Mini Kabibi Habibi
BPLG �� ba 7b91a100de0b5ad2 n ` ANGLE (NVIDIA, NVIDIA GeForce GT 730 (0x00001287) Direct3D11 vs_5_0 ps_5_0, D3D11-27.21.14.5671) �� � �� �
�� ���������������� , , radii_selector _uradii_selectorR� corner_and_radius_outsets _ucorner_and_radius_outsetsR� aa_bloat_and_coverage _uaa_bloat_and_coverageR� radii_x _uradii_xR� radii_y _uradii_yR� skew _uskewR� translate_and_localrotate _utranslate_and_localrotateR� localrect _ulocalrectR� color _ucolorR� ��� ������ ��� ������ ��� ������ ��� ������ ��� ������ ��� ������ ��� ������ ��� ������ ��� ������ ��� ������ * ���� ������ sk_RTAdjust umatrix_S1_c0_c0_c1
u_skRTFlip uscale_S1_c0_c0_c0[0] ubias_S1_c0_c0_c0[0] uthreshold_S1_c0_c0_c0 uleftBorderColor_S1_c0_c0 urightBorderColor_S1_c0_c0
umatrix_S1_c1 urange_S1 uTextureSampler_0_S1
_usk_RTAdjust _uumatrix_S1_c0_c0_c1 _uu_skRTFlip _uuscale_S1_c0_c0_c0[0] _uubias_S1_c0_c0_c0[0] _uuthreshold_S1_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 : TEXCOORD3;
float4 gl_FragCoord : TEXCOORD4;
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);
}
float2x2 mat2_ctor(float2 x0, float2 x1)
{
return float2x2(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(float2 x0, float x1, float x2)
{
return float4(x0, x1, x2);
}
float4x4 mat4_ctor_float4_float4_float4_float4(float4 x0, float4 x1, float4 x2, float4 x3)
{
return float4x4(x0, x1, x2, x3);
}
// 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 float4 _radii_selector = {0, 0, 0, 0};
static float4 _corner_and_radius_outsets = {0, 0, 0, 0};
static float4 _aa_bloat_and_coverage = {0, 0, 0, 0};
static float4 _radii_x = {0, 0, 0, 0};
static float4 _radii_y = {0, 0, 0, 0};
static float4 _skew = {0, 0, 0, 0};
static float4 _translate_and_localrotate = {0, 0, 0, 0};
static float4 _localrect = {0, 0, 0, 0};
static float4 _color = {0, 0, 0, 0};
static float4 gl_Position = float4(0, 0, 0, 0);
// Varyings
static noperspective float4 _vcolor_S0 = {0, 0, 0, 0};
static noperspective float2 _varccoord_S0 = {0, 0};
static noperspective float2 _vTransformedCoords_6_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 = _varccoord_S0;
output.v2 = _vTransformedCoords_6_S0;
return output;
}
VS_OUTPUT main(VS_INPUT input){
initAttributes(input);
(_vcolor_S0 = _color);
float _aa_bloat_multiplier2572 = {1.0};
float2 _corner2573 = _corner_and_radius_outsets.xy;
float2 _radius_outset2574 = _corner_and_radius_outsets.zw;
float2 _aa_bloat_direction2575 = _aa_bloat_and_coverage.xy;
float _is_linear_coverage2576 = _aa_bloat_and_coverage.w;
float2 _pixellength2577 = rsqrt(vec2_ctor(dot(_skew.xz, _skew.xz), dot(_skew.yw, _skew.yw)));
float4 _normalized_axis_dirs2578 = (_skew * _pixellength2577.xyxy);
float2 _axiswidths2579 = (abs(_normalized_axis_dirs2578.xy) + abs(_normalized_axis_dirs2578.zw));
float2 _aa_bloatradius2580 = ((_axiswidths2579 * _pixellength2577) * 0.5);
float4 _radii_and_neighbors2581 = mul(_radii_selector, transpose(mat4_ctor_float4_float4_float4_float4(_radii_x, _radii_y, _radii_x.yxwz, _radii_y.wzyx)));
float2 _radii2582 = _radii_and_neighbors2581.xy;
