2нT▒сCЗ#oЄd C23851a53779dPЛЄН aPosition _uaPosition                UЛїНaData_uaData                \ЛЄН uTransform _uuTransform                                        ^Л sRenderTasks_usRenderTasks                                        ^Л sGpuCache _usGpuCache                                        ^ЛsTransformPalette_usTransformPalette                                        ^ЛsPrimitiveHeadersF_usPrimitiveHeadersF                                        ╩НsPrimitiveHeadersI_usPrimitiveHeadersI                                        ММRЛЄН oFragColor _uoFragColor                    ^Л^Л^Л^Л╩Н    ШФK0щб                                                                                                                                                                                Є!struct VS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; nointerpolation float4 v0 : TEXCOORD0; }; #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); } 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 _sRenderTasks = 0; static const uint _sGpuCache = 1; static const uint _sTransformPalette = 2; static const uint _sPrimitiveHeadersF = 3; uniform Texture2D textures2D[4] : register(t0); uniform SamplerState samplers2D[4] : register(s0); static const uint _sPrimitiveHeadersI = 4; static const uint textureIndexOffset2D_int4_ = 4; static const uint samplerIndexOffset2D_int4_ = 4; uniform Texture2D textures2D_int4_[1] : register(t4); uniform SamplerState samplers2D_int4_[1] : register(s4); #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 _v_color = {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[5] : packoffset(c4); }; 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.v0 = _v_color; return output; } VS_OUTPUT main(VS_INPUT input){ initAttributes(input); int _instance_picture_task_address_14897 = {0}; int _instance_segment_index_24898 = {0}; (_instance_picture_task_address_14897 = (_aData.y >> 16)); (_instance_segment_index_24898 = (_aData.z & 65535)); float _ph_z_34899 = {0}; int2 _tmpvar_44900 = {0, 0}; (_tmpvar_44900.x = int_ctor((2 * (uint_ctor(_aData.x) % 512)))); (_tmpvar_44900.y = int_ctor((uint_ctor(_aData.x) / 512))); float4 _tmpvar_54901 = {0, 0, 0, 0}; (_tmpvar_54901 = gl_texture2DFetch(_sPrimitiveHeadersF, _tmpvar_44900, 0)); float4 _tmpvar_64902 = {0, 0, 0, 0}; (_tmpvar_64902 = gl_texture2DFetch(_sPrimitiveHeadersF, (_tmpvar_44900 + int2(1, 0)), 0)); float2 _tmpvar_74903 = {0, 0}; float2 _tmpvar_84904 = {0, 0}; (_tmpvar_74903 = _tmpvar_54901.xy); (_tmpvar_84904 = _tmpvar_54901.zw); int2 _tmpvar_94905 = {0, 0}; (_tmpvar_94905.x = int_ctor((2 * (uint_ctor(_aData.x) % 512)))); (_tmpvar_94905.y = int_ctor((uint_ctor(_aData.x) / 512))); int4 _tmpvar_104906 = {0, 0, 0, 0}; (_tmpvar_104906 = gl_texture2D_int4_Fetch(_sPrimitiveHeadersI, _tmpvar_94905, 0)); int4 _tmpvar_114907 = {0, 0, 0, 0}; (_tmpvar_114907 = gl_texture2D_int4_Fetch(_sPrimitiveHeadersI, (_tmpvar_94905 + int2(1, 0)), 0)); (_ph_z_34899 = float_ctor(_tmpvar_104906.x)); float4x4 _transform_m_124908 = {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}; bool _transform_is_axis_aligned_134909 = {0}; (_transform_is_axis_aligned_134909 = ((_tmpvar_104906.z >> 24) == 0)); int _tmpvar_144910 = {0}; (_tmpvar_144910 = (_tmpvar_104906.z & 16777215)); int2 _tmpvar_154911 = {0, 0}; (_tmpvar_154911.x = int_ctor((8 * (uint_ctor(_tmpvar_144910) % 128)))); (_tmpvar_154911.y = int_ctor((uint_ctor(_tmpvar_144910) / 128))); (_transform_m_124908[0] = gl_texture2DFetch(_sTransformPalette, _tmpvar_154911, 0)); (_transform_m_124908[1] = gl_texture2DFetch(_sTransformPalette, (_tmpvar_154911 + int2(1, 0)), 0)); (_transform_m_124908[2] = gl_texture2DFetch(_sTransformPalette, (_tmpvar_154911 + int2(2, 0)), 0)); (_transform_m_124908[3] = gl_texture2DFetch(_sTransformPalette, (_tmpvar_154911 + int2(3, 0)), 0)); int2 _tmpvar_164912 = {0, 0}; (_tmpvar_164912.x = int_ctor((2 * (uint_ctor(_instance_picture_task_address_14897) % 512)))); (_tmpvar_164912.y = int_ctor((uint_ctor(_instance_picture_task_address_14897) / 512))); float4 _tmpvar_174913 = {0, 0, 0, 0}; (_tmpvar_174913 = gl_texture2DFetch(_sRenderTasks, _tmpvar_164912, 0)); float4 _tmpvar_184914 = {0, 0, 0, 0}; (_tmpvar_184914 = gl_texture2DFetch(_sRenderTasks, (_tmpvar_164912 + int2(1, 0)), 0)); float2 _tmpvar_194915 = {0, 0}; float2 _tmpvar_204916 = {0, 0}; (_tmpvar_194915 = _tmpvar_64902.xy); (_tmpvar_204916 = _tmpvar_64902.zw); float2 _adjusted_segment_rect_p0_214917 = {0, 0}; float2 _adjusted_segment_rect_p1_224918 = {0, 0}; float2 _segment_rect_p0_234919 = {0, 0}; float2 _segment_rect_p1_244920 = {0, 0}; int _tmpvar_254921 = {0}; (_tmpvar_254921 = (((_aData.z >> 16) >> 12) & 15)); if ((_instance_segment_index_24898 == 65535)) { (_segment_rect_p0_234919 = _tmpvar_74903); (_segment_rect_p1_244920 = _tmpvar_84904); } else { int _tmpvar_264922 = {0}; (_tmpvar_264922 = ((_tmpvar_104906.y + 1) + (_instance_segment_index_24898 * 2))); int2 _tmpvar_274923 = {0, 0}; (_tmpvar_274923.x = int_ctor((uint_ctor(_tmpvar_264922) % 1024))); (_tmpvar_274923.y = int_ctor((uint_ctor(_tmpvar_264922) / 1024))); float4 _tmpvar_284924 = {0, 0, 0, 0}; (_tmpvar_284924 = gl_texture2DFetch(_sGpuCache, _tmpvar_274923, 0)); (_segment_rect_p0_234919 = (_tmpvar_284924.xy + _tmpvar_54901.xy)); (_segment_rect_p1_244920 = (_tmpvar_284924.zw + _tmpvar_54901.xy)); } (_adjusted_segment_rect_p0_214917 = _segment_rect_p0_234919); (_adjusted_segment_rect_p1_224918 = _segment_rect_p1_244920); if ((!_transform_is_axis_aligned_134909)) { bool4 _tmpvar_294925 = {0, 0, 0, 0}; (_tmpvar_294925.x = bool_ctor((_tmpvar_254921 & 1))); (_tmpvar_294925.y = bool_ctor((_tmpvar_254921 & 2))); (_tmpvar_294925.z = bool_ctor((_tmpvar_254921 & 4))); (_tmpvar_294925.w = bool_ctor((_tmpvar_254921 & 8))); float4 _tmpvar_304926 = {0, 0, 0, 0}; (_tmpvar_304926.xy = min(max(_tmpvar_54901.xy, _tmpvar_64902.xy), _tmpvar_64902.zw)); (_tmpvar_304926.zw = min(max(_tmpvar_54901.zw, _tmpvar_64902.xy), _tmpvar_64902.zw)); float4 _tmpvar_314927 = {0, 0, 0, 0}; (_tmpvar_314927.xy = min(max(_segment_rect_p0_234919, _tmpvar_64902.xy), _tmpvar_64902.zw)); (_tmpvar_314927.zw = min(max(_segment_rect_p1_244920, _tmpvar_64902.xy), _tmpvar_64902.zw)); (_vTransformBounds = mix_emu(_tmpvar_304926, _tmpvar_314927, bvec4_ctor(_tmpvar_294925))); float4 _tmpvar_324928 = {0, 0, 0, 0}; (_tmpvar_324928 = mix_emu(float4(0.0, 0.0, 0.0, 0.0), float4(2.0, 2.0, 2.0, 2.0), bvec4_ctor(_tmpvar_294925))); (_adjusted_segment_rect_p0_214917 = (_segment_rect_p0_234919 - _tmpvar_324928.xy)); (_adjusted_segment_rect_p1_224918 = (_segment_rect_p1_244920 + _tmpvar_324928.zw)); (_tmpvar_194915 = float2(-10000000272564224.0, -10000000272564224.0)); (_tmpvar_204916 = float2(10000000272564224.0, 10000000272564224.0)); } float4 _tmpvar_334929 = {0, 0, 0, 0}; (_tmpvar_334929.zw = float2(0.0, 1.0)); (_tmpvar_334929.xy = min(max(lerp(_adjusted_segment_rect_p0_214917, _adjusted_segment_rect_p1_224918, _aPosition), _tmpvar_194915), _tmpvar_204916)); float4 _tmpvar_344930 = {0, 0, 0, 0}; (_tmpvar_344930 = mul(transpose(_transform_m_124908), _tmpvar_334929)); float4 _tmpvar_354931 = {0, 0, 0, 0}; (_tmpvar_354931.xy = ((_tmpvar_344930.xy * _tmpvar_184914.x) + (((-_tmpvar_184914.yz) + _tmpvar_174913.xy) * _tmpvar_344930.w))); (_tmpvar_354931.z = (_ph_z_34899 * _tmpvar_344930.w)); (_tmpvar_354931.w = _tmpvar_344930.w); (gl_Position = mul(transpose(_uTransform), _tmpvar_354931)); int2 _tmpvar_364932 = {0, 0}; (_tmpvar_364932.x = int_ctor((uint_ctor(_tmpvar_104906.y) % 1024))); (_tmpvar_364932.y = int_ctor((uint_ctor(_tmpvar_104906.y) / 1024))); (_v_color = (gl_texture2DFetch(_sGpuCache, _tmpvar_364932, 0) * (float_ctor(_tmpvar_114907.x) / 65535.0))); return generateOutput(input); } wstruct PS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; nointerpolation float4 v0 : TEXCOORD0; }; #pragma warning( disable: 3556 3571 ) #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 _v_color = {0, 0, 0, 0}; static float4 out_oFragColor = {0, 0, 0, 0}; cbuffer DriverConstants : register(b1) { }; @@ PIXEL OUTPUT @@ PS_OUTPUT main(PS_INPUT input){ _v_color = input.v0; (out_oFragColor = _v_color); return generateOutput(); } RЛout_oFragColorout_oFragColor%struct GS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; nointerpolation float4 v0 : TEXCOORD0; }; struct GS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; nointerpolation float4 v0 : TEXCOORD0; }; void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput) { output.gl_Position = input.gl_Position; output.v0 = flatinput.v0; #ifndef ANGLE_POINT_SPRITE_SHADER output.dx_Position = input.dx_Position; 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