HEX
Server: Apache/2.4.46 (Win64) OpenSSL/1.1.1j PHP/8.4.25
System: Windows NT DESKTOP-4TAV2RJ 10.0 build 19045 (Windows 10) AMD64
User: fred (0)
PHP: 8.4.25
Disabled: NONE
Upload Files
File: C:/Users/fred/AppData/Local/Microsoft/Olk/EBWebView/GrShaderCache/data_3
���T1�	�w�w�wwwww����w�w�ww�wwww��w�w�wwBPLG���3928d0dc739b5a83sbANGLE (Intel, Intel(R) HD Graphics 530 (0x00001912) Direct3D11 vs_5_0 ps_5_0, D3D11-20.19.15.4549)��@������������������,,position
_upositionP�color_ucolorR����������sk_RTAdjust
_usk_RTAdjustsk_FragColor_usk_FragColorR�@��%i���������������������������������������������������������<<���������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    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

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// 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.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;
    noperspective float4 v0 : TEXCOORD0;
};

#pragma warning( disable: 3556 3571 )
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

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

static float4 out_sk_FragColor = {0, 0, 0, 0};

cbuffer DriverConstants : register(b1)
{
    uint dx_Misc : packoffset(c2.w);
};

@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){
    _vcolor_S0 = input.v0;

float4 _outputColor_S03004 = _vcolor_S0;
{
(out_sk_FragColor = _outputColor_S03004);
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColorstruct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    noperspective float4 v0 : TEXCOORD0;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    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; 
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
���DXBC%r���_i�Ay=�P�4L�<RDEF��<����RD11< ($|�$GlobalsDriverConstants���|��(@���������_sk_RTAdjustfloat4����������� ��������80��������E8`���������<`��������dx_ViewAdjustdx_ViewCoordsfloat2�dx_ViewScaleclipControlOriginfloat���WclipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGND88TEXCOORD���OSGNhP\\SV_PositionTEXCOORD���SHEXxP^jYF� YF� _2_�g� e� e� h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?6� 6� F6B @6� F>STAT�
�$DXBC5�[	���Ux����$4�D�RDEFd<���<RD11< ($Microsoft (R) HLSL Shader Compiler 10.1ISGNhP\\SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX<Pjb �e� 6� F>STAT�BPLG���3928d0dc739b5a83sbANGLE (Intel, Intel(R) HD Graphics 530 (0x00001912) Direct3D11 vs_5_0 ps_5_0, D3D11-20.19.15.4549)��@������������������,,position
_upositionP�color_ucolorR����������sk_RTAdjust
_usk_RTAdjustsk_FragColor_usk_FragColorR�@��%i���������������������������������������������������������<<���������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    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

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// 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.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;
    noperspective float4 v0 : TEXCOORD0;
};

#pragma warning( disable: 3556 3571 )
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

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

static float4 out_sk_FragColor = {0, 0, 0, 0};

cbuffer DriverConstants : register(b1)
{
    uint dx_Misc : packoffset(c2.w);
};

@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){
    _vcolor_S0 = input.v0;

float4 _outputColor_S03004 = _vcolor_S0;
{
(out_sk_FragColor = _outputColor_S03004);
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColorstruct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    noperspective float4 v0 : TEXCOORD0;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    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; 
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
���DXBC%r���_i�Ay=�P�4L�<RDEF��<����RD11< ($|�$GlobalsDriverConstants���|��(@���������_sk_RTAdjustfloat4����������� ��������80��������E8`���������<`��������dx_ViewAdjustdx_ViewCoordsfloat2�dx_ViewScaleclipControlOriginfloat���WclipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGND88TEXCOORD���OSGNhP\\SV_PositionTEXCOORD���SHEXxP^jYF� YF� _2_�g� e� e� h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?6� 6� F6B @6� F>STAT�
�$DXBC5�[	���Ux����$4�D�RDEFd<���<RD11< ($Microsoft (R) HLSL Shader Compiler 10.1ISGNhP\\SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX<Pjb �e� 6� F>STAT�BPLG��l(3928d0dc739b5a83sbANGLE (Intel, Intel(R) HD Graphics 530 (0x00001912) Direct3D11 vs_5_0 ps_5_0, D3D11-20.19.15.4549)��@������������������,,
inPosition_uinPositionP�inColor	_uinColorR�inTextureCoords_uinTextureCoordsƍ������������������*����������sk_RTAdjustuAtlasSizeInv_S0uTextureSampler_0_S0
_usk_RTAdjust_uuAtlasSizeInv_S0_uuTextureSampler_0_S0sk_FragColor_usk_FragColorR�@^���%i�����������������������������������������������������<<�������������������������������������������������������������	struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float2 v1 : TEXCOORD1;
};
#pragma warning( disable: 3556 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);
}
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);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// 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};

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.v0 = _vinColor_S0;
    output.v1 = _vTextureCoords_S0;

    return output;
}

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

int _texIdx3010 = {0};
float2 _unormTexCoords3011 = vec2_ctor(float_ctor_uint(_inTextureCoords.x), float_ctor_uint(_inTextureCoords.y));
(_vTextureCoords_S0 = (_unormTexCoords3011 * _uAtlasSizeInv_S0));
(_vTexIndex_S0 = float_ctor_int(_texIdx3010));
(_vinColor_S0 = _inColor);
(gl_Position = vec4_ctor(_inPosition, 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 : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float2 v1 : TEXCOORD1;
};

#pragma warning( disable: 3556 3571 )
// Uniforms

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

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Varyings
static noperspective float2 _vTextureCoords_S0 = {0, 0};
static noperspective float4 _vinColor_S0 = {0, 0, 0, 0};

static float4 out_sk_FragColor = {0, 0, 0, 0};

cbuffer DriverConstants : register(b1)
{
    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);
}

@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){
    _vinColor_S0 = input.v0;
    _vTextureCoords_S0 = input.v1.xy;

float4 _outputColor_S03007 = _vinColor_S0;
float4 _texColor3008 = gl_texture2D(_uTextureSampler_0_S0, _vTextureCoords_S0, -0.5).xxxx;
float4 _outputCoverage_S03009 = _texColor3008;
{
(out_sk_FragColor = (_outputColor_S03007 * _outputCoverage_S03009));
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColor�struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float2 v1 : TEXCOORD1;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    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; 
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
����DXBC��� �/a��K�hc��4<�(�RDEF�<����RD11< ($|�$GlobalsDriverConstants���|� ��@,��������Pl��������_sk_RTAdjustfloat4%_uAtlasSizeInv_S0float2���bX,��������f l��������t0l���������8����������<���������dx_ViewAdjustdx_ViewCoordsdx_ViewScaleclipControlOriginfloat����clipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGN\PPPTEXCOORD���OSGN�htttSV_PositionTEXCOORD���SHEX�PqjYF� YF� _2_�_2g� e� e� e2 h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?6� 6� F6B @6� FV2F82 FF� >STAT��DXBCE�p4@��I[���4���hRDEF�<����RD11< ($|�����
samplers2D[0]textures2D[0]Microsoft (R) HLSL Shader Compiler 10.1ISGN�htttSV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX�P*jZ`XpUUb �b 2e� hJ���CUFF~`@�8� F>STAT�BPLG���3928d0dc739b5a83sbANGLE (Intel, Intel(R) HD Graphics 530 (0x00001912) Direct3D11 vs_5_0 ps_5_0, D3D11-20.19.15.4549)��@������������������,,position
_upositionP�color_ucolorR����������sk_RTAdjust
_usk_RTAdjustsk_FragColor_usk_FragColorR�@��%i���������������������������������������������������������<<���������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    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

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// 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.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;
    noperspective float4 v0 : TEXCOORD0;
};

#pragma warning( disable: 3556 3571 )
float4 vec4_ctor(float x0, float x1, float x2, float x3)
{
    return float4(x0, x1, x2, x3);
}
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

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

static float4 out_sk_FragColor = {0, 0, 0, 0};

cbuffer DriverConstants : register(b1)
{
    uint dx_Misc : packoffset(c2.w);
};

@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){
    _vcolor_S0 = input.v0;

float4 _outputColor_S03004 = _vcolor_S0;
{
(out_sk_FragColor = _outputColor_S03004);
(out_sk_FragColor = vec4_ctor(out_sk_FragColor.w, 0.0, 0.0, 0.0));
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColorstruct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    noperspective float4 v0 : TEXCOORD0;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    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; 
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
���DXBC%r���_i�Ay=�P�4L�<RDEF��<����RD11< ($|�$GlobalsDriverConstants���|��(@���������_sk_RTAdjustfloat4����������� ��������80��������E8`���������<`��������dx_ViewAdjustdx_ViewCoordsfloat2�dx_ViewScaleclipControlOriginfloat���WclipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGND88TEXCOORD���OSGNhP\\SV_PositionTEXCOORD���SHEXxP^jYF� YF� _2_�g� e� e� h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?6� 6� F6B @6� F>STAT�
�DDXBC<�c�('eIx�e�D4�D�RDEFd<���<RD11< ($Microsoft (R) HLSL Shader Compiler 10.1ISGNhP\\SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX\Pjb �e� 6 :6� @>STAT�BPLG���27ba54ba45453923|bANGLE (Intel, Intel(R) HD Graphics 530 (0x00001912) Direct3D11 vs_5_0 ps_5_0, D3D11-20.19.15.4549)��@������������������,,position
_upositionP�color_ucolorR����������sk_RTAdjust
_usk_RTAdjustsk_FragColor_usk_FragColorR�@��%i���������������������������������������������������������<<���������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    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

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// 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.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;
    noperspective float4 v0 : TEXCOORD0;
};

#pragma warning( disable: 3556 3571 )
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

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

static float4 out_sk_FragColor = {0, 0, 0, 0};

cbuffer DriverConstants : register(b1)
{
    uint dx_Misc : packoffset(c2.w);
};

@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){
    _vcolor_S0 = input.v0;

float4 _outputColor_S03004 = _vcolor_S0;
{
(out_sk_FragColor = _outputColor_S03004);
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColorstruct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    noperspective float4 v0 : TEXCOORD0;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    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; 
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
���DXBC%r���_i�Ay=�P�4L�<RDEF��<����RD11< ($|�$GlobalsDriverConstants���|��(@���������_sk_RTAdjustfloat4����������� ��������80��������E8`���������<`��������dx_ViewAdjustdx_ViewCoordsfloat2�dx_ViewScaleclipControlOriginfloat���WclipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGND88TEXCOORD���OSGNhP\\SV_PositionTEXCOORD���SHEXxP^jYF� YF� _2_�g� e� e� h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?6� 6� F6B @6� F>STAT�
�$DXBC5�[	���Ux����$4�D�RDEFd<���<RD11< ($Microsoft (R) HLSL Shader Compiler 10.1ISGNhP\\SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX<Pjb �e� 6� F>STAT�BPLG��s 3928d0dc739b5a83sbANGLE (Intel, Intel(R) HD Graphics 530 (0x00001912) Direct3D11 vs_5_0 ps_5_0, D3D11-20.19.15.4549)��@������������������,,
inPosition_uinPositionP�
inCoverage_uinCoverage���������sk_RTAdjust
_usk_RTAdjust�����sk_FragColor_usk_FragColorR�@��%i���������������������������������������������������������<<��������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    noperspective float 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

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Attributes
static float2 _inPosition = {0, 0};
static float _inCoverage = {0};

static float4 gl_Position = float4(0, 0, 0, 0);

// Varyings
static noperspective float _vinCoverage_S0 = {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.v0 = _vinCoverage_S0;

    return output;
}

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

float2 __tmp_1_inPosition3006 = _inPosition;
(_vinCoverage_S0 = _inCoverage);
(gl_Position = vec4_ctor(__tmp_1_inPosition3006, 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;
    noperspective float v0 : TEXCOORD0;
};

#pragma warning( disable: 3556 3571 )
float4 vec4_ctor(float x0)
{
    return float4(x0, x0, x0, x0);
}
float4 vec4_ctor(float x0, float x1, float x2, float x3)
{
    return float4(x0, x1, x2, x3);
}
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Varyings
static noperspective float _vinCoverage_S0 = {0};

static float4 out_sk_FragColor = {0, 0, 0, 0};

cbuffer DriverConstants : register(b1)
{
    uint dx_Misc : packoffset(c2.w);
};

@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){
    _vinCoverage_S0 = input.v0.x;

float _alpha3005 = {1.0};
(_alpha3005 = _vinCoverage_S0);
float4 _outputCoverage_S03006 = vec4_ctor(_alpha3005);
{
(out_sk_FragColor = _outputCoverage_S03006);
(out_sk_FragColor = vec4_ctor(out_sk_FragColor.w, 0.0, 0.0, 0.0));
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColorstruct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    noperspective float v0 : TEXCOORD0;
};

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

void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput)
{
    output.gl_Position = input.gl_Position;
    output.v0 = input.v0; 
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
���DXBC�ɸ���
�;���4L�<RDEF��<����RD11< ($|�$GlobalsDriverConstants���|��(@���������_sk_RTAdjustfloat4����������� ��������80��������E8`���������<`��������dx_ViewAdjustdx_ViewCoordsfloat2�dx_ViewScaleclipControlOriginfloat���WclipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGND88TEXCOORD���OSGNhP\\SV_PositionTEXCOORD���SHEXxP^jYF� YF� _2_g� e� e h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?6� 6� F6B @6 
>STAT�
�DDXBC-
0���wF>-�����D4�D�RDEFd<���<RD11< ($Microsoft (R) HLSL Shader Compiler 10.1ISGNhP\\SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX\Pjb e� 6 
6� @>STAT�BPLG���43928d0dc739b5a83sbANGLE (Intel, Intel(R) HD Graphics 530 (0x00001912) Direct3D11 vs_5_0 ps_5_0, D3D11-20.19.15.4549)��@������������������,,position
_upositionP�
localCoord_ulocalCoordP����������	������������������	���������������������������*����������sk_RTAdjust
umatrix_S1uclamp_S1_c0_c0_c0umatrix_S1_c0_c0uoffsetsAndKernel_S1_c0[0]
udir_S1_c0uTextureSampler_0_S1
_usk_RTAdjust_uumatrix_S1_uuclamp_S1_c0_c0_c0_uumatrix_S1_c0_c0_uuoffsetsAndKernel_S1_c0[0]_uudir_S1_c0_uuTextureSampler_0_S1	

sk_FragColor_usk_FragColorR�@^���%i���������������������������������������������������������<<��������������������������������������������������������������������������������������������������������������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    noperspective float2 v0 : TEXCOORD0;
};
#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 : register(c1);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Attributes
static float2 _position = {0, 0};
static float2 _localCoord = {0, 0};

static float4 gl_Position = float4(0, 0, 0, 0);

// Varyings
static noperspective float2 _vTransformedCoords_2_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.v0 = _vTransformedCoords_2_S0;

    return output;
}

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

(gl_Position = vec4_ctor(_position, 0.0, 1.0));
{
(_vTransformedCoords_2_S0 = mul(transpose(mat3x2_ctor(_umatrix_S1)), 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 : TEXCOORD1;
    noperspective float2 v0 : TEXCOORD0;
};

#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(float x0, float x1, float x2, float x3)
{
    return float4(x0, x1, x2, x3);
}
// Uniforms

uniform float4 _uclamp_S1_c0_c0_c0 : register(c0);
uniform float3x3 _umatrix_S1_c0_c0 : register(c1);
uniform float4 _uoffsetsAndKernel_S1_c0[14] : register(c4);
uniform float2 _udir_S1_c0 : 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

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Varyings
static noperspective float2 _vTransformedCoords_2_S0 = {0, 0};

static float4 out_sk_FragColor = {0, 0, 0, 0};

cbuffer DriverConstants : register(b1)
{
    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);
}

@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){
    _vTransformedCoords_2_S0 = input.v0.xy;

float2 __26_tmp_1_coords3011 = _vTransformedCoords_2_S0;
float4 __27_sum3012 = {0.0, 0.0, 0.0, 0.0};
{LOOP for(int __28_i3013 = {0}; (__28_i3013 < 6); (++__28_i3013))
{
float4 __29_s3014 = _uoffsetsAndKernel_S1_c0[__28_i3013];
float2 __30_inCoord3015 = mul(transpose(mat3x2_ctor(_umatrix_S1_c0_c0)), vec3_ctor((__26_tmp_1_coords3011 + (__29_s3014.x * _udir_S1_c0)), 1.0));
float2 __31_subsetCoord3016 = {0, 0};
(__31_subsetCoord3016.x = __30_inCoord3015.x);
(__31_subsetCoord3016.y = __30_inCoord3015.y);
float2 __32_clampedCoord3017 = {0, 0};
(__32_clampedCoord3017.x = clamp(__31_subsetCoord3016.x, _uclamp_S1_c0_c0_c0.x, _uclamp_S1_c0_c0_c0.z));
(__32_clampedCoord3017.y = __31_subsetCoord3016.y);
float4 __33_textureColor3018 = vec4_ctor(0.0, 0.0, 0.0, gl_texture2D(_uTextureSampler_0_S1, __32_clampedCoord3017, -0.5).x);
(__27_sum3012 += (__29_s3014.y * __33_textureColor3018));
float2 __34_inCoord3019 = mul(transpose(mat3x2_ctor(_umatrix_S1_c0_c0)), vec3_ctor((__26_tmp_1_coords3011 + (__29_s3014.z * _udir_S1_c0)), 1.0));
float2 __35_subsetCoord3020 = {0, 0};
(__35_subsetCoord3020.x = __34_inCoord3019.x);
(__35_subsetCoord3020.y = __34_inCoord3019.y);
float2 __36_clampedCoord3021 = {0, 0};
(__36_clampedCoord3021.x = clamp(__35_subsetCoord3020.x, _uclamp_S1_c0_c0_c0.x, _uclamp_S1_c0_c0_c0.z));
(__36_clampedCoord3021.y = __35_subsetCoord3020.y);
float4 __37_textureColor3022 = vec4_ctor(0.0, 0.0, 0.0, gl_texture2D(_uTextureSampler_0_S1, __36_clampedCoord3021, -0.5).x);
(__27_sum3012 += (__29_s3014.w * __37_textureColor3022));
}
}
float4 _output_S13023 = __27_sum3012;
{
(out_sk_FragColor = _output_S13023);
(out_sk_FragColor = vec4_ctor(out_sk_FragColor.w, 0.0, 0.0, 0.0));
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColorstruct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    noperspective float2 v0 : TEXCOORD0;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    noperspective float2 v0 : TEXCOORD0;
};

void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput)
{
    output.gl_Position = input.gl_Position;
    output.v0 = input.v0; 
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
���DXBC@���q��!�A��i�4d� �RDEF(�<����RD11< ($|�$GlobalsDriverConstants���|�@��@,��������P,h��������_sk_RTAdjustfloat4%_umatrix_S1float3x3���\T,��������b x���������0x���������8����������<���������dx_ViewAdjustdx_ViewCoordsfloat2�pdx_ViewScaleclipControlOriginfloat����clipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGND88TEXCOORD���OSGNhP\\SV_PositionTEXCOORD���SHEX�PqjYF� YF� _2_2g� e� e2 h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?�?6� 6� F6B @62F F� F" F� F>STAT��pDXBCoAf��;I�A�#αup4�H|�RDEF��<���tRD11< ($������
�samplers2D[0]textures2D[0]$Globals�����0|����������,����������@���������< P��������_uclamp_S1_c0_c0_c0float4��_umatrix_S1_c0_c0float3x3��_uoffsetsAndKernel_S1_c0����_udir_S1_c0float2�HMicrosoft (R) HLSL Shader Compiler 10.1ISGNhP\\SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEXPP�jYF� Z`XpUUb 2e� h6B@�?6B@�?6�@6�@0!:@
2
�� :F� F62FF� F"F� F4

� 3
*� J���CUFF~`@�2� :
:62�
"F� F"F� F4"
� 3*� J���CU"F~`@�2�:� :
�:@6 :6� @>STAT�BPLG���43928d0dc739b5a83sbANGLE (Intel, Intel(R) HD Graphics 530 (0x00001912) Direct3D11 vs_5_0 ps_5_0, D3D11-20.19.15.4549)��@������������������,,position
_upositionP�
localCoord_ulocalCoordP����������	������������������	���������������������������*����������sk_RTAdjust
umatrix_S1uclamp_S1_c0_c0_c0umatrix_S1_c0_c0uoffsetsAndKernel_S1_c0[0]
udir_S1_c0uTextureSampler_0_S1
_usk_RTAdjust_uumatrix_S1_uuclamp_S1_c0_c0_c0_uumatrix_S1_c0_c0_uuoffsetsAndKernel_S1_c0[0]_uudir_S1_c0_uuTextureSampler_0_S1	

sk_FragColor_usk_FragColorR�@^���%i���������������������������������������������������������<<��������������������������������������������������������������������������������������������������������������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    noperspective float2 v0 : TEXCOORD0;
};
#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 : register(c1);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Attributes
static float2 _position = {0, 0};
static float2 _localCoord = {0, 0};

static float4 gl_Position = float4(0, 0, 0, 0);

// Varyings
static noperspective float2 _vTransformedCoords_2_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.v0 = _vTransformedCoords_2_S0;

    return output;
}

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

(gl_Position = vec4_ctor(_position, 0.0, 1.0));
{
(_vTransformedCoords_2_S0 = mul(transpose(mat3x2_ctor(_umatrix_S1)), 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 : TEXCOORD1;
    noperspective float2 v0 : TEXCOORD0;
};

#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(float x0, float x1, float x2, float x3)
{
    return float4(x0, x1, x2, x3);
}
// Uniforms

uniform float4 _uclamp_S1_c0_c0_c0 : register(c0);
uniform float3x3 _umatrix_S1_c0_c0 : register(c1);
uniform float4 _uoffsetsAndKernel_S1_c0[14] : register(c4);
uniform float2 _udir_S1_c0 : 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

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Varyings
static noperspective float2 _vTransformedCoords_2_S0 = {0, 0};

static float4 out_sk_FragColor = {0, 0, 0, 0};

cbuffer DriverConstants : register(b1)
{
    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);
}

@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){
    _vTransformedCoords_2_S0 = input.v0.xy;

float2 __26_tmp_1_coords3011 = _vTransformedCoords_2_S0;
float4 __27_sum3012 = {0.0, 0.0, 0.0, 0.0};
{LOOP for(int __28_i3013 = {0}; (__28_i3013 < 6); (++__28_i3013))
{
float4 __29_s3014 = _uoffsetsAndKernel_S1_c0[__28_i3013];
float2 __30_inCoord3015 = mul(transpose(mat3x2_ctor(_umatrix_S1_c0_c0)), vec3_ctor((__26_tmp_1_coords3011 + (__29_s3014.x * _udir_S1_c0)), 1.0));
float2 __31_subsetCoord3016 = {0, 0};
(__31_subsetCoord3016.x = __30_inCoord3015.x);
(__31_subsetCoord3016.y = __30_inCoord3015.y);
float2 __32_clampedCoord3017 = {0, 0};
(__32_clampedCoord3017.x = __31_subsetCoord3016.x);
(__32_clampedCoord3017.y = clamp(__31_subsetCoord3016.y, _uclamp_S1_c0_c0_c0.y, _uclamp_S1_c0_c0_c0.w));
float4 __33_textureColor3018 = vec4_ctor(0.0, 0.0, 0.0, gl_texture2D(_uTextureSampler_0_S1, __32_clampedCoord3017, -0.5).x);
(__27_sum3012 += (__29_s3014.y * __33_textureColor3018));
float2 __34_inCoord3019 = mul(transpose(mat3x2_ctor(_umatrix_S1_c0_c0)), vec3_ctor((__26_tmp_1_coords3011 + (__29_s3014.z * _udir_S1_c0)), 1.0));
float2 __35_subsetCoord3020 = {0, 0};
(__35_subsetCoord3020.x = __34_inCoord3019.x);
(__35_subsetCoord3020.y = __34_inCoord3019.y);
float2 __36_clampedCoord3021 = {0, 0};
(__36_clampedCoord3021.x = __35_subsetCoord3020.x);
(__36_clampedCoord3021.y = clamp(__35_subsetCoord3020.y, _uclamp_S1_c0_c0_c0.y, _uclamp_S1_c0_c0_c0.w));
float4 __37_textureColor3022 = vec4_ctor(0.0, 0.0, 0.0, gl_texture2D(_uTextureSampler_0_S1, __36_clampedCoord3021, -0.5).x);
(__27_sum3012 += (__29_s3014.w * __37_textureColor3022));
}
}
float4 _output_S13023 = __27_sum3012;
{
(out_sk_FragColor = _output_S13023);
(out_sk_FragColor = vec4_ctor(out_sk_FragColor.w, 0.0, 0.0, 0.0));
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColorstruct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    noperspective float2 v0 : TEXCOORD0;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    noperspective float2 v0 : TEXCOORD0;
};

void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput)
{
    output.gl_Position = input.gl_Position;
    output.v0 = input.v0; 
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
���DXBC@���q��!�A��i�4d� �RDEF(�<����RD11< ($|�$GlobalsDriverConstants���|�@��@,��������P,h��������_sk_RTAdjustfloat4%_umatrix_S1float3x3���\T,��������b x���������0x���������8����������<���������dx_ViewAdjustdx_ViewCoordsfloat2�pdx_ViewScaleclipControlOriginfloat����clipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGND88TEXCOORD���OSGNhP\\SV_PositionTEXCOORD���SHEX�PqjYF� YF� _2_2g� e� e2 h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?�?6� 6� F6B @62F F� F" F� F>STAT��pDXBC5dFa�)W%�70�gr,fp4�H|�RDEF��<���tRD11< ($������
�samplers2D[0]textures2D[0]$Globals�����0|����������,����������@���������< P��������_uclamp_S1_c0_c0_c0float4��_umatrix_S1_c0_c0float3x3��_uoffsetsAndKernel_S1_c0����_udir_S1_c0float2�HMicrosoft (R) HLSL Shader Compiler 10.1ISGNhP\\SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEXPP�jYF� Z`XpUUb 2e� h6B@�?6B@�?6�@6�@0!:@
2
�� :F� F62FF� FF� F4
� 3"
:� J���CUFF~`@�2� :
:62�
F� F"F� F4"� 3":� J���CU"F~`@�2�:� :
�:@6 :6� @>STAT�BPLG��}-3928d0dc739b5a83sbANGLE (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_S1umatrix_S2_c0_c0uTextureSampler_0_S1uTextureSampler_0_S2
_usk_RTAdjust_uumatrix_S1_uumatrix_S2_c0_c0_uuTextureSampler_0_S1_uuTextureSampler_0_S2sk_FragColor_usk_FragColorR�@^�^���%i�����������������������������������������������������<<�����������������������������������������������������������������������������������������������������	struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD3;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float2 v1 : TEXCOORD1;
    noperspective float2 v2 : TEXCOORD2;
};
#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 : register(c1);
uniform float3x3 _umatrix_S2_c0_c0 : register(c4);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// 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_2_S0 = {0, 0};
static noperspective float2 _vTransformedCoords_6_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.v0 = _vcolor_S0;
    output.v1 = _vTransformedCoords_2_S0;
    output.v2 = _vTransformedCoords_6_S0;

    return output;
}

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

(_vcolor_S0 = _color);
(gl_Position = vec4_ctor(_position, 0.0, 1.0));
{
(_vTransformedCoords_2_S0 = mul(transpose(mat3x2_ctor(_umatrix_S1)), vec3_ctor(_localCoord, 1.0)));
}
{
(_vTransformedCoords_6_S0 = mul(transpose(mat3x2_ctor(_umatrix_S2_c0_c0)), vec3_ctor(_position, 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;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float2 v1 : TEXCOORD1;
    noperspective float2 v2 : TEXCOORD2;
};

#pragma warning( disable: 3556 3571 )
// Uniforms

static const uint _uTextureSampler_0_S1 = 0;
static const uint _uTextureSampler_0_S2 = 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

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Varyings
static noperspective float4 _vcolor_S0 = {0, 0, 0, 0};
static noperspective float2 _vTransformedCoords_2_S0 = {0, 0};
static noperspective float2 _vTransformedCoords_6_S0 = {0, 0};

static float4 out_sk_FragColor = {0, 0, 0, 0};

cbuffer DriverConstants : register(b1)
{
    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);
}

@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){
    _vcolor_S0 = input.v0;
    _vTransformedCoords_2_S0 = input.v1.xy;
    _vTransformedCoords_6_S0 = input.v2.xy;

float4 _outputColor_S03010 = _vcolor_S0;
float4 _output_S13011 = gl_texture2D(_uTextureSampler_0_S1, _vTransformedCoords_2_S0, -0.5).xxxx;
float4 _output_S23012 = (_output_S13011 * gl_texture2D(_uTextureSampler_0_S2, _vTransformedCoords_6_S0, -0.5).x);
{
(out_sk_FragColor = (_outputColor_S03010 * _output_S23012));
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColor�struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD3;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float2 v1 : TEXCOORD1;
    noperspective float2 v2 : TEXCOORD2;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD3;
    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; 
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
����DXBC�%O�����V��uqa��4��RDEFd�<���9RD11< ($|�$GlobalsDriverConstants���|�p��@@T��������x,����������@,���������_sk_RTAdjustfloat4M_umatrix_S1float3x3����_umatrix_S2_c0_c0���T��������� ����������0����������8��������$<��������dx_ViewAdjustdx_ViewCoordsfloat2��dx_ViewScaleclipControlOriginfloat����clipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGN\PPPTEXCOORD���OSGN������SV_PositionTEXCOORD���SHEXdP�jYF� YF� _2_�_2g� e� e� e2 e� h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?�?6� 6� F6B @6� F62F F� F" F� F62F6B@�?B F� F� F� F>STAT���DXBCIſ6���꠾2���p��4X�,TRDEF<����RD11< ($�������
�����
samplers2D[0]samplers2D[1]textures2D[0]textures2D[1]Microsoft (R) HLSL Shader Compiler 10.1ISGN������SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX PHjZ`Z`XpUUXpUUb �b 2b �e� hJ���CUFF~`@�J���CU"�~`@�8
8� F>STAT�BPLG���'3928d0dc739b5a83sbANGLE (Intel, Intel(R) HD Graphics 530 (0x00001912) Direct3D11 vs_5_0 ps_5_0, D3D11-20.19.15.4549)��@������������������,,position
_upositionP�color_ucolorR����������	���������*����������sk_RTAdjustumatrix_S1_c0_c0uTextureSampler_0_S1
_usk_RTAdjust_uumatrix_S1_c0_c0_uuTextureSampler_0_S1sk_FragColor_usk_FragColorR�@^���%i���������������������������������������������������������<<�������������������������������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    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 : register(c1);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// 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};
static noperspective float2 _vTransformedCoords_4_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.v0 = _vcolor_S0;
    output.v1 = _vTransformedCoords_4_S0;

    return output;
}

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

(_vcolor_S0 = _color);
(gl_Position = vec4_ctor(_position, 0.0, 1.0));
{
(_vTransformedCoords_4_S0 = mul(transpose(mat3x2_ctor(_umatrix_S1_c0_c0)), vec3_ctor(_position, 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);
}
6struct PS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float2 v1 : TEXCOORD1;
};

#pragma warning( disable: 3556 3571 )
float4 vec4_ctor(float x0)
{
    return float4(x0, x0, x0, x0);
}
// Uniforms

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

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Varyings
static noperspective float4 _vcolor_S0 = {0, 0, 0, 0};
static noperspective float2 _vTransformedCoords_4_S0 = {0, 0};

static float4 out_sk_FragColor = {0, 0, 0, 0};

cbuffer DriverConstants : register(b1)
{
    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);
}

@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){
    _vcolor_S0 = input.v0;
    _vTransformedCoords_4_S0 = input.v1.xy;

float4 _outputColor_S03007 = _vcolor_S0;
float4 _output_S13008 = vec4_ctor(gl_texture2D(_uTextureSampler_0_S1, _vTransformedCoords_4_S0, -0.5).x);
{
(out_sk_FragColor = (_outputColor_S03007 * _output_S13008));
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColor�struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float2 v1 : TEXCOORD1;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    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; 
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
���DXBC��u��^8jG�L{�4h�<(RDEF,�<���RD11< ($|�$GlobalsDriverConstants���|�@��@,��������P,l��������_sk_RTAdjustfloat4%_umatrix_S1_c0_c0float3x3�bX,��������f |���������0|���������8����������<���������dx_ViewAdjustdx_ViewCoordsfloat2�tdx_ViewScaleclipControlOriginfloat����clipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGND88TEXCOORD���OSGN�htttSV_PositionTEXCOORD���SHEX�PyjYF� YF� _2_�g� e� e� e2 h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?�?6� 6� F6B @6� F62F F� F" F� F>STAT�
�DXBCE�p4@��I[���4���hRDEF�<����RD11< ($|�����
samplers2D[0]textures2D[0]Microsoft (R) HLSL Shader Compiler 10.1ISGN�htttSV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX�P*jZ`XpUUb �b 2e� hJ���CUFF~`@�8� F>STAT�BPLG���43928d0dc739b5a83sbANGLE (Intel, Intel(R) HD Graphics 530 (0x00001912) Direct3D11 vs_5_0 ps_5_0, D3D11-20.19.15.4549)��@������������������,,position
_upositionP�
localCoord_ulocalCoordP����������	������������������	���������������������������*����������sk_RTAdjust
umatrix_S1uclamp_S1_c0_c0_c0umatrix_S1_c0_c0uoffsetsAndKernel_S1_c0[0]
udir_S1_c0uTextureSampler_0_S1
_usk_RTAdjust_uumatrix_S1_uuclamp_S1_c0_c0_c0_uumatrix_S1_c0_c0_uuoffsetsAndKernel_S1_c0[0]_uudir_S1_c0_uuTextureSampler_0_S1	

sk_FragColor_usk_FragColorR�@^���%i���������������������������������������������������������<<��������������������������������������������������������������������������������������������������������������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    noperspective float2 v0 : TEXCOORD0;
};
#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 : register(c1);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Attributes
static float2 _position = {0, 0};
static float2 _localCoord = {0, 0};

static float4 gl_Position = float4(0, 0, 0, 0);

// Varyings
static noperspective float2 _vTransformedCoords_2_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.v0 = _vTransformedCoords_2_S0;

    return output;
}

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

(gl_Position = vec4_ctor(_position, 0.0, 1.0));
{
(_vTransformedCoords_2_S0 = mul(transpose(mat3x2_ctor(_umatrix_S1)), 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 : TEXCOORD1;
    noperspective float2 v0 : TEXCOORD0;
};

#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(float x0, float x1, float x2, float x3)
{
    return float4(x0, x1, x2, x3);
}
// Uniforms

uniform float4 _uclamp_S1_c0_c0_c0 : register(c0);
uniform float3x3 _umatrix_S1_c0_c0 : register(c1);
uniform float4 _uoffsetsAndKernel_S1_c0[14] : register(c4);
uniform float2 _udir_S1_c0 : 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

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Varyings
static noperspective float2 _vTransformedCoords_2_S0 = {0, 0};

static float4 out_sk_FragColor = {0, 0, 0, 0};

cbuffer DriverConstants : register(b1)
{
    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);
}

@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){
    _vTransformedCoords_2_S0 = input.v0.xy;

float2 __26_tmp_1_coords3011 = _vTransformedCoords_2_S0;
float4 __27_sum3012 = {0.0, 0.0, 0.0, 0.0};
{LOOP for(int __28_i3013 = {0}; (__28_i3013 < 4); (++__28_i3013))
{
float4 __29_s3014 = _uoffsetsAndKernel_S1_c0[__28_i3013];
float2 __30_inCoord3015 = mul(transpose(mat3x2_ctor(_umatrix_S1_c0_c0)), vec3_ctor((__26_tmp_1_coords3011 + (__29_s3014.x * _udir_S1_c0)), 1.0));
float2 __31_subsetCoord3016 = {0, 0};
(__31_subsetCoord3016.x = __30_inCoord3015.x);
(__31_subsetCoord3016.y = __30_inCoord3015.y);
float2 __32_clampedCoord3017 = {0, 0};
(__32_clampedCoord3017.x = clamp(__31_subsetCoord3016.x, _uclamp_S1_c0_c0_c0.x, _uclamp_S1_c0_c0_c0.z));
(__32_clampedCoord3017.y = __31_subsetCoord3016.y);
float4 __33_textureColor3018 = vec4_ctor(0.0, 0.0, 0.0, gl_texture2D(_uTextureSampler_0_S1, __32_clampedCoord3017, -0.5).x);
(__27_sum3012 += (__29_s3014.y * __33_textureColor3018));
float2 __34_inCoord3019 = mul(transpose(mat3x2_ctor(_umatrix_S1_c0_c0)), vec3_ctor((__26_tmp_1_coords3011 + (__29_s3014.z * _udir_S1_c0)), 1.0));
float2 __35_subsetCoord3020 = {0, 0};
(__35_subsetCoord3020.x = __34_inCoord3019.x);
(__35_subsetCoord3020.y = __34_inCoord3019.y);
float2 __36_clampedCoord3021 = {0, 0};
(__36_clampedCoord3021.x = clamp(__35_subsetCoord3020.x, _uclamp_S1_c0_c0_c0.x, _uclamp_S1_c0_c0_c0.z));
(__36_clampedCoord3021.y = __35_subsetCoord3020.y);
float4 __37_textureColor3022 = vec4_ctor(0.0, 0.0, 0.0, gl_texture2D(_uTextureSampler_0_S1, __36_clampedCoord3021, -0.5).x);
(__27_sum3012 += (__29_s3014.w * __37_textureColor3022));
}
}
float4 _output_S13023 = __27_sum3012;
{
(out_sk_FragColor = _output_S13023);
(out_sk_FragColor = vec4_ctor(out_sk_FragColor.w, 0.0, 0.0, 0.0));
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColorstruct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    noperspective float2 v0 : TEXCOORD0;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    noperspective float2 v0 : TEXCOORD0;
};

void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput)
{
    output.gl_Position = input.gl_Position;
    output.v0 = input.v0; 
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
���DXBC@���q��!�A��i�4d� �RDEF(�<����RD11< ($|�$GlobalsDriverConstants���|�@��@,��������P,h��������_sk_RTAdjustfloat4%_umatrix_S1float3x3���\T,��������b x���������0x���������8����������<���������dx_ViewAdjustdx_ViewCoordsfloat2�pdx_ViewScaleclipControlOriginfloat����clipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGND88TEXCOORD���OSGNhP\\SV_PositionTEXCOORD���SHEX�PqjYF� YF� _2_2g� e� e2 h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?�?6� 6� F6B @62F F� F" F� F>STAT��pDXBC
{G"S}В�;�)�ߺp4�H|�RDEF��<���tRD11< ($������
�samplers2D[0]textures2D[0]$Globals�����0|����������,����������@���������< P��������_uclamp_S1_c0_c0_c0float4��_umatrix_S1_c0_c0float3x3��_uoffsetsAndKernel_S1_c0����_udir_S1_c0float2�HMicrosoft (R) HLSL Shader Compiler 10.1ISGNhP\\SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEXPP�jYF� Z`XpUUb 2e� h6B@�?6B@�?6�@6�@0!:@
2
�� :F� F62FF� F"F� F4

� 3
*� J���CUFF~`@�2� :
:62�
"F� F"F� F4"
� 3*� J���CU"F~`@�2�:� :
�:@6 :6� @>STAT�BPLG���43928d0dc739b5a83sbANGLE (Intel, Intel(R) HD Graphics 530 (0x00001912) Direct3D11 vs_5_0 ps_5_0, D3D11-20.19.15.4549)��@������������������,,position
_upositionP�
localCoord_ulocalCoordP����������	������������������	���������������������������*����������sk_RTAdjust
umatrix_S1uclamp_S1_c0_c0_c0umatrix_S1_c0_c0uoffsetsAndKernel_S1_c0[0]
udir_S1_c0uTextureSampler_0_S1
_usk_RTAdjust_uumatrix_S1_uuclamp_S1_c0_c0_c0_uumatrix_S1_c0_c0_uuoffsetsAndKernel_S1_c0[0]_uudir_S1_c0_uuTextureSampler_0_S1	

sk_FragColor_usk_FragColorR�@^���%i���������������������������������������������������������<<��������������������������������������������������������������������������������������������������������������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    noperspective float2 v0 : TEXCOORD0;
};
#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 : register(c1);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Attributes
static float2 _position = {0, 0};
static float2 _localCoord = {0, 0};

static float4 gl_Position = float4(0, 0, 0, 0);

// Varyings
static noperspective float2 _vTransformedCoords_2_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.v0 = _vTransformedCoords_2_S0;

    return output;
}

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

(gl_Position = vec4_ctor(_position, 0.0, 1.0));
{
(_vTransformedCoords_2_S0 = mul(transpose(mat3x2_ctor(_umatrix_S1)), 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 : TEXCOORD1;
    noperspective float2 v0 : TEXCOORD0;
};

#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(float x0, float x1, float x2, float x3)
{
    return float4(x0, x1, x2, x3);
}
// Uniforms

uniform float4 _uclamp_S1_c0_c0_c0 : register(c0);
uniform float3x3 _umatrix_S1_c0_c0 : register(c1);
uniform float4 _uoffsetsAndKernel_S1_c0[14] : register(c4);
uniform float2 _udir_S1_c0 : 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

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Varyings
static noperspective float2 _vTransformedCoords_2_S0 = {0, 0};

static float4 out_sk_FragColor = {0, 0, 0, 0};

cbuffer DriverConstants : register(b1)
{
    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);
}

