Mini Kabibi Habibi
BPLG �� �\ 6fe6c9a5e90d45b3 d ` ANGLE (NVIDIA, NVIDIA GeForce GT 730 (0x00001287) Direct3D11 vs_5_0 ps_5_0, D3D11-27.21.14.5671) �� � �� �
�� ���������������� , , radii_selector _uradii_selectorR� corner_and_radius_outsets _ucorner_and_radius_outsetsR� aa_bloat_and_coverage _uaa_bloat_and_coverageR� radii_x _uradii_xR� radii_y _uradii_yR� skew _uskewR� translate_and_localrotate _utranslate_and_localrotateR� localrect _ulocalrectR� color _ucolorR�
��� ������ ��� ������ ��� ������ ��� ������ ��� ������ ��� ������ ��� ������ * ���� ������ * ���� ������ * ���� ������ sk_RTAdjust umatrix_S1_c0_c0_c0 umatrix_S1_c0_c0_c1 umatrix_S1_c0_c0_c2
umatrix_S1_c0 ucolorSpaceMatrix_S1_c0_c0 ucolorSpaceTranslate_S1_c0_c0 uTextureSampler_0_S1 uTextureSampler_1_S1 uTextureSampler_2_S1
_usk_RTAdjust _uumatrix_S1_c0_c0_c0 _uumatrix_S1_c0_c0_c1 _uumatrix_S1_c0_c0_c2 _uumatrix_S1_c0 _uucolorSpaceMatrix_S1_c0_c0 _uucolorSpaceTranslate_S1_c0_c0 _uuTextureSampler_0_S1 _uuTextureSampler_1_S1 _uuTextureSampler_2_S1
sk_FragColor _usk_FragColorR� @ ^� ^� ^� � � ��� � ����������������������������
�������������������� �������������������� �������������������� �������������������� �������������������� ���������������� ���� ���������������� ���� ���������������� ���� ���������������� ���� ���������������� ���� � struct VS_OUTPUT
{
float4 dx_Position : SV_Position;
float4 gl_Position : TEXCOORD5;
noperspective float4 v0 : TEXCOORD0;
noperspective float2 v1 : TEXCOORD1;
noperspective float2 v2 : TEXCOORD2;
noperspective float2 v3 : TEXCOORD3;
noperspective float2 v4 : TEXCOORD4;
};
#pragma warning( disable: 3556 3571 )
float2 vec2_ctor(float x0, float x1)
{
return float2(x0, x1);
}
float2x2 mat2_ctor(float2 x0, float2 x1)
{
return float2x2(x0, x1);
}
float3 vec3_ctor(float2 x0, float x1)
{
return float3(x0, x1);
}
float3x2 mat3x2_ctor(float3x3 x0)
{
return float3x2(x0[0][0], x0[0][1], x0[1][0], x0[1][1], x0[2][0], x0[2][1]);
}
float4 vec4_ctor(float2 x0, float x1, float x2)
{
return float4(x0, x1, x2);
}
float4x4 mat4_ctor_float4_float4_float4_float4(float4 x0, float4 x1, float4 x2, float4 x3)
{
return float4x4(x0, x1, x2, x3);
}
// Uniforms
uniform float4 _sk_RTAdjust : register(c1);
uniform float3x3 _umatrix_S1_c0_c0_c0 : register(c2);
uniform float3x3 _umatrix_S1_c0_c0_c1 : register(c5);
uniform float3x3 _umatrix_S1_c0_c0_c2 : register(c8);
uniform float3x3 _umatrix_S1_c0 : register(c11);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif
#define ATOMIC_COUNTER_ARRAY_STRIDE 4
// Attributes
static float4 _radii_selector = {0, 0, 0, 0};
static float4 _corner_and_radius_outsets = {0, 0, 0, 0};
static float4 _aa_bloat_and_coverage = {0, 0, 0, 0};
static float4 _radii_x = {0, 0, 0, 0};
static float4 _radii_y = {0, 0, 0, 0};
static float4 _skew = {0, 0, 0, 0};
