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_00001c

BPLG��U7b91a100de0b5ad2n`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_skRTFlip uthresholds_S1_c0_c0_c0_c0_c0[0]uscale_S1_c0_c0_c0_c0_c0[0]ubias_S1_c0_c0_c0_c0_c0[0]uDstTF_S1_c0_c0_c0[0]uleftBorderColor_S1_c0_c0urightBorderColor_S1_c0_c0
umatrix_S1_c1	urange_S1
uinnerRect_S2uradiusPlusHalf_S2uTextureSampler_0_S1
_usk_RTAdjust_uumatrix_S1_c0_c0_c1_uu_skRTFlip"_uuthresholds_S1_c0_c0_c0_c0_c0[0]_uuscale_S1_c0_c0_c0_c0_c0[0]_uubias_S1_c0_c0_c0_c0_c0[0]_uuDstTF_S1_c0_c0_c0[0]_uuleftBorderColor_S1_c0_c0_uurightBorderColor_S1_c0_c0_uumatrix_S1_c1_uurange_S1_uuinnerRect_S2_uuradiusPlusHalf_S2_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 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 _uthresholds_S1_c0_c0_c0_c0_c0[2] : register(c1);
uniform float4 _uscale_S1_c0_c0_c0_c0_c0[8] : register(c3);
uniform float4 _ubias_S1_c0_c0_c0_c0_c0[8] : register(c11);
uniform float _uDstTF_S1_c0_c0_c0[7] : register(c19);
uniform float4 _uleftBorderColor_S1_c0_c0 : register(c26);
uniform float4 _urightBorderColor_S1_c0_c0 : register(c27);
uniform float3x3 _umatrix_S1_c1 : register(c28);
uniform float _urange_S1 : register(c31);
uniform float4 _uinnerRect_S2 : register(c32);
uniform float2 _uradiusPlusHalf_S2 : register(c33);
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 _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[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
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 sa3c = {0};
if ((_x < _D2589))
{
(sa3c = ((_C2588 * _x) + _F2591));
}
else
{
(sa3c = (pow(((_A2586 * _x) + _B2587), _G2585) + _E2590));
}
(_x = sa3c);
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 __75_tmp_7_inColor2596 = _outputColor_S02595;
float4 __76_input2597 = __75_tmp_7_inColor2596;
float4 __77_tmp_5_inColor2598 = __76_input2597;
float2 __79_tmp_4_coords2599 = _vTransformedCoords_8_S0;
float4 __80_t2600 = vec4_ctor(length(__79_tmp_4_coords2599), 1.0, 0.0, 0.0);
float4 __81_outColor2601 = {0, 0, 0, 0};
if ((__80_t2600.x < 0.0))
{
(__81_outColor2601 = _uleftBorderColor_S1_c0_c0);
}
else
{
if ((__80_t2600.x > 1.0))
{
(__81_outColor2601 = _urightBorderColor_S1_c0_c0);
}
else
{
float4 __82_input2602 = __77_tmp_5_inColor2598;
float2 __84_tmp_1_coords2603 = vec2_ctor(__80_t2600.x, 0.0);
float __85_t2604 = __84_tmp_1_coords2603.x;
int __86_low2605 = {0};
int __87_high2606 = {1};
int __88_chunk2607 = {0};
{ for(int __89_loop2608 = {0}; (__89_loop2608 < 1); (++__89_loop2608))
{
if ((__85_t2604 < _uthresholds_S1_c0_c0_c0_c0_c0[__88_chunk2607].w))
{
(__87_high2606 = __88_chunk2607);
}
else
{
(__86_low2605 = (__88_chunk2607 + 1));
}
(__88_chunk2607 = ((__86_low2605 + __87_high2606) / 2));
}
}
int __90_pos2609 = {0};
if ((__85_t2604 < _uthresholds_S1_c0_c0_c0_c0_c0[__88_chunk2607].y))
{
int sa3d = {0};
if ((__85_t2604 < _uthresholds_S1_c0_c0_c0_c0_c0[__88_chunk2607].x))
{
(sa3d = 0);
}
else
{
(sa3d = 1);
}
(__90_pos2609 = sa3d);
}
else
{
int sa3e = {0};
if ((__85_t2604 < _uthresholds_S1_c0_c0_c0_c0_c0[__88_chunk2607].z))
{
(sa3e = 2);
}
else
{
(sa3e = 3);
}
(__90_pos2609 = sa3e);
}
{
(__90_pos2609 += (4 * __88_chunk2607));
}
