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BPLG���p7b91a100de0b5ad2n`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_RTAdjustumatrix_S1_c0_c0_c1
u_skRTFlipuscale_S1_c0_c0_c0_c0_c0[0]ubias_S1_c0_c0_c0_c0_c0[0]uthreshold_S1_c0_c0_c0_c0_c0uDstTF_S1_c0_c0_c0[0]uleftBorderColor_S1_c0_c0urightBorderColor_S1_c0_c0
umatrix_S1_c1	urange_S1uTextureSampler_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 : 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_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 = _varccoord_S0;
    output.v2 = _vTransformedCoords_8_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_8_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(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 _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 _varccoord_S0 = {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 _b2576 = ((_a.x + (0.39633778 * _a.y)) + (0.21580376 * _a.z));
float _c2577 = ((_a.x - (0.10556135 * _a.y)) - (0.063854173 * _a.z));
float _d2578 = ((_a.x - (0.089484178 * _a.y)) - (1.2914855 * _a.z));
float _e2579 = ((_b2576 * _b2576) * _b2576);
float _f2580 = ((_c2577 * _c2577) * _c2577);
float _g2581 = ((_d2578 * _d2578) * _d2578);
return vec3_ctor((((4.0767417 * _e2579) - (3.3077116 * _f2580)) + (0.23096994 * _g2581)), (((-1.268438 * _e2579) + (2.6097574 * _f2580)) - (0.34131938 * _g2581)), (((-0.0041960864 * _e2579) - (0.70341861 * _f2580)) + (1.7076147 * _g2581)));
}
float f_dst_tf_S1_c0_c0_c0_ff(in float _x)
{
float _G2584 = _uDstTF_S1_c0_c0_c0[0];
float _A2585 = _uDstTF_S1_c0_c0_c0[1];
float _B2586 = _uDstTF_S1_c0_c0_c0[2];
float _C2587 = _uDstTF_S1_c0_c0_c0[3];
float _D2588 = _uDstTF_S1_c0_c0_c0[4];
float _E2589 = _uDstTF_S1_c0_c0_c0[5];
float _F2590 = _uDstTF_S1_c0_c0_c0[6];
float _s2591 = sign(_x);
(_x = abs(_x));
float sa39 = {0};
if ((_x < _D2588))
{
(sa39 = ((_C2587 * _x) + _F2590));
}
else
{
(sa39 = (pow(((_A2585 * _x) + _B2586), _G2584) + _E2589));
}
(_x = sa39);
return (_s2591 * _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;
    _varccoord_S0 = input.v1.xy;
    _vTransformedCoords_8_S0 = input.v2.xy;

float4 _sk_FragCoord2593 = vec4_ctor(gl_FragCoord.x, (_u_skRTFlip.x + (_u_skRTFlip.y * gl_FragCoord.y)), gl_FragCoord.z, gl_FragCoord.w);
float4 _outputColor_S02594 = _vcolor_S0;
float _x_plus_12595 = _varccoord_S0.x;
float _y2596 = _varccoord_S0.y;
float _coverage2597 = {0};
if ((0.0 == _x_plus_12595))
{
(_coverage2597 = _y2596);
}
else
{
float _fn2598 = (_x_plus_12595 * (_x_plus_12595 - 2.0));
(_fn2598 = ((_y2596 * _y2596) + _fn2598));
float _fnwidth2599 = fwidth(_fn2598);
(_coverage2597 = (0.5 - (_fn2598 / _fnwidth2599)));
(_coverage2597 = clamp(_coverage2597, 0.0, 1.0));
}
float4 _outputCoverage_S02600 = vec4_ctor(_coverage2597);
float4 __60_tmp_7_inColor2601 = _outputColor_S02594;
float4 __61_input2602 = __60_tmp_7_inColor2601;
float4 __62_tmp_5_inColor2603 = __61_input2602;
float2 __64_tmp_4_coords2604 = _vTransformedCoords_8_S0;
float4 __65_t2605 = vec4_ctor((__64_tmp_4_coords2604.x + 9.9999997e-06), 1.0, 0.0, 0.0);
float4 __66_outColor2606 = {0, 0, 0, 0};
if ((__65_t2605.x < 0.0))
{
(__66_outColor2606 = _uleftBorderColor_S1_c0_c0);
}
else
{
if ((__65_t2605.x > 1.0))
{
(__66_outColor2606 = _urightBorderColor_S1_c0_c0);
}
else
{
float4 __67_input2607 = __62_tmp_5_inColor2603;
float2 __69_tmp_1_coords2608 = vec2_ctor(__65_t2605.x, 0.0);
float __70_t2609 = __69_tmp_1_coords2608.x;
float4 __71_s2610 = {0, 0, 0, 0};
float4 __72_b2611 = {0, 0, 0, 0};
if ((__70_t2609 < _uthreshold_S1_c0_c0_c0_c0_c0))
{
(__71_s2610 = _uscale_S1_c0_c0_c0_c0_c0[0]);
(__72_b2611 = _ubias_S1_c0_c0_c0_c0_c0[0]);
}
else
{
(__71_s2610 = _uscale_S1_c0_c0_c0_c0_c0[1]);
(__72_b2611 = _ubias_S1_c0_c0_c0_c0_c0[1]);
}
(__67_input2607 = ((__70_t2609 * __71_s2610) + __72_b2611));
float4 __74_a2612 = __67_input2607;
{
(__74_a2612 = vec4_ctor((__74_a2612.xyz / max(__74_a2612.w, 9.9999997e-05)), __74_a2612.w));
}
{
(__74_a2612.xyz = f_css_oklab_to_linear_srgb_Qh3h3(__74_a2612.xyz));
}
float4 __75_color2613 = __74_a2612;
(__75_color2613.x = f_dst_tf_S1_c0_c0_c0_ff(__75_color2613.x));
(__75_color2613.y = f_dst_tf_S1_c0_c0_c0_ff(__75_color2613.y));
(__75_color2613.z = f_dst_tf_S1_c0_c0_c0_ff(__75_color2613.z));
(__75_color2613.xyz *= __75_color2613.w);
(__66_outColor2606 = __75_color2613);
}
}
(__61_input2602 = __66_outColor2606);
float4 __77_color2614 = __61_input2602;
float __78_value2615 = (gl_texture2D(_uTextureSampler_0_S1, mul(transpose(mat3x2_ctor(_umatrix_S1_c1)), vec3_ctor(_sk_FragCoord2593.xy, 1.0)), -0.5).x - 0.5);
float4 _output_S12616 = vec4_ctor(clamp((__77_color2614.xyz + (__78_value2615 * _urange_S1)), 0.0, __77_color2614.w), __77_color2614.w);
{
(out_sk_FragColor = (_output_S12616 * _outputCoverage_S02600));
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColorostruct 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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