3014.w * gl_texture2D(_uTextureSampler_0_S1, mul(transpose(mat3x2_ctor(_umatrix_S1_c0_c0)), vec3_ctor((__6_tmp_1_coords3011 + (__9_s3014.z * _udir_S1_c0)), 1.0)), -0.474999994)));
}
}
float4 _output_S13015 = __7_sum3012;
{
(out_sk_FragColor = _output_S13015);
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColorstruct 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
}
����DXBCH�
�p�+�Hd�ù�4d�8RDEF(�<����RD11< ($|�$GlobalsDriverConstants���|�P��@,��������P ,h��������_sk_RTAdjustfloat4%_umatrix_S1float3x3���\T,��������b x���������0x���������8����������<���������dx_ViewAdjustdx_ViewCoordsfloat2�pdx_ViewScaleclipControlOriginfloat����clipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGN\PPPTEXCOORD���OSGNhP\\SV_PositionTEXCOORD���SHEX�PqjYF� YF� _2_2g� e� e2 h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?�?6� 6� F6B @62F F� F" F� F>STAT��xDXBC=(�\��@�3�`x4t��RDEF8�<���RD11< ($������
�samplers2D[0]textures2D[0]$Globals����� T,p���������0��������������������_umatrix_S1_c0_c0float3x3�f_uoffsetsAndKernel_S1_c0float4�_udir_S1_c0float2��Microsoft (R) HLSL Shader Compiler 10.1ISGNhP\\SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX�P�jYF� Z`XpUUb 2e� h6B@�?6B@�?6�@6�@0!�:@:2
�� :F� F62FF� F"F� FJ���CU�FF~`@33�2�V� :FF62�
F� F"F� FJ���CU�FF~`@33�2��� :FF�:@6� F>STAT�BPLG��e(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_RTAdjustumatrix_S1_c1_c0ucolor_S1_c0	ublend_S1uTextureSampler_0_S1
_usk_RTAdjust_uumatrix_S1_c1_c0_uucolor_S1_c0_uublend_S1_uuTextureSampler_0_S1sk_FragColor_usk_FragColorR�@^����������������������������������������������������������������������������������������������������������������������������������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float2 v1 : TEXCOORD1;
};
#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_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

// 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_5_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 = _vcolor_S0;
    output.v1 = _vTransformedCoords_5_S0;

    return output;
}

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

(_vcolor_S0 = _color);
(gl_Position = vec4_ctor(_position, 0.0, 1.0));
{
(_vTransformedCoords_5_S0 = mul(transpose(mat3x2_ctor(_umatrix_S1_c1_c0)), 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);
}
Ustruct PS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float2 v1 : TEXCOORD1;
};

#pragma warning( disable: 3556 3571 )
float2 vec2_ctor(float x0, float x1)
{
    return float2(x0, x1);
}
// Uniforms

uniform float4 _ucolor_S1_c0 : register(c0);
uniform float4 _ublend_S1 : register(c1);
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 _vTransformedCoords_5_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){
    _vcolor_S0 = input.v0;
    _vTransformedCoords_5_S0 = input.v1.xy;

float4 _outputColor_S03009 = _vcolor_S0;
float4 __5_input3010 = _outputColor_S03009;
(__5_input3010 = gl_texture2D(_uTextureSampler_0_S1, _vTransformedCoords_5_S0, -0.474999994));
float2 __7_d3011 = (_ublend_S1.xy + (_ublend_S1.zw * vec2_ctor(__5_input3010.w, _ucolor_S1_c0.w)));
float4 _output_S13012 = ((_ucolor_S1_c0 * __7_d3011.x) + (__5_input3010 * __7_d3011.y));
{
(out_sk_FragColor = _output_S13012);
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColor�struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float2 v1 : TEXCOORD1;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    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; 
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
����DXBC蜄~8�'���)����4h�TLRDEF,�<���RD11< ($|�$GlobalsDriverConstants���|�P��@,��������P ,l��������_sk_RTAdjustfloat4%_umatrix_S1_c1_c0float3x3�bX,��������f |���������0|���������8����������<���������dx_ViewAdjustdx_ViewCoordsfloat2�tdx_ViewScaleclipControlOriginfloat����clipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGN\PPPTEXCOORD���OSGN�htttSV_PositionTEXCOORD���SHEX�P|jYF� YF� _2_�_2g� e� e� e2 h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?�?6� 6� F6B @6� F62F F� F" F� F>STAT�
�dDXBC&�����,ZӀ��+4�d4�`��RDEF��<���sRD11< ($������
�samplers2D[0]textures2D[0]$Globals����� ,D��������hD��������_ucolor_S1_c0float4���:_ublend_S1Microsoft (R) HLSL Shader Compiler 10.1�ISGN�htttSV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX,PKjYF� Z`XpUUb 2e� h6":� J���CU�FF~`@33�6:22� FF� 8�VF2
� F� F>STAT�BPLG��56911db897eaa2d9b7`ANGLE (NVIDIA, NVIDIA GeForce GT 730 (0x00001287) Direct3D11 vs_5_0 ps_5_0, D3D11-27.21.14.5671)��@������������������,,position
_upositionP�
localCoord_ulocalCoordP�������������������������������������	���������*����������sk_RTAdjust
ukernel_S1[0]uoffsets_S1[0]uclamp_S1_c0_c0
umatrix_S1_c0uTextureSampler_0_S1
_usk_RTAdjust_uukernel_S1[0]_uuoffsets_S1[0]_uuclamp_S1_c0_c0_uumatrix_S1_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 )
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 noperspective float2 _vLocalCoord_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 = _vLocalCoord_S0;

    return output;
}

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

(_vLocalCoord_S0 = _localCoord);
(gl_Position = vec4_ctor(_position, 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;
    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(float x0, float x1, float x2, float x3)
{
    return float4(x0, x1, x2, x3);
}
// Uniforms

uniform float4 _uclamp_S1_c0_c0 : register(c0);
uniform float3x3 _umatrix_S1_c0 : register(c1);
uniform float4 _ukernel_S1[7] : register(c4);
uniform float4 _uoffsets_S1[14] : register(c11);
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 _vLocalCoord_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){
    _vLocalCoord_S0 = input.v0.xy;

float2 __21_tmp_1_coords3010 = _vLocalCoord_S0;
float4 __22_sum3011 = {0.0, 0.0, 0.0, 0.0};
{LOOP for(int __23_i3012 = {0}; (__23_i3012 < 7); (++__23_i3012))
{
float4 __24_k3013 = _ukernel_S1[__23_i3012];
float4 __25_o3014 = _uoffsets_S1[(2 * __23_i3012)];
float2 __26_inCoord3015 = mul(transpose(mat3x2_ctor(_umatrix_S1_c0)), vec3_ctor((__21_tmp_1_coords3010 + __25_o3014.xy), 1.0));
float2 __27_subsetCoord3016 = {0, 0};
(__27_subsetCoord3016.x = __26_inCoord3015.x);
(__27_subsetCoord3016.y = __26_inCoord3015.y);
float2 __28_clampedCoord3017 = {0, 0};
(__28_clampedCoord3017.x = clamp(__27_subsetCoord3016.x, _uclamp_S1_c0_c0.x, _uclamp_S1_c0_c0.z));
(__28_clampedCoord3017.y = __27_subsetCoord3016.y);
float4 __29_textureColor3018 = vec4_ctor(0.0, 0.0, 0.0, gl_texture2D(_uTextureSampler_0_S1, __28_clampedCoord3017, -0.474999994).x);
(__22_sum3011 += (__24_k3013.x * __29_textureColor3018));
float2 __30_inCoord3019 = mul(transpose(mat3x2_ctor(_umatrix_S1_c0)), vec3_ctor((__21_tmp_1_coords3010 + __25_o3014.zw), 1.0));
float2 __31_subsetCoord3020 = {0, 0};
(__31_subsetCoord3020.x = __30_inCoord3019.x);
(__31_subsetCoord3020.y = __30_inCoord3019.y);
float2 __32_clampedCoord3021 = {0, 0};
(__32_clampedCoord3021.x = clamp(__31_subsetCoord3020.x, _uclamp_S1_c0_c0.x, _uclamp_S1_c0_c0.z));
(__32_clampedCoord3021.y = __31_subsetCoord3020.y);
float4 __33_textureColor3022 = vec4_ctor(0.0, 0.0, 0.0, gl_texture2D(_uTextureSampler_0_S1, __32_clampedCoord3021, -0.474999994).x);
(__22_sum3011 += (__24_k3013.y * __33_textureColor3022));
(__25_o3014 = _uoffsets_S1[((2 * __23_i3012) + 1)]);
float2 __34_inCoord3023 = mul(transpose(mat3x2_ctor(_umatrix_S1_c0)), vec3_ctor((__21_tmp_1_coords3010 + __25_o3014.xy), 1.0));
float2 __35_subsetCoord3024 = {0, 0};
(__35_subsetCoord3024.x = __34_inCoord3023.x);
(__35_subsetCoord3024.y = __34_inCoord3023.y);
float2 __36_clampedCoord3025 = {0, 0};
(__36_clampedCoord3025.x = clamp(__35_subsetCoord3024.x, _uclamp_S1_c0_c0.x, _uclamp_S1_c0_c0.z));
(__36_clampedCoord3025.y = __35_subsetCoord3024.y);
float4 __37_textureColor3026 = vec4_ctor(0.0, 0.0, 0.0, gl_texture2D(_uTextureSampler_0_S1, __36_clampedCoord3025, -0.474999994).x);
(__22_sum3011 += (__24_k3013.z * __37_textureColor3026));
float2 __38_inCoord3027 = mul(transpose(mat3x2_ctor(_umatrix_S1_c0)), vec3_ctor((__21_tmp_1_coords3010 + __25_o3014.zw), 1.0));
float2 __39_subsetCoord3028 = {0, 0};
(__39_subsetCoord3028.x = __38_inCoord3027.x);
(__39_subsetCoord3028.y = __38_inCoord3027.y);
float2 __40_clampedCoord3029 = {0, 0};
(__40_clampedCoord3029.x = clamp(__39_subsetCoord3028.x, _uclamp_S1_c0_c0.x, _uclamp_S1_c0_c0.z));
(__40_clampedCoord3029.y = __39_subsetCoord3028.y);
float4 __41_textureColor3030 = vec4_ctor(0.0, 0.0, 0.0, gl_texture2D(_uTextureSampler_0_S1, __40_clampedCoord3029, -0.474999994).x);
(__22_sum3011 += (__24_k3013.w * __41_textureColor3030));
}
}
float4 _output_S13031 = __22_sum3011;
{
(out_sk_FragColor = _output_S13031);
(out_sk_FragColor = vec4_ctor(out_sk_FragColor.w, 0.0, 0.0, 0.0));
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColorstruct 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
}
���DXBC-XÌ8�"�>�g
�W��4L�<RDEF��<����RD11< ($|�$GlobalsDriverConstants���|� �(@���������_sk_RTAdjustfloat4����������� ��������80��������E8`���������<`��������dx_ViewAdjustdx_ViewCoordsfloat2�dx_ViewScaleclipControlOriginfloat���WclipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGND88TEXCOORD���OSGNhP\\SV_PositionTEXCOORD���SHEXxP^jYF� YF� _2_2g� e� e2 h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?6� 6� F6B @62 F>STAT�
��	DXBC[��t��;c7v����Ή�	4�,`,	RDEF��<���XRD11< ($������
�samplers2D[0]textures2D[0]$Globals������|����������,����������@p��������$��4��������_uclamp_S1_c0_c0float4�_umatrix_S1_c0float3x3�_ukernel_S1�_uoffsets_S1����Microsoft (R) HLSL Shader Compiler 10.1ISGNhP\\SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX�PqjYF� Z`XpUUb 2e� h6B@�?6B@�?6B@�?6B@�?6�@6�@0!�:@:)�:@
�FF� :62F�F� F"F� F4�:
� 3:*� J���CUFF~`@33�2
� :
:62�
"F� F"F� F4"
� 3*� J���CU"F~`@33�2� :
#	":@@
�FF� 62F"F� F"F� F4"
� 3*� J���CU"F~`@33�2*� :
62�
"F� F"F� F4"
� 3*� J���CU"F~`@33�2�:� :
�:@6 :6� @>STAT�.BPLG��3,911db897eaa2d9b7`ANGLE (NVIDIA, NVIDIA GeForce GT 730 (0x00001287) Direct3D11 vs_5_0 ps_5_0, D3D11-27.21.14.5671)��@������������������,,position
_upositionP�color_ucolorR����������������������������������������������sk_RTAdjust
u_skRTFlipurectUniform_S1_c0urectUniform_S1_c1_c0urectUniform_S1_c1_c1_c0
_usk_RTAdjust_uu_skRTFlip_uurectUniform_S1_c0_uurectUniform_S1_c1_c0_uurectUniform_S1_c1_c1_c0sk_FragColor_usk_FragColorR�@������������������������������������������������������������������������������������������������������������������������������������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
};
#pragma warning( disable: 3556 3571 )
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 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};

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;

    return output;
}

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

(_vcolor_S0 = _color);
(gl_Position = vec4_ctor(_position, 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;
    float4 gl_FragCoord : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
};

#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);
uniform float4 _urectUniform_S1_c1_c1_c0 : 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 noperspective float4 _vcolor_S0 = {0, 0, 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;

