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BPLG���H6fe6c9a5e90d45b3ddANGLE (NVIDIA, NVIDIA GeForce GTX 1080 Ti (0x00001B06) Direct3D11 vs_5_0 ps_5_0, D3D11-32.0.15.7283)��






������������������,,position
_upositionP�coverage
_ucoveragecolor_ucolorR�
localCoord_ulocalCoordP�
���������	���������	���������	���������	������������������������������������	������������������*����������*����������*����������sk_RTAdjustumatrix_S1_c0_c0_c0umatrix_S1_c0_c0_c1umatrix_S1_c0_c0_c2
umatrix_S1_c0uclamp_S1_c0_c0_c0_c0uclamp_S1_c0_c0_c1_c0uclamp_S1_c0_c0_c2_c0ucolorSpaceMatrix_S1_c0_c0ucolorSpaceTranslate_S1_c0_c0uTextureSampler_0_S1uTextureSampler_1_S1uTextureSampler_2_S1
_usk_RTAdjust_uumatrix_S1_c0_c0_c0_uumatrix_S1_c0_c0_c1_uumatrix_S1_c0_c0_c2_uumatrix_S1_c0_uuclamp_S1_c0_c0_c0_c0_uuclamp_S1_c0_c0_c1_c0_uuclamp_S1_c0_c0_c2_c0_uucolorSpaceMatrix_S1_c0_c0_uucolorSpaceTranslate_S1_c0_c0_uuTextureSampler_0_S1_uuTextureSampler_1_S1_uuTextureSampler_2_S1
	
sk_FragColor_usk_FragColorR�@^�^�^��C��������������������������������������������������<<
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struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD5;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float2 v1 : TEXCOORD1;
    noperspective float2 v2 : TEXCOORD2;
    noperspective float2 v3 : TEXCOORD3;
    noperspective float v4 : TEXCOORD4;
};
#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_c0_c0 : register(c2);
uniform float3x3 _umatrix_S1_c0_c0_c1 : register(c5);
uniform float3x3 _umatrix_S1_c0_c0_c2 : register(c8);
uniform float3x3 _umatrix_S1_c0 : register(c11);
#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 float _coverage = {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 float _vcoverage_S0 = {0};
static noperspective float2 _vTransformedCoords_5_S0 = {0, 0};
static noperspective float2 _vTransformedCoords_7_S0 = {0, 0};
static noperspective float2 _vTransformedCoords_9_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_5_S0;
    output.v2 = _vTransformedCoords_7_S0;
    output.v3 = _vTransformedCoords_9_S0;
    output.v4 = _vcoverage_S0;

    return output;
}

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

float2 t0 = _position, _position5640 = t0;
(_vcolor_S0 = _color);
(_vcoverage_S0 = _coverage);
(gl_Position = vec4_ctor(_position5640, 0.0, 1.0));
{
(_vTransformedCoords_5_S0 = mul(transpose(mat3x2_ctor(transpose(mul(transpose(_umatrix_S1_c0_c0_c0), transpose(_umatrix_S1_c0))))), vec3_ctor(_localCoord, 1.0)));
}
{
(_vTransformedCoords_7_S0 = mul(transpose(mat3x2_ctor(transpose(mul(transpose(_umatrix_S1_c0_c0_c1), transpose(_umatrix_S1_c0))))), vec3_ctor(_localCoord, 1.0)));
}
{
(_vTransformedCoords_9_S0 = mul(transpose(mat3x2_ctor(transpose(mul(transpose(_umatrix_S1_c0_c0_c2), transpose(_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 : TEXCOORD5;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float2 v1 : TEXCOORD1;
    noperspective float2 v2 : TEXCOORD2;
    noperspective float2 v3 : TEXCOORD3;
    noperspective float v4 : TEXCOORD4;
};

#pragma warning( disable: 3556 3571 )
float4 vec4_ctor(float x0)
{
    return float4(x0, x0, x0, x0);
}
// Uniforms

uniform float4 _uclamp_S1_c0_c0_c0_c0 : register(c0);
uniform float4 _uclamp_S1_c0_c0_c1_c0 : register(c1);
uniform float4 _uclamp_S1_c0_c0_c2_c0 : register(c2);
uniform float3x3 _ucolorSpaceMatrix_S1_c0_c0 : register(c3);
uniform float3 _ucolorSpaceTranslate_S1_c0_c0 : register(c6);
static const uint _uTextureSampler_0_S1 = 0;
static const uint _uTextureSampler_1_S1 = 1;
static const uint _uTextureSampler_2_S1 = 2;
uniform Texture2D<float4> textures2D[3] : register(t0);
uniform SamplerState samplers2D[3] : 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 float _vcoverage_S0 = {0};
static noperspective float2 _vTransformedCoords_5_S0 = {0, 0};
static noperspective float2 _vTransformedCoords_7_S0 = {0, 0};
static noperspective float2 _vTransformedCoords_9_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[3] : packoffset(c4);
};

