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BPLG���B6fe6c9a5e90d45b3ddANGLE (NVIDIA, NVIDIA GeForce GTX 1080 Ti (0x00001B06) Direct3D11 vs_5_0 ps_5_0, D3D11-32.0.15.7283)��������������������,,position
_upositionP�
localCoord_ulocalCoordP�������������������������������������	���������������������������*����������sk_RTAdjustuborder_S1_c0_c0usubset_S1_c0_c0uidims_S1_c0_c0
umatrix_S1_c0
ukernel_S1[0]uoffsets_S1[0]uTextureSampler_0_S1
_usk_RTAdjust_uuborder_S1_c0_c0_uusubset_S1_c0_c0_uuidims_S1_c0_c0_uumatrix_S1_c0_uukernel_S1[0]_uuoffsets_S1[0]_uuTextureSampler_0_S1	

sk_FragColor_usk_FragColorR�@^��C����������������������������������������������������������<<����������������������������������������������������������������������������������������������������������������������������������������
�������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    noperspective float2 v0 : TEXCOORD0;
};
#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 _position = {0, 0};
static float2 _localCoord = {0, 0};

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

// Varyings
static noperspective float2 _vLocalCoord_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 = _vLocalCoord_S0;

    return output;
}

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

(_vLocalCoord_S0 = _localCoord);
(gl_Position = vec4_ctor(_position, 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);
}
Mstruct PS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    noperspective float2 v0 : TEXCOORD0;
};

#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]);
}
// Uniforms

uniform float4 _uborder_S1_c0_c0 : register(c0);
uniform float4 _usubset_S1_c0_c0 : register(c1);
uniform float2 _uidims_S1_c0_c0 : register(c2);
uniform float3x3 _umatrix_S1_c0 : register(c3);
uniform float4 _ukernel_S1[7] : register(c6);
uniform float4 _uoffsets_S1[14] : register(c13);
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 float2 _vLocalCoord_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);
}

@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){
    _vLocalCoord_S0 = input.v0.xy;

