.wwwwwwwwwww o=o?Z7842c43ae67baa_indexa_indexR a_position a_positionP a_texCoord a_texCoordPquad\matrixRvertexTexTransform^ s_texturequadquadquadquadmatrixvertexTexTransform s_texture X6  float vec1(int x0) { return float(x0); } float4 vec4(float2 x0, float x1, float x2) { return float4(x0, x1, x2); } int ivec1(float x0) { return int(x0); } // Uniforms uniform float4x4 _matrix : register(c0); uniform float2 _quad[4] : register(c4); uniform float4 _vertexTexTransform : register(c8); #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Attributes static float _a_index = {0}; static float4 _a_position = {0, 0, 0, 0}; static float2 _a_texCoord = {0, 0}; static float4 gl_Position = float4(0, 0, 0, 0); // Varyings static float2 _v_texCoord = {0, 0}; cbuffer DriverConstants : register(b1) { float4 dx_ViewAdjust : packoffset(c1); float2 dx_ViewCoords : packoffset(c2); float2 dx_ViewScale : packoffset(c3); }; ; ; ; ; ; ; ; void gl_main() { int _vertex_index = ivec1(_a_index); float4 _pos = vec4(_quad[ivec1(clamp(vec1(_vertex_index), 0.0, 3.0))], _a_position.z, _a_position.w); (gl_Position = mul(transpose(_matrix), _pos)); float2 _texCoord = _a_texCoord; (_texCoord = ((_texCoord * _vertexTexTransform.zw) + _vertexTexTransform.xy)); (_v_texCoord = _texCoord); } ; @@ VERTEX ATTRIBUTES @@ struct VS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float2 v0 : TEXCOORD0; }; VS_OUTPUT main(VS_INPUT input) { initAttributes(input); gl_main(); 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_texCoord; return output; } float4 vec4(float3 x0, float x1) { return float4(x0, x1); } // Uniforms static const uint _s_texture = 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 // Varyings static float2 _v_texCoord = {0, 0}; static float4 gl_Color[1] = { float4(0, 0, 0, 0) }; cbuffer DriverConstants : register(b1) { struct SamplerMetadata { int baseLevel; int internalFormatBits; int wrapModes; int padding; }; SamplerMetadata samplerMetadata[1] : packoffset(c4); }; #define GL_USES_FRAG_COLOR float4 gl_texture2D(uint samplerIndex, float2 t) { return textures2D[samplerIndex].Sample(samplers2D[samplerIndex], float2(t.x, t.y)); } ; ; void gl_main() { float2 _texCoord = _v_texCoord; float4 _texColor = gl_texture2D(_s_texture, _texCoord); (gl_Color[0] = vec4(_texColor.xyz, 1.0)); } ; struct PS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float2 v0 : TEXCOORD0; }; @@ PIXEL OUTPUT @@ PS_OUTPUT main(PS_INPUT input) { _v_texCoord = input.v0.xy; gl_main(); return generateOutput(); } R gl_Color0 gl_Color[0]struct GS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float2 v0 : TEXCOORD0; }; struct GS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float2 v0 : TEXCOORD0; }; void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput) { output.gl_Position = input.gl_Position; output.v0 = input.v0; #ifndef ANGLE_POINT_SPRITE_SHADER output.dx_Position = input.dx_Position; #endif // ANGLE_POINT_SPRITE_SHADER } QTRDXBCOc((E4xRDEFh<RD11< ($ \$Globals\@ 0@8@d_matrixfloat4x4_quadfloat26_vertexTexTransformfloat4xMicrosoft (R) HLSL Shader Compiler 6.3.9600.18611ISGN\PP PTEXCOORDOSGNhP\\ SV_PositionTEXCOORDSHEX,PjYF ___2g e e2 hC 4 @3 @@@ 62F  6BF FF F:*8B  @?F F"F F6  6" A6 F2 2 F F >STAT DXBC8!t5/SF ;D4xTRDEF<RD11< ($ | samplers2D[0]textures2D[0]Microsoft (R) HLSL Shader Compiler 6.3.9600.18611ISGNhP\\SV_PositionTEXCOORDOSGN, SV_TARGETSHEXP(jZ`XpUUb2e hECUrFF~`6r F6 @?>STAT" &Hnp[ gLKa3 &Ж a_texCoord" a_texCoord(0B, (a_index"a_index(0B3 &Җ a_position" a_position(0B Жquad"quad(0B ܖmatrix"matrix(0B8 6ҖvertexTexTransform"vertexTexTransform(0B", &Ж v_texCoord" v_texCoord(0B". (Җ gl_Position" gl_Position(0B* B\"ſPP$ "ޖ s_texture" s_texture(0B", &Ж v_texCoord" v_texCoord(0B*7 *Җ gl_FragColor" gl_FragColor(0B087 !\knr+842c43ae67baa_indexa_indexR a_position a_positionPquad\matrixRcolorquadquadquadquadmatrixcolorX6  rfloat vec1(int x0) { return float(x0); } float4 vec4(float2 x0, float x1, float x2) { return float4(x0, x1, x2); } int ivec1(float x0) { return int(x0); } // Uniforms uniform float4x4 _matrix : register(c0); uniform float2 _quad[4] : register(c4); #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Attributes static float _a_index = {0}; static float4 _a_position = {0, 0, 0, 0}; static float4 gl_Position = float4(0, 0, 0, 0); // Varyings cbuffer DriverConstants : register(b1) { float4 dx_ViewAdjust : packoffset(c1); float2 dx_ViewCoords : packoffset(c2); float2 dx_ViewScale : packoffset(c3); }; ; ; ; ; void gl_main() { int _vertex_index = ivec1(_a_index); float4 _pos = vec4(_quad[ivec1(clamp(vec1(_vertex_index), 0.0, 3.0))], _a_position.z, _a_position.w); (gl_Position = mul(transpose(_matrix), _pos)); } ; @@ VERTEX ATTRIBUTES @@ struct VS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD0; }; VS_OUTPUT main(VS_INPUT input) { initAttributes(input); gl_main(); 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; return output; } K// Uniforms uniform float4 _color : register(c0); #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Varyings static float4 gl_Color[1] = { float4(0, 0, 0, 0) }; cbuffer DriverConstants : register(b1) { }; #define GL_USES_FRAG_COLOR ; void gl_main() { float4 _texColor = _color; (gl_Color[0] = _texColor); } ; struct PS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD0; }; @@ PIXEL OUTPUT @@ PS_OUTPUT main(PS_INPUT input) { gl_main(); return generateOutput(); } R gl_Color0 gl_Color[0]struct GS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD0; }; struct GS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD0; }; void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput) { output.gl_Position = input.gl_Position; #ifndef ANGLE_POINT_SPRITE_SHADER output.dx_Position = input.dx_Position; #endif // ANGLE_POINT_SPRITE_SHADER } QTDXBCIAZ rS4P@RDEFph<<RD11< ($ \$Globals\@@8_matrixfloat4x4_quadfloat2Microsoft (R) HLSL Shader Compiler 6.3.9600.18611ISGND88 TEXCOORDOSGNP8DSV_PositionTEXCOORDSHEXPzjYF __g e hC 4 @3 @@@ 62F  6BF FF F:*8B  @?F F"F F6  6" A6 F>STAT DXBCosiʌ|[hv4L$RDEFh<RD11< ($ \$Globals\_colorfloat4Microsoft (R) HLSL Shader Compiler 6.3.9600.18611ISGNP8DSV_PositionTEXCOORDOSGN, SV_TARGETSHEXDPjYF e 6 F >STAT" į| >5vU\, (a_index"a_index(0B3 &Җ a_position" a_position(0B Жquad"quad(0B ܖmatrix"matrix(0B". (Җ gl_Position" gl_Position(0B*o $Ȇ+`C)b ҲO Җcolor"color(0B*7 *Җ gl_FragColor" gl_FragColor(0B08+ Br0TW5sBR39842c43ae67baa_indexa_indexR a_position a_positionP a_texCoord a_texCoordPquad\matrixRvertexTexTransformalpha^ s_texturequadquadquadquadmatrixvertexTexTransformalpha s_texture X6  float vec1(int x0) { return float(x0); } float4 vec4(float2 x0, float x1, float x2) { return float4(x0, x1, x2); } int ivec1(float x0) { return int(x0); } // Uniforms uniform float4x4 _matrix : register(c0); uniform float2 _quad[4] : register(c4); uniform float4 _vertexTexTransform : register(c8); #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Attributes static float _a_index = {0}; static float4 _a_position = {0, 0, 0, 0}; static float2 _a_texCoord = {0, 0}; static float4 gl_Position = float4(0, 0, 0, 0); // Varyings static float2 _v_texCoord = {0, 0}; cbuffer DriverConstants : register(b1) { float4 dx_ViewAdjust : packoffset(c1); float2 dx_ViewCoords : packoffset(c2); float2 dx_ViewScale : packoffset(c3); }; ; ; ; ; ; ; ; void gl_main() { int _vertex_index = ivec1(_a_index); float4 _pos = vec4(_quad[ivec1(clamp(vec1(_vertex_index), 0.0, 3.0))], _a_position.z, _a_position.w); (gl_Position = mul(transpose(_matrix), _pos)); float2 _texCoord = _a_texCoord; (_texCoord = ((_texCoord * _vertexTexTransform.zw) + _vertexTexTransform.xy)); (_v_texCoord = _texCoord); } ; @@ VERTEX ATTRIBUTES @@ struct VS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float2 v0 : TEXCOORD0; }; VS_OUTPUT main(VS_INPUT input) { initAttributes(input); gl_main(); 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_texCoord; return output; } // Uniforms uniform float _alpha : register(c0); static const uint _s_texture = 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 // Varyings static float2 _v_texCoord = {0, 0}; static float4 gl_Color[1] = { float4(0, 0, 0, 0) }; cbuffer DriverConstants : register(b1) { struct SamplerMetadata { int baseLevel; int internalFormatBits; int wrapModes; int padding; }; SamplerMetadata samplerMetadata[1] : packoffset(c4); }; #define GL_USES_FRAG_COLOR float4 gl_texture2D(uint samplerIndex, float2 t) { return textures2D[samplerIndex].Sample(samplers2D[samplerIndex], float2(t.x, t.y)); } ; ; ; void gl_main() { float2 _texCoord = _v_texCoord; float4 _texColor = gl_texture2D(_s_texture, _texCoord); (_texColor = (_texColor * _alpha)); (gl_Color[0] = _texColor); } ; struct PS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float2 v0 : TEXCOORD0; }; @@ PIXEL OUTPUT @@ PS_OUTPUT main(PS_INPUT input) { _v_texCoord = input.v0.xy; gl_main(); return generateOutput(); } R gl_Color0 gl_Color[0]struct GS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float2 v0 : TEXCOORD0; }; struct GS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float2 v0 : TEXCOORD0; }; void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput) { output.gl_Position = input.gl_Position; output.v0 = input.v0; #ifndef ANGLE_POINT_SPRITE_SHADER output.dx_Position = input.dx_Position; #endif // ANGLE_POINT_SPRITE_SHADER } QTRDXBCOc((E4xRDEFh<RD11< ($ \$Globals\@ 0@8@d_matrixfloat4x4_quadfloat26_vertexTexTransformfloat4xMicrosoft (R) HLSL Shader Compiler 6.3.9600.18611ISGN\PP PTEXCOORDOSGNhP\\ SV_PositionTEXCOORDSHEX,PjYF ___2g e e2 hC 4 @3 @@@ 62F  6BF FF F:*8B  @?F F"F F6  6" A6 F2 2 F F >STAT DXBC8݂)zAH4LRDEFl<8RD11< ($  samplers2D[0]textures2D[0]$Globals_alphafloat Microsoft (R) HLSL Shader Compiler 6.3.9600.18611ISGNhP\\SV_PositionTEXCOORDOSGN, SV_TARGETSHEXP*jYF Z`XpUUb2e hECUFF~`8 F >STAT" &Hnp[ gLKa3 &Ж a_texCoord" a_texCoord(0B, (a_index"a_index(0B3 &Җ a_position" a_position(0B Жquad"quad(0B ܖmatrix"matrix(0B8 6ҖvertexTexTransform"vertexTexTransform(0B", &Ж v_texCoord" v_texCoord(0B". (Җ gl_Position" gl_Position(0B* ȕƠ~J_:҉$ "ޖ s_texture" s_texture(0B (alpha"alpha(0B", &Ж v_texCoord" v_texCoord(0B*7 *Җ gl_FragColor" gl_FragColor(0B089 yiwlJ=JVHص=(842c43ae67baP inPosition inPositionRinColorinColorRurtAdjustment_Stage0urtAdjustment_Stage0X6  float4 vec4(float x0, float x1, float x2, float x3) { return float4(x0, x1, x2, x3); } // Uniforms uniform float4 _urtAdjustment_Stage0 : register(c0); #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Attributes static float4 _inColor = {0, 0, 0, 0}; static float2 _inPosition = {0, 0}; static float4 gl_Position = float4(0, 0, 0, 0); // Varyings static float4 _vcolor_Stage0 = {0, 0, 0, 0}; cbuffer DriverConstants : register(b1) { float4 dx_ViewAdjust : packoffset(c1); float2 dx_ViewCoords : packoffset(c2); float2 dx_ViewScale : packoffset(c3); }; ; ; ; ; ; void gl_main() { float4 _color = _inColor; (_vcolor_Stage0 = _color); float2 _pos2 = _inPosition; (gl_Position = vec4(((_pos2.x * _urtAdjustment_Stage0.x) + _urtAdjustment_Stage0.y), ((_pos2.y * _urtAdjustment_Stage0.z) + _urtAdjustment_Stage0.w), 0.0, 1.0)); } ; @@ VERTEX ATTRIBUTES @@ struct VS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float4 v0 : TEXCOORD0; }; VS_OUTPUT main(VS_INPUT input) { initAttributes(input); gl_main(); 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 = _vcolor_Stage0; return output; } #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Varyings static float4 _vcolor_Stage0 = {0, 0, 0, 0}; static float4 gl_Color[1] = { float4(0, 0, 0, 0) }; cbuffer DriverConstants : register(b1) { }; #define GL_USES_FRAG_COLOR ; void gl_main() { float4 _outputColor_Stage0 = {0, 0, 0, 0}; { (_outputColor_Stage0 = _vcolor_Stage0); } { (gl_Color[0] = _outputColor_Stage0); } } ; struct PS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float4 v0 : TEXCOORD0; }; @@ PIXEL OUTPUT @@ PS_OUTPUT main(PS_INPUT input) { _vcolor_Stage0 = input.v0; gl_main(); return generateOutput(); } R gl_Color0 gl_Color[0]struct GS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float4 v0 : TEXCOORD0; }; struct GS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float4 v0 : TEXCOORD0; }; void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput) { output.gl_Position = input.gl_Position; output.v0 = input.v0; #ifndef ANGLE_POINT_SPRITE_SHADER output.dx_Position = input.dx_Position; #endif // ANGLE_POINT_SPRITE_SHADER } RTDXBCdMmok4\HRDEF h<RD11< ($ \$Globals\_urtAdjustment_Stage0float4Microsoft (R) HLSL Shader Compiler 6.3.9600.18611ISGND88TEXCOORDOSGNhP\\SV_PositionTEXCOORDSHEX(PJjYF _2_g e e h6 @??2 2F օ 6" A6  62 F6 @?6 F>STAT0DXBC?ú9Z]b<04PRDEFp<<RD11< ($ Microsoft (R) HLSL Shader Compiler 6.3.9600.18611ISGNhP\\SV_PositionTEXCOORDOSGN, SV_TARGETSHEX<Pjbe 6 F>STAT" Fy *3:j(- ҖinColor"inColor(0B3 &Ж inPosition" inPosition(0B7 *Ж inLocalCoord" inLocalCoord(0B< :ҖurtAdjustment_Stage0"urtAdjustment_Stage0(0B"2 ,Җ vcolor_Stage0" vcolor_Stage0(0B". (Җ gl_Position" gl_Position(0B*   ::k%"2 ,Җ vcolor_Stage0" vcolor_Stage0(0B*7 *Җ gl_FragColor" gl_FragColor(0B08( j\U\m*ƟU:W842c43ae67baa_indexa_indexR a_position a_positionPquad\matrixQedgeRviewportRvertexTexTransformRfragmentTexTransformalpha^ s_texturequadquadquadquadmatrixedgeedgeedgeedgeedgeedgeedgeedgeviewportvertexTexTransformfragmentTexTransformalpha s_texture X6   > float vec1(int x0) { return float(x0); } float3 vec3(float2 x0, float x1) { return float3(x0, x1); } float4 vec4(float x0, float x1, float x2, float x3) { return float4(x0, x1, x2, x3); } float4 vec4(float2 x0, float x1, float x2) { return float4(x0, x1, x2); } int ivec1(float x0) { return int(x0); } // Uniforms uniform float3 _edge[8] : register(c0); uniform float4x4 _matrix : register(c8); uniform float2 _quad[4] : register(c12); uniform float4 _vertexTexTransform : register(c16); uniform float4 _viewport : register(c17); #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Attributes static float _a_index = {0}; static float4 _a_position = {0, 0, 0, 0}; static float4 gl_Position = float4(0, 0, 0, 0); // Varyings static float4 _edge_dist[2] = {0, 0, 0, 0, 0, 0, 0, 0}; static float2 _v_texCoord = {0, 0}; cbuffer DriverConstants : register(b1) { float4 dx_ViewAdjust : packoffset(c1); float2 dx_ViewCoords : packoffset(c2); float2 dx_ViewScale : packoffset(c3); }; ; ; ; ; ; ; ; ; ; void gl_main() { int _vertex_index = ivec1(_a_index); float4 _pos = vec4(_quad[ivec1(clamp(vec1(_vertex_index), 0.0, 3.0))], _a_position.z, _a_position.w); (gl_Position = mul(transpose(_matrix), _pos)); float2 _ndc_pos = (0.5 * (1.0 + (gl_Position.xy / gl_Position.w))); float3 _screen_pos = vec3((_viewport.xy + (_viewport.zw * _ndc_pos)), 1.0); (_edge_dist[0] = (vec4(dot(_edge[0], _screen_pos), dot(_edge[1], _screen_pos), dot(_edge[2], _screen_pos), dot(_edge[3], _screen_pos)) * gl_Position.w)); (_edge_dist[1] = (vec4(dot(_edge[4], _screen_pos), dot(_edge[5], _screen_pos), dot(_edge[6], _screen_pos), dot(_edge[7], _screen_pos)) * gl_Position.w)); float2 _texCoord = _pos.xy; (_texCoord = ((_texCoord * _vertexTexTransform.zw) + _vertexTexTransform.xy)); (_v_texCoord = _texCoord); } ; @@ VERTEX ATTRIBUTES @@ struct VS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD3; float4 gl_FragCoord : TEXCOORD4; float4 v0 : TEXCOORD0; float4 v1 : TEXCOORD1; float2 v2 : TEXCOORD2; }; VS_OUTPUT main(VS_INPUT input) { initAttributes(input); gl_main(); 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 = _edge_dist[0]; output.v1 = _edge_dist[1]; output.v2 = _v_texCoord; return output; } // Uniforms uniform float _alpha : register(c0); uniform float4 _fragmentTexTransform : register(c1); static const uint _s_texture = 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 // Varyings static float4 _edge_dist[2] = {0, 0, 0, 0, 0, 0, 0, 0}; static float2 _v_texCoord = {0, 0}; static float4 gl_Color[1] = { float4(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; }; SamplerMetadata samplerMetadata[1] : packoffset(c4); }; #define GL_USES_FRAG_COLOR float4 gl_texture2D(uint samplerIndex, float2 t) { return textures2D[samplerIndex].Sample(samplers2D[samplerIndex], float2(t.x, t.y)); } #define GL_USES_FRAG_COORD ; ; ; ; ; void gl_main() { float2 _texCoord = ((clamp(_v_texCoord, 0.0, 1.0) * _fragmentTexTransform.zw) + _fragmentTexTransform.xy); float4 _texColor = gl_texture2D(_s_texture, _texCoord); float4 _d4 = min(_edge_dist[0], _edge_dist[1]); float2 _d2 = min(_d4.xz, _d4.yw); float _aa = clamp((gl_FragCoord.w * min(_d2.x, _d2.y)), 0.0, 1.0); (_texColor = ((_texColor * _alpha) * _aa)); (gl_Color[0] = _texColor); } ; struct PS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD3; float4 gl_FragCoord : TEXCOORD4; float4 v0 : TEXCOORD0; float4 v1 : TEXCOORD1; float2 v2 : TEXCOORD2; }; @@ 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; _edge_dist[0] = input.v0; _edge_dist[1] = input.v1; _v_texCoord = input.v2.xy; gl_main(); return generateOutput(); } R gl_Color0 gl_Color[0]struct GS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD3; float4 gl_FragCoord : TEXCOORD4; float4 v0 : TEXCOORD0; float4 v1 : TEXCOORD1; float2 v2 : TEXCOORD2; }; struct GS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD3; float4 gl_FragCoord : TEXCOORD4; float4 v0 : TEXCOORD0; float4 v1 : TEXCOORD1; float2 v2 : TEXCOORD2; }; void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput) { output.gl_Position = input.gl_Position; output.v0 = input.v0; output.v1 = input.v1; output.v2 = input.v2; output.gl_FragCoord = input.gl_FragCoord; #ifndef ANGLE_POINT_SPRITE_SHADER output.dx_Position = input.dx_Position; #endif // ANGLE_POINT_SPRITE_SHADER } QTDXBCD NB&"m 4RDEFdh<2RD11< ($ \$Globals\ H|X|@8(_edgefloat3N_matrixfloat4x4_quadfloat2_vertexTexTransformfloat4_viewportMicrosoft (R) HLSL Shader Compiler 6.3.9600.18611ISGND88 TEXCOORDOSGN SV_PositionTEXCOORDSHEXlPjYF __g e e e e e2 hC 4 @3 @@@ 62F  22 F   F 6F F"F F8 2F@?F FBF F6 F B:*8B *@?6"2F 2F@??82F 2 2F@??F 6 F6 F6B@?F F"F FBF FF F8 FF F"F FBF FF F8 F>STAT"dDXBC[TkilI߼59d4RDEF<RD11< ($  samplers2D[0]textures2D[0]$Globals ,<`_alphafloat3_fragmentTexTransformfloat4vMicrosoft (R) HLSL Shader Compiler 6.3.9600.18611ISGNSV_PositionTEXCOORDOSGN, SV_TARGETSHEXPpjYF Z`XpUUbbbb2e h3FF323  "@????:8  6 b2 bV  ECUF~`8F 8 F>STAT " 3uG6Uh], (a_index"a_index(0B3 &Җ a_position" a_position(0B Жquad"quad(0B іedge"edge(0B ܖmatrix"matrix(0B$ "Җviewport"viewport(0B8 6ҖvertexTexTransform"vertexTexTransform(0B"* $Җ edge_dist" edge_dist(0B", &Ж v_texCoord" v_texCoord(0B". (Җ gl_Position" gl_Position(0B* ]"e3-vbd#d~< :ҖfragmentTexTransform"fragmentTexTransform(0B$ "ޖ s_texture" s_texture(0B (alpha"alpha(0B"0 *Җ gl_FragCoord" gl_FragCoord(0B", &Ж v_texCoord" v_texCoord(0B"* $Җ edge_dist" edge_dist(0B*7 *Җ gl_FragColor" gl_FragColor(0B08W w)}o3N?842c43ae67baP inPosition inPositionRinColorinColorP inLocalCoord inLocalCoordRurtAdjustment_Stage0[uCoordTransformMatrix_0_Stage0RuTexDom_Stage1^uTextureSampler_0_Stage1urtAdjustment_Stage0uCoordTransformMatrix_0_Stage0uTexDom_Stage1uTextureSampler_0_Stage1 X6  Kfloat3 vec3(float2 x0, float x1) { return float3(x0, x1); } float4 vec4(float x0, float x1, float x2, float x3) { return float4(x0, x1, x2, x3); } // Uniforms uniform float3x3 _uCoordTransformMatrix_0_Stage0 : register(c0); uniform float4 _urtAdjustment_Stage0 : register(c3); #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Attributes static float4 _inColor = {0, 0, 0, 0}; static float2 _inLocalCoord = {0, 0}; static float2 _inPosition = {0, 0}; static float4 gl_Position = float4(0, 0, 0, 0); // Varyings static float2 _vTransformedCoords_0_Stage0 = {0, 0}; static float4 _vcolor_Stage0 = {0, 0, 0, 0}; cbuffer DriverConstants : register(b1) { float4 dx_ViewAdjust : packoffset(c1); float2 dx_ViewCoords : packoffset(c2); float2 dx_ViewScale : packoffset(c3); }; ; ; ; ; ; ; ; void gl_main() { float4 _color = _inColor; (_vcolor_Stage0 = _color); float2 _pos2 = _inPosition; (_vTransformedCoords_0_Stage0 = mul(transpose(_uCoordTransformMatrix_0_Stage0), vec3(_inLocalCoord, 1.0)).xy); (gl_Position = vec4(((_pos2.x * _urtAdjustment_Stage0.x) + _urtAdjustment_Stage0.y), ((_pos2.y * _urtAdjustment_Stage0.z) + _urtAdjustment_Stage0.w), 0.0, 1.0)); } ; @@ VERTEX ATTRIBUTES @@ struct VS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD2; float4 v0 : TEXCOORD0; float2 v1 : TEXCOORD1; }; VS_OUTPUT main(VS_INPUT input) { initAttributes(input); gl_main(); 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 = _vcolor_Stage0; output.v1 = _vTransformedCoords_0_Stage0; return output; } '// Uniforms uniform float4 _uTexDom_Stage1 : register(c0); static const uint _uTextureSampler_0_Stage1 = 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 // Varyings static float2 _vTransformedCoords_0_Stage0 = {0, 0}; static float4 _vcolor_Stage0 = {0, 0, 0, 0}; static float4 gl_Color[1] = { float4(0, 0, 0, 0) }; cbuffer DriverConstants : register(b1) { struct SamplerMetadata { int baseLevel; int internalFormatBits; int wrapModes; int padding; }; SamplerMetadata samplerMetadata[1] : packoffset(c4); }; #define GL_USES_FRAG_COLOR float4 gl_texture2D(uint samplerIndex, float2 t) { return textures2D[samplerIndex].Sample(samplers2D[samplerIndex], float2(t.x, t.y)); } ; ; ; ; void gl_main() { float4 _outputColor_Stage0 = {0, 0, 0, 0}; { (_outputColor_Stage0 = _vcolor_Stage0); } float4 _output_Stage1 = {0, 0, 0, 0}; { { bool4 _outside = {0, 0, 0, 0}; (_outside.xy = (_vTransformedCoords_0_Stage0 < _uTexDom_Stage1.xy)); (_outside.zw = (_vTransformedCoords_0_Stage0 > _uTexDom_Stage1.zw)); float4 s901 = {0, 0, 0, 0}; if (any(_outside)) { (s901 = float4(0.0, 0.0, 0.0, 0.0)); } else { (s901 = (_outputColor_Stage0 * gl_texture2D(_uTextureSampler_0_Stage1, _vTransformedCoords_0_Stage0))); } (_output_Stage1 = s901); } } { (gl_Color[0] = _output_Stage1); } } ; struct PS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD2; float4 v0 : TEXCOORD0; float2 v1 : TEXCOORD1; }; @@ PIXEL OUTPUT @@ PS_OUTPUT main(PS_INPUT input) { _vcolor_Stage0 = input.v0; _vTransformedCoords_0_Stage0 = input.v1.xy; gl_main(); return generateOutput(); } R gl_Color0 gl_Color[0]Rstruct GS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD2; float4 v0 : TEXCOORD0; float2 v1 : TEXCOORD1; }; struct GS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD2; float4 v0 : TEXCOORD0; float2 v1 : TEXCOORD1; }; void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput) { output.gl_Position = input.gl_Position; output.v0 = input.v0; output.v1 = input.v1; #ifndef ANGLE_POINT_SPRITE_SHADER output.dx_Position = input.dx_Position; #endif // ANGLE_POINT_SPRITE_SHADER } RTR DXBC}NA8 48pRDEFh<dRD11< ($ \$Globals\@, 0@_uCoordTransformMatrix_0_Stage0float3x3_urtAdjustment_Stage0float46Microsoft (R) HLSL Shader Compiler 6.3.9600.18611ISGN\PPPTEXCOORDOSGNhttt SV_PositionTEXCOORDSHEXPjjYF _2__2g e e e2 h6 @??2 2F օ 6" A6  62 F6 @?6 F62F6B@? F F" F F>STAT lDXBC=z_gzGT Zl48lRDEFt<@RD11< ($  samplers2D[0]textures2D[0]$Globals_uTexDom_Stage1float4Microsoft (R) HLSL Shader Compiler 6.3.9600.18611ISGNhtttSV_PositionTEXCOORDOSGN, SV_TARGETSHEX\PWjYF Z`XpUUbb2e h12FF 1 <2 F<  6 @ECUFF~`8 FF>STAT " ;2 Çr}yݠ- ҖinColor"inColor(0B3 &Ж inPosition" inPosition(0B7 *Ж inLocalCoord" inLocalCoord(0BP NۖuCoordTransformMatrix_0_Stage0"uCoordTransformMatrix_0_Stage0(0B< :ҖurtAdjustment_Stage0"urtAdjustment_Stage0(0B"2 ,Җ vcolor_Stage0" vcolor_Stage0(0B"N HЖvTransformedCoords_0_Stage0"vTransformedCoords_0_Stage0(0B". (Җ gl_Position" gl_Position(0B* YltV]89+ 1y0 .