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���_5�www�ww��w���w�www��w�w����wwww�BPLG��t6fe6c9a5e90d45b3d`ANGLE (NVIDIA, NVIDIA GeForce GT 730 (0x00001287) Direct3D11 vs_5_0 ps_5_0, D3D11-27.21.14.5671)��������������������,,position
_upositionP�color_ucolorR����������sk_RTAdjust
_usk_RTAdjustsk_FragColor_usk_FragColorR�@�����������������������������������������������������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    noperspective float4 v0 : TEXCOORD0;
};
#pragma warning( disable: 3556 3571 )
float4 vec4_ctor(float2 x0, float x1, float x2)
{
    return float4(x0, x1, x2);
}
// Uniforms

uniform float4 _sk_RTAdjust : register(c1);
#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 float4 gl_Position = float4(0, 0, 0, 0);

// Varyings
static noperspective float4 _vcolor_S0 = {0, 0, 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;

    return output;
}

VS_OUTPUT main(VS_INPUT input){
    initAttributes(input);

(_vcolor_S0 = _color);
(gl_Position = vec4_ctor(_position, 0.0, 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 : TEXCOORD1;
    noperspective float4 v0 : TEXCOORD0;
};

#pragma warning( disable: 3556 3571 )
#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 float4 out_sk_FragColor = {0, 0, 0, 0};

cbuffer DriverConstants : register(b1)
{
    uint dx_Misc : packoffset(c2.w);
};

@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){
    _vcolor_S0 = input.v0;

float4 _outputColor_S05628 = _vcolor_S0;
{
(out_sk_FragColor = _outputColor_S05628);
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColorstruct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    noperspective float4 v0 : TEXCOORD0;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    noperspective float4 v0 : TEXCOORD0;
};

void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput)
{
    output.gl_Position = input.gl_Position;
    output.v0 = input.v0; 
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
���DXBC���wL�766h�,�4L�<RDEF��<����RD11< ($|�$GlobalsDriverConstants���|� �(@���������_sk_RTAdjustfloat4����������� ��������80��������E8`���������<`��������dx_ViewAdjustdx_ViewCoordsfloat2�dx_ViewScaleclipControlOriginfloat���WclipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGND88TEXCOORD���OSGNhP\\SV_PositionTEXCOORD���SHEXxP^jYF� YF� _2_�g� e� e� h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?6� 6� F6B @6� F>STAT�
�$DXBC5�[	���Ux����$4�D�RDEFd<���<RD11< ($Microsoft (R) HLSL Shader Compiler 10.1ISGNhP\\SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX<Pjb �e� 6� F>STAT�BPLG��c6fe6c9a5e90d45b3d`ANGLE (NVIDIA, NVIDIA GeForce GT 730 (0x00001287) Direct3D11 vs_5_0 ps_5_0, D3D11-27.21.14.5671)��������������������,,position
_upositionP�
localCoord_ulocalCoordP����������*����������sk_RTAdjustuTextureSampler_0_S0
_usk_RTAdjust_uuTextureSampler_0_S0sk_FragColor_usk_FragColorR�@^��������������������������������������������������������������������������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    noperspective float2 v0 : TEXCOORD0;
};
#pragma warning( disable: 3556 3571 )
float4 vec4_ctor(float2 x0, float x1, float x2)
{
    return float4(x0, x1, x2);
}
// Uniforms

uniform float4 _sk_RTAdjust : register(c1);
#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 float2 _localCoord = {0, 0};

static float4 gl_Position = float4(0, 0, 0, 0);

// Varyings
static noperspective float2 _vlocalCoord_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 = _vlocalCoord_S0;

    return output;
}

VS_OUTPUT main(VS_INPUT input){
    initAttributes(input);

(_vlocalCoord_S0 = _localCoord);
(gl_Position = vec4_ctor(_position, 0.0, 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);
}
nstruct PS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    noperspective float2 v0 : TEXCOORD0;
};

#pragma warning( disable: 3556 3571 )
// Uniforms

static const uint _uTextureSampler_0_S0 = 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 float2 _vlocalCoord_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){
    _vlocalCoord_S0 = input.v0.xy;

float4 _outputColor_S05629 = {1.0, 1.0, 1.0, 1.0};
float2 _texCoord5630 = _vlocalCoord_S0;
(_outputColor_S05629 = gl_texture2D(_uTextureSampler_0_S0, _texCoord5630, -0.5));
{
(out_sk_FragColor = _outputColor_S05629);
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColorstruct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    noperspective float2 v0 : TEXCOORD0;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    noperspective float2 v0 : TEXCOORD0;
};

void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput)
{
    output.gl_Position = input.gl_Position;
    output.v0 = input.v0; 
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
���DXBC-XÌ8�"�>�g
�W��4L�<RDEF��<����RD11< ($|�$GlobalsDriverConstants���|� �(@���������_sk_RTAdjustfloat4����������� ��������80��������E8`���������<`��������dx_ViewAdjustdx_ViewCoordsfloat2�dx_ViewScaleclipControlOriginfloat���WclipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGND88TEXCOORD���OSGNhP\\SV_PositionTEXCOORD���SHEXxP^jYF� YF� _2_2g� e� e2 h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?6� 6� F6B @62 F>STAT�
��DXBC4Rײ�49Q��`��u�4�l� RDEF�<����RD11< ($|�����
samplers2D[0]textures2D[0]Microsoft (R) HLSL Shader Compiler 10.1ISGNhP\\SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEXxPjZ`XpUUb 2e� J���CU� FF~`@�>STAT�BPLG���(6fe6c9a5e90d45b3d`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_c0uTextureSampler_0_S0uTextureSampler_0_S1
_usk_RTAdjust_uumatrix_S1_c0_c0_uuTextureSampler_0_S0_uuTextureSampler_0_S1sk_FragColor_usk_FragColorR�@^�^�������������������������������������������������������������������������������������������������������������������������������������������w	struct 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 )
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 : 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 _vlocalCoord_S0 = {0, 0};
static noperspective float2 _vTransformedCoords_4_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 = _vlocalCoord_S0;
    output.v2 = _vTransformedCoords_4_S0;

    return output;
}

VS_OUTPUT main(VS_INPUT input){
    initAttributes(input);

(_vcolor_S0 = _color);
(_vlocalCoord_S0 = _localCoord);
(gl_Position = vec4_ctor(_position, 0.0, 1.0));
{
(_vTransformedCoords_4_S0 = mul(transpose(mat3x2_ctor(_umatrix_S1_c0_c0)), vec3_ctor(_position, 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);
}
wstruct 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_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 float4 _vcolor_S0 = {0, 0, 0, 0};
static noperspective float2 _vlocalCoord_S0 = {0, 0};
static noperspective float2 _vTransformedCoords_4_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[2] : 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;
    _vlocalCoord_S0 = input.v1.xy;
    _vTransformedCoords_4_S0 = input.v2.xy;

float4 _outputColor_S05633 = _vcolor_S0;
float2 _texCoord5634 = _vlocalCoord_S0;
(_outputColor_S05633 = (gl_texture2D(_uTextureSampler_0_S0, _texCoord5634, -0.5) * _outputColor_S05633));
float4 _output_S15635 = vec4_ctor(gl_texture2D(_uTextureSampler_0_S1, _vTransformedCoords_4_S0, -0.5).x);
{
(out_sk_FragColor = (_outputColor_S05633 * _output_S15635));
}
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
}
��� DXBC��^�L.��gU�� 4h�l�RDEF,�<���RD11< ($|�$GlobalsDriverConstants���|�P��@,��������P ,l��������_sk_RTAdjustfloat4%_umatrix_S1_c0_c0float3x3�bX,��������f |���������0|���������8����������<���������dx_ViewAdjustdx_ViewCoordsfloat2�tdx_ViewScaleclipControlOriginfloat����clipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGN\PPPTEXCOORD���OSGN������SV_PositionTEXCOORD���SHEXP�jYF� YF� _2_�_2g� e� e� e2 e� h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?�?6� 6� F6B @6� F62 F62FB F� F� F� F>STAT���DXBC��T��r��k���_��4X�,TRDEF<����RD11< ($�������
�����
samplers2D[0]samplers2D[1]textures2D[0]textures2D[1]Microsoft (R) HLSL Shader Compiler 10.1ISGN������SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX PHjZ`Z`XpUUXpUUb �b 2b �e� hJ���CU�FF~`@�8�FFJ���CU�F~`@�8� F>STAT�BPLG���!6fe6c9a5e90d45b3d`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_RTAdjustuTextureSampler_0_S0
_usk_RTAdjust_uuTextureSampler_0_S0sk_FragColor_usk_FragColorR�@^����������������������������������������������������������������������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float2 v1 : TEXCOORD1;
};
#pragma warning( disable: 3556 3571 )
float4 vec4_ctor(float2 x0, float x1, float x2)
{
    return float4(x0, x1, x2);
}
// Uniforms

uniform float4 _sk_RTAdjust : register(c1);
#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 _vlocalCoord_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 = _vlocalCoord_S0;

    return output;
}

VS_OUTPUT main(VS_INPUT input){
    initAttributes(input);

(_vcolor_S0 = _color);
(_vlocalCoord_S0 = _localCoord);
(gl_Position = vec4_ctor(_position, 0.0, 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;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float2 v1 : TEXCOORD1;
};

#pragma warning( disable: 3556 3571 )
// Uniforms

static const uint _uTextureSampler_0_S0 = 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 _vlocalCoord_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;
    _vlocalCoord_S0 = input.v1.xy;

float4 _outputColor_S05630 = _vcolor_S0;
float2 _texCoord5631 = _vlocalCoord_S0;
(_outputColor_S05630 = (gl_texture2D(_uTextureSampler_0_S0, _texCoord5631, -0.5) * _outputColor_S05630));
{
(out_sk_FragColor = _outputColor_S05630);
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColor�struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float2 v1 : TEXCOORD1;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    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; 
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
���4DXBC��y�M�p0�[���44d��RDEF��<����RD11< ($|�$GlobalsDriverConstants���|� �(@���������_sk_RTAdjustfloat4����������� ��������80��������E8`���������<`��������dx_ViewAdjustdx_ViewCoordsfloat2�dx_ViewScaleclipControlOriginfloat���WclipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGN\PPPTEXCOORD���OSGN�htttSV_PositionTEXCOORD���SHEX�PijYF� YF� _2_�_2g� e� e� e2 h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?6� 6� F6B @6� F62 F>STAT��DXBCN��4+�)�d)�D4���hRDEF�<����RD11< ($|�����
samplers2D[0]textures2D[0]Microsoft (R) HLSL Shader Compiler 10.1ISGN�htttSV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX�P*jZ`XpUUb �b 2e� hJ���CU�FF~`@�8� FF>STAT�BPLG��a&6fe6c9a5e90d45b3d`ANGLE (NVIDIA, NVIDIA GeForce GT 730 (0x00001287) Direct3D11 vs_5_0 ps_5_0, D3D11-27.21.14.5671)��������������������,,position
_upositionP�
localCoord_ulocalCoordP����������	���������*����������*����������sk_RTAdjustumatrix_S1_c0_c0uTextureSampler_0_S0uTextureSampler_0_S1
_usk_RTAdjust_uumatrix_S1_c0_c0_uuTextureSampler_0_S0_uuTextureSampler_0_S1sk_FragColor_usk_FragColorR�@^�^������������������������������������������������������������������������������������������������������������������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    noperspective float2 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 : 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 float2 _localCoord = {0, 0};

static float4 gl_Position = float4(0, 0, 0, 0);

// Varyings
static noperspective float2 _vlocalCoord_S0 = {0, 0};
static noperspective float2 _vTransformedCoords_4_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 = _vlocalCoord_S0;
    output.v1 = _vTransformedCoords_4_S0;

    return output;
}

VS_OUTPUT main(VS_INPUT input){
    initAttributes(input);

(_vlocalCoord_S0 = _localCoord);
(gl_Position = vec4_ctor(_position, 0.0, 1.0));
{
(_vTransformedCoords_4_S0 = mul(transpose(mat3x2_ctor(_umatrix_S1_c0_c0)), vec3_ctor(_position, 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;
    noperspective float2 v0 : TEXCOORD0;
    noperspective float2 v1 : TEXCOORD1;
};

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

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 _vlocalCoord_S0 = {0, 0};
static noperspective float2 _vTransformedCoords_4_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[2] : 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){
    _vlocalCoord_S0 = input.v0.xy;
    _vTransformedCoords_4_S0 = input.v1.xy;

float4 _outputColor_S05632 = {1.0, 1.0, 1.0, 1.0};
float2 _texCoord5633 = _vlocalCoord_S0;
(_outputColor_S05632 = gl_texture2D(_uTextureSampler_0_S0, _texCoord5633, -0.5));
float4 _output_S15634 = vec4_ctor(gl_texture2D(_uTextureSampler_0_S1, _vTransformedCoords_4_S0, -0.5).x);
{
(out_sk_FragColor = (_outputColor_S05632 * _output_S15634));
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColor�struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    noperspective float2 v0 : TEXCOORD0;
    noperspective float2 v1 : TEXCOORD1;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    noperspective float2 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; 
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
���DXBC����D�u/�r��M�4h�<(RDEF,�<���RD11< ($|�$GlobalsDriverConstants���|�P��@,��������P ,l��������_sk_RTAdjustfloat4%_umatrix_S1_c0_c0float3x3�bX,��������f |���������0|���������8����������<���������dx_ViewAdjustdx_ViewCoordsfloat2�tdx_ViewScaleclipControlOriginfloat����clipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGND88TEXCOORD���OSGN�htttSV_PositionTEXCOORD���SHEX�PyjYF� YF� _2_2g� e� e2 e� h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?�?6� 6� F6B @62 F62FB F� F� F� F>STAT�
��DXBC‚cpT���|����)�4X�RDEF<����RD11< ($�������
�����
samplers2D[0]samplers2D[1]textures2D[0]textures2D[1]Microsoft (R) HLSL Shader Compiler 10.1ISGN�htttSV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX�P>jZ`Z`XpUUXpUUb 2b �e� hJ���CU�FF~`@�J���CU�F~`@�8� F>STAT�BPLG��K 6fe6c9a5e90d45b3d`ANGLE (NVIDIA, NVIDIA GeForce GT 730 (0x00001287) Direct3D11 vs_5_0 ps_5_0, D3D11-27.21.14.5671)��������������������,,
inPosition_uinPositionP�inColor	_uinColorR�inCircleEdge_uinCircleEdgeR����������sk_RTAdjust
_usk_RTAdjustsk_FragColor_usk_FragColorR�@�������������������������������������������������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float4 v1 : TEXCOORD1;
};
#pragma warning( disable: 3556 3571 )
float4 vec4_ctor(float2 x0, float x1, float x2)
{
    return float4(x0, x1, x2);
}
// Uniforms

uniform float4 _sk_RTAdjust : register(c1);
#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 _inPosition = {0, 0};
static float4 _inColor = {0, 0, 0, 0};
static float4 _inCircleEdge = {0, 0, 0, 0};

static float4 gl_Position = float4(0, 0, 0, 0);

// Varyings
static noperspective float4 _vinCircleEdge_S0 = {0, 0, 0, 0};
static noperspective float4 _vinColor_S0 = {0, 0, 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 = _vinCircleEdge_S0;
    output.v1 = _vinColor_S0;

    return output;
}

VS_OUTPUT main(VS_INPUT input){
    initAttributes(input);

(_vinCircleEdge_S0 = _inCircleEdge);
(_vinColor_S0 = _inColor);
float2 __tmp_0_inPosition5632 = _inPosition;
(gl_Position = vec4_ctor(__tmp_0_inPosition5632, 0.0, 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;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float4 v1 : TEXCOORD1;
};

#pragma warning( disable: 3556 3571 )
float4 vec4_ctor(float x0)
{
    return float4(x0, x0, x0, x0);
}
#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 _vinCircleEdge_S0 = {0, 0, 0, 0};
static noperspective float4 _vinColor_S0 = {0, 0, 0, 0};

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

cbuffer DriverConstants : register(b1)
{
    uint dx_Misc : packoffset(c2.w);
};

@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){
    _vinCircleEdge_S0 = input.v0;
    _vinColor_S0 = input.v1;

float4 _circleEdge5629 = _vinCircleEdge_S0;
float4 _outputColor_S05630 = _vinColor_S0;
float _d5631 = length(_circleEdge5629.xy);
float _distanceToOuterEdge5632 = (_circleEdge5629.z * (1.0 - _d5631));
float _edgeAlpha5633 = clamp(_distanceToOuterEdge5632, 0.0, 1.0);
float4 _outputCoverage_S05634 = vec4_ctor(_edgeAlpha5633);
{
(out_sk_FragColor = (_outputColor_S05630 * _outputCoverage_S05634));
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColor�struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float4 v1 : TEXCOORD1;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float4 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; 
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
���4DXBCGQ���64v}�Y\��44d��RDEF��<����RD11< ($|�$GlobalsDriverConstants���|� �(@���������_sk_RTAdjustfloat4����������� ��������80��������E8`���������<`��������dx_ViewAdjustdx_ViewCoordsfloat2�dx_ViewScaleclipControlOriginfloat���WclipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGN\PPPTEXCOORD���OSGN�htttSV_PositionTEXCOORD���SHEX�PijYF� YF� _2_�_�g� e� e� e� h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?6� 6� F6B @6� F6� F>STAT���DXBC��B�y�ǿm��c���4�(\(RDEFd<���<RD11< ($Microsoft (R) HLSL Shader Compiler 10.1ISGN�htttSV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX�P1jb rb �e� hFFK

�A@�?8 
*8� F>STAT�BPLG��|'6fe6c9a5e90d45b3d`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_c0uclamp_S1_c0_c0uTextureSampler_0_S1
_usk_RTAdjust_uumatrix_S1_c0_uuclamp_S1_c0_c0_uuTextureSampler_0_S1sk_FragColor_usk_FragColorR�@^��������������������������������������������������������������������������������������������������������������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    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 : 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_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 = _vTransformedCoords_3_S0;

    return output;
}

VS_OUTPUT main(VS_INPUT input){
    initAttributes(input);

(_vcolor_S0 = _color);
(gl_Position = vec4_ctor(_position, 0.0, 1.0));
{
(_vTransformedCoords_3_S0 = mul(transpose(mat3x2_ctor(_umatrix_S1_c0)), 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;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float2 v1 : TEXCOORD1;
};

#pragma warning( disable: 3556 3571 )
// Uniforms

uniform float4 _uclamp_S1_c0_c0 : register(c0);
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_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;
    _vTransformedCoords_3_S0 = input.v1.xy;

float4 _outputColor_S05632 = _vcolor_S0;
float4 __8_input5633 = _outputColor_S05632;
float2 __9_inCoord5634 = _vTransformedCoords_3_S0;
float2 __10_subsetCoord5635 = {0, 0};
(__10_subsetCoord5635.x = __9_inCoord5634.x);
(__10_subsetCoord5635.y = __9_inCoord5634.y);
float2 __11_clampedCoord5636 = clamp(__10_subsetCoord5635, _uclamp_S1_c0_c0.xy, _uclamp_S1_c0_c0.zw);
float4 __12_textureColor5637 = gl_texture2D(_uTextureSampler_0_S1, __11_clampedCoord5636, -0.5);
(__8_input5633 = __12_textureColor5637);
float4 _output_S15638 = __8_input5633;
{
(out_sk_FragColor = _output_S15638);
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColor�struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float2 v1 : TEXCOORD1;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    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; 
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
����DXBC2�?/4��ud^��Ʋ�4d�PHRDEF(�<����RD11< ($|�$GlobalsDriverConstants���|�P��@,��������P ,h��������_sk_RTAdjustfloat4%_umatrix_S1_c0float3x3_T,��������b x���������0x���������8����������<���������dx_ViewAdjustdx_ViewCoordsfloat2�pdx_ViewScaleclipControlOriginfloat����clipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGN\PPPTEXCOORD���OSGN�htttSV_PositionTEXCOORD���SHEX�P|jYF� YF� _2_�_2g� e� e� e2 h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?�?6� 6� F6B @6� F62F F� F" F� F>STAT�
��DXBCR�g�=U�����I�++�4�,`8RDEFh�<���@RD11< ($������
�samplers2D[0]textures2D[0]$Globals�������������_uclamp_S1_c0_c0float4Microsoft (R) HLSL Shader Compiler 10.1ISGN�htttSV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX�P4jYF� Z`XpUUb 2e� h42FF� 32F� J���CU� FF~`@�>STAT�BPLG���'6fe6c9a5e90d45b3d`ANGLE (NVIDIA, NVIDIA GeForce GT 730 (0x00001287) Direct3D11 vs_5_0 ps_5_0, D3D11-27.21.14.5671)��������������������,,position
_upositionP�color_ucolorR�������������������������������������sk_RTAdjust
u_skRTFlip
uinnerRect_S1uradiusPlusHalf_S1
_usk_RTAdjust_uu_skRTFlip_uuinnerRect_S1_uuradiusPlusHalf_S1sk_FragColor_usk_FragColorR�@����������������������������������������������������������������������������������������������������������������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
};
#pragma warning( disable: 3556 3571 )
float4 vec4_ctor(float2 x0, float x1, float x2)
{
    return float4(x0, x1, x2);
}
// Uniforms

uniform float4 _sk_RTAdjust : register(c1);
#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 float4 gl_Position = float4(0, 0, 0, 0);

// Varyings
static noperspective float4 _vcolor_S0 = {0, 0, 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;

    return output;
}

VS_OUTPUT main(VS_INPUT input){
    initAttributes(input);

(_vcolor_S0 = _color);
(gl_Position = vec4_ctor(_position, 0.0, 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 : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
};

#pragma warning( disable: 3556 3571 )
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);
}
// Uniforms

uniform float2 _u_skRTFlip : register(c0);
uniform float4 _uinnerRect_S1 : register(c1);
uniform float2 _uradiusPlusHalf_S1 : 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

// Varyings
static noperspective float4 _vcolor_S0 = {0, 0, 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);
};

#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;

float4 _sk_FragCoord5631 = vec4_ctor(gl_FragCoord.x, (_u_skRTFlip.x + (_u_skRTFlip.y * gl_FragCoord.y)), gl_FragCoord.z, gl_FragCoord.w);
float4 _outputColor_S05632 = _vcolor_S0;
float2 __0_dxy05633 = (_uinnerRect_S1.xy - _sk_FragCoord5631.xy);
float2 __1_dxy15634 = (_sk_FragCoord5631.xy - _uinnerRect_S1.zw);
float2 __2_dxy5635 = max(max(__0_dxy05633, __1_dxy15634), 0.0);
float __3_alpha5636 = clamp((_uradiusPlusHalf_S1.x - length(__2_dxy5635)), 0.0, 1.0);
float4 _output_S15637 = vec4_ctor(__3_alpha5636);
{
(out_sk_FragColor = (_outputColor_S05632 * _output_S15637));
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColor�struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
};

void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput)
{
    output.gl_Position = input.gl_Position;
    output.v0 = input.v0; 
    output.gl_FragCoord = input.gl_FragCoord;
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
��DXBCl�B��j���MH!04L�lRDEF��<����RD11< ($|�$GlobalsDriverConstants���|� �(@���������_sk_RTAdjustfloat4����������� ��������80��������E8`���������<`��������dx_ViewAdjustdx_ViewCoordsfloat2�dx_ViewScaleclipControlOriginfloat���WclipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGND88TEXCOORD���OSGN�htttSV_PositionTEXCOORD���SHEX�PdjYF� YF� _2_�g� e� e� e� h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?6� 6� F6� F6� F>STAT�
��DXBCz�|ܩ6�#���ͳ�4�LRDEFT�<���,RD11< ($|�$GlobalsDriverConstants���|�0��@@T��������x���������� T��������_u_skRTFlipfloat2�L_uinnerRect_S1float4���_uradiusPlusHalf_S1�����������0T��������� ����������8T���������,��������dx_ViewCoordsdx_FragCoordOffsetdx_DepthFrontfloat3���dx_ViewScaledx_Miscdword�Microsoft (R) HLSL Shader Compiler 10.1ISGN�htttSV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX�PkjYF� YF� d 2b �e� h	2FF� �A2B� 
� 	��A� 	R�� �A42��4
2F@FFK
 	
�A
� 8� F>STAT�
BPLG��%6fe6c9a5e90d45b3d`ANGLE (NVIDIA, NVIDIA GeForce GT 730 (0x00001287) Direct3D11 vs_5_0 ps_5_0, D3D11-27.21.14.5671)��������������������,,
inPosition_uinPositionP�inColor	_uinColorR�inTextureCoords_uinTextureCoordsƍ������������������*����������sk_RTAdjustuAtlasSizeInv_S0uTextureSampler_0_S0
_usk_RTAdjust_uuAtlasSizeInv_S0_uuTextureSampler_0_S0sk_FragColor_usk_FragColorR�@^������������������������������������������������������������������������������������������������������������������������	struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float2 v1 : TEXCOORD1;
};
#pragma warning( disable: 3556 3571 )
float float_ctor_int(int x0)
{
    return float(x0);
}
float float_ctor_uint(uint x0)
{
    return float(x0);
}
float2 vec2_ctor(float x0, float x1)
{
    return float2(x0, x1);
}
float4 vec4_ctor(float2 x0, float x1, float x2)
{
    return float4(x0, x1, x2);
}
// Uniforms

uniform float4 _sk_RTAdjust : register(c1);
uniform float2 _uAtlasSizeInv_S0 : 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 _inPosition = {0, 0};
static float4 _inColor = {0, 0, 0, 0};
static uint2 _inTextureCoords = {0, 0};

static float4 gl_Position = float4(0, 0, 0, 0);

// Varyings
static noperspective float2 _vTextureCoords_S0 = {0, 0};
static noperspective float _vTexIndex_S0 = {0};
static noperspective float4 _vinColor_S0 = {0, 0, 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 = _vinColor_S0;
    output.v1 = _vTextureCoords_S0;

    return output;
}

VS_OUTPUT main(VS_INPUT input){
    initAttributes(input);

int _texIdx5634 = {0};
float2 _unormTexCoords5635 = vec2_ctor(float_ctor_uint(_inTextureCoords.x), float_ctor_uint(_inTextureCoords.y));
(_vTextureCoords_S0 = (_unormTexCoords5635 * _uAtlasSizeInv_S0));
(_vTexIndex_S0 = float_ctor_int(_texIdx5634));
(_vinColor_S0 = _inColor);
(gl_Position = vec4_ctor(_inPosition, 0.0, 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;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float2 v1 : TEXCOORD1;
};

#pragma warning( disable: 3556 3571 )
// Uniforms

static const uint _uTextureSampler_0_S0 = 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 float2 _vTextureCoords_S0 = {0, 0};
static noperspective float4 _vinColor_S0 = {0, 0, 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){
    _vinColor_S0 = input.v0;
    _vTextureCoords_S0 = input.v1.xy;

float4 _outputColor_S05631 = _vinColor_S0;
float4 _texColor5632 = gl_texture2D(_uTextureSampler_0_S0, _vTextureCoords_S0, -0.5).xxxx;
float4 _outputCoverage_S05633 = _texColor5632;
{
(out_sk_FragColor = (_outputColor_S05631 * _outputCoverage_S05633));
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColor�struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float2 v1 : TEXCOORD1;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    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; 
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
����DXBC(��A���E��!&��ҷ�4<�(�RDEF�<����RD11< ($|�$GlobalsDriverConstants���|�0��@,��������P l��������_sk_RTAdjustfloat4%_uAtlasSizeInv_S0float2���bX,��������f l��������t0l���������8����������<���������dx_ViewAdjustdx_ViewCoordsdx_ViewScaleclipControlOriginfloat����clipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGN\PPPTEXCOORD���OSGN�htttSV_PositionTEXCOORD���SHEX�PqjYF� YF� _2_�_2g� e� e� e2 h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?6� 6� F6B @6� FV2F82 FF� >STAT��DXBCE�p4@��I[���4���hRDEF�<����RD11< ($|�����
samplers2D[0]textures2D[0]Microsoft (R) HLSL Shader Compiler 10.1ISGN�htttSV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX�P*jZ`XpUUb �b 2e� hJ���CUFF~`@�8� F>STAT�BPLG��76fe6c9a5e90d45b3d`ANGLE (NVIDIA, NVIDIA GeForce GT 730 (0x00001287) Direct3D11 vs_5_0 ps_5_0, D3D11-27.21.14.5671)��������������������,,position
_upositionP�color_ucolorR����������sk_RTAdjust
_usk_RTAdjustsk_FragColor_usk_FragColorR�@�����������������������������������������������������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    noperspective float4 v0 : TEXCOORD0;
};
#pragma warning( disable: 3556 3571 )
float4 vec4_ctor(float2 x0, float x1, float x2)
{
    return float4(x0, x1, x2);
}
// Uniforms

uniform float4 _sk_RTAdjust : register(c1);
#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 float4 gl_Position = float4(0, 0, 0, 0);

// Varyings
static noperspective float4 _vcolor_S0 = {0, 0, 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;

    return output;
}

VS_OUTPUT main(VS_INPUT input){
    initAttributes(input);

(_vcolor_S0 = _color);
(gl_Position = vec4_ctor(_position, 0.0, 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 : TEXCOORD1;
    noperspective float4 v0 : TEXCOORD0;
};

#pragma warning( disable: 3556 3571 )
float4 vec4_ctor(float x0, float x1, float x2, float x3)
{
    return float4(x0, x1, x2, x3);
}
#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 float4 out_sk_FragColor = {0, 0, 0, 0};

cbuffer DriverConstants : register(b1)
{
    uint dx_Misc : packoffset(c2.w);
};

@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){
    _vcolor_S0 = input.v0;

float4 _outputColor_S05628 = _vcolor_S0;
{
(out_sk_FragColor = _outputColor_S05628);
(out_sk_FragColor = vec4_ctor(out_sk_FragColor.w, 0.0, 0.0, 0.0));
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColorstruct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    noperspective float4 v0 : TEXCOORD0;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    noperspective float4 v0 : TEXCOORD0;
};

void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput)
{
    output.gl_Position = input.gl_Position;
    output.v0 = input.v0; 
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
���DXBC���wL�766h�,�4L�<RDEF��<����RD11< ($|�$GlobalsDriverConstants���|� �(@���������_sk_RTAdjustfloat4����������� ��������80��������E8`���������<`��������dx_ViewAdjustdx_ViewCoordsfloat2�dx_ViewScaleclipControlOriginfloat���WclipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGND88TEXCOORD���OSGNhP\\SV_PositionTEXCOORD���SHEXxP^jYF� YF� _2_�g� e� e� h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?6� 6� F6B @6� F>STAT�
�DDXBC<�c�('eIx�e�D4�D�RDEFd<���<RD11< ($Microsoft (R) HLSL Shader Compiler 10.1ISGNhP\\SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX\Pjb �e� 6 :6� @>STAT�BPLG��t6fe6c9a5e90d45b3d`ANGLE (NVIDIA, NVIDIA GeForce GT 730 (0x00001287) Direct3D11 vs_5_0 ps_5_0, D3D11-27.21.14.5671)��������������������,,position
_upositionP�color_ucolorR����������sk_RTAdjust
_usk_RTAdjustsk_FragColor_usk_FragColorR�@�����������������������������������������������������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    noperspective float4 v0 : TEXCOORD0;
};
#pragma warning( disable: 3556 3571 )
float4 vec4_ctor(float2 x0, float x1, float x2)
{
    return float4(x0, x1, x2);
}
// Uniforms

uniform float4 _sk_RTAdjust : register(c1);
#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 float4 gl_Position = float4(0, 0, 0, 0);

// Varyings
static noperspective float4 _vcolor_S0 = {0, 0, 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;

    return output;
}

VS_OUTPUT main(VS_INPUT input){
    initAttributes(input);

(_vcolor_S0 = _color);
(gl_Position = vec4_ctor(_position, 0.0, 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 : TEXCOORD1;
    noperspective float4 v0 : TEXCOORD0;
};

#pragma warning( disable: 3556 3571 )
#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 float4 out_sk_FragColor = {0, 0, 0, 0};

cbuffer DriverConstants : register(b1)
{
    uint dx_Misc : packoffset(c2.w);
};

@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){
    _vcolor_S0 = input.v0;

float4 _outputColor_S05628 = _vcolor_S0;
{
(out_sk_FragColor = _outputColor_S05628);
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColorstruct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    noperspective float4 v0 : TEXCOORD0;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    noperspective float4 v0 : TEXCOORD0;
};

void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput)
{
    output.gl_Position = input.gl_Position;
    output.v0 = input.v0; 
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
���DXBC���wL�766h�,�4L�<RDEF��<����RD11< ($|�$GlobalsDriverConstants���|� �(@���������_sk_RTAdjustfloat4����������� ��������80��������E8`���������<`��������dx_ViewAdjustdx_ViewCoordsfloat2�dx_ViewScaleclipControlOriginfloat���WclipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGND88TEXCOORD���OSGNhP\\SV_PositionTEXCOORD���SHEXxP^jYF� YF� _2_�g� e� e� h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?6� 6� F6B @6� F>STAT�
�$DXBC5�[	���Ux����$4�D�RDEFd<���<RD11< ($Microsoft (R) HLSL Shader Compiler 10.1ISGNhP\\SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX<Pjb �e� 6� F>STAT�BPLG���66fe6c9a5e90d45b3d`ANGLE (NVIDIA, NVIDIA GeForce GT 730 (0x00001287) Direct3D11 vs_5_0 ps_5_0, D3D11-27.21.14.5671)��������������������,,resolveLevel_and_idx_uresolveLevel_and_idxP�p01_up01R�p23_up23R�fanPointAttrib_ufanPointAttribP����������������������������sk_RTAdjustuaffineMatrix_S0
utranslate_S0
_usk_RTAdjust_uuaffineMatrix_S0_uutranslate_S0������������������������������������������������������������������������������������������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD0;
};
#pragma warning( disable: 3556 3571 )
float2 vec2_ctor(float x0)
{
    return float2(x0, x0);
}
float2x2 mat2_ctor(float2 x0, float2 x1)
{
    return float2x2(x0, x1);
}
float4 vec4_ctor(float2 x0, float x1, float x2)
{
    return float4(x0, x1, x2);
}
// Uniforms

uniform float4 _sk_RTAdjust : register(c1);
uniform float4 _uaffineMatrix_S0 : register(c2);
uniform float2 _utranslate_S0 : 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 float2 _resolveLevel_and_idx = {0, 0};
static float4 _p01 = {0, 0, 0, 0};
static float4 _p23 = {0, 0, 0, 0};
static float2 _fanPointAttrib = {0, 0};

static float4 gl_Position = float4(0, 0, 0, 0);

// Varyings

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);
};

float f_wangs_formula_max_fdiff_p2_ff2f2f2f2f22_float2x2(in float2 _p0, in float2 _p1, in float2 _p2, in float2 _p3, in float2x2 _matrix)
{
float2 _d05641 = mul(transpose(_matrix), (((float2(-2.0, -2.0) * _p1) + _p2) + _p0));
float2 _d15642 = mul(transpose(_matrix), (((float2(-2.0, -2.0) * _p2) + _p3) + _p1));
return max(dot(_d05641, _d05641), dot(_d15642, _d15642));
}
float f_wangs_formula_conic_p2_fff2f2f2f(in float __precision_, in float2 _p0, in float2 _p1, in float2 _p2, in float _w)
{
float2 _C5649 = ((min(min(_p0, _p1), _p2) + max(max(_p0, _p1), _p2)) * 0.5);
(_p0 -= _C5649);
(_p1 -= _C5649);
(_p2 -= _C5649);
float _m5650 = sqrt(max(max(dot(_p0, _p0), dot(_p1, _p1)), dot(_p2, _p2)));
float2 _dp5651 = (((vec2_ctor((-2.0 * _w)) * _p1) + _p0) + _p2);
float _dw5652 = abs(((-2.0 * _w) + 2.0));
float _rp_minus_15653 = max(0.0, ((_m5650 * __precision_) + -1.0));
float _numer5654 = ((length(_dp5651) * __precision_) + (_rp_minus_15653 * _dw5652));
float _denom5655 = (4.0 * min(_w, 1.0));
return (_numer5654 / _denom5655);
}
@@ 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;

    return output;
}

VS_OUTPUT main(VS_INPUT input){
    initAttributes(input);

float2x2 _AFFINE_MATRIX5657 = mat2_ctor(_uaffineMatrix_S0.xy, _uaffineMatrix_S0.zw);
float2 _TRANSLATE5658 = _utranslate_S0;
float _resolveLevel5659 = _resolveLevel_and_idx.x;
float _idxInResolveLevel5660 = _resolveLevel_and_idx.y;
float2 _localcoord5661 = {0, 0};
if ((_resolveLevel5659 < 0.0))
{
(_localcoord5661 = _fanPointAttrib);
}
else
{
if (isinf(_p23.z))
{
float2 s1632 = {0, 0};
if ((_resolveLevel5659 != 0.0))
{
(s1632 = _p01.zw);
}
else
{
float2 s1633 = {0, 0};
if ((_idxInResolveLevel5660 != 0.0))
{
(s1633 = _p23.xy);
}
else
{
(s1633 = _p01.xy);
}
(s1632 = s1633);
}
(_localcoord5661 = s1632);
}
else
{
float2 _p05662 = _p01.xy;
float2 _p15663 = _p01.zw;
float2 _p25664 = _p23.xy;
float2 _p35665 = _p23.zw;
float _w5666 = {-1.0};
float _maxResolveLevel5667 = {0};
if (isinf(_p23.w))
{
(_w5666 = _p35665.x);
float __0_n25668 = f_wangs_formula_conic_p2_fff2f2f2f(4.0, mul(transpose(_AFFINE_MATRIX5657), _p05662), mul(transpose(_AFFINE_MATRIX5657), _p15663), mul(transpose(_AFFINE_MATRIX5657), _p25664), _w5666);
(_maxResolveLevel5667 = ceil((log2(max(__0_n25668, 1.0)) * 0.5)));
(_p15663 *= _w5666);
(_p35665 = _p25664);
}
else
{
float __1_m5669 = f_wangs_formula_max_fdiff_p2_ff2f2f2f2f22_float2x2(_p05662, _p15663, _p25664, _p35665, _AFFINE_MATRIX5657);
(_maxResolveLevel5667 = ceil((log2(max((9.0 * __1_m5669), 1.0)) * 0.25)));
}
if ((_resolveLevel5659 > _maxResolveLevel5667))
{
(_idxInResolveLevel5660 = floor((_idxInResolveLevel5660 * exp2((_maxResolveLevel5667 - _resolveLevel5659)))));
(_resolveLevel5659 = _maxResolveLevel5667);
}
float _fixedVertexID5670 = floor((0.5 + (_idxInResolveLevel5660 * exp2((5.0 - _resolveLevel5659)))));
if (((0.0 < _fixedVertexID5670) && (_fixedVertexID5670 < 32.0)))
{
float _T5671 = (_fixedVertexID5670 * 0.03125);
float2 _ab5672 = lerp(_p05662, _p15663, _T5671);
float2 _bc5673 = lerp(_p15663, _p25664, _T5671);
float2 _cd5674 = lerp(_p25664, _p35665, _T5671);
float2 _abc5675 = lerp(_ab5672, _bc5673, _T5671);
float2 _bcd5676 = lerp(_bc5673, _cd5674, _T5671);
float2 _abcd5677 = lerp(_abc5675, _bcd5676, _T5671);
float _u5678 = lerp(1.0, _w5666, _T5671);
float _v5679 = ((_w5666 + 1.0) - _u5678);
float _uv5680 = lerp(_u5678, _v5679, _T5671);
float2 s1634 = {0, 0};
if ((_w5666 < 0.0))
{
(s1634 = _abcd5677);
}
else
{
(s1634 = (_abc5675 / _uv5680));
}
(_localcoord5661 = s1634);
}
else
{
float2 s1635 = {0, 0};
if ((_fixedVertexID5670 == 0.0))
{
(s1635 = _p05662);
}
else
{
(s1635 = _p35665);
}
(_localcoord5661 = s1635);
}
}
}
float2 _vertexpos5681 = (mul(transpose(_AFFINE_MATRIX5657), _localcoord5661) + _TRANSLATE5658);
(gl_Position = vec4_ctor(_vertexpos5681, 0.0, 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 : TEXCOORD0;
};

#pragma warning( disable: 3556 3571 )
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Varyings


cbuffer DriverConstants : register(b1)
{
    uint dx_Misc : packoffset(c2.w);
};

@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){

return generateOutput();
}
�struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD0;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD0;
};

void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput)
{
    output.gl_Position = input.gl_Position;
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
����<DXBC����k�8��ZM��c<4p�D�RDEF4�<���	RD11< ($|�$GlobalsDriverConstants���|�@��@@T��������x T���������0���������_sk_RTAdjustfloat4M_uaffineMatrix_S0_utranslate_S0float2��T��������� ����������0����������8����������<���������dx_ViewAdjustdx_ViewCoordsdx_ViewScaleclipControlOriginfloat����clipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGNthhhhTEXCOORD���OSGNP8DSV_PositionTEXCOORD���SHEXTP�jYF� YF� _2_�_�_2g� e� h1
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F"��BFF4"*8"@A4"@�?/"8"@�>B6��6��6@��1"

B

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2F� �2FF� 22F�� օ 8" *� 9B@:� 7	B *@@?6�@�?6� 6� F6B @>STAT�}\
�DXBC7/q�J޺x0�mdD�4�� RDEFd<���<RD11< ($Microsoft (R) HLSL Shader Compiler 10.1ISGNP8DSV_PositionTEXCOORD���OSGNSHEXPj>STAT�BPLG���,6fe6c9a5e90d45b3d`ANGLE (NVIDIA, NVIDIA GeForce GT 730 (0x00001287) Direct3D11 vs_5_0 ps_5_0, D3D11-27.21.14.5671)��������������������,,position
_upositionP�color_ucolorR�������������������	������������������*����������sk_RTAdjust
u_skRTFlip
umatrix_S1_c0ucoverageInvert_S1uTextureSampler_0_S1
_usk_RTAdjust_uu_skRTFlip_uumatrix_S1_c0_uucoverageInvert_S1_uuTextureSampler_0_S1sk_FragColor_usk_FragColorR�@^�������������������������������������������������������������������������������������������������������������������������������������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
};
#pragma warning( disable: 3556 3571 )
float4 vec4_ctor(float2 x0, float x1, float x2)
{
    return float4(x0, x1, x2);
}
// Uniforms

uniform float4 _sk_RTAdjust : register(c1);
#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 float4 gl_Position = float4(0, 0, 0, 0);

// Varyings
static noperspective float4 _vcolor_S0 = {0, 0, 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;

    return output;
}

VS_OUTPUT main(VS_INPUT input){
    initAttributes(input);

(_vcolor_S0 = _color);
(gl_Position = vec4_ctor(_position, 0.0, 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 : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
};

#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(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);
}
// Uniforms

uniform float2 _u_skRTFlip : register(c0);
uniform float3x3 _umatrix_S1_c0 : register(c1);
uniform float2 _ucoverageInvert_S1 : register(c4);
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 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
@@ 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;

float4 _sk_FragCoord5632 = vec4_ctor(gl_FragCoord.x, (_u_skRTFlip.x + (_u_skRTFlip.y * gl_FragCoord.y)), gl_FragCoord.z, gl_FragCoord.w);
float4 _outputColor_S05633 = _vcolor_S0;
float __0_coverage5634 = {0.0};
{
(__0_coverage5634 = gl_texture2D(_uTextureSampler_0_S1, mul(transpose(mat3x2_ctor(_umatrix_S1_c0)), vec3_ctor(_sk_FragCoord5632.xy, 1.0)), -0.5).x);
}
(__0_coverage5634 = ((__0_coverage5634 * _ucoverageInvert_S1.x) + _ucoverageInvert_S1.y));
float4 _output_S15635 = vec4_ctor(__0_coverage5634);
{
(out_sk_FragColor = (_outputColor_S05633 * _output_S15635));
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColor�struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
};

void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput)
{
    output.gl_Position = input.gl_Position;
    output.v0 = input.v0; 
    output.gl_FragCoord = input.gl_FragCoord;
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
��DXBCl�B��j���MH!04L�lRDEF��<����RD11< ($|�$GlobalsDriverConstants���|� �(@���������_sk_RTAdjustfloat4����������� ��������80��������E8`���������<`��������dx_ViewAdjustdx_ViewCoordsfloat2�dx_ViewScaleclipControlOriginfloat���WclipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGND88TEXCOORD���OSGN�htttSV_PositionTEXCOORD���SHEX�PdjYF� YF� _2_�g� e� e� e� h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?6� 6� F6� F6� F>STAT�
�XDXBC�W��
$��﬑:X4\��RDEF �<����RD11< ($������
��samplers2D[0]textures2D[0]$GlobalsDriverConstants����$P�$`�����������,���������@���������_u_skRTFlipfloat2��_umatrix_S1_c0float3x3�_ucoverageInvert_S1,��������P0���������c x���������8����������,����������@ ���������dx_ViewCoordsfloat4���"dx_FragCoordOffsetdx_DepthFrontfloat3qdx_ViewScaledx_Miscdword��samplerMetadataSamplerMetadatabaseLevelint��wrapModespaddingint2�BintBorderColorint4{�0:Hl���Microsoft (R) HLSL Shader Compiler 10.1ISGN�htttSV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX�PgjYF� YF� Z`XpUUd 2b �e� h6�@�?	2FF� �A2B� 
� F� �"F� �J���CUFF~`@�2

� � 8� F>STAT�	BPLG��S 6fe6c9a5e90d45b3d`ANGLE (NVIDIA, NVIDIA GeForce GT 730 (0x00001287) Direct3D11 vs_5_0 ps_5_0, D3D11-27.21.14.5671)��������������������,,
inPosition_uinPositionP�inColor	_uinColorR�inCircleEdge_uinCircleEdgeR����������sk_RTAdjust
_usk_RTAdjust�����sk_FragColor_usk_FragColorR�@�������������������������������������������������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float4 v1 : TEXCOORD1;
};
#pragma warning( disable: 3556 3571 )
float4 vec4_ctor(float2 x0, float x1, float x2)
{
    return float4(x0, x1, x2);
}
// Uniforms

uniform float4 _sk_RTAdjust : register(c1);
#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 _inPosition = {0, 0};
static float4 _inColor = {0, 0, 0, 0};
static float4 _inCircleEdge = {0, 0, 0, 0};

static float4 gl_Position = float4(0, 0, 0, 0);

// Varyings
static noperspective float4 _vinCircleEdge_S0 = {0, 0, 0, 0};
static noperspective float4 _vinColor_S0 = {0, 0, 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 = _vinCircleEdge_S0;
    output.v1 = _vinColor_S0;

    return output;
}

VS_OUTPUT main(VS_INPUT input){
    initAttributes(input);

(_vinCircleEdge_S0 = _inCircleEdge);
(_vinColor_S0 = _inColor);
float2 __tmp_0_inPosition5633 = _inPosition;
(gl_Position = vec4_ctor(__tmp_0_inPosition5633, 0.0, 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;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float4 v1 : TEXCOORD1;
};

#pragma warning( disable: 3556 3571 )
float4 vec4_ctor(float x0)
{
    return float4(x0, x0, x0, x0);
}
#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 _vinCircleEdge_S0 = {0, 0, 0, 0};
static noperspective float4 _vinColor_S0 = {0, 0, 0, 0};

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

cbuffer DriverConstants : register(b1)
{
    uint dx_Misc : packoffset(c2.w);
};

@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){
    _vinCircleEdge_S0 = input.v0;
    _vinColor_S0 = input.v1;

float4 _circleEdge5629 = _vinCircleEdge_S0;
float4 _outputColor_S05630 = _vinColor_S0;
float _d5631 = length(_circleEdge5629.xy);
float _distanceToOuterEdge5632 = (_circleEdge5629.z * (1.0 - _d5631));
float _edgeAlpha5633 = clamp(_distanceToOuterEdge5632, 0.0, 1.0);
float4 _outputCoverage_S05634 = vec4_ctor(_edgeAlpha5633);
{
(out_sk_FragColor = (_outputColor_S05630 * _outputCoverage_S05634));
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColor�struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float4 v1 : TEXCOORD1;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float4 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; 
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
���4DXBCGQ���64v}�Y\��44d��RDEF��<����RD11< ($|�$GlobalsDriverConstants���|� �(@���������_sk_RTAdjustfloat4����������� ��������80��������E8`���������<`��������dx_ViewAdjustdx_ViewCoordsfloat2�dx_ViewScaleclipControlOriginfloat���WclipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGN\PPPTEXCOORD���OSGN�htttSV_PositionTEXCOORD���SHEX�PijYF� YF� _2_�_�g� e� e� e� h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?6� 6� F6B @6� F6� F>STAT���DXBC��B�y�ǿm��c���4�(\(RDEFd<���<RD11< ($Microsoft (R) HLSL Shader Compiler 10.1ISGN�htttSV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX�P1jb rb �e� hFFK

�A@�?8 
*8� F>STAT�BPLG��-6fe6c9a5e90d45b3d`ANGLE (NVIDIA, NVIDIA GeForce GT 730 (0x00001287) Direct3D11 vs_5_0 ps_5_0, D3D11-27.21.14.5671)��������������������,,position
_upositionP�
localCoord_ulocalCoordP�������������������������������������*����������sk_RTAdjust
u_skRTFlip
uinnerRect_S1uradiusPlusHalf_S1uTextureSampler_0_S0
_usk_RTAdjust_uu_skRTFlip_uuinnerRect_S1_uuradiusPlusHalf_S1_uuTextureSampler_0_S0sk_FragColor_usk_FragColorR�@^�������������������������������������������������������������������������������������������������������������������������������������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    noperspective float2 v0 : TEXCOORD0;
};
#pragma warning( disable: 3556 3571 )
float4 vec4_ctor(float2 x0, float x1, float x2)
{
    return float4(x0, x1, x2);
}
// Uniforms

uniform float4 _sk_RTAdjust : register(c1);
#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 float2 _localCoord = {0, 0};

static float4 gl_Position = float4(0, 0, 0, 0);

// Varyings
static noperspective float2 _vlocalCoord_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 = _vlocalCoord_S0;

    return output;
}

VS_OUTPUT main(VS_INPUT input){
    initAttributes(input);

(_vlocalCoord_S0 = _localCoord);
(gl_Position = vec4_ctor(_position, 0.0, 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 : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    noperspective float2 v0 : TEXCOORD0;
};

#pragma warning( disable: 3556 3571 )
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);
}
// Uniforms

uniform float2 _u_skRTFlip : register(c0);
uniform float4 _uinnerRect_S1 : register(c1);
uniform float2 _uradiusPlusHalf_S1 : register(c2);
static const uint _uTextureSampler_0_S0 = 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 float2 _vlocalCoord_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
@@ 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;
    _vlocalCoord_S0 = input.v0.xy;

float4 _sk_FragCoord5632 = vec4_ctor(gl_FragCoord.x, (_u_skRTFlip.x + (_u_skRTFlip.y * gl_FragCoord.y)), gl_FragCoord.z, gl_FragCoord.w);
float4 _outputColor_S05633 = {1.0, 1.0, 1.0, 1.0};
float2 _texCoord5634 = _vlocalCoord_S0;
(_outputColor_S05633 = gl_texture2D(_uTextureSampler_0_S0, _texCoord5634, -0.5));
float2 __0_dxy05635 = (_uinnerRect_S1.xy - _sk_FragCoord5632.xy);
float2 __1_dxy15636 = (_sk_FragCoord5632.xy - _uinnerRect_S1.zw);
float2 __2_dxy5637 = max(max(__0_dxy05635, __1_dxy15636), 0.0);
float __3_alpha5638 = clamp((_uradiusPlusHalf_S1.x - length(__2_dxy5637)), 0.0, 1.0);
float4 _output_S15639 = vec4_ctor(__3_alpha5638);
{
(out_sk_FragColor = (_outputColor_S05633 * _output_S15639));
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColor�struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    noperspective float2 v0 : TEXCOORD0;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    noperspective float2 v0 : TEXCOORD0;
};

void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput)
{
    output.gl_Position = input.gl_Position;
    output.v0 = input.v0; 
    output.gl_FragCoord = input.gl_FragCoord;
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
��DXBC�~w�h�W3�}�jV=4L�lRDEF��<����RD11< ($|�$GlobalsDriverConstants���|� �(@���������_sk_RTAdjustfloat4����������� ��������80��������E8`���������<`��������dx_ViewAdjustdx_ViewCoordsfloat2�dx_ViewScaleclipControlOriginfloat���WclipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGND88TEXCOORD���OSGN�htttSV_PositionTEXCOORD���SHEX�PdjYF� YF� _2_2g� e� e� e2 h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?6� 6� F6� F62 F>STAT�
��DXBC�����/�MN�!ҫ��40���RDEF��<����RD11< ($������
��samplers2D[0]textures2D[0]$GlobalsDriverConstants����$0�$`�������������������� ���������_u_skRTFlipfloat2��_uinnerRect_S1float4���_uradiusPlusHalf_S1���������"0���������5 L��������p8���������},����������@ ���������dx_ViewCoordsdx_FragCoordOffsetdx_DepthFrontfloat3��Cdx_ViewScaledx_Miscdword��samplerMetadataSamplerMetadatabaseLevelint���wrapModespaddingint2�intBorderColorint4O���@Tx�Microsoft (R) HLSL Shader Compiler 10.1ISGN�htttSV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX�PjYF� YF� Z`XpUUd 2b 2e� h	2FF� �A2B� 
� 	��A� 	R�� �A42��4
2F@FFK
 	
