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BPLG��jL73991ac202f3cb86fdANGLE (NVIDIA, NVIDIA GeForce GTX 1080 Ti (0x00001B06) Direct3D11 vs_5_0 ps_5_0, D3D11-32.0.15.6590)��

������������������,,
fillBounds_ufillBoundsR�affineMatrix_uaffineMatrixR�	translate_utranslateP�color_ucolorR�	locations_ulocationsR�gl_VertexIDgl_VertexID������������������	������������������������������������������������������	������������������*����������*����������sk_RTAdjustuatlas_adjust_S0umatrix_S1_c0_c0_c1
u_skRTFlipustart_S1_c0_c0_c0_c0uend_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_uustart_S1_c0_c0_c0_c0_uuend_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 _unitCoord5637 = vec2_ctor(float_ctor_int((gl_VertexID & 1)), float_ctor_int((gl_VertexID >> 1)));
float2 _devCoord5638 = lerp(_fillBounds.xy, _fillBounds.zw, _unitCoord5637);
float2x2 _M5639 = mat2_ctor(_affineMatrix.xy, _affineMatrix.zw);
float2 _localCoord5640 = mul(transpose(inverse_emu(_M5639)), (_devCoord5638 - _translate));
float2 _atlasTopLeft5641 = vec2_ctor((abs(_locations.x) - 1.0), _locations.y);
float2 _devTopLeft5642 = _locations.zw;
bool _transposed5643 = (_locations.x < 0.0);
float2 _atlasCoord5644 = (_devCoord5638 - _devTopLeft5642);
if (_transposed5643)
{
(_atlasCoord5644 = _atlasCoord5644.yx);
}
(_atlasCoord5644 += _atlasTopLeft5641);
(_vatlasCoord_S0 = (_atlasCoord5644 * _uatlas_adjust_S0));
(_vcolor_S0 = _color);
(gl_Position = vec4_ctor(_devCoord5638, 0.0, 1.0));
{
(_vTransformedCoords_7_S0 = mul(transpose(mat3x2_ctor(_umatrix_S1_c0_c0_c1)), vec3_ctor(_localCoord5640, 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 : 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 _ustart_S1_c0_c0_c0_c0 : register(c1);
uniform float4 _uend_S1_c0_c0_c0_c0 : register(c2);
uniform float4 _uleftBorderColor_S1_c0_c0 : register(c3);
uniform float4 _urightBorderColor_S1_c0_c0 : register(c4);
uniform float3x3 _umatrix_S1_c1 : register(c5);
uniform float _urange_S1 : register(c8);
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_FragCoord5640 = vec4_ctor(gl_FragCoord.x, (_u_skRTFlip.x + (_u_skRTFlip.y * gl_FragCoord.y)), gl_FragCoord.z, gl_FragCoord.w);
float4 _outputCoverage_S05641 = {1.0, 1.0, 1.0, 1.0};
float _atlasCoverage5642 = gl_texture2D(_uTextureSampler_0_S0, _vatlasCoord_S0, -0.5).x;
(_outputCoverage_S05641 *= _atlasCoverage5642);
float4 _outputColor_S05643 = _vcolor_S0;
float4 __28_tmp_6_inColor5644 = _outputColor_S05643;
float4 __29_input5645 = __28_tmp_6_inColor5644;
float2 __32_tmp_3_coords5646 = _vTransformedCoords_7_S0;
float4 __33_t5647 = vec4_ctor((__32_tmp_3_coords5646.x + 9.9999997e-06), 1.0, 0.0, 0.0);
float4 __34_outColor5648 = {0, 0, 0, 0};
if ((__33_t5647.x < 0.0))
{
(__34_outColor5648 = _uleftBorderColor_S1_c0_c0);
}
else
{
if ((__33_t5647.x > 1.0))
{
(__34_outColor5648 = _urightBorderColor_S1_c0_c0);
}
else
{
float2 __36_tmp_1_coords5649 = vec2_ctor(__33_t5647.x, 0.0);
float4 __37_color5650 = lerp(_ustart_S1_c0_c0_c0_c0, _uend_S1_c0_c0_c0_c0, __36_tmp_1_coords5649.x);
(__37_color5650.xyz *= __37_color5650.w);
(__34_outColor5648 = __37_color5650);
}
}
(__29_input5645 = __34_outColor5648);
float4 __39_color5651 = __29_input5645;
float __40_value5652 = (gl_texture2D(_uTextureSampler_0_S1, mul(transpose(mat3x2_ctor(_umatrix_S1_c1)), vec3_ctor(_sk_FragCoord5640.xy, 1.0)), -0.5).x - 0.5);
float4 _output_S15653 = vec4_ctor(clamp((__39_color5651.xyz + (__40_value5652 * _urange_S1)), 0.0, __39_color5651.w), __39_color5651.w);
{
(out_sk_FragColor = (_output_S15653 * _outputCoverage_S05641));
}
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
}
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Anon7 - 2021