ҖuTexDom_Stage1"uTexDom_Stage1(0BB @ޖuTextureSampler_0_Stage1"uTextureSampler_0_Stage1(0B"2 ,Җ vcolor_Stage0" vcolor_Stage0(0B"N HЖvTransformedCoords_0_Stage0"vTransformedCoords_0_Stage0(0B*7 *Җ gl_FragColor" gl_FragColor(0B08? |?wfX^," 9842c43ae67baP inPosition inPositionRinColorinColorP inLocalCoord inLocalCoordRurtAdjustment_Stage0[uCoordTransformMatrix_0_Stage0^uTextureSampler_0_Stage1urtAdjustment_Stage0uCoordTransformMatrix_0_Stage0uTextureSampler_0_Stage1 X6  Kfloat3 vec3(float2 x0, float x1) { return float3(x0, x1); } float4 vec4(float x0, float x1, float x2, float x3) { return float4(x0, x1, x2, x3); } // Uniforms uniform float3x3 _uCoordTransformMatrix_0_Stage0 : register(c0); uniform float4 _urtAdjustment_Stage0 : register(c3); #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Attributes static float4 _inColor = {0, 0, 0, 0}; static float2 _inLocalCoord = {0, 0}; static float2 _inPosition = {0, 0}; static float4 gl_Position = float4(0, 0, 0, 0); // Varyings static float2 _vTransformedCoords_0_Stage0 = {0, 0}; static float4 _vcolor_Stage0 = {0, 0, 0, 0}; cbuffer DriverConstants : register(b1) { float4 dx_ViewAdjust : packoffset(c1); float2 dx_ViewCoords : packoffset(c2); float2 dx_ViewScale : packoffset(c3); }; ; ; ; ; ; ; ; void gl_main() { float4 _color = _inColor; (_vcolor_Stage0 = _color); float2 _pos2 = _inPosition; (_vTransformedCoords_0_Stage0 = mul(transpose(_uCoordTransformMatrix_0_Stage0), vec3(_inLocalCoord, 1.0)).xy); (gl_Position = vec4(((_pos2.x * _urtAdjustment_Stage0.x) + _urtAdjustment_Stage0.y), ((_pos2.y * _urtAdjustment_Stage0.z) + _urtAdjustment_Stage0.w), 0.0, 1.0)); } ; @@ VERTEX ATTRIBUTES @@ struct VS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD2; float4 v0 : TEXCOORD0; float2 v1 : TEXCOORD1; }; VS_OUTPUT main(VS_INPUT input) { initAttributes(input); gl_main(); 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 = _vcolor_Stage0; output.v1 = _vTransformedCoords_0_Stage0; return output; } // Uniforms static const uint _uTextureSampler_0_Stage1 = 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 // Varyings static float2 _vTransformedCoords_0_Stage0 = {0, 0}; static float4 _vcolor_Stage0 = {0, 0, 0, 0}; static float4 gl_Color[1] = { float4(0, 0, 0, 0) }; cbuffer DriverConstants : register(b1) { struct SamplerMetadata { int baseLevel; int internalFormatBits; int wrapModes; int padding; }; SamplerMetadata samplerMetadata[1] : packoffset(c4); }; #define GL_USES_FRAG_COLOR float4 gl_texture2D(uint samplerIndex, float2 t) { return textures2D[samplerIndex].Sample(samplers2D[samplerIndex], float2(t.x, t.y)); } ; ; ; void gl_main() { float4 _outputColor_Stage0 = {0, 0, 0, 0}; { (_outputColor_Stage0 = _vcolor_Stage0); } float4 _output_Stage1 = {0, 0, 0, 0}; { (_output_Stage1 = (_outputColor_Stage0 * gl_texture2D(_uTextureSampler_0_Stage1, _vTransformedCoords_0_Stage0).xyzw)); } { (gl_Color[0] = _output_Stage1); } } ; struct PS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD2; float4 v0 : TEXCOORD0; float2 v1 : TEXCOORD1; }; @@ PIXEL OUTPUT @@ PS_OUTPUT main(PS_INPUT input) { _vcolor_Stage0 = input.v0; _vTransformedCoords_0_Stage0 = input.v1.xy; gl_main(); return generateOutput(); } R gl_Color0 gl_Color[0]Rstruct GS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD2; float4 v0 : TEXCOORD0; float2 v1 : TEXCOORD1; }; struct GS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD2; float4 v0 : TEXCOORD0; float2 v1 : TEXCOORD1; }; void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput) { output.gl_Position = input.gl_Position; output.v0 = input.v0; output.v1 = input.v1; #ifndef ANGLE_POINT_SPRITE_SHADER output.dx_Position = input.dx_Position; #endif // ANGLE_POINT_SPRITE_SHADER } RTR DXBC}NA8 48pRDEFh<dRD11< ($ \$Globals\@, 0@_uCoordTransformMatrix_0_Stage0float3x3_urtAdjustment_Stage0float46Microsoft (R) HLSL Shader Compiler 6.3.9600.18611ISGN\PPPTEXCOORDOSGNhttt SV_PositionTEXCOORDSHEXPjjYF _2__2g e e e2 h6 @??2 2F օ 6" A6  62 F6 @?6 F62F6B@? F F" F F>STAT DXBC݀mwώ[4lRDEF<RD11< ($ | samplers2D[0]textures2D[0]Microsoft (R) HLSL Shader Compiler 6.3.9600.18611ISGNhtttSV_PositionTEXCOORDOSGN, SV_TARGETSHEXP(jZ`XpUUbb2e hECUFF~`8 FF>STAT" ;2 Çr}yݠ- ҖinColor"inColor(0B3 &Ж inPosition" inPosition(0B7 *Ж inLocalCoord" inLocalCoord(0BP NۖuCoordTransformMatrix_0_Stage0"uCoordTransformMatrix_0_Stage0(0B< :ҖurtAdjustment_Stage0"urtAdjustment_Stage0(0B"2 ,Җ vcolor_Stage0" vcolor_Stage0(0B"N HЖvTransformedCoords_0_Stage0"vTransformedCoords_0_Stage0(0B". (Җ gl_Position" gl_Position(0B* -暞)P=fTG B @ޖuTextureSampler_0_Stage1"uTextureSampler_0_Stage1(0B"2 ,Җ vcolor_Stage0" vcolor_Stage0(0B"N HЖvTransformedCoords_0_Stage0"vTransformedCoords_0_Stage0(0B*7 *Җ gl_FragColor" gl_FragColor(0B089 7]ʝq&(~ n842c43ae67baP inPosition inPositionRinColorinColorP inLocalCoord inLocalCoordRurtAdjustment_Stage0[uCoordTransformMatrix_0_Stage0PuImageIncrement_Stage1RuKernel_Stage1^uTextureSampler_0_Stage1 urtAdjustment_Stage0uCoordTransformMatrix_0_Stage0uImageIncrement_Stage1uKernel_Stage1uKernel_Stage1uKernel_Stage1uKernel_Stage1uKernel_Stage1uKernel_Stage1uTextureSampler_0_Stage1 X6  Kfloat3 vec3(float2 x0, float x1) { return float3(x0, x1); } float4 vec4(float x0, float x1, float x2, float x3) { return float4(x0, x1, x2, x3); } // Uniforms uniform float3x3 _uCoordTransformMatrix_0_Stage0 : register(c0); uniform float4 _urtAdjustment_Stage0 : register(c3); #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Attributes static float4 _inColor = {0, 0, 0, 0}; static float2 _inLocalCoord = {0, 0}; static float2 _inPosition = {0, 0}; static float4 gl_Position = float4(0, 0, 0, 0); // Varyings static float2 _vTransformedCoords_0_Stage0 = {0, 0}; static float4 _vcolor_Stage0 = {0, 0, 0, 0}; cbuffer DriverConstants : register(b1) { float4 dx_ViewAdjust : packoffset(c1); float2 dx_ViewCoords : packoffset(c2); float2 dx_ViewScale : packoffset(c3); }; ; ; ; ; ; ; ; void gl_main() { float4 _color = _inColor; (_vcolor_Stage0 = _color); float2 _pos2 = _inPosition; (_vTransformedCoords_0_Stage0 = mul(transpose(_uCoordTransformMatrix_0_Stage0), vec3(_inLocalCoord, 1.0)).xy); (gl_Position = vec4(((_pos2.x * _urtAdjustment_Stage0.x) + _urtAdjustment_Stage0.y), ((_pos2.y * _urtAdjustment_Stage0.z) + _urtAdjustment_Stage0.w), 0.0, 1.0)); } ; @@ VERTEX ATTRIBUTES @@ struct VS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD2; float4 v0 : TEXCOORD0; float2 v1 : TEXCOORD1; }; VS_OUTPUT main(VS_INPUT input) { initAttributes(input); gl_main(); 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 = _vcolor_Stage0; output.v1 = _vTransformedCoords_0_Stage0; return output; } // Uniforms uniform float2 _uImageIncrement_Stage1 : register(c0); uniform float4 _uKernel_Stage1[6] : register(c1); static const uint _uTextureSampler_0_Stage1 = 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 // Varyings static float2 _vTransformedCoords_0_Stage0 = {0, 0}; static float4 _vcolor_Stage0 = {0, 0, 0, 0}; static float4 gl_Color[1] = { float4(0, 0, 0, 0) }; cbuffer DriverConstants : register(b1) { struct SamplerMetadata { int baseLevel; int internalFormatBits; int wrapModes; int padding; }; SamplerMetadata samplerMetadata[1] : packoffset(c4); }; #define GL_USES_FRAG_COLOR float4 gl_texture2D(uint samplerIndex, float2 t) { return textures2D[samplerIndex].Sample(samplers2D[samplerIndex], float2(t.x, t.y)); } ; ; ; ; ; void gl_main() { float4 _outputColor_Stage0 = {0, 0, 0, 0}; { (_outputColor_Stage0 = _vcolor_Stage0); } float4 _output_Stage1 = {0, 0, 0, 0}; { (_output_Stage1 = float4(0.0, 0.0, 0.0, 0.0)); float2 _coord = (_vTransformedCoords_0_Stage0 - (10.0 * _uImageIncrement_Stage1)); float2 _coordSampled = {0.0, 0.0}; (_coordSampled = _coord); (_output_Stage1 += (gl_texture2D(_uTextureSampler_0_Stage1, _coordSampled) * _uKernel_Stage1[0].x)); (_coord += _uImageIncrement_Stage1); (_coordSampled = _coord); (_output_Stage1 += (gl_texture2D(_uTextureSampler_0_Stage1, _coordSampled) * _uKernel_Stage1[0].y)); (_coord += _uImageIncrement_Stage1); (_coordSampled = _coord); (_output_Stage1 += (gl_texture2D(_uTextureSampler_0_Stage1, _coordSampled) * _uKernel_Stage1[0].z)); (_coord += _uImageIncrement_Stage1); (_coordSampled = _coord); (_output_Stage1 += (gl_texture2D(_uTextureSampler_0_Stage1, _coordSampled) * _uKernel_Stage1[0].w)); (_coord += _uImageIncrement_Stage1); (_coordSampled = _coord); (_output_Stage1 += (gl_texture2D(_uTextureSampler_0_Stage1, _coordSampled) * _uKernel_Stage1[1].x)); (_coord += _uImageIncrement_Stage1); (_coordSampled = _coord); (_output_Stage1 += (gl_texture2D(_uTextureSampler_0_Stage1, _coordSampled) * _uKernel_Stage1[1].y)); (_coord += _uImageIncrement_Stage1); (_coordSampled = _coord); (_output_Stage1 += (gl_texture2D(_uTextureSampler_0_Stage1, _coordSampled) * _uKernel_Stage1[1].z)); (_coord += _uImageIncrement_Stage1); (_coordSampled = _coord); (_output_Stage1 += (gl_texture2D(_uTextureSampler_0_Stage1, _coordSampled) * _uKernel_Stage1[1].w)); (_coord += _uImageIncrement_Stage1); (_coordSampled = _coord); (_output_Stage1 += (gl_texture2D(_uTextureSampler_0_Stage1, _coordSampled) * _uKernel_Stage1[2].x)); (_coord += _uImageIncrement_Stage1); (_coordSampled = _coord); (_output_Stage1 += (gl_texture2D(_uTextureSampler_0_Stage1, _coordSampled) * _uKernel_Stage1[2].y)); (_coord += _uImageIncrement_Stage1); (_coordSampled = _coord); (_output_Stage1 += (gl_texture2D(_uTextureSampler_0_Stage1, _coordSampled) * _uKernel_Stage1[2].z)); (_coord += _uImageIncrement_Stage1); (_coordSampled = _coord); (_output_Stage1 += (gl_texture2D(_uTextureSampler_0_Stage1, _coordSampled) * _uKernel_Stage1[2].w)); (_coord += _uImageIncrement_Stage1); (_coordSampled = _coord); (_output_Stage1 += (gl_texture2D(_uTextureSampler_0_Stage1, _coordSampled) * _uKernel_Stage1[3].x)); (_coord += _uImageIncrement_Stage1); (_coordSampled = _coord); (_output_Stage1 += (gl_texture2D(_uTextureSampler_0_Stage1, _coordSampled) * _uKernel_Stage1[3].y)); (_coord += _uImageIncrement_Stage1); (_coordSampled = _coord); (_output_Stage1 += (gl_texture2D(_uTextureSampler_0_Stage1, _coordSampled) * _uKernel_Stage1[3].z)); (_coord += _uImageIncrement_Stage1); (_coordSampled = _coord); (_output_Stage1 += (gl_texture2D(_uTextureSampler_0_Stage1, _coordSampled) * _uKernel_Stage1[3].w)); (_coord += _uImageIncrement_Stage1); (_coordSampled = _coord); (_output_Stage1 += (gl_texture2D(_uTextureSampler_0_Stage1, _coordSampled) * _uKernel_Stage1[4].x)); (_coord += _uImageIncrement_Stage1); (_coordSampled = _coord); (_output_Stage1 += (gl_texture2D(_uTextureSampler_0_Stage1, _coordSampled) * _uKernel_Stage1[4].y)); (_coord += _uImageIncrement_Stage1); (_coordSampled = _coord); (_output_Stage1 += (gl_texture2D(_uTextureSampler_0_Stage1, _coordSampled) * _uKernel_Stage1[4].z)); (_coord += _uImageIncrement_Stage1); (_coordSampled = _coord); (_output_Stage1 += (gl_texture2D(_uTextureSampler_0_Stage1, _coordSampled) * _uKernel_Stage1[4].w)); (_coord += _uImageIncrement_Stage1); (_coordSampled = _coord); (_output_Stage1 += (gl_texture2D(_uTextureSampler_0_Stage1, _coordSampled) * _uKernel_Stage1[5].x)); (_coord += _uImageIncrement_Stage1); (_output_Stage1 *= _outputColor_Stage0); } { (gl_Color[0] = _output_Stage1); } } ; struct PS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD2; float4 v0 : TEXCOORD0; float2 v1 : TEXCOORD1; }; @@ PIXEL OUTPUT @@ PS_OUTPUT main(PS_INPUT input) { _vcolor_Stage0 = input.v0; _vTransformedCoords_0_Stage0 = input.v1.xy; gl_main(); return generateOutput(); } R gl_Color0 gl_Color[0]Rstruct GS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD2; float4 v0 : TEXCOORD0; float2 v1 : TEXCOORD1; }; struct GS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD2; float4 v0 : TEXCOORD0; float2 v1 : TEXCOORD1; }; void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput) { output.gl_Position = input.gl_Position; output.v0 = input.v0; output.v1 = input.v1; #ifndef ANGLE_POINT_SPRITE_SHADER output.dx_Position = input.dx_Position; #endif // ANGLE_POINT_SPRITE_SHADER } RTR DXBC}NA8 48pRDEFh<dRD11< ($ \$Globals\@, 0@_uCoordTransformMatrix_0_Stage0float3x3_urtAdjustment_Stage0float46Microsoft (R) HLSL Shader Compiler 6.3.9600.18611ISGN\PPPTEXCOORDOSGNhttt SV_PositionTEXCOORDSHEXPjjYF _2__2g e e e2 h6 @??2 2F օ 6" A6  62 F6 @?6 F62F6B@? F F" F F>STAT  DXBCbqV @ 4 RDEF<RD11< ($  samplers2D[0]textures2D[0]$Globalsp,Lp`_uImageIncrement_Stage1float2D_uKernel_Stage1float4Microsoft (R) HLSL Shader Compiler 6.3.9600.18611ISGNhtttSV_PositionTEXCOORDOSGN, SV_TARGETSHEX PjYF Z`XpUUbb2e h22F A@ A AF ECUFF~`ECU F~`2 F 8FV 2 F FECUFF~`2FF 2 F FECUFF~`2FF 2 F FECUFF~`2FF 2 F FECUFF~`2FF 2 FV FECUFF~`2FF 2 F FECUFF~`2FF 2 F FECUFF~`2FF 2 F FECUFF~`2FF 2 FV FECUFF~`2FF 2 F FECUFF~`2FF 2 F FECUFF~`2FF 2 F FECUFF~`2FF 2 FV FECUFF~`2FF 2 F FECUFF~`2FF 2 F FECUFF~`2FF 2 F FECUFF~`2FF 2 FV FECUFF~`2FF 2 F FECUFF~`2FF ECUFF~`2 F F2 F F8 FF>STATA+" ;2 Çr}yݠ- ҖinColor"inColor(0B3 &Ж inPosition" inPosition(0B7 *Ж inLocalCoord" inLocalCoord(0BP NۖuCoordTransformMatrix_0_Stage0"uCoordTransformMatrix_0_Stage0(0B< :ҖurtAdjustment_Stage0"urtAdjustment_Stage0(0B"2 ,Җ vcolor_Stage0" vcolor_Stage0(0B"N HЖvTransformedCoords_0_Stage0"vTransformedCoords_0_Stage0(0B". (Җ gl_Position" gl_Position(0B* ΩE bW' #P.'B @ޖuTextureSampler_0_Stage1"uTextureSampler_0_Stage1(0B@ >ЖuImageIncrement_Stage1"uImageIncrement_Stage1(0B0 .ҖuKernel_Stage1"uKernel_Stage1(0B"2 ,Җ vcolor_Stage0" vcolor_Stage0(0B"N HЖvTransformedCoords_0_Stage0"vTransformedCoords_0_Stage0(0B*7 *Җ gl_FragColor" gl_FragColor(0B08n ۲r|,m7F842c43ae67baa_indexa_indexR a_position a_positionP a_texCoord a_texCoord\matrix RvertexTexTransform opacity$alpha^ s_texture8matrixmatrixmatrixmatrixmatrixmatrixmatrixmatrixmatrixvertexTexTransformvertexTexTransformvertexTexTransformvertexTexTransformvertexTexTransformvertexTexTransformvertexTexTransformvertexTexTransformvertexTexTransformopacityopacityopacityopacityopacityopacityopacityopacityopacityopacity opacity opacity opacity opacity opacityopacityopacityopacityopacityopacityopacityopacityopacityopacityopacityopacityopacityopacityopacityopacityopacityopacityopacity opacity!opacity"opacity#alpha s_texture X6  $H $$#float vec1(int x0) { return float(x0); } int ivec1(float x0) { return int(x0); } // Uniforms uniform float4x4 _matrix[9] : register(c0); uniform float _opacity[36] : register(c36); uniform float4 _vertexTexTransform[9] : register(c72); #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Attributes static float _a_index = {0}; static float4 _a_position = {0, 0, 0, 0}; static float2 _a_texCoord = {0, 0}; static float4 gl_Position = float4(0, 0, 0, 0); // Varyings static float _v_alpha = {0}; static float2 _v_texCoord = {0, 0}; cbuffer DriverConstants : register(b1) { float4 dx_ViewAdjust : packoffset(c1); float2 dx_ViewCoords : packoffset(c2); float2 dx_ViewScale : packoffset(c3); }; ; ; ; ; ; ; ; ; void gl_main() { int _vertex_index = ivec1(_a_index); int _quad_index = ivec1((_a_index * 0.25)); float4 _pos = _a_position; (gl_Position = mul(transpose(_matrix[ivec1(clamp(vec1(_quad_index), 0.0, 8.0))]), _pos)); float2 _texCoord = _a_texCoord; float4 _texTrans = _vertexTexTransform[ivec1(clamp(vec1(_quad_index), 0.0, 8.0))]; (_texCoord = ((_texCoord * _texTrans.zw) + _texTrans.xy)); (_v_texCoord = _texCoord); (_v_alpha = _opacity[ivec1(clamp(vec1(_vertex_index), 0.0, 35.0))]); } ; @@ VERTEX ATTRIBUTES @@ struct VS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float2 v0 : TEXCOORD0; }; VS_OUTPUT main(VS_INPUT input) { initAttributes(input); gl_main(); 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_texCoord; return output; } // Uniforms uniform float _alpha : register(c0); static const uint _s_texture = 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 // Varyings static float2 _v_texCoord = {0, 0}; static float4 gl_Color[1] = { float4(0, 0, 0, 0) }; cbuffer DriverConstants : register(b1) { struct SamplerMetadata { int baseLevel; int internalFormatBits; int wrapModes; int padding; }; SamplerMetadata samplerMetadata[1] : packoffset(c4); }; #define GL_USES_FRAG_COLOR float4 gl_texture2D(uint samplerIndex, float2 t) { return textures2D[samplerIndex].Sample(samplers2D[samplerIndex], float2(t.x, t.y)); } ; ; ; void gl_main() { float2 _texCoord = _v_texCoord; float4 _texColor = gl_texture2D(_s_texture, _texCoord); (_texColor = (_texColor * _alpha)); (gl_Color[0] = _texColor); } ; struct PS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float2 v0 : TEXCOORD0; }; @@ PIXEL OUTPUT @@ PS_OUTPUT main(PS_INPUT input) { _v_texCoord = input.v0.xy; gl_main(); return generateOutput(); } R gl_Color0 gl_Color[0]struct GS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float2 v0 : TEXCOORD0; }; struct GS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float2 v0 : TEXCOORD0; }; void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput) { output.gl_Position = input.gl_Position; output.v0 = input.v0; #ifndef ANGLE_POINT_SPRITE_SHADER output.dx_Position = input.dx_Position; #endif // ANGLE_POINT_SPRITE_SHADER } QTRDXBCDh/,64 4x`RDEFh<RD11< ($ \$Globals\@ 0@4@d_matrixfloat4x4 _opacityfloat$9_vertexTexTransformfloat4 xMicrosoft (R) HLSL Shader Compiler 6.3.9600.18611ISGN\PPPTEXCOORDOSGNhP\\ SV_PositionTEXCOORDSHEXpPjYF Q___2g e e2 h8 @>C 4 @3 @A )" @22 F H F H  BF F F FB:*8B *@? "F F F F6" A6b V6  6  >STAT DXBC8݂)zAH4LRDEFl<8RD11< ($  samplers2D[0]textures2D[0]$Globals_alphafloat Microsoft (R) HLSL Shader Compiler 6.3.9600.18611ISGNhP\\SV_PositionTEXCOORDOSGN, SV_TARGETSHEXP*jYF Z`XpUUb2e hECUFF~`8 F >STAT" Dt9Z3 &Ж a_texCoord" a_texCoord(0B, (a_index"a_index(0B3 &Җ a_position" a_position(0B ܖmatrix"matrix( 0B8 6ҖvertexTexTransform"vertexTexTransform( 0B! (opacity"opacity($0B", &Ж v_texCoord" v_texCoord(0B"% (v_alpha"v_alpha(0B". (Җ gl_Position" gl_Position(0B* ȕƠ~J_:҉$ "ޖ s_texture" s_texture(0B (alpha"alpha(0B", &Ж v_texCoord" v_texCoord(0B*7 *Җ gl_FragColor" gl_FragColor(0B08F I (Tp/t8V842c43ae67baP inPosition inPositionRinColorinColorP inLocalCoord inLocalCoord RurtAdjustment_Stage0[uCoordTransformMatrix_0_Stage0\uColorMatrix_Stage2_c1_c0RuColorMatrixVector_Stage2_c1_c0\uColorMatrix_Stage2_c1_c1RuColorMatrixVector_Stage2_c1_c1\uColorMatrix_Stage2_c2RuColorMatrixVector_Stage2_c2^uTextureSampler_0_Stage1 urtAdjustment_Stage0uCoordTransformMatrix_0_Stage0uColorMatrix_Stage2_c1_c0uColorMatrixVector_Stage2_c1_c0uColorMatrix_Stage2_c1_c1uColorMatrixVector_Stage2_c1_c1uColorMatrix_Stage2_c2uColorMatrixVector_Stage2_c2uTextureSampler_0_Stage1   X6    Kfloat3 vec3(float2 x0, float x1) { return float3(x0, x1); } float4 vec4(float x0, float x1, float x2, float x3) { return float4(x0, x1, x2, x3); } // Uniforms uniform float3x3 _uCoordTransformMatrix_0_Stage0 : register(c0); uniform float4 _urtAdjustment_Stage0 : register(c3); #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Attributes static float4 _inColor = {0, 0, 0, 0}; static float2 _inLocalCoord = {0, 0}; static float2 _inPosition = {0, 0}; static float4 gl_Position = float4(0, 0, 0, 0); // Varyings static float2 _vTransformedCoords_0_Stage0 = {0, 0}; static float4 _vcolor_Stage0 = {0, 0, 0, 0}; cbuffer DriverConstants : register(b1) { float4 dx_ViewAdjust : packoffset(c1); float2 dx_ViewCoords : packoffset(c2); float2 dx_ViewScale : packoffset(c3); }; ; ; ; ; ; ; ; void gl_main() { float4 _color = _inColor; (_vcolor_Stage0 = _color); float2 _pos2 = _inPosition; (_vTransformedCoords_0_Stage0 = mul(transpose(_uCoordTransformMatrix_0_Stage0), vec3(_inLocalCoord, 1.0)).xy); (gl_Position = vec4(((_pos2.x * _urtAdjustment_Stage0.x) + _urtAdjustment_Stage0.y), ((_pos2.y * _urtAdjustment_Stage0.z) + _urtAdjustment_Stage0.w), 0.0, 1.0)); } ; @@ VERTEX ATTRIBUTES @@ struct VS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD2; float4 v0 : TEXCOORD0; float2 v1 : TEXCOORD1; }; VS_OUTPUT main(VS_INPUT input) { initAttributes(input); gl_main(); 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 = _vcolor_Stage0; output.v1 = _vTransformedCoords_0_Stage0; return output; } float4 vec4(float3 x0, float x1) { return float4(x0, x1); } // Uniforms uniform float4 _uColorMatrixVector_Stage2_c1_c0 : register(c0); uniform float4 _uColorMatrixVector_Stage2_c1_c1 : register(c1); uniform float4 _uColorMatrixVector_Stage2_c2 : register(c2); uniform float4x4 _uColorMatrix_Stage2_c1_c0 : register(c3); uniform float4x4 _uColorMatrix_Stage2_c1_c1 : register(c7); uniform float4x4 _uColorMatrix_Stage2_c2 : register(c11); static const uint _uTextureSampler_0_Stage1 = 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 // Varyings static float2 _vTransformedCoords_0_Stage0 = {0, 0}; static float4 _vcolor_Stage0 = {0, 0, 0, 0}; static float4 gl_Color[1] = { float4(0, 0, 0, 0) }; cbuffer DriverConstants : register(b1) { struct SamplerMetadata { int baseLevel; int internalFormatBits; int wrapModes; int padding; }; SamplerMetadata samplerMetadata[1] : packoffset(c4); }; #define GL_USES_FRAG_COLOR float4 gl_texture2D(uint samplerIndex, float2 t) { return textures2D[samplerIndex].Sample(samplers2D[samplerIndex], float2(t.x, t.y)); } ; ; ; ; ; ; ; ; ; void gl_main() { float4 _outputColor_Stage0 = {0, 0, 0, 0}; { (_outputColor_Stage0 = _vcolor_Stage0); } float4 _output_Stage1 = {0, 0, 0, 0}; { float4 _child = {0, 0, 0, 0}; { (_child = gl_texture2D(_uTextureSampler_0_Stage1, _vTransformedCoords_0_Stage0).xyzw); } (_output_Stage1 = (_child * _outputColor_Stage0.w)); } float4 _output_Stage2 = {0, 0, 0, 0}; { float4 _out0 = {0, 0, 0, 0}; { float4 _out0_c1 = {0, 0, 0, 0}; { float _nonZeroAlpha = max(_output_Stage1.w, 9.9999997e-06); (_out0_c1 = (mul(transpose(_uColorMatrix_Stage2_c1_c0), vec4((_output_Stage1.xyz / _nonZeroAlpha), _nonZeroAlpha)) + _uColorMatrixVector_Stage2_c1_c0)); (_out0_c1 = clamp(_out0_c1, 0.0, 1.0)); (_out0_c1.xyz *= _out0_c1.w); } { float _nonZeroAlpha = max(_out0_c1.w, 9.9999997e-06); (_out0 = (mul(transpose(_uColorMatrix_Stage2_c1_c1), vec4((_out0_c1.xyz / _nonZeroAlpha), _nonZeroAlpha)) + _uColorMatrixVector_Stage2_c1_c1)); (_out0 = clamp(_out0, 0.0, 1.0)); (_out0.xyz *= _out0.w); } } { float _nonZeroAlpha = max(_out0.w, 9.9999997e-06); (_output_Stage2 = (mul(transpose(_uColorMatrix_Stage2_c2), vec4((_out0.xyz / _nonZeroAlpha), _nonZeroAlpha)) + _uColorMatrixVector_Stage2_c2)); (_output_Stage2 = clamp(_output_Stage2, 0.0, 1.0)); (_output_Stage2.xyz *= _output_Stage2.w); } } { (gl_Color[0] = _output_Stage2); } } ; struct PS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD2; float4 v0 : TEXCOORD0; float2 v1 : TEXCOORD1; }; @@ PIXEL OUTPUT @@ PS_OUTPUT main(PS_INPUT input) { _vcolor_Stage0 = input.v0; _vTransformedCoords_0_Stage0 = input.v1.xy; gl_main(); return generateOutput(); } R gl_Color0 gl_Color[0]Rstruct GS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD2; float4 v0 : TEXCOORD0; float2 v1 : TEXCOORD1; }; struct GS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD2; float4 v0 : TEXCOORD0; float2 v1 : TEXCOORD1; }; void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput) { output.gl_Position = input.gl_Position; output.v0 = input.v0; output.v1 = input.v1; #ifndef ANGLE_POINT_SPRITE_SHADER output.dx_Position = input.dx_Position; #endif // ANGLE_POINT_SPRITE_SHADER } RTR DXBC}NA8 48pRDEFh<dRD11< ($ \$Globals\@, 0@_uCoordTransformMatrix_0_Stage0float3x3_urtAdjustment_Stage0float46Microsoft (R) HLSL Shader Compiler 6.3.9600.18611ISGN\PPPTEXCOORDOSGNhttt SV_PositionTEXCOORDSHEXPjjYF _2__2g e e e2 h6 @??2 2F օ 6" A6  62 F6 @?6 F62F6B@? F F" F F>STAT DDXBC @\ȣW9*@FD4DRDEF<RD11< ($  samplers2D[0]textures2D[0]$Globals9 W0@|p@|@|_uColorMatrixVector_Stage2_c1_c0float4_uColorMatrixVector_Stage2_c1_c1_uColorMatrixVector_Stage2_c2_uColorMatrix_Stage2_c1_c0float4x4r_uColorMatrix_Stage2_c1_c1_uColorMatrix_Stage2_c2Microsoft (R) HLSL Shader Compiler 6.3.9600.18611ISGNhtttSV_PositionTEXCOORDOSGN, SV_TARGETSHEXPjYF Z`XpUUbb2e hECUFF~`8F4:@'7rFF F"F FBF FF F FF 4:@'78rFrFF F"F FBF FF F FF 4:@'78rFrFF F"F FBF FF F FF 8r F6 :>STAT" ;2 Çr}yݠ- ҖinColor"inColor(0B3 &Ж inPosition" inPosition(0B7 *Ж inLocalCoord" inLocalCoord(0BP NۖuCoordTransformMatrix_0_Stage0"uCoordTransformMatrix_0_Stage0(0B< :ҖurtAdjustment_Stage0"urtAdjustment_Stage0(0B"2 ,Җ vcolor_Stage0" vcolor_Stage0(0B"N HЖvTransformedCoords_0_Stage0"vTransformedCoords_0_Stage0(0B". (Җ gl_Position" gl_Position(0B* V%GU~-+B @ޖuTextureSampler_0_Stage1"uTextureSampler_0_Stage1(0BL JҖuColorMatrixVector_Stage2_c2"uColorMatrixVector_Stage2_c2(0BF DܖuColorMatrix_Stage2_c1_c0"uColorMatrix_Stage2_c1_c0(0BR PҖuColorMatrixVector_Stage2_c1_c0"uColorMatrixVector_Stage2_c1_c0(0B@ >ܖuColorMatrix_Stage2_c2"uColorMatrix_Stage2_c2(0BF DܖuColorMatrix_Stage2_c1_c1"uColorMatrix_Stage2_c1_c1(0BR PҖuColorMatrixVector_Stage2_c1_c1"uColorMatrixVector_Stage2_c1_c1(0B"2 ,Җ vcolor_Stage0" vcolor_Stage0(0B"N HЖvTransformedCoords_0_Stage0"vTransformedCoords_0_Stage0(0B*7 *Җ gl_FragColor" gl_FragColor(0B08V uxuzKLT842c43ae67baa_indexa_indexR a_position a_positionPquad\matrixQedgeRviewportRvertexTexTransformalpha^ s_texturequadquadquadquadmatrixedgeedgeedgeedgeedgeedgeedgeedgeviewportvertexTexTransformalpha s_texture X6   l float vec1(int x0) { return float(x0); } float3 vec3(float2 x0, float x1) { return float3(x0, x1); } float4 vec4(float x0, float x1, float x2, float x3) { return float4(x0, x1, x2, x3); } float4 vec4(float2 x0, float x1, float x2) { return float4(x0, x1, x2); } int ivec1(float x0) { return int(x0); } // Uniforms uniform float3 _edge[8] : register(c0); uniform float4x4 _matrix : register(c8); uniform float2 _quad[4] : register(c12); uniform float4 _vertexTexTransform : register(c16); uniform float4 _viewport : register(c17); #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Attributes static float _a_index = {0}; static float4 _a_position = {0, 0, 0, 0}; static float4 gl_Position = float4(0, 0, 0, 0); // Varyings static float4 _edge_dist[2] = {0, 0, 0, 0, 0, 0, 0, 0}; static float2 _v_texCoord = {0, 0}; cbuffer DriverConstants : register(b1) { float4 dx_ViewAdjust : packoffset(c1); float2 dx_ViewCoords : packoffset(c2); float2 dx_ViewScale : packoffset(c3); }; ; ; ; ; ; ; ; ; ; void gl_main() { int _vertex_index = ivec1(_a_index); float4 _pos = vec4(_quad[ivec1(clamp(vec1(_vertex_index), 0.0, 3.0))], _a_position.z, _a_position.w); (gl_Position = mul(transpose(_matrix), _pos)); float2 _ndc_pos = (0.5 * (1.0 + (gl_Position.xy / gl_Position.w))); float3 _screen_pos = vec3((_viewport.xy + (_viewport.zw * _ndc_pos)), 1.0); (_edge_dist[0] = (vec4(dot(_edge[0], _screen_pos), dot(_edge[1], _screen_pos), dot(_edge[2], _screen_pos), dot(_edge[3], _screen_pos)) * gl_Position.w)); (_edge_dist[1] = (vec4(dot(_edge[4], _screen_pos), dot(_edge[5], _screen_pos), dot(_edge[6], _screen_pos), dot(_edge[7], _screen_pos)) * gl_Position.w)); float2 _texCoord = _pos.xy; (_texCoord = (_texCoord + float2(0.5, 0.5))); (_texCoord = ((_texCoord * _vertexTexTransform.zw) + _vertexTexTransform.xy)); (_v_texCoord = _texCoord); } ; @@ VERTEX ATTRIBUTES @@ struct VS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD3; float4 gl_FragCoord : TEXCOORD4; float4 v0 : TEXCOORD0; float4 v1 : TEXCOORD1; float2 v2 : TEXCOORD2; }; VS_OUTPUT main(VS_INPUT input) { initAttributes(input); gl_main(); 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 = _edge_dist[0]; output.v1 = _edge_dist[1]; output.v2 = _v_texCoord; return output; } // Uniforms uniform float _alpha : register(c0); static const uint _s_texture = 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 // Varyings static float4 _edge_dist[2] = {0, 0, 0, 0, 0, 0, 0, 0}; static float2 _v_texCoord = {0, 0}; static float4 gl_Color[1] = { float4(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; }; SamplerMetadata samplerMetadata[1] : packoffset(c4); }; #define GL_USES_FRAG_COLOR float4 gl_texture2D(uint samplerIndex, float2 t) { return textures2D[samplerIndex].Sample(samplers2D[samplerIndex], float2(t.x, t.y)); } #define GL_USES_FRAG_COORD ; ; ; ; void gl_main() { float2 _texCoord = _v_texCoord; float4 _texColor = gl_texture2D(_s_texture, _texCoord); float4 _d4 = min(_edge_dist[0], _edge_dist[1]); float2 _d2 = min(_d4.xz, _d4.yw); float _aa = clamp((gl_FragCoord.w * min(_d2.x, _d2.y)), 0.0, 1.0); (_texColor = ((_texColor * _alpha) * _aa)); (gl_Color[0] = _texColor); } ; struct PS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD3; float4 gl_FragCoord : TEXCOORD4; float4 v0 : TEXCOORD0; float4 v1 : TEXCOORD1; float2 v2 : TEXCOORD2; }; @@ 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; _edge_dist[0] = input.v0; _edge_dist[1] = input.v1; _v_texCoord = input.v2.xy; gl_main(); return generateOutput(); } R gl_Color0 gl_Color[0]struct GS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD3; float4 gl_FragCoord : TEXCOORD4; float4 v0 : TEXCOORD0; float4 v1 : TEXCOORD1; float2 v2 : TEXCOORD2; }; struct GS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD3; float4 gl_FragCoord : TEXCOORD4; float4 v0 : TEXCOORD0; float4 v1 : TEXCOORD1; float2 v2 : TEXCOORD2; }; void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput) { output.gl_Position = input.gl_Position; output.v0 = input.v0; output.v1 = input.v1; output.v2 = input.v2; output.gl_FragCoord = input.gl_FragCoord; #ifndef ANGLE_POINT_SPRITE_SHADER output.dx_Position = input.dx_Position; #endif // ANGLE_POINT_SPRITE_SHADER } QTDXBCE~+RPҋ<4@RDEFdh<2RD11< ($ \$Globals\ H|X|@8(_edgefloat3N_matrixfloat4x4_quadfloat2_vertexTexTransformfloat4_viewportMicrosoft (R) HLSL Shader Compiler 6.3.9600.18611ISGND88 TEXCOORDOSGN SV_PositionTEXCOORDSHEXP%jYF __g e e e e e2 hC 4 @3 @@@ 62F   2@??F  2 2 F F 6F F"F F8 2F@?F FBF F6 F B:*8B *@?6"2F 2F@??82F 2 2F@??F 6 F6 F6B@?F F"F FBF FF F8 FF F"F FBF FF F8 F>STAT#DXBCy]7V=(N4`RDEFl<8RD11< ($  samplers2D[0]textures2D[0]$Globals_alphafloat Microsoft (R) HLSL Shader Compiler 6.3.9600.18611ISGNSV_PositionTEXCOORDOSGN, SV_TARGETSHEXP`jYF Z`XpUUbbbb2e h3FF323  "@????:8  ECUFF~`8F 8 F>STAT " (H㵹Ѐ'9*8G, (a_index"a_index(0B3 &Җ a_position" a_position(0B Жquad"quad(0B іedge"edge(0B ܖmatrix"matrix(0B$ "Җviewport"viewport(0B8 6ҖvertexTexTransform"vertexTexTransform(0B"* $Җ edge_dist" edge_dist(0B", &Ж v_texCoord" v_texCoord(0B". (Җ gl_Position" gl_Position(0B*  '.jBZfPaG$ "ޖ s_texture" s_texture(0B (alpha"alpha(0B"0 *Җ gl_FragCoord" gl_FragCoord(0B", &Ж v_texCoord" v_texCoord(0B"* $Җ edge_dist" edge_dist(0B*7 *Җ gl_FragColor" gl_FragColor(0B08T dP ?¬sgWiO842c43ae67baa_indexa_indexR a_position a_positionP a_texCoord a_texCoord\matrix RvertexTexTransform opacity$PmaskTexCoordScalePmaskTexCoordOffsetalpha^ s_texture^s_mask;matrixmatrixmatrixmatrixmatrixmatrixmatrixmatrixmatrixvertexTexTransformvertexTexTransformvertexTexTransformvertexTexTransformvertexTexTransformvertexTexTransformvertexTexTransformvertexTexTransformvertexTexTransformopacityopacityopacityopacityopacityopacityopacityopacityopacityopacity opacity opacity opacity opacity opacityopacityopacityopacityopacityopacityopacityopacityopacityopacityopacityopacityopacityopacityopacityopacityopacityopacityopacity opacity!opacity"opacity#maskTexCoordScalemaskTexCoordOffsetalpha s_textures_mask  X6   $H $$#float vec1(int x0) { return float(x0); } int ivec1(float x0) { return int(x0); } // Uniforms uniform float4x4 _matrix[9] : register(c0); uniform float _opacity[36] : register(c36); uniform float4 _vertexTexTransform[9] : register(c72); #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Attributes static float _a_index = {0}; static float4 _a_position = {0, 0, 0, 0}; static float2 _a_texCoord = {0, 0}; static float4 gl_Position = float4(0, 0, 0, 0); // Varyings static float _v_alpha = {0}; static float2 _v_texCoord = {0, 0}; cbuffer DriverConstants : register(b1) { float4 dx_ViewAdjust : packoffset(c1); float2 dx_ViewCoords : packoffset(c2); float2 dx_ViewScale : packoffset(c3); }; ; ; ; ; ; ; ; ; void gl_main() { int _vertex_index = ivec1(_a_index); int _quad_index = ivec1((_a_index * 0.25)); float4 _pos = _a_position; (gl_Position = mul(transpose(_matrix[ivec1(clamp(vec1(_quad_index), 0.0, 8.0))]), _pos)); float2 _texCoord = _a_texCoord; float4 _texTrans = _vertexTexTransform[ivec1(clamp(vec1(_quad_index), 0.0, 8.0))]; (_texCoord = ((_texCoord * _texTrans.zw) + _texTrans.xy)); (_v_texCoord = _texCoord); (_v_alpha = _opacity[ivec1(clamp(vec1(_vertex_index), 0.0, 35.0))]); } ; @@ VERTEX ATTRIBUTES @@ struct VS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float2 v0 : TEXCOORD0; }; VS_OUTPUT main(VS_INPUT input) { initAttributes(input); gl_main(); 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_texCoord; return output; } |float2 vec2(float x0, float x1) { return float2(x0, x1); } // Uniforms uniform float _alpha : register(c0); uniform float2 _maskTexCoordOffset : register(c1); uniform float2 _maskTexCoordScale : register(c2); static const uint _s_mask = 0; static const uint _s_texture = 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 // Varyings static float2 _v_texCoord = {0, 0}; static float4 gl_Color[1] = { float4(0, 0, 0, 0) }; cbuffer DriverConstants : register(b1) { struct SamplerMetadata { int baseLevel; int internalFormatBits; int wrapModes; int padding; }; SamplerMetadata samplerMetadata[2] : packoffset(c4); }; #define GL_USES_FRAG_COLOR float4 gl_texture2D(uint samplerIndex, float2 t) { return textures2D[samplerIndex].Sample(samplers2D[samplerIndex], float2(t.x, t.y)); } ; ; ; ; ; ; void gl_main() { float4 _texColor = gl_texture2D(_s_texture, _v_texCoord); float2 _maskTexCoord = vec2((_maskTexCoordOffset.x + (_v_texCoord.x * _maskTexCoordScale.x)), (_maskTexCoordOffset.y + (_v_texCoord.y * _maskTexCoordScale.y))); float4 _maskColor = gl_texture2D(_s_mask, _maskTexCoord); (_texColor = ((_texColor * _alpha) * _maskColor.w)); (gl_Color[0] = _texColor); } ; struct PS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float2 v0 : TEXCOORD0; }; @@ PIXEL OUTPUT @@ PS_OUTPUT main(PS_INPUT input) { _v_texCoord = input.v0.xy; gl_main(); return generateOutput(); } R gl_Color0 gl_Color[0]struct GS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float2 v0 : TEXCOORD0; }; struct GS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float2 v0 : TEXCOORD0; }; void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput) { output.gl_Position = input.gl_Position; output.v0 = input.v0; #ifndef ANGLE_POINT_SPRITE_SHADER output.dx_Position = input.dx_Position; #endif // ANGLE_POINT_SPRITE_SHADER } QTRDXBCDh/,64 4x`RDEFh<RD11< ($ \$Globals\@ 0@4@d_matrixfloat4x4 _opacityfloat$9_vertexTexTransformfloat4 xMicrosoft (R) HLSL Shader Compiler 6.3.9600.18611ISGN\PPPTEXCOORDOSGNhP\\ SV_PositionTEXCOORDSHEXpPjYF Q___2g e e2 h8 @>C 4 @3 @A )" @22 F H F H  BF F F FB:*8B *@? "F F F F6" A6b V6  6  >STAT (DXBCH2̌IS4|Gtm(4LRDEFl <7RD11< ($   samplers2D[0]samplers2D[1]textures2D[0]textures2D[1]$Globals80$ _alphafloat_maskTexCoordOffsetfloat2_maskTexCoordScaleMicrosoft (R) HLSL Shader Compiler 6.3.9600.18611ISGNhP\\SV_PositionTEXCOORDOSGN, SV_TARGETSHEX8PNjYF Z`Z`XpUUXpUUb2e h2 2FF F ECUF6y`ECUFF~`8F 8 F>STAT" Dt9Z3 &Ж a_texCoord" a_texCoord(0B, (a_index"a_index(0B3 &Җ a_position" a_position(0B ܖmatrix"matrix( 0B8 6ҖvertexTexTransform"vertexTexTransform( 0B! (opacity"opacity($0B", &Ж v_texCoord" v_texCoord(0B"% (v_alpha"v_alpha(0B". (Җ gl_Position" gl_Position(0B* 版pjL+w-"v$ "ޖ s_texture" s_texture(0B (alpha"alpha(0B ޖs_mask"s_mask(0B6 4ЖmaskTexCoordScale"maskTexCoordScale(0B8 6ЖmaskTexCoordOffset"maskTexCoordOffset(0B", &Ж v_texCoord" v_texCoord(0B*7 *Җ gl_FragColor" gl_FragColor(0B08O QKJ|}3!sr842c43ae67baP inPosition inPositionRinColorinColorP inLocalCoord inLocalCoordRurtAdjustment_Stage0[uCoordTransformMatrix_0_Stage0PuImageIncrement_Stage1RuKernel_Stage1^uTextureSampler_0_Stage1 urtAdjustment_Stage0uCoordTransformMatrix_0_Stage0uImageIncrement_Stage1uKernel_Stage1uKernel_Stage1uKernel_Stage1uKernel_Stage1uKernel_Stage1uKernel_Stage1uTextureSampler_0_Stage1 X6  Kfloat3 vec3(float2 x0, float x1) { return float3(x0, x1); } float4 vec4(float x0, float x1, float x2, float x3) { return float4(x0, x1, x2, x3); } // Uniforms uniform float3x3 _uCoordTransformMatrix_0_Stage0 : register(c0); uniform float4 _urtAdjustment_Stage0 : register(c3); #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Attributes static float4 _inColor = {0, 0, 0, 0}; static float2 _inLocalCoord = {0, 0}; static float2 _inPosition = {0, 0}; static float4 gl_Position = float4(0, 0, 0, 0); // Varyings static float2 _vTransformedCoords_0_Stage0 = {0, 0}; static float4 _vcolor_Stage0 = {0, 0, 0, 0}; cbuffer DriverConstants : register(b1) { float4 dx_ViewAdjust : packoffset(c1); float2 dx_ViewCoords : packoffset(c2); float2 dx_ViewScale : packoffset(c3); }; ; ; ; ; ; ; ; void gl_main() { float4 _color = _inColor; (_vcolor_Stage0 = _color); float2 _pos2 = _inPosition; (_vTransformedCoords_0_Stage0 = mul(transpose(_uCoordTransformMatrix_0_Stage0), vec3(_inLocalCoord, 1.0)).xy); (gl_Position = vec4(((_pos2.x * _urtAdjustment_Stage0.x) + _urtAdjustment_Stage0.y), ((_pos2.y * _urtAdjustment_Stage0.z) + _urtAdjustment_Stage0.w), 0.0, 1.0)); } ; @@ VERTEX ATTRIBUTES @@ struct VS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD2; float4 v0 : TEXCOORD0; float2 v1 : TEXCOORD1; }; VS_OUTPUT main(VS_INPUT input) { initAttributes(input); gl_main(); 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 = _vcolor_Stage0; output.v1 = _vTransformedCoords_0_Stage0; return output; } ^// Uniforms uniform float2 _uImageIncrement_Stage1 : register(c0); uniform float4 _uKernel_Stage1[6] : register(c1); static const uint _uTextureSampler_0_Stage1 = 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 // Varyings static float2 _vTransformedCoords_0_Stage0 = {0, 0}; static float4 _vcolor_Stage0 = {0, 0, 0, 0}; static float4 gl_Color[1] = { float4(0, 0, 0, 0) }; cbuffer DriverConstants : register(b1) { struct SamplerMetadata { int baseLevel; int internalFormatBits; int wrapModes; int padding; }; SamplerMetadata samplerMetadata[1] : packoffset(c4); }; #define GL_USES_FRAG_COLOR float4 gl_texture2D(uint samplerIndex, float2 t) { return textures2D[samplerIndex].Sample(samplers2D[samplerIndex], float2(t.x, t.y)); } ; ; ; ; ; void gl_main() { float4 _outputColor_Stage0 = {0, 0, 0, 0}; { (_outputColor_Stage0 = _vcolor_Stage0); } float4 _output_Stage1 = {0, 0, 0, 0}; { (_output_Stage1 = float4(0.0, 0.0, 0.0, 0.0)); float2 _coord = (_vTransformedCoords_0_Stage0 - (11.0 * _uImageIncrement_Stage1)); float2 _coordSampled = {0.0, 0.0}; (_coordSampled = _coord); (_output_Stage1 += (gl_texture2D(_uTextureSampler_0_Stage1, _coordSampled) * _uKernel_Stage1[0].x)); (_coord += _uImageIncrement_Stage1); (_coordSampled = _coord); (_output_Stage1 += (gl_texture2D(_uTextureSampler_0_Stage1, _coordSampled) * _uKernel_Stage1[0].y)); (_coord += _uImageIncrement_Stage1); (_coordSampled = _coord); (_output_Stage1 += (gl_texture2D(_uTextureSampler_0_Stage1, _coordSampled) * _uKernel_Stage1[0].z)); (_coord += _uImageIncrement_Stage1); (_coordSampled = _coord); (_output_Stage1 += (gl_texture2D(_uTextureSampler_0_Stage1, _coordSampled) * _uKernel_Stage1[0].w)); (_coord += _uImageIncrement_Stage1); (_coordSampled = _coord); (_output_Stage1 += (gl_texture2D(_uTextureSampler_0_Stage1, _coordSampled) * _uKernel_Stage1[1].x)); (_coord += _uImageIncrement_Stage1); (_coordSampled = _coord); (_output_Stage1 += (gl_texture2D(_uTextureSampler_0_Stage1, _coordSampled) * _uKernel_Stage1[1].y)); (_coord += _uImageIncrement_Stage1); (_coordSampled = _coord); (_output_Stage1 += (gl_texture2D(_uTextureSampler_0_Stage1, _coordSampled) * _uKernel_Stage1[1].z)); (_coord += _uImageIncrement_Stage1); (_coordSampled = _coord); (_output_Stage1 += (gl_texture2D(_uTextureSampler_0_Stage1, _coordSampled) * _uKernel_Stage1[1].w)); (_coord += _uImageIncrement_Stage1); (_coordSampled = _coord); (_output_Stage1 += (gl_texture2D(_uTextureSampler_0_Stage1, _coordSampled) * _uKernel_Stage1[2].x)); (_coord += _uImageIncrement_Stage1); (_coordSampled = _coord); (_output_Stage1 += (gl_texture2D(_uTextureSampler_0_Stage1, _coordSampled) * _uKernel_Stage1[2].y)); (_coord += _uImageIncrement_Stage1); (_coordSampled = _coord); (_output_Stage1 += (gl_texture2D(_uTextureSampler_0_Stage1, _coordSampled) * _uKernel_Stage1[2].z)); (_coord += _uImageIncrement_Stage1); (_coordSampled = _coord); (_output_Stage1 += (gl_texture2D(_uTextureSampler_0_Stage1, _coordSampled) * _uKernel_Stage1[2].w)); (_coord += _uImageIncrement_Stage1); (_coordSampled = _coord); (_output_Stage1 += (gl_texture2D(_uTextureSampler_0_Stage1, _coordSampled) * _uKernel_Stage1[3].x)); (_coord += _uImageIncrement_Stage1); (_coordSampled = _coord); (_output_Stage1 += (gl_texture2D(_uTextureSampler_0_Stage1, _coordSampled) * _uKernel_Stage1[3].y)); (_coord += _uImageIncrement_Stage1); (_coordSampled = _coord); (_output_Stage1 += (gl_texture2D(_uTextureSampler_0_Stage1, _coordSampled) * _uKernel_Stage1[3].z)); (_coord += _uImageIncrement_Stage1); (_coordSampled = _coord); (_output_Stage1 += (gl_texture2D(_uTextureSampler_0_Stage1, _coordSampled) * _uKernel_Stage1[3].w)); (_coord += _uImageIncrement_Stage1); (_coordSampled = _coord); (_output_Stage1 += (gl_texture2D(_uTextureSampler_0_Stage1, _coordSampled) * _uKernel_Stage1[4].x)); (_coord += _uImageIncrement_Stage1); (_coordSampled = _coord); (_output_Stage1 += (gl_texture2D(_uTextureSampler_0_Stage1, _coordSampled) * _uKernel_Stage1[4].y)); (_coord += _uImageIncrement_Stage1); (_coordSampled = _coord); (_output_Stage1 += (gl_texture2D(_uTextureSampler_0_Stage1, _coordSampled) * _uKernel_Stage1[4].z)); (_coord += _uImageIncrement_Stage1); (_coordSampled = _coord); (_output_Stage1 += (gl_texture2D(_uTextureSampler_0_Stage1, _coordSampled) * _uKernel_Stage1[4].w)); (_coord += _uImageIncrement_Stage1); (_coordSampled = _coord); (_output_Stage1 += (gl_texture2D(_uTextureSampler_0_Stage1, _coordSampled) * _uKernel_Stage1[5].x)); (_coord += _uImageIncrement_Stage1); (_coordSampled = _coord); (_output_Stage1 += (gl_texture2D(_uTextureSampler_0_Stage1, _coordSampled) * _uKernel_Stage1[5].y)); (_coord += _uImageIncrement_Stage1); (_coordSampled = _coord); (_output_Stage1 += (gl_texture2D(_uTextureSampler_0_Stage1, _coordSampled) * _uKernel_Stage1[5].z)); (_coord += _uImageIncrement_Stage1); (_output_Stage1 *= _outputColor_Stage0); } { (gl_Color[0] = _output_Stage1); } } ; struct PS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD2; float4 v0 : TEXCOORD0; float2 v1 : TEXCOORD1; }; @@ PIXEL OUTPUT @@ PS_OUTPUT main(PS_INPUT input) { _vcolor_Stage0 = input.v0; _vTransformedCoords_0_Stage0 = input.v1.xy; gl_main(); return generateOutput(); } R gl_Color0 gl_Color[0]Rstruct GS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD2; float4 v0 : TEXCOORD0; float2 v1 : TEXCOORD1; }; struct GS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD2; float4 v0 : TEXCOORD0; float2 v1 : TEXCOORD1; }; void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput) { output.gl_Position = input.gl_Position; output.v0 = input.v0; output.v1 = input.v1; #ifndef ANGLE_POINT_SPRITE_SHADER output.dx_Position = input.dx_Position; #endif // ANGLE_POINT_SPRITE_SHADER } RTR DXBC}NA8 48pRDEFh<dRD11< ($ \$Globals\@, 0@_uCoordTransformMatrix_0_Stage0float3x3_urtAdjustment_Stage0float46Microsoft (R) HLSL Shader Compiler 6.3.9600.18611ISGN\PPPTEXCOORDOSGNhttt SV_PositionTEXCOORDSHEXPjjYF _2__2g e e e2 h6 @??2 2F օ 6" A6  62 F6 @?6 F62F6B@? F F" F F>STAT |DXBCUNVf<ж1H|4 RDEF<RD11< ($  samplers2D[0]textures2D[0]$Globalsp,Lp`_uImageIncrement_Stage1float2D_uKernel_Stage1float4Microsoft (R) HLSL Shader Compiler 6.3.9600.18611ISGNhtttSV_PositionTEXCOORDOSGN, SV_TARGETSHEX PjYF Z`XpUUbb2e h22F A@0A0AF ECUFF~`ECU F~`2 F 8FV 2 F FECUFF~`2FF 2 F FECUFF~`2FF 2 F FECUFF~`2FF 2 F FECUFF~`2FF 2 FV FECUFF~`2FF 2 F FECUFF~`2FF 2 F FECUFF~`2FF 2 F FECUFF~`2FF 2 FV FECUFF~`2FF 2 F FECUFF~`2FF 2 F FECUFF~`2FF 2 F FECUFF~`2FF 2 FV FECUFF~`2FF 2 F FECUFF~`2FF 2 F FECUFF~`2FF 2 F FECUFF~`2FF 2 FV FECUFF~`2FF 2 F FECUFF~`2FF 2 F FECUFF~`2FF 2 F FECUFF~`2FF ECUFF~`2 FV F2 F F8 FF>STATG/" ;2 Çr}yݠ- ҖinColor"inColor(0B3 &Ж inPosition" inPosition(0B7 *Ж inLocalCoord" inLocalCoord(0BP NۖuCoordTransformMatrix_0_Stage0"uCoordTransformMatrix_0_Stage0(0B< :ҖurtAdjustment_Stage0"urtAdjustment_Stage0(0B"2 ,Җ vcolor_Stage0" vcolor_Stage0(0B"N HЖvTransformedCoords_0_Stage0"vTransformedCoords_0_Stage0(0B". (Җ gl_Position" gl_Position(0B* ؑ4ua#xIB @ޖuTextureSampler_0_Stage1"uTextureSampler_0_Stage1(0B@ >ЖuImageIncrement_Stage1"uImageIncrement_Stage1(0B0 .ҖuKernel_Stage1"uKernel_Stage1(0B"2 ,Җ vcolor_Stage0" vcolor_Stage0(0B"N HЖvTransformedCoords_0_Stage0"vTransformedCoords_0_Stage0(0B*7 *Җ gl_FragColor" gl_FragColor(0B08r J3CSHQznFƀ`842c43ae67baP inPosition inPositionRinColorinColorP inLocalCoord inLocalCoordRurtAdjustment_Stage0[uCoordTransformMatrix_0_Stage0PuImageIncrement_Stage1RuKernel_Stage1^uTextureSampler_0_Stage1urtAdjustment_Stage0uCoordTransformMatrix_0_Stage0uImageIncrement_Stage1uKernel_Stage1uKernel_Stage1uKernel_Stage1uKernel_Stage1uTextureSampler_0_Stage1 X6  Kfloat3 vec3(float2 x0, float x1) { return float3(x0, x1); } float4 vec4(float x0, float x1, float x2, float x3) { return float4(x0, x1, x2, x3); } // Uniforms uniform float3x3 _uCoordTransformMatrix_0_Stage0 : register(c0); uniform float4 _urtAdjustment_Stage0 : register(c3); #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Attributes static float4 _inColor = {0, 0, 0, 0}; static float2 _inLocalCoord = {0, 0}; static float2 _inPosition = {0, 0}; static float4 gl_Position = float4(0, 0, 0, 0); // Varyings static float2 _vTransformedCoords_0_Stage0 = {0, 0}; static float4 _vcolor_Stage0 = {0, 0, 0, 0}; cbuffer DriverConstants : register(b1) { float4 dx_ViewAdjust : packoffset(c1); float2 dx_ViewCoords : packoffset(c2); float2 dx_ViewScale : packoffset(c3); }; ; ; ; ; ; ; ; void gl_main() { float4 _color = _inColor; (_vcolor_Stage0 = _color); float2 _pos2 = _inPosition; (_vTransformedCoords_0_Stage0 = mul(transpose(_uCoordTransformMatrix_0_Stage0), vec3(_inLocalCoord, 1.0)).xy); (gl_Position = vec4(((_pos2.x * _urtAdjustment_Stage0.x) + _urtAdjustment_Stage0.y), ((_pos2.y * _urtAdjustment_Stage0.z) + _urtAdjustment_Stage0.w), 0.0, 1.0)); } ; @@ VERTEX ATTRIBUTES @@ struct VS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD2; float4 v0 : TEXCOORD0; float2 v1 : TEXCOORD1; }; VS_OUTPUT main(VS_INPUT input) { initAttributes(input); gl_main(); 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 = _vcolor_Stage0; output.v1 = _vTransformedCoords_0_Stage0; return output; } =// Uniforms uniform float2 _uImageIncrement_Stage1 : register(c0); uniform float4 _uKernel_Stage1[4] : register(c1); static const uint _uTextureSampler_0_Stage1 = 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 // Varyings static float2 _vTransformedCoords_0_Stage0 = {0, 0}; static float4 _vcolor_Stage0 = {0, 0, 0, 0}; static float4 gl_Color[1] = { float4(0, 0, 0, 0) }; cbuffer DriverConstants : register(b1) { struct SamplerMetadata { int baseLevel; int internalFormatBits; int wrapModes; int padding; }; SamplerMetadata samplerMetadata[1] : packoffset(c4); }; #define GL_USES_FRAG_COLOR float4 gl_texture2D(uint samplerIndex, float2 t) { return textures2D[samplerIndex].Sample(samplers2D[samplerIndex], float2(t.x, t.y)); } ; ; ; ; ; void gl_main() { float4 _outputColor_Stage0 = {0, 0, 0, 0}; { (_outputColor_Stage0 = _vcolor_Stage0); } float4 _output_Stage1 = {0, 0, 0, 0}; { (_output_Stage1 = float4(0.0, 0.0, 0.0, 0.0)); float2 _coord = (_vTransformedCoords_0_Stage0 - (7.0 * _uImageIncrement_Stage1)); float2 _coordSampled = {0.0, 0.0}; (_coordSampled = _coord); (_output_Stage1 += (gl_texture2D(_uTextureSampler_0_Stage1, _coordSampled) * _uKernel_Stage1[0].x)); (_coord += _uImageIncrement_Stage1); (_coordSampled = _coord); (_output_Stage1 += (gl_texture2D(_uTextureSampler_0_Stage1, _coordSampled) * _uKernel_Stage1[0].y)); (_coord += _uImageIncrement_Stage1); (_coordSampled = _coord); (_output_Stage1 += (gl_texture2D(_uTextureSampler_0_Stage1, _coordSampled) * _uKernel_Stage1[0].z)); (_coord += _uImageIncrement_Stage1); (_coordSampled = _coord); (_output_Stage1 += (gl_texture2D(_uTextureSampler_0_Stage1, _coordSampled) * _uKernel_Stage1[0].w)); (_coord += _uImageIncrement_Stage1); (_coordSampled = _coord); (_output_Stage1 += (gl_texture2D(_uTextureSampler_0_Stage1, _coordSampled) * _uKernel_Stage1[1].x)); (_coord += _uImageIncrement_Stage1); (_coordSampled = _coord); (_output_Stage1 += (gl_texture2D(_uTextureSampler_0_Stage1, _coordSampled) * _uKernel_Stage1[1].y)); (_coord += _uImageIncrement_Stage1); (_coordSampled = _coord); (_output_Stage1 += (gl_texture2D(_uTextureSampler_0_Stage1, _coordSampled) * _uKernel_Stage1[1].z)); (_coord += _uImageIncrement_Stage1); (_coordSampled = _coord); (_output_Stage1 += (gl_texture2D(_uTextureSampler_0_Stage1, _coordSampled) * _uKernel_Stage1[1].w)); (_coord += _uImageIncrement_Stage1); (_coordSampled = _coord); (_output_Stage1 += (gl_texture2D(_uTextureSampler_0_Stage1, _coordSampled) * _uKernel_Stage1[2].x)); (_coord += _uImageIncrement_Stage1); (_coordSampled = _coord); (_output_Stage1 += (gl_texture2D(_uTextureSampler_0_Stage1, _coordSampled) * _uKernel_Stage1[2].y)); (_coord += _uImageIncrement_Stage1); (_coordSampled = _coord); (_output_Stage1 += (gl_texture2D(_uTextureSampler_0_Stage1, _coordSampled) * _uKernel_Stage1[2].z)); (_coord += _uImageIncrement_Stage1); (_coordSampled = _coord); (_output_Stage1 += (gl_texture2D(_uTextureSampler_0_Stage1, _coordSampled) * _uKernel_Stage1[2].w)); (_coord += _uImageIncrement_Stage1); (_coordSampled = _coord); (_output_Stage1 += (gl_texture2D(_uTextureSampler_0_Stage1, _coordSampled) * _uKernel_Stage1[3].x)); (_coord += _uImageIncrement_Stage1); (_coordSampled = _coord); (_output_Stage1 += (gl_texture2D(_uTextureSampler_0_Stage1, _coordSampled) * _uKernel_Stage1[3].y)); (_coord += _uImageIncrement_Stage1); (_coordSampled = _coord); (_output_Stage1 += (gl_texture2D(_uTextureSampler_0_Stage1, _coordSampled) * _uKernel_Stage1[3].z)); (_coord += _uImageIncrement_Stage1); (_output_Stage1 *= _outputColor_Stage0); } { (gl_Color[0] = _output_Stage1); } } ; struct PS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD2; float4 v0 : TEXCOORD0; float2 v1 : TEXCOORD1; }; @@ PIXEL OUTPUT @@ PS_OUTPUT main(PS_INPUT input) { _vcolor_Stage0 = input.v0; _vTransformedCoords_0_Stage0 = input.v1.xy; gl_main(); return generateOutput(); } R gl_Color0 gl_Color[0]Rstruct GS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD2; float4 v0 : TEXCOORD0; float2 v1 : TEXCOORD1; }; struct GS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD2; float4 v0 : TEXCOORD0; float2 v1 : TEXCOORD1; }; void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput) { output.gl_Position = input.gl_Position; output.v0 = input.v0; output.v1 = input.v1; #ifndef ANGLE_POINT_SPRITE_SHADER output.dx_Position = input.dx_Position; #endif // ANGLE_POINT_SPRITE_SHADER } RTR DXBC}NA8 48pRDEFh<dRD11< ($ \$Globals\@, 0@_uCoordTransformMatrix_0_Stage0float3x3_urtAdjustment_Stage0float46Microsoft (R) HLSL Shader Compiler 6.3.9600.18611ISGN\PPPTEXCOORDOSGNhttt SV_PositionTEXCOORDSHEXPjjYF _2__2g e e e2 h6 @??2 2F օ 6" A6  62 F6 @?6 F62F6B@? F F" F F>STAT  DXBCnp%<$n!