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���E)��w��w�wwwwwww����w�w�����w�w
BPLG��'$a00b6a31379f7b22@P��position
_uposition����������������P��
localCoord_ulocalCoord����������������R��sk_RTAdjust
_usk_RTAdjust��������������������������������������������^�uTextureSampler_0_S0_uuTextureSampler_0_S0����������������������������������������������R��sk_FragColor_usk_FragColor��������������������^������C����������������������������������������������������������<<�����������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    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  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.w);
    float clipControlZeroToOne : packoffset(c4);
};

@@ 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);
}
gstruct PS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    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  float2 _vlocalCoord_S0 = {0, 0};

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

cbuffer DriverConstants : register(b1)
{
    struct SamplerMetadata
    {
        int baseLevel;
        int internalFormatBits;
        int wrapModes;
        int padding;
        int4 intBorderColor;
    };
    SamplerMetadata samplerMetadata[1] : packoffset(c5);
};

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_S05609 = {1.0, 1.0, 1.0, 1.0};
float2 _texCoord5610 = {0, 0};
(_texCoord5610 = _vlocalCoord_S0);
(_outputColor_S05609 = gl_texture2D(_uTextureSampler_0_S0, _texCoord5610, -0.5));
{
(out_sk_FragColor = _outputColor_S05609);
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColorstruct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float2 v0 : TEXCOORD0;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    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
}
���DXBC̤�
��|��p��I�4L�<RDEF��<����RD11< ($|�$GlobalsDriverConstants���|� �(P���������_sk_RTAdjustfloat4����������� ��������80��������E<`���������@`��������dx_ViewAdjustdx_ViewCoordsfloat2�dx_ViewScaleclipControlOriginfloat���WclipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGND88TEXCOORD���OSGNhP\\SV_PositionTEXCOORD���SHEXxP^jYF� YF� _2_2g� e� e2 h9@
� 7	B 
@@?22F�� օ 8" :� 6�@�?6� 6� F6B @62 F>STAT�
��DXBC��0�>8H�A|����4�l� RDEF�<����RD11< ($|�����
samplers2D[0]textures2D[0]Microsoft (R) HLSL Shader Compiler 10.1ISGNhP\\SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEXxPjZ`XpUUb2e� J���CU� FF~`@�>STAT�
BPLG���a00b6a31379f7b22@P��position
_uposition����������������R��color_ucolor����������������R��sk_RTAdjust
_usk_RTAdjust����������������������������������������������R��sk_FragColor_usk_FragColor�������������������������C����������������������������������������������������������<<���������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    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  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.w);
    float clipControlZeroToOne : packoffset(c4);
};

@@ 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;
    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  float4 _vcolor_S0 = {0, 0, 0, 0};

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

cbuffer DriverConstants : register(b1)
{
};

@@ PIXEL OUTPUT @@

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

float4 _outputColor_S05608 = {0, 0, 0, 0};
(_outputColor_S05608 = _vcolor_S0);
{
(out_sk_FragColor = _outputColor_S05608);
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColorstruct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 v0 : TEXCOORD0;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    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����{�)@0��4L�<RDEF��<����RD11< ($|�$GlobalsDriverConstants���|� �(P���������_sk_RTAdjustfloat4����������� ��������80��������E<`���������@`��������dx_ViewAdjustdx_ViewCoordsfloat2�dx_ViewScaleclipControlOriginfloat���WclipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGND88TEXCOORD���OSGNhP\\SV_PositionTEXCOORD���SHEXxP^jYF� YF� _2_�g� e� e� h9@
� 7	B 
@@?22F�� օ 8" :� 6�@�?6� 6� F6B @6� F>STAT�
�$DXBC�<�LS�`�{����$4�D�RDEFd<���<RD11< ($Microsoft (R) HLSL Shader Compiler 10.1ISGNhP\\SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX<Pjb�e� 6� F>STAT�
BPLG���fde50a632ed2b545AP��position
_uposition����������������R��color_ucolor����������������R��sk_RTAdjust
_usk_RTAdjust����������������������������������������������R��sk_FragColor_usk_FragColor�������������������������C����������������������������������������������������������<<���������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    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  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.w);
    float clipControlZeroToOne : packoffset(c4);
};

@@ 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;
    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  float4 _vcolor_S0 = {0, 0, 0, 0};

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

cbuffer DriverConstants : register(b1)
{
};

@@ PIXEL OUTPUT @@

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

float4 _outputColor_S05608 = {0, 0, 0, 0};
(_outputColor_S05608 = _vcolor_S0);
{
(out_sk_FragColor = _outputColor_S05608);
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColorstruct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 v0 : TEXCOORD0;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    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����{�)@0��4L�<RDEF��<����RD11< ($|�$GlobalsDriverConstants���|� �(P���������_sk_RTAdjustfloat4����������� ��������80��������E<`���������@`��������dx_ViewAdjustdx_ViewCoordsfloat2�dx_ViewScaleclipControlOriginfloat���WclipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGND88TEXCOORD���OSGNhP\\SV_PositionTEXCOORD���SHEXxP^jYF� YF� _2_�g� e� e� h9@
� 7	B 
@@?22F�� օ 8" :� 6�@�?6� 6� F6B @6� F>STAT�
�$DXBC�<�LS�`�{����$4�D�RDEFd<���<RD11< ($Microsoft (R) HLSL Shader Compiler 10.1ISGNhP\\SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX<Pjb�e� 6� F>STAT�
BPLG��X a00b6a31379f7b22@P��position
_uposition����������������R��color_ucolor����������������R��sk_RTAdjust
_usk_RTAdjust����������������������������������������������R��sk_FragColor_usk_FragColor�������������������������C����������������������������������������������������������<<���������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    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  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.w);
    float clipControlZeroToOne : packoffset(c4);
};

@@ 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);
}
astruct PS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    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  float4 _vcolor_S0 = {0, 0, 0, 0};

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

cbuffer DriverConstants : register(b1)
{
};

@@ PIXEL OUTPUT @@

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

float4 _outputColor_S05608 = {0, 0, 0, 0};
(_outputColor_S05608 = _vcolor_S0);
{
(out_sk_FragColor = _outputColor_S05608);
(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;
    float4 v0 : TEXCOORD0;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    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����{�)@0��4L�<RDEF��<����RD11< ($|�$GlobalsDriverConstants���|� �(P���������_sk_RTAdjustfloat4����������� ��������80��������E<`���������@`��������dx_ViewAdjustdx_ViewCoordsfloat2�dx_ViewScaleclipControlOriginfloat���WclipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGND88TEXCOORD���OSGNhP\\SV_PositionTEXCOORD���SHEXxP^jYF� YF� _2_�g� e� e� h9@
� 7	B 
@@?22F�� օ 8" :� 6�@�?6� 6� F6B @6� F>STAT�
�DDXBCw[QA
�h��_��(�D4�D�RDEFd<���<RD11< ($Microsoft (R) HLSL Shader Compiler 10.1ISGNhP\\SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX\Pjb�e� 6 :6� @>STAT�
BPLG���#a00b6a31379f7b22@P��
inPosition_uinPosition����������������R��inColor	_uinColor����������������R��inCircleEdge_uinCircleEdge����������������R��sk_RTAdjust
_usk_RTAdjust����������������������������������������������R��sk_FragColor_usk_FragColor�����������������������������C������������������������������������������������������<<��������������������ustruct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    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  float4 _vinCircleEdge_S0 = {0, 0, 0, 0};
static  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.w);
    float clipControlZeroToOne : packoffset(c4);
};

@@ 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_inPosition5613 = _inPosition;
(gl_Position = vec4_ctor(__tmp_0_inPosition5613, 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 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  float4 _vinCircleEdge_S0 = {0, 0, 0, 0};

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

cbuffer DriverConstants : register(b1)
{
};

@@ PIXEL OUTPUT @@

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

float4 _circleEdge5609 = {0, 0, 0, 0};
(_circleEdge5609 = _vinCircleEdge_S0);
float _d5610 = length(_circleEdge5609.xy);
float _distanceToOuterEdge5611 = (_circleEdge5609.z * (1.0 - _d5610));
float _edgeAlpha5612 = clamp(_distanceToOuterEdge5611, 0.0, 1.0);
float4 _outputCoverage_S05613 = vec4_ctor(_edgeAlpha5612);
{
(out_sk_FragColor = _outputCoverage_S05613);
(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;
    float4 v0 : TEXCOORD0;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    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
}
����DXBCϒ��WPO�N�t�&�4d�TRDEF��<����RD11< ($|�$GlobalsDriverConstants���|� �(P���������_sk_RTAdjustfloat4����������� ��������80��������E<`���������@`��������dx_ViewAdjustdx_ViewCoordsfloat2�dx_ViewScaleclipControlOriginfloat���WclipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGN\PPPTEXCOORD���OSGNhP\\SV_PositionTEXCOORD���SHEXxP^jYF� YF� _2_�g� e� e� h9@
� 7	B 
@@?22F�� օ 8" :� 6�@�?6� 6� F6B @6� F>STAT�
��DXBC�`��}��Z.j�^��4�DRDEFd<���<RD11< ($Microsoft (R) HLSL Shader Compiler 10.1ISGNhP\\SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX�P/jbre� hFFK

�A@�?8  
*6� @>STAT�
BPLG��K5a00b6a31379f7b22@P��position
_uposition����������������P��
localCoord_ulocalCoord����������������R��sk_RTAdjust
_usk_RTAdjust��������������������������������������������[��
umatrix_S1_uumatrix_S1��������������������������������������������R��uclamp_S1_c0_c0_c0_uuclamp_S1_c0_c0_c0��������������������������������������������[��umatrix_S1_c0_c0_uumatrix_S1_c0_c0��������������������������������������������P��uIncrement_S1_c0_uuIncrement_S1_c0��������������������������������������������P��uOffsetsAndKernel_S1_c0[0]_uuOffsetsAndKernel_S1_c0[0]
��������������������������������������������^�uTextureSampler_0_S1_uuTextureSampler_0_S1����������������������������������������������R��sk_FragColor_usk_FragColor��������������������^�����	
�C����������������������������������������������������������<<������������������������������������������������������������������������������������������������������������������������
���������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    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  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.w);
    float clipControlZeroToOne : packoffset(c4);
};

@@ 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;
    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 float2 _uIncrement_S1_c0 : register(c4);
uniform float2 _uOffsetsAndKernel_S1_c0[13] : 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  float2 _vTransformedCoords_2_S0 = {0, 0};

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

cbuffer DriverConstants : register(b1)
{
    struct SamplerMetadata
    {
        int baseLevel;
        int internalFormatBits;
        int wrapModes;
        int padding;
        int4 intBorderColor;
    };
    SamplerMetadata samplerMetadata[1] : packoffset(c5);
};

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;

float4 _output_S15614 = {0, 0, 0, 0};
float4 __21_color5615 = {0.0, 0.0, 0.0, 0.0};
float2 __22_coord5616 = _vTransformedCoords_2_S0;
{LOOP for(int __23_i5617 = {0}; (__23_i5617 < 13); (++__23_i5617))
{
float2 __24_offsetAndKernel5618 = _uOffsetsAndKernel_S1_c0[__23_i5617];
float2 __25_inCoord5619 = mul(transpose(mat3x2_ctor(_umatrix_S1_c0_c0)), vec3_ctor((__22_coord5616 + (__24_offsetAndKernel5618.x * _uIncrement_S1_c0)), 1.0));
float2 __26_subsetCoord5620 = {0, 0};
(__26_subsetCoord5620.x = __25_inCoord5619.x);
(__26_subsetCoord5620.y = __25_inCoord5619.y);
float2 __27_clampedCoord5621 = {0, 0};
(__27_clampedCoord5621.x = clamp(__26_subsetCoord5620.x, _uclamp_S1_c0_c0_c0.x, _uclamp_S1_c0_c0_c0.z));
(__27_clampedCoord5621.y = __26_subsetCoord5620.y);
float4 __28_textureColor5622 = vec4_ctor(0.0, 0.0, 0.0, gl_texture2D(_uTextureSampler_0_S1, __27_clampedCoord5621, -0.5).x);
(__21_color5615 += (__28_textureColor5622 * __24_offsetAndKernel5618.y));
}
}
(_output_S15614 = __21_color5615);
{
(out_sk_FragColor = _output_S15614);
(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;
    float2 v0 : TEXCOORD0;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    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;�|H#d���tt�i_r�4d� �RDEF(�<����RD11< ($|�$GlobalsDriverConstants���|�P��P,��������P ,h��������_sk_RTAdjustfloat4%_umatrix_S1float3x3���\T,��������b x���������0x���������<����������@���������dx_ViewAdjustdx_ViewCoordsfloat2�pdx_ViewScaleclipControlOriginfloat����clipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGND88TEXCOORD���OSGNhP\\SV_PositionTEXCOORD���SHEX�PqjYF� YF� _2_2g� e� e2 h9@
� 7	B 
@@?22F�� օ 8" :� 6�@�?�?6� 6� F6B @62F F� F" F� F>STAT��XDXBC\��+Ɂ�����X4�P��RDEF��<���|RD11< ($������
�samplers2D[0]textures2D[0]$Globals����� |����������,����������@��������<P�X��������_uclamp_S1_c0_c0_c0float4��_umatrix_S1_c0_c0float3x3��_uIncrement_S1_c0float2���_uOffsetsAndKernel_S1_c0���
Microsoft (R) HLSL Shader Compiler 10.1ISGNhP\\SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX0P�jYF� Z`XpUUb2e� h6B@�?6�@6@0!"
@
2
2� 
F� F"F� F"F� F4"
� 3*� J���CUFF~`@�2�
� 
:
@6 :6� @>STAT�
BPLG���1a00b6a31379f7b22@P��position
_uposition����������������P��
localCoord_ulocalCoord����������������R��sk_RTAdjust
_usk_RTAdjust��������������������������������������������[��
umatrix_S1_uumatrix_S1��������������������������������������������[��umatrix_S1_c0_c0_uumatrix_S1_c0_c0��������������������������������������������P��uIncrement_S1_c0_uuIncrement_S1_c0��������������������������������������������P��uOffsetsAndKernel_S1_c0[0]_uuOffsetsAndKernel_S1_c0[0]
��������������������������������������������^�uTextureSampler_0_S1_uuTextureSampler_0_S1����������������������������������������������R��sk_FragColor_usk_FragColor��������������������^�����	
�C����������������������������������������������������������<<����������������������������������������������������������������������������������������������������
���������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    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  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.w);
    float clipControlZeroToOne : packoffset(c4);
};

@@ 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;
    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 float2 _uIncrement_S1_c0 : register(c3);
uniform float2 _uOffsetsAndKernel_S1_c0[13] : 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  float2 _vTransformedCoords_2_S0 = {0, 0};

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

cbuffer DriverConstants : register(b1)
{
    struct SamplerMetadata
    {
        int baseLevel;
        int internalFormatBits;
        int wrapModes;
        int padding;
        int4 intBorderColor;
    };
    SamplerMetadata samplerMetadata[1] : packoffset(c5);
};

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;

float4 _output_S15613 = {0, 0, 0, 0};
float4 __5_color5614 = {0.0, 0.0, 0.0, 0.0};
float2 __6_coord5615 = _vTransformedCoords_2_S0;
{LOOP for(int __7_i5616 = {0}; (__7_i5616 < 13); (++__7_i5616))
{
float2 __8_offsetAndKernel5617 = _uOffsetsAndKernel_S1_c0[__7_i5616];
(__5_color5614 += (vec4_ctor(0.0, 0.0, 0.0, gl_texture2D(_uTextureSampler_0_S1, mul(transpose(mat3x2_ctor(_umatrix_S1_c0_c0)), vec3_ctor((__6_coord5615 + (__8_offsetAndKernel5617.x * _uIncrement_S1_c0)), 1.0)), -0.5).x) * __8_offsetAndKernel5617.y));
}
}
(_output_S15613 = __5_color5614);
{
(out_sk_FragColor = _output_S15613);
(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;
    float2 v0 : TEXCOORD0;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    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;�|H#d���tt�i_r�4d� �RDEF(�<����RD11< ($|�$GlobalsDriverConstants���|�P��P,��������P ,h��������_sk_RTAdjustfloat4%_umatrix_S1float3x3���\T,��������b x���������0x���������<����������@���������dx_ViewAdjustdx_ViewCoordsfloat2�pdx_ViewScaleclipControlOriginfloat����clipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGND88TEXCOORD���OSGNhP\\SV_PositionTEXCOORD���SHEX�PqjYF� YF� _2_2g� e� e2 h9@
� 7	B 
@@?22F�� օ 8" :� 6�@�?�?6� 6� F6B @62F F� F" F� F>STAT���DXBCI�\jV�jܔ����7�4x�RDEF<�<���RD11< ($������
�samplers2D[0]textures2D[0]$Globals�����T,p���������0����������@����������_umatrix_S1_c0_c0float3x3�f_uIncrement_S1_c0float2����_uOffsetsAndKernel_S1_c0���
�Microsoft (R) HLSL Shader Compiler 10.1ISGNhP\\SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX�P|jYF� Z`XpUUb2e� h6B@�?6�@6@0!"
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BPLG��9a00b6a31379f7b22@P��position
_uposition����������������R��color_ucolor����������������P��
localCoord_ulocalCoord����������������R��sk_RTAdjust
_usk_RTAdjust��������������������������������������������[��
umatrix_S1_uumatrix_S1��������������������������������������������P��
u_skRTFlip_uu_skRTFlip��������������������������������������������R��
uinnerRect_S2_uuinnerRect_S2��������������������������������������������P��uradiusPlusHalf_S2_uuradiusPlusHalf_S2��������������������������������������������^�uTextureSampler_0_S1_uuTextureSampler_0_S1����������������������������������������������R��sk_FragColor_usk_FragColor��������������������^������C������������������������������������������������������<<�������������������������������������������������������������������������������������������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 gl_FragCoord : TEXCOORD3;
    float4 v0 : TEXCOORD0;
    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  float4 _vcolor_S0 = {0, 0, 0, 0};
static  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.w);
    float clipControlZeroToOne : packoffset(c4);
};

@@ 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);
}
Mstruct PS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 gl_FragCoord : TEXCOORD3;
    float4 v0 : TEXCOORD0;
    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  float4 _vcolor_S0 = {0, 0, 0, 0};
static  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);
    struct SamplerMetadata
    {
        int baseLevel;
        int internalFormatBits;
        int wrapModes;
        int padding;
        int4 intBorderColor;
    };
    SamplerMetadata samplerMetadata[1] : packoffset(c5);
};

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.gl_FragCoord.z * rhw) * dx_DepthFront.x + dx_DepthFront.y;
    gl_FragCoord.w = rhw;
    _vcolor_S0 = input.v0;
    _vTransformedCoords_2_S0 = input.v1.xy;

float4 _sk_FragCoord5614 = vec4_ctor(gl_FragCoord.x, (_u_skRTFlip.x + (_u_skRTFlip.y * gl_FragCoord.y)), gl_FragCoord.z, gl_FragCoord.w);
float4 _outputColor_S05615 = {0, 0, 0, 0};
(_outputColor_S05615 = _vcolor_S0);
float4 _output_S15616 = {0, 0, 0, 0};
(_output_S15616 = gl_texture2D(_uTextureSampler_0_S1, _vTransformedCoords_2_S0, -0.5).xxxx);
float4 _output_S25617 = {0, 0, 0, 0};
float2 __0_dxy05618 = (_uinnerRect_S2.xy - _sk_FragCoord5614.xy);
float2 __1_dxy15619 = (_sk_FragCoord5614.xy - _uinnerRect_S2.zw);
float2 __2_dxy5620 = max(max(__0_dxy05618, __1_dxy15619), 0.0);
float __3_alpha5621 = clamp((_uradiusPlusHalf_S2.x - length(__2_dxy5620)), 0.0, 1.0);
(__3_alpha5621 = (1.0 - __3_alpha5621));
(_output_S25617 = (_output_S15616 * __3_alpha5621));
{
(out_sk_FragColor = (_outputColor_S05615 * _output_S25617));
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColor�struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 gl_FragCoord : TEXCOORD3;
    float4 v0 : TEXCOORD0;
    float2 v1 : TEXCOORD1;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 gl_FragCoord : TEXCOORD3;
    float4 v0 : TEXCOORD0;
    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
}
���DXBC̙���/���n84d�h�RDEF(�<����RD11< ($|�$GlobalsDriverConstants���|�P��P,��������P ,h��������_sk_RTAdjustfloat4%_umatrix_S1float3x3���\T,��������b x���������0x���������<����������@���������dx_ViewAdjustdx_ViewCoordsfloat2�pdx_ViewScaleclipControlOriginfloat����clipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGN\PPPTEXCOORD���OSGN������SV_PositionTEXCOORD���SHEXP�jYF� YF� _2_�_2g� e� e� e� e2 h9@
� 7	B 
@@?22F�� օ 8" :� 6�@�?6� 6� F6� F6� F62F6B@�? F� F" F� F>STAT���DXBC�)�4�@!�UE\oF,��4�l��RDEF��<���hRD11< ($������
��samplers2D[0]textures2D[0]$GlobalsDriverConstants����$0�$p�������������������� ���������_u_skRTFlipfloat2��_uinnerRect_S2float4���_uradiusPlusHalf_S2�����������0���������
 $��������H8���������UP D��������dx_ViewCoordsdx_FragCoordOffsetdx_DepthFrontfloat3��dx_ViewScalesamplerMetadataSamplerMetadatabaseLevelint�internalFormatBitswrapModespaddingintBorderColorint4����u���������eMicrosoft (R) HLSL Shader Compiler 10.1ISGN������SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEXDP�jYF� YF� Z`XpUUd 2b�b2e� h	2FF� �A2B� 
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�A@�?J���CU"F~`@�8
8� F>STAT�
BPLG���2a00b6a31379f7b22@P��
inPosition_uinPosition����������������R��inColor	_uinColor����������������R��inCircleEdge_uinCircleEdge����������������R��sk_RTAdjust
_usk_RTAdjust��������������������������������������������P��
u_skRTFlip_uu_skRTFlip��������������������������������������������R��
uinnerRect_S1_uuinnerRect_S1��������������������������������������������P��uradiusPlusHalf_S1_uuradiusPlusHalf_S1����������������������������������������������R��sk_FragColor_usk_FragColor�������������������������C������������������������������������������������������<<���������������������������������������������������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 gl_FragCoord : TEXCOORD3;
    float4 v0 : TEXCOORD0;
    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  float4 _vinCircleEdge_S0 = {0, 0, 0, 0};
static  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.w);
    float clipControlZeroToOne : packoffset(c4);
};

@@ 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_inPosition5612 = _inPosition;
(gl_Position = vec4_ctor(__tmp_0_inPosition5612, 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;
    float4 v0 : TEXCOORD0;
    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  float4 _vinCircleEdge_S0 = {0, 0, 0, 0};
static  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);
};

