2нT▒ЗLiV├]7e{23851a53779d PЛЄН aPosition _uaPosition                UЛїНaData_uaData                 їНuMode_uuMode                                        \ЛЄН uTransform _uuTransform                                        ^ЛsColor0 _usColor0                                        ^Л sRenderTasks_usRenderTasks                                        ^Л sGpuCache _usGpuCache                                        ^ЛsTransformPalette_usTransformPalette                                        ^ЛsPrimitiveHeadersF_usPrimitiveHeadersF                                        ╩НsPrimitiveHeadersI_usPrimitiveHeadersI                                        ^Л sClipMask _usClipMask                                        ММRЛЄН oFragColor _uoFragColor                     ^Л^Л^Л^Л^Л╩Н^Л       ШФK0щб                                                                                                                                                                                                                                         р8struct VS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD6; float4 gl_FragCoord : TEXCOORD7; nointerpolation float4 v0 : TEXCOORD0; nointerpolation float4 v1 : TEXCOORD1; nointerpolation float4 v2 : TEXCOORD2; nointerpolation float3 v3 : TEXCOORD3; float2 v4 : TEXCOORD4; float2 v5 : TEXCOORD5; }; #pragma warning( disable: 3556 3571 ) struct _RectWithEndpoint { float2 _p0; float2 _p1; }; #pragma pack_matrix(row_major) struct rm__RectWithEndpoint { float2 _p0; float2 _p1; }; #pragma pack_matrix(column_major) struct std__RectWithEndpoint { float2 _p0; float2 _p1; }; #pragma pack_matrix(row_major) struct std_rm__RectWithEndpoint { float2 _p0; float2 _p1; }; #pragma pack_matrix(column_major) struct std_fp__RectWithEndpoint { float2 _p0; float2 _p1; }; #pragma pack_matrix(row_major) struct std_rm_fp__RectWithEndpoint { float2 _p0; float2 _p1; }; #pragma pack_matrix(column_major) _RectWithEndpoint _RectWithEndpoint_ctor(float2 x0, float2 x1) { _RectWithEndpoint structure = { x0, x1}; return structure; } bool2 bvec2_ctor(bool x0) { return bool2(x0, x0); } float float_ctor(int x0) { return float(x0); } 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 int _uMode : register(c0); uniform float4x4 _uTransform : register(c1); static const uint _sColor0 = 0; static const uint _sRenderTasks = 1; static const uint _sGpuCache = 2; static const uint _sTransformPalette = 3; static const uint _sPrimitiveHeadersF = 4; uniform Texture2D textures2D[5] : register(t0); uniform SamplerState samplers2D[5] : register(s0); static const uint _sPrimitiveHeadersI = 5; static const uint textureIndexOffset2D_int4_ = 5; static const uint samplerIndexOffset2D_int4_ = 5; uniform Texture2D textures2D_int4_[1] : register(t5); uniform SamplerState samplers2D_int4_[1] : register(s5); #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 