2нT▒>▓°╟ j=Зуw23851a53779dPЛЄН aPosition _uaPosition                UЛїНaData_uaData                \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                                                                                                                                                                                                                    7struct VS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD7; float4 gl_FragCoord : TEXCOORD8; nointerpolation float4 v0 : TEXCOORD0; nointerpolation float4 v1 : TEXCOORD1; nointerpolation float4 v2 : TEXCOORD2; float2 v3 : TEXCOORD3; float2 v4 : TEXCOORD4; float2 v5 : TEXCOORD5; nointerpolation float2 v6 : TEXCOORD6; }; #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; } 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 nointerpolation float4 _vClipMaskUvBounds = {0, 0, 0, 0}; static float2 _vClipMaskUv = {0, 0}; static float2 _v_local_pos = {0, 0}; static float2 _v_uv = {0, 0}; static nointerpolation float4 _v_uv_sample_bounds = {0, 0, 0, 0}; static nointerpolation float2 _v_opacity_perspective_vec = {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 = _vTransformBounds; output.v1 = _vClipMaskUvBounds; output.v2 = _v_uv_sample_bounds; output.v3 = _vClipMaskUv; output.v4 = _v_local_pos; output.v5 = _v_uv; output.v6 = _v_opacity_perspective_vec; return output; } VS_OUTPUT main(VS_INPUT input){ initAttributes(input); int _instance_picture_task_address_14905 = {0}; int _instance_clip_address_24906 = {0}; int _instance_segment_index_34907 = {0}; int _instance_flags_44908 = {0}; (_instance_picture_task_address_14905 = (_aData.y >> 16)); (_instance_clip_address_24906 = (_aData.y & 65535)); (_instance_segment_index_34907 = (_aData.z & 65535)); (_instance_flags_44908 = (_aData.z >> 16)); float _ph_z_54909 = {0}; int2 _tmpvar_64910 = {0, 0}; (_tmpvar_64910.x = int_ctor((2 * (uint_ctor(_aData.x) % 512)))); (_tmpvar_64910.y = int_ctor((uint_ctor(_aData.x) / 512))); float4 _tmpvar_74911 = {0, 0, 0, 0}; (_tmpvar_74911 = gl_texture2DFetch(_sPrimitiveHeadersF, _tmpvar_64910, 0)); float4 _tmpvar_84912 = {0, 0, 0, 0}; (_tmpvar_84912 = gl_texture2DFetch(_sPrimitiveHeadersF, (_tmpvar_64910 + int2(1, 0)), 0)); float2 _tmpvar_94913 = {0, 0}; float2 _tmpvar_104914 = {0, 0}; (_tmpvar_94913 = _tmpvar_74911.xy); (_tmpvar_104914 = _tmpvar_74911.zw); float2 _tmpvar_114915 = {0, 0}; float2 _tmpvar_124916 = {0, 0}; (_tmpvar_114915 = _tmpvar_84912.xy); (_tmpvar_124916 = _tmpvar_84912.zw); int2 _tmpvar_134917 = {0, 0}; (_tmpvar_134917.x = int_ctor((2 * (uint_ctor(_aData.x) % 512)))); (_tmpvar_134917.y = int_ctor((uint_ctor(_aData.x) / 512))); int4 _tmpvar_144918 = {0, 0, 0, 0}; (_tmpvar_144918 = gl_texture2D_int4_Fetch(_sPrimitiveHeadersI, _tmpvar_134917, 0)); int4 _tmpvar_154919 = {0, 0, 0, 0}; (_tmpvar_154919 = gl_texture2D_int4_Fetch(_sPrimitiveHeadersI, (_tmpvar_134917 + int2(1, 0)), 0)); (_ph_z_54909 = float_ctor(_tmpvar_144918.x)); float4x4 _transform_m_164920 = {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}; bool _transform_is_axis_aligned_174921 = {0}; (_transform_is_axis_aligned_174921 = ((_tmpvar_144918.z >> 24) == 0)); int _tmpvar_184922 = {0}; (_tmpvar_184922 = (_tmpvar_144918.