float2 _neighbor_radii2583 = _radii_and_neighbors2581.zw;
float _coverage_multiplier2584 = {1.0};
if (any((_aa_bloatradius2580 > float2(1.0, 1.0))))
{
(_corner2573 = (max(abs(_corner2573), _aa_bloatradius2580) * sign(_corner2573)));
(_coverage_multiplier2584 = (1.0 / (max(_aa_bloatradius2580.x, 1.0) * max(_aa_bloatradius2580.y, 1.0))));
(_radii2582 = float2(0.0, 0.0));
}
float _coverage2585 = _aa_bloat_and_coverage.z;
if (any((_radii2582 < (_aa_bloatradius2580 * 1.5))))
{
(_radii2582 = float2(0.0, 0.0));
(_aa_bloat_direction2575 = sign(_corner2573));
if ((_coverage2585 > 0.5))
{
(_aa_bloat_direction2575 = (-_aa_bloat_direction2575));
}
(_is_linear_coverage2576 = 1.0);
}
else
{
(_radii2582 = clamp(_radii2582, (_pixellength2577 * 1.5), (2.0 - (_pixellength2577 * 1.5))));
(_neighbor_radii2583 = clamp(_neighbor_radii2583, (_pixellength2577 * 1.5), (2.0 - (_pixellength2577 * 1.5))));
float2 _spacing2586 = ((2.0 - _radii2582) - _neighbor_radii2583);
float2 _extra_pad2587 = max(((_pixellength2577 * 0.0625) - _spacing2586), float2(0.0, 0.0));
(_radii2582 -= (_extra_pad2587 * 0.5));
}
float2 _aa_outset2588 = ((_aa_bloat_direction2575 * _aa_bloatradius2580) * _aa_bloat_multiplier2572);
float2 _vertexpos2589 = ((_corner2573 + (_radius_outset2574 * _radii2582)) + _aa_outset2588);
if ((_coverage2585 > 0.5))
{
if (((_aa_bloat_direction2575.x != 0.0) && ((_vertexpos2589.x * _corner2573.x) < 0.0)))
{
float _backset2590 = abs(_vertexpos2589.x);
(_vertexpos2589.x = 0.0);
(_vertexpos2589.y += (((_backset2590 * sign(_corner2573.y)) * _pixellength2577.y) / _pixellength2577.x));
(_coverage2585 = ((((_coverage2585 - 0.5) * abs(_corner2573.x)) / (abs(_corner2573.x) + _backset2590)) + 0.5));
}
if (((_aa_bloat_direction2575.y != 0.0) && ((_vertexpos2589.y * _corner2573.y) < 0.0)))
{
float _backset2591 = abs(_vertexpos2589.y);
(_vertexpos2589.y = 0.0);
(_vertexpos2589.x += (((_backset2591 * sign(_corner2573.x)) * _pixellength2577.x) / _pixellength2577.y));
(_coverage2585 = ((((_coverage2585 - 0.5) * abs(_corner2573.y)) / (abs(_corner2573.y) + _backset2591)) + 0.5));
}
}
float2x2 _skewmatrix2592 = mat2_ctor(_skew.xy, _skew.zw);
float2 _devcoord2593 = (mul(_vertexpos2589, transpose(_skewmatrix2592)) + _translate_and_localrotate.xy);
float2 _T2594 = ((_vertexpos2589 * 0.5) + 0.5);
float2 _localcoord2595 = (((_localrect.xy * (1.0 - _T2594)) + (_localrect.zw * _T2594)) + (_translate_and_localrotate.zw * _T2594.yx));
if ((0.0 != _is_linear_coverage2576))
{
(_varccoord_S0 = vec2_ctor(0.0, (_coverage2585 * _coverage_multiplier2584)));
}
else
{
float2 _arccoord2596 = ((1.0 - abs(_radius_outset2574)) + ((_aa_outset2588 / _radii2582) * _corner2573));
(_varccoord_S0 = vec2_ctor((_arccoord2596.x + 1.0), _arccoord2596.y));
}
(gl_Position = vec4_ctor(_devcoord2593, 0.0, 1.0));
{
(_vTransformedCoords_6_S0 = mul(transpose(mat3x2_ctor(_umatrix_S1_c0_c0_c1)), vec3_ctor(_localcoord2595, 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;
float4 gl_FragCoord : TEXCOORD4;
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)
