gg!#e諩}{2c9cc8b6e810P _uinPosition_u_uinPositionR _uinColor _u_uinColorP_uinLocalCoord_u_uinLocalCoord R _usk_RTAdjust_u_usk_RTAdjust[ _uuCoordTransformMatrix_0_Stage0"_u_uuCoordTransformMatrix_0_Stage0P_uuImageIncrement_Stage1_u_uuImageIncrement_Stage1R_uuKernel_Stage1[0]_u_uuKernel_Stage1[0]P_uuKernelOffset_Stage1_u_uuKernelOffset_Stage1_uuGain_Stage1_u_uuGain_Stage1_uuBias_Stage1_u_uuBias_Stage1R_uuTexDom_Stage1_u_uuTexDom_Stage1^_uuTextureSampler_0_Stage1_u_uuTextureSampler_0_Stage1   X[6       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); } // Uniforms uniform float4 __usk_RTAdjust : register(c1); uniform float3x3 __uuCoordTransformMatrix_0_Stage0 : register(c2); #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Attributes static float2 __uinPosition = {0, 0}; static float4 __uinColor = {0, 0, 0, 0}; static float2 __uinLocalCoord = {0, 0}; static float4 gl_Position = float4(0, 0, 0, 0); // Varyings static float4 __uvcolor_Stage0 = {0, 0, 0, 0}; static float2 __uvTransformedCoords_0_Stage0 = {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 __ucolor = __uinColor; (__uvcolor_Stage0 = __ucolor); float2 __upos2 = __uinPosition; (__uvTransformedCoords_0_Stage0 = mul(transpose(__uuCoordTransformMatrix_0_Stage0), vec3_ctor(__uinLocalCoord, 1.0)).xy); (gl_Position = vec4_ctor(__upos2.x, __upos2.y, 0.0, 1.0)); (gl_Position = vec4_ctor(((gl_Position.x * __usk_RTAdjust.x) + (gl_Position.w * __usk_RTAdjust.y)), ((gl_Position.y * __usk_RTAdjust.z) + (gl_Position.w * __usk_RTAdjust.w)), 0.0, gl_Position.w)); } @@ 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 = __uvcolor_Stage0; output.v1 = __uvTransformedCoords_0_Stage0; return output; } J>// Uniforms uniform float2 __uuImageIncrement_Stage1 : register(c1); uniform float4 __uuKernel_Stage1[7] : register(c2); uniform float2 __uuKernelOffset_Stage1 : register(c9); uniform float __uuGain_Stage1 : register(c10); uniform float __uuBias_Stage1 : register(c11); uniform float4 __uuTexDom_Stage1 : register(c12); static const uint __uuTextureSampler_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 float4 __uvcolor_Stage0 = {0, 0, 0, 0}; static float2 __uvTransformedCoords_0_Stage0 = {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 __uoutputColor_Stage0 = {0.0, 0.0, 0.0, 0.0}; { (__uoutputColor_Stage0 = __uvcolor_Stage0); } float4 __uoutput_Stage1 = {0.0, 0.0, 0.0, 0.0}; { float4 __usum = {0.0, 0.0, 0.0, 0.0}; float2 __ucoord = (__uvTransformedCoords_0_Stage0 - (__uuKernelOffset_Stage1 * __uuImageIncrement_Stage1)); float4 __uc = {0.0, 0.0, 0.0, 0.0}; { float __uk = __uuKernel_Stage1[0].x; { bool4 __uoutside = {false, false, false, false}; (__uoutside.xy = (__ucoord < __uuTexDom_Stage1.xy)); (__uoutside.zw = (__ucoord > __uuTexDom_Stage1.zw)); float4 s1176 = {0, 0, 0, 0}; if (any(__uoutside)) { (s1176 = float4(0.0, 0.0, 0.0, 0.0)); } else { (s1176 = gl_texture2D(__uuTextureSampler_0_Stage1, __ucoord)); } (__uc = s1176); } (__usum += (__uc * __uk)); } { float __uk = __uuKernel_Stage1[0].y; { bool4 __uoutside = {false, false, false, false}; (__uoutside.xy = ((__ucoord + (float2(1.0, 0.0) * __uuImageIncrement_Stage1)) < __uuTexDom_Stage1.xy)); (__uoutside.zw = ((__ucoord + (float2(1.0, 0.0) * __uuImageIncrement_Stage1)) > __uuTexDom_Stage1.zw)); float4 s1177 = {0, 0, 0, 0}; if (any(__uoutside)) { (s1177 = float4(0.0, 0.0, 0.0, 0.0)); } else { (s1177 = gl_texture2D(__uuTextureSampler_0_Stage1, (__ucoord + (float2(1.0, 0.0) * __uuImageIncrement_Stage1)))); } (__uc = s1177); } (__usum += (__uc * __uk)); } { float __uk = __uuKernel_Stage1[0].z; { bool4 __uoutside = {false, false, false, false}; (__uoutside.xy = ((__ucoord + (float2(2.0, 0.0) * __uuImageIncrement_Stage1)) < __uuTexDom_Stage1.xy)); (__uoutside.zw = ((__ucoord + (float2(2.0, 0.0) * __uuImageIncrement_Stage1)) > __uuTexDom_Stage1.zw)); float4 s1178 = {0, 0, 0, 0}; if (any(__uoutside)) { (s1178 = float4(0.0, 0.0, 0.0, 0.0)); } else { (s1178 = gl_texture2D(__uuTextureSampler_0_Stage1, (__ucoord + (float2(2.0, 0.0) * __uuImageIncrement_Stage1)))); } (__uc = s1178); } (__usum += (__uc * __uk)); } { float __uk = __uuKernel_Stage1[0].w; { bool4 __uoutside = {false, false, false, false}; (__uoutside.xy = ((__ucoord + (float2(3.0, 0.0) * __uuImageIncrement_Stage1)) < __uuTexDom_Stage1.xy)); (__uoutside.zw = ((__ucoord + (float2(3.0, 0.0) * __uuImageIncrement_Stage1)) > __uuTexDom_Stage1.zw)); float4 s1179 = {0, 0, 0, 0}; if (any(__uoutside)) { (s1179 = float4(0.0, 0.0, 0.0, 0.0)); } else { (s1179 = gl_texture2D(__uuTextureSampler_0_Stage1, (__ucoord + (float2(3.0, 0.0) * __uuImageIncrement_Stage1)))); } (__uc = s1179); } (__usum += (__uc * __uk)); } { float __uk = __uuKernel_Stage1[1].x; { bool4 __uoutside = {false, false, false, false}; (__uoutside.xy = ((__ucoord + (float2(4.0, 0.0) * __uuImageIncrement_Stage1)) < __uuTexDom_Stage1.xy)); (__uoutside.zw = ((__ucoord + (float2(4.0, 0.0) * __uuImageIncrement_Stage1)) > __uuTexDom_Stage1.zw)); float4 s1180 = {0, 0, 0, 0}; if (any(__uoutside)) { (s1180 = float4(0.0, 0.0, 0.0, 0.0)); } else { (s1180 = gl_texture2D(__uuTextureSampler_0_Stage1, (__ucoord + (float2(4.0, 0.0) * __uuImageIncrement_Stage1)))); } (__uc = s1180); } (__usum += (__uc * __uk)); } { float __uk = __uuKernel_Stage1[1].y; { bool4 __uoutside = {false, false, false, false}; (__uoutside.xy = ((__ucoord + (float2(0.0, 1.0) * __uuImageIncrement_Stage1)) < __uuTexDom_Stage1.xy)); (__uoutside.zw = ((__ucoord + (float2(0.0, 1.0) * __uuImageIncrement_Stage1)) > __uuTexDom_Stage1.zw)); float4 s1181 = {0, 0, 0, 0}; if (any(__uoutside)) { (s1181 = float4(0.0, 0.0, 0.0, 0.0)); } else { (s1181 = gl_texture2D(__uuTextureSampler_0_Stage1, (__ucoord + (float2(0.0, 1.0) * __uuImageIncrement_Stage1)))); } (__uc = s1181); } (__usum += (__uc * __uk)); } { float __uk = __uuKernel_Stage1[1].z; { bool4 __uoutside = {false, false, false, false}; (__uoutside.xy = ((__ucoord + __uuImageIncrement_Stage1) < __uuTexDom_Stage1.xy)); (__uoutside.zw = ((__ucoord + __uuImageIncrement_Stage1) > __uuTexDom_Stage1.zw)); float4 s1182 = {0, 0, 0, 0}; if (any(__uoutside)) { (s1182 = float4(0.0, 0.0, 0.0, 0.0)); } else { (s1182 = gl_texture2D(__uuTextureSampler_0_Stage1, (__ucoord + __uuImageIncrement_Stage1))); } (__uc = s1182); } (__usum += (__uc * __uk)); } { float __uk = __uuKernel_Stage1[1].w; { bool4 __uoutside = {false, false, false, false}; (__uoutside.xy = ((__ucoord + (float2(2.0, 1.0) * __uuImageIncrement_Stage1)) < __uuTexDom_Stage1.xy)); (__uoutside.zw = ((__ucoord + (float2(2.0, 1.0) * __uuImageIncrement_Stage1)) > __uuTexDom_Stage1.zw)); float4 s1183 = {0, 0, 0, 0}; if (any(__uoutside)) { (s1183 = float4(0.0, 0.0, 0.0, 0.0)); } else { (s1183 = gl_texture2D(__uuTextureSampler_0_Stage1, (__ucoord + (float2(2.0, 1.0) * __uuImageIncrement_Stage1)))); } (__uc = s1183); } (__usum += (__uc * __uk)); } { float __uk = __uuKernel_Stage1[2].x; { bool4 __uoutside = {false, false, false, false}; (__uoutside.xy = ((__ucoord + (float2(3.0, 1.0) * __uuImageIncrement_Stage1)) < __uuTexDom_Stage1.xy)); (__uoutside.zw = ((__ucoord + (float2(3.0, 1.0) * __uuImageIncrement_Stage1)) > __uuTexDom_Stage1.zw)); float4 s1184 = {0, 0, 0, 0}; if (any(__uoutside)) { (s1184 = float4(0.0, 0.0, 0.0, 0.0)); } else { (s1184 = gl_texture2D(__uuTextureSampler_0_Stage1, (__ucoord + (float2(3.0, 1.0) * __uuImageIncrement_Stage1)))); } (__uc = s1184); } (__usum += (__uc * __uk)); } { float __uk = __uuKernel_Stage1[2].y; { bool4 __uoutside = {false, false, false, false}; (__uoutside.xy = ((__ucoord + (float2(4.0, 1.0) * __uuImageIncrement_Stage1)) < __uuTexDom_Stage1.xy)); (__uoutside.zw = ((__ucoord + (float2(4.0, 1.0) * __uuImageIncrement_Stage1)) > __uuTexDom_Stage1.zw)); float4 s1185 = {0, 0, 0, 0}; if (any(__uoutside)) { (s1185 = float4(0.0, 0.0, 0.0, 0.0)); } else { (s1185 = gl_texture2D(__uuTextureSampler_0_Stage1, (__ucoord + (float2(4.0, 1.0) * __uuImageIncrement_Stage1)))); } (__uc = s1185); } (__usum += (__uc * __uk)); } { float __uk = __uuKernel_Stage1[2].z; { bool4 __uoutside = {false, false, false, false}; (__uoutside.xy = ((__ucoord + (float2(0.0, 