�A
� J���CU�FF~`@�8� F>STAT�
BPLG��<$6fe6c9a5e90d45b3d`ANGLE (NVIDIA, NVIDIA GeForce GT 730 (0x00001287) Direct3D11 vs_5_0 ps_5_0, D3D11-27.21.14.5671)��������������������,,position
_upositionP�color_ucolorR����������	���������*����������sk_RTAdjustumatrix_S1_c0_c0uTextureSampler_0_S1
_usk_RTAdjust_uumatrix_S1_c0_c0_uuTextureSampler_0_S1sk_FragColor_usk_FragColorR�@^����������������������������������������������������������������������������������������������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    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 : 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 float4 gl_Position = float4(0, 0, 0, 0);

// Varyings
static noperspective float4 _vcolor_S0 = {0, 0, 0, 0};
static noperspective float2 _vTransformedCoords_4_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 = _vTransformedCoords_4_S0;

    return output;
}

VS_OUTPUT main(VS_INPUT input){
    initAttributes(input);

(_vcolor_S0 = _color);
(gl_Position = vec4_ctor(_position, 0.0, 1.0));
{
(_vTransformedCoords_4_S0 = mul(transpose(mat3x2_ctor(_umatrix_S1_c0_c0)), vec3_ctor(_position, 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);
}
6struct PS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float2 v1 : TEXCOORD1;
};

#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 _vTransformedCoords_4_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;
    _vTransformedCoords_4_S0 = input.v1.xy;

float4 _outputColor_S05631 = _vcolor_S0;
float4 _output_S15632 = vec4_ctor(gl_texture2D(_uTextureSampler_0_S1, _vTransformedCoords_4_S0, -0.5).x);
{
(out_sk_FragColor = (_outputColor_S05631 * _output_S15632));
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColor�struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float2 v1 : TEXCOORD1;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    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; 
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
���DXBC1�԰�@���C� ���4h�<(RDEF,�<���RD11< ($|�$GlobalsDriverConstants���|�P��@,��������P ,l��������_sk_RTAdjustfloat4%_umatrix_S1_c0_c0float3x3�bX,��������f |���������0|���������8����������<���������dx_ViewAdjustdx_ViewCoordsfloat2�tdx_ViewScaleclipControlOriginfloat����clipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGND88TEXCOORD���OSGN�htttSV_PositionTEXCOORD���SHEX�PyjYF� YF� _2_�g� e� e� e2 h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?�?6� 6� F6B @6� F62F F� F" F� F>STAT�
�DXBCE�p4@��I[���4���hRDEF�<����RD11< ($|�����
samplers2D[0]textures2D[0]Microsoft (R) HLSL Shader Compiler 10.1ISGN�htttSV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX�P*jZ`XpUUb �b 2e� hJ���CUFF~`@�8� F>STAT�BPLG��f$6fe6c9a5e90d45b3d`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_c0uTextureSampler_0_S1
_usk_RTAdjust_uumatrix_S1_c0_uuTextureSampler_0_S1sk_FragColor_usk_FragColorR�@^������������������������������������������������������������������������������������������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    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 : 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_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 = _vTransformedCoords_3_S0;

    return output;
}

VS_OUTPUT main(VS_INPUT input){
    initAttributes(input);

(_vcolor_S0 = _color);
(gl_Position = vec4_ctor(_position, 0.0, 1.0));
{
(_vTransformedCoords_3_S0 = mul(transpose(mat3x2_ctor(_umatrix_S1_c0)), 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;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float2 v1 : TEXCOORD1;
};

#pragma warning( disable: 3556 3571 )
// 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 _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;
    _vTransformedCoords_3_S0 = input.v1.xy;

float4 _outputColor_S05631 = _vcolor_S0;
float4 __0_input5632 = _outputColor_S05631;
(__0_input5632 = gl_texture2D(_uTextureSampler_0_S1, _vTransformedCoords_3_S0, -0.5));
float4 _output_S15633 = __0_input5632;
{
(out_sk_FragColor = _output_S15633);
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColor�struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float2 v1 : TEXCOORD1;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    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; 
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
����DXBC2�?/4��ud^��Ʋ�4d�PHRDEF(�<����RD11< ($|�$GlobalsDriverConstants���|�P��@,��������P ,h��������_sk_RTAdjustfloat4%_umatrix_S1_c0float3x3_T,��������b x���������0x���������8����������<���������dx_ViewAdjustdx_ViewCoordsfloat2�pdx_ViewScaleclipControlOriginfloat����clipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGN\PPPTEXCOORD���OSGN�htttSV_PositionTEXCOORD���SHEX�P|jYF� YF� _2_�_2g� e� e� e2 h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?�?6� 6� F6B @6� F62F F� F" F� F>STAT�
��DXBC�j���s�<�kxwTZ��4���8RDEF�<����RD11< ($|�����
samplers2D[0]textures2D[0]Microsoft (R) HLSL Shader Compiler 10.1ISGN�htttSV_PositionTEXCOORD���OSGN, SV_TARGET��SHEXxPjZ`XpUUb 2e� J���CU� FF~`@�>STAT�BPLG���>6fe6c9a5e90d45b3d`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_skRTFliputhresholds_S1_c0_c0_c0[0]uscale_S1_c0_c0_c0[0]ubias_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_uuthresholds_S1_c0_c0_c0[0]_uuscale_S1_c0_c0_c0[0]_uubias_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_6_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_6_S0;

    return output;
}

VS_OUTPUT main(VS_INPUT input){
    initAttributes(input);

(_vcolor_S0 = _color);
(gl_Position = vec4_ctor(_position, 0.0, 1.0));
{
(_vTransformedCoords_6_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(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 _uthresholds_S1_c0_c0_c0[1] : register(c1);
uniform float4 _uscale_S1_c0_c0_c0[4] : register(c2);
uniform float4 _ubias_S1_c0_c0_c0[4] : register(c6);
uniform float4 _uleftBorderColor_S1_c0_c0 : register(c10);
uniform float4 _urightBorderColor_S1_c0_c0 : register(c11);
uniform float3x3 _umatrix_S1_c1 : register(c12);
uniform float _urange_S1 : register(c15);
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_6_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
@@ 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_6_S0 = input.v1.xy;

float4 _sk_FragCoord5639 = vec4_ctor(gl_FragCoord.x, (_u_skRTFlip.x + (_u_skRTFlip.y * gl_FragCoord.y)), gl_FragCoord.z, gl_FragCoord.w);
float4 _outputColor_S05640 = _vcolor_S0;
float4 __31_tmp_6_inColor5641 = _outputColor_S05640;
float4 __32_input5642 = __31_tmp_6_inColor5641;
float2 __35_tmp_3_coords5643 = _vTransformedCoords_6_S0;
float4 __36_t5644 = vec4_ctor((__35_tmp_3_coords5643.x + 9.9999997e-06), 1.0, 0.0, 0.0);
float4 __37_outColor5645 = {0, 0, 0, 0};
if ((__36_t5644.x < 0.0))
{
(__37_outColor5645 = _uleftBorderColor_S1_c0_c0);
}
else
{
if ((__36_t5644.x > 1.0))
{
(__37_outColor5645 = _urightBorderColor_S1_c0_c0);
}
else
{
float2 __39_tmp_1_coords5646 = vec2_ctor(__36_t5644.x, 0.0);
float __40_t5647 = __39_tmp_1_coords5646.x;
int __42_pos5649 = {0};
if ((__40_t5647 < _uthresholds_S1_c0_c0_c0[0].y))
{
int s1615 = {0};
if ((__40_t5647 < _uthresholds_S1_c0_c0_c0[0].x))
{
(s1615 = 0);
}
else
{
(s1615 = 1);
}
(__42_pos5649 = s1615);
}
else
{
int s1616 = {0};
if ((__40_t5647 < _uthresholds_S1_c0_c0_c0[0].z))
{
(s1616 = 2);
}
else
{
(s1616 = 3);
}
(__42_pos5649 = s1616);
}
(__37_outColor5645 = ((__40_t5647 * _uscale_S1_c0_c0_c0[__42_pos5649]) + _ubias_S1_c0_c0_c0[__42_pos5649]));
}
}
(__32_input5642 = __37_outColor5645);
float4 __44_color5650 = __32_input5642;
float __45_value5651 = (gl_texture2D(_uTextureSampler_0_S1, mul(transpose(mat3x2_ctor(_umatrix_S1_c1)), vec3_ctor(_sk_FragCoord5639.xy, 1.0)), -0.5).x - 0.5);
float4 _output_S15652 = vec4_ctor(clamp((__44_color5650.xyz + (__45_value5651 * _urange_S1)), 0.0, __44_color5650.w), __44_color5650.w);
{
(out_sk_FragColor = _output_S15652);
}
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�>$4l�p�RDEF0�<���RD11< ($|�$GlobalsDriverConstants���|�P��@,��������P ,p��������_sk_RTAdjustfloat4%_umatrix_S1_c0_c0_c1float3x3��e\,��������j ����������0����������8����������<���������dx_ViewAdjustdx_ViewCoordsfloat2�xdx_ViewScaleclipControlOriginfloat����clipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGN\PPPTEXCOORD���OSGN������SV_PositionTEXCOORD���SHEXP�jYF� YF� _2_�_2g� e� e� e� e2 h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?6� 6� F6� F6� F62F6B@�? F� F" F� F>STAT���DXBC#eQؖF�X�kK�G�4,�`RDEF��<����RD11< ($������
��samplers2D[0]textures2D[0]$GlobalsDriverConstants����$� `dx������������������� @���������`@,��������P�l����������l����������,��������������������_u_skRTFlipfloat2�p_uthresholds_S1_c0_c0_c0float4�_uscale_S1_c0_c0_c0�_ubias_S1_c0_c0_c0��_uleftBorderColor_S1_c0_c0��_urightBorderColor_S1_c0_c0_umatrix_S1_c1float3x3�_urange_S1float����l��������0x��������1 H��������l8x��������y,����������@ ���������dx_ViewCoordsdx_FragCoordOffsetdx_DepthFrontfloat3��?dx_ViewScaledx_Miscdword��samplerMetadataSamplerMetadatabaseLevelint���wrapModespaddingint2�intBorderColorint4K���
<Pt�Microsoft (R) HLSL Shader Compiler 10.1ISGN������SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEXXP�jYF� YF� Z`XpUUd 2b e� h	2FF� �A2B� 
� "
@��'71@
6�F� 
1@�?
6�F� 1rV� 7bV@@7	
*2�VF� 
F� 
6�@�?F� �"F� 
�J���CUFF~`@�
@�2
r� F4
rF@3r�F6� F>STAT�
BPLG��26fe6c9a5e90d45b3d`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
u_skRTFlip
uinnerRect_S2uradiusPlusHalf_S2uTextureSampler_0_S1
_usk_RTAdjust_uumatrix_S1_c0_uu_skRTFlip_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 : 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_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.gl_FragCoord = gl_Position;
    output.v0 = _vcolor_S0;
    output.v1 = _vTransformedCoords_3_S0;

    return output;
}

VS_OUTPUT main(VS_INPUT input){
    initAttributes(input);

(_vcolor_S0 = _color);
(gl_Position = vec4_ctor(_position, 0.0, 1.0));
{
(_vTransformedCoords_3_S0 = mul(transpose(mat3x2_ctor(_umatrix_S1_c0)), 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);
}
Hstruct 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 )
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);
}
// Uniforms

uniform float2 _u_skRTFlip : register(c0);
uniform float4 _uinnerRect_S2 : register(c1);
uniform float2 _uradiusPlusHalf_S2 : register(c2);
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_3_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
@@ 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_3_S0 = input.v1.xy;

float4 _sk_FragCoord5634 = vec4_ctor(gl_FragCoord.x, (_u_skRTFlip.x + (_u_skRTFlip.y * gl_FragCoord.y)), gl_FragCoord.z, gl_FragCoord.w);
float4 _outputColor_S05635 = _vcolor_S0;
float4 __0_input5636 = _outputColor_S05635;
(__0_input5636 = gl_texture2D(_uTextureSampler_0_S1, _vTransformedCoords_3_S0, -0.5));
float4 _output_S15637 = __0_input5636;
float2 __2_dxy05638 = (_uinnerRect_S2.xy - _sk_FragCoord5634.xy);
float2 __3_dxy15639 = (_sk_FragCoord5634.xy - _uinnerRect_S2.zw);
float2 __4_dxy5640 = max(max(__2_dxy05638, __3_dxy15639), 0.0);
float __5_alpha5641 = clamp((_uradiusPlusHalf_S2.x - length(__4_dxy5640)), 0.0, 1.0);
float4 _output_S25642 = vec4_ctor(__5_alpha5641);
{
(out_sk_FragColor = (_output_S15637 * _output_S25642));
}
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�}�j^��M��R���4d�h�RDEF(�<����RD11< ($|�$GlobalsDriverConstants���|�P��@,��������P ,h��������_sk_RTAdjustfloat4%_umatrix_S1_c0float3x3_T,��������b x���������0x���������8����������<���������dx_ViewAdjustdx_ViewCoordsfloat2�pdx_ViewScaleclipControlOriginfloat����clipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGN\PPPTEXCOORD���OSGN������SV_PositionTEXCOORD���SHEXP�jYF� YF� _2_�_2g� e� e� e� e2 h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?6� 6� F6� F6� F62F6B@�? F� F" F� F>STAT���DXBC�tT�tY��:{D���40�RDEF��<����RD11< ($������
��samplers2D[0]textures2D[0]$GlobalsDriverConstants����$0�$`�������������������� ���������_u_skRTFlipfloat2��_uinnerRect_S2float4���_uradiusPlusHalf_S2���������"0���������5 L��������p8���������},����������@ ���������dx_ViewCoordsdx_FragCoordOffsetdx_DepthFrontfloat3��Cdx_ViewScaledx_Miscdword��samplerMetadataSamplerMetadatabaseLevelint���wrapModespaddingint2�intBorderColorint4O���@Tx�Microsoft (R) HLSL Shader Compiler 10.1ISGN������SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX�PjYF� YF� Z`XpUUd 2b 2e� h	2FF� �A2B� 
� 	��A� 	R�� �A42��4
2F@FFK
 	
�A
� J���CU�FF~`@�8� F>STAT�
BPLG��O56fe6c9a5e90d45b3d`ANGLE (NVIDIA, NVIDIA GeForce GT 730 (0x00001287) Direct3D11 vs_5_0 ps_5_0, D3D11-27.21.14.5671)��					������������������,,position
_upositionP�
localCoord_ulocalCoordP�	���������	������������������������������������	���������������������������*����������sk_RTAdjust
umatrix_S1uborder_S1_c0_c0_c0uclamp_S1_c0_c0_c0uidims_S1_c0_c0_c0umatrix_S1_c0_c0uoffsetsAndKernel_S1_c0[0]
udir_S1_c0uTextureSampler_0_S1
_usk_RTAdjust_uumatrix_S1_uuborder_S1_c0_c0_c0_uuclamp_S1_c0_c0_c0_uuidims_S1_c0_c0_c0_uumatrix_S1_c0_c0_uuoffsetsAndKernel_S1_c0[0]_uudir_S1_c0_uuTextureSampler_0_S1�����	

sk_FragColor_usk_FragColorR�@^���������������������������������������������������������������	������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    noperspective float2 v0 : TEXCOORD0;
};
#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 : 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 float2 _localCoord = {0, 0};

static float4 gl_Position = float4(0, 0, 0, 0);

// Varyings
static noperspective float2 _vTransformedCoords_2_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 = _vTransformedCoords_2_S0;

    return output;
}

VS_OUTPUT main(VS_INPUT input){
    initAttributes(input);

(gl_Position = vec4_ctor(_position, 0.0, 1.0));
{
(_vTransformedCoords_2_S0 = mul(transpose(mat3x2_ctor(_umatrix_S1)), 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);
}
Pstruct PS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    noperspective float2 v0 : TEXCOORD0;
};

#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]);
}
// Uniforms

uniform float4 _uborder_S1_c0_c0_c0 : register(c0);
uniform float4 _uclamp_S1_c0_c0_c0 : register(c1);
uniform float2 _uidims_S1_c0_c0_c0 : register(c2);
uniform float3x3 _umatrix_S1_c0_c0 : register(c3);
uniform float4 _uoffsetsAndKernel_S1_c0[14] : register(c6);
uniform float2 _udir_S1_c0 : register(c20);
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 float2 _vTransformedCoords_2_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){
    _vTransformedCoords_2_S0 = input.v0.xy;

float2 __31_tmp_1_coords5638 = _vTransformedCoords_2_S0;
float4 __32_sum5639 = {0.0, 0.0, 0.0, 0.0};
{LOOP for(int __33_i5640 = {0}; (__33_i5640 < 8); (++__33_i5640))
{
float4 __34_s5641 = _uoffsetsAndKernel_S1_c0[__33_i5640];
float2 __35_inCoord5642 = mul(transpose(mat3x2_ctor(_umatrix_S1_c0_c0)), vec3_ctor((__31_tmp_1_coords5638 + (__34_s5641.x * _udir_S1_c0)), 1.0));
float2 __36_subsetCoord5643 = {0, 0};
(__36_subsetCoord5643.x = __35_inCoord5642.x);
(__36_subsetCoord5643.y = __35_inCoord5642.y);
float2 __37_clampedCoord5644 = {0, 0};
(__37_clampedCoord5644.x = clamp(__36_subsetCoord5643.x, _uclamp_S1_c0_c0_c0.x, _uclamp_S1_c0_c0_c0.z));
(__37_clampedCoord5644.y = __36_subsetCoord5643.y);
float4 __38_textureColor5645 = gl_texture2D(_uTextureSampler_0_S1, (__37_clampedCoord5644 * _uidims_S1_c0_c0_c0), -0.5);
float __39_errX5646 = (__36_subsetCoord5643.x - __37_clampedCoord5644.x);
(__38_textureColor5645 = lerp(__38_textureColor5645, _uborder_S1_c0_c0_c0, min(abs(__39_errX5646), 1.0)));
(__32_sum5639 += (__34_s5641.y * __38_textureColor5645));
float2 __40_inCoord5647 = mul(transpose(mat3x2_ctor(_umatrix_S1_c0_c0)), vec3_ctor((__31_tmp_1_coords5638 + (__34_s5641.z * _udir_S1_c0)), 1.0));
float2 __41_subsetCoord5648 = {0, 0};
(__41_subsetCoord5648.x = __40_inCoord5647.x);
(__41_subsetCoord5648.y = __40_inCoord5647.y);
float2 __42_clampedCoord5649 = {0, 0};
(__42_clampedCoord5649.x = clamp(__41_subsetCoord5648.x, _uclamp_S1_c0_c0_c0.x, _uclamp_S1_c0_c0_c0.z));
(__42_clampedCoord5649.y = __41_subsetCoord5648.y);
float4 __43_textureColor5650 = gl_texture2D(_uTextureSampler_0_S1, (__42_clampedCoord5649 * _uidims_S1_c0_c0_c0), -0.5);
float __44_errX5651 = (__41_subsetCoord5648.x - __42_clampedCoord5649.x);
(__43_textureColor5650 = lerp(__43_textureColor5650, _uborder_S1_c0_c0_c0, min(abs(__44_errX5651), 1.0)));
(__32_sum5639 += (__34_s5641.w * __43_textureColor5650));
}
}
float4 _output_S15652 = __32_sum5639;
{
(out_sk_FragColor = _output_S15652);
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColorstruct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    noperspective float2 v0 : TEXCOORD0;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    noperspective float2 v0 : TEXCOORD0;
};

void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput)
{
    output.gl_Position = input.gl_Position;
    output.v0 = input.v0; 
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
���DXBCt~����j�,]�Z���4d� �RDEF(�<����RD11< ($|�$GlobalsDriverConstants���|�P��@,��������P ,h��������_sk_RTAdjustfloat4%_umatrix_S1float3x3���\T,��������b x���������0x���������8����������<���������dx_ViewAdjustdx_ViewCoordsfloat2�pdx_ViewScaleclipControlOriginfloat����clipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGND88TEXCOORD���OSGNhP\\SV_PositionTEXCOORD���SHEX�PqjYF� YF� _2_2g� e� e2 h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?�?6� 6� F6B @62F F� F" F� F>STAT��$	DXBC������D��G&�ʿ$	4P���RDEF�<����RD11< ($������
�samplers2D[0]textures2D[0]$Globals�����P�������������������  <��������`0,|���������`�����������@<��������_uborder_S1_c0_c0_c0float4�_uclamp_S1_c0_c0_c0_uidims_S1_c0_c0_c0float2�4_umatrix_S1_c0_c0float3x3�r_uoffsetsAndKernel_S1_c0����_udir_S1_c0Microsoft (R) HLSL Shader Compiler 10.1ISGNhP\\SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX�P#jYF� Z`XpUUb 2e� h6B@�?6B@�?6�@6�@0!�:@:2
�� :F� F62F�F� F"F� F4:
� 3
*� 82FF� J���CU�FF~`@�
�A:3
��@�?	�F�AF� 2	�FF2�V� :FF62�
F� F"F� F4"

� 3*� 8�� J���CU��F~`@�

�A3
��@�?	�F�AF� 2	�FF2��� :FF�:@6� F>STAT�$BPLG��O56fe6c9a5e90d45b3d`ANGLE (NVIDIA, NVIDIA GeForce GT 730 (0x00001287) Direct3D11 vs_5_0 ps_5_0, D3D11-27.21.14.5671)��					������������������,,position
_upositionP�
localCoord_ulocalCoordP�	���������	������������������������������������	���������������������������*����������sk_RTAdjust
umatrix_S1uborder_S1_c0_c0_c0uclamp_S1_c0_c0_c0uidims_S1_c0_c0_c0umatrix_S1_c0_c0uoffsetsAndKernel_S1_c0[0]
udir_S1_c0uTextureSampler_0_S1
_usk_RTAdjust_uumatrix_S1_uuborder_S1_c0_c0_c0_uuclamp_S1_c0_c0_c0_uuidims_S1_c0_c0_c0_uumatrix_S1_c0_c0_uuoffsetsAndKernel_S1_c0[0]_uudir_S1_c0_uuTextureSampler_0_S1�����	

sk_FragColor_usk_FragColorR�@^���������������������������������������������������������������	������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    noperspective float2 v0 : TEXCOORD0;
};
#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 : 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 float2 _localCoord = {0, 0};

static float4 gl_Position = float4(0, 0, 0, 0);

// Varyings
static noperspective float2 _vTransformedCoords_2_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 = _vTransformedCoords_2_S0;

    return output;
}

VS_OUTPUT main(VS_INPUT input){
    initAttributes(input);

(gl_Position = vec4_ctor(_position, 0.0, 1.0));
{
(_vTransformedCoords_2_S0 = mul(transpose(mat3x2_ctor(_umatrix_S1)), 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);
}
Pstruct PS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    noperspective float2 v0 : TEXCOORD0;
};

#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]);
}
// Uniforms

uniform float4 _uborder_S1_c0_c0_c0 : register(c0);
uniform float4 _uclamp_S1_c0_c0_c0 : register(c1);
uniform float2 _uidims_S1_c0_c0_c0 : register(c2);
uniform float3x3 _umatrix_S1_c0_c0 : register(c3);
uniform float4 _uoffsetsAndKernel_S1_c0[14] : register(c6);
uniform float2 _udir_S1_c0 : register(c20);
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 float2 _vTransformedCoords_2_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){
    _vTransformedCoords_2_S0 = input.v0.xy;

float2 __31_tmp_1_coords5638 = _vTransformedCoords_2_S0;
float4 __32_sum5639 = {0.0, 0.0, 0.0, 0.0};
{LOOP for(int __33_i5640 = {0}; (__33_i5640 < 8); (++__33_i5640))
{
float4 __34_s5641 = _uoffsetsAndKernel_S1_c0[__33_i5640];
float2 __35_inCoord5642 = mul(transpose(mat3x2_ctor(_umatrix_S1_c0_c0)), vec3_ctor((__31_tmp_1_coords5638 + (__34_s5641.x * _udir_S1_c0)), 1.0));
float2 __36_subsetCoord5643 = {0, 0};
(__36_subsetCoord5643.x = __35_inCoord5642.x);
(__36_subsetCoord5643.y = __35_inCoord5642.y);
float2 __37_clampedCoord5644 = {0, 0};
(__37_clampedCoord5644.x = __36_subsetCoord5643.x);
(__37_clampedCoord5644.y = clamp(__36_subsetCoord5643.y, _uclamp_S1_c0_c0_c0.y, _uclamp_S1_c0_c0_c0.w));
float4 __38_textureColor5645 = gl_texture2D(_uTextureSampler_0_S1, (__37_clampedCoord5644 * _uidims_S1_c0_c0_c0), -0.5);
float __39_errY5646 = (__36_subsetCoord5643.y - __37_clampedCoord5644.y);
(__38_textureColor5645 = lerp(__38_textureColor5645, _uborder_S1_c0_c0_c0, min(abs(__39_errY5646), 1.0)));
(__32_sum5639 += (__34_s5641.y * __38_textureColor5645));
float2 __40_inCoord5647 = mul(transpose(mat3x2_ctor(_umatrix_S1_c0_c0)), vec3_ctor((__31_tmp_1_coords5638 + (__34_s5641.z * _udir_S1_c0)), 1.0));
float2 __41_subsetCoord5648 = {0, 0};
(__41_subsetCoord5648.x = __40_inCoord5647.x);
(__41_subsetCoord5648.y = __40_inCoord5647.y);
float2 __42_clampedCoord5649 = {0, 0};
(__42_clampedCoord5649.x = __41_subsetCoord5648.x);
(__42_clampedCoord5649.y = clamp(__41_subsetCoord5648.y, _uclamp_S1_c0_c0_c0.y, _uclamp_S1_c0_c0_c0.w));
float4 __43_textureColor5650 = gl_texture2D(_uTextureSampler_0_S1, (__42_clampedCoord5649 * _uidims_S1_c0_c0_c0), -0.5);
float __44_errY5651 = (__41_subsetCoord5648.y - __42_clampedCoord5649.y);
(__43_textureColor5650 = lerp(__43_textureColor5650, _uborder_S1_c0_c0_c0, min(abs(__44_errY5651), 1.0)));
(__32_sum5639 += (__34_s5641.w * __43_textureColor5650));
}
}
float4 _output_S15652 = __32_sum5639;
{
(out_sk_FragColor = _output_S15652);
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColorstruct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    noperspective float2 v0 : TEXCOORD0;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    noperspective float2 v0 : TEXCOORD0;
};

void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput)
{
    output.gl_Position = input.gl_Position;
    output.v0 = input.v0; 
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
���DXBCt~����j�,]�Z���4d� �RDEF(�<����RD11< ($|�$GlobalsDriverConstants���|�P��@,��������P ,h��������_sk_RTAdjustfloat4%_umatrix_S1float3x3���\T,��������b x���������0x���������8����������<���������dx_ViewAdjustdx_ViewCoordsfloat2�pdx_ViewScaleclipControlOriginfloat����clipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGND88TEXCOORD���OSGNhP\\SV_PositionTEXCOORD���SHEX�PqjYF� YF� _2_2g� e� e2 h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?�?6� 6� F6B @62F F� F" F� F>STAT��$	DXBC�gd�a�#R�nue��$	4P���RDEF�<����RD11< ($������
�samplers2D[0]textures2D[0]$Globals�����P�������������������  <��������`0,|���������`�����������@<��������_uborder_S1_c0_c0_c0float4�_uclamp_S1_c0_c0_c0_uidims_S1_c0_c0_c0float2�4_umatrix_S1_c0_c0float3x3�r_uoffsetsAndKernel_S1_c0����_udir_S1_c0Microsoft (R) HLSL Shader Compiler 10.1ISGNhP\\SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX�P#jYF� Z`XpUUb 2e� h6B@�?6B@�?6�@6�@0!�:@:2
�� :F� F62FF� FF� F4"
� 3":� 82FF� J���CU�FF~`@�
�A3
��@�?	�F�AF� 2	�FF2�V� :FF62�
F� FF� F4"
� 3":� 8�� J���CU��F~`@��A
3
��@�?	�F�AF� 2	�FF2��� :FF�:@6� F>STAT�$BPLG���$6fe6c9a5e90d45b3d`ANGLE (NVIDIA, NVIDIA GeForce GT 730 (0x00001287) Direct3D11 vs_5_0 ps_5_0, D3D11-27.21.14.5671)��������������������,,position
_upositionP�
localCoord_ulocalCoordP����������	������������������*����������sk_RTAdjust
umatrix_S1uclamp_S1_c0uTextureSampler_0_S1
_usk_RTAdjust_uumatrix_S1_uuclamp_S1_c0_uuTextureSampler_0_S1sk_FragColor_usk_FragColorR�@^�����������������������������������������������������������������������������������������������������������������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    noperspective float2 v0 : TEXCOORD0;
};
#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 : 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 float2 _localCoord = {0, 0};

static float4 gl_Position = float4(0, 0, 0, 0);

// Varyings
static noperspective float2 _vTransformedCoords_2_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 = _vTransformedCoords_2_S0;

    return output;
}

VS_OUTPUT main(VS_INPUT input){
    initAttributes(input);

(gl_Position = vec4_ctor(_position, 0.0, 1.0));
{
(_vTransformedCoords_2_S0 = mul(transpose(mat3x2_ctor(_umatrix_S1)), 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 : TEXCOORD1;
    noperspective float2 v0 : TEXCOORD0;
};

#pragma warning( disable: 3556 3571 )
// Uniforms

uniform float4 _uclamp_S1_c0 : register(c0);
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 float2 _vTransformedCoords_2_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){
    _vTransformedCoords_2_S0 = input.v0.xy;

float2 __4_inCoord5631 = _vTransformedCoords_2_S0;
float2 __5_subsetCoord5632 = {0, 0};
(__5_subsetCoord5632.x = __4_inCoord5631.x);
(__5_subsetCoord5632.y = __4_inCoord5631.y);
float2 __6_clampedCoord5633 = clamp(__5_subsetCoord5632, _uclamp_S1_c0.xy, _uclamp_S1_c0.zw);
float4 __7_textureColor5634 = gl_texture2D(_uTextureSampler_0_S1, __6_clampedCoord5633, -0.5);
float4 _output_S15635 = __7_textureColor5634;
{
(out_sk_FragColor = _output_S15635);
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColorstruct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    noperspective float2 v0 : TEXCOORD0;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    noperspective float2 v0 : TEXCOORD0;
};

void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput)
{
    output.gl_Position = input.gl_Position;
    output.v0 = input.v0; 
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
���DXBCt~����j�,]�Z���4d� �RDEF(�<����RD11< ($|�$GlobalsDriverConstants���|�P��@,��������P ,h��������_sk_RTAdjustfloat4%_umatrix_S1float3x3���\T,��������b x���������0x���������8����������<���������dx_ViewAdjustdx_ViewCoordsfloat2�pdx_ViewScaleclipControlOriginfloat����clipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGND88TEXCOORD���OSGNhP\\SV_PositionTEXCOORD���SHEX�PqjYF� YF� _2_2g� e� e2 h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?�?6� 6� F6B @62F F� F" F� F>STAT���DXBCoQ\�=��"�qJ�����4�H RDEFh�<���@RD11< ($������
�samplers2D[0]textures2D[0]$Globals�������������_uclamp_S1_c0float4���Microsoft (R) HLSL Shader Compiler 10.1ISGNhP\\SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX�P4jYF� Z`XpUUb 2e� h42FF� 32F� J���CU� FF~`@�>STAT�BPLG���(6fe6c9a5e90d45b3d`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_c1_c0ucolor_S1_c0	ublend_S1uTextureSampler_0_S1
_usk_RTAdjust_uumatrix_S1_c1_c0_uucolor_S1_c0_uublend_S1_uuTextureSampler_0_S1sk_FragColor_usk_FragColorR�@^����������������������������������������������������������������������������������������������������������������������������������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    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_c1_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 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_5_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 = _vTransformedCoords_5_S0;

    return output;
}

VS_OUTPUT main(VS_INPUT input){
    initAttributes(input);

(_vcolor_S0 = _color);
(gl_Position = vec4_ctor(_position, 0.0, 1.0));
{
(_vTransformedCoords_5_S0 = mul(transpose(mat3x2_ctor(_umatrix_S1_c1_c0)), 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);
}
istruct PS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float2 v1 : TEXCOORD1;
};

#pragma warning( disable: 3556 3571 )
float2 vec2_ctor(float x0, float x1)
{
    return float2(x0, x1);
}
// Uniforms

uniform float4 _ucolor_S1_c0 : register(c0);
uniform float4 _ublend_S1 : register(c1);
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_5_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;
    _vTransformedCoords_5_S0 = input.v1.xy;

float4 _outputColor_S05633 = _vcolor_S0;
float4 __5_input5634 = _outputColor_S05633;
(__5_input5634 = gl_texture2D(_uTextureSampler_0_S1, _vTransformedCoords_5_S0, -0.5));
float2 __7_d5635 = (_ublend_S1.xy + (_ublend_S1.zw * (vec2_ctor(__5_input5634.w, _ucolor_S1_c0.w) + min(_ublend_S1.zw, 0.0))));
float4 _output_S15636 = ((_ucolor_S1_c0 * __7_d5635.x) + (__5_input5634 * __7_d5635.y));
{
(out_sk_FragColor = _output_S15636);
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColor�struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float2 v1 : TEXCOORD1;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    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; 
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
����DXBC蜄~8�'���)����4h�TLRDEF,�<���RD11< ($|�$GlobalsDriverConstants���|�P��@,��������P ,l��������_sk_RTAdjustfloat4%_umatrix_S1_c1_c0float3x3�bX,��������f |���������0|���������8����������<���������dx_ViewAdjustdx_ViewCoordsfloat2�tdx_ViewScaleclipControlOriginfloat����clipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGN\PPPTEXCOORD���OSGN�htttSV_PositionTEXCOORD���SHEX�P|jYF� YF� _2_�_2g� e� e� e2 h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?�?6� 6� F6B @6� F62F F� F" F� F>STAT�
��DXBC��Y�K_�:†{\�4�`�RDEF��<���sRD11< ($������
�samplers2D[0]textures2D[0]$Globals����� ,D��������hD��������_ucolor_S1_c0float4���:_ublend_S1Microsoft (R) HLSL Shader Compiler 10.1�ISGN�htttSV_PositionTEXCOORD���OSGN, SV_TARGET��SHEXtP]jYF� Z`XpUUb 2e� h32@� 6":� J���CU�FF~`@�6:2FF22� FF� 8�VF2
� F� F>STAT�	BPLG��L!6fe6c9a5e90d45b3d`ANGLE (NVIDIA, NVIDIA GeForce GT 730 (0x00001287) Direct3D11 vs_5_0 ps_5_0, D3D11-27.21.14.5671)��������������������,,
inPosition_uinPositionP�inColor	_uinColorR�inCircleEdge_uinCircleEdgeR����������sk_RTAdjust
_usk_RTAdjust�����sk_FragColor_usk_FragColorR�@�������������������������������������������������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float4 v1 : TEXCOORD1;
};
#pragma warning( disable: 3556 3571 )
float4 vec4_ctor(float2 x0, float x1, float x2)
{
    return float4(x0, x1, x2);
}
// Uniforms

uniform float4 _sk_RTAdjust : register(c1);
#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 _inPosition = {0, 0};
static float4 _inColor = {0, 0, 0, 0};
static float4 _inCircleEdge = {0, 0, 0, 0};

static float4 gl_Position = float4(0, 0, 0, 0);

// Varyings
static noperspective float4 _vinCircleEdge_S0 = {0, 0, 0, 0};
static noperspective float4 _vinColor_S0 = {0, 0, 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 = _vinCircleEdge_S0;
    output.v1 = _vinColor_S0;

    return output;
}

VS_OUTPUT main(VS_INPUT input){
    initAttributes(input);

(_vinCircleEdge_S0 = _inCircleEdge);
(_vinColor_S0 = _inColor);
float2 __tmp_0_inPosition5633 = _inPosition;
(gl_Position = vec4_ctor(__tmp_0_inPosition5633, 0.0, 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;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float4 v1 : TEXCOORD1;
};

#pragma warning( disable: 3556 3571 )
float4 vec4_ctor(float x0)
{
    return float4(x0, x0, x0, x0);
}
#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 _vinCircleEdge_S0 = {0, 0, 0, 0};
static noperspective float4 _vinColor_S0 = {0, 0, 0, 0};

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

cbuffer DriverConstants : register(b1)
{
    uint dx_Misc : packoffset(c2.w);
};

@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){
    _vinCircleEdge_S0 = input.v0;
    _vinColor_S0 = input.v1;

float4 _circleEdge5629 = _vinCircleEdge_S0;
float4 _outputColor_S05630 = _vinColor_S0;
float _d5631 = length(_circleEdge5629.xy);
float _distanceToOuterEdge5632 = (_circleEdge5629.z * (1.0 - _d5631));
float _edgeAlpha5633 = clamp(_distanceToOuterEdge5632, 0.0, 1.0);
float _distanceToInnerEdge5634 = (_circleEdge5629.z * (_d5631 - _circleEdge5629.w));
float _innerAlpha5635 = clamp(_distanceToInnerEdge5634, 0.0, 1.0);
(_edgeAlpha5633 *= _innerAlpha5635);
float4 _outputCoverage_S05636 = vec4_ctor(_edgeAlpha5633);
{
(out_sk_FragColor = (_outputColor_S05630 * _outputCoverage_S05636));
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColor�struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float4 v1 : TEXCOORD1;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float4 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; 
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
���4DXBCGQ���64v}�Y\��44d��RDEF��<����RD11< ($|�$GlobalsDriverConstants���|� �(@���������_sk_RTAdjustfloat4����������� ��������80��������E8`���������<`��������dx_ViewAdjustdx_ViewCoordsfloat2�dx_ViewScaleclipControlOriginfloat���WclipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGN\PPPTEXCOORD���OSGN�htttSV_PositionTEXCOORD���SHEX�PijYF� YF� _2_�_�g� e� e� e� h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?6� 6� F6B @6� F6� F>STAT��DXBCbA���Ъd����	4�(\dRDEFd<���<RD11< ($Microsoft (R) HLSL Shader Compiler 10.1ISGN�htttSV_PositionTEXCOORD���OSGN, SV_TARGET��SHEXP@jb �b �e� hFFK
"
�A@�?
:�A8 2F�8
8� F>STAT�BPLG��#6fe6c9a5e90d45b3d`ANGLE (NVIDIA, NVIDIA GeForce GT 730 (0x00001287) Direct3D11 vs_5_0 ps_5_0, D3D11-27.21.14.5671)��������������������,,
inPosition_uinPositionP�inHairQuadEdge_uinHairQuadEdgeR����������������������������sk_RTAdjust
u_skRTFlip	uColor_S0
_usk_RTAdjust_uu_skRTFlip_uuColor_S0sk_FragColor_usk_FragColorR�@��������������������������������������������������������������������������������������������������������������������������(struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    noperspective float4 v0 : TEXCOORD0;
};
#pragma warning( disable: 3556 3571 )
float4 vec4_ctor(float2 x0, float x1, float x2)
{
    return float4(x0, x1, x2);
}
// Uniforms

uniform float4 _sk_RTAdjust : register(c1);
#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 _inPosition = {0, 0};
static float4 _inHairQuadEdge = {0, 0, 0, 0};

static float4 gl_Position = float4(0, 0, 0, 0);

// Varyings
static noperspective float4 _vHairQuadEdge_S0 = {0, 0, 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 = _vHairQuadEdge_S0;

    return output;
}

VS_OUTPUT main(VS_INPUT input){
    initAttributes(input);

(_vHairQuadEdge_S0 = _inHairQuadEdge);
float2 __tmp_1_inPosition5630 = _inPosition;
(gl_Position = vec4_ctor(__tmp_1_inPosition5630, 0.0, 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 : TEXCOORD1;
    noperspective float4 v0 : TEXCOORD0;
};

#pragma warning( disable: 3556 3571 )
float2 vec2_ctor(float x0, float x1)
{
    return float2(x0, x1);
}
float4 vec4_ctor(float x0)
{
    return float4(x0, x0, x0, x0);
}
// Uniforms

uniform float2 _u_skRTFlip : register(c0);
uniform float4 _uColor_S0 : register(c1);
#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 _vHairQuadEdge_S0 = {0, 0, 0, 0};

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

cbuffer DriverConstants : register(b1)
{
    uint dx_Misc : packoffset(c2.w);
};

@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){
    _vHairQuadEdge_S0 = input.v0;

float4 _outputColor_S05630 = _uColor_S0;
float _edgeAlpha5631 = {0};
float2 _duvdx5632 = ddx(_vHairQuadEdge_S0.xy);
float2 _duvdy5633 = (_u_skRTFlip.y * ddy(_vHairQuadEdge_S0.xy));
float2 _gF5634 = vec2_ctor((((2.0 * _vHairQuadEdge_S0.x) * _duvdx5632.x) - _duvdx5632.y), (((2.0 * _vHairQuadEdge_S0.x) * _duvdy5633.x) - _duvdy5633.y));
(_edgeAlpha5631 = ((_vHairQuadEdge_S0.x * _vHairQuadEdge_S0.x) - _vHairQuadEdge_S0.y));
(_edgeAlpha5631 = sqrt(((_edgeAlpha5631 * _edgeAlpha5631) / dot(_gF5634, _gF5634))));
(_edgeAlpha5631 = max((1.0 - _edgeAlpha5631), 0.0));
float4 _outputCoverage_S05635 = vec4_ctor(_edgeAlpha5631);
{
(out_sk_FragColor = (_outputColor_S05630 * _outputCoverage_S05635));
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColorstruct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    noperspective float4 v0 : TEXCOORD0;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    noperspective float4 v0 : TEXCOORD0;
};

void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput)
{
    output.gl_Position = input.gl_Position;
    output.v0 = input.v0; 
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
���DXBC���wL�766h�,�4L�<RDEF��<����RD11< ($|�$GlobalsDriverConstants���|� �(@���������_sk_RTAdjustfloat4����������� ��������80��������E8`���������<`��������dx_ViewAdjustdx_ViewCoordsfloat2�dx_ViewScaleclipControlOriginfloat���WclipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGND88TEXCOORD���OSGNhP\\SV_PositionTEXCOORD���SHEXxP^jYF� YF� _2_�g� e� e� h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?6� 6� F6B @6� F>STAT�
��DXBC[T}��fP��ib�4�H0RDEFhh<���@RD11< ($\$Globals���\� ������������������_u_skRTFlipfloat2��_uColor_S0float4��Microsoft (R) HLSL Shader Compiler 10.1ISGNhP\\SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX�PxjYF� b 2e� h|2F82FV� B

2
"*
�Az2F2
*
�AFF2
"

�A8"
K

�A@�?4
@8� F� >STAT�BPLG���66fe6c9a5e90d45b3d`ANGLE (NVIDIA, NVIDIA GeForce GT 730 (0x00001287) Direct3D11 vs_5_0 ps_5_0, D3D11-27.21.14.5671)��������������������,,position
_upositionP�color_ucolorR�������������������	������������������������������������*����������sk_RTAdjust
u_skRTFlipumatrix_S1_c0_c0_c0urect_S1_c0_c0
uinnerRect_S2uradiusPlusHalf_S2uTextureSampler_0_S1
_usk_RTAdjust_uu_skRTFlip_uumatrix_S1_c0_c0_c0_uurect_S1_c0_c0_uuinnerRect_S2_uuradiusPlusHalf_S2_uuTextureSampler_0_S1sk_FragColor_usk_FragColorR�@^�����������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
};
#pragma warning( disable: 3556 3571 )
float4 vec4_ctor(float2 x0, float x1, float x2)
{
    return float4(x0, x1, x2);
}
// Uniforms

uniform float4 _sk_RTAdjust : register(c1);
#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 float4 gl_Position = float4(0, 0, 0, 0);

// Varyings
static noperspective float4 _vcolor_S0 = {0, 0, 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;

    return output;
}

VS_OUTPUT main(VS_INPUT input){
    initAttributes(input);

(_vcolor_S0 = _color);
(gl_Position = vec4_ctor(_position, 0.0, 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 : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
};

#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)
{
    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(float2 x0, float2 x1)
{
    return float4(x0, x1);
}
// Uniforms

uniform float2 _u_skRTFlip : register(c0);
uniform float3x3 _umatrix_S1_c0_c0_c0 : register(c1);
uniform float4 _urect_S1_c0_c0 : register(c4);
uniform float4 _uinnerRect_S2 : register(c5);
uniform float2 _uradiusPlusHalf_S2 : register(c6);
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 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
@@ 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;

float4 _sk_FragCoord5634 = vec4_ctor(gl_FragCoord.x, (_u_skRTFlip.x + (_u_skRTFlip.y * gl_FragCoord.y)), gl_FragCoord.z, gl_FragCoord.w);
float4 _outputColor_S05635 = _vcolor_S0;
float2 __11_tmp_1_coords5636 = _sk_FragCoord5634.xy;
float __12_xCoverage5637 = {0};
float __13_yCoverage5638 = {0};
{
float4 __14_rect5639 = vec4_ctor((_urect_S1_c0_c0.xy - __11_tmp_1_coords5636), (__11_tmp_1_coords5636 - _urect_S1_c0_c0.zw));
(__12_xCoverage5637 = ((1.0 - gl_texture2D(_uTextureSampler_0_S1, mul(transpose(mat3x2_ctor(_umatrix_S1_c0_c0_c0)), vec3_ctor(vec2_ctor(__14_rect5639.x, 0.5), 1.0)), -0.5).x) - gl_texture2D(_uTextureSampler_0_S1, mul(transpose(mat3x2_ctor(_umatrix_S1_c0_c0_c0)), vec3_ctor(vec2_ctor(__14_rect5639.z, 0.5), 1.0)), -0.5).x));
(__13_yCoverage5638 = ((1.0 - gl_texture2D(_uTextureSampler_0_S1, mul(transpose(mat3x2_ctor(_umatrix_S1_c0_c0_c0)), vec3_ctor(vec2_ctor(__14_rect5639.y, 0.5), 1.0)), -0.5).x) - gl_texture2D(_uTextureSampler_0_S1, mul(transpose(mat3x2_ctor(_umatrix_S1_c0_c0_c0)), vec3_ctor(vec2_ctor(__14_rect5639.w, 0.5), 1.0)), -0.5).x));
}
float4 _output_S15640 = vec4_ctor((__12_xCoverage5637 * __13_yCoverage5638));
float2 __15_dxy05641 = (_uinnerRect_S2.xy - _sk_FragCoord5634.xy);
float2 __16_dxy15642 = (_sk_FragCoord5634.xy - _uinnerRect_S2.zw);
float2 __17_dxy5643 = max(max(__15_dxy05641, __16_dxy15642), 0.0);
float __18_alpha5644 = clamp((_uradiusPlusHalf_S2.x - length(__17_dxy5643)), 0.0, 1.0);
(__18_alpha5644 = (1.0 - __18_alpha5644));
float4 _output_S25645 = (_output_S15640 * __18_alpha5644);
{
(out_sk_FragColor = (_outputColor_S05635 * _output_S25645));
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColor�struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
};

void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput)
{
    output.gl_Position = input.gl_Position;
    output.v0 = input.v0; 
    output.gl_FragCoord = input.gl_FragCoord;
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
��DXBCl�B��j���MH!04L�lRDEF��<����RD11< ($|�$GlobalsDriverConstants���|� �(@���������_sk_RTAdjustfloat4����������� ��������80��������E8`���������<`��������dx_ViewAdjustdx_ViewCoordsfloat2�dx_ViewScaleclipControlOriginfloat���WclipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGND88TEXCOORD���OSGN�htttSV_PositionTEXCOORD���SHEX�PdjYF� YF� _2_�g� e� e� e� h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?6� 6� F6� F6� F>STAT�
�,DXBCp ���k�{�Y��,4�\��RDEF��<���pRD11< ($������
��samplers2D[0]textures2D[0]$GlobalsDriverConstants����$p��`���������$,D��������h@����������P����������`��������_u_skRTFlipfloat2��_umatrix_S1_c0_c0_c0float3x3��9_urect_S1_c0_c0float4�x_uinnerRect_S2_uradiusPlusHalf_S2������������0��������� ���������8��������!,0��������T@ L��������dx_ViewCoordsdx_FragCoordOffsetdx_DepthFrontfloat3���dx_ViewScaledx_Miscdword�)samplerMetadataSamplerMetadatabaseLevelint��~wrapModespaddingint2��intBorderColorint4�t�������dMicrosoft (R) HLSL Shader Compiler 10.1ISGN�htttSV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX�P>jYF� YF� Z`XpUUd 2b �e� h6�@?�?	2FF� �A2B� 
� 	2��AF� F� �"F� �J���CUFF~`@�
�A@�?	2�� �A6�@?�?F� �"F� �J���CU"F~`@�
�AF� �"F� �J���CU"F~`@�"�A@�?F� �"F� �J���CUBF�|`@�"*�A8
	b�A� 	2�� �A4bV4
bV@"��K" 	"�A
� "�A@�?8
8� F>STAT�"BPLG��6fe6c9a5e90d45b3d`ANGLE (NVIDIA, NVIDIA GeForce GT 730 (0x00001287) Direct3D11 vs_5_0 ps_5_0, D3D11-27.21.14.5671)��������������������,,
inPosition_uinPositionP�inColor	_uinColorR�inCircleEdge_uinCircleEdgeR����������sk_RTAdjust
_usk_RTAdjust�����sk_FragColor_usk_FragColorR�@�������������������������������������������������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    noperspective float4 v0 : TEXCOORD0;
};
#pragma warning( disable: 3556 3571 )
float4 vec4_ctor(float2 x0, float x1, float x2)
{
    return float4(x0, x1, x2);
}
// Uniforms

uniform float4 _sk_RTAdjust : register(c1);
#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 _inPosition = {0, 0};
static float4 _inColor = {0, 0, 0, 0};
static float4 _inCircleEdge = {0, 0, 0, 0};

static float4 gl_Position = float4(0, 0, 0, 0);

// Varyings
static noperspective float4 _vinCircleEdge_S0 = {0, 0, 0, 0};
static noperspective float4 _vinColor_S0 = {0, 0, 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 = _vinCircleEdge_S0;

    return output;
}

VS_OUTPUT main(VS_INPUT input){
    initAttributes(input);

(_vinCircleEdge_S0 = _inCircleEdge);
(_vinColor_S0 = _inColor);
float2 __tmp_0_inPosition5633 = _inPosition;
(gl_Position = vec4_ctor(__tmp_0_inPosition5633, 0.0, 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 : TEXCOORD1;
    noperspective float4 v0 : TEXCOORD0;
};

#pragma warning( disable: 3556 3571 )
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);
}
#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 _vinCircleEdge_S0 = {0, 0, 0, 0};

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

cbuffer DriverConstants : register(b1)
{
    uint dx_Misc : packoffset(c2.w);
};

@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){
    _vinCircleEdge_S0 = input.v0;

float4 _circleEdge5629 = _vinCircleEdge_S0;
float _d5630 = length(_circleEdge5629.xy);
float _distanceToOuterEdge5631 = (_circleEdge5629.z * (1.0 - _d5630));
float _edgeAlpha5632 = clamp(_distanceToOuterEdge5631, 0.0, 1.0);
float4 _outputCoverage_S05633 = vec4_ctor(_edgeAlpha5632);
{
(out_sk_FragColor = _outputCoverage_S05633);
(out_sk_FragColor = vec4_ctor(out_sk_FragColor.w, 0.0, 0.0, 0.0));
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColorstruct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    noperspective float4 v0 : TEXCOORD0;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    noperspective float4 v0 : TEXCOORD0;
};

void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput)
{
    output.gl_Position = input.gl_Position;
    output.v0 = input.v0; 
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
����DXBCn0􍶋fD�97![<�4d�TRDEF��<����RD11< ($|�$GlobalsDriverConstants���|� �(@���������_sk_RTAdjustfloat4����������� ��������80��������E8`���������<`��������dx_ViewAdjustdx_ViewCoordsfloat2�dx_ViewScaleclipControlOriginfloat���WclipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGN\PPPTEXCOORD���OSGNhP\\SV_PositionTEXCOORD���SHEXxP^jYF� YF� _2_�g� e� e� h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?6� 6� F6B @6� F>STAT�
��DXBCYO�J_۳BQ��p�jL�4�DRDEFd<���<RD11< ($Microsoft (R) HLSL Shader Compiler 10.1ISGNhP\\SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX�P/jb re� hFFK

