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BPLG���Ec305f85c30d08eb3_dANGLE (NVIDIA, NVIDIA GeForce GTX 1080 Ti (0x00001B06) Direct3D11 vs_5_0 ps_5_0, D3D11-32.0.15.6636)��		������������������,,position
_upositionP�color_ucolorR�
localCoord_ulocalCoordP����������	���������	���������	���������	���������������������������	������������������7����������7����������sk_RTAdjustumatrix_S1_c0_c0_c0_c0umatrix_S1_c0_c0_c0_c1umatrix_S1_c0_c0ucolorSpaceMatrix_S1_c0_c0_c0 ucolorSpaceTranslate_S1_c0_c0_c0uSrcTF_S1_c0[0]uColorXform_S1_c0uDstTF_S1_c0[0]uTextureSampler_0_S1uTextureSampler_1_S1
_usk_RTAdjust_uumatrix_S1_c0_c0_c0_c0_uumatrix_S1_c0_c0_c0_c1_uumatrix_S1_c0_c0_uucolorSpaceMatrix_S1_c0_c0_c0"_uucolorSpaceTranslate_S1_c0_c0_c0_uuSrcTF_S1_c0[0]_uuColorXform_S1_c0_uuDstTF_S1_c0[0]_uuTextureSampler_0_S1_uuTextureSampler_1_S1	
sk_FragColor_usk_FragColorR�����f�f��C������������������������������������������������������<<�����������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������
struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD3;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float2 v1 : TEXCOORD1;
    noperspective float2 v2 : TEXCOORD2;
};
#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_c0 : register(c2);
uniform float3x3 _umatrix_S1_c0_c0_c0_c1 : register(c5);
uniform float3x3 _umatrix_S1_c0_c0 : register(c8);
#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 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 float2 _vTransformedCoords_6_S0 = {0, 0};
static noperspective float2 _vTransformedCoords_8_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_6_S0;
    output.v2 = _vTransformedCoords_8_S0;

    return output;
}

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

(_vcolor_S0 = _color);
(gl_Position = vec4_ctor(_position, 0.0, 1.0));
{
(_vTransformedCoords_6_S0 = mul(transpose(mat3x2_ctor(transpose(mul(transpose(_umatrix_S1_c0_c0_c0_c0), transpose(_umatrix_S1_c0_c0))))), vec3_ctor(_localCoord, 1.0)));
}
{
(_vTransformedCoords_8_S0 = mul(transpose(mat3x2_ctor(transpose(mul(transpose(_umatrix_S1_c0_c0_c0_c1), transpose(_umatrix_S1_c0_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);
}
3struct PS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD3;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float2 v1 : TEXCOORD1;
    noperspective float2 v2 : TEXCOORD2;
};

#pragma warning( disable: 3556 3571 )
// Uniforms

uniform float3x3 _ucolorSpaceMatrix_S1_c0_c0_c0 : register(c0);
uniform float3 _ucolorSpaceTranslate_S1_c0_c0_c0 : register(c3);
uniform float _uSrcTF_S1_c0[7] : register(c4);
uniform float3x3 _uColorXform_S1_c0 : register(c11);
uniform float _uDstTF_S1_c0[7] : register(c14);
static const uint _uTextureSampler_0_S1 = 0;
static const uint _uTextureSampler_1_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 float4 _vcolor_S0 = {0, 0, 0, 0};
static noperspective float2 _vTransformedCoords_6_S0 = {0, 0};
static noperspective float2 _vTransformedCoords_8_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[2] : packoffset(c4);
};

float4 gl_texture_External(uint samplerIndex, float2 t)
{
    return textures2D[samplerIndex].Sample(samplers2D[samplerIndex], float2(t.x, t.y));
}

float f_src_tf_S1_c0_ff(in float _x)
{
float _G5641 = _uSrcTF_S1_c0[0];
float _A5642 = _uSrcTF_S1_c0[1];
float _B5643 = _uSrcTF_S1_c0[2];
float _C5644 = _uSrcTF_S1_c0[3];
float _D5645 = _uSrcTF_S1_c0[4];
float _E5646 = _uSrcTF_S1_c0[5];
float _F5647 = _uSrcTF_S1_c0[6];
float _s5648 = sign(_x);
(_x = abs(_x));
float s1622 = {0};
if ((_x < _D5645))
{
(s1622 = ((_C5644 * _x) + _F5647));
}
else
{
(s1622 = (pow(((_A5642 * _x) + _B5643), _G5641) + _E5646));
}
(_x = s1622);
return (_s5648 * _x);
}
float f_dst_tf_S1_c0_ff(in float _x)
{
float _G5651 = _uDstTF_S1_c0[0];
float _A5652 = _uDstTF_S1_c0[1];
float _B5653 = _uDstTF_S1_c0[2];
float _C5654 = _uDstTF_S1_c0[3];
float _D5655 = _uDstTF_S1_c0[4];
float _E5656 = _uDstTF_S1_c0[5];
float _F5657 = _uDstTF_S1_c0[6];
float _s5658 = sign(_x);
(_x = abs(_x));
float s1623 = {0};
if ((_x < _D5655))
{
(s1623 = ((_C5654 * _x) + _F5657));
}
else
{
(s1623 = (pow(((_A5652 * _x) + _B5653), _G5651) + _E5656));
}
(_x = s1623);
return (_s5658 * _x);
}
@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){
    _vcolor_S0 = input.v0;
    _vTransformedCoords_6_S0 = input.v1.xy;
    _vTransformedCoords_8_S0 = input.v2.xy;

float4 _outputColor_S05660 = _vcolor_S0;
float4 __8_input5661 = _outputColor_S05660;
float4 __9_color5662 = {0, 0, 0, 0};
(__9_color5662.x = gl_texture_External(_uTextureSampler_0_S1, _vTransformedCoords_6_S0).x);
(__9_color5662.yz = gl_texture_External(_uTextureSampler_1_S1, _vTransformedCoords_8_S0).xy);
(__9_color5662.w = 1.0);
(__9_color5662.xyz = clamp((mul(__9_color5662.xyz, transpose(_ucolorSpaceMatrix_S1_c0_c0_c0)) + _ucolorSpaceTranslate_S1_c0_c0_c0), 0.0, 1.0));
float4 __10_color5663 = __9_color5662;
(__10_color5663.x = f_src_tf_S1_c0_ff(__10_color5663.x));
(__10_color5663.y = f_src_tf_S1_c0_ff(__10_color5663.y));
(__10_color5663.z = f_src_tf_S1_c0_ff(__10_color5663.z));
float4 __11_color5664 = __10_color5663;
(__11_color5664.xyz = mul(transpose(_uColorXform_S1_c0), __11_color5664.xyz));
(__10_color5663 = __11_color5664);
(__10_color5663.x = f_dst_tf_S1_c0_ff(__10_color5663.x));
(__10_color5663.y = f_dst_tf_S1_c0_ff(__10_color5663.y));
(__10_color5663.z = f_dst_tf_S1_c0_ff(__10_color5663.z));
(__8_input5661 = __10_color5663);
float4 _output_S15665 = __8_input5661;
{
(out_sk_FragColor = _output_S15665);
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColor�struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD3;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float2 v1 : TEXCOORD1;
    noperspective float2 v2 : TEXCOORD2;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD3;
    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; 
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
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