#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.gl_FragCoord.z * rhw) * dx_DepthFront.x + dx_DepthFront.y;
    gl_FragCoord.w = rhw;
    _vinCircleEdge_S0 = input.v0;
    _vinColor_S0 = input.v1;

float4 _sk_FragCoord5612 = vec4_ctor(gl_FragCoord.x, (_u_skRTFlip.x + (_u_skRTFlip.y * gl_FragCoord.y)), gl_FragCoord.z, gl_FragCoord.w);
float4 _circleEdge5613 = {0, 0, 0, 0};
(_circleEdge5613 = _vinCircleEdge_S0);
float4 _outputColor_S05614 = {0, 0, 0, 0};
(_outputColor_S05614 = _vinColor_S0);
float _d5615 = length(_circleEdge5613.xy);
float _distanceToOuterEdge5616 = (_circleEdge5613.z * (1.0 - _d5615));
float _edgeAlpha5617 = clamp(_distanceToOuterEdge5616, 0.0, 1.0);
float4 _outputCoverage_S05618 = vec4_ctor(_edgeAlpha5617);
float4 _output_S15619 = {0, 0, 0, 0};
float2 __0_dxy05620 = (_uinnerRect_S1.xy - _sk_FragCoord5612.xy);
float2 __1_dxy15621 = (_sk_FragCoord5612.xy - _uinnerRect_S1.zw);
float2 __2_dxy5622 = max(max(__0_dxy05620, __1_dxy15621), 0.0);
float __3_alpha5623 = clamp((_uradiusPlusHalf_S1.x - length(__2_dxy5622)), 0.0, 1.0);
(__3_alpha5623 = (1.0 - __3_alpha5623));
(_output_S15619 = (_outputCoverage_S05618 * __3_alpha5623));
{
(out_sk_FragColor = (_outputColor_S05614 * _output_S15619));
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColor�struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 gl_FragCoord : TEXCOORD3;
    float4 v0 : TEXCOORD0;
    float4 v1 : TEXCOORD1;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 gl_FragCoord : TEXCOORD3;
    float4 v0 : TEXCOORD0;
    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
}
���dDXBCmn�XۯAN	-����?Xd4d�RDEF��<����RD11< ($|�$GlobalsDriverConstants���|� �(P���������_sk_RTAdjustfloat4����������� ��������80��������E<`���������@`��������dx_ViewAdjustdx_ViewCoordsfloat2�dx_ViewScaleclipControlOriginfloat���WclipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGN\PPPTEXCOORD���OSGN������SV_PositionTEXCOORD���SHEX�PojYF� YF� _2_�_�g� e� e� e� e� h9@
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@@?22F�� օ 8" :� 6�@�?6� 6� F6� F6� F6� F>STAT��DXBC���':����1�j��48�tRDEF��<����RD11< ($|�$GlobalsDriverConstants���|�0��@@T��������x���������� T��������_u_skRTFlipfloat2�L_uinnerRect_S1float4���_uradiusPlusHalf_S1h���������v0T��������� ����������8T��������dx_ViewCoordsdx_FragCoordOffsetdx_DepthFrontfloat3���dx_ViewScaleMicrosoft (R) HLSL Shader Compiler 10.1���ISGN������SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX`P�jYF� YF� d 2brb�e� h	2FF� �A2B� 
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8� F>STAT�
BPLG���$a00b6a31379f7b22@P��
inPosition_uinPosition����������������R��inColor	_uinColor����������������R��inCircleEdge_uinCircleEdge����������������R��sk_RTAdjust
_usk_RTAdjust����������������������������������������������R��sk_FragColor_usk_FragColor�������������������������C������������������������������������������������������<<���������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 v0 : TEXCOORD0;
    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  float4 _vinCircleEdge_S0 = {0, 0, 0, 0};
static  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.w);
    float clipControlZeroToOne : packoffset(c4);
};

@@ 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_inPosition5612 = _inPosition;
(gl_Position = vec4_ctor(__tmp_0_inPosition5612, 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 v0 : TEXCOORD0;
    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  float4 _vinCircleEdge_S0 = {0, 0, 0, 0};
static  float4 _vinColor_S0 = {0, 0, 0, 0};

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

cbuffer DriverConstants : register(b1)
{
};

@@ PIXEL OUTPUT @@

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

float4 _circleEdge5609 = {0, 0, 0, 0};
(_circleEdge5609 = _vinCircleEdge_S0);
float4 _outputColor_S05610 = {0, 0, 0, 0};
(_outputColor_S05610 = _vinColor_S0);
float _d5611 = length(_circleEdge5609.xy);
float _distanceToOuterEdge5612 = (_circleEdge5609.z * (1.0 - _d5611));
float _edgeAlpha5613 = clamp(_distanceToOuterEdge5612, 0.0, 1.0);
float4 _outputCoverage_S05614 = vec4_ctor(_edgeAlpha5613);
{
(out_sk_FragColor = (_outputColor_S05610 * _outputCoverage_S05614));
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColorRstruct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 v0 : TEXCOORD0;
    float4 v1 : TEXCOORD1;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 v0 : TEXCOORD0;
    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
}
���4DXBC����.����44d��RDEF��<����RD11< ($|�$GlobalsDriverConstants���|� �(P���������_sk_RTAdjustfloat4����������� ��������80��������E<`���������@`��������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'��`nc��u;;���4�(\(RDEFd<���<RD11< ($Microsoft (R) HLSL Shader Compiler 10.1ISGN�htttSV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX�P1jbrb�e� hFFK

�A@�?8 
*8� F>STAT�
BPLG��-a00b6a31379f7b22@P��
inPosition_uinPosition����������������R��inColor	_uinColor����������������ƍ�inTextureCoords_uinTextureCoords����������������R��sk_RTAdjust
_usk_RTAdjust��������������������������������������������P��uAtlasSizeInv_S0_uuAtlasSizeInv_S0��������������������������������������������^�uTextureSampler_0_S0_uuTextureSampler_0_S0����������������������������������������������R��sk_FragColor_usk_FragColor��������������������R��fsSecondaryColorOut_ufsSecondaryColorOut��������������������^������C������������������������������������������������������<<������������������������������������������������������������K	struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 v0 : TEXCOORD0;
    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  float2 _vTextureCoords_S0 = {0, 0};
static  float _vTexIndex_S0 = {0};
static  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.w);
    float clipControlZeroToOne : packoffset(c4);
};

@@ 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 _texIdx5614 = {0};
float2 _unormTexCoords5615 = vec2_ctor(float_ctor_uint(_inTextureCoords.x), float_ctor_uint(_inTextureCoords.y));
(_vTextureCoords_S0 = (_unormTexCoords5615 * _uAtlasSizeInv_S0));
(_vTexIndex_S0 = float_ctor_int(_texIdx5614));
(_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 v0 : TEXCOORD0;
    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  float2 _vTextureCoords_S0 = {0, 0};
static  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)
{
    struct SamplerMetadata
    {
        int baseLevel;
        int internalFormatBits;
        int wrapModes;
        int padding;
        int4 intBorderColor;
    };
    SamplerMetadata samplerMetadata[1] : packoffset(c5);
};

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_S05612 = {0, 0, 0, 0};
(_outputColor_S05612 = _vinColor_S0);
float4 _texColor5613 = {0, 0, 0, 0};
{
(_texColor5613 = gl_texture2D(_uTextureSampler_0_S0, _vTextureCoords_S0, -0.5));
}
float4 _outputCoverage_S05614 = _texColor5613;
{
(_outputCoverage_S05614.w = max(max(_outputCoverage_S05614.x, _outputCoverage_S05614.y), _outputCoverage_S05614.z));
(out_fsSecondaryColorOut = (_outputColor_S05612.w * _outputCoverage_S05614));
(out_sk_FragColor = (_outputColor_S05612 * _outputCoverage_S05614));
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColorR�out_fsSecondaryColorOutout_fsSecondaryColorOutRstruct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 v0 : TEXCOORD0;
    float2 v1 : TEXCOORD1;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 v0 : TEXCOORD0;
    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�GhN�J^�u�ґr�vl�4<�(�RDEF�<����RD11< ($|�$GlobalsDriverConstants���|�0��P,��������P l��������_sk_RTAdjustfloat4%_uAtlasSizeInv_S0float2���bX,��������f l��������t0l���������<����������@���������dx_ViewAdjustdx_ViewCoordsdx_ViewScaleclipControlOriginfloat����clipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGN\PPPTEXCOORD���OSGN�htttSV_PositionTEXCOORD���SHEX�PqjYF� YF� _2_�_2g� e� e� e2 h9@
� 7	B 
@@?22F�� օ 8" :� 6�@�?6� 6� F6B @6� FV2F82 FF� >STAT���|DXBC�kD�10֝�-�kX��|4����RDEF�<����RD11< ($|�����
samplers2D[0]textures2D[0]Microsoft (R) HLSL Shader Compiler 10.1ISGN�htttSV_PositionTEXCOORD���OSGND88SV_TARGET��SHEXPBjZ`XpUUb�b2e� e� hJ���CUrFF~`@�4
4�*
8� FF8� F�>STAT�
BPLG���2a00b6a31379f7b22@P��
inPosition_uinPosition����������������R��inColor	_uinColor����������������R��inCircleEdge_uinCircleEdge����������������R��sk_RTAdjust
_usk_RTAdjust��������������������������������������������P��
u_skRTFlip_uu_skRTFlip��������������������������������������������R��
uinnerRect_S1_uuinnerRect_S1��������������������������������������������P��uradiusPlusHalf_S1_uuradiusPlusHalf_S1����������������������������������������������R��sk_FragColor_usk_FragColor�����������������������������C������������������������������������������������������<<���������������������������������������������������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 gl_FragCoord : TEXCOORD3;
    float4 v0 : TEXCOORD0;
    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  float4 _vinCircleEdge_S0 = {0, 0, 0, 0};
static  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.w);
    float clipControlZeroToOne : packoffset(c4);
};

@@ 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_inPosition5613 = _inPosition;
(gl_Position = vec4_ctor(__tmp_0_inPosition5613, 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;
    float4 v0 : TEXCOORD0;
    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  float4 _vinCircleEdge_S0 = {0, 0, 0, 0};
static  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);
};

#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.gl_FragCoord.z * rhw) * dx_DepthFront.x + dx_DepthFront.y;
    gl_FragCoord.w = rhw;
    _vinCircleEdge_S0 = input.v0;
    _vinColor_S0 = input.v1;

float4 _sk_FragCoord5612 = vec4_ctor(gl_FragCoord.x, (_u_skRTFlip.x + (_u_skRTFlip.y * gl_FragCoord.y)), gl_FragCoord.z, gl_FragCoord.w);
float4 _circleEdge5613 = {0, 0, 0, 0};
(_circleEdge5613 = _vinCircleEdge_S0);
float4 _outputColor_S05614 = {0, 0, 0, 0};
(_outputColor_S05614 = _vinColor_S0);
float _d5615 = length(_circleEdge5613.xy);
float _distanceToOuterEdge5616 = (_circleEdge5613.z * (1.0 - _d5615));
float _edgeAlpha5617 = clamp(_distanceToOuterEdge5616, 0.0, 1.0);
float4 _outputCoverage_S05618 = vec4_ctor(_edgeAlpha5617);
float4 _output_S15619 = {0, 0, 0, 0};
float2 __0_dxy05620 = (_uinnerRect_S1.xy - _sk_FragCoord5612.xy);
float2 __1_dxy15621 = (_sk_FragCoord5612.xy - _uinnerRect_S1.zw);
float2 __2_dxy5622 = max(max(__0_dxy05620, __1_dxy15621), 0.0);
float __3_alpha5623 = clamp((_uradiusPlusHalf_S1.x - length(__2_dxy5622)), 0.0, 1.0);
(__3_alpha5623 = (1.0 - __3_alpha5623));
(_output_S15619 = (_outputCoverage_S05618 * __3_alpha5623));
{
(out_sk_FragColor = (_outputColor_S05614 * _output_S15619));
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColor�struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 gl_FragCoord : TEXCOORD3;
    float4 v0 : TEXCOORD0;
    float4 v1 : TEXCOORD1;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 gl_FragCoord : TEXCOORD3;
    float4 v0 : TEXCOORD0;
    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
}
���dDXBCmn�XۯAN	-����?Xd4d�RDEF��<����RD11< ($|�$GlobalsDriverConstants���|� �(P���������_sk_RTAdjustfloat4����������� ��������80��������E<`���������@`��������dx_ViewAdjustdx_ViewCoordsfloat2�dx_ViewScaleclipControlOriginfloat���WclipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGN\PPPTEXCOORD���OSGN������SV_PositionTEXCOORD���SHEX�PojYF� YF� _2_�_�g� e� e� e� e� h9@
� 7	B 
@@?22F�� օ 8" :� 6�@�?6� 6� F6� F6� F6� F>STAT��DXBC���':����1�j��48�tRDEF��<����RD11< ($|�$GlobalsDriverConstants���|�0��@@T��������x���������� T��������_u_skRTFlipfloat2�L_uinnerRect_S1float4���_uradiusPlusHalf_S1h���������v0T��������� ����������8T��������dx_ViewCoordsdx_FragCoordOffsetdx_DepthFrontfloat3���dx_ViewScaleMicrosoft (R) HLSL Shader Compiler 10.1���ISGN������SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX`P�jYF� YF� d 2brb�e� h	2FF� �A2B� 
� 	��A� 	R�� �A42��4
2F@FFK
 	
�A
� 
�A@�?"FFK""�A@�?8 "*8
8� F>STAT�
BPLG���<a00b6a31379f7b22@P��resolveLevel_and_idx_uresolveLevel_and_idx����������������R��p01_up01����������������R��p23_up23����������������P��fanPointAttrib_ufanPointAttrib����������������R��sk_RTAdjust
_usk_RTAdjust��������������������������������������������R��uaffineMatrix_S0_uuaffineMatrix_S0��������������������������������������������P��
utranslate_S0_uutranslate_S0�������������������������������������������������������C��������������������������������������������������<<�������������������������������������������������������������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.w);
    float clipControlZeroToOne : packoffset(c4);
};

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 _d05621 = mul(transpose(_matrix), (((float2(-2.0, -2.0) * _p1) + _p2) + _p0));
float2 _d15622 = mul(transpose(_matrix), (((float2(-2.0, -2.0) * _p2) + _p3) + _p1));
return max(dot(_d05621, _d05621), dot(_d15622, _d15622));
}
float f_wangs_formula_conic_p2_fff2f2f2f(in float __precision_, in float2 _p0, in float2 _p1, in float2 _p2, in float _w)
{
float2 _C5629 = ((min(min(_p0, _p1), _p2) + max(max(_p0, _p1), _p2)) * 0.5);
(_p0 -= _C5629);
(_p1 -= _C5629);
(_p2 -= _C5629);
float _m5630 = sqrt(max(max(dot(_p0, _p0), dot(_p1, _p1)), dot(_p2, _p2)));
float2 _dp5631 = (((vec2_ctor((-2.0 * _w)) * _p1) + _p0) + _p2);
float _dw5632 = abs(((-2.0 * _w) + 2.0));
float _rp_minus_15633 = max(0.0, ((_m5630 * __precision_) + -1.0));
float _numer5634 = ((length(_dp5631) * __precision_) + (_rp_minus_15633 * _dw5632));
float _denom5635 = (4.0 * min(_w, 1.0));
return (_numer5634 / _denom5635);
}
@@ 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_MATRIX5637 = mat2_ctor(_uaffineMatrix_S0.xy, _uaffineMatrix_S0.zw);
float2 _TRANSLATE5638 = _utranslate_S0;
float _resolveLevel5639 = _resolveLevel_and_idx.x;
float _idxInResolveLevel5640 = _resolveLevel_and_idx.y;
float2 _localcoord5641 = {0, 0};
if ((_resolveLevel5639 < 0.0))
{
(_localcoord5641 = _fanPointAttrib);
}
else
{
if (isinf(_p23.z))
{
float2 s161e = {0, 0};
if ((_resolveLevel5639 != 0.0))
{
(s161e = _p01.zw);
}
else
{
float2 s161f = {0, 0};
if ((_idxInResolveLevel5640 != 0.0))
{
(s161f = _p23.xy);
}
else
{
(s161f = _p01.xy);
}
(s161e = s161f);
}
(_localcoord5641 = s161e);
}
else
{
float2 _p05642 = _p01.xy;
float2 _p15643 = _p01.zw;
float2 _p25644 = _p23.xy;
float2 _p35645 = _p23.zw;
float _w5646 = {-1.0};
float _maxResolveLevel5647 = {0};
if (isinf(_p23.w))
{
(_w5646 = _p35645.x);
float __0_n25648 = f_wangs_formula_conic_p2_fff2f2f2f(4.0, mul(transpose(_AFFINE_MATRIX5637), _p05642), mul(transpose(_AFFINE_MATRIX5637), _p15643), mul(transpose(_AFFINE_MATRIX5637), _p25644), _w5646);
(_maxResolveLevel5647 = ceil((log2(max(__0_n25648, 1.0)) * 0.5)));
(_p15643 *= _w5646);
(_p35645 = _p25644);
}
else
{
float __1_m5649 = f_wangs_formula_max_fdiff_p2_ff2f2f2f2f22_float2x2(_p05642, _p15643, _p25644, _p35645, _AFFINE_MATRIX5637);
(_maxResolveLevel5647 = ceil((log2(max((9.0 * __1_m5649), 1.0)) * 0.25)));
}
if ((_resolveLevel5639 > _maxResolveLevel5647))
{
(_idxInResolveLevel5640 = floor((_idxInResolveLevel5640 * exp2((_maxResolveLevel5647 - _resolveLevel5639)))));
(_resolveLevel5639 = _maxResolveLevel5647);
}
float _fixedVertexID5650 = floor((0.5 + (_idxInResolveLevel5640 * exp2((5.0 - _resolveLevel5639)))));
if (((0.0 < _fixedVertexID5650) && (_fixedVertexID5650 < 32.0)))
{
float _T5651 = (_fixedVertexID5650 * 0.03125);
float2 _ab5652 = lerp(_p05642, _p15643, _T5651);
float2 _bc5653 = lerp(_p15643, _p25644, _T5651);
float2 _cd5654 = lerp(_p25644, _p35645, _T5651);
float2 _abc5655 = lerp(_ab5652, _bc5653, _T5651);
float2 _bcd5656 = lerp(_bc5653, _cd5654, _T5651);
float2 _abcd5657 = lerp(_abc5655, _bcd5656, _T5651);
float _u5658 = lerp(1.0, _w5646, _T5651);
float _v5659 = ((_w5646 + 1.0) - _u5658);
float _uv5660 = lerp(_u5658, _v5659, _T5651);
float2 s1620 = {0, 0};
if ((_w5646 < 0.0))
{
(s1620 = _abcd5657);
}
else
{
(s1620 = (_abc5655 / _uv5660));
}
(_localcoord5641 = s1620);
}
else
{
float2 s1621 = {0, 0};
if ((_fixedVertexID5650 == 0.0))
{
(s1621 = _p05642);
}
else
{
(s1621 = _p35645);
}
(_localcoord5641 = s1621);
}
}
}
float2 _vertexpos5661 = (mul(transpose(_AFFINE_MATRIX5637), _localcoord5641) + _TRANSLATE5638);
(gl_Position = vec4_ctor(_vertexpos5661, 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)
{
};

@@ 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��4?��\԰U�&�<4p�D�RDEF4�<���	RD11< ($|�$GlobalsDriverConstants���|�@��P@T��������x T���������0���������_sk_RTAdjustfloat4M_uaffineMatrix_S0_utranslate_S0float2��T��������� ����������0����������<����������@���������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"

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�DXBC7/q�J޺x0�mdD�4�� RDEFd<���<RD11< ($Microsoft (R) HLSL Shader Compiler 10.1ISGNP8DSV_PositionTEXCOORD���OSGNSHEXPj>STAT�
BPLG��F.a00b6a31379f7b22@R��
fillBounds_ufillBounds����������������R��color_ucolor����������������R��	locations_ulocations������������������gl_VertexIDgl_VertexID����������������R��sk_RTAdjust
_usk_RTAdjust��������������������������������������������P��uatlas_adjust_S0_uuatlas_adjust_S0��������������������������������������������^�uTextureSampler_0_S0_uuTextureSampler_0_S0����������������������������������������������R��sk_FragColor_usk_FragColor��������������������^������C��������������������������������������������������<<�������������������������������������������������������������
struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 v0 : TEXCOORD0;
    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  float2 _vatlasCoord_S0 = {0, 0};
static  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.w);
    float clipControlZeroToOne : packoffset(c4);
    uint dx_VertexID : packoffset(c4.y);
};

#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 _unitCoord5613 = vec2_ctor(float_ctor_int((gl_VertexID & 1)), float_ctor_int((gl_VertexID >> 1)));
float2 _devCoord5614 = lerp(_fillBounds.xy, _fillBounds.zw, _unitCoord5613);
float2 _atlasTopLeft5615 = vec2_ctor((abs(_locations.x) - 1.0), _locations.y);
float2 _devTopLeft5616 = _locations.zw;
bool _transposed5617 = (_locations.x < 0.0);
float2 _atlasCoord5618 = (_devCoord5614 - _devTopLeft5616);
if (_transposed5617)
{
(_atlasCoord5618 = _atlasCoord5618.yx);
}
(_atlasCoord5618 += _atlasTopLeft5615);
(_vatlasCoord_S0 = (_atlasCoord5618 * _uatlas_adjust_S0));
(_vcolor_S0 = _color);
(gl_Position = vec4_ctor(_devCoord5614, 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 v0 : TEXCOORD0;
    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  float2 _vatlasCoord_S0 = {0, 0};
static  float4 _vcolor_S0 = {0, 0, 0, 0};

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

cbuffer DriverConstants : register(b1)
{
    struct SamplerMetadata
    {
        int baseLevel;
        int internalFormatBits;
        int wrapModes;
        int padding;
        int4 intBorderColor;
    };
    SamplerMetadata samplerMetadata[1] : packoffset(c5);
};

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_S05610 = {1.0, 1.0, 1.0, 1.0};
float _atlasCoverage5611 = gl_texture2D(_uTextureSampler_0_S0, _vatlasCoord_S0, -0.5).x;
(_outputCoverage_S05610 *= _atlasCoverage5611);
float4 _outputColor_S05612 = {0, 0, 0, 0};
(_outputColor_S05612 = _vcolor_S0);
{
(out_sk_FragColor = (_outputColor_S05612 * _outputCoverage_S05610));
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColorRstruct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 v0 : TEXCOORD0;
    float2 v1 : TEXCOORD1;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 v0 : TEXCOORD0;
    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
}
����lDXBC�,�dX��������l4� ��RDEF\�<���4RD11< ($|�$GlobalsDriverConstants���|�0��P,��������P l��������_sk_RTAdjustfloat4%_uatlas_adjust_S0float2���b�,��������� l���������0l���������<����������@����������D��������dx_ViewAdjustdx_ViewCoordsdx_ViewScaleclipControlOriginfloat����clipControlZeroToOnedx_VertexIDdword�	Microsoft (R) HLSL Shader Compiler 10.1ISGN�hhhqTEXCOORDSV_VertexID���OSGN�htttSV_PositionTEXCOORD���SHEX P�jYF� YF� _�_�_�`g� e� e� e2 h9@
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@7	2�
F
��@��6"2FF82 FF� >STAT�	�DXBC'ֆ�����]�b� Q"�4���hRDEF�<����RD11< ($|�����
samplers2D[0]textures2D[0]Microsoft (R) HLSL Shader Compiler 10.1ISGN�htttSV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX�P*jZ`XpUUb�b2e� hJ���CUFF~`@�8� F>STAT�
BPLG���$a00b6a31379f7b22@P��
inPosition_uinPosition����������������R��inColor	_uinColor����������������R��inCircleEdge_uinCircleEdge����������������R��sk_RTAdjust
_usk_RTAdjust����������������������������������������������R��sk_FragColor_usk_FragColor�����������������������������C������������������������������������������������������<<���������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 v0 : TEXCOORD0;
    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  float4 _vinCircleEdge_S0 = {0, 0, 0, 0};
static  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.w);
    float clipControlZeroToOne : packoffset(c4);
};

@@ 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_inPosition5613 = _inPosition;
(gl_Position = vec4_ctor(__tmp_0_inPosition5613, 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 v0 : TEXCOORD0;
    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  float4 _vinCircleEdge_S0 = {0, 0, 0, 0};
static  float4 _vinColor_S0 = {0, 0, 0, 0};

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

cbuffer DriverConstants : register(b1)
{
};

@@ PIXEL OUTPUT @@

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

float4 _circleEdge5609 = {0, 0, 0, 0};
(_circleEdge5609 = _vinCircleEdge_S0);
float4 _outputColor_S05610 = {0, 0, 0, 0};
(_outputColor_S05610 = _vinColor_S0);
float _d5611 = length(_circleEdge5609.xy);
float _distanceToOuterEdge5612 = (_circleEdge5609.z * (1.0 - _d5611));
float _edgeAlpha5613 = clamp(_distanceToOuterEdge5612, 0.0, 1.0);
float4 _outputCoverage_S05614 = vec4_ctor(_edgeAlpha5613);
{
(out_sk_FragColor = (_outputColor_S05610 * _outputCoverage_S05614));
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColorRstruct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 v0 : TEXCOORD0;
    float4 v1 : TEXCOORD1;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 v0 : TEXCOORD0;
    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
}
���4DXBC����.����44d��RDEF��<����RD11< ($|�$GlobalsDriverConstants���|� �(P���������_sk_RTAdjustfloat4����������� ��������80��������E<`���������@`��������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'��`nc��u;;���4�(\(RDEFd<���<RD11< ($Microsoft (R) HLSL Shader Compiler 10.1ISGN�htttSV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX�P1jbrb�e� hFFK

