Mini Kabibi Habibi
BPLG �� �P 7b91a100de0b5ad2 n ` 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_c1_c0_c0 umatrix_S1_c1_c0 umatrix_S1_c0_c0 um_S1_c0_c1_c0 uv_S1_c0_c1_c0 um_S1_c0_c1 uv_S1_c0_c1 um_S1_c1 uv_S1_c1 ublend_S1 uTextureSampler_0_S1 uTextureSampler_1_S1 uTextureSampler_2_S1
_usk_RTAdjust _uumatrix_S1_c0_c1_c0_c0 _uumatrix_S1_c1_c0 _uumatrix_S1_c0_c0 _uum_S1_c0_c1_c0 _uuv_S1_c0_c1_c0
_uum_S1_c0_c1
_uuv_S1_c0_c1
_uum_S1_c1
_uuv_S1_c1 _uublend_S1 _uuTextureSampler_0_S1 _uuTextureSampler_1_S1 _uuTextureSampler_2_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_c1_c0_c0 : register(c2);
uniform float3x3 _umatrix_S1_c1_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_8_S0 = {0, 0};
static noperspective float2 _vTransformedCoords_11_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_8_S0;
output.v2 = _vTransformedCoords_11_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_c1_c0_c0)), vec3_ctor(_localCoord, 1.0)));
}
{
(_vTransformedCoords_11_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);
}
� 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 )
bool bool_ctor(float x0)
{
return bool(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, 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 float3x3 _umatrix_S1_c0_c0 : register(c0);
uniform float4x4 _um_S1_c0_c1_c0 : register(c3);
uniform float4 _uv_S1_c0_c1_c0 : register(c7);
uniform float4x4 _um_S1_c0_c1 : register(c8);
uniform float4 _uv_S1_c0_c1 : register(c12);
uniform float4x4 _um_S1_c1 : register(c13);
uniform float4 _uv_S1_c1 : register(c17);
uniform float2 _ublend_S1 : register(c18);
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_8_S0 = {0, 0};
static noperspective float2 _vTransformedCoords_11_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);
}
float f_i_Qhh3(in float3 _a);
;
float f_i_Qhh3(in float3 _a)
{
return (max(max(_a.x, _a.y), _a.z) - min(min(_a.x, _a.y), _a.z));
}
@@ PIXEL OUTPUT @@
PS_OUTPUT main(PS_INPUT input){
_vcolor_S0 = input.v0;
_vTransformedCoords_8_S0 = input.v1.xy;
_vTransformedCoords_11_S0 = input.v2.xy;
float4 _outputColor_S02580 = _vcolor_S0;
float4 __26_input2581 = _outputColor_S02580;
float4 __27_input2582 = __26_input2581;
(__27_input2582 = gl_texture2D(_uTextureSampler_1_S1, _vTransformedCoords_8_S0, -0.5));
{
(__27_input2582 = vec4_ctor((__27_input2582.xyz / max(__27_input2582.w, 9.9999997e-05)), __27_input2582.w));
}
(__27_input2582 = (mul(transpose(_um_S1_c0_c1_c0), __27_input2582) + _uv_S1_c0_c1_c0));
{
(__27_input2582 = clamp(__27_input2582, 0.0, 1.0));
}
{
(__27_input2582.xyz *= __27_input2582.w);
}
(__26_input2581 = __27_input2582);
{
(__26_input2581 = vec4_ctor((__26_input2581.xyz / max(__26_input2581.w, 9.9999997e-05)), __26_input2581.w));
}
(__26_input2581 = (mul(transpose(_um_S1_c0_c1), __26_input2581) + _uv_S1_c0_c1));
{
(__26_input2581 = clamp(__26_input2581, 0.0, 1.0));
}
{
(__26_input2581.xyz *= __26_input2581.w);
}
float4 __30_coord2583 = ((255.0 * vec4_ctor((__26_input2581.xyz / max(__26_input2581.w, 9.9999997e-05)), __26_input2581.w)) + 0.5);