@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){
    _vTransformedCoords_2_S0 = input.v0.xy;

float2 __26_tmp_1_coords3011 = _vTransformedCoords_2_S0;
float4 __27_sum3012 = {0.0, 0.0, 0.0, 0.0};
{LOOP for(int __28_i3013 = {0}; (__28_i3013 < 4); (++__28_i3013))
{
float4 __29_s3014 = _uoffsetsAndKernel_S1_c0[__28_i3013];
float2 __30_inCoord3015 = mul(transpose(mat3x2_ctor(_umatrix_S1_c0_c0)), vec3_ctor((__26_tmp_1_coords3011 + (__29_s3014.x * _udir_S1_c0)), 1.0));
float2 __31_subsetCoord3016 = {0, 0};
(__31_subsetCoord3016.x = __30_inCoord3015.x);
(__31_subsetCoord3016.y = __30_inCoord3015.y);
float2 __32_clampedCoord3017 = {0, 0};
(__32_clampedCoord3017.x = __31_subsetCoord3016.x);
(__32_clampedCoord3017.y = clamp(__31_subsetCoord3016.y, _uclamp_S1_c0_c0_c0.y, _uclamp_S1_c0_c0_c0.w));
float4 __33_textureColor3018 = vec4_ctor(0.0, 0.0, 0.0, gl_texture2D(_uTextureSampler_0_S1, __32_clampedCoord3017, -0.5).x);
(__27_sum3012 += (__29_s3014.y * __33_textureColor3018));
float2 __34_inCoord3019 = mul(transpose(mat3x2_ctor(_umatrix_S1_c0_c0)), vec3_ctor((__26_tmp_1_coords3011 + (__29_s3014.z * _udir_S1_c0)), 1.0));
float2 __35_subsetCoord3020 = {0, 0};
(__35_subsetCoord3020.x = __34_inCoord3019.x);
(__35_subsetCoord3020.y = __34_inCoord3019.y);
float2 __36_clampedCoord3021 = {0, 0};
(__36_clampedCoord3021.x = __35_subsetCoord3020.x);
(__36_clampedCoord3021.y = clamp(__35_subsetCoord3020.y, _uclamp_S1_c0_c0_c0.y, _uclamp_S1_c0_c0_c0.w));
float4 __37_textureColor3022 = vec4_ctor(0.0, 0.0, 0.0, gl_texture2D(_uTextureSampler_0_S1, __36_clampedCoord3021, -0.5).x);
(__27_sum3012 += (__29_s3014.w * __37_textureColor3022));
}
}
float4 _output_S13023 = __27_sum3012;
{
(out_sk_FragColor = _output_S13023);
(out_sk_FragColor = vec4_ctor(out_sk_FragColor.w, 0.0, 0.0, 0.0));
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColorstruct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    noperspective float2 v0 : TEXCOORD0;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    noperspective float2 v0 : TEXCOORD0;
};

void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput)
{
    output.gl_Position = input.gl_Position;
    output.v0 = input.v0; 
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
���DXBC@���q��!�A��i�4d� �RDEF(�<����RD11< ($|�$GlobalsDriverConstants���|�@��@,��������P,h��������_sk_RTAdjustfloat4%_umatrix_S1float3x3���\T,��������b x���������0x���������8����������<���������dx_ViewAdjustdx_ViewCoordsfloat2�pdx_ViewScaleclipControlOriginfloat����clipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGND88TEXCOORD���OSGNhP\\SV_PositionTEXCOORD���SHEX�PqjYF� YF� _2_2g� e� e2 h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?�?6� 6� F6B @62F F� F" F� F>STAT��pDXBC��`i�6�-@��߬p4�H|�RDEF��<���tRD11< ($������
�samplers2D[0]textures2D[0]$Globals�����0|����������,����������@���������< P��������_uclamp_S1_c0_c0_c0float4��_umatrix_S1_c0_c0float3x3��_uoffsetsAndKernel_S1_c0����_udir_S1_c0float2�HMicrosoft (R) HLSL Shader Compiler 10.1ISGNhP\\SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEXPP�jYF� Z`XpUUb 2e� h6B@�?6B@�?6�@6�@0!:@
2
�� :F� F62FF� FF� F4
� 3"
:� J���CUFF~`@�2� :
:62�
F� F"F� F4"� 3":� J���CU"F~`@�2�:� :
�:@6 :6� @>STAT�BPLG���%3928d0dc739b5a83sbANGLE (Intel, Intel(R) HD Graphics 530 (0x00001912) Direct3D11 vs_5_0 ps_5_0, D3D11-20.19.15.4549)��@������������������,,position
_upositionP�
localCoord_ulocalCoordP�	texSubset_utexSubsetR����������*����������sk_RTAdjustuTextureSampler_0_S0
_usk_RTAdjust_uuTextureSampler_0_S0sk_FragColor_usk_FragColorR�@^���%i�����������������������������������������������������<<�����������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float2 v1 : TEXCOORD1;
};
#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

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Attributes
static float2 _position = {0, 0};
static float2 _localCoord = {0, 0};
static float4 _texSubset = {0, 0, 0, 0};

static float4 gl_Position = float4(0, 0, 0, 0);

// Varyings
static noperspective float2 _vlocalCoord_S0 = {0, 0};
static noperspective float4 _vtexSubset_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.v0 = _vtexSubset_S0;
    output.v1 = _vlocalCoord_S0;

    return output;
}

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

(_vlocalCoord_S0 = _localCoord);
(_vtexSubset_S0 = _texSubset);
(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 : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float2 v1 : TEXCOORD1;
};

#pragma warning( disable: 3556 3571 )
// Uniforms

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

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Varyings
static noperspective float2 _vlocalCoord_S0 = {0, 0};
static noperspective float4 _vtexSubset_S0 = {0, 0, 0, 0};

static float4 out_sk_FragColor = {0, 0, 0, 0};

cbuffer DriverConstants : register(b1)
{
    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);
}

@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){
    _vtexSubset_S0 = input.v0;
    _vlocalCoord_S0 = input.v1.xy;

float4 _outputColor_S03006 = {1.0, 1.0, 1.0, 1.0};
float2 _texCoord3007 = _vlocalCoord_S0;
float4 _subset3008 = _vtexSubset_S0;
(_texCoord3007 = clamp(_texCoord3007, _subset3008.xy, _subset3008.zw));
(_outputColor_S03006 = gl_texture2D(_uTextureSampler_0_S0, _texCoord3007, -0.5));
{
(out_sk_FragColor = _outputColor_S03006);
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColor�struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float2 v1 : TEXCOORD1;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    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; 
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
���4DXBC!y�h'�T�4߬���44d��RDEF��<����RD11< ($|�$GlobalsDriverConstants���|��(@���������_sk_RTAdjustfloat4����������� ��������80��������E8`���������<`��������dx_ViewAdjustdx_ViewCoordsfloat2�dx_ViewScaleclipControlOriginfloat���WclipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGN\PPPTEXCOORD���OSGN�htttSV_PositionTEXCOORD���SHEX�PijYF� YF� _2_2_�g� e� e� e2 h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?6� 6� F6B @6� F62 F>STAT�� DXBC���t�@t+�Z��z"� 4����RDEF�<����RD11< ($|�����
samplers2D[0]textures2D[0]Microsoft (R) HLSL Shader Compiler 10.1ISGN�htttSV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX�P1jZ`XpUUb �b 2e� h42FF32F�J���CU� FF~`@�>STAT�BPLG��R.3928d0dc739b5a83sbANGLE (Intel, Intel(R) HD Graphics 530 (0x00001912) Direct3D11 vs_5_0 ps_5_0, D3D11-20.19.15.4549)��@������������������,,position
_upositionP�coverage
_ucoveragecolor_ucolorR�
localCoord_ulocalCoordP����������	������������������*����������sk_RTAdjust
umatrix_S1_c0uclamp_S1_c0_c0uTextureSampler_0_S1
_usk_RTAdjust_uumatrix_S1_c0_uuclamp_S1_c0_c0_uuTextureSampler_0_S1sk_FragColor_usk_FragColorR�@^���%i�������������������������������������������������<<���������������������������������������������������������������������������������	struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD3;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float2 v1 : TEXCOORD1;
    noperspective float v2 : TEXCOORD2;
};
#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 : register(c1);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Attributes
static float2 _position = {0, 0};
static float _coverage = {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 float _vcoverage_S0 = {0};
static noperspective float2 _vTransformedCoords_3_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.v0 = _vcolor_S0;
    output.v1 = _vTransformedCoords_3_S0;
    output.v2 = _vcoverage_S0;

    return output;
}

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

float2 t0 = _position, _position3011 = t0;
(_vcolor_S0 = _color);
(_vcoverage_S0 = _coverage);
(gl_Position = vec4_ctor(_position3011, 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);
}
�struct PS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD3;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float2 v1 : TEXCOORD1;
    noperspective float v2 : TEXCOORD2;
};

#pragma warning( disable: 3556 3571 )
float4 vec4_ctor(float x0)
{
    return float4(x0, x0, x0, x0);
}
// Uniforms

uniform float4 _uclamp_S1_c0_c0 : register(c0);
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

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Varyings
static noperspective float4 _vcolor_S0 = {0, 0, 0, 0};
static noperspective float _vcoverage_S0 = {0};
static noperspective float2 _vTransformedCoords_3_S0 = {0, 0};

static float4 out_sk_FragColor = {0, 0, 0, 0};

cbuffer DriverConstants : register(b1)
{
    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);
}

@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){
    _vcolor_S0 = input.v0;
    _vTransformedCoords_3_S0 = input.v1.xy;
    _vcoverage_S0 = input.v2.x;

float4 _outputColor_S03009 = _vcolor_S0;
float _coverage3010 = _vcoverage_S0;
float4 _outputCoverage_S03011 = vec4_ctor(_coverage3010);
float4 __8_input3012 = _outputColor_S03009;
float2 __9_inCoord3013 = _vTransformedCoords_3_S0;
float2 __10_subsetCoord3014 = {0, 0};
(__10_subsetCoord3014.x = __9_inCoord3013.x);
(__10_subsetCoord3014.y = __9_inCoord3013.y);
float2 __11_clampedCoord3015 = clamp(__10_subsetCoord3014, _uclamp_S1_c0_c0.xy, _uclamp_S1_c0_c0.zw);
float4 __12_textureColor3016 = gl_texture2D(_uTextureSampler_0_S1, __11_clampedCoord3015, -0.5);
(__8_input3012 = __12_textureColor3016);
float4 _output_S13017 = __8_input3012;
{
(out_sk_FragColor = ((1.0 - _output_S13017.w) * _outputCoverage_S03011));
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColor�struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD3;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float2 v1 : TEXCOORD1;
    noperspective float v2 : TEXCOORD2;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD3;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float2 v1 : TEXCOORD1;
    noperspective float 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; 
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
����@DXBCY�Q����Iyw�%2�@4d���RDEF(�<����RD11< ($|�$GlobalsDriverConstants���|�@��@,��������P,h��������_sk_RTAdjustfloat4%_umatrix_S1_c0float3x3_T,��������b x���������0x���������8����������<���������dx_ViewAdjustdx_ViewCoordsfloat2�pdx_ViewScaleclipControlOriginfloat����clipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGNthhhhTEXCOORD���OSGN������SV_PositionTEXCOORD���SHEXP�jYF� YF� _2__�_2g� e� e� e2 eB h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?�?6� 6� F6B @6� F6B 
62F F� F" F� F>STAT�	�4DXBC�F�t��_�pTsR
�	44�Dx�RDEFh�<���@RD11< ($������
�samplers2D[0]textures2D[0]$Globals�������������_uclamp_S1_c0_c0float4Microsoft (R) HLSL Shader Compiler 10.1ISGN������SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEXPFjYF� Z`XpUUb 2b Be� h42FF� 32F� J���CUF6y`@�
�A@�?8� �>STAT�BPLG���63928d0dc739b5a83sbANGLE (Intel, Intel(R) HD Graphics 530 (0x00001912) Direct3D11 vs_5_0 ps_5_0, D3D11-20.19.15.4549)��@������������������,,position
_upositionP�coverage
_ucoverage
localCoord_ulocalCoordP�
geomSubset_ugeomSubsetR�	texSubset_utexSubsetR�������������������*����������sk_RTAdjust
u_skRTFlipuTextureSampler_0_S0
_usk_RTAdjust_uu_skRTFlip_uuTextureSampler_0_S0sk_FragColor_usk_FragColorR�@^���%i���������������������������������������������<<�������������������������������������������������������������	struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD4;
    float4 gl_FragCoord : TEXCOORD5;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float4 v1 : TEXCOORD1;
    noperspective float2 v2 : TEXCOORD2;
    noperspective float v3 : TEXCOORD3;
};
#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

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Attributes
static float2 _position = {0, 0};
static float _coverage = {0};
static float2 _localCoord = {0, 0};
static float4 _geomSubset = {0, 0, 0, 0};
static float4 _texSubset = {0, 0, 0, 0};

static float4 gl_Position = float4(0, 0, 0, 0);

// Varyings
static noperspective float2 _vlocalCoord_S0 = {0, 0};
static noperspective float4 _vtexSubset_S0 = {0, 0, 0, 0};
static noperspective float _vcoverage_S0 = {0};
static noperspective float4 _vgeomSubset_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 = _vtexSubset_S0;
    output.v1 = _vgeomSubset_S0;
    output.v2 = _vlocalCoord_S0;
    output.v3 = _vcoverage_S0;

    return output;
}

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

float2 t0 = _position, _position3012 = t0;
(_vlocalCoord_S0 = _localCoord);
(_vtexSubset_S0 = _texSubset);
(_vcoverage_S0 = _coverage);
(_vgeomSubset_S0 = _geomSubset);
(gl_Position = vec4_ctor(_position3012, 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);
}
cstruct PS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD4;
    float4 gl_FragCoord : TEXCOORD5;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float4 v1 : TEXCOORD1;
    noperspective float2 v2 : TEXCOORD2;
    noperspective float v3 : TEXCOORD3;
};

#pragma warning( disable: 3556 3571 )
float4 vec4_ctor(float x0)
{
    return float4(x0, x0, x0, x0);
}
float4 vec4_ctor(float x0, float x1, float x2, float x3)
{
    return float4(x0, x1, x2, x3);
}
// Uniforms

uniform float2 _u_skRTFlip : register(c0);
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

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Varyings
static noperspective float2 _vlocalCoord_S0 = {0, 0};
static noperspective float4 _vtexSubset_S0 = {0, 0, 0, 0};
static noperspective float _vcoverage_S0 = {0};
static noperspective float4 _vgeomSubset_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;
    _vtexSubset_S0 = input.v0;
    _vgeomSubset_S0 = input.v1;
    _vlocalCoord_S0 = input.v2.xy;
    _vcoverage_S0 = input.v3.x;

float4 _sk_FragCoord3009 = vec4_ctor(gl_FragCoord.x, (_u_skRTFlip.x + (_u_skRTFlip.y * gl_FragCoord.y)), gl_FragCoord.z, gl_FragCoord.w);
float4 _outputColor_S03010 = {1.0, 1.0, 1.0, 1.0};
float2 _texCoord3011 = _vlocalCoord_S0;
float4 _subset3012 = _vtexSubset_S0;
(_texCoord3011 = clamp(_texCoord3011, _subset3012.xy, _subset3012.zw));
(_outputColor_S03010 = gl_texture2D(_uTextureSampler_0_S0, _texCoord3011, -0.5));
float _coverage3013 = _vcoverage_S0;
float4 _geoSubset3014 = _vgeomSubset_S0;
float4 _dists43015 = clamp((float4(1.0, 1.0, -1.0, -1.0) * (_sk_FragCoord3009.xyxy - _geoSubset3014)), 0.0, 1.0);
float2 _dists23016 = ((_dists43015.xy + _dists43015.zw) - 1.0);
(_coverage3013 = min(_coverage3013, (_dists23016.x * _dists23016.y)));
float4 _outputCoverage_S03017 = vec4_ctor(_coverage3013);
{
(out_sk_FragColor = (_outputColor_S03010 * _outputCoverage_S03017));
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColor�struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD4;
    float4 gl_FragCoord : TEXCOORD5;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float4 v1 : TEXCOORD1;
    noperspective float2 v2 : TEXCOORD2;
    noperspective float v3 : TEXCOORD3;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD4;
    float4 gl_FragCoord : TEXCOORD5;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float4 v1 : TEXCOORD1;
    noperspective float2 v2 : TEXCOORD2;
    noperspective float v3 : TEXCOORD3;
};

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.v3 = input.v3; 
    output.gl_FragCoord = input.gl_FragCoord;
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
�����DXBCVS5eP�:��L��v�4�d�RDEF��<����RD11< ($|�$GlobalsDriverConstants���|��(@���������_sk_RTAdjustfloat4����������� ��������80��������E8`���������<`��������dx_ViewAdjustdx_ViewCoordsfloat2�dx_ViewScaleclipControlOriginfloat���WclipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGN������TEXCOORD���OSGN��������SV_PositionTEXCOORD���SHEXP�jYF� YF� _2__2_�_�g� e� e� e� e� e2 eB h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?6� 6� F6� F6� F6� F62 F6B 
>STAT�
��DXBCtiz�Ң�y�3ɹ9E2�4���RDEF��<���XRD11< ($������
��samplers2D[0]textures2D[0]$GlobalsDriverConstants����$��`L`��������_u_skRTFlipfloat2�Xt����������0`��������� ����������8`��������	,��������<@ 4��������dx_ViewCoordsfloat4����dx_FragCoordOffsetdx_DepthFrontfloat3�dx_ViewScaledx_Miscdword�samplerMetadataSamplerMetadatabaseLevelint��fwrapModespaddingint2��intBorderColorint4�\l�l����LMicrosoft (R) HLSL Shader Compiler 10.1ISGN��������SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX<P�jYF� YF� Z`XpUUd 2b �b �b 2b Be� h	2FF� �A2B� 
� ��F�A8 
�F@�?�?����2�
F
2F@����8
3
*4b3bV�J���CU��F~`@�8� F>STAT�
BPLG��~33928d0dc739b5a83sbANGLE (Intel, Intel(R) HD Graphics 530 (0x00001912) Direct3D11 vs_5_0 ps_5_0, D3D11-20.19.15.4549)��@������������������,,position
_upositionP�coverage
_ucoverage
localCoord_ulocalCoordP�
geomSubset_ugeomSubsetR�������������������*����������sk_RTAdjust
u_skRTFlipuTextureSampler_0_S0
_usk_RTAdjust_uu_skRTFlip_uuTextureSampler_0_S0sk_FragColor_usk_FragColorR�@^���%i�������������������������������������������������<<�������������������������������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD3;
    float4 gl_FragCoord : TEXCOORD4;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float2 v1 : TEXCOORD1;
    noperspective float v2 : TEXCOORD2;
};
#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

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Attributes
static float2 _position = {0, 0};
static float _coverage = {0};
static float2 _localCoord = {0, 0};
static float4 _geomSubset = {0, 0, 0, 0};

static float4 gl_Position = float4(0, 0, 0, 0);

// Varyings
static noperspective float2 _vlocalCoord_S0 = {0, 0};
static noperspective float _vcoverage_S0 = {0};
static noperspective float4 _vgeomSubset_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 = _vgeomSubset_S0;
    output.v1 = _vlocalCoord_S0;
    output.v2 = _vcoverage_S0;

    return output;
}

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

float2 t0 = _position, _position3010 = t0;
(_vlocalCoord_S0 = _localCoord);
(_vcoverage_S0 = _coverage);
(_vgeomSubset_S0 = _geomSubset);
(gl_Position = vec4_ctor(_position3010, 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);
}
sstruct PS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD3;
    float4 gl_FragCoord : TEXCOORD4;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float2 v1 : TEXCOORD1;
    noperspective float v2 : TEXCOORD2;
};

#pragma warning( disable: 3556 3571 )
float4 vec4_ctor(float x0)
{
    return float4(x0, x0, x0, x0);
}
float4 vec4_ctor(float x0, float x1, float x2, float x3)
{
    return float4(x0, x1, x2, x3);
}
// Uniforms

uniform float2 _u_skRTFlip : register(c0);
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

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Varyings
static noperspective float2 _vlocalCoord_S0 = {0, 0};
static noperspective float _vcoverage_S0 = {0};
static noperspective float4 _vgeomSubset_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;
    _vgeomSubset_S0 = input.v0;
    _vlocalCoord_S0 = input.v1.xy;
    _vcoverage_S0 = input.v2.x;

float4 _sk_FragCoord3008 = vec4_ctor(gl_FragCoord.x, (_u_skRTFlip.x + (_u_skRTFlip.y * gl_FragCoord.y)), gl_FragCoord.z, gl_FragCoord.w);
float4 _outputColor_S03009 = {1.0, 1.0, 1.0, 1.0};
float2 _texCoord3010 = _vlocalCoord_S0;
(_outputColor_S03009 = gl_texture2D(_uTextureSampler_0_S0, _texCoord3010, -0.5));
float _coverage3011 = _vcoverage_S0;
float4 _geoSubset3012 = _vgeomSubset_S0;
float4 _dists43013 = clamp((float4(1.0, 1.0, -1.0, -1.0) * (_sk_FragCoord3008.xyxy - _geoSubset3012)), 0.0, 1.0);
float2 _dists23014 = ((_dists43013.xy + _dists43013.zw) - 1.0);
(_coverage3011 = min(_coverage3011, (_dists23014.x * _dists23014.y)));
float4 _outputCoverage_S03015 = vec4_ctor(_coverage3011);
{
(out_sk_FragColor = (_outputColor_S03009 * _outputCoverage_S03015));
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColormstruct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD3;
    float4 gl_FragCoord : TEXCOORD4;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float2 v1 : TEXCOORD1;
    noperspective float 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 float 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
}
�����DXBCQ�Ds�ʹM!h�-�q�4|4$RDEF��<����RD11< ($|�$GlobalsDriverConstants���|��(@���������_sk_RTAdjustfloat4����������� ��������80��������E8`���������<`��������dx_ViewAdjustdx_ViewCoordsfloat2�dx_ViewScaleclipControlOriginfloat���WclipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGNthhhhTEXCOORD���OSGN�������SV_PositionTEXCOORD���SHEX�PzjYF� YF� _2__2_�g� e� e� e� e2 eB h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?6� 6� F6� F6� F62 F6B 
>STAT�
�DDXBCėJ��a-�m5���1D4�t��RDEF��<���XRD11< ($������
��samplers2D[0]textures2D[0]$GlobalsDriverConstants����$��`L`��������_u_skRTFlipfloat2�Xt����������0`��������� ����������8`��������	,��������<@ 4��������dx_ViewCoordsfloat4����dx_FragCoordOffsetdx_DepthFrontfloat3�dx_ViewScaledx_Miscdword�samplerMetadataSamplerMetadatabaseLevelint��fwrapModespaddingint2��intBorderColorint4�\l�l����LMicrosoft (R) HLSL Shader Compiler 10.1ISGN�������SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX�P~jYF� YF� Z`XpUUd 2b �b 2b Be� h	2FF� �A2B� 
� ��F�A8 
�F@�?�?����2�
F
2F@����8
3
*J���CU�FF~`@�8� F>STAT�	BPLG���"3928d0dc739b5a83sbANGLE (Intel, Intel(R) HD Graphics 530 (0x00001912) Direct3D11 vs_5_0 ps_5_0, D3D11-20.19.15.4549)��@������������������,,position
_upositionP�
localCoord_ulocalCoordP����������*����������sk_RTAdjustuTextureSampler_0_S0
_usk_RTAdjust_uuTextureSampler_0_S0sk_FragColor_usk_FragColorR�@^���%i���������������������������������������������������������<<�����������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    noperspective float2 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

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Attributes
static float2 _position = {0, 0};
static float2 _localCoord = {0, 0};

static float4 gl_Position = float4(0, 0, 0, 0);

// Varyings
static noperspective float2 _vlocalCoord_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.v0 = _vlocalCoord_S0;

    return output;
}

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

(_vlocalCoord_S0 = _localCoord);
(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);
}
nstruct PS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    noperspective float2 v0 : TEXCOORD0;
};

#pragma warning( disable: 3556 3571 )
// Uniforms

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

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Varyings
static noperspective float2 _vlocalCoord_S0 = {0, 0};

static float4 out_sk_FragColor = {0, 0, 0, 0};

cbuffer DriverConstants : register(b1)
{
    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);
}

@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){
    _vlocalCoord_S0 = input.v0.xy;

float4 _outputColor_S03005 = {1.0, 1.0, 1.0, 1.0};
float2 _texCoord3006 = _vlocalCoord_S0;
(_outputColor_S03005 = gl_texture2D(_uTextureSampler_0_S0, _texCoord3006, -0.5));
{
(out_sk_FragColor = _outputColor_S03005);
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColorstruct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    noperspective float2 v0 : TEXCOORD0;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    noperspective float2 v0 : TEXCOORD0;
};

void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput)
{
    output.gl_Position = input.gl_Position;
    output.v0 = input.v0; 
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
���DXBC7������p��?�*M`�4L�<RDEF��<����RD11< ($|�$GlobalsDriverConstants���|��(@���������_sk_RTAdjustfloat4����������� ��������80��������E8`���������<`��������dx_ViewAdjustdx_ViewCoordsfloat2�dx_ViewScaleclipControlOriginfloat���WclipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGND88TEXCOORD���OSGNhP\\SV_PositionTEXCOORD���SHEXxP^jYF� YF� _2_2g� e� e2 h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?6� 6� F6B @62 F>STAT�
��DXBC4Rײ�49Q��`��u�4�l� RDEF�<����RD11< ($|�����
samplers2D[0]textures2D[0]Microsoft (R) HLSL Shader Compiler 10.1ISGNhP\\SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEXxPjZ`XpUUb 2e� J���CU� FF~`@�>STAT�BPLG��0)3928d0dc739b5a83sbANGLE (Intel, Intel(R) HD Graphics 530 (0x00001912) Direct3D11 vs_5_0 ps_5_0, D3D11-20.19.15.4549)��@������������������,,position
_upositionP�coverage
_ucoverage
localCoord_ulocalCoordP�	texSubset_utexSubsetR����������*����������sk_RTAdjustuTextureSampler_0_S0
_usk_RTAdjust_uuTextureSampler_0_S0sk_FragColor_usk_FragColorR�@^���%i�������������������������������������������������<<����������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD3;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float2 v1 : TEXCOORD1;
    noperspective float v2 : TEXCOORD2;
};
#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

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Attributes
static float2 _position = {0, 0};
static float _coverage = {0};
static float2 _localCoord = {0, 0};
static float4 _texSubset = {0, 0, 0, 0};

static float4 gl_Position = float4(0, 0, 0, 0);

// Varyings
static noperspective float2 _vlocalCoord_S0 = {0, 0};
static noperspective float4 _vtexSubset_S0 = {0, 0, 0, 0};
static noperspective float _vcoverage_S0 = {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.v0 = _vtexSubset_S0;
    output.v1 = _vlocalCoord_S0;
    output.v2 = _vcoverage_S0;

    return output;
}

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

float2 t0 = _position, _position3010 = t0;
(_vlocalCoord_S0 = _localCoord);
(_vtexSubset_S0 = _texSubset);
(_vcoverage_S0 = _coverage);
(gl_Position = vec4_ctor(_position3010, 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 : TEXCOORD3;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float2 v1 : TEXCOORD1;
    noperspective float v2 : TEXCOORD2;
};

#pragma warning( disable: 3556 3571 )
float4 vec4_ctor(float x0)
{
    return float4(x0, x0, x0, x0);
}
// Uniforms

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

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Varyings
static noperspective float2 _vlocalCoord_S0 = {0, 0};
static noperspective float4 _vtexSubset_S0 = {0, 0, 0, 0};
static noperspective float _vcoverage_S0 = {0};

static float4 out_sk_FragColor = {0, 0, 0, 0};

cbuffer DriverConstants : register(b1)
{
    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);
}

@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){
    _vtexSubset_S0 = input.v0;
    _vlocalCoord_S0 = input.v1.xy;
    _vcoverage_S0 = input.v2.x;

float4 _outputColor_S03007 = {1.0, 1.0, 1.0, 1.0};
float2 _texCoord3008 = _vlocalCoord_S0;
float4 _subset3009 = _vtexSubset_S0;
(_texCoord3008 = clamp(_texCoord3008, _subset3009.xy, _subset3009.zw));
(_outputColor_S03007 = gl_texture2D(_uTextureSampler_0_S0, _texCoord3008, -0.5));
float _coverage3010 = _vcoverage_S0;
float4 _outputCoverage_S03011 = vec4_ctor(_coverage3010);
{
(out_sk_FragColor = (_outputColor_S03007 * _outputCoverage_S03011));
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColor�struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD3;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float2 v1 : TEXCOORD1;
    noperspective float v2 : TEXCOORD2;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD3;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float2 v1 : TEXCOORD1;
    noperspective float 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; 
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
�����DXBC�\�:c�m)k��GM�4|�RDEF��<����RD11< ($|�$GlobalsDriverConstants���|��(@���������_sk_RTAdjustfloat4����������� ��������80��������E8`���������<`��������dx_ViewAdjustdx_ViewCoordsfloat2�dx_ViewScaleclipControlOriginfloat���WclipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGNthhhhTEXCOORD���OSGN������SV_PositionTEXCOORD���SHEX�PtjYF� YF� _2__2_�g� e� e� e2 eB h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?6� 6� F6B @6� F62 F6B 
>STAT�	�`DXBCX�5�f�G��˖eK�`4����RDEF�<����RD11< ($|�����
samplers2D[0]textures2D[0]Microsoft (R) HLSL Shader Compiler 10.1ISGN������SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX�P;jZ`XpUUb �b 2b Be� h42FF32F�J���CU�FF~`@�8� F�>STAT�BPLG���#3928d0dc739b5a83sbANGLE (Intel, Intel(R) HD Graphics 530 (0x00001912) Direct3D11 vs_5_0 ps_5_0, D3D11-20.19.15.4549)��@������������������,,
inPosition_uinPositionP�inColor	_uinColorR�inCircleEdge_uinCircleEdgeR����������sk_RTAdjust
_usk_RTAdjustsk_FragColor_usk_FragColorR�@��%i�����������������������������������������������������<<���������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float4 v1 : TEXCOORD1;
};
#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

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Attributes
static float2 _inPosition = {0, 0};
static float4 _inColor = {0, 0, 0, 0};
static float4 _inCircleEdge = {0, 0, 0, 0};

static float4 gl_Position = float4(0, 0, 0, 0);

// Varyings
static noperspective float4 _vinCircleEdge_S0 = {0, 0, 0, 0};
static noperspective float4 _vinColor_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.v0 = _vinCircleEdge_S0;
    output.v1 = _vinColor_S0;

    return output;
}

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

(_vinCircleEdge_S0 = _inCircleEdge);
(_vinColor_S0 = _inColor);
float2 __tmp_0_inPosition3008 = _inPosition;
(gl_Position = vec4_ctor(__tmp_0_inPosition3008, 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 : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float4 v1 : TEXCOORD1;
};

#pragma warning( disable: 3556 3571 )
float4 vec4_ctor(float x0)
{
    return float4(x0, x0, x0, x0);
}
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Varyings
static noperspective float4 _vinCircleEdge_S0 = {0, 0, 0, 0};
static noperspective float4 _vinColor_S0 = {0, 0, 0, 0};

static float4 out_sk_FragColor = {0, 0, 0, 0};

cbuffer DriverConstants : register(b1)
{
    uint dx_Misc : packoffset(c2.w);
};

@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){
    _vinCircleEdge_S0 = input.v0;
    _vinColor_S0 = input.v1;

float4 _circleEdge3005 = _vinCircleEdge_S0;
float4 _outputColor_S03006 = _vinColor_S0;
float _d3007 = length(_circleEdge3005.xy);
float _distanceToOuterEdge3008 = (_circleEdge3005.z * (1.0 - _d3007));
float _edgeAlpha3009 = clamp(_distanceToOuterEdge3008, 0.0, 1.0);
float4 _outputCoverage_S03010 = vec4_ctor(_edgeAlpha3009);
{
(out_sk_FragColor = (_outputColor_S03006 * _outputCoverage_S03010));
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColor�struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float4 v1 : TEXCOORD1;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float4 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; 
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
���4DXBC�נ ���n���+l�B44d��RDEF��<����RD11< ($|�$GlobalsDriverConstants���|��(@���������_sk_RTAdjustfloat4����������� ��������80��������E8`���������<`��������dx_ViewAdjustdx_ViewCoordsfloat2�dx_ViewScaleclipControlOriginfloat���WclipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGN\PPPTEXCOORD���OSGN�htttSV_PositionTEXCOORD���SHEX�PijYF� YF� _2_�_�g� e� e� e� h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?6� 6� F6B @6� F6� F>STAT���DXBC��B�y�ǿm��c���4�(\(RDEFd<���<RD11< ($Microsoft (R) HLSL Shader Compiler 10.1ISGN�htttSV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX�P1jb rb �e� hFFK

�A@�?8 
*8� F>STAT�BPLG��X 3928d0dc739b5a83sbANGLE (Intel, Intel(R) HD Graphics 530 (0x00001912) Direct3D11 vs_5_0 ps_5_0, D3D11-20.19.15.4549)��@������������������,,
inPosition_uinPositionP�
inCoverage_uinCoverage������������������sk_RTAdjust	uColor_S0
_usk_RTAdjust_uuColor_S0sk_FragColor_usk_FragColorR�@��%i���������������������������������������������������������<<����������������������������������������ustruct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    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);
uniform float4 _uColor_S0 : register(c1);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Attributes
static float2 _inPosition = {0, 0};
static float _inCoverage = {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.v0 = _vcolor_S0;

    return output;
}

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

float4 _color3007 = _uColor_S0;
(_color3007 = (_color3007 * _inCoverage));
(_vcolor_S0 = _color3007);
float2 __tmp_1_inPosition3008 = _inPosition;
(gl_Position = vec4_ctor(__tmp_1_inPosition3008, 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;
    noperspective float4 v0 : TEXCOORD0;
};

#pragma warning( disable: 3556 3571 )
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

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

static float4 out_sk_FragColor = {0, 0, 0, 0};

cbuffer DriverConstants : register(b1)
{
    uint dx_Misc : packoffset(c2.w);
};

@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){
    _vcolor_S0 = input.v0;

float4 _outputColor_S03004 = _vcolor_S0;
{
(out_sk_FragColor = _outputColor_S03004);
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColorstruct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    noperspective float4 v0 : TEXCOORD0;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    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; 
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
��DXBC:��W0��l�����44��|RDEF��<����RD11< ($|�$GlobalsDriverConstants���|� �\@,��������P,��������_sk_RTAdjustfloat4%_uColor_S0�$,��������2 H��������l0H��������y8����������<���������dx_ViewAdjustdx_ViewCoordsfloat2�@dx_ViewScaleclipControlOriginfloat����clipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGND88TEXCOORD���OSGNhP\\SV_PositionTEXCOORD���SHEX�PajYF� YF� _2_g� e� e� h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?6� 6� F6B @8� F� >STAT�
�$DXBC5�[	���Ux����$4�D�RDEFd<���<RD11< ($Microsoft (R) HLSL Shader Compiler 10.1ISGNhP\\SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX<Pjb �e� 6� F>STAT�BPLG��D(3928d0dc739b5a83sbANGLE (Intel, Intel(R) HD Graphics 530 (0x00001912) Direct3D11 vs_5_0 ps_5_0, D3D11-20.19.15.4549)��@������������������,,
inPosition_uinPositionP�inColor	_uinColorR�
inQuadEdge_uinQuadEdgeR�������������������sk_RTAdjust
u_skRTFlip
_usk_RTAdjust_uu_skRTFlipsk_FragColor_usk_FragColorR�@��%i�����������������������������������������������������<<�����������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float4 v1 : TEXCOORD1;
};
#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

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Attributes
static float2 _inPosition = {0, 0};
static float4 _inColor = {0, 0, 0, 0};
static float4 _inQuadEdge = {0, 0, 0, 0};

static float4 gl_Position = float4(0, 0, 0, 0);

// Varyings
static noperspective float4 _vQuadEdge_S0 = {0, 0, 0, 0};
static noperspective float4 _vinColor_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.v0 = _vQuadEdge_S0;
    output.v1 = _vinColor_S0;

    return output;
}

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

(_vQuadEdge_S0 = _inQuadEdge);
(_vinColor_S0 = _inColor);
float2 __tmp_0_inPosition3008 = _inPosition;
(gl_Position = vec4_ctor(__tmp_0_inPosition3008, 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 : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float4 v1 : TEXCOORD1;
};

#pragma warning( disable: 3556 3571 )
float2 vec2_ctor(float x0, float x1)
{
    return float2(x0, x1);
}
float4 vec4_ctor(float x0)
{
    return float4(x0, x0, x0, x0);
}
// Uniforms

uniform float2 _u_skRTFlip : register(c0);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Varyings
static noperspective float4 _vQuadEdge_S0 = {0, 0, 0, 0};
static noperspective float4 _vinColor_S0 = {0, 0, 0, 0};

static float4 out_sk_FragColor = {0, 0, 0, 0};

cbuffer DriverConstants : register(b1)
{
    uint dx_Misc : packoffset(c2.w);
};

@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){
    _vQuadEdge_S0 = input.v0;
    _vinColor_S0 = input.v1;

float4 _outputColor_S03006 = _vinColor_S0;
float _edgeAlpha3007 = {0};
float2 _duvdx3008 = ddx(_vQuadEdge_S0.xy);
float2 _duvdy3009 = (_u_skRTFlip.y * ddy(_vQuadEdge_S0.xy));
if (((_vQuadEdge_S0.z > 0.0) && (_vQuadEdge_S0.w > 0.0)))
{
(_edgeAlpha3007 = min((min(_vQuadEdge_S0.z, _vQuadEdge_S0.w) + 0.5), 1.0));
}
else
{
float2 _gF3010 = vec2_ctor((((2.0 * _vQuadEdge_S0.x) * _duvdx3008.x) - _duvdx3008.y), (((2.0 * _vQuadEdge_S0.x) * _duvdy3009.x) - _duvdy3009.y));
(_edgeAlpha3007 = ((_vQuadEdge_S0.x * _vQuadEdge_S0.x) - _vQuadEdge_S0.y));
(_edgeAlpha3007 = clamp((0.5 - (_edgeAlpha3007 / length(_gF3010))), 0.0, 1.0));
}
float4 _outputCoverage_S03011 = vec4_ctor(_edgeAlpha3007);
{
(out_sk_FragColor = (_outputColor_S03006 * _outputCoverage_S03011));
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColor�struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float4 v1 : TEXCOORD1;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float4 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; 
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
���4DXBC�נ ���n���+l�B44d��RDEF��<����RD11< ($|�$GlobalsDriverConstants���|��(@���������_sk_RTAdjustfloat4����������� ��������80��������E8`���������<`��������dx_ViewAdjustdx_ViewCoordsfloat2�dx_ViewScaleclipControlOriginfloat���WclipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGN\PPPTEXCOORD���OSGN�htttSV_PositionTEXCOORD���SHEX�PijYF� YF� _2_�_�g� e� e� e� h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?6� 6� F6B @6� F6� F>STAT��DXBCʯ<���V�<Qaf�W�4D�tRDEFh<����RD11< ($\$Globals���\�����������_u_skRTFlipfloat2��Microsoft (R) HLSL Shader Compiler 10.1ISGN�htttSV_PositionTEXCOORD���OSGN, SV_TARGET��SHEXlP�jYF� b �b �e� h|2F82FV� B

2
"*
�Az2F2
*
�AFFK
2
"

�A
 
�A@?3":*"@?3"@�?1
�@�B:*7	*
8� F>STAT�BPLG���'3928d0dc739b5a83sbANGLE (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_c0uTextureSampler_0_S1
_usk_RTAdjust_uumatrix_S1_c0_uuTextureSampler_0_S1sk_FragColor_usk_FragColorR�@^���%i�����������������������������������������������������<<�������������������������������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    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 : register(c1);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// 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)
{
    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.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);
}
struct PS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float2 v1 : TEXCOORD1;
};

#pragma warning( disable: 3556 3571 )
// Uniforms

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

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// 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};

cbuffer DriverConstants : register(b1)
{
    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);
}

@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){
    _vcolor_S0 = input.v0;
    _vTransformedCoords_3_S0 = input.v1.xy;

float4 _outputColor_S03007 = _vcolor_S0;
float4 __0_input3008 = _outputColor_S03007;
(__0_input3008 = gl_texture2D(_uTextureSampler_0_S1, _vTransformedCoords_3_S0, -0.5));
float4 _output_S13009 = __0_input3008;
{
(out_sk_FragColor = _output_S13009);
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColor�struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float2 v1 : TEXCOORD1;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    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; 
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
����DXBCqh1�'('x���4d�PHRDEF(�<����RD11< ($|�$GlobalsDriverConstants���|�@��@,��������P,h��������_sk_RTAdjustfloat4%_umatrix_S1_c0float3x3_T,��������b x���������0x���������8����������<���������dx_ViewAdjustdx_ViewCoordsfloat2�pdx_ViewScaleclipControlOriginfloat����clipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGN\PPPTEXCOORD���OSGN�htttSV_PositionTEXCOORD���SHEX�P|jYF� YF� _2_�_2g� e� e� e2 h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?�?6� 6� F6B @6� F62F F� F" F� F>STAT�
��DXBC�j���s�<�kxwTZ��4���8RDEF�<����RD11< ($|�����
samplers2D[0]textures2D[0]Microsoft (R) HLSL Shader Compiler 10.1ISGN�htttSV_PositionTEXCOORD���OSGN, SV_TARGET��SHEXxPjZ`XpUUb 2e� J���CU� FF~`@�>STAT�BPLG���+3928d0dc739b5a83sbANGLE (Intel, Intel(R) HD Graphics 530 (0x00001912) Direct3D11 vs_5_0 ps_5_0, D3D11-20.19.15.4549)��@������������������,,
inPosition_uinPositionP�
inCoverage_uinCoverage������������������������������������sk_RTAdjust	uColor_S0
u_skRTFlipurectUniform_S1_c0
_usk_RTAdjust_uuColor_S0_uu_skRTFlip_uurectUniform_S1_c0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);
uniform float4 _uColor_S0 : register(c1);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Attributes
static float2 _inPosition = {0, 0};
static float _inCoverage = {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);

float4 _color3007 = _uColor_S0;
(_color3007 = (_color3007 * _inCoverage));
(_vcolor_S0 = _color3007);
float2 __tmp_1_inPosition3008 = _inPosition;
(gl_Position = vec4_ctor(__tmp_1_inPosition3008, 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 )
float4 vec4_ctor(float x0)
{
    return float4(x0, x0, x0, x0);
}
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 _urectUniform_S1_c0 : register(c1);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// 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);
};

#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_FragCoord3006 = vec4_ctor(gl_FragCoord.x, (_u_skRTFlip.x + (_u_skRTFlip.y * gl_FragCoord.y)), gl_FragCoord.z, gl_FragCoord.w);
float4 _outputColor_S03007 = _vcolor_S0;
float __5_coverage3008 = {0};
{
float4 __6_dists43009 = clamp((float4(1.0, 1.0, -1.0, -1.0) * (_sk_FragCoord3006.xyxy - _urectUniform_S1_c0)), 0.0, 1.0);
float2 __7_dists23010 = ((__6_dists43009.xy + __6_dists43009.zw) - 1.0);
(__5_coverage3008 = (__7_dists23010.x * __7_dists23010.y));
}
float4 _output_S13011 = vec4_ctor(__5_coverage3008);
{
(out_sk_FragColor = (_outputColor_S03007 * _output_S13011));
}
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
}
��HDXBC��q	+�z�ҟ`+H44��RDEF��<����RD11< ($|�$GlobalsDriverConstants���|� �\@,��������P,��������_sk_RTAdjustfloat4%_uColor_S0�$,��������2 H��������l0H��������y8����������<���������dx_ViewAdjustdx_ViewCoordsfloat2�@dx_ViewScaleclipControlOriginfloat����clipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGND88TEXCOORD���OSGN�htttSV_PositionTEXCOORD���SHEX�PgjYF� YF� _2_g� e� e� e� h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?6� 6� F6� F8� F� >STAT�
�0DXBC�[I@$�P�����g04X��RDEF�<����RD11< ($|�$GlobalsDriverConstants���|� ��@,��������Pl��������_u_skRTFlipfloat2�$_urectUniform_S1_c0float4�dXl��������f0,��������y ����������8,���������,���������dx_ViewCoordsdx_FragCoordOffsetdx_DepthFrontfloat3���dx_ViewScaledx_Miscdword��Microsoft (R) HLSL Shader Compiler 10.1ISGN�htttSV_PositionTEXCOORD���OSGN, SV_TARGET��SHEXxP^jYF� YF� d 2b �e� h	2FF� �A2B� 
� 	��F� �A8 
�F@�?�?����2�
F
2F@����8
8� F>STAT�	BPLG���*3928d0dc739b5a83sbANGLE (Intel, Intel(R) HD Graphics 530 (0x00001912) Direct3D11 vs_5_0 ps_5_0, D3D11-20.19.15.4549)��@������������������,,
inPosition_uinPositionP�inColor	_uinColorR�inTextureCoords_uinTextureCoordsƍ������������������*����������sk_RTAdjustuAtlasSizeInv_S0uTextureSampler_0_S0
_usk_RTAdjust_uuAtlasSizeInv_S0_uuTextureSampler_0_S0sk_FragColor_usk_FragColorR�@fsSecondaryColorOut_ufsSecondaryColorOutR�@^���%i�����������������������������������������������������<<�������������������������������������������������������������	struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float2 v1 : TEXCOORD1;
};
#pragma warning( disable: 3556 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);
}
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);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// 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};