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 __13_coverage3010 = float_ctor(all((vec4_ctor(_sk_FragCoord3008.xy, _urectUniform_S1_c0.zw) > vec4_ctor(_urectUniform_S1_c0.xy, _sk_FragCoord3008.xy))));
{
(__13_coverage3010 = (1.0 - __13_coverage3010));
}
float __15_coverage3011 = float_ctor(all((vec4_ctor(_sk_FragCoord3008.xy, _urectUniform_S1_c1_c0.zw) > vec4_ctor(_urectUniform_S1_c1_c0.xy, _sk_FragCoord3008.xy))));
{
(__15_coverage3011 = (1.0 - __15_coverage3011));
}
float __17_coverage3012 = float_ctor(all((vec4_ctor(_sk_FragCoord3008.xy, _urectUniform_S1_c1_c1_c0.zw) > vec4_ctor(_urectUniform_S1_c1_c1_c0.xy, _sk_FragCoord3008.xy))));
{
(__17_coverage3012 = (1.0 - __17_coverage3012));
}
float4 _output_S13013 = (vec4_ctor(__13_coverage3010) * (vec4_ctor(__15_coverage3011) * vec4_ctor(__17_coverage3012)));
{
(out_sk_FragColor = (_outputColor_S03009 * _output_S13013));
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColor�struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    noperspective 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
}
��DXBCl�B��j���MH!04L�lRDEF��<����RD11< ($|�$GlobalsDriverConstants���|� �(@���������_sk_RTAdjustfloat4����������� ��������80��������E8`���������<`��������dx_ViewAdjustdx_ViewCoordsfloat2�dx_ViewScaleclipControlOriginfloat���WclipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGND88TEXCOORD���OSGN�htttSV_PositionTEXCOORD���SHEX�PdjYF� YF� _2_�g� e� e� e� h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?6� 6� F6� F6� F>STAT�
��DXBC����$��%�K4 ��4�d� RDEF��<���xRD11< ($|�$GlobalsDriverConstants���|�@�@h|������������������� ����������0���������_u_skRTFlipfloat2�t_urectUniform_S1_c0float4��_urectUniform_S1_c1_c0_urectUniform_S1_c1_c1_c0��������������0|��������� ��������88|��������E,T��������dx_ViewCoordsdx_FragCoordOffsetdx_DepthFrontfloat3��dx_ViewScaledx_Miscdword�MMicrosoft (R) HLSL Shader Compiler 10.1ISGN�htttSV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX�P�jYF� YF� d 2b �e� h	2FF� �A2"� 
� 12F� F1��� ��B:*12F� F1��� 2�
F�
<B*:12F� F1��� 2�
F
<
*7� @F>STAT�BPLG��:?911db897eaa2d9b7`ANGLE (NVIDIA, NVIDIA GeForce GT 730 (0x00001287) Direct3D11 vs_5_0 ps_5_0, D3D11-27.21.14.5671)��@		




������������������,,
inPosition_uinPositionP�inColor	_uinColorR�inCircleEdge_uinCircleEdgeR�
���������	���������������������������������������������������������������	���������*����������sk_RTAdjustumatrix_S1_c0_c0_c1	urange_S1ustart_S1_c0_c0_c0uend_S1_c0_c0_c0uleftBorderColor_S1_c0_c0urightBorderColor_S1_c0_c0
u_skRTFlip
umatrix_S1_c1uTextureSampler_0_S1
_usk_RTAdjust_uumatrix_S1_c0_c0_c1_uurange_S1_uustart_S1_c0_c0_c0_uuend_S1_c0_c0_c0_uuleftBorderColor_S1_c0_c0_uurightBorderColor_S1_c0_c0_uu_skRTFlip_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 float4 v1 : TEXCOORD1;
    noperspective float2 v2 : TEXCOORD2;
};
#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_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 float2 _inPosition = {0, 0};
static float4 _inColor = {0, 0, 0, 0};
static float4 _inCircleEdge = {0, 0, 0, 0};

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

// Varyings
static noperspective float4 _vinCircleEdge_S0 = {0, 0, 0, 0};
static noperspective float4 _vinColor_S0 = {0, 0, 0, 0};
static noperspective float2 _vTransformedCoords_6_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 = _vinCircleEdge_S0;
    output.v1 = _vinColor_S0;
    output.v2 = _vTransformedCoords_6_S0;

    return output;
}

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

(_vinCircleEdge_S0 = _inCircleEdge);
(_vinColor_S0 = _inColor);
float2 __tmp_0_inPosition3010 = _inPosition;
float2 __tmp_2_inPosition3011 = _inPosition;
(gl_Position = vec4_ctor(__tmp_0_inPosition3010, 0.0, 1.0));
{
(_vTransformedCoords_6_S0 = mul(transpose(mat3x2_ctor(_umatrix_S1_c0_c0_c1)), vec3_ctor(__tmp_2_inPosition3011, 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 float4 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(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 : register(c1);
uniform float4 _uend_S1_c0_c0_c0 : register(c2);
uniform float4 _uleftBorderColor_S1_c0_c0 : register(c3);
uniform float4 _urightBorderColor_S1_c0_c0 : register(c4);
uniform float3x3 _umatrix_S1_c1 : register(c5);
uniform float _urange_S1 : register(c8);
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 _vinCircleEdge_S0 = {0, 0, 0, 0};
static noperspective float4 _vinColor_S0 = {0, 0, 0, 0};
static noperspective float2 _vTransformedCoords_6_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
@@ 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;
    _vinCircleEdge_S0 = input.v0;
    _vinColor_S0 = input.v1;
    _vTransformedCoords_6_S0 = input.v2.xy;

float4 _sk_FragCoord3015 = vec4_ctor(gl_FragCoord.x, (_u_skRTFlip.x + (_u_skRTFlip.y * gl_FragCoord.y)), gl_FragCoord.z, gl_FragCoord.w);
float4 _circleEdge3016 = _vinCircleEdge_S0;
float4 _outputColor_S03017 = _vinColor_S0;
float _d3018 = length(_circleEdge3016.xy);
float _distanceToOuterEdge3019 = (_circleEdge3016.z * (1.0 - _d3018));
float _edgeAlpha3020 = clamp(_distanceToOuterEdge3019, 0.0, 1.0);
float4 _outputCoverage_S03021 = vec4_ctor(_edgeAlpha3020);
float4 __22_tmp_6_inColor3022 = _outputColor_S03017;
float4 __23_input3023 = __22_tmp_6_inColor3022;
float2 __26_tmp_3_coords3024 = _vTransformedCoords_6_S0;
float4 __27_t3025 = vec4_ctor((__26_tmp_3_coords3024.x + 9.99999975e-06), 1.0, 0.0, 0.0);
float4 __28_outColor3026 = {0, 0, 0, 0};
if ((__27_t3025.x < 0.0))
{
(__28_outColor3026 = _uleftBorderColor_S1_c0_c0);
}
else
{
if ((__27_t3025.x > 1.0))
{
(__28_outColor3026 = _urightBorderColor_S1_c0_c0);
}
else
{
float2 __30_tmp_1_coords3027 = vec2_ctor(__27_t3025.x, 0.0);
(__28_outColor3026 = lerp(_ustart_S1_c0_c0_c0, _uend_S1_c0_c0_c0, __30_tmp_1_coords3027.x));
}
}
(__23_input3023 = __28_outColor3026);
float4 __32_color3028 = __23_input3023;
float __33_value3029 = (gl_texture2D(_uTextureSampler_0_S1, mul(transpose(mat3x2_ctor(_umatrix_S1_c1)), vec3_ctor(_sk_FragCoord3015.xy, 1.0)), -0.474999994).x - 0.5);
float4 _output_S13030 = vec4_ctor(clamp((__32_color3028.xyz + (__33_value3029 * _urange_S1)), 0.0, __32_color3028.w), __32_color3028.w);
{
(out_sk_FragColor = (_output_S13030 * _outputCoverage_S03021));
}
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 float4 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 float4 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
}
���\DXBC(��'^+�@*ب�#�\4l���RDEF0�<���RD11< ($|�$GlobalsDriverConstants���|�P��@,��������P ,p��������_sk_RTAdjustfloat4%_umatrix_S1_c0_c0_c1float3x3��e\,��������j ����������0����������8����������<���������dx_ViewAdjustdx_ViewCoordsfloat2�xdx_ViewScaleclipControlOriginfloat����clipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGN\PPPTEXCOORD���OSGN�������SV_PositionTEXCOORD���SHEX0P�jYF� YF� _2_�_�g� e� e� e� e� e2 h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?6� 6� F6� F6� F6� F62F6B@�? F� F" F� F>STAT�	�tDXBC]-���mc;�m��t4�8l�
RDEFD�<���RD11< ($������
��samplers2D[0]textures2D[0]$GlobalsDriverConstants����$��t`<P��������t���������� ����������0����������@����������P,��������<�P��������_u_skRTFlipfloat2�H_ustart_S1_c0_c0_c0float4��_uend_S1_c0_c0_c0_uleftBorderColor_S1_c0_c0_urightBorderColor_S1_c0_c0_umatrix_S1_c1float3x3���_urange_S1float���Gd���������r0P��������� ����������8P���������,���������@ ���������dx_ViewCoordsdx_FragCoordOffsetdx_DepthFrontfloat3���dx_ViewScaledx_Miscdword��samplerMetadataSamplerMetadatabaseLevelint��*wrapModespaddingint2�fintBorderColorint4� 0T0^l���Microsoft (R) HLSL Shader Compiler 10.1ISGN�������SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEXdP�jYF� 	YF� Z`XpUUd 2b rb e� h6�@�?	2FF� �A2B� 
� F� �"F� �J���CUFF~`@33�
@�
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@��'72
�VFF� 1B@�?1"@7
��
F� F7
�VF� F2
r� F4
rF@3r�FFFK

�A@�?8 
*8� F>STAT�BPLG���$911db897eaa2d9b7`ANGLE (NVIDIA, NVIDIA GeForce GT 730 (0x00001287) Direct3D11 vs_5_0 ps_5_0, D3D11-27.21.14.5671)��@������������������,,
inPosition_uinPositionP�inDashParams_uinDashParamsQ�inRect_uinRectR�������������������sk_RTAdjust	uColor_S0
_usk_RTAdjust_uuColor_S0sk_FragColor_usk_FragColorR�@���������������������������������������������������������������������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float3 v1 : TEXCOORD1;
};
#pragma warning( disable: 3556 3571 )
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 _inPosition = {0, 0};
static float3 _inDashParams = {0, 0, 0};
static float4 _inRect = {0, 0, 0, 0};

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

// Varyings
static noperspective float3 _vDashParams_S0 = {0, 0, 0};
static noperspective float4 _vRectParams_S0 = {0, 0, 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 = _vRectParams_S0;
    output.v1 = _vDashParams_S0;

    return output;
}

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

(_vDashParams_S0 = _inDashParams);
(_vRectParams_S0 = _inRect);
float2 __tmp_0_inPosition3008 = _inPosition;
(gl_Position = vec4_ctor(__tmp_0_inPosition3008, 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;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float3 v1 : TEXCOORD1;
};

#pragma warning( disable: 3556 3571 )
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 _uColor_S0 : 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 noperspective float3 _vDashParams_S0 = {0, 0, 0};
static noperspective float4 _vRectParams_S0 = {0, 0, 0, 0};

static float4 out_sk_FragColor = {0, 0, 0, 0};

cbuffer DriverConstants : register(b1)
{
    uint dx_Misc : packoffset(c2.w);
};

@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){
    _vRectParams_S0 = input.v0;
    _vDashParams_S0 = input.v1.xyz;

float4 _outputColor_S03006 = _uColor_S0;
float _xShifted3007 = (_vDashParams_S0.x - (floor((_vDashParams_S0.x / _vDashParams_S0.z)) * _vDashParams_S0.z));
float2 _fragPosShifted3008 = vec2_ctor(_xShifted3007, _vDashParams_S0.y);
float _xSub3009 = {0};
float _ySub3010 = {0};
(_xSub3009 = min((_fragPosShifted3008.x - _vRectParams_S0.x), 0.0));
(_xSub3009 += min((_vRectParams_S0.z - _fragPosShifted3008.x), 0.0));
(_ySub3010 = min((_fragPosShifted3008.y - _vRectParams_S0.y), 0.0));
(_ySub3010 += min((_vRectParams_S0.w - _fragPosShifted3008.y), 0.0));
float _alpha3011 = ((1.0 + max(_xSub3009, -1.0)) * (1.0 + max(_ySub3010, -1.0)));
float4 _outputCoverage_S03012 = vec4_ctor(_alpha3011);
{
(out_sk_FragColor = (_outputColor_S03006 * _outputCoverage_S03012));
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColor�struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float3 v1 : TEXCOORD1;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
    noperspective 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
}
���4DXBCvF�v��`:^�k�f N�44d��RDEF��<����RD11< ($|�$GlobalsDriverConstants���|� �(@���������_sk_RTAdjustfloat4����������� ��������80��������E8`���������<`��������dx_ViewAdjustdx_ViewCoordsfloat2�dx_ViewScaleclipControlOriginfloat���WclipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGN\PPPTEXCOORD���OSGN�htttSV_PositionTEXCOORD���SHEX�PijYF� YF� _2_r_�g� e� e� er h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?6� 6� F6B @6� F6r F>STAT���DXBC�#�n����sS�~�V�4D�PRDEFh<����RD11< ($\$Globals���\�����������_uColor_S0float4���Microsoft (R) HLSL Shader Compiler 10.1ISGN�htttSV_PositionTEXCOORD���OSGN, SV_TARGET��SHEXHP�jYF� b �b re� h
*A
2

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�A
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bV@"*4"@��
2F@�?�?8
8� F� >STAT�BPLG���3911db897eaa2d9b7`ANGLE (NVIDIA, NVIDIA GeForce GT 730 (0x00001287) Direct3D11 vs_5_0 ps_5_0, D3D11-27.21.14.5671)��@������������������,,position
_upositionP�color_ucolorR����������������������������������������������������������������sk_RTAdjusturadiusPlusHalf_S1_c0uradiusPlusHalf_S1uedgeArray_S1_c0_c0[0]
u_skRTFlipuinnerRect_S1_c0
uinnerRect_S1
_usk_RTAdjust_uuradiusPlusHalf_S1_c0_uuradiusPlusHalf_S1_uuedgeArray_S1_c0_c0[0]_uu_skRTFlip_uuinnerRect_S1_c0_uuinnerRect_S1
sk_FragColor_usk_FragColorR�@����������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
};
#pragma warning( disable: 3556 3571 )
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 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};

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;

    return output;
}

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

(_vcolor_S0 = _color);
(gl_Position = vec4_ctor(_position, 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;
    float4 gl_FragCoord : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
};

