Mini Kabibi Habibi
BPLG �� �K 7b91a100de0b5ad2 n ` ANGLE (NVIDIA, NVIDIA GeForce GT 730 (0x00001287) Direct3D11 vs_5_0 ps_5_0, D3D11-27.21.14.5671) ��
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fillBounds _ufillBoundsR� affineMatrix _uaffineMatrixR� translate _utranslateP� color _ucolorR� locations _ulocationsR� gl_VertexID gl_VertexID
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u_skRTFlip uscale_S1_c0_c0_c0_c0[0] ubias_S1_c0_c0_c0_c0[0] uthreshold_S1_c0_c0_c0_c0 uleftBorderColor_S1_c0_c0 urightBorderColor_S1_c0_c0
umatrix_S1_c1 urange_S1 uTextureSampler_0_S0 uTextureSampler_0_S1
_usk_RTAdjust _uuatlas_adjust_S0 _uumatrix_S1_c0_c0_c1 _uu_skRTFlip _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_S0 _uuTextureSampler_0_S1
sk_FragColor _usk_FragColorR� @ ^� ^� � � ��� � ����������������������������������������
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{
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 )
float float_ctor_int(int x0)
{
return float(x0);
}
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);
}
// Uniforms
uniform float4 _sk_RTAdjust : register(c1);
uniform float2 _uatlas_adjust_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 float4 _fillBounds = {0, 0, 0, 0};
static float4 _affineMatrix = {0, 0, 0, 0};
static float2 _translate = {0, 0};
static float4 _color = {0, 0, 0, 0};
static float4 _locations = {0, 0, 0, 0};
static float4 gl_Position = float4(0, 0, 0, 0);
static int gl_VertexID;
// Varyings
static noperspective float2 _vatlasCoord_S0 = {0, 0};
static noperspective float4 _vcolor_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);
uint dx_VertexID : packoffset(c4.x);
};
#define GL_USES_VERTEX_ID
float2x2 inverse_emu(in float2x2 m)
{
float2x2 cof = { m[1][1], -m[0][1], -m[1][0], m[0][0] };
return cof / determinant(transpose(m));
}
@@ 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 = _vatlasCoord_S0;
output.v2 = _vTransformedCoords_7_S0;
return output;
}
VS_OUTPUT main(VS_INPUT input){
initAttributes(input);
float2 _unitCoord2569 = vec2_ctor(float_ctor_int((gl_VertexID & 1)), float_ctor_int((gl_VertexID >> 1)));
float2 _devCoord2570 = lerp(_fillBounds.xy, _fillBounds.zw, _unitCoord2569);
float2x2 _M2571 = mat2_ctor(_affineMatrix.xy, _affineMatrix.zw);
float2 _localCoord2572 = mul(transpose(inverse_emu(_M2571)), (_devCoord2570 - _translate));
float2 _atlasTopLeft2573 = vec2_ctor((abs(_locations.x) - 1.0), _locations.y);
float2 _devTopLeft2574 = _locations.zw;
bool _transposed2575 = (_locations.x < 0.0);
float2 _atlasCoord2576 = (_devCoord2570 - _devTopLeft2574);
if (_transposed2575)
{
(_atlasCoord2576 = _atlasCoord2576.yx);
}
(_atlasCoord2576 += _atlasTopLeft2573);
(_vatlasCoord_S0 = (_atlasCoord2576 * _uatlas_adjust_S0));
(_vcolor_S0 = _color);
(gl_Position = vec4_ctor(_devCoord2570, 0.0, 1.0));
{
(_vTransformedCoords_7_S0 = mul(transpose(mat3x2_ctor(_umatrix_S1_c0_c0_c1)), vec3_ctor(_localCoord2572, 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);
}
A 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, 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_c0[2] : register(c1);
uniform float4 _ubias_S1_c0_c0_c0_c0[2] : register(c3);
uniform float _uthreshold_S1_c0_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_S0 = 0;
static const uint _uTextureSampler_0_S1 = 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 float2 _vatlasCoord_S0 = {0, 0};
static noperspective float4 _vcolor_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[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
@@ 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;
_vatlasCoord_S0 = input.v1.xy;
_vTransformedCoords_7_S0 = input.v2.xy;
float4 _sk_FragCoord2573 = vec4_ctor(gl_FragCoord.x, (_u_skRTFlip.x + (_u_skRTFlip.y * gl_FragCoord.y)), gl_FragCoord.z, gl_FragCoord.w);
float4 _outputCoverage_S02574 = {1.0, 1.0, 1.0, 1.0};
float _atlasCoverage2575 = gl_texture2D(_uTextureSampler_0_S0, _vatlasCoord_S0, -0.5).x;
(_outputCoverage_S02574 *= _atlasCoverage2575);
float4 _outputColor_S02576 = _vcolor_S0;
float4 __40_tmp_6_inColor2577 = _outputColor_S02576;
float4 __41_input2578 = __40_tmp_6_inColor2577;
float2 __44_tmp_3_coords2579 = _vTransformedCoords_7_S0;
float4 __45_t2580 = vec4_ctor(length(__44_tmp_3_coords2579), 1.0, 0.0, 0.0);
float4 __46_outColor2581 = {0, 0, 0, 0};
if ((__45_t2580.x < 0.0))
{
(__46_outColor2581 = _uleftBorderColor_S1_c0_c0);
}
else
{
if ((__45_t2580.x > 1.0))
{
(__46_outColor2581 = _urightBorderColor_S1_c0_c0);
}
else
{
float2 __48_tmp_1_coords2582 = vec2_ctor(__45_t2580.x, 0.0);
float __49_t2583 = __48_tmp_1_coords2582.x;
float4 __50_s2584 = {0, 0, 0, 0};
float4 __51_b2585 = {0, 0, 0, 0};
if ((__49_t2583 < _uthreshold_S1_c0_c0_c0_c0))
{
(__50_s2584 = _uscale_S1_c0_c0_c0_c0[0]);
(__51_b2585 = _ubias_S1_c0_c0_c0_c0[0]);
}
else
{
(__50_s2584 = _uscale_S1_c0_c0_c0_c0[1]);
(__51_b2585 = _ubias_S1_c0_c0_c0_c0[1]);
}
float4 __52_color2586 = ((__49_t2583 * __50_s2584) + __51_b2585);
(__52_color2586.xyz *= __52_color2586.w);
(__46_outColor2581 = __52_color2586);
}
}
(__41_input2578 = __46_outColor2581);
float4 __54_color2587 = __41_input2578;
float __55_value2588 = (gl_texture2D(_uTextureSampler_0_S1, mul(transpose(mat3x2_ctor(_umatrix_S1_c1)), vec3_ctor(_sk_FragCoord2573.xy, 1.0)), -0.5).x - 0.5);
float4 _output_S12589 = vec4_ctor(clamp((__54_color2587.xyz + (__55_value2588 * _urange_S1)), 0.0, __54_color2587.w), __54_color2587.w);
{
(out_sk_FragColor = (_output_S12589 * _outputCoverage_S02574));
}
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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