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BPLG��Madf0730bc089b345�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_RTAdjustulocalMatrix_S0umatrix_S1_c0_c0_c1umatrix_S2_c0_c0	urange_S1uleftBorderColor_S1_c0_c0urightBorderColor_S1_c0_c0
u_skRTFliputhresholds_S1_c0_c0_c0[0]uscale_S1_c0_c0_c0[0]ubias_S1_c0_c0_c0[0]
umatrix_S1_c1uTextureSampler_0_S1uTextureSampler_0_S2
_usk_RTAdjust_uulocalMatrix_S0_uumatrix_S1_c0_c0_c1_uumatrix_S2_c0_c0_uurange_S1_uuleftBorderColor_S1_c0_c0_uurightBorderColor_S1_c0_c0_uu_skRTFlip_uuthresholds_S1_c0_c0_c0[0]_uuscale_S1_c0_c0_c0[0]_uubias_S1_c0_c0_c0[0]_uumatrix_S1_c1_uuTextureSampler_0_S1_uuTextureSampler_0_S2	

			


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 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 float4 _ulocalMatrix_S0 : register(c1);
uniform float3x3 _umatrix_S1_c0_c0_c1 : register(c2);
uniform float3x3 _umatrix_S2_c0_c0 : register(c5);
#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};
static noperspective float2 _vTransformedCoords_6_S0 = {0, 0};
static noperspective float2 _vTransformedCoords_12_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.gl_FragCoord = gl_Position;
    output.v0 = _vinCircleEdge_S0;
    output.v1 = _vinColor_S0;
    output.v2 = _vTransformedCoords_6_S0;
    output.v3 = _vTransformedCoords_12_S0;

    return output;
}

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

(_vinCircleEdge_S0 = _inCircleEdge);
(_vinColor_S0 = _inColor);
float2 __tmp_0_inPosition3013 = _inPosition;
float2 __tmp_1_inPosition3014 = ((_ulocalMatrix_S0.xz * _inPosition) + _ulocalMatrix_S0.yw);
(gl_Position = vec4_ctor(__tmp_0_inPosition3013, 0.0, 1.0));
{
(_vTransformedCoords_6_S0 = mul(transpose(mat3x2_ctor(_umatrix_S1_c0_c0_c1)), vec3_ctor(__tmp_1_inPosition3014, 1.0)));
}
{
(_vTransformedCoords_12_S0 = mul(transpose(mat3x2_ctor(_umatrix_S2_c0_c0)), vec3_ctor(__tmp_0_inPosition3013, 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 float2 v3 : TEXCOORD3;
};

#pragma warning( disable: 3556 3571 )
float2 vec2_ctor(float x0, float x1)
{
    return float2(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(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);
}
float4 vec4_ctor(float3 x0, float x1)
{
    return float4(x0, x1);
}
// Uniforms

uniform float2 _u_skRTFlip : register(c0);
uniform float4 _uthresholds_S1_c0_c0_c0[1] : register(c1);
uniform float4 _uscale_S1_c0_c0_c0[4] : register(c2);
uniform float4 _ubias_S1_c0_c0_c0[4] : register(c6);
uniform float4 _uleftBorderColor_S1_c0_c0 : register(c10);
uniform float4 _urightBorderColor_S1_c0_c0 : register(c11);
uniform float3x3 _umatrix_S1_c1 : register(c12);
uniform float _urange_S1 : register(c15);
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
// Varyings
static noperspective float4 _vinCircleEdge_S0 = {0, 0, 0, 0};
static noperspective float4 _vinColor_S0 = {0, 0, 0, 0};
static noperspective float2 _vTransformedCoords_6_S0 = {0, 0};
static noperspective float2 _vTransformedCoords_12_S0 = {0, 0};

static float4 out_sk_FragColor = {0, 0, 0, 0};
static float4 gl_FragCoord = float4(0, 0, 0, 0);

cbuffer DriverConstants : register(b1)
{
    float4 dx_ViewCoords : packoffset(c1);
    float2 dx_FragCoordOffset : packoffset(c3);
    float3 dx_DepthFront : packoffset(c2);
    float2 dx_ViewScale : packoffset(c3.z);
    uint dx_Misc : packoffset(c2.w);
    struct SamplerMetadata
    {
        int baseLevel;
        int wrapModes;
        int2 padding;
        int4 intBorderColor;
    };
    SamplerMetadata samplerMetadata[2] : packoffset(c4);
};