�A@�?8  
*6� @>STAT�BPLG��6fe6c9a5e90d45b3d`ANGLE (NVIDIA, NVIDIA GeForce GT 730 (0x00001287) Direct3D11 vs_5_0 ps_5_0, D3D11-27.21.14.5671)��������������������,,
inPosition_uinPositionP�
inCoverage_uinCoverage������������������sk_RTAdjust	uColor_S0
_usk_RTAdjust_uuColor_S0sk_FragColor_usk_FragColorR�@������������������������������������������������������������������������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    noperspective float v0 : TEXCOORD0;
};
#pragma warning( disable: 3556 3571 )
float4 vec4_ctor(float2 x0, float x1, float x2)
{
    return float4(x0, x1, x2);
}
// Uniforms

uniform float4 _sk_RTAdjust : register(c1);
#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 _inPosition = {0, 0};
static float _inCoverage = {0};

static float4 gl_Position = float4(0, 0, 0, 0);

// Varyings
static noperspective float _vinCoverage_S0 = {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 = _vinCoverage_S0;

    return output;
}

VS_OUTPUT main(VS_INPUT input){
    initAttributes(input);

float2 __tmp_1_inPosition5630 = _inPosition;
(_vinCoverage_S0 = _inCoverage);
(gl_Position = vec4_ctor(__tmp_1_inPosition5630, 0.0, 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 : TEXCOORD1;
    noperspective float v0 : TEXCOORD0;
};

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

uniform float4 _uColor_S0 : register(c0);
#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 float _vinCoverage_S0 = {0};

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

cbuffer DriverConstants : register(b1)
{
    uint dx_Misc : packoffset(c2.w);
};

@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){
    _vinCoverage_S0 = input.v0.x;

float4 _outputColor_S05629 = _uColor_S0;
float _alpha5630 = {1.0};
(_alpha5630 = _vinCoverage_S0);
float4 _outputCoverage_S05631 = vec4_ctor(_alpha5630);
{
(out_sk_FragColor = (_outputColor_S05629 * _outputCoverage_S05631));
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColorstruct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    noperspective float v0 : TEXCOORD0;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    noperspective float v0 : TEXCOORD0;
};

void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput)
{
    output.gl_Position = input.gl_Position;
    output.v0 = input.v0; 
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
���DXBC��׽�R�`{��e{QR�4L�<RDEF��<����RD11< ($|�$GlobalsDriverConstants���|� �(@���������_sk_RTAdjustfloat4����������� ��������80��������E8`���������<`��������dx_ViewAdjustdx_ViewCoordsfloat2�dx_ViewScaleclipControlOriginfloat���WclipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGND88TEXCOORD���OSGNhP\\SV_PositionTEXCOORD���SHEXxP^jYF� YF� _2_g� e� e h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?6� 6� F6B @6 
>STAT�
��DXBC�R�R3��B5����E�4D��HRDEFh<����RD11< ($\$Globals���\�����������_uColor_S0float4���Microsoft (R) HLSL Shader Compiler 10.1ISGNhP\\SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEXXPjYF� b e� 8� F� >STAT�BPLG���"6fe6c9a5e90d45b3d`ANGLE (NVIDIA, NVIDIA GeForce GT 730 (0x00001287) Direct3D11 vs_5_0 ps_5_0, D3D11-27.21.14.5671)��������������������,,position
_upositionP�
localCoord_ulocalCoordP����������	���������*����������sk_RTAdjust
umatrix_S1_c0uTextureSampler_0_S1
_usk_RTAdjust_uumatrix_S1_c0_uuTextureSampler_0_S1sk_FragColor_usk_FragColorR�@^���������������������������������������������������������������������������������������������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    noperspective float2 v0 : TEXCOORD0;
};
#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 : 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 float2 _localCoord = {0, 0};

static float4 gl_Position = float4(0, 0, 0, 0);

// Varyings
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 = _vTransformedCoords_3_S0;

    return output;
}

VS_OUTPUT main(VS_INPUT input){
    initAttributes(input);

(gl_Position = vec4_ctor(_position, 0.0, 1.0));
{
(_vTransformedCoords_3_S0 = mul(transpose(mat3x2_ctor(_umatrix_S1_c0)), 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);
}
5struct PS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    noperspective float2 v0 : TEXCOORD0;
};

#pragma warning( disable: 3556 3571 )
float4 vec4_ctor(float x0, float x1, float x2, float x3)
{
    return float4(x0, x1, x2, x3);
}
// 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 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){
    _vTransformedCoords_3_S0 = input.v0.xy;

float4 _outputColor_S05630 = {1.0, 1.0, 1.0, 1.0};
float4 _output_S15631 = (vec4_ctor(0.0, 0.0, 0.0, gl_texture2D(_uTextureSampler_0_S1, _vTransformedCoords_3_S0, -0.5).x) * _outputColor_S05630);
{
(out_sk_FragColor = _output_S15631);
(out_sk_FragColor = vec4_ctor(out_sk_FragColor.w, 0.0, 0.0, 0.0));
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColorstruct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    noperspective float2 v0 : TEXCOORD0;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    noperspective float2 v0 : TEXCOORD0;
};

void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput)
{
    output.gl_Position = input.gl_Position;
    output.v0 = input.v0; 
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
���DXBC�D9K�k�9�
�X�2��4d� �RDEF(�<����RD11< ($|�$GlobalsDriverConstants���|�P��@,��������P ,h��������_sk_RTAdjustfloat4%_umatrix_S1_c0float3x3_T,��������b x���������0x���������8����������<���������dx_ViewAdjustdx_ViewCoordsfloat2�pdx_ViewScaleclipControlOriginfloat����clipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGND88TEXCOORD���OSGNhP\\SV_PositionTEXCOORD���SHEX�PqjYF� YF� _2_2g� e� e2 h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?�?6� 6� F6B @62F F� F" F� F>STAT���DXBC!a��U�ym{y3ԬӺ�4�l�\RDEF�<����RD11< ($|�����
samplers2D[0]textures2D[0]Microsoft (R) HLSL Shader Compiler 10.1ISGNhP\\SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX�P-jZ`XpUUb 2e� hJ���CUFF~`@�6 
6� @>STAT�BPLG��/16fe6c9a5e90d45b3d`ANGLE (NVIDIA, NVIDIA GeForce GT 730 (0x00001287) Direct3D11 vs_5_0 ps_5_0, D3D11-27.21.14.5671)��������������������,,position
_upositionP�
localCoord_ulocalCoordP����������	������������������	���������������������������*����������sk_RTAdjust
umatrix_S1uclamp_S1_c0_c0_c0umatrix_S1_c0_c0uoffsetsAndKernel_S1_c0[0]
udir_S1_c0uTextureSampler_0_S1
_usk_RTAdjust_uumatrix_S1_uuclamp_S1_c0_c0_c0_uumatrix_S1_c0_c0_uuoffsetsAndKernel_S1_c0[0]_uudir_S1_c0_uuTextureSampler_0_S1	

sk_FragColor_usk_FragColorR�@^�����������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    noperspective float2 v0 : TEXCOORD0;
};
#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 : 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 float2 _localCoord = {0, 0};

static float4 gl_Position = float4(0, 0, 0, 0);

// Varyings
static noperspective float2 _vTransformedCoords_2_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 = _vTransformedCoords_2_S0;

    return output;
}

VS_OUTPUT main(VS_INPUT input){
    initAttributes(input);

(gl_Position = vec4_ctor(_position, 0.0, 1.0));
{
(_vTransformedCoords_2_S0 = mul(transpose(mat3x2_ctor(_umatrix_S1)), 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 : TEXCOORD1;
    noperspective float2 v0 : TEXCOORD0;
};

#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(float x0, float x1, float x2, float x3)
{
    return float4(x0, x1, x2, x3);
}
// Uniforms

uniform float4 _uclamp_S1_c0_c0_c0 : register(c0);
uniform float3x3 _umatrix_S1_c0_c0 : register(c1);
uniform float4 _uoffsetsAndKernel_S1_c0[14] : register(c4);
uniform float2 _udir_S1_c0 : 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 float2 _vTransformedCoords_2_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){
    _vTransformedCoords_2_S0 = input.v0.xy;

float2 __26_tmp_1_coords5635 = _vTransformedCoords_2_S0;
float4 __27_sum5636 = {0.0, 0.0, 0.0, 0.0};
{LOOP for(int __28_i5637 = {0}; (__28_i5637 < 8); (++__28_i5637))
{
float4 __29_s5638 = _uoffsetsAndKernel_S1_c0[__28_i5637];
float2 __30_inCoord5639 = mul(transpose(mat3x2_ctor(_umatrix_S1_c0_c0)), vec3_ctor((__26_tmp_1_coords5635 + (__29_s5638.x * _udir_S1_c0)), 1.0));
float2 __31_subsetCoord5640 = {0, 0};
(__31_subsetCoord5640.x = __30_inCoord5639.x);
(__31_subsetCoord5640.y = __30_inCoord5639.y);
float2 __32_clampedCoord5641 = {0, 0};
(__32_clampedCoord5641.x = clamp(__31_subsetCoord5640.x, _uclamp_S1_c0_c0_c0.x, _uclamp_S1_c0_c0_c0.z));
(__32_clampedCoord5641.y = __31_subsetCoord5640.y);
float4 __33_textureColor5642 = vec4_ctor(0.0, 0.0, 0.0, gl_texture2D(_uTextureSampler_0_S1, __32_clampedCoord5641, -0.5).x);
(__27_sum5636 += (__29_s5638.y * __33_textureColor5642));
float2 __34_inCoord5643 = mul(transpose(mat3x2_ctor(_umatrix_S1_c0_c0)), vec3_ctor((__26_tmp_1_coords5635 + (__29_s5638.z * _udir_S1_c0)), 1.0));
float2 __35_subsetCoord5644 = {0, 0};
(__35_subsetCoord5644.x = __34_inCoord5643.x);
(__35_subsetCoord5644.y = __34_inCoord5643.y);
float2 __36_clampedCoord5645 = {0, 0};
(__36_clampedCoord5645.x = clamp(__35_subsetCoord5644.x, _uclamp_S1_c0_c0_c0.x, _uclamp_S1_c0_c0_c0.z));
(__36_clampedCoord5645.y = __35_subsetCoord5644.y);
float4 __37_textureColor5646 = vec4_ctor(0.0, 0.0, 0.0, gl_texture2D(_uTextureSampler_0_S1, __36_clampedCoord5645, -0.5).x);
(__27_sum5636 += (__29_s5638.w * __37_textureColor5646));
}
}
float4 _output_S15647 = __27_sum5636;
{
(out_sk_FragColor = _output_S15647);
(out_sk_FragColor = vec4_ctor(out_sk_FragColor.w, 0.0, 0.0, 0.0));
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColorstruct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    noperspective float2 v0 : TEXCOORD0;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    noperspective float2 v0 : TEXCOORD0;
};

void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput)
{
    output.gl_Position = input.gl_Position;
    output.v0 = input.v0; 
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
���DXBCt~����j�,]�Z���4d� �RDEF(�<����RD11< ($|�$GlobalsDriverConstants���|�P��@,��������P ,h��������_sk_RTAdjustfloat4%_umatrix_S1float3x3���\T,��������b x���������0x���������8����������<���������dx_ViewAdjustdx_ViewCoordsfloat2�pdx_ViewScaleclipControlOriginfloat����clipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGND88TEXCOORD���OSGNhP\\SV_PositionTEXCOORD���SHEX�PqjYF� YF� _2_2g� e� e2 h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?�?6� 6� F6B @62F F� F" F� F>STAT��pDXBCG��IO�!�Mp؅�p4�H|�RDEF��<���tRD11< ($������
�samplers2D[0]textures2D[0]$Globals�����0|����������,����������@���������< P��������_uclamp_S1_c0_c0_c0float4��_umatrix_S1_c0_c0float3x3��_uoffsetsAndKernel_S1_c0����_udir_S1_c0float2�HMicrosoft (R) HLSL Shader Compiler 10.1ISGNhP\\SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEXPP�jYF� Z`XpUUb 2e� h6B@�?6B@�?6�@6�@0!:@
2
�� :F� F62FF� F"F� F4

� 3
*� J���CUFF~`@�2� :
:62�
"F� F"F� F4"
� 3*� J���CU"F~`@�2�:� :
�:@6 :6� @>STAT�BPLG��/16fe6c9a5e90d45b3d`ANGLE (NVIDIA, NVIDIA GeForce GT 730 (0x00001287) Direct3D11 vs_5_0 ps_5_0, D3D11-27.21.14.5671)��������������������,,position
_upositionP�
localCoord_ulocalCoordP����������	������������������	���������������������������*����������sk_RTAdjust
umatrix_S1uclamp_S1_c0_c0_c0umatrix_S1_c0_c0uoffsetsAndKernel_S1_c0[0]
udir_S1_c0uTextureSampler_0_S1
_usk_RTAdjust_uumatrix_S1_uuclamp_S1_c0_c0_c0_uumatrix_S1_c0_c0_uuoffsetsAndKernel_S1_c0[0]_uudir_S1_c0_uuTextureSampler_0_S1	

sk_FragColor_usk_FragColorR�@^�����������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    noperspective float2 v0 : TEXCOORD0;
};
#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 : 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 float2 _localCoord = {0, 0};

static float4 gl_Position = float4(0, 0, 0, 0);

// Varyings
static noperspective float2 _vTransformedCoords_2_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 = _vTransformedCoords_2_S0;

    return output;
}

VS_OUTPUT main(VS_INPUT input){
    initAttributes(input);

(gl_Position = vec4_ctor(_position, 0.0, 1.0));
{
(_vTransformedCoords_2_S0 = mul(transpose(mat3x2_ctor(_umatrix_S1)), 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 : TEXCOORD1;
    noperspective float2 v0 : TEXCOORD0;
};

#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(float x0, float x1, float x2, float x3)
{
    return float4(x0, x1, x2, x3);
}
// Uniforms

uniform float4 _uclamp_S1_c0_c0_c0 : register(c0);
uniform float3x3 _umatrix_S1_c0_c0 : register(c1);
uniform float4 _uoffsetsAndKernel_S1_c0[14] : register(c4);
uniform float2 _udir_S1_c0 : 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 float2 _vTransformedCoords_2_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){
    _vTransformedCoords_2_S0 = input.v0.xy;

float2 __26_tmp_1_coords5635 = _vTransformedCoords_2_S0;
float4 __27_sum5636 = {0.0, 0.0, 0.0, 0.0};
{LOOP for(int __28_i5637 = {0}; (__28_i5637 < 8); (++__28_i5637))
{
float4 __29_s5638 = _uoffsetsAndKernel_S1_c0[__28_i5637];
float2 __30_inCoord5639 = mul(transpose(mat3x2_ctor(_umatrix_S1_c0_c0)), vec3_ctor((__26_tmp_1_coords5635 + (__29_s5638.x * _udir_S1_c0)), 1.0));
float2 __31_subsetCoord5640 = {0, 0};
(__31_subsetCoord5640.x = __30_inCoord5639.x);
(__31_subsetCoord5640.y = __30_inCoord5639.y);
float2 __32_clampedCoord5641 = {0, 0};
(__32_clampedCoord5641.x = __31_subsetCoord5640.x);
(__32_clampedCoord5641.y = clamp(__31_subsetCoord5640.y, _uclamp_S1_c0_c0_c0.y, _uclamp_S1_c0_c0_c0.w));
float4 __33_textureColor5642 = vec4_ctor(0.0, 0.0, 0.0, gl_texture2D(_uTextureSampler_0_S1, __32_clampedCoord5641, -0.5).x);
(__27_sum5636 += (__29_s5638.y * __33_textureColor5642));
float2 __34_inCoord5643 = mul(transpose(mat3x2_ctor(_umatrix_S1_c0_c0)), vec3_ctor((__26_tmp_1_coords5635 + (__29_s5638.z * _udir_S1_c0)), 1.0));
float2 __35_subsetCoord5644 = {0, 0};
(__35_subsetCoord5644.x = __34_inCoord5643.x);
(__35_subsetCoord5644.y = __34_inCoord5643.y);
float2 __36_clampedCoord5645 = {0, 0};
(__36_clampedCoord5645.x = __35_subsetCoord5644.x);
(__36_clampedCoord5645.y = clamp(__35_subsetCoord5644.y, _uclamp_S1_c0_c0_c0.y, _uclamp_S1_c0_c0_c0.w));
float4 __37_textureColor5646 = vec4_ctor(0.0, 0.0, 0.0, gl_texture2D(_uTextureSampler_0_S1, __36_clampedCoord5645, -0.5).x);
(__27_sum5636 += (__29_s5638.w * __37_textureColor5646));
}
}
float4 _output_S15647 = __27_sum5636;
{
(out_sk_FragColor = _output_S15647);
(out_sk_FragColor = vec4_ctor(out_sk_FragColor.w, 0.0, 0.0, 0.0));
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColorstruct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    noperspective float2 v0 : TEXCOORD0;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    noperspective float2 v0 : TEXCOORD0;
};

void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput)
{
    output.gl_Position = input.gl_Position;
    output.v0 = input.v0; 
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
���DXBCt~����j�,]�Z���4d� �RDEF(�<����RD11< ($|�$GlobalsDriverConstants���|�P��@,��������P ,h��������_sk_RTAdjustfloat4%_umatrix_S1float3x3���\T,��������b x���������0x���������8����������<���������dx_ViewAdjustdx_ViewCoordsfloat2�pdx_ViewScaleclipControlOriginfloat����clipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGND88TEXCOORD���OSGNhP\\SV_PositionTEXCOORD���SHEX�PqjYF� YF� _2_2g� e� e2 h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?�?6� 6� F6B @62F F� F" F� F>STAT��pDXBC�J��eIMgH�n��F	p4�H|�RDEF��<���tRD11< ($������
�samplers2D[0]textures2D[0]$Globals�����0|����������,����������@���������< P��������_uclamp_S1_c0_c0_c0float4��_umatrix_S1_c0_c0float3x3��_uoffsetsAndKernel_S1_c0����_udir_S1_c0float2�HMicrosoft (R) HLSL Shader Compiler 10.1ISGNhP\\SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEXPP�jYF� Z`XpUUb 2e� h6B@�?6B@�?6�@6�@0!:@
2
�� :F� F62FF� FF� F4
� 3"
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:62�
F� F"F� F4"� 3":� J���CU"F~`@�2�:� :
�:@6 :6� @>STAT�BPLG���%6fe6c9a5e90d45b3d`ANGLE (NVIDIA, NVIDIA GeForce GT 730 (0x00001287) Direct3D11 vs_5_0 ps_5_0, D3D11-27.21.14.5671)��������������������,,position
_upositionP�
localCoord_ulocalCoordP����������	������������������*����������sk_RTAdjust
umatrix_S1uclamp_S1_c0uTextureSampler_0_S1
_usk_RTAdjust_uumatrix_S1_uuclamp_S1_c0_uuTextureSampler_0_S1sk_FragColor_usk_FragColorR�@^�����������������������������������������������������������������������������������������������������������������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    noperspective float2 v0 : TEXCOORD0;
};
#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 : 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 float2 _localCoord = {0, 0};

static float4 gl_Position = float4(0, 0, 0, 0);

// Varyings
static noperspective float2 _vTransformedCoords_2_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 = _vTransformedCoords_2_S0;

    return output;
}

VS_OUTPUT main(VS_INPUT input){
    initAttributes(input);

(gl_Position = vec4_ctor(_position, 0.0, 1.0));
{
(_vTransformedCoords_2_S0 = mul(transpose(mat3x2_ctor(_umatrix_S1)), 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);
}
Wstruct PS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    noperspective float2 v0 : TEXCOORD0;
};

#pragma warning( disable: 3556 3571 )
float4 vec4_ctor(float x0, float x1, float x2, float x3)
{
    return float4(x0, x1, x2, x3);
}
// Uniforms

uniform float4 _uclamp_S1_c0 : register(c0);
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 float2 _vTransformedCoords_2_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){
    _vTransformedCoords_2_S0 = input.v0.xy;

float2 __4_inCoord5631 = _vTransformedCoords_2_S0;
float2 __5_subsetCoord5632 = {0, 0};
(__5_subsetCoord5632.x = __4_inCoord5631.x);
(__5_subsetCoord5632.y = __4_inCoord5631.y);
float2 __6_clampedCoord5633 = clamp(__5_subsetCoord5632, _uclamp_S1_c0.xy, _uclamp_S1_c0.zw);
float4 __7_textureColor5634 = vec4_ctor(0.0, 0.0, 0.0, gl_texture2D(_uTextureSampler_0_S1, __6_clampedCoord5633, -0.5).x);
float4 _output_S15635 = __7_textureColor5634;
{
(out_sk_FragColor = _output_S15635);
(out_sk_FragColor = vec4_ctor(out_sk_FragColor.w, 0.0, 0.0, 0.0));
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColorstruct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    noperspective float2 v0 : TEXCOORD0;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    noperspective float2 v0 : TEXCOORD0;
};

void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput)
{
    output.gl_Position = input.gl_Position;
    output.v0 = input.v0; 
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
���DXBCt~����j�,]�Z���4d� �RDEF(�<����RD11< ($|�$GlobalsDriverConstants���|�P��@,��������P ,h��������_sk_RTAdjustfloat4%_umatrix_S1float3x3���\T,��������b x���������0x���������8����������<���������dx_ViewAdjustdx_ViewCoordsfloat2�pdx_ViewScaleclipControlOriginfloat����clipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGND88TEXCOORD���OSGNhP\\SV_PositionTEXCOORD���SHEX�PqjYF� YF� _2_2g� e� e2 h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?�?6� 6� F6B @62F F� F" F� F>STAT���DXBC��5v�1z��^��4�HTRDEFh�<���@RD11< ($������
�samplers2D[0]textures2D[0]$Globals�������������_uclamp_S1_c0float4���Microsoft (R) HLSL Shader Compiler 10.1ISGNhP\\SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEXPAjYF� Z`XpUUb 2e� h42FF� 32F� J���CUFF~`@�6 
6� @>STAT�BPLG��26fe6c9a5e90d45b3d`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
u_skRTFlip
uinnerRect_S2uradiusPlusHalf_S2uTextureSampler_0_S1
_usk_RTAdjust_uumatrix_S1_uu_skRTFlip_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 : 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_2_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_2_S0;

    return output;
}

VS_OUTPUT main(VS_INPUT input){
    initAttributes(input);

(_vcolor_S0 = _color);
(gl_Position = vec4_ctor(_position, 0.0, 1.0));
{
(_vTransformedCoords_2_S0 = mul(transpose(mat3x2_ctor(_umatrix_S1)), 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 )
float4 vec4_ctor(float x0, float x1, float x2, float x3)
{
    return float4(x0, x1, x2, x3);
}
// Uniforms

uniform float2 _u_skRTFlip : register(c0);
uniform float4 _uinnerRect_S2 : register(c1);
uniform float2 _uradiusPlusHalf_S2 : register(c2);
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_2_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
@@ 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_2_S0 = input.v1.xy;

float4 _sk_FragCoord5634 = vec4_ctor(gl_FragCoord.x, (_u_skRTFlip.x + (_u_skRTFlip.y * gl_FragCoord.y)), gl_FragCoord.z, gl_FragCoord.w);
float4 _outputColor_S05635 = _vcolor_S0;
float4 _output_S15636 = gl_texture2D(_uTextureSampler_0_S1, _vTransformedCoords_2_S0, -0.5).xxxx;
float2 __0_dxy05637 = (_uinnerRect_S2.xy - _sk_FragCoord5634.xy);
float2 __1_dxy15638 = (_sk_FragCoord5634.xy - _uinnerRect_S2.zw);
float2 __2_dxy5639 = max(max(__0_dxy05637, __1_dxy15638), 0.0);
float __3_alpha5640 = clamp((_uradiusPlusHalf_S2.x - length(__2_dxy5639)), 0.0, 1.0);
(__3_alpha5640 = (1.0 - __3_alpha5640));
float4 _output_S25641 = (_output_S15636 * __3_alpha5640);
{
(out_sk_FragColor = (_outputColor_S05635 * _output_S25641));
}
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*����t~뻢H��~4d�h�RDEF(�<����RD11< ($|�$GlobalsDriverConstants���|�P��@,��������P ,h��������_sk_RTAdjustfloat4%_umatrix_S1float3x3���\T,��������b x���������0x���������8����������<���������dx_ViewAdjustdx_ViewCoordsfloat2�pdx_ViewScaleclipControlOriginfloat����clipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGN\PPPTEXCOORD���OSGN������SV_PositionTEXCOORD���SHEXP�jYF� YF� _2_�_2g� e� e� e� e2 h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?6� 6� F6� F6� F62F6B@�? F� F" F� F>STAT���DXBC��[	���B�C�)�40�PRDEF��<����RD11< ($������
��samplers2D[0]textures2D[0]$GlobalsDriverConstants����$0�$`�������������������� ���������_u_skRTFlipfloat2��_uinnerRect_S2float4���_uradiusPlusHalf_S2���������"0���������5 L��������p8���������},����������@ ���������dx_ViewCoordsdx_FragCoordOffsetdx_DepthFrontfloat3��Cdx_ViewScaledx_Miscdword��samplerMetadataSamplerMetadatabaseLevelint���wrapModespaddingint2�intBorderColorint4O���@Tx�Microsoft (R) HLSL Shader Compiler 10.1ISGN������SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEXDP�jYF� YF� Z`XpUUd 2b �b 2e� h	2FF� �A2B� 
� 	��A� 	R�� �A42��4
2F@FFK
 	
�A
� 
�A@�?J���CU"F~`@�8
8� F>STAT�BPLG���=6fe6c9a5e90d45b3d`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_localrotateP�color_ucolorR����������sk_RTAdjust
_usk_RTAdjustsk_FragColor_usk_FragColorR�@�����������������������������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float2 v1 : TEXCOORD1;
};
#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);
}
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);
#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 float2 _translate_and_localrotate = {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};

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;

    return output;
}

VS_OUTPUT main(VS_INPUT input){
    initAttributes(input);

(_vcolor_S0 = _color);
float _aa_bloat_multiplier5637 = {1.0};
float2 _corner5638 = _corner_and_radius_outsets.xy;
float2 _radius_outset5639 = _corner_and_radius_outsets.zw;
float2 _aa_bloat_direction5640 = _aa_bloat_and_coverage.xy;
float _is_linear_coverage5641 = _aa_bloat_and_coverage.w;
float2 _pixellength5642 = rsqrt(vec2_ctor(dot(_skew.xz, _skew.xz), dot(_skew.yw, _skew.yw)));
float4 _normalized_axis_dirs5643 = (_skew * _pixellength5642.xyxy);
float2 _axiswidths5644 = (abs(_normalized_axis_dirs5643.xy) + abs(_normalized_axis_dirs5643.zw));
float2 _aa_bloatradius5645 = ((_axiswidths5644 * _pixellength5642) * 0.5);
float4 _radii_and_neighbors5646 = mul(_radii_selector, transpose(mat4_ctor_float4_float4_float4_float4(_radii_x, _radii_y, _radii_x.yxwz, _radii_y.wzyx)));
float2 _radii5647 = _radii_and_neighbors5646.xy;
float2 _neighbor_radii5648 = _radii_and_neighbors5646.zw;
float _coverage_multiplier5649 = {1.0};
if (any((_aa_bloatradius5645 > float2(1.0, 1.0))))
{
(_corner5638 = (max(abs(_corner5638), _aa_bloatradius5645) * sign(_corner5638)));
(_coverage_multiplier5649 = (1.0 / (max(_aa_bloatradius5645.x, 1.0) * max(_aa_bloatradius5645.y, 1.0))));
(_radii5647 = float2(0.0, 0.0));
}
float _coverage5650 = _aa_bloat_and_coverage.z;
if (any((_radii5647 < (_aa_bloatradius5645 * 1.5))))
{
(_radii5647 = float2(0.0, 0.0));
(_aa_bloat_direction5640 = sign(_corner5638));
if ((_coverage5650 > 0.5))
{
(_aa_bloat_direction5640 = (-_aa_bloat_direction5640));
}
(_is_linear_coverage5641 = 1.0);
}
else
{
(_radii5647 = clamp(_radii5647, (_pixellength5642 * 1.5), (2.0 - (_pixellength5642 * 1.5))));
(_neighbor_radii5648 = clamp(_neighbor_radii5648, (_pixellength5642 * 1.5), (2.0 - (_pixellength5642 * 1.5))));
float2 _spacing5651 = ((2.0 - _radii5647) - _neighbor_radii5648);
float2 _extra_pad5652 = max(((_pixellength5642 * 0.0625) - _spacing5651), float2(0.0, 0.0));
(_radii5647 -= (_extra_pad5652 * 0.5));
}
float2 _aa_outset5653 = ((_aa_bloat_direction5640 * _aa_bloatradius5645) * _aa_bloat_multiplier5637);
float2 _vertexpos5654 = ((_corner5638 + (_radius_outset5639 * _radii5647)) + _aa_outset5653);
if ((_coverage5650 > 0.5))
{
if (((_aa_bloat_direction5640.x != 0.0) && ((_vertexpos5654.x * _corner5638.x) < 0.0)))
{
float _backset5655 = abs(_vertexpos5654.x);
(_vertexpos5654.x = 0.0);
(_vertexpos5654.y += (((_backset5655 * sign(_corner5638.y)) * _pixellength5642.y) / _pixellength5642.x));
(_coverage5650 = ((((_coverage5650 - 0.5) * abs(_corner5638.x)) / (abs(_corner5638.x) + _backset5655)) + 0.5));
}
if (((_aa_bloat_direction5640.y != 0.0) && ((_vertexpos5654.y * _corner5638.y) < 0.0)))
{
float _backset5656 = abs(_vertexpos5654.y);
(_vertexpos5654.y = 0.0);
(_vertexpos5654.x += (((_backset5656 * sign(_corner5638.x)) * _pixellength5642.x) / _pixellength5642.y));
(_coverage5650 = ((((_coverage5650 - 0.5) * abs(_corner5638.y)) / (abs(_corner5638.y) + _backset5656)) + 0.5));
}
}
float2x2 _skewmatrix5657 = mat2_ctor(_skew.xy, _skew.zw);
float2 _devcoord5658 = (mul(_vertexpos5654, transpose(_skewmatrix5657)) + _translate_and_localrotate);
if ((0.0 != _is_linear_coverage5641))
{
(_varccoord_S0 = vec2_ctor(0.0, (_coverage5650 * _coverage_multiplier5649)));
}
else
{
float2 _arccoord5659 = ((1.0 - abs(_radius_outset5639)) + ((_aa_outset5653 / _radii5647) * _corner5638));
(_varccoord_S0 = vec2_ctor((_arccoord5659.x + 1.0), _arccoord5659.y));
}
(gl_Position = vec4_ctor(_devcoord5658, 0.0, 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;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float2 v1 : TEXCOORD1;
};

#pragma warning( disable: 3556 3571 )
float4 vec4_ctor(float x0)
{
    return float4(x0, x0, x0, x0);
}
#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 float4 out_sk_FragColor = {0, 0, 0, 0};

cbuffer DriverConstants : register(b1)
{
    uint dx_Misc : packoffset(c2.w);
};

@@ PIXEL OUTPUT @@

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

float4 _outputColor_S05629 = _vcolor_S0;
float _x_plus_15630 = _varccoord_S0.x;
float _y5631 = _varccoord_S0.y;
float _coverage5632 = {0};
if ((0.0 == _x_plus_15630))
{
(_coverage5632 = _y5631);
}
else
{
float _fn5633 = (_x_plus_15630 * (_x_plus_15630 - 2.0));
(_fn5633 = ((_y5631 * _y5631) + _fn5633));
float _fnwidth5634 = fwidth(_fn5633);
(_coverage5632 = (0.5 - (_fn5633 / _fnwidth5634)));
(_coverage5632 = clamp(_coverage5632, 0.0, 1.0));
}
float4 _outputCoverage_S05635 = vec4_ctor(_coverage5632);
{
(out_sk_FragColor = (_outputColor_S05629 * _outputCoverage_S05635));
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColor�struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float2 v1 : TEXCOORD1;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    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; 
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
��������TDXBC���h�GD���z�h�/T4�d�RDEF��<����RD11< ($|�$GlobalsDriverConstants���|� �(@���������_sk_RTAdjustfloat4����������� ��������80��������E8`���������<`��������dx_ViewAdjustdx_ViewCoordsfloat2�dx_ViewScaleclipControlOriginfloat���WclipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGN���������TEXCOORD���OSGN�htttSV_PositionTEXCOORD���SHEXL
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�|DXBC�\�dU��rBԂz�,�|4�(\�RDEFd<���<RD11< ($Microsoft (R) HLSL Shader Compiler 10.1ISGN�htttSV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX|P_jb �b 2e� h
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	"*����
 
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BPLG��E+6fe6c9a5e90d45b3d`ANGLE (NVIDIA, NVIDIA GeForce GT 730 (0x00001287) Direct3D11 vs_5_0 ps_5_0, D3D11-27.21.14.5671)��������������������,,position
_upositionP�
localCoord_ulocalCoordP����������������������������*����������sk_RTAdjust
u_skRTFlip
ucircle_S1_c0uTextureSampler_0_S0
_usk_RTAdjust_uu_skRTFlip_uucircle_S1_c0_uuTextureSampler_0_S0sk_FragColor_usk_FragColorR�@^�����������������������������������������������������������������������������������������������������������������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    noperspective float2 v0 : TEXCOORD0;
};
#pragma warning( disable: 3556 3571 )
float4 vec4_ctor(float2 x0, float x1, float x2)
{
    return float4(x0, x1, x2);
}
// Uniforms

uniform float4 _sk_RTAdjust : register(c1);
#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 float2 _localCoord = {0, 0};

static float4 gl_Position = float4(0, 0, 0, 0);

// Varyings
static noperspective float2 _vlocalCoord_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 = _vlocalCoord_S0;

    return output;
}

VS_OUTPUT main(VS_INPUT input){
    initAttributes(input);

(_vlocalCoord_S0 = _localCoord);
(gl_Position = vec4_ctor(_position, 0.0, 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 : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    noperspective float2 v0 : TEXCOORD0;
};

#pragma warning( disable: 3556 3571 )
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);
}
// Uniforms

uniform float2 _u_skRTFlip : register(c0);
uniform float4 _ucircle_S1_c0 : register(c1);
static const uint _uTextureSampler_0_S0 = 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 float2 _vlocalCoord_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
@@ 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;
    _vlocalCoord_S0 = input.v0.xy;

float4 _sk_FragCoord5631 = vec4_ctor(gl_FragCoord.x, (_u_skRTFlip.x + (_u_skRTFlip.y * gl_FragCoord.y)), gl_FragCoord.z, gl_FragCoord.w);
float4 _outputColor_S05632 = {1.0, 1.0, 1.0, 1.0};
float2 _texCoord5633 = _vlocalCoord_S0;
(_outputColor_S05632 = gl_texture2D(_uTextureSampler_0_S0, _texCoord5633, -0.5));
float __3_d5634 = ((1.0 - length(((_ucircle_S1_c0.xy - _sk_FragCoord5631.xy) * _ucircle_S1_c0.w))) * _ucircle_S1_c0.z);
float4 _output_S15635 = vec4_ctor(clamp(__3_d5634, 0.0, 1.0));
{
(out_sk_FragColor = (_outputColor_S05632 * _output_S15635));
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColor�struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    noperspective float2 v0 : TEXCOORD0;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    noperspective float2 v0 : TEXCOORD0;
};

void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput)
{
    output.gl_Position = input.gl_Position;
    output.v0 = input.v0; 
    output.gl_FragCoord = input.gl_FragCoord;
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
��DXBC�~w�h�W3�}�jV=4L�lRDEF��<����RD11< ($|�$GlobalsDriverConstants���|� �(@���������_sk_RTAdjustfloat4����������� ��������80��������E8`���������<`��������dx_ViewAdjustdx_ViewCoordsfloat2�dx_ViewScaleclipControlOriginfloat���WclipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGND88TEXCOORD���OSGN�htttSV_PositionTEXCOORD���SHEX�PdjYF� YF� _2_2g� e� e� e2 h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?6� 6� F6� F62 F>STAT�
�$DXBC�]0�l�~a4E�7%Ls$4�|��RDEF��<����RD11< ($������
��samplers2D[0]textures2D[0]$GlobalsDriverConstants����$ ��`t�������������������_u_skRTFlipfloat2��_ucircle_S1_c0float4��������������0���������� ��������48���������A,P��������t@ l��������dx_ViewCoordsdx_FragCoordOffsetdx_DepthFrontfloat3��dx_ViewScaledx_Miscdword�IsamplerMetadataSamplerMetadatabaseLevelint���wrapModespaddingint2��intBorderColorint4������<�Microsoft (R) HLSL Shader Compiler 10.1ISGN�htttSV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX�PtjYF� YF� Z`XpUUd 2b 2e� h	2FF� �A2B� 
� 	2��AF� 82F�� FFK

�A@�?8 
*� J���CU�FF~`@�8� F>STAT�	BPLG��626fe6c9a5e90d45b3d`ANGLE (NVIDIA, NVIDIA GeForce GT 730 (0x00001287) Direct3D11 vs_5_0 ps_5_0, D3D11-27.21.14.5671)��������������������,,position
_upositionP�
localCoord_ulocalCoordP�	texSubset_utexSubsetR�������������������	������������������*����������*����������sk_RTAdjust
u_skRTFlip
umatrix_S1_c0ucoverageInvert_S1uTextureSampler_0_S0uTextureSampler_0_S1
_usk_RTAdjust_uu_skRTFlip_uumatrix_S1_c0_uucoverageInvert_S1_uuTextureSampler_0_S0_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 )
float4 vec4_ctor(float2 x0, float x1, float x2)
{
    return float4(x0, x1, x2);
}
// Uniforms

uniform float4 _sk_RTAdjust : register(c1);
#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 float2 _localCoord = {0, 0};
static float4 _texSubset = {0, 0, 0, 0};

static float4 gl_Position = float4(0, 0, 0, 0);

// Varyings
static noperspective float2 _vlocalCoord_S0 = {0, 0};
static noperspective float4 _vtexSubset_S0 = {0, 0, 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 = _vtexSubset_S0;
    output.v1 = _vlocalCoord_S0;

    return output;
}

VS_OUTPUT main(VS_INPUT input){
    initAttributes(input);

(_vlocalCoord_S0 = _localCoord);
(_vtexSubset_S0 = _texSubset);
(gl_Position = vec4_ctor(_position, 0.0, 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);
}
r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 )
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);
}
// Uniforms

uniform float2 _u_skRTFlip : register(c0);
uniform float3x3 _umatrix_S1_c0 : register(c1);
uniform float2 _ucoverageInvert_S1 : register(c4);
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 _vlocalCoord_S0 = {0, 0};
static noperspective float4 _vtexSubset_S0 = {0, 0, 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;
    _vtexSubset_S0 = input.v0;
    _vlocalCoord_S0 = input.v1.xy;

float4 _sk_FragCoord5634 = vec4_ctor(gl_FragCoord.x, (_u_skRTFlip.x + (_u_skRTFlip.y * gl_FragCoord.y)), gl_FragCoord.z, gl_FragCoord.w);
float4 _outputColor_S05635 = {1.0, 1.0, 1.0, 1.0};
float2 _texCoord5636 = _vlocalCoord_S0;
float4 _subset5637 = _vtexSubset_S0;
(_texCoord5636 = clamp(_texCoord5636, _subset5637.xy, _subset5637.zw));
(_outputColor_S05635 = gl_texture2D(_uTextureSampler_0_S0, _texCoord5636, -0.5));
float __0_coverage5638 = {0.0};
{
(__0_coverage5638 = gl_texture2D(_uTextureSampler_0_S1, mul(transpose(mat3x2_ctor(_umatrix_S1_c0)), vec3_ctor(_sk_FragCoord5634.xy, 1.0)), -0.5).x);
}
(__0_coverage5638 = ((__0_coverage5638 * _ucoverageInvert_S1.x) + _ucoverageInvert_S1.y));
float4 _output_S15639 = vec4_ctor(__0_coverage5638);
{
(out_sk_FragColor = (_outputColor_S05635 * _output_S15639));
}
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
}
���dDXBC�Ȫ)�
�=a��C�d4d�RDEF��<����RD11< ($|�$GlobalsDriverConstants���|� �(@���������_sk_RTAdjustfloat4����������� ��������80��������E8`���������<`��������dx_ViewAdjustdx_ViewCoordsfloat2�dx_ViewScaleclipControlOriginfloat���WclipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGN\PPPTEXCOORD���OSGN������SV_PositionTEXCOORD���SHEX�PojYF� YF� _2_2_�g� e� e� e� e2 h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?6� 6� F6� F6� F62 F>STAT��`	DXBC��Օ��z���g唵`	4�X��RDEF|P<���TRD11< ($�
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4=samplers2D[0]samplers2D[1]textures2D[0]textures2D[1]$GlobalsDriverConstants���4�P=�����������0,H��������l@��������_u_skRTFlipfloat2�_umatrix_S1_c0float3x3?_ucoverageInvert_S1p����������0��������� ����������8��������,��������8@@0��������dx_ViewCoordsfloat4���~dx_FragCoordOffsetdx_DepthFrontfloat3�dx_ViewScaledx_Miscdword�
samplerMetadataSamplerMetadatabaseLevelint��bwrapModespaddingint2��intBorderColorint4�Xh�h����HMicrosoft (R) HLSL Shader Compiler 10.1ISGN������SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX0P�jYF� YF� Z`Z`XpUUXpUUd 2b �b 2e� h6�@�?	2FF� �A2B� 
� F� �"F� �J���CUFF~`@�2

� � 4b3bV�J���CU��F~`@�8� F>STAT�BPLG��m(6fe6c9a5e90d45b3d`ANGLE (NVIDIA, NVIDIA GeForce GT 730 (0x00001287) Direct3D11 vs_5_0 ps_5_0, D3D11-27.21.14.5671)��������������������,,
fillBounds_ufillBoundsR�color_ucolorR�	locations_ulocationsR�gl_VertexIDgl_VertexID������������������*����������sk_RTAdjustuatlas_adjust_S0uTextureSampler_0_S0
_usk_RTAdjust_uuatlas_adjust_S0_uuTextureSampler_0_S0sk_FragColor_usk_FragColorR�@^��������������������������������������������������������������������������������������������������������������������
struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float2 v1 : TEXCOORD1;
};
#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);
}
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);
#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 _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};

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
@@ 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 = _vatlasCoord_S0;

    return output;
}

VS_OUTPUT main(VS_INPUT input){
    initAttributes(input);

float2 _unitCoord5633 = vec2_ctor(float_ctor_int((gl_VertexID & 1)), float_ctor_int((gl_VertexID >> 1)));
float2 _devCoord5634 = lerp(_fillBounds.xy, _fillBounds.zw, _unitCoord5633);
float2 _atlasTopLeft5635 = vec2_ctor((abs(_locations.x) - 1.0), _locations.y);
float2 _devTopLeft5636 = _locations.zw;
bool _transposed5637 = (_locations.x < 0.0);
float2 _atlasCoord5638 = (_devCoord5634 - _devTopLeft5636);
if (_transposed5637)
{
(_atlasCoord5638 = _atlasCoord5638.yx);
}
(_atlasCoord5638 += _atlasTopLeft5635);
(_vatlasCoord_S0 = (_atlasCoord5638 * _uatlas_adjust_S0));
(_vcolor_S0 = _color);
(gl_Position = vec4_ctor(_devCoord5634, 0.0, 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;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float2 v1 : TEXCOORD1;
};

#pragma warning( disable: 3556 3571 )
// Uniforms

static const uint _uTextureSampler_0_S0 = 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 float2 _vatlasCoord_S0 = {0, 0};
static noperspective float4 _vcolor_S0 = {0, 0, 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;
    _vatlasCoord_S0 = input.v1.xy;

float4 _outputCoverage_S05630 = {1.0, 1.0, 1.0, 1.0};
float _atlasCoverage5631 = gl_texture2D(_uTextureSampler_0_S0, _vatlasCoord_S0, -0.5).x;
(_outputCoverage_S05630 *= _atlasCoverage5631);
float4 _outputColor_S05632 = _vcolor_S0;
{
(out_sk_FragColor = (_outputColor_S05632 * _outputCoverage_S05630));
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColor�struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float2 v1 : TEXCOORD1;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    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; 
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
����lDXBCi��6�~��!�Џ)
(l4� ��RDEF\�<���4RD11< ($|�$GlobalsDriverConstants���|�0��P,��������P l��������_sk_RTAdjustfloat4%_uatlas_adjust_S0float2���b�,��������� l���������0l���������8����������<����������@��������dx_ViewAdjustdx_ViewCoordsdx_ViewScaleclipControlOriginfloat����clipControlZeroToOnedx_VertexIDdword�	Microsoft (R) HLSL Shader Compiler 10.1ISGN�hhhqTEXCOORDSV_VertexID���OSGN�htttSV_PositionTEXCOORD���SHEX P�jYF� YF� _�_�_�`g� e� e� e2 h9@:� 7	B 
@@?

