Mini Kabibi Habibi

Current Path : C:/Users/ITO/AppData/Roaming/Opera Software/Opera GX Stable/GrShaderCache/
Upload File :
Current File : C:/Users/ITO/AppData/Roaming/Opera Software/Opera GX Stable/GrShaderCache/f_000007

BPLG���D7b91a100de0b5ad2n`ANGLE (NVIDIA, NVIDIA GeForce GT 730 (0x00001287) Direct3D11 vs_5_0 ps_5_0, D3D11-27.21.14.5671)��




������������������,,
inPosition_uinPositionP�inHairQuadEdge_uinHairQuadEdgeR�
������������������	������������������������������������������������������������������������	������������������*����������sk_RTAdjustulocalMatrix_S0umatrix_S1_c0_c0_c1
u_skRTFlip	uColor_S0uscale_S1_c0_c0_c0_c0[0]ubias_S1_c0_c0_c0_c0[0]uthreshold_S1_c0_c0_c0_c0uleftBorderColor_S1_c0_c0urightBorderColor_S1_c0_c0
umatrix_S1_c1	urange_S1uTextureSampler_0_S1
_usk_RTAdjust_uulocalMatrix_S0_uumatrix_S1_c0_c0_c1_uu_skRTFlip_uuColor_S0_uuscale_S1_c0_c0_c0_c0[0]_uubias_S1_c0_c0_c0_c0[0]_uuthreshold_S1_c0_c0_c0_c0_uuleftBorderColor_S1_c0_c0_uurightBorderColor_S1_c0_c0_uumatrix_S1_c1_uurange_S1_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 float4 _ulocalMatrix_S0 : register(c2);
uniform float3x3 _umatrix_S1_c0_c0_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

// 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};
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.gl_FragCoord = gl_Position;
    output.v0 = _vHairQuadEdge_S0;
    output.v1 = _vTransformedCoords_7_S0;

    return output;
}

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

(_vHairQuadEdge_S0 = _inHairQuadEdge);
float2 __tmp_1_inPosition2565 = _inPosition;
float2 __tmp_2_inPosition2566 = ((_ulocalMatrix_S0.xz * _inPosition) + _ulocalMatrix_S0.yw);
(gl_Position = vec4_ctor(__tmp_1_inPosition2565, 0.0, 1.0));
{
(_vTransformedCoords_7_S0 = mul(transpose(mat3x2_ctor(_umatrix_S1_c0_c0_c1)), vec3_ctor(__tmp_2_inPosition2566, 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 _uColor_S0 : register(c1);
uniform float4 _uscale_S1_c0_c0_c0_c0[2] : register(c2);
uniform float4 _ubias_S1_c0_c0_c0_c0[2] : register(c4);
uniform float _uthreshold_S1_c0_c0_c0_c0 : register(c6);
uniform float4 _uleftBorderColor_S1_c0_c0 : register(c7);
uniform float4 _urightBorderColor_S1_c0_c0 : register(c8);
uniform float3x3 _umatrix_S1_c1 : register(c9);
uniform float _urange_S1 : register(c12);
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 _vHairQuadEdge_S0 = {0, 0, 0, 0};
static noperspective float2 _vTransformedCoords_7_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;
    _vHairQuadEdge_S0 = input.v0;
    _vTransformedCoords_7_S0 = input.v1.xy;