�A@�?8 
*8� F>STAT�
BPLG���)a00b6a31379f7b22@P��
inPosition_uinPosition����������������R��inColor	_uinColor����������������R��
inQuadEdge_uinQuadEdge����������������R��sk_RTAdjust
_usk_RTAdjust��������������������������������������������P��
u_skRTFlip_uu_skRTFlip����������������������������������������������R��sk_FragColor_usk_FragColor�������������������������C������������������������������������������������������<<�����������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 v0 : TEXCOORD0;
    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  float4 _vQuadEdge_S0 = {0, 0, 0, 0};
static  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.w);
    float clipControlZeroToOne : packoffset(c4);
};

@@ 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_inPosition5612 = _inPosition;
(gl_Position = vec4_ctor(__tmp_0_inPosition5612, 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 v0 : TEXCOORD0;
    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  float4 _vQuadEdge_S0 = {0, 0, 0, 0};
static  float4 _vinColor_S0 = {0, 0, 0, 0};

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

cbuffer DriverConstants : register(b1)
{
};

@@ PIXEL OUTPUT @@

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

float4 _outputColor_S05610 = {0, 0, 0, 0};
(_outputColor_S05610 = _vinColor_S0);
float _edgeAlpha5611 = {0};
float2 _duvdx5612 = ddx(_vQuadEdge_S0.xy);
float2 _duvdy5613 = (_u_skRTFlip.y * ddy(_vQuadEdge_S0.xy));
if (((_vQuadEdge_S0.z > 0.0) && (_vQuadEdge_S0.w > 0.0)))
{
(_edgeAlpha5611 = min((min(_vQuadEdge_S0.z, _vQuadEdge_S0.w) + 0.5), 1.0));
}
else
{
float2 _gF5614 = vec2_ctor((((2.0 * _vQuadEdge_S0.x) * _duvdx5612.x) - _duvdx5612.y), (((2.0 * _vQuadEdge_S0.x) * _duvdy5613.x) - _duvdy5613.y));
(_edgeAlpha5611 = ((_vQuadEdge_S0.x * _vQuadEdge_S0.x) - _vQuadEdge_S0.y));
(_edgeAlpha5611 = clamp((0.5 - (_edgeAlpha5611 / length(_gF5614))), 0.0, 1.0));
}
float4 _outputCoverage_S05615 = vec4_ctor(_edgeAlpha5611);
{
(out_sk_FragColor = (_outputColor_S05610 * _outputCoverage_S05615));
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColorRstruct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 v0 : TEXCOORD0;
    float4 v1 : TEXCOORD1;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 v0 : TEXCOORD0;
    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
}
���4DXBC����.����44d��RDEF��<����RD11< ($|�$GlobalsDriverConstants���|� �(P���������_sk_RTAdjustfloat4����������� ��������80��������E<`���������@`��������dx_ViewAdjustdx_ViewCoordsfloat2�dx_ViewScaleclipControlOriginfloat���WclipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGN\PPPTEXCOORD���OSGN�htttSV_PositionTEXCOORD���SHEX�PijYF� YF� _2_�_�g� e� e� e� h9@
� 7	B 
@@?22F�� օ 8" :� 6�@�?6� 6� F6B @6� F6� F>STAT��DXBC5~m�d�	vL��g�4D�tRDEFh<����RD11< ($\$Globals���\�����������_u_skRTFlipfloat2��Microsoft (R) HLSL Shader Compiler 10.1ISGN�htttSV_PositionTEXCOORD���OSGN, SV_TARGET��SHEXlP�jYF� b�b�e� h|2F82FV� B

2
"*
�Az2F2
*
�AFFK
2
"

�A
 
�A@?3":*"@?3"@�?1
�@�B:*7	*
8� F>STAT�
BPLG���*a00b6a31379f7b22@P��
inPosition_uinPosition����������������R��inColor	_uinColor����������������ƍ�inTextureCoords_uinTextureCoords����������������R��sk_RTAdjust
_usk_RTAdjust��������������������������������������������P��uAtlasSizeInv_S0_uuAtlasSizeInv_S0��������������������������������������������^�uTextureSampler_0_S0_uuTextureSampler_0_S0����������������������������������������������R��sk_FragColor_usk_FragColor��������������������^������C������������������������������������������������������<<������������������������������������������������������������K	struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 v0 : TEXCOORD0;
    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  float2 _vTextureCoords_S0 = {0, 0};
static  float _vTexIndex_S0 = {0};
static  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.w);
    float clipControlZeroToOne : packoffset(c4);
};

@@ 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 _texIdx5614 = {0};
float2 _unormTexCoords5615 = vec2_ctor(float_ctor_uint(_inTextureCoords.x), float_ctor_uint(_inTextureCoords.y));
(_vTextureCoords_S0 = (_unormTexCoords5615 * _uAtlasSizeInv_S0));
(_vTexIndex_S0 = float_ctor_int(_texIdx5614));
(_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 v0 : TEXCOORD0;
    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  float2 _vTextureCoords_S0 = {0, 0};
static  float4 _vinColor_S0 = {0, 0, 0, 0};

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

cbuffer DriverConstants : register(b1)
{
    struct SamplerMetadata
    {
        int baseLevel;
        int internalFormatBits;
        int wrapModes;
        int padding;
        int4 intBorderColor;
    };
    SamplerMetadata samplerMetadata[1] : packoffset(c5);
};

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_S05611 = {0, 0, 0, 0};
(_outputColor_S05611 = _vinColor_S0);
float4 _texColor5612 = {0, 0, 0, 0};
{
(_texColor5612 = gl_texture2D(_uTextureSampler_0_S0, _vTextureCoords_S0, -0.5).xxxx);
}
float4 _outputCoverage_S05613 = _texColor5612;
{
(out_sk_FragColor = (_outputColor_S05611 * _outputCoverage_S05613));
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColorRstruct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 v0 : TEXCOORD0;
    float2 v1 : TEXCOORD1;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 v0 : TEXCOORD0;
    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�GhN�J^�u�ґr�vl�4<�(�RDEF�<����RD11< ($|�$GlobalsDriverConstants���|�0��P,��������P l��������_sk_RTAdjustfloat4%_uAtlasSizeInv_S0float2���bX,��������f l��������t0l���������<����������@���������dx_ViewAdjustdx_ViewCoordsdx_ViewScaleclipControlOriginfloat����clipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGN\PPPTEXCOORD���OSGN�htttSV_PositionTEXCOORD���SHEX�PqjYF� YF� _2_�_2g� e� e� e2 h9@
� 7	B 
@@?22F�� օ 8" :� 6�@�?6� 6� F6B @6� FV2F82 FF� >STAT��DXBC'ֆ�����]�b� Q"�4���hRDEF�<����RD11< ($|�����
samplers2D[0]textures2D[0]Microsoft (R) HLSL Shader Compiler 10.1ISGN�htttSV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX�P*jZ`XpUUb�b2e� hJ���CUFF~`@�8� F>STAT�
BPLG��$fde50a632ed2b545AP��position
_uposition����������������P��
localCoord_ulocalCoord����������������R��sk_RTAdjust
_usk_RTAdjust��������������������������������������������^�uTextureSampler_0_S0_uuTextureSampler_0_S0����������������������������������������������R��sk_FragColor_usk_FragColor��������������������^������C����������������������������������������������������������<<�����������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    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  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.w);
    float clipControlZeroToOne : packoffset(c4);
};

@@ 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);
}
Hstruct PS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    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  float2 _vlocalCoord_S0 = {0, 0};

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

cbuffer DriverConstants : register(b1)
{
    struct SamplerMetadata
    {
        int baseLevel;
        int wrapModes;
        int2 padding;
        int4 intBorderColor;
    };
    SamplerMetadata samplerMetadata[1] : packoffset(c5);
};

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_S05609 = {1.0, 1.0, 1.0, 1.0};
float2 _texCoord5610 = {0, 0};
(_texCoord5610 = _vlocalCoord_S0);
(_outputColor_S05609 = gl_texture2D(_uTextureSampler_0_S0, _texCoord5610, -0.5));
{
(out_sk_FragColor = _outputColor_S05609);
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColorstruct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float2 v0 : TEXCOORD0;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    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
}
���DXBC̤�
��|��p��I�4L�<RDEF��<����RD11< ($|�$GlobalsDriverConstants���|� �(P���������_sk_RTAdjustfloat4����������� ��������80��������E<`���������@`��������dx_ViewAdjustdx_ViewCoordsfloat2�dx_ViewScaleclipControlOriginfloat���WclipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGND88TEXCOORD���OSGNhP\\SV_PositionTEXCOORD���SHEXxP^jYF� YF� _2_2g� e� e2 h9@
� 7	B 
@@?22F�� օ 8" :� 6�@�?6� 6� F6B @62 F>STAT�
��DXBC��0�>8H�A|����4�l� RDEF�<����RD11< ($|�����
samplers2D[0]textures2D[0]Microsoft (R) HLSL Shader Compiler 10.1ISGNhP\\SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEXxPjZ`XpUUb2e� J���CU� FF~`@�>STAT�
BPLG���&fde50a632ed2b545AP��position
_uposition����������������R��color_ucolor����������������P��
localCoord_ulocalCoord����������������R��sk_RTAdjust
_usk_RTAdjust��������������������������������������������^�uTextureSampler_0_S0_uuTextureSampler_0_S0����������������������������������������������R��sk_FragColor_usk_FragColor��������������������^������C������������������������������������������������������<<����������������������������������������Rstruct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 v0 : TEXCOORD0;
    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  float4 _vcolor_S0 = {0, 0, 0, 0};
static  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.w);
    float clipControlZeroToOne : packoffset(c4);
};

@@ 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;
    float4 v0 : TEXCOORD0;
    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  float4 _vcolor_S0 = {0, 0, 0, 0};
static  float2 _vlocalCoord_S0 = {0, 0};

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

cbuffer DriverConstants : register(b1)
{
    struct SamplerMetadata
    {
        int baseLevel;
        int wrapModes;
        int2 padding;
        int4 intBorderColor;
    };
    SamplerMetadata samplerMetadata[1] : packoffset(c5);
};

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_S05610 = {0, 0, 0, 0};
(_outputColor_S05610 = _vcolor_S0);
float2 _texCoord5611 = {0, 0};
(_texCoord5611 = _vlocalCoord_S0);
(_outputColor_S05610 = (gl_texture2D(_uTextureSampler_0_S0, _texCoord5611, -0.5) * _outputColor_S05610));
{
(out_sk_FragColor = _outputColor_S05610);
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColorRstruct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 v0 : TEXCOORD0;
    float2 v1 : TEXCOORD1;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 v0 : TEXCOORD0;
    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�,@/g+�Q�[����44d��RDEF��<����RD11< ($|�$GlobalsDriverConstants���|� �(P���������_sk_RTAdjustfloat4����������� ��������80��������E<`���������@`��������dx_ViewAdjustdx_ViewCoordsfloat2�dx_ViewScaleclipControlOriginfloat���WclipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGN\PPPTEXCOORD���OSGN�htttSV_PositionTEXCOORD���SHEX�PijYF� YF� _2_�_2g� e� e� e2 h9@
� 7	B 
@@?22F�� օ 8" :� 6�@�?6� 6� F6B @6� F62 F>STAT��DXBC����p��َ�F�4���hRDEF�<����RD11< ($|�����
samplers2D[0]textures2D[0]Microsoft (R) HLSL Shader Compiler 10.1ISGN�htttSV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX�P*jZ`XpUUb�b2e� hJ���CU�FF~`@�8� FF>STAT�BPLG���2bf26831fd6e6929UdANGLE (NVIDIA, NVIDIA GeForce GTX 1080 Ti (0x00001B06) Direct3D11 vs_5_0 ps_5_0, D3D11-31.0.15.3742)��������������������,,position
_upositionP�color_ucolorR�R����������sk_RTAdjust
_usk_RTAdjustsk_FragColor_usk_FragColorR������C����������������������������������������������������������<<���������������������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�l_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 = BPLG���805be9c448b8781fgdANGLE (NVIDIA, NVIDIA GeForce GTX 1080 Ti (0x00001B06) Direct3D11 vs_5_0 ps_5_0, D3D11-32.0.15.6590)��������������������,,position
_upositionP�color_ucolorR����������sk_RTAdjust
_usk_RTAdjustsk_FragColor_usk_FragColorR�@�C����������������������������������������������������������<<���������������������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���"2bf26831fd6e6929UdANGLE (NVIDIA, NVIDIA GeForce GTX 1080 Ti (0x00001B06) Direct3D11 vs_5_0 ps_5_0, D3D11-31.0.15.3742)��������������������,,position
_upositionP�
localCoord_ulocalCoordP�R����������^�����������sk_RTAdjustuTextureSampler_0_S0
_usk_RTAdjust_uuTextureSampler_0_S0sk_FragColor_usk_FragColorR�����^��C����������������������������������������������������������<<�����������������������������������������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�8TEXCOORD���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��#�&)�p����y^u�4��RDEF��<����RD11< ($|�$GlobalsDriverConstants���|� ��@,��������Pl��������_u_skRTFlipfloat2�$_urectUniform_S1_c0float4�d0l��������>0,��������Q h���������8,��������dx_ViewCoordsdx_FragCoordOffsetdx_DepthFrontfloat3��_dx_ViewScaleMicrosoft (R) HLSL Shader Compiler 10.1���ISGN�htttSV_PositionTEXCOORD���OSGN, SV_TARGET��SHEXXPVjYF� YF� d 2b�e� h	2FF� �A2"� 
� 12F� F1��� 2�
F
7� @F>STAT�BPLG��1%2bf26831fd6e6929UdANGLE (NVIDIA, NVIDIA GeForce GTX 1080 Ti (0x00001B06) Direct3D11 vs_5_0 ps_5_0, D3D11-31.0.15.3742)��������������������,,position
_upositionP�color_ucolorR�
localCoord_ulocalCoordP�R����������^�����������sk_RTAdjustuTextureSampler_0_S0
_usk_RTAdjust_uuTextureSampler_0_S0sk_FragColor_usk_FragColorR�����^��C������������������������������������������������������<<�����������������������������������������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��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�kD�10֝�-�kX��|4����RDEF�<����RD11< ($|�����
samplers2D[0]textures2D[0]Microsoft (R) HLSL Shader Compiler 10.1ISGN�htttSV_PositionTEXCOORD���OSGND88SV_TARGET��SHEXPBjZ`XpUUb�b2e� e� hJ���CUrFF~`@�4
4�*
8� FF8� F�>STAT�BPLG��9%6fe6c9a5e90d45b3ddANGLE (NVIDIA, NVIDIA GeForce GTX 1080 Ti (0x00001B06) Direct3D11 vs_5_0 ps_5_0, D3D11-32.0.15.6070)��������������������,,position
_upositionP�color_ucolorR�
localCoord_ulocalCoordP����������*����������sk_RTAdjustuTextureSampler_0_S0
_usk_RTAdjust_uuTextureSampler_0_S0sk_FragColor_usk_FragColorR�@^��C������������������������������������������������������<<�����������������������������������������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���*6fe6c9a5e90d45b3ddANGLE (NVIDIA, NVIDIA GeForce GTX 1080 Ti (0x00001B06) Direct3D11 vs_5_0 ps_5_0, D3D11-32.0.15.6070)��������������������,,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�@^��C������������������������������������������������������<<���������������������������������������������������������������������������������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���"6fe6c9a5e90d45b3ddANGLE (NVIDIA, NVIDIA GeForce GTX 1080 Ti (0x00001B06) Direct3D11 vs_5_0 ps_5_0, D3D11-32.0.15.6070)��������������������,,position
_upositionP�
localCoord_ulocalCoordP����������*����������sk_RTAdjustuTextureSampler_0_S0
_usk_RTAdjust_uuTextureSampler_0_S0sk_FragColor_usk_FragColorR�@^��C����������������������������������������������������������<<�����������������������������������������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�� 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���%6fe6c9a5e90d45b3ddANGLE (NVIDIA, NVIDIA GeForce GTX 1080 Ti (0x00001B06) Direct3D11 vs_5_0 ps_5_0, D3D11-32.0.15.6070)��������������������,,position
_upositionP�
localCoord_ulocalCoordP�	texSubset_utexSubsetR����������*����������sk_RTAdjustuTextureSampler_0_S0
_usk_RTAdjust_uuTextureSampler_0_S0sk_FragColor_usk_FragColorR�@^��C������������������������������������������������������<<�����������������������������������������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�n;
    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��4?��\԰U�&�<4p�D�RDEF4�<���	RD11< ($|�$GlobalsDriverConstants���|�@��P@T��������x T���������0���������_sk_RTAdjustfloat4M_uaffineMatrix_S0_utranslate_S0float2��T��������� ����������0����������<����������@���������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"

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� 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��9%805be9c448b8781fgdANGLE (NVIDIA, NVIDIA GeForce GTX 1080 Ti (0x00001B06) Direct3D11 vs_5_0 ps_5_0, D3D11-32.0.15.6590)��������������������,,position
_upositionP�color_ucolorR�
localCoord_ulocalCoordP����������*����������sk_RTAdjustuTextureSampler_0_S0
_usk_RTAdjust_uuTextureSampler_0_S0sk_FragColor_usk_FragColorR�@^��C������������������������������������������������������<<�����������������������������������������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�2
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�A
 
�A@?3":*"@?3"@�?1
�@�B:*7	*
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@7	2�
F
��@��6"2FF82 FF� >STAT�	�DXBC'ֆ�����]�b� Q"�4���hRDEF�<����RD11< ($|�����
samplers2D[0]textures2D[0]Microsoft (R) HLSL Shader Compiler 10.1ISGN�htttSV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX�P*jZ`XpUUb�b2e� hJ���CUFF~`@�8� F>STAT�BPLG���*805be9c448b8781fgdANGLE (NVIDIA, NVIDIA GeForce GTX 1080 Ti (0x00001B06) Direct3D11 vs_5_0 ps_5_0, D3D11-32.0.15.6590)��������������������,,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�@^��C������������������������������������������������������<<���������������������������������������������������������������������������������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���"805be9c448b8781fgdANGLE (NVIDIA, NVIDIA GeForce GTX 1080 Ti (0x00001B06) Direct3D11 vs_5_0 ps_5_0, D3D11-32.0.15.6590)��������������������,,position
_upositionP�
localCoord_ulocalCoordP����������*����������sk_RTAdjustuTextureSampler_0_S0
_usk_RTAdjust_uuTextureSampler_0_S0sk_FragColor_usk_FragColorR�@^��C����������������������������������������������������������<<�����������������������������������������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�inCoord5619.y);
float2 __27_clampedCoord5621 = {0, 0};
(__27_clampedCoord5621.x = clamp(__26_subsetCoord5620.x, _uclamp_S1_c0_c0_c0.x, _uclamp_S1_c0_c0_c0.z));
(__27_clampedCoord5621.y = __26_subsetCoord5620.y);
float4 __28_textureColor5622 = vec4_ctor(0.0, 0.0, 0.0, gl_texture2D(_uTextureSampler_0_S1, __27_clampedCoord5621, -0.5).x);
(__21_color5615 += (__28_textureColor5622 * __24_offsetAndKernel5618.y));
}
}
(_output_S15614 = __21_color5615);
{
(out_sk_FragColor = _output_S15614);
(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;
    float2 v0 : TEXCOORD0;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    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;�|H#d���tt�i_r�4d� �RDEF(�<����RD11< ($|�$GlobalsDriverConstants���|�P��P,��������P ,h��������_sk_RTAdjustfloat4%_umatrix_S1float3x3���\T,��������b x���������0x���������<����������@���������dx_ViewAdjustdx_ViewCoordsfloat2�pdx_ViewScaleclipControlOriginfloat����clipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGND88TEXCOORD���OSGNhP\\SV_PositionTEXCOORD���SHEX�PqjYF� YF� _2_2g� e� e2 h9@
� 7	B 
@@?22F�� օ 8" :� 6�@�?�?6� 6� F6B @62F F� F" F� F>STAT��XDXBC�c�8�Be������&X4�P��RDEF��<���|RD11< ($������
�samplers2D[0]textures2D[0]$Globals�����|����������,����������@��������<P�X��������_uclamp_S1_c0_c0_c0float4��_umatrix_S1_c0_c0float3x3��_uIncrement_S1_c0float2���_uOffsetsAndKernel_S1_c0���Microsoft (R) HLSL Shader Compiler 10.1ISGNhP\\SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX0P�jYF� Z`XpUUb2e� h6B@�?6�@6@0!"
@2
2� 
F� F"F� F"F� F4"
� 3*� J���CUFF~`@�2�
� 
:
@6 :6� @>STAT�BPLG���%805be9c448b8781fgdANGLE (NVIDIA, NVIDIA GeForce GTX 1080 Ti (0x00001B06) Direct3D11 vs_5_0 ps_5_0, D3D11-32.0.15.6590)��������������������,,position
_upositionP�
localCoord_ulocalCoordP�	texSubset_utexSubsetR����������*����������sk_RTAdjustuTextureSampler_0_S0
_usk_RTAdjust_uuTextureSampler_0_S0sk_FragColor_usk_FragColorR�@^��C������������������������������������������������������<<�����������������������������������������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�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"

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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��g0805be9c448b8781fgdANGLE (NVIDIA, NVIDIA GeForce GTX 1080 Ti (0x00001B06) Direct3D11 vs_5_0 ps_5_0, D3D11-32.0.15.6590)��������������������,,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�@^��C����������������������������������������������������������<<����������������������������������������������������������������������������������������������������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�
�_uIncrement_S1_c0float2���_uOffsetsAndKernel_S1_c0���Microsoft (R) HLSL Shader Compiler 10.1ISGNhP\\SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX0P�jYF� Z`XpUUb2e� h6B@�?6�@6@0!"
@2
2� 
F� FF� FF� F4
� 3"
:� J���CUFF~`@�2�
� 
:
@6 :6� @>STAT�BPLG��p"805be9c448b8781fgdANGLE (NVIDIA, NVIDIA GeForce GTX 1080 Ti (0x00001B06) Direct3D11 vs_5_0 ps_5_0, D3D11-32.0.15.6590)��������������������,,
inPosition_uinPositionP�inColor	_uinColorR�inCircleEdge_uinCircleEdgeR����������sk_RTAdjust
_usk_RTAdjust�����sk_FragColor_usk_FragColorR�@�C������������������������������������������������������<<���������������������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�P@jb �b �e� hFFK
"
�A@�?
:�A8 2F�8
8� F>STAT�- __3_alpha5621));
(_output_S25617 = (_output_S15616 * __3_alpha5621));
{
(out_sk_FragColor = (_outputColor_S05615 * _output_S25617));
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColor�struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 gl_FragCoord : TEXCOORD3;
    float4 v0 : TEXCOORD0;
    float2 v1 : TEXCOORD1;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 gl_FragCoord : TEXCOORD3;
    float4 v0 : TEXCOORD0;
    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
}
���DXBC̙���/���n84d�h�RDEF(�<����RD11< ($|�$GlobalsDriverConstants���|�P��P,��������P ,h��������_sk_RTAdjustfloat4%_umatrix_S1float3x3���\T,��������b x���������0x���������<����������@���������dx_ViewAdjustdx_ViewCoordsfloat2�pdx_ViewScaleclipControlOriginfloat����clipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGN\PPPTEXCOORD���OSGN������SV_PositionTEXCOORD���SHEXP�jYF� YF� _2_�_2g� e� e� e� e2 h9@
� 7	B 
@@?22F�� օ 8" :� 6�@�?6� 6� F6� F6� F62F6B@�? F� F" F� F>STAT���DXBCN䚅X��t���Z���4�t��RDEF��<���pRD11< ($������
��samplers2D[0]textures2D[0]$GlobalsDriverConstants����$0�$p�������������������� ���������_u_skRTFlipfloat2��_uinnerRect_S2float4���_uradiusPlusHalf_S2�����������0���������
 $��������H8���������UP L��������dx_ViewCoordsdx_FragCoordOffsetdx_DepthFrontfloat3��dx_ViewScalesamplerMetadataSamplerMetadatabaseLevelint�wrapModespaddingint2��intBorderColorint4�u�������eMicrosoft (R) HLSL Shader Compiler 10.1ISGN������SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEXDP�jYF� YF� Z`XpUUd 2b�b2e� h	2FF� �A2B� 
� 	��A� 	R�� �A42��4
2F@FFK
 	
�A
� 
�A@�?J���CU"F~`@�8
8� F>STAT�BPLG���4805be9c448b8781fgdANGLE (NVIDIA, NVIDIA GeForce GTX 1080 Ti (0x00001B06) Direct3D11 vs_5_0 ps_5_0, D3D11-32.0.15.6590)��������������������,,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�@^��C����������������������������������������������������������<<��������������������������������������������������������������������������������������������������������������������������������������������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�*
7	
@@�?8
8� F>STAT�BPLG��`/805be9c448b8781fgdANGLE (NVIDIA, NVIDIA GeForce GTX 1080 Ti (0x00001B06) Direct3D11 vs_5_0 ps_5_0, D3D11-32.0.15.6590)��������������������,,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�@^��C����������������������������������������������������������<<������������������������������������������������������������������������������������������������������������������������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�FJ���CUFF~`@�2�
� 
:
@6 :6� @>STAT�BPLG���4805be9c448b8781fgdANGLE (NVIDIA, NVIDIA GeForce GTX 1080 Ti (0x00001B06) Direct3D11 vs_5_0 ps_5_0, D3D11-32.0.15.6590)��������������������,,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�@^��C����������������������������������������������������������<<��������������������������������������������������������������������������������������������������������������������������������������������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
}
���DXBCt~����j�,]�Z���4d� �RDEF(�<����RD11< ($|�$GlobalsDriverConstants���|�P��@,��������P ,h��������_sk_RTAdjustfloat4%_umatrix_S1float3x3���\T,��������b x���������0x���������8����������<���������dx_ViewAdjustdx_ViewCoordsfloat2�pdx_ViewScaleclipControlOriginfloat����clipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGND88TEXCOORD���OSGNhP\\SV_PositionTEXCOORD���SHEX�PqjYF� YF� _2_2g� e� e2 h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?�?6� 6� F6B @62F F� F" F� F>STAT��pDXBC5dFa�)W%�70�gr,fp4�H|�RDEF��<���tRD11< ($������
�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!:@
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� 3"
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�:@6 :6� @>STAT�BPLG��Z5805be9c448b8781fgdANGLE (NVIDIA, NVIDIA GeForce GTX 1080 Ti (0x00001B06) Direct3D11 vs_5_0 ps_5_0, D3D11-32.0.15.6590)��������������������,,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�@^��C������������������������������������������������������<<������������������������������������������������������������������������������������������������������������������������	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��E:805be9c448b8781fgdANGLE (NVIDIA, NVIDIA GeForce GTX 1080 Ti (0x00001B06) Direct3D11 vs_5_0 ps_5_0, D3D11-32.0.15.6590)��������������������,,resolveLevel_and_idx_uresolveLevel_and_idxP�p01_up01R�p23_up23R�fanPointAttrib_ufanPointAttribP����������������������������sk_RTAdjustuaffineMatrix_S0
utranslate_S0
_usk_RTAdjust_uuaffineMatrix_S0_uutranslate_S0������C��������������������������������������������������<<�������������������������������������������������������������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"

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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���#805be9c448b8781fgdANGLE (NVIDIA, NVIDIA GeForce GTX 1080 Ti (0x00001B06) Direct3D11 vs_5_0 ps_5_0, D3D11-32.0.15.6590)��������������������,,
inPosition_uinPositionP�inColor	_uinColorR�inCircleEdge_uinCircleEdgeR����������sk_RTAdjust
_usk_RTAdjust�����sk_FragColor_usk_FragColorR�@�C������������������������������������������������������<<���������������������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���+805be9c448b8781fgdANGLE (NVIDIA, NVIDIA GeForce GTX 1080 Ti (0x00001B06) Direct3D11 vs_5_0 ps_5_0, D3D11-32.0.15.6590)��������������������,,
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�@^��C��������������������������������������������������<<�������������������������������������������������������������
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
}
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(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 
@@?