2.0) * __uuImageIncrement_Stage1)) < __uuTexDom_Stage1.xy)); (__uoutside.zw = ((__ucoord + (float2(0.0, 2.0) * __uuImageIncrement_Stage1)) > __uuTexDom_Stage1.zw)); float4 s1186 = {0, 0, 0, 0}; if (any(__uoutside)) { (s1186 = float4(0.0, 0.0, 0.0, 0.0)); } else { (s1186 = gl_texture2D(__uuTextureSampler_0_Stage1, (__ucoord + (float2(0.0, 2.0) * __uuImageIncrement_Stage1)))); } (__uc = s1186); } (__usum += (__uc * __uk)); } { float __uk = __uuKernel_Stage1[2].w; { bool4 __uoutside = {false, false, false, false}; (__uoutside.xy = ((__ucoord + (float2(1.0, 2.0) * __uuImageIncrement_Stage1)) < __uuTexDom_Stage1.xy)); (__uoutside.zw = ((__ucoord + (float2(1.0, 2.0) * __uuImageIncrement_Stage1)) > __uuTexDom_Stage1.zw)); float4 s1187 = {0, 0, 0, 0}; if (any(__uoutside)) { (s1187 = float4(0.0, 0.0, 0.0, 0.0)); } else { (s1187 = gl_texture2D(__uuTextureSampler_0_Stage1, (__ucoord + (float2(1.0, 2.0) * __uuImageIncrement_Stage1)))); } (__uc = s1187); } (__usum += (__uc * __uk)); } { float __uk = __uuKernel_Stage1[3].x; { bool4 __uoutside = {false, false, false, false}; (__uoutside.xy = ((__ucoord + (float2(2.0, 2.0) * __uuImageIncrement_Stage1)) < __uuTexDom_Stage1.xy)); (__uoutside.zw = ((__ucoord + (float2(2.0, 2.0) * __uuImageIncrement_Stage1)) > __uuTexDom_Stage1.zw)); float4 s1188 = {0, 0, 0, 0}; if (any(__uoutside)) { (s1188 = float4(0.0, 0.0, 0.0, 0.0)); } else { (s1188 = gl_texture2D(__uuTextureSampler_0_Stage1, (__ucoord + (float2(2.0, 2.0) * __uuImageIncrement_Stage1)))); } (__uc = s1188); } (__usum += (__uc * __uk)); } { float __uk = __uuKernel_Stage1[3].y; { bool4 __uoutside = {false, false, false, false}; (__uoutside.xy = ((__ucoord + (float2(3.0, 2.0) * __uuImageIncrement_Stage1)) < __uuTexDom_Stage1.xy)); (__uoutside.zw = ((__ucoord + (float2(3.0, 2.0) * __uuImageIncrement_Stage1)) > __uuTexDom_Stage1.zw)); float4 s1189 = {0, 0, 0, 0}; if (any(__uoutside)) { (s1189 = float4(0.0, 0.0, 0.0, 0.0)); } else { (s1189 = gl_texture2D(__uuTextureSampler_0_Stage1, (__ucoord + (float2(3.0, 2.0) * __uuImageIncrement_Stage1)))); } (__uc = s1189); } (__usum += (__uc * __uk)); } { float __uk = __uuKernel_Stage1[3].z; { bool4 __uoutside = {false, false, false, false}; (__uoutside.xy = ((__ucoord + (float2(4.0, 2.0) * __uuImageIncrement_Stage1)) < __uuTexDom_Stage1.xy)); (__uoutside.zw = ((__ucoord + (float2(4.0, 2.0) * __uuImageIncrement_Stage1)) > __uuTexDom_Stage1.zw)); float4 s1190 = {0, 0, 0, 0}; if (any(__uoutside)) { (s1190 = float4(0.0, 0.0, 0.0, 0.0)); } else { (s1190 = gl_texture2D(__uuTextureSampler_0_Stage1, (__ucoord + (float2(4.0, 2.0) * __uuImageIncrement_Stage1)))); } (__uc = s1190); } (__usum += (__uc * __uk)); } { float __uk = __uuKernel_Stage1[3].w; { bool4 __uoutside = {false, false, false, false}; (__uoutside.xy = ((__ucoord + (float2(0.0, 3.0) * __uuImageIncrement_Stage1)) < __uuTexDom_Stage1.xy)); (__uoutside.zw = ((__ucoord + (float2(0.0, 3.0) * __uuImageIncrement_Stage1)) > __uuTexDom_Stage1.zw)); float4 s1191 = {0, 0, 0, 0}; if (any(__uoutside)) { (s1191 = float4(0.0, 0.0, 0.0, 0.0)); } else { (s1191 = gl_texture2D(__uuTextureSampler_0_Stage1, (__ucoord + (float2(0.0, 3.0) * __uuImageIncrement_Stage1)))); } (__uc = s1191); } (__usum += (__uc * __uk)); } { float __uk = __uuKernel_Stage1[4].x; { bool4 __uoutside = {false, false, false, false}; (__uoutside.xy = ((__ucoord + (float2(1.0, 3.0) * __uuImageIncrement_Stage1)) < __uuTexDom_Stage1.xy)); (__uoutside.zw = ((__ucoord + (float2(1.0, 3.0) * __uuImageIncrement_Stage1)) > __uuTexDom_Stage1.zw)); float4 s1192 = {0, 0, 0, 0}; if (any(__uoutside)) { (s1192 = float4(0.0, 0.0, 0.0, 0.0)); } else { (s1192 = gl_texture2D(__uuTextureSampler_0_Stage1, (__ucoord + (float2(1.0, 3.0) * __uuImageIncrement_Stage1)))); } (__uc = s1192); } (__usum += (__uc * __uk)); } { float __uk = __uuKernel_Stage1[4].y; { bool4 __uoutside = {false, false, false, false}; (__uoutside.xy = ((__ucoord + (float2(2.0, 3.0) * __uuImageIncrement_Stage1)) < __uuTexDom_Stage1.xy)); (__uoutside.zw = ((__ucoord + (float2(2.0, 3.0) * __uuImageIncrement_Stage1)) > __uuTexDom_Stage1.zw)); float4 s1193 = {0, 0, 0, 0}; if (any(__uoutside)) { (s1193 = float4(0.0, 0.0, 0.0, 0.0)); } else { (s1193 = gl_texture2D(__uuTextureSampler_0_Stage1, (__ucoord + (float2(2.0, 3.0) * __uuImageIncrement_Stage1)))); } (__uc = s1193); } (__usum += (__uc * __uk)); } { float __uk = __uuKernel_Stage1[4].z; { bool4 __uoutside = {false, false, false, false}; (__uoutside.xy = ((__ucoord + (float2(3.0, 3.0) * __uuImageIncrement_Stage1)) < __uuTexDom_Stage1.xy)); (__uoutside.zw = ((__ucoord + (float2(3.0, 3.0) * __uuImageIncrement_Stage1)) > __uuTexDom_Stage1.zw)); float4 s1194 = {0, 0, 0, 0}; if (any(__uoutside)) { (s1194 = float4(0.0, 0.0, 0.0, 0.0)); } else { (s1194 = gl_texture2D(__uuTextureSampler_0_Stage1, (__ucoord + (float2(3.0, 3.0) * __uuImageIncrement_Stage1)))); } (__uc = s1194); } (__usum += (__uc * __uk)); } { float __uk = __uuKernel_Stage1[4].w; { bool4 __uoutside = {false, false, false, false}; (__uoutside.xy = ((__ucoord + (float2(4.0, 3.0) * __uuImageIncrement_Stage1)) < __uuTexDom_Stage1.xy)); (__uoutside.zw = ((__ucoord + (float2(4.0, 3.0) * __uuImageIncrement_Stage1)) > __uuTexDom_Stage1.zw)); float4 s1195 = {0, 0, 0, 0}; if (any(__uoutside)) { (s1195 = float4(0.0, 0.0, 0.0, 0.0)); } else { (s1195 = gl_texture2D(__uuTextureSampler_0_Stage1, (__ucoord + (float2(4.0, 