~S 4@ RDEF<RD11< ($  samplers2D[0]textures2D[0]$GlobalsP,Lp@_uImageIncrement_Stage1float2D_uKernel_Stage1float4Microsoft (R) HLSL Shader Compiler 6.3.9600.18611ISGNhtttSV_PositionTEXCOORDOSGN, SV_TARGETSHEX`PjYF Z`XpUUbb2e h22F A@@@F ECUFF~`ECU F~`2 F 8FV 2 F FECUFF~`2FF 2 F FECUFF~`2FF 2 F FECUFF~`2FF 2 F FECUFF~`2FF 2 FV FECUFF~`2FF 2 F FECUFF~`2FF 2 F FECUFF~`2FF 2 F FECUFF~`2FF 2 FV FECUFF~`2FF 2 F FECUFF~`2FF 2 F FECUFF~`2FF 2 F FECUFF~`2FF ECUFF~`2 FV F2 F F8 FF>STAT/" ;2 Çr}yݠ- ҖinColor"inColor(0B3 &Ж inPosition" inPosition(0B7 *Ж inLocalCoord" inLocalCoord(0BP NۖuCoordTransformMatrix_0_Stage0"uCoordTransformMatrix_0_Stage0(0B< :ҖurtAdjustment_Stage0"urtAdjustment_Stage0(0B"2 ,Җ vcolor_Stage0" vcolor_Stage0(0B"N HЖvTransformedCoords_0_Stage0"vTransformedCoords_0_Stage0(0B". (Җ gl_Position" gl_Position(0B* )vzln$hpB @ޖuTextureSampler_0_Stage1"uTextureSampler_0_Stage1(0B@ >ЖuImageIncrement_Stage1"uImageIncrement_Stage1(0B0 .ҖuKernel_Stage1"uKernel_Stage1(0B"2 ,Җ vcolor_Stage0" vcolor_Stage0(0B"N HЖvTransformedCoords_0_Stage0"vTransformedCoords_0_Stage0(0B*7 *Җ gl_FragColor" gl_FragColor(0B08` Ұbfolm;8w9F842c43ae67baa_indexa_indexR a_position a_positionP a_texCoord a_texCoord\matrix RvertexTexTransform opacity$^ s_texture7matrixmatrixmatrixmatrixmatrixmatrixmatrixmatrixmatrixvertexTexTransformvertexTexTransformvertexTexTransformvertexTexTransformvertexTexTransformvertexTexTransformvertexTexTransformvertexTexTransformvertexTexTransformopacityopacityopacityopacityopacityopacityopacityopacityopacityopacity opacity opacity opacity opacity opacityopacityopacityopacityopacityopacityopacityopacityopacityopacityopacityopacityopacityopacityopacityopacityopacityopacityopacity opacity!opacity"opacity# s_texture X6  $H $$Wfloat vec1(int x0) { return float(x0); } int ivec1(float x0) { return int(x0); } // Uniforms uniform float4x4 _matrix[9] : register(c0); uniform float _opacity[36] : register(c36); uniform float4 _vertexTexTransform[9] : register(c72); #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Attributes static float _a_index = {0}; static float4 _a_position = {0, 0, 0, 0}; static float2 _a_texCoord = {0, 0}; static float4 gl_Position = float4(0, 0, 0, 0); // Varyings static float _v_alpha = {0}; static float2 _v_texCoord = {0, 0}; cbuffer DriverConstants : register(b1) { float4 dx_ViewAdjust : packoffset(c1); float2 dx_ViewCoords : packoffset(c2); float2 dx_ViewScale : packoffset(c3); }; ; ; ; ; ; ; ; ; void gl_main() { int _vertex_index = ivec1(_a_index); int _quad_index = ivec1((_a_index * 0.25)); float4 _pos = _a_position; (gl_Position = mul(transpose(_matrix[ivec1(clamp(vec1(_quad_index), 0.0, 8.0))]), _pos)); float2 _texCoord = _a_texCoord; float4 _texTrans = _vertexTexTransform[ivec1(clamp(vec1(_quad_index), 0.0, 8.0))]; (_texCoord = ((_texCoord * _texTrans.zw) + _texTrans.xy)); (_v_texCoord = _texCoord); (_v_alpha = _opacity[ivec1(clamp(vec1(_vertex_index), 0.0, 35.0))]); } ; @@ VERTEX ATTRIBUTES @@ struct VS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD2; float2 v0 : TEXCOORD0; float v1 : TEXCOORD1; }; VS_OUTPUT main(VS_INPUT input) { initAttributes(input); gl_main(); 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_texCoord; output.v1 = _v_alpha; return output; } // Uniforms static const uint _s_texture = 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 // Varyings static float _v_alpha = {0}; static float2 _v_texCoord = {0, 0}; static float4 gl_Color[1] = { float4(0, 0, 0, 0) }; cbuffer DriverConstants : register(b1) { struct SamplerMetadata { int baseLevel; int internalFormatBits; int wrapModes; int padding; }; SamplerMetadata samplerMetadata[1] : packoffset(c4); }; #define GL_USES_FRAG_COLOR float4 gl_texture2D(uint samplerIndex, float2 t) { return textures2D[samplerIndex].Sample(samplers2D[samplerIndex], float2(t.x, t.y)); } ; ; ; void gl_main() { float2 _texCoord = _v_texCoord; float4 _texColor = gl_texture2D(_s_texture, _texCoord); (_texColor = (_texColor * _v_alpha)); (gl_Color[0] = _texColor); } ; struct PS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD2; float2 v0 : TEXCOORD0; float v1 : TEXCOORD1; }; @@ PIXEL OUTPUT @@ PS_OUTPUT main(PS_INPUT input) { _v_texCoord = input.v0.xy; _v_alpha = input.v1.x; gl_main(); return generateOutput(); } R gl_Color0 gl_Color[0]Pstruct GS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD2; float2 v0 : TEXCOORD0; float v1 : TEXCOORD1; }; struct GS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD2; float2 v0 : TEXCOORD0; float v1 : TEXCOORD1; }; void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput) { output.gl_Position = input.gl_Position; output.v0 = input.v0; output.v1 = input.v1; #ifndef ANGLE_POINT_SPRITE_SHADER output.dx_Position = input.dx_Position; #endif // ANGLE_POINT_SPRITE_SHADER } QTRDXBC!C7O"7|R4xRDEFh<RD11< ($ \$Globals\@ 0@4@d_matrixfloat4x4 _opacityfloat$9_vertexTexTransformfloat4 xMicrosoft (R) HLSL Shader Compiler 6.3.9600.18611ISGN\PPPTEXCOORDOSGNhtt t SV_PositionTEXCOORDSHEXPjYF Q___2g e e2 eB h8 @>C 4 @3 @A )" @22 F H F H  BF F F FB:*8B *@? "F F F F6" A6b V6  6  C 4 @3 @ B 6B  $ >STATDXBC;=Rkgb.E4lRDEF<RD11< ($ | samplers2D[0]textures2D[0]Microsoft (R) HLSL Shader Compiler 6.3.9600.18611ISGNhtttSV_PositionTEXCOORDOSGN, SV_TARGETSHEXP(jZ`XpUUb2bBe hECUFF~`8 F>STAT" Dt9Z3 &Ж a_texCoord" a_texCoord(0B, (a_index"a_index(0B3 &Җ a_position" a_position(0B ܖmatrix"matrix( 0B8 6ҖvertexTexTransform"vertexTexTransform( 0B! (opacity"opacity($0B", &Ж v_texCoord" v_texCoord(0B"% (v_alpha"v_alpha(0B". (Җ gl_Position" gl_Position(0B* % ⴂ3}TߏqUG$ "ޖ s_texture" s_texture(0B", &Ж v_texCoord" v_texCoord(0B"% (v_alpha"v_alpha(0B*7 *Җ gl_FragColor" gl_FragColor(0B08F U1\i7UK|VG;G842c43ae67baa_indexa_indexR a_position a_positionPquad\matrixQedgeRviewportRcolorquadquadquadquadmatrixedgeedgeedgeedgeedgeedgeedgeedgeviewportcolorX6   # float vec1(int x0) { return float(x0); } float3 vec3(float2 x0, float x1) { return float3(x0, x1); } float4 vec4(float x0, float x1, float x2, float x3) { return float4(x0, x1, x2, x3); } float4 vec4(float2 x0, float x1, float x2) { return float4(x0, x1, x2); } int ivec1(float x0) { return int(x0); } // Uniforms uniform float3 _edge[8] : register(c0); uniform float4x4 _matrix : register(c8); uniform float2 _quad[4] : register(c12); uniform float4 _viewport : register(c16); #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Attributes static float _a_index = {0}; static float4 _a_position = {0, 0, 0, 0}; static float4 gl_Position = float4(0, 0, 0, 0); // Varyings static float4 _edge_dist[2] = {0, 0, 0, 0, 0, 0, 0, 0}; cbuffer DriverConstants : register(b1) { float4 dx_ViewAdjust : packoffset(c1); float2 dx_ViewCoords : packoffset(c2); float2 dx_ViewScale : packoffset(c3); }; ; ; ; ; ; ; ; void gl_main() { int _vertex_index = ivec1(_a_index); float4 _pos = vec4(_quad[ivec1(clamp(vec1(_vertex_index), 0.0, 3.0))], _a_position.z, _a_position.w); (gl_Position = mul(transpose(_matrix), _pos)); float2 _ndc_pos = (0.5 * (1.0 + (gl_Position.xy / gl_Position.w))); float3 _screen_pos = vec3((_viewport.xy + (_viewport.zw * _ndc_pos)), 1.0); (_edge_dist[0] = (vec4(dot(_edge[0], _screen_pos), dot(_edge[1], _screen_pos), dot(_edge[2], _screen_pos), dot(_edge[3], _screen_pos)) * gl_Position.w)); (_edge_dist[1] = (vec4(dot(_edge[4], _screen_pos), dot(_edge[5], _screen_pos), dot(_edge[6], _screen_pos), dot(_edge[7], _screen_pos)) * gl_Position.w)); } ; @@ VERTEX ATTRIBUTES @@ struct VS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD2; float4 gl_FragCoord : TEXCOORD3; float4 v0 : TEXCOORD0; float4 v1 : TEXCOORD1; }; VS_OUTPUT main(VS_INPUT input) { initAttributes(input); gl_main(); 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 = _edge_dist[0]; output.v1 = _edge_dist[1]; return output; } // Uniforms uniform float4 _color : register(c0); #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Varyings static float4 _edge_dist[2] = {0, 0, 0, 0, 0, 0, 0, 0}; static float4 gl_Color[1] = { float4(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); }; #define GL_USES_FRAG_COLOR #define GL_USES_FRAG_COORD ; ; void gl_main() { float4 _texColor = _color; float4 _d4 = min(_edge_dist[0], _edge_dist[1]); float2 _d2 = min(_d4.xz, _d4.yw); float _aa = clamp((gl_FragCoord.w * min(_d2.x, _d2.y)), 0.0, 1.0); (_texColor = (_texColor * _aa)); (gl_Color[0] = _texColor); } ; struct PS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD2; float4 gl_FragCoord : TEXCOORD3; float4 v0 : TEXCOORD0; float4 v1 : TEXCOORD1; }; @@ 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; _edge_dist[0] = input.v0; _edge_dist[1] = input.v1; gl_main(); return generateOutput(); } R gl_Color0 gl_Color[0]struct GS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD2; float4 gl_FragCoord : TEXCOORD3; float4 v0 : TEXCOORD0; float4 v1 : TEXCOORD1; }; struct GS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD2; float4 gl_FragCoord : TEXCOORD3; float4 v0 : TEXCOORD0; float4 v1 : TEXCOORD1; }; void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput) { output.gl_Position = input.gl_Position; output.v0 = input.v0; output.v1 = input.v1; output.gl_FragCoord = input.gl_FragCoord; #ifndef ANGLE_POINT_SPRITE_SHADER output.dx_Position = input.dx_Position; #endif // ANGLE_POINT_SPRITE_SHADER } QT DXBC?BRBv' 4hTRDEF,h<RD11< ($ \$Globals\ |0T@h8_edgefloat3&_matrixfloat4x4\_quadfloat2_viewportfloat4Microsoft (R) HLSL Shader Compiler 6.3.9600.18611ISGND88 TEXCOORDOSGNSV_PositionTEXCOORDSHEX(P jYF __g e e e e hC 4 @3 @@@ 62F  6F F"F F8 2F@?F FBF F6 F :*8B  @?6"2F 2F@??82F 2 2F@??F 6 F6 F6B@?F F"F FBF FF F8 FF F"F FBF FF F8 F>STAT!DXBCet2Br&$ {e4L 8RDEFh<RD11< ($ \$Globals\_colorfloat4Microsoft (R) HLSL Shader Compiler 6.3.9600.18611ISGNSV_PositionTEXCOORDOSGN, SV_TARGETSHEXPDjYF bbbe h3FF323  "@????:8  8 F >STAT" })qg1 r, (a_index"a_index(0B3 &Җ a_position" a_position(0B Жquad"quad(0B іedge"edge(0B ܖmatrix"matrix(0B$ "Җviewport"viewport(0B"* $Җ edge_dist" edge_dist(0B". (Җ gl_Position" gl_Position(0B* Z=]"9NSo Җcolor"color(0B"* $Җ edge_dist" edge_dist(0B"0 *Җ gl_FragCoord" gl_FragCoord(0B*7 *Җ gl_FragColor" gl_FragColor(0B08G qdb#> 2 2 FA@>> 6 >STAT DXBCKSݳ7*z)r[4RDEF<RD11< ($ | samplers2D[0]textures2D[0]Microsoft (R) HLSL Shader Compiler 6.3.9600.18611ISGNhtttSV_PositionTEXCOORDOSGN, SV_TARGETSHEX<POjZ`XpUUbb2e hECUFF~`ECUF~`FFECUFF~`FF8 F@>>>>>STAT" 8Io ^KE"3 &Ж a_position" a_position(0B3 &Ж a_texcoord" a_texcoord(0B* (Җ src_subrect" src_subrect(0B0 .Жscaling_vector"scaling_vector(0B. ,Ж dst_pixelsize" dst_pixelsize(0B"0 *Җ v_texcoords1" v_texcoords1(0B"0 *Ж v_texcoords2" v_texcoords2(0B". (Җ gl_Position" gl_Position(0B* kY^Bެ混uv:STAT DXBC8!t5/SF ;D4xTRDEF<RD11< ($ | samplers2D[0]textures2D[0]Microsoft (R) HLSL Shader Compiler 6.3.9600.18611ISGNhP\\SV_PositionTEXCOORDOSGN, SV_TARGETSHEXP(jZ`XpUUb2e hECUrFF~`6r F6 @?>STAT" x vmy'Ypl4 RDEFh<RD11< ($ \$Globals\@ 0@4Dh__umatrixfloat4x4 __uopacityfloat$;__uvertexTexTransformfloat4 ~Microsoft (R) HLSL Shader Compiler 6.3.9600.18611ISGN\PPPTEXCOORDOSGNhtt t SV_PositionTEXCOORDSHEXPjYF Q___2g e e2 eB h8 @>C 4 @3 @A )" @22 F H F H  BF F F FB:*8B *@? "F F F F6" A6b V6  6  C 4 @3 @ B 6B  $ >STATDXBC;=Rkgb.E4lRDEF<RD11< ($ | samplers2D[0]textures2D[0]Microsoft (R) HLSL Shader Compiler 6.3.9600.18611ISGNhtttSV_PositionTEXCOORDOSGN, SV_TARGETSHEXP(jZ`XpUUb2bBe hECUFF~`8 F>STAT" #RړU N9)a-5 (Ж a_texCoord" _ua_texCoord(0B. !(a_index" _ua_index(0B5 (Җ a_position" _ua_position(0B" ܖmatrix"_umatrix( 0B: 8ҖvertexTexTransform"_uvertexTexTransform( 0B# !(opacity" _uopacity($0B". (Җ gl_Position" gl_Position(0B". (Ж v_texCoord" _uv_texCoord(0B"' !(v_alpha" _uv_alpha(0B* X.aiR ?/S$͂& $ޖ s_texture" _us_texture(0B". (Ж v_texCoord" _uv_texCoord(0B"' !(v_alpha" _uv_alpha(0B*7 *Җ gl_FragColor" gl_FragColor(0B08D ~;xľ%]XC2ff870db3a3b _ua_index _u_ua_indexR _ua_position_u_ua_positionP _ua_texCoord_u_ua_texCoord\_umatrix _u_umatrix R_uvertexTexTransform_u_uvertexTexTransform  _uopacity _u_uopacity$_ualpha _u_ualpha^ _us_texture _u_us_texture8            !!""## X6  $H $$cfloat vec1(int x0) { return float(x0); } int ivec1(float x0) { return int(x0); } // Uniforms uniform float4x4 __umatrix[9] : register(c0); uniform float __uopacity[36] : register(c36); uniform float4 __uvertexTexTransform[9] : register(c72); #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Attributes static float __ua_index = {0}; static float4 __ua_position = {0, 0, 0, 0}; static float2 __ua_texCoord = {0, 0}; static float4 gl_Position = float4(0, 0, 0, 0); // Varyings static float __uv_alpha = {0}; static float2 __uv_texCoord = {0, 0}; cbuffer DriverConstants : register(b1) { float4 dx_ViewAdjust : packoffset(c1); float2 dx_ViewCoords : packoffset(c2); float2 dx_ViewScale : packoffset(c3); }; ; ; ; ; ; ; ; ; void gl_main() { int __uvertex_index = ivec1(__ua_index); int __uquad_index = ivec1((__ua_index * 0.25)); float4 __upos = __ua_position; (gl_Position = mul(transpose(__umatrix[ivec1(clamp(vec1(__uquad_index), 0.0, 8.0))]), __upos)); float2 __utexCoord = __ua_texCoord; float4 __utexTrans = __uvertexTexTransform[ivec1(clamp(vec1(__uquad_index), 0.0, 8.0))]; (__utexCoord = ((__utexCoord * __utexTrans.zw) + __utexTrans.xy)); (__uv_texCoord = __utexCoord); (__uv_alpha = __uopacity[ivec1(clamp(vec1(__uvertex_index), 0.0, 35.0))]); } ; @@ VERTEX ATTRIBUTES @@ struct VS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float2 v0 : TEXCOORD0; }; VS_OUTPUT main(VS_INPUT input) { initAttributes(input); gl_main(); 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 = __uv_texCoord; return output; } // Uniforms uniform float __ualpha : register(c0); static const uint __us_texture = 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 // Varyings static float2 __uv_texCoord = {0, 0}; static float4 gl_Color[1] = { float4(0, 0, 0, 0) }; cbuffer DriverConstants : register(b1) { struct SamplerMetadata { int baseLevel; int internalFormatBits; int wrapModes; int padding; }; SamplerMetadata samplerMetadata[1] : packoffset(c4); }; #define GL_USES_FRAG_COLOR float4 gl_texture2D(uint samplerIndex, float2 t) { return textures2D[samplerIndex].Sample(samplers2D[samplerIndex], float2(t.x, t.y)); } ; ; ; void gl_main() { float2 __utexCoord = __uv_texCoord; float4 __utexColor = gl_texture2D(__us_texture, __utexCoord); (__utexColor = (__utexColor * __ualpha)); (gl_Color[0] = __utexColor); } ; struct PS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float2 v0 : TEXCOORD0; }; @@ PIXEL OUTPUT @@ PS_OUTPUT main(PS_INPUT input) { __uv_texCoord = input.v0.xy; gl_main(); return generateOutput(); } R gl_Color0 gl_Color[0]struct GS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float2 v0 : TEXCOORD0; }; struct GS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float2 v0 : TEXCOORD0; }; void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput) { output.gl_Position = input.gl_Position; output.v0 = input.v0; #ifndef ANGLE_POINT_SPRITE_SHADER output.dx_Position = input.dx_Position; #endif // ANGLE_POINT_SPRITE_SHADER } QTRDXBC9'M=XIbH74hRDEFh<RD11< ($ \$Globals\@ 0@4Dh__umatrixfloat4x4 __uopacityfloat$;__uvertexTexTransformfloat4 ~Microsoft (R) HLSL Shader Compiler 6.3.9600.18611ISGN\PPPTEXCOORDOSGNhP\\ SV_PositionTEXCOORDSHEXpPjYF Q___2g e e2 h8 @>C 4 @3 @A )" @22 F H F H  BF F F FB:*8B *@? "F F F F6" A6b V6  6  >STAT DXBCGrѧ+4LRDEFl<8RD11< ($  samplers2D[0]textures2D[0]$Globals__ualphafloat Microsoft (R) HLSL Shader Compiler 6.3.9600.18611ISGNhP\\SV_PositionTEXCOORDOSGN, SV_TARGETSHEXP*jYF Z`XpUUb2e hECUFF~`8 F >STAT" #RړU N9)a-5 (Ж a_texCoord" _ua_texCoord(0B. !(a_index" _ua_index(0B5 (Җ a_position" _ua_position(0B" ܖmatrix"_umatrix( 0B: 8ҖvertexTexTransform"_uvertexTexTransform( 0B# !(opacity" _uopacity($0B". (Җ gl_Position" gl_Position(0B". (Ж v_texCoord" _uv_texCoord(0B"' !(v_alpha" _uv_alpha(0B* HH5d/& $ޖ s_texture" _us_texture(0B (alpha"_ualpha(0B". (Ж v_texCoord" _uv_texCoord(0B*7 *Җ gl_FragColor" gl_FragColor(0B08C WPjW .3/,2ff870db3a3b _ua_index _u_ua_indexR _ua_position_u_ua_positionP_uquad_u_uquad\_umatrix _u_umatrixR_ucolor _u_ucolorX6  float vec1(int x0) { return float(x0); } float4 vec4(float2 x0, float x1, float x2) { return float4(x0, x1, x2); } int ivec1(float x0) { return int(x0); } // Uniforms uniform float4x4 __umatrix : register(c0); uniform float2 __uquad[4] : register(c4); #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Attributes static float __ua_index = {0}; static float4 __ua_position = {0, 0, 0, 0}; static float4 gl_Position = float4(0, 0, 0, 0); // Varyings cbuffer DriverConstants : register(b1) { float4 dx_ViewAdjust : packoffset(c1); float2 dx_ViewCoords : packoffset(c2); float2 dx_ViewScale : packoffset(c3); }; ; ; ; ; void gl_main() { int __uvertex_index = ivec1(__ua_index); float4 __upos = vec4(__uquad[ivec1(clamp(vec1(__uvertex_index), 0.0, 3.0))], __ua_position.z, __ua_position.w); (gl_Position = mul(transpose(__umatrix), __upos)); } ; @@ VERTEX ATTRIBUTES @@ struct VS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD0; }; VS_OUTPUT main(VS_INPUT input) { initAttributes(input); gl_main(); 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; return output; } S// Uniforms uniform float4 __ucolor : register(c0); #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Varyings static float4 gl_Color[1] = { float4(0, 0, 0, 0) }; cbuffer DriverConstants : register(b1) { }; #define GL_USES_FRAG_COLOR ; void gl_main() { float4 __utexColor = __ucolor; (gl_Color[0] = __utexColor); } ; struct PS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD0; }; @@ PIXEL OUTPUT @@ PS_OUTPUT main(PS_INPUT input) { gl_main(); return generateOutput(); } R gl_Color0 gl_Color[0]struct GS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD0; }; struct GS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD0; }; void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput) { output.gl_Position = input.gl_Position; #ifndef ANGLE_POINT_SPRITE_SHADER output.dx_Position = input.dx_Position; #endif // ANGLE_POINT_SPRITE_SHADER } QTDXBCn1܉84P@RDEFph<<RD11< ($ \$Globals\@@8__umatrixfloat4x4__uquadfloat2Microsoft (R) HLSL Shader Compiler 6.3.9600.18611ISGND88 TEXCOORDOSGNP8DSV_PositionTEXCOORDSHEXPzjYF __g e hC 4 @3 @@@ 62F  6BF FF F:*8B  @?F F"F F6  6" A6 F>STAT DXBCQe2i[2(W4L$RDEFh<RD11< ($ \$Globals\__ucolorfloat4Microsoft (R) HLSL Shader Compiler 6.3.9600.18611ISGNP8DSV_PositionTEXCOORDOSGN, SV_TARGETSHEXDPjYF e 6 F >STAT" 1d%p9V. !(a_index" _ua_index(0B5 (Җ a_position" _ua_position(0B Жquad"_uquad(0B" ܖmatrix"_umatrix(0B". (Җ gl_Position" gl_Position(0B*q v/9NQO/̽. Җcolor"_ucolor(0B*7 *Җ gl_FragColor" gl_FragColor(0B08, Js\9:2ff870db3a3b _ua_index _u_ua_indexR _ua_position_u_ua_positionP _ua_texCoord_u_ua_texCoordP_uquad_u_uquad\_umatrix _u_umatrixR_uvertexTexTransform_u_uvertexTexTransform_ualpha _u_ualpha^ _us_texture _u_us_texture X6  float vec1(int x0) { return float(x0); } float4 vec4(float2 x0, float x1, float x2) { return float4(x0, x1, x2); } int ivec1(float x0) { return int(x0); } // Uniforms uniform float4x4 __umatrix : register(c0); uniform float2 __uquad[4] : register(c4); uniform float4 __uvertexTexTransform : register(c8); #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Attributes static float __ua_index = {0}; static float4 __ua_position = {0, 0, 0, 0}; static float2 __ua_texCoord = {0, 0}; static float4 gl_Position = float4(0, 0, 0, 0); // Varyings static float2 __uv_texCoord = {0, 0}; cbuffer DriverConstants : register(b1) { float4 dx_ViewAdjust : packoffset(c1); float2 dx_ViewCoords : packoffset(c2); float2 dx_ViewScale : packoffset(c3); }; ; ; ; ; ; ; ; void gl_main() { int __uvertex_index = ivec1(__ua_index); float4 __upos = vec4(__uquad[ivec1(clamp(vec1(__uvertex_index), 0.0, 3.0))], __ua_position.z, __ua_position.w); (gl_Position = mul(transpose(__umatrix), __upos)); float2 __utexCoord = __ua_texCoord; (__utexCoord = ((__utexCoord * __uvertexTexTransform.zw) + __uvertexTexTransform.xy)); (__uv_texCoord = __utexCoord); } ; @@ VERTEX ATTRIBUTES @@ struct VS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float2 v0 : TEXCOORD0; }; VS_OUTPUT main(VS_INPUT input) { initAttributes(input); gl_main(); 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 = __uv_texCoord; return output; } // Uniforms uniform float __ualpha : register(c0); static const uint __us_texture = 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 // Varyings static float2 __uv_texCoord = {0, 0}; static float4 gl_Color[1] = { float4(0, 0, 0, 0) }; cbuffer DriverConstants : register(b1) { struct SamplerMetadata { int baseLevel; int internalFormatBits; int wrapModes; int padding; }; SamplerMetadata samplerMetadata[1] : packoffset(c4); }; #define GL_USES_FRAG_COLOR float4 gl_texture2D(uint samplerIndex, float2 t) { return textures2D[samplerIndex].Sample(samplers2D[samplerIndex], float2(t.x, t.y)); } ; ; ; void gl_main() { float2 __utexCoord = __uv_texCoord; float4 __utexColor = gl_texture2D(__us_texture, __utexCoord); (__utexColor = (__utexColor * __ualpha)); (gl_Color[0] = __utexColor); } ; struct PS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float2 v0 : TEXCOORD0; }; @@ PIXEL OUTPUT @@ PS_OUTPUT main(PS_INPUT input) { __uv_texCoord = input.v0.xy; gl_main(); return generateOutput(); } R gl_Color0 gl_Color[0]struct GS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float2 v0 : TEXCOORD0; }; struct GS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float2 v0 : TEXCOORD0; }; void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput) { output.gl_Position = input.gl_Position; output.v0 = input.v0; #ifndef ANGLE_POINT_SPRITE_SHADER output.dx_Position = input.dx_Position; #endif // ANGLE_POINT_SPRITE_SHADER } QTRDXBC֌eiywtq\n84| RDEFh<RD11< ($ \$Globals\@ 0@8@d__umatrixfloat4x4__uquadfloat28__uvertexTexTransformfloat4zMicrosoft (R) HLSL Shader Compiler 6.3.9600.18611ISGN\PP PTEXCOORDOSGNhP\\ SV_PositionTEXCOORDSHEX,PjYF ___2g e e2 hC 4 @3 @@@ 62F  6BF FF F:*8B  @?F F"F F6  6" A6 F2 2 F F >STAT DXBCGrѧ+4LRDEFl<8RD11< ($  samplers2D[0]textures2D[0]$Globals__ualphafloat Microsoft (R) HLSL Shader Compiler 6.3.9600.18611ISGNhP\\SV_PositionTEXCOORDOSGN, SV_TARGETSHEXP*jYF Z`XpUUb2e hECUFF~`8 F >STAT" x vmy'Ypl4 RDEFh<RD11< ($ \$Globals\@ 0@4Dh__umatrixfloat4x4 __uopacityfloat$;__uvertexTexTransformfloat4 ~Microsoft (R) HLSL Shader Compiler 6.3.9600.18611ISGN\PPPTEXCOORDOSGNhtt t SV_PositionTEXCOORDSHEXPjYF Q___2g e e2 eB h8 @>C 4 @3 @A )" @22 F H F H  BF F F FB:*8B *@? "F F F F6" A6b V6  6  C 4 @3 @ B 6B  $ >STATDXBC;=Rkgb.E4lRDEF<RD11< ($ | samplers2D[0]textures2D[0]Microsoft (R) HLSL Shader Compiler 6.3.9600.18611ISGNhtttSV_PositionTEXCOORDOSGN, SV_TARGETSHEXP(jZ`XpUUb2bBe hECUFF~`8 F>STAT" #RړU N9)a-5 (Ж a_texCoord" _ua_texCoord(0B. !