File: C:/Users/fred/AppData/Local/Microsoft/Edge/User Data/GrShaderCache/f_000090
BPLG �� /@ 6f8581dbef67b2fb � 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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_upositionP� color _ucolorR� ��� ������ ��� ������ ��� ������ ��� ������ ��� ������ ��� ������ ��� ������ ��� ������ ��� ������ ��� ������ * ���� ������ sk_RTAdjust ucornerRadius_S1_c0 ublurRadius_S1_c0 uradiusPlusHalf_S2_c0 uradiusPlusHalf_S2
u_skRTFlip umatrix_S1_c0_c0 uproxyRect_S1_c0 uinnerRect_S2_c0
uinnerRect_S2 uTextureSampler_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_FragColor out_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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