� "
@*
@+22F�A�2	2FFF22F�� օ 2��A8" *� 6�@�?6� 6� F6B @6� F1B
@7	2�
F
��@��6"2FF82 FF� >STAT�	�DXBCE�p4@��I[���4���hRDEF�<����RD11< ($|�����
samplers2D[0]textures2D[0]Microsoft (R) HLSL Shader Compiler 10.1ISGN�htttSV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX�P*jZ`XpUUb �b 2e� hJ���CUFF~`@�8� F>STAT�BPLG���$6fe6c9a5e90d45b3d`ANGLE (NVIDIA, NVIDIA GeForce GT 730 (0x00001287) Direct3D11 vs_5_0 ps_5_0, D3D11-27.21.14.5671)��������������������,,position
_upositionP�
localCoord_ulocalCoordP����������	���������*����������sk_RTAdjustumatrix_S1_c0_c0uTextureSampler_0_S1
_usk_RTAdjust_uumatrix_S1_c0_c0_uuTextureSampler_0_S1sk_FragColor_usk_FragColorR�@^��������������������������������������������������������������������������������������������������������������������������� struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    noperspective float2 v0 : TEXCOORD0;
};
#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 : 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 float2 _localCoord = {0, 0};

static float4 gl_Position = float4(0, 0, 0, 0);

// Varyings
static noperspective float2 _vTransformedCoords_4_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 = _vTransformedCoords_4_S0;

    return output;
}

VS_OUTPUT main(VS_INPUT input){
    initAttributes(input);

(gl_Position = vec4_ctor(_position, 0.0, 1.0));
{
(_vTransformedCoords_4_S0 = mul(transpose(mat3x2_ctor(_umatrix_S1_c0_c0)), 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 : TEXCOORD1;
    noperspective float2 v0 : TEXCOORD0;
};

#pragma warning( disable: 3556 3571 )
// 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 float2 _vTransformedCoords_4_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){
    _vTransformedCoords_4_S0 = input.v0.xy;

float4 _outputColor_S05630 = {1.0, 1.0, 1.0, 1.0};
float4 __3_input5631 = _outputColor_S05630;
(__3_input5631 = gl_texture2D(_uTextureSampler_0_S1, _vTransformedCoords_4_S0, -0.5));
float4 __5_color5632 = __3_input5631;
(__5_color5632 = (floor(((__5_color5632 * 255.0) + 0.5)) * 0.0039215689));
float3 s1602 = {0, 0, 0};
if ((__5_color5632.w <= 0.0))
{
(s1602 = float3(0.0, 0.0, 0.0));
}
else
{
(s1602 = (floor((((__5_color5632.xyz / __5_color5632.w) * 255.0) + 0.5)) * 0.0039215689));
}
(__5_color5632.xyz = s1602);
float4 _output_S15633 = __5_color5632;
{
(out_sk_FragColor = _output_S15633);
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColorstruct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    noperspective float2 v0 : TEXCOORD0;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    noperspective float2 v0 : TEXCOORD0;
};

void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput)
{
    output.gl_Position = input.gl_Position;
    output.v0 = input.v0; 
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
���DXBCJ|�<q�F�?H��3�4h�$�RDEF,�<���RD11< ($|�$GlobalsDriverConstants���|�P��@,��������P ,l��������_sk_RTAdjustfloat4%_umatrix_S1_c0_c0float3x3�bX,��������f |���������0|���������8����������<���������dx_ViewAdjustdx_ViewCoordsfloat2�tdx_ViewScaleclipControlOriginfloat����clipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGND88TEXCOORD���OSGNhP\\SV_PositionTEXCOORD���SHEX�PqjYF� YF� _2_2g� e� e2 h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?�?6� 6� F6B @62F F� F" F� F>STAT��0DXBC{J�ϻ�<�6��+�04�l��RDEF�<����RD11< ($|�����
samplers2D[0]textures2D[0]Microsoft (R) HLSL Shader Compiler 10.1ISGNhP\\SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX�P{jZ`XpUUb 2e� hJ���CU�FF~`@�2�F@CCCC@????A�F8
�F@���;���;���;���;@:�	�6� :2�V@CCC@???A�V8
�V@���;���;���;7r @�>STAT�BPLG��<$6fe6c9a5e90d45b3d`ANGLE (NVIDIA, NVIDIA GeForce GT 730 (0x00001287) Direct3D11 vs_5_0 ps_5_0, D3D11-27.21.14.5671)��������������������,,position
_upositionP�
localCoord_ulocalCoordP����������	���������*����������sk_RTAdjustumatrix_S1_c0_c0uTextureSampler_0_S1
_usk_RTAdjust_uumatrix_S1_c0_c0_uuTextureSampler_0_S1sk_FragColor_usk_FragColorR�@^��������������������������������������������������������������������������������������������������������������������������� struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    noperspective float2 v0 : TEXCOORD0;
};
#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 : 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 float2 _localCoord = {0, 0};

static float4 gl_Position = float4(0, 0, 0, 0);

// Varyings
static noperspective float2 _vTransformedCoords_4_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 = _vTransformedCoords_4_S0;

    return output;
}

VS_OUTPUT main(VS_INPUT input){
    initAttributes(input);

(gl_Position = vec4_ctor(_position, 0.0, 1.0));
{
(_vTransformedCoords_4_S0 = mul(transpose(mat3x2_ctor(_umatrix_S1_c0_c0)), 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 : TEXCOORD1;
    noperspective float2 v0 : TEXCOORD0;
};

#pragma warning( disable: 3556 3571 )
// 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 float2 _vTransformedCoords_4_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){
    _vTransformedCoords_4_S0 = input.v0.xy;

float4 _outputColor_S05630 = {1.0, 1.0, 1.0, 1.0};
float4 __3_input5631 = _outputColor_S05630;
(__3_input5631 = gl_texture2D(_uTextureSampler_0_S1, _vTransformedCoords_4_S0, -0.5));
float4 __5_color5632 = __3_input5631;
(__5_color5632 = (floor(((__5_color5632 * 255.0) + 0.5)) * 0.0039215689));
(__5_color5632.xyz = (floor((((__5_color5632.xyz * __5_color5632.w) * 255.0) + 0.5)) * 0.0039215689));
float4 _output_S15633 = __5_color5632;
{
(out_sk_FragColor = _output_S15633);
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColorstruct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    noperspective float2 v0 : TEXCOORD0;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    noperspective float2 v0 : TEXCOORD0;
};

void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput)
{
    output.gl_Position = input.gl_Position;
    output.v0 = input.v0; 
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
���DXBCJ|�<q�F�?H��3�4h�$�RDEF,�<���RD11< ($|�$GlobalsDriverConstants���|�P��@,��������P ,l��������_sk_RTAdjustfloat4%_umatrix_S1_c0_c0float3x3�bX,��������f |���������0|���������8����������<���������dx_ViewAdjustdx_ViewCoordsfloat2�tdx_ViewScaleclipControlOriginfloat����clipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGND88TEXCOORD���OSGNhP\\SV_PositionTEXCOORD���SHEX�PqjYF� YF� _2_2g� e� e2 h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?�?6� 6� F6B @62F F� F" F� F>STAT���DXBC�(���N/�B�(}����4�l�HRDEF�<����RD11< ($|�����
samplers2D[0]textures2D[0]Microsoft (R) HLSL Shader Compiler 10.1ISGNhP\\SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX�PhjZ`XpUUb 2e� hJ���CU�FF~`@�2�F@CCCC@????A�F8
�F@���;���;���;���;8r�F6� :2rF@CCC@???ArF8
r F@���;���;���;>STAT�
BPLG��)'6fe6c9a5e90d45b3d`ANGLE (NVIDIA, NVIDIA GeForce GT 730 (0x00001287) Direct3D11 vs_5_0 ps_5_0, D3D11-27.21.14.5671)��������������������,,position
_upositionP�
localCoord_ulocalCoordP����������	���������	���������*����������sk_RTAdjustumatrix_S1_c0_c0_c0
umatrix_S1uTextureSampler_0_S1
_usk_RTAdjust_uumatrix_S1_c0_c0_c0_uumatrix_S1_uuTextureSampler_0_S1sk_FragColor_usk_FragColorR�@^������������������������������������������������������������������������������������������������������������������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    noperspective float2 v0 : TEXCOORD0;
};
#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_c0 : register(c2);
uniform float3x3 _umatrix_S1 : register(c5);
#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 float2 _localCoord = {0, 0};

static float4 gl_Position = float4(0, 0, 0, 0);

// Varyings
static noperspective float2 _vTransformedCoords_5_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 = _vTransformedCoords_5_S0;

    return output;
}

VS_OUTPUT main(VS_INPUT input){
    initAttributes(input);

(gl_Position = vec4_ctor(_position, 0.0, 1.0));
{
(_vTransformedCoords_5_S0 = mul(transpose(mat3x2_ctor(transpose(mul(transpose(_umatrix_S1_c0_c0_c0), transpose(_umatrix_S1))))), 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 : TEXCOORD1;
    noperspective float2 v0 : TEXCOORD0;
};

#pragma warning( disable: 3556 3571 )
// 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 float2 _vTransformedCoords_5_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){
    _vTransformedCoords_5_S0 = input.v0.xy;

float4 _outputColor_S05631 = {1.0, 1.0, 1.0, 1.0};
float4 __6_input5632 = _outputColor_S05631;
(__6_input5632 = gl_texture2D(_uTextureSampler_0_S1, _vTransformedCoords_5_S0, -0.5));
float4 __8_color5633 = __6_input5632;
(__8_color5633 = (floor(((__8_color5633 * 255.0) + 0.5)) * 0.0039215689));
float3 s1603 = {0, 0, 0};
if ((__8_color5633.w <= 0.0))
{
(s1603 = float3(0.0, 0.0, 0.0));
}
else
{
(s1603 = (floor((((__8_color5633.xyz / __8_color5633.w) * 255.0) + 0.5)) * 0.0039215689));
}
(__8_color5633.xyz = s1603);
float4 _output_S15634 = __8_color5633;
{
(out_sk_FragColor = _output_S15634);
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColorstruct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    noperspective float2 v0 : TEXCOORD0;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    noperspective float2 v0 : TEXCOORD0;
};

void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput)
{
    output.gl_Position = input.gl_Position;
    output.v0 = input.v0; 
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
���DXBCNU�@(�n@|�@
�Q��4��\ RDEFd�<���9RD11< ($|�$GlobalsDriverConstants���|����@@T��������x ,����������P,���������_sk_RTAdjustfloat4M_umatrix_S1_c0_c0_c0float3x3���_umatrix_S1�T��������� ����������0����������8��������$<��������dx_ViewAdjustdx_ViewCoordsfloat2��dx_ViewScaleclipControlOriginfloat����clipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGND88TEXCOORD���OSGNhP\\SV_PositionTEXCOORD���SHEX�P�jYF� YF� _2_2g� e� e2 h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?6� 6� F6B @8	rV� F� 2r� F� F2r�� F� F62F6B@�? FF8	rV� F� 2r� F� F2r�� F� F" FF>STAT�
�0DXBC{J�ϻ�<�6��+�04�l��RDEF�<����RD11< ($|�����
samplers2D[0]textures2D[0]Microsoft (R) HLSL Shader Compiler 10.1ISGNhP\\SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX�P{jZ`XpUUb 2e� hJ���CU�FF~`@�2�F@CCCC@????A�F8
�F@���;���;���;���;@:�	�6� :2�V@CCC@???A�V8
�V@���;���;���;7r @�>STAT�BPLG��P26fe6c9a5e90d45b3d`ANGLE (NVIDIA, NVIDIA GeForce GT 730 (0x00001287) Direct3D11 vs_5_0 ps_5_0, D3D11-27.21.14.5671)��������������������,,position
_upositionP�color_ucolorR�������������������	������������������*����������sk_RTAdjust
u_skRTFlipumatrix_S1_c0_c0_c0urect_S1_c0_c0uTextureSampler_0_S1
_usk_RTAdjust_uu_skRTFlip_uumatrix_S1_c0_c0_c0_uurect_S1_c0_c0_uuTextureSampler_0_S1sk_FragColor_usk_FragColorR�@^�������������������������������������������������������������������������������������������������������������������������������������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
};
#pragma warning( disable: 3556 3571 )
float4 vec4_ctor(float2 x0, float x1, float x2)
{
    return float4(x0, x1, x2);
}
// Uniforms

uniform float4 _sk_RTAdjust : register(c1);
#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 float4 gl_Position = float4(0, 0, 0, 0);

// Varyings
static noperspective float4 _vcolor_S0 = {0, 0, 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;

    return output;
}

VS_OUTPUT main(VS_INPUT input){
    initAttributes(input);

(_vcolor_S0 = _color);
(gl_Position = vec4_ctor(_position, 0.0, 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 : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
};

#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)
{
    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(float2 x0, float2 x1)
{
    return float4(x0, x1);
}
// Uniforms

uniform float2 _u_skRTFlip : register(c0);
uniform float3x3 _umatrix_S1_c0_c0_c0 : register(c1);
uniform float4 _urect_S1_c0_c0 : register(c4);
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 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
@@ 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;

float4 _sk_FragCoord5632 = vec4_ctor(gl_FragCoord.x, (_u_skRTFlip.x + (_u_skRTFlip.y * gl_FragCoord.y)), gl_FragCoord.z, gl_FragCoord.w);
float4 _outputColor_S05633 = _vcolor_S0;
float2 __11_tmp_1_coords5634 = _sk_FragCoord5632.xy;
float __12_xCoverage5635 = {0};
float __13_yCoverage5636 = {0};
{
float4 __14_rect5637 = vec4_ctor((_urect_S1_c0_c0.xy - __11_tmp_1_coords5634), (__11_tmp_1_coords5634 - _urect_S1_c0_c0.zw));
(__12_xCoverage5635 = ((1.0 - gl_texture2D(_uTextureSampler_0_S1, mul(transpose(mat3x2_ctor(_umatrix_S1_c0_c0_c0)), vec3_ctor(vec2_ctor(__14_rect5637.x, 0.5), 1.0)), -0.5).x) - gl_texture2D(_uTextureSampler_0_S1, mul(transpose(mat3x2_ctor(_umatrix_S1_c0_c0_c0)), vec3_ctor(vec2_ctor(__14_rect5637.z, 0.5), 1.0)), -0.5).x));
(__13_yCoverage5636 = ((1.0 - gl_texture2D(_uTextureSampler_0_S1, mul(transpose(mat3x2_ctor(_umatrix_S1_c0_c0_c0)), vec3_ctor(vec2_ctor(__14_rect5637.y, 0.5), 1.0)), -0.5).x) - gl_texture2D(_uTextureSampler_0_S1, mul(transpose(mat3x2_ctor(_umatrix_S1_c0_c0_c0)), vec3_ctor(vec2_ctor(__14_rect5637.w, 0.5), 1.0)), -0.5).x));
}
float4 _output_S15638 = vec4_ctor((__12_xCoverage5635 * __13_yCoverage5636));
{
(out_sk_FragColor = (_outputColor_S05633 * _output_S15638));
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColor�struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
};

void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput)
{
    output.gl_Position = input.gl_Position;
    output.v0 = input.v0; 
    output.gl_FragCoord = input.gl_FragCoord;
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
��DXBCl�B��j���MH!04L�lRDEF��<����RD11< ($|�$GlobalsDriverConstants���|� �(@���������_sk_RTAdjustfloat4����������� ��������80��������E8`���������<`��������dx_ViewAdjustdx_ViewCoordsfloat2�dx_ViewScaleclipControlOriginfloat���WclipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGND88TEXCOORD���OSGN�htttSV_PositionTEXCOORD���SHEX�PdjYF� YF� _2_�g� e� e� e� h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?6� 6� F6� F6� F>STAT�
��
DXBC�!�<'Q��}G��"@.k�
4`�
RDEF$�<����RD11< ($������
��samplers2D[0]textures2D[0]$GlobalsDriverConstants����$P�T`�����������,���������@0��������_u_skRTFlipfloat2��_umatrix_S1_c0_c0_c0float3x3���_urect_S1_c0_c0float4�(D0��������R0���������e |���������8����������,����������@ ���������dx_ViewCoordsdx_FragCoordOffsetdx_DepthFrontfloat3��sdx_ViewScaledx_Miscdword��samplerMetadataSamplerMetadatabaseLevelint��
wrapModespaddingint2�FintBorderColorint44>Lp���Microsoft (R) HLSL Shader Compiler 10.1ISGN�htttSV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX�P�jYF� YF� Z`XpUUd 2b �e� h	2FF� �A2B� 
� 	2��AF� 	2�� �A6�@?�?F� �"F� �J���CUFF~`@�
�A@�?6�@?�?F� �"F� �J���CUFF~`@�
�A
F� �"F� �J���CU"F~`@�F� �"F� �J���CUBF�|`@�B*�A@�?"�A*8
8� F>STAT�BPLG���"6fe6c9a5e90d45b3d`ANGLE (NVIDIA, NVIDIA GeForce GT 730 (0x00001287) Direct3D11 vs_5_0 ps_5_0, D3D11-27.21.14.5671)��������������������,,position
_upositionP�
localCoord_ulocalCoordP�	texSubset_utexSubsetR����������*����������sk_RTAdjustuTextureSampler_0_S0
_usk_RTAdjust_uuTextureSampler_0_S0sk_FragColor_usk_FragColorR�@^����������������������������������������������������������������������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float2 v1 : TEXCOORD1;
};
#pragma warning( disable: 3556 3571 )
float4 vec4_ctor(float2 x0, float x1, float x2)
{
    return float4(x0, x1, x2);
}
// Uniforms

uniform float4 _sk_RTAdjust : register(c1);
#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 float2 _localCoord = {0, 0};
static float4 _texSubset = {0, 0, 0, 0};

static float4 gl_Position = float4(0, 0, 0, 0);

// Varyings
static noperspective float2 _vlocalCoord_S0 = {0, 0};
static noperspective float4 _vtexSubset_S0 = {0, 0, 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 = _vtexSubset_S0;
    output.v1 = _vlocalCoord_S0;

    return output;
}

VS_OUTPUT main(VS_INPUT input){
    initAttributes(input);

(_vlocalCoord_S0 = _localCoord);
(_vtexSubset_S0 = _texSubset);
(gl_Position = vec4_ctor(_position, 0.0, 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;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float2 v1 : TEXCOORD1;
};

#pragma warning( disable: 3556 3571 )
// Uniforms

static const uint _uTextureSampler_0_S0 = 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 float2 _vlocalCoord_S0 = {0, 0};
static noperspective float4 _vtexSubset_S0 = {0, 0, 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){
    _vtexSubset_S0 = input.v0;
    _vlocalCoord_S0 = input.v1.xy;

float4 _outputColor_S05630 = {1.0, 1.0, 1.0, 1.0};
float2 _texCoord5631 = _vlocalCoord_S0;
float4 _subset5632 = _vtexSubset_S0;
(_texCoord5631 = clamp(_texCoord5631, _subset5632.xy, _subset5632.zw));
(_outputColor_S05630 = gl_texture2D(_uTextureSampler_0_S0, _texCoord5631, -0.5));
{
(out_sk_FragColor = _outputColor_S05630);
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColor�struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float2 v1 : TEXCOORD1;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    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; 
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
���4DXBCH�$d���:)��)44d��RDEF��<����RD11< ($|�$GlobalsDriverConstants���|� �(@���������_sk_RTAdjustfloat4����������� ��������80��������E8`���������<`��������dx_ViewAdjustdx_ViewCoordsfloat2�dx_ViewScaleclipControlOriginfloat���WclipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGN\PPPTEXCOORD���OSGN�htttSV_PositionTEXCOORD���SHEX�PijYF� YF� _2_2_�g� e� e� e2 h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?6� 6� F6B @6� F62 F>STAT�� DXBC���t�@t+�Z��z"� 4����RDEF�<����RD11< ($|�����
samplers2D[0]textures2D[0]Microsoft (R) HLSL Shader Compiler 10.1ISGN�htttSV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX�P1jZ`XpUUb �b 2e� h42FF32F�J���CU� FF~`@�>STAT�BPLG���%6fe6c9a5e90d45b3d`ANGLE (NVIDIA, NVIDIA GeForce GT 730 (0x00001287) Direct3D11 vs_5_0 ps_5_0, D3D11-27.21.14.5671)��������������������,,position
_upositionP�coverage
_ucoverage
localCoord_ulocalCoordP�	texSubset_utexSubsetR����������*����������sk_RTAdjustuTextureSampler_0_S0
_usk_RTAdjust_uuTextureSampler_0_S0sk_FragColor_usk_FragColorR�@^�����������������������������������������������������������������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD3;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float2 v1 : TEXCOORD1;
    noperspective float v2 : TEXCOORD2;
};
#pragma warning( disable: 3556 3571 )
float4 vec4_ctor(float2 x0, float x1, float x2)
{
    return float4(x0, x1, x2);
}
// Uniforms

uniform float4 _sk_RTAdjust : register(c1);
#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 float _coverage = {0};
static float2 _localCoord = {0, 0};
static float4 _texSubset = {0, 0, 0, 0};

static float4 gl_Position = float4(0, 0, 0, 0);

// Varyings
static noperspective float2 _vlocalCoord_S0 = {0, 0};
static noperspective float4 _vtexSubset_S0 = {0, 0, 0, 0};
static noperspective float _vcoverage_S0 = {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 = _vtexSubset_S0;
    output.v1 = _vlocalCoord_S0;
    output.v2 = _vcoverage_S0;

    return output;
}

VS_OUTPUT main(VS_INPUT input){
    initAttributes(input);

float2 t0 = _position, _position5634 = t0;
(_vlocalCoord_S0 = _localCoord);
(_vtexSubset_S0 = _texSubset);
(_vcoverage_S0 = _coverage);
(gl_Position = vec4_ctor(_position5634, 0.0, 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 float v2 : TEXCOORD2;
};

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

static const uint _uTextureSampler_0_S0 = 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 float2 _vlocalCoord_S0 = {0, 0};
static noperspective float4 _vtexSubset_S0 = {0, 0, 0, 0};
static noperspective float _vcoverage_S0 = {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){
    _vtexSubset_S0 = input.v0;
    _vlocalCoord_S0 = input.v1.xy;
    _vcoverage_S0 = input.v2.x;

float4 _outputColor_S05631 = {1.0, 1.0, 1.0, 1.0};
float2 _texCoord5632 = _vlocalCoord_S0;
float4 _subset5633 = _vtexSubset_S0;
(_texCoord5632 = clamp(_texCoord5632, _subset5633.xy, _subset5633.zw));
(_outputColor_S05631 = gl_texture2D(_uTextureSampler_0_S0, _texCoord5632, -0.5));
float _coverage5634 = _vcoverage_S0;
float4 _outputCoverage_S05635 = vec4_ctor(_coverage5634);
{
(out_sk_FragColor = (_outputColor_S05631 * _outputCoverage_S05635));
}
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 float v2 : TEXCOORD2;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD3;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float2 v1 : TEXCOORD1;
    noperspective float 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
}
�����DXBC��N��D�-L�:�j�4|�RDEF��<����RD11< ($|�$GlobalsDriverConstants���|� �(@���������_sk_RTAdjustfloat4����������� ��������80��������E8`���������<`��������dx_ViewAdjustdx_ViewCoordsfloat2�dx_ViewScaleclipControlOriginfloat���WclipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGNthhhhTEXCOORD���OSGN������SV_PositionTEXCOORD���SHEX�PtjYF� YF� _2__2_�g� e� e� e2 eB h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?6� 6� F6B @6� F62 F6B 
>STAT�	�`DXBCX�5�f�G��˖eK�`4����RDEF�<����RD11< ($|�����
samplers2D[0]textures2D[0]Microsoft (R) HLSL Shader Compiler 10.1ISGN������SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX�P;jZ`XpUUb �b 2b Be� h42FF32F�J���CU�FF~`@�8� F�>STAT�BPLG���*6fe6c9a5e90d45b3d`ANGLE (NVIDIA, NVIDIA GeForce GT 730 (0x00001287) Direct3D11 vs_5_0 ps_5_0, D3D11-27.21.14.5671)��������������������,,position
_upositionP�coverage
_ucoveragecolor_ucolorR�
localCoord_ulocalCoordP����������	������������������*����������sk_RTAdjust
umatrix_S1_c0uclamp_S1_c0_c0uTextureSampler_0_S1
_usk_RTAdjust_uumatrix_S1_c0_uuclamp_S1_c0_c0_uuTextureSampler_0_S1sk_FragColor_usk_FragColorR�@^����������������������������������������������������������������������������������������������������������������������������������������	struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD3;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float2 v1 : TEXCOORD1;
    noperspective float v2 : TEXCOORD2;
};
#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 : 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 float _coverage = {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 float _vcoverage_S0 = {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 = _vTransformedCoords_3_S0;
    output.v2 = _vcoverage_S0;

    return output;
}

VS_OUTPUT main(VS_INPUT input){
    initAttributes(input);

float2 t0 = _position, _position5635 = t0;
(_vcolor_S0 = _color);
(_vcoverage_S0 = _coverage);
(gl_Position = vec4_ctor(_position5635, 0.0, 1.0));
{
(_vTransformedCoords_3_S0 = mul(transpose(mat3x2_ctor(_umatrix_S1_c0)), 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 : TEXCOORD3;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float2 v1 : TEXCOORD1;
    noperspective float v2 : TEXCOORD2;
};

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

uniform float4 _uclamp_S1_c0_c0 : register(c0);
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 float _vcoverage_S0 = {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;
    _vTransformedCoords_3_S0 = input.v1.xy;
    _vcoverage_S0 = input.v2.x;

float4 _outputColor_S05633 = _vcolor_S0;
float _coverage5634 = _vcoverage_S0;
float4 _outputCoverage_S05635 = vec4_ctor(_coverage5634);
float4 __8_input5636 = _outputColor_S05633;
float2 __9_inCoord5637 = _vTransformedCoords_3_S0;
float2 __10_subsetCoord5638 = {0, 0};
(__10_subsetCoord5638.x = __9_inCoord5637.x);
(__10_subsetCoord5638.y = __9_inCoord5637.y);
float2 __11_clampedCoord5639 = clamp(__10_subsetCoord5638, _uclamp_S1_c0_c0.xy, _uclamp_S1_c0_c0.zw);
float4 __12_textureColor5640 = gl_texture2D(_uTextureSampler_0_S1, __11_clampedCoord5639, -0.5);
(__8_input5636 = __12_textureColor5640);
float4 _output_S15641 = __8_input5636;
{
(out_sk_FragColor = ((1.0 - _output_S15641.w) * _outputCoverage_S05635));
}
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 float v2 : TEXCOORD2;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD3;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float2 v1 : TEXCOORD1;
    noperspective float 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
}
����@DXBC����CoW�~��	R�@4d���RDEF(�<����RD11< ($|�$GlobalsDriverConstants���|�P��@,��������P ,h��������_sk_RTAdjustfloat4%_umatrix_S1_c0float3x3_T,��������b x���������0x���������8����������<���������dx_ViewAdjustdx_ViewCoordsfloat2�pdx_ViewScaleclipControlOriginfloat����clipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGNthhhhTEXCOORD���OSGN������SV_PositionTEXCOORD���SHEXP�jYF� YF� _2__�_2g� e� e� e2 eB h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?�?6� 6� F6B @6� F6B 
62F F� F" F� F>STAT�	�4DXBC�F�t��_�pTsR
�	44�Dx�RDEFh�<���@RD11< ($������
�samplers2D[0]textures2D[0]$Globals�������������_uclamp_S1_c0_c0float4Microsoft (R) HLSL Shader Compiler 10.1ISGN������SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEXPFjYF� Z`XpUUb 2b Be� h42FF� 32F� J���CUF6y`@�
�A@�?8� �>STAT�BPLG���'6fe6c9a5e90d45b3d`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_c0uclamp_S1_c0_c0uTextureSampler_0_S1
_usk_RTAdjust_uumatrix_S1_c0_uuclamp_S1_c0_c0_uuTextureSampler_0_S1sk_FragColor_usk_FragColorR�@^��������������������������������������������������������������������������������������������������������������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    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 : 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_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 = _vTransformedCoords_3_S0;

    return output;
}

VS_OUTPUT main(VS_INPUT input){
    initAttributes(input);

(_vcolor_S0 = _color);
(gl_Position = vec4_ctor(_position, 0.0, 1.0));
{
(_vTransformedCoords_3_S0 = mul(transpose(mat3x2_ctor(_umatrix_S1_c0)), 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;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float2 v1 : TEXCOORD1;
};

#pragma warning( disable: 3556 3571 )
// Uniforms

uniform float4 _uclamp_S1_c0_c0 : register(c0);
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_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;
    _vTransformedCoords_3_S0 = input.v1.xy;

float4 _outputColor_S05632 = _vcolor_S0;
float4 __8_input5633 = _outputColor_S05632;
float2 __9_inCoord5634 = _vTransformedCoords_3_S0;
float2 __10_subsetCoord5635 = {0, 0};
(__10_subsetCoord5635.x = __9_inCoord5634.x);
(__10_subsetCoord5635.y = __9_inCoord5634.y);
float2 __11_clampedCoord5636 = {0, 0};
(__11_clampedCoord5636.x = clamp(__10_subsetCoord5635.x, _uclamp_S1_c0_c0.x, _uclamp_S1_c0_c0.z));
(__11_clampedCoord5636.y = __10_subsetCoord5635.y);
float4 __12_textureColor5637 = gl_texture2D(_uTextureSampler_0_S1, __11_clampedCoord5636, -0.5);
(__8_input5633 = __12_textureColor5637);
float4 _output_S15638 = __8_input5633;
{
(out_sk_FragColor = _output_S15638);
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColor�struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float2 v1 : TEXCOORD1;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    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; 
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
����DXBC2�?/4��ud^��Ʋ�4d�PHRDEF(�<����RD11< ($|�$GlobalsDriverConstants���|�P��@,��������P ,h��������_sk_RTAdjustfloat4%_umatrix_S1_c0float3x3_T,��������b x���������0x���������8����������<���������dx_ViewAdjustdx_ViewCoordsfloat2�pdx_ViewScaleclipControlOriginfloat����clipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGN\PPPTEXCOORD���OSGN�htttSV_PositionTEXCOORD���SHEX�P|jYF� YF� _2_�_2g� e� e� e2 h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?�?6� 6� F6B @6� F62F F� F" F� F>STAT�
��DXBC����[�PЦ=P�t^g�4�,`LRDEFh�<���@RD11< ($������
�samplers2D[0]textures2D[0]$Globals�������������_uclamp_S1_c0_c0float4Microsoft (R) HLSL Shader Compiler 10.1ISGN�htttSV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX�P9jYF� Z`XpUUb 2e� h4

� 3
*� 6"J���CU� FF~`@�>STAT�BPLG��d+6fe6c9a5e90d45b3d`ANGLE (NVIDIA, NVIDIA GeForce GT 730 (0x00001287) Direct3D11 vs_5_0 ps_5_0, D3D11-27.21.14.5671)��������������������,,position
_upositionP�coverage
_ucoveragecolor_ucolorR�
localCoord_ulocalCoordP����������	������������������*����������sk_RTAdjust
umatrix_S1_c0uclamp_S1_c0_c0uTextureSampler_0_S1
_usk_RTAdjust_uumatrix_S1_c0_uuclamp_S1_c0_c0_uuTextureSampler_0_S1sk_FragColor_usk_FragColorR�@^����������������������������������������������������������������������������������������������������������������������������������������	struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD3;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float2 v1 : TEXCOORD1;
    noperspective float v2 : TEXCOORD2;
};
#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 : 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 float _coverage = {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 float _vcoverage_S0 = {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 = _vTransformedCoords_3_S0;
    output.v2 = _vcoverage_S0;

    return output;
}

VS_OUTPUT main(VS_INPUT input){
    initAttributes(input);

float2 t0 = _position, _position5635 = t0;
(_vcolor_S0 = _color);
(_vcoverage_S0 = _coverage);
(gl_Position = vec4_ctor(_position5635, 0.0, 1.0));
{
(_vTransformedCoords_3_S0 = mul(transpose(mat3x2_ctor(_umatrix_S1_c0)), 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);
}
0	struct PS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD3;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float2 v1 : TEXCOORD1;
    noperspective float v2 : TEXCOORD2;
};

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

uniform float4 _uclamp_S1_c0_c0 : register(c0);
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 float _vcoverage_S0 = {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;
    _vTransformedCoords_3_S0 = input.v1.xy;
    _vcoverage_S0 = input.v2.x;

float4 _outputColor_S05633 = _vcolor_S0;
float _coverage5634 = _vcoverage_S0;
float4 _outputCoverage_S05635 = vec4_ctor(_coverage5634);
float4 __8_input5636 = _outputColor_S05633;
float2 __9_inCoord5637 = _vTransformedCoords_3_S0;
float2 __10_subsetCoord5638 = {0, 0};
(__10_subsetCoord5638.x = __9_inCoord5637.x);
(__10_subsetCoord5638.y = __9_inCoord5637.y);
float2 __11_clampedCoord5639 = {0, 0};
(__11_clampedCoord5639.x = clamp(__10_subsetCoord5638.x, _uclamp_S1_c0_c0.x, _uclamp_S1_c0_c0.z));
(__11_clampedCoord5639.y = __10_subsetCoord5638.y);
float4 __12_textureColor5640 = gl_texture2D(_uTextureSampler_0_S1, __11_clampedCoord5639, -0.5);
(__8_input5636 = __12_textureColor5640);
float4 _output_S15641 = __8_input5636;
{
(out_sk_FragColor = ((1.0 - _output_S15641.w) * _outputCoverage_S05635));
}
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 float v2 : TEXCOORD2;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD3;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float2 v1 : TEXCOORD1;
    noperspective float 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
}
����@DXBC����CoW�~��	R�@4d���RDEF(�<����RD11< ($|�$GlobalsDriverConstants���|�P��@,��������P ,h��������_sk_RTAdjustfloat4%_umatrix_S1_c0float3x3_T,��������b x���������0x���������8����������<���������dx_ViewAdjustdx_ViewCoordsfloat2�pdx_ViewScaleclipControlOriginfloat����clipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGNthhhhTEXCOORD���OSGN������SV_PositionTEXCOORD���SHEXP�jYF� YF� _2__�_2g� e� e� e2 eB h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?�?6� 6� F6B @6� F6B 
62F F� F" F� F>STAT�	�HDXBCǦγ�0���$ ��H4�Dx�RDEFh�<���@RD11< ($������
�samplers2D[0]textures2D[0]$Globals�������������_uclamp_S1_c0_c0float4Microsoft (R) HLSL Shader Compiler 10.1ISGN������SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX,PKjYF� Z`XpUUb 2b Be� h4

� 3
*� 6"J���CUF6y`@�
�A@�?8� �>STAT�BPLG���/6fe6c9a5e90d45b3d`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
u_skRTFlip
uinnerRect_S1uradiusPlusHalf_S1uTextureSampler_0_S0
_usk_RTAdjust_uu_skRTFlip_uuinnerRect_S1_uuradiusPlusHalf_S1_uuTextureSampler_0_S0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 )
float4 vec4_ctor(float2 x0, float x1, float x2)
{
    return float4(x0, x1, x2);
}
// Uniforms

uniform float4 _sk_RTAdjust : register(c1);
#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 _vlocalCoord_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 = _vlocalCoord_S0;

    return output;
}

VS_OUTPUT main(VS_INPUT input){
    initAttributes(input);

(_vcolor_S0 = _color);
(_vlocalCoord_S0 = _localCoord);
(gl_Position = vec4_ctor(_position, 0.0, 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 )
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);
}
// Uniforms

uniform float2 _u_skRTFlip : register(c0);
uniform float4 _uinnerRect_S1 : register(c1);
uniform float2 _uradiusPlusHalf_S1 : register(c2);
static const uint _uTextureSampler_0_S0 = 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 _vlocalCoord_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
@@ 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;
    _vlocalCoord_S0 = input.v1.xy;

float4 _sk_FragCoord5633 = vec4_ctor(gl_FragCoord.x, (_u_skRTFlip.x + (_u_skRTFlip.y * gl_FragCoord.y)), gl_FragCoord.z, gl_FragCoord.w);
float4 _outputColor_S05634 = _vcolor_S0;
float2 _texCoord5635 = _vlocalCoord_S0;
(_outputColor_S05634 = (gl_texture2D(_uTextureSampler_0_S0, _texCoord5635, -0.5) * _outputColor_S05634));
float2 __0_dxy05636 = (_uinnerRect_S1.xy - _sk_FragCoord5633.xy);
float2 __1_dxy15637 = (_sk_FragCoord5633.xy - _uinnerRect_S1.zw);
float2 __2_dxy5638 = max(max(__0_dxy05636, __1_dxy15637), 0.0);
float __3_alpha5639 = clamp((_uradiusPlusHalf_S1.x - length(__2_dxy5638)), 0.0, 1.0);
float4 _output_S15640 = vec4_ctor(__3_alpha5639);
{
(out_sk_FragColor = (_outputColor_S05634 * _output_S15640));
}
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
}
���dDXBC��0g��oE�!aإ���d4d�RDEF��<����RD11< ($|�$GlobalsDriverConstants���|� �(@���������_sk_RTAdjustfloat4����������� ��������80��������E8`���������<`��������dx_ViewAdjustdx_ViewCoordsfloat2�dx_ViewScaleclipControlOriginfloat���WclipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGN\PPPTEXCOORD���OSGN������SV_PositionTEXCOORD���SHEX�PojYF� YF� _2_�_2g� e� e� e� e2 h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?6� 6� F6� F6� F62 F>STAT���DXBC����znG�D�3ѯ���40�0RDEF��<����RD11< ($������
��samplers2D[0]textures2D[0]$GlobalsDriverConstants����$0�$`�������������������� ���������_u_skRTFlipfloat2��_uinnerRect_S1float4���_uradiusPlusHalf_S1���������"0���������5 L��������p8���������},����������@ ���������dx_ViewCoordsdx_FragCoordOffsetdx_DepthFrontfloat3��Cdx_ViewScaledx_Miscdword��samplerMetadataSamplerMetadatabaseLevelint���wrapModespaddingint2�intBorderColorint4O���@Tx�Microsoft (R) HLSL Shader Compiler 10.1ISGN������SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX$P�jYF� YF� Z`XpUUd 2b �b 2e� h	2FF� �A2B� 
� 	��A� 	R�� �A42��4
2F@FFK
 	
�A
� J���CU�FF~`@�8�FF8� F>STAT�
BPLG���26fe6c9a5e90d45b3d`ANGLE (NVIDIA, NVIDIA GeForce GT 730 (0x00001287) Direct3D11 vs_5_0 ps_5_0, D3D11-27.21.14.5671)��������������������,,position
_upositionP�color_ucolorR�������������������	���������������������������*����������sk_RTAdjust
u_skRTFlipumatrix_S1_c0_c0_c0urect_S1_c0_c0urectUniform_S2_c0uTextureSampler_0_S1
_usk_RTAdjust_uu_skRTFlip_uumatrix_S1_c0_c0_c0_uurect_S1_c0_c0_uurectUniform_S2_c0_uuTextureSampler_0_S1sk_FragColor_usk_FragColorR�@^���������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
};
#pragma warning( disable: 3556 3571 )
float4 vec4_ctor(float2 x0, float x1, float x2)
{
    return float4(x0, x1, x2);
}
// Uniforms

uniform float4 _sk_RTAdjust : register(c1);
#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 float4 gl_Position = float4(0, 0, 0, 0);

// Varyings
static noperspective float4 _vcolor_S0 = {0, 0, 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;

    return output;
}

VS_OUTPUT main(VS_INPUT input){
    initAttributes(input);

(_vcolor_S0 = _color);
(gl_Position = vec4_ctor(_position, 0.0, 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 : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
};

#pragma warning( disable: 3556 3571 )
float float_ctor(bool x0)
{
    return float(x0);
}
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)
{
    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(float2 x0, float2 x1)
{
    return float4(x0, x1);
}
// Uniforms

uniform float2 _u_skRTFlip : register(c0);
uniform float3x3 _umatrix_S1_c0_c0_c0 : register(c1);
uniform float4 _urect_S1_c0_c0 : register(c4);
uniform float4 _urectUniform_S2_c0 : register(c5);
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 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
@@ 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;

float4 _sk_FragCoord5633 = vec4_ctor(gl_FragCoord.x, (_u_skRTFlip.x + (_u_skRTFlip.y * gl_FragCoord.y)), gl_FragCoord.z, gl_FragCoord.w);
float4 _outputColor_S05634 = _vcolor_S0;
float2 __13_tmp_1_coords5635 = _sk_FragCoord5633.xy;
float __14_xCoverage5636 = {0};
float __15_yCoverage5637 = {0};
{
float2 __16_xy5638 = max((_urect_S1_c0_c0.xy - __13_tmp_1_coords5635), (__13_tmp_1_coords5635 - _urect_S1_c0_c0.zw));
(__14_xCoverage5636 = gl_texture2D(_uTextureSampler_0_S1, mul(transpose(mat3x2_ctor(_umatrix_S1_c0_c0_c0)), vec3_ctor(vec2_ctor(__16_xy5638.x, 0.5), 1.0)), -0.5).x);
(__15_yCoverage5637 = gl_texture2D(_uTextureSampler_0_S1, mul(transpose(mat3x2_ctor(_umatrix_S1_c0_c0_c0)), vec3_ctor(vec2_ctor(__16_xy5638.y, 0.5), 1.0)), -0.5).x);
}
float4 _output_S15639 = vec4_ctor((__14_xCoverage5636 * __15_yCoverage5637));
float __18_coverage5640 = float_ctor(all((vec4_ctor(_sk_FragCoord5633.xy, _urectUniform_S2_c0.zw) > vec4_ctor(_urectUniform_S2_c0.xy, _sk_FragCoord5633.xy))));
{
(__18_coverage5640 = (1.0 - __18_coverage5640));
}
float4 _output_S25641 = (vec4_ctor(__18_coverage5640) * _output_S15639);
{
(out_sk_FragColor = (_outputColor_S05634 * _output_S25641));
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColor�struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
};

void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput)
{
    output.gl_Position = input.gl_Position;
    output.v0 = input.v0; 
    output.gl_FragCoord = input.gl_FragCoord;
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
��DXBCl�B��j���MH!04L�lRDEF��<����RD11< ($|�$GlobalsDriverConstants���|� �(@���������_sk_RTAdjustfloat4����������� ��������80��������E8`���������<`��������dx_ViewAdjustdx_ViewCoordsfloat2�dx_ViewScaleclipControlOriginfloat���WclipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGND88TEXCOORD���OSGN�htttSV_PositionTEXCOORD���SHEX�PdjYF� YF� _2_�g� e� e� e� h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?6� 6� F6� F6� F>STAT�
�$
DXBC�}�CI���U���o$
4�$X�	RDEF`�<���8RD11< ($������
��samplers2D[0]textures2D[0]$GlobalsDriverConstants����$`��`�����������,��������@@X��������|PX��������_u_skRTFlipfloat2��_umatrix_S1_c0_c0_c0float3x3��_urect_S1_c0_c0float4�P_urectUniform_S2_c0�X���������0���������� ����������8����������,���������@ ��������dx_ViewCoordsdx_FragCoordOffsetdx_DepthFrontfloat3���dx_ViewScaledx_Miscdword��samplerMetadataSamplerMetadatabaseLevelint��FwrapModespaddingint2��intBorderColorint4�<LpLz����,Microsoft (R) HLSL Shader Compiler 10.1ISGN�htttSV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX(P�jYF� YF� Z`XpUUd 2b �e� h	2FF� �A2B� 
� 	��A� 	2�� �A42�F6�@?�?F� �"F� �J���CU"F~`@�F� �"F� �J���CU�F�s`@�8":12F� �1R�� R*
7	
@@�?8
8� F>STAT�BPLG��w,6fe6c9a5e90d45b3d`ANGLE (NVIDIA, NVIDIA GeForce GT 730 (0x00001287) Direct3D11 vs_5_0 ps_5_0, D3D11-27.21.14.5671)��������������������,,
inPosition_uinPositionP�inColor	_uinColorR�inCircleEdge_uinCircleEdgeR�������������������������������������sk_RTAdjust
u_skRTFlip
uinnerRect_S1uradiusPlusHalf_S1
_usk_RTAdjust_uu_skRTFlip_uuinnerRect_S1_uuradiusPlusHalf_S1�����sk_FragColor_usk_FragColorR�@������������������������������������������������������������������������������������������������������������������������������������������2struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 gl_FragCoord : TEXCOORD3;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float4 v1 : TEXCOORD1;
};
#pragma warning( disable: 3556 3571 )
float4 vec4_ctor(float2 x0, float x1, float x2)
{
    return float4(x0, x1, x2);
}
// Uniforms

uniform float4 _sk_RTAdjust : register(c1);
#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 _inPosition = {0, 0};
static float4 _inColor = {0, 0, 0, 0};
static float4 _inCircleEdge = {0, 0, 0, 0};

static float4 gl_Position = float4(0, 0, 0, 0);

// Varyings
static noperspective float4 _vinCircleEdge_S0 = {0, 0, 0, 0};
static noperspective float4 _vinColor_S0 = {0, 0, 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 = _vinCircleEdge_S0;
    output.v1 = _vinColor_S0;

    return output;
}

VS_OUTPUT main(VS_INPUT input){
    initAttributes(input);

(_vinCircleEdge_S0 = _inCircleEdge);
(_vinColor_S0 = _inColor);
float2 __tmp_0_inPosition5633 = _inPosition;
(gl_Position = vec4_ctor(__tmp_0_inPosition5633, 0.0, 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 float4 v1 : TEXCOORD1;
};

#pragma warning( disable: 3556 3571 )
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);
}
// Uniforms

uniform float2 _u_skRTFlip : register(c0);
uniform float4 _uinnerRect_S1 : register(c1);
uniform float2 _uradiusPlusHalf_S1 : 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

// Varyings
static noperspective float4 _vinCircleEdge_S0 = {0, 0, 0, 0};
static noperspective float4 _vinColor_S0 = {0, 0, 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);
};

#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;
    _vinCircleEdge_S0 = input.v0;
    _vinColor_S0 = input.v1;

float4 _sk_FragCoord5632 = vec4_ctor(gl_FragCoord.x, (_u_skRTFlip.x + (_u_skRTFlip.y * gl_FragCoord.y)), gl_FragCoord.z, gl_FragCoord.w);
float4 _circleEdge5633 = _vinCircleEdge_S0;
float4 _outputColor_S05634 = _vinColor_S0;
float _d5635 = length(_circleEdge5633.xy);
float _distanceToOuterEdge5636 = (_circleEdge5633.z * (1.0 - _d5635));
float _edgeAlpha5637 = clamp(_distanceToOuterEdge5636, 0.0, 1.0);
float4 _outputCoverage_S05638 = vec4_ctor(_edgeAlpha5637);
float2 __0_dxy05639 = (_uinnerRect_S1.xy - _sk_FragCoord5632.xy);
float2 __1_dxy15640 = (_sk_FragCoord5632.xy - _uinnerRect_S1.zw);
float2 __2_dxy5641 = max(max(__0_dxy05639, __1_dxy15640), 0.0);
float __3_alpha5642 = clamp((_uradiusPlusHalf_S1.x - length(__2_dxy5641)), 0.0, 1.0);
float4 _output_S15643 = (_outputCoverage_S05638 * __3_alpha5642);
{
(out_sk_FragColor = (_outputColor_S05634 * _output_S15643));
}
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 float4 v1 : TEXCOORD1;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 gl_FragCoord : TEXCOORD3;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float4 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
}
���dDXBC�m߷��k��Ľu�d4d�RDEF��<����RD11< ($|�$GlobalsDriverConstants���|� �(@���������_sk_RTAdjustfloat4����������� ��������80��������E8`���������<`��������dx_ViewAdjustdx_ViewCoordsfloat2�dx_ViewScaleclipControlOriginfloat���WclipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGN\PPPTEXCOORD���OSGN������SV_PositionTEXCOORD���SHEX�PojYF� YF� _2_�_�g� e� e� e� e� h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?6� 6� F6� F6� F6� F>STAT��HDXBC�B��`H���i�H4�0d�RDEFT�<���,RD11< ($|�$GlobalsDriverConstants���|�0��@@T��������x���������� T��������_u_skRTFlipfloat2�L_uinnerRect_S1float4���_uradiusPlusHalf_S1�����������0T��������� ����������8T���������,��������dx_ViewCoordsdx_FragCoordOffsetdx_DepthFrontfloat3���dx_ViewScaledx_Miscdword�Microsoft (R) HLSL Shader Compiler 10.1ISGN������SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX@P�jYF� YF� d 2b rb �e� h	2FF� �A2B� 
� 	��A� 	R�� �A42��4
2F@FFK
 	
�A
� "FFK""�A@�?8 "*8
8� F>STAT�BPLG���=6fe6c9a5e90d45b3d`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_localrotateP�color_ucolorR����������sk_RTAdjust
_usk_RTAdjustsk_FragColor_usk_FragColorR�@�����������������������������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float2 v1 : TEXCOORD1;
};
#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);
}
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);
#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 float2 _translate_and_localrotate = {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};

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;

    return output;
}

VS_OUTPUT main(VS_INPUT input){
    initAttributes(input);

(_vcolor_S0 = _color);
float _aa_bloat_multiplier5637 = {0.0};
float2 _corner5638 = _corner_and_radius_outsets.xy;
float2 _radius_outset5639 = _corner_and_radius_outsets.zw;
float2 _aa_bloat_direction5640 = _aa_bloat_and_coverage.xy;
float _is_linear_coverage5641 = _aa_bloat_and_coverage.w;
float2 _pixellength5642 = rsqrt(vec2_ctor(dot(_skew.xz, _skew.xz), dot(_skew.yw, _skew.yw)));
float4 _normalized_axis_dirs5643 = (_skew * _pixellength5642.xyxy);
float2 _axiswidths5644 = (abs(_normalized_axis_dirs5643.xy) + abs(_normalized_axis_dirs5643.zw));
float2 _aa_bloatradius5645 = ((_axiswidths5644 * _pixellength5642) * 0.5);
float4 _radii_and_neighbors5646 = mul(_radii_selector, transpose(mat4_ctor_float4_float4_float4_float4(_radii_x, _radii_y, _radii_x.yxwz, _radii_y.wzyx)));
float2 _radii5647 = _radii_and_neighbors5646.xy;
float2 _neighbor_radii5648 = _radii_and_neighbors5646.zw;
float _coverage_multiplier5649 = {1.0};
if (any((_aa_bloatradius5645 > float2(1.0, 1.0))))
{
(_corner5638 = (max(abs(_corner5638), _aa_bloatradius5645) * sign(_corner5638)));
(_coverage_multiplier5649 = (1.0 / (max(_aa_bloatradius5645.x, 1.0) * max(_aa_bloatradius5645.y, 1.0))));
(_radii5647 = float2(0.0, 0.0));
}
float _coverage5650 = _aa_bloat_and_coverage.z;
if (any((_radii5647 < (_aa_bloatradius5645 * 1.5))))
{
(_radii5647 = float2(0.0, 0.0));
(_aa_bloat_direction5640 = sign(_corner5638));
if ((_coverage5650 > 0.5))
{
(_aa_bloat_direction5640 = (-_aa_bloat_direction5640));
}
(_is_linear_coverage5641 = 1.0);
}
else
{
(_radii5647 = clamp(_radii5647, (_pixellength5642 * 1.5), (2.0 - (_pixellength5642 * 1.5))));
(_neighbor_radii5648 = clamp(_neighbor_radii5648, (_pixellength5642 * 1.5), (2.0 - (_pixellength5642 * 1.5))));
float2 _spacing5651 = ((2.0 - _radii5647) - _neighbor_radii5648);
float2 _extra_pad5652 = max(((_pixellength5642 * 0.0625) - _spacing5651), float2(0.0, 0.0));
(_radii5647 -= (_extra_pad5652 * 0.5));
}
float2 _aa_outset5653 = ((_aa_bloat_direction5640 * _aa_bloatradius5645) * _aa_bloat_multiplier5637);
float2 _vertexpos5654 = ((_corner5638 + (_radius_outset5639 * _radii5647)) + _aa_outset5653);
if ((_coverage5650 > 0.5))
{
if (((_aa_bloat_direction5640.x != 0.0) && ((_vertexpos5654.x * _corner5638.x) < 0.0)))
{
float _backset5655 = abs(_vertexpos5654.x);
(_vertexpos5654.x = 0.0);
(_vertexpos5654.y += (((_backset5655 * sign(_corner5638.y)) * _pixellength5642.y) / _pixellength5642.x));
(_coverage5650 = ((((_coverage5650 - 0.5) * abs(_corner5638.x)) / (abs(_corner5638.x) + _backset5655)) + 0.5));
}
if (((_aa_bloat_direction5640.y != 0.0) && ((_vertexpos5654.y * _corner5638.y) < 0.0)))
{
float _backset5656 = abs(_vertexpos5654.y);
(_vertexpos5654.y = 0.0);
(_vertexpos5654.x += (((_backset5656 * sign(_corner5638.x)) * _pixellength5642.x) / _pixellength5642.y));
(_coverage5650 = ((((_coverage5650 - 0.5) * abs(_corner5638.y)) / (abs(_corner5638.y) + _backset5656)) + 0.5));
}
}
float2x2 _skewmatrix5657 = mat2_ctor(_skew.xy, _skew.zw);
float2 _devcoord5658 = (mul(_vertexpos5654, transpose(_skewmatrix5657)) + _translate_and_localrotate);
if ((0.0 != _is_linear_coverage5641))
{
(_varccoord_S0 = vec2_ctor(0.0, (_coverage5650 * _coverage_multiplier5649)));
}
else
{
float2 _arccoord5659 = ((1.0 - abs(_radius_outset5639)) + ((_aa_outset5653 / _radii5647) * _corner5638));
(_varccoord_S0 = vec2_ctor((_arccoord5659.x + 1.0), _arccoord5659.y));
}
(gl_Position = vec4_ctor(_devcoord5658, 0.0, 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;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float2 v1 : TEXCOORD1;
};

#pragma warning( disable: 3556 3571 )
float float_ctor(bool x0)
{
    return float(x0);
}
float4 vec4_ctor(float x0)
{
    return float4(x0, x0, x0, x0);
}
#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 float4 out_sk_FragColor = {0, 0, 0, 0};

cbuffer DriverConstants : register(b1)
{
    uint dx_Misc : packoffset(c2.w);
};

@@ PIXEL OUTPUT @@

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

float4 _outputColor_S05629 = _vcolor_S0;
float _x_plus_15630 = _varccoord_S0.x;
float _y5631 = _varccoord_S0.y;
float _coverage5632 = {0};
if ((0.0 == _x_plus_15630))
{
(_coverage5632 = _y5631);
}
else
{
float _fn5633 = (_x_plus_15630 * (_x_plus_15630 - 2.0));
(_fn5633 = ((_y5631 * _y5631) + _fn5633));
float _fnwidth5634 = fwidth(_fn5633);
(_coverage5632 = (0.5 - (_fn5633 / _fnwidth5634)));
(_coverage5632 = clamp(_coverage5632, 0.0, 1.0));
}
(_coverage5632 = float_ctor((_coverage5632 >= 0.5)));
float4 _outputCoverage_S05635 = vec4_ctor(_coverage5632);
{
(out_sk_FragColor = (_outputColor_S05629 * _outputCoverage_S05635));
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColor�struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float2 v1 : TEXCOORD1;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    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; 
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
���������DXBC�a��<a��r�$��4�d0RDEF��<����RD11< ($|�$GlobalsDriverConstants���|� �(@���������_sk_RTAdjustfloat4����������� ��������80��������E8`���������<`��������dx_ViewAdjustdx_ViewCoordsfloat2�dx_ViewScaleclipControlOriginfloat���WclipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGN���������TEXCOORD���OSGN�htttSV_PositionTEXCOORD���SHEX�P1jYF� YF� _�_�_�_�_�_�_2_�g� e� e� e2 hFF"FF62@6B@�?���DR����D��8��F	2�
��F��82FF8
�F@??@?@?1
2@@@F<�
4
2F@�?�?8�

B@�?�?�?�?:7	r�FF8
2F@�?�?4�22F�A@�?�?@@@3��2�
�A@@@"FB�F42F�32FF2F�AF2
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@�=�=F�A4
2F@2
2F�A@??�
82F�12F�
4���<
72@F1
2@F1
2F@2F�AF+2F8��7	���bV1
2@�1
2�@2F�AF+2F8���8�::�:*B:*	������*@�8���:�:::@?8"1"@1�@?*7
2�F�AF6B@�?7	rFF9
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:"

@�8:��
	":��*��8�:*1�:@�:

@?6B@7	��FF7	��FF�F"��8"*
�22�
�� օ 8" *� 6�@�?6� 6� F9B@:� 7	B *@@?6B @6� F����@@�?6@7	2 �
F�
>STAT�cC
��DXBC)�)5���yXߤneW�4�(\RDEFd<���<RD11< ($Microsoft (R) HLSL Shader Compiler 10.1ISGN�htttSV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX�Pmjb �b 2e� h
@�8

2	
z"
|B
	"*����
 
�A@?"
@7	

@?
@�?8� F>STAT�BPLG���%6fe6c9a5e90d45b3d`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_c0uTextureSampler_0_S1
_usk_RTAdjust_uumatrix_S1_c0_c0_uuTextureSampler_0_S1sk_FragColor_usk_FragColorR�@^������������������������������������������������������������������������������������������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    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 : 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_4_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 = _vTransformedCoords_4_S0;

    return output;
}

VS_OUTPUT main(VS_INPUT input){
    initAttributes(input);

(_vcolor_S0 = _color);
(gl_Position = vec4_ctor(_position, 0.0, 1.0));
{
(_vTransformedCoords_4_S0 = mul(transpose(mat3x2_ctor(_umatrix_S1_c0_c0)), 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;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float2 v1 : TEXCOORD1;
};

#pragma warning( disable: 3556 3571 )
float4 vec4_ctor(float x0, float x1, float x2, float x3)
{
    return float4(x0, x1, x2, x3);
}
// 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 _vTransformedCoords_4_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;
    _vTransformedCoords_4_S0 = input.v1.xy;

float4 _outputColor_S05631 = _vcolor_S0;
float4 __2_input5632 = _outputColor_S05631;
float4 __3_input5633 = __2_input5632;
(__3_input5633 = gl_texture2D(_uTextureSampler_0_S1, _vTransformedCoords_4_S0, -0.5));
(__2_input5632 = __3_input5633);
float4 _output_S15634 = vec4_ctor(0.0, 0.0, 0.0, clamp(dot(float3(0.21259999, 0.71520001, 0.0722), __2_input5632.xyz), 0.0, 1.0));
{
(out_sk_FragColor = _output_S15634);
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColor�struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float2 v1 : TEXCOORD1;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    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; 
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
����DXBC��ZF��e������4h�TLRDEF,�<���RD11< ($|�$GlobalsDriverConstants���|�P��@,��������P ,l��������_sk_RTAdjustfloat4%_umatrix_S1_c0_c0float3x3�bX,��������f |���������0|���������8����������<���������dx_ViewAdjustdx_ViewCoordsfloat2�tdx_ViewScaleclipControlOriginfloat����clipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGN\PPPTEXCOORD���OSGN�htttSV_PositionTEXCOORD���SHEX�P|jYF� YF� _2_�_2g� e� e� e2 h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?�?6� 6� F6B @6� F62F F� F" F� F>STAT�
�$DXBC�c|>��I��
�5g$4����RDEF�<����RD11< ($|�����
samplers2D[0]textures2D[0]Microsoft (R) HLSL Shader Compiler 10.1ISGN�htttSV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX�P2jZ`XpUUb 2e� hJ���CUrFF~`@� 
� @гY>Y7?�ݓ=F6r @>STAT�BPLG���06fe6c9a5e90d45b3d`ANGLE (NVIDIA, NVIDIA GeForce GT 730 (0x00001287) Direct3D11 vs_5_0 ps_5_0, D3D11-27.21.14.5671)��������������������,,position
_upositionP�coverage
_ucoveragecolor_ucolorR�
localCoord_ulocalCoordP����������	���������������������������������������������*����������sk_RTAdjustumatrix_S1_c0_c0_c0um_S1_c0uv_S1_c0um_S1uv_S1uTextureSampler_0_S1
_usk_RTAdjust_uumatrix_S1_c0_c0_c0
_uum_S1_c0
_uuv_S1_c0_uum_S1_uuv_S1_uuTextureSampler_0_S1sk_FragColor_usk_FragColorR�@^���������������������������������������������������������������������������������������������������������������������������������������������������������������������������	�������������������������	struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD3;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float2 v1 : TEXCOORD1;
    noperspective float v2 : TEXCOORD2;
};
#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_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 float2 _position = {0, 0};
static float _coverage = {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 float _vcoverage_S0 = {0};
static noperspective float2 _vTransformedCoords_5_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 = _vTransformedCoords_5_S0;
    output.v2 = _vcoverage_S0;

    return output;
}

VS_OUTPUT main(VS_INPUT input){
    initAttributes(input);

float2 t0 = _position, _position5635 = t0;
(_vcolor_S0 = _color);
(_vcoverage_S0 = _coverage);
(gl_Position = vec4_ctor(_position5635, 0.0, 1.0));
{
(_vTransformedCoords_5_S0 = mul(transpose(mat3x2_ctor(_umatrix_S1_c0_c0_c0)), 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 : TEXCOORD3;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float2 v1 : TEXCOORD1;
    noperspective float v2 : TEXCOORD2;
};

