˽ڔ8&OL1AGk842c43ae67baP inPosition inPositionRinColorinColorP inLocalCoord inLocalCoordRurtAdjustment_Stage0[uCoordTransformMatrix_0_Stage0PuImageIncrement_Stage1PuBounds_Stage1RuKernel_Stage1^uTextureSampler_0_Stage1 urtAdjustment_Stage0uCoordTransformMatrix_0_Stage0uImageIncrement_Stage1uBounds_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 _uBounds_Stage1 : register(c0); uniform float2 _uImageIncrement_Stage1 : register(c1); uniform float4 _uKernel_Stage1[6] : register(c2); 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); if (((_coord.x >= _uBounds_Stage1.x) && (_coord.x <= _uBounds_Stage1.y))) { (_output_Stage1 += (gl_texture2D(_uTextureSampler_0_Stage1, _coordSampled) * _uKernel_Stage1[0].x)); } (_coord += _uImageIncrement_Stage1); (_coordSampled = _coord); if (((_coord.x >= _uBounds_Stage1.x) && (_coord.x <= _uBounds_Stage1.y))) { (_output_Stage1 += (gl_texture2D(_uTextureSampler_0_Stage1, _coordSampled) * _uKernel_Stage1[0].y)); } (_coord += _uImageIncrement_Stage1); (_coordSampled = _coord); if (((_coord.x >= _uBounds_Stage1.x) && (_coord.x <= _uBounds_Stage1.y))) { (_output_Stage1 += (gl_texture2D(_uTextureSampler_0_Stage1, _coordSampled) * _uKernel_Stage1[0].z)); } (_coord += _uImageIncrement_Stage1); (_coordSampled = _coord); if (((_coord.x >= _uBounds_Stage1.x) && (_coord.x <= _uBounds_Stage1.y))) { (_output_Stage1 += (gl_texture2D(_uTextureSampler_0_Stage1, _coordSampled) * _uKernel_Stage1[0].w)); } (_coord += _uImageIncrement_Stage1); (_coordSampled = _coord); if (((_coord.x >= _uBounds_Stage1.x) && (_coord.x <= _uBounds_Stage1.y))) { (_output_Stage1 += (gl_texture2D(_uTextureSampler_0_Stage1, _coordSampled) * _uKernel_Stage1[1].x)); } (_coord += _uImageIncrement_Stage1); (_coordSampled = _coord); if (((_coord.x >= _uBounds_Stage1.x) && (_coord.x <= _uBounds_Stage1.y))) { (_output_Stage1 += (gl_texture2D(_uTextureSampler_0_Stage1, _coordSampled) * _uKernel_Stage1[1].y)); } (_coord += _uImageIncrement_Stage1); (_coordSampled = _coord); if (((_coord.x >= _uBounds_Stage1.x) && (_coord.x <= _uBounds_Stage1.y))) { (_output_Stage1 += (gl_texture2D(_uTextureSampler_0_Stage1, _coordSampled) * _uKernel_Stage1[1].z)); } (_coord += _uImageIncrement_Stage1); (_coordSampled = _coord); if (((_coord.x >= _uBounds_Stage1.x) && (_coord.x <= _uBounds_Stage1.y))) { (_output_Stage1 += (gl_texture2D(_uTextureSampler_0_Stage1, _coordSampled) * _uKernel_Stage1[1].w)); } (_coord += _uImageIncrement_Stage1); (_coordSampled = _coord); if (((_coord.x >= _uBounds_Stage1.x) && (_coord.x <= _uBounds_Stage1.y))) { (_output_Stage1 += (gl_texture2D(_uTextureSampler_0_Stage1, _coordSampled) * _uKernel_Stage1[2].x)); } (_coord += _uImageIncrement_Stage1); (_coordSampled = _coord); if (((_coord.x >= _uBounds_Stage1.x) && (_coord.x <= _uBounds_Stage1.y))) { (_output_Stage1 += (gl_texture2D(_uTextureSampler_0_Stage1, _coordSampled) * _uKernel_Stage1[2].y)); } (_coord += _uImageIncrement_Stage1); (_coordSampled = _coord); if (((_coord.x >= _uBounds_Stage1.x) && (_coord.x <= _uBounds_Stage1.y))) { (_output_Stage1 += (gl_texture2D(_uTextureSampler_0_Stage1, _coordSampled) * _uKernel_Stage1[2].z)); } (_coord += _uImageIncrement_Stage1); (_coordSampled = _coord); if (((_coord.x >= _uBounds_Stage1.x) && (_coord.x <= _uBounds_Stage1.y))) { (_output_Stage1 += (gl_texture2D(_uTextureSampler_0_Stage1, _coordSampled) * _uKernel_Stage1[2].w)); } (_coord += _uImageIncrement_Stage1); (_coordSampled = _coord); if (((_coord.x >= _uBounds_Stage1.x) && (_coord.x <= _uBounds_Stage1.y))) { (_output_Stage1 += (gl_texture2D(_uTextureSampler_0_Stage1, _coordSampled) * _uKernel_Stage1[3].x)); } (_coord += _uImageIncrement_Stage1); (_coordSampled = _coord); if (((_coord.x >= _uBounds_Stage1.x) && (_coord.x <= _uBounds_Stage1.y))) { (_output_Stage1 += (gl_texture2D(_uTextureSampler_0_Stage1, _coordSampled) * _uKernel_Stage1[3].y)); } (_coord += _uImageIncrement_Stage1); (_coordSampled = _coord); if (((_coord.x >= _uBounds_Stage1.x) && (_coord.x <= _uBounds_Stage1.y))) { (_output_Stage1 += (gl_texture2D(_uTextureSampler_0_Stage1, _coordSampled) * _uKernel_Stage1[3].z)); } (_coord += _uImageIncrement_Stage1); (_coordSampled = _coord); if (((_coord.x >= _uBounds_Stage1.x) && (_coord.x <= _uBounds_Stage1.y))) { (_output_Stage1 += (gl_texture2D(_uTextureSampler_0_Stage1, _coordSampled) * _uKernel_Stage1[3].w)); } (_coord += _uImageIncrement_Stage1); (_coordSampled = _coord); if (((_coord.x >= _uBounds_Stage1.x) && (_coord.x <= _uBounds_Stage1.y))) { (_output_Stage1 += (gl_texture2D(_uTextureSampler_0_Stage1, _coordSampled) * _uKernel_Stage1[4].x)); } (_coord += _uImageIncrement_Stage1); (_coordSampled = _coord); if (((_coord.x >= _uBounds_Stage1.x) && (_coord.x <= _uBounds_Stage1.y))) { (_output_Stage1 += (gl_texture2D(_uTextureSampler_0_Stage1, _coordSampled) * _uKernel_Stage1[4].y)); } (_coord += _uImageIncrement_Stage1); (_coordSampled = _coord); if (((_coord.x >= _uBounds_Stage1.x) && (_coord.x <= _uBounds_Stage1.y))) { (_output_Stage1 += (gl_texture2D(_uTextureSampler_0_Stage1, _coordSampled) * _uKernel_Stage1[4].z)); } (_coord += _uImageIncrement_Stage1); (_coordSampled = _coord); if (((_coord.x >= _uBounds_Stage1.x) && (_coord.x <= _uBounds_Stage1.y))) { (_output_Stage1 += (gl_texture2D(_uTextureSampler_0_Stage1, _coordSampled) * _uKernel_Stage1[4].w)); } (_coord += _uImageIncrement_Stage1); (_coordSampled = _coord); if (((_coord.x >= _uBounds_Stage1.x) && (_coord.x <= _uBounds_Stage1.y))) { (_output_Stage1 += (gl_texture2D(_uTextureSampler_0_Stage1, _coordSampled) * _uKernel_Stage1[5].x)); } (_coord += _uImageIncrement_Stage1); (_coordSampled = _coord); if (((_coord.x >= _uBounds_Stage1.x) && (_coord.x <= _uBounds_Stage1.y))) { (_output_Stage1 += (gl_texture2D(_uTextureSampler_0_Stage1, _coordSampled) * _uKernel_Stage1[5].y)); } (_coord += _uImageIncrement_Stage1); (_coordSampled = _coord); if (((_coord.x >= _uBounds_Stage1.x) && (_coord.x <= _uBounds_Stage1.y))) { (_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 DXBCK2Id#Qie9'4TRDEF<RD11< ($  samplers2D[0]textures2D[0]$GlobalsTll `_uBounds_Stage1float2d_uImageIncrement_Stage1_uKernel_Stage1float4Microsoft (R) HLSL Shader Compiler 6.3.9600.18611ISGNhtttSV_PositionTEXCOORDOSGN, SV_TARGETSHEXP6jYF Z`XpUUbb2e h22F A@0A0AFB   B:*ECUFF~`*8F 6@2FF B   B:*ECUFF~`*2 FV F2FF B   B:*ECUFF~`*2 F F2FF B   B:*ECUFF~`*2 F F2FF B   B:*ECUFF~`*2 F F2FF B   B:*ECUFF~`*2 FV F2FF B   B:*ECUFF~`*2 F F2FF B   B:*ECUFF~`*2 F F2FF B   B:*ECUFF~`*2 F F2FF B   B:*ECUFF~`*2 FV F2FF B   B:*ECUFF~`*2 F F2FF B   B:*ECUFF~`*2 F F2FF B   B:*ECUFF~`*2 F F2FF B   B:*ECUFF~`*2 FV F2FF B   B:*ECUFF~`*2 F F2FF B   B:*ECUFF~`*2 F F2FF B   B:*ECUFF~`*2 F F2FF B   B:*ECUFF~`*2 FV F2FF B   B:*ECUFF~`*2 F F2FF B   B:*ECUFF~`*2 F F2FF B   B:*ECUFF~`*2 F F2FF B   B:*ECUFF~`*2 FV F2FF B   B:*ECUFF~`*2 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* |&]p{H&,B @ޖuTextureSampler_0_Stage1"uTextureSampler_0_Stage1(0B@ >ЖuImageIncrement_Stage1"uImageIncrement_Stage1(0B0 .ЖuBounds_Stage1"uBounds_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