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.v0 = _vinColor_S0;
    output.v1 = _vTextureCoords_S0;

    return output;
}

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

int _texIdx3010 = {0};
float2 _unormTexCoords3011 = vec2_ctor(float_ctor_uint(_inTextureCoords.x), float_ctor_uint(_inTextureCoords.y));
(_vTextureCoords_S0 = (_unormTexCoords3011 * _uAtlasSizeInv_S0));
(_vTexIndex_S0 = float_ctor_int(_texIdx3010));
(_vinColor_S0 = _inColor);
(gl_Position = vec4_ctor(_inPosition, 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 : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float2 v1 : TEXCOORD1;
};

#pragma warning( disable: 3556 3571 )
// Uniforms

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

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Varyings
static noperspective float2 _vTextureCoords_S0 = {0, 0};
static noperspective float4 _vinColor_S0 = {0, 0, 0, 0};

static float4 out_sk_FragColor = {0, 0, 0, 0};
static float4 out_fsSecondaryColorOut = {0, 0, 0, 0};

cbuffer DriverConstants : register(b1)
{
    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);
}

@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){
    _vinColor_S0 = input.v0;
    _vTextureCoords_S0 = input.v1.xy;

float4 _outputColor_S03008 = _vinColor_S0;
float4 _texColor3009 = gl_texture2D(_uTextureSampler_0_S0, _vTextureCoords_S0, -0.5);
float4 _outputCoverage_S03010 = _texColor3009;
{
(_outputCoverage_S03010.w = max(max(_outputCoverage_S03010.x, _outputCoverage_S03010.y), _outputCoverage_S03010.z));
(out_fsSecondaryColorOut = (_outputColor_S03008.w * _outputCoverage_S03010));
(out_sk_FragColor = (_outputColor_S03008 * _outputCoverage_S03010));
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColorR�out_fsSecondaryColorOutout_fsSecondaryColorOut�struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float2 v1 : TEXCOORD1;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    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; 
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
����DXBC��� �/a��K�hc��4<�(�RDEF�<����RD11< ($|�$GlobalsDriverConstants���|� ��@,��������Pl��������_sk_RTAdjustfloat4%_uAtlasSizeInv_S0float2���bX,��������f l��������t0l���������8����������<���������dx_ViewAdjustdx_ViewCoordsdx_ViewScaleclipControlOriginfloat����clipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGN\PPPTEXCOORD���OSGN�htttSV_PositionTEXCOORD���SHEX�PqjYF� YF� _2_�_2g� e� e� e2 h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?6� 6� F6B @6� FV2F82 FF� >STAT���|DXBC��.tԓ��t��N�j|4����RDEF�<����RD11< ($|�����
samplers2D[0]textures2D[0]Microsoft (R) HLSL Shader Compiler 10.1ISGN�htttSV_PositionTEXCOORD���OSGND88SV_TARGET��SHEXPBjZ`XpUUb �b 2e� e� hJ���CUrFF~`@�4
4�*
8� FF8� F�>STAT�BPLG���#3928d0dc739b5a83sbANGLE (Intel, Intel(R) HD Graphics 530 (0x00001912) Direct3D11 vs_5_0 ps_5_0, D3D11-20.19.15.4549)��@������������������,,
inPosition_uinPositionP�inColor	_uinColorR�inCircleEdge_uinCircleEdgeR����������sk_RTAdjust
_usk_RTAdjust�����sk_FragColor_usk_FragColorR�@��%i�����������������������������������������������������<<���������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float4 v1 : TEXCOORD1;
};
#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

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Attributes
static float2 _inPosition = {0, 0};
static float4 _inColor = {0, 0, 0, 0};
static float4 _inCircleEdge = {0, 0, 0, 0};

static float4 gl_Position = float4(0, 0, 0, 0);

// Varyings
static noperspective float4 _vinCircleEdge_S0 = {0, 0, 0, 0};
static noperspective float4 _vinColor_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.v0 = _vinCircleEdge_S0;
    output.v1 = _vinColor_S0;

    return output;
}

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

(_vinCircleEdge_S0 = _inCircleEdge);
(_vinColor_S0 = _inColor);
float2 __tmp_0_inPosition3009 = _inPosition;
(gl_Position = vec4_ctor(__tmp_0_inPosition3009, 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 : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float4 v1 : TEXCOORD1;
};

#pragma warning( disable: 3556 3571 )
float4 vec4_ctor(float x0)
{
    return float4(x0, x0, x0, x0);
}
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Varyings
static noperspective float4 _vinCircleEdge_S0 = {0, 0, 0, 0};
static noperspective float4 _vinColor_S0 = {0, 0, 0, 0};

static float4 out_sk_FragColor = {0, 0, 0, 0};

cbuffer DriverConstants : register(b1)
{
    uint dx_Misc : packoffset(c2.w);
};

@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){
    _vinCircleEdge_S0 = input.v0;
    _vinColor_S0 = input.v1;

float4 _circleEdge3005 = _vinCircleEdge_S0;
float4 _outputColor_S03006 = _vinColor_S0;
float _d3007 = length(_circleEdge3005.xy);
float _distanceToOuterEdge3008 = (_circleEdge3005.z * (1.0 - _d3007));
float _edgeAlpha3009 = clamp(_distanceToOuterEdge3008, 0.0, 1.0);
float4 _outputCoverage_S03010 = vec4_ctor(_edgeAlpha3009);
{
(out_sk_FragColor = (_outputColor_S03006 * _outputCoverage_S03010));
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColor�struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float4 v1 : TEXCOORD1;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float4 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; 
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
���4DXBC�נ ���n���+l�B44d��RDEF��<����RD11< ($|�$GlobalsDriverConstants���|��(@���������_sk_RTAdjustfloat4����������� ��������80��������E8`���������<`��������dx_ViewAdjustdx_ViewCoordsfloat2�dx_ViewScaleclipControlOriginfloat���WclipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGN\PPPTEXCOORD���OSGN�htttSV_PositionTEXCOORD���SHEX�PijYF� YF� _2_�_�g� e� e� e� h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?6� 6� F6B @6� F6� F>STAT���DXBC��B�y�ǿm��c���4�(\(RDEFd<���<RD11< ($Microsoft (R) HLSL Shader Compiler 10.1ISGN�htttSV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX�P1jb rb �e� hFFK

�A@�?8 
*8� F>STAT�BPLG��?%3928d0dc739b5a83sbANGLE (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_RTAdjustuTextureSampler_0_S0
_usk_RTAdjust_uuTextureSampler_0_S0sk_FragColor_usk_FragColorR�@^���%i�����������������������������������������������������<<�����������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float2 v1 : TEXCOORD1;
};
#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

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// 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 _vlocalCoord_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.v0 = _vcolor_S0;
    output.v1 = _vlocalCoord_S0;

    return output;
}

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

(_vcolor_S0 = _color);
(_vlocalCoord_S0 = _localCoord);
(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 : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float2 v1 : TEXCOORD1;
};

#pragma warning( disable: 3556 3571 )
// Uniforms

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

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Varyings
static noperspective float4 _vcolor_S0 = {0, 0, 0, 0};
static noperspective float2 _vlocalCoord_S0 = {0, 0};

static float4 out_sk_FragColor = {0, 0, 0, 0};

cbuffer DriverConstants : register(b1)
{
    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);
}

@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){
    _vcolor_S0 = input.v0;
    _vlocalCoord_S0 = input.v1.xy;

float4 _outputColor_S03006 = _vcolor_S0;
float2 _texCoord3007 = _vlocalCoord_S0;
(_outputColor_S03006 = (gl_texture2D(_uTextureSampler_0_S0, _texCoord3007, -0.5) * _outputColor_S03006));
{
(out_sk_FragColor = _outputColor_S03006);
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColor�struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float2 v1 : TEXCOORD1;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    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; 
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
���4DXBC;�5���Vb?.`��ŵ44d��RDEF��<����RD11< ($|�$GlobalsDriverConstants���|��(@���������_sk_RTAdjustfloat4����������� ��������80��������E8`���������<`��������dx_ViewAdjustdx_ViewCoordsfloat2�dx_ViewScaleclipControlOriginfloat���WclipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGN\PPPTEXCOORD���OSGN�htttSV_PositionTEXCOORD���SHEX�PijYF� YF� _2_�_2g� e� e� e2 h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?6� 6� F6B @6� F62 F>STAT��DXBCN��4+�)�d)�D4���hRDEF�<����RD11< ($|�����
samplers2D[0]textures2D[0]Microsoft (R) HLSL Shader Compiler 10.1ISGN�htttSV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX�P*jZ`XpUUb �b 2e� hJ���CU�FF~`@�8� FF>STAT�BPLG��D+3928d0dc739b5a83sbANGLE (Intel, Intel(R) HD Graphics 530 (0x00001912) Direct3D11 vs_5_0 ps_5_0, D3D11-20.19.15.4549)��@������������������,,position
_upositionP�coverage
_ucoveragecolor_ucolorR�
localCoord_ulocalCoordP����������	���������*����������sk_RTAdjust
umatrix_S1_c0uTextureSampler_0_S1
_usk_RTAdjust_uumatrix_S1_c0_uuTextureSampler_0_S1sk_FragColor_usk_FragColorR�@^���%i�������������������������������������������������<<�������������������������������������������������������������	struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD3;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float2 v1 : TEXCOORD1;
    noperspective float v2 : TEXCOORD2;
};
#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 : register(c1);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Attributes
static float2 _position = {0, 0};
static float _coverage = {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 float _vcoverage_S0 = {0};
static noperspective float2 _vTransformedCoords_3_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.v0 = _vcolor_S0;
    output.v1 = _vTransformedCoords_3_S0;
    output.v2 = _vcoverage_S0;

    return output;
}

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

float2 t0 = _position, _position3011 = t0;
(_vcolor_S0 = _color);
(_vcoverage_S0 = _coverage);
(gl_Position = vec4_ctor(_position3011, 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);
}
Zstruct PS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD3;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float2 v1 : TEXCOORD1;
    noperspective float v2 : TEXCOORD2;
};

#pragma warning( disable: 3556 3571 )
float4 vec4_ctor(float x0)
{
    return float4(x0, x0, x0, x0);
}
// Uniforms

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

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Varyings
static noperspective float4 _vcolor_S0 = {0, 0, 0, 0};
static noperspective float _vcoverage_S0 = {0};
static noperspective float2 _vTransformedCoords_3_S0 = {0, 0};

static float4 out_sk_FragColor = {0, 0, 0, 0};

cbuffer DriverConstants : register(b1)
{
    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);
}

@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){
    _vcolor_S0 = input.v0;
    _vTransformedCoords_3_S0 = input.v1.xy;
    _vcoverage_S0 = input.v2.x;

float4 _outputColor_S03008 = _vcolor_S0;
float _coverage3009 = _vcoverage_S0;
float4 _outputCoverage_S03010 = vec4_ctor(_coverage3009);
float4 __0_input3011 = _outputColor_S03008;
(__0_input3011 = gl_texture2D(_uTextureSampler_0_S1, _vTransformedCoords_3_S0, -0.5));
float4 _output_S13012 = __0_input3011;
{
(out_sk_FragColor = ((1.0 - _output_S13012.w) * _outputCoverage_S03010));
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColor�struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD3;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float2 v1 : TEXCOORD1;
    noperspective float v2 : TEXCOORD2;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD3;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float2 v1 : TEXCOORD1;
    noperspective float 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; 
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
����@DXBCY�Q����Iyw�%2�@4d���RDEF(�<����RD11< ($|�$GlobalsDriverConstants���|�@��@,��������P,h��������_sk_RTAdjustfloat4%_umatrix_S1_c0float3x3_T,��������b x���������0x���������8����������<���������dx_ViewAdjustdx_ViewCoordsfloat2�pdx_ViewScaleclipControlOriginfloat����clipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGNthhhhTEXCOORD���OSGN������SV_PositionTEXCOORD���SHEXP�jYF� YF� _2__�_2g� e� e� e2 eB h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?�?6� 6� F6B @6� F6B 
62F F� F" F� F>STAT�	�<DXBCJe��)���k����n<4����RDEF�<����RD11< ($|�����
samplers2D[0]textures2D[0]Microsoft (R) HLSL Shader Compiler 10.1ISGN������SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX�P2jZ`XpUUb 2b Be� hJ���CUF6y`@�
�A@�?8� �>STAT�BPLG��<3928d0dc739b5a83sbANGLE (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_c0umatrix_S1_c0_c0_c1umatrix_S1_c0_c0_c2
umatrix_S1_c0ucolorSpaceMatrix_S1_c0_c0ucolorSpaceTranslate_S1_c0_c0uTextureSampler_0_S1uTextureSampler_1_S1uTextureSampler_2_S1
_usk_RTAdjust_uumatrix_S1_c0_c0_c0_uumatrix_S1_c0_c0_c1_uumatrix_S1_c0_c0_c2_uumatrix_S1_c0_uucolorSpaceMatrix_S1_c0_c0_uucolorSpaceTranslate_S1_c0_c0_uuTextureSampler_0_S1_uuTextureSampler_1_S1_uuTextureSampler_2_S1
	sk_FragColor_usk_FragColorR�@^�^�^���%i�����������������������������������������������������<<
��������������������������������������������������������������������������������
������������������������������������������������������������������������������������������������������������������������#struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD4;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float2 v1 : TEXCOORD1;
    noperspective float2 v2 : TEXCOORD2;
    noperspective float2 v3 : TEXCOORD3;
};
#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_c0 : register(c1);
uniform float3x3 _umatrix_S1_c0_c0_c1 : register(c4);
uniform float3x3 _umatrix_S1_c0_c0_c2 : register(c7);
uniform float3x3 _umatrix_S1_c0 : register(c10);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// 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_5_S0 = {0, 0};
static noperspective float2 _vTransformedCoords_7_S0 = {0, 0};
static noperspective float2 _vTransformedCoords_9_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.v0 = _vcolor_S0;
    output.v1 = _vTransformedCoords_5_S0;
    output.v2 = _vTransformedCoords_7_S0;
    output.v3 = _vTransformedCoords_9_S0;

    return output;
}

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

(_vcolor_S0 = _color);
(gl_Position = vec4_ctor(_position, 0.0, 1.0));
{
(_vTransformedCoords_5_S0 = mul(transpose(mat3x2_ctor(transpose(mul(transpose(_umatrix_S1_c0_c0_c0), transpose(_umatrix_S1_c0))))), vec3_ctor(_localCoord, 1.0)));
}
{
(_vTransformedCoords_7_S0 = mul(transpose(mat3x2_ctor(transpose(mul(transpose(_umatrix_S1_c0_c0_c1), transpose(_umatrix_S1_c0))))), vec3_ctor(_localCoord, 1.0)));
}
{
(_vTransformedCoords_9_S0 = mul(transpose(mat3x2_ctor(transpose(mul(transpose(_umatrix_S1_c0_c0_c2), transpose(_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);
}
�	struct PS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD4;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float2 v1 : TEXCOORD1;
    noperspective float2 v2 : TEXCOORD2;
    noperspective float2 v3 : TEXCOORD3;
};

#pragma warning( disable: 3556 3571 )
// Uniforms

uniform float3x3 _ucolorSpaceMatrix_S1_c0_c0 : register(c0);
uniform float3 _ucolorSpaceTranslate_S1_c0_c0 : register(c3);
static const uint _uTextureSampler_0_S1 = 0;
static const uint _uTextureSampler_1_S1 = 1;
static const uint _uTextureSampler_2_S1 = 2;
uniform Texture2D<float4> textures2D[3] : register(t0);
uniform SamplerState samplers2D[3] : register(s0);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Varyings
static noperspective float4 _vcolor_S0 = {0, 0, 0, 0};
static noperspective float2 _vTransformedCoords_5_S0 = {0, 0};
static noperspective float2 _vTransformedCoords_7_S0 = {0, 0};
static noperspective float2 _vTransformedCoords_9_S0 = {0, 0};

static float4 out_sk_FragColor = {0, 0, 0, 0};

cbuffer DriverConstants : register(b1)
{
    uint dx_Misc : packoffset(c2.w);
    struct SamplerMetadata
    {
        int baseLevel;
        int wrapModes;
        int2 padding;
        int4 intBorderColor;
    };
    SamplerMetadata samplerMetadata[3] : packoffset(c4);
};

float4 gl_texture2D(uint samplerIndex, float2 t, float bias)
{
    return textures2D[samplerIndex].SampleBias(samplers2D[samplerIndex], float2(t.x, t.y), bias);
}

@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){
    _vcolor_S0 = input.v0;
    _vTransformedCoords_5_S0 = input.v1.xy;
    _vTransformedCoords_7_S0 = input.v2.xy;
    _vTransformedCoords_9_S0 = input.v3.xy;

float4 _outputColor_S03016 = _vcolor_S0;
float4 __2_input3017 = _outputColor_S03016;
float4 __3_color3018 = {0, 0, 0, 0};
(__3_color3018.x = gl_texture2D(_uTextureSampler_0_S1, _vTransformedCoords_5_S0, -0.5).x);
(__3_color3018.y = gl_texture2D(_uTextureSampler_1_S1, _vTransformedCoords_7_S0, -0.5).x);
(__3_color3018.z = gl_texture2D(_uTextureSampler_2_S1, _vTransformedCoords_9_S0, -0.5).x);
(__3_color3018.w = 1.0);
(__3_color3018.xyz = clamp((mul(__3_color3018.xyz, transpose(_ucolorSpaceMatrix_S1_c0_c0)) + _ucolorSpaceTranslate_S1_c0_c0), 0.0, 1.0));
(__2_input3017 = __3_color3018);
float4 _output_S13019 = __2_input3017;
{
(out_sk_FragColor = _output_S13019);
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColordstruct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD4;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float2 v1 : TEXCOORD1;
    noperspective float2 v2 : TEXCOORD2;
    noperspective float2 v3 : TEXCOORD3;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD4;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float2 v1 : TEXCOORD1;
    noperspective float2 v2 : TEXCOORD2;
    noperspective float2 v3 : TEXCOORD3;
};

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.v3 = input.v3; 
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
���@DXBC��ͳ�z��I�+�@4 �<�
RDEF��<����RD11< ($|�$GlobalsDriverConstants���|���H@�����������,���������@,���������!p,���������6�,���������_sk_RTAdjustfloat4�_umatrix_S1_c0_c0_c0float3x3���_umatrix_S1_c0_c0_c1_umatrix_S1_c0_c0_c2_umatrix_S1_c0������������ 4��������X04��������e8����������<���������dx_ViewAdjustdx_ViewCoordsfloat2�,dx_ViewScaleclipControlOriginfloat���wclipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGN\PPPTEXCOORD���OSGN�������SV_PositionTEXCOORD���SHEX`PXjYF� 
YF� _2_�_2g� e� e� e2 e� e2 h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?6� 6� F6B @6� F8	rV� F� 2r� F� 
F2r�� F� F62F6B@�? FF8	rV� F� 2r� F� 
F2r�� F� F" FF8	rV� F� 2r� F� 
F2r�� F� FB FF8	rV� F� 2r� F� 
F2r�� F� F� FF8	rV� F� 2r� F� 
F2r�� F� F FF8	rV� F� 2r� F� 
F2r�� F� F" FF>STAT�$	�\DXBCzue\�Ǡ2��{ٶk\4����RDEF�|<���|RD11< ($*8F����
T����
b����
psamplers2D[0]samplers2D[1]samplers2D[2]textures2D[0]textures2D[1]textures2D[2]$Globals���p�@�,��������00X��������_ucolorSpaceMatrix_S1_c0_c0float3x3���_ucolorSpaceTranslate_S1_c0_c0float3��OMicrosoft (R) HLSL Shader Compiler 10.1ISGN�������SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX�P{jYF� Z`Z`Z`XpUUXpUUXpUUb 2b �b 2e� hJ���CU�F~`@�8rF� J���CU�F�s`@�2
r�F� FJ���CU�F�s`@�2
r�F� F r FF� 6� @�?>STAT�	BPLG���53928d0dc739b5a83sbANGLE (Intel, Intel(R) HD Graphics 530 (0x00001912) Direct3D11 vs_5_0 ps_5_0, D3D11-20.19.15.4549)��@������������������,,position
_upositionP�color_ucolorR����������������������������������������������������������������sk_RTAdjust
u_skRTFlipuedgeArray_S1_c0_c0[0]uinnerRect_S1_c0uradiusPlusHalf_S1_c0
uinnerRect_S1uradiusPlusHalf_S1
_usk_RTAdjust_uu_skRTFlip_uuedgeArray_S1_c0_c0[0]_uuinnerRect_S1_c0_uuradiusPlusHalf_S1_c0_uuinnerRect_S1_uuradiusPlusHalf_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

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// 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 )
float3 vec3_ctor(float2 x0, float x1)
{
    return float3(x0, x1);
}
float4 vec4_ctor(float x0)
{
    return float4(x0, x0, x0, x0);
}
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 float3 _uedgeArray_S1_c0_c0[4] : register(c1);
uniform float4 _uinnerRect_S1_c0 : register(c5);
uniform float2 _uradiusPlusHalf_S1_c0 : register(c6);
uniform float4 _uinnerRect_S1 : register(c7);
uniform float2 _uradiusPlusHalf_S1 : register(c8);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// 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);
};

#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_FragCoord3010 = vec4_ctor(gl_FragCoord.x, (_u_skRTFlip.x + (_u_skRTFlip.y * gl_FragCoord.y)), gl_FragCoord.z, gl_FragCoord.w);
float4 _outputColor_S03011 = _vcolor_S0;
float2 __8_dxy03012 = (_uinnerRect_S1.xy - _sk_FragCoord3010.xy);
float2 __9_dxy13013 = (_sk_FragCoord3010.xy - _uinnerRect_S1.zw);
float2 __10_dxy3014 = max(max(__8_dxy03012, __9_dxy13013), 0.0);
float __11_alpha3015 = clamp((_uradiusPlusHalf_S1.x - length(__10_dxy3014)), 0.0, 1.0);
float2 __12_dxy03016 = (_uinnerRect_S1_c0.xy - _sk_FragCoord3010.xy);
float2 __13_dxy13017 = (_sk_FragCoord3010.xy - _uinnerRect_S1_c0.zw);
float2 __14_dxy3018 = max(max(__12_dxy03016, __13_dxy13017), 0.0);
float __15_alpha3019 = clamp((_uradiusPlusHalf_S1_c0.x - length(__14_dxy3018)), 0.0, 1.0);
(__15_alpha3019 = (1.0 - __15_alpha3019));
float __16_alpha3020 = {1.0};
float __17_edge3021 = dot(_uedgeArray_S1_c0_c0[0], vec3_ctor(_sk_FragCoord3010.xy, 1.0));
(__16_alpha3020 *= step(0.5, __17_edge3021));
(__17_edge3021 = dot(_uedgeArray_S1_c0_c0[1], vec3_ctor(_sk_FragCoord3010.xy, 1.0)));
(__16_alpha3020 *= step(0.5, __17_edge3021));
(__17_edge3021 = dot(_uedgeArray_S1_c0_c0[2], vec3_ctor(_sk_FragCoord3010.xy, 1.0)));
(__16_alpha3020 *= step(0.5, __17_edge3021));
(__17_edge3021 = dot(_uedgeArray_S1_c0_c0[3], vec3_ctor(_sk_FragCoord3010.xy, 1.0)));
(__16_alpha3020 *= step(0.5, __17_edge3021));
float4 _output_S13022 = ((vec4_ctor(__16_alpha3020) * __15_alpha3019) * __11_alpha3015);
{
(out_sk_FragColor = (_outputColor_S03011 * _output_S13022));
}
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
}
��DXBC��%���`6P��*�W�4L�lRDEF��<����RD11< ($|�$GlobalsDriverConstants���|��(@���������_sk_RTAdjustfloat4����������� ��������80��������E8`���������<`��������dx_ViewAdjustdx_ViewCoordsfloat2�dx_ViewScaleclipControlOriginfloat���WclipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGND88TEXCOORD���OSGN�htttSV_PositionTEXCOORD���SHEX�PdjYF� YF� _2_�g� e� e� e� h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?6� 6� F6� F6� F>STAT�
�x
DXBCr��/楐G���|x
4l�(�	RDEF0�<���RD11< ($|�$GlobalsDriverConstants���|����@�����������<��������0PL��������p`����������pL�������������������_u_skRTFlipfloat2��_uedgeArray_S1_c0_c0float3_uinnerRect_S1_c0float4���B_uradiusPlusHalf_S1_c0_uinnerRect_S1_uradiusPlusHalf_S1��tL���������0���������� ����������8����������,���������dx_ViewCoordsdx_FragCoordOffsetdx_DepthFront�dx_ViewScaledx_Miscdword��Microsoft (R) HLSL Shader Compiler 10.1ISGN�htttSV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX�P+jYF� 	YF� d 2b �e� h6�@�?	2FF� �A2B� 
� "F� �"@?"@�?F� �
@?
@�?8"
F� ��F� ��:@?�:@�?
@?
@�?8"
8":	2��AF� 	��� �A42�
F4
2F@�FFK�: 	�:�A
� �:�A@�?8":	2��AF� 	R�� �A4R4
R@��K
 	
�A
� 8
8� F>STAT�%BPLG���43928d0dc739b5a83sbANGLE (Intel, Intel(R) HD Graphics 530 (0x00001912) Direct3D11 vs_5_0 ps_5_0, D3D11-20.19.15.4549)��@������������������,,position
_upositionP�color_ucolorR����������������������������������������������������������������sk_RTAdjust
u_skRTFlipuedgeArray_S1_c0_c0[0]uinnerRect_S1_c0uradiusPlusHalf_S1_c0
uinnerRect_S1uradiusPlusHalf_S1
_usk_RTAdjust_uu_skRTFlip_uuedgeArray_S1_c0_c0[0]_uuinnerRect_S1_c0_uuradiusPlusHalf_S1_c0_uuinnerRect_S1_uuradiusPlusHalf_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

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// 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 )
float3 vec3_ctor(float2 x0, float x1)
{
    return float3(x0, x1);
}
float4 vec4_ctor(float x0)
{
    return float4(x0, x0, x0, x0);
}
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 float3 _uedgeArray_S1_c0_c0[4] : register(c1);
uniform float4 _uinnerRect_S1_c0 : register(c5);
uniform float2 _uradiusPlusHalf_S1_c0 : register(c6);
uniform float4 _uinnerRect_S1 : register(c7);
uniform float2 _uradiusPlusHalf_S1 : register(c8);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// 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);
};

#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_FragCoord3010 = vec4_ctor(gl_FragCoord.x, (_u_skRTFlip.x + (_u_skRTFlip.y * gl_FragCoord.y)), gl_FragCoord.z, gl_FragCoord.w);
float4 _outputColor_S03011 = _vcolor_S0;
float2 __8_dxy03012 = (_uinnerRect_S1.xy - _sk_FragCoord3010.xy);
float2 __9_dxy13013 = (_sk_FragCoord3010.xy - _uinnerRect_S1.zw);
float2 __10_dxy3014 = max(max(__8_dxy03012, __9_dxy13013), 0.0);
float __11_alpha3015 = clamp((_uradiusPlusHalf_S1.x - length(__10_dxy3014)), 0.0, 1.0);
float2 __12_dxy03016 = (_uinnerRect_S1_c0.xy - _sk_FragCoord3010.xy);
float2 __13_dxy13017 = (_sk_FragCoord3010.xy - _uinnerRect_S1_c0.zw);
float2 __14_dxy3018 = max(max(__12_dxy03016, __13_dxy13017), 0.0);
float __15_alpha3019 = clamp((_uradiusPlusHalf_S1_c0.x - length(__14_dxy3018)), 0.0, 1.0);
(__15_alpha3019 = (1.0 - __15_alpha3019));
float __16_alpha3020 = {1.0};
float __17_edge3021 = dot(_uedgeArray_S1_c0_c0[0], vec3_ctor(_sk_FragCoord3010.xy, 1.0));
(__16_alpha3020 *= clamp(__17_edge3021, 0.0, 1.0));
(__17_edge3021 = dot(_uedgeArray_S1_c0_c0[1], vec3_ctor(_sk_FragCoord3010.xy, 1.0)));
(__16_alpha3020 *= clamp(__17_edge3021, 0.0, 1.0));
(__17_edge3021 = dot(_uedgeArray_S1_c0_c0[2], vec3_ctor(_sk_FragCoord3010.xy, 1.0)));
(__16_alpha3020 *= clamp(__17_edge3021, 0.0, 1.0));
(__17_edge3021 = dot(_uedgeArray_S1_c0_c0[3], vec3_ctor(_sk_FragCoord3010.xy, 1.0)));
(__16_alpha3020 *= clamp(__17_edge3021, 0.0, 1.0));
float4 _output_S13022 = ((vec4_ctor(__16_alpha3020) * __15_alpha3019) * __11_alpha3015);
{
(out_sk_FragColor = (_outputColor_S03011 * _output_S13022));
}
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
}
��DXBC��%���`6P��*�W�4L�lRDEF��<����RD11< ($|�$GlobalsDriverConstants���|��(@���������_sk_RTAdjustfloat4����������� ��������80��������E8`���������<`��������dx_ViewAdjustdx_ViewCoordsfloat2�dx_ViewScaleclipControlOriginfloat���WclipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGND88TEXCOORD���OSGN�htttSV_PositionTEXCOORD���SHEX�PdjYF� YF� _2_�g� e� e� e� h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?6� 6� F6� F6� F>STAT�
��	DXBC,0�[l}�+V��̝��	4l�(�RDEF0�<���RD11< ($|�$GlobalsDriverConstants���|����@�����������<��������0PL��������p`����������pL�������������������_u_skRTFlipfloat2��_uedgeArray_S1_c0_c0float3_uinnerRect_S1_c0float4���B_uradiusPlusHalf_S1_c0_uinnerRect_S1_uradiusPlusHalf_S1��tL���������0���������� ����������8����������,���������dx_ViewCoordsdx_FragCoordOffsetdx_DepthFront�dx_ViewScaledx_Miscdword��Microsoft (R) HLSL Shader Compiler 10.1ISGN�htttSV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX�P�jYF� 	YF� d 2b �e� h6�@�?	2FF� �A2B� 
�  "F� � F� �8"
 F� � �F� �8"
8":	2��AF� 	��� �A42�
F4
2F@�FFK�: 	�:�A
� �:�A@�?8":	2��AF� 	R�� �A4R4
R@��K
 	
�A
� 8
8� F>STAT�BPLG��e:3928d0dc739b5a83sbANGLE (Intel, Intel(R) HD Graphics 530 (0x00001912) Direct3D11 vs_5_0 ps_5_0, D3D11-20.19.15.4549)��@������������������,,position
_upositionP�color_ucolorR�������������������������������������������������������������������������sk_RTAdjust
u_skRTFlipuedgeArray_S1_c0_c0_c0[0]uedgeArray_S1_c0_c0[0]uinnerRect_S1_c0uradiusPlusHalf_S1_c0
uinnerRect_S1uradiusPlusHalf_S1
_usk_RTAdjust_uu_skRTFlip_uuedgeArray_S1_c0_c0_c0[0]_uuedgeArray_S1_c0_c0[0]_uuinnerRect_S1_c0_uuradiusPlusHalf_S1_c0_uuinnerRect_S1_uuradiusPlusHalf_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

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// 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);
}
Ostruct PS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
};

#pragma warning( disable: 3556 3571 )
float3 vec3_ctor(float2 x0, float x1)
{
    return float3(x0, x1);
}
float4 vec4_ctor(float x0)
{
    return float4(x0, x0, x0, x0);
}
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 float3 _uedgeArray_S1_c0_c0_c0[4] : register(c1);
uniform float3 _uedgeArray_S1_c0_c0[4] : register(c5);
uniform float4 _uinnerRect_S1_c0 : register(c9);
uniform float2 _uradiusPlusHalf_S1_c0 : register(c10);
uniform float4 _uinnerRect_S1 : register(c11);
uniform float2 _uradiusPlusHalf_S1 : register(c12);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// 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);
};

#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_FragCoord3011 = vec4_ctor(gl_FragCoord.x, (_u_skRTFlip.x + (_u_skRTFlip.y * gl_FragCoord.y)), gl_FragCoord.z, gl_FragCoord.w);
float4 _outputColor_S03012 = _vcolor_S0;
float2 __14_dxy03013 = (_uinnerRect_S1.xy - _sk_FragCoord3011.xy);
float2 __15_dxy13014 = (_sk_FragCoord3011.xy - _uinnerRect_S1.zw);
float2 __16_dxy3015 = max(max(__14_dxy03013, __15_dxy13014), 0.0);
float __17_alpha3016 = clamp((_uradiusPlusHalf_S1.x - length(__16_dxy3015)), 0.0, 1.0);
float2 __18_dxy03017 = (_uinnerRect_S1_c0.xy - _sk_FragCoord3011.xy);
float2 __19_dxy13018 = (_sk_FragCoord3011.xy - _uinnerRect_S1_c0.zw);
float2 __20_dxy3019 = max(max(__18_dxy03017, __19_dxy13018), 0.0);
float __21_alpha3020 = clamp((_uradiusPlusHalf_S1_c0.x - length(__20_dxy3019)), 0.0, 1.0);
(__21_alpha3020 = (1.0 - __21_alpha3020));
float __22_alpha3021 = {1.0};
float __23_edge3022 = dot(_uedgeArray_S1_c0_c0[0], vec3_ctor(_sk_FragCoord3011.xy, 1.0));
(__22_alpha3021 *= step(0.5, __23_edge3022));
(__23_edge3022 = dot(_uedgeArray_S1_c0_c0[1], vec3_ctor(_sk_FragCoord3011.xy, 1.0)));
(__22_alpha3021 *= step(0.5, __23_edge3022));
(__23_edge3022 = dot(_uedgeArray_S1_c0_c0[2], vec3_ctor(_sk_FragCoord3011.xy, 1.0)));
(__22_alpha3021 *= step(0.5, __23_edge3022));
(__23_edge3022 = dot(_uedgeArray_S1_c0_c0[3], vec3_ctor(_sk_FragCoord3011.xy, 1.0)));
(__22_alpha3021 *= step(0.5, __23_edge3022));
float __24_alpha3023 = {1.0};
float __25_edge3024 = dot(_uedgeArray_S1_c0_c0_c0[0], vec3_ctor(_sk_FragCoord3011.xy, 1.0));
(__24_alpha3023 *= clamp(__25_edge3024, 0.0, 1.0));
(__25_edge3024 = dot(_uedgeArray_S1_c0_c0_c0[1], vec3_ctor(_sk_FragCoord3011.xy, 1.0)));
(__24_alpha3023 *= clamp(__25_edge3024, 0.0, 1.0));
(__25_edge3024 = dot(_uedgeArray_S1_c0_c0_c0[2], vec3_ctor(_sk_FragCoord3011.xy, 1.0)));
(__24_alpha3023 *= clamp(__25_edge3024, 0.0, 1.0));
(__25_edge3024 = dot(_uedgeArray_S1_c0_c0_c0[3], vec3_ctor(_sk_FragCoord3011.xy, 1.0)));
(__24_alpha3023 *= clamp(__25_edge3024, 0.0, 1.0));
float4 _output_S13025 = (((vec4_ctor(__24_alpha3023) * __22_alpha3021) * __21_alpha3020) * __17_alpha3016);
{
(out_sk_FragColor = (_outputColor_S03012 * _output_S13025));
}
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
}
��DXBC��%���`6P��*�W�4L�lRDEF��<����RD11< ($|�$GlobalsDriverConstants���|��(@���������_sk_RTAdjustfloat4����������� ��������80��������E8`���������<`��������dx_ViewAdjustdx_ViewCoordsfloat2�dx_ViewScaleclipControlOriginfloat���WclipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGND88TEXCOORD���OSGN�htttSV_PositionTEXCOORD���SHEX�PdjYF� YF� _2_�g� e� e� e� h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?6� 6� F6� F6� F>STAT�
��DXBC'ZR`#�Uo�b϶��4�\�4RDEF��<���pRD11< ($|�$GlobalsDriverConstants���|���@����������<8��������\P<t����������������������������������������������������_u_skRTFlipfloat2��_uedgeArray_S1_c0_c0_c0float3�0_uedgeArray_S1_c0_c0���0_uinnerRect_S1_c0float4����_uradiusPlusHalf_S1_c0_uinnerRect_S1_uradiusPlusHalf_S1�������������0���������� ��������08���������=,L��������dx_ViewCoordsdx_FragCoordOffsetdx_DepthFront�0dx_ViewScaledx_Miscdword�EMicrosoft (R) HLSL Shader Compiler 10.1ISGN�htttSV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX�PgjYF� 
YF� d 2b �e� h6�@�?	2FF� �A2B� 
� "F� �"@?"@�?F� �
@?
@�?8"
F� �
@?
@�?8"
F� �
@?
@�?8"
 F� � "F� �8
 "F� � �F� �8
8�:
8":	2��AF� 		��� �A	42�
F4
2F@�FFK�: 	�:�A
� 
�:�A@�?8":	2��AF� 	R�� �A4R4
R@��K
 	
�A
� 8
8� F>STAT�-'BPLG��e:3928d0dc739b5a83sbANGLE (Intel, Intel(R) HD Graphics 530 (0x00001912) Direct3D11 vs_5_0 ps_5_0, D3D11-20.19.15.4549)��@������������������,,position
_upositionP�color_ucolorR�������������������������������������������������������������������������sk_RTAdjust
u_skRTFlipuedgeArray_S1_c0_c0_c0[0]uedgeArray_S1_c0_c0[0]uinnerRect_S1_c0uradiusPlusHalf_S1_c0
uinnerRect_S1uradiusPlusHalf_S1
_usk_RTAdjust_uu_skRTFlip_uuedgeArray_S1_c0_c0_c0[0]_uuedgeArray_S1_c0_c0[0]_uuinnerRect_S1_c0_uuradiusPlusHalf_S1_c0_uuinnerRect_S1_uuradiusPlusHalf_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

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// 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);
}
Ostruct PS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    float4 gl_FragCoord : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
};

#pragma warning( disable: 3556 3571 )
float3 vec3_ctor(float2 x0, float x1)
{
    return float3(x0, x1);
}
float4 vec4_ctor(float x0)
{
    return float4(x0, x0, x0, x0);
}
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 float3 _uedgeArray_S1_c0_c0_c0[4] : register(c1);
uniform float3 _uedgeArray_S1_c0_c0[4] : register(c5);
uniform float4 _uinnerRect_S1_c0 : register(c9);
uniform float2 _uradiusPlusHalf_S1_c0 : register(c10);
uniform float4 _uinnerRect_S1 : register(c11);
uniform float2 _uradiusPlusHalf_S1 : register(c12);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// 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);
};

#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_FragCoord3011 = vec4_ctor(gl_FragCoord.x, (_u_skRTFlip.x + (_u_skRTFlip.y * gl_FragCoord.y)), gl_FragCoord.z, gl_FragCoord.w);
float4 _outputColor_S03012 = _vcolor_S0;
float2 __14_dxy03013 = (_uinnerRect_S1.xy - _sk_FragCoord3011.xy);
float2 __15_dxy13014 = (_sk_FragCoord3011.xy - _uinnerRect_S1.zw);
float2 __16_dxy3015 = max(max(__14_dxy03013, __15_dxy13014), 0.0);
float __17_alpha3016 = clamp((_uradiusPlusHalf_S1.x - length(__16_dxy3015)), 0.0, 1.0);
float2 __18_dxy03017 = (_uinnerRect_S1_c0.xy - _sk_FragCoord3011.xy);
float2 __19_dxy13018 = (_sk_FragCoord3011.xy - _uinnerRect_S1_c0.zw);
float2 __20_dxy3019 = max(max(__18_dxy03017, __19_dxy13018), 0.0);
float __21_alpha3020 = clamp((_uradiusPlusHalf_S1_c0.x - length(__20_dxy3019)), 0.0, 1.0);
(__21_alpha3020 = (1.0 - __21_alpha3020));
float __22_alpha3021 = {1.0};
float __23_edge3022 = dot(_uedgeArray_S1_c0_c0[0], vec3_ctor(_sk_FragCoord3011.xy, 1.0));
(__22_alpha3021 *= clamp(__23_edge3022, 0.0, 1.0));
(__23_edge3022 = dot(_uedgeArray_S1_c0_c0[1], vec3_ctor(_sk_FragCoord3011.xy, 1.0)));
(__22_alpha3021 *= clamp(__23_edge3022, 0.0, 1.0));
(__23_edge3022 = dot(_uedgeArray_S1_c0_c0[2], vec3_ctor(_sk_FragCoord3011.xy, 1.0)));
(__22_alpha3021 *= clamp(__23_edge3022, 0.0, 1.0));
(__23_edge3022 = dot(_uedgeArray_S1_c0_c0[3], vec3_ctor(_sk_FragCoord3011.xy, 1.0)));
(__22_alpha3021 *= clamp(__23_edge3022, 0.0, 1.0));
float __24_alpha3023 = {1.0};
float __25_edge3024 = dot(_uedgeArray_S1_c0_c0_c0[0], vec3_ctor(_sk_FragCoord3011.xy, 1.0));
(__24_alpha3023 *= step(0.5, __25_edge3024));
(__25_edge3024 = dot(_uedgeArray_S1_c0_c0_c0[1], vec3_ctor(_sk_FragCoord3011.xy, 1.0)));
(__24_alpha3023 *= step(0.5, __25_edge3024));
(__25_edge3024 = dot(_uedgeArray_S1_c0_c0_c0[2], vec3_ctor(_sk_FragCoord3011.xy, 1.0)));
(__24_alpha3023 *= step(0.5, __25_edge3024));
(__25_edge3024 = dot(_uedgeArray_S1_c0_c0_c0[3], vec3_ctor(_sk_FragCoord3011.xy, 1.0)));
(__24_alpha3023 *= step(0.5, __25_edge3024));
float4 _output_S13025 = (((vec4_ctor(__24_alpha3023) * __22_alpha3021) * __21_alpha3020) * __17_alpha3016);
{
(out_sk_FragColor = (_outputColor_S03012 * _output_S13025));
}
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
}
��DXBC��%���`6P��*�W�4L�lRDEF��<����RD11< ($|�$GlobalsDriverConstants���|��(@���������_sk_RTAdjustfloat4����������� ��������80��������E8`���������<`��������dx_ViewAdjustdx_ViewCoordsfloat2�dx_ViewScaleclipControlOriginfloat���WclipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGND88TEXCOORD���OSGN�htttSV_PositionTEXCOORD���SHEX�PdjYF� YF� _2_�g� e� e� e� h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?6� 6� F6� F6� F>STAT�
��DXBCz�� �j��B����x��4�\�4RDEF��<���pRD11< ($|�$GlobalsDriverConstants���|���@����������<8��������\P<t����������������������������������������������������_u_skRTFlipfloat2��_uedgeArray_S1_c0_c0_c0float3�0_uedgeArray_S1_c0_c0���0_uinnerRect_S1_c0float4����_uradiusPlusHalf_S1_c0_uinnerRect_S1_uradiusPlusHalf_S1�������������0���������� ��������08���������=,L��������dx_ViewCoordsdx_FragCoordOffsetdx_DepthFront�0dx_ViewScaledx_Miscdword�EMicrosoft (R) HLSL Shader Compiler 10.1ISGN�htttSV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX�PgjYF� 
YF� d 2b �e� h6�@�?	2FF� �A2B� 
� "F� �"@?"@�?F� �
@?
@�?8"
F� �
@?
@�?8"
F� �
@?
@�?8"
 F� � "F� �8
 "F� � �F� �8
8�:
8":	2��AF� 		��� �A	42�
F4
2F@�FFK�: 	�:�A
� 
�:�A@�?8":	2��AF� 	R�� �A4R4
R@��K
 	