#pragma warning( disable: 3556 3571 )
float4 vec4_ctor(float x0)
{
    return float4(x0, x0, x0, x0);
}
float4 vec4_ctor(float3 x0, float x1)
{
    return float4(x0, x1);
}
// Uniforms

uniform float4x4 _um_S1_c0 : register(c0);
uniform float4 _uv_S1_c0 : register(c4);
uniform float4x4 _um_S1 : register(c5);
uniform float4 _uv_S1 : register(c9);
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 float _vcoverage_S0 = {0};
static noperspective float2 _vTransformedCoords_5_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;
    _vTransformedCoords_5_S0 = input.v1.xy;
    _vcoverage_S0 = input.v2.x;

float4 _outputColor_S05636 = _vcolor_S0;
float _coverage5637 = _vcoverage_S0;
float4 _outputCoverage_S05638 = vec4_ctor(_coverage5637);
float4 __6_input5639 = _outputColor_S05636;
float4 __7_input5640 = __6_input5639;
float4 __8_input5641 = __7_input5640;
(__8_input5641 = gl_texture2D(_uTextureSampler_0_S1, _vTransformedCoords_5_S0, -0.5));
(__7_input5640 = __8_input5641);
{
(__7_input5640 = vec4_ctor((__7_input5640.xyz / max(__7_input5640.w, 9.9999997e-05)), __7_input5640.w));
}
(__7_input5640 = (mul(transpose(_um_S1_c0), __7_input5640) + _uv_S1_c0));
{
(__7_input5640 = clamp(__7_input5640, 0.0, 1.0));
}
{
(__7_input5640.xyz *= __7_input5640.w);
}
(__6_input5639 = __7_input5640);
{
(__6_input5639 = vec4_ctor((__6_input5639.xyz / max(__6_input5639.w, 9.9999997e-05)), __6_input5639.w));
}
(__6_input5639 = (mul(transpose(_um_S1), __6_input5639) + _uv_S1));
{
(__6_input5639 = clamp(__6_input5639, 0.0, 1.0));
}
{
(__6_input5639.xyz *= __6_input5639.w);
}
float4 _output_S15642 = __6_input5639;
{
(out_sk_FragColor = (_output_S15642 * _outputCoverage_S05638));
}
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 float v2 : TEXCOORD2;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD3;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float2 v1 : TEXCOORD1;
    noperspective float 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
}
����HDXBC&=���ΝU�<{��H4l���RDEF0�<���RD11< ($|�$GlobalsDriverConstants���|�P��@,��������P ,p��������_sk_RTAdjustfloat4%_umatrix_S1_c0_c0_c0float3x3��e\,��������j ����������0����������8����������<���������dx_ViewAdjustdx_ViewCoordsfloat2�xdx_ViewScaleclipControlOriginfloat����clipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGNthhhhTEXCOORD���OSGN������SV_PositionTEXCOORD���SHEXP�jYF� YF� _2__�_2g� e� e� e2 eB h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?�?6� 6� F6B @6� F6B 
62F F� F" F� F>STAT�	�xDXBC�#����x�]�N�{xx4`4�RDEF$�<����RD11< ($������
�samplers2D[0]textures2D[0]$Globals������|@����������@����������P@��������������������_um_S1_c0float4x4��_uv_S1_c0float4����_um_S1_uv_S1Microsoft (R) HLSL Shader Compiler 10.1��ISGN������SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX�P�jYF� 
Z`XpUUb 2b Be� hJ���CU�FF~`@�4:@��8rFF� F"F� FBF� F�F� F �FF� 8r�F4�:@��8rF�F� F"F� FBF� F�F� F �FF� 	8r�F8� F�>STAT�BPLG��O56fe6c9a5e90d45b3d`ANGLE (NVIDIA, NVIDIA GeForce GT 730 (0x00001287) Direct3D11 vs_5_0 ps_5_0, D3D11-27.21.14.5671)��					������������������,,position
_upositionP�
localCoord_ulocalCoordP�	���������	������������������������������������	���������������������������*����������sk_RTAdjust
umatrix_S1uborder_S1_c0_c0_c0uclamp_S1_c0_c0_c0uidims_S1_c0_c0_c0umatrix_S1_c0_c0uoffsetsAndKernel_S1_c0[0]
udir_S1_c0uTextureSampler_0_S1
_usk_RTAdjust_uumatrix_S1_uuborder_S1_c0_c0_c0_uuclamp_S1_c0_c0_c0_uuidims_S1_c0_c0_c0_uumatrix_S1_c0_c0_uuoffsetsAndKernel_S1_c0[0]_uudir_S1_c0_uuTextureSampler_0_S1�����	

sk_FragColor_usk_FragColorR�@^���������������������������������������������������������������	������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    noperspective float2 v0 : TEXCOORD0;
};
#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 : 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 float2 _localCoord = {0, 0};

static float4 gl_Position = float4(0, 0, 0, 0);

// Varyings
static noperspective float2 _vTransformedCoords_2_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 = _vTransformedCoords_2_S0;

    return output;
}

VS_OUTPUT main(VS_INPUT input){
    initAttributes(input);

(gl_Position = vec4_ctor(_position, 0.0, 1.0));
{
(_vTransformedCoords_2_S0 = mul(transpose(mat3x2_ctor(_umatrix_S1)), 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);
}
Pstruct PS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    noperspective float2 v0 : TEXCOORD0;
};

#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]);
}
// Uniforms

uniform float4 _uborder_S1_c0_c0_c0 : register(c0);
uniform float4 _uclamp_S1_c0_c0_c0 : register(c1);
uniform float2 _uidims_S1_c0_c0_c0 : register(c2);
uniform float3x3 _umatrix_S1_c0_c0 : register(c3);
uniform float4 _uoffsetsAndKernel_S1_c0[14] : register(c6);
uniform float2 _udir_S1_c0 : register(c20);
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 float2 _vTransformedCoords_2_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){
    _vTransformedCoords_2_S0 = input.v0.xy;

float2 __31_tmp_1_coords5638 = _vTransformedCoords_2_S0;
float4 __32_sum5639 = {0.0, 0.0, 0.0, 0.0};
{LOOP for(int __33_i5640 = {0}; (__33_i5640 < 4); (++__33_i5640))
{
float4 __34_s5641 = _uoffsetsAndKernel_S1_c0[__33_i5640];
float2 __35_inCoord5642 = mul(transpose(mat3x2_ctor(_umatrix_S1_c0_c0)), vec3_ctor((__31_tmp_1_coords5638 + (__34_s5641.x * _udir_S1_c0)), 1.0));
float2 __36_subsetCoord5643 = {0, 0};
(__36_subsetCoord5643.x = __35_inCoord5642.x);
(__36_subsetCoord5643.y = __35_inCoord5642.y);
float2 __37_clampedCoord5644 = {0, 0};
(__37_clampedCoord5644.x = clamp(__36_subsetCoord5643.x, _uclamp_S1_c0_c0_c0.x, _uclamp_S1_c0_c0_c0.z));
(__37_clampedCoord5644.y = __36_subsetCoord5643.y);
float4 __38_textureColor5645 = gl_texture2D(_uTextureSampler_0_S1, (__37_clampedCoord5644 * _uidims_S1_c0_c0_c0), -0.5);
float __39_errX5646 = (__36_subsetCoord5643.x - __37_clampedCoord5644.x);
(__38_textureColor5645 = lerp(__38_textureColor5645, _uborder_S1_c0_c0_c0, min(abs(__39_errX5646), 1.0)));
(__32_sum5639 += (__34_s5641.y * __38_textureColor5645));
float2 __40_inCoord5647 = mul(transpose(mat3x2_ctor(_umatrix_S1_c0_c0)), vec3_ctor((__31_tmp_1_coords5638 + (__34_s5641.z * _udir_S1_c0)), 1.0));
float2 __41_subsetCoord5648 = {0, 0};
(__41_subsetCoord5648.x = __40_inCoord5647.x);
(__41_subsetCoord5648.y = __40_inCoord5647.y);
float2 __42_clampedCoord5649 = {0, 0};
(__42_clampedCoord5649.x = clamp(__41_subsetCoord5648.x, _uclamp_S1_c0_c0_c0.x, _uclamp_S1_c0_c0_c0.z));
(__42_clampedCoord5649.y = __41_subsetCoord5648.y);
float4 __43_textureColor5650 = gl_texture2D(_uTextureSampler_0_S1, (__42_clampedCoord5649 * _uidims_S1_c0_c0_c0), -0.5);
float __44_errX5651 = (__41_subsetCoord5648.x - __42_clampedCoord5649.x);
(__43_textureColor5650 = lerp(__43_textureColor5650, _uborder_S1_c0_c0_c0, min(abs(__44_errX5651), 1.0)));
(__32_sum5639 += (__34_s5641.w * __43_textureColor5650));
}
}
float4 _output_S15652 = __32_sum5639;
{
(out_sk_FragColor = _output_S15652);
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColorstruct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    noperspective float2 v0 : TEXCOORD0;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    noperspective float2 v0 : TEXCOORD0;
};

void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput)
{
    output.gl_Position = input.gl_Position;
    output.v0 = input.v0; 
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
���DXBCt~����j�,]�Z���4d� �RDEF(�<����RD11< ($|�$GlobalsDriverConstants���|�P��@,��������P ,h��������_sk_RTAdjustfloat4%_umatrix_S1float3x3���\T,��������b x���������0x���������8����������<���������dx_ViewAdjustdx_ViewCoordsfloat2�pdx_ViewScaleclipControlOriginfloat����clipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGND88TEXCOORD���OSGNhP\\SV_PositionTEXCOORD���SHEX�PqjYF� YF� _2_2g� e� e2 h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?�?6� 6� F6B @62F F� F" F� F>STAT��$	DXBC�� Oj�0iU]��$	4P���RDEF�<����RD11< ($������
�samplers2D[0]textures2D[0]$Globals�����P�������������������  <��������`0,|���������`�����������@<��������_uborder_S1_c0_c0_c0float4�_uclamp_S1_c0_c0_c0_uidims_S1_c0_c0_c0float2�4_umatrix_S1_c0_c0float3x3�r_uoffsetsAndKernel_S1_c0����_udir_S1_c0Microsoft (R) HLSL Shader Compiler 10.1ISGNhP\\SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX�P#jYF� Z`XpUUb 2e� h6B@�?6B@�?6�@6�@0!�:@:2
�� :F� F62F�F� F"F� F4:
� 3
*� 82FF� J���CU�FF~`@�
�A:3
��@�?	�F�AF� 2	�FF2�V� :FF62�
F� F"F� F4"

� 3*� 8�� J���CU��F~`@�

�A3
��@�?	�F�AF� 2	�FF2��� :FF�:@6� F>STAT�$BPLG��O56fe6c9a5e90d45b3d`ANGLE (NVIDIA, NVIDIA GeForce GT 730 (0x00001287) Direct3D11 vs_5_0 ps_5_0, D3D11-27.21.14.5671)��					������������������,,position
_upositionP�
localCoord_ulocalCoordP�	���������	������������������������������������	���������������������������*����������sk_RTAdjust
umatrix_S1uborder_S1_c0_c0_c0uclamp_S1_c0_c0_c0uidims_S1_c0_c0_c0umatrix_S1_c0_c0uoffsetsAndKernel_S1_c0[0]
udir_S1_c0uTextureSampler_0_S1
_usk_RTAdjust_uumatrix_S1_uuborder_S1_c0_c0_c0_uuclamp_S1_c0_c0_c0_uuidims_S1_c0_c0_c0_uumatrix_S1_c0_c0_uuoffsetsAndKernel_S1_c0[0]_uudir_S1_c0_uuTextureSampler_0_S1�����	

sk_FragColor_usk_FragColorR�@^���������������������������������������������������������������	������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    noperspective float2 v0 : TEXCOORD0;
};
#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 : 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 float2 _localCoord = {0, 0};

static float4 gl_Position = float4(0, 0, 0, 0);

// Varyings
static noperspective float2 _vTransformedCoords_2_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 = _vTransformedCoords_2_S0;

    return output;
}

VS_OUTPUT main(VS_INPUT input){
    initAttributes(input);

(gl_Position = vec4_ctor(_position, 0.0, 1.0));
{
(_vTransformedCoords_2_S0 = mul(transpose(mat3x2_ctor(_umatrix_S1)), 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);
}
Pstruct PS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    noperspective float2 v0 : TEXCOORD0;
};

#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]);
}
// Uniforms

uniform float4 _uborder_S1_c0_c0_c0 : register(c0);
uniform float4 _uclamp_S1_c0_c0_c0 : register(c1);
uniform float2 _uidims_S1_c0_c0_c0 : register(c2);
uniform float3x3 _umatrix_S1_c0_c0 : register(c3);
uniform float4 _uoffsetsAndKernel_S1_c0[14] : register(c6);
uniform float2 _udir_S1_c0 : register(c20);
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 float2 _vTransformedCoords_2_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){
    _vTransformedCoords_2_S0 = input.v0.xy;

float2 __31_tmp_1_coords5638 = _vTransformedCoords_2_S0;
float4 __32_sum5639 = {0.0, 0.0, 0.0, 0.0};
{LOOP for(int __33_i5640 = {0}; (__33_i5640 < 4); (++__33_i5640))
{
float4 __34_s5641 = _uoffsetsAndKernel_S1_c0[__33_i5640];
float2 __35_inCoord5642 = mul(transpose(mat3x2_ctor(_umatrix_S1_c0_c0)), vec3_ctor((__31_tmp_1_coords5638 + (__34_s5641.x * _udir_S1_c0)), 1.0));
float2 __36_subsetCoord5643 = {0, 0};
(__36_subsetCoord5643.x = __35_inCoord5642.x);
(__36_subsetCoord5643.y = __35_inCoord5642.y);
float2 __37_clampedCoord5644 = {0, 0};
(__37_clampedCoord5644.x = __36_subsetCoord5643.x);
(__37_clampedCoord5644.y = clamp(__36_subsetCoord5643.y, _uclamp_S1_c0_c0_c0.y, _uclamp_S1_c0_c0_c0.w));
float4 __38_textureColor5645 = gl_texture2D(_uTextureSampler_0_S1, (__37_clampedCoord5644 * _uidims_S1_c0_c0_c0), -0.5);
float __39_errY5646 = (__36_subsetCoord5643.y - __37_clampedCoord5644.y);
(__38_textureColor5645 = lerp(__38_textureColor5645, _uborder_S1_c0_c0_c0, min(abs(__39_errY5646), 1.0)));
(__32_sum5639 += (__34_s5641.y * __38_textureColor5645));
float2 __40_inCoord5647 = mul(transpose(mat3x2_ctor(_umatrix_S1_c0_c0)), vec3_ctor((__31_tmp_1_coords5638 + (__34_s5641.z * _udir_S1_c0)), 1.0));
float2 __41_subsetCoord5648 = {0, 0};
(__41_subsetCoord5648.x = __40_inCoord5647.x);
(__41_subsetCoord5648.y = __40_inCoord5647.y);
float2 __42_clampedCoord5649 = {0, 0};
(__42_clampedCoord5649.x = __41_subsetCoord5648.x);
(__42_clampedCoord5649.y = clamp(__41_subsetCoord5648.y, _uclamp_S1_c0_c0_c0.y, _uclamp_S1_c0_c0_c0.w));
float4 __43_textureColor5650 = gl_texture2D(_uTextureSampler_0_S1, (__42_clampedCoord5649 * _uidims_S1_c0_c0_c0), -0.5);
float __44_errY5651 = (__41_subsetCoord5648.y - __42_clampedCoord5649.y);
(__43_textureColor5650 = lerp(__43_textureColor5650, _uborder_S1_c0_c0_c0, min(abs(__44_errY5651), 1.0)));
(__32_sum5639 += (__34_s5641.w * __43_textureColor5650));
}
}
float4 _output_S15652 = __32_sum5639;
{
(out_sk_FragColor = _output_S15652);
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColorstruct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    noperspective float2 v0 : TEXCOORD0;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    noperspective float2 v0 : TEXCOORD0;
};

void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput)
{
    output.gl_Position = input.gl_Position;
    output.v0 = input.v0; 
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
���DXBCt~����j�,]�Z���4d� �RDEF(�<����RD11< ($|�$GlobalsDriverConstants���|�P��@,��������P ,h��������_sk_RTAdjustfloat4%_umatrix_S1float3x3���\T,��������b x���������0x���������8����������<���������dx_ViewAdjustdx_ViewCoordsfloat2�pdx_ViewScaleclipControlOriginfloat����clipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGND88TEXCOORD���OSGNhP\\SV_PositionTEXCOORD���SHEX�PqjYF� YF� _2_2g� e� e2 h9@:� 7	B 
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�samplers2D[0]textures2D[0]$Globals�����P�������������������  <��������`0,|���������`�����������@<��������_uborder_S1_c0_c0_c0float4�_uclamp_S1_c0_c0_c0_uidims_S1_c0_c0_c0float2�4_umatrix_S1_c0_c0float3x3�r_uoffsetsAndKernel_S1_c0����_udir_S1_c0Microsoft (R) HLSL Shader Compiler 10.1ISGNhP\\SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX�P#jYF� Z`XpUUb 2e� h6B@�?6B@�?6�@6�@0!�:@:2
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��@�?	�F�AF� 2	�FF2��� :FF�:@6� F>STAT�$BPLG���86fe6c9a5e90d45b3d`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_c0umatrix_S1_c1_c0_c0uclamp_S1_c1_c0_c0_c0um_S1_c1_c0uv_S1_c1_c0um_S1_c1uv_S1_c1	ublend_S1uTextureSampler_0_S1uTextureSampler_1_S1
_usk_RTAdjust_uumatrix_S1_c0_uumatrix_S1_c1_c0_c0_uuclamp_S1_c1_c0_c0_c0
_uum_S1_c1_c0
_uuv_S1_c1_c0
_uum_S1_c1
_uuv_S1_c1_uublend_S1_uuTextureSampler_0_S1_uuTextureSampler_1_S1	
sk_FragColor_usk_FragColorR�@^�^�����������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������
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struct 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 )
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 : register(c2);
uniform float3x3 _umatrix_S1_c1_c0_c0 : register(c5);
#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_3_S0 = {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);
};

@@ 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 = _vTransformedCoords_3_S0;
    output.v2 = _vTransformedCoords_7_S0;

    return output;
}

VS_OUTPUT main(VS_INPUT input){
    initAttributes(input);

(_vcolor_S0 = _color);
(gl_Position = vec4_ctor(_position, 0.0, 1.0));
{
(_vTransformedCoords_3_S0 = mul(transpose(mat3x2_ctor(_umatrix_S1_c0)), vec3_ctor(_localCoord, 1.0)));
}
{
(_vTransformedCoords_7_S0 = mul(transpose(mat3x2_ctor(_umatrix_S1_c1_c0_c0)), 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);
}
v
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 )
float2 vec2_ctor(float x0, float x1)
{
    return float2(x0, x1);
}
float4 vec4_ctor(float3 x0, float x1)
{
    return float4(x0, x1);
}
// Uniforms

uniform float4 _uclamp_S1_c1_c0_c0_c0 : register(c0);
uniform float4x4 _um_S1_c1_c0 : register(c1);
uniform float4 _uv_S1_c1_c0 : register(c5);
uniform float4x4 _um_S1_c1 : register(c6);
uniform float4 _uv_S1_c1 : register(c10);
uniform float4 _ublend_S1 : register(c11);
static const uint _uTextureSampler_0_S1 = 0;
static const uint _uTextureSampler_1_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 float4 _vcolor_S0 = {0, 0, 0, 0};
static noperspective float2 _vTransformedCoords_3_S0 = {0, 0};
static noperspective float2 _vTransformedCoords_7_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[2] : 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;
    _vTransformedCoords_3_S0 = input.v1.xy;
    _vTransformedCoords_7_S0 = input.v2.xy;

float4 _outputColor_S05640 = _vcolor_S0;
float4 __24_input5641 = _outputColor_S05640;
float4 __25_input5642 = __24_input5641;
float2 __26_inCoord5643 = _vTransformedCoords_7_S0;
float2 __27_subsetCoord5644 = {0, 0};
(__27_subsetCoord5644.x = __26_inCoord5643.x);
(__27_subsetCoord5644.y = __26_inCoord5643.y);
float2 __28_clampedCoord5645 = clamp(__27_subsetCoord5644, _uclamp_S1_c1_c0_c0_c0.xy, _uclamp_S1_c1_c0_c0_c0.zw);
float4 __29_textureColor5646 = gl_texture2D(_uTextureSampler_1_S1, __28_clampedCoord5645, -0.5);
(__25_input5642 = __29_textureColor5646);
{
(__25_input5642 = vec4_ctor((__25_input5642.xyz / max(__25_input5642.w, 9.9999997e-05)), __25_input5642.w));
}
(__25_input5642 = (mul(transpose(_um_S1_c1_c0), __25_input5642) + _uv_S1_c1_c0));
{
(__25_input5642 = clamp(__25_input5642, 0.0, 1.0));
}
{
(__25_input5642.xyz *= __25_input5642.w);
}
(__24_input5641 = __25_input5642);
{
(__24_input5641 = vec4_ctor((__24_input5641.xyz / max(__24_input5641.w, 9.9999997e-05)), __24_input5641.w));
}
(__24_input5641 = (mul(transpose(_um_S1_c1), __24_input5641) + _uv_S1_c1));
{
(__24_input5641 = clamp(__24_input5641, 0.0, 1.0));
}
{
(__24_input5641.xyz *= __24_input5641.w);
}
float4 __32_b5647 = gl_texture2D(_uTextureSampler_0_S1, _vTransformedCoords_3_S0, -0.5);
float2 __33_d5648 = (_ublend_S1.xy + (_ublend_S1.zw * (vec2_ctor(__24_input5641.w, __32_b5647.w) + min(_ublend_S1.zw, 0.0))));
float4 _output_S15649 = ((__32_b5647 * __33_d5648.x) + (__24_input5641 * __33_d5648.y));
{
(out_sk_FragColor = _output_S15649);
}
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
}
����DXBCPG�:�fb�f����4���RDEFh�<���=RD11< ($|�$GlobalsDriverConstants���|����@@T��������x ,����������P,���������_sk_RTAdjustfloat4M_umatrix_S1_c0float3x3�_umatrix_S1_c1_c0_c0����T��������� ����������0����������8��������(<��������dx_ViewAdjustdx_ViewCoordsfloat2��dx_ViewScaleclipControlOriginfloat����clipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGN\PPPTEXCOORD���OSGN������SV_PositionTEXCOORD���SHEX<P�jYF� YF� _2_�_2g� e� e� e2 e� h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?�?6� 6� F6B @6� F62F F� F" F� FB F� F� F� F>STAT���DXBC��A��sz�j��48�RDEF� <����RD11< ($�������
����
samplers2D[0]samplers2D[1]textures2D[0]textures2D[1]$Globals���8�(H��������l@����������PH���������`@�����������H����������H��������_uclamp_S1_c1_c0_c0_c0float4��?_um_S1_c1_c0float4x4��y_uv_S1_c1_c0_um_S1_c1_uv_S1_c1_ublend_S1Microsoft (R) HLSL Shader Compiler 10.1ISGN������SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX�P�jYF� Z`Z`XpUUXpUUb 2b �e� h42�F� 32F� J���CU�FF~`@�4:@��8rFF� F"F� FBF� F�F� F �FF� 8r�F4�:@��8rF�F� F"F� FBF� F�F� 	F �6	6� 
8r�6�
3�@�� J���CU�FF~`@�6":2�
F22� FF� 8�VF2	� FF>STAT�BPLG���.6fe6c9a5e90d45b3d`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_c0umatrix_S1_c1_c1um_S1_c0uv_S1_c0ucolor_S1_c1_c0	ublend_S1uTextureSampler_0_S1
_usk_RTAdjust_uumatrix_S1_c0_c0_uumatrix_S1_c1_c1
_uum_S1_c0
_uuv_S1_c0_uucolor_S1_c1_c0_uublend_S1_uuTextureSampler_0_S1
����������sk_FragColor_usk_FragColorR�@^����������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������	struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    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 : register(c2);
uniform float3x3 _umatrix_S1_c1_c1 : register(c5);
#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_4_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.v0 = _vcolor_S0;
    output.v1 = _vTransformedCoords_4_S0;

    return output;
}

VS_OUTPUT main(VS_INPUT input){
    initAttributes(input);

(_vcolor_S0 = _color);
(gl_Position = vec4_ctor(_position, 0.0, 1.0));
{
(_vTransformedCoords_4_S0 = mul(transpose(mat3x2_ctor(_umatrix_S1_c0_c0)), vec3_ctor(_localCoord, 1.0)));
}
{
(_vTransformedCoords_8_S0 = mul(transpose(mat3x2_ctor(_umatrix_S1_c1_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);
}
5	struct PS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float2 v1 : TEXCOORD1;
};

#pragma warning( disable: 3556 3571 )
float2 vec2_ctor(float x0, float x1)
{
    return float2(x0, x1);
}
float4 vec4_ctor(float3 x0, float x1)
{
    return float4(x0, x1);
}
// Uniforms

uniform float4x4 _um_S1_c0 : register(c0);
uniform float4 _uv_S1_c0 : register(c4);
uniform float4 _ucolor_S1_c1_c0 : register(c5);
uniform float4 _ublend_S1 : register(c6);
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_4_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;
    _vTransformedCoords_4_S0 = input.v1.xy;

float4 _outputColor_S05639 = _vcolor_S0;
float4 __17_input5640 = _outputColor_S05639;
(__17_input5640 = gl_texture2D(_uTextureSampler_0_S1, _vTransformedCoords_4_S0, -0.5));
{
(__17_input5640 = vec4_ctor((__17_input5640.xyz / max(__17_input5640.w, 9.9999997e-05)), __17_input5640.w));
}
(__17_input5640 = (mul(transpose(_um_S1_c0), __17_input5640) + _uv_S1_c0));
{
(__17_input5640 = clamp(__17_input5640, 0.0, 1.0));
}
{
(__17_input5640.xyz *= __17_input5640.w);
}
float2 __24_d5641 = (_ublend_S1.xy + (_ublend_S1.zw * (vec2_ctor(_ucolor_S1_c1_c0.w, __17_input5640.w) + min(_ublend_S1.zw, 0.0))));
float4 _output_S15642 = ((__17_input5640 * __24_d5641.x) + (_ucolor_S1_c1_c0 * __24_d5641.y));
{
(out_sk_FragColor = _output_S15642);
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColor�struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float2 v1 : TEXCOORD1;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    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; 
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
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�samplers2D[0]textures2D[0]$Globals�����p|@����������@����������P����������`���������_um_S1_c0float4x4��_uv_S1_c0float4����_ucolor_S1_c1_c0_ublend_S1Microsoft (R) HLSL Shader Compiler 10.1ISGN�htttSV_PositionTEXCOORD���OSGN, SV_TARGET��SHEXhP�jYF� Z`XpUUb 2e� hJ���CU�FF~`@�4:@��8rFF� F"F� FBF� F�F� F ��	Ɖ 8rV�6�3�@�� 6:� 2�
F22� FF� 8�VF� 2	� FF>STAT�
BPLG���-6fe6c9a5e90d45b3d`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
umatrix_S1_c1uclamp_S1_c0_c0	ublend_S1uTextureSampler_0_S1uTextureSampler_1_S1
_usk_RTAdjust_uumatrix_S1_c0_uumatrix_S1_c1_uuclamp_S1_c0_c0_uublend_S1_uuTextureSampler_0_S1_uuTextureSampler_1_S1sk_FragColor_usk_FragColorR�@^�^��������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������	struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    noperspective float2 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 : register(c2);
uniform float3x3 _umatrix_S1_c1 : register(c5);
#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_3_S0 = {0, 0};
static noperspective float2 _vTransformedCoords_5_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 = _vTransformedCoords_3_S0;
    output.v1 = _vTransformedCoords_5_S0;

    return output;
}

VS_OUTPUT main(VS_INPUT input){
    initAttributes(input);

(_vcolor_S0 = _color);
(gl_Position = vec4_ctor(_position, 0.0, 1.0));
{
(_vTransformedCoords_3_S0 = mul(transpose(mat3x2_ctor(_umatrix_S1_c0)), vec3_ctor(_localCoord, 1.0)));
}
{
(_vTransformedCoords_5_S0 = mul(transpose(mat3x2_ctor(_umatrix_S1_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;
    noperspective float2 v0 : TEXCOORD0;
    noperspective float2 v1 : TEXCOORD1;
};

#pragma warning( disable: 3556 3571 )
float2 vec2_ctor(float x0, float x1)
{
    return float2(x0, x1);
}
// Uniforms

uniform float4 _uclamp_S1_c0_c0 : register(c0);
uniform float4 _ublend_S1 : register(c1);
static const uint _uTextureSampler_0_S1 = 0;
static const uint _uTextureSampler_1_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 _vTransformedCoords_3_S0 = {0, 0};
static noperspective float2 _vTransformedCoords_5_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[2] : 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){
    _vTransformedCoords_3_S0 = input.v0.xy;
    _vTransformedCoords_5_S0 = input.v1.xy;

float2 __10_inCoord5636 = _vTransformedCoords_3_S0;
float2 __11_subsetCoord5637 = {0, 0};
(__11_subsetCoord5637.x = __10_inCoord5636.x);
(__11_subsetCoord5637.y = __10_inCoord5636.y);
float2 __12_clampedCoord5638 = clamp(__11_subsetCoord5637, _uclamp_S1_c0_c0.xy, _uclamp_S1_c0_c0.zw);
float4 __13_textureColor5639 = gl_texture2D(_uTextureSampler_0_S1, __12_clampedCoord5638, -0.5);
float4 __14_c5640 = gl_texture2D(_uTextureSampler_1_S1, _vTransformedCoords_5_S0, -0.5);
float2 __15_d5641 = (_ublend_S1.xy + (_ublend_S1.zw * (vec2_ctor(__14_c5640.w, __13_textureColor5639.w) + min(_ublend_S1.zw, 0.0))));
float4 _output_S15642 = ((__13_textureColor5639 * __15_d5641.x) + (__14_c5640 * __15_d5641.y));
{
(out_sk_FragColor = _output_S15642);
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColor�struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    noperspective float2 v0 : TEXCOORD0;
    noperspective float2 v1 : TEXCOORD1;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    noperspective float2 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; 
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
���<DXBC_}A�h�4h����<4���RDEF`�<���5RD11< ($|�$GlobalsDriverConstants���|����@@T��������x ,����������P,���������_sk_RTAdjustfloat4M_umatrix_S1_c0float3x3�_umatrix_S1_c1��T��������� ����������0����������8��������� <���������dx_ViewAdjustdx_ViewCoordsfloat2��dx_ViewScaleclipControlOriginfloat����clipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGN\PPPTEXCOORD���OSGN�htttSV_PositionTEXCOORD���SHEXP�jYF� YF� _2_2g� e� e2 e� h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?�?6� 6� F6B @62F F� F" F� FB F� F� F� F>STAT���DXBC��{%2:�v�'�~�44��RDEF� <����RD11< ($�������
����
samplers2D[0]samplers2D[1]textures2D[0]textures2D[1]$Globals���8 ��������������������_uclamp_S1_c0_c0float4�_ublend_S1Microsoft (R) HLSL Shader Compiler 10.1�ISGN�htttSV_PositionTEXCOORD���OSGN, SV_TARGET��SHEXP�jYF� Z`Z`XpUUXpUUb 2b �e� h42FF� 32F� J���CU�FF~`@�6":3�@�� J���CU��F~`@�6:2�
F22� FF� 8�VF2	� FF>STAT�BPLG���-6fe6c9a5e90d45b3d`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_c0um_S1_c0uv_S1_c0um_S1uv_S1uTextureSampler_0_S1
_usk_RTAdjust_uumatrix_S1_c0_c0_c0
_uum_S1_c0
_uuv_S1_c0_uum_S1_uuv_S1_uuTextureSampler_0_S1sk_FragColor_usk_FragColorR�@^�������������������������������������������������������������������������������������������������������������������������������������������������������������������������������	�������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    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_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 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_5_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 = _vTransformedCoords_5_S0;

    return output;
}

VS_OUTPUT main(VS_INPUT input){
    initAttributes(input);

(_vcolor_S0 = _color);
(gl_Position = vec4_ctor(_position, 0.0, 1.0));
{
(_vTransformedCoords_5_S0 = mul(transpose(mat3x2_ctor(_umatrix_S1_c0_c0_c0)), 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;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float2 v1 : TEXCOORD1;
};

#pragma warning( disable: 3556 3571 )
float4 vec4_ctor(float3 x0, float x1)
{
    return float4(x0, x1);
}
// Uniforms

uniform float4x4 _um_S1_c0 : register(c0);
uniform float4 _uv_S1_c0 : register(c4);
uniform float4x4 _um_S1 : register(c5);
uniform float4 _uv_S1 : register(c9);
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_5_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;
    _vTransformedCoords_5_S0 = input.v1.xy;

float4 _outputColor_S05635 = _vcolor_S0;
float4 __6_input5636 = _outputColor_S05635;
float4 __7_input5637 = __6_input5636;
float4 __8_input5638 = __7_input5637;
(__8_input5638 = gl_texture2D(_uTextureSampler_0_S1, _vTransformedCoords_5_S0, -0.5));
(__7_input5637 = __8_input5638);
{
(__7_input5637 = vec4_ctor((__7_input5637.xyz / max(__7_input5637.w, 9.9999997e-05)), __7_input5637.w));
}
(__7_input5637 = (mul(transpose(_um_S1_c0), __7_input5637) + _uv_S1_c0));
{
(__7_input5637 = clamp(__7_input5637, 0.0, 1.0));
}
{
(__7_input5637.xyz *= __7_input5637.w);
}
(__6_input5636 = __7_input5637);
{
(__6_input5636 = vec4_ctor((__6_input5636.xyz / max(__6_input5636.w, 9.9999997e-05)), __6_input5636.w));
}
(__6_input5636 = (mul(transpose(_um_S1), __6_input5636) + _uv_S1));
{
(__6_input5636 = clamp(__6_input5636, 0.0, 1.0));
}
{
(__6_input5636.xyz *= __6_input5636.w);
}
float4 _output_S15639 = __6_input5636;
{
(out_sk_FragColor = _output_S15639);
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColor�struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float2 v1 : TEXCOORD1;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    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; 
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
����DXBC��`y>3g��X7��W�4l�XPRDEF0�<���RD11< ($|�$GlobalsDriverConstants���|�P��@,��������P ,p��������_sk_RTAdjustfloat4%_umatrix_S1_c0_c0_c0float3x3��e\,��������j ����������0����������8����������<���������dx_ViewAdjustdx_ViewCoordsfloat2�xdx_ViewScaleclipControlOriginfloat����clipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGN\PPPTEXCOORD���OSGN�htttSV_PositionTEXCOORD���SHEX�P|jYF� YF� _2_�_2g� e� e� e2 h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?�?6� 6� F6B @6� F62F F� F" F� F>STAT�
�LDXBC�Qa!^h�٦�9xp�L4`��RDEF$�<����RD11< ($������
�samplers2D[0]textures2D[0]$Globals������|@����������@����������P@��������������������_um_S1_c0float4x4��_uv_S1_c0float4����_um_S1_uv_S1Microsoft (R) HLSL Shader Compiler 10.1��ISGN�htttSV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX�P�jYF� 
Z`XpUUb 2e� hJ���CU�FF~`@�4:@��8rFF� F"F� FBF� F�F� F �FF� 8r�F4�:@��8rF�F� F"F� FBF� F�F� F �FF� 	8r �F6� :>STAT�BPLG��O56fe6c9a5e90d45b3d`ANGLE (NVIDIA, NVIDIA GeForce GT 730 (0x00001287) Direct3D11 vs_5_0 ps_5_0, D3D11-27.21.14.5671)��					������������������,,position
_upositionP�
localCoord_ulocalCoordP�	���������	������������������������������������	���������������������������*����������sk_RTAdjust
umatrix_S1uborder_S1_c0_c0_c0uclamp_S1_c0_c0_c0uidims_S1_c0_c0_c0umatrix_S1_c0_c0uoffsetsAndKernel_S1_c0[0]
udir_S1_c0uTextureSampler_0_S1
_usk_RTAdjust_uumatrix_S1_uuborder_S1_c0_c0_c0_uuclamp_S1_c0_c0_c0_uuidims_S1_c0_c0_c0_uumatrix_S1_c0_c0_uuoffsetsAndKernel_S1_c0[0]_uudir_S1_c0_uuTextureSampler_0_S1�����	

sk_FragColor_usk_FragColorR�@^���������������������������������������������������������������	������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    noperspective float2 v0 : TEXCOORD0;
};
#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 : 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 float2 _localCoord = {0, 0};

static float4 gl_Position = float4(0, 0, 0, 0);

// Varyings
static noperspective float2 _vTransformedCoords_2_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 = _vTransformedCoords_2_S0;

    return output;
}

VS_OUTPUT main(VS_INPUT input){
    initAttributes(input);

(gl_Position = vec4_ctor(_position, 0.0, 1.0));
{
(_vTransformedCoords_2_S0 = mul(transpose(mat3x2_ctor(_umatrix_S1)), 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);
}
Pstruct PS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    noperspective float2 v0 : TEXCOORD0;
};

#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]);
}
// Uniforms

uniform float4 _uborder_S1_c0_c0_c0 : register(c0);
uniform float4 _uclamp_S1_c0_c0_c0 : register(c1);
uniform float2 _uidims_S1_c0_c0_c0 : register(c2);
uniform float3x3 _umatrix_S1_c0_c0 : register(c3);
uniform float4 _uoffsetsAndKernel_S1_c0[14] : register(c6);
uniform float2 _udir_S1_c0 : register(c20);
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 float2 _vTransformedCoords_2_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){
    _vTransformedCoords_2_S0 = input.v0.xy;

float2 __31_tmp_1_coords5638 = _vTransformedCoords_2_S0;
float4 __32_sum5639 = {0.0, 0.0, 0.0, 0.0};
{LOOP for(int __33_i5640 = {0}; (__33_i5640 < 6); (++__33_i5640))
{
float4 __34_s5641 = _uoffsetsAndKernel_S1_c0[__33_i5640];
float2 __35_inCoord5642 = mul(transpose(mat3x2_ctor(_umatrix_S1_c0_c0)), vec3_ctor((__31_tmp_1_coords5638 + (__34_s5641.x * _udir_S1_c0)), 1.0));
float2 __36_subsetCoord5643 = {0, 0};
(__36_subsetCoord5643.x = __35_inCoord5642.x);
(__36_subsetCoord5643.y = __35_inCoord5642.y);
float2 __37_clampedCoord5644 = {0, 0};
(__37_clampedCoord5644.x = clamp(__36_subsetCoord5643.x, _uclamp_S1_c0_c0_c0.x, _uclamp_S1_c0_c0_c0.z));
(__37_clampedCoord5644.y = __36_subsetCoord5643.y);
float4 __38_textureColor5645 = gl_texture2D(_uTextureSampler_0_S1, (__37_clampedCoord5644 * _uidims_S1_c0_c0_c0), -0.5);
float __39_errX5646 = (__36_subsetCoord5643.x - __37_clampedCoord5644.x);
(__38_textureColor5645 = lerp(__38_textureColor5645, _uborder_S1_c0_c0_c0, min(abs(__39_errX5646), 1.0)));
(__32_sum5639 += (__34_s5641.y * __38_textureColor5645));
float2 __40_inCoord5647 = mul(transpose(mat3x2_ctor(_umatrix_S1_c0_c0)), vec3_ctor((__31_tmp_1_coords5638 + (__34_s5641.z * _udir_S1_c0)), 1.0));
float2 __41_subsetCoord5648 = {0, 0};
(__41_subsetCoord5648.x = __40_inCoord5647.x);
(__41_subsetCoord5648.y = __40_inCoord5647.y);
float2 __42_clampedCoord5649 = {0, 0};
(__42_clampedCoord5649.x = clamp(__41_subsetCoord5648.x, _uclamp_S1_c0_c0_c0.x, _uclamp_S1_c0_c0_c0.z));
(__42_clampedCoord5649.y = __41_subsetCoord5648.y);
float4 __43_textureColor5650 = gl_texture2D(_uTextureSampler_0_S1, (__42_clampedCoord5649 * _uidims_S1_c0_c0_c0), -0.5);
float __44_errX5651 = (__41_subsetCoord5648.x - __42_clampedCoord5649.x);
(__43_textureColor5650 = lerp(__43_textureColor5650, _uborder_S1_c0_c0_c0, min(abs(__44_errX5651), 1.0)));
(__32_sum5639 += (__34_s5641.w * __43_textureColor5650));
}
}
float4 _output_S15652 = __32_sum5639;
{
(out_sk_FragColor = _output_S15652);
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColorstruct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    noperspective float2 v0 : TEXCOORD0;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    noperspective float2 v0 : TEXCOORD0;
};

void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput)
{
    output.gl_Position = input.gl_Position;
    output.v0 = input.v0; 
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
���DXBCt~����j�,]�Z���4d� �RDEF(�<����RD11< ($|�$GlobalsDriverConstants���|�P��@,��������P ,h��������_sk_RTAdjustfloat4%_umatrix_S1float3x3���\T,��������b x���������0x���������8����������<���������dx_ViewAdjustdx_ViewCoordsfloat2�pdx_ViewScaleclipControlOriginfloat����clipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGND88TEXCOORD���OSGNhP\\SV_PositionTEXCOORD���SHEX�PqjYF� YF� _2_2g� e� e2 h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?�?6� 6� F6B @62F F� F" F� F>STAT��$	DXBC߆f�N��\�2"$	4P���RDEF�<����RD11< ($������
�samplers2D[0]textures2D[0]$Globals�����P�������������������  <��������`0,|���������`�����������@<��������_uborder_S1_c0_c0_c0float4�_uclamp_S1_c0_c0_c0_uidims_S1_c0_c0_c0float2�4_umatrix_S1_c0_c0float3x3�r_uoffsetsAndKernel_S1_c0����_udir_S1_c0Microsoft (R) HLSL Shader Compiler 10.1ISGNhP\\SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX�P#jYF� Z`XpUUb 2e� h6B@�?6B@�?6�@6�@0!�:@:2
�� :F� F62F�F� F"F� F4:
� 3
*� 82FF� J���CU�FF~`@�
�A:3
��@�?	�F�AF� 2	�FF2�V� :FF62�
F� F"F� F4"

� 3*� 8�� J���CU��F~`@�

�A3
��@�?	�F�AF� 2	�FF2��� :FF�:@6� F>STAT�$BPLG��O56fe6c9a5e90d45b3d`ANGLE (NVIDIA, NVIDIA GeForce GT 730 (0x00001287) Direct3D11 vs_5_0 ps_5_0, D3D11-27.21.14.5671)��					������������������,,position
_upositionP�
localCoord_ulocalCoordP�	���������	������������������������������������	���������������������������*����������sk_RTAdjust
umatrix_S1uborder_S1_c0_c0_c0uclamp_S1_c0_c0_c0uidims_S1_c0_c0_c0umatrix_S1_c0_c0uoffsetsAndKernel_S1_c0[0]
udir_S1_c0uTextureSampler_0_S1
_usk_RTAdjust_uumatrix_S1_uuborder_S1_c0_c0_c0_uuclamp_S1_c0_c0_c0_uuidims_S1_c0_c0_c0_uumatrix_S1_c0_c0_uuoffsetsAndKernel_S1_c0[0]_uudir_S1_c0_uuTextureSampler_0_S1�����	

sk_FragColor_usk_FragColorR�@^���������������������������������������������������������������	������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    noperspective float2 v0 : TEXCOORD0;
};
#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 : 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 float2 _localCoord = {0, 0};

static float4 gl_Position = float4(0, 0, 0, 0);

// Varyings
static noperspective float2 _vTransformedCoords_2_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 = _vTransformedCoords_2_S0;

    return output;
}

VS_OUTPUT main(VS_INPUT input){
    initAttributes(input);

(gl_Position = vec4_ctor(_position, 0.0, 1.0));
{
(_vTransformedCoords_2_S0 = mul(transpose(mat3x2_ctor(_umatrix_S1)), 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);
}
Pstruct PS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    noperspective float2 v0 : TEXCOORD0;
};

#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]);
}
// Uniforms

uniform float4 _uborder_S1_c0_c0_c0 : register(c0);
uniform float4 _uclamp_S1_c0_c0_c0 : register(c1);
uniform float2 _uidims_S1_c0_c0_c0 : register(c2);
uniform float3x3 _umatrix_S1_c0_c0 : register(c3);
uniform float4 _uoffsetsAndKernel_S1_c0[14] : register(c6);
uniform float2 _udir_S1_c0 : register(c20);
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 float2 _vTransformedCoords_2_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){
    _vTransformedCoords_2_S0 = input.v0.xy;

float2 __31_tmp_1_coords5638 = _vTransformedCoords_2_S0;
float4 __32_sum5639 = {0.0, 0.0, 0.0, 0.0};
{LOOP for(int __33_i5640 = {0}; (__33_i5640 < 6); (++__33_i5640))
{
float4 __34_s5641 = _uoffsetsAndKernel_S1_c0[__33_i5640];
float2 __35_inCoord5642 = mul(transpose(mat3x2_ctor(_umatrix_S1_c0_c0)), vec3_ctor((__31_tmp_1_coords5638 + (__34_s5641.x * _udir_S1_c0)), 1.0));
float2 __36_subsetCoord5643 = {0, 0};
(__36_subsetCoord5643.x = __35_inCoord5642.x);
(__36_subsetCoord5643.y = __35_inCoord5642.y);
float2 __37_clampedCoord5644 = {0, 0};
(__37_clampedCoord5644.x = __36_subsetCoord5643.x);
(__37_clampedCoord5644.y = clamp(__36_subsetCoord5643.y, _uclamp_S1_c0_c0_c0.y, _uclamp_S1_c0_c0_c0.w));
float4 __38_textureColor5645 = gl_texture2D(_uTextureSampler_0_S1, (__37_clampedCoord5644 * _uidims_S1_c0_c0_c0), -0.5);
float __39_errY5646 = (__36_subsetCoord5643.y - __37_clampedCoord5644.y);
(__38_textureColor5645 = lerp(__38_textureColor5645, _uborder_S1_c0_c0_c0, min(abs(__39_errY5646), 1.0)));
(__32_sum5639 += (__34_s5641.y * __38_textureColor5645));
float2 __40_inCoord5647 = mul(transpose(mat3x2_ctor(_umatrix_S1_c0_c0)), vec3_ctor((__31_tmp_1_coords5638 + (__34_s5641.z * _udir_S1_c0)), 1.0));
float2 __41_subsetCoord5648 = {0, 0};
(__41_subsetCoord5648.x = __40_inCoord5647.x);
(__41_subsetCoord5648.y = __40_inCoord5647.y);
float2 __42_clampedCoord5649 = {0, 0};
(__42_clampedCoord5649.x = __41_subsetCoord5648.x);
(__42_clampedCoord5649.y = clamp(__41_subsetCoord5648.y, _uclamp_S1_c0_c0_c0.y, _uclamp_S1_c0_c0_c0.w));
float4 __43_textureColor5650 = gl_texture2D(_uTextureSampler_0_S1, (__42_clampedCoord5649 * _uidims_S1_c0_c0_c0), -0.5);
float __44_errY5651 = (__41_subsetCoord5648.y - __42_clampedCoord5649.y);
(__43_textureColor5650 = lerp(__43_textureColor5650, _uborder_S1_c0_c0_c0, min(abs(__44_errY5651), 1.0)));
(__32_sum5639 += (__34_s5641.w * __43_textureColor5650));
}
}
float4 _output_S15652 = __32_sum5639;
{
(out_sk_FragColor = _output_S15652);
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColorstruct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    noperspective float2 v0 : TEXCOORD0;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    noperspective float2 v0 : TEXCOORD0;
};

void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput)
{
    output.gl_Position = input.gl_Position;
    output.v0 = input.v0; 
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
���DXBCt~����j�,]�Z���4d� �RDEF(�<����RD11< ($|�$GlobalsDriverConstants���|�P��@,��������P ,h��������_sk_RTAdjustfloat4%_umatrix_S1float3x3���\T,��������b x���������0x���������8����������<���������dx_ViewAdjustdx_ViewCoordsfloat2�pdx_ViewScaleclipControlOriginfloat����clipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGND88TEXCOORD���OSGNhP\\SV_PositionTEXCOORD���SHEX�PqjYF� YF� _2_2g� e� e2 h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?�?6� 6� F6B @62F F� F" F� F>STAT��$	DXBCz،?�~�o��L���$	4P���RDEF�<����RD11< ($������
�samplers2D[0]textures2D[0]$Globals�����P�������������������  <��������`0,|���������`�����������@<��������_uborder_S1_c0_c0_c0float4�_uclamp_S1_c0_c0_c0_uidims_S1_c0_c0_c0float2�4_umatrix_S1_c0_c0float3x3�r_uoffsetsAndKernel_S1_c0����_udir_S1_c0Microsoft (R) HLSL Shader Compiler 10.1ISGNhP\\SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX�P#jYF� Z`XpUUb 2e� h6B@�?6B@�?6�@6�@0!�:@:2
�� :F� F62FF� FF� F4"
� 3":� 82FF� J���CU�FF~`@�
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3
��@�?	�F�AF� 2	�FF2��� :FF�:@6� F>STAT�$BPLG��T$6fe6c9a5e90d45b3d`ANGLE (NVIDIA, NVIDIA GeForce GT 730 (0x00001287) Direct3D11 vs_5_0 ps_5_0, D3D11-27.21.14.5671)��������������������,,
inPosition_uinPositionP�inHairQuadEdge_uinHairQuadEdgeR�������������������������������������sk_RTAdjust
u_skRTFlip	uColor_S0uCoverage_S0
_usk_RTAdjust_uu_skRTFlip_uuColor_S0_uuCoverage_S0sk_FragColor_usk_FragColorR�@����������������������������������������������������������������������������������������������������������������������������������������������(struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    noperspective float4 v0 : TEXCOORD0;
};
#pragma warning( disable: 3556 3571 )
float4 vec4_ctor(float2 x0, float x1, float x2)
{
    return float4(x0, x1, x2);
}
// Uniforms

uniform float4 _sk_RTAdjust : register(c1);
#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 _inPosition = {0, 0};
static float4 _inHairQuadEdge = {0, 0, 0, 0};

static float4 gl_Position = float4(0, 0, 0, 0);

// Varyings
static noperspective float4 _vHairQuadEdge_S0 = {0, 0, 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 = _vHairQuadEdge_S0;

    return output;
}

VS_OUTPUT main(VS_INPUT input){
    initAttributes(input);

(_vHairQuadEdge_S0 = _inHairQuadEdge);
float2 __tmp_1_inPosition5630 = _inPosition;
(gl_Position = vec4_ctor(__tmp_1_inPosition5630, 0.0, 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);
}
kstruct PS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    noperspective float4 v0 : TEXCOORD0;
};

#pragma warning( disable: 3556 3571 )
float2 vec2_ctor(float x0, float x1)
{
    return float2(x0, x1);
}
float4 vec4_ctor(float x0)
{
    return float4(x0, x0, x0, x0);
}
// Uniforms

uniform float2 _u_skRTFlip : register(c0);
uniform float4 _uColor_S0 : register(c1);
uniform float _uCoverage_S0 : 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

// Varyings
static noperspective float4 _vHairQuadEdge_S0 = {0, 0, 0, 0};

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

cbuffer DriverConstants : register(b1)
{
    uint dx_Misc : packoffset(c2.w);
};

