Mini Kabibi Habibi

Current Path : C:/Users/ITO/AppData/Local/Microsoft/Edge/User Data/GrShaderCache/
Upload File :
Current File : C:/Users/ITO/AppData/Local/Microsoft/Edge/User Data/GrShaderCache/f_000450

BPLG��M911db897eaa2d9b7`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_c0_c0_c0uend_S1_c0_c0_c0_c0_c0uleftBorderColor_S1_c0_c0urightBorderColor_S1_c0_c0
u_skRTFlipuDstTF_S1_c0_c0_c0[0]
umatrix_S1_c1uTextureSampler_0_S1
_usk_RTAdjust_uumatrix_S1_c0_c0_c1_uurange_S1_uustart_S1_c0_c0_c0_c0_c0_uuend_S1_c0_c0_c0_c0_c0_uuleftBorderColor_S1_c0_c0_uurightBorderColor_S1_c0_c0_uu_skRTFlip_uuDstTF_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_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.gl_FragCoord = gl_Position;
    output.v0 = _vcolor_S0;
    output.v1 = _vTransformedCoords_8_S0;

    return output;
}

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

(_vcolor_S0 = _color);
(gl_Position = vec4_ctor(_position, 0.0, 1.0));
{
(_vTransformedCoords_8_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(float x0, float x1, float x2)
{
    return float3(x0, x1, x2);
}
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(float x0, float2 x1, float x2)
{
    return float4(x0, x1, x2);
}
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_c0_c0 : register(c1);
uniform float4 _uend_S1_c0_c0_c0_c0_c0 : register(c2);
uniform float _uDstTF_S1_c0_c0_c0[7] : register(c3);
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_8_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
float3 f_a_Qh3h3(in float3 _a);
;
float3 f_css_oklab_to_linear_srgb_Qh3h3(in float3 _a);
;
float3 f_a_Qh3h3(in float3 _a)
{
return vec3_ctor(_a.z, (_a.y * cos(radians(_a.x))), (_a.y * sin(radians(_a.x))));
}
float3 f_css_oklab_to_linear_srgb_Qh3h3(in float3 _a)
{
float _b3022 = ((_a.x + (0.396337777 * _a.y)) + (0.215803757 * _a.z));
float _c3023 = ((_a.x - (0.105561346 * _a.y)) - (0.0638541728 * _a.z));
float _d3024 = ((_a.x - (0.0894841775 * _a.y)) - (1.29148555 * _a.z));
float _e3025 = ((_b3022 * _b3022) * _b3022);
float _f3026 = ((_c3023 * _c3023) * _c3023);
float _g3027 = ((_d3024 * _d3024) * _d3024);
return vec3_ctor((((4.0767417 * _e3025) - (3.3077116 * _f3026)) + (0.230969936 * _g3027)), (((-1.26843798 * _e3025) + (2.60975742 * _f3026)) - (0.341319382 * _g3027)), (((-0.00419608643 * _e3025) - (0.703418612 * _f3026)) + (1.70761466 * _g3027)));
}
float f_dst_tf_S1_c0_c0_c0_ff(in float _x)
{
float _G3030 = _uDstTF_S1_c0_c0_c0[0];
float _A3031 = _uDstTF_S1_c0_c0_c0[1];
float _B3032 = _uDstTF_S1_c0_c0_c0[2];
float _C3033 = _uDstTF_S1_c0_c0_c0[3];
float _D3034 = _uDstTF_S1_c0_c0_c0[4];
float _E3035 = _uDstTF_S1_c0_c0_c0[5];
float _F3036 = _uDstTF_S1_c0_c0_c0[6];
float _s3037 = sign(_x);
(_x = abs(_x));
float sbee = {0};
if ((_x < _D3034))
{
(sbee = ((_C3033 * _x) + _F3036));
}
else
{
(sbee = (pow(((_A3031 * _x) + _B3032), _G3030) + _E3035));
}
(_x = sbee);
return (_s3037 * _x);
}
@@ 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_8_S0 = input.v1.xy;

