Mini Kabibi Habibi
BPLG �� 8M 7b91a100de0b5ad2 n ` 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_RTAdjust umatrix_S1_c0_c0_c1
u_skRTFlip uscale_S1_c0_c0_c0_c0_c0[0] ubias_S1_c0_c0_c0_c0_c0[0] uthreshold_S1_c0_c0_c0_c0_c0 uDstTF_S1_c0_c0_c0[0] 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_c0_c0[0] _uubias_S1_c0_c0_c0_c0_c0[0] _uuthreshold_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 _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);
}
J 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, 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_c0[2] : register(c1);
uniform float4 _ubias_S1_c0_c0_c0_c0_c0[2] : register(c3);
uniform float _uthreshold_S1_c0_c0_c0_c0_c0 : register(c5);
uniform float _uDstTF_S1_c0_c0_c0[7] : register(c6);
uniform float4 _uleftBorderColor_S1_c0_c0 : register(c13);
uniform float4 _urightBorderColor_S1_c0_c0 : register(c14);
uniform float3x3 _umatrix_S1_c1 : register(c15);
uniform float _urange_S1 : register(c18);
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 _b2575 = ((_a.x + (0.39633778 * _a.y)) + (0.21580376 * _a.z));
float _c2576 = ((_a.x - (0.10556135 * _a.y)) - (0.063854173 * _a.z));
float _d2577 = ((_a.x - (0.089484178 * _a.y)) - (1.2914855 * _a.z));
float _e2578 = ((_b2575 * _b2575) * _b2575);
float _f2579 = ((_c2576 * _c2576) * _c2576);
float _g2580 = ((_d2577 * _d2577) * _d2577);
return vec3_ctor((((4.0767417 * _e2578) - (3.3077116 * _f2579)) + (0.23096994 * _g2580)), (((-1.268438 * _e2578) + (2.6097574 * _f2579)) - (0.34131938 * _g2580)), (((-0.0041960864 * _e2578) - (0.70341861 * _f2579)) + (1.7076147 * _g2580)));
}
float f_dst_tf_S1_c0_c0_c0_ff(in float _x)
{
float _G2583 = _uDstTF_S1_c0_c0_c0[0];
float _A2584 = _uDstTF_S1_c0_c0_c0[1];
float _B2585 = _uDstTF_S1_c0_c0_c0[2];
float _C2586 = _uDstTF_S1_c0_c0_c0[3];
float _D2587 = _uDstTF_S1_c0_c0_c0[4];
float _E2588 = _uDstTF_S1_c0_c0_c0[5];
float _F2589 = _uDstTF_S1_c0_c0_c0[6];
float _s2590 = sign(_x);
(_x = abs(_x));
float sa32 = {0};
if ((_x < _D2587))
{
(sa32 = ((_C2586 * _x) + _F2589));
}
else
{
(sa32 = (pow(((_A2584 * _x) + _B2585), _G2583) + _E2588));
}
(_x = sa32);
return (_s2590 * _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_FragCoord2592 = vec4_ctor(gl_FragCoord.x, (_u_skRTFlip.x + (_u_skRTFlip.y * gl_FragCoord.y)), gl_FragCoord.z, gl_FragCoord.w);
float4 _outputColor_S02593 = _vcolor_S0;
float4 __60_tmp_7_inColor2594 = _outputColor_S02593;
float4 __61_input2595 = __60_tmp_7_inColor2594;
float4 __62_tmp_5_inColor2596 = __61_input2595;
float2 __64_tmp_4_coords2597 = _vTransformedCoords_8_S0;
float4 __65_t2598 = vec4_ctor((__64_tmp_4_coords2597.x + 9.9999997e-06), 1.0, 0.0, 0.0);
float4 __66_outColor2599 = {0, 0, 0, 0};
if ((__65_t2598.x < 0.0))
{
(__66_outColor2599 = _uleftBorderColor_S1_c0_c0);
}
else
{
if ((__65_t2598.x > 1.0))
{
(__66_outColor2599 = _urightBorderColor_S1_c0_c0);
}
else
{
float4 __67_input2600 = __62_tmp_5_inColor2596;
float2 __69_tmp_1_coords2601 = vec2_ctor(__65_t2598.x, 0.0);
float __70_t2602 = __69_tmp_1_coords2601.x;
float4 __71_s2603 = {0, 0, 0, 0};
float4 __72_b2604 = {0, 0, 0, 0};
if ((__70_t2602 < _uthreshold_S1_c0_c0_c0_c0_c0))
{
(__71_s2603 = _uscale_S1_c0_c0_c0_c0_c0[0]);
(__72_b2604 = _ubias_S1_c0_c0_c0_c0_c0[0]);
}
else
{
(__71_s2603 = _uscale_S1_c0_c0_c0_c0_c0[1]);
(__72_b2604 = _ubias_S1_c0_c0_c0_c0_c0[1]);
}
(__67_input2600 = ((__70_t2602 * __71_s2603) + __72_b2604));
float4 __74_a2605 = __67_input2600;
{
(__74_a2605 = vec4_ctor((__74_a2605.xyz / max(__74_a2605.w, 9.9999997e-05)), __74_a2605.w));
}
{
(__74_a2605.xyz = f_css_oklab_to_linear_srgb_Qh3h3(__74_a2605.xyz));
}
float4 __75_color2606 = __74_a2605;
(__75_color2606.x = f_dst_tf_S1_c0_c0_c0_ff(__75_color2606.x));
(__75_color2606.y = f_dst_tf_S1_c0_c0_c0_ff(__75_color2606.y));
(__75_color2606.z = f_dst_tf_S1_c0_c0_c0_ff(__75_color2606.z));
(__75_color2606.xyz *= __75_color2606.w);
(__66_outColor2599 = __75_color2606);
}
}
(__61_input2595 = __66_outColor2599);
float4 __77_color2607 = __61_input2595;
float __78_value2608 = (gl_texture2D(_uTextureSampler_0_S1, mul(transpose(mat3x2_ctor(_umatrix_S1_c1)), vec3_ctor(_sk_FragCoord2592.xy, 1.0)), -0.5).x - 0.5);
float4 _output_S12609 = vec4_ctor(clamp((__77_color2607.xyz + (__78_value2608 * _urange_S1)), 0.0, __77_color2607.w), __77_color2607.w);
{
(out_sk_FragColor = _output_S12609);
}
return generateOutput();
}
R� out_sk_FragColor out_sk_FragColor struct 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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