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

#define GL_USES_FRAG_COORD
@@ 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;
    _vinCircleEdge_S0 = input.v0;
    _vinColor_S0 = input.v1;
    _vTransformedCoords_6_S0 = input.v2.xy;
    _vTransformedCoords_12_S0 = input.v3.xy;

float4 _sk_FragCoord3019 = vec4_ctor(gl_FragCoord.x, (_u_skRTFlip.x + (_u_skRTFlip.y * gl_FragCoord.y)), gl_FragCoord.z, gl_FragCoord.w);
float4 _circleEdge3020 = _vinCircleEdge_S0;
float4 _outputColor_S03021 = _vinColor_S0;
float _d3022 = length(_circleEdge3020.xy);
float _distanceToOuterEdge3023 = (_circleEdge3020.z * (1.0 - _d3022));
float _edgeAlpha3024 = clamp(_distanceToOuterEdge3023, 0.0, 1.0);
float4 _outputCoverage_S03025 = vec4_ctor(_edgeAlpha3024);
float4 __31_tmp_6_inColor3026 = _outputColor_S03021;
float4 __32_input3027 = __31_tmp_6_inColor3026;
float2 __35_tmp_3_coords3028 = _vTransformedCoords_6_S0;
float4 __36_t3029 = vec4_ctor((__35_tmp_3_coords3028.x + 9.99999975e-06), 1.0, 0.0, 0.0);
float4 __37_outColor3030 = {0, 0, 0, 0};
if ((__36_t3029.x < 0.0))
{
(__37_outColor3030 = _uleftBorderColor_S1_c0_c0);
}
else
{
if ((__36_t3029.x > 1.0))
{
(__37_outColor3030 = _urightBorderColor_S1_c0_c0);
}
else
{
float2 __39_tmp_1_coords3031 = vec2_ctor(__36_t3029.x, 0.0);
float __40_t3032 = __39_tmp_1_coords3031.x;
int __42_pos3034 = {0};
if ((__40_t3032 < _uthresholds_S1_c0_c0_c0[0].y))
{
int sbdf = {0};
if ((__40_t3032 < _uthresholds_S1_c0_c0_c0[0].x))
{
(sbdf = 0);
}
else
{
(sbdf = 1);
}
(__42_pos3034 = sbdf);
}
else
{
int sbe0 = {0};
if ((__40_t3032 < _uthresholds_S1_c0_c0_c0[0].z))
{
(sbe0 = 2);
}
else
{
(sbe0 = 3);
}
(__42_pos3034 = sbe0);
}
(__37_outColor3030 = ((__40_t3032 * _uscale_S1_c0_c0_c0[__42_pos3034]) + _ubias_S1_c0_c0_c0[__42_pos3034]));
}
}
(__32_input3027 = __37_outColor3030);
float4 __44_color3035 = __32_input3027;
float __45_value3036 = (gl_texture2D(_uTextureSampler_0_S1, mul(transpose(mat3x2_ctor(_umatrix_S1_c1)), vec3_ctor(_sk_FragCoord3019.xy, 1.0)), -0.474999994).x - 0.5);
float4 _output_S13037 = vec4_ctor(clamp((__44_color3035.xyz + (__45_value3036 * _urange_S1)), 0.0, __44_color3035.w), __44_color3035.w);
float4 _output_S23038 = (_outputCoverage_S03025 * gl_texture2D(_uTextureSampler_0_S2, _vTransformedCoords_12_S0, -0.474999994).x);
{
(out_sk_FragColor = (_output_S13037 * _output_S23038));
}
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 float2 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 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; 
    output.gl_FragCoord = input.gl_FragCoord;
#ifndef ANGLE_POINT_SPRITE_SHADER
    output.dx_Position = input.dx_Position;
#endif  // ANGLE_POINT_SPRITE_SHADER
}
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