float2 __31_tmp_1_coords5636 = _vLocalCoord_S0;
float4 __32_sum5637 = {0.0, 0.0, 0.0, 0.0};
{LOOP for(int __33_i5638 = {0}; (__33_i5638 < 7); (++__33_i5638))
{
float4 __34_k5639 = _ukernel_S1[__33_i5638];
float4 __35_o5640 = _uoffsets_S1[(2 * __33_i5638)];
float2 __36_inCoord5641 = mul(transpose(mat3x2_ctor(_umatrix_S1_c0)), vec3_ctor((__31_tmp_1_coords5636 + __35_o5640.xy), 1.0));
float2 __37_subsetCoord5642 = {0, 0};
(__37_subsetCoord5642.x = __36_inCoord5641.x);
(__37_subsetCoord5642.y = __36_inCoord5641.y);
float2 __38_clampedCoord5643 = __37_subsetCoord5642;
float4 __39_textureColor5644 = gl_texture2D(_uTextureSampler_0_S1, (__38_clampedCoord5643 * _uidims_S1_c0_c0), -0.5);
float __40_snappedX5645 = (floor((__36_inCoord5641.x + 0.001)) + 0.5);
if (((__40_snappedX5645 < _usubset_S1_c0_c0.x) || (__40_snappedX5645 > _usubset_S1_c0_c0.z)))
{
(__39_textureColor5644 = _uborder_S1_c0_c0);
}
float __41_snappedY5646 = (floor((__36_inCoord5641.y + 0.001)) + 0.5);
if (((__41_snappedY5646 < _usubset_S1_c0_c0.y) || (__41_snappedY5646 > _usubset_S1_c0_c0.w)))
{
(__39_textureColor5644 = _uborder_S1_c0_c0);
}
(__32_sum5637 += (__34_k5639.x * __39_textureColor5644));
float2 __42_inCoord5647 = mul(transpose(mat3x2_ctor(_umatrix_S1_c0)), vec3_ctor((__31_tmp_1_coords5636 + __35_o5640.zw), 1.0));
float2 __43_subsetCoord5648 = {0, 0};
(__43_subsetCoord5648.x = __42_inCoord5647.x);
(__43_subsetCoord5648.y = __42_inCoord5647.y);
float2 __44_clampedCoord5649 = __43_subsetCoord5648;
float4 __45_textureColor5650 = gl_texture2D(_uTextureSampler_0_S1, (__44_clampedCoord5649 * _uidims_S1_c0_c0), -0.5);
float __46_snappedX5651 = (floor((__42_inCoord5647.x + 0.001)) + 0.5);
if (((__46_snappedX5651 < _usubset_S1_c0_c0.x) || (__46_snappedX5651 > _usubset_S1_c0_c0.z)))
{
(__45_textureColor5650 = _uborder_S1_c0_c0);
}
float __47_snappedY5652 = (floor((__42_inCoord5647.y + 0.001)) + 0.5);
if (((__47_snappedY5652 < _usubset_S1_c0_c0.y) || (__47_snappedY5652 > _usubset_S1_c0_c0.w)))
{
(__45_textureColor5650 = _uborder_S1_c0_c0);
}
(__32_sum5637 += (__34_k5639.y * __45_textureColor5650));
(__35_o5640 = _uoffsets_S1[((2 * __33_i5638) + 1)]);
float2 __48_inCoord5653 = mul(transpose(mat3x2_ctor(_umatrix_S1_c0)), vec3_ctor((__31_tmp_1_coords5636 + __35_o5640.xy), 1.0));
float2 __49_subsetCoord5654 = {0, 0};
(__49_subsetCoord5654.x = __48_inCoord5653.x);
(__49_subsetCoord5654.y = __48_inCoord5653.y);
float2 __50_clampedCoord5655 = __49_subsetCoord5654;
float4 __51_textureColor5656 = gl_texture2D(_uTextureSampler_0_S1, (__50_clampedCoord5655 * _uidims_S1_c0_c0), -0.5);
float __52_snappedX5657 = (floor((__48_inCoord5653.x + 0.001)) + 0.5);
if (((__52_snappedX5657 < _usubset_S1_c0_c0.x) || (__52_snappedX5657 > _usubset_S1_c0_c0.z)))
{
(__51_textureColor5656 = _uborder_S1_c0_c0);
}
float __53_snappedY5658 = (floor((__48_inCoord5653.y + 0.001)) + 0.5);
if (((__53_snappedY5658 < _usubset_S1_c0_c0.y) || (__53_snappedY5658 > _usubset_S1_c0_c0.w)))
{
(__51_textureColor5656 = _uborder_S1_c0_c0);
}
(__32_sum5637 += (__34_k5639.z * __51_textureColor5656));
float2 __54_inCoord5659 = mul(transpose(mat3x2_ctor(_umatrix_S1_c0)), vec3_ctor((__31_tmp_1_coords5636 + __35_o5640.zw), 1.0));
float2 __55_subsetCoord5660 = {0, 0};
(__55_subsetCoord5660.x = __54_inCoord5659.x);
(__55_subsetCoord5660.y = __54_inCoord5659.y);
float2 __56_clampedCoord5661 = __55_subsetCoord5660;
float4 __57_textureColor5662 = gl_texture2D(_uTextureSampler_0_S1, (__56_clampedCoord5661 * _uidims_S1_c0_c0), -0.5);
float __58_snappedX5663 = (floor((__54_inCoord5659.x + 0.001)) + 0.5);
if (((__58_snappedX5663 < _usubset_S1_c0_c0.x) || (__58_snappedX5663 > _usubset_S1_c0_c0.z)))
{
(__57_textureColor5662 = _uborder_S1_c0_c0);
}
float __59_snappedY5664 = (floor((__54_inCoord5659.y + 0.001)) + 0.5);
if (((__59_snappedY5664 < _usubset_S1_c0_c0.y) || (__59_snappedY5664 > _usubset_S1_c0_c0.w)))
{
(__57_textureColor5662 = _uborder_S1_c0_c0);
}
(__32_sum5637 += (__34_k5639.w * __57_textureColor5662));
}
}
float4 _output_S15665 = __32_sum5637;
{
(out_sk_FragColor = _output_S15665);
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColorstruct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    noperspective float2 v0 : TEXCOORD0;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    noperspective float2 v0 : TEXCOORD0;
};

void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput)
{
    output.gl_Position = input.gl_Position;
    output.v0 = input.v0; 
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
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