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BPLG��8@55b9cf57db4d5a7e�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_RTAdjust
umatrix_S1_c0uDstTextureCoords_S0
u_skRTFlipuDstTextureSampler_S0uTextureSampler_0_S1
_usk_RTAdjust_uumatrix_S1_c0_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: 3081 3556 3557 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)
{
    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 = _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);
}
tstruct 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: 3081 3556 3557 3571 )
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 _uDstTextureCoords_S0 : register(c1);
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 __dstColor3004 = {0, 0, 0, 0};
float f_f_Qhh2h2(in float2 _a3015, in float2 _b3016);
;
float f_f_Qhh2h2(in float2 _a3015, in float2 _b3016)
{
if (((2.0 * _a3015.x) <= _a3015.y))
{
return (((((_b3016.x * _b3016.x) * (_a3015.y - (2.0 * _a3015.x))) / (_b3016.y + 9.99999994e-09)) + ((1.0 - _b3016.y) * _a3015.x)) + (_b3016.x * (((-_a3015.y) + (2.0 * _a3015.x)) + 1.0)));
}
else
{
if (((4.0 * _b3016.x) <= _b3016.y))
{
float _c3017 = (_b3016.x * _b3016.x);
float _e3018 = (_c3017 * _b3016.x);
float _f3019 = (_b3016.y * _b3016.y);
float _g3020 = (_f3019 * _b3016.y);
return (((((_f3019 * (_a3015.x - (_b3016.x * (((3.0 * _a3015.y) - (6.0 * _a3015.x)) - 1.0)))) + (((12.0 * _b3016.y) * _c3017) * (_a3015.y - (2.0 * _a3015.x)))) - ((16.0 * _e3018) * (_a3015.y - (2.0 * _a3015.x)))) - (_g3020 * _a3015.x)) / (_f3019 + 9.99999994e-09));
}
else
{
return ((((_b3016.x * ((_a3015.y - (2.0 * _a3015.x)) + 1.0)) + _a3015.x) - (sqrt((_b3016.y * _b3016.x)) * (_a3015.y - (2.0 * _a3015.x)))) - (_b3016.y * _a3015.x));
}
}
return 0.0;
}
@@ 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_FragCoord3022 = vec4_ctor(gl_FragCoord.x, (_u_skRTFlip.x + (_u_skRTFlip.y * gl_FragCoord.y)), gl_FragCoord.z, gl_FragCoord.w);
float4 _outputColor_S03023 = _vcolor_S0;
float2 __dstTexCoord3024 = ((_sk_FragCoord3022.xy - _uDstTextureCoords_S0.xy) * _uDstTextureCoords_S0.zw);
(__dstColor3004 = gl_texture2D(_uDstTextureSampler_S0, __dstTexCoord3024, -0.474999994));
float4 _output_S13025 = (gl_texture2D(_uTextureSampler_0_S1, _vTransformedCoords_3_S0, -0.474999994) * _outputColor_S03023.w);
{
float4 sbd2 = {0, 0, 0, 0};
if ((__dstColor3004.w == 0.0))
{
(sbd2 = _output_S13025);
}
else
{
(sbd2 = vec4_ctor(f_f_Qhh2h2(_output_S13025.xw, __dstColor3004.xw), f_f_Qhh2h2(_output_S13025.yw, __dstColor3004.yw), f_f_Qhh2h2(_output_S13025.zw, __dstColor3004.zw), (_output_S13025.w + ((1.0 - _output_S13025.w) * __dstColor3004.w))));
}
(out_sk_FragColor = sbd2);
}
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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