float4 __31_color2584 = vec4_ctor(gl_texture2D(_uTextureSampler_0_S1, mul(transpose(mat3x2_ctor(_umatrix_S1_c0_c0)), vec3_ctor(vec2_ctor(__30_coord2583.x, 1.5), 1.0)), -0.5).x, gl_texture2D(_uTextureSampler_0_S1, mul(transpose(mat3x2_ctor(_umatrix_S1_c0_c0)), vec3_ctor(vec2_ctor(__30_coord2583.y, 2.5), 1.0)), -0.5).x, gl_texture2D(_uTextureSampler_0_S1, mul(transpose(mat3x2_ctor(_umatrix_S1_c0_c0)), vec3_ctor(vec2_ctor(__30_coord2583.z, 3.5), 1.0)), -0.5).x, 1.0);
float4 __32_input2585 = _outputColor_S02580;
(__32_input2585 = gl_texture2D(_uTextureSampler_2_S1, _vTransformedCoords_11_S0, -0.5));
{
(__32_input2585 = vec4_ctor((__32_input2585.xyz / max(__32_input2585.w, 9.9999997e-05)), __32_input2585.w));
}
(__32_input2585 = (mul(transpose(_um_S1_c1), __32_input2585) + _uv_S1_c1));
{
(__32_input2585 = clamp(__32_input2585, 0.0, 1.0));
}
{
(__32_input2585.xyz *= __32_input2585.w);
}
float4 __34_b2586 = (__31_color2584 * gl_texture2D(_uTextureSampler_0_S1, mul(transpose(mat3x2_ctor(_umatrix_S1_c0_c0)), vec3_ctor(vec2_ctor(__30_coord2583.w, 0.5), 1.0)), -0.5).x);
float __35_d2587 = (__32_input2585.w * __34_b2586.w);
float3 __36_e2588 = (__34_b2586.xyz * __32_input2585.w);
float3 __37_f2589 = (__32_input2585.xyz * __34_b2586.w);
float3 sa27 = {0, 0, 0};
if (bool_ctor(_ublend_S1.x))
{
(sa27 = __37_f2589);
}
else
{
(sa27 = __36_e2588);
}
float3 __38_g2590 = sa27;
float3 sa28 = {0, 0, 0};
if (bool_ctor(_ublend_S1.x))
{
(sa28 = __36_e2588);
}
else
{
(sa28 = __37_f2589);
}
float3 __39_h2591 = sa28;
if (bool_ctor(_ublend_S1.y))
{
float __40_c2592 = min(min(__38_g2590.x, __38_g2590.y), __38_g2590.z);
float __41_d2593 = max(max(__38_g2590.x, __38_g2590.y), __38_g2590.z);
float3 sa29 = {0, 0, 0};
if ((__41_d2593 > __40_c2592))
{
(sa29 = (((__38_g2590 - __40_c2592) * f_i_Qhh3(__39_h2591)) / (__41_d2593 - __40_c2592)));
}
else
{
(sa29 = float3(0.0, 0.0, 0.0));
}
(__38_g2590 = sa29);
(__39_h2591 = __37_f2589);
}
float __42_d2594 = dot(float3(0.30000001, 0.58999997, 0.11), __39_h2591);
float3 __43_e2595 = ((__42_d2594 - dot(float3(0.30000001, 0.58999997, 0.11), __38_g2590)) + __38_g2590);
float __44_f2596 = min(min(__43_e2595.x, __43_e2595.y), __43_e2595.z);
float __45_g2597 = max(max(__43_e2595.x, __43_e2595.y), __43_e2595.z);
if (((__44_f2596 < 0.0) && (__42_d2594 != __44_f2596)))
{
(__43_e2595 = (__42_d2594 + ((__43_e2595 - __42_d2594) * (__42_d2594 / (((__42_d2594 - __44_f2596) + 6.1035156e-05) + 9.9999999e-09)))));
}
if (((__45_g2597 > __35_d2587) && (__45_g2597 != __42_d2594)))
{
(__43_e2595 = (__42_d2594 + (((__43_e2595 - __42_d2594) * (__35_d2587 - __42_d2594)) / (((__45_g2597 - __42_d2594) + 6.1035156e-05) + 9.9999999e-09))));
}
float4 _output_S12598 = vec4_ctor(((((__43_e2595 + __32_input2585.xyz) - __37_f2589) + __34_b2586.xyz) - __36_e2588), ((__34_b2586.w + __32_input2585.w) - __35_d2587));
{
(out_sk_FragColor = _output_S12598);
}
return generateOutput();
}
R� out_sk_FragColor out_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�%%�@(����-I� � 4 � � � RDEFp � <