2нT▒╓qgЕ,w┴Fh23851a53779dPЛЄН aPosition _uaPosition                UЛїНaData_uaData                \ЛЄН uTransform _uuTransform                                        ^ЛsColor0 _usColor0                                        ^Л sRenderTasks_usRenderTasks                                        ^Л sGpuCache _usGpuCache                                        ^ЛsTransformPalette_usTransformPalette                                        ^ЛsPrimitiveHeadersF_usPrimitiveHeadersF                                        ╩НsPrimitiveHeadersI_usPrimitiveHeadersI                                        ММRЛЄН oFragColor _uoFragColor                    ^Л^Л^Л^Л^Л╩Н    ШФK0щб                                                                                                                                                                                                '4struct VS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD4; float4 gl_FragCoord : TEXCOORD5; nointerpolation float4 v0 : TEXCOORD0; nointerpolation float4 v1 : TEXCOORD1; float2 v2 : TEXCOORD2; nointerpolation float2 v3 : TEXCOORD3; }; #pragma warning( disable: 3556 3571 ) bool bool_ctor(int x0) { return bool(x0); } bool4 bvec4_ctor(bool4 x0) { return bool4(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 float4x4 _uTransform : register(c0); 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 _vTransformBounds = {0, 0, 0, 0}; static float2 _v_uv = {0, 0}; static nointerpolation float4 _v_uv_bounds = {0, 0, 0, 0}; static nointerpolation float4 _v_uv_sample_bounds = {0, 0, 0, 0}; static nointerpolation float2 _v_perspective = {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)); } float4 mix_emu(float4 x, float4 y, bool4 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 = _v_uv_bounds; output.v1 = _v_uv_sample_bounds; output.v2 = _v_uv; output.v3 = _v_perspective; return output; } VS_OUTPUT main(VS_INPUT input){ initAttributes(input); int _instance_picture_task_address_14901 = {0}; int _instance_segment_index_24902 = {0}; int _instance_flags_34903 = {0}; int _instance_resource_address_44904 = {0}; (_instance_picture_task_address_14901 = (_aData.y >> 16)); (_instance_segment_index_24902 = (_aData.z & 65535)); (_instance_flags_34903 = (_aData.z >> 16)); (_instance_resource_address_44904 = (_aData.w & 16777215)); float _ph_z_54905 = {0}; int2 _tmpvar_64906 = {0, 0}; (_tmpvar_64906.x = int_ctor((2 * (uint_ctor(_aData.x) % 512)))); (_tmpvar_64906.y = int_ctor((uint_ctor(_aData.x) / 512))); float4 _tmpvar_74907 = {0, 0, 0, 0}; (_tmpvar_74907 = gl_texture2DFetch(_sPrimitiveHeadersF, _tmpvar_64906, 0)); float4 _tmpvar_84908 = {0, 0, 0, 0}; (_tmpvar_84908 = gl_texture2DFetch(_sPrimitiveHeadersF, (_tmpvar_64906 + int2(1, 0)), 0)); float2 _tmpvar_94909 = {0, 0}; float2 _tmpvar_104910 = {0, 0}; (_tmpvar_94909 = _tmpvar_74907.xy); (_tmpvar_104910 = _tmpvar_74907.zw); int2 _tmpvar_114911 = {0, 0}; (_tmpvar_114911.x = int_ctor((2 * (uint_ctor(_aData.x) % 