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BPLG���@c305f85c30d08eb3_dANGLE (NVIDIA, NVIDIA GeForce GTX 1080 Ti (0x00001B06) Direct3D11 vs_5_0 ps_5_0, D3D11-32.0.15.7283)��




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inPosition_uinPositionP�inColor	_uinColorR�inCircleEdge_uinCircleEdgeR�
���������	���������	���������	���������	���������	������������������*����������*����������*����������sk_RTAdjustumatrix_S1_c0_c0_c0umatrix_S1_c0_c0_c1umatrix_S1_c0_c0_c2
umatrix_S1_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_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 float4 v1 : TEXCOORD1;
    noperspective float2 v2 : TEXCOORD2;
    noperspective float2 v3 : TEXCOORD3;
    noperspective float2 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 _inPosition = {0, 0};
static float4 _inColor = {0, 0, 0, 0};
static float4 _inCircleEdge = {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 _vinColor_S0 = {0, 0, 0, 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 = _vinCircleEdge_S0;
    output.v1 = _vinColor_S0;
    output.v2 = _vTransformedCoords_5_S0;
    output.v3 = _vTransformedCoords_7_S0;
    output.v4 = _vTransformedCoords_9_S0;

    return output;
}

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

(_vinCircleEdge_S0 = _inCircleEdge);
(_vinColor_S0 = _inColor);
float2 __tmp_0_inPosition5639 = _inPosition;
float2 __tmp_2_inPosition5640 = _inPosition;
(gl_Position = vec4_ctor(__tmp_0_inPosition5639, 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(__tmp_2_inPosition5640, 1.0)));
}
{
(_vTransformedCoords_7_S0 = mul(transpose(mat3x2_ctor(transpose(mul(transpose(_umatrix_S1_c0_c0_c1), transpose(_umatrix_S1_c0))))), vec3_ctor(__tmp_2_inPosition5640, 1.0)));
}
{
(_vTransformedCoords_9_S0 = mul(transpose(mat3x2_ctor(transpose(mul(transpose(_umatrix_S1_c0_c0_c2), transpose(_umatrix_S1_c0))))), vec3_ctor(__tmp_2_inPosition5640, 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 float2 v2 : TEXCOORD2;
    noperspective float2 v3 : TEXCOORD3;
    noperspective float2 v4 : TEXCOORD4;
};

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

uniform float3x3 _ucolorSpaceMatrix_S1_c0_c0 : register(c0);
uniform float3 _ucolorSpaceTranslate_S1_c0_c0 : register(c3);
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 _vinCircleEdge_S0 = {0, 0, 0, 0};
static noperspective float4 _vinColor_S0 = {0, 0, 0, 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){
    _vinCircleEdge_S0 = input.v0;
    _vinColor_S0 = input.v1;
    _vTransformedCoords_5_S0 = input.v2.xy;
    _vTransformedCoords_7_S0 = input.v3.xy;
    _vTransformedCoords_9_S0 = input.v4.xy;

float4 _circleEdge5641 = _vinCircleEdge_S0;
float4 _outputColor_S05642 = _vinColor_S0;
float _d5643 = length(_circleEdge5641.xy);
float _distanceToOuterEdge5644 = (_circleEdge5641.z * (1.0 - _d5643));
float _edgeAlpha5645 = clamp(_distanceToOuterEdge5644, 0.0, 1.0);
float4 _outputCoverage_S05646 = vec4_ctor(_edgeAlpha5645);
float4 __2_input5647 = _outputColor_S05642;
float4 __3_color5648 = {0, 0, 0, 0};
(__3_color5648.x = gl_texture2D(_uTextureSampler_0_S1, _vTransformedCoords_5_S0, -0.5).x);
(__3_color5648.y = gl_texture2D(_uTextureSampler_1_S1, _vTransformedCoords_7_S0, -0.5).x);
(__3_color5648.z = gl_texture2D(_uTextureSampler_2_S1, _vTransformedCoords_9_S0, -0.5).x);
(__3_color5648.w = 1.0);
(__3_color5648.xyz = clamp((mul(__3_color5648.xyz, transpose(_ucolorSpaceMatrix_S1_c0_c0)) + _ucolorSpaceTranslate_S1_c0_c0), 0.0, 1.0));
(__2_input5647 = __3_color5648);
float4 _output_S15649 = __2_input5647;
{
(out_sk_FragColor = (_output_S15649 * _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 float4 v1 : TEXCOORD1;
    noperspective float2 v2 : TEXCOORD2;
    noperspective float2 v3 : TEXCOORD3;
    noperspective float2 v4 : TEXCOORD4;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD5;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float4 v1 : TEXCOORD1;
    noperspective float2 v2 : TEXCOORD2;
    noperspective float2 v3 : TEXCOORD3;
    noperspective float2 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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