#pragma warning( disable: 3556 3571 )
float2 vec2_ctor(float x0, float x1)
{
    return float2(x0, x1);
}
float3 vec3_ctor(float2 x0, float x1)
{
    return float3(x0, x1);
}
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);
}
// Uniforms

uniform float2 _u_skRTFlip : register(c0);
uniform float3 _uedgeArray_S1_c0_c0[4] : register(c1);
uniform float4 _uinnerRect_S1_c0 : register(c5);
uniform float2 _uradiusPlusHalf_S1_c0 : register(c6);
uniform float4 _uinnerRect_S1 : register(c7);
uniform float2 _uradiusPlusHalf_S1 : register(c8);
#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 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;

float4 _sk_FragCoord3010 = vec4_ctor(gl_FragCoord.x, (_u_skRTFlip.x + (_u_skRTFlip.y * gl_FragCoord.y)), gl_FragCoord.z, gl_FragCoord.w);
float4 _outputColor_S03011 = _vcolor_S0;
float2 __9_dxy03012 = (_uinnerRect_S1.xy - _sk_FragCoord3010.xy);
float __10_dx13013 = (_sk_FragCoord3010.x - _uinnerRect_S1.z);
float2 __11_dxy3014 = max(vec2_ctor(max(__9_dxy03012.x, __10_dx13013), __9_dxy03012.y), 0.0);
float __12_bottomAlpha3015 = clamp((_uinnerRect_S1.w - _sk_FragCoord3010.y), 0.0, 1.0);
float __13_alpha3016 = (__12_bottomAlpha3015 * clamp((_uradiusPlusHalf_S1.x - length(__11_dxy3014)), 0.0, 1.0));
float2 __14_dxy03017 = (_uinnerRect_S1_c0.xy - _sk_FragCoord3010.xy);
float __15_dx13018 = (_sk_FragCoord3010.x - _uinnerRect_S1_c0.z);
float2 __16_dxy3019 = max(vec2_ctor(max(__14_dxy03017.x, __15_dx13018), __14_dxy03017.y), 0.0);
float __17_bottomAlpha3020 = clamp((_uinnerRect_S1_c0.w - _sk_FragCoord3010.y), 0.0, 1.0);
float __18_alpha3021 = (__17_bottomAlpha3020 * clamp((_uradiusPlusHalf_S1_c0.x - length(__16_dxy3019)), 0.0, 1.0));
(__18_alpha3021 = (1.0 - __18_alpha3021));
float __19_alpha3022 = {1.0};
float __20_edge3023 = dot(_uedgeArray_S1_c0_c0[0], vec3_ctor(_sk_FragCoord3010.xy, 1.0));
(__19_alpha3022 *= step(0.5, __20_edge3023));
(__20_edge3023 = dot(_uedgeArray_S1_c0_c0[1], vec3_ctor(_sk_FragCoord3010.xy, 1.0)));
(__19_alpha3022 *= step(0.5, __20_edge3023));
(__20_edge3023 = dot(_uedgeArray_S1_c0_c0[2], vec3_ctor(_sk_FragCoord3010.xy, 1.0)));
(__19_alpha3022 *= step(0.5, __20_edge3023));
(__20_edge3023 = dot(_uedgeArray_S1_c0_c0[3], vec3_ctor(_sk_FragCoord3010.xy, 1.0)));
(__19_alpha3022 *= step(0.5, __20_edge3023));
float4 _output_S13024 = ((vec4_ctor(__19_alpha3022) * __18_alpha3021) * __13_alpha3016);
{
(out_sk_FragColor = (_outputColor_S03011 * _output_S13024));
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColor�struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    noperspective 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
}
��DXBCl�B��j���MH!04L�lRDEF��<����RD11< ($|�$GlobalsDriverConstants���|� �(@���������_sk_RTAdjustfloat4����������� ��������80��������E8`���������<`��������dx_ViewAdjustdx_ViewCoordsfloat2�dx_ViewScaleclipControlOriginfloat���WclipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGND88TEXCOORD���OSGN�htttSV_PositionTEXCOORD���SHEX�PdjYF� YF� _2_�g� e� e� e� h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?6� 6� F6� F6� F>STAT�
��
DXBC���`�;�|.�M�ɺ�
4l�((
RDEF0�<���RD11< ($|�$GlobalsDriverConstants���|����@�����������<��������0PL��������p`����������pL�������������������_u_skRTFlipfloat2��_uedgeArray_S1_c0_c0float3_uinnerRect_S1_c0float4���B_uradiusPlusHalf_S1_c0_uinnerRect_S1_uradiusPlusHalf_S1��tL���������0���������� ����������8����������,���������dx_ViewCoordsdx_FragCoordOffsetdx_DepthFront�dx_ViewScaledx_Miscdword��Microsoft (R) HLSL Shader Compiler 10.1ISGN�htttSV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX�P>jYF� 	YF� d 2b �e� h6�@�?	2FF� �A2B� 
� "F� �"@?"@�?F� �
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8� F>STAT�( BPLG���(911db897eaa2d9b7`ANGLE (NVIDIA, NVIDIA GeForce GT 730 (0x00001287) Direct3D11 vs_5_0 ps_5_0, D3D11-27.21.14.5671)��@������������������,,
inPosition_uinPositionP�
inCoverage_uinCoverage������������������������������������sk_RTAdjust	uColor_S0
u_skRTFlipurectUniform_S1_c0
_usk_RTAdjust_uuColor_S0_uu_skRTFlip_uurectUniform_S1_c0sk_FragColor_usk_FragColorR�@����������������������������������������������������������������������������������������������������������������������������������������������Qstruct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    noperspective float v0 : TEXCOORD0;
};
#pragma warning( disable: 3556 3571 )
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 _inPosition = {0, 0};
static float _inCoverage = {0};

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

// Varyings
static noperspective float _vinCoverage_S0 = {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 = _vinCoverage_S0;

    return output;
}

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

float2 __tmp_1_inPosition3006 = _inPosition;
(_vinCoverage_S0 = _inCoverage);
(gl_Position = vec4_ctor(__tmp_1_inPosition3006, 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;
    float4 gl_FragCoord : TEXCOORD2;
    noperspective float v0 : TEXCOORD0;
};

#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 _uColor_S0 : register(c1);
uniform float4 _urectUniform_S1_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 float _vinCoverage_S0 = {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;
    _vinCoverage_S0 = input.v0.x;

float4 _sk_FragCoord3007 = vec4_ctor(gl_FragCoord.x, (_u_skRTFlip.x + (_u_skRTFlip.y * gl_FragCoord.y)), gl_FragCoord.z, gl_FragCoord.w);
float4 _outputColor_S03008 = _uColor_S0;
float _alpha3009 = {1.0};
(_alpha3009 = _vinCoverage_S0);
float4 _outputCoverage_S03010 = vec4_ctor(_alpha3009);
float __3_coverage3011 = float_ctor(all((vec4_ctor(_sk_FragCoord3007.xy, _urectUniform_S1_c0.zw) > vec4_ctor(_urectUniform_S1_c0.xy, _sk_FragCoord3007.xy))));
{
(__3_coverage3011 = (1.0 - __3_coverage3011));
}
float4 _output_S13012 = (vec4_ctor(__3_coverage3011) * _outputCoverage_S03010);
{
(out_sk_FragColor = (_outputColor_S03008 * _output_S13012));
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColor�struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    noperspective float v0 : TEXCOORD0;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    noperspective float 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
}
��DXBC�J�r�F�ꉅ^{��L4L�lRDEF��<����RD11< ($|�$GlobalsDriverConstants���|� �(@���������_sk_RTAdjustfloat4����������� ��������80��������E8`���������<`��������dx_ViewAdjustdx_ViewCoordsfloat2�dx_ViewScaleclipControlOriginfloat���WclipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGND88TEXCOORD���OSGN�htttSV_PositionTEXCOORD���SHEX�PdjYF� YF� _2_g� e� e� e h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?6� 6� F6� F6 
>STAT�
�dDXBC"���~,y��r&
d4�H�RDEFP�<���(RD11< ($|�$GlobalsDriverConstants���|�0��@@T��������x���������� ���������_u_skRTFlipfloat2�L_uColor_S0float4���_urectUniform_S1_c0�����������0T��������� ����������8T���������,��������dx_ViewCoordsdx_FragCoordOffsetdx_DepthFrontfloat3���dx_ViewScaledx_Miscdword��Microsoft (R) HLSL Shader Compiler 10.1ISGN�htttSV_PositionTEXCOORD���OSGN, SV_TARGET��SHEXxP^jYF� YF� d 2b e� h	2FF� �A2"� 
� 12F� F1��� 2�
F
8�F� 7� @F>STAT�	BPLG��56911db897eaa2d9b7`ANGLE (NVIDIA, NVIDIA GeForce GT 730 (0x00001287) Direct3D11 vs_5_0 ps_5_0, D3D11-27.21.14.5671)��@������������������,,position
_upositionP�
localCoord_ulocalCoordP�������������������������������������	���������*����������sk_RTAdjust
ukernel_S1[0]uoffsets_S1[0]uclamp_S1_c0_c0
umatrix_S1_c0uTextureSampler_0_S1
_usk_RTAdjust_uukernel_S1[0]_uuoffsets_S1[0]_uuclamp_S1_c0_c0_uumatrix_S1_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 )
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 noperspective float2 _vLocalCoord_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 = _vLocalCoord_S0;

    return output;
}

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

(_vLocalCoord_S0 = _localCoord);
(gl_Position = vec4_ctor(_position, 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;
    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(float x0, float x1, float x2, float x3)
{
    return float4(x0, x1, x2, x3);
}
// Uniforms

uniform float4 _uclamp_S1_c0_c0 : register(c0);
uniform float3x3 _umatrix_S1_c0 : register(c1);
uniform float4 _ukernel_S1[7] : register(c4);
uniform float4 _uoffsets_S1[14] : register(c11);
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 _vLocalCoord_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){
    _vLocalCoord_S0 = input.v0.xy;

float2 __21_tmp_1_coords3010 = _vLocalCoord_S0;
float4 __22_sum3011 = {0.0, 0.0, 0.0, 0.0};
{LOOP for(int __23_i3012 = {0}; (__23_i3012 < 7); (++__23_i3012))
{
float4 __24_k3013 = _ukernel_S1[__23_i3012];
float4 __25_o3014 = _uoffsets_S1[(2 * __23_i3012)];
float2 __26_inCoord3015 = mul(transpose(mat3x2_ctor(_umatrix_S1_c0)), vec3_ctor((__21_tmp_1_coords3010 + __25_o3014.xy), 1.0));
float2 __27_subsetCoord3016 = {0, 0};
(__27_subsetCoord3016.x = __26_inCoord3015.x);
(__27_subsetCoord3016.y = __26_inCoord3015.y);
float2 __28_clampedCoord3017 = {0, 0};
(__28_clampedCoord3017.x = __27_subsetCoord3016.x);
(__28_clampedCoord3017.y = clamp(__27_subsetCoord3016.y, _uclamp_S1_c0_c0.y, _uclamp_S1_c0_c0.w));
float4 __29_textureColor3018 = vec4_ctor(0.0, 0.0, 0.0, gl_texture2D(_uTextureSampler_0_S1, __28_clampedCoord3017, -0.474999994).x);
(__22_sum3011 += (__24_k3013.x * __29_textureColor3018));
float2 __30_inCoord3019 = mul(transpose(mat3x2_ctor(_umatrix_S1_c0)), vec3_ctor((__21_tmp_1_coords3010 + __25_o3014.zw), 1.0));
float2 __31_subsetCoord3020 = {0, 0};
(__31_subsetCoord3020.x = __30_inCoord3019.x);
(__31_subsetCoord3020.y = __30_inCoord3019.y);
float2 __32_clampedCoord3021 = {0, 0};
(__32_clampedCoord3021.x = __31_subsetCoord3020.x);
(__32_clampedCoord3021.y = clamp(__31_subsetCoord3020.y, _uclamp_S1_c0_c0.y, _uclamp_S1_c0_c0.w));
float4 __33_textureColor3022 = vec4_ctor(0.0, 0.0, 0.0, gl_texture2D(_uTextureSampler_0_S1, __32_clampedCoord3021, -0.474999994).x);
(__22_sum3011 += (__24_k3013.y * __33_textureColor3022));
(__25_o3014 = _uoffsets_S1[((2 * __23_i3012) + 1)]);
float2 __34_inCoord3023 = mul(transpose(mat3x2_ctor(_umatrix_S1_c0)), vec3_ctor((__21_tmp_1_coords3010 + __25_o3014.xy), 1.0));
float2 __35_subsetCoord3024 = {0, 0};
(__35_subsetCoord3024.x = __34_inCoord3023.x);
(__35_subsetCoord3024.y = __34_inCoord3023.y);
float2 __36_clampedCoord3025 = {0, 0};
(__36_clampedCoord3025.x = __35_subsetCoord3024.x);
(__36_clampedCoord3025.y = clamp(__35_subsetCoord3024.y, _uclamp_S1_c0_c0.y, _uclamp_S1_c0_c0.w));
float4 __37_textureColor3026 = vec4_ctor(0.0, 0.0, 0.0, gl_texture2D(_uTextureSampler_0_S1, __36_clampedCoord3025, -0.474999994).x);
(__22_sum3011 += (__24_k3013.z * __37_textureColor3026));
float2 __38_inCoord3027 = mul(transpose(mat3x2_ctor(_umatrix_S1_c0)), vec3_ctor((__21_tmp_1_coords3010 + __25_o3014.zw), 1.0));
float2 __39_subsetCoord3028 = {0, 0};
(__39_subsetCoord3028.x = __38_inCoord3027.x);
(__39_subsetCoord3028.y = __38_inCoord3027.y);
float2 __40_clampedCoord3029 = {0, 0};
(__40_clampedCoord3029.x = __39_subsetCoord3028.x);
(__40_clampedCoord3029.y = clamp(__39_subsetCoord3028.y, _uclamp_S1_c0_c0.y, _uclamp_S1_c0_c0.w));
float4 __41_textureColor3030 = vec4_ctor(0.0, 0.0, 0.0, gl_texture2D(_uTextureSampler_0_S1, __40_clampedCoord3029, -0.474999994).x);
(__22_sum3011 += (__24_k3013.w * __41_textureColor3030));
}
}
float4 _output_S13031 = __22_sum3011;
{
(out_sk_FragColor = _output_S13031);
(out_sk_FragColor = vec4_ctor(out_sk_FragColor.w, 0.0, 0.0, 0.0));
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColorstruct 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
}
���DXBC-XÌ8�"�>�g
�W��4L�<RDEF��<����RD11< ($|�$GlobalsDriverConstants���|� �(@���������_sk_RTAdjustfloat4����������� ��������80��������E8`���������<`��������dx_ViewAdjustdx_ViewCoordsfloat2�dx_ViewScaleclipControlOriginfloat���WclipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGND88TEXCOORD���OSGNhP\\SV_PositionTEXCOORD���SHEXxP^jYF� YF� _2_2g� e� e2 h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?6� 6� F6B @62 F>STAT�
��	DXBC@�se���`1�X�298U�	4�,`,	RDEF��<���XRD11< ($������
�samplers2D[0]textures2D[0]$Globals������|����������,����������@p��������$��4��������_uclamp_S1_c0_c0float4�_umatrix_S1_c0float3x3�_ukernel_S1�_uoffsets_S1����Microsoft (R) HLSL Shader Compiler 10.1ISGNhP\\SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX�PqjYF� Z`XpUUb 2e� h6B@�?6B@�?6B@�?6B@�?6�@6�@0!�:@:)�:@
�FF� :62FF� FF� F4
� 3"
:� J���CUFF~`@33�2
� :
:62�
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#	":@@
�FF� 62FF� F"F� F4"� 3":� J���CU"F~`@33�2*� :
62�
F� F"F� F4"� 3":� J���CU"F~`@33�2�:� :
�:@6 :6� @>STAT�.BPLG���2911db897eaa2d9b7`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_S1uradiusPlusHalf_S2
u_skRTFlip
uinnerRect_S2uTextureSampler_0_S1
_usk_RTAdjust_uumatrix_S1_uuradiusPlusHalf_S2_uu_skRTFlip_uuinnerRect_S2_uuTextureSampler_0_S1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 )
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.gl_FragCoord = gl_Position;
    output.v0 = _vcolor_S0;
    output.v1 = _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);
}
�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 )
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);
}
// Uniforms