3.0) * __uuImageIncrement_Stage1)))); } (__uc = s1195); } (__usum += (__uc * __uk)); } { float __uk = __uuKernel_Stage1[5].x; { bool4 __uoutside = {false, false, false, false}; (__uoutside.xy = ((__ucoord + (float2(0.0, 4.0) * __uuImageIncrement_Stage1)) < __uuTexDom_Stage1.xy)); (__uoutside.zw = ((__ucoord + (float2(0.0, 4.0) * __uuImageIncrement_Stage1)) > __uuTexDom_Stage1.zw)); float4 s1196 = {0, 0, 0, 0}; if (any(__uoutside)) { (s1196 = float4(0.0, 0.0, 0.0, 0.0)); } else { (s1196 = gl_texture2D(__uuTextureSampler_0_Stage1, (__ucoord + (float2(0.0, 4.0) * __uuImageIncrement_Stage1)))); } (__uc = s1196); } (__usum += (__uc * __uk)); } { float __uk = __uuKernel_Stage1[5].y; { bool4 __uoutside = {false, false, false, false}; (__uoutside.xy = ((__ucoord + (float2(1.0, 4.0) * __uuImageIncrement_Stage1)) < __uuTexDom_Stage1.xy)); (__uoutside.zw = ((__ucoord + (float2(1.0, 4.0) * __uuImageIncrement_Stage1)) > __uuTexDom_Stage1.zw)); float4 s1197 = {0, 0, 0, 0}; if (any(__uoutside)) { (s1197 = float4(0.0, 0.0, 0.0, 0.0)); } else { (s1197 = gl_texture2D(__uuTextureSampler_0_Stage1, (__ucoord + (float2(1.0, 4.0) * __uuImageIncrement_Stage1)))); } (__uc = s1197); } (__usum += (__uc * __uk)); } { float __uk = __uuKernel_Stage1[5].z; { bool4 __uoutside = {false, false, false, false}; (__uoutside.xy = ((__ucoord + (float2(2.0, 4.0) * __uuImageIncrement_Stage1)) < __uuTexDom_Stage1.xy)); (__uoutside.zw = ((__ucoord + (float2(2.0, 4.0) * __uuImageIncrement_Stage1)) > __uuTexDom_Stage1.zw)); float4 s1198 = {0, 0, 0, 0}; if (any(__uoutside)) { (s1198 = float4(0.0, 0.0, 0.0, 0.0)); } else { (s1198 = gl_texture2D(__uuTextureSampler_0_Stage1, (__ucoord + (float2(2.0, 4.0) * __uuImageIncrement_Stage1)))); } (__uc = s1198); } (__usum += (__uc * __uk)); } { float __uk = __uuKernel_Stage1[5].w; { bool4 __uoutside = {false, false, false, false}; (__uoutside.xy = ((__ucoord + (float2(3.0, 4.0) * __uuImageIncrement_Stage1)) < __uuTexDom_Stage1.xy)); (__uoutside.zw = ((__ucoord + (float2(3.0, 4.0) * __uuImageIncrement_Stage1)) > __uuTexDom_Stage1.zw)); float4 s1199 = {0, 0, 0, 0}; if (any(__uoutside)) { (s1199 = float4(0.0, 0.0, 0.0, 0.0)); } else { (s1199 = gl_texture2D(__uuTextureSampler_0_Stage1, (__ucoord + (float2(3.0, 4.0) * __uuImageIncrement_Stage1)))); } (__uc = s1199); } (__usum += (__uc * __uk)); } { float __uk = __uuKernel_Stage1[6].x; { bool4 __uoutside = {false, false, false, false}; (__uoutside.xy = ((__ucoord + (float2(4.0, 4.0) * __uuImageIncrement_Stage1)) < __uuTexDom_Stage1.xy)); (__uoutside.zw = ((__ucoord + (float2(4.0, 4.0) * __uuImageIncrement_Stage1)) > __uuTexDom_Stage1.zw)); float4 s1200 = {0, 0, 0, 0}; if (any(__uoutside)) { (s1200 = float4(0.0, 0.0, 