KGRKJGETMRETU895U-589TY5MIGM5JGB5SDFESFREWTGR54TY
Server : Apache/2.4.58 (Win64) OpenSSL/3.1.3 PHP/8.2.12
System : Windows NT SERVER-PC 10.0 build 26200 (Windows 11) AMD64
User : ServerPC ( 0)
PHP Version : 8.2.12
Disable Function : NONE
Directory :  C:/Users/ServerPC/AppData/Local/Steam/htmlcache/GrShaderCache/

Upload File :
current_dir [ Writeable ] document_root [ Writeable ]

 

Current File : C:/Users/ServerPC/AppData/Local/Steam/htmlcache/GrShaderCache/f_000031
BPLG���Gc305f85c30d08eb3_dANGLE (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_c1
u_skRTFliputhresholds_S1_c0_c0_c0[0]uscale_S1_c0_c0_c0[0]ubias_S1_c0_c0_c0[0]uleftBorderColor_S1_c0_c0urightBorderColor_S1_c0_c0
umatrix_S1_c1	urange_S1uTextureSampler_0_S1
_usk_RTAdjust_uumatrix_S1_c0_c0_c1_uu_skRTFlip_uuthresholds_S1_c0_c0_c0[0]_uuscale_S1_c0_c0_c0[0]_uubias_S1_c0_c0_c0[0]_uuleftBorderColor_S1_c0_c0_uurightBorderColor_S1_c0_c0_uumatrix_S1_c1_uurange_S1_uuTextureSampler_0_S1	
sk_FragColor_usk_FragColorR�����^��C��������������������������������������������������<<����������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������
struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD3;
    float4 gl_FragCoord : TEXCOORD4;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float2 v1 : TEXCOORD1;
    noperspective float 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_c1 : register(c2);
#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_6_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.gl_FragCoord = gl_Position;
    output.v0 = _vcolor_S0;
    output.v1 = _vTransformedCoords_6_S0;
    output.v2 = _vcoverage_S0;

    return output;
}

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

float2 t0 = _position, _position5635 = t0;
(_vcolor_S0 = _color);
(_vcoverage_S0 = _coverage);
(gl_Position = vec4_ctor(_position5635, 0.0, 1.0));
{
(_vTransformedCoords_6_S0 = mul(transpose(mat3x2_ctor(_umatrix_S1_c0_c0_c1)), 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 : TEXCOORD3;
    float4 gl_FragCoord : TEXCOORD4;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float2 v1 : TEXCOORD1;
    noperspective float v2 : TEXCOORD2;
};

#pragma warning( disable: 3556 3571 )
float2 vec2_ctor(float x0, float x1)
{
    return float2(x0, x1);
}
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(float x0)
{
    return float4(x0, x0, x0, x0);
}
float4 vec4_ctor(float x0, float x1, float x2, float x3)
{
    return float4(x0, x1, x2, x3);
}
float4 vec4_ctor(float3 x0, float x1)
{
    return float4(x0, x1);
}
// Uniforms

uniform float2 _u_skRTFlip : register(c0);
uniform float4 _uthresholds_S1_c0_c0_c0[2] : register(c1);
uniform float4 _uscale_S1_c0_c0_c0[8] : register(c3);
uniform float4 _ubias_S1_c0_c0_c0[8] : register(c11);
uniform float4 _uleftBorderColor_S1_c0_c0 : register(c19);
uniform float4 _urightBorderColor_S1_c0_c0 : register(c20);
uniform float3x3 _umatrix_S1_c1 : register(c21);
uniform float _urange_S1 : register(c24);
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 float4 _vcolor_S0 = {0, 0, 0, 0};
static noperspective float _vcoverage_S0 = {0};
static noperspective float2 _vTransformedCoords_6_S0 = {0, 0};

static float4 out_sk_FragColor = {0, 0, 0, 0};
static float4 gl_FragCoord = float4(0, 0, 0, 0);

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewCoords : packoffset(c1);
    float2 dx_FragCoordOffset : packoffset(c3);
    float3 dx_DepthFront : packoffset(c2);
    float2 dx_ViewScale : packoffset(c3.z);
    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);
}

#define GL_USES_FRAG_COORD
@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){
    float rhw = 1.0 / input.gl_FragCoord.w;
    gl_FragCoord.x = input.dx_Position.x - dx_FragCoordOffset.x;
    gl_FragCoord.y = input.dx_Position.y - dx_FragCoordOffset.y;
    gl_FragCoord.z = (input.gl_FragCoord.z * rhw) * dx_DepthFront.x + dx_DepthFront.y;
    gl_FragCoord.w = rhw;
    _vcolor_S0 = input.v0;
    _vTransformedCoords_6_S0 = input.v1.xy;
    _vcoverage_S0 = input.v2.x;

