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BPLG��J6fe6c9a5e90d45b3ddANGLE (NVIDIA, NVIDIA GeForce GTX 1080 Ti (0x00001B06) Direct3D11 vs_5_0 ps_5_0, D3D11-32.0.15.7283)��������������������,,
inPosition_uinPositionP�inColor	_uinColorR�inCircleEdge_uinCircleEdgeR�inDashParams_uinDashParamsR����������sk_RTAdjust
_usk_RTAdjust�����sk_FragColor_usk_FragColorR�@�C��������������������������������������������������<<���������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD5;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float4 v1 : TEXCOORD1;
    noperspective float4 v2 : TEXCOORD2;
    noperspective float4 v3 : TEXCOORD3;
    noperspective float v4 : TEXCOORD4;
};
#pragma warning( disable: 3556 3571 )
float4 vec4_ctor(float2 x0, float x1, float x2)
{
    return float4(x0, x1, x2);
}
// 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 float2 _inPosition = {0, 0};
static float4 _inColor = {0, 0, 0, 0};
static float4 _inCircleEdge = {0, 0, 0, 0};
static float4 _inDashParams = {0, 0, 0, 0};

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

// Varyings
static noperspective float4 _vinCircleEdge_S0 = {0, 0, 0, 0};
static noperspective float4 _vinDashParams_S0 = {0, 0, 0, 0};
static noperspective float4 _vwrapDashes_S0 = {0, 0, 0, 0};
static noperspective float _vlastIntervalLength_S0 = {0};
static noperspective float4 _vinColor_S0 = {0, 0, 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);
};

float mod_emu(float x, float y)
{
    return x - y * floor(x / y);
}


@@ 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 = _vinCircleEdge_S0;
    output.v1 = _vinDashParams_S0;
    output.v2 = _vwrapDashes_S0;
    output.v3 = _vinColor_S0;
    output.v4 = _vlastIntervalLength_S0;

    return output;
}

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

(_vinCircleEdge_S0 = _inCircleEdge);
(_vinDashParams_S0 = _inDashParams);
float4 _dashParams5637 = _inDashParams;
float4 _wrapDashes5638 = {0, 0, 0, 0};
float _lastIntervalLength5639 = mod_emu(6.2831855, _dashParams5637.y);
if ((0.0 == _lastIntervalLength5639))
{
(_lastIntervalLength5639 = _dashParams5637.y);
}
float _offset5640 = {0.0};
if (((-_dashParams5637.w) >= _lastIntervalLength5639))
{
(_offset5640 = (-_dashParams5637.y));
}
else
{
if ((_dashParams5637.w > (_dashParams5637.y - _lastIntervalLength5639)))
{
(_offset5640 = _dashParams5637.y);
}
}
(_wrapDashes5638.x = (((-_lastIntervalLength5639) + _offset5640) - _dashParams5637.w));
(_wrapDashes5638.y = min((_wrapDashes5638.x + _dashParams5637.x), 0.0));
(_offset5640 = 0.0);
if ((_dashParams5637.w >= _dashParams5637.x))
{
(_offset5640 = _dashParams5637.y);
}
else
{
if (((-_dashParams5637.w) > (_dashParams5637.y - _dashParams5637.x)))
{
(_offset5640 = (-_dashParams5637.y));
}
}
(_wrapDashes5638.z = ((_lastIntervalLength5639 + _offset5640) - _dashParams5637.w));
(_wrapDashes5638.w = (_wrapDashes5638.z + _dashParams5637.x));
(_wrapDashes5638.z = max(_wrapDashes5638.z, _lastIntervalLength5639));
(_vwrapDashes_S0 = _wrapDashes5638);
(_vlastIntervalLength_S0 = _lastIntervalLength5639);
(_vinColor_S0 = _inColor);
float2 __tmp_0_inPosition5641 = _inPosition;
(gl_Position = vec4_ctor(__tmp_0_inPosition5641, 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 : TEXCOORD5;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float4 v1 : TEXCOORD1;
    noperspective float4 v2 : TEXCOORD2;
    noperspective float4 v3 : TEXCOORD3;
    noperspective float v4 : TEXCOORD4;
};

#pragma warning( disable: 3556 3571 )
float2 vec2_ctor(float x0, float x1)
{
    return float2(x0, x1);
}
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 _vinCircleEdge_S0 = {0, 0, 0, 0};
static noperspective float4 _vinDashParams_S0 = {0, 0, 0, 0};
static noperspective float4 _vwrapDashes_S0 = {0, 0, 0, 0};
static noperspective float _vlastIntervalLength_S0 = {0};
static noperspective float4 _vinColor_S0 = {0, 0, 0, 0};

