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BPLG��Cfde50a632ed2b545A����R��radii_selector_uradii_selector����������������R��corner_and_radius_outsets_ucorner_and_radius_outsets����������������R��aa_bloat_and_coverage_uaa_bloat_and_coverage����������������R��radii_x	_uradii_x����������������R��radii_y	_uradii_y����������������R��skew_uskew����������������P��translate_and_localrotate_utranslate_and_localrotate����������������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;
    float2 v0 : TEXCOORD0;
};
#pragma warning( disable: 3556 3571 )
float2 vec2_ctor(float x0, float x1)
{
    return float2(x0, x1);
}
float2x2 mat2_ctor(float2 x0, float2 x1)
{
    return float2x2(x0, x1);
}
float4 vec4_ctor(float2 x0, float x1, float x2)
{
    return float4(x0, x1, x2);
}
float4x4 mat4_ctor_float4_float4_float4_float4(float4 x0, float4 x1, float4 x2, float4 x3)
{
    return float4x4(x0, x1, x2, x3);
}
// Uniforms

uniform float4 _sk_RTAdjust : register(c1);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Attributes
static float4 _radii_selector = {0, 0, 0, 0};
static float4 _corner_and_radius_outsets = {0, 0, 0, 0};
static float4 _aa_bloat_and_coverage = {0, 0, 0, 0};
static float4 _radii_x = {0, 0, 0, 0};
static float4 _radii_y = {0, 0, 0, 0};
static float4 _skew = {0, 0, 0, 0};
static float2 _translate_and_localrotate = {0, 0};
static float4 _color = {0, 0, 0, 0};

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

// Varyings
static  float4 _vcolor_S0 = {0, 0, 0, 0};
static  float2 _varccoord_S0 = {0, 0};

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewAdjust : packoffset(c1);
    float2 dx_ViewCoords : packoffset(c2);
    float2 dx_ViewScale  : packoffset(c3);
    float clipControlOrigin : packoffset(c3.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 = _varccoord_S0;