uniform float2 _u_skRTFlip : register(c0);
uniform float4 _uinnerRect_S2 : register(c1);
uniform float2 _uradiusPlusHalf_S2 : register(c2);
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 _vTransformedCoords_2_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
@@ 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;
    _vTransformedCoords_2_S0 = input.v1.xy;

float4 _sk_FragCoord3010 = vec4_ctor(gl_FragCoord.x, (_u_skRTFlip.x + (_u_skRTFlip.y * gl_FragCoord.y)), gl_FragCoord.z, gl_FragCoord.w);
float4 _outputColor_S03011 = _vcolor_S0;
float4 _output_S13012 = gl_texture2D(_uTextureSampler_0_S1, _vTransformedCoords_2_S0, -0.474999994).xxxx;
float __0_dx03013 = (_uinnerRect_S2.x - _sk_FragCoord3010.x);
float2 __1_dxy13014 = (_sk_FragCoord3010.xy - _uinnerRect_S2.zw);
float2 __2_dxy3015 = max(vec2_ctor(max(__0_dx03013, __1_dxy13014.x), __1_dxy13014.y), 0.0);
float __3_topAlpha3016 = clamp((_sk_FragCoord3010.y - _uinnerRect_S2.y), 0.0, 1.0);
float __4_alpha3017 = (__3_topAlpha3016 * clamp((_uradiusPlusHalf_S2.x - length(__2_dxy3015)), 0.0, 1.0));
float4 _output_S23018 = (_output_S13012 * __4_alpha3017);
{
(out_sk_FragColor = (_outputColor_S03011 * _output_S23018));
}
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*����t~뻢H��~4d�h�RDEF(�<����RD11< ($|�$GlobalsDriverConstants���|�P��@,��������P ,h��������_sk_RTAdjustfloat4%_umatrix_S1float3x3���\T,��������b x���������0x���������8����������<���������dx_ViewAdjustdx_ViewCoordsfloat2�pdx_ViewScaleclipControlOriginfloat����clipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGN\PPPTEXCOORD���OSGN������SV_PositionTEXCOORD���SHEXP�jYF� YF� _2_�_2g� e� e� e� e2 h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?6� 6� F6� F6� F62F6B@�? F� F" F� F>STAT���DXBC�H?�m�M=��E�9�40�`RDEF��<����RD11< ($������
��samplers2D[0]textures2D[0]$GlobalsDriverConstants����$0�$`�������������������� ���������_u_skRTFlipfloat2��_uinnerRect_S2float4���_uradiusPlusHalf_S2���������"0���������5 L��������p8���������},����������@ ���������dx_ViewCoordsdx_FragCoordOffsetdx_DepthFrontfloat3��Cdx_ViewScaledx_Miscdword��samplerMetadataSamplerMetadatabaseLevelint���wrapModespaddingint2�intBorderColorint4O���@Tx�Microsoft (R) HLSL Shader Compiler 10.1ISGN������SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEXTP�jYF� YF� Z`XpUUd 2b �b 2e� h	2FF� �A	�
�A
� 2B� 
� 	��V� �A4":*4
2�@6 
FFK
 	
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� 8

J���CU"F~`@33�8
8� F>STAT�BPLG���3911db897eaa2d9b7`ANGLE (NVIDIA, NVIDIA GeForce GT 730 (0x00001287) Direct3D11 vs_5_0 ps_5_0, D3D11-27.21.14.5671)��@������������������,,position
_upositionP�color_ucolorR����������������������������������������������������������������sk_RTAdjusturadiusPlusHalf_S1_c0uradiusPlusHalf_S1uedgeArray_S1_c0_c0[0]
u_skRTFlipuinnerRect_S1_c0
uinnerRect_S1
_usk_RTAdjust_uuradiusPlusHalf_S1_c0_uuradiusPlusHalf_S1_uuedgeArray_S1_c0_c0[0]_uu_skRTFlip_uuinnerRect_S1_c0_uuinnerRect_S1
sk_FragColor_usk_FragColorR�@����������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
};
#pragma warning( disable: 3556 3571 )
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 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};

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;

    return output;
}

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

(_vcolor_S0 = _color);
(gl_Position = vec4_ctor(_position, 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;
    float4 gl_FragCoord : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
};

#pragma warning( disable: 3556 3571 )
float2 vec2_ctor(float x0, float x1)
{
    return float2(x0, x1);
}
float3 vec3_ctor(float2 x0, float x1)
{
    return float3(x0, x1);
}
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);
}
// Uniforms

uniform float2 _u_skRTFlip : register(c0);
uniform float3 _uedgeArray_S1_c0_c0[4] : register(c1);
uniform float4 _uinnerRect_S1_c0 : register(c5);
uniform float2 _uradiusPlusHalf_S1_c0 : register(c6);
uniform float4 _uinnerRect_S1 : register(c7);
uniform float2 _uradiusPlusHalf_S1 : register(c8);
#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 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;

float4 _sk_FragCoord3010 = vec4_ctor(gl_FragCoord.x, (_u_skRTFlip.x + (_u_skRTFlip.y * gl_FragCoord.y)), gl_FragCoord.z, gl_FragCoord.w);
float4 _outputColor_S03011 = _vcolor_S0;
float __9_dx03012 = (_uinnerRect_S1.x - _sk_FragCoord3010.x);
float2 __10_dxy13013 = (_sk_FragCoord3010.xy - _uinnerRect_S1.zw);
float2 __11_dxy3014 = max(vec2_ctor(max(__9_dx03012, __10_dxy13013.x), __10_dxy13013.y), 0.0);
float __12_topAlpha3015 = clamp((_sk_FragCoord3010.y - _uinnerRect_S1.y), 0.0, 1.0);
float __13_alpha3016 = (__12_topAlpha3015 * clamp((_uradiusPlusHalf_S1.x - length(__11_dxy3014)), 0.0, 1.0));
float __14_dx03017 = (_uinnerRect_S1_c0.x - _sk_FragCoord3010.x);
float2 __15_dxy13018 = (_sk_FragCoord3010.xy - _uinnerRect_S1_c0.zw);
float2 __16_dxy3019 = max(vec2_ctor(max(__14_dx03017, __15_dxy13018.x), __15_dxy13018.y), 0.0);
float __17_topAlpha3020 = clamp((_sk_FragCoord3010.y - _uinnerRect_S1_c0.y), 0.0, 1.0);
float __18_alpha3021 = (__17_topAlpha3020 * clamp((_uradiusPlusHalf_S1_c0.x - length(__16_dxy3019)), 0.0, 1.0));
(__18_alpha3021 = (1.0 - __18_alpha3021));
float __19_alpha3022 = {1.0};
float __20_edge3023 = dot(_uedgeArray_S1_c0_c0[0], vec3_ctor(_sk_FragCoord3010.xy, 1.0));
(__19_alpha3022 *= step(0.5, __20_edge3023));
(__20_edge3023 = dot(_uedgeArray_S1_c0_c0[1], vec3_ctor(_sk_FragCoord3010.xy, 1.0)));
(__19_alpha3022 *= step(0.5, __20_edge3023));
(__20_edge3023 = dot(_uedgeArray_S1_c0_c0[2], vec3_ctor(_sk_FragCoord3010.xy, 1.0)));
(__19_alpha3022 *= step(0.5, __20_edge3023));
(__20_edge3023 = dot(_uedgeArray_S1_c0_c0[3], vec3_ctor(_sk_FragCoord3010.xy, 1.0)));
(__19_alpha3022 *= step(0.5, __20_edge3023));
float4 _output_S13024 = ((vec4_ctor(__19_alpha3022) * __18_alpha3021) * __13_alpha3016);
{
(out_sk_FragColor = (_outputColor_S03011 * _output_S13024));
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColor�struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    noperspective 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
}
��DXBCl�B��j���MH!04L�lRDEF��<����RD11< ($|�$GlobalsDriverConstants���|� �(@���������_sk_RTAdjustfloat4����������� ��������80��������E8`���������<`��������dx_ViewAdjustdx_ViewCoordsfloat2�dx_ViewScaleclipControlOriginfloat���WclipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGND88TEXCOORD���OSGN�htttSV_PositionTEXCOORD���SHEX�PdjYF� YF� _2_�g� e� e� e� h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?6� 6� F6� F6� F>STAT�
��
DXBCj\��v�h�S۟�
4l�((
RDEF0�<���RD11< ($|�$GlobalsDriverConstants���|����@�����������<��������0PL��������p`����������pL�������������������_u_skRTFlipfloat2��_uedgeArray_S1_c0_c0float3_uinnerRect_S1_c0float4���B_uradiusPlusHalf_S1_c0_uinnerRect_S1_uradiusPlusHalf_S1��tL���������0���������� ����������8����������,���������dx_ViewCoordsdx_FragCoordOffsetdx_DepthFront�dx_ViewScaledx_Miscdword��Microsoft (R) HLSL Shader Compiler 10.1ISGN�htttSV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX�P>jYF� 	YF� d 2b �e� h6�@�?	2FF� �A2B� 
� "F� �"@?"@�?F� �
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8� F>STAT�( BPLG��@7911db897eaa2d9b7`ANGLE (NVIDIA, NVIDIA GeForce GT 730 (0x00001287) Direct3D11 vs_5_0 ps_5_0, D3D11-27.21.14.5671)��@������������������,,position
_upositionP�color_ucolorR�������������������������������������������������������������������������sk_RTAdjusturadiusPlusHalf_S1_c0uradiusPlusHalf_S1uedgeArray_S1_c0_c0_c1[0]
u_skRTFlipurectUniform_S1_c0_c0_c0uinnerRect_S1_c0
uinnerRect_S1
_usk_RTAdjust_uuradiusPlusHalf_S1_c0_uuradiusPlusHalf_S1_uuedgeArray_S1_c0_c0_c1[0]_uu_skRTFlip_uurectUniform_S1_c0_c0_c0_uuinnerRect_S1_c0_uuinnerRect_S1sk_FragColor_usk_FragColorR�@����������������������������������������������������������������������������������������������������������������������	��������������������������������������������������������������������������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
};
#pragma warning( disable: 3556 3571 )
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 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};

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;

    return output;
}

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

(_vcolor_S0 = _color);
(gl_Position = vec4_ctor(_position, 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;
    float4 gl_FragCoord : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
};

#pragma warning( disable: 3556 3571 )
float2 vec2_ctor(float x0, float x1)
{
    return float2(x0, x1);
}
float3 vec3_ctor(float2 x0, float x1)
{
    return float3(x0, x1);
}
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);
}
// Uniforms

uniform float2 _u_skRTFlip : register(c0);
uniform float4 _urectUniform_S1_c0_c0_c0 : register(c1);
uniform float3 _uedgeArray_S1_c0_c0_c1[4] : register(c2);
uniform float4 _uinnerRect_S1_c0 : register(c6);
uniform float2 _uradiusPlusHalf_S1_c0 : register(c7);
uniform float4 _uinnerRect_S1 : register(c8);
uniform float2 _uradiusPlusHalf_S1 : register(c9);
#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 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;

float4 _sk_FragCoord3011 = vec4_ctor(gl_FragCoord.x, (_u_skRTFlip.x + (_u_skRTFlip.y * gl_FragCoord.y)), gl_FragCoord.z, gl_FragCoord.w);
float4 _outputColor_S03012 = _vcolor_S0;
float __23_dx03013 = (_uinnerRect_S1.x - _sk_FragCoord3011.x);
float2 __24_dxy13014 = (_sk_FragCoord3011.xy - _uinnerRect_S1.zw);
float2 __25_dxy3015 = max(vec2_ctor(max(__23_dx03013, __24_dxy13014.x), __24_dxy13014.y), 0.0);
float __26_topAlpha3016 = clamp((_sk_FragCoord3011.y - _uinnerRect_S1.y), 0.0, 1.0);
float __27_alpha3017 = (__26_topAlpha3016 * clamp((_uradiusPlusHalf_S1.x - length(__25_dxy3015)), 0.0, 1.0));
float __28_dx03018 = (_uinnerRect_S1_c0.x - _sk_FragCoord3011.x);
float2 __29_dxy13019 = (_sk_FragCoord3011.xy - _uinnerRect_S1_c0.zw);
float2 __30_dxy3020 = max(vec2_ctor(max(__28_dx03018, __29_dxy13019.x), __29_dxy13019.y), 0.0);
float __31_topAlpha3021 = clamp((_sk_FragCoord3011.y - _uinnerRect_S1_c0.y), 0.0, 1.0);
float __32_alpha3022 = (__31_topAlpha3021 * clamp((_uradiusPlusHalf_S1_c0.x - length(__30_dxy3020)), 0.0, 1.0));
(__32_alpha3022 = (1.0 - __32_alpha3022));
float __34_coverage3023 = {0};
{
float4 __35_dists43024 = clamp((float4(1.0, 1.0, -1.0, -1.0) * (_sk_FragCoord3011.xyxy - _urectUniform_S1_c0_c0_c0)), 0.0, 1.0);
float2 __36_dists23025 = ((__35_dists43024.xy + __35_dists43024.zw) - 1.0);
(__34_coverage3023 = (__36_dists23025.x * __36_dists23025.y));
}
float __37_alpha3026 = {1.0};
float __38_edge3027 = dot(_uedgeArray_S1_c0_c0_c1[0], vec3_ctor(_sk_FragCoord3011.xy, 1.0));
(__37_alpha3026 *= step(0.5, __38_edge3027));
(__38_edge3027 = dot(_uedgeArray_S1_c0_c0_c1[1], vec3_ctor(_sk_FragCoord3011.xy, 1.0)));
(__37_alpha3026 *= step(0.5, __38_edge3027));
(__38_edge3027 = dot(_uedgeArray_S1_c0_c0_c1[2], vec3_ctor(_sk_FragCoord3011.xy, 1.0)));
(__37_alpha3026 *= step(0.5, __38_edge3027));
(__38_edge3027 = dot(_uedgeArray_S1_c0_c0_c1[3], vec3_ctor(_sk_FragCoord3011.xy, 1.0)));
(__37_alpha3026 *= step(0.5, __38_edge3027));
float4 _output_S13028 = (((vec4_ctor(__34_coverage3023) * vec4_ctor(__37_alpha3026)) * __32_alpha3022) * __27_alpha3017);
{
(out_sk_FragColor = (_outputColor_S03012 * _output_S13028));
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColor�struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    noperspective 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
}
��DXBCl�B��j���MH!04L�lRDEF��<����RD11< ($|�$GlobalsDriverConstants���|� �(@���������_sk_RTAdjustfloat4����������� ��������80��������E8`���������<`��������dx_ViewAdjustdx_ViewCoordsfloat2�dx_ViewScaleclipControlOriginfloat���WclipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGND88TEXCOORD���OSGN�htttSV_PositionTEXCOORD���SHEX�PdjYF� YF� _2_�g� e� e� e� h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?6� 6� F6� F6� F>STAT�
��DXBCQۅ��ٰdzj�GK�4�8l4RDEFt�<���LRD11< ($|�$GlobalsDriverConstants���|����@����������<��������` <����������`<���������p�����������<�������������������_u_skRTFlipfloat2��_urectUniform_S1_c0_c0_c0float4���2_uedgeArray_S1_c0_c0_c1float3�x_uinnerRect_S1_c0_uradiusPlusHalf_S1_c0_uinnerRect_S1_uradiusPlusHalf_S1�<���������0���������� ���������8���������,(��������dx_ViewCoordsdx_FragCoordOffsetdx_DepthFront�xdx_ViewScaledx_Miscdword�!Microsoft (R) HLSL Shader Compiler 10.1ISGN�htttSV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX�PpjYF� 
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8� F>STAT�.&BPLG��(7911db897eaa2d9b7`ANGLE (NVIDIA, NVIDIA GeForce GT 730 (0x00001287) Direct3D11 vs_5_0 ps_5_0, D3D11-27.21.14.5671)��@������������������,,position
_upositionP�color_ucolorR�������������������������������������������������������������������������sk_RTAdjusturadiusPlusHalf_S1_c0uradiusPlusHalf_S1uedgeArray_S1_c0_c0[0]
u_skRTFlipurectUniform_S1_c0_c0_c0_c0uinnerRect_S1_c0
uinnerRect_S1
_usk_RTAdjust_uuradiusPlusHalf_S1_c0_uuradiusPlusHalf_S1_uuedgeArray_S1_c0_c0[0]_uu_skRTFlip_uurectUniform_S1_c0_c0_c0_c0_uuinnerRect_S1_c0_uuinnerRect_S1sk_FragColor_usk_FragColorR�@����������������������������������������������������������������������������������������������������������������������	��������������������������������������������������������������������������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
};
#pragma warning( disable: 3556 3571 )
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 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};