(a_index" _ua_index(0B5 (Җ a_position" _ua_position(0B" ܖmatrix"_umatrix( 0B: 8ҖvertexTexTransform"_uvertexTexTransform( 0B# !(opacity" _uopacity($0B". (Җ gl_Position" gl_Position(0B". (Ж v_texCoord" _uv_texCoord(0B"' !(v_alpha" _uv_alpha(0B* X.aiR ?/S$͂& $ޖ s_texture" _us_texture(0B". (Ж v_texCoord" _uv_texCoord(0B"' !(v_alpha" _uv_alpha(0B*7 *Җ gl_FragColor" gl_FragColor(0B08D ~;xľ%]XC2ff870db3a3b _ua_index _u_ua_indexR _ua_position_u_ua_positionP _ua_texCoord_u_ua_texCoord\_umatrix _u_umatrix R_uvertexTexTransform_u_uvertexTexTransform  _uopacity _u_uopacity$_ualpha _u_ualpha^ _us_texture _u_us_texture8            !!""## X6  $H $$cfloat vec1(int x0) { return float(x0); } int ivec1(float x0) { return int(x0); } // Uniforms uniform float4x4 __umatrix[9] : register(c0); uniform float __uopacity[36] : register(c36); uniform float4 __uvertexTexTransform[9] : register(c72); #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Attributes static float __ua_index = {0}; static float4 __ua_position = {0, 0, 0, 0}; static float2 __ua_texCoord = {0, 0}; static float4 gl_Position = float4(0, 0, 0, 0); // Varyings static float __uv_alpha = {0}; static float2 __uv_texCoord = {0, 0}; cbuffer DriverConstants : register(b1) { float4 dx_ViewAdjust : packoffset(c1); float2 dx_ViewCoords : packoffset(c2); float2 dx_ViewScale : packoffset(c3); }; ; ; ; ; ; ; ; ; void gl_main() { int __uvertex_index = ivec1(__ua_index); int __uquad_index = ivec1((__ua_index * 0.25)); float4 __upos = __ua_position; (gl_Position = mul(transpose(__umatrix[ivec1(clamp(vec1(__uquad_index), 0.0, 8.0))]), __upos)); float2 __utexCoord = __ua_texCoord; float4 __utexTrans = __uvertexTexTransform[ivec1(clamp(vec1(__uquad_index), 0.0, 8.0))]; (__utexCoord = ((__utexCoord * __utexTrans.zw) + __utexTrans.xy)); (__uv_texCoord = __utexCoord); (__uv_alpha = __uopacity[ivec1(clamp(vec1(__uvertex_index), 0.0, 35.0))]); } ; @@ VERTEX ATTRIBUTES @@ struct VS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float2 v0 : TEXCOORD0; }; VS_OUTPUT main(VS_INPUT input) { initAttributes(input); gl_main(); 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 = __uv_texCoord; return output; } // Uniforms uniform float __ualpha : register(c0); static const uint __us_texture = 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 // Varyings static float2 __uv_texCoord = {0, 0}; static float4 gl_Color[1] = { float4(0, 0, 0, 0) }; cbuffer DriverConstants : register(b1) { struct SamplerMetadata { int baseLevel; int internalFormatBits; int wrapModes; int padding; }; SamplerMetadata samplerMetadata[1] : packoffset(c4); }; #define GL_USES_FRAG_COLOR float4 gl_texture2D(uint samplerIndex, float2 t) { return textures2D[samplerIndex].Sample(samplers2D[samplerIndex], float2(t.x, t.y)); } ; ; ; void gl_main() { float2 __utexCoord = __uv_texCoord; float4 __utexColor = gl_texture2D(__us_texture, __utexCoord); (__utexColor = (__utexColor * __ualpha)); (gl_Color[0] = __utexColor); } ; struct PS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float2 v0 : TEXCOORD0; }; @@ PIXEL OUTPUT @@ PS_OUTPUT main(PS_INPUT input) { __uv_texCoord = input.v0.xy; gl_main(); return generateOutput(); } R gl_Color0 gl_Color[0]struct GS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float2 v0 : TEXCOORD0; }; struct GS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float2 v0 : TEXCOORD0; }; void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput) { output.gl_Position = input.gl_Position; output.v0 = input.v0; #ifndef ANGLE_POINT_SPRITE_SHADER output.dx_Position = input.dx_Position; #endif // ANGLE_POINT_SPRITE_SHADER } QTRDXBC9'M=XIbH74hRDEFh<RD11< ($ \$Globals\@ 0@4Dh__umatrixfloat4x4 __uopacityfloat$;__uvertexTexTransformfloat4 ~Microsoft (R) HLSL Shader Compiler 6.3.9600.18611ISGN\PPPTEXCOORDOSGNhP\\ SV_PositionTEXCOORDSHEXpPjYF Q___2g e e2 h8 @>C 4 @3 @A )" @22 F H F H  BF F F FB:*8B *@? "F F F F6" A6b V6  6  >STAT DXBCGrѧ+4LRDEFl<8RD11< ($  samplers2D[0]textures2D[0]$Globals__ualphafloat Microsoft (R) HLSL Shader Compiler 6.3.9600.18611ISGNhP\\SV_PositionTEXCOORDOSGN, SV_TARGETSHEXP*jYF Z`XpUUb2e hECUFF~`8 F >STAT" #RړU N9)a-5 (Ж a_texCoord" _ua_texCoord(0B. !(a_index" _ua_index(0B5 (Җ a_position" _ua_position(0B" ܖmatrix"_umatrix( 0B: 8ҖvertexTexTransform"_uvertexTexTransform( 0B# !(opacity" _uopacity($0B". (Җ gl_Position" gl_Position(0B". (Ж v_texCoord" _uv_texCoord(0B"' !(v_alpha" _uv_alpha(0B* HH5d/& $ޖ s_texture" _us_texture(0B (alpha"_ualpha(0B". (Ж v_texCoord" _uv_texCoord(0B*7 *Җ gl_FragColor" gl_FragColor(0B08C 쇛)€nԝţM2ff870db3a3b _ua_index _u_ua_indexR _ua_position_u_ua_positionP _ua_texCoord_u_ua_texCoord\_umatrix _u_umatrix R_uvertexTexTransform_u_uvertexTexTransform  _uopacity _u_uopacity$P_umaskTexCoordScale_u_umaskTexCoordScaleP_umaskTexCoordOffset_u_umaskTexCoordOffset_ualpha _u_ualpha^ _us_texture _u_us_texture^_us_mask _u_us_mask;            !!""##  X6   $H $$cfloat vec1(int x0) { return float(x0); } int ivec1(float x0) { return int(x0); } // Uniforms uniform float4x4 __umatrix[9] : register(c0); uniform float __uopacity[36] : register(c36); uniform float4 __uvertexTexTransform[9] : register(c72); #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Attributes static float __ua_index = {0}; static float4 __ua_position = {0, 0, 0, 0}; static float2 __ua_texCoord = {0, 0}; static float4 gl_Position = float4(0, 0, 0, 0); // Varyings static float __uv_alpha = {0}; static float2 __uv_texCoord = {0, 0}; cbuffer DriverConstants : register(b1) { float4 dx_ViewAdjust : packoffset(c1); float2 dx_ViewCoords : packoffset(c2); float2 dx_ViewScale : packoffset(c3); }; ; ; ; ; ; ; ; ; void gl_main() { int __uvertex_index = ivec1(__ua_index); int __uquad_index = ivec1((__ua_index * 0.25)); float4 __upos = __ua_position; (gl_Position = mul(transpose(__umatrix[ivec1(clamp(vec1(__uquad_index), 0.0, 8.0))]), __upos)); float2 __utexCoord = __ua_texCoord; float4 __utexTrans = __uvertexTexTransform[ivec1(clamp(vec1(__uquad_index), 0.0, 8.0))]; (__utexCoord = ((__utexCoord * __utexTrans.zw) + __utexTrans.xy)); (__uv_texCoord = __utexCoord); (__uv_alpha = __uopacity[ivec1(clamp(vec1(__uvertex_index), 0.0, 35.0))]); } ; @@ VERTEX ATTRIBUTES @@ struct VS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float2 v0 : TEXCOORD0; }; VS_OUTPUT main(VS_INPUT input) { initAttributes(input); gl_main(); 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 = __uv_texCoord; return output; } float2 vec2(float x0, float x1) { return float2(x0, x1); } // Uniforms uniform float __ualpha : register(c0); uniform float2 __umaskTexCoordOffset : register(c1); uniform float2 __umaskTexCoordScale : register(c2); static const uint __us_mask = 0; static const uint __us_texture = 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 // Varyings static float2 __uv_texCoord = {0, 0}; static float4 gl_Color[1] = { float4(0, 0, 0, 0) }; cbuffer DriverConstants : register(b1) { struct SamplerMetadata { int baseLevel; int internalFormatBits; int wrapModes; int padding; }; SamplerMetadata samplerMetadata[2] : packoffset(c4); }; #define GL_USES_FRAG_COLOR float4 gl_texture2D(uint samplerIndex, float2 t) { return textures2D[samplerIndex].Sample(samplers2D[samplerIndex], float2(t.x, t.y)); } ; ; ; ; ; ; void gl_main() { float4 __utexColor = gl_texture2D(__us_texture, __uv_texCoord); float2 __umaskTexCoord = vec2((__umaskTexCoordOffset.x + (__uv_texCoord.x * __umaskTexCoordScale.x)), (__umaskTexCoordOffset.y + (__uv_texCoord.y * __umaskTexCoordScale.y))); float4 __umaskColor = gl_texture2D(__us_mask, __umaskTexCoord); (__utexColor = ((__utexColor * __ualpha) * __umaskColor.w)); (gl_Color[0] = __utexColor); } ; struct PS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float2 v0 : TEXCOORD0; }; @@ PIXEL OUTPUT @@ PS_OUTPUT main(PS_INPUT input) { __uv_texCoord = input.v0.xy; gl_main(); return generateOutput(); } R gl_Color0 gl_Color[0]struct GS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float2 v0 : TEXCOORD0; }; struct GS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float2 v0 : TEXCOORD0; }; void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput) { output.gl_Position = input.gl_Position; output.v0 = input.v0; #ifndef ANGLE_POINT_SPRITE_SHADER output.dx_Position = input.dx_Position; #endif // ANGLE_POINT_SPRITE_SHADER } QTRDXBC9'M=XIbH74hRDEFh<RD11< ($ \$Globals\@ 0@4Dh__umatrixfloat4x4 __uopacityfloat$;__uvertexTexTransformfloat4 ~Microsoft (R) HLSL Shader Compiler 6.3.9600.18611ISGN\PPPTEXCOORDOSGNhP\\ SV_PositionTEXCOORDSHEXpPjYF Q___2g e e2 h8 @>C 4 @3 @A )" @22 F H F H  BF F F FB:*8B *@? "F F F F6" A6b V6  6  >STAT ,DXBC-@*&Gn/',4PRDEFp <=RD11< ($   samplers2D[0]samplers2D[1]textures2D[0]textures2D[1]$Globals80( __ualphafloat__umaskTexCoordOffsetfloat2__umaskTexCoordScaleMicrosoft (R) HLSL Shader Compiler 6.3.9600.18611ISGNhP\\SV_PositionTEXCOORDOSGN, SV_TARGETSHEX8PNjYF Z`Z`XpUUXpUUb2e h2 2FF F ECUF6y`ECUFF~`8F 8 F>STAT" #RړU N9)a-5 (Ж a_texCoord" _ua_texCoord(0B. !(a_index" _ua_index(0B5 (Җ a_position" _ua_position(0B" ܖmatrix"_umatrix( 0B: 8ҖvertexTexTransform"_uvertexTexTransform( 0B# !(opacity" _uopacity($0B". (Җ gl_Position" gl_Position(0B". (Ж v_texCoord" _uv_texCoord(0B"' !(v_alpha" _uv_alpha(0B* 54k(yag & $ޖ s_texture" _us_texture(0B (alpha"_ualpha(0B ޖs_mask"_us_mask(0B8 6ЖmaskTexCoordScale"_umaskTexCoordScale(0B: 8ЖmaskTexCoordOffset"_umaskTexCoordOffset(0B". (Ж v_texCoord" _uv_texCoord(0B*7 *Җ gl_FragColor" gl_FragColor(0B08M 4C Y֫g9hc) DH2ff870db3a3b _ua_index _u_ua_indexR _ua_position_u_ua_positionP_uquad_u_uquad\_umatrix _u_umatrixQ_uedge_u_uedgeR _uviewport _u_uviewportR_ucolor _u_ucolorX6   u float vec1(int x0) { return float(x0); } float3 vec3(float2 x0, float x1) { return float3(x0, x1); } float4 vec4(float x0, float x1, float x2, float x3) { return float4(x0, x1, x2, x3); } float4 vec4(float2 x0, float x1, float x2) { return float4(x0, x1, x2); } int ivec1(float x0) { return int(x0); } // Uniforms uniform float3 __uedge[8] : register(c0); uniform float4x4 __umatrix : register(c8); uniform float2 __uquad[4] : register(c12); uniform float4 __uviewport : register(c16); #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Attributes static float __ua_index = {0}; static float4 __ua_position = {0, 0, 0, 0}; static float4 gl_Position = float4(0, 0, 0, 0); // Varyings static float4 __uedge_dist[2] = {0, 0, 0, 0, 0, 0, 0, 0}; cbuffer DriverConstants : register(b1) { float4 dx_ViewAdjust : packoffset(c1); float2 dx_ViewCoords : packoffset(c2); float2 dx_ViewScale : packoffset(c3); }; ; ; ; ; ; ; ; void gl_main() { int __uvertex_index = ivec1(__ua_index); float4 __upos = vec4(__uquad[ivec1(clamp(vec1(__uvertex_index), 0.0, 3.0))], __ua_position.z, __ua_position.w); (gl_Position = mul(transpose(__umatrix), __upos)); float2 __undc_pos = (0.5 * (1.0 + (gl_Position.xy / gl_Position.w))); float3 __uscreen_pos = vec3((__uviewport.xy + (__uviewport.zw * __undc_pos)), 1.0); (__uedge_dist[0] = (vec4(dot(__uedge[0], __uscreen_pos), dot(__uedge[1], __uscreen_pos), dot(__uedge[2], __uscreen_pos), dot(__uedge[3], __uscreen_pos)) * gl_Position.w)); (__uedge_dist[1] = (vec4(dot(__uedge[4], __uscreen_pos), dot(__uedge[5], __uscreen_pos), dot(__uedge[6], __uscreen_pos), dot(__uedge[7], __uscreen_pos)) * gl_Position.w)); } ; @@ VERTEX ATTRIBUTES @@ struct VS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD2; float4 gl_FragCoord : TEXCOORD3; float4 v0 : TEXCOORD0; float4 v1 : TEXCOORD1; }; VS_OUTPUT main(VS_INPUT input) { initAttributes(input); gl_main(); 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 = __uedge_dist[0]; output.v1 = __uedge_dist[1]; return output; } // Uniforms uniform float4 __ucolor : register(c0); #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Varyings static float4 __uedge_dist[2] = {0, 0, 0, 0, 0, 0, 0, 0}; static float4 gl_Color[1] = { float4(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); }; #define GL_USES_FRAG_COLOR #define GL_USES_FRAG_COORD ; ; void gl_main() { float4 __utexColor = __ucolor; float4 __ud4 = min(__uedge_dist[0], __uedge_dist[1]); float2 __ud2 = min(__ud4.xz, __ud4.yw); float __uaa = clamp((gl_FragCoord.w * min(__ud2.x, __ud2.y)), 0.0, 1.0); (__utexColor = (__utexColor * __uaa)); (gl_Color[0] = __utexColor); } ; struct PS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD2; float4 gl_FragCoord : TEXCOORD3; float4 v0 : TEXCOORD0; float4 v1 : TEXCOORD1; }; @@ 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; __uedge_dist[0] = input.v0; __uedge_dist[1] = input.v1; gl_main(); return generateOutput(); } R gl_Color0 gl_Color[0]struct GS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD2; float4 gl_FragCoord : TEXCOORD3; float4 v0 : TEXCOORD0; float4 v1 : TEXCOORD1; }; struct GS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD2; float4 gl_FragCoord : TEXCOORD3; float4 v0 : TEXCOORD0; float4 v1 : TEXCOORD1; }; void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput) { output.gl_Position = input.gl_Position; output.v0 = input.v0; output.v1 = input.v1; output.gl_FragCoord = input.gl_FragCoord; #ifndef ANGLE_POINT_SPRITE_SHADER output.dx_Position = input.dx_Position; #endif // ANGLE_POINT_SPRITE_SHADER } QT DXBCPH13[] "9 4hTRDEF,h<RD11< ($ \$Globals\ |0T@h8__uedgefloat3(__umatrixfloat4x4^__uquadfloat2__uviewportfloat4Microsoft (R) HLSL Shader Compiler 6.3.9600.18611ISGND88 TEXCOORDOSGNSV_PositionTEXCOORDSHEX(P jYF __g e e e e hC 4 @3 @@@ 62F  6F F"F F8 2F@?F FBF F6 F :*8B  @?6"2F 2F@??82F 2 2F@??F 6 F6 F6B@?F F"F FBF FF F8 FF F"F FBF FF F8 F>STAT!DXBCpWfYG4L 8RDEFh<RD11< ($ \$Globals\__ucolorfloat4Microsoft (R) HLSL Shader Compiler 6.3.9600.18611ISGNSV_PositionTEXCOORDOSGN, SV_TARGETSHEXPDjYF bbbe h3FF323  "@????:8  8 F >STAT" ۼ[[_ꀲZ3_&. !(a_index" _ua_index(0B5 (Җ a_position" _ua_position(0B Жquad"_uquad(0B іedge"_uedge(0B" ܖmatrix"_umatrix(0B& $Җviewport" _uviewport(0B", &Җ edge_dist" _uedge_dist(0B". (Җ gl_Position" gl_Position(0B* Ԙ7b/f|f Җcolor"_ucolor(0B", &Җ edge_dist" _uedge_dist(0B"0 *Җ gl_FragCoord" gl_FragCoord(0B*7 *Җ gl_FragColor" gl_FragColor(0B08H 閨0->AVX2ff870db3a3b _ua_index _u_ua_indexR _ua_position_u_ua_positionP_uquad_u_uquad\_umatrix _u_umatrixQ_uedge_u_uedgeR _uviewport _u_uviewportR_uvertexTexTransform_u_uvertexTexTransformR_ufragmentTexTransform_u_ufragmentTexTransform_ualpha _u_ualpha^ _us_texture _u_us_texture X6    float vec1(int x0) { return float(x0); } float3 vec3(float2 x0, float x1) { return float3(x0, x1); } float4 vec4(float x0, float x1, float x2, float x3) { return float4(x0, x1, x2, x3); } float4 vec4(float2 x0, float x1, float x2) { return float4(x0, x1, x2); } int ivec1(float x0) { return int(x0); } // Uniforms uniform float3 __uedge[8] : register(c0); uniform float4x4 __umatrix : register(c8); uniform float2 __uquad[4] : register(c12); uniform float4 __uvertexTexTransform : register(c16); uniform float4 __uviewport : register(c17); #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Attributes static float __ua_index = {0}; static float4 __ua_position = {0, 0, 0, 0}; static float4 gl_Position = float4(0, 0, 0, 0); // Varyings static float4 __uedge_dist[2] = {0, 0, 0, 0, 0, 0, 0, 0}; static float2 __uv_texCoord = {0, 0}; cbuffer DriverConstants : register(b1) { float4 dx_ViewAdjust : packoffset(c1); float2 dx_ViewCoords : packoffset(c2); float2 dx_ViewScale : packoffset(c3); }; ; ; ; ; ; ; ; ; ; void gl_main() { int __uvertex_index = ivec1(__ua_index); float4 __upos = vec4(__uquad[ivec1(clamp(vec1(__uvertex_index), 0.0, 3.0))], __ua_position.z, __ua_position.w); (gl_Position = mul(transpose(__umatrix), __upos)); float2 __undc_pos = (0.5 * (1.0 + (gl_Position.xy / gl_Position.w))); float3 __uscreen_pos = vec3((__uviewport.xy + (__uviewport.zw * __undc_pos)), 1.0); (__uedge_dist[0] = (vec4(dot(__uedge[0], __uscreen_pos), dot(__uedge[1], __uscreen_pos), dot(__uedge[2], __uscreen_pos), dot(__uedge[3], __uscreen_pos)) * gl_Position.w)); (__uedge_dist[1] = (vec4(dot(__uedge[4], __uscreen_pos), dot(__uedge[5], __uscreen_pos), dot(__uedge[6], __uscreen_pos), dot(__uedge[7], __uscreen_pos)) * gl_Position.w)); float2 __utexCoord = __upos.xy; (__utexCoord = ((__utexCoord * __uvertexTexTransform.zw) + __uvertexTexTransform.xy)); (__uv_texCoord = __utexCoord); } ; @@ VERTEX ATTRIBUTES @@ struct VS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD3; float4 gl_FragCoord : TEXCOORD4; float4 v0 : TEXCOORD0; float4 v1 : TEXCOORD1; float2 v2 : TEXCOORD2; }; VS_OUTPUT main(VS_INPUT input) { initAttributes(input); gl_main(); 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 = __uedge_dist[0]; output.v1 = __uedge_dist[1]; output.v2 = __uv_texCoord; return output; } // Uniforms uniform float __ualpha : register(c0); uniform float4 __ufragmentTexTransform : register(c1); static const uint __us_texture = 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 // Varyings static float4 __uedge_dist[2] = {0, 0, 0, 0, 0, 0, 0, 0}; static float2 __uv_texCoord = {0, 0}; static float4 gl_Color[1] = { float4(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; }; SamplerMetadata samplerMetadata[1] : packoffset(c4); }; #define GL_USES_FRAG_COLOR float4 gl_texture2D(uint samplerIndex, float2 t) { return textures2D[samplerIndex].Sample(samplers2D[samplerIndex], float2(t.x, t.y)); } #define GL_USES_FRAG_COORD ; ; ; ; ; void gl_main() { float2 __utexCoord = ((clamp(__uv_texCoord, 0.0, 1.0) * __ufragmentTexTransform.zw) + __ufragmentTexTransform.xy); float4 __utexColor = gl_texture2D(__us_texture, __utexCoord); float4 __ud4 = min(__uedge_dist[0], __uedge_dist[1]); float2 __ud2 = min(__ud4.xz, __ud4.yw); float __uaa = clamp((gl_FragCoord.w * min(__ud2.x, __ud2.y)), 0.0, 1.0); (__utexColor = ((__utexColor * __ualpha) * __uaa)); (gl_Color[0] = __utexColor); } ; struct PS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD3; float4 gl_FragCoord : TEXCOORD4; float4 v0 : TEXCOORD0; float4 v1 : TEXCOORD1; float2 v2 : TEXCOORD2; }; @@ 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; __uedge_dist[0] = input.v0; __uedge_dist[1] = input.v1; __uv_texCoord = input.v2.xy; gl_main(); return generateOutput(); } R gl_Color0 gl_Color[0]struct GS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD3; float4 gl_FragCoord : TEXCOORD4; float4 v0 : TEXCOORD0; float4 v1 : TEXCOORD1; float2 v2 : TEXCOORD2; }; struct GS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD3; float4 gl_FragCoord : TEXCOORD4; float4 v0 : TEXCOORD0; float4 v1 : TEXCOORD1; float2 v2 : TEXCOORD2; }; void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput) { output.gl_Position = input.gl_Position; output.v0 = input.v0; output.v1 = input.v1; output.v2 = input.v2; output.gl_FragCoord = input.gl_FragCoord; #ifndef ANGLE_POINT_SPRITE_SHADER output.dx_Position = input.dx_Position; #endif // ANGLE_POINT_SPRITE_SHADER } QTDXBC|1|@;4 RDEFlh<8RD11< ($ \$Globals\ H|X|@8,__uedgefloat3P__umatrixfloat4x4__uquadfloat2__uvertexTexTransformfloat4__uviewportMicrosoft (R) HLSL Shader Compiler 6.3.9600.18611ISGND88 TEXCOORDOSGN SV_PositionTEXCOORDSHEXlPjYF __g e e e e e2 hC 4 @3 @@@ 62F  22 F   F 6F F"F F8 2F@?F FBF F6 F B:*8B *@?6"2F 2F@??82F 2 2F@??F 6 F6 F6B@?F F"F FBF FF F8 FF F"F FBF FF F8 F>STAT"dDXBCfK.pApbt$Cd4RDEF<RD11< ($  samplers2D[0]textures2D[0]$Globals ,<`__ualphafloat5__ufragmentTexTransformfloat4xMicrosoft (R) HLSL Shader Compiler 6.3.9600.18611ISGNSV_PositionTEXCOORDOSGN, SV_TARGETSHEXPpjYF Z`XpUUbbbb2e h3FF323  "@????:8  6 b2 bV  ECUF~`8F 8 F>STAT " 5)ҤL\hhKS. !(a_index" _ua_index(0B5 (Җ a_position" _ua_position(0B Жquad"_uquad(0B іedge"_uedge(0B" ܖmatrix"_umatrix(0B& $Җviewport" _uviewport(0B: 8ҖvertexTexTransform"_uvertexTexTransform(0B", &Җ edge_dist" _uedge_dist(0B". (Җ gl_Position" gl_Position(0B". (Ж v_texCoord" _uv_texCoord(0B* ]@`vPc%[Yo> <ҖfragmentTexTransform"_ufragmentTexTransform(0B& $ޖ s_texture" _us_texture(0B (alpha"_ualpha(0B". (Ж v_texCoord" _uv_texCoord(0B", &Җ edge_dist" _uedge_dist(0B"0 *Җ gl_FragCoord" gl_FragCoord(0B*7 *Җ gl_FragColor" gl_FragColor(0B08X p6!%ϒ%7C}V2ff870db3a3b _ua_index _u_ua_indexR _ua_position_u_ua_positionP_uquad_u_uquad\_umatrix _u_umatrixQ_uedge_u_uedgeR _uviewport _u_uviewportR_uvertexTexTransform_u_uvertexTexTransform_ualpha _u_ualpha^ _us_texture _u_us_texture X6    float vec1(int x0) { return float(x0); } float3 vec3(float2 x0, float x1) { return float3(x0, x1); } float4 vec4(float x0, float x1, float x2, float x3) { return float4(x0, x1, x2, x3); } float4 vec4(float2 x0, float x1, float x2) { return float4(x0, x1, x2); } int ivec1(float x0) { return int(x0); } // Uniforms uniform float3 __uedge[8] : register(c0); uniform float4x4 __umatrix : register(c8); uniform float2 __uquad[4] : register(c12); uniform float4 __uvertexTexTransform : register(c16); uniform float4 __uviewport : register(c17); #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Attributes static float __ua_index = {0}; static float4 __ua_position = {0, 0, 0, 0}; static float4 gl_Position = float4(0, 0, 0, 0); // Varyings static float4 __uedge_dist[2] = {0, 0, 0, 0, 0, 0, 0, 0}; static float2 __uv_texCoord = {0, 0}; cbuffer DriverConstants : register(b1) { float4 dx_ViewAdjust : packoffset(c1); float2 dx_ViewCoords : packoffset(c2); float2 dx_ViewScale : packoffset(c3); }; ; ; ; ; ; ; ; ; ; void gl_main() { int __uvertex_index = ivec1(__ua_index); float4 __upos = vec4(__uquad[ivec1(clamp(vec1(__uvertex_index), 0.0, 3.0))], __ua_position.z, __ua_position.w); (gl_Position = mul(transpose(__umatrix), __upos)); float2 __undc_pos = (0.5 * (1.0 + (gl_Position.xy / gl_Position.w))); float3 __uscreen_pos = vec3((__uviewport.xy + (__uviewport.zw * __undc_pos)), 1.0); (__uedge_dist[0] = (vec4(dot(__uedge[0], __uscreen_pos), dot(__uedge[1], __uscreen_pos), dot(__uedge[2], __uscreen_pos), dot(__uedge[3], __uscreen_pos)) * gl_Position.w)); (__uedge_dist[1] = (vec4(dot(__uedge[4], __uscreen_pos), dot(__uedge[5], __uscreen_pos), dot(__uedge[6], __uscreen_pos), dot(__uedge[7], __uscreen_pos)) * gl_Position.w)); float2 __utexCoord = __upos.xy; (__utexCoord = (__utexCoord + float2(0.5, 0.5))); (__utexCoord = ((__utexCoord * __uvertexTexTransform.zw) + __uvertexTexTransform.xy)); (__uv_texCoord = __utexCoord); } ; @@ VERTEX ATTRIBUTES @@ struct VS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD3; float4 gl_FragCoord : TEXCOORD4; float4 v0 : TEXCOORD0; float4 v1 : TEXCOORD1; float2 v2 : TEXCOORD2; }; VS_OUTPUT main(VS_INPUT input) { initAttributes(input); gl_main(); 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 = __uedge_dist[0]; output.v1 = __uedge_dist[1]; output.v2 = __uv_texCoord; return output; } E// Uniforms uniform float __ualpha : register(c0); static const uint __us_texture = 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 // Varyings static float4 __uedge_dist[2] = {0, 0, 0, 0, 0, 0, 0, 0}; static float2 __uv_texCoord = {0, 0}; static float4 gl_Color[1] = { float4(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; }; SamplerMetadata samplerMetadata[1] : packoffset(c4); }; #define GL_USES_FRAG_COLOR float4 gl_texture2D(uint samplerIndex, float2 t) { return textures2D[samplerIndex].Sample(samplers2D[samplerIndex], float2(t.x, t.y)); } #define GL_USES_FRAG_COORD ; ; ; ; void gl_main() { float2 __utexCoord = __uv_texCoord; float4 __utexColor = gl_texture2D(__us_texture, __utexCoord); float4 __ud4 = min(__uedge_dist[0], __uedge_dist[1]); float2 __ud2 = min(__ud4.xz, __ud4.yw); float __uaa = clamp((gl_FragCoord.w * min(__ud2.x, __ud2.y)), 0.0, 1.0); (__utexColor = ((__utexColor * __ualpha) * __uaa)); (gl_Color[0] = __utexColor); } ; struct PS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD3; float4 gl_FragCoord : TEXCOORD4; float4 v0 : TEXCOORD0; float4 v1 : TEXCOORD1; float2 v2 : TEXCOORD2; }; @@ 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; __uedge_dist[0] = input.v0; __uedge_dist[1] = input.v1; __uv_texCoord = input.v2.xy; gl_main(); return generateOutput(); } R gl_Color0 gl_Color[0]struct GS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD3; float4 gl_FragCoord : TEXCOORD4; float4 v0 : TEXCOORD0; float4 v1 : TEXCOORD1; float2 v2 : TEXCOORD2; }; struct GS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD3; float4 gl_FragCoord : TEXCOORD4; float4 v0 : TEXCOORD0; float4 v1 : TEXCOORD1; float2 v2 : TEXCOORD2; }; void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput) { output.gl_Position = input.gl_Position; output.v0 = input.v0; output.v1 = input.v1; output.v2 = input.v2; output.gl_FragCoord = input.gl_FragCoord; #ifndef ANGLE_POINT_SPRITE_SHADER output.dx_Position = input.dx_Position; #endif // ANGLE_POINT_SPRITE_SHADER } QTDXBC$}BVL: 4HRDEFlh<8RD11< ($ \$Globals\ H|X|@8,__uedgefloat3P__umatrixfloat4x4__uquadfloat2__uvertexTexTransformfloat4__uviewportMicrosoft (R) HLSL Shader Compiler 6.3.9600.18611ISGND88 TEXCOORDOSGN SV_PositionTEXCOORDSHEXP%jYF __g e e e e e2 hC 4 @3 @@@ 62F   2@??F  2 2 F F 6F F"F F8 2F@?F FBF F6 F B:*8B *@?6"2F 2F@??82F 2 2F@??F 6 F6 F6B@?F F"F FBF FF F8 FF F"F FBF FF F8 F>STAT#DXBC8DcI?9+4`RDEFl<8RD11< ($  samplers2D[0]textures2D[0]$Globals__ualphafloat Microsoft (R) HLSL Shader Compiler 6.3.9600.18611ISGNSV_PositionTEXCOORDOSGN, SV_TARGETSHEXP`jYF Z`XpUUbbbb2e h3FF323  "@????:8  ECUFF~`8F 8 F>STAT " kC3Z6/. !