static float4 _translate_and_localrotate = {0, 0, 0, 0};
static float4 _localrect = {0, 0, 0, 0};
static float4 _color = {0, 0, 0, 0};
static float4 gl_Position = float4(0, 0, 0, 0);
// Varyings
static noperspective float4 _vcolor_S0 = {0, 0, 0, 0};
static noperspective float2 _varccoord_S0 = {0, 0};
static noperspective float2 _vTransformedCoords_5_S0 = {0, 0};
static noperspective float2 _vTransformedCoords_7_S0 = {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 = _varccoord_S0;
output.v2 = _vTransformedCoords_5_S0;
output.v3 = _vTransformedCoords_7_S0;
output.v4 = _vTransformedCoords_9_S0;
return output;
}
VS_OUTPUT main(VS_INPUT input){
initAttributes(input);
(_vcolor_S0 = _color);
float _aa_bloat_multiplier5645 = {1.0};
float2 _corner5646 = _corner_and_radius_outsets.xy;
float2 _radius_outset5647 = _corner_and_radius_outsets.zw;
float2 _aa_bloat_direction5648 = _aa_bloat_and_coverage.xy;
float _is_linear_coverage5649 = _aa_bloat_and_coverage.w;
float2 _pixellength5650 = rsqrt(vec2_ctor(dot(_skew.xz, _skew.xz), dot(_skew.yw, _skew.yw)));
float4 _normalized_axis_dirs5651 = (_skew * _pixellength5650.xyxy);
float2 _axiswidths5652 = (abs(_normalized_axis_dirs5651.xy) + abs(_normalized_axis_dirs5651.zw));
float2 _aa_bloatradius5653 = ((_axiswidths5652 * _pixellength5650) * 0.5);
float4 _radii_and_neighbors5654 = mul(_radii_selector, transpose(mat4_ctor_float4_float4_float4_float4(_radii_x, _radii_y, _radii_x.yxwz, _radii_y.wzyx)));
float2 _radii5655 = _radii_and_neighbors5654.xy;
float2 _neighbor_radii5656 = _radii_and_neighbors5654.zw;
float _coverage_multiplier5657 = {1.0};
if (any((_aa_bloatradius5653 > float2(1.0, 1.0))))
{
(_corner5646 = (max(abs(_corner5646), _aa_bloatradius5653) * sign(_corner5646)));
(_coverage_multiplier5657 = (1.0 / (max(_aa_bloatradius5653.x, 1.0) * max(_aa_bloatradius5653.y, 1.0))));
(_radii5655 = float2(0.0, 0.0));
}
float _coverage5658 = _aa_bloat_and_coverage.z;
if (any((_radii5655 < (_aa_bloatradius5653 * 1.5))))
{
(_radii5655 = float2(0.0, 0.0));
(_aa_bloat_direction5648 = sign(_corner5646));
if ((_coverage5658 > 0.5))
{
(_aa_bloat_direction5648 = (-_aa_bloat_direction5648));
}
(_is_linear_coverage5649 = 1.0);
}
else
{
(_radii5655 = clamp(_radii5655, (_pixellength5650 * 1.5), (2.0 - (_pixellength5650 * 1.5))));
(_neighbor_radii5656 = clamp(_neighbor_radii5656, (_pixellength5650 * 1.5), (2.0 - (_pixellength5650 * 1.5))));
float2 _spacing5659 = ((2.0 - _radii5655) - _neighbor_radii5656);
float2 _extra_pad5660 = max(((_pixellength5650 * 0.0625) - _spacing5659), float2(0.0, 0.0));
(_radii5655 -= (_extra_pad5660 * 0.5));
}
float2 _aa_outset5661 = ((_aa_bloat_direction5648 * _aa_bloatradius5653) * _aa_bloat_multiplier5645);
float2 _vertexpos5662 = ((_corner5646 + (_radius_outset5647 * _radii5655)) + _aa_outset5661);
