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BPLG��A00dfc7005bb4b7deVdANGLE (NVIDIA, NVIDIA GeForce GTX 1080 Ti (0x00001B06) Direct3D11 vs_5_0 ps_5_0, D3D11-31.0.15.3742)������������������������,,radii_selector_uradii_selectorR�corner_and_radius_outsets_ucorner_and_radius_outsetsR�aa_bloat_and_coverage_uaa_bloat_and_coverageR�radii_x	_uradii_xR�radii_y	_uradii_yR�skew_uskewR�translate_and_localrotate_utranslate_and_localrotateP�color_ucolorR�R����������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 float2 v1 : TEXCOORD1;
};
#pragma warning( disable: 3556 3571 )
float2 vec2_ctor(float x0, float x1)
{
    return float2(x0, x1);
}
float2x2 mat2_ctor(float2 x0, float2 x1)
{
    return float2x2(x0, x1);
}
float4 vec4_ctor(float2 x0, float x1, float x2)
{
    return float4(x0, x1, x2);
}
float4x4 mat4_ctor_float4_float4_float4_float4(float4 x0, float4 x1, float4 x2, float4 x3)
{
    return float4x4(x0, x1, x2, x3);
}
// Uniforms

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

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

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

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

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

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewAdjust : packoffset(c1);
    float2 dx_ViewCoords : packoffset(c2);
    float2 dx_ViewScale  : packoffset(c3);
    float clipControlOrigin : packoffset(c3.z);
    float clipControlZeroToOne : packoffset(c3.w);
};

@@ VERTEX ATTRIBUTES @@

VS_OUTPUT generateOutput(VS_INPUT input)
{
    VS_OUTPUT output;
    output.gl_Position = gl_Position;
    output.dx_Position.x = gl_Position.x;
    output.dx_Position.y = clipControlOrigin * gl_Position.y;
    if (clipControlZeroToOne)
    {
        output.dx_Position.z = gl_Position.z;
    } else {
        output.dx_Position.z = (gl_Position.z + gl_Position.w) * 0.5;
    }
    output.dx_Position.w = gl_Position.w;
    output.v0 = _vcolor_S0;
    output.v1 = _varccoord_S0;

