)wwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwww7 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 q n{3xQޕ"=1842c43ae67baP inPosition inPositionRinColorinColorR inCircleEdge inCircleEdgeRurtAdjustment_Stage0urtAdjustment_Stage0X6  nfloat4 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 _inCircleEdge = {0, 0, 0, 0}; static float4 _inColor = {0, 0, 0, 0}; static float2 _inPosition = {0, 0}; static float4 gl_Position = float4(0, 0, 0, 0); // Varyings static float4 _vinCircleEdge_Stage0 = {0, 0, 0, 0}; static float4 _vinColor_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() { (_vinCircleEdge_Stage0 = _inCircleEdge); (_vinColor_Stage0 = _inColor); 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 : 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 = _vinCircleEdge_Stage0; output.v1 = _vinColor_Stage0; return output; } float4 vec4(float x0) { return float4(x0, x0, x0, x0); } #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Varyings static float4 _vinCircleEdge_Stage0 = {0, 0, 0, 0}; static float4 _vinColor_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}; float4 _outputCoverage_Stage0 = {0, 0, 0, 0}; { float4 _circleEdge = {0, 0, 0, 0}; (_circleEdge = _vinCircleEdge_Stage0); (_outputColor_Stage0 = _vinColor_Stage0); float _d = length(_circleEdge.xy); float _distanceToOuterEdge = (_circleEdge.z * (1.0 - _d)); float _edgeAlpha = clamp(_distanceToOuterEdge, 0.0, 1.0); (_outputCoverage_Stage0 = vec4(_edgeAlpha)); } { (gl_Color[0] = (_outputColor_Stage0 * _outputCoverage_Stage0)); } } ; 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) { _vinCircleEdge_Stage0 = input.v0; _vinColor_Stage0 = 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 } RTT@DXBC C]gέmY@4\HRDEF h<RD11< ($ \$Globals\_urtAdjustment_Stage0float4Microsoft (R) HLSL Shader Compiler 6.3.9600.18611ISGN\PPPTEXCOORDOSGNhtttSV_PositionTEXCOORDSHEXTPUjYF _2__g e e e h6 @??2 2F օ 6" A6  62 F6 @?6 F6 F>STAT DXBC9h{]aq7SFx 44h4RDEFp<<RD11< ($ Microsoft (R) HLSL Shader Compiler 6.3.9600.18611ISGNhtttSV_PositionTEXCOORDOSGN, SV_TARGETSHEXP1jbrbe hFFK  A@?8  *8 F>STAT" 7%Y,4- ҖinColor"inColor(0B3 &Ж inPosition" inPosition(0B7 *Җ inCircleEdge" inCircleEdge(0B< :ҖurtAdjustment_Stage0"urtAdjustment_Stage0(0B"@ :ҖvinCircleEdge_Stage0"vinCircleEdge_Stage0(0B". (Җ gl_Position" gl_Position(0B"6 0ҖvinColor_Stage0"vinColor_Stage0(0B* ;ޖ"t."@ :ҖvinCircleEdge_Stage0"vinCircleEdge_Stage0(0B"6 0ҖvinColor_Stage0"vinColor_Stage0(0B*7 *Җ gl_FragColor" gl_FragColor(0B081 naB_l cW1I842c43ae67baP inPosition inPositionRinColorinColorRurtAdjustment_Stage0RuinnerRect_Stage1PuradiusPlusHalf_Stage1R urect_Stage2RuinnerRect_Stage3PuradiusPlusHalf_Stage3urtAdjustment_Stage0uinnerRect_Stage1uradiusPlusHalf_Stage1 urect_Stage2uinnerRect_Stage3uradiusPlusHalf_Stage3X6  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 gl_FragCoord : TEXCOORD2; 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.gl_FragCoord = gl_Position; output.v0 = _vcolor_Stage0; return output; } L float4 vec4(float x0) { return float4(x0, x0, x0, x0); } // Uniforms uniform float4 _uinnerRect_Stage1 : register(c0); uniform float4 _uinnerRect_Stage3 : register(c1); uniform float2 _uradiusPlusHalf_Stage1 : register(c2); uniform float2 _uradiusPlusHalf_Stage3 : register(c3); uniform float4 _urect_Stage2 : register(c4); #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) }; 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 _outputColor_Stage0 = {0, 0, 0, 0}; { (_outputColor_Stage0 = _vcolor_Stage0); } float4 _output_Stage1 = {0, 0, 0, 0}; { float2 _dxy0 = (_uinnerRect_Stage1.xy - gl_FragCoord.xy); float2 _dxy1 = (gl_FragCoord.xy - _uinnerRect_Stage1.zw); float2 _dxy = max(max(_dxy0, _dxy1), 0.0); float _alpha = clamp((_uradiusPlusHalf_Stage1.x - length(_dxy)), 0.0, 1.0); (_alpha = (1.0 - _alpha)); (_output_Stage1 = vec4(_alpha)); } float4 _output_Stage2 = {0, 0, 0, 0}; { float _xSub = {0}; float _ySub = {0}; (_xSub = min((gl_FragCoord.x - _urect_Stage2.x), 0.0)); (_xSub += min((_urect_Stage2.z - gl_FragCoord.x), 0.0)); (_ySub = min((gl_FragCoord.y - _urect_Stage2.y), 0.0)); (_ySub += min((_urect_Stage2.w - gl_FragCoord.y), 0.0)); float _alpha = ((1.0 + max(_xSub, -1.0)) * (1.0 + max(_ySub, -1.0))); (_output_Stage2 = (_output_Stage1 * _alpha)); } float4 _output_Stage3 = {0, 0, 0, 0}; { float2 _dxy0 = (_uinnerRect_Stage3.xy - gl_FragCoord.xy); float2 _dxy1 = (gl_FragCoord.xy - _uinnerRect_Stage3.zw); float2 _dxy = max(max(_dxy0, _dxy1), 0.0); float _alpha = clamp((_uradiusPlusHalf_Stage3.x - length(_dxy)), 0.0, 1.0); (_output_Stage3 = (_output_Stage2 * _alpha)); } { (gl_Color[0] = (_outputColor_Stage0 * _output_Stage3)); } } ; struct PS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float4 gl_FragCoord : TEXCOORD2; float4 v0 : TEXCOORD0; }; @@ 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; _vcolor_Stage0 = input.v0; gl_main(); return generateOutput(); } R gl_Color0 gl_Color[0]ystruct GS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float4 gl_FragCoord : TEXCOORD2; float4 v0 : TEXCOORD0; }; struct GS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float4 gl_FragCoord : TEXCOORD2; 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; output.gl_FragCoord = input.gl_FragCoord; #ifndef ANGLE_POINT_SPRITE_SHADER output.dx_Position = input.dx_Position; #endif // ANGLE_POINT_SPRITE_SHADER } RT<DXBCu'K] pyZq<4\0RDEF h<RD11< ($ \$Globals\_urtAdjustment_Stage0float4Microsoft (R) HLSL Shader Compiler 6.3.9600.18611ISGND88TEXCOORDOSGNhtttSV_PositionTEXCOORDSHEXhPZjYF _2_g e e e h6 @??2 2F օ 6" A6  62 F62 F6 @?6 @?6 F>STAT xDXBCͩ9S0ykx4t0RDEF8h<RD11< ($ \$Globals\PHdd 0@d_uinnerRect_Stage1float4[_uinnerRect_Stage3_uradiusPlusHalf_Stage1float2_uradiusPlusHalf_Stage3_urect_Stage2Microsoft (R) HLSL Shader Compiler 6.3.9600.18611ISGNhtttSV_PositionTEXCOORDOSGN, SV_TARGETSHEXPjYF d 2be h 2FAF  A42 F4 2F@FFK   A  A@? b A3 bV@ 2FA 3 2F@bV4 bV@ bV@??8"*8  bA  2F A4bV4 bV@"K" "A 8 8 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* he^ݢgH>\u6 4ҖuinnerRect_Stage1"uinnerRect_Stage1(0B@ >ЖuradiusPlusHalf_Stage1"uradiusPlusHalf_Stage1(0B@ >ЖuradiusPlusHalf_Stage3"uradiusPlusHalf_Stage3(0B, *Җ urect_Stage2" urect_Stage2(0B6 4ҖuinnerRect_Stage3"uinnerRect_Stage3(0B"2 ,Җ vcolor_Stage0" vcolor_Stage0(0B"0 *Җ gl_FragCoord" gl_FragCoord(0B*7 *Җ gl_FragColor" gl_FragColor(0B08I #X9T3p8842c43ae67baP inPosition inPositionRinColorinColorPinTextureCoordsinTextureCoordsRurtAdjustment_Stage0PuAtlasSizeInv_Stage0^uTextureSampler_0_Stage0urtAdjustment_Stage0uAtlasSizeInv_Stage0uTextureSampler_0_Stage0 X6  float2 vec2(float x0, float x1) { return float2(x0, x1); } float4 vec4(float x0, float x1, float x2, float x3) { return float4(x0, x1, x2, x3); } // Uniforms uniform float2 _uAtlasSizeInv_Stage0 : register(c0); uniform float4 _urtAdjustment_Stage0 : register(c1); #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 float2 _inTextureCoords = {0, 0}; static float4 gl_Position = float4(0, 0, 0, 0); // Varyings static float2 _vTextureCoords_Stage0 = {0, 0}; static float4 _vinColor_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() { (_vTextureCoords_Stage0 = (vec2(_inTextureCoords.x, _inTextureCoords.y) * _uAtlasSizeInv_Stage0)); (_vinColor_Stage0 = _inColor); 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 : 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 = _vinColor_Stage0; output.v1 = _vTextureCoords_Stage0; return output; } // Uniforms static const uint _uTextureSampler_0_Stage0 = 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 _vTextureCoords_Stage0 = {0, 0}; static float4 _vinColor_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}; float4 _outputCoverage_Stage0 = {0, 0, 0, 0}; { (_outputColor_Stage0 = _vinColor_Stage0); (_outputCoverage_Stage0 = gl_texture2D(_uTextureSampler_0_Stage0, _vTextureCoords_Stage0).xxxx); } { (gl_Color[0] = (_outputColor_Stage0 * _outputCoverage_Stage0)); } } ; 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) { _vinColor_Stage0 = input.v0; _vTextureCoords_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 } RTRDXBC7yW\4,RDEFh<XRD11< ($ \$Globals\ 4_uAtlasSizeInv_Stage0float2_urtAdjustment_Stage0float4*Microsoft (R) HLSL Shader Compiler 6.3.9600.18611ISGN\PPPTEXCOORDOSGNhttt SV_PositionTEXCOORDSHEX`PXjYF _2__2g e e e2 h6 @??2 2F օ 6" A6  62 F6 @?6 F82 FF >STAT DXBC _{kP!OM}4lRDEF<RD11< ($ | samplers2D[0]textures2D[0]Microsoft (R) HLSL Shader Compiler 6.3.9600.18611ISGNhtttSV_PositionTEXCOORDOSGN, SV_TARGETSHEXP(jZ`XpUUbb2e hECUFF~`8 F>STAT" h`87%XS,0- ҖinColor"inColor(0B3 &Ж inPosition" inPosition(0B= 0ЖinTextureCoords"inTextureCoords(0B< :ЖuAtlasSizeInv_Stage0"uAtlasSizeInv_Stage0(0B< :ҖurtAdjustment_Stage0"urtAdjustment_Stage0(0B"B <ЖvTextureCoords_Stage0"vTextureCoords_Stage0(0B". (Җ gl_Position" gl_Position(0B"6 0ҖvinColor_Stage0"vinColor_Stage0(0B* X0Y;j) QB @ޖuTextureSampler_0_Stage0"uTextureSampler_0_Stage0(0B"B <ЖvTextureCoords_Stage0"vTextureCoords_Stage0(0B"6 0ҖvinColor_Stage0"vinColor_Stage0(0B*7 *Җ gl_FragColor" gl_FragColor(0B088 ـ-BĝIZ+(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" <%nX$gܻܙ- ҖinColor"inColor(0B3 &Ж inPosition" inPosition(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( rwcFU]R/JYC:842c43ae67baP 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}; { float4 _child = {0, 0, 0, 0}; { (_child = gl_texture2D(_uTextureSampler_0_Stage1, _vTransformedCoords_0_Stage0).xyzw); } (_output_Stage1 = (_child * _outputColor_Stage0.w)); } { (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 DXBC-E^zi: 4lRDEF<RD11< ($ | samplers2D[0]textures2D[0]Microsoft (R) HLSL Shader Compiler 6.3.9600.18611ISGNhtttSV_PositionTEXCOORDOSGN, SV_TARGETSHEXP(jZ`XpUUbb2e hECUFF~`8 F>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* k$_]G26rYB @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: 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 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` >uv؇}LKw842c43ae67baP inPosition inPositionRinColorinColorP inLocalCoord inLocalCoordRurtAdjustment_Stage0[uCoordTransformMatrix_0_Stage0PuImageIncrement_Stage1RuKernel_Stage1^uTextureSampler_0_Stage1 urtAdjustment_Stage0uCoordTransformMatrix_0_Stage0uImageIncrement_Stage1uKernel_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[7] : 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 - (12.0 * _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); (_coordSampled = _coord); (_output_Stage1 += (gl_texture2D(_uTextureSampler_0_Stage1, _coordSampled) * _uKernel_Stage1[5].w)); (_coord += _uImageIncrement_Stage1); (_coordSampled = _coord); (_output_Stage1 += (gl_texture2D(_uTextureSampler_0_Stage1, _coordSampled) * _uKernel_Stage1[6].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 dDXBCU(Fd4RDEF<RD11< ($  samplers2D[0]textures2D[0]$Globals,Lpp_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 2 F FECUFF~`2FF 2 F FECUFF~`2FF 2 FV FECUFF~`2FF 2 F FECUFF~`2FF ECUFF~`2 F F2 F F8 FF>STATM3" ;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* pq I*}vcB @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(0B08w 6]Eӹ{J*O#N842c43ae67baP inPosition inPositionRinColorinColorRurtAdjustment_Stage0 u_skRTHeightRuinnerRect_Stage1PuradiusPlusHalf_Stage1R urect_Stage2RuinnerRect_Stage3PuradiusPlusHalf_Stage3urtAdjustment_Stage0 u_skRTHeightuinnerRect_Stage1uradiusPlusHalf_Stage1 urect_Stage2uinnerRect_Stage3uradiusPlusHalf_Stage3X6  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 gl_FragCoord : TEXCOORD2; 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.gl_FragCoord = gl_Position; output.v0 = _vcolor_Stage0; return output; } ] float4 vec4(float x0) { return float4(x0, x0, x0, x0); } float4 vec4(float x0, float x1, float x2, float x3) { return float4(x0, x1, x2, x3); } // Uniforms uniform float _u_skRTHeight : register(c0); uniform float4 _uinnerRect_Stage1 : register(c1); uniform float4 _uinnerRect_Stage3 : register(c2); uniform float2 _uradiusPlusHalf_Stage1 : register(c3); uniform float2 _uradiusPlusHalf_Stage3 : register(c4); uniform float4 _urect_Stage2 : register(c5); #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) }; 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() { float2 __sktmpCoord = gl_FragCoord.xy; float4 _sk_FragCoord = vec4(__sktmpCoord.x, (_u_skRTHeight - __sktmpCoord.y), 1.0, 1.0); float4 _outputColor_Stage0 = {0, 0, 0, 0}; { (_outputColor_Stage0 = _vcolor_Stage0); } float4 _output_Stage1 = {0, 0, 0, 0}; { float2 _dxy0 = (_uinnerRect_Stage1.xy - _sk_FragCoord.xy); float2 _dxy1 = (_sk_FragCoord.xy - _uinnerRect_Stage1.zw); float2 _dxy = max(max(_dxy0, _dxy1), 0.0); float _alpha = clamp((_uradiusPlusHalf_Stage1.x - length(_dxy)), 0.0, 1.0); (_alpha = (1.0 - _alpha)); (_output_Stage1 = vec4(_alpha)); } float4 _output_Stage2 = {0, 0, 0, 0}; { float _xSub = {0}; float _ySub = {0}; (_xSub = min((_sk_FragCoord.x - _urect_Stage2.x), 0.0)); (_xSub += min((_urect_Stage2.z - _sk_FragCoord.x), 0.0)); (_ySub = min((_sk_FragCoord.y - _urect_Stage2.y), 0.0)); (_ySub += min((_urect_Stage2.w - _sk_FragCoord.y), 0.0)); float _alpha = ((1.0 + max(_xSub, -1.0)) * (1.0 + max(_ySub, -1.0))); (_output_Stage2 = (_output_Stage1 * _alpha)); } float4 _output_Stage3 = {0, 0, 0, 0}; { float2 _dxy0 = (_uinnerRect_Stage3.xy - _sk_FragCoord.xy); float2 _dxy1 = (_sk_FragCoord.xy - _uinnerRect_Stage3.zw); float2 _dxy = max(max(_dxy0, _dxy1), 0.0); float _alpha = clamp((_uradiusPlusHalf_Stage3.x - length(_dxy)), 0.0, 1.0); (_output_Stage3 = (_output_Stage2 * _alpha)); } { (gl_Color[0] = (_outputColor_Stage0 * _output_Stage3)); } } ; struct PS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float4 gl_FragCoord : TEXCOORD2; float4 v0 : TEXCOORD0; }; @@ 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; _vcolor_Stage0 = input.v0; gl_main(); return generateOutput(); } R gl_Color0 gl_Color[0]ystruct GS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float4 gl_FragCoord : TEXCOORD2; float4 v0 : TEXCOORD0; }; struct GS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float4 gl_FragCoord : TEXCOORD2; 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; output.gl_FragCoord = input.gl_FragCoord; #ifndef ANGLE_POINT_SPRITE_SHADER output.dx_Position = input.dx_Position; #endif // ANGLE_POINT_SPRITE_SHADER } RT<DXBCu'K] pyZq<4\0RDEF h<RD11< ($ \$Globals\_urtAdjustment_Stage0float4Microsoft (R) HLSL Shader Compiler 6.3.9600.18611ISGND88TEXCOORDOSGNhtttSV_PositionTEXCOORDSHEXhPZjYF _2_g e e e h6 @??2 2F օ 6" A6  62 F62 F6 @?6 @?6 F>STAT pDXBCYŐ !8Bp4\RDEFh<fRD11< ($ \$Globals\`p 0@@XP_u_skRTHeightfloat~_uinnerRect_Stage1float4_uinnerRect_Stage3_uradiusPlusHalf_Stage1float2_uradiusPlusHalf_Stage3_urect_Stage2Microsoft (R) HLSL Shader Compiler 6.3.9600.18611ISGNhtttSV_PositionTEXCOORDOSGN, SV_TARGETSHEX<PjYF d 2be h "A B A3B*@6  2FA 3 2F@B*4B*@   A3:@ :4:@ @??8B*: 2FAF   A42 F4 2F@FFK: :A :A@?8B*: 2FAF  2F A42FF4 2F@FFK   A 8 *8 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* YɌ \X{~oM!Z6 4ҖuinnerRect_Stage1"uinnerRect_Stage1(0B+ )( u_skRTHeight" u_skRTHeight(0B@ >ЖuradiusPlusHalf_Stage1"uradiusPlusHalf_Stage1(0B@ >ЖuradiusPlusHalf_Stage3"uradiusPlusHalf_Stage3(0B, *Җ urect_Stage2" urect_Stage2(0B6 4ҖuinnerRect_Stage3"uinnerRect_Stage3(0B"2 ,Җ vcolor_Stage0" vcolor_Stage0(0B"0 *Җ gl_FragCoord" gl_FragCoord(0B*7 *Җ gl_FragColor" gl_FragColor(0B08N [@f][pRC@B842c43ae67baP inPosition inPositionRinColorinColorR inCircleEdge inCircleEdgeRurtAdjustment_Stage0RuinnerRect_Stage1PuradiusPlusHalf_Stage1urtAdjustment_Stage0uinnerRect_Stage1uradiusPlusHalf_Stage1X6  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 _inCircleEdge = {0, 0, 0, 0}; static float4 _inColor = {0, 0, 0, 0}; static float2 _inPosition = {0, 0}; static float4 gl_Position = float4(0, 0, 0, 0); // Varyings static float4 _vinCircleEdge_Stage0 = {0, 0, 0, 0}; static float4 _vinColor_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() { (_vinCircleEdge_Stage0 = _inCircleEdge); (_vinColor_Stage0 = _inColor); 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 : 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 = _vinCircleEdge_Stage0; output.v1 = _vinColor_Stage0; return output; } float4 vec4(float x0) { return float4(x0, x0, x0, x0); } // Uniforms uniform float4 _uinnerRect_Stage1 : register(c0); uniform float2 _uradiusPlusHalf_Stage1 : register(c1); #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Varyings static float4 _vinCircleEdge_Stage0 = {0, 0, 0, 0}; static float4 _vinColor_Stage0 = {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 _outputColor_Stage0 = {0, 0, 0, 0}; float4 _outputCoverage_Stage0 = {0, 0, 0, 0}; { float4 _circleEdge = {0, 0, 0, 0}; (_circleEdge = _vinCircleEdge_Stage0); (_outputColor_Stage0 = _vinColor_Stage0); float _d = length(_circleEdge.xy); float _distanceToOuterEdge = (_circleEdge.z * (1.0 - _d)); float _edgeAlpha = clamp(_distanceToOuterEdge, 0.0, 1.0); (_outputCoverage_Stage0 = vec4(_edgeAlpha)); } float4 _output_Stage1 = {0, 0, 0, 0}; { float2 _dxy0 = (_uinnerRect_Stage1.xy - gl_FragCoord.xy); float2 _dxy1 = (gl_FragCoord.xy - _uinnerRect_Stage1.zw); float2 _dxy = max(max(_dxy0, _dxy1), 0.0); float _alpha = clamp((_uradiusPlusHalf_Stage1.x - length(_dxy)), 0.0, 1.0); (_alpha = (1.0 - _alpha)); (_output_Stage1 = (_outputCoverage_Stage0 * _alpha)); } { (gl_Color[0] = (_outputColor_Stage0 * _output_Stage1)); } } ; 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; _vinCircleEdge_Stage0 = input.v0; _vinColor_Stage0 = 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 } RTTDXBC;7V yL94\`RDEF h<RD11< ($ \$Globals\_urtAdjustment_Stage0float4Microsoft (R) HLSL Shader Compiler 6.3.9600.18611ISGN\PPPTEXCOORDOSGNSV_PositionTEXCOORDSHEXPejYF _2__g e e e e h6 @??2 2F օ 6" A6  62 F62 F6 @?6 @?6 F6 F>STAT <DXBCLti'/+<4dRDEFh<TRD11< ($ \$Globals\ 0_uinnerRect_Stage1float4_uradiusPlusHalf_Stage1float2(Microsoft (R) HLSL Shader Compiler 6.3.9600.18611ISGNSV_PositionTEXCOORDOSGN, SV_TARGETSHEXPjYF d 2brbe h 2FAF  A42 F4 2F@FFK   A  A@?"FFK""A@?8 "*8 8 F>STAT" 7%Y,4- ҖinColor"inColor(0B3 &Ж inPosition" inPosition(0B7 *Җ inCircleEdge" inCircleEdge(0B< :ҖurtAdjustment_Stage0"urtAdjustment_Stage0(0B"@ :ҖvinCircleEdge_Stage0"vinCircleEdge_Stage0(0B". (Җ gl_Position" gl_Position(0B"6 0ҖvinColor_Stage0"vinColor_Stage0(0B* 3X39\0Y@6 4ҖuinnerRect_Stage1"uinnerRect_Stage1(0B@ >ЖuradiusPlusHalf_Stage1"uradiusPlusHalf_Stage1(0B"@ :ҖvinCircleEdge_Stage0"vinCircleEdge_Stage0(0B"6 0ҖvinColor_Stage0"vinColor_Stage0(0B"0 *Җ gl_FragCoord" gl_FragCoord(0B*7 *Җ gl_FragColor" gl_FragColor(0B08B u0JW'#)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); } (gl_Color[0] = gl_Color[0].wwww); } ; 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>STAT0DXBCߔGh$04PRDEFp<<RD11< ($ Microsoft (R) HLSL Shader Compiler 6.3.9600.18611ISGNhP\\SV_PositionTEXCOORDOSGN, SV_TARGETSHEX<Pjbe 6 >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* =y(]^$NJ{"2 ,Җ vcolor_Stage0" vcolor_Stage0(0B*7 *Җ gl_FragColor" gl_FragColor(0B08) ` ۭIdJ( 4_;}1842c43ae67baP inPosition inPositionRinColorinColorR inCircleEdge inCircleEdgeRurtAdjustment_Stage0urtAdjustment_Stage0X6  nfloat4 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 _inCircleEdge = {0, 0, 0, 0}; static float4 _inColor = {0, 0, 0, 0}; static float2 _inPosition = {0, 0}; static float4 gl_Position = float4(0, 0, 0, 0); // Varyings static float4 _vinCircleEdge_Stage0 = {0, 0, 0, 0}; static float4 _vinColor_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() { (_vinCircleEdge_Stage0 = _inCircleEdge); (_vinColor_Stage0 = _inColor); 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 : 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 = _vinCircleEdge_Stage0; output.v1 = _vinColor_Stage0; return output; } float4 vec4(float x0) { return float4(x0, x0, x0, x0); } #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Varyings static float4 _vinCircleEdge_Stage0 = {0, 0, 0, 0}; static float4 _vinColor_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}; float4 _outputCoverage_Stage0 = {0, 0, 0, 0}; { float4 _circleEdge = {0, 0, 0, 0}; (_circleEdge = _vinCircleEdge_Stage0); (_outputColor_Stage0 = _vinColor_Stage0); float _d = length(_circleEdge.xy); float _distanceToOuterEdge = (_circleEdge.z * (1.0 - _d)); float _edgeAlpha = clamp(_distanceToOuterEdge, 0.0, 1.0); (_outputCoverage_Stage0 = vec4(_edgeAlpha)); } { (gl_Color[0] = (_outputColor_Stage0 * _outputCoverage_Stage0)); } (gl_Color[0] = gl_Color[0].wwww); } ; 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) { _vinCircleEdge_Stage0 = input.v0; _vinColor_Stage0 = 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 } RTT@DXBC C]gέmY@4\HRDEF h<RD11< ($ \$Globals\_urtAdjustment_Stage0float4Microsoft (R) HLSL Shader Compiler 6.3.9600.18611ISGN\PPPTEXCOORDOSGNhtttSV_PositionTEXCOORDSHEXTPUjYF _2__g e e e h6 @??2 2F օ 6" A6  62 F6 @?6 F6 F>STAT DXBC^ h*N44h4RDEFp<<RD11< ($ Microsoft (R) HLSL Shader Compiler 6.3.9600.18611ISGNhtttSV_PositionTEXCOORDOSGN, SV_TARGETSHEXP1jbrbe hFFK  A@?8  *8 >STAT" 7%Y,4- ҖinColor"inColor(0B3 &Ж inPosition" inPosition(0B7 *Җ inCircleEdge" inCircleEdge(0B< :ҖurtAdjustment_Stage0"urtAdjustment_Stage0(0B"@ :ҖvinCircleEdge_Stage0"vinCircleEdge_Stage0(0B". (Җ gl_Position" gl_Position(0B"6 0ҖvinColor_Stage0"vinColor_Stage0(0B* ^ɜoƔ夿T1"@ :ҖvinCircleEdge_Stage0"vinCircleEdge_Stage0(0B"6 0ҖvinColor_Stage0"vinColor_Stage0(0B*7 *Җ gl_FragColor" gl_FragColor(0B081 3qr\F>`[5jT842c43ae67baP inPosition inPositionRinColorinColorP inLocalCoord inLocalCoordRurtAdjustment_Stage0[uCoordTransformMatrix_0_Stage0PuImageIncrement_Stage1RuKernel_Stage1^uTextureSampler_0_Stage1urtAdjustment_Stage0uCoordTransformMatrix_0_Stage0uImageIncrement_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[3] : 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 - (4.0 * _uImageIncrement_Stage1)); float2 _coordSampled = {0.0, 0.0}; (_coordSampled = _coord); (_output_Stage1 += (gl_texture2D(_uTextureSampler_0_Stage1, _coordSampled).xxxx * _uKernel_Stage1[0].x)); (_coord += _uImageIncrement_Stage1); (_coordSampled = _coord); (_output_Stage1 += (gl_texture2D(_uTextureSampler_0_Stage1, _coordSampled).xxxx * _uKernel_Stage1[0].y)); (_coord += _uImageIncrement_Stage1); (_coordSampled = _coord); (_output_Stage1 += (gl_texture2D(_uTextureSampler_0_Stage1, _coordSampled).xxxx * _uKernel_Stage1[0].z)); (_coord += _uImageIncrement_Stage1); (_coordSampled = _coord); (_output_Stage1 += (gl_texture2D(_uTextureSampler_0_Stage1, _coordSampled).xxxx * _uKernel_Stage1[0].w)); (_coord += _uImageIncrement_Stage1); (_coordSampled = _coord); (_output_Stage1 += (gl_texture2D(_uTextureSampler_0_Stage1, _coordSampled).xxxx * _uKernel_Stage1[1].x)); (_coord += _uImageIncrement_Stage1); (_coordSampled = _coord); (_output_Stage1 += (gl_texture2D(_uTextureSampler_0_Stage1, _coordSampled).xxxx * _uKernel_Stage1[1].y)); (_coord += _uImageIncrement_Stage1); (_coordSampled = _coord); (_output_Stage1 += (gl_texture2D(_uTextureSampler_0_Stage1, _coordSampled).xxxx * _uKernel_Stage1[1].z)); (_coord += _uImageIncrement_Stage1); (_coordSampled = _coord); (_output_Stage1 += (gl_texture2D(_uTextureSampler_0_Stage1, _coordSampled).xxxx * _uKernel_Stage1[1].w)); (_coord += _uImageIncrement_Stage1); (_coordSampled = _coord); (_output_Stage1 += (gl_texture2D(_uTextureSampler_0_Stage1, _coordSampled).xxxx * _uKernel_Stage1[2].x)); (_coord += _uImageIncrement_Stage1); (_output_Stage1 *= _outputColor_Stage0); } { (gl_Color[0] = _output_Stage1); } (gl_Color[0] = gl_Color[0].wwww); } ; 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 $DXBC%}t˼*0-$4RDEF<RD11< ($  samplers2D[0]textures2D[0]$Globals@,Lp0_uImageIncrement_Stage1float2D_uKernel_Stage1float4Microsoft (R) HLSL Shader Compiler 6.3.9600.18611ISGNhtttSV_PositionTEXCOORDOSGN, SV_TARGETSHEXP*jYF Z`XpUUbb2e h22F A@@@F ECUFF~`ECU" ~` 8" 2   ECU" ~` 2 *  ECU" ~` 2 :  ECU" ~` 2   ECU" ~` 2   ECU" ~` 2 *  ECU" ~` ECUB |`2 :  2 *  8 >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* 1L-9cr9'5R^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(0B08T ѵS/./ >kP<_S842c43ae67baP inPosition inPosition RurtAdjustment_Stage0[ uViewM_Stage0R uColor_Stage0RuproxyRect_Stage1ucornerRadius_Stage1ublurRadius_Stage1RuinnerRect_Stage2PuradiusPlusHalf_Stage2^uTextureSampler_0_Stage1 urtAdjustment_Stage0 uViewM_Stage0 uColor_Stage0uproxyRect_Stage1ucornerRadius_Stage1ublurRadius_Stage1uinnerRect_Stage2uradiusPlusHalf_Stage2uTextureSampler_0_Stage1   X6   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); } // Uniforms uniform float3x3 _uViewM_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 float2 _inPosition = {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() { float2 _pos2 = mul(transpose(_uViewM_Stage0), vec3(_inPosition, 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 : TEXCOORD0; float4 gl_FragCoord : 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; return output; } float2 vec2(float x0) { return float2(x0, x0); } // Uniforms uniform float4 _uColor_Stage0 : register(c0); uniform float _ublurRadius_Stage1 : register(c1); uniform float _ucornerRadius_Stage1 : register(c2); uniform float4 _uinnerRect_Stage2 : register(c3); uniform float4 _uproxyRect_Stage1 : register(c4); uniform float2 _uradiusPlusHalf_Stage2 : register(c5); 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 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() { float4 _outputColor_Stage0 = {0, 0, 0, 0}; { (_outputColor_Stage0 = _uColor_Stage0); } float4 _output_Stage1 = {0, 0, 0, 0}; { float2 _translatedFragPos = (gl_FragCoord.xy - _uproxyRect_Stage1.xy); float _threshold = (_ucornerRadius_Stage1 + (2.0 * _ublurRadius_Stage1)); float2 _middle = ((_uproxyRect_Stage1.zw - _uproxyRect_Stage1.xy) - (2.0 * _threshold)); if (((_translatedFragPos.x >= _threshold) && (_translatedFragPos.x < (_middle.x + _threshold)))) { (_translatedFragPos.x = _threshold); } else { if ((_translatedFragPos.x >= (_middle.x + _threshold))) { (_translatedFragPos.x -= (_middle.x - 1.0)); } } if (((_translatedFragPos.y > _threshold) && (_translatedFragPos.y < (_middle.y + _threshold)))) { (_translatedFragPos.y = _threshold); } else { if ((_translatedFragPos.y >= (_middle.y + _threshold))) { (_translatedFragPos.y -= (_middle.y - 1.0)); } } float2 _proxyDims = vec2(((2.0 * _threshold) + 1.0)); float2 _texCoord = (_translatedFragPos / _proxyDims); (_output_Stage1 = gl_texture2D(_uTextureSampler_0_Stage1, _texCoord).xxxx); } float4 _output_Stage2 = {0, 0, 0, 0}; { float2 _dxy0 = (_uinnerRect_Stage2.xy - gl_FragCoord.xy); float2 _dxy1 = (gl_FragCoord.xy - _uinnerRect_Stage2.zw); float2 _dxy = max(max(_dxy0, _dxy1), 0.0); float _alpha = clamp((_uradiusPlusHalf_Stage2.x - length(_dxy)), 0.0, 1.0); (_alpha = (1.0 - _alpha)); (_output_Stage2 = (_output_Stage1 * _alpha)); } { (gl_Color[0] = (_outputColor_Stage0 * _output_Stage2)); } } ; struct PS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD0; float4 gl_FragCoord : 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; gl_main(); return generateOutput(); } R gl_Color0 gl_Color[0](struct GS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD0; float4 gl_FragCoord : TEXCOORD1; }; struct GS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD0; float4 gl_FragCoord : TEXCOORD1; }; void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput) { output.gl_Position = input.gl_Position; output.gl_FragCoord = input.gl_FragCoord; #ifndef ANGLE_POINT_SPRITE_SHADER output.dx_Position = input.dx_Position; #endif // ANGLE_POINT_SPRITE_SHADER } RDXBC? RJ;n4dRDEFh<PRD11< ($ \$Globals\@, 0,_uViewM_Stage0float3x3_urtAdjustment_Stage0float4"Microsoft (R) HLSL Shader Compiler 6.3.9600.18611ISGN, TEXCOORDOSGNhP\\SV_PositionTEXCOORDSHEXPijYF _2g e e h62F6B@?F FF F2 " * : 2 :  6@??6 6" A6B@6 F6 F>STAT DXBC\Ls!DaE<\7XFf48RDEF<RD11< ($  samplers2D[0]textures2D[0]$Globals`$H $^0q@P_uColor_Stage0float4_ublurRadius_Stage1float_ucornerRadius_Stage1_uinnerRect_Stage2_uproxyRect_Stage1_uradiusPlusHalf_Stage2float2Microsoft (R) HLSL Shader Compiler 6.3.9600.18611ISGNhP\\SV_PositionTEXCOORDOSGN, SV_TARGETSHEX,P jYF Z`XpUUd 2e h 2F A 2 B @@ 2 2 A@@@F2 F 2F@  A2 F12 F2FA 7 2FF **1B*:"* :7 :* 7 "*2 *@@@?2FECUFF~` bA  2F A4bV4 bV@"K" "A "A@?8 8 F >STAT" krڶ%Uf(etԱp3 &Ж inPosition" inPosition(0B< :ҖurtAdjustment_Stage0"urtAdjustment_Stage0(0B. ,ۖ uViewM_Stage0" uViewM_Stage0(0B". (Җ gl_Position" gl_Position(0B* r:YA lF3X*2hB @ޖuTextureSampler_0_Stage1"uTextureSampler_0_Stage1(0B6 4ҖuproxyRect_Stage1"uproxyRect_Stage1(0B. ,Җ uColor_Stage0" uColor_Stage0(0B; 9(ucornerRadius_Stage1"ucornerRadius_Stage1(0B7 5(ublurRadius_Stage1"ublurRadius_Stage1(0B6 4ҖuinnerRect_Stage2"uinnerRect_Stage2(0B@ >ЖuradiusPlusHalf_Stage2"uradiusPlusHalf_Stage2(0B"0 *Җ gl_FragCoord" gl_FragCoord(0B*7 *Җ gl_FragColor" gl_FragColor(0B08S eV2iI s$CJ842c43ae67baP inPosition inPositionRinColorinColorP inLocalCoord inLocalCoordRurtAdjustment_Stage0[uCoordTransformMatrix_0_Stage0RuinnerRect_Stage2PuradiusPlusHalf_Stage2^uTextureSampler_0_Stage1urtAdjustment_Stage0uCoordTransformMatrix_0_Stage0uinnerRect_Stage2uradiusPlusHalf_Stage2uTextureSampler_0_Stage1 X6  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); } // 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 gl_FragCoord : TEXCOORD3; 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.gl_FragCoord = gl_Position; output.v0 = _vcolor_Stage0; output.v1 = _vTransformedCoords_0_Stage0; return output; } float4 vec4(float x0) { return float4(x0, x0, x0, x0); } // Uniforms uniform float4 _uinnerRect_Stage2 : register(c0); uniform float2 _uradiusPlusHalf_Stage2 : 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) }; 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() { 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}; { float2 _dxy0 = (_uinnerRect_Stage2.xy - gl_FragCoord.xy); float2 _dxy1 = (gl_FragCoord.xy - _uinnerRect_Stage2.zw); float2 _dxy = max(max(_dxy0, _dxy1), 0.0); float _alpha = clamp((_uradiusPlusHalf_Stage2.x - length(_dxy)), 0.0, 1.0); (_output_Stage2 = vec4(_alpha)); } { (gl_Color[0] = (_output_Stage1 * _output_Stage2)); } } ; struct PS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD2; float4 gl_FragCoord : TEXCOORD3; float4 v0 : TEXCOORD0; float2 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; _vcolor_Stage0 = input.v0; _vTransformedCoords_0_Stage0 = input.v1.xy; 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; float2 v1 : TEXCOORD1; }; struct GS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD2; float4 gl_FragCoord : TEXCOORD3; 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; output.gl_FragCoord = input.gl_FragCoord; #ifndef ANGLE_POINT_SPRITE_SHADER output.dx_Position = input.dx_Position; #endif // ANGLE_POINT_SPRITE_SHADER } RTRdDXBC~WeM4=Vd48RDEFh<dRD11< ($ \$Globals\@, 0@_uCoordTransformMatrix_0_Stage0float3x3_urtAdjustment_Stage0float46Microsoft (R) HLSL Shader Compiler 6.3.9600.18611ISGN\PPPTEXCOORDOSGN SV_PositionTEXCOORDSHEXPzjYF _2__2g e e e e2 h6 @??2 2F օ 6" A6  62 F62 F6 @?6 @?6 F62F6B@? F F" F F>STAT TDXBC KǏ3&T4 RDEF<RD11< ($  samplers2D[0]textures2D[0]$Globals ,Hl_uinnerRect_Stage2float4?_uradiusPlusHalf_Stage2float2Microsoft (R) HLSL Shader Compiler 6.3.9600.18611ISGNSV_PositionTEXCOORDOSGN, SV_TARGETSHEXPojYF Z`XpUUd 2bb2e h 2FAF  A42 F4 2F@FFK   A ECUFF~`8F8 F>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* zrPP+oAC6 4ҖuinnerRect_Stage2"uinnerRect_Stage2(0B@ >ЖuradiusPlusHalf_Stage2"uradiusPlusHalf_Stage2(0BB @ޖuTextureSampler_0_Stage1"uTextureSampler_0_Stage1(0B"2 ,Җ vcolor_Stage0" vcolor_Stage0(0B"N HЖvTransformedCoords_0_Stage0"vTransformedCoords_0_Stage0(0B"0 *Җ gl_FragCoord" gl_FragCoord(0B*7 *Җ gl_FragColor" gl_FragColor(0B08J @_Tw=6ݒBXKA842c43ae67baP inPosition inPositionRinColorinColorR inCircleEdge inCircleEdgeRurtAdjustment_Stage0[uCoordTransformMatrix_0_Stage0^uTextureSampler_0_Stage1urtAdjustment_Stage0uCoordTransformMatrix_0_Stage0uTextureSampler_0_Stage1 X6  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); } // 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 _inCircleEdge = {0, 0, 0, 0}; static float4 _inColor = {0, 0, 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 _vinCircleEdge_Stage0 = {0, 0, 0, 0}; static float4 _vinColor_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() { (_vinCircleEdge_Stage0 = _inCircleEdge); (_vinColor_Stage0 = _inColor); float2 _pos2 = _inPosition; (_vTransformedCoords_0_Stage0 = mul(transpose(_uCoordTransformMatrix_0_Stage0), vec3(_inPosition, 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 : TEXCOORD3; 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.v0 = _vinCircleEdge_Stage0; output.v1 = _vinColor_Stage0; output.v2 = _vTransformedCoords_0_Stage0; return output; } (float4 vec4(float x0) { return float4(x0, x0, x0, x0); } // 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 _vinCircleEdge_Stage0 = {0, 0, 0, 0}; static float4 _vinColor_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}; float4 _outputCoverage_Stage0 = {0, 0, 0, 0}; { float4 _circleEdge = {0, 0, 0, 0}; (_circleEdge = _vinCircleEdge_Stage0); (_outputColor_Stage0 = _vinColor_Stage0); float _d = length(_circleEdge.xy); float _distanceToOuterEdge = (_circleEdge.z * (1.0 - _d)); float _edgeAlpha = clamp(_distanceToOuterEdge, 0.0, 1.0); (_outputCoverage_Stage0 = vec4(_edgeAlpha)); } 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)); } { (gl_Color[0] = (_output_Stage1 * _outputCoverage_Stage0)); } } ; struct PS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD3; float4 v0 : TEXCOORD0; float4 v1 : TEXCOORD1; float2 v2 : TEXCOORD2; }; @@ PIXEL OUTPUT @@ PS_OUTPUT main(PS_INPUT input) { _vinCircleEdge_Stage0 = input.v0; _vinColor_Stage0 = input.v1; _vTransformedCoords_0_Stage0 = 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 v0 : TEXCOORD0; float4 v1 : TEXCOORD1; float2 v2 : TEXCOORD2; }; struct GS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD3; 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; #ifndef ANGLE_POINT_SPRITE_SHADER output.dx_Position = input.dx_Position; #endif // ANGLE_POINT_SPRITE_SHADER } RTTDDXBCtQ0gt|D48RDEFh<dRD11< ($ \$Globals\@, 0@_uCoordTransformMatrix_0_Stage0float3x3_urtAdjustment_Stage0float46Microsoft (R) HLSL Shader Compiler 6.3.9600.18611ISGN\PPPTEXCOORDOSGN SV_PositionTEXCOORDSHEXPrjYF _2__g e e e e2 h6 @??2 2F օ 6" A6  62 F6 @?6 F6 F62F6B@? F F" F F>STAT DXBC aRz|# G/4RDEF<RD11< ($ | samplers2D[0]textures2D[0]Microsoft (R) HLSL Shader Compiler 6.3.9600.18611ISGNSV_PositionTEXCOORDOSGN, SV_TARGETSHEX4PMjZ`XpUUbrbb2e hFFK  A@?8  *ECUFF~`8F8 F>STAT" ]&N,x OOm-NfKSTAT DXBC}p |l4tRDEF<|RD11< ($  samplers2D[0]textures2D[0]$Globals ,HlH_ucircleData_Stage1float4@_ucircle_Stage2Microsoft (R) HLSL Shader Compiler 6.3.9600.18611ISGNhtttSV_PositionTEXCOORDOSGN, SV_TARGETSHEXTPjYF Z`XpUUd 2be h 2FF A82F FFK  "@?* A2 : 6"@?ECUFF~` bA 8bV "K""@8 "* 8 8 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* OJh0vn+ oS8 6ҖucircleData_Stage1"ucircleData_Stage1(0B0 .Җucircle_Stage2"ucircle_Stage2(0BB @ޖuTextureSampler_0_Stage1"uTextureSampler_0_Stage1(0B"2 ,Җ vcolor_Stage0" vcolor_Stage0(0B"0 *Җ gl_FragCoord" gl_FragCoord(0B*7 *Җ gl_FragColor" gl_FragColor(0B08C iպyhAT{O[+842c43ae67baP inPosition inPositionRurtAdjustment_Stage0[ uViewM_Stage0R uColor_Stage0urtAdjustment_Stage0 uViewM_Stage0 uColor_Stage0X6  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); } // Uniforms uniform float3x3 _uViewM_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 float2 _inPosition = {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() { float2 _pos2 = mul(transpose(_uViewM_Stage0), vec3(_inPosition, 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 : 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; } // Uniforms uniform float4 _uColor_Stage0 : 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 _outputColor_Stage0 = {0, 0, 0, 0}; { (_outputColor_Stage0 = _uColor_Stage0); } { (gl_Color[0] = _outputColor_Stage0); } } ; 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 } RDXBCq"zW?un4LRDEFh<PRD11< ($ \$Globals\@, 0,_uViewM_Stage0float3x3_urtAdjustment_Stage0float4"Microsoft (R) HLSL Shader Compiler 6.3.9600.18611ISGN, TEXCOORDOSGNP8DSV_PositionTEXCOORDSHEXPfjYF _2g e h62F6B@?F FF F2    2 :* : 6"  A6"  6@??6 6  6B @>STAT DXBCGğm,"XR4T,RDEFh<RD11< ($ \$Globals\_uColor_Stage0float4Microsoft (R) HLSL Shader Compiler 6.3.9600.18611ISGNP8DSV_PositionTEXCOORDOSGN, SV_TARGETSHEXDPjYF e 6 F >STAT" krڶ%Uf(etԱp3 &Ж inPosition" inPosition(0B< :ҖurtAdjustment_Stage0"urtAdjustment_Stage0(0B. ,ۖ uViewM_Stage0" uViewM_Stage0(0B". (Җ gl_Position" gl_Position(0B* VKyڳ`Wy. ,Җ uColor_Stage0" uColor_Stage0(0B*7 *Җ gl_FragColor" gl_FragColor(0B08+ K'77݋Mΰ7842c43ae67baP inPosition inPositionRinColorinColorR inQuadEdge inQuadEdgeRurtAdjustment_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 _inQuadEdge = {0, 0, 0, 0}; static float4 gl_Position = float4(0, 0, 0, 0); // Varyings static float4 _vQuadEdge_Stage0 = {0, 0, 0, 0}; static float4 _vinColor_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() { (_vQuadEdge_Stage0 = _inQuadEdge); (_vinColor_Stage0 = _inColor); 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 : 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 = _vQuadEdge_Stage0; output.v1 = _vinColor_Stage0; return output; } Xfloat2 vec2(float x0, float x1) { return float2(x0, x1); } float4 vec4(float x0) { return float4(x0, x0, x0, x0); } #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Varyings static float4 _vQuadEdge_Stage0 = {0, 0, 0, 0}; static float4 _vinColor_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}; float4 _outputCoverage_Stage0 = {0, 0, 0, 0}; { (_outputColor_Stage0 = _vinColor_Stage0); float _edgeAlpha = {0}; float2 _duvdx = ddx(_vQuadEdge_Stage0.xy); float2 _duvdy = ddy(_vQuadEdge_Stage0.xy); if (((_vQuadEdge_Stage0.z > 0.0) && (_vQuadEdge_Stage0.w > 0.0))) { (_edgeAlpha = min((min(_vQuadEdge_Stage0.z, _vQuadEdge_Stage0.w) + 0.5), 1.0)); } else { float2 _gF = vec2((((2.0 * _vQuadEdge_Stage0.x) * _duvdx.x) - _duvdx.y), (((2.0 * _vQuadEdge_Stage0.x) * _duvdy.x) - _duvdy.y)); (_edgeAlpha = ((_vQuadEdge_Stage0.x * _vQuadEdge_Stage0.x) - _vQuadEdge_Stage0.y)); (_edgeAlpha = clamp((0.5 - (_edgeAlpha / length(_gF))), 0.0, 1.0)); } (_outputCoverage_Stage0 = vec4(_edgeAlpha)); } { (gl_Color[0] = (_outputColor_Stage0 * _outputCoverage_Stage0)); } } ; 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) { _vQuadEdge_Stage0 = input.v0; _vinColor_Stage0 = 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 } RTT@DXBC C]gέmY@4\HRDEF h<RD11< ($ \$Globals\_urtAdjustment_Stage0float4Microsoft (R) HLSL Shader Compiler 6.3.9600.18611ISGN\PPPTEXCOORDOSGNhtttSV_PositionTEXCOORDSHEXTPUjYF _2__g e e e h6 @??2 2F օ 6" A6  62 F6 @?6 F6 F>STAT HDXBC\jœrqgjH44hRDEFp<<RD11< ($ Microsoft (R) HLSL Shader Compiler 6.3.9600.18611ISGNhtttSV_PositionTEXCOORDOSGN, SV_TARGETSHEX<Pjbbe hz2FB  2 * A|2F2 "* AFFK 2 "  A   A@?3":*"@?3"@?1 @B:*7 * 8 F>STAT" ]nȤ`]T- ҖinColor"inColor(0B3 &Ж inPosition" inPosition(0B3 &Җ inQuadEdge" inQuadEdge(0B< :ҖurtAdjustment_Stage0"urtAdjustment_Stage0(0B"8 2ҖvQuadEdge_Stage0"vQuadEdge_Stage0(0B". (Җ gl_Position" gl_Position(0B"6 0ҖvinColor_Stage0"vinColor_Stage0(0B* ]9ed>oUZJ"8 2ҖvQuadEdge_Stage0"vQuadEdge_Stage0(0B"6 0ҖvinColor_Stage0"vinColor_Stage0(0B*7 *Җ gl_FragColor" gl_FragColor(0B087 =Z,XAՃWP842c43ae67baP inPosition inPositionRinColorinColorRurtAdjustment_Stage0RuproxyRect_Stage1uprofileSize_Stage1RuinnerRect_Stage2PuradiusPlusHalf_Stage2^uTextureSampler_0_Stage1urtAdjustment_Stage0uproxyRect_Stage1uprofileSize_Stage1uinnerRect_Stage2uradiusPlusHalf_Stage2uTextureSampler_0_Stage1 X6  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 gl_FragCoord : TEXCOORD2; 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.gl_FragCoord = gl_Position; output.v0 = _vcolor_Stage0; return output; } , float2 vec2(float x0, float x1) { return float2(x0, x1); } float4 vec4(float x0) { return float4(x0, x0, x0, x0); } // Uniforms uniform float4 _uinnerRect_Stage2 : register(c0); uniform float _uprofileSize_Stage1 : register(c1); uniform float4 _uproxyRect_Stage1 : register(c2); uniform float2 _uradiusPlusHalf_Stage2 : register(c3); 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 float4 _vcolor_Stage0 = {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); 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() { float4 _outputColor_Stage0 = {0, 0, 0, 0}; { (_outputColor_Stage0 = _vcolor_Stage0); } float4 _output_Stage1 = {0, 0, 0, 0}; { float2 _translatedPos = (gl_FragCoord.xy - _uproxyRect_Stage1.xy); float _width = (_uproxyRect_Stage1.z - _uproxyRect_Stage1.x); float _height = (_uproxyRect_Stage1.w - _uproxyRect_Stage1.y); float2 _smallDims = vec2((_width - _uprofileSize_Stage1), (_height - _uprofileSize_Stage1)); float _center = ((2.0 * floor(((_uprofileSize_Stage1 / 2.0) + 0.25))) - 1.0); float2 _wh = (_smallDims - vec2(_center, _center)); float _horiz_lookup = {0}; { float _coord = ((abs((_translatedPos.x - (0.5 * _width))) - (0.5 * _wh.x)) / _uprofileSize_Stage1); (_horiz_lookup = gl_texture2D(_uTextureSampler_0_Stage1, vec2(_coord, 0.5)).xxxx.w); } float _vert_lookup = {0}; { float _coord = ((abs((_translatedPos.y - (0.5 * _height))) - (0.5 * _wh.y)) / _uprofileSize_Stage1); (_vert_lookup = gl_texture2D(_uTextureSampler_0_Stage1, vec2(_coord, 0.5)).xxxx.w); } float _final = (_horiz_lookup * _vert_lookup); (_output_Stage1 = vec4(_final)); } float4 _output_Stage2 = {0, 0, 0, 0}; { float2 _dxy0 = (_uinnerRect_Stage2.xy - gl_FragCoord.xy); float2 _dxy1 = (gl_FragCoord.xy - _uinnerRect_Stage2.zw); float2 _dxy = max(max(_dxy0, _dxy1), 0.0); float _alpha = clamp((_uradiusPlusHalf_Stage2.x - length(_dxy)), 0.0, 1.0); (_alpha = (1.0 - _alpha)); (_output_Stage2 = (_output_Stage1 * _alpha)); } { (gl_Color[0] = (_outputColor_Stage0 * _output_Stage2)); } } ; struct PS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float4 gl_FragCoord : TEXCOORD2; float4 v0 : TEXCOORD0; }; @@ 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; _vcolor_Stage0 = input.v0; gl_main(); return generateOutput(); } R gl_Color0 gl_Color[0]ystruct GS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float4 gl_FragCoord : TEXCOORD2; float4 v0 : TEXCOORD0; }; struct GS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float4 gl_FragCoord : TEXCOORD2; 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; output.gl_FragCoord = input.gl_FragCoord; #ifndef ANGLE_POINT_SPRITE_SHADER output.dx_Position = input.dx_Position; #endif // ANGLE_POINT_SPRITE_SHADER } RT<DXBCu'K] pyZq<4\0RDEF h<RD11< ($ \$Globals\_urtAdjustment_Stage0float4Microsoft (R) HLSL Shader Compiler 6.3.9600.18611ISGND88TEXCOORDOSGNhtttSV_PositionTEXCOORDSHEXhPZjYF _2_g e e e h6 @??2 2F օ 6" A6  62 F62 F6 @?6 @?6 F>STAT DXBC1I4L0RDEF<TRD11< ($  samplers2D[0]textures2D[0]$Globals@| 00_uinnerRect_Stage2float4_uprofileSize_Stage1float_uproxyRect_Stage1_uradiusPlusHalf_Stage2float2'Microsoft (R) HLSL Shader Compiler 6.3.9600.18611ISGNhtttSV_PositionTEXCOORDOSGN, SV_TARGETSHEXPjYF Z`XpUUd 2be h2  @?@>A 2  @@@ b A  2 AA 2FF A2 bVA@??22A@??2F 6B@?ECUF~`ECU"~`8  bA 2F A4bV4 bV@"K" "A "A@?8 8 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* ݂>0SYoB @ޖuTextureSampler_0_Stage1"uTextureSampler_0_Stage1(0B6 4ҖuproxyRect_Stage1"uproxyRect_Stage1(0B9 7(uprofileSize_Stage1"uprofileSize_Stage1(0B6 4ҖuinnerRect_Stage2"uinnerRect_Stage2(0B@ >ЖuradiusPlusHalf_Stage2"uradiusPlusHalf_Stage2(0B"2 ,Җ vcolor_Stage0" vcolor_Stage0(0B"0 *Җ gl_FragCoord" gl_FragCoord(0B*7 *Җ gl_FragColor" gl_FragColor(0B08P t|s9̳kÒR5W]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; } X// 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 - (6.0 * _uImageIncrement_Stage1)); float2 _coordSampled = {0.0, 0.0}; (_coordSampled = _coord); (_output_Stage1 += (gl_texture2D(_uTextureSampler_0_Stage1, _coordSampled).xxxx * _uKernel_Stage1[0].x)); (_coord += _uImageIncrement_Stage1); (_coordSampled = _coord); (_output_Stage1 += (gl_texture2D(_uTextureSampler_0_Stage1, _coordSampled).xxxx * _uKernel_Stage1[0].y)); (_coord += _uImageIncrement_Stage1); (_coordSampled = _coord); (_output_Stage1 += (gl_texture2D(_uTextureSampler_0_Stage1, _coordSampled).xxxx * _uKernel_Stage1[0].z)); (_coord += _uImageIncrement_Stage1); (_coordSampled = _coord); (_output_Stage1 += (gl_texture2D(_uTextureSampler_0_Stage1, _coordSampled).xxxx * _uKernel_Stage1[0].w)); (_coord += _uImageIncrement_Stage1); (_coordSampled = _coord); (_output_Stage1 += (gl_texture2D(_uTextureSampler_0_Stage1, _coordSampled).xxxx * _uKernel_Stage1[1].x)); (_coord += _uImageIncrement_Stage1); (_coordSampled = _coord); (_output_Stage1 += (gl_texture2D(_uTextureSampler_0_Stage1, _coordSampled).xxxx * _uKernel_Stage1[1].y)); (_coord += _uImageIncrement_Stage1); (_coordSampled = _coord); (_output_Stage1 += (gl_texture2D(_uTextureSampler_0_Stage1, _coordSampled).xxxx * _uKernel_Stage1[1].z)); (_coord += _uImageIncrement_Stage1); (_coordSampled = _coord); (_output_Stage1 += (gl_texture2D(_uTextureSampler_0_Stage1, _coordSampled).xxxx * _uKernel_Stage1[1].w)); (_coord += _uImageIncrement_Stage1); (_coordSampled = _coord); (_output_Stage1 += (gl_texture2D(_uTextureSampler_0_Stage1, _coordSampled).xxxx * _uKernel_Stage1[2].x)); (_coord += _uImageIncrement_Stage1); (_coordSampled = _coord); (_output_Stage1 += (gl_texture2D(_uTextureSampler_0_Stage1, _coordSampled).xxxx * _uKernel_Stage1[2].y)); (_coord += _uImageIncrement_Stage1); (_coordSampled = _coord); (_output_Stage1 += (gl_texture2D(_uTextureSampler_0_Stage1, _coordSampled).xxxx * _uKernel_Stage1[2].z)); (_coord += _uImageIncrement_Stage1); (_coordSampled = _coord); (_output_Stage1 += (gl_texture2D(_uTextureSampler_0_Stage1, _coordSampled).xxxx * _uKernel_Stage1[2].w)); (_coord += _uImageIncrement_Stage1); (_coordSampled = _coord); (_output_Stage1 += (gl_texture2D(_uTextureSampler_0_Stage1, _coordSampled).xxxx * _uKernel_Stage1[3].x)); (_coord += _uImageIncrement_Stage1); (_output_Stage1 *= _outputColor_Stage0); } { (gl_Color[0] = _output_Stage1); } (gl_Color[0] = gl_Color[0].wwww); } ; 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  DXBC\)7 4X RDEF<RD11< ($  samplers2D[0]textures2D[0]$GlobalsP,Lp@_uImageIncrement_Stage1float2D_uKernel_Stage1float4Microsoft (R) HLSL Shader Compiler 6.3.9600.18611ISGNhtttSV_PositionTEXCOORDOSGN, SV_TARGETSHEXxPjYF Z`XpUUbb2e h22F A@@@F ECUFF~`ECU" ~` 8" 2   ECU" ~` 2 *  ECU" ~` 2 :  ECU" ~` 2   ECU" ~` 2   ECU" ~` 2 *  ECU" ~` 2 :  ECU" ~` 2   ECU" ~` 2   ECU" ~` 2 *  ECU" ~` ECUB |`2 :  2 *  8 >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* X._T ^spB @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] ?4]hS*G842c43ae67baP inPosition inPositionRinColorinColorP inLocalCoord inLocalCoordRurtAdjustment_Stage0[uCoordTransformMatrix_0_Stage0Rucircle_Stage2^uTextureSampler_0_Stage1urtAdjustment_Stage0uCoordTransformMatrix_0_Stage0ucircle_Stage2uTextureSampler_0_Stage1 X6  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); } // 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 gl_FragCoord : TEXCOORD3; 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.gl_FragCoord = gl_Position; output.v0 = _vcolor_Stage0; output.v1 = _vTransformedCoords_0_Stage0; return output; } ^ float4 vec4(float x0) { return float4(x0, x0, x0, x0); } // Uniforms uniform float4 _ucircle_Stage2 : 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) }; 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() { 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}; { float _d = {0}; { (_d = ((1.0 - length(((_ucircle_Stage2.xy - gl_FragCoord.xy) * _ucircle_Stage2.w))) * _ucircle_Stage2.z)); } { (_d = clamp(_d, 0.0, 1.0)); } (_output_Stage2 = vec4(_d)); } { (gl_Color[0] = (_output_Stage1 * _output_Stage2)); } } ; struct PS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD2; float4 gl_FragCoord : TEXCOORD3; float4 v0 : TEXCOORD0; float2 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; _vcolor_Stage0 = input.v0; _vTransformedCoords_0_Stage0 = input.v1.xy; 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; float2 v1 : TEXCOORD1; }; struct GS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD2; float4 gl_FragCoord : TEXCOORD3; 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; output.gl_FragCoord = input.gl_FragCoord; #ifndef ANGLE_POINT_SPRITE_SHADER output.dx_Position = input.dx_Position; #endif // ANGLE_POINT_SPRITE_SHADER } RTRdDXBC~WeM4=Vd48RDEFh<dRD11< ($ \$Globals\@, 0@_uCoordTransformMatrix_0_Stage0float3x3_urtAdjustment_Stage0float46Microsoft (R) HLSL Shader Compiler 6.3.9600.18611ISGN\PPPTEXCOORDOSGN SV_PositionTEXCOORDSHEXPzjYF _2__2g e e e e2 h6 @??2 2F օ 6" A6  62 F62 F6 @?6 @?6 F62F6B@? F F" F F>STAT DXBCݲܥ4PRDEFt<@RD11< ($  samplers2D[0]textures2D[0]$Globals_ucircle_Stage2float4Microsoft (R) HLSL Shader Compiler 6.3.9600.18611ISGNSV_PositionTEXCOORDOSGN, SV_TARGETSHEXPdjYF Z`XpUUd 2bb2e h 2FAF 82F FFK  A@?8  * ECUFF~`8F8 F>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* tH7^ݏ8`0 .Җucircle_Stage2"ucircle_Stage2(0BB @ޖuTextureSampler_0_Stage1"uTextureSampler_0_Stage1(0B"2 ,Җ vcolor_Stage0" vcolor_Stage0(0B"N HЖvTransformedCoords_0_Stage0"vTransformedCoords_0_Stage0(0B"0 *Җ gl_FragCoord" gl_FragCoord(0B*7 *Җ gl_FragColor" gl_FragColor(0B08G @89eacN2?+842c43ae67baP inPosition inPositionRinColorinColor inCoverage inCoverageRurtAdjustment_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 float _inCoverage = {0}; static float2 _inPosition = {0, 0}; static float4 gl_Position = float4(0, 0, 0, 0); // Varyings static float4 _vcolor_Stage0 = {0, 0, 0, 0}; static float _vinCoverage_Stage0 = {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; (_vinCoverage_Stage0 = _inCoverage); (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; float 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 = _vinCoverage_Stage0; return output; } ifloat4 vec4(float x0) { return float4(x0, x0, x0, x0); } #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Varyings static float _vinCoverage_Stage0 = {0}; static float4 gl_Color[1] = { float4(0, 0, 0, 0) }; cbuffer DriverConstants : register(b1) { }; #define GL_USES_FRAG_COLOR ; ; void gl_main() { float4 _outputCoverage_Stage0 = {0, 0, 0, 0}; { float _alpha = {1.0}; (_alpha = _vinCoverage_Stage0); (_outputCoverage_Stage0 = vec4(_alpha)); } { (gl_Color[0] = _outputCoverage_Stage0); } (gl_Color[0] = gl_Color[0].wwww); } ; struct PS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float v0 : TEXCOORD0; }; @@ PIXEL OUTPUT @@ PS_OUTPUT main(PS_INPUT input) { _vinCoverage_Stage0 = input.v0.x; gl_main(); return generateOutput(); } R gl_Color0 gl_Color[0]struct GS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float v0 : TEXCOORD0; }; struct GS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float 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 } RTQDXBCKy P%4\0`RDEF h<RD11< ($ \$Globals\_urtAdjustment_Stage0float4Microsoft (R) HLSL Shader Compiler 6.3.9600.18611ISGN\PPPTEXCOORDOSGNhP\\SV_PositionTEXCOORDSHEX(PJjYF _2_g e e h6 @??2 2F օ 6" A6  62 F6 @?6  >STAT0DXBCogFo'eY,04PRDEFp<<RD11< ($ Microsoft (R) HLSL Shader Compiler 6.3.9600.18611ISGNhP\\SV_PositionTEXCOORDOSGN, SV_TARGETSHEX<Pjbe 6 >STAT" #%F01´- ҖinColor"inColor(0B3 &Ж inPosition" inPosition(0B2 %( inCoverage" inCoverage(0B< :ҖurtAdjustment_Stage0"urtAdjustment_Stage0(0B"2 ,Җ vcolor_Stage0" vcolor_Stage0(0B"; 5(vinCoverage_Stage0"vinCoverage_Stage0(0B". (Җ gl_Position" gl_Position(0B* .CkX,џ 4"2 ,Җ vcolor_Stage0" vcolor_Stage0(0B"; 5(vinCoverage_Stage0"vinCoverage_Stage0(0B*7 *Җ gl_FragColor" gl_FragColor(0B08+ X_Kآ£STAT  DXBC ic-p 44hpRDEFp<<RD11< ($ Microsoft (R) HLSL Shader Compiler 6.3.9600.18611ISGNhtttSV_PositionTEXCOORDOSGN, SV_TARGETSHEXP@jbbe hFFK " A@? :A8 2F8 8 F>STAT" 7%Y,4- ҖinColor"inColor(0B3 &Ж inPosition" inPosition(0B7 *Җ inCircleEdge" inCircleEdge(0B< :ҖurtAdjustment_Stage0"urtAdjustment_Stage0(0B"@ :ҖvinCircleEdge_Stage0"vinCircleEdge_Stage0(0B". (Җ gl_Position" gl_Position(0B"6 0ҖvinColor_Stage0"vinColor_Stage0(0B* P<G` 2!qrk~"@ :ҖvinCircleEdge_Stage0"vinCircleEdge_Stage0(0B"6 0ҖvinColor_Stage0"vinColor_Stage0(0B*7 *Җ gl_FragColor" gl_FragColor(0B083 \:tX]{ٱa842c43ae67baP 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).xxxx * _uKernel_Stage1[0].x)); (_coord += _uImageIncrement_Stage1); (_coordSampled = _coord); (_output_Stage1 += (gl_texture2D(_uTextureSampler_0_Stage1, _coordSampled).xxxx * _uKernel_Stage1[0].y)); (_coord += _uImageIncrement_Stage1); (_coordSampled = _coord); (_output_Stage1 += (gl_texture2D(_uTextureSampler_0_Stage1, _coordSampled).xxxx * _uKernel_Stage1[0].z)); (_coord += _uImageIncrement_Stage1); (_coordSampled = _coord); (_output_Stage1 += (gl_texture2D(_uTextureSampler_0_Stage1, _coordSampled).xxxx * _uKernel_Stage1[0].w)); (_coord += _uImageIncrement_Stage1); (_coordSampled = _coord); (_output_Stage1 += (gl_texture2D(_uTextureSampler_0_Stage1, _coordSampled).xxxx * _uKernel_Stage1[1].x)); (_coord += _uImageIncrement_Stage1); (_coordSampled = _coord); (_output_Stage1 += (gl_texture2D(_uTextureSampler_0_Stage1, _coordSampled).xxxx * _uKernel_Stage1[1].y)); (_coord += _uImageIncrement_Stage1); (_coordSampled = _coord); (_output_Stage1 += (gl_texture2D(_uTextureSampler_0_Stage1, _coordSampled).xxxx * _uKernel_Stage1[1].z)); (_coord += _uImageIncrement_Stage1); (_coordSampled = _coord); (_output_Stage1 += (gl_texture2D(_uTextureSampler_0_Stage1, _coordSampled).xxxx * _uKernel_Stage1[1].w)); (_coord += _uImageIncrement_Stage1); (_coordSampled = _coord); (_output_Stage1 += (gl_texture2D(_uTextureSampler_0_Stage1, _coordSampled).xxxx * _uKernel_Stage1[2].x)); (_coord += _uImageIncrement_Stage1); (_coordSampled = _coord); (_output_Stage1 += (gl_texture2D(_uTextureSampler_0_Stage1, _coordSampled).xxxx * _uKernel_Stage1[2].y)); (_coord += _uImageIncrement_Stage1); (_coordSampled = _coord); (_output_Stage1 += (gl_texture2D(_uTextureSampler_0_Stage1, _coordSampled).xxxx * _uKernel_Stage1[2].z)); (_coord += _uImageIncrement_Stage1); (_coordSampled = _coord); (_output_Stage1 += (gl_texture2D(_uTextureSampler_0_Stage1, _coordSampled).xxxx * _uKernel_Stage1[2].w)); (_coord += _uImageIncrement_Stage1); (_coordSampled = _coord); (_output_Stage1 += (gl_texture2D(_uTextureSampler_0_Stage1, _coordSampled).xxxx * _uKernel_Stage1[3].x)); (_coord += _uImageIncrement_Stage1); (_coordSampled = _coord); (_output_Stage1 += (gl_texture2D(_uTextureSampler_0_Stage1, _coordSampled).xxxx * _uKernel_Stage1[3].y)); (_coord += _uImageIncrement_Stage1); (_coordSampled = _coord); (_output_Stage1 += (gl_texture2D(_uTextureSampler_0_Stage1, _coordSampled).xxxx * _uKernel_Stage1[3].z)); (_coord += _uImageIncrement_Stage1); (_output_Stage1 *= _outputColor_Stage0); } { (gl_Color[0] = _output_Stage1); } (gl_Color[0] = gl_Color[0].wwww); } ; 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  DXBCqY1|!GN 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" ~` 8" 2   ECU" ~` 2 *  ECU" ~` 2 :  ECU" ~` 2   ECU" ~` 2   ECU" ~` 2 *  ECU" ~` 2 :  ECU" ~` 2   ECU" ~` 2   ECU" ~` 2 *  ECU" ~` 2 :  ECU" ~` 2   ECU" ~` ECUB |`2   2 **  8 >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#Lp 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(0B08a  W|-1j)59842c43ae67baP 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 = gl_texture2D(_uTextureSampler_0_Stage1, _vTransformedCoords_0_Stage0).xxxx); } { (gl_Color[0] = (_outputColor_Stage0 * _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 DXBC _{kP!OM}4lRDEF<RD11< ($ | samplers2D[0]textures2D[0]Microsoft (R) HLSL Shader Compiler 6.3.9600.18611ISGNhtttSV_PositionTEXCOORDOSGN, SV_TARGETSHEXP(jZ`XpUUbb2e hECUFF~`8 F>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* zZ@f=p%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 ^@ur0ο G842c43ae67baP inPosition inPositionRinColorinColorRurtAdjustment_Stage0RuproxyRect_Stage1uprofileSize_Stage1^uTextureSampler_0_Stage1urtAdjustment_Stage0uproxyRect_Stage1uprofileSize_Stage1uTextureSampler_0_Stage1 X6  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 gl_FragCoord : TEXCOORD2; 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.gl_FragCoord = gl_Position; output.v0 = _vcolor_Stage0; return output; } a float2 vec2(float x0, float x1) { return float2(x0, x1); } float4 vec4(float x0) { return float4(x0, x0, x0, x0); } // Uniforms uniform float _uprofileSize_Stage1 : register(c0); uniform float4 _uproxyRect_Stage1 : 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 float4 _vcolor_Stage0 = {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); 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() { float4 _outputColor_Stage0 = {0, 0, 0, 0}; { (_outputColor_Stage0 = _vcolor_Stage0); } float4 _output_Stage1 = {0, 0, 0, 0}; { float2 _translatedPos = (gl_FragCoord.xy - _uproxyRect_Stage1.xy); float _width = (_uproxyRect_Stage1.z - _uproxyRect_Stage1.x); float _height = (_uproxyRect_Stage1.w - _uproxyRect_Stage1.y); float2 _smallDims = vec2((_width - _uprofileSize_Stage1), (_height - _uprofileSize_Stage1)); float _center = ((2.0 * floor(((_uprofileSize_Stage1 / 2.0) + 0.25))) - 1.0); float2 _wh = (_smallDims - vec2(_center, _center)); float _horiz_lookup = {0}; { float _coord = ((abs((_translatedPos.x - (0.5 * _width))) - (0.5 * _wh.x)) / _uprofileSize_Stage1); (_horiz_lookup = gl_texture2D(_uTextureSampler_0_Stage1, vec2(_coord, 0.5)).xxxx.w); } float _vert_lookup = {0}; { float _coord = ((abs((_translatedPos.y - (0.5 * _height))) - (0.5 * _wh.y)) / _uprofileSize_Stage1); (_vert_lookup = gl_texture2D(_uTextureSampler_0_Stage1, vec2(_coord, 0.5)).xxxx.w); } float _final = (_horiz_lookup * _vert_lookup); (_output_Stage1 = vec4(_final)); } { (gl_Color[0] = (_outputColor_Stage0 * _output_Stage1)); } } ; struct PS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float4 gl_FragCoord : TEXCOORD2; float4 v0 : TEXCOORD0; }; @@ 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; _vcolor_Stage0 = input.v0; gl_main(); return generateOutput(); } R gl_Color0 gl_Color[0]ystruct GS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float4 gl_FragCoord : TEXCOORD2; float4 v0 : TEXCOORD0; }; struct GS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float4 gl_FragCoord : TEXCOORD2; 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; output.gl_FragCoord = input.gl_FragCoord; #ifndef ANGLE_POINT_SPRITE_SHADER output.dx_Position = input.dx_Position; #endif // ANGLE_POINT_SPRITE_SHADER } RT<DXBCu'K] pyZq<4\0RDEF h<RD11< ($ \$Globals\_urtAdjustment_Stage0float4Microsoft (R) HLSL Shader Compiler 6.3.9600.18611ISGND88TEXCOORDOSGNhtttSV_PositionTEXCOORDSHEXhPZjYF _2_g e e e h6 @??2 2F օ 6" A6  62 F62 F6 @?6 @?6 F>STAT DXBC\Y'8ke,4lRDEF<RD11< ($  samplers2D[0]textures2D[0]$Globals ,Hl_uprofileSize_Stage1floatA_uproxyRect_Stage1float4Microsoft (R) HLSL Shader Compiler 6.3.9600.18611ISGNhtttSV_PositionTEXCOORDOSGN, SV_TARGETSHEXPjYF Z`XpUUd 2be h2  @?@>A 2  @@@ b A  2 AA 2FF A2 bVA@??22A@??2F 6B@?ECUF~`ECU"~`8 8 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* %Rqb捤*9B @ޖuTextureSampler_0_Stage1"uTextureSampler_0_Stage1(0B6 4ҖuproxyRect_Stage1"uproxyRect_Stage1(0B9 7(uprofileSize_Stage1"uprofileSize_Stage1(0B"2 ,Җ vcolor_Stage0" vcolor_Stage0(0B"0 *Җ gl_FragCoord" gl_FragCoord(0B*7 *Җ gl_FragColor" gl_FragColor(0B08G 𳫉=ua?-J842c43ae67baP inPosition inPositionRurtAdjustment_Stage0[ uViewM_Stage0R uColor_Stage0RuproxyRect_Stage1ucornerRadius_Stage1ublurRadius_Stage1^uTextureSampler_0_Stage1urtAdjustment_Stage0 uViewM_Stage0 uColor_Stage0uproxyRect_Stage1ucornerRadius_Stage1ublurRadius_Stage1uTextureSampler_0_Stage1 X6  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); } // Uniforms uniform float3x3 _uViewM_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 float2 _inPosition = {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() { float2 _pos2 = mul(transpose(_uViewM_Stage0), vec3(_inPosition, 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 : TEXCOORD0; float4 gl_FragCoord : 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; return output; }  float2 vec2(float x0) { return float2(x0, x0); } // Uniforms uniform float4 _uColor_Stage0 : register(c0); uniform float _ublurRadius_Stage1 : register(c1); uniform float _ucornerRadius_Stage1 : register(c2); uniform float4 _uproxyRect_Stage1 : register(c3); 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 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() { float4 _outputColor_Stage0 = {0, 0, 0, 0}; { (_outputColor_Stage0 = _uColor_Stage0); } float4 _output_Stage1 = {0, 0, 0, 0}; { float2 _translatedFragPos = (gl_FragCoord.xy - _uproxyRect_Stage1.xy); float _threshold = (_ucornerRadius_Stage1 + (2.0 * _ublurRadius_Stage1)); float2 _middle = ((_uproxyRect_Stage1.zw - _uproxyRect_Stage1.xy) - (2.0 * _threshold)); if (((_translatedFragPos.x >= _threshold) && (_translatedFragPos.x < (_middle.x + _threshold)))) { (_translatedFragPos.x = _threshold); } else { if ((_translatedFragPos.x >= (_middle.x + _threshold))) { (_translatedFragPos.x -= (_middle.x - 1.0)); } } if (((_translatedFragPos.y > _threshold) && (_translatedFragPos.y < (_middle.y + _threshold)))) { (_translatedFragPos.y = _threshold); } else { if ((_translatedFragPos.y >= (_middle.y + _threshold))) { (_translatedFragPos.y -= (_middle.y - 1.0)); } } float2 _proxyDims = vec2(((2.0 * _threshold) + 1.0)); float2 _texCoord = (_translatedFragPos / _proxyDims); (_output_Stage1 = gl_texture2D(_uTextureSampler_0_Stage1, _texCoord).xxxx); } { (gl_Color[0] = (_outputColor_Stage0 * _output_Stage1)); } } ; struct PS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD0; float4 gl_FragCoord : 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; gl_main(); return generateOutput(); } R gl_Color0 gl_Color[0](struct GS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD0; float4 gl_FragCoord : TEXCOORD1; }; struct GS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD0; float4 gl_FragCoord : TEXCOORD1; }; void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput) { output.gl_Position = input.gl_Position; output.gl_FragCoord = input.gl_FragCoord; #ifndef ANGLE_POINT_SPRITE_SHADER output.dx_Position = input.dx_Position; #endif // ANGLE_POINT_SPRITE_SHADER } RDXBC? RJ;n4dRDEFh<PRD11< ($ \$Globals\@, 0,_uViewM_Stage0float3x3_urtAdjustment_Stage0float4"Microsoft (R) HLSL Shader Compiler 6.3.9600.18611ISGN, TEXCOORDOSGNhP\\SV_PositionTEXCOORDSHEXPijYF _2g e e h62F6B@?F FF F2 " * : 2 :  6@??6 6" A6B@6 F6 F>STAT DXBCBx3B44LRDEFT<!RD11< ($  samplers2D[0]textures2D[0]$Globals@| 0_uColor_Stage0float4_ublurRadius_Stage1float_ucornerRadius_Stage1_uproxyRect_Stage1Microsoft (R) HLSL Shader Compiler 6.3.9600.18611ISGNhP\\SV_PositionTEXCOORDOSGN, SV_TARGETSHEXPjYF Z`XpUUd 2e h 2F A 2 B @@ 2 2 A@@@F2 F 2F@  A2 F12 F2FA 7 2FF **1B*:"* :7 :* 7 "*2 *@@@?2FECUFF~`8 F >STAT" krڶ%Uf(etԱp3 &Ж inPosition" inPosition(0B< :ҖurtAdjustment_Stage0"urtAdjustment_Stage0(0B. ,ۖ uViewM_Stage0" uViewM_Stage0(0B". (Җ gl_Position" gl_Position(0B* l0 B @ޖuTextureSampler_0_Stage1"uTextureSampler_0_Stage1(0B6 4ҖuproxyRect_Stage1"uproxyRect_Stage1(0B. ,Җ uColor_Stage0" uColor_Stage0(0B; 9(ucornerRadius_Stage1"ucornerRadius_Stage1(0B7 5(ublurRadius_Stage1"ublurRadius_Stage1(0B"0 *Җ gl_FragCoord" gl_FragCoord(0B*7 *Җ gl_FragColor" gl_FragColor(0B08J ?h0xMdH9842c43ae67baP inPosition inPositionRinColorinColorRurtAdjustment_Stage0RuinnerRect_Stage1PuradiusPlusHalf_Stage1urtAdjustment_Stage0uinnerRect_Stage1uradiusPlusHalf_Stage1X6  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 gl_FragCoord : TEXCOORD2; 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.gl_FragCoord = gl_Position; output.v0 = _vcolor_Stage0; return output; } float4 vec4(float x0) { return float4(x0, x0, x0, x0); } // Uniforms uniform float4 _uinnerRect_Stage1 : register(c0); uniform float2 _uradiusPlusHalf_Stage1 : register(c1); #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) }; 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 _outputColor_Stage0 = {0, 0, 0, 0}; { (_outputColor_Stage0 = _vcolor_Stage0); } float4 _output_Stage1 = {0, 0, 0, 0}; { float2 _dxy0 = (_uinnerRect_Stage1.xy - gl_FragCoord.xy); float2 _dxy1 = (gl_FragCoord.xy - _uinnerRect_Stage1.zw); float2 _dxy = max(max(_dxy0, _dxy1), 0.0); float _alpha = clamp((_uradiusPlusHalf_Stage1.x - length(_dxy)), 0.0, 1.0); (_output_Stage1 = vec4(_alpha)); } { (gl_Color[0] = (_outputColor_Stage0 * _output_Stage1)); } } ; struct PS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float4 gl_FragCoord : TEXCOORD2; float4 v0 : TEXCOORD0; }; @@ 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; _vcolor_Stage0 = input.v0; gl_main(); return generateOutput(); } R gl_Color0 gl_Color[0]ystruct GS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float4 gl_FragCoord : TEXCOORD2; float4 v0 : TEXCOORD0; }; struct GS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float4 gl_FragCoord : TEXCOORD2; 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; output.gl_FragCoord = input.gl_FragCoord; #ifndef ANGLE_POINT_SPRITE_SHADER output.dx_Position = input.dx_Position; #endif // ANGLE_POINT_SPRITE_SHADER } RT<DXBCu'K] pyZq<4\0RDEF h<RD11< ($ \$Globals\_urtAdjustment_Stage0float4Microsoft (R) HLSL Shader Compiler 6.3.9600.18611ISGND88TEXCOORDOSGNhtttSV_PositionTEXCOORDSHEXhPZjYF _2_g e e e h6 @??2 2F օ 6" A6  62 F62 F6 @?6 @?6 F>STAT pDXBC*z:KǙ8p4LRDEFh<TRD11< ($ \$Globals\ 0_uinnerRect_Stage1float4_uradiusPlusHalf_Stage1float2(Microsoft (R) HLSL Shader Compiler 6.3.9600.18611ISGNhtttSV_PositionTEXCOORDOSGN, SV_TARGETSHEXLPSjYF d 2be h 2FAF  A42 F4 2F@FFK   A 8 F>STAT " <%nX$gܻܙ- ҖinColor"inColor(0B3 &Ж inPosition" inPosition(0B< :ҖurtAdjustment_Stage0"urtAdjustment_Stage0(0B"2 ,Җ vcolor_Stage0" vcolor_Stage0(0B". (Җ gl_Position" gl_Position(0B* ;+U*k@NЖuradiusPlusHalf_Stage1"uradiusPlusHalf_Stage1(0B"2 ,Җ vcolor_Stage0" vcolor_Stage0(0B"0 *Җ gl_FragCoord" gl_FragCoord(0B*7 *Җ gl_FragColor" gl_FragColor(0B089 (oYܑd(_%842c43ae67baP inPosition inPositionRinColorinColorRurtAdjustment_Stage0urtAdjustment_Stage0X6  wfloat4 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 : 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; } #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() { { (gl_Color[0] = float4(0.0, 0.0, 0.0, 0.0)); } } ; 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 } RTDXBCY/F%h*4\RDEF h<RD11< ($ \$Globals\_urtAdjustment_Stage0float4Microsoft (R) HLSL Shader Compiler 6.3.9600.18611ISGND88TEXCOORDOSGNP8DSV_PositionTEXCOORDSHEXP?jYF _2g e h6 @??2 2F օ 6" A6  62 F6 @?>STATDXBCȌG_r2(48|RDEFp<<RD11< ($ Microsoft (R) HLSL Shader Compiler 6.3.9600.18611ISGNP8DSV_PositionTEXCOORDOSGN, SV_TARGETSHEX<Pje 6 @>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*  0 !9aе…"2 ,Җ vcolor_Stage0" vcolor_Stage0(0B*7 *Җ gl_FragColor" gl_FragColor(0B08% \DTng~pV~X842c43ae67baP inPosition inPositionRinColorinColorP inLocalCoord inLocalCoordRurtAdjustment_Stage0[uCoordTransformMatrix_0_Stage0PuImageIncrement_Stage1RuKernel_Stage1^uTextureSampler_0_Stage1urtAdjustment_Stage0uCoordTransformMatrix_0_Stage0uImageIncrement_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[3] : 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 - (5.0 * _uImageIncrement_Stage1)); float2 _coordSampled = {0.0, 0.0}; (_coordSampled = _coord); (_output_Stage1 += (gl_texture2D(_uTextureSampler_0_Stage1, _coordSampled).xxxx * _uKernel_Stage1[0].x)); (_coord += _uImageIncrement_Stage1); (_coordSampled = _coord); (_output_Stage1 += (gl_texture2D(_uTextureSampler_0_Stage1, _coordSampled).xxxx * _uKernel_Stage1[0].y)); (_coord += _uImageIncrement_Stage1); (_coordSampled = _coord); (_output_Stage1 += (gl_texture2D(_uTextureSampler_0_Stage1, _coordSampled).xxxx * _uKernel_Stage1[0].z)); (_coord += _uImageIncrement_Stage1); (_coordSampled = _coord); (_output_Stage1 += (gl_texture2D(_uTextureSampler_0_Stage1, _coordSampled).xxxx * _uKernel_Stage1[0].w)); (_coord += _uImageIncrement_Stage1); (_coordSampled = _coord); (_output_Stage1 += (gl_texture2D(_uTextureSampler_0_Stage1, _coordSampled).xxxx * _uKernel_Stage1[1].x)); (_coord += _uImageIncrement_Stage1); (_coordSampled = _coord); (_output_Stage1 += (gl_texture2D(_uTextureSampler_0_Stage1, _coordSampled).xxxx * _uKernel_Stage1[1].y)); (_coord += _uImageIncrement_Stage1); (_coordSampled = _coord); (_output_Stage1 += (gl_texture2D(_uTextureSampler_0_Stage1, _coordSampled).xxxx * _uKernel_Stage1[1].z)); (_coord += _uImageIncrement_Stage1); (_coordSampled = _coord); (_output_Stage1 += (gl_texture2D(_uTextureSampler_0_Stage1, _coordSampled).xxxx * _uKernel_Stage1[1].w)); (_coord += _uImageIncrement_Stage1); (_coordSampled = _coord); (_output_Stage1 += (gl_texture2D(_uTextureSampler_0_Stage1, _coordSampled).xxxx * _uKernel_Stage1[2].x)); (_coord += _uImageIncrement_Stage1); (_coordSampled = _coord); (_output_Stage1 += (gl_texture2D(_uTextureSampler_0_Stage1, _coordSampled).xxxx * _uKernel_Stage1[2].y)); (_coord += _uImageIncrement_Stage1); (_coordSampled = _coord); (_output_Stage1 += (gl_texture2D(_uTextureSampler_0_Stage1, _coordSampled).xxxx * _uKernel_Stage1[2].z)); (_coord += _uImageIncrement_Stage1); (_output_Stage1 *= _outputColor_Stage0); } { (gl_Color[0] = _output_Stage1); } (gl_Color[0] = gl_Color[0].wwww); } ; 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  DXBCHFm's \g  4pRDEF<RD11< ($  samplers2D[0]textures2D[0]$Globals@,Lp0_uImageIncrement_Stage1float2D_uKernel_Stage1float4Microsoft (R) HLSL Shader Compiler 6.3.9600.18611ISGNhtttSV_PositionTEXCOORDOSGN, SV_TARGETSHEXPdjYF Z`XpUUbb2e h22F A@@@F ECUFF~`ECU" ~` 8" 2   ECU" ~` 2 *  ECU" ~` 2 :  ECU" ~` 2   ECU" ~` 2   ECU" ~` 2 *  ECU" ~` 2 :  ECU" ~` 2   ECU" ~` ECUB |`2   2 **  8 >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* a / ~@ T!!t~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(0B08X O-WC¥^`t842c43ae67baP 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).xxxx * _uKernel_Stage1[0].x)); (_coord += _uImageIncrement_Stage1); (_coordSampled = _coord); (_output_Stage1 += (gl_texture2D(_uTextureSampler_0_Stage1, _coordSampled).xxxx * _uKernel_Stage1[0].y)); (_coord += _uImageIncrement_Stage1); (_coordSampled = _coord); (_output_Stage1 += (gl_texture2D(_uTextureSampler_0_Stage1, _coordSampled).xxxx * _uKernel_Stage1[0].z)); (_coord += _uImageIncrement_Stage1); (_coordSampled = _coord); (_output_Stage1 += (gl_texture2D(_uTextureSampler_0_Stage1, _coordSampled).xxxx * _uKernel_Stage1[0].w)); (_coord += _uImageIncrement_Stage1); (_coordSampled = _coord); (_output_Stage1 += (gl_texture2D(_uTextureSampler_0_Stage1, _coordSampled).xxxx * _uKernel_Stage1[1].x)); (_coord += _uImageIncrement_Stage1); (_coordSampled = _coord); (_output_Stage1 += (gl_texture2D(_uTextureSampler_0_Stage1, _coordSampled).xxxx * _uKernel_Stage1[1].y)); (_coord += _uImageIncrement_Stage1); (_coordSampled = _coord); (_output_Stage1 += (gl_texture2D(_uTextureSampler_0_Stage1, _coordSampled).xxxx * _uKernel_Stage1[1].z)); (_coord += _uImageIncrement_Stage1); (_coordSampled = _coord); (_output_Stage1 += (gl_texture2D(_uTextureSampler_0_Stage1, _coordSampled).xxxx * _uKernel_Stage1[1].w)); (_coord += _uImageIncrement_Stage1); (_coordSampled = _coord); (_output_Stage1 += (gl_texture2D(_uTextureSampler_0_Stage1, _coordSampled).xxxx * _uKernel_Stage1[2].x)); (_coord += _uImageIncrement_Stage1); (_coordSampled = _coord); (_output_Stage1 += (gl_texture2D(_uTextureSampler_0_Stage1, _coordSampled).xxxx * _uKernel_Stage1[2].y)); (_coord += _uImageIncrement_Stage1); (_coordSampled = _coord); (_output_Stage1 += (gl_texture2D(_uTextureSampler_0_Stage1, _coordSampled).xxxx * _uKernel_Stage1[2].z)); (_coord += _uImageIncrement_Stage1); (_coordSampled = _coord); (_output_Stage1 += (gl_texture2D(_uTextureSampler_0_Stage1, _coordSampled).xxxx * _uKernel_Stage1[2].w)); (_coord += _uImageIncrement_Stage1); (_coordSampled = _coord); (_output_Stage1 += (gl_texture2D(_uTextureSampler_0_Stage1, _coordSampled).xxxx * _uKernel_Stage1[3].x)); (_coord += _uImageIncrement_Stage1); (_coordSampled = _coord); (_output_Stage1 += (gl_texture2D(_uTextureSampler_0_Stage1, _coordSampled).xxxx * _uKernel_Stage1[3].y)); (_coord += _uImageIncrement_Stage1); (_coordSampled = _coord); (_output_Stage1 += (gl_texture2D(_uTextureSampler_0_Stage1, _coordSampled).xxxx * _uKernel_Stage1[3].z)); (_coord += _uImageIncrement_Stage1); (_coordSampled = _coord); (_output_Stage1 += (gl_texture2D(_uTextureSampler_0_Stage1, _coordSampled).xxxx * _uKernel_Stage1[3].w)); (_coord += _uImageIncrement_Stage1); (_coordSampled = _coord); (_output_Stage1 += (gl_texture2D(_uTextureSampler_0_Stage1, _coordSampled).xxxx * _uKernel_Stage1[4].x)); (_coord += _uImageIncrement_Stage1); (_coordSampled = _coord); (_output_Stage1 += (gl_texture2D(_uTextureSampler_0_Stage1, _coordSampled).xxxx * _uKernel_Stage1[4].y)); (_coord += _uImageIncrement_Stage1); (_coordSampled = _coord); (_output_Stage1 += (gl_texture2D(_uTextureSampler_0_Stage1, _coordSampled).xxxx * _uKernel_Stage1[4].z)); (_coord += _uImageIncrement_Stage1); (_coordSampled = _coord); (_output_Stage1 += (gl_texture2D(_uTextureSampler_0_Stage1, _coordSampled).xxxx * _uKernel_Stage1[4].w)); (_coord += _uImageIncrement_Stage1); (_coordSampled = _coord); (_output_Stage1 += (gl_texture2D(_uTextureSampler_0_Stage1, _coordSampled).xxxx * _uKernel_Stage1[5].x)); (_coord += _uImageIncrement_Stage1); (_coordSampled = _coord); (_output_Stage1 += (gl_texture2D(_uTextureSampler_0_Stage1, _coordSampled).xxxx * _uKernel_Stage1[5].y)); (_coord += _uImageIncrement_Stage1); (_coordSampled = _coord); (_output_Stage1 += (gl_texture2D(_uTextureSampler_0_Stage1, _coordSampled).xxxx * _uKernel_Stage1[5].z)); (_coord += _uImageIncrement_Stage1); (_output_Stage1 *= _outputColor_Stage0); } { (gl_Color[0] = _output_Stage1); } (gl_Color[0] = gl_Color[0].wwww); } ; 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 |DXBC_(. X|4 RDEF<RD11< ($  samplers2D[0]textures2D[0]$Globalsp,Lp`_uImageIncrement_Stage1float2D_uKernel_Stage1float4Microsoft (R) HLSL Shader Compiler 6.3.9600.18611ISGNhtttSV_PositionTEXCOORDOSGN, SV_TARGETSHEX PjYF Z`XpUUbb2e h22F A@0A0AF ECUFF~`ECU" ~` 8" 2   ECU" ~` 2 *  ECU" ~` 2 :  ECU" ~` 2   ECU" ~` 2   ECU" ~` 2 *  ECU" ~` 2 :  ECU" ~` 2   ECU" ~` 2   ECU" ~` 2 *  ECU" ~` 2 :  ECU" ~` 2   ECU" ~` 2   ECU" ~` 2 *  ECU" ~` 2 :  ECU" ~` 2   ECU" ~` 2   ECU" ~` 2 *  ECU" ~` 2 :  ECU" ~` 2   ECU" ~` ECUB |`2   2 **  8 >STATG/" ;2 Çr}yݠ- ҖinColor"inColor(0B3 &Ж inPosition" inPosition(0B7 *Ж inLocalCoord" inLocalCoord(0BP NۖuCoordTransformMatrix_0_Stage0"uCoordTransformMatrix_0_Stage0(0B< :ҖurtAdjustment_Stage0"urtAdjustment_Stage0(0B"2 ,Җ vcolor_Stage0" vcolor_Stage0(0B"N HЖvTransformedCoords_0_Stage0"vTransformedCoords_0_Stage0(0B". (Җ gl_Position" gl_Position(0B* fw5]Yp_B @ޖuTextureSampler_0_Stage1"uTextureSampler_0_Stage1(0B@ >ЖuImageIncrement_Stage1"uImageIncrement_Stage1(0B0 .ҖuKernel_Stage1"uKernel_Stage1(0B"2 ,Җ vcolor_Stage0" vcolor_Stage0(0B"N HЖvTransformedCoords_0_Stage0"vTransformedCoords_0_Stage0(0B*7 *Җ gl_FragColor" gl_FragColor(0B08t pF΍$D46842c43ae67baP inPosition inPositionRinColorinColorRurtAdjustment_Stage0Rucircle_Stage1urtAdjustment_Stage0ucircle_Stage1X6  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 gl_FragCoord : TEXCOORD2; 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.gl_FragCoord = gl_Position; output.v0 = _vcolor_Stage0; return output; } float4 vec4(float x0) { return float4(x0, x0, x0, x0); } // Uniforms uniform float4 _ucircle_Stage1 : register(c0); #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) }; 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 _outputColor_Stage0 = {0, 0, 0, 0}; { (_outputColor_Stage0 = _vcolor_Stage0); } float4 _output_Stage1 = {0, 0, 0, 0}; { float _d = {0}; { (_d = ((1.0 - length(((_ucircle_Stage1.xy - gl_FragCoord.xy) * _ucircle_Stage1.w))) * _ucircle_Stage1.z)); } { (_d = clamp(_d, 0.0, 1.0)); } (_output_Stage1 = vec4(_d)); } { (gl_Color[0] = (_outputColor_Stage0 * _output_Stage1)); } } ; struct PS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float4 gl_FragCoord : TEXCOORD2; float4 v0 : TEXCOORD0; }; @@ 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; _vcolor_Stage0 = input.v0; gl_main(); return generateOutput(); } R gl_Color0 gl_Color[0]ystruct GS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float4 gl_FragCoord : TEXCOORD2; float4 v0 : TEXCOORD0; }; struct GS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float4 gl_FragCoord : TEXCOORD2; 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; output.gl_FragCoord = input.gl_FragCoord; #ifndef ANGLE_POINT_SPRITE_SHADER output.dx_Position = input.dx_Position; #endif // ANGLE_POINT_SPRITE_SHADER } RT<DXBCu'K] pyZq<4\0RDEF h<RD11< ($ \$Globals\_urtAdjustment_Stage0float4Microsoft (R) HLSL Shader Compiler 6.3.9600.18611ISGND88TEXCOORDOSGNhtttSV_PositionTEXCOORDSHEXhPZjYF _2_g e e e h6 @??2 2F օ 6" A6  62 F62 F6 @?6 @?6 F>STAT DXBCX#kCIx24T8RDEFh<RD11< ($ \$Globals\_ucircle_Stage1float4Microsoft (R) HLSL Shader Compiler 6.3.9600.18611ISGNhtttSV_PositionTEXCOORDOSGN, SV_TARGETSHEX PHjYF d 2be h 2FAF 82F FFK  A@?8  * 8 F>STAT" <%nX$gܻܙ- ҖinColor"inColor(0B3 &Ж inPosition" inPosition(0B< :ҖurtAdjustment_Stage0"urtAdjustment_Stage0(0B"2 ,Җ vcolor_Stage0" vcolor_Stage0(0B". (Җ gl_Position" gl_Position(0B* LP\fCF-ql7B0 .Җucircle_Stage1"ucircle_Stage1(0B"2 ,Җ vcolor_Stage0" vcolor_Stage0(0B"0 *Җ gl_FragCoord" gl_FragCoord(0B*7 *Җ gl_FragColor" gl_FragColor(0B086  $`/w:842c43ae67baP inPosition inPositionQ inDashParams inDashParamsRinRectinRectRurtAdjustment_Stage0R uColor_Stage0urtAdjustment_Stage0 uColor_Stage0X6  ifloat4 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 float3 _inDashParams = {0, 0, 0}; static float2 _inPosition = {0, 0}; static float4 _inRect = {0, 0, 0, 0}; static float4 gl_Position = float4(0, 0, 0, 0); // Varyings static float3 _vDashParams_Stage0 = {0, 0, 0}; static float4 _vRectParams_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() { (_vDashParams_Stage0 = _inDashParams); (_vRectParams_Stage0 = _inRect); 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 : TEXCOORD2; float4 v0 : TEXCOORD0; float3 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 = _vRectParams_Stage0; output.v1 = _vDashParams_Stage0; return output; } float2 vec2(float x0, float x1) { return float2(x0, x1); } float4 vec4(float x0) { return float4(x0, x0, x0, x0); } // Uniforms uniform float4 _uColor_Stage0 : register(c0); #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Varyings static float3 _vDashParams_Stage0 = {0, 0, 0}; static float4 _vRectParams_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}; float4 _outputCoverage_Stage0 = {0, 0, 0, 0}; { (_outputColor_Stage0 = _uColor_Stage0); float _xShifted = (_vDashParams_Stage0.x - (floor((_vDashParams_Stage0.x / _vDashParams_Stage0.z)) * _vDashParams_Stage0.z)); float2 _fragPosShifted = vec2(_xShifted, _vDashParams_Stage0.y); float _xSub = {0}; float _ySub = {0}; (_xSub = min((_fragPosShifted.x - _vRectParams_Stage0.x), 0.0)); (_xSub += min((_vRectParams_Stage0.z - _fragPosShifted.x), 0.0)); (_ySub = min((_fragPosShifted.y - _vRectParams_Stage0.y), 0.0)); (_ySub += min((_vRectParams_Stage0.w - _fragPosShifted.y), 0.0)); float _alpha = ((1.0 + max(_xSub, -1.0)) * (1.0 + max(_ySub, -1.0))); (_outputCoverage_Stage0 = vec4(_alpha)); } { (gl_Color[0] = (_outputColor_Stage0 * _outputCoverage_Stage0)); } } ; struct PS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD2; float4 v0 : TEXCOORD0; float3 v1 : TEXCOORD1; }; @@ PIXEL OUTPUT @@ PS_OUTPUT main(PS_INPUT input) { _vRectParams_Stage0 = input.v0; _vDashParams_Stage0 = input.v1.xyz; 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; float3 v1 : TEXCOORD1; }; struct GS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD2; float4 v0 : TEXCOORD0; float3 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 } RST@DXBC[D+|bāa@4\HRDEF h<RD11< ($ \$Globals\_urtAdjustment_Stage0float4Microsoft (R) HLSL Shader Compiler 6.3.9600.18611ISGN\PPPTEXCOORDOSGNhtttSV_PositionTEXCOORDSHEXTPUjYF _2_r_g e e er h6 @??2 2F օ 6" A6  62 F6 @?6 F6r F>STAT DXBC4 A\HDH84T`RDEFh<RD11< ($ \$Globals\_uColor_Stage0float4Microsoft (R) HLSL Shader Compiler 6.3.9600.18611ISGNhtttSV_PositionTEXCOORDOSGN, SV_TARGETSHEXHPjYF bbre h *A 2  A* "  A A*3 2F@ 4 @"AB:A3 bV@"*4"@ 2F@??8 8 F >STAT" ԡ$O}.t.Rr}3 &Ж inPosition" inPosition(0B+ ҖinRect"inRect(0B7 *і inDashParams" inDashParams(0B< :ҖurtAdjustment_Stage0"urtAdjustment_Stage0(0B"< 6іvDashParams_Stage0"vDashParams_Stage0(0B"< 6ҖvRectParams_Stage0"vRectParams_Stage0(0B". (Җ gl_Position" gl_Position(0B* V G</e3/tg. ,Җ uColor_Stage0" uColor_Stage0(0B"< 6іvDashParams_Stage0"vDashParams_Stage0(0B"< 6ҖvRectParams_Stage0"vRectParams_Stage0(0B*7 *Җ gl_FragColor" gl_FragColor(0B08: *pa[p9842c43ae67baP 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).xxxx)); } { (gl_Color[0] = _output_Stage1); } (gl_Color[0] = gl_Color[0].wwww); } ; 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 DXBCM@;h.P]4lRDEF<RD11< ($ | samplers2D[0]textures2D[0]Microsoft (R) HLSL Shader Compiler 6.3.9600.18611ISGNhtttSV_PositionTEXCOORDOSGN, SV_TARGETSHEXP(jZ`XpUUbb2e hECUFF~`8 >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* g$\ 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 +:XV #KOtf842c43ae67baP inPosition inPositionRinColorinColorP inLocalCoord inLocalCoordRurtAdjustment_Stage0[uCoordTransformMatrix_0_Stage0PuImageIncrement_Stage1RuKernel_Stage1^uTextureSampler_0_Stage1 urtAdjustment_Stage0uCoordTransformMatrix_0_Stage0uImageIncrement_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[5] : 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 - (8.0 * _uImageIncrement_Stage1)); float2 _coordSampled = {0.0, 0.0}; (_coordSampled = _coord); (_output_Stage1 += (gl_texture2D(_uTextureSampler_0_Stage1, _coordSampled).xxxx * _uKernel_Stage1[0].x)); (_coord += _uImageIncrement_Stage1); (_coordSampled = _coord); (_output_Stage1 += (gl_texture2D(_uTextureSampler_0_Stage1, _coordSampled).xxxx * _uKernel_Stage1[0].y)); (_coord += _uImageIncrement_Stage1); (_coordSampled = _coord); (_output_Stage1 += (gl_texture2D(_uTextureSampler_0_Stage1, _coordSampled).xxxx * _uKernel_Stage1[0].z)); (_coord += _uImageIncrement_Stage1); (_coordSampled = _coord); (_output_Stage1 += (gl_texture2D(_uTextureSampler_0_Stage1, _coordSampled).xxxx * _uKernel_Stage1[0].w)); (_coord += _uImageIncrement_Stage1); (_coordSampled = _coord); (_output_Stage1 += (gl_texture2D(_uTextureSampler_0_Stage1, _coordSampled).xxxx * _uKernel_Stage1[1].x)); (_coord += _uImageIncrement_Stage1); (_coordSampled = _coord); (_output_Stage1 += (gl_texture2D(_uTextureSampler_0_Stage1, _coordSampled).xxxx * _uKernel_Stage1[1].y)); (_coord += _uImageIncrement_Stage1); (_coordSampled = _coord); (_output_Stage1 += (gl_texture2D(_uTextureSampler_0_Stage1, _coordSampled).xxxx * _uKernel_Stage1[1].z)); (_coord += _uImageIncrement_Stage1); (_coordSampled = _coord); (_output_Stage1 += (gl_texture2D(_uTextureSampler_0_Stage1, _coordSampled).xxxx * _uKernel_Stage1[1].w)); (_coord += _uImageIncrement_Stage1); (_coordSampled = _coord); (_output_Stage1 += (gl_texture2D(_uTextureSampler_0_Stage1, _coordSampled).xxxx * _uKernel_Stage1[2].x)); (_coord += _uImageIncrement_Stage1); (_coordSampled = _coord); (_output_Stage1 += (gl_texture2D(_uTextureSampler_0_Stage1, _coordSampled).xxxx * _uKernel_Stage1[2].y)); (_coord += _uImageIncrement_Stage1); (_coordSampled = _coord); (_output_Stage1 += (gl_texture2D(_uTextureSampler_0_Stage1, _coordSampled).xxxx * _uKernel_Stage1[2].z)); (_coord += _uImageIncrement_Stage1); (_coordSampled = _coord); (_output_Stage1 += (gl_texture2D(_uTextureSampler_0_Stage1, _coordSampled).xxxx * _uKernel_Stage1[2].w)); (_coord += _uImageIncrement_Stage1); (_coordSampled = _coord); (_output_Stage1 += (gl_texture2D(_uTextureSampler_0_Stage1, _coordSampled).xxxx * _uKernel_Stage1[3].x)); (_coord += _uImageIncrement_Stage1); (_coordSampled = _coord); (_output_Stage1 += (gl_texture2D(_uTextureSampler_0_Stage1, _coordSampled).xxxx * _uKernel_Stage1[3].y)); (_coord += _uImageIncrement_Stage1); (_coordSampled = _coord); (_output_Stage1 += (gl_texture2D(_uTextureSampler_0_Stage1, _coordSampled).xxxx * _uKernel_Stage1[3].z)); (_coord += _uImageIncrement_Stage1); (_coordSampled = _coord); (_output_Stage1 += (gl_texture2D(_uTextureSampler_0_Stage1, _coordSampled).xxxx * _uKernel_Stage1[3].w)); (_coord += _uImageIncrement_Stage1); (_coordSampled = _coord); (_output_Stage1 += (gl_texture2D(_uTextureSampler_0_Stage1, _coordSampled).xxxx * _uKernel_Stage1[4].x)); (_coord += _uImageIncrement_Stage1); (_output_Stage1 *= _outputColor_Stage0); } { (gl_Color[0] = _output_Stage1); } (gl_Color[0] = gl_Color[0].wwww); } ; 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  DXBC/&;. 4( RDEF<RD11< ($  samplers2D[0]textures2D[0]$Globals`,LpP_uImageIncrement_Stage1float2D_uKernel_Stage1float4Microsoft (R) HLSL Shader Compiler 6.3.9600.18611ISGNhtttSV_PositionTEXCOORDOSGN, SV_TARGETSHEXHPjYF Z`XpUUbb2e h22F A@AAF ECUFF~`ECU" ~` 8" 2   ECU" ~` 2 *  ECU" ~` 2 :  ECU" ~` 2   ECU" ~` 2   ECU" ~` 2 *  ECU" ~` 2 :  ECU" ~` 2   ECU" ~` 2   ECU" ~` 2 *  ECU" ~` 2 :  ECU" ~` 2   ECU" ~` 2   ECU" ~` 2 *  ECU" ~` ECUB |`2 :  2 *  8 >STAT5#" ;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* `"F3.lÍB @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(0B08f w/2>RȥS842c43ae67baP inPosition inPositionRinColorinColorRurtAdjustment_Stage0Rucircle_Stage1_c0Rucircle_Stage1_c1Quedges_Stage1_c2Quedges_Stage1_c3 urtAdjustment_Stage0ucircle_Stage1_c0ucircle_Stage1_c1uedges_Stage1_c2uedges_Stage1_c2uedges_Stage1_c2uedges_Stage1_c2uedges_Stage1_c3uedges_Stage1_c3uedges_Stage1_c3uedges_Stage1_c3X6  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 gl_FragCoord : TEXCOORD2; 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.gl_FragCoord = gl_Position; output.v0 = _vcolor_Stage0; return output; } float3 vec3(float x0, float x1, float x2) { return float3(x0, x1, x2); } float4 vec4(float x0) { return float4(x0, x0, x0, x0); } // Uniforms uniform float4 _ucircle_Stage1_c0 : register(c0); uniform float4 _ucircle_Stage1_c1 : register(c1); uniform float3 _uedges_Stage1_c2[4] : register(c2); uniform float3 _uedges_Stage1_c3[4] : register(c6); #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) }; 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 _outputColor_Stage0 = {0, 0, 0, 0}; { (_outputColor_Stage0 = _vcolor_Stage0); } float4 _output_Stage1 = {0, 0, 0, 0}; { float4 _out0 = {0, 0, 0, 0}; { float _d = {0}; { (_d = ((1.0 - length(((_ucircle_Stage1_c0.xy - gl_FragCoord.xy) * _ucircle_Stage1_c0.w))) * _ucircle_Stage1_c0.z)); } { (_d = clamp(_d, 0.0, 1.0)); } (_out0 = vec4(_d)); } float4 _out1 = {0, 0, 0, 0}; { float _d = {0}; { (_d = ((length(((_ucircle_Stage1_c1.xy - gl_FragCoord.xy) * _ucircle_Stage1_c1.w)) - 1.0) * _ucircle_Stage1_c1.z)); } { (_d = clamp(_d, 0.0, 1.0)); } (_out1 = (_out0 * _d)); } float4 _out2 = {0, 0, 0, 0}; { float _alpha = {1.0}; float _edge = {0}; (_edge = dot(_uedges_Stage1_c2[0], vec3(gl_FragCoord.x, gl_FragCoord.y, 1.0))); float s1306 = {0}; if ((_edge >= 0.5)) { (s1306 = 1.0); } else { (s1306 = 0.0); } (_edge = s1306); (_alpha *= _edge); (_edge = dot(_uedges_Stage1_c2[1], vec3(gl_FragCoord.x, gl_FragCoord.y, 1.0))); float s1307 = {0}; if ((_edge >= 0.5)) { (s1307 = 1.0); } else { (s1307 = 0.0); } (_edge = s1307); (_alpha *= _edge); (_edge = dot(_uedges_Stage1_c2[2], vec3(gl_FragCoord.x, gl_FragCoord.y, 1.0))); float s1308 = {0}; if ((_edge >= 0.5)) { (s1308 = 1.0); } else { (s1308 = 0.0); } (_edge = s1308); (_alpha *= _edge); (_edge = dot(_uedges_Stage1_c2[3], vec3(gl_FragCoord.x, gl_FragCoord.y, 1.0))); float s1309 = {0}; if ((_edge >= 0.5)) { (s1309 = 1.0); } else { (s1309 = 0.0); } (_edge = s1309); (_alpha *= _edge); (_out2 = (_out1 * _alpha)); } { float _alpha = {1.0}; float _edge = {0}; (_edge = dot(_uedges_Stage1_c3[0], vec3(gl_FragCoord.x, gl_FragCoord.y, 1.0))); (_edge = clamp(_edge, 0.0, 1.0)); (_alpha *= _edge); (_edge = dot(_uedges_Stage1_c3[1], vec3(gl_FragCoord.x, gl_FragCoord.y, 1.0))); (_edge = clamp(_edge, 0.0, 1.0)); (_alpha *= _edge); (_edge = dot(_uedges_Stage1_c3[2], vec3(gl_FragCoord.x, gl_FragCoord.y, 1.0))); (_edge = clamp(_edge, 0.0, 1.0)); (_alpha *= _edge); (_edge = dot(_uedges_Stage1_c3[3], vec3(gl_FragCoord.x, gl_FragCoord.y, 1.0))); (_edge = clamp(_edge, 0.0, 1.0)); (_alpha *= _edge); (_output_Stage1 = (_out2 * _alpha)); } } { (gl_Color[0] = (_outputColor_Stage0 * _output_Stage1)); } } ; struct PS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float4 gl_FragCoord : TEXCOORD2; float4 v0 : TEXCOORD0; }; @@ 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; _vcolor_Stage0 = input.v0; gl_main(); return generateOutput(); } R gl_Color0 gl_Color[0]ystruct GS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float4 gl_FragCoord : TEXCOORD2; float4 v0 : TEXCOORD0; }; struct GS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float4 gl_FragCoord : TEXCOORD2; 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; output.gl_FragCoord = input.gl_FragCoord; #ifndef ANGLE_POINT_SPRITE_SHADER output.dx_Position = input.dx_Position; #endif // ANGLE_POINT_SPRITE_SHADER } RT<DXBCu'K] pyZq<4\0RDEF h<RD11< ($ \$Globals\_urtAdjustment_Stage0float4Microsoft (R) HLSL Shader Compiler 6.3.9600.18611ISGND88TEXCOORDOSGNhtttSV_PositionTEXCOORDSHEXhPZjYF _2_g e e e h6 @??2 2F օ 6" A6  62 F62 F6 @?6 @?6 F>STAT |DXBC'$,,GfS-0L?|4XRDEFh<RD11< ($ \$Globals\ <`<s <`<_ucircle_Stage1_c0float43_ucircle_Stage1_c1_uedges_Stage1_c2float3_uedges_Stage1_c3Microsoft (R) HLSL Shader Compiler 6.3.9600.18611ISGNhtttSV_PositionTEXCOORDOSGN, SV_TARGETSHEXP1jYF d 2be h 2FAF 82F FFK  A@?8  * bA 8bV "K""@8 "* 8 62F6B@?"F F"@?BF FB*@? bV@??8"*BF FB*@?B*@?8"*BF FB*@?B*@?8"*8  "F F BF F8"* BF F F F8"*8":8 8 F>STAT("" <%nX$gܻܙ- ҖinColor"inColor(0B3 &Ж inPosition" inPosition(0B< :ҖurtAdjustment_Stage0"urtAdjustment_Stage0(0B"2 ,Җ vcolor_Stage0" vcolor_Stage0(0B". (Җ gl_Position" gl_Position(0B* wHtr4 2іuedges_Stage1_c2"uedges_Stage1_c2(0B6 4Җucircle_Stage1_c0"ucircle_Stage1_c0(0B4 2іuedges_Stage1_c3"uedges_Stage1_c3(0B6 4Җucircle_Stage1_c1"ucircle_Stage1_c1(0B"2 ,Җ vcolor_Stage0" vcolor_Stage0(0B"0 *Җ gl_FragCoord" gl_FragCoord(0B*7 *Җ gl_FragColor" gl_FragColor(0B08S \UuDDu?9S842c43ae67baP inPosition inPositionRinColorinColorRurtAdjustment_Stage0Rucircle_Stage1_c0Rucircle_Stage1_c1Quedges_Stage1_c2Quedges_Stage1_c3 urtAdjustment_Stage0ucircle_Stage1_c0ucircle_Stage1_c1uedges_Stage1_c2uedges_Stage1_c2uedges_Stage1_c2uedges_Stage1_c2uedges_Stage1_c3uedges_Stage1_c3uedges_Stage1_c3uedges_Stage1_c3X6  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 gl_FragCoord : TEXCOORD2; 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.gl_FragCoord = gl_Position; output.v0 = _vcolor_Stage0; return output; } float3 vec3(float x0, float x1, float x2) { return float3(x0, x1, x2); } float4 vec4(float x0) { return float4(x0, x0, x0, x0); } // Uniforms uniform float4 _ucircle_Stage1_c0 : register(c0); uniform float4 _ucircle_Stage1_c1 : register(c1); uniform float3 _uedges_Stage1_c2[4] : register(c2); uniform float3 _uedges_Stage1_c3[4] : register(c6); #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) }; 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 _outputColor_Stage0 = {0, 0, 0, 0}; { (_outputColor_Stage0 = _vcolor_Stage0); } float4 _output_Stage1 = {0, 0, 0, 0}; { float4 _out0 = {0, 0, 0, 0}; { float _d = {0}; { (_d = ((1.0 - length(((_ucircle_Stage1_c0.xy - gl_FragCoord.xy) * _ucircle_Stage1_c0.w))) * _ucircle_Stage1_c0.z)); } { (_d = clamp(_d, 0.0, 1.0)); } (_out0 = vec4(_d)); } float4 _out1 = {0, 0, 0, 0}; { float _d = {0}; { (_d = ((length(((_ucircle_Stage1_c1.xy - gl_FragCoord.xy) * _ucircle_Stage1_c1.w)) - 1.0) * _ucircle_Stage1_c1.z)); } { (_d = clamp(_d, 0.0, 1.0)); } (_out1 = (_out0 * _d)); } float4 _out2 = {0, 0, 0, 0}; { float _alpha = {1.0}; float _edge = {0}; (_edge = dot(_uedges_Stage1_c2[0], vec3(gl_FragCoord.x, gl_FragCoord.y, 1.0))); (_edge = clamp(_edge, 0.0, 1.0)); (_alpha *= _edge); (_edge = dot(_uedges_Stage1_c2[1], vec3(gl_FragCoord.x, gl_FragCoord.y, 1.0))); (_edge = clamp(_edge, 0.0, 1.0)); (_alpha *= _edge); (_edge = dot(_uedges_Stage1_c2[2], vec3(gl_FragCoord.x, gl_FragCoord.y, 1.0))); (_edge = clamp(_edge, 0.0, 1.0)); (_alpha *= _edge); (_edge = dot(_uedges_Stage1_c2[3], vec3(gl_FragCoord.x, gl_FragCoord.y, 1.0))); (_edge = clamp(_edge, 0.0, 1.0)); (_alpha *= _edge); (_out2 = (_out1 * _alpha)); } { float _alpha = {1.0}; float _edge = {0}; (_edge = dot(_uedges_Stage1_c3[0], vec3(gl_FragCoord.x, gl_FragCoord.y, 1.0))); float s1357 = {0}; if ((_edge >= 0.5)) { (s1357 = 1.0); } else { (s1357 = 0.0); } (_edge = s1357); (_alpha *= _edge); (_edge = dot(_uedges_Stage1_c3[1], vec3(gl_FragCoord.x, gl_FragCoord.y, 1.0))); float s1358 = {0}; if ((_edge >= 0.5)) { (s1358 = 1.0); } else { (s1358 = 0.0); } (_edge = s1358); (_alpha *= _edge); (_edge = dot(_uedges_Stage1_c3[2], vec3(gl_FragCoord.x, gl_FragCoord.y, 1.0))); float s1359 = {0}; if ((_edge >= 0.5)) { (s1359 = 1.0); } else { (s1359 = 0.0); } (_edge = s1359); (_alpha *= _edge); (_edge = dot(_uedges_Stage1_c3[3], vec3(gl_FragCoord.x, gl_FragCoord.y, 1.0))); float s1360 = {0}; if ((_edge >= 0.5)) { (s1360 = 1.0); } else { (s1360 = 0.0); } (_edge = s1360); (_alpha *= _edge); (_output_Stage1 = (_out2 * _alpha)); } } { (gl_Color[0] = (_outputColor_Stage0 * _output_Stage1)); } } ; struct PS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float4 gl_FragCoord : TEXCOORD2; float4 v0 : TEXCOORD0; }; @@ 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; _vcolor_Stage0 = input.v0; gl_main(); return generateOutput(); } R gl_Color0 gl_Color[0]ystruct GS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float4 gl_FragCoord : TEXCOORD2; float4 v0 : TEXCOORD0; }; struct GS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float4 gl_FragCoord : TEXCOORD2; 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; output.gl_FragCoord = input.gl_FragCoord; #ifndef ANGLE_POINT_SPRITE_SHADER output.dx_Position = input.dx_Position; #endif // ANGLE_POINT_SPRITE_SHADER } RT<DXBCu'K] pyZq<4\0RDEF h<RD11< ($ \$Globals\_urtAdjustment_Stage0float4Microsoft (R) HLSL Shader Compiler 6.3.9600.18611ISGND88TEXCOORDOSGNhtttSV_PositionTEXCOORDSHEXhPZjYF _2_g e e e h6 @??2 2F օ 6" A6  62 F62 F6 @?6 @?6 F>STAT \DXBC=Ĝ]O<:}:\4XRDEFh<RD11< ($ \$Globals\ <`<s <`<_ucircle_Stage1_c0float43_ucircle_Stage1_c1_uedges_Stage1_c2float3_uedges_Stage1_c3Microsoft (R) HLSL Shader Compiler 6.3.9600.18611ISGNhtttSV_PositionTEXCOORDOSGN, SV_TARGETSHEXP)jYF d 2be h 2FAF 82F FFK  A@?8  * bA 8bV "K""@8 "* 8 62F6B@? "F F BF F8"* BF F8"* BF F8"*8 "F F"@?BF FB*@? bV@??8"*BF FF F @?? @??8"*8":8 8 F>STAT&!" <%nX$gܻܙ- ҖinColor"inColor(0B3 &Ж inPosition" inPosition(0B< :ҖurtAdjustment_Stage0"urtAdjustment_Stage0(0B"2 ,Җ vcolor_Stage0" vcolor_Stage0(0B". (Җ gl_Position" gl_Position(0B* c6ά>B4 2іuedges_Stage1_c2"uedges_Stage1_c2(0B6 4Җucircle_Stage1_c0"ucircle_Stage1_c0(0B4 2іuedges_Stage1_c3"uedges_Stage1_c3(0B6 4Җucircle_Stage1_c1"ucircle_Stage1_c1(0B"2 ,Җ vcolor_Stage0" vcolor_Stage0(0B"0 *Җ gl_FragCoord" gl_FragCoord(0B*7 *Җ gl_FragColor" gl_FragColor(0B08S  z6jexQ3`q7r<842c43ae67baP inPosition inPositionRinColorinColorRurtAdjustment_Stage0RuinnerRect_Stage1PuinvRadiiXY_Stage1urtAdjustment_Stage0uinnerRect_Stage1uinvRadiiXY_Stage1X6  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 gl_FragCoord : TEXCOORD2; 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.gl_FragCoord = gl_Position; output.v0 = _vcolor_Stage0; return output; } qfloat4 vec4(float x0) { return float4(x0, x0, x0, x0); } // Uniforms uniform float4 _uinnerRect_Stage1 : register(c0); uniform float2 _uinvRadiiXY_Stage1 : register(c1); #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) }; 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 _outputColor_Stage0 = {0, 0, 0, 0}; { (_outputColor_Stage0 = _vcolor_Stage0); } float4 _output_Stage1 = {0, 0, 0, 0}; { float2 _dxy0 = (_uinnerRect_Stage1.xy - gl_FragCoord.xy); float2 _dxy1 = (gl_FragCoord.xy - _uinnerRect_Stage1.zw); float2 _dxy = max(max(_dxy0, _dxy1), 0.0); float2 _Z = (_dxy * _uinvRadiiXY_Stage1.xy); float _implicit = (dot(_Z, _dxy) - 1.0); float _grad_dot = (4.0 * dot(_Z, _Z)); (_grad_dot = max(_grad_dot, 9.9999997e-05)); float _approx_dist = (_implicit * rsqrt(_grad_dot)); float _alpha = clamp((0.5 - _approx_dist), 0.0, 1.0); (_output_Stage1 = vec4(_alpha)); } { (gl_Color[0] = (_outputColor_Stage0 * _output_Stage1)); } } ; struct PS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float4 gl_FragCoord : TEXCOORD2; float4 v0 : TEXCOORD0; }; @@ 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; _vcolor_Stage0 = input.v0; gl_main(); return generateOutput(); } R gl_Color0 gl_Color[0]ystruct GS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float4 gl_FragCoord : TEXCOORD2; float4 v0 : TEXCOORD0; }; struct GS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float4 gl_FragCoord : TEXCOORD2; 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; output.gl_FragCoord = input.gl_FragCoord; #ifndef ANGLE_POINT_SPRITE_SHADER output.dx_Position = input.dx_Position; #endif // ANGLE_POINT_SPRITE_SHADER } RT<DXBCu'K] pyZq<4\0RDEF h<RD11< ($ \$Globals\_urtAdjustment_Stage0float4Microsoft (R) HLSL Shader Compiler 6.3.9600.18611ISGND88TEXCOORDOSGNhtttSV_PositionTEXCOORDSHEXhPZjYF _2_g e e e h6 @??2 2F օ 6" A6  62 F62 F6 @?6 @?6 F>STAT DXBC'NF 4gH4H|dRDEFh<PRD11< ($ \$Globals\ ,_uinnerRect_Stage1float4_uinvRadiiXY_Stage1float2$Microsoft (R) HLSL Shader Compiler 6.3.9600.18611ISGNhtttSV_PositionTEXCOORDOSGN, SV_TARGETSHEXPxjYF d 2be h 2FAF  A42 F4 2F@8  F"  8"@@4"@8D" @2  A@?8 F>STAT " <%nX$gܻܙ- ҖinColor"inColor(0B3 &Ж inPosition" inPosition(0B< :ҖurtAdjustment_Stage0"urtAdjustment_Stage0(0B"2 ,Җ vcolor_Stage0" vcolor_Stage0(0B". (Җ gl_Position" gl_Position(0B* Bkٜ+p;Wg6 4ҖuinnerRect_Stage1"uinnerRect_Stage1(0B8 6ЖuinvRadiiXY_Stage1"uinvRadiiXY_Stage1(0B"2 ,Җ vcolor_Stage0" vcolor_Stage0(0B"0 *Җ gl_FragCoord" gl_FragCoord(0B*7 *Җ gl_FragColor" gl_FragColor(0B08< u)՘/siXR]STAT DXBCG$);%"4DRDEFLh<RD11< ($ \$Globals\  _urect_Stage1float4_urect_Stage2Microsoft (R) HLSL Shader Compiler 6.3.9600.18611ISGNhtttSV_PositionTEXCOORDOSGN, SV_TARGETSHEXPjYF d 2be h 2FF A A 3 F@2 F4 2F@ 2F@??2  A@? b A3 bV@ 2FA 3 2F@bV4 bV@ bV@??8"*8 8 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* #aH*e3}, *Җ urect_Stage1" urect_Stage1(0B, *Җ urect_Stage2" urect_Stage2(0B"2 ,Җ vcolor_Stage0" vcolor_Stage0(0B"0 *Җ gl_FragCoord" gl_FragCoord(0B*7 *Җ gl_FragColor" gl_FragColor(0B08? ; YMƙ3<O842c43ae67baP inPosition inPositionRinColorinColorP inLocalCoord inLocalCoordRurtAdjustment_Stage0[uCoordTransformMatrix_0_Stage0PuImageIncrement_Stage1RuKernel_Stage1^uTextureSampler_0_Stage1urtAdjustment_Stage0uCoordTransformMatrix_0_Stage0uImageIncrement_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; } b // Uniforms uniform float2 _uImageIncrement_Stage1 : register(c0); uniform float4 _uKernel_Stage1[2] : 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 - (3.0 * _uImageIncrement_Stage1)); float2 _coordSampled = {0.0, 0.0}; (_coordSampled = _coord); (_output_Stage1 += (gl_texture2D(_uTextureSampler_0_Stage1, _coordSampled).xxxx * _uKernel_Stage1[0].x)); (_coord += _uImageIncrement_Stage1); (_coordSampled = _coord); (_output_Stage1 += (gl_texture2D(_uTextureSampler_0_Stage1, _coordSampled).xxxx * _uKernel_Stage1[0].y)); (_coord += _uImageIncrement_Stage1); (_coordSampled = _coord); (_output_Stage1 += (gl_texture2D(_uTextureSampler_0_Stage1, _coordSampled).xxxx * _uKernel_Stage1[0].z)); (_coord += _uImageIncrement_Stage1); (_coordSampled = _coord); (_output_Stage1 += (gl_texture2D(_uTextureSampler_0_Stage1, _coordSampled).xxxx * _uKernel_Stage1[0].w)); (_coord += _uImageIncrement_Stage1); (_coordSampled = _coord); (_output_Stage1 += (gl_texture2D(_uTextureSampler_0_Stage1, _coordSampled).xxxx * _uKernel_Stage1[1].x)); (_coord += _uImageIncrement_Stage1); (_coordSampled = _coord); (_output_Stage1 += (gl_texture2D(_uTextureSampler_0_Stage1, _coordSampled).xxxx * _uKernel_Stage1[1].y)); (_coord += _uImageIncrement_Stage1); (_coordSampled = _coord); (_output_Stage1 += (gl_texture2D(_uTextureSampler_0_Stage1, _coordSampled).xxxx * _uKernel_Stage1[1].z)); (_coord += _uImageIncrement_Stage1); (_output_Stage1 *= _outputColor_Stage0); } { (gl_Color[0] = _output_Stage1); } (gl_Color[0] = gl_Color[0].wwww); } ; 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 <DXBCt)j'H~(<4RDEF<RD11< ($  samplers2D[0]textures2D[0]$Globals0,Lp _uImageIncrement_Stage1float2D_uKernel_Stage1float4Microsoft (R) HLSL Shader Compiler 6.3.9600.18611ISGNhtttSV_PositionTEXCOORDOSGN, SV_TARGETSHEXPjYF Z`XpUUbb2e h22F A@@@@@F ECUFF~`ECU" ~` 8" 2   ECU" ~` 2 *  ECU" ~` 2 :  ECU" ~` 2   ECU" ~` ECUB |`2   2 **  8 >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* Ӆ0[ɷٿ\IB @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(0B08O  aZZ(& L842c43ae67baP inPosition inPositionRinColorinColorP inLocalCoord inLocalCoord inCoverage inCoverageRurtAdjustment_Stage0[uCoordTransformMatrix_0_Stage0RuColors_Stage1_c0urtAdjustment_Stage0uCoordTransformMatrix_0_Stage0uColors_Stage1_c0uColors_Stage1_c0X6  Hfloat3 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 float _inCoverage = {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}; static float _vinCoverage_Stage0 = {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); (_vinCoverage_Stage0 = _inCoverage); (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 : TEXCOORD3; float4 gl_FragCoord : TEXCOORD4; float4 v0 : TEXCOORD0; float2 v1 : TEXCOORD1; float 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 = _vcolor_Stage0; output.v1 = _vTransformedCoords_0_Stage0; output.v2 = _vinCoverage_Stage0; return output; }  float4 vec4(float x0) { return float4(x0, x0, x0, x0); } float4 vec4(float3 x0, float x1) { return float4(x0, x1); } // Uniforms uniform float4 _uColors_Stage1_c0[2] : register(c0); #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 float _vinCoverage_Stage0 = {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 float4 webgl_mod_emu(float4 x, float4 y) { return x - y * floor(x / y); } ; ; ; ; void gl_main() { float4 _outputColor_Stage0 = {0, 0, 0, 0}; float4 _outputCoverage_Stage0 = {0, 0, 0, 0}; { (_outputColor_Stage0 = _vcolor_Stage0); float _alpha = {1.0}; (_alpha = _vinCoverage_Stage0); (_outputCoverage_Stage0 = vec4(_alpha)); } float4 _output_Stage1 = {0, 0, 0, 0}; { float4 _child = {0, 0, 0, 0}; { float _clamp_t = clamp(_vTransformedCoords_0_Stage0.x, 0.0, 1.0); float4 _colorTemp = lerp(_uColors_Stage1_c0[0], _uColors_Stage1_c0[1], _clamp_t); (_child = _colorTemp); } (_output_Stage1 = (_child * _outputColor_Stage0.w)); } float4 _output_Stage2 = {0, 0, 0, 0}; { float _value = {0}; { float4 _modValues = webgl_mod_emu(gl_FragCoord.xyxy, float4(2.0, 2.0, 4.0, 4.0)); float4 _stepValues = step(_modValues, float4(1.0, 1.0, 2.0, 2.0)); (_value = (dot(_stepValues, float4(0.5, 0.25, 0.125, 0.0625)) - 0.46875)); } (_output_Stage2 = vec4(clamp((_output_Stage1.xyz + (_value * 0.0039215689)), 0.0, _output_Stage1.w), _output_Stage1.w)); } { (gl_Color[0] = (_output_Stage2 * _outputCoverage_Stage0)); } } ; struct PS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD3; float4 gl_FragCoord : TEXCOORD4; float4 v0 : TEXCOORD0; float2 v1 : TEXCOORD1; float 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; _vcolor_Stage0 = input.v0; _vTransformedCoords_0_Stage0 = input.v1.xy; _vinCoverage_Stage0 = input.v2.x; 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; float2 v1 : TEXCOORD1; float v2 : TEXCOORD2; }; struct GS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD3; float4 gl_FragCoord : TEXCOORD4; float4 v0 : TEXCOORD0; float2 v1 : TEXCOORD1; float 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 } RTRQDXBC6i{*_mFn4P$RDEFh<dRD11< ($ \$Globals\@, 0@_uCoordTransformMatrix_0_Stage0float3x3_urtAdjustment_Stage0float46Microsoft (R) HLSL Shader Compiler 6.3.9600.18611ISGNthhhhTEXCOORDOSGN  SV_PositionTEXCOORDSHEXPjYF _2__2_g e e e e2 eB h6 @??2 2F օ 6" A6  62 F62 F6 @?6 @?6 F6B  62F6B@? F F" F F>STAT  dDXBC*IcA "d4XDRDEFh<RD11< ($ \$Globals\ _uColors_Stage1_c0float4Microsoft (R) HLSL Shader Compiler 6.3.9600.18611ISGNSV_PositionTEXCOORDOSGN, SV_TARGETSHEX|PjYF d 2bbbBe h8 F@??>>AF2 FA@@@@@F @??@@F F@???? F@?>>= @6 "  F AF 2 VFF 8F2 r@;;;F4 rF@3rF8 F>STAT " 3ы֒0n^ʙ- ҖinColor"inColor(0B3 &Ж inPosition" inPosition(0B7 *Ж inLocalCoord" inLocalCoord(0B2 %( inCoverage" inCoverage(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"; 5(vinCoverage_Stage0"vinCoverage_Stage0(0B". (Җ gl_Position" gl_Position(0B* $ l:31qN @ǬE6 4ҖuColors_Stage1_c0"uColors_Stage1_c0(0B"2 ,Җ vcolor_Stage0" vcolor_Stage0(0B"N HЖvTransformedCoords_0_Stage0"vTransformedCoords_0_Stage0(0B"; 5(vinCoverage_Stage0"vinCoverage_Stage0(0B"0 *Җ gl_FragCoord" gl_FragCoord(0B*7 *Җ gl_FragColor" gl_FragColor(0B08L Fs6j5_0%7VC842c43ae67baP inPosition inPositionRinColorinColorR inCircleEdge inCircleEdgeRurtAdjustment_Stage0[uCoordTransformMatrix_0_Stage0RuColors_Stage1_c0urtAdjustment_Stage0uCoordTransformMatrix_0_Stage0uColors_Stage1_c0uColors_Stage1_c0uColors_Stage1_c0X6  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); } // 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 _inCircleEdge = {0, 0, 0, 0}; static float4 _inColor = {0, 0, 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 _vinCircleEdge_Stage0 = {0, 0, 0, 0}; static float4 _vinColor_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() { (_vinCircleEdge_Stage0 = _inCircleEdge); (_vinColor_Stage0 = _inColor); float2 _pos2 = _inPosition; (_vTransformedCoords_0_Stage0 = mul(transpose(_uCoordTransformMatrix_0_Stage0), vec3(_inPosition, 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 : TEXCOORD3; 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.v0 = _vinCircleEdge_Stage0; output.v1 = _vinColor_Stage0; output.v2 = _vTransformedCoords_0_Stage0; return output; } float4 vec4(float x0) { return float4(x0, x0, x0, x0); } // Uniforms uniform float4 _uColors_Stage1_c0[3] : register(c0); #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 _vinCircleEdge_Stage0 = {0, 0, 0, 0}; static float4 _vinColor_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}; float4 _outputCoverage_Stage0 = {0, 0, 0, 0}; { float4 _circleEdge = {0, 0, 0, 0}; (_circleEdge = _vinCircleEdge_Stage0); (_outputColor_Stage0 = _vinColor_Stage0); float _d = length(_circleEdge.xy); float _distanceToOuterEdge = (_circleEdge.z * (1.0 - _d)); float _edgeAlpha = clamp(_distanceToOuterEdge, 0.0, 1.0); (_outputCoverage_Stage0 = vec4(_edgeAlpha)); } float4 _output_Stage1 = {0, 0, 0, 0}; { float4 _child = {0, 0, 0, 0}; { float _clamp_t = clamp(_vTransformedCoords_0_Stage0.x, 0.0, 1.0); float _oneMinus2t = (1.0 - (2.0 * _clamp_t)); float4 _colorTemp = (clamp(_oneMinus2t, 0.0, 1.0) * _uColors_Stage1_c0[0]); (_colorTemp += ((1.0 - min(abs(_oneMinus2t), 1.0)) * _uColors_Stage1_c0[1])); (_colorTemp += (clamp((-_oneMinus2t), 0.0, 1.0) * _uColors_Stage1_c0[2])); (_colorTemp.xyz *= _colorTemp.w); (_child = _colorTemp); } (_output_Stage1 = (_child * _outputColor_Stage0.w)); } { (gl_Color[0] = (_output_Stage1 * _outputCoverage_Stage0)); } } ; struct PS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD3; float4 v0 : TEXCOORD0; float4 v1 : TEXCOORD1; float2 v2 : TEXCOORD2; }; @@ PIXEL OUTPUT @@ PS_OUTPUT main(PS_INPUT input) { _vinCircleEdge_Stage0 = input.v0; _vinColor_Stage0 = input.v1; _vTransformedCoords_0_Stage0 = 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 v0 : TEXCOORD0; float4 v1 : TEXCOORD1; float2 v2 : TEXCOORD2; }; struct GS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD3; 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; #ifndef ANGLE_POINT_SPRITE_SHADER output.dx_Position = input.dx_Position; #endif // ANGLE_POINT_SPRITE_SHADER } RTTDDXBCtQ0gt|D48RDEFh<dRD11< ($ \$Globals\@, 0@_uCoordTransformMatrix_0_Stage0float3x3_urtAdjustment_Stage0float46Microsoft (R) HLSL Shader Compiler 6.3.9600.18611ISGN\PPPTEXCOORDOSGN SV_PositionTEXCOORDSHEXPrjYF _2__g e e e e2 h6 @??2 2F օ 6" A6  62 F6 @?6 F6 F62F6B@? F F" F F>STAT DXBC'z, 4X,TRDEFh<RD11< ($ \$Globals\00_uColors_Stage1_c0float4Microsoft (R) HLSL Shader Compiler 6.3.9600.18611ISGNSV_PositionTEXCOORDOSGN, SV_TARGETSHEX PjYF brbbe h6  2  A@@@?" @?8VF 4" @4 A@2 VF F2 F F8rF8FFFK  A@?8  *8 F>STAT" ]&N,x OOm-NfKi٭=842c43ae67baP inPosition inPositionRinColorinColorP inLocalCoord inLocalCoordRurtAdjustment_Stage0[uCoordTransformMatrix_0_Stage0RuTexDom_Stage1_c0^uTextureSampler_0_Stage1urtAdjustment_Stage0uCoordTransformMatrix_0_Stage0uTexDom_Stage1_c0uTextureSampler_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; } y// Uniforms uniform float4 _uTexDom_Stage1_c0 : 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}; { float4 _child = {0, 0, 0, 0}; { (_child = gl_texture2D(_uTextureSampler_0_Stage1, clamp(_vTransformedCoords_0_Stage0, _uTexDom_Stage1_c0.xy, _uTexDom_Stage1_c0.zw))); } (_output_Stage1 = (_child * _outputColor_Stage0.w)); } { (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 DXBC M/(ǤA4<phRDEFx<DRD11< ($  samplers2D[0]textures2D[0]$Globals _uTexDom_Stage1_c0float4Microsoft (R) HLSL Shader Compiler 6.3.9600.18611ISGNhtttSV_PositionTEXCOORDOSGN, SV_TARGETSHEXP<jYF Z`XpUUbb2e h42FF 32F ECUFF~`8 F>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]?J̺d76 4ҖuTexDom_Stage1_c0"uTexDom_Stage1_c0(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= >m_0w8grviR842c43ae67baP inPosition inPositionRinColorinColorP inLocalCoord inLocalCoord inCoverage inCoverageRurtAdjustment_Stage0[uCoordTransformMatrix_0_Stage0uGradientYCoordFS_Stage1_c0^uTextureSampler_0_Stage1urtAdjustment_Stage0uCoordTransformMatrix_0_Stage0uGradientYCoordFS_Stage1_c0uTextureSampler_0_Stage1 X6  Hfloat3 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 float _inCoverage = {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}; static float _vinCoverage_Stage0 = {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); (_vinCoverage_Stage0 = _inCoverage); (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 : TEXCOORD3; float4 gl_FragCoord : TEXCOORD4; float4 v0 : TEXCOORD0; float2 v1 : TEXCOORD1; float 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 = _vcolor_Stage0; output.v1 = _vTransformedCoords_0_Stage0; output.v2 = _vinCoverage_Stage0; return output; } ' float2 vec2(float x0, float x1) { return float2(x0, x1); } float4 vec4(float x0) { return float4(x0, x0, x0, x0); } float4 vec4(float3 x0, float x1) { return float4(x0, x1); } // Uniforms uniform float _uGradientYCoordFS_Stage1_c0 : 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 float _vinCoverage_Stage0 = {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 float4 webgl_mod_emu(float4 x, float4 y) { return x - y * floor(x / y); } ; ; ; ; ; void gl_main() { float4 _outputColor_Stage0 = {0, 0, 0, 0}; float4 _outputCoverage_Stage0 = {0, 0, 0, 0}; { (_outputColor_Stage0 = _vcolor_Stage0); float _alpha = {1.0}; (_alpha = _vinCoverage_Stage0); (_outputCoverage_Stage0 = vec4(_alpha)); } float4 _output_Stage1 = {0, 0, 0, 0}; { float4 _child = {0, 0, 0, 0}; { float2 _coord = vec2(_vTransformedCoords_0_Stage0.x, _uGradientYCoordFS_Stage1_c0); (_child = gl_texture2D(_uTextureSampler_0_Stage1, _coord)); } (_output_Stage1 = (_child * _outputColor_Stage0.w)); } float4 _output_Stage2 = {0, 0, 0, 0}; { float _value = {0}; { float4 _modValues = webgl_mod_emu(gl_FragCoord.xyxy, float4(2.0, 2.0, 4.0, 4.0)); float4 _stepValues = step(_modValues, float4(1.0, 1.0, 2.0, 2.0)); (_value = (dot(_stepValues, float4(0.5, 0.25, 0.125, 0.0625)) - 0.46875)); } (_output_Stage2 = vec4(clamp((_output_Stage1.xyz + (_value * 0.0039215689)), 0.0, _output_Stage1.w), _output_Stage1.w)); } { (gl_Color[0] = (_output_Stage2 * _outputCoverage_Stage0)); } } ; struct PS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD3; float4 gl_FragCoord : TEXCOORD4; float4 v0 : TEXCOORD0; float2 v1 : TEXCOORD1; float 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; _vcolor_Stage0 = input.v0; _vTransformedCoords_0_Stage0 = input.v1.xy; _vinCoverage_Stage0 = input.v2.x; 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; float2 v1 : TEXCOORD1; float v2 : TEXCOORD2; }; struct GS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD3; float4 gl_FragCoord : TEXCOORD4; float4 v0 : TEXCOORD0; float2 v1 : TEXCOORD1; float 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 } RTRQDXBC6i{*_mFn4P$RDEFh<dRD11< ($ \$Globals\@, 0@_uCoordTransformMatrix_0_Stage0float3x3_urtAdjustment_Stage0float46Microsoft (R) HLSL Shader Compiler 6.3.9600.18611ISGNthhhhTEXCOORDOSGN  SV_PositionTEXCOORDSHEXPjYF _2__2_g e e e e2 eB h6 @??2 2F օ 6" A6  62 F62 F6 @?6 @?6 F6B  62F6B@? F F" F F>STAT  DXBCڬ tf}*h4t<RDEF<LRD11< ($  samplers2D[0]textures2D[0]$Globals(_uGradientYCoordFS_Stage1_c0float!Microsoft (R) HLSL Shader Compiler 6.3.9600.18611ISGNSV_PositionTEXCOORDOSGN, SV_TARGETSHEXPjYF Z`XpUUd 2bbbBe h8 F@??>>AF2 FA@@@@@F @??@@F F@???? F@?>>= @6 6" ECUFF~`8F2 r@;;;F4 rF@3rF8 F>STAT " 3ы֒0n^ʙ- ҖinColor"inColor(0B3 &Ж inPosition" inPosition(0B7 *Ж inLocalCoord" inLocalCoord(0B2 %( inCoverage" inCoverage(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"; 5(vinCoverage_Stage0"vinCoverage_Stage0(0B". (Җ gl_Position" gl_Position(0B* pt1fV9|I G(uGradientYCoordFS_Stage1_c0"uGradientYCoordFS_Stage1_c0(0BB @ޖuTextureSampler_0_Stage1"uTextureSampler_0_Stage1(0B"2 ,Җ vcolor_Stage0" vcolor_Stage0(0B"N HЖvTransformedCoords_0_Stage0"vTransformedCoords_0_Stage0(0B"; 5(vinCoverage_Stage0"vinCoverage_Stage0(0B"0 *Җ gl_FragCoord" gl_FragCoord(0B*7 *Җ gl_FragColor" gl_FragColor(0B08R MЇ&+G+5)I=6842c43ae67baP inPosition inPositionRinColorinColorP inLocalCoord inLocalCoordRurtAdjustment_Stage0[uCoordTransformMatrix_0_Stage0^uTextureSampler_0_Stage1urtAdjustment_Stage0uCoordTransformMatrix_0_Stage0uTextureSampler_0_Stage1 X6  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); } // 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 : 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 = _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 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 _output_Stage1 = {0, 0, 0, 0}; { (_output_Stage1 = gl_texture2D(_uTextureSampler_0_Stage1, _vTransformedCoords_0_Stage0).xxxx); } { (gl_Color[0] = _output_Stage1); } (gl_Color[0] = gl_Color[0].wwww); } ; struct PS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float2 v0 : TEXCOORD0; }; @@ PIXEL OUTPUT @@ PS_OUTPUT main(PS_INPUT input) { _vTransformedCoords_0_Stage0 = 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 } RTRDXBC Tپ[ #48,RDEFh<dRD11< ($ \$Globals\@, 0@_uCoordTransformMatrix_0_Stage0float3x3_urtAdjustment_Stage0float46Microsoft (R) HLSL Shader Compiler 6.3.9600.18611ISGN\PPPTEXCOORDOSGNhP\\ SV_PositionTEXCOORDSHEX|P_jYF _2_2g e e2 h6 @??2 2F օ 6" A6  62 F6 @?62F6B@? F F" F F>STAT DXBCȍHd4x@RDEF<RD11< ($ | samplers2D[0]textures2D[0]Microsoft (R) HLSL Shader Compiler 6.3.9600.18611ISGNhP\\SV_PositionTEXCOORDOSGN, SV_TARGETSHEXP#jZ`XpUUb2e hECUFF~`6 >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* 1J2Yjg֢sX;o,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(0B086 KZz ס[.-842c43ae67baP in_tex_coord in_tex_coordPtc_scaleP tc_offset^ in_texturetc_scale tc_offset in_texture X6  Efloat4 vec4(float x0, float x1, float x2, float x3) { return float4(x0, x1, x2, x3); } // Uniforms uniform float2 _tc_offset : register(c0); uniform float2 _tc_scale : register(c1); #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Attributes static float2 _in_tex_coord = {0, 0}; static float4 gl_Position = float4(0, 0, 0, 0); // Varyings static float2 _tex_coord = {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(((_in_tex_coord.x * 2.0) - 1.0), (1.0 - (_in_tex_coord.y * 2.0)), 0.0, 1.0)); (_tex_coord = ((_tc_scale * _in_tex_coord) + _tc_offset)); } ; @@ 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 = _tex_coord; return output; } b// Uniforms static const uint _in_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 _tex_coord = {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(_in_texture, _tex_coord).xyzw); } ; struct PS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float2 v0 : TEXCOORD0; }; @@ PIXEL OUTPUT @@ PS_OUTPUT main(PS_INPUT input) { _tex_coord = 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 } RDXBCa?]}Q!P4$dRDEFDh<RD11< ($ \$Globals\ _tc_offsetfloat2_tc_scaleMicrosoft (R) HLSL Shader Compiler 6.3.9600.18611ISGN, TEXCOORDOSGNhP\\ SV_PositionTEXCOORDSHEX8PNjYF _2g e e2 22 F@@@@6 @??22 F@@@?6 @?2 2 F FF >STATDXBCx<T4T4x$RDEF<RD11< ($ | samplers2D[0]textures2D[0]Microsoft (R) HLSL Shader Compiler 6.3.9600.18611ISGNhP\\SV_PositionTEXCOORDOSGN, SV_TARGETSHEXpPjZ`XpUUb2e ECU FF~`>STAT" b(?*AfQ5h27 *Ж in_tex_coord" in_tex_coord(0B$ "Жtc_scale"tc_scale(0B& $Ж tc_offset" tc_offset(0B". (Җ gl_Position" gl_Position(0B"* $Ж tex_coord" tex_coord(0B* Yl!eX3& $ޖ in_texture" in_texture(0B"* $Ж tex_coord" tex_coord(0B*7 *Җ gl_FragColor" gl_FragColor(0B08- ҳ8>0OzH44 I842c43ae67baP inPosition inPositionRinColorinColorP inLocalCoord inLocalCoordRurtAdjustment_Stage0[uCoordTransformMatrix_0_Stage0RuinnerRect_Stage2PuradiusPlusHalf_Stage2^uTextureSampler_0_Stage1urtAdjustment_Stage0uCoordTransformMatrix_0_Stage0uinnerRect_Stage2uradiusPlusHalf_Stage2uTextureSampler_0_Stage1 X6  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); } // 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 gl_FragCoord : TEXCOORD3; 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.gl_FragCoord = gl_Position; output.v0 = _vcolor_Stage0; output.v1 = _vTransformedCoords_0_Stage0; return output; } p // Uniforms uniform float4 _uinnerRect_Stage2 : register(c0); uniform float2 _uradiusPlusHalf_Stage2 : 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) }; 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() { float4 _outputColor_Stage0 = {0, 0, 0, 0}; { (_outputColor_Stage0 = _vcolor_Stage0); } float4 _output_Stage1 = {0, 0, 0, 0}; { (_output_Stage1 = gl_texture2D(_uTextureSampler_0_Stage1, _vTransformedCoords_0_Stage0).xxxx); } float4 _output_Stage2 = {0, 0, 0, 0}; { float2 _dxy0 = (_uinnerRect_Stage2.xy - gl_FragCoord.xy); float2 _dxy1 = (gl_FragCoord.xy - _uinnerRect_Stage2.zw); float2 _dxy = max(max(_dxy0, _dxy1), 0.0); float _alpha = clamp((_uradiusPlusHalf_Stage2.x - length(_dxy)), 0.0, 1.0); (_output_Stage2 = (_output_Stage1 * _alpha)); } { (gl_Color[0] = (_outputColor_Stage0 * _output_Stage2)); } } ; struct PS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD2; float4 gl_FragCoord : TEXCOORD3; float4 v0 : TEXCOORD0; float2 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; _vcolor_Stage0 = input.v0; _vTransformedCoords_0_Stage0 = input.v1.xy; 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; float2 v1 : TEXCOORD1; }; struct GS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD2; float4 gl_FragCoord : TEXCOORD3; 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; output.gl_FragCoord = input.gl_FragCoord; #ifndef ANGLE_POINT_SPRITE_SHADER output.dx_Position = input.dx_Position; #endif // ANGLE_POINT_SPRITE_SHADER } RTRdDXBC~WeM4=Vd48RDEFh<dRD11< ($ \$Globals\@, 0@_uCoordTransformMatrix_0_Stage0float3x3_urtAdjustment_Stage0float46Microsoft (R) HLSL Shader Compiler 6.3.9600.18611ISGN\PPPTEXCOORDOSGN SV_PositionTEXCOORDSHEXPzjYF _2__2g e e e e2 h6 @??2 2F օ 6" A6  62 F62 F6 @?6 @?6 F62F6B@? F F" F F>STAT TDXBC+|VGu3MNZY\HT4 RDEF<RD11< ($  samplers2D[0]textures2D[0]$Globals ,Hl_uinnerRect_Stage2float4?_uradiusPlusHalf_Stage2float2Microsoft (R) HLSL Shader Compiler 6.3.9600.18611ISGNSV_PositionTEXCOORDOSGN, SV_TARGETSHEXPojYF Z`XpUUd 2bb2e h 2FAF  A42 F4 2F@FFK   A ECU"F~`8 8 F>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* G{uMBy1 'X6 4ҖuinnerRect_Stage2"uinnerRect_Stage2(0B@ >ЖuradiusPlusHalf_Stage2"uradiusPlusHalf_Stage2(0BB @ޖuTextureSampler_0_Stage1"uTextureSampler_0_Stage1(0B"2 ,Җ vcolor_Stage0" vcolor_Stage0(0B"N HЖvTransformedCoords_0_Stage0"vTransformedCoords_0_Stage0(0B"0 *Җ gl_FragCoord" gl_FragCoord(0B*7 *Җ gl_FragColor" gl_FragColor(0B08I T0NX^;D?D842c43ae67baP inPosition inPositionRinColorinColorRurtAdjustment_Stage0RuinnerRect_Stage1PuradiusPlusHalf_Stage1RuinnerRect_Stage2PuradiusPlusHalf_Stage2urtAdjustment_Stage0uinnerRect_Stage1uradiusPlusHalf_Stage1uinnerRect_Stage2uradiusPlusHalf_Stage2X6  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 gl_FragCoord : TEXCOORD2; 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.gl_FragCoord = gl_Position; output.v0 = _vcolor_Stage0; return output; } float2 vec2(float x0, float x1) { return float2(x0, x1); } float4 vec4(float x0) { return float4(x0, x0, x0, x0); } // Uniforms uniform float4 _uinnerRect_Stage1 : register(c0); uniform float4 _uinnerRect_Stage2 : register(c1); uniform float2 _uradiusPlusHalf_Stage1 : register(c2); uniform float2 _uradiusPlusHalf_Stage2 : register(c3); #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) }; 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 _outputColor_Stage0 = {0, 0, 0, 0}; { (_outputColor_Stage0 = _vcolor_Stage0); } float4 _output_Stage1 = {0, 0, 0, 0}; { float2 _dxy0 = (_uinnerRect_Stage1.xy - gl_FragCoord.xy); float _dx1 = (gl_FragCoord.x - _uinnerRect_Stage1.z); float2 _dxy = max(vec2(max(_dxy0.x, _dx1), _dxy0.y), 0.0); float _bottomAlpha = clamp((_uinnerRect_Stage1.w - gl_FragCoord.y), 0.0, 1.0); float _alpha = (_bottomAlpha * clamp((_uradiusPlusHalf_Stage1.x - length(_dxy)), 0.0, 1.0)); (_alpha = (1.0 - _alpha)); (_output_Stage1 = vec4(_alpha)); } float4 _output_Stage2 = {0, 0, 0, 0}; { float2 _dxy0 = (_uinnerRect_Stage2.xy - gl_FragCoord.xy); float _dx1 = (gl_FragCoord.x - _uinnerRect_Stage2.z); float2 _dxy = max(vec2(max(_dxy0.x, _dx1), _dxy0.y), 0.0); float _bottomAlpha = clamp((_uinnerRect_Stage2.w - gl_FragCoord.y), 0.0, 1.0); float _alpha = (_bottomAlpha * clamp((_uradiusPlusHalf_Stage2.x - length(_dxy)), 0.0, 1.0)); (_output_Stage2 = (_output_Stage1 * _alpha)); } { (gl_Color[0] = (_outputColor_Stage0 * _output_Stage2)); } } ; struct PS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float4 gl_FragCoord : TEXCOORD2; float4 v0 : TEXCOORD0; }; @@ 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; _vcolor_Stage0 = input.v0; gl_main(); return generateOutput(); } R gl_Color0 gl_Color[0]ystruct GS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float4 gl_FragCoord : TEXCOORD2; float4 v0 : TEXCOORD0; }; struct GS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float4 gl_FragCoord : TEXCOORD2; 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; output.gl_FragCoord = input.gl_FragCoord; #ifndef ANGLE_POINT_SPRITE_SHADER output.dx_Position = input.dx_Position; #endif // ANGLE_POINT_SPRITE_SHADER } RT<DXBCu'K] pyZq<4\0RDEF h<RD11< ($ \$Globals\_urtAdjustment_Stage0float4Microsoft (R) HLSL Shader Compiler 6.3.9600.18611ISGND88TEXCOORDOSGNhtttSV_PositionTEXCOORDSHEXhPZjYF _2_g e e e h6 @??2 2F օ 6" A6  62 F62 F6 @?6 @?6 F>STAT TDXBCYb˴ꩅDFV!T4@RDEFh<RD11< ($ \$Globals\@ <`<s 0_uinnerRect_Stage1float43_uinnerRect_Stage2_uradiusPlusHalf_Stage1float2_uradiusPlusHalf_Stage2Microsoft (R) HLSL Shader Compiler 6.3.9600.18611ISGNhtttSV_PositionTEXCOORDOSGN, SV_TARGETSHEXPjYF d 2be h  * A VA 4" *4 2@6  FFK   A 2  A @? " * A VA 4"*4 bV@6  "K" "A 8" 8 8 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* w~5D*y (%$@6 4ҖuinnerRect_Stage1"uinnerRect_Stage1(0B@ >ЖuradiusPlusHalf_Stage1"uradiusPlusHalf_Stage1(0B6 4ҖuinnerRect_Stage2"uinnerRect_Stage2(0B@ >ЖuradiusPlusHalf_Stage2"uradiusPlusHalf_Stage2(0B"2 ,Җ vcolor_Stage0" vcolor_Stage0(0B"0 *Җ gl_FragCoord" gl_FragCoord(0B*7 *Җ gl_FragColor" gl_FragColor(0B08D =h.*ѳD842c43ae67baP inPosition inPositionRinColorinColorRurtAdjustment_Stage0RuinnerRect_Stage1PuradiusPlusHalf_Stage1RuinnerRect_Stage2PuradiusPlusHalf_Stage2urtAdjustment_Stage0uinnerRect_Stage1uradiusPlusHalf_Stage1uinnerRect_Stage2uradiusPlusHalf_Stage2X6  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 gl_FragCoord : TEXCOORD2; 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.gl_FragCoord = gl_Position; output.v0 = _vcolor_Stage0; return output; } float2 vec2(float x0, float x1) { return float2(x0, x1); } float4 vec4(float x0) { return float4(x0, x0, x0, x0); } // Uniforms uniform float4 _uinnerRect_Stage1 : register(c0); uniform float4 _uinnerRect_Stage2 : register(c1); uniform float2 _uradiusPlusHalf_Stage1 : register(c2); uniform float2 _uradiusPlusHalf_Stage2 : register(c3); #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) }; 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 _outputColor_Stage0 = {0, 0, 0, 0}; { (_outputColor_Stage0 = _vcolor_Stage0); } float4 _output_Stage1 = {0, 0, 0, 0}; { float _dx0 = (_uinnerRect_Stage1.x - gl_FragCoord.x); float2 _dxy1 = (gl_FragCoord.xy - _uinnerRect_Stage1.zw); float2 _dxy = max(vec2(max(_dx0, _dxy1.x), _dxy1.y), 0.0); float _topAlpha = clamp((gl_FragCoord.y - _uinnerRect_Stage1.y), 0.0, 1.0); float _alpha = (_topAlpha * clamp((_uradiusPlusHalf_Stage1.x - length(_dxy)), 0.0, 1.0)); (_alpha = (1.0 - _alpha)); (_output_Stage1 = vec4(_alpha)); } float4 _output_Stage2 = {0, 0, 0, 0}; { float _dx0 = (_uinnerRect_Stage2.x - gl_FragCoord.x); float2 _dxy1 = (gl_FragCoord.xy - _uinnerRect_Stage2.zw); float2 _dxy = max(vec2(max(_dx0, _dxy1.x), _dxy1.y), 0.0); float _topAlpha = clamp((gl_FragCoord.y - _uinnerRect_Stage2.y), 0.0, 1.0); float _alpha = (_topAlpha * clamp((_uradiusPlusHalf_Stage2.x - length(_dxy)), 0.0, 1.0)); (_output_Stage2 = (_output_Stage1 * _alpha)); } { (gl_Color[0] = (_outputColor_Stage0 * _output_Stage2)); } } ; struct PS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float4 gl_FragCoord : TEXCOORD2; float4 v0 : TEXCOORD0; }; @@ 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; _vcolor_Stage0 = input.v0; gl_main(); return generateOutput(); } R gl_Color0 gl_Color[0]ystruct GS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float4 gl_FragCoord : TEXCOORD2; float4 v0 : TEXCOORD0; }; struct GS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float4 gl_FragCoord : TEXCOORD2; 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; output.gl_FragCoord = input.gl_FragCoord; #ifndef ANGLE_POINT_SPRITE_SHADER output.dx_Position = input.dx_Position; #endif // ANGLE_POINT_SPRITE_SHADER } RT<DXBCu'K] pyZq<4\0RDEF h<RD11< ($ \$Globals\_urtAdjustment_Stage0float4Microsoft (R) HLSL Shader Compiler 6.3.9600.18611ISGND88TEXCOORDOSGNhtttSV_PositionTEXCOORDSHEXhPZjYF _2_g e e e h6 @??2 2F օ 6" A6  62 F62 F6 @?6 @?6 F>STAT TDXBCi UZr"!K (*T4@RDEFh<RD11< ($ \$Globals\@ <`<s 0_uinnerRect_Stage1float43_uinnerRect_Stage2_uradiusPlusHalf_Stage1float2_uradiusPlusHalf_Stage2Microsoft (R) HLSL Shader Compiler 6.3.9600.18611ISGNhtttSV_PositionTEXCOORDOSGN, SV_TARGETSHEXPjYF d 2be h  A VV A4" *4 2@6  FFK   A 2  A @? " A  VV A4"*4 bV@6  "K" "A 8" 8 8 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* +>T6 4ҖuinnerRect_Stage1"uinnerRect_Stage1(0B@ >ЖuradiusPlusHalf_Stage1"uradiusPlusHalf_Stage1(0B6 4ҖuinnerRect_Stage2"uinnerRect_Stage2(0B@ >ЖuradiusPlusHalf_Stage2"uradiusPlusHalf_Stage2(0B"2 ,Җ vcolor_Stage0" vcolor_Stage0(0B"0 *Җ gl_FragCoord" gl_FragCoord(0B*7 *Җ gl_FragColor" gl_FragColor(0B08D 3Jxa[]F:842c43ae67baP in_tex_coord in_tex_coordPvideo_tc_scalePvideo_tc_offsetPcanvas_tc_scalePcanvas_tc_offset^ video_texture^canvas_texturevideo_tc_scalevideo_tc_offsetcanvas_tc_scalecanvas_tc_offset video_texturecanvas_texture  X6   float4 vec4(float x0, float x1, float x2, float x3) { return float4(x0, x1, x2, x3); } // Uniforms uniform float2 _canvas_tc_offset : register(c0); uniform float2 _canvas_tc_scale : register(c1); uniform float2 _video_tc_offset : register(c2); uniform float2 _video_tc_scale : register(c3); #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Attributes static float2 _in_tex_coord = {0, 0}; static float4 gl_Position = float4(0, 0, 0, 0); // Varyings static float2 _canvas_tex_coord = {0, 0}; static float2 _video_tex_coord = {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(((_in_tex_coord.x * 2.0) - 1.0), ((_in_tex_coord.y * 2.0) - 1.0), 0.0, 1.0)); (_video_tex_coord = ((_video_tc_scale * _in_tex_coord) + _video_tc_offset)); (_canvas_tex_coord = ((_canvas_tc_scale * _in_tex_coord) + _canvas_tc_offset)); } ; @@ VERTEX ATTRIBUTES @@ struct VS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD2; float2 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 = _canvas_tex_coord; output.v1 = _video_tex_coord; return output; } // Uniforms static const uint _canvas_texture = 0; static const uint _video_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 _canvas_tex_coord = {0, 0}; static float2 _video_tex_coord = {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 _video = gl_texture2D(_video_texture, _video_tex_coord); float4 _canvas = gl_texture2D(_canvas_texture, _canvas_tex_coord); (gl_Color[0] = lerp(_video, _canvas, _canvas.w)); } ; struct PS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD2; float2 v0 : TEXCOORD0; float2 v1 : TEXCOORD1; }; @@ PIXEL OUTPUT @@ PS_OUTPUT main(PS_INPUT input) { _canvas_tex_coord = input.v0.xy; _video_tex_coord = 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; float2 v0 : TEXCOORD0; float2 v1 : TEXCOORD1; }; struct GS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD2; float2 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 } RDXBC#&d5&.444RDEFh<RD11< ($ \$Globals\@ <`<q <0<_canvas_tc_offsetfloat22_canvas_tc_scale_video_tc_offset_video_tc_scaleMicrosoft (R) HLSL Shader Compiler 6.3.9600.18611ISGN, TEXCOORDOSGNhtt t SV_PositionTEXCOORDSHEXpP\jYF _2g e e2 e 22 F@@@?6 @??22 F@@@@6 @?2   2 2 F FF >STATDXBCvу.r 4d 8RDEF(<RD11< ($   samplers2D[0]samplers2D[1]textures2D[0]textures2D[1]Microsoft (R) HLSL Shader Compiler 6.3.9600.18611ISGNhttt SV_PositionTEXCOORDOSGN, SV_TARGETSHEXPDjZ`Z`XpUUXpUUb2be hECUF~`ECUFF~`FAF2 FF>STAT"  $|$X]5`()fs?7 *Ж in_tex_coord" in_tex_coord(0B0 .Жvideo_tc_scale"video_tc_scale(0B2 0Жcanvas_tc_scale"canvas_tc_scale(0B2 0Жvideo_tc_offset"video_tc_offset(0B4 2Жcanvas_tc_offset"canvas_tc_offset(0B"6 0Жvideo_tex_coord"video_tex_coord(0B"8 2Жcanvas_tex_coord"canvas_tex_coord(0B". (Җ gl_Position" gl_Position(0B* )IRv3e76 , *ޖ video_texture" video_texture(0B. ,ޖcanvas_texture"canvas_texture(0B"6 0Жvideo_tex_coord"video_tex_coord(0B"8 2Жcanvas_tex_coord"canvas_tex_coord(0B*7 *Җ gl_FragColor" gl_FragColor(0B08: úbhlZ5{GC&:-842c43ae67baP in_tex_coord in_tex_coordPtc_scaleP tc_offset^ in_texturetc_scale tc_offset in_texture X6  Efloat4 vec4(float x0, float x1, float x2, float x3) { return float4(x0, x1, x2, x3); } // Uniforms uniform float2 _tc_offset : register(c0); uniform float2 _tc_scale : register(c1); #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Attributes static float2 _in_tex_coord = {0, 0}; static float4 gl_Position = float4(0, 0, 0, 0); // Varyings static float2 _tex_coord = {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(((_in_tex_coord.x * 2.0) - 1.0), ((_in_tex_coord.y * 2.0) - 1.0), 0.0, 1.0)); (_tex_coord = ((_tc_scale * _in_tex_coord) + _tc_offset)); } ; @@ 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 = _tex_coord; return output; } b// Uniforms static const uint _in_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 _tex_coord = {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(_in_texture, _tex_coord).xyzw); } ; struct PS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float2 v0 : TEXCOORD0; }; @@ PIXEL OUTPUT @@ PS_OUTPUT main(PS_INPUT input) { _tex_coord = 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 } RDXBCEw_04$dRDEFDh<RD11< ($ \$Globals\ _tc_offsetfloat2_tc_scaleMicrosoft (R) HLSL Shader Compiler 6.3.9600.18611ISGN, TEXCOORDOSGNhP\\ SV_PositionTEXCOORDSHEX8PNjYF _2g e e2 22 F@@@?6 @??22 F@@@@6 @?2 2 F FF >STATDXBCx<T4T4x$RDEF<RD11< ($ | samplers2D[0]textures2D[0]Microsoft (R) HLSL Shader Compiler 6.3.9600.18611ISGNhP\\SV_PositionTEXCOORDOSGN, SV_TARGETSHEXpPjZ`XpUUb2e ECU FF~`>STAT" D#glDeR /#sa 7 *Ж in_tex_coord" in_tex_coord(0B$ "Жtc_scale"tc_scale(0B& $Ж tc_offset" tc_offset(0B". (Җ gl_Position" gl_Position(0B"* $Ж tex_coord" tex_coord(0B* Yl!eX3& $ޖ in_texture" in_texture(0B"* $Ж tex_coord" tex_coord(0B*7 *Җ gl_FragColor" gl_FragColor(0B08- [Izfwa)2ff870db3a3bP _uinPosition_u_uinPositionR _uinColor _u_uinColorR_uurtAdjustment_Stage0_u_uurtAdjustment_Stage0X6  float4 vec4(float x0, float x1, float x2, float x3) { return float4(x0, x1, x2, x3); } // Uniforms uniform float4 __uurtAdjustment_Stage0 : register(c0); #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Attributes static float4 __uinColor = {0, 0, 0, 0}; static float2 __uinPosition = {0, 0}; static float4 gl_Position = float4(0, 0, 0, 0); // Varyings static float4 __uvcolor_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 __ucolor = __uinColor; (__uvcolor_Stage0 = __ucolor); float2 __upos2 = __uinPosition; (gl_Position = vec4(((__upos2.x * __uurtAdjustment_Stage0.x) + __uurtAdjustment_Stage0.y), ((__upos2.y * __uurtAdjustment_Stage0.z) + __uurtAdjustment_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 = __uvcolor_Stage0; return output; } #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 float4 gl_Color[1] = { float4(0, 0, 0, 0) }; cbuffer DriverConstants : register(b1) { }; #define GL_USES_FRAG_COLOR ; void gl_main() { float4 __uoutputColor_Stage0 = {0.0, 0.0, 0.0, 0.0}; { (__uoutputColor_Stage0 = __uvcolor_Stage0); } { (gl_Color[0] = __uoutputColor_Stage0); } } ; struct PS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float4 v0 : TEXCOORD0; }; @@ PIXEL OUTPUT @@ PS_OUTPUT main(PS_INPUT input) { __uvcolor_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 } RTDXBC>L-A gx4\HRDEF h<RD11< ($ \$Globals\__uurtAdjustment_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" )5Ž"Fohw / "ҖinColor" _uinColor(0B5 (Ж inPosition" _uinPosition(0B9 ,Ж inLocalCoord"_uinLocalCoord(0B> <ҖurtAdjustment_Stage0"_uurtAdjustment_Stage0(0B"4 .