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@*
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��@��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��$p�������������������� ���������_u_skRTFlipfloat2��_uinnerRect_S1float4���_uradiusPlusHalf_S1�����������0���������
 $��������H8���������UP L��������dx_ViewCoordsdx_FragCoordOffsetdx_DepthFrontfloat3��dx_ViewScalesamplerMetadataSamplerMetadatabaseLevelint�wrapModespaddingint2��intBorderColorint4�u�������eMicrosoft (R) HLSL Shader Compiler 10.1ISGN�htttSV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX�PjYF� YF� Z`XpUUd 2b2e� h	2FF� �A2B� 
� 	��A� 	R�� �A42��4
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� J���CU�FF~`@�8� F>STAT�
BPLG��f(805be9c448b8781fgdANGLE (NVIDIA, NVIDIA GeForce GTX 1080 Ti (0x00001B06) Direct3D11 vs_5_0 ps_5_0, D3D11-32.0.15.6590)��������������������,,
inPosition_uinPositionP�inColor	_uinColorR�inTextureCoords_uinTextureCoordsƍ������������������*����������sk_RTAdjustuAtlasSizeInv_S0uTextureSampler_0_S0
_usk_RTAdjust_uuAtlasSizeInv_S0_uuTextureSampler_0_S0sk_FragColor_usk_FragColorR�@^��C������������������������������������������������������<<�������������������������������������������������������������	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 
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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�pUUb �b 2e� e� hJ���CUrFF~`@�4
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8� FF8� F�>STAT�t4 v1 : TEXCOORD1;
    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
}
���TDXBC���c���V�[�T4d���RDEF(�<����RD11< ($|�$GlobalsDriverConstants���|�P��P,��������P ,h��������_sk_RTAdjustfloat4%_umatrix_S1_c0float3x3_T,��������b x���������0x���������<����������@���������dx_ViewAdjustdx_ViewCoordsfloat2�pdx_ViewScaleclipControlOriginfloat����clipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGN\PPPTEXCOORD���OSGN�������SV_PositionTEXCOORD���SHEX0P�jYF� YF� _2_�_�g� e� e� e� e� e2 h9@
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��samplers2D[0]textures2D[0]$GlobalsDriverConstants����$0�$p�������������������� ���������_u_skRTFlipfloat2��_uinnerRect_S2float4���_uradiusPlusHalf_S2�����������0���������
 $��������H8���������UP L��������dx_ViewCoordsdx_FragCoordOffsetdx_DepthFrontfloat3��dx_ViewScalesamplerMetadataSamplerMetadatabaseLevelint�wrapModespaddingint2��intBorderColorint4�u�������eMicrosoft (R) HLSL Shader Compiler 10.1ISGN�������SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX�P�jYF� YF� Z`XpUUd 2brb2e� h	2FF� �A2B� 
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_usk_RTAdjust_uumatrix_S1_c0_c0_c1_uu_skRTFlip_uustart_S1_c0_c0_c0_uuend_S1_c0_c0_c0_uuleftBorderColor_S1_c0_c0_uurightBorderColor_S1_c0_c0_uumatrix_S1_c1_uurange_S1_uuTextureSampler_0_S1
	sk_FragColor_usk_FragColorR�@^��C������������������������������������������������������<<
��������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������*	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 _ustart_S1_c0_c0_c0 : register(c1);
uniform float4 _uend_S1_c0_c0_c0 : register(c2);
uniform float4 _uleftBorderColor_S1_c0_c0 : register(c3);
uniform float4 _urightBorderColor_S1_c0_c0 : register(c4);
uniform float3x3 _umatrix_S1_c1 : register(c5);
uniform float _urange_S1 : 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 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_FragCoord5638 = vec4_ctor(gl_FragCoord.x, (_u_skRTFlip.x + (_u_skRTFlip.y * gl_FragCoord.y)), gl_FragCoord.z, gl_FragCoord.w);
float4 _outputColor_S05639 = _vcolor_S0;
float4 __22_tmp_6_inColor5640 = _outputColor_S05639;
float4 __23_input5641 = __22_tmp_6_inColor5640;
float2 __26_tmp_3_coords5642 = _vTransformedCoords_6_S0;
float4 __27_t5643 = vec4_ctor(length(__26_tmp_3_coords5642), 1.0, 0.0, 0.0);
float4 __28_outColor5644 = {0, 0, 0, 0};
if ((__27_t5643.x < 0.0))
{
(__28_outColor5644 = _uleftBorderColor_S1_c0_c0);
}
else
{
if ((__27_t5643.x > 1.0))
{
(__28_outColor5644 = _urightBorderColor_S1_c0_c0);
}
else
{
float2 __30_tmp_1_coords5645 = vec2_ctor(__27_t5643.x, 0.0);
(__28_outColor5644 = lerp(_ustart_S1_c0_c0_c0, _uend_S1_c0_c0_c0, __30_tmp_1_coords5645.x));
}
}
(__23_input5641 = __28_outColor5644);
float4 __32_color5646 = __23_input5641;
float __33_value5647 = (gl_texture2D(_uTextureSampler_0_S1, mul(transpose(mat3x2_ctor(_umatrix_S1_c1)), vec3_ctor(_sk_FragCoord5638.xy, 1.0)), -0.5).x - 0.5);
float4 _output_S15648 = vec4_ctor(clamp((__32_color5646.xyz + (__33_value5647 * _urange_S1)), 0.0, __32_color5646.w), __32_color5646.w);
{
(out_sk_FragColor = _output_S15648);
}
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�>$4l�p�RDEF0�<���RD11< ($|�$GlobalsDriverConstants���|�P��@,��������P ,p��������_sk_RTAdjustfloat4%_umatrix_S1_c0_c0_c1float3x3��e\,��������j ����������0����������8����������<���������dx_ViewAdjustdx_ViewCoordsfloat2�xdx_ViewScaleclipControlOriginfloat����clipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGN\PPPTEXCOORD���OSGN������SV_PositionTEXCOORD���SHEXP�jYF� YF� _2_�_2g� e� e� e� e2 h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?6� 6� F6� F6� F62F6B@�? F� F" F� F>STAT���
DXBC�ƒ5&�]X��ȓE��
4� T
RDEFD�<���RD11< ($������
��samplers2D[0]textures2D[0]$GlobalsDriverConstants����$��t`<P��������t���������� ����������0����������@����������P,��������<�P��������_u_skRTFlipfloat2�H_ustart_S1_c0_c0_c0float4��_uend_S1_c0_c0_c0_uleftBorderColor_S1_c0_c0_urightBorderColor_S1_c0_c0_umatrix_S1_c1float3x3���_urange_S1float���Gd���������r0P��������� ����������8P���������,���������@ ���������dx_ViewCoordsdx_FragCoordOffsetdx_DepthFrontfloat3���dx_ViewScaledx_Miscdword��samplerMetadataSamplerMetadatabaseLevelint��*wrapModespaddingint2�fintBorderColorint4� 0T0^l���Microsoft (R) HLSL Shader Compiler 10.1ISGN������SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX�P�jYF� 	YF� Z`XpUUd 2b 2e� h6�@�?	2FF� �A2B� 
� F� �"F� �J���CUFF~`@�
@�
�F� �AF� "FFK"2
�VFF� 1"@�?7
�VF� F2
r� F4
rF@3r �F6� :>STAT�
BPLG��4805be9c448b8781fgdANGLE (NVIDIA, NVIDIA GeForce GTX 1080 Ti (0x00001B06) Direct3D11 vs_5_0 ps_5_0, D3D11-32.0.15.6590)��������������������,,position
_upositionP�color_ucolorR�������������������	���������������������������*����������sk_RTAdjust
u_skRTFlipumatrix_S1_c0_c0ucircleData_S1_c0
ucircle_S2_c0uTextureSampler_0_S1
_usk_RTAdjust_uu_skRTFlip_uumatrix_S1_c0_c0_uucircleData_S1_c0_uucircle_S2_c0_uuTextureSampler_0_S1sk_FragColor_usk_FragColorR�@^��C����������������������������������������������������������<<������������������������������������������������������������������������������������������������������������������������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);
}
C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);
}
// Uniforms

uniform float2 _u_skRTFlip : register(c0);
uniform float3x3 _umatrix_S1_c0_c0 : register(c1);
uniform float4 _ucircleData_S1_c0 : register(c4);
uniform float4 _ucircle_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 __6_vec5635 = ((_sk_FragCoord5633.xy - _ucircleData_S1_c0.xy) * _ucircleData_S1_c0.w);
float __7_dist5636 = (length(__6_vec5635) + ((0.5 - _ucircleData_S1_c0.z) * _ucircleData_S1_c0.w));
float4 _output_S15637 = vec4_ctor(0.0, 0.0, 0.0, gl_texture2D(_uTextureSampler_0_S1, mul(transpose(mat3x2_ctor(_umatrix_S1_c0_c0)), vec3_ctor(vec2_ctor(__7_dist5636, 0.5), 1.0)), -0.5).x).wwww;
float __9_d5638 = ((length(((_ucircle_S2_c0.xy - _sk_FragCoord5633.xy) * _ucircle_S2_c0.w)) - 1.0) * _ucircle_S2_c0.z);
float4 _output_S25639 = (_output_S15637 * vec4_ctor(clamp(__9_d5638, 0.0, 1.0)));
{
(out_sk_FragColor = (_outputColor_S05634 * _output_S25639));
}
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< ($|�$GlobalsDriverConstants���|� �(@���������_sk_RTAdjustfloat4����������� ��������80��������E8`���������<`��������dx_ViewAdjustdx_ViewCoordsfloat2�dx_ViewScaleclipControlOriginfloat���WclipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGND88TEXCOORD���OSGN�htttSV_PositionTEXCOORD���SHEX�PdjYF� YF� _2_�g� e� e� e� h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?6� 6� F6� F6� F>STAT�
�
DXBC��iك�;�[Ţ
4� Td	RDEF\�<���4RD11< ($������
��samplers2D[0]textures2D[0]$GlobalsDriverConstants����$`��`�����������,��������<@X��������|PX��������_u_skRTFlipfloat2��_umatrix_S1_c0_c0float3x3�_ucircleData_S1_c0float4��O_ucircle_S2_c0�|X���������0���������� ����������8����������,���������@ ��������dx_ViewCoordsdx_FragCoordOffsetdx_DepthFrontfloat3���dx_ViewScaledx_Miscdword��samplerMetadataSamplerMetadatabaseLevelint��BwrapModespaddingint2�~intBorderColorint4�8HlHv����(Microsoft (R) HLSL Shader Compiler 10.1ISGN�htttSV_PositionTEXCOORD���OSGN, SV_TARGET��SHEXP�jYF� YF� Z`XpUUd 2b �e� h	2FF� �A2B� 
� 	�� �A	R�A� 8R�� ��K

@��8 
*� 8bV�� "��K"	B@?*� �A2
*:� 6b@?�?F� F"F� FJ���CU"F~`@�8
8� F>STAT�STAT�BPLG���$805be9c448b8781fgdANGLE (NVIDIA, NVIDIA GeForce GTX 1080 Ti (0x00001B06) Direct3D11 vs_5_0 ps_5_0, D3D11-32.0.15.6590)��������������������,,
inPosition_uinPositionP�inColor	_uinColorR�inCircleEdge_uinCircleEdgeR����������sk_RTAdjust
_usk_RTAdjust�����sk_FragColor_usk_FragColorR�@�C������������������������������������������������������<<���������������������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�����RD11< ($|�����
samplers2D[0]textures2D[0]Microsoft (R) HLSL Shader Compiler 10.1ISGN�htttSV_PositionTEXCOORD���OSGN, SV_TARGET��SHEXxPjZ`XpUUb 2e� J���CU� FF~`@�>STAT��tt�i_r�4d� �RDEF(�<����RD11< ($|�$GlobalsDriverConstants���|�P��P,��������P ,h��������_sk_RTAdjustfloat4%_umatrix_S1float3x3���\T,��������b x���������0x���������<����������@���������dx_ViewAdjustdx_ViewCoordsfloat2�pdx_ViewScaleclipControlOriginfloat����clipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGND88TEXCOORD���OSGNhP\\SV_PositionTEXCOORD���SHEX�PqjYF� YF� _2_2g� e� e2 h9@
� 7	B 
@@?22F�� օ 8" :� 6�@�?�?6� 6� F6B @62F F� F" F� F>STAT��XDXBC�������t�!�N���X4�P��RDEF��<���|RD11< ($������
�samplers2D[0]textures2D[0]$Globals����� |����������,����������@��������<P�X��������_uclamp_S1_c0_c0_c0float4��_umatrix_S1_c0_c0float3x3��_uIncrement_S1_c0float2���_uOffsetsAndKernel_S1_c0���
Microsoft (R) HLSL Shader Compiler 10.1ISGNhP\\SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX0P�jYF� Z`XpUUb2e� h6B@�?6�@6@0!"
@
2
2� 
F� FF� FF� F4
� 3"
:� J���CUFF~`@�2�
� 
:
@6 :6� @>STAT�BPLG���7b91a100de0b5ad2ndANGLE (NVIDIA, NVIDIA GeForce GTX 1080 Ti (0x00001B06) Direct3D11 vs_5_0 ps_5_0, D3D11-32.0.15.6614)��������������������,,position
_upositionP�color_ucolorR����������sk_RTAdjust
_usk_RTAdjustsk_FragColor_usk_FragColorR�@�C����������������������������������������������������������<<���������������������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_S02560 = _vcolor_S0;
{
(out_sk_FragColor = _outputColor_S02560);
}
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�lsDriverConstants���|� �(@���������_sk_RTAdjustfloat4����������� ��������80��������E8BPLG���7b91a100de0b5ad2ndANGLE (NVIDIA, NVIDIA GeForce GTX 1080 Ti (0x00001B06) Direct3D11 vs_5_0 ps_5_0, D3D11-32.0.15.6614)��������������������,,position
_upositionP�color_ucolorR����������sk_RTAdjust
_usk_RTAdjustsk_FragColor_usk_FragColorR�@�C����������������������������������������������������������<<���������������������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_S02560 = _vcolor_S0;
{
(out_sk_FragColor = _outputColor_S02560);
(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���%7b91a100de0b5ad2ndANGLE (NVIDIA, NVIDIA GeForce GTX 1080 Ti (0x00001B06) Direct3D11 vs_5_0 ps_5_0, D3D11-32.0.15.6614)��������������������,,position
_upositionP�
localCoord_ulocalCoordP�	texSubset_utexSubsetR����������*����������sk_RTAdjustuTextureSampler_0_S0
_usk_RTAdjust_uuTextureSampler_0_S0sk_FragColor_usk_FragColorR�@^��C������������������������������������������������������<<�����������������������������������������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_S02562 = {1.0, 1.0, 1.0, 1.0};
float2 _texCoord2563 = _vlocalCoord_S0;
float4 _subset2564 = _vtexSubset_S0;
(_texCoord2563 = clamp(_texCoord2563, _subset2564.xy, _subset2564.zw));
(_outputColor_S02562 = gl_texture2D(_uTextureSampler_0_S0, _texCoord2563, -0.5));
{
(out_sk_FragColor = _outputColor_S02562);
}
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�5614.xy) * _ucircle_S2_c0.w))) * _ucircle_S2_c0.z));
}
(_output_S25623 = (_outputCoverage_S05620 * vec4_ctor(clamp(__5_d5624, 0.0, 1.0))));
{
(out_sk_FragColor = (_output_S15621 * _output_S25623));
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColorstruct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD3;
    float4 gl_FragCoord : TEXCOORD4;
    float4 v0 : TEXCOORD0;
    float4 v1 : TEXCOORD1;
    float2 v2 : TEXCOORD2;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD3;
    float4 gl_FragCoord : TEXCOORD4;
    float4 v0 : TEXCOORD0;
    float4 v1 : TEXCOORD1;
    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
}
���TDXBC���c���V�[�T4d���RDEF(�<����RD11< ($|�$GlobalsDriverConstants���|�P��P,��������P ,h��������_sk_RTAdjustfloat4%_umatrix_S1_c0float3x3_T,��������b x���������0x���������<����������@���������dx_ViewAdjustdx_ViewCoordsfloat2�pdx_ViewScaleclipControlOriginfloat����clipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGN\PPPTEXCOORD���OSGN�������SV_PositionTEXCOORD���SHEX0P�jYF� YF� _2_�_�g� e� e� e� e� e2 h9@
� 7	B 
@@?22F�� օ 8" :� 6�@�?6� 6� F6� F6� F6� F62F6B@�? F� F" F� F>STAT�	��DXBC�G]@�����W����4�P��RDEF\�<���4RD11< ($������
��samplers2D[0]textures2D[0]$GlobalsDriverConstants����$ ��pt�������������������_u_skRTFlipfloat2��_ucircle_S2_c0float4��������������0���������� ���������8���������P ��������dx_ViewCoordsdx_FragCoordOffsetdx_DepthFrontfloat3���dx_ViewScalesamplerMetadataSamplerMetadatabaseLevelint�CwrapModespaddingint2�~intBorderColorint4�9HlHv����)Microsoft (R) HLSL Shader Compiler 10.1ISGN�������SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEXdP�jYF� YF� Z`XpUUd 2brb2e� h	2FF� �A2B� 
� 	2��AF� 82F�� FFK

