File: C:/Users/fred/AppData/Local/Google/Chrome/User Data/GrShaderCache/f_0001bc
BPLG �� XC cc2d90bda90a37d5 � b ANGLE (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_RTAdjust
umatrix_S1_c0 ublend_S2 uDstTextureCoords_S0
u_skRTFlip uDstTextureSampler_S0 uTextureSampler_0_S1
_usk_RTAdjust _uumatrix_S1_c0 _uublend_S2 _uuDstTextureCoords_S0 _uu_skRTFlip _uuDstTextureSampler_S0 _uuTextureSampler_0_S1 sk_FragColor _usk_FragColorR� @ ^� ^� �� %i � ���������������������������������������������������� @ @ �������������������� �������������������� ���������������� ���� ���������������� ���� ���������������� ���� ���������������� ���� ���������������� ���� � 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 )
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 : register(c1);
#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_3_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_3_S0;
return output;
}
VS_OUTPUT main(VS_INPUT input){
initAttributes(input);
(_vcolor_S0 = _color);
(gl_Position = vec4_ctor(_position, 0.0, 1.0));
{
(_vTransformedCoords_3_S0 = mul(transpose(mat3x2_ctor(_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 : TEXCOORD2;
float4 gl_FragCoord : TEXCOORD3;
noperspective float4 v0 : TEXCOORD0;
noperspective float2 v1 : TEXCOORD1;
};
#pragma warning( disable: 3556 3571 )
bool bool_ctor(float x0)
{
return bool(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 _uDstTextureCoords_S0 : register(c1);
uniform float2 _ublend_S2 : register(c2);
static const uint _uDstTextureSampler_S0 = 0;
static const uint _uTextureSampler_0_S1 = 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_3_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
static float4 __dstColor = {0, 0, 0, 0};
float f_i_Qhh3(in float3 _a);
;
float f_i_Qhh3(in float3 _a)
{
return (max(max(_a.x, _a.y), _a.z) - min(min(_a.x, _a.y), _a.z));
}
@@ 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_3_S0 = input.v1.xy;
float4 _sk_FragCoord3017 = vec4_ctor(gl_FragCoord.x, (_u_skRTFlip.x + (_u_skRTFlip.y * gl_FragCoord.y)), gl_FragCoord.z, gl_FragCoord.w);
float4 _outputColor_S03018 = _vcolor_S0;
float2 __dstTexCoord3019 = ((_sk_FragCoord3017.xy - _uDstTextureCoords_S0.xy) * _uDstTextureCoords_S0.zw);
(__dstColor = gl_texture2D(_uDstTextureSampler_S0, __dstTexCoord3019, -0.474999994));
float4 _output_S13020 = (gl_texture2D(_uTextureSampler_0_S1, _vTransformedCoords_3_S0, -0.474999994) * _outputColor_S03018.w);
{
float __1_d3021 = (__dstColor.w * _output_S13020.w);
float3 __2_e3022 = (_output_S13020.xyz * __dstColor.w);
float3 __3_f3023 = (__dstColor.xyz * _output_S13020.w);
float3 sbd8 = {0, 0, 0};
if (bool_ctor(_ublend_S2.x))
{
(sbd8 = __3_f3023);
}
else
{
(sbd8 = __2_e3022);
}
float3 __4_g3024 = sbd8;
float3 sbd9 = {0, 0, 0};
if (bool_ctor(_ublend_S2.x))
{
(sbd9 = __2_e3022);
}
else
{
(sbd9 = __3_f3023);
}
float3 __5_h3025 = sbd9;
if (bool_ctor(_ublend_S2.y))
{
float __6_c3026 = min(min(__4_g3024.x, __4_g3024.y), __4_g3024.z);
float __7_d3027 = max(max(__4_g3024.x, __4_g3024.y), __4_g3024.z);
float3 sbda = {0, 0, 0};
if ((__7_d3027 > __6_c3026))
{
(sbda = (((__4_g3024 - __6_c3026) * f_i_Qhh3(__5_h3025)) / (__7_d3027 - __6_c3026)));
}
else
{
(sbda = float3(0.0, 0.0, 0.0));
}
(__4_g3024 = sbda);
(__5_h3025 = __3_f3023);
}
float __8_d3028 = dot(float3(0.300000012, 0.589999974, 0.109999999), __5_h3025);
float3 __9_e3029 = ((__8_d3028 - dot(float3(0.300000012, 0.589999974, 0.109999999), __4_g3024)) + __4_g3024);
float __10_f3030 = min(min(__9_e3029.x, __9_e3029.y), __9_e3029.z);
float __11_g3031 = max(max(__9_e3029.x, __9_e3029.y), __9_e3029.z);
if (((__10_f3030 < 0.0) && (__8_d3028 != __10_f3030)))
{
(__9_e3029 = (__8_d3028 + ((__9_e3029 - __8_d3028) * (__8_d3028 / (((__8_d3028 - __10_f3030) + 6.10351562e-05) + 9.99999994e-09)))));
}
if (((__11_g3031 > __1_d3021) && (__11_g3031 != __8_d3028)))
{
(__9_e3029 = (__8_d3028 + (((__9_e3029 - __8_d3028) * (__1_d3021 - __8_d3028)) / (((__11_g3031 - __8_d3028) + 6.10351562e-05) + 9.99999994e-09))));
}
(out_sk_FragColor = vec4_ctor(((((__9_e3029 + __dstColor.xyz) - __3_f3023) + _output_S13020.xyz) - __2_e3022), ((_output_S13020.w + __dstColor.w) - __1_d3021)));
}
return generateOutput();
}
R� out_sk_FragColor out_sk_FragColor struct 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
}
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