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BPLG��*Pcc2d90bda90a37d5�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_c0_c1uthreshold_S1_c0_c0_c0_c0_c0	urange_S1uleftBorderColor_S1_c0_c0urightBorderColor_S1_c0_c0
u_skRTFlipuscale_S1_c0_c0_c0_c0_c0[0]ubias_S1_c0_c0_c0_c0_c0[0]uDstTF_S1_c0_c0_c0[0]
umatrix_S1_c1uTextureSampler_0_S1
_usk_RTAdjust_uumatrix_S1_c0_c0_c1_uuthreshold_S1_c0_c0_c0_c0_c0_uurange_S1_uuleftBorderColor_S1_c0_c0_uurightBorderColor_S1_c0_c0_uu_skRTFlip_uuscale_S1_c0_c0_c0_c0_c0[0]_uubias_S1_c0_c0_c0_c0_c0[0]_uuDstTF_S1_c0_c0_c0[0]_uumatrix_S1_c1_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_c0_c1 : 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_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_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_8_S0 = mul(transpose(mat3x2_ctor(_umatrix_S1_c0_c0_c1)), 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 )
float2 vec2_ctor(float x0, float x1)
{
    return float2(x0, x1);
}
float3 vec3_ctor(float x0, float x1, float x2)
{
    return float3(x0, x1, x2);
}
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, 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 _uscale_S1_c0_c0_c0_c0_c0[2] : register(c1);
uniform float4 _ubias_S1_c0_c0_c0_c0_c0[2] : register(c3);
uniform float _uthreshold_S1_c0_c0_c0_c0_c0 : register(c5);
uniform float _uDstTF_S1_c0_c0_c0[7] : register(c6);
uniform float4 _uleftBorderColor_S1_c0_c0 : register(c13);
uniform float4 _urightBorderColor_S1_c0_c0 : register(c14);
uniform float3x3 _umatrix_S1_c1 : register(c15);
uniform float _urange_S1 : register(c18);
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
// Varyings
static noperspective float4 _vcolor_S0 = {0, 0, 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[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
float3 f_css_oklab_to_linear_srgb_Qh3h3(in float3 _a);
;
float3 f_css_oklab_to_linear_srgb_Qh3h3(in float3 _a)
{
float _b3019 = ((_a.x + (0.396337777 * _a.y)) + (0.215803757 * _a.z));
float _c3020 = ((_a.x - (0.105561346 * _a.y)) - (0.0638541728 * _a.z));
float _d3021 = ((_a.x - (0.0894841775 * _a.y)) - (1.29148555 * _a.z));
float _e3022 = ((_b3019 * _b3019) * _b3019);
float _f3023 = ((_c3020 * _c3020) * _c3020);
float _g3024 = ((_d3021 * _d3021) * _d3021);
return vec3_ctor((((4.0767417 * _e3022) - (3.3077116 * _f3023)) + (0.230969936 * _g3024)), (((-1.26843798 * _e3022) + (2.60975742 * _f3023)) - (0.341319382 * _g3024)), (((-0.00419608643 * _e3022) - (0.703418612 * _f3023)) + (1.70761466 * _g3024)));
}
float f_dst_tf_S1_c0_c0_c0_ff(in float _x)
{
float _G3027 = _uDstTF_S1_c0_c0_c0[0];
float _A3028 = _uDstTF_S1_c0_c0_c0[1];
float _B3029 = _uDstTF_S1_c0_c0_c0[2];
float _C3030 = _uDstTF_S1_c0_c0_c0[3];
float _D3031 = _uDstTF_S1_c0_c0_c0[4];
float _E3032 = _uDstTF_S1_c0_c0_c0[5];
float _F3033 = _uDstTF_S1_c0_c0_c0[6];
float _s3034 = sign(_x);
(_x = abs(_x));
float sbee = {0};
if ((_x < _D3031))
{
(sbee = ((_C3030 * _x) + _F3033));
}
else
{
(sbee = (pow(((_A3028 * _x) + _B3029), _G3027) + _E3032));
}
(_x = sbee);
return (_s3034 * _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_8_S0 = input.v1.xy;

float4 _sk_FragCoord3036 = vec4_ctor(gl_FragCoord.x, (_u_skRTFlip.x + (_u_skRTFlip.y * gl_FragCoord.y)), gl_FragCoord.z, gl_FragCoord.w);
float4 _outputColor_S03037 = _vcolor_S0;
float4 __60_tmp_7_inColor3038 = _outputColor_S03037;
float4 __61_input3039 = __60_tmp_7_inColor3038;
float4 __62_tmp_5_inColor3040 = __61_input3039;
float2 __64_tmp_4_coords3041 = _vTransformedCoords_8_S0;
float4 __65_t3042 = vec4_ctor((__64_tmp_4_coords3041.x + 9.99999975e-06), 1.0, 0.0, 0.0);
float4 __66_outColor3043 = {0, 0, 0, 0};
if ((__65_t3042.x < 0.0))
{
(__66_outColor3043 = _uleftBorderColor_S1_c0_c0);
}
else
{
if ((__65_t3042.x > 1.0))
{
(__66_outColor3043 = _urightBorderColor_S1_c0_c0);
}
else
{
float4 __67_input3044 = __62_tmp_5_inColor3040;
float2 __69_tmp_1_coords3045 = vec2_ctor(__65_t3042.x, 0.0);
float __70_t3046 = __69_tmp_1_coords3045.x;
float4 __71_s3047 = {0, 0, 0, 0};
float4 __72_b3048 = {0, 0, 0, 0};
if ((__70_t3046 < _uthreshold_S1_c0_c0_c0_c0_c0))
{
(__71_s3047 = _uscale_S1_c0_c0_c0_c0_c0[0]);
(__72_b3048 = _ubias_S1_c0_c0_c0_c0_c0[0]);
}
else
{
(__71_s3047 = _uscale_S1_c0_c0_c0_c0_c0[1]);
(__72_b3048 = _ubias_S1_c0_c0_c0_c0_c0[1]);
}
(__67_input3044 = ((__70_t3046 * __71_s3047) + __72_b3048));
float4 __74_a3049 = __67_input3044;
{
(__74_a3049 = vec4_ctor((__74_a3049.xyz / max(__74_a3049.w, 9.99999975e-05)), __74_a3049.w));
}
{
(__74_a3049.xyz = f_css_oklab_to_linear_srgb_Qh3h3(__74_a3049.xyz));
}
float4 __75_color3050 = __74_a3049;
(__75_color3050.x = f_dst_tf_S1_c0_c0_c0_ff(__75_color3050.x));
(__75_color3050.y = f_dst_tf_S1_c0_c0_c0_ff(__75_color3050.y));
(__75_color3050.z = f_dst_tf_S1_c0_c0_c0_ff(__75_color3050.z));
(__75_color3050.xyz *= __75_color3050.w);
(__66_outColor3043 = __75_color3050);
}
}
(__61_input3039 = __66_outColor3043);
float4 __77_color3051 = __61_input3039;
float __78_value3052 = (gl_texture2D(_uTextureSampler_0_S1, mul(transpose(mat3x2_ctor(_umatrix_S1_c1)), vec3_ctor(_sk_FragCoord3036.xy, 1.0)), -0.474999994).x - 0.5);
float4 _output_S13053 = vec4_ctor(clamp((__77_color3051.xyz + (__78_value3052 * _urange_S1)), 0.0, __77_color3051.w), __77_color3051.w);
{
(out_sk_FragColor = _output_S13053);
}
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
}
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