float4 _sk_FragCoord5640 = vec4_ctor(gl_FragCoord.x, (_u_skRTFlip.x + (_u_skRTFlip.y * gl_FragCoord.y)), gl_FragCoord.z, gl_FragCoord.w);
float4 _outputColor_S05641 = _vcolor_S0;
float _coverage5642 = _vcoverage_S0;
float4 _outputCoverage_S05643 = vec4_ctor(_coverage5642);
float4 __39_tmp_6_inColor5644 = _outputColor_S05641;
float2 __43_tmp_3_coords5645 = _vTransformedCoords_6_S0;
float4 __44_t5646 = vec4_ctor((__43_tmp_3_coords5645.x + 9.9999997e-06), 1.0, 0.0, 0.0);
float4 __45_outColor5647 = {0, 0, 0, 0};
if ((__44_t5646.x < 0.0))
{
(__45_outColor5647 = _uleftBorderColor_S1_c0_c0);
}
else
{
if ((__44_t5646.x > 1.0))
{
(__45_outColor5647 = _urightBorderColor_S1_c0_c0);
}
else
{
float2 __47_tmp_1_coords5648 = vec2_ctor(__44_t5646.x, 0.0);
float __48_t5649 = __47_tmp_1_coords5648.x;
int __49_low5650 = {0};
int __50_high5651 = {1};
int __51_chunk5652 = {0};
{ for(int __52_loop5653 = {0}; (__52_loop5653 < 1); (++__52_loop5653))
{
if ((__48_t5649 < _uthresholds_S1_c0_c0_c0[__51_chunk5652].w))
{
(__50_high5651 = __51_chunk5652);
}
else
{
(__49_low5650 = (__51_chunk5652 + 1));
}
(__51_chunk5652 = ((__49_low5650 + __50_high5651) / 2));
}
}
int __53_pos5654 = {0};
if ((__48_t5649 < _uthresholds_S1_c0_c0_c0[__51_chunk5652].y))
{
int s161a = {0};
if ((__48_t5649 < _uthresholds_S1_c0_c0_c0[__51_chunk5652].x))
{
(s161a = 0);
}
else
{
(s161a = 1);
}
(__53_pos5654 = s161a);
}
else
{
int s161b = {0};
if ((__48_t5649 < _uthresholds_S1_c0_c0_c0[__51_chunk5652].z))
{
(s161b = 2);
}
else
{
(s161b = 3);
}
(__53_pos5654 = s161b);
}
{
(__53_pos5654 += (4 * __51_chunk5652));
}
(__45_outColor5647 = ((__48_t5649 * _uscale_S1_c0_c0_c0[__53_pos5654]) + _ubias_S1_c0_c0_c0[__53_pos5654]));
}
}
float4 __54_color5655 = (__45_outColor5647 * __39_tmp_6_inColor5644.w);
float __55_value5656 = (gl_texture2D(_uTextureSampler_0_S1, mul(transpose(mat3x2_ctor(_umatrix_S1_c1)), vec3_ctor(_sk_FragCoord5640.xy, 1.0)), -0.5).x - 0.5);
float4 _output_S15657 = vec4_ctor(clamp((__54_color5655.xyz + (__55_value5656 * _urange_S1)), 0.0, __54_color5655.w), __54_color5655.w);
{
(out_sk_FragColor = (_output_S15657 * _outputCoverage_S05643));
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColormstruct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD3;
    float4 gl_FragCoord : TEXCOORD4;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float2 v1 : TEXCOORD1;
    noperspective float v2 : TEXCOORD2;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD3;
    float4 gl_FragCoord : TEXCOORD4;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float2 v1 : TEXCOORD1;
    noperspective float 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; 
    output.gl_FragCoord = input.gl_FragCoord;
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
�����DXBC�0\cHY�l�(,ΙB��4l���RDEF0�<���RD11< ($|�$GlobalsDriverConstants���|�P��@,��������P ,p��������_sk_RTAdjustfloat4%_umatrix_S1_c0_c0_c1float3x3��e\,��������j ����������0����������8����������<���������dx_ViewAdjustdx_ViewCoordsfloat2�xdx_ViewScaleclipControlOriginfloat����clipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGNthhhhTEXCOORD���OSGN�������SV_PositionTEXCOORD���SHEX<P�jYF� YF� _2__�_2g� e� e� e� e2 eB h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?6� 6� F6� F6� F6B 
62F6B@�? F� F" F� F>STAT�
�
DXBC��]<b��yr7D��ub�
4,�pRDEF��<����RD11< ($������
��samplers2D[0]textures2D[0]$GlobalsDriverConstants����$�� `dx��������� ����������0������������,��������P0l���������@l���������P,��������������������_u_skRTFlipfloat2�p_uthresholds_S1_c0_c0_c0float4�_uscale_S1_c0_c0_c0�_ubias_S1_c0_c0_c0��_uleftBorderColor_S1_c0_c0��_urightBorderColor_S1_c0_c0_umatrix_S1_c1float3x3�_urange_S1float����l��������0x��������1 H��������l8x��������y,����������@ ���������dx_ViewCoordsdx_FragCoordOffsetdx_DepthFrontfloat3��?dx_ViewScaledx_Miscdword��samplerMetadataSamplerMetadatabaseLevelint���wrapModespaddingint2�intBorderColorint4K���
<Pt�Microsoft (R) HLSL Shader Compiler 10.1ISGN�������SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEXPPjYF� YF� Z`XpUUd 2b �b b Be� h	2FF� �A2B� 
� "
@��'71@
6�F� 1@�?
6�F� 1:� 7	
@@1
"� 
1
"
� 
7	"@@1
B*� 
7	"*@@#	
@2�VF� 
F� 
8�F�6�@�?F� �"F� �J���CUFF~`@�
@�2
r� F4
rF@3r�F8� F�>STAT�$

Anon7 - 2021