512)))); (_tmpvar_114911.y = int_ctor((uint_ctor(_aData.x) / 512))); int4 _tmpvar_124912 = {0, 0, 0, 0}; (_tmpvar_124912 = gl_texture2D_int4_Fetch(_sPrimitiveHeadersI, _tmpvar_114911, 0)); int4 _tmpvar_134913 = {0, 0, 0, 0}; (_tmpvar_134913 = gl_texture2D_int4_Fetch(_sPrimitiveHeadersI, (_tmpvar_114911 + int2(1, 0)), 0)); (_ph_z_54905 = float_ctor(_tmpvar_124912.x)); float4x4 _transform_m_144914 = {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}; bool _transform_is_axis_aligned_154915 = {0}; (_transform_is_axis_aligned_154915 = ((_tmpvar_124912.z >> 24) == 0)); int _tmpvar_164916 = {0}; (_tmpvar_164916 = (_tmpvar_124912.z & 16777215)); int2 _tmpvar_174917 = {0, 0}; (_tmpvar_174917.x = int_ctor((8 * (uint_ctor(_tmpvar_164916) % 128)))); (_tmpvar_174917.y = int_ctor((uint_ctor(_tmpvar_164916) / 128))); (_transform_m_144914[0] = gl_texture2DFetch(_sTransformPalette, _tmpvar_174917, 0)); (_transform_m_144914[1] = gl_texture2DFetch(_sTransformPalette, (_tmpvar_174917 + int2(1, 0)), 0)); (_transform_m_144914[2] = gl_texture2DFetch(_sTransformPalette, (_tmpvar_174917 + int2(2, 0)), 0)); (_transform_m_144914[3] = gl_texture2DFetch(_sTransformPalette, (_tmpvar_174917 + int2(3, 0)), 0)); int2 _tmpvar_184918 = {0, 0}; (_tmpvar_184918.x = int_ctor((2 * (uint_ctor(_instance_picture_task_address_14901) % 512)))); (_tmpvar_184918.y = int_ctor((uint_ctor(_instance_picture_task_address_14901) / 512))); float4 _tmpvar_194919 = {0, 0, 0, 0}; (_tmpvar_194919 = gl_texture2DFetch(_sRenderTasks, _tmpvar_184918, 0)); float4 _tmpvar_204920 = {0, 0, 0, 0}; (_tmpvar_204920 = gl_texture2DFetch(_sRenderTasks, (_tmpvar_184918 + int2(1, 0)), 0)); float2 _tmpvar_214921 = {0, 0}; float2 _tmpvar_224922 = {0, 0}; (_tmpvar_214921 = _tmpvar_84908.xy); (_tmpvar_224922 = _tmpvar_84908.zw); float2 _adjusted_segment_rect_p0_234923 = {0, 0}; float2 _adjusted_segment_rect_p1_244924 = {0, 0}; float2 _segment_rect_p0_254925 = {0, 0}; float2 _segment_rect_p1_264926 = {0, 0}; float4 _segment_data_274927 = {0, 0, 0, 0}; int _tmpvar_284928 = {0}; (_tmpvar_284928 = ((_instance_flags_34903 >> 12) & 15)); int _tmpvar_294929 = {0}; (_tmpvar_294929 = (_instance_flags_34903 & 4095)); if ((_instance_segment_index_24902 == 65535)) { (_segment_rect_p0_254925 = _tmpvar_94909); (_segment_rect_p1_264926 = _tmpvar_104910); (_segment_data_274927 = float4(0.0, 0.0, 0.0, 0.0)); } else { int _tmpvar_304930 = {0}; (_tmpvar_304930 = ((_tmpvar_124912.y + 3) + (_instance_segment_index_24902 * 2))); int2 _tmpvar_314931 = {0, 0}; (_tmpvar_314931.x = int_ctor((uint_ctor(_tmpvar_304930) % 1024))); (_tmpvar_314931.y = int_ctor((uint_ctor(_tmpvar_304930) / 1024))); float4 _tmpvar_324932 = {0, 0, 0, 0}; (_tmpvar_324932 = gl_texture2DFetch(_sGpuCache, _tmpvar_314931, 0)); (_segment_rect_p0_254925 = (_tmpvar_324932.xy + _tmpvar_74907.xy)); (_segment_rect_p1_264926 = (_tmpvar_324932.zw + _tmpvar_74907.xy)); (_segment_data_274927 = gl_texture2DFetch(_sGpuCache, (_tmpvar_314931 + int2(1, 0)), 0)); } (_adjusted_segment_rect_p0_234923 = _segment_rect_p0_254925); (_adjusted_segment_rect_p1_244924 = _segment_rect_p1_264926); if ((!