Җ vcolor_Stage0"_uvcolor_Stage0(0B". (Җ gl_Position" gl_Position(0B*  k|ಜ,Gry7ŝdY"4 .Җ vcolor_Stage0"_uvcolor_Stage0(0B*7 *Җ gl_FragColor" gl_FragColor(0B08) ?iDi8CU;842c43ae67baP in_tex_coord in_tex_coordPtc_scaleP tc_offsety_adj[ cc_matrix^ y_texture^ u_texture^ v_texturetc_scale tc_offsety_adj cc_matrix y_texture u_texture v_texture   X6    Efloat4 vec4(float x0, float x1, float x2, float x3) { return float4(x0, x1, x2, x3); } // Uniforms uniform float2 _tc_offset : register(c0); uniform float2 _tc_scale : register(c1); #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Attributes static float2 _in_tex_coord = {0, 0}; static float4 gl_Position = float4(0, 0, 0, 0); // Varyings static float2 _tex_coord = {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(((_in_tex_coord.x * 2.0) - 1.0), (1.0 - (_in_tex_coord.y * 2.0)), 0.0, 1.0)); (_tex_coord = ((_tc_scale * _in_tex_coord) + _tc_offset)); } ; @@ 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 = _tex_coord; return output; } `float3 vec3(float x0, float x1, float x2) { return float3(x0, x1, x2); } float4 vec4(float3 x0, float x1) { return float4(x0, x1); } // Uniforms uniform float3x3 _cc_matrix : register(c0); uniform float _y_adj : register(c3); static const uint _u_texture = 0; static const uint _v_texture = 1; static const uint _y_texture = 2; uniform Texture2D textures2D[3] : register(t0); uniform SamplerState samplers2D[3] : register(s0); #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Varyings static float2 _tex_coord = {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[3] : 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() { float _y = (gl_texture2D(_y_texture, _tex_coord).x + _y_adj); float _u = (gl_texture2D(_u_texture, _tex_coord).x - 0.5); float _v = (gl_texture2D(_v_texture, _tex_coord).x - 0.5); float3 _rgb = mul(transpose(_cc_matrix), vec3(_y, _u, _v)); (gl_Color[0] = vec4(_rgb, 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) { _tex_coord = 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 } RDXBCa?]}Q!P4$dRDEFDh<RD11< ($ \$Globals\ _tc_offsetfloat2_tc_scaleMicrosoft (R) HLSL Shader Compiler 6.3.9600.18611ISGN, TEXCOORDOSGNhP\\ SV_PositionTEXCOORDSHEX8PNjYF _2g e e2 22 F@@@@6 @??22 F@@@?6 @?2 2 F FF >STATDXBCWMqLհ];,Wr40dPRDEF|<PRD11< ($ *8F T b psamplers2D[0]samplers2D[1]samplers2D[2]textures2D[0]textures2D[1]textures2D[2]$Globalsp@,0,_cc_matrixfloat3x3_y_adjfloat#Microsoft (R) HLSL Shader Compiler 6.3.9600.18611ISGNhP\\SV_PositionTEXCOORDOSGN, SV_TARGETSHEXPyjYF Z`Z`Z`XpUUXpUUXpUUb2e h6 @?ECUFF~`  ECUFs`":@ECUFs`B:@ F F" F FB F F>STAT " b(?*AfQ5h27 *Ж in_tex_coord" in_tex_coord(0B$ "Жtc_scale"tc_scale(0B& $Ж tc_offset" tc_offset(0B". (Җ gl_Position" gl_Position(0B"* $Ж tex_coord" tex_coord(0B* ÙvuUh$ "ޖ y_texture" y_texture(0B$ "ޖ u_texture" u_texture(0B& $ۖ cc_matrix" cc_matrix(0B$ "ޖ v_texture" v_texture(0B (y_adj"y_adj(0B"* $Ж tex_coord" tex_coord(0B*7 *Җ gl_FragColor" gl_FragColor(0B08; "U)#76;yiG842c43ae67baP in_tex_coord in_tex_coord Pvideo_tc_scalePvideo_tc_offsetPcanvas_tc_scalePcanvas_tc_offsety_adj[ cc_matrix^ y_texture^ u_texture^ v_texture^canvas_texture video_tc_scalevideo_tc_offsetcanvas_tc_scalecanvas_tc_offsety_adj cc_matrix y_texture u_texture v_texturecanvas_texture       X6      float4 vec4(float x0, float x1, float x2, float x3) { return float4(x0, x1, x2, x3); } // Uniforms uniform float2 _canvas_tc_offset : register(c0); uniform float2 _canvas_tc_scale : register(c1); uniform float2 _video_tc_offset : register(c2); uniform float2 _video_tc_scale : register(c3); #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Attributes static float2 _in_tex_coord = {0, 0}; static float4 gl_Position = float4(0, 0, 0, 0); // Varyings static float2 _canvas_tex_coord = {0, 0}; static float2 _video_tex_coord = {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(((_in_tex_coord.x * 2.0) - 1.0), (1.0 - (_in_tex_coord.y * 2.0)), 0.0, 1.0)); (_video_tex_coord = ((_video_tc_scale * _in_tex_coord) + _video_tc_offset)); (_canvas_tex_coord = ((_canvas_tc_scale * _in_tex_coord) + _canvas_tc_offset)); } ; @@ VERTEX ATTRIBUTES @@ struct VS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD2; float2 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 = _canvas_tex_coord; output.v1 = _video_tex_coord; return output; } float3 vec3(float x0, float x1, float x2) { return float3(x0, x1, x2); } float4 vec4(float3 x0, float x1) { return float4(x0, x1); } // Uniforms uniform float3x3 _cc_matrix : register(c0); uniform float _y_adj : register(c3); static const uint _canvas_texture = 0; static const uint _u_texture = 1; static const uint _v_texture = 2; static const uint _y_texture = 3; uniform Texture2D textures2D[4] : register(t0); uniform SamplerState samplers2D[4] : register(s0); #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Varyings static float2 _canvas_tex_coord = {0, 0}; static float2 _video_tex_coord = {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[4] : 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() { float _y = (gl_texture2D(_y_texture, _video_tex_coord).x + _y_adj); float _u = (gl_texture2D(_u_texture, _video_tex_coord).x - 0.5); float _v = (gl_texture2D(_v_texture, _video_tex_coord).x - 0.5); float3 _rgb = mul(transpose(_cc_matrix), vec3(_y, _u, _v)); float4 _video = vec4(_rgb, 1.0); float4 _canvas = gl_texture2D(_canvas_texture, _canvas_tex_coord); (gl_Color[0] = lerp(_video, _canvas, _canvas.w)); } ; struct PS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD2; float2 v0 : TEXCOORD0; float2 v1 : TEXCOORD1; }; @@ PIXEL OUTPUT @@ PS_OUTPUT main(PS_INPUT input) { _canvas_tex_coord = input.v0.xy; _video_tex_coord = 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; float2 v0 : TEXCOORD0; float2 v1 : TEXCOORD1; }; struct GS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD2; float2 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 } RDXBC#IWsH 444RDEFh<RD11< ($ \$Globals\@ <`<q <0<_canvas_tc_offsetfloat22_canvas_tc_scale_video_tc_offset_video_tc_scaleMicrosoft (R) HLSL Shader Compiler 6.3.9600.18611ISGN, TEXCOORDOSGNhtt t SV_PositionTEXCOORDSHEXpP\jYF _2g e e2 e 22 F@@@@6 @??22 F@@@?6 @?2   2 2 F FF >STATDXBCRZi*B4\RDEF <RD11< ($ \jx    samplers2D[0]samplers2D[1]samplers2D[2]samplers2D[3]textures2D[0]textures2D[1]textures2D[2]textures2D[3]$Globals@@,Tx0_cc_matrixfloat3x3K_y_adjfloatMicrosoft (R) HLSL Shader Compiler 6.3.9600.18611ISGNhttt SV_PositionTEXCOORDOSGN, SV_TARGETSHEX|PjYF Z`Z`Z`Z`XpUUXpUUXpUUXpUUb2be hECUF~`  ECUs`":@ECUs`B:@F F"F FBF FECUFF~`6@?FFA2 FF>STAT" r.{J.7 *Ж in_tex_coord" in_tex_coord(0B0 .Жvideo_tc_scale"video_tc_scale(0B2 0Жcanvas_tc_scale"canvas_tc_scale(0B2 0Жvideo_tc_offset"video_tc_offset(0B4 2Жcanvas_tc_offset"canvas_tc_offset(0B"6 0Жvideo_tex_coord"video_tex_coord(0B"8 2Жcanvas_tex_coord"canvas_tex_coord(0B". (Җ gl_Position" gl_Position(0B* ՛!2-vO$ "ޖ y_texture" y_texture(0B$ "ޖ u_texture" u_texture(0B& $ۖ cc_matrix" cc_matrix(0B. ,ޖcanvas_texture"canvas_texture(0B$ "ޖ v_texture" v_texture(0B (y_adj"y_adj(0B"6 0Жvideo_tex_coord"video_tex_coord(0B"8 2Жcanvas_tex_coord"canvas_tex_coord(0B*7 *Җ gl_FragColor" gl_FragColor(0B08G a a%džtnF_8@C2ff870db3a3bP _uinPosition_u_uinPositionR _uinColor _u_uinColorR_uinCircleEdge_u_uinCircleEdgeR_uurtAdjustment_Stage0_u_uurtAdjustment_Stage0R_uuinnerRect_Stage1_u_uuinnerRect_Stage1P_uuradiusPlusHalf_Stage1_u_uuradiusPlusHalf_Stage1X6  float4 vec4(float x0, float x1, float x2, float x3) { return float4(x0, x1, x2, x3); } // Uniforms uniform float4 __uurtAdjustment_Stage0 : register(c0); #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Attributes static float4 __uinCircleEdge = {0, 0, 0, 0}; static float4 __uinColor = {0, 0, 0, 0}; static float2 __uinPosition = {0, 0}; static float4 gl_Position = float4(0, 0, 0, 0); // Varyings static float4 __uvinCircleEdge_Stage0 = {0, 0, 0, 0}; static float4 __uvinColor_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() { (__uvinCircleEdge_Stage0 = __uinCircleEdge); (__uvinColor_Stage0 = __uinColor); float2 __upos2 = __uinPosition; (gl_Position = vec4(((__upos2.x * __uurtAdjustment_Stage0.x) + __uurtAdjustment_Stage0.y), ((__upos2.y * __uurtAdjustment_Stage0.z) + __uurtAdjustment_Stage0.w), 0.0, 1.0)); } ; @@ 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 = __uvinCircleEdge_Stage0; output.v1 = __uvinColor_Stage0; return output; }  float4 vec4(float x0) { return float4(x0, x0, x0, x0); } // Uniforms uniform float4 __uuinnerRect_Stage1 : register(c0); uniform float2 __uuradiusPlusHalf_Stage1 : register(c1); #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Varyings static float4 __uvinCircleEdge_Stage0 = {0, 0, 0, 0}; static float4 __uvinColor_Stage0 = {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 __uoutputColor_Stage0 = {0.0, 0.0, 0.0, 0.0}; float4 __uoutputCoverage_Stage0 = {0.0, 0.0, 0.0, 0.0}; { float4 __ucircleEdge = {0.0, 0.0, 0.0, 0.0}; (__ucircleEdge = __uvinCircleEdge_Stage0); (__uoutputColor_Stage0 = __uvinColor_Stage0); float __ud = length(__ucircleEdge.xy); float __udistanceToOuterEdge = (__ucircleEdge.z * (1.0 - __ud)); float __uedgeAlpha = clamp(__udistanceToOuterEdge, 0.0, 1.0); (__uoutputCoverage_Stage0 = vec4(__uedgeAlpha)); } float4 __uoutput_Stage1 = {0.0, 0.0, 0.0, 0.0}; { float2 __udxy0 = (__uuinnerRect_Stage1.xy - gl_FragCoord.xy); float2 __udxy1 = (gl_FragCoord.xy - __uuinnerRect_Stage1.zw); float2 __udxy = max(max(__udxy0, __udxy1), 0.0); float __ualpha = clamp((__uuradiusPlusHalf_Stage1.x - length(__udxy)), 0.0, 1.0); (__ualpha = (1.0 - __ualpha)); (__uoutput_Stage1 = (__uoutputCoverage_Stage0 * __ualpha)); } { (gl_Color[0] = (__uoutputColor_Stage0 * __uoutput_Stage1)); } } ; 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; __uvinCircleEdge_Stage0 = input.v0; __uvinColor_Stage0 = 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 } RTTDXBC~Pn}4\`RDEF h<RD11< ($ \$Globals\__uurtAdjustment_Stage0float4Microsoft (R) HLSL Shader Compiler 6.3.9600.18611ISGN\PPPTEXCOORDOSGNSV_PositionTEXCOORDSHEXPejYF _2__g e e e e h6 @??2 2F օ 6" A6  62 F62 F6 @?6 @?6 F6 F>STAT @DXBCQc,E'%®&VL@4hRDEFh<XRD11< ($ \$Globals\ 4__uuinnerRect_Stage1float4__uuradiusPlusHalf_Stage1float2*Microsoft (R) HLSL Shader Compiler 6.3.9600.18611ISGNSV_PositionTEXCOORDOSGN, SV_TARGETSHEXPjYF d 2brbe h 2FAF  A42 F4 2F@FFK   A  A@?"FFK""A@?8 "*8 8 F>STAT" )D6j3/ "ҖinColor" _uinColor(0B5 (Ж inPosition" _uinPosition(0B9 ,Җ inCircleEdge"_uinCircleEdge(0B> <ҖurtAdjustment_Stage0"_uurtAdjustment_Stage0(0B"B <ҖvinCircleEdge_Stage0"_uvinCircleEdge_Stage0(0B"8 2ҖvinColor_Stage0"_uvinColor_Stage0(0B". (Җ gl_Position" gl_Position(0B* ɋv(L ̰yɼH8 6ҖuinnerRect_Stage1"_uuinnerRect_Stage1(0BB @ЖuradiusPlusHalf_Stage1"_uuradiusPlusHalf_Stage1(0B"B <ҖvinCircleEdge_Stage0"_uvinCircleEdge_Stage0(0B"0 *Җ gl_FragCoord" gl_FragCoord(0B"8 2ҖvinColor_Stage0"_uvinColor_Stage0(0B*7 *Җ gl_FragColor" gl_FragColor(0B08C 6@Nzn*?޽) )2ff870db3a3bP _uinPosition_u_uinPositionR _uinColor _u_uinColorR_uurtAdjustment_Stage0_u_uurtAdjustment_Stage0X6  float4 vec4(float x0, float x1, float x2, float x3) { return float4(x0, x1, x2, x3); } // Uniforms uniform float4 __uurtAdjustment_Stage0 : register(c0); #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Attributes static float4 __uinColor = {0, 0, 0, 0}; static float2 __uinPosition = {0, 0}; static float4 gl_Position = float4(0, 0, 0, 0); // Varyings static float4 __uvcolor_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 __ucolor = __uinColor; (__uvcolor_Stage0 = __ucolor); float2 __upos2 = __uinPosition; (gl_Position = vec4(((__upos2.x * __uurtAdjustment_Stage0.x) + __uurtAdjustment_Stage0.y), ((__upos2.y * __uurtAdjustment_Stage0.z) + __uurtAdjustment_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 = __uvcolor_Stage0; return output; } #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 float4 gl_Color[1] = { float4(0, 0, 0, 0) }; cbuffer DriverConstants : register(b1) { }; #define GL_USES_FRAG_COLOR ; void gl_main() { float4 __uoutputColor_Stage0 = {0.0, 0.0, 0.0, 0.0}; { (__uoutputColor_Stage0 = __uvcolor_Stage0); } { (gl_Color[0] = __uoutputColor_Stage0); } (gl_Color[0] = gl_Color[0].wwww); } ; struct PS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float4 v0 : TEXCOORD0; }; @@ PIXEL OUTPUT @@ PS_OUTPUT main(PS_INPUT input) { __uvcolor_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 } RTDXBC>L-A gx4\HRDEF h<RD11< ($ \$Globals\__uurtAdjustment_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>STAT0DXBCߔGh$04PRDEFp<<RD11< ($ Microsoft (R) HLSL Shader Compiler 6.3.9600.18611ISGNhP\\SV_PositionTEXCOORDOSGN, SV_TARGETSHEX<Pjbe 6 >STAT" )5Ž"Fohw / "ҖinColor" _uinColor(0B5 (Ж inPosition" _uinPosition(0B9 ,Ж inLocalCoord"_uinLocalCoord(0B> <ҖurtAdjustment_Stage0"_uurtAdjustment_Stage0(0B"4 .Җ vcolor_Stage0"_uvcolor_Stage0(0B". (Җ gl_Position" gl_Position(0B* C宣|,є[ZZ"4 .Җ vcolor_Stage0"_uvcolor_Stage0(0B*7 *Җ gl_FragColor" gl_FragColor(0B08)  y8%67 X@22ff870db3a3bP _uinPosition_u_uinPositionR _uinColor _u_uinColorR_uinCircleEdge_u_uinCircleEdgeR_uurtAdjustment_Stage0_u_uurtAdjustment_Stage0X6  float4 vec4(float x0, float x1, float x2, float x3) { return float4(x0, x1, x2, x3); } // Uniforms uniform float4 __uurtAdjustment_Stage0 : register(c0); #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Attributes static float4 __uinCircleEdge = {0, 0, 0, 0}; static float4 __uinColor = {0, 0, 0, 0}; static float2 __uinPosition = {0, 0}; static float4 gl_Position = float4(0, 0, 0, 0); // Varyings static float4 __uvinCircleEdge_Stage0 = {0, 0, 0, 0}; static float4 __uvinColor_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() { (__uvinCircleEdge_Stage0 = __uinCircleEdge); (__uvinColor_Stage0 = __uinColor); float2 __upos2 = __uinPosition; (gl_Position = vec4(((__upos2.x * __uurtAdjustment_Stage0.x) + __uurtAdjustment_Stage0.y), ((__upos2.y * __uurtAdjustment_Stage0.z) + __uurtAdjustment_Stage0.w), 0.0, 1.0)); } ; @@ 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 = __uvinCircleEdge_Stage0; output.v1 = __uvinColor_Stage0; return output; } Cfloat4 vec4(float x0) { return float4(x0, x0, x0, x0); } #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Varyings static float4 __uvinCircleEdge_Stage0 = {0, 0, 0, 0}; static float4 __uvinColor_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 __uoutputColor_Stage0 = {0.0, 0.0, 0.0, 0.0}; float4 __uoutputCoverage_Stage0 = {0.0, 0.0, 0.0, 0.0}; { float4 __ucircleEdge = {0.0, 0.0, 0.0, 0.0}; (__ucircleEdge = __uvinCircleEdge_Stage0); (__uoutputColor_Stage0 = __uvinColor_Stage0); float __ud = length(__ucircleEdge.xy); float __udistanceToOuterEdge = (__ucircleEdge.z * (1.0 - __ud)); float __uedgeAlpha = clamp(__udistanceToOuterEdge, 0.0, 1.0); (__uoutputCoverage_Stage0 = vec4(__uedgeAlpha)); } { (gl_Color[0] = (__uoutputColor_Stage0 * __uoutputCoverage_Stage0)); } (gl_Color[0] = gl_Color[0].wwww); } ; 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) { __uvinCircleEdge_Stage0 = input.v0; __uvinColor_Stage0 = 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 } RTT@DXBC,RO?N#;@4\HRDEF h<RD11< ($ \$Globals\__uurtAdjustment_Stage0float4Microsoft (R) HLSL Shader Compiler 6.3.9600.18611ISGN\PPPTEXCOORDOSGNhtttSV_PositionTEXCOORDSHEXTPUjYF _2__g e e e h6 @??2 2F օ 6" A6  62 F6 @?6 F6 F>STAT DXBC^ h*N44h4RDEFp<<RD11< ($ Microsoft (R) HLSL Shader Compiler 6.3.9600.18611ISGNhtttSV_PositionTEXCOORDOSGN, SV_TARGETSHEXP1jbrbe hFFK  A@?8  *8 >STAT" )D6j3/ "ҖinColor" _uinColor(0B5 (Ж inPosition" _uinPosition(0B9 ,Җ inCircleEdge"_uinCircleEdge(0B> <ҖurtAdjustment_Stage0"_uurtAdjustment_Stage0(0B"B <ҖvinCircleEdge_Stage0"_uvinCircleEdge_Stage0(0B"8 2ҖvinColor_Stage0"_uvinColor_Stage0(0B". (Җ gl_Position" gl_Position(0B* mKD7&eTcš"B <ҖvinCircleEdge_Stage0"_uvinCircleEdge_Stage0(0B"8 2ҖvinColor_Stage0"_uvinColor_Stage0(0B*7 *Җ gl_FragColor" gl_FragColor(0B082 S!EH &ȾV2ff870db3a3bP _uinPosition_u_uinPositionR _uinColor _u_uinColorP_uinLocalCoord_u_uinLocalCoordR_uurtAdjustment_Stage0_u_uurtAdjustment_Stage0[ _uuCoordTransformMatrix_0_Stage0"_u_uuCoordTransformMatrix_0_Stage0P_uuImageIncrement_Stage1_u_uuImageIncrement_Stage1R_uuKernel_Stage1_u_uuKernel_Stage1^_uuTextureSampler_0_Stage1_u_uuTextureSampler_0_Stage1 X6  {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); } // Uniforms uniform float3x3 __uuCoordTransformMatrix_0_Stage0 : register(c0); uniform float4 __uurtAdjustment_Stage0 : register(c3); #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Attributes static float4 __uinColor = {0, 0, 0, 0}; static float2 __uinLocalCoord = {0, 0}; static float2 __uinPosition = {0, 0}; static float4 gl_Position = float4(0, 0, 0, 0); // Varyings static float2 __uvTransformedCoords_0_Stage0 = {0, 0}; static float4 __uvcolor_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 __ucolor = __uinColor; (__uvcolor_Stage0 = __ucolor); float2 __upos2 = __uinPosition; (__uvTransformedCoords_0_Stage0 = mul(transpose(__uuCoordTransformMatrix_0_Stage0), vec3(__uinLocalCoord, 1.0)).xy); (gl_Position = vec4(((__upos2.x * __uurtAdjustment_Stage0.x) + __uurtAdjustment_Stage0.y), ((__upos2.y * __uurtAdjustment_Stage0.z) + __uurtAdjustment_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 = __uvcolor_Stage0; output.v1 = __uvTransformedCoords_0_Stage0; return output; } z // Uniforms uniform float2 __uuImageIncrement_Stage1 : register(c0); uniform float4 __uuKernel_Stage1[3] : register(c1); 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 float2 __uvTransformedCoords_0_Stage0 = {0, 0}; static float4 __uvcolor_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 __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}; { (__uoutput_Stage1 = float4(0.0, 0.0, 0.0, 0.0)); float2 __ucoord = (__uvTransformedCoords_0_Stage0 - (4.0 * __uuImageIncrement_Stage1)); float2 __ucoordSampled = {0.0, 0.0}; (__ucoordSampled = __ucoord); (__uoutput_Stage1 += (gl_texture2D(__uuTextureSampler_0_Stage1, __ucoordSampled).xxxx * __uuKernel_Stage1[0].x)); (__ucoord += __uuImageIncrement_Stage1); (__ucoordSampled = __ucoord); (__uoutput_Stage1 += (gl_texture2D(__uuTextureSampler_0_Stage1, __ucoordSampled).xxxx * __uuKernel_Stage1[0].y)); (__ucoord += __uuImageIncrement_Stage1); (__ucoordSampled = __ucoord); (__uoutput_Stage1 += (gl_texture2D(__uuTextureSampler_0_Stage1, __ucoordSampled).xxxx * __uuKernel_Stage1[0].z)); (__ucoord += __uuImageIncrement_Stage1); (__ucoordSampled = __ucoord); (__uoutput_Stage1 += (gl_texture2D(__uuTextureSampler_0_Stage1, __ucoordSampled).xxxx * __uuKernel_Stage1[0].w)); (__ucoord += __uuImageIncrement_Stage1); (__ucoordSampled = __ucoord); (__uoutput_Stage1 += (gl_texture2D(__uuTextureSampler_0_Stage1, __ucoordSampled).xxxx * __uuKernel_Stage1[1].x)); (__ucoord += __uuImageIncrement_Stage1); (__ucoordSampled = __ucoord); (__uoutput_Stage1 += (gl_texture2D(__uuTextureSampler_0_Stage1, __ucoordSampled).xxxx * __uuKernel_Stage1[1].y)); (__ucoord += __uuImageIncrement_Stage1); (__ucoordSampled = __ucoord); (__uoutput_Stage1 += (gl_texture2D(__uuTextureSampler_0_Stage1, __ucoordSampled).xxxx * __uuKernel_Stage1[1].z)); (__ucoord += __uuImageIncrement_Stage1); (__ucoordSampled = __ucoord); (__uoutput_Stage1 += (gl_texture2D(__uuTextureSampler_0_Stage1, __ucoordSampled).xxxx * __uuKernel_Stage1[1].w)); (__ucoord += __uuImageIncrement_Stage1); (__ucoordSampled = __ucoord); (__uoutput_Stage1 += (gl_texture2D(__uuTextureSampler_0_Stage1, __ucoordSampled).xxxx * __uuKernel_Stage1[2].x)); (__ucoord += __uuImageIncrement_Stage1); (__uoutput_Stage1 *= __uoutputColor_Stage0); } { (gl_Color[0] = __uoutput_Stage1); } (gl_Color[0] = gl_Color[0].wwww); } ; 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 } RTR DXBC0Z)}ƶ 48pRDEFh<dRD11< ($ \$Globals\@, 0@__uuCoordTransformMatrix_0_Stage0float3x3__uurtAdjustment_Stage0float48Microsoft (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 ,DXBC\^ y,4$RDEF<RD11< ($  samplers2D[0]textures2D[0]$Globals@,Pt0__uuImageIncrement_Stage1float2F__uuKernel_Stage1float4Microsoft (R) HLSL Shader Compiler 6.3.9600.18611ISGNhtttSV_PositionTEXCOORDOSGN, SV_TARGETSHEXP*jYF Z`XpUUbb2e h22F A@@@F ECUFF~`ECU" ~` 8" 2   ECU" ~` 2 *  ECU" ~` 2 :  ECU" ~` 2   ECU" ~` 2   ECU" ~` 2 *  ECU" ~` ECUB |`2 :  2 *  8 >STAT " W񯪺0'/ "ҖinColor" _uinColor(0B5 (Ж inPosition" _uinPosition(0B9 ,Ж inLocalCoord"_uinLocalCoord(0BR PۖuCoordTransformMatrix_0_Stage0" _uuCoordTransformMatrix_0_Stage0(0B> <ҖurtAdjustment_Stage0"_uurtAdjustment_Stage0(0B"4 .Җ vcolor_Stage0"_uvcolor_Stage0(0B"P JЖvTransformedCoords_0_Stage0"_uvTransformedCoords_0_Stage0(0B". (Җ gl_Position" gl_Position(0B* 8\9C;JSB7$PD BޖuTextureSampler_0_Stage1"_uuTextureSampler_0_Stage1(0BB @ЖuImageIncrement_Stage1"_uuImageIncrement_Stage1(0B2 0ҖuKernel_Stage1"_uuKernel_Stage1(0B"4 .Җ vcolor_Stage0"_uvcolor_Stage0(0B"P JЖvTransformedCoords_0_Stage0"_uvTransformedCoords_0_Stage0(0B*7 *Җ gl_FragColor" gl_FragColor(0B08V PEЦc#{U2ff870db3a3bP _uinPosition_u_uinPosition R_uurtAdjustment_Stage0_u_uurtAdjustment_Stage0[_uuViewM_Stage0_u_uuViewM_Stage0R_uuColor_Stage0_u_uuColor_Stage0R_uuproxyRect_Stage1_u_uuproxyRect_Stage1_uucornerRadius_Stage1_u_uucornerRadius_Stage1_uublurRadius_Stage1_u_uublurRadius_Stage1R_uuinnerRect_Stage2_u_uuinnerRect_Stage2P_uuradiusPlusHalf_Stage2_u_uuradiusPlusHalf_Stage2^_uuTextureSampler_0_Stage1_u_uuTextureSampler_0_Stage1    X6   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); } // Uniforms uniform float3x3 __uuViewM_Stage0 : register(c0); uniform float4 __uurtAdjustment_Stage0 : register(c3); #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 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() { float2 __upos2 = mul(transpose(__uuViewM_Stage0), vec3(__uinPosition, 1.0)).xy; (gl_Position = vec4(((__upos2.x * __uurtAdjustment_Stage0.x) + __uurtAdjustment_Stage0.y), ((__upos2.y * __uurtAdjustment_Stage0.z) + __uurtAdjustment_Stage0.w), 0.0, 1.0)); } ; @@ VERTEX ATTRIBUTES @@ struct VS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD0; float4 gl_FragCoord : 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; return output; }  float2 vec2(float x0) { return float2(x0, x0); } // Uniforms uniform float4 __uuColor_Stage0 : register(c0); uniform float __uublurRadius_Stage1 : register(c1); uniform float __uucornerRadius_Stage1 : register(c2); uniform float4 __uuinnerRect_Stage2 : register(c3); uniform float4 __uuproxyRect_Stage1 : register(c4); uniform float2 __uuradiusPlusHalf_Stage2 : register(c5); 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 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() { float4 __uoutputColor_Stage0 = {0.0, 0.0, 0.0, 0.0}; { (__uoutputColor_Stage0 = __uuColor_Stage0); } float4 __uoutput_Stage1 = {0.0, 0.0, 0.0, 0.0}; { float2 __utranslatedFragPos = (gl_FragCoord.xy - __uuproxyRect_Stage1.xy); float __uthreshold = (__uucornerRadius_Stage1 + (2.0 * __uublurRadius_Stage1)); float2 __umiddle = ((__uuproxyRect_Stage1.zw - __uuproxyRect_Stage1.xy) - (2.0 * __uthreshold)); if (((__utranslatedFragPos.x >= __uthreshold) && (__utranslatedFragPos.x < (__umiddle.x + __uthreshold)))) { (__utranslatedFragPos.x = __uthreshold); } else { if ((__utranslatedFragPos.x >= (__umiddle.x + __uthreshold))) { (__utranslatedFragPos.x -= (__umiddle.x - 1.0)); } } if (((__utranslatedFragPos.y > __uthreshold) && (__utranslatedFragPos.y < (__umiddle.y + __uthreshold)))) { (__utranslatedFragPos.y = __uthreshold); } else { if ((__utranslatedFragPos.y >= (__umiddle.y + __uthreshold))) { (__utranslatedFragPos.y -= (__umiddle.y - 1.0)); } } float2 __uproxyDims = vec2(((2.0 * __uthreshold) + 1.0)); float2 __utexCoord = (__utranslatedFragPos / __uproxyDims); (__uoutput_Stage1 = gl_texture2D(__uuTextureSampler_0_Stage1, __utexCoord).xxxx); } float4 __uoutput_Stage2 = {0.0, 0.0, 0.0, 0.0}; { float2 __udxy0 = (__uuinnerRect_Stage2.xy - gl_FragCoord.xy); float2 __udxy1 = (gl_FragCoord.xy - __uuinnerRect_Stage2.zw); float2 __udxy = max(max(__udxy0, __udxy1), 0.0); float __ualpha = clamp((__uuradiusPlusHalf_Stage2.x - length(__udxy)), 0.0, 1.0); (__ualpha = (1.0 - __ualpha)); (__uoutput_Stage2 = (__uoutput_Stage1 * __ualpha)); } { (gl_Color[0] = (__uoutputColor_Stage0 * __uoutput_Stage2)); } } ; struct PS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD0; float4 gl_FragCoord : 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; gl_main(); return generateOutput(); } R gl_Color0 gl_Color[0](struct GS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD0; float4 gl_FragCoord : TEXCOORD1; }; struct GS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD0; float4 gl_FragCoord : TEXCOORD1; }; void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput) { output.gl_Position = input.gl_Position; output.gl_FragCoord = input.gl_FragCoord; #ifndef ANGLE_POINT_SPRITE_SHADER output.dx_Position = input.dx_Position; #endif // ANGLE_POINT_SPRITE_SHADER } RDXBCtJ [}%4hRDEFh<TRD11< ($ \$Globals\@,00__uuViewM_Stage0float3x3__uurtAdjustment_Stage0float4(Microsoft (R) HLSL Shader Compiler 6.3.9600.18611ISGN, TEXCOORDOSGNhP\\SV_PositionTEXCOORDSHEXPijYF _2g e e h62F6B@?F FF F2 " * : 2 :  6@??6 6" A6B@6 F6 F>STAT DXBCClj*}ڼ4@RDEF<RD11< ($  samplers2D[0]textures2D[0]$Globals`$H $`0u@P__uuColor_Stage0float4__uublurRadius_Stage1float__uucornerRadius_Stage1__uuinnerRect_Stage2__uuproxyRect_Stage1__uuradiusPlusHalf_Stage2float2Microsoft (R) HLSL Shader Compiler 6.3.9600.18611ISGNhP\\SV_PositionTEXCOORDOSGN, SV_TARGETSHEX,P jYF Z`XpUUd 2e h 2F A 2 B @@ 2 2 A@@@F2 F 2F@  A2 F12 F2FA 7 2FF **1B*:"* :7 :* 7 "*2 *@@@?2FECUFF~` bA  2F A4bV4 bV@"K" "A "A@?8 8 F >STAT" sYgNܨά\nJu95 (Ж inPosition" _uinPosition(0B> <ҖurtAdjustment_Stage0"_uurtAdjustment_Stage0(0B0 .ۖ uViewM_Stage0"_uuViewM_Stage0(0B". (Җ gl_Position" gl_Position(0B* AB mG'D BޖuTextureSampler_0_Stage1"_uuTextureSampler_0_Stage1(0B8 6ҖuproxyRect_Stage1"_uuproxyRect_Stage1(0B0 .Җ uColor_Stage0"_uuColor_Stage0(0B= ;(ucornerRadius_Stage1"_uucornerRadius_Stage1(0B9 7(ublurRadius_Stage1"_uublurRadius_Stage1(0B8 6ҖuinnerRect_Stage2"_uuinnerRect_Stage2(0BB @ЖuradiusPlusHalf_Stage2"_uuradiusPlusHalf_Stage2(0B"0 *Җ gl_FragCoord" gl_FragCoord(0B*7 *Җ gl_FragColor" gl_FragColor(0B08U ֍Qp*JcG22ff870db3a3bP _uinPosition_u_uinPositionR _uinColor _u_uinColorR_uinCircleEdge_u_uinCircleEdgeR_uurtAdjustment_Stage0_u_uurtAdjustment_Stage0X6  float4 vec4(float x0, float x1, float x2, float x3) { return float4(x0, x1, x2, x3); } // Uniforms uniform float4 __uurtAdjustment_Stage0 : register(c0); #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Attributes static float4 __uinCircleEdge = {0, 0, 0, 0}; static float4 __uinColor = {0, 0, 0, 0}; static float2 __uinPosition = {0, 0}; static float4 gl_Position = float4(0, 0, 0, 0); // Varyings static float4 __uvinCircleEdge_Stage0 = {0, 0, 0, 0}; static float4 __uvinColor_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() { (__uvinCircleEdge_Stage0 = __uinCircleEdge); (__uvinColor_Stage0 = __uinColor); float2 __upos2 = __uinPosition; (gl_Position = vec4(((__upos2.x * __uurtAdjustment_Stage0.x) + __uurtAdjustment_Stage0.y), ((__upos2.y * __uurtAdjustment_Stage0.z) + __uurtAdjustment_Stage0.w), 0.0, 1.0)); } ; @@ 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 = __uvinCircleEdge_Stage0; output.v1 = __uvinColor_Stage0; return output; } !float4 vec4(float x0) { return float4(x0, x0, x0, x0); } #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Varyings static float4 __uvinCircleEdge_Stage0 = {0, 0, 0, 0}; static float4 __uvinColor_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 __uoutputColor_Stage0 = {0.0, 0.0, 0.0, 0.0}; float4 __uoutputCoverage_Stage0 = {0.0, 0.0, 0.0, 0.0}; { float4 __ucircleEdge = {0.0, 0.0, 0.0, 0.0}; (__ucircleEdge = __uvinCircleEdge_Stage0); (__uoutputColor_Stage0 = __uvinColor_Stage0); float __ud = length(__ucircleEdge.xy); float __udistanceToOuterEdge = (__ucircleEdge.z * (1.0 - __ud)); float __uedgeAlpha = clamp(__udistanceToOuterEdge, 0.0, 1.0); (__uoutputCoverage_Stage0 = vec4(__uedgeAlpha)); } { (gl_Color[0] = (__uoutputColor_Stage0 * __uoutputCoverage_Stage0)); } } ; 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) { __uvinCircleEdge_Stage0 = input.v0; __uvinColor_Stage0 = 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 } RTT@DXBC,RO?N#;@4\HRDEF h<RD11< ($ \$Globals\__uurtAdjustment_Stage0float4Microsoft (R) HLSL Shader Compiler 6.3.9600.18611ISGN\PPPTEXCOORDOSGNhtttSV_PositionTEXCOORDSHEXTPUjYF _2__g e e e h6 @??2 2F օ 6" A6  62 F6 @?6 F6 F>STAT DXBC9h{]aq7SFx 44h4RDEFp<<RD11< ($ Microsoft (R) HLSL Shader Compiler 6.3.9600.18611ISGNhtttSV_PositionTEXCOORDOSGN, SV_TARGETSHEXP1jbrbe hFFK  A@?8  *8 F>STAT" )D6j3/ "ҖinColor" _uinColor(0B5 (Ж inPosition" _uinPosition(0B9 ,Җ inCircleEdge"_uinCircleEdge(0B> <ҖurtAdjustment_Stage0"_uurtAdjustment_Stage0(0B"B <ҖvinCircleEdge_Stage0"_uvinCircleEdge_Stage0(0B"8 2ҖvinColor_Stage0"_uvinColor_Stage0(0B". (Җ gl_Position" gl_Position(0B* Fug0 gYH9$:Sc"B <ҖvinCircleEdge_Stage0"_uvinCircleEdge_Stage0(0B"8 2ҖvinColor_Stage0"_uvinColor_Stage0(0B*7 *Җ gl_FragColor" gl_FragColor(0B082  Tqu6]O8ݯxN)2ff870db3a3bP _uinPosition_u_uinPositionR _uinColor _u_uinColorR_uurtAdjustment_Stage0_u_uurtAdjustment_Stage0X6  float4 vec4(float x0, float x1, float x2, float x3) { return float4(x0, x1, x2, x3); } // Uniforms uniform float4 __uurtAdjustment_Stage0 : register(c0); #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Attributes static float4 __uinColor = {0, 0, 0, 0}; static float2 __uinPosition = {0, 0}; static float4 gl_Position = float4(0, 0, 0, 0); // Varyings static float4 __uvcolor_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 __ucolor = __uinColor; (__uvcolor_Stage0 = __ucolor); float2 __upos2 = __uinPosition; (gl_Position = vec4(((__upos2.x * __uurtAdjustment_Stage0.x) + __uurtAdjustment_Stage0.y), ((__upos2.y * __uurtAdjustment_Stage0.z) + __uurtAdjustment_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 = __uvcolor_Stage0; return output; } #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 float4 gl_Color[1] = { float4(0, 0, 0, 0) }; cbuffer DriverConstants : register(b1) { }; #define GL_USES_FRAG_COLOR ; void gl_main() { float4 __uoutputColor_Stage0 = {0.0, 0.0, 0.0, 0.0}; { (__uoutputColor_Stage0 = __uvcolor_Stage0); } { (gl_Color[0] = __uoutputColor_Stage0); } } ; struct PS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float4 v0 : TEXCOORD0; }; @@ PIXEL OUTPUT @@ PS_OUTPUT main(PS_INPUT input) { __uvcolor_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 } RTDXBC>L-A gx4\HRDEF h<RD11< ($ \$Globals\__uurtAdjustment_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" t++C(h|_MD/ "ҖinColor" _uinColor(0B5 (Ж inPosition" _uinPosition(0B> <ҖurtAdjustment_Stage0"_uurtAdjustment_Stage0(0B"4 .Җ vcolor_Stage0"_uvcolor_Stage0(0B". (Җ gl_Position" gl_Position(0B*  k|ಜ,Gry7ŝdY"4 .Җ vcolor_Stage0"_uvcolor_Stage0(0B*7 *Җ gl_FragColor" gl_FragColor(0B08) S?ޑ/w;Hu;2ff870db3a3bP _uinPosition_u_uinPositionR _uinColor _u_uinColorP_uinLocalCoord_u_uinLocalCoordR_uurtAdjustment_Stage0_u_uurtAdjustment_Stage0[ _uuCoordTransformMatrix_0_Stage0"_u_uuCoordTransformMatrix_0_Stage0^_uuTextureSampler_0_Stage1_u_uuTextureSampler_0_Stage1 X6  {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); } // Uniforms uniform float3x3 __uuCoordTransformMatrix_0_Stage0 : register(c0); uniform float4 __uurtAdjustment_Stage0 : register(c3); #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Attributes static float4 __uinColor = {0, 0, 0, 0}; static float2 __uinLocalCoord = {0, 0}; static float2 __uinPosition = {0, 0}; static float4 gl_Position = float4(0, 0, 0, 0); // Varyings static float2 __uvTransformedCoords_0_Stage0 = {0, 0}; static float4 __uvcolor_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 __ucolor = __uinColor; (__uvcolor_Stage0 = __ucolor); float2 __upos2 = __uinPosition; (__uvTransformedCoords_0_Stage0 = mul(transpose(__uuCoordTransformMatrix_0_Stage0), vec3(__uinLocalCoord, 1.0)).xy); (gl_Position = vec4(((__upos2.x * __uurtAdjustment_Stage0.x) + __uurtAdjustment_Stage0.y), ((__upos2.y * __uurtAdjustment_Stage0.z) + __uurtAdjustment_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 = __uvcolor_Stage0; output.v1 = __uvTransformedCoords_0_Stage0; return output; } O// Uniforms 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 float2 __uvTransformedCoords_0_Stage0 = {0, 0}; static float4 __uvcolor_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 __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 __uchild = {0.0, 0.0, 0.0, 0.0}; { (__uchild = gl_texture2D(__uuTextureSampler_0_Stage1, __uvTransformedCoords_0_Stage0).xyzw); } (__uoutput_Stage1 = (__uchild * __uoutputColor_Stage0.w)); } { (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 } RTR DXBC0Z)}ƶ 48pRDEFh<dRD11< ($ \$Globals\@, 0@__uuCoordTransformMatrix_0_Stage0float3x3__uurtAdjustment_Stage0float48Microsoft (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 DXBC-E^zi: 4lRDEF<RD11< ($ | samplers2D[0]textures2D[0]Microsoft (R) HLSL Shader Compiler 6.3.9600.18611ISGNhtttSV_PositionTEXCOORDOSGN, SV_TARGETSHEXP(jZ`XpUUbb2e hECUFF~`8 F>STAT" W񯪺0'/ "ҖinColor" _uinColor(0B5 (Ж inPosition" _uinPosition(0B9 ,Ж inLocalCoord"_uinLocalCoord(0BR PۖuCoordTransformMatrix_0_Stage0" _uuCoordTransformMatrix_0_Stage0(0B> <ҖurtAdjustment_Stage0"_uurtAdjustment_Stage0(0B"4 .Җ vcolor_Stage0"_uvcolor_Stage0(0B"P JЖvTransformedCoords_0_Stage0"_uvTransformedCoords_0_Stage0(0B". (Җ gl_Position" gl_Position(0B* WpaE:D'LD BޖuTextureSampler_0_Stage1"_uuTextureSampler_0_Stage1(0B"4 .Җ vcolor_Stage0"_uvcolor_Stage0(0B"P JЖvTransformedCoords_0_Stage0"_uvTransformedCoords_0_Stage0(0B*7 *Җ gl_FragColor" gl_FragColor(0B08; i -B?i;W&<2ff870db3a3bP _uinPosition_u_uinPositionR _uinColor _u_uinColorP_uinTextureCoords_u_uinTextureCoordsR_uurtAdjustment_Stage0_u_uurtAdjustment_Stage0P_uuAtlasSizeInv_Stage0_u_uuAtlasSizeInv_Stage0^_uuTextureSampler_0_Stage0_u_uuTextureSampler_0_Stage0 X6  dfloat2 vec2(float x0, float x1) { return float2(x0, x1); } float4 vec4(float x0, float x1, float x2, float x3) { return float4(x0, x1, x2, x3); } // Uniforms uniform float2 __uuAtlasSizeInv_Stage0 : register(c0); uniform float4 __uurtAdjustment_Stage0 : register(c1); #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Attributes static float4 __uinColor = {0, 0, 0, 0}; static float2 __uinPosition = {0, 0}; static float2 __uinTextureCoords = {0, 0}; static float4 gl_Position = float4(0, 0, 0, 0); // Varyings static float __uvTexIndex_Stage0 = {0}; static float2 __uvTextureCoords_Stage0 = {0, 0}; static float4 __uvinColor_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() { float2 __uindexTexCoords = vec2(__uinTextureCoords.x, __uinTextureCoords.y); float2 __uintCoords = floor((0.5 * __uindexTexCoords)); float2 __udiff = (__uindexTexCoords - (2.0 * __uintCoords)); float __utexIdx = ((2.0 * __udiff.x) + __udiff.y); (__uvTextureCoords_Stage0 = (__uintCoords * __uuAtlasSizeInv_Stage0)); (__uvTexIndex_Stage0 = __utexIdx); (__uvinColor_Stage0 = __uinColor); float2 __upos2 = __uinPosition; (gl_Position = vec4(((__upos2.x * __uurtAdjustment_Stage0.x) + __uurtAdjustment_Stage0.y), ((__upos2.y * __uurtAdjustment_Stage0.z) + __uurtAdjustment_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 = __uvinColor_Stage0; output.v1 = __uvTextureCoords_Stage0; return output; } `// Uniforms static const uint __uuTextureSampler_0_Stage0 = 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 __uvTextureCoords_Stage0 = {0, 0}; static float4 __uvinColor_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 __uoutputColor_Stage0 = {0.0, 0.0, 0.0, 0.0}; float4 __uoutputCoverage_Stage0 = {0.0, 0.0, 0.0, 0.0}; { (__uoutputColor_Stage0 = __uvinColor_Stage0); float4 __utexColor = {0.0, 0.0, 0.0, 0.0}; { (__utexColor = gl_texture2D(__uuTextureSampler_0_Stage0, __uvTextureCoords_Stage0).xxxx); } (__uoutputCoverage_Stage0 = __utexColor); } { (gl_Color[0] = (__uoutputColor_Stage0 * __uoutputCoverage_Stage0)); } } ; 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) { __uvinColor_Stage0 = input.v0; __uvTextureCoords_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 } RTRDXBC-f0<#4,XRDEFh<XRD11< ($ \$Globals\ 4__uuAtlasSizeInv_Stage0float2__uurtAdjustment_Stage0float4,Microsoft (R) HLSL Shader Compiler 6.3.9600.18611ISGN\PPPTEXCOORDOSGNhttt SV_PositionTEXCOORDSHEXPgjYF _2__2g e e e2 h6 @??2 2F օ 6" A6  62 F6 @?6 F8 2F@??A2F82 FF >STAT DXBC _{kP!OM}4lRDEF<RD11< ($ | samplers2D[0]textures2D[0]Microsoft (R) HLSL Shader Compiler 6.3.9600.18611ISGNhtttSV_PositionTEXCOORDOSGN, SV_TARGETSHEXP(jZ`XpUUbb2e hECUFF~`8 F>STAT" CJ+18kJP|>/ "ҖinColor" _uinColor(0B5 (Ж inPosition" _uinPosition(0B? 2ЖinTextureCoords"_uinTextureCoords(0B> <ЖuAtlasSizeInv_Stage0"_uuAtlasSizeInv_Stage0(0B> <ҖurtAdjustment_Stage0"_uurtAdjustment_Stage0(0B"9 3(vTexIndex_Stage0"_uvTexIndex_Stage0(0B"D >ЖvTextureCoords_Stage0"_uvTextureCoords_Stage0(0B"8 2ҖvinColor_Stage0"_uvinColor_Stage0(0B". (Җ gl_Position" gl_Position(0B*  1Ag(Qu]a0%D BޖuTextureSampler_0_Stage0"_uuTextureSampler_0_Stage0(0B"9 3(vTexIndex_Stage0"_uvTexIndex_Stage0(0B"D >ЖvTextureCoords_Stage0"_uvTextureCoords_Stage0(0B"8 2ҖvinColor_Stage0"_uvinColor_Stage0(0B*7 *Җ gl_FragColor" gl_FragColor(0B08< xt@Qz=gxѵL2ff870db3a3bP _uinPosition_u_uinPositionR _uinColor _u_uinColorP_uinLocalCoord_u_uinLocalCoordR_uurtAdjustment_Stage0_u_uurtAdjustment_Stage0[ _uuCoordTransformMatrix_0_Stage0"_u_uuCoordTransformMatrix_0_Stage0R_uuinnerRect_Stage2_u_uuinnerRect_Stage2P_uuradiusPlusHalf_Stage2_u_uuradiusPlusHalf_Stage2^_uuTextureSampler_0_Stage1_u_uuTextureSampler_0_Stage1 X6  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); } // Uniforms uniform float3x3 __uuCoordTransformMatrix_0_Stage0 : register(c0); uniform float4 __uurtAdjustment_Stage0 : register(c3); #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Attributes static float4 __uinColor = {0, 0, 0, 0}; static float2 __uinLocalCoord = {0, 0}; static float2 __uinPosition = {0, 0}; static float4 gl_Position = float4(0, 0, 0, 0); // Varyings static float2 __uvTransformedCoords_0_Stage0 = {0, 0}; static float4 __uvcolor_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 __ucolor = __uinColor; (__uvcolor_Stage0 = __ucolor); float2 __upos2 = __uinPosition; (__uvTransformedCoords_0_Stage0 = mul(transpose(__uuCoordTransformMatrix_0_Stage0), vec3(__uinLocalCoord, 1.0)).xy); (gl_Position = vec4(((__upos2.x * __uurtAdjustment_Stage0.x) + __uurtAdjustment_Stage0.y), ((__upos2.y * __uurtAdjustment_Stage0.z) + __uurtAdjustment_Stage0.w), 0.0, 1.0)); } ; @@ VERTEX ATTRIBUTES @@ struct VS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD2; float4 gl_FragCoord : TEXCOORD3; 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.gl_FragCoord = gl_Position; output.v0 = __uvcolor_Stage0; output.v1 = __uvTransformedCoords_0_Stage0; return output; } L float4 vec4(float x0) { return float4(x0, x0, x0, x0); } // Uniforms uniform float4 __uuinnerRect_Stage2 : register(c0); uniform float2 __uuradiusPlusHalf_Stage2 : register(c1); 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 float2 __uvTransformedCoords_0_Stage0 = {0, 0}; static float4 __uvcolor_Stage0 = {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); 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() { 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 __uchild = {0.0, 0.0, 0.0, 0.0}; { (__uchild = gl_texture2D(__uuTextureSampler_0_Stage1, __uvTransformedCoords_0_Stage0).xyzw); } (__uoutput_Stage1 = (__uchild * __uoutputColor_Stage0.w)); } float4 __uoutput_Stage2 = {0.0, 0.0, 0.0, 0.0}; { float2 __udxy0 = (__uuinnerRect_Stage2.xy - gl_FragCoord.xy); float2 __udxy1 = (gl_FragCoord.xy - __uuinnerRect_Stage2.zw); float2 __udxy = max(max(__udxy0, __udxy1), 0.0); float __ualpha = clamp((__uuradiusPlusHalf_Stage2.x - length(__udxy)), 0.0, 1.0); (__uoutput_Stage2 = vec4(__ualpha)); } { (gl_Color[0] = (__uoutput_Stage1 * __uoutput_Stage2)); } } ; struct PS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD2; float4 gl_FragCoord : TEXCOORD3; float4 v0 : TEXCOORD0; float2 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; __uvcolor_Stage0 = input.v0; __uvTransformedCoords_0_Stage0 = input.v1.xy; 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; float2 v1 : TEXCOORD1; }; struct GS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD2; float4 gl_FragCoord : TEXCOORD3; 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; output.gl_FragCoord = input.gl_FragCoord; #ifndef ANGLE_POINT_SPRITE_SHADER output.dx_Position = input.dx_Position; #endif // ANGLE_POINT_SPRITE_SHADER } RTRdDXBC]eAY5E|d48RDEFh<dRD11< ($ \$Globals\@, 0@__uuCoordTransformMatrix_0_Stage0float3x3__uurtAdjustment_Stage0float48Microsoft (R) HLSL Shader Compiler 6.3.9600.18611ISGN\PPPTEXCOORDOSGN SV_PositionTEXCOORDSHEXPzjYF _2__2g e e e e2 h6 @??2 2F օ 6" A6  62 F62 F6 @?6 @?6 F62F6B@? F F" F F>STAT XDXBCJ<|e"~晀X4$RDEF<RD11< ($  samplers2D[0]textures2D[0]$Globals ,Hl__uuinnerRect_Stage2float4A__uuradiusPlusHalf_Stage2float2Microsoft (R) HLSL Shader Compiler 6.3.9600.18611ISGNSV_PositionTEXCOORDOSGN, SV_TARGETSHEXPojYF Z`XpUUd 2bb2e h 2FAF  A42 F4 2F@FFK   A ECUFF~`8F8 F>STAT  " W񯪺0'/ "ҖinColor" _uinColor(0B5 (Ж inPosition" _uinPosition(0B9 ,Ж inLocalCoord"_uinLocalCoord(0BR PۖuCoordTransformMatrix_0_Stage0" _uuCoordTransformMatrix_0_Stage0(0B> <ҖurtAdjustment_Stage0"_uurtAdjustment_Stage0(0B"4 .Җ vcolor_Stage0"_uvcolor_Stage0(0B"P JЖvTransformedCoords_0_Stage0"_uvTransformedCoords_0_Stage0(0B". (Җ gl_Position" gl_Position(0B* / %f[ {Vށ>R8 6ҖuinnerRect_Stage2"_uuinnerRect_Stage2(0BB @ЖuradiusPlusHalf_Stage2"_uuradiusPlusHalf_Stage2(0BD BޖuTextureSampler_0_Stage1"_uuTextureSampler_0_Stage1(0B"4 .Җ vcolor_Stage0"_uvcolor_Stage0(0B"P JЖvTransformedCoords_0_Stage0"_uvTransformedCoords_0_Stage0(0B"0 *Җ gl_FragCoord" gl_FragCoord(0B*7 *Җ gl_FragColor" gl_FragColor(0B08L ~N֬n6SpAC2ff870db3a3bP _uinPosition_u_uinPositionR _uinColor _u_uinColorR_uinCircleEdge_u_uinCircleEdgeR_uurtAdjustment_Stage0_u_uurtAdjustment_Stage0[ _uuCoordTransformMatrix_0_Stage0"_u_uuCoordTransformMatrix_0_Stage0^_uuTextureSampler_0_Stage1_u_uuTextureSampler_0_Stage1 X6  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); } // Uniforms uniform float3x3 __uuCoordTransformMatrix_0_Stage0 : register(c0); uniform float4 __uurtAdjustment_Stage0 : register(c3); #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Attributes static float4 __uinCircleEdge = {0, 0, 0, 0}; static float4 __uinColor = {0, 0, 0, 0}; static float2 __uinPosition = {0, 0}; static float4 gl_Position = float4(0, 0, 0, 0); // Varyings static float2 __uvTransformedCoords_0_Stage0 = {0, 0}; static float4 __uvinCircleEdge_Stage0 = {0, 0, 0, 0}; static float4 __uvinColor_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() { (__uvinCircleEdge_Stage0 = __uinCircleEdge); (__uvinColor_Stage0 = __uinColor); float2 __upos2 = __uinPosition; (__uvTransformedCoords_0_Stage0 = mul(transpose(__uuCoordTransformMatrix_0_Stage0), vec3(__uinPosition, 1.0)).xy); (gl_Position = vec4(((__upos2.x * __uurtAdjustment_Stage0.x) + __uurtAdjustment_Stage0.y), ((__upos2.y * __uurtAdjustment_Stage0.z) + __uurtAdjustment_Stage0.w), 0.0, 1.0)); } ; @@ VERTEX ATTRIBUTES @@ struct VS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD3; 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.v0 = __uvinCircleEdge_Stage0; output.v1 = __uvinColor_Stage0; output.v2 = __uvTransformedCoords_0_Stage0; return output; } float4 vec4(float x0) { return float4(x0, x0, x0, x0); } // Uniforms 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 float2 __uvTransformedCoords_0_Stage0 = {0, 0}; static float4 __uvinCircleEdge_Stage0 = {0, 0, 0, 0}; static float4 __uvinColor_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 __uoutputColor_Stage0 = {0.0, 0.0, 0.0, 0.0}; float4 __uoutputCoverage_Stage0 = {0.0, 0.0, 0.0, 0.0}; { float4 __ucircleEdge = {0.0, 0.0, 0.0, 0.0}; (__ucircleEdge = __uvinCircleEdge_Stage0); (__uoutputColor_Stage0 = __uvinColor_Stage0); float __ud = length(__ucircleEdge.xy); float __udistanceToOuterEdge = (__ucircleEdge.z * (1.0 - __ud)); float __uedgeAlpha = clamp(__udistanceToOuterEdge, 0.0, 1.0); (__uoutputCoverage_Stage0 = vec4(__uedgeAlpha)); } float4 __uoutput_Stage1 = {0.0, 0.0, 0.0, 0.0}; { float4 __uchild = {0.0, 0.0, 0.0, 0.0}; { (__uchild = gl_texture2D(__uuTextureSampler_0_Stage1, __uvTransformedCoords_0_Stage0).xyzw); } (__uoutput_Stage1 = (__uchild * __uoutputColor_Stage0.w)); } { (gl_Color[0] = (__uoutput_Stage1 * __uoutputCoverage_Stage0)); } } ; struct PS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD3; float4 v0 : TEXCOORD0; float4 v1 : TEXCOORD1; float2 v2 : TEXCOORD2; }; @@ PIXEL OUTPUT @@ PS_OUTPUT main(PS_INPUT input) { __uvinCircleEdge_Stage0 = input.v0; __uvinColor_Stage0 = input.v1; __uvTransformedCoords_0_Stage0 = 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 v0 : TEXCOORD0; float4 v1 : TEXCOORD1; float2 v2 : TEXCOORD2; }; struct GS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD3; 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; #ifndef ANGLE_POINT_SPRITE_SHADER output.dx_Position = input.dx_Position; #endif // ANGLE_POINT_SPRITE_SHADER } RTTDDXBCN$9f D48RDEFh<dRD11< ($ \$Globals\@, 0@__uuCoordTransformMatrix_0_Stage0float3x3__uurtAdjustment_Stage0float48Microsoft (R) HLSL Shader Compiler 6.3.9600.18611ISGN\PPPTEXCOORDOSGN SV_PositionTEXCOORDSHEXPrjYF _2__g e e e e2 h6 @??2 2F օ 6" A6  62 F6 @?6 F6 F62F6B@? F F" F F>STAT DXBC aRz|# G/4RDEF<RD11< ($ | samplers2D[0]textures2D[0]Microsoft (R) HLSL Shader Compiler 6.3.9600.18611ISGNSV_PositionTEXCOORDOSGN, SV_TARGETSHEX4PMjZ`XpUUbrbb2e hFFK  A@?8  *ECUFF~`8F8 F>STAT"  C3BFȉa!/ "ҖinColor" _uinColor(0B5 (Ж inPosition" _uinPosition(0B9 ,Җ inCircleEdge"_uinCircleEdge(0BR PۖuCoordTransformMatrix_0_Stage0" _uuCoordTransformMatrix_0_Stage0(0B> <ҖurtAdjustment_Stage0"_uurtAdjustment_Stage0(0B"B <ҖvinCircleEdge_Stage0"_uvinCircleEdge_Stage0(0B"8 2ҖvinColor_Stage0"_uvinColor_Stage0(0B"P JЖvTransformedCoords_0_Stage0"_uvTransformedCoords_0_Stage0(0B". (Җ gl_Position" gl_Position(0B* YbqLȅ_az1D BޖuTextureSampler_0_Stage1"_uuTextureSampler_0_Stage1(0B"B <ҖvinCircleEdge_Stage0"_uvinCircleEdge_Stage0(0B"8 2ҖvinColor_Stage0"_uvinColor_Stage0(0B"P JЖvTransformedCoords_0_Stage0"_uvTransformedCoords_0_Stage0(0B*7 *Җ gl_FragColor" gl_FragColor(0B08C KJNm.>GD2ff870db3a3bP _uinPosition_u_uinPositionR _uinColor _u_uinColorR_uurtAdjustment_Stage0_u_uurtAdjustment_Stage0R_uucircleData_Stage1_u_uucircleData_Stage1R_uucircle_Stage2_u_uucircle_Stage2^_uuTextureSampler_0_Stage1_u_uuTextureSampler_0_Stage1 X6   float4 vec4(float x0, float x1, float x2, float x3) { return float4(x0, x1, x2, x3); } // Uniforms uniform float4 __uurtAdjustment_Stage0 : register(c0); #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Attributes static float4 __uinColor = {0, 0, 0, 0}; static float2 __uinPosition = {0, 0}; static float4 gl_Position = float4(0, 0, 0, 0); // Varyings static float4 __uvcolor_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 __ucolor = __uinColor; (__uvcolor_Stage0 = __ucolor); float2 __upos2 = __uinPosition; (gl_Position = vec4(((__upos2.x * __uurtAdjustment_Stage0.x) + __uurtAdjustment_Stage0.y), ((__upos2.y * __uurtAdjustment_Stage0.z) + __uurtAdjustment_Stage0.w), 0.0, 1.0)); } ; @@ VERTEX ATTRIBUTES @@ struct VS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float4 gl_FragCoord : TEXCOORD2; 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.gl_FragCoord = gl_Position; output.v0 = __uvcolor_Stage0; return output; } ` float2 vec2(float x0, float x1) { return float2(x0, x1); } float4 vec4(float x0) { return float4(x0, x0, x0, x0); } // Uniforms uniform float4 __uucircleData_Stage1 : register(c0); uniform float4 __uucircle_Stage2 : register(c1); 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 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() { 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}; { float2 __uvec = vec2(((gl_FragCoord.x - __uucircleData_Stage1.x) * __uucircleData_Stage1.w), ((gl_FragCoord.y - __uucircleData_Stage1.y) * __uucircleData_Stage1.w)); float __udist = (length(__uvec) + ((0.5 - __uucircleData_Stage1.z) * __uucircleData_Stage1.w)); (__uoutput_Stage1 = vec4(gl_texture2D(__uuTextureSampler_0_Stage1, vec2(__udist, 0.5)).xxxx.w)); } float4 __uoutput_Stage2 = {0.0, 0.0, 0.0, 0.0}; { float __ud = {0.0}; { (__ud = ((length(((__uucircle_Stage2.xy - gl_FragCoord.xy) * __uucircle_Stage2.w)) - 1.0) * __uucircle_Stage2.z)); } { (__ud = clamp(__ud, 0.0, 1.0)); } (__uoutput_Stage2 = (__uoutput_Stage1 * __ud)); } { (gl_Color[0] = (__uoutputColor_Stage0 * __uoutput_Stage2)); } } ; struct PS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float4 gl_FragCoord : TEXCOORD2; float4 v0 : TEXCOORD0; }; @@ 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; __uvcolor_Stage0 = input.v0; gl_main(); return generateOutput(); } R gl_Color0 gl_Color[0]ystruct GS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float4 gl_FragCoord : TEXCOORD2; float4 v0 : TEXCOORD0; }; struct GS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float4 gl_FragCoord : TEXCOORD2; 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; output.gl_FragCoord = input.gl_FragCoord; #ifndef ANGLE_POINT_SPRITE_SHADER output.dx_Position = input.dx_Position; #endif // ANGLE_POINT_SPRITE_SHADER } RT<DXBCP|S!爓Ja<4\0RDEF h<RD11< ($ \$Globals\__uurtAdjustment_Stage0float4Microsoft (R) HLSL Shader Compiler 6.3.9600.18611ISGND88TEXCOORDOSGNhtttSV_PositionTEXCOORDSHEXhPZjYF _2_g e e e h6 @??2 2F օ 6" A6  62 F62 F6 @?6 @?6 F>STAT DXBC 3A;4*84xRDEF<RD11< ($  samplers2D[0]textures2D[0]$Globals ,LpL__uucircleData_Stage1float4B__uucircle_Stage2Microsoft (R) HLSL Shader Compiler 6.3.9600.18611ISGNhtttSV_PositionTEXCOORDOSGN, SV_TARGETSHEXTPjYF Z`XpUUd 2be h 2FF A82F FFK  "@?* A2 : 6"@?ECUFF~` bA 8bV "K""@8 "* 8 8 F>STAT" )5Ž"Fohw / "ҖinColor" _uinColor(0B5 (Ж inPosition" _uinPosition(0B9 ,Ж inLocalCoord"_uinLocalCoord(0B> <ҖurtAdjustment_Stage0"_uurtAdjustment_Stage0(0B"4 .Җ vcolor_Stage0"_uvcolor_Stage0(0B". (Җ gl_Position" gl_Position(0B* {x0I)xʛA: 8ҖucircleData_Stage1"_uucircleData_Stage1(0B2 0Җucircle_Stage2"_uucircle_Stage2(0BD BޖuTextureSampler_0_Stage1"_uuTextureSampler_0_Stage1(0B"4 .Җ vcolor_Stage0"_uvcolor_Stage0(0B"0 *Җ gl_FragCoord" gl_FragCoord(0B*7 *Җ gl_FragColor" gl_FragColor(0B08D `Jc(K.4DSTAT DXBCoӧ&^p«¯4T,RDEFh<RD11< ($ \$Globals\__uuColor_Stage0float4Microsoft (R) HLSL Shader Compiler 6.3.9600.18611ISGNP8DSV_PositionTEXCOORDOSGN, SV_TARGETSHEXDPjYF e 6 F >STAT" sYgNܨά\nJu95 (Ж inPosition" _uinPosition(0B> <ҖurtAdjustment_Stage0"_uurtAdjustment_Stage0(0B0 .ۖ uViewM_Stage0"_uuViewM_Stage0(0B". (Җ gl_Position" gl_Position(0B* \0_pl:Hm0 .Җ uColor_Stage0"_uuColor_Stage0(0B*7 *Җ gl_FragColor" gl_FragColor(0B08, 8&/1.sՍW $%82ff870db3a3bP _uinPosition_u_uinPositionR _uinColor _u_uinColorR _uinQuadEdge_u_uinQuadEdgeR_uurtAdjustment_Stage0_u_uurtAdjustment_Stage0X6  float4 vec4(float x0, float x1, float x2, float x3) { return float4(x0, x1, x2, x3); } // Uniforms uniform float4 __uurtAdjustment_Stage0 : register(c0); #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Attributes static float4 __uinColor = {0, 0, 0, 0}; static float2 __uinPosition = {0, 0}; static float4 __uinQuadEdge = {0, 0, 0, 0}; static float4 gl_Position = float4(0, 0, 0, 0); // Varyings static float4 __uvQuadEdge_Stage0 = {0, 0, 0, 0}; static float4 __uvinColor_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() { (__uvQuadEdge_Stage0 = __uinQuadEdge); (__uvinColor_Stage0 = __uinColor); float2 __upos2 = __uinPosition; (gl_Position = vec4(((__upos2.x * __uurtAdjustment_Stage0.x) + __uurtAdjustment_Stage0.y), ((__upos2.y * __uurtAdjustment_Stage0.z) + __uurtAdjustment_Stage0.w), 0.0, 1.0)); } ; @@ 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 = __uvQuadEdge_Stage0; output.v1 = __uvinColor_Stage0; return output; } float2 vec2(float x0, float x1) { return float2(x0, x1); } float4 vec4(float x0) { return float4(x0, x0, x0, x0); } #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Varyings static float4 __uvQuadEdge_Stage0 = {0, 0, 0, 0}; static float4 __uvinColor_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 __uoutputColor_Stage0 = {0.0, 0.0, 0.0, 0.0}; float4 __uoutputCoverage_Stage0 = {0.0, 0.0, 0.0, 0.0}; { (__uoutputColor_Stage0 = __uvinColor_Stage0); float __uedgeAlpha = {0.0}; float2 __uduvdx = ddx(__uvQuadEdge_Stage0.xy); float2 __uduvdy = ddy(__uvQuadEdge_Stage0.xy); if (((__uvQuadEdge_Stage0.z > 0.0) && (__uvQuadEdge_Stage0.w > 0.0))) { (__uedgeAlpha = min((min(__uvQuadEdge_Stage0.z, __uvQuadEdge_Stage0.w) + 0.5), 1.0)); } else { float2 __ugF = vec2((((2.0 * __uvQuadEdge_Stage0.x) * __uduvdx.x) - __uduvdx.y), (((2.0 * __uvQuadEdge_Stage0.x) * __uduvdy.x) - __uduvdy.y)); (__uedgeAlpha = ((__uvQuadEdge_Stage0.x * __uvQuadEdge_Stage0.x) - __uvQuadEdge_Stage0.y)); (__uedgeAlpha = clamp((0.5 - (__uedgeAlpha / length(__ugF))), 0.0, 1.0)); } (__uoutputCoverage_Stage0 = vec4(__uedgeAlpha)); } { (gl_Color[0] = (__uoutputColor_Stage0 * __uoutputCoverage_Stage0)); } } ; 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) { __uvQuadEdge_Stage0 = input.v0; __uvinColor_Stage0 = 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 } RTT@DXBC,RO?N#;@4\HRDEF h<RD11< ($ \$Globals\__uurtAdjustment_Stage0float4Microsoft (R) HLSL Shader Compiler 6.3.9600.18611ISGN\PPPTEXCOORDOSGNhtttSV_PositionTEXCOORDSHEXTPUjYF _2__g e e e h6 @??2 2F օ 6" A6  62 F6 @?6 F6 F>STAT HDXBC\jœrqgjH44hRDEFp<<RD11< ($ Microsoft (R) HLSL Shader Compiler 6.3.9600.18611ISGNhtttSV_PositionTEXCOORDOSGN, SV_TARGETSHEX<Pjbbe hz2FB  2 * A|2F2 "* AFFK 2 "  A   A@?3":*"@?3"@?1 @B:*7 * 8 F>STAT" bp6 oMll/ "ҖinColor" _uinColor(0B5 (Ж inPosition" _uinPosition(0B5 (Җ inQuadEdge" _uinQuadEdge(0B> <ҖurtAdjustment_Stage0"_uurtAdjustment_Stage0(0B": 4ҖvQuadEdge_Stage0"_uvQuadEdge_Stage0(0B"8 2ҖvinColor_Stage0"_uvinColor_Stage0(0B". (Җ gl_Position" gl_Position(0B* s(O-#}.؂": 4ҖvQuadEdge_Stage0"_uvQuadEdge_Stage0(0B"8 2ҖvinColor_Stage0"_uvinColor_Stage0(0B*7 *Җ gl_FragColor" gl_FragColor(0B088 &p :$`R2ff870db3a3bP _uinPosition_u_uinPositionR _uinColor _u_uinColorR_uurtAdjustment_Stage0_u_uurtAdjustment_Stage0R_uuproxyRect_Stage1_u_uuproxyRect_Stage1_uuprofileSize_Stage1_u_uuprofileSize_Stage1R_uuinnerRect_Stage2_u_uuinnerRect_Stage2P_uuradiusPlusHalf_Stage2_u_uuradiusPlusHalf_Stage2^_uuTextureSampler_0_Stage1_u_uuTextureSampler_0_Stage1 X6   float4 vec4(float x0, float x1, float x2, float x3) { return float4(x0, x1, x2, x3); } // Uniforms uniform float4 __uurtAdjustment_Stage0 : register(c0); #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Attributes static float4 __uinColor = {0, 0, 0, 0}; static float2 __uinPosition = {0, 0}; static float4 gl_Position = float4(0, 0, 0, 0); // Varyings static float4 __uvcolor_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 __ucolor = __uinColor; (__uvcolor_Stage0 = __ucolor); float2 __upos2 = __uinPosition; (gl_Position = vec4(((__upos2.x * __uurtAdjustment_Stage0.x) + __uurtAdjustment_Stage0.y), ((__upos2.y * __uurtAdjustment_Stage0.z) + __uurtAdjustment_Stage0.w), 0.0, 1.0)); } ; @@ VERTEX ATTRIBUTES @@ struct VS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float4 gl_FragCoord : TEXCOORD2; 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.gl_FragCoord = gl_Position; output.v0 = __uvcolor_Stage0; return output; } float2 vec2(float x0, float x1) { return float2(x0, x1); } float4 vec4(float x0) { return float4(x0, x0, x0, x0); } // Uniforms uniform float4 __uuinnerRect_Stage2 : register(c0); uniform float __uuprofileSize_Stage1 : register(c1); uniform float4 __uuproxyRect_Stage1 : register(c2); uniform float2 __uuradiusPlusHalf_Stage2 : register(c3); 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 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() { 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}; { float2 __utranslatedPos = (gl_FragCoord.xy - __uuproxyRect_Stage1.xy); float __uwidth = (__uuproxyRect_Stage1.z - __uuproxyRect_Stage1.x); float __uheight = (__uuproxyRect_Stage1.w - __uuproxyRect_Stage1.y); float2 __usmallDims = vec2((__uwidth - __uuprofileSize_Stage1), (__uheight - __uuprofileSize_Stage1)); float __ucenter = ((2.0 * floor(((__uuprofileSize_Stage1 / 2.0) + 0.25))) - 1.0); float2 __uwh = (__usmallDims - vec2(__ucenter, __ucenter)); float __uhoriz_lookup = {0.0}; { float __ucoord = ((abs((__utranslatedPos.x - (0.5 * __uwidth))) - (0.5 * __uwh.x)) / __uuprofileSize_Stage1); (__uhoriz_lookup = gl_texture2D(__uuTextureSampler_0_Stage1, vec2(__ucoord, 0.5)).xxxx.w); } float __uvert_lookup = {0.0}; { float __ucoord = ((abs((__utranslatedPos.y - (0.5 * __uheight))) - (0.5 * __uwh.y)) / __uuprofileSize_Stage1); (__uvert_lookup = gl_texture2D(__uuTextureSampler_0_Stage1, vec2(__ucoord, 0.5)).xxxx.w); } float __ufinal = (__uhoriz_lookup * __uvert_lookup); (__uoutput_Stage1 = vec4(__ufinal)); } float4 __uoutput_Stage2 = {0.0, 0.0, 0.0, 0.0}; { float2 __udxy0 = (__uuinnerRect_Stage2.xy - gl_FragCoord.xy); float2 __udxy1 = (gl_FragCoord.xy - __uuinnerRect_Stage2.zw); float2 __udxy = max(max(__udxy0, __udxy1), 0.0); float __ualpha = clamp((__uuradiusPlusHalf_Stage2.x - length(__udxy)), 0.0, 1.0); (__ualpha = (1.0 - __ualpha)); (__uoutput_Stage2 = (__uoutput_Stage1 * __ualpha)); } { (gl_Color[0] = (__uoutputColor_Stage0 * __uoutput_Stage2)); } } ; struct PS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float4 gl_FragCoord : TEXCOORD2; float4 v0 : TEXCOORD0; }; @@ 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; __uvcolor_Stage0 = input.v0; gl_main(); return generateOutput(); } R gl_Color0 gl_Color[0]ystruct GS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float4 gl_FragCoord : TEXCOORD2; float4 v0 : TEXCOORD0; }; struct GS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float4 gl_FragCoord : TEXCOORD2; 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; output.gl_FragCoord = input.gl_FragCoord; #ifndef ANGLE_POINT_SPRITE_SHADER output.dx_Position = input.dx_Position; #endif // ANGLE_POINT_SPRITE_SHADER } RT<DXBCP|S!爓Ja<4\0RDEF h<RD11< ($ \$Globals\__uurtAdjustment_Stage0float4Microsoft (R) HLSL Shader Compiler 6.3.9600.18611ISGND88TEXCOORDOSGNhtttSV_PositionTEXCOORDSHEXhPZjYF _2_g e e e h6 @??2 2F օ 6" A6  62 F62 F6 @?6 @?6 F>STAT DXBCxϕ,vp> h4T8RDEF<\RD11< ($  samplers2D[0]textures2D[0]$Globals@| 08__uuinnerRect_Stage2float4__uuprofileSize_Stage1float__uuproxyRect_Stage1__uuradiusPlusHalf_Stage2float2/Microsoft (R) HLSL Shader Compiler 6.3.9600.18611ISGNhtttSV_PositionTEXCOORDOSGN, SV_TARGETSHEXPjYF Z`XpUUd 2be h2  @?@>A 2  @@@ b A  2 AA 2FF A2 bVA@??22A@??2F 6B@?ECUF~`ECU"~`8  bA 2F A4bV4 bV@"K" "A "A@?8 8 F>STAT" )5Ž"Fohw / "ҖinColor" _uinColor(0B5 (Ж inPosition" _uinPosition(0B9 ,Ж inLocalCoord"_uinLocalCoord(0B> <ҖurtAdjustment_Stage0"_uurtAdjustment_Stage0(0B"4 .Җ vcolor_Stage0"_uvcolor_Stage0(0B". (Җ gl_Position" gl_Position(0B* L7INʲh D BޖuTextureSampler_0_Stage1"_uuTextureSampler_0_Stage1(0B8 6ҖuproxyRect_Stage1"_uuproxyRect_Stage1(0B; 9(uprofileSize_Stage1"_uuprofileSize_Stage1(0B8 6ҖuinnerRect_Stage2"_uuinnerRect_Stage2(0BB @ЖuradiusPlusHalf_Stage2"_uuradiusPlusHalf_Stage2(0B"4 .Җ vcolor_Stage0"_uvcolor_Stage0(0B"0 *Җ gl_FragCoord" gl_FragCoord(0B*7 *Җ gl_FragColor" gl_FragColor(0B08R \%SmB_2ff870db3a3bP _uinPosition_u_uinPositionR _uinColor _u_uinColorP_uinLocalCoord_u_uinLocalCoordR_uurtAdjustment_Stage0_u_uurtAdjustment_Stage0[ _uuCoordTransformMatrix_0_Stage0"_u_uuCoordTransformMatrix_0_Stage0P_uuImageIncrement_Stage1_u_uuImageIncrement_Stage1R_uuKernel_Stage1_u_uuKernel_Stage1^_uuTextureSampler_0_Stage1_u_uuTextureSampler_0_Stage1 X6  {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); } // Uniforms uniform float3x3 __uuCoordTransformMatrix_0_Stage0 : register(c0); uniform float4 __uurtAdjustment_Stage0 : register(c3); #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Attributes static float4 __uinColor = {0, 0, 0, 0}; static float2 __uinLocalCoord = {0, 0}; static float2 __uinPosition = {0, 0}; static float4 gl_Position = float4(0, 0, 0, 0); // Varyings static float2 __uvTransformedCoords_0_Stage0 = {0, 0}; static float4 __uvcolor_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 __ucolor = __uinColor; (__uvcolor_Stage0 = __ucolor); float2 __upos2 = __uinPosition; (__uvTransformedCoords_0_Stage0 = mul(transpose(__uuCoordTransformMatrix_0_Stage0), vec3(__uinLocalCoord, 1.0)).xy); (gl_Position = vec4(((__upos2.x * __uurtAdjustment_Stage0.x) + __uurtAdjustment_Stage0.y), ((__upos2.y * __uurtAdjustment_Stage0.z) + __uurtAdjustment_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 = __uvcolor_Stage0; output.v1 = __uvTransformedCoords_0_Stage0; return output; } ^// Uniforms uniform float2 __uuImageIncrement_Stage1 : register(c0); uniform float4 __uuKernel_Stage1[4] : register(c1); 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 float2 __uvTransformedCoords_0_Stage0 = {0, 0}; static float4 __uvcolor_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 __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}; { (__uoutput_Stage1 = float4(0.0, 0.0, 0.0, 0.0)); float2 __ucoord = (__uvTransformedCoords_0_Stage0 - (6.0 * __uuImageIncrement_Stage1)); float2 __ucoordSampled = {0.0, 0.0}; (__ucoordSampled = __ucoord); (__uoutput_Stage1 += (gl_texture2D(__uuTextureSampler_0_Stage1, __ucoordSampled).xxxx * __uuKernel_Stage1[0].x)); (__ucoord += __uuImageIncrement_Stage1); (__ucoordSampled = __ucoord); (__uoutput_Stage1 += (gl_texture2D(__uuTextureSampler_0_Stage1, __ucoordSampled).xxxx * __uuKernel_Stage1[0].y)); (__ucoord += __uuImageIncrement_Stage1); (__ucoordSampled = __ucoord); (__uoutput_Stage1 += (gl_texture2D(__uuTextureSampler_0_Stage1, __ucoordSampled).xxxx * __uuKernel_Stage1[0].z)); (__ucoord += __uuImageIncrement_Stage1); (__ucoordSampled = __ucoord); (__uoutput_Stage1 += (gl_texture2D(__uuTextureSampler_0_Stage1, __ucoordSampled).xxxx * __uuKernel_Stage1[0].w)); (__ucoord += __uuImageIncrement_Stage1); (__ucoordSampled = __ucoord); (__uoutput_Stage1 += (gl_texture2D(__uuTextureSampler_0_Stage1, __ucoordSampled).xxxx * __uuKernel_Stage1[1].x)); (__ucoord += __uuImageIncrement_Stage1); (__ucoordSampled = __ucoord); (__uoutput_Stage1 += (gl_texture2D(__uuTextureSampler_0_Stage1, __ucoordSampled).xxxx * __uuKernel_Stage1[1].y)); (__ucoord += __uuImageIncrement_Stage1); (__ucoordSampled = __ucoord); (__uoutput_Stage1 += (gl_texture2D(__uuTextureSampler_0_Stage1, __ucoordSampled).xxxx * __uuKernel_Stage1[1].z)); (__ucoord += __uuImageIncrement_Stage1); (__ucoordSampled = __ucoord); (__uoutput_Stage1 += (gl_texture2D(__uuTextureSampler_0_Stage1, __ucoordSampled).xxxx * __uuKernel_Stage1[1].w)); (__ucoord += __uuImageIncrement_Stage1); (__ucoordSampled = __ucoord); (__uoutput_Stage1 += (gl_texture2D(__uuTextureSampler_0_Stage1, __ucoordSampled).xxxx * __uuKernel_Stage1[2].x)); (__ucoord += __uuImageIncrement_Stage1); (__ucoordSampled = __ucoord); (__uoutput_Stage1 += (gl_texture2D(__uuTextureSampler_0_Stage1, __ucoordSampled).xxxx * __uuKernel_Stage1[2].y)); (__ucoord += __uuImageIncrement_Stage1); (__ucoordSampled = __ucoord); (__uoutput_Stage1 += (gl_texture2D(__uuTextureSampler_0_Stage1, __ucoordSampled).xxxx * __uuKernel_Stage1[2].z)); (__ucoord += __uuImageIncrement_Stage1); (__ucoordSampled = __ucoord); (__uoutput_Stage1 += (gl_texture2D(__uuTextureSampler_0_Stage1, __ucoordSampled).xxxx * __uuKernel_Stage1[2].w)); (__ucoord += __uuImageIncrement_Stage1); (__ucoordSampled = __ucoord); (__uoutput_Stage1 += (gl_texture2D(__uuTextureSampler_0_Stage1, __ucoordSampled).xxxx * __uuKernel_Stage1[3].x)); (__ucoord += __uuImageIncrement_Stage1); (__uoutput_Stage1 *= __uoutputColor_Stage0); } { (gl_Color[0] = __uoutput_Stage1); } (gl_Color[0] = gl_Color[0].wwww); } ; 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 } RTR DXBC0Z)}ƶ 48pRDEFh<dRD11< ($ \$Globals\@, 0@__uuCoordTransformMatrix_0_Stage0float3x3__uurtAdjustment_Stage0float48Microsoft (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  DXBCgVnҮJW#O 4$` RDEF<RD11< ($  samplers2D[0]textures2D[0]$GlobalsP,Pt@__uuImageIncrement_Stage1float2F__uuKernel_Stage1float4Microsoft (R) HLSL Shader Compiler 6.3.9600.18611ISGNhtttSV_PositionTEXCOORDOSGN, SV_TARGETSHEXxPjYF Z`XpUUbb2e h22F A@@@F ECUFF~`ECU" ~` 8" 2   ECU" ~` 2 *  ECU" ~` 2 :  ECU" ~` 2   ECU" ~` 2   ECU" ~` 2 *  ECU" ~` 2 :  ECU" ~` 2   ECU" ~` 2   ECU" ~` 2 *  ECU" ~` ECUB |`2 :  2 *  8 >STAT) " W񯪺0'/ "ҖinColor" _uinColor(0B5 (Ж inPosition" _uinPosition(0B9 ,Ж inLocalCoord"_uinLocalCoord(0BR PۖuCoordTransformMatrix_0_Stage0" _uuCoordTransformMatrix_0_Stage0(0B> <ҖurtAdjustment_Stage0"_uurtAdjustment_Stage0(0B"4 .Җ vcolor_Stage0"_uvcolor_Stage0(0B"P JЖvTransformedCoords_0_Stage0"_uvTransformedCoords_0_Stage0(0B". (Җ gl_Position" gl_Position(0B* \L>gTSTAT DXBCD~yG,4T RDEFx<DRD11< ($  samplers2D[0]textures2D[0]$Globals __uucircle_Stage2float4Microsoft (R) HLSL Shader Compiler 6.3.9600.18611ISGNSV_PositionTEXCOORDOSGN, SV_TARGETSHEXPdjYF Z`XpUUd 2bb2e h 2FAF 82F FFK  A@?8  * ECUFF~`8F8 F>STAT " W񯪺0'/ "ҖinColor" _uinColor(0B5 (Ж inPosition" _uinPosition(0B9 ,Ж inLocalCoord"_uinLocalCoord(0BR PۖuCoordTransformMatrix_0_Stage0" _uuCoordTransformMatrix_0_Stage0(0B> <ҖurtAdjustment_Stage0"_uurtAdjustment_Stage0(0B"4 .Җ vcolor_Stage0"_uvcolor_Stage0(0B"P JЖvTransformedCoords_0_Stage0"_uvTransformedCoords_0_Stage0(0B". (Җ gl_Position" gl_Position(0B* q3%X$,!2 0Җucircle_Stage2"_uucircle_Stage2(0BD BޖuTextureSampler_0_Stage1"_uuTextureSampler_0_Stage1(0B"4 .Җ vcolor_Stage0"_uvcolor_Stage0(0B"P JЖvTransformedCoords_0_Stage0"_uvTransformedCoords_0_Stage0(0B"0 *Җ gl_FragCoord" gl_FragCoord(0B*7 *Җ gl_FragColor" gl_FragColor(0B08H h:C-^NVģJU2ff870db3a3bP _uinPosition_u_uinPositionR _uinColor _u_uinColorP_uinLocalCoord_u_uinLocalCoord _uinCoverage_u_uinCoverageR_uurtAdjustment_Stage0_u_uurtAdjustment_Stage0[ _uuCoordTransformMatrix_0_Stage0"_u_uuCoordTransformMatrix_0_Stage0R_uuColors_Stage1_c0_u_uuColors_Stage1_c0R_uuExtraStopT_Stage1_c0_u_uuExtraStopT_Stage1_c0X6  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); } // Uniforms uniform float3x3 __uuCoordTransformMatrix_0_Stage0 : register(c0); uniform float4 __uurtAdjustment_Stage0 : register(c3); #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Attributes static float4 __uinColor = {0, 0, 0, 0}; static float __uinCoverage = {0}; static float2 __uinLocalCoord = {0, 0}; static float2 __uinPosition = {0, 0}; static float4 gl_Position = float4(0, 0, 0, 0); // Varyings static float2 __uvTransformedCoords_0_Stage0 = {0, 0}; static float4 __uvcolor_Stage0 = {0, 0, 0, 0}; static float __uvinCoverage_Stage0 = {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(__uinLocalCoord, 1.0)).xy); (__uvinCoverage_Stage0 = __uinCoverage); (gl_Position = vec4(((__upos2.x * __uurtAdjustment_Stage0.x) + __uurtAdjustment_Stage0.y), ((__upos2.y * __uurtAdjustment_Stage0.z) + __uurtAdjustment_Stage0.w), 0.0, 1.0)); } ; @@ VERTEX ATTRIBUTES @@ struct VS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD3; float4 gl_FragCoord : TEXCOORD4; float4 v0 : TEXCOORD0; float2 v1 : TEXCOORD1; float 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 = __uvcolor_Stage0; output.v1 = __uvTransformedCoords_0_Stage0; output.v2 = __uvinCoverage_Stage0; return output; } z float4 vec4(float x0) { return float4(x0, x0, x0, x0); } float4 vec4(float3 x0, float x1) { return float4(x0, x1); } // Uniforms uniform float4 __uuColors_Stage1_c0[3] : register(c0); uniform float4 __uuExtraStopT_Stage1_c0 : register(c3); #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Varyings static float2 __uvTransformedCoords_0_Stage0 = {0, 0}; static float4 __uvcolor_Stage0 = {0, 0, 0, 0}; static float __uvinCoverage_Stage0 = {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 float4 mod_emu(float4 x, float4 y) { return x - y * floor(x / y); } ; ; ; ; ; void gl_main() { float4 __uoutputColor_Stage0 = {0.0, 0.0, 0.0, 0.0}; float4 __uoutputCoverage_Stage0 = {0.0, 0.0, 0.0, 0.0}; { (__uoutputColor_Stage0 = __uvcolor_Stage0); float __ualpha = {1.0}; (__ualpha = __uvinCoverage_Stage0); (__uoutputCoverage_Stage0 = vec4(__ualpha)); } float4 __uoutput_Stage1 = {0.0, 0.0, 0.0, 0.0}; { float4 __uchild = {0.0, 0.0, 0.0, 0.0}; { float __uclamp_t = clamp(__uvTransformedCoords_0_Stage0.x, 0.0, 1.0); float4 __ustart = {0.0, 0.0, 0.0, 0.0}; float4 __uend = {0.0, 0.0, 0.0, 0.0}; float __urelative_t = {0.0}; if ((__uclamp_t < __uuExtraStopT_Stage1_c0.x)) { (__ustart = __uuColors_Stage1_c0[0]); (__uend = __uuColors_Stage1_c0[1]); (__urelative_t = (__uclamp_t * __uuExtraStopT_Stage1_c0.y)); } else { (__ustart = __uuColors_Stage1_c0[1]); (__uend = __uuColors_Stage1_c0[2]); (__urelative_t = ((__uclamp_t * __uuExtraStopT_Stage1_c0.z) - __uuExtraStopT_Stage1_c0.w)); } float4 __ucolorTemp = lerp(__ustart, __uend, __urelative_t); (__uchild = __ucolorTemp); } (__uoutput_Stage1 = (__uchild * __uoutputColor_Stage0.w)); } float4 __uoutput_Stage2 = {0.0, 0.0, 0.0, 0.0}; { float __uvalue = {0.0}; { float4 __umodValues = mod_emu(gl_FragCoord.xyxy, float4(2.0, 2.0, 4.0, 4.0)); float4 __ustepValues = step(__umodValues, float4(1.0, 1.0, 2.0, 2.0)); (__uvalue = (dot(__ustepValues, float4(0.5, 0.25, 0.125, 0.0625)) - 0.46875)); } (__uoutput_Stage2 = vec4(clamp((__uoutput_Stage1.xyz + (__uvalue * 0.0039215689)), 0.0, __uoutput_Stage1.w), __uoutput_Stage1.w)); } { (gl_Color[0] = (__uoutput_Stage2 * __uoutputCoverage_Stage0)); } } ; struct PS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD3; float4 gl_FragCoord : TEXCOORD4; float4 v0 : TEXCOORD0; float2 v1 : TEXCOORD1; float 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; __uvcolor_Stage0 = input.v0; __uvTransformedCoords_0_Stage0 = input.v1.xy; __uvinCoverage_Stage0 = input.v2.x; 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; float2 v1 : TEXCOORD1; float v2 : TEXCOORD2; }; struct GS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD3; float4 gl_FragCoord : TEXCOORD4; float4 v0 : TEXCOORD0; float2 v1 : TEXCOORD1; float 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 } RTRQDXBCzA䭆4P$RDEFh<dRD11< ($ \$Globals\@, 0@__uuCoordTransformMatrix_0_Stage0float3x3__uurtAdjustment_Stage0float48Microsoft (R) HLSL Shader Compiler 6.3.9600.18611ISGNthhhhTEXCOORDOSGN  SV_PositionTEXCOORDSHEXPjYF _2__2_g e e e e2 eB h6 @??2 2F օ 6" A6  62 F62 F6 @?6 @?6 F6B  62F6B@? F F" F F>STAT  DXBCyJ\{;o9G4xRDEFh<PRD11< ($ \$Globals\@00,__uuColors_Stage1_c0float4__uuExtraStopT_Stage1_c0Microsoft (R) HLSL Shader Compiler 6.3.9600.18611ISGNSV_PositionTEXCOORDOSGN, SV_TARGETSHEX\PjYF d 2bbbBe h8 F@??>>AF2 FA@@@@@F @??@@F F@???? F@?>>= @6 " 8B 2 * : A1" 7 B*:7 VF F 7 VF F FFA2  FF8F2 r@;;;F4 rF@3rF8 F>STAT" "Q,1[ w^^^/ "ҖinColor" _uinColor(0B5 (Ж inPosition" _uinPosition(0B9 ,Ж inLocalCoord"_uinLocalCoord(0B4 '( inCoverage" _uinCoverage(0BR PۖuCoordTransformMatrix_0_Stage0" _uuCoordTransformMatrix_0_Stage0(0B> <ҖurtAdjustment_Stage0"_uurtAdjustment_Stage0(0B"4 .Җ vcolor_Stage0"_uvcolor_Stage0(0B"P JЖvTransformedCoords_0_Stage0"_uvTransformedCoords_0_Stage0(0B"= 7(vinCoverage_Stage0"_uvinCoverage_Stage0(0B". (Җ gl_Position" gl_Position(0B* FpS|(Tǻc8 6ҖuColors_Stage1_c0"_uuColors_Stage1_c0(0B@ >ҖuExtraStopT_Stage1_c0"_uuExtraStopT_Stage1_c0(0B"4 .Җ vcolor_Stage0"_uvcolor_Stage0(0B"P JЖvTransformedCoords_0_Stage0"_uvTransformedCoords_0_Stage0(0B"= 7(vinCoverage_Stage0"_uvinCoverage_Stage0(0B"0 *Җ gl_FragCoord" gl_FragCoord(0B*7 *Җ gl_FragColor" gl_FragColor(0B08U 9h穿 n_FO2ff870db3a3bP _uinPosition_u_uinPositionR _uinColor _u_uinColorP_uinLocalCoord_u_uinLocalCoordR_uurtAdjustment_Stage0_u_uurtAdjustment_Stage0[ _uuCoordTransformMatrix_0_Stage0"_u_uuCoordTransformMatrix_0_Stage0_uu_skRTHeight_u_uu_skRTHeightR_uuinnerRect_Stage2_u_uuinnerRect_Stage2P_uuradiusPlusHalf_Stage2_u_uuradiusPlusHalf_Stage2^_uuTextureSampler_0_Stage1_u_uuTextureSampler_0_Stage1 X6  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); } // Uniforms uniform float3x3 __uuCoordTransformMatrix_0_Stage0 : register(c0); uniform float4 __uurtAdjustment_Stage0 : register(c3); #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Attributes static float4 __uinColor = {0, 0, 0, 0}; static float2 __uinLocalCoord = {0, 0}; static float2 __uinPosition = {0, 0}; static float4 gl_Position = float4(0, 0, 0, 0); // Varyings static float2 __uvTransformedCoords_0_Stage0 = {0, 0}; static float4 __uvcolor_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 __ucolor = __uinColor; (__uvcolor_Stage0 = __ucolor); float2 __upos2 = __uinPosition; (__uvTransformedCoords_0_Stage0 = mul(transpose(__uuCoordTransformMatrix_0_Stage0), vec3(__uinLocalCoord, 1.0)).xy); (gl_Position = vec4(((__upos2.x * __uurtAdjustment_Stage0.x) + __uurtAdjustment_Stage0.y), ((__upos2.y * __uurtAdjustment_Stage0.z) + __uurtAdjustment_Stage0.w), 0.0, 1.0)); } ; @@ VERTEX ATTRIBUTES @@ struct VS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD2; float4 gl_FragCoord : TEXCOORD3; 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.gl_FragCoord = gl_Position; output.v0 = __uvcolor_Stage0; output.v1 = __uvTransformedCoords_0_Stage0; return output; } float4 vec4(float x0, float x1, float x2, float x3) { return float4(x0, x1, x2, x3); } // Uniforms uniform float __uu_skRTHeight : register(c0); uniform float4 __uuinnerRect_Stage2 : register(c1); uniform float2 __uuradiusPlusHalf_Stage2 : register(c2); 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 float2 __uvTransformedCoords_0_Stage0 = {0, 0}; static float4 __uvcolor_Stage0 = {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); 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 __u_sktmpCoord = gl_FragCoord.xy; float4 __usk_FragCoord = vec4(__u_sktmpCoord.x, (__uu_skRTHeight - __u_sktmpCoord.y), 1.0, 1.0); 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}; { (__uoutput_Stage1 = gl_texture2D(__uuTextureSampler_0_Stage1, __uvTransformedCoords_0_Stage0).xxxx); } float4 __uoutput_Stage2 = {0.0, 0.0, 0.0, 0.0}; { float2 __udxy0 = (__uuinnerRect_Stage2.xy - __usk_FragCoord.xy); float2 __udxy1 = (__usk_FragCoord.xy - __uuinnerRect_Stage2.zw); float2 __udxy = max(max(__udxy0, __udxy1), 0.0); float __ualpha = clamp((__uuradiusPlusHalf_Stage2.x - length(__udxy)), 0.0, 1.0); (__uoutput_Stage2 = (__uoutput_Stage1 * __ualpha)); } { (gl_Color[0] = (__uoutputColor_Stage0 * __uoutput_Stage2)); } } ; struct PS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD2; float4 gl_FragCoord : TEXCOORD3; float4 v0 : TEXCOORD0; float2 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; __uvcolor_Stage0 = input.v0; __uvTransformedCoords_0_Stage0 = input.v1.xy; 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; float2 v1 : TEXCOORD1; }; struct GS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD2; float4 gl_FragCoord : TEXCOORD3; 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; output.gl_FragCoord = input.gl_FragCoord; #ifndef ANGLE_POINT_SPRITE_SHADER output.dx_Position = input.dx_Position; #endif // ANGLE_POINT_SPRITE_SHADER } RTRdDXBC]eAY5E|d48RDEFh<dRD11< ($ \$Globals\@, 0@__uuCoordTransformMatrix_0_Stage0float3x3__uurtAdjustment_Stage0float48Microsoft (R) HLSL Shader Compiler 6.3.9600.18611ISGN\PPPTEXCOORDOSGN SV_PositionTEXCOORDSHEXPzjYF _2__2g e e e e2 h6 @??2 2F օ 6" A6  62 F62 F6 @?6 @?6 F62F6B@? F F" F F>STAT DXBCSTAT  " W񯪺0'/ "ҖinColor" _uinColor(0B5 (Ж inPosition" _uinPosition(0B9 ,Ж inLocalCoord"_uinLocalCoord(0BR PۖuCoordTransformMatrix_0_Stage0" _uuCoordTransformMatrix_0_Stage0(0B> <ҖurtAdjustment_Stage0"_uurtAdjustment_Stage0(0B"4 .Җ vcolor_Stage0"_uvcolor_Stage0(0B"P JЖvTransformedCoords_0_Stage0"_uvTransformedCoords_0_Stage0(0B". (Җ gl_Position" gl_Position(0B* '!x͉ >1vID BޖuTextureSampler_0_Stage1"_uuTextureSampler_0_Stage1(0B- +( u_skRTHeight"_uu_skRTHeight(0B8 6ҖuinnerRect_Stage2"_uuinnerRect_Stage2(0BB @ЖuradiusPlusHalf_Stage2"_uuradiusPlusHalf_Stage2(0B"4 .Җ vcolor_Stage0"_uvcolor_Stage0(0B"P JЖvTransformedCoords_0_Stage0"_uvTransformedCoords_0_Stage0(0B"0 *Җ gl_FragCoord" gl_FragCoord(0B*7 *Җ gl_FragColor" gl_FragColor(0B08O s '"Om э:2ff870db3a3bP _uinPosition_u_uinPositionR _uinColor _u_uinColorP_uinLocalCoord_u_uinLocalCoordR_uurtAdjustment_Stage0_u_uurtAdjustment_Stage0[ _uuCoordTransformMatrix_0_Stage0"_u_uuCoordTransformMatrix_0_Stage0^_uuTextureSampler_0_Stage1_u_uuTextureSampler_0_Stage1 X6  {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); } // Uniforms uniform float3x3 __uuCoordTransformMatrix_0_Stage0 : register(c0); uniform float4 __uurtAdjustment_Stage0 : register(c3); #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Attributes static float4 __uinColor = {0, 0, 0, 0}; static float2 __uinLocalCoord = {0, 0}; static float2 __uinPosition = {0, 0}; static float4 gl_Position = float4(0, 0, 0, 0); // Varyings static float2 __uvTransformedCoords_0_Stage0 = {0, 0}; static float4 __uvcolor_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 __ucolor = __uinColor; (__uvcolor_Stage0 = __ucolor); float2 __upos2 = __uinPosition; (__uvTransformedCoords_0_Stage0 = mul(transpose(__uuCoordTransformMatrix_0_Stage0), vec3(__uinLocalCoord, 1.0)).xy); (gl_Position = vec4(((__upos2.x * __uurtAdjustment_Stage0.x) + __uurtAdjustment_Stage0.y), ((__upos2.y * __uurtAdjustment_Stage0.z) + __uurtAdjustment_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 = __uvcolor_Stage0; output.v1 = __uvTransformedCoords_0_Stage0; return output; } // Uniforms 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 float2 __uvTransformedCoords_0_Stage0 = {0, 0}; static float4 __uvcolor_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 __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}; { (__uoutput_Stage1 = gl_texture2D(__uuTextureSampler_0_Stage1, __uvTransformedCoords_0_Stage0).xxxx); } { (gl_Color[0] = (__uoutputColor_Stage0 * __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 } RTR DXBC0Z)}ƶ 48pRDEFh<dRD11< ($ \$Globals\@, 0@__uuCoordTransformMatrix_0_Stage0float3x3__uurtAdjustment_Stage0float48Microsoft (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 DXBC _{kP!OM}4lRDEF<RD11< ($ | samplers2D[0]textures2D[0]Microsoft (R) HLSL Shader Compiler 6.3.9600.18611ISGNhtttSV_PositionTEXCOORDOSGN, SV_TARGETSHEXP(jZ`XpUUbb2e hECUFF~`8 F>STAT" W񯪺0'/ "ҖinColor" _uinColor(0B5 (Ж inPosition" _uinPosition(0B9 ,Ж inLocalCoord"_uinLocalCoord(0BR PۖuCoordTransformMatrix_0_Stage0" _uuCoordTransformMatrix_0_Stage0(0B> <ҖurtAdjustment_Stage0"_uurtAdjustment_Stage0(0B"4 .Җ vcolor_Stage0"_uvcolor_Stage0(0B"P JЖvTransformedCoords_0_Stage0"_uvTransformedCoords_0_Stage0(0B". (Җ gl_Position" gl_Position(0B* kYȦl<'zD BޖuTextureSampler_0_Stage1"_uuTextureSampler_0_Stage1(0B"4 .Җ vcolor_Stage0"_uvcolor_Stage0(0B"P JЖvTransformedCoords_0_Stage0"_uvTransformedCoords_0_Stage0(0B*7 *Җ gl_FragColor" gl_FragColor(0B08: Q(2$ `m]h?2ff870db3a3bP _uinPosition_u_uinPositionR _uinColor _u_uinColorP_uinLocalCoord_u_uinLocalCoordR_uurtAdjustment_Stage0_u_uurtAdjustment_Stage0[ _uuCoordTransformMatrix_0_Stage0"_u_uuCoordTransformMatrix_0_Stage0R_uuTexDom_Stage1_c0_u_uuTexDom_Stage1_c0^_uuTextureSampler_0_Stage1_u_uuTextureSampler_0_Stage1 X6  {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); } // Uniforms uniform float3x3 __uuCoordTransformMatrix_0_Stage0 : register(c0); uniform float4 __uurtAdjustment_Stage0 : register(c3); #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Attributes static float4 __uinColor = {0, 0, 0, 0}; static float2 __uinLocalCoord = {0, 0}; static float2 __uinPosition = {0, 0}; static float4 gl_Position = float4(0, 0, 0, 0); // Varyings static float2 __uvTransformedCoords_0_Stage0 = {0, 0}; static float4 __uvcolor_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 __ucolor = __uinColor; (__uvcolor_Stage0 = __ucolor); float2 __upos2 = __uinPosition; (__uvTransformedCoords_0_Stage0 = mul(transpose(__uuCoordTransformMatrix_0_Stage0), vec3(__uinLocalCoord, 1.0)).xy); (gl_Position = vec4(((__upos2.x * __uurtAdjustment_Stage0.x) + __uurtAdjustment_Stage0.y), ((__upos2.y * __uurtAdjustment_Stage0.z) + __uurtAdjustment_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 = __uvcolor_Stage0; output.v1 = __uvTransformedCoords_0_Stage0; return output; } // Uniforms uniform float4 __uuTexDom_Stage1_c0 : register(c0); 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 float2 __uvTransformedCoords_0_Stage0 = {0, 0}; static float4 __uvcolor_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 __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 __uchild = {0.0, 0.0, 0.0, 0.0}; { (__uchild = gl_texture2D(__uuTextureSampler_0_Stage1, clamp(__uvTransformedCoords_0_Stage0, __uuTexDom_Stage1_c0.xy, __uuTexDom_Stage1_c0.zw))); } (__uoutput_Stage1 = (__uchild * __uoutputColor_Stage0.w)); } { (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 } RTR DXBC0Z)}ƶ 48pRDEFh<dRD11< ($ \$Globals\@, 0@__uuCoordTransformMatrix_0_Stage0float3x3__uurtAdjustment_Stage0float48Microsoft (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 DXBC&Jt($ 4<phRDEFx<DRD11< ($  samplers2D[0]textures2D[0]$Globals __uuTexDom_Stage1_c0float4Microsoft (R) HLSL Shader Compiler 6.3.9600.18611ISGNhtttSV_PositionTEXCOORDOSGN, SV_TARGETSHEXP<jYF Z`XpUUbb2e h42FF 32F ECUFF~`8 F>STAT" W񯪺0'/ "ҖinColor" _uinColor(0B5 (Ж inPosition" _uinPosition(0B9 ,Ж inLocalCoord"_uinLocalCoord(0BR PۖuCoordTransformMatrix_0_Stage0" _uuCoordTransformMatrix_0_Stage0(0B> <ҖurtAdjustment_Stage0"_uurtAdjustment_Stage0(0B"4 .Җ vcolor_Stage0"_uvcolor_Stage0(0B"P JЖvTransformedCoords_0_Stage0"_uvTransformedCoords_0_Stage0(0B". (Җ gl_Position" gl_Position(0B* NMSwDWH~kK8 6ҖuTexDom_Stage1_c0"_uuTexDom_Stage1_c0(0BD BޖuTextureSampler_0_Stage1"_uuTextureSampler_0_Stage1(0B"4 .Җ vcolor_Stage0"_uvcolor_Stage0(0B"P JЖvTransformedCoords_0_Stage0"_uvTransformedCoords_0_Stage0(0B*7 *Җ gl_FragColor" gl_FragColor(0B08? [Izfwa)2ff870db3a3bP _uinPosition_u_uinPositionR _uinColor _u_uinColorR_uurtAdjustment_Stage0_u_uurtAdjustment_Stage0X6  float4 vec4(float x0, float x1, float x2, float x3) { return float4(x0, x1, x2, x3); } // Uniforms uniform float4 __uurtAdjustment_Stage0 : register(c0); #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Attributes static float4 __uinColor = {0, 0, 0, 0}; static float2 __uinPosition = {0, 0}; static float4 gl_Position = float4(0, 0, 0, 0); // Varyings static float4 __uvcolor_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 __ucolor = __uinColor; (__uvcolor_Stage0 = __ucolor); float2 __upos2 = __uinPosition; (gl_Position = vec4(((__upos2.x * __uurtAdjustment_Stage0.x) + __uurtAdjustment_Stage0.y), ((__upos2.y * __uurtAdjustment_Stage0.z) + __uurtAdjustment_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 = __uvcolor_Stage0; return output; } #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 float4 gl_Color[1] = { float4(0, 0, 0, 0) }; cbuffer DriverConstants : register(b1) { }; #define GL_USES_FRAG_COLOR ; void gl_main() { float4 __uoutputColor_Stage0 = {0.0, 0.0, 0.0, 0.0}; { (__uoutputColor_Stage0 = __uvcolor_Stage0); } { (gl_Color[0] = __uoutputColor_Stage0); } } ; struct PS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float4 v0 : TEXCOORD0; }; @@ PIXEL OUTPUT @@ PS_OUTPUT main(PS_INPUT input) { __uvcolor_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 } RTDXBC>L-A gx4\HRDEF h<RD11< ($ \$Globals\__uurtAdjustment_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" )5Ž"Fohw / "ҖinColor" _uinColor(0B5 (Ж inPosition" _uinPosition(0B9 ,Ж inLocalCoord"_uinLocalCoord(0B> <ҖurtAdjustment_Stage0"_uurtAdjustment_Stage0(0B"4 .Җ vcolor_Stage0"_uvcolor_Stage0(0B". (Җ gl_Position" gl_Position(0B*  k|ಜ,Gry7ŝdY"4 .Җ vcolor_Stage0"_uvcolor_Stage0(0B*7 *Җ gl_FragColor" gl_FragColor(0B08) 6@Nzn*?޽) )2ff870db3a3bP _uinPosition_u_uinPositionR _uinColor _u_uinColorR_uurtAdjustment_Stage0_u_uurtAdjustment_Stage0X6  float4 vec4(float x0, float x1, float x2, float x3) { return float4(x0, x1, x2, x3); } // Uniforms uniform float4 __uurtAdjustment_Stage0 : register(c0); #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Attributes static float4 __uinColor = {0, 0, 0, 0}; static float2 __uinPosition = {0, 0}; static float4 gl_Position = float4(0, 0, 0, 0); // Varyings static float4 __uvcolor_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 __ucolor = __uinColor; (__uvcolor_Stage0 = __ucolor); float2 __upos2 = __uinPosition; (gl_Position = vec4(((__upos2.x * __uurtAdjustment_Stage0.x) + __uurtAdjustment_Stage0.y), ((__upos2.y * __uurtAdjustment_Stage0.z) + __uurtAdjustment_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 = __uvcolor_Stage0; return output; } #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 float4 gl_Color[1] = { float4(0, 0, 0, 0) }; cbuffer DriverConstants : register(b1) { }; #define GL_USES_FRAG_COLOR ; void gl_main() { float4 __uoutputColor_Stage0 = {0.0, 0.0, 0.0, 0.0}; { (__uoutputColor_Stage0 = __uvcolor_Stage0); } { (gl_Color[0] = __uoutputColor_Stage0); } (gl_Color[0] = gl_Color[0].wwww); } ; struct PS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float4 v0 : TEXCOORD0; }; @@ PIXEL OUTPUT @@ PS_OUTPUT main(PS_INPUT input) { __uvcolor_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 } RTDXBC>L-A gx4\HRDEF h<RD11< ($ \$Globals\__uurtAdjustment_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>STAT0DXBCߔGh$04PRDEFp<<RD11< ($ Microsoft (R) HLSL Shader Compiler 6.3.9600.18611ISGNhP\\SV_PositionTEXCOORDOSGN, SV_TARGETSHEX<Pjbe 6 >STAT" )5Ž"Fohw / "ҖinColor" _uinColor(0B5 (Ж inPosition" _uinPosition(0B9 ,Ж inLocalCoord"_uinLocalCoord(0B> <ҖurtAdjustment_Stage0"_uurtAdjustment_Stage0(0B"4 .Җ vcolor_Stage0"_uvcolor_Stage0(0B". (Җ gl_Position" gl_Position(0B* C宣|,є[ZZ"4 .Җ vcolor_Stage0"_uvcolor_Stage0(0B*7 *Җ gl_FragColor" gl_FragColor(0B08) a a%džtnF_8@C2ff870db3a3bP _uinPosition_u_uinPositionR _uinColor _u_uinColorR_uinCircleEdge_u_uinCircleEdgeR_uurtAdjustment_Stage0_u_uurtAdjustment_Stage0R_uuinnerRect_Stage1_u_uuinnerRect_Stage1P_uuradiusPlusHalf_Stage1_u_uuradiusPlusHalf_Stage1X6  float4 vec4(float x0, float x1, float x2, float x3) { return float4(x0, x1, x2, x3); } // Uniforms uniform float4 __uurtAdjustment_Stage0 : register(c0); #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Attributes static float4 __uinCircleEdge = {0, 0, 0, 0}; static float4 __uinColor = {0, 0, 0, 0}; static float2 __uinPosition = {0, 0}; static float4 gl_Position = float4(0, 0, 0, 0); // Varyings static float4 __uvinCircleEdge_Stage0 = {0, 0, 0, 0}; static float4 __uvinColor_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() { (__uvinCircleEdge_Stage0 = __uinCircleEdge); (__uvinColor_Stage0 = __uinColor); float2 __upos2 = __uinPosition; (gl_Position = vec4(((__upos2.x * __uurtAdjustment_Stage0.x) + __uurtAdjustment_Stage0.y), ((__upos2.y * __uurtAdjustment_Stage0.z) + __uurtAdjustment_Stage0.w), 0.0, 1.0)); } ; @@ 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 = __uvinCircleEdge_Stage0; output.v1 = __uvinColor_Stage0; return output; }  float4 vec4(float x0) { return float4(x0, x0, x0, x0); } // Uniforms uniform float4 __uuinnerRect_Stage1 : register(c0); uniform float2 __uuradiusPlusHalf_Stage1 : register(c1); #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Varyings static float4 __uvinCircleEdge_Stage0 = {0, 0, 0, 0}; static float4 __uvinColor_Stage0 = {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 __uoutputColor_Stage0 = {0.0, 0.0, 0.0, 0.0}; float4 __uoutputCoverage_Stage0 = {0.0, 0.0, 0.0, 0.0}; { float4 __ucircleEdge = {0.0, 0.0, 0.0, 0.0}; (__ucircleEdge = __uvinCircleEdge_Stage0); (__uoutputColor_Stage0 = __uvinColor_Stage0); float __ud = length(__ucircleEdge.xy); float __udistanceToOuterEdge = (__ucircleEdge.z * (1.0 - __ud)); float __uedgeAlpha = clamp(__udistanceToOuterEdge, 0.0, 1.0); (__uoutputCoverage_Stage0 = vec4(__uedgeAlpha)); } float4 __uoutput_Stage1 = {0.0, 0.0, 0.0, 0.0}; { float2 __udxy0 = (__uuinnerRect_Stage1.xy - gl_FragCoord.xy); float2 __udxy1 = (gl_FragCoord.xy - __uuinnerRect_Stage1.zw); float2 __udxy = max(max(__udxy0, __udxy1), 0.0); float __ualpha = clamp((__uuradiusPlusHalf_Stage1.x - length(__udxy)), 0.0, 1.0); (__ualpha = (1.0 - __ualpha)); (__uoutput_Stage1 = (__uoutputCoverage_Stage0 * __ualpha)); } { (gl_Color[0] = (__uoutputColor_Stage0 * __uoutput_Stage1)); } } ; 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; __uvinCircleEdge_Stage0 = input.v0; __uvinColor_Stage0 = 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 } RTTDXBC~Pn}4\`RDEF h<RD11< ($ \$Globals\__uurtAdjustment_Stage0float4Microsoft (R) HLSL Shader Compiler 6.3.9600.18611ISGN\PPPTEXCOORDOSGNSV_PositionTEXCOORDSHEXPejYF _2__g e e e e h6 @??2 2F օ 6" A6  62 F62 F6 @?6 @?6 F6 F>STAT @DXBCQc,E'%®&VL@4hRDEFh<XRD11< ($ \$Globals\ 4__uuinnerRect_Stage1float4__uuradiusPlusHalf_Stage1float2*Microsoft (R) HLSL Shader Compiler 6.3.9600.18611ISGNSV_PositionTEXCOORDOSGN, SV_TARGETSHEXPjYF d 2brbe h 2FAF  A42 F4 2F@FFK   A  A@?"FFK""A@?8 "*8 8 F>STAT" )D6j3/ "ҖinColor" _uinColor(0B5 (Ж inPosition" _uinPosition(0B9 ,Җ inCircleEdge"_uinCircleEdge(0B> <ҖurtAdjustment_Stage0"_uurtAdjustment_Stage0(0B"B <ҖvinCircleEdge_Stage0"_uvinCircleEdge_Stage0(0B"8 2ҖvinColor_Stage0"_uvinColor_Stage0(0B". (Җ gl_Position" gl_Position(0B* ɋv(L ̰yɼH8 6ҖuinnerRect_Stage1"_uuinnerRect_Stage1(0BB @ЖuradiusPlusHalf_Stage1"_uuradiusPlusHalf_Stage1(0B"B <ҖvinCircleEdge_Stage0"_uvinCircleEdge_Stage0(0B"0 *Җ gl_FragCoord" gl_FragCoord(0B"8 2ҖvinColor_Stage0"_uvinColor_Stage0(0B*7 *Җ gl_FragColor" gl_FragColor(0B08C  y8%67 X@22ff870db3a3bP _uinPosition_u_uinPositionR _uinColor _u_uinColorR_uinCircleEdge_u_uinCircleEdgeR_uurtAdjustment_Stage0_u_uurtAdjustment_Stage0X6  float4 vec4(float x0, float x1, float x2, float x3) { return float4(x0, x1, x2, x3); } // Uniforms uniform float4 __uurtAdjustment_Stage0 : register(c0); #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Attributes static float4 __uinCircleEdge = {0, 0, 0, 0}; static float4 __uinColor = {0, 0, 0, 0}; static float2 __uinPosition = {0, 0}; static float4 gl_Position = float4(0, 0, 0, 0); // Varyings static float4 __uvinCircleEdge_Stage0 = {0, 0, 0, 0}; static float4 __uvinColor_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() { (__uvinCircleEdge_Stage0 = __uinCircleEdge); (__uvinColor_Stage0 = __uinColor); float2 __upos2 = __uinPosition; (gl_Position = vec4(((__upos2.x * __uurtAdjustment_Stage0.x) + __uurtAdjustment_Stage0.y), ((__upos2.y * __uurtAdjustment_Stage0.z) + __uurtAdjustment_Stage0.w), 0.0, 1.0)); } ; @@ 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 = __uvinCircleEdge_Stage0; output.v1 = __uvinColor_Stage0; return output; } Cfloat4 vec4(float x0) { return float4(x0, x0, x0, x0); } #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Varyings static float4 __uvinCircleEdge_Stage0 = {0, 0, 0, 0}; static float4 __uvinColor_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 __uoutputColor_Stage0 = {0.0, 0.0, 0.0, 0.0}; float4 __uoutputCoverage_Stage0 = {0.0, 0.0, 0.0, 0.0}; { float4 __ucircleEdge = {0.0, 0.0, 0.0, 0.0}; (__ucircleEdge = __uvinCircleEdge_Stage0); (__uoutputColor_Stage0 = __uvinColor_Stage0); float __ud = length(__ucircleEdge.xy); float __udistanceToOuterEdge = (__ucircleEdge.z * (1.0 - __ud)); float __uedgeAlpha = clamp(__udistanceToOuterEdge, 0.0, 1.0); (__uoutputCoverage_Stage0 = vec4(__uedgeAlpha)); } { (gl_Color[0] = (__uoutputColor_Stage0 * __uoutputCoverage_Stage0)); } (gl_Color[0] = gl_Color[0].wwww); } ; 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) { __uvinCircleEdge_Stage0 = input.v0; __uvinColor_Stage0 = 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 } RTT@DXBC,RO?N#;@4\HRDEF h<RD11< ($ \$Globals\__uurtAdjustment_Stage0float4Microsoft (R) HLSL Shader Compiler 6.3.9600.18611ISGN\PPPTEXCOORDOSGNhtttSV_PositionTEXCOORDSHEXTPUjYF _2__g e e e h6 @??2 2F օ 6" A6  62 F6 @?6 F6 F>STAT DXBC^ h*N44h4RDEFp<<RD11< ($ Microsoft (R) HLSL Shader Compiler 6.3.9600.18611ISGNhtttSV_PositionTEXCOORDOSGN, SV_TARGETSHEXP1jbrbe hFFK  A@?8  *8 >STAT" )D6j3/ "ҖinColor" _uinColor(0B5 (Ж inPosition" _uinPosition(0B9 ,Җ inCircleEdge"_uinCircleEdge(0B> <ҖurtAdjustment_Stage0"_uurtAdjustment_Stage0(0B"B <ҖvinCircleEdge_Stage0"_uvinCircleEdge_Stage0(0B"8 2ҖvinColor_Stage0"_uvinColor_Stage0(0B". (Җ gl_Position" gl_Position(0B* mKD7&eTcš"B <ҖvinCircleEdge_Stage0"_uvinCircleEdge_Stage0(0B"8 2ҖvinColor_Stage0"_uvinColor_Stage0(0B*7 *Җ gl_FragColor" gl_FragColor(0B082 ֍Qp*JcG22ff870db3a3bP _uinPosition_u_uinPositionR _uinColor _u_uinColorR_uinCircleEdge_u_uinCircleEdgeR_uurtAdjustment_Stage0_u_uurtAdjustment_Stage0X6  float4 vec4(float x0, float x1, float x2, float x3) { return float4(x0, x1, x2, x3); } // Uniforms uniform float4 __uurtAdjustment_Stage0 : register(c0); #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Attributes static float4 __uinCircleEdge = {0, 0, 0, 0}; static float4 __uinColor = {0, 0, 0, 0}; static float2 __uinPosition = {0, 0}; static float4 gl_Position = float4(0, 0, 0, 0); // Varyings static float4 __uvinCircleEdge_Stage0 = {0, 0, 0, 0}; static float4 __uvinColor_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() { (__uvinCircleEdge_Stage0 = __uinCircleEdge); (__uvinColor_Stage0 = __uinColor); float2 __upos2 = __uinPosition; (gl_Position = vec4(((__upos2.x * __uurtAdjustment_Stage0.x) + __uurtAdjustment_Stage0.y), ((__upos2.y * __uurtAdjustment_Stage0.z) + __uurtAdjustment_Stage0.w), 0.0, 1.0)); } ; @@ 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 = __uvinCircleEdge_Stage0; output.v1 = __uvinColor_Stage0; return output; } !float4 vec4(float x0) { return float4(x0, x0, x0, x0); } #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Varyings static float4 __uvinCircleEdge_Stage0 = {0, 0, 0, 0}; static float4 __uvinColor_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 __uoutputColor_Stage0 = {0.0, 0.0, 0.0, 0.0}; float4 __uoutputCoverage_Stage0 = {0.0, 0.0, 0.0, 0.0}; { float4 __ucircleEdge = {0.0, 0.0, 0.0, 0.0}; (__ucircleEdge = __uvinCircleEdge_Stage0); (__uoutputColor_Stage0 = __uvinColor_Stage0); float __ud = length(__ucircleEdge.xy); float __udistanceToOuterEdge = (__ucircleEdge.z * (1.0 - __ud)); float __uedgeAlpha = clamp(__udistanceToOuterEdge, 0.0, 1.0); (__uoutputCoverage_Stage0 = vec4(__uedgeAlpha)); } { (gl_Color[0] = (__uoutputColor_Stage0 * __uoutputCoverage_Stage0)); } } ; 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) { __uvinCircleEdge_Stage0 = input.v0; __uvinColor_Stage0 = 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 } RTT@DXBC,RO?N#;@4\HRDEF h<RD11< ($ \$Globals\__uurtAdjustment_Stage0float4Microsoft (R) HLSL Shader Compiler 6.3.9600.18611ISGN\PPPTEXCOORDOSGNhtttSV_PositionTEXCOORDSHEXTPUjYF _2__g e e e h6 @??2 2F օ 6" A6  62 F6 @?6 F6 F>STAT DXBC9h{]aq7SFx 44h4RDEFp<<RD11< ($ Microsoft (R) HLSL Shader Compiler 6.3.9600.18611ISGNhtttSV_PositionTEXCOORDOSGN, SV_TARGETSHEXP1jbrbe hFFK  A@?8  *8 F>STAT" )D6j3/ "ҖinColor" _uinColor(0B5 (Ж inPosition" _uinPosition(0B9 ,Җ inCircleEdge"_uinCircleEdge(0B> <ҖurtAdjustment_Stage0"_uurtAdjustment_Stage0(0B"B <ҖvinCircleEdge_Stage0"_uvinCircleEdge_Stage0(0B"8 2ҖvinColor_Stage0"_uvinColor_Stage0(0B". (Җ gl_Position" gl_Position(0B* Fug0 gYH9$:Sc"B <ҖvinCircleEdge_Stage0"_uvinCircleEdge_Stage0(0B"8 2ҖvinColor_Stage0"_uvinColor_Stage0(0B*7 *Җ gl_FragColor" gl_FragColor(0B082 S!EH &ȾV2ff870db3a3bP _uinPosition_u_uinPositionR _uinColor _u_uinColorP_uinLocalCoord_u_uinLocalCoordR_uurtAdjustment_Stage0_u_uurtAdjustment_Stage0[ _uuCoordTransformMatrix_0_Stage0"_u_uuCoordTransformMatrix_0_Stage0P_uuImageIncrement_Stage1_u_uuImageIncrement_Stage1R_uuKernel_Stage1_u_uuKernel_Stage1^_uuTextureSampler_0_Stage1_u_uuTextureSampler_0_Stage1 X6  {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); } // Uniforms uniform float3x3 __uuCoordTransformMatrix_0_Stage0 : register(c0); uniform float4 __uurtAdjustment_Stage0 : register(c3); #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Attributes static float4 __uinColor = {0, 0, 0, 0}; static float2 __uinLocalCoord = {0, 0}; static float2 __uinPosition = {0, 0}; static float4 gl_Position = float4(0, 0, 0, 0); // Varyings static float2 __uvTransformedCoords_0_Stage0 = {0, 0}; static float4 __uvcolor_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 __ucolor = __uinColor; (__uvcolor_Stage0 = __ucolor); float2 __upos2 = __uinPosition; (__uvTransformedCoords_0_Stage0 = mul(transpose(__uuCoordTransformMatrix_0_Stage0), vec3(__uinLocalCoord, 1.0)).xy); (gl_Position = vec4(((__upos2.x * __uurtAdjustment_Stage0.x) + __uurtAdjustment_Stage0.y), ((__upos2.y * __uurtAdjustment_Stage0.z) + __uurtAdjustment_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 = __uvcolor_Stage0; output.v1 = __uvTransformedCoords_0_Stage0; return output; } z // Uniforms uniform float2 __uuImageIncrement_Stage1 : register(c0); uniform float4 __uuKernel_Stage1[3] : register(c1); 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 float2 __uvTransformedCoords_0_Stage0 = {0, 0}; static float4 __uvcolor_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 __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}; { (__uoutput_Stage1 = float4(0.0, 0.0, 0.0, 0.0)); float2 __ucoord = (__uvTransformedCoords_0_Stage0 - (4.0 * __uuImageIncrement_Stage1)); float2 __ucoordSampled = {0.0, 0.0}; (__ucoordSampled = __ucoord); (__uoutput_Stage1 += (gl_texture2D(__uuTextureSampler_0_Stage1, __ucoordSampled).xxxx * __uuKernel_Stage1[0].x)); (__ucoord += __uuImageIncrement_Stage1); (__ucoordSampled = __ucoord); (__uoutput_Stage1 += (gl_texture2D(__uuTextureSampler_0_Stage1, __ucoordSampled).xxxx * __uuKernel_Stage1[0].y)); (__ucoord += __uuImageIncrement_Stage1); (__ucoordSampled = __ucoord); (__uoutput_Stage1 += (gl_texture2D(__uuTextureSampler_0_Stage1, __ucoordSampled).xxxx * __uuKernel_Stage1[0].z)); (__ucoord += __uuImageIncrement_Stage1); (__ucoordSampled = __ucoord); (__uoutput_Stage1 += (gl_texture2D(__uuTextureSampler_0_Stage1, __ucoordSampled).xxxx * __uuKernel_Stage1[0].w)); (__ucoord += __uuImageIncrement_Stage1); (__ucoordSampled = __ucoord); (__uoutput_Stage1 += (gl_texture2D(__uuTextureSampler_0_Stage1, __ucoordSampled).xxxx * __uuKernel_Stage1[1].x)); (__ucoord += __uuImageIncrement_Stage1); (__ucoordSampled = __ucoord); (__uoutput_Stage1 += (gl_texture2D(__uuTextureSampler_0_Stage1, __ucoordSampled).xxxx * __uuKernel_Stage1[1].y)); (__ucoord += __uuImageIncrement_Stage1); (__ucoordSampled = __ucoord); (__uoutput_Stage1 += (gl_texture2D(__uuTextureSampler_0_Stage1, __ucoordSampled).xxxx * __uuKernel_Stage1[1].z)); (__ucoord += __uuImageIncrement_Stage1); (__ucoordSampled = __ucoord); (__uoutput_Stage1 += (gl_texture2D(__uuTextureSampler_0_Stage1, __ucoordSampled).xxxx * __uuKernel_Stage1[1].w)); (__ucoord += __uuImageIncrement_Stage1); (__ucoordSampled = __ucoord); (__uoutput_Stage1 += (gl_texture2D(__uuTextureSampler_0_Stage1, __ucoordSampled).xxxx * __uuKernel_Stage1[2].x)); (__ucoord += __uuImageIncrement_Stage1); (__uoutput_Stage1 *= __uoutputColor_Stage0); } { (gl_Color[0] = __uoutput_Stage1); } (gl_Color[0] = gl_Color[0].wwww); } ; 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 } RTR DXBC0Z)}ƶ 48pRDEFh<dRD11< ($ \$Globals\@, 0@__uuCoordTransformMatrix_0_Stage0float3x3__uurtAdjustment_Stage0float48Microsoft (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 ,DXBC\^ y,4$RDEF<RD11< ($  samplers2D[0]textures2D[0]$Globals@,Pt0__uuImageIncrement_Stage1float2F__uuKernel_Stage1float4Microsoft (R) HLSL Shader Compiler 6.3.9600.18611ISGNhtttSV_PositionTEXCOORDOSGN, SV_TARGETSHEXP*jYF Z`XpUUbb2e h22F A@@@F ECUFF~`ECU" ~` 8" 2   ECU" ~` 2 *  ECU" ~` 2 :  ECU" ~` 2   ECU" ~` 2   ECU" ~` 2 *  ECU" ~` ECUB |`2 :  2 *  8 >STAT " W񯪺0'/ "ҖinColor" _uinColor(0B5 (Ж inPosition" _uinPosition(0B9 ,Ж inLocalCoord"_uinLocalCoord(0BR PۖuCoordTransformMatrix_0_Stage0" _uuCoordTransformMatrix_0_Stage0(0B> <ҖurtAdjustment_Stage0"_uurtAdjustment_Stage0(0B"4 .Җ vcolor_Stage0"_uvcolor_Stage0(0B"P JЖvTransformedCoords_0_Stage0"_uvTransformedCoords_0_Stage0(0B". (Җ gl_Position" gl_Position(0B* 8\9C;JSB7$PD BޖuTextureSampler_0_Stage1"_uuTextureSampler_0_Stage1(0BB @ЖuImageIncrement_Stage1"_uuImageIncrement_Stage1(0B2 0ҖuKernel_Stage1"_uuKernel_Stage1(0B"4 .Җ vcolor_Stage0"_uvcolor_Stage0(0B"P JЖvTransformedCoords_0_Stage0"_uvTransformedCoords_0_Stage0(0B*7 *Җ gl_FragColor" gl_FragColor(0B08V PEЦc#{U2ff870db3a3bP _uinPosition_u_uinPosition R_uurtAdjustment_Stage0_u_uurtAdjustment_Stage0[_uuViewM_Stage0_u_uuViewM_Stage0R_uuColor_Stage0_u_uuColor_Stage0R_uuproxyRect_Stage1_u_uuproxyRect_Stage1_uucornerRadius_Stage1_u_uucornerRadius_Stage1_uublurRadius_Stage1_u_uublurRadius_Stage1R_uuinnerRect_Stage2_u_uuinnerRect_Stage2P_uuradiusPlusHalf_Stage2_u_uuradiusPlusHalf_Stage2^_uuTextureSampler_0_Stage1_u_uuTextureSampler_0_Stage1    X6   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); } // Uniforms uniform float3x3 __uuViewM_Stage0 : register(c0); uniform float4 __uurtAdjustment_Stage0 : register(c3); #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 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() { float2 __upos2 = mul(transpose(__uuViewM_Stage0), vec3(__uinPosition, 1.0)).xy; (gl_Position = vec4(((__upos2.x * __uurtAdjustment_Stage0.x) + __uurtAdjustment_Stage0.y), ((__upos2.y * __uurtAdjustment_Stage0.z) + __uurtAdjustment_Stage0.w), 0.0, 1.0)); } ; @@ VERTEX ATTRIBUTES @@ struct VS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD0; float4 gl_FragCoord : 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; return output; }  float2 vec2(float x0) { return float2(x0, x0); } // Uniforms uniform float4 __uuColor_Stage0 : register(c0); uniform float __uublurRadius_Stage1 : register(c1); uniform float __uucornerRadius_Stage1 : register(c2); uniform float4 __uuinnerRect_Stage2 : register(c3); uniform float4 __uuproxyRect_Stage1 : register(c4); uniform float2 __uuradiusPlusHalf_Stage2 : register(c5); 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 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() { float4 __uoutputColor_Stage0 = {0.0, 0.0, 0.0, 0.0}; { (__uoutputColor_Stage0 = __uuColor_Stage0); } float4 __uoutput_Stage1 = {0.0, 0.0, 0.0, 0.0}; { float2 __utranslatedFragPos = (gl_FragCoord.xy - __uuproxyRect_Stage1.xy); float __uthreshold = (__uucornerRadius_Stage1 + (2.0 * __uublurRadius_Stage1)); float2 __umiddle = ((__uuproxyRect_Stage1.zw - __uuproxyRect_Stage1.xy) - (2.0 * __uthreshold)); if (((__utranslatedFragPos.x >= __uthreshold) && (__utranslatedFragPos.x < (__umiddle.x + __uthreshold)))) { (__utranslatedFragPos.x = __uthreshold); } else { if ((__utranslatedFragPos.x >= (__umiddle.x + __uthreshold))) { (__utranslatedFragPos.x -= (__umiddle.x - 1.0)); } } if (((__utranslatedFragPos.y > __uthreshold) && (__utranslatedFragPos.y < (__umiddle.y + __uthreshold)))) { (__utranslatedFragPos.y = __uthreshold); } else { if ((__utranslatedFragPos.y >= (__umiddle.y + __uthreshold))) { (__utranslatedFragPos.y -= (__umiddle.y - 1.0)); } } float2 __uproxyDims = vec2(((2.0 * __uthreshold) + 1.0)); float2 __utexCoord = (__utranslatedFragPos / __uproxyDims); (__uoutput_Stage1 = gl_texture2D(__uuTextureSampler_0_Stage1, __utexCoord).xxxx); } float4 __uoutput_Stage2 = {0.0, 0.0, 0.0, 0.0}; { float2 __udxy0 = (__uuinnerRect_Stage2.xy - gl_FragCoord.xy); float2 __udxy1 = (gl_FragCoord.xy - __uuinnerRect_Stage2.zw); float2 __udxy = max(max(__udxy0, __udxy1), 0.0); float __ualpha = clamp((__uuradiusPlusHalf_Stage2.x - length(__udxy)), 0.0, 1.0); (__ualpha = (1.0 - __ualpha)); (__uoutput_Stage2 = (__uoutput_Stage1 * __ualpha)); } { (gl_Color[0] = (__uoutputColor_Stage0 * __uoutput_Stage2)); } } ; struct PS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD0; float4 gl_FragCoord : 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; gl_main(); return generateOutput(); } R gl_Color0 gl_Color[0](struct GS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD0; float4 gl_FragCoord : TEXCOORD1; }; struct GS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD0; float4 gl_FragCoord : TEXCOORD1; }; void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput) { output.gl_Position = input.gl_Position; output.gl_FragCoord = input.gl_FragCoord; #ifndef ANGLE_POINT_SPRITE_SHADER output.dx_Position = input.dx_Position; #endif // ANGLE_POINT_SPRITE_SHADER } RDXBCtJ [}%4hRDEFh<TRD11< ($ \$Globals\@,00__uuViewM_Stage0float3x3__uurtAdjustment_Stage0float4(Microsoft (R) HLSL Shader Compiler 6.3.9600.18611ISGN, TEXCOORDOSGNhP\\SV_PositionTEXCOORDSHEXPijYF _2g e e h62F6B@?F FF F2 " * : 2 :  6@??6 6" A6B@6 F6 F>STAT DXBCClj*}ڼ4@RDEF<RD11< ($  samplers2D[0]textures2D[0]$Globals`$H $`0u@P__uuColor_Stage0float4__uublurRadius_Stage1float__uucornerRadius_Stage1__uuinnerRect_Stage2__uuproxyRect_Stage1__uuradiusPlusHalf_Stage2float2Microsoft (R) HLSL Shader Compiler 6.3.9600.18611ISGNhP\\SV_PositionTEXCOORDOSGN, SV_TARGETSHEX,P jYF Z`XpUUd 2e h 2F A 2 B @@ 2 2 A@@@F2 F 2F@  A2 F12 F2FA 7 2FF **1B*:"* :7 :* 7 "*2 *@@@?2FECUFF~` bA  2F A4bV4 bV@"K" "A "A@?8 8 F >STAT" sYgNܨά\nJu95 (Ж inPosition" _uinPosition(0B> <ҖurtAdjustment_Stage0"_uurtAdjustment_Stage0(0B0 .ۖ uViewM_Stage0"_uuViewM_Stage0(0B". (Җ gl_Position" gl_Position(0B* AB mG'D BޖuTextureSampler_0_Stage1"_uuTextureSampler_0_Stage1(0B8 6ҖuproxyRect_Stage1"_uuproxyRect_Stage1(0B0 .Җ uColor_Stage0"_uuColor_Stage0(0B= ;(ucornerRadius_Stage1"_uucornerRadius_Stage1(0B9 7(ublurRadius_Stage1"_uublurRadius_Stage1(0B8 6ҖuinnerRect_Stage2"_uuinnerRect_Stage2(0BB @ЖuradiusPlusHalf_Stage2"_uuradiusPlusHalf_Stage2(0B"0 *Җ gl_FragCoord" gl_FragCoord(0B*7 *Җ gl_FragColor" gl_FragColor(0B08U S?ޑ/w;Hu;2ff870db3a3bP _uinPosition_u_uinPositionR _uinColor _u_uinColorP_uinLocalCoord_u_uinLocalCoordR_uurtAdjustment_Stage0_u_uurtAdjustment_Stage0[ _uuCoordTransformMatrix_0_Stage0"_u_uuCoordTransformMatrix_0_Stage0^_uuTextureSampler_0_Stage1_u_uuTextureSampler_0_Stage1 X6  {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); } // Uniforms uniform float3x3 __uuCoordTransformMatrix_0_Stage0 : register(c0); uniform float4 __uurtAdjustment_Stage0 : register(c3); #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Attributes static float4 __uinColor = {0, 0, 0, 0}; static float2 __uinLocalCoord = {0, 0}; static float2 __uinPosition = {0, 0}; static float4 gl_Position = float4(0, 0, 0, 0); // Varyings static float2 __uvTransformedCoords_0_Stage0 = {0, 0}; static float4 __uvcolor_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 __ucolor = __uinColor; (__uvcolor_Stage0 = __ucolor); float2 __upos2 = __uinPosition; (__uvTransformedCoords_0_Stage0 = mul(transpose(__uuCoordTransformMatrix_0_Stage0), vec3(__uinLocalCoord, 1.0)).xy); (gl_Position = vec4(((__upos2.x * __uurtAdjustment_Stage0.x) + __uurtAdjustment_Stage0.y), ((__upos2.y * __uurtAdjustment_Stage0.z) + __uurtAdjustment_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 = __uvcolor_Stage0; output.v1 = __uvTransformedCoords_0_Stage0; return output; } O// Uniforms 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 float2 __uvTransformedCoords_0_Stage0 = {0, 0}; static float4 __uvcolor_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 __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 __uchild = {0.0, 0.0, 0.0, 0.0}; { (__uchild = gl_texture2D(__uuTextureSampler_0_Stage1, __uvTransformedCoords_0_Stage0).xyzw); } (__uoutput_Stage1 = (__uchild * __uoutputColor_Stage0.w)); } { (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 } RTR DXBC0Z)}ƶ 48pRDEFh<dRD11< ($ \$Globals\@, 0@__uuCoordTransformMatrix_0_Stage0float3x3__uurtAdjustment_Stage0float48Microsoft (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 DXBC-E^zi: 4lRDEF<RD11< ($ | samplers2D[0]textures2D[0]Microsoft (R) HLSL Shader Compiler 6.3.9600.18611ISGNhtttSV_PositionTEXCOORDOSGN, SV_TARGETSHEXP(jZ`XpUUbb2e hECUFF~`8 F>STAT" W񯪺0'/ "ҖinColor" _uinColor(0B5 (Ж inPosition" _uinPosition(0B9 ,Ж inLocalCoord"_uinLocalCoord(0BR PۖuCoordTransformMatrix_0_Stage0" _uuCoordTransformMatrix_0_Stage0(0B> <ҖurtAdjustment_Stage0"_uurtAdjustment_Stage0(0B"4 .Җ vcolor_Stage0"_uvcolor_Stage0(0B"P JЖvTransformedCoords_0_Stage0"_uvTransformedCoords_0_Stage0(0B". (Җ gl_Position" gl_Position(0B* WpaE:D'LD BޖuTextureSampler_0_Stage1"_uuTextureSampler_0_Stage1(0B"4 .Җ vcolor_Stage0"_uvcolor_Stage0(0B"P JЖvTransformedCoords_0_Stage0"_uvTransformedCoords_0_Stage0(0B*7 *Җ gl_FragColor" gl_FragColor(0B08; i -B?i;W&<2ff870db3a3bP _uinPosition_u_uinPositionR _uinColor _u_uinColorP_uinTextureCoords_u_uinTextureCoordsR_uurtAdjustment_Stage0_u_uurtAdjustment_Stage0P_uuAtlasSizeInv_Stage0_u_uuAtlasSizeInv_Stage0^_uuTextureSampler_0_Stage0_u_uuTextureSampler_0_Stage0 X6  dfloat2 vec2(float x0, float x1) { return float2(x0, x1); } float4 vec4(float x0, float x1, float x2, float x3) { return float4(x0, x1, x2, x3); } // Uniforms uniform float2 __uuAtlasSizeInv_Stage0 : register(c0); uniform float4 __uurtAdjustment_Stage0 : register(c1); #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Attributes static float4 __uinColor = {0, 0, 0, 0}; static float2 __uinPosition = {0, 0}; static float2 __uinTextureCoords = {0, 0}; static float4 gl_Position = float4(0, 0, 0, 0); // Varyings static float __uvTexIndex_Stage0 = {0}; static float2 __uvTextureCoords_Stage0 = {0, 0}; static float4 __uvinColor_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() { float2 __uindexTexCoords = vec2(__uinTextureCoords.x, __uinTextureCoords.y); float2 __uintCoords = floor((0.5 * __uindexTexCoords)); float2 __udiff = (__uindexTexCoords - (2.0 * __uintCoords)); float __utexIdx = ((2.0 * __udiff.x) + __udiff.y); (__uvTextureCoords_Stage0 = (__uintCoords * __uuAtlasSizeInv_Stage0)); (__uvTexIndex_Stage0 = __utexIdx); (__uvinColor_Stage0 = __uinColor); float2 __upos2 = __uinPosition; (gl_Position = vec4(((__upos2.x * __uurtAdjustment_Stage0.x) + __uurtAdjustment_Stage0.y), ((__upos2.y * __uurtAdjustment_Stage0.z) + __uurtAdjustment_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 = __uvinColor_Stage0; output.v1 = __uvTextureCoords_Stage0; return output; } `// Uniforms static const uint __uuTextureSampler_0_Stage0 = 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 __uvTextureCoords_Stage0 = {0, 0}; static float4 __uvinColor_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 __uoutputColor_Stage0 = {0.0, 0.0, 0.0, 0.0}; float4 __uoutputCoverage_Stage0 = {0.0, 0.0, 0.0, 0.0}; { (__uoutputColor_Stage0 = __uvinColor_Stage0); float4 __utexColor = {0.0, 0.0, 0.0, 0.0}; { (__utexColor = gl_texture2D(__uuTextureSampler_0_Stage0, __uvTextureCoords_Stage0).xxxx); } (__uoutputCoverage_Stage0 = __utexColor); } { (gl_Color[0] = (__uoutputColor_Stage0 * __uoutputCoverage_Stage0)); } } ; 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) { __uvinColor_Stage0 = input.v0; __uvTextureCoords_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 } RTRDXBC-f0<#4,XRDEFh<XRD11< ($ \$Globals\ 4__uuAtlasSizeInv_Stage0float2__uurtAdjustment_Stage0float4,Microsoft (R) HLSL Shader Compiler 6.3.9600.18611ISGN\PPPTEXCOORDOSGNhttt SV_PositionTEXCOORDSHEXPgjYF _2__2g e e e2 h6 @??2 2F օ 6" A6  62 F6 @?6 F8 2F@??A2F82 FF >STAT DXBC _{kP!OM}4lRDEF<RD11< ($ | samplers2D[0]textures2D[0]Microsoft (R) HLSL Shader Compiler 6.3.9600.18611ISGNhtttSV_PositionTEXCOORDOSGN, SV_TARGETSHEXP(jZ`XpUUbb2e hECUFF~`8 F>STAT" CJ+18kJP|>/ "ҖinColor" _uinColor(0B5 (Ж inPosition" _uinPosition(0B? 2ЖinTextureCoords"_uinTextureCoords(0B> <ЖuAtlasSizeInv_Stage0"_uuAtlasSizeInv_Stage0(0B> <ҖurtAdjustment_Stage0"_uurtAdjustment_Stage0(0B"9 3(vTexIndex_Stage0"_uvTexIndex_Stage0(0B"D >ЖvTextureCoords_Stage0"_uvTextureCoords_Stage0(0B"8 2ҖvinColor_Stage0"_uvinColor_Stage0(0B". (Җ gl_Position" gl_Position(0B*  1Ag(Qu]a0%D BޖuTextureSampler_0_Stage0"_uuTextureSampler_0_Stage0(0B"9 3(vTexIndex_Stage0"_uvTexIndex_Stage0(0B"D >ЖvTextureCoords_Stage0"_uvTextureCoords_Stage0(0B"8 2ҖvinColor_Stage0"_uvinColor_Stage0(0B*7 *Җ gl_FragColor" gl_FragColor(0B08< ;Sn_zdUCi2ff870db3a3bP _uinPosition_u_uinPositionR _uinColor _u_uinColorP_uinLocalCoord_u_uinLocalCoordR_uurtAdjustment_Stage0_u_uurtAdjustment_Stage0[ _uuCoordTransformMatrix_0_Stage0"_u_uuCoordTransformMatrix_0_Stage0P_uuImageIncrement_Stage1_u_uuImageIncrement_Stage1R_uuKernel_Stage1_u_uuKernel_Stage1^_uuTextureSampler_0_Stage1_u_uuTextureSampler_0_Stage1  X6  {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); } // Uniforms uniform float3x3 __uuCoordTransformMatrix_0_Stage0 : register(c0); uniform float4 __uurtAdjustment_Stage0 : register(c3); #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Attributes static float4 __uinColor = {0, 0, 0, 0}; static float2 __uinLocalCoord = {0, 0}; static float2 __uinPosition = {0, 0}; static float4 gl_Position = float4(0, 0, 0, 0); // Varyings static float2 __uvTransformedCoords_0_Stage0 = {0, 0}; static float4 __uvcolor_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 __ucolor = __uinColor; (__uvcolor_Stage0 = __ucolor); float2 __upos2 = __uinPosition; (__uvTransformedCoords_0_Stage0 = mul(transpose(__uuCoordTransformMatrix_0_Stage0), vec3(__uinLocalCoord, 1.0)).xy); (gl_Position = vec4(((__upos2.x * __uurtAdjustment_Stage0.x) + __uurtAdjustment_Stage0.y), ((__upos2.y * __uurtAdjustment_Stage0.z) + __uurtAdjustment_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 = __uvcolor_Stage0; output.v1 = __uvTransformedCoords_0_Stage0; return output; } B// Uniforms uniform float2 __uuImageIncrement_Stage1 : register(c0); uniform float4 __uuKernel_Stage1[5] : register(c1); 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 float2 __uvTransformedCoords_0_Stage0 = {0, 0}; static float4 __uvcolor_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 __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}; { (__uoutput_Stage1 = float4(0.0, 0.0, 0.0, 0.0)); float2 __ucoord = (__uvTransformedCoords_0_Stage0 - (8.0 * __uuImageIncrement_Stage1)); float2 __ucoordSampled = {0.0, 0.0}; (__ucoordSampled = __ucoord); (__uoutput_Stage1 += (gl_texture2D(__uuTextureSampler_0_Stage1, __ucoordSampled).xxxx * __uuKernel_Stage1[0].x)); (__ucoord += __uuImageIncrement_Stage1); (__ucoordSampled = __ucoord); (__uoutput_Stage1 += (gl_texture2D(__uuTextureSampler_0_Stage1, __ucoordSampled).xxxx * __uuKernel_Stage1[0].y)); (__ucoord += __uuImageIncrement_Stage1); (__ucoordSampled = __ucoord); (__uoutput_Stage1 += (gl_texture2D(__uuTextureSampler_0_Stage1, __ucoordSampled).xxxx * __uuKernel_Stage1[0].z)); (__ucoord += __uuImageIncrement_Stage1); (__ucoordSampled = __ucoord); (__uoutput_Stage1 += (gl_texture2D(__uuTextureSampler_0_Stage1, __ucoordSampled).xxxx * __uuKernel_Stage1[0].w)); (__ucoord += __uuImageIncrement_Stage1); (__ucoordSampled = __ucoord); (__uoutput_Stage1 += (gl_texture2D(__uuTextureSampler_0_Stage1, __ucoordSampled).xxxx * __uuKernel_Stage1[1].x)); (__ucoord += __uuImageIncrement_Stage1); (__ucoordSampled = __ucoord); (__uoutput_Stage1 += (gl_texture2D(__uuTextureSampler_0_Stage1, __ucoordSampled).xxxx * __uuKernel_Stage1[1].y)); (__ucoord += __uuImageIncrement_Stage1); (__ucoordSampled = __ucoord); (__uoutput_Stage1 += (gl_texture2D(__uuTextureSampler_0_Stage1, __ucoordSampled).xxxx * __uuKernel_Stage1[1].z)); (__ucoord += __uuImageIncrement_Stage1); (__ucoordSampled = __ucoord); (__uoutput_Stage1 += (gl_texture2D(__uuTextureSampler_0_Stage1, __ucoordSampled).xxxx * __uuKernel_Stage1[1].w)); (__ucoord += __uuImageIncrement_Stage1); (__ucoordSampled = __ucoord); (__uoutput_Stage1 += (gl_texture2D(__uuTextureSampler_0_Stage1, __ucoordSampled).xxxx * __uuKernel_Stage1[2].x)); (__ucoord += __uuImageIncrement_Stage1); (__ucoordSampled = __ucoord); (__uoutput_Stage1 += (gl_texture2D(__uuTextureSampler_0_Stage1, __ucoordSampled).xxxx * __uuKernel_Stage1[2].y)); (__ucoord += __uuImageIncrement_Stage1); (__ucoordSampled = __ucoord); (__uoutput_Stage1 += (gl_texture2D(__uuTextureSampler_0_Stage1, __ucoordSampled).xxxx * __uuKernel_Stage1[2].z)); (__ucoord += __uuImageIncrement_Stage1); (__ucoordSampled = __ucoord); (__uoutput_Stage1 += (gl_texture2D(__uuTextureSampler_0_Stage1, __ucoordSampled).xxxx * __uuKernel_Stage1[2].w)); (__ucoord += __uuImageIncrement_Stage1); (__ucoordSampled = __ucoord); (__uoutput_Stage1 += (gl_texture2D(__uuTextureSampler_0_Stage1, __ucoordSampled).xxxx * __uuKernel_Stage1[3].x)); (__ucoord += __uuImageIncrement_Stage1); (__ucoordSampled = __ucoord); (__uoutput_Stage1 += (gl_texture2D(__uuTextureSampler_0_Stage1, __ucoordSampled).xxxx * __uuKernel_Stage1[3].y)); (__ucoord += __uuImageIncrement_Stage1); (__ucoordSampled = __ucoord); (__uoutput_Stage1 += (gl_texture2D(__uuTextureSampler_0_Stage1, __ucoordSampled).xxxx * __uuKernel_Stage1[3].z)); (__ucoord += __uuImageIncrement_Stage1); (__ucoordSampled = __ucoord); (__uoutput_Stage1 += (gl_texture2D(__uuTextureSampler_0_Stage1, __ucoordSampled).xxxx * __uuKernel_Stage1[3].w)); (__ucoord += __uuImageIncrement_Stage1); (__ucoordSampled = __ucoord); (__uoutput_Stage1 += (gl_texture2D(__uuTextureSampler_0_Stage1, __ucoordSampled).xxxx * __uuKernel_Stage1[4].x)); (__ucoord += __uuImageIncrement_Stage1); (__uoutput_Stage1 *= __uoutputColor_Stage0); } { (gl_Color[0] = __uoutput_Stage1); } (gl_Color[0] = gl_Color[0].wwww); } ; 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 } RTR DXBC0Z)}ƶ 48pRDEFh<dRD11< ($ \$Globals\@, 0@__uuCoordTransformMatrix_0_Stage0float3x3__uurtAdjustment_Stage0float48Microsoft (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  DXBC[ abn 4$0 RDEF<RD11< ($  samplers2D[0]textures2D[0]$Globals`,PtP__uuImageIncrement_Stage1float2F__uuKernel_Stage1float4Microsoft (R) HLSL Shader Compiler 6.3.9600.18611ISGNhtttSV_PositionTEXCOORDOSGN, SV_TARGETSHEXHPjYF Z`XpUUbb2e h22F A@AAF ECUFF~`ECU" ~` 8" 2   ECU" ~` 2 *  ECU" ~` 2 :  ECU" ~` 2   ECU" ~` 2   ECU" ~` 2 *  ECU" ~` 2 :  ECU" ~` 2   ECU" ~` 2   ECU" ~` 2 *  ECU" ~` 2 :  ECU" ~` 2   ECU" ~` 2   ECU" ~` 2 *  ECU" ~` ECUB |`2 :  2 *  8 >STAT5#" W񯪺0'/ "ҖinColor" _uinColor(0B5 (Ж inPosition" _uinPosition(0B9 ,Ж inLocalCoord"_uinLocalCoord(0BR PۖuCoordTransformMatrix_0_Stage0" _uuCoordTransformMatrix_0_Stage0(0B> <ҖurtAdjustment_Stage0"_uurtAdjustment_Stage0(0B"4 .Җ vcolor_Stage0"_uvcolor_Stage0(0B"P JЖvTransformedCoords_0_Stage0"_uvTransformedCoords_0_Stage0(0B". (Җ gl_Position" gl_Position(0B* cCwܝ>D BޖuTextureSampler_0_Stage1"_uuTextureSampler_0_Stage1(0BB @ЖuImageIncrement_Stage1"_uuImageIncrement_Stage1(0B2 0ҖuKernel_Stage1"_uuKernel_Stage1(0B"4 .Җ vcolor_Stage0"_uvcolor_Stage0(0B"P JЖvTransformedCoords_0_Stage0"_uvTransformedCoords_0_Stage0(0B*7 *Җ gl_FragColor" gl_FragColor(0B08i  Tqu6]O8ݯxN)2ff870db3a3bP _uinPosition_u_uinPositionR _uinColor _u_uinColorR_uurtAdjustment_Stage0_u_uurtAdjustment_Stage0X6  float4 vec4(float x0, float x1, float x2, float x3) { return float4(x0, x1, x2, x3); } // Uniforms uniform float4 __uurtAdjustment_Stage0 : register(c0); #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Attributes static float4 __uinColor = {0, 0, 0, 0}; static float2 __uinPosition = {0, 0}; static float4 gl_Position = float4(0, 0, 0, 0); // Varyings static float4 __uvcolor_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 __ucolor = __uinColor; (__uvcolor_Stage0 = __ucolor); float2 __upos2 = __uinPosition; (gl_Position = vec4(((__upos2.x * __uurtAdjustment_Stage0.x) + __uurtAdjustment_Stage0.y), ((__upos2.y * __uurtAdjustment_Stage0.z) + __uurtAdjustment_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 = __uvcolor_Stage0; return output; } #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 float4 gl_Color[1] = { float4(0, 0, 0, 0) }; cbuffer DriverConstants : register(b1) { }; #define GL_USES_FRAG_COLOR ; void gl_main() { float4 __uoutputColor_Stage0 = {0.0, 0.0, 0.0, 0.0}; { (__uoutputColor_Stage0 = __uvcolor_Stage0); } { (gl_Color[0] = __uoutputColor_Stage0); } } ; struct PS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float4 v0 : TEXCOORD0; }; @@ PIXEL OUTPUT @@ PS_OUTPUT main(PS_INPUT input) { __uvcolor_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 } RTDXBC>L-A gx4\HRDEF h<RD11< ($ \$Globals\__uurtAdjustment_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" t++C(h|_MD/ "ҖinColor" _uinColor(0B5 (Ж inPosition" _uinPosition(0B> <ҖurtAdjustment_Stage0"_uurtAdjustment_Stage0(0B"4 .Җ vcolor_Stage0"_uvcolor_Stage0(0B". (Җ gl_Position" gl_Position(0B*  k|ಜ,Gry7ŝdY"4 .Җ vcolor_Stage0"_uvcolor_Stage0(0B*7 *Җ gl_FragColor" gl_FragColor(0B08) * rUTac5LI42ff870db3a3bP _uinPosition_u_uinPositionR _uinColor _u_uinColorR_uinCircleEdge_u_uinCircleEdgeR_uurtAdjustment_Stage0_u_uurtAdjustment_Stage0X6  float4 vec4(float x0, float x1, float x2, float x3) { return float4(x0, x1, x2, x3); } // Uniforms uniform float4 __uurtAdjustment_Stage0 : register(c0); #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Attributes static float4 __uinCircleEdge = {0, 0, 0, 0}; static float4 __uinColor = {0, 0, 0, 0}; static float2 __uinPosition = {0, 0}; static float4 gl_Position = float4(0, 0, 0, 0); // Varyings static float4 __uvinCircleEdge_Stage0 = {0, 0, 0, 0}; static float4 __uvinColor_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() { (__uvinCircleEdge_Stage0 = __uinCircleEdge); (__uvinColor_Stage0 = __uinColor); float2 __upos2 = __uinPosition; (gl_Position = vec4(((__upos2.x * __uurtAdjustment_Stage0.x) + __uurtAdjustment_Stage0.y), ((__upos2.y * __uurtAdjustment_Stage0.z) + __uurtAdjustment_Stage0.w), 0.0, 1.0)); } ; @@ 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 = __uvinCircleEdge_Stage0; output.v1 = __uvinColor_Stage0; return output; } float4 vec4(float x0) { return float4(x0, x0, x0, x0); } #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Varyings static float4 __uvinCircleEdge_Stage0 = {0, 0, 0, 0}; static float4 __uvinColor_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 __uoutputColor_Stage0 = {0.0, 0.0, 0.0, 0.0}; float4 __uoutputCoverage_Stage0 = {0.0, 0.0, 0.0, 0.0}; { float4 __ucircleEdge = {0.0, 0.0, 0.0, 0.0}; (__ucircleEdge = __uvinCircleEdge_Stage0); (__uoutputColor_Stage0 = __uvinColor_Stage0); float __ud = length(__ucircleEdge.xy); float __udistanceToOuterEdge = (__ucircleEdge.z * (1.0 - __ud)); float __uedgeAlpha = clamp(__udistanceToOuterEdge, 0.0, 1.0); float __udistanceToInnerEdge = (__ucircleEdge.z * (__ud - __ucircleEdge.w)); float __uinnerAlpha = clamp(__udistanceToInnerEdge, 0.0, 1.0); (__uedgeAlpha *= __uinnerAlpha); (__uoutputCoverage_Stage0 = vec4(__uedgeAlpha)); } { (gl_Color[0] = (__uoutputColor_Stage0 * __uoutputCoverage_Stage0)); } } ; 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) { __uvinCircleEdge_Stage0 = input.v0; __uvinColor_Stage0 = 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 } RTT@DXBC,RO?N#;@4\HRDEF h<RD11< ($ \$Globals\__uurtAdjustment_Stage0float4Microsoft (R) HLSL Shader Compiler 6.3.9600.18611ISGN\PPPTEXCOORDOSGNhtttSV_PositionTEXCOORDSHEXTPUjYF _2__g e e e h6 @??2 2F օ 6" A6  62 F6 @?6 F6 F>STAT  DXBC ic-p 44hpRDEFp<<RD11< ($ Microsoft (R) HLSL Shader Compiler 6.3.9600.18611ISGNhtttSV_PositionTEXCOORDOSGN, SV_TARGETSHEXP@jbbe hFFK " A@? :A8 2F8 8 F>STAT" )D6j3/ "ҖinColor" _uinColor(0B5 (Ж inPosition" _uinPosition(0B9 ,Җ inCircleEdge"_uinCircleEdge(0B> <ҖurtAdjustment_Stage0"_uurtAdjustment_Stage0(0B"B <ҖvinCircleEdge_Stage0"_uvinCircleEdge_Stage0(0B"8 2ҖvinColor_Stage0"_uvinColor_Stage0(0B". (Җ gl_Position" gl_Position(0B* 3H=κ "B <ҖvinCircleEdge_Stage0"_uvinCircleEdge_Stage0(0B"8 2ҖvinColor_Stage0"_uvinColor_Stage0(0B*7 *Җ gl_FragColor" gl_FragColor(0B084 xt@Qz=gxѵL2ff870db3a3bP _uinPosition_u_uinPositionR _uinColor _u_uinColorP_uinLocalCoord_u_uinLocalCoordR_uurtAdjustment_Stage0_u_uurtAdjustment_Stage0[ _uuCoordTransformMatrix_0_Stage0"_u_uuCoordTransformMatrix_0_Stage0R_uuinnerRect_Stage2_u_uuinnerRect_Stage2P_uuradiusPlusHalf_Stage2_u_uuradiusPlusHalf_Stage2^_uuTextureSampler_0_Stage1_u_uuTextureSampler_0_Stage1 X6  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); } // Uniforms uniform float3x3 __uuCoordTransformMatrix_0_Stage0 : register(c0); uniform float4 __uurtAdjustment_Stage0 : register(c3); #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Attributes static float4 __uinColor = {0, 0, 0, 0}; static float2 __uinLocalCoord = {0, 0}; static float2 __uinPosition = {0, 0}; static float4 gl_Position = float4(0, 0, 0, 0); // Varyings static float2 __uvTransformedCoords_0_Stage0 = {0, 0}; static float4 __uvcolor_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 __ucolor = __uinColor; (__uvcolor_Stage0 = __ucolor); float2 __upos2 = __uinPosition; (__uvTransformedCoords_0_Stage0 = mul(transpose(__uuCoordTransformMatrix_0_Stage0), vec3(__uinLocalCoord, 1.0)).xy); (gl_Position = vec4(((__upos2.x * __uurtAdjustment_Stage0.x) + __uurtAdjustment_Stage0.y), ((__upos2.y * __uurtAdjustment_Stage0.z) + __uurtAdjustment_Stage0.w), 0.0, 1.0)); } ; @@ VERTEX ATTRIBUTES @@ struct VS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD2; float4 gl_FragCoord : TEXCOORD3; 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.gl_FragCoord = gl_Position; output.v0 = __uvcolor_Stage0; output.v1 = __uvTransformedCoords_0_Stage0; return output; } L float4 vec4(float x0) { return float4(x0, x0, x0, x0); } // Uniforms uniform float4 __uuinnerRect_Stage2 : register(c0); uniform float2 __uuradiusPlusHalf_Stage2 : register(c1); 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 float2 __uvTransformedCoords_0_Stage0 = {0, 0}; static float4 __uvcolor_Stage0 = {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); 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() { 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 __uchild = {0.0, 0.0, 0.0, 0.0}; { (__uchild = gl_texture2D(__uuTextureSampler_0_Stage1, __uvTransformedCoords_0_Stage0).xyzw); } (__uoutput_Stage1 = (__uchild * __uoutputColor_Stage0.w)); } float4 __uoutput_Stage2 = {0.0, 0.0, 0.0, 0.0}; { float2 __udxy0 = (__uuinnerRect_Stage2.xy - gl_FragCoord.xy); float2 __udxy1 = (gl_FragCoord.xy - __uuinnerRect_Stage2.zw); float2 __udxy = max(max(__udxy0, __udxy1), 0.0); float __ualpha = clamp((__uuradiusPlusHalf_Stage2.x - length(__udxy)), 0.0, 1.0); (__uoutput_Stage2 = vec4(__ualpha)); } { (gl_Color[0] = (__uoutput_Stage1 * __uoutput_Stage2)); } } ; struct PS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD2; float4 gl_FragCoord : TEXCOORD3; float4 v0 : TEXCOORD0; float2 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; __uvcolor_Stage0 = input.v0; __uvTransformedCoords_0_Stage0 = input.v1.xy; 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; float2 v1 : TEXCOORD1; }; struct GS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD2; float4 gl_FragCoord : TEXCOORD3; 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; output.gl_FragCoord = input.gl_FragCoord; #ifndef ANGLE_POINT_SPRITE_SHADER output.dx_Position = input.dx_Position; #endif // ANGLE_POINT_SPRITE_SHADER } RTRdDXBC]eAY5E|d48RDEFh<dRD11< ($ \$Globals\@, 0@__uuCoordTransformMatrix_0_Stage0float3x3__uurtAdjustment_Stage0float48Microsoft (R) HLSL Shader Compiler 6.3.9600.18611ISGN\PPPTEXCOORDOSGN SV_PositionTEXCOORDSHEXPzjYF _2__2g e e e e2 h6 @??2 2F օ 6" A6  62 F62 F6 @?6 @?6 F62F6B@? F F" F F>STAT XDXBCJ<|e"~晀X4$RDEF<RD11< ($  samplers2D[0]textures2D[0]$Globals ,Hl__uuinnerRect_Stage2float4A__uuradiusPlusHalf_Stage2float2Microsoft (R) HLSL Shader Compiler 6.3.9600.18611ISGNSV_PositionTEXCOORDOSGN, SV_TARGETSHEXPojYF Z`XpUUd 2bb2e h 2FAF  A42 F4 2F@FFK   A ECUFF~`8F8 F>STAT  " W񯪺0'/ "ҖinColor" _uinColor(0B5 (Ж inPosition" _uinPosition(0B9 ,Ж inLocalCoord"_uinLocalCoord(0BR PۖuCoordTransformMatrix_0_Stage0" _uuCoordTransformMatrix_0_Stage0(0B> <ҖurtAdjustment_Stage0"_uurtAdjustment_Stage0(0B"4 .Җ vcolor_Stage0"_uvcolor_Stage0(0B"P JЖvTransformedCoords_0_Stage0"_uvTransformedCoords_0_Stage0(0B". (Җ gl_Position" gl_Position(0B* / %f[ {Vށ>R8 6ҖuinnerRect_Stage2"_uuinnerRect_Stage2(0BB @ЖuradiusPlusHalf_Stage2"_uuradiusPlusHalf_Stage2(0BD BޖuTextureSampler_0_Stage1"_uuTextureSampler_0_Stage1(0B"4 .Җ vcolor_Stage0"_uvcolor_Stage0(0B"P JЖvTransformedCoords_0_Stage0"_uvTransformedCoords_0_Stage0(0B"0 *Җ gl_FragCoord" gl_FragCoord(0B*7 *Җ gl_FragColor" gl_FragColor(0B08L ~N֬n6SpAC2ff870db3a3bP _uinPosition_u_uinPositionR _uinColor _u_uinColorR_uinCircleEdge_u_uinCircleEdgeR_uurtAdjustment_Stage0_u_uurtAdjustment_Stage0[ _uuCoordTransformMatrix_0_Stage0"_u_uuCoordTransformMatrix_0_Stage0^_uuTextureSampler_0_Stage1_u_uuTextureSampler_0_Stage1 X6  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); } // Uniforms uniform float3x3 __uuCoordTransformMatrix_0_Stage0 : register(c0); uniform float4 __uurtAdjustment_Stage0 : register(c3); #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Attributes static float4 __uinCircleEdge = {0, 0, 0, 0}; static float4 __uinColor = {0, 0, 0, 0}; static float2 __uinPosition = {0, 0}; static float4 gl_Position = float4(0, 0, 0, 0); // Varyings static float2 __uvTransformedCoords_0_Stage0 = {0, 0}; static float4 __uvinCircleEdge_Stage0 = {0, 0, 0, 0}; static float4 __uvinColor_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() { (__uvinCircleEdge_Stage0 = __uinCircleEdge); (__uvinColor_Stage0 = __uinColor); float2 __upos2 = __uinPosition; (__uvTransformedCoords_0_Stage0 = mul(transpose(__uuCoordTransformMatrix_0_Stage0), vec3(__uinPosition, 1.0)).xy); (gl_Position = vec4(((__upos2.x * __uurtAdjustment_Stage0.x) + __uurtAdjustment_Stage0.y), ((__upos2.y * __uurtAdjustment_Stage0.z) + __uurtAdjustment_Stage0.w), 0.0, 1.0)); } ; @@ VERTEX ATTRIBUTES @@ struct VS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD3; 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.v0 = __uvinCircleEdge_Stage0; output.v1 = __uvinColor_Stage0; output.v2 = __uvTransformedCoords_0_Stage0; return output; } float4 vec4(float x0) { return float4(x0, x0, x0, x0); } // Uniforms 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 float2 __uvTransformedCoords_0_Stage0 = {0, 0}; static float4 __uvinCircleEdge_Stage0 = {0, 0, 0, 0}; static float4 __uvinColor_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 __uoutputColor_Stage0 = {0.0, 0.0, 0.0, 0.0}; float4 __uoutputCoverage_Stage0 = {0.0, 0.0, 0.0, 0.0}; { float4 __ucircleEdge = {0.0, 0.0, 0.0, 0.0}; (__ucircleEdge = __uvinCircleEdge_Stage0); (__uoutputColor_Stage0 = __uvinColor_Stage0); float __ud = length(__ucircleEdge.xy); float __udistanceToOuterEdge = (__ucircleEdge.z * (1.0 - __ud)); float __uedgeAlpha = clamp(__udistanceToOuterEdge, 0.0, 1.0); (__uoutputCoverage_Stage0 = vec4(__uedgeAlpha)); } float4 __uoutput_Stage1 = {0.0, 0.0, 0.0, 0.0}; { float4 __uchild = {0.0, 0.0, 0.0, 0.0}; { (__uchild = gl_texture2D(__uuTextureSampler_0_Stage1, __uvTransformedCoords_0_Stage0).xyzw); } (__uoutput_Stage1 = (__uchild * __uoutputColor_Stage0.w)); } { (gl_Color[0] = (__uoutput_Stage1 * __uoutputCoverage_Stage0)); } } ; struct PS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD3; float4 v0 : TEXCOORD0; float4 v1 : TEXCOORD1; float2 v2 : TEXCOORD2; }; @@ PIXEL OUTPUT @@ PS_OUTPUT main(PS_INPUT input) { __uvinCircleEdge_Stage0 = input.v0; __uvinColor_Stage0 = input.v1; __uvTransformedCoords_0_Stage0 = 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 v0 : TEXCOORD0; float4 v1 : TEXCOORD1; float2 v2 : TEXCOORD2; }; struct GS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD3; 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; #ifndef ANGLE_POINT_SPRITE_SHADER output.dx_Position = input.dx_Position; #endif // ANGLE_POINT_SPRITE_SHADER } RTTDDXBCN$9f D48RDEFh<dRD11< ($ \$Globals\@, 0@__uuCoordTransformMatrix_0_Stage0float3x3__uurtAdjustment_Stage0float48Microsoft (R) HLSL Shader Compiler 6.3.9600.18611ISGN\PPPTEXCOORDOSGN SV_PositionTEXCOORDSHEXPrjYF _2__g e e e e2 h6 @??2 2F օ 6" A6  62 F6 @?6 F6 F62F6B@? F F" F F>STAT DXBC aRz|# G/4RDEF<RD11< ($ | samplers2D[0]textures2D[0]Microsoft (R) HLSL Shader Compiler 6.3.9600.18611ISGNSV_PositionTEXCOORDOSGN, SV_TARGETSHEX4PMjZ`XpUUbrbb2e hFFK  A@?8  *ECUFF~`8F8 F>STAT"  C3BFȉa!