0.0, 0.0)); } else { (s1200 = gl_texture2D(__uuTextureSampler_0_Stage1, (__ucoord + (float2(4.0, 4.0) * __uuImageIncrement_Stage1)))); } (__uc = s1200); } (__usum += (__uc * __uk)); } (__uoutput_Stage1 = ((__usum * __uuGain_Stage1) + __uuBias_Stage1)); (__uoutput_Stage1.w = clamp(__uoutput_Stage1.w, 0.0, 1.0)); (__uoutput_Stage1.xyz = clamp(__uoutput_Stage1.xyz, 0.0, __uoutput_Stage1.w)); (__uoutput_Stage1 *= __uoutputColor_Stage0); } { (gl_Color[0] = __uoutput_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) { __uvcolor_Stage0 = input.v0; __uvTransformedCoords_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 } RTRDXBCY?Y_.[ eE4$\RDEFh<\RD11< ($ \$Globals\P  ,8__usk_RTAdjustfloat4__uuCoordTransformMatrix_0_Stage0float3x3.Microsoft (R) HLSL Shader Compiler 10.1ISGN\PPPTEXCOORDOSGNhttt SV_PositionTEXCOORDSHEXPjjYF _2__2g e e e2 h6 @??2 2F օ 6" A6  62 F6 @?6 F62F6B@? F F" F F>STAT LDXBC[D;x|ěJWL4TRDEF<RD11< ($  samplers2D[0]textures2D[0]$Globals p0Tl__uuImageIncrement_Stage1float2__uuKernel_Stage1float4&__uuKernelOffset_Stage1__uuGain_Stage1float|__uuBias_Stage1__uuTexDom_Stage1&Microsoft (R) HLSL Shader Compiler 10.1ISGNhtttSV_PositionTEXCOORDOSGN, SV_TARGETSHEXPjYF Z`XpUUbb2e h2 F A F F12 F 1 <2 F<  6@ECU F~`2 F @?@1FF 1 F<FF<2 6@ECUFF~`8FV 2 F F6@ECU F~`2 F F2 F @@@@1FF 1 F<FF<2 6@ECUFF~`2 F F6@ECU F~`2 F F2 F @?@?1FF 1 F<FF<2 6@ECUFF~`2 FV F2 F 1R 12 F<R<*  6@ECUFF~`2 F F6@ECU F~`2 F F2 F @@@?@?1FF 1 F<FF<2 6@ECUFF~`2 F F6@ECU F~`2 FV F2 F @@?@1FF 1 F<FF<2 6@ECUFF~`2 F F6@ECU F~`2 F F2 2F @@@ 1 12 F<<B:**6@ECUFF~`2 F F2 F @@@@@@1FF 1 F<FF<2 6@ECUFF~`2 FV F6@ECU F~`2 F F2 F @@@?@@1FF 1 F<FF<2 6@ECUFF~`2 F F6@ECU F~`2 F F2 F @@@@@@@@1FF 1 F<FF<2 6@ECUFF~`2 FV F6@ECU F~`2 F F2 F @@@@@1FF 1 F<FF<2 6@ECUFF~`2 F F6@ECU F~`2 F F2 F @?@@@1FF 1 F<FF<2 6@ECUFF~`2 FV F6@ECU F~`2 F F2 F @@@@@@F1FF 1 F<FF<2 6@ECUFF~`2 F F6@ECU F~`2 F F2 F  6 :4 rF@3rF8 FF>STATG" UF{9*#Sw{,/ "ҖinColor" _uinColor(0B5 (Ж inPosition" _uinPosition(0B9 ,Ж inLocalCoord"_uinLocalCoord(0B, *Җ sk_RTAdjust" _usk_RTAdjust(0BR PۖuCoordTransformMatrix_0_Stage0" _uuCoordTransformMatrix_0_Stage0(0B"4 .Җ vcolor_Stage0"_uvcolor_Stage0(0B"P JЖvTransformedCoords_0_Stage0"_uvTransformedCoords_0_Stage0(0B". (Җ gl_Position" gl_Position(0B* N, ec =3D BޖuTextureSampler_0_Stage1"_uuTextureSampler_0_Stage1(0BB @ЖuImageIncrement_Stage1"_uuImageIncrement_Stage1(0B- +( uBias_Stage1"_uuBias_Stage1(0B2 0ҖuKernel_Stage1"_uuKernel_Stage1(0B> <ЖuKernelOffset_Stage1"_uuKernelOffset_Stage1(0B- +( uGain_Stage1"_uuGain_Stage1(0B2 0ҖuTexDom_Stage1"_uuTexDom_Stage1(0B"4 .Җ vcolor_Stage0"_uvcolor_Stage0(0B"P JЖvTransformedCoords_0_Stage0"_uvTransformedCoords_0_Stage0(0B*7 *Җ gl_FragColor" gl_FragColor(0B08