    return output;
}

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

(_vcolor_S0 = _color);
float _aa_bloat_multiplier5617 = {1.0};
float2 _corner5618 = _corner_and_radius_outsets.xy;
float2 _radius_outset5619 = _corner_and_radius_outsets.zw;
float2 _aa_bloat_direction5620 = _aa_bloat_and_coverage.xy;
float _is_linear_coverage5621 = _aa_bloat_and_coverage.w;
float2 _pixellength5622 = rsqrt(vec2_ctor(dot(_skew.xz, _skew.xz), dot(_skew.yw, _skew.yw)));
float4 _normalized_axis_dirs5623 = (_skew * _pixellength5622.xyxy);
float2 _axiswidths5624 = (abs(_normalized_axis_dirs5623.xy) + abs(_normalized_axis_dirs5623.zw));
float2 _aa_bloatradius5625 = ((_axiswidths5624 * _pixellength5622) * 0.5);
float4 _radii_and_neighbors5626 = mul(_radii_selector, transpose(mat4_ctor_float4_float4_float4_float4(_radii_x, _radii_y, _radii_x.yxwz, _radii_y.wzyx)));
float2 _radii5627 = _radii_and_neighbors5626.xy;
float2 _neighbor_radii5628 = _radii_and_neighbors5626.zw;
float _coverage_multiplier5629 = {1.0};
if (any((_aa_bloatradius5625 > float2(1.0, 1.0))))
{
(_corner5618 = (max(abs(_corner5618), _aa_bloatradius5625) * sign(_corner5618)));
(_coverage_multiplier5629 = (1.0 / (max(_aa_bloatradius5625.x, 1.0) * max(_aa_bloatradius5625.y, 1.0))));
(_radii5627 = float2(0.0, 0.0));
}
float _coverage5630 = _aa_bloat_and_coverage.z;
if (any((_radii5627 < (_aa_bloatradius5625 * 1.5))))
{
(_radii5627 = float2(0.0, 0.0));
(_aa_bloat_direction5620 = sign(_corner5618));
if ((_coverage5630 > 0.5))
{
(_aa_bloat_direction5620 = (-_aa_bloat_direction5620));
}
(_is_linear_coverage5621 = 1.0);
}
else
{
(_radii5627 = clamp(_radii5627, (_pixellength5622 * 1.5), (2.0 - (_pixellength5622 * 1.5))));
(_neighbor_radii5628 = clamp(_neighbor_radii5628, (_pixellength5622 * 1.5), (2.0 - (_pixellength5622 * 1.5))));
float2 _spacing5631 = ((2.0 - _radii5627) - _neighbor_radii5628);
float2 _extra_pad5632 = max(((_pixellength5622 * 0.0625) - _spacing5631), float2(0.0, 0.0));
(_radii5627 -= (_extra_pad5632 * 0.5));
}
float2 _aa_outset5633 = ((_aa_bloat_direction5620 * _aa_bloatradius5625) * _aa_bloat_multiplier5617);
float2 _vertexpos5634 = ((_corner5618 + (_radius_outset5619 * _radii5627)) + _aa_outset5633);
if ((_coverage5630 > 0.5))
{
if (((_aa_bloat_direction5620.x != 0.0) && ((_vertexpos5634.x * _corner5618.x) < 0.0)))
{
float _backset5635 = abs(_vertexpos5634.x);
(_vertexpos5634.x = 0.0);
(_vertexpos5634.y += (((_backset5635 * sign(_corner5618.y)) * _pixellength5622.y) / _pixellength5622.x));
(_coverage5630 = ((((_coverage5630 - 0.5) * abs(_corner5618.x)) / (abs(_corner5618.x) + _backset5635)) + 0.5));
}
if (((_aa_bloat_direction5620.y != 0.0) && ((_vertexpos5634.y * _corner5618.y) < 0.0)))
{
float _backset5636 = abs(_vertexpos5634.y);
(_vertexpos5634.y = 0.0);
(_vertexpos5634.x += (((_backset5636 * sign(_corner5618.x)) * _pixellength5622.x) / _pixellength5622.y));
(_coverage5630 = ((((_coverage5630 - 0.5) * abs(_corner5618.y)) / (abs(_corner5618.y) + _backset5636)) + 0.5));
}
}
float2x2 _skewmatrix5637 = mat2_ctor(_skew.xy, _skew.zw);
float2 _devcoord5638 = (mul(_vertexpos5634, transpose(_skewmatrix5637)) + _translate_and_localrotate);
if ((0.0 != _is_linear_coverage5621))
{
(_varccoord_S0 = vec2_ctor(0.0, (_coverage5630 * _coverage_multiplier5629)));
}
else
{
float2 _arccoord5639 = ((1.0 - abs(_radius_outset5619)) + ((_aa_outset5633 / _radii5627) * _corner5618));
(_varccoord_S0 = vec2_ctor((_arccoord5639.x + 1.0), _arccoord5639.y));
}
(gl_Position = vec4_ctor(_devcoord5638, 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;
    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);
}
#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 _varccoord_S0 = {0, 0};

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

cbuffer DriverConstants : register(b1)
{
};

@@ PIXEL OUTPUT @@

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

float _x_plus_15609 = _varccoord_S0.x;
float _y5610 = _varccoord_S0.y;
float _coverage5611 = {0};
if ((0.0 == _x_plus_15609))
{
(_coverage5611 = _y5610);
}
else
{
float _fn5612 = (_x_plus_15609 * (_x_plus_15609 - 2.0));
(_fn5612 = ((_y5610 * _y5610) + _fn5612));
float _fnwidth5613 = fwidth(_fn5612);
(_coverage5611 = (0.5 - (_fn5612 / _fnwidth5613)));
(_coverage5611 = clamp(_coverage5611, 0.0, 1.0));
}
float4 _outputCoverage_S05614 = vec4_ctor(_coverage5611);
{
(out_sk_FragColor = _outputCoverage_S05614);
(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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Anon7 - 2021