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BPLG���ac305f85c30d08eb3_dANGLE (NVIDIA, NVIDIA GeForce GTX 1080 Ti (0x00001B06) Direct3D11 vs_5_0 ps_5_0, D3D11-32.0.15.7283)������			




������������������,,	radii_selector_uradii_selectorR�corner_and_radius_outsets_ucorner_and_radius_outsetsR�aa_bloat_and_coverage_uaa_bloat_and_coverageR�radii_x	_uradii_xR�radii_y	_uradii_yR�skew_uskewR�translate_and_localrotate_utranslate_and_localrotateR�	localrect_ulocalrectR�color_ucolorR�
���������	������������������������������������������������������	������������������*����������sk_RTAdjustumatrix_S1_c0_c0_c1
u_skRTFlipustart_S1_c0_c0_c0uend_S1_c0_c0_c0uleftBorderColor_S1_c0_c0urightBorderColor_S1_c0_c0
umatrix_S1_c1	urange_S1uTextureSampler_0_S1
_usk_RTAdjust_uumatrix_S1_c0_c0_c1_uu_skRTFlip_uustart_S1_c0_c0_c0_uuend_S1_c0_c0_c0_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 float2 v2 : TEXCOORD2;
};
#pragma warning( disable: 3556 3571 )
float2 vec2_ctor(float x0, float x1)
{
    return float2(x0, x1);
}
float2x2 mat2_ctor(float2 x0, float2 x1)
{
    return float2x2(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(float2 x0, float x1, float x2)
{
    return float4(x0, x1, x2);
}
float4x4 mat4_ctor_float4_float4_float4_float4(float4 x0, float4 x1, float4 x2, float4 x3)
{
    return float4x4(x0, x1, x2, x3);
}
// 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 float4 _radii_selector = {0, 0, 0, 0};
static float4 _corner_and_radius_outsets = {0, 0, 0, 0};
static float4 _aa_bloat_and_coverage = {0, 0, 0, 0};
static float4 _radii_x = {0, 0, 0, 0};
static float4 _radii_y = {0, 0, 0, 0};
static float4 _skew = {0, 0, 0, 0};
static float4 _translate_and_localrotate = {0, 0, 0, 0};
static float4 _localrect = {0, 0, 0, 0};
static float4 _color = {0, 0, 0, 0};

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

// Varyings
static noperspective float4 _vcolor_S0 = {0, 0, 0, 0};
static noperspective float2 _varccoord_S0 = {0, 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 = _varccoord_S0;
    output.v2 = _vTransformedCoords_6_S0;

    return output;
}

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

(_vcolor_S0 = _color);
float _aa_bloat_multiplier5640 = {1.0};
float2 _corner5641 = _corner_and_radius_outsets.xy;
float2 _radius_outset5642 = _corner_and_radius_outsets.zw;
float2 _aa_bloat_direction5643 = _aa_bloat_and_coverage.xy;
float _is_linear_coverage5644 = _aa_bloat_and_coverage.w;
float2 _pixellength5645 = rsqrt(vec2_ctor(dot(_skew.xz, _skew.xz), dot(_skew.yw, _skew.yw)));
float4 _normalized_axis_dirs5646 = (_skew * _pixellength5645.xyxy);
float2 _axiswidths5647 = (abs(_normalized_axis_dirs5646.xy) + abs(_normalized_axis_dirs5646.zw));
float2 _aa_bloatradius5648 = ((_axiswidths5647 * _pixellength5645) * 0.5);
float4 _radii_and_neighbors5649 = mul(_radii_selector, transpose(mat4_ctor_float4_float4_float4_float4(_radii_x, _radii_y, _radii_x.yxwz, _radii_y.wzyx)));
float2 _radii5650 = _radii_and_neighbors5649.xy;
float2 _neighbor_radii5651 = _radii_and_neighbors5649.zw;
float _coverage_multiplier5652 = {1.0};
if (any((_aa_bloatradius5648 > float2(1.0, 1.0))))
{
(_corner5641 = (max(abs(_corner5641), _aa_bloatradius5648) * sign(_corner5641)));
(_coverage_multiplier5652 = (1.0 / (max(_aa_bloatradius5648.x, 1.0) * max(_aa_bloatradius5648.y, 1.0))));
(_radii5650 = float2(0.0, 0.0));
}
float _coverage5653 = _aa_bloat_and_coverage.z;
if (any((_radii5650 < (_aa_bloatradius5648 * 1.5))))
{
(_radii5650 = float2(0.0, 0.0));
(_aa_bloat_direction5643 = sign(_corner5641));
if ((_coverage5653 > 0.5))
{
(_aa_bloat_direction5643 = (-_aa_bloat_direction5643));
}
(_is_linear_coverage5644 = 1.0);
}
else
{
(_radii5650 = clamp(_radii5650, (_pixellength5645 * 1.5), (2.0 - (_pixellength5645 * 1.5))));
(_neighbor_radii5651 = clamp(_neighbor_radii5651, (_pixellength5645 * 1.5), (2.0 - (_pixellength5645 * 1.5))));
float2 _spacing5654 = ((2.0 - _radii5650) - _neighbor_radii5651);
float2 _extra_pad5655 = max(((_pixellength5645 * 0.0625) - _spacing5654), float2(0.0, 0.0));
(_radii5650 -= (_extra_pad5655 * 0.5));
}
float2 _aa_outset5656 = ((_aa_bloat_direction5643 * _aa_bloatradius5648) * _aa_bloat_multiplier5640);
float2 _vertexpos5657 = ((_corner5641 + (_radius_outset5642 * _radii5650)) + _aa_outset5656);
if ((_coverage5653 > 0.5))
{
if (((_aa_bloat_direction5643.x != 0.0) && ((_vertexpos5657.x * _corner5641.x) < 0.0)))
{
float _backset5658 = abs(_vertexpos5657.x);
(_vertexpos5657.x = 0.0);
(_vertexpos5657.y += (((_backset5658 * sign(_corner5641.y)) * _pixellength5645.y) / _pixellength5645.x));
(_coverage5653 = ((((_coverage5653 - 0.5) * abs(_corner5641.x)) / (abs(_corner5641.x) + _backset5658)) + 0.5));
}
if (((_aa_bloat_direction5643.y != 0.0) && ((_vertexpos5657.y * _corner5641.y) < 0.0)))
{
float _backset5659 = abs(_vertexpos5657.y);
(_vertexpos5657.y = 0.0);
(_vertexpos5657.x += (((_backset5659 * sign(_corner5641.x)) * _pixellength5645.x) / _pixellength5645.y));
(_coverage5653 = ((((_coverage5653 - 0.5) * abs(_corner5641.y)) / (abs(_corner5641.y) + _backset5659)) + 0.5));
}
}
float2x2 _skewmatrix5660 = mat2_ctor(_skew.xy, _skew.zw);
float2 _devcoord5661 = (mul(_vertexpos5657, transpose(_skewmatrix5660)) + _translate_and_localrotate.xy);
float2 _T5662 = ((_vertexpos5657 * 0.5) + 0.5);
float2 _localcoord5663 = (((_localrect.xy * (1.0 - _T5662)) + (_localrect.zw * _T5662)) + (_translate_and_localrotate.zw * _T5662.yx));
if ((0.0 != _is_linear_coverage5644))
{
(_varccoord_S0 = vec2_ctor(0.0, (_coverage5653 * _coverage_multiplier5652)));
}
else
{
float2 _arccoord5664 = ((1.0 - abs(_radius_outset5642)) + ((_aa_outset5656 / _radii5650) * _corner5641));
(_varccoord_S0 = vec2_ctor((_arccoord5664.x + 1.0), _arccoord5664.y));
}
(gl_Position = vec4_ctor(_devcoord5661, 0.0, 1.0));
{
(_vTransformedCoords_6_S0 = mul(transpose(mat3x2_ctor(_umatrix_S1_c0_c0_c1)), vec3_ctor(_localcoord5663, 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 float2 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 _ustart_S1_c0_c0_c0 : register(c1);
uniform float4 _uend_S1_c0_c0_c0 : register(c2);
uniform float4 _uleftBorderColor_S1_c0_c0 : register(c3);
uniform float4 _urightBorderColor_S1_c0_c0 : register(c4);
uniform float3x3 _umatrix_S1_c1 : register(c5);
uniform float _urange_S1 : register(c8);
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 float2 _varccoord_S0 = {0, 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;
    _varccoord_S0 = input.v1.xy;
    _vTransformedCoords_6_S0 = input.v2.xy;