�A@�?8 
*� "FFK""�A@�?8 "*8
J���CU�FF~`@�8� F>STAT�BPLG���"7b91a100de0b5ad2ndANGLE (NVIDIA, NVIDIA GeForce GTX 1080 Ti (0x00001B06) Direct3D11 vs_5_0 ps_5_0, D3D11-32.0.15.6614)��������������������,,position
_upositionP�
localCoord_ulocalCoordP����������*����������sk_RTAdjustuTextureSampler_0_S0
_usk_RTAdjust_uuTextureSampler_0_S0sk_FragColor_usk_FragColorR�@^��C����������������������������������������������������������<<�����������������������������������������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_S02561 = {1.0, 1.0, 1.0, 1.0};
float2 _texCoord2562 = _vlocalCoord_S0;
(_outputColor_S02561 = gl_texture2D(_uTextureSampler_0_S0, _texCoord2562, -0.5));
{
(out_sk_FragColor = _outputColor_S02561);
}
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��$GlobalsDriverConstants���|�P��P,��������P ,h��������_sk_RTAdjustfloat4%_umatrix_S1_c0float3x3_T,��������b x���������0x���������<����������@���������dx_ViewAdjustdx_ViewCoordsfloat2�pdx_ViewScaleclipControlOriginfloat����clipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGN\PPPTEXCOORD���OSGN�htttSV_PositionTEXCOORD���SHEX�P|jYF� YF� _2_�_2g� e� e� e2 h9@
� 7	B 
@@?22F�� օ 8" :� 6�@�?�?6� 6� F6B @6� F62F F� F" F� F>STAT�
��DXBCH�mX��7v"������4�,`8RDEFh�<���@RD11< ($������
�samplers2D[0]textures2D[0]$Globals�������������_uclamp_S1_c0_c0float4Microsoft (R) HLSL Shader Compiler 10.1ISGN�htttSV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX�P4jYF� Z`XpUUb2e� h42FF� 32F� J���CU� FF~`@�>STAT�BPLG��9%7b91a100de0b5ad2ndANGLE (NVIDIA, NVIDIA GeForce GTX 1080 Ti (0x00001B06) Direct3D11 vs_5_0 ps_5_0, D3D11-32.0.15.6614)��������������������,,position
_upositionP�color_ucolorR�
localCoord_ulocalCoordP����������*����������sk_RTAdjustuTextureSampler_0_S0
_usk_RTAdjust_uuTextureSampler_0_S0sk_FragColor_usk_FragColorR�@^��C������������������������������������������������������<<�����������������������������������������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_S02562 = _vcolor_S0;
float2 _texCoord2563 = _vlocalCoord_S0;
(_outputColor_S02562 = (gl_texture2D(_uTextureSampler_0_S0, _texCoord2563, -0.5) * _outputColor_S02562));
{
(out_sk_FragColor = _outputColor_S02562);
}
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��OSGN, SV_TARGET��SHEX�P1jZ`XpUUb�b2e� h42FF32F�J���CU� FF~`@�>STAT�BPLG���*7b91a100de0b5ad2ndANGLE (NVIDIA, NVIDIA GeForce GTX 1080 Ti (0x00001B06) Direct3D11 vs_5_0 ps_5_0, D3D11-32.0.15.6614)��������������������,,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�@^��C������������������������������������������������������<<���������������������������������������������������������������������������������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_S02564 = _vcolor_S0;
float4 __8_input2565 = _outputColor_S02564;
float2 __9_inCoord2566 = _vTransformedCoords_3_S0;
float2 __10_subsetCoord2567 = {0, 0};
(__10_subsetCoord2567.x = __9_inCoord2566.x);
(__10_subsetCoord2567.y = __9_inCoord2566.y);
float2 __11_clampedCoord2568 = clamp(__10_subsetCoord2567, _uclamp_S1_c0_c0.xy, _uclamp_S1_c0_c0.zw);
float4 __12_textureColor2569 = gl_texture2D(_uTextureSampler_0_S1, __11_clampedCoord2568, -0.5);
(__8_input2565 = __12_textureColor2569);
float4 _output_S12570 = __8_input2565;
{
(out_sk_FragColor = _output_S12570);
}
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��g07b91a100de0b5ad2ndANGLE (NVIDIA, NVIDIA GeForce GTX 1080 Ti (0x00001B06) Direct3D11 vs_5_0 ps_5_0, D3D11-32.0.15.6614)��������������������,,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�@^��C����������������������������������������������������������<<����������������������������������������������������������������������������������������������������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_FragCoord2564 = vec4_ctor(gl_FragCoord.x, (_u_skRTFlip.x + (_u_skRTFlip.y * gl_FragCoord.y)), gl_FragCoord.z, gl_FragCoord.w);
float4 _outputColor_S02565 = {1.0, 1.0, 1.0, 1.0};
float2 _texCoord2566 = _vlocalCoord_S0;
(_outputColor_S02565 = gl_texture2D(_uTextureSampler_0_S0, _texCoord2566, -0.5));
float2 __0_dxy02567 = (_uinnerRect_S1.xy - _sk_FragCoord2564.xy);
float2 __1_dxy12568 = (_sk_FragCoord2564.xy - _uinnerRect_S1.zw);
float2 __2_dxy2569 = max(max(__0_dxy02567, __1_dxy12568), 0.0);
float __3_alpha2570 = clamp((_uradiusPlusHalf_S1.x - length(__2_dxy2569)), 0.0, 1.0);
float4 _output_S12571 = vec4_ctor(__3_alpha2570);
{
(out_sk_FragColor = (_outputColor_S02565 * _output_S12571));
}
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��5:7b91a100de0b5ad2ndANGLE (NVIDIA, NVIDIA GeForce GTX 1080 Ti (0x00001B06) Direct3D11 vs_5_0 ps_5_0, D3D11-32.0.15.6614)��������������������,,resolveLevel_and_idx_uresolveLevel_and_idxP�p01_up01R�p23_up23R�fanPointAttrib_ufanPointAttribP����������������������������sk_RTAdjustuaffineMatrix_S0
utranslate_S0
_usk_RTAdjust_uuaffineMatrix_S0_uutranslate_S0������C��������������������������������������������������<<������������������������������������������������������������~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 _d02573 = mul(transpose(_matrix), (((float2(-2.0, -2.0) * _p1) + _p2) + _p0));
float2 _d12574 = mul(transpose(_matrix), (((float2(-2.0, -2.0) * _p2) + _p3) + _p1));
return max(dot(_d02573, _d02573), dot(_d12574, _d12574));
}
float f_wangs_formula_conic_p2_fff2f2f2f(in float __precision_, in float2 _p0, in float2 _p1, in float2 _p2, in float _w)
{
float2 _C2581 = ((min(min(_p0, _p1), _p2) + max(max(_p0, _p1), _p2)) * 0.5);
(_p0 -= _C2581);
(_p1 -= _C2581);
(_p2 -= _C2581);
float _m2582 = sqrt(max(max(dot(_p0, _p0), dot(_p1, _p1)), dot(_p2, _p2)));
float2 _dp2583 = (((vec2_ctor((-2.0 * _w)) * _p1) + _p0) + _p2);
float _dw2584 = abs(((-2.0 * _w) + 2.0));
float _rp_minus_12585 = max(0.0, ((_m2582 * __precision_) + -1.0));
float _numer2586 = ((length(_dp2583) * __precision_) + (_rp_minus_12585 * _dw2584));
float _denom2587 = (4.0 * min(_w, 1.0));
return (_numer2586 / _denom2587);
}
@@ 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_MATRIX2589 = mat2_ctor(_uaffineMatrix_S0.xy, _uaffineMatrix_S0.zw);
float2 _TRANSLATE2590 = _utranslate_S0;
float _resolveLevel2591 = _resolveLevel_and_idx.x;
float _idxInResolveLevel2592 = _resolveLevel_and_idx.y;
float2 _localcoord2593 = {0, 0};
if ((_resolveLevel2591 < 0.0))
{
(_localcoord2593 = _fanPointAttrib);
}
else
{
if (isinf(_p23.z))
{
float2 sa36 = {0, 0};
if ((_resolveLevel2591 != 0.0))
{
(sa36 = _p01.zw);
}
else
{
float2 sa37 = {0, 0};
if ((_idxInResolveLevel2592 != 0.0))
{
(sa37 = _p23.xy);
}
else
{
(sa37 = _p01.xy);
}
(sa36 = sa37);
}
(_localcoord2593 = sa36);
}
else
{
float2 _p02594 = _p01.xy;
float2 _p12595 = _p01.zw;
float2 _p22596 = _p23.xy;
float2 _p32597 = _p23.zw;
float _w2598 = {-1.0};
float _maxResolveLevel2599 = {0};
if (isinf(_p23.w))
{
(_w2598 = _p32597.x);
float __0_n22600 = f_wangs_formula_conic_p2_fff2f2f2f(4.0, mul(transpose(_AFFINE_MATRIX2589), _p02594), mul(transpose(_AFFINE_MATRIX2589), _p12595), mul(transpose(_AFFINE_MATRIX2589), _p22596), _w2598);
(_maxResolveLevel2599 = ceil((log2(max(__0_n22600, 1.0)) * 0.5)));
(_p12595 *= _w2598);
(_p32597 = _p22596);
}
else
{
float __1_m2601 = f_wangs_formula_max_fdiff_p2_ff2f2f2f2f22_float2x2(_p02594, _p12595, _p22596, _p32597, _AFFINE_MATRIX2589);
(_maxResolveLevel2599 = ceil((log2(max((9.0 * __1_m2601), 1.0)) * 0.25)));
}
if ((_resolveLevel2591 > _maxResolveLevel2599))
{
(_idxInResolveLevel2592 = floor((_idxInResolveLevel2592 * exp2((_maxResolveLevel2599 - _resolveLevel2591)))));
(_resolveLevel2591 = _maxResolveLevel2599);
}
float _fixedVertexID2602 = floor((0.5 + (_idxInResolveLevel2592 * exp2((5.0 - _resolveLevel2591)))));
if (((0.0 < _fixedVertexID2602) && (_fixedVertexID2602 < 32.0)))
{
float _T2603 = (_fixedVertexID2602 * 0.03125);
float2 _ab2604 = lerp(_p02594, _p12595, _T2603);
float2 _bc2605 = lerp(_p12595, _p22596, _T2603);
float2 _cd2606 = lerp(_p22596, _p32597, _T2603);
float2 _abc2607 = lerp(_ab2604, _bc2605, _T2603);
float2 _bcd2608 = lerp(_bc2605, _cd2606, _T2603);
float2 _abcd2609 = lerp(_abc2607, _bcd2608, _T2603);
float _u2610 = lerp(1.0, _w2598, _T2603);
float _v2611 = ((_w2598 + 1.0) - _u2610);
float _uv2612 = lerp(_u2610, _v2611, _T2603);
float2 sa38 = {0, 0};
if ((_w2598 < 0.0))
{
(sa38 = _abcd2609);
}
else
{
(sa38 = (_abc2607 / _uv2612));
}
(_localcoord2593 = sa38);
}
else
{
float2 sa39 = {0, 0};
if ((_fixedVertexID2602 == 0.0))
{
(sa39 = _p02594);
}
else
{
(sa39 = _p32597);
}
(_localcoord2593 = sa39);
}
}
}
float2 _vertexpos2613 = (mul(transpose(_AFFINE_MATRIX2589), _localcoord2593) + _TRANSLATE2590);
(gl_Position = vec4_ctor(_vertexpos2613, 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
}
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�DXBC7/q�J޺x0�mdD�4�� RDEFd<���<RD11< ($Microsoft (R) HLSL Shader Compiler 10.1ISGNP8DSV_PositionTEXCOORD���OSGNSHEXPj>STAT�BPLG���+7b91a100de0b5ad2ndANGLE (NVIDIA, NVIDIA GeForce GTX 1080 Ti (0x00001B06) Direct3D11 vs_5_0 ps_5_0, D3D11-32.0.15.6614)��������������������,,
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�@^��C��������������������������������������������������<<�������������������������������������������������������������
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 _unitCoord2565 = vec2_ctor(float_ctor_int((gl_VertexID & 1)), float_ctor_int((gl_VertexID >> 1)));
float2 _devCoord2566 = lerp(_fillBounds.xy, _fillBounds.zw, _unitCoord2565);
float2 _atlasTopLeft2567 = vec2_ctor((abs(_locations.x) - 1.0), _locations.y);
float2 _devTopLeft2568 = _locations.zw;
bool _transposed2569 = (_locations.x < 0.0);
float2 _atlasCoord2570 = (_devCoord2566 - _devTopLeft2568);
if (_transposed2569)
{
(_atlasCoord2570 = _atlasCoord2570.yx);
}
(_atlasCoord2570 += _atlasTopLeft2567);
(_vatlasCoord_S0 = (_atlasCoord2570 * _uatlas_adjust_S0));
(_vcolor_S0 = _color);
(gl_Position = vec4_ctor(_devCoord2566, 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_S02562 = {1.0, 1.0, 1.0, 1.0};
float _atlasCoverage2563 = gl_texture2D(_uTextureSampler_0_S0, _vatlasCoord_S0, -0.5).x;
(_outputCoverage_S02562 *= _atlasCoverage2563);
float4 _outputColor_S02564 = _vcolor_S0;
{
(out_sk_FragColor = (_outputColor_S02564 * _outputCoverage_S02562));
}
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�F@FFK
 	
�A
� 8� F>STAT�
BPLG��p"7b91a100de0b5ad2ndANGLE (NVIDIA, NVIDIA GeForce GTX 1080 Ti (0x00001B06) Direct3D11 vs_5_0 ps_5_0, D3D11-32.0.15.6614)��������������������,,
inPosition_uinPositionP�inColor	_uinColorR�inCircleEdge_uinCircleEdgeR����������sk_RTAdjust
_usk_RTAdjust�����sk_FragColor_usk_FragColorR�@�C������������������������������������������������������<<���������������������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_inPosition2565 = _inPosition;
(gl_Position = vec4_ctor(__tmp_0_inPosition2565, 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 _circleEdge2561 = _vinCircleEdge_S0;
float _d2562 = length(_circleEdge2561.xy);
float _distanceToOuterEdge2563 = (_circleEdge2561.z * (1.0 - _d2562));
float _edgeAlpha2564 = clamp(_distanceToOuterEdge2563, 0.0, 1.0);
float4 _outputCoverage_S02565 = vec4_ctor(_edgeAlpha2564);
{
(out_sk_FragColor = _outputCoverage_S02565);
(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�, 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
}
����DXBCɘy:Ϻ1EAb�q�����4h�TLRDEF,�<���RD11< ($|�$GlobalsDriverConstants���|�P��P,��������P ,l��������_sk_RTAdjustfloat4%_umatrix_S1_c0_c0float3x3�bX,��������f |���������0|���������<����������@���������dx_ViewAdjustdx_ViewCoordsfloat2�tdx_ViewScaleclipControlOriginfloat����clipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGN\PPPTEXCOORD���OSGN�htttSV_PositionTEXCOORD���SHEX�P|jYF� YF� _2_�_2g� e� e� e2 h9@
� 7	B 
@@?22F�� օ 8" :� 6�@�?�?6� 6� F6B @6� F62F F� F" F� F>STAT�
��DXBCQ��8�T�V��`�Y�4���TRDEF��<����RD11< ($������
�samplers2D[0]textures2D[0]$Globals�����P,@<��������`@p��������_um_S1float4x43_uv_S1float4��gMicrosoft (R) HLSL Shader Compiler 10.1ISGN�htttSV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX�PfjYF� Z`XpUUb2e� hJ���CU�FF~`@�4:@��8rFF� F"F� FBF� F�F� F �FF� 8r �F6� :>STAT�BPLG���47b91a100de0b5ad2ndANGLE (NVIDIA, NVIDIA GeForce GTX 1080 Ti (0x00001B06) Direct3D11 vs_5_0 ps_5_0, D3D11-32.0.15.6614)��������������������,,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�@^��C����������������������������������������������������������<<��������������������������������������������������������������������������������������������������������������������������������������������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_coords2567 = _vTransformedCoords_2_S0;
float4 __27_sum2568 = {0.0, 0.0, 0.0, 0.0};
{LOOP for(int __28_i2569 = {0}; (__28_i2569 < 6); (++__28_i2569))
{
float4 __29_s2570 = _uoffsetsAndKernel_S1_c0[__28_i2569];
float2 __30_inCoord2571 = mul(transpose(mat3x2_ctor(_umatrix_S1_c0_c0)), vec3_ctor((__26_tmp_1_coords2567 + (__29_s2570.x * _udir_S1_c0)), 1.0));
float2 __31_subsetCoord2572 = {0, 0};
(__31_subsetCoord2572.x = __30_inCoord2571.x);
(__31_subsetCoord2572.y = __30_inCoord2571.y);
float2 __32_clampedCoord2573 = {0, 0};
(__32_clampedCoord2573.x = clamp(__31_subsetCoord2572.x, _uclamp_S1_c0_c0_c0.x, _uclamp_S1_c0_c0_c0.z));
(__32_clampedCoord2573.y = __31_subsetCoord2572.y);
float4 __33_textureColor2574 = vec4_ctor(0.0, 0.0, 0.0, gl_texture2D(_uTextureSampler_0_S1, __32_clampedCoord2573, -0.5).x);
(__27_sum2568 += (__29_s2570.y * __33_textureColor2574));
float2 __34_inCoord2575 = mul(transpose(mat3x2_ctor(_umatrix_S1_c0_c0)), vec3_ctor((__26_tmp_1_coords2567 + (__29_s2570.z * _udir_S1_c0)), 1.0));
float2 __35_subsetCoord2576 = {0, 0};
(__35_subsetCoord2576.x = __34_inCoord2575.x);
(__35_subsetCoord2576.y = __34_inCoord2575.y);
float2 __36_clampedCoord2577 = {0, 0};
(__36_clampedCoord2577.x = clamp(__35_subsetCoord2576.x, _uclamp_S1_c0_c0_c0.x, _uclamp_S1_c0_c0_c0.z));
(__36_clampedCoord2577.y = __35_subsetCoord2576.y);
float4 __37_textureColor2578 = vec4_ctor(0.0, 0.0, 0.0, gl_texture2D(_uTextureSampler_0_S1, __36_clampedCoord2577, -0.5).x);
(__27_sum2568 += (__29_s2570.w * __37_textureColor2578));
}
}
float4 _output_S12579 = __27_sum2568;
{
(out_sk_FragColor = _output_S12579);
(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��`/7b91a100de0b5ad2ndANGLE (NVIDIA, NVIDIA GeForce GTX 1080 Ti (0x00001B06) Direct3D11 vs_5_0 ps_5_0, D3D11-32.0.15.6614)��������������������,,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�@^��C����������������������������������������������������������<<������������������������������������������������������������������������������������������������������������������������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_coords2566 = _vTransformedCoords_2_S0;
float4 __7_sum2567 = {0.0, 0.0, 0.0, 0.0};
{LOOP for(int __8_i2568 = {0}; (__8_i2568 < 6); (++__8_i2568))
{
float4 __9_s2569 = _uoffsetsAndKernel_S1_c0[__8_i2568];
(__7_sum2567 += (__9_s2569.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_coords2566 + (__9_s2569.x * _udir_S1_c0)), 1.0)), -0.5).x)));
(__7_sum2567 += (__9_s2569.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_coords2566 + (__9_s2569.z * _udir_S1_c0)), 1.0)), -0.5).x)));
}
}
float4 _output_S12570 = __7_sum2567;
{
(out_sk_FragColor = _output_S12570);
(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]$Globals����� T,p���������0��������������������_umatrix_S1_c0_c0float3x3�f_uoffsetsAndKernel_S1_c0float4�_udir_S1_c0float2��Microsoft (R) HLSL Shader Compiler 10.1ISGNhP\\SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX�P�jYF� Z`XpUUb 2e� h6B@�?6B@�?6�@6�@0!:@
2
�� :F� F62FF� F"F� FJ���CUFF~`@�2� :
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F� F"F� FJ���CU"F~`@�2�:� :
�:@6 :6� @>STAT����RDEF� <����RD11< ($�������
����
samplers2D[0]samplers2D[1]textures2D[0]textures2D[1]$Globals���8`x��������_ublend_S1_c0float4���nMicrosoft (R) HLSL Shader Compiler 10.1ISGN�htttSV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX�P|jYF� Z`Z`XpUUXpUUb2b�e� h32@� J���CU��F~`@�6:J���CU�FF~`@�6":2FF22� FF� 8�VF2	�FF3
� F@�?�?�?�?>STAT�BPLG���47b91a100de0b5ad2ndANGLE (NVIDIA, NVIDIA GeForce GTX 1080 Ti (0x00001B06) Direct3D11 vs_5_0 ps_5_0, D3D11-32.0.15.6614)��������������������,,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�@^��C����������������������������������������������������������<<��������������������������������������������������������������������������������������������������������������������������������������������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_coords2567 = _vTransformedCoords_2_S0;
float4 __27_sum2568 = {0.0, 0.0, 0.0, 0.0};
{LOOP for(int __28_i2569 = {0}; (__28_i2569 < 6); (++__28_i2569))
{
float4 __29_s2570 = _uoffsetsAndKernel_S1_c0[__28_i2569];
float2 __30_inCoord2571 = mul(transpose(mat3x2_ctor(_umatrix_S1_c0_c0)), vec3_ctor((__26_tmp_1_coords2567 + (__29_s2570.x * _udir_S1_c0)), 1.0));
float2 __31_subsetCoord2572 = {0, 0};
(__31_subsetCoord2572.x = __30_inCoord2571.x);
(__31_subsetCoord2572.y = __30_inCoord2571.y);
float2 __32_clampedCoord2573 = {0, 0};
(__32_clampedCoord2573.x = __31_subsetCoord2572.x);
(__32_clampedCoord2573.y = clamp(__31_subsetCoord2572.y, _uclamp_S1_c0_c0_c0.y, _uclamp_S1_c0_c0_c0.w));
float4 __33_textureColor2574 = vec4_ctor(0.0, 0.0, 0.0, gl_texture2D(_uTextureSampler_0_S1, __32_clampedCoord2573, -0.5).x);
(__27_sum2568 += (__29_s2570.y * __33_textureColor2574));
float2 __34_inCoord2575 = mul(transpose(mat3x2_ctor(_umatrix_S1_c0_c0)), vec3_ctor((__26_tmp_1_coords2567 + (__29_s2570.z * _udir_S1_c0)), 1.0));
float2 __35_subsetCoord2576 = {0, 0};
(__35_subsetCoord2576.x = __34_inCoord2575.x);
(__35_subsetCoord2576.y = __34_inCoord2575.y);
float2 __36_clampedCoord2577 = {0, 0};
(__36_clampedCoord2577.x = __35_subsetCoord2576.x);
(__36_clampedCoord2577.y = clamp(__35_subsetCoord2576.y, _uclamp_S1_c0_c0_c0.y, _uclamp_S1_c0_c0_c0.w));
float4 __37_textureColor2578 = vec4_ctor(0.0, 0.0, 0.0, gl_texture2D(_uTextureSampler_0_S1, __36_clampedCoord2577, -0.5).x);
(__27_sum2568 += (__29_s2570.w * __37_textureColor2578));
}
}
float4 _output_S12579 = __27_sum2568;
{
(out_sk_FragColor = _output_S12579);
(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< ($|�$GlobalsDriverConstants���|�P��@,��������P ,h��������_sk_RTAdjustfloat4%_umatrix_S1float3x3���\T,��������b x���������0x���������8����������<���������dx_ViewAdjustdx_ViewCoordsfloat2�pdx_ViewScaleclipControlOriginfloat����clipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGND88TEXCOORD���OSGNhP\\SV_PositionTEXCOORD���SHEX�PqjYF� YF� _2_2g� e� e2 h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?�?6� 6� F6B @62F F� F" F� F>STAT��pDXBC5dFa�)W%�70�gr,fp4�H|�RDEF��<���tRD11< ($������
�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!:@
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:62�
F� F"F� F4"� 3":� J���CU"F~`@�2�:� :
�:@6 :6� @>STAT�BPLG��Z57b91a100de0b5ad2ndANGLE (NVIDIA, NVIDIA GeForce GTX 1080 Ti (0x00001B06) Direct3D11 vs_5_0 ps_5_0, D3D11-32.0.15.6614)��������������������,,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�@^��C������������������������������������������������������<<������������������������������������������������������������������������������������������������������������������������	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_FragCoord2566 = vec4_ctor(gl_FragCoord.x, (_u_skRTFlip.x + (_u_skRTFlip.y * gl_FragCoord.y)), gl_FragCoord.z, gl_FragCoord.w);
float4 _outputColor_S02567 = _vcolor_S0;
float4 _output_S12568 = gl_texture2D(_uTextureSampler_0_S1, _vTransformedCoords_2_S0, -0.5).xxxx;
float2 __0_dxy02569 = (_uinnerRect_S2.xy - _sk_FragCoord2566.xy);
float2 __1_dxy12570 = (_sk_FragCoord2566.xy - _uinnerRect_S2.zw);
float2 __2_dxy2571 = max(max(__0_dxy02569, __1_dxy12570), 0.0);
float __3_alpha2572 = clamp((_uradiusPlusHalf_S2.x - length(__2_dxy2571)), 0.0, 1.0);
(__3_alpha2572 = (1.0 - __3_alpha2572));
float4 _output_S22573 = (_output_S12568 * __3_alpha2572);
{
(out_sk_FragColor = (_outputColor_S02567 * _output_S22573));
}
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���#7b91a100de0b5ad2ndANGLE (NVIDIA, NVIDIA GeForce GTX 1080 Ti (0x00001B06) Direct3D11 vs_5_0 ps_5_0, D3D11-32.0.15.6614)��������������������,,
inPosition_uinPositionP�inColor	_uinColorR�inCircleEdge_uinCircleEdgeR����������sk_RTAdjust
_usk_RTAdjust�����sk_FragColor_usk_FragColorR�@�C������������������������������������������������������<<���������������������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_inPosition2565 = _inPosition;
(gl_Position = vec4_ctor(__tmp_0_inPosition2565, 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 _circleEdge2561 = _vinCircleEdge_S0;
float4 _outputColor_S02562 = _vinColor_S0;
float _d2563 = length(_circleEdge2561.xy);
float _distanceToOuterEdge2564 = (_circleEdge2561.z * (1.0 - _d2563));
float _edgeAlpha2565 = clamp(_distanceToOuterEdge2564, 0.0, 1.0);
float4 _outputCoverage_S02566 = vec4_ctor(_edgeAlpha2565);
{
(out_sk_FragColor = (_outputColor_S02562 * _outputCoverage_S02566));
}
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� F� F" F� F>STAT���DXBC!܃d����}�t����4�l�\RDEF�<����RD11< ($|�����
samplers2D[0]textures2D[0]Microsoft (R) HLSL Shader Compiler 10.1ISGNhP\\SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX�P-jZ`XpUUb2e� hJ���CUFF~`@�6 
6� @>STAT�BPLG��f(7b91a100de0b5ad2ndANGLE (NVIDIA, NVIDIA GeForce GTX 1080 Ti (0x00001B06) Direct3D11 vs_5_0 ps_5_0, D3D11-32.0.15.6614)��������������������,,
inPosition_uinPositionP�inColor	_uinColorR�inTextureCoords_uinTextureCoordsƍ������������������*����������sk_RTAdjustuAtlasSizeInv_S0uTextureSampler_0_S0
_usk_RTAdjust_uuAtlasSizeInv_S0_uuTextureSampler_0_S0sk_FragColor_usk_FragColorR�@^��C������������������������������������������������������<<�������������������������������������������������������������	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 _texIdx2566 = {0};
float2 _unormTexCoords2567 = vec2_ctor(float_ctor_uint(_inTextureCoords.x), float_ctor_uint(_inTextureCoords.y));
(_vTextureCoords_S0 = (_unormTexCoords2567 * _uAtlasSizeInv_S0));
(_vTexIndex_S0 = float_ctor_int(_texIdx2566));
(_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_S02563 = _vinColor_S0;
float4 _texColor2564 = gl_texture2D(_uTextureSampler_0_S0, _vTextureCoords_S0, -0.5).xxxx;
float4 _outputCoverage_S02565 = _texColor2564;
{
(out_sk_FragColor = (_outputColor_S02563 * _outputCoverage_S02565));
}
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���17b91a100de0b5ad2ndANGLE (NVIDIA, NVIDIA GeForce GTX 1080 Ti (0x00001B06) Direct3D11 vs_5_0 ps_5_0, D3D11-32.0.15.6614)��������������������,,
fillBounds_ufillBoundsR�color_ucolorR�	locations_ulocationsR�sizeInAtlas
_usizeInAtlasP�gl_VertexIDgl_VertexID������������������*����������sk_RTAdjustuatlas_adjust_S0uTextureSampler_0_S0
_usk_RTAdjust_uuatlas_adjust_S0_uuTextureSampler_0_S0sk_FragColor_usk_FragColorR�@^��C����������������������������������������������<<�������������������������������������������������������������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 )
float float_ctor_int(int x0)
{
    return float(x0);
}
float2 vec2_ctor(float x0, float x1)
{
    return float2(x0, x1);
}
float4 vec4_ctor(float x0, float x1, float2 x2)
{
    return float4(x0, x1, x2);
}
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 float2 _sizeInAtlas = {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 _vatlasbounds_S0 = {0, 0, 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 = _vatlasbounds_S0;
    output.v1 = _vcolor_S0;
    output.v2 = _vatlasCoord_S0;