float4 _sk_FragCoord3039 = vec4_ctor(gl_FragCoord.x, (_u_skRTFlip.x + (_u_skRTFlip.y * gl_FragCoord.y)), gl_FragCoord.z, gl_FragCoord.w);
float4 _outputColor_S03040 = _vcolor_S0;
float4 __45_tmp_7_inColor3041 = _outputColor_S03040;
float4 __46_input3042 = __45_tmp_7_inColor3041;
float4 __47_tmp_5_inColor3043 = __46_input3042;
float2 __49_tmp_4_coords3044 = _vTransformedCoords_8_S0;
float4 __50_t3045 = vec4_ctor((__49_tmp_4_coords3044.x + 9.99999975e-06), 1.0, 0.0, 0.0);
float4 __51_outColor3046 = {0, 0, 0, 0};
if ((__50_t3045.x < 0.0))
{
(__51_outColor3046 = _uleftBorderColor_S1_c0_c0);
}
else
{
if ((__50_t3045.x > 1.0))
{
(__51_outColor3046 = _urightBorderColor_S1_c0_c0);
}
else
{
float4 __52_input3047 = __47_tmp_5_inColor3043;
float2 __54_tmp_1_coords3048 = vec2_ctor(__50_t3045.x, 0.0);
(__52_input3047 = lerp(_ustart_S1_c0_c0_c0_c0_c0, _uend_S1_c0_c0_c0_c0_c0, __54_tmp_1_coords3048.x));
float4 __56_a3049 = __52_input3047;
{
(__56_a3049 = vec4_ctor(__56_a3049.x, (__56_a3049.yz / max(__56_a3049.w, 9.99999975e-05)), __56_a3049.w));
}
{
(__56_a3049.xyz = f_css_oklab_to_linear_srgb_Qh3h3(f_a_Qh3h3(__56_a3049.xyz)));
}
float4 __57_color3050 = __56_a3049;
(__57_color3050.x = f_dst_tf_S1_c0_c0_c0_ff(__57_color3050.x));
(__57_color3050.y = f_dst_tf_S1_c0_c0_c0_ff(__57_color3050.y));
(__57_color3050.z = f_dst_tf_S1_c0_c0_c0_ff(__57_color3050.z));
(__57_color3050.xyz *= __57_color3050.w);
(__51_outColor3046 = __57_color3050);
}
}
(__46_input3042 = __51_outColor3046);
float4 __59_color3051 = __46_input3042;
float __60_value3052 = (gl_texture2D(_uTextureSampler_0_S1, mul(transpose(mat3x2_ctor(_umatrix_S1_c1)), vec3_ctor(_sk_FragCoord3039.xy, 1.0)), -0.474999994).x - 0.5);
float4 _output_S13053 = vec4_ctor(clamp((__59_color3051.xyz + (__60_value3052 * _urange_S1)), 0.0, __59_color3051.w), __59_color3051.w);
{
(out_sk_FragColor = _output_S13053);
}
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�>$4l�p�RDEF0�<���RD11< ($|�$GlobalsDriverConstants���|�P��@,��������P ,p��������_sk_RTAdjustfloat4%_umatrix_S1_c0_c0_c1float3x3��e\,��������j ����������0����������8����������<���������dx_ViewAdjustdx_ViewCoordsfloat2�xdx_ViewScaleclipControlOriginfloat����clipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGN\PPPTEXCOORD���OSGN������SV_PositionTEXCOORD���SHEXP�jYF� YF� _2_�_2g� e� e� e� e2 h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?6� 6� F6� F6� F62F6B@�? F� F" F� F>STAT��TDXBCd���
nm�8^ol�8M.T4����RDEF��<����RD11< ($������
��samplers2D[0]textures2D[0]$GlobalsDriverConstants����$��`dx������������������� ����������0d��������<����������W����������s�,��������������������_u_skRTFlipfloat2�p_ustart_S1_c0_c0_c0_c0_c0float4����_uend_S1_c0_c0_c0_c0_c0_uDstTF_S1_c0_c0_c0float��_uleftBorderColor_S1_c0_c0_urightBorderColor_S1_c0_c0_umatrix_S1_c1float3x3��_urange_S1������������0x��������� ��������,8x��������9,H��������l@ d��������dx_ViewCoordsdx_FragCoordOffsetdx_DepthFrontfloat3���dx_ViewScaledx_Miscdword�AsamplerMetadataSamplerMetadatabaseLevelint���wrapModespaddingint2��intBorderColorint4�������4|Microsoft (R) HLSL Shader Compiler 10.1ISGN������SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX�
P�jYF� YF� Z`XpUUd 2b e� h	2FF� �A2B� 
� "
@��'71@
6rF� 
6�:� 
1�@�?:6rF� 6�:� 
�F� �AF� 2
�VFF� 4":@��82�V8"
@5��<M8"

8�

2	@���>2	:@��\>
2
bV�A@�0�={C�=V2
b��A@�ł=fO�?V8"

8"
8�V	V	82��8
�@��S@D'@2
�@�t�@*�A2	�@b�l>:2	B@-\��:2
B�A@j��>*8
@>4?2
"@S��
�A2	"@��?1@:1":@
�A+
1	":��
� 2�
� :��
� 	2�
� :��
� /�:8�:
� �:�:
� 7	�::8:
1�@*1*@�:�A
+�:1	*��
� 2"
� *��
� 	2B
� *��
� /B*8B*
� B*B*
� 7	
*8":
1�@1@�:�A
+�:1	��
� 2"
� ��
� 	2"
� ��
� /"8"
� ""
� 7	"
8B:8r�F6�@�?F� �"F� 
�J���CUFF~`@33�
@�2
r� F4
rF@3r�F6� F>STAT�YA