_transform_is_axis_aligned_154915)) { bool4 _tmpvar_334933 = {0, 0, 0, 0}; (_tmpvar_334933.x = bool_ctor((_tmpvar_284928 & 1))); (_tmpvar_334933.y = bool_ctor((_tmpvar_284928 & 2))); (_tmpvar_334933.z = bool_ctor((_tmpvar_284928 & 4))); (_tmpvar_334933.w = bool_ctor((_tmpvar_284928 & 8))); float4 _tmpvar_344934 = {0, 0, 0, 0}; (_tmpvar_344934.xy = min(max(_tmpvar_74907.xy, _tmpvar_84908.xy), _tmpvar_84908.zw)); (_tmpvar_344934.zw = min(max(_tmpvar_74907.zw, _tmpvar_84908.xy), _tmpvar_84908.zw)); float4 _tmpvar_354935 = {0, 0, 0, 0}; (_tmpvar_354935.xy = min(max(_segment_rect_p0_254925, _tmpvar_84908.xy), _tmpvar_84908.zw)); (_tmpvar_354935.zw = min(max(_segment_rect_p1_264926, _tmpvar_84908.xy), _tmpvar_84908.zw)); (_vTransformBounds = mix_emu(_tmpvar_344934, _tmpvar_354935, bvec4_ctor(_tmpvar_334933))); float4 _tmpvar_364936 = {0, 0, 0, 0}; (_tmpvar_364936 = mix_emu(float4(0.0, 0.0, 0.0, 0.0), float4(2.0, 2.0, 2.0, 2.0), bvec4_ctor(_tmpvar_334933))); (_adjusted_segment_rect_p0_234923 = (_segment_rect_p0_254925 - _tmpvar_364936.xy)); (_adjusted_segment_rect_p1_244924 = (_segment_rect_p1_264926 + _tmpvar_364936.zw)); (_tmpvar_214921 = float2(-10000000272564224.0, -10000000272564224.0)); (_tmpvar_224922 = float2(10000000272564224.0, 10000000272564224.0)); } float2 _tmpvar_374937 = {0, 0}; (_tmpvar_374937 = min(max(lerp(_adjusted_segment_rect_p0_234923, _adjusted_segment_rect_p1_244924, _aPosition), _tmpvar_214921), _tmpvar_224922)); float4 _tmpvar_384938 = {0, 0, 0, 0}; (_tmpvar_384938.zw = float2(0.0, 1.0)); (_tmpvar_384938.xy = _tmpvar_374937); float4 _tmpvar_394939 = {0, 0, 0, 0}; (_tmpvar_394939 = mul(transpose(_transform_m_144914), _tmpvar_384938)); float4 _tmpvar_404940 = {0, 0, 0, 0}; (_tmpvar_404940.xy = ((_tmpvar_394939.xy * _tmpvar_204920.x) + (((-_tmpvar_204920.yz) + _tmpvar_194919.xy) * _tmpvar_394939.w))); (_tmpvar_404940.z = (_ph_z_54905 * _tmpvar_394939.w)); (_tmpvar_404940.w = _tmpvar_394939.w); (gl_Position = mul(transpose(_uTransform), _tmpvar_404940)); float2 _f_414941 = {0, 0}; float2 _stretch_size_424942 = {0, 0}; float2 _local_rect_p0_434943 = {0, 0}; float2 _local_rect_p1_444944 = {0, 0}; float2 _uv1_454945 = {0, 0}; float2 _uv0_464946 = {0, 0}; int2 _tmpvar_474947 = {0, 0}; (_tmpvar_474947.x = int_ctor((uint_ctor(_tmpvar_124912.y) % 1024))); (_tmpvar_474947.y = int_ctor((uint_ctor(_tmpvar_124912.y) / 1024))); float4 _tmpvar_484948 = {0, 0, 0, 0}; (_tmpvar_484948 = gl_texture2DFetch(_sGpuCache, (_tmpvar_474947 + int2(2, 0)), 0)); float2 _tmpvar_494949 = {0, 0}; (_tmpvar_494949 = vec2_ctor(gl_texture2DSize(_sColor0, 0))); int2 _tmpvar_504950 = {0, 0}; (_tmpvar_504950.x = int_ctor((uint_ctor(_instance_resource_address_44904) % 1024))); (_tmpvar_504950.y = int_ctor((uint_ctor(_instance_resource_address_44904) / 