(a_index" _ua_index(0B5 (Җ a_position" _ua_position(0B Жquad"_uquad(0B іedge"_uedge(0B" ܖmatrix"_umatrix(0B& $Җviewport" _uviewport(0B: 8ҖvertexTexTransform"_uvertexTexTransform(0B", &Җ edge_dist" _uedge_dist(0B". (Җ gl_Position" gl_Position(0B". (Ж v_texCoord" _uv_texCoord(0B* ؔؾS[0R& $ޖ s_texture" _us_texture(0B (alpha"_ualpha(0B". (Ж v_texCoord" _uv_texCoord(0B", &Җ edge_dist" _uedge_dist(0B"0 *Җ gl_FragCoord" gl_FragCoord(0B*7 *Җ gl_FragColor" gl_FragColor(0B08V W:l ˦.82987f0fde973 _ua_index _u_ua_indexR _ua_position_u_ua_positionP _ua_texCoord_u_ua_texCoordP _uquad[0] _u_uquad[0]\_umatrix _u_umatrixR_uvertexTexTransform_u_uvertexTexTransform^ _us_texture _u_us_texture X[6  float float_ctor(int x0) { return float(x0); } float4 vec4_ctor(float2 x0, float x1, float x2) { return float4(x0, x1, x2); } int int_ctor(float x0) { return int(x0); } // Uniforms uniform float4x4 __umatrix : register(c0); uniform float2 __uquad[4] : register(c4); uniform float4 __uvertexTexTransform : register(c8); #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Attributes static float __ua_index = {0}; static float4 __ua_position = {0, 0, 0, 0}; static float2 __ua_texCoord = {0, 0}; static float4 gl_Position = float4(0, 0, 0, 0); // Varyings static float2 __uv_texCoord = {0, 0}; cbuffer DriverConstants : register(b1) { float4 dx_ViewAdjust : packoffset(c1); float2 dx_ViewCoords : packoffset(c2); float2 dx_ViewScale : packoffset(c3); }; void gl_main() { int __uvertex_index = int_ctor(__ua_index); float4 __upos = vec4_ctor(__uquad[int_ctor(clamp(float_ctor(__uvertex_index), 0.0, 3.0))], __ua_position.z, __ua_position.w); (gl_Position = mul(transpose(__umatrix), __upos)); float2 __utexCoord = __ua_texCoord; (__utexCoord = ((__utexCoord * __uvertexTexTransform.zw) + __uvertexTexTransform.xy)); (__uv_texCoord = __utexCoord); } @@ VERTEX ATTRIBUTES @@ struct VS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float2 v0 : TEXCOORD0; }; VS_OUTPUT main(VS_INPUT input) { initAttributes(input); gl_main(); 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 = __uv_texCoord; return output; } float4 vec4_ctor(float3 x0, float x1) { return float4(x0, x1); } // Uniforms static const uint __us_texture = 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 // Varyings static float2 __uv_texCoord = {0, 0}; static float4 gl_Color[1] = { float4(0, 0, 0, 0) }; cbuffer DriverConstants : register(b1) { struct SamplerMetadata { int baseLevel; int internalFormatBits; int wrapModes; int padding; }; SamplerMetadata samplerMetadata[1] : packoffset(c4); }; #define GL_USES_FRAG_COLOR float4 gl_texture2D(uint samplerIndex, float2 t) { return textures2D[samplerIndex].Sample(samplers2D[samplerIndex], float2(t.x, t.y)); } void gl_main() { float2 __utexCoord = __uv_texCoord; float4 __utexColor = gl_texture2D(__us_texture, __utexCoord); (gl_Color[0] = vec4_ctor(__utexColor.xyz, 1.0)); } struct PS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float2 v0 : TEXCOORD0; }; @@ PIXEL OUTPUT @@ PS_OUTPUT main(PS_INPUT input) { __uv_texCoord = input.v0.xy; gl_main(); return generateOutput(); } R gl_Color0 gl_Color[0]struct GS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float2 v0 : TEXCOORD0; }; struct GS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float2 v0 : TEXCOORD0; }; void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput) { output.gl_Position = input.gl_Position; output.v0 = input.v0; #ifndef ANGLE_POINT_SPRITE_SHADER output.dx_Position = input.dx_Position; #endif // ANGLE_POINT_SPRITE_SHADER } QTRDXBCb Nfխ4 pRDEFh<RD11< ($ \$Globals\@ 0@8@d__umatrixfloat4x4__uquadfloat28__uvertexTexTransformfloat4zMicrosoft (R) HLSL Shader Compiler 10.1ISGN\PP PTEXCOORDOSGNhP\\ SV_PositionTEXCOORDSHEX,PjYF ___2g e e2 hC 4 @3 @@@ 62F  6BF FF F:*8B  @?F F"F F6  6" A6 F2 2 F F >STAT DXBC꒡$>]4rv P4lHRDEF<RD11< ($ | samplers2D[0]textures2D[0]Microsoft (R) HLSL Shader Compiler 10.1ISGNhP\\SV_PositionTEXCOORDOSGN, SV_TARGETSHEXP(jZ`XpUUb2e hECUrFF~`6r F6 @?>STAT" x vmSTAT DXBCGisI8r4@RDEFh<RD11< ($ \$Globals\__ucolorfloat4Microsoft (R) HLSL Shader Compiler 10.1ISGNP8DSV_PositionTEXCOORDOSGN, SV_TARGETSHEXDPjYF e 6 F >STAT" 1d%p9V. !(a_index" _ua_index(0B5 (Җ a_position" _ua_position(0B Жquad"_uquad(0B" ܖmatrix"_umatrix(0B". (Җ gl_Position" gl_Position(0B*q v/9NQO/̽. Җcolor"_ucolor(0B*7 *Җ gl_FragColor" gl_FragColor(0B08+ <|:2987f0fde973 _ua_index _u_ua_indexR _ua_position_u_ua_positionP _ua_texCoord_u_ua_texCoordP _uquad[0] _u_uquad[0]\_umatrix _u_umatrixR_uvertexTexTransform_u_uvertexTexTransform_ualpha _u_ualpha^ _us_texture _u_us_texture X[6  float float_ctor(int x0) { return float(x0); } float4 vec4_ctor(float2 x0, float x1, float x2) { return float4(x0, x1, x2); } int int_ctor(float x0) { return int(x0); } // Uniforms uniform float4x4 __umatrix : register(c0); uniform float2 __uquad[4] : register(c4); uniform float4 __uvertexTexTransform : register(c8); #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Attributes static float __ua_index = {0}; static float4 __ua_position = {0, 0, 0, 0}; static float2 __ua_texCoord = {0, 0}; static float4 gl_Position = float4(0, 0, 0, 0); // Varyings static float2 __uv_texCoord = {0, 0}; cbuffer DriverConstants : register(b1) { float4 dx_ViewAdjust : packoffset(c1); float2 dx_ViewCoords : packoffset(c2); float2 dx_ViewScale : packoffset(c3); }; void gl_main() { int __uvertex_index = int_ctor(__ua_index); float4 __upos = vec4_ctor(__uquad[int_ctor(clamp(float_ctor(__uvertex_index), 0.0, 3.0))], __ua_position.z, __ua_position.w); (gl_Position = mul(transpose(__umatrix), __upos)); float2 __utexCoord = __ua_texCoord; (__utexCoord = ((__utexCoord * __uvertexTexTransform.zw) + __uvertexTexTransform.xy)); (__uv_texCoord = __utexCoord); } @@ VERTEX ATTRIBUTES @@ struct VS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float2 v0 : TEXCOORD0; }; VS_OUTPUT main(VS_INPUT input) { initAttributes(input); gl_main(); 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 = __uv_texCoord; return output; } // Uniforms uniform float __ualpha : register(c0); static const uint __us_texture = 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 // Varyings static float2 __uv_texCoord = {0, 0}; static float4 gl_Color[1] = { float4(0, 0, 0, 0) }; cbuffer DriverConstants : register(b1) { struct SamplerMetadata { int baseLevel; int internalFormatBits; int wrapModes; int padding; }; SamplerMetadata samplerMetadata[1] : packoffset(c4); }; #define GL_USES_FRAG_COLOR float4 gl_texture2D(uint samplerIndex, float2 t) { return textures2D[samplerIndex].Sample(samplers2D[samplerIndex], float2(t.x, t.y)); } void gl_main() { float2 __utexCoord = __uv_texCoord; float4 __utexColor = gl_texture2D(__us_texture, __utexCoord); (__utexColor = (__utexColor * __ualpha)); (gl_Color[0] = __utexColor); } struct PS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float2 v0 : TEXCOORD0; }; @@ PIXEL OUTPUT @@ PS_OUTPUT main(PS_INPUT input) { __uv_texCoord = input.v0.xy; gl_main(); return generateOutput(); } R gl_Color0 gl_Color[0]struct GS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float2 v0 : TEXCOORD0; }; struct GS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float2 v0 : TEXCOORD0; }; void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput) { output.gl_Position = input.gl_Position; output.v0 = input.v0; #ifndef ANGLE_POINT_SPRITE_SHADER output.dx_Position = input.dx_Position; #endif // ANGLE_POINT_SPRITE_SHADER } QTRDXBCb Nfխ4 pRDEFh<RD11< ($ \$Globals\@ 0@8@d__umatrixfloat4x4__uquadfloat28__uvertexTexTransformfloat4zMicrosoft (R) HLSL Shader Compiler 10.1ISGN\PP PTEXCOORDOSGNhP\\ SV_PositionTEXCOORDSHEX,PjYF ___2g e e2 hC 4 @3 @@@ 62F  6BF FF F:*8B  @?F F"F F6  6" A6 F2 2 F F >STAT DXBCLq}4 @RDEF`<8RD11< ($  samplers2D[0]textures2D[0]$Globals__ualphafloat Microsoft (R) HLSL Shader Compiler 10.1ISGNhP\\SV_PositionTEXCOORDOSGN, SV_TARGETSHEXP*jYF Z`XpUUb2e hECUFF~`8 F >STAT" x vm textures2D[1] : register(t0); uniform SamplerState samplers2D[1] : register(s0); #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Varyings static float2 __uv_texCoord = {0, 0}; static float4 gl_Color[1] = { float4(0, 0, 0, 0) }; cbuffer DriverConstants : register(b1) { struct SamplerMetadata { int baseLevel; int internalFormatBits; int wrapModes; int padding; }; SamplerMetadata samplerMetadata[1] : packoffset(c4); }; #define GL_USES_FRAG_COLOR float4 gl_texture2D(uint samplerIndex, float2 t) { return textures2D[samplerIndex].Sample(samplers2D[samplerIndex], float2(t.x, t.y)); } void gl_main() { float2 __utexCoord = __uv_texCoord; float4 __utexColor = gl_texture2D(__us_texture, __utexCoord); (gl_Color[0] = vec4_ctor(__utexColor.xyz, 1.0)); } struct PS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float2 v0 : TEXCOORD0; }; @@ PIXEL OUTPUT @@ PS_OUTPUT main(PS_INPUT input) { __uv_texCoord = input.v0.xy; gl_main(); return generateOutput(); } R gl_Color0 gl_Color[0]struct GS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float2 v0 : TEXCOORD0; }; struct GS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float2 v0 : TEXCOORD0; }; void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput) { output.gl_Position = input.gl_Position; output.v0 = input.v0; #ifndef ANGLE_POINT_SPRITE_SHADER output.dx_Position = input.dx_Position; #endif // ANGLE_POINT_SPRITE_SHADER } QTRDXBCb Nfխ4 pRDEFh<RD11< ($ \$Globals\@ 0@8@d__umatrixfloat4x4__uquadfloat28__uvertexTexTransformfloat4zMicrosoft (R) HLSL Shader Compiler 10.1ISGN\PP PTEXCOORDOSGNhP\\ SV_PositionTEXCOORDSHEX,PjYF ___2g e e2 hC 4 @3 @@@ 62F  6BF FF F:*8B  @?F F"F F6  6" A6 F2 2 F F >STAT DXBC꒡$>]4rv P4lHRDEF<RD11< ($ | samplers2D[0]textures2D[0]Microsoft (R) HLSL Shader Compiler 10.1ISGNhP\\SV_PositionTEXCOORDOSGN, SV_TARGETSHEXP(jZ`XpUUb2e hECUrFF~`6r F6 @?>STAT" x vm 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 // Varyings static float __uv_alpha = {0}; static float2 __uv_texCoord = {0, 0}; static float4 gl_Color[1] = { float4(0, 0, 0, 0) }; cbuffer DriverConstants : register(b1) { struct SamplerMetadata { int baseLevel; int internalFormatBits; int wrapModes; int padding; }; SamplerMetadata samplerMetadata[1] : packoffset(c4); }; #define GL_USES_FRAG_COLOR float4 gl_texture2D(uint samplerIndex, float2 t) { return textures2D[samplerIndex].Sample(samplers2D[samplerIndex], float2(t.x, t.y)); } void gl_main() { float2 __utexCoord = __uv_texCoord; float4 __utexColor = gl_texture2D(__us_texture, __utexCoord); (__utexColor = (__utexColor * __uv_alpha)); (gl_Color[0] = __utexColor); } struct PS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD2; float2 v0 : TEXCOORD0; float v1 : TEXCOORD1; }; @@ PIXEL OUTPUT @@ PS_OUTPUT main(PS_INPUT input) { __uv_texCoord = input.v0.xy; __uv_alpha = input.v1.x; gl_main(); return generateOutput(); } R gl_Color0 gl_Color[0]Pstruct GS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD2; float2 v0 : TEXCOORD0; float v1 : TEXCOORD1; }; struct GS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD2; float2 v0 : TEXCOORD0; float v1 : TEXCOORD1; }; void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput) { output.gl_Position = input.gl_Position; output.v0 = input.v0; output.v1 = input.v1; #ifndef ANGLE_POINT_SPRITE_SHADER output.dx_Position = input.dx_Position; #endif // ANGLE_POINT_SPRITE_SHADER } QTRDXBCM8OѮ΅W4tRDEFh<RD11< ($ \$Globals\@ 0@4Dh__umatrixfloat4x4 __uopacityfloat$;__uvertexTexTransformfloat4 ~Microsoft (R) HLSL Shader Compiler 10.1ISGN\PPPTEXCOORDOSGNhtt t SV_PositionTEXCOORDSHEXPjYF Q___2g e e2 eB h8 @>C 4 @3 @A )" @22 F H F H  BF F F FB:*8B *@? "F F F F6" A6b V6  6  C 4 @3 @ B 6B  $ >STATDXBCޟ1HmE4`RDEF<RD11< ($ | samplers2D[0]textures2D[0]Microsoft (R) HLSL Shader Compiler 10.1ISGNhtttSV_PositionTEXCOORDOSGN, SV_TARGETSHEXP(jZ`XpUUb2bBe hECUFF~`8 F>STAT" #RړU N9)a-5 (Ж a_texCoord" _ua_texCoord(0B. !(a_index" _ua_index(0B5 (Җ a_position" _ua_position(0B" ܖmatrix"_umatrix( 0B: 8ҖvertexTexTransform"_uvertexTexTransform( 0B# !(opacity" _uopacity($0B". (Җ gl_Position" gl_Position(0B". (Ж v_texCoord" _uv_texCoord(0B"' !(v_alpha" _uv_alpha(0B* X.aiR ?/S$͂& $ޖ s_texture" _us_texture(0B". (Ж v_texCoord" _uv_texCoord(0B"' !(v_alpha" _uv_alpha(0B*7 *Җ gl_FragColor" gl_FragColor(0B08A M٨p4; nZ&|@2987f0fde973 _ua_index _u_ua_indexR _ua_position_u_ua_positionP _ua_texCoord_u_ua_texCoord\ _umatrix[0] _u_umatrix[0] R_uvertexTexTransform[0]_u_uvertexTexTransform[0]  _uopacity[0]_u_uopacity[0]$_ualpha _u_ualpha^ _us_texture _u_us_texture8      !"# X[6  $H $${float float_ctor(int x0) { return float(x0); } int int_ctor(float x0) { return int(x0); } // Uniforms uniform float4x4 __umatrix[9] : register(c0); uniform float __uopacity[36] : register(c36); uniform float4 __uvertexTexTransform[9] : register(c72); #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Attributes static float __ua_index = {0}; static float4 __ua_position = {0, 0, 0, 0}; static float2 __ua_texCoord = {0, 0}; static float4 gl_Position = float4(0, 0, 0, 0); // Varyings static float __uv_alpha = {0}; static float2 __uv_texCoord = {0, 0}; cbuffer DriverConstants : register(b1) { float4 dx_ViewAdjust : packoffset(c1); float2 dx_ViewCoords : packoffset(c2); float2 dx_ViewScale : packoffset(c3); }; void gl_main() { int __uvertex_index = int_ctor(__ua_index); int __uquad_index = int_ctor((__ua_index * 0.25)); float4 __upos = __ua_position; (gl_Position = mul(transpose(__umatrix[int_ctor(clamp(float_ctor(__uquad_index), 0.0, 8.0))]), __upos)); float2 __utexCoord = __ua_texCoord; float4 __utexTrans = __uvertexTexTransform[int_ctor(clamp(float_ctor(__uquad_index), 0.0, 8.0))]; (__utexCoord = ((__utexCoord * __utexTrans.zw) + __utexTrans.xy)); (__uv_texCoord = __utexCoord); (__uv_alpha = __uopacity[int_ctor(clamp(float_ctor(__uvertex_index), 0.0, 35.0))]); } @@ VERTEX ATTRIBUTES @@ struct VS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float2 v0 : TEXCOORD0; }; VS_OUTPUT main(VS_INPUT input) { initAttributes(input); gl_main(); 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 = __uv_texCoord; return output; } // Uniforms uniform float __ualpha : register(c0); static const uint __us_texture = 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 // Varyings static float2 __uv_texCoord = {0, 0}; static float4 gl_Color[1] = { float4(0, 0, 0, 0) }; cbuffer DriverConstants : register(b1) { struct SamplerMetadata { int baseLevel; int internalFormatBits; int wrapModes; int padding; }; SamplerMetadata samplerMetadata[1] : packoffset(c4); }; #define GL_USES_FRAG_COLOR float4 gl_texture2D(uint samplerIndex, float2 t) { return textures2D[samplerIndex].Sample(samplers2D[samplerIndex], float2(t.x, t.y)); } void gl_main() { float2 __utexCoord = __uv_texCoord; float4 __utexColor = gl_texture2D(__us_texture, __utexCoord); (__utexColor = (__utexColor * __ualpha)); (gl_Color[0] = __utexColor); } struct PS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float2 v0 : TEXCOORD0; }; @@ PIXEL OUTPUT @@ PS_OUTPUT main(PS_INPUT input) { __uv_texCoord = input.v0.xy; gl_main(); return generateOutput(); } R gl_Color0 gl_Color[0]struct GS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float2 v0 : TEXCOORD0; }; struct GS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float2 v0 : TEXCOORD0; }; void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput) { output.gl_Position = input.gl_Position; output.v0 = input.v0; #ifndef ANGLE_POINT_SPRITE_SHADER output.dx_Position = input.dx_Position; #endif // ANGLE_POINT_SPRITE_SHADER } QTRDXBCϨ1{j4t\RDEFh<RD11< ($ \$Globals\@ 0@4Dh__umatrixfloat4x4 __uopacityfloat$;__uvertexTexTransformfloat4 ~Microsoft (R) HLSL Shader Compiler 10.1ISGN\PPPTEXCOORDOSGNhP\\ SV_PositionTEXCOORDSHEXpPjYF Q___2g e e2 h8 @>C 4 @3 @A )" @22 F H F H  BF F F FB:*8B *@? "F F F F6" A6b V6  6  >STAT DXBCLq}4 @RDEF`<8RD11< ($  samplers2D[0]textures2D[0]$Globals__ualphafloat Microsoft (R) HLSL Shader Compiler 10.1ISGNhP\\SV_PositionTEXCOORDOSGN, SV_TARGETSHEXP*jYF Z`XpUUb2e hECUFF~`8 F >STAT" #RړU N9)a-5 (Ж a_texCoord" _ua_texCoord(0B. !(a_index" _ua_index(0B5 (Җ a_position" _ua_position(0B" ܖmatrix"_umatrix( 0B: 8ҖvertexTexTransform"_uvertexTexTransform( 0B# !(opacity" _uopacity($0B". (Җ gl_Position" gl_Position(0B". (Ж v_texCoord" _uv_texCoord(0B"' !(v_alpha" _uv_alpha(0B* HH5d/& $ޖ s_texture" _us_texture(0B (alpha"_ualpha(0B". (Ж v_texCoord" _uv_texCoord(0B*7 *Җ gl_FragColor" gl_FragColor(0B08@ dX_^QFa%RkoG2987f0fde973 _ua_index _u_ua_indexR _ua_position_u_ua_positionP _uquad[0] _u_uquad[0]\_umatrix _u_umatrixQ _uedge[0] _u_uedge[0]R _uviewport _u_uviewportR_ucolor _u_ucolorX[6    float float_ctor(int x0) { return float(x0); } float3 vec3_ctor(float2 x0, float x1) { return float3(x0, x1); } float4 vec4_ctor(float x0, float x1, float x2, float x3) { return float4(x0, x1, x2, x3); } float4 vec4_ctor(float2 x0, float x1, float x2) { return float4(x0, x1, x2); } int int_ctor(float x0) { return int(x0); } // Uniforms uniform float3 __uedge[8] : register(c0); uniform float4x4 __umatrix : register(c8); uniform float2 __uquad[4] : register(c12); uniform float4 __uviewport : register(c16); #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Attributes static float __ua_index = {0}; static float4 __ua_position = {0, 0, 0, 0}; static float4 gl_Position = float4(0, 0, 0, 0); // Varyings static float4 __uedge_dist[2] = {0, 0, 0, 0, 0, 0, 0, 0}; cbuffer DriverConstants : register(b1) { float4 dx_ViewAdjust : packoffset(c1); float2 dx_ViewCoords : packoffset(c2); float2 dx_ViewScale : packoffset(c3); }; void gl_main() { int __uvertex_index = int_ctor(__ua_index); float4 __upos = vec4_ctor(__uquad[int_ctor(clamp(float_ctor(__uvertex_index), 0.0, 3.0))], __ua_position.z, __ua_position.w); (gl_Position = mul(transpose(__umatrix), __upos)); float2 __undc_pos = (0.5 * (1.0 + (gl_Position.xy / gl_Position.w))); float3 __uscreen_pos = vec3_ctor((__uviewport.xy + (__uviewport.zw * __undc_pos)), 1.0); (__uedge_dist[0] = (vec4_ctor(dot(__uedge[0], __uscreen_pos), dot(__uedge[1], __uscreen_pos), dot(__uedge[2], __uscreen_pos), dot(__uedge[3], __uscreen_pos)) * gl_Position.w)); (__uedge_dist[1] = (vec4_ctor(dot(__uedge[4], __uscreen_pos), dot(__uedge[5], __uscreen_pos), dot(__uedge[6], __uscreen_pos), dot(__uedge[7], __uscreen_pos)) * gl_Position.w)); } @@ VERTEX ATTRIBUTES @@ struct VS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD2; float4 gl_FragCoord : TEXCOORD3; float4 v0 : TEXCOORD0; float4 v1 : TEXCOORD1; }; VS_OUTPUT main(VS_INPUT input) { initAttributes(input); gl_main(); 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 = __uedge_dist[0]; output.v1 = __uedge_dist[1]; return output; } // Uniforms uniform float4 __ucolor : register(c0); #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Varyings static float4 __uedge_dist[2] = {0, 0, 0, 0, 0, 0, 0, 0}; static float4 gl_Color[1] = { float4(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); }; #define GL_USES_FRAG_COLOR #define GL_USES_FRAG_COORD void gl_main() { float4 __utexColor = __ucolor; float4 __ud4 = min(__uedge_dist[0], __uedge_dist[1]); float2 __ud2 = min(__ud4.xz, __ud4.yw); float __uaa = clamp((gl_FragCoord.w * min(__ud2.x, __ud2.y)), 0.0, 1.0); (__utexColor = (__utexColor * __uaa)); (gl_Color[0] = __utexColor); } struct PS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD2; float4 gl_FragCoord : TEXCOORD3; float4 v0 : TEXCOORD0; float4 v1 : TEXCOORD1; }; @@ 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; __uedge_dist[0] = input.v0; __uedge_dist[1] = input.v1; gl_main(); return generateOutput(); } R gl_Color0 gl_Color[0]struct GS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD2; float4 gl_FragCoord : TEXCOORD3; float4 v0 : TEXCOORD0; float4 v1 : TEXCOORD1; }; struct GS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD2; float4 gl_FragCoord : TEXCOORD3; float4 v0 : TEXCOORD0; float4 v1 : TEXCOORD1; }; void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput) { output.gl_Position = input.gl_Position; output.v0 = input.v0; output.v1 = input.v1; output.gl_FragCoord = input.gl_FragCoord; #ifndef ANGLE_POINT_SPRITE_SHADER output.dx_Position = input.dx_Position; #endif // ANGLE_POINT_SPRITE_SHADER } QTDXBC| r6<5{4\HxRDEF h<RD11< ($ \$Globals\ |0T@h8__uedgefloat3(__umatrixfloat4x4^__uquadfloat2__uviewportfloat4Microsoft (R) HLSL Shader Compiler 10.1ISGND88 TEXCOORDOSGNSV_PositionTEXCOORDSHEX(P jYF __g e e e e hC 4 @3 @@@ 62F  6F F"F F8 2F@?F FBF F6 F :*8B  @?6"2F 2F@??82F 2 2F@??F 6 F6 F6B@?F F"F FBF FF F8 FF F"F FBF FF F8 F>STAT!DXBCspy ۅ4@,RDEFh<RD11< ($ \$Globals\__ucolorfloat4Microsoft (R) HLSL Shader Compiler 10.1ISGNSV_PositionTEXCOORDOSGN, SV_TARGETSHEXPDjYF bbbe h3FF323  "@????:8  8 F >STAT" ۼ[[_ꀲZ3_&. !