�A
� 8
8� F>STAT�-'BPLG���73928d0dc739b5a83sbANGLE (Intel, Intel(R) HD Graphics 530 (0x00001912) Direct3D11 vs_5_0 ps_5_0, D3D11-20.19.15.4549)��@������������������,,
inPosition_uinPositionP�inColor	_uinColorR�inTextureCoords_uinTextureCoordsƍ���������������������������������������������*����������sk_RTAdjustuAtlasSizeInv_S0
u_skRTFlip
uinnerRect_S1uradiusPlusHalf_S1uTextureSampler_0_S0
_usk_RTAdjust_uuAtlasSizeInv_S0_uu_skRTFlip_uuinnerRect_S1_uuradiusPlusHalf_S1_uuTextureSampler_0_S0sk_FragColor_usk_FragColorR�@fsSecondaryColorOut_ufsSecondaryColorOutR�@^���%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 )
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);
}
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);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// 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};

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 = _vinColor_S0;
    output.v1 = _vTextureCoords_S0;

    return output;
}

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

int _texIdx3010 = {0};
float2 _unormTexCoords3011 = vec2_ctor(float_ctor_uint(_inTextureCoords.x), float_ctor_uint(_inTextureCoords.y));
(_vTextureCoords_S0 = (_unormTexCoords3011 * _uAtlasSizeInv_S0));
(_vTexIndex_S0 = float_ctor_int(_texIdx3010));
(_vinColor_S0 = _inColor);
(gl_Position = vec4_ctor(_inPosition, 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 : TEXCOORD2;
    float4 gl_FragCoord : TEXCOORD3;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float2 v1 : TEXCOORD1;
};

#pragma warning( disable: 3556 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 _uinnerRect_S1 : register(c1);
uniform float2 _uradiusPlusHalf_S1 : register(c2);
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

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Varyings
static noperspective float2 _vTextureCoords_S0 = {0, 0};
static noperspective float4 _vinColor_S0 = {0, 0, 0, 0};

static float4 out_sk_FragColor = {0, 0, 0, 0};
static float4 out_fsSecondaryColorOut = {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;

float4 _sk_FragCoord3011 = vec4_ctor(gl_FragCoord.x, (_u_skRTFlip.x + (_u_skRTFlip.y * gl_FragCoord.y)), gl_FragCoord.z, gl_FragCoord.w);
float4 _outputColor_S03012 = _vinColor_S0;
float4 _texColor3013 = gl_texture2D(_uTextureSampler_0_S0, _vTextureCoords_S0, -0.5);
float4 _outputCoverage_S03014 = _texColor3013;
float2 __0_dxy03015 = (_uinnerRect_S1.xy - _sk_FragCoord3011.xy);
float2 __1_dxy13016 = (_sk_FragCoord3011.xy - _uinnerRect_S1.zw);
float2 __2_dxy3017 = max(max(__0_dxy03015, __1_dxy13016), 0.0);
float __3_alpha3018 = clamp((_uradiusPlusHalf_S1.x - length(__2_dxy3017)), 0.0, 1.0);
float4 _output_S13019 = (_outputCoverage_S03014 * __3_alpha3018);
{
(_output_S13019.w = max(max(_output_S13019.x, _output_S13019.y), _output_S13019.z));
(out_fsSecondaryColorOut = (_outputColor_S03012.w * _output_S13019));
(out_sk_FragColor = (_outputColor_S03012 * _output_S13019));
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColorR�out_fsSecondaryColorOutout_fsSecondaryColorOutstruct 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
}
����DXBCf�X��\{��mN:_��4<�@$RDEF�<����RD11< ($|�$GlobalsDriverConstants���|� ��@,��������Pl��������_sk_RTAdjustfloat4%_uAtlasSizeInv_S0float2���bX,��������f l��������t0l���������8����������<���������dx_ViewAdjustdx_ViewCoordsdx_ViewScaleclipControlOriginfloat����clipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGN\PPPTEXCOORD���OSGN������SV_PositionTEXCOORD���SHEX�PwjYF� YF� _2_�_2g� e� e� e� e2 h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?6� 6� F6� F6� FV2F82 FF� >STAT���D	DXBC�﵎M�X�f]�RD	40��RDEF��<����RD11< ($������
��samplers2D[0]textures2D[0]$GlobalsDriverConstants����$0�$`�������������������� ���������_u_skRTFlipfloat2��_uinnerRect_S1float4���_uradiusPlusHalf_S1���������"0���������5 L��������p8���������},����������@ ���������dx_ViewCoordsdx_FragCoordOffsetdx_DepthFrontfloat3��Cdx_ViewScaledx_Miscdword��samplerMetadataSamplerMetadatabaseLevelint���wrapModespaddingint2�intBorderColorint4O���@Tx�Microsoft (R) HLSL Shader Compiler 10.1ISGN������SV_PositionTEXCOORD���OSGND88SV_TARGET��SHEX�P�jYF� YF� Z`XpUUd 2b �b 2e� e� h	2FF� �A2B� 
� 	��A� 	R�� �A42��4
2F@FFK
 	
�A
� J���CU�F6y`@�8r�4
4�*
8� FF8� F�>STAT�BPLG��t(27ba54ba45453923|bANGLE (Intel, Intel(R) HD Graphics 530 (0x00001912) Direct3D11 vs_5_0 ps_5_0, D3D11-20.19.15.4549)��@������������������,,
inPosition_uinPositionP�inColor	_uinColorR�inTextureCoords_uinTextureCoordsƍ������������������*����������sk_RTAdjustuAtlasSizeInv_S0uTextureSampler_0_S0
_usk_RTAdjust_uuAtlasSizeInv_S0_uuTextureSampler_0_S0sk_FragColor_usk_FragColorR�@^���%i�����������������������������������������������������<<�������������������������������������������������������������	struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float2 v1 : TEXCOORD1;
};
#pragma warning( disable: 3556 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);
}
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);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// 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};

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.v0 = _vinColor_S0;
    output.v1 = _vTextureCoords_S0;

    return output;
}

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

int _texIdx3010 = {0};
float2 _unormTexCoords3011 = vec2_ctor(float_ctor_uint(_inTextureCoords.x), float_ctor_uint(_inTextureCoords.y));
(_vTextureCoords_S0 = (_unormTexCoords3011 * _uAtlasSizeInv_S0));
(_vTexIndex_S0 = float_ctor_int(_texIdx3010));
(_vinColor_S0 = _inColor);
(gl_Position = vec4_ctor(_inPosition, 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 : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float2 v1 : TEXCOORD1;
};

#pragma warning( disable: 3556 3571 )
// Uniforms

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

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Varyings
static noperspective float2 _vTextureCoords_S0 = {0, 0};
static noperspective float4 _vinColor_S0 = {0, 0, 0, 0};

static float4 out_sk_FragColor = {0, 0, 0, 0};

cbuffer DriverConstants : register(b1)
{
    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);
}

@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){
    _vinColor_S0 = input.v0;
    _vTextureCoords_S0 = input.v1.xy;

float4 _outputColor_S03007 = _vinColor_S0;
float4 _texColor3008 = gl_texture2D(_uTextureSampler_0_S0, _vTextureCoords_S0, -0.474999994).xxxx;
float4 _outputCoverage_S03009 = _texColor3008;
{
(out_sk_FragColor = (_outputColor_S03007 * _outputCoverage_S03009));
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColor�struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float2 v1 : TEXCOORD1;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    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; 
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
����DXBC��� �/a��K�hc��4<�(�RDEF�<����RD11< ($|�$GlobalsDriverConstants���|� ��@,��������Pl��������_sk_RTAdjustfloat4%_uAtlasSizeInv_S0float2���bX,��������f l��������t0l���������8����������<���������dx_ViewAdjustdx_ViewCoordsdx_ViewScaleclipControlOriginfloat����clipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGN\PPPTEXCOORD���OSGN�htttSV_PositionTEXCOORD���SHEX�PqjYF� YF� _2_�_2g� e� e� e2 h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?6� 6� F6B @6� FV2F82 FF� >STAT��DXBC��F}���_���4���hRDEF�<����RD11< ($|�����
samplers2D[0]textures2D[0]Microsoft (R) HLSL Shader Compiler 10.1ISGN�htttSV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX�P*jZ`XpUUb �b 2e� hJ���CUFF~`@33�8� F>STAT�BPLG���27ba54ba45453923|bANGLE (Intel, Intel(R) HD Graphics 530 (0x00001912) Direct3D11 vs_5_0 ps_5_0, D3D11-20.19.15.4549)��@������������������,,position
_upositionP�color_ucolorR����������sk_RTAdjust
_usk_RTAdjustsk_FragColor_usk_FragColorR�@��%i���������������������������������������������������������<<���������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    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

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// 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.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;
    noperspective float4 v0 : TEXCOORD0;
};

#pragma warning( disable: 3556 3571 )
float4 vec4_ctor(float x0, float x1, float x2, float x3)
{
    return float4(x0, x1, x2, x3);
}
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

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

static float4 out_sk_FragColor = {0, 0, 0, 0};

cbuffer DriverConstants : register(b1)
{
    uint dx_Misc : packoffset(c2.w);
};

@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){
    _vcolor_S0 = input.v0;

float4 _outputColor_S03004 = _vcolor_S0;
{
(out_sk_FragColor = _outputColor_S03004);
(out_sk_FragColor = vec4_ctor(out_sk_FragColor.w, 0.0, 0.0, 0.0));
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColorstruct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    noperspective float4 v0 : TEXCOORD0;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    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; 
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
���DXBC%r���_i�Ay=�P�4L�<RDEF��<����RD11< ($|�$GlobalsDriverConstants���|��(@���������_sk_RTAdjustfloat4����������� ��������80��������E8`���������<`��������dx_ViewAdjustdx_ViewCoordsfloat2�dx_ViewScaleclipControlOriginfloat���WclipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGND88TEXCOORD���OSGNhP\\SV_PositionTEXCOORD���SHEXxP^jYF� YF� _2_�g� e� e� h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?6� 6� F6B @6� F>STAT�
�DDXBC<�c�('eIx�e�D4�D�RDEFd<���<RD11< ($Microsoft (R) HLSL Shader Compiler 10.1ISGNhP\\SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX\Pjb �e� 6 :6� @>STAT�BPLG��Nadf0730bc089b345�bANGLE (Intel, Intel(R) HD Graphics 530 (0x00001912) Direct3D11 vs_5_0 ps_5_0, D3D11-20.19.15.4549)��@������������������,,position
_upositionP�color_ucolorR����������sk_RTAdjust
_usk_RTAdjustsk_FragColor_usk_FragColorR�@��%i���������������������������������������������������������@@���������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    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.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;
    noperspective float4 v0 : TEXCOORD0;
};

#pragma warning( disable: 3556 3571 )
#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};

cbuffer DriverConstants : register(b1)
{
    uint dx_Misc : packoffset(c2.w);
};

@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){
    _vcolor_S0 = input.v0;

float4 _outputColor_S03004 = _vcolor_S0;
{
(out_sk_FragColor = _outputColor_S03004);
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColorstruct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    noperspective float4 v0 : TEXCOORD0;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    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; 
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
���DXBC%r���_i�Ay=�P�4L�<RDEF��<����RD11< ($|�$GlobalsDriverConstants���|��(@���������_sk_RTAdjustfloat4����������� ��������80��������E8`���������<`��������dx_ViewAdjustdx_ViewCoordsfloat2�dx_ViewScaleclipControlOriginfloat���WclipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGND88TEXCOORD���OSGNhP\\SV_PositionTEXCOORD���SHEXxP^jYF� YF� _2_�g� e� e� h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?6� 6� F6B @6� F>STAT�
�$DXBC5�[	���Ux����$4�D�RDEFd<���<RD11< ($Microsoft (R) HLSL Shader Compiler 10.1ISGNhP\\SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX<Pjb �e� 6� F>STAT�BPLG��s 27ba54ba45453923|bANGLE (Intel, Intel(R) HD Graphics 530 (0x00001912) Direct3D11 vs_5_0 ps_5_0, D3D11-20.19.15.4549)��@������������������,,
inPosition_uinPositionP�
inCoverage_uinCoverage���������sk_RTAdjust
_usk_RTAdjust�����sk_FragColor_usk_FragColorR�@��%i���������������������������������������������������������<<��������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    noperspective float 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

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Attributes
static float2 _inPosition = {0, 0};
static float _inCoverage = {0};

static float4 gl_Position = float4(0, 0, 0, 0);

// Varyings
static noperspective float _vinCoverage_S0 = {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.v0 = _vinCoverage_S0;

    return output;
}

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

float2 __tmp_1_inPosition3006 = _inPosition;
(_vinCoverage_S0 = _inCoverage);
(gl_Position = vec4_ctor(__tmp_1_inPosition3006, 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;
    noperspective float v0 : TEXCOORD0;
};

#pragma warning( disable: 3556 3571 )
float4 vec4_ctor(float x0)
{
    return float4(x0, x0, x0, x0);
}
float4 vec4_ctor(float x0, float x1, float x2, float x3)
{
    return float4(x0, x1, x2, x3);
}
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Varyings
static noperspective float _vinCoverage_S0 = {0};

static float4 out_sk_FragColor = {0, 0, 0, 0};

cbuffer DriverConstants : register(b1)
{
    uint dx_Misc : packoffset(c2.w);
};

@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){
    _vinCoverage_S0 = input.v0.x;

float _alpha3005 = {1.0};
(_alpha3005 = _vinCoverage_S0);
float4 _outputCoverage_S03006 = vec4_ctor(_alpha3005);
{
(out_sk_FragColor = _outputCoverage_S03006);
(out_sk_FragColor = vec4_ctor(out_sk_FragColor.w, 0.0, 0.0, 0.0));
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColorstruct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    noperspective float v0 : TEXCOORD0;
};

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

void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput)
{
    output.gl_Position = input.gl_Position;
    output.v0 = input.v0; 
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
���DXBC�ɸ���
�;���4L�<RDEF��<����RD11< ($|�$GlobalsDriverConstants���|��(@���������_sk_RTAdjustfloat4����������� ��������80��������E8`���������<`��������dx_ViewAdjustdx_ViewCoordsfloat2�dx_ViewScaleclipControlOriginfloat���WclipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGND88TEXCOORD���OSGNhP\\SV_PositionTEXCOORD���SHEXxP^jYF� YF� _2_g� e� e h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?6� 6� F6B @6 
>STAT�
�DDXBC-
0���wF>-�����D4�D�RDEFd<���<RD11< ($Microsoft (R) HLSL Shader Compiler 10.1ISGNhP\\SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX\Pjb e� 6 
6� @>STAT�BPLG���427ba54ba45453923|bANGLE (Intel, Intel(R) HD Graphics 530 (0x00001912) Direct3D11 vs_5_0 ps_5_0, D3D11-20.19.15.4549)��@������������������,,position
_upositionP�
localCoord_ulocalCoordP����������	������������������������������������	���������*����������sk_RTAdjust
umatrix_S1
udir_S1_c0uoffsetsAndKernel_S1_c0[0]uclamp_S1_c0_c0_c0umatrix_S1_c0_c0uTextureSampler_0_S1
_usk_RTAdjust_uumatrix_S1_uudir_S1_c0_uuoffsetsAndKernel_S1_c0[0]_uuclamp_S1_c0_c0_c0_uumatrix_S1_c0_c0_uuTextureSampler_0_S1	

sk_FragColor_usk_FragColorR�@^���%i���������������������������������������������������������<<��������������������������������������������������������������������������������������������������������������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    noperspective float2 v0 : TEXCOORD0;
};
#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 : register(c1);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Attributes
static float2 _position = {0, 0};
static float2 _localCoord = {0, 0};

static float4 gl_Position = float4(0, 0, 0, 0);

// Varyings
static noperspective float2 _vTransformedCoords_2_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.v0 = _vTransformedCoords_2_S0;

    return output;
}

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

(gl_Position = vec4_ctor(_position, 0.0, 1.0));
{
(_vTransformedCoords_2_S0 = mul(transpose(mat3x2_ctor(_umatrix_S1)), 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 : TEXCOORD1;
    noperspective float2 v0 : TEXCOORD0;
};

#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(float x0, float x1, float x2, float x3)
{
    return float4(x0, x1, x2, x3);
}
// Uniforms

uniform float4 _uclamp_S1_c0_c0_c0 : register(c0);
uniform float3x3 _umatrix_S1_c0_c0 : register(c1);
uniform float4 _uoffsetsAndKernel_S1_c0[14] : register(c4);
uniform float2 _udir_S1_c0 : 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

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Varyings
static noperspective float2 _vTransformedCoords_2_S0 = {0, 0};

static float4 out_sk_FragColor = {0, 0, 0, 0};

cbuffer DriverConstants : register(b1)
{
    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);
}

@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){
    _vTransformedCoords_2_S0 = input.v0.xy;

float2 __26_tmp_1_coords3011 = _vTransformedCoords_2_S0;
float4 __27_sum3012 = {0.0, 0.0, 0.0, 0.0};
{LOOP for(int __28_i3013 = {0}; (__28_i3013 < 6); (++__28_i3013))
{
float4 __29_s3014 = _uoffsetsAndKernel_S1_c0[__28_i3013];
float2 __30_inCoord3015 = mul(transpose(mat3x2_ctor(_umatrix_S1_c0_c0)), vec3_ctor((__26_tmp_1_coords3011 + (__29_s3014.x * _udir_S1_c0)), 1.0));
float2 __31_subsetCoord3016 = {0, 0};
(__31_subsetCoord3016.x = __30_inCoord3015.x);
(__31_subsetCoord3016.y = __30_inCoord3015.y);
float2 __32_clampedCoord3017 = {0, 0};
(__32_clampedCoord3017.x = clamp(__31_subsetCoord3016.x, _uclamp_S1_c0_c0_c0.x, _uclamp_S1_c0_c0_c0.z));
(__32_clampedCoord3017.y = __31_subsetCoord3016.y);
float4 __33_textureColor3018 = vec4_ctor(0.0, 0.0, 0.0, gl_texture2D(_uTextureSampler_0_S1, __32_clampedCoord3017, -0.474999994).x);
(__27_sum3012 += (__29_s3014.y * __33_textureColor3018));
float2 __34_inCoord3019 = mul(transpose(mat3x2_ctor(_umatrix_S1_c0_c0)), vec3_ctor((__26_tmp_1_coords3011 + (__29_s3014.z * _udir_S1_c0)), 1.0));
float2 __35_subsetCoord3020 = {0, 0};
(__35_subsetCoord3020.x = __34_inCoord3019.x);
(__35_subsetCoord3020.y = __34_inCoord3019.y);
float2 __36_clampedCoord3021 = {0, 0};
(__36_clampedCoord3021.x = clamp(__35_subsetCoord3020.x, _uclamp_S1_c0_c0_c0.x, _uclamp_S1_c0_c0_c0.z));
(__36_clampedCoord3021.y = __35_subsetCoord3020.y);
float4 __37_textureColor3022 = vec4_ctor(0.0, 0.0, 0.0, gl_texture2D(_uTextureSampler_0_S1, __36_clampedCoord3021, -0.474999994).x);
(__27_sum3012 += (__29_s3014.w * __37_textureColor3022));
}
}
float4 _output_S13023 = __27_sum3012;
{
(out_sk_FragColor = _output_S13023);
(out_sk_FragColor = vec4_ctor(out_sk_FragColor.w, 0.0, 0.0, 0.0));
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColorstruct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    noperspective float2 v0 : TEXCOORD0;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    noperspective float2 v0 : TEXCOORD0;
};

void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput)
{
    output.gl_Position = input.gl_Position;
    output.v0 = input.v0; 
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
���DXBC@���q��!�A��i�4d� �RDEF(�<����RD11< ($|�$GlobalsDriverConstants���|�@��@,��������P,h��������_sk_RTAdjustfloat4%_umatrix_S1float3x3���\T,��������b x���������0x���������8����������<���������dx_ViewAdjustdx_ViewCoordsfloat2�pdx_ViewScaleclipControlOriginfloat����clipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGND88TEXCOORD���OSGNhP\\SV_PositionTEXCOORD���SHEX�PqjYF� YF� _2_2g� e� e2 h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?�?6� 6� F6B @62F F� F" F� F>STAT��pDXBC�Ŵ�_���j�����+	p4�H|�RDEF��<���tRD11< ($������
�samplers2D[0]textures2D[0]$Globals�����0|����������,����������@���������< P��������_uclamp_S1_c0_c0_c0float4��_umatrix_S1_c0_c0float3x3��_uoffsetsAndKernel_S1_c0����_udir_S1_c0float2�HMicrosoft (R) HLSL Shader Compiler 10.1ISGNhP\\SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEXPP�jYF� Z`XpUUb 2e� h6B@�?6B@�?6�@6�@0!:@
2
�� :F� F62FF� F"F� F4

� 3
*� J���CUFF~`@33�2� :
:62�
"F� F"F� F4"
� 3*� J���CU"F~`@33�2�:� :
�:@6 :6� @>STAT�BPLG���427ba54ba45453923|bANGLE (Intel, Intel(R) HD Graphics 530 (0x00001912) Direct3D11 vs_5_0 ps_5_0, D3D11-20.19.15.4549)��@������������������,,position
_upositionP�
localCoord_ulocalCoordP����������	������������������������������������	���������*����������sk_RTAdjust
umatrix_S1
udir_S1_c0uoffsetsAndKernel_S1_c0[0]uclamp_S1_c0_c0_c0umatrix_S1_c0_c0uTextureSampler_0_S1
_usk_RTAdjust_uumatrix_S1_uudir_S1_c0_uuoffsetsAndKernel_S1_c0[0]_uuclamp_S1_c0_c0_c0_uumatrix_S1_c0_c0_uuTextureSampler_0_S1	

sk_FragColor_usk_FragColorR�@^���%i���������������������������������������������������������<<��������������������������������������������������������������������������������������������������������������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    noperspective float2 v0 : TEXCOORD0;
};
#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 : register(c1);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Attributes
static float2 _position = {0, 0};
static float2 _localCoord = {0, 0};

static float4 gl_Position = float4(0, 0, 0, 0);

// Varyings
static noperspective float2 _vTransformedCoords_2_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.v0 = _vTransformedCoords_2_S0;

    return output;
}

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

(gl_Position = vec4_ctor(_position, 0.0, 1.0));
{
(_vTransformedCoords_2_S0 = mul(transpose(mat3x2_ctor(_umatrix_S1)), 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 : TEXCOORD1;
    noperspective float2 v0 : TEXCOORD0;
};

#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(float x0, float x1, float x2, float x3)
{
    return float4(x0, x1, x2, x3);
}
// Uniforms

uniform float4 _uclamp_S1_c0_c0_c0 : register(c0);
uniform float3x3 _umatrix_S1_c0_c0 : register(c1);
uniform float4 _uoffsetsAndKernel_S1_c0[14] : register(c4);
uniform float2 _udir_S1_c0 : 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

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Varyings
static noperspective float2 _vTransformedCoords_2_S0 = {0, 0};

static float4 out_sk_FragColor = {0, 0, 0, 0};

cbuffer DriverConstants : register(b1)
{
    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);
}

@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){
    _vTransformedCoords_2_S0 = input.v0.xy;

float2 __26_tmp_1_coords3011 = _vTransformedCoords_2_S0;
float4 __27_sum3012 = {0.0, 0.0, 0.0, 0.0};
{LOOP for(int __28_i3013 = {0}; (__28_i3013 < 6); (++__28_i3013))
{
float4 __29_s3014 = _uoffsetsAndKernel_S1_c0[__28_i3013];
float2 __30_inCoord3015 = mul(transpose(mat3x2_ctor(_umatrix_S1_c0_c0)), vec3_ctor((__26_tmp_1_coords3011 + (__29_s3014.x * _udir_S1_c0)), 1.0));
float2 __31_subsetCoord3016 = {0, 0};
(__31_subsetCoord3016.x = __30_inCoord3015.x);
(__31_subsetCoord3016.y = __30_inCoord3015.y);
float2 __32_clampedCoord3017 = {0, 0};
(__32_clampedCoord3017.x = __31_subsetCoord3016.x);
(__32_clampedCoord3017.y = clamp(__31_subsetCoord3016.y, _uclamp_S1_c0_c0_c0.y, _uclamp_S1_c0_c0_c0.w));
float4 __33_textureColor3018 = vec4_ctor(0.0, 0.0, 0.0, gl_texture2D(_uTextureSampler_0_S1, __32_clampedCoord3017, -0.474999994).x);
(__27_sum3012 += (__29_s3014.y * __33_textureColor3018));
float2 __34_inCoord3019 = mul(transpose(mat3x2_ctor(_umatrix_S1_c0_c0)), vec3_ctor((__26_tmp_1_coords3011 + (__29_s3014.z * _udir_S1_c0)), 1.0));
float2 __35_subsetCoord3020 = {0, 0};
(__35_subsetCoord3020.x = __34_inCoord3019.x);
(__35_subsetCoord3020.y = __34_inCoord3019.y);
float2 __36_clampedCoord3021 = {0, 0};
(__36_clampedCoord3021.x = __35_subsetCoord3020.x);
(__36_clampedCoord3021.y = clamp(__35_subsetCoord3020.y, _uclamp_S1_c0_c0_c0.y, _uclamp_S1_c0_c0_c0.w));
float4 __37_textureColor3022 = vec4_ctor(0.0, 0.0, 0.0, gl_texture2D(_uTextureSampler_0_S1, __36_clampedCoord3021, -0.474999994).x);
(__27_sum3012 += (__29_s3014.w * __37_textureColor3022));
}
}
float4 _output_S13023 = __27_sum3012;
{
(out_sk_FragColor = _output_S13023);
(out_sk_FragColor = vec4_ctor(out_sk_FragColor.w, 0.0, 0.0, 0.0));
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColorstruct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    noperspective float2 v0 : TEXCOORD0;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    noperspective float2 v0 : TEXCOORD0;
};

void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput)
{
    output.gl_Position = input.gl_Position;
    output.v0 = input.v0; 
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
���DXBC@���q��!�A��i�4d� �RDEF(�<����RD11< ($|�$GlobalsDriverConstants���|�@��@,��������P,h��������_sk_RTAdjustfloat4%_umatrix_S1float3x3���\T,��������b x���������0x���������8����������<���������dx_ViewAdjustdx_ViewCoordsfloat2�pdx_ViewScaleclipControlOriginfloat����clipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGND88TEXCOORD���OSGNhP\\SV_PositionTEXCOORD���SHEX�PqjYF� YF� _2_2g� e� e2 h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?�?6� 6� F6B @62F F� F" F� F>STAT��pDXBC:���Y�Л���|qp4�H|�RDEF��<���tRD11< ($������
�samplers2D[0]textures2D[0]$Globals�����0|����������,����������@���������< P��������_uclamp_S1_c0_c0_c0float4��_umatrix_S1_c0_c0float3x3��_uoffsetsAndKernel_S1_c0����_udir_S1_c0float2�HMicrosoft (R) HLSL Shader Compiler 10.1ISGNhP\\SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEXPP�jYF� Z`XpUUb 2e� h6B@�?6B@�?6�@6�@0!:@
2
�� :F� F62FF� FF� F4
� 3"
:� J���CUFF~`@33�2� :
:62�
F� F"F� F4"� 3":� J���CU"F~`@33�2�:� :
�:@6 :6� @>STAT�BPLG���-27ba54ba45453923|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_S1umatrix_S2_c0_c0uTextureSampler_0_S1uTextureSampler_0_S2
_usk_RTAdjust_uumatrix_S1_uumatrix_S2_c0_c0_uuTextureSampler_0_S1_uuTextureSampler_0_S2sk_FragColor_usk_FragColorR�@^�^���%i�����������������������������������������������������<<�����������������������������������������������������������������������������������������������������	struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD3;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float2 v1 : TEXCOORD1;
    noperspective float2 v2 : TEXCOORD2;
};
#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 : register(c1);
uniform float3x3 _umatrix_S2_c0_c0 : register(c4);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// 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_2_S0 = {0, 0};
static noperspective float2 _vTransformedCoords_6_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.v0 = _vcolor_S0;
    output.v1 = _vTransformedCoords_2_S0;
    output.v2 = _vTransformedCoords_6_S0;

    return output;
}

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

(_vcolor_S0 = _color);
(gl_Position = vec4_ctor(_position, 0.0, 1.0));
{
(_vTransformedCoords_2_S0 = mul(transpose(mat3x2_ctor(_umatrix_S1)), vec3_ctor(_localCoord, 1.0)));
}
{
(_vTransformedCoords_6_S0 = mul(transpose(mat3x2_ctor(_umatrix_S2_c0_c0)), vec3_ctor(_position, 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;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float2 v1 : TEXCOORD1;
    noperspective float2 v2 : TEXCOORD2;
};

#pragma warning( disable: 3556 3571 )
// Uniforms

static const uint _uTextureSampler_0_S1 = 0;
static const uint _uTextureSampler_0_S2 = 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

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Varyings
static noperspective float4 _vcolor_S0 = {0, 0, 0, 0};
static noperspective float2 _vTransformedCoords_2_S0 = {0, 0};
static noperspective float2 _vTransformedCoords_6_S0 = {0, 0};

static float4 out_sk_FragColor = {0, 0, 0, 0};

cbuffer DriverConstants : register(b1)
{
    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);
}

@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){
    _vcolor_S0 = input.v0;
    _vTransformedCoords_2_S0 = input.v1.xy;
    _vTransformedCoords_6_S0 = input.v2.xy;

float4 _outputColor_S03010 = _vcolor_S0;
float4 _output_S13011 = gl_texture2D(_uTextureSampler_0_S1, _vTransformedCoords_2_S0, -0.474999994).xxxx;
float4 _output_S23012 = (_output_S13011 * gl_texture2D(_uTextureSampler_0_S2, _vTransformedCoords_6_S0, -0.474999994).x);
{
(out_sk_FragColor = (_outputColor_S03010 * _output_S23012));
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColor�struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD3;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float2 v1 : TEXCOORD1;
    noperspective float2 v2 : TEXCOORD2;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD3;
    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; 
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
����DXBC�%O�����V��uqa��4��RDEFd�<���9RD11< ($|�$GlobalsDriverConstants���|�p��@@T��������x,����������@,���������_sk_RTAdjustfloat4M_umatrix_S1float3x3����_umatrix_S2_c0_c0���T��������� ����������0����������8��������$<��������dx_ViewAdjustdx_ViewCoordsfloat2��dx_ViewScaleclipControlOriginfloat����clipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGN\PPPTEXCOORD���OSGN������SV_PositionTEXCOORD���SHEXdP�jYF� YF� _2_�_2g� e� e� e2 e� h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?�?6� 6� F6B @6� F62F F� F" F� F62F6B@�?B F� F� F� F>STAT���DXBC8�󞢚&WBM��%��4X�,TRDEF<����RD11< ($�������
�����
samplers2D[0]samplers2D[1]textures2D[0]textures2D[1]Microsoft (R) HLSL Shader Compiler 10.1ISGN������SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX PHjZ`Z`XpUUXpUUb �b 2b �e� hJ���CUFF~`@33�J���CU"�~`@33�8
8� F>STAT�BPLG���'27ba54ba45453923|bANGLE (Intel, Intel(R) HD Graphics 530 (0x00001912) Direct3D11 vs_5_0 ps_5_0, D3D11-20.19.15.4549)��@������������������,,position
_upositionP�color_ucolorR����������	���������*����������sk_RTAdjustumatrix_S1_c0_c0uTextureSampler_0_S1
_usk_RTAdjust_uumatrix_S1_c0_c0_uuTextureSampler_0_S1sk_FragColor_usk_FragColorR�@^���%i���������������������������������������������������������<<�������������������������������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    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 : register(c1);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// 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};
static noperspective float2 _vTransformedCoords_4_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.v0 = _vcolor_S0;
    output.v1 = _vTransformedCoords_4_S0;

    return output;
}

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

(_vcolor_S0 = _color);
(gl_Position = vec4_ctor(_position, 0.0, 1.0));
{
(_vTransformedCoords_4_S0 = mul(transpose(mat3x2_ctor(_umatrix_S1_c0_c0)), vec3_ctor(_position, 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;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float2 v1 : TEXCOORD1;
};

#pragma warning( disable: 3556 3571 )
float4 vec4_ctor(float x0)
{
    return float4(x0, x0, x0, x0);
}
// Uniforms

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

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Varyings
static noperspective float4 _vcolor_S0 = {0, 0, 0, 0};
static noperspective float2 _vTransformedCoords_4_S0 = {0, 0};

static float4 out_sk_FragColor = {0, 0, 0, 0};

cbuffer DriverConstants : register(b1)
{
    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);
}

@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){
    _vcolor_S0 = input.v0;
    _vTransformedCoords_4_S0 = input.v1.xy;

float4 _outputColor_S03007 = _vcolor_S0;
float4 _output_S13008 = vec4_ctor(gl_texture2D(_uTextureSampler_0_S1, _vTransformedCoords_4_S0, -0.474999994).x);
{
(out_sk_FragColor = (_outputColor_S03007 * _output_S13008));
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColor�struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float2 v1 : TEXCOORD1;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    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; 
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
���DXBC��u��^8jG�L{�4h�<(RDEF,�<���RD11< ($|�$GlobalsDriverConstants���|�@��@,��������P,l��������_sk_RTAdjustfloat4%_umatrix_S1_c0_c0float3x3�bX,��������f |���������0|���������8����������<���������dx_ViewAdjustdx_ViewCoordsfloat2�tdx_ViewScaleclipControlOriginfloat����clipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGND88TEXCOORD���OSGN�htttSV_PositionTEXCOORD���SHEX�PyjYF� YF� _2_�g� e� e� e2 h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?�?6� 6� F6B @6� F62F F� F" F� F>STAT�
�DXBC��F}���_���4���hRDEF�<����RD11< ($|�����
samplers2D[0]textures2D[0]Microsoft (R) HLSL Shader Compiler 10.1ISGN�htttSV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX�P*jZ`XpUUb �b 2e� hJ���CUFF~`@33�8� F>STAT�BPLG���427ba54ba45453923|bANGLE (Intel, Intel(R) HD Graphics 530 (0x00001912) Direct3D11 vs_5_0 ps_5_0, D3D11-20.19.15.4549)��@������������������,,position
_upositionP�
localCoord_ulocalCoordP����������	������������������������������������	���������*����������sk_RTAdjust
umatrix_S1
udir_S1_c0uoffsetsAndKernel_S1_c0[0]uclamp_S1_c0_c0_c0umatrix_S1_c0_c0uTextureSampler_0_S1
_usk_RTAdjust_uumatrix_S1_uudir_S1_c0_uuoffsetsAndKernel_S1_c0[0]_uuclamp_S1_c0_c0_c0_uumatrix_S1_c0_c0_uuTextureSampler_0_S1	

sk_FragColor_usk_FragColorR�@^���%i���������������������������������������������������������<<��������������������������������������������������������������������������������������������������������������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    noperspective float2 v0 : TEXCOORD0;
};
#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 : register(c1);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Attributes
static float2 _position = {0, 0};
static float2 _localCoord = {0, 0};

static float4 gl_Position = float4(0, 0, 0, 0);

// Varyings
static noperspective float2 _vTransformedCoords_2_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.v0 = _vTransformedCoords_2_S0;

    return output;
}

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

(gl_Position = vec4_ctor(_position, 0.0, 1.0));
{
(_vTransformedCoords_2_S0 = mul(transpose(mat3x2_ctor(_umatrix_S1)), 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 : TEXCOORD1;
    noperspective float2 v0 : TEXCOORD0;
};

#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(float x0, float x1, float x2, float x3)
{
    return float4(x0, x1, x2, x3);
}
// Uniforms

uniform float4 _uclamp_S1_c0_c0_c0 : register(c0);
uniform float3x3 _umatrix_S1_c0_c0 : register(c1);
uniform float4 _uoffsetsAndKernel_S1_c0[14] : register(c4);
uniform float2 _udir_S1_c0 : 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

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Varyings
static noperspective float2 _vTransformedCoords_2_S0 = {0, 0};

static float4 out_sk_FragColor = {0, 0, 0, 0};

cbuffer DriverConstants : register(b1)
{
    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);
}

@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){
    _vTransformedCoords_2_S0 = input.v0.xy;

float2 __26_tmp_1_coords3011 = _vTransformedCoords_2_S0;
float4 __27_sum3012 = {0.0, 0.0, 0.0, 0.0};
{LOOP for(int __28_i3013 = {0}; (__28_i3013 < 4); (++__28_i3013))
{
float4 __29_s3014 = _uoffsetsAndKernel_S1_c0[__28_i3013];
float2 __30_inCoord3015 = mul(transpose(mat3x2_ctor(_umatrix_S1_c0_c0)), vec3_ctor((__26_tmp_1_coords3011 + (__29_s3014.x * _udir_S1_c0)), 1.0));
float2 __31_subsetCoord3016 = {0, 0};
(__31_subsetCoord3016.x = __30_inCoord3015.x);
(__31_subsetCoord3016.y = __30_inCoord3015.y);
float2 __32_clampedCoord3017 = {0, 0};
(__32_clampedCoord3017.x = clamp(__31_subsetCoord3016.x, _uclamp_S1_c0_c0_c0.x, _uclamp_S1_c0_c0_c0.z));
(__32_clampedCoord3017.y = __31_subsetCoord3016.y);
float4 __33_textureColor3018 = vec4_ctor(0.0, 0.0, 0.0, gl_texture2D(_uTextureSampler_0_S1, __32_clampedCoord3017, -0.474999994).x);
(__27_sum3012 += (__29_s3014.y * __33_textureColor3018));
float2 __34_inCoord3019 = mul(transpose(mat3x2_ctor(_umatrix_S1_c0_c0)), vec3_ctor((__26_tmp_1_coords3011 + (__29_s3014.z * _udir_S1_c0)), 1.0));
float2 __35_subsetCoord3020 = {0, 0};
(__35_subsetCoord3020.x = __34_inCoord3019.x);
(__35_subsetCoord3020.y = __34_inCoord3019.y);
float2 __36_clampedCoord3021 = {0, 0};
(__36_clampedCoord3021.x = clamp(__35_subsetCoord3020.x, _uclamp_S1_c0_c0_c0.x, _uclamp_S1_c0_c0_c0.z));
(__36_clampedCoord3021.y = __35_subsetCoord3020.y);
float4 __37_textureColor3022 = vec4_ctor(0.0, 0.0, 0.0, gl_texture2D(_uTextureSampler_0_S1, __36_clampedCoord3021, -0.474999994).x);
(__27_sum3012 += (__29_s3014.w * __37_textureColor3022));
}
}
float4 _output_S13023 = __27_sum3012;
{
(out_sk_FragColor = _output_S13023);
(out_sk_FragColor = vec4_ctor(out_sk_FragColor.w, 0.0, 0.0, 0.0));
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColorstruct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    noperspective float2 v0 : TEXCOORD0;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    noperspective float2 v0 : TEXCOORD0;
};

void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput)
{
    output.gl_Position = input.gl_Position;
    output.v0 = input.v0; 
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
���DXBC@���q��!�A��i�4d� �RDEF(�<����RD11< ($|�$GlobalsDriverConstants���|�@��@,��������P,h��������_sk_RTAdjustfloat4%_umatrix_S1float3x3���\T,��������b x���������0x���������8����������<���������dx_ViewAdjustdx_ViewCoordsfloat2�pdx_ViewScaleclipControlOriginfloat����clipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGND88TEXCOORD���OSGNhP\\SV_PositionTEXCOORD���SHEX�PqjYF� YF� _2_2g� e� e2 h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?�?6� 6� F6B @62F F� F" F� F>STAT��pDXBCVH9�;c���lčp4�H|�RDEF��<���tRD11< ($������
�samplers2D[0]textures2D[0]$Globals�����0|����������,����������@���������< P��������_uclamp_S1_c0_c0_c0float4��_umatrix_S1_c0_c0float3x3��_uoffsetsAndKernel_S1_c0����_udir_S1_c0float2�HMicrosoft (R) HLSL Shader Compiler 10.1ISGNhP\\SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEXPP�jYF� Z`XpUUb 2e� h6B@�?6B@�?6�@6�@0!:@
2
�� :F� F62FF� F"F� F4

� 3
*� J���CUFF~`@33�2� :
:62�
"F� F"F� F4"
� 3*� J���CU"F~`@33�2�:� :
�:@6 :6� @>STAT�BPLG���427ba54ba45453923|bANGLE (Intel, Intel(R) HD Graphics 530 (0x00001912) Direct3D11 vs_5_0 ps_5_0, D3D11-20.19.15.4549)��@������������������,,position
_upositionP�
localCoord_ulocalCoordP����������	������������������������������������	���������*����������sk_RTAdjust
umatrix_S1
udir_S1_c0uoffsetsAndKernel_S1_c0[0]uclamp_S1_c0_c0_c0umatrix_S1_c0_c0uTextureSampler_0_S1
_usk_RTAdjust_uumatrix_S1_uudir_S1_c0_uuoffsetsAndKernel_S1_c0[0]_uuclamp_S1_c0_c0_c0_uumatrix_S1_c0_c0_uuTextureSampler_0_S1	

sk_FragColor_usk_FragColorR�@^���%i���������������������������������������������������������<<��������������������������������������������������������������������������������������������������������������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    noperspective float2 v0 : TEXCOORD0;
};
#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 : register(c1);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Attributes
static float2 _position = {0, 0};
static float2 _localCoord = {0, 0};

static float4 gl_Position = float4(0, 0, 0, 0);

// Varyings
static noperspective float2 _vTransformedCoords_2_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.v0 = _vTransformedCoords_2_S0;

    return output;
}

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

(gl_Position = vec4_ctor(_position, 0.0, 1.0));
{
(_vTransformedCoords_2_S0 = mul(transpose(mat3x2_ctor(_umatrix_S1)), 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 : TEXCOORD1;
    noperspective float2 v0 : TEXCOORD0;
};