if ((_coverage5658 > 0.5))
{
if (((_aa_bloat_direction5648.x != 0.0) && ((_vertexpos5662.x * _corner5646.x) < 0.0)))
{
float _backset5663 = abs(_vertexpos5662.x);
(_vertexpos5662.x = 0.0);
(_vertexpos5662.y += (((_backset5663 * sign(_corner5646.y)) * _pixellength5650.y) / _pixellength5650.x));
(_coverage5658 = ((((_coverage5658 - 0.5) * abs(_corner5646.x)) / (abs(_corner5646.x) + _backset5663)) + 0.5));
}
if (((_aa_bloat_direction5648.y != 0.0) && ((_vertexpos5662.y * _corner5646.y) < 0.0)))
{
float _backset5664 = abs(_vertexpos5662.y);
(_vertexpos5662.y = 0.0);
(_vertexpos5662.x += (((_backset5664 * sign(_corner5646.x)) * _pixellength5650.x) / _pixellength5650.y));
(_coverage5658 = ((((_coverage5658 - 0.5) * abs(_corner5646.y)) / (abs(_corner5646.y) + _backset5664)) + 0.5));
}
}
float2x2 _skewmatrix5665 = mat2_ctor(_skew.xy, _skew.zw);
float2 _devcoord5666 = (mul(_vertexpos5662, transpose(_skewmatrix5665)) + _translate_and_localrotate.xy);
float2 _T5667 = ((_vertexpos5662 * 0.5) + 0.5);
float2 _localcoord5668 = (((_localrect.xy * (1.0 - _T5667)) + (_localrect.zw * _T5667)) + (_translate_and_localrotate.zw * _T5667.yx));
if ((0.0 != _is_linear_coverage5649))
{
(_varccoord_S0 = vec2_ctor(0.0, (_coverage5658 * _coverage_multiplier5657)));
}
else
{
float2 _arccoord5669 = ((1.0 - abs(_radius_outset5647)) + ((_aa_outset5661 / _radii5655) * _corner5646));
(_varccoord_S0 = vec2_ctor((_arccoord5669.x + 1.0), _arccoord5669.y));
}
(gl_Position = vec4_ctor(_devcoord5666, 0.0, 1.0));
{
(_vTransformedCoords_5_S0 = mul(transpose(mat3x2_ctor(transpose(mul(transpose(_umatrix_S1_c0_c0_c0), transpose(_umatrix_S1_c0))))), vec3_ctor(_localcoord5668, 1.0)));
}
{
(_vTransformedCoords_7_S0 = mul(transpose(mat3x2_ctor(transpose(mul(transpose(_umatrix_S1_c0_c0_c1), transpose(_umatrix_S1_c0))))), vec3_ctor(_localcoord5668, 1.0)));
}
{
(_vTransformedCoords_9_S0 = mul(transpose(mat3x2_ctor(transpose(mul(transpose(_umatrix_S1_c0_c0_c2), transpose(_umatrix_S1_c0))))), vec3_ctor(_localcoord5668, 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 : TEXCOORD5;
noperspective float4 v0 : TEXCOORD0;
noperspective float2 v1 : TEXCOORD1;
noperspective float2 v2 : TEXCOORD2;
noperspective float2 v3 : TEXCOORD3;
noperspective float2 v4 : TEXCOORD4;
};
#pragma warning( disable: 3556 3571 )
float4 vec4_ctor(float x0)
{
return float4(x0, x0, x0, x0);
}
// Uniforms
uniform float3x3 _ucolorSpaceMatrix_S1_c0_c0 : register(c0);
uniform float3 _ucolorSpaceTranslate_S1_c0_c0 : register(c3);
static const uint _uTextureSampler_0_S1 = 0;
static const uint _uTextureSampler_1_S1 = 1;
static const uint _uTextureSampler_2_S1 = 2;
uniform Texture2D<float4> textures2D[3] : register(t0);
uniform SamplerState samplers2D[3] : register(s0);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif
#define ATOMIC_COUNTER_ARRAY_STRIDE 4
// Varyings
static noperspective float4 _vcolor_S0 = {0, 0, 0, 0};
static noperspective float2 _varccoord_S0 = {0, 0};
static noperspective float2 _vTransformedCoords_5_S0 = {0, 0};
static noperspective float2 _vTransformedCoords_7_S0 = {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[3] : packoffset(c4);
};
float4 gl_texture2D(uint samplerIndex, float2 t, float bias)
{
return textures2D[samplerIndex].SampleBias(samplers2D[samplerIndex], float2(t.x, t.y), bias);
}
@@ PIXEL OUTPUT @@
PS_OUTPUT main(PS_INPUT input){
_vcolor_S0 = input.v0;
_varccoord_S0 = input.v1.xy;
_vTransformedCoords_5_S0 = input.v2.xy;
_vTransformedCoords_7_S0 = input.v3.xy;
_vTransformedCoords_9_S0 = input.v4.xy;
float4 _outputColor_S05641 = _vcolor_S0;
float _x_plus_15642 = _varccoord_S0.x;
float _y5643 = _varccoord_S0.y;
float _coverage5644 = {0};
if ((0.0 == _x_plus_15642))
{
(_coverage5644 = _y5643);
}
else
{
float _fn5645 = (_x_plus_15642 * (_x_plus_15642 - 2.0));
(_fn5645 = ((_y5643 * _y5643) + _fn5645));
float _fnwidth5646 = fwidth(_fn5645);
(_coverage5644 = (0.5 - (_fn5645 / _fnwidth5646)));
(_coverage5644 = clamp(_coverage5644, 0.0, 1.0));
}
float4 _outputCoverage_S05647 = vec4_ctor(_coverage5644);
float4 __2_input5648 = _outputColor_S05641;
float4 __3_color5649 = {0, 0, 0, 0};
(__3_color5649.x = gl_texture2D(_uTextureSampler_0_S1, _vTransformedCoords_5_S0, -0.5).x);
(__3_color5649.y = gl_texture2D(_uTextureSampler_1_S1, _vTransformedCoords_7_S0, -0.5).x);
(__3_color5649.z = gl_texture2D(_uTextureSampler_2_S1, _vTransformedCoords_9_S0, -0.5).x);
(__3_color5649.w = 1.0);
(__3_color5649.xyz = clamp((mul(__3_color5649.xyz, transpose(_ucolorSpaceMatrix_S1_c0_c0)) + _ucolorSpaceTranslate_S1_c0_c0), 0.0, 1.0));
(__2_input5648 = __3_color5649);
float4 _output_S15650 = __2_input5648;
{
(out_sk_FragColor = (_output_S15650 * _outputCoverage_S05647));
}
return generateOutput();
}
R� out_sk_FragColor out_sk_FragColor � struct GS_INPUT
{
float4 dx_Position : SV_Position;
float4 gl_Position : TEXCOORD5;
noperspective float4 v0 : TEXCOORD0;
noperspective float2 v1 : TEXCOORD1;
noperspective float2 v2 : TEXCOORD2;
noperspective float2 v3 : TEXCOORD3;
noperspective float2 v4 : TEXCOORD4;
};
struct GS_OUTPUT
{
float4 dx_Position : SV_Position;
float4 gl_Position : TEXCOORD5;
noperspective float4 v0 : TEXCOORD0;
noperspective float2 v1 : TEXCOORD1;
noperspective float2 v2 : TEXCOORD2;
noperspective float2 v3 : TEXCOORD3;
noperspective float2 v4 : TEXCOORD4;
};
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;
output.v4 = input.v4;
#ifndef ANGLE_POINT_SPRITE_SHADER
output.dx_Position = input.dx_Position;
#endif // ANGLE_POINT_SPRITE_SHADER
}
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