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;

    return output;
}

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

(_vcolor_S0 = _color);
(gl_Position = vec4_ctor(_position, 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;
    float4 gl_FragCoord : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
};

#pragma warning( disable: 3556 3571 )
float2 vec2_ctor(float x0, float x1)
{
    return float2(x0, x1);
}
float3 vec3_ctor(float2 x0, float x1)
{
    return float3(x0, x1);
}
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);
}
// Uniforms

uniform float2 _u_skRTFlip : register(c0);
uniform float4 _urectUniform_S1_c0_c0_c0_c0 : register(c1);
uniform float3 _uedgeArray_S1_c0_c0[4] : register(c2);
uniform float4 _uinnerRect_S1_c0 : register(c6);
uniform float2 _uradiusPlusHalf_S1_c0 : register(c7);
uniform float4 _uinnerRect_S1 : register(c8);
uniform float2 _uradiusPlusHalf_S1 : register(c9);
#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 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;

float4 _sk_FragCoord3011 = vec4_ctor(gl_FragCoord.x, (_u_skRTFlip.x + (_u_skRTFlip.y * gl_FragCoord.y)), gl_FragCoord.z, gl_FragCoord.w);
float4 _outputColor_S03012 = _vcolor_S0;
float __25_dx03013 = (_uinnerRect_S1.x - _sk_FragCoord3011.x);
float2 __26_dxy13014 = (_sk_FragCoord3011.xy - _uinnerRect_S1.zw);
float2 __27_dxy3015 = max(vec2_ctor(max(__25_dx03013, __26_dxy13014.x), __26_dxy13014.y), 0.0);
float __28_topAlpha3016 = clamp((_sk_FragCoord3011.y - _uinnerRect_S1.y), 0.0, 1.0);
float __29_alpha3017 = (__28_topAlpha3016 * clamp((_uradiusPlusHalf_S1.x - length(__27_dxy3015)), 0.0, 1.0));
float __30_dx03018 = (_uinnerRect_S1_c0.x - _sk_FragCoord3011.x);
float2 __31_dxy13019 = (_sk_FragCoord3011.xy - _uinnerRect_S1_c0.zw);
float2 __32_dxy3020 = max(vec2_ctor(max(__30_dx03018, __31_dxy13019.x), __31_dxy13019.y), 0.0);
float __33_topAlpha3021 = clamp((_sk_FragCoord3011.y - _uinnerRect_S1_c0.y), 0.0, 1.0);
float __34_alpha3022 = (__33_topAlpha3021 * clamp((_uradiusPlusHalf_S1_c0.x - length(__32_dxy3020)), 0.0, 1.0));
(__34_alpha3022 = (1.0 - __34_alpha3022));
float __35_alpha3023 = {1.0};
float __36_edge3024 = dot(_uedgeArray_S1_c0_c0[0], vec3_ctor(_sk_FragCoord3011.xy, 1.0));
(__35_alpha3023 *= step(0.5, __36_edge3024));
(__36_edge3024 = dot(_uedgeArray_S1_c0_c0[1], vec3_ctor(_sk_FragCoord3011.xy, 1.0)));
(__35_alpha3023 *= step(0.5, __36_edge3024));
(__36_edge3024 = dot(_uedgeArray_S1_c0_c0[2], vec3_ctor(_sk_FragCoord3011.xy, 1.0)));
(__35_alpha3023 *= step(0.5, __36_edge3024));
(__36_edge3024 = dot(_uedgeArray_S1_c0_c0[3], vec3_ctor(_sk_FragCoord3011.xy, 1.0)));
(__35_alpha3023 *= step(0.5, __36_edge3024));
float __38_coverage3025 = {0};
{
float4 __39_dists43026 = clamp((float4(1.0, 1.0, -1.0, -1.0) * (_sk_FragCoord3011.xyxy - _urectUniform_S1_c0_c0_c0_c0)), 0.0, 1.0);
float2 __40_dists23027 = ((__39_dists43026.xy + __39_dists43026.zw) - 1.0);
(__38_coverage3025 = (__40_dists23027.x * __40_dists23027.y));
}
float4 _output_S13028 = (((vec4_ctor(__38_coverage3025) * __35_alpha3023) * __34_alpha3022) * __29_alpha3017);
{
(out_sk_FragColor = (_outputColor_S03012 * _output_S13028));
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColor�struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    noperspective 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
}
��DXBCl�B��j���MH!04L�lRDEF��<����RD11< ($|�$GlobalsDriverConstants���|� �(@���������_sk_RTAdjustfloat4����������� ��������80��������E8`���������<`��������dx_ViewAdjustdx_ViewCoordsfloat2�dx_ViewScaleclipControlOriginfloat���WclipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGND88TEXCOORD���OSGN�htttSV_PositionTEXCOORD���SHEX�PdjYF� YF� _2_�g� e� e� e� h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?6� 6� F6� F6� F>STAT�
��DXBCǶ o�?��$q�-��4�4h0RDEFp�<���HRD11< ($|�$GlobalsDriverConstants���|����@����������<��������` <|���������`<���������p�����������<�������������������_u_skRTFlipfloat2��_urectUniform_S1_c0_c0_c0_c0float45_uedgeArray_S1_c0_c0float3u_uinnerRect_S1_c0_uradiusPlusHalf_S1_c0_uinnerRect_S1_uradiusPlusHalf_S1�<���������0���������� ���������8���������,$��������dx_ViewCoordsdx_FragCoordOffsetdx_DepthFront�udx_ViewScaledx_Miscdword�Microsoft (R) HLSL Shader Compiler 10.1ISGN�htttSV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX�PpjYF� 
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8� F>STAT�.&BPLG��f,911db897eaa2d9b7`ANGLE (NVIDIA, NVIDIA GeForce GT 730 (0x00001287) Direct3D11 vs_5_0 ps_5_0, D3D11-27.21.14.5671)��@������������������,,position
_upositionP�color_ucolorR�������������������������������������sk_RTAdjustuedgeArray_S1_c1[0]
u_skRTFlipurectUniform_S1_c0
_usk_RTAdjust_uuedgeArray_S1_c1[0]_uu_skRTFlip_uurectUniform_S1_c0sk_FragColor_usk_FragColorR�@����������������������������������������������������������������������������������������������������������������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
};
#pragma warning( disable: 3556 3571 )
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 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};

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;

    return output;
}

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

(_vcolor_S0 = _color);
(gl_Position = vec4_ctor(_position, 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;
    float4 gl_FragCoord : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
};

#pragma warning( disable: 3556 3571 )
float3 vec3_ctor(float2 x0, float x1)
{
    return float3(x0, x1);
}
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);
}
// Uniforms

uniform float2 _u_skRTFlip : register(c0);
uniform float4 _urectUniform_S1_c0 : register(c1);
uniform float3 _uedgeArray_S1_c1[4] : 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 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;

float4 _sk_FragCoord3007 = vec4_ctor(gl_FragCoord.x, (_u_skRTFlip.x + (_u_skRTFlip.y * gl_FragCoord.y)), gl_FragCoord.z, gl_FragCoord.w);
float4 _outputColor_S03008 = _vcolor_S0;
float __7_coverage3009 = {0};
{
float4 __8_dists43010 = clamp((float4(1.0, 1.0, -1.0, -1.0) * (_sk_FragCoord3007.xyxy - _urectUniform_S1_c0)), 0.0, 1.0);
float2 __9_dists23011 = ((__8_dists43010.xy + __8_dists43010.zw) - 1.0);
(__7_coverage3009 = (__9_dists23011.x * __9_dists23011.y));
}
float __10_alpha3012 = {1.0};
float __11_edge3013 = dot(_uedgeArray_S1_c1[0], vec3_ctor(_sk_FragCoord3007.xy, 1.0));
(__10_alpha3012 *= step(0.5, __11_edge3013));
(__11_edge3013 = dot(_uedgeArray_S1_c1[1], vec3_ctor(_sk_FragCoord3007.xy, 1.0)));
(__10_alpha3012 *= step(0.5, __11_edge3013));
(__11_edge3013 = dot(_uedgeArray_S1_c1[2], vec3_ctor(_sk_FragCoord3007.xy, 1.0)));
(__10_alpha3012 *= step(0.5, __11_edge3013));
(__11_edge3013 = dot(_uedgeArray_S1_c1[3], vec3_ctor(_sk_FragCoord3007.xy, 1.0)));
(__10_alpha3012 *= step(0.5, __11_edge3013));
float4 _output_S13014 = (vec4_ctor(__7_coverage3009) * vec4_ctor(__10_alpha3012));
{
(out_sk_FragColor = (_outputColor_S03008 * _output_S13014));
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColor�struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    noperspective 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
}
��DXBCl�B��j���MH!04L�lRDEF��<����RD11< ($|�$GlobalsDriverConstants���|� �(@���������_sk_RTAdjustfloat4����������� ��������80��������E8`���������<`��������dx_ViewAdjustdx_ViewCoordsfloat2�dx_ViewScaleclipControlOriginfloat���WclipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGND88TEXCOORD���OSGN�htttSV_PositionTEXCOORD���SHEX�PdjYF� YF� _2_�g� e� e� e� h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?6� 6� F6� F6� F>STAT�
�dDXBCXS|q�8%󈱢��T�d4�@t�RDEF|�<���TRD11< ($|�$GlobalsDriverConstants���|�`��@@T��������x���������� <���������_u_skRTFlipfloat2�L_urectUniform_S1_c0float4��_uedgeArray_S1_c1float3���������������0T��������� ���������8T��������!,0��������dx_ViewCoordsdx_FragCoordOffsetdx_DepthFront��dx_ViewScaledx_Miscdword�)Microsoft (R) HLSL Shader Compiler 10.1ISGN�htttSV_PositionTEXCOORD���OSGN, SV_TARGET��SHEXLP�jYF� YF� d 2b �e� h6�@�?	2FF� �A2B� 
� "F� �"@?"@�?F� �
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8� F>STAT�BPLG��M,911db897eaa2d9b7`ANGLE (NVIDIA, NVIDIA GeForce GT 730 (0x00001287) Direct3D11 vs_5_0 ps_5_0, D3D11-27.21.14.5671)��@������������������,,position
_upositionP�color_ucolorR�������������������������������������sk_RTAdjustuedgeArray_S1[0]
u_skRTFlipurectUniform_S1_c0_c0
_usk_RTAdjust_uuedgeArray_S1[0]_uu_skRTFlip_uurectUniform_S1_c0_c0sk_FragColor_usk_FragColorR�@����������������������������������������������������������������������������������������������������������������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
};
#pragma warning( disable: 3556 3571 )
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 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};

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;

    return output;
}

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

(_vcolor_S0 = _color);
(gl_Position = vec4_ctor(_position, 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;
    float4 gl_FragCoord : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
};