#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(float x0, float x1, float x2, float x3)
{
    return float4(x0, x1, x2, x3);
}
// Uniforms

uniform float4 _uclamp_S1_c0_c0_c0 : register(c0);
uniform float3x3 _umatrix_S1_c0_c0 : register(c1);
uniform float4 _uoffsetsAndKernel_S1_c0[14] : register(c4);
uniform float2 _udir_S1_c0 : 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

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Varyings
static noperspective float2 _vTransformedCoords_2_S0 = {0, 0};

static float4 out_sk_FragColor = {0, 0, 0, 0};

cbuffer DriverConstants : register(b1)
{
    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);
}

@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){
    _vTransformedCoords_2_S0 = input.v0.xy;

float2 __26_tmp_1_coords3011 = _vTransformedCoords_2_S0;
float4 __27_sum3012 = {0.0, 0.0, 0.0, 0.0};
{LOOP for(int __28_i3013 = {0}; (__28_i3013 < 4); (++__28_i3013))
{
float4 __29_s3014 = _uoffsetsAndKernel_S1_c0[__28_i3013];
float2 __30_inCoord3015 = mul(transpose(mat3x2_ctor(_umatrix_S1_c0_c0)), vec3_ctor((__26_tmp_1_coords3011 + (__29_s3014.x * _udir_S1_c0)), 1.0));
float2 __31_subsetCoord3016 = {0, 0};
(__31_subsetCoord3016.x = __30_inCoord3015.x);
(__31_subsetCoord3016.y = __30_inCoord3015.y);
float2 __32_clampedCoord3017 = {0, 0};
(__32_clampedCoord3017.x = __31_subsetCoord3016.x);
(__32_clampedCoord3017.y = clamp(__31_subsetCoord3016.y, _uclamp_S1_c0_c0_c0.y, _uclamp_S1_c0_c0_c0.w));
float4 __33_textureColor3018 = vec4_ctor(0.0, 0.0, 0.0, gl_texture2D(_uTextureSampler_0_S1, __32_clampedCoord3017, -0.474999994).x);
(__27_sum3012 += (__29_s3014.y * __33_textureColor3018));
float2 __34_inCoord3019 = mul(transpose(mat3x2_ctor(_umatrix_S1_c0_c0)), vec3_ctor((__26_tmp_1_coords3011 + (__29_s3014.z * _udir_S1_c0)), 1.0));
float2 __35_subsetCoord3020 = {0, 0};
(__35_subsetCoord3020.x = __34_inCoord3019.x);
(__35_subsetCoord3020.y = __34_inCoord3019.y);
float2 __36_clampedCoord3021 = {0, 0};
(__36_clampedCoord3021.x = __35_subsetCoord3020.x);
(__36_clampedCoord3021.y = clamp(__35_subsetCoord3020.y, _uclamp_S1_c0_c0_c0.y, _uclamp_S1_c0_c0_c0.w));
float4 __37_textureColor3022 = vec4_ctor(0.0, 0.0, 0.0, gl_texture2D(_uTextureSampler_0_S1, __36_clampedCoord3021, -0.474999994).x);
(__27_sum3012 += (__29_s3014.w * __37_textureColor3022));
}
}
float4 _output_S13023 = __27_sum3012;
{
(out_sk_FragColor = _output_S13023);
(out_sk_FragColor = vec4_ctor(out_sk_FragColor.w, 0.0, 0.0, 0.0));
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColorstruct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    noperspective float2 v0 : TEXCOORD0;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    noperspective float2 v0 : TEXCOORD0;
};

void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput)
{
    output.gl_Position = input.gl_Position;
    output.v0 = input.v0; 
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
���DXBC@���q��!�A��i�4d� �RDEF(�<����RD11< ($|�$GlobalsDriverConstants���|�@��@,��������P,h��������_sk_RTAdjustfloat4%_umatrix_S1float3x3���\T,��������b x���������0x���������8����������<���������dx_ViewAdjustdx_ViewCoordsfloat2�pdx_ViewScaleclipControlOriginfloat����clipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGND88TEXCOORD���OSGNhP\\SV_PositionTEXCOORD���SHEX�PqjYF� YF� _2_2g� e� e2 h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?�?6� 6� F6B @62F F� F" F� F>STAT��pDXBC�hȞ��#����֨�8�p4�H|�RDEF��<���tRD11< ($������
�samplers2D[0]textures2D[0]$Globals�����0|����������,����������@���������< P��������_uclamp_S1_c0_c0_c0float4��_umatrix_S1_c0_c0float3x3��_uoffsetsAndKernel_S1_c0����_udir_S1_c0float2�HMicrosoft (R) HLSL Shader Compiler 10.1ISGNhP\\SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEXPP�jYF� Z`XpUUb 2e� h6B@�?6B@�?6�@6�@0!:@
2
�� :F� F62FF� FF� F4
� 3"
:� J���CUFF~`@33�2� :
:62�
F� F"F� F4"� 3":� J���CU"F~`@33�2�:� :
�:@6 :6� @>STAT�BPLG���%27ba54ba45453923|bANGLE (Intel, Intel(R) HD Graphics 530 (0x00001912) Direct3D11 vs_5_0 ps_5_0, D3D11-20.19.15.4549)��@������������������,,position
_upositionP�
localCoord_ulocalCoordP�	texSubset_utexSubsetR����������*����������sk_RTAdjustuTextureSampler_0_S0
_usk_RTAdjust_uuTextureSampler_0_S0sk_FragColor_usk_FragColorR�@^���%i�����������������������������������������������������<<�����������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float2 v1 : TEXCOORD1;
};
#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

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Attributes
static float2 _position = {0, 0};
static float2 _localCoord = {0, 0};
static float4 _texSubset = {0, 0, 0, 0};

static float4 gl_Position = float4(0, 0, 0, 0);

// Varyings
static noperspective float2 _vlocalCoord_S0 = {0, 0};
static noperspective float4 _vtexSubset_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.v0 = _vtexSubset_S0;
    output.v1 = _vlocalCoord_S0;

    return output;
}

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

(_vlocalCoord_S0 = _localCoord);
(_vtexSubset_S0 = _texSubset);
(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);
}
fstruct PS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float2 v1 : TEXCOORD1;
};

#pragma warning( disable: 3556 3571 )
// Uniforms

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

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Varyings
static noperspective float2 _vlocalCoord_S0 = {0, 0};
static noperspective float4 _vtexSubset_S0 = {0, 0, 0, 0};

static float4 out_sk_FragColor = {0, 0, 0, 0};

cbuffer DriverConstants : register(b1)
{
    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);
}

@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){
    _vtexSubset_S0 = input.v0;
    _vlocalCoord_S0 = input.v1.xy;

float4 _outputColor_S03006 = {1.0, 1.0, 1.0, 1.0};
float2 _texCoord3007 = _vlocalCoord_S0;
float4 _subset3008 = _vtexSubset_S0;
(_texCoord3007 = clamp(_texCoord3007, _subset3008.xy, _subset3008.zw));
(_outputColor_S03006 = gl_texture2D(_uTextureSampler_0_S0, _texCoord3007, -0.474999994));
{
(out_sk_FragColor = _outputColor_S03006);
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColor�struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float2 v1 : TEXCOORD1;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    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; 
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
���4DXBC!y�h'�T�4߬���44d��RDEF��<����RD11< ($|�$GlobalsDriverConstants���|��(@���������_sk_RTAdjustfloat4����������� ��������80��������E8`���������<`��������dx_ViewAdjustdx_ViewCoordsfloat2�dx_ViewScaleclipControlOriginfloat���WclipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGN\PPPTEXCOORD���OSGN�htttSV_PositionTEXCOORD���SHEX�PijYF� YF� _2_2_�g� e� e� e2 h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?6� 6� F6B @6� F62 F>STAT�� DXBCR��-!�E p��Np 4����RDEF�<����RD11< ($|�����
samplers2D[0]textures2D[0]Microsoft (R) HLSL Shader Compiler 10.1ISGN�htttSV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX�P1jZ`XpUUb �b 2e� h42FF32F�J���CU� FF~`@33�>STAT�BPLG��Z.27ba54ba45453923|bANGLE (Intel, Intel(R) HD Graphics 530 (0x00001912) Direct3D11 vs_5_0 ps_5_0, D3D11-20.19.15.4549)��@������������������,,position
_upositionP�coverage
_ucoveragecolor_ucolorR�
localCoord_ulocalCoordP����������	������������������*����������sk_RTAdjust
umatrix_S1_c0uclamp_S1_c0_c0uTextureSampler_0_S1
_usk_RTAdjust_uumatrix_S1_c0_uuclamp_S1_c0_c0_uuTextureSampler_0_S1sk_FragColor_usk_FragColorR�@^���%i�������������������������������������������������<<���������������������������������������������������������������������������������	struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD3;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float2 v1 : TEXCOORD1;
    noperspective float v2 : TEXCOORD2;
};
#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 : register(c1);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Attributes
static float2 _position = {0, 0};
static float _coverage = {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 float _vcoverage_S0 = {0};
static noperspective float2 _vTransformedCoords_3_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.v0 = _vcolor_S0;
    output.v1 = _vTransformedCoords_3_S0;
    output.v2 = _vcoverage_S0;

    return output;
}

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

float2 t0 = _position, _position3011 = t0;
(_vcolor_S0 = _color);
(_vcoverage_S0 = _coverage);
(gl_Position = vec4_ctor(_position3011, 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);
}
�struct PS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD3;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float2 v1 : TEXCOORD1;
    noperspective float v2 : TEXCOORD2;
};

#pragma warning( disable: 3556 3571 )
float4 vec4_ctor(float x0)
{
    return float4(x0, x0, x0, x0);
}
// Uniforms

uniform float4 _uclamp_S1_c0_c0 : register(c0);
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

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Varyings
static noperspective float4 _vcolor_S0 = {0, 0, 0, 0};
static noperspective float _vcoverage_S0 = {0};
static noperspective float2 _vTransformedCoords_3_S0 = {0, 0};

static float4 out_sk_FragColor = {0, 0, 0, 0};

cbuffer DriverConstants : register(b1)
{
    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);
}

@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){
    _vcolor_S0 = input.v0;
    _vTransformedCoords_3_S0 = input.v1.xy;
    _vcoverage_S0 = input.v2.x;

float4 _outputColor_S03009 = _vcolor_S0;
float _coverage3010 = _vcoverage_S0;
float4 _outputCoverage_S03011 = vec4_ctor(_coverage3010);
float4 __8_input3012 = _outputColor_S03009;
float2 __9_inCoord3013 = _vTransformedCoords_3_S0;
float2 __10_subsetCoord3014 = {0, 0};
(__10_subsetCoord3014.x = __9_inCoord3013.x);
(__10_subsetCoord3014.y = __9_inCoord3013.y);
float2 __11_clampedCoord3015 = clamp(__10_subsetCoord3014, _uclamp_S1_c0_c0.xy, _uclamp_S1_c0_c0.zw);
float4 __12_textureColor3016 = gl_texture2D(_uTextureSampler_0_S1, __11_clampedCoord3015, -0.474999994);
(__8_input3012 = __12_textureColor3016);
float4 _output_S13017 = __8_input3012;
{
(out_sk_FragColor = ((1.0 - _output_S13017.w) * _outputCoverage_S03011));
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColor�struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD3;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float2 v1 : TEXCOORD1;
    noperspective float v2 : TEXCOORD2;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD3;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float2 v1 : TEXCOORD1;
    noperspective float 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; 
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
����@DXBCY�Q����Iyw�%2�@4d���RDEF(�<����RD11< ($|�$GlobalsDriverConstants���|�@��@,��������P,h��������_sk_RTAdjustfloat4%_umatrix_S1_c0float3x3_T,��������b x���������0x���������8����������<���������dx_ViewAdjustdx_ViewCoordsfloat2�pdx_ViewScaleclipControlOriginfloat����clipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGNthhhhTEXCOORD���OSGN������SV_PositionTEXCOORD���SHEXP�jYF� YF� _2__�_2g� e� e� e2 eB h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?�?6� 6� F6B @6� F6B 
62F F� F" F� F>STAT�	�4DXBC|󜝦-]��g9�/�
44�Dx�RDEFh�<���@RD11< ($������
�samplers2D[0]textures2D[0]$Globals�������������_uclamp_S1_c0_c0float4Microsoft (R) HLSL Shader Compiler 10.1ISGN������SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEXPFjYF� Z`XpUUb 2b Be� h42FF� 32F� J���CUF6y`@33�
�A@�?8� �>STAT�BPLG���627ba54ba45453923|bANGLE (Intel, Intel(R) HD Graphics 530 (0x00001912) Direct3D11 vs_5_0 ps_5_0, D3D11-20.19.15.4549)��@������������������,,position
_upositionP�coverage
_ucoverage
localCoord_ulocalCoordP�
geomSubset_ugeomSubsetR�	texSubset_utexSubsetR�������������������*����������sk_RTAdjust
u_skRTFlipuTextureSampler_0_S0
_usk_RTAdjust_uu_skRTFlip_uuTextureSampler_0_S0sk_FragColor_usk_FragColorR�@^���%i���������������������������������������������<<�������������������������������������������������������������	struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD4;
    float4 gl_FragCoord : TEXCOORD5;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float4 v1 : TEXCOORD1;
    noperspective float2 v2 : TEXCOORD2;
    noperspective float v3 : TEXCOORD3;
};
#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

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Attributes
static float2 _position = {0, 0};
static float _coverage = {0};
static float2 _localCoord = {0, 0};
static float4 _geomSubset = {0, 0, 0, 0};
static float4 _texSubset = {0, 0, 0, 0};

static float4 gl_Position = float4(0, 0, 0, 0);

// Varyings
static noperspective float2 _vlocalCoord_S0 = {0, 0};
static noperspective float4 _vtexSubset_S0 = {0, 0, 0, 0};
static noperspective float _vcoverage_S0 = {0};
static noperspective float4 _vgeomSubset_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 = _vtexSubset_S0;
    output.v1 = _vgeomSubset_S0;
    output.v2 = _vlocalCoord_S0;
    output.v3 = _vcoverage_S0;

    return output;
}

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

float2 t0 = _position, _position3012 = t0;
(_vlocalCoord_S0 = _localCoord);
(_vtexSubset_S0 = _texSubset);
(_vcoverage_S0 = _coverage);
(_vgeomSubset_S0 = _geomSubset);
(gl_Position = vec4_ctor(_position3012, 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);
}
kstruct PS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD4;
    float4 gl_FragCoord : TEXCOORD5;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float4 v1 : TEXCOORD1;
    noperspective float2 v2 : TEXCOORD2;
    noperspective float v3 : TEXCOORD3;
};

#pragma warning( disable: 3556 3571 )
float4 vec4_ctor(float x0)
{
    return float4(x0, x0, x0, x0);
}
float4 vec4_ctor(float x0, float x1, float x2, float x3)
{
    return float4(x0, x1, x2, x3);
}
// Uniforms

uniform float2 _u_skRTFlip : register(c0);
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

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Varyings
static noperspective float2 _vlocalCoord_S0 = {0, 0};
static noperspective float4 _vtexSubset_S0 = {0, 0, 0, 0};
static noperspective float _vcoverage_S0 = {0};
static noperspective float4 _vgeomSubset_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;
    _vtexSubset_S0 = input.v0;
    _vgeomSubset_S0 = input.v1;
    _vlocalCoord_S0 = input.v2.xy;
    _vcoverage_S0 = input.v3.x;

float4 _sk_FragCoord3009 = vec4_ctor(gl_FragCoord.x, (_u_skRTFlip.x + (_u_skRTFlip.y * gl_FragCoord.y)), gl_FragCoord.z, gl_FragCoord.w);
float4 _outputColor_S03010 = {1.0, 1.0, 1.0, 1.0};
float2 _texCoord3011 = _vlocalCoord_S0;
float4 _subset3012 = _vtexSubset_S0;
(_texCoord3011 = clamp(_texCoord3011, _subset3012.xy, _subset3012.zw));
(_outputColor_S03010 = gl_texture2D(_uTextureSampler_0_S0, _texCoord3011, -0.474999994));
float _coverage3013 = _vcoverage_S0;
float4 _geoSubset3014 = _vgeomSubset_S0;
float4 _dists43015 = clamp((float4(1.0, 1.0, -1.0, -1.0) * (_sk_FragCoord3009.xyxy - _geoSubset3014)), 0.0, 1.0);
float2 _dists23016 = ((_dists43015.xy + _dists43015.zw) - 1.0);
(_coverage3013 = min(_coverage3013, (_dists23016.x * _dists23016.y)));
float4 _outputCoverage_S03017 = vec4_ctor(_coverage3013);
{
(out_sk_FragColor = (_outputColor_S03010 * _outputCoverage_S03017));
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColor�struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD4;
    float4 gl_FragCoord : TEXCOORD5;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float4 v1 : TEXCOORD1;
    noperspective float2 v2 : TEXCOORD2;
    noperspective float v3 : TEXCOORD3;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD4;
    float4 gl_FragCoord : TEXCOORD5;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float4 v1 : TEXCOORD1;
    noperspective float2 v2 : TEXCOORD2;
    noperspective float v3 : TEXCOORD3;
};

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.v3 = input.v3; 
    output.gl_FragCoord = input.gl_FragCoord;
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
�����DXBCVS5eP�:��L��v�4�d�RDEF��<����RD11< ($|�$GlobalsDriverConstants���|��(@���������_sk_RTAdjustfloat4����������� ��������80��������E8`���������<`��������dx_ViewAdjustdx_ViewCoordsfloat2�dx_ViewScaleclipControlOriginfloat���WclipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGN������TEXCOORD���OSGN��������SV_PositionTEXCOORD���SHEXP�jYF� YF� _2__2_�_�g� e� e� e� e� e2 eB h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?6� 6� F6� F6� F6� F62 F6B 
>STAT�
��DXBC��"�J'���uY��4���RDEF��<���XRD11< ($������
��samplers2D[0]textures2D[0]$GlobalsDriverConstants����$��`L`��������_u_skRTFlipfloat2�Xt����������0`��������� ����������8`��������	,��������<@ 4��������dx_ViewCoordsfloat4����dx_FragCoordOffsetdx_DepthFrontfloat3�dx_ViewScaledx_Miscdword�samplerMetadataSamplerMetadatabaseLevelint��fwrapModespaddingint2��intBorderColorint4�\l�l����LMicrosoft (R) HLSL Shader Compiler 10.1ISGN��������SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX<P�jYF� YF� Z`XpUUd 2b �b �b 2b Be� h	2FF� �A2B� 
� ��F�A8 
�F@�?�?����2�
F
2F@����8
3
*4b3bV�J���CU��F~`@33�8� F>STAT�
BPLG���327ba54ba45453923|bANGLE (Intel, Intel(R) HD Graphics 530 (0x00001912) Direct3D11 vs_5_0 ps_5_0, D3D11-20.19.15.4549)��@������������������,,position
_upositionP�coverage
_ucoverage
localCoord_ulocalCoordP�
geomSubset_ugeomSubsetR�������������������*����������sk_RTAdjust
u_skRTFlipuTextureSampler_0_S0
_usk_RTAdjust_uu_skRTFlip_uuTextureSampler_0_S0sk_FragColor_usk_FragColorR�@^���%i�������������������������������������������������<<�������������������������������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD3;
    float4 gl_FragCoord : TEXCOORD4;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float2 v1 : TEXCOORD1;
    noperspective float v2 : TEXCOORD2;
};
#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

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Attributes
static float2 _position = {0, 0};
static float _coverage = {0};
static float2 _localCoord = {0, 0};
static float4 _geomSubset = {0, 0, 0, 0};

static float4 gl_Position = float4(0, 0, 0, 0);

// Varyings
static noperspective float2 _vlocalCoord_S0 = {0, 0};
static noperspective float _vcoverage_S0 = {0};
static noperspective float4 _vgeomSubset_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 = _vgeomSubset_S0;
    output.v1 = _vlocalCoord_S0;
    output.v2 = _vcoverage_S0;

    return output;
}

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

float2 t0 = _position, _position3010 = t0;
(_vlocalCoord_S0 = _localCoord);
(_vcoverage_S0 = _coverage);
(_vgeomSubset_S0 = _geomSubset);
(gl_Position = vec4_ctor(_position3010, 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 : TEXCOORD3;
    float4 gl_FragCoord : TEXCOORD4;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float2 v1 : TEXCOORD1;
    noperspective float v2 : TEXCOORD2;
};

#pragma warning( disable: 3556 3571 )
float4 vec4_ctor(float x0)
{
    return float4(x0, x0, x0, x0);
}
float4 vec4_ctor(float x0, float x1, float x2, float x3)
{
    return float4(x0, x1, x2, x3);
}
// Uniforms

uniform float2 _u_skRTFlip : register(c0);
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

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Varyings
static noperspective float2 _vlocalCoord_S0 = {0, 0};
static noperspective float _vcoverage_S0 = {0};
static noperspective float4 _vgeomSubset_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;
    _vgeomSubset_S0 = input.v0;
    _vlocalCoord_S0 = input.v1.xy;
    _vcoverage_S0 = input.v2.x;

float4 _sk_FragCoord3008 = vec4_ctor(gl_FragCoord.x, (_u_skRTFlip.x + (_u_skRTFlip.y * gl_FragCoord.y)), gl_FragCoord.z, gl_FragCoord.w);
float4 _outputColor_S03009 = {1.0, 1.0, 1.0, 1.0};
float2 _texCoord3010 = _vlocalCoord_S0;
(_outputColor_S03009 = gl_texture2D(_uTextureSampler_0_S0, _texCoord3010, -0.474999994));
float _coverage3011 = _vcoverage_S0;
float4 _geoSubset3012 = _vgeomSubset_S0;
float4 _dists43013 = clamp((float4(1.0, 1.0, -1.0, -1.0) * (_sk_FragCoord3008.xyxy - _geoSubset3012)), 0.0, 1.0);
float2 _dists23014 = ((_dists43013.xy + _dists43013.zw) - 1.0);
(_coverage3011 = min(_coverage3011, (_dists23014.x * _dists23014.y)));
float4 _outputCoverage_S03015 = vec4_ctor(_coverage3011);
{
(out_sk_FragColor = (_outputColor_S03009 * _outputCoverage_S03015));
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColormstruct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD3;
    float4 gl_FragCoord : TEXCOORD4;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float2 v1 : TEXCOORD1;
    noperspective float 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 float 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
}
�����DXBCQ�Ds�ʹM!h�-�q�4|4$RDEF��<����RD11< ($|�$GlobalsDriverConstants���|��(@���������_sk_RTAdjustfloat4����������� ��������80��������E8`���������<`��������dx_ViewAdjustdx_ViewCoordsfloat2�dx_ViewScaleclipControlOriginfloat���WclipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGNthhhhTEXCOORD���OSGN�������SV_PositionTEXCOORD���SHEX�PzjYF� YF� _2__2_�g� e� e� e� e2 eB h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?6� 6� F6� F6� F62 F6B 
>STAT�
�DDXBC?|"� 2���NNx]D4�t��RDEF��<���XRD11< ($������
��samplers2D[0]textures2D[0]$GlobalsDriverConstants����$��`L`��������_u_skRTFlipfloat2�Xt����������0`��������� ����������8`��������	,��������<@ 4��������dx_ViewCoordsfloat4����dx_FragCoordOffsetdx_DepthFrontfloat3�dx_ViewScaledx_Miscdword�samplerMetadataSamplerMetadatabaseLevelint��fwrapModespaddingint2��intBorderColorint4�\l�l����LMicrosoft (R) HLSL Shader Compiler 10.1ISGN�������SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX�P~jYF� YF� Z`XpUUd 2b �b 2b Be� h	2FF� �A2B� 
� ��F�A8 
�F@�?�?����2�
F
2F@����8
3
*J���CU�FF~`@33�8� F>STAT�	BPLG��8)27ba54ba45453923|bANGLE (Intel, Intel(R) HD Graphics 530 (0x00001912) Direct3D11 vs_5_0 ps_5_0, D3D11-20.19.15.4549)��@������������������,,position
_upositionP�coverage
_ucoverage
localCoord_ulocalCoordP�	texSubset_utexSubsetR����������*����������sk_RTAdjustuTextureSampler_0_S0
_usk_RTAdjust_uuTextureSampler_0_S0sk_FragColor_usk_FragColorR�@^���%i�������������������������������������������������<<����������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD3;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float2 v1 : TEXCOORD1;
    noperspective float v2 : TEXCOORD2;
};
#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

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Attributes
static float2 _position = {0, 0};
static float _coverage = {0};
static float2 _localCoord = {0, 0};
static float4 _texSubset = {0, 0, 0, 0};

static float4 gl_Position = float4(0, 0, 0, 0);

// Varyings
static noperspective float2 _vlocalCoord_S0 = {0, 0};
static noperspective float4 _vtexSubset_S0 = {0, 0, 0, 0};
static noperspective float _vcoverage_S0 = {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.v0 = _vtexSubset_S0;
    output.v1 = _vlocalCoord_S0;
    output.v2 = _vcoverage_S0;

    return output;
}

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

float2 t0 = _position, _position3010 = t0;
(_vlocalCoord_S0 = _localCoord);
(_vtexSubset_S0 = _texSubset);
(_vcoverage_S0 = _coverage);
(gl_Position = vec4_ctor(_position3010, 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 : TEXCOORD3;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float2 v1 : TEXCOORD1;
    noperspective float v2 : TEXCOORD2;
};

#pragma warning( disable: 3556 3571 )
float4 vec4_ctor(float x0)
{
    return float4(x0, x0, x0, x0);
}
// Uniforms

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

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Varyings
static noperspective float2 _vlocalCoord_S0 = {0, 0};
static noperspective float4 _vtexSubset_S0 = {0, 0, 0, 0};
static noperspective float _vcoverage_S0 = {0};

static float4 out_sk_FragColor = {0, 0, 0, 0};

cbuffer DriverConstants : register(b1)
{
    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);
}

@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){
    _vtexSubset_S0 = input.v0;
    _vlocalCoord_S0 = input.v1.xy;
    _vcoverage_S0 = input.v2.x;

float4 _outputColor_S03007 = {1.0, 1.0, 1.0, 1.0};
float2 _texCoord3008 = _vlocalCoord_S0;
float4 _subset3009 = _vtexSubset_S0;
(_texCoord3008 = clamp(_texCoord3008, _subset3009.xy, _subset3009.zw));
(_outputColor_S03007 = gl_texture2D(_uTextureSampler_0_S0, _texCoord3008, -0.474999994));
float _coverage3010 = _vcoverage_S0;
float4 _outputCoverage_S03011 = vec4_ctor(_coverage3010);
{
(out_sk_FragColor = (_outputColor_S03007 * _outputCoverage_S03011));
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColor�struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD3;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float2 v1 : TEXCOORD1;
    noperspective float v2 : TEXCOORD2;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD3;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float2 v1 : TEXCOORD1;
    noperspective float 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; 
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
�����DXBC�\�:c�m)k��GM�4|�RDEF��<����RD11< ($|�$GlobalsDriverConstants���|��(@���������_sk_RTAdjustfloat4����������� ��������80��������E8`���������<`��������dx_ViewAdjustdx_ViewCoordsfloat2�dx_ViewScaleclipControlOriginfloat���WclipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGNthhhhTEXCOORD���OSGN������SV_PositionTEXCOORD���SHEX�PtjYF� YF� _2__2_�g� e� e� e2 eB h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?6� 6� F6B @6� F62 F6B 
>STAT�	�`DXBC�Cє��Ss����ŕ`4����RDEF�<����RD11< ($|�����
samplers2D[0]textures2D[0]Microsoft (R) HLSL Shader Compiler 10.1ISGN������SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX�P;jZ`XpUUb �b 2b Be� h42FF32F�J���CU�FF~`@33�8� F�>STAT�BPLG��&27ba54ba45453923|bANGLE (Intel, Intel(R) HD Graphics 530 (0x00001912) Direct3D11 vs_5_0 ps_5_0, D3D11-20.19.15.4549)��@������������������,,position
_upositionP�coverage
_ucoverage
localCoord_ulocalCoordP����������*����������sk_RTAdjustuTextureSampler_0_S0
_usk_RTAdjust_uuTextureSampler_0_S0sk_FragColor_usk_FragColorR�@^���%i�����������������������������������������������������<<�����������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    noperspective float2 v0 : TEXCOORD0;
    noperspective float v1 : TEXCOORD1;
};
#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

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Attributes
static float2 _position = {0, 0};
static float _coverage = {0};
static float2 _localCoord = {0, 0};

static float4 gl_Position = float4(0, 0, 0, 0);

// Varyings
static noperspective float2 _vlocalCoord_S0 = {0, 0};
static noperspective float _vcoverage_S0 = {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.v0 = _vlocalCoord_S0;
    output.v1 = _vcoverage_S0;

    return output;
}

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

float2 t0 = _position, _position3008 = t0;
(_vlocalCoord_S0 = _localCoord);
(_vcoverage_S0 = _coverage);
(gl_Position = vec4_ctor(_position3008, 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 : TEXCOORD2;
    noperspective float2 v0 : TEXCOORD0;
    noperspective float v1 : TEXCOORD1;
};

#pragma warning( disable: 3556 3571 )
float4 vec4_ctor(float x0)
{
    return float4(x0, x0, x0, x0);
}
// Uniforms

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

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Varyings
static noperspective float2 _vlocalCoord_S0 = {0, 0};
static noperspective float _vcoverage_S0 = {0};

static float4 out_sk_FragColor = {0, 0, 0, 0};

cbuffer DriverConstants : register(b1)
{
    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);
}

@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){
    _vlocalCoord_S0 = input.v0.xy;
    _vcoverage_S0 = input.v1.x;

float4 _outputColor_S03006 = {1.0, 1.0, 1.0, 1.0};
float2 _texCoord3007 = _vlocalCoord_S0;
(_outputColor_S03006 = gl_texture2D(_uTextureSampler_0_S0, _texCoord3007, -0.474999994));
float _coverage3008 = _vcoverage_S0;
float4 _outputCoverage_S03009 = vec4_ctor(_coverage3008);
{
(out_sk_FragColor = (_outputColor_S03006 * _outputCoverage_S03009));
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColor�struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    noperspective float2 v0 : TEXCOORD0;
    noperspective float v1 : TEXCOORD1;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    noperspective float2 v0 : TEXCOORD0;
    noperspective float 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; 
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
���4DXBC
��������XUs8{44d��RDEF��<����RD11< ($|�$GlobalsDriverConstants���|��(@���������_sk_RTAdjustfloat4����������� ��������80��������E8`���������<`��������dx_ViewAdjustdx_ViewCoordsfloat2�dx_ViewScaleclipControlOriginfloat���WclipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGN\PPPTEXCOORD���OSGN�htttSV_PositionTEXCOORD���SHEX�PijYF� YF� _2__2g� e� e2 eB h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?6� 6� F6B @62 F6B 
>STAT��DXBCV��,c4p�DƧ41t4���hRDEF�<����RD11< ($|�����
samplers2D[0]textures2D[0]Microsoft (R) HLSL Shader Compiler 10.1ISGN�htttSV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX�P*jZ`XpUUb 2b Be� hJ���CU�FF~`@33�8� F�>STAT�BPLG���"27ba54ba45453923|bANGLE (Intel, Intel(R) HD Graphics 530 (0x00001912) Direct3D11 vs_5_0 ps_5_0, D3D11-20.19.15.4549)��@������������������,,position
_upositionP�
localCoord_ulocalCoordP����������*����������sk_RTAdjustuTextureSampler_0_S0
_usk_RTAdjust_uuTextureSampler_0_S0sk_FragColor_usk_FragColorR�@^���%i���������������������������������������������������������<<�����������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    noperspective float2 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

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Attributes
static float2 _position = {0, 0};
static float2 _localCoord = {0, 0};

static float4 gl_Position = float4(0, 0, 0, 0);

// Varyings
static noperspective float2 _vlocalCoord_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.v0 = _vlocalCoord_S0;

    return output;
}

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

(_vlocalCoord_S0 = _localCoord);
(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);
}
vstruct PS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    noperspective float2 v0 : TEXCOORD0;
};

#pragma warning( disable: 3556 3571 )
// Uniforms

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

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Varyings
static noperspective float2 _vlocalCoord_S0 = {0, 0};

static float4 out_sk_FragColor = {0, 0, 0, 0};

cbuffer DriverConstants : register(b1)
{
    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);
}

@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){
    _vlocalCoord_S0 = input.v0.xy;

float4 _outputColor_S03005 = {1.0, 1.0, 1.0, 1.0};
float2 _texCoord3006 = _vlocalCoord_S0;
(_outputColor_S03005 = gl_texture2D(_uTextureSampler_0_S0, _texCoord3006, -0.474999994));
{
(out_sk_FragColor = _outputColor_S03005);
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColorstruct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    noperspective float2 v0 : TEXCOORD0;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    noperspective float2 v0 : TEXCOORD0;
};

void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput)
{
    output.gl_Position = input.gl_Position;
    output.v0 = input.v0; 
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
���DXBC7������p��?�*M`�4L�<RDEF��<����RD11< ($|�$GlobalsDriverConstants���|��(@���������_sk_RTAdjustfloat4����������� ��������80��������E8`���������<`��������dx_ViewAdjustdx_ViewCoordsfloat2�dx_ViewScaleclipControlOriginfloat���WclipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGND88TEXCOORD���OSGNhP\\SV_PositionTEXCOORD���SHEXxP^jYF� YF� _2_2g� e� e2 h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?6� 6� F6B @62 F>STAT�
��DXBCyx�#����g�Q�MK�4�l� RDEF�<����RD11< ($|�����
samplers2D[0]textures2D[0]Microsoft (R) HLSL Shader Compiler 10.1ISGNhP\\SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEXxPjZ`XpUUb 2e� J���CU� FF~`@33�>STAT�BPLG��L+27ba54ba45453923|bANGLE (Intel, Intel(R) HD Graphics 530 (0x00001912) Direct3D11 vs_5_0 ps_5_0, D3D11-20.19.15.4549)��@������������������,,position
_upositionP�coverage
_ucoveragecolor_ucolorR�
localCoord_ulocalCoordP����������	���������*����������sk_RTAdjust
umatrix_S1_c0uTextureSampler_0_S1
_usk_RTAdjust_uumatrix_S1_c0_uuTextureSampler_0_S1sk_FragColor_usk_FragColorR�@^���%i�������������������������������������������������<<�������������������������������������������������������������	struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD3;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float2 v1 : TEXCOORD1;
    noperspective float v2 : TEXCOORD2;
};
#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 : register(c1);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Attributes
static float2 _position = {0, 0};
static float _coverage = {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 float _vcoverage_S0 = {0};
static noperspective float2 _vTransformedCoords_3_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.v0 = _vcolor_S0;
    output.v1 = _vTransformedCoords_3_S0;
    output.v2 = _vcoverage_S0;

    return output;
}

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

float2 t0 = _position, _position3011 = t0;
(_vcolor_S0 = _color);
(_vcoverage_S0 = _coverage);
(gl_Position = vec4_ctor(_position3011, 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);
}
bstruct PS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD3;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float2 v1 : TEXCOORD1;
    noperspective float v2 : TEXCOORD2;
};

#pragma warning( disable: 3556 3571 )
float4 vec4_ctor(float x0)
{
    return float4(x0, x0, x0, x0);
}
// Uniforms

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

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Varyings
static noperspective float4 _vcolor_S0 = {0, 0, 0, 0};
static noperspective float _vcoverage_S0 = {0};
static noperspective float2 _vTransformedCoords_3_S0 = {0, 0};

static float4 out_sk_FragColor = {0, 0, 0, 0};

cbuffer DriverConstants : register(b1)
{
    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);
}

@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){
    _vcolor_S0 = input.v0;
    _vTransformedCoords_3_S0 = input.v1.xy;
    _vcoverage_S0 = input.v2.x;

float4 _outputColor_S03008 = _vcolor_S0;
float _coverage3009 = _vcoverage_S0;
float4 _outputCoverage_S03010 = vec4_ctor(_coverage3009);
float4 __0_input3011 = _outputColor_S03008;
(__0_input3011 = gl_texture2D(_uTextureSampler_0_S1, _vTransformedCoords_3_S0, -0.474999994));
float4 _output_S13012 = __0_input3011;
{
(out_sk_FragColor = ((1.0 - _output_S13012.w) * _outputCoverage_S03010));
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColor�struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD3;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float2 v1 : TEXCOORD1;
    noperspective float v2 : TEXCOORD2;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD3;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float2 v1 : TEXCOORD1;
    noperspective float 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; 
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
����@DXBCY�Q����Iyw�%2�@4d���RDEF(�<����RD11< ($|�$GlobalsDriverConstants���|�@��@,��������P,h��������_sk_RTAdjustfloat4%_umatrix_S1_c0float3x3_T,��������b x���������0x���������8����������<���������dx_ViewAdjustdx_ViewCoordsfloat2�pdx_ViewScaleclipControlOriginfloat����clipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGNthhhhTEXCOORD���OSGN������SV_PositionTEXCOORD���SHEXP�jYF� YF� _2__�_2g� e� e� e2 eB h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?�?6� 6� F6B @6� F6B 
62F F� F" F� F>STAT�	�<DXBC�v�y)e#��_�~�<4����RDEF�<����RD11< ($|�����
samplers2D[0]textures2D[0]Microsoft (R) HLSL Shader Compiler 10.1ISGN������SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX�P2jZ`XpUUb 2b Be� hJ���CUF6y`@33�
�A@�?8� �>STAT�BPLG���#27ba54ba45453923|bANGLE (Intel, Intel(R) HD Graphics 530 (0x00001912) Direct3D11 vs_5_0 ps_5_0, D3D11-20.19.15.4549)��@������������������,,
inPosition_uinPositionP�inColor	_uinColorR�inCircleEdge_uinCircleEdgeR����������sk_RTAdjust
_usk_RTAdjustsk_FragColor_usk_FragColorR�@��%i�����������������������������������������������������<<���������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float4 v1 : TEXCOORD1;
};
#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

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Attributes
static float2 _inPosition = {0, 0};
static float4 _inColor = {0, 0, 0, 0};
static float4 _inCircleEdge = {0, 0, 0, 0};

static float4 gl_Position = float4(0, 0, 0, 0);

// Varyings
static noperspective float4 _vinCircleEdge_S0 = {0, 0, 0, 0};
static noperspective float4 _vinColor_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.v0 = _vinCircleEdge_S0;
    output.v1 = _vinColor_S0;

    return output;
}

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

(_vinCircleEdge_S0 = _inCircleEdge);
(_vinColor_S0 = _inColor);
float2 __tmp_0_inPosition3008 = _inPosition;
(gl_Position = vec4_ctor(__tmp_0_inPosition3008, 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 : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float4 v1 : TEXCOORD1;
};

#pragma warning( disable: 3556 3571 )
float4 vec4_ctor(float x0)
{
    return float4(x0, x0, x0, x0);
}
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Varyings
static noperspective float4 _vinCircleEdge_S0 = {0, 0, 0, 0};
static noperspective float4 _vinColor_S0 = {0, 0, 0, 0};

static float4 out_sk_FragColor = {0, 0, 0, 0};

cbuffer DriverConstants : register(b1)
{
    uint dx_Misc : packoffset(c2.w);
};

@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){
    _vinCircleEdge_S0 = input.v0;
    _vinColor_S0 = input.v1;

float4 _circleEdge3005 = _vinCircleEdge_S0;
float4 _outputColor_S03006 = _vinColor_S0;
float _d3007 = length(_circleEdge3005.xy);
float _distanceToOuterEdge3008 = (_circleEdge3005.z * (1.0 - _d3007));
float _edgeAlpha3009 = clamp(_distanceToOuterEdge3008, 0.0, 1.0);
float4 _outputCoverage_S03010 = vec4_ctor(_edgeAlpha3009);
{
(out_sk_FragColor = (_outputColor_S03006 * _outputCoverage_S03010));
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColor�struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float4 v1 : TEXCOORD1;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float4 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; 
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
���4DXBC�נ ���n���+l�B44d��RDEF��<����RD11< ($|�$GlobalsDriverConstants���|��(@���������_sk_RTAdjustfloat4����������� ��������80��������E8`���������<`��������dx_ViewAdjustdx_ViewCoordsfloat2�dx_ViewScaleclipControlOriginfloat���WclipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGN\PPPTEXCOORD���OSGN�htttSV_PositionTEXCOORD���SHEX�PijYF� YF� _2_�_�g� e� e� e� h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?6� 6� F6B @6� F6� F>STAT���DXBC��B�y�ǿm��c���4�(\(RDEFd<���<RD11< ($Microsoft (R) HLSL Shader Compiler 10.1ISGN�htttSV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX�P1jb rb �e� hFFK

�A@�?8 
*8� F>STAT�BPLG���427ba54ba45453923|bANGLE (Intel, Intel(R) HD Graphics 530 (0x00001912) Direct3D11 vs_5_0 ps_5_0, D3D11-20.19.15.4549)��@������������������,,position
_upositionP�
localCoord_ulocalCoordP����������	������������������������������������	���������*����������sk_RTAdjust
umatrix_S1
udir_S1_c0uoffsetsAndKernel_S1_c0[0]uclamp_S1_c0_c0_c0umatrix_S1_c0_c0uTextureSampler_0_S1
_usk_RTAdjust_uumatrix_S1_uudir_S1_c0_uuoffsetsAndKernel_S1_c0[0]_uuclamp_S1_c0_c0_c0_uumatrix_S1_c0_c0_uuTextureSampler_0_S1	

sk_FragColor_usk_FragColorR�@^���%i���������������������������������������������������������<<��������������������������������������������������������������������������������������������������������������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    noperspective float2 v0 : TEXCOORD0;
};
#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 : register(c1);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Attributes
static float2 _position = {0, 0};
static float2 _localCoord = {0, 0};

static float4 gl_Position = float4(0, 0, 0, 0);

// Varyings
static noperspective float2 _vTransformedCoords_2_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.v0 = _vTransformedCoords_2_S0;

    return output;
}

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

(gl_Position = vec4_ctor(_position, 0.0, 1.0));
{
(_vTransformedCoords_2_S0 = mul(transpose(mat3x2_ctor(_umatrix_S1)), 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 : TEXCOORD1;
    noperspective float2 v0 : TEXCOORD0;
};

#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(float x0, float x1, float x2, float x3)
{
    return float4(x0, x1, x2, x3);
}
// Uniforms

uniform float4 _uclamp_S1_c0_c0_c0 : register(c0);
uniform float3x3 _umatrix_S1_c0_c0 : register(c1);
uniform float4 _uoffsetsAndKernel_S1_c0[14] : register(c4);
uniform float2 _udir_S1_c0 : 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

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Varyings
static noperspective float2 _vTransformedCoords_2_S0 = {0, 0};

static float4 out_sk_FragColor = {0, 0, 0, 0};

cbuffer DriverConstants : register(b1)
{
    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);
}

