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BPLG��^O7b91a100de0b5ad2n`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
u_skRTFlipustart_S1_c0_c0_c0_c0_c0uend_S1_c0_c0_c0_c0_c0uDstTF_S1_c0_c0_c0[0]uleftBorderColor_S1_c0_c0urightBorderColor_S1_c0_c0
umatrix_S1_c1	urange_S1
umatrix_S2_c0ucoverageInvert_S2uTextureSampler_0_S1uTextureSampler_0_S2
_usk_RTAdjust_uumatrix_S1_c0_c0_c1_uu_skRTFlip_uustart_S1_c0_c0_c0_c0_c0_uuend_S1_c0_c0_c0_c0_c0_uuDstTF_S1_c0_c0_c0[0]_uuleftBorderColor_S1_c0_c0_uurightBorderColor_S1_c0_c0_uumatrix_S1_c1_uurange_S1_uumatrix_S2_c0_uucoverageInvert_S2_uuTextureSampler_0_S1_uuTextureSampler_0_S2	

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)
{
    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_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);
uniform float3x3 _umatrix_S2_c0 : register(c16);
uniform float2 _ucoverageInvert_S2 : register(c19);
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_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[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
float3 f_css_oklab_to_linear_srgb_Qh3h3(in float3 _a);
;
float3 f_css_oklab_to_linear_srgb_Qh3h3(in float3 _a)
{
float _b2577 = ((_a.x + (0.39633778 * _a.y)) + (0.21580376 * _a.z));
float _c2578 = ((_a.x - (0.10556135 * _a.y)) - (0.063854173 * _a.z));
float _d2579 = ((_a.x - (0.089484178 * _a.y)) - (1.2914855 * _a.z));
float _e2580 = ((_b2577 * _b2577) * _b2577);
float _f2581 = ((_c2578 * _c2578) * _c2578);
float _g2582 = ((_d2579 * _d2579) * _d2579);
return vec3_ctor((((4.0767417 * _e2580) - (3.3077116 * _f2581)) + (0.23096994 * _g2582)), (((-1.268438 * _e2580) + (2.6097574 * _f2581)) - (0.34131938 * _g2582)), (((-0.0041960864 * _e2580) - (0.70341861 * _f2581)) + (1.7076147 * _g2582)));
}
float f_dst_tf_S1_c0_c0_c0_ff(in float _x)
{
float _G2585 = _uDstTF_S1_c0_c0_c0[0];
float _A2586 = _uDstTF_S1_c0_c0_c0[1];
float _B2587 = _uDstTF_S1_c0_c0_c0[2];
float _C2588 = _uDstTF_S1_c0_c0_c0[3];
float _D2589 = _uDstTF_S1_c0_c0_c0[4];
float _E2590 = _uDstTF_S1_c0_c0_c0[5];
float _F2591 = _uDstTF_S1_c0_c0_c0[6];
float _s2592 = sign(_x);
(_x = abs(_x));
float sa33 = {0};
if ((_x < _D2589))
{
(sa33 = ((_C2588 * _x) + _F2591));
}
else
{
(sa33 = (pow(((_A2586 * _x) + _B2587), _G2585) + _E2590));
}
(_x = sa33);
return (_s2592 * _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_FragCoord2594 = vec4_ctor(gl_FragCoord.x, (_u_skRTFlip.x + (_u_skRTFlip.y * gl_FragCoord.y)), gl_FragCoord.z, gl_FragCoord.w);
float4 _outputColor_S02595 = _vcolor_S0;
float4 __45_tmp_7_inColor2596 = _outputColor_S02595;
float4 __46_input2597 = __45_tmp_7_inColor2596;
float4 __47_tmp_5_inColor2598 = __46_input2597;
float2 __49_tmp_4_coords2599 = _vTransformedCoords_8_S0;
float4 __50_t2600 = vec4_ctor(length(__49_tmp_4_coords2599), 1.0, 0.0, 0.0);
float4 __51_outColor2601 = {0, 0, 0, 0};
if ((__50_t2600.x < 0.0))
{
(__51_outColor2601 = _uleftBorderColor_S1_c0_c0);
}
else
{
if ((__50_t2600.x > 1.0))
{
(__51_outColor2601 = _urightBorderColor_S1_c0_c0);
}
else
{
float4 __52_input2602 = __47_tmp_5_inColor2598;
float2 __54_tmp_1_coords2603 = vec2_ctor(__50_t2600.x, 0.0);
(__52_input2602 = lerp(_ustart_S1_c0_c0_c0_c0_c0, _uend_S1_c0_c0_c0_c0_c0, __54_tmp_1_coords2603.x));
float4 __56_a2604 = __52_input2602;
{
(__56_a2604 = vec4_ctor((__56_a2604.xyz / max(__56_a2604.w, 9.9999997e-05)), __56_a2604.w));
}
{
(__56_a2604.xyz = f_css_oklab_to_linear_srgb_Qh3h3(__56_a2604.xyz));
}
float4 __57_color2605 = __56_a2604;
(__57_color2605.x = f_dst_tf_S1_c0_c0_c0_ff(__57_color2605.x));
(__57_color2605.y = f_dst_tf_S1_c0_c0_c0_ff(__57_color2605.y));
(__57_color2605.z = f_dst_tf_S1_c0_c0_c0_ff(__57_color2605.z));
(__57_color2605.xyz *= __57_color2605.w);
(__51_outColor2601 = __57_color2605);
}
}
(__46_input2597 = __51_outColor2601);
float4 __59_color2606 = __46_input2597;
float __60_value2607 = (gl_texture2D(_uTextureSampler_0_S1, mul(transpose(mat3x2_ctor(_umatrix_S1_c1)), vec3_ctor(_sk_FragCoord2594.xy, 1.0)), -0.5).x - 0.5);
float4 _output_S12608 = vec4_ctor(clamp((__59_color2606.xyz + (__60_value2607 * _urange_S1)), 0.0, __59_color2606.w), __59_color2606.w);
float __61_coverage2609 = {0.0};
{
(__61_coverage2609 = gl_texture2D(_uTextureSampler_0_S2, mul(transpose(mat3x2_ctor(_umatrix_S2_c0)), vec3_ctor(_sk_FragCoord2594.xy, 1.0)), -0.5).x);
}
(__61_coverage2609 = ((__61_coverage2609 * _ucoverageInvert_S2.x) + _ucoverageInvert_S2.y));
float4 _output_S22610 = vec4_ctor(__61_coverage2609);
{
(out_sk_FragColor = (_output_S12608 * _output_S22610));
}
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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