/ "ҖinColor" _uinColor(0B5 (Ж inPosition" _uinPosition(0B9 ,Җ inCircleEdge"_uinCircleEdge(0BR PۖuCoordTransformMatrix_0_Stage0" _uuCoordTransformMatrix_0_Stage0(0B> <ҖurtAdjustment_Stage0"_uurtAdjustment_Stage0(0B"B <ҖvinCircleEdge_Stage0"_uvinCircleEdge_Stage0(0B"8 2ҖvinColor_Stage0"_uvinColor_Stage0(0B"P JЖvTransformedCoords_0_Stage0"_uvTransformedCoords_0_Stage0(0B". (Җ gl_Position" gl_Position(0B* YbqLȅ_az1D BޖuTextureSampler_0_Stage1"_uuTextureSampler_0_Stage1(0B"B <ҖvinCircleEdge_Stage0"_uvinCircleEdge_Stage0(0B"8 2ҖvinColor_Stage0"_uvinColor_Stage0(0B"P JЖvTransformedCoords_0_Stage0"_uvTransformedCoords_0_Stage0(0B*7 *Җ gl_FragColor" gl_FragColor(0B08C  Y6ub5hkBg$d2ff870db3a3bP _uinPosition_u_uinPositionR _uinColor _u_uinColorP_uinLocalCoord_u_uinLocalCoordR_uurtAdjustment_Stage0_u_uurtAdjustment_Stage0[ _uuCoordTransformMatrix_0_Stage0"_u_uuCoordTransformMatrix_0_Stage0P_uuImageIncrement_Stage1_u_uuImageIncrement_Stage1R_uuKernel_Stage1_u_uuKernel_Stage1^_uuTextureSampler_0_Stage1_u_uuTextureSampler_0_Stage1 X6  {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); } // Uniforms uniform float3x3 __uuCoordTransformMatrix_0_Stage0 : register(c0); uniform float4 __uurtAdjustment_Stage0 : register(c3); #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Attributes static float4 __uinColor = {0, 0, 0, 0}; static float2 __uinLocalCoord = {0, 0}; static float2 __uinPosition = {0, 0}; static float4 gl_Position = float4(0, 0, 0, 0); // Varyings static float2 __uvTransformedCoords_0_Stage0 = {0, 0}; static float4 __uvcolor_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 __ucolor = __uinColor; (__uvcolor_Stage0 = __ucolor); float2 __upos2 = __uinPosition; (__uvTransformedCoords_0_Stage0 = mul(transpose(__uuCoordTransformMatrix_0_Stage0), vec3(__uinLocalCoord, 1.0)).xy); (gl_Position = vec4(((__upos2.x * __uurtAdjustment_Stage0.x) + __uurtAdjustment_Stage0.y), ((__upos2.y * __uurtAdjustment_Stage0.z) + __uurtAdjustment_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 = __uvcolor_Stage0; output.v1 = __uvTransformedCoords_0_Stage0; return output; } // Uniforms uniform float2 __uuImageIncrement_Stage1 : register(c0); uniform float4 __uuKernel_Stage1[4] : register(c1); 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 float2 __uvTransformedCoords_0_Stage0 = {0, 0}; static float4 __uvcolor_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 __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}; { (__uoutput_Stage1 = float4(0.0, 0.0, 0.0, 0.0)); float2 __ucoord = (__uvTransformedCoords_0_Stage0 - (7.0 * __uuImageIncrement_Stage1)); float2 __ucoordSampled = {0.0, 0.0}; (__ucoordSampled = __ucoord); (__uoutput_Stage1 += (gl_texture2D(__uuTextureSampler_0_Stage1, __ucoordSampled).xxxx * __uuKernel_Stage1[0].x)); (__ucoord += __uuImageIncrement_Stage1); (__ucoordSampled = __ucoord); (__uoutput_Stage1 += (gl_texture2D(__uuTextureSampler_0_Stage1, __ucoordSampled).xxxx * __uuKernel_Stage1[0].y)); (__ucoord += __uuImageIncrement_Stage1); (__ucoordSampled = __ucoord); (__uoutput_Stage1 += (gl_texture2D(__uuTextureSampler_0_Stage1, __ucoordSampled).xxxx * __uuKernel_Stage1[0].z)); (__ucoord += __uuImageIncrement_Stage1); (__ucoordSampled = __ucoord); (__uoutput_Stage1 += (gl_texture2D(__uuTextureSampler_0_Stage1, __ucoordSampled).xxxx * __uuKernel_Stage1[0].w)); (__ucoord += __uuImageIncrement_Stage1); (__ucoordSampled = __ucoord); (__uoutput_Stage1 += (gl_texture2D(__uuTextureSampler_0_Stage1, __ucoordSampled).xxxx * __uuKernel_Stage1[1].x)); (__ucoord += __uuImageIncrement_Stage1); (__ucoordSampled = __ucoord); (__uoutput_Stage1 += (gl_texture2D(__uuTextureSampler_0_Stage1, __ucoordSampled).xxxx * __uuKernel_Stage1[1].y)); (__ucoord += __uuImageIncrement_Stage1); (__ucoordSampled = __ucoord); (__uoutput_Stage1 += (gl_texture2D(__uuTextureSampler_0_Stage1, __ucoordSampled).xxxx * __uuKernel_Stage1[1].z)); (__ucoord += __uuImageIncrement_Stage1); (__ucoordSampled = __ucoord); (__uoutput_Stage1 += (gl_texture2D(__uuTextureSampler_0_Stage1, __ucoordSampled).xxxx * __uuKernel_Stage1[1].w)); (__ucoord += __uuImageIncrement_Stage1); (__ucoordSampled = __ucoord); (__uoutput_Stage1 += (gl_texture2D(__uuTextureSampler_0_Stage1, __ucoordSampled).xxxx * __uuKernel_Stage1[2].x)); (__ucoord += __uuImageIncrement_Stage1); (__ucoordSampled = __ucoord); (__uoutput_Stage1 += (gl_texture2D(__uuTextureSampler_0_Stage1, __ucoordSampled).xxxx * __uuKernel_Stage1[2].y)); (__ucoord += __uuImageIncrement_Stage1); (__ucoordSampled = __ucoord); (__uoutput_Stage1 += (gl_texture2D(__uuTextureSampler_0_Stage1, __ucoordSampled).xxxx * __uuKernel_Stage1[2].z)); (__ucoord += __uuImageIncrement_Stage1); (__ucoordSampled = __ucoord); (__uoutput_Stage1 += (gl_texture2D(__uuTextureSampler_0_Stage1, __ucoordSampled).xxxx * __uuKernel_Stage1[2].w)); (__ucoord += __uuImageIncrement_Stage1); (__ucoordSampled = __ucoord); (__uoutput_Stage1 += (gl_texture2D(__uuTextureSampler_0_Stage1, __ucoordSampled).xxxx * __uuKernel_Stage1[3].x)); (__ucoord += __uuImageIncrement_Stage1); (__ucoordSampled = __ucoord); (__uoutput_Stage1 += (gl_texture2D(__uuTextureSampler_0_Stage1, __ucoordSampled).xxxx * __uuKernel_Stage1[3].y)); (__ucoord += __uuImageIncrement_Stage1); (__ucoordSampled = __ucoord); (__uoutput_Stage1 += (gl_texture2D(__uuTextureSampler_0_Stage1, __ucoordSampled).xxxx * __uuKernel_Stage1[3].z)); (__ucoord += __uuImageIncrement_Stage1); (__uoutput_Stage1 *= __uoutputColor_Stage0); } { (gl_Color[0] = __uoutput_Stage1); } (gl_Color[0] = gl_Color[0].wwww); } ; 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 } RTR DXBC0Z)}ƶ 48pRDEFh<dRD11< ($ \$Globals\@, 0@__uuCoordTransformMatrix_0_Stage0float3x3__uurtAdjustment_Stage0float48Microsoft (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  DXBC  H~c 4$H RDEF<RD11< ($  samplers2D[0]textures2D[0]$GlobalsP,Pt@__uuImageIncrement_Stage1float2F__uuKernel_Stage1float4Microsoft (R) HLSL Shader Compiler 6.3.9600.18611ISGNhtttSV_PositionTEXCOORDOSGN, SV_TARGETSHEX`PjYF Z`XpUUbb2e h22F A@@@F ECUFF~`ECU" ~` 8" 2   ECU" ~` 2 *  ECU" ~` 2 :  ECU" ~` 2   ECU" ~` 2   ECU" ~` 2 *  ECU" ~` 2 :  ECU" ~` 2   ECU" ~` 2   ECU" ~` 2 *  ECU" ~` 2 :  ECU" ~` 2   ECU" ~` ECUB |`2   2 **  8 >STAT/" W񯪺0'/ "ҖinColor" _uinColor(0B5 (Ж inPosition" _uinPosition(0B9 ,Ж inLocalCoord"_uinLocalCoord(0BR PۖuCoordTransformMatrix_0_Stage0" _uuCoordTransformMatrix_0_Stage0(0B> <ҖurtAdjustment_Stage0"_uurtAdjustment_Stage0(0B"4 .Җ vcolor_Stage0"_uvcolor_Stage0(0B"P JЖvTransformedCoords_0_Stage0"_uvTransformedCoords_0_Stage0(0B". (Җ gl_Position" gl_Position(0B*  wql[߸D BޖuTextureSampler_0_Stage1"_uuTextureSampler_0_Stage1(0BB @ЖuImageIncrement_Stage1"_uuImageIncrement_Stage1(0B2 0ҖuKernel_Stage1"_uuKernel_Stage1(0B"4 .Җ vcolor_Stage0"_uvcolor_Stage0(0B"P JЖvTransformedCoords_0_Stage0"_uvTransformedCoords_0_Stage0(0B*7 *Җ gl_FragColor" gl_FragColor(0B08d A u*y42M2ff870db3a3bP _uinPosition_u_uinPositionR _uinColor _u_uinColorP_uinLocalCoord_u_uinLocalCoord _uinCoverage_u_uinCoverageR_uurtAdjustment_Stage0_u_uurtAdjustment_Stage0[ _uuCoordTransformMatrix_0_Stage0"_u_uuCoordTransformMatrix_0_Stage0R_uuColors_Stage1_c0_u_uuColors_Stage1_c0X6  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); } // Uniforms uniform float3x3 __uuCoordTransformMatrix_0_Stage0 : register(c0); uniform float4 __uurtAdjustment_Stage0 : register(c3); #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Attributes static float4 __uinColor = {0, 0, 0, 0}; static float __uinCoverage = {0}; static float2 __uinLocalCoord = {0, 0}; static float2 __uinPosition = {0, 0}; static float4 gl_Position = float4(0, 0, 0, 0); // Varyings static float2 __uvTransformedCoords_0_Stage0 = {0, 0}; static float4 __uvcolor_Stage0 = {0, 0, 0, 0}; static float __uvinCoverage_Stage0 = {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(__uinLocalCoord, 1.0)).xy); (__uvinCoverage_Stage0 = __uinCoverage); (gl_Position = vec4(((__upos2.x * __uurtAdjustment_Stage0.x) + __uurtAdjustment_Stage0.y), ((__upos2.y * __uurtAdjustment_Stage0.z) + __uurtAdjustment_Stage0.w), 0.0, 1.0)); } ; @@ VERTEX ATTRIBUTES @@ struct VS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD3; float4 gl_FragCoord : TEXCOORD4; float4 v0 : TEXCOORD0; float2 v1 : TEXCOORD1; float 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 = __uvcolor_Stage0; output.v1 = __uvTransformedCoords_0_Stage0; output.v2 = __uvinCoverage_Stage0; return output; } float4 vec4(float x0) { return float4(x0, x0, x0, x0); } float4 vec4(float3 x0, float x1) { return float4(x0, x1); } // Uniforms uniform float4 __uuColors_Stage1_c0[2] : register(c0); #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Varyings static float2 __uvTransformedCoords_0_Stage0 = {0, 0}; static float4 __uvcolor_Stage0 = {0, 0, 0, 0}; static float __uvinCoverage_Stage0 = {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 float4 mod_emu(float4 x, float4 y) { return x - y * floor(x / y); } ; ; ; ; void gl_main() { float4 __uoutputColor_Stage0 = {0.0, 0.0, 0.0, 0.0}; float4 __uoutputCoverage_Stage0 = {0.0, 0.0, 0.0, 0.0}; { (__uoutputColor_Stage0 = __uvcolor_Stage0); float __ualpha = {1.0}; (__ualpha = __uvinCoverage_Stage0); (__uoutputCoverage_Stage0 = vec4(__ualpha)); } float4 __uoutput_Stage1 = {0.0, 0.0, 0.0, 0.0}; { float4 __uchild = {0.0, 0.0, 0.0, 0.0}; { float __uclamp_t = clamp(__uvTransformedCoords_0_Stage0.x, 0.0, 1.0); float4 __ucolorTemp = lerp(__uuColors_Stage1_c0[0], __uuColors_Stage1_c0[1], __uclamp_t); (__uchild = __ucolorTemp); } (__uoutput_Stage1 = (__uchild * __uoutputColor_Stage0.w)); } float4 __uoutput_Stage2 = {0.0, 0.0, 0.0, 0.0}; { float __uvalue = {0.0}; { float4 __umodValues = mod_emu(gl_FragCoord.xyxy, float4(2.0, 2.0, 4.0, 4.0)); float4 __ustepValues = step(__umodValues, float4(1.0, 1.0, 2.0, 2.0)); (__uvalue = (dot(__ustepValues, float4(0.5, 0.25, 0.125, 0.0625)) - 0.46875)); } (__uoutput_Stage2 = vec4(clamp((__uoutput_Stage1.xyz + (__uvalue * 0.0039215689)), 0.0, __uoutput_Stage1.w), __uoutput_Stage1.w)); } { (gl_Color[0] = (__uoutput_Stage2 * __uoutputCoverage_Stage0)); } } ; struct PS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD3; float4 gl_FragCoord : TEXCOORD4; float4 v0 : TEXCOORD0; float2 v1 : TEXCOORD1; float 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; __uvcolor_Stage0 = input.v0; __uvTransformedCoords_0_Stage0 = input.v1.xy; __uvinCoverage_Stage0 = input.v2.x; 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; float2 v1 : TEXCOORD1; float v2 : TEXCOORD2; }; struct GS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD3; float4 gl_FragCoord : TEXCOORD4; float4 v0 : TEXCOORD0; float2 v1 : TEXCOORD1; float 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 } RTRQDXBCzA䭆4P$RDEFh<dRD11< ($ \$Globals\@, 0@__uuCoordTransformMatrix_0_Stage0float3x3__uurtAdjustment_Stage0float48Microsoft (R) HLSL Shader Compiler 6.3.9600.18611ISGNthhhhTEXCOORDOSGN  SV_PositionTEXCOORDSHEXPjYF _2__2_g e e e e2 eB h6 @??2 2F օ 6" A6  62 F62 F6 @?6 @?6 F6B  62F6B@? F F" F F>STAT  dDXBCR=LTF|Yh9-d4XDRDEFh<RD11< ($ \$Globals\ __uuColors_Stage1_c0float4Microsoft (R) HLSL Shader Compiler 6.3.9600.18611ISGNSV_PositionTEXCOORDOSGN, SV_TARGETSHEX|PjYF d 2bbbBe h8 F@??>>AF2 FA@@@@@F @??@@F F@???? F@?>>= @6 "  F AF 2 VFF 8F2 r@;;;F4 rF@3rF8 F>STAT " "Q,1[ w^^^/ "ҖinColor" _uinColor(0B5 (Ж inPosition" _uinPosition(0B9 ,Ж inLocalCoord"_uinLocalCoord(0B4 '( inCoverage" _uinCoverage(0BR PۖuCoordTransformMatrix_0_Stage0" _uuCoordTransformMatrix_0_Stage0(0B> <ҖurtAdjustment_Stage0"_uurtAdjustment_Stage0(0B"4 .Җ vcolor_Stage0"_uvcolor_Stage0(0B"P JЖvTransformedCoords_0_Stage0"_uvTransformedCoords_0_Stage0(0B"= 7(vinCoverage_Stage0"_uvinCoverage_Stage0(0B". (Җ gl_Position" gl_Position(0B* x :6(ٞ8 6ҖuColors_Stage1_c0"_uuColors_Stage1_c0(0B"4 .Җ vcolor_Stage0"_uvcolor_Stage0(0B"P JЖvTransformedCoords_0_Stage0"_uvTransformedCoords_0_Stage0(0B"= 7(vinCoverage_Stage0"_uvinCoverage_Stage0(0B"0 *Җ gl_FragCoord" gl_FragCoord(0B*7 *Җ gl_FragColor" gl_FragColor(0B08M ږ30a&2ff870db3a3bP _uinPosition_u_uinPositionR _uinColor _u_uinColorR_uurtAdjustment_Stage0_u_uurtAdjustment_Stage0X6  float4 vec4(float x0, float x1, float x2, float x3) { return float4(x0, x1, x2, x3); } // Uniforms uniform float4 __uurtAdjustment_Stage0 : register(c0); #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Attributes static float4 __uinColor = {0, 0, 0, 0}; static float2 __uinPosition = {0, 0}; static float4 gl_Position = float4(0, 0, 0, 0); // Varyings static float4 __uvcolor_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 __ucolor = __uinColor; (__uvcolor_Stage0 = __ucolor); float2 __upos2 = __uinPosition; (gl_Position = vec4(((__upos2.x * __uurtAdjustment_Stage0.x) + __uurtAdjustment_Stage0.y), ((__upos2.y * __uurtAdjustment_Stage0.z) + __uurtAdjustment_Stage0.w), 0.0, 1.0)); } ; @@ 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; } #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() { { (gl_Color[0] = float4(0.0, 0.0, 0.0, 0.0)); } } ; 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 } RTDXBC\*%ӒV4\RDEF h<RD11< ($ \$Globals\__uurtAdjustment_Stage0float4Microsoft (R) HLSL Shader Compiler 6.3.9600.18611ISGND88TEXCOORDOSGNP8DSV_PositionTEXCOORDSHEXP?jYF _2g e h6 @??2 2F օ 6" A6  62 F6 @?>STATDXBCȌG_r2(48|RDEFp<<RD11< ($ Microsoft (R) HLSL Shader Compiler 6.3.9600.18611ISGNP8DSV_PositionTEXCOORDOSGN, SV_TARGETSHEX<Pje 6 @>STAT" )5Ž"Fohw / "ҖinColor" _uinColor(0B5 (Ж inPosition" _uinPosition(0B9 ,Ж inLocalCoord"_uinLocalCoord(0B> <ҖurtAdjustment_Stage0"_uurtAdjustment_Stage0(0B"4 .Җ vcolor_Stage0"_uvcolor_Stage0(0B". (Җ gl_Position" gl_Position(0B* ĔO-&ɦނT3_~"4 .Җ vcolor_Stage0"_uvcolor_Stage0(0B*7 *Җ gl_FragColor" gl_FragColor(0B08& 8&/1.sՍW $%82ff870db3a3bP _uinPosition_u_uinPositionR _uinColor _u_uinColorR _uinQuadEdge_u_uinQuadEdgeR_uurtAdjustment_Stage0_u_uurtAdjustment_Stage0X6  float4 vec4(float x0, float x1, float x2, float x3) { return float4(x0, x1, x2, x3); } // Uniforms uniform float4 __uurtAdjustment_Stage0 : register(c0); #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Attributes static float4 __uinColor = {0, 0, 0, 0}; static float2 __uinPosition = {0, 0}; static float4 __uinQuadEdge = {0, 0, 0, 0}; static float4 gl_Position = float4(0, 0, 0, 0); // Varyings static float4 __uvQuadEdge_Stage0 = {0, 0, 0, 0}; static float4 __uvinColor_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() { (__uvQuadEdge_Stage0 = __uinQuadEdge); (__uvinColor_Stage0 = __uinColor); float2 __upos2 = __uinPosition; (gl_Position = vec4(((__upos2.x * __uurtAdjustment_Stage0.x) + __uurtAdjustment_Stage0.y), ((__upos2.y * __uurtAdjustment_Stage0.z) + __uurtAdjustment_Stage0.w), 0.0, 1.0)); } ; @@ 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 = __uvQuadEdge_Stage0; output.v1 = __uvinColor_Stage0; return output; } float2 vec2(float x0, float x1) { return float2(x0, x1); } float4 vec4(float x0) { return float4(x0, x0, x0, x0); } #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Varyings static float4 __uvQuadEdge_Stage0 = {0, 0, 0, 0}; static float4 __uvinColor_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 __uoutputColor_Stage0 = {0.0, 0.0, 0.0, 0.0}; float4 __uoutputCoverage_Stage0 = {0.0, 0.0, 0.0, 0.0}; { (__uoutputColor_Stage0 = __uvinColor_Stage0); float __uedgeAlpha = {0.0}; float2 __uduvdx = ddx(__uvQuadEdge_Stage0.xy); float2 __uduvdy = ddy(__uvQuadEdge_Stage0.xy); if (((__uvQuadEdge_Stage0.z > 0.0) && (__uvQuadEdge_Stage0.w > 0.0))) { (__uedgeAlpha = min((min(__uvQuadEdge_Stage0.z, __uvQuadEdge_Stage0.w) + 0.5), 1.0)); } else { float2 __ugF = vec2((((2.0 * __uvQuadEdge_Stage0.x) * __uduvdx.x) - __uduvdx.y), (((2.0 * __uvQuadEdge_Stage0.x) * __uduvdy.x) - __uduvdy.y)); (__uedgeAlpha = ((__uvQuadEdge_Stage0.x * __uvQuadEdge_Stage0.x) - __uvQuadEdge_Stage0.y)); (__uedgeAlpha = clamp((0.5 - (__uedgeAlpha / length(__ugF))), 0.0, 1.0)); } (__uoutputCoverage_Stage0 = vec4(__uedgeAlpha)); } { (gl_Color[0] = (__uoutputColor_Stage0 * __uoutputCoverage_Stage0)); } } ; 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) { __uvQuadEdge_Stage0 = input.v0; __uvinColor_Stage0 = 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 } RTT@DXBC,RO?N#;@4\HRDEF h<RD11< ($ \$Globals\__uurtAdjustment_Stage0float4Microsoft (R) HLSL Shader Compiler 6.3.9600.18611ISGN\PPPTEXCOORDOSGNhtttSV_PositionTEXCOORDSHEXTPUjYF _2__g e e e h6 @??2 2F օ 6" A6  62 F6 @?6 F6 F>STAT HDXBC\jœrqgjH44hRDEFp<<RD11< ($ Microsoft (R) HLSL Shader Compiler 6.3.9600.18611ISGNhtttSV_PositionTEXCOORDOSGN, SV_TARGETSHEX<Pjbbe hz2FB  2 * A|2F2 "* AFFK 2 "  A   A@?3":*"@?3"@?1 @B:*7 * 8 F>STAT" bp6 oMll/ "ҖinColor" _uinColor(0B5 (Ж inPosition" _uinPosition(0B5 (Җ inQuadEdge" _uinQuadEdge(0B> <ҖurtAdjustment_Stage0"_uurtAdjustment_Stage0(0B": 4ҖvQuadEdge_Stage0"_uvQuadEdge_Stage0(0B"8 2ҖvinColor_Stage0"_uvinColor_Stage0(0B". (Җ gl_Position" gl_Position(0B* s(O-#}.؂": 4ҖvQuadEdge_Stage0"_uvQuadEdge_Stage0(0B"8 2ҖvinColor_Stage0"_uvinColor_Stage0(0B*7 *Җ gl_FragColor" gl_FragColor(0B088 q8RR8?1NH2ff870db3a3bP _uinPosition_u_uinPositionR _uinColor _u_uinColorR_uurtAdjustment_Stage0_u_uurtAdjustment_Stage0R_uuproxyRect_Stage1_u_uuproxyRect_Stage1_uuprofileSize_Stage1_u_uuprofileSize_Stage1^_uuTextureSampler_0_Stage1_u_uuTextureSampler_0_Stage1 X6   float4 vec4(float x0, float x1, float x2, float x3) { return float4(x0, x1, x2, x3); } // Uniforms uniform float4 __uurtAdjustment_Stage0 : register(c0); #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Attributes static float4 __uinColor = {0, 0, 0, 0}; static float2 __uinPosition = {0, 0}; static float4 gl_Position = float4(0, 0, 0, 0); // Varyings static float4 __uvcolor_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 __ucolor = __uinColor; (__uvcolor_Stage0 = __ucolor); float2 __upos2 = __uinPosition; (gl_Position = vec4(((__upos2.x * __uurtAdjustment_Stage0.x) + __uurtAdjustment_Stage0.y), ((__upos2.y * __uurtAdjustment_Stage0.z) + __uurtAdjustment_Stage0.w), 0.0, 1.0)); } ; @@ VERTEX ATTRIBUTES @@ struct VS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float4 gl_FragCoord : TEXCOORD2; 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.gl_FragCoord = gl_Position; output.v0 = __uvcolor_Stage0; return output; } float2 vec2(float x0, float x1) { return float2(x0, x1); } float4 vec4(float x0) { return float4(x0, x0, x0, x0); } // Uniforms uniform float __uuprofileSize_Stage1 : register(c0); uniform float4 __uuproxyRect_Stage1 : register(c1); 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 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() { 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}; { float2 __utranslatedPos = (gl_FragCoord.xy - __uuproxyRect_Stage1.xy); float __uwidth = (__uuproxyRect_Stage1.z - __uuproxyRect_Stage1.x); float __uheight = (__uuproxyRect_Stage1.w - __uuproxyRect_Stage1.y); float2 __usmallDims = vec2((__uwidth - __uuprofileSize_Stage1), (__uheight - __uuprofileSize_Stage1)); float __ucenter = ((2.0 * floor(((__uuprofileSize_Stage1 / 2.0) + 0.25))) - 1.0); float2 __uwh = (__usmallDims - vec2(__ucenter, __ucenter)); float __uhoriz_lookup = {0.0}; { float __ucoord = ((abs((__utranslatedPos.x - (0.5 * __uwidth))) - (0.5 * __uwh.x)) / __uuprofileSize_Stage1); (__uhoriz_lookup = gl_texture2D(__uuTextureSampler_0_Stage1, vec2(__ucoord, 0.5)).xxxx.w); } float __uvert_lookup = {0.0}; { float __ucoord = ((abs((__utranslatedPos.y - (0.5 * __uheight))) - (0.5 * __uwh.y)) / __uuprofileSize_Stage1); (__uvert_lookup = gl_texture2D(__uuTextureSampler_0_Stage1, vec2(__ucoord, 0.5)).xxxx.w); } float __ufinal = (__uhoriz_lookup * __uvert_lookup); (__uoutput_Stage1 = vec4(__ufinal)); } { (gl_Color[0] = (__uoutputColor_Stage0 * __uoutput_Stage1)); } } ; struct PS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float4 gl_FragCoord : TEXCOORD2; float4 v0 : TEXCOORD0; }; @@ 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; __uvcolor_Stage0 = input.v0; gl_main(); return generateOutput(); } R gl_Color0 gl_Color[0]ystruct GS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float4 gl_FragCoord : TEXCOORD2; float4 v0 : TEXCOORD0; }; struct GS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float4 gl_FragCoord : TEXCOORD2; 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; output.gl_FragCoord = input.gl_FragCoord; #ifndef ANGLE_POINT_SPRITE_SHADER output.dx_Position = input.dx_Position; #endif // ANGLE_POINT_SPRITE_SHADER } RT<DXBCP|S!爓Ja<4\0RDEF h<RD11< ($ \$Globals\__uurtAdjustment_Stage0float4Microsoft (R) HLSL Shader Compiler 6.3.9600.18611ISGND88TEXCOORDOSGNhtttSV_PositionTEXCOORDSHEXhPZjYF _2_g e e e h6 @??2 2F օ 6" A6  62 F62 F6 @?6 @?6 F>STAT  DXBCP`X֝cG 4 pRDEF<RD11< ($  samplers2D[0]textures2D[0]$Globals ,Lp__uuprofileSize_Stage1floatC__uuproxyRect_Stage1float4Microsoft (R) HLSL Shader Compiler 6.3.9600.18611ISGNhtttSV_PositionTEXCOORDOSGN, SV_TARGETSHEXPjYF Z`XpUUd 2be h2  @?@>A 2  @@@ b A  2 AA 2FF A2 bVA@??22A@??2F 6B@?ECUF~`ECU"~`8 8 F>STAT " )5Ž"Fohw / "ҖinColor" _uinColor(0B5 (Ж inPosition" _uinPosition(0B9 ,Ж inLocalCoord"_uinLocalCoord(0B> <ҖurtAdjustment_Stage0"_uurtAdjustment_Stage0(0B"4 .Җ vcolor_Stage0"_uvcolor_Stage0(0B". (Җ gl_Position" gl_Position(0B* ,=M;ۜ`.=D BޖuTextureSampler_0_Stage1"_uuTextureSampler_0_Stage1(0B8 6ҖuproxyRect_Stage1"_uuproxyRect_Stage1(0B; 9(uprofileSize_Stage1"_uuprofileSize_Stage1(0B"4 .Җ vcolor_Stage0"_uvcolor_Stage0(0B"0 *Җ gl_FragCoord" gl_FragCoord(0B*7 *Җ gl_FragColor" gl_FragColor(0B08H *tp= ܁&>BT Z2ff870db3a3bP _uinPosition_u_uinPositionR _uinColor _u_uinColorP_uinLocalCoord_u_uinLocalCoordR_uurtAdjustment_Stage0_u_uurtAdjustment_Stage0[ _uuCoordTransformMatrix_0_Stage0"_u_uuCoordTransformMatrix_0_Stage0P_uuImageIncrement_Stage1_u_uuImageIncrement_Stage1R_uuKernel_Stage1_u_uuKernel_Stage1^_uuTextureSampler_0_Stage1_u_uuTextureSampler_0_Stage1 X6  {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); } // Uniforms uniform float3x3 __uuCoordTransformMatrix_0_Stage0 : register(c0); uniform float4 __uurtAdjustment_Stage0 : register(c3); #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Attributes static float4 __uinColor = {0, 0, 0, 0}; static float2 __uinLocalCoord = {0, 0}; static float2 __uinPosition = {0, 0}; static float4 gl_Position = float4(0, 0, 0, 0); // Varyings static float2 __uvTransformedCoords_0_Stage0 = {0, 0}; static float4 __uvcolor_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 __ucolor = __uinColor; (__uvcolor_Stage0 = __ucolor); float2 __upos2 = __uinPosition; (__uvTransformedCoords_0_Stage0 = mul(transpose(__uuCoordTransformMatrix_0_Stage0), vec3(__uinLocalCoord, 1.0)).xy); (gl_Position = vec4(((__upos2.x * __uurtAdjustment_Stage0.x) + __uurtAdjustment_Stage0.y), ((__upos2.y * __uurtAdjustment_Stage0.z) + __uurtAdjustment_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 = __uvcolor_Stage0; output.v1 = __uvTransformedCoords_0_Stage0; return output; } // Uniforms uniform float2 __uuImageIncrement_Stage1 : register(c0); uniform float4 __uuKernel_Stage1[3] : register(c1); 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 float2 __uvTransformedCoords_0_Stage0 = {0, 0}; static float4 __uvcolor_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 __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}; { (__uoutput_Stage1 = float4(0.0, 0.0, 0.0, 0.0)); float2 __ucoord = (__uvTransformedCoords_0_Stage0 - (5.0 * __uuImageIncrement_Stage1)); float2 __ucoordSampled = {0.0, 0.0}; (__ucoordSampled = __ucoord); (__uoutput_Stage1 += (gl_texture2D(__uuTextureSampler_0_Stage1, __ucoordSampled).xxxx * __uuKernel_Stage1[0].x)); (__ucoord += __uuImageIncrement_Stage1); (__ucoordSampled = __ucoord); (__uoutput_Stage1 += (gl_texture2D(__uuTextureSampler_0_Stage1, __ucoordSampled).xxxx * __uuKernel_Stage1[0].y)); (__ucoord += __uuImageIncrement_Stage1); (__ucoordSampled = __ucoord); (__uoutput_Stage1 += (gl_texture2D(__uuTextureSampler_0_Stage1, __ucoordSampled).xxxx * __uuKernel_Stage1[0].z)); (__ucoord += __uuImageIncrement_Stage1); (__ucoordSampled = __ucoord); (__uoutput_Stage1 += (gl_texture2D(__uuTextureSampler_0_Stage1, __ucoordSampled).xxxx * __uuKernel_Stage1[0].w)); (__ucoord += __uuImageIncrement_Stage1); (__ucoordSampled = __ucoord); (__uoutput_Stage1 += (gl_texture2D(__uuTextureSampler_0_Stage1, __ucoordSampled).xxxx * __uuKernel_Stage1[1].x)); (__ucoord += __uuImageIncrement_Stage1); (__ucoordSampled = __ucoord); (__uoutput_Stage1 += (gl_texture2D(__uuTextureSampler_0_Stage1, __ucoordSampled).xxxx * __uuKernel_Stage1[1].y)); (__ucoord += __uuImageIncrement_Stage1); (__ucoordSampled = __ucoord); (__uoutput_Stage1 += (gl_texture2D(__uuTextureSampler_0_Stage1, __ucoordSampled).xxxx * __uuKernel_Stage1[1].z)); (__ucoord += __uuImageIncrement_Stage1); (__ucoordSampled = __ucoord); (__uoutput_Stage1 += (gl_texture2D(__uuTextureSampler_0_Stage1, __ucoordSampled).xxxx * __uuKernel_Stage1[1].w)); (__ucoord += __uuImageIncrement_Stage1); (__ucoordSampled = __ucoord); (__uoutput_Stage1 += (gl_texture2D(__uuTextureSampler_0_Stage1, __ucoordSampled).xxxx * __uuKernel_Stage1[2].x)); (__ucoord += __uuImageIncrement_Stage1); (__ucoordSampled = __ucoord); (__uoutput_Stage1 += (gl_texture2D(__uuTextureSampler_0_Stage1, __ucoordSampled).xxxx * __uuKernel_Stage1[2].y)); (__ucoord += __uuImageIncrement_Stage1); (__ucoordSampled = __ucoord); (__uoutput_Stage1 += (gl_texture2D(__uuTextureSampler_0_Stage1, __ucoordSampled).xxxx * __uuKernel_Stage1[2].z)); (__ucoord += __uuImageIncrement_Stage1); (__uoutput_Stage1 *= __uoutputColor_Stage0); } { (gl_Color[0] = __uoutput_Stage1); } (gl_Color[0] = gl_Color[0].wwww); } ; 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 } RTR DXBC0Z)}ƶ 48pRDEFh<dRD11< ($ \$Globals\@, 0@__uuCoordTransformMatrix_0_Stage0float3x3__uurtAdjustment_Stage0float48Microsoft (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  DXBC%;2>t&Xů 4$xRDEF<RD11< ($  samplers2D[0]textures2D[0]$Globals@,Pt0__uuImageIncrement_Stage1float2F__uuKernel_Stage1float4Microsoft (R) HLSL Shader Compiler 6.3.9600.18611ISGNhtttSV_PositionTEXCOORDOSGN, SV_TARGETSHEXPdjYF Z`XpUUbb2e h22F A@@@F ECUFF~`ECU" ~` 8" 2   ECU" ~` 2 *  ECU" ~` 2 :  ECU" ~` 2   ECU" ~` 2   ECU" ~` 2 *  ECU" ~` 2 :  ECU" ~` 2   ECU" ~` ECUB |`2   2 **  8 >STAT# " W񯪺0'/ "ҖinColor" _uinColor(0B5 (Ж inPosition" _uinPosition(0B9 ,Ж inLocalCoord"_uinLocalCoord(0BR PۖuCoordTransformMatrix_0_Stage0" _uuCoordTransformMatrix_0_Stage0(0B> <ҖurtAdjustment_Stage0"_uurtAdjustment_Stage0(0B"4 .Җ vcolor_Stage0"_uvcolor_Stage0(0B"P JЖvTransformedCoords_0_Stage0"_uvTransformedCoords_0_Stage0(0B". (Җ gl_Position" gl_Position(0B* n*Ҫ{&D BޖuTextureSampler_0_Stage1"_uuTextureSampler_0_Stage1(0BB @ЖuImageIncrement_Stage1"_uuImageIncrement_Stage1(0B2 0ҖuKernel_Stage1"_uuKernel_Stage1(0B"4 .Җ vcolor_Stage0"_uvcolor_Stage0(0B"P JЖvTransformedCoords_0_Stage0"_uvTransformedCoords_0_Stage0(0B*7 *Җ gl_FragColor" gl_FragColor(0B08Z Q(2$ `m]h?2ff870db3a3bP _uinPosition_u_uinPositionR _uinColor _u_uinColorP_uinLocalCoord_u_uinLocalCoordR_uurtAdjustment_Stage0_u_uurtAdjustment_Stage0[ _uuCoordTransformMatrix_0_Stage0"_u_uuCoordTransformMatrix_0_Stage0R_uuTexDom_Stage1_c0_u_uuTexDom_Stage1_c0^_uuTextureSampler_0_Stage1_u_uuTextureSampler_0_Stage1 X6  {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); } // Uniforms uniform float3x3 __uuCoordTransformMatrix_0_Stage0 : register(c0); uniform float4 __uurtAdjustment_Stage0 : register(c3); #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Attributes static float4 __uinColor = {0, 0, 0, 0}; static float2 __uinLocalCoord = {0, 0}; static float2 __uinPosition = {0, 0}; static float4 gl_Position = float4(0, 0, 0, 0); // Varyings static float2 __uvTransformedCoords_0_Stage0 = {0, 0}; static float4 __uvcolor_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 __ucolor = __uinColor; (__uvcolor_Stage0 = __ucolor); float2 __upos2 = __uinPosition; (__uvTransformedCoords_0_Stage0 = mul(transpose(__uuCoordTransformMatrix_0_Stage0), vec3(__uinLocalCoord, 1.0)).xy); (gl_Position = vec4(((__upos2.x * __uurtAdjustment_Stage0.x) + __uurtAdjustment_Stage0.y), ((__upos2.y * __uurtAdjustment_Stage0.z) + __uurtAdjustment_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 = __uvcolor_Stage0; output.v1 = __uvTransformedCoords_0_Stage0; return output; } // Uniforms uniform float4 __uuTexDom_Stage1_c0 : register(c0); 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 float2 __uvTransformedCoords_0_Stage0 = {0, 0}; static float4 __uvcolor_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 __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 __uchild = {0.0, 0.0, 0.0, 0.0}; { (__uchild = gl_texture2D(__uuTextureSampler_0_Stage1, clamp(__uvTransformedCoords_0_Stage0, __uuTexDom_Stage1_c0.xy, __uuTexDom_Stage1_c0.zw))); } (__uoutput_Stage1 = (__uchild * __uoutputColor_Stage0.w)); } { (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 } RTR DXBC0Z)}ƶ 48pRDEFh<dRD11< ($ \$Globals\@, 0@__uuCoordTransformMatrix_0_Stage0float3x3__uurtAdjustment_Stage0float48Microsoft (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 DXBC&Jt($ 4<phRDEFx<DRD11< ($  samplers2D[0]textures2D[0]$Globals __uuTexDom_Stage1_c0float4Microsoft (R) HLSL Shader Compiler 6.3.9600.18611ISGNhtttSV_PositionTEXCOORDOSGN, SV_TARGETSHEXP<jYF Z`XpUUbb2e h42FF 32F ECUFF~`8 F>STAT" W񯪺0'/ "ҖinColor" _uinColor(0B5 (Ж inPosition" _uinPosition(0B9 ,Ж inLocalCoord"_uinLocalCoord(0BR PۖuCoordTransformMatrix_0_Stage0" _uuCoordTransformMatrix_0_Stage0(0B> <ҖurtAdjustment_Stage0"_uurtAdjustment_Stage0(0B"4 .Җ vcolor_Stage0"_uvcolor_Stage0(0B"P JЖvTransformedCoords_0_Stage0"_uvTransformedCoords_0_Stage0(0B". (Җ gl_Position" gl_Position(0B* NMSwDWH~kK8 6ҖuTexDom_Stage1_c0"_uuTexDom_Stage1_c0(0BD BޖuTextureSampler_0_Stage1"_uuTextureSampler_0_Stage1(0B"4 .Җ vcolor_Stage0"_uvcolor_Stage0(0B"P JЖvTransformedCoords_0_Stage0"_uvTransformedCoords_0_Stage0(0B*7 *Җ gl_FragColor" gl_FragColor(0B08?  QWA:|1y}:l:2ff870db3a3bP _uinPosition_u_uinPositionR _uinColor _u_uinColorR_uurtAdjustment_Stage0_u_uurtAdjustment_Stage0R_uuinnerRect_Stage1_u_uuinnerRect_Stage1P_uuradiusPlusHalf_Stage1_u_uuradiusPlusHalf_Stage1X6  float4 vec4(float x0, float x1, float x2, float x3) { return float4(x0, x1, x2, x3); } // Uniforms uniform float4 __uurtAdjustment_Stage0 : register(c0); #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Attributes static float4 __uinColor = {0, 0, 0, 0}; static float2 __uinPosition = {0, 0}; static float4 gl_Position = float4(0, 0, 0, 0); // Varyings static float4 __uvcolor_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 __ucolor = __uinColor; (__uvcolor_Stage0 = __ucolor); float2 __upos2 = __uinPosition; (gl_Position = vec4(((__upos2.x * __uurtAdjustment_Stage0.x) + __uurtAdjustment_Stage0.y), ((__upos2.y * __uurtAdjustment_Stage0.z) + __uurtAdjustment_Stage0.w), 0.0, 1.0)); } ; @@ VERTEX ATTRIBUTES @@ struct VS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float4 gl_FragCoord : TEXCOORD2; 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.gl_FragCoord = gl_Position; output.v0 = __uvcolor_Stage0; return output; } float4 vec4(float x0) { return float4(x0, x0, x0, x0); } // Uniforms uniform float4 __uuinnerRect_Stage1 : register(c0); uniform float2 __uuradiusPlusHalf_Stage1 : register(c1); #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 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 __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}; { float2 __udxy0 = (__uuinnerRect_Stage1.xy - gl_FragCoord.xy); float2 __udxy1 = (gl_FragCoord.xy - __uuinnerRect_Stage1.zw); float2 __udxy = max(max(__udxy0, __udxy1), 0.0); float __ualpha = clamp((__uuradiusPlusHalf_Stage1.x - length(__udxy)), 0.0, 1.0); (__uoutput_Stage1 = vec4(__ualpha)); } { (gl_Color[0] = (__uoutputColor_Stage0 * __uoutput_Stage1)); } } ; struct PS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float4 gl_FragCoord : TEXCOORD2; float4 v0 : TEXCOORD0; }; @@ 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; __uvcolor_Stage0 = input.v0; gl_main(); return generateOutput(); } R gl_Color0 gl_Color[0]ystruct GS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float4 gl_FragCoord : TEXCOORD2; float4 v0 : TEXCOORD0; }; struct GS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float4 gl_FragCoord : TEXCOORD2; 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; output.gl_FragCoord = input.gl_FragCoord; #ifndef ANGLE_POINT_SPRITE_SHADER output.dx_Position = input.dx_Position; #endif // ANGLE_POINT_SPRITE_SHADER } RT<DXBCP|S!爓Ja<4\0RDEF h<RD11< ($ \$Globals\__uurtAdjustment_Stage0float4Microsoft (R) HLSL Shader Compiler 6.3.9600.18611ISGND88TEXCOORDOSGNhtttSV_PositionTEXCOORDSHEXhPZjYF _2_g e e e h6 @??2 2F օ 6" A6  62 F62 F6 @?6 @?6 F>STAT tDXBCi]2}",VRt4PRDEFh<XRD11< ($ \$Globals\ 4__uuinnerRect_Stage1float4__uuradiusPlusHalf_Stage1float2*Microsoft (R) HLSL Shader Compiler 6.3.9600.18611ISGNhtttSV_PositionTEXCOORDOSGN, SV_TARGETSHEXLPSjYF d 2be h 2FAF  A42 F4 2F@FFK   A 8 F>STAT " t++C(h|_MD/ "ҖinColor" _uinColor(0B5 (Ж inPosition" _uinPosition(0B> <ҖurtAdjustment_Stage0"_uurtAdjustment_Stage0(0B"4 .Җ vcolor_Stage0"_uvcolor_Stage0(0B". (Җ gl_Position" gl_Position(0B* ɦp;4i5##8 6ҖuinnerRect_Stage1"_uuinnerRect_Stage1(0BB @ЖuradiusPlusHalf_Stage1"_uuradiusPlusHalf_Stage1(0B"4 .Җ vcolor_Stage0"_uvcolor_Stage0(0B"0 *Җ gl_FragCoord" gl_FragCoord(0B*7 *Җ gl_FragColor" gl_FragColor(0B08: C?(߁*2)K,2ff870db3a3bP _uinPosition_u_uinPositionR _uinColor _u_uinColor _uinCoverage_u_uinCoverageR_uurtAdjustment_Stage0_u_uurtAdjustment_Stage0X6  Pfloat4 vec4(float x0, float x1, float x2, float x3) { return float4(x0, x1, x2, x3); } // Uniforms uniform float4 __uurtAdjustment_Stage0 : register(c0); #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Attributes static float4 __uinColor = {0, 0, 0, 0}; static float __uinCoverage = {0}; static float2 __uinPosition = {0, 0}; static float4 gl_Position = float4(0, 0, 0, 0); // Varyings static float4 __uvcolor_Stage0 = {0, 0, 0, 0}; static float __uvinCoverage_Stage0 = {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; (__uvinCoverage_Stage0 = __uinCoverage); (gl_Position = vec4(((__upos2.x * __uurtAdjustment_Stage0.x) + __uurtAdjustment_Stage0.y), ((__upos2.y * __uurtAdjustment_Stage0.z) + __uurtAdjustment_Stage0.w), 0.0, 1.0)); } ; @@ VERTEX ATTRIBUTES @@ struct VS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float 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 = __uvinCoverage_Stage0; return output; } float4 vec4(float x0) { return float4(x0, x0, x0, x0); } #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Varyings static float __uvinCoverage_Stage0 = {0}; static float4 gl_Color[1] = { float4(0, 0, 0, 0) }; cbuffer DriverConstants : register(b1) { }; #define GL_USES_FRAG_COLOR ; ; void gl_main() { float4 __uoutputCoverage_Stage0 = {0.0, 0.0, 0.0, 0.0}; { float __ualpha = {1.0}; (__ualpha = __uvinCoverage_Stage0); (__uoutputCoverage_Stage0 = vec4(__ualpha)); } { (gl_Color[0] = __uoutputCoverage_Stage0); } (gl_Color[0] = gl_Color[0].wwww); } ; struct PS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float v0 : TEXCOORD0; }; @@ PIXEL OUTPUT @@ PS_OUTPUT main(PS_INPUT input) { __uvinCoverage_Stage0 = input.v0.x; gl_main(); return generateOutput(); } R gl_Color0 gl_Color[0]struct GS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float v0 : TEXCOORD0; }; struct GS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float 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 } RTQDXBCYY,W'{N4\0`RDEF h<RD11< ($ \$Globals\__uurtAdjustment_Stage0float4Microsoft (R) HLSL Shader Compiler 6.3.9600.18611ISGN\PPPTEXCOORDOSGNhP\\SV_PositionTEXCOORDSHEX(PJjYF _2_g e e h6 @??2 2F օ 6" A6  62 F6 @?6  >STAT0DXBCogFo'eY,04PRDEFp<<RD11< ($ Microsoft (R) HLSL Shader Compiler 6.3.9600.18611ISGNhP\\SV_PositionTEXCOORDOSGN, SV_TARGETSHEX<Pjbe 6 >STAT" ]<E$yxëu ^/ "ҖinColor" _uinColor(0B5 (Ж inPosition" _uinPosition(0B4 '( inCoverage" _uinCoverage(0B> <ҖurtAdjustment_Stage0"_uurtAdjustment_Stage0(0B"4 .Җ vcolor_Stage0"_uvcolor_Stage0(0B"= 7(vinCoverage_Stage0"_uvinCoverage_Stage0(0B". (Җ gl_Position" gl_Position(0B* #AO*!fț"4 .Җ vcolor_Stage0"_uvcolor_Stage0(0B"= 7(vinCoverage_Stage0"_uvinCoverage_Stage0(0B*7 *Җ gl_FragColor" gl_FragColor(0B08, s '"Om э:2ff870db3a3bP _uinPosition_u_uinPositionR _uinColor _u_uinColorP_uinLocalCoord_u_uinLocalCoordR_uurtAdjustment_Stage0_u_uurtAdjustment_Stage0[ _uuCoordTransformMatrix_0_Stage0"_u_uuCoordTransformMatrix_0_Stage0^_uuTextureSampler_0_Stage1_u_uuTextureSampler_0_Stage1 X6  {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); } // Uniforms uniform float3x3 __uuCoordTransformMatrix_0_Stage0 : register(c0); uniform float4 __uurtAdjustment_Stage0 : register(c3); #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Attributes static float4 __uinColor = {0, 0, 0, 0}; static float2 __uinLocalCoord = {0, 0}; static float2 __uinPosition = {0, 0}; static float4 gl_Position = float4(0, 0, 0, 0); // Varyings static float2 __uvTransformedCoords_0_Stage0 = {0, 0}; static float4 __uvcolor_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 __ucolor = __uinColor; (__uvcolor_Stage0 = __ucolor); float2 __upos2 = __uinPosition; (__uvTransformedCoords_0_Stage0 = mul(transpose(__uuCoordTransformMatrix_0_Stage0), vec3(__uinLocalCoord, 1.0)).xy); (gl_Position = vec4(((__upos2.x * __uurtAdjustment_Stage0.x) + __uurtAdjustment_Stage0.y), ((__upos2.y * __uurtAdjustment_Stage0.z) + __uurtAdjustment_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 = __uvcolor_Stage0; output.v1 = __uvTransformedCoords_0_Stage0; return output; } // Uniforms 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 float2 __uvTransformedCoords_0_Stage0 = {0, 0}; static float4 __uvcolor_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 __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}; { (__uoutput_Stage1 = gl_texture2D(__uuTextureSampler_0_Stage1, __uvTransformedCoords_0_Stage0).xxxx); } { (gl_Color[0] = (__uoutputColor_Stage0 * __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 } RTR DXBC0Z)}ƶ 48pRDEFh<dRD11< ($ \$Globals\@, 0@__uuCoordTransformMatrix_0_Stage0float3x3__uurtAdjustment_Stage0float48Microsoft (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 DXBC _{kP!OM}4lRDEF<RD11< ($ | samplers2D[0]textures2D[0]Microsoft (R) HLSL Shader Compiler 6.3.9600.18611ISGNhtttSV_PositionTEXCOORDOSGN, SV_TARGETSHEXP(jZ`XpUUbb2e hECUFF~`8 F>STAT" W񯪺0'/ "ҖinColor" _uinColor(0B5 (Ж inPosition" _uinPosition(0B9 ,Ж inLocalCoord"_uinLocalCoord(0BR PۖuCoordTransformMatrix_0_Stage0" _uuCoordTransformMatrix_0_Stage0(0B> <ҖurtAdjustment_Stage0"_uurtAdjustment_Stage0(0B"4 .Җ vcolor_Stage0"_uvcolor_Stage0(0B"P JЖvTransformedCoords_0_Stage0"_uvTransformedCoords_0_Stage0(0B". (Җ gl_Position" gl_Position(0B* kYȦl<'zD BޖuTextureSampler_0_Stage1"_uuTextureSampler_0_Stage1(0B"4 .Җ vcolor_Stage0"_uvcolor_Stage0(0B"P JЖvTransformedCoords_0_Stage0"_uvTransformedCoords_0_Stage0(0B*7 *Җ gl_FragColor" gl_FragColor(0B08: ΐ҇cp$SęB2ff870db3a3bP _uinPosition_u_uinPositionR _uinColor _u_uinColorR_uinCircleEdge_u_uinCircleEdgeR_uurtAdjustment_Stage0_u_uurtAdjustment_Stage0[ _uuCoordTransformMatrix_0_Stage0"_u_uuCoordTransformMatrix_0_Stage0R_uuColors_Stage1_c0_u_uuColors_Stage1_c0X6  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); } // Uniforms uniform float3x3 __uuCoordTransformMatrix_0_Stage0 : register(c0); uniform float4 __uurtAdjustment_Stage0 : register(c3); #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Attributes static float4 __uinCircleEdge = {0, 0, 0, 0}; static float4 __uinColor = {0, 0, 0, 0}; static float2 __uinPosition = {0, 0}; static float4 gl_Position = float4(0, 0, 0, 0); // Varyings static float2 __uvTransformedCoords_0_Stage0 = {0, 0}; static float4 __uvinCircleEdge_Stage0 = {0, 0, 0, 0}; static float4 __uvinColor_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() { (__uvinCircleEdge_Stage0 = __uinCircleEdge); (__uvinColor_Stage0 = __uinColor); float2 __upos2 = __uinPosition; (__uvTransformedCoords_0_Stage0 = mul(transpose(__uuCoordTransformMatrix_0_Stage0), vec3(__uinPosition, 1.0)).xy); (gl_Position = vec4(((__upos2.x * __uurtAdjustment_Stage0.x) + __uurtAdjustment_Stage0.y), ((__upos2.y * __uurtAdjustment_Stage0.z) + __uurtAdjustment_Stage0.w), 0.0, 1.0)); } ; @@ VERTEX ATTRIBUTES @@ struct VS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD3; 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.v0 = __uvinCircleEdge_Stage0; output.v1 = __uvinColor_Stage0; output.v2 = __uvTransformedCoords_0_Stage0; return output; } efloat4 vec4(float x0) { return float4(x0, x0, x0, x0); } // Uniforms uniform float4 __uuColors_Stage1_c0[2] : register(c0); #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Varyings static float2 __uvTransformedCoords_0_Stage0 = {0, 0}; static float4 __uvinCircleEdge_Stage0 = {0, 0, 0, 0}; static float4 __uvinColor_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 __uoutputColor_Stage0 = {0.0, 0.0, 0.0, 0.0}; float4 __uoutputCoverage_Stage0 = {0.0, 0.0, 0.0, 0.0}; { float4 __ucircleEdge = {0.0, 0.0, 0.0, 0.0}; (__ucircleEdge = __uvinCircleEdge_Stage0); (__uoutputColor_Stage0 = __uvinColor_Stage0); float __ud = length(__ucircleEdge.xy); float __udistanceToOuterEdge = (__ucircleEdge.z * (1.0 - __ud)); float __uedgeAlpha = clamp(__udistanceToOuterEdge, 0.0, 1.0); (__uoutputCoverage_Stage0 = vec4(__uedgeAlpha)); } float4 __uoutput_Stage1 = {0.0, 0.0, 0.0, 0.0}; { float4 __uchild = {0.0, 0.0, 0.0, 0.0}; { float __uclamp_t = clamp(__uvTransformedCoords_0_Stage0.x, 0.0, 1.0); float4 __ucolorTemp = lerp(__uuColors_Stage1_c0[0], __uuColors_Stage1_c0[1], __uclamp_t); (__ucolorTemp.xyz *= __ucolorTemp.w); (__uchild = __ucolorTemp); } (__uoutput_Stage1 = (__uchild * __uoutputColor_Stage0.w)); } { (gl_Color[0] = (__uoutput_Stage1 * __uoutputCoverage_Stage0)); } } ; struct PS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD3; float4 v0 : TEXCOORD0; float4 v1 : TEXCOORD1; float2 v2 : TEXCOORD2; }; @@ PIXEL OUTPUT @@ PS_OUTPUT main(PS_INPUT input) { __uvinCircleEdge_Stage0 = input.v0; __uvinColor_Stage0 = input.v1; __uvTransformedCoords_0_Stage0 = 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 v0 : TEXCOORD0; float4 v1 : TEXCOORD1; float2 v2 : TEXCOORD2; }; struct GS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD3; 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; #ifndef ANGLE_POINT_SPRITE_SHADER output.dx_Position = input.dx_Position; #endif // ANGLE_POINT_SPRITE_SHADER } RTTDDXBCN$9f D48RDEFh<dRD11< ($ \$Globals\@, 0@__uuCoordTransformMatrix_0_Stage0float3x3__uurtAdjustment_Stage0float48Microsoft (R) HLSL Shader Compiler 6.3.9600.18611ISGN\PPPTEXCOORDOSGN SV_PositionTEXCOORDSHEXPrjYF _2__g e e e e2 h6 @??2 2F օ 6" A6  62 F6 @?6 F6 F62F6B@? F F" F F>STAT LDXBC&sZUL4X,RDEFh<RD11< ($ \$Globals\ __uuColors_Stage1_c0float4Microsoft (R) HLSL Shader Compiler 6.3.9600.18611ISGNSV_PositionTEXCOORDOSGN, SV_TARGETSHEX|P_jYF brbbe h6   F AF 2 FF 8rF8FFFK  A@?8  *8 F>STAT  "  C3BFȉa!/ "ҖinColor" _uinColor(0B5 (Ж inPosition" _uinPosition(0B9 ,Җ inCircleEdge"_uinCircleEdge(0BR PۖuCoordTransformMatrix_0_Stage0" _uuCoordTransformMatrix_0_Stage0(0B> <ҖurtAdjustment_Stage0"_uurtAdjustment_Stage0(0B"B <ҖvinCircleEdge_Stage0"_uvinCircleEdge_Stage0(0B"8 2ҖvinColor_Stage0"_uvinColor_Stage0(0B"P JЖvTransformedCoords_0_Stage0"_uvTransformedCoords_0_Stage0(0B". (Җ gl_Position" gl_Position(0B* GʱVt#I/F8 6ҖuColors_Stage1_c0"_uuColors_Stage1_c0(0B"B <ҖvinCircleEdge_Stage0"_uvinCircleEdge_Stage0(0B"8 2ҖvinColor_Stage0"_uvinColor_Stage0(0B"P JЖvTransformedCoords_0_Stage0"_uvTransformedCoords_0_Stage0(0B*7 *Җ gl_FragColor" gl_FragColor(0B08B ta%2t|ܨyI2ff870db3a3bP _uinPosition_u_uinPositionR _uinColor _u_uinColorR_uinCircleEdge_u_uinCircleEdgeR_uurtAdjustment_Stage0_u_uurtAdjustment_Stage0[ _uuCoordTransformMatrix_0_Stage0"_u_uuCoordTransformMatrix_0_Stage0R_uuColors_Stage1_c0_u_uuColors_Stage1_c0R_uuExtraStopT_Stage1_c0_u_uuExtraStopT_Stage1_c0X6  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); } // Uniforms uniform float3x3 __uuCoordTransformMatrix_0_Stage0 : register(c0); uniform float4 __uurtAdjustment_Stage0 : register(c3); #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Attributes static float4 __uinCircleEdge = {0, 0, 0, 0}; static float4 __uinColor = {0, 0, 0, 0}; static float2 __uinPosition = {0, 0}; static float4 gl_Position = float4(0, 0, 0, 0); // Varyings static float2 __uvTransformedCoords_0_Stage0 = {0, 0}; static float4 __uvinCircleEdge_Stage0 = {0, 0, 0, 0}; static float4 __uvinColor_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() { (__uvinCircleEdge_Stage0 = __uinCircleEdge); (__uvinColor_Stage0 = __uinColor); float2 __upos2 = __uinPosition; (__uvTransformedCoords_0_Stage0 = mul(transpose(__uuCoordTransformMatrix_0_Stage0), vec3(__uinPosition, 1.0)).xy); (gl_Position = vec4(((__upos2.x * __uurtAdjustment_Stage0.x) + __uurtAdjustment_Stage0.y), ((__upos2.y * __uurtAdjustment_Stage0.z) + __uurtAdjustment_Stage0.w), 0.0, 1.0)); } ; @@ VERTEX ATTRIBUTES @@ struct VS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD3; 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.v0 = __uvinCircleEdge_Stage0; output.v1 = __uvinColor_Stage0; output.v2 = __uvTransformedCoords_0_Stage0; return output; } V float4 vec4(float x0) { return float4(x0, x0, x0, x0); } // Uniforms uniform float4 __uuColors_Stage1_c0[3] : register(c0); uniform float4 __uuExtraStopT_Stage1_c0 : register(c3); #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Varyings static float2 __uvTransformedCoords_0_Stage0 = {0, 0}; static float4 __uvinCircleEdge_Stage0 = {0, 0, 0, 0}; static float4 __uvinColor_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 __uoutputColor_Stage0 = {0.0, 0.0, 0.0, 0.0}; float4 __uoutputCoverage_Stage0 = {0.0, 0.0, 0.0, 0.0}; { float4 __ucircleEdge = {0.0, 0.0, 0.0, 0.0}; (__ucircleEdge = __uvinCircleEdge_Stage0); (__uoutputColor_Stage0 = __uvinColor_Stage0); float __ud = length(__ucircleEdge.xy); float __udistanceToOuterEdge = (__ucircleEdge.z * (1.0 - __ud)); float __uedgeAlpha = clamp(__udistanceToOuterEdge, 0.0, 1.0); (__uoutputCoverage_Stage0 = vec4(__uedgeAlpha)); } float4 __uoutput_Stage1 = {0.0, 0.0, 0.0, 0.0}; { float4 __uchild = {0.0, 0.0, 0.0, 0.0}; { float __uclamp_t = clamp(__uvTransformedCoords_0_Stage0.x, 0.0, 1.0); float4 __ustart = {0.0, 0.0, 0.0, 0.0}; float4 __uend = {0.0, 0.0, 0.0, 0.0}; float __urelative_t = {0.0}; if ((__uclamp_t < __uuExtraStopT_Stage1_c0.x)) { (__ustart = __uuColors_Stage1_c0[0]); (__uend = __uuColors_Stage1_c0[1]); (__urelative_t = (__uclamp_t * __uuExtraStopT_Stage1_c0.y)); } else { (__ustart = __uuColors_Stage1_c0[1]); (__uend = __uuColors_Stage1_c0[2]); (__urelative_t = ((__uclamp_t * __uuExtraStopT_Stage1_c0.z) - __uuExtraStopT_Stage1_c0.w)); } float4 __ucolorTemp = lerp(__ustart, __uend, __urelative_t); (__ucolorTemp.xyz *= __ucolorTemp.w); (__uchild = __ucolorTemp); } (__uoutput_Stage1 = (__uchild * __uoutputColor_Stage0.w)); } { (gl_Color[0] = (__uoutput_Stage1 * __uoutputCoverage_Stage0)); } } ; struct PS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD3; float4 v0 : TEXCOORD0; float4 v1 : TEXCOORD1; float2 v2 : TEXCOORD2; }; @@ PIXEL OUTPUT @@ PS_OUTPUT main(PS_INPUT input) { __uvinCircleEdge_Stage0 = input.v0; __uvinColor_Stage0 = input.v1; __uvTransformedCoords_0_Stage0 = 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 v0 : TEXCOORD0; float4 v1 : TEXCOORD1; float2 v2 : TEXCOORD2; }; struct GS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD3; 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; #ifndef ANGLE_POINT_SPRITE_SHADER output.dx_Position = input.dx_Position; #endif // ANGLE_POINT_SPRITE_SHADER } RTTDDXBCN$9f D48RDEFh<dRD11< ($ \$Globals\@, 0@__uuCoordTransformMatrix_0_Stage0float3x3__uurtAdjustment_Stage0float48Microsoft (R) HLSL Shader Compiler 6.3.9600.18611ISGN\PPPTEXCOORDOSGN SV_PositionTEXCOORDSHEXPrjYF _2__g e e e e2 h6 @??2 2F օ 6" A6  62 F6 @?6 F6 F62F6B@? F F" F F>STAT DXBCO/Fzbۀݒ4`RDEFh<PRD11< ($ \$Globals\@00,__uuColors_Stage1_c0float4__uuExtraStopT_Stage1_c0Microsoft (R) HLSL Shader Compiler 6.3.9600.18611ISGNSV_PositionTEXCOORDOSGN, SV_TARGETSHEX\PjYF brbbe h6  8"  2 B * : A1  7 " *7 F F 7 F F FFA2 VFF8rF8FFFK  A@?8  *8 F>STAT "  C3BFȉa!/ "ҖinColor" _uinColor(0B5 (Ж inPosition" _uinPosition(0B9 ,Җ inCircleEdge"_uinCircleEdge(0BR PۖuCoordTransformMatrix_0_Stage0" _uuCoordTransformMatrix_0_Stage0(0B> <ҖurtAdjustment_Stage0"_uurtAdjustment_Stage0(0B"B <ҖvinCircleEdge_Stage0"_uvinCircleEdge_Stage0(0B"8 2ҖvinColor_Stage0"_uvinColor_Stage0(0B"P JЖvTransformedCoords_0_Stage0"_uvTransformedCoords_0_Stage0(0B". (Җ gl_Position" gl_Position(0B* SKOj 2DPʈT8 6ҖuColors_Stage1_c0"_uuColors_Stage1_c0(0B@ >ҖuExtraStopT_Stage1_c0"_uuExtraStopT_Stage1_c0(0B"B <ҖvinCircleEdge_Stage0"_uvinCircleEdge_Stage0(0B"8 2ҖvinColor_Stage0"_uvinColor_Stage0(0B"P JЖvTransformedCoords_0_Stage0"_uvTransformedCoords_0_Stage0(0B*7 *Җ gl_FragColor" gl_FragColor(0B08I K~ƾ?{WT2ff870db3a3bP _uinPosition_u_uinPositionR _uinColor _u_uinColorP_uinLocalCoord_u_uinLocalCoord _uinCoverage_u_uinCoverageR_uurtAdjustment_Stage0_u_uurtAdjustment_Stage0[ _uuCoordTransformMatrix_0_Stage0"_u_uuCoordTransformMatrix_0_Stage0_uuGradientYCoordFS_Stage1_c0_u_uuGradientYCoordFS_Stage1_c0^_uuTextureSampler_0_Stage1_u_uuTextureSampler_0_Stage1 X6  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); } // Uniforms uniform float3x3 __uuCoordTransformMatrix_0_Stage0 : register(c0); uniform float4 __uurtAdjustment_Stage0 : register(c3); #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Attributes static float4 __uinColor = {0, 0, 0, 0}; static float __uinCoverage = {0}; static float2 __uinLocalCoord = {0, 0}; static float2 __uinPosition = {0, 0}; static float4 gl_Position = float4(0, 0, 0, 0); // Varyings static float2 __uvTransformedCoords_0_Stage0 = {0, 0}; static float4 __uvcolor_Stage0 = {0, 0, 0, 0}; static float __uvinCoverage_Stage0 = {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(__uinLocalCoord, 1.0)).xy); (__uvinCoverage_Stage0 = __uinCoverage); (gl_Position = vec4(((__upos2.x * __uurtAdjustment_Stage0.x) + __uurtAdjustment_Stage0.y), ((__upos2.y * __uurtAdjustment_Stage0.z) + __uurtAdjustment_Stage0.w), 0.0, 1.0)); } ; @@ VERTEX ATTRIBUTES @@ struct VS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD3; float4 gl_FragCoord : TEXCOORD4; float4 v0 : TEXCOORD0; float2 v1 : TEXCOORD1; float 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 = __uvcolor_Stage0; output.v1 = __uvTransformedCoords_0_Stage0; output.v2 = __uvinCoverage_Stage0; return output; } float2 vec2(float x0, float x1) { return float2(x0, x1); } float4 vec4(float x0) { return float4(x0, x0, x0, x0); } float4 vec4(float3 x0, float x1) { return float4(x0, x1); } // Uniforms uniform float __uuGradientYCoordFS_Stage1_c0 : register(c0); 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 float2 __uvTransformedCoords_0_Stage0 = {0, 0}; static float4 __uvcolor_Stage0 = {0, 0, 0, 0}; static float __uvinCoverage_Stage0 = {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 float4 mod_emu(float4 x, float4 y) { return x - y * floor(x / y); } ; ; ; ; ; void gl_main() { float4 __uoutputColor_Stage0 = {0.0, 0.0, 0.0, 0.0}; float4 __uoutputCoverage_Stage0 = {0.0, 0.0, 0.0, 0.0}; { (__uoutputColor_Stage0 = __uvcolor_Stage0); float __ualpha = {1.0}; (__ualpha = __uvinCoverage_Stage0); (__uoutputCoverage_Stage0 = vec4(__ualpha)); } float4 __uoutput_Stage1 = {0.0, 0.0, 0.0, 0.0}; { float4 __uchild = {0.0, 0.0, 0.0, 0.0}; { float2 __ucoord = vec2(__uvTransformedCoords_0_Stage0.x, __uuGradientYCoordFS_Stage1_c0); (__uchild = gl_texture2D(__uuTextureSampler_0_Stage1, __ucoord)); } (__uoutput_Stage1 = (__uchild * __uoutputColor_Stage0.w)); } float4 __uoutput_Stage2 = {0.0, 0.0, 0.0, 0.0}; { float __uvalue = {0.0}; { float4 __umodValues = mod_emu(gl_FragCoord.xyxy, float4(2.0, 2.0, 4.0, 4.0)); float4 __ustepValues = step(__umodValues, float4(1.0, 1.0, 2.0, 2.0)); (__uvalue = (dot(__ustepValues, float4(0.5, 0.25, 0.125, 0.0625)) - 0.46875)); } (__uoutput_Stage2 = vec4(clamp((__uoutput_Stage1.xyz + (__uvalue * 0.0039215689)), 0.0, __uoutput_Stage1.w), __uoutput_Stage1.w)); } { (gl_Color[0] = (__uoutput_Stage2 * __uoutputCoverage_Stage0)); } } ; struct PS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD3; float4 gl_FragCoord : TEXCOORD4; float4 v0 : TEXCOORD0; float2 v1 : TEXCOORD1; float 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; __uvcolor_Stage0 = input.v0; __uvTransformedCoords_0_Stage0 = input.v1.xy; __uvinCoverage_Stage0 = input.v2.x; 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; float2 v1 : TEXCOORD1; float v2 : TEXCOORD2; }; struct GS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD3; float4 gl_FragCoord : TEXCOORD4; float4 v0 : TEXCOORD0; float2 v1 : TEXCOORD1; float 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 } RTRQDXBCzA䭆4P$RDEFh<dRD11< ($ \$Globals\@, 0@__uuCoordTransformMatrix_0_Stage0float3x3__uurtAdjustment_Stage0float48Microsoft (R) HLSL Shader Compiler 6.3.9600.18611ISGNthhhhTEXCOORDOSGN  SV_PositionTEXCOORDSHEXPjYF _2__2_g e e e e2 eB h6 @??2 2F օ 6" A6  62 F62 F6 @?6 @?6 F6B  62F6B@? F F" F F>STAT  DXBCSĹj:2Gt4x@RDEF<PRD11< ($  samplers2D[0]textures2D[0]$Globals,__uuGradientYCoordFS_Stage1_c0float#Microsoft (R) HLSL Shader Compiler 6.3.9600.18611ISGNSV_PositionTEXCOORDOSGN, SV_TARGETSHEXPjYF Z`XpUUd 2bbbBe h8 F@??>>AF2 FA@@@@@F @??@@F F@???? F@?>>= @6 6" ECUFF~`8F2 r@;;;F4 rF@3rF8 F>STAT " "Q,1[ w^^^/ "ҖinColor" _uinColor(0B5 (Ж inPosition" _uinPosition(0B9 ,Ж inLocalCoord"_uinLocalCoord(0B4 '( inCoverage" _uinCoverage(0BR PۖuCoordTransformMatrix_0_Stage0" _uuCoordTransformMatrix_0_Stage0(0B> <ҖurtAdjustment_Stage0"_uurtAdjustment_Stage0(0B"4 .Җ vcolor_Stage0"_uvcolor_Stage0(0B"P JЖvTransformedCoords_0_Stage0"_uvTransformedCoords_0_Stage0(0B"= 7(vinCoverage_Stage0"_uvinCoverage_Stage0(0B". (Җ gl_Position" gl_Position(0B* &w땸-;^ʶcK I(uGradientYCoordFS_Stage1_c0"_uuGradientYCoordFS_Stage1_c0(0BD BޖuTextureSampler_0_Stage1"_uuTextureSampler_0_Stage1(0B"4 .Җ vcolor_Stage0"_uvcolor_Stage0(0B"P JЖvTransformedCoords_0_Stage0"_uvTransformedCoords_0_Stage0(0B"= 7(vinCoverage_Stage0"_uvinCoverage_Stage0(0B"0 *Җ gl_FragCoord" gl_FragCoord(0B*7 *Җ gl_FragColor" gl_FragColor(0B08T h:C-^NVģJU2ff870db3a3bP _uinPosition_u_uinPositionR _uinColor _u_uinColorP_uinLocalCoord_u_uinLocalCoord _uinCoverage_u_uinCoverageR_uurtAdjustment_Stage0_u_uurtAdjustment_Stage0[ _uuCoordTransformMatrix_0_Stage0"_u_uuCoordTransformMatrix_0_Stage0R_uuColors_Stage1_c0_u_uuColors_Stage1_c0R_uuExtraStopT_Stage1_c0_u_uuExtraStopT_Stage1_c0X6  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); } // Uniforms uniform float3x3 __uuCoordTransformMatrix_0_Stage0 : register(c0); uniform float4 __uurtAdjustment_Stage0 : register(c3); #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Attributes static float4 __uinColor = {0, 0, 0, 0}; static float __uinCoverage = {0}; static float2 __uinLocalCoord = {0, 0}; static float2 __uinPosition = {0, 0}; static float4 gl_Position = float4(0, 0, 0, 0); // Varyings static float2 __uvTransformedCoords_0_Stage0 = {0, 0}; static float4 __uvcolor_Stage0 = {0, 0, 0, 0}; static float __uvinCoverage_Stage0 = {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(__uinLocalCoord, 1.0)).xy); (__uvinCoverage_Stage0 = __uinCoverage); (gl_Position = vec4(((__upos2.x * __uurtAdjustment_Stage0.x) + __uurtAdjustment_Stage0.y), ((__upos2.y * __uurtAdjustment_Stage0.z) + __uurtAdjustment_Stage0.w), 0.0, 1.0)); } ; @@ VERTEX ATTRIBUTES @@ struct VS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD3; float4 gl_FragCoord : TEXCOORD4; float4 v0 : TEXCOORD0; float2 v1 : TEXCOORD1; float 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 = __uvcolor_Stage0; output.v1 = __uvTransformedCoords_0_Stage0; output.v2 = __uvinCoverage_Stage0; return output; } z float4 vec4(float x0) { return float4(x0, x0, x0, x0); } float4 vec4(float3 x0, float x1) { return float4(x0, x1); } // Uniforms uniform float4 __uuColors_Stage1_c0[3] : register(c0); uniform float4 __uuExtraStopT_Stage1_c0 : register(c3); #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Varyings static float2 __uvTransformedCoords_0_Stage0 = {0, 0}; static float4 __uvcolor_Stage0 = {0, 0, 0, 0}; static float __uvinCoverage_Stage0 = {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 float4 mod_emu(float4 x, float4 y) { return x - y * floor(x / y); } ; ; ; ; ; void gl_main() { float4 __uoutputColor_Stage0 = {0.0, 0.0, 0.0, 0.0}; float4 __uoutputCoverage_Stage0 = {0.0, 0.0, 0.0, 0.0}; { (__uoutputColor_Stage0 = __uvcolor_Stage0); float __ualpha = {1.0}; (__ualpha = __uvinCoverage_Stage0); (__uoutputCoverage_Stage0 = vec4(__ualpha)); } float4 __uoutput_Stage1 = {0.0, 0.0, 0.0, 0.0}; { float4 __uchild = {0.0, 0.0, 0.0, 0.0}; { float __uclamp_t = clamp(__uvTransformedCoords_0_Stage0.x, 0.0, 1.0); float4 __ustart = {0.0, 0.0, 0.0, 0.0}; float4 __uend = {0.0, 0.0, 0.0, 0.0}; float __urelative_t = {0.0}; if ((__uclamp_t < __uuExtraStopT_Stage1_c0.x)) { (__ustart = __uuColors_Stage1_c0[0]); (__uend = __uuColors_Stage1_c0[1]); (__urelative_t = (__uclamp_t * __uuExtraStopT_Stage1_c0.y)); } else { (__ustart = __uuColors_Stage1_c0[1]); (__uend = __uuColors_Stage1_c0[2]); (__urelative_t = ((__uclamp_t * __uuExtraStopT_Stage1_c0.z) - __uuExtraStopT_Stage1_c0.w)); } float4 __ucolorTemp = lerp(__ustart, __uend, __urelative_t); (__uchild = __ucolorTemp); } (__uoutput_Stage1 = (__uchild * __uoutputColor_Stage0.w)); } float4 __uoutput_Stage2 = {0.0, 0.0, 0.0, 0.0}; { float __uvalue = {0.0}; { float4 __umodValues = mod_emu(gl_FragCoord.xyxy, float4(2.0, 2.0, 4.0, 4.0)); float4 __ustepValues = step(__umodValues, float4(1.0, 1.0, 2.0, 2.0)); (__uvalue = (dot(__ustepValues, float4(0.5, 0.25, 0.125, 0.0625)) - 0.46875)); } (__uoutput_Stage2 = vec4(clamp((__uoutput_Stage1.xyz + (__uvalue * 0.0039215689)), 0.0, __uoutput_Stage1.w), __uoutput_Stage1.w)); } { (gl_Color[0] = (__uoutput_Stage2 * __uoutputCoverage_Stage0)); } } ; struct PS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD3; float4 gl_FragCoord : TEXCOORD4; float4 v0 : TEXCOORD0; float2 v1 : TEXCOORD1; float 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; __uvcolor_Stage0 = input.v0; __uvTransformedCoords_0_Stage0 = input.v1.xy; __uvinCoverage_Stage0 = input.v2.x; 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; float2 v1 : TEXCOORD1; float v2 : TEXCOORD2; }; struct GS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD3; float4 gl_FragCoord : TEXCOORD4; float4 v0 : TEXCOORD0; float2 v1 : TEXCOORD1; float 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 } RTRQDXBCzA䭆4P$RDEFh<dRD11< ($ \$Globals\@, 0@__uuCoordTransformMatrix_0_Stage0float3x3__uurtAdjustment_Stage0float48Microsoft (R) HLSL Shader Compiler 6.3.9600.18611ISGNthhhhTEXCOORDOSGN  SV_PositionTEXCOORDSHEXPjYF _2__2_g e e e e2 eB h6 @??2 2F օ 6" A6  62 F62 F6 @?6 @?6 F6B  62F6B@? F F" F F>STAT  DXBCyJ\{;o9G4xRDEFh<PRD11< ($ \$Globals\@00,__uuColors_Stage1_c0float4__uuExtraStopT_Stage1_c0Microsoft (R) HLSL Shader Compiler 6.3.9600.18611ISGNSV_PositionTEXCOORDOSGN, SV_TARGETSHEX\PjYF d 2bbbBe h8 F@??>>AF2 FA@@@@@F @??@@F F@???? F@?>>= @6 " 8B 2 * : A1" 7 B*:7 VF F 7 VF F FFA2  FF8F2 r@;;;F4 rF@3rF8 F>STAT" "Q,1[ w^^^/ "ҖinColor" _uinColor(0B5 (Ж inPosition" _uinPosition(0B9 ,Ж inLocalCoord"_uinLocalCoord(0B4 '( inCoverage" _uinCoverage(0BR PۖuCoordTransformMatrix_0_Stage0" _uuCoordTransformMatrix_0_Stage0(0B> <ҖurtAdjustment_Stage0"_uurtAdjustment_Stage0(0B"4 .Җ vcolor_Stage0"_uvcolor_Stage0(0B"P JЖvTransformedCoords_0_Stage0"_uvTransformedCoords_0_Stage0(0B"= 7(vinCoverage_Stage0"_uvinCoverage_Stage0(0B". (Җ gl_Position" gl_Position(0B* FpS|(Tǻc8 6ҖuColors_Stage1_c0"_uuColors_Stage1_c0(0B@ >ҖuExtraStopT_Stage1_c0"_uuExtraStopT_Stage1_c0(0B"4 .Җ vcolor_Stage0"_uvcolor_Stage0(0B"P JЖvTransformedCoords_0_Stage0"_uvTransformedCoords_0_Stage0(0B"= 7(vinCoverage_Stage0"_uvinCoverage_Stage0(0B"0 *Җ gl_FragCoord" gl_FragCoord(0B*7 *Җ gl_FragColor" gl_FragColor(0B08U 90+'`3R.UZ2ff870db3a3bP _uinPosition_u_uinPositionR _uinColor _u_uinColorP_uinTextureCoords_u_uinTextureCoordsR_uurtAdjustment_Stage0_u_uurtAdjustment_Stage0P_uuAtlasSizeInv_Stage0_u_uuAtlasSizeInv_Stage0[ _uuCoordTransformMatrix_0_Stage0"_u_uuCoordTransformMatrix_0_Stage0R_uuColors_Stage1_c0_u_uuColors_Stage1_c0^_uuTextureSampler_0_Stage0_u_uuTextureSampler_0_Stage0 X6  - float2 vec2(float x0, float x1) { return float2(x0, x1); } 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); } // Uniforms uniform float2 __uuAtlasSizeInv_Stage0 : register(c0); uniform float3x3 __uuCoordTransformMatrix_0_Stage0 : register(c1); uniform float4 __uurtAdjustment_Stage0 : register(c4); #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Attributes static float4 __uinColor = {0, 0, 0, 0}; static float2 __uinPosition = {0, 0}; static float2 __uinTextureCoords = {0, 0}; static float4 gl_Position = float4(0, 0, 0, 0); // Varyings static float __uvTexIndex_Stage0 = {0}; static float2 __uvTextureCoords_Stage0 = {0, 0}; static float2 __uvTransformedCoords_0_Stage0 = {0, 0}; static float4 __uvinColor_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() { float2 __uindexTexCoords = vec2(__uinTextureCoords.x, __uinTextureCoords.y); float2 __uintCoords = floor((0.5 * __uindexTexCoords)); float2 __udiff = (__uindexTexCoords - (2.0 * __uintCoords)); float __utexIdx = ((2.0 * __udiff.x) + __udiff.y); (__uvTextureCoords_Stage0 = (__uintCoords * __uuAtlasSizeInv_Stage0)); (__uvTexIndex_Stage0 = __utexIdx); (__uvinColor_Stage0 = __uinColor); float2 __upos2 = __uinPosition; (__uvTransformedCoords_0_Stage0 = mul(transpose(__uuCoordTransformMatrix_0_Stage0), vec3(__uinPosition, 1.0)).xy); (gl_Position = vec4(((__upos2.x * __uurtAdjustment_Stage0.x) + __uurtAdjustment_Stage0.y), ((__upos2.y * __uurtAdjustment_Stage0.z) + __uurtAdjustment_Stage0.w), 0.0, 1.0)); } ; @@ VERTEX ATTRIBUTES @@ struct VS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD3; float4 gl_FragCoord : TEXCOORD4; float4 v0 : TEXCOORD0; float2 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 = __uvinColor_Stage0; output.v1 = __uvTextureCoords_Stage0; output.v2 = __uvTransformedCoords_0_Stage0; return output; } float4 vec4(float3 x0, float x1) { return float4(x0, x1); } // Uniforms uniform float4 __uuColors_Stage1_c0[2] : register(c0); static const uint __uuTextureSampler_0_Stage0 = 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 __uvTextureCoords_Stage0 = {0, 0}; static float2 __uvTransformedCoords_0_Stage0 = {0, 0}; static float4 __uvinColor_Stage0 = {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); 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 float4 mod_emu(float4 x, float4 y) { return x - y * floor(x / y); } ; ; ; ; ; ; void gl_main() { float4 __uoutputColor_Stage0 = {0.0, 0.0, 0.0, 0.0}; float4 __uoutputCoverage_Stage0 = {0.0, 0.0, 0.0, 0.0}; { (__uoutputColor_Stage0 = __uvinColor_Stage0); float4 __utexColor = {0.0, 0.0, 0.0, 0.0}; { (__utexColor = gl_texture2D(__uuTextureSampler_0_Stage0, __uvTextureCoords_Stage0).xxxx); } (__uoutputCoverage_Stage0 = __utexColor); } float4 __uoutput_Stage1 = {0.0, 0.0, 0.0, 0.0}; { float4 __uchild = {0.0, 0.0, 0.0, 0.0}; { float __uclamp_t = clamp(__uvTransformedCoords_0_Stage0.x, 0.0, 1.0); float4 __ucolorTemp = lerp(__uuColors_Stage1_c0[0], __uuColors_Stage1_c0[1], __uclamp_t); (__ucolorTemp.xyz *= __ucolorTemp.w); (__uchild = __ucolorTemp); } (__uoutput_Stage1 = (__uchild * __uoutputColor_Stage0.w)); } float4 __uoutput_Stage2 = {0.0, 0.0, 0.0, 0.0}; { float __uvalue = {0.0}; { float4 __umodValues = mod_emu(gl_FragCoord.xyxy, float4(2.0, 2.0, 4.0, 4.0)); float4 __ustepValues = step(__umodValues, float4(1.0, 1.0, 2.0, 2.0)); (__uvalue = (dot(__ustepValues, float4(0.5, 0.25, 0.125, 0.0625)) - 0.46875)); } (__uoutput_Stage2 = vec4(clamp((__uoutput_Stage1.xyz + (__uvalue * 0.0039215689)), 0.0, __uoutput_Stage1.w), __uoutput_Stage1.w)); } { (gl_Color[0] = (__uoutput_Stage2 * __uoutputCoverage_Stage0)); } } ; struct PS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD3; float4 gl_FragCoord : TEXCOORD4; float4 v0 : TEXCOORD0; float2 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; __uvinColor_Stage0 = input.v0; __uvTextureCoords_Stage0 = input.v1.xy; __uvTransformedCoords_0_Stage0 = 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; float2 v1 : TEXCOORD1; float2 v2 : TEXCOORD2; }; struct GS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD3; float4 gl_FragCoord : TEXCOORD4; float4 v0 : TEXCOORD0; float2 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 } RTRPDXBCbJ ?Lݷ P4@\RDEFh<RD11< ($ \$Globals\P<,h@__uuAtlasSizeInv_Stage0float2__uuCoordTransformMatrix_0_Stage0float3x3^__uurtAdjustment_Stage0float4Microsoft (R) HLSL Shader Compiler 6.3.9600.18611ISGN\PPPTEXCOORDOSGN  SV_PositionTEXCOORDSHEXPPjYF _2__2g e e e e2 e h6 @??2 2F օ 6" A6  62 F62 F6 @?6 @?6 F8 2F@??A2F82 FF 62F6B@?B F F F F>STAT  $DXBCk;-N/aºOf$4lRDEFx<DRD11< ($  samplers2D[0]textures2D[0]$Globals   __uuColors_Stage1_c0float4Microsoft (R) HLSL Shader Compiler 6.3.9600.18611ISGN SV_PositionTEXCOORDOSGN, SV_TARGETSHEXPjYF Z`XpUUd 2bb2bBe h8 F@??>>AF2 FA@@@@@F @??@@F F@???? F@?>>= @6 "* F AF 2 VFF 8rF8F2 r@;;;F4 rF@3rFECUFF~`8 F>STAT" D7?*szK/ "ҖinColor" _uinColor(0B5 (Ж inPosition" _uinPosition(0B? 2ЖinTextureCoords"_uinTextureCoords(0BR PۖuCoordTransformMatrix_0_Stage0" _uuCoordTransformMatrix_0_Stage0(0B> <ЖuAtlasSizeInv_Stage0"_uuAtlasSizeInv_Stage0(0B> <ҖurtAdjustment_Stage0"_uurtAdjustment_Stage0(0B"9 3(vTexIndex_Stage0"_uvTexIndex_Stage0(0B"D >ЖvTextureCoords_Stage0"_uvTextureCoords_Stage0(0B"8 2ҖvinColor_Stage0"_uvinColor_Stage0(0B"P JЖvTransformedCoords_0_Stage0"_uvTransformedCoords_0_Stage0(0B". (Җ gl_Position" gl_Position(0B* 9P:o'bfu8 6ҖuColors_Stage1_c0"_uuColors_Stage1_c0(0BD BޖuTextureSampler_0_Stage0"_uuTextureSampler_0_Stage0(0B"9 3(vTexIndex_Stage0"_uvTexIndex_Stage0(0B"D >ЖvTextureCoords_Stage0"_uvTextureCoords_Stage0(0B"0 *Җ gl_FragCoord" gl_FragCoord(0B"8 2ҖvinColor_Stage0"_uvinColor_Stage0(0B"P JЖvTransformedCoords_0_Stage0"_uvTransformedCoords_0_Stage0(0B*7 *Җ gl_FragColor" gl_FragColor(0B08Z ~*ЊsU=AiMM2ff870db3a3bP _uinPosition_u_uinPositionR _uinColor _u_uinColorP_uinLocalCoord_u_uinLocalCoordR_uurtAdjustment_Stage0_u_uurtAdjustment_Stage0[ _uuCoordTransformMatrix_0_Stage0"_u_uuCoordTransformMatrix_0_Stage0_uuGradientYCoordFS_Stage1_c0_u_uuGradientYCoordFS_Stage1_c0^_uuTextureSampler_0_Stage1_u_uuTextureSampler_0_Stage1 X6  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); } // Uniforms uniform float3x3 __uuCoordTransformMatrix_0_Stage0 : register(c0); uniform float4 __uurtAdjustment_Stage0 : register(c3); #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Attributes static float4 __uinColor = {0, 0, 0, 0}; static float2 __uinLocalCoord = {0, 0}; static float2 __uinPosition = {0, 0}; static float4 gl_Position = float4(0, 0, 0, 0); // Varyings static float2 __uvTransformedCoords_0_Stage0 = {0, 0}; static float4 __uvcolor_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 __ucolor = __uinColor; (__uvcolor_Stage0 = __ucolor); float2 __upos2 = __uinPosition; (__uvTransformedCoords_0_Stage0 = mul(transpose(__uuCoordTransformMatrix_0_Stage0), vec3(__uinLocalCoord, 1.0)).xy); (gl_Position = vec4(((__upos2.x * __uurtAdjustment_Stage0.x) + __uurtAdjustment_Stage0.y), ((__upos2.y * __uurtAdjustment_Stage0.z) + __uurtAdjustment_Stage0.w), 0.0, 1.0)); } ; @@ VERTEX ATTRIBUTES @@ struct VS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD2; float4 gl_FragCoord : TEXCOORD3; 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.gl_FragCoord = gl_Position; output.v0 = __uvcolor_Stage0; output.v1 = __uvTransformedCoords_0_Stage0; return output; } / float2 vec2(float x0, float x1) { return float2(x0, x1); } float4 vec4(float3 x0, float x1) { return float4(x0, x1); } // Uniforms uniform float __uuGradientYCoordFS_Stage1_c0 : register(c0); 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 float2 __uvTransformedCoords_0_Stage0 = {0, 0}; static float4 __uvcolor_Stage0 = {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); 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 float4 mod_emu(float4 x, float4 y) { return x - y * floor(x / 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 __uchild = {0.0, 0.0, 0.0, 0.0}; { float2 __ucoord = vec2(__uvTransformedCoords_0_Stage0.x, __uuGradientYCoordFS_Stage1_c0); (__uchild = gl_texture2D(__uuTextureSampler_0_Stage1, __ucoord)); } (__uoutput_Stage1 = (__uchild * __uoutputColor_Stage0.w)); } float4 __uoutput_Stage2 = {0.0, 0.0, 0.0, 0.0}; { float __uvalue = {0.0}; { float4 __umodValues = mod_emu(gl_FragCoord.xyxy, float4(2.0, 2.0, 4.0, 4.0)); float4 __ustepValues = step(__umodValues, float4(1.0, 1.0, 2.0, 2.0)); (__uvalue = (dot(__ustepValues, float4(0.5, 0.25, 0.125, 0.0625)) - 0.46875)); } (__uoutput_Stage2 = vec4(clamp((__uoutput_Stage1.xyz + (__uvalue * 0.0039215689)), 0.0, __uoutput_Stage1.w), __uoutput_Stage1.w)); } { (gl_Color[0] = __uoutput_Stage2); } } ; struct PS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD2; float4 gl_FragCoord : TEXCOORD3; float4 v0 : TEXCOORD0; float2 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; __uvcolor_Stage0 = input.v0; __uvTransformedCoords_0_Stage0 = input.v1.xy; 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; float2 v1 : TEXCOORD1; }; struct GS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD2; float4 gl_FragCoord : TEXCOORD3; 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; output.gl_FragCoord = input.gl_FragCoord; #ifndef ANGLE_POINT_SPRITE_SHADER output.dx_Position = input.dx_Position; #endif // ANGLE_POINT_SPRITE_SHADER } RTRdDXBC]eAY5E|d48RDEFh<dRD11< ($ \$Globals\@, 0@__uuCoordTransformMatrix_0_Stage0float3x3__uurtAdjustment_Stage0float48Microsoft (R) HLSL Shader Compiler 6.3.9600.18611ISGN\PPPTEXCOORDOSGN SV_PositionTEXCOORDSHEXPzjYF _2__2g e e e e2 h6 @??2 2F օ 6" A6  62 F62 F6 @?6 @?6 F62F6B@? F F" F F>STAT DXBCZ_j[X1(4`RDEF<PRD11< ($  samplers2D[0]textures2D[0]$Globals,__uuGradientYCoordFS_Stage1_c0float#Microsoft (R) HLSL Shader Compiler 6.3.9600.18611ISGNSV_PositionTEXCOORDOSGN, SV_TARGETSHEXxPjYF Z`XpUUd 2bbe h8 F@??>>AF2 FA@@@@@F @??@@F F@???? F@?>>= @6 6" ECUFF~`8F2 r@;;;F4 rF@3r F6 :>STAT " W񯪺0'/ "ҖinColor" _uinColor(0B5 (Ж inPosition" _uinPosition(0B9 ,Ж inLocalCoord"_uinLocalCoord(0BR PۖuCoordTransformMatrix_0_Stage0" _uuCoordTransformMatrix_0_Stage0(0B> <ҖurtAdjustment_Stage0"_uurtAdjustment_Stage0(0B"4 .Җ vcolor_Stage0"_uvcolor_Stage0(0B"P JЖvTransformedCoords_0_Stage0"_uvTransformedCoords_0_Stage0(0B". (Җ gl_Position" gl_Position(0B* _$X 8\}tArlK I(uGradientYCoordFS_Stage1_c0"_uuGradientYCoordFS_Stage1_c0(0BD BޖuTextureSampler_0_Stage1"_uuTextureSampler_0_Stage1(0B"4 .Җ vcolor_Stage0"_uvcolor_Stage0(0B"P JЖvTransformedCoords_0_Stage0"_uvTransformedCoords_0_Stage0(0B"0 *Җ gl_FragCoord" gl_FragCoord(0B*7 *Җ gl_FragColor" gl_FragColor(0B08M `Jc(K.4DSTAT DXBCoӧ&^p«¯4T,RDEFh<RD11< ($ \$Globals\__uuColor_Stage0float4Microsoft (R) HLSL Shader Compiler 6.3.9600.18611ISGNP8DSV_PositionTEXCOORDOSGN, SV_TARGETSHEXDPjYF e 6 F >STAT" sYgNܨά\nJu95 (Ж inPosition" _uinPosition(0B> <ҖurtAdjustment_Stage0"_uurtAdjustment_Stage0(0B0 .ۖ uViewM_Stage0"_uuViewM_Stage0(0B". (Җ gl_Position" gl_Position(0B* \0_pl:Hm0 .Җ uColor_Stage0"_uuColor_Stage0(0B*7 *Җ gl_FragColor" gl_FragColor(0B08,  ;)#ِ6J'2ff870db3a3bP _uinPosition_u_uinPositionR_uurtAdjustment_Stage0_u_uurtAdjustment_Stage0R_uuColor_Stage0_u_uuColor_Stage0X6  float4 vec4(float x0, float x1, float x2, float x3) { return float4(x0, x1, x2, x3); } // Uniforms uniform float4 __uurtAdjustment_Stage0 : register(c0); #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 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() { float2 __upos2 = __uinPosition; (gl_Position = vec4(((__upos2.x * __uurtAdjustment_Stage0.x) + __uurtAdjustment_Stage0.y), ((__upos2.y * __uurtAdjustment_Stage0.z) + __uurtAdjustment_Stage0.w), 0.0, 1.0)); } ; @@ 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; } // Uniforms uniform float4 __uuColor_Stage0 : 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 __uoutputColor_Stage0 = {0.0, 0.0, 0.0, 0.0}; { (__uoutputColor_Stage0 = __uuColor_Stage0); } { (gl_Color[0] = __uoutputColor_Stage0); } } ; 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 } RDXBCK^8~.{GZ>44\RDEF h<RD11< ($ \$Globals\__uurtAdjustment_Stage0float4Microsoft (R) HLSL Shader Compiler 6.3.9600.18611ISGN, TEXCOORDOSGNP8DSV_PositionTEXCOORDSHEXP?jYF _2g e h6 @??2 2F օ 6" A6  62 F6 @?>STATDXBCoӧ&^p«¯4T,RDEFh<RD11< ($ \$Globals\__uuColor_Stage0float4Microsoft (R) HLSL Shader Compiler 6.3.9600.18611ISGNP8DSV_PositionTEXCOORDOSGN, SV_TARGETSHEXDPjYF e 6 F >STAT"  Ucdxbb5 (Ж inPosition" _uinPosition(0B> <ҖurtAdjustment_Stage0"_uurtAdjustment_Stage0(0B". (Җ gl_Position" gl_Position(0B* \0_pl:Hm0 .Җ uColor_Stage0"_uuColor_Stage0(0B*7 *Җ gl_FragColor" gl_FragColor(0B08' .=d|Н5h8F2ff870db3a3bP _uinPosition_u_uinPositionR_uurtAdjustment_Stage0_u_uurtAdjustment_Stage0[_uuViewM_Stage0_u_uuViewM_Stage0[ _uuCoordTransformMatrix_0_Stage0"_u_uuCoordTransformMatrix_0_Stage0R_uuColor_Stage0_u_uuColor_Stage0R_uuColors_Stage1_c0_u_uuColors_Stage1_c0X6  (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); } // Uniforms uniform float3x3 __uuCoordTransformMatrix_0_Stage0 : register(c0); uniform float3x3 __uuViewM_Stage0 : register(c3); uniform float4 __uurtAdjustment_Stage0 : register(c6); #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 gl_Position = float4(0, 0, 0, 0); // Varyings 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() { float2 __upos2 = mul(transpose(__uuViewM_Stage0), vec3(__uinPosition, 1.0)).xy; (__uvTransformedCoords_0_Stage0 = mul(transpose(__uuCoordTransformMatrix_0_Stage0), vec3(__uinPosition, 1.0)).xy); (gl_Position = vec4(((__upos2.x * __uurtAdjustment_Stage0.x) + __uurtAdjustment_Stage0.y), ((__upos2.y * __uurtAdjustment_Stage0.z) + __uurtAdjustment_Stage0.w), 0.0, 1.0)); } ; @@ VERTEX ATTRIBUTES @@ struct VS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float4 gl_FragCoord : TEXCOORD2; 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.gl_FragCoord = gl_Position; output.v0 = __uvTransformedCoords_0_Stage0; return output; } float4 vec4(float3 x0, float x1) { return float4(x0, x1); } // Uniforms uniform float4 __uuColor_Stage0 : register(c0); uniform float4 __uuColors_Stage1_c0[2] : register(c1); #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Varyings static float2 __uvTransformedCoords_0_Stage0 = {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 float4 mod_emu(float4 x, float4 y) { return x - y * floor(x / y); } ; ; ; void gl_main() { float4 __uoutputColor_Stage0 = {0.0, 0.0, 0.0, 0.0}; { (__uoutputColor_Stage0 = __uuColor_Stage0); } float4 __uoutput_Stage1 = {0.0, 0.0, 0.0, 0.0}; { float4 __uchild = {0.0, 0.0, 0.0, 0.0}; { float __uclamp_t = clamp(__uvTransformedCoords_0_Stage0.x, 0.0, 1.0); float4 __ucolorTemp = lerp(__uuColors_Stage1_c0[0], __uuColors_Stage1_c0[1], __uclamp_t); (__ucolorTemp.xyz *= __ucolorTemp.w); (__uchild = __ucolorTemp); } (__uoutput_Stage1 = (__uchild * __uoutputColor_Stage0.w)); } float4 __uoutput_Stage2 = {0.0, 0.0, 0.0, 0.0}; { float __uvalue = {0.0}; { float4 __umodValues = mod_emu(gl_FragCoord.xyxy, float4(2.0, 2.0, 4.0, 4.0)); float4 __ustepValues = step(__umodValues, float4(1.0, 1.0, 2.0, 2.0)); (__uvalue = (dot(__ustepValues, float4(0.5, 0.25, 0.125, 0.0625)) - 0.46875)); } (__uoutput_Stage2 = vec4(clamp((__uoutput_Stage1.xyz + (__uvalue * 0.0039215689)), 0.0, __uoutput_Stage1.w), __uoutput_Stage1.w)); } { (gl_Color[0] = __uoutput_Stage2); } } ; struct PS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float4 gl_FragCoord : TEXCOORD2; float2 v0 : TEXCOORD0; }; @@ 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; __uvTransformedCoords_0_Stage0 = input.v0.xy; gl_main(); return generateOutput(); } R gl_Color0 gl_Color[0]ystruct GS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float4 gl_FragCoord : TEXCOORD2; float2 v0 : TEXCOORD0; }; struct GS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float4 gl_FragCoord : TEXCOORD2; 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; output.gl_FragCoord = input.gl_FragCoord; #ifndef ANGLE_POINT_SPRITE_SHADER output.dx_Position = input.dx_Position; #endif // ANGLE_POINT_SPRITE_SHADER } R\DXBC*Xss9(\4 @RDEFh<RD11< ($ \$Globals\p,$H0,$Y`x__uuCoordTransformMatrix_0_Stage0float3x3__uuViewM_Stage0__uurtAdjustment_Stage0float4qMicrosoft (R) HLSL Shader Compiler 6.3.9600.18611ISGN, TEXCOORDOSGNhttt SV_PositionTEXCOORDSHEXP|jYF _2g e e e2 h6@??62F6B@?F F2 :  6 F F2 ":* : 6" A6B@6 F6 F F F" F F>STATDXBCR*~ ]4@tRDEF|h<HRD11< ($ \$Globals\0  $__uuColor_Stage0float4__uuColors_Stage1_c0Microsoft (R) HLSL Shader Compiler 6.3.9600.18611ISGNhtttSV_PositionTEXCOORDOSGN, SV_TARGETSHEX|PjYF d 2be h8 F@??>>AF2 FA@@@@@F @??@@F F@???? F@?>>= @6 "  F AF 2 VFF 8rF8F 2 r@;;;F4 rF@3r F6 :>STAT " {iO Soh?5 (Ж inPosition" _uinPosition(0BR PۖuCoordTransformMatrix_0_Stage0" _uuCoordTransformMatrix_0_Stage0(0B> <ҖurtAdjustment_Stage0"_uurtAdjustment_Stage0(0B0 .ۖ uViewM_Stage0"_uuViewM_Stage0(0B"P JЖvTransformedCoords_0_Stage0"_uvTransformedCoords_0_Stage0(0B". (Җ gl_Position" gl_Position(0B* E<P Is>^z0 .Җ uColor_Stage0"_uuColor_Stage0(0B8 6ҖuColors_Stage1_c0"_uuColors_Stage1_c0(0B"P JЖvTransformedCoords_0_Stage0"_uvTransformedCoords_0_Stage0(0B"0 *Җ gl_FragCoord" gl_FragCoord(0B*7 *Җ gl_FragColor" gl_FragColor(0B08F x7^oH<1zHK2ff870db3a3bP _uinPosition_u_uinPositionR _uinColor _u_uinColorP_uinLocalCoord_u_uinLocalCoordR_uurtAdjustment_Stage0_u_uurtAdjustment_Stage0[ _uuCoordTransformMatrix_0_Stage0"_u_uuCoordTransformMatrix_0_Stage0_uu_skRTHeight_u_uu_skRTHeightR_uuColors_Stage1_c0_u_uuColors_Stage1_c0X6  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); } // Uniforms uniform float3x3 __uuCoordTransformMatrix_0_Stage0 : register(c0); uniform float4 __uurtAdjustment_Stage0 : register(c3); #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Attributes static float4 __uinColor = {0, 0, 0, 0}; static float2 __uinLocalCoord = {0, 0}; static float2 __uinPosition = {0, 0}; static float4 gl_Position = float4(0, 0, 0, 0); // Varyings static float2 __uvTransformedCoords_0_Stage0 = {0, 0}; static float4 __uvcolor_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 __ucolor = __uinColor; (__uvcolor_Stage0 = __ucolor); float2 __upos2 = __uinPosition; (__uvTransformedCoords_0_Stage0 = mul(transpose(__uuCoordTransformMatrix_0_Stage0), vec3(__uinLocalCoord, 1.0)).xy); (gl_Position = vec4(((__upos2.x * __uurtAdjustment_Stage0.x) + __uurtAdjustment_Stage0.y), ((__upos2.y * __uurtAdjustment_Stage0.z) + __uurtAdjustment_Stage0.w), 0.0, 1.0)); } ; @@ VERTEX ATTRIBUTES @@ struct VS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD2; float4 gl_FragCoord : TEXCOORD3; 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.gl_FragCoord = gl_Position; output.v0 = __uvcolor_Stage0; output.v1 = __uvTransformedCoords_0_Stage0; return output; } 7 float4 vec4(float x0, float x1, float x2, float x3) { return float4(x0, x1, x2, x3); } float4 vec4(float3 x0, float x1) { return float4(x0, x1); } // Uniforms uniform float4 __uuColors_Stage1_c0[2] : register(c0); uniform float __uu_skRTHeight : register(c2); #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Varyings static float2 __uvTransformedCoords_0_Stage0 = {0, 0}; static float4 __uvcolor_Stage0 = {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 float4 mod_emu(float4 x, float4 y) { return x - y * floor(x / y); } ; ; ; ; void gl_main() { float2 __u_sktmpCoord = gl_FragCoord.xy; float4 __usk_FragCoord = vec4(__u_sktmpCoord.x, (__uu_skRTHeight - __u_sktmpCoord.y), 1.0, 1.0); 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 __uchild = {0.0, 0.0, 0.0, 0.0}; { float __uclamp_t = clamp(__uvTransformedCoords_0_Stage0.x, 0.0, 1.0); float4 __ucolorTemp = lerp(__uuColors_Stage1_c0[0], __uuColors_Stage1_c0[1], __uclamp_t); (__uchild = __ucolorTemp); } (__uoutput_Stage1 = (__uchild * __uoutputColor_Stage0.w)); } float4 __uoutput_Stage2 = {0.0, 0.0, 0.0, 0.0}; { float __uvalue = {0.0}; { float4 __umodValues = mod_emu(__usk_FragCoord.xyxy, float4(2.0, 2.0, 4.0, 4.0)); float4 __ustepValues = step(__umodValues, float4(1.0, 1.0, 2.0, 2.0)); (__uvalue = (dot(__ustepValues, float4(0.5, 0.25, 0.125, 0.0625)) - 0.46875)); } (__uoutput_Stage2 = vec4(clamp((__uoutput_Stage1.xyz + (__uvalue * 0.0039215689)), 0.0, __uoutput_Stage1.w), __uoutput_Stage1.w)); } { (gl_Color[0] = __uoutput_Stage2); } } ; struct PS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD2; float4 gl_FragCoord : TEXCOORD3; float4 v0 : TEXCOORD0; float2 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; __uvcolor_Stage0 = input.v0; __uvTransformedCoords_0_Stage0 = input.v1.xy; 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; float2 v1 : TEXCOORD1; }; struct GS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD2; float4 gl_FragCoord : TEXCOORD3; 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; output.gl_FragCoord = input.gl_FragCoord; #ifndef ANGLE_POINT_SPRITE_SHADER output.dx_Position = input.dx_Position; #endif // ANGLE_POINT_SPRITE_SHADER } RTRdDXBC]eAY5E|d48RDEFh<dRD11< ($ \$Globals\@, 0@__uuCoordTransformMatrix_0_Stage0float3x3__uurtAdjustment_Stage0float48Microsoft (R) HLSL Shader Compiler 6.3.9600.18611ISGN\PPPTEXCOORDOSGN SV_PositionTEXCOORDSHEXPzjYF _2__2g e e e e2 h6 @??2 2F օ 6" A6  62 F62 F6 @?6 @?6 F62F6B@? F F" F F>STAT DXBCk7 HP4\8RDEFh<LRD11< ($ \$Globals\0  (__uuColors_Stage1_c0float4__uu_skRTHeightfloat Microsoft (R) HLSL Shader Compiler 6.3.9600.18611ISGNSV_PositionTEXCOORDOSGN, SV_TARGETSHEXPjYF d 2bbe h VA 6R8 @??>>AF2 FA@@@@@F @??@@F F@???? F@?>>= @6 "  F AF 2 VFF 8F2 r@;;;F4 rF@3r F6 :>STAT " W񯪺0'/ "ҖinColor" _uinColor(0B5 (Ж inPosition" _uinPosition(0B9 ,Ж inLocalCoord"_uinLocalCoord(0BR PۖuCoordTransformMatrix_0_Stage0" _uuCoordTransformMatrix_0_Stage0(0B> <ҖurtAdjustment_Stage0"_uurtAdjustment_Stage0(0B"4 .Җ vcolor_Stage0"_uvcolor_Stage0(0B"P JЖvTransformedCoords_0_Stage0"_uvTransformedCoords_0_Stage0(0B". (Җ gl_Position" gl_Position(0B* 5_?U`)MMőD- +( u_skRTHeight"_uu_skRTHeight(0B8 6ҖuColors_Stage1_c0"_uuColors_Stage1_c0(0B"4 .Җ vcolor_Stage0"_uvcolor_Stage0(0B"P JЖvTransformedCoords_0_Stage0"_uvTransformedCoords_0_Stage0(0B"0 *Җ gl_FragCoord" gl_FragCoord(0B*7 *Җ gl_FragColor" gl_FragColor(0B08K : -4VAQ^292ff870db3a3bP _uinPosition_u_uinPositionR_uurtAdjustment_Stage0_u_uurtAdjustment_Stage0[_uuViewM_Stage0_u_uuViewM_Stage0[ _uuCoordTransformMatrix_0_Stage0"_u_uuCoordTransformMatrix_0_Stage0R_uuColor_Stage0_u_uuColor_Stage0R_uuColors_Stage1_c0_u_uuColors_Stage1_c0X6  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); } // Uniforms uniform float3x3 __uuCoordTransformMatrix_0_Stage0 : register(c0); uniform float3x3 __uuViewM_Stage0 : register(c3); uniform float4 __uurtAdjustment_Stage0 : register(c6); #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 gl_Position = float4(0, 0, 0, 0); // Varyings 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() { float2 __upos2 = mul(transpose(__uuViewM_Stage0), vec3(__uinPosition, 1.0)).xy; (__uvTransformedCoords_0_Stage0 = mul(transpose(__uuCoordTransformMatrix_0_Stage0), vec3(__uinPosition, 1.0)).xy); (gl_Position = vec4(((__upos2.x * __uurtAdjustment_Stage0.x) + __uurtAdjustment_Stage0.y), ((__upos2.y * __uurtAdjustment_Stage0.z) + __uurtAdjustment_Stage0.w), 0.0, 1.0)); } ; @@ 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 = __uvTransformedCoords_0_Stage0; return output; } // Uniforms uniform float4 __uuColor_Stage0 : register(c0); uniform float4 __uuColors_Stage1_c0[2] : register(c1); #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Varyings static float2 __uvTransformedCoords_0_Stage0 = {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 __uoutputColor_Stage0 = {0.0, 0.0, 0.0, 0.0}; { (__uoutputColor_Stage0 = __uuColor_Stage0); } float4 __uoutput_Stage1 = {0.0, 0.0, 0.0, 0.0}; { float4 __uchild = {0.0, 0.0, 0.0, 0.0}; { float __uclamp_t = clamp(__uvTransformedCoords_0_Stage0.x, 0.0, 1.0); float4 __ucolorTemp = lerp(__uuColors_Stage1_c0[0], __uuColors_Stage1_c0[1], __uclamp_t); (__ucolorTemp.xyz *= __ucolorTemp.w); (__uchild = __ucolorTemp); } (__uoutput_Stage1 = (__uchild * __uoutputColor_Stage0.w)); } { (gl_Color[0] = __uoutput_Stage1); } } ; struct PS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float2 v0 : TEXCOORD0; }; @@ PIXEL OUTPUT @@ PS_OUTPUT main(PS_INPUT input) { __uvTransformedCoords_0_Stage0 = 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 } R8DXBC/Z'84 @RDEFh<RD11< ($ \$Globals\p,$H0,$Y`x__uuCoordTransformMatrix_0_Stage0float3x3__uuViewM_Stage0__uurtAdjustment_Stage0float4qMicrosoft (R) HLSL Shader Compiler 6.3.9600.18611ISGN, TEXCOORDOSGNhP\\ SV_PositionTEXCOORDSHEXPyjYF _2g e e2 h6@??62F6B@?"F F2   6 6  F F2  * : 6"  A6"  6B @ F F" F F>STATDXBCd Av4(\DRDEF|h<HRD11< ($ \$Globals\0  $__uuColor_Stage0float4__uuColors_Stage1_c0Microsoft (R) HLSL Shader Compiler 6.3.9600.18611ISGNhP\\SV_PositionTEXCOORDOSGN, SV_TARGETSHEXP8jYF be h6   F AF 2 FF 8rF8 F >STAT" {iO Soh?5 (Ж inPosition" _uinPosition(0BR PۖuCoordTransformMatrix_0_Stage0" _uuCoordTransformMatrix_0_Stage0(0B> <ҖurtAdjustment_Stage0"_uurtAdjustment_Stage0(0B0 .ۖ uViewM_Stage0"_uuViewM_Stage0(0B"P JЖvTransformedCoords_0_Stage0"_uvTransformedCoords_0_Stage0(0B". (Җ gl_Position" gl_Position(0B* Ey׵ACL0 .Җ uColor_Stage0"_uuColor_Stage0(0B8 6ҖuColors_Stage1_c0"_uuColors_Stage1_c0(0B"P JЖvTransformedCoords_0_Stage0"_uvTransformedCoords_0_Stage0(0B*7 *Җ gl_FragColor" gl_FragColor(0B089 >w$_~x072ff870db3a3bP _uinPosition_u_uinPositionR _uinColor _u_uinColorP_uinLocalCoord_u_uinLocalCoordR_uurtAdjustment_Stage0_u_uurtAdjustment_Stage0[ _uuCoordTransformMatrix_0_Stage0"_u_uuCoordTransformMatrix_0_Stage0^_uuTextureSampler_0_Stage1_u_uuTextureSampler_0_Stage1 X6  >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); } // Uniforms uniform float3x3 __uuCoordTransformMatrix_0_Stage0 : register(c0); uniform float4 __uurtAdjustment_Stage0 : register(c3); #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Attributes static float4 __uinColor = {0, 0, 0, 0}; static float2 __uinLocalCoord = {0, 0}; static float2 __uinPosition = {0, 0}; static float4 gl_Position = float4(0, 0, 0, 0); // Varyings static float2 __uvTransformedCoords_0_Stage0 = {0, 0}; static float4 __uvcolor_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 __ucolor = __uinColor; (__uvcolor_Stage0 = __ucolor); float2 __upos2 = __uinPosition; (__uvTransformedCoords_0_Stage0 = mul(transpose(__uuCoordTransformMatrix_0_Stage0), vec3(__uinLocalCoord, 1.0)).xy); (gl_Position = vec4(((__upos2.x * __uurtAdjustment_Stage0.x) + __uurtAdjustment_Stage0.y), ((__upos2.y * __uurtAdjustment_Stage0.z) + __uurtAdjustment_Stage0.w), 0.0, 1.0)); } ; @@ 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 = __uvTransformedCoords_0_Stage0; return output; } A// Uniforms 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 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 __uoutput_Stage1 = {0.0, 0.0, 0.0, 0.0}; { (__uoutput_Stage1 = gl_texture2D(__uuTextureSampler_0_Stage1, __uvTransformedCoords_0_Stage0).xxxx); } { (gl_Color[0] = __uoutput_Stage1); } (gl_Color[0] = gl_Color[0].wwww); } ; struct PS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float2 v0 : TEXCOORD0; }; @@ PIXEL OUTPUT @@ PS_OUTPUT main(PS_INPUT input) { __uvTransformedCoords_0_Stage0 = 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 } RTRDXBC$gz)`@#SH48,RDEFh<dRD11< ($ \$Globals\@, 0@__uuCoordTransformMatrix_0_Stage0float3x3__uurtAdjustment_Stage0float48Microsoft (R) HLSL Shader Compiler 6.3.9600.18611ISGN\PPPTEXCOORDOSGNhP\\ SV_PositionTEXCOORDSHEX|P_jYF _2_2g e e2 h6 @??2 2F օ 6" A6  62 F6 @?62F6B@? F F" F F>STAT DXBCȍHd4x@RDEF<RD11< ($ | samplers2D[0]textures2D[0]Microsoft (R) HLSL Shader Compiler 6.3.9600.18611ISGNhP\\SV_PositionTEXCOORDOSGN, SV_TARGETSHEXP#jZ`XpUUb2e hECUFF~`6 >STAT" W񯪺0'/ "ҖinColor" _uinColor(0B5 (Ж inPosition" _uinPosition(0B9 ,Ж inLocalCoord"_uinLocalCoord(0BR PۖuCoordTransformMatrix_0_Stage0" _uuCoordTransformMatrix_0_Stage0(0B> <ҖurtAdjustment_Stage0"_uurtAdjustment_Stage0(0B"4 .Җ vcolor_Stage0"_uvcolor_Stage0(0B"P JЖvTransformedCoords_0_Stage0"_uvTransformedCoords_0_Stage0(0B". (Җ gl_Position" gl_Position(0B* #^5>5Klν 5D BޖuTextureSampler_0_Stage1"_uuTextureSampler_0_Stage1(0B"4 .Җ vcolor_Stage0"_uvcolor_Stage0(0B"P JЖvTransformedCoords_0_Stage0"_uvTransformedCoords_0_Stage0(0B*7 *Җ gl_FragColor" gl_FragColor(0B087 &p :$`R2ff870db3a3bP _uinPosition_u_uinPositionR _uinColor _u_uinColorR_uurtAdjustment_Stage0_u_uurtAdjustment_Stage0R_uuproxyRect_Stage1_u_uuproxyRect_Stage1_uuprofileSize_Stage1_u_uuprofileSize_Stage1R_uuinnerRect_Stage2_u_uuinnerRect_Stage2P_uuradiusPlusHalf_Stage2_u_uuradiusPlusHalf_Stage2^_uuTextureSampler_0_Stage1_u_uuTextureSampler_0_Stage1 X6   float4 vec4(float x0, float x1, float x2, float x3) { return float4(x0, x1, x2, x3); } // Uniforms uniform float4 __uurtAdjustment_Stage0 : register(c0); #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Attributes static float4 __uinColor = {0, 0, 0, 0}; static float2 __uinPosition = {0, 0}; static float4 gl_Position = float4(0, 0, 0, 0); // Varyings static float4 __uvcolor_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 __ucolor = __uinColor; (__uvcolor_Stage0 = __ucolor); float2 __upos2 = __uinPosition; (gl_Position = vec4(((__upos2.x * __uurtAdjustment_Stage0.x) + __uurtAdjustment_Stage0.y), ((__upos2.y * __uurtAdjustment_Stage0.z) + __uurtAdjustment_Stage0.w), 0.0, 1.0)); } ; @@ VERTEX ATTRIBUTES @@ struct VS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float4 gl_FragCoord : TEXCOORD2; 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.gl_FragCoord = gl_Position; output.v0 = __uvcolor_Stage0; return output; } float2 vec2(float x0, float x1) { return float2(x0, x1); } float4 vec4(float x0) { return float4(x0, x0, x0, x0); } // Uniforms uniform float4 __uuinnerRect_Stage2 : register(c0); uniform float __uuprofileSize_Stage1 : register(c1); uniform float4 __uuproxyRect_Stage1 : register(c2); uniform float2 __uuradiusPlusHalf_Stage2 : register(c3); 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 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() { 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}; { float2 __utranslatedPos = (gl_FragCoord.xy - __uuproxyRect_Stage1.xy); float __uwidth = (__uuproxyRect_Stage1.z - __uuproxyRect_Stage1.x); float __uheight = (__uuproxyRect_Stage1.w - __uuproxyRect_Stage1.y); float2 __usmallDims = vec2((__uwidth - __uuprofileSize_Stage1), (__uheight - __uuprofileSize_Stage1)); float __ucenter = ((2.0 * floor(((__uuprofileSize_Stage1 / 2.0) + 0.25))) - 1.0); float2 __uwh = (__usmallDims - vec2(__ucenter, __ucenter)); float __uhoriz_lookup = {0.0}; { float __ucoord = ((abs((__utranslatedPos.x - (0.5 * __uwidth))) - (0.5 * __uwh.x)) / __uuprofileSize_Stage1); (__uhoriz_lookup = gl_texture2D(__uuTextureSampler_0_Stage1, vec2(__ucoord, 0.5)).xxxx.w); } float __uvert_lookup = {0.0}; { float __ucoord = ((abs((__utranslatedPos.y - (0.5 * __uheight))) - (0.5 * __uwh.y)) / __uuprofileSize_Stage1); (__uvert_lookup = gl_texture2D(__uuTextureSampler_0_Stage1, vec2(__ucoord, 0.5)).xxxx.w); } float __ufinal = (__uhoriz_lookup * __uvert_lookup); (__uoutput_Stage1 = vec4(__ufinal)); } float4 __uoutput_Stage2 = {0.0, 0.0, 0.0, 0.0}; { float2 __udxy0 = (__uuinnerRect_Stage2.xy - gl_FragCoord.xy); float2 __udxy1 = (gl_FragCoord.xy - __uuinnerRect_Stage2.zw); float2 __udxy = max(max(__udxy0, __udxy1), 0.0); float __ualpha = clamp((__uuradiusPlusHalf_Stage2.x - length(__udxy)), 0.0, 1.0); (__ualpha = (1.0 - __ualpha)); (__uoutput_Stage2 = (__uoutput_Stage1 * __ualpha)); } { (gl_Color[0] = (__uoutputColor_Stage0 * __uoutput_Stage2)); } } ; struct PS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float4 gl_FragCoord : TEXCOORD2; float4 v0 : TEXCOORD0; }; @@ 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; __uvcolor_Stage0 = input.v0; gl_main(); return generateOutput(); } R gl_Color0 gl_Color[0]ystruct GS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float4 gl_FragCoord : TEXCOORD2; float4 v0 : TEXCOORD0; }; struct GS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float4 gl_FragCoord : TEXCOORD2; 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; output.gl_FragCoord = input.gl_FragCoord; #ifndef ANGLE_POINT_SPRITE_SHADER output.dx_Position = input.dx_Position; #endif // ANGLE_POINT_SPRITE_SHADER } RT<DXBCP|S!爓Ja<4\0RDEF h<RD11< ($ \$Globals\__uurtAdjustment_Stage0float4Microsoft (R) HLSL Shader Compiler 6.3.9600.18611ISGND88TEXCOORDOSGNhtttSV_PositionTEXCOORDSHEXhPZjYF _2_g e e e h6 @??2 2F օ 6" A6  62 F62 F6 @?6 @?6 F>STAT DXBCxϕ,vp> h4T8RDEF<\RD11< ($  samplers2D[0]textures2D[0]$Globals@| 08__uuinnerRect_Stage2float4__uuprofileSize_Stage1float__uuproxyRect_Stage1__uuradiusPlusHalf_Stage2float2/Microsoft (R) HLSL Shader Compiler 6.3.9600.18611ISGNhtttSV_PositionTEXCOORDOSGN, SV_TARGETSHEXPjYF Z`XpUUd 2be h2  @?@>A 2  @@@ b A  2 AA 2FF A2 bVA@??22A@??2F 6B@?ECUF~`ECU"~`8  bA 2F A4bV4 bV@"K" "A "A@?8 8 F>STAT" )5Ž"Fohw / "ҖinColor" _uinColor(0B5 (Ж inPosition" _uinPosition(0B9 ,Ж inLocalCoord"_uinLocalCoord(0B> <ҖurtAdjustment_Stage0"_uurtAdjustment_Stage0(0B"4 .Җ vcolor_Stage0"_uvcolor_Stage0(0B". (Җ gl_Position" gl_Position(0B* L7INʲh D BޖuTextureSampler_0_Stage1"_uuTextureSampler_0_Stage1(0B8 6ҖuproxyRect_Stage1"_uuproxyRect_Stage1(0B; 9(uprofileSize_Stage1"_uuprofileSize_Stage1(0B8 6ҖuinnerRect_Stage2"_uuinnerRect_Stage2(0BB @ЖuradiusPlusHalf_Stage2"_uuradiusPlusHalf_Stage2(0B"4 .Җ vcolor_Stage0"_uvcolor_Stage0(0B"0 *Җ gl_FragCoord" gl_FragCoord(0B*7 *Җ gl_FragColor" gl_FragColor(0B08R \%SmB_2ff870db3a3bP _uinPosition_u_uinPositionR _uinColor _u_uinColorP_uinLocalCoord_u_uinLocalCoordR_uurtAdjustment_Stage0_u_uurtAdjustment_Stage0[ _uuCoordTransformMatrix_0_Stage0"_u_uuCoordTransformMatrix_0_Stage0P_uuImageIncrement_Stage1_u_uuImageIncrement_Stage1R_uuKernel_Stage1_u_uuKernel_Stage1^_uuTextureSampler_0_Stage1_u_uuTextureSampler_0_Stage1 X6  {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); } // Uniforms uniform float3x3 __uuCoordTransformMatrix_0_Stage0 : register(c0); uniform float4 __uurtAdjustment_Stage0 : register(c3); #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Attributes static float4 __uinColor = {0, 0, 0, 0}; static float2 __uinLocalCoord = {0, 0}; static float2 __uinPosition = {0, 0}; static float4 gl_Position = float4(0, 0, 0, 0); // Varyings static float2 __uvTransformedCoords_0_Stage0 = {0, 0}; static float4 __uvcolor_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 __ucolor = __uinColor; (__uvcolor_Stage0 = __ucolor); float2 __upos2 = __uinPosition; (__uvTransformedCoords_0_Stage0 = mul(transpose(__uuCoordTransformMatrix_0_Stage0), vec3(__uinLocalCoord, 1.0)).xy); (gl_Position = vec4(((__upos2.x * __uurtAdjustment_Stage0.x) + __uurtAdjustment_Stage0.y), ((__upos2.y * __uurtAdjustment_Stage0.z) + __uurtAdjustment_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 = __uvcolor_Stage0; output.v1 = __uvTransformedCoords_0_Stage0; return output; } ^// Uniforms uniform float2 __uuImageIncrement_Stage1 : register(c0); uniform float4 __uuKernel_Stage1[4] : register(c1); 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 float2 __uvTransformedCoords_0_Stage0 = {0, 0}; static float4 __uvcolor_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 __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}; { (__uoutput_Stage1 = float4(0.0, 0.0, 0.0, 0.0)); float2 __ucoord = (__uvTransformedCoords_0_Stage0 - (6.0 * __uuImageIncrement_Stage1)); float2 __ucoordSampled = {0.0, 0.0}; (__ucoordSampled = __ucoord); (__uoutput_Stage1 += (gl_texture2D(__uuTextureSampler_0_Stage1, __ucoordSampled).xxxx * __uuKernel_Stage1[0].x)); (__ucoord += __uuImageIncrement_Stage1); (__ucoordSampled = __ucoord); (__uoutput_Stage1 += (gl_texture2D(__uuTextureSampler_0_Stage1, __ucoordSampled).xxxx * __uuKernel_Stage1[0].y)); (__ucoord += __uuImageIncrement_Stage1); (__ucoordSampled = __ucoord); (__uoutput_Stage1 += (gl_texture2D(__uuTextureSampler_0_Stage1, __ucoordSampled).xxxx * __uuKernel_Stage1[0].z)); (__ucoord += __uuImageIncrement_Stage1); (__ucoordSampled = __ucoord); (__uoutput_Stage1 += (gl_texture2D(__uuTextureSampler_0_Stage1, __ucoordSampled).xxxx * __uuKernel_Stage1[0].w)); (__ucoord += __uuImageIncrement_Stage1); (__ucoordSampled = __ucoord); (__uoutput_Stage1 += (gl_texture2D(__uuTextureSampler_0_Stage1, __ucoordSampled).xxxx * __uuKernel_Stage1[1].x)); (__ucoord += __uuImageIncrement_Stage1); (__ucoordSampled = __ucoord); (__uoutput_Stage1 += (gl_texture2D(__uuTextureSampler_0_Stage1, __ucoordSampled).xxxx * __uuKernel_Stage1[1].y)); (__ucoord += __uuImageIncrement_Stage1); (__ucoordSampled = __ucoord); (__uoutput_Stage1 += (gl_texture2D(__uuTextureSampler_0_Stage1, __ucoordSampled).xxxx * __uuKernel_Stage1[1].z)); (__ucoord += __uuImageIncrement_Stage1); (__ucoordSampled = __ucoord); (__uoutput_Stage1 += (gl_texture2D(__uuTextureSampler_0_Stage1, __ucoordSampled).xxxx * __uuKernel_Stage1[1].w)); (__ucoord += __uuImageIncrement_Stage1); (__ucoordSampled = __ucoord); (__uoutput_Stage1 += (gl_texture2D(__uuTextureSampler_0_Stage1, __ucoordSampled).xxxx * __uuKernel_Stage1[2].x)); (__ucoord += __uuImageIncrement_Stage1); (__ucoordSampled = __ucoord); (__uoutput_Stage1 += (gl_texture2D(__uuTextureSampler_0_Stage1, __ucoordSampled).xxxx * __uuKernel_Stage1[2].y)); (__ucoord += __uuImageIncrement_Stage1); (__ucoordSampled = __ucoord); (__uoutput_Stage1 += (gl_texture2D(__uuTextureSampler_0_Stage1, __ucoordSampled).xxxx * __uuKernel_Stage1[2].z)); (__ucoord += __uuImageIncrement_Stage1); (__ucoordSampled = __ucoord); (__uoutput_Stage1 += (gl_texture2D(__uuTextureSampler_0_Stage1, __ucoordSampled).xxxx * __uuKernel_Stage1[2].w)); (__ucoord += __uuImageIncrement_Stage1); (__ucoordSampled = __ucoord); (__uoutput_Stage1 += (gl_texture2D(__uuTextureSampler_0_Stage1, __ucoordSampled).xxxx * __uuKernel_Stage1[3].x)); (__ucoord += __uuImageIncrement_Stage1); (__uoutput_Stage1 *= __uoutputColor_Stage0); } { (gl_Color[0] = __uoutput_Stage1); } (gl_Color[0] = gl_Color[0].wwww); } ; 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 } RTR DXBC0Z)}ƶ 48pRDEFh<dRD11< ($ \$Globals\@, 0@__uuCoordTransformMatrix_0_Stage0float3x3__uurtAdjustment_Stage0float48Microsoft (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  DXBCgVnҮJW#O 4$` RDEF<RD11< ($  samplers2D[0]textures2D[0]$GlobalsP,Pt@__uuImageIncrement_Stage1float2F__uuKernel_Stage1float4Microsoft (R) HLSL Shader Compiler 6.3.9600.18611ISGNhtttSV_PositionTEXCOORDOSGN, SV_TARGETSHEXxPjYF Z`XpUUbb2e h22F A@@@F ECUFF~`ECU" ~` 8" 2   ECU" ~` 2 *  ECU" ~` 2 :  ECU" ~` 2   ECU" ~` 2   ECU" ~` 2 *  ECU" ~` 2 :  ECU" ~` 2   ECU" ~` 2   ECU" ~` 2 *  ECU" ~` ECUB |`2 :  2 *  8 >STAT) " W񯪺0'/ "ҖinColor" _uinColor(0B5 (Ж inPosition" _uinPosition(0B9 ,Ж inLocalCoord"_uinLocalCoord(0BR PۖuCoordTransformMatrix_0_Stage0" _uuCoordTransformMatrix_0_Stage0(0B> <ҖurtAdjustment_Stage0"_uurtAdjustment_Stage0(0B"4 .Җ vcolor_Stage0"_uvcolor_Stage0(0B"P JЖvTransformedCoords_0_Stage0"_uvTransformedCoords_0_Stage0(0B". (Җ gl_Position" gl_Position(0B* \L>gTSTAT  TDXBCg (lBT4l$XRDEF0h<RD11< ($ \$Globals\` 0<`0|@|P__uuColors_Stage1_c0float45__uuExtraStopT_Stage1_c05__uuinnerRect_Stage3__uuradiusPlusHalf_Stage3float2Microsoft (R) HLSL Shader Compiler 6.3.9600.18611ISGNSV_PositionTEXCOORDOSGN, SV_TARGETSHEXXPjYF d 2bbbBe h8 F@??>>AF2 FA@@@@@F @??@@F F@???? F@?>>= @6 " 8B 2 * : A1" 7 B*:7 VF F 7 VF F FFA2  FF8F2 r@;;;F4 rF@3rF 2FAF   A42 F4 2F@FFK   A 8 *8 F>STAT" "Q,1[ w^^^/ "ҖinColor" _uinColor(0B5 (Ж inPosition" _uinPosition(0B9 ,Ж inLocalCoord"_uinLocalCoord(0B4 '( inCoverage" _uinCoverage(0BR PۖuCoordTransformMatrix_0_Stage0" _uuCoordTransformMatrix_0_Stage0(0B> <ҖurtAdjustment_Stage0"_uurtAdjustment_Stage0(0B"4 .Җ vcolor_Stage0"_uvcolor_Stage0(0B"P JЖvTransformedCoords_0_Stage0"_uvTransformedCoords_0_Stage0(0B"= 7(vinCoverage_Stage0"_uvinCoverage_Stage0(0B". (Җ gl_Position" gl_Position(0B* kHLPgƎᬎ8 6ҖuColors_Stage1_c0"_uuColors_Stage1_c0(0B8 6ҖuinnerRect_Stage3"_uuinnerRect_Stage3(0B@ >ҖuExtraStopT_Stage1_c0"_uuExtraStopT_Stage1_c0(0BB @ЖuradiusPlusHalf_Stage3"_uuradiusPlusHalf_Stage3(0B"4 .Җ vcolor_Stage0"_uvcolor_Stage0(0B"P JЖvTransformedCoords_0_Stage0"_uvTransformedCoords_0_Stage0(0B"= 7(vinCoverage_Stage0"_uvinCoverage_Stage0(0B"0 *Җ gl_FragCoord" gl_FragCoord(0B*7 *Җ gl_FragColor" gl_FragColor(0B08^ 7ৠd(z4 >2ff870db3a3bP _uinPosition_u_uinPositionR _uinColor _u_uinColorR_uurtAdjustment_Stage0_u_uurtAdjustment_Stage0_uu_skRTHeight_u_uu_skRTHeightR_uuinnerRect_Stage1_u_uuinnerRect_Stage1P_uuradiusPlusHalf_Stage1_u_uuradiusPlusHalf_Stage1X6  float4 vec4(float x0, float x1, float x2, float x3) { return float4(x0, x1, x2, x3); } // Uniforms uniform float4 __uurtAdjustment_Stage0 : register(c0); #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Attributes static float4 __uinColor = {0, 0, 0, 0}; static float2 __uinPosition = {0, 0}; static float4 gl_Position = float4(0, 0, 0, 0); // Varyings static float4 __uvcolor_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 __ucolor = __uinColor; (__uvcolor_Stage0 = __ucolor); float2 __upos2 = __uinPosition; (gl_Position = vec4(((__upos2.x * __uurtAdjustment_Stage0.x) + __uurtAdjustment_Stage0.y), ((__upos2.y * __uurtAdjustment_Stage0.z) + __uurtAdjustment_Stage0.w), 0.0, 1.0)); } ; @@ VERTEX ATTRIBUTES @@ struct VS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float4 gl_FragCoord : TEXCOORD2; 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.gl_FragCoord = gl_Position; output.v0 = __uvcolor_Stage0; return output; } float4 vec4(float x0) { return float4(x0, x0, x0, x0); } float4 vec4(float x0, float x1, float x2, float x3) { return float4(x0, x1, x2, x3); } // Uniforms uniform float __uu_skRTHeight : register(c0); uniform float4 __uuinnerRect_Stage1 : register(c1); uniform float2 __uuradiusPlusHalf_Stage1 : register(c2); #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 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() { float2 __u_sktmpCoord = gl_FragCoord.xy; float4 __usk_FragCoord = vec4(__u_sktmpCoord.x, (__uu_skRTHeight - __u_sktmpCoord.y), 1.0, 1.0); 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}; { float2 __udxy0 = (__uuinnerRect_Stage1.xy - __usk_FragCoord.xy); float2 __udxy1 = (__usk_FragCoord.xy - __uuinnerRect_Stage1.zw); float2 __udxy = max(max(__udxy0, __udxy1), 0.0); float __ualpha = clamp((__uuradiusPlusHalf_Stage1.x - length(__udxy)), 0.0, 1.0); (__uoutput_Stage1 = vec4(__ualpha)); } { (gl_Color[0] = (__uoutputColor_Stage0 * __uoutput_Stage1)); } } ; struct PS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float4 gl_FragCoord : TEXCOORD2; float4 v0 : TEXCOORD0; }; @@ 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; __uvcolor_Stage0 = input.v0; gl_main(); return generateOutput(); } R gl_Color0 gl_Color[0]ystruct GS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float4 gl_FragCoord : TEXCOORD2; float4 v0 : TEXCOORD0; }; struct GS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float4 gl_FragCoord : TEXCOORD2; 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; output.gl_FragCoord = input.gl_FragCoord; #ifndef ANGLE_POINT_SPRITE_SHADER output.dx_Position = input.dx_Position; #endif // ANGLE_POINT_SPRITE_SHADER } RT<DXBCP|S!爓Ja<4\0RDEF h<RD11< ($ \$Globals\__uurtAdjustment_Stage0float4Microsoft (R) HLSL Shader Compiler 6.3.9600.18611ISGND88TEXCOORDOSGNhtttSV_PositionTEXCOORDSHEXhPZjYF _2_g e e e h6 @??2 2F օ 6" A6  62 F62 F6 @?6 @?6 F>STAT DXBCPCqI4,tRDEFh<RD11< ($ \$Globals\04Pt __uu_skRTHeightfloat__uuinnerRect_Stage1float4I__uuradiusPlusHalf_Stage1float2Microsoft (R) HLSL Shader Compiler 6.3.9600.18611ISGNhtttSV_PositionTEXCOORDOSGN, SV_TARGETSHEXPajYF d 2be h "A 6  A  2F A42F 4 2F@FFK   A 8 F>STAT  " t++C(h|_MD/ "ҖinColor" _uinColor(0B5 (Ж inPosition" _uinPosition(0B> <ҖurtAdjustment_Stage0"_uurtAdjustment_Stage0(0B"4 .Җ vcolor_Stage0"_uvcolor_Stage0(0B". (Җ gl_Position" gl_Position(0B* ߇gNrcN8 6ҖuinnerRect_Stage1"_uuinnerRect_Stage1(0B- +( u_skRTHeight"_uu_skRTHeight(0BB @ЖuradiusPlusHalf_Stage1"_uuradiusPlusHalf_Stage1(0B"4 .Җ vcolor_Stage0"_uvcolor_Stage0(0B"0 *Җ gl_FragCoord" gl_FragCoord(0B*7 *Җ gl_FragColor" gl_FragColor(0B08> Cv^Otl 3P2ff870db3a3bP _uinPosition_u_uinPositionR _uinColor _u_uinColorP_uinLocalCoord_u_uinLocalCoordR_uurtAdjustment_Stage0_u_uurtAdjustment_Stage0[ _uuCoordTransformMatrix_0_Stage0"_u_uuCoordTransformMatrix_0_Stage0_uu_skRTHeight_u_uu_skRTHeightR_uuinnerRect_Stage2_u_uuinnerRect_Stage2P_uuradiusPlusHalf_Stage2_u_uuradiusPlusHalf_Stage2^_uuTextureSampler_0_Stage1_u_uuTextureSampler_0_Stage1 X6  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); } // Uniforms uniform float3x3 __uuCoordTransformMatrix_0_Stage0 : register(c0); uniform float4 __uurtAdjustment_Stage0 : register(c3); #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Attributes static float4 __uinColor = {0, 0, 0, 0}; static float2 __uinLocalCoord = {0, 0}; static float2 __uinPosition = {0, 0}; static float4 gl_Position = float4(0, 0, 0, 0); // Varyings static float2 __uvTransformedCoords_0_Stage0 = {0, 0}; static float4 __uvcolor_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 __ucolor = __uinColor; (__uvcolor_Stage0 = __ucolor); float2 __upos2 = __uinPosition; (__uvTransformedCoords_0_Stage0 = mul(transpose(__uuCoordTransformMatrix_0_Stage0), vec3(__uinLocalCoord, 1.0)).xy); (gl_Position = vec4(((__upos2.x * __uurtAdjustment_Stage0.x) + __uurtAdjustment_Stage0.y), ((__upos2.y * __uurtAdjustment_Stage0.z) + __uurtAdjustment_Stage0.w), 0.0, 1.0)); } ; @@ VERTEX ATTRIBUTES @@ struct VS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD2; float4 gl_FragCoord : TEXCOORD3; 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.gl_FragCoord = gl_Position; output.v0 = __uvcolor_Stage0; output.v1 = __uvTransformedCoords_0_Stage0; return output; } q float4 vec4(float x0) { return float4(x0, x0, x0, x0); } float4 vec4(float x0, float x1, float x2, float x3) { return float4(x0, x1, x2, x3); } // Uniforms uniform float __uu_skRTHeight : register(c0); uniform float4 __uuinnerRect_Stage2 : register(c1); uniform float2 __uuradiusPlusHalf_Stage2 : register(c2); 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 float2 __uvTransformedCoords_0_Stage0 = {0, 0}; static float4 __uvcolor_Stage0 = {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); 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 __u_sktmpCoord = gl_FragCoord.xy; float4 __usk_FragCoord = vec4(__u_sktmpCoord.x, (__uu_skRTHeight - __u_sktmpCoord.y), 1.0, 1.0); 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 __uchild = {0.0, 0.0, 0.0, 0.0}; { (__uchild = gl_texture2D(__uuTextureSampler_0_Stage1, __uvTransformedCoords_0_Stage0).xyzw); } (__uoutput_Stage1 = (__uchild * __uoutputColor_Stage0.w)); } float4 __uoutput_Stage2 = {0.0, 0.0, 0.0, 0.0}; { float2 __udxy0 = (__uuinnerRect_Stage2.xy - __usk_FragCoord.xy); float2 __udxy1 = (__usk_FragCoord.xy - __uuinnerRect_Stage2.zw); float2 __udxy = max(max(__udxy0, __udxy1), 0.0); float __ualpha = clamp((__uuradiusPlusHalf_Stage2.x - length(__udxy)), 0.0, 1.0); (__uoutput_Stage2 = vec4(__ualpha)); } { (gl_Color[0] = ((1.0 - __uoutput_Stage1.w) * __uoutput_Stage2)); } } ; struct PS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD2; float4 gl_FragCoord : TEXCOORD3; float4 v0 : TEXCOORD0; float2 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; __uvcolor_Stage0 = input.v0; __uvTransformedCoords_0_Stage0 = input.v1.xy; 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; float2 v1 : TEXCOORD1; }; struct GS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD2; float4 gl_FragCoord : TEXCOORD3; 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; output.gl_FragCoord = input.gl_FragCoord; #ifndef ANGLE_POINT_SPRITE_SHADER output.dx_Position = input.dx_Position; #endif // ANGLE_POINT_SPRITE_SHADER } RTRdDXBC]eAY5E|d48RDEFh<dRD11< ($ \$Globals\@, 0@__uuCoordTransformMatrix_0_Stage0float3x3__uurtAdjustment_Stage0float48Microsoft (R) HLSL Shader Compiler 6.3.9600.18611ISGN\PPPTEXCOORDOSGN SV_PositionTEXCOORDSHEXPzjYF _2__2g e e e e2 h6 @??2 2F օ 6" A6  62 F62 F6 @?6 @?6 F62F6B@? F F" F F>STAT DXBCn-VD"3I"4(\dRDEFL<RD11< ($  samplers2D[0]textures2D[0]$Globals0Tl __uu_skRTHeightfloatd__uuinnerRect_Stage2float4__uuradiusPlusHalf_Stage2float2Microsoft (R) HLSL Shader Compiler 6.3.9600.18611ISGNSV_PositionTEXCOORDOSGN, SV_TARGETSHEXPjYF Z`XpUUd 2bb2e h "A 6  A  2F A42F 4 2F@FFK   A ECU"Fy`2 "A:@?8 V>STAT  " W񯪺0'/ "ҖinColor" _uinColor(0B5 (Ж inPosition" _uinPosition(0B9 ,Ж inLocalCoord"_uinLocalCoord(0BR PۖuCoordTransformMatrix_0_Stage0" _uuCoordTransformMatrix_0_Stage0(0B> <ҖurtAdjustment_Stage0"_uurtAdjustment_Stage0(0B"4 .Җ vcolor_Stage0"_uvcolor_Stage0(0B"P JЖvTransformedCoords_0_Stage0"_uvTransformedCoords_0_Stage0(0B". (Җ gl_Position" gl_Position(0B* k5?Y,xqsD BޖuTextureSampler_0_Stage1"_uuTextureSampler_0_Stage1(0B- +( u_skRTHeight"_uu_skRTHeight(0B8 6ҖuinnerRect_Stage2"_uuinnerRect_Stage2(0BB @ЖuradiusPlusHalf_Stage2"_uuradiusPlusHalf_Stage2(0B"4 .Җ vcolor_Stage0"_uvcolor_Stage0(0B"P JЖvTransformedCoords_0_Stage0"_uvTransformedCoords_0_Stage0(0B"0 *Җ gl_FragCoord" gl_FragCoord(0B*7 *Җ gl_FragColor" gl_FragColor(0B08P C|#0J~)uA2ff870db3a3bP _uinPosition_u_uinPositionR _uinColor _u_uinColorR_uurtAdjustment_Stage0_u_uurtAdjustment_Stage0R_uurect_Stage1_u_uurect_Stage1R_uurect_Stage2_u_uurect_Stage2X6   float4 vec4(float x0, float x1, float x2, float x3) { return float4(x0, x1, x2, x3); } // Uniforms uniform float4 __uurtAdjustment_Stage0 : register(c0); #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Attributes static float4 __uinColor = {0, 0, 0, 0}; static float2 __uinPosition = {0, 0}; static float4 gl_Position = float4(0, 0, 0, 0); // Varyings static float4 __uvcolor_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 __ucolor = __uinColor; (__uvcolor_Stage0 = __ucolor); float2 __upos2 = __uinPosition; (gl_Position = vec4(((__upos2.x * __uurtAdjustment_Stage0.x) + __uurtAdjustment_Stage0.y), ((__upos2.y * __uurtAdjustment_Stage0.z) + __uurtAdjustment_Stage0.w), 0.0, 1.0)); } ; @@ VERTEX ATTRIBUTES @@ struct VS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float4 gl_FragCoord : TEXCOORD2; 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.gl_FragCoord = gl_Position; output.v0 = __uvcolor_Stage0; return output; } 9 float4 vec4(float x0) { return float4(x0, x0, x0, x0); } // Uniforms uniform float4 __uurect_Stage1 : register(c0); uniform float4 __uurect_Stage2 : register(c1); #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 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 __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}; { float __uxSub = {0.0}; float __uySub = {0.0}; (__uxSub = min((gl_FragCoord.x - __uurect_Stage1.x), 0.0)); (__uxSub += min((__uurect_Stage1.z - gl_FragCoord.x), 0.0)); (__uySub = min((gl_FragCoord.y - __uurect_Stage1.y), 0.0)); (__uySub += min((__uurect_Stage1.w - gl_FragCoord.y), 0.0)); float __ualpha = ((1.0 + max(__uxSub, -1.0)) * (1.0 + max(__uySub, -1.0))); (__ualpha = (1.0 - __ualpha)); (__uoutput_Stage1 = vec4(__ualpha)); } float4 __uoutput_Stage2 = {0.0, 0.0, 0.0, 0.0}; { float __uxSub = {0.0}; float __uySub = {0.0}; (__uxSub = min((gl_FragCoord.x - __uurect_Stage2.x), 0.0)); (__uxSub += min((__uurect_Stage2.z - gl_FragCoord.x), 0.0)); (__uySub = min((gl_FragCoord.y - __uurect_Stage2.y), 0.0)); (__uySub += min((__uurect_Stage2.w - gl_FragCoord.y), 0.0)); float __ualpha = ((1.0 + max(__uxSub, -1.0)) * (1.0 + max(__uySub, -1.0))); (__uoutput_Stage2 = (__uoutput_Stage1 * __ualpha)); } { (gl_Color[0] = (__uoutputColor_Stage0 * __uoutput_Stage2)); } } ; struct PS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float4 gl_FragCoord : TEXCOORD2; float4 v0 : TEXCOORD0; }; @@ 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; __uvcolor_Stage0 = input.v0; gl_main(); return generateOutput(); } R gl_Color0 gl_Color[0]ystruct GS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float4 gl_FragCoord : TEXCOORD2; float4 v0 : TEXCOORD0; }; struct GS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float4 gl_FragCoord : TEXCOORD2; 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; output.gl_FragCoord = input.gl_FragCoord; #ifndef ANGLE_POINT_SPRITE_SHADER output.dx_Position = input.dx_Position; #endif // ANGLE_POINT_SPRITE_SHADER } RT<DXBCP|S!爓Ja<4\0RDEF h<RD11< ($ \$Globals\__uurtAdjustment_Stage0float4Microsoft (R) HLSL Shader Compiler 6.3.9600.18611ISGND88TEXCOORDOSGNhtttSV_PositionTEXCOORDSHEXhPZjYF _2_g e e e h6 @??2 2F օ 6" A6  62 F62 F6 @?6 @?6 F>STAT DXBCkp}@e4HRDEFPh<RD11< ($ \$Globals\  __uurect_Stage1float4__uurect_Stage2Microsoft (R) HLSL Shader Compiler 6.3.9600.18611ISGNhtttSV_PositionTEXCOORDOSGN, SV_TARGETSHEXPjYF d 2be h 2FF A A 3 F@2 F4 2F@ 2F@??2  A@? b A3 bV@ 2FA 3 2F@bV4 bV@ bV@??8"*8 8 F>STAT" )5Ž"Fohw / "ҖinColor" _uinColor(0B5 (Ж inPosition" _uinPosition(0B9 ,Ж inLocalCoord"_uinLocalCoord(0B> <ҖurtAdjustment_Stage0"_uurtAdjustment_Stage0(0B"4 .Җ vcolor_Stage0"_uvcolor_Stage0(0B". (Җ gl_Position" gl_Position(0B* S~SSTAT DDXBCO O%&p6}oD4$RDEF<RD11< ($  samplers2D[0]textures2D[0]$Globals0,Pt __uuImageIncrement_Stage1float2F__uuKernel_Stage1float4Microsoft (R) HLSL Shader Compiler 6.3.9600.18611ISGNhtttSV_PositionTEXCOORDOSGN, SV_TARGETSHEXPjYF Z`XpUUbb2e h22F A@@@@@F ECUFF~`ECU" ~` 8" 2   ECU" ~` 2 *  ECU" ~` 2 :  ECU" ~` 2   ECU" ~` ECUB |`2   2 **  8 >STAT" W񯪺0'/ "ҖinColor" _uinColor(0B5 (Ж inPosition" _uinPosition(0B9 ,Ж inLocalCoord"_uinLocalCoord(0BR PۖuCoordTransformMatrix_0_Stage0" _uuCoordTransformMatrix_0_Stage0(0B> <ҖurtAdjustment_Stage0"_uurtAdjustment_Stage0(0B"4 .Җ vcolor_Stage0"_uvcolor_Stage0(0B"P JЖvTransformedCoords_0_Stage0"_uvTransformedCoords_0_Stage0(0B". (Җ gl_Position" gl_Position(0B* yi6–VDETD BޖuTextureSampler_0_Stage1"_uuTextureSampler_0_Stage1(0BB @ЖuImageIncrement_Stage1"_uuImageIncrement_Stage1(0B2 0ҖuKernel_Stage1"_uuKernel_Stage1(0B"4 .Җ vcolor_Stage0"_uvcolor_Stage0(0B"P JЖvTransformedCoords_0_Stage0"_uvTransformedCoords_0_Stage0(0B*7 *Җ gl_FragColor" gl_FragColor(0B08Q 5쏃_#+;2ff870db3a3bP _uinPosition_u_uinPositionQ_uinDashParams_u_uinDashParamsR_uinRect _u_uinRectR_uurtAdjustment_Stage0_u_uurtAdjustment_Stage0R_uuColor_Stage0_u_uuColor_Stage0X6  float4 vec4(float x0, float x1, float x2, float x3) { return float4(x0, x1, x2, x3); } // Uniforms uniform float4 __uurtAdjustment_Stage0 : register(c0); #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Attributes static float3 __uinDashParams = {0, 0, 0}; static float2 __uinPosition = {0, 0}; static float4 __uinRect = {0, 0, 0, 0}; static float4 gl_Position = float4(0, 0, 0, 0); // Varyings static float3 __uvDashParams_Stage0 = {0, 0, 0}; static float4 __uvRectParams_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() { (__uvDashParams_Stage0 = __uinDashParams); (__uvRectParams_Stage0 = __uinRect); float2 __upos2 = __uinPosition; (gl_Position = vec4(((__upos2.x * __uurtAdjustment_Stage0.x) + __uurtAdjustment_Stage0.y), ((__upos2.y * __uurtAdjustment_Stage0.z) + __uurtAdjustment_Stage0.w), 0.0, 1.0)); } ; @@ VERTEX ATTRIBUTES @@ struct VS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD2; float4 v0 : TEXCOORD0; float3 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 = __uvRectParams_Stage0; output.v1 = __uvDashParams_Stage0; return output; } float2 vec2(float x0, float x1) { return float2(x0, x1); } float4 vec4(float x0) { return float4(x0, x0, x0, x0); } // Uniforms uniform float4 __uuColor_Stage0 : register(c0); #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Varyings static float3 __uvDashParams_Stage0 = {0, 0, 0}; static float4 __uvRectParams_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 __uoutputColor_Stage0 = {0.0, 0.0, 0.0, 0.0}; float4 __uoutputCoverage_Stage0 = {0.0, 0.0, 0.0, 0.0}; { (__uoutputColor_Stage0 = __uuColor_Stage0); float __uxShifted = (__uvDashParams_Stage0.x - (floor((__uvDashParams_Stage0.x / __uvDashParams_Stage0.z)) * __uvDashParams_Stage0.z)); float2 __ufragPosShifted = vec2(__uxShifted, __uvDashParams_Stage0.y); float __uxSub = {0.0}; float __uySub = {0.0}; (__uxSub = min((__ufragPosShifted.x - __uvRectParams_Stage0.x), 0.0)); (__uxSub += min((__uvRectParams_Stage0.z - __ufragPosShifted.x), 0.0)); (__uySub = min((__ufragPosShifted.y - __uvRectParams_Stage0.y), 0.0)); (__uySub += min((__uvRectParams_Stage0.w - __ufragPosShifted.y), 0.0)); float __ualpha = ((1.0 + max(__uxSub, -1.0)) * (1.0 + max(__uySub, -1.0))); (__uoutputCoverage_Stage0 = vec4(__ualpha)); } { (gl_Color[0] = (__uoutputColor_Stage0 * __uoutputCoverage_Stage0)); } } ; struct PS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD2; float4 v0 : TEXCOORD0; float3 v1 : TEXCOORD1; }; @@ PIXEL OUTPUT @@ PS_OUTPUT main(PS_INPUT input) { __uvRectParams_Stage0 = input.v0; __uvDashParams_Stage0 = input.v1.xyz; 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; float3 v1 : TEXCOORD1; }; struct GS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD2; float4 v0 : TEXCOORD0; float3 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 } RST@DXBC`gppEy@4\HRDEF h<RD11< ($ \$Globals\__uurtAdjustment_Stage0float4Microsoft (R) HLSL Shader Compiler 6.3.9600.18611ISGN\PPPTEXCOORDOSGNhtttSV_PositionTEXCOORDSHEXTPUjYF _2_r_g e e er h6 @??2 2F օ 6" A6  62 F6 @?6 F6r F>STAT DXBCt?z(-e4T`RDEFh<RD11< ($ \$Globals\__uuColor_Stage0float4Microsoft (R) HLSL Shader Compiler 6.3.9600.18611ISGNhtttSV_PositionTEXCOORDOSGN, SV_TARGETSHEXHPjYF bbre h *A 2  A* "  A A*3 2F@ 4 @"AB:A3 bV@"*4"@ 2F@??8 8 F >STAT" 7IsYXx'5 (Ж inPosition" _uinPosition(0B- ҖinRect"_uinRect(0B9 ,і inDashParams"_uinDashParams(0B> <ҖurtAdjustment_Stage0"_uurtAdjustment_Stage0(0B"> 8іvDashParams_Stage0"_uvDashParams_Stage0(0B". (Җ gl_Position" gl_Position(0B"> 8ҖvRectParams_Stage0"_uvRectParams_Stage0(0B* 't'U(/֝}=0 .Җ uColor_Stage0"_uuColor_Stage0(0B"> 8іvDashParams_Stage0"_uvDashParams_Stage0(0B"> 8ҖvRectParams_Stage0"_uvRectParams_Stage0(0B*7 *Җ gl_FragColor" gl_FragColor(0B08; 6E/ U8 !$(=K2ff870db3a3bP _uinPosition_u_uinPositionR _uinColor _u_uinColorR_uurtAdjustment_Stage0_u_uurtAdjustment_Stage0R_uuinnerRect_Stage1_u_uuinnerRect_Stage1P_uuradiusPlusHalf_Stage1_u_uuradiusPlusHalf_Stage1R_uurect_Stage2_u_uurect_Stage2R_uuinnerRect_Stage3_u_uuinnerRect_Stage3P_uuradiusPlusHalf_Stage3_u_uuradiusPlusHalf_Stage3X6   float4 vec4(float x0, float x1, float x2, float x3) { return float4(x0, x1, x2, x3); } // Uniforms uniform float4 __uurtAdjustment_Stage0 : register(c0); #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Attributes static float4 __uinColor = {0, 0, 0, 0}; static float2 __uinPosition = {0, 0}; static float4 gl_Position = float4(0, 0, 0, 0); // Varyings static float4 __uvcolor_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 __ucolor = __uinColor; (__uvcolor_Stage0 = __ucolor); float2 __upos2 = __uinPosition; (gl_Position = vec4(((__upos2.x * __uurtAdjustment_Stage0.x) + __uurtAdjustment_Stage0.y), ((__upos2.y * __uurtAdjustment_Stage0.z) + __uurtAdjustment_Stage0.w), 0.0, 1.0)); } ; @@ VERTEX ATTRIBUTES @@ struct VS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float4 gl_FragCoord : TEXCOORD2; 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.gl_FragCoord = gl_Position; output.v0 = __uvcolor_Stage0; return output; } float4 vec4(float x0) { return float4(x0, x0, x0, x0); } // Uniforms uniform float4 __uuinnerRect_Stage1 : register(c0); uniform float4 __uuinnerRect_Stage3 : register(c1); uniform float2 __uuradiusPlusHalf_Stage1 : register(c2); uniform float2 __uuradiusPlusHalf_Stage3 : register(c3); uniform float4 __uurect_Stage2 : register(c4); #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 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 __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}; { float2 __udxy0 = (__uuinnerRect_Stage1.xy - gl_FragCoord.xy); float2 __udxy1 = (gl_FragCoord.xy - __uuinnerRect_Stage1.zw); float2 __udxy = max(max(__udxy0, __udxy1), 0.0); float __ualpha = clamp((__uuradiusPlusHalf_Stage1.x - length(__udxy)), 0.0, 1.0); (__ualpha = (1.0 - __ualpha)); (__uoutput_Stage1 = vec4(__ualpha)); } float4 __uoutput_Stage2 = {0.0, 0.0, 0.0, 0.0}; { float __uxSub = {0.0}; float __uySub = {0.0}; (__uxSub = min((gl_FragCoord.x - __uurect_Stage2.x), 0.0)); (__uxSub += min((__uurect_Stage2.z - gl_FragCoord.x), 0.0)); (__uySub = min((gl_FragCoord.y - __uurect_Stage2.y), 0.0)); (__uySub += min((__uurect_Stage2.w - gl_FragCoord.y), 0.0)); float __ualpha = ((1.0 + max(__uxSub, -1.0)) * (1.0 + max(__uySub, -1.0))); (__uoutput_Stage2 = (__uoutput_Stage1 * __ualpha)); } float4 __uoutput_Stage3 = {0.0, 0.0, 0.0, 0.0}; { float2 __udxy0 = (__uuinnerRect_Stage3.xy - gl_FragCoord.xy); float2 __udxy1 = (gl_FragCoord.xy - __uuinnerRect_Stage3.zw); float2 __udxy = max(max(__udxy0, __udxy1), 0.0); float __ualpha = clamp((__uuradiusPlusHalf_Stage3.x - length(__udxy)), 0.0, 1.0); (__uoutput_Stage3 = (__uoutput_Stage2 * __ualpha)); } { (gl_Color[0] = (__uoutputColor_Stage0 * __uoutput_Stage3)); } } ; struct PS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float4 gl_FragCoord : TEXCOORD2; float4 v0 : TEXCOORD0; }; @@ 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; __uvcolor_Stage0 = input.v0; gl_main(); return generateOutput(); } R gl_Color0 gl_Color[0]ystruct GS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float4 gl_FragCoord : TEXCOORD2; float4 v0 : TEXCOORD0; }; struct GS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float4 gl_FragCoord : TEXCOORD2; 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; output.gl_FragCoord = input.gl_FragCoord; #ifndef ANGLE_POINT_SPRITE_SHADER output.dx_Position = input.dx_Position; #endif // ANGLE_POINT_SPRITE_SHADER } RT<DXBCP|S!爓Ja<4\0RDEF h<RD11< ($ \$Globals\__uurtAdjustment_Stage0float4Microsoft (R) HLSL Shader Compiler 6.3.9600.18611ISGND88TEXCOORDOSGNhtttSV_PositionTEXCOORDSHEXhPZjYF _2_g e e e h6 @??2 2F օ 6" A6  62 F62 F6 @?6 @?6 F>STAT DXBC#X'02ڢa\4|8RDEF@h<RD11< ($ \$Globals\PHdd 0@d__uuinnerRect_Stage1float4]__uuinnerRect_Stage3__uuradiusPlusHalf_Stage1float2__uuradiusPlusHalf_Stage3__uurect_Stage2Microsoft (R) HLSL Shader Compiler 6.3.9600.18611ISGNhtttSV_PositionTEXCOORDOSGN, SV_TARGETSHEXPjYF d 2be h 2FAF  A42 F4 2F@FFK   A  A@? b A3 bV@ 2FA 3 2F@bV4 bV@ bV@??8"*8  bA  2F A4bV4 bV@"K" "A 8 8 F>STAT" )5Ž"Fohw / "ҖinColor" _uinColor(0B5 (Ж inPosition" _uinPosition(0B9 ,Ж inLocalCoord"_uinLocalCoord(0B> <ҖurtAdjustment_Stage0"_uurtAdjustment_Stage0(0B"4 .Җ vcolor_Stage0"_uvcolor_Stage0(0B". (Җ gl_Position" gl_Position(0B* ֜w#(dCǗV8 6ҖuinnerRect_Stage1"_uuinnerRect_Stage1(0BB @ЖuradiusPlusHalf_Stage1"_uuradiusPlusHalf_Stage1(0BB @ЖuradiusPlusHalf_Stage3"_uuradiusPlusHalf_Stage3(0B. ,Җ urect_Stage2"_uurect_Stage2(0B8 6ҖuinnerRect_Stage3"_uuinnerRect_Stage3(0B"4 .Җ vcolor_Stage0"_uvcolor_Stage0(0B"0 *Җ gl_FragCoord" gl_FragCoord(0B*7 *Җ gl_FragColor" gl_FragColor(0B08K k QmB` 4Q[K2ff870db3a3bP _uinPosition_u_uinPositionR _uinColor _u_uinColorP_uinLocalCoord_u_uinLocalCoordR_uurtAdjustment_Stage0_u_uurtAdjustment_Stage0[ _uuCoordTransformMatrix_0_Stage0"_u_uuCoordTransformMatrix_0_Stage0R_uuinnerRect_Stage2_u_uuinnerRect_Stage2P_uuradiusPlusHalf_Stage2_u_uuradiusPlusHalf_Stage2^_uuTextureSampler_0_Stage1_u_uuTextureSampler_0_Stage1 X6  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); } // Uniforms uniform float3x3 __uuCoordTransformMatrix_0_Stage0 : register(c0); uniform float4 __uurtAdjustment_Stage0 : register(c3); #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Attributes static float4 __uinColor = {0, 0, 0, 0}; static float2 __uinLocalCoord = {0, 0}; static float2 __uinPosition = {0, 0}; static float4 gl_Position = float4(0, 0, 0, 0); // Varyings static float2 __uvTransformedCoords_0_Stage0 = {0, 0}; static float4 __uvcolor_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 __ucolor = __uinColor; (__uvcolor_Stage0 = __ucolor); float2 __upos2 = __uinPosition; (__uvTransformedCoords_0_Stage0 = mul(transpose(__uuCoordTransformMatrix_0_Stage0), vec3(__uinLocalCoord, 1.0)).xy); (gl_Position = vec4(((__upos2.x * __uurtAdjustment_Stage0.x) + __uurtAdjustment_Stage0.y), ((__upos2.y * __uurtAdjustment_Stage0.z) + __uurtAdjustment_Stage0.w), 0.0, 1.0)); } ; @@ VERTEX ATTRIBUTES @@ struct VS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD2; float4 gl_FragCoord : TEXCOORD3; 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.gl_FragCoord = gl_Position; output.v0 = __uvcolor_Stage0; output.v1 = __uvTransformedCoords_0_Stage0; return output; } // Uniforms uniform float4 __uuinnerRect_Stage2 : register(c0); uniform float2 __uuradiusPlusHalf_Stage2 : register(c1); 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 float2 __uvTransformedCoords_0_Stage0 = {0, 0}; static float4 __uvcolor_Stage0 = {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); 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() { 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}; { (__uoutput_Stage1 = gl_texture2D(__uuTextureSampler_0_Stage1, __uvTransformedCoords_0_Stage0).xxxx); } float4 __uoutput_Stage2 = {0.0, 0.0, 0.0, 0.0}; { float2 __udxy0 = (__uuinnerRect_Stage2.xy - gl_FragCoord.xy); float2 __udxy1 = (gl_FragCoord.xy - __uuinnerRect_Stage2.zw); float2 __udxy = max(max(__udxy0, __udxy1), 0.0); float __ualpha = clamp((__uuradiusPlusHalf_Stage2.x - length(__udxy)), 0.0, 1.0); (__uoutput_Stage2 = (__uoutput_Stage1 * __ualpha)); } { (gl_Color[0] = (__uoutputColor_Stage0 * __uoutput_Stage2)); } } ; struct PS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD2; float4 gl_FragCoord : TEXCOORD3; float4 v0 : TEXCOORD0; float2 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; __uvcolor_Stage0 = input.v0; __uvTransformedCoords_0_Stage0 = input.v1.xy; 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; float2 v1 : TEXCOORD1; }; struct GS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD2; float4 gl_FragCoord : TEXCOORD3; 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; output.gl_FragCoord = input.gl_FragCoord; #ifndef ANGLE_POINT_SPRITE_SHADER output.dx_Position = input.dx_Position; #endif // ANGLE_POINT_SPRITE_SHADER } RTRdDXBC]eAY5E|d48RDEFh<dRD11< ($ \$Globals\@, 0@__uuCoordTransformMatrix_0_Stage0float3x3__uurtAdjustment_Stage0float48Microsoft (R) HLSL Shader Compiler 6.3.9600.18611ISGN\PPPTEXCOORDOSGN SV_PositionTEXCOORDSHEXPzjYF _2__2g e e e e2 h6 @??2 2F օ 6" A6  62 F62 F6 @?6 @?6 F62F6B@? F F" F F>STAT XDXBC8h) X4$RDEF<RD11< ($  samplers2D[0]textures2D[0]$Globals ,Hl__uuinnerRect_Stage2float4A__uuradiusPlusHalf_Stage2float2Microsoft (R) HLSL Shader Compiler 6.3.9600.18611ISGNSV_PositionTEXCOORDOSGN, SV_TARGETSHEXPojYF Z`XpUUd 2bb2e h 2FAF  A42 F4 2F@FFK   A ECU"F~`8 8 F>STAT  " W񯪺0'/ "ҖinColor" _uinColor(0B5 (Ж inPosition" _uinPosition(0B9 ,Ж inLocalCoord"_uinLocalCoord(0BR PۖuCoordTransformMatrix_0_Stage0" _uuCoordTransformMatrix_0_Stage0(0B> <ҖurtAdjustment_Stage0"_uurtAdjustment_Stage0(0B"4 .Җ vcolor_Stage0"_uvcolor_Stage0(0B"P JЖvTransformedCoords_0_Stage0"_uvTransformedCoords_0_Stage0(0B". (Җ gl_Position" gl_Position(0B* Fn7+i MD~cQ8 6ҖuinnerRect_Stage2"_uuinnerRect_Stage2(0BB @ЖuradiusPlusHalf_Stage2"_uuradiusPlusHalf_Stage2(0BD BޖuTextureSampler_0_Stage1"_uuTextureSampler_0_Stage1(0B"4 .Җ vcolor_Stage0"_uvcolor_Stage0(0B"P JЖvTransformedCoords_0_Stage0"_uvTransformedCoords_0_Stage0(0B"0 *Җ gl_FragCoord" gl_FragCoord(0B*7 *Җ gl_FragColor" gl_FragColor(0B08K V#s95dݞ42ff870db3a3bP _uinPosition_u_uinPositionR _uinColor _u_uinColorR _uinQuadEdge_u_uinQuadEdgeR_uurtAdjustment_Stage0_u_uurtAdjustment_Stage0X6  Gfloat4 vec4(float x0, float x1, float x2, float x3) { return float4(x0, x1, x2, x3); } // Uniforms uniform float4 __uurtAdjustment_Stage0 : register(c0); #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Attributes static float4 __uinColor = {0, 0, 0, 0}; static float2 __uinPosition = {0, 0}; static float4 __uinQuadEdge = {0, 0, 0, 0}; static float4 gl_Position = float4(0, 0, 0, 0); // Varyings static float4 __uvQuadEdge_Stage0 = {0, 0, 0, 0}; static float4 __uvinColor_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() { (__uvQuadEdge_Stage0 = __uinQuadEdge); (__uvinColor_Stage0 = __uinColor); float2 __upos2 = __uinPosition; (gl_Position = vec4(((__upos2.x * __uurtAdjustment_Stage0.x) + __uurtAdjustment_Stage0.y), ((__upos2.y * __uurtAdjustment_Stage0.z) + __uurtAdjustment_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 = __uvQuadEdge_Stage0; return output; } float2 vec2(float x0, float x1) { return float2(x0, x1); } float4 vec4(float x0) { return float4(x0, x0, x0, x0); } #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Varyings static float4 __uvQuadEdge_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 __uoutputCoverage_Stage0 = {0.0, 0.0, 0.0, 0.0}; { float __uedgeAlpha = {0.0}; float2 __uduvdx = ddx(__uvQuadEdge_Stage0.xy); float2 __uduvdy = ddy(__uvQuadEdge_Stage0.xy); if (((__uvQuadEdge_Stage0.z > 0.0) && (__uvQuadEdge_Stage0.w > 0.0))) { (__uedgeAlpha = min((min(__uvQuadEdge_Stage0.z, __uvQuadEdge_Stage0.w) + 0.5), 1.0)); } else { float2 __ugF = vec2((((2.0 * __uvQuadEdge_Stage0.x) * __uduvdx.x) - __uduvdx.y), (((2.0 * __uvQuadEdge_Stage0.x) * __uduvdy.x) - __uduvdy.y)); (__uedgeAlpha = ((__uvQuadEdge_Stage0.x * __uvQuadEdge_Stage0.x) - __uvQuadEdge_Stage0.y)); (__uedgeAlpha = clamp((0.5 - (__uedgeAlpha / length(__ugF))), 0.0, 1.0)); } (__uoutputCoverage_Stage0 = vec4(__uedgeAlpha)); } { (gl_Color[0] = __uoutputCoverage_Stage0); } (gl_Color[0] = gl_Color[0].wwww); } ; struct PS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float4 v0 : TEXCOORD0; }; @@ PIXEL OUTPUT @@ PS_OUTPUT main(PS_INPUT input) { __uvQuadEdge_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 } RTTDXBC0N]>2[(4\0`RDEF h<RD11< ($ \$Globals\__uurtAdjustment_Stage0float4Microsoft (R) HLSL Shader Compiler 6.3.9600.18611ISGN\PPPTEXCOORDOSGNhP\\SV_PositionTEXCOORDSHEX(PJjYF _2_g e e h6 @??2 2F օ 6" A6  62 F6 @?6 F>STATDXBCԬip0x,J6Q)u54PlRDEFp<<RD11< ($ Microsoft (R) HLSL Shader Compiler 6.3.9600.18611ISGNhP\\SV_PositionTEXCOORDOSGN, SV_TARGETSHEXPjbe hz2FB  2 * A|2F2 "* AFFK 2 "  A   A@?3":*"@?3"@?1 @B:*7  V>STAT" bp6 oMll/ "ҖinColor" _uinColor(0B5 (Ж inPosition" _uinPosition(0B5 (Җ inQuadEdge" _uinQuadEdge(0B> <ҖurtAdjustment_Stage0"_uurtAdjustment_Stage0(0B": 4ҖvQuadEdge_Stage0"_uvQuadEdge_Stage0(0B"8 2ҖvinColor_Stage0"_uvinColor_Stage0(0B". (Җ gl_Position" gl_Position(0B* )0^؋.Y=": 4ҖvQuadEdge_Stage0"_uvQuadEdge_Stage0(0B"8 2ҖvinColor_Stage0"_uvinColor_Stage0(0B*7 *Җ gl_FragColor" gl_FragColor(0B084 GV~#g)n#|>̷FMߵ52ff870db3a3bP _uposition _u_upositionP_utextureCoords_u_utextureCoordsR_ucolor _u_ucolorR_uurtAdjustment_Stage0_u_uurtAdjustment_Stage0^_uuTextureSampler_0_Stage0_u_uuTextureSampler_0_Stage0 X6  float4 vec4(float x0, float x1, float x2, float x3) { return float4(x0, x1, x2, x3); } // Uniforms uniform float4 __uurtAdjustment_Stage0 : register(c0); #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Attributes static float4 __ucolor = {0, 0, 0, 0}; static float2 __uposition = {0, 0}; static float2 __utextureCoords = {0, 0}; static float4 gl_Position = float4(0, 0, 0, 0); // Varyings static float4 __uvcolor_Stage0 = {0, 0, 0, 0}; static float2 __uvtextureCoords_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() { float2 __upos2 = __uposition; (__uvcolor_Stage0 = __ucolor); (__uvtextureCoords_Stage0 = __utextureCoords); (gl_Position = vec4(((__upos2.x * __uurtAdjustment_Stage0.x) + __uurtAdjustment_Stage0.y), ((__upos2.y * __uurtAdjustment_Stage0.z) + __uurtAdjustment_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 = __uvcolor_Stage0; output.v1 = __uvtextureCoords_Stage0; return output; } // Uniforms static const uint __uuTextureSampler_0_Stage0 = 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 __uvtextureCoords_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); float2 __utexCoord = {0.0, 0.0}; (__utexCoord = __uvtextureCoords_Stage0); (__uoutputColor_Stage0 = (__uoutputColor_Stage0 * gl_texture2D(__uuTextureSampler_0_Stage0, __utexCoord))); } { (gl_Color[0] = __uoutputColor_Stage0); } } ; 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; __uvtextureCoords_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 } RRT@DXBCQcP-I߯^@4\HRDEF h<RD11< ($ \$Globals\__uurtAdjustment_Stage0float4Microsoft (R) HLSL Shader Compiler 6.3.9600.18611ISGN\PPPTEXCOORDOSGNhttt SV_PositionTEXCOORDSHEXTPUjYF _2_2_g e e e2 h6 @??2 2F օ 6" A6  62 F6 @?6 F62 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" )u߭on綬/S; .Ж textureCoords"_utextureCoords(0B1 $Жposition" _uposition(0B+ Җcolor"_ucolor(0B> <ҖurtAdjustment_Stage0"_uurtAdjustment_Stage0(0B"4 .Җ vcolor_Stage0"_uvcolor_Stage0(0B"D >ЖvtextureCoords_Stage0"_uvtextureCoords_Stage0(0B". (Җ gl_Position" gl_Position(0B* d`5x0"h tD BޖuTextureSampler_0_Stage0"_uuTextureSampler_0_Stage0(0B"4 .