@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){
    _vTransformedCoords_2_S0 = input.v0.xy;

float2 __26_tmp_1_coords3011 = _vTransformedCoords_2_S0;
float4 __27_sum3012 = {0.0, 0.0, 0.0, 0.0};
{LOOP for(int __28_i3013 = {0}; (__28_i3013 < 2); (++__28_i3013))
{
float4 __29_s3014 = _uoffsetsAndKernel_S1_c0[__28_i3013];
float2 __30_inCoord3015 = mul(transpose(mat3x2_ctor(_umatrix_S1_c0_c0)), vec3_ctor((__26_tmp_1_coords3011 + (__29_s3014.x * _udir_S1_c0)), 1.0));
float2 __31_subsetCoord3016 = {0, 0};
(__31_subsetCoord3016.x = __30_inCoord3015.x);
(__31_subsetCoord3016.y = __30_inCoord3015.y);
float2 __32_clampedCoord3017 = {0, 0};
(__32_clampedCoord3017.x = clamp(__31_subsetCoord3016.x, _uclamp_S1_c0_c0_c0.x, _uclamp_S1_c0_c0_c0.z));
(__32_clampedCoord3017.y = __31_subsetCoord3016.y);
float4 __33_textureColor3018 = vec4_ctor(0.0, 0.0, 0.0, gl_texture2D(_uTextureSampler_0_S1, __32_clampedCoord3017, -0.474999994).x);
(__27_sum3012 += (__29_s3014.y * __33_textureColor3018));
float2 __34_inCoord3019 = mul(transpose(mat3x2_ctor(_umatrix_S1_c0_c0)), vec3_ctor((__26_tmp_1_coords3011 + (__29_s3014.z * _udir_S1_c0)), 1.0));
float2 __35_subsetCoord3020 = {0, 0};
(__35_subsetCoord3020.x = __34_inCoord3019.x);
(__35_subsetCoord3020.y = __34_inCoord3019.y);
float2 __36_clampedCoord3021 = {0, 0};
(__36_clampedCoord3021.x = clamp(__35_subsetCoord3020.x, _uclamp_S1_c0_c0_c0.x, _uclamp_S1_c0_c0_c0.z));
(__36_clampedCoord3021.y = __35_subsetCoord3020.y);
float4 __37_textureColor3022 = vec4_ctor(0.0, 0.0, 0.0, gl_texture2D(_uTextureSampler_0_S1, __36_clampedCoord3021, -0.474999994).x);
(__27_sum3012 += (__29_s3014.w * __37_textureColor3022));
}
}
float4 _output_S13023 = __27_sum3012;
{
(out_sk_FragColor = _output_S13023);
(out_sk_FragColor = vec4_ctor(out_sk_FragColor.w, 0.0, 0.0, 0.0));
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColorstruct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    noperspective float2 v0 : TEXCOORD0;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    noperspective float2 v0 : TEXCOORD0;
};

void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput)
{
    output.gl_Position = input.gl_Position;
    output.v0 = input.v0; 
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
���DXBC@���q��!�A��i�4d� �RDEF(�<����RD11< ($|�$GlobalsDriverConstants���|�@��@,��������P,h��������_sk_RTAdjustfloat4%_umatrix_S1float3x3���\T,��������b x���������0x���������8����������<���������dx_ViewAdjustdx_ViewCoordsfloat2�pdx_ViewScaleclipControlOriginfloat����clipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGND88TEXCOORD���OSGNhP\\SV_PositionTEXCOORD���SHEX�PqjYF� YF� _2_2g� e� e2 h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?�?6� 6� F6B @62F F� F" F� F>STAT��pDXBC��������|�Jp4�H|�RDEF��<���tRD11< ($������
�samplers2D[0]textures2D[0]$Globals�����0|����������,����������@���������< P��������_uclamp_S1_c0_c0_c0float4��_umatrix_S1_c0_c0float3x3��_uoffsetsAndKernel_S1_c0����_udir_S1_c0float2�HMicrosoft (R) HLSL Shader Compiler 10.1ISGNhP\\SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEXPP�jYF� Z`XpUUb 2e� h6B@�?6B@�?6�@6�@0!:@
2
�� :F� F62FF� F"F� F4

� 3
*� J���CUFF~`@33�2� :
:62�
"F� F"F� F4"
� 3*� J���CU"F~`@33�2�:� :
�:@6 :6� @>STAT�BPLG���427ba54ba45453923|bANGLE (Intel, Intel(R) HD Graphics 530 (0x00001912) Direct3D11 vs_5_0 ps_5_0, D3D11-20.19.15.4549)��@������������������,,position
_upositionP�
localCoord_ulocalCoordP����������	������������������������������������	���������*����������sk_RTAdjust
umatrix_S1
udir_S1_c0uoffsetsAndKernel_S1_c0[0]uclamp_S1_c0_c0_c0umatrix_S1_c0_c0uTextureSampler_0_S1
_usk_RTAdjust_uumatrix_S1_uudir_S1_c0_uuoffsetsAndKernel_S1_c0[0]_uuclamp_S1_c0_c0_c0_uumatrix_S1_c0_c0_uuTextureSampler_0_S1	

sk_FragColor_usk_FragColorR�@^���%i���������������������������������������������������������<<��������������������������������������������������������������������������������������������������������������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    noperspective float2 v0 : TEXCOORD0;
};
#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 : register(c1);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Attributes
static float2 _position = {0, 0};
static float2 _localCoord = {0, 0};

static float4 gl_Position = float4(0, 0, 0, 0);

// Varyings
static noperspective float2 _vTransformedCoords_2_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.v0 = _vTransformedCoords_2_S0;

    return output;
}

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

(gl_Position = vec4_ctor(_position, 0.0, 1.0));
{
(_vTransformedCoords_2_S0 = mul(transpose(mat3x2_ctor(_umatrix_S1)), 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 : TEXCOORD1;
    noperspective float2 v0 : TEXCOORD0;
};

#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(float x0, float x1, float x2, float x3)
{
    return float4(x0, x1, x2, x3);
}
// Uniforms

uniform float4 _uclamp_S1_c0_c0_c0 : register(c0);
uniform float3x3 _umatrix_S1_c0_c0 : register(c1);
uniform float4 _uoffsetsAndKernel_S1_c0[14] : register(c4);
uniform float2 _udir_S1_c0 : 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

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Varyings
static noperspective float2 _vTransformedCoords_2_S0 = {0, 0};

static float4 out_sk_FragColor = {0, 0, 0, 0};

cbuffer DriverConstants : register(b1)
{
    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);
}

@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){
    _vTransformedCoords_2_S0 = input.v0.xy;

float2 __26_tmp_1_coords3011 = _vTransformedCoords_2_S0;
float4 __27_sum3012 = {0.0, 0.0, 0.0, 0.0};
{LOOP for(int __28_i3013 = {0}; (__28_i3013 < 2); (++__28_i3013))
{
float4 __29_s3014 = _uoffsetsAndKernel_S1_c0[__28_i3013];
float2 __30_inCoord3015 = mul(transpose(mat3x2_ctor(_umatrix_S1_c0_c0)), vec3_ctor((__26_tmp_1_coords3011 + (__29_s3014.x * _udir_S1_c0)), 1.0));
float2 __31_subsetCoord3016 = {0, 0};
(__31_subsetCoord3016.x = __30_inCoord3015.x);
(__31_subsetCoord3016.y = __30_inCoord3015.y);
float2 __32_clampedCoord3017 = {0, 0};
(__32_clampedCoord3017.x = __31_subsetCoord3016.x);
(__32_clampedCoord3017.y = clamp(__31_subsetCoord3016.y, _uclamp_S1_c0_c0_c0.y, _uclamp_S1_c0_c0_c0.w));
float4 __33_textureColor3018 = vec4_ctor(0.0, 0.0, 0.0, gl_texture2D(_uTextureSampler_0_S1, __32_clampedCoord3017, -0.474999994).x);
(__27_sum3012 += (__29_s3014.y * __33_textureColor3018));
float2 __34_inCoord3019 = mul(transpose(mat3x2_ctor(_umatrix_S1_c0_c0)), vec3_ctor((__26_tmp_1_coords3011 + (__29_s3014.z * _udir_S1_c0)), 1.0));
float2 __35_subsetCoord3020 = {0, 0};
(__35_subsetCoord3020.x = __34_inCoord3019.x);
(__35_subsetCoord3020.y = __34_inCoord3019.y);
float2 __36_clampedCoord3021 = {0, 0};
(__36_clampedCoord3021.x = __35_subsetCoord3020.x);
(__36_clampedCoord3021.y = clamp(__35_subsetCoord3020.y, _uclamp_S1_c0_c0_c0.y, _uclamp_S1_c0_c0_c0.w));
float4 __37_textureColor3022 = vec4_ctor(0.0, 0.0, 0.0, gl_texture2D(_uTextureSampler_0_S1, __36_clampedCoord3021, -0.474999994).x);
(__27_sum3012 += (__29_s3014.w * __37_textureColor3022));
}
}
float4 _output_S13023 = __27_sum3012;
{
(out_sk_FragColor = _output_S13023);
(out_sk_FragColor = vec4_ctor(out_sk_FragColor.w, 0.0, 0.0, 0.0));
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColorstruct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    noperspective float2 v0 : TEXCOORD0;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    noperspective float2 v0 : TEXCOORD0;
};

void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput)
{
    output.gl_Position = input.gl_Position;
    output.v0 = input.v0; 
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
���DXBC@���q��!�A��i�4d� �RDEF(�<����RD11< ($|�$GlobalsDriverConstants���|�@��@,��������P,h��������_sk_RTAdjustfloat4%_umatrix_S1float3x3���\T,��������b x���������0x���������8����������<���������dx_ViewAdjustdx_ViewCoordsfloat2�pdx_ViewScaleclipControlOriginfloat����clipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGND88TEXCOORD���OSGNhP\\SV_PositionTEXCOORD���SHEX�PqjYF� YF� _2_2g� e� e2 h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?�?6� 6� F6B @62F F� F" F� F>STAT��pDXBC�	����d$�2v�Lp4�H|�RDEF��<���tRD11< ($������
�samplers2D[0]textures2D[0]$Globals�����0|����������,����������@���������< P��������_uclamp_S1_c0_c0_c0float4��_umatrix_S1_c0_c0float3x3��_uoffsetsAndKernel_S1_c0����_udir_S1_c0float2�HMicrosoft (R) HLSL Shader Compiler 10.1ISGNhP\\SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEXPP�jYF� Z`XpUUb 2e� h6B@�?6B@�?6�@6�@0!:@
2
�� :F� F62FF� FF� F4
� 3"
:� J���CUFF~`@33�2� :
:62�
F� F"F� F4"� 3":� J���CU"F~`@33�2�:� :
�:@6 :6� @>STAT�BPLG��X 27ba54ba45453923|bANGLE (Intel, Intel(R) HD Graphics 530 (0x00001912) Direct3D11 vs_5_0 ps_5_0, D3D11-20.19.15.4549)��@������������������,,
inPosition_uinPositionP�
inCoverage_uinCoverage������������������	uColor_S0sk_RTAdjust_uuColor_S0
_usk_RTAdjustsk_FragColor_usk_FragColorR�@��%i���������������������������������������������������������<<����������������������������������������ustruct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    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);
uniform float4 _uColor_S0 : register(c1);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Attributes
static float2 _inPosition = {0, 0};
static float _inCoverage = {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.v0 = _vcolor_S0;

    return output;
}

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

float4 _color3007 = _uColor_S0;
(_color3007 = (_color3007 * _inCoverage));
(_vcolor_S0 = _color3007);
float2 __tmp_1_inPosition3008 = _inPosition;
(gl_Position = vec4_ctor(__tmp_1_inPosition3008, 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;
    noperspective float4 v0 : TEXCOORD0;
};

#pragma warning( disable: 3556 3571 )
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

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

static float4 out_sk_FragColor = {0, 0, 0, 0};

cbuffer DriverConstants : register(b1)
{
    uint dx_Misc : packoffset(c2.w);
};

@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){
    _vcolor_S0 = input.v0;

float4 _outputColor_S03004 = _vcolor_S0;
{
(out_sk_FragColor = _outputColor_S03004);
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColorstruct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    noperspective float4 v0 : TEXCOORD0;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    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; 
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
��DXBC:��W0��l�����44��|RDEF��<����RD11< ($|�$GlobalsDriverConstants���|� �\@,��������P,��������_sk_RTAdjustfloat4%_uColor_S0�$,��������2 H��������l0H��������y8����������<���������dx_ViewAdjustdx_ViewCoordsfloat2�@dx_ViewScaleclipControlOriginfloat����clipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGND88TEXCOORD���OSGNhP\\SV_PositionTEXCOORD���SHEX�PajYF� YF� _2_g� e� e� h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?6� 6� F6B @8� F� >STAT�
�$DXBC5�[	���Ux����$4�D�RDEFd<���<RD11< ($Microsoft (R) HLSL Shader Compiler 10.1ISGNhP\\SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX<Pjb �e� 6� F>STAT�BPLG��D(27ba54ba45453923|bANGLE (Intel, Intel(R) HD Graphics 530 (0x00001912) Direct3D11 vs_5_0 ps_5_0, D3D11-20.19.15.4549)��@������������������,,
inPosition_uinPositionP�inColor	_uinColorR�
inQuadEdge_uinQuadEdgeR�������������������sk_RTAdjust
u_skRTFlip
_usk_RTAdjust_uu_skRTFlipsk_FragColor_usk_FragColorR�@��%i�����������������������������������������������������<<�����������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float4 v1 : TEXCOORD1;
};
#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

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Attributes
static float2 _inPosition = {0, 0};
static float4 _inColor = {0, 0, 0, 0};
static float4 _inQuadEdge = {0, 0, 0, 0};

static float4 gl_Position = float4(0, 0, 0, 0);

// Varyings
static noperspective float4 _vQuadEdge_S0 = {0, 0, 0, 0};
static noperspective float4 _vinColor_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.v0 = _vQuadEdge_S0;
    output.v1 = _vinColor_S0;

    return output;
}

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

(_vQuadEdge_S0 = _inQuadEdge);
(_vinColor_S0 = _inColor);
float2 __tmp_0_inPosition3008 = _inPosition;
(gl_Position = vec4_ctor(__tmp_0_inPosition3008, 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 : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float4 v1 : TEXCOORD1;
};

#pragma warning( disable: 3556 3571 )
float2 vec2_ctor(float x0, float x1)
{
    return float2(x0, x1);
}
float4 vec4_ctor(float x0)
{
    return float4(x0, x0, x0, x0);
}
// Uniforms

uniform float2 _u_skRTFlip : register(c0);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Varyings
static noperspective float4 _vQuadEdge_S0 = {0, 0, 0, 0};
static noperspective float4 _vinColor_S0 = {0, 0, 0, 0};

static float4 out_sk_FragColor = {0, 0, 0, 0};

cbuffer DriverConstants : register(b1)
{
    uint dx_Misc : packoffset(c2.w);
};

@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){
    _vQuadEdge_S0 = input.v0;
    _vinColor_S0 = input.v1;

float4 _outputColor_S03006 = _vinColor_S0;
float _edgeAlpha3007 = {0};
float2 _duvdx3008 = ddx(_vQuadEdge_S0.xy);
float2 _duvdy3009 = (_u_skRTFlip.y * ddy(_vQuadEdge_S0.xy));
if (((_vQuadEdge_S0.z > 0.0) && (_vQuadEdge_S0.w > 0.0)))
{
(_edgeAlpha3007 = min((min(_vQuadEdge_S0.z, _vQuadEdge_S0.w) + 0.5), 1.0));
}
else
{
float2 _gF3010 = vec2_ctor((((2.0 * _vQuadEdge_S0.x) * _duvdx3008.x) - _duvdx3008.y), (((2.0 * _vQuadEdge_S0.x) * _duvdy3009.x) - _duvdy3009.y));
(_edgeAlpha3007 = ((_vQuadEdge_S0.x * _vQuadEdge_S0.x) - _vQuadEdge_S0.y));
(_edgeAlpha3007 = clamp((0.5 - (_edgeAlpha3007 / length(_gF3010))), 0.0, 1.0));
}
float4 _outputCoverage_S03011 = vec4_ctor(_edgeAlpha3007);
{
(out_sk_FragColor = (_outputColor_S03006 * _outputCoverage_S03011));
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColor�struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float4 v1 : TEXCOORD1;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float4 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; 
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
���4DXBC�נ ���n���+l�B44d��RDEF��<����RD11< ($|�$GlobalsDriverConstants���|��(@���������_sk_RTAdjustfloat4����������� ��������80��������E8`���������<`��������dx_ViewAdjustdx_ViewCoordsfloat2�dx_ViewScaleclipControlOriginfloat���WclipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGN\PPPTEXCOORD���OSGN�htttSV_PositionTEXCOORD���SHEX�PijYF� YF� _2_�_�g� e� e� e� h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?6� 6� F6B @6� F6� F>STAT��DXBCʯ<���V�<Qaf�W�4D�tRDEFh<����RD11< ($\$Globals���\�����������_u_skRTFlipfloat2��Microsoft (R) HLSL Shader Compiler 10.1ISGN�htttSV_PositionTEXCOORD���OSGN, SV_TARGET��SHEXlP�jYF� b �b �e� h|2F82FV� B

2
"*
�Az2F2
*
�AFFK
2
"

�A
 
�A@?3":*"@?3"@�?1
�@�B:*7	*
8� F>STAT�BPLG���'27ba54ba45453923|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_c0uTextureSampler_0_S1
_usk_RTAdjust_uumatrix_S1_c0_uuTextureSampler_0_S1sk_FragColor_usk_FragColorR�@^���%i�����������������������������������������������������<<�������������������������������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    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 : register(c1);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// 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)
{
    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.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);
}
$struct PS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float2 v1 : TEXCOORD1;
};

#pragma warning( disable: 3556 3571 )
// Uniforms

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

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// 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};

cbuffer DriverConstants : register(b1)
{
    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);
}

@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){
    _vcolor_S0 = input.v0;
    _vTransformedCoords_3_S0 = input.v1.xy;

float4 _outputColor_S03007 = _vcolor_S0;
float4 __0_input3008 = _outputColor_S03007;
(__0_input3008 = gl_texture2D(_uTextureSampler_0_S1, _vTransformedCoords_3_S0, -0.474999994));
float4 _output_S13009 = __0_input3008;
{
(out_sk_FragColor = _output_S13009);
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColor�struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float2 v1 : TEXCOORD1;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    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; 
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
����DXBCqh1�'('x���4d�PHRDEF(�<����RD11< ($|�$GlobalsDriverConstants���|�@��@,��������P,h��������_sk_RTAdjustfloat4%_umatrix_S1_c0float3x3_T,��������b x���������0x���������8����������<���������dx_ViewAdjustdx_ViewCoordsfloat2�pdx_ViewScaleclipControlOriginfloat����clipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGN\PPPTEXCOORD���OSGN�htttSV_PositionTEXCOORD���SHEX�P|jYF� YF� _2_�_2g� e� e� e2 h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?�?6� 6� F6B @6� F62F F� F" F� F>STAT�
��DXBCWv���2�x�����4���8RDEF�<����RD11< ($|�����
samplers2D[0]textures2D[0]Microsoft (R) HLSL Shader Compiler 10.1ISGN�htttSV_PositionTEXCOORD���OSGN, SV_TARGET��SHEXxPjZ`XpUUb 2e� J���CU� FF~`@33�>STAT�BPLG���+27ba54ba45453923|bANGLE (Intel, Intel(R) HD Graphics 530 (0x00001912) Direct3D11 vs_5_0 ps_5_0, D3D11-20.19.15.4549)��@������������������,,
inPosition_uinPositionP�
inCoverage_uinCoverage������������������������������������	uColor_S0sk_RTAdjust
u_skRTFlipurectUniform_S1_c0_uuColor_S0
_usk_RTAdjust_uu_skRTFlip_uurectUniform_S1_c0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);
uniform float4 _uColor_S0 : register(c1);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Attributes
static float2 _inPosition = {0, 0};
static float _inCoverage = {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);

float4 _color3007 = _uColor_S0;
(_color3007 = (_color3007 * _inCoverage));
(_vcolor_S0 = _color3007);
float2 __tmp_1_inPosition3008 = _inPosition;
(gl_Position = vec4_ctor(__tmp_1_inPosition3008, 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 )
float4 vec4_ctor(float x0)
{
    return float4(x0, x0, x0, x0);
}
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 _urectUniform_S1_c0 : register(c1);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// 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);
};

#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_FragCoord3006 = vec4_ctor(gl_FragCoord.x, (_u_skRTFlip.x + (_u_skRTFlip.y * gl_FragCoord.y)), gl_FragCoord.z, gl_FragCoord.w);
float4 _outputColor_S03007 = _vcolor_S0;
float __5_coverage3008 = {0};
{
float4 __6_dists43009 = clamp((float4(1.0, 1.0, -1.0, -1.0) * (_sk_FragCoord3006.xyxy - _urectUniform_S1_c0)), 0.0, 1.0);
float2 __7_dists23010 = ((__6_dists43009.xy + __6_dists43009.zw) - 1.0);
(__5_coverage3008 = (__7_dists23010.x * __7_dists23010.y));
}
float4 _output_S13011 = vec4_ctor(__5_coverage3008);
{
(out_sk_FragColor = (_outputColor_S03007 * _output_S13011));
}
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
}
��HDXBC��q	+�z�ҟ`+H44��RDEF��<����RD11< ($|�$GlobalsDriverConstants���|� �\@,��������P,��������_sk_RTAdjustfloat4%_uColor_S0�$,��������2 H��������l0H��������y8����������<���������dx_ViewAdjustdx_ViewCoordsfloat2�@dx_ViewScaleclipControlOriginfloat����clipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGND88TEXCOORD���OSGN�htttSV_PositionTEXCOORD���SHEX�PgjYF� YF� _2_g� e� e� e� h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?6� 6� F6� F8� F� >STAT�
�0DXBC�[I@$�P�����g04X��RDEF�<����RD11< ($|�$GlobalsDriverConstants���|� ��@,��������Pl��������_u_skRTFlipfloat2�$_urectUniform_S1_c0float4�dXl��������f0,��������y ����������8,���������,���������dx_ViewCoordsdx_FragCoordOffsetdx_DepthFrontfloat3���dx_ViewScaledx_Miscdword��Microsoft (R) HLSL Shader Compiler 10.1ISGN�htttSV_PositionTEXCOORD���OSGN, SV_TARGET��SHEXxP^jYF� YF� d 2b �e� h	2FF� �A2B� 
� 	��F� �A8 
�F@�?�?����2�
F
2F@����8
8� F>STAT�	BPLG���*27ba54ba45453923|bANGLE (Intel, Intel(R) HD Graphics 530 (0x00001912) Direct3D11 vs_5_0 ps_5_0, D3D11-20.19.15.4549)��@������������������,,
inPosition_uinPositionP�inColor	_uinColorR�inTextureCoords_uinTextureCoordsƍ������������������*����������sk_RTAdjustuAtlasSizeInv_S0uTextureSampler_0_S0
_usk_RTAdjust_uuAtlasSizeInv_S0_uuTextureSampler_0_S0sk_FragColor_usk_FragColorR�@fsSecondaryColorOut_ufsSecondaryColorOutR�@^���%i�����������������������������������������������������<<�������������������������������������������������������������	struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float2 v1 : TEXCOORD1;
};
#pragma warning( disable: 3556 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);
}
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);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// 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};

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.v0 = _vinColor_S0;
    output.v1 = _vTextureCoords_S0;

    return output;
}

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

int _texIdx3010 = {0};
float2 _unormTexCoords3011 = vec2_ctor(float_ctor_uint(_inTextureCoords.x), float_ctor_uint(_inTextureCoords.y));
(_vTextureCoords_S0 = (_unormTexCoords3011 * _uAtlasSizeInv_S0));
(_vTexIndex_S0 = float_ctor_int(_texIdx3010));
(_vinColor_S0 = _inColor);
(gl_Position = vec4_ctor(_inPosition, 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 : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float2 v1 : TEXCOORD1;
};

#pragma warning( disable: 3556 3571 )
// Uniforms

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

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Varyings
static noperspective float2 _vTextureCoords_S0 = {0, 0};
static noperspective float4 _vinColor_S0 = {0, 0, 0, 0};

static float4 out_sk_FragColor = {0, 0, 0, 0};
static float4 out_fsSecondaryColorOut = {0, 0, 0, 0};

cbuffer DriverConstants : register(b1)
{
    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);
}

@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){
    _vinColor_S0 = input.v0;
    _vTextureCoords_S0 = input.v1.xy;

float4 _outputColor_S03008 = _vinColor_S0;
float4 _texColor3009 = gl_texture2D(_uTextureSampler_0_S0, _vTextureCoords_S0, -0.474999994);
float4 _outputCoverage_S03010 = _texColor3009;
{
(_outputCoverage_S03010.w = max(max(_outputCoverage_S03010.x, _outputCoverage_S03010.y), _outputCoverage_S03010.z));
(out_fsSecondaryColorOut = (_outputColor_S03008.w * _outputCoverage_S03010));
(out_sk_FragColor = (_outputColor_S03008 * _outputCoverage_S03010));
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColorR�out_fsSecondaryColorOutout_fsSecondaryColorOut�struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float2 v1 : TEXCOORD1;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    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; 
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
����DXBC��� �/a��K�hc��4<�(�RDEF�<����RD11< ($|�$GlobalsDriverConstants���|� ��@,��������Pl��������_sk_RTAdjustfloat4%_uAtlasSizeInv_S0float2���bX,��������f l��������t0l���������8����������<���������dx_ViewAdjustdx_ViewCoordsdx_ViewScaleclipControlOriginfloat����clipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGN\PPPTEXCOORD���OSGN�htttSV_PositionTEXCOORD���SHEX�PqjYF� YF� _2_�_2g� e� e� e2 h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?6� 6� F6B @6� FV2F82 FF� >STAT���|DXBC[c���]UG
���g�|4����RDEF�<����RD11< ($|�����
samplers2D[0]textures2D[0]Microsoft (R) HLSL Shader Compiler 10.1ISGN�htttSV_PositionTEXCOORD���OSGND88SV_TARGET��SHEXPBjZ`XpUUb �b 2e� e� hJ���CUrFF~`@33�4
4�*
8� FF8� F�>STAT�BPLG���#27ba54ba45453923|bANGLE (Intel, Intel(R) HD Graphics 530 (0x00001912) Direct3D11 vs_5_0 ps_5_0, D3D11-20.19.15.4549)��@������������������,,
inPosition_uinPositionP�inColor	_uinColorR�inCircleEdge_uinCircleEdgeR����������sk_RTAdjust
_usk_RTAdjust�����sk_FragColor_usk_FragColorR�@��%i�����������������������������������������������������<<���������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float4 v1 : TEXCOORD1;
};
#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

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Attributes
static float2 _inPosition = {0, 0};
static float4 _inColor = {0, 0, 0, 0};
static float4 _inCircleEdge = {0, 0, 0, 0};

static float4 gl_Position = float4(0, 0, 0, 0);

// Varyings
static noperspective float4 _vinCircleEdge_S0 = {0, 0, 0, 0};
static noperspective float4 _vinColor_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.v0 = _vinCircleEdge_S0;
    output.v1 = _vinColor_S0;

    return output;
}

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

(_vinCircleEdge_S0 = _inCircleEdge);
(_vinColor_S0 = _inColor);
float2 __tmp_0_inPosition3009 = _inPosition;
(gl_Position = vec4_ctor(__tmp_0_inPosition3009, 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 : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float4 v1 : TEXCOORD1;
};

#pragma warning( disable: 3556 3571 )
float4 vec4_ctor(float x0)
{
    return float4(x0, x0, x0, x0);
}
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Varyings
static noperspective float4 _vinCircleEdge_S0 = {0, 0, 0, 0};
static noperspective float4 _vinColor_S0 = {0, 0, 0, 0};

static float4 out_sk_FragColor = {0, 0, 0, 0};

cbuffer DriverConstants : register(b1)
{
    uint dx_Misc : packoffset(c2.w);
};

@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){
    _vinCircleEdge_S0 = input.v0;
    _vinColor_S0 = input.v1;

float4 _circleEdge3005 = _vinCircleEdge_S0;
float4 _outputColor_S03006 = _vinColor_S0;
float _d3007 = length(_circleEdge3005.xy);
float _distanceToOuterEdge3008 = (_circleEdge3005.z * (1.0 - _d3007));
float _edgeAlpha3009 = clamp(_distanceToOuterEdge3008, 0.0, 1.0);
float4 _outputCoverage_S03010 = vec4_ctor(_edgeAlpha3009);
{
(out_sk_FragColor = (_outputColor_S03006 * _outputCoverage_S03010));
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColor�struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float4 v1 : TEXCOORD1;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float4 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; 
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
���4DXBC�נ ���n���+l�B44d��RDEF��<����RD11< ($|�$GlobalsDriverConstants���|��(@���������_sk_RTAdjustfloat4����������� ��������80��������E8`���������<`��������dx_ViewAdjustdx_ViewCoordsfloat2�dx_ViewScaleclipControlOriginfloat���WclipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGN\PPPTEXCOORD���OSGN�htttSV_PositionTEXCOORD���SHEX�PijYF� YF� _2_�_�g� e� e� e� h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?6� 6� F6B @6� F6� F>STAT���DXBC��B�y�ǿm��c���4�(\(RDEFd<���<RD11< ($Microsoft (R) HLSL Shader Compiler 10.1ISGN�htttSV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX�P1jb rb �e� hFFK

�A@�?8 
*8� F>STAT�BPLG��G%27ba54ba45453923|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_RTAdjustuTextureSampler_0_S0
_usk_RTAdjust_uuTextureSampler_0_S0sk_FragColor_usk_FragColorR�@^���%i�����������������������������������������������������<<�����������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float2 v1 : TEXCOORD1;
};
#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

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// 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 _vlocalCoord_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.v0 = _vcolor_S0;
    output.v1 = _vlocalCoord_S0;

    return output;
}

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

(_vcolor_S0 = _color);
(_vlocalCoord_S0 = _localCoord);
(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 : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float2 v1 : TEXCOORD1;
};

#pragma warning( disable: 3556 3571 )
// Uniforms

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

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Varyings
static noperspective float4 _vcolor_S0 = {0, 0, 0, 0};
static noperspective float2 _vlocalCoord_S0 = {0, 0};

static float4 out_sk_FragColor = {0, 0, 0, 0};

cbuffer DriverConstants : register(b1)
{
    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);
}

@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){
    _vcolor_S0 = input.v0;
    _vlocalCoord_S0 = input.v1.xy;

float4 _outputColor_S03006 = _vcolor_S0;
float2 _texCoord3007 = _vlocalCoord_S0;
(_outputColor_S03006 = (gl_texture2D(_uTextureSampler_0_S0, _texCoord3007, -0.474999994) * _outputColor_S03006));
{
(out_sk_FragColor = _outputColor_S03006);
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColor�struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float2 v1 : TEXCOORD1;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    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; 
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
���4DXBC;�5���Vb?.`��ŵ44d��RDEF��<����RD11< ($|�$GlobalsDriverConstants���|��(@���������_sk_RTAdjustfloat4����������� ��������80��������E8`���������<`��������dx_ViewAdjustdx_ViewCoordsfloat2�dx_ViewScaleclipControlOriginfloat���WclipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGN\PPPTEXCOORD���OSGN�htttSV_PositionTEXCOORD���SHEX�PijYF� YF� _2_�_2g� e� e� e2 h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?6� 6� F6B @6� F62 F>STAT��DXBC�f1����>l��P'j4���hRDEF�<����RD11< ($|�����
samplers2D[0]textures2D[0]Microsoft (R) HLSL Shader Compiler 10.1ISGN�htttSV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX�P*jZ`XpUUb �b 2e� hJ���CU�FF~`@33�8� FF>STAT�BPLG��<27ba54ba45453923|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_c0umatrix_S1_c0_c0_c1umatrix_S1_c0_c0_c2
umatrix_S1_c0ucolorSpaceTranslate_S1_c0_c0ucolorSpaceMatrix_S1_c0_c0uTextureSampler_0_S1uTextureSampler_1_S1uTextureSampler_2_S1
_usk_RTAdjust_uumatrix_S1_c0_c0_c0_uumatrix_S1_c0_c0_c1_uumatrix_S1_c0_c0_c2_uumatrix_S1_c0_uucolorSpaceTranslate_S1_c0_c0_uucolorSpaceMatrix_S1_c0_c0_uuTextureSampler_0_S1_uuTextureSampler_1_S1_uuTextureSampler_2_S1
	sk_FragColor_usk_FragColorR�@^�^�^���%i�����������������������������������������������������<<
��������������������������������������������������������������������������������
������������������������������������������������������������������������������������������������������������������������#struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD4;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float2 v1 : TEXCOORD1;
    noperspective float2 v2 : TEXCOORD2;
    noperspective float2 v3 : TEXCOORD3;
};
#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_c0 : register(c1);
uniform float3x3 _umatrix_S1_c0_c0_c1 : register(c4);
uniform float3x3 _umatrix_S1_c0_c0_c2 : register(c7);
uniform float3x3 _umatrix_S1_c0 : register(c10);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// 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_5_S0 = {0, 0};
static noperspective float2 _vTransformedCoords_7_S0 = {0, 0};
static noperspective float2 _vTransformedCoords_9_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.v0 = _vcolor_S0;
    output.v1 = _vTransformedCoords_5_S0;
    output.v2 = _vTransformedCoords_7_S0;
    output.v3 = _vTransformedCoords_9_S0;

    return output;
}

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

(_vcolor_S0 = _color);
(gl_Position = vec4_ctor(_position, 0.0, 1.0));
{
(_vTransformedCoords_5_S0 = mul(transpose(mat3x2_ctor(transpose(mul(transpose(_umatrix_S1_c0_c0_c0), transpose(_umatrix_S1_c0))))), vec3_ctor(_localCoord, 1.0)));
}
{
(_vTransformedCoords_7_S0 = mul(transpose(mat3x2_ctor(transpose(mul(transpose(_umatrix_S1_c0_c0_c1), transpose(_umatrix_S1_c0))))), vec3_ctor(_localCoord, 1.0)));
}
{
(_vTransformedCoords_9_S0 = mul(transpose(mat3x2_ctor(transpose(mul(transpose(_umatrix_S1_c0_c0_c2), transpose(_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);
}
�	struct PS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD4;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float2 v1 : TEXCOORD1;
    noperspective float2 v2 : TEXCOORD2;
    noperspective float2 v3 : TEXCOORD3;
};

#pragma warning( disable: 3556 3571 )
// Uniforms

uniform float3x3 _ucolorSpaceMatrix_S1_c0_c0 : register(c0);
uniform float3 _ucolorSpaceTranslate_S1_c0_c0 : register(c3);
static const uint _uTextureSampler_0_S1 = 0;
static const uint _uTextureSampler_1_S1 = 1;
static const uint _uTextureSampler_2_S1 = 2;
uniform Texture2D<float4> textures2D[3] : register(t0);
uniform SamplerState samplers2D[3] : register(s0);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Varyings
static noperspective float4 _vcolor_S0 = {0, 0, 0, 0};
static noperspective float2 _vTransformedCoords_5_S0 = {0, 0};
static noperspective float2 _vTransformedCoords_7_S0 = {0, 0};
static noperspective float2 _vTransformedCoords_9_S0 = {0, 0};

static float4 out_sk_FragColor = {0, 0, 0, 0};

cbuffer DriverConstants : register(b1)
{
    uint dx_Misc : packoffset(c2.w);
    struct SamplerMetadata
    {
        int baseLevel;
        int wrapModes;
        int2 padding;
        int4 intBorderColor;
    };
    SamplerMetadata samplerMetadata[3] : packoffset(c4);
};

float4 gl_texture2D(uint samplerIndex, float2 t, float bias)
{
    return textures2D[samplerIndex].SampleBias(samplers2D[samplerIndex], float2(t.x, t.y), bias);
}

@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){
    _vcolor_S0 = input.v0;
    _vTransformedCoords_5_S0 = input.v1.xy;
    _vTransformedCoords_7_S0 = input.v2.xy;
    _vTransformedCoords_9_S0 = input.v3.xy;

float4 _outputColor_S03016 = _vcolor_S0;
float4 __2_input3017 = _outputColor_S03016;
float4 __3_color3018 = {0, 0, 0, 0};
(__3_color3018.x = gl_texture2D(_uTextureSampler_0_S1, _vTransformedCoords_5_S0, -0.474999994).x);
(__3_color3018.y = gl_texture2D(_uTextureSampler_1_S1, _vTransformedCoords_7_S0, -0.474999994).x);
(__3_color3018.z = gl_texture2D(_uTextureSampler_2_S1, _vTransformedCoords_9_S0, -0.474999994).x);
(__3_color3018.w = 1.0);
(__3_color3018.xyz = clamp((mul(__3_color3018.xyz, transpose(_ucolorSpaceMatrix_S1_c0_c0)) + _ucolorSpaceTranslate_S1_c0_c0), 0.0, 1.0));
(__2_input3017 = __3_color3018);
float4 _output_S13019 = __2_input3017;
{
(out_sk_FragColor = _output_S13019);
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColordstruct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD4;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float2 v1 : TEXCOORD1;
    noperspective float2 v2 : TEXCOORD2;
    noperspective float2 v3 : TEXCOORD3;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD4;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float2 v1 : TEXCOORD1;
    noperspective float2 v2 : TEXCOORD2;
    noperspective float2 v3 : TEXCOORD3;
};

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.v3 = input.v3; 
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
���@DXBC��ͳ�z��I�+�@4 �<�
RDEF��<����RD11< ($|�$GlobalsDriverConstants���|���H@�����������,���������@,���������!p,���������6�,���������_sk_RTAdjustfloat4�_umatrix_S1_c0_c0_c0float3x3���_umatrix_S1_c0_c0_c1_umatrix_S1_c0_c0_c2_umatrix_S1_c0������������ 4��������X04��������e8����������<���������dx_ViewAdjustdx_ViewCoordsfloat2�,dx_ViewScaleclipControlOriginfloat���wclipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGN\PPPTEXCOORD���OSGN�������SV_PositionTEXCOORD���SHEX`PXjYF� 
YF� _2_�_2g� e� e� e2 e� e2 h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?6� 6� F6B @6� F8	rV� F� 2r� F� 
F2r�� F� F62F6B@�? FF8	rV� F� 2r� F� 
F2r�� F� F" FF8	rV� F� 2r� F� 
F2r�� F� FB FF8	rV� F� 2r� F� 
F2r�� F� F� FF8	rV� F� 2r� F� 
F2r�� F� F FF8	rV� F� 2r� F� 
F2r�� F� F" FF>STAT�$	�\DXBC7�A9�Al�,�v_\4����RDEF�|<���|RD11< ($*8F����
T����
b����
psamplers2D[0]samplers2D[1]samplers2D[2]textures2D[0]textures2D[1]textures2D[2]$Globals���p�@�,��������00X��������_ucolorSpaceMatrix_S1_c0_c0float3x3���_ucolorSpaceTranslate_S1_c0_c0float3��OMicrosoft (R) HLSL Shader Compiler 10.1ISGN�������SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX�P{jYF� Z`Z`Z`XpUUXpUUXpUUb 2b �b 2e� hJ���CU�F~`@33�8rF� J���CU�F�s`@33�2
r�F� FJ���CU�F�s`@33�2
r�F� F r FF� 6� @�?>STAT�	BPLG���$27ba54ba45453923|bANGLE (Intel, Intel(R) HD Graphics 530 (0x00001912) Direct3D11 vs_5_0 ps_5_0, D3D11-20.19.15.4549)��@������������������,,
inPosition_uinPositionP�inColor	_uinColorR�inCircleEdge_uinCircleEdgeR����������sk_RTAdjust
_usk_RTAdjust�����sk_FragColor_usk_FragColorR�@��%i�����������������������������������������������������<<���������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float4 v1 : TEXCOORD1;
};
#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

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Attributes
static float2 _inPosition = {0, 0};
static float4 _inColor = {0, 0, 0, 0};
static float4 _inCircleEdge = {0, 0, 0, 0};

static float4 gl_Position = float4(0, 0, 0, 0);

// Varyings
static noperspective float4 _vinCircleEdge_S0 = {0, 0, 0, 0};
static noperspective float4 _vinColor_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.v0 = _vinCircleEdge_S0;
    output.v1 = _vinColor_S0;

    return output;
}

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

(_vinCircleEdge_S0 = _inCircleEdge);
(_vinColor_S0 = _inColor);
float2 __tmp_0_inPosition3009 = _inPosition;
(gl_Position = vec4_ctor(__tmp_0_inPosition3009, 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 : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float4 v1 : TEXCOORD1;
};

#pragma warning( disable: 3556 3571 )
float4 vec4_ctor(float x0)
{
    return float4(x0, x0, x0, x0);
}
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif

#define ATOMIC_COUNTER_ARRAY_STRIDE 4

// Varyings
static noperspective float4 _vinCircleEdge_S0 = {0, 0, 0, 0};
static noperspective float4 _vinColor_S0 = {0, 0, 0, 0};

static float4 out_sk_FragColor = {0, 0, 0, 0};

cbuffer DriverConstants : register(b1)
{
    uint dx_Misc : packoffset(c2.w);
};

@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){
    _vinCircleEdge_S0 = input.v0;
    _vinColor_S0 = input.v1;

float4 _circleEdge3005 = _vinCircleEdge_S0;
float4 _outputColor_S03006 = _vinColor_S0;
float _d3007 = length(_circleEdge3005.xy);
float _distanceToOuterEdge3008 = (_circleEdge3005.z * (1.0 - _d3007));
float _edgeAlpha3009 = clamp(_distanceToOuterEdge3008, 0.0, 1.0);
float _distanceToInnerEdge3010 = (_circleEdge3005.z * (_d3007 - _circleEdge3005.w));
float _innerAlpha3011 = clamp(_distanceToInnerEdge3010, 0.0, 1.0);
(_edgeAlpha3009 *= _innerAlpha3011);
float4 _outputCoverage_S03012 = vec4_ctor(_edgeAlpha3009);
{
(out_sk_FragColor = (_outputColor_S03006 * _outputCoverage_S03012));
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColor�struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float4 v1 : TEXCOORD1;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float4 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; 
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
���4DXBC�נ ���n���+l�B44d��RDEF��<����RD11< ($|�$GlobalsDriverConstants���|��(@���������_sk_RTAdjustfloat4����������� ��������80��������E8`���������<`��������dx_ViewAdjustdx_ViewCoordsfloat2�dx_ViewScaleclipControlOriginfloat���WclipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGN\PPPTEXCOORD���OSGN�htttSV_PositionTEXCOORD���SHEX�PijYF� YF� _2_�_�g� e� e� e� h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?6� 6� F6B @6� F6� F>STAT��DXBCbA���Ъd����	4�(\dRDEFd<���<RD11< ($Microsoft (R) HLSL Shader Compiler 10.1ISGN�htttSV_PositionTEXCOORD���OSGN, SV_TARGET��SHEXP@jb �b �e� hFFK
"
�A@�?
:�A8 2F�8
8� F>STAT�BPLG���'adf0730bc089b345�bANGLE (Intel, Intel(R) HD Graphics 530 (0x00001912) Direct3D11 vs_5_0 ps_5_0, D3D11-20.19.15.4549)��@������������������,,
inPosition_uinPositionP�inColor	_uinColorR�inTextureCoords_uinTextureCoordsƍ������������������*����������sk_RTAdjustuAtlasSizeInv_S0uTextureSampler_0_S0
_usk_RTAdjust_uuAtlasSizeInv_S0_uuTextureSampler_0_S0sk_FragColor_usk_FragColorR�@^���%i�����������������������������������������������������@@������������������������������������������������������������h	struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float2 v1 : TEXCOORD1;
};
#pragma warning( disable: 3556 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);
}
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);
#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};

