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BPLG���I7b91a100de0b5ad2ndANGLE (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_c0umatrix_S1_c0_c0_c0ucoefficients_S1_c0_c0uTextureSampler_0_S1
_usk_RTAdjust_uumatrix_S1_c0_uumatrix_S1_c0_c0_c0_uucoefficients_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 )
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_c0 : register(c0);
uniform float4x4 _ucoefficients_S1_c0_c0 : register(c3);
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);
}

float4 f_MatrixEffect_S1_c0_c0_c0_h4h4f2_float4(in float4 __input, in float2 __coords)
{
return gl_texture2D(_uTextureSampler_0_S1, mul(transpose(mat3x2_ctor(_umatrix_S1_c0_c0_c0)), vec3_ctor(__coords, 1.0)), -0.5);
}
@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){
    _vcolor_S0 = input.v0;
    _vTransformedCoords_3_S0 = input.v1.xy;

float4 _outputColor_S02568 = _vcolor_S0;
float4 __20_input2569 = _outputColor_S02568;
float2 __21_coord2570 = (_vTransformedCoords_3_S0 - float2(0.5, 0.5));
float2 __22_f2571 = frac(__21_coord2570);
(__21_coord2570 += (0.5 - __22_f2571));
float4 __23_wx2572 = mul(transpose(_ucoefficients_S1_c0_c0), vec4_ctor(1.0, __22_f2571.x, (__22_f2571.x * __22_f2571.x), ((__22_f2571.x * __22_f2571.x) * __22_f2571.x)));
float4 __24_wy2573 = mul(transpose(_ucoefficients_S1_c0_c0), vec4_ctor(1.0, __22_f2571.y, (__22_f2571.y * __22_f2571.y), ((__22_f2571.y * __22_f2571.y) * __22_f2571.y)));
float4 __25_rowColors2574[4] = {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0};
(__25_rowColors2574[0] = f_MatrixEffect_S1_c0_c0_c0_h4h4f2_float4(__20_input2569, (__21_coord2570 + float2(-1.0, -1.0))));
(__25_rowColors2574[1] = f_MatrixEffect_S1_c0_c0_c0_h4h4f2_float4(__20_input2569, (__21_coord2570 + float2(0.0, -1.0))));
(__25_rowColors2574[2] = f_MatrixEffect_S1_c0_c0_c0_h4h4f2_float4(__20_input2569, (__21_coord2570 + float2(1.0, -1.0))));
(__25_rowColors2574[3] = f_MatrixEffect_S1_c0_c0_c0_h4h4f2_float4(__20_input2569, (__21_coord2570 + float2(2.0, -1.0))));
float4 __26_s02575 = ((((__23_wx2572.x * __25_rowColors2574[0]) + (__23_wx2572.y * __25_rowColors2574[1])) + (__23_wx2572.z * __25_rowColors2574[2])) + (__23_wx2572.w * __25_rowColors2574[3]));
(__25_rowColors2574[0] = f_MatrixEffect_S1_c0_c0_c0_h4h4f2_float4(__20_input2569, (__21_coord2570 + float2(-1.0, 0.0))));
(__25_rowColors2574[1] = f_MatrixEffect_S1_c0_c0_c0_h4h4f2_float4(__20_input2569, __21_coord2570));
(__25_rowColors2574[2] = f_MatrixEffect_S1_c0_c0_c0_h4h4f2_float4(__20_input2569, (__21_coord2570 + float2(1.0, 0.0))));
(__25_rowColors2574[3] = f_MatrixEffect_S1_c0_c0_c0_h4h4f2_float4(__20_input2569, (__21_coord2570 + float2(2.0, 0.0))));
float4 __27_s12576 = ((((__23_wx2572.x * __25_rowColors2574[0]) + (__23_wx2572.y * __25_rowColors2574[1])) + (__23_wx2572.z * __25_rowColors2574[2])) + (__23_wx2572.w * __25_rowColors2574[3]));
(__25_rowColors2574[0] = f_MatrixEffect_S1_c0_c0_c0_h4h4f2_float4(__20_input2569, (__21_coord2570 + float2(-1.0, 1.0))));
(__25_rowColors2574[1] = f_MatrixEffect_S1_c0_c0_c0_h4h4f2_float4(__20_input2569, (__21_coord2570 + float2(0.0, 1.0))));
(__25_rowColors2574[2] = f_MatrixEffect_S1_c0_c0_c0_h4h4f2_float4(__20_input2569, (__21_coord2570 + float2(1.0, 1.0))));
(__25_rowColors2574[3] = f_MatrixEffect_S1_c0_c0_c0_h4h4f2_float4(__20_input2569, (__21_coord2570 + float2(2.0, 1.0))));
float4 __28_s22577 = ((((__23_wx2572.x * __25_rowColors2574[0]) + (__23_wx2572.y * __25_rowColors2574[1])) + (__23_wx2572.z * __25_rowColors2574[2])) + (__23_wx2572.w * __25_rowColors2574[3]));
(__25_rowColors2574[0] = f_MatrixEffect_S1_c0_c0_c0_h4h4f2_float4(__20_input2569, (__21_coord2570 + float2(-1.0, 2.0))));
(__25_rowColors2574[1] = f_MatrixEffect_S1_c0_c0_c0_h4h4f2_float4(__20_input2569, (__21_coord2570 + float2(0.0, 2.0))));
(__25_rowColors2574[2] = f_MatrixEffect_S1_c0_c0_c0_h4h4f2_float4(__20_input2569, (__21_coord2570 + float2(1.0, 2.0))));
(__25_rowColors2574[3] = f_MatrixEffect_S1_c0_c0_c0_h4h4f2_float4(__20_input2569, (__21_coord2570 + float2(2.0, 2.0))));
float4 __29_s32578 = ((((__23_wx2572.x * __25_rowColors2574[0]) + (__23_wx2572.y * __25_rowColors2574[1])) + (__23_wx2572.z * __25_rowColors2574[2])) + (__23_wx2572.w * __25_rowColors2574[3]));
float4 __30_bicubicColor2579 = ((((__24_wy2573.x * __26_s02575) + (__24_wy2573.y * __27_s12576)) + (__24_wy2573.z * __28_s22577)) + (__24_wy2573.w * __29_s32578));
(__30_bicubicColor2579.w = clamp(__30_bicubicColor2579.w, 0.0, 1.0));
(__30_bicubicColor2579.xyz = max(float3(0.0, 0.0, 0.0), min(__30_bicubicColor2579.xyz, __30_bicubicColor2579.www)));
(__20_input2569 = __30_bicubicColor2579);
float4 _output_S12580 = __20_input2569;
{
(out_sk_FragColor = _output_S12580);
}
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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