int4 _aData = {0, 0, 0, 0}; static float4 gl_Position = float4(0, 0, 0, 0); // Varyings static nointerpolation float4 _vClipMaskUvBounds = {0, 0, 0, 0}; static float2 _vClipMaskUv = {0, 0}; static nointerpolation float4 _v_color = {0, 0, 0, 0}; static nointerpolation float3 _v_mask_swizzle = {0, 0, 0}; static nointerpolation float4 _v_uv_bounds = {0, 0, 0, 0}; static float2 _v_uv = {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[6] : 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)); } int4 gl_texture2D_int4_Fetch(uint samplerIndex, int2 t, int mip) { const uint textureIndex = samplerIndex - textureIndexOffset2D_int4_; const uint samplerArrayIndex = samplerIndex - samplerIndexOffset2D_int4_; int baseLevel = 0; return textures2D_int4_[textureIndex].Load(int3(t.x, t.y, mip)); } float2 mix_emu(float2 x, float2 y, bool2 a) { return a ? y : x; } ; @@ 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.gl_FragCoord = gl_Position; output.v0 = _vClipMaskUvBounds; output.v1 = _v_color; output.v2 = _v_uv_bounds; output.v3 = _v_mask_swizzle; output.v4 = _vClipMaskUv; output.v5 = _v_uv; return output; } VS_OUTPUT main(VS_INPUT input){ initAttributes(input); float2 _glyph_offset_14905 = {0, 0}; int _color_mode_24906 = {0}; float2 _clip_area_task_rect_p0_34907 = {0, 0}; float2 _clip_area_task_rect_p1_44908 = {0, 0}; float _ph_z_54909 = {0}; int4 _ph_user_data_64910 = {0, 0, 0, 0}; int _instance_picture_task_address_74911 = {0}; int _instance_clip_address_84912 = {0}; int _instance_segment_index_94913 = {0}; int _instance_flags_104914 = {0}; int _instance_resource_address_114915 = {0}; (_instance_picture_task_address_74911 = (_aData.y >> 16)); (_instance_clip_address_84912 = (_aData.y & 65535)); (_instance_segment_index_94913 = (_aData.z & 65535)); (_instance_flags_104914 = (_aData.z >> 16)); (_instance_resource_address_114915 = (_aData.w & 16777215)); int2 _tmpvar_124916 = {0, 0}; (_tmpvar_124916.x = int_ctor((2 * (uint_ctor(_aData.x) % 512)))); (_tmpvar_124916.y = int_ctor((uint_ctor(_aData.x) / 512))); float4 _tmpvar_134917 = {0, 0, 0, 0}; (_tmpvar_134917 = gl_texture2DFetch(_sPrimitiveHeadersF, _tmpvar_124916, 0)); float4 _tmpvar_144918 = {0, 0, 0, 0}; (_tmpvar_144918 = gl_texture2DFetch(_sPrimitiveHeadersF, (_tmpvar_124916 + int2(1, 0)), 0)); int2 _tmpvar_154919 = {0, 0}; (_tmpvar_154919.x = int_ctor((2 * (uint_ctor(_aData.x) % 512)))); (_tmpvar_154919.y = int_ctor((uint_ctor(_aData.x) / 512))); int4 _tmpvar_164920 = {0, 0, 0, 0}; (_tmpvar_164920 = gl_texture2D_int4_Fetch(_sPrimitiveHeadersI, _tmpvar_154919, 0)); (_ph_z_54909 = float_ctor(_tmpvar_164920.x)); (_ph_user_data_64910 = gl_texture2D_int4_Fetch(_sPrimitiveHeadersI, (_tmpvar_154919 + int2(1, 0)), 0)); float4x4 _transform_m_174921 = {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}; int _tmpvar_184922 = {0}; (_tmpvar_184922 = (_tmpvar_164920.z & 16777215)); int2 _tmpvar_194923 = {0, 0}; (_tmpvar_194923.x = int_ctor((8 * (uint_ctor(_tmpvar_184922) % 128)))); (_tmpvar_194923.y = int_ctor((uint_ctor(_tmpvar_184922) / 128))); (_transform_m_174921[0] = gl_texture2DFetch(_sTransformPalette, _tmpvar_194923, 0)); (_transform_m_174921[1] = gl_texture2DFetch(_sTransformPalette, (_tmpvar_194923 + int2(1, 0)), 0)); (_transform_m_174921[2] = gl_texture2DFetch(_sTransformPalette, (_tmpvar_194923 + int2(2, 0)), 0)); (_transform_m_174921[3] = gl_texture2DFetch(_sTransformPalette, (_tmpvar_194923 + int2(3, 0)), 0)); _RectWithEndpoint _area_task_rect_204924 = {0, 0, 0, 0}; float _area_device_pixel_scale_214925 = {0}; float2 _area_screen_origin_224926 = {0, 0}; if ((_instance_clip_address_84912 >= 32767)) { (_area_task_rect_204924 = _RectWithEndpoint_ctor(float2(0.0, 0.0), float2(0.0, 0.0))); (_area_device_pixel_scale_214925 = 0.0); (_area_screen_origin_224926 = float2(0.0, 0.0)); } else { int2 _tmpvar_234927 = {0, 0}; (_tmpvar_234927.x = int_ctor((2 * (uint_ctor(_instance_clip_address_84912) % 512)))); (_tmpvar_234927.y = int_ctor((uint_ctor(_instance_clip_address_84912) / 512))); float4 _tmpvar_244928 = {0, 0, 0, 0}; (_tmpvar_244928 = gl_texture2DFetch(_sRenderTasks, _tmpvar_234927, 0)); float4 _tmpvar_254929 = {0, 0, 0, 0}; (_tmpvar_254929 = gl_texture2DFetch(_sRenderTasks, (_tmpvar_234927 + int2(1, 0)), 0)); (_area_task_rect_204924._p0 = _tmpvar_244928.xy); (_area_task_rect_204924._p1 = _tmpvar_244928.zw); (_area_device_pixel_scale_214925 = _tmpvar_254929.x); (_area_screen_origin_224926 = _tmpvar_254929.yz); } (_clip_area_task_rect_p0_34907 = _area_task_rect_204924._p0); (_clip_area_task_rect_p1_44908 = _area_task_rect_204924._p1); int2 _tmpvar_264930 = {0, 0}; (_tmpvar_264930.x = int_ctor((2 * (uint_ctor(_instance_picture_task_address_74911) % 512)))); (_tmpvar_264930.y = int_ctor((uint_ctor(_instance_picture_task_address_74911) / 512))); float4 _tmpvar_274931 = {0, 0, 0, 0}; (_tmpvar_274931 = gl_texture2DFetch(_sRenderTasks, _tmpvar_264930, 0)); float4 _tmpvar_284932 = {0, 0, 0, 0}; (_tmpvar_284932 = gl_texture2DFetch(_sRenderTasks, (_tmpvar_264930 + int2(1, 0)), 0)); int _tmpvar_294933 = {0}; (_tmpvar_294933 = ((_instance_flags_104914 >> 8) & 255)); int _tmpvar_304934 = {0}; (_tmpvar_304934 = (_instance_flags_104914 & 255)); (_color_mode_24906 = _tmpvar_304934); int2 _tmpvar_314935 = {0, 0}; (_tmpvar_314935.x = int_ctor((uint_ctor(_tmpvar_164920.y) % 1024))); (_tmpvar_314935.y = int_ctor((uint_ctor(_tmpvar_164920.y) / 1024))); float4 _tmpvar_324936 = {0, 0, 0, 0}; float4 _tmpvar_334937 = {0, 0, 0, 0}; (_tmpvar_324936 = gl_texture2DFetch(_sGpuCache, _tmpvar_314935, 0)); (_tmpvar_334937 = gl_texture2DFetch(_sGpuCache, (_tmpvar_314935 + int2(1, 0)), 