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.v0 = _vinColor_S0;
    output.v1 = _vTextureCoords_S0;

    return output;
}

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

int _texIdx3010 = {0};
float2 _unormTexCoords3011 = vec2_ctor(float_ctor_uint(_inTextureCoords.x), float_ctor_uint(_inTextureCoords.y));
(_vTextureCoords_S0 = (_unormTexCoords3011 * _uAtlasSizeInv_S0));
(_vTexIndex_S0 = float_ctor_int(_texIdx3010));
(_vinColor_S0 = _inColor);
(gl_Position = vec4_ctor(_inPosition, 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 : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float2 v1 : TEXCOORD1;
};

#pragma warning( disable: 3556 3571 )
// Uniforms

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 float4 out_sk_FragColor = {0, 0, 0, 0};

cbuffer DriverConstants : register(b1)
{
    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);
}

@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){
    _vinColor_S0 = input.v0;
    _vTextureCoords_S0 = input.v1.xy;

float4 _outputColor_S03007 = _vinColor_S0;
float4 _texColor3008 = gl_texture2D(_uTextureSampler_0_S0, _vTextureCoords_S0, -0.474999994).xxxx;
float4 _outputCoverage_S03009 = _texColor3008;
{
(out_sk_FragColor = (_outputColor_S03007 * _outputCoverage_S03009));
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColor�struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float2 v1 : TEXCOORD1;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    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; 
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
����DXBC��� �/a��K�hc��4<�(�RDEF�<����RD11< ($|�$GlobalsDriverConstants���|� ��@,��������Pl��������_sk_RTAdjustfloat4%_uAtlasSizeInv_S0float2���bX,��������f l��������t0l���������8����������<���������dx_ViewAdjustdx_ViewCoordsdx_ViewScaleclipControlOriginfloat����clipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGN\PPPTEXCOORD���OSGN�htttSV_PositionTEXCOORD���SHEX�PqjYF� YF� _2_�_2g� e� e� e2 h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?6� 6� F6B @6� FV2F82 FF� >STAT��DXBC��F}���_���4���hRDEF�<����RD11< ($|�����
samplers2D[0]textures2D[0]Microsoft (R) HLSL Shader Compiler 10.1ISGN�htttSV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX�P*jZ`XpUUb �b 2e� hJ���CUFF~`@33�8� F>STAT�BPLG���(adf0730bc089b345�bANGLE (Intel, Intel(R) HD Graphics 530 (0x00001912) Direct3D11 vs_5_0 ps_5_0, D3D11-20.19.15.4549)��@������������������,,position
_upositionP�coverage
_ucoverage
localCoord_ulocalCoordP�	texSubset_utexSubsetR����������*����������sk_RTAdjustuTextureSampler_0_S0
_usk_RTAdjust_uuTextureSampler_0_S0sk_FragColor_usk_FragColorR�@^���%i�������������������������������������������������@@����������������������������������������Wstruct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD3;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float2 v1 : TEXCOORD1;
    noperspective float v2 : TEXCOORD2;
};
#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 float _coverage = {0};
static float2 _localCoord = {0, 0};
static float4 _texSubset = {0, 0, 0, 0};

static float4 gl_Position = float4(0, 0, 0, 0);

// Varyings
static noperspective float2 _vlocalCoord_S0 = {0, 0};
static noperspective float4 _vtexSubset_S0 = {0, 0, 0, 0};
static noperspective float _vcoverage_S0 = {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.v0 = _vtexSubset_S0;
    output.v1 = _vlocalCoord_S0;
    output.v2 = _vcoverage_S0;

    return output;
}

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

float2 t0 = _position, _position3010 = t0;
(_vlocalCoord_S0 = _localCoord);
(_vtexSubset_S0 = _texSubset);
(_vcoverage_S0 = _coverage);
(gl_Position = vec4_ctor(_position3010, 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);
}
rstruct PS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD3;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float2 v1 : TEXCOORD1;
    noperspective float v2 : TEXCOORD2;
};

#pragma warning( disable: 3556 3571 )
float4 vec4_ctor(float x0)
{
    return float4(x0, x0, x0, x0);
}
// Uniforms

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 _vlocalCoord_S0 = {0, 0};
static noperspective float4 _vtexSubset_S0 = {0, 0, 0, 0};
static noperspective float _vcoverage_S0 = {0};

static float4 out_sk_FragColor = {0, 0, 0, 0};

cbuffer DriverConstants : register(b1)
{
    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);
}

@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){
    _vtexSubset_S0 = input.v0;
    _vlocalCoord_S0 = input.v1.xy;
    _vcoverage_S0 = input.v2.x;

float4 _outputColor_S03007 = {1.0, 1.0, 1.0, 1.0};
float2 _texCoord3008 = _vlocalCoord_S0;
float4 _subset3009 = _vtexSubset_S0;
(_texCoord3008 = clamp(_texCoord3008, _subset3009.xy, _subset3009.zw));
(_outputColor_S03007 = gl_texture2D(_uTextureSampler_0_S0, _texCoord3008, -0.474999994));
float _coverage3010 = _vcoverage_S0;
float4 _outputCoverage_S03011 = vec4_ctor(_coverage3010);
{
(out_sk_FragColor = (_outputColor_S03007 * _outputCoverage_S03011));
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColor�struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD3;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float2 v1 : TEXCOORD1;
    noperspective float v2 : TEXCOORD2;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD3;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float2 v1 : TEXCOORD1;
    noperspective float 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; 
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
�����DXBC�\�:c�m)k��GM�4|�RDEF��<����RD11< ($|�$GlobalsDriverConstants���|��(@���������_sk_RTAdjustfloat4����������� ��������80��������E8`���������<`��������dx_ViewAdjustdx_ViewCoordsfloat2�dx_ViewScaleclipControlOriginfloat���WclipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGNthhhhTEXCOORD���OSGN������SV_PositionTEXCOORD���SHEX�PtjYF� YF� _2__2_�g� e� e� e2 eB h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?6� 6� F6B @6� F62 F6B 
>STAT�	�`DXBC�Cє��Ss����ŕ`4����RDEF�<����RD11< ($|�����
samplers2D[0]textures2D[0]Microsoft (R) HLSL Shader Compiler 10.1ISGN������SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX�P;jZ`XpUUb �b 2b Be� h42FF32F�J���CU�FF~`@33�8� F�>STAT�BPLG��6adf0730bc089b345�bANGLE (Intel, Intel(R) HD Graphics 530 (0x00001912) Direct3D11 vs_5_0 ps_5_0, D3D11-20.19.15.4549)��@������������������,,position
_upositionP�coverage
_ucoverage
localCoord_ulocalCoordP�
geomSubset_ugeomSubsetR�	texSubset_utexSubsetR�������������������*����������sk_RTAdjust
u_skRTFlipuTextureSampler_0_S0
_usk_RTAdjust_uu_skRTFlip_uuTextureSampler_0_S0sk_FragColor_usk_FragColorR�@^���%i���������������������������������������������@@������������������������������������������������������������t	struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD4;
    float4 gl_FragCoord : TEXCOORD5;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float4 v1 : TEXCOORD1;
    noperspective float2 v2 : TEXCOORD2;
    noperspective float v3 : TEXCOORD3;
};
#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 float _coverage = {0};
static float2 _localCoord = {0, 0};
static float4 _geomSubset = {0, 0, 0, 0};
static float4 _texSubset = {0, 0, 0, 0};

static float4 gl_Position = float4(0, 0, 0, 0);

// Varyings
static noperspective float2 _vlocalCoord_S0 = {0, 0};
static noperspective float4 _vtexSubset_S0 = {0, 0, 0, 0};
static noperspective float _vcoverage_S0 = {0};
static noperspective float4 _vgeomSubset_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 = _vtexSubset_S0;
    output.v1 = _vgeomSubset_S0;
    output.v2 = _vlocalCoord_S0;
    output.v3 = _vcoverage_S0;

    return output;
}

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

float2 t0 = _position, _position3012 = t0;
(_vlocalCoord_S0 = _localCoord);
(_vtexSubset_S0 = _texSubset);
(_vcoverage_S0 = _coverage);
(_vgeomSubset_S0 = _geomSubset);
(gl_Position = vec4_ctor(_position3012, 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);
}
Cstruct PS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD4;
    float4 gl_FragCoord : TEXCOORD5;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float4 v1 : TEXCOORD1;
    noperspective float2 v2 : TEXCOORD2;
    noperspective float v3 : TEXCOORD3;
};

#pragma warning( disable: 3556 3571 )
float4 vec4_ctor(float x0)
{
    return float4(x0, x0, x0, x0);
}
float4 vec4_ctor(float x0, float x1, float x2, float x3)
{
    return float4(x0, x1, x2, x3);
}
// Uniforms

uniform float2 _u_skRTFlip : register(c0);
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 _vlocalCoord_S0 = {0, 0};
static noperspective float4 _vtexSubset_S0 = {0, 0, 0, 0};
static noperspective float _vcoverage_S0 = {0};
static noperspective float4 _vgeomSubset_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;
    _vtexSubset_S0 = input.v0;
    _vgeomSubset_S0 = input.v1;
    _vlocalCoord_S0 = input.v2.xy;
    _vcoverage_S0 = input.v3.x;

float4 _sk_FragCoord3009 = vec4_ctor(gl_FragCoord.x, (_u_skRTFlip.x + (_u_skRTFlip.y * gl_FragCoord.y)), gl_FragCoord.z, gl_FragCoord.w);
float4 _outputColor_S03010 = {1.0, 1.0, 1.0, 1.0};
float2 _texCoord3011 = _vlocalCoord_S0;
float4 _subset3012 = _vtexSubset_S0;
(_texCoord3011 = clamp(_texCoord3011, _subset3012.xy, _subset3012.zw));
(_outputColor_S03010 = gl_texture2D(_uTextureSampler_0_S0, _texCoord3011, -0.474999994));
float _coverage3013 = _vcoverage_S0;
float4 _geoSubset3014 = _vgeomSubset_S0;
float4 _dists43015 = clamp((float4(1.0, 1.0, -1.0, -1.0) * (_sk_FragCoord3009.xyxy - _geoSubset3014)), 0.0, 1.0);
float2 _dists23016 = ((_dists43015.xy + _dists43015.zw) - 1.0);
(_coverage3013 = min(_coverage3013, (_dists23016.x * _dists23016.y)));
float4 _outputCoverage_S03017 = vec4_ctor(_coverage3013);
{
(out_sk_FragColor = (_outputColor_S03010 * _outputCoverage_S03017));
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColor�struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD4;
    float4 gl_FragCoord : TEXCOORD5;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float4 v1 : TEXCOORD1;
    noperspective float2 v2 : TEXCOORD2;
    noperspective float v3 : TEXCOORD3;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD4;
    float4 gl_FragCoord : TEXCOORD5;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float4 v1 : TEXCOORD1;
    noperspective float2 v2 : TEXCOORD2;
    noperspective float v3 : TEXCOORD3;
};

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.v3 = input.v3; 
    output.gl_FragCoord = input.gl_FragCoord;
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
�����DXBCVS5eP�:��L��v�4�d�RDEF��<����RD11< ($|�$GlobalsDriverConstants���|��(@���������_sk_RTAdjustfloat4����������� ��������80��������E8`���������<`��������dx_ViewAdjustdx_ViewCoordsfloat2�dx_ViewScaleclipControlOriginfloat���WclipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGN������TEXCOORD���OSGN��������SV_PositionTEXCOORD���SHEXP�jYF� YF� _2__2_�_�g� e� e� e� e� e2 eB h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?6� 6� F6� F6� F6� F62 F6B 
>STAT�
��DXBC��"�J'���uY��4���RDEF��<���XRD11< ($������
��samplers2D[0]textures2D[0]$GlobalsDriverConstants����$��`L`��������_u_skRTFlipfloat2�Xt����������0`��������� ����������8`��������	,��������<@ 4��������dx_ViewCoordsfloat4����dx_FragCoordOffsetdx_DepthFrontfloat3�dx_ViewScaledx_Miscdword�samplerMetadataSamplerMetadatabaseLevelint��fwrapModespaddingint2��intBorderColorint4�\l�l����LMicrosoft (R) HLSL Shader Compiler 10.1ISGN��������SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX<P�jYF� YF� Z`XpUUd 2b �b �b 2b Be� h	2FF� �A2B� 
� ��F�A8 
�F@�?�?����2�
F
2F@����8
3
*4b3bV�J���CU��F~`@33�8� F>STAT�
BPLG��v:adf0730bc089b345�bANGLE (Intel, Intel(R) HD Graphics 530 (0x00001912) Direct3D11 vs_5_0 ps_5_0, D3D11-20.19.15.4549)��@������������������,,position
_upositionP�coverage
_ucoverage
localCoord_ulocalCoordP�
geomSubset_ugeomSubsetR�	texSubset_utexSubsetR�������������������������������������*����������sk_RTAdjusturadiusPlusHalf_S1
u_skRTFlip
uinnerRect_S1uTextureSampler_0_S0
_usk_RTAdjust_uuradiusPlusHalf_S1_uu_skRTFlip_uuinnerRect_S1_uuTextureSampler_0_S0sk_FragColor_usk_FragColorR�@^���%i���������������������������������������������@@����������������������������������������������������������������������������������������������������t	struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD4;
    float4 gl_FragCoord : TEXCOORD5;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float4 v1 : TEXCOORD1;
    noperspective float2 v2 : TEXCOORD2;
    noperspective float v3 : TEXCOORD3;
};
#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 float _coverage = {0};
static float2 _localCoord = {0, 0};
static float4 _geomSubset = {0, 0, 0, 0};
static float4 _texSubset = {0, 0, 0, 0};

static float4 gl_Position = float4(0, 0, 0, 0);

// Varyings
static noperspective float2 _vlocalCoord_S0 = {0, 0};
static noperspective float4 _vtexSubset_S0 = {0, 0, 0, 0};
static noperspective float _vcoverage_S0 = {0};
static noperspective float4 _vgeomSubset_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 = _vtexSubset_S0;
    output.v1 = _vgeomSubset_S0;
    output.v2 = _vlocalCoord_S0;
    output.v3 = _vcoverage_S0;

    return output;
}

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

float2 t0 = _position, _position3012 = t0;
(_vlocalCoord_S0 = _localCoord);
(_vtexSubset_S0 = _texSubset);
(_vcoverage_S0 = _coverage);
(_vgeomSubset_S0 = _geomSubset);
(gl_Position = vec4_ctor(_position3012, 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 : TEXCOORD4;
    float4 gl_FragCoord : TEXCOORD5;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float4 v1 : TEXCOORD1;
    noperspective float2 v2 : TEXCOORD2;
    noperspective float v3 : TEXCOORD3;
};

#pragma warning( disable: 3556 3571 )
float4 vec4_ctor(float x0)
{
    return float4(x0, x0, x0, x0);
}
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 _uinnerRect_S1 : register(c1);
uniform float2 _uradiusPlusHalf_S1 : register(c2);
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 _vlocalCoord_S0 = {0, 0};
static noperspective float4 _vtexSubset_S0 = {0, 0, 0, 0};
static noperspective float _vcoverage_S0 = {0};
static noperspective float4 _vgeomSubset_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;
    _vtexSubset_S0 = input.v0;
    _vgeomSubset_S0 = input.v1;
    _vlocalCoord_S0 = input.v2.xy;
    _vcoverage_S0 = input.v3.x;

float4 _sk_FragCoord3011 = vec4_ctor(gl_FragCoord.x, (_u_skRTFlip.x + (_u_skRTFlip.y * gl_FragCoord.y)), gl_FragCoord.z, gl_FragCoord.w);
float4 _outputColor_S03012 = {1.0, 1.0, 1.0, 1.0};
float2 _texCoord3013 = _vlocalCoord_S0;
float4 _subset3014 = _vtexSubset_S0;
(_texCoord3013 = clamp(_texCoord3013, _subset3014.xy, _subset3014.zw));
(_outputColor_S03012 = gl_texture2D(_uTextureSampler_0_S0, _texCoord3013, -0.474999994));
float _coverage3015 = _vcoverage_S0;
float4 _geoSubset3016 = _vgeomSubset_S0;
float4 _dists43017 = clamp((float4(1.0, 1.0, -1.0, -1.0) * (_sk_FragCoord3011.xyxy - _geoSubset3016)), 0.0, 1.0);
float2 _dists23018 = ((_dists43017.xy + _dists43017.zw) - 1.0);
(_coverage3015 = min(_coverage3015, (_dists23018.x * _dists23018.y)));
float4 _outputCoverage_S03019 = vec4_ctor(_coverage3015);
float2 __0_dxy03020 = (_uinnerRect_S1.xy - _sk_FragCoord3011.xy);
float2 __1_dxy13021 = (_sk_FragCoord3011.xy - _uinnerRect_S1.zw);
float2 __2_dxy3022 = max(max(__0_dxy03020, __1_dxy13021), 0.0);
float __3_alpha3023 = clamp((_uradiusPlusHalf_S1.x - length(__2_dxy3022)), 0.0, 1.0);
float4 _output_S13024 = (_outputCoverage_S03019 * __3_alpha3023);
{
(out_sk_FragColor = (_outputColor_S03012 * _output_S13024));
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColor�struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD4;
    float4 gl_FragCoord : TEXCOORD5;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float4 v1 : TEXCOORD1;
    noperspective float2 v2 : TEXCOORD2;
    noperspective float v3 : TEXCOORD3;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD4;
    float4 gl_FragCoord : TEXCOORD5;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float4 v1 : TEXCOORD1;
    noperspective float2 v2 : TEXCOORD2;
    noperspective float v3 : TEXCOORD3;
};

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.v3 = input.v3; 
    output.gl_FragCoord = input.gl_FragCoord;
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
�����DXBCVS5eP�:��L��v�4�d�RDEF��<����RD11< ($|�$GlobalsDriverConstants���|��(@���������_sk_RTAdjustfloat4����������� ��������80��������E8`���������<`��������dx_ViewAdjustdx_ViewCoordsfloat2�dx_ViewScaleclipControlOriginfloat���WclipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGN������TEXCOORD���OSGN��������SV_PositionTEXCOORD���SHEXP�jYF� YF� _2__2_�_�g� e� e� e� e� e2 eB h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?6� 6� F6� F6� F6� F62 F6B 
>STAT�
�
DXBC��r$�칄{?���x
404t	RDEF��<����RD11< ($������
��samplers2D[0]textures2D[0]$GlobalsDriverConstants����$0�$`�������������������� ���������_u_skRTFlipfloat2��_uinnerRect_S1float4���_uradiusPlusHalf_S1���������"0���������5 L��������p8���������},����������@ ���������dx_ViewCoordsdx_FragCoordOffsetdx_DepthFrontfloat3��Cdx_ViewScaledx_Miscdword��samplerMetadataSamplerMetadatabaseLevelint���wrapModespaddingint2�intBorderColorint4O���@Tx�Microsoft (R) HLSL Shader Compiler 10.1ISGN��������SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX8P�jYF� YF� Z`XpUUd 2b �b �b 2b Be� h	2FF� �A2B� 
� 	��A� 	2�� �A��F�A8 
�F@�?�?����R�
R@����8*
3
*4bV4
bV@"��K" 	"�A
� 8
4b3bV�J���CU��F~`@33�8� F>STAT�BPLG��E"adf0730bc089b345�bANGLE (Intel, Intel(R) HD Graphics 530 (0x00001912) Direct3D11 vs_5_0 ps_5_0, D3D11-20.19.15.4549)��@������������������,,position
_upositionP�
localCoord_ulocalCoordP����������*����������sk_RTAdjustuTextureSampler_0_S0
_usk_RTAdjust_uuTextureSampler_0_S0sk_FragColor_usk_FragColorR�@^���%i���������������������������������������������������������@@�����������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    noperspective float2 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 float2 _localCoord = {0, 0};

static float4 gl_Position = float4(0, 0, 0, 0);

// Varyings
static noperspective float2 _vlocalCoord_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.v0 = _vlocalCoord_S0;

    return output;
}

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

(_vlocalCoord_S0 = _localCoord);
(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);
}
Nstruct PS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    noperspective float2 v0 : TEXCOORD0;
};

#pragma warning( disable: 3556 3571 )
// Uniforms

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 _vlocalCoord_S0 = {0, 0};

static float4 out_sk_FragColor = {0, 0, 0, 0};

cbuffer DriverConstants : register(b1)
{
    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);
}

@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){
    _vlocalCoord_S0 = input.v0.xy;

float4 _outputColor_S03005 = {1.0, 1.0, 1.0, 1.0};
float2 _texCoord3006 = _vlocalCoord_S0;
(_outputColor_S03005 = gl_texture2D(_uTextureSampler_0_S0, _texCoord3006, -0.474999994));
{
(out_sk_FragColor = _outputColor_S03005);
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColorstruct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    noperspective float2 v0 : TEXCOORD0;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    noperspective float2 v0 : TEXCOORD0;
};

void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput)
{
    output.gl_Position = input.gl_Position;
    output.v0 = input.v0; 
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
���DXBC7������p��?�*M`�4L�<RDEF��<����RD11< ($|�$GlobalsDriverConstants���|��(@���������_sk_RTAdjustfloat4����������� ��������80��������E8`���������<`��������dx_ViewAdjustdx_ViewCoordsfloat2�dx_ViewScaleclipControlOriginfloat���WclipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGND88TEXCOORD���OSGNhP\\SV_PositionTEXCOORD���SHEXxP^jYF� YF� _2_2g� e� e2 h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?6� 6� F6B @62 F>STAT�
��DXBCyx�#����g�Q�MK�4�l� RDEF�<����RD11< ($|�����
samplers2D[0]textures2D[0]Microsoft (R) HLSL Shader Compiler 10.1ISGNhP\\SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEXxPjZ`XpUUb 2e� J���CU� FF~`@33�>STAT�BPLG��adf0730bc089b345�bANGLE (Intel, Intel(R) HD Graphics 530 (0x00001912) Direct3D11 vs_5_0 ps_5_0, D3D11-20.19.15.4549)��@������������������,,position
_upositionP�color_ucolorR����������sk_RTAdjust
_usk_RTAdjustsk_FragColor_usk_FragColorR�@��%i���������������������������������������������������������@@���������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    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.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);
}
Sstruct PS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    noperspective float4 v0 : TEXCOORD0;
};

#pragma warning( disable: 3556 3571 )
float4 vec4_ctor(float x0, float x1, float x2, float x3)
{
    return float4(x0, x1, x2, x3);
}
#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};

cbuffer DriverConstants : register(b1)
{
    uint dx_Misc : packoffset(c2.w);
};

@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){
    _vcolor_S0 = input.v0;

float4 _outputColor_S03004 = _vcolor_S0;
{
(out_sk_FragColor = _outputColor_S03004);
(out_sk_FragColor = vec4_ctor(out_sk_FragColor.w, 0.0, 0.0, 0.0));
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColorstruct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    noperspective float4 v0 : TEXCOORD0;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    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; 
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
���DXBC%r���_i�Ay=�P�4L�<RDEF��<����RD11< ($|�$GlobalsDriverConstants���|��(@���������_sk_RTAdjustfloat4����������� ��������80��������E8`���������<`��������dx_ViewAdjustdx_ViewCoordsfloat2�dx_ViewScaleclipControlOriginfloat���WclipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGND88TEXCOORD���OSGNhP\\SV_PositionTEXCOORD���SHEXxP^jYF� YF� _2_�g� e� e� h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?6� 6� F6B @6� F>STAT�
�DDXBC<�c�('eIx�e�D4�D�RDEFd<���<RD11< ($Microsoft (R) HLSL Shader Compiler 10.1ISGNhP\\SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX\Pjb �e� 6 :6� @>STAT�BPLG���adf0730bc089b345�bANGLE (Intel, Intel(R) HD Graphics 530 (0x00001912) Direct3D11 vs_5_0 ps_5_0, D3D11-20.19.15.4549)��@������������������,,
inPosition_uinPositionP�
inCoverage_uinCoverage������������������	uColor_S0sk_RTAdjust_uuColor_S0
_usk_RTAdjustsk_FragColor_usk_FragColorR�@��%i���������������������������������������������������������@@����������������������������������������Mstruct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    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);
uniform float4 _uColor_S0 : register(c1);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif
// Attributes
static float2 _inPosition = {0, 0};
static float _inCoverage = {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.v0 = _vcolor_S0;

    return output;
}

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

float4 _color3007 = _uColor_S0;
(_color3007 = (_color3007 * _inCoverage));
(_vcolor_S0 = _color3007);
float2 __tmp_1_inPosition3008 = _inPosition;
(gl_Position = vec4_ctor(__tmp_1_inPosition3008, 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;
    noperspective float4 v0 : TEXCOORD0;
};

#pragma warning( disable: 3556 3571 )
#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};

cbuffer DriverConstants : register(b1)
{
    uint dx_Misc : packoffset(c2.w);
};

@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){
    _vcolor_S0 = input.v0;

float4 _outputColor_S03004 = _vcolor_S0;
{
(out_sk_FragColor = _outputColor_S03004);
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColorstruct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    noperspective float4 v0 : TEXCOORD0;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    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; 
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
��DXBC:��W0��l�����44��|RDEF��<����RD11< ($|�$GlobalsDriverConstants���|� �\@,��������P,��������_sk_RTAdjustfloat4%_uColor_S0�$,��������2 H��������l0H��������y8����������<���������dx_ViewAdjustdx_ViewCoordsfloat2�@dx_ViewScaleclipControlOriginfloat����clipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGND88TEXCOORD���OSGNhP\\SV_PositionTEXCOORD���SHEX�PajYF� YF� _2_g� e� e� h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?6� 6� F6B @8� F� >STAT�
�$DXBC5�[	���Ux����$4�D�RDEFd<���<RD11< ($Microsoft (R) HLSL Shader Compiler 10.1ISGNhP\\SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX<Pjb �e� 6� F>STAT�BPLG���#adf0730bc089b345�bANGLE (Intel, Intel(R) HD Graphics 530 (0x00001912) Direct3D11 vs_5_0 ps_5_0, D3D11-20.19.15.4549)��@������������������,,
inPosition_uinPositionP�inColor	_uinColorR�inCircleEdge_uinCircleEdgeR����������sk_RTAdjust
_usk_RTAdjustsk_FragColor_usk_FragColorR�@��%i�����������������������������������������������������@@���������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float4 v1 : TEXCOORD1;
};
#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 _inPosition = {0, 0};
static float4 _inColor = {0, 0, 0, 0};
static float4 _inCircleEdge = {0, 0, 0, 0};

static float4 gl_Position = float4(0, 0, 0, 0);

// Varyings
static noperspective float4 _vinCircleEdge_S0 = {0, 0, 0, 0};
static noperspective float4 _vinColor_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.v0 = _vinCircleEdge_S0;
    output.v1 = _vinColor_S0;

    return output;
}

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

(_vinCircleEdge_S0 = _inCircleEdge);
(_vinColor_S0 = _inColor);
float2 __tmp_0_inPosition3008 = _inPosition;
(gl_Position = vec4_ctor(__tmp_0_inPosition3008, 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);
}
Zstruct PS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float4 v1 : TEXCOORD1;
};

#pragma warning( disable: 3556 3571 )
float4 vec4_ctor(float x0)
{
    return float4(x0, x0, x0, x0);
}
float4 vec4_ctor(float x0, float x1, float x2, float x3)
{
    return float4(x0, x1, x2, x3);
}
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif
// Varyings
static noperspective float4 _vinCircleEdge_S0 = {0, 0, 0, 0};
static noperspective float4 _vinColor_S0 = {0, 0, 0, 0};

static float4 out_sk_FragColor = {0, 0, 0, 0};

cbuffer DriverConstants : register(b1)
{
    uint dx_Misc : packoffset(c2.w);
};

@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){
    _vinCircleEdge_S0 = input.v0;
    _vinColor_S0 = input.v1;

float4 _circleEdge3005 = _vinCircleEdge_S0;
float4 _outputColor_S03006 = _vinColor_S0;
float _d3007 = length(_circleEdge3005.xy);
float _distanceToOuterEdge3008 = (_circleEdge3005.z * (1.0 - _d3007));
float _edgeAlpha3009 = clamp(_distanceToOuterEdge3008, 0.0, 1.0);
float4 _outputCoverage_S03010 = vec4_ctor(_edgeAlpha3009);
{
(out_sk_FragColor = (_outputColor_S03006 * _outputCoverage_S03010));
(out_sk_FragColor = vec4_ctor(out_sk_FragColor.w, 0.0, 0.0, 0.0));
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColor�struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float4 v1 : TEXCOORD1;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float4 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; 
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
���4DXBC�נ ���n���+l�B44d��RDEF��<����RD11< ($|�$GlobalsDriverConstants���|��(@���������_sk_RTAdjustfloat4����������� ��������80��������E8`���������<`��������dx_ViewAdjustdx_ViewCoordsfloat2�dx_ViewScaleclipControlOriginfloat���WclipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGN\PPPTEXCOORD���OSGN�htttSV_PositionTEXCOORD���SHEX�PijYF� YF� _2_�_�g� e� e� e� h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?6� 6� F6B @6� F6� F>STAT���DXBC�V�2��q��"oI8�4�(\HRDEFd<���<RD11< ($Microsoft (R) HLSL Shader Compiler 10.1ISGN�htttSV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX�P9jb rb �e� hFFK

�A@�?8 
*8 
:6� @>STAT�BPLG���.adf0730bc089b345�bANGLE (Intel, Intel(R) HD Graphics 530 (0x00001912) Direct3D11 vs_5_0 ps_5_0, D3D11-20.19.15.4549)��@������������������,,position
_upositionP�
localCoord_ulocalCoordP����������	���������������������������	���������*����������sk_RTAdjust
umatrix_S1
udir_S1_c0uoffsetsAndKernel_S1_c0[0]umatrix_S1_c0_c0uTextureSampler_0_S1
_usk_RTAdjust_uumatrix_S1_uudir_S1_c0_uuoffsetsAndKernel_S1_c0[0]_uumatrix_S1_c0_c0_uuTextureSampler_0_S1	

sk_FragColor_usk_FragColorR�@^���%i���������������������������������������������������������@@�������������������������������������������������������������������������������������������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    noperspective float2 v0 : TEXCOORD0;
};
#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 : 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 float2 _localCoord = {0, 0};

static float4 gl_Position = float4(0, 0, 0, 0);

// Varyings
static noperspective float2 _vTransformedCoords_2_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.v0 = _vTransformedCoords_2_S0;

    return output;
}

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

(gl_Position = vec4_ctor(_position, 0.0, 1.0));
{
(_vTransformedCoords_2_S0 = mul(transpose(mat3x2_ctor(_umatrix_S1)), 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);
}
q	struct PS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    noperspective float2 v0 : TEXCOORD0;
};

#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(float x0, float x1, float x2, float x3)
{
    return float4(x0, x1, x2, x3);
}
// Uniforms

uniform float3x3 _umatrix_S1_c0_c0 : register(c0);
uniform float4 _uoffsetsAndKernel_S1_c0[14] : register(c3);
uniform float2 _udir_S1_c0 : register(c17);
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 float2 _vTransformedCoords_2_S0 = {0, 0};

static float4 out_sk_FragColor = {0, 0, 0, 0};

cbuffer DriverConstants : register(b1)
{
    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);
}

@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){
    _vTransformedCoords_2_S0 = input.v0.xy;

float2 __6_tmp_1_coords3010 = _vTransformedCoords_2_S0;
float4 __7_sum3011 = {0.0, 0.0, 0.0, 0.0};
{LOOP for(int __8_i3012 = {0}; (__8_i3012 < 4); (++__8_i3012))
{
float4 __9_s3013 = _uoffsetsAndKernel_S1_c0[__8_i3012];
(__7_sum3011 += (__9_s3013.y * vec4_ctor(0.0, 0.0, 0.0, gl_texture2D(_uTextureSampler_0_S1, mul(transpose(mat3x2_ctor(_umatrix_S1_c0_c0)), vec3_ctor((__6_tmp_1_coords3010 + (__9_s3013.x * _udir_S1_c0)), 1.0)), -0.474999994).x)));
(__7_sum3011 += (__9_s3013.w * vec4_ctor(0.0, 0.0, 0.0, gl_texture2D(_uTextureSampler_0_S1, mul(transpose(mat3x2_ctor(_umatrix_S1_c0_c0)), vec3_ctor((__6_tmp_1_coords3010 + (__9_s3013.z * _udir_S1_c0)), 1.0)), -0.474999994).x)));
}
}
float4 _output_S13014 = __7_sum3011;
{
(out_sk_FragColor = _output_S13014);
(out_sk_FragColor = vec4_ctor(out_sk_FragColor.w, 0.0, 0.0, 0.0));
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColorstruct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    noperspective float2 v0 : TEXCOORD0;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    noperspective float2 v0 : TEXCOORD0;
};

void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput)
{
    output.gl_Position = input.gl_Position;
    output.v0 = input.v0; 
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
���DXBC@���q��!�A��i�4d� �RDEF(�<����RD11< ($|�$GlobalsDriverConstants���|�@��@,��������P,h��������_sk_RTAdjustfloat4%_umatrix_S1float3x3���\T,��������b x���������0x���������8����������<���������dx_ViewAdjustdx_ViewCoordsfloat2�pdx_ViewScaleclipControlOriginfloat����clipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGND88TEXCOORD���OSGNhP\\SV_PositionTEXCOORD���SHEX�PqjYF� YF� _2_2g� e� e2 h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?�?6� 6� F6B @62F F� F" F� F>STAT���DXBC�s��!q��E�B��4t��RDEF8�<���RD11< ($������
�samplers2D[0]textures2D[0]$Globals����� T,p���������0��������������������_umatrix_S1_c0_c0float3x3�f_uoffsetsAndKernel_S1_c0float4�_udir_S1_c0float2��Microsoft (R) HLSL Shader Compiler 10.1ISGNhP\\SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX�P�jYF� Z`XpUUb 2e� h6B@�?6B@�?6�@6�@0!:@
2
�� :F� F62FF� F"F� FJ���CUFF~`@33�2� :
:62�
F� F"F� FJ���CU"F~`@33�2�:� :
�:@6 :6� @>STAT�BPLG��4adf0730bc089b345�bANGLE (Intel, Intel(R) HD Graphics 530 (0x00001912) Direct3D11 vs_5_0 ps_5_0, D3D11-20.19.15.4549)��@������������������,,position
_upositionP�
localCoord_ulocalCoordP����������	������������������������������������	���������*����������sk_RTAdjust
umatrix_S1
udir_S1_c0uoffsetsAndKernel_S1_c0[0]uclamp_S1_c0_c0_c0umatrix_S1_c0_c0uTextureSampler_0_S1
_usk_RTAdjust_uumatrix_S1_uudir_S1_c0_uuoffsetsAndKernel_S1_c0[0]_uuclamp_S1_c0_c0_c0_uumatrix_S1_c0_c0_uuTextureSampler_0_S1	

sk_FragColor_usk_FragColorR�@^���%i���������������������������������������������������������@@���������������������������������������������������������������������������������������������������������������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    noperspective float2 v0 : TEXCOORD0;
};
#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 : 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 float2 _localCoord = {0, 0};

static float4 gl_Position = float4(0, 0, 0, 0);

// Varyings
static noperspective float2 _vTransformedCoords_2_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.v0 = _vTransformedCoords_2_S0;

    return output;
}

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

(gl_Position = vec4_ctor(_position, 0.0, 1.0));
{
(_vTransformedCoords_2_S0 = mul(transpose(mat3x2_ctor(_umatrix_S1)), 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 : TEXCOORD1;
    noperspective float2 v0 : TEXCOORD0;
};

#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(float x0, float x1, float x2, float x3)
{
    return float4(x0, x1, x2, x3);
}
// Uniforms

uniform float4 _uclamp_S1_c0_c0_c0 : register(c0);
uniform float3x3 _umatrix_S1_c0_c0 : register(c1);
uniform float4 _uoffsetsAndKernel_S1_c0[14] : register(c4);
uniform float2 _udir_S1_c0 : 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 float2 _vTransformedCoords_2_S0 = {0, 0};

static float4 out_sk_FragColor = {0, 0, 0, 0};

cbuffer DriverConstants : register(b1)
{
    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);
}

@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){
    _vTransformedCoords_2_S0 = input.v0.xy;

float2 __26_tmp_1_coords3011 = _vTransformedCoords_2_S0;
float4 __27_sum3012 = {0.0, 0.0, 0.0, 0.0};
{LOOP for(int __28_i3013 = {0}; (__28_i3013 < 4); (++__28_i3013))
{
float4 __29_s3014 = _uoffsetsAndKernel_S1_c0[__28_i3013];
float2 __30_inCoord3015 = mul(transpose(mat3x2_ctor(_umatrix_S1_c0_c0)), vec3_ctor((__26_tmp_1_coords3011 + (__29_s3014.x * _udir_S1_c0)), 1.0));
float2 __31_subsetCoord3016 = {0, 0};
(__31_subsetCoord3016.x = __30_inCoord3015.x);
(__31_subsetCoord3016.y = __30_inCoord3015.y);
float2 __32_clampedCoord3017 = {0, 0};
(__32_clampedCoord3017.x = __31_subsetCoord3016.x);
(__32_clampedCoord3017.y = clamp(__31_subsetCoord3016.y, _uclamp_S1_c0_c0_c0.y, _uclamp_S1_c0_c0_c0.w));
float4 __33_textureColor3018 = vec4_ctor(0.0, 0.0, 0.0, gl_texture2D(_uTextureSampler_0_S1, __32_clampedCoord3017, -0.474999994).x);
(__27_sum3012 += (__29_s3014.y * __33_textureColor3018));
float2 __34_inCoord3019 = mul(transpose(mat3x2_ctor(_umatrix_S1_c0_c0)), vec3_ctor((__26_tmp_1_coords3011 + (__29_s3014.z * _udir_S1_c0)), 1.0));
float2 __35_subsetCoord3020 = {0, 0};
(__35_subsetCoord3020.x = __34_inCoord3019.x);
(__35_subsetCoord3020.y = __34_inCoord3019.y);
float2 __36_clampedCoord3021 = {0, 0};
(__36_clampedCoord3021.x = __35_subsetCoord3020.x);
(__36_clampedCoord3021.y = clamp(__35_subsetCoord3020.y, _uclamp_S1_c0_c0_c0.y, _uclamp_S1_c0_c0_c0.w));
float4 __37_textureColor3022 = vec4_ctor(0.0, 0.0, 0.0, gl_texture2D(_uTextureSampler_0_S1, __36_clampedCoord3021, -0.474999994).x);
(__27_sum3012 += (__29_s3014.w * __37_textureColor3022));
}
}
float4 _output_S13023 = __27_sum3012;
{
(out_sk_FragColor = _output_S13023);
(out_sk_FragColor = vec4_ctor(out_sk_FragColor.w, 0.0, 0.0, 0.0));
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColorstruct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    noperspective float2 v0 : TEXCOORD0;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD1;
    noperspective float2 v0 : TEXCOORD0;
};

void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput)
{
    output.gl_Position = input.gl_Position;
    output.v0 = input.v0; 
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
���DXBC@���q��!�A��i�4d� �RDEF(�<����RD11< ($|�$GlobalsDriverConstants���|�@��@,��������P,h��������_sk_RTAdjustfloat4%_umatrix_S1float3x3���\T,��������b x���������0x���������8����������<���������dx_ViewAdjustdx_ViewCoordsfloat2�pdx_ViewScaleclipControlOriginfloat����clipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGND88TEXCOORD���OSGNhP\\SV_PositionTEXCOORD���SHEX�PqjYF� YF� _2_2g� e� e2 h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?�?6� 6� F6B @62F F� F" F� F>STAT��pDXBC�hȞ��#����֨�8�p4�H|�RDEF��<���tRD11< ($������
�samplers2D[0]textures2D[0]$Globals�����0|����������,����������@���������< P��������_uclamp_S1_c0_c0_c0float4��_umatrix_S1_c0_c0float3x3��_uoffsetsAndKernel_S1_c0����_udir_S1_c0float2�HMicrosoft (R) HLSL Shader Compiler 10.1ISGNhP\\SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEXPP�jYF� Z`XpUUb 2e� h6B@�?6B@�?6�@6�@0!:@
2
�� :F� F62FF� FF� F4
� 3"
:� J���CUFF~`@33�2� :
:62�
F� F"F� F4"� 3":� J���CU"F~`@33�2�:� :
�:@6 :6� @>STAT�BPLG���;adf0730bc089b345�bANGLE (Intel, Intel(R) HD Graphics 530 (0x00001912) Direct3D11 vs_5_0 ps_5_0, D3D11-20.19.15.4549)��@					������������������,,position
_upositionP�color_ucolorR�	���������������������������������������������	���������������������������*����������sk_RTAdjustucornerRadius_S1_c0ublurRadius_S1_c0uradiusPlusHalf_S2
u_skRTFlipumatrix_S1_c0_c0uproxyRect_S1_c0
uinnerRect_S2uTextureSampler_0_S1
_usk_RTAdjust_uucornerRadius_S1_c0_uublurRadius_S1_c0_uuradiusPlusHalf_S2_uu_skRTFlip_uumatrix_S1_c0_c0_uuproxyRect_S1_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 : register(c7);
uniform float2 _uradiusPlusHalf_S2 : register(c8);
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_FragCoord3012 = vec4_ctor(gl_FragCoord.x, (_u_skRTFlip.x + (_u_skRTFlip.y * gl_FragCoord.y)), gl_FragCoord.z, gl_FragCoord.w);
float4 _outputColor_S03013 = _vcolor_S0;
float2 __9_translatedFragPosFloat3014 = (_sk_FragCoord3012.xy - _uproxyRect_S1_c0.xy);
float2 __10_proxyCenter3015 = ((_uproxyRect_S1_c0.zw - _uproxyRect_S1_c0.xy) * 0.5);
float __11_edgeSize3016 = (((2.0 * _ublurRadius_S1_c0) + _ucornerRadius_S1_c0) + 0.5);
(__9_translatedFragPosFloat3014 -= __10_proxyCenter3015);
float2 __12_fragDirection3017 = sign(__9_translatedFragPosFloat3014);
(__9_translatedFragPosFloat3014 = abs(__9_translatedFragPosFloat3014));
float2 __13_translatedFragPosHalf3018 = (__9_translatedFragPosFloat3014 - (__10_proxyCenter3015 - __11_edgeSize3016));
(__13_translatedFragPosHalf3018 = max(__13_translatedFragPosHalf3018, 0.0));
(__13_translatedFragPosHalf3018 *= __12_fragDirection3017);
(__13_translatedFragPosHalf3018 += vec2_ctor(__11_edgeSize3016));
float2 __14_proxyDims3019 = vec2_ctor((2.0 * __11_edgeSize3016));
float2 __15_texCoord3020 = (__13_translatedFragPosHalf3018 / __14_proxyDims3019);
float4 _output_S13021 = vec4_ctor(0.0, 0.0, 0.0, gl_texture2D(_uTextureSampler_0_S1, mul(transpose(mat3x2_ctor(_umatrix_S1_c0_c0)), vec3_ctor(__15_texCoord3020, 1.0)), -0.474999994).x).wwww;
float2 __16_dxy03022 = (_uinnerRect_S2.xy - _sk_FragCoord3012.xy);
float2 __17_dxy13023 = (_sk_FragCoord3012.xy - _uinnerRect_S2.zw);
float2 __18_dxy3024 = max(max(__16_dxy03022, __17_dxy13023), 0.0);
float __19_alpha3025 = clamp((_uradiusPlusHalf_S2.x - length(__18_dxy3024)), 0.0, 1.0);
(__19_alpha3025 = (1.0 - __19_alpha3025));
float4 _output_S23026 = (_output_S13021 * __19_alpha3025);
{
(out_sk_FragColor = (_outputColor_S03013 * _output_S23026));
}
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
}
��DXBC��%���`6P��*�W�4L�lRDEF��<����RD11< ($|�$GlobalsDriverConstants���|��(@���������_sk_RTAdjustfloat4����������� ��������80��������E8`���������<`��������dx_ViewAdjustdx_ViewCoordsfloat2�dx_ViewScaleclipControlOriginfloat���WclipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGND88TEXCOORD���OSGN�htttSV_PositionTEXCOORD���SHEX�PdjYF� YF� _2_�g� e� e� e� h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?6� 6� F6� F6� F>STAT�
��DXBC�K~={|BKU{{�}�}�4x4�RDEF<�<���RD11< ($������
��samplers2D[0]textures2D[0]$GlobalsDriverConstants����$��l`<P��������t,����������@����������P��������4`���������Gp��������V�P��������_u_skRTFlipfloat2�H_umatrix_S1_c0_c0float3x3��_ucornerRadius_S1_c0float��_uproxyRect_S1_c0float4���_ublurRadius_S1_c0_uinnerRect_S2_uradiusPlusHalf_S2��\��������j0P��������} ����������8P���������,����������@ ���������dx_ViewCoordsdx_FragCoordOffsetdx_DepthFrontfloat3���dx_ViewScaledx_Miscdword��samplerMetadataSamplerMetadatabaseLevelint��"wrapModespaddingint2�^intBorderColorint4�(L(Vd���Microsoft (R) HLSL Shader Compiler 10.1ISGN�htttSV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX�P-jYF� 	YF� Z`XpUUd 2b �e� h
2F� �A� 	2FF� �A2B� 
� 	�� �A2
��A@??�1
�@�1
2�
@�V
�A+�V
2
� @@
� 
@?2
2F@??�A	2F�A�
��4
2F@2	2F�B

