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BPLG��q@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��������������������������������������������R��	ucolor_S0_uucolor_S0����������������������������������������������R��sk_FragColor_usk_FragColor�������������������������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);
}
ostruct PS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD0;
};

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

uniform float4 _ucolor_S0 : register(c0);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Varyings

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

cbuffer DriverConstants : register(b1)
{
};

@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){

float4 _outputColor_S05608 = _ucolor_S0;
{
(out_sk_FragColor = _outputColor_S05608);
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColor�struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD0;
};

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

void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput)
{
    output.gl_Position = input.gl_Position;
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
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Anon7 - 2021