0)); if ((_tmpvar_304934 == 0)) { (_color_mode_24906 = _uMode); } int _tmpvar_344938 = {0}; (_tmpvar_344938 = ((_tmpvar_164920.y + 2) + int_ctor((uint_ctor(_instance_segment_index_94913) / 2)))); int2 _tmpvar_354939 = {0, 0}; (_tmpvar_354939.x = int_ctor((uint_ctor(_tmpvar_344938) % 1024))); (_tmpvar_354939.y = int_ctor((uint_ctor(_tmpvar_344938) / 1024))); float4 _tmpvar_364940 = {0, 0, 0, 0}; (_tmpvar_364940 = gl_texture2DFetch(_sGpuCache, _tmpvar_354939, 0)); (_glyph_offset_14905 = (mix_emu(_tmpvar_364940.xy, _tmpvar_364940.zw, bvec2_ctor(((uint_ctor(_instance_segment_index_94913) % 2) == 1))) + _tmpvar_134917.xy)); int2 _tmpvar_374941 = {0, 0}; (_tmpvar_374941.x = int_ctor((uint_ctor(_instance_resource_address_114915) % 1024))); (_tmpvar_374941.y = int_ctor((uint_ctor(_instance_resource_address_114915) / 1024))); float4 _tmpvar_384942 = {0, 0, 0, 0}; float4 _tmpvar_394943 = {0, 0, 0, 0}; (_tmpvar_384942 = gl_texture2DFetch(_sGpuCache, _tmpvar_374941, 0)); (_tmpvar_394943 = gl_texture2DFetch(_sGpuCache, (_tmpvar_374941 + int2(1, 0)), 0)); float2 _tmpvar_404944 = {0, 0}; bool _tmpvar_414945 = {0}; (_tmpvar_414945 = (0 == _tmpvar_294933)); (_tmpvar_414945 = (_tmpvar_414945 || (!(((1 == _tmpvar_294933) || (2 == _tmpvar_294933)) || (3 == _tmpvar_294933))))); if (_tmpvar_414945) { (_tmpvar_404944 = float2(0.5, 0.5)); } else { (_tmpvar_414945 = (_tmpvar_414945 || (1 == _tmpvar_294933))); if (_tmpvar_414945) { (_tmpvar_404944 = float2(0.125, 0.5)); } else { (_tmpvar_414945 = (_tmpvar_414945 || (2 == _tmpvar_294933))); if (_tmpvar_414945) { (_tmpvar_404944 = float2(0.5, 0.125)); } else { (_tmpvar_414945 = (_tmpvar_414945 || (3 == _tmpvar_294933))); if (_tmpvar_414945) { (_tmpvar_404944 = float2(0.125, 0.125)); } } } } float _tmpvar_424946 = {0}; (_tmpvar_424946 = ((float_ctor(_ph_user_data_64910.x) / 65535.0) * _tmpvar_284932.x)); float _tmpvar_434947 = {0}; (_tmpvar_434947 = (_tmpvar_394943.z / _tmpvar_424946)); float2 _tmpvar_444948 = {0, 0}; (_tmpvar_444948 = ((_tmpvar_434947 * (_tmpvar_394943.xy + (floor(((_glyph_offset_14905 * _tmpvar_424946) + _tmpvar_404944)) / _tmpvar_394943.z))) + _tmpvar_134917.zw)); float2 _tmpvar_454949 = {0, 0}; (_tmpvar_454949 = (_tmpvar_444948 + (_tmpvar_434947 * (_tmpvar_384942.zw - _tmpvar_384942.xy)))); float2 _tmpvar_464950 = {0, 0}; (_tmpvar_464950 = min(max(lerp(_tmpvar_444948, _tmpvar_454949, _aPosition), _tmpvar_144918.xy), _tmpvar_144918.zw)); float4 _tmpvar_474951 = {0, 0, 0, 0}; (_tmpvar_474951.zw = float2(0.0, 1.0)); (_tmpvar_474951.xy = _tmpvar_464950); float4 _tmpvar_484952 = {0, 0, 0, 0}; (_tmpvar_484952 = mul(transpose(_transform_m_174921), _tmpvar_474951)); float4 _tmpvar_494953 = {0, 0, 0, 0}; (_tmpvar_494953.xy = ((_tmpvar_484952.xy * _tmpvar_284932.x) + (((-_tmpvar_284932.yz) + _tmpvar_274931.xy) * _tmpvar_484952.w))); (_tmpvar_494953.z = (_ph_z_54909 * _tmpvar_484952.w)); (_tmpvar_494953.w = _tmpvar_484952.w); (gl_Position = mul(transpose(_uTransform), _tmpvar_494953)); float2 _tmpvar_504954 = {0, 0}; (_tmpvar_504954 = ((_tmpvar_464950 - _tmpvar_444948) / (_tmpvar_454949 - _tmpvar_444948))); float4 _tmpvar_514955 = {0, 0, 0, 0}; (_tmpvar_514955.xy = _clip_area_task_rect_p0_34907); (_tmpvar_514955.zw = _clip_area_task_rect_p1_44908); (_vClipMaskUvBounds = _tmpvar_514955); (_vClipMaskUv = ((_tmpvar_484952.xy * _area_device_pixel_scale_214925) + (_tmpvar_484952.w * (_clip_area_task_rect_p0_34907 - _area_screen_origin_224926)))); bool _tmpvar_524956 = {0}; bool _tmpvar_534957 = {0}; (_tmpvar_534957 = false); (_tmpvar_524956 = (1 == _color_mode_24906)); if (_tmpvar_524956) { (_v_mask_swizzle = float3(0.0, 1.0, 1.0)); (_v_color = _tmpvar_324936); (_tmpvar_534957 = true); } (_tmpvar_524956 = (_tmpvar_524956 || (7 == _color_mode_24906))); (_tmpvar_524956 = (_tmpvar_524956 && (!_tmpvar_534957))); if (_tmpvar_524956) { (_v_mask_swizzle = float3(0.0, 1.0, 0.0)); (_v_color = _tmpvar_324936); (_tmpvar_534957 = true); } (_tmpvar_524956 = (_tmpvar_524956 || (5 == _color_mode_24906))); (_tmpvar_524956 = (_tmpvar_524956 && (!_tmpvar_534957))); if (_tmpvar_524956) { (_v_mask_swizzle = float3(1.0, 0.0, 0.0)); (_v_color = _tmpvar_324936); (_tmpvar_534957 = true); } (_tmpvar_524956 = (_tmpvar_524956 || (2 == _color_mode_24906))); (_tmpvar_524956 = (_tmpvar_524956 || (3 == _color_mode_24906))); (_tmpvar_524956 = (_tmpvar_524956 || (8 == _color_mode_24906))); (_tmpvar_524956 = (_tmpvar_524956 && (!_tmpvar_534957))); if (_tmpvar_524956) { (_v_mask_swizzle = float3(1.0, 0.0, 0.0)); (_v_color = _tmpvar_324936.wwww); (_tmpvar_534957 = true); } (_tmpvar_524956 = (_tmpvar_524956 || (4 == _color_mode_24906))); (_tmpvar_524956 = (_tmpvar_524956 && (!_tmpvar_534957))); if (_tmpvar_524956) { (_v_mask_swizzle = float3(-1.0, 1.0, 0.0)); (_v_color = (_tmpvar_324936.wwww * _tmpvar_334937)); (_tmpvar_534957 = true); } (_tmpvar_524956 = (_tmpvar_524956 || (6 == _color_mode_24906))); (_tmpvar_524956 = (_tmpvar_524956 && (!_tmpvar_534957))); if (_tmpvar_524956) { float3 _tmpvar_544958 = {0, 0, 0}; (_tmpvar_544958.yz = float2(0.0, 0.0)); (_tmpvar_544958.x = _tmpvar_324936.w); (_v_mask_swizzle = _tmpvar_544958); (_v_color = _tmpvar_324936); (_tmpvar_534957 = true); } (_tmpvar_524956 = (!_tmpvar_534957)); if (_tmpvar_524956) { (_v_mask_swizzle = float3(0.0, 0.0, 0.0)); (_v_color = float4(1.0, 1.0, 1.0, 1.0)); } float2 _tmpvar_554959 = {0, 0}; (_tmpvar_554959 = vec2_ctor(gl_texture2DSize(_sColor0, 0))); (_v_uv = lerp((_tmpvar_384942.xy / _tmpvar_554959), (_tmpvar_384942.zw / _tmpvar_554959), _tmpvar_504954)); (_v_uv_bounds = ((_tmpvar_384942 + float4(0.5, 0.5, -0.5, -0.5)) / _tmpvar_554959.xyxy)); return generateOutput(input); } ┐struct