1024))); float4 _tmpvar_514951 = {0, 0, 0, 0}; (_tmpvar_514951 = gl_texture2DFetch(_sGpuCache, _tmpvar_504950, 0)); (_uv0_464946 = _tmpvar_514951.xy); (_uv1_454945 = _tmpvar_514951.zw); (_local_rect_p0_434943 = _tmpvar_94909); (_local_rect_p1_444944 = _tmpvar_104910); (_stretch_size_424942 = _tmpvar_484948.xy); if ((_tmpvar_484948.x < 0.0)) { (_stretch_size_424942 = (_tmpvar_74907.zw - _tmpvar_74907.xy)); } if (((_tmpvar_294929 & 2) != 0)) { (_local_rect_p0_434943 = _segment_rect_p0_254925); (_local_rect_p1_444944 = _segment_rect_p1_264926); (_stretch_size_424942 = (_segment_rect_p1_264926 - _segment_rect_p0_254925)); if (((_tmpvar_294929 & 128) != 0)) { float2 _tmpvar_524952 = {0, 0}; (_tmpvar_524952 = (_tmpvar_514951.zw - _tmpvar_514951.xy)); (_uv0_464946 = (_tmpvar_514951.xy + (_segment_data_274927.xy * _tmpvar_524952))); (_uv1_454945 = (_tmpvar_514951.xy + (_segment_data_274927.zw * _tmpvar_524952))); } } float _tmpvar_534953 = {0}; if (((_tmpvar_294929 & 1) != 0)) { (_tmpvar_534953 = 1.0); } else { (_tmpvar_534953 = 0.0); } (_v_perspective.x = _tmpvar_534953); float2 _tmpvar_544954 = {0, 0}; (_tmpvar_544954 = min(_uv0_464946, _uv1_454945)); float2 _tmpvar_554955 = {0, 0}; (_tmpvar_554955 = max(_uv0_464946, _uv1_454945)); float4 _tmpvar_564956 = {0, 0, 0, 0}; (_tmpvar_564956.xy = (_tmpvar_544954 + float2(0.5, 0.5))); (_tmpvar_564956.zw = (_tmpvar_554955 - float2(0.5, 0.5))); (_v_uv_sample_bounds = (_tmpvar_564956 / _tmpvar_494949.xyxy)); float2 _tmpvar_574957 = {0, 0}; (_tmpvar_574957 = ((_tmpvar_374937 - _local_rect_p0_434943) / (_local_rect_p1_444944 - _local_rect_p0_434943))); (_f_414941 = _tmpvar_574957); if ((_tmpvar_134913.y == 1)) { int _tmpvar_584958 = {0}; (_tmpvar_584958 = (_instance_resource_address_44904 + 2)); int2 _tmpvar_594959 = {0, 0}; (_tmpvar_594959.x = int_ctor((uint_ctor(_tmpvar_584958) % 1024))); (_tmpvar_594959.y = int_ctor((uint_ctor(_tmpvar_584958) / 1024))); float4 _tmpvar_604960 = {0, 0, 0, 0}; (_tmpvar_604960 = lerp(lerp(gl_texture2DFetch(_sGpuCache, _tmpvar_594959, 0), gl_texture2DFetch(_sGpuCache, (_tmpvar_594959 + int2(1, 0)), 0), _tmpvar_574957.x), lerp(gl_texture2DFetch(_sGpuCache, (_tmpvar_594959 + int2(2, 0)), 0), gl_texture2DFetch(_sGpuCache, (_tmpvar_594959 + int2(3, 0)), 0), _tmpvar_574957.x), _tmpvar_574957.y)); (_f_414941 = (_tmpvar_604960.xy / _tmpvar_604960.w)); } (_v_uv = (lerp(_uv0_464946, _uv1_454945, _f_414941) - _tmpvar_544954)); (_v_uv = (_v_uv / _tmpvar_494949)); (_v_uv = (_v_uv * ((_local_rect_p1_444944 - _local_rect_p0_434943) / _stretch_size_424942))); if ((_tmpvar_534953 == 0.0)) { (_v_uv = (_v_uv * _tmpvar_394939.w)); } float4 _tmpvar_614961 = {0, 0, 0, 0}; (_tmpvar_614961.xy = _tmpvar_544954); (_tmpvar_614961.zw = _tmpvar_554955); (_v_uv_bounds = (_tmpvar_614961 / _tmpvar_494949.xyxy)); return generateOutput(input); } cstruct PS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD4; float4 gl_FragCoord : TEXCOORD5; nointerpolation float4 