(__82_input2602 = ((__85_t2604 * _uscale_S1_c0_c0_c0_c0_c0[__90_pos2609]) + _ubias_S1_c0_c0_c0_c0_c0[__90_pos2609]));
float4 __92_a2610 = __82_input2602;
{
(__92_a2610 = vec4_ctor((__92_a2610.xyz / max(__92_a2610.w, 9.9999997e-05)), __92_a2610.w));
}
{
(__92_a2610.xyz = f_css_oklab_to_linear_srgb_Qh3h3(__92_a2610.xyz));
}
float4 __93_color2611 = __92_a2610;
(__93_color2611.x = f_dst_tf_S1_c0_c0_c0_ff(__93_color2611.x));
(__93_color2611.y = f_dst_tf_S1_c0_c0_c0_ff(__93_color2611.y));
(__93_color2611.z = f_dst_tf_S1_c0_c0_c0_ff(__93_color2611.z));
(__93_color2611.xyz *= __93_color2611.w);
(__81_outColor2601 = __93_color2611);
}
}
(__76_input2597 = __81_outColor2601);
float4 __95_color2612 = __76_input2597;
float __96_value2613 = (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_S12614 = vec4_ctor(clamp((__95_color2612.xyz + (__96_value2613 * _urange_S1)), 0.0, __95_color2612.w), __95_color2612.w);
float2 __97_dxy02615 = (_uinnerRect_S2.xy - _sk_FragCoord2594.xy);
float2 __98_dxy12616 = (_sk_FragCoord2594.xy - _uinnerRect_S2.zw);
float2 __99_dxy2617 = max(max(__97_dxy02615, __98_dxy12616), 0.0);
float __100_alpha2618 = clamp((_uradiusPlusHalf_S2.x - length(__99_dxy2617)), 0.0, 1.0);
float4 _output_S22619 = vec4_ctor(__100_alpha2618);
{
(out_sk_FragColor = (_output_S12614 * _output_S22619));
}
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
}
���$DXBC]�^����~��C�>$4l�p�RDEF0�<���RD11< ($|�$GlobalsDriverConstants���|�P��@,��������P ,p��������_sk_RTAdjustfloat4%_umatrix_S1_c0_c0_c1float3x3��e\,��������j ����������0����������8����������<���������dx_ViewAdjustdx_ViewCoordsfloat2�xdx_ViewScaleclipControlOriginfloat����clipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGN\PPPTEXCOORD���OSGN������SV_PositionTEXCOORD���SHEXP�jYF� YF� _2_�_2g� e� e� e� e2 h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?6� 6� F6� F6� F62F6B@�? F� F" F� F>STAT��tDXBC��ڝ�Y��|�W�t4���RDEF��<����RD11< ($������
��samplers2D[0]textures2D[0]$GlobalsDriverConstants����$ �`���������� <��������`0�|���������������������0d��������� �<��������`�<��������|�,���������������������<������������������_u_skRTFlipfloat2��_uthresholds_S1_c0_c0_c0_c0_c0float4��3_uscale_S1_c0_c0_c0_c0_c0��3_ubias_S1_c0_c0_c0_c0_c0���3_uDstTF_S1_c0_c0_c0float���_uleftBorderColor_S1_c0_c0�3_urightBorderColor_S1_c0_c0_umatrix_S1_c1float3x3�_urange_S1��_uinnerRect_S2_uradiusPlusHalf_S2��<��������
0��������� 4��������X8���������e,t���������@ ���������dx_ViewCoordsdx_FragCoordOffsetdx_DepthFrontfloat3��+dx_ViewScaledx_Miscdword�msamplerMetadataSamplerMetadatabaseLevelint���wrapModespaddingint2��intBorderColorint47�����(<`�Microsoft (R) HLSL Shader Compiler 10.1ISGN������SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX�
P�jYF� "YF� Z`XpUUd 2b 2e� h	2FF� �A2B� 
� "FFK"1@�?
6rF� 6�:� 1�:� 7	�:@@1
� :
1

� :7	
@@1
"*� :7	@@#	�:@
2�VF� :F� :4":@��8rFV2	"@���>
2	"*@��\>2
��A@�0�=
2
�*�A@�ł=:2
�A@{C�=
2
*�A@fO�?
8"8"8"::8�:8"

8
8
��@��S@D'@>4?2
�V@�t�@S��V
�A2	"@-\��*2
"
�A@j��>22@b�l>��?�1
�@1
2F@���A+��1	2F��� 2�� ��� 22� F��� /2F82F� 2F2F� 7	2F�
F1�@1@�:�A
+�:1	��
� 2"
� ��
� 2"
� ��
� /"8"
� ""
� 7	"
8":8R�8r�F6�@�?F� �"F� �J���CU"F~`@�"@�2
rV� F4
rF@3r�F	��A�  	R�� �A 42��4
2F@FFK
 	
�A
� !8� F>STAT�U@