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_00003e
BPLG���?c305f85c30d08eb3_dANGLE (NVIDIA, NVIDIA GeForce GTX 1080 Ti (0x00001B06) Direct3D11 vs_5_0 ps_5_0, D3D11-32.0.15.7283)��������������������,,
fillBounds_ufillBoundsR�color_ucolorR�	locations_ulocationsR�gl_VertexIDgl_VertexID������������������������������������������������������*����������sk_RTAdjustuatlas_adjust_S0
u_skRTFlipuedgeArray_S1_c0_c0[0]ucircle_S1_c0_c1
ucircle_S1_c1uTextureSampler_0_S0
_usk_RTAdjust_uuatlas_adjust_S0_uu_skRTFlip_uuedgeArray_S1_c0_c0[0]_uucircle_S1_c0_c1_uucircle_S1_c1_uuTextureSampler_0_S0
sk_FragColor_usk_FragColorR�����^��C��������������������������������������������������<<��������������������������������������������������������������������������������������������������������������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 gl_FragCoord : TEXCOORD3;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float2 v1 : TEXCOORD1;
};
#pragma warning( disable: 3556 3571 )
float float_ctor_int(int x0)
{
    return float(x0);
}
float2 vec2_ctor(float x0, float x1)
{
    return float2(x0, x1);
}
float4 vec4_ctor(float2 x0, float x1, float x2)
{
    return float4(x0, x1, x2);
}
// Uniforms

uniform float4 _sk_RTAdjust : register(c1);
uniform float2 _uatlas_adjust_S0 : 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 float4 _fillBounds = {0, 0, 0, 0};
static float4 _color = {0, 0, 0, 0};
static float4 _locations = {0, 0, 0, 0};

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

// Varyings
static noperspective float2 _vatlasCoord_S0 = {0, 0};
static noperspective float4 _vcolor_S0 = {0, 0, 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);
    uint dx_VertexID : packoffset(c4.x);
};

#define GL_USES_VERTEX_ID
@@ 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 = _vatlasCoord_S0;

    return output;
}

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

float2 _unitCoord5633 = vec2_ctor(float_ctor_int((gl_VertexID & 1)), float_ctor_int((gl_VertexID >> 1)));
float2 _devCoord5634 = lerp(_fillBounds.xy, _fillBounds.zw, _unitCoord5633);
float2 _atlasTopLeft5635 = vec2_ctor((abs(_locations.x) - 1.0), _locations.y);
float2 _devTopLeft5636 = _locations.zw;
bool _transposed5637 = (_locations.x < 0.0);
float2 _atlasCoord5638 = (_devCoord5634 - _devTopLeft5636);
if (_transposed5637)
{
(_atlasCoord5638 = _atlasCoord5638.yx);
}
(_atlasCoord5638 += _atlasTopLeft5635);
(_vatlasCoord_S0 = (_atlasCoord5638 * _uatlas_adjust_S0));
(_vcolor_S0 = _color);
(gl_Position = vec4_ctor(_devCoord5634, 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);
}
qstruct PS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 gl_FragCoord : TEXCOORD3;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float2 v1 : TEXCOORD1;
};

#pragma warning( disable: 3556 3571 )
float3 vec3_ctor(float2 x0, float x1)
{
    return float3(x0, x1);
}
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);
}
// Uniforms

uniform float2 _u_skRTFlip : register(c0);
uniform float3 _uedgeArray_S1_c0_c0[4] : register(c1);
uniform float4 _ucircle_S1_c0_c1 : register(c5);
uniform float4 _ucircle_S1_c1 : register(c6);
static const uint _uTextureSampler_0_S0 = 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 _vatlasCoord_S0 = {0, 0};
static noperspective float4 _vcolor_S0 = {0, 0, 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;
    _vatlasCoord_S0 = input.v1.xy;