{
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 _uscale_S1_c0_c0_c0[2] : register(c1);
uniform float4 _ubias_S1_c0_c0_c0[2] : register(c3);
uniform float _uthreshold_S1_c0_c0_c0 : register(c5);
uniform float4 _uleftBorderColor_S1_c0_c0 : register(c6);
uniform float4 _urightBorderColor_S1_c0_c0 : register(c7);
uniform float3x3 _umatrix_S1_c1 : register(c8);
uniform float _urange_S1 : register(c11);
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 _varccoord_S0 = {0, 0};
static noperspective float2 _vTransformedCoords_6_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;
_vcolor_S0 = input.v0;
_varccoord_S0 = input.v1.xy;
_vTransformedCoords_6_S0 = input.v2.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 = _vcolor_S0;
float _x_plus_12574 = _varccoord_S0.x;
float _y2575 = _varccoord_S0.y;
float _coverage2576 = {0};
if ((0.0 == _x_plus_12574))
{
(_coverage2576 = _y2575);
}
else
{
float _fn2577 = (_x_plus_12574 * (_x_plus_12574 - 2.0));
(_fn2577 = ((_y2575 * _y2575) + _fn2577));
float _fnwidth2578 = fwidth(_fn2577);
(_coverage2576 = (0.5 - (_fn2577 / _fnwidth2578)));
(_coverage2576 = clamp(_coverage2576, 0.0, 1.0));
}
float4 _outputCoverage_S02579 = vec4_ctor(_coverage2576);
float4 __31_tmp_6_inColor2580 = _outputColor_S02573;
float4 __32_input2581 = __31_tmp_6_inColor2580;
float2 __35_tmp_3_coords2582 = _vTransformedCoords_6_S0;
float4 __36_t2583 = vec4_ctor((__35_tmp_3_coords2582.x + 9.9999997e-06), 1.0, 0.0, 0.0);
float4 __37_outColor2584 = {0, 0, 0, 0};
if ((__36_t2583.x < 0.0))
{
(__37_outColor2584 = _uleftBorderColor_S1_c0_c0);
}
else
{
if ((__36_t2583.x > 1.0))
{
(__37_outColor2584 = _urightBorderColor_S1_c0_c0);
}
else
{
float2 __39_tmp_1_coords2585 = vec2_ctor(__36_t2583.x, 0.0);
float __40_t2586 = __39_tmp_1_coords2585.x;
float4 __41_s2587 = {0, 0, 0, 0};
float4 __42_b2588 = {0, 0, 0, 0};
if ((__40_t2586 < _uthreshold_S1_c0_c0_c0))
{
(__41_s2587 = _uscale_S1_c0_c0_c0[0]);
(__42_b2588 = _ubias_S1_c0_c0_c0[0]);
}
else
{
(__41_s2587 = _uscale_S1_c0_c0_c0[1]);
(__42_b2588 = _ubias_S1_c0_c0_c0[1]);
}
(__37_outColor2584 = ((__40_t2586 * __41_s2587) + __42_b2588));
}
}
(__32_input2581 = __37_outColor2584);
float4 __44_color2589 = __32_input2581;
float __45_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((__44_color2589.xyz + (__45_value2590 * _urange_S1)), 0.0, __44_color2589.w), __44_color2589.w);
{
(out_sk_FragColor = (_output_S12591 * _outputCoverage_S02579));
}
return generateOutput();
}
R� out_sk_FragColor out_sk_FragColor o struct GS_INPUT
{
float4 dx_Position : SV_Position;
float4 gl_Position : TEXCOORD3;
float4 gl_FragCoord : TEXCOORD4;
noperspective float4 v0 : TEXCOORD0;
noperspective float2 v1 : TEXCOORD1;
noperspective float2 v2 : TEXCOORD2;
};
struct GS_OUTPUT
{
float4 dx_Position : SV_Position;
float4 gl_Position : TEXCOORD3;
float4 gl_FragCoord : TEXCOORD4;
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;
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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