PS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD6; float4 gl_FragCoord : TEXCOORD7; nointerpolation float4 v0 : TEXCOORD0; nointerpolation float4 v1 : TEXCOORD1; nointerpolation float4 v2 : TEXCOORD2; nointerpolation float3 v3 : TEXCOORD3; float2 v4 : TEXCOORD4; float2 v5 : TEXCOORD5; }; #pragma warning( disable: 3556 3571 ) bool4 bvec4_ctor(bool x0) { return bool4(x0, x0, x0, x0); } int2 ivec2_ctor(float2 x0) { return int2(x0); } // Uniforms static const uint _sColor0 = 0; static const uint _sClipMask = 1; uniform Texture2D 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 nointerpolation float4 _vClipMaskUvBounds = {0, 0, 0, 0}; static float2 _vClipMaskUv = {0, 0}; static nointerpolation float4 _v_color = {0, 0, 0, 0}; static nointerpolation float3 _v_mask_swizzle = {0, 0, 0}; static nointerpolation float4 _v_uv_bounds = {0, 0, 0, 0}; static float2 _v_uv = {0, 0}; static float4 out_oFragColor = {0, 0, 0, 0}; static float4 gl_FragCoord = float4(0, 0, 0, 0); cbuffer DriverConstants : register(b1) { float4 dx_ViewCoords : packoffset(c1); float3 dx_DepthFront : packoffset(c2); float2 dx_ViewScale : packoffset(c3); struct SamplerMetadata { int baseLevel; int internalFormatBits; int wrapModes; int padding; int4 intBorderColor; }; SamplerMetadata samplerMetadata[2] : packoffset(c4); }; float4 gl_texture2D(uint samplerIndex, float2 t) { return textures2D[samplerIndex].Sample(samplers2D[samplerIndex], float2(t.x, t.y)); } float4 gl_texture2DFetch(uint samplerIndex, int2 t, int mip) { return textures2D[samplerIndex].Load(int3(t.x, t.y, mip)); } #define GL_USES_FRAG_COORD float4 mix_emu(float4 x, float4 y, bool4 a) { return a ? y : x; } @@ PIXEL OUTPUT @@ PS_OUTPUT main(PS_INPUT input){ float rhw = 1.0 / input.gl_FragCoord.w; gl_FragCoord.x = input.dx_Position.x; gl_FragCoord.y = input.dx_Position.y; gl_FragCoord.z = (input.gl_FragCoord.z * rhw) * dx_DepthFront.x + dx_DepthFront.y; gl_FragCoord.w = rhw; _vClipMaskUvBounds = input.v0; _v_color = input.v1; _v_uv_bounds = input.v2; _v_mask_swizzle = input.v3.xyz; _vClipMaskUv = input.v4.xy; _v_uv = input.v5.xy; float4 _frag_color_14896 = {0, 0, 0, 0}; float4 _mask_24897 = {0, 0, 0, 0}; float4 _tmpvar_34898 = {0, 0, 0, 0}; (_tmpvar_34898 = gl_texture2D(_sColor0, min(max(_v_uv, _v_uv_bounds.xy), _v_uv_bounds.zw))); float4 _tmpvar_44899 = {0, 0, 0, 0}; (_tmpvar_44899 = mix_emu(_tmpvar_34898, _tmpvar_34898.xxxx, bvec4_ctor((_v_mask_swizzle.z != 0.0)))); (_mask_24897.w = _tmpvar_44899.w); (_mask_24897.xyz = ((_tmpvar_44899.xyz * _v_mask_swizzle.x) + (_tmpvar_44899.www * _v_mask_swizzle.y))); (_frag_color_14896 = (_v_color * _mask_24897)); float _tmpvar_54900 = {0}; if (all(_vClipMaskUvBounds.xy == _vClipMaskUvBounds.zw)) { (_tmpvar_54900 = 1.0); } else { float2 _tmpvar_64901 = {0, 0}; (_tmpvar_64901 = (_vClipMaskUv * gl_FragCoord.w)); bool4 _tmpvar_74902 = {0, 0, 0, 0}; (_tmpvar_74902.xy = (_tmpvar_64901 >= _vClipMaskUvBounds.xy)); (_tmpvar_74902.zw = (_tmpvar_64901 < _vClipMaskUvBounds.zw)); bool _tmpvar_84903 = {0}; (_tmpvar_84903 = all(_tmpvar_74902 == bool4(true, true, true, true))); if ((!