Җ vcolor_Stage0"_uvcolor_Stage0(0B"D >ЖvtextureCoords_Stage0"_uvtextureCoords_Stage0(0B*7 *Җ gl_FragColor" gl_FragColor(0B085 Í4XfqSŞYK2ff870db3a3bP _uinPosition_u_uinPositionR _uinColor _u_uinColorP_uinLocalCoord_u_uinLocalCoordR_uurtAdjustment_Stage0_u_uurtAdjustment_Stage0[ _uuCoordTransformMatrix_0_Stage0"_u_uuCoordTransformMatrix_0_Stage0R_uuinnerRect_Stage2_u_uuinnerRect_Stage2P_uuradiusPlusHalf_Stage2_u_uuradiusPlusHalf_Stage2^_uuTextureSampler_0_Stage1_u_uuTextureSampler_0_Stage1 X6  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); } // Uniforms uniform float3x3 __uuCoordTransformMatrix_0_Stage0 : register(c0); uniform float4 __uurtAdjustment_Stage0 : register(c3); #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Attributes static float4 __uinColor = {0, 0, 0, 0}; static float2 __uinLocalCoord = {0, 0}; static float2 __uinPosition = {0, 0}; static float4 gl_Position = float4(0, 0, 0, 0); // Varyings static float2 __uvTransformedCoords_0_Stage0 = {0, 0}; static float4 __uvcolor_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 __ucolor = __uinColor; (__uvcolor_Stage0 = __ucolor); float2 __upos2 = __uinPosition; (__uvTransformedCoords_0_Stage0 = mul(transpose(__uuCoordTransformMatrix_0_Stage0), vec3(__uinLocalCoord, 1.0)).xy); (gl_Position = vec4(((__upos2.x * __uurtAdjustment_Stage0.x) + __uurtAdjustment_Stage0.y), ((__upos2.y * __uurtAdjustment_Stage0.z) + __uurtAdjustment_Stage0.w), 0.0, 1.0)); } ; @@ VERTEX ATTRIBUTES @@ struct VS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD2; float4 gl_FragCoord : TEXCOORD3; 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.gl_FragCoord = gl_Position; output.v0 = __uvcolor_Stage0; output.v1 = __uvTransformedCoords_0_Stage0; return output; } // Uniforms uniform float4 __uuinnerRect_Stage2 : register(c0); uniform float2 __uuradiusPlusHalf_Stage2 : register(c1); 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 float2 __uvTransformedCoords_0_Stage0 = {0, 0}; static float4 __uvcolor_Stage0 = {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); 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() { 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}; { (__uoutput_Stage1 = gl_texture2D(__uuTextureSampler_0_Stage1, __uvTransformedCoords_0_Stage0).xxxx); } float4 __uoutput_Stage2 = {0.0, 0.0, 0.0, 0.0}; { float2 __udxy0 = (__uuinnerRect_Stage2.xy - gl_FragCoord.xy); float2 __udxy1 = (gl_FragCoord.xy - __uuinnerRect_Stage2.zw); float2 __udxy = max(max(__udxy0, __udxy1), 0.0); float __ualpha = clamp((__uuradiusPlusHalf_Stage2.x - length(__udxy)), 0.0, 1.0); (__ualpha = (1.0 - __ualpha)); (__uoutput_Stage2 = (__uoutput_Stage1 * __ualpha)); } { (gl_Color[0] = (__uoutputColor_Stage0 * __uoutput_Stage2)); } } ; struct PS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD2; float4 gl_FragCoord : TEXCOORD3; float4 v0 : TEXCOORD0; float2 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; __uvcolor_Stage0 = input.v0; __uvTransformedCoords_0_Stage0 = input.v1.xy; 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; float2 v1 : TEXCOORD1; }; struct GS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD2; float4 gl_FragCoord : TEXCOORD3; 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; output.gl_FragCoord = input.gl_FragCoord; #ifndef ANGLE_POINT_SPRITE_SHADER output.dx_Position = input.dx_Position; #endif // ANGLE_POINT_SPRITE_SHADER } RTRdDXBC]eAY5E|d48RDEFh<dRD11< ($ \$Globals\@, 0@__uuCoordTransformMatrix_0_Stage0float3x3__uurtAdjustment_Stage0float48Microsoft (R) HLSL Shader Compiler 6.3.9600.18611ISGN\PPPTEXCOORDOSGN SV_PositionTEXCOORDSHEXPzjYF _2__2g e e e e2 h6 @??2 2F օ 6" A6  62 F62 F6 @?6 @?6 F62F6B@? F F" F F>STAT xDXBC샮F,#*_hx4$RDEF<RD11< ($  samplers2D[0]textures2D[0]$Globals ,Hl__uuinnerRect_Stage2float4A__uuradiusPlusHalf_Stage2float2Microsoft (R) HLSL Shader Compiler 6.3.9600.18611ISGNSV_PositionTEXCOORDOSGN, SV_TARGETSHEXPwjYF Z`XpUUd 2bb2e h 2FAF  A42 F4 2F@FFK   A  A@?ECU"F~`8 8 F>STAT  " W񯪺0'/ "ҖinColor" _uinColor(0B5 (Ж inPosition" _uinPosition(0B9 ,Ж inLocalCoord"_uinLocalCoord(0BR PۖuCoordTransformMatrix_0_Stage0" _uuCoordTransformMatrix_0_Stage0(0B> <ҖurtAdjustment_Stage0"_uurtAdjustment_Stage0(0B"4 .Җ vcolor_Stage0"_uvcolor_Stage0(0B"P JЖvTransformedCoords_0_Stage0"_uvTransformedCoords_0_Stage0(0B". (Җ gl_Position" gl_Position(0B* h;B:lS'z8 6ҖuinnerRect_Stage2"_uuinnerRect_Stage2(0BB @ЖuradiusPlusHalf_Stage2"_uuradiusPlusHalf_Stage2(0BD BޖuTextureSampler_0_Stage1"_uuTextureSampler_0_Stage1(0B"4 .Җ vcolor_Stage0"_uvcolor_Stage0(0B"P JЖvTransformedCoords_0_Stage0"_uvTransformedCoords_0_Stage0(0B"0 *Җ gl_FragCoord" gl_FragCoord(0B*7 *Җ gl_FragColor" gl_FragColor(0B08K )i>#3l:_P'L2ff870db3a3bP _uinPosition_u_uinPositionR_uurtAdjustment_Stage0_u_uurtAdjustment_Stage0[_uuViewM_Stage0_u_uuViewM_Stage0R_uuColor_Stage0_u_uuColor_Stage0R_uuproxyRect_Stage1_u_uuproxyRect_Stage1_uucornerRadius_Stage1_u_uucornerRadius_Stage1_uublurRadius_Stage1_u_uublurRadius_Stage1^_uuTextureSampler_0_Stage1_u_uuTextureSampler_0_Stage1 X6  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); } // Uniforms uniform float3x3 __uuViewM_Stage0 : register(c0); uniform float4 __uurtAdjustment_Stage0 : register(c3); #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 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() { float2 __upos2 = mul(transpose(__uuViewM_Stage0), vec3(__uinPosition, 1.0)).xy; (gl_Position = vec4(((__upos2.x * __uurtAdjustment_Stage0.x) + __uurtAdjustment_Stage0.y), ((__upos2.y * __uurtAdjustment_Stage0.z) + __uurtAdjustment_Stage0.w), 0.0, 1.0)); } ; @@ VERTEX ATTRIBUTES @@ struct VS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD0; float4 gl_FragCoord : 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; return output; } float2 vec2(float x0) { return float2(x0, x0); } // Uniforms uniform float4 __uuColor_Stage0 : register(c0); uniform float __uublurRadius_Stage1 : register(c1); uniform float __uucornerRadius_Stage1 : register(c2); uniform float4 __uuproxyRect_Stage1 : register(c3); 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 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() { float4 __uoutputColor_Stage0 = {0.0, 0.0, 0.0, 0.0}; { (__uoutputColor_Stage0 = __uuColor_Stage0); } float4 __uoutput_Stage1 = {0.0, 0.0, 0.0, 0.0}; { float2 __utranslatedFragPos = (gl_FragCoord.xy - __uuproxyRect_Stage1.xy); float __uthreshold = (__uucornerRadius_Stage1 + (2.0 * __uublurRadius_Stage1)); float2 __umiddle = ((__uuproxyRect_Stage1.zw - __uuproxyRect_Stage1.xy) - (2.0 * __uthreshold)); if (((__utranslatedFragPos.x >= __uthreshold) && (__utranslatedFragPos.x < (__umiddle.x + __uthreshold)))) { (__utranslatedFragPos.x = __uthreshold); } else { if ((__utranslatedFragPos.x >= (__umiddle.x + __uthreshold))) { (__utranslatedFragPos.x -= (__umiddle.x - 1.0)); } } if (((__utranslatedFragPos.y > __uthreshold) && (__utranslatedFragPos.y < (__umiddle.y + __uthreshold)))) { (__utranslatedFragPos.y = __uthreshold); } else { if ((__utranslatedFragPos.y >= (__umiddle.y + __uthreshold))) { (__utranslatedFragPos.y -= (__umiddle.y - 1.0)); } } float2 __uproxyDims = vec2(((2.0 * __uthreshold) + 1.0)); float2 __utexCoord = (__utranslatedFragPos / __uproxyDims); (__uoutput_Stage1 = gl_texture2D(__uuTextureSampler_0_Stage1, __utexCoord).xxxx); } { (gl_Color[0] = (__uoutputColor_Stage0 * __uoutput_Stage1)); } } ; struct PS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD0; float4 gl_FragCoord : 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; gl_main(); return generateOutput(); } R gl_Color0 gl_Color[0](struct GS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD0; float4 gl_FragCoord : TEXCOORD1; }; struct GS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD0; float4 gl_FragCoord : TEXCOORD1; }; void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput) { output.gl_Position = input.gl_Position; output.gl_FragCoord = input.gl_FragCoord; #ifndef ANGLE_POINT_SPRITE_SHADER output.dx_Position = input.dx_Position; #endif // ANGLE_POINT_SPRITE_SHADER } RDXBCtJ [}%4hRDEFh<TRD11< ($ \$Globals\@,00__uuViewM_Stage0float3x3__uurtAdjustment_Stage0float4(Microsoft (R) HLSL Shader Compiler 6.3.9600.18611ISGN, TEXCOORDOSGNhP\\SV_PositionTEXCOORDSHEXPijYF _2g e e h62F6B@?F FF F2 " * : 2 :  6@??6 6" A6B@6 F6 F>STAT DXBC.=@*48PRDEFX<%RD11< ($  samplers2D[0]textures2D[0]$Globals@| 0__uuColor_Stage0float4__uublurRadius_Stage1float__uucornerRadius_Stage1__uuproxyRect_Stage1Microsoft (R) HLSL Shader Compiler 6.3.9600.18611ISGNhP\\SV_PositionTEXCOORDOSGN, SV_TARGETSHEXPjYF Z`XpUUd 2e h 2F A 2 B @@ 2 2 A@@@F2 F 2F@  A2 F12 F2FA 7 2FF **1B*:"* :7 :* 7 "*2 *@@@?2FECUFF~`8 F >STAT" sYgNܨά\nJu95 (Ж inPosition" _uinPosition(0B> <ҖurtAdjustment_Stage0"_uurtAdjustment_Stage0(0B0 .ۖ uViewM_Stage0"_uuViewM_Stage0(0B". (Җ gl_Position" gl_Position(0B* H9cmD BޖuTextureSampler_0_Stage1"_uuTextureSampler_0_Stage1(0B8 6ҖuproxyRect_Stage1"_uuproxyRect_Stage1(0B0 .Җ uColor_Stage0"_uuColor_Stage0(0B= ;(ucornerRadius_Stage1"_uucornerRadius_Stage1(0B9 7(ublurRadius_Stage1"_uublurRadius_Stage1(0B"0 *Җ gl_FragCoord" gl_FragCoord(0B*7 *Җ gl_FragColor" gl_FragColor(0B08L P;yT* ^F2ff870db3a3bP _uinPosition_u_uinPositionR _uinColor _u_uinColorR_uurtAdjustment_Stage0_u_uurtAdjustment_Stage0R_uuinnerRect_Stage1_u_uuinnerRect_Stage1P_uuradiusPlusHalf_Stage1_u_uuradiusPlusHalf_Stage1R_uuinnerRect_Stage2_u_uuinnerRect_Stage2P_uuradiusPlusHalf_Stage2_u_uuradiusPlusHalf_Stage2X6   float4 vec4(float x0, float x1, float x2, float x3) { return float4(x0, x1, x2, x3); } // Uniforms uniform float4 __uurtAdjustment_Stage0 : register(c0); #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Attributes static float4 __uinColor = {0, 0, 0, 0}; static float2 __uinPosition = {0, 0}; static float4 gl_Position = float4(0, 0, 0, 0); // Varyings static float4 __uvcolor_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 __ucolor = __uinColor; (__uvcolor_Stage0 = __ucolor); float2 __upos2 = __uinPosition; (gl_Position = vec4(((__upos2.x * __uurtAdjustment_Stage0.x) + __uurtAdjustment_Stage0.y), ((__upos2.y * __uurtAdjustment_Stage0.z) + __uurtAdjustment_Stage0.w), 0.0, 1.0)); } ; @@ VERTEX ATTRIBUTES @@ struct VS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float4 gl_FragCoord : TEXCOORD2; 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.gl_FragCoord = gl_Position; output.v0 = __uvcolor_Stage0; return output; }  float2 vec2(float x0, float x1) { return float2(x0, x1); } float4 vec4(float x0) { return float4(x0, x0, x0, x0); } // Uniforms uniform float4 __uuinnerRect_Stage1 : register(c0); uniform float4 __uuinnerRect_Stage2 : register(c1); uniform float2 __uuradiusPlusHalf_Stage1 : register(c2); uniform float2 __uuradiusPlusHalf_Stage2 : register(c3); #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 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 __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}; { float2 __udxy0 = (__uuinnerRect_Stage1.xy - gl_FragCoord.xy); float __udx1 = (gl_FragCoord.x - __uuinnerRect_Stage1.z); float2 __udxy = max(vec2(max(__udxy0.x, __udx1), __udxy0.y), 0.0); float __ubottomAlpha = clamp((__uuinnerRect_Stage1.w - gl_FragCoord.y), 0.0, 1.0); float __ualpha = (__ubottomAlpha * clamp((__uuradiusPlusHalf_Stage1.x - length(__udxy)), 0.0, 1.0)); (__ualpha = (1.0 - __ualpha)); (__uoutput_Stage1 = vec4(__ualpha)); } float4 __uoutput_Stage2 = {0.0, 0.0, 0.0, 0.0}; { float2 __udxy0 = (__uuinnerRect_Stage2.xy - gl_FragCoord.xy); float __udx1 = (gl_FragCoord.x - __uuinnerRect_Stage2.z); float2 __udxy = max(vec2(max(__udxy0.x, __udx1), __udxy0.y), 0.0); float __ubottomAlpha = clamp((__uuinnerRect_Stage2.w - gl_FragCoord.y), 0.0, 1.0); float __ualpha = (__ubottomAlpha * clamp((__uuradiusPlusHalf_Stage2.x - length(__udxy)), 0.0, 1.0)); (__uoutput_Stage2 = (__uoutput_Stage1 * __ualpha)); } { (gl_Color[0] = (__uoutputColor_Stage0 * __uoutput_Stage2)); } } ; struct PS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float4 gl_FragCoord : TEXCOORD2; float4 v0 : TEXCOORD0; }; @@ 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; __uvcolor_Stage0 = input.v0; gl_main(); return generateOutput(); } R gl_Color0 gl_Color[0]ystruct GS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float4 gl_FragCoord : TEXCOORD2; float4 v0 : TEXCOORD0; }; struct GS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float4 gl_FragCoord : TEXCOORD2; 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; output.gl_FragCoord = input.gl_FragCoord; #ifndef ANGLE_POINT_SPRITE_SHADER output.dx_Position = input.dx_Position; #endif // ANGLE_POINT_SPRITE_SHADER } RT<DXBCP|S!爓Ja<4\0RDEF h<RD11< ($ \$Globals\__uurtAdjustment_Stage0float4Microsoft (R) HLSL Shader Compiler 6.3.9600.18611ISGND88TEXCOORDOSGNhtttSV_PositionTEXCOORDSHEXhPZjYF _2_g e e e h6 @??2 2F օ 6" A6  62 F62 F6 @?6 @?6 F>STAT XDXBC{?"߲OX4DRDEFh<RD11< ($ \$Globals\@ <`<u 0__uuinnerRect_Stage1float45__uuinnerRect_Stage2__uuradiusPlusHalf_Stage1float2__uuradiusPlusHalf_Stage2Microsoft (R) HLSL Shader Compiler 6.3.9600.18611ISGNhtttSV_PositionTEXCOORDOSGN, SV_TARGETSHEXPjYF d 2be h  * A VA 4" *4 2@6  FFK   A 2  A @? " * A VA 4"*4 bV@6  "K" "A 8" 8 8 F>STAT" )5Ž"Fohw / "ҖinColor" _uinColor(0B5 (Ж inPosition" _uinPosition(0B9 ,Ж inLocalCoord"_uinLocalCoord(0B> <ҖurtAdjustment_Stage0"_uurtAdjustment_Stage0(0B"4 .Җ vcolor_Stage0"_uvcolor_Stage0(0B". (Җ gl_Position" gl_Position(0B* TJPy;J[f6݀`8 6ҖuinnerRect_Stage1"_uuinnerRect_Stage1(0BB @ЖuradiusPlusHalf_Stage1"_uuradiusPlusHalf_Stage1(0B8 6ҖuinnerRect_Stage2"_uuinnerRect_Stage2(0BB @ЖuradiusPlusHalf_Stage2"_uuradiusPlusHalf_Stage2(0B"4 .Җ vcolor_Stage0"_uvcolor_Stage0(0B"0 *Җ gl_FragCoord" gl_FragCoord(0B*7 *Җ gl_FragColor" gl_FragColor(0B08F ga8ڡIE6B*OF2ff870db3a3bP _uinPosition_u_uinPositionR _uinColor _u_uinColorR_uurtAdjustment_Stage0_u_uurtAdjustment_Stage0R_uuinnerRect_Stage1_u_uuinnerRect_Stage1P_uuradiusPlusHalf_Stage1_u_uuradiusPlusHalf_Stage1R_uuinnerRect_Stage2_u_uuinnerRect_Stage2P_uuradiusPlusHalf_Stage2_u_uuradiusPlusHalf_Stage2X6   float4 vec4(float x0, float x1, float x2, float x3) { return float4(x0, x1, x2, x3); } // Uniforms uniform float4 __uurtAdjustment_Stage0 : register(c0); #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Attributes static float4 __uinColor = {0, 0, 0, 0}; static float2 __uinPosition = {0, 0}; static float4 gl_Position = float4(0, 0, 0, 0); // Varyings static float4 __uvcolor_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 __ucolor = __uinColor; (__uvcolor_Stage0 = __ucolor); float2 __upos2 = __uinPosition; (gl_Position = vec4(((__upos2.x * __uurtAdjustment_Stage0.x) + __uurtAdjustment_Stage0.y), ((__upos2.y * __uurtAdjustment_Stage0.z) + __uurtAdjustment_Stage0.w), 0.0, 1.0)); } ; @@ VERTEX ATTRIBUTES @@ struct VS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float4 gl_FragCoord : TEXCOORD2; 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.gl_FragCoord = gl_Position; output.v0 = __uvcolor_Stage0; return output; } float2 vec2(float x0, float x1) { return float2(x0, x1); } float4 vec4(float x0) { return float4(x0, x0, x0, x0); } // Uniforms uniform float4 __uuinnerRect_Stage1 : register(c0); uniform float4 __uuinnerRect_Stage2 : register(c1); uniform float2 __uuradiusPlusHalf_Stage1 : register(c2); uniform float2 __uuradiusPlusHalf_Stage2 : register(c3); #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 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 __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}; { float __udx0 = (__uuinnerRect_Stage1.x - gl_FragCoord.x); float2 __udxy1 = (gl_FragCoord.xy - __uuinnerRect_Stage1.zw); float2 __udxy = max(vec2(max(__udx0, __udxy1.x), __udxy1.y), 0.0); float __utopAlpha = clamp((gl_FragCoord.y - __uuinnerRect_Stage1.y), 0.0, 1.0); float __ualpha = (__utopAlpha * clamp((__uuradiusPlusHalf_Stage1.x - length(__udxy)), 0.0, 1.0)); (__ualpha = (1.0 - __ualpha)); (__uoutput_Stage1 = vec4(__ualpha)); } float4 __uoutput_Stage2 = {0.0, 0.0, 0.0, 0.0}; { float __udx0 = (__uuinnerRect_Stage2.x - gl_FragCoord.x); float2 __udxy1 = (gl_FragCoord.xy - __uuinnerRect_Stage2.zw); float2 __udxy = max(vec2(max(__udx0, __udxy1.x), __udxy1.y), 0.0); float __utopAlpha = clamp((gl_FragCoord.y - __uuinnerRect_Stage2.y), 0.0, 1.0); float __ualpha = (__utopAlpha * clamp((__uuradiusPlusHalf_Stage2.x - length(__udxy)), 0.0, 1.0)); (__uoutput_Stage2 = (__uoutput_Stage1 * __ualpha)); } { (gl_Color[0] = (__uoutputColor_Stage0 * __uoutput_Stage2)); } } ; struct PS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float4 gl_FragCoord : TEXCOORD2; float4 v0 : TEXCOORD0; }; @@ 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; __uvcolor_Stage0 = input.v0; gl_main(); return generateOutput(); } R gl_Color0 gl_Color[0]ystruct GS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float4 gl_FragCoord : TEXCOORD2; float4 v0 : TEXCOORD0; }; struct GS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float4 gl_FragCoord : TEXCOORD2; 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; output.gl_FragCoord = input.gl_FragCoord; #ifndef ANGLE_POINT_SPRITE_SHADER output.dx_Position = input.dx_Position; #endif // ANGLE_POINT_SPRITE_SHADER } RT<DXBCP|S!爓Ja<4\0RDEF h<RD11< ($ \$Globals\__uurtAdjustment_Stage0float4Microsoft (R) HLSL Shader Compiler 6.3.9600.18611ISGND88TEXCOORDOSGNhtttSV_PositionTEXCOORDSHEXhPZjYF _2_g e e e h6 @??2 2F օ 6" A6  62 F62 F6 @?6 @?6 F>STAT XDXBCCX4DRDEFh<RD11< ($ \$Globals\@ <`<u 0__uuinnerRect_Stage1float45__uuinnerRect_Stage2__uuradiusPlusHalf_Stage1float2__uuradiusPlusHalf_Stage2Microsoft (R) HLSL Shader Compiler 6.3.9600.18611ISGNhtttSV_PositionTEXCOORDOSGN, SV_TARGETSHEXPjYF d 2be h  A VV A4" *4 2@6  FFK   A 2  A @? " A  VV A4"*4 bV@6  "K" "A 8" 8 8 F>STAT" )5Ž"Fohw / "ҖinColor" _uinColor(0B5 (Ж inPosition" _uinPosition(0B9 ,Ж inLocalCoord"_uinLocalCoord(0B> <ҖurtAdjustment_Stage0"_uurtAdjustment_Stage0(0B"4 .Җ vcolor_Stage0"_uvcolor_Stage0(0B". (Җ gl_Position" gl_Position(0B* 98eU,͒g|\5\l8 6ҖuinnerRect_Stage1"_uuinnerRect_Stage1(0BB @ЖuradiusPlusHalf_Stage1"_uuradiusPlusHalf_Stage1(0B8 6ҖuinnerRect_Stage2"_uuinnerRect_Stage2(0BB @ЖuradiusPlusHalf_Stage2"_uuradiusPlusHalf_Stage2(0B"4 .Җ vcolor_Stage0"_uvcolor_Stage0(0B"0 *Җ gl_FragCoord" gl_FragCoord(0B*7 *Җ gl_FragColor" gl_FragColor(0B08F GX>h3ҩ=rK!2987f0fde973P _ua_vertex _u_ua_vertexR _uu_color _u_uu_colorX[6  )float4 vec4_ctor(float x0, float x1, float x2, float x3) { return float4(x0, x1, x2, x3); } #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Attributes static float2 __ua_vertex = {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() { (gl_Position = vec4_ctor(__ua_vertex.x, __ua_vertex.y, 0.0, 1.0)); } @@ 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; } 1// Uniforms uniform float4 __uu_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() { (gl_Color[0] = __uu_color); } 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 } RDXBC,۶(K k`4,RDEFd<<RD11< ($ Microsoft (R) HLSL Shader Compiler 10.1ISGN, TEXCOORDOSGNP8DSV_PositionTEXCOORDSHEXP-j_2g e 8 2 F@?6 @??62 F6 @?>STATDXBC RUQ1&hܨ4DRDEFh<RD11< ($ \$Globals\__uu_colorfloat4Microsoft (R) HLSL Shader Compiler 10.1ISGNP8DSV_PositionTEXCOORDOSGN, SV_TARGETSHEXDPjYF e 6 F >STAT"y @~$%dǙ1 $Жa_vertex" _ua_vertex(0B". (Җ gl_Position" gl_Position(0B*u ݆"͕wXTi$ "Җu_color" _uu_color(0B*7 *Җ gl_FragColor" gl_FragColor(0B08! "er샦Ȱ%T#./22987f0fde973P _uinPosition_u_uinPositionR _uinColor _u_uinColorR_uinCircleEdge_u_uinCircleEdgeR_uurtAdjustment_Stage0_u_uurtAdjustment_Stage0X[6  float4 vec4_ctor(float x0, float x1, float x2, float x3) { return float4(x0, x1, x2, x3); } // Uniforms uniform float4 __uurtAdjustment_Stage0 : register(c0); #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Attributes static float4 __uinCircleEdge = {0, 0, 0, 0}; static float4 __uinColor = {0, 0, 0, 0}; static float2 __uinPosition = {0, 0}; static float4 gl_Position = float4(0, 0, 0, 0); // Varyings static float4 __uvinCircleEdge_Stage0 = {0, 0, 0, 0}; static float4 __uvinColor_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() { (__uvinCircleEdge_Stage0 = __uinCircleEdge); (__uvinColor_Stage0 = __uinColor); float2 __upos2 = __uinPosition; (gl_Position = vec4_ctor(((__upos2.x * __uurtAdjustment_Stage0.x) + __uurtAdjustment_Stage0.y), ((__upos2.y * __uurtAdjustment_Stage0.z) + __uurtAdjustment_Stage0.w), 0.0, 1.0)); } @@ 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 = __uvinCircleEdge_Stage0; output.v1 = __uvinColor_Stage0; return output; } Gfloat4 vec4_ctor(float x0) { return float4(x0, x0, x0, x0); } #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Varyings static float4 __uvinCircleEdge_Stage0 = {0, 0, 0, 0}; static float4 __uvinColor_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 __uoutputColor_Stage0 = {0.0, 0.0, 0.0, 0.0}; float4 __uoutputCoverage_Stage0 = {0.0, 0.0, 0.0, 0.0}; { float4 __ucircleEdge = {0.0, 0.0, 0.0, 0.0}; (__ucircleEdge = __uvinCircleEdge_Stage0); (__uoutputColor_Stage0 = __uvinColor_Stage0); float __ud = length(__ucircleEdge.xy); float __udistanceToOuterEdge = (__ucircleEdge.z * (1.0 - __ud)); float __uedgeAlpha = clamp(__udistanceToOuterEdge, 0.0, 1.0); (__uoutputCoverage_Stage0 = vec4_ctor(__uedgeAlpha)); } { (gl_Color[0] = (__uoutputColor_Stage0 * __uoutputCoverage_Stage0)); } (gl_Color[0] = gl_Color[0].wwww); } 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) { __uvinCircleEdge_Stage0 = input.v0; __uvinColor_Stage0 = 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 } RTT4DXBCwQv>1 Q44P<RDEFh<RD11< ($ \$Globals\__uurtAdjustment_Stage0float4Microsoft (R) HLSL Shader Compiler 10.1ISGN\PPPTEXCOORDOSGNhtttSV_PositionTEXCOORDSHEXTPUjYF _2__g e e e h6 @??2 2F օ 6" A6  62 F6 @?6 F6 F>STAT DXBC߂UŖ7G4(\(RDEFd<<RD11< ($ Microsoft (R) HLSL Shader Compiler 10.1ISGNhtttSV_PositionTEXCOORDOSGN, SV_TARGETSHEXP1jbrbe hFFK  A@?8  *8 >STAT" )D6j3/ "ҖinColor" _uinColor(0B5 (Ж inPosition" _uinPosition(0B9 ,Җ inCircleEdge"_uinCircleEdge(0B> <ҖurtAdjustment_Stage0"_uurtAdjustment_Stage0(0B"B <ҖvinCircleEdge_Stage0"_uvinCircleEdge_Stage0(0B"8 2ҖvinColor_Stage0"_uvinColor_Stage0(0B". (Җ gl_Position" gl_Position(0B* mKD7&eTcš"B <ҖvinCircleEdge_Stage0"_uvinCircleEdge_Stage0(0B"8 2ҖvinColor_Stage0"_uvinColor_Stage0(0B*7 *Җ gl_FragColor" gl_FragColor(0B082 dzϩ5Is_F[3UC2987f0fde973P _uinPosition_u_uinPositionR _uinColor _u_uinColorR_uinCircleEdge_u_uinCircleEdgeR_uurtAdjustment_Stage0_u_uurtAdjustment_Stage0R_uuinnerRect_Stage1_u_uuinnerRect_Stage1P_uuradiusPlusHalf_Stage1_u_uuradiusPlusHalf_Stage1X[6  float4 vec4_ctor(float x0, float x1, float x2, float x3) { return float4(x0, x1, x2, x3); } // Uniforms uniform float4 __uurtAdjustment_Stage0 : register(c0); #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Attributes static float4 __uinCircleEdge = {0, 0, 0, 0}; static float4 __uinColor = {0, 0, 0, 0}; static float2 __uinPosition = {0, 0}; static float4 gl_Position = float4(0, 0, 0, 0); // Varyings static float4 __uvinCircleEdge_Stage0 = {0, 0, 0, 0}; static float4 __uvinColor_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() { (__uvinCircleEdge_Stage0 = __uinCircleEdge); (__uvinColor_Stage0 = __uinColor); float2 __upos2 = __uinPosition; (gl_Position = vec4_ctor(((__upos2.x * __uurtAdjustment_Stage0.x) + __uurtAdjustment_Stage0.y), ((__upos2.y * __uurtAdjustment_Stage0.z) + __uurtAdjustment_Stage0.w), 0.0, 1.0)); } @@ 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 = __uvinCircleEdge_Stage0; output.v1 = __uvinColor_Stage0; return output; }  float4 vec4_ctor(float x0) { return float4(x0, x0, x0, x0); } // Uniforms uniform float4 __uuinnerRect_Stage1 : register(c0); uniform float2 __uuradiusPlusHalf_Stage1 : register(c1); #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Varyings static float4 __uvinCircleEdge_Stage0 = {0, 0, 0, 0}; static float4 __uvinColor_Stage0 = {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 __uoutputColor_Stage0 = {0.0, 0.0, 0.0, 0.0}; float4 __uoutputCoverage_Stage0 = {0.0, 0.0, 0.0, 0.0}; { float4 __ucircleEdge = {0.0, 0.0, 0.0, 0.0}; (__ucircleEdge = __uvinCircleEdge_Stage0); (__uoutputColor_Stage0 = __uvinColor_Stage0); float __ud = length(__ucircleEdge.xy); float __udistanceToOuterEdge = (__ucircleEdge.z * (1.0 - __ud)); float __uedgeAlpha = clamp(__udistanceToOuterEdge, 0.0, 1.0); (__uoutputCoverage_Stage0 = vec4_ctor(__uedgeAlpha)); } float4 __uoutput_Stage1 = {0.0, 0.0, 0.0, 0.0}; { float2 __udxy0 = (__uuinnerRect_Stage1.xy - gl_FragCoord.xy); float2 __udxy1 = (gl_FragCoord.xy - __uuinnerRect_Stage1.zw); float2 __udxy = max(max(__udxy0, __udxy1), 0.0); float __ualpha = clamp((__uuradiusPlusHalf_Stage1.x - length(__udxy)), 0.0, 1.0); (__ualpha = (1.0 - __ualpha)); (__uoutput_Stage1 = (__uoutputCoverage_Stage0 * __ualpha)); } { (gl_Color[0] = (__uoutputColor_Stage0 * __uoutput_Stage1)); } } 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; __uvinCircleEdge_Stage0 = input.v0; __uvinColor_Stage0 = 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 } RTTDXBCf`x6o4PTRDEFh<RD11< ($ \$Globals\__uurtAdjustment_Stage0float4Microsoft (R) HLSL Shader Compiler 10.1ISGN\PPPTEXCOORDOSGNSV_PositionTEXCOORDSHEXPejYF _2__g e e e e h6 @??2 2F օ 6" A6  62 F62 F6 @?6 @?6 F6 F>STAT 4DXBCW˞%\(v@ .TN44\RDEFh<XRD11< ($ \$Globals\ 4__uuinnerRect_Stage1float4__uuradiusPlusHalf_Stage1float2*Microsoft (R) HLSL Shader Compiler 10.1ISGNSV_PositionTEXCOORDOSGN, SV_TARGETSHEXPjYF d 2brbe h 2FAF  A42 F4 2F@FFK   A  A@?"FFK""A@?8 "*8 8 F>STAT" )D6j3/ "ҖinColor" _uinColor(0B5 (Ж inPosition" _uinPosition(0B9 ,Җ inCircleEdge"_uinCircleEdge(0B> <ҖurtAdjustment_Stage0"_uurtAdjustment_Stage0(0B"B <ҖvinCircleEdge_Stage0"_uvinCircleEdge_Stage0(0B"8 2ҖvinColor_Stage0"_uvinColor_Stage0(0B". (Җ gl_Position" gl_Position(0B* `0"[Xtw^)$D8 6ҖuinnerRect_Stage1"_uuinnerRect_Stage1(0BB @ЖuradiusPlusHalf_Stage1"_uuradiusPlusHalf_Stage1(0B"B <ҖvinCircleEdge_Stage0"_uvinCircleEdge_Stage0(0B"0 *Җ gl_FragCoord" gl_FragCoord(0B"8 2ҖvinColor_Stage0"_uvinColor_Stage0(0B*7 *Җ gl_FragColor" gl_FragColor(0B08C ODOɉpU2987f0fde973P _uinPosition_u_uinPositionR _uinColor _u_uinColorP_uinLocalCoord_u_uinLocalCoordR_uurtAdjustment_Stage0_u_uurtAdjustment_Stage0[ _uuCoordTransformMatrix_0_Stage0"_u_uuCoordTransformMatrix_0_Stage0P_uuImageIncrement_Stage1_u_uuImageIncrement_Stage1R_uuKernel_Stage1[0]_u_uuKernel_Stage1[0]^_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 float3x3 __uuCoordTransformMatrix_0_Stage0 : register(c0); uniform float4 __uurtAdjustment_Stage0 : register(c3); #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Attributes static float4 __uinColor = {0, 0, 0, 0}; static float2 __uinLocalCoord = {0, 0}; static float2 __uinPosition = {0, 0}; static float4 gl_Position = float4(0, 0, 0, 0); // Varyings static float2 __uvTransformedCoords_0_Stage0 = {0, 0}; static float4 __uvcolor_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 __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 * __uurtAdjustment_Stage0.x) + __uurtAdjustment_Stage0.y), ((__upos2.y * __uurtAdjustment_Stage0.z) + __uurtAdjustment_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 = __uvcolor_Stage0; output.v1 = __uvTransformedCoords_0_Stage0; return output; } v // Uniforms uniform float2 __uuImageIncrement_Stage1 : register(c0); uniform float4 __uuKernel_Stage1[3] : register(c1); 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 float2 __uvTransformedCoords_0_Stage0 = {0, 0}; static float4 __uvcolor_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 __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}; { (__uoutput_Stage1 = float4(0.0, 0.0, 0.0, 0.0)); float2 __ucoord = (__uvTransformedCoords_0_Stage0 - (4.0 * __uuImageIncrement_Stage1)); float2 __ucoordSampled = {0.0, 0.0}; (__ucoordSampled = __ucoord); (__uoutput_Stage1 += (gl_texture2D(__uuTextureSampler_0_Stage1, __ucoordSampled).xxxx * __uuKernel_Stage1[0].x)); (__ucoord += __uuImageIncrement_Stage1); (__ucoordSampled = __ucoord); (__uoutput_Stage1 += (gl_texture2D(__uuTextureSampler_0_Stage1, __ucoordSampled).xxxx * __uuKernel_Stage1[0].y)); (__ucoord += __uuImageIncrement_Stage1); (__ucoordSampled = __ucoord); (__uoutput_Stage1 += (gl_texture2D(__uuTextureSampler_0_Stage1, __ucoordSampled).xxxx * __uuKernel_Stage1[0].z)); (__ucoord += __uuImageIncrement_Stage1); (__ucoordSampled = __ucoord); (__uoutput_Stage1 += (gl_texture2D(__uuTextureSampler_0_Stage1, __ucoordSampled).xxxx * __uuKernel_Stage1[0].w)); (__ucoord += __uuImageIncrement_Stage1); (__ucoordSampled = __ucoord); (__uoutput_Stage1 += (gl_texture2D(__uuTextureSampler_0_Stage1, __ucoordSampled).xxxx * __uuKernel_Stage1[1].x)); (__ucoord += __uuImageIncrement_Stage1); (__ucoordSampled = __ucoord); (__uoutput_Stage1 += (gl_texture2D(__uuTextureSampler_0_Stage1, __ucoordSampled).xxxx * __uuKernel_Stage1[1].y)); (__ucoord += __uuImageIncrement_Stage1); (__ucoordSampled = __ucoord); (__uoutput_Stage1 += (gl_texture2D(__uuTextureSampler_0_Stage1, __ucoordSampled).xxxx * __uuKernel_Stage1[1].z)); (__ucoord += __uuImageIncrement_Stage1); (__ucoordSampled = __ucoord); (__uoutput_Stage1 += (gl_texture2D(__uuTextureSampler_0_Stage1, __ucoordSampled).xxxx * __uuKernel_Stage1[1].w)); (__ucoord += __uuImageIncrement_Stage1); (__ucoordSampled = __ucoord); (__uoutput_Stage1 += (gl_texture2D(__uuTextureSampler_0_Stage1, __ucoordSampled).xxxx * __uuKernel_Stage1[2].x)); (__ucoord += __uuImageIncrement_Stage1); (__uoutput_Stage1 *= __uoutputColor_Stage0); } { (gl_Color[0] = __uoutput_Stage1); } (gl_Color[0] = gl_Color[0].wwww); } 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 } RTRDXBCe {glãj4,dRDEFh<dRD11< ($ \$Globals\@, 0@__uuCoordTransformMatrix_0_Stage0float3x3__uurtAdjustment_Stage0float48Microsoft (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  DXBC`t#="%xv v 4RDEF<RD11< ($  samplers2D[0]textures2D[0]$Globals@,Pt0__uuImageIncrement_Stage1float2F__uuKernel_Stage1float4Microsoft (R) HLSL Shader Compiler 10.1ISGNhtttSV_PositionTEXCOORDOSGN, SV_TARGETSHEXP*jYF Z`XpUUbb2e h22F A@@@F ECUFF~`ECU" ~` 8" 2   ECU" ~` 2 *  ECU" ~` 2 :  ECU" ~` 2   ECU" ~` 2   ECU" ~` 2 *  ECU" ~` ECUB |`2 :  2 *  8 >STAT " W񯪺0'/ "ҖinColor" _uinColor(0B5 (Ж inPosition" _uinPosition(0B9 ,Ж inLocalCoord"_uinLocalCoord(0BR PۖuCoordTransformMatrix_0_Stage0" _uuCoordTransformMatrix_0_Stage0(0B> <ҖurtAdjustment_Stage0"_uurtAdjustment_Stage0(0B"4 .Җ vcolor_Stage0"_uvcolor_Stage0(0B"P JЖvTransformedCoords_0_Stage0"_uvTransformedCoords_0_Stage0(0B". (Җ gl_Position" gl_Position(0B*  kA]uD BޖuTextureSampler_0_Stage1"_uuTextureSampler_0_Stage1(0BB @ЖuImageIncrement_Stage1"_uuImageIncrement_Stage1(0B2 0ҖuKernel_Stage1"_uuKernel_Stage1(0B"4 .Җ vcolor_Stage0"_uvcolor_Stage0(0B"P JЖvTransformedCoords_0_Stage0"_uvTransformedCoords_0_Stage0(0B*7 *Җ gl_FragColor" gl_FragColor(0B08U ]< #Uj4vU2987f0fde973P _uinPosition_u_uinPosition R_uurtAdjustment_Stage0_u_uurtAdjustment_Stage0[_uuViewM_Stage0_u_uuViewM_Stage0R_uuColor_Stage0_u_uuColor_Stage0R_uuproxyRect_Stage1_u_uuproxyRect_Stage1_uucornerRadius_Stage1_u_uucornerRadius_Stage1_uublurRadius_Stage1_u_uublurRadius_Stage1R_uuinnerRect_Stage2_u_uuinnerRect_Stage2P_uuradiusPlusHalf_Stage2_u_uuradiusPlusHalf_Stage2^_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 float3x3 __uuViewM_Stage0 : register(c0); uniform float4 __uurtAdjustment_Stage0 : register(c3); #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 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() { float2 __upos2 = mul(transpose(__uuViewM_Stage0), vec3_ctor(__uinPosition, 1.0)).xy; (gl_Position = vec4_ctor(((__upos2.x * __uurtAdjustment_Stage0.x) + __uurtAdjustment_Stage0.y), ((__upos2.y * __uurtAdjustment_Stage0.z) + __uurtAdjustment_Stage0.w), 0.0, 1.0)); } @@ VERTEX ATTRIBUTES @@ struct VS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD0; float4 gl_FragCoord : 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; return output; } float2 vec2_ctor(float x0) { return float2(x0, x0); } // Uniforms uniform float4 __uuColor_Stage0 : register(c0); uniform float __uublurRadius_Stage1 : register(c1); uniform float __uucornerRadius_Stage1 : register(c2); uniform float4 __uuinnerRect_Stage2 : register(c3); uniform float4 __uuproxyRect_Stage1 : register(c4); uniform float2 __uuradiusPlusHalf_Stage2 : register(c5); 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 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() { float4 __uoutputColor_Stage0 = {0.0, 0.0, 0.0, 0.0}; { (__uoutputColor_Stage0 = __uuColor_Stage0); } float4 __uoutput_Stage1 = {0.0, 0.0, 0.0, 0.0}; { float2 __utranslatedFragPos = (gl_FragCoord.xy - __uuproxyRect_Stage1.xy); float __uthreshold = (__uucornerRadius_Stage1 + (2.0 * __uublurRadius_Stage1)); float2 __umiddle = ((__uuproxyRect_Stage1.zw - __uuproxyRect_Stage1.xy) - (2.0 * __uthreshold)); if (((__utranslatedFragPos.x >= __uthreshold) && (__utranslatedFragPos.x < (__umiddle.x + __uthreshold)))) { (__utranslatedFragPos.x = __uthreshold); } else { if ((__utranslatedFragPos.x >= (__umiddle.x + __uthreshold))) { (__utranslatedFragPos.x -= (__umiddle.x - 1.0)); } } if (((__utranslatedFragPos.y > __uthreshold) && (__utranslatedFragPos.y < (__umiddle.y + __uthreshold)))) { (__utranslatedFragPos.y = __uthreshold); } else { if ((__utranslatedFragPos.y >= (__umiddle.y + __uthreshold))) { (__utranslatedFragPos.y -= (__umiddle.y - 1.0)); } } float2 __uproxyDims = vec2_ctor(((2.0 * __uthreshold) + 1.0)); float2 __utexCoord = (__utranslatedFragPos / __uproxyDims); (__uoutput_Stage1 = gl_texture2D(__uuTextureSampler_0_Stage1, __utexCoord).xxxx); } float4 __uoutput_Stage2 = {0.0, 0.0, 0.0, 0.0}; { float2 __udxy0 = (__uuinnerRect_Stage2.xy - gl_FragCoord.xy); float2 __udxy1 = (gl_FragCoord.xy - __uuinnerRect_Stage2.zw); float2 __udxy = max(max(__udxy0, __udxy1), 0.0); float __ualpha = clamp((__uuradiusPlusHalf_Stage2.x - length(__udxy)), 0.0, 1.0); (__ualpha = (1.0 - __ualpha)); (__uoutput_Stage2 = (__uoutput_Stage1 * __ualpha)); } { (gl_Color[0] = (__uoutputColor_Stage0 * __uoutput_Stage2)); } } struct PS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD0; float4 gl_FragCoord : 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; gl_main(); return generateOutput(); } R gl_Color0 gl_Color[0](struct GS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD0; float4 gl_FragCoord : TEXCOORD1; }; struct GS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD0; float4 gl_FragCoord : TEXCOORD1; }; void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput) { output.gl_Position = input.gl_Position; output.gl_FragCoord = input.gl_FragCoord; #ifndef ANGLE_POINT_SPRITE_SHADER output.dx_Position = input.dx_Position; #endif // ANGLE_POINT_SPRITE_SHADER } RDXBC,i[*iSʟ4\RDEF|h<TRD11< ($ \$Globals\@,00__uuViewM_Stage0float3x3__uurtAdjustment_Stage0float4(Microsoft (R) HLSL Shader Compiler 10.1ISGN, TEXCOORDOSGNhP\\SV_PositionTEXCOORDSHEXPijYF _2g e e h62F6B@?F FF F2 " * : 2 :  6@??6 6" A6B@6 F6 F>STAT DXBCk`!`/av44 RDEF<RD11< ($  samplers2D[0]textures2D[0]$Globals`$H $`0u@P__uuColor_Stage0float4__uublurRadius_Stage1float__uucornerRadius_Stage1__uuinnerRect_Stage2__uuproxyRect_Stage1__uuradiusPlusHalf_Stage2float2Microsoft (R) HLSL Shader Compiler 10.1ISGNhP\\SV_PositionTEXCOORDOSGN, SV_TARGETSHEX,P jYF Z`XpUUd 2e h 2F A 2 B @@ 2 2 A@@@F2 F 2F@  A2 F12 F2FA 7 2FF **1B*:"* :7 :* 7 "*2 *@@@?2FECUFF~` bA  2F A4bV4 bV@"K" "A "A@?8 8 F >STAT" sYgNܨά\nJu95 (Ж inPosition" _uinPosition(0B> <ҖurtAdjustment_Stage0"_uurtAdjustment_Stage0(0B0 .ۖ uViewM_Stage0"_uuViewM_Stage0(0B". (Җ gl_Position" gl_Position(0B* Q*&N">1Z:LTD BޖuTextureSampler_0_Stage1"_uuTextureSampler_0_Stage1(0B8 6ҖuproxyRect_Stage1"_uuproxyRect_Stage1(0B0 .Җ uColor_Stage0"_uuColor_Stage0(0B= ;(ucornerRadius_Stage1"_uucornerRadius_Stage1(0B9 7(ublurRadius_Stage1"_uublurRadius_Stage1(0B8 6ҖuinnerRect_Stage2"_uuinnerRect_Stage2(0BB @ЖuradiusPlusHalf_Stage2"_uuradiusPlusHalf_Stage2(0B"0 *Җ gl_FragCoord" gl_FragCoord(0B*7 *Җ gl_FragColor" gl_FragColor(0B08U ֜1WcN222987f0fde973P _uinPosition_u_uinPositionR _uinColor _u_uinColorR_uinCircleEdge_u_uinCircleEdgeR_uurtAdjustment_Stage0_u_uurtAdjustment_Stage0X[6  float4 vec4_ctor(float x0, float x1, float x2, float x3) { return float4(x0, x1, x2, x3); } // Uniforms uniform float4 __uurtAdjustment_Stage0 : register(c0); #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Attributes static float4 __uinCircleEdge = {0, 0, 0, 0}; static float4 __uinColor = {0, 0, 0, 0}; static float2 __uinPosition = {0, 0}; static float4 gl_Position = float4(0, 0, 0, 0); // Varyings static float4 __uvinCircleEdge_Stage0 = {0, 0, 0, 0}; static float4 __uvinColor_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() { (__uvinCircleEdge_Stage0 = __uinCircleEdge); (__uvinColor_Stage0 = __uinColor); float2 __upos2 = __uinPosition; (gl_Position = vec4_ctor(((__upos2.x * __uurtAdjustment_Stage0.x) + __uurtAdjustment_Stage0.y), ((__upos2.y * __uurtAdjustment_Stage0.z) + __uurtAdjustment_Stage0.w), 0.0, 1.0)); } @@ 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 = __uvinCircleEdge_Stage0; output.v1 = __uvinColor_Stage0; return output; } %float4 vec4_ctor(float x0) { return float4(x0, x0, x0, x0); } #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Varyings static float4 __uvinCircleEdge_Stage0 = {0, 0, 0, 0}; static float4 __uvinColor_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 __uoutputColor_Stage0 = {0.0, 0.0, 0.0, 0.0}; float4 __uoutputCoverage_Stage0 = {0.0, 0.0, 0.0, 0.0}; { float4 __ucircleEdge = {0.0, 0.0, 0.0, 0.0}; (__ucircleEdge = __uvinCircleEdge_Stage0); (__uoutputColor_Stage0 = __uvinColor_Stage0); float __ud = length(__ucircleEdge.xy); float __udistanceToOuterEdge = (__ucircleEdge.z * (1.0 - __ud)); float __uedgeAlpha = clamp(__udistanceToOuterEdge, 0.0, 1.0); (__uoutputCoverage_Stage0 = vec4_ctor(__uedgeAlpha)); } { (gl_Color[0] = (__uoutputColor_Stage0 * __uoutputCoverage_Stage0)); } } 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) { __uvinCircleEdge_Stage0 = input.v0; __uvinColor_Stage0 = 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 } RTT4DXBCwQv>1 Q44P<RDEFh<RD11< ($ \$Globals\__uurtAdjustment_Stage0float4Microsoft (R) HLSL Shader Compiler 10.1ISGN\PPPTEXCOORDOSGNhtttSV_PositionTEXCOORDSHEXTPUjYF _2__g e e e h6 @??2 2F օ 6" A6  62 F6 @?6 F6 F>STAT DXBC'`ncu;;4(\(RDEFd<<RD11< ($ Microsoft (R) HLSL Shader Compiler 10.1ISGNhtttSV_PositionTEXCOORDOSGN, SV_TARGETSHEXP1jbrbe hFFK  A@?8  *8 F>STAT" )D6j3/ "ҖinColor" _uinColor(0B5 (Ж inPosition" _uinPosition(0B9 ,Җ inCircleEdge"_uinCircleEdge(0B> <ҖurtAdjustment_Stage0"_uurtAdjustment_Stage0(0B"B <ҖvinCircleEdge_Stage0"_uvinCircleEdge_Stage0(0B"8 2ҖvinColor_Stage0"_uvinColor_Stage0(0B". (Җ gl_Position" gl_Position(0B* Fug0 gYH9$:Sc"B <ҖvinCircleEdge_Stage0"_uvinCircleEdge_Stage0(0B"8 2ҖvinColor_Stage0"_uvinColor_Stage0(0B*7 *Җ gl_FragColor" gl_FragColor(0B082 w~&{Q7Hh}I)2987f0fde973P _uinPosition_u_uinPositionR _uinColor _u_uinColorR_uurtAdjustment_Stage0_u_uurtAdjustment_Stage0X[6  float4 vec4_ctor(float x0, float x1, float x2, float x3) { return float4(x0, x1, x2, x3); } // Uniforms uniform float4 __uurtAdjustment_Stage0 : register(c0); #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Attributes static float4 __uinColor = {0, 0, 0, 0}; static float2 __uinPosition = {0, 0}; static float4 gl_Position = float4(0, 0, 0, 0); // Varyings static float4 __uvcolor_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 __ucolor = __uinColor; (__uvcolor_Stage0 = __ucolor); float2 __upos2 = __uinPosition; (gl_Position = vec4_ctor(((__upos2.x * __uurtAdjustment_Stage0.x) + __uurtAdjustment_Stage0.y), ((__upos2.y * __uurtAdjustment_Stage0.z) + __uurtAdjustment_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 = __uvcolor_Stage0; return output; } #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 float4 gl_Color[1] = { float4(0, 0, 0, 0) }; cbuffer DriverConstants : register(b1) { }; #define GL_USES_FRAG_COLOR void gl_main() { float4 __uoutputColor_Stage0 = {0.0, 0.0, 0.0, 0.0}; { (__uoutputColor_Stage0 = __uvcolor_Stage0); } { (gl_Color[0] = __uoutputColor_Stage0); } } struct PS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float4 v0 : TEXCOORD0; }; @@ PIXEL OUTPUT @@ PS_OUTPUT main(PS_INPUT input) { __uvcolor_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 } RTDXBCz+zsal:f^4P <RDEFh<RD11< ($ \$Globals\__uurtAdjustment_Stage0float4Microsoft (R) HLSL Shader Compiler 10.1ISGND88TEXCOORDOSGNhP\\SV_PositionTEXCOORDSHEX(PJjYF _2_g e e h6 @??2 2F օ 6" A6  62 F6 @?6 F>STAT$DXBCSTAT" )5Ž"Fohw / "ҖinColor" _uinColor(0B5 (Ж inPosition" _uinPosition(0B9 ,Ж inLocalCoord"_uinLocalCoord(0B> <ҖurtAdjustment_Stage0"_uurtAdjustment_Stage0(0B"4 .Җ vcolor_Stage0"_uvcolor_Stage0(0B". (Җ gl_Position" gl_Position(0B*  k|ಜ,Gry7ŝdY"4 .Җ vcolor_Stage0"_uvcolor_Stage0(0B*7 *Җ gl_FragColor" gl_FragColor(0B08) &!4vf}~;2987f0fde973P _uinPosition_u_uinPositionR _uinColor _u_uinColorP_uinLocalCoord_u_uinLocalCoordR_uurtAdjustment_Stage0_u_uurtAdjustment_Stage0[ _uuCoordTransformMatrix_0_Stage0"_u_uuCoordTransformMatrix_0_Stage0^_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 float3x3 __uuCoordTransformMatrix_0_Stage0 : register(c0); uniform float4 __uurtAdjustment_Stage0 : register(c3); #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Attributes static float4 __uinColor = {0, 0, 0, 0}; static float2 __uinLocalCoord = {0, 0}; static float2 __uinPosition = {0, 0}; static float4 gl_Position = float4(0, 0, 0, 0); // Varyings static float2 __uvTransformedCoords_0_Stage0 = {0, 0}; static float4 __uvcolor_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 __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 * __uurtAdjustment_Stage0.x) + __uurtAdjustment_Stage0.y), ((__upos2.y * __uurtAdjustment_Stage0.z) + __uurtAdjustment_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 = __uvcolor_Stage0; output.v1 = __uvTransformedCoords_0_Stage0; return output; } O// Uniforms 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 float2 __uvTransformedCoords_0_Stage0 = {0, 0}; static float4 __uvcolor_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 __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 __uchild = {0.0, 0.0, 0.0, 0.0}; { (__uchild = gl_texture2D(__uuTextureSampler_0_Stage1, __uvTransformedCoords_0_Stage0).xyzw); } (__uoutput_Stage1 = (__uchild * __uoutputColor_Stage0.w)); } { (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 } RTRDXBCe {glãj4,dRDEFh<dRD11< ($ \$Globals\@, 0@__uuCoordTransformMatrix_0_Stage0float3x3__uurtAdjustment_Stage0float48Microsoft (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 DXBC( '4`RDEF<RD11< ($ | samplers2D[0]textures2D[0]Microsoft (R) HLSL Shader Compiler 10.1ISGNhtttSV_PositionTEXCOORDOSGN, SV_TARGETSHEXP(jZ`XpUUbb2e hECUFF~`8 F>STAT" W񯪺0'/ "ҖinColor" _uinColor(0B5 (Ж inPosition" _uinPosition(0B9 ,Ж inLocalCoord"_uinLocalCoord(0BR PۖuCoordTransformMatrix_0_Stage0" _uuCoordTransformMatrix_0_Stage0(0B> <ҖurtAdjustment_Stage0"_uurtAdjustment_Stage0(0B"4 .Җ vcolor_Stage0"_uvcolor_Stage0(0B"P JЖvTransformedCoords_0_Stage0"_uvTransformedCoords_0_Stage0(0B". (Җ gl_Position" gl_Position(0B* S)E1ZsL6=7wD BޖuTextureSampler_0_Stage1"_uuTextureSampler_0_Stage1(0B"4 .Җ vcolor_Stage0"_uvcolor_Stage0(0B"P JЖvTransformedCoords_0_Stage0"_uvTransformedCoords_0_Stage0(0B*7 *Җ gl_FragColor" gl_FragColor(0B08; ¯!=U"a'|<2987f0fde973P _uinPosition_u_uinPositionR _uinColor _u_uinColorP_uinTextureCoords_u_uinTextureCoordsR_uurtAdjustment_Stage0_u_uurtAdjustment_Stage0P_uuAtlasSizeInv_Stage0_u_uuAtlasSizeInv_Stage0^_uuTextureSampler_0_Stage0_u_uuTextureSampler_0_Stage0 X[6  ffloat2 vec2_ctor(float x0, float x1) { return float2(x0, x1); } float4 vec4_ctor(float x0, float x1, float x2, float x3) { return float4(x0, x1, x2, x3); } // Uniforms uniform float2 __uuAtlasSizeInv_Stage0 : register(c0); uniform float4 __uurtAdjustment_Stage0 : register(c1); #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Attributes static float4 __uinColor = {0, 0, 0, 0}; static float2 __uinPosition = {0, 0}; static float2 __uinTextureCoords = {0, 0}; static float4 gl_Position = float4(0, 0, 0, 0); // Varyings static float __uvTexIndex_Stage0 = {0}; static float2 __uvTextureCoords_Stage0 = {0, 0}; static float4 __uvinColor_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() { float2 __uindexTexCoords = vec2_ctor(__uinTextureCoords.x, __uinTextureCoords.y); float2 __uintCoords = floor((0.5 * __uindexTexCoords)); float2 __udiff = (__uindexTexCoords - (2.0 * __uintCoords)); float __utexIdx = ((2.0 * __udiff.x) + __udiff.y); (__uvTextureCoords_Stage0 = (__uintCoords * __uuAtlasSizeInv_Stage0)); (__uvTexIndex_Stage0 = __utexIdx); (__uvinColor_Stage0 = __uinColor); float2 __upos2 = __uinPosition; (gl_Position = vec4_ctor(((__upos2.x * __uurtAdjustment_Stage0.x) + __uurtAdjustment_Stage0.y), ((__upos2.y * __uurtAdjustment_Stage0.z) + __uurtAdjustment_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 = __uvinColor_Stage0; output.v1 = __uvTextureCoords_Stage0; return output; } ^// Uniforms static const uint __uuTextureSampler_0_Stage0 = 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 __uvTextureCoords_Stage0 = {0, 0}; static float4 __uvinColor_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 __uoutputColor_Stage0 = {0.0, 0.0, 0.0, 0.0}; float4 __uoutputCoverage_Stage0 = {0.0, 0.0, 0.0, 0.0}; { (__uoutputColor_Stage0 = __uvinColor_Stage0); float4 __utexColor = {0.0, 0.0, 0.0, 0.0}; { (__utexColor = gl_texture2D(__uuTextureSampler_0_Stage0, __uvTextureCoords_Stage0).xxxx); } (__uoutputCoverage_Stage0 = __utexColor); } { (gl_Color[0] = (__uoutputColor_Stage0 * __uoutputCoverage_Stage0)); } } 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) { __uvinColor_Stage0 = input.v0; __uvTextureCoords_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 } RTRDXBC5\0M4 LRDEFh<XRD11< ($ \$Globals\ 4__uuAtlasSizeInv_Stage0float2__uurtAdjustment_Stage0float4,Microsoft (R) HLSL Shader Compiler 10.1ISGN\PPPTEXCOORDOSGNhttt SV_PositionTEXCOORDSHEXPgjYF _2__2g e e e2 h6 @??2 2F օ 6" A6  62 F6 @?6 F8 2F@??A2F82 FF >STAT DXBCZæU#s Byh4`RDEF<RD11< ($ | samplers2D[0]textures2D[0]Microsoft (R) HLSL Shader Compiler 10.1ISGNhtttSV_PositionTEXCOORDOSGN, SV_TARGETSHEXP(jZ`XpUUbb2e hECUFF~`8 F>STAT" CJ+18kJP|>/ "ҖinColor" _uinColor(0B5 (Ж inPosition" _uinPosition(0B? 2ЖinTextureCoords"_uinTextureCoords(0B> <ЖuAtlasSizeInv_Stage0"_uuAtlasSizeInv_Stage0(0B> <ҖurtAdjustment_Stage0"_uurtAdjustment_Stage0(0B"9 3(vTexIndex_Stage0"_uvTexIndex_Stage0(0B"D >ЖvTextureCoords_Stage0"_uvTextureCoords_Stage0(0B"8 2ҖvinColor_Stage0"_uvinColor_Stage0(0B". (Җ gl_Position" gl_Position(0B* *=\PP9TW3,D BޖuTextureSampler_0_Stage0"_uuTextureSampler_0_Stage0(0B"9 3(vTexIndex_Stage0"_uvTexIndex_Stage0(0B"D >ЖvTextureCoords_Stage0"_uvTextureCoords_Stage0(0B"8 2ҖvinColor_Stage0"_uvinColor_Stage0(0B*7 *Җ gl_FragColor" gl_FragColor(0B08< C ח0lzu%e|} )2987f0fde973P _uinPosition_u_uinPositionR _uinColor _u_uinColorR_uurtAdjustment_Stage0_u_uurtAdjustment_Stage0X[6  float4 vec4_ctor(float x0, float x1, float x2, float x3) { return float4(x0, x1, x2, x3); } // Uniforms uniform float4 __uurtAdjustment_Stage0 : register(c0); #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Attributes static float4 __uinColor = {0, 0, 0, 0}; static float2 __uinPosition = {0, 0}; static float4 gl_Position = float4(0, 0, 0, 0); // Varyings static float4 __uvcolor_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 __ucolor = __uinColor; (__uvcolor_Stage0 = __ucolor); float2 __upos2 = __uinPosition; (gl_Position = vec4_ctor(((__upos2.x * __uurtAdjustment_Stage0.x) + __uurtAdjustment_Stage0.y), ((__upos2.y * __uurtAdjustment_Stage0.z) + __uurtAdjustment_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 = __uvcolor_Stage0; return output; } #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 float4 gl_Color[1] = { float4(0, 0, 0, 0) }; cbuffer DriverConstants : register(b1) { }; #define GL_USES_FRAG_COLOR void gl_main() { float4 __uoutputColor_Stage0 = {0.0, 0.0, 0.0, 0.0}; { (__uoutputColor_Stage0 = __uvcolor_Stage0); } { (gl_Color[0] = __uoutputColor_Stage0); } } struct PS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float4 v0 : TEXCOORD0; }; @@ PIXEL OUTPUT @@ PS_OUTPUT main(PS_INPUT input) { __uvcolor_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 } RTDXBCz+zsal:f^4P <RDEFh<RD11< ($ \$Globals\__uurtAdjustment_Stage0float4Microsoft (R) HLSL Shader Compiler 10.1ISGND88TEXCOORDOSGNhP\\SV_PositionTEXCOORDSHEX(PJjYF _2_g e e h6 @??2 2F օ 6" A6  62 F6 @?6 F>STAT$DXBCSTAT" t++C(h|_MD/ "ҖinColor" _uinColor(0B5 (Ж inPosition" _uinPosition(0B> <ҖurtAdjustment_Stage0"_uurtAdjustment_Stage0(0B"4 .Җ vcolor_Stage0"_uvcolor_Stage0(0B". (Җ gl_Position" gl_Position(0B*  k|ಜ,Gry7ŝdY"4 .Җ vcolor_Stage0"_uvcolor_Stage0(0B*7 *Җ gl_FragColor" gl_FragColor(0B08) 2QAjtz 3482987f0fde973P _uinPosition_u_uinPositionR _uinColor _u_uinColorR _uinQuadEdge_u_uinQuadEdgeR_uurtAdjustment_Stage0_u_uurtAdjustment_Stage0X[6  float4 vec4_ctor(float x0, float x1, float x2, float x3) { return float4(x0, x1, x2, x3); } // Uniforms uniform float4 __uurtAdjustment_Stage0 : register(c0); #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Attributes static float4 __uinColor = {0, 0, 0, 0}; static float2 __uinPosition = {0, 0}; static float4 __uinQuadEdge = {0, 0, 0, 0}; static float4 gl_Position = float4(0, 0, 0, 0); // Varyings static float4 __uvQuadEdge_Stage0 = {0, 0, 0, 0}; static float4 __uvinColor_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() { (__uvQuadEdge_Stage0 = __uinQuadEdge); (__uvinColor_Stage0 = __uinColor); float2 __upos2 = __uinPosition; (gl_Position = vec4_ctor(((__upos2.x * __uurtAdjustment_Stage0.x) + __uurtAdjustment_Stage0.y), ((__upos2.y * __uurtAdjustment_Stage0.z) + __uurtAdjustment_Stage0.w), 0.0, 1.0)); } @@ 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 = __uvQuadEdge_Stage0; output.v1 = __uvinColor_Stage0; return output; } float2 vec2_ctor(float x0, float x1) { return float2(x0, x1); } float4 vec4_ctor(float x0) { return float4(x0, x0, x0, x0); } #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Varyings static float4 __uvQuadEdge_Stage0 = {0, 0, 0, 0}; static float4 __uvinColor_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 __uoutputColor_Stage0 = {0.0, 0.0, 0.0, 0.0}; float4 __uoutputCoverage_Stage0 = {0.0, 0.0, 0.0, 0.0}; { (__uoutputColor_Stage0 = __uvinColor_Stage0); float __uedgeAlpha = {0.0}; float2 __uduvdx = ddx(__uvQuadEdge_Stage0.xy); float2 __uduvdy = ddy(__uvQuadEdge_Stage0.xy); if (((__uvQuadEdge_Stage0.z > 0.0) && (__uvQuadEdge_Stage0.w > 0.0))) { (__uedgeAlpha = min((min(__uvQuadEdge_Stage0.z, __uvQuadEdge_Stage0.w) + 0.5), 1.0)); } else { float2 __ugF = vec2_ctor((((2.0 * __uvQuadEdge_Stage0.x) * __uduvdx.x) - __uduvdx.y), (((2.0 * __uvQuadEdge_Stage0.x) * __uduvdy.x) - __uduvdy.y)); (__uedgeAlpha = ((__uvQuadEdge_Stage0.x * __uvQuadEdge_Stage0.x) - __uvQuadEdge_Stage0.y)); (__uedgeAlpha = clamp((0.5 - (__uedgeAlpha / length(__ugF))), 0.0, 1.0)); } (__uoutputCoverage_Stage0 = vec4_ctor(__uedgeAlpha)); } { (gl_Color[0] = (__uoutputColor_Stage0 * __uoutputCoverage_Stage0)); } } 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) { __uvQuadEdge_Stage0 = input.v0; __uvinColor_Stage0 = 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 } RTT4DXBCwQv>1 Q44P<RDEFh<RD11< ($ \$Globals\__uurtAdjustment_Stage0float4Microsoft (R) HLSL Shader Compiler 10.1ISGN\PPPTEXCOORDOSGNhtttSV_PositionTEXCOORDSHEXTPUjYF _2__g e e e h6 @??2 2F օ 6" A6  62 F6 @?6 F6 F>STAT <DXBC:ubqA`քax)<4(\RDEFd<<RD11< ($ Microsoft (R) HLSL Shader Compiler 10.1ISGNhtttSV_PositionTEXCOORDOSGN, SV_TARGETSHEX<Pjbbe hz2FB  2 * A|2F2 "* AFFK 2 "  A   A@?3":*"@?3"@?1 @B:*7 * 8 F>STAT" bp6 oMll/ "ҖinColor" _uinColor(0B5 (Ж inPosition" _uinPosition(0B5 (Җ inQuadEdge" _uinQuadEdge(0B> <ҖurtAdjustment_Stage0"_uurtAdjustment_Stage0(0B": 4ҖvQuadEdge_Stage0"_uvQuadEdge_Stage0(0B"8 2ҖvinColor_Stage0"_uvinColor_Stage0(0B". (Җ gl_Position" gl_Position(0B* s(O-#}.؂": 4ҖvQuadEdge_Stage0"_uvQuadEdge_Stage0(0B"8 2ҖvinColor_Stage0"_uvinColor_Stage0(0B*7 *Җ gl_FragColor" gl_FragColor(0B088 q`7x̉+Lyp(M2987f0fde973P _uinPosition_u_uinPositionR _uinColor _u_uinColorP_uinLocalCoord_u_uinLocalCoordR_uurtAdjustment_Stage0_u_uurtAdjustment_Stage0[ _uuCoordTransformMatrix_0_Stage0"_u_uuCoordTransformMatrix_0_Stage0R_uuinnerRect_Stage2_u_uuinnerRect_Stage2P_uuradiusPlusHalf_Stage2_u_uuradiusPlusHalf_Stage2^_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 float3x3 __uuCoordTransformMatrix_0_Stage0 : register(c0); uniform float4 __uurtAdjustment_Stage0 : register(c3); #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Attributes static float4 __uinColor = {0, 0, 0, 0}; static float2 __uinLocalCoord = {0, 0}; static float2 __uinPosition = {0, 0}; static float4 gl_Position = float4(0, 0, 0, 0); // Varyings static float2 __uvTransformedCoords_0_Stage0 = {0, 0}; static float4 __uvcolor_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 __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 * __uurtAdjustment_Stage0.x) + __uurtAdjustment_Stage0.y), ((__upos2.y * __uurtAdjustment_Stage0.z) + __uurtAdjustment_Stage0.w), 0.0, 1.0)); } @@ VERTEX ATTRIBUTES @@ struct VS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD2; float4 gl_FragCoord : TEXCOORD3; 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.gl_FragCoord = gl_Position; output.v0 = __uvcolor_Stage0; output.v1 = __uvTransformedCoords_0_Stage0; return output; } float2 vec2_ctor(float x0, float x1) { return float2(x0, x1); } float4 vec4_ctor(float x0) { return float4(x0, x0, x0, x0); } // Uniforms uniform float4 __uuinnerRect_Stage2 : register(c0); uniform float2 __uuradiusPlusHalf_Stage2 : register(c1); 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 float2 __uvTransformedCoords_0_Stage0 = {0, 0}; static float4 __uvcolor_Stage0 = {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); 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() { 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 __uchild = {0.0, 0.0, 0.0, 0.0}; { (__uchild = gl_texture2D(__uuTextureSampler_0_Stage1, __uvTransformedCoords_0_Stage0).xyzw); } (__uoutput_Stage1 = (__uchild * __uoutputColor_Stage0.w)); } float4 __uoutput_Stage2 = {0.0, 0.0, 0.0, 0.0}; { float __udx0 = (__uuinnerRect_Stage2.x - gl_FragCoord.x); float2 __udxy1 = (gl_FragCoord.xy - __uuinnerRect_Stage2.zw); float2 __udxy = max(vec2_ctor(max(__udx0, __udxy1.x), __udxy1.y), 0.0); float __utopAlpha = clamp((gl_FragCoord.y - __uuinnerRect_Stage2.y), 0.0, 1.0); float __ualpha = (__utopAlpha * clamp((__uuradiusPlusHalf_Stage2.x - length(__udxy)), 0.0, 1.0)); (__uoutput_Stage2 = vec4_ctor(__ualpha)); } { (gl_Color[0] = (__uoutput_Stage1 * __uoutput_Stage2)); } } struct PS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD2; float4 gl_FragCoord : TEXCOORD3; float4 v0 : TEXCOORD0; float2 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; __uvcolor_Stage0 = input.v0; __uvTransformedCoords_0_Stage0 = input.v1.xy; 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; float2 v1 : TEXCOORD1; }; struct GS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD2; float4 gl_FragCoord : TEXCOORD3; 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; output.gl_FragCoord = input.gl_FragCoord; #ifndef ANGLE_POINT_SPRITE_SHADER output.dx_Position = input.dx_Position; #endif // ANGLE_POINT_SPRITE_SHADER } RTRXDXBClNbX4,RDEFh<dRD11< ($ \$Globals\@, 0@__uuCoordTransformMatrix_0_Stage0float3x3__uurtAdjustment_Stage0float48Microsoft (R) HLSL Shader Compiler 10.1ISGN\PPPTEXCOORDOSGN SV_PositionTEXCOORDSHEXPzjYF _2__2g e e e e2 h6 @??2 2F օ 6" A6  62 F62 F6 @?6 @?6 F62F6B@? F F" F F>STAT |DXBC |vlc|4RDEF<RD11< ($  samplers2D[0]textures2D[0]$Globals ,Hl__uuinnerRect_Stage2float4A__uuradiusPlusHalf_Stage2float2Microsoft (R) HLSL Shader Compiler 10.1ISGNSV_PositionTEXCOORDOSGN, SV_TARGETSHEXP{jYF Z`XpUUd 2bb2e h  A VV A4" *4 2@6  FFK   A 8  ECUFF~`8F8 F>STAT  " W񯪺0'/ "ҖinColor" _uinColor(0B5 (Ж inPosition" _uinPosition(0B9 ,Ж inLocalCoord"_uinLocalCoord(0BR PۖuCoordTransformMatrix_0_Stage0" _uuCoordTransformMatrix_0_Stage0(0B> <ҖurtAdjustment_Stage0"_uurtAdjustment_Stage0(0B"4 .Җ vcolor_Stage0"_uvcolor_Stage0(0B"P JЖvTransformedCoords_0_Stage0"_uvTransformedCoords_0_Stage0(0B". (Җ gl_Position" gl_Position(0B* ѶqƣpZl8 6ҖuinnerRect_Stage2"_uuinnerRect_Stage2(0BB @ЖuradiusPlusHalf_Stage2"_uuradiusPlusHalf_Stage2(0BD BޖuTextureSampler_0_Stage1"_uuTextureSampler_0_Stage1(0B"4 .Җ vcolor_Stage0"_uvcolor_Stage0(0B"P JЖvTransformedCoords_0_Stage0"_uvTransformedCoords_0_Stage0(0B"0 *Җ gl_FragCoord" gl_FragCoord(0B*7 *Җ gl_FragColor" gl_FragColor(0B08M p" OD*2O$!+C2987f0fde973P _uinPosition_u_uinPositionR _uinColor _u_uinColorR_uinCircleEdge_u_uinCircleEdgeR_uurtAdjustment_Stage0_u_uurtAdjustment_Stage0[ _uuCoordTransformMatrix_0_Stage0"_u_uuCoordTransformMatrix_0_Stage0^_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 float3x3 __uuCoordTransformMatrix_0_Stage0 : register(c0); uniform float4 __uurtAdjustment_Stage0 : register(c3); #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Attributes static float4 __uinCircleEdge = {0, 0, 0, 0}; static float4 __uinColor = {0, 0, 0, 0}; static float2 __uinPosition = {0, 0}; static float4 gl_Position = float4(0, 0, 0, 0); // Varyings static float2 __uvTransformedCoords_0_Stage0 = {0, 0}; static float4 __uvinCircleEdge_Stage0 = {0, 0, 0, 0}; static float4 __uvinColor_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() { (__uvinCircleEdge_Stage0 = __uinCircleEdge); (__uvinColor_Stage0 = __uinColor); float2 __upos2 = __uinPosition; (__uvTransformedCoords_0_Stage0 = mul(transpose(__uuCoordTransformMatrix_0_Stage0), vec3_ctor(__uinPosition, 1.0)).xy); (gl_Position = vec4_ctor(((__upos2.x * __uurtAdjustment_Stage0.x) + __uurtAdjustment_Stage0.y), ((__upos2.y * __uurtAdjustment_Stage0.z) + __uurtAdjustment_Stage0.w), 0.0, 1.0)); } @@ VERTEX ATTRIBUTES @@ struct VS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD3; 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.v0 = __uvinCircleEdge_Stage0; output.v1 = __uvinColor_Stage0; output.v2 = __uvTransformedCoords_0_Stage0; return output; } float4 vec4_ctor(float x0) { return float4(x0, x0, x0, x0); } // Uniforms 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 float2 __uvTransformedCoords_0_Stage0 = {0, 0}; static float4 __uvinCircleEdge_Stage0 = {0, 0, 0, 0}; static float4 __uvinColor_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 __uoutputColor_Stage0 = {0.0, 0.0, 0.0, 0.0}; float4 __uoutputCoverage_Stage0 = {0.0, 0.0, 0.0, 0.0}; { float4 __ucircleEdge = {0.0, 0.0, 0.0, 0.0}; (__ucircleEdge = __uvinCircleEdge_Stage0); (__uoutputColor_Stage0 = __uvinColor_Stage0); float __ud = length(__ucircleEdge.xy); float __udistanceToOuterEdge = (__ucircleEdge.z * (1.0 - __ud)); float __uedgeAlpha = clamp(__udistanceToOuterEdge, 0.0, 1.0); (__uoutputCoverage_Stage0 = vec4_ctor(__uedgeAlpha)); } float4 __uoutput_Stage1 = {0.0, 0.0, 0.0, 0.0}; { float4 __uchild = {0.0, 0.0, 0.0, 0.0}; { (__uchild = gl_texture2D(__uuTextureSampler_0_Stage1, __uvTransformedCoords_0_Stage0).xyzw); } (__uoutput_Stage1 = (__uchild * __uoutputColor_Stage0.w)); } { (gl_Color[0] = (__uoutput_Stage1 * __uoutputCoverage_Stage0)); } } struct PS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD3; float4 v0 : TEXCOORD0; float4 v1 : TEXCOORD1; float2 v2 : TEXCOORD2; }; @@ PIXEL OUTPUT @@ PS_OUTPUT main(PS_INPUT input) { __uvinCircleEdge_Stage0 = input.v0; __uvinColor_Stage0 = input.v1; __uvTransformedCoords_0_Stage0 = 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 v0 : TEXCOORD0; float4 v1 : TEXCOORD1; float2 v2 : TEXCOORD2; }; struct GS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD3; 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; #ifndef ANGLE_POINT_SPRITE_SHADER output.dx_Position = input.dx_Position; #endif // ANGLE_POINT_SPRITE_SHADER } RTT8DXBC7STAT DXBCH 4UBABg4 RDEF<RD11< ($ | samplers2D[0]textures2D[0]Microsoft (R) HLSL Shader Compiler 10.1ISGNSV_PositionTEXCOORDOSGN, SV_TARGETSHEX4PMjZ`XpUUbrbb2e hFFK  A@?8  *ECUFF~`8F8 F>STAT"  C3BFȉa!/ "ҖinColor" _uinColor(0B5 (Ж inPosition" _uinPosition(0B9 ,Җ inCircleEdge"_uinCircleEdge(0BR PۖuCoordTransformMatrix_0_Stage0" _uuCoordTransformMatrix_0_Stage0(0B> <ҖurtAdjustment_Stage0"_uurtAdjustment_Stage0(0B"B <ҖvinCircleEdge_Stage0"_uvinCircleEdge_Stage0(0B"8 2ҖvinColor_Stage0"_uvinColor_Stage0(0B"P JЖvTransformedCoords_0_Stage0"_uvTransformedCoords_0_Stage0(0B". (Җ gl_Position" gl_Position(0B* Qd1"6v,*^D BޖuTextureSampler_0_Stage1"_uuTextureSampler_0_Stage1(0B"B <ҖvinCircleEdge_Stage0"_uvinCircleEdge_Stage0(0B"8 2ҖvinColor_Stage0"_uvinColor_Stage0(0B"P JЖvTransformedCoords_0_Stage0"_uvTransformedCoords_0_Stage0(0B*7 *Җ gl_FragColor" gl_FragColor(0B08C 6vo7zn Vi8ҩ8T2987f0fde973P _uinPosition_u_uinPositionR _uinColor _u_uinColorP_uinLocalCoord_u_uinLocalCoord _uinCoverage_u_uinCoverageR_uurtAdjustment_Stage0_u_uurtAdjustment_Stage0[ _uuCoordTransformMatrix_0_Stage0"_u_uuCoordTransformMatrix_0_Stage0_uuThreshold_Stage1_c0_u_uuThreshold_Stage1_c0R_uuIntervals_Stage1_c0[0]_u_uuIntervals_Stage1_c0[0]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 float3x3 __uuCoordTransformMatrix_0_Stage0 : register(c0); uniform float4 __uurtAdjustment_Stage0 : register(c3); #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Attributes static float4 __uinColor = {0, 0, 0, 0}; static float __uinCoverage = {0}; static float2 __uinLocalCoord = {0, 0}; static float2 __uinPosition = {0, 0}; static float4 gl_Position = float4(0, 0, 0, 0); // Varyings static float2 __uvTransformedCoords_0_Stage0 = {0, 0}; static float4 __uvcolor_Stage0 = {0, 0, 0, 0}; static float __uvinCoverage_Stage0 = {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); (__uvinCoverage_Stage0 = __uinCoverage); (gl_Position = vec4_ctor(((__upos2.x * __uurtAdjustment_Stage0.x) + __uurtAdjustment_Stage0.y), ((__upos2.y * __uurtAdjustment_Stage0.z) + __uurtAdjustment_Stage0.w), 0.0, 1.0)); } @@ VERTEX ATTRIBUTES @@ struct VS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD3; float4 gl_FragCoord : TEXCOORD4; float4 v0 : TEXCOORD0; float2 v1 : TEXCOORD1; float 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 = __uvcolor_Stage0; output.v1 = __uvTransformedCoords_0_Stage0; output.v2 = __uvinCoverage_Stage0; return output; } B float4 vec4_ctor(float x0) { return float4(x0, x0, x0, x0); } float4 vec4_ctor(float3 x0, float x1) { return float4(x0, x1); } // Uniforms uniform float4 __uuIntervals_Stage1_c0[4] : register(c0); uniform float __uuThreshold_Stage1_c0 : register(c4); #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Varyings static float2 __uvTransformedCoords_0_Stage0 = {0, 0}; static float4 __uvcolor_Stage0 = {0, 0, 0, 0}; static float __uvinCoverage_Stage0 = {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 float4 mod_emu(float4 x, float4 y) { return x - y * floor(x / y); } void gl_main() { float4 __uoutputColor_Stage0 = {0.0, 0.0, 0.0, 0.0}; float4 __uoutputCoverage_Stage0 = {0.0, 0.0, 0.0, 0.0}; { (__uoutputColor_Stage0 = __uvcolor_Stage0); float __ualpha = {1.0}; (__ualpha = __uvinCoverage_Stage0); (__uoutputCoverage_Stage0 = vec4_ctor(__ualpha)); } float4 __uoutput_Stage1 = {0.0, 0.0, 0.0, 0.0}; { float4 __uchild = {0.0, 0.0, 0.0, 0.0}; { float __utiled_t = clamp(__uvTransformedCoords_0_Stage0.x, 0.0, 1.0); float4 __ucolor_scale = {0.0, 0.0, 0.0, 0.0}; float4 __ucolor_bias = {0.0, 0.0, 0.0, 0.0}; if ((__utiled_t < __uuThreshold_Stage1_c0)) { (__ucolor_scale = __uuIntervals_Stage1_c0[0]); (__ucolor_bias = __uuIntervals_Stage1_c0[1]); } else { (__ucolor_scale = __uuIntervals_Stage1_c0[2]); (__ucolor_bias = __uuIntervals_Stage1_c0[3]); } float4 __ucolorTemp = ((__utiled_t * __ucolor_scale) + __ucolor_bias); (__ucolorTemp = clamp(__ucolorTemp, 0.0, __ucolorTemp.w)); (__uchild = __ucolorTemp); } (__uoutput_Stage1 = (__uchild * __uoutputColor_Stage0.w)); } float4 __uoutput_Stage2 = {0.0, 0.0, 0.0, 0.0}; { float __uvalue = {0.0}; { float4 __umodValues = mod_emu(gl_FragCoord.xyxy, float4(2.0, 2.0, 4.0, 4.0)); float4 __ustepValues = step(__umodValues, float4(1.0, 1.0, 2.0, 2.0)); (__uvalue = (dot(__ustepValues, float4(0.5, 0.25, 0.125, 0.0625)) - 0.46875)); } (__uoutput_Stage2 = vec4_ctor(clamp((__uoutput_Stage1.xyz + (__uvalue * 0.0039215689)), 0.0, __uoutput_Stage1.w), __uoutput_Stage1.w)); } { (gl_Color[0] = (__uoutput_Stage2 * __uoutputCoverage_Stage0)); } } struct PS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD3; float4 gl_FragCoord : TEXCOORD4; float4 v0 : TEXCOORD0; float2 v1 : TEXCOORD1; float 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; __uvcolor_Stage0 = input.v0; __uvTransformedCoords_0_Stage0 = input.v1.xy; __uvinCoverage_Stage0 = input.v2.x; 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; float2 v1 : TEXCOORD1; float v2 : TEXCOORD2; }; struct GS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD3; float4 gl_FragCoord : TEXCOORD4; float4 v0 : TEXCOORD0; float2 v1 : TEXCOORD1; float 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 } RTRQDXBC1;7"!ηv4DRDEFh<dRD11< ($ \$Globals\@, 0@__uuCoordTransformMatrix_0_Stage0float3x3__uurtAdjustment_Stage0float48Microsoft (R) HLSL Shader Compiler 10.1ISGNthhhhTEXCOORDOSGN  SV_PositionTEXCOORDSHEXPjYF _2__2_g e e e e2 eB h6 @??2 2F օ 6" A6  62 F62 F6 @?6 @?6 F6B  62F6B@? F F" F F>STAT  XDXBC=5 0X4tRDEFh<XRD11< ($ \$Globals\P@@4__uuIntervals_Stage1_c0float4__uuThreshold_Stage1_c0float,Microsoft (R) HLSL Shader Compiler 10.1ISGNSV_PositionTEXCOORDOSGN, SV_TARGETSHEX PjYF d 2bbbBe h8 F@??>>AF2 FA@@@@@F @??@@F F@???? F@?>>= @6 " 1B 7  F F 7  F F 2 VFF4 F@3F8F2 r@;;;F4 rF@3rF8 F>STAT" "Q,1[ w^^^/ "ҖinColor" _uinColor(0B5 (Ж inPosition" _uinPosition(0B9 ,Ж inLocalCoord"_uinLocalCoord(0B4 '( inCoverage" _uinCoverage(0BR PۖuCoordTransformMatrix_0_Stage0" _uuCoordTransformMatrix_0_Stage0(0B> <ҖurtAdjustment_Stage0"_uurtAdjustment_Stage0(0B"4 .Җ vcolor_Stage0"_uvcolor_Stage0(0B"P JЖvTransformedCoords_0_Stage0"_uvTransformedCoords_0_Stage0(0B"= 7(vinCoverage_Stage0"_uvinCoverage_Stage0(0B". (Җ gl_Position" gl_Position(0B* U;q" P4hc= ;(uThreshold_Stage1_c0"_uuThreshold_Stage1_c0(0B> <ҖuIntervals_Stage1_c0"_uuIntervals_Stage1_c0(0B"4 .Җ vcolor_Stage0"_uvcolor_Stage0(0B"P JЖvTransformedCoords_0_Stage0"_uvTransformedCoords_0_Stage0(0B"= 7(vinCoverage_Stage0"_uvinCoverage_Stage0(0B"0 *Җ gl_FragCoord" gl_FragCoord(0B*7 *Җ gl_FragColor" gl_FragColor(0B08T dX`*@ ܙq_2987f0fde973P _uinPosition_u_uinPositionR _uinColor _u_uinColorP_uinLocalCoord_u_uinLocalCoordR_uurtAdjustment_Stage0_u_uurtAdjustment_Stage0[ _uuCoordTransformMatrix_0_Stage0"_u_uuCoordTransformMatrix_0_Stage0P_uuImageIncrement_Stage1_u_uuImageIncrement_Stage1R_uuKernel_Stage1[0]_u_uuKernel_Stage1[0]^_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 float3x3 __uuCoordTransformMatrix_0_Stage0 : register(c0); uniform float4 __uurtAdjustment_Stage0 : register(c3); #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Attributes static float4 __uinColor = {0, 0, 0, 0}; static float2 __uinLocalCoord = {0, 0}; static float2 __uinPosition = {0, 0}; static float4 gl_Position = float4(0, 0, 0, 0); // Varyings static float2 __uvTransformedCoords_0_Stage0 = {0, 0}; static float4 __uvcolor_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 __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 * __uurtAdjustment_Stage0.x) + __uurtAdjustment_Stage0.y), ((__upos2.y * __uurtAdjustment_Stage0.z) + __uurtAdjustment_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 = __uvcolor_Stage0; output.v1 = __uvTransformedCoords_0_Stage0; return output; } Z// Uniforms uniform float2 __uuImageIncrement_Stage1 : register(c0); uniform float4 __uuKernel_Stage1[4] : register(c1); 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 float2 __uvTransformedCoords_0_Stage0 = {0, 0}; static float4 __uvcolor_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 __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}; { (__uoutput_Stage1 = float4(0.0, 0.0, 0.0, 0.0)); float2 __ucoord = (__uvTransformedCoords_0_Stage0 - (6.0 * __uuImageIncrement_Stage1)); float2 __ucoordSampled = {0.0, 0.0}; (__ucoordSampled = __ucoord); (__uoutput_Stage1 += (gl_texture2D(__uuTextureSampler_0_Stage1, __ucoordSampled).xxxx * __uuKernel_Stage1[0].x)); (__ucoord += __uuImageIncrement_Stage1); (__ucoordSampled = __ucoord); (__uoutput_Stage1 += (gl_texture2D(__uuTextureSampler_0_Stage1, __ucoordSampled).xxxx * __uuKernel_Stage1[0].y)); (__ucoord += __uuImageIncrement_Stage1); (__ucoordSampled = __ucoord); (__uoutput_Stage1 += (gl_texture2D(__uuTextureSampler_0_Stage1, __ucoordSampled).xxxx * __uuKernel_Stage1[0].z)); (__ucoord += __uuImageIncrement_Stage1); (__ucoordSampled = __ucoord); (__uoutput_Stage1 += (gl_texture2D(__uuTextureSampler_0_Stage1, __ucoordSampled).xxxx * __uuKernel_Stage1[0].w)); (__ucoord += __uuImageIncrement_Stage1); (__ucoordSampled = __ucoord); (__uoutput_Stage1 += (gl_texture2D(__uuTextureSampler_0_Stage1, __ucoordSampled).xxxx * __uuKernel_Stage1[1].x)); (__ucoord += __uuImageIncrement_Stage1); (__ucoordSampled = __ucoord); (__uoutput_Stage1 += (gl_texture2D(__uuTextureSampler_0_Stage1, __ucoordSampled).xxxx * __uuKernel_Stage1[1].y)); (__ucoord += __uuImageIncrement_Stage1); (__ucoordSampled = __ucoord); (__uoutput_Stage1 += (gl_texture2D(__uuTextureSampler_0_Stage1, __ucoordSampled).xxxx * __uuKernel_Stage1[1].z)); (__ucoord += __uuImageIncrement_Stage1); (__ucoordSampled = __ucoord); (__uoutput_Stage1 += (gl_texture2D(__uuTextureSampler_0_Stage1, __ucoordSampled).xxxx * __uuKernel_Stage1[1].w)); (__ucoord += __uuImageIncrement_Stage1); (__ucoordSampled = __ucoord); (__uoutput_Stage1 += (gl_texture2D(__uuTextureSampler_0_Stage1, __ucoordSampled).xxxx * __uuKernel_Stage1[2].x)); (__ucoord += __uuImageIncrement_Stage1); (__ucoordSampled = __ucoord); (__uoutput_Stage1 += (gl_texture2D(__uuTextureSampler_0_Stage1, __ucoordSampled).xxxx * __uuKernel_Stage1[2].y)); (__ucoord += __uuImageIncrement_Stage1); (__ucoordSampled = __ucoord); (__uoutput_Stage1 += (gl_texture2D(__uuTextureSampler_0_Stage1, __ucoordSampled).xxxx * __uuKernel_Stage1[2].z)); (__ucoord += __uuImageIncrement_Stage1); (__ucoordSampled = __ucoord); (__uoutput_Stage1 += (gl_texture2D(__uuTextureSampler_0_Stage1, __ucoordSampled).xxxx * __uuKernel_Stage1[2].w)); (__ucoord += __uuImageIncrement_Stage1); (__ucoordSampled = __ucoord); (__uoutput_Stage1 += (gl_texture2D(__uuTextureSampler_0_Stage1, __ucoordSampled).xxxx * __uuKernel_Stage1[3].x)); (__ucoord += __uuImageIncrement_Stage1); (__uoutput_Stage1 *= __uoutputColor_Stage0); } { (gl_Color[0] = __uoutput_Stage1); } (gl_Color[0] = gl_Color[0].wwww); } 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 } RTRDXBCe {glãj4,dRDEFh<dRD11< ($ \$Globals\@, 0@__uuCoordTransformMatrix_0_Stage0float3x3__uurtAdjustment_Stage0float48Microsoft (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  DXBCiJ!"tRMa;V 4T RDEF<RD11< ($  samplers2D[0]textures2D[0]$GlobalsP,Pt@__uuImageIncrement_Stage1float2F__uuKernel_Stage1float4Microsoft (R) HLSL Shader Compiler 10.1ISGNhtttSV_PositionTEXCOORDOSGN, SV_TARGETSHEXxPjYF Z`XpUUbb2e h22F A@@@F ECUFF~`ECU" ~` 8" 2   ECU" ~` 2 *  ECU" ~` 2 :  ECU" ~` 2   ECU" ~` 2   ECU" ~` 2 *  ECU" ~` 2 :  ECU" ~` 2   ECU" ~` 2   ECU" ~` 2 *  ECU" ~` ECUB |`2 :  2 *  8 >STAT) " W񯪺0'/ "ҖinColor" _uinColor(0B5 (Ж inPosition" _uinPosition(0B9 ,Ж inLocalCoord"_uinLocalCoord(0BR PۖuCoordTransformMatrix_0_Stage0" _uuCoordTransformMatrix_0_Stage0(0B> <ҖurtAdjustment_Stage0"_uurtAdjustment_Stage0(0B"4 .Җ vcolor_Stage0"_uvcolor_Stage0(0B"P JЖvTransformedCoords_0_Stage0"_uvTransformedCoords_0_Stage0(0B". (Җ gl_Position" gl_Position(0B* ?\GZnlo!4D BޖuTextureSampler_0_Stage1"_uuTextureSampler_0_Stage1(0BB @ЖuImageIncrement_Stage1"_uuImageIncrement_Stage1(0B2 0ҖuKernel_Stage1"_uuKernel_Stage1(0B"4 .Җ vcolor_Stage0"_uvcolor_Stage0(0B"P JЖvTransformedCoords_0_Stage0"_uvTransformedCoords_0_Stage0(0B*7 *Җ gl_FragColor" gl_FragColor(0B08_ rg Iܛi.c2987f0fde973P _uinPosition_u_uinPositionR _uinColor _u_uinColorP_uinLocalCoord_u_uinLocalCoordR_uurtAdjustment_Stage0_u_uurtAdjustment_Stage0[ _uuCoordTransformMatrix_0_Stage0"_u_uuCoordTransformMatrix_0_Stage0P_uuImageIncrement_Stage1_u_uuImageIncrement_Stage1R_uuKernel_Stage1[0]_u_uuKernel_Stage1[0]^_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 float3x3 __uuCoordTransformMatrix_0_Stage0 : register(c0); uniform float4 __uurtAdjustment_Stage0 : register(c3); #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Attributes static float4 __uinColor = {0, 0, 0, 0}; static float2 __uinLocalCoord = {0, 0}; static float2 __uinPosition = {0, 0}; static float4 gl_Position = float4(0, 0, 0, 0); // Varyings static float2 __uvTransformedCoords_0_Stage0 = {0, 0}; static float4 __uvcolor_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 __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 * __uurtAdjustment_Stage0.x) + __uurtAdjustment_Stage0.y), ((__upos2.y * __uurtAdjustment_Stage0.z) + __uurtAdjustment_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 = __uvcolor_Stage0; output.v1 = __uvTransformedCoords_0_Stage0; return output; } // Uniforms uniform float2 __uuImageIncrement_Stage1 : register(c0); uniform float4 __uuKernel_Stage1[4] : register(c1); 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 float2 __uvTransformedCoords_0_Stage0 = {0, 0}; static float4 __uvcolor_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 __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}; { (__uoutput_Stage1 = float4(0.0, 0.0, 0.0, 0.0)); float2 __ucoord = (__uvTransformedCoords_0_Stage0 - (7.0 * __uuImageIncrement_Stage1)); float2 __ucoordSampled = {0.0, 0.0}; (__ucoordSampled = __ucoord); (__uoutput_Stage1 += (gl_texture2D(__uuTextureSampler_0_Stage1, __ucoordSampled).xxxx * __uuKernel_Stage1[0].x)); (__ucoord += __uuImageIncrement_Stage1); (__ucoordSampled = __ucoord); (__uoutput_Stage1 += (gl_texture2D(__uuTextureSampler_0_Stage1, __ucoordSampled).xxxx * __uuKernel_Stage1[0].y)); (__ucoord += __uuImageIncrement_Stage1); (__ucoordSampled = __ucoord); (__uoutput_Stage1 += (gl_texture2D(__uuTextureSampler_0_Stage1, __ucoordSampled).xxxx * __uuKernel_Stage1[0].z)); (__ucoord += __uuImageIncrement_Stage1); (__ucoordSampled = __ucoord); (__uoutput_Stage1 += (gl_texture2D(__uuTextureSampler_0_Stage1, __ucoordSampled).xxxx * __uuKernel_Stage1[0].w)); (__ucoord += __uuImageIncrement_Stage1); (__ucoordSampled = __ucoord); (__uoutput_Stage1 += (gl_texture2D(__uuTextureSampler_0_Stage1, __ucoordSampled).xxxx * __uuKernel_Stage1[1].x)); (__ucoord += __uuImageIncrement_Stage1); (__ucoordSampled = __ucoord); (__uoutput_Stage1 += (gl_texture2D(__uuTextureSampler_0_Stage1, __ucoordSampled).xxxx * __uuKernel_Stage1[1].y)); (__ucoord += __uuImageIncrement_Stage1); (__ucoordSampled = __ucoord); (__uoutput_Stage1 += (gl_texture2D(__uuTextureSampler_0_Stage1, __ucoordSampled).xxxx * __uuKernel_Stage1[1].z)); (__ucoord += __uuImageIncrement_Stage1); (__ucoordSampled = __ucoord); (__uoutput_Stage1 += (gl_texture2D(__uuTextureSampler_0_Stage1, __ucoordSampled).xxxx * __uuKernel_Stage1[1].w)); (__ucoord += __uuImageIncrement_Stage1); (__ucoordSampled = __ucoord); (__uoutput_Stage1 += (gl_texture2D(__uuTextureSampler_0_Stage1, __ucoordSampled).xxxx * __uuKernel_Stage1[2].x)); (__ucoord += __uuImageIncrement_Stage1); (__ucoordSampled = __ucoord); (__uoutput_Stage1 += (gl_texture2D(__uuTextureSampler_0_Stage1, __ucoordSampled).xxxx * __uuKernel_Stage1[2].y)); (__ucoord += __uuImageIncrement_Stage1); (__ucoordSampled = __ucoord); (__uoutput_Stage1 += (gl_texture2D(__uuTextureSampler_0_Stage1, __ucoordSampled).xxxx * __uuKernel_Stage1[2].z)); (__ucoord += __uuImageIncrement_Stage1); (__ucoordSampled = __ucoord); (__uoutput_Stage1 += (gl_texture2D(__uuTextureSampler_0_Stage1, __ucoordSampled).xxxx * __uuKernel_Stage1[2].w)); (__ucoord += __uuImageIncrement_Stage1); (__ucoordSampled = __ucoord); (__uoutput_Stage1 += (gl_texture2D(__uuTextureSampler_0_Stage1, __ucoordSampled).xxxx * __uuKernel_Stage1[3].x)); (__ucoord += __uuImageIncrement_Stage1); (__ucoordSampled = __ucoord); (__uoutput_Stage1 += (gl_texture2D(__uuTextureSampler_0_Stage1, __ucoordSampled).xxxx * __uuKernel_Stage1[3].y)); (__ucoord += __uuImageIncrement_Stage1); (__ucoordSampled = __ucoord); (__uoutput_Stage1 += (gl_texture2D(__uuTextureSampler_0_Stage1, __ucoordSampled).xxxx * __uuKernel_Stage1[3].z)); (__ucoord += __uuImageIncrement_Stage1); (__uoutput_Stage1 *= __uoutputColor_Stage0); } { (gl_Color[0] = __uoutput_Stage1); } (gl_Color[0] = gl_Color[0].wwww); } 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 } RTRDXBCe {glãj4,dRDEFh<dRD11< ($ \$Globals\@, 0@__uuCoordTransformMatrix_0_Stage0float3x3__uurtAdjustment_Stage0float48Microsoft (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  DXBCwuL݅@K2 4< RDEF<RD11< ($  samplers2D[0]textures2D[0]$GlobalsP,Pt@__uuImageIncrement_Stage1float2F__uuKernel_Stage1float4Microsoft (R) HLSL Shader Compiler 10.1ISGNhtttSV_PositionTEXCOORDOSGN, SV_TARGETSHEX`PjYF Z`XpUUbb2e h22F A@@@F ECUFF~`ECU" ~` 8" 2   ECU" ~` 2 *  ECU" ~` 2 :  ECU" ~` 2   ECU" ~` 2   ECU" ~` 2 *  ECU" ~` 2 :  ECU" ~` 2   ECU" ~` 2   ECU" ~` 2 *  ECU" ~` 2 :  ECU" ~` 2   ECU" ~` ECUB |`2   2 **  8 >STAT/" W񯪺0'/ "ҖinColor" _uinColor(0B5 (Ж inPosition" _uinPosition(0B9 ,Ж inLocalCoord"_uinLocalCoord(0BR PۖuCoordTransformMatrix_0_Stage0" _uuCoordTransformMatrix_0_Stage0(0B> <ҖurtAdjustment_Stage0"_uurtAdjustment_Stage0(0B"4 .Җ vcolor_Stage0"_uvcolor_Stage0(0B"P JЖvTransformedCoords_0_Stage0"_uvTransformedCoords_0_Stage0(0B". (Җ gl_Position" gl_Position(0B* 5p*I nD BޖuTextureSampler_0_Stage1"_uuTextureSampler_0_Stage1(0BB @ЖuImageIncrement_Stage1"_uuImageIncrement_Stage1(0B2 0ҖuKernel_Stage1"_uuKernel_Stage1(0B"4 .Җ vcolor_Stage0"_uvcolor_Stage0(0B"P JЖvTransformedCoords_0_Stage0"_uvTransformedCoords_0_Stage0(0B*7 *Җ gl_FragColor" gl_FragColor(0B08c Ȫo&b4 {E2987f0fde973P _uinPosition_u_uinPositionR _uinColor _u_uinColorR_uurtAdjustment_Stage0_u_uurtAdjustment_Stage0_uu_skRTHeight_u_uu_skRTHeightR_uuscaleAndTranslate_Stage1_u_uuscaleAndTranslate_Stage1R_uuTexDom_Stage1_u_uuTexDom_Stage1^_uuTextureSampler_0_Stage1_u_uuTextureSampler_0_Stage1 X[6  float4 vec4_ctor(float x0, float x1, float x2, float x3) { return float4(x0, x1, x2, x3); } // Uniforms uniform float4 __uurtAdjustment_Stage0 : register(c0); #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Attributes static float4 __uinColor = {0, 0, 0, 0}; static float2 __uinPosition = {0, 0}; static float4 gl_Position = float4(0, 0, 0, 0); // Varyings static float4 __uvcolor_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 __ucolor = __uinColor; (__uvcolor_Stage0 = __ucolor); float2 __upos2 = __uinPosition; (gl_Position = vec4_ctor(((__upos2.x * __uurtAdjustment_Stage0.x) + __uurtAdjustment_Stage0.y), ((__upos2.y * __uurtAdjustment_Stage0.z) + __uurtAdjustment_Stage0.w), 0.0, 1.0)); } @@ VERTEX ATTRIBUTES @@ struct VS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float4 gl_FragCoord : TEXCOORD2; 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.gl_FragCoord = gl_Position; output.v0 = __uvcolor_Stage0; return output; } ^ float4 vec4_ctor(float x0, float x1, float x2, float x3) { return float4(x0, x1, x2, x3); } // Uniforms uniform float4 __uuTexDom_Stage1 : register(c0); uniform float __uu_skRTHeight : register(c1); uniform float4 __uuscaleAndTranslate_Stage1 : register(c2); 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 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 __u_sktmpCoord = gl_FragCoord.xy; float4 __usk_FragCoord = vec4_ctor(__u_sktmpCoord.x, (__uu_skRTHeight - __u_sktmpCoord.y), 1.0, 1.0); 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}; { float2 __ucoords = ((__usk_FragCoord.xy * __uuscaleAndTranslate_Stage1.xy) + __uuscaleAndTranslate_Stage1.zw); { bool4 __uoutside = {false, false, false, false}; (__uoutside.xy = (__ucoords < __uuTexDom_Stage1.xy)); (__uoutside.zw = (__ucoords > __uuTexDom_Stage1.zw)); float4 s911 = {0, 0, 0, 0}; if (any(__uoutside)) { (s911 = float4(0.0, 0.0, 0.0, 0.0)); } else { (s911 = gl_texture2D(__uuTextureSampler_0_Stage1, __ucoords).xxxx); } (__uoutput_Stage1 = s911); } } { (gl_Color[0] = (__uoutputColor_Stage0 * __uoutput_Stage1)); } } struct PS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float4 gl_FragCoord : TEXCOORD2; float4 v0 : TEXCOORD0; }; @@ 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; __uvcolor_Stage0 = input.v0; gl_main(); return generateOutput(); } R gl_Color0 gl_Color[0]ystruct GS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float4 gl_FragCoord : TEXCOORD2; float4 v0 : TEXCOORD0; }; struct GS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float4 gl_FragCoord : TEXCOORD2; 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; output.gl_FragCoord = input.gl_FragCoord; #ifndef ANGLE_POINT_SPRITE_SHADER output.dx_Position = input.dx_Position; #endif // ANGLE_POINT_SPRITE_SHADER } RT0DXBCdy[ VL04P$RDEFh<RD11< ($ \$Globals\__uurtAdjustment_Stage0float4Microsoft (R) HLSL Shader Compiler 10.1ISGND88TEXCOORDOSGNhtttSV_PositionTEXCOORDSHEXhPZjYF _2_g e e e h6 @??2 2F օ 6" A6  62 F62 F6 @?6 @?6 F>STAT DXBCٛ,,9w4TRDEF<RD11< ($  samplers2D[0]textures2D[0]$Globals0Tp p__uuTexDom_Stage1float4f__uu_skRTHeightfloat__uuscaleAndTranslate_Stage1Microsoft (R) HLSL Shader Compiler 10.1ISGNhtttSV_PositionTEXCOORDOSGN, SV_TARGETSHEXPvjYF Z`XpUUd 2be h "A 6 2 2FF  1 12 F<<B:**6@ECUFF~`68 FF>STAT" t++C(h|_MD/ "ҖinColor" _uinColor(0B5 (Ж inPosition" _uinPosition(0B> <ҖurtAdjustment_Stage0"_uurtAdjustment_Stage0(0B"4 .Җ vcolor_Stage0"_uvcolor_Stage0(0B". (Җ gl_Position" gl_Position(0B* a <Ÿ\pU_RD BޖuTextureSampler_0_Stage1"_uuTextureSampler_0_Stage1(0B- +( u_skRTHeight"_uu_skRTHeight(0BH FҖuscaleAndTranslate_Stage1"_uuscaleAndTranslate_Stage1(0B2 0ҖuTexDom_Stage1"_uuTexDom_Stage1(0B"4 .Җ vcolor_Stage0"_uvcolor_Stage0(0B"0 *Җ gl_FragCoord" gl_FragCoord(0B*7 *Җ gl_FragColor" gl_FragColor(0B08E fPE@ 6$}]R2987f0fde973P _uinPosition_u_uinPositionR _uinColor _u_uinColorP_uinLocalCoord_u_uinLocalCoordR_uurtAdjustment_Stage0_u_uurtAdjustment_Stage0[ _uuCoordTransformMatrix_0_Stage0"_u_uuCoordTransformMatrix_0_Stage0_uu_skRTHeight_u_uu_skRTHeightR_uuscaleAndTranslate_Stage2_u_uuscaleAndTranslate_Stage2R_uuTexDom_Stage2_u_uuTexDom_Stage2^_uuTextureSampler_0_Stage1_u_uuTextureSampler_0_Stage1^_uuTextureSampler_0_Stage2_u_uuTextureSampler_0_Stage2  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 float3x3 __uuCoordTransformMatrix_0_Stage0 : register(c0); uniform float4 __uurtAdjustment_Stage0 : register(c3); #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Attributes static float4 __uinColor = {0, 0, 0, 0}; static float2 __uinLocalCoord = {0, 0}; static float2 __uinPosition = {0, 0}; static float4 gl_Position = float4(0, 0, 0, 0); // Varyings static float2 __uvTransformedCoords_0_Stage0 = {0, 0}; static float4 __uvcolor_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 __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 * __uurtAdjustment_Stage0.x) + __uurtAdjustment_Stage0.y), ((__upos2.y * __uurtAdjustment_Stage0.z) + __uurtAdjustment_Stage0.w), 0.0, 1.0)); } @@ VERTEX ATTRIBUTES @@ struct VS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD2; float4 gl_FragCoord : TEXCOORD3; 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.gl_FragCoord = gl_Position; output.v0 = __uvcolor_Stage0; output.v1 = __uvTransformedCoords_0_Stage0; return output; } float4 vec4_ctor(float x0, float x1, float x2, float x3) { return float4(x0, x1, x2, x3); } // Uniforms uniform float4 __uuTexDom_Stage2 : register(c0); uniform float __uu_skRTHeight : register(c1); uniform float4 __uuscaleAndTranslate_Stage2 : register(c2); static const uint __uuTextureSampler_0_Stage1 = 0; static const uint __uuTextureSampler_0_Stage2 = 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 __uvTransformedCoords_0_Stage0 = {0, 0}; static float4 __uvcolor_Stage0 = {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); 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)); } #define GL_USES_FRAG_COORD void gl_main() { float2 __u_sktmpCoord = gl_FragCoord.xy; float4 __usk_FragCoord = vec4_ctor(__u_sktmpCoord.x, (__uu_skRTHeight - __u_sktmpCoord.y), 1.0, 1.0); 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}; { (__uoutput_Stage1 = gl_texture2D(__uuTextureSampler_0_Stage1, __uvTransformedCoords_0_Stage0).xxxx); } float4 __uoutput_Stage2 = {0.0, 0.0, 0.0, 0.0}; { float2 __ucoords = ((__usk_FragCoord.xy * __uuscaleAndTranslate_Stage2.xy) + __uuscaleAndTranslate_Stage2.zw); { bool4 __uoutside = {false, false, false, false}; (__uoutside.xy = (__ucoords < __uuTexDom_Stage2.xy)); (__uoutside.zw = (__ucoords > __uuTexDom_Stage2.zw)); float4 s944 = {0, 0, 0, 0}; if (any(__uoutside)) { (s944 = float4(0.0, 0.0, 0.0, 0.0)); } else { (s944 = (__uoutput_Stage1 * gl_texture2D(__uuTextureSampler_0_Stage2, __ucoords).xxxx)); } (__uoutput_Stage2 = s944); } } { (gl_Color[0] = (__uoutputColor_Stage0 * __uoutput_Stage2)); } } struct PS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD2; float4 gl_FragCoord : TEXCOORD3; float4 v0 : TEXCOORD0; float2 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; __uvcolor_Stage0 = input.v0; __uvTransformedCoords_0_Stage0 = input.v1.xy; 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; float2 v1 : TEXCOORD1; }; struct GS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD2; float4 gl_FragCoord : TEXCOORD3; 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; output.gl_FragCoord = input.gl_FragCoord; #ifndef ANGLE_POINT_SPRITE_SHADER output.dx_Position = input.dx_Position; #endif // ANGLE_POINT_SPRITE_SHADER } RTRXDXBClNbX4,RDEFh<dRD11< ($ \$Globals\@, 0@__uuCoordTransformMatrix_0_Stage0float3x3__uurtAdjustment_Stage0float48Microsoft (R) HLSL Shader Compiler 10.1ISGN\PPPTEXCOORDOSGN SV_PositionTEXCOORDSHEXPzjYF _2__2g e e e e2 h6 @??2 2F օ 6" A6  62 F62 F6 @?6 @?6 F62F6B@? F F" F F>STAT \DXBCzS\4PRDEFt <IRD11< ($   samplers2D[0]samplers2D[1]textures2D[0]textures2D[1]$Globals80, __uuTexDom_Stage2float4__uu_skRTHeightfloat__uuscaleAndTranslate_Stage2Microsoft (R) HLSL Shader Compiler 10.1ISGNSV_PositionTEXCOORDOSGN, SV_TARGETSHEX4PjYF Z`Z`XpUUXpUUd 2bb2e h "A 6 2 2FF  1 12 F<<B:**6@ECUBF|`ECUFF~`8 8 FF>STAT" W񯪺0'/ "ҖinColor" _uinColor(0B5 (Ж inPosition" _uinPosition(0B9 ,Ж inLocalCoord"_uinLocalCoord(0BR PۖuCoordTransformMatrix_0_Stage0" _uuCoordTransformMatrix_0_Stage0(0B> <ҖurtAdjustment_Stage0"_uurtAdjustment_Stage0(0B"4 .Җ vcolor_Stage0"_uvcolor_Stage0(0B"P JЖvTransformedCoords_0_Stage0"_uvTransformedCoords_0_Stage0(0B". (Җ gl_Position" gl_Position(0B* \h齅D BCcD BޖuTextureSampler_0_Stage1"_uuTextureSampler_0_Stage1(0B- +( u_skRTHeight"_uu_skRTHeight(0BH FҖuscaleAndTranslate_Stage2"_uuscaleAndTranslate_Stage2(0B2 0ҖuTexDom_Stage2"_uuTexDom_Stage2(0BD BޖuTextureSampler_0_Stage2"_uuTextureSampler_0_Stage2(0B"4 .Җ vcolor_Stage0"_uvcolor_Stage0(0B"P JЖvTransformedCoords_0_Stage0"_uvTransformedCoords_0_Stage0(0B"0 *Җ gl_FragCoord" gl_FragCoord(0B*7 *Җ gl_FragColor" gl_FragColor(0B08R tzخôl%:2987f0fde973P _uinPosition_u_uinPositionR _uinColor _u_uinColorP_uinLocalCoord_u_uinLocalCoordR_uurtAdjustment_Stage0_u_uurtAdjustment_Stage0[ _uuCoordTransformMatrix_0_Stage0"_u_uuCoordTransformMatrix_0_Stage0^_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 float3x3 __uuCoordTransformMatrix_0_Stage0 : register(c0); uniform float4 __uurtAdjustment_Stage0 : register(c3); #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Attributes static float4 __uinColor = {0, 0, 0, 0}; static float2 __uinLocalCoord = {0, 0}; static float2 __uinPosition = {0, 0}; static float4 gl_Position = float4(0, 0, 0, 0); // Varyings static float2 __uvTransformedCoords_0_Stage0 = {0, 0}; static float4 __uvcolor_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 __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 * __uurtAdjustment_Stage0.x) + __uurtAdjustment_Stage0.y), ((__upos2.y * __uurtAdjustment_Stage0.z) + __uurtAdjustment_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 = __uvcolor_Stage0; output.v1 = __uvTransformedCoords_0_Stage0; return output; } // Uniforms 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 float2 __uvTransformedCoords_0_Stage0 = {0, 0}; static float4 __uvcolor_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 __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}; { (__uoutput_Stage1 = gl_texture2D(__uuTextureSampler_0_Stage1, __uvTransformedCoords_0_Stage0).xxxx); } { (gl_Color[0] = (__uoutputColor_Stage0 * __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 } RTRDXBCe {glãj4,dRDEFh<dRD11< ($ \$Globals\@, 0@__uuCoordTransformMatrix_0_Stage0float3x3__uurtAdjustment_Stage0float48Microsoft (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 DXBCZæU#s Byh4`RDEF<RD11< ($ | samplers2D[0]textures2D[0]Microsoft (R) HLSL Shader Compiler 10.1ISGNhtttSV_PositionTEXCOORDOSGN, SV_TARGETSHEXP(jZ`XpUUbb2e hECUFF~`8 F>STAT" W񯪺0'/ "ҖinColor" _uinColor(0B5 (Ж inPosition" _uinPosition(0B9 ,Ж inLocalCoord"_uinLocalCoord(0BR PۖuCoordTransformMatrix_0_Stage0" _uuCoordTransformMatrix_0_Stage0(0B> <ҖurtAdjustment_Stage0"_uurtAdjustment_Stage0(0B"4 .Җ vcolor_Stage0"_uvcolor_Stage0(0B"P JЖvTransformedCoords_0_Stage0"_uvTransformedCoords_0_Stage0(0B". (Җ gl_Position" gl_Position(0B* "u R[8cD BޖuTextureSampler_0_Stage1"_uuTextureSampler_0_Stage1(0B"4 .Җ vcolor_Stage0"_uvcolor_Stage0(0B"P JЖvTransformedCoords_0_Stage0"_uvTransformedCoords_0_Stage0(0B*7 *Җ gl_FragColor" gl_FragColor(0B08:  N`Qsh 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 __uvTransformedCoords_0_Stage0 = {0, 0}; static float4 __uvcolor_Stage0 = {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); 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 __u_sktmpCoord = gl_FragCoord.xy; float4 __usk_FragCoord = vec4_ctor(__u_sktmpCoord.x, (__uu_skRTHeight - __u_sktmpCoord.y), 1.0, 1.0); 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}; { (__uoutput_Stage1 = gl_texture2D(__uuTextureSampler_0_Stage1, __uvTransformedCoords_0_Stage0).xxxx); } float4 __uoutput_Stage2 = {0.0, 0.0, 0.0, 0.0}; { float2 __udxy0 = (__uuinnerRect_Stage2.xy - __usk_FragCoord.xy); float2 __udxy1 = (__usk_FragCoord.xy - __uuinnerRect_Stage2.zw); float2 __udxy = max(max(__udxy0, __udxy1), 0.0); float __ualpha = clamp((__uuradiusPlusHalf_Stage2.x - length(__udxy)), 0.0, 1.0); (__uoutput_Stage2 = (__uoutput_Stage1 * __ualpha)); } { (gl_Color[0] = (__uoutputColor_Stage0 * __uoutput_Stage2)); } } struct PS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD2; float4 gl_FragCoord : TEXCOORD3; float4 v0 : TEXCOORD0; float2 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; __uvcolor_Stage0 = input.v0; __uvTransformedCoords_0_Stage0 = input.v1.xy; 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; float2 v1 : TEXCOORD1; }; struct GS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD2; float4 gl_FragCoord : TEXCOORD3; 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; output.gl_FragCoord = input.gl_FragCoord; #ifndef ANGLE_POINT_SPRITE_SHADER output.dx_Position = input.dx_Position; #endif // ANGLE_POINT_SPRITE_SHADER } RTRXDXBClNbX4,RDEFh<dRD11< ($ \$Globals\@, 0@__uuCoordTransformMatrix_0_Stage0float3x3__uurtAdjustment_Stage0float48Microsoft (R) HLSL Shader Compiler 10.1ISGN\PPPTEXCOORDOSGN SV_PositionTEXCOORDSHEXPzjYF _2__2g e e e e2 h6 @??2 2F օ 6" A6  62 F62 F6 @?6 @?6 F62F6B@? F F" F F>STAT DXBCx-Ggx4|PLRDEF@<RD11< ($  samplers2D[0]textures2D[0]$Globals0Tl __uu_skRTHeightfloatd__uuinnerRect_Stage2float4__uuradiusPlusHalf_Stage2float2Microsoft (R) HLSL Shader Compiler 10.1ISGNSV_PositionTEXCOORDOSGN, SV_TARGETSHEXP}jYF Z`XpUUd 2bb2e h "A 6  A  2F A42F 4 2F@FFK   A ECU"F~`8 8 F>STAT  " W񯪺0'/ "ҖinColor" _uinColor(0B5 (Ж inPosition" _uinPosition(0B9 ,Ж inLocalCoord"_uinLocalCoord(0BR PۖuCoordTransformMatrix_0_Stage0" _uuCoordTransformMatrix_0_Stage0(0B> <ҖurtAdjustment_Stage0"_uurtAdjustment_Stage0(0B"4 .Җ vcolor_Stage0"_uvcolor_Stage0(0B"P JЖvTransformedCoords_0_Stage0"_uvTransformedCoords_0_Stage0(0B". (Җ gl_Position" gl_Position(0B* rNk\Zp_V>/D BޖuTextureSampler_0_Stage1"_uuTextureSampler_0_Stage1(0B- +( u_skRTHeight"_uu_skRTHeight(0B8 6ҖuinnerRect_Stage2"_uuinnerRect_Stage2(0BB @ЖuradiusPlusHalf_Stage2"_uuradiusPlusHalf_Stage2(0B"4 .Җ vcolor_Stage0"_uvcolor_Stage0(0B"P JЖvTransformedCoords_0_Stage0"_uvTransformedCoords_0_Stage0(0B"0 *Җ gl_FragCoord" gl_FragCoord(0B*7 *Җ gl_FragColor" gl_FragColor(0B08O RՖLf#sK2987f0fde973P _uinPosition_u_uinPositionR _uinColor _u_uinColorP_uinLocalCoord_u_uinLocalCoordR_uurtAdjustment_Stage0_u_uurtAdjustment_Stage0[ _uuCoordTransformMatrix_0_Stage0"_u_uuCoordTransformMatrix_0_Stage0R_uuinnerRect_Stage2_u_uuinnerRect_Stage2P_uuradiusPlusHalf_Stage2_u_uuradiusPlusHalf_Stage2^_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 float3x3 __uuCoordTransformMatrix_0_Stage0 : register(c0); uniform float4 __uurtAdjustment_Stage0 : register(c3); #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Attributes static float4 __uinColor = {0, 0, 0, 0}; static float2 __uinLocalCoord = {0, 0}; static float2 __uinPosition = {0, 0}; static float4 gl_Position = float4(0, 0, 0, 0); // Varyings static float2 __uvTransformedCoords_0_Stage0 = {0, 0}; static float4 __uvcolor_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 __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 * __uurtAdjustment_Stage0.x) + __uurtAdjustment_Stage0.y), ((__upos2.y * __uurtAdjustment_Stage0.z) + __uurtAdjustment_Stage0.w), 0.0, 1.0)); } @@ VERTEX ATTRIBUTES @@ struct VS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD2; float4 gl_FragCoord : TEXCOORD3; 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.gl_FragCoord = gl_Position; output.v0 = __uvcolor_Stage0; output.v1 = __uvTransformedCoords_0_Stage0; return output; } R float4 vec4_ctor(float x0) { return float4(x0, x0, x0, x0); } // Uniforms uniform float4 __uuinnerRect_Stage2 : register(c0); uniform float2 __uuradiusPlusHalf_Stage2 : register(c1); 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 float2 __uvTransformedCoords_0_Stage0 = {0, 0}; static float4 __uvcolor_Stage0 = {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); 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() { 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 __uchild = {0.0, 0.0, 0.0, 0.0}; { (__uchild = gl_texture2D(__uuTextureSampler_0_Stage1, __uvTransformedCoords_0_Stage0).xyzw); } (__uoutput_Stage1 = (__uchild * __uoutputColor_Stage0.w)); } float4 __uoutput_Stage2 = {0.0, 0.0, 0.0, 0.0}; { float2 __udxy0 = (__uuinnerRect_Stage2.xy - gl_FragCoord.xy); float2 __udxy1 = (gl_FragCoord.xy - __uuinnerRect_Stage2.zw); float2 __udxy = max(max(__udxy0, __udxy1), 0.0); float __ualpha = clamp((__uuradiusPlusHalf_Stage2.x - length(__udxy)), 0.0, 1.0); (__uoutput_Stage2 = vec4_ctor(__ualpha)); } { (gl_Color[0] = (__uoutput_Stage1 * __uoutput_Stage2)); } } struct PS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD2; float4 gl_FragCoord : TEXCOORD3; float4 v0 : TEXCOORD0; float2 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; __uvcolor_Stage0 = input.v0; __uvTransformedCoords_0_Stage0 = input.v1.xy; 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; float2 v1 : TEXCOORD1; }; struct GS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD2; float4 gl_FragCoord : TEXCOORD3; 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; output.gl_FragCoord = input.gl_FragCoord; #ifndef ANGLE_POINT_SPRITE_SHADER output.dx_Position = input.dx_Position; #endif // ANGLE_POINT_SPRITE_SHADER } RTRXDXBClNbX4,RDEFh<dRD11< ($ \$Globals\@, 0@__uuCoordTransformMatrix_0_Stage0float3x3__uurtAdjustment_Stage0float48Microsoft (R) HLSL Shader Compiler 10.1ISGN\PPPTEXCOORDOSGN SV_PositionTEXCOORDSHEXPzjYF _2__2g e e e e2 h6 @??2 2F օ 6" A6  62 F62 F6 @?6 @?6 F62F6B@? F F" F F>STAT LDXBCvV>z#ޮ? M:L4RDEF<RD11< ($  samplers2D[0]textures2D[0]$Globals ,Hl__uuinnerRect_Stage2float4A__uuradiusPlusHalf_Stage2float2Microsoft (R) HLSL Shader Compiler 10.1ISGNSV_PositionTEXCOORDOSGN, SV_TARGETSHEXPojYF Z`XpUUd 2bb2e h 2FAF  A42 F4 2F@FFK   A ECUFF~`8F8 F>STAT  " W񯪺0'/ "ҖinColor" _uinColor(0B5 (Ж inPosition" _uinPosition(0B9 ,Ж inLocalCoord"_uinLocalCoord(0BR PۖuCoordTransformMatrix_0_Stage0" _uuCoordTransformMatrix_0_Stage0(0B> <ҖurtAdjustment_Stage0"_uurtAdjustment_Stage0(0B"4 .Җ vcolor_Stage0"_uvcolor_Stage0(0B"P JЖvTransformedCoords_0_Stage0"_uvTransformedCoords_0_Stage0(0B". (Җ gl_Position" gl_Position(0B* r˙>u$,,k}18 6ҖuinnerRect_Stage2"_uuinnerRect_Stage2(0BB @ЖuradiusPlusHalf_Stage2"_uuradiusPlusHalf_Stage2(0BD BޖuTextureSampler_0_Stage1"_uuTextureSampler_0_Stage1(0B"4 .Җ vcolor_Stage0"_uvcolor_Stage0(0B"P JЖvTransformedCoords_0_Stage0"_uvTransformedCoords_0_Stage0(0B"0 *Җ gl_FragCoord" gl_FragCoord(0B*7 *Җ gl_FragColor" gl_FragColor(0B08K lgsLP>IDV>2987f0fde973P _uinPosition_u_uinPositionR _uinColor _u_uinColorR_uurtAdjustment_Stage0_u_uurtAdjustment_Stage0R_uurectUniform_Stage1_c0_u_uurectUniform_Stage1_c0R_uurectUniform_Stage1_c1_u_uurectUniform_Stage1_c1X[6  float4 vec4_ctor(float x0, float x1, float x2, float x3) { return float4(x0, x1, x2, x3); } // Uniforms uniform float4 __uurtAdjustment_Stage0 : register(c0); #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Attributes static float4 __uinColor = {0, 0, 0, 0}; static float2 __uinPosition = {0, 0}; static float4 gl_Position = float4(0, 0, 0, 0); // Varyings static float4 __uvcolor_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 __ucolor = __uinColor; (__uvcolor_Stage0 = __ucolor); float2 __upos2 = __uinPosition; (gl_Position = vec4_ctor(((__upos2.x * __uurtAdjustment_Stage0.x) + __uurtAdjustment_Stage0.y), ((__upos2.y * __uurtAdjustment_Stage0.z) + __uurtAdjustment_Stage0.w), 0.0, 1.0)); } @@ VERTEX ATTRIBUTES @@ struct VS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float4 gl_FragCoord : TEXCOORD2; 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.gl_FragCoord = gl_Position; output.v0 = __uvcolor_Stage0; return output; } float float_ctor(int x0) { return float(x0); } float4 vec4_ctor(float x0) { return float4(x0, x0, x0, x0); } float4 vec4_ctor(float2 x0, float2 x1) { return float4(x0, x1); } // Uniforms uniform float4 __uurectUniform_Stage1_c0 : register(c0); uniform float4 __uurectUniform_Stage1_c1 : register(c1); #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 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 __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 __uout0 = {0.0, 0.0, 0.0, 0.0}; { float __ualpha = {0.0}; { int s913 = {0}; if (all((vec4_ctor(gl_FragCoord.xy, __uurectUniform_Stage1_c0.zw) > vec4_ctor(__uurectUniform_Stage1_c0.xy, gl_FragCoord.xy)))) { (s913 = 1); } else { (s913 = 0); } (__ualpha = float_ctor(s913)); } { (__ualpha = (1.0 - __ualpha)); } (__uout0 = vec4_ctor(__ualpha)); } { float __ualpha = {0.0}; { int s914 = {0}; if (all((vec4_ctor(gl_FragCoord.xy, __uurectUniform_Stage1_c1.zw) > vec4_ctor(__uurectUniform_Stage1_c1.xy, gl_FragCoord.xy)))) { (s914 = 1); } else { (s914 = 0); } (__ualpha = float_ctor(s914)); } { (__ualpha = (1.0 - __ualpha)); } (__uoutput_Stage1 = (__uout0 * __ualpha)); } } { (gl_Color[0] = (__uoutputColor_Stage0 * __uoutput_Stage1)); } } struct PS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float4 gl_FragCoord : TEXCOORD2; float4 v0 : TEXCOORD0; }; @@ 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; __uvcolor_Stage0 = input.v0; gl_main(); return generateOutput(); } R gl_Color0 gl_Color[0]ystruct GS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float4 gl_FragCoord : TEXCOORD2; float4 v0 : TEXCOORD0; }; struct GS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float4 gl_FragCoord : TEXCOORD2; 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; output.gl_FragCoord = input.gl_FragCoord; #ifndef ANGLE_POINT_SPRITE_SHADER output.dx_Position = input.dx_Position; #endif // ANGLE_POINT_SPRITE_SHADER } RT0DXBCdy[ VL04P$RDEFh<RD11< ($ \$Globals\__uurtAdjustment_Stage0float4Microsoft (R) HLSL Shader Compiler 10.1ISGND88TEXCOORDOSGNhtttSV_PositionTEXCOORDSHEXhPZjYF _2_g e e e h6 @??2 2F օ 6" A6  62 F62 F6 @?6 @?6 F>STAT DXBCf|c=.4 TRDEF\h<2RD11< ($ \$Globals\ __uurectUniform_Stage1_c0float4__uurectUniform_Stage1_c1Microsoft (R) HLSL Shader Compiler 10.1ISGNhtttSV_PositionTEXCOORDOSGN, SV_TARGETSHEXPcjYF d 2be h12F F1 2 F 1b 12F bV"*< 7 @F>STAT " t++C(h|_MD/ "ҖinColor" _uinColor(0B5 (Ж inPosition" _uinPosition(0B> <ҖurtAdjustment_Stage0"_uurtAdjustment_Stage0(0B"4 .Җ vcolor_Stage0"_uvcolor_Stage0(0B". (Җ gl_Position" gl_Position(0B* T1`TY"|-rB @ҖurectUniform_Stage1_c0"_uurectUniform_Stage1_c0(0BB @ҖurectUniform_Stage1_c1"_uurectUniform_Stage1_c1(0B"4 .Җ vcolor_Stage0"_uvcolor_Stage0(0B"0 *Җ gl_FragCoord" gl_FragCoord(0B*7 *Җ gl_FragColor" gl_FragColor(0B08> o蠜2-gdNʥGJD2987f0fde973P _uinPosition_u_uinPositionR _uinColor _u_uinColorR_uurtAdjustment_Stage0_u_uurtAdjustment_Stage0R_uurectUniform_Stage1_c0_u_uurectUniform_Stage1_c0R_uurectUniform_Stage1_c1_u_uurectUniform_Stage1_c1R_uurectUniform_Stage1_c2_u_uurectUniform_Stage1_c2X[6  float4 vec4_ctor(float x0, float x1, float x2, float x3) { return float4(x0, x1, x2, x3); } // Uniforms uniform float4 __uurtAdjustment_Stage0 : register(c0); #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Attributes static float4 __uinColor = {0, 0, 0, 0}; static float2 __uinPosition = {0, 0}; static float4 gl_Position = float4(0, 0, 0, 0); // Varyings static float4 __uvcolor_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 __ucolor = __uinColor; (__uvcolor_Stage0 = __ucolor); float2 __upos2 = __uinPosition; (gl_Position = vec4_ctor(((__upos2.x * __uurtAdjustment_Stage0.x) + __uurtAdjustment_Stage0.y), ((__upos2.y * __uurtAdjustment_Stage0.z) + __uurtAdjustment_Stage0.w), 0.0, 1.0)); } @@ VERTEX ATTRIBUTES @@ struct VS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float4 gl_FragCoord : TEXCOORD2; 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.gl_FragCoord = gl_Position; output.v0 = __uvcolor_Stage0; return output; } y float float_ctor(int x0) { return float(x0); } float4 vec4_ctor(float x0) { return float4(x0, x0, x0, x0); } float4 vec4_ctor(float2 x0, float2 x1) { return float4(x0, x1); } // Uniforms uniform float4 __uurectUniform_Stage1_c0 : register(c0); uniform float4 __uurectUniform_Stage1_c1 : register(c1); uniform float4 __uurectUniform_Stage1_c2 : register(c2); #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 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 __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 __uout0 = {0.0, 0.0, 0.0, 0.0}; { float __ualpha = {0.0}; { int s953 = {0}; if (all((vec4_ctor(gl_FragCoord.xy, __uurectUniform_Stage1_c0.zw) > vec4_ctor(__uurectUniform_Stage1_c0.xy, gl_FragCoord.xy)))) { (s953 = 1); } else { (s953 = 0); } (__ualpha = float_ctor(s953)); } { (__ualpha = (1.0 - __ualpha)); } (__uout0 = vec4_ctor(__ualpha)); } float4 __uout1 = {0.0, 0.0, 0.0, 0.0}; { float __ualpha = {0.0}; { int s954 = {0}; if (all((vec4_ctor(gl_FragCoord.xy, __uurectUniform_Stage1_c1.zw) > vec4_ctor(__uurectUniform_Stage1_c1.xy, gl_FragCoord.xy)))) { (s954 = 1); } else { (s954 = 0); } (__ualpha = float_ctor(s954)); } { (__ualpha = (1.0 - __ualpha)); } (__uout1 = (__uout0 * __ualpha)); } { float __ualpha = {0.0}; { int s955 = {0}; if (all((vec4_ctor(gl_FragCoord.xy, __uurectUniform_Stage1_c2.zw) > vec4_ctor(__uurectUniform_Stage1_c2.xy, gl_FragCoord.xy)))) { (s955 = 1); } else { (s955 = 0); } (__ualpha = float_ctor(s955)); } { (__ualpha = (1.0 - __ualpha)); } (__uoutput_Stage1 = (__uout1 * __ualpha)); } } { (gl_Color[0] = (__uoutputColor_Stage0 * __uoutput_Stage1)); } } struct PS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float4 gl_FragCoord : TEXCOORD2; float4 v0 : TEXCOORD0; }; @@ 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; __uvcolor_Stage0 = input.v0; gl_main(); return generateOutput(); } R gl_Color0 gl_Color[0]ystruct GS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float4 gl_FragCoord : TEXCOORD2; float4 v0 : TEXCOORD0; }; struct GS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float4 gl_FragCoord : TEXCOORD2; 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; output.gl_FragCoord = input.gl_FragCoord; #ifndef ANGLE_POINT_SPRITE_SHADER output.dx_Position = input.dx_Position; #endif // ANGLE_POINT_SPRITE_SHADER } RT0DXBCdy[ VL04P$RDEFh<RD11< ($ \$Globals\__uurtAdjustment_Stage0float4Microsoft (R) HLSL Shader Compiler 10.1ISGND88TEXCOORDOSGNhtttSV_PositionTEXCOORDSHEXhPZjYF _2_g e e e h6 @??2 2F օ 6" A6  62 F62 F6 @?6 @?6 F>STAT XDXBC|ZW^$kJÄ+0ZCX4`RDEFh<tRD11< ($ \$Globals\0@Z __uurectUniform_Stage1_c0float4__uurectUniform_Stage1_c1__uurectUniform_Stage1_c2Microsoft (R) HLSL Shader Compiler 10.1ISGNhtttSV_PositionTEXCOORDOSGN, SV_TARGETSHEX PjYF d 2be h12F F1 2 F 1b 12F bV"*< 1b 12F bV"*< 7 @F>STAT" t++C(h|_MD/ "ҖinColor" _uinColor(0B5 (Ж inPosition" _uinPosition(0B> <ҖurtAdjustment_Stage0"_uurtAdjustment_Stage0(0B"4 .Җ vcolor_Stage0"_uvcolor_Stage0(0B". (Җ gl_Position" gl_Position(0B* gjd%rGgtqB @ҖurectUniform_Stage1_c0"_uurectUniform_Stage1_c0(0BB @ҖurectUniform_Stage1_c1"_uurectUniform_Stage1_c1(0BB @ҖurectUniform_Stage1_c2"_uurectUniform_Stage1_c2(0B"4 .Җ vcolor_Stage0"_uvcolor_Stage0(0B"0 *Җ gl_FragCoord" gl_FragCoord(0B*7 *Җ gl_FragColor" gl_FragColor(0B08D _w˛o n2J2987f0fde973P _uinPosition_u_uinPositionR _uinColor _u_uinColorR_uurtAdjustment_Stage0_u_uurtAdjustment_Stage0R_uurectUniform_Stage1_c0_u_uurectUniform_Stage1_c0R_uurectUniform_Stage1_c1_u_uurectUniform_Stage1_c1R_uurectUniform_Stage1_c2_u_uurectUniform_Stage1_c2R_uurectUniform_Stage1_c3_u_uurectUniform_Stage1_c3X[6  float4 vec4_ctor(float x0, float x1, float x2, float x3) { return float4(x0, x1, x2, x3); } // Uniforms uniform float4 __uurtAdjustment_Stage0 : register(c0); #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Attributes static float4 __uinColor = {0, 0, 0, 0}; static float2 __uinPosition = {0, 0}; static float4 gl_Position = float4(0, 0, 0, 0); // Varyings static float4 __uvcolor_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 __ucolor = __uinColor; (__uvcolor_Stage0 = __ucolor); float2 __upos2 = __uinPosition; (gl_Position = vec4_ctor(((__upos2.x * __uurtAdjustment_Stage0.x) + __uurtAdjustment_Stage0.y), ((__upos2.y * __uurtAdjustment_Stage0.z) + __uurtAdjustment_Stage0.w), 0.0, 1.0)); } @@ VERTEX ATTRIBUTES @@ struct VS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float4 gl_FragCoord : TEXCOORD2; 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.gl_FragCoord = gl_Position; output.v0 = __uvcolor_Stage0; return output; } " float float_ctor(int x0) { return float(x0); } float4 vec4_ctor(float x0) { return float4(x0, x0, x0, x0); } float4 vec4_ctor(float2 x0, float2 x1) { return float4(x0, x1); } // Uniforms uniform float4 __uurectUniform_Stage1_c0 : register(c0); uniform float4 __uurectUniform_Stage1_c1 : register(c1); uniform float4 __uurectUniform_Stage1_c2 : register(c2); uniform float4 __uurectUniform_Stage1_c3 : register(c3); #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 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 __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 __uout0 = {0.0, 0.0, 0.0, 0.0}; { float __ualpha = {0.0}; { int s1003 = {0}; if (all((vec4_ctor(gl_FragCoord.xy, __uurectUniform_Stage1_c0.zw) > vec4_ctor(__uurectUniform_Stage1_c0.xy, gl_FragCoord.xy)))) { (s1003 = 1); } else { (s1003 = 0); } (__ualpha = float_ctor(s1003)); } { (__ualpha = (1.0 - __ualpha)); } (__uout0 = vec4_ctor(__ualpha)); } float4 __uout1 = {0.0, 0.0, 0.0, 0.0}; { float __ualpha = {0.0}; { int s1004 = {0}; if (all((vec4_ctor(gl_FragCoord.xy, __uurectUniform_Stage1_c1.zw) > vec4_ctor(__uurectUniform_Stage1_c1.xy, gl_FragCoord.xy)))) { (s1004 = 1); } else { (s1004 = 0); } (__ualpha = float_ctor(s1004)); } { (__ualpha = (1.0 - __ualpha)); } (__uout1 = (__uout0 * __ualpha)); } float4 __uout2 = {0.0, 0.0, 0.0, 0.0}; { float __ualpha = {0.0}; { int s1005 = {0}; if (all((vec4_ctor(gl_FragCoord.xy, __uurectUniform_Stage1_c2.zw) > vec4_ctor(__uurectUniform_Stage1_c2.xy, gl_FragCoord.xy)))) { (s1005 = 1); } else { (s1005 = 0); } (__ualpha = float_ctor(s1005)); } { (__ualpha = (1.0 - __ualpha)); } (__uout2 = (__uout1 * __ualpha)); } { float __ualpha = {0.0}; { int s1006 = {0}; if (all((vec4_ctor(gl_FragCoord.xy, __uurectUniform_Stage1_c3.zw) > vec4_ctor(__uurectUniform_Stage1_c3.xy, gl_FragCoord.xy)))) { (s1006 = 1); } else { (s1006 = 0); } (__ualpha = float_ctor(s1006)); } { (__ualpha = (1.0 - __ualpha)); } (__uoutput_Stage1 = (__uout2 * __ualpha)); } } { (gl_Color[0] = (__uoutputColor_Stage0 * __uoutput_Stage1)); } } struct PS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float4 gl_FragCoord : TEXCOORD2; float4 v0 : TEXCOORD0; }; @@ 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; __uvcolor_Stage0 = input.v0; gl_main(); return generateOutput(); } R gl_Color0 gl_Color[0]ystruct GS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float4 gl_FragCoord : TEXCOORD2; float4 v0 : TEXCOORD0; }; struct GS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float4 gl_FragCoord : TEXCOORD2; 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; output.gl_FragCoord = input.gl_FragCoord; #ifndef ANGLE_POINT_SPRITE_SHADER output.dx_Position = input.dx_Position; #endif // ANGLE_POINT_SPRITE_SHADER } RT0DXBCdy[ VL04P$RDEFh<RD11< ($ \$Globals\__uurtAdjustment_Stage0float4Microsoft (R) HLSL Shader Compiler 10.1ISGND88TEXCOORDOSGNhtttSV_PositionTEXCOORDSHEXhPZjYF _2_g e e e h6 @??2 2F օ 6" A6  62 F62 F6 @?6 @?6 F>STAT 0DXBC+2Ul{HA04RDEFh<RD11< ($ \$Globals\@ DhD D0D__uurectUniform_Stage1_c0float4:__uurectUniform_Stage1_c1__uurectUniform_Stage1_c2__uurectUniform_Stage1_c3Microsoft (R) HLSL Shader Compiler 10.1ISGNhtttSV_PositionTEXCOORDOSGN, SV_TARGETSHEXPjYF d 2be h12F F1 2 F 1b 12F bV"*< 1b 12F bV"*< 1b 12F bV"*< 7 @F>STAT " t++C(h|_MD/ "ҖinColor" _uinColor(0B5 (Ж inPosition" _uinPosition(0B> <ҖurtAdjustment_Stage0"_uurtAdjustment_Stage0(0B"4 .Җ vcolor_Stage0"_uvcolor_Stage0(0B". (Җ gl_Position" gl_Position(0B* gG YEĶi)"UzxEB @ҖurectUniform_Stage1_c0"_uurectUniform_Stage1_c0(0BB @ҖurectUniform_Stage1_c1"_uurectUniform_Stage1_c1(0BB @ҖurectUniform_Stage1_c2"_uurectUniform_Stage1_c2(0BB @ҖurectUniform_Stage1_c3"_uurectUniform_Stage1_c3(0B"4 .Җ vcolor_Stage0"_uvcolor_Stage0(0B"0 *Җ gl_FragCoord" gl_FragCoord(0B*7 *Җ gl_FragColor" gl_FragColor(0B08J Z|6 Ҧ"c7B2987f0fde973P _uinPosition_u_uinPositionR _uinColor _u_uinColorR_uurtAdjustment_Stage0_u_uurtAdjustment_Stage0R_uurectUniform_Stage1_u_uurectUniform_Stage1R_uurectUniform_Stage2_u_uurectUniform_Stage2X[6  float4 vec4_ctor(float x0, float x1, float x2, float x3) { return float4(x0, x1, x2, x3); } // Uniforms uniform float4 __uurtAdjustment_Stage0 : register(c0); #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Attributes static float4 __uinColor = {0, 0, 0, 0}; static float2 __uinPosition = {0, 0}; static float4 gl_Position = float4(0, 0, 0, 0); // Varyings static float4 __uvcolor_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 __ucolor = __uinColor; (__uvcolor_Stage0 = __ucolor); float2 __upos2 = __uinPosition; (gl_Position = vec4_ctor(((__upos2.x * __uurtAdjustment_Stage0.x) + __uurtAdjustment_Stage0.y), ((__upos2.y * __uurtAdjustment_Stage0.z) + __uurtAdjustment_Stage0.w), 0.0, 1.0)); } @@ VERTEX ATTRIBUTES @@ struct VS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float4 gl_FragCoord : TEXCOORD2; 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.gl_FragCoord = gl_Position; output.v0 = __uvcolor_Stage0; return output; } float4 vec4_ctor(float x0) { return float4(x0, x0, x0, x0); } // Uniforms uniform float4 __uurectUniform_Stage1 : register(c0); uniform float4 __uurectUniform_Stage2 : register(c1); #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 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 __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}; { float __ualpha = {0.0}; { float __uxSub = {0.0}; float __uySub = {0.0}; (__uxSub = min((gl_FragCoord.x - __uurectUniform_Stage1.x), 0.0)); (__uxSub += min((__uurectUniform_Stage1.z - gl_FragCoord.x), 0.0)); (__uySub = min((gl_FragCoord.y - __uurectUniform_Stage1.y), 0.0)); (__uySub += min((__uurectUniform_Stage1.w - gl_FragCoord.y), 0.0)); (__ualpha = ((1.0 + max(__uxSub, -1.0)) * (1.0 + max(__uySub, -1.0)))); } { (__ualpha = (1.0 - __ualpha)); } (__uoutput_Stage1 = vec4_ctor(__ualpha)); } float4 __uoutput_Stage2 = {0.0, 0.0, 0.0, 0.0}; { float __ualpha = {0.0}; { float __uxSub = {0.0}; float __uySub = {0.0}; (__uxSub = min((gl_FragCoord.x - __uurectUniform_Stage2.x), 0.0)); (__uxSub += min((__uurectUniform_Stage2.z - gl_FragCoord.x), 0.0)); (__uySub = min((gl_FragCoord.y - __uurectUniform_Stage2.y), 0.0)); (__uySub += min((__uurectUniform_Stage2.w - gl_FragCoord.y), 0.0)); (__ualpha = ((1.0 + max(__uxSub, -1.0)) * (1.0 + max(__uySub, -1.0)))); } (__uoutput_Stage2 = (__uoutput_Stage1 * __ualpha)); } { (gl_Color[0] = (__uoutputColor_Stage0 * __uoutput_Stage2)); } } struct PS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float4 gl_FragCoord : TEXCOORD2; float4 v0 : TEXCOORD0; }; @@ 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; __uvcolor_Stage0 = input.v0; gl_main(); return generateOutput(); } R gl_Color0 gl_Color[0]ystruct GS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float4 gl_FragCoord : TEXCOORD2; float4 v0 : TEXCOORD0; }; struct GS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float4 gl_FragCoord : TEXCOORD2; 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; output.gl_FragCoord = input.gl_FragCoord; #ifndef ANGLE_POINT_SPRITE_SHADER output.dx_Position = input.dx_Position; #endif // ANGLE_POINT_SPRITE_SHADER } RT0DXBCdy[ VL04P$RDEFh<RD11< ($ \$Globals\__uurtAdjustment_Stage0float4Microsoft (R) HLSL Shader Compiler 10.1ISGND88TEXCOORDOSGNhtttSV_PositionTEXCOORDSHEXhPZjYF _2_g e e e h6 @??2 2F օ 6" A6  62 F62 F6 @?6 @?6 F>STAT DXBC I?)4LRDEFTh<+RD11< ($ \$Globals\ __uurectUniform_Stage1float4__uurectUniform_Stage2Microsoft (R) HLSL Shader Compiler 10.1ISGNhtttSV_PositionTEXCOORDOSGN, SV_TARGETSHEXPjYF d 2be h 2FF A A 3 F@2 F4 2F@ 2F@??2  A@? b A3 bV@ 2FA 3 2F@bV4 bV@ bV@??8"*8 8 F>STAT" )5Ž"Fohw / "ҖinColor" _uinColor(0B5 (Ж inPosition" _uinPosition(0B9 ,Ж inLocalCoord"_uinLocalCoord(0B> <ҖurtAdjustment_Stage0"_uurtAdjustment_Stage0(0B"4 .Җ vcolor_Stage0"_uvcolor_Stage0(0B". (Җ gl_Position" gl_Position(0B* sIDZ g故_}E(< :ҖurectUniform_Stage1"_uurectUniform_Stage1(0B< :ҖurectUniform_Stage2"_uurectUniform_Stage2(0B"4 .Җ vcolor_Stage0"_uvcolor_Stage0(0B"0 *Җ gl_FragCoord" gl_FragCoord(0B*7 *Җ gl_FragColor" gl_FragColor(0B08B T{V41.˷HVf܀,2987f0fde973P _uinPosition_u_uinPositionR _uinColor _u_uinColor _uinCoverage_u_uinCoverageR_uurtAdjustment_Stage0_u_uurtAdjustment_Stage0X[6  Lfloat4 vec4_ctor(float x0, float x1, float x2, float x3) { return float4(x0, x1, x2, x3); } // Uniforms uniform float4 __uurtAdjustment_Stage0 : register(c0); #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Attributes static float4 __uinColor = {0, 0, 0, 0}; static float __uinCoverage = {0}; static float2 __uinPosition = {0, 0}; static float4 gl_Position = float4(0, 0, 0, 0); // Varyings static float4 __uvcolor_Stage0 = {0, 0, 0, 0}; static float __uvinCoverage_Stage0 = {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; (__uvinCoverage_Stage0 = __uinCoverage); (gl_Position = vec4_ctor(((__upos2.x * __uurtAdjustment_Stage0.x) + __uurtAdjustment_Stage0.y), ((__upos2.y * __uurtAdjustment_Stage0.z) + __uurtAdjustment_Stage0.w), 0.0, 1.0)); } @@ VERTEX ATTRIBUTES @@ struct VS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float 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 = __uvinCoverage_Stage0; return output; } float4 vec4_ctor(float x0) { return float4(x0, x0, x0, x0); } #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Varyings static float __uvinCoverage_Stage0 = {0}; static float4 gl_Color[1] = { float4(0, 0, 0, 0) }; cbuffer DriverConstants : register(b1) { }; #define GL_USES_FRAG_COLOR void gl_main() { float4 __uoutputCoverage_Stage0 = {0.0, 0.0, 0.0, 0.0}; { float __ualpha = {1.0}; (__ualpha = __uvinCoverage_Stage0); (__uoutputCoverage_Stage0 = vec4_ctor(__ualpha)); } { (gl_Color[0] = __uoutputCoverage_Stage0); } (gl_Color[0] = gl_Color[0].wwww); } struct PS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float v0 : TEXCOORD0; }; @@ PIXEL OUTPUT @@ PS_OUTPUT main(PS_INPUT input) { __uvinCoverage_Stage0 = input.v0.x; gl_main(); return generateOutput(); } R gl_Color0 gl_Color[0]struct GS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float v0 : TEXCOORD0; }; struct GS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float 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 } RTQDXBCMUQ;P4P$TRDEFh<RD11< ($ \$Globals\__uurtAdjustment_Stage0float4Microsoft (R) HLSL Shader Compiler 10.1ISGN\PPPTEXCOORDOSGNhP\\SV_PositionTEXCOORDSHEX(PJjYF _2_g e e h6 @??2 2F օ 6" A6  62 F6 @?6  >STAT$DXBC~õ` v$4DRDEFd<<RD11< ($ Microsoft (R) HLSL Shader Compiler 10.1ISGNhP\\SV_PositionTEXCOORDOSGN, SV_TARGETSHEX<Pjbe 6 >STAT" ]<E$yxëu ^/ "ҖinColor" _uinColor(0B5 (Ж inPosition" _uinPosition(0B4 '( inCoverage" _uinCoverage(0B> <ҖurtAdjustment_Stage0"_uurtAdjustment_Stage0(0B"4 .Җ vcolor_Stage0"_uvcolor_Stage0(0B"= 7(vinCoverage_Stage0"_uvinCoverage_Stage0(0B". (Җ gl_Position" gl_Position(0B* #AO*!fț"4 .Җ vcolor_Stage0"_uvcolor_Stage0(0B"= 7(vinCoverage_Stage0"_uvinCoverage_Stage0(0B*7 *Җ gl_FragColor" gl_FragColor(0B08, ͽ$T/ѩU74:2987f0fde973P _uinPosition_u_uinPositionR _uinColor _u_uinColorR_uurtAdjustment_Stage0_u_uurtAdjustment_Stage0R_uuinnerRect_Stage1_u_uuinnerRect_Stage1P_uuradiusPlusHalf_Stage1_u_uuradiusPlusHalf_Stage1X[6  float4 vec4_ctor(float x0, float x1, float x2, float x3) { return float4(x0, x1, x2, x3); } // Uniforms uniform float4 __uurtAdjustment_Stage0 : register(c0); #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Attributes static float4 __uinColor = {0, 0, 0, 0}; static float2 __uinPosition = {0, 0}; static float4 gl_Position = float4(0, 0, 0, 0); // Varyings static float4 __uvcolor_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 __ucolor = __uinColor; (__uvcolor_Stage0 = __ucolor); float2 __upos2 = __uinPosition; (gl_Position = vec4_ctor(((__upos2.x * __uurtAdjustment_Stage0.x) + __uurtAdjustment_Stage0.y), ((__upos2.y * __uurtAdjustment_Stage0.z) + __uurtAdjustment_Stage0.w), 0.0, 1.0)); } @@ VERTEX ATTRIBUTES @@ struct VS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float4 gl_FragCoord : TEXCOORD2; 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.gl_FragCoord = gl_Position; output.v0 = __uvcolor_Stage0; return output; } float4 vec4_ctor(float x0) { return float4(x0, x0, x0, x0); } // Uniforms uniform float4 __uuinnerRect_Stage1 : register(c0); uniform float2 __uuradiusPlusHalf_Stage1 : register(c1); #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 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 __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}; { float2 __udxy0 = (__uuinnerRect_Stage1.xy - gl_FragCoord.xy); float2 __udxy1 = (gl_FragCoord.xy - __uuinnerRect_Stage1.zw); float2 __udxy = max(max(__udxy0, __udxy1), 0.0); float __ualpha = clamp((__uuradiusPlusHalf_Stage1.x - length(__udxy)), 0.0, 1.0); (__uoutput_Stage1 = vec4_ctor(__ualpha)); } { (gl_Color[0] = (__uoutputColor_Stage0 * __uoutput_Stage1)); } } struct PS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float4 gl_FragCoord : TEXCOORD2; float4 v0 : TEXCOORD0; }; @@ 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; __uvcolor_Stage0 = input.v0; gl_main(); return generateOutput(); } R gl_Color0 gl_Color[0]ystruct GS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float4 gl_FragCoord : TEXCOORD2; float4 v0 : TEXCOORD0; }; struct GS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float4 gl_FragCoord : TEXCOORD2; 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; output.gl_FragCoord = input.gl_FragCoord; #ifndef ANGLE_POINT_SPRITE_SHADER output.dx_Position = input.dx_Position; #endif // ANGLE_POINT_SPRITE_SHADER } RT0DXBCdy[ VL04P$RDEFh<RD11< ($ \$Globals\__uurtAdjustment_Stage0float4Microsoft (R) HLSL Shader Compiler 10.1ISGND88TEXCOORDOSGNhtttSV_PositionTEXCOORDSHEXhPZjYF _2_g e e e h6 @??2 2F օ 6" A6  62 F62 F6 @?6 @?6 F>STAT hDXBCV_A`xMh4DxRDEFh<XRD11< ($ \$Globals\ 4__uuinnerRect_Stage1float4__uuradiusPlusHalf_Stage1float2*Microsoft (R) HLSL Shader Compiler 10.1ISGNhtttSV_PositionTEXCOORDOSGN, SV_TARGETSHEXLPSjYF d 2be h 2FAF  A42 F4 2F@FFK   A 8 F>STAT " t++C(h|_MD/ "ҖinColor" _uinColor(0B5 (Ж inPosition" _uinPosition(0B> <ҖurtAdjustment_Stage0"_uurtAdjustment_Stage0(0B"4 .Җ vcolor_Stage0"_uvcolor_Stage0(0B". (Җ gl_Position" gl_Position(0B* J6rra9Z+&m8 6ҖuinnerRect_Stage1"_uuinnerRect_Stage1(0BB @ЖuradiusPlusHalf_Stage1"_uuradiusPlusHalf_Stage1(0B"4 .Җ vcolor_Stage0"_uvcolor_Stage0(0B"0 *Җ gl_FragCoord" gl_FragCoord(0B*7 *Җ gl_FragColor" gl_FragColor(0B08: ^d#c M[9P2987f0fde973P _uinPosition_u_uinPositionR _uinColor _u_uinColorP_uinLocalCoord_u_uinLocalCoordR_uurtAdjustment_Stage0_u_uurtAdjustment_Stage0[ _uuCoordTransformMatrix_0_Stage0"_u_uuCoordTransformMatrix_0_Stage0P_uuImageIncrement_Stage1_u_uuImageIncrement_Stage1R_uuKernel_Stage1[0]_u_uuKernel_Stage1[0]^_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 float3x3 __uuCoordTransformMatrix_0_Stage0 : register(c0); uniform float4 __uurtAdjustment_Stage0 : register(c3); #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Attributes static float4 __uinColor = {0, 0, 0, 0}; static float2 __uinLocalCoord = {0, 0}; static float2 __uinPosition = {0, 0}; static float4 gl_Position = float4(0, 0, 0, 0); // Varyings static float2 __uvTransformedCoords_0_Stage0 = {0, 0}; static float4 __uvcolor_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 __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 * __uurtAdjustment_Stage0.x) + __uurtAdjustment_Stage0.y), ((__upos2.y * __uurtAdjustment_Stage0.z) + __uurtAdjustment_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 = __uvcolor_Stage0; output.v1 = __uvTransformedCoords_0_Stage0; return output; }  // Uniforms uniform float2 __uuImageIncrement_Stage1 : register(c0); uniform float4 __uuKernel_Stage1[2] : register(c1); 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 float2 __uvTransformedCoords_0_Stage0 = {0, 0}; static float4 __uvcolor_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 __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}; { (__uoutput_Stage1 = float4(0.0, 0.0, 0.0, 0.0)); float2 __ucoord = (__uvTransformedCoords_0_Stage0 - (3.0 * __uuImageIncrement_Stage1)); float2 __ucoordSampled = {0.0, 0.0}; (__ucoordSampled = __ucoord); (__uoutput_Stage1 += (gl_texture2D(__uuTextureSampler_0_Stage1, __ucoordSampled).xxxx * __uuKernel_Stage1[0].x)); (__ucoord += __uuImageIncrement_Stage1); (__ucoordSampled = __ucoord); (__uoutput_Stage1 += (gl_texture2D(__uuTextureSampler_0_Stage1, __ucoordSampled).xxxx * __uuKernel_Stage1[0].y)); (__ucoord += __uuImageIncrement_Stage1); (__ucoordSampled = __ucoord); (__uoutput_Stage1 += (gl_texture2D(__uuTextureSampler_0_Stage1, __ucoordSampled).xxxx * __uuKernel_Stage1[0].z)); (__ucoord += __uuImageIncrement_Stage1); (__ucoordSampled = __ucoord); (__uoutput_Stage1 += (gl_texture2D(__uuTextureSampler_0_Stage1, __ucoordSampled).xxxx * __uuKernel_Stage1[0].w)); (__ucoord += __uuImageIncrement_Stage1); (__ucoordSampled = __ucoord); (__uoutput_Stage1 += (gl_texture2D(__uuTextureSampler_0_Stage1, __ucoordSampled).xxxx * __uuKernel_Stage1[1].x)); (__ucoord += __uuImageIncrement_Stage1); (__ucoordSampled = __ucoord); (__uoutput_Stage1 += (gl_texture2D(__uuTextureSampler_0_Stage1, __ucoordSampled).xxxx * __uuKernel_Stage1[1].y)); (__ucoord += __uuImageIncrement_Stage1); (__ucoordSampled = __ucoord); (__uoutput_Stage1 += (gl_texture2D(__uuTextureSampler_0_Stage1, __ucoordSampled).xxxx * __uuKernel_Stage1[1].z)); (__ucoord += __uuImageIncrement_Stage1); (__uoutput_Stage1 *= __uoutputColor_Stage0); } { (gl_Color[0] = __uoutput_Stage1); } (gl_Color[0] = gl_Color[0].wwww); } 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 } RTRDXBCe {glãj4,dRDEFh<dRD11< ($ \$Globals\@, 0@__uuCoordTransformMatrix_0_Stage0float3x3__uurtAdjustment_Stage0float48Microsoft (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 8DXBC!;MY b 84RDEF<RD11< ($  samplers2D[0]textures2D[0]$Globals0,Pt __uuImageIncrement_Stage1float2F__uuKernel_Stage1float4Microsoft (R) HLSL Shader Compiler 10.1ISGNhtttSV_PositionTEXCOORDOSGN, SV_TARGETSHEXPjYF Z`XpUUbb2e h22F A@@@@@F ECUFF~`ECU" ~` 8" 2   ECU" ~` 2 *  ECU" ~` 2 :  ECU" ~` 2   ECU" ~` ECUB |`2   2 **  8 >STAT" W񯪺0'/ "ҖinColor" _uinColor(0B5 (Ж inPosition" _uinPosition(0B9 ,Ж inLocalCoord"_uinLocalCoord(0BR PۖuCoordTransformMatrix_0_Stage0" _uuCoordTransformMatrix_0_Stage0(0B> <ҖurtAdjustment_Stage0"_uurtAdjustment_Stage0(0B"4 .Җ vcolor_Stage0"_uvcolor_Stage0(0B"P JЖvTransformedCoords_0_Stage0"_uvTransformedCoords_0_Stage0(0B". (Җ gl_Position" gl_Position(0B* pGɺxne\D BޖuTextureSampler_0_Stage1"_uuTextureSampler_0_Stage1(0BB @ЖuImageIncrement_Stage1"_uuImageIncrement_Stage1(0B2 0ҖuKernel_Stage1"_uuKernel_Stage1(0B"4 .Җ vcolor_Stage0"_uvcolor_Stage0(0B"P JЖvTransformedCoords_0_Stage0"_uvTransformedCoords_0_Stage0(0B*7 *Җ gl_FragColor" gl_FragColor(0B08P  l h<ҥ`gTN2987f0fde973P _uinPosition_u_uinPositionR _uinColor _u_uinColorR_uurtAdjustment_Stage0_u_uurtAdjustment_Stage0R_uurect_Stage1_u_uurect_Stage1_uuprofileSize_Stage1_u_uuprofileSize_Stage1R_uurectUniform_Stage2_u_uurectUniform_Stage2^_uuTextureSampler_0_Stage1_u_uuTextureSampler_0_Stage1 X[6  float4 vec4_ctor(float x0, float x1, float x2, float x3) { return float4(x0, x1, x2, x3); } // Uniforms uniform float4 __uurtAdjustment_Stage0 : register(c0); #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Attributes static float4 __uinColor = {0, 0, 0, 0}; static float2 __uinPosition = {0, 0}; static float4 gl_Position = float4(0, 0, 0, 0); // Varyings static float4 __uvcolor_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 __ucolor = __uinColor; (__uvcolor_Stage0 = __ucolor); float2 __upos2 = __uinPosition; (gl_Position = vec4_ctor(((__upos2.x * __uurtAdjustment_Stage0.x) + __uurtAdjustment_Stage0.y), ((__upos2.y * __uurtAdjustment_Stage0.z) + __uurtAdjustment_Stage0.w), 0.0, 1.0)); } @@ VERTEX ATTRIBUTES @@ struct VS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float4 gl_FragCoord : TEXCOORD2; 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.gl_FragCoord = gl_Position; output.v0 = __uvcolor_Stage0; return output; } float float_ctor(int x0) { return float(x0); } float2 vec2_ctor(float x0, float x1) { return float2(x0, x1); } float4 vec4_ctor(float x0) { return float4(x0, x0, x0, x0); } float4 vec4_ctor(float2 x0, float2 x1) { return float4(x0, x1); } // Uniforms uniform float __uuprofileSize_Stage1 : register(c0); uniform float4 __uurectUniform_Stage2 : register(c1); uniform float4 __uurect_Stage1 : register(c2); 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 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() { 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}; { { float2 __utranslatedPos = (gl_FragCoord.xy - __uurect_Stage1.xy); float __uwidth = (__uurect_Stage1.z - __uurect_Stage1.x); float __uheight = (__uurect_Stage1.w - __uurect_Stage1.y); float2 __usmallDims = vec2_ctor((__uwidth - __uuprofileSize_Stage1), (__uheight - __uuprofileSize_Stage1)); float __ucenter = ((2.0 * floor(((__uuprofileSize_Stage1 / 2.0) + 0.25))) - 1.0); float2 __uwh = (__usmallDims - vec2_ctor(__ucenter, __ucenter)); float __uhcoord = ((abs((__utranslatedPos.x - (0.5 * __uwidth))) - (0.5 * __uwh.x)) / __uuprofileSize_Stage1); float __uhlookup = gl_texture2D(__uuTextureSampler_0_Stage1, vec2_ctor(__uhcoord, 0.5)).xxxx.w; float __uvcoord = ((abs((__utranslatedPos.y - (0.5 * __uheight))) - (0.5 * __uwh.y)) / __uuprofileSize_Stage1); float __uvlookup = gl_texture2D(__uuTextureSampler_0_Stage1, vec2_ctor(__uvcoord, 0.5)).xxxx.w; (__uoutput_Stage1 = (vec4_ctor(__uhlookup) * __uvlookup)); } } float4 __uoutput_Stage2 = {0.0, 0.0, 0.0, 0.0}; { float __ualpha = {0.0}; { int s1004 = {0}; if (all((vec4_ctor(gl_FragCoord.xy, __uurectUniform_Stage2.zw) > vec4_ctor(__uurectUniform_Stage2.xy, gl_FragCoord.xy)))) { (s1004 = 1); } else { (s1004 = 0); } (__ualpha = float_ctor(s1004)); } { (__ualpha = (1.0 - __ualpha)); } (__uoutput_Stage2 = (__uoutput_Stage1 * __ualpha)); } { (gl_Color[0] = (__uoutputColor_Stage0 * __uoutput_Stage2)); } } struct PS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float4 gl_FragCoord : TEXCOORD2; float4 v0 : TEXCOORD0; }; @@ 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; __uvcolor_Stage0 = input.v0; gl_main(); return generateOutput(); } R gl_Color0 gl_Color[0]ystruct GS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float4 gl_FragCoord : TEXCOORD2; float4 v0 : TEXCOORD0; }; struct GS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float4 gl_FragCoord : TEXCOORD2; 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; output.gl_FragCoord = input.gl_FragCoord; #ifndef ANGLE_POINT_SPRITE_SHADER output.dx_Position = input.dx_Position; #endif // ANGLE_POINT_SPRITE_SHADER } RT0DXBCdy[ VL04P$RDEFh<RD11< ($ \$Globals\__uurtAdjustment_Stage0float4Microsoft (R) HLSL Shader Compiler 10.1ISGND88TEXCOORDOSGNhtttSV_PositionTEXCOORDSHEXhPZjYF _2_g e e e h6 @??2 2F օ 6" A6  62 F62 F6 @?6 @?6 F>STAT DXBC=7X;4P XRDEF<RD11< ($  samplers2D[0]textures2D[0]$Globals0Tt __uuprofileSize_Stage1floatk__uurectUniform_Stage2float4__uurect_Stage1Microsoft (R) HLSL Shader Compiler 10.1ISGNhtttSV_PositionTEXCOORDOSGN, SV_TARGETSHEXDPjYF Z`XpUUd 2be h2  @?@>A 2  @@@ b A  2 AA 2FF A2 bVA@??22A@??2F 6B@?ECUF~`ECU"~`8 1b 12F bV"*7 "@@?8 8 F>STAT" )5Ž"Fohw / "ҖinColor" _uinColor(0B5 (Ж inPosition" _uinPosition(0B9 ,Ж inLocalCoord"_uinLocalCoord(0B> <ҖurtAdjustment_Stage0"_uurtAdjustment_Stage0(0B"4 .Җ vcolor_Stage0"_uvcolor_Stage0(0B". (Җ gl_Position" gl_Position(0B* 08ZDbH˲*hD BޖuTextureSampler_0_Stage1"_uuTextureSampler_0_Stage1(0B. ,Җ urect_Stage1"_uurect_Stage1(0B@ >ҖuproxyRectHalf_Stage1"_uuproxyRectHalf_Stage1(0B; 9(uprofileSize_Stage1"_uuprofileSize_Stage1(0B< :ҖurectUniform_Stage2"_uurectUniform_Stage2(0B"4 .Җ vcolor_Stage0"_uvcolor_Stage0(0B"0 *Җ gl_FragCoord" gl_FragCoord(0B*7 *Җ gl_FragColor" gl_FragColor(0B08N .kIpޟ *O2987f0fde973P _uinPosition_u_uinPositionR _uinColor _u_uinColorP_uinLocalCoord_u_uinLocalCoord _uinCoverage_u_uinCoverageR_uurtAdjustment_Stage0_u_uurtAdjustment_Stage0[ _uuCoordTransformMatrix_0_Stage0"_u_uuCoordTransformMatrix_0_Stage0R_uuIntervals_Stage1_c0[0]_u_uuIntervals_Stage1_c0[0]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 float3x3 __uuCoordTransformMatrix_0_Stage0 : register(c0); uniform float4 __uurtAdjustment_Stage0 : register(c3); #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Attributes static float4 __uinColor = {0, 0, 0, 0}; static float __uinCoverage = {0}; static float2 __uinLocalCoord = {0, 0}; static float2 __uinPosition = {0, 0}; static float4 gl_Position = float4(0, 0, 0, 0); // Varyings static float2 __uvTransformedCoords_0_Stage0 = {0, 0}; static float4 __uvcolor_Stage0 = {0, 0, 0, 0}; static float __uvinCoverage_Stage0 = {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); (__uvinCoverage_Stage0 = __uinCoverage); (gl_Position = vec4_ctor(((__upos2.x * __uurtAdjustment_Stage0.x) + __uurtAdjustment_Stage0.y), ((__upos2.y * __uurtAdjustment_Stage0.z) + __uurtAdjustment_Stage0.w), 0.0, 1.0)); } @@ VERTEX ATTRIBUTES @@ struct VS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD3; float4 gl_FragCoord : TEXCOORD4; float4 v0 : TEXCOORD0; float2 v1 : TEXCOORD1; float 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 = __uvcolor_Stage0; output.v1 = __uvTransformedCoords_0_Stage0; output.v2 = __uvinCoverage_Stage0; return output; } % float4 vec4_ctor(float x0) { return float4(x0, x0, x0, x0); } float4 vec4_ctor(float3 x0, float x1) { return float4(x0, x1); } // Uniforms uniform float4 __uuIntervals_Stage1_c0[2] : register(c0); #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Varyings static float2 __uvTransformedCoords_0_Stage0 = {0, 0}; static float4 __uvcolor_Stage0 = {0, 0, 0, 0}; static float __uvinCoverage_Stage0 = {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 float4 mod_emu(float4 x, float4 y) { return x - y * floor(x / y); } void gl_main() { float4 __uoutputColor_Stage0 = {0.0, 0.0, 0.0, 0.0}; float4 __uoutputCoverage_Stage0 = {0.0, 0.0, 0.0, 0.0}; { (__uoutputColor_Stage0 = __uvcolor_Stage0); float __ualpha = {1.0}; (__ualpha = __uvinCoverage_Stage0); (__uoutputCoverage_Stage0 = vec4_ctor(__ualpha)); } float4 __uoutput_Stage1 = {0.0, 0.0, 0.0, 0.0}; { float4 __uchild = {0.0, 0.0, 0.0, 0.0}; { float __utiled_t = clamp(__uvTransformedCoords_0_Stage0.x, 0.0, 1.0); float4 __ucolor_scale = __uuIntervals_Stage1_c0[0]; float4 __ucolor_bias = __uuIntervals_Stage1_c0[1]; float4 __ucolorTemp = ((__utiled_t * __ucolor_scale) + __ucolor_bias); (__ucolorTemp = clamp(__ucolorTemp, 0.0, __ucolorTemp.w)); (__uchild = __ucolorTemp); } (__uoutput_Stage1 = (__uchild * __uoutputColor_Stage0.w)); } float4 __uoutput_Stage2 = {0.0, 0.0, 0.0, 0.0}; { float __uvalue = {0.0}; { float4 __umodValues = mod_emu(gl_FragCoord.xyxy, float4(2.0, 2.0, 4.0, 4.0)); float4 __ustepValues = step(__umodValues, float4(1.0, 1.0, 2.0, 2.0)); (__uvalue = (dot(__ustepValues, float4(0.5, 0.25, 0.125, 0.0625)) - 0.46875)); } (__uoutput_Stage2 = vec4_ctor(clamp((__uoutput_Stage1.xyz + (__uvalue * 0.0039215689)), 0.0, __uoutput_Stage1.w), __uoutput_Stage1.w)); } { (gl_Color[0] = (__uoutput_Stage2 * __uoutputCoverage_Stage0)); } } struct PS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD3; float4 gl_FragCoord : TEXCOORD4; float4 v0 : TEXCOORD0; float2 v1 : TEXCOORD1; float 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; __uvcolor_Stage0 = input.v0; __uvTransformedCoords_0_Stage0 = input.v1.xy; __uvinCoverage_Stage0 = input.v2.x; 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; float2 v1 : TEXCOORD1; float v2 : TEXCOORD2; }; struct GS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD3; float4 gl_FragCoord : TEXCOORD4; float4 v0 : TEXCOORD0; float2 v1 : TEXCOORD1; float 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 } RTRQDXBC1;7"!ηv4DRDEFh<dRD11< ($ \$Globals\@, 0@__uuCoordTransformMatrix_0_Stage0float3x3__uurtAdjustment_Stage0float48Microsoft (R) HLSL Shader Compiler 10.1ISGNthhhhTEXCOORDOSGN  SV_PositionTEXCOORDSHEXPjYF _2__2_g e e e e2 eB h6 @??2 2F օ 6" A6  62 F62 F6 @?6 @?6 F6B  62F6B@? F F" F F>STAT  |DXBC龗zxfM |4P<RDEFh<RD11< ($ \$Globals\ __uuIntervals_Stage1_c0float4Microsoft (R) HLSL Shader Compiler 10.1ISGNSV_PositionTEXCOORDOSGN, SV_TARGETSHEXPjYF d 2bbbBe h8 F@??>>AF2 FA@@@@@F @??