@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){
    _vHairQuadEdge_S0 = input.v0;

float4 _outputColor_S05631 = _uColor_S0;
float _edgeAlpha5632 = {0};
float2 _duvdx5633 = ddx(_vHairQuadEdge_S0.xy);
float2 _duvdy5634 = (_u_skRTFlip.y * ddy(_vHairQuadEdge_S0.xy));
float2 _gF5635 = vec2_ctor((((2.0 * _vHairQuadEdge_S0.x) * _duvdx5633.x) - _duvdx5633.y), (((2.0 * _vHairQuadEdge_S0.x) * _duvdy5634.x) - _duvdy5634.y));
(_edgeAlpha5632 = ((_vHairQuadEdge_S0.x * _vHairQuadEdge_S0.x) - _vHairQuadEdge_S0.y));
(_edgeAlpha5632 = sqrt(((_edgeAlpha5632 * _edgeAlpha5632) / dot(_gF5635, _gF5635))));
(_edgeAlpha5632 = max((1.0 - _edgeAlpha5632), 0.0));
float4 _outputCoverage_S05636 = vec4_ctor((_uCoverage_S0 * _edgeAlpha5632));
{
(out_sk_FragColor = (_outputColor_S05631 * _outputCoverage_S05636));
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColorstruct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    noperspective float4 v0 : TEXCOORD0;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    noperspective float4 v0 : TEXCOORD0;
};

void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput)
{
    output.gl_Position = input.gl_Position;
    output.v0 = input.v0; 
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
���DXBC���wL�766h�,�4L�<RDEF��<����RD11< ($|�$GlobalsDriverConstants���|� �(@���������_sk_RTAdjustfloat4����������� ��������80��������E8`���������<`��������dx_ViewAdjustdx_ViewCoordsfloat2�dx_ViewScaleclipControlOriginfloat���WclipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGND88TEXCOORD���OSGNhP\\SV_PositionTEXCOORD���SHEXxP^jYF� YF� _2_�g� e� e� h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?6� 6� F6B @6� F>STAT�
�LDXBC��su�_D�W+r���L4t��RDEF�h<����RD11< ($\$Globals���\�0���������0D��������h |��������_u_skRTFlipfloat2�_uColor_S0float4��;_uCoverage_S0floatvMicrosoft (R) HLSL Shader Compiler 10.1ISGNhP\\SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEXP�jYF� b 2e� h|2F82FV� B

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@8

� 8� F� >STAT�BPLG���(6fe6c9a5e90d45b3d`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_c0umatrix_S1_c1_c1ucolor_S1_c1_c0	ublend_S1uTextureSampler_0_S1
_usk_RTAdjust_uumatrix_S1_c0_uumatrix_S1_c1_c1_uucolor_S1_c1_c0_uublend_S1_uuTextureSampler_0_S1�����sk_FragColor_usk_FragColorR�@^�����������������������������������������������������������������������������������������������������������������������������������������������������������������������������������m	struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    noperspective float2 v0 : TEXCOORD0;
};
#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 : register(c2);
uniform float3x3 _umatrix_S1_c1_c1 : register(c5);
#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_3_S0 = {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);
};

@@ 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 = _vTransformedCoords_3_S0;

    return output;
}

VS_OUTPUT main(VS_INPUT input){
    initAttributes(input);

(_vcolor_S0 = _color);
(gl_Position = vec4_ctor(_position, 0.0, 1.0));
{
(_vTransformedCoords_3_S0 = mul(transpose(mat3x2_ctor(_umatrix_S1_c0)), vec3_ctor(_localCoord, 1.0)));
}
{
(_vTransformedCoords_7_S0 = mul(transpose(mat3x2_ctor(_umatrix_S1_c1_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 : TEXCOORD1;
    noperspective float2 v0 : TEXCOORD0;
};

#pragma warning( disable: 3556 3571 )
float2 vec2_ctor(float x0, float x1)
{
    return float2(x0, x1);
}
// Uniforms

uniform float4 _ucolor_S1_c1_c0 : register(c0);
uniform float4 _ublend_S1 : register(c1);
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 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){
    _vTransformedCoords_3_S0 = input.v0.xy;

float4 __5_b5636 = gl_texture2D(_uTextureSampler_0_S1, _vTransformedCoords_3_S0, -0.5);
float2 __6_d5637 = (_ublend_S1.xy + (_ublend_S1.zw * (vec2_ctor(_ucolor_S1_c1_c0.w, __5_b5636.w) + min(_ublend_S1.zw, 0.0))));
float4 _output_S15638 = ((__5_b5636 * __6_d5637.x) + (_ucolor_S1_c1_c0 * __6_d5637.y));
{
(out_sk_FragColor = _output_S15638);
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColorstruct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    noperspective float2 v0 : TEXCOORD0;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    noperspective float2 v0 : TEXCOORD0;
};

void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput)
{
    output.gl_Position = input.gl_Position;
    output.v0 = input.v0; 
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
����DXBC�&�L���[�a�@N�4�t@RDEFd�<���9RD11< ($|�$GlobalsDriverConstants���|����@@T��������x ,����������P,���������_sk_RTAdjustfloat4M_umatrix_S1_c0float3x3�_umatrix_S1_c1_c1���T��������� ����������0����������8��������$<��������dx_ViewAdjustdx_ViewCoordsfloat2��dx_ViewScaleclipControlOriginfloat����clipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGN\PPPTEXCOORD���OSGNhP\\SV_PositionTEXCOORD���SHEX�PqjYF� YF� _2_2g� e� e2 h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?�?6� 6� F6B @62F F� F" F� F>STAT���DXBC��AY���eq�X��4�H|�RDEF��<���sRD11< ($������
�samplers2D[0]textures2D[0]$Globals����� ,D��������hD��������_ucolor_S1_c1_c0float4=_ublend_S1Microsoft (R) HLSL Shader Compiler 10.1�ISGNhP\\SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEXtP]jYF� Z`XpUUb 2e� h32@� 6:� J���CU�FF~`@�6":2FF22� FF� 8�VF� 2	� FF>STAT�	BPLG���$6fe6c9a5e90d45b3d`ANGLE (NVIDIA, NVIDIA GeForce GT 730 (0x00001287) Direct3D11 vs_5_0 ps_5_0, D3D11-27.21.14.5671)��������������������,,
inPosition_uinPositionP�inColor	_uinColorR�
inQuadEdge_uinQuadEdgeR�������������������sk_RTAdjust
u_skRTFlip
_usk_RTAdjust_uu_skRTFlipsk_FragColor_usk_FragColorR�@���������������������������������������������������������������������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float4 v1 : TEXCOORD1;
};
#pragma warning( disable: 3556 3571 )
float4 vec4_ctor(float2 x0, float x1, float x2)
{
    return float4(x0, x1, x2);
}
// Uniforms

uniform float4 _sk_RTAdjust : register(c1);
#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 _inPosition = {0, 0};
static float4 _inColor = {0, 0, 0, 0};
static float4 _inQuadEdge = {0, 0, 0, 0};

static float4 gl_Position = float4(0, 0, 0, 0);

// Varyings
static noperspective float4 _vQuadEdge_S0 = {0, 0, 0, 0};
static noperspective float4 _vinColor_S0 = {0, 0, 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 = _vQuadEdge_S0;
    output.v1 = _vinColor_S0;

    return output;
}

VS_OUTPUT main(VS_INPUT input){
    initAttributes(input);

(_vQuadEdge_S0 = _inQuadEdge);
(_vinColor_S0 = _inColor);
float2 __tmp_0_inPosition5632 = _inPosition;
(gl_Position = vec4_ctor(__tmp_0_inPosition5632, 0.0, 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;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float4 v1 : TEXCOORD1;
};

#pragma warning( disable: 3556 3571 )
float2 vec2_ctor(float x0, float x1)
{
    return float2(x0, x1);
}
float4 vec4_ctor(float x0)
{
    return float4(x0, x0, x0, x0);
}
// Uniforms

uniform float2 _u_skRTFlip : register(c0);
#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 _vQuadEdge_S0 = {0, 0, 0, 0};
static noperspective float4 _vinColor_S0 = {0, 0, 0, 0};

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

cbuffer DriverConstants : register(b1)
{
    uint dx_Misc : packoffset(c2.w);
};

@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){
    _vQuadEdge_S0 = input.v0;
    _vinColor_S0 = input.v1;

float4 _outputColor_S05630 = _vinColor_S0;
float _edgeAlpha5631 = {0};
float2 _duvdx5632 = ddx(_vQuadEdge_S0.xy);
float2 _duvdy5633 = (_u_skRTFlip.y * ddy(_vQuadEdge_S0.xy));
if (((_vQuadEdge_S0.z > 0.0) && (_vQuadEdge_S0.w > 0.0)))
{
(_edgeAlpha5631 = min((min(_vQuadEdge_S0.z, _vQuadEdge_S0.w) + 0.5), 1.0));
}
else
{
float2 _gF5634 = vec2_ctor((((2.0 * _vQuadEdge_S0.x) * _duvdx5632.x) - _duvdx5632.y), (((2.0 * _vQuadEdge_S0.x) * _duvdy5633.x) - _duvdy5633.y));
(_edgeAlpha5631 = ((_vQuadEdge_S0.x * _vQuadEdge_S0.x) - _vQuadEdge_S0.y));
(_edgeAlpha5631 = clamp((0.5 - (_edgeAlpha5631 / length(_gF5634))), 0.0, 1.0));
}
float4 _outputCoverage_S05635 = vec4_ctor(_edgeAlpha5631);
{
(out_sk_FragColor = (_outputColor_S05630 * _outputCoverage_S05635));
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColor�struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float4 v1 : TEXCOORD1;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float4 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; 
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
���4DXBCGQ���64v}�Y\��44d��RDEF��<����RD11< ($|�$GlobalsDriverConstants���|� �(@���������_sk_RTAdjustfloat4����������� ��������80��������E8`���������<`��������dx_ViewAdjustdx_ViewCoordsfloat2�dx_ViewScaleclipControlOriginfloat���WclipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGN\PPPTEXCOORD���OSGN�htttSV_PositionTEXCOORD���SHEX�PijYF� YF� _2_�_�g� e� e� e� h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?6� 6� F6B @6� F6� F>STAT��DXBCʯ<���V�<Qaf�W�4D�tRDEFh<����RD11< ($\$Globals���\�����������_u_skRTFlipfloat2��Microsoft (R) HLSL Shader Compiler 10.1ISGN�htttSV_PositionTEXCOORD���OSGN, SV_TARGET��SHEXlP�jYF� b �b �e� h|2F82FV� B

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�A@?3":*"@?3"@�?1
�@�B:*7	*
8� F>STAT�BPLG��E66fe6c9a5e90d45b3d`ANGLE (NVIDIA, NVIDIA GeForce GT 730 (0x00001287) Direct3D11 vs_5_0 ps_5_0, D3D11-27.21.14.5671)��������������������,,
inPosition_uinPositionP�inColor	_uinColorR�inCircleEdge_uinCircleEdgeR����������	������������������������������������*����������sk_RTAdjustumatrix_S1_c0_c0
u_skRTFlipuinnerRect_S1_c1uradiusPlusHalf_S1_c1uTextureSampler_0_S1
_usk_RTAdjust_uumatrix_S1_c0_c0_uu_skRTFlip_uuinnerRect_S1_c1_uuradiusPlusHalf_S1_c1_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 float4 v1 : TEXCOORD1;
    noperspective float2 v2 : TEXCOORD2;
};
#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 : 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 _inPosition = {0, 0};
static float4 _inColor = {0, 0, 0, 0};
static float4 _inCircleEdge = {0, 0, 0, 0};

static float4 gl_Position = float4(0, 0, 0, 0);

// Varyings
static noperspective float4 _vinCircleEdge_S0 = {0, 0, 0, 0};
static noperspective float4 _vinColor_S0 = {0, 0, 0, 0};
static noperspective float2 _vTransformedCoords_4_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 = _vinCircleEdge_S0;
    output.v1 = _vinColor_S0;
    output.v2 = _vTransformedCoords_4_S0;

    return output;
}

VS_OUTPUT main(VS_INPUT input){
    initAttributes(input);

(_vinCircleEdge_S0 = _inCircleEdge);
(_vinColor_S0 = _inColor);
float2 __tmp_0_inPosition5635 = _inPosition;
(gl_Position = vec4_ctor(__tmp_0_inPosition5635, 0.0, 1.0));
{
(_vTransformedCoords_4_S0 = mul(transpose(mat3x2_ctor(_umatrix_S1_c0_c0)), vec3_ctor(__tmp_0_inPosition5635, 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 float4 v1 : TEXCOORD1;
    noperspective float2 v2 : TEXCOORD2;
};

#pragma warning( disable: 3556 3571 )
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);
}
// Uniforms

uniform float2 _u_skRTFlip : register(c0);
uniform float4 _uinnerRect_S1_c1 : register(c1);
uniform float2 _uradiusPlusHalf_S1_c1 : register(c2);
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 _vinCircleEdge_S0 = {0, 0, 0, 0};
static noperspective float4 _vinColor_S0 = {0, 0, 0, 0};
static noperspective float2 _vTransformedCoords_4_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
@@ 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;
    _vinCircleEdge_S0 = input.v0;
    _vinColor_S0 = input.v1;
    _vTransformedCoords_4_S0 = input.v2.xy;

float4 _sk_FragCoord5635 = vec4_ctor(gl_FragCoord.x, (_u_skRTFlip.x + (_u_skRTFlip.y * gl_FragCoord.y)), gl_FragCoord.z, gl_FragCoord.w);
float4 _circleEdge5636 = _vinCircleEdge_S0;
float4 _outputColor_S05637 = _vinColor_S0;
float _d5638 = length(_circleEdge5636.xy);
float _distanceToOuterEdge5639 = (_circleEdge5636.z * (1.0 - _d5638));
float _edgeAlpha5640 = clamp(_distanceToOuterEdge5639, 0.0, 1.0);
float4 _outputCoverage_S05641 = vec4_ctor(_edgeAlpha5640);
float2 __4_dxy05642 = (_uinnerRect_S1_c1.xy - _sk_FragCoord5635.xy);
float2 __5_dxy15643 = (_sk_FragCoord5635.xy - _uinnerRect_S1_c1.zw);
float2 __6_dxy5644 = max(max(__4_dxy05642, __5_dxy15643), 0.0);
float __7_alpha5645 = clamp((_uradiusPlusHalf_S1_c1.x - length(__6_dxy5644)), 0.0, 1.0);
float4 _output_S15646 = ((_outputCoverage_S05641 * __7_alpha5645) * gl_texture2D(_uTextureSampler_0_S1, _vTransformedCoords_4_S0, -0.5).x);
{
(out_sk_FragColor = (_outputColor_S05637 * _output_S15646));
}
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 float4 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 float4 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
}
���XDXBCM��Q�^�|�w��=���X4h���RDEF,�<���RD11< ($|�$GlobalsDriverConstants���|�P��@,��������P ,l��������_sk_RTAdjustfloat4%_umatrix_S1_c0_c0float3x3�bX,��������f |���������0|���������8����������<���������dx_ViewAdjustdx_ViewCoordsfloat2�tdx_ViewScaleclipControlOriginfloat����clipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGN\PPPTEXCOORD���OSGN�������SV_PositionTEXCOORD���SHEX0P�jYF� YF� _2_�_�g� e� e� e� e� e2 h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?6� 6� F6� F6� F6� F62F6B@�? F� F" F� F>STAT�	��	DXBCf��Y�&�ȯ%r�d���	48�$�RDEF��<����RD11< ($������
��samplers2D[0]textures2D[0]$GlobalsDriverConstants����$0�,`�������������������� ���������_u_skRTFlipfloat2��_uinnerRect_S1_c1float4����_uradiusPlusHalf_S1_c1����������*0���������= T��������x8����������,����������@ ���������dx_ViewCoordsdx_FragCoordOffsetdx_DepthFrontfloat3��Kdx_ViewScaledx_Miscdword��samplerMetadataSamplerMetadatabaseLevelint���wrapModespaddingint2�intBorderColorint4W���$H\��Microsoft (R) HLSL Shader Compiler 10.1ISGN�������SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX�P�jYF� YF� Z`XpUUd 2b rb �b 2e� h	2FF� �A2B� 
� 	��A� 	R�� �A42��4
2F@FFK
 	
�A
� "FFK""�A@�?8 "*8
J���CU"F~`@�8
8� F>STAT�BPLG��*&6fe6c9a5e90d45b3d`ANGLE (NVIDIA, NVIDIA GeForce GT 730 (0x00001287) Direct3D11 vs_5_0 ps_5_0, D3D11-27.21.14.5671)��������������������,,
inPosition_uinPositionP�inColor	_uinColorR�inEllipseOffset_uinEllipseOffsetP�inEllipseRadii_uinEllipseRadiiR����������sk_RTAdjust
_usk_RTAdjust�����sk_FragColor_usk_FragColorR�@���������������������������������������������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD3;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float4 v1 : TEXCOORD1;
    noperspective float2 v2 : TEXCOORD2;
};
#pragma warning( disable: 3556 3571 )
float4 vec4_ctor(float2 x0, float x1, float x2)
{
    return float4(x0, x1, x2);
}
// Uniforms

uniform float4 _sk_RTAdjust : register(c1);
#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 _inPosition = {0, 0};
static float4 _inColor = {0, 0, 0, 0};
static float2 _inEllipseOffset = {0, 0};
static float4 _inEllipseRadii = {0, 0, 0, 0};

static float4 gl_Position = float4(0, 0, 0, 0);

// Varyings
static noperspective float2 _vEllipseOffsets_S0 = {0, 0};
static noperspective float4 _vEllipseRadii_S0 = {0, 0, 0, 0};
static noperspective float4 _vinColor_S0 = {0, 0, 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 = _vEllipseRadii_S0;
    output.v1 = _vinColor_S0;
    output.v2 = _vEllipseOffsets_S0;

    return output;
}

VS_OUTPUT main(VS_INPUT input){
    initAttributes(input);

(_vEllipseOffsets_S0 = _inEllipseOffset);
(_vEllipseRadii_S0 = _inEllipseRadii);
(_vinColor_S0 = _inColor);
float2 __tmp_0_inPosition5635 = _inPosition;
(gl_Position = vec4_ctor(__tmp_0_inPosition5635, 0.0, 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);
}
vstruct PS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD3;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float4 v1 : TEXCOORD1;
    noperspective float2 v2 : TEXCOORD2;
};

#pragma warning( disable: 3556 3571 )
float4 vec4_ctor(float x0)
{
    return float4(x0, x0, x0, x0);
}
#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 _vEllipseOffsets_S0 = {0, 0};
static noperspective float4 _vEllipseRadii_S0 = {0, 0, 0, 0};
static noperspective float4 _vinColor_S0 = {0, 0, 0, 0};

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

cbuffer DriverConstants : register(b1)
{
    uint dx_Misc : packoffset(c2.w);
};

@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){
    _vEllipseRadii_S0 = input.v0;
    _vinColor_S0 = input.v1;
    _vEllipseOffsets_S0 = input.v2.xy;

float4 _outputColor_S05630 = _vinColor_S0;
float2 _offset5631 = _vEllipseOffsets_S0;
(_offset5631 *= _vEllipseRadii_S0.xy);
float _test5632 = (dot(_offset5631, _offset5631) - 1.0);
float2 _grad5633 = ((2.0 * _offset5631) * _vEllipseRadii_S0.xy);
float _grad_dot5634 = dot(_grad5633, _grad5633);
(_grad_dot5634 = max(_grad_dot5634, 1.1755e-38));
float _invlen5635 = rsqrt(_grad_dot5634);
float _edgeAlpha5636 = clamp((0.5 - (_test5632 * _invlen5635)), 0.0, 1.0);
(_offset5631 = (_vEllipseOffsets_S0 * _vEllipseRadii_S0.zw));
(_test5632 = (dot(_offset5631, _offset5631) - 1.0));
(_grad5633 = ((2.0 * _offset5631) * _vEllipseRadii_S0.zw));
(_grad_dot5634 = dot(_grad5633, _grad5633));
(_invlen5635 = rsqrt(_grad_dot5634));
(_edgeAlpha5636 *= clamp((0.5 + (_test5632 * _invlen5635)), 0.0, 1.0));
float4 _outputCoverage_S05637 = vec4_ctor(_edgeAlpha5636);
{
(out_sk_FragColor = (_outputColor_S05630 * _outputCoverage_S05637));
}
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 float4 v1 : TEXCOORD1;
    noperspective float2 v2 : TEXCOORD2;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD3;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float4 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
}
�����DXBCJ�elf��3U�Q�7Km�4|�RDEF��<����RD11< ($|�$GlobalsDriverConstants���|� �(@���������_sk_RTAdjustfloat4����������� ��������80��������E8`���������<`��������dx_ViewAdjustdx_ViewCoordsfloat2�dx_ViewScaleclipControlOriginfloat���WclipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGNthhhhTEXCOORD���OSGN������SV_PositionTEXCOORD���SHEX�PtjYF� YF� _2_�_2_�g� e� e� e� e2 h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?6� 6� F6B @6� F6� F62 F>STAT�	�DXBC�E����e�nY��@�4�@txRDEFd<���<RD11< ($Microsoft (R) HLSL Shader Compiler 10.1ISGN������SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX�Pjb �b �b 2e� h8�FF8�FF�FFFF"�
�
D"4
@(�D
FF"�
�

2F@����2 	"@?2 

�A
@?8
8� F>STAT�BPLG��|6fe6c9a5e90d45b3d`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_c1_c0ucolor_S1_c0
_usk_RTAdjust_uumatrix_S1_c1_c0_uucolor_S1_c0�����sk_FragColor_usk_FragColorR�@����������������������������������������������������������������������������������������������������������������������@struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD0;
};
#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_c1_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 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_5_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;

    return output;
}

VS_OUTPUT main(VS_INPUT input){
    initAttributes(input);

(_vcolor_S0 = _color);
(gl_Position = vec4_ctor(_position, 0.0, 1.0));
{
(_vTransformedCoords_5_S0 = mul(transpose(mat3x2_ctor(_umatrix_S1_c1_c0)), 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 : TEXCOORD0;
};

#pragma warning( disable: 3556 3571 )
// Uniforms

uniform float4 _ucolor_S1_c0 : register(c0);
#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 float4 out_sk_FragColor = {0, 0, 0, 0};

cbuffer DriverConstants : register(b1)
{
    uint dx_Misc : packoffset(c2.w);
};

@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){

float4 _output_S15632 = _ucolor_S1_c0;
{
(out_sk_FragColor = _output_S15632);
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColor�struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD0;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD0;
};

void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput)
{
    output.gl_Position = input.gl_Position;
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
���DXBC�s�������X��W�4h�$xRDEF,�<���RD11< ($|�$GlobalsDriverConstants���|�P��@,��������P ,l��������_sk_RTAdjustfloat4%_umatrix_S1_c1_c0float3x3�bX,��������f |���������0|���������8����������<���������dx_ViewAdjustdx_ViewCoordsfloat2�tdx_ViewScaleclipControlOriginfloat����clipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGN\PPPTEXCOORD���OSGNP8DSV_PositionTEXCOORD���SHEXLPSjYF� YF� _2g� e� h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?6� 6� F6B @>STAT�	��DXBCS��,���8�X[�4H�� RDEFh<����RD11< ($\$Globals���\�����������_ucolor_S1_c0float4����Microsoft (R) HLSL Shader Compiler 10.1ISGNP8DSV_PositionTEXCOORD���OSGN, SV_TARGET��SHEXDPjYF� e� 6� F� >STAT�BPLG���6fe6c9a5e90d45b3d`ANGLE (NVIDIA, NVIDIA GeForce GT 730 (0x00001287) Direct3D11 vs_5_0 ps_5_0, D3D11-27.21.14.5671)��������������������,,
inPosition_uinPositionP�inColor	_uinColorR�
inCoverage_uinCoverage���������sk_RTAdjust
_usk_RTAdjustsk_FragColor_usk_FragColorR�@������������������������������������������������������������������������������pstruct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    noperspective float4 v0 : TEXCOORD0;
};
#pragma warning( disable: 3556 3571 )
float4 vec4_ctor(float2 x0, float x1, float x2)
{
    return float4(x0, x1, x2);
}
// Uniforms

uniform float4 _sk_RTAdjust : register(c1);
#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 _inPosition = {0, 0};
static float4 _inColor = {0, 0, 0, 0};
static float _inCoverage = {0};

static float4 gl_Position = float4(0, 0, 0, 0);

// Varyings
static noperspective float4 _vcolor_S0 = {0, 0, 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;

    return output;
}

VS_OUTPUT main(VS_INPUT input){
    initAttributes(input);

float4 _color5631 = _inColor;
(_color5631 = (_color5631 * _inCoverage));
(_vcolor_S0 = _color5631);
float2 __tmp_1_inPosition5632 = _inPosition;
(gl_Position = vec4_ctor(__tmp_1_inPosition5632, 0.0, 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 : TEXCOORD1;
    noperspective float4 v0 : TEXCOORD0;
};

#pragma warning( disable: 3556 3571 )
#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 float4 out_sk_FragColor = {0, 0, 0, 0};

cbuffer DriverConstants : register(b1)
{
    uint dx_Misc : packoffset(c2.w);
};

@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){
    _vcolor_S0 = input.v0;

float4 _outputColor_S05628 = _vcolor_S0;
{
(out_sk_FragColor = _outputColor_S05628);
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColorstruct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    noperspective float4 v0 : TEXCOORD0;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    noperspective float4 v0 : TEXCOORD0;
};

void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput)
{
    output.gl_Position = input.gl_Position;
    output.v0 = input.v0; 
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
���DXBC�1����=�`�,�PZ�4d�hRDEF��<����RD11< ($|�$GlobalsDriverConstants���|� �(@���������_sk_RTAdjustfloat4����������� ��������80��������E8`���������<`��������dx_ViewAdjustdx_ViewCoordsfloat2�dx_ViewScaleclipControlOriginfloat���WclipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGN\PPPTEXCOORD���OSGNhP\\SV_PositionTEXCOORD���SHEX�PcjYF� YF� _2_�_g� e� e� h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?6� 6� F6B @8� F>STAT�
�$DXBC5�[	���Ux����$4�D�RDEFd<���<RD11< ($Microsoft (R) HLSL Shader Compiler 10.1ISGNhP\\SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX<Pjb �e� 6� F>STAT�BPLG��]16fe6c9a5e90d45b3d`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_c0umatrix_S1_c1_c0um_S1_c1uv_S1_c1	ublend_S1uTextureSampler_0_S1uTextureSampler_1_S1
_usk_RTAdjust_uumatrix_S1_c0_uumatrix_S1_c1_c0
_uum_S1_c1
_uuv_S1_c1_uublend_S1_uuTextureSampler_0_S1_uuTextureSampler_1_S1sk_FragColor_usk_FragColorR�@^�^���������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������
struct 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 )
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 : register(c2);
uniform float3x3 _umatrix_S1_c1_c0 : register(c5);
#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_3_S0 = {0, 0};
static noperspective float2 _vTransformedCoords_6_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 = _vTransformedCoords_3_S0;
    output.v2 = _vTransformedCoords_6_S0;

    return output;
}

VS_OUTPUT main(VS_INPUT input){
    initAttributes(input);

(_vcolor_S0 = _color);
(gl_Position = vec4_ctor(_position, 0.0, 1.0));
{
(_vTransformedCoords_3_S0 = mul(transpose(mat3x2_ctor(_umatrix_S1_c0)), vec3_ctor(_localCoord, 1.0)));
}
{
(_vTransformedCoords_6_S0 = mul(transpose(mat3x2_ctor(_umatrix_S1_c1_c0)), 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 : 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);
}
float4 vec4_ctor(float3 x0, float x1)
{
    return float4(x0, x1);
}
// Uniforms

uniform float4x4 _um_S1_c1 : register(c0);
uniform float4 _uv_S1_c1 : register(c4);
uniform float4 _ublend_S1 : register(c5);
static const uint _uTextureSampler_0_S1 = 0;
static const uint _uTextureSampler_1_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 float4 _vcolor_S0 = {0, 0, 0, 0};
static noperspective float2 _vTransformedCoords_3_S0 = {0, 0};
static noperspective float2 _vTransformedCoords_6_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[2] : 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;
    _vTransformedCoords_3_S0 = input.v1.xy;
    _vTransformedCoords_6_S0 = input.v2.xy;

float4 _outputColor_S05637 = _vcolor_S0;
float4 __4_input5638 = _outputColor_S05637;
(__4_input5638 = gl_texture2D(_uTextureSampler_1_S1, _vTransformedCoords_6_S0, -0.5));
{
(__4_input5638 = vec4_ctor((__4_input5638.xyz / max(__4_input5638.w, 9.9999997e-05)), __4_input5638.w));
}
(__4_input5638 = (mul(transpose(_um_S1_c1), __4_input5638) + _uv_S1_c1));
{
(__4_input5638 = clamp(__4_input5638, 0.0, 1.0));
}
{
(__4_input5638.xyz *= __4_input5638.w);
}
float4 __6_b5639 = gl_texture2D(_uTextureSampler_0_S1, _vTransformedCoords_3_S0, -0.5);
float2 __7_d5640 = (_ublend_S1.xy + (_ublend_S1.zw * (vec2_ctor(__4_input5638.w, __6_b5639.w) + min(_ublend_S1.zw, 0.0))));
float4 _output_S15641 = ((__6_b5639 * __7_d5640.x) + (__4_input5638 * __7_d5640.y));
{
(out_sk_FragColor = _output_S15641);
}
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
}
����DXBC��T��Xo���(E��4���RDEFd�<���9RD11< ($|�$GlobalsDriverConstants���|����@@T��������x ,����������P,���������_sk_RTAdjustfloat4M_umatrix_S1_c0float3x3�_umatrix_S1_c1_c0���T��������� ����������0����������8��������$<��������dx_ViewAdjustdx_ViewCoordsfloat2��dx_ViewScaleclipControlOriginfloat����clipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGN\PPPTEXCOORD���OSGN������SV_PositionTEXCOORD���SHEX<P�jYF� YF� _2_�_2g� e� e� e2 e� h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?�?6� 6� F6B @6� F62F F� F" F� FB F� F� F� F>STAT���DXBCyB��[��'2��q��4�0d(RDEFT <���+RD11< ($�������
����
samplers2D[0]samplers2D[1]textures2D[0]textures2D[1]$Globals���8`�@����������@��������� P���������_um_S1_c1float4x4��_uv_S1_c1float4����_ublend_S1Microsoft (R) HLSL Shader Compiler 10.1�ISGN������SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX�P�jYF� Z`Z`XpUUXpUUb 2b �e� hJ���CU��F~`@�4:@��8rFF� F"F� FBF� F�F� F �6	6� 8r�6�
3�@�� J���CU�FF~`@�6":2�
F22� FF� 8�VF2	� FF>STAT�
BPLG���36fe6c9a5e90d45b3d`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
umatrix_S1_c1um_S1_c0uv_S1_c0uclamp_S1_c1_c0	ublend_S1uTextureSampler_0_S1uTextureSampler_1_S1
_usk_RTAdjust_uumatrix_S1_c0_c0_uumatrix_S1_c1
_uum_S1_c0
_uuv_S1_c0_uuclamp_S1_c1_c0_uublend_S1_uuTextureSampler_0_S1_uuTextureSampler_1_S1	sk_FragColor_usk_FragColorR�@^�^�����������������������������������������������������������	������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������
struct 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 )
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 : register(c2);
uniform float3x3 _umatrix_S1_c1 : register(c5);
#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_4_S0 = {0, 0};
static noperspective float2 _vTransformedCoords_6_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 = _vTransformedCoords_4_S0;
    output.v2 = _vTransformedCoords_6_S0;

    return output;
}

VS_OUTPUT main(VS_INPUT input){
    initAttributes(input);

(_vcolor_S0 = _color);
(gl_Position = vec4_ctor(_position, 0.0, 1.0));
{
(_vTransformedCoords_4_S0 = mul(transpose(mat3x2_ctor(_umatrix_S1_c0_c0)), vec3_ctor(_localCoord, 1.0)));
}
{
(_vTransformedCoords_6_S0 = mul(transpose(mat3x2_ctor(_umatrix_S1_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 : 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);
}
float4 vec4_ctor(float3 x0, float x1)
{
    return float4(x0, x1);
}
// Uniforms

uniform float4x4 _um_S1_c0 : register(c0);
uniform float4 _uv_S1_c0 : register(c4);
uniform float4 _uclamp_S1_c1_c0 : register(c5);
uniform float4 _ublend_S1 : register(c6);
static const uint _uTextureSampler_0_S1 = 0;
static const uint _uTextureSampler_1_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 float4 _vcolor_S0 = {0, 0, 0, 0};
static noperspective float2 _vTransformedCoords_4_S0 = {0, 0};
static noperspective float2 _vTransformedCoords_6_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[2] : 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;
    _vTransformedCoords_4_S0 = input.v1.xy;
    _vTransformedCoords_6_S0 = input.v2.xy;

float4 _outputColor_S05638 = _vcolor_S0;
float4 __11_input5639 = _outputColor_S05638;
(__11_input5639 = gl_texture2D(_uTextureSampler_0_S1, _vTransformedCoords_4_S0, -0.5));
{
(__11_input5639 = vec4_ctor((__11_input5639.xyz / max(__11_input5639.w, 9.9999997e-05)), __11_input5639.w));
}
(__11_input5639 = (mul(transpose(_um_S1_c0), __11_input5639) + _uv_S1_c0));
{
(__11_input5639 = clamp(__11_input5639, 0.0, 1.0));
}
{
(__11_input5639.xyz *= __11_input5639.w);
}
float2 __13_inCoord5640 = _vTransformedCoords_6_S0;
float2 __14_subsetCoord5641 = {0, 0};
(__14_subsetCoord5641.x = __13_inCoord5640.x);
(__14_subsetCoord5641.y = __13_inCoord5640.y);
float2 __15_clampedCoord5642 = clamp(__14_subsetCoord5641, _uclamp_S1_c1_c0.xy, _uclamp_S1_c1_c0.zw);
float4 __16_textureColor5643 = gl_texture2D(_uTextureSampler_1_S1, __15_clampedCoord5642, -0.5);
float2 __17_d5644 = (_ublend_S1.xy + (_ublend_S1.zw * (vec2_ctor(__16_textureColor5643.w, __11_input5639.w) + min(_ublend_S1.zw, 0.0))));
float4 _output_S15645 = ((__11_input5639 * __17_d5644.x) + (__16_textureColor5643 * __17_d5644.y));
{
(out_sk_FragColor = _output_S15645);
}
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
}
����DXBCZ���킵`#�%8QR
�4���RDEFd�<���9RD11< ($|�$GlobalsDriverConstants���|����@@T��������x ,����������P,���������_sk_RTAdjustfloat4M_umatrix_S1_c0_c0float3x3��_umatrix_S1_c1��T��������� ����������0����������8��������$<��������dx_ViewAdjustdx_ViewCoordsfloat2��dx_ViewScaleclipControlOriginfloat����clipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGN\PPPTEXCOORD���OSGN������SV_PositionTEXCOORD���SHEX<P�jYF� YF� _2_�_2g� e� e� e2 e� h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?�?6� 6� F6B @6� F62F F� F" F� FB F� F� F� F>STAT��<DXBC�e�Y��@��PZ�^�<4�h��RDEF� <���dRD11< ($�������
����
samplers2D[0]samplers2D[1]textures2D[0]textures2D[1]$Globals���8p�@���������@$��������HP$��������Y`$��������_um_S1_c0float4x4��_uv_S1_c0float4���_uclamp_S1_c1_c0_ublend_S1Microsoft (R) HLSL Shader Compiler 10.1ISGN������SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX�P�jYF� Z`Z`XpUUXpUUb 2b �e� hJ���CU�FF~`@�4:@��8rFF� F"F� FBF� F�F� F ��	Ɖ 8rV�4��� 3���� J���CU��
F~`@�6:3�@�� R�6�22� �F� 8�VF2	� FF>STAT�BPLG��+6fe6c9a5e90d45b3d`ANGLE (NVIDIA, NVIDIA GeForce GT 730 (0x00001287) Direct3D11 vs_5_0 ps_5_0, D3D11-27.21.14.5671)��������������������,,position
_upositionP�
localCoord_ulocalCoordP����������	���������	���������������������������*����������sk_RTAdjust
umatrix_S1umatrix_S1_c0_c0uoffsetsAndKernel_S1_c0[0]
udir_S1_c0uTextureSampler_0_S1
_usk_RTAdjust_uumatrix_S1_uumatrix_S1_c0_c0_uuoffsetsAndKernel_S1_c0[0]_uudir_S1_c0_uuTextureSampler_0_S1	

sk_FragColor_usk_FragColorR�@^���������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    noperspective float2 v0 : TEXCOORD0;
};
#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 : 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 float2 _localCoord = {0, 0};

static float4 gl_Position = float4(0, 0, 0, 0);

// Varyings
static noperspective float2 _vTransformedCoords_2_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 = _vTransformedCoords_2_S0;

    return output;
}

VS_OUTPUT main(VS_INPUT input){
    initAttributes(input);

(gl_Position = vec4_ctor(_position, 0.0, 1.0));
{
(_vTransformedCoords_2_S0 = mul(transpose(mat3x2_ctor(_umatrix_S1)), 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 : TEXCOORD1;
    noperspective float2 v0 : TEXCOORD0;
};

#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]);
}
// Uniforms

uniform float3x3 _umatrix_S1_c0_c0 : register(c0);
uniform float4 _uoffsetsAndKernel_S1_c0[14] : register(c3);
uniform float2 _udir_S1_c0 : register(c17);
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 float2 _vTransformedCoords_2_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){
    _vTransformedCoords_2_S0 = input.v0.xy;

float2 __6_tmp_1_coords5634 = _vTransformedCoords_2_S0;
float4 __7_sum5635 = {0.0, 0.0, 0.0, 0.0};
{LOOP for(int __8_i5636 = {0}; (__8_i5636 < 8); (++__8_i5636))
{
float4 __9_s5637 = _uoffsetsAndKernel_S1_c0[__8_i5636];
(__7_sum5635 += (__9_s5637.y * gl_texture2D(_uTextureSampler_0_S1, mul(transpose(mat3x2_ctor(_umatrix_S1_c0_c0)), vec3_ctor((__6_tmp_1_coords5634 + (__9_s5637.x * _udir_S1_c0)), 1.0)), -0.5)));
(__7_sum5635 += (__9_s5637.w * gl_texture2D(_uTextureSampler_0_S1, mul(transpose(mat3x2_ctor(_umatrix_S1_c0_c0)), vec3_ctor((__6_tmp_1_coords5634 + (__9_s5637.z * _udir_S1_c0)), 1.0)), -0.5)));
}
}
float4 _output_S15638 = __7_sum5635;
{
(out_sk_FragColor = _output_S15638);
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColorstruct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    noperspective float2 v0 : TEXCOORD0;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    noperspective float2 v0 : TEXCOORD0;
};

void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput)
{
    output.gl_Position = input.gl_Position;
    output.v0 = input.v0; 
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
���DXBCt~����j�,]�Z���4d� �RDEF(�<����RD11< ($|�$GlobalsDriverConstants���|�P��@,��������P ,h��������_sk_RTAdjustfloat4%_umatrix_S1float3x3���\T,��������b x���������0x���������8����������<���������dx_ViewAdjustdx_ViewCoordsfloat2�pdx_ViewScaleclipControlOriginfloat����clipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGND88TEXCOORD���OSGNhP\\SV_PositionTEXCOORD���SHEX�PqjYF� YF� _2_2g� e� e2 h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?�?6� 6� F6B @62F F� F" F� F>STAT��xDXBC�<_}����#A�8�F�x4t��RDEF8�<���RD11< ($������
�samplers2D[0]textures2D[0]$Globals����� T,p���������0��������������������_umatrix_S1_c0_c0float3x3�f_uoffsetsAndKernel_S1_c0float4�_udir_S1_c0float2��Microsoft (R) HLSL Shader Compiler 10.1ISGNhP\\SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX�P�jYF� Z`XpUUb 2e� h6B@�?6B@�?6�@6�@0!�:@:2
�� :F� F62FF� F"F� FJ���CU�FF~`@�2�V� :FF62�
F� F"F� FJ���CU�FF~`@�2��� :FF�:@6� F>STAT�BPLG��v)6fe6c9a5e90d45b3d`ANGLE (NVIDIA, NVIDIA GeForce GT 730 (0x00001287) Direct3D11 vs_5_0 ps_5_0, D3D11-27.21.14.5671)��������������������,,position
_upositionP�color_ucolorR�������������������������������������sk_RTAdjust
u_skRTFlip
uinnerRect_S1uradiusPlusHalf_S1
_usk_RTAdjust_uu_skRTFlip_uuinnerRect_S1_uuradiusPlusHalf_S1sk_FragColor_usk_FragColorR�@fsSecondaryColorOut_ufsSecondaryColorOutR�@����������������������������������������������������������������������������������������������������������������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
};
#pragma warning( disable: 3556 3571 )
float4 vec4_ctor(float2 x0, float x1, float x2)
{
    return float4(x0, x1, x2);
}
// Uniforms

uniform float4 _sk_RTAdjust : register(c1);
#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 float4 gl_Position = float4(0, 0, 0, 0);

// Varyings
static noperspective float4 _vcolor_S0 = {0, 0, 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;

    return output;
}

VS_OUTPUT main(VS_INPUT input){
    initAttributes(input);

(_vcolor_S0 = _color);
(gl_Position = vec4_ctor(_position, 0.0, 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 : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
};

#pragma warning( disable: 3556 3571 )
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);
}
// Uniforms

uniform float2 _u_skRTFlip : register(c0);
uniform float4 _uinnerRect_S1 : register(c1);
uniform float2 _uradiusPlusHalf_S1 : 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

// Varyings
static noperspective float4 _vcolor_S0 = {0, 0, 0, 0};

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

#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;

float4 _sk_FragCoord5632 = vec4_ctor(gl_FragCoord.x, (_u_skRTFlip.x + (_u_skRTFlip.y * gl_FragCoord.y)), gl_FragCoord.z, gl_FragCoord.w);
float4 _outputColor_S05633 = _vcolor_S0;
float2 __0_dxy05634 = (_uinnerRect_S1.xy - _sk_FragCoord5632.xy);
float2 __1_dxy15635 = (_sk_FragCoord5632.xy - _uinnerRect_S1.zw);
float2 __2_dxy5636 = max(max(__0_dxy05634, __1_dxy15635), 0.0);
float __3_alpha5637 = clamp((_uradiusPlusHalf_S1.x - length(__2_dxy5636)), 0.0, 1.0);
(__3_alpha5637 = (1.0 - __3_alpha5637));
float4 _output_S15638 = vec4_ctor(__3_alpha5637);
{
(out_fsSecondaryColorOut = _output_S15638);
(out_sk_FragColor = (_outputColor_S05633 * _output_S15638));
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColorR�out_fsSecondaryColorOutout_fsSecondaryColorOut�struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
};

void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput)
{
    output.gl_Position = input.gl_Position;
    output.v0 = input.v0; 
    output.gl_FragCoord = input.gl_FragCoord;
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
��DXBCl�B��j���MH!04L�lRDEF��<����RD11< ($|�$GlobalsDriverConstants���|� �(@���������_sk_RTAdjustfloat4����������� ��������80��������E8`���������<`��������dx_ViewAdjustdx_ViewCoordsfloat2�dx_ViewScaleclipControlOriginfloat���WclipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGND88TEXCOORD���OSGN�htttSV_PositionTEXCOORD���SHEX�PdjYF� YF� _2_�g� e� e� e� h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?6� 6� F6� F6� F>STAT�
��DXBC�
�����6���5�e�4�ddRDEFT�<���,RD11< ($|�$GlobalsDriverConstants���|�0��@@T��������x���������� T��������_u_skRTFlipfloat2�L_uinnerRect_S1float4���_uradiusPlusHalf_S1�����������0T��������� ����������8T���������,��������dx_ViewCoordsdx_FragCoordOffsetdx_DepthFrontfloat3���dx_ViewScaledx_Miscdword�Microsoft (R) HLSL Shader Compiler 10.1ISGN�htttSV_PositionTEXCOORD���OSGND88SV_TARGET��SHEX�P~jYF� YF� d 2b �e� e� h	2FF� �A2B� 
� 	��A� 	R�� �A42��4
2F@FFK
 	
�A
� ��A@�?�?�?�?8� �F6� F>STAT�
BPLG���26fe6c9a5e90d45b3d`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�	texSubset_utexSubsetR�������������������������������������*����������sk_RTAdjust
u_skRTFlip
uinnerRect_S1uradiusPlusHalf_S1uTextureSampler_0_S0
_usk_RTAdjust_uu_skRTFlip_uuinnerRect_S1_uuradiusPlusHalf_S1_uuTextureSampler_0_S0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 float4 v1 : TEXCOORD1;
    noperspective float2 v2 : TEXCOORD2;
};
#pragma warning( disable: 3556 3571 )
float4 vec4_ctor(float2 x0, float x1, float x2)
{
    return float4(x0, x1, x2);
}
// Uniforms

uniform float4 _sk_RTAdjust : register(c1);
#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 _texSubset = {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 _vlocalCoord_S0 = {0, 0};
static noperspective float4 _vtexSubset_S0 = {0, 0, 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 = _vtexSubset_S0;
    output.v2 = _vlocalCoord_S0;

    return output;
}

VS_OUTPUT main(VS_INPUT input){
    initAttributes(input);

(_vcolor_S0 = _color);
(_vlocalCoord_S0 = _localCoord);
(_vtexSubset_S0 = _texSubset);
(gl_Position = vec4_ctor(_position, 0.0, 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 float4 v1 : TEXCOORD1;
    noperspective float2 v2 : TEXCOORD2;
};

#pragma warning( disable: 3556 3571 )
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);
}
// Uniforms

uniform float2 _u_skRTFlip : register(c0);
uniform float4 _uinnerRect_S1 : register(c1);
uniform float2 _uradiusPlusHalf_S1 : register(c2);
static const uint _uTextureSampler_0_S0 = 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 _vlocalCoord_S0 = {0, 0};
static noperspective float4 _vtexSubset_S0 = {0, 0, 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
@@ 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;
    _vtexSubset_S0 = input.v1;
    _vlocalCoord_S0 = input.v2.xy;

float4 _sk_FragCoord5634 = vec4_ctor(gl_FragCoord.x, (_u_skRTFlip.x + (_u_skRTFlip.y * gl_FragCoord.y)), gl_FragCoord.z, gl_FragCoord.w);
float4 _outputColor_S05635 = _vcolor_S0;
float2 _texCoord5636 = _vlocalCoord_S0;
float4 _subset5637 = _vtexSubset_S0;
(_texCoord5636 = clamp(_texCoord5636, _subset5637.xy, _subset5637.zw));
(_outputColor_S05635 = (gl_texture2D(_uTextureSampler_0_S0, _texCoord5636, -0.5) * _outputColor_S05635));
float2 __0_dxy05638 = (_uinnerRect_S1.xy - _sk_FragCoord5634.xy);
float2 __1_dxy15639 = (_sk_FragCoord5634.xy - _uinnerRect_S1.zw);
float2 __2_dxy5640 = max(max(__0_dxy05638, __1_dxy15639), 0.0);
float __3_alpha5641 = clamp((_uradiusPlusHalf_S1.x - length(__2_dxy5640)), 0.0, 1.0);
float4 _output_S15642 = vec4_ctor(__3_alpha5641);
{
(out_sk_FragColor = (_outputColor_S05635 * _output_S15642));
}
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 float4 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 float4 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
}
�����DXBC��v��4zLmT���4|4$RDEF��<����RD11< ($|�$GlobalsDriverConstants���|� �(@���������_sk_RTAdjustfloat4����������� ��������80��������E8`���������<`��������dx_ViewAdjustdx_ViewCoordsfloat2�dx_ViewScaleclipControlOriginfloat���WclipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGNthhhhTEXCOORD���OSGN�������SV_PositionTEXCOORD���SHEX�PzjYF� YF� _2_�_2_�g� e� e� e� e� e2 h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?6� 6� F6� F6� F6� F62 F>STAT�
�(	DXBC���R`2�	��B�k(	40��RDEF��<����RD11< ($������
��samplers2D[0]textures2D[0]$GlobalsDriverConstants����$0�$`�������������������� ���������_u_skRTFlipfloat2��_uinnerRect_S1float4���_uradiusPlusHalf_S1���������"0���������5 L��������p8���������},����������@ ���������dx_ViewCoordsdx_FragCoordOffsetdx_DepthFrontfloat3��Cdx_ViewScaledx_Miscdword��samplerMetadataSamplerMetadatabaseLevelint���wrapModespaddingint2�intBorderColorint4O���@Tx�Microsoft (R) HLSL Shader Compiler 10.1ISGN�������SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEXhP�jYF� YF� Z`XpUUd 2b �b �b 2e� h	2FF� �A2B� 
� 	��A� 	R�� �A42��4
2F@FFK
 	
�A
� 4b3bV�J���CU��F~`@�8�FF8� F>STAT�
BPLG���$6fe6c9a5e90d45b3d`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�	texSubset_utexSubsetR����������*����������sk_RTAdjustuTextureSampler_0_S0
_usk_RTAdjust_uuTextureSampler_0_S0sk_FragColor_usk_FragColorR�@^�����������������������������������������������������������������������������������������������Vstruct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD3;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float4 v1 : TEXCOORD1;
    noperspective float2 v2 : TEXCOORD2;
};
#pragma warning( disable: 3556 3571 )
float4 vec4_ctor(float2 x0, float x1, float x2)
{
    return float4(x0, x1, x2);
}
// Uniforms

uniform float4 _sk_RTAdjust : register(c1);
#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 _texSubset = {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 _vlocalCoord_S0 = {0, 0};
static noperspective float4 _vtexSubset_S0 = {0, 0, 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 = _vtexSubset_S0;
    output.v2 = _vlocalCoord_S0;

    return output;
}

VS_OUTPUT main(VS_INPUT input){
    initAttributes(input);

(_vcolor_S0 = _color);
(_vlocalCoord_S0 = _localCoord);
(_vtexSubset_S0 = _texSubset);
(gl_Position = vec4_ctor(_position, 0.0, 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 float4 v1 : TEXCOORD1;
    noperspective float2 v2 : TEXCOORD2;
};

#pragma warning( disable: 3556 3571 )
// Uniforms

static const uint _uTextureSampler_0_S0 = 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 _vlocalCoord_S0 = {0, 0};
static noperspective float4 _vtexSubset_S0 = {0, 0, 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;
    _vtexSubset_S0 = input.v1;
    _vlocalCoord_S0 = input.v2.xy;

float4 _outputColor_S05631 = _vcolor_S0;
float2 _texCoord5632 = _vlocalCoord_S0;
float4 _subset5633 = _vtexSubset_S0;
(_texCoord5632 = clamp(_texCoord5632, _subset5633.xy, _subset5633.zw));
(_outputColor_S05631 = (gl_texture2D(_uTextureSampler_0_S0, _texCoord5632, -0.5) * _outputColor_S05631));
{
(out_sk_FragColor = _outputColor_S05631);
}
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 float4 v1 : TEXCOORD1;
    noperspective float2 v2 : TEXCOORD2;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD3;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float4 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
}
�����DXBC�������zR��Ix�W�4|�RDEF��<����RD11< ($|�$GlobalsDriverConstants���|� �(@���������_sk_RTAdjustfloat4����������� ��������80��������E8`���������<`��������dx_ViewAdjustdx_ViewCoordsfloat2�dx_ViewScaleclipControlOriginfloat���WclipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGNthhhhTEXCOORD���OSGN������SV_PositionTEXCOORD���SHEX�PtjYF� YF� _2_�_2_�g� e� e� e� e2 h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?6� 6� F6B @6� F6� F62 F>STAT�	�`DXBC=�w�孁�K�i�`4����RDEF�<����RD11< ($|�����
samplers2D[0]textures2D[0]Microsoft (R) HLSL Shader Compiler 10.1ISGN������SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX�P;jZ`XpUUb �b �b 2e� h42FF32F�J���CU�FF~`@�8� FF>STAT�BPLG��,06fe6c9a5e90d45b3d`ANGLE (NVIDIA, NVIDIA GeForce GT 730 (0x00001287) Direct3D11 vs_5_0 ps_5_0, D3D11-27.21.14.5671)��������������������,,position
_upositionP�
localCoord_ulocalCoordP�	texSubset_utexSubsetR�������������������������������������*����������sk_RTAdjust
u_skRTFlip
uinnerRect_S1uradiusPlusHalf_S1uTextureSampler_0_S0
_usk_RTAdjust_uu_skRTFlip_uuinnerRect_S1_uuradiusPlusHalf_S1_uuTextureSampler_0_S0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 )
float4 vec4_ctor(float2 x0, float x1, float x2)
{
    return float4(x0, x1, x2);
}
// Uniforms

uniform float4 _sk_RTAdjust : register(c1);
#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 float2 _localCoord = {0, 0};
static float4 _texSubset = {0, 0, 0, 0};

static float4 gl_Position = float4(0, 0, 0, 0);