v0 : TEXCOORD0; nointerpolation float4 v1 : TEXCOORD1; float2 v2 : TEXCOORD2; nointerpolation float2 v3 : TEXCOORD3; }; #pragma warning( disable: 3556 3571 ) // 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 float2 _v_uv = {0, 0}; static nointerpolation float4 _v_uv_bounds = {0, 0, 0, 0}; static nointerpolation float4 _v_uv_sample_bounds = {0, 0, 0, 0}; static nointerpolation float2 _v_perspective = {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[1] : packoffset(c4); }; float4 gl_texture2D(uint samplerIndex, float2 t) { return textures2D[samplerIndex].Sample(samplers2D[samplerIndex], float2(t.x, t.y)); } #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; 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; _v_uv_bounds = input.v0; _v_uv_sample_bounds = input.v1; _v_uv = input.v2.xy; _v_perspective = input.v3.xy; (out_oFragColor = gl_texture2D(_sColor0, min(max(((_v_uv * lerp(gl_FragCoord.w, 1.0, _v_perspective.x)) + _v_uv_bounds.xy), _v_uv_sample_bounds.xy), _v_uv_sample_bounds.zw))); return generateOutput(); } RЛout_oFragColorout_oFragColor╪struct GS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD4; float4 gl_FragCoord : TEXCOORD5; nointerpolation float4 v0 : TEXCOORD0; nointerpolation float4 v1 : TEXCOORD1; float2 v2 : TEXCOORD2; nointerpolation float2 v3 : TEXCOORD3; }; struct GS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD4; float4 gl_FragCoord : TEXCOORD5; nointerpolation float4 v0 : TEXCOORD0; nointerpolation float4 v1 : TEXCOORD1; float2 v2 : TEXCOORD2; nointerpolation 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 = flatinput.v3; output.gl_FragCoord = input.gl_FragCoord; #ifndef ANGLE_POINT_SPRITE_SHADER output.dx_Position = input.dx_Position; #endif // ANGLE_POINT_SPRITE_SHADER } мЭ4DXBCмхг&#с┼yq>бv╝8F44Tаp╕RDEFд■ ┴Ё|     З     Шtextures2Dtextures2D_int4_$GlobalsлллШ╝@╘@р_uTransformMicrosoft (R) HLSL Shader Compiler 10.1ISGND88TEXCOORDлллOSGN╚░╝╝╝╝╝ ╝ SV_PositionTEXCOORDлллSHDR@AРjYFО XpUUXpUUXpUUXpUUXpUUXp33_2_ЄgЄ eЄ eЄ eЄ eЄ e2 e2 h *2Ц@ rц@      )B @*@■U" @ 6┬@-ЄFF~ 2F@6┬@-ЄFF~-rFF~-BFЖ}+В *В*@)*@ @°U*@UB@ " @  6┬@-╥FЖ} 2F@6┬@-rFF{ 2F@6┬@-rFF{)В @:@■U" @ 6┬@-вF&w 2F@6┬@-rFF~*@ В @  :6Є F6Є @В@) @ : @ U" @ 6┬ @-Є F F~Є FF  2 F @6┬ @-Є F F~ Є @' ┬ ж @ ┬ ж @@@72 F @└└@ААЄ F F 7 ЄЎ@╩┌╩┌╩Z╩ZF7 Є ЎF F ТАA ж 2 Т  4Т 3Тж 8rЎF2 ╥ ▓FЖ RVVАA8RЎ2 2FЖ8B::FО F"FО FBFО FВFО F@  2Ж@6┬@-ТFЖw=2@F~S ЄF@+ЄFU"@ 6*6┬@-ЄFF~1B @2FАAц 7 Тж  2FАA ц   rV@А2FАAц 2 ┬  2 2 ц  FF7 ЄVF ц7 2F╞7 ЄF F7 ЄFц7  *@А?@32Fц 4┬ж Є F@??┐┐Є F FRАA2FАAц R B*@*B@ *@ U" *@ 6┬ @-rF F{ 2 F @6┬ @-▓F F~▓FАAF 2 rFF 2 F @6┬ @-▓F F~ 2 F @6┬ @-r F F{r FАAF 2 ▓F F ▓FАAF 2 rж FFRж ┬жАA2 ┬жж┬АAж┬ж2FF82Fц 8┬Ў7 2 ж Fц Є FF6" АA:*8B  @?6Т  6Є F6Є F6" @>STATtУ 0 рМ╚DXBC┬$<АяI░.╩LЦ[Xрl╚4╪и▄LRDEFЬ  ┴r\g     samplers2Dtextures2DMicrosoft (R) HLSL Shader Compiler 10.1ллISGN╚░╝╝╝╝╝╝SV_PositionTEXCOORDлллOSGN, SV_TARGETллSHDRhAZjZ`XpUUbВb2bЄb2beЄ h @А?А?А?А?:" АA@А?2   2 2FF42FF32FцE Є FF~`>STATtжУЇYд[┌э├Й