@@F F@???? F@?>>= @6 " 2 VF F 4 F@3F8F2 r@;;;F4 rF@3rF8 F>STAT" "Q,1[ w^^^/ "ҖinColor" _uinColor(0B5 (Ж inPosition" _uinPosition(0B9 ,Ж inLocalCoord"_uinLocalCoord(0B4 '( inCoverage" _uinCoverage(0BR PۖuCoordTransformMatrix_0_Stage0" _uuCoordTransformMatrix_0_Stage0(0B> <ҖurtAdjustment_Stage0"_uurtAdjustment_Stage0(0B"4 .Җ vcolor_Stage0"_uvcolor_Stage0(0B"P JЖvTransformedCoords_0_Stage0"_uvTransformedCoords_0_Stage0(0B"= 7(vinCoverage_Stage0"_uvinCoverage_Stage0(0B". (Җ gl_Position" gl_Position(0B* P(7 T,Е> <ҖuIntervals_Stage1_c0"_uuIntervals_Stage1_c0(0B"4 .Җ vcolor_Stage0"_uvcolor_Stage0(0B"P JЖvTransformedCoords_0_Stage0"_uvTransformedCoords_0_Stage0(0B"= 7(vinCoverage_Stage0"_uvinCoverage_Stage0(0B"0 *Җ gl_FragCoord" gl_FragCoord(0B*7 *Җ gl_FragColor" gl_FragColor(0B08O 5x摽,C̆"EY42987f0fde973P _uinPosition_u_uinPositionR _uinColor _u_uinColorR_uinCircleEdge_u_uinCircleEdgeR_uurtAdjustment_Stage0_u_uurtAdjustment_Stage0X[6  float4 vec4_ctor(float x0, float x1, float x2, float x3) { return float4(x0, x1, x2, x3); } // Uniforms uniform float4 __uurtAdjustment_Stage0 : register(c0); #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Attributes static float4 __uinCircleEdge = {0, 0, 0, 0}; static float4 __uinColor = {0, 0, 0, 0}; static float2 __uinPosition = {0, 0}; static float4 gl_Position = float4(0, 0, 0, 0); // Varyings static float4 __uvinCircleEdge_Stage0 = {0, 0, 0, 0}; static float4 __uvinColor_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() { (__uvinCircleEdge_Stage0 = __uinCircleEdge); (__uvinColor_Stage0 = __uinColor); float2 __upos2 = __uinPosition; (gl_Position = vec4_ctor(((__upos2.x * __uurtAdjustment_Stage0.x) + __uurtAdjustment_Stage0.y), ((__upos2.y * __uurtAdjustment_Stage0.z) + __uurtAdjustment_Stage0.w), 0.0, 1.0)); } @@ 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 = __uvinCircleEdge_Stage0; output.v1 = __uvinColor_Stage0; return output; } float4 vec4_ctor(float x0) { return float4(x0, x0, x0, x0); } #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Varyings static float4 __uvinCircleEdge_Stage0 = {0, 0, 0, 0}; static float4 __uvinColor_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 __uoutputColor_Stage0 = {0.0, 0.0, 0.0, 0.0}; float4 __uoutputCoverage_Stage0 = {0.0, 0.0, 0.0, 0.0}; { float4 __ucircleEdge = {0.0, 0.0, 0.0, 0.0}; (__ucircleEdge = __uvinCircleEdge_Stage0); (__uoutputColor_Stage0 = __uvinColor_Stage0); float __ud = length(__ucircleEdge.xy); float __udistanceToOuterEdge = (__ucircleEdge.z * (1.0 - __ud)); float __uedgeAlpha = clamp(__udistanceToOuterEdge, 0.0, 1.0); float __udistanceToInnerEdge = (__ucircleEdge.z * (__ud - __ucircleEdge.w)); float __uinnerAlpha = clamp(__udistanceToInnerEdge, 0.0, 1.0); (__uedgeAlpha *= __uinnerAlpha); (__uoutputCoverage_Stage0 = vec4_ctor(__uedgeAlpha)); } { (gl_Color[0] = (__uoutputColor_Stage0 * __uoutputCoverage_Stage0)); } } 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) { __uvinCircleEdge_Stage0 = input.v0; __uvinColor_Stage0 = 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 } RTT4DXBCwQv>1 Q44P<RDEFh<RD11< ($ \$Globals\__uurtAdjustment_Stage0float4Microsoft (R) HLSL Shader Compiler 10.1ISGN\PPPTEXCOORDOSGNhtttSV_PositionTEXCOORDSHEXTPUjYF _2__g e e e h6 @??2 2F օ 6" A6  62 F6 @?6 F6 F>STAT DXBC>;"2t4(\dRDEFd<<RD11< ($ Microsoft (R) HLSL Shader Compiler 10.1ISGNhtttSV_PositionTEXCOORDOSGN, SV_TARGETSHEXP@jbbe hFFK " A@? :A8 2F8 8 F>STAT" )D6j3/ "ҖinColor" _uinColor(0B5 (Ж inPosition" _uinPosition(0B9 ,Җ inCircleEdge"_uinCircleEdge(0B> <ҖurtAdjustment_Stage0"_uurtAdjustment_Stage0(0B"B <ҖvinCircleEdge_Stage0"_uvinCircleEdge_Stage0(0B"8 2ҖvinColor_Stage0"_uvinColor_Stage0(0B". (Җ gl_Position" gl_Position(0B* 3H=κ "B <ҖvinCircleEdge_Stage0"_uvinCircleEdge_Stage0(0B"8 2ҖvinColor_Stage0"_uvinColor_Stage0(0B*7 *Җ gl_FragColor" gl_FragColor(0B084 l@'⯚+*jҘkMf62987f0fde973P _uinPosition_u_uinPositionR _uinColor _u_uinColorP_uinLocalCoord_u_uinLocalCoordR_uurtAdjustment_Stage0_u_uurtAdjustment_Stage0[ _uuCoordTransformMatrix_0_Stage0"_u_uuCoordTransformMatrix_0_Stage0^_uuTextureSampler_0_Stage1_u_uuTextureSampler_0_Stage1 X[6  Bfloat3 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 float3x3 __uuCoordTransformMatrix_0_Stage0 : register(c0); uniform float4 __uurtAdjustment_Stage0 : register(c3); #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Attributes static float4 __uinColor = {0, 0, 0, 0}; static float2 __uinLocalCoord = {0, 0}; static float2 __uinPosition = {0, 0}; static float4 gl_Position = float4(0, 0, 0, 0); // Varyings static float2 __uvTransformedCoords_0_Stage0 = {0, 0}; static float4 __uvcolor_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 __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 * __uurtAdjustment_Stage0.x) + __uurtAdjustment_Stage0.y), ((__upos2.y * __uurtAdjustment_Stage0.z) + __uurtAdjustment_Stage0.w), 0.0, 1.0)); } @@ 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 = __uvTransformedCoords_0_Stage0; return output; } A// Uniforms 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 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 __uoutput_Stage1 = {0.0, 0.0, 0.0, 0.0}; { (__uoutput_Stage1 = gl_texture2D(__uuTextureSampler_0_Stage1, __uvTransformedCoords_0_Stage0).xxxx); } { (gl_Color[0] = __uoutput_Stage1); } (gl_Color[0] = gl_Color[0].wwww); } struct PS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float2 v0 : TEXCOORD0; }; @@ PIXEL OUTPUT @@ PS_OUTPUT main(PS_INPUT input) { __uvTransformedCoords_0_Stage0 = 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 } RTRDXBCtљIb}AXf4, RDEFh<dRD11< ($ \$Globals\@, 0@__uuCoordTransformMatrix_0_Stage0float3x3__uurtAdjustment_Stage0float48Microsoft (R) HLSL Shader Compiler 10.1ISGN\PPPTEXCOORDOSGNhP\\ SV_PositionTEXCOORDSHEX|P_jYF _2_2g e e2 h6 @??2 2F օ 6" A6  62 F6 @?62F6B@? F F" F F>STAT DXBC}ٮf I]4l4RDEF<RD11< ($ | samplers2D[0]textures2D[0]Microsoft (R) HLSL Shader Compiler 10.1ISGNhP\\SV_PositionTEXCOORDOSGN, SV_TARGETSHEXP#jZ`XpUUb2e hECUFF~`6 >STAT" W񯪺0'/ "ҖinColor" _uinColor(0B5 (Ж inPosition" _uinPosition(0B9 ,Ж inLocalCoord"_uinLocalCoord(0BR PۖuCoordTransformMatrix_0_Stage0" _uuCoordTransformMatrix_0_Stage0(0B> <ҖurtAdjustment_Stage0"_uurtAdjustment_Stage0(0B"4 .Җ vcolor_Stage0"_uvcolor_Stage0(0B"P JЖvTransformedCoords_0_Stage0"_uvTransformedCoords_0_Stage0(0B". (Җ gl_Position" gl_Position(0B* &3o-UJu.D BޖuTextureSampler_0_Stage1"_uuTextureSampler_0_Stage1(0B"4 .Җ vcolor_Stage0"_uvcolor_Stage0(0B"P JЖvTransformedCoords_0_Stage0"_uvTransformedCoords_0_Stage0(0B*7 *Җ gl_FragColor" gl_FragColor(0B086 [TCF3D$zH2987f0fde973P _uinPosition_u_uinPositionR _uinColor _u_uinColorR_uinCircleEdge_u_uinCircleEdgeR_uurtAdjustment_Stage0_u_uurtAdjustment_Stage0[ _uuCoordTransformMatrix_0_Stage0"_u_uuCoordTransformMatrix_0_Stage0_uuThreshold_Stage1_c0_u_uuThreshold_Stage1_c0R_uuIntervals_Stage1_c0[0]_u_uuIntervals_Stage1_c0[0]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 float3x3 __uuCoordTransformMatrix_0_Stage0 : register(c0); uniform float4 __uurtAdjustment_Stage0 : register(c3); #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Attributes static float4 __uinCircleEdge = {0, 0, 0, 0}; static float4 __uinColor = {0, 0, 0, 0}; static float2 __uinPosition = {0, 0}; static float4 gl_Position = float4(0, 0, 0, 0); // Varyings static float2 __uvTransformedCoords_0_Stage0 = {0, 0}; static float4 __uvinCircleEdge_Stage0 = {0, 0, 0, 0}; static float4 __uvinColor_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() { (__uvinCircleEdge_Stage0 = __uinCircleEdge); (__uvinColor_Stage0 = __uinColor); float2 __upos2 = __uinPosition; (__uvTransformedCoords_0_Stage0 = mul(transpose(__uuCoordTransformMatrix_0_Stage0), vec3_ctor(__uinPosition, 1.0)).xy); (gl_Position = vec4_ctor(((__upos2.x * __uurtAdjustment_Stage0.x) + __uurtAdjustment_Stage0.y), ((__upos2.y * __uurtAdjustment_Stage0.z) + __uurtAdjustment_Stage0.w), 0.0, 1.0)); } @@ VERTEX ATTRIBUTES @@ struct VS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD3; 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.v0 = __uvinCircleEdge_Stage0; output.v1 = __uvinColor_Stage0; output.v2 = __uvTransformedCoords_0_Stage0; return output; }  float4 vec4_ctor(float x0) { return float4(x0, x0, x0, x0); } // Uniforms uniform float4 __uuIntervals_Stage1_c0[4] : register(c0); uniform float __uuThreshold_Stage1_c0 : register(c4); #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Varyings static float2 __uvTransformedCoords_0_Stage0 = {0, 0}; static float4 __uvinCircleEdge_Stage0 = {0, 0, 0, 0}; static float4 __uvinColor_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 __uoutputColor_Stage0 = {0.0, 0.0, 0.0, 0.0}; float4 __uoutputCoverage_Stage0 = {0.0, 0.0, 0.0, 0.0}; { float4 __ucircleEdge = {0.0, 0.0, 0.0, 0.0}; (__ucircleEdge = __uvinCircleEdge_Stage0); (__uoutputColor_Stage0 = __uvinColor_Stage0); float __ud = length(__ucircleEdge.xy); float __udistanceToOuterEdge = (__ucircleEdge.z * (1.0 - __ud)); float __uedgeAlpha = clamp(__udistanceToOuterEdge, 0.0, 1.0); (__uoutputCoverage_Stage0 = vec4_ctor(__uedgeAlpha)); } float4 __uoutput_Stage1 = {0.0, 0.0, 0.0, 0.0}; { float4 __uchild = {0.0, 0.0, 0.0, 0.0}; { float __utiled_t = clamp(__uvTransformedCoords_0_Stage0.x, 0.0, 1.0); float4 __ucolor_scale = {0.0, 0.0, 0.0, 0.0}; float4 __ucolor_bias = {0.0, 0.0, 0.0, 0.0}; if ((__utiled_t < __uuThreshold_Stage1_c0)) { (__ucolor_scale = __uuIntervals_Stage1_c0[0]); (__ucolor_bias = __uuIntervals_Stage1_c0[1]); } else { (__ucolor_scale = __uuIntervals_Stage1_c0[2]); (__ucolor_bias = __uuIntervals_Stage1_c0[3]); } float4 __ucolorTemp = ((__utiled_t * __ucolor_scale) + __ucolor_bias); (__ucolorTemp.xyz *= __ucolorTemp.w); (__ucolorTemp = clamp(__ucolorTemp, 0.0, __ucolorTemp.w)); (__uchild = __ucolorTemp); } (__uoutput_Stage1 = (__uchild * __uoutputColor_Stage0.w)); } { (gl_Color[0] = (__uoutput_Stage1 * __uoutputCoverage_Stage0)); } } struct PS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD3; float4 v0 : TEXCOORD0; float4 v1 : TEXCOORD1; float2 v2 : TEXCOORD2; }; @@ PIXEL OUTPUT @@ PS_OUTPUT main(PS_INPUT input) { __uvinCircleEdge_Stage0 = input.v0; __uvinColor_Stage0 = input.v1; __uvTransformedCoords_0_Stage0 = 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 v0 : TEXCOORD0; float4 v1 : TEXCOORD1; float2 v2 : TEXCOORD2; }; struct GS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD3; 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; #ifndef ANGLE_POINT_SPRITE_SHADER output.dx_Position = input.dx_Position; #endif // ANGLE_POINT_SPRITE_SHADER } RTT8DXBC7STAT @DXBC5tL0@4\RDEFh<XRD11< ($ \$Globals\P@@4__uuIntervals_Stage1_c0float4__uuThreshold_Stage1_c0float,Microsoft (R) HLSL Shader Compiler 10.1ISGNSV_PositionTEXCOORDOSGN, SV_TARGETSHEX PjYF brbbe h6  1"  7 VF F 7 VF F 2 FF8rF4 F@3F8FFFK  A@?8  *8 F>STAT "  C3BFȉa!/ "ҖinColor" _uinColor(0B5 (Ж inPosition" _uinPosition(0B9 ,Җ inCircleEdge"_uinCircleEdge(0BR PۖuCoordTransformMatrix_0_Stage0" _uuCoordTransformMatrix_0_Stage0(0B> <ҖurtAdjustment_Stage0"_uurtAdjustment_Stage0(0B"B <ҖvinCircleEdge_Stage0"_uvinCircleEdge_Stage0(0B"8 2ҖvinColor_Stage0"_uvinColor_Stage0(0B"P JЖvTransformedCoords_0_Stage0"_uvTransformedCoords_0_Stage0(0B". (Җ gl_Position" gl_Position(0B* &tsCukU= ;(uThreshold_Stage1_c0"_uuThreshold_Stage1_c0(0B> <ҖuIntervals_Stage1_c0"_uuIntervals_Stage1_c0(0B"B <ҖvinCircleEdge_Stage0"_uvinCircleEdge_Stage0(0B"8 2ҖvinColor_Stage0"_uvinColor_Stage0(0B"P JЖvTransformedCoords_0_Stage0"_uvTransformedCoords_0_Stage0(0B*7 *Җ gl_FragColor" gl_FragColor(0B08H ~wњ@}Ze$#(>2987f0fde973P _uinPosition_u_uinPositionR _uinColor _u_uinColorP_uinLocalCoord_u_uinLocalCoordR_uurtAdjustment_Stage0_u_uurtAdjustment_Stage0[ _uuCoordTransformMatrix_0_Stage0"_u_uuCoordTransformMatrix_0_Stage0R_uuTexDom_Stage1_c0_u_uuTexDom_Stage1_c0^_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 float3x3 __uuCoordTransformMatrix_0_Stage0 : register(c0); uniform float4 __uurtAdjustment_Stage0 : register(c3); #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Attributes static float4 __uinColor = {0, 0, 0, 0}; static float2 __uinLocalCoord = {0, 0}; static float2 __uinPosition = {0, 0}; static float4 gl_Position = float4(0, 0, 0, 0); // Varyings static float2 __uvTransformedCoords_0_Stage0 = {0, 0}; static float4 __uvcolor_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 __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 * __uurtAdjustment_Stage0.x) + __uurtAdjustment_Stage0.y), ((__upos2.y * __uurtAdjustment_Stage0.z) + __uurtAdjustment_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 = __uvcolor_Stage0; output.v1 = __uvTransformedCoords_0_Stage0; return output; } // Uniforms uniform float4 __uuTexDom_Stage1_c0 : register(c0); 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 float2 __uvTransformedCoords_0_Stage0 = {0, 0}; static float4 __uvcolor_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 __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 __uchild = {0.0, 0.0, 0.0, 0.0}; { (__uchild = gl_texture2D(__uuTextureSampler_0_Stage1, clamp(__uvTransformedCoords_0_Stage0, __uuTexDom_Stage1_c0.xy, __uuTexDom_Stage1_c0.zw))); } (__uoutput_Stage1 = (__uchild * __uoutputColor_Stage0.w)); } { (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 } RTRDXBCe {glãj4,dRDEFh<dRD11< ($ \$Globals\@, 0@__uuCoordTransformMatrix_0_Stage0float3x3__uurtAdjustment_Stage0float48Microsoft (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 DXBC#gDknr40d\RDEFl<DRD11< ($  samplers2D[0]textures2D[0]$Globals __uuTexDom_Stage1_c0float4Microsoft (R) HLSL Shader Compiler 10.1ISGNhtttSV_PositionTEXCOORDOSGN, SV_TARGETSHEXP<jYF Z`XpUUbb2e h42FF 32F ECUFF~`8 F>STAT" W񯪺0'/ "ҖinColor" _uinColor(0B5 (Ж inPosition" _uinPosition(0B9 ,Ж inLocalCoord"_uinLocalCoord(0BR PۖuCoordTransformMatrix_0_Stage0" _uuCoordTransformMatrix_0_Stage0(0B> <ҖurtAdjustment_Stage0"_uurtAdjustment_Stage0(0B"4 .Җ vcolor_Stage0"_uvcolor_Stage0(0B"P JЖvTransformedCoords_0_Stage0"_uvTransformedCoords_0_Stage0(0B". (Җ gl_Position" gl_Position(0B* ~$tBO:di؄[8 6ҖuTexDom_Stage1_c0"_uuTexDom_Stage1_c0(0BD BޖuTextureSampler_0_Stage1"_uuTextureSampler_0_Stage1(0B"4 .Җ vcolor_Stage0"_uvcolor_Stage0(0B"P JЖvTransformedCoords_0_Stage0"_uvTransformedCoords_0_Stage0(0B*7 *Җ gl_FragColor" gl_FragColor(0B08> 2>=3#Zx0pJ2987f0fde973P _uinPosition_u_uinPositionR _uinColor _u_uinColorP_uinLocalCoord_u_uinLocalCoordR_uurtAdjustment_Stage0_u_uurtAdjustment_Stage0[ _uuCoordTransformMatrix_0_Stage0"_u_uuCoordTransformMatrix_0_Stage0R_uuinnerRect_Stage2_u_uuinnerRect_Stage2P_uuradiusPlusHalf_Stage2_u_uuradiusPlusHalf_Stage2^_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 float3x3 __uuCoordTransformMatrix_0_Stage0 : register(c0); uniform float4 __uurtAdjustment_Stage0 : register(c3); #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Attributes static float4 __uinColor = {0, 0, 0, 0}; static float2 __uinLocalCoord = {0, 0}; static float2 __uinPosition = {0, 0}; static float4 gl_Position = float4(0, 0, 0, 0); // Varyings static float2 __uvTransformedCoords_0_Stage0 = {0, 0}; static float4 __uvcolor_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 __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 * __uurtAdjustment_Stage0.x) + __uurtAdjustment_Stage0.y), ((__upos2.y * __uurtAdjustment_Stage0.z) + __uurtAdjustment_Stage0.w), 0.0, 1.0)); } @@ VERTEX ATTRIBUTES @@ struct VS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD2; float4 gl_FragCoord : TEXCOORD3; 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.gl_FragCoord = gl_Position; output.v0 = __uvcolor_Stage0; output.v1 = __uvTransformedCoords_0_Stage0; return output; } // Uniforms uniform float4 __uuinnerRect_Stage2 : register(c0); uniform float2 __uuradiusPlusHalf_Stage2 : register(c1); 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 float2 __uvTransformedCoords_0_Stage0 = {0, 0}; static float4 __uvcolor_Stage0 = {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); 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() { 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}; { (__uoutput_Stage1 = gl_texture2D(__uuTextureSampler_0_Stage1, __uvTransformedCoords_0_Stage0).xxxx); } float4 __uoutput_Stage2 = {0.0, 0.0, 0.0, 0.0}; { float2 __udxy0 = (__uuinnerRect_Stage2.xy - gl_FragCoord.xy); float2 __udxy1 = (gl_FragCoord.xy - __uuinnerRect_Stage2.zw); float2 __udxy = max(max(__udxy0, __udxy1), 0.0); float __ualpha = clamp((__uuradiusPlusHalf_Stage2.x - length(__udxy)), 0.0, 1.0); (__uoutput_Stage2 = (__uoutput_Stage1 * __ualpha)); } { (gl_Color[0] = (__uoutputColor_Stage0 * __uoutput_Stage2)); } } struct PS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD2; float4 gl_FragCoord : TEXCOORD3; float4 v0 : TEXCOORD0; float2 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; __uvcolor_Stage0 = input.v0; __uvTransformedCoords_0_Stage0 = input.v1.xy; 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; float2 v1 : TEXCOORD1; }; struct GS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD2; float4 gl_FragCoord : TEXCOORD3; 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; output.gl_FragCoord = input.gl_FragCoord; #ifndef ANGLE_POINT_SPRITE_SHADER output.dx_Position = input.dx_Position; #endif // ANGLE_POINT_SPRITE_SHADER } RTRXDXBClNbX4,RDEFh<dRD11< ($ \$Globals\@, 0@__uuCoordTransformMatrix_0_Stage0float3x3__uurtAdjustment_Stage0float48Microsoft (R) HLSL Shader Compiler 10.1ISGN\PPPTEXCOORDOSGN SV_PositionTEXCOORDSHEXPzjYF _2__2g e e e e2 h6 @??2 2F օ 6" A6  62 F62 F6 @?6 @?6 F62F6B@? F F" F F>STAT LDXBCO-=㾿 L4RDEF<RD11< ($  samplers2D[0]textures2D[0]$Globals ,Hl__uuinnerRect_Stage2float4A__uuradiusPlusHalf_Stage2float2Microsoft (R) HLSL Shader Compiler 10.1ISGNSV_PositionTEXCOORDOSGN, SV_TARGETSHEXPojYF Z`XpUUd 2bb2e h 2FAF  A42 F4 2F@FFK   A ECU"F~`8 8 F>STAT  " W񯪺0'/ "ҖinColor" _uinColor(0B5 (Ж inPosition" _uinPosition(0B9 ,Ж inLocalCoord"_uinLocalCoord(0BR PۖuCoordTransformMatrix_0_Stage0" _uuCoordTransformMatrix_0_Stage0(0B> <ҖurtAdjustment_Stage0"_uurtAdjustment_Stage0(0B"4 .Җ vcolor_Stage0"_uvcolor_Stage0(0B"P JЖvTransformedCoords_0_Stage0"_uvTransformedCoords_0_Stage0(0B". (Җ gl_Position" gl_Position(0B* 5PzP-~xr8 6ҖuinnerRect_Stage2"_uuinnerRect_Stage2(0BB @ЖuradiusPlusHalf_Stage2"_uuradiusPlusHalf_Stage2(0BD BޖuTextureSampler_0_Stage1"_uuTextureSampler_0_Stage1(0B"4 .Җ vcolor_Stage0"_uvcolor_Stage0(0B"P JЖvTransformedCoords_0_Stage0"_uvTransformedCoords_0_Stage0(0B"0 *Җ gl_FragCoord" gl_FragCoord(0B*7 *Җ gl_FragColor" gl_FragColor(0B08J jH|GRڔk42987f0fde973P _uinPosition_u_uinPositionR _uinColor _u_uinColorR _uinQuadEdge_u_uinQuadEdgeR_uurtAdjustment_Stage0_u_uurtAdjustment_Stage0X[6  Cfloat4 vec4_ctor(float x0, float x1, float x2, float x3) { return float4(x0, x1, x2, x3); } // Uniforms uniform float4 __uurtAdjustment_Stage0 : register(c0); #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Attributes static float4 __uinColor = {0, 0, 0, 0}; static float2 __uinPosition = {0, 0}; static float4 __uinQuadEdge = {0, 0, 0, 0}; static float4 gl_Position = float4(0, 0, 0, 0); // Varyings static float4 __uvQuadEdge_Stage0 = {0, 0, 0, 0}; static float4 __uvinColor_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() { (__uvQuadEdge_Stage0 = __uinQuadEdge); (__uvinColor_Stage0 = __uinColor); float2 __upos2 = __uinPosition; (gl_Position = vec4_ctor(((__upos2.x * __uurtAdjustment_Stage0.x) + __uurtAdjustment_Stage0.y), ((__upos2.y * __uurtAdjustment_Stage0.z) + __uurtAdjustment_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 = __uvQuadEdge_Stage0; return output; } float2 vec2_ctor(float x0, float x1) { return float2(x0, x1); } float4 vec4_ctor(float x0) { return float4(x0, x0, x0, x0); } #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Varyings static float4 __uvQuadEdge_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 __uoutputCoverage_Stage0 = {0.0, 0.0, 0.0, 0.0}; { float __uedgeAlpha = {0.0}; float2 __uduvdx = ddx(__uvQuadEdge_Stage0.xy); float2 __uduvdy = ddy(__uvQuadEdge_Stage0.xy); if (((__uvQuadEdge_Stage0.z > 0.0) && (__uvQuadEdge_Stage0.w > 0.0))) { (__uedgeAlpha = min((min(__uvQuadEdge_Stage0.z, __uvQuadEdge_Stage0.w) + 0.5), 1.0)); } else { float2 __ugF = vec2_ctor((((2.0 * __uvQuadEdge_Stage0.x) * __uduvdx.x) - __uduvdx.y), (((2.0 * __uvQuadEdge_Stage0.x) * __uduvdy.x) - __uduvdy.y)); (__uedgeAlpha = ((__uvQuadEdge_Stage0.x * __uvQuadEdge_Stage0.x) - __uvQuadEdge_Stage0.y)); (__uedgeAlpha = clamp((0.5 - (__uedgeAlpha / length(__ugF))), 0.0, 1.0)); } (__uoutputCoverage_Stage0 = vec4_ctor(__uedgeAlpha)); } { (gl_Color[0] = __uoutputCoverage_Stage0); } (gl_Color[0] = gl_Color[0].wwww); } struct PS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float4 v0 : TEXCOORD0; }; @@ PIXEL OUTPUT @@ PS_OUTPUT main(PS_INPUT input) { __uvQuadEdge_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 } RTTDXBC"!: Ĵ4P$TRDEFh<RD11< ($ \$Globals\__uurtAdjustment_Stage0float4Microsoft (R) HLSL Shader Compiler 10.1ISGN\PPPTEXCOORDOSGNhP\\SV_PositionTEXCOORDSHEX(PJjYF _2_g e e h6 @??2 2F օ 6" A6  62 F6 @?6 F>STATDXBCŘtE"fI4D`RDEFd<<RD11< ($ Microsoft (R) HLSL Shader Compiler 10.1ISGNhP\\SV_PositionTEXCOORDOSGN, SV_TARGETSHEXPjbe hz2FB  2 * A|2F2 "* AFFK 2 "  A   A@?3":*"@?3"@?1 @B:*7  V>STAT" bp6 oMll/ "ҖinColor" _uinColor(0B5 (Ж inPosition" _uinPosition(0B5 (Җ inQuadEdge" _uinQuadEdge(0B> <ҖurtAdjustment_Stage0"_uurtAdjustment_Stage0(0B": 4ҖvQuadEdge_Stage0"_uvQuadEdge_Stage0(0B"8 2ҖvinColor_Stage0"_uvinColor_Stage0(0B". (Җ gl_Position" gl_Position(0B* )0^؋.Y=": 4ҖvQuadEdge_Stage0"_uvQuadEdge_Stage0(0B"8 2ҖvinColor_Stage0"_uvinColor_Stage0(0B*7 *Җ gl_FragColor" gl_FragColor(0B084 <||"n5{=g0/82987f0fde973P _uinPosition_u_uinPositionR _uinColor _u_uinColorR_uurtAdjustment_Stage0_u_uurtAdjustment_Stage0R_uurectUniform_Stage1_u_uurectUniform_Stage1X[6  float4 vec4_ctor(float x0, float x1, float x2, float x3) { return float4(x0, x1, x2, x3); } // Uniforms uniform float4 __uurtAdjustment_Stage0 : register(c0); #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Attributes static float4 __uinColor = {0, 0, 0, 0}; static float2 __uinPosition = {0, 0}; static float4 gl_Position = float4(0, 0, 0, 0); // Varyings static float4 __uvcolor_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 __ucolor = __uinColor; (__uvcolor_Stage0 = __ucolor); float2 __upos2 = __uinPosition; (gl_Position = vec4_ctor(((__upos2.x * __uurtAdjustment_Stage0.x) + __uurtAdjustment_Stage0.y), ((__upos2.y * __uurtAdjustment_Stage0.z) + __uurtAdjustment_Stage0.w), 0.0, 1.0)); } @@ VERTEX ATTRIBUTES @@ struct VS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float4 gl_FragCoord : TEXCOORD2; 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.gl_FragCoord = gl_Position; output.v0 = __uvcolor_Stage0; return output; } >float float_ctor(int x0) { return float(x0); } float4 vec4_ctor(float x0) { return float4(x0, x0, x0, x0); } float4 vec4_ctor(float2 x0, float2 x1) { return float4(x0, x1); } // Uniforms uniform float4 __uurectUniform_Stage1 : register(c0); #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 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 __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}; { float __ualpha = {0.0}; { int s1285 = {0}; if (all((vec4_ctor(gl_FragCoord.xy, __uurectUniform_Stage1.zw) > vec4_ctor(__uurectUniform_Stage1.xy, gl_FragCoord.xy)))) { (s1285 = 1); } else { (s1285 = 0); } (__ualpha = float_ctor(s1285)); } { (__ualpha = (1.0 - __ualpha)); } (__uoutput_Stage1 = vec4_ctor(__ualpha)); } { (gl_Color[0] = (__uoutputColor_Stage0 * __uoutput_Stage1)); } } struct PS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float4 gl_FragCoord : TEXCOORD2; float4 v0 : TEXCOORD0; }; @@ 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; __uvcolor_Stage0 = input.v0; gl_main(); return generateOutput(); } R gl_Color0 gl_Color[0]ystruct GS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float4 gl_FragCoord : TEXCOORD2; float4 v0 : TEXCOORD0; }; struct GS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float4 gl_FragCoord : TEXCOORD2; 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; output.gl_FragCoord = input.gl_FragCoord; #ifndef ANGLE_POINT_SPRITE_SHADER output.dx_Position = input.dx_Position; #endif // ANGLE_POINT_SPRITE_SHADER } RT0DXBCdy[ VL04P$RDEFh<RD11< ($ \$Globals\__uurtAdjustment_Stage0float4Microsoft (R) HLSL Shader Compiler 10.1ISGND88TEXCOORDOSGNhtttSV_PositionTEXCOORDSHEXhPZjYF _2_g e e e h6 @??2 2F օ 6" A6  62 F62 F6 @?6 @?6 F>STAT DXBC-aeNټW4P  RDEFh<RD11< ($ \$Globals\__uurectUniform_Stage1float4Microsoft (R) HLSL Shader Compiler 10.1ISGNhtttSV_PositionTEXCOORDOSGN, SV_TARGETSHEXP>jYF d 2be h12F F1 2 F 7 @F>STAT" t++C(h|_MD/ "ҖinColor" _uinColor(0B5 (Ж inPosition" _uinPosition(0B> <ҖurtAdjustment_Stage0"_uurtAdjustment_Stage0(0B"4 .Җ vcolor_Stage0"_uvcolor_Stage0(0B". (Җ gl_Position" gl_Position(0B* Mpԙ 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 __uvTransformedCoords_0_Stage0 = {0, 0}; static float4 __uvcolor_Stage0 = {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); 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() { 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}; { (__uoutput_Stage1 = gl_texture2D(__uuTextureSampler_0_Stage1, __uvTransformedCoords_0_Stage0).xxxx); } float4 __uoutput_Stage2 = {0.0, 0.0, 0.0, 0.0}; { float2 __udxy0 = (__uuinnerRect_Stage2.xy - gl_FragCoord.xy); float2 __udxy1 = (gl_FragCoord.xy - __uuinnerRect_Stage2.zw); float2 __udxy = max(max(__udxy0, __udxy1), 0.0); float __ualpha = clamp((__uuradiusPlusHalf_Stage2.x - length(__udxy)), 0.0, 1.0); (__ualpha = (1.0 - __ualpha)); (__uoutput_Stage2 = (__uoutput_Stage1 * __ualpha)); } { (gl_Color[0] = (__uoutputColor_Stage0 * __uoutput_Stage2)); } } struct PS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD2; float4 gl_FragCoord : TEXCOORD3; float4 v0 : TEXCOORD0; float2 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; __uvcolor_Stage0 = input.v0; __uvTransformedCoords_0_Stage0 = input.v1.xy; 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; float2 v1 : TEXCOORD1; }; struct GS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD2; float4 gl_FragCoord : TEXCOORD3; 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; output.gl_FragCoord = input.gl_FragCoord; #ifndef ANGLE_POINT_SPRITE_SHADER output.dx_Position = input.dx_Position; #endif // ANGLE_POINT_SPRITE_SHADER } RTRXDXBClNbX4,RDEFh<dRD11< ($ \$Globals\@, 0@__uuCoordTransformMatrix_0_Stage0float3x3__uurtAdjustment_Stage0float48Microsoft (R) HLSL Shader Compiler 10.1ISGN\PPPTEXCOORDOSGN SV_PositionTEXCOORDSHEXPzjYF _2__2g e e e e2 h6 @??2 2F օ 6" A6  62 F62 F6 @?6 @?6 F62F6B@? F F" F F>STAT lDXBCHZh>Aqxl4RDEF<RD11< ($  samplers2D[0]textures2D[0]$Globals ,Hl__uuinnerRect_Stage2float4A__uuradiusPlusHalf_Stage2float2Microsoft (R) HLSL Shader Compiler 10.1ISGNSV_PositionTEXCOORDOSGN, SV_TARGETSHEXPwjYF Z`XpUUd 2bb2e h 2FAF  A42 F4 2F@FFK   A  A@?ECU"F~`8 8 F>STAT  " W񯪺0'/ "ҖinColor" _uinColor(0B5 (Ж inPosition" _uinPosition(0B9 ,Ж inLocalCoord"_uinLocalCoord(0BR PۖuCoordTransformMatrix_0_Stage0" _uuCoordTransformMatrix_0_Stage0(0B> <ҖurtAdjustment_Stage0"_uurtAdjustment_Stage0(0B"4 .Җ vcolor_Stage0"_uvcolor_Stage0(0B"P JЖvTransformedCoords_0_Stage0"_uvTransformedCoords_0_Stage0(0B". (Җ gl_Position" gl_Position(0B* h@ɧStGʘZ8 6ҖuinnerRect_Stage2"_uuinnerRect_Stage2(0BB @ЖuradiusPlusHalf_Stage2"_uuradiusPlusHalf_Stage2(0BD BޖuTextureSampler_0_Stage1"_uuTextureSampler_0_Stage1(0B"4 .Җ vcolor_Stage0"_uvcolor_Stage0(0B"P JЖvTransformedCoords_0_Stage0"_uvTransformedCoords_0_Stage0(0B"0 *Җ gl_FragCoord" gl_FragCoord(0B*7 *Җ gl_FragColor" gl_FragColor(0B08K M!(:D~P;2987f0fde973P _uinPosition_u_uinPositionQ_uinDashParams_u_uinDashParamsR_uinRect _u_uinRectR_uurtAdjustment_Stage0_u_uurtAdjustment_Stage0R_uuColor_Stage0_u_uuColor_Stage0X[6  float4 vec4_ctor(float x0, float x1, float x2, float x3) { return float4(x0, x1, x2, x3); } // Uniforms uniform float4 __uurtAdjustment_Stage0 : register(c0); #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Attributes static float3 __uinDashParams = {0, 0, 0}; static float2 __uinPosition = {0, 0}; static float4 __uinRect = {0, 0, 0, 0}; static float4 gl_Position = float4(0, 0, 0, 0); // Varyings static float3 __uvDashParams_Stage0 = {0, 0, 0}; static float4 __uvRectParams_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() { (__uvDashParams_Stage0 = __uinDashParams); (__uvRectParams_Stage0 = __uinRect); float2 __upos2 = __uinPosition; (gl_Position = vec4_ctor(((__upos2.x * __uurtAdjustment_Stage0.x) + __uurtAdjustment_Stage0.y), ((__upos2.y * __uurtAdjustment_Stage0.z) + __uurtAdjustment_Stage0.w), 0.0, 1.0)); } @@ VERTEX ATTRIBUTES @@ struct VS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD2; float4 v0 : TEXCOORD0; float3 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 = __uvRectParams_Stage0; output.v1 = __uvDashParams_Stage0; return output; } float2 vec2_ctor(float x0, float x1) { return float2(x0, x1); } float4 vec4_ctor(float x0) { return float4(x0, x0, x0, x0); } // Uniforms uniform float4 __uuColor_Stage0 : register(c0); #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Varyings static float3 __uvDashParams_Stage0 = {0, 0, 0}; static float4 __uvRectParams_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 __uoutputColor_Stage0 = {0.0, 0.0, 0.0, 0.0}; float4 __uoutputCoverage_Stage0 = {0.0, 0.0, 0.0, 0.0}; { (__uoutputColor_Stage0 = __uuColor_Stage0); float __uxShifted = (__uvDashParams_Stage0.x - (floor((__uvDashParams_Stage0.x / __uvDashParams_Stage0.z)) * __uvDashParams_Stage0.z)); float2 __ufragPosShifted = vec2_ctor(__uxShifted, __uvDashParams_Stage0.y); float __uxSub = {0.0}; float __uySub = {0.0}; (__uxSub = min((__ufragPosShifted.x - __uvRectParams_Stage0.x), 0.0)); (__uxSub += min((__uvRectParams_Stage0.z - __ufragPosShifted.x), 0.0)); (__uySub = min((__ufragPosShifted.y - __uvRectParams_Stage0.y), 0.0)); (__uySub += min((__uvRectParams_Stage0.w - __ufragPosShifted.y), 0.0)); float __ualpha = ((1.0 + max(__uxSub, -1.0)) * (1.0 + max(__uySub, -1.0))); (__uoutputCoverage_Stage0 = vec4_ctor(__ualpha)); } { (gl_Color[0] = (__uoutputColor_Stage0 * __uoutputCoverage_Stage0)); } } struct PS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD2; float4 v0 : TEXCOORD0; float3 v1 : TEXCOORD1; }; @@ PIXEL OUTPUT @@ PS_OUTPUT main(PS_INPUT input) { __uvRectParams_Stage0 = input.v0; __uvDashParams_Stage0 = input.v1.xyz; 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; float3 v1 : TEXCOORD1; }; struct GS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD2; float4 v0 : TEXCOORD0; float3 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 } RST4DXBCÇnƿAP44P<RDEFh<RD11< ($ \$Globals\__uurtAdjustment_Stage0float4Microsoft (R) HLSL Shader Compiler 10.1ISGN\PPPTEXCOORDOSGNhtttSV_PositionTEXCOORDSHEXTPUjYF _2_r_g e e er h6 @??2 2F օ 6" A6  62 F6 @?6 F6r F>STAT DXBC(_{me4HTRDEF h<RD11< ($ \$Globals\__uuColor_Stage0float4Microsoft (R) HLSL Shader Compiler 10.1ISGNhtttSV_PositionTEXCOORDOSGN, SV_TARGETSHEXHPjYF bbre h *A 2  A* "  A A*3 2F@ 4 @"AB:A3 bV@"*4"@ 2F@??8 8 F >STAT" 7IsYXx'5 (Ж inPosition" _uinPosition(0B- ҖinRect"_uinRect(0B9 ,і inDashParams"_uinDashParams(0B> <ҖurtAdjustment_Stage0"_uurtAdjustment_Stage0(0B"> 8іvDashParams_Stage0"_uvDashParams_Stage0(0B". (Җ gl_Position" gl_Position(0B"> 8ҖvRectParams_Stage0"_uvRectParams_Stage0(0B* 't'U(/֝}=0 .Җ uColor_Stage0"_uuColor_Stage0(0B"> 8іvDashParams_Stage0"_uvDashParams_Stage0(0B"> 8ҖvRectParams_Stage0"_uvRectParams_Stage0(0B*7 *Җ gl_FragColor" gl_FragColor(0B08; 4KGj=sox_Z2987f0fde973P _uinPosition_u_uinPositionR _uinColor _u_uinColorP_uinLocalCoord_u_uinLocalCoordR_uurtAdjustment_Stage0_u_uurtAdjustment_Stage0[ _uuCoordTransformMatrix_0_Stage0"_u_uuCoordTransformMatrix_0_Stage0P_uuImageIncrement_Stage1_u_uuImageIncrement_Stage1R_uuKernel_Stage1[0]_u_uuKernel_Stage1[0]^_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 float3x3 __uuCoordTransformMatrix_0_Stage0 : register(c0); uniform float4 __uurtAdjustment_Stage0 : register(c3); #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Attributes static float4 __uinColor = {0, 0, 0, 0}; static float2 __uinLocalCoord = {0, 0}; static float2 __uinPosition = {0, 0}; static float4 gl_Position = float4(0, 0, 0, 0); // Varyings static float2 __uvTransformedCoords_0_Stage0 = {0, 0}; static float4 __uvcolor_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 __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 * __uurtAdjustment_Stage0.x) + __uurtAdjustment_Stage0.y), ((__upos2.y * __uurtAdjustment_Stage0.z) + __uurtAdjustment_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 = __uvcolor_Stage0; output.v1 = __uvTransformedCoords_0_Stage0; return output; } // Uniforms uniform float2 __uuImageIncrement_Stage1 : register(c0); uniform float4 __uuKernel_Stage1[3] : register(c1); 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 float2 __uvTransformedCoords_0_Stage0 = {0, 0}; static float4 __uvcolor_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 __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}; { (__uoutput_Stage1 = float4(0.0, 0.0, 0.0, 0.0)); float2 __ucoord = (__uvTransformedCoords_0_Stage0 - (5.0 * __uuImageIncrement_Stage1)); float2 __ucoordSampled = {0.0, 0.0}; (__ucoordSampled = __ucoord); (__uoutput_Stage1 += (gl_texture2D(__uuTextureSampler_0_Stage1, __ucoordSampled).xxxx * __uuKernel_Stage1[0].x)); (__ucoord += __uuImageIncrement_Stage1); (__ucoordSampled = __ucoord); (__uoutput_Stage1 += (gl_texture2D(__uuTextureSampler_0_Stage1, __ucoordSampled).xxxx * __uuKernel_Stage1[0].y)); (__ucoord += __uuImageIncrement_Stage1); (__ucoordSampled = __ucoord); (__uoutput_Stage1 += (gl_texture2D(__uuTextureSampler_0_Stage1, __ucoordSampled).xxxx * __uuKernel_Stage1[0].z)); (__ucoord += __uuImageIncrement_Stage1); (__ucoordSampled = __ucoord); (__uoutput_Stage1 += (gl_texture2D(__uuTextureSampler_0_Stage1, __ucoordSampled).xxxx * __uuKernel_Stage1[0].w)); (__ucoord += __uuImageIncrement_Stage1); (__ucoordSampled = __ucoord); (__uoutput_Stage1 += (gl_texture2D(__uuTextureSampler_0_Stage1, __ucoordSampled).xxxx * __uuKernel_Stage1[1].x)); (__ucoord += __uuImageIncrement_Stage1); (__ucoordSampled = __ucoord); (__uoutput_Stage1 += (gl_texture2D(__uuTextureSampler_0_Stage1, __ucoordSampled).xxxx * __uuKernel_Stage1[1].y)); (__ucoord += __uuImageIncrement_Stage1); (__ucoordSampled = __ucoord); (__uoutput_Stage1 += (gl_texture2D(__uuTextureSampler_0_Stage1, __ucoordSampled).xxxx * __uuKernel_Stage1[1].z)); (__ucoord += __uuImageIncrement_Stage1); (__ucoordSampled = __ucoord); (__uoutput_Stage1 += (gl_texture2D(__uuTextureSampler_0_Stage1, __ucoordSampled).xxxx * __uuKernel_Stage1[1].w)); (__ucoord += __uuImageIncrement_Stage1); (__ucoordSampled = __ucoord); (__uoutput_Stage1 += (gl_texture2D(__uuTextureSampler_0_Stage1, __ucoordSampled).xxxx * __uuKernel_Stage1[2].x)); (__ucoord += __uuImageIncrement_Stage1); (__ucoordSampled = __ucoord); (__uoutput_Stage1 += (gl_texture2D(__uuTextureSampler_0_Stage1, __ucoordSampled).xxxx * __uuKernel_Stage1[2].y)); (__ucoord += __uuImageIncrement_Stage1); (__ucoordSampled = __ucoord); (__uoutput_Stage1 += (gl_texture2D(__uuTextureSampler_0_Stage1, __ucoordSampled).xxxx * __uuKernel_Stage1[2].z)); (__ucoord += __uuImageIncrement_Stage1); (__uoutput_Stage1 *= __uoutputColor_Stage0); } { (gl_Color[0] = __uoutput_Stage1); } (gl_Color[0] = gl_Color[0].wwww); } 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 } RTRDXBCe {glãj4,dRDEFh<dRD11< ($ \$Globals\@, 0@__uuCoordTransformMatrix_0_Stage0float3x3__uurtAdjustment_Stage0float48Microsoft (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  DXBCc1QO:zV> 4lRDEF<RD11< ($  samplers2D[0]textures2D[0]$Globals@,Pt0__uuImageIncrement_Stage1float2F__uuKernel_Stage1float4Microsoft (R) HLSL Shader Compiler 10.1ISGNhtttSV_PositionTEXCOORDOSGN, SV_TARGETSHEXPdjYF Z`XpUUbb2e h22F A@@@F ECUFF~`ECU" ~` 8" 2   ECU" ~` 2 *  ECU" ~` 2 :  ECU" ~` 2   ECU" ~` 2   ECU" ~` 2 *  ECU" ~` 2 :  ECU" ~` 2   ECU" ~` ECUB |`2   2 **  8 >STAT# " W񯪺0'/ "ҖinColor" _uinColor(0B5 (Ж inPosition" _uinPosition(0B9 ,Ж inLocalCoord"_uinLocalCoord(0BR PۖuCoordTransformMatrix_0_Stage0" _uuCoordTransformMatrix_0_Stage0(0B> <ҖurtAdjustment_Stage0"_uurtAdjustment_Stage0(0B"4 .Җ vcolor_Stage0"_uvcolor_Stage0(0B"P JЖvTransformedCoords_0_Stage0"_uvTransformedCoords_0_Stage0(0B". (Җ gl_Position" gl_Position(0B* !S ՖaĢnzD BޖuTextureSampler_0_Stage1"_uuTextureSampler_0_Stage1(0BB @ЖuImageIncrement_Stage1"_uuImageIncrement_Stage1(0B2 0ҖuKernel_Stage1"_uuKernel_Stage1(0B"4 .Җ vcolor_Stage0"_uvcolor_Stage0(0B"P JЖvTransformedCoords_0_Stage0"_uvTransformedCoords_0_Stage0(0B*7 *Җ gl_FragColor" gl_FragColor(0B08Z Zt/D Q<_F K2987f0fde973P _uinPosition_u_uinPositionR _uinColor _u_uinColorR_uurtAdjustment_Stage0_u_uurtAdjustment_Stage0R_uuinnerRect_Stage1_u_uuinnerRect_Stage1P_uuradiusPlusHalf_Stage1_u_uuradiusPlusHalf_Stage1R_uurectUniform_Stage2_u_uurectUniform_Stage2R_uuinnerRect_Stage3_u_uuinnerRect_Stage3P_uuradiusPlusHalf_Stage3_u_uuradiusPlusHalf_Stage3X[6  float4 vec4_ctor(float x0, float x1, float x2, float x3) { return float4(x0, x1, x2, x3); } // Uniforms uniform float4 __uurtAdjustment_Stage0 : register(c0); #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Attributes static float4 __uinColor = {0, 0, 0, 0}; static float2 __uinPosition = {0, 0}; static float4 gl_Position = float4(0, 0, 0, 0); // Varyings static float4 __uvcolor_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 __ucolor = __uinColor; (__uvcolor_Stage0 = __ucolor); float2 __upos2 = __uinPosition; (gl_Position = vec4_ctor(((__upos2.x * __uurtAdjustment_Stage0.x) + __uurtAdjustment_Stage0.y), ((__upos2.y * __uurtAdjustment_Stage0.z) + __uurtAdjustment_Stage0.w), 0.0, 1.0)); } @@ VERTEX ATTRIBUTES @@ struct VS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float4 gl_FragCoord : TEXCOORD2; 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.gl_FragCoord = gl_Position; output.v0 = __uvcolor_Stage0; return output; }  float4 vec4_ctor(float x0) { return float4(x0, x0, x0, x0); } // Uniforms uniform float4 __uuinnerRect_Stage1 : register(c0); uniform float4 __uuinnerRect_Stage3 : register(c1); uniform float2 __uuradiusPlusHalf_Stage1 : register(c2); uniform float2 __uuradiusPlusHalf_Stage3 : register(c3); uniform float4 __uurectUniform_Stage2 : register(c4); #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 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 __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}; { float2 __udxy0 = (__uuinnerRect_Stage1.xy - gl_FragCoord.xy); float2 __udxy1 = (gl_FragCoord.xy - __uuinnerRect_Stage1.zw); float2 __udxy = max(max(__udxy0, __udxy1), 0.0); float __ualpha = clamp((__uuradiusPlusHalf_Stage1.x - length(__udxy)), 0.0, 1.0); (__ualpha = (1.0 - __ualpha)); (__uoutput_Stage1 = vec4_ctor(__ualpha)); } float4 __uoutput_Stage2 = {0.0, 0.0, 0.0, 0.0}; { float __ualpha = {0.0}; { float __uxSub = {0.0}; float __uySub = {0.0}; (__uxSub = min((gl_FragCoord.x - __uurectUniform_Stage2.x), 0.0)); (__uxSub += min((__uurectUniform_Stage2.z - gl_FragCoord.x), 0.0)); (__uySub = min((gl_FragCoord.y - __uurectUniform_Stage2.y), 0.0)); (__uySub += min((__uurectUniform_Stage2.w - gl_FragCoord.y), 0.0)); (__ualpha = ((1.0 + max(__uxSub, -1.0)) * (1.0 + max(__uySub, -1.0)))); } (__uoutput_Stage2 = (__uoutput_Stage1 * __ualpha)); } float4 __uoutput_Stage3 = {0.0, 0.0, 0.0, 0.0}; { float2 __udxy0 = (__uuinnerRect_Stage3.xy - gl_FragCoord.xy); float2 __udxy1 = (gl_FragCoord.xy - __uuinnerRect_Stage3.zw); float2 __udxy = max(max(__udxy0, __udxy1), 0.0); float __ualpha = clamp((__uuradiusPlusHalf_Stage3.x - length(__udxy)), 0.0, 1.0); (__uoutput_Stage3 = (__uoutput_Stage2 * __ualpha)); } { (gl_Color[0] = (__uoutputColor_Stage0 * __uoutput_Stage3)); } } struct PS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float4 gl_FragCoord : TEXCOORD2; float4 v0 : TEXCOORD0; }; @@ 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; __uvcolor_Stage0 = input.v0; gl_main(); return generateOutput(); } R gl_Color0 gl_Color[0]ystruct GS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float4 gl_FragCoord : TEXCOORD2; float4 v0 : TEXCOORD0; }; struct GS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float4 gl_FragCoord : TEXCOORD2; 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; output.gl_FragCoord = input.gl_FragCoord; #ifndef ANGLE_POINT_SPRITE_SHADER output.dx_Position = input.dx_Position; #endif // ANGLE_POINT_SPRITE_SHADER } RT0DXBCdy[ VL04P$RDEFh<RD11< ($ \$Globals\__uurtAdjustment_Stage0float4Microsoft (R) HLSL Shader Compiler 10.1ISGND88TEXCOORDOSGNhtttSV_PositionTEXCOORDSHEXhPZjYF _2_g e e e h6 @??2 2F օ 6" A6  62 F62 F6 @?6 @?6 F>STAT DXBCCZ&"4|8RDEF@h<RD11< ($ \$Globals\PHdd 0@d__uuinnerRect_Stage1float4]__uuinnerRect_Stage3__uuradiusPlusHalf_Stage1float2__uuradiusPlusHalf_Stage3__uurectUniform_Stage2Microsoft (R) HLSL Shader Compiler 10.1ISGNhtttSV_PositionTEXCOORDOSGN, SV_TARGETSHEXPjYF d 2be h 2FAF  A42 F4 2F@FFK   A  A@? b A3 bV@ 2FA 3 2F@bV4 bV@ bV@??8"*8  bA  2F A4bV4 bV@"K" "A 8 8 F>STAT" )5Ž"Fohw / "ҖinColor" _uinColor(0B5 (Ж inPosition" _uinPosition(0B9 ,Ж inLocalCoord"_uinLocalCoord(0B> <ҖurtAdjustment_Stage0"_uurtAdjustment_Stage0(0B"4 .Җ vcolor_Stage0"_uvcolor_Stage0(0B". (Җ gl_Position" gl_Position(0B* I]q7QK#t8 6ҖuinnerRect_Stage1"_uuinnerRect_Stage1(0BB @ЖuradiusPlusHalf_Stage1"_uuradiusPlusHalf_Stage1(0B< :ҖurectUniform_Stage2"_uurectUniform_Stage2(0B8 6ҖuinnerRect_Stage3"_uuinnerRect_Stage3(0BB @ЖuradiusPlusHalf_Stage3"_uuradiusPlusHalf_Stage3(0B"4 .Җ vcolor_Stage0"_uvcolor_Stage0(0B"0 *Җ gl_FragCoord" gl_FragCoord(0B*7 *Җ gl_FragColor" gl_FragColor(0B08K # P#]$`&o52987f0fde973P _uposition _u_upositionP_utextureCoords_u_utextureCoordsR_ucolor _u_ucolorR_uurtAdjustment_Stage0_u_uurtAdjustment_Stage0^_uuTextureSampler_0_Stage0_u_uuTextureSampler_0_Stage0 X[6  }float4 vec4_ctor(float x0, float x1, float x2, float x3) { return float4(x0, x1, x2, x3); } // Uniforms uniform float4 __uurtAdjustment_Stage0 : register(c0); #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Attributes static float4 __ucolor = {0, 0, 0, 0}; static float2 __uposition = {0, 0}; static float2 __utextureCoords = {0, 0}; static float4 gl_Position = float4(0, 0, 0, 0); // Varyings static float4 __uvcolor_Stage0 = {0, 0, 0, 0}; static float2 __uvtextureCoords_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() { float2 __upos2 = __uposition; (__uvcolor_Stage0 = __ucolor); (__uvtextureCoords_Stage0 = __utextureCoords); (gl_Position = vec4_ctor(((__upos2.x * __uurtAdjustment_Stage0.x) + __uurtAdjustment_Stage0.y), ((__upos2.y * __uurtAdjustment_Stage0.z) + __uurtAdjustment_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 = __uvcolor_Stage0; output.v1 = __uvtextureCoords_Stage0; return output; } // Uniforms static const uint __uuTextureSampler_0_Stage0 = 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 __uvtextureCoords_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); float2 __utexCoord = {0.0, 0.0}; (__utexCoord = __uvtextureCoords_Stage0); (__uoutputColor_Stage0 = (__uoutputColor_Stage0 * gl_texture2D(__uuTextureSampler_0_Stage0, __utexCoord))); } { (gl_Color[0] = __uoutputColor_Stage0); } } 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; __uvtextureCoords_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 } RRT4DXBC-Pg0 44P<RDEFh<RD11< ($ \$Globals\__uurtAdjustment_Stage0float4Microsoft (R) HLSL Shader Compiler 10.1ISGN\PPPTEXCOORDOSGNhttt SV_PositionTEXCOORDSHEXTPUjYF _2_2_g e e e2 h6 @??2 2F օ 6" A6  62 F6 @?6 F62 F>STAT DXBCk#d&ly9j4`RDEF<RD11< ($ | samplers2D[0]textures2D[0]Microsoft (R) HLSL Shader Compiler 10.1ISGNhtttSV_PositionTEXCOORDOSGN, SV_TARGETSHEXP(jZ`XpUUbb2e hECUFF~`8 FF>STAT" )u߭on綬/S; .Ж textureCoords"_utextureCoords(0B1 $Жposition" _uposition(0B+ Җcolor"_ucolor(0B> <ҖurtAdjustment_Stage0"_uurtAdjustment_Stage0(0B"4 .Җ vcolor_Stage0"_uvcolor_Stage0(0B"D >ЖvtextureCoords_Stage0"_uvtextureCoords_Stage0(0B". (Җ gl_Position" gl_Position(0B* 8lCeweD BޖuTextureSampler_0_Stage0"_uuTextureSampler_0_Stage0(0B"4 .Җ vcolor_Stage0"_uvcolor_Stage0(0B"D >ЖvtextureCoords_Stage0"_uvtextureCoords_Stage0(0B*7 *Җ gl_FragColor" gl_FragColor(0B085 GX>h3ҩ=rK!2987f0fde973P _ua_vertex _u_ua_vertexR _uu_color _u_uu_colorX[6  )float4 vec4_ctor(float x0, float x1, float x2, float x3) { return float4(x0, x1, x2, x3); } #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Attributes static float2 __ua_vertex = {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() { (gl_Position = vec4_ctor(__ua_vertex.x, __ua_vertex.y, 0.0, 1.0)); } @@ 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; } 1// Uniforms uniform float4 __uu_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() { (gl_Color[0] = __uu_color); } 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 } RDXBC,۶(K k`4,RDEFd<<RD11< ($ Microsoft (R) HLSL Shader Compiler 10.1ISGN, TEXCOORDOSGNP8DSV_PositionTEXCOORDSHEXP-j_2g e 8 2 F@?6 @??62 F6 @?>STATDXBC RUQ1&hܨ4DRDEFh<RD11< ($ \$Globals\__uu_colorfloat4Microsoft (R) HLSL Shader Compiler 10.1ISGNP8DSV_PositionTEXCOORDOSGN, SV_TARGETSHEXDPjYF e 6 F >STAT"y @~$%dǙ1 $Жa_vertex" _ua_vertex(0B". (Җ gl_Position" gl_Position(0B*u ݆"͕wXTi$ "Җu_color" _uu_color(0B*7 *Җ gl_FragColor" gl_FragColor(0B08! dzϩ5Is_F[3UC2987f0fde973P _uinPosition_u_uinPositionR _uinColor _u_uinColorR_uinCircleEdge_u_uinCircleEdgeR_uurtAdjustment_Stage0_u_uurtAdjustment_Stage0R_uuinnerRect_Stage1_u_uuinnerRect_Stage1P_uuradiusPlusHalf_Stage1_u_uuradiusPlusHalf_Stage1X[6  float4 vec4_ctor(float x0, float x1, float x2, float x3) { return float4(x0, x1, x2, x3); } // Uniforms uniform float4 __uurtAdjustment_Stage0 : register(c0); #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Attributes static float4 __uinCircleEdge = {0, 0, 0, 0}; static float4 __uinColor = {0, 0, 0, 0}; static float2 __uinPosition = {0, 0}; static float4 gl_Position = float4(0, 0, 0, 0); // Varyings static float4 __uvinCircleEdge_Stage0 = {0, 0, 0, 0}; static float4 __uvinColor_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() { (__uvinCircleEdge_Stage0 = __uinCircleEdge); (__uvinColor_Stage0 = __uinColor); float2 __upos2 = __uinPosition; (gl_Position = vec4_ctor(((__upos2.x * __uurtAdjustment_Stage0.x) + __uurtAdjustment_Stage0.y), ((__upos2.y * __uurtAdjustment_Stage0.z) + __uurtAdjustment_Stage0.w), 0.0, 1.0)); } @@ 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 = __uvinCircleEdge_Stage0; output.v1 = __uvinColor_Stage0; return output; }  float4 vec4_ctor(float x0) { return float4(x0, x0, x0, x0); } // Uniforms uniform float4 __uuinnerRect_Stage1 : register(c0); uniform float2 __uuradiusPlusHalf_Stage1 : register(c1); #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Varyings static float4 __uvinCircleEdge_Stage0 = {0, 0, 0, 0}; static float4 __uvinColor_Stage0 = {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 __uoutputColor_Stage0 = {0.0, 0.0, 0.0, 0.0}; float4 __uoutputCoverage_Stage0 = {0.0, 0.0, 0.0, 0.0}; { float4 __ucircleEdge = {0.0, 0.0, 0.0, 0.0}; (__ucircleEdge = __uvinCircleEdge_Stage0); (__uoutputColor_Stage0 = __uvinColor_Stage0); float __ud = length(__ucircleEdge.xy); float __udistanceToOuterEdge = (__ucircleEdge.z * (1.0 - __ud)); float __uedgeAlpha = clamp(__udistanceToOuterEdge, 0.0, 1.0); (__uoutputCoverage_Stage0 = vec4_ctor(__uedgeAlpha)); } float4 __uoutput_Stage1 = {0.0, 0.0, 0.0, 0.0}; { float2 __udxy0 = (__uuinnerRect_Stage1.xy - gl_FragCoord.xy); float2 __udxy1 = (gl_FragCoord.xy - __uuinnerRect_Stage1.zw); float2 __udxy = max(max(__udxy0, __udxy1), 0.0); float __ualpha = clamp((__uuradiusPlusHalf_Stage1.x - length(__udxy)), 0.0, 1.0); (__ualpha = (1.0 - __ualpha)); (__uoutput_Stage1 = (__uoutputCoverage_Stage0 * __ualpha)); } { (gl_Color[0] = (__uoutputColor_Stage0 * __uoutput_Stage1)); } } 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; __uvinCircleEdge_Stage0 = input.v0; __uvinColor_Stage0 = 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 } RTTDXBCf`x6o4PTRDEFh<RD11< ($ \$Globals\__uurtAdjustment_Stage0float4Microsoft (R) HLSL Shader Compiler 10.1ISGN\PPPTEXCOORDOSGNSV_PositionTEXCOORDSHEXPejYF _2__g e e e e h6 @??2 2F օ 6" A6  62 F62 F6 @?6 @?6 F6 F>STAT 4DXBCW˞%\(v@ .TN44\RDEFh<XRD11< ($ \$Globals\ 4__uuinnerRect_Stage1float4__uuradiusPlusHalf_Stage1float2*Microsoft (R) HLSL Shader Compiler 10.1ISGNSV_PositionTEXCOORDOSGN, SV_TARGETSHEXPjYF d 2brbe h 2FAF  A42 F4 2F@FFK   A  A@?"FFK""A@?8 "*8 8 F>STAT" )D6j3/ "ҖinColor" _uinColor(0B5 (Ж inPosition" _uinPosition(0B9 ,Җ inCircleEdge"_uinCircleEdge(0B> <ҖurtAdjustment_Stage0"_uurtAdjustment_Stage0(0B"B <ҖvinCircleEdge_Stage0"_uvinCircleEdge_Stage0(0B"8 2ҖvinColor_Stage0"_uvinColor_Stage0(0B". (Җ gl_Position" gl_Position(0B* `0"[Xtw^)$D8 6ҖuinnerRect_Stage1"_uuinnerRect_Stage1(0BB @ЖuradiusPlusHalf_Stage1"_uuradiusPlusHalf_Stage1(0B"B <ҖvinCircleEdge_Stage0"_uvinCircleEdge_Stage0(0B"0 *Җ gl_FragCoord" gl_FragCoord(0B"8 2ҖvinColor_Stage0"_uvinColor_Stage0(0B*7 *Җ gl_FragColor" gl_FragColor(0B08C "er샦Ȱ%T#./22987f0fde973P _uinPosition_u_uinPositionR _uinColor _u_uinColorR_uinCircleEdge_u_uinCircleEdgeR_uurtAdjustment_Stage0_u_uurtAdjustment_Stage0X[6  float4 vec4_ctor(float x0, float x1, float x2, float x3) { return float4(x0, x1, x2, x3); } // Uniforms uniform float4 __uurtAdjustment_Stage0 : register(c0); #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Attributes static float4 __uinCircleEdge = {0, 0, 0, 0}; static float4 __uinColor = {0, 0, 0, 0}; static float2 __uinPosition = {0, 0}; static float4 gl_Position = float4(0, 0, 0, 0); // Varyings static float4 __uvinCircleEdge_Stage0 = {0, 0, 0, 0}; static float4 __uvinColor_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() { (__uvinCircleEdge_Stage0 = __uinCircleEdge); (__uvinColor_Stage0 = __uinColor); float2 __upos2 = __uinPosition; (gl_Position = vec4_ctor(((__upos2.x * __uurtAdjustment_Stage0.x) + __uurtAdjustment_Stage0.y), ((__upos2.y * __uurtAdjustment_Stage0.z) + __uurtAdjustment_Stage0.w), 0.0, 1.0)); } @@ 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 = __uvinCircleEdge_Stage0; output.v1 = __uvinColor_Stage0; return output; } Gfloat4 vec4_ctor(float x0) { return float4(x0, x0, x0, x0); } #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Varyings static float4 __uvinCircleEdge_Stage0 = {0, 0, 0, 0}; static float4 __uvinColor_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 __uoutputColor_Stage0 = {0.0, 0.0, 0.0, 0.0}; float4 __uoutputCoverage_Stage0 = {0.0, 0.0, 0.0, 0.0}; { float4 __ucircleEdge = {0.0, 0.0, 0.0, 0.0}; (__ucircleEdge = __uvinCircleEdge_Stage0); (__uoutputColor_Stage0 = __uvinColor_Stage0); float __ud = length(__ucircleEdge.xy); float __udistanceToOuterEdge = (__ucircleEdge.z * (1.0 - __ud)); float __uedgeAlpha = clamp(__udistanceToOuterEdge, 0.0, 1.0); (__uoutputCoverage_Stage0 = vec4_ctor(__uedgeAlpha)); } { (gl_Color[0] = (__uoutputColor_Stage0 * __uoutputCoverage_Stage0)); } (gl_Color[0] = gl_Color[0].wwww); } 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) { __uvinCircleEdge_Stage0 = input.v0; __uvinColor_Stage0 = 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 } RTT4DXBCwQv>1 Q44P<RDEFh<RD11< ($ \$Globals\__uurtAdjustment_Stage0float4Microsoft (R) HLSL Shader Compiler 10.1ISGN\PPPTEXCOORDOSGNhtttSV_PositionTEXCOORDSHEXTPUjYF _2__g e e e h6 @??2 2F օ 6" A6  62 F6 @?6 F6 F>STAT DXBC߂UŖ7G4(\(RDEFd<<RD11< ($ Microsoft (R) HLSL Shader Compiler 10.1ISGNhtttSV_PositionTEXCOORDOSGN, SV_TARGETSHEXP1jbrbe hFFK  A@?8  *8 >STAT" )D6j3/ "ҖinColor" _uinColor(0B5 (Ж inPosition" _uinPosition(0B9 ,Җ inCircleEdge"_uinCircleEdge(0B> <ҖurtAdjustment_Stage0"_uurtAdjustment_Stage0(0B"B <ҖvinCircleEdge_Stage0"_uvinCircleEdge_Stage0(0B"8 2ҖvinColor_Stage0"_uvinColor_Stage0(0B". (Җ gl_Position" gl_Position(0B* mKD7&eTcš"B <ҖvinCircleEdge_Stage0"_uvinCircleEdge_Stage0(0B"8 2ҖvinColor_Stage0"_uvinColor_Stage0(0B*7 *Җ gl_FragColor" gl_FragColor(0B082 ֜1WcN222987f0fde973P _uinPosition_u_uinPositionR _uinColor _u_uinColorR_uinCircleEdge_u_uinCircleEdgeR_uurtAdjustment_Stage0_u_uurtAdjustment_Stage0X[6  float4 vec4_ctor(float x0, float x1, float x2, float x3) { return float4(x0, x1, x2, x3); } // Uniforms uniform float4 __uurtAdjustment_Stage0 : register(c0); #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Attributes static float4 __uinCircleEdge = {0, 0, 0, 0}; static float4 __uinColor = {0, 0, 0, 0}; static float2 __uinPosition = {0, 0}; static float4 gl_Position = float4(0, 0, 0, 0); // Varyings static float4 __uvinCircleEdge_Stage0 = {0, 0, 0, 0}; static float4 __uvinColor_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() { (__uvinCircleEdge_Stage0 = __uinCircleEdge); (__uvinColor_Stage0 = __uinColor); float2 __upos2 = __uinPosition; (gl_Position = vec4_ctor(((__upos2.x * __uurtAdjustment_Stage0.x) + __uurtAdjustment_Stage0.y), ((__upos2.y * __uurtAdjustment_Stage0.z) + __uurtAdjustment_Stage0.w), 0.0, 1.0)); } @@ 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 = __uvinCircleEdge_Stage0; output.v1 = __uvinColor_Stage0; return output; } %float4 vec4_ctor(float x0) { return float4(x0, x0, x0, x0); } #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Varyings static float4 __uvinCircleEdge_Stage0 = {0, 0, 0, 0}; static float4 __uvinColor_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 __uoutputColor_Stage0 = {0.0, 0.0, 0.0, 0.0}; float4 __uoutputCoverage_Stage0 = {0.0, 0.0, 0.0, 0.0}; { float4 __ucircleEdge = {0.0, 0.0, 0.0, 0.0}; (__ucircleEdge = __uvinCircleEdge_Stage0); (__uoutputColor_Stage0 = __uvinColor_Stage0); float __ud = length(__ucircleEdge.xy); float __udistanceToOuterEdge = (__ucircleEdge.z * (1.0 - __ud)); float __uedgeAlpha = clamp(__udistanceToOuterEdge, 0.0, 1.0); (__uoutputCoverage_Stage0 = vec4_ctor(__uedgeAlpha)); } { (gl_Color[0] = (__uoutputColor_Stage0 * __uoutputCoverage_Stage0)); } } 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) { __uvinCircleEdge_Stage0 = input.v0; __uvinColor_Stage0 = 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 } RTT4DXBCwQv>1 Q44P<RDEFh<RD11< ($ \$Globals\__uurtAdjustment_Stage0float4Microsoft (R) HLSL Shader Compiler 10.1ISGN\PPPTEXCOORDOSGNhtttSV_PositionTEXCOORDSHEXTPUjYF _2__g e e e h6 @??2 2F օ 6" A6  62 F6 @?6 F6 F>STAT DXBC'`ncu;;4(\(RDEFd<<RD11< ($ Microsoft (R) HLSL Shader Compiler 10.1ISGNhtttSV_PositionTEXCOORDOSGN, SV_TARGETSHEXP1jbrbe hFFK  A@?8  *8 F>STAT" )D6j3/ "ҖinColor" _uinColor(0B5 (Ж inPosition" _uinPosition(0B9 ,Җ inCircleEdge"_uinCircleEdge(0B> <ҖurtAdjustment_Stage0"_uurtAdjustment_Stage0(0B"B <ҖvinCircleEdge_Stage0"_uvinCircleEdge_Stage0(0B"8 2ҖvinColor_Stage0"_uvinColor_Stage0(0B". (Җ gl_Position" gl_Position(0B* Fug0 gYH9$:Sc"B <ҖvinCircleEdge_Stage0"_uvinCircleEdge_Stage0(0B"8 2ҖvinColor_Stage0"_uvinColor_Stage0(0B*7 *Җ gl_FragColor" gl_FragColor(0B082 ODOɉpU2987f0fde973P _uinPosition_u_uinPositionR _uinColor _u_uinColorP_uinLocalCoord_u_uinLocalCoordR_uurtAdjustment_Stage0_u_uurtAdjustment_Stage0[ _uuCoordTransformMatrix_0_Stage0"_u_uuCoordTransformMatrix_0_Stage0P_uuImageIncrement_Stage1_u_uuImageIncrement_Stage1R_uuKernel_Stage1[0]_u_uuKernel_Stage1[0]^_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 float3x3 __uuCoordTransformMatrix_0_Stage0 : register(c0); uniform float4 __uurtAdjustment_Stage0 : register(c3); #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Attributes static float4 __uinColor = {0, 0, 0, 0}; static float2 __uinLocalCoord = {0, 0}; static float2 __uinPosition = {0, 0}; static float4 gl_Position = float4(0, 0, 0, 0); // Varyings static float2 __uvTransformedCoords_0_Stage0 = {0, 0}; static float4 __uvcolor_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 __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 * __uurtAdjustment_Stage0.x) + __uurtAdjustment_Stage0.y), ((__upos2.y * __uurtAdjustment_Stage0.z) + __uurtAdjustment_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 = __uvcolor_Stage0; output.v1 = __uvTransformedCoords_0_Stage0; return output; } v // Uniforms uniform float2 __uuImageIncrement_Stage1 : register(c0); uniform float4 __uuKernel_Stage1[3] : register(c1); 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 float2 __uvTransformedCoords_0_Stage0 = {0, 0}; static float4 __uvcolor_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 __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}; { (__uoutput_Stage1 = float4(0.0, 0.0, 0.0, 0.0)); float2 __ucoord = (__uvTransformedCoords_0_Stage0 - (4.0 * __uuImageIncrement_Stage1)); float2 __ucoordSampled = {0.0, 0.0}; (__ucoordSampled = __ucoord); (__uoutput_Stage1 += (gl_texture2D(__uuTextureSampler_0_Stage1, __ucoordSampled).xxxx * __uuKernel_Stage1[0].x)); (__ucoord += __uuImageIncrement_Stage1); (__ucoordSampled = __ucoord); (__uoutput_Stage1 += (gl_texture2D(__uuTextureSampler_0_Stage1, __ucoordSampled).xxxx * __uuKernel_Stage1[0].y)); (__ucoord += __uuImageIncrement_Stage1); (__ucoordSampled = __ucoord); (__uoutput_Stage1 += (gl_texture2D(__uuTextureSampler_0_Stage1, __ucoordSampled).xxxx * __uuKernel_Stage1[0].z)); (__ucoord += __uuImageIncrement_Stage1); (__ucoordSampled = __ucoord); (__uoutput_Stage1 += (gl_texture2D(__uuTextureSampler_0_Stage1, __ucoordSampled).xxxx * __uuKernel_Stage1[0].w)); (__ucoord += __uuImageIncrement_Stage1); (__ucoordSampled = __ucoord); (__uoutput_Stage1 += (gl_texture2D(__uuTextureSampler_0_Stage1, __ucoordSampled).xxxx * __uuKernel_Stage1[1].x)); (__ucoord += __uuImageIncrement_Stage1); (__ucoordSampled = __ucoord); (__uoutput_Stage1 += (gl_texture2D(__uuTextureSampler_0_Stage1, __ucoordSampled).xxxx * __uuKernel_Stage1[1].y)); (__ucoord += __uuImageIncrement_Stage1); (__ucoordSampled = __ucoord); (__uoutput_Stage1 += (gl_texture2D(__uuTextureSampler_0_Stage1, __ucoordSampled).xxxx * __uuKernel_Stage1[1].z)); (__ucoord += __uuImageIncrement_Stage1); (__ucoordSampled = __ucoord); (__uoutput_Stage1 += (gl_texture2D(__uuTextureSampler_0_Stage1, __ucoordSampled).xxxx * __uuKernel_Stage1[1].w)); (__ucoord += __uuImageIncrement_Stage1); (__ucoordSampled = __ucoord); (__uoutput_Stage1 += (gl_texture2D(__uuTextureSampler_0_Stage1, __ucoordSampled).xxxx * __uuKernel_Stage1[2].x)); (__ucoord += __uuImageIncrement_Stage1); (__uoutput_Stage1 *= __uoutputColor_Stage0); } { (gl_Color[0] = __uoutput_Stage1); } (gl_Color[0] = gl_Color[0].wwww); } 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 } RTRDXBCe {glãj4,dRDEFh<dRD11< ($ \$Globals\@, 0@__uuCoordTransformMatrix_0_Stage0float3x3__uurtAdjustment_Stage0float48Microsoft (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  DXBC`t#="%xv v 4RDEF<RD11< ($  samplers2D[0]textures2D[0]$Globals@,Pt0__uuImageIncrement_Stage1float2F__uuKernel_Stage1float4Microsoft (R) HLSL Shader Compiler 10.1ISGNhtttSV_PositionTEXCOORDOSGN, SV_TARGETSHEXP*jYF Z`XpUUbb2e h22F A@@@F ECUFF~`ECU" ~` 8" 2   ECU" ~` 2 *  ECU" ~` 2 :  ECU" ~` 2   ECU" ~` 2   ECU" ~` 2 *  ECU" ~` ECUB |`2 :  2 *  8 >STAT " W񯪺0'/ "ҖinColor" _uinColor(0B5 (Ж inPosition" _uinPosition(0B9 ,Ж inLocalCoord"_uinLocalCoord(0BR PۖuCoordTransformMatrix_0_Stage0" _uuCoordTransformMatrix_0_Stage0(0B> <ҖurtAdjustment_Stage0"_uurtAdjustment_Stage0(0B"4 .Җ vcolor_Stage0"_uvcolor_Stage0(0B"P JЖvTransformedCoords_0_Stage0"_uvTransformedCoords_0_Stage0(0B". (Җ gl_Position" gl_Position(0B*  kA]uD BޖuTextureSampler_0_Stage1"_uuTextureSampler_0_Stage1(0BB @ЖuImageIncrement_Stage1"_uuImageIncrement_Stage1(0B2 0ҖuKernel_Stage1"_uuKernel_Stage1(0B"4 .Җ vcolor_Stage0"_uvcolor_Stage0(0B"P JЖvTransformedCoords_0_Stage0"_uvTransformedCoords_0_Stage0(0B*7 *Җ gl_FragColor" gl_FragColor(0B08U ]< #Uj4vU2987f0fde973P _uinPosition_u_uinPosition R_uurtAdjustment_Stage0_u_uurtAdjustment_Stage0[_uuViewM_Stage0_u_uuViewM_Stage0R_uuColor_Stage0_u_uuColor_Stage0R_uuproxyRect_Stage1_u_uuproxyRect_Stage1_uucornerRadius_Stage1_u_uucornerRadius_Stage1_uublurRadius_Stage1_u_uublurRadius_Stage1R_uuinnerRect_Stage2_u_uuinnerRect_Stage2P_uuradiusPlusHalf_Stage2_u_uuradiusPlusHalf_Stage2^_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 float3x3 __uuViewM_Stage0 : register(c0); uniform float4 __uurtAdjustment_Stage0 : register(c3); #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 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() { float2 __upos2 = mul(transpose(__uuViewM_Stage0), vec3_ctor(__uinPosition, 1.0)).xy; (gl_Position = vec4_ctor(((__upos2.x * __uurtAdjustment_Stage0.x) + __uurtAdjustment_Stage0.y), ((__upos2.y * __uurtAdjustment_Stage0.z) + __uurtAdjustment_Stage0.w), 0.0, 1.0)); } @@ VERTEX ATTRIBUTES @@ struct VS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD0; float4 gl_FragCoord : 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; return output; } float2 vec2_ctor(float x0) { return float2(x0, x0); } // Uniforms uniform float4 __uuColor_Stage0 : register(c0); uniform float __uublurRadius_Stage1 : register(c1); uniform float __uucornerRadius_Stage1 : register(c2); uniform float4 __uuinnerRect_Stage2 : register(c3); uniform float4 __uuproxyRect_Stage1 : register(c4); uniform float2 __uuradiusPlusHalf_Stage2 : register(c5); 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 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() { float4 __uoutputColor_Stage0 = {0.0, 0.0, 0.0, 0.0}; { (__uoutputColor_Stage0 = __uuColor_Stage0); } float4 __uoutput_Stage1 = {0.0, 0.0, 0.0, 0.0}; { float2 __utranslatedFragPos = (gl_FragCoord.xy - __uuproxyRect_Stage1.xy); float __uthreshold = (__uucornerRadius_Stage1 + (2.0 * __uublurRadius_Stage1)); float2 __umiddle = ((__uuproxyRect_Stage1.zw - __uuproxyRect_Stage1.xy) - (2.0 * __uthreshold)); if (((__utranslatedFragPos.x >= __uthreshold) && (__utranslatedFragPos.x < (__umiddle.x + __uthreshold)))) { (__utranslatedFragPos.x = __uthreshold); } else { if ((__utranslatedFragPos.x >= (__umiddle.x + __uthreshold))) { (__utranslatedFragPos.x -= (__umiddle.x - 1.0)); } } if (((__utranslatedFragPos.y > __uthreshold) && (__utranslatedFragPos.y < (__umiddle.y + __uthreshold)))) { (__utranslatedFragPos.y = __uthreshold); } else { if ((__utranslatedFragPos.y >= (__umiddle.y + __uthreshold))) { (__utranslatedFragPos.y -= (__umiddle.y - 1.0)); } } float2 __uproxyDims = vec2_ctor(((2.0 * __uthreshold) + 1.0)); float2 __utexCoord = (__utranslatedFragPos / __uproxyDims); (__uoutput_Stage1 = gl_texture2D(__uuTextureSampler_0_Stage1, __utexCoord).xxxx); } float4 __uoutput_Stage2 = {0.0, 0.0, 0.0, 0.0}; { float2 __udxy0 = (__uuinnerRect_Stage2.xy - gl_FragCoord.xy); float2 __udxy1 = (gl_FragCoord.xy - __uuinnerRect_Stage2.zw); float2 __udxy = max(max(__udxy0, __udxy1), 0.0); float __ualpha = clamp((__uuradiusPlusHalf_Stage2.x - length(__udxy)), 0.0, 1.0); (__ualpha = (1.0 - __ualpha)); (__uoutput_Stage2 = (__uoutput_Stage1 * __ualpha)); } { (gl_Color[0] = (__uoutputColor_Stage0 * __uoutput_Stage2)); } } struct PS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD0; float4 gl_FragCoord : 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; gl_main(); return generateOutput(); } R gl_Color0 gl_Color[0](struct GS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD0; float4 gl_FragCoord : TEXCOORD1; }; struct GS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD0; float4 gl_FragCoord : TEXCOORD1; }; void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput) { output.gl_Position = input.gl_Position; output.gl_FragCoord = input.gl_FragCoord; #ifndef ANGLE_POINT_SPRITE_SHADER output.dx_Position = input.dx_Position; #endif // ANGLE_POINT_SPRITE_SHADER } RDXBC,i[*iSʟ4\RDEF|h<TRD11< ($ \$Globals\@,00__uuViewM_Stage0float3x3__uurtAdjustment_Stage0float4(Microsoft (R) HLSL Shader Compiler 10.1ISGN, TEXCOORDOSGNhP\\SV_PositionTEXCOORDSHEXPijYF _2g e e h62F6B@?F FF F2 " * : 2 :  6@??6 6" A6B@6 F6 F>STAT DXBCk`!`/av44 RDEF<RD11< ($  samplers2D[0]textures2D[0]$Globals`$H $`0u@P__uuColor_Stage0float4__uublurRadius_Stage1float__uucornerRadius_Stage1__uuinnerRect_Stage2__uuproxyRect_Stage1__uuradiusPlusHalf_Stage2float2Microsoft (R) HLSL Shader Compiler 10.1ISGNhP\\SV_PositionTEXCOORDOSGN, SV_TARGETSHEX,P jYF Z`XpUUd 2e h 2F A 2 B @@ 2 2 A@@@F2 F 2F@  A2 F12 F2FA 7 2FF **1B*:"* :7 :* 7 "*2 *@@@?2FECUFF~` bA  2F A4bV4 bV@"K" "A "A@?8 8 F >STAT" sYgNܨά\nJu95 (Ж inPosition" _uinPosition(0B> <ҖurtAdjustment_Stage0"_uurtAdjustment_Stage0(0B0 .ۖ uViewM_Stage0"_uuViewM_Stage0(0B". (Җ gl_Position" gl_Position(0B* Q*&N">1Z:LTD BޖuTextureSampler_0_Stage1"_uuTextureSampler_0_Stage1(0B8 6ҖuproxyRect_Stage1"_uuproxyRect_Stage1(0B0 .Җ uColor_Stage0"_uuColor_Stage0(0B= ;(ucornerRadius_Stage1"_uucornerRadius_Stage1(0B9 7(ublurRadius_Stage1"_uublurRadius_Stage1(0B8 6ҖuinnerRect_Stage2"_uuinnerRect_Stage2(0BB @ЖuradiusPlusHalf_Stage2"_uuradiusPlusHalf_Stage2(0B"0 *Җ gl_FragCoord" gl_FragCoord(0B*7 *Җ gl_FragColor" gl_FragColor(0B08U &!4vf}~;2987f0fde973P _uinPosition_u_uinPositionR _uinColor _u_uinColorP_uinLocalCoord_u_uinLocalCoordR_uurtAdjustment_Stage0_u_uurtAdjustment_Stage0[ _uuCoordTransformMatrix_0_Stage0"_u_uuCoordTransformMatrix_0_Stage0^_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 float3x3 __uuCoordTransformMatrix_0_Stage0 : register(c0); uniform float4 __uurtAdjustment_Stage0 : register(c3); #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Attributes static float4 __uinColor = {0, 0, 0, 0}; static float2 __uinLocalCoord = {0, 0}; static float2 __uinPosition = {0, 0}; static float4 gl_Position = float4(0, 0, 0, 0); // Varyings static float2 __uvTransformedCoords_0_Stage0 = {0, 0}; static float4 __uvcolor_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 __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 * __uurtAdjustment_Stage0.x) + __uurtAdjustment_Stage0.y), ((__upos2.y * __uurtAdjustment_Stage0.z) + __uurtAdjustment_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 = __uvcolor_Stage0; output.v1 = __uvTransformedCoords_0_Stage0; return output; } O// Uniforms 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 float2 __uvTransformedCoords_0_Stage0 = {0, 0}; static float4 __uvcolor_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 __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 __uchild = {0.0, 0.0, 0.0, 0.0}; { (__uchild = gl_texture2D(__uuTextureSampler_0_Stage1, __uvTransformedCoords_0_Stage0).xyzw); } (__uoutput_Stage1 = (__uchild * __uoutputColor_Stage0.w)); } { (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 } RTRDXBCe {glãj4,dRDEFh<dRD11< ($ \$Globals\@, 0@__uuCoordTransformMatrix_0_Stage0float3x3__uurtAdjustment_Stage0float48Microsoft (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 DXBC( '4`RDEF<RD11< ($ | samplers2D[0]textures2D[0]Microsoft (R) HLSL Shader Compiler 10.1ISGNhtttSV_PositionTEXCOORDOSGN, SV_TARGETSHEXP(jZ`XpUUbb2e hECUFF~`8 F>STAT" W񯪺0'/ "ҖinColor" _uinColor(0B5 (Ж inPosition" _uinPosition(0B9 ,Ж inLocalCoord"_uinLocalCoord(0BR PۖuCoordTransformMatrix_0_Stage0" _uuCoordTransformMatrix_0_Stage0(0B> <ҖurtAdjustment_Stage0"_uurtAdjustment_Stage0(0B"4 .Җ vcolor_Stage0"_uvcolor_Stage0(0B"P JЖvTransformedCoords_0_Stage0"_uvTransformedCoords_0_Stage0(0B". (Җ gl_Position" gl_Position(0B* S)E1ZsL6=7wD BޖuTextureSampler_0_Stage1"_uuTextureSampler_0_Stage1(0B"4 .Җ vcolor_Stage0"_uvcolor_Stage0(0B"P JЖvTransformedCoords_0_Stage0"_uvTransformedCoords_0_Stage0(0B*7 *Җ gl_FragColor" gl_FragColor(0B08; ¯!=U"a'|<2987f0fde973P _uinPosition_u_uinPositionR _uinColor _u_uinColorP_uinTextureCoords_u_uinTextureCoordsR_uurtAdjustment_Stage0_u_uurtAdjustment_Stage0P_uuAtlasSizeInv_Stage0_u_uuAtlasSizeInv_Stage0^_uuTextureSampler_0_Stage0_u_uuTextureSampler_0_Stage0 X[6  ffloat2 vec2_ctor(float x0, float x1) { return float2(x0, x1); } float4 vec4_ctor(float x0, float x1, float x2, float x3) { return float4(x0, x1, x2, x3); } // Uniforms uniform float2 __uuAtlasSizeInv_Stage0 : register(c0); uniform float4 __uurtAdjustment_Stage0 : register(c1); #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Attributes static float4 __uinColor = {0, 0, 0, 0}; static float2 __uinPosition = {0, 0}; static float2 __uinTextureCoords = {0, 0}; static float4 gl_Position = float4(0, 0, 0, 0); // Varyings static float __uvTexIndex_Stage0 = {0}; static float2 __uvTextureCoords_Stage0 = {0, 0}; static float4 __uvinColor_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() { float2 __uindexTexCoords = vec2_ctor(__uinTextureCoords.x, __uinTextureCoords.y); float2 __uintCoords = floor((0.5 * __uindexTexCoords)); float2 __udiff = (__uindexTexCoords - (2.0 * __uintCoords)); float __utexIdx = ((2.0 * __udiff.x) + __udiff.y); (__uvTextureCoords_Stage0 = (__uintCoords * __uuAtlasSizeInv_Stage0)); (__uvTexIndex_Stage0 = __utexIdx); (__uvinColor_Stage0 = __uinColor); float2 __upos2 = __uinPosition; (gl_Position = vec4_ctor(((__upos2.x * __uurtAdjustment_Stage0.x) + __uurtAdjustment_Stage0.y), ((__upos2.y * __uurtAdjustment_Stage0.z) + __uurtAdjustment_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 = __uvinColor_Stage0; output.v1 = __uvTextureCoords_Stage0; return output; } ^// Uniforms static const uint __uuTextureSampler_0_Stage0 = 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 __uvTextureCoords_Stage0 = {0, 0}; static float4 __uvinColor_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 __uoutputColor_Stage0 = {0.0, 0.0, 0.0, 0.0}; float4 __uoutputCoverage_Stage0 = {0.0, 0.0, 0.0, 0.0}; { (__uoutputColor_Stage0 = __uvinColor_Stage0); float4 __utexColor = {0.0, 0.0, 0.0, 0.0}; { (__utexColor = gl_texture2D(__uuTextureSampler_0_Stage0, __uvTextureCoords_Stage0).xxxx); } (__uoutputCoverage_Stage0 = __utexColor); } { (gl_Color[0] = (__uoutputColor_Stage0 * __uoutputCoverage_Stage0)); } } 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) { __uvinColor_Stage0 = input.v0; __uvTextureCoords_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 } RTRDXBC5\0M4 LRDEFh<XRD11< ($ \$Globals\ 4__uuAtlasSizeInv_Stage0float2__uurtAdjustment_Stage0float4,Microsoft (R) HLSL Shader Compiler 10.1ISGN\PPPTEXCOORDOSGNhttt SV_PositionTEXCOORDSHEXPgjYF _2__2g e e e2 h6 @??2 2F օ 6" A6  62 F6 @?6 F8 2F@??A2F82 FF >STAT DXBCZæU#s Byh4`RDEF<RD11< ($ | samplers2D[0]textures2D[0]Microsoft (R) HLSL Shader Compiler 10.1ISGNhtttSV_PositionTEXCOORDOSGN, SV_TARGETSHEXP(jZ`XpUUbb2e hECUFF~`8 F>STAT" CJ+18kJP|>/ "ҖinColor" _uinColor(0B5 (Ж inPosition" _uinPosition(0B? 2ЖinTextureCoords"_uinTextureCoords(0B> <ЖuAtlasSizeInv_Stage0"_uuAtlasSizeInv_Stage0(0B> <ҖurtAdjustment_Stage0"_uurtAdjustment_Stage0(0B"9 3(vTexIndex_Stage0"_uvTexIndex_Stage0(0B"D >ЖvTextureCoords_Stage0"_uvTextureCoords_Stage0(0B"8 2ҖvinColor_Stage0"_uvinColor_Stage0(0B". (Җ gl_Position" gl_Position(0B* *=\PP9TW3,D BޖuTextureSampler_0_Stage0"_uuTextureSampler_0_Stage0(0B"9 3(vTexIndex_Stage0"_uvTexIndex_Stage0(0B"D >ЖvTextureCoords_Stage0"_uvTextureCoords_Stage0(0B"8 2ҖvinColor_Stage0"_uvinColor_Stage0(0B*7 *Җ gl_FragColor" gl_FragColor(0B08< w~&{Q7Hh}I)2987f0fde973P _uinPosition_u_uinPositionR _uinColor _u_uinColorR_uurtAdjustment_Stage0_u_uurtAdjustment_Stage0X[6  float4 vec4_ctor(float x0, float x1, float x2, float x3) { return float4(x0, x1, x2, x3); } // Uniforms uniform float4 __uurtAdjustment_Stage0 : register(c0); #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Attributes static float4 __uinColor = {0, 0, 0, 0}; static float2 __uinPosition = {0, 0}; static float4 gl_Position = float4(0, 0, 0, 0); // Varyings static float4 __uvcolor_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 __ucolor = __uinColor; (__uvcolor_Stage0 = __ucolor); float2 __upos2 = __uinPosition; (gl_Position = vec4_ctor(((__upos2.x * __uurtAdjustment_Stage0.x) + __uurtAdjustment_Stage0.y), ((__upos2.y * __uurtAdjustment_Stage0.z) + __uurtAdjustment_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 = __uvcolor_Stage0; return output; } #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 float4 gl_Color[1] = { float4(0, 0, 0, 0) }; cbuffer DriverConstants : register(b1) { }; #define GL_USES_FRAG_COLOR void gl_main() { float4 __uoutputColor_Stage0 = {0.0, 0.0, 0.0, 0.0}; { (__uoutputColor_Stage0 = __uvcolor_Stage0); } { (gl_Color[0] = __uoutputColor_Stage0); } } struct PS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float4 v0 : TEXCOORD0; }; @@ PIXEL OUTPUT @@ PS_OUTPUT main(PS_INPUT input) { __uvcolor_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 } RTDXBCz+zsal:f^4P <RDEFh<RD11< ($ \$Globals\__uurtAdjustment_Stage0float4Microsoft (R) HLSL Shader Compiler 10.1ISGND88TEXCOORDOSGNhP\\SV_PositionTEXCOORDSHEX(PJjYF _2_g e e h6 @??2 2F օ 6" A6  62 F6 @?6 F>STAT$DXBCSTAT" )5Ž"Fohw / "ҖinColor" _uinColor(0B5 (Ж inPosition" _uinPosition(0B9 ,Ж inLocalCoord"_uinLocalCoord(0B> <ҖurtAdjustment_Stage0"_uurtAdjustment_Stage0(0B"4 .Җ vcolor_Stage0"_uvcolor_Stage0(0B". (Җ gl_Position" gl_Position(0B*  k|ಜ,Gry7ŝdY"4 .Җ vcolor_Stage0"_uvcolor_Stage0(0B*7 *Җ gl_FragColor" gl_FragColor(0B08) C ח0lzu%e|} )2987f0fde973P _uinPosition_u_uinPositionR _uinColor _u_uinColorR_uurtAdjustment_Stage0_u_uurtAdjustment_Stage0X[6  float4 vec4_ctor(float x0, float x1, float x2, float x3) { return float4(x0, x1, x2, x3); } // Uniforms uniform float4 __uurtAdjustment_Stage0 : register(c0); #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Attributes static float4 __uinColor = {0, 0, 0, 0}; static float2 __uinPosition = {0, 0}; static float4 gl_Position = float4(0, 0, 0, 0); // Varyings static float4 __uvcolor_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 __ucolor = __uinColor; (__uvcolor_Stage0 = __ucolor); float2 __upos2 = __uinPosition; (gl_Position = vec4_ctor(((__upos2.x * __uurtAdjustment_Stage0.x) + __uurtAdjustment_Stage0.y), ((__upos2.y * __uurtAdjustment_Stage0.z) + __uurtAdjustment_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 = __uvcolor_Stage0; return output; } #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 float4 gl_Color[1] = { float4(0, 0, 0, 0) }; cbuffer DriverConstants : register(b1) { }; #define GL_USES_FRAG_COLOR void gl_main() { float4 __uoutputColor_Stage0 = {0.0, 0.0, 0.0, 0.0}; { (__uoutputColor_Stage0 = __uvcolor_Stage0); } { (gl_Color[0] = __uoutputColor_Stage0); } } struct PS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float4 v0 : TEXCOORD0; }; @@ PIXEL OUTPUT @@ PS_OUTPUT main(PS_INPUT input) { __uvcolor_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 } RTDXBCz+zsal:f^4P <RDEFh<RD11< ($ \$Globals\__uurtAdjustment_Stage0float4Microsoft (R) HLSL Shader Compiler 10.1ISGND88TEXCOORDOSGNhP\\SV_PositionTEXCOORDSHEX(PJjYF _2_g e e h6 @??2 2F օ 6" A6  62 F6 @?6 F>STAT$DXBCSTAT" t++C(h|_MD/ "ҖinColor" _uinColor(0B5 (Ж inPosition" _uinPosition(0B> <ҖurtAdjustment_Stage0"_uurtAdjustment_Stage0(0B"4 .Җ vcolor_Stage0"_uvcolor_Stage0(0B". (Җ gl_Position" gl_Position(0B*  k|ಜ,Gry7ŝdY"4 .Җ vcolor_Stage0"_uvcolor_Stage0(0B*7 *Җ gl_FragColor" gl_FragColor(0B08) 2QAjtz 3482987f0fde973P _uinPosition_u_uinPositionR _uinColor _u_uinColorR _uinQuadEdge_u_uinQuadEdgeR_uurtAdjustment_Stage0_u_uurtAdjustment_Stage0X[6  float4 vec4_ctor(float x0, float x1, float x2, float x3) { return float4(x0, x1, x2, x3); } // Uniforms uniform float4 __uurtAdjustment_Stage0 : register(c0); #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Attributes static float4 __uinColor = {0, 0, 0, 0}; static float2 __uinPosition = {0, 0}; static float4 __uinQuadEdge = {0, 0, 0, 0}; static float4 gl_Position = float4(0, 0, 0, 0); // Varyings static float4 __uvQuadEdge_Stage0 = {0, 0, 0, 0}; static float4 __uvinColor_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() { (__uvQuadEdge_Stage0 = __uinQuadEdge); (__uvinColor_Stage0 = __uinColor); float2 __upos2 = __uinPosition; (gl_Position = vec4_ctor(((__upos2.x * __uurtAdjustment_Stage0.x) + __uurtAdjustment_Stage0.y), ((__upos2.y * __uurtAdjustment_Stage0.z) + __uurtAdjustment_Stage0.w), 0.0, 1.0)); } @@ 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 = __uvQuadEdge_Stage0; output.v1 = __uvinColor_Stage0; return output; } float2 vec2_ctor(float x0, float x1) { return float2(x0, x1); } float4 vec4_ctor(float x0) { return float4(x0, x0, x0, x0); } #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Varyings static float4 __uvQuadEdge_Stage0 = {0, 0, 0, 0}; static float4 __uvinColor_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 __uoutputColor_Stage0 = {0.0, 0.0, 0.0, 0.0}; float4 __uoutputCoverage_Stage0 = {0.0, 0.0, 0.0, 0.0}; { (__uoutputColor_Stage0 = __uvinColor_Stage0); float __uedgeAlpha = {0.0}; float2 __uduvdx = ddx(__uvQuadEdge_Stage0.xy); float2 __uduvdy = ddy(__uvQuadEdge_Stage0.xy); if (((__uvQuadEdge_Stage0.z > 0.0) && (__uvQuadEdge_Stage0.w > 0.0))) { (__uedgeAlpha = min((min(__uvQuadEdge_Stage0.z, __uvQuadEdge_Stage0.w) + 0.5), 1.0)); } else { float2 __ugF = vec2_ctor((((2.0 * __uvQuadEdge_Stage0.x) * __uduvdx.x) - __uduvdx.y), (((2.0 * __uvQuadEdge_Stage0.x) * __uduvdy.x) - __uduvdy.y)); (__uedgeAlpha = ((__uvQuadEdge_Stage0.x * __uvQuadEdge_Stage0.x) - __uvQuadEdge_Stage0.y)); (__uedgeAlpha = clamp((0.5 - (__uedgeAlpha / length(__ugF))), 0.0, 1.0)); } (__uoutputCoverage_Stage0 = vec4_ctor(__uedgeAlpha)); } { (gl_Color[0] = (__uoutputColor_Stage0 * __uoutputCoverage_Stage0)); } } 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) { __uvQuadEdge_Stage0 = input.v0; __uvinColor_Stage0 = 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 } RTT4DXBCwQv>1 Q44P<RDEFh<RD11< ($ \$Globals\__uurtAdjustment_Stage0float4Microsoft (R) HLSL Shader Compiler 10.1ISGN\PPPTEXCOORDOSGNhtttSV_PositionTEXCOORDSHEXTPUjYF _2__g e e e h6 @??2 2F օ 6" A6  62 F6 @?6 F6 F>STAT <DXBC:ubqA`քax)<4(\RDEFd<<RD11< ($ Microsoft (R) HLSL Shader Compiler 10.1ISGNhtttSV_PositionTEXCOORDOSGN, SV_TARGETSHEX<Pjbbe hz2FB  2 * A|2F2 "* AFFK 2 "  A   A@?3":*"@?3"@?1 @B:*7 * 8 F>STAT" bp6 oMll/ "ҖinColor" _uinColor(0B5 (Ж inPosition" _uinPosition(0B5 (Җ inQuadEdge" _uinQuadEdge(0B> <ҖurtAdjustment_Stage0"_uurtAdjustment_Stage0(0B": 4ҖvQuadEdge_Stage0"_uvQuadEdge_Stage0(0B"8 2ҖvinColor_Stage0"_uvinColor_Stage0(0B". (Җ gl_Position" gl_Position(0B* s(O-#}.؂": 4ҖvQuadEdge_Stage0"_uvQuadEdge_Stage0(0B"8 2ҖvinColor_Stage0"_uvinColor_Stage0(0B*7 *Җ gl_FragColor" gl_FragColor(0B088 $۪eVe"+2987f0fde973P _uinPosition_u_uinPositionR_uurtAdjustment_Stage0_u_uurtAdjustment_Stage0[_uuViewM_Stage0_u_uuViewM_Stage0R_uuColor_Stage0_u_uuColor_Stage0X[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 float3x3 __uuViewM_Stage0 : register(c0); uniform float4 __uurtAdjustment_Stage0 : register(c3); #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 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() { float2 __upos2 = mul(transpose(__uuViewM_Stage0), vec3_ctor(__uinPosition, 1.0)).xy; (gl_Position = vec4_ctor(((__upos2.x * __uurtAdjustment_Stage0.x) + __uurtAdjustment_Stage0.y), ((__upos2.y * __uurtAdjustment_Stage0.z) + __uurtAdjustment_Stage0.w), 0.0, 1.0)); } @@ 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; } // Uniforms uniform float4 __uuColor_Stage0 : 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 __uoutputColor_Stage0 = {0.0, 0.0, 0.0, 0.0}; { (__uoutputColor_Stage0 = __uuColor_Stage0); } { (gl_Color[0] = __uoutputColor_Stage0); } } 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 } RDXBC:o-(a84DRDEF|h<TRD11< ($ \$Globals\@,00__uuViewM_Stage0float3x3__uurtAdjustment_Stage0float4(Microsoft (R) HLSL Shader Compiler 10.1ISGN, TEXCOORDOSGNP8DSV_PositionTEXCOORDSHEXPfjYF _2g e h62F6B@?F FF F2    2 :* : 6"  A6"  6@??6 6  6B @>STAT DXBCs#@HP9ԘBó4H RDEF h<RD11< ($ \$Globals\__uuColor_Stage0float4Microsoft (R) HLSL Shader Compiler 10.1ISGNP8DSV_PositionTEXCOORDOSGN, SV_TARGETSHEXDPjYF e 6 F >STAT" sYgNܨά\nJu95 (Ж inPosition" _uinPosition(0B> <ҖurtAdjustment_Stage0"_uurtAdjustment_Stage0(0B0 .ۖ uViewM_Stage0"_uuViewM_Stage0(0B". (Җ gl_Position" gl_Position(0B* \0_pl:Hm0 .Җ uColor_Stage0"_uuColor_Stage0(0B*7 *Җ gl_FragColor" gl_FragColor(0B08+ q`7x̉+Lyp(M2987f0fde973P _uinPosition_u_uinPositionR _uinColor _u_uinColorP_uinLocalCoord_u_uinLocalCoordR_uurtAdjustment_Stage0_u_uurtAdjustment_Stage0[ _uuCoordTransformMatrix_0_Stage0"_u_uuCoordTransformMatrix_0_Stage0R_uuinnerRect_Stage2_u_uuinnerRect_Stage2P_uuradiusPlusHalf_Stage2_u_uuradiusPlusHalf_Stage2^_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 float3x3 __uuCoordTransformMatrix_0_Stage0 : register(c0); uniform float4 __uurtAdjustment_Stage0 : register(c3); #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Attributes static float4 __uinColor = {0, 0, 0, 0}; static float2 __uinLocalCoord = {0, 0}; static float2 __uinPosition = {0, 0}; static float4 gl_Position = float4(0, 0, 0, 0); // Varyings static float2 __uvTransformedCoords_0_Stage0 = {0, 0}; static float4 __uvcolor_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 __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 * __uurtAdjustment_Stage0.x) + __uurtAdjustment_Stage0.y), ((__upos2.y * __uurtAdjustment_Stage0.z) + __uurtAdjustment_Stage0.w), 0.0, 1.0)); } @@ VERTEX ATTRIBUTES @@ struct VS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD2; float4 gl_FragCoord : TEXCOORD3; 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.gl_FragCoord = gl_Position; output.v0 = __uvcolor_Stage0; output.v1 = __uvTransformedCoords_0_Stage0; return output; } float2 vec2_ctor(float x0, float x1) { return float2(x0, x1); } float4 vec4_ctor(float x0) { return float4(x0, x0, x0, x0); } // Uniforms uniform float4 __uuinnerRect_Stage2 : register(c0); uniform float2 __uuradiusPlusHalf_Stage2 : register(c1); 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 float2 __uvTransformedCoords_0_Stage0 = {0, 0}; static float4 __uvcolor_Stage0 = {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); 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() { 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 __uchild = {0.0, 0.0, 0.0, 0.0}; { (__uchild = gl_texture2D(__uuTextureSampler_0_Stage1, __uvTransformedCoords_0_Stage0).xyzw); } (__uoutput_Stage1 = (__uchild * __uoutputColor_Stage0.w)); } float4 __uoutput_Stage2 = {0.0, 0.0, 0.0, 0.0}; { float __udx0 = (__uuinnerRect_Stage2.x - gl_FragCoord.x); float2 __udxy1 = (gl_FragCoord.xy - __uuinnerRect_Stage2.zw); float2 __udxy = max(vec2_ctor(max(__udx0, __udxy1.x), __udxy1.y), 0.0); float __utopAlpha = clamp((gl_FragCoord.y - __uuinnerRect_Stage2.y), 0.0, 1.0); float __ualpha = (__utopAlpha * clamp((__uuradiusPlusHalf_Stage2.x - length(__udxy)), 0.0, 1.0)); (__uoutput_Stage2 = vec4_ctor(__ualpha)); } { (gl_Color[0] = (__uoutput_Stage1 * __uoutput_Stage2)); } } struct PS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD2; float4 gl_FragCoord : TEXCOORD3; float4 v0 : TEXCOORD0; float2 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; __uvcolor_Stage0 = input.v0; __uvTransformedCoords_0_Stage0 = input.v1.xy; 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; float2 v1 : TEXCOORD1; }; struct GS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD2; float4 gl_FragCoord : TEXCOORD3; 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; output.gl_FragCoord = input.gl_FragCoord; #ifndef ANGLE_POINT_SPRITE_SHADER output.dx_Position = input.dx_Position; #endif // ANGLE_POINT_SPRITE_SHADER } RTRXDXBClNbX4,RDEFh<dRD11< ($ \$Globals\@, 0@__uuCoordTransformMatrix_0_Stage0float3x3__uurtAdjustment_Stage0float48Microsoft (R) HLSL Shader Compiler 10.1ISGN\PPPTEXCOORDOSGN SV_PositionTEXCOORDSHEXPzjYF _2__2g e e e e2 h6 @??2 2F օ 6" A6  62 F62 F6 @?6 @?6 F62F6B@? F F" F F>STAT |DXBC |vlc|4RDEF<RD11< ($  samplers2D[0]textures2D[0]$Globals ,Hl__uuinnerRect_Stage2float4A__uuradiusPlusHalf_Stage2float2Microsoft (R) HLSL Shader Compiler 10.1ISGNSV_PositionTEXCOORDOSGN, SV_TARGETSHEXP{jYF Z`XpUUd 2bb2e h  A VV A4" *4 2@6  FFK   A 8  ECUFF~`8F8 F>STAT  " W񯪺0'/ "ҖinColor" _uinColor(0B5 (Ж inPosition" _uinPosition(0B9 ,Ж inLocalCoord"_uinLocalCoord(0BR PۖuCoordTransformMatrix_0_Stage0" _uuCoordTransformMatrix_0_Stage0(0B> <ҖurtAdjustment_Stage0"_uurtAdjustment_Stage0(0B"4 .Җ vcolor_Stage0"_uvcolor_Stage0(0B"P JЖvTransformedCoords_0_Stage0"_uvTransformedCoords_0_Stage0(0B". (Җ gl_Position" gl_Position(0B* ѶqƣpZl8 6ҖuinnerRect_Stage2"_uuinnerRect_Stage2(0BB @ЖuradiusPlusHalf_Stage2"_uuradiusPlusHalf_Stage2(0BD BޖuTextureSampler_0_Stage1"_uuTextureSampler_0_Stage1(0B"4 .Җ vcolor_Stage0"_uvcolor_Stage0(0B"P JЖvTransformedCoords_0_Stage0"_uvTransformedCoords_0_Stage0(0B"0 *Җ gl_FragCoord" gl_FragCoord(0B*7 *Җ gl_FragColor" gl_FragColor(0B08M p" OD*2O$!+C2987f0fde973P _uinPosition_u_uinPositionR _uinColor _u_uinColorR_uinCircleEdge_u_uinCircleEdgeR_uurtAdjustment_Stage0_u_uurtAdjustment_Stage0[ _uuCoordTransformMatrix_0_Stage0"_u_uuCoordTransformMatrix_0_Stage0^_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 float3x3 __uuCoordTransformMatrix_0_Stage0 : register(c0); uniform float4 __uurtAdjustment_Stage0 : register(c3); #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Attributes static float4 __uinCircleEdge = {0, 0, 0, 0}; static float4 __uinColor = {0, 0, 0, 0}; static float2 __uinPosition = {0, 0}; static float4 gl_Position = float4(0, 0, 0, 0); // Varyings static float2 __uvTransformedCoords_0_Stage0 = {0, 0}; static float4 __uvinCircleEdge_Stage0 = {0, 0, 0, 0}; static float4 __uvinColor_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() { (__uvinCircleEdge_Stage0 = __uinCircleEdge); (__uvinColor_Stage0 = __uinColor); float2 __upos2 = __uinPosition; (__uvTransformedCoords_0_Stage0 = mul(transpose(__uuCoordTransformMatrix_0_Stage0), vec3_ctor(__uinPosition, 1.0)).xy); (gl_Position = vec4_ctor(((__upos2.x * __uurtAdjustment_Stage0.x) + __uurtAdjustment_Stage0.y), ((__upos2.y * __uurtAdjustment_Stage0.z) + __uurtAdjustment_Stage0.w), 0.0, 1.0)); } @@ VERTEX ATTRIBUTES @@ struct VS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD3; 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.v0 = __uvinCircleEdge_Stage0; output.v1 = __uvinColor_Stage0; output.v2 = __uvTransformedCoords_0_Stage0; return output; } float4 vec4_ctor(float x0) { return float4(x0, x0, x0, x0); } // Uniforms 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 float2 __uvTransformedCoords_0_Stage0 = {0, 0}; static float4 __uvinCircleEdge_Stage0 = {0, 0, 0, 0}; static float4 __uvinColor_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 __uoutputColor_Stage0 = {0.0, 0.0, 0.0, 0.0}; float4 __uoutputCoverage_Stage0 = {0.0, 0.0, 0.0, 0.0}; { float4 __ucircleEdge = {0.0, 0.0, 0.0, 0.0}; (__ucircleEdge = __uvinCircleEdge_Stage0); (__uoutputColor_Stage0 = __uvinColor_Stage0); float __ud = length(__ucircleEdge.xy); float __udistanceToOuterEdge = (__ucircleEdge.z * (1.0 - __ud)); float __uedgeAlpha = clamp(__udistanceToOuterEdge, 0.0, 1.0); (__uoutputCoverage_Stage0 = vec4_ctor(__uedgeAlpha)); } float4 __uoutput_Stage1 = {0.0, 0.0, 0.0, 0.0}; { float4 __uchild = {0.0, 0.0, 0.0, 0.0}; { (__uchild = gl_texture2D(__uuTextureSampler_0_Stage1, __uvTransformedCoords_0_Stage0).xyzw); } (__uoutput_Stage1 = (__uchild * __uoutputColor_Stage0.w)); } { (gl_Color[0] = (__uoutput_Stage1 * __uoutputCoverage_Stage0)); } } struct PS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD3; float4 v0 : TEXCOORD0; float4 v1 : TEXCOORD1; float2 v2 : TEXCOORD2; }; @@ PIXEL OUTPUT @@ PS_OUTPUT main(PS_INPUT input) { __uvinCircleEdge_Stage0 = input.v0; __uvinColor_Stage0 = input.v1; __uvTransformedCoords_0_Stage0 = 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 v0 : TEXCOORD0; float4 v1 : TEXCOORD1; float2 v2 : TEXCOORD2; }; struct GS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD3; 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; #ifndef ANGLE_POINT_SPRITE_SHADER output.dx_Position = input.dx_Position; #endif // ANGLE_POINT_SPRITE_SHADER } RTT8DXBC7STAT DXBCH 4UBABg4 RDEF<RD11< ($ | samplers2D[0]textures2D[0]Microsoft (R) HLSL Shader Compiler 10.1ISGNSV_PositionTEXCOORDOSGN, SV_TARGETSHEX4PMjZ`XpUUbrbb2e hFFK  A@?8  *ECUFF~`8F8 F>STAT"  C3BFȉa!/ "ҖinColor" _uinColor(0B5 (Ж inPosition" _uinPosition(0B9 ,Җ inCircleEdge"_uinCircleEdge(0BR PۖuCoordTransformMatrix_0_Stage0" _uuCoordTransformMatrix_0_Stage0(0B> <ҖurtAdjustment_Stage0"_uurtAdjustment_Stage0(0B"B <ҖvinCircleEdge_Stage0"_uvinCircleEdge_Stage0(0B"8 2ҖvinColor_Stage0"_uvinColor_Stage0(0B"P JЖvTransformedCoords_0_Stage0"_uvTransformedCoords_0_Stage0(0B". (Җ gl_Position" gl_Position(0B* Qd1"6v,*^D BޖuTextureSampler_0_Stage1"_uuTextureSampler_0_Stage1(0B"B <ҖvinCircleEdge_Stage0"_uvinCircleEdge_Stage0(0B"8 2ҖvinColor_Stage0"_uvinColor_Stage0(0B"P JЖvTransformedCoords_0_Stage0"_uvTransformedCoords_0_Stage0(0B*7 *Җ gl_FragColor" gl_FragColor(0B08C ŅXiJpz8 c߫bP2987f0fde973P _uinPosition_u_uinPositionR _uinColor _u_uinColorR_uurtAdjustment_Stage0_u_uurtAdjustment_Stage0R_uurect_Stage1_u_uurect_Stage1_uuprofileSize_Stage1_u_uuprofileSize_Stage1R_uuinnerRect_Stage2_u_uuinnerRect_Stage2P_uuradiusPlusHalf_Stage2_u_uuradiusPlusHalf_Stage2^_uuTextureSampler_0_Stage1_u_uuTextureSampler_0_Stage1 X[6  float4 vec4_ctor(float x0, float x1, float x2, float x3) { return float4(x0, x1, x2, x3); } // Uniforms uniform float4 __uurtAdjustment_Stage0 : register(c0); #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Attributes static float4 __uinColor = {0, 0, 0, 0}; static float2 __uinPosition = {0, 0}; static float4 gl_Position = float4(0, 0, 0, 0); // Varyings static float4 __uvcolor_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 __ucolor = __uinColor; (__uvcolor_Stage0 = __ucolor); float2 __upos2 = __uinPosition; (gl_Position = vec4_ctor(((__upos2.x * __uurtAdjustment_Stage0.x) + __uurtAdjustment_Stage0.y), ((__upos2.y * __uurtAdjustment_Stage0.z) + __uurtAdjustment_Stage0.w), 0.0, 1.0)); } @@ VERTEX ATTRIBUTES @@ struct VS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float4 gl_FragCoord : TEXCOORD2; 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.gl_FragCoord = gl_Position; output.v0 = __uvcolor_Stage0; return output; } s float2 vec2_ctor(float x0, float x1) { return float2(x0, x1); } float4 vec4_ctor(float x0) { return float4(x0, x0, x0, x0); } // Uniforms uniform float4 __uuinnerRect_Stage2 : register(c0); uniform float __uuprofileSize_Stage1 : register(c1); uniform float2 __uuradiusPlusHalf_Stage2 : register(c2); uniform float4 __uurect_Stage1 : register(c3); 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 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() { 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}; { { float2 __utranslatedPos = (gl_FragCoord.xy - __uurect_Stage1.xy); float __uwidth = (__uurect_Stage1.z - __uurect_Stage1.x); float __uheight = (__uurect_Stage1.w - __uurect_Stage1.y); float2 __usmallDims = vec2_ctor((__uwidth - __uuprofileSize_Stage1), (__uheight - __uuprofileSize_Stage1)); float __ucenter = ((2.0 * floor(((__uuprofileSize_Stage1 / 2.0) + 0.25))) - 1.0); float2 __uwh = (__usmallDims - vec2_ctor(__ucenter, __ucenter)); float __uhcoord = ((abs((__utranslatedPos.x - (0.5 * __uwidth))) - (0.5 * __uwh.x)) / __uuprofileSize_Stage1); float __uhlookup = gl_texture2D(__uuTextureSampler_0_Stage1, vec2_ctor(__uhcoord, 0.5)).xxxx.w; float __uvcoord = ((abs((__utranslatedPos.y - (0.5 * __uheight))) - (0.5 * __uwh.y)) / __uuprofileSize_Stage1); float __uvlookup = gl_texture2D(__uuTextureSampler_0_Stage1, vec2_ctor(__uvcoord, 0.5)).xxxx.w; (__uoutput_Stage1 = (vec4_ctor(__uhlookup) * __uvlookup)); } } float4 __uoutput_Stage2 = {0.0, 0.0, 0.0, 0.0}; { float2 __udxy0 = (__uuinnerRect_Stage2.xy - gl_FragCoord.xy); float2 __udxy1 = (gl_FragCoord.xy - __uuinnerRect_Stage2.zw); float2 __udxy = max(max(__udxy0, __udxy1), 0.0); float __ualpha = clamp((__uuradiusPlusHalf_Stage2.x - length(__udxy)), 0.0, 1.0); (__ualpha = (1.0 - __ualpha)); (__uoutput_Stage2 = (__uoutput_Stage1 * __ualpha)); } { (gl_Color[0] = (__uoutputColor_Stage0 * __uoutput_Stage2)); } } struct PS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float4 gl_FragCoord : TEXCOORD2; float4 v0 : TEXCOORD0; }; @@ 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; __uvcolor_Stage0 = input.v0; gl_main(); return generateOutput(); } R gl_Color0 gl_Color[0]ystruct GS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float4 gl_FragCoord : TEXCOORD2; float4 v0 : TEXCOORD0; }; struct GS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float4 gl_FragCoord : TEXCOORD2; 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; output.gl_FragCoord = input.gl_FragCoord; #ifndef ANGLE_POINT_SPRITE_SHADER output.dx_Position = input.dx_Position; #endif // ANGLE_POINT_SPRITE_SHADER } RT0DXBCdy[ VL04P$RDEFh<RD11< ($ \$Globals\__uurtAdjustment_Stage0float4Microsoft (R) HLSL Shader Compiler 10.1ISGND88TEXCOORDOSGNhtttSV_PositionTEXCOORDSHEXhPZjYF _2_g e e e h6 @??2 2F օ 6" A6  62 F62 F6 @?6 @?6 F>STAT DXBC~S&N_4Dx(RDEF<XRD11< ($  samplers2D[0]textures2D[0]$Globals@| $H0__uuinnerRect_Stage2float4__uuprofileSize_Stage1float__uuradiusPlusHalf_Stage2float2__uurect_Stage1Microsoft (R) HLSL Shader Compiler 10.1ISGNhtttSV_PositionTEXCOORDOSGN, SV_TARGETSHEXPjYF Z`XpUUd 2be h2  @?@>A 2  @@@ b A  2 AA 2FF A2 bVA@??22A@??2F 6B@?ECUF~`ECU"~`8  bA 2F A4bV4 bV@"K" "A "A@?8 8 F>STAT" )5Ž"Fohw / "ҖinColor" _uinColor(0B5 (Ж inPosition" _uinPosition(0B9 ,Ж inLocalCoord"_uinLocalCoord(0B> <ҖurtAdjustment_Stage0"_uurtAdjustment_Stage0(0B"4 .Җ vcolor_Stage0"_uvcolor_Stage0(0B". (Җ gl_Position" gl_Position(0B*  XZ/c7w'LD BޖuTextureSampler_0_Stage1"_uuTextureSampler_0_Stage1(0B. ,Җ urect_Stage1"_uurect_Stage1(0B@ >ҖuproxyRectHalf_Stage1"_uuproxyRectHalf_Stage1(0B; 9(uprofileSize_Stage1"_uuprofileSize_Stage1(0B8 6ҖuinnerRect_Stage2"_uuinnerRect_Stage2(0BB @ЖuradiusPlusHalf_Stage2"_uuradiusPlusHalf_Stage2(0B"4 .Җ vcolor_Stage0"_uvcolor_Stage0(0B"0 *Җ gl_FragCoord" gl_FragCoord(0B*7 *Җ gl_FragColor" gl_FragColor(0B08P dX`*@ ܙq_2987f0fde973P _uinPosition_u_uinPositionR _uinColor _u_uinColorP_uinLocalCoord_u_uinLocalCoordR_uurtAdjustment_Stage0_u_uurtAdjustment_Stage0[ _uuCoordTransformMatrix_0_Stage0"_u_uuCoordTransformMatrix_0_Stage0P_uuImageIncrement_Stage1_u_uuImageIncrement_Stage1R_uuKernel_Stage1[0]_u_uuKernel_Stage1[0]^_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 float3x3 __uuCoordTransformMatrix_0_Stage0 : register(c0); uniform float4 __uurtAdjustment_Stage0 : register(c3); #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Attributes static float4 __uinColor = {0, 0, 0, 0}; static float2 __uinLocalCoord = {0, 0}; static float2 __uinPosition = {0, 0}; static float4 gl_Position = float4(0, 0, 0, 0); // Varyings static float2 __uvTransformedCoords_0_Stage0 = {0, 0}; static float4 __uvcolor_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 __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 * __uurtAdjustment_Stage0.x) + __uurtAdjustment_Stage0.y), ((__upos2.y * __uurtAdjustment_Stage0.z) + __uurtAdjustment_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 = __uvcolor_Stage0; output.v1 = __uvTransformedCoords_0_Stage0; return output; } Z// Uniforms uniform float2 __uuImageIncrement_Stage1 : register(c0); uniform float4 __uuKernel_Stage1[4] : register(c1); 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 float2 __uvTransformedCoords_0_Stage0 = {0, 0}; static float4 __uvcolor_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 __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}; { (__uoutput_Stage1 = float4(0.0, 0.0, 0.0, 0.0)); float2 __ucoord = (__uvTransformedCoords_0_Stage0 - (6.0 * __uuImageIncrement_Stage1)); float2 __ucoordSampled = {0.0, 0.0}; (__ucoordSampled = __ucoord); (__uoutput_Stage1 += (gl_texture2D(__uuTextureSampler_0_Stage1, __ucoordSampled).xxxx * __uuKernel_Stage1[0].x)); (__ucoord += __uuImageIncrement_Stage1); (__ucoordSampled = __ucoord); (__uoutput_Stage1 += (gl_texture2D(__uuTextureSampler_0_Stage1, __ucoordSampled).xxxx * __uuKernel_Stage1[0].y)); (__ucoord += __uuImageIncrement_Stage1); (__ucoordSampled = __ucoord); (__uoutput_Stage1 += (gl_texture2D(__uuTextureSampler_0_Stage1, __ucoordSampled).xxxx * __uuKernel_Stage1[0].z)); (__ucoord += __uuImageIncrement_Stage1); (__ucoordSampled = __ucoord); (__uoutput_Stage1 += (gl_texture2D(__uuTextureSampler_0_Stage1, __ucoordSampled).xxxx * __uuKernel_Stage1[0].w)); (__ucoord += __uuImageIncrement_Stage1); (__ucoordSampled = __ucoord); (__uoutput_Stage1 += (gl_texture2D(__uuTextureSampler_0_Stage1, __ucoordSampled).xxxx * __uuKernel_Stage1[1].x)); (__ucoord += __uuImageIncrement_Stage1); (__ucoordSampled = __ucoord); (__uoutput_Stage1 += (gl_texture2D(__uuTextureSampler_0_Stage1, __ucoordSampled).xxxx * __uuKernel_Stage1[1].y)); (__ucoord += __uuImageIncrement_Stage1); (__ucoordSampled = __ucoord); (__uoutput_Stage1 += (gl_texture2D(__uuTextureSampler_0_Stage1, __ucoordSampled).xxxx * __uuKernel_Stage1[1].z)); (__ucoord += __uuImageIncrement_Stage1); (__ucoordSampled = __ucoord); (__uoutput_Stage1 += (gl_texture2D(__uuTextureSampler_0_Stage1, __ucoordSampled).xxxx * __uuKernel_Stage1[1].w)); (__ucoord += __uuImageIncrement_Stage1); (__ucoordSampled = __ucoord); (__uoutput_Stage1 += (gl_texture2D(__uuTextureSampler_0_Stage1, __ucoordSampled).xxxx * __uuKernel_Stage1[2].x)); (__ucoord += __uuImageIncrement_Stage1); (__ucoordSampled = __ucoord); (__uoutput_Stage1 += (gl_texture2D(__uuTextureSampler_0_Stage1, __ucoordSampled).xxxx * __uuKernel_Stage1[2].y)); (__ucoord += __uuImageIncrement_Stage1); (__ucoordSampled = __ucoord); (__uoutput_Stage1 += (gl_texture2D(__uuTextureSampler_0_Stage1, __ucoordSampled).xxxx * __uuKernel_Stage1[2].z)); (__ucoord += __uuImageIncrement_Stage1); (__ucoordSampled = __ucoord); (__uoutput_Stage1 += (gl_texture2D(__uuTextureSampler_0_Stage1, __ucoordSampled).xxxx * __uuKernel_Stage1[2].w)); (__ucoord += __uuImageIncrement_Stage1); (__ucoordSampled = __ucoord); (__uoutput_Stage1 += (gl_texture2D(__uuTextureSampler_0_Stage1, __ucoordSampled).xxxx * __uuKernel_Stage1[3].x)); (__ucoord += __uuImageIncrement_Stage1); (__uoutput_Stage1 *= __uoutputColor_Stage0); } { (gl_Color[0] = __uoutput_Stage1); } (gl_Color[0] = gl_Color[0].wwww); } 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 } RTRDXBCe {glãj4,dRDEFh<dRD11< ($ \$Globals\@, 0@__uuCoordTransformMatrix_0_Stage0float3x3__uurtAdjustment_Stage0float48Microsoft (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  DXBCiJ!"tRMa;V 4T RDEF<RD11< ($  samplers2D[0]textures2D[0]$GlobalsP,Pt@__uuImageIncrement_Stage1float2F__uuKernel_Stage1float4Microsoft (R) HLSL Shader Compiler 10.1ISGNhtttSV_PositionTEXCOORDOSGN, SV_TARGETSHEXxPjYF Z`XpUUbb2e h22F A@@@F ECUFF~`ECU" ~` 8" 2   ECU" ~` 2 *  ECU" ~` 2 :  ECU" ~` 2   ECU" ~` 2   ECU" ~` 2 *  ECU" ~` 2 :  ECU" ~` 2   ECU" ~` 2   ECU" ~` 2 *  ECU" ~` ECUB |`2 :  2 *  8 >STAT) " W񯪺0'/ "ҖinColor" _uinColor(0B5 (Ж inPosition" _uinPosition(0B9 ,Ж inLocalCoord"_uinLocalCoord(0BR PۖuCoordTransformMatrix_0_Stage0" _uuCoordTransformMatrix_0_Stage0(0B> <ҖurtAdjustment_Stage0"_uurtAdjustment_Stage0(0B"4 .Җ vcolor_Stage0"_uvcolor_Stage0(0B"P JЖvTransformedCoords_0_Stage0"_uvTransformedCoords_0_Stage0(0B". (Җ gl_Position" gl_Position(0B* ?\GZnlo!4D BޖuTextureSampler_0_Stage1"_uuTextureSampler_0_Stage1(0BB @ЖuImageIncrement_Stage1"_uuImageIncrement_Stage1(0B2 0ҖuKernel_Stage1"_uuKernel_Stage1(0B"4 .Җ vcolor_Stage0"_uvcolor_Stage0(0B"P JЖvTransformedCoords_0_Stage0"_uvTransformedCoords_0_Stage0(0B*7 *Җ gl_FragColor" gl_FragColor(0B08_ 3K(>.sOD2987f0fde973P _uinPosition_u_uinPositionR _uinColor _u_uinColorR_uurtAdjustment_Stage0_u_uurtAdjustment_Stage0R_uucircleData_Stage1_u_uucircleData_Stage1R_uucircle_Stage2_u_uucircle_Stage2^_uuTextureSampler_0_Stage1_u_uuTextureSampler_0_Stage1 X[6  float4 vec4_ctor(float x0, float x1, float x2, float x3) { return float4(x0, x1, x2, x3); } // Uniforms uniform float4 __uurtAdjustment_Stage0 : register(c0); #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Attributes static float4 __uinColor = {0, 0, 0, 0}; static float2 __uinPosition = {0, 0}; static float4 gl_Position = float4(0, 0, 0, 0); // Varyings static float4 __uvcolor_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 __ucolor = __uinColor; (__uvcolor_Stage0 = __ucolor); float2 __upos2 = __uinPosition; (gl_Position = vec4_ctor(((__upos2.x * __uurtAdjustment_Stage0.x) + __uurtAdjustment_Stage0.y), ((__upos2.y * __uurtAdjustment_Stage0.z) + __uurtAdjustment_Stage0.w), 0.0, 1.0)); } @@ VERTEX ATTRIBUTES @@ struct VS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float4 gl_FragCoord : TEXCOORD2; 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.gl_FragCoord = gl_Position; output.v0 = __uvcolor_Stage0; return output; } w float2 vec2_ctor(float x0, float x1) { return float2(x0, x1); } float4 vec4_ctor(float x0) { return float4(x0, x0, x0, x0); } // Uniforms uniform float4 __uucircleData_Stage1 : register(c0); uniform float4 __uucircle_Stage2 : register(c1); 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 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() { 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}; { float2 __uvec = vec2_ctor(((gl_FragCoord.x - __uucircleData_Stage1.x) * __uucircleData_Stage1.w), ((gl_FragCoord.y - __uucircleData_Stage1.y) * __uucircleData_Stage1.w)); float __udist = (length(__uvec) + ((0.5 - __uucircleData_Stage1.z) * __uucircleData_Stage1.w)); (__uoutput_Stage1 = vec4_ctor(gl_texture2D(__uuTextureSampler_0_Stage1, vec2_ctor(__udist, 0.5)).xxxx.w)); } float4 __uoutput_Stage2 = {0.0, 0.0, 0.0, 0.0}; { float __ud = {0.0}; { (__ud = ((length(((__uucircle_Stage2.xy - gl_FragCoord.xy) * __uucircle_Stage2.w)) - 1.0) * __uucircle_Stage2.z)); } { (__ud = clamp(__ud, 0.0, 1.0)); } (__uoutput_Stage2 = (__uoutput_Stage1 * __ud)); } { (gl_Color[0] = (__uoutputColor_Stage0 * __uoutput_Stage2)); } } struct PS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float4 gl_FragCoord : TEXCOORD2; float4 v0 : TEXCOORD0; }; @@ 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; __uvcolor_Stage0 = input.v0; gl_main(); return generateOutput(); } R gl_Color0 gl_Color[0]ystruct GS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float4 gl_FragCoord : TEXCOORD2; float4 v0 : TEXCOORD0; }; struct GS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float4 gl_FragCoord : TEXCOORD2; 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; output.gl_FragCoord = input.gl_FragCoord; #ifndef ANGLE_POINT_SPRITE_SHADER output.dx_Position = input.dx_Position; #endif // ANGLE_POINT_SPRITE_SHADER } RT0DXBCdy[ VL04P$RDEFh<RD11< ($ \$Globals\__uurtAdjustment_Stage0float4Microsoft (R) HLSL Shader Compiler 10.1ISGND88TEXCOORDOSGNhtttSV_PositionTEXCOORDSHEXhPZjYF _2_g e e e h6 @??2 2F օ 6" A6  62 F62 F6 @?6 @?6 F>STAT DXBC*U=x.q*4pRDEF<RD11< ($  samplers2D[0]textures2D[0]$Globals ,LpL__uucircleData_Stage1float4B__uucircle_Stage2Microsoft (R) HLSL Shader Compiler 10.1ISGNhtttSV_PositionTEXCOORDOSGN, SV_TARGETSHEXTPjYF Z`XpUUd 2be h 2FF A82F FFK  "@?* A2 : 6"@?ECUFF~` bA 8bV "K""@8 "* 8 8 F>STAT" )5Ž"Fohw / "ҖinColor" _uinColor(0B5 (Ж inPosition" _uinPosition(0B9 ,Ж inLocalCoord"_uinLocalCoord(0B> <ҖurtAdjustment_Stage0"_uurtAdjustment_Stage0(0B"4 .Җ vcolor_Stage0"_uvcolor_Stage0(0B". (Җ gl_Position" gl_Position(0B* aąN1;3Es.: 8ҖucircleData_Stage1"_uucircleData_Stage1(0B2 0Җucircle_Stage2"_uucircle_Stage2(0BD BޖuTextureSampler_0_Stage1"_uuTextureSampler_0_Stage1(0B"4 .Җ vcolor_Stage0"_uvcolor_Stage0(0B"0 *Җ gl_FragCoord" gl_FragCoord(0B*7 *Җ gl_FragColor" gl_FragColor(0B08D '۟O ml:?2987f0fde973P _uinPosition_u_uinPositionR _uinColor _u_uinColorR_uurtAdjustment_Stage0_u_uurtAdjustment_Stage0R_uucircleData_Stage1_u_uucircleData_Stage1^_uuTextureSampler_0_Stage1_u_uuTextureSampler_0_Stage1 X[6  float4 vec4_ctor(float x0, float x1, float x2, float x3) { return float4(x0, x1, x2, x3); } // Uniforms uniform float4 __uurtAdjustment_Stage0 : register(c0); #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Attributes static float4 __uinColor = {0, 0, 0, 0}; static float2 __uinPosition = {0, 0}; static float4 gl_Position = float4(0, 0, 0, 0); // Varyings static float4 __uvcolor_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 __ucolor = __uinColor; (__uvcolor_Stage0 = __ucolor); float2 __upos2 = __uinPosition; (gl_Position = vec4_ctor(((__upos2.x * __uurtAdjustment_Stage0.x) + __uurtAdjustment_Stage0.y), ((__upos2.y * __uurtAdjustment_Stage0.z) + __uurtAdjustment_Stage0.w), 0.0, 1.0)); } @@ VERTEX ATTRIBUTES @@ struct VS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float4 gl_FragCoord : TEXCOORD2; 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.gl_FragCoord = gl_Position; output.v0 = __uvcolor_Stage0; return output; } 3 float2 vec2_ctor(float x0, float x1) { return float2(x0, x1); } float4 vec4_ctor(float x0) { return float4(x0, x0, x0, x0); } // Uniforms uniform float4 __uucircleData_Stage1 : register(c0); 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 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() { 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}; { float2 __uvec = vec2_ctor(((gl_FragCoord.x - __uucircleData_Stage1.x) * __uucircleData_Stage1.w), ((gl_FragCoord.y - __uucircleData_Stage1.y) * __uucircleData_Stage1.w)); float __udist = (length(__uvec) + ((0.5 - __uucircleData_Stage1.z) * __uucircleData_Stage1.w)); (__uoutput_Stage1 = vec4_ctor(gl_texture2D(__uuTextureSampler_0_Stage1, vec2_ctor(__udist, 0.5)).xxxx.w)); } { (gl_Color[0] = (__uoutputColor_Stage0 * __uoutput_Stage1)); } } struct PS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float4 gl_FragCoord : TEXCOORD2; float4 v0 : TEXCOORD0; }; @@ 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; __uvcolor_Stage0 = input.v0; gl_main(); return generateOutput(); } R gl_Color0 gl_Color[0]ystruct GS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float4 gl_FragCoord : TEXCOORD2; float4 v0 : TEXCOORD0; }; struct GS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float4 gl_FragCoord : TEXCOORD2; 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; output.gl_FragCoord = input.gl_FragCoord; #ifndef ANGLE_POINT_SPRITE_SHADER output.dx_Position = input.dx_Position; #endif // ANGLE_POINT_SPRITE_SHADER } RT0DXBCdy[ VL04P$RDEFh<RD11< ($ \$Globals\__uurtAdjustment_Stage0float4Microsoft (R) HLSL Shader Compiler 10.1ISGND88TEXCOORDOSGNhtttSV_PositionTEXCOORDSHEXhPZjYF _2_g e e e h6 @??2 2F օ 6" A6  62 F62 F6 @?6 @?6 F>STAT DXBCwc'-/G'bw44hRDEFp<HRD11< ($  samplers2D[0]textures2D[0]$Globals$__uucircleData_Stage1float4Microsoft (R) HLSL Shader Compiler 10.1ISGNhtttSV_PositionTEXCOORDOSGN, SV_TARGETSHEXPbjYF Z`XpUUd 2be h 2FF A82F FFK  "@?* A2 : 6"@?ECUFF~`8 F>STAT " )5Ž"Fohw / "ҖinColor" _uinColor(0B5 (Ж inPosition" _uinPosition(0B9 ,Ж inLocalCoord"_uinLocalCoord(0B> <ҖurtAdjustment_Stage0"_uurtAdjustment_Stage0(0B"4 .Җ vcolor_Stage0"_uvcolor_Stage0(0B". (Җ gl_Position" gl_Position(0B* }B2z_> /WY: 8ҖucircleData_Stage1"_uucircleData_Stage1(0BD BޖuTextureSampler_0_Stage1"_uuTextureSampler_0_Stage1(0B"4 .Җ vcolor_Stage0"_uvcolor_Stage0(0B"0 *Җ gl_FragCoord" gl_FragCoord(0B*7 *Җ gl_FragColor" gl_FragColor(0B08? T{V41.˷HVf܀,2987f0fde973P _uinPosition_u_uinPositionR _uinColor _u_uinColor _uinCoverage_u_uinCoverageR_uurtAdjustment_Stage0_u_uurtAdjustment_Stage0X[6  Lfloat4 vec4_ctor(float x0, float x1, float x2, float x3) { return float4(x0, x1, x2, x3); } // Uniforms uniform float4 __uurtAdjustment_Stage0 : register(c0); #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Attributes static float4 __uinColor = {0, 0, 0, 0}; static float __uinCoverage = {0}; static float2 __uinPosition = {0, 0}; static float4 gl_Position = float4(0, 0, 0, 0); // Varyings static float4 __uvcolor_Stage0 = {0, 0, 0, 0}; static float __uvinCoverage_Stage0 = {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; (__uvinCoverage_Stage0 = __uinCoverage); (gl_Position = vec4_ctor(((__upos2.x * __uurtAdjustment_Stage0.x) + __uurtAdjustment_Stage0.y), ((__upos2.y * __uurtAdjustment_Stage0.z) + __uurtAdjustment_Stage0.w), 0.0, 1.0)); } @@ VERTEX ATTRIBUTES @@ struct VS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float 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 = __uvinCoverage_Stage0; return output; } float4 vec4_ctor(float x0) { return float4(x0, x0, x0, x0); } #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Varyings static float __uvinCoverage_Stage0 = {0}; static float4 gl_Color[1] = { float4(0, 0, 0, 0) }; cbuffer DriverConstants : register(b1) { }; #define GL_USES_FRAG_COLOR void gl_main() { float4 __uoutputCoverage_Stage0 = {0.0, 0.0, 0.0, 0.0}; { float __ualpha = {1.0}; (__ualpha = __uvinCoverage_Stage0); (__uoutputCoverage_Stage0 = vec4_ctor(__ualpha)); } { (gl_Color[0] = __uoutputCoverage_Stage0); } (gl_Color[0] = gl_Color[0].wwww); } struct PS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float v0 : TEXCOORD0; }; @@ PIXEL OUTPUT @@ PS_OUTPUT main(PS_INPUT input) { __uvinCoverage_Stage0 = input.v0.x; gl_main(); return generateOutput(); } R gl_Color0 gl_Color[0]struct GS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float v0 : TEXCOORD0; }; struct GS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float 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 } RTQDXBCMUQ;P4P$TRDEFh<RD11< ($ \$Globals\__uurtAdjustment_Stage0float4Microsoft (R) HLSL Shader Compiler 10.1ISGN\PPPTEXCOORDOSGNhP\\SV_PositionTEXCOORDSHEX(PJjYF _2_g e e h6 @??2 2F օ 6" A6  62 F6 @?6  >STAT$DXBC~õ` v$4DRDEFd<<RD11< ($ Microsoft (R) HLSL Shader Compiler 10.1ISGNhP\\SV_PositionTEXCOORDOSGN, SV_TARGETSHEX<Pjbe 6 >STAT" ]<E$yxëu ^/ "ҖinColor" _uinColor(0B5 (Ж inPosition" _uinPosition(0B4 '( inCoverage" _uinCoverage(0B> <ҖurtAdjustment_Stage0"_uurtAdjustment_Stage0(0B"4 .Җ vcolor_Stage0"_uvcolor_Stage0(0B"= 7(vinCoverage_Stage0"_uvinCoverage_Stage0(0B". (Җ gl_Position" gl_Position(0B* #AO*!fț"4 .Җ vcolor_Stage0"_uvcolor_Stage0(0B"= 7(vinCoverage_Stage0"_uvinCoverage_Stage0(0B*7 *Җ gl_FragColor" gl_FragColor(0B08, 5x摽,C̆"EY42987f0fde973P _uinPosition_u_uinPositionR _uinColor _u_uinColorR_uinCircleEdge_u_uinCircleEdgeR_uurtAdjustment_Stage0_u_uurtAdjustment_Stage0X[6  float4 vec4_ctor(float x0, float x1, float x2, float x3) { return float4(x0, x1, x2, x3); } // Uniforms uniform float4 __uurtAdjustment_Stage0 : register(c0); #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Attributes static float4 __uinCircleEdge = {0, 0, 0, 0}; static float4 __uinColor = {0, 0, 0, 0}; static float2 __uinPosition = {0, 0}; static float4 gl_Position = float4(0, 0, 0, 0); // Varyings static float4 __uvinCircleEdge_Stage0 = {0, 0, 0, 0}; static float4 __uvinColor_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() { (__uvinCircleEdge_Stage0 = __uinCircleEdge); (__uvinColor_Stage0 = __uinColor); float2 __upos2 = __uinPosition; (gl_Position = vec4_ctor(((__upos2.x * __uurtAdjustment_Stage0.x) + __uurtAdjustment_Stage0.y), ((__upos2.y * __uurtAdjustment_Stage0.z) + __uurtAdjustment_Stage0.w), 0.0, 1.0)); } @@ 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 = __uvinCircleEdge_Stage0; output.v1 = __uvinColor_Stage0; return output; } float4 vec4_ctor(float x0) { return float4(x0, x0, x0, x0); } #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Varyings static float4 __uvinCircleEdge_Stage0 = {0, 0, 0, 0}; static float4 __uvinColor_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 __uoutputColor_Stage0 = {0.0, 0.0, 0.0, 0.0}; float4 __uoutputCoverage_Stage0 = {0.0, 0.0, 0.0, 0.0}; { float4 __ucircleEdge = {0.0, 0.0, 0.0, 0.0}; (__ucircleEdge = __uvinCircleEdge_Stage0); (__uoutputColor_Stage0 = __uvinColor_Stage0); float __ud = length(__ucircleEdge.xy); float __udistanceToOuterEdge = (__ucircleEdge.z * (1.0 - __ud)); float __uedgeAlpha = clamp(__udistanceToOuterEdge, 0.0, 1.0); float __udistanceToInnerEdge = (__ucircleEdge.z * (__ud - __ucircleEdge.w)); float __uinnerAlpha = clamp(__udistanceToInnerEdge, 0.0, 1.0); (__uedgeAlpha *= __uinnerAlpha); (__uoutputCoverage_Stage0 = vec4_ctor(__uedgeAlpha)); } { (gl_Color[0] = (__uoutputColor_Stage0 * __uoutputCoverage_Stage0)); } } 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) { __uvinCircleEdge_Stage0 = input.v0; __uvinColor_Stage0 = 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 } RTT4DXBCwQv>1 Q44P<RDEFh<RD11< ($ \$Globals\__uurtAdjustment_Stage0float4Microsoft (R) HLSL Shader Compiler 10.1ISGN\PPPTEXCOORDOSGNhtttSV_PositionTEXCOORDSHEXTPUjYF _2__g e e e h6 @??2 2F օ 6" A6  62 F6 @?6 F6 F>STAT DXBC>;"2t4(\dRDEFd<<RD11< ($ Microsoft (R) HLSL Shader Compiler 10.1ISGNhtttSV_PositionTEXCOORDOSGN, SV_TARGETSHEXP@jbbe hFFK " A@? :A8 2F8 8 F>STAT" )D6j3/ "ҖinColor" _uinColor(0B5 (Ж inPosition" _uinPosition(0B9 ,Җ inCircleEdge"_uinCircleEdge(0B> <ҖurtAdjustment_Stage0"_uurtAdjustment_Stage0(0B"B <ҖvinCircleEdge_Stage0"_uvinCircleEdge_Stage0(0B"8 2ҖvinColor_Stage0"_uvinColor_Stage0(0B". (Җ gl_Position" gl_Position(0B* 3H=κ "B <ҖvinCircleEdge_Stage0"_uvinCircleEdge_Stage0(0B"8 2ҖvinColor_Stage0"_uvinColor_Stage0(0B*7 *Җ gl_FragColor" gl_FragColor(0B084 rg Iܛi.c2987f0fde973P _uinPosition_u_uinPositionR _uinColor _u_uinColorP_uinLocalCoord_u_uinLocalCoordR_uurtAdjustment_Stage0_u_uurtAdjustment_Stage0[ _uuCoordTransformMatrix_0_Stage0"_u_uuCoordTransformMatrix_0_Stage0P_uuImageIncrement_Stage1_u_uuImageIncrement_Stage1R_uuKernel_Stage1[0]_u_uuKernel_Stage1[0]^_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 float3x3 __uuCoordTransformMatrix_0_Stage0 : register(c0); uniform float4 __uurtAdjustment_Stage0 : register(c3); #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Attributes static float4 __uinColor = {0, 0, 0, 0}; static float2 __uinLocalCoord = {0, 0}; static float2 __uinPosition = {0, 0}; static float4 gl_Position = float4(0, 0, 0, 0); // Varyings static float2 __uvTransformedCoords_0_Stage0 = {0, 0}; static float4 __uvcolor_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 __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 * __uurtAdjustment_Stage0.x) + __uurtAdjustment_Stage0.y), ((__upos2.y * __uurtAdjustment_Stage0.z) + __uurtAdjustment_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 = __uvcolor_Stage0; output.v1 = __uvTransformedCoords_0_Stage0; return output; } // Uniforms uniform float2 __uuImageIncrement_Stage1 : register(c0); uniform float4 __uuKernel_Stage1[4] : register(c1); 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 float2 __uvTransformedCoords_0_Stage0 = {0, 0}; static float4 __uvcolor_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 __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}; { (__uoutput_Stage1 = float4(0.0, 0.0, 0.0, 0.0)); float2 __ucoord = (__uvTransformedCoords_0_Stage0 - (7.0 * __uuImageIncrement_Stage1)); float2 __ucoordSampled = {0.0, 0.0}; (__ucoordSampled = __ucoord); (__uoutput_Stage1 += (gl_texture2D(__uuTextureSampler_0_Stage1, __ucoordSampled).xxxx * __uuKernel_Stage1[0].x)); (__ucoord += __uuImageIncrement_Stage1); (__ucoordSampled = __ucoord); (__uoutput_Stage1 += (gl_texture2D(__uuTextureSampler_0_Stage1, __ucoordSampled).xxxx * __uuKernel_Stage1[0].y)); (__ucoord += __uuImageIncrement_Stage1); (__ucoordSampled = __ucoord); (__uoutput_Stage1 += (gl_texture2D(__uuTextureSampler_0_Stage1, __ucoordSampled).xxxx * __uuKernel_Stage1[0].z)); (__ucoord += __uuImageIncrement_Stage1); (__ucoordSampled = __ucoord); (__uoutput_Stage1 += (gl_texture2D(__uuTextureSampler_0_Stage1, __ucoordSampled).xxxx * __uuKernel_Stage1[0].w)); (__ucoord += __uuImageIncrement_Stage1); (__ucoordSampled = __ucoord); (__uoutput_Stage1 += (gl_texture2D(__uuTextureSampler_0_Stage1, __ucoordSampled).xxxx * __uuKernel_Stage1[1].x)); (__ucoord += __uuImageIncrement_Stage1); (__ucoordSampled = __ucoord); (__uoutput_Stage1 += (gl_texture2D(__uuTextureSampler_0_Stage1, __ucoordSampled).xxxx * __uuKernel_Stage1[1].y)); (__ucoord += __uuImageIncrement_Stage1); (__ucoordSampled = __ucoord); (__uoutput_Stage1 += (gl_texture2D(__uuTextureSampler_0_Stage1, __ucoordSampled).xxxx * __uuKernel_Stage1[1].z)); (__ucoord += __uuImageIncrement_Stage1); (__ucoordSampled = __ucoord); (__uoutput_Stage1 += (gl_texture2D(__uuTextureSampler_0_Stage1, __ucoordSampled).xxxx * __uuKernel_Stage1[1].w)); (__ucoord += __uuImageIncrement_Stage1); (__ucoordSampled = __ucoord); (__uoutput_Stage1 += (gl_texture2D(__uuTextureSampler_0_Stage1, __ucoordSampled).xxxx * __uuKernel_Stage1[2].x)); (__ucoord += __uuImageIncrement_Stage1); (__ucoordSampled = __ucoord); (__uoutput_Stage1 += (gl_texture2D(__uuTextureSampler_0_Stage1, __ucoordSampled).xxxx * __uuKernel_Stage1[2].y)); (__ucoord += __uuImageIncrement_Stage1); (__ucoordSampled = __ucoord); (__uoutput_Stage1 += (gl_texture2D(__uuTextureSampler_0_Stage1, __ucoordSampled).xxxx * __uuKernel_Stage1[2].z)); (__ucoord += __uuImageIncrement_Stage1); (__ucoordSampled = __ucoord); (__uoutput_Stage1 += (gl_texture2D(__uuTextureSampler_0_Stage1, __ucoordSampled).xxxx * __uuKernel_Stage1[2].w)); (__ucoord += __uuImageIncrement_Stage1); (__ucoordSampled = __ucoord); (__uoutput_Stage1 += (gl_texture2D(__uuTextureSampler_0_Stage1, __ucoordSampled).xxxx * __uuKernel_Stage1[3].x)); (__ucoord += __uuImageIncrement_Stage1); (__ucoordSampled = __ucoord); (__uoutput_Stage1 += (gl_texture2D(__uuTextureSampler_0_Stage1, __ucoordSampled).xxxx * __uuKernel_Stage1[3].y)); (__ucoord += __uuImageIncrement_Stage1); (__ucoordSampled = __ucoord); (__uoutput_Stage1 += (gl_texture2D(__uuTextureSampler_0_Stage1, __ucoordSampled).xxxx * __uuKernel_Stage1[3].z)); (__ucoord += __uuImageIncrement_Stage1); (__uoutput_Stage1 *= __uoutputColor_Stage0); } { (gl_Color[0] = __uoutput_Stage1); } (gl_Color[0] = gl_Color[0].wwww); } 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 } RTRDXBCe {glãj4,dRDEFh<dRD11< ($ \$Globals\@, 0@__uuCoordTransformMatrix_0_Stage0float3x3__uurtAdjustment_Stage0float48Microsoft (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  DXBCwuL݅@K2 4< RDEF<RD11< ($  samplers2D[0]textures2D[0]$GlobalsP,Pt@__uuImageIncrement_Stage1float2F__uuKernel_Stage1float4Microsoft (R) HLSL Shader Compiler 10.1ISGNhtttSV_PositionTEXCOORDOSGN, SV_TARGETSHEX`PjYF Z`XpUUbb2e h22F A@@@F ECUFF~`ECU" ~` 8" 2   ECU" ~` 2 *  ECU" ~` 2 :  ECU" ~` 2   ECU" ~` 2   ECU" ~` 2 *  ECU" ~` 2 :  ECU" ~` 2   ECU" ~` 2   ECU" ~` 2 *  ECU" ~` 2 :  ECU" ~` 2   ECU" ~` ECUB |`2   2 **  8 >STAT/" W񯪺0'/ "ҖinColor" _uinColor(0B5 (Ж inPosition" _uinPosition(0B9 ,Ж inLocalCoord"_uinLocalCoord(0BR PۖuCoordTransformMatrix_0_Stage0" _uuCoordTransformMatrix_0_Stage0(0B> <ҖurtAdjustment_Stage0"_uurtAdjustment_Stage0(0B"4 .Җ vcolor_Stage0"_uvcolor_Stage0(0B"P JЖvTransformedCoords_0_Stage0"_uvTransformedCoords_0_Stage0(0B". (Җ gl_Position" gl_Position(0B* 5p*I nD BޖuTextureSampler_0_Stage1"_uuTextureSampler_0_Stage1(0BB @ЖuImageIncrement_Stage1"_uuImageIncrement_Stage1(0B2 0ҖuKernel_Stage1"_uuKernel_Stage1(0B"4 .Җ vcolor_Stage0"_uvcolor_Stage0(0B"P JЖvTransformedCoords_0_Stage0"_uvTransformedCoords_0_Stage0(0B*7 *Җ gl_FragColor" gl_FragColor(0B08c tzخôl%:2987f0fde973P _uinPosition_u_uinPositionR _uinColor _u_uinColorP_uinLocalCoord_u_uinLocalCoordR_uurtAdjustment_Stage0_u_uurtAdjustment_Stage0[ _uuCoordTransformMatrix_0_Stage0"_u_uuCoordTransformMatrix_0_Stage0^_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 float3x3 __uuCoordTransformMatrix_0_Stage0 : register(c0); uniform float4 __uurtAdjustment_Stage0 : register(c3); #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Attributes static float4 __uinColor = {0, 0, 0, 0}; static float2 __uinLocalCoord = {0, 0}; static float2 __uinPosition = {0, 0}; static float4 gl_Position = float4(0, 0, 0, 0); // Varyings static float2 __uvTransformedCoords_0_Stage0 = {0, 0}; static float4 __uvcolor_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 __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 * __uurtAdjustment_Stage0.x) + __uurtAdjustment_Stage0.y), ((__upos2.y * __uurtAdjustment_Stage0.z) + __uurtAdjustment_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 = __uvcolor_Stage0; output.v1 = __uvTransformedCoords_0_Stage0; return output; } // Uniforms 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 float2 __uvTransformedCoords_0_Stage0 = {0, 0}; static float4 __uvcolor_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 __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}; { (__uoutput_Stage1 = gl_texture2D(__uuTextureSampler_0_Stage1, __uvTransformedCoords_0_Stage0).xxxx); } { (gl_Color[0] = (__uoutputColor_Stage0 * __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 } RTRDXBCe {glãj4,dRDEFh<dRD11< ($ \$Globals\@, 0@__uuCoordTransformMatrix_0_Stage0float3x3__uurtAdjustment_Stage0float48Microsoft (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 DXBCZæU#s Byh4`RDEF<RD11< ($ | samplers2D[0]textures2D[0]Microsoft (R) HLSL Shader Compiler 10.1ISGNhtttSV_PositionTEXCOORDOSGN, SV_TARGETSHEXP(jZ`XpUUbb2e hECUFF~`8 F>STAT" W񯪺0'/ "ҖinColor" _uinColor(0B5 (Ж inPosition" _uinPosition(0B9 ,Ж inLocalCoord"_uinLocalCoord(0BR PۖuCoordTransformMatrix_0_Stage0" _uuCoordTransformMatrix_0_Stage0(0B> <ҖurtAdjustment_Stage0"_uurtAdjustment_Stage0(0B"4 .Җ vcolor_Stage0"_uvcolor_Stage0(0B"P JЖvTransformedCoords_0_Stage0"_uvTransformedCoords_0_Stage0(0B". (Җ gl_Position" gl_Position(0B* "u R[8cD BޖuTextureSampler_0_Stage1"_uuTextureSampler_0_Stage1(0B"4 .Җ vcolor_Stage0"_uvcolor_Stage0(0B"P JЖvTransformedCoords_0_Stage0"_uvTransformedCoords_0_Stage0(0B*7 *Җ gl_FragColor" gl_FragColor(0B08: ͽ$T/ѩU74:2987f0fde973P _uinPosition_u_uinPositionR _uinColor _u_uinColorR_uurtAdjustment_Stage0_u_uurtAdjustment_Stage0R_uuinnerRect_Stage1_u_uuinnerRect_Stage1P_uuradiusPlusHalf_Stage1_u_uuradiusPlusHalf_Stage1X[6  float4 vec4_ctor(float x0, float x1, float x2, float x3) { return float4(x0, x1, x2, x3); } // Uniforms uniform float4 __uurtAdjustment_Stage0 : register(c0); #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Attributes static float4 __uinColor = {0, 0, 0, 0}; static float2 __uinPosition = {0, 0}; static float4 gl_Position = float4(0, 0, 0, 0); // Varyings static float4 __uvcolor_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 __ucolor = __uinColor; (__uvcolor_Stage0 = __ucolor); float2 __upos2 = __uinPosition; (gl_Position = vec4_ctor(((__upos2.x * __uurtAdjustment_Stage0.x) + __uurtAdjustment_Stage0.y), ((__upos2.y * __uurtAdjustment_Stage0.z) + __uurtAdjustment_Stage0.w), 0.0, 1.0)); } @@ VERTEX ATTRIBUTES @@ struct VS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float4 gl_FragCoord : TEXCOORD2; 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.gl_FragCoord = gl_Position; output.v0 = __uvcolor_Stage0; return output; } float4 vec4_ctor(float x0) { return float4(x0, x0, x0, x0); } // Uniforms uniform float4 __uuinnerRect_Stage1 : register(c0); uniform float2 __uuradiusPlusHalf_Stage1 : register(c1); #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 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 __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}; { float2 __udxy0 = (__uuinnerRect_Stage1.xy - gl_FragCoord.xy); float2 __udxy1 = (gl_FragCoord.xy - __uuinnerRect_Stage1.zw); float2 __udxy = max(max(__udxy0, __udxy1), 0.0); float __ualpha = clamp((__uuradiusPlusHalf_Stage1.x - length(__udxy)), 0.0, 1.0); (__uoutput_Stage1 = vec4_ctor(__ualpha)); } { (gl_Color[0] = (__uoutputColor_Stage0 * __uoutput_Stage1)); } } struct PS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float4 gl_FragCoord : TEXCOORD2; float4 v0 : TEXCOORD0; }; @@ 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; __uvcolor_Stage0 = input.v0; gl_main(); return generateOutput(); } R gl_Color0 gl_Color[0]ystruct GS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float4 gl_FragCoord : TEXCOORD2; float4 v0 : TEXCOORD0; }; struct GS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float4 gl_FragCoord : TEXCOORD2; 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; output.gl_FragCoord = input.gl_FragCoord; #ifndef ANGLE_POINT_SPRITE_SHADER output.dx_Position = input.dx_Position; #endif // ANGLE_POINT_SPRITE_SHADER } RT0DXBCdy[ VL04P$RDEFh<RD11< ($ \$Globals\__uurtAdjustment_Stage0float4Microsoft (R) HLSL Shader Compiler 10.1ISGND88TEXCOORDOSGNhtttSV_PositionTEXCOORDSHEXhPZjYF _2_g e e e h6 @??2 2F օ 6" A6  62 F62 F6 @?6 @?6 F>STAT hDXBCV_A`xMh4DxRDEFh<XRD11< ($ \$Globals\ 4__uuinnerRect_Stage1float4__uuradiusPlusHalf_Stage1float2*Microsoft (R) HLSL Shader Compiler 10.1ISGNhtttSV_PositionTEXCOORDOSGN, SV_TARGETSHEXLPSjYF d 2be h 2FAF  A42 F4 2F@FFK   A 8 F>STAT " t++C(h|_MD/ "ҖinColor" _uinColor(0B5 (Ж inPosition" _uinPosition(0B> <ҖurtAdjustment_Stage0"_uurtAdjustment_Stage0(0B"4 .Җ vcolor_Stage0"_uvcolor_Stage0(0B". (Җ gl_Position" gl_Position(0B* J6rra9Z+&m8 6ҖuinnerRect_Stage1"_uuinnerRect_Stage1(0BB @ЖuradiusPlusHalf_Stage1"_uuradiusPlusHalf_Stage1(0B"4 .Җ vcolor_Stage0"_uvcolor_Stage0(0B"0 *Җ gl_FragCoord" gl_FragCoord(0B*7 *Җ gl_FragColor" gl_FragColor(0B08: b wAYGk62987f0fde973P _uinPosition_u_uinPositionR _uinColor _u_uinColorR_uurtAdjustment_Stage0_u_uurtAdjustment_Stage0R_uucircle_Stage1_u_uucircle_Stage1X[6  float4 vec4_ctor(float x0, float x1, float x2, float x3) { return float4(x0, x1, x2, x3); } // Uniforms uniform float4 __uurtAdjustment_Stage0 : register(c0); #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Attributes static float4 __uinColor = {0, 0, 0, 0}; static float2 __uinPosition = {0, 0}; static float4 gl_Position = float4(0, 0, 0, 0); // Varyings static float4 __uvcolor_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 __ucolor = __uinColor; (__uvcolor_Stage0 = __ucolor); float2 __upos2 = __uinPosition; (gl_Position = vec4_ctor(((__upos2.x * __uurtAdjustment_Stage0.x) + __uurtAdjustment_Stage0.y), ((__upos2.y * __uurtAdjustment_Stage0.z) + __uurtAdjustment_Stage0.w), 0.0, 1.0)); } @@ VERTEX ATTRIBUTES @@ struct VS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float4 gl_FragCoord : TEXCOORD2; 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.gl_FragCoord = gl_Position; output.v0 = __uvcolor_Stage0; return output; } Zfloat4 vec4_ctor(float x0) { return float4(x0, x0, x0, x0); } // Uniforms uniform float4 __uucircle_Stage1 : register(c0); #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 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 __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}; { float __ud = {0.0}; { (__ud = ((1.0 - length(((__uucircle_Stage1.xy - gl_FragCoord.xy) * __uucircle_Stage1.w))) * __uucircle_Stage1.z)); } { (__ud = clamp(__ud, 0.0, 1.0)); } (__uoutput_Stage1 = vec4_ctor(__ud)); } { (gl_Color[0] = (__uoutputColor_Stage0 * __uoutput_Stage1)); } } struct PS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float4 gl_FragCoord : TEXCOORD2; float4 v0 : TEXCOORD0; }; @@ 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; __uvcolor_Stage0 = input.v0; gl_main(); return generateOutput(); } R gl_Color0 gl_Color[0]ystruct GS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float4 gl_FragCoord : TEXCOORD2; float4 v0 : TEXCOORD0; }; struct GS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float4 gl_FragCoord : TEXCOORD2; 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; output.gl_FragCoord = input.gl_FragCoord; #ifndef ANGLE_POINT_SPRITE_SHADER output.dx_Position = input.dx_Position; #endif // ANGLE_POINT_SPRITE_SHADER } RT0DXBCdy[ VL04P$RDEFh<RD11< ($ \$Globals\__uurtAdjustment_Stage0float4Microsoft (R) HLSL Shader Compiler 10.1ISGND88TEXCOORDOSGNhtttSV_PositionTEXCOORDSHEXhPZjYF _2_g e e e h6 @??2 2F օ 6" A6  62 F62 F6 @?6 @?6 F>STAT DXBC4SNe%x=4L0RDEFh<RD11< ($ \$Globals\__uucircle_Stage1float4Microsoft (R) HLSL Shader Compiler 10.1ISGNhtttSV_PositionTEXCOORDOSGN, SV_TARGETSHEX PHjYF d 2be h 2FAF 82F FFK  A@?8  * 8 F>STAT" t++C(h|_MD/ "ҖinColor" _uinColor(0B5 (Ж inPosition" _uinPosition(0B> <ҖurtAdjustment_Stage0"_uurtAdjustment_Stage0(0B"4 .Җ vcolor_Stage0"_uvcolor_Stage0(0B". (Җ gl_Position" gl_Position(0B* Ovmɾ̚8z 2 0Җucircle_Stage1"_uucircle_Stage1(0B"4 .Җ vcolor_Stage0"_uvcolor_Stage0(0B"0 *Җ gl_FragCoord" gl_FragCoord(0B*7 *Җ gl_FragColor" gl_FragColor(0B086 [ ޕ ;/ّCK2987f0fde973P _uinPosition_u_uinPositionR_uurtAdjustment_Stage0_u_uurtAdjustment_Stage0[_uuViewM_Stage0_u_uuViewM_Stage0R_uuColor_Stage0_u_uuColor_Stage0R_uuproxyRect_Stage1_u_uuproxyRect_Stage1_uucornerRadius_Stage1_u_uucornerRadius_Stage1_uublurRadius_Stage1_u_uublurRadius_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 float3x3 __uuViewM_Stage0 : register(c0); uniform float4 __uurtAdjustment_Stage0 : register(c3); #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 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() { float2 __upos2 = mul(transpose(__uuViewM_Stage0), vec3_ctor(__uinPosition, 1.0)).xy; (gl_Position = vec4_ctor(((__upos2.x * __uurtAdjustment_Stage0.x) + __uurtAdjustment_Stage0.y), ((__upos2.y * __uurtAdjustment_Stage0.z) + __uurtAdjustment_Stage0.w), 0.0, 1.0)); } @@ VERTEX ATTRIBUTES @@ struct VS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD0; float4 gl_FragCoord : 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; return output; } float2 vec2_ctor(float x0) { return float2(x0, x0); } // Uniforms uniform float4 __uuColor_Stage0 : register(c0); uniform float __uublurRadius_Stage1 : register(c1); uniform float __uucornerRadius_Stage1 : register(c2); uniform float4 __uuproxyRect_Stage1 : register(c3); 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 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() { float4 __uoutputColor_Stage0 = {0.0, 0.0, 0.0, 0.0}; { (__uoutputColor_Stage0 = __uuColor_Stage0); } float4 __uoutput_Stage1 = {0.0, 0.0, 0.0, 0.0}; { float2 __utranslatedFragPos = (gl_FragCoord.xy - __uuproxyRect_Stage1.xy); float __uthreshold = (__uucornerRadius_Stage1 + (2.0 * __uublurRadius_Stage1)); float2 __umiddle = ((__uuproxyRect_Stage1.zw - __uuproxyRect_Stage1.xy) - (2.0 * __uthreshold)); if (((__utranslatedFragPos.x >= __uthreshold) && (__utranslatedFragPos.x < (__umiddle.x + __uthreshold)))) { (__utranslatedFragPos.x = __uthreshold); } else { if ((__utranslatedFragPos.x >= (__umiddle.x + __uthreshold))) { (__utranslatedFragPos.x -= (__umiddle.x - 1.0)); } } if (((__utranslatedFragPos.y > __uthreshold) && (__utranslatedFragPos.y < (__umiddle.y + __uthreshold)))) { (__utranslatedFragPos.y = __uthreshold); } else { if ((__utranslatedFragPos.y >= (__umiddle.y + __uthreshold))) { (__utranslatedFragPos.y -= (__umiddle.y - 1.0)); } } float2 __uproxyDims = vec2_ctor(((2.0 * __uthreshold) + 1.0)); float2 __utexCoord = (__utranslatedFragPos / __uproxyDims); (__uoutput_Stage1 = gl_texture2D(__uuTextureSampler_0_Stage1, __utexCoord).xxxx); } { (gl_Color[0] = (__uoutputColor_Stage0 * __uoutput_Stage1)); } } struct PS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD0; float4 gl_FragCoord : 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; gl_main(); return generateOutput(); } R gl_Color0 gl_Color[0](struct GS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD0; float4 gl_FragCoord : TEXCOORD1; }; struct GS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD0; float4 gl_FragCoord : TEXCOORD1; }; void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput) { output.gl_Position = input.gl_Position; output.gl_FragCoord = input.gl_FragCoord; #ifndef ANGLE_POINT_SPRITE_SHADER output.dx_Position = input.dx_Position; #endif // ANGLE_POINT_SPRITE_SHADER } RDXBC,i[*iSʟ4\RDEF|h<TRD11< ($ \$Globals\@,00__uuViewM_Stage0float3x3__uurtAdjustment_Stage0float4(Microsoft (R) HLSL Shader Compiler 10.1ISGN, TEXCOORDOSGNhP\\SV_PositionTEXCOORDSHEXPijYF _2g e e h62F6B@?F FF F2 " * : 2 :  6@??6 6" A6B@6 F6 F>STAT DXBCAx"*-Ȟ40HRDEFP<%RD11< ($  samplers2D[0]textures2D[0]$Globals@| 0__uuColor_Stage0float4__uublurRadius_Stage1float__uucornerRadius_Stage1__uuproxyRect_Stage1Microsoft (R) HLSL Shader Compiler 10.1ISGNhP\\SV_PositionTEXCOORDOSGN, SV_TARGETSHEXPjYF Z`XpUUd 2e h 2F A 2 B @@ 2 2 A@@@F2 F 2F@  A2 F12 F2FA 7 2FF **1B*:"* :7 :* 7 "*2 *@@@?2FECUFF~`8 F >STAT" sYgNܨά\nJu95 (Ж inPosition" _uinPosition(0B> <ҖurtAdjustment_Stage0"_uurtAdjustment_Stage0(0B0 .ۖ uViewM_Stage0"_uuViewM_Stage0(0B". (Җ gl_Position" gl_Position(0B* {O nT2yxD BޖuTextureSampler_0_Stage1"_uuTextureSampler_0_Stage1(0B8 6ҖuproxyRect_Stage1"_uuproxyRect_Stage1(0B0 .Җ uColor_Stage0"_uuColor_Stage0(0B= ;(ucornerRadius_Stage1"_uucornerRadius_Stage1(0B9 7(ublurRadius_Stage1"_uublurRadius_Stage1(0B"0 *Җ gl_FragCoord" gl_FragCoord(0B*7 *Җ gl_FragColor" gl_FragColor(0B08K F7*´J@v*l\ㅝ:2987f0fde973P _uinPosition_u_uinPositionR _uinColor _u_uinColorP_uinLocalCoord_u_uinLocalCoordR_uurtAdjustment_Stage0_u_uurtAdjustment_Stage0[ _uuCoordTransformMatrix_0_Stage0"_u_uuCoordTransformMatrix_0_Stage0^_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 float3x3 __uuCoordTransformMatrix_0_Stage0 : register(c0); uniform float4 __uurtAdjustment_Stage0 : register(c3); #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Attributes static float4 __uinColor = {0, 0, 0, 0}; static float2 __uinLocalCoord = {0, 0}; static float2 __uinPosition = {0, 0}; static float4 gl_Position = float4(0, 0, 0, 0); // Varyings static float2 __uvTransformedCoords_0_Stage0 = {0, 0}; static float4 __uvcolor_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 __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 * __uurtAdjustment_Stage0.x) + __uurtAdjustment_Stage0.y), ((__upos2.y * __uurtAdjustment_Stage0.z) + __uurtAdjustment_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 = __uvcolor_Stage0; output.v1 = __uvTransformedCoords_0_Stage0; return output; } ,// Uniforms 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 float2 __uvTransformedCoords_0_Stage0 = {0, 0}; static float4 __uvcolor_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 __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}; { (__uoutput_Stage1 = (__uoutputColor_Stage0 * gl_texture2D(__uuTextureSampler_0_Stage1, __uvTransformedCoords_0_Stage0).xxxx)); } { (gl_Color[0] = __uoutput_Stage1); } (gl_Color[0] = gl_Color[0].wwww); } 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 } RTRDXBCe {glãj4,dRDEFh<dRD11< ($ \$Globals\@, 0@__uuCoordTransformMatrix_0_Stage0float3x3__uurtAdjustment_Stage0float48Microsoft (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 DXBCeQZ$wGPq4`RDEF<RD11< ($ | samplers2D[0]textures2D[0]Microsoft (R) HLSL Shader Compiler 10.1ISGNhtttSV_PositionTEXCOORDOSGN, SV_TARGETSHEXP(jZ`XpUUbb2e hECUFF~`8 >STAT" W񯪺0'/ "ҖinColor" _uinColor(0B5 (Ж inPosition" _uinPosition(0B9 ,Ж inLocalCoord"_uinLocalCoord(0BR PۖuCoordTransformMatrix_0_Stage0" _uuCoordTransformMatrix_0_Stage0(0B> <ҖurtAdjustment_Stage0"_uurtAdjustment_Stage0(0B"4 .