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BPLG��/Iadf0730bc089b345�bANGLE (Intel, Intel(R) HD Graphics 530 (0x00001912) Direct3D11 vs_5_0 ps_5_0, D3D11-20.19.15.4549)������@������������������,,radii_selector_uradii_selectorR�corner_and_radius_outsets_ucorner_and_radius_outsetsR�aa_bloat_and_coverage_uaa_bloat_and_coverageR�radii_x	_uradii_xR�radii_y	_uradii_yR�skew_uskewR�translate_and_localrotate_utranslate_and_localrotateP�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 : TEXCOORD3;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float2 v1 : TEXCOORD1;
    noperspective float2 v2 : TEXCOORD2;
};
#pragma warning( disable: 3556 3571 )
float2 vec2_ctor(float x0, float x1)
{
    return float2(x0, x1);
}
float2x2 mat2_ctor(float2 x0, float2 x1)
{
    return float2x2(x0, x1);
}
float3 vec3_ctor(float2 x0, float x1)
{
    return float3(x0, x1);
}
float3x2 mat3x2_ctor(float3x3 x0)
{
    return float3x2(x0[0][0], x0[0][1], x0[1][0], x0[1][1], x0[2][0], x0[2][1]);
}
float4 vec4_ctor(float2 x0, float x1, float x2)
{
    return float4(x0, x1, x2);
}
float4x4 mat4_ctor_float4_float4_float4_float4(float4 x0, float4 x1, float4 x2, float4 x3)
{
    return float4x4(x0, x1, x2, x3);
}
// 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
// Attributes
static float4 _radii_selector = {0, 0, 0, 0};
static float4 _corner_and_radius_outsets = {0, 0, 0, 0};
static float4 _aa_bloat_and_coverage = {0, 0, 0, 0};
static float4 _radii_x = {0, 0, 0, 0};
static float4 _radii_y = {0, 0, 0, 0};
static float4 _skew = {0, 0, 0, 0};
static float2 _translate_and_localrotate = {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 _varccoord_S0 = {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 = _varccoord_S0;
    output.v2 = _vTransformedCoords_4_S0;