#pragma warning( disable: 3556 3571 )
float3 vec3_ctor(float2 x0, float x1)
{
    return float3(x0, x1);
}
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);
}
// Uniforms

uniform float2 _u_skRTFlip : register(c0);
uniform float4 _urectUniform_S1_c0_c0 : register(c1);
uniform float3 _uedgeArray_S1[4] : 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 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;

float4 _sk_FragCoord3007 = vec4_ctor(gl_FragCoord.x, (_u_skRTFlip.x + (_u_skRTFlip.y * gl_FragCoord.y)), gl_FragCoord.z, gl_FragCoord.w);
float4 _outputColor_S03008 = _vcolor_S0;
float __8_alpha3009 = {1.0};
float __9_edge3010 = dot(_uedgeArray_S1[0], vec3_ctor(_sk_FragCoord3007.xy, 1.0));
(__8_alpha3009 *= step(0.5, __9_edge3010));
(__9_edge3010 = dot(_uedgeArray_S1[1], vec3_ctor(_sk_FragCoord3007.xy, 1.0)));
(__8_alpha3009 *= step(0.5, __9_edge3010));
(__9_edge3010 = dot(_uedgeArray_S1[2], vec3_ctor(_sk_FragCoord3007.xy, 1.0)));
(__8_alpha3009 *= step(0.5, __9_edge3010));
(__9_edge3010 = dot(_uedgeArray_S1[3], vec3_ctor(_sk_FragCoord3007.xy, 1.0)));
(__8_alpha3009 *= step(0.5, __9_edge3010));
float __11_coverage3011 = {0};
{
float4 __12_dists43012 = clamp((float4(1.0, 1.0, -1.0, -1.0) * (_sk_FragCoord3007.xyxy - _urectUniform_S1_c0_c0)), 0.0, 1.0);
float2 __13_dists23013 = ((__12_dists43012.xy + __12_dists43012.zw) - 1.0);
(__11_coverage3011 = (__13_dists23013.x * __13_dists23013.y));
}
float4 _output_S13014 = (vec4_ctor(__11_coverage3011) * __8_alpha3009);
{
(out_sk_FragColor = (_outputColor_S03008 * _output_S13014));
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColor�struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    noperspective 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
}
��DXBCl�B��j���MH!04L�lRDEF��<����RD11< ($|�$GlobalsDriverConstants���|� �(@���������_sk_RTAdjustfloat4����������� ��������80��������E8`���������<`��������dx_ViewAdjustdx_ViewCoordsfloat2�dx_ViewScaleclipControlOriginfloat���WclipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGND88TEXCOORD���OSGN�htttSV_PositionTEXCOORD���SHEX�PdjYF� YF� _2_�g� e� e� e� h9@:� 7	B 
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�dDXBC��Z�Z�؍��~���d4�@t�RDEF|�<���TRD11< ($|�$GlobalsDriverConstants���|�`��@@T��������x���������� <���������_u_skRTFlipfloat2�L_urectUniform_S1_c0_c0float4���_uedgeArray_S1float3��������������0T��������� ���������8T��������!,0��������dx_ViewCoordsdx_FragCoordOffsetdx_DepthFront��dx_ViewScaledx_Miscdword�)Microsoft (R) HLSL Shader Compiler 10.1ISGN�htttSV_PositionTEXCOORD���OSGN, SV_TARGET��SHEXLP�jYF� YF� d 2b �e� h6�@�?	2FF� �A2B� 
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8� F>STAT�BPLG���0911db897eaa2d9b7`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_RTAdjusturadiusPlusHalf_S1
u_skRTFlip
uinnerRect_S1uTextureSampler_0_S0
_usk_RTAdjust_uuradiusPlusHalf_S1_uu_skRTFlip_uuinnerRect_S1_uuTextureSampler_0_S0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 )
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 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 _vlocalCoord_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 = _vlocalCoord_S0;

    return output;
}

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

(_vcolor_S0 = _color);
(_vlocalCoord_S0 = _localCoord);
(gl_Position = vec4_ctor(_position, 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 )
float2 vec2_ctor(float x0, float x1)
{
    return float2(x0, x1);
}
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);
}
// Uniforms

uniform float2 _u_skRTFlip : register(c0);
uniform float4 _uinnerRect_S1 : register(c1);
uniform float2 _uradiusPlusHalf_S1 : register(c2);
static const uint _uTextureSampler_0_S0 = 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 _vlocalCoord_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
@@ 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;
    _vlocalCoord_S0 = input.v1.xy;

float4 _sk_FragCoord3009 = vec4_ctor(gl_FragCoord.x, (_u_skRTFlip.x + (_u_skRTFlip.y * gl_FragCoord.y)), gl_FragCoord.z, gl_FragCoord.w);
float4 _outputColor_S03010 = _vcolor_S0;
float2 _texCoord3011 = _vlocalCoord_S0;
(_outputColor_S03010 = (gl_texture2D(_uTextureSampler_0_S0, _texCoord3011, -0.474999994) * _outputColor_S03010));
float __0_dx03012 = (_uinnerRect_S1.x - _sk_FragCoord3009.x);
float2 __1_dxy13013 = (_sk_FragCoord3009.xy - _uinnerRect_S1.zw);
float2 __2_dxy3014 = max(vec2_ctor(max(__0_dx03012, __1_dxy13013.x), __1_dxy13013.y), 0.0);
float __3_topAlpha3015 = clamp((_sk_FragCoord3009.y - _uinnerRect_S1.y), 0.0, 1.0);
float __4_alpha3016 = (__3_topAlpha3015 * clamp((_uradiusPlusHalf_S1.x - length(__2_dxy3014)), 0.0, 1.0));
(__4_alpha3016 = (1.0 - __4_alpha3016));
float4 _output_S13017 = vec4_ctor(__4_alpha3016);
{
(out_sk_FragColor = (_outputColor_S03010 * _output_S13017));
}
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
}
���dDXBC��0g��oE�!aإ���d4d�RDEF��<����RD11< ($|�$GlobalsDriverConstants���|� �(@���������_sk_RTAdjustfloat4����������� ��������80��������E8`���������<`��������dx_ViewAdjustdx_ViewCoordsfloat2�dx_ViewScaleclipControlOriginfloat���WclipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGN\PPPTEXCOORD���OSGN������SV_PositionTEXCOORD���SHEX�PojYF� YF� _2_�_2g� e� e� e� e2 h9@:� 7	B 
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��samplers2D[0]textures2D[0]$GlobalsDriverConstants����$0�$`�������������������� ���������_u_skRTFlipfloat2��_uinnerRect_S1float4���_uradiusPlusHalf_S1���������"0���������5 L��������p8���������},����������@ ���������dx_ViewCoordsdx_FragCoordOffsetdx_DepthFrontfloat3��Cdx_ViewScaledx_Miscdword��samplerMetadataSamplerMetadatabaseLevelint���wrapModespaddingint2�intBorderColorint4O���@Tx�Microsoft (R) HLSL Shader Compiler 10.1ISGN������SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX`P�jYF� YF� Z`XpUUd 2b �b 2e� h	2FF� �A	�
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@�?J���CU�FF~`@33�8�FF8� F>STAT�BPLG���5911db897eaa2d9b7`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_RTAdjusturadiusPlusHalf_S1_c0uradiusPlusHalf_S1
u_skRTFlipuinnerRect_S1_c0
uinnerRect_S1uTextureSampler_0_S0
_usk_RTAdjust_uuradiusPlusHalf_S1_c0_uuradiusPlusHalf_S1_uu_skRTFlip_uuinnerRect_S1_c0_uuinnerRect_S1_uuTextureSampler_0_S0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 )
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 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 _vlocalCoord_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 = _vlocalCoord_S0;

    return output;
}

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

(_vcolor_S0 = _color);
(_vlocalCoord_S0 = _localCoord);
(gl_Position = vec4_ctor(_position, 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);
}
Fstruct 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 )
float2 vec2_ctor(float x0, float x1)
{
    return float2(x0, x1);
}
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);
}
// Uniforms

uniform float2 _u_skRTFlip : register(c0);
uniform float4 _uinnerRect_S1_c0 : register(c1);
uniform float2 _uradiusPlusHalf_S1_c0 : register(c2);
uniform float4 _uinnerRect_S1 : register(c3);
uniform float2 _uradiusPlusHalf_S1 : register(c4);
static const uint _uTextureSampler_0_S0 = 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 _vlocalCoord_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
@@ 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;
    _vlocalCoord_S0 = input.v1.xy;

float4 _sk_FragCoord3011 = vec4_ctor(gl_FragCoord.x, (_u_skRTFlip.x + (_u_skRTFlip.y * gl_FragCoord.y)), gl_FragCoord.z, gl_FragCoord.w);
float4 _outputColor_S03012 = _vcolor_S0;
float2 _texCoord3013 = _vlocalCoord_S0;
(_outputColor_S03012 = (gl_texture2D(_uTextureSampler_0_S0, _texCoord3013, -0.474999994) * _outputColor_S03012));
float __5_dx03014 = (_uinnerRect_S1.x - _sk_FragCoord3011.x);
float2 __6_dxy13015 = (_sk_FragCoord3011.xy - _uinnerRect_S1.zw);
float2 __7_dxy3016 = max(vec2_ctor(max(__5_dx03014, __6_dxy13015.x), __6_dxy13015.y), 0.0);
float __8_topAlpha3017 = clamp((_sk_FragCoord3011.y - _uinnerRect_S1.y), 0.0, 1.0);
float __9_alpha3018 = (__8_topAlpha3017 * clamp((_uradiusPlusHalf_S1.x - length(__7_dxy3016)), 0.0, 1.0));
float __10_dx03019 = (_uinnerRect_S1_c0.x - _sk_FragCoord3011.x);
float2 __11_dxy13020 = (_sk_FragCoord3011.xy - _uinnerRect_S1_c0.zw);
float2 __12_dxy3021 = max(vec2_ctor(max(__10_dx03019, __11_dxy13020.x), __11_dxy13020.y), 0.0);
float __13_topAlpha3022 = clamp((_sk_FragCoord3011.y - _uinnerRect_S1_c0.y), 0.0, 1.0);
float __14_alpha3023 = (__13_topAlpha3022 * clamp((_uradiusPlusHalf_S1_c0.x - length(__12_dxy3021)), 0.0, 1.0));
(__14_alpha3023 = (1.0 - __14_alpha3023));
float4 _output_S13024 = (vec4_ctor(__14_alpha3023) * __9_alpha3018);
{
(out_sk_FragColor = (_outputColor_S03012 * _output_S13024));
}
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
}
���dDXBC��0g��oE�!aإ���d4d�RDEF��<����RD11< ($|�$GlobalsDriverConstants���|� �(@���������_sk_RTAdjustfloat4����������� ��������80��������E8`���������<`��������dx_ViewAdjustdx_ViewCoordsfloat2�dx_ViewScaleclipControlOriginfloat���WclipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGN\PPPTEXCOORD���OSGN������SV_PositionTEXCOORD���SHEX�PojYF� YF� _2_�_2g� e� e� e� e2 h9@:� 7	B 
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��samplers2D[0]textures2D[0]$GlobalsDriverConstants����$P��`���������$@��������d ��������{0@���������@��������_u_skRTFlipfloat2��_uinnerRect_S1_c0float4���6_uradiusPlusHalf_S1_c0_uinnerRect_S1_uradiusPlusHalf_S1���@���������0��������� ����������8���������,��������,@ $��������dx_ViewCoordsdx_FragCoordOffsetdx_DepthFrontfloat3���dx_ViewScaledx_Miscdword�samplerMetadataSamplerMetadatabaseLevelint��VwrapModespaddingint2��intBorderColorint4�L\�\�����<Microsoft (R) HLSL Shader Compiler 10.1ISGN������SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX�P�jYF� YF� Z`XpUUd 2b �b 2e� h	2FF� �A	�
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J���CU�FF~`@33�8�FF8� F>STAT�BPLG��W4911db897eaa2d9b7`ANGLE (NVIDIA, NVIDIA GeForce GT 730 (0x00001287) Direct3D11 vs_5_0 ps_5_0, D3D11-27.21.14.5671)��@������������������,,
fillBounds_ufillBoundsR�color_ucolorR�	locations_ulocationsR�gl_VertexIDgl_VertexID������������������������������������*����������sk_RTAdjustuatlas_adjust_S0
u_skRTFlip
ucircle_S1_c0uTextureSampler_0_S0
_usk_RTAdjust_uuatlas_adjust_S0_uu_skRTFlip_uucircle_S1_c0_uuTextureSampler_0_S0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 )
float float_ctor_int(int x0)
{
    return float(x0);
}
float2 vec2_ctor(float x0, float x1)
{
    return float2(x0, x1);
}
float4 vec4_ctor(float2 x0, float x1, float x2)
{
    return float4(x0, x1, x2);
}
// Uniforms

uniform float4 _sk_RTAdjust : register(c1);
uniform float2 _uatlas_adjust_S0 : 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 _fillBounds = {0, 0, 0, 0};
static float4 _color = {0, 0, 0, 0};
static float4 _locations = {0, 0, 0, 0};

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

// Varyings
static noperspective float2 _vatlasCoord_S0 = {0, 0};
static noperspective float4 _vcolor_S0 = {0, 0, 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);
    uint dx_VertexID : packoffset(c4.x);
};

#define GL_USES_VERTEX_ID
@@ 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 = _vatlasCoord_S0;

    return output;
}

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

float2 _unitCoord3009 = vec2_ctor(float_ctor_int((gl_VertexID & 1)), float_ctor_int((gl_VertexID >> 1)));
float2 _devCoord3010 = lerp(_fillBounds.xy, _fillBounds.zw, _unitCoord3009);
float2 _atlasTopLeft3011 = vec2_ctor((abs(_locations.x) - 1.0), _locations.y);
float2 _devTopLeft3012 = _locations.zw;
bool _transposed3013 = (_locations.x < 0.0);
float2 _atlasCoord3014 = (_devCoord3010 - _devTopLeft3012);
if (_transposed3013)
{
(_atlasCoord3014 = _atlasCoord3014.yx);
}
(_atlasCoord3014 += _atlasTopLeft3011);
(_vatlasCoord_S0 = (_atlasCoord3014 * _uatlas_adjust_S0));
(_vcolor_S0 = _color);
(gl_Position = vec4_ctor(_devCoord3010, 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 )
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);
}
// Uniforms

uniform float2 _u_skRTFlip : register(c0);
uniform float4 _ucircle_S1_c0 : register(c1);
static const uint _uTextureSampler_0_S0 = 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 _vatlasCoord_S0 = {0, 0};
static noperspective float4 _vcolor_S0 = {0, 0, 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
@@ 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;
    _vatlasCoord_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 _outputCoverage_S03009 = {1.0, 1.0, 1.0, 1.0};
float _atlasCoverage3010 = gl_texture2D(_uTextureSampler_0_S0, _vatlasCoord_S0, -0.474999994).x;
(_outputCoverage_S03009 *= _atlasCoverage3010);
float4 _outputColor_S03011 = _vcolor_S0;
float __3_d3012 = ((1.0 - length(((_ucircle_S1_c0.xy - _sk_FragCoord3008.xy) * _ucircle_S1_c0.w))) * _ucircle_S1_c0.z);
float4 _output_S13013 = (_outputCoverage_S03009 * vec4_ctor(clamp(__3_d3012, 0.0, 1.0)));
{
(out_sk_FragColor = (_outputColor_S03011 * _output_S13013));
}
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
}
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��samplers2D[0]textures2D[0]$GlobalsDriverConstants����$ ��`t�������������������_u_skRTFlipfloat2��_ucircle_S1_c0float4��������������0���������� ��������48���������A,P��������t@ l��������dx_ViewCoordsdx_FragCoordOffsetdx_DepthFrontfloat3��dx_ViewScaledx_Miscdword�IsamplerMetadataSamplerMetadatabaseLevelint���wrapModespaddingint2��intBorderColorint4������<�Microsoft (R) HLSL Shader Compiler 10.1ISGN������SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX�P~jYF� YF� Z`XpUUd 2b �b 2e� h	2FF� �A2B� 
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pathBounds_upathBoundsR�gl_VertexIDgl_VertexID������������������������������������*����������sk_RTAdjust	ucolor_S0uDstTextureCoords_S0
u_skRTFlipuDstTextureSampler_S0
_usk_RTAdjust_uucolor_S0_uuDstTextureCoords_S0_uu_skRTFlip_uuDstTextureSampler_S0sk_FragColor_usk_FragColorR�@^�����������������������������������������������������������������������������������������������������������������������������������������������������������3
struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD0;
    float4 gl_FragCoord : TEXCOORD1;
};
#pragma warning( disable: 3556 3571 )
float float_ctor_int(int x0)
{
    return float(x0);
}
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);
}
// 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 _matrix2d = {0, 0, 0, 0};
static float2 _translate = {0, 0};
static float4 _pathBounds = {0, 0, 0, 0};