Җ vcolor_Stage0"_uvcolor_Stage0(0B"P JЖvTransformedCoords_0_Stage0"_uvTransformedCoords_0_Stage0(0B". (Җ gl_Position" gl_Position(0B* ﳮ \9;  D BޖuTextureSampler_0_Stage1"_uuTextureSampler_0_Stage1(0B"4 .Җ vcolor_Stage0"_uvcolor_Stage0(0B"P JЖvTransformedCoords_0_Stage0"_uvTransformedCoords_0_Stage0(0B*7 *Җ gl_FragColor" gl_FragColor(0B08: Đi(NUh2987f0fde973P _uinPosition_u_uinPositionR _uinColor _u_uinColorP_uinLocalCoord_u_uinLocalCoordR_uurtAdjustment_Stage0_u_uurtAdjustment_Stage0[ _uuCoordTransformMatrix_0_Stage0"_u_uuCoordTransformMatrix_0_Stage0P_uuImageIncrement_Stage1_u_uuImageIncrement_Stage1R_uuKernel_Stage1[0]_u_uuKernel_Stage1[0]^_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 float3x3 __uuCoordTransformMatrix_0_Stage0 : register(c0); uniform float4 __uurtAdjustment_Stage0 : register(c3); #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Attributes static float4 __uinColor = {0, 0, 0, 0}; static float2 __uinLocalCoord = {0, 0}; static float2 __uinPosition = {0, 0}; static float4 gl_Position = float4(0, 0, 0, 0); // Varyings static float2 __uvTransformedCoords_0_Stage0 = {0, 0}; static float4 __uvcolor_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 __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 * __uurtAdjustment_Stage0.x) + __uurtAdjustment_Stage0.y), ((__upos2.y * __uurtAdjustment_Stage0.z) + __uurtAdjustment_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 = __uvcolor_Stage0; output.v1 = __uvTransformedCoords_0_Stage0; return output; } >// Uniforms uniform float2 __uuImageIncrement_Stage1 : register(c0); uniform float4 __uuKernel_Stage1[5] : register(c1); 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 float2 __uvTransformedCoords_0_Stage0 = {0, 0}; static float4 __uvcolor_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 __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}; { (__uoutput_Stage1 = float4(0.0, 0.0, 0.0, 0.0)); float2 __ucoord = (__uvTransformedCoords_0_Stage0 - (8.0 * __uuImageIncrement_Stage1)); float2 __ucoordSampled = {0.0, 0.0}; (__ucoordSampled = __ucoord); (__uoutput_Stage1 += (gl_texture2D(__uuTextureSampler_0_Stage1, __ucoordSampled).xxxx * __uuKernel_Stage1[0].x)); (__ucoord += __uuImageIncrement_Stage1); (__ucoordSampled = __ucoord); (__uoutput_Stage1 += (gl_texture2D(__uuTextureSampler_0_Stage1, __ucoordSampled).xxxx * __uuKernel_Stage1[0].y)); (__ucoord += __uuImageIncrement_Stage1); (__ucoordSampled = __ucoord); (__uoutput_Stage1 += (gl_texture2D(__uuTextureSampler_0_Stage1, __ucoordSampled).xxxx * __uuKernel_Stage1[0].z)); (__ucoord += __uuImageIncrement_Stage1); (__ucoordSampled = __ucoord); (__uoutput_Stage1 += (gl_texture2D(__uuTextureSampler_0_Stage1, __ucoordSampled).xxxx * __uuKernel_Stage1[0].w)); (__ucoord += __uuImageIncrement_Stage1); (__ucoordSampled = __ucoord); (__uoutput_Stage1 += (gl_texture2D(__uuTextureSampler_0_Stage1, __ucoordSampled).xxxx * __uuKernel_Stage1[1].x)); (__ucoord += __uuImageIncrement_Stage1); (__ucoordSampled = __ucoord); (__uoutput_Stage1 += (gl_texture2D(__uuTextureSampler_0_Stage1, __ucoordSampled).xxxx * __uuKernel_Stage1[1].y)); (__ucoord += __uuImageIncrement_Stage1); (__ucoordSampled = __ucoord); (__uoutput_Stage1 += (gl_texture2D(__uuTextureSampler_0_Stage1, __ucoordSampled).xxxx * __uuKernel_Stage1[1].z)); (__ucoord += __uuImageIncrement_Stage1); (__ucoordSampled = __ucoord); (__uoutput_Stage1 += (gl_texture2D(__uuTextureSampler_0_Stage1, __ucoordSampled).xxxx * __uuKernel_Stage1[1].w)); (__ucoord += __uuImageIncrement_Stage1); (__ucoordSampled = __ucoord); (__uoutput_Stage1 += (gl_texture2D(__uuTextureSampler_0_Stage1, __ucoordSampled).xxxx * __uuKernel_Stage1[2].x)); (__ucoord += __uuImageIncrement_Stage1); (__ucoordSampled = __ucoord); (__uoutput_Stage1 += (gl_texture2D(__uuTextureSampler_0_Stage1, __ucoordSampled).xxxx * __uuKernel_Stage1[2].y)); (__ucoord += __uuImageIncrement_Stage1); (__ucoordSampled = __ucoord); (__uoutput_Stage1 += (gl_texture2D(__uuTextureSampler_0_Stage1, __ucoordSampled).xxxx * __uuKernel_Stage1[2].z)); (__ucoord += __uuImageIncrement_Stage1); (__ucoordSampled = __ucoord); (__uoutput_Stage1 += (gl_texture2D(__uuTextureSampler_0_Stage1, __ucoordSampled).xxxx * __uuKernel_Stage1[2].w)); (__ucoord += __uuImageIncrement_Stage1); (__ucoordSampled = __ucoord); (__uoutput_Stage1 += (gl_texture2D(__uuTextureSampler_0_Stage1, __ucoordSampled).xxxx * __uuKernel_Stage1[3].x)); (__ucoord += __uuImageIncrement_Stage1); (__ucoordSampled = __ucoord); (__uoutput_Stage1 += (gl_texture2D(__uuTextureSampler_0_Stage1, __ucoordSampled).xxxx * __uuKernel_Stage1[3].y)); (__ucoord += __uuImageIncrement_Stage1); (__ucoordSampled = __ucoord); (__uoutput_Stage1 += (gl_texture2D(__uuTextureSampler_0_Stage1, __ucoordSampled).xxxx * __uuKernel_Stage1[3].z)); (__ucoord += __uuImageIncrement_Stage1); (__ucoordSampled = __ucoord); (__uoutput_Stage1 += (gl_texture2D(__uuTextureSampler_0_Stage1, __ucoordSampled).xxxx * __uuKernel_Stage1[3].w)); (__ucoord += __uuImageIncrement_Stage1); (__ucoordSampled = __ucoord); (__uoutput_Stage1 += (gl_texture2D(__uuTextureSampler_0_Stage1, __ucoordSampled).xxxx * __uuKernel_Stage1[4].x)); (__ucoord += __uuImageIncrement_Stage1); (__uoutput_Stage1 *= __uoutputColor_Stage0); } { (gl_Color[0] = __uoutput_Stage1); } (gl_Color[0] = gl_Color[0].wwww); } 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 } RTRDXBCe {glãj4,dRDEFh<dRD11< ($ \$Globals\@, 0@__uuCoordTransformMatrix_0_Stage0float3x3__uurtAdjustment_Stage0float48Microsoft (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  DXBCJsW$#5:GƗ 4$ RDEF<RD11< ($  samplers2D[0]textures2D[0]$Globals`,PtP__uuImageIncrement_Stage1float2F__uuKernel_Stage1float4Microsoft (R) HLSL Shader Compiler 10.1ISGNhtttSV_PositionTEXCOORDOSGN, SV_TARGETSHEXHPjYF Z`XpUUbb2e h22F A@AAF ECUFF~`ECU" ~` 8" 2   ECU" ~` 2 *  ECU" ~` 2 :  ECU" ~` 2   ECU" ~` 2   ECU" ~` 2 *  ECU" ~` 2 :  ECU" ~` 2   ECU" ~` 2   ECU" ~` 2 *  ECU" ~` 2 :  ECU" ~` 2   ECU" ~` 2   ECU" ~` 2 *  ECU" ~` ECUB |`2 :  2 *  8 >STAT5#" W񯪺0'/ "ҖinColor" _uinColor(0B5 (Ж inPosition" _uinPosition(0B9 ,Ж inLocalCoord"_uinLocalCoord(0BR PۖuCoordTransformMatrix_0_Stage0" _uuCoordTransformMatrix_0_Stage0(0B> <ҖurtAdjustment_Stage0"_uurtAdjustment_Stage0(0B"4 .Җ vcolor_Stage0"_uvcolor_Stage0(0B"P JЖvTransformedCoords_0_Stage0"_uvTransformedCoords_0_Stage0(0B". (Җ gl_Position" gl_Position(0B* 8"e±Ӧk/D BޖuTextureSampler_0_Stage1"_uuTextureSampler_0_Stage1(0BB @ЖuImageIncrement_Stage1"_uuImageIncrement_Stage1(0B2 0ҖuKernel_Stage1"_uuKernel_Stage1(0B"4 .Җ vcolor_Stage0"_uvcolor_Stage0(0B"P JЖvTransformedCoords_0_Stage0"_uvTransformedCoords_0_Stage0(0B*7 *Җ gl_FragColor" gl_FragColor(0B08h |ZoYU+ ?gWU2987f0fde973P _uinPosition_u_uinPositionR _uinColor _u_uinColorR_uurtAdjustment_Stage0_u_uurtAdjustment_Stage0Q_uuedges_Stage1_c0[0]_u_uuedges_Stage1_c0[0]Q_uuedges_Stage1_c1[0]_u_uuedges_Stage1_c1[0]R_uucircle_Stage1_c2_u_uucircle_Stage1_c2R_uucircle_Stage1_c3_u_uucircle_Stage1_c3 X[6  float4 vec4_ctor(float x0, float x1, float x2, float x3) { return float4(x0, x1, x2, x3); } // Uniforms uniform float4 __uurtAdjustment_Stage0 : register(c0); #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Attributes static float4 __uinColor = {0, 0, 0, 0}; static float2 __uinPosition = {0, 0}; static float4 gl_Position = float4(0, 0, 0, 0); // Varyings static float4 __uvcolor_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 __ucolor = __uinColor; (__uvcolor_Stage0 = __ucolor); float2 __upos2 = __uinPosition; (gl_Position = vec4_ctor(((__upos2.x * __uurtAdjustment_Stage0.x) + __uurtAdjustment_Stage0.y), ((__upos2.y * __uurtAdjustment_Stage0.z) + __uurtAdjustment_Stage0.w), 0.0, 1.0)); } @@ VERTEX ATTRIBUTES @@ struct VS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float4 gl_FragCoord : TEXCOORD2; 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.gl_FragCoord = gl_Position; output.v0 = __uvcolor_Stage0; return output; } float3 vec3_ctor(float x0, float x1, float x2) { return float3(x0, x1, x2); } float4 vec4_ctor(float x0) { return float4(x0, x0, x0, x0); } // Uniforms uniform float4 __uucircle_Stage1_c2 : register(c0); uniform float4 __uucircle_Stage1_c3 : register(c1); uniform float3 __uuedges_Stage1_c0[4] : register(c2); uniform float3 __uuedges_Stage1_c1[4] : register(c6); #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 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 __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 __uout0 = {0.0, 0.0, 0.0, 0.0}; { float __ualpha = {1.0}; float __uedge = {0.0}; (__uedge = dot(__uuedges_Stage1_c0[0], vec3_ctor(gl_FragCoord.x, gl_FragCoord.y, 1.0))); (__uedge = clamp(__uedge, 0.0, 1.0)); (__ualpha *= __uedge); (__uedge = dot(__uuedges_Stage1_c0[1], vec3_ctor(gl_FragCoord.x, gl_FragCoord.y, 1.0))); (__uedge = clamp(__uedge, 0.0, 1.0)); (__ualpha *= __uedge); (__uedge = dot(__uuedges_Stage1_c0[2], vec3_ctor(gl_FragCoord.x, gl_FragCoord.y, 1.0))); (__uedge = clamp(__uedge, 0.0, 1.0)); (__ualpha *= __uedge); (__uedge = dot(__uuedges_Stage1_c0[3], vec3_ctor(gl_FragCoord.x, gl_FragCoord.y, 1.0))); (__uedge = clamp(__uedge, 0.0, 1.0)); (__ualpha *= __uedge); (__uout0 = vec4_ctor(__ualpha)); } float4 __uout1 = {0.0, 0.0, 0.0, 0.0}; { float __ualpha = {1.0}; float __uedge = {0.0}; (__uedge = dot(__uuedges_Stage1_c1[0], vec3_ctor(gl_FragCoord.x, gl_FragCoord.y, 1.0))); float s1261 = {0}; if ((__uedge >= 0.5)) { (s1261 = 1.0); } else { (s1261 = 0.0); } (__uedge = s1261); (__ualpha *= __uedge); (__uedge = dot(__uuedges_Stage1_c1[1], vec3_ctor(gl_FragCoord.x, gl_FragCoord.y, 1.0))); float s1262 = {0}; if ((__uedge >= 0.5)) { (s1262 = 1.0); } else { (s1262 = 0.0); } (__uedge = s1262); (__ualpha *= __uedge); (__uedge = dot(__uuedges_Stage1_c1[2], vec3_ctor(gl_FragCoord.x, gl_FragCoord.y, 1.0))); float s1263 = {0}; if ((__uedge >= 0.5)) { (s1263 = 1.0); } else { (s1263 = 0.0); } (__uedge = s1263); (__ualpha *= __uedge); (__uedge = dot(__uuedges_Stage1_c1[3], vec3_ctor(gl_FragCoord.x, gl_FragCoord.y, 1.0))); float s1264 = {0}; if ((__uedge >= 0.5)) { (s1264 = 1.0); } else { (s1264 = 0.0); } (__uedge = s1264); (__ualpha *= __uedge); (__uout1 = (__uout0 * __ualpha)); } float4 __uout2 = {0.0, 0.0, 0.0, 0.0}; { float __ud = {0.0}; { (__ud = ((length(((__uucircle_Stage1_c2.xy - gl_FragCoord.xy) * __uucircle_Stage1_c2.w)) - 1.0) * __uucircle_Stage1_c2.z)); } { (__ud = clamp(__ud, 0.0, 1.0)); } (__uout2 = (__uout1 * __ud)); } { float __ud = {0.0}; { (__ud = ((1.0 - length(((__uucircle_Stage1_c3.xy - gl_FragCoord.xy) * __uucircle_Stage1_c3.w))) * __uucircle_Stage1_c3.z)); } { (__ud = clamp(__ud, 0.0, 1.0)); } (__uoutput_Stage1 = (__uout2 * __ud)); } } { (gl_Color[0] = (__uoutputColor_Stage0 * __uoutput_Stage1)); } } struct PS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float4 gl_FragCoord : TEXCOORD2; float4 v0 : TEXCOORD0; }; @@ 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; __uvcolor_Stage0 = input.v0; gl_main(); return generateOutput(); } R gl_Color0 gl_Color[0]ystruct GS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float4 gl_FragCoord : TEXCOORD2; float4 v0 : TEXCOORD0; }; struct GS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float4 gl_FragCoord : TEXCOORD2; 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; output.gl_FragCoord = input.gl_FragCoord; #ifndef ANGLE_POINT_SPRITE_SHADER output.dx_Position = input.dx_Position; #endif // ANGLE_POINT_SPRITE_SHADER } RT0DXBCdy[ VL04P$RDEFh<RD11< ($ \$Globals\__uurtAdjustment_Stage0float4Microsoft (R) HLSL Shader Compiler 10.1ISGND88TEXCOORDOSGNhtttSV_PositionTEXCOORDSHEXhPZjYF _2_g e e e h6 @??2 2F օ 6" A6  62 F62 F6 @?6 @?6 F>STAT DXBC'(0tSO4P RDEFh<RD11< ($ \$Globals\ <`<u <`<__uucircle_Stage1_c2float45__uucircle_Stage1_c3__uuedges_Stage1_c0float3__uuedges_Stage1_c1Microsoft (R) HLSL Shader Compiler 10.1ISGNhtttSV_PositionTEXCOORDOSGN, SV_TARGETSHEXP5jYF d 2be h62F6B@?F F:@?:@?F F @? @?8: F F @? @?8: F F @? @?8:  F F "F F8  "F F F F8" 8 8:  bA 8bV "K""@8 "* 8  bA 8bV "K""A@?8 "* 8 8 F>STAT)"" t++C(h|_MD/ "ҖinColor" _uinColor(0B5 (Ж inPosition" _uinPosition(0B> <ҖurtAdjustment_Stage0"_uurtAdjustment_Stage0(0B"4 .Җ vcolor_Stage0"_uvcolor_Stage0(0B". (Җ gl_Position" gl_Position(0B* ZykcA&c 58 6Җucircle_Stage1_c2"_uucircle_Stage1_c2(0B6 4іuedges_Stage1_c0"_uuedges_Stage1_c0(0B8 6Җucircle_Stage1_c3"_uucircle_Stage1_c3(0B6 4іuedges_Stage1_c1"_uuedges_Stage1_c1(0B"4 .Җ vcolor_Stage0"_uvcolor_Stage0(0B"0 *Җ gl_FragCoord" gl_FragCoord(0B*7 *Җ gl_FragColor" gl_FragColor(0B08U _Bm@ZxU2987f0fde973P _uinPosition_u_uinPositionR _uinColor _u_uinColorR_uurtAdjustment_Stage0_u_uurtAdjustment_Stage0Q_uuedges_Stage1_c0[0]_u_uuedges_Stage1_c0[0]Q_uuedges_Stage1_c1[0]_u_uuedges_Stage1_c1[0]R_uucircle_Stage1_c2_u_uucircle_Stage1_c2R_uucircle_Stage1_c3_u_uucircle_Stage1_c3 X[6  float4 vec4_ctor(float x0, float x1, float x2, float x3) { return float4(x0, x1, x2, x3); } // Uniforms uniform float4 __uurtAdjustment_Stage0 : register(c0); #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Attributes static float4 __uinColor = {0, 0, 0, 0}; static float2 __uinPosition = {0, 0}; static float4 gl_Position = float4(0, 0, 0, 0); // Varyings static float4 __uvcolor_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 __ucolor = __uinColor; (__uvcolor_Stage0 = __ucolor); float2 __upos2 = __uinPosition; (gl_Position = vec4_ctor(((__upos2.x * __uurtAdjustment_Stage0.x) + __uurtAdjustment_Stage0.y), ((__upos2.y * __uurtAdjustment_Stage0.z) + __uurtAdjustment_Stage0.w), 0.0, 1.0)); } @@ VERTEX ATTRIBUTES @@ struct VS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float4 gl_FragCoord : TEXCOORD2; 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.gl_FragCoord = gl_Position; output.v0 = __uvcolor_Stage0; return output; } float3 vec3_ctor(float x0, float x1, float x2) { return float3(x0, x1, x2); } float4 vec4_ctor(float x0) { return float4(x0, x0, x0, x0); } // Uniforms uniform float4 __uucircle_Stage1_c2 : register(c0); uniform float4 __uucircle_Stage1_c3 : register(c1); uniform float3 __uuedges_Stage1_c0[4] : register(c2); uniform float3 __uuedges_Stage1_c1[4] : register(c6); #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 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 __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 __uout0 = {0.0, 0.0, 0.0, 0.0}; { float __ualpha = {1.0}; float __uedge = {0.0}; (__uedge = dot(__uuedges_Stage1_c0[0], vec3_ctor(gl_FragCoord.x, gl_FragCoord.y, 1.0))); float s1318 = {0}; if ((__uedge >= 0.5)) { (s1318 = 1.0); } else { (s1318 = 0.0); } (__uedge = s1318); (__ualpha *= __uedge); (__uedge = dot(__uuedges_Stage1_c0[1], vec3_ctor(gl_FragCoord.x, gl_FragCoord.y, 1.0))); float s1319 = {0}; if ((__uedge >= 0.5)) { (s1319 = 1.0); } else { (s1319 = 0.0); } (__uedge = s1319); (__ualpha *= __uedge); (__uedge = dot(__uuedges_Stage1_c0[2], vec3_ctor(gl_FragCoord.x, gl_FragCoord.y, 1.0))); float s1320 = {0}; if ((__uedge >= 0.5)) { (s1320 = 1.0); } else { (s1320 = 0.0); } (__uedge = s1320); (__ualpha *= __uedge); (__uedge = dot(__uuedges_Stage1_c0[3], vec3_ctor(gl_FragCoord.x, gl_FragCoord.y, 1.0))); float s1321 = {0}; if ((__uedge >= 0.5)) { (s1321 = 1.0); } else { (s1321 = 0.0); } (__uedge = s1321); (__ualpha *= __uedge); (__uout0 = vec4_ctor(__ualpha)); } float4 __uout1 = {0.0, 0.0, 0.0, 0.0}; { float __ualpha = {1.0}; float __uedge = {0.0}; (__uedge = dot(__uuedges_Stage1_c1[0], vec3_ctor(gl_FragCoord.x, gl_FragCoord.y, 1.0))); (__uedge = clamp(__uedge, 0.0, 1.0)); (__ualpha *= __uedge); (__uedge = dot(__uuedges_Stage1_c1[1], vec3_ctor(gl_FragCoord.x, gl_FragCoord.y, 1.0))); (__uedge = clamp(__uedge, 0.0, 1.0)); (__ualpha *= __uedge); (__uedge = dot(__uuedges_Stage1_c1[2], vec3_ctor(gl_FragCoord.x, gl_FragCoord.y, 1.0))); (__uedge = clamp(__uedge, 0.0, 1.0)); (__ualpha *= __uedge); (__uedge = dot(__uuedges_Stage1_c1[3], vec3_ctor(gl_FragCoord.x, gl_FragCoord.y, 1.0))); (__uedge = clamp(__uedge, 0.0, 1.0)); (__ualpha *= __uedge); (__uout1 = (__uout0 * __ualpha)); } float4 __uout2 = {0.0, 0.0, 0.0, 0.0}; { float __ud = {0.0}; { (__ud = ((length(((__uucircle_Stage1_c2.xy - gl_FragCoord.xy) * __uucircle_Stage1_c2.w)) - 1.0) * __uucircle_Stage1_c2.z)); } { (__ud = clamp(__ud, 0.0, 1.0)); } (__uout2 = (__uout1 * __ud)); } { float __ud = {0.0}; { (__ud = ((1.0 - length(((__uucircle_Stage1_c3.xy - gl_FragCoord.xy) * __uucircle_Stage1_c3.w))) * __uucircle_Stage1_c3.z)); } { (__ud = clamp(__ud, 0.0, 1.0)); } (__uoutput_Stage1 = (__uout2 * __ud)); } } { (gl_Color[0] = (__uoutputColor_Stage0 * __uoutput_Stage1)); } } struct PS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float4 gl_FragCoord : TEXCOORD2; float4 v0 : TEXCOORD0; }; @@ 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; __uvcolor_Stage0 = input.v0; gl_main(); return generateOutput(); } R gl_Color0 gl_Color[0]ystruct GS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float4 gl_FragCoord : TEXCOORD2; float4 v0 : TEXCOORD0; }; struct GS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float4 gl_FragCoord : TEXCOORD2; 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; output.gl_FragCoord = input.gl_FragCoord; #ifndef ANGLE_POINT_SPRITE_SHADER output.dx_Position = input.dx_Position; #endif // ANGLE_POINT_SPRITE_SHADER } RT0DXBCdy[ VL04P$RDEFh<RD11< ($ \$Globals\__uurtAdjustment_Stage0float4Microsoft (R) HLSL Shader Compiler 10.1ISGND88TEXCOORDOSGNhtttSV_PositionTEXCOORDSHEXhPZjYF _2_g e e e h6 @??2 2F օ 6" A6  62 F62 F6 @?6 @?6 F>STAT DXBCmEFm݄F4P RDEFh<RD11< ($ \$Globals\ <`<u <`<__uucircle_Stage1_c2float45__uucircle_Stage1_c3__uuedges_Stage1_c0float3__uuedges_Stage1_c1Microsoft (R) HLSL Shader Compiler 10.1ISGNhtttSV_PositionTEXCOORDOSGN, SV_TARGETSHEXP5jYF d 2be h62F6B@?F F:@?:@?F F @? @?8: F F @? @?8: F F @? @?8:  F F "F F8  "F F F F8" 8 8 : bA 8bV "K""@8 "* 8  bA 8bV "K""A@?8 "* 8 8 F>STAT)"" t++C(h|_MD/ "ҖinColor" _uinColor(0B5 (Ж inPosition" _uinPosition(0B> <ҖurtAdjustment_Stage0"_uurtAdjustment_Stage0(0B"4 .Җ vcolor_Stage0"_uvcolor_Stage0(0B". (Җ gl_Position" gl_Position(0B* |= 0-i'! 8 6Җucircle_Stage1_c2"_uucircle_Stage1_c2(0B6 4іuedges_Stage1_c0"_uuedges_Stage1_c0(0B8 6Җucircle_Stage1_c3"_uucircle_Stage1_c3(0B6 4іuedges_Stage1_c1"_uuedges_Stage1_c1(0B"4 .Җ vcolor_Stage0"_uvcolor_Stage0(0B"0 *Җ gl_FragCoord" gl_FragCoord(0B*7 *Җ gl_FragColor" gl_FragColor(0B08U i5Ɨ@RD_GAfJ<2987f0fde973P _uinPosition_u_uinPositionR _uinColor _u_uinColorR_uurtAdjustment_Stage0_u_uurtAdjustment_Stage0R_uuinnerRect_Stage1_u_uuinnerRect_Stage1P_uuinvRadiiXY_Stage1_u_uuinvRadiiXY_Stage1X[6  float4 vec4_ctor(float x0, float x1, float x2, float x3) { return float4(x0, x1, x2, x3); } // Uniforms uniform float4 __uurtAdjustment_Stage0 : register(c0); #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Attributes static float4 __uinColor = {0, 0, 0, 0}; static float2 __uinPosition = {0, 0}; static float4 gl_Position = float4(0, 0, 0, 0); // Varyings static float4 __uvcolor_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 __ucolor = __uinColor; (__uvcolor_Stage0 = __ucolor); float2 __upos2 = __uinPosition; (gl_Position = vec4_ctor(((__upos2.x * __uurtAdjustment_Stage0.x) + __uurtAdjustment_Stage0.y), ((__upos2.y * __uurtAdjustment_Stage0.z) + __uurtAdjustment_Stage0.w), 0.0, 1.0)); } @@ VERTEX ATTRIBUTES @@ struct VS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float4 gl_FragCoord : TEXCOORD2; 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.gl_FragCoord = gl_Position; output.v0 = __uvcolor_Stage0; return output; } float4 vec4_ctor(float x0) { return float4(x0, x0, x0, x0); } // Uniforms uniform float4 __uuinnerRect_Stage1 : register(c0); uniform float2 __uuinvRadiiXY_Stage1 : register(c1); #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 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 __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}; { float2 __udxy0 = (__uuinnerRect_Stage1.xy - gl_FragCoord.xy); float2 __udxy1 = (gl_FragCoord.xy - __uuinnerRect_Stage1.zw); float2 __udxy = max(max(__udxy0, __udxy1), 0.0); float2 __uZ = (__udxy * __uuinvRadiiXY_Stage1.xy); float __uimplicit = (dot(__uZ, __udxy) - 1.0); float __ugrad_dot = (4.0 * dot(__uZ, __uZ)); (__ugrad_dot = max(__ugrad_dot, 9.9999997e-05)); float __uapprox_dist = (__uimplicit * rsqrt(__ugrad_dot)); float __ualpha = clamp((0.5 - __uapprox_dist), 0.0, 1.0); (__uoutput_Stage1 = vec4_ctor(__ualpha)); } { (gl_Color[0] = (__uoutputColor_Stage0 * __uoutput_Stage1)); } } struct PS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float4 gl_FragCoord : TEXCOORD2; float4 v0 : TEXCOORD0; }; @@ 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; __uvcolor_Stage0 = input.v0; gl_main(); return generateOutput(); } R gl_Color0 gl_Color[0]ystruct GS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float4 gl_FragCoord : TEXCOORD2; float4 v0 : TEXCOORD0; }; struct GS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float4 gl_FragCoord : TEXCOORD2; 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; output.gl_FragCoord = input.gl_FragCoord; #ifndef ANGLE_POINT_SPRITE_SHADER output.dx_Position = input.dx_Position; #endif // ANGLE_POINT_SPRITE_SHADER } RT0DXBCdy[ VL04P$RDEFh<RD11< ($ \$Globals\__uurtAdjustment_Stage0float4Microsoft (R) HLSL Shader Compiler 10.1ISGND88TEXCOORDOSGNhtttSV_PositionTEXCOORDSHEXhPZjYF _2_g e e e h6 @??2 2F օ 6" A6  62 F62 F6 @?6 @?6 F>STAT DXBC%<^e:A~|4@t\RDEF|h<TRD11< ($ \$Globals\ 0__uuinnerRect_Stage1float4__uuinvRadiiXY_Stage1float2&Microsoft (R) HLSL Shader Compiler 10.1ISGNhtttSV_PositionTEXCOORDOSGN, SV_TARGETSHEXPxjYF d 2be h 2FAF  A42 F4 2F@8  F"  8"@@4"@8D" @2  A@?8 F>STAT " t++C(h|_MD/ "ҖinColor" _uinColor(0B5 (Ж inPosition" _uinPosition(0B> <ҖurtAdjustment_Stage0"_uurtAdjustment_Stage0(0B"4 .Җ vcolor_Stage0"_uvcolor_Stage0(0B". (Җ gl_Position" gl_Position(0B* _e}9'AW?8 6ҖuinnerRect_Stage1"_uuinnerRect_Stage1(0B: 8ЖuinvRadiiXY_Stage1"_uuinvRadiiXY_Stage1(0B"4 .Җ vcolor_Stage0"_uvcolor_Stage0(0B"0 *Җ gl_FragCoord" gl_FragCoord(0B*7 *Җ gl_FragColor" gl_FragColor(0B08< 4KGj=sox_Z2987f0fde973P _uinPosition_u_uinPositionR _uinColor _u_uinColorP_uinLocalCoord_u_uinLocalCoordR_uurtAdjustment_Stage0_u_uurtAdjustment_Stage0[ _uuCoordTransformMatrix_0_Stage0"_u_uuCoordTransformMatrix_0_Stage0P_uuImageIncrement_Stage1_u_uuImageIncrement_Stage1R_uuKernel_Stage1[0]_u_uuKernel_Stage1[0]^_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 float3x3 __uuCoordTransformMatrix_0_Stage0 : register(c0); uniform float4 __uurtAdjustment_Stage0 : register(c3); #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Attributes static float4 __uinColor = {0, 0, 0, 0}; static float2 __uinLocalCoord = {0, 0}; static float2 __uinPosition = {0, 0}; static float4 gl_Position = float4(0, 0, 0, 0); // Varyings static float2 __uvTransformedCoords_0_Stage0 = {0, 0}; static float4 __uvcolor_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 __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 * __uurtAdjustment_Stage0.x) + __uurtAdjustment_Stage0.y), ((__upos2.y * __uurtAdjustment_Stage0.z) + __uurtAdjustment_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 = __uvcolor_Stage0; output.v1 = __uvTransformedCoords_0_Stage0; return output; } // Uniforms uniform float2 __uuImageIncrement_Stage1 : register(c0); uniform float4 __uuKernel_Stage1[3] : register(c1); 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 float2 __uvTransformedCoords_0_Stage0 = {0, 0}; static float4 __uvcolor_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 __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}; { (__uoutput_Stage1 = float4(0.0, 0.0, 0.0, 0.0)); float2 __ucoord = (__uvTransformedCoords_0_Stage0 - (5.0 * __uuImageIncrement_Stage1)); float2 __ucoordSampled = {0.0, 0.0}; (__ucoordSampled = __ucoord); (__uoutput_Stage1 += (gl_texture2D(__uuTextureSampler_0_Stage1, __ucoordSampled).xxxx * __uuKernel_Stage1[0].x)); (__ucoord += __uuImageIncrement_Stage1); (__ucoordSampled = __ucoord); (__uoutput_Stage1 += (gl_texture2D(__uuTextureSampler_0_Stage1, __ucoordSampled).xxxx * __uuKernel_Stage1[0].y)); (__ucoord += __uuImageIncrement_Stage1); (__ucoordSampled = __ucoord); (__uoutput_Stage1 += (gl_texture2D(__uuTextureSampler_0_Stage1, __ucoordSampled).xxxx * __uuKernel_Stage1[0].z)); (__ucoord += __uuImageIncrement_Stage1); (__ucoordSampled = __ucoord); (__uoutput_Stage1 += (gl_texture2D(__uuTextureSampler_0_Stage1, __ucoordSampled).xxxx * __uuKernel_Stage1[0].w)); (__ucoord += __uuImageIncrement_Stage1); (__ucoordSampled = __ucoord); (__uoutput_Stage1 += (gl_texture2D(__uuTextureSampler_0_Stage1, __ucoordSampled).xxxx * __uuKernel_Stage1[1].x)); (__ucoord += __uuImageIncrement_Stage1); (__ucoordSampled = __ucoord); (__uoutput_Stage1 += (gl_texture2D(__uuTextureSampler_0_Stage1, __ucoordSampled).xxxx * __uuKernel_Stage1[1].y)); (__ucoord += __uuImageIncrement_Stage1); (__ucoordSampled = __ucoord); (__uoutput_Stage1 += (gl_texture2D(__uuTextureSampler_0_Stage1, __ucoordSampled).xxxx * __uuKernel_Stage1[1].z)); (__ucoord += __uuImageIncrement_Stage1); (__ucoordSampled = __ucoord); (__uoutput_Stage1 += (gl_texture2D(__uuTextureSampler_0_Stage1, __ucoordSampled).xxxx * __uuKernel_Stage1[1].w)); (__ucoord += __uuImageIncrement_Stage1); (__ucoordSampled = __ucoord); (__uoutput_Stage1 += (gl_texture2D(__uuTextureSampler_0_Stage1, __ucoordSampled).xxxx * __uuKernel_Stage1[2].x)); (__ucoord += __uuImageIncrement_Stage1); (__ucoordSampled = __ucoord); (__uoutput_Stage1 += (gl_texture2D(__uuTextureSampler_0_Stage1, __ucoordSampled).xxxx * __uuKernel_Stage1[2].y)); (__ucoord += __uuImageIncrement_Stage1); (__ucoordSampled = __ucoord); (__uoutput_Stage1 += (gl_texture2D(__uuTextureSampler_0_Stage1, __ucoordSampled).xxxx * __uuKernel_Stage1[2].z)); (__ucoord += __uuImageIncrement_Stage1); (__uoutput_Stage1 *= __uoutputColor_Stage0); } { (gl_Color[0] = __uoutput_Stage1); } (gl_Color[0] = gl_Color[0].wwww); } 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 } RTRDXBCe {glãj4,dRDEFh<dRD11< ($ \$Globals\@, 0@__uuCoordTransformMatrix_0_Stage0float3x3__uurtAdjustment_Stage0float48Microsoft (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  DXBCc1QO:zV> 4lRDEF<RD11< ($  samplers2D[0]textures2D[0]$Globals@,Pt0__uuImageIncrement_Stage1float2F__uuKernel_Stage1float4Microsoft (R) HLSL Shader Compiler 10.1ISGNhtttSV_PositionTEXCOORDOSGN, SV_TARGETSHEXPdjYF Z`XpUUbb2e h22F A@@@F ECUFF~`ECU" ~` 8" 2   ECU" ~` 2 *  ECU" ~` 2 :  ECU" ~` 2   ECU" ~` 2   ECU" ~` 2 *  ECU" ~` 2 :  ECU" ~` 2   ECU" ~` ECUB |`2   2 **  8 >STAT# " W񯪺0'/ "ҖinColor" _uinColor(0B5 (Ж inPosition" _uinPosition(0B9 ,Ж inLocalCoord"_uinLocalCoord(0BR PۖuCoordTransformMatrix_0_Stage0" _uuCoordTransformMatrix_0_Stage0(0B> <ҖurtAdjustment_Stage0"_uurtAdjustment_Stage0(0B"4 .Җ vcolor_Stage0"_uvcolor_Stage0(0B"P JЖvTransformedCoords_0_Stage0"_uvTransformedCoords_0_Stage0(0B". (Җ gl_Position" gl_Position(0B* !S ՖaĢnzD BޖuTextureSampler_0_Stage1"_uuTextureSampler_0_Stage1(0BB @ЖuImageIncrement_Stage1"_uuImageIncrement_Stage1(0B2 0ҖuKernel_Stage1"_uuKernel_Stage1(0B"4 .Җ vcolor_Stage0"_uvcolor_Stage0(0B"P JЖvTransformedCoords_0_Stage0"_uvTransformedCoords_0_Stage0(0B*7 *Җ gl_FragColor" gl_FragColor(0B08Z Vy+++#mv2987f0fde973P _uinPosition_u_uinPositionR _uinColor _u_uinColorP_uinLocalCoord_u_uinLocalCoordR_uurtAdjustment_Stage0_u_uurtAdjustment_Stage0[ _uuCoordTransformMatrix_0_Stage0"_u_uuCoordTransformMatrix_0_Stage0P_uuImageIncrement_Stage1_u_uuImageIncrement_Stage1R_uuKernel_Stage1[0]_u_uuKernel_Stage1[0]^_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 float3x3 __uuCoordTransformMatrix_0_Stage0 : register(c0); uniform float4 __uurtAdjustment_Stage0 : register(c3); #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Attributes static float4 __uinColor = {0, 0, 0, 0}; static float2 __uinLocalCoord = {0, 0}; static float2 __uinPosition = {0, 0}; static float4 gl_Position = float4(0, 0, 0, 0); // Varyings static float2 __uvTransformedCoords_0_Stage0 = {0, 0}; static float4 __uvcolor_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 __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 * __uurtAdjustment_Stage0.x) + __uurtAdjustment_Stage0.y), ((__upos2.y * __uurtAdjustment_Stage0.z) + __uurtAdjustment_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 = __uvcolor_Stage0; output.v1 = __uvTransformedCoords_0_Stage0; return output; } // Uniforms uniform float2 __uuImageIncrement_Stage1 : register(c0); uniform float4 __uuKernel_Stage1[6] : register(c1); 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 float2 __uvTransformedCoords_0_Stage0 = {0, 0}; static float4 __uvcolor_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 __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}; { (__uoutput_Stage1 = float4(0.0, 0.0, 0.0, 0.0)); float2 __ucoord = (__uvTransformedCoords_0_Stage0 - (11.0 * __uuImageIncrement_Stage1)); float2 __ucoordSampled = {0.0, 0.0}; (__ucoordSampled = __ucoord); (__uoutput_Stage1 += (gl_texture2D(__uuTextureSampler_0_Stage1, __ucoordSampled).xxxx * __uuKernel_Stage1[0].x)); (__ucoord += __uuImageIncrement_Stage1); (__ucoordSampled = __ucoord); (__uoutput_Stage1 += (gl_texture2D(__uuTextureSampler_0_Stage1, __ucoordSampled).xxxx * __uuKernel_Stage1[0].y)); (__ucoord += __uuImageIncrement_Stage1); (__ucoordSampled = __ucoord); (__uoutput_Stage1 += (gl_texture2D(__uuTextureSampler_0_Stage1, __ucoordSampled).xxxx * __uuKernel_Stage1[0].z)); (__ucoord += __uuImageIncrement_Stage1); (__ucoordSampled = __ucoord); (__uoutput_Stage1 += (gl_texture2D(__uuTextureSampler_0_Stage1, __ucoordSampled).xxxx * __uuKernel_Stage1[0].w)); (__ucoord += __uuImageIncrement_Stage1); (__ucoordSampled = __ucoord); (__uoutput_Stage1 += (gl_texture2D(__uuTextureSampler_0_Stage1, __ucoordSampled).xxxx * __uuKernel_Stage1[1].x)); (__ucoord += __uuImageIncrement_Stage1); (__ucoordSampled = __ucoord); (__uoutput_Stage1 += (gl_texture2D(__uuTextureSampler_0_Stage1, __ucoordSampled).xxxx * __uuKernel_Stage1[1].y)); (__ucoord += __uuImageIncrement_Stage1); (__ucoordSampled = __ucoord); (__uoutput_Stage1 += (gl_texture2D(__uuTextureSampler_0_Stage1, __ucoordSampled).xxxx * __uuKernel_Stage1[1].z)); (__ucoord += __uuImageIncrement_Stage1); (__ucoordSampled = __ucoord); (__uoutput_Stage1 += (gl_texture2D(__uuTextureSampler_0_Stage1, __ucoordSampled).xxxx * __uuKernel_Stage1[1].w)); (__ucoord += __uuImageIncrement_Stage1); (__ucoordSampled = __ucoord); (__uoutput_Stage1 += (gl_texture2D(__uuTextureSampler_0_Stage1, __ucoordSampled).xxxx * __uuKernel_Stage1[2].x)); (__ucoord += __uuImageIncrement_Stage1); (__ucoordSampled = __ucoord); (__uoutput_Stage1 += (gl_texture2D(__uuTextureSampler_0_Stage1, __ucoordSampled).xxxx * __uuKernel_Stage1[2].y)); (__ucoord += __uuImageIncrement_Stage1); (__ucoordSampled = __ucoord); (__uoutput_Stage1 += (gl_texture2D(__uuTextureSampler_0_Stage1, __ucoordSampled).xxxx * __uuKernel_Stage1[2].z)); (__ucoord += __uuImageIncrement_Stage1); (__ucoordSampled = __ucoord); (__uoutput_Stage1 += (gl_texture2D(__uuTextureSampler_0_Stage1, __ucoordSampled).xxxx * __uuKernel_Stage1[2].w)); (__ucoord += __uuImageIncrement_Stage1); (__ucoordSampled = __ucoord); (__uoutput_Stage1 += (gl_texture2D(__uuTextureSampler_0_Stage1, __ucoordSampled).xxxx * __uuKernel_Stage1[3].x)); (__ucoord += __uuImageIncrement_Stage1); (__ucoordSampled = __ucoord); (__uoutput_Stage1 += (gl_texture2D(__uuTextureSampler_0_Stage1, __ucoordSampled).xxxx * __uuKernel_Stage1[3].y)); (__ucoord += __uuImageIncrement_Stage1); (__ucoordSampled = __ucoord); (__uoutput_Stage1 += (gl_texture2D(__uuTextureSampler_0_Stage1, __ucoordSampled).xxxx * __uuKernel_Stage1[3].z)); (__ucoord += __uuImageIncrement_Stage1); (__ucoordSampled = __ucoord); (__uoutput_Stage1 += (gl_texture2D(__uuTextureSampler_0_Stage1, __ucoordSampled).xxxx * __uuKernel_Stage1[3].w)); (__ucoord += __uuImageIncrement_Stage1); (__ucoordSampled = __ucoord); (__uoutput_Stage1 += (gl_texture2D(__uuTextureSampler_0_Stage1, __ucoordSampled).xxxx * __uuKernel_Stage1[4].x)); (__ucoord += __uuImageIncrement_Stage1); (__ucoordSampled = __ucoord); (__uoutput_Stage1 += (gl_texture2D(__uuTextureSampler_0_Stage1, __ucoordSampled).xxxx * __uuKernel_Stage1[4].y)); (__ucoord += __uuImageIncrement_Stage1); (__ucoordSampled = __ucoord); (__uoutput_Stage1 += (gl_texture2D(__uuTextureSampler_0_Stage1, __ucoordSampled).xxxx * __uuKernel_Stage1[4].z)); (__ucoord += __uuImageIncrement_Stage1); (__ucoordSampled = __ucoord); (__uoutput_Stage1 += (gl_texture2D(__uuTextureSampler_0_Stage1, __ucoordSampled).xxxx * __uuKernel_Stage1[4].w)); (__ucoord += __uuImageIncrement_Stage1); (__ucoordSampled = __ucoord); (__uoutput_Stage1 += (gl_texture2D(__uuTextureSampler_0_Stage1, __ucoordSampled).xxxx * __uuKernel_Stage1[5].x)); (__ucoord += __uuImageIncrement_Stage1); (__ucoordSampled = __ucoord); (__uoutput_Stage1 += (gl_texture2D(__uuTextureSampler_0_Stage1, __ucoordSampled).xxxx * __uuKernel_Stage1[5].y)); (__ucoord += __uuImageIncrement_Stage1); (__ucoordSampled = __ucoord); (__uoutput_Stage1 += (gl_texture2D(__uuTextureSampler_0_Stage1, __ucoordSampled).xxxx * __uuKernel_Stage1[5].z)); (__ucoord += __uuImageIncrement_Stage1); (__uoutput_Stage1 *= __uoutputColor_Stage0); } { (gl_Color[0] = __uoutput_Stage1); } (gl_Color[0] = gl_Color[0].wwww); } 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 } RTRDXBCe {glãj4,dRDEFh<dRD11< ($ \$Globals\@, 0@__uuCoordTransformMatrix_0_Stage0float3x3__uurtAdjustment_Stage0float48Microsoft (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 xDXBCMꋇ6x4 RDEF<RD11< ($  samplers2D[0]textures2D[0]$Globalsp,Pt`__uuImageIncrement_Stage1float2F__uuKernel_Stage1float4Microsoft (R) HLSL Shader Compiler 10.1ISGNhtttSV_PositionTEXCOORDOSGN, SV_TARGETSHEX PjYF Z`XpUUbb2e h22F A@0A0AF ECUFF~`ECU" ~` 8" 2   ECU" ~` 2 *  ECU" ~` 2 :  ECU" ~` 2   ECU" ~` 2   ECU" ~` 2 *  ECU" ~` 2 :  ECU" ~` 2   ECU" ~` 2   ECU" ~` 2 *  ECU" ~` 2 :  ECU" ~` 2   ECU" ~` 2   ECU" ~` 2 *  ECU" ~` 2 :  ECU" ~` 2   ECU" ~` 2   ECU" ~` 2 *  ECU" ~` 2 :  ECU" ~` 2   ECU" ~` ECUB |`2   2 **  8 >STATG/" W񯪺0'/ "ҖinColor" _uinColor(0B5 (Ж inPosition" _uinPosition(0B9 ,Ж inLocalCoord"_uinLocalCoord(0BR PۖuCoordTransformMatrix_0_Stage0" _uuCoordTransformMatrix_0_Stage0(0B> <ҖurtAdjustment_Stage0"_uurtAdjustment_Stage0(0B"4 .Җ vcolor_Stage0"_uvcolor_Stage0(0B"P JЖvTransformedCoords_0_Stage0"_uvTransformedCoords_0_Stage0(0B". (Җ gl_Position" gl_Position(0B* ?biP D BޖuTextureSampler_0_Stage1"_uuTextureSampler_0_Stage1(0BB @ЖuImageIncrement_Stage1"_uuImageIncrement_Stage1(0B2 0ҖuKernel_Stage1"_uuKernel_Stage1(0B"4 .Җ vcolor_Stage0"_uvcolor_Stage0(0B"P JЖvTransformedCoords_0_Stage0"_uvTransformedCoords_0_Stage0(0B*7 *Җ gl_FragColor" gl_FragColor(0B08v  l h<ҥ`gTN2987f0fde973P _uinPosition_u_uinPositionR _uinColor _u_uinColorR_uurtAdjustment_Stage0_u_uurtAdjustment_Stage0R_uurect_Stage1_u_uurect_Stage1_uuprofileSize_Stage1_u_uuprofileSize_Stage1R_uurectUniform_Stage2_u_uurectUniform_Stage2^_uuTextureSampler_0_Stage1_u_uuTextureSampler_0_Stage1 X[6  float4 vec4_ctor(float x0, float x1, float x2, float x3) { return float4(x0, x1, x2, x3); } // Uniforms uniform float4 __uurtAdjustment_Stage0 : register(c0); #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Attributes static float4 __uinColor = {0, 0, 0, 0}; static float2 __uinPosition = {0, 0}; static float4 gl_Position = float4(0, 0, 0, 0); // Varyings static float4 __uvcolor_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 __ucolor = __uinColor; (__uvcolor_Stage0 = __ucolor); float2 __upos2 = __uinPosition; (gl_Position = vec4_ctor(((__upos2.x * __uurtAdjustment_Stage0.x) + __uurtAdjustment_Stage0.y), ((__upos2.y * __uurtAdjustment_Stage0.z) + __uurtAdjustment_Stage0.w), 0.0, 1.0)); } @@ VERTEX ATTRIBUTES @@ struct VS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float4 gl_FragCoord : TEXCOORD2; 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.gl_FragCoord = gl_Position; output.v0 = __uvcolor_Stage0; return output; } float float_ctor(int x0) { return float(x0); } float2 vec2_ctor(float x0, float x1) { return float2(x0, x1); } float4 vec4_ctor(float x0) { return float4(x0, x0, x0, x0); } float4 vec4_ctor(float2 x0, float2 x1) { return float4(x0, x1); } // Uniforms uniform float __uuprofileSize_Stage1 : register(c0); uniform float4 __uurectUniform_Stage2 : register(c1); uniform float4 __uurect_Stage1 : register(c2); 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 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() { 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}; { { float2 __utranslatedPos = (gl_FragCoord.xy - __uurect_Stage1.xy); float __uwidth = (__uurect_Stage1.z - __uurect_Stage1.x); float __uheight = (__uurect_Stage1.w - __uurect_Stage1.y); float2 __usmallDims = vec2_ctor((__uwidth - __uuprofileSize_Stage1), (__uheight - __uuprofileSize_Stage1)); float __ucenter = ((2.0 * floor(((__uuprofileSize_Stage1 / 2.0) + 0.25))) - 1.0); float2 __uwh = (__usmallDims - vec2_ctor(__ucenter, __ucenter)); float __uhcoord = ((abs((__utranslatedPos.x - (0.5 * __uwidth))) - (0.5 * __uwh.x)) / __uuprofileSize_Stage1); float __uhlookup = gl_texture2D(__uuTextureSampler_0_Stage1, vec2_ctor(__uhcoord, 0.5)).xxxx.w; float __uvcoord = ((abs((__utranslatedPos.y - (0.5 * __uheight))) - (0.5 * __uwh.y)) / __uuprofileSize_Stage1); float __uvlookup = gl_texture2D(__uuTextureSampler_0_Stage1, vec2_ctor(__uvcoord, 0.5)).xxxx.w; (__uoutput_Stage1 = (vec4_ctor(__uhlookup) * __uvlookup)); } } float4 __uoutput_Stage2 = {0.0, 0.0, 0.0, 0.0}; { float __ualpha = {0.0}; { int s1471 = {0}; if (all((vec4_ctor(gl_FragCoord.xy, __uurectUniform_Stage2.zw) > vec4_ctor(__uurectUniform_Stage2.xy, gl_FragCoord.xy)))) { (s1471 = 1); } else { (s1471 = 0); } (__ualpha = float_ctor(s1471)); } { (__ualpha = (1.0 - __ualpha)); } (__uoutput_Stage2 = (__uoutput_Stage1 * __ualpha)); } { (gl_Color[0] = (__uoutputColor_Stage0 * __uoutput_Stage2)); } } struct PS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float4 gl_FragCoord : TEXCOORD2; float4 v0 : TEXCOORD0; }; @@ 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; __uvcolor_Stage0 = input.v0; gl_main(); return generateOutput(); } R gl_Color0 gl_Color[0]ystruct GS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float4 gl_FragCoord : TEXCOORD2; float4 v0 : TEXCOORD0; }; struct GS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float4 gl_FragCoord : TEXCOORD2; 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; output.gl_FragCoord = input.gl_FragCoord; #ifndef ANGLE_POINT_SPRITE_SHADER output.dx_Position = input.dx_Position; #endif // ANGLE_POINT_SPRITE_SHADER } RT0DXBCdy[ VL04P$RDEFh<RD11< ($ \$Globals\__uurtAdjustment_Stage0float4Microsoft (R) HLSL Shader Compiler 10.1ISGND88TEXCOORDOSGNhtttSV_PositionTEXCOORDSHEXhPZjYF _2_g e e e h6 @??2 2F օ 6" A6  62 F62 F6 @?6 @?6 F>STAT DXBC=7X;4P XRDEF<RD11< ($  samplers2D[0]textures2D[0]$Globals0Tt __uuprofileSize_Stage1floatk__uurectUniform_Stage2float4__uurect_Stage1Microsoft (R) HLSL Shader Compiler 10.1ISGNhtttSV_PositionTEXCOORDOSGN, SV_TARGETSHEXDPjYF Z`XpUUd 2be h2  @?@>A 2  @@@ b A  2 AA 2FF A2 bVA@??22A@??2F 6B@?ECUF~`ECU"~`8 1b 12F bV"*7 "@@?8 8 F>STAT" )5Ž"Fohw / "ҖinColor" _uinColor(0B5 (Ж inPosition" _uinPosition(0B9 ,Ж inLocalCoord"_uinLocalCoord(0B> <ҖurtAdjustment_Stage0"_uurtAdjustment_Stage0(0B"4 .Җ vcolor_Stage0"_uvcolor_Stage0(0B". (Җ gl_Position" gl_Position(0B* 08ZDbH˲*hD BޖuTextureSampler_0_Stage1"_uuTextureSampler_0_Stage1(0B. ,Җ urect_Stage1"_uurect_Stage1(0B@ >ҖuproxyRectHalf_Stage1"_uuproxyRectHalf_Stage1(0B; 9(uprofileSize_Stage1"_uuprofileSize_Stage1(0B< :ҖurectUniform_Stage2"_uurectUniform_Stage2(0B"4 .Җ vcolor_Stage0"_uvcolor_Stage0(0B"0 *Җ gl_FragCoord" gl_FragCoord(0B*7 *Җ gl_FragColor" gl_FragColor(0B08N jH|GRڔk42987f0fde973P _uinPosition_u_uinPositionR _uinColor _u_uinColorR _uinQuadEdge_u_uinQuadEdgeR_uurtAdjustment_Stage0_u_uurtAdjustment_Stage0X[6  Cfloat4 vec4_ctor(float x0, float x1, float x2, float x3) { return float4(x0, x1, x2, x3); } // Uniforms uniform float4 __uurtAdjustment_Stage0 : register(c0); #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Attributes static float4 __uinColor = {0, 0, 0, 0}; static float2 __uinPosition = {0, 0}; static float4 __uinQuadEdge = {0, 0, 0, 0}; static float4 gl_Position = float4(0, 0, 0, 0); // Varyings static float4 __uvQuadEdge_Stage0 = {0, 0, 0, 0}; static float4 __uvinColor_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() { (__uvQuadEdge_Stage0 = __uinQuadEdge); (__uvinColor_Stage0 = __uinColor); float2 __upos2 = __uinPosition; (gl_Position = vec4_ctor(((__upos2.x * __uurtAdjustment_Stage0.x) + __uurtAdjustment_Stage0.y), ((__upos2.y * __uurtAdjustment_Stage0.z) + __uurtAdjustment_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 = __uvQuadEdge_Stage0; return output; } float2 vec2_ctor(float x0, float x1) { return float2(x0, x1); } float4 vec4_ctor(float x0) { return float4(x0, x0, x0, x0); } #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Varyings static float4 __uvQuadEdge_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 __uoutputCoverage_Stage0 = {0.0, 0.0, 0.0, 0.0}; { float __uedgeAlpha = {0.0}; float2 __uduvdx = ddx(__uvQuadEdge_Stage0.xy); float2 __uduvdy = ddy(__uvQuadEdge_Stage0.xy); if (((__uvQuadEdge_Stage0.z > 0.0) && (__uvQuadEdge_Stage0.w > 0.0))) { (__uedgeAlpha = min((min(__uvQuadEdge_Stage0.z, __uvQuadEdge_Stage0.w) + 0.5), 1.0)); } else { float2 __ugF = vec2_ctor((((2.0 * __uvQuadEdge_Stage0.x) * __uduvdx.x) - __uduvdx.y), (((2.0 * __uvQuadEdge_Stage0.x) * __uduvdy.x) - __uduvdy.y)); (__uedgeAlpha = ((__uvQuadEdge_Stage0.x * __uvQuadEdge_Stage0.x) - __uvQuadEdge_Stage0.y)); (__uedgeAlpha = clamp((0.5 - (__uedgeAlpha / length(__ugF))), 0.0, 1.0)); } (__uoutputCoverage_Stage0 = vec4_ctor(__uedgeAlpha)); } { (gl_Color[0] = __uoutputCoverage_Stage0); } (gl_Color[0] = gl_Color[0].wwww); } struct PS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float4 v0 : TEXCOORD0; }; @@ PIXEL OUTPUT @@ PS_OUTPUT main(PS_INPUT input) { __uvQuadEdge_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 } RTTDXBC"!: Ĵ4P$TRDEFh<RD11< ($ \$Globals\__uurtAdjustment_Stage0float4Microsoft (R) HLSL Shader Compiler 10.1ISGN\PPPTEXCOORDOSGNhP\\SV_PositionTEXCOORDSHEX(PJjYF _2_g e e h6 @??2 2F օ 6" A6  62 F6 @?6 F>STATDXBCŘtE"fI4D`RDEFd<<RD11< ($ Microsoft (R) HLSL Shader Compiler 10.1ISGNhP\\SV_PositionTEXCOORDOSGN, SV_TARGETSHEXPjbe hz2FB  2 * A|2F2 "* AFFK 2 "  A   A@?3":*"@?3"@?1 @B:*7  V>STAT" bp6 oMll/ "ҖinColor" _uinColor(0B5 (Ж inPosition" _uinPosition(0B5 (Җ inQuadEdge" _uinQuadEdge(0B> <ҖurtAdjustment_Stage0"_uurtAdjustment_Stage0(0B": 4ҖvQuadEdge_Stage0"_uvQuadEdge_Stage0(0B"8 2ҖvinColor_Stage0"_uvinColor_Stage0(0B". (Җ gl_Position" gl_Position(0B* )0^؋.Y=": 4ҖvQuadEdge_Stage0"_uvQuadEdge_Stage0(0B"8 2ҖvinColor_Stage0"_uvinColor_Stage0(0B*7 *Җ gl_FragColor" gl_FragColor(0B084 ̎VT 8,2987f0fde973P _uinPosition_u_uinPositionR_uurtAdjustment_Stage0_u_uurtAdjustment_Stage0[_uuViewM_Stage0_u_uuViewM_Stage0R_uuColor_Stage0_u_uuColor_Stage0X[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 float3x3 __uuViewM_Stage0 : register(c0); uniform float4 __uurtAdjustment_Stage0 : register(c3); #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 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() { float2 __upos2 = mul(transpose(__uuViewM_Stage0), vec3_ctor(__uinPosition, 1.0)).xy; { float2 __u_posTmp = __upos2; (__u_posTmp = (floor(__u_posTmp) + float2(0.5, 0.5))); (gl_Position = vec4_ctor(((__u_posTmp.x * __uurtAdjustment_Stage0.x) + __uurtAdjustment_Stage0.y), ((__u_posTmp.y * __uurtAdjustment_Stage0.z) + __uurtAdjustment_Stage0.w), 0.0, 1.0)); } } @@ 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; } // Uniforms uniform float4 __uuColor_Stage0 : 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 __uoutputColor_Stage0 = {0.0, 0.0, 0.0, 0.0}; { (__uoutputColor_Stage0 = __uuColor_Stage0); } { (gl_Color[0] = __uoutputColor_Stage0); } } 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 } RDXBCsA F؂ 4DRDEF|h<TRD11< ($ \$Globals\@,00__uuViewM_Stage0float3x3__uurtAdjustment_Stage0float4(Microsoft (R) HLSL Shader Compiler 10.1ISGN, TEXCOORDOSGNP8DSV_PositionTEXCOORDSHEXPmjYF _2g e h62F6B@?F FF FA" A: 2F@??2 2F օ 6" A6  62 F6 @??6 @?>STATDXBCs#@HP9ԘBó4H RDEF h<RD11< ($ \$Globals\__uuColor_Stage0float4Microsoft (R) HLSL Shader Compiler 10.1ISGNP8DSV_PositionTEXCOORDOSGN, SV_TARGETSHEXDPjYF e 6 F >STAT" pXKf=R5 (Ж inPosition" _uinPosition(0B> <ҖurtAdjustment_Stage0"_uurtAdjustment_Stage0(0B0 .ۖ uViewM_Stage0"_uuViewM_Stage0(0B". (Җ gl_Position" gl_Position(0B* \0_pl:Hm0 .Җ uColor_Stage0"_uuColor_Stage0(0B*7 *Җ gl_FragColor" gl_FragColor(0B08, G0<7Z- 8SIr2987f0fde973P _uinPosition_u_uinPositionR _uinColor _u_uinColorP_uinLocalCoord_u_uinLocalCoordR_uurtAdjustment_Stage0_u_uurtAdjustment_Stage0[ _uuCoordTransformMatrix_0_Stage0"_u_uuCoordTransformMatrix_0_Stage0P_uuImageIncrement_Stage1_u_uuImageIncrement_Stage1R_uuKernel_Stage1[0]_u_uuKernel_Stage1[0]^_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 float3x3 __uuCoordTransformMatrix_0_Stage0 : register(c0); uniform float4 __uurtAdjustment_Stage0 : register(c3); #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Attributes static float4 __uinColor = {0, 0, 0, 0}; static float2 __uinLocalCoord = {0, 0}; static float2 __uinPosition = {0, 0}; static float4 gl_Position = float4(0, 0, 0, 0); // Varyings static float2 __uvTransformedCoords_0_Stage0 = {0, 0}; static float4 __uvcolor_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 __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 * __uurtAdjustment_Stage0.x) + __uurtAdjustment_Stage0.y), ((__upos2.y * __uurtAdjustment_Stage0.z) + __uurtAdjustment_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 = __uvcolor_Stage0; output.v1 = __uvTransformedCoords_0_Stage0; return output; } #// Uniforms uniform float2 __uuImageIncrement_Stage1 : register(c0); uniform float4 __uuKernel_Stage1[6] : register(c1); 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 float2 __uvTransformedCoords_0_Stage0 = {0, 0}; static float4 __uvcolor_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 __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}; { (__uoutput_Stage1 = float4(0.0, 0.0, 0.0, 0.0)); float2 __ucoord = (__uvTransformedCoords_0_Stage0 - (10.0 * __uuImageIncrement_Stage1)); float2 __ucoordSampled = {0.0, 0.0}; (__ucoordSampled = __ucoord); (__uoutput_Stage1 += (gl_texture2D(__uuTextureSampler_0_Stage1, __ucoordSampled).xxxx * __uuKernel_Stage1[0].x)); (__ucoord += __uuImageIncrement_Stage1); (__ucoordSampled = __ucoord); (__uoutput_Stage1 += (gl_texture2D(__uuTextureSampler_0_Stage1, __ucoordSampled).xxxx * __uuKernel_Stage1[0].y)); (__ucoord += __uuImageIncrement_Stage1); (__ucoordSampled = __ucoord); (__uoutput_Stage1 += (gl_texture2D(__uuTextureSampler_0_Stage1, __ucoordSampled).xxxx * __uuKernel_Stage1[0].z)); (__ucoord += __uuImageIncrement_Stage1); (__ucoordSampled = __ucoord); (__uoutput_Stage1 += (gl_texture2D(__uuTextureSampler_0_Stage1, __ucoordSampled).xxxx * __uuKernel_Stage1[0].w)); (__ucoord += __uuImageIncrement_Stage1); (__ucoordSampled = __ucoord); (__uoutput_Stage1 += (gl_texture2D(__uuTextureSampler_0_Stage1, __ucoordSampled).xxxx * __uuKernel_Stage1[1].x)); (__ucoord += __uuImageIncrement_Stage1); (__ucoordSampled = __ucoord); (__uoutput_Stage1 += (gl_texture2D(__uuTextureSampler_0_Stage1, __ucoordSampled).xxxx * __uuKernel_Stage1[1].y)); (__ucoord += __uuImageIncrement_Stage1); (__ucoordSampled = __ucoord); (__uoutput_Stage1 += (gl_texture2D(__uuTextureSampler_0_Stage1, __ucoordSampled).xxxx * __uuKernel_Stage1[1].z)); (__ucoord += __uuImageIncrement_Stage1); (__ucoordSampled = __ucoord); (__uoutput_Stage1 += (gl_texture2D(__uuTextureSampler_0_Stage1, __ucoordSampled).xxxx * __uuKernel_Stage1[1].w)); (__ucoord += __uuImageIncrement_Stage1); (__ucoordSampled = __ucoord); (__uoutput_Stage1 += (gl_texture2D(__uuTextureSampler_0_Stage1, __ucoordSampled).xxxx * __uuKernel_Stage1[2].x)); (__ucoord += __uuImageIncrement_Stage1); (__ucoordSampled = __ucoord); (__uoutput_Stage1 += (gl_texture2D(__uuTextureSampler_0_Stage1, __ucoordSampled).xxxx * __uuKernel_Stage1[2].y)); (__ucoord += __uuImageIncrement_Stage1); (__ucoordSampled = __ucoord); (__uoutput_Stage1 += (gl_texture2D(__uuTextureSampler_0_Stage1, __ucoordSampled).xxxx * __uuKernel_Stage1[2].z)); (__ucoord += __uuImageIncrement_Stage1); (__ucoordSampled = __ucoord); (__uoutput_Stage1 += (gl_texture2D(__uuTextureSampler_0_Stage1, __ucoordSampled).xxxx * __uuKernel_Stage1[2].w)); (__ucoord += __uuImageIncrement_Stage1); (__ucoordSampled = __ucoord); (__uoutput_Stage1 += (gl_texture2D(__uuTextureSampler_0_Stage1, __ucoordSampled).xxxx * __uuKernel_Stage1[3].x)); (__ucoord += __uuImageIncrement_Stage1); (__ucoordSampled = __ucoord); (__uoutput_Stage1 += (gl_texture2D(__uuTextureSampler_0_Stage1, __ucoordSampled).xxxx * __uuKernel_Stage1[3].y)); (__ucoord += __uuImageIncrement_Stage1); (__ucoordSampled = __ucoord); (__uoutput_Stage1 += (gl_texture2D(__uuTextureSampler_0_Stage1, __ucoordSampled).xxxx * __uuKernel_Stage1[3].z)); (__ucoord += __uuImageIncrement_Stage1); (__ucoordSampled = __ucoord); (__uoutput_Stage1 += (gl_texture2D(__uuTextureSampler_0_Stage1, __ucoordSampled).xxxx * __uuKernel_Stage1[3].w)); (__ucoord += __uuImageIncrement_Stage1); (__ucoordSampled = __ucoord); (__uoutput_Stage1 += (gl_texture2D(__uuTextureSampler_0_Stage1, __ucoordSampled).xxxx * __uuKernel_Stage1[4].x)); (__ucoord += __uuImageIncrement_Stage1); (__ucoordSampled = __ucoord); (__uoutput_Stage1 += (gl_texture2D(__uuTextureSampler_0_Stage1, __ucoordSampled).xxxx * __uuKernel_Stage1[4].y)); (__ucoord += __uuImageIncrement_Stage1); (__ucoordSampled = __ucoord); (__uoutput_Stage1 += (gl_texture2D(__uuTextureSampler_0_Stage1, __ucoordSampled).xxxx * __uuKernel_Stage1[4].z)); (__ucoord += __uuImageIncrement_Stage1); (__ucoordSampled = __ucoord); (__uoutput_Stage1 += (gl_texture2D(__uuTextureSampler_0_Stage1, __ucoordSampled).xxxx * __uuKernel_Stage1[4].w)); (__ucoord += __uuImageIncrement_Stage1); (__ucoordSampled = __ucoord); (__uoutput_Stage1 += (gl_texture2D(__uuTextureSampler_0_Stage1, __ucoordSampled).xxxx * __uuKernel_Stage1[5].x)); (__ucoord += __uuImageIncrement_Stage1); (__uoutput_Stage1 *= __uoutputColor_Stage0); } { (gl_Color[0] = __uoutput_Stage1); } (gl_Color[0] = gl_Color[0].wwww); } 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 } RTRDXBCe {glãj4,dRDEFh<dRD11< ($ \$Globals\@, 0@__uuCoordTransformMatrix_0_Stage0float3x3__uurtAdjustment_Stage0float48Microsoft (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  DXBC r KԹ@ç  4 RDEF<RD11< ($  samplers2D[0]textures2D[0]$Globalsp,Pt`__uuImageIncrement_Stage1float2F__uuKernel_Stage1float4Microsoft (R) HLSL Shader Compiler 10.1ISGNhtttSV_PositionTEXCOORDOSGN, SV_TARGETSHEX PjYF Z`XpUUbb2e h22F A@ A AF ECUFF~`ECU" ~` 8" 2   ECU" ~` 2 *  ECU" ~` 2 :  ECU" ~` 2   ECU" ~` 2   ECU" ~` 2 *  ECU" ~` 2 :  ECU" ~` 2   ECU" ~` 2   ECU" ~` 2 *  ECU" ~` 2 :  ECU" ~` 2   ECU" ~` 2   ECU" ~` 2 *  ECU" ~` 2 :  ECU" ~` 2   ECU" ~` 2   ECU" ~` 2 *  ECU" ~` ECUB |`2 :  2 *  8 >STATA+" W񯪺0'/ "ҖinColor" _uinColor(0B5 (Ж inPosition" _uinPosition(0B9 ,Ж inLocalCoord"_uinLocalCoord(0BR PۖuCoordTransformMatrix_0_Stage0" _uuCoordTransformMatrix_0_Stage0(0B> <ҖurtAdjustment_Stage0"_uurtAdjustment_Stage0(0B"4 .Җ vcolor_Stage0"_uvcolor_Stage0(0B"P JЖvTransformedCoords_0_Stage0"_uvTransformedCoords_0_Stage0(0B". (Җ gl_Position" gl_Position(0B* xu|#OaXD BޖuTextureSampler_0_Stage1"_uuTextureSampler_0_Stage1(0BB @ЖuImageIncrement_Stage1"_uuImageIncrement_Stage1(0B2 0ҖuKernel_Stage1"_uuKernel_Stage1(0B"4 .Җ vcolor_Stage0"_uvcolor_Stage0(0B"P JЖvTransformedCoords_0_Stage0"_uvTransformedCoords_0_Stage0(0B*7 *Җ gl_FragColor" gl_FragColor(0B08r ^d#c M[9P2987f0fde973P _uinPosition_u_uinPositionR _uinColor _u_uinColorP_uinLocalCoord_u_uinLocalCoordR_uurtAdjustment_Stage0_u_uurtAdjustment_Stage0[ _uuCoordTransformMatrix_0_Stage0"_u_uuCoordTransformMatrix_0_Stage0P_uuImageIncrement_Stage1_u_uuImageIncrement_Stage1R_uuKernel_Stage1[0]_u_uuKernel_Stage1[0]^_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 float3x3 __uuCoordTransformMatrix_0_Stage0 : register(c0); uniform float4 __uurtAdjustment_Stage0 : register(c3); #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Attributes static float4 __uinColor = {0, 0, 0, 0}; static float2 __uinLocalCoord = {0, 0}; static float2 __uinPosition = {0, 0}; static float4 gl_Position = float4(0, 0, 0, 0); // Varyings static float2 __uvTransformedCoords_0_Stage0 = {0, 0}; static float4 __uvcolor_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 __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 * __uurtAdjustment_Stage0.x) + __uurtAdjustment_Stage0.y), ((__upos2.y * __uurtAdjustment_Stage0.z) + __uurtAdjustment_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 = __uvcolor_Stage0; output.v1 = __uvTransformedCoords_0_Stage0; return output; }  // Uniforms uniform float2 __uuImageIncrement_Stage1 : register(c0); uniform float4 __uuKernel_Stage1[2] : register(c1); 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 float2 __uvTransformedCoords_0_Stage0 = {0, 0}; static float4 __uvcolor_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 __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}; { (__uoutput_Stage1 = float4(0.0, 0.0, 0.0, 0.0)); float2 __ucoord = (__uvTransformedCoords_0_Stage0 - (3.0 * __uuImageIncrement_Stage1)); float2 __ucoordSampled = {0.0, 0.0}; (__ucoordSampled = __ucoord); (__uoutput_Stage1 += (gl_texture2D(__uuTextureSampler_0_Stage1, __ucoordSampled).xxxx * __uuKernel_Stage1[0].x)); (__ucoord += __uuImageIncrement_Stage1); (__ucoordSampled = __ucoord); (__uoutput_Stage1 += (gl_texture2D(__uuTextureSampler_0_Stage1, __ucoordSampled).xxxx * __uuKernel_Stage1[0].y)); (__ucoord += __uuImageIncrement_Stage1); (__ucoordSampled = __ucoord); (__uoutput_Stage1 += (gl_texture2D(__uuTextureSampler_0_Stage1, __ucoordSampled).xxxx * __uuKernel_Stage1[0].z)); (__ucoord += __uuImageIncrement_Stage1); (__ucoordSampled = __ucoord); (__uoutput_Stage1 += (gl_texture2D(__uuTextureSampler_0_Stage1, __ucoordSampled).xxxx * __uuKernel_Stage1[0].w)); (__ucoord += __uuImageIncrement_Stage1); (__ucoordSampled = __ucoord); (__uoutput_Stage1 += (gl_texture2D(__uuTextureSampler_0_Stage1, __ucoordSampled).xxxx * __uuKernel_Stage1[1].x)); (__ucoord += __uuImageIncrement_Stage1); (__ucoordSampled = __ucoord); (__uoutput_Stage1 += (gl_texture2D(__uuTextureSampler_0_Stage1, __ucoordSampled).xxxx * __uuKernel_Stage1[1].y)); (__ucoord += __uuImageIncrement_Stage1); (__ucoordSampled = __ucoord); (__uoutput_Stage1 += (gl_texture2D(__uuTextureSampler_0_Stage1, __ucoordSampled).xxxx * __uuKernel_Stage1[1].z)); (__ucoord += __uuImageIncrement_Stage1); (__uoutput_Stage1 *= __uoutputColor_Stage0); } { (gl_Color[0] = __uoutput_Stage1); } (gl_Color[0] = gl_Color[0].wwww); } 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 } RTRDXBCe {glãj4,dRDEFh<dRD11< ($ \$Globals\@, 0@__uuCoordTransformMatrix_0_Stage0float3x3__uurtAdjustment_Stage0float48Microsoft (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 8DXBC!;MY b 84RDEF<RD11< ($  samplers2D[0]textures2D[0]$Globals0,Pt __uuImageIncrement_Stage1float2F__uuKernel_Stage1float4Microsoft (R) HLSL Shader Compiler 10.1ISGNhtttSV_PositionTEXCOORDOSGN, SV_TARGETSHEXPjYF Z`XpUUbb2e h22F A@@@@@F ECUFF~`ECU" ~` 8" 2   ECU" ~` 2 *  ECU" ~` 2 :  ECU" ~` 2   ECU" ~` ECUB |`2   2 **  8 >STAT" W񯪺0'/ "ҖinColor" _uinColor(0B5 (Ж inPosition" _uinPosition(0B9 ,Ж inLocalCoord"_uinLocalCoord(0BR PۖuCoordTransformMatrix_0_Stage0" _uuCoordTransformMatrix_0_Stage0(0B> <ҖurtAdjustment_Stage0"_uurtAdjustment_Stage0(0B"4 .Җ vcolor_Stage0"_uvcolor_Stage0(0B"P JЖvTransformedCoords_0_Stage0"_uvTransformedCoords_0_Stage0(0B". (Җ gl_Position" gl_Position(0B* pGɺxne\D BޖuTextureSampler_0_Stage1"_uuTextureSampler_0_Stage1(0BB @ЖuImageIncrement_Stage1"_uuImageIncrement_Stage1(0B2 0ҖuKernel_Stage1"_uuKernel_Stage1(0B"4 .Җ vcolor_Stage0"_uvcolor_Stage0(0B"P JЖvTransformedCoords_0_Stage0"_uvTransformedCoords_0_Stage0(0B*7 *Җ gl_FragColor" gl_FragColor(0B08P ~wњ@}Ze$#(>2987f0fde973P _uinPosition_u_uinPositionR _uinColor _u_uinColorP_uinLocalCoord_u_uinLocalCoordR_uurtAdjustment_Stage0_u_uurtAdjustment_Stage0[ _uuCoordTransformMatrix_0_Stage0"_u_uuCoordTransformMatrix_0_Stage0R_uuTexDom_Stage1_c0_u_uuTexDom_Stage1_c0^_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 float3x3 __uuCoordTransformMatrix_0_Stage0 : register(c0); uniform float4 __uurtAdjustment_Stage0 : register(c3); #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Attributes static float4 __uinColor = {0, 0, 0, 0}; static float2 __uinLocalCoord = {0, 0}; static float2 __uinPosition = {0, 0}; static float4 gl_Position = float4(0, 0, 0, 0); // Varyings static float2 __uvTransformedCoords_0_Stage0 = {0, 0}; static float4 __uvcolor_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 __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 * __uurtAdjustment_Stage0.x) + __uurtAdjustment_Stage0.y), ((__upos2.y * __uurtAdjustment_Stage0.z) + __uurtAdjustment_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 = __uvcolor_Stage0; output.v1 = __uvTransformedCoords_0_Stage0; return output; } // Uniforms uniform float4 __uuTexDom_Stage1_c0 : register(c0); 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 float2 __uvTransformedCoords_0_Stage0 = {0, 0}; static float4 __uvcolor_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 __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 __uchild = {0.0, 0.0, 0.0, 0.0}; { (__uchild = gl_texture2D(__uuTextureSampler_0_Stage1, clamp(__uvTransformedCoords_0_Stage0, __uuTexDom_Stage1_c0.xy, __uuTexDom_Stage1_c0.zw))); } (__uoutput_Stage1 = (__uchild * __uoutputColor_Stage0.w)); } { (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 } RTRDXBCe {glãj4,dRDEFh<dRD11< ($ \$Globals\@, 0@__uuCoordTransformMatrix_0_Stage0float3x3__uurtAdjustment_Stage0float48Microsoft (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 DXBC#gDknr40d\RDEFl<DRD11< ($  samplers2D[0]textures2D[0]$Globals __uuTexDom_Stage1_c0float4Microsoft (R) HLSL Shader Compiler 10.1ISGNhtttSV_PositionTEXCOORDOSGN, SV_TARGETSHEXP<jYF Z`XpUUbb2e h42FF 32F ECUFF~`8 F>STAT" W񯪺0'/ "ҖinColor" _uinColor(0B5 (Ж inPosition" _uinPosition(0B9 ,Ж inLocalCoord"_uinLocalCoord(0BR PۖuCoordTransformMatrix_0_Stage0" _uuCoordTransformMatrix_0_Stage0(0B> <ҖurtAdjustment_Stage0"_uurtAdjustment_Stage0(0B"4 .Җ vcolor_Stage0"_uvcolor_Stage0(0B"P JЖvTransformedCoords_0_Stage0"_uvTransformedCoords_0_Stage0(0B". (Җ gl_Position" gl_Position(0B* ~$tBO:di؄[8 6ҖuTexDom_Stage1_c0"_uuTexDom_Stage1_c0(0BD BޖuTextureSampler_0_Stage1"_uuTextureSampler_0_Stage1(0B"4 .Җ vcolor_Stage0"_uvcolor_Stage0(0B"P JЖvTransformedCoords_0_Stage0"_uvTransformedCoords_0_Stage0(0B*7 *Җ gl_FragColor" gl_FragColor(0B08> [TCF3D$zH2987f0fde973P _uinPosition_u_uinPositionR _uinColor _u_uinColorR_uinCircleEdge_u_uinCircleEdgeR_uurtAdjustment_Stage0_u_uurtAdjustment_Stage0[ _uuCoordTransformMatrix_0_Stage0"_u_uuCoordTransformMatrix_0_Stage0_uuThreshold_Stage1_c0_u_uuThreshold_Stage1_c0R_uuIntervals_Stage1_c0[0]_u_uuIntervals_Stage1_c0[0]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 float3x3 __uuCoordTransformMatrix_0_Stage0 : register(c0); uniform float4 __uurtAdjustment_Stage0 : register(c3); #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Attributes static float4 __uinCircleEdge = {0, 0, 0, 0}; static float4 __uinColor = {0, 0, 0, 0}; static float2 __uinPosition = {0, 0}; static float4 gl_Position = float4(0, 0, 0, 0); // Varyings static float2 __uvTransformedCoords_0_Stage0 = {0, 0}; static float4 __uvinCircleEdge_Stage0 = {0, 0, 0, 0}; static float4 __uvinColor_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() { (__uvinCircleEdge_Stage0 = __uinCircleEdge); (__uvinColor_Stage0 = __uinColor); float2 __upos2 = __uinPosition; (__uvTransformedCoords_0_Stage0 = mul(transpose(__uuCoordTransformMatrix_0_Stage0), vec3_ctor(__uinPosition, 1.0)).xy); (gl_Position = vec4_ctor(((__upos2.x * __uurtAdjustment_Stage0.x) + __uurtAdjustment_Stage0.y), ((__upos2.y * __uurtAdjustment_Stage0.z) + __uurtAdjustment_Stage0.w), 0.0, 1.0)); } @@ VERTEX ATTRIBUTES @@ struct VS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD3; 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.v0 = __uvinCircleEdge_Stage0; output.v1 = __uvinColor_Stage0; output.v2 = __uvTransformedCoords_0_Stage0; return output; }  float4 vec4_ctor(float x0) { return float4(x0, x0, x0, x0); } // Uniforms uniform float4 __uuIntervals_Stage1_c0[4] : register(c0); uniform float __uuThreshold_Stage1_c0 : register(c4); #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Varyings static float2 __uvTransformedCoords_0_Stage0 = {0, 0}; static float4 __uvinCircleEdge_Stage0 = {0, 0, 0, 0}; static float4 __uvinColor_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 __uoutputColor_Stage0 = {0.0, 0.0, 0.0, 0.0}; float4 __uoutputCoverage_Stage0 = {0.0, 0.0, 0.0, 0.0}; { float4 __ucircleEdge = {0.0, 0.0, 0.0, 0.0}; (__ucircleEdge = __uvinCircleEdge_Stage0); (__uoutputColor_Stage0 = __uvinColor_Stage0); float __ud = length(__ucircleEdge.xy); float __udistanceToOuterEdge = (__ucircleEdge.z * (1.0 - __ud)); float __uedgeAlpha = clamp(__udistanceToOuterEdge, 0.0, 1.0); (__uoutputCoverage_Stage0 = vec4_ctor(__uedgeAlpha)); } float4 __uoutput_Stage1 = {0.0, 0.0, 0.0, 0.0}; { float4 __uchild = {0.0, 0.0, 0.0, 0.0}; { float __utiled_t = clamp(__uvTransformedCoords_0_Stage0.x, 0.0, 1.0); float4 __ucolor_scale = {0.0, 0.0, 0.0, 0.0}; float4 __ucolor_bias = {0.0, 0.0, 0.0, 0.0}; if ((__utiled_t < __uuThreshold_Stage1_c0)) { (__ucolor_scale = __uuIntervals_Stage1_c0[0]); (__ucolor_bias = __uuIntervals_Stage1_c0[1]); } else { (__ucolor_scale = __uuIntervals_Stage1_c0[2]); (__ucolor_bias = __uuIntervals_Stage1_c0[3]); } float4 __ucolorTemp = ((__utiled_t * __ucolor_scale) + __ucolor_bias); (__ucolorTemp.xyz *= __ucolorTemp.w); (__ucolorTemp = clamp(__ucolorTemp, 0.0, __ucolorTemp.w)); (__uchild = __ucolorTemp); } (__uoutput_Stage1 = (__uchild * __uoutputColor_Stage0.w)); } { (gl_Color[0] = (__uoutput_Stage1 * __uoutputCoverage_Stage0)); } } struct PS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD3; float4 v0 : TEXCOORD0; float4 v1 : TEXCOORD1; float2 v2 : TEXCOORD2; }; @@ PIXEL OUTPUT @@ PS_OUTPUT main(PS_INPUT input) { __uvinCircleEdge_Stage0 = input.v0; __uvinColor_Stage0 = input.v1; __uvTransformedCoords_0_Stage0 = 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 v0 : TEXCOORD0; float4 v1 : TEXCOORD1; float2 v2 : TEXCOORD2; }; struct GS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD3; 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; #ifndef ANGLE_POINT_SPRITE_SHADER output.dx_Position = input.dx_Position; #endif // ANGLE_POINT_SPRITE_SHADER } RTT8DXBC7STAT @DXBC5tL0@4\RDEFh<XRD11< ($ \$Globals\P@@4__uuIntervals_Stage1_c0float4__uuThreshold_Stage1_c0float,Microsoft (R) HLSL Shader Compiler 10.1ISGNSV_PositionTEXCOORDOSGN, SV_TARGETSHEX PjYF brbbe h6  1"  7 VF F 7 VF F 2 FF8rF4 F@3F8FFFK  A@?8  *8 F>STAT "  C3BFȉa!/ "ҖinColor" _uinColor(0B5 (Ж inPosition" _uinPosition(0B9 ,Җ inCircleEdge"_uinCircleEdge(0BR PۖuCoordTransformMatrix_0_Stage0" _uuCoordTransformMatrix_0_Stage0(0B> <ҖurtAdjustment_Stage0"_uurtAdjustment_Stage0(0B"B <ҖvinCircleEdge_Stage0"_uvinCircleEdge_Stage0(0B"8 2ҖvinColor_Stage0"_uvinColor_Stage0(0B"P JЖvTransformedCoords_0_Stage0"_uvTransformedCoords_0_Stage0(0B". (Җ gl_Position" gl_Position(0B* &tsCukU= ;(uThreshold_Stage1_c0"_uuThreshold_Stage1_c0(0B> <ҖuIntervals_Stage1_c0"_uuIntervals_Stage1_c0(0B"B <ҖvinCircleEdge_Stage0"_uvinCircleEdge_Stage0(0B"8 2ҖvinColor_Stage0"_uvinColor_Stage0(0B"P JЖvTransformedCoords_0_Stage0"_uvTransformedCoords_0_Stage0(0B*7 *Җ gl_FragColor" gl_FragColor(0B08H \ox ?FFTSTATDXBCs#@HP9ԘBó4H RDEF h<RD11< ($ \$Globals\__uuColor_Stage0float4Microsoft (R) HLSL Shader Compiler 10.1ISGNP8DSV_PositionTEXCOORDOSGN, SV_TARGETSHEXDPjYF e 6 F >STAT"  Ucdxbb5 (Ж inPosition" _uinPosition(0B> <ҖurtAdjustment_Stage0"_uurtAdjustment_Stage0(0B". (Җ gl_Position" gl_Position(0B* \0_pl:Hm0 .Җ uColor_Stage0"_uuColor_Stage0(0B*7 *Җ gl_FragColor" gl_FragColor(0B08' <||"n5{=g0/82987f0fde973P _uinPosition_u_uinPositionR _uinColor _u_uinColorR_uurtAdjustment_Stage0_u_uurtAdjustment_Stage0R_uurectUniform_Stage1_u_uurectUniform_Stage1X[6  float4 vec4_ctor(float x0, float x1, float x2, float x3) { return float4(x0, x1, x2, x3); } // Uniforms uniform float4 __uurtAdjustment_Stage0 : register(c0); #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Attributes static float4 __uinColor = {0, 0, 0, 0}; static float2 __uinPosition = {0, 0}; static float4 gl_Position = float4(0, 0, 0, 0); // Varyings static float4 __uvcolor_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 __ucolor = __uinColor; (__uvcolor_Stage0 = __ucolor); float2 __upos2 = __uinPosition; (gl_Position = vec4_ctor(((__upos2.x * __uurtAdjustment_Stage0.x) + __uurtAdjustment_Stage0.y), ((__upos2.y * __uurtAdjustment_Stage0.z) + __uurtAdjustment_Stage0.w), 0.0, 1.0)); } @@ VERTEX ATTRIBUTES @@ struct VS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float4 gl_FragCoord : TEXCOORD2; 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.gl_FragCoord = gl_Position; output.v0 = __uvcolor_Stage0; return output; } >float float_ctor(int x0) { return float(x0); } float4 vec4_ctor(float x0) { return float4(x0, x0, x0, x0); } float4 vec4_ctor(float2 x0, float2 x1) { return float4(x0, x1); } // Uniforms uniform float4 __uurectUniform_Stage1 : register(c0); #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 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 __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}; { float __ualpha = {0.0}; { int s1070 = {0}; if (all((vec4_ctor(gl_FragCoord.xy, __uurectUniform_Stage1.zw) > vec4_ctor(__uurectUniform_Stage1.xy, gl_FragCoord.xy)))) { (s1070 = 1); } else { (s1070 = 0); } (__ualpha = float_ctor(s1070)); } { (__ualpha = (1.0 - __ualpha)); } (__uoutput_Stage1 = vec4_ctor(__ualpha)); } { (gl_Color[0] = (__uoutputColor_Stage0 * __uoutput_Stage1)); } } struct PS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float4 gl_FragCoord : TEXCOORD2; float4 v0 : TEXCOORD0; }; @@ 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; __uvcolor_Stage0 = input.v0; gl_main(); return generateOutput(); } R gl_Color0 gl_Color[0]ystruct GS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float4 gl_FragCoord : TEXCOORD2; float4 v0 : TEXCOORD0; }; struct GS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float4 gl_FragCoord : TEXCOORD2; 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; output.gl_FragCoord = input.gl_FragCoord; #ifndef ANGLE_POINT_SPRITE_SHADER output.dx_Position = input.dx_Position; #endif // ANGLE_POINT_SPRITE_SHADER } RT0DXBCdy[ VL04P$RDEFh<RD11< ($ \$Globals\__uurtAdjustment_Stage0float4Microsoft (R) HLSL Shader Compiler 10.1ISGND88TEXCOORDOSGNhtttSV_PositionTEXCOORDSHEXhPZjYF _2_g e e e h6 @??2 2F օ 6" A6  62 F62 F6 @?6 @?6 F>STAT DXBC-aeNټW4P  RDEFh<RD11< ($ \$Globals\__uurectUniform_Stage1float4Microsoft (R) HLSL Shader Compiler 10.1ISGNhtttSV_PositionTEXCOORDOSGN, SV_TARGETSHEXP>jYF d 2be h12F F1 2 F 7 @F>STAT" t++C(h|_MD/ "ҖinColor" _uinColor(0B5 (Ж inPosition" _uinPosition(0B> <ҖurtAdjustment_Stage0"_uurtAdjustment_Stage0(0B"4 .Җ vcolor_Stage0"_uvcolor_Stage0(0B". (Җ gl_Position" gl_Position(0B* Mpԙ 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 __utex_coord = {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(__uin_texture, __utex_coord).xyzw); } struct PS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float2 v0 : TEXCOORD0; }; @@ PIXEL OUTPUT @@ PS_OUTPUT main(PS_INPUT input) { __utex_coord = 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 } RDXBC콥'O4x\RDEF<h<RD11< ($ \$Globals\ __utc_offsetfloat2__utc_scaleMicrosoft (R) HLSL Shader Compiler 10.1ISGN, TEXCOORDOSGNhP\\ SV_PositionTEXCOORDSHEX8PNjYF _2g e e2 22 F@@@?6 @??22 F@@@@6 @?2 2 F FF >STATDXBC ܅+!^K14lRDEF<RD11< ($ | samplers2D[0]textures2D[0]Microsoft (R) HLSL Shader Compiler 10.1ISGNhP\\SV_PositionTEXCOORDOSGN, SV_TARGETSHEXpPjZ`XpUUb2e ECU FF~`>STAT" '7&d\9 ,Ж in_tex_coord"_uin_tex_coord(0B& $Жtc_scale" _utc_scale(0B( &Ж tc_offset" _utc_offset(0B", &Ж tex_coord" _utex_coord(0B". (Җ gl_Position" gl_Position(0B* *CyPnt(Df/( &ޖ in_texture" _uin_texture(0B", &Ж tex_coord" _utex_coord(0B*7 *Җ gl_FragColor" gl_FragColor(0B08. 9ÝO[0{:2987f0fde973P_uin_tex_coord_u_uin_tex_coordP_uvideo_tc_scale_u_uvideo_tc_scaleP_uvideo_tc_offset_u_uvideo_tc_offsetP_ucanvas_tc_scale_u_ucanvas_tc_scaleP_ucanvas_tc_offset_u_ucanvas_tc_offset^_uvideo_texture_u_uvideo_texture^_ucanvas_texture_u_ucanvas_texture  X[6   float4 vec4_ctor(float x0, float x1, float x2, float x3) { return float4(x0, x1, x2, x3); } // Uniforms uniform float2 __ucanvas_tc_offset : register(c0); uniform float2 __ucanvas_tc_scale : register(c1); uniform float2 __uvideo_tc_offset : register(c2); uniform float2 __uvideo_tc_scale : register(c3); #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Attributes static float2 __uin_tex_coord = {0, 0}; static float4 gl_Position = float4(0, 0, 0, 0); // Varyings static float2 __ucanvas_tex_coord = {0, 0}; static float2 __uvideo_tex_coord = {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(((__uin_tex_coord.x * 2.0) - 1.0), ((__uin_tex_coord.y * 2.0) - 1.0), 0.0, 1.0)); (__uvideo_tex_coord = ((__uvideo_tc_scale * __uin_tex_coord) + __uvideo_tc_offset)); (__ucanvas_tex_coord = ((__ucanvas_tc_scale * __uin_tex_coord) + __ucanvas_tc_offset)); } @@ VERTEX ATTRIBUTES @@ struct VS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD2; float2 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 = __ucanvas_tex_coord; output.v1 = __uvideo_tex_coord; return output; } // Uniforms static const uint __ucanvas_texture = 0; static const uint __uvideo_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 __ucanvas_tex_coord = {0, 0}; static float2 __uvideo_tex_coord = {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 __uvideo = gl_texture2D(__uvideo_texture, __uvideo_tex_coord); float4 __ucanvas = gl_texture2D(__ucanvas_texture, __ucanvas_tex_coord); (gl_Color[0] = lerp(__uvideo, __ucanvas, __ucanvas.w)); } struct PS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD2; float2 v0 : TEXCOORD0; float2 v1 : TEXCOORD1; }; @@ PIXEL OUTPUT @@ PS_OUTPUT main(PS_INPUT input) { __ucanvas_tex_coord = input.v0.xy; __uvideo_tex_coord = 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; float2 v0 : TEXCOORD0; float2 v1 : TEXCOORD1; }; struct GS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD2; float2 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 } RDXBC4y6 9kĠ ;g400RDEFh<RD11< ($ \$Globals\@ <`<s <0<__ucanvas_tc_offsetfloat24__ucanvas_tc_scale__uvideo_tc_offset__uvideo_tc_scaleMicrosoft (R) HLSL Shader Compiler 10.1ISGN, TEXCOORDOSGNhtt t SV_PositionTEXCOORDSHEXpP\jYF _2g e e2 e 22 F@@@?6 @??22 F@@@@6 @?2   2 2 F FF >STATDXBCª*Sccr4X,RDEF<RD11< ($   samplers2D[0]samplers2D[1]textures2D[0]textures2D[1]Microsoft (R) HLSL Shader Compiler 10.1ISGNhttt SV_PositionTEXCOORDOSGN, SV_TARGETSHEXPDjZ`Z`XpUUXpUUb2be hECUF~`ECUFF~`FAF2 FF>STAT"  hʂJ2c.9 ,Ж in_tex_coord"_uin_tex_coord(0B2 0Жvideo_tc_scale"_uvideo_tc_scale(0B4 2Жcanvas_tc_scale"_ucanvas_tc_scale(0B4 2Жvideo_tc_offset"_uvideo_tc_offset(0B6 4Жcanvas_tc_offset"_ucanvas_tc_offset(0B". (Җ gl_Position" gl_Position(0B"8 2Жvideo_tex_coord"_uvideo_tex_coord(0B": 4Жcanvas_tex_coord"_ucanvas_tex_coord(0B* -(7^)6^.[0sh%. ,ޖ video_texture"_uvideo_texture(0B0 .ޖcanvas_texture"_ucanvas_texture(0B"8 2Жvideo_tex_coord"_uvideo_tex_coord(0B": 4Жcanvas_tex_coord"_ucanvas_tex_coord(0B*7 *Җ gl_FragColor" gl_FragColor(0B08: s ͝` Џ <2987f0fde973P_uin_tex_coord_u_uin_tex_coordP _utc_scale _u_utc_scaleP _utc_offset _u_utc_offset_uy_adj _u_uy_adj[ _ucc_matrix _u_ucc_matrix^ _uy_texture _u_uy_texture^ _uu_texture _u_uu_texture^ _uv_texture _u_uv_texture   X[6    [float4 vec4_ctor(float x0, float x1, float x2, float x3) { return float4(x0, x1, x2, x3); } // Uniforms uniform float2 __utc_offset : register(c0); uniform float2 __utc_scale : register(c1); #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Attributes static float2 __uin_tex_coord = {0, 0}; static float4 gl_Position = float4(0, 0, 0, 0); // Varyings static float2 __utex_coord = {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(((__uin_tex_coord.x * 2.0) - 1.0), (1.0 - (__uin_tex_coord.y * 2.0)), 0.0, 1.0)); (__utex_coord = ((__utc_scale * __uin_tex_coord) + __utc_offset)); } @@ 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 = __utex_coord; return output; } float3 vec3_ctor(float x0, float x1, float x2) { return float3(x0, x1, x2); } float4 vec4_ctor(float3 x0, float x1) { return float4(x0, x1); } // Uniforms uniform float3x3 __ucc_matrix : register(c0); uniform float __uy_adj : register(c3); static const uint __uu_texture = 0; static const uint __uv_texture = 1; static const uint __uy_texture = 2; uniform Texture2D textures2D[3] : register(t0); uniform SamplerState samplers2D[3] : register(s0); #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Varyings static float2 __utex_coord = {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[3] : 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() { float __uy = (gl_texture2D(__uy_texture, __utex_coord).x + __uy_adj); float __uu = (gl_texture2D(__uu_texture, __utex_coord).x - 0.5); float __uv = (gl_texture2D(__uv_texture, __utex_coord).x - 0.5); float3 __urgb = mul(transpose(__ucc_matrix), vec3_ctor(__uy, __uu, __uv)); (gl_Color[0] = vec4_ctor(__urgb, 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) { __utex_coord = 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 } RDXBC ŝeT.a4x\RDEF<h<RD11< ($ \$Globals\ __utc_offsetfloat2__utc_scaleMicrosoft (R) HLSL Shader Compiler 10.1ISGN, TEXCOORDOSGNhP\\ SV_PositionTEXCOORDSHEX8PNjYF _2g e e2 22 F@@@@6 @??22 F@@@?6 @?2 2 F FF >STATDXBCYQ+ge*յ4(\HRDEF||<TRD11< ($ *8F T b psamplers2D[0]samplers2D[1]samplers2D[2]textures2D[0]textures2D[1]textures2D[2]$Globalsp@, 00__ucc_matrixfloat3x3__uy_adjfloat)Microsoft (R) HLSL Shader Compiler 10.1ISGNhP\\SV_PositionTEXCOORDOSGN, SV_TARGETSHEXPyjYF Z`Z`Z`XpUUXpUUXpUUb2e h6 @?ECUFF~`  ECUFs`":@ECUFs`B:@ F F" F FB F F>STAT " [ن˙{D 9fsV9 ,Ж in_tex_coord"_uin_tex_coord(0B& $Жtc_scale" _utc_scale(0B( &Ж tc_offset" _utc_offset(0B", &Ж tex_coord" _utex_coord(0B". (Җ gl_Position" gl_Position(0B* G%U``QrI/([& $ޖ y_texture" _uy_texture(0B& $ޖ u_texture" _uu_texture(0B( &ۖ cc_matrix" _ucc_matrix(0B& $ޖ v_texture" _uv_texture(0B (y_adj"_uy_adj(0B", &Ж tex_coord" _utex_coord(0B*7 *Җ gl_FragColor" gl_FragColor(0B08< I ڪcO-*J$[H2987f0fde973P_uin_tex_coord_u_uin_tex_coord P_uvideo_tc_scale_u_uvideo_tc_scaleP_uvideo_tc_offset_u_uvideo_tc_offsetP_ucanvas_tc_scale_u_ucanvas_tc_scaleP_ucanvas_tc_offset_u_ucanvas_tc_offset_uy_adj _u_uy_adj[ _ucc_matrix _u_ucc_matrix^ _uy_texture _u_uy_texture^ _uu_texture _u_uu_texture^ _uv_texture _u_uv_texture^_ucanvas_texture_u_ucanvas_texture        X[6      float4 vec4_ctor(float x0, float x1, float x2, float x3) { return float4(x0, x1, x2, x3); } // Uniforms uniform float2 __ucanvas_tc_offset : register(c0); uniform float2 __ucanvas_tc_scale : register(c1); uniform float2 __uvideo_tc_offset : register(c2); uniform float2 __uvideo_tc_scale : register(c3); #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Attributes static float2 __uin_tex_coord = {0, 0}; static float4 gl_Position = float4(0, 0, 0, 0); // Varyings static float2 __ucanvas_tex_coord = {0, 0}; static float2 __uvideo_tex_coord = {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(((__uin_tex_coord.x * 2.0) - 1.0), (1.0 - (__uin_tex_coord.y * 2.0)), 0.0, 1.0)); (__uvideo_tex_coord = ((__uvideo_tc_scale * __uin_tex_coord) + __uvideo_tc_offset)); (__ucanvas_tex_coord = ((__ucanvas_tc_scale * __uin_tex_coord) + __ucanvas_tc_offset)); } @@ VERTEX ATTRIBUTES @@ struct VS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD2; float2 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 = __ucanvas_tex_coord; output.v1 = __uvideo_tex_coord; return output; } float3 vec3_ctor(float x0, float x1, float x2) { return float3(x0, x1, x2); } float4 vec4_ctor(float3 x0, float x1) { return float4(x0, x1); } // Uniforms uniform float3x3 __ucc_matrix : register(c0); uniform float __uy_adj : register(c3); static const uint __ucanvas_texture = 0; static const uint __uu_texture = 1; static const uint __uv_texture = 2; static const uint __uy_texture = 3; uniform Texture2D textures2D[4] : register(t0); uniform SamplerState samplers2D[4] : register(s0); #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Varyings static float2 __ucanvas_tex_coord = {0, 0}; static float2 __uvideo_tex_coord = {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[4] : 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() { float __uy = (gl_texture2D(__uy_texture, __uvideo_tex_coord).x + __uy_adj); float __uu = (gl_texture2D(__uu_texture, __uvideo_tex_coord).x - 0.5); float __uv = (gl_texture2D(__uv_texture, __uvideo_tex_coord).x - 0.5); float3 __urgb = mul(transpose(__ucc_matrix), vec3_ctor(__uy, __uu, __uv)); float4 __uvideo = vec4_ctor(__urgb, 1.0); float4 __ucanvas = gl_texture2D(__ucanvas_texture, __ucanvas_tex_coord); (gl_Color[0] = lerp(__uvideo, __ucanvas, __ucanvas.w)); } struct PS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD2; float2 v0 : TEXCOORD0; float2 v1 : TEXCOORD1; }; @@ PIXEL OUTPUT @@ PS_OUTPUT main(PS_INPUT input) { __ucanvas_tex_coord = input.v0.xy; __uvideo_tex_coord = 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; float2 v0 : TEXCOORD0; float2 v1 : TEXCOORD1; }; struct GS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD2; float2 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 } RDXBC vLU%400RDEFh<RD11< ($ \$Globals\@ <`<s <0<__ucanvas_tc_offsetfloat24__ucanvas_tc_scale__uvideo_tc_offset__uvideo_tc_scaleMicrosoft (R) HLSL Shader Compiler 10.1ISGN, TEXCOORDOSGNhtt t SV_PositionTEXCOORDSHEXpP\jYF _2g e e2 e 22 F@@@@6 @??22 F@@@?6 @?2   2 2 F FF >STATDXBC9M$kuƉ#N:94TRDEF <RD11< ($ \jx    samplers2D[0]samplers2D[1]samplers2D[2]samplers2D[3]textures2D[0]textures2D[1]textures2D[2]textures2D[3]$Globals@@,X|0__ucc_matrixfloat3x3M__uy_adjfloatMicrosoft (R) HLSL Shader Compiler 10.1ISGNhttt SV_PositionTEXCOORDOSGN, SV_TARGETSHEX|PjYF Z`Z`Z`Z`XpUUXpUUXpUUXpUUb2be hECUF~`  ECUs`":@ECUs`B:@F F"F FBF FECUFF~`6@?FFA2 FF>STAT" 8x{''换vҩJ9 ,Ж in_tex_coord"_uin_tex_coord(0B2 0Жvideo_tc_scale"_uvideo_tc_scale(0B4 2Жcanvas_tc_scale"_ucanvas_tc_scale(0B4 2Жvideo_tc_offset"_uvideo_tc_offset(0B6 4Жcanvas_tc_offset"_ucanvas_tc_offset(0B". (Җ gl_Position" gl_Position(0B"8 2Жvideo_tex_coord"_uvideo_tex_coord(0B": 4Жcanvas_tex_coord"_ucanvas_tex_coord(0B* &hMަ4^#ȍ& $ޖ y_texture" _uy_texture(0B& $ޖ u_texture" _uu_texture(0B( &ۖ cc_matrix" _ucc_matrix(0B0 .ޖcanvas_texture"_ucanvas_texture(0B& $ޖ v_texture" _uv_texture(0B (y_adj"_uy_adj(0B"8 2Жvideo_tex_coord"_uvideo_tex_coord(0B": 4Жcanvas_tex_coord"_ucanvas_tex_coord(0B*7 *Җ gl_FragColor" gl_FragColor(0B08H 6vo7zn Vi8ҩ8T2987f0fde973P _uinPosition_u_uinPositionR _uinColor _u_uinColorP_uinLocalCoord_u_uinLocalCoord _uinCoverage_u_uinCoverageR_uurtAdjustment_Stage0_u_uurtAdjustment_Stage0[ _uuCoordTransformMatrix_0_Stage0"_u_uuCoordTransformMatrix_0_Stage0_uuThreshold_Stage1_c0_u_uuThreshold_Stage1_c0R_uuIntervals_Stage1_c0[0]_u_uuIntervals_Stage1_c0[0]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 float3x3 __uuCoordTransformMatrix_0_Stage0 : register(c0); uniform float4 __uurtAdjustment_Stage0 : register(c3); #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Attributes static float4 __uinColor = {0, 0, 0, 0}; static float __uinCoverage = {0}; static float2 __uinLocalCoord = {0, 0}; static float2 __uinPosition = {0, 0}; static float4 gl_Position = float4(0, 0, 0, 0); // Varyings static float2 __uvTransformedCoords_0_Stage0 = {0, 0}; static float4 __uvcolor_Stage0 = {0, 0, 0, 0}; static float __uvinCoverage_Stage0 = {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); (__uvinCoverage_Stage0 = __uinCoverage); (gl_Position = vec4_ctor(((__upos2.x * __uurtAdjustment_Stage0.x) + __uurtAdjustment_Stage0.y), ((__upos2.y * __uurtAdjustment_Stage0.z) + __uurtAdjustment_Stage0.w), 0.0, 1.0)); } @@ VERTEX ATTRIBUTES @@ struct VS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD3; float4 gl_FragCoord : TEXCOORD4; float4 v0 : TEXCOORD0; float2 v1 : TEXCOORD1; float 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 = __uvcolor_Stage0; output.v1 = __uvTransformedCoords_0_Stage0; output.v2 = __uvinCoverage_Stage0; return output; } B float4 vec4_ctor(float x0) { return float4(x0, x0, x0, x0); } float4 vec4_ctor(float3 x0, float x1) { return float4(x0, x1); } // Uniforms uniform float4 __uuIntervals_Stage1_c0[4] : register(c0); uniform float __uuThreshold_Stage1_c0 : register(c4); #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Varyings static float2 __uvTransformedCoords_0_Stage0 = {0, 0}; static float4 __uvcolor_Stage0 = {0, 0, 0, 0}; static float __uvinCoverage_Stage0 = {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 float4 mod_emu(float4 x, float4 y) { return x - y * floor(x / y); } void gl_main() { float4 __uoutputColor_Stage0 = {0.0, 0.0, 0.0, 0.0}; float4 __uoutputCoverage_Stage0 = {0.0, 0.0, 0.0, 0.0}; { (__uoutputColor_Stage0 = __uvcolor_Stage0); float __ualpha = {1.0}; (__ualpha = __uvinCoverage_Stage0); (__uoutputCoverage_Stage0 = vec4_ctor(__ualpha)); } float4 __uoutput_Stage1 = {0.0, 0.0, 0.0, 0.0}; { float4 __uchild = {0.0, 0.0, 0.0, 0.0}; { float __utiled_t = clamp(__uvTransformedCoords_0_Stage0.x, 0.0, 1.0); float4 __ucolor_scale = {0.0, 0.0, 0.0, 0.0}; float4 __ucolor_bias = {0.0, 0.0, 0.0, 0.0}; if ((__utiled_t < __uuThreshold_Stage1_c0)) { (__ucolor_scale = __uuIntervals_Stage1_c0[0]); (__ucolor_bias = __uuIntervals_Stage1_c0[1]); } else { (__ucolor_scale = __uuIntervals_Stage1_c0[2]); (__ucolor_bias = __uuIntervals_Stage1_c0[3]); } float4 __ucolorTemp = ((__utiled_t * __ucolor_scale) + __ucolor_bias); (__ucolorTemp = clamp(__ucolorTemp, 0.0, __ucolorTemp.w)); (__uchild = __ucolorTemp); } (__uoutput_Stage1 = (__uchild * __uoutputColor_Stage0.w)); } float4 __uoutput_Stage2 = {0.0, 0.0, 0.0, 0.0}; { float __uvalue = {0.0}; { float4 __umodValues = mod_emu(gl_FragCoord.xyxy, float4(2.0, 2.0, 4.0, 4.0)); float4 __ustepValues = step(__umodValues, float4(1.0, 1.0, 2.0, 2.0)); (__uvalue = (dot(__ustepValues, float4(0.5, 0.25, 0.125, 0.0625)) - 0.46875)); } (__uoutput_Stage2 = vec4_ctor(clamp((__uoutput_Stage1.xyz + (__uvalue * 0.0039215689)), 0.0, __uoutput_Stage1.w), __uoutput_Stage1.w)); } { (gl_Color[0] = (__uoutput_Stage2 * __uoutputCoverage_Stage0)); } } struct PS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD3; float4 gl_FragCoord : TEXCOORD4; float4 v0 : TEXCOORD0; float2 v1 : TEXCOORD1; float 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; __uvcolor_Stage0 = input.v0; __uvTransformedCoords_0_Stage0 = input.v1.xy; __uvinCoverage_Stage0 = input.v2.x; 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; float2 v1 : TEXCOORD1; float v2 : TEXCOORD2; }; struct GS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD3; float4 gl_FragCoord : TEXCOORD4; float4 v0 : TEXCOORD0; float2 v1 : TEXCOORD1; float 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 } RTRQDXBC1;7"!ηv4DRDEFh<dRD11< ($ \$Globals\@, 0@__uuCoordTransformMatrix_0_Stage0float3x3__uurtAdjustment_Stage0float48Microsoft (R) HLSL Shader Compiler 10.1ISGNthhhhTEXCOORDOSGN  SV_PositionTEXCOORDSHEXPjYF _2__2_g e e e e2 eB h6 @??2 2F օ 6" A6  62 F62 F6 @?6 @?6 F6B  62F6B@? F F" F F>STAT  XDXBC=5 0X4tRDEFh<XRD11< ($ \$Globals\P@@4__uuIntervals_Stage1_c0float4__uuThreshold_Stage1_c0float,Microsoft (R) HLSL Shader Compiler 10.1ISGNSV_PositionTEXCOORDOSGN, SV_TARGETSHEX PjYF d 2bbbBe h8 F@??>>AF2 FA@@@@@F @??@@F F@???? F@?>>= @6 " 1B 7  F F 7  F F 2 VFF4 F@3F8F2 r@;;;F4 rF@3rF8 F>STAT" "Q,1[ w^^^/ "ҖinColor" _uinColor(0B5 (Ж inPosition" _uinPosition(0B9 ,Ж inLocalCoord"_uinLocalCoord(0B4 '( inCoverage" _uinCoverage(0BR PۖuCoordTransformMatrix_0_Stage0" _uuCoordTransformMatrix_0_Stage0(0B> <ҖurtAdjustment_Stage0"_uurtAdjustment_Stage0(0B"4 .Җ vcolor_Stage0"_uvcolor_Stage0(0B"P JЖvTransformedCoords_0_Stage0"_uvTransformedCoords_0_Stage0(0B"= 7(vinCoverage_Stage0"_uvinCoverage_Stage0(0B". (Җ gl_Position" gl_Position(0B* U;q" P4hc= ;(uThreshold_Stage1_c0"_uuThreshold_Stage1_c0(0B> <ҖuIntervals_Stage1_c0"_uuIntervals_Stage1_c0(0B"4 .Җ vcolor_Stage0"_uvcolor_Stage0(0B"P JЖvTransformedCoords_0_Stage0"_uvTransformedCoords_0_Stage0(0B"= 7(vinCoverage_Stage0"_uvinCoverage_Stage0(0B"0 *Җ gl_FragCoord" gl_FragCoord(0B*7 *Җ gl_FragColor" gl_FragColor(0B08T &7G3vQs`C2987f0fde973P _uinPosition_u_uinPositionR _uinColor _u_uinColorR_uinCircleEdge_u_uinCircleEdgeR_uurtAdjustment_Stage0_u_uurtAdjustment_Stage0[ _uuCoordTransformMatrix_0_Stage0"_u_uuCoordTransformMatrix_0_Stage0R_uuIntervals_Stage1_c0[0]_u_uuIntervals_Stage1_c0[0]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 float3x3 __uuCoordTransformMatrix_0_Stage0 : register(c0); uniform float4 __uurtAdjustment_Stage0 : register(c3); #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Attributes static float4 __uinCircleEdge = {0, 0, 0, 0}; static float4 __uinColor = {0, 0, 0, 0}; static float2 __uinPosition = {0, 0}; static float4 gl_Position = float4(0, 0, 0, 0); // Varyings static float2 __uvTransformedCoords_0_Stage0 = {0, 0}; static float4 __uvinCircleEdge_Stage0 = {0, 0, 0, 0}; static float4 __uvinColor_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() { (__uvinCircleEdge_Stage0 = __uinCircleEdge); (__uvinColor_Stage0 = __uinColor); float2 __upos2 = __uinPosition; (__uvTransformedCoords_0_Stage0 = mul(transpose(__uuCoordTransformMatrix_0_Stage0), vec3_ctor(__uinPosition, 1.0)).xy); (gl_Position = vec4_ctor(((__upos2.x * __uurtAdjustment_Stage0.x) + __uurtAdjustment_Stage0.y), ((__upos2.y * __uurtAdjustment_Stage0.z) + __uurtAdjustment_Stage0.w), 0.0, 1.0)); } @@ VERTEX ATTRIBUTES @@ struct VS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD3; 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.v0 = __uvinCircleEdge_Stage0; output.v1 = __uvinColor_Stage0; output.v2 = __uvTransformedCoords_0_Stage0; return output; } float4 vec4_ctor(float x0) { return float4(x0, x0, x0, x0); } // Uniforms uniform float4 __uuIntervals_Stage1_c0[2] : register(c0); #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Varyings static float2 __uvTransformedCoords_0_Stage0 = {0, 0}; static float4 __uvinCircleEdge_Stage0 = {0, 0, 0, 0}; static float4 __uvinColor_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 __uoutputColor_Stage0 = {0.0, 0.0, 0.0, 0.0}; float4 __uoutputCoverage_Stage0 = {0.0, 0.0, 0.0, 0.0}; { float4 __ucircleEdge = {0.0, 0.0, 0.0, 0.0}; (__ucircleEdge = __uvinCircleEdge_Stage0); (__uoutputColor_Stage0 = __uvinColor_Stage0); float __ud = length(__ucircleEdge.xy); float __udistanceToOuterEdge = (__ucircleEdge.z * (1.0 - __ud)); float __uedgeAlpha = clamp(__udistanceToOuterEdge, 0.0, 1.0); (__uoutputCoverage_Stage0 = vec4_ctor(__uedgeAlpha)); } float4 __uoutput_Stage1 = {0.0, 0.0, 0.0, 0.0}; { float4 __uchild = {0.0, 0.0, 0.0, 0.0}; { float __utiled_t = clamp(__uvTransformedCoords_0_Stage0.x, 0.0, 1.0); float4 __ucolor_scale = __uuIntervals_Stage1_c0[0]; float4 __ucolor_bias = __uuIntervals_Stage1_c0[1]; float4 __ucolorTemp = ((__utiled_t * __ucolor_scale) + __ucolor_bias); (__ucolorTemp.xyz *= __ucolorTemp.w); (__ucolorTemp = clamp(__ucolorTemp, 0.0, __ucolorTemp.w)); (__uchild = __ucolorTemp); } (__uoutput_Stage1 = (__uchild * __uoutputColor_Stage0.w)); } { (gl_Color[0] = (__uoutput_Stage1 * __uoutputCoverage_Stage0)); } } struct PS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD3; float4 v0 : TEXCOORD0; float4 v1 : TEXCOORD1; float2 v2 : TEXCOORD2; }; @@ PIXEL OUTPUT @@ PS_OUTPUT main(PS_INPUT input) { __uvinCircleEdge_Stage0 = input.v0; __uvinColor_Stage0 = input.v1; __uvTransformedCoords_0_Stage0 = 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 v0 : TEXCOORD0; float4 v1 : TEXCOORD1; float2 v2 : TEXCOORD2; }; struct GS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD3; 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; #ifndef ANGLE_POINT_SPRITE_SHADER output.dx_Position = input.dx_Position; #endif // ANGLE_POINT_SPRITE_SHADER } RTT8DXBC7STAT dDXBCoykbcU(d4P$RDEFh<RD11< ($ \$Globals\ __uuIntervals_Stage1_c0float4Microsoft (R) HLSL Shader Compiler 10.1ISGNSV_PositionTEXCOORDOSGN, SV_TARGETSHEXPgjYF brbbe h6  2 F F 8rF4 F@3F8FFFK  A@?8  *8 F>STAT  "  C3BFȉa!/ "ҖinColor" _uinColor(0B5 (Ж inPosition" _uinPosition(0B9 ,Җ inCircleEdge"_uinCircleEdge(0BR PۖuCoordTransformMatrix_0_Stage0" _uuCoordTransformMatrix_0_Stage0(0B> <ҖurtAdjustment_Stage0"_uurtAdjustment_Stage0(0B"B <ҖvinCircleEdge_Stage0"_uvinCircleEdge_Stage0(0B"8 2ҖvinColor_Stage0"_uvinColor_Stage0(0B"P JЖvTransformedCoords_0_Stage0"_uvTransformedCoords_0_Stage0(0B". (Җ gl_Position" gl_Position(0B* $X>C@N> <ҖuIntervals_Stage1_c0"_uuIntervals_Stage1_c0(0B"B <ҖvinCircleEdge_Stage0"_uvinCircleEdge_Stage0(0B"8 2ҖvinColor_Stage0"_uvinColor_Stage0(0B"P JЖvTransformedCoords_0_Stage0"_uvTransformedCoords_0_Stage0(0B*7 *Җ gl_FragColor" gl_FragColor(0B08C Z|6 Ҧ"c7B2987f0fde973P _uinPosition_u_uinPositionR _uinColor _u_uinColorR_uurtAdjustment_Stage0_u_uurtAdjustment_Stage0R_uurectUniform_Stage1_u_uurectUniform_Stage1R_uurectUniform_Stage2_u_uurectUniform_Stage2X[6  float4 vec4_ctor(float x0, float x1, float x2, float x3) { return float4(x0, x1, x2, x3); } // Uniforms uniform float4 __uurtAdjustment_Stage0 : register(c0); #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Attributes static float4 __uinColor = {0, 0, 0, 0}; static float2 __uinPosition = {0, 0}; static float4 gl_Position = float4(0, 0, 0, 0); // Varyings static float4 __uvcolor_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 __ucolor = __uinColor; (__uvcolor_Stage0 = __ucolor); float2 __upos2 = __uinPosition; (gl_Position = vec4_ctor(((__upos2.x * __uurtAdjustment_Stage0.x) + __uurtAdjustment_Stage0.y), ((__upos2.y * __uurtAdjustment_Stage0.z) + __uurtAdjustment_Stage0.w), 0.0, 1.0)); } @@ VERTEX ATTRIBUTES @@ struct VS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float4 gl_FragCoord : TEXCOORD2; 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.gl_FragCoord = gl_Position; output.v0 = __uvcolor_Stage0; return output; } float4 vec4_ctor(float x0) { return float4(x0, x0, x0, x0); } // Uniforms uniform float4 __uurectUniform_Stage1 : register(c0); uniform float4 __uurectUniform_Stage2 : register(c1); #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 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 __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}; { float __ualpha = {0.0}; { float __uxSub = {0.0}; float __uySub = {0.0}; (__uxSub = min((gl_FragCoord.x - __uurectUniform_Stage1.x), 0.0)); (__uxSub += min((__uurectUniform_Stage1.z - gl_FragCoord.x), 0.0)); (__uySub = min((gl_FragCoord.y - __uurectUniform_Stage1.y), 0.0)); (__uySub += min((__uurectUniform_Stage1.w - gl_FragCoord.y), 0.0)); (__ualpha = ((1.0 + max(__uxSub, -1.0)) * (1.0 + max(__uySub, -1.0)))); } { (__ualpha = (1.0 - __ualpha)); } (__uoutput_Stage1 = vec4_ctor(__ualpha)); } float4 __uoutput_Stage2 = {0.0, 0.0, 0.0, 0.0}; { float __ualpha = {0.0}; { float __uxSub = {0.0}; float __uySub = {0.0}; (__uxSub = min((gl_FragCoord.x - __uurectUniform_Stage2.x), 0.0)); (__uxSub += min((__uurectUniform_Stage2.z - gl_FragCoord.x), 0.0)); (__uySub = min((gl_FragCoord.y - __uurectUniform_Stage2.y), 0.0)); (__uySub += min((__uurectUniform_Stage2.w - gl_FragCoord.y), 0.0)); (__ualpha = ((1.0 + max(__uxSub, -1.0)) * (1.0 + max(__uySub, -1.0)))); } (__uoutput_Stage2 = (__uoutput_Stage1 * __ualpha)); } { (gl_Color[0] = (__uoutputColor_Stage0 * __uoutput_Stage2)); } } struct PS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float4 gl_FragCoord : TEXCOORD2; float4 v0 : TEXCOORD0; }; @@ 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; __uvcolor_Stage0 = input.v0; gl_main(); return generateOutput(); } R gl_Color0 gl_Color[0]ystruct GS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float4 gl_FragCoord : TEXCOORD2; float4 v0 : TEXCOORD0; }; struct GS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float4 gl_FragCoord : TEXCOORD2; 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; output.gl_FragCoord = input.gl_FragCoord; #ifndef ANGLE_POINT_SPRITE_SHADER output.dx_Position = input.dx_Position; #endif // ANGLE_POINT_SPRITE_SHADER } RT0DXBCdy[ VL04P$RDEFh<RD11< ($ \$Globals\__uurtAdjustment_Stage0float4Microsoft (R) HLSL Shader Compiler 10.1ISGND88TEXCOORDOSGNhtttSV_PositionTEXCOORDSHEXhPZjYF _2_g e e e h6 @??2 2F օ 6" A6  62 F62 F6 @?6 @?6 F>STAT DXBC I?)4LRDEFTh<+RD11< ($ \$Globals\ __uurectUniform_Stage1float4__uurectUniform_Stage2Microsoft (R) HLSL Shader Compiler 10.1ISGNhtttSV_PositionTEXCOORDOSGN, SV_TARGETSHEXPjYF d 2be h 2FF A A 3 F@2 F4 2F@ 2F@??2  A@? b A3 bV@ 2FA 3 2F@bV4 bV@ bV@??8"*8 8 F>STAT" )5Ž"Fohw / "ҖinColor" _uinColor(0B5 (Ж inPosition" _uinPosition(0B9 ,Ж inLocalCoord"_uinLocalCoord(0B> <ҖurtAdjustment_Stage0"_uurtAdjustment_Stage0(0B"4 .Җ vcolor_Stage0"_uvcolor_Stage0(0B". (Җ gl_Position" gl_Position(0B* sIDZ g故_}E(< :ҖurectUniform_Stage1"_uurectUniform_Stage1(0B< :ҖurectUniform_Stage2"_uurectUniform_Stage2(0B"4 .Җ vcolor_Stage0"_uvcolor_Stage0(0B"0 *Җ gl_FragCoord" gl_FragCoord(0B*7 *Җ gl_FragColor" gl_FragColor(0B08B wiXUkF2987f0fde973P _uinPosition_u_uinPositionR _uinColor _u_uinColorR_uurtAdjustment_Stage0_u_uurtAdjustment_Stage0R_uuinnerRect_Stage1_u_uuinnerRect_Stage1P_uuradiusPlusHalf_Stage1_u_uuradiusPlusHalf_Stage1R_uuinnerRect_Stage2_u_uuinnerRect_Stage2P_uuradiusPlusHalf_Stage2_u_uuradiusPlusHalf_Stage2X[6  float4 vec4_ctor(float x0, float x1, float x2, float x3) { return float4(x0, x1, x2, x3); } // Uniforms uniform float4 __uurtAdjustment_Stage0 : register(c0); #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Attributes static float4 __uinColor = {0, 0, 0, 0}; static float2 __uinPosition = {0, 0}; static float4 gl_Position = float4(0, 0, 0, 0); // Varyings static float4 __uvcolor_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 __ucolor = __uinColor; (__uvcolor_Stage0 = __ucolor); float2 __upos2 = __uinPosition; (gl_Position = vec4_ctor(((__upos2.x * __uurtAdjustment_Stage0.x) + __uurtAdjustment_Stage0.y), ((__upos2.y * __uurtAdjustment_Stage0.z) + __uurtAdjustment_Stage0.w), 0.0, 1.0)); } @@ VERTEX ATTRIBUTES @@ struct VS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float4 gl_FragCoord : TEXCOORD2; 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.gl_FragCoord = gl_Position; output.v0 = __uvcolor_Stage0; return output; }  float2 vec2_ctor(float x0, float x1) { return float2(x0, x1); } float4 vec4_ctor(float x0) { return float4(x0, x0, x0, x0); } // Uniforms uniform float4 __uuinnerRect_Stage1 : register(c0); uniform float4 __uuinnerRect_Stage2 : register(c1); uniform float2 __uuradiusPlusHalf_Stage1 : register(c2); uniform float2 __uuradiusPlusHalf_Stage2 : register(c3); #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 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 __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}; { float2 __udxy0 = (__uuinnerRect_Stage1.xy - gl_FragCoord.xy); float __udx1 = (gl_FragCoord.x - __uuinnerRect_Stage1.z); float2 __udxy = max(vec2_ctor(max(__udxy0.x, __udx1), __udxy0.y), 0.0); float __ubottomAlpha = clamp((__uuinnerRect_Stage1.w - gl_FragCoord.y), 0.0, 1.0); float __ualpha = (__ubottomAlpha * clamp((__uuradiusPlusHalf_Stage1.x - length(__udxy)), 0.0, 1.0)); (__ualpha = (1.0 - __ualpha)); (__uoutput_Stage1 = vec4_ctor(__ualpha)); } float4 __uoutput_Stage2 = {0.0, 0.0, 0.0, 0.0}; { float2 __udxy0 = (__uuinnerRect_Stage2.xy - gl_FragCoord.xy); float __udx1 = (gl_FragCoord.x - __uuinnerRect_Stage2.z); float2 __udxy = max(vec2_ctor(max(__udxy0.x, __udx1), __udxy0.y), 0.0); float __ubottomAlpha = clamp((__uuinnerRect_Stage2.w - gl_FragCoord.y), 0.0, 1.0); float __ualpha = (__ubottomAlpha * clamp((__uuradiusPlusHalf_Stage2.x - length(__udxy)), 0.0, 1.0)); (__uoutput_Stage2 = (__uoutput_Stage1 * __ualpha)); } { (gl_Color[0] = (__uoutputColor_Stage0 * __uoutput_Stage2)); } } struct PS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float4 gl_FragCoord : TEXCOORD2; float4 v0 : TEXCOORD0; }; @@ 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; __uvcolor_Stage0 = input.v0; gl_main(); return generateOutput(); } R gl_Color0 gl_Color[0]ystruct GS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float4 gl_FragCoord : TEXCOORD2; float4 v0 : TEXCOORD0; }; struct GS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float4 gl_FragCoord : TEXCOORD2; 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; output.gl_FragCoord = input.gl_FragCoord; #ifndef ANGLE_POINT_SPRITE_SHADER output.dx_Position = input.dx_Position; #endif // ANGLE_POINT_SPRITE_SHADER } RT0DXBCdy[ VL04P$RDEFh<RD11< ($ \$Globals\__uurtAdjustment_Stage0float4Microsoft (R) HLSL Shader Compiler 10.1ISGND88TEXCOORDOSGNhtttSV_PositionTEXCOORDSHEXhPZjYF _2_g e e e h6 @??2 2F օ 6" A6  62 F62 F6 @?6 @?6 F>STAT PDXBCZD&ヸ?WP4<RDEFh<RD11< ($ \$Globals\@ <`<u 0__uuinnerRect_Stage1float45__uuinnerRect_Stage2__uuradiusPlusHalf_Stage1float2__uuradiusPlusHalf_Stage2Microsoft (R) HLSL Shader Compiler 10.1ISGNhtttSV_PositionTEXCOORDOSGN, SV_TARGETSHEXPjYF d 2be h  * A VA 4" *4 2@6  FFK   A 2  A @? " * A VA 4"*4 bV@6  "K" "A 8" 8 8 F>STAT" )5Ž"Fohw / "ҖinColor" _uinColor(0B5 (Ж inPosition" _uinPosition(0B9 ,Ж inLocalCoord"_uinLocalCoord(0B> <ҖurtAdjustment_Stage0"_uurtAdjustment_Stage0(0B"4 .Җ vcolor_Stage0"_uvcolor_Stage0(0B". (Җ gl_Position" gl_Position(0B* *ؕԔ"/)>e8 6ҖuinnerRect_Stage1"_uuinnerRect_Stage1(0BB @ЖuradiusPlusHalf_Stage1"_uuradiusPlusHalf_Stage1(0B8 6ҖuinnerRect_Stage2"_uuinnerRect_Stage2(0BB @ЖuradiusPlusHalf_Stage2"_uuradiusPlusHalf_Stage2(0B"4 .Җ vcolor_Stage0"_uvcolor_Stage0(0B"0 *Җ gl_FragCoord" gl_FragCoord(0B*7 *Җ gl_FragColor" gl_FragColor(0B08F b!ǹ t{@TxF2987f0fde973P _uinPosition_u_uinPositionR _uinColor _u_uinColorR_uurtAdjustment_Stage0_u_uurtAdjustment_Stage0R_uuinnerRect_Stage1_u_uuinnerRect_Stage1P_uuradiusPlusHalf_Stage1_u_uuradiusPlusHalf_Stage1R_uuinnerRect_Stage2_u_uuinnerRect_Stage2P_uuradiusPlusHalf_Stage2_u_uuradiusPlusHalf_Stage2X[6  float4 vec4_ctor(float x0, float x1, float x2, float x3) { return float4(x0, x1, x2, x3); } // Uniforms uniform float4 __uurtAdjustment_Stage0 : register(c0); #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Attributes static float4 __uinColor = {0, 0, 0, 0}; static float2 __uinPosition = {0, 0}; static float4 gl_Position = float4(0, 0, 0, 0); // Varyings static float4 __uvcolor_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 __ucolor = __uinColor; (__uvcolor_Stage0 = __ucolor); float2 __upos2 = __uinPosition; (gl_Position = vec4_ctor(((__upos2.x * __uurtAdjustment_Stage0.x) + __uurtAdjustment_Stage0.y), ((__upos2.y * __uurtAdjustment_Stage0.z) + __uurtAdjustment_Stage0.w), 0.0, 1.0)); } @@ VERTEX ATTRIBUTES @@ struct VS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float4 gl_FragCoord : TEXCOORD2; 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.gl_FragCoord = gl_Position; output.v0 = __uvcolor_Stage0; return output; }  float2 vec2_ctor(float x0, float x1) { return float2(x0, x1); } float4 vec4_ctor(float x0) { return float4(x0, x0, x0, x0); } // Uniforms uniform float4 __uuinnerRect_Stage1 : register(c0); uniform float4 __uuinnerRect_Stage2 : register(c1); uniform float2 __uuradiusPlusHalf_Stage1 : register(c2); uniform float2 __uuradiusPlusHalf_Stage2 : register(c3); #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 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 __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}; { float __udx0 = (__uuinnerRect_Stage1.x - gl_FragCoord.x); float2 __udxy1 = (gl_FragCoord.xy - __uuinnerRect_Stage1.zw); float2 __udxy = max(vec2_ctor(max(__udx0, __udxy1.x), __udxy1.y), 0.0); float __utopAlpha = clamp((gl_FragCoord.y - __uuinnerRect_Stage1.y), 0.0, 1.0); float __ualpha = (__utopAlpha * clamp((__uuradiusPlusHalf_Stage1.x - length(__udxy)), 0.0, 1.0)); (__ualpha = (1.0 - __ualpha)); (__uoutput_Stage1 = vec4_ctor(__ualpha)); } float4 __uoutput_Stage2 = {0.0, 0.0, 0.0, 0.0}; { float __udx0 = (__uuinnerRect_Stage2.x - gl_FragCoord.x); float2 __udxy1 = (gl_FragCoord.xy - __uuinnerRect_Stage2.zw); float2 __udxy = max(vec2_ctor(max(__udx0, __udxy1.x), __udxy1.y), 0.0); float __utopAlpha = clamp((gl_FragCoord.y - __uuinnerRect_Stage2.y), 0.0, 1.0); float __ualpha = (__utopAlpha * clamp((__uuradiusPlusHalf_Stage2.x - length(__udxy)), 0.0, 1.0)); (__uoutput_Stage2 = (__uoutput_Stage1 * __ualpha)); } { (gl_Color[0] = (__uoutputColor_Stage0 * __uoutput_Stage2)); } } struct PS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float4 gl_FragCoord : TEXCOORD2; float4 v0 : TEXCOORD0; }; @@ 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; __uvcolor_Stage0 = input.v0; gl_main(); return generateOutput(); } R gl_Color0 gl_Color[0]ystruct GS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float4 gl_FragCoord : TEXCOORD2; float4 v0 : TEXCOORD0; }; struct GS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float4 gl_FragCoord : TEXCOORD2; 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; output.gl_FragCoord = input.gl_FragCoord; #ifndef ANGLE_POINT_SPRITE_SHADER output.dx_Position = input.dx_Position; #endif // ANGLE_POINT_SPRITE_SHADER } RT0DXBCdy[ VL04P$RDEFh<RD11< ($ \$Globals\__uurtAdjustment_Stage0float4Microsoft (R) HLSL Shader Compiler 10.1ISGND88TEXCOORDOSGNhtttSV_PositionTEXCOORDSHEXhPZjYF _2_g e e e h6 @??2 2F օ 6" A6  62 F62 F6 @?6 @?6 F>STAT PDXBC7{&ۊђEP4<RDEFh<RD11< ($ \$Globals\@ <`<u 0__uuinnerRect_Stage1float45__uuinnerRect_Stage2__uuradiusPlusHalf_Stage1float2__uuradiusPlusHalf_Stage2Microsoft (R) HLSL Shader Compiler 10.1ISGNhtttSV_PositionTEXCOORDOSGN, SV_TARGETSHEXPjYF d 2be h  A VV A4" *4 2@6  FFK   A 2  A @? " A  VV A4"*4 bV@6  "K" "A 8" 8 8 F>STAT" )5Ž"Fohw / "ҖinColor" _uinColor(0B5 (Ж inPosition" _uinPosition(0B9 ,Ж inLocalCoord"_uinLocalCoord(0B> <ҖurtAdjustment_Stage0"_uurtAdjustment_Stage0(0B"4 .Җ vcolor_Stage0"_uvcolor_Stage0(0B". (Җ gl_Position" gl_Position(0B* qAIHdDj8 6ҖuinnerRect_Stage1"_uuinnerRect_Stage1(0BB @ЖuradiusPlusHalf_Stage1"_uuradiusPlusHalf_Stage1(0B8 6ҖuinnerRect_Stage2"_uuinnerRect_Stage2(0BB @ЖuradiusPlusHalf_Stage2"_uuradiusPlusHalf_Stage2(0B"4 .Җ vcolor_Stage0"_uvcolor_Stage0(0B"0 *Җ gl_FragCoord" gl_FragCoord(0B*7 *Җ gl_FragColor" gl_FragColor(0B08F 1gW7[ P>rRcL2987f0fde973P _uinPosition_u_uinPositionR _uinColor _u_uinColorP_uinLocalCoord_u_uinLocalCoordR_uurtAdjustment_Stage0_u_uurtAdjustment_Stage0[ _uuCoordTransformMatrix_0_Stage0"_u_uuCoordTransformMatrix_0_Stage0R_uuinnerRect_Stage2_u_uuinnerRect_Stage2P_uuradiusPlusHalf_Stage2_u_uuradiusPlusHalf_Stage2^_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 float3x3 __uuCoordTransformMatrix_0_Stage0 : register(c0); uniform float4 __uurtAdjustment_Stage0 : register(c3); #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Attributes static float4 __uinColor = {0, 0, 0, 0}; static float2 __uinLocalCoord = {0, 0}; static float2 __uinPosition = {0, 0}; static float4 gl_Position = float4(0, 0, 0, 0); // Varyings static float2 __uvTransformedCoords_0_Stage0 = {0, 0}; static float4 __uvcolor_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 __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 * __uurtAdjustment_Stage0.x) + __uurtAdjustment_Stage0.y), ((__upos2.y * __uurtAdjustment_Stage0.z) + __uurtAdjustment_Stage0.w), 0.0, 1.0)); } @@ VERTEX ATTRIBUTES @@ struct VS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD2; float4 gl_FragCoord : TEXCOORD3; 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.gl_FragCoord = gl_Position; output.v0 = __uvcolor_Stage0; output.v1 = __uvTransformedCoords_0_Stage0; return output; } float2 vec2_ctor(float x0, float x1) { return float2(x0, x1); } // Uniforms uniform float4 __uuinnerRect_Stage2 : register(c0); uniform float2 __uuradiusPlusHalf_Stage2 : register(c1); 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 float2 __uvTransformedCoords_0_Stage0 = {0, 0}; static float4 __uvcolor_Stage0 = {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); 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() { 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}; { (__uoutput_Stage1 = gl_texture2D(__uuTextureSampler_0_Stage1, __uvTransformedCoords_0_Stage0).xxxx); } float4 __uoutput_Stage2 = {0.0, 0.0, 0.0, 0.0}; { float __udx0 = (__uuinnerRect_Stage2.x - gl_FragCoord.x); float2 __udxy1 = (gl_FragCoord.xy - __uuinnerRect_Stage2.zw); float2 __udxy = max(vec2_ctor(max(__udx0, __udxy1.x), __udxy1.y), 0.0); float __utopAlpha = clamp((gl_FragCoord.y - __uuinnerRect_Stage2.y), 0.0, 1.0); float __ualpha = (__utopAlpha * clamp((__uuradiusPlusHalf_Stage2.x - length(__udxy)), 0.0, 1.0)); (__ualpha = (1.0 - __ualpha)); (__uoutput_Stage2 = (__uoutput_Stage1 * __ualpha)); } { (gl_Color[0] = (__uoutputColor_Stage0 * __uoutput_Stage2)); } } struct PS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD2; float4 gl_FragCoord : TEXCOORD3; float4 v0 : TEXCOORD0; float2 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; __uvcolor_Stage0 = input.v0; __uvTransformedCoords_0_Stage0 = input.v1.xy; 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; float2 v1 : TEXCOORD1; }; struct GS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD2; float4 gl_FragCoord : TEXCOORD3; 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; output.gl_FragCoord = input.gl_FragCoord; #ifndef ANGLE_POINT_SPRITE_SHADER output.dx_Position = input.dx_Position; #endif // ANGLE_POINT_SPRITE_SHADER } RTRXDXBClNbX4,RDEFh<dRD11< ($ \$Globals\@, 0@__uuCoordTransformMatrix_0_Stage0float3x3__uurtAdjustment_Stage0float48Microsoft (R) HLSL Shader Compiler 10.1ISGN\PPPTEXCOORDOSGN SV_PositionTEXCOORDSHEXPzjYF _2__2g e e e e2 h6 @??2 2F օ 6" A6  62 F62 F6 @?6 @?6 F62F6B@? F F" F F>STAT DXBCFDsНzԶZ 4RDEF<RD11< ($  samplers2D[0]textures2D[0]$Globals ,Hl__uuinnerRect_Stage2float4A__uuradiusPlusHalf_Stage2float2Microsoft (R) HLSL Shader Compiler 10.1ISGNSV_PositionTEXCOORDOSGN, SV_TARGETSHEXP~jYF Z`XpUUd 2bb2e h  A VV A4" *4 2@6  FFK   A 2  A @?ECU"F~`8 8 F>STAT  " W񯪺0'/ "ҖinColor" _uinColor(0B5 (Ж inPosition" _uinPosition(0B9 ,Ж inLocalCoord"_uinLocalCoord(0BR PۖuCoordTransformMatrix_0_Stage0" _uuCoordTransformMatrix_0_Stage0(0B> <ҖurtAdjustment_Stage0"_uurtAdjustment_Stage0(0B"4 .Җ vcolor_Stage0"_uvcolor_Stage0(0B"P JЖvTransformedCoords_0_Stage0"_uvTransformedCoords_0_Stage0(0B". (Җ gl_Position" gl_Position(0B* *k(q[A m8 6ҖuinnerRect_Stage2"_uuinnerRect_Stage2(0BB @ЖuradiusPlusHalf_Stage2"_uuradiusPlusHalf_Stage2(0BD BޖuTextureSampler_0_Stage1"_uuTextureSampler_0_Stage1(0B"4 .Җ vcolor_Stage0"_uvcolor_Stage0(0B"P JЖvTransformedCoords_0_Stage0"_uvTransformedCoords_0_Stage0(0B"0 *Җ gl_FragCoord" gl_FragCoord(0B*7 *Җ gl_FragColor" gl_FragColor(0B08L lgsLP>IDV>2987f0fde973P _uinPosition_u_uinPositionR _uinColor _u_uinColorR_uurtAdjustment_Stage0_u_uurtAdjustment_Stage0R_uurectUniform_Stage1_c0_u_uurectUniform_Stage1_c0R_uurectUniform_Stage1_c1_u_uurectUniform_Stage1_c1X[6  float4 vec4_ctor(float x0, float x1, float x2, float x3) { return float4(x0, x1, x2, x3); } // Uniforms uniform float4 __uurtAdjustment_Stage0 : register(c0); #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Attributes static float4 __uinColor = {0, 0, 0, 0}; static float2 __uinPosition = {0, 0}; static float4 gl_Position = float4(0, 0, 0, 0); // Varyings static float4 __uvcolor_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 __ucolor = __uinColor; (__uvcolor_Stage0 = __ucolor); float2 __upos2 = __uinPosition; (gl_Position = vec4_ctor(((__upos2.x * __uurtAdjustment_Stage0.x) + __uurtAdjustment_Stage0.y), ((__upos2.y * __uurtAdjustment_Stage0.z) + __uurtAdjustment_Stage0.w), 0.0, 1.0)); } @@ VERTEX ATTRIBUTES @@ struct VS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float4 gl_FragCoord : TEXCOORD2; 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.gl_FragCoord = gl_Position; output.v0 = __uvcolor_Stage0; return output; } float float_ctor(int x0) { return float(x0); } float4 vec4_ctor(float x0) { return float4(x0, x0, x0, x0); } float4 vec4_ctor(float2 x0, float2 x1) { return float4(x0, x1); } // Uniforms uniform float4 __uurectUniform_Stage1_c0 : register(c0); uniform float4 __uurectUniform_Stage1_c1 : register(c1); #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 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 __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 __uout0 = {0.0, 0.0, 0.0, 0.0}; { float __ualpha = {0.0}; { int s1060 = {0}; if (all((vec4_ctor(gl_FragCoord.xy, __uurectUniform_Stage1_c0.zw) > vec4_ctor(__uurectUniform_Stage1_c0.xy, gl_FragCoord.xy)))) { (s1060 = 1); } else { (s1060 = 0); } (__ualpha = float_ctor(s1060)); } { (__ualpha = (1.0 - __ualpha)); } (__uout0 = vec4_ctor(__ualpha)); } { float __ualpha = {0.0}; { int s1061 = {0}; if (all((vec4_ctor(gl_FragCoord.xy, __uurectUniform_Stage1_c1.zw) > vec4_ctor(__uurectUniform_Stage1_c1.xy, gl_FragCoord.xy)))) { (s1061 = 1); } else { (s1061 = 0); } (__ualpha = float_ctor(s1061)); } { (__ualpha = (1.0 - __ualpha)); } (__uoutput_Stage1 = (__uout0 * __ualpha)); } } { (gl_Color[0] = (__uoutputColor_Stage0 * __uoutput_Stage1)); } } struct PS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float4 gl_FragCoord : TEXCOORD2; float4 v0 : TEXCOORD0; }; @@ 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; __uvcolor_Stage0 = input.v0; gl_main(); return generateOutput(); } R gl_Color0 gl_Color[0]ystruct GS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float4 gl_FragCoord : TEXCOORD2; float4 v0 : TEXCOORD0; }; struct GS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float4 gl_FragCoord : TEXCOORD2; 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; output.gl_FragCoord = input.gl_FragCoord; #ifndef ANGLE_POINT_SPRITE_SHADER output.dx_Position = input.dx_Position; #endif // ANGLE_POINT_SPRITE_SHADER } RT0DXBCdy[ VL04P$RDEFh<RD11< ($ \$Globals\__uurtAdjustment_Stage0float4Microsoft (R) HLSL Shader Compiler 10.1ISGND88TEXCOORDOSGNhtttSV_PositionTEXCOORDSHEXhPZjYF _2_g e e e h6 @??2 2F օ 6" A6  62 F62 F6 @?6 @?6 F>STAT DXBCf|c=.4 TRDEF\h<2RD11< ($ \$Globals\ __uurectUniform_Stage1_c0float4__uurectUniform_Stage1_c1Microsoft (R) HLSL Shader Compiler 10.1ISGNhtttSV_PositionTEXCOORDOSGN, SV_TARGETSHEXPcjYF d 2be h12F F1 2 F 1b 12F bV"*< 7 @F>STAT " t++C(h|_MD/ "ҖinColor" _uinColor(0B5 (Ж inPosition" _uinPosition(0B> <ҖurtAdjustment_Stage0"_uurtAdjustment_Stage0(0B"4 .Җ vcolor_Stage0"_uvcolor_Stage0(0B". (Җ gl_Position" gl_Position(0B* T1`TY"|-rB @ҖurectUniform_Stage1_c0"_uurectUniform_Stage1_c0(0BB @ҖurectUniform_Stage1_c1"_uurectUniform_Stage1_c1(0B"4 .Җ vcolor_Stage0"_uvcolor_Stage0(0B"0 *Җ gl_FragCoord" gl_FragCoord(0B*7 *Җ gl_FragColor" gl_FragColor(0B08> bZ,lƟ̢(2987f0fde973P _uinPosition_u_uinPositionR_uurtAdjustment_Stage0_u_uurtAdjustment_Stage0R_uuColor_Stage0_u_uuColor_Stage0X[6  ]float4 vec4_ctor(float x0, float x1, float x2, float x3) { return float4(x0, x1, x2, x3); } // Uniforms uniform float4 __uurtAdjustment_Stage0 : register(c0); #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 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() { float2 __upos2 = __uinPosition; { float2 __u_posTmp = __upos2; (__u_posTmp = (floor(__u_posTmp) + float2(0.5, 0.5))); (gl_Position = vec4_ctor(((__u_posTmp.x * __uurtAdjustment_Stage0.x) + __uurtAdjustment_Stage0.y), ((__u_posTmp.y * __uurtAdjustment_Stage0.z) + __uurtAdjustment_Stage0.w), 0.0, 1.0)); } } @@ 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; } // Uniforms uniform float4 __uuColor_Stage0 : 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 __uoutputColor_Stage0 = {0.0, 0.0, 0.0, 0.0}; { (__uoutputColor_Stage0 = __uuColor_Stage0); } { (gl_Color[0] = __uoutputColor_Stage0); } } 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 } RDXBC>\#I$8 I4PRDEFh<RD11< ($ \$Globals\__uurtAdjustment_Stage0float4Microsoft (R) HLSL Shader Compiler 10.1ISGN, TEXCOORDOSGNP8DSV_PositionTEXCOORDSHEX8PNjYF _2g e h6 @??A2F 2F@??2 2F օ 6" A6  62 F6 @?>STAT DXBCs#@HP9ԘBó4H RDEF h<RD11< ($ \$Globals\__uuColor_Stage0float4Microsoft (R) HLSL Shader Compiler 10.1ISGNP8DSV_PositionTEXCOORDOSGN, SV_TARGETSHEXDPjYF e 6 F >STAT" WhE/Kk)#5 (Ж inPosition" _uinPosition(0B> <ҖurtAdjustment_Stage0"_uurtAdjustment_Stage0(0B". (Җ gl_Position" gl_Position(0B* \0_pl:Hm0 .Җ uColor_Stage0"_uuColor_Stage0(0B*7 *Җ gl_FragColor" gl_FragColor(0B08( &^ьVrD%5.%2987f0fde973P _uinPosition_u_uinPositionR _uinColor _u_uinColorR_uurtAdjustment_Stage0_u_uurtAdjustment_Stage0X[6  float4 vec4_ctor(float x0, float x1, float x2, float x3) { return float4(x0, x1, x2, x3); } // Uniforms uniform float4 __uurtAdjustment_Stage0 : register(c0); #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Attributes static float4 __uinColor = {0, 0, 0, 0}; static float2 __uinPosition = {0, 0}; static float4 gl_Position = float4(0, 0, 0, 0); // Varyings static float4 __uvcolor_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 __ucolor = __uinColor; (__uvcolor_Stage0 = __ucolor); float2 __upos2 = __uinPosition; (gl_Position = vec4_ctor(((__upos2.x * __uurtAdjustment_Stage0.x) + __uurtAdjustment_Stage0.y), ((__upos2.y * __uurtAdjustment_Stage0.z) + __uurtAdjustment_Stage0.w), 0.0, 1.0)); } @@ 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; } #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() { { (gl_Color[0] = float4(0.0, 0.0, 0.0, 0.0)); } } 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 } RTDXBC/FB>##..4PRDEFh<RD11< ($ \$Globals\__uurtAdjustment_Stage0float4Microsoft (R) HLSL Shader Compiler 10.1ISGND88TEXCOORDOSGNP8DSV_PositionTEXCOORDSHEXP?jYF _2g e h6 @??2 2F օ 6" A6  62 F6 @?>STAT DXBChp{[ W,% 4,pRDEFd<<RD11< ($ Microsoft (R) HLSL Shader Compiler 10.1ISGNP8DSV_PositionTEXCOORDOSGN, SV_TARGETSHEX<Pje 6 @>STAT" )5Ž"Fohw / "ҖinColor" _uinColor(0B5 (Ж inPosition" _uinPosition(0B9 ,Ж inLocalCoord"_uinLocalCoord(0B> <ҖurtAdjustment_Stage0"_uurtAdjustment_Stage0(0B"4 .Җ vcolor_Stage0"_uvcolor_Stage0(0B". (Җ gl_Position" gl_Position(0B* ĔO-&ɦނT3_~"4 .Җ vcolor_Stage0"_uvcolor_Stage0(0B*7 *Җ gl_FragColor" gl_FragColor(0B08% c /}苨S{\2987f0fde973P _uinPosition_u_uinPositionR _uinColor _u_uinColorR_uurtAdjustment_Stage0_u_uurtAdjustment_Stage0Q_uuedges_Stage1_c0[0]_u_uuedges_Stage1_c0[0]Q_uuedges_Stage1_c1[0]_u_uuedges_Stage1_c1[0]R_uuinnerRect_Stage1_c2_u_uuinnerRect_Stage1_c2P_uuradiusPlusHalf_Stage1_c2_u_uuradiusPlusHalf_Stage1_c2R_uuinnerRect_Stage1_c3_u_uuinnerRect_Stage1_c3P_uuradiusPlusHalf_Stage1_c3_u_uuradiusPlusHalf_Stage1_c3 X[6     float4 vec4_ctor(float x0, float x1, float x2, float x3) { return float4(x0, x1, x2, x3); } // Uniforms uniform float4 __uurtAdjustment_Stage0 : register(c0); #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Attributes static float4 __uinColor = {0, 0, 0, 0}; static float2 __uinPosition = {0, 0}; static float4 gl_Position = float4(0, 0, 0, 0); // Varyings static float4 __uvcolor_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 __ucolor = __uinColor; (__uvcolor_Stage0 = __ucolor); float2 __upos2 = __uinPosition; (gl_Position = vec4_ctor(((__upos2.x * __uurtAdjustment_Stage0.x) + __uurtAdjustment_Stage0.y), ((__upos2.y * __uurtAdjustment_Stage0.z) + __uurtAdjustment_Stage0.w), 0.0, 1.0)); } @@ VERTEX ATTRIBUTES @@ struct VS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float4 gl_FragCoord : TEXCOORD2; 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.gl_FragCoord = gl_Position; output.v0 = __uvcolor_Stage0; return output; } @float3 vec3_ctor(float x0, float x1, float x2) { return float3(x0, x1, x2); } float4 vec4_ctor(float x0) { return float4(x0, x0, x0, x0); } // Uniforms uniform float3 __uuedges_Stage1_c0[4] : register(c0); uniform float3 __uuedges_Stage1_c1[4] : register(c4); uniform float4 __uuinnerRect_Stage1_c2 : register(c8); uniform float4 __uuinnerRect_Stage1_c3 : register(c9); uniform float2 __uuradiusPlusHalf_Stage1_c2 : register(c10); uniform float2 __uuradiusPlusHalf_Stage1_c3 : register(c11); #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 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 __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 __uout0 = {0.0, 0.0, 0.0, 0.0}; { float __ualpha = {1.0}; float __uedge = {0.0}; (__uedge = dot(__uuedges_Stage1_c0[0], vec3_ctor(gl_FragCoord.x, gl_FragCoord.y, 1.0))); (__uedge = clamp(__uedge, 0.0, 1.0)); (__ualpha *= __uedge); (__uedge = dot(__uuedges_Stage1_c0[1], vec3_ctor(gl_FragCoord.x, gl_FragCoord.y, 1.0))); (__uedge = clamp(__uedge, 0.0, 1.0)); (__ualpha *= __uedge); (__uedge = dot(__uuedges_Stage1_c0[2], vec3_ctor(gl_FragCoord.x, gl_FragCoord.y, 1.0))); (__uedge = clamp(__uedge, 0.0, 1.0)); (__ualpha *= __uedge); (__uedge = dot(__uuedges_Stage1_c0[3], vec3_ctor(gl_FragCoord.x, gl_FragCoord.y, 1.0))); (__uedge = clamp(__uedge, 0.0, 1.0)); (__ualpha *= __uedge); (__uout0 = vec4_ctor(__ualpha)); } float4 __uout1 = {0.0, 0.0, 0.0, 0.0}; { float __ualpha = {1.0}; float __uedge = {0.0}; (__uedge = dot(__uuedges_Stage1_c1[0], vec3_ctor(gl_FragCoord.x, gl_FragCoord.y, 1.0))); float s959 = {0}; if ((__uedge >= 0.5)) { (s959 = 1.0); } else { (s959 = 0.0); } (__uedge = s959); (__ualpha *= __uedge); (__uedge = dot(__uuedges_Stage1_c1[1], vec3_ctor(gl_FragCoord.x, gl_FragCoord.y, 1.0))); float s960 = {0}; if ((__uedge >= 0.5)) { (s960 = 1.0); } else { (s960 = 0.0); } (__uedge = s960); (__ualpha *= __uedge); (__uedge = dot(__uuedges_Stage1_c1[2], vec3_ctor(gl_FragCoord.x, gl_FragCoord.y, 1.0))); float s961 = {0}; if ((__uedge >= 0.5)) { (s961 = 1.0); } else { (s961 = 0.0); } (__uedge = s961); (__ualpha *= __uedge); (__uedge = dot(__uuedges_Stage1_c1[3], vec3_ctor(gl_FragCoord.x, gl_FragCoord.y, 1.0))); float s962 = {0}; if ((__uedge >= 0.5)) { (s962 = 1.0); } else { (s962 = 0.0); } (__uedge = s962); (__ualpha *= __uedge); (__uout1 = (__uout0 * __ualpha)); } float4 __uout2 = {0.0, 0.0, 0.0, 0.0}; { float2 __udxy0 = (__uuinnerRect_Stage1_c2.xy - gl_FragCoord.xy); float2 __udxy1 = (gl_FragCoord.xy - __uuinnerRect_Stage1_c2.zw); float2 __udxy = max(max(__udxy0, __udxy1), 0.0); float __ualpha = clamp((__uuradiusPlusHalf_Stage1_c2.x - length(__udxy)), 0.0, 1.0); (__ualpha = (1.0 - __ualpha)); (__uout2 = (__uout1 * __ualpha)); } { float2 __udxy0 = (__uuinnerRect_Stage1_c3.xy - gl_FragCoord.xy); float2 __udxy1 = (gl_FragCoord.xy - __uuinnerRect_Stage1_c3.zw); float2 __udxy = max(max(__udxy0, __udxy1), 0.0); float __ualpha = clamp((__uuradiusPlusHalf_Stage1_c3.x - length(__udxy)), 0.0, 1.0); (__uoutput_Stage1 = (__uout2 * __ualpha)); } } { (gl_Color[0] = (__uoutputColor_Stage0 * __uoutput_Stage1)); } } struct PS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float4 gl_FragCoord : TEXCOORD2; float4 v0 : TEXCOORD0; }; @@ 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; __uvcolor_Stage0 = input.v0; gl_main(); return generateOutput(); } R gl_Color0 gl_Color[0]ystruct GS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float4 gl_FragCoord : TEXCOORD2; float4 v0 : TEXCOORD0; }; struct GS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float4 gl_FragCoord : TEXCOORD2; 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; output.gl_FragCoord = input.gl_FragCoord; #ifndef ANGLE_POINT_SPRITE_SHADER output.dx_Position = input.dx_Position; #endif // ANGLE_POINT_SPRITE_SHADER } RT0DXBCdy[ VL04P$RDEFh<RD11< ($ \$Globals\__uurtAdjustment_Stage0float4Microsoft (R) HLSL Shader Compiler 10.1ISGND88TEXCOORDOSGNhtttSV_PositionTEXCOORDSHEXhPZjYF _2_g e e e h6 @??2 2F օ 6" A6  62 F62 F6 @?6 @?6 F>STAT  DXBCP#z;PދJh 4$ RDEFh<RD11< ($ \$Globals\p<@<,Dhh__uuedges_Stage1_c0float3__uuedges_Stage1_c1__uuinnerRect_Stage1_c2float4__uuinnerRect_Stage1_c3__uuradiusPlusHalf_Stage1_c2float2a__uuradiusPlusHalf_Stage1_c3Microsoft (R) HLSL Shader Compiler 10.1ISGNhtttSV_PositionTEXCOORDOSGN, SV_TARGETSHEXPPTjYF d 2be h62F6B@?F F:@?:@?F F @? @?8: F F @? @?8: F F @? @?8:  F F "F F8  "F F F F8" 8 8:  bA  2F A4bV4 bV@"K" "A "A@?8  bA 2F A 4bV4 bV@"K" "A 8 8 F>STAT,%" t++C(h|_MD/ "ҖinColor" _uinColor(0B5 (Ж inPosition" _uinPosition(0B> <ҖurtAdjustment_Stage0"_uurtAdjustment_Stage0(0B"4 .Җ vcolor_Stage0"_uvcolor_Stage0(0B". (Җ gl_Position" gl_Position(0B* "iy,grb287\6 4іuedges_Stage1_c0"_uuedges_Stage1_c0(0B6 4іuedges_Stage1_c1"_uuedges_Stage1_c1(0B> <ҖuinnerRect_Stage1_c2"_uuinnerRect_Stage1_c2(0BH FЖuradiusPlusHalf_Stage1_c2"_uuradiusPlusHalf_Stage1_c2(0B> <ҖuinnerRect_Stage1_c3"_uuinnerRect_Stage1_c3(0BH FЖuradiusPlusHalf_Stage1_c3"_uuradiusPlusHalf_Stage1_c3(0B"4 .Җ vcolor_Stage0"_uvcolor_Stage0(0B"0 *Җ gl_FragCoord" gl_FragCoord(0B*7 *Җ gl_FragColor" gl_FragColor(0B08\ ,鯼a 0'{\2987f0fde973P _uinPosition_u_uinPositionR _uinColor _u_uinColorR_uurtAdjustment_Stage0_u_uurtAdjustment_Stage0Q_uuedges_Stage1_c0[0]_u_uuedges_Stage1_c0[0]Q_uuedges_Stage1_c1[0]_u_uuedges_Stage1_c1[0]R_uuinnerRect_Stage1_c2_u_uuinnerRect_Stage1_c2P_uuradiusPlusHalf_Stage1_c2_u_uuradiusPlusHalf_Stage1_c2R_uuinnerRect_Stage1_c3_u_uuinnerRect_Stage1_c3P_uuradiusPlusHalf_Stage1_c3_u_uuradiusPlusHalf_Stage1_c3 X[6     float4 vec4_ctor(float x0, float x1, float x2, float x3) { return float4(x0, x1, x2, x3); } // Uniforms uniform float4 __uurtAdjustment_Stage0 : register(c0); #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Attributes static float4 __uinColor = {0, 0, 0, 0}; static float2 __uinPosition = {0, 0}; static float4 gl_Position = float4(0, 0, 0, 0); // Varyings static float4 __uvcolor_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 __ucolor = __uinColor; (__uvcolor_Stage0 = __ucolor); float2 __upos2 = __uinPosition; (gl_Position = vec4_ctor(((__upos2.x * __uurtAdjustment_Stage0.x) + __uurtAdjustment_Stage0.y), ((__upos2.y * __uurtAdjustment_Stage0.z) + __uurtAdjustment_Stage0.w), 0.0, 1.0)); } @@ VERTEX ATTRIBUTES @@ struct VS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float4 gl_FragCoord : TEXCOORD2; 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.gl_FragCoord = gl_Position; output.v0 = __uvcolor_Stage0; return output; } Pfloat3 vec3_ctor(float x0, float x1, float x2) { return float3(x0, x1, x2); } float4 vec4_ctor(float x0) { return float4(x0, x0, x0, x0); } // Uniforms uniform float3 __uuedges_Stage1_c0[4] : register(c0); uniform float3 __uuedges_Stage1_c1[4] : register(c4); uniform float4 __uuinnerRect_Stage1_c2 : register(c8); uniform float4 __uuinnerRect_Stage1_c3 : register(c9); uniform float2 __uuradiusPlusHalf_Stage1_c2 : register(c10); uniform float2 __uuradiusPlusHalf_Stage1_c3 : register(c11); #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 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 __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 __uout0 = {0.0, 0.0, 0.0, 0.0}; { float __ualpha = {1.0}; float __uedge = {0.0}; (__uedge = dot(__uuedges_Stage1_c0[0], vec3_ctor(gl_FragCoord.x, gl_FragCoord.y, 1.0))); float s1028 = {0}; if ((__uedge >= 0.5)) { (s1028 = 1.0); } else { (s1028 = 0.0); } (__uedge = s1028); (__ualpha *= __uedge); (__uedge = dot(__uuedges_Stage1_c0[1], vec3_ctor(gl_FragCoord.x, gl_FragCoord.y, 1.0))); float s1029 = {0}; if ((__uedge >= 0.5)) { (s1029 = 1.0); } else { (s1029 = 0.0); } (__uedge = s1029); (__ualpha *= __uedge); (__uedge = dot(__uuedges_Stage1_c0[2], vec3_ctor(gl_FragCoord.x, gl_FragCoord.y, 1.0))); float s1030 = {0}; if ((__uedge >= 0.5)) { (s1030 = 1.0); } else { (s1030 = 0.0); } (__uedge = s1030); (__ualpha *= __uedge); (__uedge = dot(__uuedges_Stage1_c0[3], vec3_ctor(gl_FragCoord.x, gl_FragCoord.y, 1.0))); float s1031 = {0}; if ((__uedge >= 0.5)) { (s1031 = 1.0); } else { (s1031 = 0.0); } (__uedge = s1031); (__ualpha *= __uedge); (__uout0 = vec4_ctor(__ualpha)); } float4 __uout1 = {0.0, 0.0, 0.0, 0.0}; { float __ualpha = {1.0}; float __uedge = {0.0}; (__uedge = dot(__uuedges_Stage1_c1[0], vec3_ctor(gl_FragCoord.x, gl_FragCoord.y, 1.0))); (__uedge = clamp(__uedge, 0.0, 1.0)); (__ualpha *= __uedge); (__uedge = dot(__uuedges_Stage1_c1[1], vec3_ctor(gl_FragCoord.x, gl_FragCoord.y, 1.0))); (__uedge = clamp(__uedge, 0.0, 1.0)); (__ualpha *= __uedge); (__uedge = dot(__uuedges_Stage1_c1[2], vec3_ctor(gl_FragCoord.x, gl_FragCoord.y, 1.0))); (__uedge = clamp(__uedge, 0.0, 1.0)); (__ualpha *= __uedge); (__uedge = dot(__uuedges_Stage1_c1[3], vec3_ctor(gl_FragCoord.x, gl_FragCoord.y, 1.0))); (__uedge = clamp(__uedge, 0.0, 1.0)); (__ualpha *= __uedge); (__uout1 = (__uout0 * __ualpha)); } float4 __uout2 = {0.0, 0.0, 0.0, 0.0}; { float2 __udxy0 = (__uuinnerRect_Stage1_c2.xy - gl_FragCoord.xy); float2 __udxy1 = (gl_FragCoord.xy - __uuinnerRect_Stage1_c2.zw); float2 __udxy = max(max(__udxy0, __udxy1), 0.0); float __ualpha = clamp((__uuradiusPlusHalf_Stage1_c2.x - length(__udxy)), 0.0, 1.0); (__ualpha = (1.0 - __ualpha)); (__uout2 = (__uout1 * __ualpha)); } { float2 __udxy0 = (__uuinnerRect_Stage1_c3.xy - gl_FragCoord.xy); float2 __udxy1 = (gl_FragCoord.xy - __uuinnerRect_Stage1_c3.zw); float2 __udxy = max(max(__udxy0, __udxy1), 0.0); float __ualpha = clamp((__uuradiusPlusHalf_Stage1_c3.x - length(__udxy)), 0.0, 1.0); (__uoutput_Stage1 = (__uout2 * __ualpha)); } } { (gl_Color[0] = (__uoutputColor_Stage0 * __uoutput_Stage1)); } } struct PS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float4 gl_FragCoord : TEXCOORD2; float4 v0 : TEXCOORD0; }; @@ 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; __uvcolor_Stage0 = input.v0; gl_main(); return generateOutput(); } R gl_Color0 gl_Color[0]ystruct GS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float4 gl_FragCoord : TEXCOORD2; float4 v0 : TEXCOORD0; }; struct GS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float4 gl_FragCoord : TEXCOORD2; 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; output.gl_FragCoord = input.gl_FragCoord; #ifndef ANGLE_POINT_SPRITE_SHADER output.dx_Position = input.dx_Position; #endif // ANGLE_POINT_SPRITE_SHADER } RT0DXBCdy[ VL04P$RDEFh<RD11< ($ \$Globals\__uurtAdjustment_Stage0float4Microsoft (R) HLSL Shader Compiler 10.1ISGND88TEXCOORDOSGNhtttSV_PositionTEXCOORDSHEXhPZjYF _2_g e e e h6 @??2 2F օ 6" A6  62 F62 F6 @?6 @?6 F>STAT  DXBCH2ry/ƶCeB 4$ RDEFh<RD11< ($ \$Globals\p<@<,Dhh__uuedges_Stage1_c0float3__uuedges_Stage1_c1__uuinnerRect_Stage1_c2float4__uuinnerRect_Stage1_c3__uuradiusPlusHalf_Stage1_c2float2a__uuradiusPlusHalf_Stage1_c3Microsoft (R) HLSL Shader Compiler 10.1ISGNhtttSV_PositionTEXCOORDOSGN, SV_TARGETSHEXPPTjYF d 2be h62F6B@?F F:@?:@?F F @? @?8: F F @? @?8: F F @? @?8:  F F "F F8  "F F F F8" 8 8 : bA  2F A4bV4 bV@"K" "A "A@?8  bA 2F A 4bV4 bV@"K" "A 8 8 F>STAT,%" t++C(h|_MD/ "ҖinColor" _uinColor(0B5 (Ж inPosition" _uinPosition(0B> <ҖurtAdjustment_Stage0"_uurtAdjustment_Stage0(0B"4 .Җ vcolor_Stage0"_uvcolor_Stage0(0B". (Җ gl_Position" gl_Position(0B* ͺ.krw%^pGUu6 4іuedges_Stage1_c0"_uuedges_Stage1_c0(0B6 4іuedges_Stage1_c1"_uuedges_Stage1_c1(0B> <ҖuinnerRect_Stage1_c2"_uuinnerRect_Stage1_c2(0BH FЖuradiusPlusHalf_Stage1_c2"_uuradiusPlusHalf_Stage1_c2(0B> <ҖuinnerRect_Stage1_c3"_uuinnerRect_Stage1_c3(0BH FЖuradiusPlusHalf_Stage1_c3"_uuradiusPlusHalf_Stage1_c3(0B"4 .Җ vcolor_Stage0"_uvcolor_Stage0(0B"0 *Җ gl_FragCoord" gl_FragCoord(0B*7 *Җ gl_FragColor" gl_FragColor(0B08\ XRvy0we9>"H2987f0fde973P _uinPosition_u_uinPositionR _uinColor _u_uinColorP_uinLocalCoord_u_uinLocalCoordR_uurtAdjustment_Stage0_u_uurtAdjustment_Stage0[ _uuCoordTransformMatrix_0_Stage0"_u_uuCoordTransformMatrix_0_Stage0R_uurectUniform_Stage2_u_uurectUniform_Stage2^_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 float3x3 __uuCoordTransformMatrix_0_Stage0 : register(c0); uniform float4 __uurtAdjustment_Stage0 : register(c3); #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Attributes static float4 __uinColor = {0, 0, 0, 0}; static float2 __uinLocalCoord = {0, 0}; static float2 __uinPosition = {0, 0}; static float4 gl_Position = float4(0, 0, 0, 0); // Varyings static float2 __uvTransformedCoords_0_Stage0 = {0, 0}; static float4 __uvcolor_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 __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 * __uurtAdjustment_Stage0.x) + __uurtAdjustment_Stage0.y), ((__upos2.y * __uurtAdjustment_Stage0.z) + __uurtAdjustment_Stage0.w), 0.0, 1.0)); } @@ VERTEX ATTRIBUTES @@ struct VS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD2; float4 gl_FragCoord : TEXCOORD3; 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.gl_FragCoord = gl_Position; output.v0 = __uvcolor_Stage0; output.v1 = __uvTransformedCoords_0_Stage0; return output; }  float float_ctor(int x0) { return float(x0); } float4 vec4_ctor(float2 x0, float2 x1) { return float4(x0, x1); } // Uniforms uniform float4 __uurectUniform_Stage2 : register(c0); 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 float2 __uvTransformedCoords_0_Stage0 = {0, 0}; static float4 __uvcolor_Stage0 = {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); 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() { 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}; { (__uoutput_Stage1 = gl_texture2D(__uuTextureSampler_0_Stage1, __uvTransformedCoords_0_Stage0).xxxx); } float4 __uoutput_Stage2 = {0.0, 0.0, 0.0, 0.0}; { float __ualpha = {0.0}; { int s1056 = {0}; if (all((vec4_ctor(gl_FragCoord.xy, __uurectUniform_Stage2.zw) > vec4_ctor(__uurectUniform_Stage2.xy, gl_FragCoord.xy)))) { (s1056 = 1); } else { (s1056 = 0); } (__ualpha = float_ctor(s1056)); } { (__ualpha = (1.0 - __ualpha)); } (__uoutput_Stage2 = (__uoutput_Stage1 * __ualpha)); } { (gl_Color[0] = (__uoutputColor_Stage0 * __uoutput_Stage2)); } } struct PS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD2; float4 gl_FragCoord : TEXCOORD3; float4 v0 : TEXCOORD0; float2 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; __uvcolor_Stage0 = input.v0; __uvTransformedCoords_0_Stage0 = input.v1.xy; 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; float2 v1 : TEXCOORD1; }; struct GS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD2; float4 gl_FragCoord : TEXCOORD3; 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; output.gl_FragCoord = input.gl_FragCoord; #ifndef ANGLE_POINT_SPRITE_SHADER output.dx_Position = input.dx_Position; #endif // ANGLE_POINT_SPRITE_SHADER } RTRXDXBClNbX4,RDEFh<dRD11< ($ \$Globals\@, 0@__uuCoordTransformMatrix_0_Stage0float3x3__uurtAdjustment_Stage0float48Microsoft (R) HLSL Shader Compiler 10.1ISGN\PPPTEXCOORDOSGN SV_PositionTEXCOORDSHEXPzjYF _2__2g e e e e2 h6 @??2 2F օ 6" A6  62 F62 F6 @?6 @?6 F62F6B@? F F" F F>STAT DXBC*h] ) z74LRDEFp<HRD11< ($  samplers2D[0]textures2D[0]$Globals$__uurectUniform_Stage2float4Microsoft (R) HLSL Shader Compiler 10.1ISGNSV_PositionTEXCOORDOSGN, SV_TARGETSHEXxP^jYF Z`XpUUd 2bb2e h12F F1 2 F 7  @@?ECU"F~`8 8 F>STAT " W񯪺0'/ "ҖinColor" _uinColor(0B5 (Ж inPosition" _uinPosition(0B9 ,Ж inLocalCoord"_uinLocalCoord(0BR PۖuCoordTransformMatrix_0_Stage0" _uuCoordTransformMatrix_0_Stage0(0B> <ҖurtAdjustment_Stage0"_uurtAdjustment_Stage0(0B"4 .Җ vcolor_Stage0"_uvcolor_Stage0(0B"P JЖvTransformedCoords_0_Stage0"_uvTransformedCoords_0_Stage0(0B". (Җ gl_Position" gl_Position(0B* Zd4\:4< :ҖurectUniform_Stage2"_uurectUniform_Stage2(0BD BޖuTextureSampler_0_Stage1"_uuTextureSampler_0_Stage1(0B"4 .Җ vcolor_Stage0"_uvcolor_Stage0(0B"P JЖvTransformedCoords_0_Stage0"_uvTransformedCoords_0_Stage0(0B"0 *Җ gl_FragCoord" gl_FragCoord(0B*7 *Җ gl_FragColor" gl_FragColor(0B08H ^9? 