2нT▒Е\cй9¤!Ї╒=23851a53779d¤н¤¤PЛЄН aPosition _uaPosition                RЛЄН aClipOrigins_uaClipOrigins                ЄНaDevicePixelScale_uaDevicePixelScale                SЛїН aTransformIds_uaTransformIds                RЛЄН aClipTileRect_uaClipTileRect                SЛїНaClipDataResourceAddress_uaClipDataResourceAddress                RЛЄНaClipLocalRect_uaClipLocalRect                \ЛЄН uTransform _uuTransform                                        ^ЛsColor0 _usColor0                                        ^Л sGpuCache _usGpuCache                                        ^ЛsTransformPalette_usTransformPalette                                        ММRЛЄН oFragColor _uoFragColor                    ^Л^Л^Л    ШФK0щб                                                                                                                Лstruct VS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD4; nointerpolation float4 v0 : TEXCOORD0; nointerpolation float4 v1 : TEXCOORD1; float2 v2 : TEXCOORD2; float2 v3 : TEXCOORD3; }; #pragma warning( disable: 3556 3571 ) float2 vec2_ctor(int2 x0) { return float2(x0); } int int_ctor(uint x0) { return int(x0); } uint uint_ctor(int x0) { return uint(x0); } // Uniforms uniform float4x4 _uTransform : register(c0); static const uint _sColor0 = 0; static const uint _sGpuCache = 1; static const uint _sTransformPalette = 2; uniform Texture2D 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 // Attributes static float2 _aPosition = {0, 0}; static float4 _aClipOrigins = {0, 0, 0, 0}; static float _aDevicePixelScale = {0}; static int2 _aTransformIds = {0, 0}; static float4 _aClipTileRect = {0, 0, 0, 0}; static int2 _aClipDataResourceAddress = {0, 0}; static float4 _aClipLocalRect = {0, 0, 0, 0}; static float4 gl_Position = float4(0, 0, 0, 0); // Varyings static nointerpolation float4 _vTransformBounds = {0, 0, 0, 0}; static float2 _vLocalPos = {0, 0}; static float2 _vClipMaskImageUv = {0, 0}; static nointerpolation float4 _vClipMaskUvInnerRect = {0, 0, 0, 0}; cbuffer DriverConstants : register(b1) { float4 dx_ViewAdjust : packoffset(c1); float2 dx_ViewCoords : packoffset(c2); float2 dx_ViewScale : packoffset(c3); struct SamplerMetadata { int baseLevel; int internalFormatBits; int wrapModes; int padding; int4 intBorderColor; }; SamplerMetadata samplerMetadata[3] : packoffset(c4); }; int2 gl_texture2DSize(uint samplerIndex, int lod) { int baseLevel = 0; uint width; uint height; uint numberOfLevels; textures2D[samplerIndex].GetDimensions(baseLevel, width, height, numberOfLevels); width = max(width >> lod, 1); height = max(height >> lod, 1); return int2(width, height); } float4 gl_texture2DFetch(uint samplerIndex, int2 t, int mip) { return textures2D[samplerIndex].Load(int3(t.x, t.y, mip)); } @@ 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 = - gl_Position.y; output.dx_Position.z = (gl_Position.z + gl_Position.w) * 0.5; output.dx_Position.w = gl_Position.w; output.v0 = _vTransformBounds; output.v1 = _vClipMaskUvInnerRect; output.v2 = _vLocalPos; output.v3 = _vClipMaskImageUv; return output; } VS_OUTPUT main(VS_INPUT input){ initAttributes(input); float2 _tmpvar_14902 = {0, 0}; float2 _tmpvar_24903 = {0, 0}; (_tmpvar_14902 = _aClipLocalRect.xy); (_tmpvar_24903 = _aClipLocalRect.zw); float4x4 _transform_m_34904 = {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}; int _tmpvar_44905 = {0}; (_tmpvar_44905 = (_aTransformIds.y & 16777215)); int2 _tmpvar_54906 = {0, 0}; (_tmpvar_54906.x = int_ctor((8 * (uint_ctor(_tmpvar_44905) % 128)))); (_tmpvar_54906.y = int_ctor((uint_ctor(_tmpvar_44905) / 128))); (_transform_m_34904[0] = gl_texture2DFetch(_sTransformPalette, _tmpvar_54906, 0)); (_transform_m_34904[1] = gl_texture2DFetch(_sTransformPalette, (_tmpvar_54906 + int2(1, 0)), 0)); (_transform_m_34904[2] = gl_texture2DFetch(_sTransformPalette, (_tmpvar_54906 + int2(2, 0)), 0)); (_transform_m_34904[3] = gl_texture2DFetch(_sTransformPalette, (_tmpvar_54906 + int2(3, 0)), 0)); float2 _uv_rect_p0_64907 = {0, 0}; float2 _uv_rect_p1_74908 = {0, 0}; float4 _tmpvar_84909 = {0, 0, 0, 0}; (_tmpvar_84909 = gl_texture2DFetch(_sGpuCache, _aClipDataResourceAddress, 0)); (_uv_rect_p0_64907 = _tmpvar_84909.xy); (_uv_rect_p1_74908 = _tmpvar_84909.zw); float2 _tmpvar_94910 = {0, 0}; (_tmpvar_94910 = min(max(lerp(_aClipTileRect.xy, _aClipTileRect.zw, _aPosition), _aClipLocalRect.xy), _aClipLocalRect.zw)); float4 _tmpvar_104911 = {0, 0, 0, 0}; (_tmpvar_104911.zw = float2(0.0, 1.0)); (_tmpvar_104911.xy = _tmpvar_94910); float4 _tmpvar_114912 = {0, 0, 0, 0}; (_tmpvar_114912 = mul(transpose(_transform_m_34904), _tmpvar_104911)); float4 _tmpvar_124913 = {0, 0, 0, 0}; (_tmpvar_124913.z = 0.0); (_tmpvar_124913.xy = ((_tmpvar_114912.xy * _aDevicePixelScale) + ((_aClipOrigins.xy - _aClipOrigins.zw) * _tmpvar_114912.w))); (_tmpvar_124913.w = _tmpvar_114912.w); (gl_Position = mul(transpose(_uTransform), _tmpvar_124913)); float4 _tmpvar_134914 = {0, 0, 0, 0}; if (((_aTransformIds.x >> 24) == 0)) { (_tmpvar_134914 = float4(-10000000272564224.0, -10000000272564224.0, 10000000272564224.0, 10000000272564224.0)); } else { float4 _tmpvar_144915 = {0, 0, 0, 0}; (_tmpvar_144915.xy = _tmpvar_14902); (_tmpvar_144915.zw = _tmpvar_24903); (_tmpvar_134914 = _tmpvar_144915); } (_vTransformBounds = _tmpvar_134914); (_vLocalPos = _tmpvar_94910); float2 _tmpvar_154916 = {0, 0}; (_tmpvar_154916 = vec2_ctor(gl_texture2DSize(_sColor0, 0))); float4 _tmpvar_164917 = {0, 0, 0, 0}; (_tmpvar_164917.xy = _uv_rect_p0_64907); (_tmpvar_164917.zw = _uv_rect_p1_74908); (_vClipMaskImageUv = (lerp(_tmpvar_84909.xy, _tmpvar_84909.zw, ((_tmpvar_94910 - _aClipTileRect.xy) / (_aClipTileRect.zw - _aClipTileRect.xy))) / _tmpvar_154916)); (_vClipMaskUvInnerRect = ((_tmpvar_164917 + float4(0.5, 0.5, -0.5, -0.5)) / _tmpvar_154916.xyxy)); return generateOutput(input); } ~struct PS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD4; nointerpolation float4 v0 : TEXCOORD0; nointerpolation float4 v1 : TEXCOORD1; float2 v2 : TEXCOORD2; float2 v3 : TEXCOORD3; }; #pragma warning( disable: 3556 3571 ) float float_ctor(bool x0) { return float(x0); } float2 vec2_ctor(bool2 x0) { return float2(x0); } // Uniforms static const uint _sColor0 = 0; uniform Texture2D 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 nointerpolation float4 _vTransformBounds = {0, 0, 0, 0}; static float2 _vLocalPos = {0, 0}; static float2 _vClipMaskImageUv = {0, 0}; static nointerpolation float4 _vClipMaskUvInnerRect = {0, 0, 0, 0}; static float4 out_oFragColor = {0, 0, 0, 0}; cbuffer DriverConstants : register(b1) { struct SamplerMetadata { int baseLevel; int internalFormatBits; int wrapModes; int padding; int4 intBorderColor; }; SamplerMetadata samplerMetadata[1] : packoffset(c4); }; float4 gl_texture2D(uint samplerIndex, float2 t) { return textures2D[samplerIndex].Sample(samplers2D[samplerIndex], float2(t.x, t.y)); } @@ PIXEL OUTPUT @@ PS_OUTPUT main(PS_INPUT input){ _vTransformBounds = input.v0; _vClipMaskUvInnerRect = input.v1; _vLocalPos = input.v2.xy; _vClipMaskImageUv = input.v3.xy; float2 _tmpvar_14893 = {0, 0}; (_tmpvar_14893.x = float_ctor((_vLocalPos.x >= _vTransformBounds.z))); (_tmpvar_14893.y = float_ctor((_vLocalPos.y >= _vTransformBounds.w))); float2 _tmpvar_24894 = {0, 0}; (_tmpvar_24894 = (vec2_ctor((_vLocalPos >= _vTransformBounds.xy)) - _tmpvar_14893)); float4 _tmpvar_34895 = {0, 0, 0, 0}; (_tmpvar_34895.yzw = float3(0.0, 0.0, 1.0)); (_tmpvar_34895.x = lerp(1.0, gl_texture2D(_sColor0, min(max(_vClipMaskImageUv, _vClipMaskUvInnerRect.xy), _vClipMaskUvInnerRect.zw)).x, (_tmpvar_24894.x * _tmpvar_24894.y))); (out_oFragColor = _tmpvar_34895); return generateOutput(); } RЛout_oFragColorout_oFragColor<struct GS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD4; nointerpolation float4 v0 : TEXCOORD0; nointerpolation float4 v1 : TEXCOORD1; float2 v2 : TEXCOORD2; float2 v3 : TEXCOORD3; }; struct GS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD4; nointerpolation float4 v0 : TEXCOORD0; nointerpolation float4 v1 : TEXCOORD1; float2 v2 : TEXCOORD2; float2 v3 : TEXCOORD3; }; void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput) { output.gl_Position = input.gl_Position; output.v0 = flatinput.v0; output.v1 = flatinput.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 } мЬ┤нЬнЬд DXBCЙ╖ь3%╢HЙоЯ>зд 4 фЬ( RDEFфp■ ┴╝\     gtextures2D$GlobalsgИ@а@м_uTransformMicrosoft (R) HLSL Shader Compiler 10.1ISGN╝░░░░░░░TEXCOORDлллOSGN░Шдддд д SV_PositionTEXCOORDлллSHDRДAбjYFО XpUUXpUUXpUU_2_Є__2_Є_2_ЄgЄ eЄ eЄ eЄ e2 e┬ h6┬@)@ @°U@" @   2F@-rFF{2FАAц2 ┬4┬ж3┬жж8rFЎ6┬@-rFF{ 2F@2 rFж F6┬@-rFF{rFF2цАAF82ж F2 2FFBFГ FВFГ FВ:*8B :@?FГ F"FГ F6Т  6" АA6Є F* @7 Є F@╩┌╩┌╩Z╩Z=2@F~S ЄF@+ЄF62F6┬@-ЄFF~ ЄF@??┐┐Є FF2ц FАA62 ц 2FF┬АAж2 2Fц F┬ ж>STATt0 рМЇDXBC5~Ё}√5╩ЪARXШ▄и+Ї4╪Р─xRDEFЬ  ┴r\g     samplers2Dtextures2DMicrosoft (R) HLSL Shader Compiler 10.1ллISGN░Шддддд SV_PositionTEXCOORDлллOSGN, SV_TARGETллSHDRмAkjZ`XpUUbЄbЄb2b┬eЄ hЄFц ЄF@А?А?А?А?2FАAц 8 4bж3bVжE "Ц~`"@А┐2   @А?6т @А?>STATt жУ@Ў )W▐/