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

// Varyings

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);
    uint dx_VertexID : packoffset(c4.x);
};

#define GL_USES_VERTEX_ID
float2x2 inverse_emu(in float2x2 m)
{
    float2x2 cof = { m[1][1], -m[0][1], -m[1][0], m[0][0] };
    return cof / determinant(transpose(m));
}


@@ 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;

    return output;
}

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

float2 _unitCoord3006 = vec2_ctor(float_ctor_int((gl_VertexID & 1)), float_ctor_int((gl_VertexID >> 1)));
float2x2 _M_3007 = inverse_emu(mat2_ctor(_matrix2d.xy, _matrix2d.zw));
float2 _bloat3008 = ((abs(_M_3007[0]) + abs(_M_3007[1])) * 0.25);
float2 _localcoord3009 = lerp((_pathBounds.xy - _bloat3008), (_pathBounds.zw + _bloat3008), _unitCoord3006);
float2 _vertexpos3010 = (mul(transpose(mat2_ctor(_matrix2d.xy, _matrix2d.zw)), _localcoord3009) + _translate);
(gl_Position = vec4_ctor(_vertexpos3010, 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 : TEXCOORD0;
    float4 gl_FragCoord : TEXCOORD1;
};

#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(float3 x0, float x1)
{
    return float4(x0, x1);
}
// Uniforms

uniform float2 _u_skRTFlip : register(c0);
uniform float4 _ucolor_S0 : register(c1);
uniform float4 _uDstTextureCoords_S0 : register(c2);
static const uint _uDstTextureSampler_S0 = 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 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
static float4 __dstColor = {0, 0, 0, 0};
@@ 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;

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 = _ucolor_S0;
float2 __dstTexCoord3010 = ((_sk_FragCoord3008.xy - _uDstTextureCoords_S0.xy) * _uDstTextureCoords_S0.zw);
(__dstColor = gl_texture2D(_uDstTextureSampler_S0, __dstTexCoord3010, -0.474999994));
{
(out_sk_FragColor = vec4_ctor(((((1.0 - _outputColor_S03009.w) * __dstColor.xyz) + ((1.0 - __dstColor.w) * _outputColor_S03009.xyz)) + (_outputColor_S03009.xyz * __dstColor.xyz)), (_outputColor_S03009.w + ((1.0 - _outputColor_S03009.w) * __dstColor.w))));
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColor(struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD0;
    float4 gl_FragCoord : TEXCOORD1;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD0;
    float4 gl_FragCoord : TEXCOORD1;
};

void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput)
{
    output.gl_Position = input.gl_Position;
    output.gl_FragCoord = input.gl_FragCoord;
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
�����DXBC�b�c�n@%����4\�T�RDEF �<����RD11< ($|�$GlobalsDriverConstants���|� �(P���������_sk_RTAdjustfloat4���������& <��������`0<��������m8����������<����������@���������dx_ViewAdjustdx_ViewCoordsfloat2�4dx_ViewScaleclipControlOriginfloat���clipControlZeroToOnedx_VertexIDdword��Microsoft (R) HLSL Shader Compiler 10.1ISGN�hhhqTEXCOORDSV_VertexID���OSGNhP\\SV_PositionTEXCOORD���SHEX�P�jYF� YF� _�_2_�`g� e� e� h8*2

:
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F2FF22F�� օ 8" *� 6�@�?6� 9@:� 7	B 
@@?6� F6� F>STAT���DXBC�%���eJP �kY��40���RDEF��<����RD11< ($������
��samplers2D[0]textures2D[0]$GlobalsDriverConstants����$0�$`�������������������� ���������_u_skRTFlipfloat2��_ucolor_S0float4���_uDstTextureCoords_S0�����������"0���������5 L��������p8���������},����������@ ���������dx_ViewCoordsdx_FragCoordOffsetdx_DepthFrontfloat3��Cdx_ViewScaledx_Miscdword��samplerMetadataSamplerMetadatabaseLevelint���wrapModespaddingint2�intBorderColorint4O���@Tx�Microsoft (R) HLSL Shader Compiler 10.1ISGNhP\\SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEXP�jYF� YF� Z`XpUUd 2e� h	2FF� �A2B� 
� 	2�F� �A82F� J���CU�FF~`@33�:�A@�?	"@�?:� �A8rFV2
� ::� 2
rF� F2
r F� FF>STAT�
BPLG���3911db897eaa2d9b7`ANGLE (NVIDIA, NVIDIA GeForce GT 730 (0x00001287) Direct3D11 vs_5_0 ps_5_0, D3D11-27.21.14.5671)��@������������������,,position
_upositionP�
localCoord_ulocalCoordP����������	������������������	������������������*����������sk_RTAdjust
umatrix_S1_c0uSrcTF_S1[0]uColorXform_S1uDstTF_S1[0]uTextureSampler_0_S1
_usk_RTAdjust_uumatrix_S1_c0_uuSrcTF_S1[0]_uuColorXform_S1_uuDstTF_S1[0]_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_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

// Attributes
static float2 _position = {0, 0};
static float2 _localCoord = {0, 0};

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

// Varyings
static noperspective float2 _vTransformedCoords_3_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_3_S0;

    return output;
}

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

(gl_Position = vec4_ctor(_position, 0.0, 1.0));
{
(_vTransformedCoords_3_S0 = mul(transpose(mat3x2_ctor(_umatrix_S1_c0)), 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);
}
1struct PS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    noperspective float2 v0 : TEXCOORD0;
};

#pragma warning( disable: 3556 3571 )
float4 vec4_ctor(float3 x0, float x1)
{
    return float4(x0, x1);
}
// Uniforms

uniform float _uSrcTF_S1[7] : register(c0);
uniform float3x3 _uColorXform_S1 : register(c7);
uniform float _uDstTF_S1[7] : register(c10);
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_3_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);
}

float f_src_tf_S1_ff(in float _x)
{
float _G3010 = _uSrcTF_S1[0];
float _A3011 = _uSrcTF_S1[1];
float _B3012 = _uSrcTF_S1[2];
float _C3013 = _uSrcTF_S1[3];
float _D3014 = _uSrcTF_S1[4];
float _E3015 = _uSrcTF_S1[5];
float _F3016 = _uSrcTF_S1[6];
float _s3017 = sign(_x);
(_x = abs(_x));
float sbd8 = {0};
if ((_x < _D3014))
{
(sbd8 = ((_C3013 * _x) + _F3016));
}
else
{
(sbd8 = (pow(((_A3011 * _x) + _B3012), _G3010) + _E3015));
}
(_x = sbd8);
return (_s3017 * _x);
}
float f_dst_tf_S1_ff(in float _x)
{
float _G3020 = _uDstTF_S1[0];
float _A3021 = _uDstTF_S1[1];
float _B3022 = _uDstTF_S1[2];
float _C3023 = _uDstTF_S1[3];
float _D3024 = _uDstTF_S1[4];
float _E3025 = _uDstTF_S1[5];
float _F3026 = _uDstTF_S1[6];
float _s3027 = sign(_x);
(_x = abs(_x));
float sbd9 = {0};
if ((_x < _D3024))
{
(sbd9 = ((_C3023 * _x) + _F3026));
}
else
{
(sbd9 = (pow(((_A3021 * _x) + _B3022), _G3020) + _E3025));
}
(_x = sbd9);
return (_s3027 * _x);
}
@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){
    _vTransformedCoords_3_S0 = input.v0.xy;

float4 __3_color3029 = gl_texture2D(_uTextureSampler_0_S1, _vTransformedCoords_3_S0, -0.474999994);
(__3_color3029 = vec4_ctor((__3_color3029.xyz / max(__3_color3029.w, 9.99999975e-05)), __3_color3029.w));
(__3_color3029.x = f_src_tf_S1_ff(__3_color3029.x));
(__3_color3029.y = f_src_tf_S1_ff(__3_color3029.y));
(__3_color3029.z = f_src_tf_S1_ff(__3_color3029.z));
float4 __4_color3030 = __3_color3029;
(__4_color3030.xyz = mul(transpose(_uColorXform_S1), __4_color3030.xyz));
(__3_color3029 = __4_color3030);
(__3_color3029.x = f_dst_tf_S1_ff(__3_color3029.x));
(__3_color3029.y = f_dst_tf_S1_ff(__3_color3029.y));
(__3_color3029.z = f_dst_tf_S1_ff(__3_color3029.z));
(__3_color3029.xyz *= __3_color3029.w);
float4 _output_S13031 = __3_color3029;
{
(out_sk_FragColor = _output_S13031);
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColorstruct 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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������������������,,position
_upositionP�coverage
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���������	���������	���������	���������	������������������	���������*����������*����������*����������sk_RTAdjustumatrix_S1_c0_c0_c0umatrix_S1_c0_c0_c1umatrix_S1_c0_c0_c2
umatrix_S1_c0ucolorSpaceTranslate_S1_c0_c0ucolorSpaceMatrix_S1_c0_c0uTextureSampler_0_S1uTextureSampler_1_S1uTextureSampler_2_S1
_usk_RTAdjust_uumatrix_S1_c0_c0_c0_uumatrix_S1_c0_c0_c1_uumatrix_S1_c0_c0_c2_uumatrix_S1_c0_uucolorSpaceTranslate_S1_c0_c0_uucolorSpaceMatrix_S1_c0_c0_uuTextureSampler_0_S1_uuTextureSampler_1_S1_uuTextureSampler_2_S1
	sk_FragColor_usk_FragColorR�@^�^�^�������������������������������������������������������
��������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������
struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD5;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float2 v1 : TEXCOORD1;
    noperspective float2 v2 : TEXCOORD2;
    noperspective float2 v3 : TEXCOORD3;
    noperspective float v4 : TEXCOORD4;
};
#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_c0_c0_c0 : register(c2);
uniform float3x3 _umatrix_S1_c0_c0_c1 : register(c5);
uniform float3x3 _umatrix_S1_c0_c0_c2 : register(c8);
uniform float3x3 _umatrix_S1_c0 : register(c11);
#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 float _coverage = {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 float _vcoverage_S0 = {0};
static noperspective float2 _vTransformedCoords_5_S0 = {0, 0};
static noperspective float2 _vTransformedCoords_7_S0 = {0, 0};
static noperspective float2 _vTransformedCoords_9_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 = _vcolor_S0;
    output.v1 = _vTransformedCoords_5_S0;
    output.v2 = _vTransformedCoords_7_S0;
    output.v3 = _vTransformedCoords_9_S0;
    output.v4 = _vcoverage_S0;

    return output;
}

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

float2 t0 = _position, _position3016 = t0;
(_vcolor_S0 = _color);
(_vcoverage_S0 = _coverage);
(gl_Position = vec4_ctor(_position3016, 0.0, 1.0));
{
(_vTransformedCoords_5_S0 = mul(transpose(mat3x2_ctor(transpose(mul(transpose(_umatrix_S1_c0_c0_c0), transpose(_umatrix_S1_c0))))), vec3_ctor(_localCoord, 1.0)));
}
{
(_vTransformedCoords_7_S0 = mul(transpose(mat3x2_ctor(transpose(mul(transpose(_umatrix_S1_c0_c0_c1), transpose(_umatrix_S1_c0))))), vec3_ctor(_localCoord, 1.0)));
}
{
(_vTransformedCoords_9_S0 = mul(transpose(mat3x2_ctor(transpose(mul(transpose(_umatrix_S1_c0_c0_c2), transpose(_umatrix_S1_c0))))), 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);
}
struct PS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD5;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float2 v1 : TEXCOORD1;
    noperspective float2 v2 : TEXCOORD2;
    noperspective float2 v3 : TEXCOORD3;
    noperspective float v4 : TEXCOORD4;
};

#pragma warning( disable: 3556 3571 )
float4 vec4_ctor(float x0)
{
    return float4(x0, x0, x0, x0);
}
// Uniforms

uniform float3x3 _ucolorSpaceMatrix_S1_c0_c0 : register(c0);
uniform float3 _ucolorSpaceTranslate_S1_c0_c0 : register(c3);
static const uint _uTextureSampler_0_S1 = 0;
static const uint _uTextureSampler_1_S1 = 1;
static const uint _uTextureSampler_2_S1 = 2;
uniform Texture2D<float4> textures2D[3] : register(t0);
uniform SamplerState samplers2D[3] : 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 float _vcoverage_S0 = {0};
static noperspective float2 _vTransformedCoords_5_S0 = {0, 0};
static noperspective float2 _vTransformedCoords_7_S0 = {0, 0};
static noperspective float2 _vTransformedCoords_9_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[3] : 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){
    _vcolor_S0 = input.v0;
    _vTransformedCoords_5_S0 = input.v1.xy;
    _vTransformedCoords_7_S0 = input.v2.xy;
    _vTransformedCoords_9_S0 = input.v3.xy;
    _vcoverage_S0 = input.v4.x;

float4 _outputColor_S03017 = _vcolor_S0;
float _coverage3018 = _vcoverage_S0;
float4 _outputCoverage_S03019 = vec4_ctor(_coverage3018);
float4 __2_input3020 = _outputColor_S03017;
float4 __3_color3021 = {0, 0, 0, 0};
(__3_color3021.x = gl_texture2D(_uTextureSampler_0_S1, _vTransformedCoords_5_S0, -0.474999994).x);
(__3_color3021.y = gl_texture2D(_uTextureSampler_1_S1, _vTransformedCoords_7_S0, -0.474999994).x);
(__3_color3021.z = gl_texture2D(_uTextureSampler_2_S1, _vTransformedCoords_9_S0, -0.474999994).x);
(__3_color3021.w = 1.0);
(__3_color3021.xyz = clamp((mul(__3_color3021.xyz, transpose(_ucolorSpaceMatrix_S1_c0_c0)) + _ucolorSpaceTranslate_S1_c0_c0), 0.0, 1.0));
(__2_input3020 = __3_color3021);
float4 _output_S13022 = __2_input3020;
{
(out_sk_FragColor = (_output_S13022 * _outputCoverage_S03019));
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColor�struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD5;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float2 v1 : TEXCOORD1;
    noperspective float2 v2 : TEXCOORD2;
    noperspective float2 v3 : TEXCOORD3;
    noperspective float v4 : TEXCOORD4;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD5;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float2 v1 : TEXCOORD1;
    noperspective float2 v2 : TEXCOORD2;
    noperspective float2 v3 : TEXCOORD3;
    noperspective float v4 : TEXCOORD4;
};