// Varyings
static noperspective float2 _vlocalCoord_S0 = {0, 0};
static noperspective float4 _vtexSubset_S0 = {0, 0, 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 = _vtexSubset_S0;
    output.v1 = _vlocalCoord_S0;

    return output;
}

VS_OUTPUT main(VS_INPUT input){
    initAttributes(input);

(_vlocalCoord_S0 = _localCoord);
(_vtexSubset_S0 = _texSubset);
(gl_Position = vec4_ctor(_position, 0.0, 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 )
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);
}
// Uniforms

uniform float2 _u_skRTFlip : register(c0);
uniform float4 _uinnerRect_S1 : register(c1);
uniform float2 _uradiusPlusHalf_S1 : register(c2);
static const uint _uTextureSampler_0_S0 = 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 float2 _vlocalCoord_S0 = {0, 0};
static noperspective float4 _vtexSubset_S0 = {0, 0, 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
@@ 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;
    _vtexSubset_S0 = input.v0;
    _vlocalCoord_S0 = input.v1.xy;

float4 _sk_FragCoord5633 = vec4_ctor(gl_FragCoord.x, (_u_skRTFlip.x + (_u_skRTFlip.y * gl_FragCoord.y)), gl_FragCoord.z, gl_FragCoord.w);
float4 _outputColor_S05634 = {1.0, 1.0, 1.0, 1.0};
float2 _texCoord5635 = _vlocalCoord_S0;
float4 _subset5636 = _vtexSubset_S0;
(_texCoord5635 = clamp(_texCoord5635, _subset5636.xy, _subset5636.zw));
(_outputColor_S05634 = gl_texture2D(_uTextureSampler_0_S0, _texCoord5635, -0.5));
float2 __0_dxy05637 = (_uinnerRect_S1.xy - _sk_FragCoord5633.xy);
float2 __1_dxy15638 = (_sk_FragCoord5633.xy - _uinnerRect_S1.zw);
float2 __2_dxy5639 = max(max(__0_dxy05637, __1_dxy15638), 0.0);
float __3_alpha5640 = clamp((_uradiusPlusHalf_S1.x - length(__2_dxy5639)), 0.0, 1.0);
float4 _output_S15641 = vec4_ctor(__3_alpha5640);
{
(out_sk_FragColor = (_outputColor_S05634 * _output_S15641));
}
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
}
���dDXBC�Ȫ)�
�=a��C�d4d�RDEF��<����RD11< ($|�$GlobalsDriverConstants���|� �(@���������_sk_RTAdjustfloat4����������� ��������80��������E8`���������<`��������dx_ViewAdjustdx_ViewCoordsfloat2�dx_ViewScaleclipControlOriginfloat���WclipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGN\PPPTEXCOORD���OSGN������SV_PositionTEXCOORD���SHEX�PojYF� YF� _2_2_�g� e� e� e� e2 h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?6� 6� F6� F6� F62 F>STAT���DXBC��%�'�%)Jfzi�40�LRDEF��<����RD11< ($������
��samplers2D[0]textures2D[0]$GlobalsDriverConstants����$0�$`�������������������� ���������_u_skRTFlipfloat2��_uinnerRect_S1float4���_uradiusPlusHalf_S1���������"0���������5 L��������p8���������},����������@ ���������dx_ViewCoordsdx_FragCoordOffsetdx_DepthFrontfloat3��Cdx_ViewScaledx_Miscdword��samplerMetadataSamplerMetadatabaseLevelint���wrapModespaddingint2�intBorderColorint4O���@Tx�Microsoft (R) HLSL Shader Compiler 10.1ISGN������SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX@P�jYF� YF� Z`XpUUd 2b �b 2e� h	2FF� �A2B� 
� 	��A� 	R�� �A42��4
2F@FFK
 	
�A
� 4b3bV�J���CU��F~`@�8� F>STAT�BPLG��136fe6c9a5e90d45b3d`ANGLE (NVIDIA, NVIDIA GeForce GT 730 (0x00001287) Direct3D11 vs_5_0 ps_5_0, D3D11-27.21.14.5671)��������������������,,position
_upositionP�coverage
_ucoverage
localCoord_ulocalCoordP�	texSubset_utexSubsetR�������������������������������������*����������sk_RTAdjust
u_skRTFlip
uinnerRect_S1uradiusPlusHalf_S1uTextureSampler_0_S0
_usk_RTAdjust_uu_skRTFlip_uuinnerRect_S1_uuradiusPlusHalf_S1_uuTextureSampler_0_S0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 float v2 : TEXCOORD2;
};
#pragma warning( disable: 3556 3571 )
float4 vec4_ctor(float2 x0, float x1, float x2)
{
    return float4(x0, x1, x2);
}
// Uniforms

uniform float4 _sk_RTAdjust : register(c1);
#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 float _coverage = {0};
static float2 _localCoord = {0, 0};
static float4 _texSubset = {0, 0, 0, 0};

static float4 gl_Position = float4(0, 0, 0, 0);

// Varyings
static noperspective float2 _vlocalCoord_S0 = {0, 0};
static noperspective float4 _vtexSubset_S0 = {0, 0, 0, 0};
static noperspective float _vcoverage_S0 = {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 = _vtexSubset_S0;
    output.v1 = _vlocalCoord_S0;
    output.v2 = _vcoverage_S0;

    return output;
}

VS_OUTPUT main(VS_INPUT input){
    initAttributes(input);

float2 t0 = _position, _position5634 = t0;
(_vlocalCoord_S0 = _localCoord);
(_vtexSubset_S0 = _texSubset);
(_vcoverage_S0 = _coverage);
(gl_Position = vec4_ctor(_position5634, 0.0, 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);
}
q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 float v2 : TEXCOORD2;
};

#pragma warning( disable: 3556 3571 )
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);
}
// Uniforms

uniform float2 _u_skRTFlip : register(c0);
uniform float4 _uinnerRect_S1 : register(c1);
uniform float2 _uradiusPlusHalf_S1 : register(c2);
static const uint _uTextureSampler_0_S0 = 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 float2 _vlocalCoord_S0 = {0, 0};
static noperspective float4 _vtexSubset_S0 = {0, 0, 0, 0};
static noperspective float _vcoverage_S0 = {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
@@ 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;
    _vtexSubset_S0 = input.v0;
    _vlocalCoord_S0 = input.v1.xy;
    _vcoverage_S0 = input.v2.x;

float4 _sk_FragCoord5634 = vec4_ctor(gl_FragCoord.x, (_u_skRTFlip.x + (_u_skRTFlip.y * gl_FragCoord.y)), gl_FragCoord.z, gl_FragCoord.w);
float4 _outputColor_S05635 = {1.0, 1.0, 1.0, 1.0};
float2 _texCoord5636 = _vlocalCoord_S0;
float4 _subset5637 = _vtexSubset_S0;
(_texCoord5636 = clamp(_texCoord5636, _subset5637.xy, _subset5637.zw));
(_outputColor_S05635 = gl_texture2D(_uTextureSampler_0_S0, _texCoord5636, -0.5));
float _coverage5638 = _vcoverage_S0;
float4 _outputCoverage_S05639 = vec4_ctor(_coverage5638);
float2 __0_dxy05640 = (_uinnerRect_S1.xy - _sk_FragCoord5634.xy);
float2 __1_dxy15641 = (_sk_FragCoord5634.xy - _uinnerRect_S1.zw);
float2 __2_dxy5642 = max(max(__0_dxy05640, __1_dxy15641), 0.0);
float __3_alpha5643 = clamp((_uradiusPlusHalf_S1.x - length(__2_dxy5642)), 0.0, 1.0);
float4 _output_S15644 = (_outputCoverage_S05639 * __3_alpha5643);
{
(out_sk_FragColor = (_outputColor_S05635 * _output_S15644));
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColormstruct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD3;
    float4 gl_FragCoord : TEXCOORD4;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float2 v1 : TEXCOORD1;
    noperspective float 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 float 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
}
�����DXBC
$0��&+���D�p�4|4$RDEF��<����RD11< ($|�$GlobalsDriverConstants���|� �(@���������_sk_RTAdjustfloat4����������� ��������80��������E8`���������<`��������dx_ViewAdjustdx_ViewCoordsfloat2�dx_ViewScaleclipControlOriginfloat���WclipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGNthhhhTEXCOORD���OSGN�������SV_PositionTEXCOORD���SHEX�PzjYF� YF� _2__2_�g� e� e� e� e2 eB h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?6� 6� F6� F6� F62 F6B 
>STAT�
�(	DXBC�x��Z�CW�~Nz(	40��RDEF��<����RD11< ($������
��samplers2D[0]textures2D[0]$GlobalsDriverConstants����$0�$`�������������������� ���������_u_skRTFlipfloat2��_uinnerRect_S1float4���_uradiusPlusHalf_S1���������"0���������5 L��������p8���������},����������@ ���������dx_ViewCoordsdx_FragCoordOffsetdx_DepthFrontfloat3��Cdx_ViewScaledx_Miscdword��samplerMetadataSamplerMetadatabaseLevelint���wrapModespaddingint2�intBorderColorint4O���@Tx�Microsoft (R) HLSL Shader Compiler 10.1ISGN�������SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEXhP�jYF� YF� Z`XpUUd 2b �b 2b Be� h	2FF� �A2B� 
� 	��A� 	R�� �A42��4
2F@FFK
 	
�A
� 8
*4b3bV�J���CU��F~`@�8� F>STAT�
BPLG���"6fe6c9a5e90d45b3d`ANGLE (NVIDIA, NVIDIA GeForce GT 730 (0x00001287) Direct3D11 vs_5_0 ps_5_0, D3D11-27.21.14.5671)��������������������,,position
_upositionP�coverage
_ucoverage
localCoord_ulocalCoordP����������*����������sk_RTAdjustuTextureSampler_0_S0
_usk_RTAdjust_uuTextureSampler_0_S0sk_FragColor_usk_FragColorR�@^����������������������������������������������������������������������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    noperspective float2 v0 : TEXCOORD0;
    noperspective float v1 : TEXCOORD1;
};
#pragma warning( disable: 3556 3571 )
float4 vec4_ctor(float2 x0, float x1, float x2)
{
    return float4(x0, x1, x2);
}
// Uniforms

uniform float4 _sk_RTAdjust : register(c1);
#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 float _coverage = {0};
static float2 _localCoord = {0, 0};

static float4 gl_Position = float4(0, 0, 0, 0);

// Varyings
static noperspective float2 _vlocalCoord_S0 = {0, 0};
static noperspective float _vcoverage_S0 = {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 = _vlocalCoord_S0;
    output.v1 = _vcoverage_S0;

    return output;
}

VS_OUTPUT main(VS_INPUT input){
    initAttributes(input);

float2 t0 = _position, _position5632 = t0;
(_vlocalCoord_S0 = _localCoord);
(_vcoverage_S0 = _coverage);
(gl_Position = vec4_ctor(_position5632, 0.0, 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;
    noperspective float2 v0 : TEXCOORD0;
    noperspective float v1 : TEXCOORD1;
};

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

static const uint _uTextureSampler_0_S0 = 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 float2 _vlocalCoord_S0 = {0, 0};
static noperspective float _vcoverage_S0 = {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){
    _vlocalCoord_S0 = input.v0.xy;
    _vcoverage_S0 = input.v1.x;

float4 _outputColor_S05630 = {1.0, 1.0, 1.0, 1.0};
float2 _texCoord5631 = _vlocalCoord_S0;
(_outputColor_S05630 = gl_texture2D(_uTextureSampler_0_S0, _texCoord5631, -0.5));
float _coverage5632 = _vcoverage_S0;
float4 _outputCoverage_S05633 = vec4_ctor(_coverage5632);
{
(out_sk_FragColor = (_outputColor_S05630 * _outputCoverage_S05633));
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColor�struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    noperspective float2 v0 : TEXCOORD0;
    noperspective float v1 : TEXCOORD1;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    noperspective float2 v0 : TEXCOORD0;
    noperspective float 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; 
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
���4DXBCc�o��Qi�EN)3��44d��RDEF��<����RD11< ($|�$GlobalsDriverConstants���|� �(@���������_sk_RTAdjustfloat4����������� ��������80��������E8`���������<`��������dx_ViewAdjustdx_ViewCoordsfloat2�dx_ViewScaleclipControlOriginfloat���WclipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGN\PPPTEXCOORD���OSGN�htttSV_PositionTEXCOORD���SHEX�PijYF� YF� _2__2g� e� e2 eB h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?6� 6� F6B @62 F6B 
>STAT��DXBCp�1�O���v���w4���hRDEF�<����RD11< ($|�����
samplers2D[0]textures2D[0]Microsoft (R) HLSL Shader Compiler 10.1ISGN�htttSV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX�P*jZ`XpUUb 2b Be� hJ���CU�FF~`@�8� F�>STAT�BPLG��d=6fe6c9a5e90d45b3d`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_skRTFlipuscale_S1_c0_c0_c0[0]ubias_S1_c0_c0_c0[0]uthreshold_S1_c0_c0_c0uleftBorderColor_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[0]_uubias_S1_c0_c0_c0[0]_uuthreshold_S1_c0_c0_c0_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_6_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_6_S0;

    return output;
}

VS_OUTPUT main(VS_INPUT input){
    initAttributes(input);

(_vcolor_S0 = _color);
(gl_Position = vec4_ctor(_position, 0.0, 1.0));
{
(_vTransformedCoords_6_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);
}
Nstruct 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(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[2] : register(c1);
uniform float4 _ubias_S1_c0_c0_c0[2] : register(c3);
uniform float _uthreshold_S1_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_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_6_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
@@ 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_6_S0 = input.v1.xy;

float4 _sk_FragCoord5639 = vec4_ctor(gl_FragCoord.x, (_u_skRTFlip.x + (_u_skRTFlip.y * gl_FragCoord.y)), gl_FragCoord.z, gl_FragCoord.w);
float4 _outputColor_S05640 = _vcolor_S0;
float4 __31_tmp_6_inColor5641 = _outputColor_S05640;
float4 __32_input5642 = __31_tmp_6_inColor5641;
float2 __35_tmp_3_coords5643 = _vTransformedCoords_6_S0;
float4 __36_t5644 = vec4_ctor(length(__35_tmp_3_coords5643), 1.0, 0.0, 0.0);
float4 __37_outColor5645 = {0, 0, 0, 0};
if ((__36_t5644.x < 0.0))
{
(__37_outColor5645 = _uleftBorderColor_S1_c0_c0);
}
else
{
if ((__36_t5644.x > 1.0))
{
(__37_outColor5645 = _urightBorderColor_S1_c0_c0);
}
else
{
float2 __39_tmp_1_coords5646 = vec2_ctor(__36_t5644.x, 0.0);
float __40_t5647 = __39_tmp_1_coords5646.x;
float4 __41_s5648 = {0, 0, 0, 0};
float4 __42_b5649 = {0, 0, 0, 0};
if ((__40_t5647 < _uthreshold_S1_c0_c0_c0))
{
(__41_s5648 = _uscale_S1_c0_c0_c0[0]);
(__42_b5649 = _ubias_S1_c0_c0_c0[0]);
}
else
{
(__41_s5648 = _uscale_S1_c0_c0_c0[1]);
(__42_b5649 = _ubias_S1_c0_c0_c0[1]);
}
(__37_outColor5645 = ((__40_t5647 * __41_s5648) + __42_b5649));
}
}
(__32_input5642 = __37_outColor5645);
float4 __44_color5650 = __32_input5642;
float __45_value5651 = (gl_texture2D(_uTextureSampler_0_S1, mul(transpose(mat3x2_ctor(_umatrix_S1_c1)), vec3_ctor(_sk_FragCoord5639.xy, 1.0)), -0.5).x - 0.5);
float4 _output_S15652 = vec4_ctor(clamp((__44_color5650.xyz + (__45_value5651 * _urange_S1)), 0.0, __44_color5650.w), __44_color5650.w);
{
(out_sk_FragColor = _output_S15652);
}
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�>$4l�p�RDEF0�<���RD11< ($|�$GlobalsDriverConstants���|�P��@,��������P ,p��������_sk_RTAdjustfloat4%_umatrix_S1_c0_c0_c1float3x3��e\,��������j ����������0����������8����������<���������dx_ViewAdjustdx_ViewCoordsfloat2�xdx_ViewScaleclipControlOriginfloat����clipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGN\PPPTEXCOORD���OSGN������SV_PositionTEXCOORD���SHEXP�jYF� YF� _2_�_2g� e� e� e� e2 h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?6� 6� F6� F6� F62F6B@�? F� F" F� F>STAT���DXBC�=����7�����SNv�4���
RDEF��<����RD11< ($������
��samplers2D[0]textures2D[0]$GlobalsDriverConstants����$���`dx��������� ����������0 ���������P4��������X`t���������pt����������,�����������4��������_u_skRTFlipfloat2�p_uscale_S1_c0_c0_c0float4��_ubias_S1_c0_c0_c0��_uthreshold_S1_c0_c0_c0float��,_uleftBorderColor_S1_c0_c0��_urightBorderColor_S1_c0_c0_umatrix_S1_c1float3x3�_urange_S1��t���������0x��������
 $��������H8x��������U,d���������@ ���������dx_ViewCoordsdx_FragCoordOffsetdx_DepthFrontfloat3��dx_ViewScaledx_Miscdword�]samplerMetadataSamplerMetadatabaseLevelint���wrapModespaddingint2��intBorderColorint4'������,P�Microsoft (R) HLSL Shader Compiler 10.1ISGN������SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEXP�jYF� YF� Z`XpUUd 2b 2e� h6�@�?	2FF� �A2B� 
� F� �"F� 	�J���CUFF~`@�
@�"FFK"1B
� 7��
F� F� 7��
F� F� 2	�VFF1"@�?7
�VF� F2
r� F4
rF@3r �F6� :>STAT�
BPLG��r?6fe6c9a5e90d45b3d`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_c0_c0_c0_c0_c0um_S1_c0_c0_c0_c0_c0uv_S1_c0_c0_c0_c0_c0um_S1_c0_c0_c0_c0uv_S1_c0_c0_c0_c0um_S1_c0_c0_c0uv_S1_c0_c0_c0um_S1_c0_c0uv_S1_c0_c0um_S1_c0uv_S1_c0um_S1uv_S1uTextureSampler_0_S1
_usk_RTAdjust!_uumatrix_S1_c0_c0_c0_c0_c0_c0_c0_uum_S1_c0_c0_c0_c0_c0_uuv_S1_c0_c0_c0_c0_c0_uum_S1_c0_c0_c0_c0_uuv_S1_c0_c0_c0_c0_uum_S1_c0_c0_c0_uuv_S1_c0_c0_c0
_uum_S1_c0_c0
_uuv_S1_c0_c0
_uum_S1_c0
_uuv_S1_c0_uum_S1_uuv_S1_uuTextureSampler_0_S1	

sk_FragColor_usk_FragColorR�@^�������������������������������������������������������������������������������������������������������������������������������������������������������������������������������	��������������������
���������������������������������������������������������������������������������������������������������������������������������������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    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_c0_c0_c0_c0_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 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_9_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 = _vTransformedCoords_9_S0;

    return output;
}

VS_OUTPUT main(VS_INPUT input){
    initAttributes(input);

(_vcolor_S0 = _color);
(gl_Position = vec4_ctor(_position, 0.0, 1.0));
{
(_vTransformedCoords_9_S0 = mul(transpose(mat3x2_ctor(_umatrix_S1_c0_c0_c0_c0_c0_c0_c0)), 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;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float2 v1 : TEXCOORD1;
};

#pragma warning( disable: 3556 3571 )
float4 vec4_ctor(float3 x0, float x1)
{
    return float4(x0, x1);
}
// Uniforms

uniform float4x4 _um_S1_c0_c0_c0_c0_c0 : register(c0);
uniform float4 _uv_S1_c0_c0_c0_c0_c0 : register(c4);
uniform float4x4 _um_S1_c0_c0_c0_c0 : register(c5);
uniform float4 _uv_S1_c0_c0_c0_c0 : register(c9);
uniform float4x4 _um_S1_c0_c0_c0 : register(c10);
uniform float4 _uv_S1_c0_c0_c0 : register(c14);
uniform float4x4 _um_S1_c0_c0 : register(c15);
uniform float4 _uv_S1_c0_c0 : register(c19);
uniform float4x4 _um_S1_c0 : register(c20);
uniform float4 _uv_S1_c0 : register(c24);
uniform float4x4 _um_S1 : register(c25);
uniform float4 _uv_S1 : register(c29);
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_9_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);
}

float4 f_unpremul_h4h4_float4(in float4 _a);
;
float4 f_unpremul_h4h4_float4(in float4 _a)
{
return vec4_ctor((_a.xyz / max(_a.w, 9.9999997e-05)), _a.w);
}
@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){
    _vcolor_S0 = input.v0;
    _vTransformedCoords_9_S0 = input.v1.xy;

float4 _outputColor_S05647 = _vcolor_S0;
float4 __42_input5648 = _outputColor_S05647;
float4 __43_input5649 = __42_input5648;
float4 __44_input5650 = __43_input5649;
float4 __45_input5651 = __44_input5650;
float4 __46_input5652 = __45_input5651;
float4 __47_input5653 = __46_input5652;
float4 __48_input5654 = __47_input5653;
(__48_input5654 = gl_texture2D(_uTextureSampler_0_S1, _vTransformedCoords_9_S0, -0.5));
(__47_input5653 = __48_input5654);
{
(__47_input5653 = f_unpremul_h4h4_float4(__47_input5653));
}
(__47_input5653 = (mul(transpose(_um_S1_c0_c0_c0_c0_c0), __47_input5653) + _uv_S1_c0_c0_c0_c0_c0));
{
(__47_input5653 = clamp(__47_input5653, 0.0, 1.0));
}
{
(__47_input5653.xyz *= __47_input5653.w);
}
(__46_input5652 = __47_input5653);
{
(__46_input5652 = f_unpremul_h4h4_float4(__46_input5652));
}
(__46_input5652 = (mul(transpose(_um_S1_c0_c0_c0_c0), __46_input5652) + _uv_S1_c0_c0_c0_c0));
{
(__46_input5652 = clamp(__46_input5652, 0.0, 1.0));
}
{
(__46_input5652.xyz *= __46_input5652.w);
}
(__45_input5651 = __46_input5652);
{
(__45_input5651 = f_unpremul_h4h4_float4(__45_input5651));
}
(__45_input5651 = (mul(transpose(_um_S1_c0_c0_c0), __45_input5651) + _uv_S1_c0_c0_c0));
{
(__45_input5651 = clamp(__45_input5651, 0.0, 1.0));
}
{
(__45_input5651.xyz *= __45_input5651.w);
}
(__44_input5650 = __45_input5651);
{
(__44_input5650 = f_unpremul_h4h4_float4(__44_input5650));
}
(__44_input5650 = (mul(transpose(_um_S1_c0_c0), __44_input5650) + _uv_S1_c0_c0));
{
(__44_input5650 = clamp(__44_input5650, 0.0, 1.0));
}
{
(__44_input5650.xyz *= __44_input5650.w);
}
(__43_input5649 = __44_input5650);
{
(__43_input5649 = f_unpremul_h4h4_float4(__43_input5649));
}
(__43_input5649 = (mul(transpose(_um_S1_c0), __43_input5649) + _uv_S1_c0));
{
(__43_input5649 = clamp(__43_input5649, 0.0, 1.0));
}
{
(__43_input5649.xyz *= __43_input5649.w);
}
(__42_input5648 = __43_input5649);
{
(__42_input5648 = f_unpremul_h4h4_float4(__42_input5648));
}
(__42_input5648 = (mul(transpose(_um_S1), __42_input5648) + _uv_S1));
{
(__42_input5648 = clamp(__42_input5648, 0.0, 1.0));
}
{
(__42_input5648.xyz *= __42_input5648.w);
}
float4 _output_S15655 = __42_input5648;
{
(out_sk_FragColor = _output_S15655);
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColor�struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float2 v1 : TEXCOORD1;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    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; 
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
����DXBC�׵jp�B�9�O 	
p�4x�d\RDEF<�<���RD11< ($|�$GlobalsDriverConstants���|�P��@,��������P ,|��������_sk_RTAdjustfloat4%_umatrix_S1_c0_c0_c0_c0_c0_c0_c0float3x3��qh,��������v ����������0����������8����������<���������dx_ViewAdjustdx_ViewCoordsfloat2��dx_ViewScaleclipControlOriginfloat����clipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGN\PPPTEXCOORD���OSGN�htttSV_PositionTEXCOORD���SHEX�P|jYF� YF� _2_�_2g� e� e� e2 h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?�?6� 6� F6B @6� F62F F� F" F� F>STAT�
��DXBC/*�����KT�x��4,��LRDEF��<����RD11< ($������
�samplers2D[0]textures2D[0]$Globals�������@���������@ ��������DP@���������W� ��������j�@���������z� ����������@����������0 ���������@@����������� ����������@����������� ��������_um_S1_c0_c0_c0_c0_c0float4x4��_uv_S1_c0_c0_c0_c0_c0float4���_um_S1_c0_c0_c0_c0_uv_S1_c0_c0_c0_c0_um_S1_c0_c0_c0_uv_S1_c0_c0_c0_um_S1_c0_c0_uv_S1_c0_c0_um_S1_c0_uv_S1_c0_um_S1_uv_S1Microsoft (R) HLSL Shader Compiler 10.1��ISGN�htttSV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX\P�jYF� Z`XpUUb 2e� hJ���CU�FF~`@�4:@��8rFF� F"F� FBF� F�F� F �FF� 8r�F4�:@��8rF�F� F"F� FBF� F�F� F �FF� 	8r�F4�:@��8rF�F� 
F"F� FBF� F�F� 
F �FF� 8r�F4�:@��8rF�F� F"F� FBF� F�F� F �FF� 8r�F4�:@��8rF�F� F"F� FBF� F�F� F �FF� 8r�F4�:@��8rF�F� F"F� FBF� F�F� F �FF� 8r �F6� :>STAT�30BPLG��,'6fe6c9a5e90d45b3d`ANGLE (NVIDIA, NVIDIA GeForce GT 730 (0x00001287) Direct3D11 vs_5_0 ps_5_0, D3D11-27.21.14.5671)��������������������,,
inPosition_uinPositionP�inColor	_uinColorR�inTextureCoords_uinTextureCoordsƍ������������������*����������sk_RTAdjustuAtlasSizeInv_S0uTextureSampler_0_S0
_usk_RTAdjust_uuAtlasSizeInv_S0_uuTextureSampler_0_S0sk_FragColor_usk_FragColorR�@fsSecondaryColorOut_ufsSecondaryColorOutR�@^������������������������������������������������������������������������������������������������������������������������	struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float2 v1 : TEXCOORD1;
};
#pragma warning( disable: 3556 3571 )
float float_ctor_int(int x0)
{
    return float(x0);
}
float float_ctor_uint(uint x0)
{
    return float(x0);
}
float2 vec2_ctor(float x0, float x1)
{
    return float2(x0, x1);
}
float4 vec4_ctor(float2 x0, float x1, float x2)
{
    return float4(x0, x1, x2);
}
// Uniforms

uniform float4 _sk_RTAdjust : register(c1);
uniform float2 _uAtlasSizeInv_S0 : 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 _inPosition = {0, 0};
static float4 _inColor = {0, 0, 0, 0};
static uint2 _inTextureCoords = {0, 0};

static float4 gl_Position = float4(0, 0, 0, 0);

// Varyings
static noperspective float2 _vTextureCoords_S0 = {0, 0};
static noperspective float _vTexIndex_S0 = {0};
static noperspective float4 _vinColor_S0 = {0, 0, 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 = _vinColor_S0;
    output.v1 = _vTextureCoords_S0;

    return output;
}

VS_OUTPUT main(VS_INPUT input){
    initAttributes(input);

int _texIdx5634 = {0};
float2 _unormTexCoords5635 = vec2_ctor(float_ctor_uint(_inTextureCoords.x), float_ctor_uint(_inTextureCoords.y));
(_vTextureCoords_S0 = (_unormTexCoords5635 * _uAtlasSizeInv_S0));
(_vTexIndex_S0 = float_ctor_int(_texIdx5634));
(_vinColor_S0 = _inColor);
(gl_Position = vec4_ctor(_inPosition, 0.0, 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;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float2 v1 : TEXCOORD1;
};

#pragma warning( disable: 3556 3571 )
// Uniforms

static const uint _uTextureSampler_0_S0 = 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 float2 _vTextureCoords_S0 = {0, 0};
static noperspective float4 _vinColor_S0 = {0, 0, 0, 0};

static float4 out_sk_FragColor = {0, 0, 0, 0};
static float4 out_fsSecondaryColorOut = {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){
    _vinColor_S0 = input.v0;
    _vTextureCoords_S0 = input.v1.xy;

float4 _outputColor_S05632 = _vinColor_S0;
float4 _texColor5633 = gl_texture2D(_uTextureSampler_0_S0, _vTextureCoords_S0, -0.5);
float4 _outputCoverage_S05634 = _texColor5633;
{
(_outputCoverage_S05634.w = max(max(_outputCoverage_S05634.x, _outputCoverage_S05634.y), _outputCoverage_S05634.z));
(out_fsSecondaryColorOut = (_outputColor_S05632.w * _outputCoverage_S05634));
(out_sk_FragColor = (_outputColor_S05632 * _outputCoverage_S05634));
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColorR�out_fsSecondaryColorOutout_fsSecondaryColorOut�struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float2 v1 : TEXCOORD1;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    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; 
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
����DXBC(��A���E��!&��ҷ�4<�(�RDEF�<����RD11< ($|�$GlobalsDriverConstants���|�0��@,��������P l��������_sk_RTAdjustfloat4%_uAtlasSizeInv_S0float2���bX,��������f l��������t0l���������8����������<���������dx_ViewAdjustdx_ViewCoordsdx_ViewScaleclipControlOriginfloat����clipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGN\PPPTEXCOORD���OSGN�htttSV_PositionTEXCOORD���SHEX�PqjYF� YF� _2_�_2g� e� e� e2 h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?6� 6� F6B @6� FV2F82 FF� >STAT���|DXBC��.tԓ��t��N�j|4����RDEF�<����RD11< ($|�����
samplers2D[0]textures2D[0]Microsoft (R) HLSL Shader Compiler 10.1ISGN�htttSV_PositionTEXCOORD���OSGND88SV_TARGET��SHEXPBjZ`XpUUb �b 2e� e� hJ���CUrFF~`@�4
4�*
8� FF8� F�>STAT�BPLG��p-6fe6c9a5e90d45b3d`ANGLE (NVIDIA, NVIDIA GeForce GT 730 (0x00001287) Direct3D11 vs_5_0 ps_5_0, D3D11-27.21.14.5671)��������������������,,
inPosition_uinPositionP�inColor	_uinColorR�inCircleEdge_uinCircleEdgeR�������������������������������������sk_RTAdjust
u_skRTFlip
uinnerRect_S1uradiusPlusHalf_S1
_usk_RTAdjust_uu_skRTFlip_uuinnerRect_S1_uuradiusPlusHalf_S1�����sk_FragColor_usk_FragColorR�@������������������������������������������������������������������������������������������������������������������������������������������2struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 gl_FragCoord : TEXCOORD3;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float4 v1 : TEXCOORD1;
};
#pragma warning( disable: 3556 3571 )
float4 vec4_ctor(float2 x0, float x1, float x2)
{
    return float4(x0, x1, x2);
}
// Uniforms

uniform float4 _sk_RTAdjust : register(c1);
#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 _inPosition = {0, 0};
static float4 _inColor = {0, 0, 0, 0};
static float4 _inCircleEdge = {0, 0, 0, 0};

static float4 gl_Position = float4(0, 0, 0, 0);

// Varyings
static noperspective float4 _vinCircleEdge_S0 = {0, 0, 0, 0};
static noperspective float4 _vinColor_S0 = {0, 0, 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 = _vinCircleEdge_S0;
    output.v1 = _vinColor_S0;

    return output;
}

VS_OUTPUT main(VS_INPUT input){
    initAttributes(input);

(_vinCircleEdge_S0 = _inCircleEdge);
(_vinColor_S0 = _inColor);
float2 __tmp_0_inPosition5633 = _inPosition;
(gl_Position = vec4_ctor(__tmp_0_inPosition5633, 0.0, 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 float4 v1 : TEXCOORD1;
};

#pragma warning( disable: 3556 3571 )
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);
}
// Uniforms

uniform float2 _u_skRTFlip : register(c0);
uniform float4 _uinnerRect_S1 : register(c1);
uniform float2 _uradiusPlusHalf_S1 : 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

// Varyings
static noperspective float4 _vinCircleEdge_S0 = {0, 0, 0, 0};
static noperspective float4 _vinColor_S0 = {0, 0, 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);
};

#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;
    _vinCircleEdge_S0 = input.v0;
    _vinColor_S0 = input.v1;

float4 _sk_FragCoord5632 = vec4_ctor(gl_FragCoord.x, (_u_skRTFlip.x + (_u_skRTFlip.y * gl_FragCoord.y)), gl_FragCoord.z, gl_FragCoord.w);
float4 _circleEdge5633 = _vinCircleEdge_S0;
float4 _outputColor_S05634 = _vinColor_S0;
float _d5635 = length(_circleEdge5633.xy);
float _distanceToOuterEdge5636 = (_circleEdge5633.z * (1.0 - _d5635));
float _edgeAlpha5637 = clamp(_distanceToOuterEdge5636, 0.0, 1.0);
float _distanceToInnerEdge5638 = (_circleEdge5633.z * (_d5635 - _circleEdge5633.w));
float _innerAlpha5639 = clamp(_distanceToInnerEdge5638, 0.0, 1.0);
(_edgeAlpha5637 *= _innerAlpha5639);
float4 _outputCoverage_S05640 = vec4_ctor(_edgeAlpha5637);
float2 __0_dxy05641 = (_uinnerRect_S1.xy - _sk_FragCoord5632.xy);
float2 __1_dxy15642 = (_sk_FragCoord5632.xy - _uinnerRect_S1.zw);
float2 __2_dxy5643 = max(max(__0_dxy05641, __1_dxy15642), 0.0);
float __3_alpha5644 = clamp((_uradiusPlusHalf_S1.x - length(__2_dxy5643)), 0.0, 1.0);
float4 _output_S15645 = (_outputCoverage_S05640 * __3_alpha5644);
{
(out_sk_FragColor = (_outputColor_S05634 * _output_S15645));
}
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 float4 v1 : TEXCOORD1;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 gl_FragCoord : TEXCOORD3;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float4 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
}
���dDXBC�m߷��k��Ľu�d4d�RDEF��<����RD11< ($|�$GlobalsDriverConstants���|� �(@���������_sk_RTAdjustfloat4����������� ��������80��������E8`���������<`��������dx_ViewAdjustdx_ViewCoordsfloat2�dx_ViewScaleclipControlOriginfloat���WclipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGN\PPPTEXCOORD���OSGN������SV_PositionTEXCOORD���SHEX�PojYF� YF� _2_�_�g� e� e� e� e� h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?6� 6� F6� F6� F6� F>STAT���DXBCl�b���"L,Ԟb`Ze�4�0d�RDEFT�<���,RD11< ($|�$GlobalsDriverConstants���|�0��@@T��������x���������� T��������_u_skRTFlipfloat2�L_uinnerRect_S1float4���_uradiusPlusHalf_S1�����������0T��������� ����������8T���������,��������dx_ViewCoordsdx_FragCoordOffsetdx_DepthFrontfloat3���dx_ViewScaledx_Miscdword�Microsoft (R) HLSL Shader Compiler 10.1ISGN������SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX|P�jYF� YF� d 2b �b �e� h	2FF� �A2B� 
� 	��A� 	R�� �A42��4
2F@FFK
 	
�A
� "FFK"B�A@�?":�A8 bV�8"*8
8� F>STAT�BPLG��Z$6fe6c9a5e90d45b3d`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_S1uTextureSampler_0_S1
_usk_RTAdjust_uumatrix_S1_uuTextureSampler_0_S1sk_FragColor_usk_FragColorR�@^������������������������������������������������������������������������������������������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    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 : 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_2_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 = _vTransformedCoords_2_S0;

    return output;
}

VS_OUTPUT main(VS_INPUT input){
    initAttributes(input);

(_vcolor_S0 = _color);
(gl_Position = vec4_ctor(_position, 0.0, 1.0));
{
(_vTransformedCoords_2_S0 = mul(transpose(mat3x2_ctor(_umatrix_S1)), 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;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float2 v1 : TEXCOORD1;
};

#pragma warning( disable: 3556 3571 )
// 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 _vTransformedCoords_2_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;
    _vTransformedCoords_2_S0 = input.v1.xy;

float4 _outputColor_S05631 = _vcolor_S0;
float4 _output_S15632 = gl_texture2D(_uTextureSampler_0_S1, _vTransformedCoords_2_S0, -0.5).xxxx;
{
(out_sk_FragColor = (_outputColor_S05631 * _output_S15632));
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColor�struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float2 v1 : TEXCOORD1;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    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; 
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
����DXBC�A�{�y��Er2`���4d�PHRDEF(�<����RD11< ($|�$GlobalsDriverConstants���|�P��@,��������P ,h��������_sk_RTAdjustfloat4%_umatrix_S1float3x3���\T,��������b x���������0x���������8����������<���������dx_ViewAdjustdx_ViewCoordsfloat2�pdx_ViewScaleclipControlOriginfloat����clipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGN\PPPTEXCOORD���OSGN�htttSV_PositionTEXCOORD���SHEX�P|jYF� YF� _2_�_2g� e� e� e2 h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?�?6� 6� F6B @6� F62F F� F" F� F>STAT�
�DXBCE�p4@��I[���4���hRDEF�<����RD11< ($|�����
samplers2D[0]textures2D[0]Microsoft (R) HLSL Shader Compiler 10.1ISGN�htttSV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX�P*jZ`XpUUb �b 2e� hJ���CUFF~`@�8� F>STAT�BPLG���,6fe6c9a5e90d45b3d`ANGLE (NVIDIA, NVIDIA GeForce GT 730 (0x00001287) Direct3D11 vs_5_0 ps_5_0, D3D11-27.21.14.5671)��������������������,,position
_upositionP�color_ucolorR�������������������	������������������*����������sk_RTAdjust
u_skRTFlip
umatrix_S1_c0ucoverageInvert_S1uTextureSampler_0_S1
_usk_RTAdjust_uu_skRTFlip_uumatrix_S1_c0_uucoverageInvert_S1_uuTextureSampler_0_S1sk_FragColor_usk_FragColorR�@^�������������������������������������������������������������������������������������������������������������������������������������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
};
#pragma warning( disable: 3556 3571 )
float4 vec4_ctor(float2 x0, float x1, float x2)
{
    return float4(x0, x1, x2);
}
// Uniforms

uniform float4 _sk_RTAdjust : register(c1);
#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 float4 gl_Position = float4(0, 0, 0, 0);

// Varyings
static noperspective float4 _vcolor_S0 = {0, 0, 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;

    return output;
}

VS_OUTPUT main(VS_INPUT input){
    initAttributes(input);

(_vcolor_S0 = _color);
(gl_Position = vec4_ctor(_position, 0.0, 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 : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
};

#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(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);
}
// Uniforms

uniform float2 _u_skRTFlip : register(c0);
uniform float3x3 _umatrix_S1_c0 : register(c1);
uniform float2 _ucoverageInvert_S1 : register(c4);
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 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
@@ 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;

float4 _sk_FragCoord5632 = vec4_ctor(gl_FragCoord.x, (_u_skRTFlip.x + (_u_skRTFlip.y * gl_FragCoord.y)), gl_FragCoord.z, gl_FragCoord.w);
float4 _outputColor_S05633 = _vcolor_S0;
float __0_coverage5634 = {0.0};
{
(__0_coverage5634 = gl_texture2D(_uTextureSampler_0_S1, mul(transpose(mat3x2_ctor(_umatrix_S1_c0)), vec3_ctor(_sk_FragCoord5632.xy, 1.0)), -0.5).x);
}
(__0_coverage5634 = ((__0_coverage5634 * _ucoverageInvert_S1.x) + _ucoverageInvert_S1.y));
float4 _output_S15635 = vec4_ctor(__0_coverage5634);
{
(out_sk_FragColor = (_outputColor_S05633 * _output_S15635));
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColor�struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
};

void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput)
{
    output.gl_Position = input.gl_Position;
    output.v0 = input.v0; 
    output.gl_FragCoord = input.gl_FragCoord;
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
��DXBCl�B��j���MH!04L�lRDEF��<����RD11< ($|�$GlobalsDriverConstants���|� �(@���������_sk_RTAdjustfloat4����������� ��������80��������E8`���������<`��������dx_ViewAdjustdx_ViewCoordsfloat2�dx_ViewScaleclipControlOriginfloat���WclipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGND88TEXCOORD���OSGN�htttSV_PositionTEXCOORD���SHEX�PdjYF� YF� _2_�g� e� e� e� h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?6� 6� F6� F6� F>STAT�
�XDXBC�W��
$��﬑:X4\��RDEF �<����RD11< ($������
��samplers2D[0]textures2D[0]$GlobalsDriverConstants����$P�$`�����������,���������@���������_u_skRTFlipfloat2��_umatrix_S1_c0float3x3�_ucoverageInvert_S1,��������P0���������c x���������8����������,����������@ ���������dx_ViewCoordsfloat4���"dx_FragCoordOffsetdx_DepthFrontfloat3qdx_ViewScaledx_Miscdword��samplerMetadataSamplerMetadatabaseLevelint��wrapModespaddingint2�BintBorderColorint4{�0:Hl���Microsoft (R) HLSL Shader Compiler 10.1ISGN�htttSV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX�PgjYF� YF� Z`XpUUd 2b �e� h6�@�?	2FF� �A2B� 
� F� �"F� �J���CUFF~`@�2

� � 8� F>STAT�	BPLG��;56fe6c9a5e90d45b3d`ANGLE (NVIDIA, NVIDIA GeForce GT 730 (0x00001287) Direct3D11 vs_5_0 ps_5_0, D3D11-27.21.14.5671)��������������������,,position
_upositionP�coverage
_ucoverage
localCoord_ulocalCoordP�	texSubset_utexSubsetR�������������������	������������������*����������*����������sk_RTAdjust
u_skRTFlip
umatrix_S1_c0ucoverageInvert_S1uTextureSampler_0_S0uTextureSampler_0_S1
_usk_RTAdjust_uu_skRTFlip_uumatrix_S1_c0_uucoverageInvert_S1_uuTextureSampler_0_S0_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 float v2 : TEXCOORD2;
};
#pragma warning( disable: 3556 3571 )
float4 vec4_ctor(float2 x0, float x1, float x2)
{
    return float4(x0, x1, x2);
}
// Uniforms

uniform float4 _sk_RTAdjust : register(c1);
#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 float _coverage = {0};
static float2 _localCoord = {0, 0};
static float4 _texSubset = {0, 0, 0, 0};

static float4 gl_Position = float4(0, 0, 0, 0);

// Varyings
static noperspective float2 _vlocalCoord_S0 = {0, 0};
static noperspective float4 _vtexSubset_S0 = {0, 0, 0, 0};
static noperspective float _vcoverage_S0 = {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 = _vtexSubset_S0;
    output.v1 = _vlocalCoord_S0;
    output.v2 = _vcoverage_S0;

    return output;
}

VS_OUTPUT main(VS_INPUT input){
    initAttributes(input);

float2 t0 = _position, _position5634 = t0;
(_vlocalCoord_S0 = _localCoord);
(_vtexSubset_S0 = _texSubset);
(_vcoverage_S0 = _coverage);
(gl_Position = vec4_ctor(_position5634, 0.0, 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);
}
Y
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 float v2 : TEXCOORD2;
};

#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(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);
}
// Uniforms

uniform float2 _u_skRTFlip : register(c0);
uniform float3x3 _umatrix_S1_c0 : register(c1);
uniform float2 _ucoverageInvert_S1 : register(c4);
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 _vlocalCoord_S0 = {0, 0};
static noperspective float4 _vtexSubset_S0 = {0, 0, 0, 0};
static noperspective float _vcoverage_S0 = {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;
    _vtexSubset_S0 = input.v0;
    _vlocalCoord_S0 = input.v1.xy;
    _vcoverage_S0 = input.v2.x;

float4 _sk_FragCoord5635 = vec4_ctor(gl_FragCoord.x, (_u_skRTFlip.x + (_u_skRTFlip.y * gl_FragCoord.y)), gl_FragCoord.z, gl_FragCoord.w);
float4 _outputColor_S05636 = {1.0, 1.0, 1.0, 1.0};
float2 _texCoord5637 = _vlocalCoord_S0;
float4 _subset5638 = _vtexSubset_S0;
(_texCoord5637 = clamp(_texCoord5637, _subset5638.xy, _subset5638.zw));
(_outputColor_S05636 = gl_texture2D(_uTextureSampler_0_S0, _texCoord5637, -0.5));
float _coverage5639 = _vcoverage_S0;
float4 _outputCoverage_S05640 = vec4_ctor(_coverage5639);
float __0_coverage5641 = {0.0};
{
(__0_coverage5641 = gl_texture2D(_uTextureSampler_0_S1, mul(transpose(mat3x2_ctor(_umatrix_S1_c0)), vec3_ctor(_sk_FragCoord5635.xy, 1.0)), -0.5).x);
}
(__0_coverage5641 = ((__0_coverage5641 * _ucoverageInvert_S1.x) + _ucoverageInvert_S1.y));
float4 _output_S15642 = (_outputCoverage_S05640 * __0_coverage5641);
{
(out_sk_FragColor = (_outputColor_S05636 * _output_S15642));
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColormstruct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD3;
    float4 gl_FragCoord : TEXCOORD4;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float2 v1 : TEXCOORD1;
    noperspective float 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 float 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
}
�����DXBC
$0��&+���D�p�4|4$RDEF��<����RD11< ($|�$GlobalsDriverConstants���|� �(@���������_sk_RTAdjustfloat4����������� ��������80��������E8`���������<`��������dx_ViewAdjustdx_ViewCoordsfloat2�dx_ViewScaleclipControlOriginfloat���WclipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGNthhhhTEXCOORD���OSGN�������SV_PositionTEXCOORD���SHEX�PzjYF� YF� _2__2_�g� e� e� e� e2 eB h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?6� 6� F6� F6� F62 F6B 
>STAT�
��	DXBC��qHie�(�%�����	4�p�	RDEF|P<���TRD11< ($�
����
&����
4=samplers2D[0]samplers2D[1]textures2D[0]textures2D[1]$GlobalsDriverConstants���4�P=�����������0,H��������l@��������_u_skRTFlipfloat2�_umatrix_S1_c0float3x3?_ucoverageInvert_S1p����������0��������� ����������8��������,��������8@@0��������dx_ViewCoordsfloat4���~dx_FragCoordOffsetdx_DepthFrontfloat3�dx_ViewScaledx_Miscdword�
samplerMetadataSamplerMetadatabaseLevelint��bwrapModespaddingint2��intBorderColorint4�Xh�h����HMicrosoft (R) HLSL Shader Compiler 10.1ISGN�������SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEXXP�jYF� YF� Z`Z`XpUUXpUUd 2b �b 2b Be� h6�@�?	2FF� �A2B� 
� F� �"F� �J���CUFF~`@�2

� � 8
*4b3bV�J���CU��F~`@�8� F>STAT�
	BPLG��%6fe6c9a5e90d45b3d`ANGLE (NVIDIA, NVIDIA GeForce GT 730 (0x00001287) Direct3D11 vs_5_0 ps_5_0, D3D11-27.21.14.5671)��������������������,,position
_upositionP�
localCoord_ulocalCoordP����������	������������������*����������sk_RTAdjust
umatrix_S1uclamp_S1_c0uTextureSampler_0_S1
_usk_RTAdjust_uumatrix_S1_uuclamp_S1_c0_uuTextureSampler_0_S1sk_FragColor_usk_FragColorR�@^�����������������������������������������������������������������������������������������������������������������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    noperspective float2 v0 : TEXCOORD0;
};
#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 : 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 float2 _localCoord = {0, 0};

static float4 gl_Position = float4(0, 0, 0, 0);

// Varyings
static noperspective float2 _vTransformedCoords_2_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 = _vTransformedCoords_2_S0;

    return output;
}

VS_OUTPUT main(VS_INPUT input){
    initAttributes(input);

(gl_Position = vec4_ctor(_position, 0.0, 1.0));
{
(_vTransformedCoords_2_S0 = mul(transpose(mat3x2_ctor(_umatrix_S1)), 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 : TEXCOORD1;
    noperspective float2 v0 : TEXCOORD0;
};

#pragma warning( disable: 3556 3571 )
// Uniforms

uniform float4 _uclamp_S1_c0 : register(c0);
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 float2 _vTransformedCoords_2_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){
    _vTransformedCoords_2_S0 = input.v0.xy;

float2 __4_inCoord5631 = _vTransformedCoords_2_S0;
float2 __5_subsetCoord5632 = {0, 0};
(__5_subsetCoord5632.x = __4_inCoord5631.x);
(__5_subsetCoord5632.y = __4_inCoord5631.y);
float2 __6_clampedCoord5633 = {0, 0};
(__6_clampedCoord5633.x = __5_subsetCoord5632.x);
(__6_clampedCoord5633.y = clamp(__5_subsetCoord5632.y, _uclamp_S1_c0.y, _uclamp_S1_c0.w));
float4 __7_textureColor5634 = gl_texture2D(_uTextureSampler_0_S1, __6_clampedCoord5633, -0.5);
float4 _output_S15635 = __7_textureColor5634;
{
(out_sk_FragColor = _output_S15635);
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColorstruct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    noperspective float2 v0 : TEXCOORD0;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    noperspective float2 v0 : TEXCOORD0;
};

void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput)
{
    output.gl_Position = input.gl_Position;
    output.v0 = input.v0; 
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
���DXBCt~����j�,]�Z���4d� �RDEF(�<����RD11< ($|�$GlobalsDriverConstants���|�P��@,��������P ,h��������_sk_RTAdjustfloat4%_umatrix_S1float3x3���\T,��������b x���������0x���������8����������<���������dx_ViewAdjustdx_ViewCoordsfloat2�pdx_ViewScaleclipControlOriginfloat����clipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGND88TEXCOORD���OSGNhP\\SV_PositionTEXCOORD���SHEX�PqjYF� YF� _2_2g� e� e2 h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?�?6� 6� F6B @62F F� F" F� F>STAT���DXBC�:H�n\p"Rs��4�H4RDEFh�<���@RD11< ($������
�samplers2D[0]textures2D[0]$Globals�������������_uclamp_S1_c0float4���Microsoft (R) HLSL Shader Compiler 10.1ISGNhP\\SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX�P9jYF� Z`XpUUb 2e� h4� 3"
:� 6
J���CU� FF~`@�>STAT�BPLG���16fe6c9a5e90d45b3d`ANGLE (NVIDIA, NVIDIA GeForce GT 730 (0x00001287) Direct3D11 vs_5_0 ps_5_0, D3D11-27.21.14.5671)��������������������,,
inPosition_uinPositionP�inColor	_uinColorR�inTextureCoords_uinTextureCoordsƍ������������������������������������*����������sk_RTAdjustuAtlasSizeInv_S0
u_skRTFlipurectUniform_S1_c0uTextureSampler_0_S0
_usk_RTAdjust_uuAtlasSizeInv_S0_uu_skRTFlip_uurectUniform_S1_c0_uuTextureSampler_0_S0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 )
float float_ctor_int(int x0)
{
    return float(x0);
}
float float_ctor_uint(uint x0)
{
    return float(x0);
}
float2 vec2_ctor(float x0, float x1)
{
    return float2(x0, x1);
}
float4 vec4_ctor(float2 x0, float x1, float x2)
{
    return float4(x0, x1, x2);
}
// Uniforms

uniform float4 _sk_RTAdjust : register(c1);
uniform float2 _uAtlasSizeInv_S0 : 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 _inPosition = {0, 0};
static float4 _inColor = {0, 0, 0, 0};
static uint2 _inTextureCoords = {0, 0};

static float4 gl_Position = float4(0, 0, 0, 0);