    return output;
}

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

float2 _unitCoord2567 = vec2_ctor(float_ctor_int((gl_VertexID & 1)), float_ctor_int((gl_VertexID >> 1)));
float2 _devCoord2568 = lerp(_fillBounds.xy, _fillBounds.zw, _unitCoord2567);
float2 _atlasTopLeft2569 = vec2_ctor((abs(_locations.x) - 1.0), _locations.y);
float2 _devTopLeft2570 = _locations.zw;
bool _transposed2571 = (_locations.x < 0.0);
float2 _atlasCoord2572 = (_devCoord2568 - _devTopLeft2570);
if (_transposed2571)
{
(_atlasCoord2572 = _atlasCoord2572.yx);
}
(_atlasCoord2572 += _atlasTopLeft2569);
(_vatlasCoord_S0 = (_atlasCoord2572 * _uatlas_adjust_S0));
float4 sa0e = {0, 0, 0, 0};
if (_transposed2571)
{
(sa0e = vec4_ctor(0.0, 0.0, _sizeInAtlas.yx));
}
else
{
(sa0e = vec4_ctor(0.0, 0.0, _sizeInAtlas));
}
float4 _atlasBounds2573 = (_atlasTopLeft2569.xyxy + sa0e);
(_vatlasbounds_S0 = (_atlasBounds2573 * _uatlas_adjust_S0.xyxy));
(_vcolor_S0 = _color);
(gl_Position = vec4_ctor(_devCoord2568, 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 float2 _vatlasCoord_S0 = {0, 0};
static noperspective float4 _vatlasbounds_S0 = {0, 0, 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){
    _vatlasbounds_S0 = input.v0;
    _vcolor_S0 = input.v1;
    _vatlasCoord_S0 = input.v2.xy;

float4 _outputCoverage_S02563 = {1.0, 1.0, 1.0, 1.0};
float _atlasCoverage2564 = {0.0};
float2 _atlasCoord2565 = _vatlasCoord_S0;
float4 _atlasBounds2566 = _vatlasbounds_S0;
if ((all((_atlasCoord2565 > _atlasBounds2566.xy)) && all((_atlasCoord2565 < _atlasBounds2566.zw))))
{
(_atlasCoverage2564 = gl_texture2D(_uTextureSampler_0_S0, _atlasCoord2565, -0.5).x);
}
(_outputCoverage_S02563 *= (1.0 - _atlasCoverage2564));
float4 _outputColor_S02567 = _vcolor_S0;
{
(out_sk_FragColor = (_outputColor_S02567 * _outputCoverage_S02563));
}
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
}
�����T	DXBC)&����&�$T	4�8��RDEF\�<���4RD11< ($|�$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������TEXCOORDSV_VertexID���OSGN������SV_PositionTEXCOORD���SHEX�P�jYF� YF� _�_�_�_2`g� e� e� e� e2 h9@:� 7	B 
@@?

� "
@*
@+22F�A�2	2FFF22F�� օ 2��A8" *� 6�@�?6� 6� F6B @62@6�V1B
@7	��
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FR��@����6�V�FF2FF82 FF� 8� FF� 6� F>STAT�
��DXBC��z�2��|��m�h�4���`RDEF�<����RD11< ($|�����
samplers2D[0]textures2D[0]Microsoft (R) HLSL Shader Compiler 10.1ISGN������SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX�PbjZ`XpUUb �b �b 2e� h12FF
1b�"*

J���CUFF~`@�6@
�A@�?8� F>STAT�
samplers2D[0]textures2D[0]$Globals�����@�������������������  <��������`0,|���������`<���������p����������_uborder_S1_c0_c0_c0float4�_uclamp_S1_c0_c0_c0_uidims_S1_c0_c0_c0float2�4_umatrix_S1_c0_c0float3x3�r_uIncrement_S1_c0_uOffsetsAndKernel_S1_c0�
4Microsoft (R) HLSL Shader Compiler 10.1ISGNhP\\SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX�P�jYF� Z`XpUUb2e� h6B@�?6�@6�@0!:@

2
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� 3*� 8b� J���CU��F~`@�
�A
3
��@�?	�F�AF� 2	�FF2�FV� :F�:@6� F>STAT�BPLG��-+7b91a100de0b5ad2ndANGLE (NVIDIA, NVIDIA GeForce GTX 1080 Ti (0x00001B06) Direct3D11 vs_5_0 ps_5_0, D3D11-32.0.15.6614)��������������������,,position
_upositionP�color_ucolorR�������������������������������������sk_RTAdjust
u_skRTFlip
uinnerRect_S1uradiusPlusHalf_S1
_usk_RTAdjust_uu_skRTFlip_uuinnerRect_S1_uuradiusPlusHalf_S1sk_FragColor_usk_FragColorR�@�C����������������������������������������������������������<<��������������������������������������������������������������������������������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_FragCoord2563 = vec4_ctor(gl_FragCoord.x, (_u_skRTFlip.x + (_u_skRTFlip.y * gl_FragCoord.y)), gl_FragCoord.z, gl_FragCoord.w);
float4 _outputColor_S02564 = _vcolor_S0;
float2 __0_dxy02565 = (_uinnerRect_S1.xy - _sk_FragCoord2563.xy);
float2 __1_dxy12566 = (_sk_FragCoord2563.xy - _uinnerRect_S1.zw);
float2 __2_dxy2567 = max(max(__0_dxy02565, __1_dxy12566), 0.0);
float __3_alpha2568 = clamp((_uradiusPlusHalf_S1.x - length(__2_dxy2567)), 0.0, 1.0);
float4 _output_S12569 = vec4_ctor(__3_alpha2568);
{
(out_sk_FragColor = (_outputColor_S02564 * _output_S12569));
}
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< ($|�$GlobalsDriverConstants���|� �(@���������_sk_RTAdjustfloat4����������� ��������80��������E8`���������<`��������dx_ViewAdjustdx_ViewCoordsfloat2�dx_ViewScaleclipControlOriginfloat���WclipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGND88TEXCOORD���OSGN�htttSV_PositionTEXCOORD���SHEX�PdjYF� YF� _2_�g� e� e� e� h9@:� 7	B 
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@@?22F�� օ 8" :� 6�@�?�?6� 6� F6B @62F F� F" F� F>STAT��`DXBC�M��(:�R�3'�X}`4T���RDEF�<����RD11< ($������
�samplers2D[0]textures2D[0]$Globals�����@�������������������  <��������`0,|���������`<���������p����������_uborder_S1_c0_c0_c0float4�_uclamp_S1_c0_c0_c0_uidims_S1_c0_c0_c0float2�4_umatrix_S1_c0_c0float3x3�r_uIncrement_S1_c0_uOffsetsAndKernel_S1_c0�
4Microsoft (R) HLSL Shader Compiler 10.1ISGNhP\\SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX�P�jYF� Z`XpUUb2e� h6B@�?6�@6�@0!:@

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� 3":� 8R� J���CU��F~`@�
�A3
��@�?	�F�AF� 2	�FF2�FV� :F�:@6� F>STAT�BPLG���=7b91a100de0b5ad2ndANGLE (NVIDIA, NVIDIA GeForce GTX 1080 Ti (0x00001B06) Direct3D11 vs_5_0 ps_5_0, D3D11-32.0.15.6614)��		




������������������,,position
_upositionP�color_ucolorR�
localCoord_ulocalCoordP�
���������	������������������������������������������������������	������������������*����������sk_RTAdjustumatrix_S1_c0_c0_c1
u_skRTFlipustart_S1_c0_c0_c0uend_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_uustart_S1_c0_c0_c0_uuend_S1_c0_c0_c0_uuleftBorderColor_S1_c0_c0_uurightBorderColor_S1_c0_c0_uumatrix_S1_c1_uurange_S1_uuTextureSampler_0_S1
	sk_FragColor_usk_FragColorR�@^��C������������������������������������������������������<<
��������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������*	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 _ustart_S1_c0_c0_c0 : register(c1);
uniform float4 _uend_S1_c0_c0_c0 : register(c2);
uniform float4 _uleftBorderColor_S1_c0_c0 : register(c3);
uniform float4 _urightBorderColor_S1_c0_c0 : register(c4);
uniform float3x3 _umatrix_S1_c1 : register(c5);
uniform float _urange_S1 : 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 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_FragCoord2570 = vec4_ctor(gl_FragCoord.x, (_u_skRTFlip.x + (_u_skRTFlip.y * gl_FragCoord.y)), gl_FragCoord.z, gl_FragCoord.w);
float4 _outputColor_S02571 = _vcolor_S0;
float4 __22_tmp_6_inColor2572 = _outputColor_S02571;
float4 __23_input2573 = __22_tmp_6_inColor2572;
float2 __26_tmp_3_coords2574 = _vTransformedCoords_6_S0;
float4 __27_t2575 = vec4_ctor(length(__26_tmp_3_coords2574), 1.0, 0.0, 0.0);
float4 __28_outColor2576 = {0, 0, 0, 0};
if ((__27_t2575.x < 0.0))
{
(__28_outColor2576 = _uleftBorderColor_S1_c0_c0);
}
else
{
if ((__27_t2575.x > 1.0))
{
(__28_outColor2576 = _urightBorderColor_S1_c0_c0);
}
else
{
float2 __30_tmp_1_coords2577 = vec2_ctor(__27_t2575.x, 0.0);
(__28_outColor2576 = lerp(_ustart_S1_c0_c0_c0, _uend_S1_c0_c0_c0, __30_tmp_1_coords2577.x));
}
}
(__23_input2573 = __28_outColor2576);
float4 __32_color2578 = __23_input2573;
float __33_value2579 = (gl_texture2D(_uTextureSampler_0_S1, mul(transpose(mat3x2_ctor(_umatrix_S1_c1)), vec3_ctor(_sk_FragCoord2570.xy, 1.0)), -0.5).x - 0.5);
float4 _output_S12580 = vec4_ctor(clamp((__32_color2578.xyz + (__33_value2579 * _urange_S1)), 0.0, __32_color2578.w), __32_color2578.w);
{
(out_sk_FragColor = _output_S12580);
}
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�>$4l�p�RDEF0�<���RD11< ($|�$GlobalsDriverConstants���|�P��@,��������P ,p��������_sk_RTAdjustfloat4%_umatrix_S1_c0_c0_c1float3x3��e\,��������j ����������0����������8����������<���������dx_ViewAdjustdx_ViewCoordsfloat2�xdx_ViewScaleclipControlOriginfloat����clipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGN\PPPTEXCOORD���OSGN������SV_PositionTEXCOORD���SHEXP�jYF� YF� _2_�_2g� e� e� e� e2 h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?6� 6� F6� F6� F62F6B@�? F� F" F� F>STAT���
DXBC�ƒ5&�]X��ȓE��
4� T
RDEFD�<���RD11< ($������
��samplers2D[0]textures2D[0]$GlobalsDriverConstants����$��t`<P��������t���������� ����������0����������@����������P,��������<�P��������_u_skRTFlipfloat2�H_ustart_S1_c0_c0_c0float4��_uend_S1_c0_c0_c0_uleftBorderColor_S1_c0_c0_urightBorderColor_S1_c0_c0_umatrix_S1_c1float3x3���_urange_S1float���Gd���������r0P��������� ����������8P���������,���������@ ���������dx_ViewCoordsdx_FragCoordOffsetdx_DepthFrontfloat3���dx_ViewScaledx_Miscdword��samplerMetadataSamplerMetadatabaseLevelint��*wrapModespaddingint2�fintBorderColorint4� 0T0^l���Microsoft (R) HLSL Shader Compiler 10.1ISGN������SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX�P�jYF� 	YF� Z`XpUUd 2b 2e� h6�@�?	2FF� �A2B� 
� F� �"F� �J���CUFF~`@�
@�
�F� �AF� "FFK"2
�VFF� 1"@�?7
�VF� F2
r� F4
rF@3r �F6� :>STAT�
BPLG��b$7b91a100de0b5ad2ndANGLE (NVIDIA, NVIDIA GeForce GTX 1080 Ti (0x00001B06) Direct3D11 vs_5_0 ps_5_0, D3D11-32.0.15.6614)��������������������,,
inPosition_uinPositionP�inColor	_uinColorR�inCircleEdge_uinCircleEdgeR����������sk_RTAdjust
_usk_RTAdjustsk_FragColor_usk_FragColorR�@�C������������������������������������������������������<<���������������������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_inPosition2564 = _inPosition;
(gl_Position = vec4_ctor(__tmp_0_inPosition2564, 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 _circleEdge2561 = _vinCircleEdge_S0;
float4 _outputColor_S02562 = _vinColor_S0;
float _d2563 = length(_circleEdge2561.xy);
float _distanceToOuterEdge2564 = (_circleEdge2561.z * (1.0 - _d2563));
float _edgeAlpha2565 = clamp(_distanceToOuterEdge2564, 0.0, 1.0);
float4 _outputCoverage_S02566 = vec4_ctor(_edgeAlpha2565);
{
(out_sk_FragColor = (_outputColor_S02562 * _outputCoverage_S02566));
(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�_0_dxy05618.y, __1_dy15619)), 0.0);
float __3_rightAlpha5621 = clamp((_uinnerRect_S2.z - _sk_FragCoord5614.x), 0.0, 1.0);
float __4_alpha5622 = (__3_rightAlpha5621 * clamp((_uradiusPlusHalf_S2.x - length(__2_dxy5620)), 0.0, 1.0));
(__4_alpha5622 = (1.0 - __4_alpha5622));
(_output_S25617 = (_output_S15616 * __4_alpha5622));
{
(out_sk_FragColor = (_outputColor_S05615 * _output_S25617));
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColor�struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 gl_FragCoord : TEXCOORD3;
    float4 v0 : TEXCOORD0;
    float2 v1 : TEXCOORD1;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 gl_FragCoord : TEXCOORD3;
    float4 v0 : TEXCOORD0;
    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
}
���DXBC̙���/���n84d�h�RDEF(�<����RD11< ($|�$GlobalsDriverConstants���|�P��P,��������P ,h��������_sk_RTAdjustfloat4%_umatrix_S1float3x3���\T,��������b x���������0x���������<����������@���������dx_ViewAdjustdx_ViewCoordsfloat2�pdx_ViewScaleclipControlOriginfloat����clipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGN\PPPTEXCOORD���OSGN������SV_PositionTEXCOORD���SHEXP�jYF� YF� _2_�_2g� e� e� e� e2 h9@
� 7	B 
@@?22F�� օ 8" :� 6�@�?6� 6� F6� F6� F62F6B@�? F� F" F� F>STAT���DXBC�-Vv�&Q�̓I��4�t�RDEF��<���pRD11< ($������
��samplers2D[0]textures2D[0]$GlobalsDriverConstants����$0�$p�������������������� ���������_u_skRTFlipfloat2��_uinnerRect_S2float4���_uradiusPlusHalf_S2�����������0���������
 $��������H8���������UP L��������dx_ViewCoordsdx_FragCoordOffsetdx_DepthFrontfloat3��dx_ViewScalesamplerMetadataSamplerMetadatabaseLevelint�wrapModespaddingint2��intBorderColorint4�u�������eMicrosoft (R) HLSL Shader Compiler 10.1ISGN������SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX`P�jYF� YF� Z`XpUUd 2b�b2e� h	2FF� �A2B� 
� 	r�A&� 	*:� �A4�
*4
2�@6 
FFK
 	
�A
� 2

�A
@�?J���CU"F~`@�8
8� F>STAT�BPLG��`/7b91a100de0b5ad2ndANGLE (NVIDIA, NVIDIA GeForce GTX 1080 Ti (0x00001B06) Direct3D11 vs_5_0 ps_5_0, D3D11-32.0.15.6614)��������������������,,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�@^��C����������������������������������������������������������<<������������������������������������������������������������������������������������������������������������������������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_coords2566 = _vTransformedCoords_2_S0;
float4 __7_sum2567 = {0.0, 0.0, 0.0, 0.0};
{LOOP for(int __8_i2568 = {0}; (__8_i2568 < 8); (++__8_i2568))
{
float4 __9_s2569 = _uoffsetsAndKernel_S1_c0[__8_i2568];
(__7_sum2567 += (__9_s2569.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_coords2566 + (__9_s2569.x * _udir_S1_c0)), 1.0)), -0.5).x)));
(__7_sum2567 += (__9_s2569.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_coords2566 + (__9_s2569.z * _udir_S1_c0)), 1.0)), -0.5).x)));
}
}
float4 _output_S12570 = __7_sum2567;
{
(out_sk_FragColor = _output_S12570);
(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< ($|�$GlobalsDriverConstants���|�P��@,��������P ,h��������_sk_RTAdjustfloat4%_umatrix_S1float3x3���\T,��������b x���������0x���������8����������<���������dx_ViewAdjustdx_ViewCoordsfloat2�pdx_ViewScaleclipControlOriginfloat����clipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGND88TEXCOORD���OSGNhP\\SV_PositionTEXCOORD���SHEX�PqjYF� YF� _2_2g� e� e2 h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?�?6� 6� F6B @62F F� F" F� F>STAT���DXBC���A
�s�F0�+:|�4t��RDEF8�<���RD11< ($������
�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���47b91a100de0b5ad2ndANGLE (NVIDIA, NVIDIA GeForce GTX 1080 Ti (0x00001B06) Direct3D11 vs_5_0 ps_5_0, D3D11-32.0.15.6614)��������������������,,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�@^��C����������������������������������������������������������<<��������������������������������������������������������������������������������������������������������������������������������������������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_coords2567 = _vTransformedCoords_2_S0;
float4 __27_sum2568 = {0.0, 0.0, 0.0, 0.0};
{LOOP for(int __28_i2569 = {0}; (__28_i2569 < 8); (++__28_i2569))
{
float4 __29_s2570 = _uoffsetsAndKernel_S1_c0[__28_i2569];
float2 __30_inCoord2571 = mul(transpose(mat3x2_ctor(_umatrix_S1_c0_c0)), vec3_ctor((__26_tmp_1_coords2567 + (__29_s2570.x * _udir_S1_c0)), 1.0));
float2 __31_subsetCoord2572 = {0, 0};
(__31_subsetCoord2572.x = __30_inCoord2571.x);
(__31_subsetCoord2572.y = __30_inCoord2571.y);
float2 __32_clampedCoord2573 = {0, 0};
(__32_clampedCoord2573.x = __31_subsetCoord2572.x);
(__32_clampedCoord2573.y = clamp(__31_subsetCoord2572.y, _uclamp_S1_c0_c0_c0.y, _uclamp_S1_c0_c0_c0.w));
float4 __33_textureColor2574 = vec4_ctor(0.0, 0.0, 0.0, gl_texture2D(_uTextureSampler_0_S1, __32_clampedCoord2573, -0.5).x);
(__27_sum2568 += (__29_s2570.y * __33_textureColor2574));
float2 __34_inCoord2575 = mul(transpose(mat3x2_ctor(_umatrix_S1_c0_c0)), vec3_ctor((__26_tmp_1_coords2567 + (__29_s2570.z * _udir_S1_c0)), 1.0));
float2 __35_subsetCoord2576 = {0, 0};
(__35_subsetCoord2576.x = __34_inCoord2575.x);
(__35_subsetCoord2576.y = __34_inCoord2575.y);
float2 __36_clampedCoord2577 = {0, 0};
(__36_clampedCoord2577.x = __35_subsetCoord2576.x);
(__36_clampedCoord2577.y = clamp(__35_subsetCoord2576.y, _uclamp_S1_c0_c0_c0.y, _uclamp_S1_c0_c0_c0.w));
float4 __37_textureColor2578 = vec4_ctor(0.0, 0.0, 0.0, gl_texture2D(_uTextureSampler_0_S1, __36_clampedCoord2577, -0.5).x);
(__27_sum2568 += (__29_s2570.w * __37_textureColor2578));
}
}
float4 _output_S12579 = __27_sum2568;
{
(out_sk_FragColor = _output_S12579);
(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"
:� J���CUFF~`@�2� :
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�:@6 :6� @>STAT�wrapModespaddingint2��intBorderColorint4�u�������eMicrosoft (R) HLSL Shader Compiler 10.1ISGN������SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX`P�jYF� YF� Z`XpUUd 2b�b2e� h	2FF� �A2B� 
� 	r�� �A	*�A� 4�*
4
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� 2