float4 _sk_FragCoord2572 = vec4_ctor(gl_FragCoord.x, (_u_skRTFlip.x + (_u_skRTFlip.y * gl_FragCoord.y)), gl_FragCoord.z, gl_FragCoord.w);
float4 _outputColor_S02573 = _uColor_S0;
float _edgeAlpha2574 = {0};
float2 _duvdx2575 = ddx(_vHairQuadEdge_S0.xy);
float2 _duvdy2576 = (_u_skRTFlip.y * ddy(_vHairQuadEdge_S0.xy));
float2 _gF2577 = vec2_ctor((((2.0 * _vHairQuadEdge_S0.x) * _duvdx2575.x) - _duvdx2575.y), (((2.0 * _vHairQuadEdge_S0.x) * _duvdy2576.x) - _duvdy2576.y));
(_edgeAlpha2574 = ((_vHairQuadEdge_S0.x * _vHairQuadEdge_S0.x) - _vHairQuadEdge_S0.y));
(_edgeAlpha2574 = sqrt(((_edgeAlpha2574 * _edgeAlpha2574) / dot(_gF2577, _gF2577))));
(_edgeAlpha2574 = max((1.0 - _edgeAlpha2574), 0.0));
float4 _outputCoverage_S02578 = vec4_ctor(_edgeAlpha2574);
float4 __40_tmp_6_inColor2579 = _outputColor_S02573;
float4 __41_input2580 = __40_tmp_6_inColor2579;
float2 __44_tmp_3_coords2581 = _vTransformedCoords_7_S0;
float4 __45_t2582 = vec4_ctor(length(__44_tmp_3_coords2581), 1.0, 0.0, 0.0);
float4 __46_outColor2583 = {0, 0, 0, 0};
if ((__45_t2582.x < 0.0))
{
(__46_outColor2583 = _uleftBorderColor_S1_c0_c0);
}
else
{
if ((__45_t2582.x > 1.0))
{
(__46_outColor2583 = _urightBorderColor_S1_c0_c0);
}
else
{
float2 __48_tmp_1_coords2584 = vec2_ctor(__45_t2582.x, 0.0);
float __49_t2585 = __48_tmp_1_coords2584.x;
float4 __50_s2586 = {0, 0, 0, 0};
float4 __51_b2587 = {0, 0, 0, 0};
if ((__49_t2585 < _uthreshold_S1_c0_c0_c0_c0))
{
(__50_s2586 = _uscale_S1_c0_c0_c0_c0[0]);
(__51_b2587 = _ubias_S1_c0_c0_c0_c0[0]);
}
else
{
(__50_s2586 = _uscale_S1_c0_c0_c0_c0[1]);
(__51_b2587 = _ubias_S1_c0_c0_c0_c0[1]);
}
float4 __52_color2588 = ((__49_t2585 * __50_s2586) + __51_b2587);
(__52_color2588.xyz *= __52_color2588.w);
(__46_outColor2583 = __52_color2588);
}
}
(__41_input2580 = __46_outColor2583);
float4 __54_color2589 = __41_input2580;
float __55_value2590 = (gl_texture2D(_uTextureSampler_0_S1, mul(transpose(mat3x2_ctor(_umatrix_S1_c1)), vec3_ctor(_sk_FragCoord2572.xy, 1.0)), -0.5).x - 0.5);
float4 _output_S12591 = vec4_ctor(clamp((__54_color2589.xyz + (__55_value2590 * _urange_S1)), 0.0, __54_color2589.w), __54_color2589.w);
{
(out_sk_FragColor = (_output_S12591 * _outputCoverage_S02578));
}
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
}
��PDXBCz�� �g�Y��^0P4����RDEFh�<���=RD11< ($|�$GlobalsDriverConstants���|�`��@@T��������x T���������0,���������_sk_RTAdjustfloat4M_ulocalMatrix_S0_umatrix_S1_c0_c0_c1float3x3���T��������� ����������0����������8��������(<��������dx_ViewAdjustdx_ViewCoordsfloat2��dx_ViewScaleclipControlOriginfloat����clipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGND88TEXCOORD���OSGN������SV_PositionTEXCOORD���SHEXP�jYF� YF� _2_�g� e� e� e� e2 h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?6� 6� F6� F6� F22�� Fօ 6B@�? F� F" F� F>STAT��p
DXBCB�ի�������L.�Qp
4H��RDEF�<����RD11< ($������
��samplers2D[0]textures2D[0]$GlobalsDriverConstants����	$��<`���������������������  ��������8@ P��������t`����������p����������������������,��������0����������_u_skRTFlipfloat2��_uColor_S0float4���_uscale_S1_c0_c0_c0_c0��_ubias_S1_c0_c0_c0_c0���_uthreshold_S1_c0_c0_c0_c0float����_uleftBorderColor_S1_c0_c0_urightBorderColor_S1_c0_c0_umatrix_S1_c1float3x3�_urange_S1�,���������:0���������M d���������8����������,����������@ ���������dx_ViewCoordsdx_FragCoordOffsetdx_DepthFrontfloat3��[dx_ViewScaledx_Miscdword��samplerMetadataSamplerMetadatabaseLevelint���wrapModespaddingint2�.intBorderColorint4g���&4Xl��Microsoft (R) HLSL Shader Compiler 10.1ISGN������SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX�P,jYF� 
YF� Z`XpUUd 2b 2b 2e� h|2F82FV� B

2
"*
�Az2F2
*
�AFF2
"

�A8"
K

�A@�?4
@6�@�?	2FF� �A2B� 
� F� 	�"F� 
�J���CU"F~`@�"@�BFFKB*1�*
� 7��F� F� 7��F� F� 2	��
FF1B@�?*8r�F7
��
F� F2
�V� 	4
�V@3r��8� F>STAT�"