// Varyings
static noperspective float2 _vTextureCoords_S0 = {0, 0};
static noperspective float _vTexIndex_S0 = {0};
static noperspective float4 _vinColor_S0 = {0, 0, 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 = _vinColor_S0;
    output.v1 = _vTextureCoords_S0;

    return output;
}

VS_OUTPUT main(VS_INPUT input){
    initAttributes(input);

int _texIdx5634 = {0};
float2 _unormTexCoords5635 = vec2_ctor(float_ctor_uint(_inTextureCoords.x), float_ctor_uint(_inTextureCoords.y));
(_vTextureCoords_S0 = (_unormTexCoords5635 * _uAtlasSizeInv_S0));
(_vTexIndex_S0 = float_ctor_int(_texIdx5634));
(_vinColor_S0 = _inColor);
(gl_Position = vec4_ctor(_inPosition, 0.0, 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 )
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);
}
// Uniforms

uniform float2 _u_skRTFlip : register(c0);
uniform float4 _urectUniform_S1_c0 : register(c1);
static const uint _uTextureSampler_0_S0 = 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 float2 _vTextureCoords_S0 = {0, 0};
static noperspective float4 _vinColor_S0 = {0, 0, 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
@@ 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;
    _vinColor_S0 = input.v0;
    _vTextureCoords_S0 = input.v1.xy;

float4 _sk_FragCoord5633 = vec4_ctor(gl_FragCoord.x, (_u_skRTFlip.x + (_u_skRTFlip.y * gl_FragCoord.y)), gl_FragCoord.z, gl_FragCoord.w);
float4 _outputColor_S05634 = _vinColor_S0;
float4 _texColor5635 = gl_texture2D(_uTextureSampler_0_S0, _vTextureCoords_S0, -0.5).xxxx;
float4 _outputCoverage_S05636 = _texColor5635;
float __5_coverage5637 = {0};
{
float4 __6_dists45638 = clamp((float4(1.0, 1.0, -1.0, -1.0) * (_sk_FragCoord5633.xyxy - _urectUniform_S1_c0)), 0.0, 1.0);
float2 __7_dists25639 = ((__6_dists45638.xy + __6_dists45638.zw) - 1.0);
(__5_coverage5637 = (__7_dists25639.x * __7_dists25639.y));
}
float4 _output_S15640 = (vec4_ctor(__5_coverage5637) * _outputCoverage_S05636);
{
(out_sk_FragColor = (_outputColor_S05634 * _output_S15640));
}
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���ezXv�UhC�'`��4<�@$RDEF�<����RD11< ($|�$GlobalsDriverConstants���|�0��@,��������P l��������_sk_RTAdjustfloat4%_uAtlasSizeInv_S0float2���bX,��������f l��������t0l���������8����������<���������dx_ViewAdjustdx_ViewCoordsdx_ViewScaleclipControlOriginfloat����clipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGN\PPPTEXCOORD���OSGN������SV_PositionTEXCOORD���SHEX�PwjYF� YF� _2_�_2g� e� e� e� e2 h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?6� 6� F6� F6� FV2F82 FF� >STAT��`DXBC��ῑ"U��5|C�`4����RDEF��<����RD11< ($������
��samplers2D[0]textures2D[0]$GlobalsDriverConstants����$ ��`t�������������������_u_skRTFlipfloat2��_urectUniform_S1_c0float4�������������0���������� ��������88���������E,T��������x@ p��������dx_ViewCoordsdx_FragCoordOffsetdx_DepthFrontfloat3��dx_ViewScaledx_Miscdword�MsamplerMetadataSamplerMetadatabaseLevelint���wrapModespaddingint2��intBorderColorint4������@�Microsoft (R) HLSL Shader Compiler 10.1ISGN������SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX�P|jYF� YF� Z`XpUUd 2b �b 2e� h	2FF� �A2B� 
� 	��F� �A8 
�F@�?�?����2�
F
2F@����8
J���CU"F~`@�8
8� F>STAT�	BPLG���,6fe6c9a5e90d45b3d`ANGLE (NVIDIA, NVIDIA GeForce GT 730 (0x00001287) Direct3D11 vs_5_0 ps_5_0, D3D11-27.21.14.5671)��������������������,,position
_upositionP�coverage
_ucoverage
localCoord_ulocalCoordP�	texSubset_utexSubsetR����������	���������*����������*����������sk_RTAdjustumatrix_S1_c0_c0uTextureSampler_0_S0uTextureSampler_0_S1
_usk_RTAdjust_uumatrix_S1_c0_c0_uuTextureSampler_0_S0_uuTextureSampler_0_S1sk_FragColor_usk_FragColorR�@^�^���������������������������������������������������������������������������������������������������������������������������������������p
struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD4;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float2 v1 : TEXCOORD1;
    noperspective float2 v2 : TEXCOORD2;
    noperspective float v3 : TEXCOORD3;
};
#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 : 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 float _coverage = {0};
static float2 _localCoord = {0, 0};
static float4 _texSubset = {0, 0, 0, 0};

static float4 gl_Position = float4(0, 0, 0, 0);

// Varyings
static noperspective float2 _vlocalCoord_S0 = {0, 0};
static noperspective float4 _vtexSubset_S0 = {0, 0, 0, 0};
static noperspective float _vcoverage_S0 = {0};
static noperspective float2 _vTransformedCoords_4_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 = _vtexSubset_S0;
    output.v1 = _vlocalCoord_S0;
    output.v2 = _vTransformedCoords_4_S0;
    output.v3 = _vcoverage_S0;

    return output;
}

VS_OUTPUT main(VS_INPUT input){
    initAttributes(input);

float2 t0 = _position, _position5636 = t0;
(_vlocalCoord_S0 = _localCoord);
(_vtexSubset_S0 = _texSubset);
(_vcoverage_S0 = _coverage);
(gl_Position = vec4_ctor(_position5636, 0.0, 1.0));
{
(_vTransformedCoords_4_S0 = mul(transpose(mat3x2_ctor(_umatrix_S1_c0_c0)), vec3_ctor(_position5636, 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 : TEXCOORD4;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float2 v1 : TEXCOORD1;
    noperspective float2 v2 : TEXCOORD2;
    noperspective float v3 : TEXCOORD3;
};

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

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 _vlocalCoord_S0 = {0, 0};
static noperspective float4 _vtexSubset_S0 = {0, 0, 0, 0};
static noperspective float _vcoverage_S0 = {0};
static noperspective float2 _vTransformedCoords_4_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[2] : 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){
    _vtexSubset_S0 = input.v0;
    _vlocalCoord_S0 = input.v1.xy;
    _vTransformedCoords_4_S0 = input.v2.xy;
    _vcoverage_S0 = input.v3.x;

float4 _outputColor_S05634 = {1.0, 1.0, 1.0, 1.0};
float2 _texCoord5635 = _vlocalCoord_S0;
float4 _subset5636 = _vtexSubset_S0;
(_texCoord5635 = clamp(_texCoord5635, _subset5636.xy, _subset5636.zw));
(_outputColor_S05634 = gl_texture2D(_uTextureSampler_0_S0, _texCoord5635, -0.5));
float _coverage5637 = _vcoverage_S0;
float4 _outputCoverage_S05638 = vec4_ctor(_coverage5637);
float4 _output_S15639 = (_outputCoverage_S05638 * gl_texture2D(_uTextureSampler_0_S1, _vTransformedCoords_4_S0, -0.5).x);
{
(out_sk_FragColor = (_outputColor_S05634 * _output_S15639));
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColorbstruct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD4;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float2 v1 : TEXCOORD1;
    noperspective float2 v2 : TEXCOORD2;
    noperspective float v3 : TEXCOORD3;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD4;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float2 v1 : TEXCOORD1;
    noperspective float2 v2 : TEXCOORD2;
    noperspective float v3 : TEXCOORD3;
};

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.v3 = input.v3; 
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
����|DXBC�v��{8D8�=��t�~|4h���RDEF,�<���RD11< ($|�$GlobalsDriverConstants���|�P��@,��������P ,l��������_sk_RTAdjustfloat4%_umatrix_S1_c0_c0float3x3�bX,��������f |���������0|���������8����������<���������dx_ViewAdjustdx_ViewCoordsfloat2�tdx_ViewScaleclipControlOriginfloat����clipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGNthhhhTEXCOORD���OSGN�������SV_PositionTEXCOORD���SHEX<P�jYF� YF� _2__2_�g� e� e� e2 e� e h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?�?6� 6� F6B @6� F62 F62FB F� F� F� F6 
>STAT�
�LDXBC@����[��`s��T&�L4XD�RDEF<����RD11< ($�������
�����
samplers2D[0]samplers2D[1]textures2D[0]textures2D[1]Microsoft (R) HLSL Shader Compiler 10.1ISGN�������SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEXdPYjZ`Z`XpUUXpUUb �b 2b �b e� h42FF32F�J���CU�FF~`@�J���CU�F~`@�8

8� F>STAT�BPLG��J)6fe6c9a5e90d45b3d`ANGLE (NVIDIA, NVIDIA GeForce GT 730 (0x00001287) Direct3D11 vs_5_0 ps_5_0, D3D11-27.21.14.5671)��������������������,,position
_upositionP�color_ucolorR�������������������������������������sk_RTAdjust
u_skRTFlipurectUniform_S1_c0urectUniform_S1_c1_c0
_usk_RTAdjust_uu_skRTFlip_uurectUniform_S1_c0_uurectUniform_S1_c1_c0sk_FragColor_usk_FragColorR�@����������������������������������������������������������������������������������������������������������������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
};
#pragma warning( disable: 3556 3571 )
float4 vec4_ctor(float2 x0, float x1, float x2)
{
    return float4(x0, x1, x2);
}
// Uniforms

uniform float4 _sk_RTAdjust : register(c1);
#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 float4 gl_Position = float4(0, 0, 0, 0);

// Varyings
static noperspective float4 _vcolor_S0 = {0, 0, 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;

    return output;
}

VS_OUTPUT main(VS_INPUT input){
    initAttributes(input);

(_vcolor_S0 = _color);
(gl_Position = vec4_ctor(_position, 0.0, 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);
}
F	struct PS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
};

#pragma warning( disable: 3556 3571 )
float float_ctor(bool x0)
{
    return float(x0);
}
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(float2 x0, float2 x1)
{
    return float4(x0, x1);
}
// Uniforms

uniform float2 _u_skRTFlip : register(c0);
uniform float4 _urectUniform_S1_c0 : register(c1);
uniform float4 _urectUniform_S1_c1_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

// Varyings
static noperspective float4 _vcolor_S0 = {0, 0, 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);
};

#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;

float4 _sk_FragCoord5631 = vec4_ctor(gl_FragCoord.x, (_u_skRTFlip.x + (_u_skRTFlip.y * gl_FragCoord.y)), gl_FragCoord.z, gl_FragCoord.w);
float4 _outputColor_S05632 = _vcolor_S0;
float __7_coverage5633 = float_ctor(all((vec4_ctor(_sk_FragCoord5631.xy, _urectUniform_S1_c0.zw) > vec4_ctor(_urectUniform_S1_c0.xy, _sk_FragCoord5631.xy))));
{
(__7_coverage5633 = (1.0 - __7_coverage5633));
}
float __9_coverage5634 = float_ctor(all((vec4_ctor(_sk_FragCoord5631.xy, _urectUniform_S1_c1_c0.zw) > vec4_ctor(_urectUniform_S1_c1_c0.xy, _sk_FragCoord5631.xy))));
{
(__9_coverage5634 = (1.0 - __9_coverage5634));
}
float4 _output_S15635 = (vec4_ctor(__7_coverage5633) * vec4_ctor(__9_coverage5634));
{
(out_sk_FragColor = (_outputColor_S05632 * _output_S15635));
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColor�struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
};

void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput)
{
    output.gl_Position = input.gl_Position;
    output.v0 = input.v0; 
    output.gl_FragCoord = input.gl_FragCoord;
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
��DXBCl�B��j���MH!04L�lRDEF��<����RD11< ($|�$GlobalsDriverConstants���|� �(@���������_sk_RTAdjustfloat4����������� ��������80��������E8`���������<`��������dx_ViewAdjustdx_ViewCoordsfloat2�dx_ViewScaleclipControlOriginfloat���WclipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGND88TEXCOORD���OSGN�htttSV_PositionTEXCOORD���SHEX�PdjYF� YF� _2_�g� e� e� e� h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?6� 6� F6� F6� F>STAT�
��DXBC%��^�Y����k8B0�4� T,RDEF\�<���4RD11< ($|�$GlobalsDriverConstants���|�0��@@T��������x���������� ���������_u_skRTFlipfloat2�L_urectUniform_S1_c0float4��_urectUniform_S1_c1_c0������������0T��������� ����������8T��������,��������dx_ViewCoordsdx_FragCoordOffsetdx_DepthFrontfloat3���dx_ViewScaledx_Miscdword�	Microsoft (R) HLSL Shader Compiler 10.1ISGN�htttSV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX�PtjYF� YF� d 2b �e� h	2FF� �A2"� 
� 12F� F1��� ��12F� F1��� 2�
FRV<*
7� @F>STAT�BPLG��D!6fe6c9a5e90d45b3d`ANGLE (NVIDIA, NVIDIA GeForce GT 730 (0x00001287) Direct3D11 vs_5_0 ps_5_0, D3D11-27.21.14.5671)��������������������,,
inPosition_uinPositionP�inColor	_uinColorR�inCircleEdge_uinCircleEdgeR����������sk_RTAdjust
_usk_RTAdjustsk_FragColor_usk_FragColorR�@�������������������������������������������������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float4 v1 : TEXCOORD1;
};
#pragma warning( disable: 3556 3571 )
float4 vec4_ctor(float2 x0, float x1, float x2)
{
    return float4(x0, x1, x2);
}
// Uniforms

uniform float4 _sk_RTAdjust : register(c1);
#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 _inPosition = {0, 0};
static float4 _inColor = {0, 0, 0, 0};
static float4 _inCircleEdge = {0, 0, 0, 0};

static float4 gl_Position = float4(0, 0, 0, 0);

// Varyings
static noperspective float4 _vinCircleEdge_S0 = {0, 0, 0, 0};
static noperspective float4 _vinColor_S0 = {0, 0, 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 = _vinCircleEdge_S0;
    output.v1 = _vinColor_S0;

    return output;
}

VS_OUTPUT main(VS_INPUT input){
    initAttributes(input);

(_vinCircleEdge_S0 = _inCircleEdge);
(_vinColor_S0 = _inColor);
float2 __tmp_0_inPosition5632 = _inPosition;
(gl_Position = vec4_ctor(__tmp_0_inPosition5632, 0.0, 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;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float4 v1 : TEXCOORD1;
};

#pragma warning( disable: 3556 3571 )
float4 vec4_ctor(float x0)
{
    return float4(x0, x0, x0, x0);
}
#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 _vinCircleEdge_S0 = {0, 0, 0, 0};
static noperspective float4 _vinColor_S0 = {0, 0, 0, 0};

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

cbuffer DriverConstants : register(b1)
{
    uint dx_Misc : packoffset(c2.w);
};

@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){
    _vinCircleEdge_S0 = input.v0;
    _vinColor_S0 = input.v1;

float4 _circleEdge5629 = _vinCircleEdge_S0;
float4 _outputColor_S05630 = _vinColor_S0;
float _d5631 = length(_circleEdge5629.xy);
float _distanceToOuterEdge5632 = (_circleEdge5629.z * (1.0 - _d5631));
float _edgeAlpha5633 = clamp(_distanceToOuterEdge5632, 0.0, 1.0);
float _distanceToInnerEdge5634 = (_circleEdge5629.z * (_d5631 - _circleEdge5629.w));
float _innerAlpha5635 = clamp(_distanceToInnerEdge5634, 0.0, 1.0);
(_edgeAlpha5633 *= _innerAlpha5635);
float4 _outputCoverage_S05636 = vec4_ctor(_edgeAlpha5633);
{
(out_sk_FragColor = (_outputColor_S05630 * _outputCoverage_S05636));
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColor�struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float4 v1 : TEXCOORD1;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float4 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; 
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
���4DXBCGQ���64v}�Y\��44d��RDEF��<����RD11< ($|�$GlobalsDriverConstants���|� �(@���������_sk_RTAdjustfloat4����������� ��������80��������E8`���������<`��������dx_ViewAdjustdx_ViewCoordsfloat2�dx_ViewScaleclipControlOriginfloat���WclipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGN\PPPTEXCOORD���OSGN�htttSV_PositionTEXCOORD���SHEX�PijYF� YF� _2_�_�g� e� e� e� h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?6� 6� F6B @6� F6� F>STAT��DXBCbA���Ъd����	4�(\dRDEFd<���<RD11< ($Microsoft (R) HLSL Shader Compiler 10.1ISGN�htttSV_PositionTEXCOORD���OSGN, SV_TARGET��SHEXP@jb �b �e� hFFK
"
�A@�?
:�A8 2F�8
8� F>STAT�BPLG��/16fe6c9a5e90d45b3d`ANGLE (NVIDIA, NVIDIA GeForce GT 730 (0x00001287) Direct3D11 vs_5_0 ps_5_0, D3D11-27.21.14.5671)��������������������,,position
_upositionP�
localCoord_ulocalCoordP����������	������������������	���������������������������*����������sk_RTAdjust
umatrix_S1uclamp_S1_c0_c0_c0umatrix_S1_c0_c0uoffsetsAndKernel_S1_c0[0]
udir_S1_c0uTextureSampler_0_S1
_usk_RTAdjust_uumatrix_S1_uuclamp_S1_c0_c0_c0_uumatrix_S1_c0_c0_uuoffsetsAndKernel_S1_c0[0]_uudir_S1_c0_uuTextureSampler_0_S1	

sk_FragColor_usk_FragColorR�@^�����������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    noperspective float2 v0 : TEXCOORD0;
};
#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 : 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 float2 _localCoord = {0, 0};

static float4 gl_Position = float4(0, 0, 0, 0);

// Varyings
static noperspective float2 _vTransformedCoords_2_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 = _vTransformedCoords_2_S0;

    return output;
}

VS_OUTPUT main(VS_INPUT input){
    initAttributes(input);

(gl_Position = vec4_ctor(_position, 0.0, 1.0));
{
(_vTransformedCoords_2_S0 = mul(transpose(mat3x2_ctor(_umatrix_S1)), 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 : TEXCOORD1;
    noperspective float2 v0 : TEXCOORD0;
};

#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(float x0, float x1, float x2, float x3)
{
    return float4(x0, x1, x2, x3);
}
// Uniforms

uniform float4 _uclamp_S1_c0_c0_c0 : register(c0);
uniform float3x3 _umatrix_S1_c0_c0 : register(c1);
uniform float4 _uoffsetsAndKernel_S1_c0[14] : register(c4);
uniform float2 _udir_S1_c0 : 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 float2 _vTransformedCoords_2_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){
    _vTransformedCoords_2_S0 = input.v0.xy;

float2 __26_tmp_1_coords5635 = _vTransformedCoords_2_S0;
float4 __27_sum5636 = {0.0, 0.0, 0.0, 0.0};
{LOOP for(int __28_i5637 = {0}; (__28_i5637 < 6); (++__28_i5637))
{
float4 __29_s5638 = _uoffsetsAndKernel_S1_c0[__28_i5637];
float2 __30_inCoord5639 = mul(transpose(mat3x2_ctor(_umatrix_S1_c0_c0)), vec3_ctor((__26_tmp_1_coords5635 + (__29_s5638.x * _udir_S1_c0)), 1.0));
float2 __31_subsetCoord5640 = {0, 0};
(__31_subsetCoord5640.x = __30_inCoord5639.x);
(__31_subsetCoord5640.y = __30_inCoord5639.y);
float2 __32_clampedCoord5641 = {0, 0};
(__32_clampedCoord5641.x = clamp(__31_subsetCoord5640.x, _uclamp_S1_c0_c0_c0.x, _uclamp_S1_c0_c0_c0.z));
(__32_clampedCoord5641.y = __31_subsetCoord5640.y);
float4 __33_textureColor5642 = vec4_ctor(0.0, 0.0, 0.0, gl_texture2D(_uTextureSampler_0_S1, __32_clampedCoord5641, -0.5).x);
(__27_sum5636 += (__29_s5638.y * __33_textureColor5642));
float2 __34_inCoord5643 = mul(transpose(mat3x2_ctor(_umatrix_S1_c0_c0)), vec3_ctor((__26_tmp_1_coords5635 + (__29_s5638.z * _udir_S1_c0)), 1.0));
float2 __35_subsetCoord5644 = {0, 0};
(__35_subsetCoord5644.x = __34_inCoord5643.x);
(__35_subsetCoord5644.y = __34_inCoord5643.y);
float2 __36_clampedCoord5645 = {0, 0};
(__36_clampedCoord5645.x = clamp(__35_subsetCoord5644.x, _uclamp_S1_c0_c0_c0.x, _uclamp_S1_c0_c0_c0.z));
(__36_clampedCoord5645.y = __35_subsetCoord5644.y);
float4 __37_textureColor5646 = vec4_ctor(0.0, 0.0, 0.0, gl_texture2D(_uTextureSampler_0_S1, __36_clampedCoord5645, -0.5).x);
(__27_sum5636 += (__29_s5638.w * __37_textureColor5646));
}
}
float4 _output_S15647 = __27_sum5636;
{
(out_sk_FragColor = _output_S15647);
(out_sk_FragColor = vec4_ctor(out_sk_FragColor.w, 0.0, 0.0, 0.0));
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColorstruct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    noperspective float2 v0 : TEXCOORD0;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    noperspective float2 v0 : TEXCOORD0;
};

void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput)
{
    output.gl_Position = input.gl_Position;
    output.v0 = input.v0; 
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
���DXBCt~����j�,]�Z���4d� �RDEF(�<����RD11< ($|�$GlobalsDriverConstants���|�P��@,��������P ,h��������_sk_RTAdjustfloat4%_umatrix_S1float3x3���\T,��������b x���������0x���������8����������<���������dx_ViewAdjustdx_ViewCoordsfloat2�pdx_ViewScaleclipControlOriginfloat����clipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGND88TEXCOORD���OSGNhP\\SV_PositionTEXCOORD���SHEX�PqjYF� YF� _2_2g� e� e2 h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?�?6� 6� F6B @62F F� F" F� F>STAT��pDXBCoAf��;I�A�#αup4�H|�RDEF��<���tRD11< ($������
�samplers2D[0]textures2D[0]$Globals�����0|����������,����������@���������< P��������_uclamp_S1_c0_c0_c0float4��_umatrix_S1_c0_c0float3x3��_uoffsetsAndKernel_S1_c0����_udir_S1_c0float2�HMicrosoft (R) HLSL Shader Compiler 10.1ISGNhP\\SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEXPP�jYF� Z`XpUUb 2e� h6B@�?6B@�?6�@6�@0!:@
2
�� :F� F62FF� F"F� F4

� 3
*� J���CUFF~`@�2� :
:62�
"F� F"F� F4"
� 3*� J���CU"F~`@�2�:� :
�:@6 :6� @>STAT�BPLG��,6fe6c9a5e90d45b3d`ANGLE (NVIDIA, NVIDIA GeForce GT 730 (0x00001287) Direct3D11 vs_5_0 ps_5_0, D3D11-27.21.14.5671)��������������������,,position
_upositionP�
localCoord_ulocalCoordP����������	���������	���������������������������*����������sk_RTAdjust
umatrix_S1umatrix_S1_c0_c0uoffsetsAndKernel_S1_c0[0]
udir_S1_c0uTextureSampler_0_S1
_usk_RTAdjust_uumatrix_S1_uumatrix_S1_c0_c0_uuoffsetsAndKernel_S1_c0[0]_uudir_S1_c0_uuTextureSampler_0_S1	

sk_FragColor_usk_FragColorR�@^���������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    noperspective float2 v0 : TEXCOORD0;
};
#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 : 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 float2 _localCoord = {0, 0};

static float4 gl_Position = float4(0, 0, 0, 0);

// Varyings
static noperspective float2 _vTransformedCoords_2_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 = _vTransformedCoords_2_S0;

    return output;
}

VS_OUTPUT main(VS_INPUT input){
    initAttributes(input);

(gl_Position = vec4_ctor(_position, 0.0, 1.0));
{
(_vTransformedCoords_2_S0 = mul(transpose(mat3x2_ctor(_umatrix_S1)), 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 : TEXCOORD1;
    noperspective float2 v0 : TEXCOORD0;
};

#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(float x0, float x1, float x2, float x3)
{
    return float4(x0, x1, x2, x3);
}
// Uniforms

uniform float3x3 _umatrix_S1_c0_c0 : register(c0);
uniform float4 _uoffsetsAndKernel_S1_c0[14] : register(c3);
uniform float2 _udir_S1_c0 : register(c17);
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 float2 _vTransformedCoords_2_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){
    _vTransformedCoords_2_S0 = input.v0.xy;

float2 __6_tmp_1_coords5634 = _vTransformedCoords_2_S0;
float4 __7_sum5635 = {0.0, 0.0, 0.0, 0.0};
{LOOP for(int __8_i5636 = {0}; (__8_i5636 < 6); (++__8_i5636))
{
float4 __9_s5637 = _uoffsetsAndKernel_S1_c0[__8_i5636];
(__7_sum5635 += (__9_s5637.y * vec4_ctor(0.0, 0.0, 0.0, gl_texture2D(_uTextureSampler_0_S1, mul(transpose(mat3x2_ctor(_umatrix_S1_c0_c0)), vec3_ctor((__6_tmp_1_coords5634 + (__9_s5637.x * _udir_S1_c0)), 1.0)), -0.5).x)));
(__7_sum5635 += (__9_s5637.w * vec4_ctor(0.0, 0.0, 0.0, gl_texture2D(_uTextureSampler_0_S1, mul(transpose(mat3x2_ctor(_umatrix_S1_c0_c0)), vec3_ctor((__6_tmp_1_coords5634 + (__9_s5637.z * _udir_S1_c0)), 1.0)), -0.5).x)));
}
}
float4 _output_S15638 = __7_sum5635;
{
(out_sk_FragColor = _output_S15638);
(out_sk_FragColor = vec4_ctor(out_sk_FragColor.w, 0.0, 0.0, 0.0));
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColorstruct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    noperspective float2 v0 : TEXCOORD0;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    noperspective float2 v0 : TEXCOORD0;
};

void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput)
{
    output.gl_Position = input.gl_Position;
    output.v0 = input.v0; 
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
���DXBCt~����j�,]�Z���4d� �RDEF(�<����RD11< ($|�$GlobalsDriverConstants���|�P��@,��������P ,h��������_sk_RTAdjustfloat4%_umatrix_S1float3x3���\T,��������b x���������0x���������8����������<���������dx_ViewAdjustdx_ViewCoordsfloat2�pdx_ViewScaleclipControlOriginfloat����clipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGND88TEXCOORD���OSGNhP\\SV_PositionTEXCOORD���SHEX�PqjYF� YF� _2_2g� e� e2 h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?�?6� 6� F6B @62F F� F" F� F>STAT���DXBC�B0�""O��t�1�4t��RDEF8�<���RD11< ($������
�samplers2D[0]textures2D[0]$Globals����� T,p���������0��������������������_umatrix_S1_c0_c0float3x3�f_uoffsetsAndKernel_S1_c0float4�_udir_S1_c0float2��Microsoft (R) HLSL Shader Compiler 10.1ISGNhP\\SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX�P�jYF� Z`XpUUb 2e� h6B@�?6B@�?6�@6�@0!:@
2
�� :F� F62FF� F"F� FJ���CUFF~`@�2� :
:62�
F� F"F� FJ���CU"F~`@�2�:� :
�:@6 :6� @>STAT�BPLG��!6fe6c9a5e90d45b3d`ANGLE (NVIDIA, NVIDIA GeForce GT 730 (0x00001287) Direct3D11 vs_5_0 ps_5_0, D3D11-27.21.14.5671)��������������������,,
inPosition_uinPositionP�inColor	_uinColorR�inCircleEdge_uinCircleEdgeR����������sk_RTAdjust
_usk_RTAdjustsk_FragColor_usk_FragColorR�@�������������������������������������������������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float4 v1 : TEXCOORD1;
};
#pragma warning( disable: 3556 3571 )
float4 vec4_ctor(float2 x0, float x1, float x2)
{
    return float4(x0, x1, x2);
}
// Uniforms

uniform float4 _sk_RTAdjust : register(c1);
#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 _inPosition = {0, 0};
static float4 _inColor = {0, 0, 0, 0};
static float4 _inCircleEdge = {0, 0, 0, 0};

static float4 gl_Position = float4(0, 0, 0, 0);

// Varyings
static noperspective float4 _vinCircleEdge_S0 = {0, 0, 0, 0};
static noperspective float4 _vinColor_S0 = {0, 0, 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 = _vinCircleEdge_S0;
    output.v1 = _vinColor_S0;

    return output;
}

VS_OUTPUT main(VS_INPUT input){
    initAttributes(input);

(_vinCircleEdge_S0 = _inCircleEdge);
(_vinColor_S0 = _inColor);
float2 __tmp_0_inPosition5632 = _inPosition;
(gl_Position = vec4_ctor(__tmp_0_inPosition5632, 0.0, 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;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float4 v1 : TEXCOORD1;
};

#pragma warning( disable: 3556 3571 )
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);
}
#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 _vinCircleEdge_S0 = {0, 0, 0, 0};
static noperspective float4 _vinColor_S0 = {0, 0, 0, 0};

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

cbuffer DriverConstants : register(b1)
{
    uint dx_Misc : packoffset(c2.w);
};

@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){
    _vinCircleEdge_S0 = input.v0;
    _vinColor_S0 = input.v1;

float4 _circleEdge5629 = _vinCircleEdge_S0;
float4 _outputColor_S05630 = _vinColor_S0;
float _d5631 = length(_circleEdge5629.xy);
float _distanceToOuterEdge5632 = (_circleEdge5629.z * (1.0 - _d5631));
float _edgeAlpha5633 = clamp(_distanceToOuterEdge5632, 0.0, 1.0);
float4 _outputCoverage_S05634 = vec4_ctor(_edgeAlpha5633);
{
(out_sk_FragColor = (_outputColor_S05630 * _outputCoverage_S05634));
(out_sk_FragColor = vec4_ctor(out_sk_FragColor.w, 0.0, 0.0, 0.0));
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColor�struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float4 v1 : TEXCOORD1;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float4 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; 
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
���4DXBCGQ���64v}�Y\��44d��RDEF��<����RD11< ($|�$GlobalsDriverConstants���|� �(@���������_sk_RTAdjustfloat4����������� ��������80��������E8`���������<`��������dx_ViewAdjustdx_ViewCoordsfloat2�dx_ViewScaleclipControlOriginfloat���WclipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGN\PPPTEXCOORD���OSGN�htttSV_PositionTEXCOORD���SHEX�PijYF� YF� _2_�_�g� e� e� e� h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?6� 6� F6B @6� F6� F>STAT���DXBC�V�2��q��"oI8�4�(\HRDEFd<���<RD11< ($Microsoft (R) HLSL Shader Compiler 10.1ISGN�htttSV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX�P9jb rb �e� hFFK

�A@�?8 
*8 
:6� @>STAT�BPLG��,6fe6c9a5e90d45b3d`ANGLE (NVIDIA, NVIDIA GeForce GT 730 (0x00001287) Direct3D11 vs_5_0 ps_5_0, D3D11-27.21.14.5671)��������������������,,position
_upositionP�
localCoord_ulocalCoordP����������	���������	���������������������������*����������sk_RTAdjust
umatrix_S1umatrix_S1_c0_c0uoffsetsAndKernel_S1_c0[0]
udir_S1_c0uTextureSampler_0_S1
_usk_RTAdjust_uumatrix_S1_uumatrix_S1_c0_c0_uuoffsetsAndKernel_S1_c0[0]_uudir_S1_c0_uuTextureSampler_0_S1	

sk_FragColor_usk_FragColorR�@^���������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    noperspective float2 v0 : TEXCOORD0;
};
#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 : 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 float2 _localCoord = {0, 0};

static float4 gl_Position = float4(0, 0, 0, 0);

// Varyings
static noperspective float2 _vTransformedCoords_2_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 = _vTransformedCoords_2_S0;

    return output;
}

VS_OUTPUT main(VS_INPUT input){
    initAttributes(input);

(gl_Position = vec4_ctor(_position, 0.0, 1.0));
{
(_vTransformedCoords_2_S0 = mul(transpose(mat3x2_ctor(_umatrix_S1)), 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 : TEXCOORD1;
    noperspective float2 v0 : TEXCOORD0;
};

#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(float x0, float x1, float x2, float x3)
{
    return float4(x0, x1, x2, x3);
}
// Uniforms

uniform float3x3 _umatrix_S1_c0_c0 : register(c0);
uniform float4 _uoffsetsAndKernel_S1_c0[14] : register(c3);
uniform float2 _udir_S1_c0 : register(c17);
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 float2 _vTransformedCoords_2_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){
    _vTransformedCoords_2_S0 = input.v0.xy;

float2 __6_tmp_1_coords5634 = _vTransformedCoords_2_S0;
float4 __7_sum5635 = {0.0, 0.0, 0.0, 0.0};
{LOOP for(int __8_i5636 = {0}; (__8_i5636 < 2); (++__8_i5636))
{
float4 __9_s5637 = _uoffsetsAndKernel_S1_c0[__8_i5636];
(__7_sum5635 += (__9_s5637.y * vec4_ctor(0.0, 0.0, 0.0, gl_texture2D(_uTextureSampler_0_S1, mul(transpose(mat3x2_ctor(_umatrix_S1_c0_c0)), vec3_ctor((__6_tmp_1_coords5634 + (__9_s5637.x * _udir_S1_c0)), 1.0)), -0.5).x)));
(__7_sum5635 += (__9_s5637.w * vec4_ctor(0.0, 0.0, 0.0, gl_texture2D(_uTextureSampler_0_S1, mul(transpose(mat3x2_ctor(_umatrix_S1_c0_c0)), vec3_ctor((__6_tmp_1_coords5634 + (__9_s5637.z * _udir_S1_c0)), 1.0)), -0.5).x)));
}
}
float4 _output_S15638 = __7_sum5635;
{
(out_sk_FragColor = _output_S15638);
(out_sk_FragColor = vec4_ctor(out_sk_FragColor.w, 0.0, 0.0, 0.0));
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColorstruct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    noperspective float2 v0 : TEXCOORD0;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    noperspective float2 v0 : TEXCOORD0;
};

void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput)
{
    output.gl_Position = input.gl_Position;
    output.v0 = input.v0; 
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
���DXBCt~����j�,]�Z���4d� �RDEF(�<����RD11< ($|�$GlobalsDriverConstants���|�P��@,��������P ,h��������_sk_RTAdjustfloat4%_umatrix_S1float3x3���\T,��������b x���������0x���������8����������<���������dx_ViewAdjustdx_ViewCoordsfloat2�pdx_ViewScaleclipControlOriginfloat����clipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGND88TEXCOORD���OSGNhP\\SV_PositionTEXCOORD���SHEX�PqjYF� YF� _2_2g� e� e2 h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?�?6� 6� F6B @62F F� F" F� F>STAT���DXBC`Q�
?<z46Նy�[��4t��RDEF8�<���RD11< ($������
�samplers2D[0]textures2D[0]$Globals����� T,p���������0��������������������_umatrix_S1_c0_c0float3x3�f_uoffsetsAndKernel_S1_c0float4�_udir_S1_c0float2��Microsoft (R) HLSL Shader Compiler 10.1ISGNhP\\SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX�P�jYF� Z`XpUUb 2e� h6B@�?6B@�?6�@6�@0!:@
2
�� :F� F62FF� F"F� FJ���CUFF~`@�2� :
:62�
F� F"F� FJ���CU"F~`@�2�:� :
�:@6 :6� @>STAT�BPLG��/16fe6c9a5e90d45b3d`ANGLE (NVIDIA, NVIDIA GeForce GT 730 (0x00001287) Direct3D11 vs_5_0 ps_5_0, D3D11-27.21.14.5671)��������������������,,position
_upositionP�
localCoord_ulocalCoordP����������	������������������	���������������������������*����������sk_RTAdjust
umatrix_S1uclamp_S1_c0_c0_c0umatrix_S1_c0_c0uoffsetsAndKernel_S1_c0[0]
udir_S1_c0uTextureSampler_0_S1
_usk_RTAdjust_uumatrix_S1_uuclamp_S1_c0_c0_c0_uumatrix_S1_c0_c0_uuoffsetsAndKernel_S1_c0[0]_uudir_S1_c0_uuTextureSampler_0_S1	

sk_FragColor_usk_FragColorR�@^�����������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    noperspective float2 v0 : TEXCOORD0;
};
#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 : 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 float2 _localCoord = {0, 0};

static float4 gl_Position = float4(0, 0, 0, 0);

// Varyings
static noperspective float2 _vTransformedCoords_2_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 = _vTransformedCoords_2_S0;

    return output;
}

VS_OUTPUT main(VS_INPUT input){
    initAttributes(input);

(gl_Position = vec4_ctor(_position, 0.0, 1.0));
{
(_vTransformedCoords_2_S0 = mul(transpose(mat3x2_ctor(_umatrix_S1)), 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 : TEXCOORD1;
    noperspective float2 v0 : TEXCOORD0;
};

#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(float x0, float x1, float x2, float x3)
{
    return float4(x0, x1, x2, x3);
}
// Uniforms

uniform float4 _uclamp_S1_c0_c0_c0 : register(c0);
uniform float3x3 _umatrix_S1_c0_c0 : register(c1);
uniform float4 _uoffsetsAndKernel_S1_c0[14] : register(c4);
uniform float2 _udir_S1_c0 : 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 float2 _vTransformedCoords_2_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){
    _vTransformedCoords_2_S0 = input.v0.xy;

float2 __26_tmp_1_coords5635 = _vTransformedCoords_2_S0;
float4 __27_sum5636 = {0.0, 0.0, 0.0, 0.0};
{LOOP for(int __28_i5637 = {0}; (__28_i5637 < 2); (++__28_i5637))
{
float4 __29_s5638 = _uoffsetsAndKernel_S1_c0[__28_i5637];
float2 __30_inCoord5639 = mul(transpose(mat3x2_ctor(_umatrix_S1_c0_c0)), vec3_ctor((__26_tmp_1_coords5635 + (__29_s5638.x * _udir_S1_c0)), 1.0));
float2 __31_subsetCoord5640 = {0, 0};
(__31_subsetCoord5640.x = __30_inCoord5639.x);
(__31_subsetCoord5640.y = __30_inCoord5639.y);
float2 __32_clampedCoord5641 = {0, 0};
(__32_clampedCoord5641.x = __31_subsetCoord5640.x);
(__32_clampedCoord5641.y = clamp(__31_subsetCoord5640.y, _uclamp_S1_c0_c0_c0.y, _uclamp_S1_c0_c0_c0.w));
float4 __33_textureColor5642 = vec4_ctor(0.0, 0.0, 0.0, gl_texture2D(_uTextureSampler_0_S1, __32_clampedCoord5641, -0.5).x);
(__27_sum5636 += (__29_s5638.y * __33_textureColor5642));
float2 __34_inCoord5643 = mul(transpose(mat3x2_ctor(_umatrix_S1_c0_c0)), vec3_ctor((__26_tmp_1_coords5635 + (__29_s5638.z * _udir_S1_c0)), 1.0));
float2 __35_subsetCoord5644 = {0, 0};
(__35_subsetCoord5644.x = __34_inCoord5643.x);
(__35_subsetCoord5644.y = __34_inCoord5643.y);
float2 __36_clampedCoord5645 = {0, 0};
(__36_clampedCoord5645.x = __35_subsetCoord5644.x);
(__36_clampedCoord5645.y = clamp(__35_subsetCoord5644.y, _uclamp_S1_c0_c0_c0.y, _uclamp_S1_c0_c0_c0.w));
float4 __37_textureColor5646 = vec4_ctor(0.0, 0.0, 0.0, gl_texture2D(_uTextureSampler_0_S1, __36_clampedCoord5645, -0.5).x);
(__27_sum5636 += (__29_s5638.w * __37_textureColor5646));
}
}
float4 _output_S15647 = __27_sum5636;
{
(out_sk_FragColor = _output_S15647);
(out_sk_FragColor = vec4_ctor(out_sk_FragColor.w, 0.0, 0.0, 0.0));
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColorstruct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    noperspective float2 v0 : TEXCOORD0;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    noperspective float2 v0 : TEXCOORD0;
};

void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput)
{
    output.gl_Position = input.gl_Position;
    output.v0 = input.v0; 
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
���DXBCt~����j�,]�Z���4d� �RDEF(�<����RD11< ($|�$GlobalsDriverConstants���|�P��@,��������P ,h��������_sk_RTAdjustfloat4%_umatrix_S1float3x3���\T,��������b x���������0x���������8����������<���������dx_ViewAdjustdx_ViewCoordsfloat2�pdx_ViewScaleclipControlOriginfloat����clipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGND88TEXCOORD���OSGNhP\\SV_PositionTEXCOORD���SHEX�PqjYF� YF� _2_2g� e� e2 h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?�?6� 6� F6B @62F F� F" F� F>STAT��pDXBCC�%�dt�ߋ�E0{�p4�H|�RDEF��<���tRD11< ($������
�samplers2D[0]textures2D[0]$Globals�����0|����������,����������@���������< P��������_uclamp_S1_c0_c0_c0float4��_umatrix_S1_c0_c0float3x3��_uoffsetsAndKernel_S1_c0����_udir_S1_c0float2�HMicrosoft (R) HLSL Shader Compiler 10.1ISGNhP\\SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEXPP�jYF� Z`XpUUb 2e� h6B@�?6B@�?6�@6�@0!:@
2
�� :F� F62FF� FF� F4
� 3"
:� J���CUFF~`@�2� :
:62�
F� F"F� F4"� 3":� J���CU"F~`@�2�:� :
�:@6 :6� @>STAT�BPLG���86fe6c9a5e90d45b3d`ANGLE (NVIDIA, NVIDIA GeForce GT 730 (0x00001287) Direct3D11 vs_5_0 ps_5_0, D3D11-27.21.14.5671)��					������������������,,position
_upositionP�color_ucolorR�	������������������	������������������������������������������������������*����������sk_RTAdjust
u_skRTFlipumatrix_S1_c0_c0ucornerRadius_S1_c0uproxyRect_S1_c0ublurRadius_S1_c0
uinnerRect_S2uradiusPlusHalf_S2uTextureSampler_0_S1
_usk_RTAdjust_uu_skRTFlip_uumatrix_S1_c0_c0_uucornerRadius_S1_c0_uuproxyRect_S1_c0_uublurRadius_S1_c0_uuinnerRect_S2_uuradiusPlusHalf_S2_uuTextureSampler_0_S1	sk_FragColor_usk_FragColorR�@^���������������������������������������������������������������	������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
};
#pragma warning( disable: 3556 3571 )
float4 vec4_ctor(float2 x0, float x1, float x2)
{
    return float4(x0, x1, x2);
}
// Uniforms

uniform float4 _sk_RTAdjust : register(c1);
#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 float4 gl_Position = float4(0, 0, 0, 0);

// Varyings
static noperspective float4 _vcolor_S0 = {0, 0, 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;

    return output;
}

VS_OUTPUT main(VS_INPUT input){
    initAttributes(input);

(_vcolor_S0 = _color);
(gl_Position = vec4_ctor(_position, 0.0, 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 : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
};

#pragma warning( disable: 3556 3571 )
float2 vec2_ctor(float x0)
{
    return float2(x0, x0);
}
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);
}
// Uniforms

uniform float2 _u_skRTFlip : register(c0);
uniform float3x3 _umatrix_S1_c0_c0 : register(c1);
uniform float _ucornerRadius_S1_c0 : register(c4);
uniform float4 _uproxyRect_S1_c0 : register(c5);
uniform float _ublurRadius_S1_c0 : register(c6);
uniform float4 _uinnerRect_S2 : register(c7);
uniform float2 _uradiusPlusHalf_S2 : register(c8);
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 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
@@ 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;

float4 _sk_FragCoord5636 = vec4_ctor(gl_FragCoord.x, (_u_skRTFlip.x + (_u_skRTFlip.y * gl_FragCoord.y)), gl_FragCoord.z, gl_FragCoord.w);
float4 _outputColor_S05637 = _vcolor_S0;
float2 __9_translatedFragPosFloat5638 = (_sk_FragCoord5636.xy - _uproxyRect_S1_c0.xy);
float2 __10_proxyCenter5639 = ((_uproxyRect_S1_c0.zw - _uproxyRect_S1_c0.xy) * 0.5);
float __11_edgeSize5640 = (((2.0 * _ublurRadius_S1_c0) + _ucornerRadius_S1_c0) + 0.5);
(__9_translatedFragPosFloat5638 -= __10_proxyCenter5639);
float2 __12_fragDirection5641 = sign(__9_translatedFragPosFloat5638);
(__9_translatedFragPosFloat5638 = abs(__9_translatedFragPosFloat5638));
float2 __13_translatedFragPosHalf5642 = (__9_translatedFragPosFloat5638 - (__10_proxyCenter5639 - __11_edgeSize5640));
(__13_translatedFragPosHalf5642 = max(__13_translatedFragPosHalf5642, 0.0));
(__13_translatedFragPosHalf5642 *= __12_fragDirection5641);
(__13_translatedFragPosHalf5642 += vec2_ctor(__11_edgeSize5640));
float2 __14_proxyDims5643 = vec2_ctor((2.0 * __11_edgeSize5640));
float2 __15_texCoord5644 = (__13_translatedFragPosHalf5642 / __14_proxyDims5643);
float4 _output_S15645 = vec4_ctor(0.0, 0.0, 0.0, gl_texture2D(_uTextureSampler_0_S1, mul(transpose(mat3x2_ctor(_umatrix_S1_c0_c0)), vec3_ctor(__15_texCoord5644, 1.0)), -0.5).x).wwww;
float2 __16_dxy05646 = (_uinnerRect_S2.xy - _sk_FragCoord5636.xy);
float2 __17_dxy15647 = (_sk_FragCoord5636.xy - _uinnerRect_S2.zw);
float2 __18_dxy5648 = max(max(__16_dxy05646, __17_dxy15647), 0.0);
float __19_alpha5649 = clamp((_uradiusPlusHalf_S2.x - length(__18_dxy5648)), 0.0, 1.0);
(__19_alpha5649 = (1.0 - __19_alpha5649));
float4 _output_S25650 = (_output_S15645 * __19_alpha5649);
{
(out_sk_FragColor = (_outputColor_S05637 * _output_S25650));
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColor�struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
};

void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput)
{
    output.gl_Position = input.gl_Position;
    output.v0 = input.v0; 
    output.gl_FragCoord = input.gl_FragCoord;
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
��DXBCl�B��j���MH!04L�lRDEF��<����RD11< ($|�$GlobalsDriverConstants���|� �(@���������_sk_RTAdjustfloat4����������� ��������80��������E8`���������<`��������dx_ViewAdjustdx_ViewCoordsfloat2�dx_ViewScaleclipControlOriginfloat���WclipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGND88TEXCOORD���OSGN�htttSV_PositionTEXCOORD���SHEX�PdjYF� YF� _2_�g� e� e� e� h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?6� 6� F6� F6� F>STAT�
��DXBC��S��<�.�~�_��.�4x4�RDEF<�<���RD11< ($������
��samplers2D[0]textures2D[0]$GlobalsDriverConstants����$��l`<P��������t,����������@����������P��������4`���������Gp��������V�P��������_u_skRTFlipfloat2�H_umatrix_S1_c0_c0float3x3��_ucornerRadius_S1_c0float��_uproxyRect_S1_c0float4���_ublurRadius_S1_c0_uinnerRect_S2_uradiusPlusHalf_S2��\��������j0P��������} ����������8P���������,����������@ ���������dx_ViewCoordsdx_FragCoordOffsetdx_DepthFrontfloat3���dx_ViewScaledx_Miscdword��samplerMetadataSamplerMetadatabaseLevelint��"wrapModespaddingint2�^intBorderColorint4�(L(Vd���Microsoft (R) HLSL Shader Compiler 10.1ISGN�htttSV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX�P-jYF� 	YF� Z`XpUUd 2b �e� h
2F� �A� 	2FF� �A2B� 
� 	�� �A2
��A@??�1
�@�1
2�
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2
� @@
� 
@?2
2F@??�A	2F�A�
��4
2F@2	2F�B

2F�
6B@�?F� F"F� FJ���CUFF~`@�	b�A� 	2�� �A4bV4
bV@"��K" 	"�A
� "�A@�?8
8� F>STAT� BPLG��/16fe6c9a5e90d45b3d`ANGLE (NVIDIA, NVIDIA GeForce GT 730 (0x00001287) Direct3D11 vs_5_0 ps_5_0, D3D11-27.21.14.5671)��������������������,,position
_upositionP�
localCoord_ulocalCoordP����������	������������������	���������������������������*����������sk_RTAdjust
umatrix_S1uclamp_S1_c0_c0_c0umatrix_S1_c0_c0uoffsetsAndKernel_S1_c0[0]
udir_S1_c0uTextureSampler_0_S1
_usk_RTAdjust_uumatrix_S1_uuclamp_S1_c0_c0_c0_uumatrix_S1_c0_c0_uuoffsetsAndKernel_S1_c0[0]_uudir_S1_c0_uuTextureSampler_0_S1	

sk_FragColor_usk_FragColorR�@^�����������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    noperspective float2 v0 : TEXCOORD0;
};
#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 : 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 float2 _localCoord = {0, 0};

static float4 gl_Position = float4(0, 0, 0, 0);

// Varyings
static noperspective float2 _vTransformedCoords_2_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 = _vTransformedCoords_2_S0;

    return output;
}

VS_OUTPUT main(VS_INPUT input){
    initAttributes(input);

(gl_Position = vec4_ctor(_position, 0.0, 1.0));
{
(_vTransformedCoords_2_S0 = mul(transpose(mat3x2_ctor(_umatrix_S1)), 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 : TEXCOORD1;
    noperspective float2 v0 : TEXCOORD0;
};

#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(float x0, float x1, float x2, float x3)
{
    return float4(x0, x1, x2, x3);
}
// Uniforms

uniform float4 _uclamp_S1_c0_c0_c0 : register(c0);
uniform float3x3 _umatrix_S1_c0_c0 : register(c1);
uniform float4 _uoffsetsAndKernel_S1_c0[14] : register(c4);
uniform float2 _udir_S1_c0 : 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 float2 _vTransformedCoords_2_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){
    _vTransformedCoords_2_S0 = input.v0.xy;

float2 __26_tmp_1_coords5635 = _vTransformedCoords_2_S0;
float4 __27_sum5636 = {0.0, 0.0, 0.0, 0.0};
{LOOP for(int __28_i5637 = {0}; (__28_i5637 < 6); (++__28_i5637))
{
float4 __29_s5638 = _uoffsetsAndKernel_S1_c0[__28_i5637];
float2 __30_inCoord5639 = mul(transpose(mat3x2_ctor(_umatrix_S1_c0_c0)), vec3_ctor((__26_tmp_1_coords5635 + (__29_s5638.x * _udir_S1_c0)), 1.0));
float2 __31_subsetCoord5640 = {0, 0};
(__31_subsetCoord5640.x = __30_inCoord5639.x);
(__31_subsetCoord5640.y = __30_inCoord5639.y);
float2 __32_clampedCoord5641 = {0, 0};
(__32_clampedCoord5641.x = __31_subsetCoord5640.x);
(__32_clampedCoord5641.y = clamp(__31_subsetCoord5640.y, _uclamp_S1_c0_c0_c0.y, _uclamp_S1_c0_c0_c0.w));
float4 __33_textureColor5642 = vec4_ctor(0.0, 0.0, 0.0, gl_texture2D(_uTextureSampler_0_S1, __32_clampedCoord5641, -0.5).x);
(__27_sum5636 += (__29_s5638.y * __33_textureColor5642));
float2 __34_inCoord5643 = mul(transpose(mat3x2_ctor(_umatrix_S1_c0_c0)), vec3_ctor((__26_tmp_1_coords5635 + (__29_s5638.z * _udir_S1_c0)), 1.0));
float2 __35_subsetCoord5644 = {0, 0};
(__35_subsetCoord5644.x = __34_inCoord5643.x);
(__35_subsetCoord5644.y = __34_inCoord5643.y);
float2 __36_clampedCoord5645 = {0, 0};
(__36_clampedCoord5645.x = __35_subsetCoord5644.x);
(__36_clampedCoord5645.y = clamp(__35_subsetCoord5644.y, _uclamp_S1_c0_c0_c0.y, _uclamp_S1_c0_c0_c0.w));
float4 __37_textureColor5646 = vec4_ctor(0.0, 0.0, 0.0, gl_texture2D(_uTextureSampler_0_S1, __36_clampedCoord5645, -0.5).x);
(__27_sum5636 += (__29_s5638.w * __37_textureColor5646));
}
}
float4 _output_S15647 = __27_sum5636;
{
(out_sk_FragColor = _output_S15647);
(out_sk_FragColor = vec4_ctor(out_sk_FragColor.w, 0.0, 0.0, 0.0));
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColorstruct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    noperspective float2 v0 : TEXCOORD0;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    noperspective float2 v0 : TEXCOORD0;
};

void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput)
{
    output.gl_Position = input.gl_Position;
    output.v0 = input.v0; 
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
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