File: C:/Users/fred/AppData/Local/Google/Chrome/User Data/GrShaderCache/f_0001b5
BPLG �� ^X cc2d90bda90a37d5 � b ANGLE (Intel, Intel(R) HD Graphics 530 (0x00001912) Direct3D11 vs_5_0 ps_5_0, D3D11-20.19.15.4549) �� @ �� ���������������� , , position
_upositionP� coverage
_ucoverage color _ucolorR�
localCoord _ulocalCoordP� ��� ������ ��� ������ ��� ������ ��� ������ ��� ������ ��� ������ ��� ������ ��� ������ ��� ������ ��� ������ ��� ������ ��� ������ ��� ������ ��� ������ * ���� ������ * ���� ������ * ���� ������ sk_RTAdjust umatrix_S1_c0_c0_c0 umatrix_S1_c0_c0_c1 umatrix_S1_c0_c0_c2
umatrix_S1_c0 uradiusPlusHalf_S2 ucolorSpaceTranslate_S1_c0_c0 ucolorSpaceMatrix_S1_c0_c0
u_skRTFlip uclamp_S1_c0_c0_c0_c0 uclamp_S1_c0_c0_c1_c0 uclamp_S1_c0_c0_c2_c0 urectUniform_S2_c0_c0
uinnerRect_S2 uTextureSampler_0_S1 uTextureSampler_1_S1 uTextureSampler_2_S1
_usk_RTAdjust _uumatrix_S1_c0_c0_c0 _uumatrix_S1_c0_c0_c1 _uumatrix_S1_c0_c0_c2 _uumatrix_S1_c0 _uuradiusPlusHalf_S2 _uucolorSpaceTranslate_S1_c0_c0 _uucolorSpaceMatrix_S1_c0_c0 _uu_skRTFlip _uuclamp_S1_c0_c0_c0_c0 _uuclamp_S1_c0_c0_c1_c0 _uuclamp_S1_c0_c0_c2_c0 _uurectUniform_S2_c0_c0 _uuinnerRect_S2 _uuTextureSampler_0_S1 _uuTextureSampler_1_S1 _uuTextureSampler_2_S1
sk_FragColor _usk_FragColorR� @ ^� ^� ^� �� %i � ������������������������������������������������ @ @ �������������������� �������������������� �������������������� ��������������������
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struct VS_OUTPUT
{
float4 dx_Position : SV_Position;
float4 gl_Position : TEXCOORD5;
float4 gl_FragCoord : TEXCOORD6;
noperspective float4 v0 : TEXCOORD0;
noperspective float2 v1 : TEXCOORD1;
noperspective float2 v2 : TEXCOORD2;
noperspective float2 v3 : TEXCOORD3;
noperspective float 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(c0);
uniform float3x3 _umatrix_S1_c0_c0_c0 : register(c1);
uniform float3x3 _umatrix_S1_c0_c0_c1 : register(c4);
uniform float3x3 _umatrix_S1_c0_c0_c2 : register(c7);
uniform float3x3 _umatrix_S1_c0 : register(c10);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif
// 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_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.gl_FragCoord = gl_Position;
output.v0 = _vcolor_S0;
output.v1 = _vTransformedCoords_5_S0;
output.v2 = _vTransformedCoords_7_S0;
output.v3 = _vTransformedCoords_9_S0;
output.v4 = _vcoverage_S0;
return output;
}
VS_OUTPUT main(VS_INPUT input){
initAttributes(input);
float2 t0 = _position, _position3016 = t0;
(_vcolor_S0 = _color);
(_vcoverage_S0 = _coverage);
(gl_Position = vec4_ctor(_position3016, 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(_localCoord, 1.0)));
}
{
(_vTransformedCoords_7_S0 = mul(transpose(mat3x2_ctor(transpose(mul(transpose(_umatrix_S1_c0_c0_c1), transpose(_umatrix_S1_c0))))), vec3_ctor(_localCoord, 1.0)));
}
{
(_vTransformedCoords_9_S0 = mul(transpose(mat3x2_ctor(transpose(mul(transpose(_umatrix_S1_c0_c0_c2), transpose(_umatrix_S1_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);
}
struct PS_INPUT
{
float4 dx_Position : SV_Position;
float4 gl_Position : TEXCOORD5;
float4 gl_FragCoord : TEXCOORD6;
noperspective float4 v0 : TEXCOORD0;
noperspective float2 v1 : TEXCOORD1;
noperspective float2 v2 : TEXCOORD2;
noperspective float2 v3 : TEXCOORD3;
noperspective float v4 : TEXCOORD4;
};
#pragma warning( disable: 3556 3571 )
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 float4 _uclamp_S1_c0_c0_c0_c0 : register(c1);
uniform float4 _uclamp_S1_c0_c0_c1_c0 : register(c2);
uniform float4 _uclamp_S1_c0_c0_c2_c0 : register(c3);
uniform float3x3 _ucolorSpaceMatrix_S1_c0_c0 : register(c4);
uniform float3 _ucolorSpaceTranslate_S1_c0_c0 : register(c7);
uniform float4 _urectUniform_S2_c0_c0 : register(c8);
uniform float4 _uinnerRect_S2 : register(c9);
uniform float2 _uradiusPlusHalf_S2 : register(c10);
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
// Varyings
static noperspective float4 _vcolor_S0 = {0, 0, 0, 0};
static noperspective float _vcoverage_S0 = {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};
