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BPLG���@cc2d90bda90a37d5�bANGLE (Intel, Intel(R) HD Graphics 530 (0x00001912) Direct3D11 vs_5_0 ps_5_0, D3D11-20.19.15.4549)��@������������������,,position
_upositionP�color_ucolorR�
localCoord_ulocalCoordP����������	���������	������������������������������������*����������*����������sk_RTAdjustumatrix_S1_c0_c0umatrix_S2_c0_c0
u_skRTFlipuDstTF_S1[0]urectUniform_S2_c1_c0uTextureSampler_0_S1uTextureSampler_0_S2
_usk_RTAdjust_uumatrix_S1_c0_c0_uumatrix_S2_c0_c0_uu_skRTFlip_uuDstTF_S1[0]_uurectUniform_S2_c1_c0_uuTextureSampler_0_S1_uuTextureSampler_0_S2sk_FragColor_usk_FragColorR�@^�^���%i�����������������������������������������������������@@����������������������������������������������������������������������������������������������������������������������������������������������������������������-
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 )
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 : register(c1);
uniform float3x3 _umatrix_S2_c0_c0 : register(c4);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif
// Attributes
static float2 _position = {0, 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 float2 _vTransformedCoords_4_S0 = {0, 0};
static noperspective float2 _vTransformedCoords_8_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_4_S0;
    output.v2 = _vTransformedCoords_8_S0;

    return output;
}

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

(_vcolor_S0 = _color);
(gl_Position = vec4_ctor(_position, 0.0, 1.0));
{
(_vTransformedCoords_4_S0 = mul(transpose(mat3x2_ctor(_umatrix_S1_c0_c0)), vec3_ctor(_localCoord, 1.0)));
}
{
(_vTransformedCoords_8_S0 = mul(transpose(mat3x2_ctor(_umatrix_S2_c0_c0)), vec3_ctor(_position, 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 )
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 float _uDstTF_S1[7] : register(c1);
uniform float4 _urectUniform_S2_c1_c0 : register(c8);
static const uint _uTextureSampler_0_S1 = 0;
static const uint _uTextureSampler_0_S2 = 1;
uniform Texture2D<float4> textures2D[2] : register(t0);
uniform SamplerState samplers2D[2] : 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 float2 _vTransformedCoords_4_S0 = {0, 0};
static noperspective float2 _vTransformedCoords_8_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[2] : 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
float f_dst_tf_S1_ff(in float _x)
{
float _G3014 = _uDstTF_S1[0];
float _A3015 = _uDstTF_S1[1];
float _B3016 = _uDstTF_S1[2];
float _C3017 = _uDstTF_S1[3];
float _D3018 = _uDstTF_S1[4];
float _E3019 = _uDstTF_S1[5];
float _F3020 = _uDstTF_S1[6];
float _s3021 = sign(_x);
(_x = abs(_x));
float sbd8 = {0};
if ((_x < _D3018))
{
(sbd8 = ((_C3017 * _x) + _F3020));
}
else
{
(sbd8 = (pow(((_A3015 * _x) + _B3016), _G3014) + _E3019));
}
(_x = sbd8);
return (_s3021 * _x);
}
@@ 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_4_S0 = input.v1.xy;
    _vTransformedCoords_8_S0 = input.v2.xy;

float4 _sk_FragCoord3023 = vec4_ctor(gl_FragCoord.x, (_u_skRTFlip.x + (_u_skRTFlip.y * gl_FragCoord.y)), gl_FragCoord.z, gl_FragCoord.w);
float4 _outputColor_S03024 = _vcolor_S0;
float4 __11_input3025 = _outputColor_S03024;
(__11_input3025 = gl_texture2D(_uTextureSampler_0_S1, _vTransformedCoords_4_S0, -0.474999994));
float4 __13_color3026 = __11_input3025;
(__13_color3026 = vec4_ctor((__13_color3026.xyz / max(__13_color3026.w, 9.99999975e-05)), __13_color3026.w));
(__13_color3026.x = f_dst_tf_S1_ff(__13_color3026.x));
(__13_color3026.y = f_dst_tf_S1_ff(__13_color3026.y));
(__13_color3026.z = f_dst_tf_S1_ff(__13_color3026.z));
(__13_color3026.xyz *= __13_color3026.w);
float4 _output_S13027 = __13_color3026;
float __15_coverage3028 = {0};
{
float4 __16_dists43029 = clamp((float4(1.0, 1.0, -1.0, -1.0) * (_sk_FragCoord3023.xyxy - _urectUniform_S2_c1_c0)), 0.0, 1.0);
float2 __17_dists23030 = ((__16_dists43029.xy + __16_dists43029.zw) - 1.0);
(__15_coverage3028 = (__17_dists23030.x * __17_dists23030.y));
}
float4 _output_S23031 = (vec4_ctor(__15_coverage3028) * gl_texture2D(_uTextureSampler_0_S2, _vTransformedCoords_8_S0, -0.474999994).x);
{
(out_sk_FragColor = (_output_S13027 * _output_S23031));
}
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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