File: C:/Users/fred/AppData/Local/Google/Chrome/User Data/GrShaderCache/f_0001ec
BPLG �� VF 0f09424e7ee81403 � b ANGLE (Intel, Intel(R) HD Graphics 530 (0x00001912) Direct3D11 vs_5_0 ps_5_0, D3D11-20.19.15.4549) �� @
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inPosition _uinPositionP� inColor _uinColorR� inTextureCoords _uinTextureCoordsƍ
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u_skRTFlip uscale_S1_c0_c0_c0[0] ubias_S1_c0_c0_c0[0]
uinnerRect_S2 uTextureSampler_0_S0
_usk_RTAdjust _uuAtlasSizeInv_S0 _uulocalMatrix_S0 _uumatrix_S1_c0_c1 _uuthreshold_S1_c0_c0_c0 _uuradiusPlusHalf_S2 _uuleftBorderColor_S1_c0 _uurightBorderColor_S1_c0 _uu_skRTFlip _uuscale_S1_c0_c0_c0[0] _uubias_S1_c0_c0_c0[0] _uuinnerRect_S2 _uuTextureSampler_0_S0
sk_FragColor _usk_FragColorR� @ ^� �� %i � ���������������������������������������������������� @ @
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{
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: 3081 3556 3557 3571 )
float float_ctor_int(int x0)
{
return float(x0);
}
float float_ctor_uint(uint x0)
{
return float(x0);
}
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(float2 x0, float x1, float x2)
{
return float4(x0, x1, x2);
}
// Uniforms
uniform float4 _sk_RTAdjust : register(c0);
uniform float2 _uAtlasSizeInv_S0 : register(c1);
uniform float4 _ulocalMatrix_S0 : register(c2);
uniform float3x3 _umatrix_S1_c0_c1 : register(c3);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif
// Attributes
static float2 _inPosition = {0, 0};
static float4 _inColor = {0, 0, 0, 0};
static uint2 _inTextureCoords = {0, 0};
static float4 gl_Position = float4(0, 0, 0, 0);
// Varyings
static noperspective float2 _vTextureCoords_S0 = {0, 0};
static noperspective float _vTexIndex_S0 = {0};
static noperspective float4 _vinColor_S0 = {0, 0, 0, 0};
static noperspective float2 _vTransformedCoords_6_S0 = {0, 0};
cbuffer DriverConstants : register(b1)
{
float2 dx_ViewScale : packoffset(c1);
float clipControlOrigin : packoffset(c1.z);
float clipControlZeroToOne : packoffset(c1.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 = _vinColor_S0;
output.v1 = _vTextureCoords_S0;
output.v2 = _vTransformedCoords_6_S0;
return output;
}
VS_OUTPUT main(VS_INPUT input){
initAttributes(input);
int _texIdx3013 = {0};
float2 _unormTexCoords3014 = vec2_ctor(float_ctor_uint(_inTextureCoords.x), float_ctor_uint(_inTextureCoords.y));
(_vTextureCoords_S0 = (_unormTexCoords3014 * _uAtlasSizeInv_S0));
(_vTexIndex_S0 = float_ctor_int(_texIdx3013));
(_vinColor_S0 = _inColor);
float2 __tmp_0_inPosition3015 = ((_ulocalMatrix_S0.xz * _inPosition) + _ulocalMatrix_S0.yw);
(gl_Position = vec4_ctor(_inPosition, 0.0, 1.0));
{
(_vTransformedCoords_6_S0 = mul(transpose(mat3x2_ctor(_umatrix_S1_c0_c1)), vec3_ctor(__tmp_0_inPosition3015, 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: 3081 3556 3557 3571 )
float2 vec2_ctor(float x0, float x1)
{
return float2(x0, x1);
}
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 _uscale_S1_c0_c0_c0[2] : register(c1);
uniform float4 _ubias_S1_c0_c0_c0[2] : register(c3);
uniform float _uthreshold_S1_c0_c0_c0 : register(c5);
uniform float4 _uleftBorderColor_S1_c0 : register(c6);
uniform float4 _urightBorderColor_S1_c0 : register(c7);
uniform float4 _uinnerRect_S2 : register(c8);
uniform float2 _uradiusPlusHalf_S2 : register(c9);
static const uint _uTextureSampler_0_S0 = 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 float2 _vTextureCoords_S0 = {0, 0};
static noperspective float4 _vinColor_S0 = {0, 0, 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.dx_Position.z;
gl_FragCoord.w = rhw;
_vinColor_S0 = input.v0;
_vTextureCoords_S0 = input.v1.xy;
_vTransformedCoords_6_S0 = input.v2.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 = _vinColor_S0;
float4 _texColor3019 = gl_texture2D(_uTextureSampler_0_S0, _vTextureCoords_S0, -0.474999994).xxxx;
float4 _outputCoverage_S03020 = _texColor3019;
float4 __27_input3021 = _outputColor_S03018;
float2 __30_tmp_3_coords3022 = _vTransformedCoords_6_S0;
float4 __31_t3023 = vec4_ctor((__30_tmp_3_coords3022.x + 9.99999975e-06), 1.0, 0.0, 0.0);
float4 __32_outColor3024 = {0, 0, 0, 0};
if ((__31_t3023.x < 0.0))
{
(__32_outColor3024 = _uleftBorderColor_S1_c0);
}
else
{
if ((__31_t3023.x > 1.0))
{
(__32_outColor3024 = _urightBorderColor_S1_c0);
}
else
{
float2 __34_tmp_1_coords3025 = vec2_ctor(__31_t3023.x, 0.0);
float __35_t3026 = __34_tmp_1_coords3025.x;
float4 __36_s3027 = {0, 0, 0, 0};
float4 __37_b3028 = {0, 0, 0, 0};
if ((__35_t3026 < _uthreshold_S1_c0_c0_c0))
{
(__36_s3027 = _uscale_S1_c0_c0_c0[0]);
(__37_b3028 = _ubias_S1_c0_c0_c0[0]);
}
else
{
(__36_s3027 = _uscale_S1_c0_c0_c0[1]);
(__37_b3028 = _ubias_S1_c0_c0_c0[1]);
}
float4 __38_color3029 = ((__35_t3026 * __36_s3027) + __37_b3028);
(__38_color3029.xyz *= __38_color3029.w);
(__32_outColor3024 = __38_color3029);
}
}
(__27_input3021 = __32_outColor3024);
float4 _output_S13030 = __27_input3021;
float2 __40_dxy03031 = (_uinnerRect_S2.xy - _sk_FragCoord3017.xy);
float2 __41_dxy13032 = (_sk_FragCoord3017.xy - _uinnerRect_S2.zw);
float2 __42_dxy3033 = max(max(__40_dxy03031, __41_dxy13032), 0.0);
float __43_alpha3034 = clamp((_uradiusPlusHalf_S2.x - length(__42_dxy3033)), 0.0, 1.0);
float4 _output_S23035 = (_outputCoverage_S03020 * __43_alpha3034);
{
(out_sk_FragColor = (_output_S13030 * _output_S23035));
}
return generateOutput();
}
R� out_sk_FragColor out_sk_FragColor o struct 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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