�A
@�?J���CU"F~`@�8
8� F>STAT�BPLG��D<7b91a100de0b5ad2ndANGLE (NVIDIA, NVIDIA GeForce GTX 1080 Ti (0x00001B06) Direct3D11 vs_5_0 ps_5_0, D3D11-32.0.15.6614)��					������������������,,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�@^��C����������������������������������������������������������<<	������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������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_FragCoord2568 = vec4_ctor(gl_FragCoord.x, (_u_skRTFlip.x + (_u_skRTFlip.y * gl_FragCoord.y)), gl_FragCoord.z, gl_FragCoord.w);
float4 _outputColor_S02569 = _vcolor_S0;
float2 __9_translatedFragPosFloat2570 = (_sk_FragCoord2568.xy - _uproxyRect_S1_c0.xy);
float2 __10_proxyCenter2571 = ((_uproxyRect_S1_c0.zw - _uproxyRect_S1_c0.xy) * 0.5);
float __11_edgeSize2572 = (((2.0 * _ublurRadius_S1_c0) + _ucornerRadius_S1_c0) + 0.5);
(__9_translatedFragPosFloat2570 -= __10_proxyCenter2571);
float2 __12_fragDirection2573 = sign(__9_translatedFragPosFloat2570);
(__9_translatedFragPosFloat2570 = abs(__9_translatedFragPosFloat2570));
float2 __13_translatedFragPosHalf2574 = (__9_translatedFragPosFloat2570 - (__10_proxyCenter2571 - __11_edgeSize2572));
(__13_translatedFragPosHalf2574 = max(__13_translatedFragPosHalf2574, 0.0));
(__13_translatedFragPosHalf2574 *= __12_fragDirection2573);
(__13_translatedFragPosHalf2574 += vec2_ctor(__11_edgeSize2572));
float2 __14_proxyDims2575 = vec2_ctor((2.0 * __11_edgeSize2572));
float2 __15_texCoord2576 = (__13_translatedFragPosHalf2574 / __14_proxyDims2575);
float4 _output_S12577 = vec4_ctor(0.0, 0.0, 0.0, gl_texture2D(_uTextureSampler_0_S1, mul(transpose(mat3x2_ctor(_umatrix_S1_c0_c0)), vec3_ctor(__15_texCoord2576, 1.0)), -0.5).x).wwww;
float2 __16_dxy02578 = (_uinnerRect_S2.xy - _sk_FragCoord2568.xy);
float2 __17_dxy12579 = (_sk_FragCoord2568.xy - _uinnerRect_S2.zw);
float2 __18_dxy2580 = max(max(__16_dxy02578, __17_dxy12579), 0.0);
float __19_alpha2581 = clamp((_uradiusPlusHalf_S2.x - length(__18_dxy2580)), 0.0, 1.0);
(__19_alpha2581 = (1.0 - __19_alpha2581));
float4 _output_S22582 = (_output_S12577 * __19_alpha2581);
{
(out_sk_FragColor = (_outputColor_S02569 * _output_S22582));
}
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�
@�V
�A+�V
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���'7b91a100de0b5ad2ndANGLE (NVIDIA, NVIDIA GeForce GTX 1080 Ti (0x00001B06) Direct3D11 vs_5_0 ps_5_0, D3D11-32.0.15.6614)��������������������,,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�@^��C������������������������������������������������������<<�������������������������������������������������������������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_S02563 = _vcolor_S0;
float4 __0_input2564 = _outputColor_S02563;
(__0_input2564 = gl_texture2D(_uTextureSampler_0_S1, _vTransformedCoords_3_S0, -0.5));
float4 _output_S12565 = __0_input2564;
{
(out_sk_FragColor = _output_S12565);
}
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�PTEXCOORD���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��DXBC���':����1�j��48�tRDEF��<����RD11< ($|�$GlobalsDriverConstants���|�0��@@T��������x���������� T��������_u_skRTFlipfloat2�L_uinnerRect_S1float4���_uradiusPlusHalf_S1h���������v0T��������� ����������8T��������dx_ViewCoordsdx_FragCoordOffsetdx_DepthFrontfloat3���dx_ViewScaleMicrosoft (R) HLSL Shader Compiler 10.1���ISGN������SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX`P�jYF� YF� d 2brb�e� h	2FF� �A2B� 
� 	��A� 	R�� �A42��4
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�A@�?"FFK""�A@�?8 "*8
8� F>STAT�BPLG���#7b91a100de0b5ad2ndANGLE (NVIDIA, NVIDIA GeForce GTX 1080 Ti (0x00001B06) Direct3D11 vs_5_0 ps_5_0, D3D11-32.0.15.6614)��������������������,,
inPosition_uinPositionP�inColor	_uinColorR�inCircleEdge_uinCircleEdgeR����������sk_RTAdjust
_usk_RTAdjustsk_FragColor_usk_FragColorR�@�C������������������������������������������������������<<���������������������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_inPosition2564 = _inPosition;
(gl_Position = vec4_ctor(__tmp_0_inPosition2564, 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 _circleEdge2561 = _vinCircleEdge_S0;
float4 _outputColor_S02562 = _vinColor_S0;
float _d2563 = length(_circleEdge2561.xy);
float _distanceToOuterEdge2564 = (_circleEdge2561.z * (1.0 - _d2563));
float _edgeAlpha2565 = clamp(_distanceToOuterEdge2564, 0.0, 1.0);
float4 _outputCoverage_S02566 = vec4_ctor(_edgeAlpha2565);
{
(out_sk_FragColor = (_outputColor_S02562 * _outputCoverage_S02566));
}
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�  float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD3;
    float4 v0 : TEXCOORD0;
    float4 v1 : TEXCOORD1;
    float2 v2 : TEXCOORD2;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD3;
    float4 v0 : TEXCOORD0;
    float4 v1 : TEXCOORD1;
    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
}
�����T	DXBC���g�!
���T	4�8��RDEF\�<���4RD11< ($|�$GlobalsDriverConstants���|�0��P,��������P l��������_sk_RTAdjustfloat4%_uatlas_adjust_S0float2���b�,��������� l���������0l���������<����������@����������D��������dx_ViewAdjustdx_ViewCoordsdx_ViewScaleclipControlOriginfloat����clipControlZeroToOnedx_VertexIDdword�	Microsoft (R) HLSL Shader Compiler 10.1ISGN������TEXCOORDSV_VertexID���OSGN������SV_PositionTEXCOORD���SHEX�P�jYF� YF� _�_�_�_2`g� e� e� e� e2 h9@
� 7	B 
@@?
� "
@*
@+22F�A�2	2FFF22F�� օ 2��A8" :� 6�@�?6� 6� F6B @62@6�V1B
@7	��
FF7	2�
FR��@����6�V�FF2FF82 FF� 8� FF� 6� F>STAT�
��DXBCER``,��}Yx����4���`RDEF�<����RD11< ($|�����
samplers2D[0]textures2D[0]Microsoft (R) HLSL Shader Compiler 10.1ISGN������SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX�PbjZ`XpUUb�b�b2e� h12FF
1b�"*

J���CUFF~`@�6@
�A@�?8� F>STAT�

BPLG���1fde50a632ed2b545AP��position
_uposition����������������P��
localCoord_ulocalCoord����������������R��sk_RTAdjust
_usk_RTAdjust��������������������������������������������P��
u_skRTFlip_uu_skRTFlip��������������������������������������������R��urectUniform_S1_c0_uurectUniform_S1_c0��������������������������������������������^�uTextureSampler_0_S0_uuTextureSampler_0_S0����������������������������������������������R��sk_FragColor_usk_FragColor��������������������^������C����������������������������������������������������������<<��������������������������������������������������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    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  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.w);
    float clipControlZeroToOne : packoffset(c4);
};

@@ 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;
    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 _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  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);
    struct SamplerMetadata
    {
        int baseLevel;
        int wrapModes;
        int2 padding;
        int4 intBorderColor;
    };
    SamplerMetadata samplerMetadata[1] : packoffset(c5);
};

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.gl_FragCoord.z * rhw) * dx_DepthFront.x + dx_DepthFront.y;
    gl_FragCoord.w = rhw;
    _vlocalCoord_S0 = input.v0.xy;

float4 _sk_FragCoord5611 = vec4_ctor(gl_FragCoord.x, (_u_skRTFlip.x + (_u_skRTFlip.y * gl_FragCoord.y)), gl_FragCoord.z, gl_FragCoord.w);
float4 _outputColor_S05612 = {1.0, 1.0, 1.0, 1.0};
float2 _texCoord5613 = {0, 0};
(_texCoord5613 = _vlocalCoord_S0);
(_outputColor_S05612 = gl_texture2D(_uTextureSampler_0_S0, _texCoord5613, -0.5));
float4 _output_S15614 = {0, 0, 0, 0};
float __5_coverage5615 = {0};
{
float4 __6_dists45616 = clamp((float4(1.0, 1.0, -1.0, -1.0) * (_sk_FragCoord5611.xyxy - _urectUniform_S1_c0)), 0.0, 1.0);
float2 __7_dists25617 = ((__6_dists45616.xy + __6_dists45616.zw) - 1.0);
(__5_coverage5615 = (__7_dists25617.x * __7_dists25617.y));
}
(_output_S15614 = vec4_ctor(__5_coverage5615));
{
(out_sk_FragColor = (_outputColor_S05612 * _output_S15614));
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColorystruct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    float2 v0 : TEXCOORD0;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    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
}
��DXBCwV��g�|�0lV4L�lRDEF��<����RD11< ($|�$GlobalsDriverConstants���|� �(P���������_sk_RTAdjustfloat4����������� ��������80��������E<`���������@`��������dx_ViewAdjustdx_ViewCoordsfloat2�dx_ViewScaleclipControlOriginfloat���WclipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGND88TEXCOORD���OSGN�htttSV_PositionTEXCOORD���SHEX�PdjYF� YF� _2_2g� e� e� e2 h9@
� 7	B 
@@?22F�� օ 8" :� 6�@�?6� 6� F6� F62 F>STAT�
��DXBC��%\+�e��'&>Z��4�$X(RDEF`�<���8RD11< ($������
��samplers2D[0]textures2D[0]$GlobalsDriverConstants����$ ��pt�������������������_u_skRTFlipfloat2��_urectUniform_S1_c0float4�������������0���������� ���������8���������P ��������dx_ViewCoordsdx_FragCoordOffsetdx_DepthFrontfloat3���dx_ViewScalesamplerMetadataSamplerMetadatabaseLevelint�GwrapModespaddingint2��intBorderColorint4�=LpLz����-Microsoft (R) HLSL Shader Compiler 10.1ISGN�htttSV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX�PrjYF� YF� Z`XpUUd 2b2e� h	2FF� �A2B� 
� 	��F� �A8 
�F@�?�?����2�
F
2F@����8
J���CU�FF~`@�8� F>STAT�

BPLG��1fde50a632ed2b545AP��position
_uposition����������������P��
localCoord_ulocalCoord����������������R��sk_RTAdjust
_usk_RTAdjust��������������������������������������������[��
umatrix_S1_uumatrix_S1��������������������������������������������[��umatrix_S1_c0_c0_uumatrix_S1_c0_c0��������������������������������������������P��uIncrement_S1_c0_uuIncrement_S1_c0��������������������������������������������P��uOffsetsAndKernel_S1_c0[0]_uuOffsetsAndKernel_S1_c0[0]��������������������������������������������^�uTextureSampler_0_S1_uuTextureSampler_0_S1����������������������������������������������R��sk_FragColor_usk_FragColor��������������������^�����
�C����������������������������������������������������������<<�������������������������������������������������������������������������������������������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    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  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.w);
    float clipControlZeroToOne : packoffset(c4);
};

@@ 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;
    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 float2 _uIncrement_S1_c0 : register(c3);
uniform float2 _uOffsetsAndKernel_S1_c0[5] : 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  float2 _vTransformedCoords_2_S0 = {0, 0};

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

cbuffer DriverConstants : register(b1)
{
    struct SamplerMetadata
    {
        int baseLevel;
        int wrapModes;
        int2 padding;
        int4 intBorderColor;
    };
    SamplerMetadata samplerMetadata[1] : packoffset(c5);
};

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;

float4 _output_S15613 = {0, 0, 0, 0};
float4 __5_color5614 = {0.0, 0.0, 0.0, 0.0};
float2 __6_coord5615 = _vTransformedCoords_2_S0;
{LOOP for(int __7_i5616 = {0}; (__7_i5616 < 5); (++__7_i5616))
{
float2 __8_offsetAndKernel5617 = _uOffsetsAndKernel_S1_c0[__7_i5616];
(__5_color5614 += (vec4_ctor(0.0, 0.0, 0.0, gl_texture2D(_uTextureSampler_0_S1, mul(transpose(mat3x2_ctor(_umatrix_S1_c0_c0)), vec3_ctor((__6_coord5615 + (__8_offsetAndKernel5617.x * _uIncrement_S1_c0)), 1.0)), -0.5).x) * __8_offsetAndKernel5617.y));
}
}
(_output_S15613 = __5_color5614);
{
(out_sk_FragColor = _output_S15613);
(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;
    float2 v0 : TEXCOORD0;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    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;�|H#d���tt�i_r�4d� �RDEF(�<����RD11< ($|�$GlobalsDriverConstants���|�P��P,��������P ,h��������_sk_RTAdjustfloat4%_umatrix_S1float3x3���\T,��������b x���������0x���������<����������@���������dx_ViewAdjustdx_ViewCoordsfloat2�pdx_ViewScaleclipControlOriginfloat����clipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGND88TEXCOORD���OSGNhP\\SV_PositionTEXCOORD���SHEX�PqjYF� YF� _2_2g� e� e2 h9@
� 7	B 
@@?22F�� օ 8" :� 6�@�?�?6� 6� F6B @62F F� F" F� F>STAT���DXBC�r�x��I}C��!��4x�RDEF<�<���RD11< ($������
�samplers2D[0]textures2D[0]$Globals������T,p���������0����������@H���������_umatrix_S1_c0_c0float3x3�f_uIncrement_S1_c0float2����_uOffsetsAndKernel_S1_c0����Microsoft (R) HLSL Shader Compiler 10.1ISGNhP\\SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX�P|jYF� 	Z`XpUUb2e� h6B@�?6�@6@0!"
@2
2� 
F� FF� F"F� FJ���CUFF~`@�2�
� 
:
@6 :6� @>STAT�
BPLG���4fde50a632ed2b545AP��position
_uposition����������������P��
localCoord_ulocalCoord����������������R��sk_RTAdjust
_usk_RTAdjust��������������������������������������������[��
umatrix_S1_uumatrix_S1��������������������������������������������R��uclamp_S1_c0_c0_c0_uuclamp_S1_c0_c0_c0��������������������������������������������[��umatrix_S1_c0_c0_uumatrix_S1_c0_c0��������������������������������������������P��uIncrement_S1_c0_uuIncrement_S1_c0��������������������������������������������P��uOffsetsAndKernel_S1_c0[0]_uuOffsetsAndKernel_S1_c0[0]��������������������������������������������^�uTextureSampler_0_S1_uuTextureSampler_0_S1����������������������������������������������R��sk_FragColor_usk_FragColor��������������������^������C����������������������������������������������������������<<���������������������������������������������������������������������������������������������������������������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    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  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.w);
    float clipControlZeroToOne : packoffset(c4);
};

@@ 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;
    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 float2 _uIncrement_S1_c0 : register(c4);
uniform float2 _uOffsetsAndKernel_S1_c0[5] : 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  float2 _vTransformedCoords_2_S0 = {0, 0};

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

cbuffer DriverConstants : register(b1)
{
    struct SamplerMetadata
    {
        int baseLevel;
        int wrapModes;
        int2 padding;
        int4 intBorderColor;
    };
    SamplerMetadata samplerMetadata[1] : packoffset(c5);
};

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;

float4 _output_S15614 = {0, 0, 0, 0};
float4 __21_color5615 = {0.0, 0.0, 0.0, 0.0};
float2 __22_coord5616 = _vTransformedCoords_2_S0;
{LOOP for(int __23_i5617 = {0}; (__23_i5617 < 5); (++__23_i5617))
{
float2 __24_offsetAndKernel5618 = _uOffsetsAndKernel_S1_c0[__23_i5617];
float2 __25_inCoord5619 = mul(transpose(mat3x2_ctor(_umatrix_S1_c0_c0)), vec3_ctor((__22_coord5616 + (__24_offsetAndKernel5618.x * _uIncrement_S1_c0)), 1.0));
float2 __26_subsetCoord5620 = {0, 0};
(__26_subsetCoord5620.x = __25_inCoord5619.x);
(__26_subsetCoord5620.y = __25_inCoord5619.y);
float2 __27_clampedCoord5621 = {0, 0};
(__27_clampedCoord5621.x = __26_subsetCoord5620.x);
(__27_clampedCoord5621.y = clamp(__26_subsetCoord5620.y, _uclamp_S1_c0_c0_c0.y, _uclamp_S1_c0_c0_c0.w));
float4 __28_textureColor5622 = vec4_ctor(0.0, 0.0, 0.0, gl_texture2D(_uTextureSampler_0_S1, __27_clampedCoord5621, -0.5).x);
(__21_color5615 += (__28_textureColor5622 * __24_offsetAndKernel5618.y));
}
}
(_output_S15614 = __21_color5615);
{
(out_sk_FragColor = _output_S15614);
(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;
    float2 v0 : TEXCOORD0;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    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;�|H#d���tt�i_r�4d� �RDEF(�<����RD11< ($|�$GlobalsDriverConstants���|�P��P,��������P ,h��������_sk_RTAdjustfloat4%_umatrix_S1float3x3���\T,��������b x���������0x���������<����������@���������dx_ViewAdjustdx_ViewCoordsfloat2�pdx_ViewScaleclipControlOriginfloat����clipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGND88TEXCOORD���OSGNhP\\SV_PositionTEXCOORD���SHEX�PqjYF� YF� _2_2g� e� e2 h9@
� 7	B 
@@?22F�� օ 8" :� 6�@�?�?6� 6� F6B @62F F� F" F� F>STAT��XDXBC>��d�1�9��X4�P��RDEF��<���|RD11< ($������
�samplers2D[0]textures2D[0]$Globals������|����������,����������@��������<PHX��������_uclamp_S1_c0_c0_c0float4��_umatrix_S1_c0_c0float3x3��_uIncrement_S1_c0float2���_uOffsetsAndKernel_S1_c0���Microsoft (R) HLSL Shader Compiler 10.1ISGNhP\\SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX0P�jYF� 
Z`XpUUb2e� h6B@�?6�@6@0!"
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� 
:
@6 :6� @>STAT�
BPLG��*1fde50a632ed2b545AP��position
_uposition����������������P��
localCoord_ulocalCoord����������������R��sk_RTAdjust
_usk_RTAdjust��������������������������������������������[��
umatrix_S1_uumatrix_S1��������������������������������������������[��umatrix_S1_c0_c0_uumatrix_S1_c0_c0��������������������������������������������P��uIncrement_S1_c0_uuIncrement_S1_c0��������������������������������������������P��uOffsetsAndKernel_S1_c0[0]_uuOffsetsAndKernel_S1_c0[0]��������������������������������������������^�uTextureSampler_0_S1_uuTextureSampler_0_S1����������������������������������������������R��sk_FragColor_usk_FragColor��������������������^������C����������������������������������������������������������<<�������������������������������������������������������������������������������������������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    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  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.w);
    float clipControlZeroToOne : packoffset(c4);
};

@@ 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;
    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 float2 _uIncrement_S1_c0 : register(c3);
uniform float2 _uOffsetsAndKernel_S1_c0[7] : 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  float2 _vTransformedCoords_2_S0 = {0, 0};

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

cbuffer DriverConstants : register(b1)
{
    struct SamplerMetadata
    {
        int baseLevel;
        int wrapModes;
        int2 padding;
        int4 intBorderColor;
    };
    SamplerMetadata samplerMetadata[1] : packoffset(c5);
};

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;

float4 _output_S15613 = {0, 0, 0, 0};
float4 __5_color5614 = {0.0, 0.0, 0.0, 0.0};
float2 __6_coord5615 = _vTransformedCoords_2_S0;
{LOOP for(int __7_i5616 = {0}; (__7_i5616 < 7); (++__7_i5616))
{
float2 __8_offsetAndKernel5617 = _uOffsetsAndKernel_S1_c0[__7_i5616];
(__5_color5614 += (vec4_ctor(0.0, 0.0, 0.0, gl_texture2D(_uTextureSampler_0_S1, mul(transpose(mat3x2_ctor(_umatrix_S1_c0_c0)), vec3_ctor((__6_coord5615 + (__8_offsetAndKernel5617.x * _uIncrement_S1_c0)), 1.0)), -0.5).x) * __8_offsetAndKernel5617.y));
}
}
(_output_S15613 = __5_color5614);
{
(out_sk_FragColor = _output_S15613);
(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;
    float2 v0 : TEXCOORD0;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    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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� 7	B 
@@?22F�� օ 8" :� 6�@�?�?6� 6� F6B @62F F� F" F� F>STAT���DXBC�H?�#~x���]�4x�RDEF<�<���RD11< ($������
�samplers2D[0]textures2D[0]$Globals������T,p���������0����������@h���������_umatrix_S1_c0_c0float3x3�f_uIncrement_S1_c0float2����_uOffsetsAndKernel_S1_c0����Microsoft (R) HLSL Shader Compiler 10.1ISGNhP\\SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX�P|jYF� Z`XpUUb2e� h6B@�?6�@6@0!"
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F� FF� F"F� FJ���CUFF~`@�2�
� 
:
@6 :6� @>STAT�
BPLG���4fde50a632ed2b545AP��position
_uposition����������������P��
localCoord_ulocalCoord����������������R��sk_RTAdjust
_usk_RTAdjust��������������������������������������������[��
umatrix_S1_uumatrix_S1��������������������������������������������R��uclamp_S1_c0_c0_c0_uuclamp_S1_c0_c0_c0��������������������������������������������[��umatrix_S1_c0_c0_uumatrix_S1_c0_c0��������������������������������������������P��uIncrement_S1_c0_uuIncrement_S1_c0��������������������������������������������P��uOffsetsAndKernel_S1_c0[0]_uuOffsetsAndKernel_S1_c0[0]��������������������������������������������^�uTextureSampler_0_S1_uuTextureSampler_0_S1����������������������������������������������R��sk_FragColor_usk_FragColor��������������������^�����
�C����������������������������������������������������������<<���������������������������������������������������������������������������������������������������������������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    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  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.w);
    float clipControlZeroToOne : packoffset(c4);
};

@@ 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;
    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 float2 _uIncrement_S1_c0 : register(c4);
uniform float2 _uOffsetsAndKernel_S1_c0[7] : 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  float2 _vTransformedCoords_2_S0 = {0, 0};

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

cbuffer DriverConstants : register(b1)
{
    struct SamplerMetadata
    {
        int baseLevel;
        int wrapModes;
        int2 padding;
        int4 intBorderColor;
    };
    SamplerMetadata samplerMetadata[1] : packoffset(c5);
};

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;

float4 _output_S15614 = {0, 0, 0, 0};
float4 __21_color5615 = {0.0, 0.0, 0.0, 0.0};
float2 __22_coord5616 = _vTransformedCoords_2_S0;
{LOOP for(int __23_i5617 = {0}; (__23_i5617 < 7); (++__23_i5617))
{
float2 __24_offsetAndKernel5618 = _uOffsetsAndKernel_S1_c0[__23_i5617];
float2 __25_inCoord5619 = mul(transpose(mat3x2_ctor(_umatrix_S1_c0_c0)), vec3_ctor((__22_coord5616 + (__24_offsetAndKernel5618.x * _uIncrement_S1_c0)), 1.0));
float2 __26_subsetCoord5620 = {0, 0};
(__26_subsetCoord5620.x = __25_inCoord5619.x);
(__26_subsetCoord5620.y = __25_inCoord5619.y);
float2 __27_clampedCoord5621 = {0, 0};
(__27_clampedCoord5621.x = __26_subsetCoord5620.x);
(__27_clampedCoord5621.y = clamp(__26_subsetCoord5620.y, _uclamp_S1_c0_c0_c0.y, _uclamp_S1_c0_c0_c0.w));
float4 __28_textureColor5622 = vec4_ctor(0.0, 0.0, 0.0, gl_texture2D(_uTextureSampler_0_S1, __27_clampedCoord5621, -0.5).x);
(__21_color5615 += (__28_textureColor5622 * __24_offsetAndKernel5618.y));
}
}
(_output_S15614 = __21_color5615);
{
(out_sk_FragColor = _output_S15614);
(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;
    float2 v0 : TEXCOORD0;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    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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�samplers2D[0]textures2D[0]$Globals������|����������,����������@��������<PhX��������_uclamp_S1_c0_c0_c0float4��_umatrix_S1_c0_c0float3x3��_uIncrement_S1_c0float2���_uOffsetsAndKernel_S1_c0���Microsoft (R) HLSL Shader Compiler 10.1ISGNhP\\SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX0P�jYF� Z`XpUUb2e� h6B@�?6�@6@0!"
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� 3"
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� 
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BPLG��\1fde50a632ed2b545AP��position
_uposition����������������P��
localCoord_ulocalCoord����������������R��sk_RTAdjust
_usk_RTAdjust��������������������������������������������[��
umatrix_S1_uumatrix_S1��������������������������������������������[��umatrix_S1_c0_c0_uumatrix_S1_c0_c0��������������������������������������������P��uIncrement_S1_c0_uuIncrement_S1_c0��������������������������������������������P��uOffsetsAndKernel_S1_c0[0]_uuOffsetsAndKernel_S1_c0[0]��������������������������������������������^�uTextureSampler_0_S1_uuTextureSampler_0_S1����������������������������������������������R��sk_FragColor_usk_FragColor��������������������^�����	
�C����������������������������������������������������������<<�������������������������������������������������������������������������������������������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    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  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.w);
    float clipControlZeroToOne : packoffset(c4);
};

@@ 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;
    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 float2 _uIncrement_S1_c0 : register(c3);
uniform float2 _uOffsetsAndKernel_S1_c0[11] : 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  float2 _vTransformedCoords_2_S0 = {0, 0};

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

cbuffer DriverConstants : register(b1)
{
    struct SamplerMetadata
    {
        int baseLevel;
        int wrapModes;
        int2 padding;
        int4 intBorderColor;
    };
    SamplerMetadata samplerMetadata[1] : packoffset(c5);
};