(a_index" _ua_index(0B5 (Җ a_position" _ua_position(0B Жquad"_uquad(0B іedge"_uedge(0B" ܖmatrix"_umatrix(0B& $Җviewport" _uviewport(0B", &Җ edge_dist" _uedge_dist(0B". (Җ gl_Position" gl_Position(0B* Ԙ7b/f|f Җcolor"_ucolor(0B", &Җ edge_dist" _uedge_dist(0B"0 *Җ gl_FragCoord" gl_FragCoord(0B*7 *Җ gl_FragColor" gl_FragColor(0B08G dJYvdܠ$KILX2987f0fde973 _ua_index _u_ua_indexR _ua_position_u_ua_positionP _uquad[0] _u_uquad[0]\_umatrix _u_umatrixQ _uedge[0] _u_uedge[0]R _uviewport _u_uviewportR_uvertexTexTransform_u_uvertexTexTransformR_ufragmentTexTransform_u_ufragmentTexTransform_ualpha _u_ualpha^ _us_texture _u_us_texture X[6    float float_ctor(int x0) { return float(x0); } float3 vec3_ctor(float2 x0, float x1) { return float3(x0, x1); } float4 vec4_ctor(float x0, float x1, float x2, float x3) { return float4(x0, x1, x2, x3); } float4 vec4_ctor(float2 x0, float x1, float x2) { return float4(x0, x1, x2); } int int_ctor(float x0) { return int(x0); } // Uniforms uniform float3 __uedge[8] : register(c0); uniform float4x4 __umatrix : register(c8); uniform float2 __uquad[4] : register(c12); uniform float4 __uvertexTexTransform : register(c16); uniform float4 __uviewport : register(c17); #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Attributes static float __ua_index = {0}; static float4 __ua_position = {0, 0, 0, 0}; static float4 gl_Position = float4(0, 0, 0, 0); // Varyings static float4 __uedge_dist[2] = {0, 0, 0, 0, 0, 0, 0, 0}; static float2 __uv_texCoord = {0, 0}; cbuffer DriverConstants : register(b1) { float4 dx_ViewAdjust : packoffset(c1); float2 dx_ViewCoords : packoffset(c2); float2 dx_ViewScale : packoffset(c3); }; void gl_main() { int __uvertex_index = int_ctor(__ua_index); float4 __upos = vec4_ctor(__uquad[int_ctor(clamp(float_ctor(__uvertex_index), 0.0, 3.0))], __ua_position.z, __ua_position.w); (gl_Position = mul(transpose(__umatrix), __upos)); float2 __undc_pos = (0.5 * (1.0 + (gl_Position.xy / gl_Position.w))); float3 __uscreen_pos = vec3_ctor((__uviewport.xy + (__uviewport.zw * __undc_pos)), 1.0); (__uedge_dist[0] = (vec4_ctor(dot(__uedge[0], __uscreen_pos), dot(__uedge[1], __uscreen_pos), dot(__uedge[2], __uscreen_pos), dot(__uedge[3], __uscreen_pos)) * gl_Position.w)); (__uedge_dist[1] = (vec4_ctor(dot(__uedge[4], __uscreen_pos), dot(__uedge[5], __uscreen_pos), dot(__uedge[6], __uscreen_pos), dot(__uedge[7], __uscreen_pos)) * gl_Position.w)); float2 __utexCoord = __upos.xy; (__utexCoord = ((__utexCoord * __uvertexTexTransform.zw) + __uvertexTexTransform.xy)); (__uv_texCoord = __utexCoord); } @@ VERTEX ATTRIBUTES @@ struct VS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD3; float4 gl_FragCoord : TEXCOORD4; float4 v0 : TEXCOORD0; float4 v1 : TEXCOORD1; float2 v2 : TEXCOORD2; }; VS_OUTPUT main(VS_INPUT input) { initAttributes(input); gl_main(); 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 = __uedge_dist[0]; output.v1 = __uedge_dist[1]; output.v2 = __uv_texCoord; return output; } // Uniforms uniform float __ualpha : register(c0); uniform float4 __ufragmentTexTransform : register(c1); static const uint __us_texture = 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 // Varyings static float4 __uedge_dist[2] = {0, 0, 0, 0, 0, 0, 0, 0}; static float2 __uv_texCoord = {0, 0}; static float4 gl_Color[1] = { float4(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; }; SamplerMetadata samplerMetadata[1] : packoffset(c4); }; #define GL_USES_FRAG_COLOR float4 gl_texture2D(uint samplerIndex, float2 t) { return textures2D[samplerIndex].Sample(samplers2D[samplerIndex], float2(t.x, t.y)); } #define GL_USES_FRAG_COORD void gl_main() { float2 __utexCoord = ((clamp(__uv_texCoord, 0.0, 1.0) * __ufragmentTexTransform.zw) + __ufragmentTexTransform.xy); float4 __utexColor = gl_texture2D(__us_texture, __utexCoord); float4 __ud4 = min(__uedge_dist[0], __uedge_dist[1]); float2 __ud2 = min(__ud4.xz, __ud4.yw); float __uaa = clamp((gl_FragCoord.w * min(__ud2.x, __ud2.y)), 0.0, 1.0); (__utexColor = ((__utexColor * __ualpha) * __uaa)); (gl_Color[0] = __utexColor); } struct PS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD3; float4 gl_FragCoord : TEXCOORD4; float4 v0 : TEXCOORD0; float4 v1 : TEXCOORD1; float2 v2 : TEXCOORD2; }; @@ 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; __uedge_dist[0] = input.v0; __uedge_dist[1] = input.v1; __uv_texCoord = input.v2.xy; gl_main(); return generateOutput(); } R gl_Color0 gl_Color[0]struct GS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD3; float4 gl_FragCoord : TEXCOORD4; float4 v0 : TEXCOORD0; float4 v1 : TEXCOORD1; float2 v2 : TEXCOORD2; }; struct GS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD3; float4 gl_FragCoord : TEXCOORD4; float4 v0 : TEXCOORD0; float4 v1 : TEXCOORD1; float2 v2 : TEXCOORD2; }; void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput) { output.gl_Position = input.gl_Position; output.v0 = input.v0; output.v1 = input.v1; output.v2 = input.v2; output.gl_FragCoord = input.gl_FragCoord; #ifndef ANGLE_POINT_SPRITE_SHADER output.dx_Position = input.dx_Position; #endif // ANGLE_POINT_SPRITE_SHADER } QTDXBC&wr/Z4RDEF`h<8RD11< ($ \$Globals\ H|X|@8,__uedgefloat3P__umatrixfloat4x4__uquadfloat2__uvertexTexTransformfloat4__uviewportMicrosoft (R) HLSL Shader Compiler 10.1ISGND88 TEXCOORDOSGN SV_PositionTEXCOORDSHEXlPjYF __g e e e e e2 hC 4 @3 @@@ 62F  22 F   F 6F F"F F8 2F@?F FBF F6 F B:*8B *@?6"2F 2F@??82F 2 2F@??F 6 F6 F6B@?F F"F FBF FF F8 FF F"F FBF FF F8 F>STAT"XDXBC@ޱd>0X4RDEF<RD11< ($  samplers2D[0]textures2D[0]$Globals ,<`__ualphafloat5__ufragmentTexTransformfloat4xMicrosoft (R) HLSL Shader Compiler 10.1ISGNSV_PositionTEXCOORDOSGN, SV_TARGETSHEXPpjYF Z`XpUUbbbb2e h3FF323  "@????:8  6 b2 bV  ECUF~`8F 8 F>STAT " 5)ҤL\hhKS. !(a_index" _ua_index(0B5 (Җ a_position" _ua_position(0B Жquad"_uquad(0B іedge"_uedge(0B" ܖmatrix"_umatrix(0B& $Җviewport" _uviewport(0B: 8ҖvertexTexTransform"_uvertexTexTransform(0B", &Җ edge_dist" _uedge_dist(0B". (Җ gl_Position" gl_Position(0B". (Ж v_texCoord" _uv_texCoord(0B* ]@`vPc%[Yo> <ҖfragmentTexTransform"_ufragmentTexTransform(0B& $ޖ s_texture" _us_texture(0B (alpha"_ualpha(0B". (Ж v_texCoord" _uv_texCoord(0B", &Җ edge_dist" _uedge_dist(0B"0 *Җ gl_FragCoord" gl_FragCoord(0B*7 *Җ gl_FragColor" gl_FragColor(0B08X Mkf =63ւwkGU2987f0fde973 _ua_index _u_ua_indexR _ua_position_u_ua_positionP _uquad[0] _u_uquad[0]\_umatrix _u_umatrixQ _uedge[0] _u_uedge[0]R _uviewport _u_uviewportR_uvertexTexTransform_u_uvertexTexTransform_ualpha _u_ualpha^ _us_texture _u_us_texture X[6    float float_ctor(int x0) { return float(x0); } float3 vec3_ctor(float2 x0, float x1) { return float3(x0, x1); } float4 vec4_ctor(float x0, float x1, float x2, float x3) { return float4(x0, x1, x2, x3); } float4 vec4_ctor(float2 x0, float x1, float x2) { return float4(x0, x1, x2); } int int_ctor(float x0) { return int(x0); } // Uniforms uniform float3 __uedge[8] : register(c0); uniform float4x4 __umatrix : register(c8); uniform float2 __uquad[4] : register(c12); uniform float4 __uvertexTexTransform : register(c16); uniform float4 __uviewport : register(c17); #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Attributes static float __ua_index = {0}; static float4 __ua_position = {0, 0, 0, 0}; static float4 gl_Position = float4(0, 0, 0, 0); // Varyings static float4 __uedge_dist[2] = {0, 0, 0, 0, 0, 0, 0, 0}; static float2 __uv_texCoord = {0, 0}; cbuffer DriverConstants : register(b1) { float4 dx_ViewAdjust : packoffset(c1); float2 dx_ViewCoords : packoffset(c2); float2 dx_ViewScale : packoffset(c3); }; void gl_main() { int __uvertex_index = int_ctor(__ua_index); float4 __upos = vec4_ctor(__uquad[int_ctor(clamp(float_ctor(__uvertex_index), 0.0, 3.0))], __ua_position.z, __ua_position.w); (gl_Position = mul(transpose(__umatrix), __upos)); float2 __undc_pos = (0.5 * (1.0 + (gl_Position.xy / gl_Position.w))); float3 __uscreen_pos = vec3_ctor((__uviewport.xy + (__uviewport.zw * __undc_pos)), 1.0); (__uedge_dist[0] = (vec4_ctor(dot(__uedge[0], __uscreen_pos), dot(__uedge[1], __uscreen_pos), dot(__uedge[2], __uscreen_pos), dot(__uedge[3], __uscreen_pos)) * gl_Position.w)); (__uedge_dist[1] = (vec4_ctor(dot(__uedge[4], __uscreen_pos), dot(__uedge[5], __uscreen_pos), dot(__uedge[6], __uscreen_pos), dot(__uedge[7], __uscreen_pos)) * gl_Position.w)); float2 __utexCoord = __upos.xy; (__utexCoord = (__utexCoord + float2(0.5, 0.5))); (__utexCoord = ((__utexCoord * __uvertexTexTransform.zw) + __uvertexTexTransform.xy)); (__uv_texCoord = __utexCoord); } @@ VERTEX ATTRIBUTES @@ struct VS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD3; float4 gl_FragCoord : TEXCOORD4; float4 v0 : TEXCOORD0; float4 v1 : TEXCOORD1; float2 v2 : TEXCOORD2; }; VS_OUTPUT main(VS_INPUT input) { initAttributes(input); gl_main(); 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 = __uedge_dist[0]; output.v1 = __uedge_dist[1]; output.v2 = __uv_texCoord; return output; } C// Uniforms uniform float __ualpha : register(c0); static const uint __us_texture = 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 // Varyings static float4 __uedge_dist[2] = {0, 0, 0, 0, 0, 0, 0, 0}; static float2 __uv_texCoord = {0, 0}; static float4 gl_Color[1] = { float4(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; }; SamplerMetadata samplerMetadata[1] : packoffset(c4); }; #define GL_USES_FRAG_COLOR float4 gl_texture2D(uint samplerIndex, float2 t) { return textures2D[samplerIndex].Sample(samplers2D[samplerIndex], float2(t.x, t.y)); } #define GL_USES_FRAG_COORD void gl_main() { float2 __utexCoord = __uv_texCoord; float4 __utexColor = gl_texture2D(__us_texture, __utexCoord); float4 __ud4 = min(__uedge_dist[0], __uedge_dist[1]); float2 __ud2 = min(__ud4.xz, __ud4.yw); float __uaa = clamp((gl_FragCoord.w * min(__ud2.x, __ud2.y)), 0.0, 1.0); (__utexColor = ((__utexColor * __ualpha) * __uaa)); (gl_Color[0] = __utexColor); } struct PS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD3; float4 gl_FragCoord : TEXCOORD4; float4 v0 : TEXCOORD0; float4 v1 : TEXCOORD1; float2 v2 : TEXCOORD2; }; @@ 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; __uedge_dist[0] = input.v0; __uedge_dist[1] = input.v1; __uv_texCoord = input.v2.xy; gl_main(); return generateOutput(); } R gl_Color0 gl_Color[0]struct GS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD3; float4 gl_FragCoord : TEXCOORD4; float4 v0 : TEXCOORD0; float4 v1 : TEXCOORD1; float2 v2 : TEXCOORD2; }; struct GS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD3; float4 gl_FragCoord : TEXCOORD4; float4 v0 : TEXCOORD0; float4 v1 : TEXCOORD1; float2 v2 : TEXCOORD2; }; void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput) { output.gl_Position = input.gl_Position; output.v0 = input.v0; output.v1 = input.v1; output.v2 = input.v2; output.gl_FragCoord = input.gl_FragCoord; #ifndef ANGLE_POINT_SPRITE_SHADER output.dx_Position = input.dx_Position; #endif // ANGLE_POINT_SPRITE_SHADER } QTDXBCkٻ'ɢky<4<RDEF`h<8RD11< ($ \$Globals\ H|X|@8,__uedgefloat3P__umatrixfloat4x4__uquadfloat2__uvertexTexTransformfloat4__uviewportMicrosoft (R) HLSL Shader Compiler 10.1ISGND88 TEXCOORDOSGN SV_PositionTEXCOORDSHEXP%jYF __g e e e e e2 hC 4 @3 @@@ 62F   2@??F  2 2 F F 6F F"F F8 2F@?F FBF F6 F B:*8B *@?6"2F 2F@??82F 2 2F@??F 6 F6 F6B@?F F"F FBF FF F8 FF F"F FBF FF F8 F>STAT#DXBC X,NZǿJ4TRDEF`<8RD11< ($  samplers2D[0]textures2D[0]$Globals__ualphafloat Microsoft (R) HLSL Shader Compiler 10.1ISGNSV_PositionTEXCOORDOSGN, SV_TARGETSHEXP`jYF Z`XpUUbbbb2e h3FF323  "@????:8  ECUFF~`8F 8 F>STAT " kC3Z6/. !(a_index" _ua_index(0B5 (Җ a_position" _ua_position(0B Жquad"_uquad(0B іedge"_uedge(0B" ܖmatrix"_umatrix(0B& $Җviewport" _uviewport(0B: 8ҖvertexTexTransform"_uvertexTexTransform(0B", &Җ edge_dist" _uedge_dist(0B". (Җ gl_Position" gl_Position(0B". (Ж v_texCoord" _uv_texCoord(0B* ؔؾS[0R& $ޖ s_texture" _us_texture(0B (alpha"_ualpha(0B". (Ж v_texCoord" _uv_texCoord(0B", &Җ edge_dist" _uedge_dist(0B"0 *Җ gl_FragCoord" gl_FragCoord(0B*7 *Җ gl_FragColor" gl_FragColor(0B08U Pb ǚ@Jg*ޅ+2987f0fde973 _ua_index _u_ua_indexR _ua_position_u_ua_positionP _uquad[0] _u_uquad[0]\_umatrix _u_umatrixR_ucolor _u_ucolorX[6  float float_ctor(int x0) { return float(x0); } float4 vec4_ctor(float2 x0, float x1, float x2) { return float4(x0, x1, x2); } int int_ctor(float x0) { return int(x0); } // Uniforms uniform float4x4 __umatrix : register(c0); uniform float2 __uquad[4] : register(c4); #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Attributes static float __ua_index = {0}; static float4 __ua_position = {0, 0, 0, 0}; static float4 gl_Position = float4(0, 0, 0, 0); // Varyings cbuffer DriverConstants : register(b1) { float4 dx_ViewAdjust : packoffset(c1); float2 dx_ViewCoords : packoffset(c2); float2 dx_ViewScale : packoffset(c3); }; void gl_main() { int __uvertex_index = int_ctor(__ua_index); float4 __upos = vec4_ctor(__uquad[int_ctor(clamp(float_ctor(__uvertex_index), 0.0, 3.0))], __ua_position.z, __ua_position.w); (gl_Position = mul(transpose(__umatrix), __upos)); } @@ VERTEX ATTRIBUTES @@ struct VS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD0; }; VS_OUTPUT main(VS_INPUT input) { initAttributes(input); gl_main(); 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; return output; } O// Uniforms uniform float4 __ucolor : register(c0); #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Varyings static float4 gl_Color[1] = { float4(0, 0, 0, 0) }; cbuffer DriverConstants : register(b1) { }; #define GL_USES_FRAG_COLOR void gl_main() { float4 __utexColor = __ucolor; (gl_Color[0] = __utexColor); } struct PS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD0; }; @@ PIXEL OUTPUT @@ PS_OUTPUT main(PS_INPUT input) { gl_main(); return generateOutput(); } R gl_Color0 gl_Color[0]struct GS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD0; }; struct GS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD0; }; void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput) { output.gl_Position = input.gl_Position; #ifndef ANGLE_POINT_SPRITE_SHADER output.dx_Position = input.dx_Position; #endif // ANGLE_POINT_SPRITE_SHADER } QTDXBCȠYʁ=.+4D4RDEFdh<<RD11< ($ \$Globals\@@8__umatrixfloat4x4__uquadfloat2Microsoft (R) HLSL Shader Compiler 10.1ISGND88 TEXCOORDOSGNP8DSV_PositionTEXCOORDSHEXPzjYF __g e hC 4 @3 @@@ 62F  6BF FF F:*8B  @?F F"F F6  6" A6 F>STAT DXBCGisI8r4@RDEFh<RD11< ($ \$Globals\__ucolorfloat4Microsoft (R) HLSL Shader Compiler 10.1ISGNP8DSV_PositionTEXCOORDOSGN, SV_TARGETSHEXDPjYF e 6 F >STAT" 1d%p9V. !(a_index" _ua_index(0B5 (Җ a_position" _ua_position(0B Жquad"_uquad(0B" ܖmatrix"_umatrix(0B". (Җ gl_Position" gl_Position(0B*q v/9NQO/̽. Җcolor"_ucolor(0B*7 *Җ gl_FragColor" gl_FragColor(0B08+ <|:2987f0fde973 _ua_index _u_ua_indexR _ua_position_u_ua_positionP _ua_texCoord_u_ua_texCoordP _uquad[0] _u_uquad[0]\_umatrix _u_umatrixR_uvertexTexTransform_u_uvertexTexTransform_ualpha _u_ualpha^ _us_texture _u_us_texture X[6  float float_ctor(int x0) { return float(x0); } float4 vec4_ctor(float2 x0, float x1, float x2) { return float4(x0, x1, x2); } int int_ctor(float x0) { return int(x0); } // Uniforms uniform float4x4 __umatrix : register(c0); uniform float2 __uquad[4] : register(c4); uniform float4 __uvertexTexTransform : register(c8); #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Attributes static float __ua_index = {0}; static float4 __ua_position = {0, 0, 0, 0}; static float2 __ua_texCoord = {0, 0}; static float4 gl_Position = float4(0, 0, 0, 0); // Varyings static float2 __uv_texCoord = {0, 0}; cbuffer DriverConstants : register(b1) { float4 dx_ViewAdjust : packoffset(c1); float2 dx_ViewCoords : packoffset(c2); float2 dx_ViewScale : packoffset(c3); }; void gl_main() { int __uvertex_index = int_ctor(__ua_index); float4 __upos = vec4_ctor(__uquad[int_ctor(clamp(float_ctor(__uvertex_index), 0.0, 3.0))], __ua_position.z, __ua_position.w); (gl_Position = mul(transpose(__umatrix), __upos)); float2 __utexCoord = __ua_texCoord; (__utexCoord = ((__utexCoord * __uvertexTexTransform.zw) + __uvertexTexTransform.xy)); (__uv_texCoord = __utexCoord); } @@ VERTEX ATTRIBUTES @@ struct VS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float2 v0 : TEXCOORD0; }; VS_OUTPUT main(VS_INPUT input) { initAttributes(input); gl_main(); 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 = __uv_texCoord; return output; } // Uniforms uniform float __ualpha : register(c0); static const uint __us_texture = 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 // Varyings static float2 __uv_texCoord = {0, 0}; static float4 gl_Color[1] = { float4(0, 0, 0, 0) }; cbuffer DriverConstants : register(b1) { struct SamplerMetadata { int baseLevel; int internalFormatBits; int wrapModes; int padding; }; SamplerMetadata samplerMetadata[1] : packoffset(c4); }; #define GL_USES_FRAG_COLOR float4 gl_texture2D(uint samplerIndex, float2 t) { return textures2D[samplerIndex].Sample(samplers2D[samplerIndex], float2(t.x, t.y)); } void gl_main() { float2 __utexCoord = __uv_texCoord; float4 __utexColor = gl_texture2D(__us_texture, __utexCoord); (__utexColor = (__utexColor * __ualpha)); (gl_Color[0] = __utexColor); } struct PS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float2 v0 : TEXCOORD0; }; @@ PIXEL OUTPUT @@ PS_OUTPUT main(PS_INPUT input) { __uv_texCoord = input.v0.xy; gl_main(); return generateOutput(); } R gl_Color0 gl_Color[0]struct GS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float2 v0 : TEXCOORD0; }; struct GS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float2 v0 : TEXCOORD0; }; void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput) { output.gl_Position = input.gl_Position; output.v0 = input.v0; #ifndef ANGLE_POINT_SPRITE_SHADER output.dx_Position = input.dx_Position; #endif // ANGLE_POINT_SPRITE_SHADER } QTRDXBCb Nfխ4 pRDEFh<RD11< ($ \$Globals\@ 0@8@d__umatrixfloat4x4__uquadfloat28__uvertexTexTransformfloat4zMicrosoft (R) HLSL Shader Compiler 10.1ISGN\PP PTEXCOORDOSGNhP\\ SV_PositionTEXCOORDSHEX,PjYF ___2g e e2 hC 4 @3 @@@ 62F  6BF FF F:*8B  @?F F"F F6  6" A6 F2 2 F F >STAT DXBCLq}4 @RDEF`<8RD11< ($  samplers2D[0]textures2D[0]$Globals__ualphafloat Microsoft (R) HLSL Shader Compiler 10.1ISGNhP\\SV_PositionTEXCOORDOSGN, SV_TARGETSHEXP*jYF Z`XpUUb2e hECUFF~`8 F >STAT" x vm 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 // Varyings static float2 __uv_texCoord = {0, 0}; static float4 gl_Color[1] = { float4(0, 0, 0, 0) }; cbuffer DriverConstants : register(b1) { struct SamplerMetadata { int baseLevel; int internalFormatBits; int wrapModes; int padding; }; SamplerMetadata samplerMetadata[1] : packoffset(c4); }; #define GL_USES_FRAG_COLOR float4 gl_texture2D(uint samplerIndex, float2 t) { return textures2D[samplerIndex].Sample(samplers2D[samplerIndex], float2(t.x, t.y)); } void gl_main() { float2 __utexCoord = __uv_texCoord; float4 __utexColor = gl_texture2D(__us_texture, __utexCoord); (__utexColor = (__utexColor * __ualpha)); (gl_Color[0] = __utexColor); } struct PS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float2 v0 : TEXCOORD0; }; @@ PIXEL OUTPUT @@ PS_OUTPUT main(PS_INPUT input) { __uv_texCoord = input.v0.xy; gl_main(); return generateOutput(); } R gl_Color0 gl_Color[0]struct GS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float2 v0 : TEXCOORD0; }; struct GS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float2 v0 : TEXCOORD0; }; void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput) { output.gl_Position = input.gl_Position; output.v0 = input.v0; #ifndef ANGLE_POINT_SPRITE_SHADER output.dx_Position = input.dx_Position; #endif // ANGLE_POINT_SPRITE_SHADER } QTRDXBCϨ1{j4t\RDEFh<RD11< ($ \$Globals\@ 0@4Dh__umatrixfloat4x4 __uopacityfloat$;__uvertexTexTransformfloat4 ~Microsoft (R) HLSL Shader Compiler 10.1ISGN\PPPTEXCOORDOSGNhP\\ SV_PositionTEXCOORDSHEXpPjYF Q___2g e e2 h8 @>C 4 @3 @A )" @22 F H F H  BF F F FB:*8B *@? "F F F F6" A6b V6  6  >STAT DXBCLq}4 @RDEF`<8RD11< ($  samplers2D[0]textures2D[0]$Globals__ualphafloat Microsoft (R) HLSL Shader Compiler 10.1ISGNhP\\SV_PositionTEXCOORDOSGN, SV_TARGETSHEXP*jYF Z`XpUUb2e hECUFF~`8 F >STAT" #RړU N9)a-5 (Ж a_texCoord" _ua_texCoord(0B. !(a_index" _ua_index(0B5 (Җ a_position" _ua_position(0B" ܖmatrix"_umatrix( 0B: 8ҖvertexTexTransform"_uvertexTexTransform( 0B# !(opacity" _uopacity($0B". (Җ gl_Position" gl_Position(0B". (Ж v_texCoord" _uv_texCoord(0B"' !(v_alpha" _uv_alpha(0B* HH5d/& $ޖ s_texture" _us_texture(0B (alpha"_ualpha(0B". (Ж v_texCoord" _uv_texCoord(0B*7 *Җ gl_FragColor" gl_FragColor(0B08@ dJYvdܠ$KILX2987f0fde973 _ua_index _u_ua_indexR _ua_position_u_ua_positionP _uquad[0] _u_uquad[0]\_umatrix _u_umatrixQ _uedge[0] _u_uedge[0]R _uviewport _u_uviewportR_uvertexTexTransform_u_uvertexTexTransformR_ufragmentTexTransform_u_ufragmentTexTransform_ualpha _u_ualpha^ _us_texture _u_us_texture X[6    float float_ctor(int x0) { return float(x0); } float3 vec3_ctor(float2 x0, float x1) { return float3(x0, x1); } float4 vec4_ctor(float x0, float x1, float x2, float x3) { return float4(x0, x1, x2, x3); } float4 vec4_ctor(float2 x0, float x1, float x2) { return float4(x0, x1, x2); } int int_ctor(float x0) { return int(x0); } // Uniforms uniform float3 __uedge[8] : register(c0); uniform float4x4 __umatrix : register(c8); uniform float2 __uquad[4] : register(c12); uniform float4 __uvertexTexTransform : register(c16); uniform float4 __uviewport : register(c17); #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Attributes static float __ua_index = {0}; static float4 __ua_position = {0, 0, 0, 0}; static float4 gl_Position = float4(0, 0, 0, 0); // Varyings static float4 __uedge_dist[2] = {0, 0, 0, 0, 0, 0, 0, 0}; static float2 __uv_texCoord = {0, 0}; cbuffer DriverConstants : register(b1) { float4 dx_ViewAdjust : packoffset(c1); float2 dx_ViewCoords : packoffset(c2); float2 dx_ViewScale : packoffset(c3); }; void gl_main() { int __uvertex_index = int_ctor(__ua_index); float4 __upos = vec4_ctor(__uquad[int_ctor(clamp(float_ctor(__uvertex_index), 0.0, 3.0))], __ua_position.z, __ua_position.w); (gl_Position = mul(transpose(__umatrix), __upos)); float2 __undc_pos = (0.5 * (1.0 + (gl_Position.xy / gl_Position.w))); float3 __uscreen_pos = vec3_ctor((__uviewport.xy + (__uviewport.zw * __undc_pos)), 1.0); (__uedge_dist[0] = (vec4_ctor(dot(__uedge[0], __uscreen_pos), dot(__uedge[1], __uscreen_pos), dot(__uedge[2], __uscreen_pos), dot(__uedge[3], __uscreen_pos)) * gl_Position.w)); (__uedge_dist[1] = (vec4_ctor(dot(__uedge[4], __uscreen_pos), dot(__uedge[5], __uscreen_pos), dot(__uedge[6], __uscreen_pos), dot(__uedge[7], __uscreen_pos)) * gl_Position.w)); float2 __utexCoord = __upos.xy; (__utexCoord = ((__utexCoord * __uvertexTexTransform.zw) + __uvertexTexTransform.xy)); (__uv_texCoord = __utexCoord); } @@ VERTEX ATTRIBUTES @@ struct VS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD3; float4 gl_FragCoord : TEXCOORD4; float4 v0 : TEXCOORD0; float4 v1 : TEXCOORD1; float2 v2 : TEXCOORD2; }; VS_OUTPUT main(VS_INPUT input) { initAttributes(input); gl_main(); 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 = __uedge_dist[0]; output.v1 = __uedge_dist[1]; output.v2 = __uv_texCoord; return output; } // Uniforms uniform float __ualpha : register(c0); uniform float4 __ufragmentTexTransform : register(c1); static const uint __us_texture = 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 // Varyings static float4 __uedge_dist[2] = {0, 0, 0, 0, 0, 0, 0, 0}; static float2 __uv_texCoord = {0, 0}; static float4 gl_Color[1] = { float4(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; }; SamplerMetadata samplerMetadata[1] : packoffset(c4); }; #define GL_USES_FRAG_COLOR float4 gl_texture2D(uint samplerIndex, float2 t) { return textures2D[samplerIndex].Sample(samplers2D[samplerIndex], float2(t.x, t.y)); } #define GL_USES_FRAG_COORD void gl_main() { float2 __utexCoord = ((clamp(__uv_texCoord, 0.0, 1.0) * __ufragmentTexTransform.zw) + __ufragmentTexTransform.xy); float4 __utexColor = gl_texture2D(__us_texture, __utexCoord); float4 __ud4 = min(__uedge_dist[0], __uedge_dist[1]); float2 __ud2 = min(__ud4.xz, __ud4.yw); float __uaa = clamp((gl_FragCoord.w * min(__ud2.x, __ud2.y)), 0.0, 1.0); (__utexColor = ((__utexColor * __ualpha) * __uaa)); (gl_Color[0] = __utexColor); } struct PS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD3; float4 gl_FragCoord : TEXCOORD4; float4 v0 : TEXCOORD0; float4 v1 : TEXCOORD1; float2 v2 : TEXCOORD2; }; @@ 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; __uedge_dist[0] = input.v0; __uedge_dist[1] = input.v1; __uv_texCoord = input.v2.xy; gl_main(); return generateOutput(); } R gl_Color0 gl_Color[0]struct GS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD3; float4 gl_FragCoord : TEXCOORD4; float4 v0 : TEXCOORD0; float4 v1 : TEXCOORD1; float2 v2 : TEXCOORD2; }; struct GS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD3; float4 gl_FragCoord : TEXCOORD4; float4 v0 : TEXCOORD0; float4 v1 : TEXCOORD1; float2 v2 : TEXCOORD2; }; void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput) { output.gl_Position = input.gl_Position; output.v0 = input.v0; output.v1 = input.v1; output.v2 = input.v2; output.gl_FragCoord = input.gl_FragCoord; #ifndef ANGLE_POINT_SPRITE_SHADER output.dx_Position = input.dx_Position; #endif // ANGLE_POINT_SPRITE_SHADER } QTDXBC&wr/Z4RDEF`h<8RD11< ($ \$Globals\ H|X|@8,__uedgefloat3P__umatrixfloat4x4__uquadfloat2__uvertexTexTransformfloat4__uviewportMicrosoft (R) HLSL Shader Compiler 10.1ISGND88 TEXCOORDOSGN SV_PositionTEXCOORDSHEXlPjYF __g e e e e e2 hC 4 @3 @@@ 62F  22 F   F 6F F"F F8 2F@?F FBF F6 F B:*8B *@?6"2F 2F@??82F 2 2F@??F 6 F6 F6B@?F F"F FBF FF F8 FF F"F FBF FF F8 F>STAT"XDXBC@ޱd>0X4RDEF<RD11< ($  samplers2D[0]textures2D[0]$Globals ,<`__ualphafloat5__ufragmentTexTransformfloat4xMicrosoft (R) HLSL Shader Compiler 10.1ISGNSV_PositionTEXCOORDOSGN, SV_TARGETSHEXPpjYF Z`XpUUbbbb2e h3FF323  "@????:8  6 b2 bV  ECUF~`8F 8 F>STAT " 5)ҤL\hhKS. !