2F�
6B@�?F� F"F� FJ���CUFF~`@33�	b�A� 	2�� �A4bV4
bV@"��K" 	"�A
� "�A@�?8
8� F>STAT� BPLG��<adf0730bc089b345�bANGLE (Intel, Intel(R) HD Graphics 530 (0x00001912) Direct3D11 vs_5_0 ps_5_0, D3D11-20.19.15.4549)��@������������������,,position
_upositionP�coverage
_ucoverage
localCoord_ulocalCoordP�
geomSubset_ugeomSubsetR�	texSubset_utexSubsetR�������������������������������������*����������sk_RTAdjust
u_skRTFlip
uinnerRect_S1uinvRadiiXY_S1uTextureSampler_0_S0
_usk_RTAdjust_uu_skRTFlip_uuinnerRect_S1_uuinvRadiiXY_S1_uuTextureSampler_0_S0sk_FragColor_usk_FragColorR�@^���%i���������������������������������������������@@����������������������������������������������������������������������������������������������������t	struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD4;
    float4 gl_FragCoord : TEXCOORD5;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float4 v1 : TEXCOORD1;
    noperspective float2 v2 : TEXCOORD2;
    noperspective float v3 : TEXCOORD3;
};
#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 float _coverage = {0};
static float2 _localCoord = {0, 0};
static float4 _geomSubset = {0, 0, 0, 0};
static float4 _texSubset = {0, 0, 0, 0};

static float4 gl_Position = float4(0, 0, 0, 0);

// Varyings
static noperspective float2 _vlocalCoord_S0 = {0, 0};
static noperspective float4 _vtexSubset_S0 = {0, 0, 0, 0};
static noperspective float _vcoverage_S0 = {0};
static noperspective float4 _vgeomSubset_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 = _vtexSubset_S0;
    output.v1 = _vgeomSubset_S0;
    output.v2 = _vlocalCoord_S0;
    output.v3 = _vcoverage_S0;

    return output;
}

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

float2 t0 = _position, _position3012 = t0;
(_vlocalCoord_S0 = _localCoord);
(_vtexSubset_S0 = _texSubset);
(_vcoverage_S0 = _coverage);
(_vgeomSubset_S0 = _geomSubset);
(gl_Position = vec4_ctor(_position3012, 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 : TEXCOORD4;
    float4 gl_FragCoord : TEXCOORD5;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float4 v1 : TEXCOORD1;
    noperspective float2 v2 : TEXCOORD2;
    noperspective float v3 : TEXCOORD3;
};

#pragma warning( disable: 3556 3571 )
float4 vec4_ctor(float x0)
{
    return float4(x0, x0, x0, x0);
}
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 _uinnerRect_S1 : register(c1);
uniform float2 _uinvRadiiXY_S1 : register(c2);
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 _vlocalCoord_S0 = {0, 0};
static noperspective float4 _vtexSubset_S0 = {0, 0, 0, 0};
static noperspective float _vcoverage_S0 = {0};
static noperspective float4 _vgeomSubset_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;
    _vtexSubset_S0 = input.v0;
    _vgeomSubset_S0 = input.v1;
    _vlocalCoord_S0 = input.v2.xy;
    _vcoverage_S0 = input.v3.x;

float4 _sk_FragCoord3011 = vec4_ctor(gl_FragCoord.x, (_u_skRTFlip.x + (_u_skRTFlip.y * gl_FragCoord.y)), gl_FragCoord.z, gl_FragCoord.w);
float4 _outputColor_S03012 = {1.0, 1.0, 1.0, 1.0};
float2 _texCoord3013 = _vlocalCoord_S0;
float4 _subset3014 = _vtexSubset_S0;
(_texCoord3013 = clamp(_texCoord3013, _subset3014.xy, _subset3014.zw));
(_outputColor_S03012 = gl_texture2D(_uTextureSampler_0_S0, _texCoord3013, -0.474999994));
float _coverage3015 = _vcoverage_S0;
float4 _geoSubset3016 = _vgeomSubset_S0;
float4 _dists43017 = clamp((float4(1.0, 1.0, -1.0, -1.0) * (_sk_FragCoord3011.xyxy - _geoSubset3016)), 0.0, 1.0);
float2 _dists23018 = ((_dists43017.xy + _dists43017.zw) - 1.0);
(_coverage3015 = min(_coverage3015, (_dists23018.x * _dists23018.y)));
float4 _outputCoverage_S03019 = vec4_ctor(_coverage3015);
float2 __0_dxy03020 = (_uinnerRect_S1.xy - _sk_FragCoord3011.xy);
float2 __1_dxy13021 = (_sk_FragCoord3011.xy - _uinnerRect_S1.zw);
float2 __2_dxy3022 = max(max(__0_dxy03020, __1_dxy13021), 0.0);
float2 __3_Z3023 = (__2_dxy3022 * _uinvRadiiXY_S1);
float __4_implicit3024 = (dot(__3_Z3023, __2_dxy3022) - 1.0);
float __5_grad_dot3025 = (4.0 * dot(__3_Z3023, __3_Z3023));
(__5_grad_dot3025 = max(__5_grad_dot3025, 9.99999975e-05));
float __6_approx_dist3026 = (__4_implicit3024 * rsqrt(__5_grad_dot3025));
float __7_alpha3027 = clamp((0.5 - __6_approx_dist3026), 0.0, 1.0);
float4 _output_S13028 = (_outputCoverage_S03019 * __7_alpha3027);
{
(out_sk_FragColor = (_outputColor_S03012 * _output_S13028));
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColor�struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD4;
    float4 gl_FragCoord : TEXCOORD5;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float4 v1 : TEXCOORD1;
    noperspective float2 v2 : TEXCOORD2;
    noperspective float v3 : TEXCOORD3;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD4;
    float4 gl_FragCoord : TEXCOORD5;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float4 v1 : TEXCOORD1;
    noperspective float2 v2 : TEXCOORD2;
    noperspective float v3 : TEXCOORD3;
};

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.v3 = input.v3; 
    output.gl_FragCoord = input.gl_FragCoord;
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
�����DXBCVS5eP�:��L��v�4�d�RDEF��<����RD11< ($|�$GlobalsDriverConstants���|��(@���������_sk_RTAdjustfloat4����������� ��������80��������E8`���������<`��������dx_ViewAdjustdx_ViewCoordsfloat2�dx_ViewScaleclipControlOriginfloat���WclipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGN������TEXCOORD���OSGN��������SV_PositionTEXCOORD���SHEXP�jYF� YF� _2__2_�_�g� e� e� e� e� e2 eB h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?6� 6� F6� F6� F6� F62 F6B 
>STAT�
��
DXBC9�`
���,�zvV2���
4,�0
RDEF��<����RD11< ($������
��samplers2D[0]textures2D[0]$GlobalsDriverConstants����$0� `�������������������� ���������_u_skRTFlipfloat2��_uinnerRect_S1float4���_uinvRadiiXY_S1���������0���������1 H��������l8���������y,����������@ ���������dx_ViewCoordsdx_FragCoordOffsetdx_DepthFrontfloat3��?dx_ViewScaledx_Miscdword��samplerMetadataSamplerMetadatabaseLevelint���wrapModespaddingint2�intBorderColorint4K���
<Pt�Microsoft (R) HLSL Shader Compiler 10.1ISGN��������SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX�P�jYF� YF� Z`XpUUd 2b �b �b 2b Be� h	2FF� �A2B� 
� 	��A� 	2�� �A��F�A8 
�F@�?�?����R�
R@����8*
3
*4bV4
bV@82�F� "F�BFF8B*@�@4B*@��8DB*"@��2 
"�A*@?8
4b3bV�J���CU��F~`@33�8� F>STAT�BPLG��f%adf0730bc089b345�bANGLE (Intel, Intel(R) HD Graphics 530 (0x00001912) Direct3D11 vs_5_0 ps_5_0, D3D11-20.19.15.4549)��@������������������,,position
_upositionP�
localCoord_ulocalCoordP�	texSubset_utexSubsetR����������*����������sk_RTAdjustuTextureSampler_0_S0
_usk_RTAdjust_uuTextureSampler_0_S0sk_FragColor_usk_FragColorR�@^���%i�����������������������������������������������������@@����������������������������������������vstruct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float2 v1 : TEXCOORD1;
};
#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 float2 _localCoord = {0, 0};
static float4 _texSubset = {0, 0, 0, 0};

static float4 gl_Position = float4(0, 0, 0, 0);

// Varyings
static noperspective float2 _vlocalCoord_S0 = {0, 0};
static noperspective float4 _vtexSubset_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.v0 = _vtexSubset_S0;
    output.v1 = _vlocalCoord_S0;

    return output;
}

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

(_vlocalCoord_S0 = _localCoord);
(_vtexSubset_S0 = _texSubset);
(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 : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float2 v1 : TEXCOORD1;
};

#pragma warning( disable: 3556 3571 )
// Uniforms

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 _vlocalCoord_S0 = {0, 0};
static noperspective float4 _vtexSubset_S0 = {0, 0, 0, 0};

static float4 out_sk_FragColor = {0, 0, 0, 0};

cbuffer DriverConstants : register(b1)
{
    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);
}

@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){
    _vtexSubset_S0 = input.v0;
    _vlocalCoord_S0 = input.v1.xy;

float4 _outputColor_S03006 = {1.0, 1.0, 1.0, 1.0};
float2 _texCoord3007 = _vlocalCoord_S0;
float4 _subset3008 = _vtexSubset_S0;
(_texCoord3007 = clamp(_texCoord3007, _subset3008.xy, _subset3008.zw));
(_outputColor_S03006 = gl_texture2D(_uTextureSampler_0_S0, _texCoord3007, -0.474999994));
{
(out_sk_FragColor = _outputColor_S03006);
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColor�struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float2 v1 : TEXCOORD1;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    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; 
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
���4DXBC!y�h'�T�4߬���44d��RDEF��<����RD11< ($|�$GlobalsDriverConstants���|��(@���������_sk_RTAdjustfloat4����������� ��������80��������E8`���������<`��������dx_ViewAdjustdx_ViewCoordsfloat2�dx_ViewScaleclipControlOriginfloat���WclipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGN\PPPTEXCOORD���OSGN�htttSV_PositionTEXCOORD���SHEX�PijYF� YF� _2_2_�g� e� e� e2 h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?6� 6� F6B @6� F62 F>STAT�� DXBCR��-!�E p��Np 4����RDEF�<����RD11< ($|�����
samplers2D[0]textures2D[0]Microsoft (R) HLSL Shader Compiler 10.1ISGN�htttSV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX�P1jZ`XpUUb �b 2e� h42FF32F�J���CU� FF~`@33�>STAT�BPLG���'adf0730bc089b345�bANGLE (Intel, Intel(R) HD Graphics 530 (0x00001912) Direct3D11 vs_5_0 ps_5_0, D3D11-20.19.15.4549)��@������������������,,
inPosition_uinPositionP�inColor	_uinColorR�
inQuadEdge_uinQuadEdgeR�������������������sk_RTAdjust
u_skRTFlip
_usk_RTAdjust_uu_skRTFlipsk_FragColor_usk_FragColorR�@��%i�����������������������������������������������������@@�����������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float4 v1 : TEXCOORD1;
};
#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 _inPosition = {0, 0};
static float4 _inColor = {0, 0, 0, 0};
static float4 _inQuadEdge = {0, 0, 0, 0};

static float4 gl_Position = float4(0, 0, 0, 0);

// Varyings
static noperspective float4 _vQuadEdge_S0 = {0, 0, 0, 0};
static noperspective float4 _vinColor_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.v0 = _vQuadEdge_S0;
    output.v1 = _vinColor_S0;

    return output;
}

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

(_vQuadEdge_S0 = _inQuadEdge);
(_vinColor_S0 = _inColor);
float2 __tmp_0_inPosition3008 = _inPosition;
(gl_Position = vec4_ctor(__tmp_0_inPosition3008, 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 : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float4 v1 : TEXCOORD1;
};

#pragma warning( disable: 3556 3571 )
float2 vec2_ctor(float x0, float x1)
{
    return float2(x0, x1);
}
float4 vec4_ctor(float x0)
{
    return float4(x0, x0, x0, x0);
}
// Uniforms

uniform float2 _u_skRTFlip : register(c0);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif
// Varyings
static noperspective float4 _vQuadEdge_S0 = {0, 0, 0, 0};
static noperspective float4 _vinColor_S0 = {0, 0, 0, 0};

static float4 out_sk_FragColor = {0, 0, 0, 0};

cbuffer DriverConstants : register(b1)
{
    uint dx_Misc : packoffset(c2.w);
};

@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){
    _vQuadEdge_S0 = input.v0;
    _vinColor_S0 = input.v1;

float4 _outputColor_S03006 = _vinColor_S0;
float _edgeAlpha3007 = {0};
float2 _duvdx3008 = ddx(_vQuadEdge_S0.xy);
float2 _duvdy3009 = (_u_skRTFlip.y * ddy(_vQuadEdge_S0.xy));
if (((_vQuadEdge_S0.z > 0.0) && (_vQuadEdge_S0.w > 0.0)))
{
(_edgeAlpha3007 = min((min(_vQuadEdge_S0.z, _vQuadEdge_S0.w) + 0.5), 1.0));
}
else
{
float2 _gF3010 = vec2_ctor((((2.0 * _vQuadEdge_S0.x) * _duvdx3008.x) - _duvdx3008.y), (((2.0 * _vQuadEdge_S0.x) * _duvdy3009.x) - _duvdy3009.y));
(_edgeAlpha3007 = ((_vQuadEdge_S0.x * _vQuadEdge_S0.x) - _vQuadEdge_S0.y));
(_edgeAlpha3007 = clamp((0.5 - (_edgeAlpha3007 / length(_gF3010))), 0.0, 1.0));
}
float4 _outputCoverage_S03011 = vec4_ctor(_edgeAlpha3007);
{
(out_sk_FragColor = (_outputColor_S03006 * _outputCoverage_S03011));
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColor�struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float4 v1 : TEXCOORD1;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float4 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; 
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
���4DXBC�נ ���n���+l�B44d��RDEF��<����RD11< ($|�$GlobalsDriverConstants���|��(@���������_sk_RTAdjustfloat4����������� ��������80��������E8`���������<`��������dx_ViewAdjustdx_ViewCoordsfloat2�dx_ViewScaleclipControlOriginfloat���WclipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGN\PPPTEXCOORD���OSGN�htttSV_PositionTEXCOORD���SHEX�PijYF� YF� _2_�_�g� e� e� e� h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?6� 6� F6B @6� F6� F>STAT��DXBCʯ<���V�<Qaf�W�4D�tRDEFh<����RD11< ($\$Globals���\�����������_u_skRTFlipfloat2��Microsoft (R) HLSL Shader Compiler 10.1ISGN�htttSV_PositionTEXCOORD���OSGN, SV_TARGET��SHEXlP�jYF� b �b �e� h|2F82FV� B

2
"*
�Az2F2
*
�AFFK
2
"

�A
 
�A@?3":*"@?3"@�?1
�@�B:*7	*
8� F>STAT�BPLG��H'adf0730bc089b345�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_c0uTextureSampler_0_S1
_usk_RTAdjust_uumatrix_S1_c0_uuTextureSampler_0_S1sk_FragColor_usk_FragColorR�@^���%i�����������������������������������������������������@@�������������������������������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    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 : 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)
{
    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.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);
}
�struct PS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float2 v1 : TEXCOORD1;
};

#pragma warning( disable: 3556 3571 )
// Uniforms

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_3_S0 = {0, 0};

static float4 out_sk_FragColor = {0, 0, 0, 0};

cbuffer DriverConstants : register(b1)
{
    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);
}

@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){
    _vcolor_S0 = input.v0;
    _vTransformedCoords_3_S0 = input.v1.xy;

float4 _outputColor_S03007 = _vcolor_S0;
float4 __0_input3008 = _outputColor_S03007;
(__0_input3008 = gl_texture2D(_uTextureSampler_0_S1, _vTransformedCoords_3_S0, -0.474999994));
float4 _output_S13009 = __0_input3008;
{
(out_sk_FragColor = _output_S13009);
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColor�struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float2 v1 : TEXCOORD1;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    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; 
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
����DXBCqh1�'('x���4d�PHRDEF(�<����RD11< ($|�$GlobalsDriverConstants���|�@��@,��������P,h��������_sk_RTAdjustfloat4%_umatrix_S1_c0float3x3_T,��������b x���������0x���������8����������<���������dx_ViewAdjustdx_ViewCoordsfloat2�pdx_ViewScaleclipControlOriginfloat����clipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGN\PPPTEXCOORD���OSGN�htttSV_PositionTEXCOORD���SHEX�P|jYF� YF� _2_�_2g� e� e� e2 h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?�?6� 6� F6B @6� F62F F� F" F� F>STAT�
��DXBCWv���2�x�����4���8RDEF�<����RD11< ($|�����
samplers2D[0]textures2D[0]Microsoft (R) HLSL Shader Compiler 10.1ISGN�htttSV_PositionTEXCOORD���OSGN, SV_TARGET��SHEXxPjZ`XpUUb 2e� J���CU� FF~`@33�>STAT�BPLG��+adf0730bc089b345�bANGLE (Intel, Intel(R) HD Graphics 530 (0x00001912) Direct3D11 vs_5_0 ps_5_0, D3D11-20.19.15.4549)��@������������������,,
inPosition_uinPositionP�
inCoverage_uinCoverage������������������������������������	uColor_S0sk_RTAdjust
u_skRTFlipurectUniform_S1_c0_uuColor_S0
_usk_RTAdjust_uu_skRTFlip_uurectUniform_S1_c0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);
uniform float4 _uColor_S0 : register(c1);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif
// Attributes
static float2 _inPosition = {0, 0};
static float _inCoverage = {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);

float4 _color3007 = _uColor_S0;
(_color3007 = (_color3007 * _inCoverage));
(_vcolor_S0 = _color3007);
float2 __tmp_1_inPosition3008 = _inPosition;
(gl_Position = vec4_ctor(__tmp_1_inPosition3008, 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 )
float4 vec4_ctor(float x0)
{
    return float4(x0, x0, x0, x0);
}
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 _urectUniform_S1_c0 : register(c1);
#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);
};

#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_FragCoord3006 = vec4_ctor(gl_FragCoord.x, (_u_skRTFlip.x + (_u_skRTFlip.y * gl_FragCoord.y)), gl_FragCoord.z, gl_FragCoord.w);
float4 _outputColor_S03007 = _vcolor_S0;
float __5_coverage3008 = {0};
{
float4 __6_dists43009 = clamp((float4(1.0, 1.0, -1.0, -1.0) * (_sk_FragCoord3006.xyxy - _urectUniform_S1_c0)), 0.0, 1.0);
float2 __7_dists23010 = ((__6_dists43009.xy + __6_dists43009.zw) - 1.0);
(__5_coverage3008 = (__7_dists23010.x * __7_dists23010.y));
}
float4 _output_S13011 = vec4_ctor(__5_coverage3008);
{
(out_sk_FragColor = (_outputColor_S03007 * _output_S13011));
}
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
}
��HDXBC��q	+�z�ҟ`+H44��RDEF��<����RD11< ($|�$GlobalsDriverConstants���|� �\@,��������P,��������_sk_RTAdjustfloat4%_uColor_S0�$,��������2 H��������l0H��������y8����������<���������dx_ViewAdjustdx_ViewCoordsfloat2�@dx_ViewScaleclipControlOriginfloat����clipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGND88TEXCOORD���OSGN�htttSV_PositionTEXCOORD���SHEX�PgjYF� YF� _2_g� e� e� e� h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?6� 6� F6� F8� F� >STAT�
�0DXBC�[I@$�P�����g04X��RDEF�<����RD11< ($|�$GlobalsDriverConstants���|� ��@,��������Pl��������_u_skRTFlipfloat2�$_urectUniform_S1_c0float4�dXl��������f0,��������y ����������8,���������,���������dx_ViewCoordsdx_FragCoordOffsetdx_DepthFrontfloat3���dx_ViewScaledx_Miscdword��Microsoft (R) HLSL Shader Compiler 10.1ISGN�htttSV_PositionTEXCOORD���OSGN, SV_TARGET��SHEXxP^jYF� YF� d 2b �e� h	2FF� �A2B� 
� 	��F� �A8 
�F@�?�?����2�
F
2F@����8
8� F>STAT�	BPLG���;adf0730bc089b345�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_c0umatrix_S1_c0_c0_c1umatrix_S1_c0_c0_c2
umatrix_S1_c0ucolorSpaceTranslate_S1_c0_c0ucolorSpaceMatrix_S1_c0_c0uTextureSampler_0_S1uTextureSampler_1_S1uTextureSampler_2_S1
_usk_RTAdjust_uumatrix_S1_c0_c0_c0_uumatrix_S1_c0_c0_c1_uumatrix_S1_c0_c0_c2_uumatrix_S1_c0_uucolorSpaceTranslate_S1_c0_c0_uucolorSpaceMatrix_S1_c0_c0_uuTextureSampler_0_S1_uuTextureSampler_1_S1_uuTextureSampler_2_S1
	sk_FragColor_usk_FragColorR�@^�^�^���%i�����������������������������������������������������@@
��������������������������������������������������������������������������������
�������������������������������������������������������������������������������������������������������������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD4;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float2 v1 : TEXCOORD1;
    noperspective float2 v2 : TEXCOORD2;
    noperspective float2 v3 : TEXCOORD3;
};
#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_c0 : register(c1);
uniform float3x3 _umatrix_S1_c0_c0_c1 : register(c4);
uniform float3x3 _umatrix_S1_c0_c0_c2 : register(c7);
uniform float3x3 _umatrix_S1_c0 : register(c10);
#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_5_S0 = {0, 0};
static noperspective float2 _vTransformedCoords_7_S0 = {0, 0};
static noperspective float2 _vTransformedCoords_9_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.v0 = _vcolor_S0;
    output.v1 = _vTransformedCoords_5_S0;
    output.v2 = _vTransformedCoords_7_S0;
    output.v3 = _vTransformedCoords_9_S0;

    return output;
}

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

(_vcolor_S0 = _color);
(gl_Position = vec4_ctor(_position, 0.0, 1.0));
{
(_vTransformedCoords_5_S0 = mul(transpose(mat3x2_ctor(transpose(mul(transpose(_umatrix_S1_c0_c0_c0), transpose(_umatrix_S1_c0))))), vec3_ctor(_localCoord, 1.0)));
}
{
(_vTransformedCoords_7_S0 = mul(transpose(mat3x2_ctor(transpose(mul(transpose(_umatrix_S1_c0_c0_c1), transpose(_umatrix_S1_c0))))), vec3_ctor(_localCoord, 1.0)));
}
{
(_vTransformedCoords_9_S0 = mul(transpose(mat3x2_ctor(transpose(mul(transpose(_umatrix_S1_c0_c0_c2), transpose(_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);
}
�	struct PS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD4;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float2 v1 : TEXCOORD1;
    noperspective float2 v2 : TEXCOORD2;
    noperspective float2 v3 : TEXCOORD3;
};

#pragma warning( disable: 3556 3571 )
// Uniforms

uniform float3x3 _ucolorSpaceMatrix_S1_c0_c0 : register(c0);
uniform float3 _ucolorSpaceTranslate_S1_c0_c0 : register(c3);
static const uint _uTextureSampler_0_S1 = 0;
static const uint _uTextureSampler_1_S1 = 1;
static const uint _uTextureSampler_2_S1 = 2;
uniform Texture2D<float4> textures2D[3] : register(t0);
uniform SamplerState samplers2D[3] : 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_5_S0 = {0, 0};
static noperspective float2 _vTransformedCoords_7_S0 = {0, 0};
static noperspective float2 _vTransformedCoords_9_S0 = {0, 0};

static float4 out_sk_FragColor = {0, 0, 0, 0};

cbuffer DriverConstants : register(b1)
{
    uint dx_Misc : packoffset(c2.w);
    struct SamplerMetadata
    {
        int baseLevel;
        int wrapModes;
        int2 padding;
        int4 intBorderColor;
    };
    SamplerMetadata samplerMetadata[3] : packoffset(c4);
};

float4 gl_texture2D(uint samplerIndex, float2 t, float bias)
{
    return textures2D[samplerIndex].SampleBias(samplers2D[samplerIndex], float2(t.x, t.y), bias);
}

@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){
    _vcolor_S0 = input.v0;
    _vTransformedCoords_5_S0 = input.v1.xy;
    _vTransformedCoords_7_S0 = input.v2.xy;
    _vTransformedCoords_9_S0 = input.v3.xy;

float4 _outputColor_S03016 = _vcolor_S0;
float4 __2_input3017 = _outputColor_S03016;
float4 __3_color3018 = {0, 0, 0, 0};
(__3_color3018.x = gl_texture2D(_uTextureSampler_0_S1, _vTransformedCoords_5_S0, -0.474999994).x);
(__3_color3018.y = gl_texture2D(_uTextureSampler_1_S1, _vTransformedCoords_7_S0, -0.474999994).x);
(__3_color3018.z = gl_texture2D(_uTextureSampler_2_S1, _vTransformedCoords_9_S0, -0.474999994).x);
(__3_color3018.w = 1.0);
(__3_color3018.xyz = clamp((mul(__3_color3018.xyz, transpose(_ucolorSpaceMatrix_S1_c0_c0)) + _ucolorSpaceTranslate_S1_c0_c0), 0.0, 1.0));
(__2_input3017 = __3_color3018);
float4 _output_S13019 = __2_input3017;
{
(out_sk_FragColor = _output_S13019);
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColordstruct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD4;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float2 v1 : TEXCOORD1;
    noperspective float2 v2 : TEXCOORD2;
    noperspective float2 v3 : TEXCOORD3;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD4;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float2 v1 : TEXCOORD1;
    noperspective float2 v2 : TEXCOORD2;
    noperspective float2 v3 : TEXCOORD3;
};

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.v3 = input.v3; 
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
���@DXBC��ͳ�z��I�+�@4 �<�
RDEF��<����RD11< ($|�$GlobalsDriverConstants���|���H@�����������,���������@,���������!p,���������6�,���������_sk_RTAdjustfloat4�_umatrix_S1_c0_c0_c0float3x3���_umatrix_S1_c0_c0_c1_umatrix_S1_c0_c0_c2_umatrix_S1_c0������������ 4��������X04��������e8����������<���������dx_ViewAdjustdx_ViewCoordsfloat2�,dx_ViewScaleclipControlOriginfloat���wclipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGN\PPPTEXCOORD���OSGN�������SV_PositionTEXCOORD���SHEX`PXjYF� 
YF� _2_�_2g� e� e� e2 e� e2 h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?6� 6� F6B @6� F8	rV� F� 2r� F� 
F2r�� F� F62F6B@�? FF8	rV� F� 2r� F� 
F2r�� F� F" FF8	rV� F� 2r� F� 
F2r�� F� FB FF8	rV� F� 2r� F� 
F2r�� F� F� FF8	rV� F� 2r� F� 
F2r�� F� F FF8	rV� F� 2r� F� 
F2r�� F� F" FF>STAT�$	�\DXBC7�A9�Al�,�v_\4����RDEF�|<���|RD11< ($*8F����
T����
b����
psamplers2D[0]samplers2D[1]samplers2D[2]textures2D[0]textures2D[1]textures2D[2]$Globals���p�@�,��������00X��������_ucolorSpaceMatrix_S1_c0_c0float3x3���_ucolorSpaceTranslate_S1_c0_c0float3��OMicrosoft (R) HLSL Shader Compiler 10.1ISGN�������SV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX�P{jYF� Z`Z`Z`XpUUXpUUXpUUb 2b �b 2e� hJ���CU�F~`@33�8rF� J���CU�F�s`@33�2
r�F� FJ���CU�F�s`@33�2
r�F� F r FF� 6� @�?>STAT�	BPLG��%#adf0730bc089b345�bANGLE (Intel, Intel(R) HD Graphics 530 (0x00001912) Direct3D11 vs_5_0 ps_5_0, D3D11-20.19.15.4549)��@������������������,,
inPosition_uinPositionP�inColor	_uinColorR�inCircleEdge_uinCircleEdgeR����������sk_RTAdjust
_usk_RTAdjustsk_FragColor_usk_FragColorR�@��%i�����������������������������������������������������@@���������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float4 v1 : TEXCOORD1;
};
#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 _inPosition = {0, 0};
static float4 _inColor = {0, 0, 0, 0};
static float4 _inCircleEdge = {0, 0, 0, 0};

static float4 gl_Position = float4(0, 0, 0, 0);

// Varyings
static noperspective float4 _vinCircleEdge_S0 = {0, 0, 0, 0};
static noperspective float4 _vinColor_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.v0 = _vinCircleEdge_S0;
    output.v1 = _vinColor_S0;

    return output;
}

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

(_vinCircleEdge_S0 = _inCircleEdge);
(_vinColor_S0 = _inColor);
float2 __tmp_0_inPosition3008 = _inPosition;
(gl_Position = vec4_ctor(__tmp_0_inPosition3008, 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 : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float4 v1 : TEXCOORD1;
};

#pragma warning( disable: 3556 3571 )
float4 vec4_ctor(float x0)
{
    return float4(x0, x0, x0, x0);
}
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif
// Varyings
static noperspective float4 _vinCircleEdge_S0 = {0, 0, 0, 0};
static noperspective float4 _vinColor_S0 = {0, 0, 0, 0};

static float4 out_sk_FragColor = {0, 0, 0, 0};

cbuffer DriverConstants : register(b1)
{
    uint dx_Misc : packoffset(c2.w);
};

@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){
    _vinCircleEdge_S0 = input.v0;
    _vinColor_S0 = input.v1;

float4 _circleEdge3005 = _vinCircleEdge_S0;
float4 _outputColor_S03006 = _vinColor_S0;
float _d3007 = length(_circleEdge3005.xy);
float _distanceToOuterEdge3008 = (_circleEdge3005.z * (1.0 - _d3007));
float _edgeAlpha3009 = clamp(_distanceToOuterEdge3008, 0.0, 1.0);
float4 _outputCoverage_S03010 = vec4_ctor(_edgeAlpha3009);
{
(out_sk_FragColor = (_outputColor_S03006 * _outputCoverage_S03010));
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColor�struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float4 v1 : TEXCOORD1;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float4 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; 
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
���4DXBC�נ ���n���+l�B44d��RDEF��<����RD11< ($|�$GlobalsDriverConstants���|��(@���������_sk_RTAdjustfloat4����������� ��������80��������E8`���������<`��������dx_ViewAdjustdx_ViewCoordsfloat2�dx_ViewScaleclipControlOriginfloat���WclipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGN\PPPTEXCOORD���OSGN�htttSV_PositionTEXCOORD���SHEX�PijYF� YF� _2_�_�g� e� e� e� h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?6� 6� F6B @6� F6� F>STAT���DXBC��B�y�ǿm��c���4�(\(RDEFd<���<RD11< ($Microsoft (R) HLSL Shader Compiler 10.1ISGN�htttSV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX�P1jb rb �e� hFFK

�A@�?8 
*8� F>STAT�BPLG��*adf0730bc089b345�bANGLE (Intel, Intel(R) HD Graphics 530 (0x00001912) Direct3D11 vs_5_0 ps_5_0, D3D11-20.19.15.4549)��@������������������,,
inPosition_uinPositionP�inColor	_uinColorR�inTextureCoords_uinTextureCoordsƍ������������������*����������sk_RTAdjustuAtlasSizeInv_S0uTextureSampler_0_S0
_usk_RTAdjust_uuAtlasSizeInv_S0_uuTextureSampler_0_S0sk_FragColor_usk_FragColorR�@fsSecondaryColorOut_ufsSecondaryColorOutR�@^���%i�����������������������������������������������������@@������������������������������������������������������������h	struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float2 v1 : TEXCOORD1;
};
#pragma warning( disable: 3556 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);
}
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);
#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};

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.v0 = _vinColor_S0;
    output.v1 = _vTextureCoords_S0;

    return output;
}

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

int _texIdx3010 = {0};
float2 _unormTexCoords3011 = vec2_ctor(float_ctor_uint(_inTextureCoords.x), float_ctor_uint(_inTextureCoords.y));
(_vTextureCoords_S0 = (_unormTexCoords3011 * _uAtlasSizeInv_S0));
(_vTexIndex_S0 = float_ctor_int(_texIdx3010));
(_vinColor_S0 = _inColor);
(gl_Position = vec4_ctor(_inPosition, 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 : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float2 v1 : TEXCOORD1;
};

#pragma warning( disable: 3556 3571 )
// Uniforms

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 float4 out_sk_FragColor = {0, 0, 0, 0};
static float4 out_fsSecondaryColorOut = {0, 0, 0, 0};

cbuffer DriverConstants : register(b1)
{
    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);
}

@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){
    _vinColor_S0 = input.v0;
    _vTextureCoords_S0 = input.v1.xy;

float4 _outputColor_S03008 = _vinColor_S0;
float4 _texColor3009 = gl_texture2D(_uTextureSampler_0_S0, _vTextureCoords_S0, -0.474999994);
float4 _outputCoverage_S03010 = _texColor3009;
{
(_outputCoverage_S03010.w = max(max(_outputCoverage_S03010.x, _outputCoverage_S03010.y), _outputCoverage_S03010.z));
(out_fsSecondaryColorOut = (_outputColor_S03008.w * _outputCoverage_S03010));
(out_sk_FragColor = (_outputColor_S03008 * _outputCoverage_S03010));
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColorR�out_fsSecondaryColorOutout_fsSecondaryColorOut�struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float2 v1 : TEXCOORD1;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    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; 
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
����DXBC��� �/a��K�hc��4<�(�RDEF�<����RD11< ($|�$GlobalsDriverConstants���|� ��@,��������Pl��������_sk_RTAdjustfloat4%_uAtlasSizeInv_S0float2���bX,��������f l��������t0l���������8����������<���������dx_ViewAdjustdx_ViewCoordsdx_ViewScaleclipControlOriginfloat����clipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGN\PPPTEXCOORD���OSGN�htttSV_PositionTEXCOORD���SHEX�PqjYF� YF� _2_�_2g� e� e� e2 h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?6� 6� F6B @6� FV2F82 FF� >STAT���|DXBC[c���]UG
���g�|4����RDEF�<����RD11< ($|�����
samplers2D[0]textures2D[0]Microsoft (R) HLSL Shader Compiler 10.1ISGN�htttSV_PositionTEXCOORD���OSGND88SV_TARGET��SHEXPBjZ`XpUUb �b 2e� e� hJ���CUrFF~`@33�4
4�*
8� FF8� F�>STAT�BPLG��-#adf0730bc089b345�bANGLE (Intel, Intel(R) HD Graphics 530 (0x00001912) Direct3D11 vs_5_0 ps_5_0, D3D11-20.19.15.4549)��@������������������,,
inPosition_uinPositionP�inColor	_uinColorR�inCircleEdge_uinCircleEdgeR����������sk_RTAdjust
_usk_RTAdjust�����sk_FragColor_usk_FragColorR�@��%i�����������������������������������������������������@@���������������������struct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float4 v1 : TEXCOORD1;
};
#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 _inPosition = {0, 0};
static float4 _inColor = {0, 0, 0, 0};
static float4 _inCircleEdge = {0, 0, 0, 0};

static float4 gl_Position = float4(0, 0, 0, 0);

// Varyings
static noperspective float4 _vinCircleEdge_S0 = {0, 0, 0, 0};
static noperspective float4 _vinColor_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.v0 = _vinCircleEdge_S0;
    output.v1 = _vinColor_S0;

    return output;
}

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

(_vinCircleEdge_S0 = _inCircleEdge);
(_vinColor_S0 = _inColor);
float2 __tmp_0_inPosition3009 = _inPosition;
(gl_Position = vec4_ctor(__tmp_0_inPosition3009, 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 : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float4 v1 : TEXCOORD1;
};

#pragma warning( disable: 3556 3571 )
float4 vec4_ctor(float x0)
{
    return float4(x0, x0, x0, x0);
}
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif
// Varyings
static noperspective float4 _vinCircleEdge_S0 = {0, 0, 0, 0};
static noperspective float4 _vinColor_S0 = {0, 0, 0, 0};

static float4 out_sk_FragColor = {0, 0, 0, 0};

cbuffer DriverConstants : register(b1)
{
    uint dx_Misc : packoffset(c2.w);
};

@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){
    _vinCircleEdge_S0 = input.v0;
    _vinColor_S0 = input.v1;

float4 _circleEdge3005 = _vinCircleEdge_S0;
float4 _outputColor_S03006 = _vinColor_S0;
float _d3007 = length(_circleEdge3005.xy);
float _distanceToOuterEdge3008 = (_circleEdge3005.z * (1.0 - _d3007));
float _edgeAlpha3009 = clamp(_distanceToOuterEdge3008, 0.0, 1.0);
float4 _outputCoverage_S03010 = vec4_ctor(_edgeAlpha3009);
{
(out_sk_FragColor = (_outputColor_S03006 * _outputCoverage_S03010));
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColor�struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float4 v1 : TEXCOORD1;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float4 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; 
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
���4DXBC�נ ���n���+l�B44d��RDEF��<����RD11< ($|�$GlobalsDriverConstants���|��(@���������_sk_RTAdjustfloat4����������� ��������80��������E8`���������<`��������dx_ViewAdjustdx_ViewCoordsfloat2�dx_ViewScaleclipControlOriginfloat���WclipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGN\PPPTEXCOORD���OSGN�htttSV_PositionTEXCOORD���SHEX�PijYF� YF� _2_�_�g� e� e� e� h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?6� 6� F6B @6� F6� F>STAT���DXBC��B�y�ǿm��c���4�(\(RDEFd<���<RD11< ($Microsoft (R) HLSL Shader Compiler 10.1ISGN�htttSV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX�P1jb rb �e� hFFK

�A@�?8 
*8� F>STAT�BPLG���$adf0730bc089b345�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_RTAdjustuTextureSampler_0_S0
_usk_RTAdjust_uuTextureSampler_0_S0sk_FragColor_usk_FragColorR�@^���%i�����������������������������������������������������@@����������������������������������������bstruct VS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float2 v1 : TEXCOORD1;
};
#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 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 _vlocalCoord_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.v0 = _vcolor_S0;
    output.v1 = _vlocalCoord_S0;

    return output;
}

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

(_vcolor_S0 = _color);
(_vlocalCoord_S0 = _localCoord);
(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 : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float2 v1 : TEXCOORD1;
};

#pragma warning( disable: 3556 3571 )
// Uniforms

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 float4 _vcolor_S0 = {0, 0, 0, 0};
static noperspective float2 _vlocalCoord_S0 = {0, 0};

static float4 out_sk_FragColor = {0, 0, 0, 0};

cbuffer DriverConstants : register(b1)
{
    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);
}

@@ PIXEL OUTPUT @@

PS_OUTPUT main(PS_INPUT input){
    _vcolor_S0 = input.v0;
    _vlocalCoord_S0 = input.v1.xy;

float4 _outputColor_S03006 = _vcolor_S0;
float2 _texCoord3007 = _vlocalCoord_S0;
(_outputColor_S03006 = (gl_texture2D(_uTextureSampler_0_S0, _texCoord3007, -0.474999994) * _outputColor_S03006));
{
(out_sk_FragColor = _outputColor_S03006);
}
return generateOutput();
}
R�out_sk_FragColorout_sk_FragColor�struct GS_INPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float2 v1 : TEXCOORD1;
};

struct GS_OUTPUT
{
    float4 dx_Position : SV_Position;
    float4 gl_Position : TEXCOORD2;
    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; 
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
���4DXBC;�5���Vb?.`��ŵ44d��RDEF��<����RD11< ($|�$GlobalsDriverConstants���|��(@���������_sk_RTAdjustfloat4����������� ��������80��������E8`���������<`��������dx_ViewAdjustdx_ViewCoordsfloat2�dx_ViewScaleclipControlOriginfloat���WclipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1���ISGN\PPPTEXCOORD���OSGN�htttSV_PositionTEXCOORD���SHEX�PijYF� YF� _2_�_2g� e� e� e2 h9@:� 7	B 
@@?22F�� օ 8" *� 6�@�?6� 6� F6B @6� F62 F>STAT��DXBC�f1����>l��P'j4���hRDEF�<����RD11< ($|�����
samplers2D[0]textures2D[0]Microsoft (R) HLSL Shader Compiler 10.1ISGN�htttSV_PositionTEXCOORD���OSGN, SV_TARGET��SHEX�P*jZ`XpUUb �b 2e� hJ���CU�FF~`@33�8� FF>STAT