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BPLG��\H7b91a100de0b5ad2n`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_c0uTextureSampler_0_S1
_usk_RTAdjust_uumatrix_S1_c0_uuTextureSampler_0_S1sk_FragColor_usk_FragColorR�@^�����������������������������������������������������������������������������������������������istruct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD3;
    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 : 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_3_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.v0 = _vcolor_S0;
    output.v1 = _varccoord_S0;
    output.v2 = _vTransformedCoords_3_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_3_S0 = mul(transpose(mat3x2_ctor(_umatrix_S1_c0)), 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;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float2 v1 : TEXCOORD1;
    noperspective float2 v2 : TEXCOORD2;
};

#pragma warning( disable: 3556 3571 )
float4 vec4_ctor(float x0)
{
    return float4(x0, x0, x0, x0);
}
// Uniforms

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_3_S0 = {0, 0};

static float4 out_sk_FragColor = {0, 0, 0, 0};

cbuffer DriverConstants : register(b1)
{
    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);
}

@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){
    _vcolor_S0 = input.v0;
    _varccoord_S0 = input.v1.xy;
    _vTransformedCoords_3_S0 = input.v2.xy;

float4 _outputColor_S02564 = _vcolor_S0;
float _x_plus_12565 = _varccoord_S0.x;
float _y2566 = _varccoord_S0.y;
float _coverage2567 = {0};
if ((0.0 == _x_plus_12565))
{
(_coverage2567 = _y2566);
}
else
{
float _fn2568 = (_x_plus_12565 * (_x_plus_12565 - 2.0));
(_fn2568 = ((_y2566 * _y2566) + _fn2568));
float _fnwidth2569 = fwidth(_fn2568);
(_coverage2567 = (0.5 - (_fn2568 / _fnwidth2569)));
(_coverage2567 = clamp(_coverage2567, 0.0, 1.0));
}
float4 _outputCoverage_S02570 = vec4_ctor(_coverage2567);
float4 __0_input2571 = _outputColor_S02564;
(__0_input2571 = gl_texture2D(_uTextureSampler_0_S1, _vTransformedCoords_3_S0, -0.5));
float4 _output_S12572 = __0_input2571;
{
(out_sk_FragColor = (_output_S12572 * _outputCoverage_S02570));
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColor�struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD3;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float2 v1 : TEXCOORD1;
    noperspective float2 v2 : TEXCOORD2;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD3;
    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; 
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
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