(a_index" _ua_index(0B5 (Җ a_position" _ua_position(0B Жquad"_uquad(0B іedge"_uedge(0B" ܖmatrix"_umatrix(0B& $Җviewport" _uviewport(0B: 8ҖvertexTexTransform"_uvertexTexTransform(0B", &Җ edge_dist" _uedge_dist(0B". (Җ gl_Position" gl_Position(0B". (Ж v_texCoord" _uv_texCoord(0B* ]@`vPc%[Yo> <ҖfragmentTexTransform"_ufragmentTexTransform(0B& $ޖ s_texture" _us_texture(0B (alpha"_ualpha(0B". (Ж v_texCoord" _uv_texCoord(0B", &Җ edge_dist" _uedge_dist(0B"0 *Җ gl_FragCoord" gl_FragCoord(0B*7 *Җ gl_FragColor" gl_FragColor(0B08X 5,?bC #~WI2987f0fde973 _ua_index _u_ua_indexR _ua_position_u_ua_positionP _ua_texCoord_u_ua_texCoord\ _umatrix[0] _u_umatrix[0] R_uvertexTexTransform[0]_u_uvertexTexTransform[0]  _uopacity[0]_u_uopacity[0]$P_umaskTexCoordScale_u_umaskTexCoordScaleP_umaskTexCoordOffset_u_umaskTexCoordOffset_ualpha _u_ualpha^ _us_texture _u_us_texture^_us_mask _u_us_mask;      !"#  X[6   $H $${float float_ctor(int x0) { return float(x0); } int int_ctor(float x0) { return int(x0); } // Uniforms uniform float4x4 __umatrix[9] : register(c0); uniform float __uopacity[36] : register(c36); uniform float4 __uvertexTexTransform[9] : register(c72); #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Attributes static float __ua_index = {0}; static float4 __ua_position = {0, 0, 0, 0}; static float2 __ua_texCoord = {0, 0}; static float4 gl_Position = float4(0, 0, 0, 0); // Varyings static float __uv_alpha = {0}; static float2 __uv_texCoord = {0, 0}; cbuffer DriverConstants : register(b1) { float4 dx_ViewAdjust : packoffset(c1); float2 dx_ViewCoords : packoffset(c2); float2 dx_ViewScale : packoffset(c3); }; void gl_main() { int __uvertex_index = int_ctor(__ua_index); int __uquad_index = int_ctor((__ua_index * 0.25)); float4 __upos = __ua_position; (gl_Position = mul(transpose(__umatrix[int_ctor(clamp(float_ctor(__uquad_index), 0.0, 8.0))]), __upos)); float2 __utexCoord = __ua_texCoord; float4 __utexTrans = __uvertexTexTransform[int_ctor(clamp(float_ctor(__uquad_index), 0.0, 8.0))]; (__utexCoord = ((__utexCoord * __utexTrans.zw) + __utexTrans.xy)); (__uv_texCoord = __utexCoord); (__uv_alpha = __uopacity[int_ctor(clamp(float_ctor(__uvertex_index), 0.0, 35.0))]); } @@ VERTEX ATTRIBUTES @@ struct VS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float2 v0 : TEXCOORD0; }; VS_OUTPUT main(VS_INPUT input) { initAttributes(input); gl_main(); 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 = __uv_texCoord; return output; } float2 vec2_ctor(float x0, float x1) { return float2(x0, x1); } // Uniforms uniform float __ualpha : register(c0); uniform float2 __umaskTexCoordOffset : register(c1); uniform float2 __umaskTexCoordScale : register(c2); static const uint __us_mask = 0; static const uint __us_texture = 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 // Varyings static float2 __uv_texCoord = {0, 0}; static float4 gl_Color[1] = { float4(0, 0, 0, 0) }; cbuffer DriverConstants : register(b1) { struct SamplerMetadata { int baseLevel; int internalFormatBits; int wrapModes; int padding; }; SamplerMetadata samplerMetadata[2] : packoffset(c4); }; #define GL_USES_FRAG_COLOR float4 gl_texture2D(uint samplerIndex, float2 t) { return textures2D[samplerIndex].Sample(samplers2D[samplerIndex], float2(t.x, t.y)); } void gl_main() { float4 __utexColor = gl_texture2D(__us_texture, __uv_texCoord); float2 __umaskTexCoord = vec2_ctor((__umaskTexCoordOffset.x + (__uv_texCoord.x * __umaskTexCoordScale.x)), (__umaskTexCoordOffset.y + (__uv_texCoord.y * __umaskTexCoordScale.y))); float4 __umaskColor = gl_texture2D(__us_mask, __umaskTexCoord); (__utexColor = ((__utexColor * __ualpha) * __umaskColor.w)); (gl_Color[0] = __utexColor); } struct PS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float2 v0 : TEXCOORD0; }; @@ PIXEL OUTPUT @@ PS_OUTPUT main(PS_INPUT input) { __uv_texCoord = input.v0.xy; gl_main(); return generateOutput(); } R gl_Color0 gl_Color[0]struct GS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float2 v0 : TEXCOORD0; }; struct GS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float2 v0 : TEXCOORD0; }; void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput) { output.gl_Position = input.gl_Position; output.v0 = input.v0; #ifndef ANGLE_POINT_SPRITE_SHADER output.dx_Position = input.dx_Position; #endif // ANGLE_POINT_SPRITE_SHADER } QTRDXBCϨ1{j4t\RDEFh<RD11< ($ \$Globals\@ 0@4Dh__umatrixfloat4x4 __uopacityfloat$;__uvertexTexTransformfloat4 ~Microsoft (R) HLSL Shader Compiler 10.1ISGN\PPPTEXCOORDOSGNhP\\ SV_PositionTEXCOORDSHEXpPjYF Q___2g e e2 h8 @>C 4 @3 @A )" @22 F H F H  BF F F FB:*8B *@? "F F F F6" A6b V6  6  >STAT $DXBC3H\3$4HRDEFh <=RD11< ($   samplers2D[0]samplers2D[1]textures2D[0]textures2D[1]$Globals80( __ualphafloat__umaskTexCoordOffsetfloat2__umaskTexCoordScaleMicrosoft (R) HLSL Shader Compiler 10.1ISGNhP\\SV_PositionTEXCOORDOSGN, SV_TARGETSHEX8PNjYF Z`Z`XpUUXpUUb2e h2 2FF F ECUF6y`ECUFF~`8F 8 F>STAT" #RړU N9)a-5 (Ж a_texCoord" _ua_texCoord(0B. !(a_index" _ua_index(0B5 (Җ a_position" _ua_position(0B" ܖmatrix"_umatrix( 0B: 8ҖvertexTexTransform"_uvertexTexTransform( 0B# !(opacity" _uopacity($0B". (Җ gl_Position" gl_Position(0B". (Ж v_texCoord" _uv_texCoord(0B"' !(v_alpha" _uv_alpha(0B* 54k(yag & $ޖ s_texture" _us_texture(0B (alpha"_ualpha(0B ޖs_mask"_us_mask(0B8 6ЖmaskTexCoordScale"_umaskTexCoordScale(0B: 8ЖmaskTexCoordOffset"_umaskTexCoordOffset(0B". (Ж v_texCoord" _uv_texCoord(0B*7 *Җ gl_FragColor" gl_FragColor(0B08I dX_^QFa%RkoG2987f0fde973 _ua_index _u_ua_indexR _ua_position_u_ua_positionP _uquad[0] _u_uquad[0]\_umatrix _u_umatrixQ _uedge[0] _u_uedge[0]R _uviewport _u_uviewportR_ucolor _u_ucolorX[6    float float_ctor(int x0) { return float(x0); } float3 vec3_ctor(float2 x0, float x1) { return float3(x0, x1); } float4 vec4_ctor(float x0, float x1, float x2, float x3) { return float4(x0, x1, x2, x3); } float4 vec4_ctor(float2 x0, float x1, float x2) { return float4(x0, x1, x2); } int int_ctor(float x0) { return int(x0); } // Uniforms uniform float3 __uedge[8] : register(c0); uniform float4x4 __umatrix : register(c8); uniform float2 __uquad[4] : register(c12); uniform float4 __uviewport : register(c16); #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Attributes static float __ua_index = {0}; static float4 __ua_position = {0, 0, 0, 0}; static float4 gl_Position = float4(0, 0, 0, 0); // Varyings static float4 __uedge_dist[2] = {0, 0, 0, 0, 0, 0, 0, 0}; cbuffer DriverConstants : register(b1) { float4 dx_ViewAdjust : packoffset(c1); float2 dx_ViewCoords : packoffset(c2); float2 dx_ViewScale : packoffset(c3); }; void gl_main() { int __uvertex_index = int_ctor(__ua_index); float4 __upos = vec4_ctor(__uquad[int_ctor(clamp(float_ctor(__uvertex_index), 0.0, 3.0))], __ua_position.z, __ua_position.w); (gl_Position = mul(transpose(__umatrix), __upos)); float2 __undc_pos = (0.5 * (1.0 + (gl_Position.xy / gl_Position.w))); float3 __uscreen_pos = vec3_ctor((__uviewport.xy + (__uviewport.zw * __undc_pos)), 1.0); (__uedge_dist[0] = (vec4_ctor(dot(__uedge[0], __uscreen_pos), dot(__uedge[1], __uscreen_pos), dot(__uedge[2], __uscreen_pos), dot(__uedge[3], __uscreen_pos)) * gl_Position.w)); (__uedge_dist[1] = (vec4_ctor(dot(__uedge[4], __uscreen_pos), dot(__uedge[5], __uscreen_pos), dot(__uedge[6], __uscreen_pos), dot(__uedge[7], __uscreen_pos)) * gl_Position.w)); } @@ VERTEX ATTRIBUTES @@ struct VS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD2; float4 gl_FragCoord : TEXCOORD3; float4 v0 : TEXCOORD0; float4 v1 : TEXCOORD1; }; VS_OUTPUT main(VS_INPUT input) { initAttributes(input); gl_main(); 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 = __uedge_dist[0]; output.v1 = __uedge_dist[1]; return output; } // Uniforms uniform float4 __ucolor : register(c0); #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Varyings static float4 __uedge_dist[2] = {0, 0, 0, 0, 0, 0, 0, 0}; static float4 gl_Color[1] = { float4(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); }; #define GL_USES_FRAG_COLOR #define GL_USES_FRAG_COORD void gl_main() { float4 __utexColor = __ucolor; float4 __ud4 = min(__uedge_dist[0], __uedge_dist[1]); float2 __ud2 = min(__ud4.xz, __ud4.yw); float __uaa = clamp((gl_FragCoord.w * min(__ud2.x, __ud2.y)), 0.0, 1.0); (__utexColor = (__utexColor * __uaa)); (gl_Color[0] = __utexColor); } struct PS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD2; float4 gl_FragCoord : TEXCOORD3; float4 v0 : TEXCOORD0; float4 v1 : TEXCOORD1; }; @@ 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; __uedge_dist[0] = input.v0; __uedge_dist[1] = input.v1; gl_main(); return generateOutput(); } R gl_Color0 gl_Color[0]struct GS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD2; float4 gl_FragCoord : TEXCOORD3; float4 v0 : TEXCOORD0; float4 v1 : TEXCOORD1; }; struct GS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD2; float4 gl_FragCoord : TEXCOORD3; float4 v0 : TEXCOORD0; float4 v1 : TEXCOORD1; }; void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput) { output.gl_Position = input.gl_Position; output.v0 = input.v0; output.v1 = input.v1; output.gl_FragCoord = input.gl_FragCoord; #ifndef ANGLE_POINT_SPRITE_SHADER output.dx_Position = input.dx_Position; #endif // ANGLE_POINT_SPRITE_SHADER } QTDXBC| r6<5{4\HxRDEF h<RD11< ($ \$Globals\ |0T@h8__uedgefloat3(__umatrixfloat4x4^__uquadfloat2__uviewportfloat4Microsoft (R) HLSL Shader Compiler 10.1ISGND88 TEXCOORDOSGNSV_PositionTEXCOORDSHEX(P jYF __g e e e e hC 4 @3 @@@ 62F  6F F"F F8 2F@?F FBF F6 F :*8B  @?6"2F 2F@??82F 2 2F@??F 6 F6 F6B@?F F"F FBF FF F8 FF F"F FBF FF F8 F>STAT!DXBCspy ۅ4@,RDEFh<RD11< ($ \$Globals\__ucolorfloat4Microsoft (R) HLSL Shader Compiler 10.1ISGNSV_PositionTEXCOORDOSGN, SV_TARGETSHEXPDjYF bbbe h3FF323  "@????:8  8 F >STAT" ۼ[[_ꀲZ3_&. !(a_index" _ua_index(0B5 (Җ a_position" _ua_position(0B Жquad"_uquad(0B іedge"_uedge(0B" ܖmatrix"_umatrix(0B& $Җviewport" _uviewport(0B", &Җ edge_dist" _uedge_dist(0B". (Җ gl_Position" gl_Position(0B* Ԙ7b/f|f Җcolor"_ucolor(0B", &Җ edge_dist" _uedge_dist(0B"0 *Җ gl_FragCoord" gl_FragCoord(0B*7 *Җ gl_FragColor" gl_FragColor(0B08G Mkf =63ւwkGU2987f0fde973 _ua_index _u_ua_indexR _ua_position_u_ua_positionP _uquad[0] _u_uquad[0]\_umatrix _u_umatrixQ _uedge[0] _u_uedge[0]R _uviewport _u_uviewportR_uvertexTexTransform_u_uvertexTexTransform_ualpha _u_ualpha^ _us_texture _u_us_texture X[6    float float_ctor(int x0) { return float(x0); } float3 vec3_ctor(float2 x0, float x1) { return float3(x0, x1); } float4 vec4_ctor(float x0, float x1, float x2, float x3) { return float4(x0, x1, x2, x3); } float4 vec4_ctor(float2 x0, float x1, float x2) { return float4(x0, x1, x2); } int int_ctor(float x0) { return int(x0); } // Uniforms uniform float3 __uedge[8] : register(c0); uniform float4x4 __umatrix : register(c8); uniform float2 __uquad[4] : register(c12); uniform float4 __uvertexTexTransform : register(c16); uniform float4 __uviewport : register(c17); #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Attributes static float __ua_index = {0}; static float4 __ua_position = {0, 0, 0, 0}; static float4 gl_Position = float4(0, 0, 0, 0); // Varyings static float4 __uedge_dist[2] = {0, 0, 0, 0, 0, 0, 0, 0}; static float2 __uv_texCoord = {0, 0}; cbuffer DriverConstants : register(b1) { float4 dx_ViewAdjust : packoffset(c1); float2 dx_ViewCoords : packoffset(c2); float2 dx_ViewScale : packoffset(c3); }; void gl_main() { int __uvertex_index = int_ctor(__ua_index); float4 __upos = vec4_ctor(__uquad[int_ctor(clamp(float_ctor(__uvertex_index), 0.0, 3.0))], __ua_position.z, __ua_position.w); (gl_Position = mul(transpose(__umatrix), __upos)); float2 __undc_pos = (0.5 * (1.0 + (gl_Position.xy / gl_Position.w))); float3 __uscreen_pos = vec3_ctor((__uviewport.xy + (__uviewport.zw * __undc_pos)), 1.0); (__uedge_dist[0] = (vec4_ctor(dot(__uedge[0], __uscreen_pos), dot(__uedge[1], __uscreen_pos), dot(__uedge[2], __uscreen_pos), dot(__uedge[3], __uscreen_pos)) * gl_Position.w)); (__uedge_dist[1] = (vec4_ctor(dot(__uedge[4], __uscreen_pos), dot(__uedge[5], __uscreen_pos), dot(__uedge[6], __uscreen_pos), dot(__uedge[7], __uscreen_pos)) * gl_Position.w)); float2 __utexCoord = __upos.xy; (__utexCoord = (__utexCoord + float2(0.5, 0.5))); (__utexCoord = ((__utexCoord * __uvertexTexTransform.zw) + __uvertexTexTransform.xy)); (__uv_texCoord = __utexCoord); } @@ VERTEX ATTRIBUTES @@ struct VS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD3; float4 gl_FragCoord : TEXCOORD4; float4 v0 : TEXCOORD0; float4 v1 : TEXCOORD1; float2 v2 : TEXCOORD2; }; VS_OUTPUT main(VS_INPUT input) { initAttributes(input); gl_main(); 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 = __uedge_dist[0]; output.v1 = __uedge_dist[1]; output.v2 = __uv_texCoord; return output; } C// Uniforms uniform float __ualpha : register(c0); static const uint __us_texture = 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 // Varyings static float4 __uedge_dist[2] = {0, 0, 0, 0, 0, 0, 0, 0}; static float2 __uv_texCoord = {0, 0}; static float4 gl_Color[1] = { float4(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; }; SamplerMetadata samplerMetadata[1] : packoffset(c4); }; #define GL_USES_FRAG_COLOR float4 gl_texture2D(uint samplerIndex, float2 t) { return textures2D[samplerIndex].Sample(samplers2D[samplerIndex], float2(t.x, t.y)); } #define GL_USES_FRAG_COORD void gl_main() { float2 __utexCoord = __uv_texCoord; float4 __utexColor = gl_texture2D(__us_texture, __utexCoord); float4 __ud4 = min(__uedge_dist[0], __uedge_dist[1]); float2 __ud2 = min(__ud4.xz, __ud4.yw); float __uaa = clamp((gl_FragCoord.w * min(__ud2.x, __ud2.y)), 0.0, 1.0); (__utexColor = ((__utexColor * __ualpha) * __uaa)); (gl_Color[0] = __utexColor); } struct PS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD3; float4 gl_FragCoord : TEXCOORD4; float4 v0 : TEXCOORD0; float4 v1 : TEXCOORD1; float2 v2 : TEXCOORD2; }; @@ 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; __uedge_dist[0] = input.v0; __uedge_dist[1] = input.v1; __uv_texCoord = input.v2.xy; gl_main(); return generateOutput(); } R gl_Color0 gl_Color[0]struct GS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD3; float4 gl_FragCoord : TEXCOORD4; float4 v0 : TEXCOORD0; float4 v1 : TEXCOORD1; float2 v2 : TEXCOORD2; }; struct GS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD3; float4 gl_FragCoord : TEXCOORD4; float4 v0 : TEXCOORD0; float4 v1 : TEXCOORD1; float2 v2 : TEXCOORD2; }; void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput) { output.gl_Position = input.gl_Position; output.v0 = input.v0; output.v1 = input.v1; output.v2 = input.v2; output.gl_FragCoord = input.gl_FragCoord; #ifndef ANGLE_POINT_SPRITE_SHADER output.dx_Position = input.dx_Position; #endif // ANGLE_POINT_SPRITE_SHADER } QTDXBCkٻ'ɢky<4<RDEF`h<8RD11< ($ \$Globals\ H|X|@8,__uedgefloat3P__umatrixfloat4x4__uquadfloat2__uvertexTexTransformfloat4__uviewportMicrosoft (R) HLSL Shader Compiler 10.1ISGND88 TEXCOORDOSGN SV_PositionTEXCOORDSHEXP%jYF __g e e e e e2 hC 4 @3 @@@ 62F   2@??F  2 2 F F 6F F"F F8 2F@?F FBF F6 F B:*8B *@?6"2F 2F@??82F 2 2F@??F 6 F6 F6B@?F F"F FBF FF F8 FF F"F FBF FF F8 F>STAT#DXBC X,NZǿJ4TRDEF`<8RD11< ($  samplers2D[0]textures2D[0]$Globals__ualphafloat Microsoft (R) HLSL Shader Compiler 10.1ISGNSV_PositionTEXCOORDOSGN, SV_TARGETSHEXP`jYF Z`XpUUbbbb2e h3FF323  "@????:8  ECUFF~`8F 8 F>STAT " kC3Z6/. !(a_index" _ua_index(0B5 (Җ a_position" _ua_position(0B Жquad"_uquad(0B іedge"_uedge(0B" ܖmatrix"_umatrix(0B& $Җviewport" _uviewport(0B: 8ҖvertexTexTransform"_uvertexTexTransform(0B", &Җ edge_dist" _uedge_dist(0B". (Җ gl_Position" gl_Position(0B". (Ж v_texCoord" _uv_texCoord(0B* ؔؾS[0R& $ޖ s_texture" _us_texture(0B (alpha"_ualpha(0B". (Ж v_texCoord" _uv_texCoord(0B", &Җ edge_dist" _uedge_dist(0B"0 *Җ gl_FragCoord" gl_FragCoord(0B*7 *Җ gl_FragColor" gl_FragColor(0B08U aNHa{N'ʴA2987f0fde973 _ua_index _u_ua_indexR _ua_position_u_ua_positionP _ua_texCoord_u_ua_texCoord\ _umatrix[0] _u_umatrix[0] R_uvertexTexTransform[0]_u_uvertexTexTransform[0]  _uopacity[0]_u_uopacity[0]$^ _us_texture _u_us_texture7      !"# X[6  $H $$float float_ctor(int x0) { return float(x0); } int int_ctor(float x0) { return int(x0); } // Uniforms uniform float4x4 __umatrix[9] : register(c0); uniform float __uopacity[36] : register(c36); uniform float4 __uvertexTexTransform[9] : register(c72); #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Attributes static float __ua_index = {0}; static float4 __ua_position = {0, 0, 0, 0}; static float2 __ua_texCoord = {0, 0}; static float4 gl_Position = float4(0, 0, 0, 0); // Varyings static float __uv_alpha = {0}; static float2 __uv_texCoord = {0, 0}; cbuffer DriverConstants : register(b1) { float4 dx_ViewAdjust : packoffset(c1); float2 dx_ViewCoords : packoffset(c2); float2 dx_ViewScale : packoffset(c3); }; void gl_main() { int __uvertex_index = int_ctor(__ua_index); int __uquad_index = int_ctor((__ua_index * 0.25)); float4 __upos = __ua_position; (gl_Position = mul(transpose(__umatrix[int_ctor(clamp(float_ctor(__uquad_index), 0.0, 8.0))]), __upos)); float2 __utexCoord = __ua_texCoord; float4 __utexTrans = __uvertexTexTransform[int_ctor(clamp(float_ctor(__uquad_index), 0.0, 8.0))]; (__utexCoord = ((__utexCoord * __utexTrans.zw) + __utexTrans.xy)); (__uv_texCoord = __utexCoord); (__uv_alpha = __uopacity[int_ctor(clamp(float_ctor(__uvertex_index), 0.0, 35.0))]); } @@ VERTEX ATTRIBUTES @@ struct VS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD2; float2 v0 : TEXCOORD0; float v1 : TEXCOORD1; }; VS_OUTPUT main(VS_INPUT input) { initAttributes(input); gl_main(); 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 = __uv_texCoord; output.v1 = __uv_alpha; return output; } 1// Uniforms static const uint __us_texture = 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 // Varyings static float __uv_alpha = {0}; static float2 __uv_texCoord = {0, 0}; static float4 gl_Color[1] = { float4(0, 0, 0, 0) }; cbuffer DriverConstants : register(b1) { struct SamplerMetadata { int baseLevel; int internalFormatBits; int wrapModes; int padding; }; SamplerMetadata samplerMetadata[1] : packoffset(c4); }; #define GL_USES_FRAG_COLOR float4 gl_texture2D(uint samplerIndex, float2 t) { return textures2D[samplerIndex].Sample(samplers2D[samplerIndex], float2(t.x, t.y)); } void gl_main() { float2 __utexCoord = __uv_texCoord; float4 __utexColor = gl_texture2D(__us_texture, __utexCoord); (__utexColor = (__utexColor * __uv_alpha)); (gl_Color[0] = __utexColor); } struct PS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD2; float2 v0 : TEXCOORD0; float v1 : TEXCOORD1; }; @@ PIXEL OUTPUT @@ PS_OUTPUT main(PS_INPUT input) { __uv_texCoord = input.v0.xy; __uv_alpha = input.v1.x; gl_main(); return generateOutput(); } R gl_Color0 gl_Color[0]Pstruct GS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD2; float2 v0 : TEXCOORD0; float v1 : TEXCOORD1; }; struct GS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD2; float2 v0 : TEXCOORD0; float v1 : TEXCOORD1; }; void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput) { output.gl_Position = input.gl_Position; output.v0 = input.v0; output.v1 = input.v1; #ifndef ANGLE_POINT_SPRITE_SHADER output.dx_Position = input.dx_Position; #endif // ANGLE_POINT_SPRITE_SHADER } QTRDXBCM8OѮ΅W4tRDEFh<RD11< ($ \$Globals\@ 0@4Dh__umatrixfloat4x4 __uopacityfloat$;__uvertexTexTransformfloat4 ~Microsoft (R) HLSL Shader Compiler 10.1ISGN\PPPTEXCOORDOSGNhtt t SV_PositionTEXCOORDSHEXPjYF Q___2g e e2 eB h8 @>C 4 @3 @A )" @22 F H F H  BF F F FB:*8B *@? "F F F F6" A6b V6  6  C 4 @3 @ B 6B  $ >STATDXBCޟ1HmE4`RDEF<RD11< ($ | samplers2D[0]textures2D[0]Microsoft (R) HLSL Shader Compiler 10.1ISGNhtttSV_PositionTEXCOORDOSGN, SV_TARGETSHEXP(jZ`XpUUb2bBe hECUFF~`8 F>STAT" #RړU N9)a-5 (Ж a_texCoord" _ua_texCoord(0B. !(a_index" _ua_index(0B5 (Җ a_position" _ua_position(0B" ܖmatrix"_umatrix( 0B: 8ҖvertexTexTransform"_uvertexTexTransform( 0B# !(opacity" _uopacity($0B". (Җ gl_Position" gl_Position(0B". (Ж v_texCoord" _uv_texCoord(0B"' !(v_alpha" _uv_alpha(0B* X.aiR ?/S$͂& $ޖ s_texture" _us_texture(0B". (Ж v_texCoord" _uv_texCoord(0B"' !(v_alpha" _uv_alpha(0B*7 *Җ gl_FragColor" gl_FragColor(0B08A j咭LHu.V[N72987f0fde973P _ua_position_u_ua_positionP _ua_texcoord_u_ua_texcoordR _usrc_rect _u_usrc_rectP_uscaling_vector_u_uscaling_vector^ _us_texture _u_us_texture X[6  float4 vec4_ctor(float2 x0, float x1, float x2) { return float4(x0, x1, x2); } // Uniforms uniform float2 __uscaling_vector : register(c0); uniform float4 __usrc_rect : register(c1); #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Attributes static float2 __ua_position = {0, 0}; static float2 __ua_texcoord = {0, 0}; static float4 gl_Position = float4(0, 0, 0, 0); // Varyings static float4 __uv_texcoords[2] = {0, 0, 0, 0, 0, 0, 0, 0}; cbuffer DriverConstants : register(b1) { float4 dx_ViewAdjust : packoffset(c1); float2 dx_ViewCoords : packoffset(c2); float2 dx_ViewScale : packoffset(c3); }; void gl_main() { (gl_Position = vec4_ctor(__ua_position, 0.0, 1.0)); float2 __utexcoord = (__usrc_rect.xy + (__ua_texcoord * __usrc_rect.zw)); float2 __ustep = (__uscaling_vector / 8.0); (__uv_texcoords[0].xy = (__utexcoord - (__ustep * 3.0))); (__uv_texcoords[0].zw = (__utexcoord - __ustep)); (__uv_texcoords[1].xy = (__utexcoord + __ustep)); (__uv_texcoords[1].zw = (__utexcoord + (__ustep * 3.0))); } @@ VERTEX ATTRIBUTES @@ struct VS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD2; float4 v0 : TEXCOORD0; float4 v1 : TEXCOORD1; }; VS_OUTPUT main(VS_INPUT input) { initAttributes(input); gl_main(); 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 = __uv_texcoords[0]; output.v1 = __uv_texcoords[1]; return output; } l// Uniforms static const uint __us_texture = 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 // Varyings static float4 __uv_texcoords[2] = {0, 0, 0, 0, 0, 0, 0, 0}; static float4 gl_Color[1] = { float4(0, 0, 0, 0) }; cbuffer DriverConstants : register(b1) { struct SamplerMetadata { int baseLevel; int internalFormatBits; int wrapModes; int padding; }; SamplerMetadata samplerMetadata[1] : packoffset(c4); }; #define GL_USES_FRAG_COLOR float4 gl_texture2D(uint samplerIndex, float2 t) { return textures2D[samplerIndex].Sample(samplers2D[samplerIndex], float2(t.x, t.y)); } void gl_main() { (gl_Color[0] = ((((gl_texture2D(__us_texture, __uv_texcoords[0].xy) + gl_texture2D(__us_texture, __uv_texcoords[0].zw)) + gl_texture2D(__us_texture, __uv_texcoords[1].xy)) + gl_texture2D(__us_texture, __uv_texcoords[1].zw)) / 4.0)); } struct PS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD2; float4 v0 : TEXCOORD0; float4 v1 : TEXCOORD1; }; @@ PIXEL OUTPUT @@ PS_OUTPUT main(PS_INPUT input) { __uv_texcoords[0] = input.v0; __uv_texcoords[1] = input.v1; gl_main(); return generateOutput(); } R gl_Color0 gl_Color[0]Rstruct GS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD2; float4 v0 : TEXCOORD0; float4 v1 : TEXCOORD1; }; struct GS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD2; float4 v0 : TEXCOORD0; float4 v1 : TEXCOORD1; }; void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput) { output.gl_Position = input.gl_Position; output.v0 = input.v0; output.v1 = input.v1; #ifndef ANGLE_POINT_SPRITE_SHADER output.dx_Position = input.dx_Position; #endif // ANGLE_POINT_SPRITE_SHADER } RRDXBC `7'samW4RDEFph<HRD11< ($ \$Globals\ $__uscaling_vectorfloat2__usrc_rectfloat4Microsoft (R) HLSL Shader Compiler 10.1ISGND88TEXCOORDOSGNhtttSV_PositionTEXCOORDSHEXPbjYF _2_2g e e e h8 2 F@?6 @??62 F6 @?2 F F 2 F A@>>>>2 F @>>>>F>STATDXBCa6?Tx$4DRDEF<RD11< ($ | samplers2D[0]textures2D[0]Microsoft (R) HLSL Shader Compiler 10.1ISGNhtttSV_PositionTEXCOORDOSGN, SV_TARGETSHEXPajZ`XpUUbbe hECUFF~`ECUF~`FFECUFF~`FFECUF~`FF8 F@>>>>>STAT " LC ԭUO$5 (Ж a_position" _ua_position(0B5 (Ж a_texcoord" _ua_texcoord(0B& $Җsrc_rect" _usrc_rect(0B2 0Жscaling_vector"_uscaling_vector(0B"0 *Җ v_texcoords" _uv_texcoords(0B". (Җ gl_Position" gl_Position(0B* })Q}!kݽn*>& $ޖ s_texture" _us_texture(0B"0 *Җ v_texcoords" _uv_texcoords(0B*7 *Җ gl_FragColor" gl_FragColor(0B087