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.v3 = input.v3; 
    output.v4 = input.v4; 
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
�����DXBC��������`�C"��4 �lRDEF��<����RD11< ($|�$GlobalsDriverConstants���|���H@����������� ,���������P,���������!�,���������6�,���������_sk_RTAdjustfloat4�_umatrix_S1_c0_c0_c0float3x3���_umatrix_S1_c0_c0_c1_umatrix_S1_c0_c0_c2_umatrix_S1_c0������������ 4��������X04��������e8����������<���������dx_ViewAdjustdx_ViewCoordsfloat2�,dx_ViewScaleclipControlOriginfloat���wclipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGNthhhhTEXCOORD���OSGN��������SV_PositionTEXCOORD���SHEX�PcjYF� YF� _2__�_2g� e� e� e2 e� e2 eB h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?6� 6� F6B @6� F8	rV� F� 2r� F� F2r�� F� 
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>STAT�%��DXBC0~֥������m\���V�4���RDEF�|<���|RD11< ($*8F����
T����
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psamplers2D[0]samplers2D[1]samplers2D[2]textures2D[0]textures2D[1]textures2D[2]$Globals���p�@�,��������00X��������_ucolorSpaceMatrix_S1_c0_c0float3x3���_ucolorSpaceTranslate_S1_c0_c0float3��OMicrosoft (R) HLSL Shader Compiler 10.1ISGN��������SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEXP�jYF� Z`Z`Z`XpUUXpUUXpUUb 2b �b 2b Be� hJ���CU�F~`@33�8rF� J���CU�F�s`@33�2
r�F� FJ���CU�F�s`@33�2
r�F� F rFF� 6�@�?8� F�>STAT�
BPLG���2911db897eaa2d9b7`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_S1uradiusPlusHalf_S2
u_skRTFlip
uinnerRect_S2uTextureSampler_0_S1
_usk_RTAdjust_uumatrix_S1_uuradiusPlusHalf_S2_uu_skRTFlip_uuinnerRect_S2_uuTextureSampler_0_S1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 )
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.gl_FragCoord = gl_Position;
    output.v0 = _vcolor_S0;
    output.v1 = _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);
}
�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 )
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);
}
// Uniforms

uniform float2 _u_skRTFlip : register(c0);
uniform float4 _uinnerRect_S2 : register(c1);
uniform float2 _uradiusPlusHalf_S2 : register(c2);
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 _vTransformedCoords_2_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
@@ 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;
    _vTransformedCoords_2_S0 = input.v1.xy;

float4 _sk_FragCoord3010 = vec4_ctor(gl_FragCoord.x, (_u_skRTFlip.x + (_u_skRTFlip.y * gl_FragCoord.y)), gl_FragCoord.z, gl_FragCoord.w);
float4 _outputColor_S03011 = _vcolor_S0;
float4 _output_S13012 = gl_texture2D(_uTextureSampler_0_S1, _vTransformedCoords_2_S0, -0.474999994).xxxx;
float2 __0_dxy03013 = (_uinnerRect_S2.xy - _sk_FragCoord3010.xy);
float __1_dx13014 = (_sk_FragCoord3010.x - _uinnerRect_S2.z);
float2 __2_dxy3015 = max(vec2_ctor(max(__0_dxy03013.x, __1_dx13014), __0_dxy03013.y), 0.0);
float __3_bottomAlpha3016 = clamp((_uinnerRect_S2.w - _sk_FragCoord3010.y), 0.0, 1.0);
float __4_alpha3017 = (__3_bottomAlpha3016 * clamp((_uradiusPlusHalf_S2.x - length(__2_dxy3015)), 0.0, 1.0));
(__4_alpha3017 = (1.0 - __4_alpha3017));
float4 _output_S23018 = (_output_S13012 * __4_alpha3017);
{
(out_sk_FragColor = (_outputColor_S03011 * _output_S23018));
}
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*����t~뻢H��~4d�h�RDEF(�<����RD11< ($|�$GlobalsDriverConstants���|�P��@,��������P ,h��������_sk_RTAdjustfloat4%_umatrix_S1float3x3���\T,��������b x���������0x���������8����������<���������dx_ViewAdjustdx_ViewCoordsfloat2�pdx_ViewScaleclipControlOriginfloat����clipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGN\PPPTEXCOORD���OSGN������SV_PositionTEXCOORD���SHEXP�jYF� YF� _2_�_2g� e� e� e� e2 h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?6� 6� F6� F6� F62F6B@�? F� F" F� F>STAT��	DXBCH��+��^nql	40�lRDEF��<����RD11< ($������
��samplers2D[0]textures2D[0]$GlobalsDriverConstants����$0�$`�������������������� ���������_u_skRTFlipfloat2��_uinnerRect_S2float4���_uradiusPlusHalf_S2���������"0���������5 L��������p8���������},����������@ ���������dx_ViewCoordsdx_FragCoordOffsetdx_DepthFrontfloat3��Cdx_ViewScaledx_Miscdword��samplerMetadataSamplerMetadatabaseLevelint���wrapModespaddingint2�intBorderColorint4O���@Tx�Microsoft (R) HLSL Shader Compiler 10.1ISGN������SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX`P�jYF� YF� Z`XpUUd 2b �b 2e� h	2FF� �A2B� 
� 	���A�� 	
*� �A4"
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@�?J���CU"F~`@33�8
8� F>STAT�BPLG��
8911db897eaa2d9b7`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_S1uradiusPlusHalf_S2_c0uradiusPlusHalf_S2
u_skRTFlipuinnerRect_S2_c0
uinnerRect_S2uTextureSampler_0_S1
_usk_RTAdjust_uumatrix_S1_uuradiusPlusHalf_S2_c0_uuradiusPlusHalf_S2_uu_skRTFlip_uuinnerRect_S2_c0_uuinnerRect_S2_uuTextureSampler_0_S1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 )
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.gl_FragCoord = gl_Position;
    output.v0 = _vcolor_S0;
    output.v1 = _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);
}
�
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 )
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);
}
// Uniforms

uniform float2 _u_skRTFlip : register(c0);
uniform float4 _uinnerRect_S2_c0 : register(c1);
uniform float2 _uradiusPlusHalf_S2_c0 : register(c2);
uniform float4 _uinnerRect_S2 : register(c3);
uniform float2 _uradiusPlusHalf_S2 : register(c4);
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 _vTransformedCoords_2_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
@@ 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;
    _vTransformedCoords_2_S0 = input.v1.xy;

float4 _sk_FragCoord3012 = vec4_ctor(gl_FragCoord.x, (_u_skRTFlip.x + (_u_skRTFlip.y * gl_FragCoord.y)), gl_FragCoord.z, gl_FragCoord.w);
float4 _outputColor_S03013 = _vcolor_S0;
float4 _output_S13014 = gl_texture2D(_uTextureSampler_0_S1, _vTransformedCoords_2_S0, -0.474999994).xxxx;
float __5_dx03015 = (_uinnerRect_S2.x - _sk_FragCoord3012.x);
float2 __6_dxy13016 = (_sk_FragCoord3012.xy - _uinnerRect_S2.zw);
float2 __7_dxy3017 = max(vec2_ctor(max(__5_dx03015, __6_dxy13016.x), __6_dxy13016.y), 0.0);
float __8_topAlpha3018 = clamp((_sk_FragCoord3012.y - _uinnerRect_S2.y), 0.0, 1.0);
float __9_alpha3019 = (__8_topAlpha3018 * clamp((_uradiusPlusHalf_S2.x - length(__7_dxy3017)), 0.0, 1.0));
float __10_dx03020 = (_uinnerRect_S2_c0.x - _sk_FragCoord3012.x);
float2 __11_dxy13021 = (_sk_FragCoord3012.xy - _uinnerRect_S2_c0.zw);
float2 __12_dxy3022 = max(vec2_ctor(max(__10_dx03020, __11_dxy13021.x), __11_dxy13021.y), 0.0);
float __13_topAlpha3023 = clamp((_sk_FragCoord3012.y - _uinnerRect_S2_c0.y), 0.0, 1.0);
float __14_alpha3024 = (__13_topAlpha3023 * clamp((_uradiusPlusHalf_S2_c0.x - length(__12_dxy3022)), 0.0, 1.0));
(__14_alpha3024 = (1.0 - __14_alpha3024));
float4 _output_S23025 = ((_output_S13014 * __14_alpha3024) * __9_alpha3019);
{
(out_sk_FragColor = (_outputColor_S03013 * _output_S23025));
}
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*����t~뻢H��~4d�h�RDEF(�<����RD11< ($|�$GlobalsDriverConstants���|�P��@,��������P ,h��������_sk_RTAdjustfloat4%_umatrix_S1float3x3���\T,��������b x���������0x���������8����������<���������dx_ViewAdjustdx_ViewCoordsfloat2�pdx_ViewScaleclipControlOriginfloat����clipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGN\PPPTEXCOORD���OSGN������SV_PositionTEXCOORD���SHEXP�jYF� YF� _2_�_2g� e� e� e� e2 h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?6� 6� F6� F6� F62F6B@�? F� F" F� F>STAT���
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��samplers2D[0]textures2D[0]$GlobalsDriverConstants����$P��`���������$@��������d ��������{0@���������@��������_u_skRTFlipfloat2��_uinnerRect_S2_c0float4���6_uradiusPlusHalf_S2_c0_uinnerRect_S2_uradiusPlusHalf_S2���@���������0��������� ����������8���������,��������,@ $��������dx_ViewCoordsdx_FragCoordOffsetdx_DepthFrontfloat3���dx_ViewScaledx_Miscdword�samplerMetadataSamplerMetadatabaseLevelint��VwrapModespaddingint2��intBorderColorint4�L\�\�����<Microsoft (R) HLSL Shader Compiler 10.1ISGN������SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX�P�jYF� YF� Z`XpUUd 2b �b 2e� h	2FF� �A	�
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�A@�?J���CUBF�|`@33�8"*8
8� F>STAT�BPLG��n6911db897eaa2d9b7`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_S1uradiusPlusHalf_S2_c0uradiusPlusHalf_S2
u_skRTFlipuinnerRect_S2_c0
uinnerRect_S2uTextureSampler_0_S1
_usk_RTAdjust_uumatrix_S1_uuradiusPlusHalf_S2_c0_uuradiusPlusHalf_S2_uu_skRTFlip_uuinnerRect_S2_c0_uuinnerRect_S2_uuTextureSampler_0_S1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 )
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.gl_FragCoord = gl_Position;
    output.v0 = _vcolor_S0;
    output.v1 = _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);
}
�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 )
float4 vec4_ctor(float x0, float x1, float x2, float x3)
{
    return float4(x0, x1, x2, x3);
}
// Uniforms

uniform float2 _u_skRTFlip : register(c0);
uniform float4 _uinnerRect_S2_c0 : register(c1);
uniform float2 _uradiusPlusHalf_S2_c0 : register(c2);
uniform float4 _uinnerRect_S2 : register(c3);
uniform float2 _uradiusPlusHalf_S2 : register(c4);
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 _vTransformedCoords_2_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
@@ 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;
    _vTransformedCoords_2_S0 = input.v1.xy;

float4 _sk_FragCoord3012 = vec4_ctor(gl_FragCoord.x, (_u_skRTFlip.x + (_u_skRTFlip.y * gl_FragCoord.y)), gl_FragCoord.z, gl_FragCoord.w);
float4 _outputColor_S03013 = _vcolor_S0;
float4 _output_S13014 = gl_texture2D(_uTextureSampler_0_S1, _vTransformedCoords_2_S0, -0.474999994).xxxx;
float2 __4_dxy03015 = (_uinnerRect_S2.xy - _sk_FragCoord3012.xy);
float2 __5_dxy13016 = (_sk_FragCoord3012.xy - _uinnerRect_S2.zw);
float2 __6_dxy3017 = max(max(__4_dxy03015, __5_dxy13016), 0.0);
float __7_alpha3018 = clamp((_uradiusPlusHalf_S2.x - length(__6_dxy3017)), 0.0, 1.0);
float2 __8_dxy03019 = (_uinnerRect_S2_c0.xy - _sk_FragCoord3012.xy);
float2 __9_dxy13020 = (_sk_FragCoord3012.xy - _uinnerRect_S2_c0.zw);
float2 __10_dxy3021 = max(max(__8_dxy03019, __9_dxy13020), 0.0);
float __11_alpha3022 = clamp((_uradiusPlusHalf_S2_c0.x - length(__10_dxy3021)), 0.0, 1.0);
(__11_alpha3022 = (1.0 - __11_alpha3022));
float4 _output_S23023 = ((_output_S13014 * __11_alpha3022) * __7_alpha3018);
{
(out_sk_FragColor = (_outputColor_S03013 * _output_S23023));
}
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*����t~뻢H��~4d�h�RDEF(�<����RD11< ($|�$GlobalsDriverConstants���|�P��@,��������P ,h��������_sk_RTAdjustfloat4%_umatrix_S1float3x3���\T,��������b x���������0x���������8����������<���������dx_ViewAdjustdx_ViewCoordsfloat2�pdx_ViewScaleclipControlOriginfloat����clipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGN\PPPTEXCOORD���OSGN������SV_PositionTEXCOORD���SHEXP�jYF� YF� _2_�_2g� e� e� e� e2 h9@:� 7	B 
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��samplers2D[0]textures2D[0]$GlobalsDriverConstants����$P��`���������$@��������d ��������{0@���������@��������_u_skRTFlipfloat2��_uinnerRect_S2_c0float4���6_uradiusPlusHalf_S2_c0_uinnerRect_S2_uradiusPlusHalf_S2���@���������0��������� ����������8���������,��������,@ $��������dx_ViewCoordsdx_FragCoordOffsetdx_DepthFrontfloat3���dx_ViewScaledx_Miscdword�samplerMetadataSamplerMetadatabaseLevelint��VwrapModespaddingint2��intBorderColorint4�L\�\�����<Microsoft (R) HLSL Shader Compiler 10.1ISGN������SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX@P�jYF� YF� Z`XpUUd 2b �b 2e� h	2FF� �A2B� 
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