float4 _sk_FragCoord5634 = vec4_ctor(gl_FragCoord.x, (_u_skRTFlip.x + (_u_skRTFlip.y * gl_FragCoord.y)), gl_FragCoord.z, gl_FragCoord.w);
float4 _outputCoverage_S05635 = {1.0, 1.0, 1.0, 1.0};
float _atlasCoverage5636 = gl_texture2D(_uTextureSampler_0_S0, _vatlasCoord_S0, -0.5).x;
(_outputCoverage_S05635 *= _atlasCoverage5636);
float4 _outputColor_S05637 = _vcolor_S0;
float __10_alpha5638 = {1.0};
float __11_edge5639 = dot(_uedgeArray_S1_c0_c0[0], vec3_ctor(_sk_FragCoord5634.xy, 1.0));
(__10_alpha5638 *= step(0.5, __11_edge5639));
(__11_edge5639 = dot(_uedgeArray_S1_c0_c0[1], vec3_ctor(_sk_FragCoord5634.xy, 1.0)));
(__10_alpha5638 *= step(0.5, __11_edge5639));
(__11_edge5639 = dot(_uedgeArray_S1_c0_c0[2], vec3_ctor(_sk_FragCoord5634.xy, 1.0)));
(__10_alpha5638 *= step(0.5, __11_edge5639));
(__11_edge5639 = dot(_uedgeArray_S1_c0_c0[3], vec3_ctor(_sk_FragCoord5634.xy, 1.0)));
(__10_alpha5638 *= step(0.5, __11_edge5639));
float __13_d5640 = ((length(((_ucircle_S1_c0_c1.xy - _sk_FragCoord5634.xy) * _ucircle_S1_c0_c1.w)) - 1.0) * _ucircle_S1_c0_c1.z);
float __15_d5641 = ((1.0 - length(((_ucircle_S1_c1.xy - _sk_FragCoord5634.xy) * _ucircle_S1_c1.w))) * _ucircle_S1_c1.z);
float4 _output_S15642 = (((_outputCoverage_S05635 * __10_alpha5638) * vec4_ctor(clamp(__13_d5640, 0.0, 1.0))) * vec4_ctor(clamp(__15_d5641, 0.0, 1.0)));
{
(out_sk_FragColor = (_outputColor_S05637 * _output_S15642));
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColorstruct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 gl_FragCoord : TEXCOORD3;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float2 v1 : TEXCOORD1;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    float4 gl_FragCoord : TEXCOORD3;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float2 v1 : TEXCOORD1;
};

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.gl_FragCoord = input.gl_FragCoord;
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
�����DXBC�bb� hǭ=74���4� �RDEF\�<���4RD11< ($|�$GlobalsDriverConstants���|�0��P,��������P l��������_sk_RTAdjustfloat4%_uatlas_adjust_S0float2���b�,��������� l���������0l���������8����������<����������@��������dx_ViewAdjustdx_ViewCoordsdx_ViewScaleclipControlOriginfloat����clipControlZeroToOnedx_VertexIDdword�	Microsoft (R) HLSL Shader Compiler 10.1ISGN�hhhqTEXCOORDSV_VertexID���OSGN������SV_PositionTEXCOORD���SHEX8P�jYF� YF� _�_�_�`g� e� e� e� e2 h9@:� 7	B 
@@?

� "
@*
@+22F�A�2	2FFF22F�� օ 2��A8" *� 6�@�?6� 6� F6� F6� F1B
@7	2�
F
��@��6"2FF82 FF� >STAT�		��DXBC��~��� ����o�Yk�4�0dRDEFT�<���,RD11< ($������
��samplers2D[0]textures2D[0]$GlobalsDriverConstants����$p��`�����������<��������<PX��������|`X��������_u_skRTFlipfloat2��_uedgeArray_S1_c0_c0float3_ucircle_S1_c0_c1float4���N_ucircle_S1_c1�|X���������0���������� ����������8����������,���������@ ��������dx_ViewCoordsdx_FragCoordOffsetdx_DepthFront�dx_ViewScaledx_Miscdword��samplerMetadataSamplerMetadatabaseLevelint��:wrapModespaddingint2�vintBorderColorint4�0@d@n|��� Microsoft (R) HLSL Shader Compiler 10.1ISGN������SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX�P*jYF� YF� Z`XpUUd 2b �b 2e� h6�@�?	2FF� �A2B� 
� "F� �"@?"@�?F� �
@?
@�?8"
F� ��F� ��:@?�:@�?
@?
@�?8"
8":J���CU�F�s`@�8":	2��AF� 	R�A� 8R�� ��K

�A@�?8 
*� 8��� B�
�
KB*B*@��8 B**� 8"*8
8� F>STAT�$

Anon7 - 2021