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

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

float atan_emu(float y, float x)
{
    if(x == 0 && y == 0) x = 1;
    return atan2(y, x);
}


float mod_emu(float x, float y)
{
    return x - y * floor(x / y);
}


float f_coverage_from_dash_edge_S0_fff(in float _angleToEdge, in float _diameter)
{
float _linearDist5634 = {0};
(_angleToEdge = clamp(_angleToEdge, -3.1415, 3.1415));
(_linearDist5634 = (_diameter * sin((_angleToEdge * 0.5))));
return clamp((_linearDist5634 + 0.5), 0.0, 1.0);
}
@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){
    _vinCircleEdge_S0 = input.v0;
    _vinDashParams_S0 = input.v1;
    _vwrapDashes_S0 = input.v2;
    _vinColor_S0 = input.v3;
    _vlastIntervalLength_S0 = input.v4.x;

float4 _circleEdge5636 = _vinCircleEdge_S0;
float4 _dashParams5637 = _vinDashParams_S0;
float4 _wrapDashes5638 = _vwrapDashes_S0;
float _lastIntervalLength5639 = _vlastIntervalLength_S0;
float4 _outputColor_S05640 = _vinColor_S0;
float _d5641 = (length(_circleEdge5636.xy) * _circleEdge5636.z);
float _distanceToOuterEdge5642 = (_circleEdge5636.z - _d5641);
float _edgeAlpha5643 = clamp(_distanceToOuterEdge5642, 0.0, 1.0);
float _distanceToInnerEdge5644 = (_d5641 - (_circleEdge5636.z * _circleEdge5636.w));
float _innerAlpha5645 = clamp(_distanceToInnerEdge5644, 0.0, 1.0);
(_edgeAlpha5643 *= _innerAlpha5645);
float _angleFromStart5646 = (atan_emu(_circleEdge5636.y, _circleEdge5636.x) - _dashParams5637.z);
(_angleFromStart5646 = mod_emu(_angleFromStart5646, 6.2831855));
float _x5647 = mod_emu(_angleFromStart5646, _dashParams5637.y);
(_d5641 *= 2.0);
float2 _currDash5648 = vec2_ctor((-_dashParams5637.w), (_dashParams5637.x - _dashParams5637.w));
float2 _nextDash5649 = vec2_ctor((_dashParams5637.y - _dashParams5637.w), ((_dashParams5637.y + _dashParams5637.x) - _dashParams5637.w));
float2 _prevDash5650 = vec2_ctor(((-_dashParams5637.y) - _dashParams5637.w), (((-_dashParams5637.y) + _dashParams5637.x) - _dashParams5637.w));
float _dashAlpha5651 = {0.0};
if ((((_angleFromStart5646 - _x5647) + _dashParams5637.y) >= 6.2931857))
{
(_dashAlpha5651 += (f_coverage_from_dash_edge_S0_fff((_x5647 - _wrapDashes5638.z), _d5641) * f_coverage_from_dash_edge_S0_fff((_wrapDashes5638.w - _x5647), _d5641)));
(_currDash5648.y = min(_currDash5648.y, _lastIntervalLength5639));
if ((_nextDash5649.x >= _lastIntervalLength5639))
{
(_nextDash5649 = float2(1000.0, 1000.0));
}
else
{
(_nextDash5649.y = min(_nextDash5649.y, _lastIntervalLength5639));
}
}
if ((((_angleFromStart5646 - _x5647) - _dashParams5637.y) < -0.0099999998))
{
(_dashAlpha5651 += (f_coverage_from_dash_edge_S0_fff((_x5647 - _wrapDashes5638.x), _d5641) * f_coverage_from_dash_edge_S0_fff((_wrapDashes5638.y - _x5647), _d5641)));
(_currDash5648.x = max(_currDash5648.x, 0.0));
if ((_prevDash5650.y <= 0.0))
{
(_prevDash5650 = float2(1000.0, 1000.0));
}
else
{
(_prevDash5650.x = max(_prevDash5650.x, 0.0));
}
}
(_dashAlpha5651 += (f_coverage_from_dash_edge_S0_fff((_x5647 - _currDash5648.x), _d5641) * f_coverage_from_dash_edge_S0_fff((_currDash5648.y - _x5647), _d5641)));
(_dashAlpha5651 += (f_coverage_from_dash_edge_S0_fff((_x5647 - _nextDash5649.x), _d5641) * f_coverage_from_dash_edge_S0_fff((_nextDash5649.y - _x5647), _d5641)));
(_dashAlpha5651 += (f_coverage_from_dash_edge_S0_fff((_x5647 - _prevDash5650.x), _d5641) * f_coverage_from_dash_edge_S0_fff((_prevDash5650.y - _x5647), _d5641)));
(_dashAlpha5651 = min(_dashAlpha5651, 1.0));
(_edgeAlpha5643 *= _dashAlpha5651);
float4 _outputCoverage_S05652 = vec4_ctor(_edgeAlpha5643);
{
(out_sk_FragColor = (_outputColor_S05640 * _outputCoverage_S05652));
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColor�struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD5;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float4 v1 : TEXCOORD1;
    noperspective float4 v2 : TEXCOORD2;
    noperspective float4 v3 : TEXCOORD3;
    noperspective float v4 : TEXCOORD4;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD5;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float4 v1 : TEXCOORD1;
    noperspective float4 v2 : TEXCOORD2;
    noperspective float4 v3 : TEXCOORD3;
    noperspective float v4 : TEXCOORD4;
};

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.v3 = input.v3; 
    output.v4 = input.v4; 
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
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Anon7 - 2021