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BPLG��*A3928d0dc739b5a83sdANGLE (NVIDIA, NVIDIA GeForce GTX 1080 Ti (0x00001B06) Direct3D11 vs_5_0 ps_5_0, D3D11-32.0.15.6636)������@������������������,,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����������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_multiplier3013 = {1.0};
float2 _corner3014 = _corner_and_radius_outsets.xy;
float2 _radius_outset3015 = _corner_and_radius_outsets.zw;
float2 _aa_bloat_direction3016 = _aa_bloat_and_coverage.xy;
float _is_linear_coverage3017 = _aa_bloat_and_coverage.w;
float2 _pixellength3018 = rsqrt(vec2_ctor(dot(_skew.xz, _skew.xz), dot(_skew.yw, _skew.yw)));
float4 _normalized_axis_dirs3019 = (_skew * _pixellength3018.xyxy);
float2 _axiswidths3020 = (abs(_normalized_axis_dirs3019.xy) + abs(_normalized_axis_dirs3019.zw));
float2 _aa_bloatradius3021 = ((_axiswidths3020 * _pixellength3018) * 0.5);
float4 _radii_and_neighbors3022 = mul(_radii_selector, transpose(mat4_ctor_float4_float4_float4_float4(_radii_x, _radii_y, _radii_x.yxwz, _radii_y.wzyx)));
float2 _radii3023 = _radii_and_neighbors3022.xy;
float2 _neighbor_radii3024 = _radii_and_neighbors3022.zw;
float _coverage_multiplier3025 = {1.0};
if (any((_aa_bloatradius3021 > float2(1.0, 1.0))))
{
(_corner3014 = (max(abs(_corner3014), _aa_bloatradius3021) * sign(_corner3014)));
(_coverage_multiplier3025 = (1.0 / (max(_aa_bloatradius3021.x, 1.0) * max(_aa_bloatradius3021.y, 1.0))));
(_radii3023 = float2(0.0, 0.0));
}
float _coverage3026 = _aa_bloat_and_coverage.z;
if (any((_radii3023 < (_aa_bloatradius3021 * 1.5))))
{
(_radii3023 = float2(0.0, 0.0));
(_aa_bloat_direction3016 = sign(_corner3014));
if ((_coverage3026 > 0.5))
{
(_aa_bloat_direction3016 = (-_aa_bloat_direction3016));
}
(_is_linear_coverage3017 = 1.0);
}
else
{
(_radii3023 = clamp(_radii3023, (_pixellength3018 * 1.5), (2.0 - (_pixellength3018 * 1.5))));
(_neighbor_radii3024 = clamp(_neighbor_radii3024, (_pixellength3018 * 1.5), (2.0 - (_pixellength3018 * 1.5))));
float2 _spacing3027 = ((2.0 - _radii3023) - _neighbor_radii3024);
float2 _extra_pad3028 = max(((_pixellength3018 * 0.0625) - _spacing3027), float2(0.0, 0.0));
(_radii3023 -= (_extra_pad3028 * 0.5));
}
float2 _aa_outset3029 = ((_aa_bloat_direction3016 * _aa_bloatradius3021) * _aa_bloat_multiplier3013);
float2 _vertexpos3030 = ((_corner3014 + (_radius_outset3015 * _radii3023)) + _aa_outset3029);
if ((_coverage3026 > 0.5))
{
if (((_aa_bloat_direction3016.x != 0.0) && ((_vertexpos3030.x * _corner3014.x) < 0.0)))
{
float _backset3031 = abs(_vertexpos3030.x);
(_vertexpos3030.x = 0.0);
(_vertexpos3030.y += (((_backset3031 * sign(_corner3014.y)) * _pixellength3018.y) / _pixellength3018.x));
(_coverage3026 = ((((_coverage3026 - 0.5) * abs(_corner3014.x)) / (abs(_corner3014.x) + _backset3031)) + 0.5));
}
if (((_aa_bloat_direction3016.y != 0.0) && ((_vertexpos3030.y * _corner3014.y) < 0.0)))
{
float _backset3032 = abs(_vertexpos3030.y);
(_vertexpos3030.y = 0.0);
(_vertexpos3030.x += (((_backset3032 * sign(_corner3014.x)) * _pixellength3018.x) / _pixellength3018.y));
(_coverage3026 = ((((_coverage3026 - 0.5) * abs(_corner3014.y)) / (abs(_corner3014.y) + _backset3032)) + 0.5));
}
}
float2x2 _skewmatrix3033 = mat2_ctor(_skew.xy, _skew.zw);
float2 _devcoord3034 = (mul(_vertexpos3030, transpose(_skewmatrix3033)) + _translate_and_localrotate);
if ((0.0 != _is_linear_coverage3017))
{
(_varccoord_S0 = vec2_ctor(0.0, (_coverage3026 * _coverage_multiplier3025)));
}
else
{
float2 _arccoord3035 = ((1.0 - abs(_radius_outset3015)) + ((_aa_outset3029 / _radii3023) * _corner3014));
(_varccoord_S0 = vec2_ctor((_arccoord3035.x + 1.0), _arccoord3035.y));
}
(gl_Position = vec4_ctor(_devcoord3034, 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_S03005 = _vcolor_S0;
float _x_plus_13006 = _varccoord_S0.x;
float _y3007 = _varccoord_S0.y;
float _coverage3008 = {0};
if ((0.0 == _x_plus_13006))
{
(_coverage3008 = _y3007);
}
else
{
float _fn3009 = (_x_plus_13006 * (_x_plus_13006 - 2.0));
(_fn3009 = ((_y3007 * _y3007) + _fn3009));
float _fnwidth3010 = fwidth(_fn3009);
(_coverage3008 = (0.5 - (_fn3009 / _fnwidth3010)));
(_coverage3008 = clamp(_coverage3008, 0.0, 1.0));
}
float4 _outputCoverage_S03011 = vec4_ctor(_coverage3008);
{
(out_sk_FragColor = (_outputColor_S03005 * _outputCoverage_S03011));
}
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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