1S{R2987f0fde973P _uinPosition_u_uinPositionR _uinColor _u_uinColorR_uurtAdjustment_Stage0_u_uurtAdjustment_Stage0Q_uuedges_Stage1_c0[0]_u_uuedges_Stage1_c0[0]R_uuinnerRect_Stage1_c1_u_uuinnerRect_Stage1_c1P_uuradiusPlusHalf_Stage1_c1_u_uuradiusPlusHalf_Stage1_c1R_uuinnerRect_Stage1_c2_u_uuinnerRect_Stage1_c2P_uuradiusPlusHalf_Stage1_c2_u_uuradiusPlusHalf_Stage1_c2 X[6  float4 vec4_ctor(float x0, float x1, float x2, float x3) { return float4(x0, x1, x2, x3); } // Uniforms uniform float4 __uurtAdjustment_Stage0 : register(c0); #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Attributes static float4 __uinColor = {0, 0, 0, 0}; static float2 __uinPosition = {0, 0}; static float4 gl_Position = float4(0, 0, 0, 0); // Varyings static float4 __uvcolor_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 __ucolor = __uinColor; (__uvcolor_Stage0 = __ucolor); float2 __upos2 = __uinPosition; (gl_Position = vec4_ctor(((__upos2.x * __uurtAdjustment_Stage0.x) + __uurtAdjustment_Stage0.y), ((__upos2.y * __uurtAdjustment_Stage0.z) + __uurtAdjustment_Stage0.w), 0.0, 1.0)); } @@ VERTEX ATTRIBUTES @@ struct VS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float4 gl_FragCoord : TEXCOORD2; 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.gl_FragCoord = gl_Position; output.v0 = __uvcolor_Stage0; return output; } D float3 vec3_ctor(float x0, float x1, float x2) { return float3(x0, x1, x2); } float4 vec4_ctor(float x0) { return float4(x0, x0, x0, x0); } // Uniforms uniform float3 __uuedges_Stage1_c0[4] : register(c0); uniform float4 __uuinnerRect_Stage1_c1 : register(c4); uniform float4 __uuinnerRect_Stage1_c2 : register(c5); uniform float2 __uuradiusPlusHalf_Stage1_c1 : register(c6); uniform float2 __uuradiusPlusHalf_Stage1_c2 : register(c7); #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 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 __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 __uout0 = {0.0, 0.0, 0.0, 0.0}; { float __ualpha = {1.0}; float __uedge = {0.0}; (__uedge = dot(__uuedges_Stage1_c0[0], vec3_ctor(gl_FragCoord.x, gl_FragCoord.y, 1.0))); float s1105 = {0}; if ((__uedge >= 0.5)) { (s1105 = 1.0); } else { (s1105 = 0.0); } (__uedge = s1105); (__ualpha *= __uedge); (__uedge = dot(__uuedges_Stage1_c0[1], vec3_ctor(gl_FragCoord.x, gl_FragCoord.y, 1.0))); float s1106 = {0}; if ((__uedge >= 0.5)) { (s1106 = 1.0); } else { (s1106 = 0.0); } (__uedge = s1106); (__ualpha *= __uedge); (__uedge = dot(__uuedges_Stage1_c0[2], vec3_ctor(gl_FragCoord.x, gl_FragCoord.y, 1.0))); float s1107 = {0}; if ((__uedge >= 0.5)) { (s1107 = 1.0); } else { (s1107 = 0.0); } (__uedge = s1107); (__ualpha *= __uedge); (__uedge = dot(__uuedges_Stage1_c0[3], vec3_ctor(gl_FragCoord.x, gl_FragCoord.y, 1.0))); float s1108 = {0}; if ((__uedge >= 0.5)) { (s1108 = 1.0); } else { (s1108 = 0.0); } (__uedge = s1108); (__ualpha *= __uedge); (__uout0 = vec4_ctor(__ualpha)); } float4 __uout1 = {0.0, 0.0, 0.0, 0.0}; { float2 __udxy0 = (__uuinnerRect_Stage1_c1.xy - gl_FragCoord.xy); float2 __udxy1 = (gl_FragCoord.xy - __uuinnerRect_Stage1_c1.zw); float2 __udxy = max(max(__udxy0, __udxy1), 0.0); float __ualpha = clamp((__uuradiusPlusHalf_Stage1_c1.x - length(__udxy)), 0.0, 1.0); (__ualpha = (1.0 - __ualpha)); (__uout1 = (__uout0 * __ualpha)); } { float2 __udxy0 = (__uuinnerRect_Stage1_c2.xy - gl_FragCoord.xy); float2 __udxy1 = (gl_FragCoord.xy - __uuinnerRect_Stage1_c2.zw); float2 __udxy = max(max(__udxy0, __udxy1), 0.0); float __ualpha = clamp((__uuradiusPlusHalf_Stage1_c2.x - length(__udxy)), 0.0, 1.0); (__uoutput_Stage1 = (__uout1 * __ualpha)); } } { (gl_Color[0] = (__uoutputColor_Stage0 * __uoutput_Stage1)); } } struct PS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float4 gl_FragCoord : TEXCOORD2; float4 v0 : TEXCOORD0; }; @@ 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; __uvcolor_Stage0 = input.v0; gl_main(); return generateOutput(); } R gl_Color0 gl_Color[0]ystruct GS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float4 gl_FragCoord : TEXCOORD2; float4 v0 : TEXCOORD0; }; struct GS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float4 gl_FragCoord : TEXCOORD2; 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; output.gl_FragCoord = input.gl_FragCoord; #ifndef ANGLE_POINT_SPRITE_SHADER output.dx_Position = input.dx_Position; #endif // ANGLE_POINT_SPRITE_SHADER } RT0DXBCdy[ VL04P$RDEFh<RD11< ($ \$Globals\__uurtAdjustment_Stage0float4Microsoft (R) HLSL Shader Compiler 10.1ISGND88TEXCOORDOSGNhtttSV_PositionTEXCOORDSHEXhPZjYF _2_g e e e h6 @??2 2F օ 6" A6  62 F62 F6 @?6 @?6 F>STAT `DXBC8gc-ٰ&`48lRDEFth<IRD11< ($ \$Globals\H<d@P`,p__uuedges_Stage1_c0float3\__uuinnerRect_Stage1_c1float4__uuinnerRect_Stage1_c2__uuradiusPlusHalf_Stage1_c1float2__uuradiusPlusHalf_Stage1_c2Microsoft (R) HLSL Shader Compiler 10.1ISGNhtttSV_PositionTEXCOORDOSGN, SV_TARGETSHEXPPjYF d 2be h62F6B@?F F:@?:@?F F @? @?8: F FF F @?" @? 2F@??8":8  bA  2F A4bV4 bV@"K" "A "A@?8  bA  2F A4bV4 bV@"K" "A 8 8 F>STAT#" t++C(h|_MD/ "ҖinColor" _uinColor(0B5 (Ж inPosition" _uinPosition(0B> <ҖurtAdjustment_Stage0"_uurtAdjustment_Stage0(0B"4 .Җ vcolor_Stage0"_uvcolor_Stage0(0B". (Җ gl_Position" gl_Position(0B* Ao @7H6 4іuedges_Stage1_c0"_uuedges_Stage1_c0(0BH FЖuradiusPlusHalf_Stage1_c2"_uuradiusPlusHalf_Stage1_c2(0B> <ҖuinnerRect_Stage1_c1"_uuinnerRect_Stage1_c1(0B> <ҖuinnerRect_Stage1_c2"_uuinnerRect_Stage1_c2(0BH FЖuradiusPlusHalf_Stage1_c1"_uuradiusPlusHalf_Stage1_c1(0B"4 .Җ vcolor_Stage0"_uvcolor_Stage0(0B"0 *Җ gl_FragCoord" gl_FragCoord(0B*7 *Җ gl_FragColor" gl_FragColor(0B08R y.,N2987f0fde973P _uinPosition_u_uinPositionR _uinColor _u_uinColorR_uurtAdjustment_Stage0_u_uurtAdjustment_Stage0Q_uuedges_Stage1_c0[0]_u_uuedges_Stage1_c0[0]R_uuinnerRect_Stage1_c1_u_uuinnerRect_Stage1_c1P_uuradiusPlusHalf_Stage1_c1_u_uuradiusPlusHalf_Stage1_c1R_uuinnerRect_Stage1_c2_u_uuinnerRect_Stage1_c2P_uuradiusPlusHalf_Stage1_c2_u_uuradiusPlusHalf_Stage1_c2 X[6  float4 vec4_ctor(float x0, float x1, float x2, float x3) { return float4(x0, x1, x2, x3); } // Uniforms uniform float4 __uurtAdjustment_Stage0 : register(c0); #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Attributes static float4 __uinColor = {0, 0, 0, 0}; static float2 __uinPosition = {0, 0}; static float4 gl_Position = float4(0, 0, 0, 0); // Varyings static float4 __uvcolor_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 __ucolor = __uinColor; (__uvcolor_Stage0 = __ucolor); float2 __upos2 = __uinPosition; (gl_Position = vec4_ctor(((__upos2.x * __uurtAdjustment_Stage0.x) + __uurtAdjustment_Stage0.y), ((__upos2.y * __uurtAdjustment_Stage0.z) + __uurtAdjustment_Stage0.w), 0.0, 1.0)); } @@ VERTEX ATTRIBUTES @@ struct VS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float4 gl_FragCoord : TEXCOORD2; 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.gl_FragCoord = gl_Position; output.v0 = __uvcolor_Stage0; return output; } @ float3 vec3_ctor(float x0, float x1, float x2) { return float3(x0, x1, x2); } float4 vec4_ctor(float x0) { return float4(x0, x0, x0, x0); } // Uniforms uniform float3 __uuedges_Stage1_c0[4] : register(c0); uniform float4 __uuinnerRect_Stage1_c1 : register(c4); uniform float4 __uuinnerRect_Stage1_c2 : register(c5); uniform float2 __uuradiusPlusHalf_Stage1_c1 : register(c6); uniform float2 __uuradiusPlusHalf_Stage1_c2 : register(c7); #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 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 __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 __uout0 = {0.0, 0.0, 0.0, 0.0}; { float __ualpha = {1.0}; float __uedge = {0.0}; (__uedge = dot(__uuedges_Stage1_c0[0], vec3_ctor(gl_FragCoord.x, gl_FragCoord.y, 1.0))); (__uedge = clamp(__uedge, 0.0, 1.0)); (__ualpha *= __uedge); (__uedge = dot(__uuedges_Stage1_c0[1], vec3_ctor(gl_FragCoord.x, gl_FragCoord.y, 1.0))); (__uedge = clamp(__uedge, 0.0, 1.0)); (__ualpha *= __uedge); (__uedge = dot(__uuedges_Stage1_c0[2], vec3_ctor(gl_FragCoord.x, gl_FragCoord.y, 1.0))); (__uedge = clamp(__uedge, 0.0, 1.0)); (__ualpha *= __uedge); (__uedge = dot(__uuedges_Stage1_c0[3], vec3_ctor(gl_FragCoord.x, gl_FragCoord.y, 1.0))); (__uedge = clamp(__uedge, 0.0, 1.0)); (__ualpha *= __uedge); (__uout0 = vec4_ctor(__ualpha)); } float4 __uout1 = {0.0, 0.0, 0.0, 0.0}; { float2 __udxy0 = (__uuinnerRect_Stage1_c1.xy - gl_FragCoord.xy); float2 __udxy1 = (gl_FragCoord.xy - __uuinnerRect_Stage1_c1.zw); float2 __udxy = max(max(__udxy0, __udxy1), 0.0); float __ualpha = clamp((__uuradiusPlusHalf_Stage1_c1.x - length(__udxy)), 0.0, 1.0); (__ualpha = (1.0 - __ualpha)); (__uout1 = (__uout0 * __ualpha)); } { float2 __udxy0 = (__uuinnerRect_Stage1_c2.xy - gl_FragCoord.xy); float2 __udxy1 = (gl_FragCoord.xy - __uuinnerRect_Stage1_c2.zw); float2 __udxy = max(max(__udxy0, __udxy1), 0.0); float __ualpha = clamp((__uuradiusPlusHalf_Stage1_c2.x - length(__udxy)), 0.0, 1.0); (__uoutput_Stage1 = (__uout1 * __ualpha)); } } { (gl_Color[0] = (__uoutputColor_Stage0 * __uoutput_Stage1)); } } struct PS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float4 gl_FragCoord : TEXCOORD2; float4 v0 : TEXCOORD0; }; @@ 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; __uvcolor_Stage0 = input.v0; gl_main(); return generateOutput(); } R gl_Color0 gl_Color[0]ystruct GS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float4 gl_FragCoord : TEXCOORD2; float4 v0 : TEXCOORD0; }; struct GS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float4 gl_FragCoord : TEXCOORD2; 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; output.gl_FragCoord = input.gl_FragCoord; #ifndef ANGLE_POINT_SPRITE_SHADER output.dx_Position = input.dx_Position; #endif // ANGLE_POINT_SPRITE_SHADER } RT0DXBCdy[ VL04P$RDEFh<RD11< ($ \$Globals\__uurtAdjustment_Stage0float4Microsoft (R) HLSL Shader Compiler 10.1ISGND88TEXCOORDOSGNhtttSV_PositionTEXCOORDSHEXhPZjYF _2_g e e e h6 @??2 2F օ 6" A6  62 F62 F6 @?6 @?6 F>STAT DXBCtPNog/48lRDEFth<IRD11< ($ \$Globals\H<d@P`,p__uuedges_Stage1_c0float3\__uuinnerRect_Stage1_c1float4__uuinnerRect_Stage1_c2__uuradiusPlusHalf_Stage1_c1float2__uuradiusPlusHalf_Stage1_c2Microsoft (R) HLSL Shader Compiler 10.1ISGNhtttSV_PositionTEXCOORDOSGN, SV_TARGETSHEXPjYF d 2be h62F6B@? F F F F8:  F F F F8": 8  bA  2F A4bV4 bV@"K" "A "A@?8  bA  2F A4bV4 bV@"K" "A 8 8 F>STAT" t++C(h|_MD/ "ҖinColor" _uinColor(0B5 (Ж inPosition" _uinPosition(0B> <ҖurtAdjustment_Stage0"_uurtAdjustment_Stage0(0B"4 .Җ vcolor_Stage0"_uvcolor_Stage0(0B". (Җ gl_Position" gl_Position(0B*  J+SG_Yn1Ƚzv6 4іuedges_Stage1_c0"_uuedges_Stage1_c0(0BH FЖuradiusPlusHalf_Stage1_c2"_uuradiusPlusHalf_Stage1_c2(0B> <ҖuinnerRect_Stage1_c1"_uuinnerRect_Stage1_c1(0B> <ҖuinnerRect_Stage1_c2"_uuinnerRect_Stage1_c2(0BH FЖuradiusPlusHalf_Stage1_c1"_uuradiusPlusHalf_Stage1_c1(0B"4 .Җ vcolor_Stage0"_uvcolor_Stage0(0B"0 *Җ gl_FragCoord" gl_FragCoord(0B*7 *Җ gl_FragColor" gl_FragColor(0B08N .kIpޟ *O2987f0fde973P _uinPosition_u_uinPositionR _uinColor _u_uinColorP_uinLocalCoord_u_uinLocalCoord _uinCoverage_u_uinCoverageR_uurtAdjustment_Stage0_u_uurtAdjustment_Stage0[ _uuCoordTransformMatrix_0_Stage0"_u_uuCoordTransformMatrix_0_Stage0R_uuIntervals_Stage1_c0[0]_u_uuIntervals_Stage1_c0[0]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 float3x3 __uuCoordTransformMatrix_0_Stage0 : register(c0); uniform float4 __uurtAdjustment_Stage0 : register(c3); #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Attributes static float4 __uinColor = {0, 0, 0, 0}; static float __uinCoverage = {0}; static float2 __uinLocalCoord = {0, 0}; static float2 __uinPosition = {0, 0}; static float4 gl_Position = float4(0, 0, 0, 0); // Varyings static float2 __uvTransformedCoords_0_Stage0 = {0, 0}; static float4 __uvcolor_Stage0 = {0, 0, 0, 0}; static float __uvinCoverage_Stage0 = {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); (__uvinCoverage_Stage0 = __uinCoverage); (gl_Position = vec4_ctor(((__upos2.x * __uurtAdjustment_Stage0.x) + __uurtAdjustment_Stage0.y), ((__upos2.y * __uurtAdjustment_Stage0.z) + __uurtAdjustment_Stage0.w), 0.0, 1.0)); } @@ VERTEX ATTRIBUTES @@ struct VS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD3; float4 gl_FragCoord : TEXCOORD4; float4 v0 : TEXCOORD0; float2 v1 : TEXCOORD1; float 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 = __uvcolor_Stage0; output.v1 = __uvTransformedCoords_0_Stage0; output.v2 = __uvinCoverage_Stage0; return output; } % float4 vec4_ctor(float x0) { return float4(x0, x0, x0, x0); } float4 vec4_ctor(float3 x0, float x1) { return float4(x0, x1); } // Uniforms uniform float4 __uuIntervals_Stage1_c0[2] : register(c0); #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Varyings static float2 __uvTransformedCoords_0_Stage0 = {0, 0}; static float4 __uvcolor_Stage0 = {0, 0, 0, 0}; static float __uvinCoverage_Stage0 = {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 float4 mod_emu(float4 x, float4 y) { return x - y * floor(x / y); } void gl_main() { float4 __uoutputColor_Stage0 = {0.0, 0.0, 0.0, 0.0}; float4 __uoutputCoverage_Stage0 = {0.0, 0.0, 0.0, 0.0}; { (__uoutputColor_Stage0 = __uvcolor_Stage0); float __ualpha = {1.0}; (__ualpha = __uvinCoverage_Stage0); (__uoutputCoverage_Stage0 = vec4_ctor(__ualpha)); } float4 __uoutput_Stage1 = {0.0, 0.0, 0.0, 0.0}; { float4 __uchild = {0.0, 0.0, 0.0, 0.0}; { float __utiled_t = clamp(__uvTransformedCoords_0_Stage0.x, 0.0, 1.0); float4 __ucolor_scale = __uuIntervals_Stage1_c0[0]; float4 __ucolor_bias = __uuIntervals_Stage1_c0[1]; float4 __ucolorTemp = ((__utiled_t * __ucolor_scale) + __ucolor_bias); (__ucolorTemp = clamp(__ucolorTemp, 0.0, __ucolorTemp.w)); (__uchild = __ucolorTemp); } (__uoutput_Stage1 = (__uchild * __uoutputColor_Stage0.w)); } float4 __uoutput_Stage2 = {0.0, 0.0, 0.0, 0.0}; { float __uvalue = {0.0}; { float4 __umodValues = mod_emu(gl_FragCoord.xyxy, float4(2.0, 2.0, 4.0, 4.0)); float4 __ustepValues = step(__umodValues, float4(1.0, 1.0, 2.0, 2.0)); (__uvalue = (dot(__ustepValues, float4(0.5, 0.25, 0.125, 0.0625)) - 0.46875)); } (__uoutput_Stage2 = vec4_ctor(clamp((__uoutput_Stage1.xyz + (__uvalue * 0.0039215689)), 0.0, __uoutput_Stage1.w), __uoutput_Stage1.w)); } { (gl_Color[0] = (__uoutput_Stage2 * __uoutputCoverage_Stage0)); } } struct PS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD3; float4 gl_FragCoord : TEXCOORD4; float4 v0 : TEXCOORD0; float2 v1 : TEXCOORD1; float 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; __uvcolor_Stage0 = input.v0; __uvTransformedCoords_0_Stage0 = input.v1.xy; __uvinCoverage_Stage0 = input.v2.x; 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; float2 v1 : TEXCOORD1; float v2 : TEXCOORD2; }; struct GS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD3; float4 gl_FragCoord : TEXCOORD4; float4 v0 : TEXCOORD0; float2 v1 : TEXCOORD1; float 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 } RTRQDXBC1;7"!ηv4DRDEFh<dRD11< ($ \$Globals\@, 0@__uuCoordTransformMatrix_0_Stage0float3x3__uurtAdjustment_Stage0float48Microsoft (R) HLSL Shader Compiler 10.1ISGNthhhhTEXCOORDOSGN  SV_PositionTEXCOORDSHEXPjYF _2__2_g e e e e2 eB h6 @??2 2F օ 6" A6  62 F62 F6 @?6 @?6 F6B  62F6B@? F F" F F>STAT  |DXBC龗zxfM |4P<RDEFh<RD11< ($ \$Globals\ __uuIntervals_Stage1_c0float4Microsoft (R) HLSL Shader Compiler 10.1ISGNSV_PositionTEXCOORDOSGN, SV_TARGETSHEXPjYF d 2bbbBe h8 F@??>>AF2 FA@@@@@F @??@@F F@???? F@?>>= @6 " 2 VF F 4 F@3F8F2 r@;;;F4 rF@3rF8 F>STAT" "Q,1[ w^^^/ "ҖinColor" _uinColor(0B5 (Ж inPosition" _uinPosition(0B9 ,Ж inLocalCoord"_uinLocalCoord(0B4 '( inCoverage" _uinCoverage(0BR PۖuCoordTransformMatrix_0_Stage0" _uuCoordTransformMatrix_0_Stage0(0B> <ҖurtAdjustment_Stage0"_uurtAdjustment_Stage0(0B"4 .Җ vcolor_Stage0"_uvcolor_Stage0(0B"P JЖvTransformedCoords_0_Stage0"_uvTransformedCoords_0_Stage0(0B"= 7(vinCoverage_Stage0"_uvinCoverage_Stage0(0B". (Җ gl_Position" gl_Position(0B* P(7 T,Е> <ҖuIntervals_Stage1_c0"_uuIntervals_Stage1_c0(0B"4 .Җ vcolor_Stage0"_uvcolor_Stage0(0B"P JЖvTransformedCoords_0_Stage0"_uvTransformedCoords_0_Stage0(0B"= 7(vinCoverage_Stage0"_uvinCoverage_Stage0(0B"0 *Җ gl_FragCoord" gl_FragCoord(0B*7 *Җ gl_FragColor" gl_FragColor(0B08O ]t~|}| 92987f0fde973P _uinPosition_u_uinPositionR _uinColor _u_uinColorP_uinEllipseOffset_u_uinEllipseOffsetR_uinEllipseRadii_u_uinEllipseRadiiR_uurtAdjustment_Stage0_u_uurtAdjustment_Stage0X[6  lfloat4 vec4_ctor(float x0, float x1, float x2, float x3) { return float4(x0, x1, x2, x3); } // Uniforms uniform float4 __uurtAdjustment_Stage0 : register(c0); #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Attributes static float4 __uinColor = {0, 0, 0, 0}; static float2 __uinEllipseOffset = {0, 0}; static float4 __uinEllipseRadii = {0, 0, 0, 0}; static float2 __uinPosition = {0, 0}; static float4 gl_Position = float4(0, 0, 0, 0); // Varyings static float2 __uvEllipseOffsets_Stage0 = {0, 0}; static float4 __uvEllipseRadii_Stage0 = {0, 0, 0, 0}; static float4 __uvinColor_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() { (__uvEllipseOffsets_Stage0 = __uinEllipseOffset); (__uvEllipseRadii_Stage0 = __uinEllipseRadii); (__uvinColor_Stage0 = __uinColor); float2 __upos2 = __uinPosition; (gl_Position = vec4_ctor(((__upos2.x * __uurtAdjustment_Stage0.x) + __uurtAdjustment_Stage0.y), ((__upos2.y * __uurtAdjustment_Stage0.z) + __uurtAdjustment_Stage0.w), 0.0, 1.0)); } @@ VERTEX ATTRIBUTES @@ struct VS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD3; 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.v0 = __uvEllipseRadii_Stage0; output.v1 = __uvinColor_Stage0; output.v2 = __uvEllipseOffsets_Stage0; return output; } Dfloat4 vec4_ctor(float x0) { return float4(x0, x0, x0, x0); } #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Varyings static float2 __uvEllipseOffsets_Stage0 = {0, 0}; static float4 __uvEllipseRadii_Stage0 = {0, 0, 0, 0}; static float4 __uvinColor_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 __uoutputColor_Stage0 = {0.0, 0.0, 0.0, 0.0}; float4 __uoutputCoverage_Stage0 = {0.0, 0.0, 0.0, 0.0}; { (__uoutputColor_Stage0 = __uvinColor_Stage0); float2 __uscaledOffset = (__uvEllipseOffsets_Stage0 * __uvEllipseRadii_Stage0.xy); float __utest = (dot(__uscaledOffset, __uscaledOffset) - 1.0); float2 __ugrad = ((2.0 * __uscaledOffset) * __uvEllipseRadii_Stage0.xy); float __ugrad_dot = dot(__ugrad, __ugrad); (__ugrad_dot = max(__ugrad_dot, 9.9999997e-05)); float __uinvlen = rsqrt(__ugrad_dot); float __uedgeAlpha = clamp((0.5 - (__utest * __uinvlen)), 0.0, 1.0); (__uoutputCoverage_Stage0 = vec4_ctor(__uedgeAlpha)); } { (gl_Color[0] = (__uoutputColor_Stage0 * __uoutputCoverage_Stage0)); } } struct PS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD3; float4 v0 : TEXCOORD0; float4 v1 : TEXCOORD1; float2 v2 : TEXCOORD2; }; @@ PIXEL OUTPUT @@ PS_OUTPUT main(PS_INPUT input) { __uvEllipseRadii_Stage0 = input.v0; __uvinColor_Stage0 = input.v1; __uvEllipseOffsets_Stage0 = 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 v0 : TEXCOORD0; float4 v1 : TEXCOORD1; float2 v2 : TEXCOORD2; }; struct GS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD3; 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; #ifndef ANGLE_POINT_SPRITE_SHADER output.dx_Position = input.dx_Position; #endif // ANGLE_POINT_SPRITE_SHADER } RTRTDXBCDt4Ř4PlRDEFh<RD11< ($ \$Globals\__uurtAdjustment_Stage0float4Microsoft (R) HLSL Shader Compiler 10.1ISGNthhhhTEXCOORDOSGN SV_PositionTEXCOORDSHEXP`jYF _2__2_g e e e e2 h6 @??2 2F օ 6" A6  62 F6 @?6 F6 F62 F>STAT  |DXBCiSF)z|!|4@tRDEFd<<RD11< ($ Microsoft (R) HLSL Shader Compiler 10.1ISGNSV_PositionTEXCOORDOSGN, SV_TARGETSHEXdPYjb2bb2e h82FF8FF @b  "4"@8D"2  A@?8 F>STAT  " {}AXJ!3 >}T += 0ҖinEllipseRadii"_uinEllipseRadii(0B/ "ҖinColor" _uinColor(0B5 (Ж inPosition" _uinPosition(0B? 2ЖinEllipseOffset"_uinEllipseOffset(0B> <ҖurtAdjustment_Stage0"_uurtAdjustment_Stage0(0B"F @ЖvEllipseOffsets_Stage0"_uvEllipseOffsets_Stage0(0B"B <ҖvEllipseRadii_Stage0"_uvEllipseRadii_Stage0(0B"8 2ҖvinColor_Stage0"_uvinColor_Stage0(0B". (Җ gl_Position" gl_Position(0B* xsp7/  =f"F @ЖvEllipseOffsets_Stage0"_uvEllipseOffsets_Stage0(0B"B <ҖvEllipseRadii_Stage0"_uvEllipseRadii_Stage0(0B"8 2ҖvinColor_Stage0"_uvinColor_Stage0(0B*7 *Җ gl_FragColor" gl_FragColor(0B089 BNa/! $ 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 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() { 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}; { { float2 __utranslatedPos = (gl_FragCoord.xy - __uurect_Stage1.xy); float __uwidth = (__uurect_Stage1.z - __uurect_Stage1.x); float __uheight = (__uurect_Stage1.w - __uurect_Stage1.y); float2 __usmallDims = vec2_ctor((__uwidth - __uuprofileSize_Stage1), (__uheight - __uuprofileSize_Stage1)); float __ucenter = ((2.0 * floor(((__uuprofileSize_Stage1 / 2.0) + 0.25))) - 1.0); float2 __uwh = (__usmallDims - vec2_ctor(__ucenter, __ucenter)); float __uhcoord = ((abs((__utranslatedPos.x - (0.5 * __uwidth))) - (0.5 * __uwh.x)) / __uuprofileSize_Stage1); float __uhlookup = gl_texture2D(__uuTextureSampler_0_Stage1, vec2_ctor(__uhcoord, 0.5)).xxxx.w; float __uvcoord = ((abs((__utranslatedPos.y - (0.5 * __uheight))) - (0.5 * __uwh.y)) / __uuprofileSize_Stage1); float __uvlookup = gl_texture2D(__uuTextureSampler_0_Stage1, vec2_ctor(__uvcoord, 0.5)).xxxx.w; (__uoutput_Stage1 = (vec4_ctor(__uhlookup) * __uvlookup)); } } { (gl_Color[0] = (__uoutputColor_Stage0 * __uoutput_Stage1)); } } struct PS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float4 gl_FragCoord : TEXCOORD2; float4 v0 : TEXCOORD0; }; @@ 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; __uvcolor_Stage0 = input.v0; gl_main(); return generateOutput(); } R gl_Color0 gl_Color[0]ystruct GS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float4 gl_FragCoord : TEXCOORD2; float4 v0 : TEXCOORD0; }; struct GS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float4 gl_FragCoord : TEXCOORD2; 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; output.gl_FragCoord = input.gl_FragCoord; #ifndef ANGLE_POINT_SPRITE_SHADER output.dx_Position = input.dx_Position; #endif // ANGLE_POINT_SPRITE_SHADER } RT0DXBCdy[ VL04P$RDEFh<RD11< ($ \$Globals\__uurtAdjustment_Stage0float4Microsoft (R) HLSL Shader Compiler 10.1ISGND88TEXCOORDOSGNhtttSV_PositionTEXCOORDSHEXhPZjYF _2_g e e e h6 @??2 2F օ 6" A6  62 F62 F6 @?6 @?6 F>STAT DXBC}, E4`RDEF<RD11< ($  samplers2D[0]textures2D[0]$Globals ,Lp__uuprofileSize_Stage1floatC__uurect_Stage1float4Microsoft (R) HLSL Shader Compiler 10.1ISGNhtttSV_PositionTEXCOORDOSGN, SV_TARGETSHEXPjYF Z`XpUUd 2be h2  @?@>A 2  @@@ b A  2 AA 2FF A2 bVA@??22A@??2F 6B@?ECUF~`ECU"~`8 8 F>STAT " )5Ž"Fohw / "ҖinColor" _uinColor(0B5 (Ж inPosition" _uinPosition(0B9 ,Ж inLocalCoord"_uinLocalCoord(0B> <ҖurtAdjustment_Stage0"_uurtAdjustment_Stage0(0B"4 .Җ vcolor_Stage0"_uvcolor_Stage0(0B". (Җ gl_Position" gl_Position(0B* zvퟖkvfa?D BޖuTextureSampler_0_Stage1"_uuTextureSampler_0_Stage1(0B. ,Җ urect_Stage1"_uurect_Stage1(0B@ >ҖuproxyRectHalf_Stage1"_uuproxyRectHalf_Stage1(0B; 9(uprofileSize_Stage1"_uuprofileSize_Stage1(0B"4 .Җ vcolor_Stage0"_uvcolor_Stage0(0B"0 *Җ gl_FragCoord" gl_FragCoord(0B*7 *Җ gl_FragColor" gl_FragColor(0B08G x!)$L[@M2987f0fde973P _uinPosition_u_uinPositionR _uinColor _u_uinColorP_uinLocalCoord_u_uinLocalCoordR_uurtAdjustment_Stage0_u_uurtAdjustment_Stage0[ _uuCoordTransformMatrix_0_Stage0"_u_uuCoordTransformMatrix_0_Stage0R_uuinnerRect_Stage2_u_uuinnerRect_Stage2P_uuinvRadiiXY_Stage2_u_uuinvRadiiXY_Stage2^_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 float3x3 __uuCoordTransformMatrix_0_Stage0 : register(c0); uniform float4 __uurtAdjustment_Stage0 : register(c3); #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Attributes static float4 __uinColor = {0, 0, 0, 0}; static float2 __uinLocalCoord = {0, 0}; static float2 __uinPosition = {0, 0}; static float4 gl_Position = float4(0, 0, 0, 0); // Varyings static float2 __uvTransformedCoords_0_Stage0 = {0, 0}; static float4 __uvcolor_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 __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 * __uurtAdjustment_Stage0.x) + __uurtAdjustment_Stage0.y), ((__upos2.y * __uurtAdjustment_Stage0.z) + __uurtAdjustment_Stage0.w), 0.0, 1.0)); } @@ VERTEX ATTRIBUTES @@ struct VS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD2; float4 gl_FragCoord : TEXCOORD3; 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.gl_FragCoord = gl_Position; output.v0 = __uvcolor_Stage0; output.v1 = __uvTransformedCoords_0_Stage0; return output; } // Uniforms uniform float4 __uuinnerRect_Stage2 : register(c0); uniform float2 __uuinvRadiiXY_Stage2 : register(c1); 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 float2 __uvTransformedCoords_0_Stage0 = {0, 0}; static float4 __uvcolor_Stage0 = {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); 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() { 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}; { (__uoutput_Stage1 = gl_texture2D(__uuTextureSampler_0_Stage1, __uvTransformedCoords_0_Stage0).xxxx); } float4 __uoutput_Stage2 = {0.0, 0.0, 0.0, 0.0}; { float2 __udxy0 = (__uuinnerRect_Stage2.xy - gl_FragCoord.xy); float2 __udxy1 = (gl_FragCoord.xy - __uuinnerRect_Stage2.zw); float2 __udxy = max(max(__udxy0, __udxy1), 0.0); float2 __uZ = (__udxy * __uuinvRadiiXY_Stage2.xy); float __uimplicit = (dot(__uZ, __udxy) - 1.0); float __ugrad_dot = (4.0 * dot(__uZ, __uZ)); (__ugrad_dot = max(__ugrad_dot, 9.9999997e-05)); float __uapprox_dist = (__uimplicit * rsqrt(__ugrad_dot)); float __ualpha = clamp((0.5 + __uapprox_dist), 0.0, 1.0); (__uoutput_Stage2 = (__uoutput_Stage1 * __ualpha)); } { (gl_Color[0] = (__uoutputColor_Stage0 * __uoutput_Stage2)); } } struct PS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD2; float4 gl_FragCoord : TEXCOORD3; float4 v0 : TEXCOORD0; float2 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; __uvcolor_Stage0 = input.v0; __uvTransformedCoords_0_Stage0 = input.v1.xy; 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; float2 v1 : TEXCOORD1; }; struct GS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD2; float4 gl_FragCoord : TEXCOORD3; 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; output.gl_FragCoord = input.gl_FragCoord; #ifndef ANGLE_POINT_SPRITE_SHADER output.dx_Position = input.dx_Position; #endif // ANGLE_POINT_SPRITE_SHADER } RTRXDXBClNbX4,RDEFh<dRD11< ($ \$Globals\@, 0@__uuCoordTransformMatrix_0_Stage0float3x3__uurtAdjustment_Stage0float48Microsoft (R) HLSL Shader Compiler 10.1ISGN\PPPTEXCOORDOSGN SV_PositionTEXCOORDSHEXPzjYF _2__2g e e e e2 h6 @??2 2F օ 6" A6  62 F62 F6 @?6 @?6 F62F6B@? F F" F F>STAT DXBCX]5u4<RDEF<RD11< ($  samplers2D[0]textures2D[0]$Globals ,Hl__uuinnerRect_Stage2float4A__uuinvRadiiXY_Stage2float2Microsoft (R) HLSL Shader Compiler 10.1ISGNSV_PositionTEXCOORDOSGN, SV_TARGETSHEXLPjYF Z`XpUUd 2bb2e h 2FAF  A42 F4 2F@8  F"  8"@@4"@8D" @2  @?ECU"F~`8 8 F>STAT" W񯪺0'/ "ҖinColor" _uinColor(0B5 (Ж inPosition" _uinPosition(0B9 ,Ж inLocalCoord"_uinLocalCoord(0BR PۖuCoordTransformMatrix_0_Stage0" _uuCoordTransformMatrix_0_Stage0(0B> <ҖurtAdjustment_Stage0"_uurtAdjustment_Stage0(0B"4 .Җ vcolor_Stage0"_uvcolor_Stage0(0B"P JЖvTransformedCoords_0_Stage0"_uvTransformedCoords_0_Stage0(0B". (Җ gl_Position" gl_Position(0B* &؜^DŚyLf8 6ҖuinnerRect_Stage2"_uuinnerRect_Stage2(0B: 8ЖuinvRadiiXY_Stage2"_uuinvRadiiXY_Stage2(0BD BޖuTextureSampler_0_Stage1"_uuTextureSampler_0_Stage1(0B"4 .Җ vcolor_Stage0"_uvcolor_Stage0(0B"P JЖvTransformedCoords_0_Stage0"_uvTransformedCoords_0_Stage0(0B"0 *Җ gl_FragCoord" gl_FragCoord(0B*7 *Җ gl_FragColor" gl_FragColor(0B08M z +6-UsK2987f0fde973P _uinPosition_u_uinPositionR _uinColor _u_uinColorP_uinLocalCoord_u_uinLocalCoordR_uurtAdjustment_Stage0_u_uurtAdjustment_Stage0[ _uuCoordTransformMatrix_0_Stage0"_u_uuCoordTransformMatrix_0_Stage0R_uuinnerRect_Stage2_u_uuinnerRect_Stage2P_uuradiusPlusHalf_Stage2_u_uuradiusPlusHalf_Stage2^_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 float3x3 __uuCoordTransformMatrix_0_Stage0 : register(c0); uniform float4 __uurtAdjustment_Stage0 : register(c3); #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Attributes static float4 __uinColor = {0, 0, 0, 0}; static float2 __uinLocalCoord = {0, 0}; static float2 __uinPosition = {0, 0}; static float4 gl_Position = float4(0, 0, 0, 0); // Varyings static float2 __uvTransformedCoords_0_Stage0 = {0, 0}; static float4 __uvcolor_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 __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 * __uurtAdjustment_Stage0.x) + __uurtAdjustment_Stage0.y), ((__upos2.y * __uurtAdjustment_Stage0.z) + __uurtAdjustment_Stage0.w), 0.0, 1.0)); } @@ VERTEX ATTRIBUTES @@ struct VS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD2; float4 gl_FragCoord : TEXCOORD3; 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.gl_FragCoord = gl_Position; output.v0 = __uvcolor_Stage0; output.v1 = __uvTransformedCoords_0_Stage0; return output; } // Uniforms uniform float4 __uuinnerRect_Stage2 : register(c0); uniform float2 __uuradiusPlusHalf_Stage2 : register(c1); 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 float2 __uvTransformedCoords_0_Stage0 = {0, 0}; static float4 __uvcolor_Stage0 = {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); 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() { 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}; { (__uoutput_Stage1 = gl_texture2D(__uuTextureSampler_0_Stage1, __uvTransformedCoords_0_Stage0).xxxx); } float4 __uoutput_Stage2 = {0.0, 0.0, 0.0, 0.0}; { float2 __udxy0 = (__uuinnerRect_Stage2.xy - gl_FragCoord.xy); float2 __udxy1 = (gl_FragCoord.xy - __uuinnerRect_Stage2.zw); float2 __udxy = max(max(__udxy0, __udxy1), 0.0); float __ualpha = clamp((__uuradiusPlusHalf_Stage2.x - length(__udxy)), 0.0, 1.0); (__ualpha = (1.0 - __ualpha)); (__uoutput_Stage2 = (__uoutput_Stage1 * __ualpha)); } { (gl_Color[0] = (__uoutputColor_Stage0 * __uoutput_Stage2)); } } struct PS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD2; float4 gl_FragCoord : TEXCOORD3; float4 v0 : TEXCOORD0; float2 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; __uvcolor_Stage0 = input.v0; __uvTransformedCoords_0_Stage0 = input.v1.xy; 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; float2 v1 : TEXCOORD1; }; struct GS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD2; float4 gl_FragCoord : TEXCOORD3; 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; output.gl_FragCoord = input.gl_FragCoord; #ifndef ANGLE_POINT_SPRITE_SHADER output.dx_Position = input.dx_Position; #endif // ANGLE_POINT_SPRITE_SHADER } RTRXDXBClNbX4,RDEFh<dRD11< ($ \$Globals\@, 0@__uuCoordTransformMatrix_0_Stage0float3x3__uurtAdjustment_Stage0float48Microsoft (R) HLSL Shader Compiler 10.1ISGN\PPPTEXCOORDOSGN SV_PositionTEXCOORDSHEXPzjYF _2__2g e e e e2 h6 @??2 2F օ 6" A6  62 F62 F6 @?6 @?6 F62F6B@? F F" F F>STAT lDXBCHZh>Aqxl4RDEF<RD11< ($  samplers2D[0]textures2D[0]$Globals ,Hl__uuinnerRect_Stage2float4A__uuradiusPlusHalf_Stage2float2Microsoft (R) HLSL Shader Compiler 10.1ISGNSV_PositionTEXCOORDOSGN, SV_TARGETSHEXPwjYF Z`XpUUd 2bb2e h 2FAF  A42 F4 2F@FFK   A  A@?ECU"F~`8 8 F>STAT  " W񯪺0'/ "ҖinColor" _uinColor(0B5 (Ж inPosition" _uinPosition(0B9 ,Ж inLocalCoord"_uinLocalCoord(0BR PۖuCoordTransformMatrix_0_Stage0" _uuCoordTransformMatrix_0_Stage0(0B> <ҖurtAdjustment_Stage0"_uurtAdjustment_Stage0(0B"4 .Җ vcolor_Stage0"_uvcolor_Stage0(0B"P JЖvTransformedCoords_0_Stage0"_uvTransformedCoords_0_Stage0(0B". (Җ gl_Position" gl_Position(0B* h@ɧStGʘZ8 6ҖuinnerRect_Stage2"_uuinnerRect_Stage2(0BB @ЖuradiusPlusHalf_Stage2"_uuradiusPlusHalf_Stage2(0BD BޖuTextureSampler_0_Stage1"_uuTextureSampler_0_Stage1(0B"4 .Җ vcolor_Stage0"_uvcolor_Stage0(0B"P JЖvTransformedCoords_0_Stage0"_uvTransformedCoords_0_Stage0(0B"0 *Җ gl_FragCoord" gl_FragCoord(0B*7 *Җ gl_FragColor" gl_FragColor(0B08K oUeSp % thQ2987f0fde973P _uinPosition_u_uinPositionR_uurtAdjustment_Stage0_u_uurtAdjustment_Stage0R_uuColor_Stage0_u_uuColor_Stage0R_uuproxyRect_Stage1_u_uuproxyRect_Stage1_uucornerRadius_Stage1_u_uucornerRadius_Stage1_uublurRadius_Stage1_u_uublurRadius_Stage1R_uuinnerRect_Stage2_u_uuinnerRect_Stage2P_uuradiusPlusHalf_Stage2_u_uuradiusPlusHalf_Stage2^_uuTextureSampler_0_Stage1_u_uuTextureSampler_0_Stage1 X[6  Kfloat4 vec4_ctor(float x0, float x1, float x2, float x3) { return float4(x0, x1, x2, x3); } // Uniforms uniform float4 __uurtAdjustment_Stage0 : register(c0); #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 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() { float2 __upos2 = __uinPosition; (gl_Position = vec4_ctor(((__upos2.x * __uurtAdjustment_Stage0.x) + __uurtAdjustment_Stage0.y), ((__upos2.y * __uurtAdjustment_Stage0.z) + __uurtAdjustment_Stage0.w), 0.0, 1.0)); } @@ VERTEX ATTRIBUTES @@ struct VS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD0; float4 gl_FragCoord : 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; return output; } float2 vec2_ctor(float x0) { return float2(x0, x0); } // Uniforms uniform float4 __uuColor_Stage0 : register(c0); uniform float __uublurRadius_Stage1 : register(c1); uniform float __uucornerRadius_Stage1 : register(c2); uniform float4 __uuinnerRect_Stage2 : register(c3); uniform float4 __uuproxyRect_Stage1 : register(c4); uniform float2 __uuradiusPlusHalf_Stage2 : register(c5); 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 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() { float4 __uoutputColor_Stage0 = {0.0, 0.0, 0.0, 0.0}; { (__uoutputColor_Stage0 = __uuColor_Stage0); } float4 __uoutput_Stage1 = {0.0, 0.0, 0.0, 0.0}; { float2 __utranslatedFragPos = (gl_FragCoord.xy - __uuproxyRect_Stage1.xy); float __uthreshold = (__uucornerRadius_Stage1 + (2.0 * __uublurRadius_Stage1)); float2 __umiddle = ((__uuproxyRect_Stage1.zw - __uuproxyRect_Stage1.xy) - (2.0 * __uthreshold)); if (((__utranslatedFragPos.x >= __uthreshold) && (__utranslatedFragPos.x < (__umiddle.x + __uthreshold)))) { (__utranslatedFragPos.x = __uthreshold); } else { if ((__utranslatedFragPos.x >= (__umiddle.x + __uthreshold))) { (__utranslatedFragPos.x -= (__umiddle.x - 1.0)); } } if (((__utranslatedFragPos.y > __uthreshold) && (__utranslatedFragPos.y < (__umiddle.y + __uthreshold)))) { (__utranslatedFragPos.y = __uthreshold); } else { if ((__utranslatedFragPos.y >= (__umiddle.y + __uthreshold))) { (__utranslatedFragPos.y -= (__umiddle.y - 1.0)); } } float2 __uproxyDims = vec2_ctor(((2.0 * __uthreshold) + 1.0)); float2 __utexCoord = (__utranslatedFragPos / __uproxyDims); (__uoutput_Stage1 = gl_texture2D(__uuTextureSampler_0_Stage1, __utexCoord).xxxx); } float4 __uoutput_Stage2 = {0.0, 0.0, 0.0, 0.0}; { float2 __udxy0 = (__uuinnerRect_Stage2.xy - gl_FragCoord.xy); float2 __udxy1 = (gl_FragCoord.xy - __uuinnerRect_Stage2.zw); float2 __udxy = max(max(__udxy0, __udxy1), 0.0); float __ualpha = clamp((__uuradiusPlusHalf_Stage2.x - length(__udxy)), 0.0, 1.0); (__ualpha = (1.0 - __ualpha)); (__uoutput_Stage2 = (__uoutput_Stage1 * __ualpha)); } { (gl_Color[0] = (__uoutputColor_Stage0 * __uoutput_Stage2)); } } struct PS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD0; float4 gl_FragCoord : 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; gl_main(); return generateOutput(); } R gl_Color0 gl_Color[0](struct GS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD0; float4 gl_FragCoord : TEXCOORD1; }; struct GS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD0; float4 gl_FragCoord : TEXCOORD1; }; void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput) { output.gl_Position = input.gl_Position; output.gl_FragCoord = input.gl_FragCoord; #ifndef ANGLE_POINT_SPRITE_SHADER output.dx_Position = input.dx_Position; #endif // ANGLE_POINT_SPRITE_SHADER } RDXBC5傛zxi24P8RDEFh<RD11< ($ \$Globals\__uurtAdjustment_Stage0float4Microsoft (R) HLSL Shader Compiler 10.1ISGN, TEXCOORDOSGNhP\\SV_PositionTEXCOORDSHEX<POjYF _2g e e h6 @??2 2F օ 6" A6  62 F62 F6 @?6 @?>STAT DXBCk`!`/av44 RDEF<RD11< ($  samplers2D[0]textures2D[0]$Globals`$H $`0u@P__uuColor_Stage0float4__uublurRadius_Stage1float__uucornerRadius_Stage1__uuinnerRect_Stage2__uuproxyRect_Stage1__uuradiusPlusHalf_Stage2float2Microsoft (R) HLSL Shader Compiler 10.1ISGNhP\\SV_PositionTEXCOORDOSGN, SV_TARGETSHEX,P jYF Z`XpUUd 2e h 2F A 2 B @@ 2 2 A@@@F2 F 2F@  A2 F12 F2FA 7 2FF **1B*:"* :7 :* 7 "*2 *@@@?2FECUFF~` bA  2F A4bV4 bV@"K" "A "A@?8 8 F >STAT"  Ucdxbb5 (Ж inPosition" _uinPosition(0B> <ҖurtAdjustment_Stage0"_uurtAdjustment_Stage0(0B". (Җ gl_Position" gl_Position(0B* Q*&N">1Z:LTD BޖuTextureSampler_0_Stage1"_uuTextureSampler_0_Stage1(0B8 6ҖuproxyRect_Stage1"_uuproxyRect_Stage1(0B0 .Җ uColor_Stage0"_uuColor_Stage0(0B= ;(ucornerRadius_Stage1"_uucornerRadius_Stage1(0B9 7(ublurRadius_Stage1"_uublurRadius_Stage1(0B8 6ҖuinnerRect_Stage2"_uuinnerRect_Stage2(0BB @ЖuradiusPlusHalf_Stage2"_uuradiusPlusHalf_Stage2(0B"0 *Җ gl_FragCoord" gl_FragCoord(0B*7 *Җ gl_FragColor" gl_FragColor(0B08Q Zt/D Q<_F K2987f0fde973P _uinPosition_u_uinPositionR _uinColor _u_uinColorR_uurtAdjustment_Stage0_u_uurtAdjustment_Stage0R_uuinnerRect_Stage1_u_uuinnerRect_Stage1P_uuradiusPlusHalf_Stage1_u_uuradiusPlusHalf_Stage1R_uurectUniform_Stage2_u_uurectUniform_Stage2R_uuinnerRect_Stage3_u_uuinnerRect_Stage3P_uuradiusPlusHalf_Stage3_u_uuradiusPlusHalf_Stage3X[6  float4 vec4_ctor(float x0, float x1, float x2, float x3) { return float4(x0, x1, x2, x3); } // Uniforms uniform float4 __uurtAdjustment_Stage0 : register(c0); #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Attributes static float4 __uinColor = {0, 0, 0, 0}; static float2 __uinPosition = {0, 0}; static float4 gl_Position = float4(0, 0, 0, 0); // Varyings static float4 __uvcolor_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 __ucolor = __uinColor; (__uvcolor_Stage0 = __ucolor); float2 __upos2 = __uinPosition; (gl_Position = vec4_ctor(((__upos2.x * __uurtAdjustment_Stage0.x) + __uurtAdjustment_Stage0.y), ((__upos2.y * __uurtAdjustment_Stage0.z) + __uurtAdjustment_Stage0.w), 0.0, 1.0)); } @@ VERTEX ATTRIBUTES @@ struct VS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float4 gl_FragCoord : TEXCOORD2; 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.gl_FragCoord = gl_Position; output.v0 = __uvcolor_Stage0; return output; }  float4 vec4_ctor(float x0) { return float4(x0, x0, x0, x0); } // Uniforms uniform float4 __uuinnerRect_Stage1 : register(c0); uniform float4 __uuinnerRect_Stage3 : register(c1); uniform float2 __uuradiusPlusHalf_Stage1 : register(c2); uniform float2 __uuradiusPlusHalf_Stage3 : register(c3); uniform float4 __uurectUniform_Stage2 : register(c4); #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 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 __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}; { float2 __udxy0 = (__uuinnerRect_Stage1.xy - gl_FragCoord.xy); float2 __udxy1 = (gl_FragCoord.xy - __uuinnerRect_Stage1.zw); float2 __udxy = max(max(__udxy0, __udxy1), 0.0); float __ualpha = clamp((__uuradiusPlusHalf_Stage1.x - length(__udxy)), 0.0, 1.0); (__ualpha = (1.0 - __ualpha)); (__uoutput_Stage1 = vec4_ctor(__ualpha)); } float4 __uoutput_Stage2 = {0.0, 0.0, 0.0, 0.0}; { float __ualpha = {0.0}; { float __uxSub = {0.0}; float __uySub = {0.0}; (__uxSub = min((gl_FragCoord.x - __uurectUniform_Stage2.x), 0.0)); (__uxSub += min((__uurectUniform_Stage2.z - gl_FragCoord.x), 0.0)); (__uySub = min((gl_FragCoord.y - __uurectUniform_Stage2.y), 0.0)); (__uySub += min((__uurectUniform_Stage2.w - gl_FragCoord.y), 0.0)); (__ualpha = ((1.0 + max(__uxSub, -1.0)) * (1.0 + max(__uySub, -1.0)))); } (__uoutput_Stage2 = (__uoutput_Stage1 * __ualpha)); } float4 __uoutput_Stage3 = {0.0, 0.0, 0.0, 0.0}; { float2 __udxy0 = (__uuinnerRect_Stage3.xy - gl_FragCoord.xy); float2 __udxy1 = (gl_FragCoord.xy - __uuinnerRect_Stage3.zw); float2 __udxy = max(max(__udxy0, __udxy1), 0.0); float __ualpha = clamp((__uuradiusPlusHalf_Stage3.x - length(__udxy)), 0.0, 1.0); (__uoutput_Stage3 = (__uoutput_Stage2 * __ualpha)); } { (gl_Color[0] = (__uoutputColor_Stage0 * __uoutput_Stage3)); } } struct PS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float4 gl_FragCoord : TEXCOORD2; float4 v0 : TEXCOORD0; }; @@ 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; __uvcolor_Stage0 = input.v0; gl_main(); return generateOutput(); } R gl_Color0 gl_Color[0]ystruct GS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float4 gl_FragCoord : TEXCOORD2; float4 v0 : TEXCOORD0; }; struct GS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float4 gl_FragCoord : TEXCOORD2; 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; output.gl_FragCoord = input.gl_FragCoord; #ifndef ANGLE_POINT_SPRITE_SHADER output.dx_Position = input.dx_Position; #endif // ANGLE_POINT_SPRITE_SHADER } RT0DXBCdy[ VL04P$RDEFh<RD11< ($ \$Globals\__uurtAdjustment_Stage0float4Microsoft (R) HLSL Shader Compiler 10.1ISGND88TEXCOORDOSGNhtttSV_PositionTEXCOORDSHEXhPZjYF _2_g e e e h6 @??2 2F օ 6" A6  62 F62 F6 @?6 @?6 F>STAT DXBCCZ&"4|8RDEF@h<RD11< ($ \$Globals\PHdd 0@d__uuinnerRect_Stage1float4]__uuinnerRect_Stage3__uuradiusPlusHalf_Stage1float2__uuradiusPlusHalf_Stage3__uurectUniform_Stage2Microsoft (R) HLSL Shader Compiler 10.1ISGNhtttSV_PositionTEXCOORDOSGN, SV_TARGETSHEXPjYF d 2be h 2FAF  A42 F4 2F@FFK   A  A@? b A3 bV@ 2FA 3 2F@bV4 bV@ bV@??8"*8  bA  2F A4bV4 bV@"K" "A 8 8 F>STAT" )5Ž"Fohw / "ҖinColor" _uinColor(0B5 (Ж inPosition" _uinPosition(0B9 ,Ж inLocalCoord"_uinLocalCoord(0B> <ҖurtAdjustment_Stage0"_uurtAdjustment_Stage0(0B"4 .Җ vcolor_Stage0"_uvcolor_Stage0(0B". (Җ gl_Position" gl_Position(0B* I]q7QK#t8 6ҖuinnerRect_Stage1"_uuinnerRect_Stage1(0BB @ЖuradiusPlusHalf_Stage1"_uuradiusPlusHalf_Stage1(0B< :ҖurectUniform_Stage2"_uurectUniform_Stage2(0B8 6ҖuinnerRect_Stage3"_uuinnerRect_Stage3(0BB @ЖuradiusPlusHalf_Stage3"_uuradiusPlusHalf_Stage3(0B"4 .Җ vcolor_Stage0"_uvcolor_Stage0(0B"0 *Җ gl_FragCoord" gl_FragCoord(0B*7 *Җ gl_FragColor" gl_FragColor(0B08K ?k7ФtDH2987f0fde973P _uinPosition_u_uinPositionR _uinColor _u_uinColorR _uinQuadEdge_u_uinQuadEdgeR_uurtAdjustment_Stage0_u_uurtAdjustment_Stage0R_uuinnerRect_Stage1_u_uuinnerRect_Stage1P_uuradiusPlusHalf_Stage1_u_uuradiusPlusHalf_Stage1X[6  float4 vec4_ctor(float x0, float x1, float x2, float x3) { return float4(x0, x1, x2, x3); } // Uniforms uniform float4 __uurtAdjustment_Stage0 : register(c0); #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Attributes static float4 __uinColor = {0, 0, 0, 0}; static float2 __uinPosition = {0, 0}; static float4 __uinQuadEdge = {0, 0, 0, 0}; static float4 gl_Position = float4(0, 0, 0, 0); // Varyings static float4 __uvQuadEdge_Stage0 = {0, 0, 0, 0}; static float4 __uvinColor_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() { (__uvQuadEdge_Stage0 = __uinQuadEdge); (__uvinColor_Stage0 = __uinColor); float2 __upos2 = __uinPosition; (gl_Position = vec4_ctor(((__upos2.x * __uurtAdjustment_Stage0.x) + __uurtAdjustment_Stage0.y), ((__upos2.y * __uurtAdjustment_Stage0.z) + __uurtAdjustment_Stage0.w), 0.0, 1.0)); } @@ 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 = __uvQuadEdge_Stage0; output.v1 = __uvinColor_Stage0; return output; } float2 vec2_ctor(float x0, float x1) { return float2(x0, x1); } float4 vec4_ctor(float x0) { return float4(x0, x0, x0, x0); } // Uniforms uniform float4 __uuinnerRect_Stage1 : register(c0); uniform float2 __uuradiusPlusHalf_Stage1 : register(c1); #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Varyings static float4 __uvQuadEdge_Stage0 = {0, 0, 0, 0}; static float4 __uvinColor_Stage0 = {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 __uoutputColor_Stage0 = {0.0, 0.0, 0.0, 0.0}; float4 __uoutputCoverage_Stage0 = {0.0, 0.0, 0.0, 0.0}; { (__uoutputColor_Stage0 = __uvinColor_Stage0); float __uedgeAlpha = {0.0}; float2 __uduvdx = ddx(__uvQuadEdge_Stage0.xy); float2 __uduvdy = ddy(__uvQuadEdge_Stage0.xy); if (((__uvQuadEdge_Stage0.z > 0.0) && (__uvQuadEdge_Stage0.w > 0.0))) { (__uedgeAlpha = min((min(__uvQuadEdge_Stage0.z, __uvQuadEdge_Stage0.w) + 0.5), 1.0)); } else { float2 __ugF = vec2_ctor((((2.0 * __uvQuadEdge_Stage0.x) * __uduvdx.x) - __uduvdx.y), (((2.0 * __uvQuadEdge_Stage0.x) * __uduvdy.x) - __uduvdy.y)); (__uedgeAlpha = ((__uvQuadEdge_Stage0.x * __uvQuadEdge_Stage0.x) - __uvQuadEdge_Stage0.y)); (__uedgeAlpha = clamp((0.5 - (__uedgeAlpha / length(__ugF))), 0.0, 1.0)); } (__uoutputCoverage_Stage0 = vec4_ctor(__uedgeAlpha)); } float4 __uoutput_Stage1 = {0.0, 0.0, 0.0, 0.0}; { float2 __udxy0 = (__uuinnerRect_Stage1.xy - gl_FragCoord.xy); float2 __udxy1 = (gl_FragCoord.xy - __uuinnerRect_Stage1.zw); float2 __udxy = max(max(__udxy0, __udxy1), 0.0); float __ualpha = clamp((__uuradiusPlusHalf_Stage1.x - length(__udxy)), 0.0, 1.0); (__uoutput_Stage1 = (__uoutputCoverage_Stage0 * __ualpha)); } { (gl_Color[0] = (__uoutputColor_Stage0 * __uoutput_Stage1)); } } 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; __uvQuadEdge_Stage0 = input.v0; __uvinColor_Stage0 = 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 } RTTDXBCf`x6o4PTRDEFh<RD11< ($ \$Globals\__uurtAdjustment_Stage0float4Microsoft (R) HLSL Shader Compiler 10.1ISGN\PPPTEXCOORDOSGNSV_PositionTEXCOORDSHEXPejYF _2__g e e e e h6 @??2 2F օ 6" A6  62 F62 F6 @?6 @?6 F6 F>STAT DXBC.!Ѐ4\RDEFh<XRD11< ($ \$Globals\ 4__uuinnerRect_Stage1float4__uuradiusPlusHalf_Stage1float2*Microsoft (R) HLSL Shader Compiler 10.1ISGNSV_PositionTEXCOORDOSGN, SV_TARGETSHEXXPjYF d 2bbe hz2FB  2 * A|2F2 "* AFFK 2 "  A   A@?3":*"@?3"@?1 @B:*7 *  bA 2F A4bV4 bV@"K" "A 8 8 F>STAT" bp6 oMll/ "ҖinColor" _uinColor(0B5 (Ж inPosition" _uinPosition(0B5 (Җ inQuadEdge" _uinQuadEdge(0B> <ҖurtAdjustment_Stage0"_uurtAdjustment_Stage0(0B": 4ҖvQuadEdge_Stage0"_uvQuadEdge_Stage0(0B"8 2ҖvinColor_Stage0"_uvinColor_Stage0(0B". (Җ gl_Position" gl_Position(0B* ڔF4s8 6ҖuinnerRect_Stage1"_uuinnerRect_Stage1(0BB @ЖuradiusPlusHalf_Stage1"_uuradiusPlusHalf_Stage1(0B": 4ҖvQuadEdge_Stage0"_uvQuadEdge_Stage0(0B"0 *Җ gl_FragCoord" gl_FragCoord(0B"8 2ҖvinColor_Stage0"_uvinColor_Stage0(0B*7 *Җ gl_FragColor" gl_FragColor(0B08H  -s=pSUxW2987f0fde973P _uinPosition_u_uinPositionR _uinColor _u_uinColorR_uurtAdjustment_Stage0_u_uurtAdjustment_Stage0R_uuinnerRect_Stage1_u_uuinnerRect_Stage1P_uuradiusPlusHalf_Stage1_u_uuradiusPlusHalf_Stage1R_uurectUniform_Stage2_u_uurectUniform_Stage2R_uuinnerRect_Stage3_c0_u_uuinnerRect_Stage3_c0P_uuradiusPlusHalf_Stage3_c0_u_uuradiusPlusHalf_Stage3_c0R_uuinnerRect_Stage3_c1_u_uuinnerRect_Stage3_c1P_uuradiusPlusHalf_Stage3_c1_u_uuradiusPlusHalf_Stage3_c1X[6  float4 vec4_ctor(float x0, float x1, float x2, float x3) { return float4(x0, x1, x2, x3); } // Uniforms uniform float4 __uurtAdjustment_Stage0 : register(c0); #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Attributes static float4 __uinColor = {0, 0, 0, 0}; static float2 __uinPosition = {0, 0}; static float4 gl_Position = float4(0, 0, 0, 0); // Varyings static float4 __uvcolor_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 __ucolor = __uinColor; (__uvcolor_Stage0 = __ucolor); float2 __upos2 = __uinPosition; (gl_Position = vec4_ctor(((__upos2.x * __uurtAdjustment_Stage0.x) + __uurtAdjustment_Stage0.y), ((__upos2.y * __uurtAdjustment_Stage0.z) + __uurtAdjustment_Stage0.w), 0.0, 1.0)); } @@ VERTEX ATTRIBUTES @@ struct VS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float4 gl_FragCoord : TEXCOORD2; 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.gl_FragCoord = gl_Position; output.v0 = __uvcolor_Stage0; return output; } /float2 vec2_ctor(float x0, float x1) { return float2(x0, x1); } float4 vec4_ctor(float x0) { return float4(x0, x0, x0, x0); } // Uniforms uniform float4 __uuinnerRect_Stage1 : register(c0); uniform float4 __uuinnerRect_Stage3_c0 : register(c1); uniform float4 __uuinnerRect_Stage3_c1 : register(c2); uniform float2 __uuradiusPlusHalf_Stage1 : register(c3); uniform float2 __uuradiusPlusHalf_Stage3_c0 : register(c4); uniform float2 __uuradiusPlusHalf_Stage3_c1 : register(c5); uniform float4 __uurectUniform_Stage2 : register(c6); #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 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 __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}; { float2 __udxy0 = (__uuinnerRect_Stage1.xy - gl_FragCoord.xy); float __udx1 = (gl_FragCoord.x - __uuinnerRect_Stage1.z); float2 __udxy = max(vec2_ctor(max(__udxy0.x, __udx1), __udxy0.y), 0.0); float __ubottomAlpha = clamp((__uuinnerRect_Stage1.w - gl_FragCoord.y), 0.0, 1.0); float __ualpha = (__ubottomAlpha * clamp((__uuradiusPlusHalf_Stage1.x - length(__udxy)), 0.0, 1.0)); (__ualpha = (1.0 - __ualpha)); (__uoutput_Stage1 = vec4_ctor(__ualpha)); } float4 __uoutput_Stage2 = {0.0, 0.0, 0.0, 0.0}; { float __ualpha = {0.0}; { float __uxSub = {0.0}; float __uySub = {0.0}; (__uxSub = min((gl_FragCoord.x - __uurectUniform_Stage2.x), 0.0)); (__uxSub += min((__uurectUniform_Stage2.z - gl_FragCoord.x), 0.0)); (__uySub = min((gl_FragCoord.y - __uurectUniform_Stage2.y), 0.0)); (__uySub += min((__uurectUniform_Stage2.w - gl_FragCoord.y), 0.0)); (__ualpha = ((1.0 + max(__uxSub, -1.0)) * (1.0 + max(__uySub, -1.0)))); } (__uoutput_Stage2 = (__uoutput_Stage1 * __ualpha)); } float4 __uoutput_Stage3 = {0.0, 0.0, 0.0, 0.0}; { float4 __uout0 = {0.0, 0.0, 0.0, 0.0}; { float2 __udxy0 = (__uuinnerRect_Stage3_c0.xy - gl_FragCoord.xy); float __udx1 = (gl_FragCoord.x - __uuinnerRect_Stage3_c0.z); float2 __udxy = max(vec2_ctor(max(__udxy0.x, __udx1), __udxy0.y), 0.0); float __ubottomAlpha = clamp((__uuinnerRect_Stage3_c0.w - gl_FragCoord.y), 0.0, 1.0); float __ualpha = (__ubottomAlpha * clamp((__uuradiusPlusHalf_Stage3_c0.x - length(__udxy)), 0.0, 1.0)); (__uout0 = (__uoutput_Stage2 * __ualpha)); } { float2 __udxy0 = (__uuinnerRect_Stage3_c1.xy - gl_FragCoord.xy); float2 __udxy1 = (gl_FragCoord.xy - __uuinnerRect_Stage3_c1.zw); float2 __udxy = max(max(__udxy0, __udxy1), 0.0); float __ualpha = clamp((__uuradiusPlusHalf_Stage3_c1.x - length(__udxy)), 0.0, 1.0); (__uoutput_Stage3 = (__uout0 * __ualpha)); } } { (gl_Color[0] = (__uoutputColor_Stage0 * __uoutput_Stage3)); } } struct PS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float4 gl_FragCoord : TEXCOORD2; float4 v0 : TEXCOORD0; }; @@ 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; __uvcolor_Stage0 = input.v0; gl_main(); return generateOutput(); } R gl_Color0 gl_Color[0]ystruct GS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float4 gl_FragCoord : TEXCOORD2; float4 v0 : TEXCOORD0; }; struct GS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float4 gl_FragCoord : TEXCOORD2; 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; output.gl_FragCoord = input.gl_FragCoord; #ifndef ANGLE_POINT_SPRITE_SHADER output.dx_Position = input.dx_Position; #endif // ANGLE_POINT_SPRITE_SHADER } RT0DXBCdy[ VL04P$RDEFh<RD11< ($ \$Globals\__uurtAdjustment_Stage0float4Microsoft (R) HLSL Shader Compiler 10.1ISGND88TEXCOORDOSGNhtttSV_PositionTEXCOORDSHEXhPZjYF _2_g e e e h6 @??2 2F օ 6" A6  62 F62 F6 @?6 @?6 F>STAT T DXBClwef(aT 4RDEFh<RD11< ($ \$Globals\p 0,P@,mP,`__uuinnerRect_Stage1float4__uuinnerRect_Stage3_c0__uuinnerRect_Stage3_c1__uuradiusPlusHalf_Stage1float2"__uuradiusPlusHalf_Stage3_c0__uuradiusPlusHalf_Stage3_c1__uurectUniform_Stage2Microsoft (R) HLSL Shader Compiler 10.1ISGNhtttSV_PositionTEXCOORDOSGN, SV_TARGETSHEXP;jYF d 2be h  * A VA 4" *4 2@6  FFK   A 2  A @? b A3 bV@ 2FA 3 2F@bV4 bV@ bV@??8"*8  " * A VA 4"*4 bV@6  "K" "A 8" 8  bA  2F A4bV4 bV@"K" "A 8 8 F>STAT&#" )5Ž"Fohw / "ҖinColor" _uinColor(0B5 (Ж inPosition" _uinPosition(0B9 ,Ж inLocalCoord"_uinLocalCoord(0B> <ҖurtAdjustment_Stage0"_uurtAdjustment_Stage0(0B"4 .Җ vcolor_Stage0"_uvcolor_Stage0(0B". (Җ gl_Position" gl_Position(0B* r^Hizdt6DŽ9> <ҖuinnerRect_Stage3_c0"_uuinnerRect_Stage3_c0(0B8 6ҖuinnerRect_Stage1"_uuinnerRect_Stage1(0B> <ҖuinnerRect_Stage3_c1"_uuinnerRect_Stage3_c1(0BB @ЖuradiusPlusHalf_Stage1"_uuradiusPlusHalf_Stage1(0BH FЖuradiusPlusHalf_Stage3_c0"_uuradiusPlusHalf_Stage3_c0(0B< :ҖurectUniform_Stage2"_uurectUniform_Stage2(0BH FЖuradiusPlusHalf_Stage3_c1"_uuradiusPlusHalf_Stage3_c1(0B"4 .Җ vcolor_Stage0"_uvcolor_Stage0(0B"0 *Җ gl_FragCoord" gl_FragCoord(0B*7 *Җ gl_FragColor" gl_FragColor(0B08W  i;=`]2987f0fde973P _uinPosition_u_uinPositionR _uinColor _u_uinColorR_uurtAdjustment_Stage0_u_uurtAdjustment_Stage0Q_uuedges_Stage1_c0[0]_u_uuedges_Stage1_c0[0]R_uuinnerRect_Stage1_c1_u_uuinnerRect_Stage1_c1P_uuradiusPlusHalf_Stage1_c1_u_uuradiusPlusHalf_Stage1_c1R_uuinnerRect_Stage1_c2_u_uuinnerRect_Stage1_c2P_uuradiusPlusHalf_Stage1_c2_u_uuradiusPlusHalf_Stage1_c2R_uuinnerRect_Stage1_c3_u_uuinnerRect_Stage1_c3P_uuradiusPlusHalf_Stage1_c3_u_uuradiusPlusHalf_Stage1_c3 X[6   float4 vec4_ctor(float x0, float x1, float x2, float x3) { return float4(x0, x1, x2, x3); } // Uniforms uniform float4 __uurtAdjustment_Stage0 : register(c0); #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Attributes static float4 __uinColor = {0, 0, 0, 0}; static float2 __uinPosition = {0, 0}; static float4 gl_Position = float4(0, 0, 0, 0); // Varyings static float4 __uvcolor_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 __ucolor = __uinColor; (__uvcolor_Stage0 = __ucolor); float2 __upos2 = __uinPosition; (gl_Position = vec4_ctor(((__upos2.x * __uurtAdjustment_Stage0.x) + __uurtAdjustment_Stage0.y), ((__upos2.y * __uurtAdjustment_Stage0.z) + __uurtAdjustment_Stage0.w), 0.0, 1.0)); } @@ VERTEX ATTRIBUTES @@ struct VS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float4 gl_FragCoord : TEXCOORD2; 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.gl_FragCoord = gl_Position; output.v0 = __uvcolor_Stage0; return output; } Hfloat2 vec2_ctor(float x0, float x1) { return float2(x0, x1); } float3 vec3_ctor(float x0, float x1, float x2) { return float3(x0, x1, x2); } float4 vec4_ctor(float x0) { return float4(x0, x0, x0, x0); } // Uniforms uniform float3 __uuedges_Stage1_c0[4] : register(c0); uniform float4 __uuinnerRect_Stage1_c1 : register(c4); uniform float4 __uuinnerRect_Stage1_c2 : register(c5); uniform float4 __uuinnerRect_Stage1_c3 : register(c6); uniform float2 __uuradiusPlusHalf_Stage1_c1 : register(c7); uniform float2 __uuradiusPlusHalf_Stage1_c2 : register(c8); uniform float2 __uuradiusPlusHalf_Stage1_c3 : register(c9); #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 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 __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 __uout0 = {0.0, 0.0, 0.0, 0.0}; { float __ualpha = {1.0}; float __uedge = {0.0}; (__uedge = dot(__uuedges_Stage1_c0[0], vec3_ctor(gl_FragCoord.x, gl_FragCoord.y, 1.0))); float s1134 = {0}; if ((__uedge >= 0.5)) { (s1134 = 1.0); } else { (s1134 = 0.0); } (__uedge = s1134); (__ualpha *= __uedge); (__uedge = dot(__uuedges_Stage1_c0[1], vec3_ctor(gl_FragCoord.x, gl_FragCoord.y, 1.0))); float s1135 = {0}; if ((__uedge >= 0.5)) { (s1135 = 1.0); } else { (s1135 = 0.0); } (__uedge = s1135); (__ualpha *= __uedge); (__uedge = dot(__uuedges_Stage1_c0[2], vec3_ctor(gl_FragCoord.x, gl_FragCoord.y, 1.0))); float s1136 = {0}; if ((__uedge >= 0.5)) { (s1136 = 1.0); } else { (s1136 = 0.0); } (__uedge = s1136); (__ualpha *= __uedge); (__uedge = dot(__uuedges_Stage1_c0[3], vec3_ctor(gl_FragCoord.x, gl_FragCoord.y, 1.0))); float s1137 = {0}; if ((__uedge >= 0.5)) { (s1137 = 1.0); } else { (s1137 = 0.0); } (__uedge = s1137); (__ualpha *= __uedge); (__uout0 = vec4_ctor(__ualpha)); } float4 __uout1 = {0.0, 0.0, 0.0, 0.0}; { float2 __udxy0 = (__uuinnerRect_Stage1_c1.xy - gl_FragCoord.xy); float __udx1 = (gl_FragCoord.x - __uuinnerRect_Stage1_c1.z); float2 __udxy = max(vec2_ctor(max(__udxy0.x, __udx1), __udxy0.y), 0.0); float __ubottomAlpha = clamp((__uuinnerRect_Stage1_c1.w - gl_FragCoord.y), 0.0, 1.0); float __ualpha = (__ubottomAlpha * clamp((__uuradiusPlusHalf_Stage1_c1.x - length(__udxy)), 0.0, 1.0)); (__ualpha = (1.0 - __ualpha)); (__uout1 = (__uout0 * __ualpha)); } float4 __uout2 = {0.0, 0.0, 0.0, 0.0}; { float2 __udxy0 = (__uuinnerRect_Stage1_c2.xy - gl_FragCoord.xy); float __udx1 = (gl_FragCoord.x - __uuinnerRect_Stage1_c2.z); float2 __udxy = max(vec2_ctor(max(__udxy0.x, __udx1), __udxy0.y), 0.0); float __ubottomAlpha = clamp((__uuinnerRect_Stage1_c2.w - gl_FragCoord.y), 0.0, 1.0); float __ualpha = (__ubottomAlpha * clamp((__uuradiusPlusHalf_Stage1_c2.x - length(__udxy)), 0.0, 1.0)); (__uout2 = (__uout1 * __ualpha)); } { float2 __udxy0 = (__uuinnerRect_Stage1_c3.xy - gl_FragCoord.xy); float2 __udxy1 = (gl_FragCoord.xy - __uuinnerRect_Stage1_c3.zw); float2 __udxy = max(max(__udxy0, __udxy1), 0.0); float __ualpha = clamp((__uuradiusPlusHalf_Stage1_c3.x - length(__udxy)), 0.0, 1.0); (__uoutput_Stage1 = (__uout2 * __ualpha)); } } { (gl_Color[0] = (__uoutputColor_Stage0 * __uoutput_Stage1)); } } struct PS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float4 gl_FragCoord : TEXCOORD2; float4 v0 : TEXCOORD0; }; @@ 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; __uvcolor_Stage0 = input.v0; gl_main(); return generateOutput(); } R gl_Color0 gl_Color[0]ystruct GS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float4 gl_FragCoord : TEXCOORD2; float4 v0 : TEXCOORD0; }; struct GS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float4 gl_FragCoord : TEXCOORD2; 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; output.gl_FragCoord = input.gl_FragCoord; #ifndef ANGLE_POINT_SPRITE_SHADER output.dx_Position = input.dx_Position; #endif // ANGLE_POINT_SPRITE_SHADER } RT0DXBCdy[ VL04P$RDEFh<RD11< ($ \$Globals\__uurtAdjustment_Stage0float4Microsoft (R) HLSL Shader Compiler 10.1ISGND88TEXCOORDOSGNhtttSV_PositionTEXCOORDSHEXhPZjYF _2_g e e e h6 @??2 2F օ 6" A6  62 F62 F6 @?6 @?6 F>STAT , DXBCsyF8f;/Ż/, 44 RDEFh<RD11< ($ \$Globals\<@P4`Lpppp__uuedges_Stage1_c0float3__uuinnerRect_Stage1_c1float4__uuinnerRect_Stage1_c2__uuinnerRect_Stage1_c3__uuradiusPlusHalf_Stage1_c1float2i__uuradiusPlusHalf_Stage1_c2__uuradiusPlusHalf_Stage1_c3Microsoft (R) HLSL Shader Compiler 10.1ISGNhtttSV_PositionTEXCOORDOSGN, SV_TARGETSHEXPfjYF d 2be h62F6B@?F F:@?:@?F F @? @?8: F FF F @?" @? 2F@??8":8  " * A VA 4"*4 bV@6  "K" "A 2 " A@?8  " * A VA 4"*4 bV@6  "K" "A 8" 8  bA  2F A4bV4 bV@"K" "A 8 8 F>STAT.&" t++C(h|_MD/ "ҖinColor" _uinColor(0B5 (Ж inPosition" _uinPosition(0B> <ҖurtAdjustment_Stage0"_uurtAdjustment_Stage0(0B"4 .Җ vcolor_Stage0"_uvcolor_Stage0(0B". (Җ gl_Position" gl_Position(0B* /&){ϴ6 4іuedges_Stage1_c0"_uuedges_Stage1_c0(0BH FЖuradiusPlusHalf_Stage1_c2"_uuradiusPlusHalf_Stage1_c2(0B> <ҖuinnerRect_Stage1_c1"_uuinnerRect_Stage1_c1(0B> <ҖuinnerRect_Stage1_c2"_uuinnerRect_Stage1_c2(0BH FЖuradiusPlusHalf_Stage1_c1"_uuradiusPlusHalf_Stage1_c1(0B> <ҖuinnerRect_Stage1_c3"_uuinnerRect_Stage1_c3(0BH FЖuradiusPlusHalf_Stage1_c3"_uuradiusPlusHalf_Stage1_c3(0B"4 .Җ vcolor_Stage0"_uvcolor_Stage0(0B"0 *Җ gl_FragCoord" gl_FragCoord(0B*7 *Җ gl_FragColor" gl_FragColor(0B08] ﱰA [ d҉r͵BT2987f0fde973P _uinPosition_u_uinPositionR _uinColor _u_uinColorP_uinLocalCoord_u_uinLocalCoord _uinCoverage_u_uinCoverageR_uurtAdjustment_Stage0_u_uurtAdjustment_Stage0[ _uuCoordTransformMatrix_0_Stage0"_u_uuCoordTransformMatrix_0_Stage0_uuGradientYCoordFS_Stage1_c0_u_uuGradientYCoordFS_Stage1_c0^_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 float3x3 __uuCoordTransformMatrix_0_Stage0 : register(c0); uniform float4 __uurtAdjustment_Stage0 : register(c3); #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Attributes static float4 __uinColor = {0, 0, 0, 0}; static float __uinCoverage = {0}; static float2 __uinLocalCoord = {0, 0}; static float2 __uinPosition = {0, 0}; static float4 gl_Position = float4(0, 0, 0, 0); // Varyings static float2 __uvTransformedCoords_0_Stage0 = {0, 0}; static float4 __uvcolor_Stage0 = {0, 0, 0, 0}; static float __uvinCoverage_Stage0 = {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); (__uvinCoverage_Stage0 = __uinCoverage); (gl_Position = vec4_ctor(((__upos2.x * __uurtAdjustment_Stage0.x) + __uurtAdjustment_Stage0.y), ((__upos2.y * __uurtAdjustment_Stage0.z) + __uurtAdjustment_Stage0.w), 0.0, 1.0)); } @@ VERTEX ATTRIBUTES @@ struct VS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD3; float4 gl_FragCoord : TEXCOORD4; float4 v0 : TEXCOORD0; float2 v1 : TEXCOORD1; float 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 = __uvcolor_Stage0; output.v1 = __uvTransformedCoords_0_Stage0; output.v2 = __uvinCoverage_Stage0; return output; } float2 vec2_ctor(float x0, float x1) { return float2(x0, x1); } float4 vec4_ctor(float x0) { return float4(x0, x0, x0, x0); } float4 vec4_ctor(float3 x0, float x1) { return float4(x0, x1); } // Uniforms uniform float __uuGradientYCoordFS_Stage1_c0 : register(c0); 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 float2 __uvTransformedCoords_0_Stage0 = {0, 0}; static float4 __uvcolor_Stage0 = {0, 0, 0, 0}; static float __uvinCoverage_Stage0 = {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 float4 mod_emu(float4 x, float4 y) { return x - y * floor(x / y); } void gl_main() { float4 __uoutputColor_Stage0 = {0.0, 0.0, 0.0, 0.0}; float4 __uoutputCoverage_Stage0 = {0.0, 0.0, 0.0, 0.0}; { (__uoutputColor_Stage0 = __uvcolor_Stage0); float __ualpha = {1.0}; (__ualpha = __uvinCoverage_Stage0); (__uoutputCoverage_Stage0 = vec4_ctor(__ualpha)); } float4 __uoutput_Stage1 = {0.0, 0.0, 0.0, 0.0}; { float4 __uchild = {0.0, 0.0, 0.0, 0.0}; { float2 __ucoord = vec2_ctor(__uvTransformedCoords_0_Stage0.x, __uuGradientYCoordFS_Stage1_c0); (__uchild = gl_texture2D(__uuTextureSampler_0_Stage1, __ucoord)); } (__uoutput_Stage1 = (__uchild * __uoutputColor_Stage0.w)); } float4 __uoutput_Stage2 = {0.0, 0.0, 0.0, 0.0}; { float __uvalue = {0.0}; { float4 __umodValues = mod_emu(gl_FragCoord.xyxy, float4(2.0, 2.0, 4.0, 4.0)); float4 __ustepValues = step(__umodValues, float4(1.0, 1.0, 2.0, 2.0)); (__uvalue = (dot(__ustepValues, float4(0.5, 0.25, 0.125, 0.0625)) - 0.46875)); } (__uoutput_Stage2 = vec4_ctor(clamp((__uoutput_Stage1.xyz + (__uvalue * 0.0039215689)), 0.0, __uoutput_Stage1.w), __uoutput_Stage1.w)); } { (gl_Color[0] = (__uoutput_Stage2 * __uoutputCoverage_Stage0)); } } struct PS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD3; float4 gl_FragCoord : TEXCOORD4; float4 v0 : TEXCOORD0; float2 v1 : TEXCOORD1; float 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; __uvcolor_Stage0 = input.v0; __uvTransformedCoords_0_Stage0 = input.v1.xy; __uvinCoverage_Stage0 = input.v2.x; 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; float2 v1 : TEXCOORD1; float v2 : TEXCOORD2; }; struct GS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD3; float4 gl_FragCoord : TEXCOORD4; float4 v0 : TEXCOORD0; float2 v1 : TEXCOORD1; float 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 } RTRQDXBC1;7"!ηv4DRDEFh<dRD11< ($ \$Globals\@, 0@__uuCoordTransformMatrix_0_Stage0float3x3__uurtAdjustment_Stage0float48Microsoft (R) HLSL Shader Compiler 10.1ISGNthhhhTEXCOORDOSGN  SV_PositionTEXCOORDSHEXPjYF _2__2_g e e e e2 eB h6 @??2 2F օ 6" A6  62 F62 F6 @?6 @?6 F6B  62F6B@? F F" F F>STAT  DXBC~คsc>\34l4RDEFx<PRD11< ($  samplers2D[0]textures2D[0]$Globals,__uuGradientYCoordFS_Stage1_c0float#Microsoft (R) HLSL Shader Compiler 10.1ISGNSV_PositionTEXCOORDOSGN, SV_TARGETSHEXPjYF Z`XpUUd 2bbbBe h8 F@??>>AF2 FA@@@@@F @??@@F F@???? F@?>>= @6 6" ECUFF~`8F2 r@;;;F4 rF@3rF8 F>STAT " "Q,1[ w^^^/ "ҖinColor" _uinColor(0B5 (Ж inPosition" _uinPosition(0B9 ,Ж inLocalCoord"_uinLocalCoord(0B4 '( inCoverage" _uinCoverage(0BR PۖuCoordTransformMatrix_0_Stage0" _uuCoordTransformMatrix_0_Stage0(0B> <ҖurtAdjustment_Stage0"_uurtAdjustment_Stage0(0B"4 .Җ vcolor_Stage0"_uvcolor_Stage0(0B"P JЖvTransformedCoords_0_Stage0"_uvTransformedCoords_0_Stage0(0B"= 7(vinCoverage_Stage0"_uvinCoverage_Stage0(0B". (Җ gl_Position" gl_Position(0B* LJPg~`?V¯]VK I(uGradientYCoordFS_Stage1_c0"_uuGradientYCoordFS_Stage1_c0(0BD BޖuTextureSampler_0_Stage1"_uuTextureSampler_0_Stage1(0B"4 .Җ vcolor_Stage0"_uvcolor_Stage0(0B"P JЖvTransformedCoords_0_Stage0"_uvTransformedCoords_0_Stage0(0B"= 7(vinCoverage_Stage0"_uvinCoverage_Stage0(0B"0 *Җ gl_FragCoord" gl_FragCoord(0B*7 *Җ gl_FragColor" gl_FragColor(0B08T RՖLf#sK2987f0fde973P _uinPosition_u_uinPositionR _uinColor _u_uinColorP_uinLocalCoord_u_uinLocalCoordR_uurtAdjustment_Stage0_u_uurtAdjustment_Stage0[ _uuCoordTransformMatrix_0_Stage0"_u_uuCoordTransformMatrix_0_Stage0R_uuinnerRect_Stage2_u_uuinnerRect_Stage2P_uuradiusPlusHalf_Stage2_u_uuradiusPlusHalf_Stage2^_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 float3x3 __uuCoordTransformMatrix_0_Stage0 : register(c0); uniform float4 __uurtAdjustment_Stage0 : register(c3); #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Attributes static float4 __uinColor = {0, 0, 0, 0}; static float2 __uinLocalCoord = {0, 0}; static float2 __uinPosition = {0, 0}; static float4 gl_Position = float4(0, 0, 0, 0); // Varyings static float2 __uvTransformedCoords_0_Stage0 = {0, 0}; static float4 __uvcolor_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 __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 * __uurtAdjustment_Stage0.x) + __uurtAdjustment_Stage0.y), ((__upos2.y * __uurtAdjustment_Stage0.z) + __uurtAdjustment_Stage0.w), 0.0, 1.0)); } @@ VERTEX ATTRIBUTES @@ struct VS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD2; float4 gl_FragCoord : TEXCOORD3; 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.gl_FragCoord = gl_Position; output.v0 = __uvcolor_Stage0; output.v1 = __uvTransformedCoords_0_Stage0; return output; } R float4 vec4_ctor(float x0) { return float4(x0, x0, x0, x0); } // Uniforms uniform float4 __uuinnerRect_Stage2 : register(c0); uniform float2 __uuradiusPlusHalf_Stage2 : register(c1); 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 float2 __uvTransformedCoords_0_Stage0 = {0, 0}; static float4 __uvcolor_Stage0 = {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); 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() { 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 __uchild = {0.0, 0.0, 0.0, 0.0}; { (__uchild = gl_texture2D(__uuTextureSampler_0_Stage1, __uvTransformedCoords_0_Stage0).xyzw); } (__uoutput_Stage1 = (__uchild * __uoutputColor_Stage0.w)); } float4 __uoutput_Stage2 = {0.0, 0.0, 0.0, 0.0}; { float2 __udxy0 = (__uuinnerRect_Stage2.xy - gl_FragCoord.xy); float2 __udxy1 = (gl_FragCoord.xy - __uuinnerRect_Stage2.zw); float2 __udxy = max(max(__udxy0, __udxy1), 0.0); float __ualpha = clamp((__uuradiusPlusHalf_Stage2.x - length(__udxy)), 0.0, 1.0); (__uoutput_Stage2 = vec4_ctor(__ualpha)); } { (gl_Color[0] = (__uoutput_Stage1 * __uoutput_Stage2)); } } struct PS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD2; float4 gl_FragCoord : TEXCOORD3; float4 v0 : TEXCOORD0; float2 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; __uvcolor_Stage0 = input.v0; __uvTransformedCoords_0_Stage0 = input.v1.xy; 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; float2 v1 : TEXCOORD1; }; struct GS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD2; float4 gl_FragCoord : TEXCOORD3; 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; output.gl_FragCoord = input.gl_FragCoord; #ifndef ANGLE_POINT_SPRITE_SHADER output.dx_Position = input.dx_Position; #endif // ANGLE_POINT_SPRITE_SHADER } RTRXDXBClNbX4,RDEFh<dRD11< ($ \$Globals\@, 0@__uuCoordTransformMatrix_0_Stage0float3x3__uurtAdjustment_Stage0float48Microsoft (R) HLSL Shader Compiler 10.1ISGN\PPPTEXCOORDOSGN SV_PositionTEXCOORDSHEXPzjYF _2__2g e e e e2 h6 @??2 2F օ 6" A6  62 F62 F6 @?6 @?6 F62F6B@? F F" F F>STAT LDXBCvV>z#ޮ? M:L4RDEF<RD11< ($  samplers2D[0]textures2D[0]$Globals ,Hl__uuinnerRect_Stage2float4A__uuradiusPlusHalf_Stage2float2Microsoft (R) HLSL Shader Compiler 10.1ISGNSV_PositionTEXCOORDOSGN, SV_TARGETSHEXPojYF Z`XpUUd 2bb2e h 2FAF  A42 F4 2F@FFK   A ECUFF~`8F8 F>STAT  " W񯪺0'/ "ҖinColor" _uinColor(0B5 (Ж inPosition" _uinPosition(0B9 ,Ж inLocalCoord"_uinLocalCoord(0BR PۖuCoordTransformMatrix_0_Stage0" _uuCoordTransformMatrix_0_Stage0(0B> <ҖurtAdjustment_Stage0"_uurtAdjustment_Stage0(0B"4 .Җ vcolor_Stage0"_uvcolor_Stage0(0B"P JЖvTransformedCoords_0_Stage0"_uvTransformedCoords_0_Stage0(0B". (Җ gl_Position" gl_Position(0B* r˙>u$,,k}18 6ҖuinnerRect_Stage2"_uuinnerRect_Stage2(0BB @ЖuradiusPlusHalf_Stage2"_uuradiusPlusHalf_Stage2(0BD BޖuTextureSampler_0_Stage1"_uuTextureSampler_0_Stage1(0B"4 .Җ vcolor_Stage0"_uvcolor_Stage0(0B"P JЖvTransformedCoords_0_Stage0"_uvTransformedCoords_0_Stage0(0B"0 *Җ gl_FragCoord" gl_FragCoord(0B*7 *Җ gl_FragColor" gl_FragColor(0B08K poJ c:Bl-C2987f0fde973P _uinPosition_u_uinPositionR _uinColor _u_uinColorR_uurtAdjustment_Stage0_u_uurtAdjustment_Stage0R_uuinnerRect_Stage1_u_uuinnerRect_Stage1P_uuradiusPlusHalf_Stage1_u_uuradiusPlusHalf_Stage1R_uurectUniform_Stage2_u_uurectUniform_Stage2X[6  float4 vec4_ctor(float x0, float x1, float x2, float x3) { return float4(x0, x1, x2, x3); } // Uniforms uniform float4 __uurtAdjustment_Stage0 : register(c0); #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Attributes static float4 __uinColor = {0, 0, 0, 0}; static float2 __uinPosition = {0, 0}; static float4 gl_Position = float4(0, 0, 0, 0); // Varyings static float4 __uvcolor_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 __ucolor = __uinColor; (__uvcolor_Stage0 = __ucolor); float2 __upos2 = __uinPosition; (gl_Position = vec4_ctor(((__upos2.x * __uurtAdjustment_Stage0.x) + __uurtAdjustment_Stage0.y), ((__upos2.y * __uurtAdjustment_Stage0.z) + __uurtAdjustment_Stage0.w), 0.0, 1.0)); } @@ VERTEX ATTRIBUTES @@ struct VS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float4 gl_FragCoord : TEXCOORD2; 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.gl_FragCoord = gl_Position; output.v0 = __uvcolor_Stage0; return output; } G float4 vec4_ctor(float x0) { return float4(x0, x0, x0, x0); } // Uniforms uniform float4 __uuinnerRect_Stage1 : register(c0); uniform float2 __uuradiusPlusHalf_Stage1 : register(c1); uniform float4 __uurectUniform_Stage2 : register(c2); #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 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 __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}; { float2 __udxy0 = (__uuinnerRect_Stage1.xy - gl_FragCoord.xy); float2 __udxy1 = (gl_FragCoord.xy - __uuinnerRect_Stage1.zw); float2 __udxy = max(max(__udxy0, __udxy1), 0.0); float __ualpha = clamp((__uuradiusPlusHalf_Stage1.x - length(__udxy)), 0.0, 1.0); (__ualpha = (1.0 - __ualpha)); (__uoutput_Stage1 = vec4_ctor(__ualpha)); } float4 __uoutput_Stage2 = {0.0, 0.0, 0.0, 0.0}; { float __ualpha = {0.0}; { float __uxSub = {0.0}; float __uySub = {0.0}; (__uxSub = min((gl_FragCoord.x - __uurectUniform_Stage2.x), 0.0)); (__uxSub += min((__uurectUniform_Stage2.z - gl_FragCoord.x), 0.0)); (__uySub = min((gl_FragCoord.y - __uurectUniform_Stage2.y), 0.0)); (__uySub += min((__uurectUniform_Stage2.w - gl_FragCoord.y), 0.0)); (__ualpha = ((1.0 + max(__uxSub, -1.0)) * (1.0 + max(__uySub, -1.0)))); } (__uoutput_Stage2 = (__uoutput_Stage1 * __ualpha)); } { (gl_Color[0] = (__uoutputColor_Stage0 * __uoutput_Stage2)); } } struct PS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float4 gl_FragCoord : TEXCOORD2; float4 v0 : TEXCOORD0; }; @@ 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; __uvcolor_Stage0 = input.v0; gl_main(); return generateOutput(); } R gl_Color0 gl_Color[0]ystruct GS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float4 gl_FragCoord : TEXCOORD2; float4 v0 : TEXCOORD0; }; struct GS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float4 gl_FragCoord : TEXCOORD2; 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; output.gl_FragCoord = input.gl_FragCoord; #ifndef ANGLE_POINT_SPRITE_SHADER output.dx_Position = input.dx_Position; #endif // ANGLE_POINT_SPRITE_SHADER } RT0DXBCdy[ VL04P$RDEFh<RD11< ($ \$Globals\__uurtAdjustment_Stage0float4Microsoft (R) HLSL Shader Compiler 10.1ISGND88TEXCOORDOSGNhtttSV_PositionTEXCOORDSHEXhPZjYF _2_g e e e h6 @??2 2F օ 6" A6  62 F62 F6 @?6 @?6 F>STAT DXBCcJTBh4hRDEFh<RD11< ($ \$Globals\08\ __uuinnerRect_Stage1float4 __uuradiusPlusHalf_Stage1float2R__uurectUniform_Stage2Microsoft (R) HLSL Shader Compiler 10.1ISGNhtttSV_PositionTEXCOORDOSGN, SV_TARGETSHEXPjYF d 2be h 2FAF  A42 F4 2F@FFK   A  A@? b A3 bV@ 2FA 3 2F@bV4 bV@ bV@??8"*8 8 F>STAT" )5Ž"Fohw / "ҖinColor" _uinColor(0B5 (Ж inPosition" _uinPosition(0B9 ,Ж inLocalCoord"_uinLocalCoord(0B> <ҖurtAdjustment_Stage0"_uurtAdjustment_Stage0(0B"4 .Җ vcolor_Stage0"_uvcolor_Stage0(0B". (Җ gl_Position" gl_Position(0B*  xՎp5zvaP8 6ҖuinnerRect_Stage1"_uuinnerRect_Stage1(0BB @ЖuradiusPlusHalf_Stage1"_uuradiusPlusHalf_Stage1(0B< :ҖurectUniform_Stage2"_uurectUniform_Stage2(0B"4 .Җ vcolor_Stage0"_uvcolor_Stage0(0B"0 *Җ gl_FragCoord" gl_FragCoord(0B*7 *Җ gl_FragColor" gl_FragColor(0B08C іR!8Gt wQ;2987f0fde973P _uinPosition_u_uinPositionR _uinColor _u_uinColorR_uurtAdjustment_Stage0_u_uurtAdjustment_Stage0R_uuinnerRect_Stage1_u_uuinnerRect_Stage1P_uuradiusPlusHalf_Stage1_u_uuradiusPlusHalf_Stage1X[6  float4 vec4_ctor(float x0, float x1, float x2, float x3) { return float4(x0, x1, x2, x3); } // Uniforms uniform float4 __uurtAdjustment_Stage0 : register(c0); #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Attributes static float4 __uinColor = {0, 0, 0, 0}; static float2 __uinPosition = {0, 0}; static float4 gl_Position = float4(0, 0, 0, 0); // Varyings static float4 __uvcolor_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 __ucolor = __uinColor; (__uvcolor_Stage0 = __ucolor); float2 __upos2 = __uinPosition; (gl_Position = vec4_ctor(((__upos2.x * __uurtAdjustment_Stage0.x) + __uurtAdjustment_Stage0.y), ((__upos2.y * __uurtAdjustment_Stage0.z) + __uurtAdjustment_Stage0.w), 0.0, 1.0)); } @@ VERTEX ATTRIBUTES @@ struct VS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float4 gl_FragCoord : TEXCOORD2; 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.gl_FragCoord = gl_Position; output.v0 = __uvcolor_Stage0; return output; } float2 vec2_ctor(float x0, float x1) { return float2(x0, x1); } float4 vec4_ctor(float x0) { return float4(x0, x0, x0, x0); } // Uniforms uniform float4 __uuinnerRect_Stage1 : register(c0); uniform float2 __uuradiusPlusHalf_Stage1 : register(c1); #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 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 __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}; { float2 __udxy0 = (__uuinnerRect_Stage1.xy - gl_FragCoord.xy); float __udx1 = (gl_FragCoord.x - __uuinnerRect_Stage1.z); float2 __udxy = max(vec2_ctor(max(__udxy0.x, __udx1), __udxy0.y), 0.0); float __ubottomAlpha = clamp((__uuinnerRect_Stage1.w - gl_FragCoord.y), 0.0, 1.0); float __ualpha = (__ubottomAlpha * clamp((__uuradiusPlusHalf_Stage1.x - length(__udxy)), 0.0, 1.0)); (__uoutput_Stage1 = vec4_ctor(__ualpha)); } { (gl_Color[0] = (__uoutputColor_Stage0 * __uoutput_Stage1)); } } struct PS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float4 gl_FragCoord : TEXCOORD2; float4 v0 : TEXCOORD0; }; @@ 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; __uvcolor_Stage0 = input.v0; gl_main(); return generateOutput(); } R gl_Color0 gl_Color[0]ystruct GS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float4 gl_FragCoord : TEXCOORD2; float4 v0 : TEXCOORD0; }; struct GS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float4 gl_FragCoord : TEXCOORD2; 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; output.gl_FragCoord = input.gl_FragCoord; #ifndef ANGLE_POINT_SPRITE_SHADER output.dx_Position = input.dx_Position; #endif // ANGLE_POINT_SPRITE_SHADER } RT0DXBCdy[ VL04P$RDEFh<RD11< ($ \$Globals\__uurtAdjustment_Stage0float4Microsoft (R) HLSL Shader Compiler 10.1ISGND88TEXCOORDOSGNhtttSV_PositionTEXCOORDSHEXhPZjYF _2_g e e e h6 @??2 2F օ 6" A6  62 F62 F6 @?6 @?6 F>STAT DXBCSG /}ǰ{4DxRDEFh<XRD11< ($ \$Globals\ 4__uuinnerRect_Stage1float4__uuradiusPlusHalf_Stage1float2*Microsoft (R) HLSL Shader Compiler 10.1ISGNhtttSV_PositionTEXCOORDOSGN, SV_TARGETSHEX|P_jYF d 2be h  * A VA 4" *4 2@6  FFK   A 8  8 F>STAT  " t++C(h|_MD/ "ҖinColor" _uinColor(0B5 (Ж inPosition" _uinPosition(0B> <ҖurtAdjustment_Stage0"_uurtAdjustment_Stage0(0B"4 .Җ vcolor_Stage0"_uvcolor_Stage0(0B". (Җ gl_Position" gl_Position(0B* blQpcL4,M ~%8 6ҖuinnerRect_Stage1"_uuinnerRect_Stage1(0BB @ЖuradiusPlusHalf_Stage1"_uuradiusPlusHalf_Stage1(0B"4 .Җ vcolor_Stage0"_uvcolor_Stage0(0B"0 *Җ gl_FragCoord" gl_FragCoord(0B*7 *Җ gl_FragColor" gl_FragColor(0B08; }.c'3M2987f0fde973P _uinPosition_u_uinPositionR _uinColor _u_uinColorP_uinLocalCoord_u_uinLocalCoordR_uurtAdjustment_Stage0_u_uurtAdjustment_Stage0[ _uuCoordTransformMatrix_0_Stage0"_u_uuCoordTransformMatrix_0_Stage0R_uuinnerRect_Stage2_u_uuinnerRect_Stage2P_uuradiusPlusHalf_Stage2_u_uuradiusPlusHalf_Stage2^_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 float3x3 __uuCoordTransformMatrix_0_Stage0 : register(c0); uniform float4 __uurtAdjustment_Stage0 : register(c3); #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Attributes static float4 __uinColor = {0, 0, 0, 0}; static float2 __uinLocalCoord = {0, 0}; static float2 __uinPosition = {0, 0}; static float4 gl_Position = float4(0, 0, 0, 0); // Varyings static float2 __uvTransformedCoords_0_Stage0 = {0, 0}; static float4 __uvcolor_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 __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 * __uurtAdjustment_Stage0.x) + __uurtAdjustment_Stage0.y), ((__upos2.y * __uurtAdjustment_Stage0.z) + __uurtAdjustment_Stage0.w), 0.0, 1.0)); } @@ VERTEX ATTRIBUTES @@ struct VS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD2; float4 gl_FragCoord : TEXCOORD3; 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.gl_FragCoord = gl_Position; output.v0 = __uvcolor_Stage0; output.v1 = __uvTransformedCoords_0_Stage0; return output; }  float2 vec2_ctor(float x0, float x1) { return float2(x0, x1); } float4 vec4_ctor(float x0) { return float4(x0, x0, x0, x0); } // Uniforms uniform float4 __uuinnerRect_Stage2 : register(c0); uniform float2 __uuradiusPlusHalf_Stage2 : register(c1); 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 float2 __uvTransformedCoords_0_Stage0 = {0, 0}; static float4 __uvcolor_Stage0 = {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); 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() { 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 __uchild = {0.0, 0.0, 0.0, 0.0}; { (__uchild = gl_texture2D(__uuTextureSampler_0_Stage1, __uvTransformedCoords_0_Stage0).xyzw); } (__uoutput_Stage1 = (__uchild * __uoutputColor_Stage0.w)); } float4 __uoutput_Stage2 = {0.0, 0.0, 0.0, 0.0}; { float2 __udxy0 = (__uuinnerRect_Stage2.xy - gl_FragCoord.xy); float __udx1 = (gl_FragCoord.x - __uuinnerRect_Stage2.z); float2 __udxy = max(vec2_ctor(max(__udxy0.x, __udx1), __udxy0.y), 0.0); float __ubottomAlpha = clamp((__uuinnerRect_Stage2.w - gl_FragCoord.y), 0.0, 1.0); float __ualpha = (__ubottomAlpha * clamp((__uuradiusPlusHalf_Stage2.x - length(__udxy)), 0.0, 1.0)); (__uoutput_Stage2 = vec4_ctor(__ualpha)); } { (gl_Color[0] = (__uoutput_Stage1 * __uoutput_Stage2)); } } struct PS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD2; float4 gl_FragCoord : TEXCOORD3; float4 v0 : TEXCOORD0; float2 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; __uvcolor_Stage0 = input.v0; __uvTransformedCoords_0_Stage0 = input.v1.xy; 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; float2 v1 : TEXCOORD1; }; struct GS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD2; float4 gl_FragCoord : TEXCOORD3; 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; output.gl_FragCoord = input.gl_FragCoord; #ifndef ANGLE_POINT_SPRITE_SHADER output.dx_Position = input.dx_Position; #endif // ANGLE_POINT_SPRITE_SHADER } RTRXDXBClNbX4,RDEFh<dRD11< ($ \$Globals\@, 0@__uuCoordTransformMatrix_0_Stage0float3x3__uurtAdjustment_Stage0float48Microsoft (R) HLSL Shader Compiler 10.1ISGN\PPPTEXCOORDOSGN SV_PositionTEXCOORDSHEXPzjYF _2__2g e e e e2 h6 @??2 2F օ 6" A6  62 F62 F6 @?6 @?6 F62F6B@? F F" F F>STAT |DXBCbJSɶX 0h|4RDEF<RD11< ($  samplers2D[0]textures2D[0]$Globals ,Hl__uuinnerRect_Stage2float4A__uuradiusPlusHalf_Stage2float2Microsoft (R) HLSL Shader Compiler 10.1ISGNSV_PositionTEXCOORDOSGN, SV_TARGETSHEXP{jYF Z`XpUUd 2bb2e h  * A VA 4" *4 2@6  FFK   A 8  ECUFF~`8F8 F>STAT  " W񯪺0'/ "ҖinColor" _uinColor(0B5 (Ж inPosition" _uinPosition(0B9 ,Ж inLocalCoord"_uinLocalCoord(0BR PۖuCoordTransformMatrix_0_Stage0" _uuCoordTransformMatrix_0_Stage0(0B> <ҖurtAdjustment_Stage0"_uurtAdjustment_Stage0(0B"4 .Җ vcolor_Stage0"_uvcolor_Stage0(0B"P JЖvTransformedCoords_0_Stage0"_uvTransformedCoords_0_Stage0(0B". (Җ gl_Position" gl_Position(0B* eML#)8 6ҖuinnerRect_Stage2"_uuinnerRect_Stage2(0BB @ЖuradiusPlusHalf_Stage2"_uuradiusPlusHalf_Stage2(0BD BޖuTextureSampler_0_Stage1"_uuTextureSampler_0_Stage1(0B"4 .Җ vcolor_Stage0"_uvcolor_Stage0(0B"P JЖvTransformedCoords_0_Stage0"_uvTransformedCoords_0_Stage0(0B"0 *Җ gl_FragCoord" gl_FragCoord(0B*7 *Җ gl_FragColor" gl_FragColor(0B08M v6e*˳fh1JzN2987f0fde973P _uinPosition_u_uinPositionR _uinColor _u_uinColorR_uurtAdjustment_Stage0_u_uurtAdjustment_Stage0R_uuinnerRect_Stage1_u_uuinnerRect_Stage1P_uuradiusPlusHalf_Stage1_u_uuradiusPlusHalf_Stage1R_uurectUniform_Stage2_u_uurectUniform_Stage2R_uuinnerRect_Stage3_u_uuinnerRect_Stage3P_uuradiusPlusHalf_Stage3_u_uuradiusPlusHalf_Stage3X[6  float4 vec4_ctor(float x0, float x1, float x2, float x3) { return float4(x0, x1, x2, x3); } // Uniforms uniform float4 __uurtAdjustment_Stage0 : register(c0); #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Attributes static float4 __uinColor = {0, 0, 0, 0}; static float2 __uinPosition = {0, 0}; static float4 gl_Position = float4(0, 0, 0, 0); // Varyings static float4 __uvcolor_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 __ucolor = __uinColor; (__uvcolor_Stage0 = __ucolor); float2 __upos2 = __uinPosition; (gl_Position = vec4_ctor(((__upos2.x * __uurtAdjustment_Stage0.x) + __uurtAdjustment_Stage0.y), ((__upos2.y * __uurtAdjustment_Stage0.z) + __uurtAdjustment_Stage0.w), 0.0, 1.0)); } @@ VERTEX ATTRIBUTES @@ struct VS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float4 gl_FragCoord : TEXCOORD2; 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.gl_FragCoord = gl_Position; output.v0 = __uvcolor_Stage0; return output; } Q float2 vec2_ctor(float x0, float x1) { return float2(x0, x1); } float4 vec4_ctor(float x0) { return float4(x0, x0, x0, x0); } // Uniforms uniform float4 __uuinnerRect_Stage1 : register(c0); uniform float4 __uuinnerRect_Stage3 : register(c1); uniform float2 __uuradiusPlusHalf_Stage1 : register(c2); uniform float2 __uuradiusPlusHalf_Stage3 : register(c3); uniform float4 __uurectUniform_Stage2 : register(c4); #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 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 __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}; { float2 __udxy0 = (__uuinnerRect_Stage1.xy - gl_FragCoord.xy); float __udx1 = (gl_FragCoord.x - __uuinnerRect_Stage1.z); float2 __udxy = max(vec2_ctor(max(__udxy0.x, __udx1), __udxy0.y), 0.0); float __ubottomAlpha = clamp((__uuinnerRect_Stage1.w - gl_FragCoord.y), 0.0, 1.0); float __ualpha = (__ubottomAlpha * clamp((__uuradiusPlusHalf_Stage1.x - length(__udxy)), 0.0, 1.0)); (__ualpha = (1.0 - __ualpha)); (__uoutput_Stage1 = vec4_ctor(__ualpha)); } float4 __uoutput_Stage2 = {0.0, 0.0, 0.0, 0.0}; { float __ualpha = {0.0}; { float __uxSub = {0.0}; float __uySub = {0.0}; (__uxSub = min((gl_FragCoord.x - __uurectUniform_Stage2.x), 0.0)); (__uxSub += min((__uurectUniform_Stage2.z - gl_FragCoord.x), 0.0)); (__uySub = min((gl_FragCoord.y - __uurectUniform_Stage2.y), 0.0)); (__uySub += min((__uurectUniform_Stage2.w - gl_FragCoord.y), 0.0)); (__ualpha = ((1.0 + max(__uxSub, -1.0)) * (1.0 + max(__uySub, -1.0)))); } (__uoutput_Stage2 = (__uoutput_Stage1 * __ualpha)); } float4 __uoutput_Stage3 = {0.0, 0.0, 0.0, 0.0}; { float2 __udxy0 = (__uuinnerRect_Stage3.xy - gl_FragCoord.xy); float __udx1 = (gl_FragCoord.x - __uuinnerRect_Stage3.z); float2 __udxy = max(vec2_ctor(max(__udxy0.x, __udx1), __udxy0.y), 0.0); float __ubottomAlpha = clamp((__uuinnerRect_Stage3.w - gl_FragCoord.y), 0.0, 1.0); float __ualpha = (__ubottomAlpha * clamp((__uuradiusPlusHalf_Stage3.x - length(__udxy)), 0.0, 1.0)); (__uoutput_Stage3 = (__uoutput_Stage2 * __ualpha)); } { (gl_Color[0] = (__uoutputColor_Stage0 * __uoutput_Stage3)); } } struct PS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float4 gl_FragCoord : TEXCOORD2; float4 v0 : TEXCOORD0; }; @@ 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; __uvcolor_Stage0 = input.v0; gl_main(); return generateOutput(); } R gl_Color0 gl_Color[0]ystruct GS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float4 gl_FragCoord : TEXCOORD2; float4 v0 : TEXCOORD0; }; struct GS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float4 gl_FragCoord : TEXCOORD2; 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; output.gl_FragCoord = input.gl_FragCoord; #ifndef ANGLE_POINT_SPRITE_SHADER output.dx_Position = input.dx_Position; #endif // ANGLE_POINT_SPRITE_SHADER } RT0DXBCdy[ VL04P$RDEFh<RD11< ($ \$Globals\__uurtAdjustment_Stage0float4Microsoft (R) HLSL Shader Compiler 10.1ISGND88TEXCOORDOSGNhtttSV_PositionTEXCOORDSHEXhPZjYF _2_g e e e h6 @??2 2F օ 6" A6  62 F62 F6 @?6 @?6 F>STAT DXBCaNE?S, +4|80RDEF@h<RD11< ($ \$Globals\PHdd 0@d__uuinnerRect_Stage1float4]__uuinnerRect_Stage3__uuradiusPlusHalf_Stage1float2__uuradiusPlusHalf_Stage3__uurectUniform_Stage2Microsoft (R) HLSL Shader Compiler 10.1ISGNhtttSV_PositionTEXCOORDOSGN, SV_TARGETSHEXPjYF d 2be h  * A VA 4" *4 2@6  FFK   A 2  A @? b A3 bV@ 2FA 3 2F@bV4 bV@ bV@??8"*8  " * A VA 4"*4 bV@6  "K" "A 8" 8 8 F>STAT" )5Ž"Fohw / "ҖinColor" _uinColor(0B5 (Ж inPosition" _uinPosition(0B9 ,Ж inLocalCoord"_uinLocalCoord(0B> <ҖurtAdjustment_Stage0"_uurtAdjustment_Stage0(0B"4 .Җ vcolor_Stage0"_uvcolor_Stage0(0B". (Җ gl_Position" gl_Position(0B* n^ZwѸ^ $?5uc8 6ҖuinnerRect_Stage1"_uuinnerRect_Stage1(0BB @ЖuradiusPlusHalf_Stage1"_uuradiusPlusHalf_Stage1(0B< :ҖurectUniform_Stage2"_uurectUniform_Stage2(0B8 6ҖuinnerRect_Stage3"_uuinnerRect_Stage3(0BB @ЖuradiusPlusHalf_Stage3"_uuradiusPlusHalf_Stage3(0B"4 .Җ vcolor_Stage0"_uvcolor_Stage0(0B"0 *Җ gl_FragCoord" gl_FragCoord(0B*7 *Җ gl_FragColor" gl_FragColor(0B08N zS_q'!IU2987f0fde973P _uinPosition_u_uinPositionR _uinColor _u_uinColorR_uurtAdjustment_Stage0_u_uurtAdjustment_Stage0Q_uuedges_Stage1_c0[0]_u_uuedges_Stage1_c0[0]R_uuinnerRect_Stage1_c1_u_uuinnerRect_Stage1_c1P_uuradiusPlusHalf_Stage1_c1_u_uuradiusPlusHalf_Stage1_c1R_uuinnerRect_Stage1_c2_u_uuinnerRect_Stage1_c2P_uuradiusPlusHalf_Stage1_c2_u_uuradiusPlusHalf_Stage1_c2 X[6  float4 vec4_ctor(float x0, float x1, float x2, float x3) { return float4(x0, x1, x2, x3); } // Uniforms uniform float4 __uurtAdjustment_Stage0 : register(c0); #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Attributes static float4 __uinColor = {0, 0, 0, 0}; static float2 __uinPosition = {0, 0}; static float4 gl_Position = float4(0, 0, 0, 0); // Varyings static float4 __uvcolor_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 __ucolor = __uinColor; (__uvcolor_Stage0 = __ucolor); float2 __upos2 = __uinPosition; (gl_Position = vec4_ctor(((__upos2.x * __uurtAdjustment_Stage0.x) + __uurtAdjustment_Stage0.y), ((__upos2.y * __uurtAdjustment_Stage0.z) + __uurtAdjustment_Stage0.w), 0.0, 1.0)); } @@ VERTEX ATTRIBUTES @@ struct VS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float4 gl_FragCoord : TEXCOORD2; 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.gl_FragCoord = gl_Position; output.v0 = __uvcolor_Stage0; return output; } float2 vec2_ctor(float x0, float x1) { return float2(x0, x1); } float3 vec3_ctor(float x0, float x1, float x2) { return float3(x0, x1, x2); } float4 vec4_ctor(float x0) { return float4(x0, x0, x0, x0); } // Uniforms uniform float3 __uuedges_Stage1_c0[4] : register(c0); uniform float4 __uuinnerRect_Stage1_c1 : register(c4); uniform float4 __uuinnerRect_Stage1_c2 : register(c5); uniform float2 __uuradiusPlusHalf_Stage1_c1 : register(c6); uniform float2 __uuradiusPlusHalf_Stage1_c2 : register(c7); #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 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 __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 __uout0 = {0.0, 0.0, 0.0, 0.0}; { float __ualpha = {1.0}; float __uedge = {0.0}; (__uedge = dot(__uuedges_Stage1_c0[0], vec3_ctor(gl_FragCoord.x, gl_FragCoord.y, 1.0))); float s1407 = {0}; if ((__uedge >= 0.5)) { (s1407 = 1.0); } else { (s1407 = 0.0); } (__uedge = s1407); (__ualpha *= __uedge); (__uedge = dot(__uuedges_Stage1_c0[1], vec3_ctor(gl_FragCoord.x, gl_FragCoord.y, 1.0))); float s1408 = {0}; if ((__uedge >= 0.5)) { (s1408 = 1.0); } else { (s1408 = 0.0); } (__uedge = s1408); (__ualpha *= __uedge); (__uedge = dot(__uuedges_Stage1_c0[2], vec3_ctor(gl_FragCoord.x, gl_FragCoord.y, 1.0))); float s1409 = {0}; if ((__uedge >= 0.5)) { (s1409 = 1.0); } else { (s1409 = 0.0); } (__uedge = s1409); (__ualpha *= __uedge); (__uedge = dot(__uuedges_Stage1_c0[3], vec3_ctor(gl_FragCoord.x, gl_FragCoord.y, 1.0))); float s1410 = {0}; if ((__uedge >= 0.5)) { (s1410 = 1.0); } else { (s1410 = 0.0); } (__uedge = s1410); (__ualpha *= __uedge); (__uout0 = vec4_ctor(__ualpha)); } float4 __uout1 = {0.0, 0.0, 0.0, 0.0}; { float2 __udxy0 = (__uuinnerRect_Stage1_c1.xy - gl_FragCoord.xy); float __udx1 = (gl_FragCoord.x - __uuinnerRect_Stage1_c1.z); float2 __udxy = max(vec2_ctor(max(__udxy0.x, __udx1), __udxy0.y), 0.0); float __ubottomAlpha = clamp((__uuinnerRect_Stage1_c1.w - gl_FragCoord.y), 0.0, 1.0); float __ualpha = (__ubottomAlpha * clamp((__uuradiusPlusHalf_Stage1_c1.x - length(__udxy)), 0.0, 1.0)); (__ualpha = (1.0 - __ualpha)); (__uout1 = (__uout0 * __ualpha)); } { float2 __udxy0 = (__uuinnerRect_Stage1_c2.xy - gl_FragCoord.xy); float __udx1 = (gl_FragCoord.x - __uuinnerRect_Stage1_c2.z); float2 __udxy = max(vec2_ctor(max(__udxy0.x, __udx1), __udxy0.y), 0.0); float __ubottomAlpha = clamp((__uuinnerRect_Stage1_c2.w - gl_FragCoord.y), 0.0, 1.0); float __ualpha = (__ubottomAlpha * clamp((__uuradiusPlusHalf_Stage1_c2.x - length(__udxy)), 0.0, 1.0)); (__uoutput_Stage1 = (__uout1 * __ualpha)); } } { (gl_Color[0] = (__uoutputColor_Stage0 * __uoutput_Stage1)); } } struct PS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float4 gl_FragCoord : TEXCOORD2; float4 v0 : TEXCOORD0; }; @@ 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; __uvcolor_Stage0 = input.v0; gl_main(); return generateOutput(); } R gl_Color0 gl_Color[0]ystruct GS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float4 gl_FragCoord : TEXCOORD2; float4 v0 : TEXCOORD0; }; struct GS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float4 gl_FragCoord : TEXCOORD2; 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; output.gl_FragCoord = input.gl_FragCoord; #ifndef ANGLE_POINT_SPRITE_SHADER output.dx_Position = input.dx_Position; #endif // ANGLE_POINT_SPRITE_SHADER } RT0DXBCdy[ VL04P$RDEFh<RD11< ($ \$Globals\__uurtAdjustment_Stage0float4Microsoft (R) HLSL Shader Compiler 10.1ISGND88TEXCOORDOSGNhtttSV_PositionTEXCOORDSHEXhPZjYF _2_g e e e h6 @??2 2F օ 6" A6  62 F62 F6 @?6 @?6 F>STAT DXBCcJQ w$48lRDEFth<IRD11< ($ \$Globals\H<d@P`,p__uuedges_Stage1_c0float3\__uuinnerRect_Stage1_c1float4__uuinnerRect_Stage1_c2__uuradiusPlusHalf_Stage1_c1float2__uuradiusPlusHalf_Stage1_c2Microsoft (R) HLSL Shader Compiler 10.1ISGNhtttSV_PositionTEXCOORDOSGN, SV_TARGETSHEXP'jYF d 2be h62F6B@?F F:@?:@?F F @? @?8: F FF F @?" @? 2F@??8":8  " * A VA 4"*4 bV@6  "K" "A 2 " A@?8  " * A VA 4"*4 bV@6  "K" "A 8" 8 8 F>STAT&" t++C(h|_MD/ "ҖinColor" _uinColor(0B5 (Ж inPosition" _uinPosition(0B> <ҖurtAdjustment_Stage0"_uurtAdjustment_Stage0(0B"4 .Җ vcolor_Stage0"_uvcolor_Stage0(0B". (Җ gl_Position" gl_Position(0B* u8pD[%9Y.pJK6 4іuedges_Stage1_c0"_uuedges_Stage1_c0(0BH FЖuradiusPlusHalf_Stage1_c2"_uuradiusPlusHalf_Stage1_c2(0B> <ҖuinnerRect_Stage1_c1"_uuinnerRect_Stage1_c1(0B> <ҖuinnerRect_Stage1_c2"_uuinnerRect_Stage1_c2(0BH FЖuradiusPlusHalf_Stage1_c1"_uuradiusPlusHalf_Stage1_c1(0B"4 .Җ vcolor_Stage0"_uvcolor_Stage0(0B"0 *Җ gl_FragCoord" gl_FragCoord(0B*7 *Җ gl_FragColor" gl_FragColor(0B08U iŗ/c -Rb2m]2987f0fde973P _uinPosition_u_uinPositionR _uinColor _u_uinColorR_uurtAdjustment_Stage0_u_uurtAdjustment_Stage0Q_uuedges_Stage1_c0[0]_u_uuedges_Stage1_c0[0]R_uuinnerRect_Stage1_c1_u_uuinnerRect_Stage1_c1P_uuradiusPlusHalf_Stage1_c1_u_uuradiusPlusHalf_Stage1_c1R_uuinnerRect_Stage1_c2_u_uuinnerRect_Stage1_c2P_uuradiusPlusHalf_Stage1_c2_u_uuradiusPlusHalf_Stage1_c2R_uurectUniform_Stage1_c3_u_uurectUniform_Stage1_c3 X[6  float4 vec4_ctor(float x0, float x1, float x2, float x3) { return float4(x0, x1, x2, x3); } // Uniforms uniform float4 __uurtAdjustment_Stage0 : register(c0); #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Attributes static float4 __uinColor = {0, 0, 0, 0}; static float2 __uinPosition = {0, 0}; static float4 gl_Position = float4(0, 0, 0, 0); // Varyings static float4 __uvcolor_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 __ucolor = __uinColor; (__uvcolor_Stage0 = __ucolor); float2 __upos2 = __uinPosition; (gl_Position = vec4_ctor(((__upos2.x * __uurtAdjustment_Stage0.x) + __uurtAdjustment_Stage0.y), ((__upos2.y * __uurtAdjustment_Stage0.z) + __uurtAdjustment_Stage0.w), 0.0, 1.0)); } @@ VERTEX ATTRIBUTES @@ struct VS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float4 gl_FragCoord : TEXCOORD2; 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.gl_FragCoord = gl_Position; output.v0 = __uvcolor_Stage0; return output; } float2 vec2_ctor(float x0, float x1) { return float2(x0, x1); } float3 vec3_ctor(float x0, float x1, float x2) { return float3(x0, x1, x2); } float4 vec4_ctor(float x0) { return float4(x0, x0, x0, x0); } // Uniforms uniform float3 __uuedges_Stage1_c0[4] : register(c0); uniform float4 __uuinnerRect_Stage1_c1 : register(c4); uniform float4 __uuinnerRect_Stage1_c2 : register(c5); uniform float2 __uuradiusPlusHalf_Stage1_c1 : register(c6); uniform float2 __uuradiusPlusHalf_Stage1_c2 : register(c7); uniform float4 __uurectUniform_Stage1_c3 : register(c8); #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 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 __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 __uout0 = {0.0, 0.0, 0.0, 0.0}; { float __ualpha = {1.0}; float __uedge = {0.0}; (__uedge = dot(__uuedges_Stage1_c0[0], vec3_ctor(gl_FragCoord.x, gl_FragCoord.y, 1.0))); float s1477 = {0}; if ((__uedge >= 0.5)) { (s1477 = 1.0); } else { (s1477 = 0.0); } (__uedge = s1477); (__ualpha *= __uedge); (__uedge = dot(__uuedges_Stage1_c0[1], vec3_ctor(gl_FragCoord.x, gl_FragCoord.y, 1.0))); float s1478 = {0}; if ((__uedge >= 0.5)) { (s1478 = 1.0); } else { (s1478 = 0.0); } (__uedge = s1478); (__ualpha *= __uedge); (__uedge = dot(__uuedges_Stage1_c0[2], vec3_ctor(gl_FragCoord.x, gl_FragCoord.y, 1.0))); float s1479 = {0}; if ((__uedge >= 0.5)) { (s1479 = 1.0); } else { (s1479 = 0.0); } (__uedge = s1479); (__ualpha *= __uedge); (__uedge = dot(__uuedges_Stage1_c0[3], vec3_ctor(gl_FragCoord.x, gl_FragCoord.y, 1.0))); float s1480 = {0}; if ((__uedge >= 0.5)) { (s1480 = 1.0); } else { (s1480 = 0.0); } (__uedge = s1480); (__ualpha *= __uedge); (__uout0 = vec4_ctor(__ualpha)); } float4 __uout1 = {0.0, 0.0, 0.0, 0.0}; { float2 __udxy0 = (__uuinnerRect_Stage1_c1.xy - gl_FragCoord.xy); float __udx1 = (gl_FragCoord.x - __uuinnerRect_Stage1_c1.z); float2 __udxy = max(vec2_ctor(max(__udxy0.x, __udx1), __udxy0.y), 0.0); float __ubottomAlpha = clamp((__uuinnerRect_Stage1_c1.w - gl_FragCoord.y), 0.0, 1.0); float __ualpha = (__ubottomAlpha * clamp((__uuradiusPlusHalf_Stage1_c1.x - length(__udxy)), 0.0, 1.0)); (__ualpha = (1.0 - __ualpha)); (__uout1 = (__uout0 * __ualpha)); } float4 __uout2 = {0.0, 0.0, 0.0, 0.0}; { float2 __udxy0 = (__uuinnerRect_Stage1_c2.xy - gl_FragCoord.xy); float __udx1 = (gl_FragCoord.x - __uuinnerRect_Stage1_c2.z); float2 __udxy = max(vec2_ctor(max(__udxy0.x, __udx1), __udxy0.y), 0.0); float __ubottomAlpha = clamp((__uuinnerRect_Stage1_c2.w - gl_FragCoord.y), 0.0, 1.0); float __ualpha = (__ubottomAlpha * clamp((__uuradiusPlusHalf_Stage1_c2.x - length(__udxy)), 0.0, 1.0)); (__uout2 = (__uout1 * __ualpha)); } { float __ualpha = {0.0}; { float __uxSub = {0.0}; float __uySub = {0.0}; (__uxSub = min((gl_FragCoord.x - __uurectUniform_Stage1_c3.x), 0.0)); (__uxSub += min((__uurectUniform_Stage1_c3.z - gl_FragCoord.x), 0.0)); (__uySub = min((gl_FragCoord.y - __uurectUniform_Stage1_c3.y), 0.0)); (__uySub += min((__uurectUniform_Stage1_c3.w - gl_FragCoord.y), 0.0)); (__ualpha = ((1.0 + max(__uxSub, -1.0)) * (1.0 + max(__uySub, -1.0)))); } (__uoutput_Stage1 = (__uout2 * __ualpha)); } } { (gl_Color[0] = (__uoutputColor_Stage0 * __uoutput_Stage1)); } } struct PS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float4 gl_FragCoord : TEXCOORD2; float4 v0 : TEXCOORD0; }; @@ 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; __uvcolor_Stage0 = input.v0; gl_main(); return generateOutput(); } R gl_Color0 gl_Color[0]ystruct GS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float4 gl_FragCoord : TEXCOORD2; float4 v0 : TEXCOORD0; }; struct GS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float4 gl_FragCoord : TEXCOORD2; 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; output.gl_FragCoord = input.gl_FragCoord; #ifndef ANGLE_POINT_SPRITE_SHADER output.dx_Position = input.dx_Position; #endif // ANGLE_POINT_SPRITE_SHADER } RT0DXBCdy[ VL04P$RDEFh<RD11< ($ \$Globals\__uurtAdjustment_Stage0float4Microsoft (R) HLSL Shader Compiler 10.1ISGND88TEXCOORDOSGNhtttSV_PositionTEXCOORDSHEXhPZjYF _2_g e e e h6 @??2 2F օ 6" A6  62 F62 F6 @?6 @?6 F>STAT ( DXBC3jŚqz0Fca( 4x RDEFh<RD11< ($ \$Globals\p<@P `0Tp0q__uuedges_Stage1_c0float3__uuinnerRect_Stage1_c1float4__uuinnerRect_Stage1_c2__uuradiusPlusHalf_Stage1_c1float2)__uuradiusPlusHalf_Stage1_c2__uurectUniform_Stage1_c3Microsoft (R) HLSL Shader Compiler 10.1ISGNhtttSV_PositionTEXCOORDOSGN, SV_TARGETSHEXPvjYF d 2be h62F6B@?F F:@?:@?F F @? @?8: F FF F @?" @? 2F@??8":8  " * A VA 4"*4 bV@6  "K" "A 2 " A@?8  " * A VA 4"*4 bV@6  "K" "A 8" 8  b A3 bV@ 2FA 3 2F@bV4 bV@ bV@??8"*8 8 F>STAT/'" t++C(h|_MD/ "ҖinColor" _uinColor(0B5 (Ж inPosition" _uinPosition(0B> <ҖurtAdjustment_Stage0"_uurtAdjustment_Stage0(0B"4 .Җ vcolor_Stage0"_uvcolor_Stage0(0B". (Җ gl_Position" gl_Position(0B* }2cvFX;3,N6 4іuedges_Stage1_c0"_uuedges_Stage1_c0(0BH FЖuradiusPlusHalf_Stage1_c2"_uuradiusPlusHalf_Stage1_c2(0B> <ҖuinnerRect_Stage1_c1"_uuinnerRect_Stage1_c1(0B> <ҖuinnerRect_Stage1_c2"_uuinnerRect_Stage1_c2(0BH FЖuradiusPlusHalf_Stage1_c1"_uuradiusPlusHalf_Stage1_c1(0BB @ҖurectUniform_Stage1_c3"_uurectUniform_Stage1_c3(0B"4 .Җ vcolor_Stage0"_uvcolor_Stage0(0B"0 *Җ gl_FragCoord" gl_FragCoord(0B*7 *Җ gl_FragColor" gl_FragColor(0B08] .GmNc-|6&HѓY2987f0fde973P _uinPosition_u_uinPosition R_uurtAdjustment_Stage0_u_uurtAdjustment_Stage0[_uuViewM_Stage0_u_uuViewM_Stage0_uu_skRTHeight_u_uu_skRTHeightR_uuColor_Stage0_u_uuColor_Stage0R_uuproxyRect_Stage1_u_uuproxyRect_Stage1_uucornerRadius_Stage1_u_uucornerRadius_Stage1_uublurRadius_Stage1_u_uublurRadius_Stage1R_uuinnerRect_Stage2_u_uuinnerRect_Stage2P_uuradiusPlusHalf_Stage2_u_uuradiusPlusHalf_Stage2^_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 float3x3 __uuViewM_Stage0 : register(c0); uniform float4 __uurtAdjustment_Stage0 : register(c3); #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 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() { float2 __upos2 = mul(transpose(__uuViewM_Stage0), vec3_ctor(__uinPosition, 1.0)).xy; (gl_Position = vec4_ctor(((__upos2.x * __uurtAdjustment_Stage0.x) + __uurtAdjustment_Stage0.y), ((__upos2.y * __uurtAdjustment_Stage0.z) + __uurtAdjustment_Stage0.w), 0.0, 1.0)); } @@ VERTEX ATTRIBUTES @@ struct VS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD0; float4 gl_FragCoord : 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; return output; } float2 vec2_ctor(float x0) { return float2(x0, x0); } float4 vec4_ctor(float x0, float x1, float x2, float x3) { return float4(x0, x1, x2, x3); } // Uniforms uniform float4 __uuColor_Stage0 : register(c0); uniform float __uu_skRTHeight : register(c1); uniform float __uublurRadius_Stage1 : register(c2); uniform float __uucornerRadius_Stage1 : register(c3); uniform float4 __uuinnerRect_Stage2 : register(c4); uniform float4 __uuproxyRect_Stage1 : register(c5); uniform float2 __uuradiusPlusHalf_Stage2 : register(c6); 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 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 __u_sktmpCoord = gl_FragCoord.xy; float4 __usk_FragCoord = vec4_ctor(__u_sktmpCoord.x, (__uu_skRTHeight - __u_sktmpCoord.y), 1.0, 1.0); float4 __uoutputColor_Stage0 = {0.0, 0.0, 0.0, 0.0}; { (__uoutputColor_Stage0 = __uuColor_Stage0); } float4 __uoutput_Stage1 = {0.0, 0.0, 0.0, 0.0}; { float2 __utranslatedFragPos = (__usk_FragCoord.xy - __uuproxyRect_Stage1.xy); float __uthreshold = (__uucornerRadius_Stage1 + (2.0 * __uublurRadius_Stage1)); float2 __umiddle = ((__uuproxyRect_Stage1.zw - __uuproxyRect_Stage1.xy) - (2.0 * __uthreshold)); if (((__utranslatedFragPos.x >= __uthreshold) && (__utranslatedFragPos.x < (__umiddle.x + __uthreshold)))) { (__utranslatedFragPos.x = __uthreshold); } else { if ((__utranslatedFragPos.x >= (__umiddle.x + __uthreshold))) { (__utranslatedFragPos.x -= (__umiddle.x - 1.0)); } } if (((__utranslatedFragPos.y > __uthreshold) && (__utranslatedFragPos.y < (__umiddle.y + __uthreshold)))) { (__utranslatedFragPos.y = __uthreshold); } else { if ((__utranslatedFragPos.y >= (__umiddle.y + __uthreshold))) { (__utranslatedFragPos.y -= (__umiddle.y - 1.0)); } } float2 __uproxyDims = vec2_ctor(((2.0 * __uthreshold) + 1.0)); float2 __utexCoord = (__utranslatedFragPos / __uproxyDims); (__uoutput_Stage1 = gl_texture2D(__uuTextureSampler_0_Stage1, __utexCoord).xxxx); } float4 __uoutput_Stage2 = {0.0, 0.0, 0.0, 0.0}; { float2 __udxy0 = (__uuinnerRect_Stage2.xy - __usk_FragCoord.xy); float2 __udxy1 = (__usk_FragCoord.xy - __uuinnerRect_Stage2.zw); float2 __udxy = max(max(__udxy0, __udxy1), 0.0); float __ualpha = clamp((__uuradiusPlusHalf_Stage2.x - length(__udxy)), 0.0, 1.0); (__ualpha = (1.0 - __ualpha)); (__uoutput_Stage2 = (__uoutput_Stage1 * __ualpha)); } { (gl_Color[0] = (__uoutputColor_Stage0 * __uoutput_Stage2)); } } struct PS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD0; float4 gl_FragCoord : 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; gl_main(); return generateOutput(); } R gl_Color0 gl_Color[0](struct GS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD0; float4 gl_FragCoord : TEXCOORD1; }; struct GS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD0; float4 gl_FragCoord : TEXCOORD1; }; void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput) { output.gl_Position = input.gl_Position; output.gl_FragCoord = input.gl_FragCoord; #ifndef ANGLE_POINT_SPRITE_SHADER output.dx_Position = input.dx_Position; #endif // ANGLE_POINT_SPRITE_SHADER } RDXBC,i[*iSʟ4\RDEF|h<TRD11< ($ \$Globals\@,00__uuViewM_Stage0float3x3__uurtAdjustment_Stage0float4(Microsoft (R) HLSL Shader Compiler 10.1ISGN, TEXCOORDOSGNhP\\SV_PositionTEXCOORDSHEXPijYF _2g e e h62F6B@?F FF F2 " * : 2 :  6@??6 6" A6B@6 F6 F>STAT  DXBC3O 3yX)w$ 4pRDEF4< RD11< ($  samplers2D[0]textures2D[0]$Globalsp 0Hl H0H@ P `__uuColor_Stage0float4__uu_skRTHeightfloat@__uublurRadius_Stage1__uucornerRadius_Stage1__uuinnerRect_Stage2__uuproxyRect_Stage1__uuradiusPlusHalf_Stage2float2Microsoft (R) HLSL Shader Compiler 10.1ISGNhP\\SV_PositionTEXCOORDOSGN, SV_TARGETSHEXdPjYF Z`XpUUd 2e h 2F A 2 B @@ 2 2 A@@@F2 F 2F@ "A 6   A12 F2FA 7 2 F **1B*:"* :7 :* 7 "*2 *@@@?2FECUFF~` bA  2F A4bV4 bV@"K" "A "A@?8 8 F >STAT " sYgNܨά\nJu95 (Ж inPosition" _uinPosition(0B> <ҖurtAdjustment_Stage0"_uurtAdjustment_Stage0(0B0 .ۖ uViewM_Stage0"_uuViewM_Stage0(0B". (Җ gl_Position" gl_Position(0B* *ߕΏ9i}D BޖuTextureSampler_0_Stage1"_uuTextureSampler_0_Stage1(0B8 6ҖuproxyRect_Stage1"_uuproxyRect_Stage1(0B0 .Җ uColor_Stage0"_uuColor_Stage0(0B- +( u_skRTHeight"_uu_skRTHeight(0B= ;(ucornerRadius_Stage1"_uucornerRadius_Stage1(0B9 7(ublurRadius_Stage1"_uublurRadius_Stage1(0B8 6ҖuinnerRect_Stage2"_uuinnerRect_Stage2(0BB @ЖuradiusPlusHalf_Stage2"_uuradiusPlusHalf_Stage2(0B"0 *Җ gl_FragCoord" gl_FragCoord(0B*7 *Җ gl_FragColor" gl_FragColor(0B08Y CC/F>ڲU`[f=ԿD2987f0fde973P _uinPosition_u_uinPositionR _uinColor _u_uinColorR_uurtAdjustment_Stage0_u_uurtAdjustment_Stage0R_uuinnerRect_Stage1_u_uuinnerRect_Stage1P_uuradiusPlusHalf_Stage1_u_uuradiusPlusHalf_Stage1R_uurectUniform_Stage2_u_uurectUniform_Stage2X[6  float4 vec4_ctor(float x0, float x1, float x2, float x3) { return float4(x0, x1, x2, x3); } // Uniforms uniform float4 __uurtAdjustment_Stage0 : register(c0); #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Attributes static float4 __uinColor = {0, 0, 0, 0}; static float2 __uinPosition = {0, 0}; static float4 gl_Position = float4(0, 0, 0, 0); // Varyings static float4 __uvcolor_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 __ucolor = __uinColor; (__uvcolor_Stage0 = __ucolor); float2 __upos2 = __uinPosition; (gl_Position = vec4_ctor(((__upos2.x * __uurtAdjustment_Stage0.x) + __uurtAdjustment_Stage0.y), ((__upos2.y * __uurtAdjustment_Stage0.z) + __uurtAdjustment_Stage0.w), 0.0, 1.0)); } @@ VERTEX ATTRIBUTES @@ struct VS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float4 gl_FragCoord : TEXCOORD2; 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.gl_FragCoord = gl_Position; output.v0 = __uvcolor_Stage0; return output; }  float2 vec2_ctor(float x0, float x1) { return float2(x0, x1); } float4 vec4_ctor(float x0) { return float4(x0, x0, x0, x0); } // Uniforms uniform float4 __uuinnerRect_Stage1 : register(c0); uniform float2 __uuradiusPlusHalf_Stage1 : register(c1); uniform float4 __uurectUniform_Stage2 : register(c2); #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 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 __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}; { float2 __udxy0 = (__uuinnerRect_Stage1.xy - gl_FragCoord.xy); float __udx1 = (gl_FragCoord.x - __uuinnerRect_Stage1.z); float2 __udxy = max(vec2_ctor(max(__udxy0.x, __udx1), __udxy0.y), 0.0); float __ubottomAlpha = clamp((__uuinnerRect_Stage1.w - gl_FragCoord.y), 0.0, 1.0); float __ualpha = (__ubottomAlpha * clamp((__uuradiusPlusHalf_Stage1.x - length(__udxy)), 0.0, 1.0)); (__ualpha = (1.0 - __ualpha)); (__uoutput_Stage1 = vec4_ctor(__ualpha)); } float4 __uoutput_Stage2 = {0.0, 0.0, 0.0, 0.0}; { float __ualpha = {0.0}; { float __uxSub = {0.0}; float __uySub = {0.0}; (__uxSub = min((gl_FragCoord.x - __uurectUniform_Stage2.x), 0.0)); (__uxSub += min((__uurectUniform_Stage2.z - gl_FragCoord.x), 0.0)); (__uySub = min((gl_FragCoord.y - __uurectUniform_Stage2.y), 0.0)); (__uySub += min((__uurectUniform_Stage2.w - gl_FragCoord.y), 0.0)); (__ualpha = ((1.0 + max(__uxSub, -1.0)) * (1.0 + max(__uySub, -1.0)))); } (__uoutput_Stage2 = (__uoutput_Stage1 * __ualpha)); } { (gl_Color[0] = (__uoutputColor_Stage0 * __uoutput_Stage2)); } } struct PS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float4 gl_FragCoord : TEXCOORD2; float4 v0 : TEXCOORD0; }; @@ 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; __uvcolor_Stage0 = input.v0; gl_main(); return generateOutput(); } R gl_Color0 gl_Color[0]ystruct GS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float4 gl_FragCoord : TEXCOORD2; float4 v0 : TEXCOORD0; }; struct GS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float4 gl_FragCoord : TEXCOORD2; 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; output.gl_FragCoord = input.gl_FragCoord; #ifndef ANGLE_POINT_SPRITE_SHADER output.dx_Position = input.dx_Position; #endif // ANGLE_POINT_SPRITE_SHADER } RT0DXBCdy[ VL04P$RDEFh<RD11< ($ \$Globals\__uurtAdjustment_Stage0float4Microsoft (R) HLSL Shader Compiler 10.1ISGND88TEXCOORDOSGNhtttSV_PositionTEXCOORDSHEXhPZjYF _2_g e e e h6 @??2 2F օ 6" A6  62 F62 F6 @?6 @?6 F>STAT  DXBC<BdBV 4RDEFh<RD11< ($ \$Globals\08\ __uuinnerRect_Stage1float4 __uuradiusPlusHalf_Stage1float2R__uurectUniform_Stage2Microsoft (R) HLSL Shader Compiler 10.1ISGNhtttSV_PositionTEXCOORDOSGN, SV_TARGETSHEXPjYF d 2be h  * A VA 4" *4 2@6  FFK   A 2  A @? b A3 bV@ 2FA 3 2F@bV4 bV@ bV@??8"*8 8 F>STAT" )5Ž"Fohw / "ҖinColor" _uinColor(0B5 (Ж inPosition" _uinPosition(0B9 ,Ж inLocalCoord"_uinLocalCoord(0B> <ҖurtAdjustment_Stage0"_uurtAdjustment_Stage0(0B"4 .Җ vcolor_Stage0"_uvcolor_Stage0(0B". (Җ gl_Position" gl_Position(0B* sH|tXټFyY8 6ҖuinnerRect_Stage1"_uuinnerRect_Stage1(0BB @ЖuradiusPlusHalf_Stage1"_uuradiusPlusHalf_Stage1(0B< :ҖurectUniform_Stage2"_uurectUniform_Stage2(0B"4 .Җ vcolor_Stage0"_uvcolor_Stage0(0B"0 *Җ gl_FragCoord" gl_FragCoord(0B*7 *Җ gl_FragColor" gl_FragColor(0B08D 쯐(!#=}B 5<2987f0fde973P _uinPosition_u_uinPositionR _uinColor _u_uinColorR_uurtAdjustment_Stage0_u_uurtAdjustment_Stage0R_uuinnerRect_Stage1_u_uuinnerRect_Stage1P_uuradiusPlusHalf_Stage1_u_uuradiusPlusHalf_Stage1X[6  float4 vec4_ctor(float x0, float x1, float x2, float x3) { return float4(x0, x1, x2, x3); } // Uniforms uniform float4 __uurtAdjustment_Stage0 : register(c0); #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Attributes static float4 __uinColor = {0, 0, 0, 0}; static float2 __uinPosition = {0, 0}; static float4 gl_Position = float4(0, 0, 0, 0); // Varyings static float4 __uvcolor_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 __ucolor = __uinColor; (__uvcolor_Stage0 = __ucolor); float2 __upos2 = __uinPosition; (gl_Position = vec4_ctor(((__upos2.x * __uurtAdjustment_Stage0.x) + __uurtAdjustment_Stage0.y), ((__upos2.y * __uurtAdjustment_Stage0.z) + __uurtAdjustment_Stage0.w), 0.0, 1.0)); } @@ VERTEX ATTRIBUTES @@ struct VS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float4 gl_FragCoord : TEXCOORD2; 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.gl_FragCoord = gl_Position; output.v0 = __uvcolor_Stage0; return output; } float2 vec2_ctor(float x0, float x1) { return float2(x0, x1); } float4 vec4_ctor(float x0) { return float4(x0, x0, x0, x0); } // Uniforms uniform float4 __uuinnerRect_Stage1 : register(c0); uniform float2 __uuradiusPlusHalf_Stage1 : register(c1); #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 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 __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}; { float2 __udxy0 = (__uuinnerRect_Stage1.xy - gl_FragCoord.xy); float __udx1 = (gl_FragCoord.x - __uuinnerRect_Stage1.z); float2 __udxy = max(vec2_ctor(max(__udxy0.x, __udx1), __udxy0.y), 0.0); float __ubottomAlpha = clamp((__uuinnerRect_Stage1.w - gl_FragCoord.y), 0.0, 1.0); float __ualpha = (__ubottomAlpha * clamp((__uuradiusPlusHalf_Stage1.x - length(__udxy)), 0.0, 1.0)); (__ualpha = (1.0 - __ualpha)); (__uoutput_Stage1 = vec4_ctor(__ualpha)); } { (gl_Color[0] = (__uoutputColor_Stage0 * __uoutput_Stage1)); } } struct PS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float4 gl_FragCoord : TEXCOORD2; float4 v0 : TEXCOORD0; }; @@ 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; __uvcolor_Stage0 = input.v0; gl_main(); return generateOutput(); } R gl_Color0 gl_Color[0]ystruct GS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float4 gl_FragCoord : TEXCOORD2; float4 v0 : TEXCOORD0; }; struct GS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float4 gl_FragCoord : TEXCOORD2; 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; output.gl_FragCoord = input.gl_FragCoord; #ifndef ANGLE_POINT_SPRITE_SHADER output.dx_Position = input.dx_Position; #endif // ANGLE_POINT_SPRITE_SHADER } RT0DXBCdy[ VL04P$RDEFh<RD11< ($ \$Globals\__uurtAdjustment_Stage0float4Microsoft (R) HLSL Shader Compiler 10.1ISGND88TEXCOORDOSGNhtttSV_PositionTEXCOORDSHEXhPZjYF _2_g e e e h6 @??2 2F օ 6" A6  62 F62 F6 @?6 @?6 F>STAT DXBCiOѥoRPg~4DxRDEFh<XRD11< ($ \$Globals\ 4__uuinnerRect_Stage1float4__uuradiusPlusHalf_Stage1float2*Microsoft (R) HLSL Shader Compiler 10.1ISGNhtttSV_PositionTEXCOORDOSGN, SV_TARGETSHEXPbjYF d 2be h  * A VA 4" *4 2@6  FFK   A 2  A @?8 F>STAT  " t++C(h|_MD/ "ҖinColor" _uinColor(0B5 (Ж inPosition" _uinPosition(0B> <ҖurtAdjustment_Stage0"_uurtAdjustment_Stage0(0B"4 .Җ vcolor_Stage0"_uvcolor_Stage0(0B". (Җ gl_Position" gl_Position(0B* z_N1nf-jo8 6ҖuinnerRect_Stage1"_uuinnerRect_Stage1(0BB @ЖuradiusPlusHalf_Stage1"_uuradiusPlusHalf_Stage1(0B"4 .Җ vcolor_Stage0"_uvcolor_Stage0(0B"0 *Җ gl_FragCoord" gl_FragCoord(0B*7 *Җ gl_FragColor" gl_FragColor(0B08< & ٕ 6E#uS2987f0fde973P _uinPosition_u_uinPositionR _uinColor _u_uinColorR_uurtAdjustment_Stage0_u_uurtAdjustment_Stage0Q_uuedges_Stage1_c0[0]_u_uuedges_Stage1_c0[0]R_uuinnerRect_Stage1_c1_u_uuinnerRect_Stage1_c1P_uuradiusPlusHalf_Stage1_c1_u_uuradiusPlusHalf_Stage1_c1R_uurectUniform_Stage1_c2_u_uurectUniform_Stage1_c2X[6  float4 vec4_ctor(float x0, float x1, float x2, float x3) { return float4(x0, x1, x2, x3); } // Uniforms uniform float4 __uurtAdjustment_Stage0 : register(c0); #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Attributes static float4 __uinColor = {0, 0, 0, 0}; static float2 __uinPosition = {0, 0}; static float4 gl_Position = float4(0, 0, 0, 0); // Varyings static float4 __uvcolor_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 __ucolor = __uinColor; (__uvcolor_Stage0 = __ucolor); float2 __upos2 = __uinPosition; (gl_Position = vec4_ctor(((__upos2.x * __uurtAdjustment_Stage0.x) + __uurtAdjustment_Stage0.y), ((__upos2.y * __uurtAdjustment_Stage0.z) + __uurtAdjustment_Stage0.w), 0.0, 1.0)); } @@ VERTEX ATTRIBUTES @@ struct VS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float4 gl_FragCoord : TEXCOORD2; 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.gl_FragCoord = gl_Position; output.v0 = __uvcolor_Stage0; return output; } nfloat2 vec2_ctor(float x0, float x1) { return float2(x0, x1); } float3 vec3_ctor(float x0, float x1, float x2) { return float3(x0, x1, x2); } float4 vec4_ctor(float x0) { return float4(x0, x0, x0, x0); } // Uniforms uniform float3 __uuedges_Stage1_c0[4] : register(c0); uniform float4 __uuinnerRect_Stage1_c1 : register(c4); uniform float2 __uuradiusPlusHalf_Stage1_c1 : register(c5); uniform float4 __uurectUniform_Stage1_c2 : register(c6); #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 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 __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 __uout0 = {0.0, 0.0, 0.0, 0.0}; { float __ualpha = {1.0}; float __uedge = {0.0}; (__uedge = dot(__uuedges_Stage1_c0[0], vec3_ctor(gl_FragCoord.x, gl_FragCoord.y, 1.0))); float s1635 = {0}; if ((__uedge >= 0.5)) { (s1635 = 1.0); } else { (s1635 = 0.0); } (__uedge = s1635); (__ualpha *= __uedge); (__uedge = dot(__uuedges_Stage1_c0[1], vec3_ctor(gl_FragCoord.x, gl_FragCoord.y, 1.0))); float s1636 = {0}; if ((__uedge >= 0.5)) { (s1636 = 1.0); } else { (s1636 = 0.0); } (__uedge = s1636); (__ualpha *= __uedge); (__uedge = dot(__uuedges_Stage1_c0[2], vec3_ctor(gl_FragCoord.x, gl_FragCoord.y, 1.0))); float s1637 = {0}; if ((__uedge >= 0.5)) { (s1637 = 1.0); } else { (s1637 = 0.0); } (__uedge = s1637); (__ualpha *= __uedge); (__uedge = dot(__uuedges_Stage1_c0[3], vec3_ctor(gl_FragCoord.x, gl_FragCoord.y, 1.0))); float s1638 = {0}; if ((__uedge >= 0.5)) { (s1638 = 1.0); } else { (s1638 = 0.0); } (__uedge = s1638); (__ualpha *= __uedge); (__uout0 = vec4_ctor(__ualpha)); } float4 __uout1 = {0.0, 0.0, 0.0, 0.0}; { float2 __udxy0 = (__uuinnerRect_Stage1_c1.xy - gl_FragCoord.xy); float __udx1 = (gl_FragCoord.x - __uuinnerRect_Stage1_c1.z); float2 __udxy = max(vec2_ctor(max(__udxy0.x, __udx1), __udxy0.y), 0.0); float __ubottomAlpha = clamp((__uuinnerRect_Stage1_c1.w - gl_FragCoord.y), 0.0, 1.0); float __ualpha = (__ubottomAlpha * clamp((__uuradiusPlusHalf_Stage1_c1.x - length(__udxy)), 0.0, 1.0)); (__ualpha = (1.0 - __ualpha)); (__uout1 = (__uout0 * __ualpha)); } { float __ualpha = {0.0}; { float __uxSub = {0.0}; float __uySub = {0.0}; (__uxSub = min((gl_FragCoord.x - __uurectUniform_Stage1_c2.x), 0.0)); (__uxSub += min((__uurectUniform_Stage1_c2.z - gl_FragCoord.x), 0.0)); (__uySub = min((gl_FragCoord.y - __uurectUniform_Stage1_c2.y), 0.0)); (__uySub += min((__uurectUniform_Stage1_c2.w - gl_FragCoord.y), 0.0)); (__ualpha = ((1.0 + max(__uxSub, -1.0)) * (1.0 + max(__uySub, -1.0)))); } (__uoutput_Stage1 = (__uout1 * __ualpha)); } } { (gl_Color[0] = (__uoutputColor_Stage0 * __uoutput_Stage1)); } } struct PS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float4 gl_FragCoord : TEXCOORD2; float4 v0 : TEXCOORD0; }; @@ 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; __uvcolor_Stage0 = input.v0; gl_main(); return generateOutput(); } R gl_Color0 gl_Color[0]ystruct GS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float4 gl_FragCoord : TEXCOORD2; float4 v0 : TEXCOORD0; }; struct GS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float4 gl_FragCoord : TEXCOORD2; 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; output.gl_FragCoord = input.gl_FragCoord; #ifndef ANGLE_POINT_SPRITE_SHADER output.dx_Position = input.dx_Position; #endif // ANGLE_POINT_SPRITE_SHADER } RT0DXBCdy[ VL04P$RDEFh<RD11< ($ \$Globals\__uurtAdjustment_Stage0float4Microsoft (R) HLSL Shader Compiler 10.1ISGND88TEXCOORDOSGNhtttSV_PositionTEXCOORDSHEXhPZjYF _2_g e e e h6 @??2 2F օ 6" A6  62 F62 F6 @?6 @?6 F>STAT xDXBC`3I9yjx4l(RDEF0h<RD11< ($ \$Globals\p <<`@P`__uuedges_Stage1_c0float34__uuinnerRect_Stage1_c1float4x__uuradiusPlusHalf_Stage1_c1float2__uurectUniform_Stage1_c2Microsoft (R) HLSL Shader Compiler 10.1ISGNhtttSV_PositionTEXCOORDOSGN, SV_TARGETSHEXP+jYF d 2be h62F6B@?F F:@?:@?F F @? @?8: F FF F @?" @? 2F@??8":8  " * A VA 4"*4 bV@6  "K" "A 2 " A@?8  b A3 bV@ 2FA 3 2F@bV4 bV@ bV@??8"*8 8 F>STAT%" t++C(h|_MD/ "ҖinColor" _uinColor(0B5 (Ж inPosition" _uinPosition(0B> <ҖurtAdjustment_Stage0"_uurtAdjustment_Stage0(0B"4 .Җ vcolor_Stage0"_uvcolor_Stage0(0B". (Җ gl_Position" gl_Position(0B* ul)D䝆g@6 4іuedges_Stage1_c0"_uuedges_Stage1_c0(0B> <ҖuinnerRect_Stage1_c1"_uuinnerRect_Stage1_c1(0BH FЖuradiusPlusHalf_Stage1_c1"_uuradiusPlusHalf_Stage1_c1(0BB @ҖurectUniform_Stage1_c2"_uurectUniform_Stage1_c2(0B"4 .Җ vcolor_Stage0"_uvcolor_Stage0(0B"0 *Җ gl_FragCoord" gl_FragCoord(0B*7 *Җ gl_FragColor" gl_FragColor(0B08S -n9Wfqǐɷ%>2987f0fde973P _uinPosition_u_uinPositionR _uinColor _u_uinColorR_uurtAdjustment_Stage0_u_uurtAdjustment_Stage0_uu_skRTHeight_u_uu_skRTHeightR_uuinnerRect_Stage1_u_uuinnerRect_Stage1P_uuradiusPlusHalf_Stage1_u_uuradiusPlusHalf_Stage1X[6  float4 vec4_ctor(float x0, float x1, float x2, float x3) { return float4(x0, x1, x2, x3); } // Uniforms uniform float4 __uurtAdjustment_Stage0 : register(c0); #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Attributes static float4 __uinColor = {0, 0, 0, 0}; static float2 __uinPosition = {0, 0}; static float4 gl_Position = float4(0, 0, 0, 0); // Varyings static float4 __uvcolor_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 __ucolor = __uinColor; (__uvcolor_Stage0 = __ucolor); float2 __upos2 = __uinPosition; (gl_Position = vec4_ctor(((__upos2.x * __uurtAdjustment_Stage0.x) + __uurtAdjustment_Stage0.y), ((__upos2.y * __uurtAdjustment_Stage0.z) + __uurtAdjustment_Stage0.w), 0.0, 1.0)); } @@ VERTEX ATTRIBUTES @@ struct VS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float4 gl_FragCoord : TEXCOORD2; 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.gl_FragCoord = gl_Position; output.v0 = __uvcolor_Stage0; return output; } float4 vec4_ctor(float x0) { return float4(x0, x0, x0, x0); } float4 vec4_ctor(float x0, float x1, float x2, float x3) { return float4(x0, x1, x2, x3); } // Uniforms uniform float __uu_skRTHeight : register(c0); uniform float4 __uuinnerRect_Stage1 : register(c1); uniform float2 __uuradiusPlusHalf_Stage1 : register(c2); #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 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() { float2 __u_sktmpCoord = gl_FragCoord.xy; float4 __usk_FragCoord = vec4_ctor(__u_sktmpCoord.x, (__uu_skRTHeight - __u_sktmpCoord.y), 1.0, 1.0); 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}; { float2 __udxy0 = (__uuinnerRect_Stage1.xy - __usk_FragCoord.xy); float2 __udxy1 = (__usk_FragCoord.xy - __uuinnerRect_Stage1.zw); float2 __udxy = max(max(__udxy0, __udxy1), 0.0); float __ualpha = clamp((__uuradiusPlusHalf_Stage1.x - length(__udxy)), 0.0, 1.0); (__uoutput_Stage1 = vec4_ctor(__ualpha)); } { (gl_Color[0] = (__uoutputColor_Stage0 * __uoutput_Stage1)); } } struct PS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float4 gl_FragCoord : TEXCOORD2; float4 v0 : TEXCOORD0; }; @@ 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; __uvcolor_Stage0 = input.v0; gl_main(); return generateOutput(); } R gl_Color0 gl_Color[0]ystruct GS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float4 gl_FragCoord : TEXCOORD2; float4 v0 : TEXCOORD0; }; struct GS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float4 gl_FragCoord : TEXCOORD2; 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; output.gl_FragCoord = input.gl_FragCoord; #ifndef ANGLE_POINT_SPRITE_SHADER output.dx_Position = input.dx_Position; #endif // ANGLE_POINT_SPRITE_SHADER } RT0DXBCdy[ VL04P$RDEFh<RD11< ($ \$Globals\__uurtAdjustment_Stage0float4Microsoft (R) HLSL Shader Compiler 10.1ISGND88TEXCOORDOSGNhtttSV_PositionTEXCOORDSHEXhPZjYF _2_g e e e h6 @??2 2F օ 6" A6  62 F62 F6 @?6 @?6 F>STAT DXBCdfIA5lҖ;4 hRDEFh<RD11< ($ \$Globals\04Pt __uu_skRTHeightfloat__uuinnerRect_Stage1float4I__uuradiusPlusHalf_Stage1float2Microsoft (R) HLSL Shader Compiler 10.1ISGNhtttSV_PositionTEXCOORDOSGN, SV_TARGETSHEXPajYF d 2be h "A 6  A  2F A42F 4 2F@FFK   A 8 F>STAT  " t++C(h|_MD/ "ҖinColor" _uinColor(0B5 (Ж inPosition" _uinPosition(0B> <ҖurtAdjustment_Stage0"_uurtAdjustment_Stage0(0B"4 .Җ vcolor_Stage0"_uvcolor_Stage0(0B". (Җ gl_Position" gl_Position(0B* T:y@TI8 6ҖuinnerRect_Stage1"_uuinnerRect_Stage1(0B- +( u_skRTHeight"_uu_skRTHeight(0BB @ЖuradiusPlusHalf_Stage1"_uuradiusPlusHalf_Stage1(0B"4 .Җ vcolor_Stage0"_uvcolor_Stage0(0B"0 *Җ gl_FragCoord" gl_FragCoord(0B*7 *Җ gl_FragColor" gl_FragColor(0B08> QYckSTAT DXBChp{[ W,% 4,pRDEFd<<RD11< ($ Microsoft (R) HLSL Shader Compiler 10.1ISGNP8DSV_PositionTEXCOORDOSGN, SV_TARGETSHEX<Pje 6 @>STAT"  Ucdxbb5 (Ж inPosition" _uinPosition(0B> <ҖurtAdjustment_Stage0"_uurtAdjustment_Stage0(0B". (Җ gl_Position" gl_Position(0B* STAT  DXBC"дyX^o쌱 4,pRDEFd<<RD11< ($ Microsoft (R) HLSL Shader Compiler 10.1ISGNP8DSV_PositionTEXCOORDOSGN, SV_TARGETSHEX<Pje 6 @????>STAT" sYgNܨά\nJu95 (Ж inPosition" _uinPosition(0B> <ҖurtAdjustment_Stage0"_uurtAdjustment_Stage0(0B0 .ۖ uViewM_Stage0"_uuViewM_Stage0(0B". (Җ gl_Position" gl_Position(0B* ُ],FDS50 .Җ uColor_Stage0"_uuColor_Stage0(0B*7 *Җ gl_FragColor" gl_FragColor(0B08( $[`cR (SxN(2987f0fde973P _uinPosition_u_uinPositionR_uurtAdjustment_Stage0_u_uurtAdjustment_Stage0[_uuViewM_Stage0_u_uuViewM_Stage0X[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 float3x3 __uuViewM_Stage0 : register(c0); uniform float4 __uurtAdjustment_Stage0 : register(c3); #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 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() { float2 __upos2 = mul(transpose(__uuViewM_Stage0), vec3_ctor(__uinPosition, 1.0)).xy; (gl_Position = vec4_ctor(((__upos2.x * __uurtAdjustment_Stage0.x) + __uurtAdjustment_Stage0.y), ((__upos2.y * __uurtAdjustment_Stage0.z) + __uurtAdjustment_Stage0.w), 0.0, 1.0)); } @@ 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; } 0#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() { { (gl_Color[0] = float4(0.0, 0.0, 0.0, 0.0)); } (gl_Color[0] = gl_Color[0].wwww); } 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 } RDXBC:o-(a84DRDEF|h<TRD11< ($ \$Globals\@,00__uuViewM_Stage0float3x3__uurtAdjustment_Stage0float4(Microsoft (R) HLSL Shader Compiler 10.1ISGN, TEXCOORDOSGNP8DSV_PositionTEXCOORDSHEXPfjYF _2g e h62F6B@?F FF F2    2 :* : 6"  A6"  6@??6 6  6B @>STAT  DXBChp{[ W,% 4,pRDEFd<<RD11< ($ Microsoft (R) HLSL Shader Compiler 10.1ISGNP8DSV_PositionTEXCOORDOSGN, SV_TARGETSHEX<Pje 6 @>STAT" sYgNܨά\nJu95 (Ж inPosition" _uinPosition(0B> <ҖurtAdjustment_Stage0"_uurtAdjustment_Stage0(0B0 .ۖ uViewM_Stage0"_uuViewM_Stage0(0B". (Җ gl_Position" gl_Position(0B* ##..4PRDEFh<RD11< ($ \$Globals\__uurtAdjustment_Stage0float4Microsoft (R) HLSL Shader Compiler 10.1ISGND88TEXCOORDOSGNP8DSV_PositionTEXCOORDSHEXP?jYF _2g e h6 @??2 2F օ 6" A6  62 F6 @?>STAT DXBC"дyX^o쌱 4,pRDEFd<<RD11< ($ Microsoft (R) HLSL Shader Compiler 10.1ISGNP8DSV_PositionTEXCOORDOSGN, SV_TARGETSHEX<Pje 6 @????>STAT" )5Ž"Fohw / "ҖinColor" _uinColor(0B5 (Ж inPosition" _uinPosition(0B9 ,Ж inLocalCoord"_uinLocalCoord(0B> <ҖurtAdjustment_Stage0"_uurtAdjustment_Stage0(0B"4 .Җ vcolor_Stage0"_uvcolor_Stage0(0B". (Җ gl_Position" gl_Position(0B* 0į[~0GS"4 .Җ vcolor_Stage0"_uvcolor_Stage0(0B*7 *Җ gl_FragColor" gl_FragColor(0B08& __"LK`v(2987f0fde973P _uinPosition_u_uinPositionR_uurtAdjustment_Stage0_u_uurtAdjustment_Stage0[_uuViewM_Stage0_u_uuViewM_Stage0X[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 float3x3 __uuViewM_Stage0 : register(c0); uniform float4 __uurtAdjustment_Stage0 : register(c3); #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 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() { float2 __upos2 = mul(transpose(__uuViewM_Stage0), vec3_ctor(__uinPosition, 1.0)).xy; (gl_Position = vec4_ctor(((__upos2.x * __uurtAdjustment_Stage0.x) + __uurtAdjustment_Stage0.y), ((__upos2.y * __uurtAdjustment_Stage0.z) + __uurtAdjustment_Stage0.w), 0.0, 1.0)); } @@ 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; } #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() { { (gl_Color[0] = float4(0.0, 0.0, 0.0, 0.0)); } } 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 } RDXBC:o-(a84DRDEF|h<TRD11< ($ \$Globals\@,00__uuViewM_Stage0float3x3__uurtAdjustment_Stage0float4(Microsoft (R) HLSL Shader Compiler 10.1ISGN, TEXCOORDOSGNP8DSV_PositionTEXCOORDSHEXPfjYF _2g e h62F6B@?F FF F2    2 :* : 6"  A6"  6@??6 6  6B @>STAT  DXBChp{[ W,% 4,pRDEFd<<RD11< ($ Microsoft (R) HLSL Shader Compiler 10.1ISGNP8DSV_PositionTEXCOORDOSGN, SV_TARGETSHEX<Pje 6 @>STAT" sYgNܨά\nJu95 (Ж inPosition" _uinPosition(0B> <ҖurtAdjustment_Stage0"_uurtAdjustment_Stage0(0B0 .ۖ uViewM_Stage0"_uuViewM_Stage0(0B". (Җ gl_Position" gl_Position(0B* STATDDXBC^:IL6?<D4DRDEFd<<RD11< ($ Microsoft (R) HLSL Shader Compiler 10.1ISGNhP\\SV_PositionTEXCOORDOSGN, SV_TARGETSHEX\Pjb2e 62 F6 @?>STAT" 0Y]'Y~c&wP> 1Ж attrVertex"webgl_44361c7f48cefc3(0B6 4Ж uniformOffset"webgl_8a3e5a9957841cf(0B"A ;ЖvaryinTexCoordinate"webgl_7a2bccec69522200(0B". (Җ gl_Position" gl_Position(0B* CAyȦ%+3!Xl"A ;ЖvaryinTexCoordinate"webgl_7a2bccec69522200(0B*7 *Җ gl_FragColor" gl_FragColor(0B08( @Bv jk_AmAq#u@2987f0fde973P _uinPosition_u_uinPositionR _uinColor _u_uinColorP_uinLocalCoord_u_uinLocalCoordR_uurtAdjustment_Stage0_u_uurtAdjustment_Stage0[ _uuCoordTransformMatrix_0_Stage0"_u_uuCoordTransformMatrix_0_Stage0^_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 float3x3 __uuCoordTransformMatrix_0_Stage0 : register(c0); uniform float4 __uurtAdjustment_Stage0 : register(c3); #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Attributes static float4 __uinColor = {0, 0, 0, 0}; static float2 __uinLocalCoord = {0, 0}; static float2 __uinPosition = {0, 0}; static float4 gl_Position = float4(0, 0, 0, 0); // Varyings static float2 __uvTransformedCoords_0_Stage0 = {0, 0}; static float4 __uvcolor_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 __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 * __uurtAdjustment_Stage0.x) + __uurtAdjustment_Stage0.y), ((__upos2.y * __uurtAdjustment_Stage0.z) + __uurtAdjustment_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 = __uvcolor_Stage0; output.v1 = __uvTransformedCoords_0_Stage0; return output; } k// Uniforms 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 float2 __uvTransformedCoords_0_Stage0 = {0, 0}; static float4 __uvcolor_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 __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}; { (__uoutput_Stage1 = (__uoutputColor_Stage0 * gl_texture2D(__uuTextureSampler_0_Stage1, __uvTransformedCoords_0_Stage0).xyzw)); } float4 __uoutput_Stage2 = {0.0, 0.0, 0.0, 0.0}; { (__uoutput_Stage2 = (floor(((__uoutput_Stage1 * 255.0) + 0.5)) / 255.0)); { float3 s920 = {0, 0, 0}; if ((__uoutput_Stage2.w <= 0.0)) { (s920 = float3(0.0, 0.0, 0.0)); } else { (s920 = (floor((((__uoutput_Stage2.xyz / __uoutput_Stage2.w) * 255.0) + 0.5)) / 255.0)); } (__uoutput_Stage2.xyz = s920); } } { (gl_Color[0] = __uoutput_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) { __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 } RTRDXBCe {glãj4,dRDEFh<dRD11< ($ \$Globals\@, 0@__uuCoordTransformMatrix_0_Stage0float3x3__uurtAdjustment_Stage0float48Microsoft (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 hDXBCW-#Ƥh4RDEF<RD11< ($ | samplers2D[0]textures2D[0]Microsoft (R) HLSL Shader Compiler 10.1ISGNhtttSV_PositionTEXCOORDOSGN, SV_TARGETSHEX PjZ`XpUUbb2e hECUFF~`8FF2F@CCCC@????AF8 F@;;;;@: 6 :2V@CCC@???AV8 V@;;;7 r @>STAT  " QeD(n'[@O?b/ "ҖinColor" _uinColor(0B5 (Ж inPosition" _uinPosition(0B9 ,Ж inLocalCoord"_uinLocalCoord(0BR PۖuCoordTransformMatrix_0_Stage0" _uuCoordTransformMatrix_0_Stage0(0B> <ҖurtAdjustment_Stage0"_uurtAdjustment_Stage0(0B"4 .Җ vcolor_Stage0"_uvcolor_Stage0(0B"P JЖvTransformedCoords_0_Stage0"_uvTransformedCoords_0_Stage0(0B". (Җ gl_Position" gl_Position(0B* K$ш+40*8fh|OfD BޖuTextureSampler_0_Stage1"_uuTextureSampler_0_Stage1(0B"4 .Җ vcolor_Stage0"_uvcolor_Stage0(0B"P JЖvTransformedCoords_0_Stage0"_uvTransformedCoords_0_Stage0(0B*7 *Җ gl_FragColor" gl_FragColor(0B08@ 8dWZDJѻ.;2987f0fde973P _uinPosition_u_uinPositionR _uinColor _u_uinColorP_uinLocalCoord_u_uinLocalCoordR_uurtAdjustment_Stage0_u_uurtAdjustment_Stage0[ _uuCoordTransformMatrix_0_Stage0"_u_uuCoordTransformMatrix_0_Stage0^_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 float3x3 __uuCoordTransformMatrix_0_Stage0 : register(c0); uniform float4 __uurtAdjustment_Stage0 : register(c3); #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Attributes static float4 __uinColor = {0, 0, 0, 0}; static float2 __uinLocalCoord = {0, 0}; static float2 __uinPosition = {0, 0}; static float4 gl_Position = float4(0, 0, 0, 0); // Varyings static float2 __uvTransformedCoords_0_Stage0 = {0, 0}; static float4 __uvcolor_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 __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 * __uurtAdjustment_Stage0.x) + __uurtAdjustment_Stage0.y), ((__upos2.y * __uurtAdjustment_Stage0.z) + __uurtAdjustment_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 = __uvcolor_Stage0; output.v1 = __uvTransformedCoords_0_Stage0; return output; } S// Uniforms 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 float2 __uvTransformedCoords_0_Stage0 = {0, 0}; static float4 __uvcolor_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 __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 __uout0 = {0.0, 0.0, 0.0, 0.0}; { (__uout0 = (__uoutputColor_Stage0 * gl_texture2D(__uuTextureSampler_0_Stage1, __uvTransformedCoords_0_Stage0).xyzw)); } { (__uoutput_Stage1 = __uout0.zyxw); } } { (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 } RTRDXBCe {glãj4,dRDEFh<dRD11< ($ \$Globals\@, 0@__uuCoordTransformMatrix_0_Stage0float3x3__uurtAdjustment_Stage0float48Microsoft (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 DXBCҀD ?n)(|4`RDEF<RD11< ($ | samplers2D[0]textures2D[0]Microsoft (R) HLSL Shader Compiler 10.1ISGNhtttSV_PositionTEXCOORDOSGN, SV_TARGETSHEXP(jZ`XpUUbb2e hECUFF~`8 f f>STAT" W񯪺0'/ "ҖinColor" _uinColor(0B5 (Ж inPosition" _uinPosition(0B9 ,Ж inLocalCoord"_uinLocalCoord(0BR PۖuCoordTransformMatrix_0_Stage0" _uuCoordTransformMatrix_0_Stage0(0B> <ҖurtAdjustment_Stage0"_uurtAdjustment_Stage0(0B"4 .Җ vcolor_Stage0"_uvcolor_Stage0(0B"P JЖvTransformedCoords_0_Stage0"_uvTransformedCoords_0_Stage0(0B". (Җ gl_Position" gl_Position(0B* vˆ8exD BޖuTextureSampler_0_Stage1"_uuTextureSampler_0_Stage1(0B"4 .Җ vcolor_Stage0"_uvcolor_Stage0(0B"P JЖvTransformedCoords_0_Stage0"_uvTransformedCoords_0_Stage0(0B*7 *Җ gl_FragColor" gl_FragColor(0B08; TT:s%咤~/+>2987f0fde973P _uinPosition_u_uinPositionR _uinColor _u_uinColorP_uinLocalCoord_u_uinLocalCoordR_uurtAdjustment_Stage0_u_uurtAdjustment_Stage0[ _uuCoordTransformMatrix_0_Stage0"_u_uuCoordTransformMatrix_0_Stage0^_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 float3x3 __uuCoordTransformMatrix_0_Stage0 : register(c0); uniform float4 __uurtAdjustment_Stage0 : register(c3); #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Attributes static float4 __uinColor = {0, 0, 0, 0}; static float2 __uinLocalCoord = {0, 0}; static float2 __uinPosition = {0, 0}; static float4 gl_Position = float4(0, 0, 0, 0); // Varyings static float2 __uvTransformedCoords_0_Stage0 = {0, 0}; static float4 __uvcolor_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 __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 * __uurtAdjustment_Stage0.x) + __uurtAdjustment_Stage0.y), ((__upos2.y * __uurtAdjustment_Stage0.z) + __uurtAdjustment_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 = __uvcolor_Stage0; output.v1 = __uvTransformedCoords_0_Stage0; return output; } // Uniforms 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 float2 __uvTransformedCoords_0_Stage0 = {0, 0}; static float4 __uvcolor_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 __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}; { (__uoutput_Stage1 = (__uoutputColor_Stage0 * gl_texture2D(__uuTextureSampler_0_Stage1, __uvTransformedCoords_0_Stage0).xyzw)); } float4 __uoutput_Stage2 = {0.0, 0.0, 0.0, 0.0}; { (__uoutput_Stage2 = (floor(((__uoutput_Stage1 * 255.0) + 0.5)) / 255.0)); { (__uoutput_Stage2.xyz = (floor((((__uoutput_Stage2.xyz * __uoutput_Stage2.w) * 255.0) + 0.5)) / 255.0)); } } { (gl_Color[0] = __uoutput_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) { __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 } RTRDXBCe {glãj4,dRDEFh<dRD11< ($ \$Globals\@, 0@__uuCoordTransformMatrix_0_Stage0float3x3__uurtAdjustment_Stage0float48Microsoft (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 DXBCsuKb y'?j4RDEF<RD11< ($ | samplers2D[0]textures2D[0]Microsoft (R) HLSL Shader Compiler 10.1ISGNhtttSV_PositionTEXCOORDOSGN, SV_TARGETSHEXPpjZ`XpUUbb2e hECUFF~`8FF2F@CCCC@????AF8 F@;;;;8rF6 :2rF@CCC@???ArF8 r F@;;;>STAT " QeD(n'[@O?b/ "ҖinColor" _uinColor(0B5 (Ж inPosition" _uinPosition(0B9 ,Ж inLocalCoord"_uinLocalCoord(0BR PۖuCoordTransformMatrix_0_Stage0" _uuCoordTransformMatrix_0_Stage0(0B> <ҖurtAdjustment_Stage0"_uurtAdjustment_Stage0(0B"4 .