Mini Kabibi Habibi
BPLG �� �C 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� @ ^� ^� ^� � � ��� � ���������������������������������������������������� �������������������� �������������������� �������������������� ���������������� ���� ���������������� ���� ���������������� ���� ���������������� ���� ���������������� ���� ����������������
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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 )
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 float4 _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);
}
@@ 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_S02575 = _vcolor_S0;
float4 __16_input2576 = _outputColor_S02575;
float4 __17_input2577 = __16_input2576;
(__17_input2577 = gl_texture2D(_uTextureSampler_1_S1, _vTransformedCoords_8_S0, -0.5));
{
(__17_input2577 = vec4_ctor((__17_input2577.xyz / max(__17_input2577.w, 9.9999997e-05)), __17_input2577.w));
}
(__17_input2577 = (mul(transpose(_um_S1_c0_c1_c0), __17_input2577) + _uv_S1_c0_c1_c0));
{
(__17_input2577 = clamp(__17_input2577, 0.0, 1.0));
}
{
(__17_input2577.xyz *= __17_input2577.w);
}
(__16_input2576 = __17_input2577);
{
(__16_input2576 = vec4_ctor((__16_input2576.xyz / max(__16_input2576.w, 9.9999997e-05)), __16_input2576.w));
}
(__16_input2576 = (mul(transpose(_um_S1_c0_c1), __16_input2576) + _uv_S1_c0_c1));
{
(__16_input2576 = clamp(__16_input2576, 0.0, 1.0));
}
{
(__16_input2576.xyz *= __16_input2576.w);
}
float4 __20_coord2578 = ((255.0 * vec4_ctor((__16_input2576.xyz / max(__16_input2576.w, 9.9999997e-05)), __16_input2576.w)) + 0.5);
float4 __21_color2579 = vec4_ctor(gl_texture2D(_uTextureSampler_0_S1, mul(transpose(mat3x2_ctor(_umatrix_S1_c0_c0)), vec3_ctor(vec2_ctor(__20_coord2578.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(__20_coord2578.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(__20_coord2578.z, 3.5), 1.0)), -0.5).x, 1.0);
float4 __22_input2580 = _outputColor_S02575;
(__22_input2580 = gl_texture2D(_uTextureSampler_2_S1, _vTransformedCoords_11_S0, -0.5));
{
(__22_input2580 = vec4_ctor((__22_input2580.xyz / max(__22_input2580.w, 9.9999997e-05)), __22_input2580.w));
}
(__22_input2580 = (mul(transpose(_um_S1_c1), __22_input2580) + _uv_S1_c1));
{
(__22_input2580 = clamp(__22_input2580, 0.0, 1.0));
}
{
(__22_input2580.xyz *= __22_input2580.w);
}
float4 __24_b2581 = (__21_color2579 * gl_texture2D(_uTextureSampler_0_S1, mul(transpose(mat3x2_ctor(_umatrix_S1_c0_c0)), vec3_ctor(vec2_ctor(__20_coord2578.w, 0.5), 1.0)), -0.5).x);
float2 __25_d2582 = (_ublend_S1.xy + (_ublend_S1.zw * vec2_ctor(__22_input2580.w, __24_b2581.w)));
float4 _output_S12583 = ((__24_b2581 * __25_d2582.x) + (__22_input2580 * __25_d2582.y));
{
(out_sk_FragColor = _output_S12583);
}
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
}
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