float4 _sk_FragCoord5639 = vec4_ctor(gl_FragCoord.x, (_u_skRTFlip.x + (_u_skRTFlip.y * gl_FragCoord.y)), gl_FragCoord.z, gl_FragCoord.w);
float4 _outputColor_S05640 = _vcolor_S0;
float _x_plus_15641 = _varccoord_S0.x;
float _y5642 = _varccoord_S0.y;
float _coverage5643 = {0};
if ((0.0 == _x_plus_15641))
{
(_coverage5643 = _y5642);
}
else
{
float _fn5644 = (_x_plus_15641 * (_x_plus_15641 - 2.0));
(_fn5644 = ((_y5642 * _y5642) + _fn5644));
float _fnwidth5645 = fwidth(_fn5644);
(_coverage5643 = (0.5 - (_fn5644 / _fnwidth5645)));
(_coverage5643 = clamp(_coverage5643, 0.0, 1.0));
}
float4 _outputCoverage_S05646 = vec4_ctor(_coverage5643);
float4 __22_tmp_6_inColor5647 = _outputColor_S05640;
float4 __23_input5648 = __22_tmp_6_inColor5647;
float2 __26_tmp_3_coords5649 = _vTransformedCoords_6_S0;
float4 __27_t5650 = vec4_ctor(length(__26_tmp_3_coords5649), 1.0, 0.0, 0.0);
float4 __28_outColor5651 = {0, 0, 0, 0};
if ((__27_t5650.x < 0.0))
{
(__28_outColor5651 = _uleftBorderColor_S1_c0_c0);
}
else
{
if ((__27_t5650.x > 1.0))
{
(__28_outColor5651 = _urightBorderColor_S1_c0_c0);
}
else
{
float2 __30_tmp_1_coords5652 = vec2_ctor(__27_t5650.x, 0.0);
(__28_outColor5651 = lerp(_ustart_S1_c0_c0_c0, _uend_S1_c0_c0_c0, __30_tmp_1_coords5652.x));
}
}
(__23_input5648 = __28_outColor5651);
float4 __32_color5653 = __23_input5648;
float __33_value5654 = (gl_texture2D(_uTextureSampler_0_S1, mul(transpose(mat3x2_ctor(_umatrix_S1_c1)), vec3_ctor(_sk_FragCoord5639.xy, 1.0)), -0.5).x - 0.5);
float4 _output_S15655 = vec4_ctor(clamp((__32_color5653.xyz + (__33_value5654 * _urange_S1)), 0.0, __32_color5653.w), __32_color5653.w);
{
(out_sk_FragColor = (_output_S15655 * _outputCoverage_S05646));
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColorostruct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD3;
    float4 gl_FragCoord : TEXCOORD4;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float2 v1 : TEXCOORD1;
    noperspective float2 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 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; 
    output.gl_FragCoord = input.gl_FragCoord;
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
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Anon7 - 2021