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;

float4 _output_S15613 = {0, 0, 0, 0};
float4 __5_color5614 = {0.0, 0.0, 0.0, 0.0};
float2 __6_coord5615 = _vTransformedCoords_2_S0;
{LOOP for(int __7_i5616 = {0}; (__7_i5616 < 11); (++__7_i5616))
{
float2 __8_offsetAndKernel5617 = _uOffsetsAndKernel_S1_c0[__7_i5616];
(__5_color5614 += (vec4_ctor(0.0, 0.0, 0.0, gl_texture2D(_uTextureSampler_0_S1, mul(transpose(mat3x2_ctor(_umatrix_S1_c0_c0)), vec3_ctor((__6_coord5615 + (__8_offsetAndKernel5617.x * _uIncrement_S1_c0)), 1.0)), -0.5).x) * __8_offsetAndKernel5617.y));
}
}
(_output_S15613 = __5_color5614);
{
(out_sk_FragColor = _output_S15613);
(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;
    float2 v0 : TEXCOORD0;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    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;�|H#d���tt�i_r�4d� �RDEF(�<����RD11< ($|�$GlobalsDriverConstants���|�P��P,��������P ,h��������_sk_RTAdjustfloat4%_umatrix_S1float3x3���\T,��������b x���������0x���������<����������@���������dx_ViewAdjustdx_ViewCoordsfloat2�pdx_ViewScaleclipControlOriginfloat����clipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGND88TEXCOORD���OSGNhP\\SV_PositionTEXCOORD���SHEX�PqjYF� YF� _2_2g� e� e2 h9@
� 7	B 
@@?22F�� օ 8" :� 6�@�?�?6� 6� F6B @62F F� F" F� F>STAT���DXBC�h'�f��Dv��у�4x�RDEF<�<���RD11< ($������
�samplers2D[0]textures2D[0]$Globals������T,p���������0����������@����������_umatrix_S1_c0_c0float3x3�f_uIncrement_S1_c0float2����_uOffsetsAndKernel_S1_c0����Microsoft (R) HLSL Shader Compiler 10.1ISGNhP\\SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX�P|jYF� Z`XpUUb2e� h6B@�?6�@6@0!"
@2
2� 
F� FF� F"F� FJ���CUFF~`@�2�
� 
:
@6 :6� @>STAT�
BPLG��5fde50a632ed2b545AP��position
_uposition����������������P��
localCoord_ulocalCoord����������������R��sk_RTAdjust
_usk_RTAdjust��������������������������������������������[��
umatrix_S1_uumatrix_S1��������������������������������������������R��uclamp_S1_c0_c0_c0_uuclamp_S1_c0_c0_c0��������������������������������������������[��umatrix_S1_c0_c0_uumatrix_S1_c0_c0��������������������������������������������P��uIncrement_S1_c0_uuIncrement_S1_c0��������������������������������������������P��uOffsetsAndKernel_S1_c0[0]_uuOffsetsAndKernel_S1_c0[0]��������������������������������������������^�uTextureSampler_0_S1_uuTextureSampler_0_S1����������������������������������������������R��sk_FragColor_usk_FragColor��������������������^�����	
�C����������������������������������������������������������<<���������������������������������������������������������������������������������������������������������������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    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  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.w);
    float clipControlZeroToOne : packoffset(c4);
};

@@ 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;
    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 float2 _uIncrement_S1_c0 : register(c4);
uniform float2 _uOffsetsAndKernel_S1_c0[11] : 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  float2 _vTransformedCoords_2_S0 = {0, 0};

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

cbuffer DriverConstants : register(b1)
{
    struct SamplerMetadata
    {
        int baseLevel;
        int wrapModes;
        int2 padding;
        int4 intBorderColor;
    };
    SamplerMetadata samplerMetadata[1] : packoffset(c5);
};

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;

float4 _output_S15614 = {0, 0, 0, 0};
float4 __21_color5615 = {0.0, 0.0, 0.0, 0.0};
float2 __22_coord5616 = _vTransformedCoords_2_S0;
{LOOP for(int __23_i5617 = {0}; (__23_i5617 < 11); (++__23_i5617))
{
float2 __24_offsetAndKernel5618 = _uOffsetsAndKernel_S1_c0[__23_i5617];
float2 __25_inCoord5619 = mul(transpose(mat3x2_ctor(_umatrix_S1_c0_c0)), vec3_ctor((__22_coord5616 + (__24_offsetAndKernel5618.x * _uIncrement_S1_c0)), 1.0));
float2 __26_subsetCoord5620 = {0, 0};
(__26_subsetCoord5620.x = __25_inCoord5619.x);
(__26_subsetCoord5620.y = __25_inCoord5619.y);
float2 __27_clampedCoord5621 = {0, 0};
(__27_clampedCoord5621.x = __26_subsetCoord5620.x);
(__27_clampedCoord5621.y = clamp(__26_subsetCoord5620.y, _uclamp_S1_c0_c0_c0.y, _uclamp_S1_c0_c0_c0.w));
float4 __28_textureColor5622 = vec4_ctor(0.0, 0.0, 0.0, gl_texture2D(_uTextureSampler_0_S1, __27_clampedCoord5621, -0.5).x);
(__21_color5615 += (__28_textureColor5622 * __24_offsetAndKernel5618.y));
}
}
(_output_S15614 = __21_color5615);
{
(out_sk_FragColor = _output_S15614);
(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;
    float2 v0 : TEXCOORD0;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    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;�|H#d���tt�i_r�4d� �RDEF(�<����RD11< ($|�$GlobalsDriverConstants���|�P��P,��������P ,h��������_sk_RTAdjustfloat4%_umatrix_S1float3x3���\T,��������b x���������0x���������<����������@���������dx_ViewAdjustdx_ViewCoordsfloat2�pdx_ViewScaleclipControlOriginfloat����clipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGND88TEXCOORD���OSGNhP\\SV_PositionTEXCOORD���SHEX�PqjYF� YF� _2_2g� e� e2 h9@
� 7	B 
@@?22F�� օ 8" :� 6�@�?�?6� 6� F6B @62F F� F" F� F>STAT��XDXBC��OH;R-qii�b��p�X4�P��RDEF��<���|RD11< ($������
�samplers2D[0]textures2D[0]$Globals�����|����������,����������@��������<P�X��������_uclamp_S1_c0_c0_c0float4��_umatrix_S1_c0_c0float3x3��_uIncrement_S1_c0float2���_uOffsetsAndKernel_S1_c0���Microsoft (R) HLSL Shader Compiler 10.1ISGNhP\\SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX0P�jYF� Z`XpUUb2e� h6B@�?6�@6@0!"
@2
2� 
F� FF� FF� F4
� 3"
:� J���CUFF~`@�2�
� 
:
@6 :6� @>STAT�
BPLG��t1fde50a632ed2b545AP��position
_uposition����������������P��
localCoord_ulocalCoord����������������R��sk_RTAdjust
_usk_RTAdjust��������������������������������������������[��
umatrix_S1_uumatrix_S1��������������������������������������������[��umatrix_S1_c0_c0_uumatrix_S1_c0_c0��������������������������������������������P��uIncrement_S1_c0_uuIncrement_S1_c0��������������������������������������������P��uOffsetsAndKernel_S1_c0[0]_uuOffsetsAndKernel_S1_c0[0]
��������������������������������������������^�uTextureSampler_0_S1_uuTextureSampler_0_S1����������������������������������������������R��sk_FragColor_usk_FragColor��������������������^�����	
�C����������������������������������������������������������<<����������������������������������������������������������������������������������������������������
���������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    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  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.w);
    float clipControlZeroToOne : packoffset(c4);
};

@@ 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;
    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 float2 _uIncrement_S1_c0 : register(c3);
uniform float2 _uOffsetsAndKernel_S1_c0[13] : 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  float2 _vTransformedCoords_2_S0 = {0, 0};

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

cbuffer DriverConstants : register(b1)
{
    struct SamplerMetadata
    {
        int baseLevel;
        int wrapModes;
        int2 padding;
        int4 intBorderColor;
    };
    SamplerMetadata samplerMetadata[1] : packoffset(c5);
};

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;

float4 _output_S15613 = {0, 0, 0, 0};
float4 __5_color5614 = {0.0, 0.0, 0.0, 0.0};
float2 __6_coord5615 = _vTransformedCoords_2_S0;
{LOOP for(int __7_i5616 = {0}; (__7_i5616 < 13); (++__7_i5616))
{
float2 __8_offsetAndKernel5617 = _uOffsetsAndKernel_S1_c0[__7_i5616];
(__5_color5614 += (vec4_ctor(0.0, 0.0, 0.0, gl_texture2D(_uTextureSampler_0_S1, mul(transpose(mat3x2_ctor(_umatrix_S1_c0_c0)), vec3_ctor((__6_coord5615 + (__8_offsetAndKernel5617.x * _uIncrement_S1_c0)), 1.0)), -0.5).x) * __8_offsetAndKernel5617.y));
}
}
(_output_S15613 = __5_color5614);
{
(out_sk_FragColor = _output_S15613);
(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;
    float2 v0 : TEXCOORD0;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    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;�|H#d���tt�i_r�4d� �RDEF(�<����RD11< ($|�$GlobalsDriverConstants���|�P��P,��������P ,h��������_sk_RTAdjustfloat4%_umatrix_S1float3x3���\T,��������b x���������0x���������<����������@���������dx_ViewAdjustdx_ViewCoordsfloat2�pdx_ViewScaleclipControlOriginfloat����clipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGND88TEXCOORD���OSGNhP\\SV_PositionTEXCOORD���SHEX�PqjYF� YF� _2_2g� e� e2 h9@
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�samplers2D[0]textures2D[0]$Globals�����T,p���������0����������@����������_umatrix_S1_c0_c0float3x3�f_uIncrement_S1_c0float2����_uOffsetsAndKernel_S1_c0���
�Microsoft (R) HLSL Shader Compiler 10.1ISGNhP\\SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX�P|jYF� Z`XpUUb2e� h6B@�?6�@6@0!"
@
2
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F� FF� F"F� FJ���CUFF~`@�2�
� 
:
@6 :6� @>STAT�
BPLG��};fde50a632ed2b545AP��position
_uposition����������������R��color_ucolor����������������R��sk_RTAdjust
_usk_RTAdjust��������������������������������������������P��
u_skRTFlip_uu_skRTFlip��������������������������������������������[��umatrix_S1_c0_c0_uumatrix_S1_c0_c0���������������������������������������������ucornerRadius_S1_c0_uucornerRadius_S1_c0��������������������������������������������R��uproxyRect_S1_c0_uuproxyRect_S1_c0���������������������������������������������ublurRadius_S1_c0_uublurRadius_S1_c0��������������������������������������������^�uTextureSampler_0_S1_uuTextureSampler_0_S1����������������������������������������������R��sk_FragColor_usk_FragColor��������������������^������C����������������������������������������������������������<<���������������������������������������������������������������������������������������������������������������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    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  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.w);
    float clipControlZeroToOne : packoffset(c4);
};

@@ 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);
}
jstruct PS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    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);
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  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);
    struct SamplerMetadata
    {
        int baseLevel;
        int wrapModes;
        int2 padding;
        int4 intBorderColor;
    };
    SamplerMetadata samplerMetadata[1] : packoffset(c5);
};

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.gl_FragCoord.z * rhw) * dx_DepthFront.x + dx_DepthFront.y;
    gl_FragCoord.w = rhw;
    _vcolor_S0 = input.v0;

float4 _sk_FragCoord5614 = vec4_ctor(gl_FragCoord.x, (_u_skRTFlip.x + (_u_skRTFlip.y * gl_FragCoord.y)), gl_FragCoord.z, gl_FragCoord.w);
float4 _outputColor_S05615 = {0, 0, 0, 0};
(_outputColor_S05615 = _vcolor_S0);
float4 _output_S15616 = {0, 0, 0, 0};
float2 __9_translatedFragPosFloat5617 = (_sk_FragCoord5614.xy - _uproxyRect_S1_c0.xy);
float2 __10_proxyCenter5618 = ((_uproxyRect_S1_c0.zw - _uproxyRect_S1_c0.xy) * 0.5);
float __11_edgeSize5619 = (((2.0 * _ublurRadius_S1_c0) + _ucornerRadius_S1_c0) + 0.5);
(__9_translatedFragPosFloat5617 -= __10_proxyCenter5618);
float2 __12_fragDirection5620 = sign(__9_translatedFragPosFloat5617);
(__9_translatedFragPosFloat5617 = abs(__9_translatedFragPosFloat5617));
float2 __13_translatedFragPosHalf5621 = (__9_translatedFragPosFloat5617 - (__10_proxyCenter5618 - __11_edgeSize5619));
(__13_translatedFragPosHalf5621 = max(__13_translatedFragPosHalf5621, 0.0));
(__13_translatedFragPosHalf5621 *= __12_fragDirection5620);
(__13_translatedFragPosHalf5621 += vec2_ctor(__11_edgeSize5619));
float2 __14_proxyDims5622 = vec2_ctor((2.0 * __11_edgeSize5619));
float2 __15_texCoord5623 = (__13_translatedFragPosHalf5621 / __14_proxyDims5622);
(_output_S15616 = vec4_ctor(0.0, 0.0, 0.0, gl_texture2D(_uTextureSampler_0_S1, mul(transpose(mat3x2_ctor(_umatrix_S1_c0_c0)), vec3_ctor(__15_texCoord5623, 1.0)), -0.5).x).wwww);
{
(out_sk_FragColor = (_outputColor_S05615 * _output_S15616));
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColorystruct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    float4 v0 : TEXCOORD0;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    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
}
��DXBC~�ɺ���vk�gU�4L�lRDEF��<����RD11< ($|�$GlobalsDriverConstants���|� �(P���������_sk_RTAdjustfloat4����������� ��������80��������E<`���������@`��������dx_ViewAdjustdx_ViewCoordsfloat2�dx_ViewScaleclipControlOriginfloat���WclipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGND88TEXCOORD���OSGN�htttSV_PositionTEXCOORD���SHEX�PdjYF� YF� _2_�g� e� e� e� h9@
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��
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��samplers2D[0]textures2D[0]$GlobalsDriverConstants����$p��p���������$,@��������d@����������P����������`���������_u_skRTFlipfloat2��_umatrix_S1_c0_c0float3x3�6_ucornerRadius_S1_c0float�y_uproxyRect_S1_c0float4����_ublurRadius_S1_c0������������0��������� ���������8��������)P  ��������dx_ViewCoordsdx_FragCoordOffsetdx_DepthFrontfloat3���dx_ViewScalesamplerMetadataSamplerMetadatabaseLevelint�SwrapModespaddingint2��intBorderColorint4�IX|X�����9Microsoft (R) HLSL Shader Compiler 10.1ISGN�htttSV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX�P�jYF� YF� Z`XpUUd 2b�e� h	2FF� �A2B� 
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6B@�?F� F"F� FJ���CUFF~`@�8� F>STAT�
BPLG���5fde50a632ed2b545AP��position
_uposition����������������R��color_ucolor����������������P��
localCoord_ulocalCoord����������������R��sk_RTAdjust
_usk_RTAdjust��������������������������������������������P��
u_skRTFlip_uu_skRTFlip��������������������������������������������R��
uinnerRect_S1_uuinnerRect_S1��������������������������������������������P��uradiusPlusHalf_S1_uuradiusPlusHalf_S1��������������������������������������������^�uTextureSampler_0_S0_uuTextureSampler_0_S0����������������������������������������������R��sk_FragColor_usk_FragColor��������������������^������C������������������������������������������������������<<�����������������������������������������������������������������������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 gl_FragCoord : TEXCOORD3;
    float4 v0 : TEXCOORD0;
    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  float4 _vcolor_S0 = {0, 0, 0, 0};
static  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.w);
    float clipControlZeroToOne : packoffset(c4);
};

@@ 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);
}
Vstruct PS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 gl_FragCoord : TEXCOORD3;
    float4 v0 : TEXCOORD0;
    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  float4 _vcolor_S0 = {0, 0, 0, 0};
static  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);
    struct SamplerMetadata
    {
        int baseLevel;
        int wrapModes;
        int2 padding;
        int4 intBorderColor;
    };
    SamplerMetadata samplerMetadata[1] : packoffset(c5);
};

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.gl_FragCoord.z * rhw) * dx_DepthFront.x + dx_DepthFront.y;
    gl_FragCoord.w = rhw;
    _vcolor_S0 = input.v0;
    _vlocalCoord_S0 = input.v1.xy;

float4 _sk_FragCoord5613 = vec4_ctor(gl_FragCoord.x, (_u_skRTFlip.x + (_u_skRTFlip.y * gl_FragCoord.y)), gl_FragCoord.z, gl_FragCoord.w);
float4 _outputColor_S05614 = {0, 0, 0, 0};
(_outputColor_S05614 = _vcolor_S0);
float2 _texCoord5615 = {0, 0};
(_texCoord5615 = _vlocalCoord_S0);
(_outputColor_S05614 = (gl_texture2D(_uTextureSampler_0_S0, _texCoord5615, -0.5) * _outputColor_S05614));
float4 _output_S15616 = {0, 0, 0, 0};
float2 __0_dxy05617 = (_uinnerRect_S1.xy - _sk_FragCoord5613.xy);
float2 __1_dxy15618 = (_sk_FragCoord5613.xy - _uinnerRect_S1.zw);
float2 __2_dxy5619 = max(max(__0_dxy05617, __1_dxy15618), 0.0);
float __3_alpha5620 = clamp((_uradiusPlusHalf_S1.x - length(__2_dxy5619)), 0.0, 1.0);
(_output_S15616 = vec4_ctor(__3_alpha5620));
{
(out_sk_FragColor = (_outputColor_S05614 * _output_S15616));
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColor�struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 gl_FragCoord : TEXCOORD3;
    float4 v0 : TEXCOORD0;
    float2 v1 : TEXCOORD1;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 gl_FragCoord : TEXCOORD3;
    float4 v0 : TEXCOORD0;
    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
}
���dDXBCfz�f����\�2id4d�RDEF��<����RD11< ($|�$GlobalsDriverConstants���|� �(P���������_sk_RTAdjustfloat4����������� ��������80��������E<`���������@`��������dx_ViewAdjustdx_ViewCoordsfloat2�dx_ViewScaleclipControlOriginfloat���WclipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGN\PPPTEXCOORD���OSGN������SV_PositionTEXCOORD���SHEX�PojYF� YF� _2_�_2g� e� e� e� e2 h9@
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��samplers2D[0]textures2D[0]$GlobalsDriverConstants����$0�$p�������������������� ���������_u_skRTFlipfloat2��_uinnerRect_S1float4���_uradiusPlusHalf_S1�����������0���������
 $��������H8���������UP L��������dx_ViewCoordsdx_FragCoordOffsetdx_DepthFrontfloat3��dx_ViewScalesamplerMetadataSamplerMetadatabaseLevelint�wrapModespaddingint2��intBorderColorint4�u�������eMicrosoft (R) HLSL Shader Compiler 10.1ISGN������SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX$P�jYF� YF� Z`XpUUd 2b�b2e� h	2FF� �A2B� 
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2F@FFK
 	
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� J���CU�FF~`@�8�FF8� F>STAT�

BPLG���)fde50a632ed2b545AP��
inPosition_uinPosition����������������R��inColor	_uinColor����������������R��
inQuadEdge_uinQuadEdge����������������R��sk_RTAdjust
_usk_RTAdjust��������������������������������������������P��
u_skRTFlip_uu_skRTFlip����������������������������������������������R��sk_FragColor_usk_FragColor�������������������������C������������������������������������������������������<<�����������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 v0 : TEXCOORD0;
    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  float4 _vQuadEdge_S0 = {0, 0, 0, 0};
static  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.w);
    float clipControlZeroToOne : packoffset(c4);
};

@@ 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_inPosition5612 = _inPosition;
(gl_Position = vec4_ctor(__tmp_0_inPosition5612, 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 v0 : TEXCOORD0;
    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  float4 _vQuadEdge_S0 = {0, 0, 0, 0};
static  float4 _vinColor_S0 = {0, 0, 0, 0};

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

cbuffer DriverConstants : register(b1)
{
};

@@ PIXEL OUTPUT @@

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

float4 _outputColor_S05610 = {0, 0, 0, 0};
(_outputColor_S05610 = _vinColor_S0);
float _edgeAlpha5611 = {0};
float2 _duvdx5612 = ddx(_vQuadEdge_S0.xy);
float2 _duvdy5613 = (_u_skRTFlip.y * ddy(_vQuadEdge_S0.xy));
if (((_vQuadEdge_S0.z > 0.0) && (_vQuadEdge_S0.w > 0.0)))
{
(_edgeAlpha5611 = min((min(_vQuadEdge_S0.z, _vQuadEdge_S0.w) + 0.5), 1.0));
}
else
{
float2 _gF5614 = vec2_ctor((((2.0 * _vQuadEdge_S0.x) * _duvdx5612.x) - _duvdx5612.y), (((2.0 * _vQuadEdge_S0.x) * _duvdy5613.x) - _duvdy5613.y));
(_edgeAlpha5611 = ((_vQuadEdge_S0.x * _vQuadEdge_S0.x) - _vQuadEdge_S0.y));
(_edgeAlpha5611 = clamp((0.5 - (_edgeAlpha5611 / length(_gF5614))), 0.0, 1.0));
}
float4 _outputCoverage_S05615 = vec4_ctor(_edgeAlpha5611);
{
(out_sk_FragColor = (_outputColor_S05610 * _outputCoverage_S05615));
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColorRstruct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 v0 : TEXCOORD0;
    float4 v1 : TEXCOORD1;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 v0 : TEXCOORD0;
    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
}
���4DXBC����.����44d��RDEF��<����RD11< ($|�$GlobalsDriverConstants���|� �(P���������_sk_RTAdjustfloat4����������� ��������80��������E<`���������@`��������dx_ViewAdjustdx_ViewCoordsfloat2�dx_ViewScaleclipControlOriginfloat���WclipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGN\PPPTEXCOORD���OSGN�htttSV_PositionTEXCOORD���SHEX�PijYF� YF� _2_�_�g� e� e� e� h9@
� 7	B 
@@?22F�� օ 8" :� 6�@�?6� 6� F6B @6� F6� F>STAT��DXBC5~m�d�	vL��g�4D�tRDEFh<����RD11< ($\$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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2
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�A
 
�A@?3":*"@?3"@�?1
�@�B:*7	*
8� F>STAT�
BPLG��*fde50a632ed2b545AP��position
_uposition����������������R��color_ucolor����������������P��
localCoord_ulocalCoord����������������R��	texSubset_utexSubset����������������R��sk_RTAdjust
_usk_RTAdjust��������������������������������������������^�uTextureSampler_0_S0_uuTextureSampler_0_S0����������������������������������������������R��sk_FragColor_usk_FragColor��������������������^������C��������������������������������������������������<<����������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD3;
    float4 v0 : TEXCOORD0;
    float4 v1 : TEXCOORD1;
    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  float4 _vcolor_S0 = {0, 0, 0, 0};
static  float2 _vlocalCoord_S0 = {0, 0};
static  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.w);
    float clipControlZeroToOne : packoffset(c4);
};

@@ 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;
    float4 v0 : TEXCOORD0;
    float4 v1 : TEXCOORD1;
    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  float4 _vcolor_S0 = {0, 0, 0, 0};
static  float2 _vlocalCoord_S0 = {0, 0};
static  float4 _vtexSubset_S0 = {0, 0, 0, 0};

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

cbuffer DriverConstants : register(b1)
{
    struct SamplerMetadata
    {
        int baseLevel;
        int wrapModes;
        int2 padding;
        int4 intBorderColor;
    };
    SamplerMetadata samplerMetadata[1] : packoffset(c5);
};

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_S05611 = {0, 0, 0, 0};
(_outputColor_S05611 = _vcolor_S0);
float2 _texCoord5612 = {0, 0};
(_texCoord5612 = _vlocalCoord_S0);
float4 _subset5613 = {0, 0, 0, 0};
(_subset5613 = _vtexSubset_S0);
(_texCoord5612 = clamp(_texCoord5612, _subset5613.xy, _subset5613.zw));
(_outputColor_S05611 = (gl_texture2D(_uTextureSampler_0_S0, _texCoord5612, -0.5) * _outputColor_S05611));
{
(out_sk_FragColor = _outputColor_S05611);
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColor�struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD3;
    float4 v0 : TEXCOORD0;
    float4 v1 : TEXCOORD1;
    float2 v2 : TEXCOORD2;
};

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

void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput)
{
    output.gl_Position = input.gl_Position;
    output.v0 = input.v0; 
    output.v1 = input.v1; 
    output.v2 = input.v2; 
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
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� 7	B 
@@?22F�� օ 8" :� 6�@�?6� 6� F6B @6� F6� F62 F>STAT�	�`DXBC��>o��t�L��h-`4����RDEF�<����RD11< ($|�����
samplers2D[0]textures2D[0]Microsoft (R) HLSL Shader Compiler 10.1ISGN������SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX�P;jZ`XpUUb�b�b2e� h42FF32F�J���CU�FF~`@�8� FF>STAT�

Anon7 - 2021