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[3] : 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.dx_Position.z;
gl_FragCoord.w = rhw;
_vcolor_S0 = input.v0;
_vTransformedCoords_5_S0 = input.v1.xy;
_vTransformedCoords_7_S0 = input.v2.xy;
_vTransformedCoords_9_S0 = input.v3.xy;
_vcoverage_S0 = input.v4.x;
float4 _sk_FragCoord3024 = vec4_ctor(gl_FragCoord.x, (_u_skRTFlip.x + (_u_skRTFlip.y * gl_FragCoord.y)), gl_FragCoord.z, gl_FragCoord.w);
float4 _outputColor_S03025 = _vcolor_S0;
float _coverage3026 = _vcoverage_S0;
float4 _outputCoverage_S03027 = vec4_ctor(_coverage3026);
float4 __58_input3028 = _outputColor_S03025;
float4 __59_color3029 = {0, 0, 0, 0};
float2 __60_inCoord3030 = _vTransformedCoords_5_S0;
float2 __61_subsetCoord3031 = {0, 0};
(__61_subsetCoord3031.x = __60_inCoord3030.x);
(__61_subsetCoord3031.y = __60_inCoord3030.y);
float2 __62_clampedCoord3032 = {0, 0};
(__62_clampedCoord3032.x = __61_subsetCoord3031.x);
(__62_clampedCoord3032.y = clamp(__61_subsetCoord3031.y, _uclamp_S1_c0_c0_c0_c0.y, _uclamp_S1_c0_c0_c0_c0.w));
float4 __63_textureColor3033 = gl_texture2D(_uTextureSampler_0_S1, __62_clampedCoord3032, -0.474999994);
(__59_color3029.x = __63_textureColor3033.x);
float2 __64_inCoord3034 = _vTransformedCoords_7_S0;
float2 __65_subsetCoord3035 = {0, 0};
(__65_subsetCoord3035.x = __64_inCoord3034.x);
(__65_subsetCoord3035.y = __64_inCoord3034.y);
float2 __66_clampedCoord3036 = {0, 0};
(__66_clampedCoord3036.x = __65_subsetCoord3035.x);
(__66_clampedCoord3036.y = clamp(__65_subsetCoord3035.y, _uclamp_S1_c0_c0_c1_c0.y, _uclamp_S1_c0_c0_c1_c0.w));
float4 __67_textureColor3037 = gl_texture2D(_uTextureSampler_1_S1, __66_clampedCoord3036, -0.474999994);
(__59_color3029.y = __67_textureColor3037.x);
float2 __68_inCoord3038 = _vTransformedCoords_9_S0;
float2 __69_subsetCoord3039 = {0, 0};
(__69_subsetCoord3039.x = __68_inCoord3038.x);
(__69_subsetCoord3039.y = __68_inCoord3038.y);
float2 __70_clampedCoord3040 = {0, 0};
(__70_clampedCoord3040.x = __69_subsetCoord3039.x);
(__70_clampedCoord3040.y = clamp(__69_subsetCoord3039.y, _uclamp_S1_c0_c0_c2_c0.y, _uclamp_S1_c0_c0_c2_c0.w));
float4 __71_textureColor3041 = gl_texture2D(_uTextureSampler_2_S1, __70_clampedCoord3040, -0.474999994);
(__59_color3029.z = __71_textureColor3041.x);
(__59_color3029.w = 1.0);
(__59_color3029.xyz = clamp((mul(__59_color3029.xyz, transpose(_ucolorSpaceMatrix_S1_c0_c0)) + _ucolorSpaceTranslate_S1_c0_c0), 0.0, 1.0));
(__58_input3028 = __59_color3029);
float4 _output_S13042 = __58_input3028;
float2 __73_dxy03043 = (_uinnerRect_S2.xy - _sk_FragCoord3024.xy);
float2 __74_dxy13044 = (_sk_FragCoord3024.xy - _uinnerRect_S2.zw);
float2 __75_dxy3045 = max(max(__73_dxy03043, __74_dxy13044), 0.0);
float __76_alpha3046 = clamp((_uradiusPlusHalf_S2.x - length(__75_dxy3045)), 0.0, 1.0);
float __78_coverage3047 = {0};
{
float4 __79_dists43048 = clamp((float4(1.0, 1.0, -1.0, -1.0) * (_sk_FragCoord3024.xyxy - _urectUniform_S2_c0_c0)), 0.0, 1.0);
float2 __80_dists23049 = ((__79_dists43048.xy + __79_dists43048.zw) - 1.0);
(__78_coverage3047 = (__80_dists23049.x * __80_dists23049.y));
}
float4 _output_S23050 = ((vec4_ctor(__78_coverage3047) * _outputCoverage_S03027) * __76_alpha3046);
{
(out_sk_FragColor = (_output_S13042 * _output_S23050));
}
return generateOutput();
}
R� out_sk_FragColor out_sk_FragColor G struct GS_INPUT
{
float4 dx_Position : SV_Position;
float4 gl_Position : TEXCOORD5;
float4 gl_FragCoord : TEXCOORD6;
noperspective float4 v0 : TEXCOORD0;
noperspective float2 v1 : TEXCOORD1;
noperspective float2 v2 : TEXCOORD2;
noperspective float2 v3 : TEXCOORD3;
noperspective float v4 : TEXCOORD4;
};
struct GS_OUTPUT
{
float4 dx_Position : SV_Position;
float4 gl_Position : TEXCOORD5;
float4 gl_FragCoord : TEXCOORD6;
noperspective float4 v0 : TEXCOORD0;
noperspective float2 v1 : TEXCOORD1;
noperspective float2 v2 : TEXCOORD2;
noperspective float2 v3 : TEXCOORD3;
noperspective float 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;
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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