float4 gl_texture2D(uint samplerIndex, float2 t, float bias)
{
    return textures2D[samplerIndex].SampleBias(samplers2D[samplerIndex], float2(t.x, t.y), bias);
}

@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){
    _vcolor_S0 = input.v0;
    _vTransformedCoords_5_S0 = input.v1.xy;
    _vTransformedCoords_7_S0 = input.v2.xy;
    _vTransformedCoords_9_S0 = input.v3.xy;
    _vcoverage_S0 = input.v4.x;

float4 _outputColor_S05644 = _vcolor_S0;
float _coverage5645 = _vcoverage_S0;
float4 _outputCoverage_S05646 = vec4_ctor(_coverage5645);
float4 __50_input5647 = _outputColor_S05644;
float4 __51_color5648 = {0, 0, 0, 0};
float2 __52_inCoord5649 = _vTransformedCoords_5_S0;
float2 __53_subsetCoord5650 = {0, 0};
(__53_subsetCoord5650.x = __52_inCoord5649.x);
(__53_subsetCoord5650.y = __52_inCoord5649.y);
float2 __54_clampedCoord5651 = {0, 0};
(__54_clampedCoord5651.x = clamp(__53_subsetCoord5650.x, _uclamp_S1_c0_c0_c0_c0.x, _uclamp_S1_c0_c0_c0_c0.z));
(__54_clampedCoord5651.y = __53_subsetCoord5650.y);
float4 __55_textureColor5652 = gl_texture2D(_uTextureSampler_0_S1, __54_clampedCoord5651, -0.5);
(__51_color5648.x = __55_textureColor5652.x);
float2 __56_inCoord5653 = _vTransformedCoords_7_S0;
float2 __57_subsetCoord5654 = {0, 0};
(__57_subsetCoord5654.x = __56_inCoord5653.x);
(__57_subsetCoord5654.y = __56_inCoord5653.y);
float2 __58_clampedCoord5655 = {0, 0};
(__58_clampedCoord5655.x = clamp(__57_subsetCoord5654.x, _uclamp_S1_c0_c0_c1_c0.x, _uclamp_S1_c0_c0_c1_c0.z));
(__58_clampedCoord5655.y = __57_subsetCoord5654.y);
float4 __59_textureColor5656 = gl_texture2D(_uTextureSampler_1_S1, __58_clampedCoord5655, -0.5);
(__51_color5648.y = __59_textureColor5656.x);
float2 __60_inCoord5657 = _vTransformedCoords_9_S0;
float2 __61_subsetCoord5658 = {0, 0};
(__61_subsetCoord5658.x = __60_inCoord5657.x);
(__61_subsetCoord5658.y = __60_inCoord5657.y);
float2 __62_clampedCoord5659 = {0, 0};
(__62_clampedCoord5659.x = clamp(__61_subsetCoord5658.x, _uclamp_S1_c0_c0_c2_c0.x, _uclamp_S1_c0_c0_c2_c0.z));
(__62_clampedCoord5659.y = __61_subsetCoord5658.y);
float4 __63_textureColor5660 = gl_texture2D(_uTextureSampler_2_S1, __62_clampedCoord5659, -0.5);
(__51_color5648.z = __63_textureColor5660.x);
(__51_color5648.w = 1.0);
(__51_color5648.xyz = clamp((mul(__51_color5648.xyz, transpose(_ucolorSpaceMatrix_S1_c0_c0)) + _ucolorSpaceTranslate_S1_c0_c0), 0.0, 1.0));
(__50_input5647 = __51_color5648);
float4 _output_S15661 = __50_input5647;
{
(out_sk_FragColor = (_output_S15661 * _outputCoverage_S05646));
}
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 float2 v1 : TEXCOORD1;
    noperspective float2 v2 : TEXCOORD2;
    noperspective float2 v3 : TEXCOORD3;
    noperspective float v4 : TEXCOORD4;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD5;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float2 v1 : TEXCOORD1;
    noperspective float2 v2 : TEXCOORD2;
    noperspective float2 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