    return output;
}

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

(_vcolor_S0 = _color);
float _aa_bloat_multiplier3015 = {1.0};
float2 _corner3016 = _corner_and_radius_outsets.xy;
float2 _radius_outset3017 = _corner_and_radius_outsets.zw;
float2 _aa_bloat_direction3018 = _aa_bloat_and_coverage.xy;
float _is_linear_coverage3019 = _aa_bloat_and_coverage.w;
float2 _pixellength3020 = rsqrt(vec2_ctor(dot(_skew.xz, _skew.xz), dot(_skew.yw, _skew.yw)));
float4 _normalized_axis_dirs3021 = (_skew * _pixellength3020.xyxy);
float2 _axiswidths3022 = (abs(_normalized_axis_dirs3021.xy) + abs(_normalized_axis_dirs3021.zw));
float2 _aa_bloatradius3023 = ((_axiswidths3022 * _pixellength3020) * 0.5);
float4 _radii_and_neighbors3024 = mul(_radii_selector, transpose(mat4_ctor_float4_float4_float4_float4(_radii_x, _radii_y, _radii_x.yxwz, _radii_y.wzyx)));
float2 _radii3025 = _radii_and_neighbors3024.xy;
float2 _neighbor_radii3026 = _radii_and_neighbors3024.zw;
float _coverage_multiplier3027 = {1.0};
if (any((_aa_bloatradius3023 > float2(1.0, 1.0))))
{
(_corner3016 = (max(abs(_corner3016), _aa_bloatradius3023) * sign(_corner3016)));
(_coverage_multiplier3027 = (1.0 / (max(_aa_bloatradius3023.x, 1.0) * max(_aa_bloatradius3023.y, 1.0))));
(_radii3025 = float2(0.0, 0.0));
}
float _coverage3028 = _aa_bloat_and_coverage.z;
if (any((_radii3025 < (_aa_bloatradius3023 * 1.5))))
{
(_radii3025 = float2(0.0, 0.0));
(_aa_bloat_direction3018 = sign(_corner3016));
if ((_coverage3028 > 0.5))
{
(_aa_bloat_direction3018 = (-_aa_bloat_direction3018));
}
(_is_linear_coverage3019 = 1.0);
}
else
{
(_radii3025 = clamp(_radii3025, (_pixellength3020 * 1.5), (2.0 - (_pixellength3020 * 1.5))));
(_neighbor_radii3026 = clamp(_neighbor_radii3026, (_pixellength3020 * 1.5), (2.0 - (_pixellength3020 * 1.5))));
float2 _spacing3029 = ((2.0 - _radii3025) - _neighbor_radii3026);
float2 _extra_pad3030 = max(((_pixellength3020 * 0.0625) - _spacing3029), float2(0.0, 0.0));
(_radii3025 -= (_extra_pad3030 * 0.5));
}
float2 _aa_outset3031 = ((_aa_bloat_direction3018 * _aa_bloatradius3023) * _aa_bloat_multiplier3015);
float2 _vertexpos3032 = ((_corner3016 + (_radius_outset3017 * _radii3025)) + _aa_outset3031);
if ((_coverage3028 > 0.5))
{
if (((_aa_bloat_direction3018.x != 0.0) && ((_vertexpos3032.x * _corner3016.x) < 0.0)))
{
float _backset3033 = abs(_vertexpos3032.x);
(_vertexpos3032.x = 0.0);
(_vertexpos3032.y += (((_backset3033 * sign(_corner3016.y)) * _pixellength3020.y) / _pixellength3020.x));
(_coverage3028 = ((((_coverage3028 - 0.5) * abs(_corner3016.x)) / (abs(_corner3016.x) + _backset3033)) + 0.5));
}
if (((_aa_bloat_direction3018.y != 0.0) && ((_vertexpos3032.y * _corner3016.y) < 0.0)))
{
float _backset3034 = abs(_vertexpos3032.y);
(_vertexpos3032.y = 0.0);
(_vertexpos3032.x += (((_backset3034 * sign(_corner3016.x)) * _pixellength3020.x) / _pixellength3020.y));
(_coverage3028 = ((((_coverage3028 - 0.5) * abs(_corner3016.y)) / (abs(_corner3016.y) + _backset3034)) + 0.5));
}
}
float2x2 _skewmatrix3035 = mat2_ctor(_skew.xy, _skew.zw);
float2 _devcoord3036 = (mul(_vertexpos3032, transpose(_skewmatrix3035)) + _translate_and_localrotate);
if ((0.0 != _is_linear_coverage3019))
{
(_varccoord_S0 = vec2_ctor(0.0, (_coverage3028 * _coverage_multiplier3027)));
}
else
{
float2 _arccoord3037 = ((1.0 - abs(_radius_outset3017)) + ((_aa_outset3031 / _radii3025) * _corner3016));
(_varccoord_S0 = vec2_ctor((_arccoord3037.x + 1.0), _arccoord3037.y));
}
(gl_Position = vec4_ctor(_devcoord3036, 0.0, 1.0));
{
(_vTransformedCoords_4_S0 = mul(transpose(mat3x2_ctor(_umatrix_S1_c0_c0)), vec3_ctor(_devcoord3036, 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;
    noperspective float4 v0 : TEXCOORD0;
    noperspective float2 v1 : TEXCOORD1;
    noperspective float2 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
// Varyings
static noperspective float4 _vcolor_S0 = {0, 0, 0, 0};
static noperspective float2 _varccoord_S0 = {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;
    _varccoord_S0 = input.v1.xy;
    _vTransformedCoords_4_S0 = input.v2.xy;

float4 _outputColor_S03008 = _vcolor_S0;
float _x_plus_13009 = _varccoord_S0.x;
float _y3010 = _varccoord_S0.y;
float _coverage3011 = {0};
if ((0.0 == _x_plus_13009))
{
(_coverage3011 = _y3010);
}
else
{
float _fn3012 = (_x_plus_13009 * (_x_plus_13009 - 2.0));
(_fn3012 = ((_y3010 * _y3010) + _fn3012));
float _fnwidth3013 = fwidth(_fn3012);
(_coverage3011 = (0.5 - (_fn3012 / _fnwidth3013)));
(_coverage3011 = clamp(_coverage3011, 0.0, 1.0));
}
float4 _outputCoverage_S03014 = vec4_ctor(_coverage3011);
float4 _output_S13015 = (_outputCoverage_S03014 * gl_texture2D(_uTextureSampler_0_S1, _vTransformedCoords_4_S0, -0.474999994).x);
{
(out_sk_FragColor = (_outputColor_S03008 * _output_S13015));
}
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
}
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