    return output;
}

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

(_vcolor_S0 = _color);
float _aa_bloat_multiplier5637 = {1.0};
float2 _corner5638 = _corner_and_radius_outsets.xy;
float2 _radius_outset5639 = _corner_and_radius_outsets.zw;
float2 _aa_bloat_direction5640 = _aa_bloat_and_coverage.xy;
float _is_linear_coverage5641 = _aa_bloat_and_coverage.w;
float2 _pixellength5642 = rsqrt(vec2_ctor(dot(_skew.xz, _skew.xz), dot(_skew.yw, _skew.yw)));
float4 _normalized_axis_dirs5643 = (_skew * _pixellength5642.xyxy);
float2 _axiswidths5644 = (abs(_normalized_axis_dirs5643.xy) + abs(_normalized_axis_dirs5643.zw));
float2 _aa_bloatradius5645 = ((_axiswidths5644 * _pixellength5642) * 0.5);
float4 _radii_and_neighbors5646 = mul(_radii_selector, transpose(mat4_ctor_float4_float4_float4_float4(_radii_x, _radii_y, _radii_x.yxwz, _radii_y.wzyx)));
float2 _radii5647 = _radii_and_neighbors5646.xy;
float2 _neighbor_radii5648 = _radii_and_neighbors5646.zw;
float _coverage_multiplier5649 = {1.0};
if (any((_aa_bloatradius5645 > float2(1.0, 1.0))))
{
(_corner5638 = (max(abs(_corner5638), _aa_bloatradius5645) * sign(_corner5638)));
(_coverage_multiplier5649 = (1.0 / (max(_aa_bloatradius5645.x, 1.0) * max(_aa_bloatradius5645.y, 1.0))));
(_radii5647 = float2(0.0, 0.0));
}
float _coverage5650 = _aa_bloat_and_coverage.z;
if (any((_radii5647 < (_aa_bloatradius5645 * 1.5))))
{
(_radii5647 = float2(0.0, 0.0));
(_aa_bloat_direction5640 = sign(_corner5638));
if ((_coverage5650 > 0.5))
{
(_aa_bloat_direction5640 = (-_aa_bloat_direction5640));
}
(_is_linear_coverage5641 = 1.0);
}
else
{
(_radii5647 = clamp(_radii5647, (_pixellength5642 * 1.5), (2.0 - (_pixellength5642 * 1.5))));
(_neighbor_radii5648 = clamp(_neighbor_radii5648, (_pixellength5642 * 1.5), (2.0 - (_pixellength5642 * 1.5))));
float2 _spacing5651 = ((2.0 - _radii5647) - _neighbor_radii5648);
float2 _extra_pad5652 = max(((_pixellength5642 * 0.0625) - _spacing5651), float2(0.0, 0.0));
(_radii5647 -= (_extra_pad5652 * 0.5));
}
float2 _aa_outset5653 = ((_aa_bloat_direction5640 * _aa_bloatradius5645) * _aa_bloat_multiplier5637);
float2 _vertexpos5654 = ((_corner5638 + (_radius_outset5639 * _radii5647)) + _aa_outset5653);
if ((_coverage5650 > 0.5))
{
if (((_aa_bloat_direction5640.x != 0.0) && ((_vertexpos5654.x * _corner5638.x) < 0.0)))
{
float _backset5655 = abs(_vertexpos5654.x);
(_vertexpos5654.x = 0.0);
(_vertexpos5654.y += (((_backset5655 * sign(_corner5638.y)) * _pixellength5642.y) / _pixellength5642.x));
(_coverage5650 = ((((_coverage5650 - 0.5) * abs(_corner5638.x)) / (abs(_corner5638.x) + _backset5655)) + 0.5));
}
if (((_aa_bloat_direction5640.y != 0.0) && ((_vertexpos5654.y * _corner5638.y) < 0.0)))
{
float _backset5656 = abs(_vertexpos5654.y);
(_vertexpos5654.y = 0.0);
(_vertexpos5654.x += (((_backset5656 * sign(_corner5638.x)) * _pixellength5642.x) / _pixellength5642.y));
(_coverage5650 = ((((_coverage5650 - 0.5) * abs(_corner5638.y)) / (abs(_corner5638.y) + _backset5656)) + 0.5));
}
}
float2x2 _skewmatrix5657 = mat2_ctor(_skew.xy, _skew.zw);
float2 _devcoord5658 = (mul(_vertexpos5654, transpose(_skewmatrix5657)) + _translate_and_localrotate);
if ((0.0 != _is_linear_coverage5641))
{
(_varccoord_S0 = vec2_ctor(0.0, (_coverage5650 * _coverage_multiplier5649)));
}
else
{
float2 _arccoord5659 = ((1.0 - abs(_radius_outset5639)) + ((_aa_outset5653 / _radii5647) * _corner5638));
(_varccoord_S0 = vec2_ctor((_arccoord5659.x + 1.0), _arccoord5659.y));
}
(gl_Position = vec4_ctor(_devcoord5658, 0.0, 1.0));
(gl_Position = vec4_ctor(((gl_Position.xy * _sk_RTAdjust.xz) + (gl_Position.ww * _sk_RTAdjust.yw)), 0.0, gl_Position.w));
return generateOutput(input);
}
�struct PS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float2 v1 : TEXCOORD1;
};

#pragma warning( disable: 3556 3571 )
float4 vec4_ctor(float x0)
{
    return float4(x0, x0, x0, x0);
}
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

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

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

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

@@ PIXEL OUTPUT @@

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

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

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

void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput)
{
    output.gl_Position = input.gl_Position;
    output.v0 = input.v0; 
    output.v1 = input.v1; 
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
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