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BPLG��/@6f8581dbef67b2fb�bANGLE (Intel, Intel(R) HD Graphics 530 (0x00001912) Direct3D11 vs_5_0 ps_5_0, D3D11-20.19.15.4549)��@

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_upositionP�color_ucolorR�������������������������������������������������������	������������������������������������*����������sk_RTAdjustucornerRadius_S1_c0ublurRadius_S1_c0uradiusPlusHalf_S2_c0uradiusPlusHalf_S2
u_skRTFlipumatrix_S1_c0_c0uproxyRect_S1_c0uinnerRect_S2_c0
uinnerRect_S2uTextureSampler_0_S1
_usk_RTAdjust_uucornerRadius_S1_c0_uublurRadius_S1_c0_uuradiusPlusHalf_S2_c0_uuradiusPlusHalf_S2_uu_skRTFlip_uumatrix_S1_c0_c0_uuproxyRect_S1_c0_uuinnerRect_S2_c0_uuinnerRect_S2_uuTextureSampler_0_S1	
sk_FragColor_usk_FragColorR�@^���%i���������������������������������������������������������@@������������������������������������������������������������������������������������������������
����������������������������������������������������������������������������������������������������	�������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
};
#pragma warning( disable: 3556 3571 )
float4 vec4_ctor(float2 x0, float x1, float x2)
{
    return float4(x0, x1, x2);
}
// Uniforms

uniform float4 _sk_RTAdjust : register(c0);
#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 float4 gl_Position = float4(0, 0, 0, 0);

// Varyings
static noperspective float4 _vcolor_S0 = {0, 0, 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;

    return output;
}

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

(_vcolor_S0 = _color);
(gl_Position = vec4_ctor(_position, 0.0, 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 : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
};

#pragma warning( disable: 3556 3571 )
float2 vec2_ctor(float x0)
{
    return float2(x0, x0);
}
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);
}
// Uniforms

uniform float2 _u_skRTFlip : register(c0);
uniform float3x3 _umatrix_S1_c0_c0 : register(c1);
uniform float _ucornerRadius_S1_c0 : register(c4);
uniform float4 _uproxyRect_S1_c0 : register(c5);
uniform float _ublurRadius_S1_c0 : register(c6);
uniform float4 _uinnerRect_S2_c0 : register(c7);
uniform float2 _uradiusPlusHalf_S2_c0 : register(c8);
uniform float4 _uinnerRect_S2 : register(c9);
uniform float2 _uradiusPlusHalf_S2 : register(c10);
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 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;
    _vcolor_S0 = input.v0;

float4 _sk_FragCoord3014 = vec4_ctor(gl_FragCoord.x, (_u_skRTFlip.x + (_u_skRTFlip.y * gl_FragCoord.y)), gl_FragCoord.z, gl_FragCoord.w);
float4 _outputColor_S03015 = _vcolor_S0;
float2 __13_translatedFragPosFloat3016 = (_sk_FragCoord3014.xy - _uproxyRect_S1_c0.xy);
float2 __14_proxyCenter3017 = ((_uproxyRect_S1_c0.zw - _uproxyRect_S1_c0.xy) * 0.5);
float __15_edgeSize3018 = (((2.0 * _ublurRadius_S1_c0) + _ucornerRadius_S1_c0) + 0.5);
(__13_translatedFragPosFloat3016 -= __14_proxyCenter3017);
float2 __16_fragDirection3019 = sign(__13_translatedFragPosFloat3016);
(__13_translatedFragPosFloat3016 = abs(__13_translatedFragPosFloat3016));
float2 __17_translatedFragPosHalf3020 = (__13_translatedFragPosFloat3016 - (__14_proxyCenter3017 - __15_edgeSize3018));
(__17_translatedFragPosHalf3020 = max(__17_translatedFragPosHalf3020, 0.0));
(__17_translatedFragPosHalf3020 *= __16_fragDirection3019);
(__17_translatedFragPosHalf3020 += vec2_ctor(__15_edgeSize3018));
float2 __18_proxyDims3021 = vec2_ctor((2.0 * __15_edgeSize3018));
float2 __19_texCoord3022 = (__17_translatedFragPosHalf3020 / __18_proxyDims3021);
float4 _output_S13023 = vec4_ctor(0.0, 0.0, 0.0, gl_texture2D(_uTextureSampler_0_S1, mul(transpose(mat3x2_ctor(_umatrix_S1_c0_c0)), vec3_ctor(__19_texCoord3022, 1.0)), -0.474999994).x).wwww;
float2 __20_dxy03024 = (_uinnerRect_S2.xy - _sk_FragCoord3014.xy);
float2 __21_dxy13025 = (_sk_FragCoord3014.xy - _uinnerRect_S2.zw);
float2 __22_dxy3026 = max(max(__20_dxy03024, __21_dxy13025), 0.0);
float __23_alpha3027 = clamp((_uradiusPlusHalf_S2.x - length(__22_dxy3026)), 0.0, 1.0);
float2 __24_dxy03028 = (_uinnerRect_S2_c0.xy - _sk_FragCoord3014.xy);
float2 __25_dxy13029 = (_sk_FragCoord3014.xy - _uinnerRect_S2_c0.zw);
float2 __26_dxy3030 = max(max(__24_dxy03028, __25_dxy13029), 0.0);
float __27_alpha3031 = clamp((_uradiusPlusHalf_S2_c0.x - length(__26_dxy3030)), 0.0, 1.0);
(__27_alpha3031 = (1.0 - __27_alpha3031));
float4 _output_S23032 = ((_output_S13023 * __27_alpha3031) * __23_alpha3027);
{
(out_sk_FragColor = (_outputColor_S03015 * _output_S23032));
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColor�struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
};

void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput)
{
    output.gl_Position = input.gl_Position;
    output.v0 = input.v0; 
    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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