_tmpvar_84903)) { (_tmpvar_54900 = 0.0); } else { (_tmpvar_54900 = gl_texture2DFetch(_sClipMask, ivec2_ctor(_tmpvar_64901), 0).x); } } (_frag_color_14896 = (_frag_color_14896 * _tmpvar_54900)); (out_oFragColor = _frag_color_14896); return generateOutput(); } RЛout_oFragColorout_oFragColorЮstruct GS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD6; float4 gl_FragCoord : TEXCOORD7; nointerpolation float4 v0 : TEXCOORD0; nointerpolation float4 v1 : TEXCOORD1; nointerpolation float4 v2 : TEXCOORD2; nointerpolation float3 v3 : TEXCOORD3; float2 v4 : TEXCOORD4; float2 v5 : TEXCOORD5; }; struct GS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD6; float4 gl_FragCoord : TEXCOORD7; nointerpolation float4 v0 : TEXCOORD0; nointerpolation float4 v1 : TEXCOORD1; nointerpolation float4 v2 : TEXCOORD2; nointerpolation float3 v3 : TEXCOORD3; float2 v4 : TEXCOORD4; float2 v5 : TEXCOORD5; }; 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 = flatinput.v2; output.v3 = flatinput.v3; output.v4 = input.v4; output.v5 = input.v5; output.gl_FragCoord = input.gl_FragCoord; #ifndef ANGLE_POINT_SPRITE_SHADER output.dx_Position = input.dx_Position; #endif // ANGLE_POINT_SPRITE_SHADER } мЭ@DXBCг▄ъ░ў│O:╞В>ЇTш═@4Д╨╨─RDEFHд■ ┴ |     З     Шtextures2Dtextures2D_int4_$GlobalsлллШ╝PьЇ@_uModeл_uTransformMicrosoft (R) HLSL Shader Compiler 10.1ISGND88TEXCOORDлллOSGN° рььььььь ь SV_PositionTEXCOORDлллSHDRьA;jYFО XpUUXpUUXpUUXpUUXpUUXp33_2_ЄgЄ eЄ eЄ eЄ eЄ eЄ er e2 e┬ h rЦ@   *2Ц@)В @:@■U @ U"*@UB:@ 6" 6┬@-ЄFF~ 2F@6┬@-ЄFF~-rFF~+В -BFЦ|)В*@:@°UВ*@UB@ ":@  6┬@-rFF{ 2F@6┬@-rFF{ 2F@6┬@-rFF{!В @ :6Є @6r @)В@ :@■U" @ 6┬ @-Є F F~ 2 F @6┬ @-r F Ц|) @ @■U" @ 6┬ @-ТF Жw 2 F @6┬ @-r F F~*@ @ "@ @ 6В@-Є Ж6y 2 Ж@6┬ @-Є F F~7 " А @ 2Ц@  ?   @ U" @ 6┬@-ЄFF~ "@7 2Vц F2FF6B*6В@-ЄfF~ 2f @6┬@-rFF~ Є@<*<: ; <  <" <B*<B:*B*@>7 ┬ж @?>ж 7 bV@>?ж 7 2@??Ц+B*8B  *8B*@АА7B**2 2Fж FA2F2Fж 2FF2 2ж Fц 2FАAц 82ж F2 ┬4┬ж3┬жж8rЎF2 rFж FrFFRVАA 8Rж 2 2F Ж8B:*6В*FО F"FО FBFО FВFО F2FАAц 2FF┬ АA 8┬жж 2 2 Fж  ц  ЄV@ r@А?А?<B ;В B:*6В 7 Єж @А?    F<┬ж ;:В: <B:*ЄЦ ж <B::<:: ЄV@<  < ;B*B* 7 Єж  F<В*:7 ЄЎ@А?    F<B**;В:B:*8Є F 7 Єж FF7 Єж @А┐А?    F<B:*;В:B:*7 Єж Ц F6в @    7 Єж F  F7 Є ЎF@А?А?А?А?r FЎ=┬@цtS Єц@+ЄFЄFц┬АAж2 ┬ ж ЄF@??┐┐Є FF6" АA:*8B  @?6Т  6Є F6Є F6Є F >STATtм '3 рМЇDXBCБгPx$}■ЧЧ  tЇ4╪╪ xRDEFЬ  ┴r\g     samplers2Dtextures2DMicrosoft (R) HLSL Shader Compiler 10.1ллISGN° рьььььььь SV_PositionTEXCOORDлллOSGN, SV_TARGETллSHDRdA┘jZ`XpUUXpUUbВbЄbЄbЄbrb2b┬eЄ h42Fц32FцE ЄFF~`9*@7 ЄF8ЄFrЎF8ЄFF2цF  6@А? "@А?А?А?А?:8bV2ЦF1┬V ж ЄF@                2ц FВ :6@2Ц6┬@-FF~8Є F>STATt жУюv!ЦP