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_164920[0] = gl_texture2DFetch(_sTransformPalette, _tmpvar_194923, 0)); (_transform_m_164920[1] = gl_texture2DFetch(_sTransformPalette, (_tmpvar_194923 + int2(1, 0)), 0)); (_transform_m_164920[2] = gl_texture2DFetch(_sTransformPalette, (_tmpvar_194923 + int2(2, 0)), 0)); (_transform_m_164920[3] = gl_texture2DFetch(_sTransformPalette, (_tmpvar_194923 + int2(3, 0)), 0)); int2 _tmpvar_204924 = {0, 0}; (_tmpvar_204924.x = int_ctor((2 * (uint_ctor(_instance_picture_task_address_14905) % 512)))); (_tmpvar_204924.y = int_ctor((uint_ctor(_instance_picture_task_address_14905) / 512))); float4 _tmpvar_214925 = {0, 0, 0, 0}; (_tmpvar_214925 = gl_texture2DFetch(_sRenderTasks, _tmpvar_204924, 0)); float4 _tmpvar_224926 = {0, 0, 0, 0}; (_tmpvar_224926 = gl_texture2DFetch(_sRenderTasks, (_tmpvar_204924 + int2(1, 0)), 0)); _RectWithEndpoint _area_task_rect_234927 = {0, 0, 0, 0}; float _area_device_pixel_scale_244928 = {0}; float2 _area_screen_origin_254929 = {0, 0}; if ((_instance_clip_address_24906 >= 32767)) { (_area_task_rect_234927 = _RectWithEndpoint_ctor(float2(0.0, 0.0), float2(0.0, 0.0))); (_area_device_pixel_scale_244928 = 0.0); (_area_screen_origin_254929 = float2(0.0, 0.0)); } else { int2 _tmpvar_264930 = {0, 0}; (_tmpvar_264930.x = int_ctor((2 * (uint_ctor(_instance_clip_address_24906) % 512)))); (_tmpvar_264930.y = int_ctor((uint_ctor(_instance_clip_address_24906) / 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)); (_area_task_rect_234927._p0 = _tmpvar_274931.xy); (_area_task_rect_234927._p1 = _tmpvar_274931.zw); (_area_device_pixel_scale_244928 = _tmpvar_284932.x); (_area_screen_origin_254929 = _tmpvar_284932.yz); } float2 _tmpvar_294933 = {0, 0}; float2 _tmpvar_304934 = {0, 0}; (_tmpvar_294933 = _tmpvar_114915); (_tmpvar_304934 = _tmpvar_124916); float2 _adjusted_segment_rect_p0_314935 = {0, 0}; float2 _adjusted_segment_rect_p1_324936 = {0, 0}; float2 _segment_rect_p0_334937 = {0, 0}; float2 _segment_rect_p1_344938 = {0, 0}; int _tmpvar_354939 = {0}; (_tmpvar_354939 = ((_instance_flags_44908 >> 12) & 15)); int _tmpvar_364940 = {0}; (_tmpvar_364940 = (_instance_flags_44908 & 4095)); if ((_instance_segment_index_34907 == 65535)) { (_segment_rect_p0_334937 = _tmpvar_94913); (_segment_rect_p1_344938 = _tmpvar_104914); } else { int _tmpvar_374941 = {0}; (_tmpvar_374941 = ((_tmpvar_144918.y + 3) + (_instance_segment_index_34907 * 2))); int2 _tmpvar_384942 = {0, 0}; (_tmpvar_384942.x = int_ctor((uint_ctor(_tmpvar_374941) % 1024))); (_tmpvar_384942.y = int_ctor((uint_ctor(_tmpvar_374941) / 1024))); float4 _tmpvar_394943 = {0, 0, 0, 0}; (_tmpvar_394943 = gl_texture2DFetch(_sGpuCache, _tmpvar_384942, 0)); (_segment_rect_p0_334937 = (_tmpvar_394943.xy + _tmpvar_74911.xy)); (_segment_rect_p1_344938 = (_tmpvar_394943.zw + _tmpvar_74911.xy)); } (_adjusted_segment_rect_p0_314935 = _segment_rect_p0_334937); (_adjusted_segment_rect_p1_324936 = _segment_rect_p1_344938); if (_transform_is_axis_aligned_174921) { (_vTransformBounds = float4(-10000000272564224.0, -10000000272564224.0, 10000000272564224.0, 10000000272564224.0)); } else { bool4 _tmpvar_404944 = {0, 0, 0, 0}; (_tmpvar_404944.x = bool_ctor((_tmpvar_354939 & 1))); (_tmpvar_404944.y = bool_ctor((_tmpvar_354939 & 2))); (_tmpvar_404944.z = bool_ctor((_tmpvar_354939 & 4))); (_tmpvar_404944.w = bool_ctor((_tmpvar_354939 & 8))); float4 _tmpvar_414945 = {0, 0, 0, 0}; (_tmpvar_414945.xy = min(max(_tmpvar_74911.xy, _tmpvar_84912.xy), _tmpvar_84912.zw)); (_tmpvar_414945.zw = min(max(_tmpvar_74911.zw, _tmpvar_84912.xy), _tmpvar_84912.zw)); float4 _tmpvar_424946 = {0, 0, 0, 0}; (_tmpvar_424946.xy = min(max(_segment_rect_p0_334937, _tmpvar_84912.xy), _tmpvar_84912.zw)); (_tmpvar_424946.zw = min(max(_segment_rect_p1_344938, _tmpvar_84912.xy), _tmpvar_84912.zw)); (_vTransformBounds = mix_emu(_tmpvar_414945, _tmpvar_424946, bvec4_ctor(_tmpvar_404944))); float4 _tmpvar_434947 = {0, 0, 0, 0}; (_tmpvar_434947 = mix_emu(float4(0.0, 0.0, 0.0, 0.0), float4(2.0, 2.0, 2.0, 2.0), bvec4_ctor(_tmpvar_404944))); (_adjusted_segment_rect_p0_314935 = (_segment_rect_p0_334937 - _tmpvar_434947.xy)); (_adjusted_segment_rect_p1_324936 = (_segment_rect_p1_344938 + _tmpvar_434947.zw)); (_tmpvar_294933 = float2(-10000000272564224.0, -10000000272564224.0)); (_tmpvar_304934 = float2(10000000272564224.0, 10000000272564224.0)); } float2 _tmpvar_444948 = {0, 0}; (_tmpvar_444948 = min(max(lerp(_adjusted_segment_rect_p0_314935, _adjusted_segment_rect_p1_324936, _aPosition), _tmpvar_294933), _tmpvar_304934)); float4 _tmpvar_454949 = {0, 0, 0, 0}; (_tmpvar_454949.zw = float2(0.0, 1.0)); (_tmpvar_454949.xy = _tmpvar_444948); float4 _tmpvar_464950 = {0, 0, 0, 0}; (_tmpvar_464950 = mul(transpose(_transform_m_164920), _tmpvar_454949)); float4 _tmpvar_474951 = {0, 0, 0, 0}; (_tmpvar_474951.xy = ((_tmpvar_464950.xy * _tmpvar_224926.x) + (((-_tmpvar_224926.yz) + _tmpvar_214925.xy) * _tmpvar_464950.w))); (_tmpvar_474951.z = (_ph_z_54909 * _tmpvar_464950.w)); (_tmpvar_474951.w = _tmpvar_464950.w); (gl_Position = mul(transpose(_uTransform), _tmpvar_474951)); float4 _tmpvar_484952 = {0, 0, 0, 0}; (_tmpvar_484952.xy = _area_task_rect_234927._p0); (_tmpvar_484952.zw = _area_task_rect_234927._p1); (_vClipMaskUvBounds = _tmpvar_484952); (_vClipMaskUv = ((_tmpvar_464950.xy * _area_device_pixel_scale_244928) + (_tmpvar_464950.w * (_area_task_rect_234927._p0 - _area_screen_origin_254929)))); int2 _tmpvar_494953 = {0, 0}; (_tmpvar_494953.x = int_ctor((uint_ctor(_tmpvar_154919.x) % 1024))); (_tmpvar_494953.y = int_ctor((uint_ctor(_tmpvar_154919.x) / 1024))); float4 _tmpvar_504954 = {0, 0, 0, 0}; (_tmpvar_504954 = gl_texture2DFetch(_sGpuCache, _tmpvar_494953, 0)); float2 _tmpvar_514955 = {0, 0}; (_tmpvar_514955 = vec2_ctor(gl_texture2DSize(_sColor0, 0))); float2 _tmpvar_524956 = {0, 0}; (_tmpvar_524956 = ((_tmpvar_444948 - _tmpvar_74911.xy) / (_tmpvar_74911.zw - _tmpvar_74911.xy))); int _tmpvar_534957 = {0}; (_tmpvar_534957 = (_tmpvar_154919.x + 2)); int2 _tmpvar_544958 = {0, 0}; (_tmpvar_544958.x = int_ctor((uint_ctor(_tmpvar_534957) % 1024))); (_tmpvar_544958.y = int_ctor((uint_ctor(_tmpvar_534957) / 1024))); float4 _tmpvar_554959 = {0, 0, 0, 0}; (_tmpvar_554959 = lerp(lerp(gl_texture2DFetch(_sGpuCache, _tmpvar_544958, 0), gl_texture2DFetch(_sGpuCache, (_tmpvar_544958 + int2(1, 0)), 0), _tmpvar_524956.x), lerp(gl_texture2DFetch(_sGpuCache, (_tmpvar_544958 + int2(2, 0)), 0), gl_texture2DFetch(_sGpuCache, (_tmpvar_544958 + int2(3, 0)), 0), _tmpvar_524956.x), _tmpvar_524956.y)); float2 _tmpvar_564960 = {0, 0}; (_tmpvar_564960 = lerp(_tmpvar_504954.xy, _tmpvar_504954.zw, (_tmpvar_554959.xy / _tmpvar_554959.w))); float _tmpvar_574961 = {0}; if (((_tmpvar_364940 & 1) != 0)) { (_tmpvar_574961 = 1.0); } else { (_tmpvar_574961 = 0.0); } (_v_uv = ((_tmpvar_564960 / _tmpvar_514955) * lerp(_tmpvar_464950.w, 1.0, _tmpvar_574961))); (_v_opacity_perspective_vec.y = _tmpvar_574961); float4 _tmpvar_584962 = {0, 0, 0, 0}; (_tmpvar_584962.xy = (_tmpvar_504954.xy + float2(0.5, 0.5))); (_tmpvar_584962.zw = (_tmpvar_504954.zw - float2(0.5, 0.5))); (_v_uv_sample_bounds = (_tmpvar_584962 / _tmpvar_514955.xyxy)); (_v_opacity_perspective_vec.x = min(max((float_ctor(_tmpvar_154919.y) / 65536.0), 0.0), 1.0)); (_v_local_pos = _tmpvar_444948); return generateOutput(input); } struct PS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD7; float4 gl_FragCoord : TEXCOORD8; nointerpolation float4 v0 : TEXCOORD0; nointerpolation float4 v1 : TEXCOORD1; nointerpolation float4 v2 : TEXCOORD2; float2 v3 : TEXCOORD3; float2 v4 : TEXCOORD4; float2 v5 : TEXCOORD5; nointerpolation float2 v6 : TEXCOORD6; }; #pragma warning( disable: 3556 3571 ) 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 _vTransformBounds = {0, 0, 0, 0}; static nointerpolation float4 _vClipMaskUvBounds = {0, 0, 0, 0}; static float2 _vClipMaskUv = {0, 0}; static float2 _v_local_pos = {0, 0}; static float2 _v_uv = {0, 0}; static nointerpolation float4 _v_uv_sample_bounds = {0, 0, 0, 0}; static nointerpolation float2 _v_opacity_perspective_vec = {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 @@ 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; _vTransformBounds = input.v0; _vClipMaskUvBounds = input.v1; _v_uv_sample_bounds = input.v2; _vClipMaskUv = input.v3.xy; _v_local_pos = input.v4.xy; _v_uv = input.v5.xy; _v_opacity_perspective_vec = input.v6.xy; float4 _frag_color_14897 = {0, 0, 0, 0}; float2 _tmpvar_24898 = {0, 0}; (_tmpvar_24898 = max((_vTransformBounds.xy - _v_local_pos), (_v_local_pos - _vTransformBounds.zw))); float2 _tmpvar_34899 = {0, 0}; (_tmpvar_34899 = (abs(ddx(_v_local_pos)) + abs(ddy(_v_local_pos)))); (_frag_color_14897 = ((_v_opacity_perspective_vec.x * min(max((0.5 - (max(_tmpvar_24898.x, _tmpvar_24898.y) * rsqrt((0.5 * dot(_tmpvar_34899, _tmpvar_34899))))), 0.0), 1.0)) * gl_texture2D(_sColor0, min(max((_v_uv * lerp(gl_FragCoord.w, 1.0, _v_opacity_perspective_vec.y)), _v_uv_sample_bounds.xy), _v_uv_sample_bounds.zw)))); float _tmpvar_44900 = {0}; if (all(_vClipMaskUvBounds.xy == _vClipMaskUvBounds.zw)) { (_tmpvar_44900 = 1.0); } else { float2 _tmpvar_54901 = {0, 0}; (_tmpvar_54901 = (_vClipMaskUv * gl_FragCoord.w)); bool4 _tmpvar_64902 = {0, 0, 0, 0}; (_tmpvar_64902.xy = (_tmpvar_54901 >= _vClipMaskUvBounds.xy)); (_tmpvar_64902.zw = (_tmpvar_54901 < _vClipMaskUvBounds.zw)); bool _tmpvar_74903 = {0}; (_tmpvar_74903 = all(_tmpvar_64902 == bool4(true, true, true, true))); if ((!_tmpvar_74903)) { (_tmpvar_44900 = 0.0); } else { (_tmpvar_44900 = gl_texture2DFetch(_sClipMask, ivec2_ctor(_tmpvar_54901), 0).x); } } (_frag_color_14897 = (_frag_color_14897 * _tmpvar_44900)); (out_oFragColor = _frag_color_14897); return generateOutput(); } RЛout_oFragColorout_oFragColorяstruct GS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD7; float4 gl_FragCoord : TEXCOORD8; nointerpolation float4 v0 : TEXCOORD0; nointerpolation float4 v1 : TEXCOORD1; nointerpolation float4 v2 : TEXCOORD2; float2 v3 : TEXCOORD3; float2 v4 : TEXCOORD4; float2 v5 : TEXCOORD5; nointerpolation float2 v6 : TEXCOORD6; }; struct GS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD7; float4 gl_FragCoord : TEXCOORD8; nointerpolation float4 v0 : TEXCOORD0; nointerpolation float4 v1 : TEXCOORD1; nointerpolation float4 v2 : TEXCOORD2; float2 v3 : TEXCOORD3; float2 v4 : TEXCOORD4; float2 v5 : TEXCOORD5; nointerpolation float2 v6 : TEXCOORD6; }; 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 = input.v3; output.v4 = input.v4; output.v5 = input.v5; output.v6 = flatinput.v6; output.gl_FragCoord = input.gl_FragCoord; #ifndef ANGLE_POINT_SPRITE_SHADER output.dx_Position = input.dx_Position; #endif // ANGLE_POINT_SPRITE_SHADER } мЭФDXBC У/╝НЛЩяТYОBIЙФ4Tа╕RDEFд■ ┴Ё|     З     Шtextures2Dtextures2D_int4_$GlobalsлллШ╝@╘@р_uTransformMicrosoft (R) HLSL Shader Compiler 10.1ISGND88TEXCOORDлллOSGN °    SV_PositionTEXCOORDлллSHDRXAЦjYFО XpUUXpUUXpUUXpUUXpUUXp33_2_rgЄ eЄ eЄ eЄ eЄ eЄ e2 e┬ e2 e2 h 2Ц@    *┬V@) @ @■U" @ 6┬@-ЄFF~ 2F@6┬@-ЄFF~-rFF~-2FF~+ *В*@)B*@*@°UB*@"*@  6┬@-rFF{ 2F@6┬@-rFF{ 2F@6┬@-rFF{)B*@*@■U"*@ 6┬@-┬Fцt 2F@6┬@-rFF~!B @ *6Є @6r @)B@ *@■U" @ 6┬ @-Є F F~ 2 F @6┬ @-r F Ц|*:@ B@  *6Є FB@)"@"* @ U" @ 6┬ @-Є F F~Є FF  Є @' 2ц  @4Є FF3Є цF 4b 32ц Ц4bж  3┬жV 7 Є F FF  2F@@@7b @└└@АА2 ЦF ┬ ж 7 Є ЎF @╩┌╩┌╩Z╩Z7 ЄЎ@╩┌╩┌╩Z╩ZF7 Є ЎF F 2FАA ц  2 2FFF 42FF32ц F8тV 2 т Vт V┬жV АA8┬Ўж2 2Цц 8B: 6В:FО F"FО FBFО FВFО F┬ АA 8┬Ўж2 2 Цж  ц  @ U" @ 6┬@-ЄFF~=2@F~S ЄF@+ЄF2FАAF2FАAц 2FFB @*@ U"*@ 6┬@-╥FЖ} 2F@6┬@-rFF{rЖАAF2 ╥  2F@6┬@-rFF{ 2F@6┬@-rFF{rFАAF2 rFFrЖАAF2 rVFЖ2Fж 2FАAц 2 2FFFB:@7 B*@А?@2FFВ:АA@А?2 В*::82 ЎF ЄF@??┐┐Є FF+В8  :@А76" АAВ:*8B :@?6Т  6Є F6Є F6Є F 6┬ 6" *>STATtЦ 1рМTDXBCBI1"Ўf_└┐6№Фg·mT4╪Ё$╪RDEFЬ  ┴r\g     samplers2Dtextures2DMicrosoft (R) HLSL Shader Compiler 10.1ллISGN ° SV_PositionTEXCOORDлллOSGN, SV_TARGETллSHDRмA+jZ`XpUUXpUUbВbЄbЄbЄb2b┬b2b2eЄ h @А?А?А?А?:bжАA2цАAц4bV 2ц ┬ж 2ц АБFАБ4"*BFF8B*@?DB*2 "АA*@?8" B АA@А?2 B* 8┬ж 4┬ж3┬жжE Єц F~`8ЄVFbж"*6"@А?8R2ЖF1┬ж ЄF@                2ц FВ :6"@2Ж6┬@-"F~8Є VF>STATt) жУmЩ Я=Щ