Җ vcolor_Stage0"_uvcolor_Stage0(0B"P JЖvTransformedCoords_0_Stage0"_uvTransformedCoords_0_Stage0(0B". (Җ gl_Position" gl_Position(0B* ) 9U%>:D BޖuTextureSampler_0_Stage1"_uuTextureSampler_0_Stage1(0B"4 .Җ vcolor_Stage0"_uvcolor_Stage0(0B"P JЖvTransformedCoords_0_Stage0"_uvTransformedCoords_0_Stage0(0B*7 *Җ gl_FragColor" gl_FragColor(0B08> L5dCT_6K.@2987f0fde973P _uinPosition_u_uinPositionR _uinColor _u_uinColorP_uinLocalCoord_u_uinLocalCoordR_uurtAdjustment_Stage0_u_uurtAdjustment_Stage0[ _uuCoordTransformMatrix_0_Stage0"_u_uuCoordTransformMatrix_0_Stage0^_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 float3x3 __uuCoordTransformMatrix_0_Stage0 : register(c0); uniform float4 __uurtAdjustment_Stage0 : register(c3); #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Attributes static float4 __uinColor = {0, 0, 0, 0}; static float2 __uinLocalCoord = {0, 0}; static float2 __uinPosition = {0, 0}; static float4 gl_Position = float4(0, 0, 0, 0); // Varyings static float2 __uvTransformedCoords_0_Stage0 = {0, 0}; static float4 __uvcolor_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 __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 * __uurtAdjustment_Stage0.x) + __uurtAdjustment_Stage0.y), ((__upos2.y * __uurtAdjustment_Stage0.z) + __uurtAdjustment_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 = __uvcolor_Stage0; output.v1 = __uvTransformedCoords_0_Stage0; return output; } // Uniforms 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 float2 __uvTransformedCoords_0_Stage0 = {0, 0}; static float4 __uvcolor_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 __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 __uout0 = {0.0, 0.0, 0.0, 0.0}; { float4 __uout0_c0 = {0.0, 0.0, 0.0, 0.0}; { (__uout0_c0 = (__uoutputColor_Stage0 * gl_texture2D(__uuTextureSampler_0_Stage1, __uvTransformedCoords_0_Stage0).xyzw)); } { (__uout0 = (floor(((__uout0_c0 * 255.0) + 0.5)) / 255.0)); { float3 s979 = {0, 0, 0}; if ((__uout0.w <= 0.0)) { (s979 = float3(0.0, 0.0, 0.0)); } else { (s979 = (floor((((__uout0.xyz / __uout0.w) * 255.0) + 0.5)) / 255.0)); } (__uout0.xyz = s979); } } } { (__uoutput_Stage1 = __uout0.zyxw); } } { (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 } RTRDXBCe {glãj4,dRDEFh<dRD11< ($ \$Globals\@, 0@__uuCoordTransformMatrix_0_Stage0float3x3__uurtAdjustment_Stage0float48Microsoft (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 hDXBCʏ1 Px$J{h4RDEF<RD11< ($ | samplers2D[0]textures2D[0]Microsoft (R) HLSL Shader Compiler 10.1ISGNhtttSV_PositionTEXCOORDOSGN, SV_TARGETSHEX PjZ`XpUUbb2e hECUFF~`8FF2F@CCCC@????AF8 F@;;;;@:6 :2V@CCC@???AV8 V@;;;7 r @>STAT  " QeD(n'[@O?b/ "ҖinColor" _uinColor(0B5 (Ж inPosition" _uinPosition(0B9 ,Ж inLocalCoord"_uinLocalCoord(0BR PۖuCoordTransformMatrix_0_Stage0" _uuCoordTransformMatrix_0_Stage0(0B> <ҖurtAdjustment_Stage0"_uurtAdjustment_Stage0(0B"4 .Җ vcolor_Stage0"_uvcolor_Stage0(0B"P JЖvTransformedCoords_0_Stage0"_uvTransformedCoords_0_Stage0(0B". (Җ gl_Position" gl_Position(0B* 9 \N,+_D BޖuTextureSampler_0_Stage1"_uuTextureSampler_0_Stage1(0B"4 .Җ vcolor_Stage0"_uvcolor_Stage0(0B"P JЖvTransformedCoords_0_Stage0"_uvTransformedCoords_0_Stage0(0B*7 *Җ gl_FragColor" gl_FragColor(0B08@ s3FlnmZ6 qT̬$2987f0fde973P _uinPosition_u_uinPositionR_uurtAdjustment_Stage0_u_uurtAdjustment_Stage0X[6  float4 vec4_ctor(float x0, float x1, float x2, float x3) { return float4(x0, x1, x2, x3); } // Uniforms uniform float4 __uurtAdjustment_Stage0 : register(c0); #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 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() { float2 __upos2 = __uinPosition; (gl_Position = vec4_ctor(((__upos2.x * __uurtAdjustment_Stage0.x) + __uurtAdjustment_Stage0.y), ((__upos2.y * __uurtAdjustment_Stage0.z) + __uurtAdjustment_Stage0.w), 0.0, 1.0)); } @@ 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; } 0#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() { { (gl_Color[0] = float4(1.0, 1.0, 1.0, 1.0)); } (gl_Color[0] = gl_Color[0].wwww); } 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 } R|DXBCXD1:2"ş~|4PRDEFh<RD11< ($ \$Globals\__uurtAdjustment_Stage0float4Microsoft (R) HLSL Shader Compiler 10.1ISGN, TEXCOORDOSGNP8DSV_PositionTEXCOORDSHEXP?jYF _2g e h6 @??2 2F օ 6" A6  62 F6 @?>STAT DXBC"дyX^o쌱 4,pRDEFd<<RD11< ($ Microsoft (R) HLSL Shader Compiler 10.1ISGNP8DSV_PositionTEXCOORDOSGN, SV_TARGETSHEX<Pje 6 @????>STAT"  Ucdxbb5 (Ж inPosition" _uinPosition(0B> <ҖurtAdjustment_Stage0"_uurtAdjustment_Stage0(0B". (Җ gl_Position" gl_Position(0B* ُ],FDS50 .Җ uColor_Stage0"_uuColor_Stage0(0B*7 *Җ gl_FragColor" gl_FragColor(0B08$ }(z㳥-Ws~e882987f0fde973P _uinPosition_u_uinPositionR_uurtAdjustment_Stage0_u_uurtAdjustment_Stage0[ _uuCoordTransformMatrix_0_Stage0"_u_uuCoordTransformMatrix_0_Stage0R_uuColor_Stage0_u_uuColor_Stage0^_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 float3x3 __uuCoordTransformMatrix_0_Stage0 : register(c0); uniform float4 __uurtAdjustment_Stage0 : register(c3); #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 gl_Position = float4(0, 0, 0, 0); // Varyings 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() { float2 __upos2 = __uinPosition; (__uvTransformedCoords_0_Stage0 = mul(transpose(__uuCoordTransformMatrix_0_Stage0), vec3_ctor(__uinPosition, 1.0)).xy); (gl_Position = vec4_ctor(((__upos2.x * __uurtAdjustment_Stage0.x) + __uurtAdjustment_Stage0.y), ((__upos2.y * __uurtAdjustment_Stage0.z) + __uurtAdjustment_Stage0.w), 0.0, 1.0)); } @@ 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 = __uvTransformedCoords_0_Stage0; return output; } // Uniforms uniform float4 __uuColor_Stage0 : register(c0); 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 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 = __uuColor_Stage0); } float4 __uoutput_Stage1 = {0.0, 0.0, 0.0, 0.0}; { float4 __uchild = {0.0, 0.0, 0.0, 0.0}; { (__uchild = gl_texture2D(__uuTextureSampler_0_Stage1, __uvTransformedCoords_0_Stage0).xyzw); } (__uoutput_Stage1 = (__uchild * __uoutputColor_Stage0.w)); } { (gl_Color[0] = __uoutput_Stage1); } } struct PS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float2 v0 : TEXCOORD0; }; @@ PIXEL OUTPUT @@ PS_OUTPUT main(PS_INPUT input) { __uvTransformedCoords_0_Stage0 = 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 } RDXBCj5խ`b(4lRDEFh<dRD11< ($ \$Globals\@, 0@__uuCoordTransformMatrix_0_Stage0float3x3__uurtAdjustment_Stage0float48Microsoft (R) HLSL Shader Compiler 10.1ISGN, TEXCOORDOSGNhP\\ SV_PositionTEXCOORDSHEXpP\jYF _2g e e2 h6 @??2 2F օ 6" A6  62 F6 @?62F6B@? F F" F F>STAT DXBCT6Pwz4HRDEFh<@RD11< ($  samplers2D[0]textures2D[0]$Globals__uuColor_Stage0float4Microsoft (R) HLSL Shader Compiler 10.1ISGNhP\\SV_PositionTEXCOORDOSGN, SV_TARGETSHEXP*jYF Z`XpUUb2e hECUFF~`8 F >STAT" 1Div/45 (Ж inPosition" _uinPosition(0BR PۖuCoordTransformMatrix_0_Stage0" _uuCoordTransformMatrix_0_Stage0(0B> <ҖurtAdjustment_Stage0"_uurtAdjustment_Stage0(0B"P JЖvTransformedCoords_0_Stage0"_uvTransformedCoords_0_Stage0(0B". (Җ gl_Position" gl_Position(0B* Ww<1Ge*-P=rD BޖuTextureSampler_0_Stage1"_uuTextureSampler_0_Stage1(0B0 .Җ uColor_Stage0"_uuColor_Stage0(0B"P JЖvTransformedCoords_0_Stage0"_uvTransformedCoords_0_Stage0(0B*7 *Җ gl_FragColor" gl_FragColor(0B088 ĺ, #3RPm2987f0fde973P _uinPosition_u_uinPositionR _uinColor _u_uinColorP_uinLocalCoord_u_uinLocalCoordR_uurtAdjustment_Stage0_u_uurtAdjustment_Stage0[ _uuCoordTransformMatrix_0_Stage0"_u_uuCoordTransformMatrix_0_Stage0P_uuImageIncrement_Stage1_u_uuImageIncrement_Stage1R_uuKernel_Stage1[0]_u_uuKernel_Stage1[0]^_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 float3x3 __uuCoordTransformMatrix_0_Stage0 : register(c0); uniform float4 __uurtAdjustment_Stage0 : register(c3); #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Attributes static float4 __uinColor = {0, 0, 0, 0}; static float2 __uinLocalCoord = {0, 0}; static float2 __uinPosition = {0, 0}; static float4 gl_Position = float4(0, 0, 0, 0); // Varyings static float2 __uvTransformedCoords_0_Stage0 = {0, 0}; static float4 __uvcolor_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 __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 * __uurtAdjustment_Stage0.x) + __uurtAdjustment_Stage0.y), ((__upos2.y * __uurtAdjustment_Stage0.z) + __uurtAdjustment_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 = __uvcolor_Stage0; output.v1 = __uvTransformedCoords_0_Stage0; return output; } // Uniforms uniform float2 __uuImageIncrement_Stage1 : register(c0); uniform float4 __uuKernel_Stage1[5] : register(c1); 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 float2 __uvTransformedCoords_0_Stage0 = {0, 0}; static float4 __uvcolor_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 __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}; { (__uoutput_Stage1 = float4(0.0, 0.0, 0.0, 0.0)); float2 __ucoord = (__uvTransformedCoords_0_Stage0 - (9.0 * __uuImageIncrement_Stage1)); float2 __ucoordSampled = {0.0, 0.0}; (__ucoordSampled = __ucoord); (__uoutput_Stage1 += (gl_texture2D(__uuTextureSampler_0_Stage1, __ucoordSampled).xxxx * __uuKernel_Stage1[0].x)); (__ucoord += __uuImageIncrement_Stage1); (__ucoordSampled = __ucoord); (__uoutput_Stage1 += (gl_texture2D(__uuTextureSampler_0_Stage1, __ucoordSampled).xxxx * __uuKernel_Stage1[0].y)); (__ucoord += __uuImageIncrement_Stage1); (__ucoordSampled = __ucoord); (__uoutput_Stage1 += (gl_texture2D(__uuTextureSampler_0_Stage1, __ucoordSampled).xxxx * __uuKernel_Stage1[0].z)); (__ucoord += __uuImageIncrement_Stage1); (__ucoordSampled = __ucoord); (__uoutput_Stage1 += (gl_texture2D(__uuTextureSampler_0_Stage1, __ucoordSampled).xxxx * __uuKernel_Stage1[0].w)); (__ucoord += __uuImageIncrement_Stage1); (__ucoordSampled = __ucoord); (__uoutput_Stage1 += (gl_texture2D(__uuTextureSampler_0_Stage1, __ucoordSampled).xxxx * __uuKernel_Stage1[1].x)); (__ucoord += __uuImageIncrement_Stage1); (__ucoordSampled = __ucoord); (__uoutput_Stage1 += (gl_texture2D(__uuTextureSampler_0_Stage1, __ucoordSampled).xxxx * __uuKernel_Stage1[1].y)); (__ucoord += __uuImageIncrement_Stage1); (__ucoordSampled = __ucoord); (__uoutput_Stage1 += (gl_texture2D(__uuTextureSampler_0_Stage1, __ucoordSampled).xxxx * __uuKernel_Stage1[1].z)); (__ucoord += __uuImageIncrement_Stage1); (__ucoordSampled = __ucoord); (__uoutput_Stage1 += (gl_texture2D(__uuTextureSampler_0_Stage1, __ucoordSampled).xxxx * __uuKernel_Stage1[1].w)); (__ucoord += __uuImageIncrement_Stage1); (__ucoordSampled = __ucoord); (__uoutput_Stage1 += (gl_texture2D(__uuTextureSampler_0_Stage1, __ucoordSampled).xxxx * __uuKernel_Stage1[2].x)); (__ucoord += __uuImageIncrement_Stage1); (__ucoordSampled = __ucoord); (__uoutput_Stage1 += (gl_texture2D(__uuTextureSampler_0_Stage1, __ucoordSampled).xxxx * __uuKernel_Stage1[2].y)); (__ucoord += __uuImageIncrement_Stage1); (__ucoordSampled = __ucoord); (__uoutput_Stage1 += (gl_texture2D(__uuTextureSampler_0_Stage1, __ucoordSampled).xxxx * __uuKernel_Stage1[2].z)); (__ucoord += __uuImageIncrement_Stage1); (__ucoordSampled = __ucoord); (__uoutput_Stage1 += (gl_texture2D(__uuTextureSampler_0_Stage1, __ucoordSampled).xxxx * __uuKernel_Stage1[2].w)); (__ucoord += __uuImageIncrement_Stage1); (__ucoordSampled = __ucoord); (__uoutput_Stage1 += (gl_texture2D(__uuTextureSampler_0_Stage1, __ucoordSampled).xxxx * __uuKernel_Stage1[3].x)); (__ucoord += __uuImageIncrement_Stage1); (__ucoordSampled = __ucoord); (__uoutput_Stage1 += (gl_texture2D(__uuTextureSampler_0_Stage1, __ucoordSampled).xxxx * __uuKernel_Stage1[3].y)); (__ucoord += __uuImageIncrement_Stage1); (__ucoordSampled = __ucoord); (__uoutput_Stage1 += (gl_texture2D(__uuTextureSampler_0_Stage1, __ucoordSampled).xxxx * __uuKernel_Stage1[3].z)); (__ucoord += __uuImageIncrement_Stage1); (__ucoordSampled = __ucoord); (__uoutput_Stage1 += (gl_texture2D(__uuTextureSampler_0_Stage1, __ucoordSampled).xxxx * __uuKernel_Stage1[3].w)); (__ucoord += __uuImageIncrement_Stage1); (__ucoordSampled = __ucoord); (__uoutput_Stage1 += (gl_texture2D(__uuTextureSampler_0_Stage1, __ucoordSampled).xxxx * __uuKernel_Stage1[4].x)); (__ucoord += __uuImageIncrement_Stage1); (__ucoordSampled = __ucoord); (__uoutput_Stage1 += (gl_texture2D(__uuTextureSampler_0_Stage1, __ucoordSampled).xxxx * __uuKernel_Stage1[4].y)); (__ucoord += __uuImageIncrement_Stage1); (__ucoordSampled = __ucoord); (__uoutput_Stage1 += (gl_texture2D(__uuTextureSampler_0_Stage1, __ucoordSampled).xxxx * __uuKernel_Stage1[4].z)); (__ucoord += __uuImageIncrement_Stage1); (__uoutput_Stage1 *= __uoutputColor_Stage0); } { (gl_Color[0] = __uoutput_Stage1); } (gl_Color[0] = gl_Color[0].wwww); } 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 } RTRDXBCe {glãj4,dRDEFh<dRD11< ($ \$Globals\@, 0@__uuCoordTransformMatrix_0_Stage0float3x3__uurtAdjustment_Stage0float48Microsoft (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  DXBCb'rrP_W=bŒ 4 RDEF<RD11< ($  samplers2D[0]textures2D[0]$Globals`,PtP__uuImageIncrement_Stage1float2F__uuKernel_Stage1float4Microsoft (R) HLSL Shader Compiler 10.1ISGNhtttSV_PositionTEXCOORDOSGN, SV_TARGETSHEX0 PLjYF Z`XpUUbb2e h22F A@AAF ECUFF~`ECU" ~` 8" 2   ECU" ~` 2 *  ECU" ~` 2 :  ECU" ~` 2   ECU" ~` 2   ECU" ~` 2 *  ECU" ~` 2 :  ECU" ~` 2   ECU" ~` 2   ECU" ~` 2 *  ECU" ~` 2 :  ECU" ~` 2   ECU" ~` 2   ECU" ~` 2 *  ECU" ~` 2 :  ECU" ~` 2   ECU" ~` ECUB |`2   2 **  8 >STAT;'" W񯪺0'/ "ҖinColor" _uinColor(0B5 (Ж inPosition" _uinPosition(0B9 ,Ж inLocalCoord"_uinLocalCoord(0BR PۖuCoordTransformMatrix_0_Stage0" _uuCoordTransformMatrix_0_Stage0(0B> <ҖurtAdjustment_Stage0"_uurtAdjustment_Stage0(0B"4 .Җ vcolor_Stage0"_uvcolor_Stage0(0B"P JЖvTransformedCoords_0_Stage0"_uvTransformedCoords_0_Stage0(0B". (Җ gl_Position" gl_Position(0B* -L>xjY0(IuD BޖuTextureSampler_0_Stage1"_uuTextureSampler_0_Stage1(0BB @ЖuImageIncrement_Stage1"_uuImageIncrement_Stage1(0B2 0ҖuKernel_Stage1"_uuKernel_Stage1(0B"4 .Җ vcolor_Stage0"_uvcolor_Stage0(0B"P JЖvTransformedCoords_0_Stage0"_uvTransformedCoords_0_Stage0(0B*7 *Җ gl_FragColor" gl_FragColor(0B08m 1EFR%|a9؅H2987f0fde973P _uinPosition_u_uinPositionR _uinColor _u_uinColorP_uinLocalCoord_u_uinLocalCoordR_uurtAdjustment_Stage0_u_uurtAdjustment_Stage0[ _uuCoordTransformMatrix_0_Stage0"_u_uuCoordTransformMatrix_0_Stage0R_uucircle_Stage2_u_uucircle_Stage2^_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 float3x3 __uuCoordTransformMatrix_0_Stage0 : register(c0); uniform float4 __uurtAdjustment_Stage0 : register(c3); #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Attributes static float4 __uinColor = {0, 0, 0, 0}; static float2 __uinLocalCoord = {0, 0}; static float2 __uinPosition = {0, 0}; static float4 gl_Position = float4(0, 0, 0, 0); // Varyings static float2 __uvTransformedCoords_0_Stage0 = {0, 0}; static float4 __uvcolor_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 __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 * __uurtAdjustment_Stage0.x) + __uurtAdjustment_Stage0.y), ((__upos2.y * __uurtAdjustment_Stage0.z) + __uurtAdjustment_Stage0.w), 0.0, 1.0)); } @@ VERTEX ATTRIBUTES @@ struct VS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD2; float4 gl_FragCoord : TEXCOORD3; 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.gl_FragCoord = gl_Position; output.v0 = __uvcolor_Stage0; output.v1 = __uvTransformedCoords_0_Stage0; return output; } float4 vec4_ctor(float x0) { return float4(x0, x0, x0, x0); } // Uniforms uniform float4 __uucircle_Stage2 : register(c0); 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 float2 __uvTransformedCoords_0_Stage0 = {0, 0}; static float4 __uvcolor_Stage0 = {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); 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() { 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 __uchild = {0.0, 0.0, 0.0, 0.0}; { (__uchild = gl_texture2D(__uuTextureSampler_0_Stage1, __uvTransformedCoords_0_Stage0).xyzw); } (__uoutput_Stage1 = (__uchild * __uoutputColor_Stage0.w)); } float4 __uoutput_Stage2 = {0.0, 0.0, 0.0, 0.0}; { float __ud = {0.0}; { (__ud = ((1.0 - length(((__uucircle_Stage2.xy - gl_FragCoord.xy) * __uucircle_Stage2.w))) * __uucircle_Stage2.z)); } { (__ud = clamp(__ud, 0.0, 1.0)); } (__uoutput_Stage2 = vec4_ctor(__ud)); } { (gl_Color[0] = (__uoutput_Stage1 * __uoutput_Stage2)); } } struct PS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD2; float4 gl_FragCoord : TEXCOORD3; float4 v0 : TEXCOORD0; float2 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; __uvcolor_Stage0 = input.v0; __uvTransformedCoords_0_Stage0 = input.v1.xy; 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; float2 v1 : TEXCOORD1; }; struct GS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD2; float4 gl_FragCoord : TEXCOORD3; 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; output.gl_FragCoord = input.gl_FragCoord; #ifndef ANGLE_POINT_SPRITE_SHADER output.dx_Position = input.dx_Position; #endif // ANGLE_POINT_SPRITE_SHADER } RTRXDXBClNbX4,RDEFh<dRD11< ($ \$Globals\@, 0@__uuCoordTransformMatrix_0_Stage0float3x3__uurtAdjustment_Stage0float48Microsoft (R) HLSL Shader Compiler 10.1ISGN\PPPTEXCOORDOSGN SV_PositionTEXCOORDSHEXPzjYF _2__2g e e e e2 h6 @??2 2F օ 6" A6  62 F62 F6 @?6 @?6 F62F6B@? F F" F F>STAT DXBC2'.sy( 4H|RDEFl<DRD11< ($  samplers2D[0]textures2D[0]$Globals __uucircle_Stage2float4Microsoft (R) HLSL Shader Compiler 10.1ISGNSV_PositionTEXCOORDOSGN, SV_TARGETSHEXPdjYF Z`XpUUd 2bb2e h 2FAF 82F FFK  A@?8  * ECUFF~`8F8 F>STAT " W񯪺0'/ "ҖinColor" _uinColor(0B5 (Ж inPosition" _uinPosition(0B9 ,Ж inLocalCoord"_uinLocalCoord(0BR PۖuCoordTransformMatrix_0_Stage0" _uuCoordTransformMatrix_0_Stage0(0B> <ҖurtAdjustment_Stage0"_uurtAdjustment_Stage0(0B"4 .Җ vcolor_Stage0"_uvcolor_Stage0(0B"P JЖvTransformedCoords_0_Stage0"_uvTransformedCoords_0_Stage0(0B". (Җ gl_Position" gl_Position(0B* ok8H/*}=ӜBa!G2 0Җucircle_Stage2"_uucircle_Stage2(0BD BޖuTextureSampler_0_Stage1"_uuTextureSampler_0_Stage1(0B"4 .Җ vcolor_Stage0"_uvcolor_Stage0(0B"P JЖvTransformedCoords_0_Stage0"_uvTransformedCoords_0_Stage0(0B"0 *Җ gl_FragCoord" gl_FragCoord(0B*7 *Җ gl_FragColor" gl_FragColor(0B08H t*+(7'm+CQ(O@B8]I2987f0fde973P _uinPosition_u_uinPositionR _uinColor _u_uinColorP_uinLocalCoord_u_uinLocalCoordR_uurtAdjustment_Stage0_u_uurtAdjustment_Stage0[ _uuCoordTransformMatrix_0_Stage0"_u_uuCoordTransformMatrix_0_Stage0R_uurectUniform_Stage2_u_uurectUniform_Stage2^_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 float3x3 __uuCoordTransformMatrix_0_Stage0 : register(c0); uniform float4 __uurtAdjustment_Stage0 : register(c3); #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Attributes static float4 __uinColor = {0, 0, 0, 0}; static float2 __uinLocalCoord = {0, 0}; static float2 __uinPosition = {0, 0}; static float4 gl_Position = float4(0, 0, 0, 0); // Varyings static float2 __uvTransformedCoords_0_Stage0 = {0, 0}; static float4 __uvcolor_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 __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 * __uurtAdjustment_Stage0.x) + __uurtAdjustment_Stage0.y), ((__upos2.y * __uurtAdjustment_Stage0.z) + __uurtAdjustment_Stage0.w), 0.0, 1.0)); } @@ VERTEX ATTRIBUTES @@ struct VS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD2; float4 gl_FragCoord : TEXCOORD3; 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.gl_FragCoord = gl_Position; output.v0 = __uvcolor_Stage0; output.v1 = __uvTransformedCoords_0_Stage0; return output; } * // Uniforms uniform float4 __uurectUniform_Stage2 : register(c0); 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 float2 __uvTransformedCoords_0_Stage0 = {0, 0}; static float4 __uvcolor_Stage0 = {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); 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() { 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}; { (__uoutput_Stage1 = gl_texture2D(__uuTextureSampler_0_Stage1, __uvTransformedCoords_0_Stage0).xxxx); } float4 __uoutput_Stage2 = {0.0, 0.0, 0.0, 0.0}; { float __ualpha = {0.0}; { float __uxSub = {0.0}; float __uySub = {0.0}; (__uxSub = min((gl_FragCoord.x - __uurectUniform_Stage2.x), 0.0)); (__uxSub += min((__uurectUniform_Stage2.z - gl_FragCoord.x), 0.0)); (__uySub = min((gl_FragCoord.y - __uurectUniform_Stage2.y), 0.0)); (__uySub += min((__uurectUniform_Stage2.w - gl_FragCoord.y), 0.0)); (__ualpha = ((1.0 + max(__uxSub, -1.0)) * (1.0 + max(__uySub, -1.0)))); } (__uoutput_Stage2 = (__uoutput_Stage1 * __ualpha)); } { (gl_Color[0] = (__uoutputColor_Stage0 * __uoutput_Stage2)); } } struct PS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD2; float4 gl_FragCoord : TEXCOORD3; float4 v0 : TEXCOORD0; float2 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; __uvcolor_Stage0 = input.v0; __uvTransformedCoords_0_Stage0 = input.v1.xy; 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; float2 v1 : TEXCOORD1; }; struct GS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD2; float4 gl_FragCoord : TEXCOORD3; 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; output.gl_FragCoord = input.gl_FragCoord; #ifndef ANGLE_POINT_SPRITE_SHADER output.dx_Position = input.dx_Position; #endif // ANGLE_POINT_SPRITE_SHADER } RTRXDXBClNbX4,RDEFh<dRD11< ($ \$Globals\@, 0@__uuCoordTransformMatrix_0_Stage0float3x3__uurtAdjustment_Stage0float48Microsoft (R) HLSL Shader Compiler 10.1ISGN\PPPTEXCOORDOSGN SV_PositionTEXCOORDSHEXPzjYF _2__2g e e e e2 h6 @??2 2F օ 6" A6  62 F62 F6 @?6 @?6 F62F6B@? F F" F F>STAT DXBC9 sf7Q4L\RDEFp<HRD11< ($  samplers2D[0]textures2D[0]$Globals$__uurectUniform_Stage2float4Microsoft (R) HLSL Shader Compiler 10.1ISGNSV_PositionTEXCOORDOSGN, SV_TARGETSHEXPujYF Z`XpUUd 2bb2e h 2FF A A 3 F@2 F4 2F@ 2F@??8 ECU"F~`8 8 F>STAT  " W񯪺0'/ "ҖinColor" _uinColor(0B5 (Ж inPosition" _uinPosition(0B9 ,Ж inLocalCoord"_uinLocalCoord(0BR PۖuCoordTransformMatrix_0_Stage0" _uuCoordTransformMatrix_0_Stage0(0B> <ҖurtAdjustment_Stage0"_uurtAdjustment_Stage0(0B"4 .Җ vcolor_Stage0"_uvcolor_Stage0(0B"P JЖvTransformedCoords_0_Stage0"_uvTransformedCoords_0_Stage0(0B". (Җ gl_Position" gl_Position(0B* 0P(~N+< :ҖurectUniform_Stage2"_uurectUniform_Stage2(0BD BޖuTextureSampler_0_Stage1"_uuTextureSampler_0_Stage1(0B"4 .Җ vcolor_Stage0"_uvcolor_Stage0(0B"P JЖvTransformedCoords_0_Stage0"_uvTransformedCoords_0_Stage0(0B"0 *Җ gl_FragCoord" gl_FragCoord(0B*7 *Җ gl_FragColor" gl_FragColor(0B08I l@'⯚+*jҘkMf62987f0fde973P _uinPosition_u_uinPositionR _uinColor _u_uinColorP_uinLocalCoord_u_uinLocalCoordR_uurtAdjustment_Stage0_u_uurtAdjustment_Stage0[ _uuCoordTransformMatrix_0_Stage0"_u_uuCoordTransformMatrix_0_Stage0^_uuTextureSampler_0_Stage1_u_uuTextureSampler_0_Stage1 X[6  Bfloat3 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 float3x3 __uuCoordTransformMatrix_0_Stage0 : register(c0); uniform float4 __uurtAdjustment_Stage0 : register(c3); #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Attributes static float4 __uinColor = {0, 0, 0, 0}; static float2 __uinLocalCoord = {0, 0}; static float2 __uinPosition = {0, 0}; static float4 gl_Position = float4(0, 0, 0, 0); // Varyings static float2 __uvTransformedCoords_0_Stage0 = {0, 0}; static float4 __uvcolor_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 __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 * __uurtAdjustment_Stage0.x) + __uurtAdjustment_Stage0.y), ((__upos2.y * __uurtAdjustment_Stage0.z) + __uurtAdjustment_Stage0.w), 0.0, 1.0)); } @@ 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 = __uvTransformedCoords_0_Stage0; return output; } A// Uniforms 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 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 __uoutput_Stage1 = {0.0, 0.0, 0.0, 0.0}; { (__uoutput_Stage1 = gl_texture2D(__uuTextureSampler_0_Stage1, __uvTransformedCoords_0_Stage0).xxxx); } { (gl_Color[0] = __uoutput_Stage1); } (gl_Color[0] = gl_Color[0].wwww); } struct PS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float2 v0 : TEXCOORD0; }; @@ PIXEL OUTPUT @@ PS_OUTPUT main(PS_INPUT input) { __uvTransformedCoords_0_Stage0 = 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 } RTRDXBCtљIb}AXf4, RDEFh<dRD11< ($ \$Globals\@, 0@__uuCoordTransformMatrix_0_Stage0float3x3__uurtAdjustment_Stage0float48Microsoft (R) HLSL Shader Compiler 10.1ISGN\PPPTEXCOORDOSGNhP\\ SV_PositionTEXCOORDSHEX|P_jYF _2_2g e e2 h6 @??2 2F օ 6" A6  62 F6 @?62F6B@? F F" F F>STAT DXBC}ٮf I]4l4RDEF<RD11< ($ | samplers2D[0]textures2D[0]Microsoft (R) HLSL Shader Compiler 10.1ISGNhP\\SV_PositionTEXCOORDOSGN, SV_TARGETSHEXP#jZ`XpUUb2e hECUFF~`6 >STAT" W񯪺0'/ "ҖinColor" _uinColor(0B5 (Ж inPosition" _uinPosition(0B9 ,Ж inLocalCoord"_uinLocalCoord(0BR PۖuCoordTransformMatrix_0_Stage0" _uuCoordTransformMatrix_0_Stage0(0B> <ҖurtAdjustment_Stage0"_uurtAdjustment_Stage0(0B"4 .Җ vcolor_Stage0"_uvcolor_Stage0(0B"P JЖvTransformedCoords_0_Stage0"_uvTransformedCoords_0_Stage0(0B". (Җ gl_Position" gl_Position(0B* &3o-UJu.D BޖuTextureSampler_0_Stage1"_uuTextureSampler_0_Stage1(0B"4 .Җ vcolor_Stage0"_uvcolor_Stage0(0B"P JЖvTransformedCoords_0_Stage0"_uvTransformedCoords_0_Stage0(0B*7 *Җ gl_FragColor" gl_FragColor(0B086 k UH]Wn--2987f0fde973P _ua_vertex _u_ua_vertexR_uu_texCoordXform_u_uu_texCoordXformR _uu_posXform_u_uu_posXform^ _uu_texture _u_uu_texture X[6  // Uniforms uniform float4 __uu_posXform : register(c0); uniform float4 __uu_texCoordXform : register(c1); #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Attributes static float2 __ua_vertex = {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() { (__uv_texCoord = ((__ua_vertex.xy * __uu_texCoordXform.xy) + __uu_texCoordXform.zw)); (gl_Position.xy = ((__ua_vertex * __uu_posXform.xy) + __uu_posXform.zw)); (gl_Position.zw = float2(0.0, 1.0)); } @@ 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; } j// Uniforms static const uint __uu_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() { (gl_Color[0] = gl_texture2D(__uu_texture, __uv_texCoord)); } 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 } RDXBC_h?Q+4(dRDEFHh<RD11< ($ \$Globals\  __uu_posXformfloat4__uu_texCoordXformMicrosoft (R) HLSL Shader Compiler 10.1ISGN, TEXCOORDOSGNhP\\ SV_PositionTEXCOORDSHEX4PMjYF _2g e e2 h6 @??2 2FF 6" A6  62 F6 @?2 2 FF  >STATDXBC ܅+!^K14lRDEF<RD11< ($ | samplers2D[0]textures2D[0]Microsoft (R) HLSL Shader Compiler 10.1ISGNhP\\SV_PositionTEXCOORDOSGN, SV_TARGETSHEXpPjZ`XpUUb2e ECU FF~`>STAT" y8aτNZ$SMy1 $Жa_vertex" _ua_vertex(0B4 2Җu_texCoordXform"_uu_texCoordXform(0B* (Җ u_posXform" _uu_posXform(0B". (Җ gl_Position" gl_Position(0B". (Ж v_texCoord" _uv_texCoord(0B* fĵp0~ZKH7& $ޖ u_texture" _uu_texture(0B". (Ж v_texCoord" _uv_texCoord(0B*7 *Җ gl_FragColor" gl_FragColor(0B08-  N`Qsh 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 __uvTransformedCoords_0_Stage0 = {0, 0}; static float4 __uvcolor_Stage0 = {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); 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 __u_sktmpCoord = gl_FragCoord.xy; float4 __usk_FragCoord = vec4_ctor(__u_sktmpCoord.x, (__uu_skRTHeight - __u_sktmpCoord.y), 1.0, 1.0); 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}; { (__uoutput_Stage1 = gl_texture2D(__uuTextureSampler_0_Stage1, __uvTransformedCoords_0_Stage0).xxxx); } float4 __uoutput_Stage2 = {0.0, 0.0, 0.0, 0.0}; { float2 __udxy0 = (__uuinnerRect_Stage2.xy - __usk_FragCoord.xy); float2 __udxy1 = (__usk_FragCoord.xy - __uuinnerRect_Stage2.zw); float2 __udxy = max(max(__udxy0, __udxy1), 0.0); float __ualpha = clamp((__uuradiusPlusHalf_Stage2.x - length(__udxy)), 0.0, 1.0); (__uoutput_Stage2 = (__uoutput_Stage1 * __ualpha)); } { (gl_Color[0] = (__uoutputColor_Stage0 * __uoutput_Stage2)); } } struct PS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD2; float4 gl_FragCoord : TEXCOORD3; float4 v0 : TEXCOORD0; float2 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; __uvcolor_Stage0 = input.v0; __uvTransformedCoords_0_Stage0 = input.v1.xy; 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; float2 v1 : TEXCOORD1; }; struct GS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD2; float4 gl_FragCoord : TEXCOORD3; 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; output.gl_FragCoord = input.gl_FragCoord; #ifndef ANGLE_POINT_SPRITE_SHADER output.dx_Position = input.dx_Position; #endif // ANGLE_POINT_SPRITE_SHADER } RTRXDXBClNbX4,RDEFh<dRD11< ($ \$Globals\@, 0@__uuCoordTransformMatrix_0_Stage0float3x3__uurtAdjustment_Stage0float48Microsoft (R) HLSL Shader Compiler 10.1ISGN\PPPTEXCOORDOSGN SV_PositionTEXCOORDSHEXPzjYF _2__2g e e e e2 h6 @??2 2F օ 6" A6  62 F62 F6 @?6 @?6 F62F6B@? F F" F F>STAT DXBCx-Ggx4|PLRDEF@<RD11< ($  samplers2D[0]textures2D[0]$Globals0Tl __uu_skRTHeightfloatd__uuinnerRect_Stage2float4__uuradiusPlusHalf_Stage2float2Microsoft (R) HLSL Shader Compiler 10.1ISGNSV_PositionTEXCOORDOSGN, SV_TARGETSHEXP}jYF Z`XpUUd 2bb2e h "A 6  A  2F A42F 4 2F@FFK   A ECU"F~`8 8 F>STAT  " W񯪺0'/ "ҖinColor" _uinColor(0B5 (Ж inPosition" _uinPosition(0B9 ,Ж inLocalCoord"_uinLocalCoord(0BR PۖuCoordTransformMatrix_0_Stage0" _uuCoordTransformMatrix_0_Stage0(0B> <ҖurtAdjustment_Stage0"_uurtAdjustment_Stage0(0B"4 .Җ vcolor_Stage0"_uvcolor_Stage0(0B"P JЖvTransformedCoords_0_Stage0"_uvTransformedCoords_0_Stage0(0B". (Җ gl_Position" gl_Position(0B* rNk\Zp_V>/D BޖuTextureSampler_0_Stage1"_uuTextureSampler_0_Stage1(0B- +( u_skRTHeight"_uu_skRTHeight(0B8 6ҖuinnerRect_Stage2"_uuinnerRect_Stage2(0BB @ЖuradiusPlusHalf_Stage2"_uuradiusPlusHalf_Stage2(0B"4 .Җ vcolor_Stage0"_uvcolor_Stage0(0B"P JЖvTransformedCoords_0_Stage0"_uvTransformedCoords_0_Stage0(0B"0 *Җ gl_FragCoord" gl_FragCoord(0B*7 *Җ gl_FragColor" gl_FragColor(0B08O ;wh; ə?2987f0fde973P _uinPosition_u_uinPositionR_uurtAdjustment_Stage0_u_uurtAdjustment_Stage0[_uuViewM_Stage0_u_uuViewM_Stage0[ _uuCoordTransformMatrix_0_Stage0"_u_uuCoordTransformMatrix_0_Stage0R_uuColor_Stage0_u_uuColor_Stage0_uuThreshold_Stage1_c0_u_uuThreshold_Stage1_c0R_uuIntervals_Stage1_c0[0]_u_uuIntervals_Stage1_c0[0] 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 float3x3 __uuCoordTransformMatrix_0_Stage0 : register(c0); uniform float3x3 __uuViewM_Stage0 : register(c3); uniform float4 __uurtAdjustment_Stage0 : register(c6); #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 gl_Position = float4(0, 0, 0, 0); // Varyings 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() { float2 __upos2 = mul(transpose(__uuViewM_Stage0), vec3_ctor(__uinPosition, 1.0)).xy; (__uvTransformedCoords_0_Stage0 = mul(transpose(__uuCoordTransformMatrix_0_Stage0), vec3_ctor(__uinPosition, 1.0)).xy); (gl_Position = vec4_ctor(((__upos2.x * __uurtAdjustment_Stage0.x) + __uurtAdjustment_Stage0.y), ((__upos2.y * __uurtAdjustment_Stage0.z) + __uurtAdjustment_Stage0.w), 0.0, 1.0)); } @@ 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 = __uvTransformedCoords_0_Stage0; return output; } // Uniforms uniform float4 __uuColor_Stage0 : register(c0); uniform float4 __uuIntervals_Stage1_c0[4] : register(c1); uniform float __uuThreshold_Stage1_c0 : register(c5); #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Varyings static float2 __uvTransformedCoords_0_Stage0 = {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 __uoutputColor_Stage0 = {0.0, 0.0, 0.0, 0.0}; { (__uoutputColor_Stage0 = __uuColor_Stage0); } float4 __uoutput_Stage1 = {0.0, 0.0, 0.0, 0.0}; { float4 __uchild = {0.0, 0.0, 0.0, 0.0}; { float __utiled_t = clamp(__uvTransformedCoords_0_Stage0.x, 0.0, 1.0); float4 __ucolor_scale = {0.0, 0.0, 0.0, 0.0}; float4 __ucolor_bias = {0.0, 0.0, 0.0, 0.0}; if ((__utiled_t < __uuThreshold_Stage1_c0)) { (__ucolor_scale = __uuIntervals_Stage1_c0[0]); (__ucolor_bias = __uuIntervals_Stage1_c0[1]); } else { (__ucolor_scale = __uuIntervals_Stage1_c0[2]); (__ucolor_bias = __uuIntervals_Stage1_c0[3]); } float4 __ucolorTemp = ((__utiled_t * __ucolor_scale) + __ucolor_bias); (__ucolorTemp.xyz *= __ucolorTemp.w); (__ucolorTemp = clamp(__ucolorTemp, 0.0, __ucolorTemp.w)); (__uchild = __ucolorTemp); } (__uoutput_Stage1 = (__uchild * __uoutputColor_Stage0.w)); } { (gl_Color[0] = __uoutput_Stage1); } } struct PS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float2 v0 : TEXCOORD0; }; @@ PIXEL OUTPUT @@ PS_OUTPUT main(PS_INPUT input) { __uvTransformedCoords_0_Stage0 = 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 } R,DXBCω^4xq+Pq,44RDEFh<RD11< ($ \$Globals\p,$H0,$Y`x__uuCoordTransformMatrix_0_Stage0float3x3__uuViewM_Stage0__uurtAdjustment_Stage0float4qMicrosoft (R) HLSL Shader Compiler 10.1ISGN, TEXCOORDOSGNhP\\ SV_PositionTEXCOORDSHEXPyjYF _2g e e2 h6@??62F6B@?"F F2   6 6  F F2  * : 6"  A6"  6B @ F F" F F>STATDXBC~lahU44RDEFh<RD11< ($ \$Globals\`4@LpP__uuColor_Stage0float4 __uuIntervals_Stage1_c0 __uuThreshold_Stage1_c0floatMicrosoft (R) HLSL Shader Compiler 10.1ISGNhP\\SV_PositionTEXCOORDOSGN, SV_TARGETSHEXpP\jYF be h6  1"  7 VF F 7 VF F 2 FF8rF4 F@3F8 F >STAT " {iO Soh?5 (Ж inPosition" _uinPosition(0BR PۖuCoordTransformMatrix_0_Stage0" _uuCoordTransformMatrix_0_Stage0(0B> <ҖurtAdjustment_Stage0"_uurtAdjustment_Stage0(0B0 .ۖ uViewM_Stage0"_uuViewM_Stage0(0B"P JЖvTransformedCoords_0_Stage0"_uvTransformedCoords_0_Stage0(0B". (Җ gl_Position" gl_Position(0B* K#yחm[0 .Җ uColor_Stage0"_uuColor_Stage0(0B= ;(uThreshold_Stage1_c0"_uuThreshold_Stage1_c0(0B> <ҖuIntervals_Stage1_c0"_uuIntervals_Stage1_c0(0B"P JЖvTransformedCoords_0_Stage0"_uvTransformedCoords_0_Stage0(0B*7 *Җ gl_FragColor" gl_FragColor(0B08? ! Of2|OL1L2987f0fde973P _uinPosition_u_uinPositionR_uurtAdjustment_Stage0_u_uurtAdjustment_Stage0[_uuViewM_Stage0_u_uuViewM_Stage0[ _uuCoordTransformMatrix_0_Stage0"_u_uuCoordTransformMatrix_0_Stage0_uu_skRTHeight_u_uu_skRTHeightR_uuColor_Stage0_u_uuColor_Stage0R_uuIntervals_Stage1_c0[0]_u_uuIntervals_Stage1_c0[0]X[6  5float3 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 float3x3 __uuCoordTransformMatrix_0_Stage0 : register(c0); uniform float3x3 __uuViewM_Stage0 : register(c3); uniform float4 __uurtAdjustment_Stage0 : register(c6); #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 gl_Position = float4(0, 0, 0, 0); // Varyings 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() { float2 __upos2 = mul(transpose(__uuViewM_Stage0), vec3_ctor(__uinPosition, 1.0)).xy; (__uvTransformedCoords_0_Stage0 = mul(transpose(__uuCoordTransformMatrix_0_Stage0), vec3_ctor(__uinPosition, 1.0)).xy); (gl_Position = vec4_ctor(((__upos2.x * __uurtAdjustment_Stage0.x) + __uurtAdjustment_Stage0.y), ((__upos2.y * __uurtAdjustment_Stage0.z) + __uurtAdjustment_Stage0.w), 0.0, 1.0)); } @@ VERTEX ATTRIBUTES @@ struct VS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float4 gl_FragCoord : TEXCOORD2; 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.gl_FragCoord = gl_Position; output.v0 = __uvTransformedCoords_0_Stage0; return output; } float4 vec4_ctor(float x0, float x1, float x2, float x3) { return float4(x0, x1, x2, x3); } float4 vec4_ctor(float3 x0, float x1) { return float4(x0, x1); } // Uniforms uniform float4 __uuColor_Stage0 : register(c0); uniform float4 __uuIntervals_Stage1_c0[2] : register(c1); uniform float __uu_skRTHeight : register(c3); #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Varyings static float2 __uvTransformedCoords_0_Stage0 = {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 float4 mod_emu(float4 x, float4 y) { return x - y * floor(x / y); } void gl_main() { float2 __u_sktmpCoord = gl_FragCoord.xy; float4 __usk_FragCoord = vec4_ctor(__u_sktmpCoord.x, (__uu_skRTHeight - __u_sktmpCoord.y), 1.0, 1.0); float4 __uoutputColor_Stage0 = {0.0, 0.0, 0.0, 0.0}; { (__uoutputColor_Stage0 = __uuColor_Stage0); } float4 __uoutput_Stage1 = {0.0, 0.0, 0.0, 0.0}; { float4 __uchild = {0.0, 0.0, 0.0, 0.0}; { float __utiled_t = clamp(__uvTransformedCoords_0_Stage0.x, 0.0, 1.0); float4 __ucolor_scale = __uuIntervals_Stage1_c0[0]; float4 __ucolor_bias = __uuIntervals_Stage1_c0[1]; float4 __ucolorTemp = ((__utiled_t * __ucolor_scale) + __ucolor_bias); (__ucolorTemp.xyz *= __ucolorTemp.w); (__ucolorTemp = clamp(__ucolorTemp, 0.0, __ucolorTemp.w)); (__uchild = __ucolorTemp); } (__uoutput_Stage1 = (__uchild * __uoutputColor_Stage0.w)); } float4 __uoutput_Stage2 = {0.0, 0.0, 0.0, 0.0}; { float __uvalue = {0.0}; { float4 __umodValues = mod_emu(__usk_FragCoord.xyxy, float4(2.0, 2.0, 4.0, 4.0)); float4 __ustepValues = step(__umodValues, float4(1.0, 1.0, 2.0, 2.0)); (__uvalue = (dot(__ustepValues, float4(0.5, 0.25, 0.125, 0.0625)) - 0.46875)); } (__uoutput_Stage2 = vec4_ctor(clamp((__uoutput_Stage1.xyz + (__uvalue * 0.0039215689)), 0.0, __uoutput_Stage1.w), __uoutput_Stage1.w)); } { (gl_Color[0] = __uoutput_Stage2); } } struct PS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float4 gl_FragCoord : TEXCOORD2; float2 v0 : TEXCOORD0; }; @@ 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; __uvTransformedCoords_0_Stage0 = input.v0.xy; gl_main(); return generateOutput(); } R gl_Color0 gl_Color[0]ystruct GS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float4 gl_FragCoord : TEXCOORD2; float2 v0 : TEXCOORD0; }; struct GS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float4 gl_FragCoord : TEXCOORD2; 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; output.gl_FragCoord = input.gl_FragCoord; #ifndef ANGLE_POINT_SPRITE_SHADER output.dx_Position = input.dx_Position; #endif // ANGLE_POINT_SPRITE_SHADER } RPDXBCu{콼P44RDEFh<RD11< ($ \$Globals\p,$H0,$Y`x__uuCoordTransformMatrix_0_Stage0float3x3__uuViewM_Stage0__uurtAdjustment_Stage0float4qMicrosoft (R) HLSL Shader Compiler 10.1ISGN, TEXCOORDOSGNhttt SV_PositionTEXCOORDSHEXP|jYF _2g e e e2 h6@??62F6B@?F F2 :  6 F F2 ":* : 6" A6B@6 F6 F F F" F F>STATDDXBC"o>#r~rÓ"D4RDEFh<RD11< ($ \$Globals\@4 Lp0__uuColor_Stage0float4 __uuIntervals_Stage1_c0 __uu_skRTHeightfloatMicrosoft (R) HLSL Shader Compiler 10.1ISGNhtttSV_PositionTEXCOORDOSGN, SV_TARGETSHEXPjYF d 2be h VA 6R8 @??>>AF2 FA@@@@@F @??@@F F@???? F@?>>= @6 " 2 VF F 8rF4 F@3F8F 2 r@;;;F4 rF@3r F6 :>STAT" {iO Soh?5 (Ж inPosition" _uinPosition(0BR PۖuCoordTransformMatrix_0_Stage0" _uuCoordTransformMatrix_0_Stage0(0B> <ҖurtAdjustment_Stage0"_uurtAdjustment_Stage0(0B0 .ۖ uViewM_Stage0"_uuViewM_Stage0(0B"P JЖvTransformedCoords_0_Stage0"_uvTransformedCoords_0_Stage0(0B". (Җ gl_Position" gl_Position(0B* $ )Bw@Cԅ[0 .Җ uColor_Stage0"_uuColor_Stage0(0B- +( u_skRTHeight"_uu_skRTHeight(0B> <ҖuIntervals_Stage1_c0"_uuIntervals_Stage1_c0(0B"P JЖvTransformedCoords_0_Stage0"_uvTransformedCoords_0_Stage0(0B"0 *Җ gl_FragCoord" gl_FragCoord(0B*7 *Җ gl_FragColor" gl_FragColor(0B08L Oz |(P2987f0fde973P _uinPosition_u_uinPositionR_uurtAdjustment_Stage0_u_uurtAdjustment_Stage0[_uuViewM_Stage0_u_uuViewM_Stage0[ _uuCoordTransformMatrix_0_Stage0"_u_uuCoordTransformMatrix_0_Stage0_uu_skRTHeight_u_uu_skRTHeightR_uuColor_Stage0_u_uuColor_Stage0_uuGradientYCoordFS_Stage1_c0_u_uuGradientYCoordFS_Stage1_c0^_uuTextureSampler_0_Stage1_u_uuTextureSampler_0_Stage1 X[6  5float3 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 float3x3 __uuCoordTransformMatrix_0_Stage0 : register(c0); uniform float3x3 __uuViewM_Stage0 : register(c3); uniform float4 __uurtAdjustment_Stage0 : register(c6); #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 gl_Position = float4(0, 0, 0, 0); // Varyings 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() { float2 __upos2 = mul(transpose(__uuViewM_Stage0), vec3_ctor(__uinPosition, 1.0)).xy; (__uvTransformedCoords_0_Stage0 = mul(transpose(__uuCoordTransformMatrix_0_Stage0), vec3_ctor(__uinPosition, 1.0)).xy); (gl_Position = vec4_ctor(((__upos2.x * __uurtAdjustment_Stage0.x) + __uurtAdjustment_Stage0.y), ((__upos2.y * __uurtAdjustment_Stage0.z) + __uurtAdjustment_Stage0.w), 0.0, 1.0)); } @@ VERTEX ATTRIBUTES @@ struct VS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float4 gl_FragCoord : TEXCOORD2; 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.gl_FragCoord = gl_Position; output.v0 = __uvTransformedCoords_0_Stage0; return output; } % float2 vec2_ctor(float x0, float x1) { return float2(x0, x1); } float4 vec4_ctor(float x0, float x1, float x2, float x3) { return float4(x0, x1, x2, x3); } float4 vec4_ctor(float3 x0, float x1) { return float4(x0, x1); } // Uniforms uniform float4 __uuColor_Stage0 : register(c0); uniform float __uuGradientYCoordFS_Stage1_c0 : register(c1); uniform float __uu_skRTHeight : register(c2); 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 float2 __uvTransformedCoords_0_Stage0 = {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 float4 mod_emu(float4 x, float4 y) { return x - y * floor(x / y); } void gl_main() { float2 __u_sktmpCoord = gl_FragCoord.xy; float4 __usk_FragCoord = vec4_ctor(__u_sktmpCoord.x, (__uu_skRTHeight - __u_sktmpCoord.y), 1.0, 1.0); float4 __uoutputColor_Stage0 = {0.0, 0.0, 0.0, 0.0}; { (__uoutputColor_Stage0 = __uuColor_Stage0); } float4 __uoutput_Stage1 = {0.0, 0.0, 0.0, 0.0}; { float4 __uchild = {0.0, 0.0, 0.0, 0.0}; { float2 __ucoord = vec2_ctor(__uvTransformedCoords_0_Stage0.x, __uuGradientYCoordFS_Stage1_c0); (__uchild = gl_texture2D(__uuTextureSampler_0_Stage1, __ucoord)); } (__uoutput_Stage1 = (__uchild * __uoutputColor_Stage0.w)); } float4 __uoutput_Stage2 = {0.0, 0.0, 0.0, 0.0}; { float __uvalue = {0.0}; { float4 __umodValues = mod_emu(__usk_FragCoord.xyxy, float4(2.0, 2.0, 4.0, 4.0)); float4 __ustepValues = step(__umodValues, float4(1.0, 1.0, 2.0, 2.0)); (__uvalue = (dot(__ustepValues, float4(0.5, 0.25, 0.125, 0.0625)) - 0.46875)); } (__uoutput_Stage2 = vec4_ctor(clamp((__uoutput_Stage1.xyz + (__uvalue * 0.0039215689)), 0.0, __uoutput_Stage1.w), __uoutput_Stage1.w)); } { (gl_Color[0] = __uoutput_Stage2); } } struct PS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float4 gl_FragCoord : TEXCOORD2; float2 v0 : TEXCOORD0; }; @@ 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; __uvTransformedCoords_0_Stage0 = input.v0.xy; gl_main(); return generateOutput(); } R gl_Color0 gl_Color[0]ystruct GS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float4 gl_FragCoord : TEXCOORD2; float2 v0 : TEXCOORD0; }; struct GS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float4 gl_FragCoord : TEXCOORD2; 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; output.gl_FragCoord = input.gl_FragCoord; #ifndef ANGLE_POINT_SPRITE_SHADER output.dx_Position = input.dx_Position; #endif // ANGLE_POINT_SPRITE_SHADER } RPDXBCu{콼P44RDEFh<RD11< ($ \$Globals\p,$H0,$Y`x__uuCoordTransformMatrix_0_Stage0float3x3__uuViewM_Stage0__uurtAdjustment_Stage0float4qMicrosoft (R) HLSL Shader Compiler 10.1ISGN, TEXCOORDOSGNhttt SV_PositionTEXCOORDSHEXP|jYF _2g e e e2 h6@??62F6B@?F F2 :  6 F F2 ":* : 6" A6B@6 F6 F F F" F F>STATXDXBC}MQ4i1}X4P RDEF<RD11< ($  samplers2D[0]textures2D[0]$Globals0Tl __uuColor_Stage0float4e__uuGradientYCoordFS_Stage1_c0float__uu_skRTHeightMicrosoft (R) HLSL Shader Compiler 10.1ISGNhtttSV_PositionTEXCOORDOSGN, SV_TARGETSHEXPjYF Z`XpUUd 2be h VA 6R8 @??>>AF2 FA@@@@@F @??@@F F@???? F@?>>= @6 6" ECUFF~`8F 2 r@;;;F4 rF@3r F6 :>STAT " {iO Soh?5 (Ж inPosition" _uinPosition(0BR PۖuCoordTransformMatrix_0_Stage0" _uuCoordTransformMatrix_0_Stage0(0B> <ҖurtAdjustment_Stage0"_uurtAdjustment_Stage0(0B0 .ۖ uViewM_Stage0"_uuViewM_Stage0(0B"P JЖvTransformedCoords_0_Stage0"_uvTransformedCoords_0_Stage0(0B". (Җ gl_Position" gl_Position(0B* }Ev]UL[YD BޖuTextureSampler_0_Stage1"_uuTextureSampler_0_Stage1(0B0 .Җ uColor_Stage0"_uuColor_Stage0(0B- +( u_skRTHeight"_uu_skRTHeight(0BK I(uGradientYCoordFS_Stage1_c0"_uuGradientYCoordFS_Stage1_c0(0B"P JЖvTransformedCoords_0_Stage0"_uvTransformedCoords_0_Stage0(0B"0 *Җ gl_FragCoord" gl_FragCoord(0B*7 *Җ gl_FragColor" gl_FragColor(0B08P -VR-_B|=d\2987f0fde973P _uinPosition_u_uinPositionR _uinColor _u_uinColorP_uinLocalCoord_u_uinLocalCoordR_uurtAdjustment_Stage0_u_uurtAdjustment_Stage0[ _uuCoordTransformMatrix_0_Stage0"_u_uuCoordTransformMatrix_0_Stage0_uu_skRTHeight_u_uu_skRTHeightP_uuDstTextureUpperLeft_Stage2_u_uuDstTextureUpperLeft_Stage2P_uuDstTextureCoordScale_Stage2 _u_uuDstTextureCoordScale_Stage2^_uuTextureSampler_0_Stage1_u_uuTextureSampler_0_Stage1^_uuDstTextureSampler_Stage2_u_uuDstTextureSampler_Stage2  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 float3x3 __uuCoordTransformMatrix_0_Stage0 : register(c0); uniform float4 __uurtAdjustment_Stage0 : register(c3); #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Attributes static float4 __uinColor = {0, 0, 0, 0}; static float2 __uinLocalCoord = {0, 0}; static float2 __uinPosition = {0, 0}; static float4 gl_Position = float4(0, 0, 0, 0); // Varyings static float2 __uvTransformedCoords_0_Stage0 = {0, 0}; static float4 __uvcolor_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 __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 * __uurtAdjustment_Stage0.x) + __uurtAdjustment_Stage0.y), ((__upos2.y * __uurtAdjustment_Stage0.z) + __uurtAdjustment_Stage0.w), 0.0, 1.0)); } @@ VERTEX ATTRIBUTES @@ struct VS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD2; float4 gl_FragCoord : TEXCOORD3; 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.gl_FragCoord = gl_Position; output.v0 = __uvcolor_Stage0; output.v1 = __uvTransformedCoords_0_Stage0; return output; } -float4 vec4_ctor(float x0, float x1, float x2, float x3) { return float4(x0, x1, x2, x3); } // Uniforms uniform float2 __uuDstTextureCoordScale_Stage2 : register(c0); uniform float2 __uuDstTextureUpperLeft_Stage2 : register(c1); uniform float __uu_skRTHeight : register(c2); static const uint __uuDstTextureSampler_Stage2 = 0; static const uint __uuTextureSampler_0_Stage1 = 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 __uvTransformedCoords_0_Stage0 = {0, 0}; static float4 __uvcolor_Stage0 = {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); 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)); } #define GL_USES_FRAG_COORD void gl_main() { float2 __u_sktmpCoord = gl_FragCoord.xy; float4 __usk_FragCoord = vec4_ctor(__u_sktmpCoord.x, (__uu_skRTHeight - __u_sktmpCoord.y), 1.0, 1.0); 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 __uchild = {0.0, 0.0, 0.0, 0.0}; { (__uchild = gl_texture2D(__uuTextureSampler_0_Stage1, __uvTransformedCoords_0_Stage0).xyzw); } (__uoutput_Stage1 = (__uchild * __uoutputColor_Stage0.w)); } { float2 __u_dstTexCoord = ((__usk_FragCoord.xy - __uuDstTextureUpperLeft_Stage2) * __uuDstTextureCoordScale_Stage2); (__u_dstTexCoord.y = (1.0 - __u_dstTexCoord.y)); float4 __u_dstColor = gl_texture2D(__uuDstTextureSampler_Stage2, __u_dstTexCoord); (gl_Color[0].w = (__uoutput_Stage1.w + ((1.0 - __uoutput_Stage1.w) * __u_dstColor.w))); if (((2.0 * __u_dstColor.x) <= __u_dstColor.w)) { (gl_Color[0].x = ((2.0 * __u_dstColor.x) * __uoutput_Stage1.x)); } else { (gl_Color[0].x = ((__u_dstColor.w * __uoutput_Stage1.w) - ((2.0 * (__uoutput_Stage1.w - __uoutput_Stage1.x)) * (__u_dstColor.w - __u_dstColor.x)))); } if (((2.0 * __u_dstColor.y) <= __u_dstColor.w)) { (gl_Color[0].y = ((2.0 * __u_dstColor.y) * __uoutput_Stage1.y)); } else { (gl_Color[0].y = ((__u_dstColor.w * __uoutput_Stage1.w) - ((2.0 * (__uoutput_Stage1.w - __uoutput_Stage1.y)) * (__u_dstColor.w - __u_dstColor.y)))); } if (((2.0 * __u_dstColor.z) <= __u_dstColor.w)) { (gl_Color[0].z = ((2.0 * __u_dstColor.z) * __uoutput_Stage1.z)); } else { (gl_Color[0].z = ((__u_dstColor.w * __uoutput_Stage1.w) - ((2.0 * (__uoutput_Stage1.w - __uoutput_Stage1.z)) * (__u_dstColor.w - __u_dstColor.z)))); } (gl_Color[0].xyz += ((__u_dstColor.xyz * (1.0 - __uoutput_Stage1.w)) + (__uoutput_Stage1.xyz * (1.0 - __u_dstColor.w)))); (gl_Color[0] = (gl_Color[0] + (float4(0.0, 0.0, 0.0, 0.0) * __u_dstColor))); } } struct PS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD2; float4 gl_FragCoord : TEXCOORD3; float4 v0 : TEXCOORD0; float2 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; __uvcolor_Stage0 = input.v0; __uvTransformedCoords_0_Stage0 = input.v1.xy; 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; float2 v1 : TEXCOORD1; }; struct GS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD2; float4 gl_FragCoord : TEXCOORD3; 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; output.gl_FragCoord = input.gl_FragCoord; #ifndef ANGLE_POINT_SPRITE_SHADER output.dx_Position = input.dx_Position; #endif // ANGLE_POINT_SPRITE_SHADER } RTRXDXBClNbX4,RDEFh<dRD11< ($ \$Globals\@, 0@__uuCoordTransformMatrix_0_Stage0float3x3__uurtAdjustment_Stage0float48Microsoft (R) HLSL Shader Compiler 10.1ISGN\PPPTEXCOORDOSGN SV_PositionTEXCOORDSHEXPzjYF _2__2g e e e e2 h6 @??2 2F օ 6" A6  62 F62 F6 @?6 @?6 F62F6B@? F F" F F>STAT DXBCp&(Ѷk4\0RDEF <XRD11< ($   samplers2D[0]samplers2D[1]textures2D[0]textures2D[1]$Globals80 4__uuDstTextureCoordScale_Stage2float2__uuDstTextureUpperLeft_Stage2__uu_skRTHeightfloat+Microsoft (R) HLSL Shader Compiler 10.1ISGNSV_PositionTEXCOORDOSGN, SV_TARGETSHEXPjYF Z`Z`XpUUXpUUd 2bb2e h "A 6  2FF A8  2 BA @?ECUF~`rFAECUFF~`86 2 rArFF8rFF2 rFArFFrF8rF7 rFFF:A@?2 :A:@?86 2 VV2 :: r F>STAT" W񯪺0'/ "ҖinColor" _uinColor(0B5 (Ж inPosition" _uinPosition(0B9 ,Ж inLocalCoord"_uinLocalCoord(0BR PۖuCoordTransformMatrix_0_Stage0" _uuCoordTransformMatrix_0_Stage0(0B> <ҖurtAdjustment_Stage0"_uurtAdjustment_Stage0(0B"4 .Җ vcolor_Stage0"_uvcolor_Stage0(0B"P JЖvTransformedCoords_0_Stage0"_uvTransformedCoords_0_Stage0(0B". (Җ gl_Position" gl_Position(0B* DɈ(D BޖuTextureSampler_0_Stage1"_uuTextureSampler_0_Stage1(0B- +( u_skRTHeight"_uu_skRTHeight(0BL JЖuDstTextureUpperLeft_Stage2"_uuDstTextureUpperLeft_Stage2(0BN LЖuDstTextureCoordScale_Stage2"_uuDstTextureCoordScale_Stage2(0BF DޖuDstTextureSampler_Stage2"_uuDstTextureSampler_Stage2(0B"4 .Җ vcolor_Stage0"_uvcolor_Stage0(0B"P JЖvTransformedCoords_0_Stage0"_uvTransformedCoords_0_Stage0(0B"0 *Җ gl_FragCoord" gl_FragCoord(0B*7 *Җ gl_FragColor" gl_FragColor(0B08\ |tVAwkː[a_:U<2987f0fde973P _uinPosition_u_uinPositionR_uurtAdjustment_Stage0_u_uurtAdjustment_Stage0[ _uuCoordTransformMatrix_0_Stage0"_u_uuCoordTransformMatrix_0_Stage0R_uuColor_Stage0_u_uuColor_Stage0_uuThreshold_Stage1_c0_u_uuThreshold_Stage1_c0R_uuIntervals_Stage1_c0[0]_u_uuIntervals_Stage1_c0[0]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 float3x3 __uuCoordTransformMatrix_0_Stage0 : register(c0); uniform float4 __uurtAdjustment_Stage0 : register(c3); #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 gl_Position = float4(0, 0, 0, 0); // Varyings 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() { float2 __upos2 = __uinPosition; (__uvTransformedCoords_0_Stage0 = mul(transpose(__uuCoordTransformMatrix_0_Stage0), vec3_ctor(__uinPosition, 1.0)).xy); (gl_Position = vec4_ctor(((__upos2.x * __uurtAdjustment_Stage0.x) + __uurtAdjustment_Stage0.y), ((__upos2.y * __uurtAdjustment_Stage0.z) + __uurtAdjustment_Stage0.w), 0.0, 1.0)); } @@ 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 = __uvTransformedCoords_0_Stage0; return output; } // Uniforms uniform float4 __uuColor_Stage0 : register(c0); uniform float4 __uuIntervals_Stage1_c0[4] : register(c1); uniform float __uuThreshold_Stage1_c0 : register(c5); #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Varyings static float2 __uvTransformedCoords_0_Stage0 = {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 __uoutputColor_Stage0 = {0.0, 0.0, 0.0, 0.0}; { (__uoutputColor_Stage0 = __uuColor_Stage0); } float4 __uoutput_Stage1 = {0.0, 0.0, 0.0, 0.0}; { float4 __uchild = {0.0, 0.0, 0.0, 0.0}; { float __utiled_t = clamp(__uvTransformedCoords_0_Stage0.x, 0.0, 1.0); float4 __ucolor_scale = {0.0, 0.0, 0.0, 0.0}; float4 __ucolor_bias = {0.0, 0.0, 0.0, 0.0}; if ((__utiled_t < __uuThreshold_Stage1_c0)) { (__ucolor_scale = __uuIntervals_Stage1_c0[0]); (__ucolor_bias = __uuIntervals_Stage1_c0[1]); } else { (__ucolor_scale = __uuIntervals_Stage1_c0[2]); (__ucolor_bias = __uuIntervals_Stage1_c0[3]); } float4 __ucolorTemp = ((__utiled_t * __ucolor_scale) + __ucolor_bias); (__ucolorTemp.xyz *= __ucolorTemp.w); (__ucolorTemp = clamp(__ucolorTemp, 0.0, __ucolorTemp.w)); (__uchild = __ucolorTemp); } (__uoutput_Stage1 = (__uchild * __uoutputColor_Stage0.w)); } { (gl_Color[0] = __uoutput_Stage1); } } struct PS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float2 v0 : TEXCOORD0; }; @@ PIXEL OUTPUT @@ PS_OUTPUT main(PS_INPUT input) { __uvTransformedCoords_0_Stage0 = 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 } RDXBCj5խ`b(4lRDEFh<dRD11< ($ \$Globals\@, 0@__uuCoordTransformMatrix_0_Stage0float3x3__uurtAdjustment_Stage0float48Microsoft (R) HLSL Shader Compiler 10.1ISGN, TEXCOORDOSGNhP\\ SV_PositionTEXCOORDSHEXpP\jYF _2g e e2 h6 @??2 2F օ 6" A6  62 F6 @?62F6B@? F F" F F>STAT DXBC~lahU44RDEFh<RD11< ($ \$Globals\`4@LpP__uuColor_Stage0float4 __uuIntervals_Stage1_c0 __uuThreshold_Stage1_c0floatMicrosoft (R) HLSL Shader Compiler 10.1ISGNhP\\SV_PositionTEXCOORDOSGN, SV_TARGETSHEXpP\jYF be h6  1"  7 VF F 7 VF F 2 FF8rF4 F@3F8 F >STAT " 1Div/45 (Ж inPosition" _uinPosition(0BR PۖuCoordTransformMatrix_0_Stage0" _uuCoordTransformMatrix_0_Stage0(0B> <ҖurtAdjustment_Stage0"_uurtAdjustment_Stage0(0B"P JЖvTransformedCoords_0_Stage0"_uvTransformedCoords_0_Stage0(0B". (Җ gl_Position" gl_Position(0B* K#yחm[0 .Җ uColor_Stage0"_uuColor_Stage0(0B= ;(uThreshold_Stage1_c0"_uuThreshold_Stage1_c0(0B> <ҖuIntervals_Stage1_c0"_uuIntervals_Stage1_c0(0B"P JЖvTransformedCoords_0_Stage0"_uvTransformedCoords_0_Stage0(0B*7 *Җ gl_FragColor" gl_FragColor(0B08< u 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 __uvTransformedCoords_0_Stage0 = {0, 0}; static float2 __uvTransformedCoords_1_Stage0 = {0, 0}; static float4 __uvcolor_Stage0 = {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); 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 float4 mod_emu(float4 x, float4 y) { return x - y * floor(x / y); } void gl_main() { float2 __u_sktmpCoord = gl_FragCoord.xy; float4 __usk_FragCoord = vec4_ctor(__u_sktmpCoord.x, (__uu_skRTHeight - __u_sktmpCoord.y), 1.0, 1.0); 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 __uchild = {0.0, 0.0, 0.0, 0.0}; { float __utiled_t = clamp(__uvTransformedCoords_0_Stage0.x, 0.0, 1.0); float4 __ucolor_scale = __uuIntervals_Stage1_c0[0]; float4 __ucolor_bias = __uuIntervals_Stage1_c0[1]; float4 __ucolorTemp = ((__utiled_t * __ucolor_scale) + __ucolor_bias); (__ucolorTemp.xyz *= __ucolorTemp.w); (__ucolorTemp = clamp(__ucolorTemp, 0.0, __ucolorTemp.w)); (__uchild = __ucolorTemp); } (__uoutput_Stage1 = (__uchild * __uoutputColor_Stage0.w)); } float4 __uoutput_Stage2 = {0.0, 0.0, 0.0, 0.0}; { float __uvalue = {0.0}; { float4 __umodValues = mod_emu(__usk_FragCoord.xyxy, float4(2.0, 2.0, 4.0, 4.0)); float4 __ustepValues = step(__umodValues, float4(1.0, 1.0, 2.0, 2.0)); (__uvalue = (dot(__ustepValues, float4(0.5, 0.25, 0.125, 0.0625)) - 0.46875)); } (__uoutput_Stage2 = vec4_ctor(clamp((__uoutput_Stage1.xyz + (__uvalue * 0.0039215689)), 0.0, __uoutput_Stage1.w), __uoutput_Stage1.w)); } float4 __uoutput_Stage3 = {0.0, 0.0, 0.0, 0.0}; { (__uoutput_Stage3 = gl_texture2D(__uuTextureSampler_0_Stage3, __uvTransformedCoords_1_Stage0).xxxx); } { (gl_Color[0] = (__uoutput_Stage2 * __uoutput_Stage3)); } } struct PS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD3; float4 gl_FragCoord : TEXCOORD4; float4 v0 : TEXCOORD0; float2 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; __uvcolor_Stage0 = input.v0; __uvTransformedCoords_0_Stage0 = input.v1.xy; __uvTransformedCoords_1_Stage0 = 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; float2 v1 : TEXCOORD1; float2 v2 : TEXCOORD2; }; struct GS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD3; float4 gl_FragCoord : TEXCOORD4; float4 v0 : TEXCOORD0; float2 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 } RTRDXBCswh>v 9u4x0lRDEFh<RD11< ($ \$Globals\p,$H0,$j`__uuCoordTransformMatrix_0_Stage0float3x3__uuCoordTransformMatrix_1_Stage0__uurtAdjustment_Stage0float4Microsoft (R) HLSL Shader Compiler 10.1ISGN\PPPTEXCOORDOSGN  SV_PositionTEXCOORDSHEX4PjYF _2__2g e e e e2 e h6 @??2 2F օ 6" A6  62 F62 F6 @?6 @?6 F62F6B@? F F" F FB F F F F>STAT  DXBC; % m$"lW74<RDEF<RD11< ($  samplers2D[0]textures2D[0]$Globals0, Lp __uuIntervals_Stage1_c0float4D__uu_skRTHeightfloatMicrosoft (R) HLSL Shader Compiler 10.1ISGN SV_PositionTEXCOORDOSGN, SV_TARGETSHEX8PjYF Z`XpUUd 2bbbe h VA 6R8 @??>>AF2 FA@@@@@F @??@@F F@???? F@?>>= @6 " 2 VF F 8rF4 F@3F8F2 r@;;;F4 rF@3rFECUF~`8 F>STAT" ki9l=/ "ҖinColor" _uinColor(0B5 (Ж inPosition" _uinPosition(0B9 ,Ж inLocalCoord"_uinLocalCoord(0BR PۖuCoordTransformMatrix_0_Stage0" _uuCoordTransformMatrix_0_Stage0(0B> <ҖurtAdjustment_Stage0"_uurtAdjustment_Stage0(0BR PۖuCoordTransformMatrix_1_Stage0" _uuCoordTransformMatrix_1_Stage0(0B"P JЖvTransformedCoords_1_Stage0"_uvTransformedCoords_1_Stage0(0B"4 .Җ vcolor_Stage0"_uvcolor_Stage0(0B"P JЖvTransformedCoords_0_Stage0"_uvTransformedCoords_0_Stage0(0B". (Җ gl_Position" gl_Position(0B* a`,ha*e^u|S- +( u_skRTHeight"_uu_skRTHeight(0BD BޖuTextureSampler_0_Stage3"_uuTextureSampler_0_Stage3(0B> <ҖuIntervals_Stage1_c0"_uuIntervals_Stage1_c0(0B"P JЖvTransformedCoords_1_Stage0"_uvTransformedCoords_1_Stage0(0B"4 .Җ vcolor_Stage0"_uvcolor_Stage0(0B"P JЖvTransformedCoords_0_Stage0"_uvTransformedCoords_0_Stage0(0B"0 *Җ gl_FragCoord" gl_FragCoord(0B*7 *Җ gl_FragColor" gl_FragColor(0B08\ -R@+GZ/lR2987f0fde973P _uinPosition_u_uinPositionR _uinColor _u_uinColor _uinCoverage_u_uinCoverageR_uurtAdjustment_Stage0_u_uurtAdjustment_Stage0[ _uuCoordTransformMatrix_0_Stage0"_u_uuCoordTransformMatrix_0_Stage0_uu_skRTHeight_u_uu_skRTHeightR_uuIntervals_Stage1_c0[0]_u_uuIntervals_Stage1_c0[0]X[6  Xfloat3 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 float3x3 __uuCoordTransformMatrix_0_Stage0 : register(c0); uniform float4 __uurtAdjustment_Stage0 : register(c3); #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Attributes static float4 __uinColor = {0, 0, 0, 0}; static float __uinCoverage = {0}; static float2 __uinPosition = {0, 0}; static float4 gl_Position = float4(0, 0, 0, 0); // Varyings static float2 __uvTransformedCoords_0_Stage0 = {0, 0}; static float4 __uvcolor_Stage0 = {0, 0, 0, 0}; static float __uvinCoverage_Stage0 = {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(__uinPosition, 1.0)).xy); (__uvinCoverage_Stage0 = __uinCoverage); (gl_Position = vec4_ctor(((__upos2.x * __uurtAdjustment_Stage0.x) + __uurtAdjustment_Stage0.y), ((__upos2.y * __uurtAdjustment_Stage0.z) + __uurtAdjustment_Stage0.w), 0.0, 1.0)); } @@ VERTEX ATTRIBUTES @@ struct VS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD3; float4 gl_FragCoord : TEXCOORD4; float4 v0 : TEXCOORD0; float2 v1 : TEXCOORD1; float 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 = __uvcolor_Stage0; output.v1 = __uvTransformedCoords_0_Stage0; output.v2 = __uvinCoverage_Stage0; return output; } k float4 vec4_ctor(float x0) { return float4(x0, x0, x0, x0); } float4 vec4_ctor(float x0, float x1, float x2, float x3) { return float4(x0, x1, x2, x3); } float4 vec4_ctor(float3 x0, float x1) { return float4(x0, x1); } // Uniforms uniform float4 __uuIntervals_Stage1_c0[2] : register(c0); uniform float __uu_skRTHeight : register(c2); #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Varyings static float2 __uvTransformedCoords_0_Stage0 = {0, 0}; static float4 __uvcolor_Stage0 = {0, 0, 0, 0}; static float __uvinCoverage_Stage0 = {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 float4 mod_emu(float4 x, float4 y) { return x - y * floor(x / y); } void gl_main() { float2 __u_sktmpCoord = gl_FragCoord.xy; float4 __usk_FragCoord = vec4_ctor(__u_sktmpCoord.x, (__uu_skRTHeight - __u_sktmpCoord.y), 1.0, 1.0); float4 __uoutputColor_Stage0 = {0.0, 0.0, 0.0, 0.0}; float4 __uoutputCoverage_Stage0 = {0.0, 0.0, 0.0, 0.0}; { (__uoutputColor_Stage0 = __uvcolor_Stage0); float __ualpha = {1.0}; (__ualpha = __uvinCoverage_Stage0); (__uoutputCoverage_Stage0 = vec4_ctor(__ualpha)); } float4 __uoutput_Stage1 = {0.0, 0.0, 0.0, 0.0}; { float4 __uchild = {0.0, 0.0, 0.0, 0.0}; { float __utiled_t = clamp(__uvTransformedCoords_0_Stage0.x, 0.0, 1.0); float4 __ucolor_scale = __uuIntervals_Stage1_c0[0]; float4 __ucolor_bias = __uuIntervals_Stage1_c0[1]; float4 __ucolorTemp = ((__utiled_t * __ucolor_scale) + __ucolor_bias); (__ucolorTemp.xyz *= __ucolorTemp.w); (__ucolorTemp = clamp(__ucolorTemp, 0.0, __ucolorTemp.w)); (__uchild = __ucolorTemp); } (__uoutput_Stage1 = (__uchild * __uoutputColor_Stage0.w)); } float4 __uoutput_Stage2 = {0.0, 0.0, 0.0, 0.0}; { float __uvalue = {0.0}; { float4 __umodValues = mod_emu(__usk_FragCoord.xyxy, float4(2.0, 2.0, 4.0, 4.0)); float4 __ustepValues = step(__umodValues, float4(1.0, 1.0, 2.0, 2.0)); (__uvalue = (dot(__ustepValues, float4(0.5, 0.25, 0.125, 0.0625)) - 0.46875)); } (__uoutput_Stage2 = vec4_ctor(clamp((__uoutput_Stage1.xyz + (__uvalue * 0.0039215689)), 0.0, __uoutput_Stage1.w), __uoutput_Stage1.w)); } { (gl_Color[0] = (__uoutput_Stage2 * __uoutputCoverage_Stage0)); } } struct PS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD3; float4 gl_FragCoord : TEXCOORD4; float4 v0 : TEXCOORD0; float2 v1 : TEXCOORD1; float 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; __uvcolor_Stage0 = input.v0; __uvTransformedCoords_0_Stage0 = input.v1.xy; __uvinCoverage_Stage0 = input.v2.x; 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; float2 v1 : TEXCOORD1; float v2 : TEXCOORD2; }; struct GS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD3; float4 gl_FragCoord : TEXCOORD4; float4 v0 : TEXCOORD0; float2 v1 : TEXCOORD1; float 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 } RTQDXBC%m25n/ltċ4,RDEFh<dRD11< ($ \$Globals\@, 0@__uuCoordTransformMatrix_0_Stage0float3x3__uurtAdjustment_Stage0float48Microsoft (R) HLSL Shader Compiler 10.1ISGN\PPPTEXCOORDOSGN  SV_PositionTEXCOORDSHEXPjYF _2__g e e e e2 eB h6 @??2 2F օ 6" A6  62 F62 F6 @?6 @?6 F6B  62F6B@? F F" F F>STAT  4DXBC8X.P=MO44lRDEFxh<PRD11< ($ \$Globals\0  ,__uuIntervals_Stage1_c0float4__uu_skRTHeightfloat$Microsoft (R) HLSL Shader Compiler 10.1ISGNSV_PositionTEXCOORDOSGN, SV_TARGETSHEXPjYF d 2bbbBe h VA 6R8 @??>>AF2 FA@@@@@F @??@@F F@???? F@?>>= @6 " 2 VF F 8rF4 F@3F8F2 r@;;;F4 rF@3rF8 F>STAT"  4XHØ,gI/ "ҖinColor" _uinColor(0B5 (Ж inPosition" _uinPosition(0B4 '( inCoverage" _uinCoverage(0BR PۖuCoordTransformMatrix_0_Stage0" _uuCoordTransformMatrix_0_Stage0(0B> <ҖurtAdjustment_Stage0"_uurtAdjustment_Stage0(0B"4 .Җ vcolor_Stage0"_uvcolor_Stage0(0B"P JЖvTransformedCoords_0_Stage0"_uvTransformedCoords_0_Stage0(0B"= 7(vinCoverage_Stage0"_uvinCoverage_Stage0(0B". (Җ gl_Position" gl_Position(0B* /XQ@ۨSme- +( u_skRTHeight"_uu_skRTHeight(0B> <ҖuIntervals_Stage1_c0"_uuIntervals_Stage1_c0(0B"4 .Җ vcolor_Stage0"_uvcolor_Stage0(0B"P JЖvTransformedCoords_0_Stage0"_uvTransformedCoords_0_Stage0(0B"= 7(vinCoverage_Stage0"_uvinCoverage_Stage0(0B"0 *Җ gl_FragCoord" gl_FragCoord(0B*7 *Җ gl_FragColor" gl_FragColor(0B08R \sQ9\mpj\2987f0fde973P _uinPosition_u_uinPositionR _uinColor _u_uinColorP_uinLocalCoord_u_uinLocalCoordR_uurtAdjustment_Stage0_u_uurtAdjustment_Stage0[ _uuCoordTransformMatrix_0_Stage0"_u_uuCoordTransformMatrix_0_Stage0[ _uuCoordTransformMatrix_1_Stage0"_u_uuCoordTransformMatrix_1_Stage0_uu_skRTHeight_u_uu_skRTHeight_uuGradientYCoordFS_Stage1_c0_u_uuGradientYCoordFS_Stage1_c0^_uuTextureSampler_0_Stage1_u_uuTextureSampler_0_Stage1^_uuTextureSampler_0_Stage3_u_uuTextureSampler_0_Stage3  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 float3x3 __uuCoordTransformMatrix_0_Stage0 : register(c0); uniform float3x3 __uuCoordTransformMatrix_1_Stage0 : register(c3); uniform float4 __uurtAdjustment_Stage0 : register(c6); #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Attributes static float4 __uinColor = {0, 0, 0, 0}; static float2 __uinLocalCoord = {0, 0}; static float2 __uinPosition = {0, 0}; static float4 gl_Position = float4(0, 0, 0, 0); // Varyings static float2 __uvTransformedCoords_0_Stage0 = {0, 0}; static float2 __uvTransformedCoords_1_Stage0 = {0, 0}; static float4 __uvcolor_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 __ucolor = __uinColor; (__uvcolor_Stage0 = __ucolor); float2 __upos2 = __uinPosition; (__uvTransformedCoords_0_Stage0 = mul(transpose(__uuCoordTransformMatrix_0_Stage0), vec3_ctor(__uinLocalCoord, 1.0)).xy); (__uvTransformedCoords_1_Stage0 = mul(transpose(__uuCoordTransformMatrix_1_Stage0), vec3_ctor(__uinLocalCoord, 1.0)).xy); (gl_Position = vec4_ctor(((__upos2.x * __uurtAdjustment_Stage0.x) + __uurtAdjustment_Stage0.y), ((__upos2.y * __uurtAdjustment_Stage0.z) + __uurtAdjustment_Stage0.w), 0.0, 1.0)); } @@ VERTEX ATTRIBUTES @@ struct VS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD3; float4 gl_FragCoord : TEXCOORD4; float4 v0 : TEXCOORD0; float2 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 = __uvcolor_Stage0; output.v1 = __uvTransformedCoords_0_Stage0; output.v2 = __uvTransformedCoords_1_Stage0; return output; } float2 vec2_ctor(float x0, float x1) { return float2(x0, x1); } float4 vec4_ctor(float x0, float x1, float x2, float x3) { return float4(x0, x1, x2, x3); } float4 vec4_ctor(float3 x0, float x1) { return float4(x0, x1); } // Uniforms uniform float __uuGradientYCoordFS_Stage1_c0 : register(c0); uniform float __uu_skRTHeight : register(c1); static const uint __uuTextureSampler_0_Stage1 = 0; static const uint __uuTextureSampler_0_Stage3 = 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 __uvTransformedCoords_0_Stage0 = {0, 0}; static float2 __uvTransformedCoords_1_Stage0 = {0, 0}; static float4 __uvcolor_Stage0 = {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); 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)); } #define GL_USES_FRAG_COORD float4 mod_emu(float4 x, float4 y) { return x - y * floor(x / y); } void gl_main() { float2 __u_sktmpCoord = gl_FragCoord.xy; float4 __usk_FragCoord = vec4_ctor(__u_sktmpCoord.x, (__uu_skRTHeight - __u_sktmpCoord.y), 1.0, 1.0); 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 __uchild = {0.0, 0.0, 0.0, 0.0}; { float2 __ucoord = vec2_ctor(__uvTransformedCoords_0_Stage0.x, __uuGradientYCoordFS_Stage1_c0); (__uchild = gl_texture2D(__uuTextureSampler_0_Stage1, __ucoord)); } (__uoutput_Stage1 = (__uchild * __uoutputColor_Stage0.w)); } float4 __uoutput_Stage2 = {0.0, 0.0, 0.0, 0.0}; { float __uvalue = {0.0}; { float4 __umodValues = mod_emu(__usk_FragCoord.xyxy, float4(2.0, 2.0, 4.0, 4.0)); float4 __ustepValues = step(__umodValues, float4(1.0, 1.0, 2.0, 2.0)); (__uvalue = (dot(__ustepValues, float4(0.5, 0.25, 0.125, 0.0625)) - 0.46875)); } (__uoutput_Stage2 = vec4_ctor(clamp((__uoutput_Stage1.xyz + (__uvalue * 0.0039215689)), 0.0, __uoutput_Stage1.w), __uoutput_Stage1.w)); } float4 __uoutput_Stage3 = {0.0, 0.0, 0.0, 0.0}; { (__uoutput_Stage3 = gl_texture2D(__uuTextureSampler_0_Stage3, __uvTransformedCoords_1_Stage0).xxxx); } { (gl_Color[0] = (__uoutput_Stage2 * __uoutput_Stage3)); } } struct PS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD3; float4 gl_FragCoord : TEXCOORD4; float4 v0 : TEXCOORD0; float2 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; __uvcolor_Stage0 = input.v0; __uvTransformedCoords_0_Stage0 = input.v1.xy; __uvTransformedCoords_1_Stage0 = 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; float2 v1 : TEXCOORD1; float2 v2 : TEXCOORD2; }; struct GS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD3; float4 gl_FragCoord : TEXCOORD4; float4 v0 : TEXCOORD0; float2 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 } RTRDXBCswh>v 9u4x0lRDEFh<RD11< ($ \$Globals\p,$H0,$j`__uuCoordTransformMatrix_0_Stage0float3x3__uuCoordTransformMatrix_1_Stage0__uurtAdjustment_Stage0float4Microsoft (R) HLSL Shader Compiler 10.1ISGN\PPPTEXCOORDOSGN  SV_PositionTEXCOORDSHEX4PjYF _2__2g e e e e2 e h6 @??2 2F օ 6" A6  62 F62 F6 @?6 @?6 F62F6B@? F F" F FB F F F F>STAT  DXBCێW4H4HRDEF  <RD11< ($   samplers2D[0]samplers2D[1]textures2D[0]textures2D[1]$Globals8 __uuGradientYCoordFS_Stage1_c0float__uu_skRTHeightMicrosoft (R) HLSL Shader Compiler 10.1ISGN SV_PositionTEXCOORDOSGN, SV_TARGETSHEX PjYF Z`Z`XpUUXpUUd 2bbbe h VA 6R8 @??>>AF2 FA@@@@@F @??@@F F@???? F@?>>= @6 6" ECUFF~`8F2 r@;;;F4 rF@3rFECUF~`8 F>STAT " ki9l=/ "ҖinColor" _uinColor(0B5 (Ж inPosition" _uinPosition(0B9 ,Ж inLocalCoord"_uinLocalCoord(0BR PۖuCoordTransformMatrix_0_Stage0" _uuCoordTransformMatrix_0_Stage0(0B> <ҖurtAdjustment_Stage0"_uurtAdjustment_Stage0(0BR PۖuCoordTransformMatrix_1_Stage0" _uuCoordTransformMatrix_1_Stage0(0B"P JЖvTransformedCoords_1_Stage0"_uvTransformedCoords_1_Stage0(0B"4 .Җ vcolor_Stage0"_uvcolor_Stage0(0B"P JЖvTransformedCoords_0_Stage0"_uvTransformedCoords_0_Stage0(0B". (Җ gl_Position" gl_Position(0B* <۬OAوNU4D BޖuTextureSampler_0_Stage1"_uuTextureSampler_0_Stage1(0B- +( u_skRTHeight"_uu_skRTHeight(0BK I(uGradientYCoordFS_Stage1_c0"_uuGradientYCoordFS_Stage1_c0(0BD BޖuTextureSampler_0_Stage3"_uuTextureSampler_0_Stage3(0B"P JЖvTransformedCoords_1_Stage0"_uvTransformedCoords_1_Stage0(0B"4 .Җ vcolor_Stage0"_uvcolor_Stage0(0B"P JЖvTransformedCoords_0_Stage0"_uvTransformedCoords_0_Stage0(0B"0 *Җ gl_FragCoord" gl_FragCoord(0B*7 *Җ gl_FragColor" gl_FragColor(0B08\ !1viX3K EV2987f0fde973P _uinPosition_u_uinPositionR _uinColor _u_uinColor _uinCoverage_u_uinCoverageR_uurtAdjustment_Stage0_u_uurtAdjustment_Stage0[ _uuCoordTransformMatrix_0_Stage0"_u_uuCoordTransformMatrix_0_Stage0_uu_skRTHeight_u_uu_skRTHeight_uuGradientYCoordFS_Stage1_c0_u_uuGradientYCoordFS_Stage1_c0^_uuTextureSampler_0_Stage1_u_uuTextureSampler_0_Stage1 X[6  Xfloat3 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 float3x3 __uuCoordTransformMatrix_0_Stage0 : register(c0); uniform float4 __uurtAdjustment_Stage0 : register(c3); #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Attributes static float4 __uinColor = {0, 0, 0, 0}; static float __uinCoverage = {0}; static float2 __uinPosition = {0, 0}; static float4 gl_Position = float4(0, 0, 0, 0); // Varyings static float2 __uvTransformedCoords_0_Stage0 = {0, 0}; static float4 __uvcolor_Stage0 = {0, 0, 0, 0}; static float __uvinCoverage_Stage0 = {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(__uinPosition, 1.0)).xy); (__uvinCoverage_Stage0 = __uinCoverage); (gl_Position = vec4_ctor(((__upos2.x * __uurtAdjustment_Stage0.x) + __uurtAdjustment_Stage0.y), ((__upos2.y * __uurtAdjustment_Stage0.z) + __uurtAdjustment_Stage0.w), 0.0, 1.0)); } @@ VERTEX ATTRIBUTES @@ struct VS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD3; float4 gl_FragCoord : TEXCOORD4; float4 v0 : TEXCOORD0; float2 v1 : TEXCOORD1; float 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 = __uvcolor_Stage0; output.v1 = __uvTransformedCoords_0_Stage0; output.v2 = __uvinCoverage_Stage0; return output; } float2 vec2_ctor(float x0, float x1) { return float2(x0, x1); } float4 vec4_ctor(float x0) { return float4(x0, x0, x0, x0); } float4 vec4_ctor(float x0, float x1, float x2, float x3) { return float4(x0, x1, x2, x3); } float4 vec4_ctor(float3 x0, float x1) { return float4(x0, x1); } // Uniforms uniform float __uuGradientYCoordFS_Stage1_c0 : register(c0); uniform float __uu_skRTHeight : register(c1); 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 float2 __uvTransformedCoords_0_Stage0 = {0, 0}; static float4 __uvcolor_Stage0 = {0, 0, 0, 0}; static float __uvinCoverage_Stage0 = {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 float4 mod_emu(float4 x, float4 y) { return x - y * floor(x / y); } void gl_main() { float2 __u_sktmpCoord = gl_FragCoord.xy; float4 __usk_FragCoord = vec4_ctor(__u_sktmpCoord.x, (__uu_skRTHeight - __u_sktmpCoord.y), 1.0, 1.0); float4 __uoutputColor_Stage0 = {0.0, 0.0, 0.0, 0.0}; float4 __uoutputCoverage_Stage0 = {0.0, 0.0, 0.0, 0.0}; { (__uoutputColor_Stage0 = __uvcolor_Stage0); float __ualpha = {1.0}; (__ualpha = __uvinCoverage_Stage0); (__uoutputCoverage_Stage0 = vec4_ctor(__ualpha)); } float4 __uoutput_Stage1 = {0.0, 0.0, 0.0, 0.0}; { float4 __uchild = {0.0, 0.0, 0.0, 0.0}; { float2 __ucoord = vec2_ctor(__uvTransformedCoords_0_Stage0.x, __uuGradientYCoordFS_Stage1_c0); (__uchild = gl_texture2D(__uuTextureSampler_0_Stage1, __ucoord)); } (__uoutput_Stage1 = (__uchild * __uoutputColor_Stage0.w)); } float4 __uoutput_Stage2 = {0.0, 0.0, 0.0, 0.0}; { float __uvalue = {0.0}; { float4 __umodValues = mod_emu(__usk_FragCoord.xyxy, float4(2.0, 2.0, 4.0, 4.0)); float4 __ustepValues = step(__umodValues, float4(1.0, 1.0, 2.0, 2.0)); (__uvalue = (dot(__ustepValues, float4(0.5, 0.25, 0.125, 0.0625)) - 0.46875)); } (__uoutput_Stage2 = vec4_ctor(clamp((__uoutput_Stage1.xyz + (__uvalue * 0.0039215689)), 0.0, __uoutput_Stage1.w), __uoutput_Stage1.w)); } { (gl_Color[0] = (__uoutput_Stage2 * __uoutputCoverage_Stage0)); } } struct PS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD3; float4 gl_FragCoord : TEXCOORD4; float4 v0 : TEXCOORD0; float2 v1 : TEXCOORD1; float 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; __uvcolor_Stage0 = input.v0; __uvTransformedCoords_0_Stage0 = input.v1.xy; __uvinCoverage_Stage0 = input.v2.x; 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; float2 v1 : TEXCOORD1; float v2 : TEXCOORD2; }; struct GS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD3; float4 gl_FragCoord : TEXCOORD4; float4 v0 : TEXCOORD0; float2 v1 : TEXCOORD1; float 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 } RTQDXBC%m25n/ltċ4,RDEFh<dRD11< ($ \$Globals\@, 0@__uuCoordTransformMatrix_0_Stage0float3x3__uurtAdjustment_Stage0float48Microsoft (R) HLSL Shader Compiler 10.1ISGN\PPPTEXCOORDOSGN  SV_PositionTEXCOORDSHEXPjYF _2__g e e e e2 eB h6 @??2 2F օ 6" A6  62 F62 F6 @?6 @?6 F6B  62F6B@? F F" F F>STAT  @DXBCgakWO ΰ@4RDEF<RD11< ($  samplers2D[0]textures2D[0]$Globals ,TxT__uuGradientYCoordFS_Stage1_c0floatK__uu_skRTHeightMicrosoft (R) HLSL Shader Compiler 10.1ISGNSV_PositionTEXCOORDOSGN, SV_TARGETSHEXPjYF Z`XpUUd 2bbbBe h VA 6R8 @??>>AF2 FA@@@@@F @??@@F F@???? F@?>>= @6 6" ECUFF~`8F2 r@;;;F4 rF@3rF8 F>STAT "  4XHØ,gI/ "ҖinColor" _uinColor(0B5 (Ж inPosition" _uinPosition(0B4 '( inCoverage" _uinCoverage(0BR PۖuCoordTransformMatrix_0_Stage0" _uuCoordTransformMatrix_0_Stage0(0B> <ҖurtAdjustment_Stage0"_uurtAdjustment_Stage0(0B"4 .Җ vcolor_Stage0"_uvcolor_Stage0(0B"P JЖvTransformedCoords_0_Stage0"_uvTransformedCoords_0_Stage0(0B"= 7(vinCoverage_Stage0"_uvinCoverage_Stage0(0B". (Җ gl_Position" gl_Position(0B* >Լ=505U0D BޖuTextureSampler_0_Stage1"_uuTextureSampler_0_Stage1(0B- +( u_skRTHeight"_uu_skRTHeight(0BK I(uGradientYCoordFS_Stage1_c0"_uuGradientYCoordFS_Stage1_c0(0B"4 .Җ vcolor_Stage0"_uvcolor_Stage0(0B"P JЖvTransformedCoords_0_Stage0"_uvTransformedCoords_0_Stage0(0B"= 7(vinCoverage_Stage0"_uvinCoverage_Stage0(0B"0 *Җ gl_FragCoord" gl_FragCoord(0B*7 *Җ gl_FragColor" gl_FragColor(0B08V 9PjlMNVc_2987f0fde973P _uinPosition_u_uinPositionR _uinColor _u_uinColorR_uurtAdjustment_Stage0_u_uurtAdjustment_Stage0Q_uuedges_Stage1_c0[0]_u_uuedges_Stage1_c0[0]Q_uuedges_Stage1_c1[0]_u_uuedges_Stage1_c1[0]R_uuinnerRect_Stage1_c2_u_uuinnerRect_Stage1_c2P_uuradiusPlusHalf_Stage1_c2_u_uuradiusPlusHalf_Stage1_c2R_uuinnerRect_Stage1_c3_u_uuinnerRect_Stage1_c3P_uuradiusPlusHalf_Stage1_c3_u_uuradiusPlusHalf_Stage1_c3 X[6     float4 vec4_ctor(float x0, float x1, float x2, float x3) { return float4(x0, x1, x2, x3); } // Uniforms uniform float4 __uurtAdjustment_Stage0 : register(c0); #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Attributes static float4 __uinColor = {0, 0, 0, 0}; static float2 __uinPosition = {0, 0}; static float4 gl_Position = float4(0, 0, 0, 0); // Varyings static float4 __uvcolor_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 __ucolor = __uinColor; (__uvcolor_Stage0 = __ucolor); float2 __upos2 = __uinPosition; (gl_Position = vec4_ctor(((__upos2.x * __uurtAdjustment_Stage0.x) + __uurtAdjustment_Stage0.y), ((__upos2.y * __uurtAdjustment_Stage0.z) + __uurtAdjustment_Stage0.w), 0.0, 1.0)); } @@ VERTEX ATTRIBUTES @@ struct VS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float4 gl_FragCoord : TEXCOORD2; 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.gl_FragCoord = gl_Position; output.v0 = __uvcolor_Stage0; return output; } float2 vec2_ctor(float x0, float x1) { return float2(x0, x1); } float3 vec3_ctor(float x0, float x1, float x2) { return float3(x0, x1, x2); } float4 vec4_ctor(float x0) { return float4(x0, x0, x0, x0); } // Uniforms uniform float3 __uuedges_Stage1_c0[4] : register(c0); uniform float3 __uuedges_Stage1_c1[4] : register(c4); uniform float4 __uuinnerRect_Stage1_c2 : register(c8); uniform float4 __uuinnerRect_Stage1_c3 : register(c9); uniform float2 __uuradiusPlusHalf_Stage1_c2 : register(c10); uniform float2 __uuradiusPlusHalf_Stage1_c3 : register(c11); #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 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 __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 __uout0 = {0.0, 0.0, 0.0, 0.0}; { float __ualpha = {1.0}; float __uedge = {0.0}; (__uedge = dot(__uuedges_Stage1_c0[0], vec3_ctor(gl_FragCoord.x, gl_FragCoord.y, 1.0))); (__uedge = clamp(__uedge, 0.0, 1.0)); (__ualpha *= __uedge); (__uedge = dot(__uuedges_Stage1_c0[1], vec3_ctor(gl_FragCoord.x, gl_FragCoord.y, 1.0))); (__uedge = clamp(__uedge, 0.0, 1.0)); (__ualpha *= __uedge); (__uedge = dot(__uuedges_Stage1_c0[2], vec3_ctor(gl_FragCoord.x, gl_FragCoord.y, 1.0))); (__uedge = clamp(__uedge, 0.0, 1.0)); (__ualpha *= __uedge); (__uedge = dot(__uuedges_Stage1_c0[3], vec3_ctor(gl_FragCoord.x, gl_FragCoord.y, 1.0))); (__uedge = clamp(__uedge, 0.0, 1.0)); (__ualpha *= __uedge); (__uout0 = vec4_ctor(__ualpha)); } float4 __uout1 = {0.0, 0.0, 0.0, 0.0}; { float __ualpha = {1.0}; float __uedge = {0.0}; (__uedge = dot(__uuedges_Stage1_c1[0], vec3_ctor(gl_FragCoord.x, gl_FragCoord.y, 1.0))); float s1291 = {0}; if ((__uedge >= 0.5)) { (s1291 = 1.0); } else { (s1291 = 0.0); } (__uedge = s1291); (__ualpha *= __uedge); (__uedge = dot(__uuedges_Stage1_c1[1], vec3_ctor(gl_FragCoord.x, gl_FragCoord.y, 1.0))); float s1292 = {0}; if ((__uedge >= 0.5)) { (s1292 = 1.0); } else { (s1292 = 0.0); } (__uedge = s1292); (__ualpha *= __uedge); (__uedge = dot(__uuedges_Stage1_c1[2], vec3_ctor(gl_FragCoord.x, gl_FragCoord.y, 1.0))); float s1293 = {0}; if ((__uedge >= 0.5)) { (s1293 = 1.0); } else { (s1293 = 0.0); } (__uedge = s1293); (__ualpha *= __uedge); (__uedge = dot(__uuedges_Stage1_c1[3], vec3_ctor(gl_FragCoord.x, gl_FragCoord.y, 1.0))); float s1294 = {0}; if ((__uedge >= 0.5)) { (s1294 = 1.0); } else { (s1294 = 0.0); } (__uedge = s1294); (__ualpha *= __uedge); (__uout1 = (__uout0 * __ualpha)); } float4 __uout2 = {0.0, 0.0, 0.0, 0.0}; { float2 __udxy0 = (__uuinnerRect_Stage1_c2.xy - gl_FragCoord.xy); float __udx1 = (gl_FragCoord.x - __uuinnerRect_Stage1_c2.z); float2 __udxy = max(vec2_ctor(max(__udxy0.x, __udx1), __udxy0.y), 0.0); float __ubottomAlpha = clamp((__uuinnerRect_Stage1_c2.w - gl_FragCoord.y), 0.0, 1.0); float __ualpha = (__ubottomAlpha * clamp((__uuradiusPlusHalf_Stage1_c2.x - length(__udxy)), 0.0, 1.0)); (__ualpha = (1.0 - __ualpha)); (__uout2 = (__uout1 * __ualpha)); } { float2 __udxy0 = (__uuinnerRect_Stage1_c3.xy - gl_FragCoord.xy); float __udx1 = (gl_FragCoord.x - __uuinnerRect_Stage1_c3.z); float2 __udxy = max(vec2_ctor(max(__udxy0.x, __udx1), __udxy0.y), 0.0); float __ubottomAlpha = clamp((__uuinnerRect_Stage1_c3.w - gl_FragCoord.y), 0.0, 1.0); float __ualpha = (__ubottomAlpha * clamp((__uuradiusPlusHalf_Stage1_c3.x - length(__udxy)), 0.0, 1.0)); (__uoutput_Stage1 = (__uout2 * __ualpha)); } } { (gl_Color[0] = (__uoutputColor_Stage0 * __uoutput_Stage1)); } } struct PS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float4 gl_FragCoord : TEXCOORD2; float4 v0 : TEXCOORD0; }; @@ 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; __uvcolor_Stage0 = input.v0; gl_main(); return generateOutput(); } R gl_Color0 gl_Color[0]ystruct GS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float4 gl_FragCoord : TEXCOORD2; float4 v0 : TEXCOORD0; }; struct GS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float4 gl_FragCoord : TEXCOORD2; 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; output.gl_FragCoord = input.gl_FragCoord; #ifndef ANGLE_POINT_SPRITE_SHADER output.dx_Position = input.dx_Position; #endif // ANGLE_POINT_SPRITE_SHADER } RT0DXBCdy[ VL04P$RDEFh<RD11< ($ \$Globals\__uurtAdjustment_Stage0float4Microsoft (R) HLSL Shader Compiler 10.1ISGND88TEXCOORDOSGNhtttSV_PositionTEXCOORDSHEXhPZjYF _2_g e e e h6 @??2 2F օ 6" A6  62 F62 F6 @?6 @?6 F>STAT  DXBCAT 3߄q, 4p RDEFh<RD11< ($ \$Globals\p<@<,Dhh__uuedges_Stage1_c0float3__uuedges_Stage1_c1__uuinnerRect_Stage1_c2float4__uuinnerRect_Stage1_c3__uuradiusPlusHalf_Stage1_c2float2a__uuradiusPlusHalf_Stage1_c3Microsoft (R) HLSL Shader Compiler 10.1ISGNhtttSV_PositionTEXCOORDOSGN, SV_TARGETSHEXPgjYF d 2be h62F6B@?F F:@?:@?F F @? @?8: F F @? @?8: F F @? @?8:  F F "F F8  "F F F F8" 8 8:  " * A VA 4"*4 bV@6  "K" "A 2 " A@?8  " * A VA 4"*4 bV@6  "K" "A 8" 8 8 F>STAT/&" t++C(h|_MD/ "ҖinColor" _uinColor(0B5 (Ж inPosition" _uinPosition(0B> <ҖurtAdjustment_Stage0"_uurtAdjustment_Stage0(0B"4 .Җ vcolor_Stage0"_uvcolor_Stage0(0B". (Җ gl_Position" gl_Position(0B* K7_rV<U 26 4іuedges_Stage1_c0"_uuedges_Stage1_c0(0B6 4іuedges_Stage1_c1"_uuedges_Stage1_c1(0B> <ҖuinnerRect_Stage1_c2"_uuinnerRect_Stage1_c2(0BH FЖuradiusPlusHalf_Stage1_c2"_uuradiusPlusHalf_Stage1_c2(0B> <ҖuinnerRect_Stage1_c3"_uuinnerRect_Stage1_c3(0BH FЖuradiusPlusHalf_Stage1_c3"_uuradiusPlusHalf_Stage1_c3(0B"4 .Җ vcolor_Stage0"_uvcolor_Stage0(0B"0 *Җ gl_FragCoord" gl_FragCoord(0B*7 *Җ gl_FragColor" gl_FragColor(0B08_ Z!-JǔR *_2987f0fde973P _uinPosition_u_uinPositionR _uinColor _u_uinColorR_uurtAdjustment_Stage0_u_uurtAdjustment_Stage0Q_uuedges_Stage1_c0[0]_u_uuedges_Stage1_c0[0]Q_uuedges_Stage1_c1[0]_u_uuedges_Stage1_c1[0]R_uuinnerRect_Stage1_c2_u_uuinnerRect_Stage1_c2P_uuradiusPlusHalf_Stage1_c2_u_uuradiusPlusHalf_Stage1_c2R_uuinnerRect_Stage1_c3_u_uuinnerRect_Stage1_c3P_uuradiusPlusHalf_Stage1_c3_u_uuradiusPlusHalf_Stage1_c3 X[6     float4 vec4_ctor(float x0, float x1, float x2, float x3) { return float4(x0, x1, x2, x3); } // Uniforms uniform float4 __uurtAdjustment_Stage0 : register(c0); #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Attributes static float4 __uinColor = {0, 0, 0, 0}; static float2 __uinPosition = {0, 0}; static float4 gl_Position = float4(0, 0, 0, 0); // Varyings static float4 __uvcolor_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 __ucolor = __uinColor; (__uvcolor_Stage0 = __ucolor); float2 __upos2 = __uinPosition; (gl_Position = vec4_ctor(((__upos2.x * __uurtAdjustment_Stage0.x) + __uurtAdjustment_Stage0.y), ((__upos2.y * __uurtAdjustment_Stage0.z) + __uurtAdjustment_Stage0.w), 0.0, 1.0)); } @@ VERTEX ATTRIBUTES @@ struct VS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float4 gl_FragCoord : TEXCOORD2; 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.gl_FragCoord = gl_Position; output.v0 = __uvcolor_Stage0; return output; } float2 vec2_ctor(float x0, float x1) { return float2(x0, x1); } float3 vec3_ctor(float x0, float x1, float x2) { return float3(x0, x1, x2); } float4 vec4_ctor(float x0) { return float4(x0, x0, x0, x0); } // Uniforms uniform float3 __uuedges_Stage1_c0[4] : register(c0); uniform float3 __uuedges_Stage1_c1[4] : register(c4); uniform float4 __uuinnerRect_Stage1_c2 : register(c8); uniform float4 __uuinnerRect_Stage1_c3 : register(c9); uniform float2 __uuradiusPlusHalf_Stage1_c2 : register(c10); uniform float2 __uuradiusPlusHalf_Stage1_c3 : register(c11); #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 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 __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 __uout0 = {0.0, 0.0, 0.0, 0.0}; { float __ualpha = {1.0}; float __uedge = {0.0}; (__uedge = dot(__uuedges_Stage1_c0[0], vec3_ctor(gl_FragCoord.x, gl_FragCoord.y, 1.0))); float s1366 = {0}; if ((__uedge >= 0.5)) { (s1366 = 1.0); } else { (s1366 = 0.0); } (__uedge = s1366); (__ualpha *= __uedge); (__uedge = dot(__uuedges_Stage1_c0[1], vec3_ctor(gl_FragCoord.x, gl_FragCoord.y, 1.0))); float s1367 = {0}; if ((__uedge >= 0.5)) { (s1367 = 1.0); } else { (s1367 = 0.0); } (__uedge = s1367); (__ualpha *= __uedge); (__uedge = dot(__uuedges_Stage1_c0[2], vec3_ctor(gl_FragCoord.x, gl_FragCoord.y, 1.0))); float s1368 = {0}; if ((__uedge >= 0.5)) { (s1368 = 1.0); } else { (s1368 = 0.0); } (__uedge = s1368); (__ualpha *= __uedge); (__uedge = dot(__uuedges_Stage1_c0[3], vec3_ctor(gl_FragCoord.x, gl_FragCoord.y, 1.0))); float s1369 = {0}; if ((__uedge >= 0.5)) { (s1369 = 1.0); } else { (s1369 = 0.0); } (__uedge = s1369); (__ualpha *= __uedge); (__uout0 = vec4_ctor(__ualpha)); } float4 __uout1 = {0.0, 0.0, 0.0, 0.0}; { float __ualpha = {1.0}; float __uedge = {0.0}; (__uedge = dot(__uuedges_Stage1_c1[0], vec3_ctor(gl_FragCoord.x, gl_FragCoord.y, 1.0))); (__uedge = clamp(__uedge, 0.0, 1.0)); (__ualpha *= __uedge); (__uedge = dot(__uuedges_Stage1_c1[1], vec3_ctor(gl_FragCoord.x, gl_FragCoord.y, 1.0))); (__uedge = clamp(__uedge, 0.0, 1.0)); (__ualpha *= __uedge); (__uedge = dot(__uuedges_Stage1_c1[2], vec3_ctor(gl_FragCoord.x, gl_FragCoord.y, 1.0))); (__uedge = clamp(__uedge, 0.0, 1.0)); (__ualpha *= __uedge); (__uedge = dot(__uuedges_Stage1_c1[3], vec3_ctor(gl_FragCoord.x, gl_FragCoord.y, 1.0))); (__uedge = clamp(__uedge, 0.0, 1.0)); (__ualpha *= __uedge); (__uout1 = (__uout0 * __ualpha)); } float4 __uout2 = {0.0, 0.0, 0.0, 0.0}; { float2 __udxy0 = (__uuinnerRect_Stage1_c2.xy - gl_FragCoord.xy); float __udx1 = (gl_FragCoord.x - __uuinnerRect_Stage1_c2.z); float2 __udxy = max(vec2_ctor(max(__udxy0.x, __udx1), __udxy0.y), 0.0); float __ubottomAlpha = clamp((__uuinnerRect_Stage1_c2.w - gl_FragCoord.y), 0.0, 1.0); float __ualpha = (__ubottomAlpha * clamp((__uuradiusPlusHalf_Stage1_c2.x - length(__udxy)), 0.0, 1.0)); (__ualpha = (1.0 - __ualpha)); (__uout2 = (__uout1 * __ualpha)); } { float2 __udxy0 = (__uuinnerRect_Stage1_c3.xy - gl_FragCoord.xy); float __udx1 = (gl_FragCoord.x - __uuinnerRect_Stage1_c3.z); float2 __udxy = max(vec2_ctor(max(__udxy0.x, __udx1), __udxy0.y), 0.0); float __ubottomAlpha = clamp((__uuinnerRect_Stage1_c3.w - gl_FragCoord.y), 0.0, 1.0); float __ualpha = (__ubottomAlpha * clamp((__uuradiusPlusHalf_Stage1_c3.x - length(__udxy)), 0.0, 1.0)); (__uoutput_Stage1 = (__uout2 * __ualpha)); } } { (gl_Color[0] = (__uoutputColor_Stage0 * __uoutput_Stage1)); } } struct PS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float4 gl_FragCoord : TEXCOORD2; float4 v0 : TEXCOORD0; }; @@ 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; __uvcolor_Stage0 = input.v0; gl_main(); return generateOutput(); } R gl_Color0 gl_Color[0]ystruct GS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float4 gl_FragCoord : TEXCOORD2; float4 v0 : TEXCOORD0; }; struct GS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float4 gl_FragCoord : TEXCOORD2; 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; output.gl_FragCoord = input.gl_FragCoord; #ifndef ANGLE_POINT_SPRITE_SHADER output.dx_Position = input.dx_Position; #endif // ANGLE_POINT_SPRITE_SHADER } RT0DXBCdy[ VL04P$RDEFh<RD11< ($ \$Globals\__uurtAdjustment_Stage0float4Microsoft (R) HLSL Shader Compiler 10.1ISGND88TEXCOORDOSGNhtttSV_PositionTEXCOORDSHEXhPZjYF _2_g e e e h6 @??2 2F օ 6" A6  62 F62 F6 @?6 @?6 F>STAT  DXBCVfzB7o 4p RDEFh<RD11< ($ \$Globals\p<@<,Dhh__uuedges_Stage1_c0float3__uuedges_Stage1_c1__uuinnerRect_Stage1_c2float4__uuinnerRect_Stage1_c3__uuradiusPlusHalf_Stage1_c2float2a__uuradiusPlusHalf_Stage1_c3Microsoft (R) HLSL Shader Compiler 10.1ISGNhtttSV_PositionTEXCOORDOSGN, SV_TARGETSHEXPgjYF d 2be h62F6B@?F F:@?:@?F F @? @?8: F F @? @?8: F F @? @?8:  F F "F F8  "F F F F8" 8 8 : " * A VA 4"*4 bV@6  "K" "A 2 " A@?8  " * A VA 4"*4 bV@6  "K" "A 8" 8 8 F>STAT/&" t++C(h|_MD/ "ҖinColor" _uinColor(0B5 (Ж inPosition" _uinPosition(0B> <ҖurtAdjustment_Stage0"_uurtAdjustment_Stage0(0B"4 .Җ vcolor_Stage0"_uvcolor_Stage0(0B". (Җ gl_Position" gl_Position(0B* }C|V(1656 4іuedges_Stage1_c0"_uuedges_Stage1_c0(0B6 4іuedges_Stage1_c1"_uuedges_Stage1_c1(0B> <ҖuinnerRect_Stage1_c2"_uuinnerRect_Stage1_c2(0BH FЖuradiusPlusHalf_Stage1_c2"_uuradiusPlusHalf_Stage1_c2(0B> <ҖuinnerRect_Stage1_c3"_uuinnerRect_Stage1_c3(0BH FЖuradiusPlusHalf_Stage1_c3"_uuradiusPlusHalf_Stage1_c3(0B"4 .Җ vcolor_Stage0"_uvcolor_Stage0(0B"0 *Җ gl_FragCoord" gl_FragCoord(0B*7 *Җ gl_FragColor" gl_FragColor(0B08_ v )G9eI0&kty>2987f0fde973P _uinPosition_u_uinPositionR _uinColor _u_uinColorR_uurtAdjustment_Stage0_u_uurtAdjustment_Stage0_uu_skRTHeight_u_uu_skRTHeightR_uuinnerRect_Stage1_u_uuinnerRect_Stage1P_uuradiusPlusHalf_Stage1_u_uuradiusPlusHalf_Stage1X[6  float4 vec4_ctor(float x0, float x1, float x2, float x3) { return float4(x0, x1, x2, x3); } // Uniforms uniform float4 __uurtAdjustment_Stage0 : register(c0); #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Attributes static float4 __uinColor = {0, 0, 0, 0}; static float2 __uinPosition = {0, 0}; static float4 gl_Position = float4(0, 0, 0, 0); // Varyings static float4 __uvcolor_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 __ucolor = __uinColor; (__uvcolor_Stage0 = __ucolor); float2 __upos2 = __uinPosition; (gl_Position = vec4_ctor(((__upos2.x * __uurtAdjustment_Stage0.x) + __uurtAdjustment_Stage0.y), ((__upos2.y * __uurtAdjustment_Stage0.z) + __uurtAdjustment_Stage0.w), 0.0, 1.0)); } @@ VERTEX ATTRIBUTES @@ struct VS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float4 gl_FragCoord : TEXCOORD2; 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.gl_FragCoord = gl_Position; output.v0 = __uvcolor_Stage0; return output; } float4 vec4_ctor(float x0) { return float4(x0, x0, x0, x0); } float4 vec4_ctor(float x0, float x1, float x2, float x3) { return float4(x0, x1, x2, x3); } // Uniforms uniform float __uu_skRTHeight : register(c0); uniform float4 __uuinnerRect_Stage1 : register(c1); uniform float2 __uuradiusPlusHalf_Stage1 : register(c2); #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 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() { float2 __u_sktmpCoord = gl_FragCoord.xy; float4 __usk_FragCoord = vec4_ctor(__u_sktmpCoord.x, (__uu_skRTHeight - __u_sktmpCoord.y), 1.0, 1.0); 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}; { float2 __udxy0 = (__uuinnerRect_Stage1.xy - __usk_FragCoord.xy); float2 __udxy1 = (__usk_FragCoord.xy - __uuinnerRect_Stage1.zw); float2 __udxy = max(max(__udxy0, __udxy1), 0.0); float __ualpha = clamp((__uuradiusPlusHalf_Stage1.x - length(__udxy)), 0.0, 1.0); (__uoutput_Stage1 = vec4_ctor(__ualpha)); } { (gl_Color[0] = (__uoutputColor_Stage0 * __uoutput_Stage1)); } } struct PS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float4 gl_FragCoord : TEXCOORD2; float4 v0 : TEXCOORD0; }; @@ 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; __uvcolor_Stage0 = input.v0; gl_main(); return generateOutput(); } R gl_Color0 gl_Color[0]ystruct GS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float4 gl_FragCoord : TEXCOORD2; float4 v0 : TEXCOORD0; }; struct GS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float4 gl_FragCoord : TEXCOORD2; 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; output.gl_FragCoord = input.gl_FragCoord; #ifndef ANGLE_POINT_SPRITE_SHADER output.dx_Position = input.dx_Position; #endif // ANGLE_POINT_SPRITE_SHADER } RT0DXBCdy[ VL04P$RDEFh<RD11< ($ \$Globals\__uurtAdjustment_Stage0float4Microsoft (R) HLSL Shader Compiler 10.1ISGND88TEXCOORDOSGNhtttSV_PositionTEXCOORDSHEXhPZjYF _2_g e e e h6 @??2 2F օ 6" A6  62 F62 F6 @?6 @?6 F>STAT DXBCdfIA5lҖ;4 hRDEFh<RD11< ($ \$Globals\04Pt __uu_skRTHeightfloat__uuinnerRect_Stage1float4I__uuradiusPlusHalf_Stage1float2Microsoft (R) HLSL Shader Compiler 10.1ISGNhtttSV_PositionTEXCOORDOSGN, SV_TARGETSHEXPajYF d 2be h "A 6  A  2F A42F 4 2F@FFK   A 8 F>STAT  " )5Ž"Fohw / "ҖinColor" _uinColor(0B5 (Ж inPosition" _uinPosition(0B9 ,Ж inLocalCoord"_uinLocalCoord(0B> <ҖurtAdjustment_Stage0"_uurtAdjustment_Stage0(0B"4 .Җ vcolor_Stage0"_uvcolor_Stage0(0B". (Җ gl_Position" gl_Position(0B* T:y@TI8 6ҖuinnerRect_Stage1"_uuinnerRect_Stage1(0B- +( u_skRTHeight"_uu_skRTHeight(0BB @ЖuradiusPlusHalf_Stage1"_uuradiusPlusHalf_Stage1(0B"4 .Җ vcolor_Stage0"_uvcolor_Stage0(0B"0 *Җ gl_FragCoord" gl_FragCoord(0B*7 *Җ gl_FragColor" gl_FragColor(0B08>  As9MlYsIZO2987f0fde973P _uinPosition_u_uinPositionR_uurtAdjustment_Stage0_u_uurtAdjustment_Stage0[_uuViewM_Stage0_u_uuViewM_Stage0_uu_skRTHeight_u_uu_skRTHeightR_uuColor_Stage0_u_uuColor_Stage0R_uuproxyRect_Stage1_u_uuproxyRect_Stage1_uucornerRadius_Stage1_u_uucornerRadius_Stage1_uublurRadius_Stage1_u_uublurRadius_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 float3x3 __uuViewM_Stage0 : register(c0); uniform float4 __uurtAdjustment_Stage0 : register(c3); #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 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() { float2 __upos2 = mul(transpose(__uuViewM_Stage0), vec3_ctor(__uinPosition, 1.0)).xy; (gl_Position = vec4_ctor(((__upos2.x * __uurtAdjustment_Stage0.x) + __uurtAdjustment_Stage0.y), ((__upos2.y * __uurtAdjustment_Stage0.z) + __uurtAdjustment_Stage0.w), 0.0, 1.0)); } @@ VERTEX ATTRIBUTES @@ struct VS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD0; float4 gl_FragCoord : 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; return output; } float2 vec2_ctor(float x0) { return float2(x0, x0); } float4 vec4_ctor(float x0, float x1, float x2, float x3) { return float4(x0, x1, x2, x3); } // Uniforms uniform float4 __uuColor_Stage0 : register(c0); uniform float __uu_skRTHeight : register(c1); uniform float __uublurRadius_Stage1 : register(c2); uniform float __uucornerRadius_Stage1 : register(c3); uniform float4 __uuproxyRect_Stage1 : register(c4); 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 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 __u_sktmpCoord = gl_FragCoord.xy; float4 __usk_FragCoord = vec4_ctor(__u_sktmpCoord.x, (__uu_skRTHeight - __u_sktmpCoord.y), 1.0, 1.0); float4 __uoutputColor_Stage0 = {0.0, 0.0, 0.0, 0.0}; { (__uoutputColor_Stage0 = __uuColor_Stage0); } float4 __uoutput_Stage1 = {0.0, 0.0, 0.0, 0.0}; { float2 __utranslatedFragPos = (__usk_FragCoord.xy - __uuproxyRect_Stage1.xy); float __uthreshold = (__uucornerRadius_Stage1 + (2.0 * __uublurRadius_Stage1)); float2 __umiddle = ((__uuproxyRect_Stage1.zw - __uuproxyRect_Stage1.xy) - (2.0 * __uthreshold)); if (((__utranslatedFragPos.x >= __uthreshold) && (__utranslatedFragPos.x < (__umiddle.x + __uthreshold)))) { (__utranslatedFragPos.x = __uthreshold); } else { if ((__utranslatedFragPos.x >= (__umiddle.x + __uthreshold))) { (__utranslatedFragPos.x -= (__umiddle.x - 1.0)); } } if (((__utranslatedFragPos.y > __uthreshold) && (__utranslatedFragPos.y < (__umiddle.y + __uthreshold)))) { (__utranslatedFragPos.y = __uthreshold); } else { if ((__utranslatedFragPos.y >= (__umiddle.y + __uthreshold))) { (__utranslatedFragPos.y -= (__umiddle.y - 1.0)); } } float2 __uproxyDims = vec2_ctor(((2.0 * __uthreshold) + 1.0)); float2 __utexCoord = (__utranslatedFragPos / __uproxyDims); (__uoutput_Stage1 = gl_texture2D(__uuTextureSampler_0_Stage1, __utexCoord).xxxx); } { (gl_Color[0] = (__uoutputColor_Stage0 * __uoutput_Stage1)); } } struct PS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD0; float4 gl_FragCoord : 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; gl_main(); return generateOutput(); } R gl_Color0 gl_Color[0](struct GS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD0; float4 gl_FragCoord : TEXCOORD1; }; struct GS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD0; float4 gl_FragCoord : TEXCOORD1; }; void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput) { output.gl_Position = input.gl_Position; output.gl_FragCoord = input.gl_FragCoord; #ifndef ANGLE_POINT_SPRITE_SHADER output.dx_Position = input.dx_Position; #endif // ANGLE_POINT_SPRITE_SHADER } RDXBC,i[*iSʟ4\RDEF|h<TRD11< ($ \$Globals\@,00__uuViewM_Stage0float3x3__uurtAdjustment_Stage0float4(Microsoft (R) HLSL Shader Compiler 10.1ISGN, TEXCOORDOSGNhP\\SV_PositionTEXCOORDSHEXPijYF _2g e e h62F6B@?F FF F2 " * : 2 :  6@??6 6" A6B@6 F6 F>STAT DXBCsiz*! [44hxRDEF<_RD11< ($  samplers2D[0]textures2D[0]$GlobalsP 20J@__uuColor_Stage0float4__uu_skRTHeightfloat__uublurRadius_Stage1__uucornerRadius_Stage1__uuproxyRect_Stage1Microsoft (R) HLSL Shader Compiler 10.1ISGNhP\\SV_PositionTEXCOORDOSGN, SV_TARGETSHEXPjYF Z`XpUUd 2e h "A 6  2FF A  A 2  @@ 2 A@@@b  @A2F1bV7   1" 2F7 2F 2  @@@?2FECUFF~`8 F >STAT" sYgNܨά\nJu95 (Ж inPosition" _uinPosition(0B> <ҖurtAdjustment_Stage0"_uurtAdjustment_Stage0(0B0 .ۖ uViewM_Stage0"_uuViewM_Stage0(0B". (Җ gl_Position" gl_Position(0B* `7b&$5Ő) D BޖuTextureSampler_0_Stage1"_uuTextureSampler_0_Stage1(0B8 6ҖuproxyRect_Stage1"_uuproxyRect_Stage1(0B0 .Җ uColor_Stage0"_uuColor_Stage0(0B- +( u_skRTHeight"_uu_skRTHeight(0B= ;(ucornerRadius_Stage1"_uucornerRadius_Stage1(0B9 7(ublurRadius_Stage1"_uublurRadius_Stage1(0B"0 *Җ gl_FragCoord" gl_FragCoord(0B*7 *Җ gl_FragColor" gl_FragColor(0B08O 3㜵8O2987f0fde973P _uinPosition_u_uinPositionR _uinColor _u_uinColorP_uinLocalCoord_u_uinLocalCoordR_uurtAdjustment_Stage0_u_uurtAdjustment_Stage0[ _uuCoordTransformMatrix_0_Stage0"_u_uuCoordTransformMatrix_0_Stage0_uu_skRTHeight_u_uu_skRTHeightR_uuinnerRect_Stage2_u_uuinnerRect_Stage2P_uuradiusPlusHalf_Stage2_u_uuradiusPlusHalf_Stage2^_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 float3x3 __uuCoordTransformMatrix_0_Stage0 : register(c0); uniform float4 __uurtAdjustment_Stage0 : register(c3); #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Attributes static float4 __uinColor = {0, 0, 0, 0}; static float2 __uinLocalCoord = {0, 0}; static float2 __uinPosition = {0, 0}; static float4 gl_Position = float4(0, 0, 0, 0); // Varyings static float2 __uvTransformedCoords_0_Stage0 = {0, 0}; static float4 __uvcolor_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 __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 * __uurtAdjustment_Stage0.x) + __uurtAdjustment_Stage0.y), ((__upos2.y * __uurtAdjustment_Stage0.z) + __uurtAdjustment_Stage0.w), 0.0, 1.0)); } @@ VERTEX ATTRIBUTES @@ struct VS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD2; float4 gl_FragCoord : TEXCOORD3; 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.gl_FragCoord = gl_Position; output.v0 = __uvcolor_Stage0; output.v1 = __uvTransformedCoords_0_Stage0; return output; }  float4 vec4_ctor(float x0, float x1, float x2, float x3) { return float4(x0, x1, x2, x3); } // Uniforms uniform float __uu_skRTHeight : register(c0); uniform float4 __uuinnerRect_Stage2 : register(c1); uniform float2 __uuradiusPlusHalf_Stage2 : register(c2); 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 float2 __uvTransformedCoords_0_Stage0 = {0, 0}; static float4 __uvcolor_Stage0 = {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); 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 __u_sktmpCoord = gl_FragCoord.xy; float4 __usk_FragCoord = vec4_ctor(__u_sktmpCoord.x, (__uu_skRTHeight - __u_sktmpCoord.y), 1.0, 1.0); 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}; { (__uoutput_Stage1 = gl_texture2D(__uuTextureSampler_0_Stage1, __uvTransformedCoords_0_Stage0).xxxx); } float4 __uoutput_Stage2 = {0.0, 0.0, 0.0, 0.0}; { float2 __udxy0 = (__uuinnerRect_Stage2.xy - __usk_FragCoord.xy); float2 __udxy1 = (__usk_FragCoord.xy - __uuinnerRect_Stage2.zw); float2 __udxy = max(max(__udxy0, __udxy1), 0.0); float __ualpha = clamp((__uuradiusPlusHalf_Stage2.x - length(__udxy)), 0.0, 1.0); (__ualpha = (1.0 - __ualpha)); (__uoutput_Stage2 = (__uoutput_Stage1 * __ualpha)); } { (gl_Color[0] = (__uoutputColor_Stage0 * __uoutput_Stage2)); } } struct PS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD2; float4 gl_FragCoord : TEXCOORD3; float4 v0 : TEXCOORD0; float2 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; __uvcolor_Stage0 = input.v0; __uvTransformedCoords_0_Stage0 = input.v1.xy; 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; float2 v1 : TEXCOORD1; }; struct GS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD2; float4 gl_FragCoord : TEXCOORD3; 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; output.gl_FragCoord = input.gl_FragCoord; #ifndef ANGLE_POINT_SPRITE_SHADER output.dx_Position = input.dx_Position; #endif // ANGLE_POINT_SPRITE_SHADER } RTRXDXBClNbX4,RDEFh<dRD11< ($ \$Globals\@, 0@__uuCoordTransformMatrix_0_Stage0float3x3__uurtAdjustment_Stage0float48Microsoft (R) HLSL Shader Compiler 10.1ISGN\PPPTEXCOORDOSGN SV_PositionTEXCOORDSHEXPzjYF _2__2g e e e e2 h6 @??2 2F օ 6" A6  62 F62 F6 @?6 @?6 F62F6B@? F F" F F>STAT DXBCG4PE^x4|PlRDEF@<RD11< ($  samplers2D[0]textures2D[0]$Globals0Tl __uu_skRTHeightfloatd__uuinnerRect_Stage2float4__uuradiusPlusHalf_Stage2float2Microsoft (R) HLSL Shader Compiler 10.1ISGNSV_PositionTEXCOORDOSGN, SV_TARGETSHEXPjYF Z`XpUUd 2bb2e h "A 6  A  2F A42F 4 2F@FFK   A  A@?ECU"F~`8 8 F>STAT " W񯪺0'/ "ҖinColor" _uinColor(0B5 (Ж inPosition" _uinPosition(0B9 ,Ж inLocalCoord"_uinLocalCoord(0BR PۖuCoordTransformMatrix_0_Stage0" _uuCoordTransformMatrix_0_Stage0(0B> <ҖurtAdjustment_Stage0"_uurtAdjustment_Stage0(0B"4 .Җ vcolor_Stage0"_uvcolor_Stage0(0B"P JЖvTransformedCoords_0_Stage0"_uvTransformedCoords_0_Stage0(0B". (Җ gl_Position" gl_Position(0B* & c2"h$چүYD BޖuTextureSampler_0_Stage1"_uuTextureSampler_0_Stage1(0B- +( u_skRTHeight"_uu_skRTHeight(0B8 6ҖuinnerRect_Stage2"_uuinnerRect_Stage2(0BB @ЖuradiusPlusHalf_Stage2"_uuradiusPlusHalf_Stage2(0B"4 .Җ vcolor_Stage0"_uvcolor_Stage0(0B"P JЖvTransformedCoords_0_Stage0"_uvTransformedCoords_0_Stage0(0B"0 *Җ gl_FragCoord" gl_FragCoord(0B*7 *Җ gl_FragColor" gl_FragColor(0B08O ŵY18\sGQ2987f0fde973P _uinPosition_u_uinPositionR _uinColor _u_uinColorP_uinTextureCoords_u_uinTextureCoordsR_uurtAdjustment_Stage0_u_uurtAdjustment_Stage0P_uuAtlasSizeInv_Stage0_u_uuAtlasSizeInv_Stage0_uu_skRTHeight_u_uu_skRTHeightR_uuinnerRect_Stage1_u_uuinnerRect_Stage1P_uuradiusPlusHalf_Stage1_u_uuradiusPlusHalf_Stage1^_uuTextureSampler_0_Stage0_u_uuTextureSampler_0_Stage0 X[6  float2 vec2_ctor(float x0, float x1) { return float2(x0, x1); } float4 vec4_ctor(float x0, float x1, float x2, float x3) { return float4(x0, x1, x2, x3); } // Uniforms uniform float2 __uuAtlasSizeInv_Stage0 : register(c0); uniform float4 __uurtAdjustment_Stage0 : register(c1); #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Attributes static float4 __uinColor = {0, 0, 0, 0}; static float2 __uinPosition = {0, 0}; static float2 __uinTextureCoords = {0, 0}; static float4 gl_Position = float4(0, 0, 0, 0); // Varyings static float __uvTexIndex_Stage0 = {0}; static float2 __uvTextureCoords_Stage0 = {0, 0}; static float4 __uvinColor_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() { float2 __uindexTexCoords = vec2_ctor(__uinTextureCoords.x, __uinTextureCoords.y); float2 __uintCoords = floor((0.5 * __uindexTexCoords)); float2 __udiff = (__uindexTexCoords - (2.0 * __uintCoords)); float __utexIdx = ((2.0 * __udiff.x) + __udiff.y); (__uvTextureCoords_Stage0 = (__uintCoords * __uuAtlasSizeInv_Stage0)); (__uvTexIndex_Stage0 = __utexIdx); (__uvinColor_Stage0 = __uinColor); float2 __upos2 = __uinPosition; (gl_Position = vec4_ctor(((__upos2.x * __uurtAdjustment_Stage0.x) + __uurtAdjustment_Stage0.y), ((__upos2.y * __uurtAdjustment_Stage0.z) + __uurtAdjustment_Stage0.w), 0.0, 1.0)); } @@ VERTEX ATTRIBUTES @@ struct VS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD2; float4 gl_FragCoord : TEXCOORD3; 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.gl_FragCoord = gl_Position; output.v0 = __uvinColor_Stage0; output.v1 = __uvTextureCoords_Stage0; return output; } 7 float4 vec4_ctor(float x0, float x1, float x2, float x3) { return float4(x0, x1, x2, x3); } // Uniforms uniform float __uu_skRTHeight : register(c0); uniform float4 __uuinnerRect_Stage1 : register(c1); uniform float2 __uuradiusPlusHalf_Stage1 : register(c2); static const uint __uuTextureSampler_0_Stage0 = 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 __uvTextureCoords_Stage0 = {0, 0}; static float4 __uvinColor_Stage0 = {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); 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 __u_sktmpCoord = gl_FragCoord.xy; float4 __usk_FragCoord = vec4_ctor(__u_sktmpCoord.x, (__uu_skRTHeight - __u_sktmpCoord.y), 1.0, 1.0); float4 __uoutputColor_Stage0 = {0.0, 0.0, 0.0, 0.0}; float4 __uoutputCoverage_Stage0 = {0.0, 0.0, 0.0, 0.0}; { (__uoutputColor_Stage0 = __uvinColor_Stage0); float4 __utexColor = {0.0, 0.0, 0.0, 0.0}; { (__utexColor = gl_texture2D(__uuTextureSampler_0_Stage0, __uvTextureCoords_Stage0).xxxx); } (__uoutputCoverage_Stage0 = __utexColor); } float4 __uoutput_Stage1 = {0.0, 0.0, 0.0, 0.0}; { float2 __udxy0 = (__uuinnerRect_Stage1.xy - __usk_FragCoord.xy); float2 __udxy1 = (__usk_FragCoord.xy - __uuinnerRect_Stage1.zw); float2 __udxy = max(max(__udxy0, __udxy1), 0.0); float __ualpha = clamp((__uuradiusPlusHalf_Stage1.x - length(__udxy)), 0.0, 1.0); (__uoutput_Stage1 = (__uoutputCoverage_Stage0 * __ualpha)); } { (gl_Color[0] = (__uoutputColor_Stage0 * __uoutput_Stage1)); } } struct PS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD2; float4 gl_FragCoord : TEXCOORD3; float4 v0 : TEXCOORD0; float2 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; __uvinColor_Stage0 = input.v0; __uvTextureCoords_Stage0 = input.v1.xy; 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; float2 v1 : TEXCOORD1; }; struct GS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD2; float4 gl_FragCoord : TEXCOORD3; 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; output.gl_FragCoord = input.gl_FragCoord; #ifndef ANGLE_POINT_SPRITE_SHADER output.dx_Position = input.dx_Position; #endif // ANGLE_POINT_SPRITE_SHADER } RTR@DXBC>L?A AJ@4 RDEFh<XRD11< ($ \$Globals\ 4__uuAtlasSizeInv_Stage0float2__uurtAdjustment_Stage0float4,Microsoft (R) HLSL Shader Compiler 10.1ISGN\PPPTEXCOORDOSGN SV_PositionTEXCOORDSHEXPwjYF _2__2g e e e e2 h6 @??2 2F օ 6" A6  62 F62 F6 @?6 @?6 F8 2F@??A2F82 FF >STAT DXBCi ӈsuE䞀4|PLRDEF@<RD11< ($  samplers2D[0]textures2D[0]$Globals0Tl __uu_skRTHeightfloatd__uuinnerRect_Stage1float4__uuradiusPlusHalf_Stage1float2Microsoft (R) HLSL Shader Compiler 10.1ISGNSV_PositionTEXCOORDOSGN, SV_TARGETSHEXP}jYF Z`XpUUd 2bb2e h "A 6  A  2F A42F 4 2F@FFK   A ECU"F~`8 8 F>STAT  " CJ+18kJP|>/ "ҖinColor" _uinColor(0B5 (Ж inPosition" _uinPosition(0B? 2ЖinTextureCoords"_uinTextureCoords(0B> <ЖuAtlasSizeInv_Stage0"_uuAtlasSizeInv_Stage0(0B> <ҖurtAdjustment_Stage0"_uurtAdjustment_Stage0(0B"9 3(vTexIndex_Stage0"_uvTexIndex_Stage0(0B"D >ЖvTextureCoords_Stage0"_uvTextureCoords_Stage0(0B"8 2ҖvinColor_Stage0"_uvinColor_Stage0(0B". (Җ gl_Position" gl_Position(0B* ՝Igqւ8 6ҖuinnerRect_Stage1"_uuinnerRect_Stage1(0B- +( u_skRTHeight"_uu_skRTHeight(0BD BޖuTextureSampler_0_Stage0"_uuTextureSampler_0_Stage0(0BB @ЖuradiusPlusHalf_Stage1"_uuradiusPlusHalf_Stage1(0B"9 3(vTexIndex_Stage0"_uvTexIndex_Stage0(0B"D >ЖvTextureCoords_Stage0"_uvTextureCoords_Stage0(0B"0 *Җ gl_FragCoord" gl_FragCoord(0B"8 2ҖvinColor_Stage0"_uvinColor_Stage0(0B*7 *Җ gl_FragColor" gl_FragColor(0B08Q o蠜2-gdNʥGJD2987f0fde973P _uinPosition_u_uinPositionR _uinColor _u_uinColorR_uurtAdjustment_Stage0_u_uurtAdjustment_Stage0R_uurectUniform_Stage1_c0_u_uurectUniform_Stage1_c0R_uurectUniform_Stage1_c1_u_uurectUniform_Stage1_c1R_uurectUniform_Stage1_c2_u_uurectUniform_Stage1_c2X[6  float4 vec4_ctor(float x0, float x1, float x2, float x3) { return float4(x0, x1, x2, x3); } // Uniforms uniform float4 __uurtAdjustment_Stage0 : register(c0); #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Attributes static float4 __uinColor = {0, 0, 0, 0}; static float2 __uinPosition = {0, 0}; static float4 gl_Position = float4(0, 0, 0, 0); // Varyings static float4 __uvcolor_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 __ucolor = __uinColor; (__uvcolor_Stage0 = __ucolor); float2 __upos2 = __uinPosition; (gl_Position = vec4_ctor(((__upos2.x * __uurtAdjustment_Stage0.x) + __uurtAdjustment_Stage0.y), ((__upos2.y * __uurtAdjustment_Stage0.z) + __uurtAdjustment_Stage0.w), 0.0, 1.0)); } @@ VERTEX ATTRIBUTES @@ struct VS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float4 gl_FragCoord : TEXCOORD2; 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.gl_FragCoord = gl_Position; output.v0 = __uvcolor_Stage0; return output; } float float_ctor(int x0) { return float(x0); } float4 vec4_ctor(float x0) { return float4(x0, x0, x0, x0); } float4 vec4_ctor(float2 x0, float2 x1) { return float4(x0, x1); } // Uniforms uniform float4 __uurectUniform_Stage1_c0 : register(c0); uniform float4 __uurectUniform_Stage1_c1 : register(c1); uniform float4 __uurectUniform_Stage1_c2 : register(c2); #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 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 __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 __uout0 = {0.0, 0.0, 0.0, 0.0}; { float __ualpha = {0.0}; { int s1527 = {0}; if (all((vec4_ctor(gl_FragCoord.xy, __uurectUniform_Stage1_c0.zw) > vec4_ctor(__uurectUniform_Stage1_c0.xy, gl_FragCoord.xy)))) { (s1527 = 1); } else { (s1527 = 0); } (__ualpha = float_ctor(s1527)); } { (__ualpha = (1.0 - __ualpha)); } (__uout0 = vec4_ctor(__ualpha)); } float4 __uout1 = {0.0, 0.0, 0.0, 0.0}; { float __ualpha = {0.0}; { int s1528 = {0}; if (all((vec4_ctor(gl_FragCoord.xy, __uurectUniform_Stage1_c1.zw) > vec4_ctor(__uurectUniform_Stage1_c1.xy, gl_FragCoord.xy)))) { (s1528 = 1); } else { (s1528 = 0); } (__ualpha = float_ctor(s1528)); } { (__ualpha = (1.0 - __ualpha)); } (__uout1 = (__uout0 * __ualpha)); } { float __ualpha = {0.0}; { int s1529 = {0}; if (all((vec4_ctor(gl_FragCoord.xy, __uurectUniform_Stage1_c2.zw) > vec4_ctor(__uurectUniform_Stage1_c2.xy, gl_FragCoord.xy)))) { (s1529 = 1); } else { (s1529 = 0); } (__ualpha = float_ctor(s1529)); } { (__ualpha = (1.0 - __ualpha)); } (__uoutput_Stage1 = (__uout1 * __ualpha)); } } { (gl_Color[0] = (__uoutputColor_Stage0 * __uoutput_Stage1)); } } struct PS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float4 gl_FragCoord : TEXCOORD2; float4 v0 : TEXCOORD0; }; @@ 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; __uvcolor_Stage0 = input.v0; gl_main(); return generateOutput(); } R gl_Color0 gl_Color[0]ystruct GS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float4 gl_FragCoord : TEXCOORD2; float4 v0 : TEXCOORD0; }; struct GS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float4 gl_FragCoord : TEXCOORD2; 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; output.gl_FragCoord = input.gl_FragCoord; #ifndef ANGLE_POINT_SPRITE_SHADER output.dx_Position = input.dx_Position; #endif // ANGLE_POINT_SPRITE_SHADER } RT0DXBCdy[ VL04P$RDEFh<RD11< ($ \$Globals\__uurtAdjustment_Stage0float4Microsoft (R) HLSL Shader Compiler 10.1ISGND88TEXCOORDOSGNhtttSV_PositionTEXCOORDSHEXhPZjYF _2_g e e e h6 @??2 2F օ 6" A6  62 F62 F6 @?6 @?6 F>STAT XDXBC|ZW^$kJÄ+0ZCX4`RDEFh<tRD11< ($ \$Globals\0@Z __uurectUniform_Stage1_c0float4__uurectUniform_Stage1_c1__uurectUniform_Stage1_c2Microsoft (R) HLSL Shader Compiler 10.1ISGNhtttSV_PositionTEXCOORDOSGN, SV_TARGETSHEX PjYF d 2be h12F F1 2 F 1b 12F bV"*< 1b 12F bV"*< 7 @F>STAT" t++C(h|_MD/ "ҖinColor" _uinColor(0B5 (Ж inPosition" _uinPosition(0B> <ҖurtAdjustment_Stage0"_uurtAdjustment_Stage0(0B"4 .Җ vcolor_Stage0"_uvcolor_Stage0(0B". (Җ gl_Position" gl_Position(0B* gjd%rGgtqB @ҖurectUniform_Stage1_c0"_uurectUniform_Stage1_c0(0BB @ҖurectUniform_Stage1_c1"_uurectUniform_Stage1_c1(0BB @ҖurectUniform_Stage1_c2"_uurectUniform_Stage1_c2(0B"4 .Җ vcolor_Stage0"_uvcolor_Stage0(0B"0 *Җ gl_FragCoord" gl_FragCoord(0B*7 *Җ gl_FragColor" gl_FragColor(0B08D 6DI!b-2987f0fde973P_upos_u_uposP_utex0_u_utex0R_uproj_u_uproj^_us0_u_us0 X[6  "float4 vec4_ctor(float x0, float x1, float x2, float x3) { return float4(x0, x1, x2, x3); } // Uniforms uniform float4 __uproj : register(c0); #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Attributes static float2 __upos = {0, 0}; static float2 __utex0 = {0, 0}; static float4 gl_Position = float4(0, 0, 0, 0); // Varyings static float2 __u_TexCoord0 = {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(((__upos.x * __uproj.x) + __uproj.z), ((__upos.y * __uproj.y) + __uproj.w), 0.0, 1.0)); (__u_TexCoord0 = __utex0); } @@ 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 = __u_TexCoord0; return output; } // Uniforms static const uint __us0 = 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 __u_TexCoord0 = {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 f_initGlobals(); ; static float4 __ur0 = {0, 0, 0, 0}; void gl_main() { f_initGlobals(); (__ur0 = gl_texture2D(__us0, __u_TexCoord0)); (__ur0 = __ur0.zyxw); (gl_Color[0] = __ur0); } void f_initGlobals() { (__ur0 = float4(0.0, 0.0, 0.0, 0.0)); } struct PS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float2 v0 : TEXCOORD0; }; @@ PIXEL OUTPUT @@ PS_OUTPUT main(PS_INPUT input) { __u_TexCoord0 = 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 } RRDXBCh^t}pg}M4@,RDEFh<RD11< ($ \$Globals\__uprojfloat4Microsoft (R) HLSL Shader Compiler 10.1ISGND88TEXCOORDOSGNhP\\ SV_PositionTEXCOORDSHEX(PJjYF _2_2g e e2 h6 @??2 2FF 6" A6  62 F6 @?62 F>STATDXBCPIQuН ;4l4RDEF<RD11< ($ | samplers2D[0]textures2D[0]Microsoft (R) HLSL Shader Compiler 10.1ISGNhP\\SV_PositionTEXCOORDOSGN, SV_TARGETSHEXP#jZ`XpUUb2e hECUFF~`6 f >STAT" Zw[2:*])' Жpos"_upos(0B) Жtex0"_utex0(0B Җproj"_uproj(0B". (Ж _TexCoord0" _u_TexCoord0(0B". (Җ gl_Position" gl_Position(0B* ѡIy[|DouN ޖs0"_us0(0B". (Ж _TexCoord0" _u_TexCoord0(0B*7 *Җ gl_FragColor" gl_FragColor(0B08- a'}kFg/.2987f0fde973P _uinPosition_u_uinPosition _uinCoverage_u_uinCoverageR_uurtAdjustment_Stage0_u_uurtAdjustment_Stage0R_uuColor_Stage0_u_uuColor_Stage0X[6  float4 vec4_ctor(float x0, float x1, float x2, float x3) { return float4(x0, x1, x2, x3); } // Uniforms uniform float4 __uurtAdjustment_Stage0 : register(c0); #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Attributes static float __uinCoverage = {0}; static float2 __uinPosition = {0, 0}; static float4 gl_Position = float4(0, 0, 0, 0); // Varyings static float __uvinCoverage_Stage0 = {0}; cbuffer DriverConstants : register(b1) { float4 dx_ViewAdjust : packoffset(c1); float2 dx_ViewCoords : packoffset(c2); float2 dx_ViewScale : packoffset(c3); }; void gl_main() { float2 __upos2 = __uinPosition; (__uvinCoverage_Stage0 = __uinCoverage); (gl_Position = vec4_ctor(((__upos2.x * __uurtAdjustment_Stage0.x) + __uurtAdjustment_Stage0.y), ((__upos2.y * __uurtAdjustment_Stage0.z) + __uurtAdjustment_Stage0.w), 0.0, 1.0)); } @@ VERTEX ATTRIBUTES @@ struct VS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float 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 = __uvinCoverage_Stage0; return output; } float4 vec4_ctor(float x0) { return float4(x0, x0, x0, x0); } // Uniforms uniform float4 __uuColor_Stage0 : register(c0); #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Varyings static float __uvinCoverage_Stage0 = {0}; static float4 gl_Color[1] = { float4(0, 0, 0, 0) }; cbuffer DriverConstants : register(b1) { }; #define GL_USES_FRAG_COLOR void gl_main() { float4 __uoutputColor_Stage0 = {0.0, 0.0, 0.0, 0.0}; float4 __uoutputCoverage_Stage0 = {0.0, 0.0, 0.0, 0.0}; { (__uoutputColor_Stage0 = __uuColor_Stage0); float __ualpha = {1.0}; (__ualpha = __uvinCoverage_Stage0); (__uoutputCoverage_Stage0 = vec4_ctor(__ualpha)); } { (gl_Color[0] = (__uoutputColor_Stage0 * __uoutputCoverage_Stage0)); } } struct PS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float v0 : TEXCOORD0; }; @@ PIXEL OUTPUT @@ PS_OUTPUT main(PS_INPUT input) { __uvinCoverage_Stage0 = input.v0.x; gl_main(); return generateOutput(); } R gl_Color0 gl_Color[0]struct GS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float v0 : TEXCOORD0; }; struct GS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float 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 } RQDXBCno&FnҫpaL4P <RDEFh<RD11< ($ \$Globals\__uurtAdjustment_Stage0float4Microsoft (R) HLSL Shader Compiler 10.1ISGND88TEXCOORDOSGNhP\\SV_PositionTEXCOORDSHEX(PJjYF _2_g e e h6 @??2 2F օ 6" A6  62 F6 @?6  >STATDXBCDSc }-2kQ4HLRDEF h<RD11< ($ \$Globals\__uuColor_Stage0float4Microsoft (R) HLSL Shader Compiler 10.1ISGNhP\\SV_PositionTEXCOORDOSGN, SV_TARGETSHEXXPjYF be 8 F >STAT" vF-umn 5 (Ж inPosition" _uinPosition(0B4 '( inCoverage" _uinCoverage(0B> <ҖurtAdjustment_Stage0"_uurtAdjustment_Stage0(0B"= 7(vinCoverage_Stage0"_uvinCoverage_Stage0(0B". (Җ gl_Position" gl_Position(0B* DBe_i/0 .Җ uColor_Stage0"_uuColor_Stage0(0B"= 7(vinCoverage_Stage0"_uvinCoverage_Stage0(0B*7 *Җ gl_FragColor" gl_FragColor(0B08. _w˛o n2J2987f0fde973P _uinPosition_u_uinPositionR _uinColor _u_uinColorR_uurtAdjustment_Stage0_u_uurtAdjustment_Stage0R_uurectUniform_Stage1_c0_u_uurectUniform_Stage1_c0R_uurectUniform_Stage1_c1_u_uurectUniform_Stage1_c1R_uurectUniform_Stage1_c2_u_uurectUniform_Stage1_c2R_uurectUniform_Stage1_c3_u_uurectUniform_Stage1_c3X[6  float4 vec4_ctor(float x0, float x1, float x2, float x3) { return float4(x0, x1, x2, x3); } // Uniforms uniform float4 __uurtAdjustment_Stage0 : register(c0); #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Attributes static float4 __uinColor = {0, 0, 0, 0}; static float2 __uinPosition = {0, 0}; static float4 gl_Position = float4(0, 0, 0, 0); // Varyings static float4 __uvcolor_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 __ucolor = __uinColor; (__uvcolor_Stage0 = __ucolor); float2 __upos2 = __uinPosition; (gl_Position = vec4_ctor(((__upos2.x * __uurtAdjustment_Stage0.x) + __uurtAdjustment_Stage0.y), ((__upos2.y * __uurtAdjustment_Stage0.z) + __uurtAdjustment_Stage0.w), 0.0, 1.0)); } @@ VERTEX ATTRIBUTES @@ struct VS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float4 gl_FragCoord : TEXCOORD2; 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.gl_FragCoord = gl_Position; output.v0 = __uvcolor_Stage0; return output; }  float float_ctor(int x0) { return float(x0); } float4 vec4_ctor(float x0) { return float4(x0, x0, x0, x0); } float4 vec4_ctor(float2 x0, float2 x1) { return float4(x0, x1); } // Uniforms uniform float4 __uurectUniform_Stage1_c0 : register(c0); uniform float4 __uurectUniform_Stage1_c1 : register(c1); uniform float4 __uurectUniform_Stage1_c2 : register(c2); uniform float4 __uurectUniform_Stage1_c3 : register(c3); #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 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 __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 __uout0 = {0.0, 0.0, 0.0, 0.0}; { float __ualpha = {0.0}; { int s931 = {0}; if (all((vec4_ctor(gl_FragCoord.xy, __uurectUniform_Stage1_c0.zw) > vec4_ctor(__uurectUniform_Stage1_c0.xy, gl_FragCoord.xy)))) { (s931 = 1); } else { (s931 = 0); } (__ualpha = float_ctor(s931)); } { (__ualpha = (1.0 - __ualpha)); } (__uout0 = vec4_ctor(__ualpha)); } float4 __uout1 = {0.0, 0.0, 0.0, 0.0}; { float __ualpha = {0.0}; { int s932 = {0}; if (all((vec4_ctor(gl_FragCoord.xy, __uurectUniform_Stage1_c1.zw) > vec4_ctor(__uurectUniform_Stage1_c1.xy, gl_FragCoord.xy)))) { (s932 = 1); } else { (s932 = 0); } (__ualpha = float_ctor(s932)); } { (__ualpha = (1.0 - __ualpha)); } (__uout1 = (__uout0 * __ualpha)); } float4 __uout2 = {0.0, 0.0, 0.0, 0.0}; { float __ualpha = {0.0}; { int s933 = {0}; if (all((vec4_ctor(gl_FragCoord.xy, __uurectUniform_Stage1_c2.zw) > vec4_ctor(__uurectUniform_Stage1_c2.xy, gl_FragCoord.xy)))) { (s933 = 1); } else { (s933 = 0); } (__ualpha = float_ctor(s933)); } { (__ualpha = (1.0 - __ualpha)); } (__uout2 = (__uout1 * __ualpha)); } { float __ualpha = {0.0}; { int s934 = {0}; if (all((vec4_ctor(gl_FragCoord.xy, __uurectUniform_Stage1_c3.zw) > vec4_ctor(__uurectUniform_Stage1_c3.xy, gl_FragCoord.xy)))) { (s934 = 1); } else { (s934 = 0); } (__ualpha = float_ctor(s934)); } { (__ualpha = (1.0 - __ualpha)); } (__uoutput_Stage1 = (__uout2 * __ualpha)); } } { (gl_Color[0] = (__uoutputColor_Stage0 * __uoutput_Stage1)); } } struct PS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float4 gl_FragCoord : TEXCOORD2; float4 v0 : TEXCOORD0; }; @@ 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; __uvcolor_Stage0 = input.v0; gl_main(); return generateOutput(); } R gl_Color0 gl_Color[0]ystruct GS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float4 gl_FragCoord : TEXCOORD2; float4 v0 : TEXCOORD0; }; struct GS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float4 gl_FragCoord : TEXCOORD2; 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; output.gl_FragCoord = input.gl_FragCoord; #ifndef ANGLE_POINT_SPRITE_SHADER output.dx_Position = input.dx_Position; #endif // ANGLE_POINT_SPRITE_SHADER } RT0DXBCdy[ VL04P$RDEFh<RD11< ($ \$Globals\__uurtAdjustment_Stage0float4Microsoft (R) HLSL Shader Compiler 10.1ISGND88TEXCOORDOSGNhtttSV_PositionTEXCOORDSHEXhPZjYF _2_g e e e h6 @??2 2F օ 6" A6  62 F62 F6 @?6 @?6 F>STAT 0DXBC+2Ul{HA04RDEFh<RD11< ($ \$Globals\@ DhD D0D__uurectUniform_Stage1_c0float4:__uurectUniform_Stage1_c1__uurectUniform_Stage1_c2__uurectUniform_Stage1_c3Microsoft (R) HLSL Shader Compiler 10.1ISGNhtttSV_PositionTEXCOORDOSGN, SV_TARGETSHEXPjYF d 2be h12F F1 2 F 1b 12F bV"*< 1b 12F bV"*< 1b 12F bV"*< 7 @F>STAT " t++C(h|_MD/ "ҖinColor" _uinColor(0B5 (Ж inPosition" _uinPosition(0B> <ҖurtAdjustment_Stage0"_uurtAdjustment_Stage0(0B"4 .Җ vcolor_Stage0"_uvcolor_Stage0(0B". (Җ gl_Position" gl_Position(0B* gG YEĶi)"UzxEB @ҖurectUniform_Stage1_c0"_uurectUniform_Stage1_c0(0BB @ҖurectUniform_Stage1_c1"_uurectUniform_Stage1_c1(0BB @ҖurectUniform_Stage1_c2"_uurectUniform_Stage1_c2(0BB @ҖurectUniform_Stage1_c3"_uurectUniform_Stage1_c3(0B"4 .Җ vcolor_Stage0"_uvcolor_Stage0(0B"0 *Җ gl_FragCoord" gl_FragCoord(0B*7 *Җ gl_FragColor" gl_FragColor(0B08J LЗK3#f3STAT DXBCuY<`x4wKC4H RDEF h<RD11< ($ \$Globals\@<__uuedges_Stage1float3Microsoft (R) HLSL Shader Compiler 10.1ISGNSV_PositionTEXCOORDOSGN, SV_TARGETSHEXPjYF d 2brbe h62F6B@? F F F F8:  F F F F8": 8 "FFK""A@?8 "*8 8 F>STAT " )D6j3/ "ҖinColor" _uinColor(0B5 (Ж inPosition" _uinPosition(0B9 ,Җ inCircleEdge"_uinCircleEdge(0B> <ҖurtAdjustment_Stage0"_uurtAdjustment_Stage0(0B"B <ҖvinCircleEdge_Stage0"_uvinCircleEdge_Stage0(0B"8 2ҖvinColor_Stage0"_uvinColor_Stage0(0B". (Җ gl_Position" gl_Position(0B* ~::-0qf20 .і uedges_Stage1"_uuedges_Stage1(0B"B <ҖvinCircleEdge_Stage0"_uvinCircleEdge_Stage0(0B"0 *Җ gl_FragCoord" gl_FragCoord(0B"8 2ҖvinColor_Stage0"_uvinColor_Stage0(0B*7 *Җ gl_FragColor" gl_FragColor(0B08D Q:+ uiuLS<2987f0fde973P _uinPosition_u_uinPositionR _uinColor _u_uinColorR_uurtAdjustment_Stage0_u_uurtAdjustment_Stage0_uu_skRTHeight_u_uu_skRTHeightR_uurectUniform_Stage1_u_uurectUniform_Stage1X[6  float4 vec4_ctor(float x0, float x1, float x2, float x3) { return float4(x0, x1, x2, x3); } // Uniforms uniform float4 __uurtAdjustment_Stage0 : register(c0); #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Attributes static float4 __uinColor = {0, 0, 0, 0}; static float2 __uinPosition = {0, 0}; static float4 gl_Position = float4(0, 0, 0, 0); // Varyings static float4 __uvcolor_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 __ucolor = __uinColor; (__uvcolor_Stage0 = __ucolor); float2 __upos2 = __uinPosition; (gl_Position = vec4_ctor(((__upos2.x * __uurtAdjustment_Stage0.x) + __uurtAdjustment_Stage0.y), ((__upos2.y * __uurtAdjustment_Stage0.z) + __uurtAdjustment_Stage0.w), 0.0, 1.0)); } @@ VERTEX ATTRIBUTES @@ struct VS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float4 gl_FragCoord : TEXCOORD2; 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.gl_FragCoord = gl_Position; output.v0 = __uvcolor_Stage0; return output; } ]float float_ctor(int x0) { return float(x0); } float4 vec4_ctor(float x0) { return float4(x0, x0, x0, x0); } float4 vec4_ctor(float x0, float x1, float x2, float x3) { return float4(x0, x1, x2, x3); } float4 vec4_ctor(float2 x0, float2 x1) { return float4(x0, x1); } // Uniforms uniform float __uu_skRTHeight : register(c0); uniform float4 __uurectUniform_Stage1 : register(c1); #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 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() { float2 __u_sktmpCoord = gl_FragCoord.xy; float4 __usk_FragCoord = vec4_ctor(__u_sktmpCoord.x, (__uu_skRTHeight - __u_sktmpCoord.y), 1.0, 1.0); 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}; { float __ualpha = {0.0}; { int s997 = {0}; if (all((vec4_ctor(__usk_FragCoord.xy, __uurectUniform_Stage1.zw) > vec4_ctor(__uurectUniform_Stage1.xy, __usk_FragCoord.xy)))) { (s997 = 1); } else { (s997 = 0); } (__ualpha = float_ctor(s997)); } { (__ualpha = (1.0 - __ualpha)); } (__uoutput_Stage1 = vec4_ctor(__ualpha)); } { (gl_Color[0] = (__uoutputColor_Stage0 * __uoutput_Stage1)); } } struct PS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float4 gl_FragCoord : TEXCOORD2; float4 v0 : TEXCOORD0; }; @@ 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; __uvcolor_Stage0 = input.v0; gl_main(); return generateOutput(); } R gl_Color0 gl_Color[0]ystruct GS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float4 gl_FragCoord : TEXCOORD2; float4 v0 : TEXCOORD0; }; struct GS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float4 gl_FragCoord : TEXCOORD2; 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; output.gl_FragCoord = input.gl_FragCoord; #ifndef ANGLE_POINT_SPRITE_SHADER output.dx_Position = input.dx_Position; #endif // ANGLE_POINT_SPRITE_SHADER } RT0DXBCdy[ VL04P$RDEFh<RD11< ($ \$Globals\__uurtAdjustment_Stage0float4Microsoft (R) HLSL Shader Compiler 10.1ISGND88TEXCOORDOSGNhtttSV_PositionTEXCOORDSHEXhPZjYF _2_g e e e h6 @??2 2F օ 6" A6  62 F62 F6 @?6 @?6 F>STAT pDXBCF.PL?Yp4<pRDEFxh<PRD11< ($ \$Globals\  ,__uu_skRTHeightfloat__uurectUniform_Stage1float4#Microsoft (R) HLSL Shader Compiler 10.1ISGNhtttSV_PositionTEXCOORDOSGN, SV_TARGETSHEX\PWjYF d 2be h1  1B *  A 1"  1 : 2 F 7 @F>STAT " t++C(h|_MD/ "ҖinColor" _uinColor(0B5 (Ж inPosition" _uinPosition(0B> <ҖurtAdjustment_Stage0"_uurtAdjustment_Stage0(0B"4 .Җ vcolor_Stage0"_uvcolor_Stage0(0B". (Җ gl_Position" gl_Position(0B* 66\ȇ~dwg1- +( u_skRTHeight"_uu_skRTHeight(0B< :ҖurectUniform_Stage1"_uurectUniform_Stage1(0B"4 .Җ vcolor_Stage0"_uvcolor_Stage0(0B"0 *Җ gl_FragCoord" gl_FragCoord(0B*7 *Җ gl_FragColor" gl_FragColor(0B08< {΃b;E &Ga# H2987f0fde973P _uinPosition_u_uinPositionR_uurtAdjustment_Stage0_u_uurtAdjustment_Stage0[_uuViewM_Stage0_u_uuViewM_Stage0[ _uuCoordTransformMatrix_0_Stage0"_u_uuCoordTransformMatrix_0_Stage0R_uuColor_Stage0_u_uuColor_Stage0R_uuIntervals_Stage1_c0[0]_u_uuIntervals_Stage1_c0[0]X[6  5float3 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 float3x3 __uuCoordTransformMatrix_0_Stage0 : register(c0); uniform float3x3 __uuViewM_Stage0 : register(c3); uniform float4 __uurtAdjustment_Stage0 : register(c6); #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 gl_Position = float4(0, 0, 0, 0); // Varyings 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() { float2 __upos2 = mul(transpose(__uuViewM_Stage0), vec3_ctor(__uinPosition, 1.0)).xy; (__uvTransformedCoords_0_Stage0 = mul(transpose(__uuCoordTransformMatrix_0_Stage0), vec3_ctor(__uinPosition, 1.0)).xy); (gl_Position = vec4_ctor(((__upos2.x * __uurtAdjustment_Stage0.x) + __uurtAdjustment_Stage0.y), ((__upos2.y * __uurtAdjustment_Stage0.z) + __uurtAdjustment_Stage0.w), 0.0, 1.0)); } @@ VERTEX ATTRIBUTES @@ struct VS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float4 gl_FragCoord : TEXCOORD2; 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.gl_FragCoord = gl_Position; output.v0 = __uvTransformedCoords_0_Stage0; return output; } float4 vec4_ctor(float3 x0, float x1) { return float4(x0, x1); } // Uniforms uniform float4 __uuColor_Stage0 : register(c0); uniform float4 __uuIntervals_Stage1_c0[2] : register(c1); #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Varyings static float2 __uvTransformedCoords_0_Stage0 = {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 float4 mod_emu(float4 x, float4 y) { return x - y * floor(x / y); } void gl_main() { float4 __uoutputColor_Stage0 = {0.0, 0.0, 0.0, 0.0}; { (__uoutputColor_Stage0 = __uuColor_Stage0); } float4 __uoutput_Stage1 = {0.0, 0.0, 0.0, 0.0}; { float4 __uchild = {0.0, 0.0, 0.0, 0.0}; { float __utiled_t = clamp(length(__uvTransformedCoords_0_Stage0), 0.0, 1.0); float4 __ucolor_scale = __uuIntervals_Stage1_c0[0]; float4 __ucolor_bias = __uuIntervals_Stage1_c0[1]; float4 __ucolorTemp = ((__utiled_t * __ucolor_scale) + __ucolor_bias); (__ucolorTemp.xyz *= __ucolorTemp.w); (__ucolorTemp = clamp(__ucolorTemp, 0.0, __ucolorTemp.w)); (__uchild = __ucolorTemp); } (__uoutput_Stage1 = (__uchild * __uoutputColor_Stage0.w)); } float4 __uoutput_Stage2 = {0.0, 0.0, 0.0, 0.0}; { float __uvalue = {0.0}; { float4 __umodValues = mod_emu(gl_FragCoord.xyxy, float4(2.0, 2.0, 4.0, 4.0)); float4 __ustepValues = step(__umodValues, float4(1.0, 1.0, 2.0, 2.0)); (__uvalue = (dot(__ustepValues, float4(0.5, 0.25, 0.125, 0.0625)) - 0.46875)); } (__uoutput_Stage2 = vec4_ctor(clamp((__uoutput_Stage1.xyz + (__uvalue * 0.0039215689)), 0.0, __uoutput_Stage1.w), __uoutput_Stage1.w)); } { (gl_Color[0] = __uoutput_Stage2); } } struct PS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float4 gl_FragCoord : TEXCOORD2; float2 v0 : TEXCOORD0; }; @@ 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; __uvTransformedCoords_0_Stage0 = input.v0.xy; gl_main(); return generateOutput(); } R gl_Color0 gl_Color[0]ystruct GS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float4 gl_FragCoord : TEXCOORD2; float2 v0 : TEXCOORD0; }; struct GS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float4 gl_FragCoord : TEXCOORD2; 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; output.gl_FragCoord = input.gl_FragCoord; #ifndef ANGLE_POINT_SPRITE_SHADER output.dx_Position = input.dx_Position; #endif // ANGLE_POINT_SPRITE_SHADER } RPDXBCu{콼P44RDEFh<RD11< ($ \$Globals\p,$H0,$Y`x__uuCoordTransformMatrix_0_Stage0float3x3__uuViewM_Stage0__uurtAdjustment_Stage0float4qMicrosoft (R) HLSL Shader Compiler 10.1ISGN, TEXCOORDOSGNhttt SV_PositionTEXCOORDSHEXP|jYF _2g e e e2 h6@??62F6B@?F F2 :  6 F F2 ":* : 6" A6B@6 F6 F F F" F F>STATDXBCP/Iϳ}44hDRDEFph<HRD11< ($ \$Globals\0  $__uuColor_Stage0float4__uuIntervals_Stage1_c0Microsoft (R) HLSL Shader Compiler 10.1ISGNhtttSV_PositionTEXCOORDOSGN, SV_TARGETSHEXPjYF d 2b2e h8 F@??>>AF2 FA@@@@@F @??@@F F@???? F@?>>= @"FFK"3"@?2 VF F 8rF4 F@3F8F 2 r@;;;F4 rF@3r F6 :>STAT" {iO Soh?5 (Ж inPosition" _uinPosition(0BR PۖuCoordTransformMatrix_0_Stage0" _uuCoordTransformMatrix_0_Stage0(0B> <ҖurtAdjustment_Stage0"_uurtAdjustment_Stage0(0B0 .ۖ uViewM_Stage0"_uuViewM_Stage0(0B"P JЖvTransformedCoords_0_Stage0"_uvTransformedCoords_0_Stage0(0B". (Җ gl_Position" gl_Position(0B* !~Ԁqੱ^0 .Җ uColor_Stage0"_uuColor_Stage0(0B> <ҖuIntervals_Stage1_c0"_uuIntervals_Stage1_c0(0B"P JЖvTransformedCoords_0_Stage0"_uvTransformedCoords_0_Stage0(0B"0 *Җ gl_FragCoord" gl_FragCoord(0B*7 *Җ gl_FragColor" gl_FragColor(0B08H L//2Jic2P;N2987f0fde973P _uinPosition_u_uinPositionR _uinColor _u_uinColorP_uinLocalCoord_u_uinLocalCoordR_uurtAdjustment_Stage0_u_uurtAdjustment_Stage0[ _uuCoordTransformMatrix_0_Stage0"_u_uuCoordTransformMatrix_0_Stage0_uuThreshold_Stage1_c0_u_uuThreshold_Stage1_c0R_uuIntervals_Stage1_c0[0]_u_uuIntervals_Stage1_c0[0]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 float3x3 __uuCoordTransformMatrix_0_Stage0 : register(c0); uniform float4 __uurtAdjustment_Stage0 : register(c3); #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Attributes static float4 __uinColor = {0, 0, 0, 0}; static float2 __uinLocalCoord = {0, 0}; static float2 __uinPosition = {0, 0}; static float4 gl_Position = float4(0, 0, 0, 0); // Varyings static float2 __uvTransformedCoords_0_Stage0 = {0, 0}; static float4 __uvcolor_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 __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 * __uurtAdjustment_Stage0.x) + __uurtAdjustment_Stage0.y), ((__upos2.y * __uurtAdjustment_Stage0.z) + __uurtAdjustment_Stage0.w), 0.0, 1.0)); } @@ VERTEX ATTRIBUTES @@ struct VS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD2; float4 gl_FragCoord : TEXCOORD3; 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.gl_FragCoord = gl_Position; output.v0 = __uvcolor_Stage0; output.v1 = __uvTransformedCoords_0_Stage0; return output; } float4 vec4_ctor(float3 x0, float x1) { return float4(x0, x1); } // Uniforms uniform float4 __uuIntervals_Stage1_c0[4] : register(c0); uniform float __uuThreshold_Stage1_c0 : register(c4); #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Varyings static float2 __uvTransformedCoords_0_Stage0 = {0, 0}; static float4 __uvcolor_Stage0 = {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 float4 mod_emu(float4 x, float4 y) { return x - y * floor(x / 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 __uchild = {0.0, 0.0, 0.0, 0.0}; { float __utiled_t = clamp(length(__uvTransformedCoords_0_Stage0), 0.0, 1.0); float4 __ucolor_scale = {0.0, 0.0, 0.0, 0.0}; float4 __ucolor_bias = {0.0, 0.0, 0.0, 0.0}; if ((__utiled_t < __uuThreshold_Stage1_c0)) { (__ucolor_scale = __uuIntervals_Stage1_c0[0]); (__ucolor_bias = __uuIntervals_Stage1_c0[1]); } else { (__ucolor_scale = __uuIntervals_Stage1_c0[2]); (__ucolor_bias = __uuIntervals_Stage1_c0[3]); } float4 __ucolorTemp = ((__utiled_t * __ucolor_scale) + __ucolor_bias); (__ucolorTemp.xyz *= __ucolorTemp.w); (__ucolorTemp = clamp(__ucolorTemp, 0.0, __ucolorTemp.w)); (__uchild = __ucolorTemp); } (__uoutput_Stage1 = (__uchild * __uoutputColor_Stage0.w)); } float4 __uoutput_Stage2 = {0.0, 0.0, 0.0, 0.0}; { float __uvalue = {0.0}; { float4 __umodValues = mod_emu(gl_FragCoord.xyxy, float4(2.0, 2.0, 4.0, 4.0)); float4 __ustepValues = step(__umodValues, float4(1.0, 1.0, 2.0, 2.0)); (__uvalue = (dot(__ustepValues, float4(0.5, 0.25, 0.125, 0.0625)) - 0.46875)); } (__uoutput_Stage2 = vec4_ctor(clamp((__uoutput_Stage1.xyz + (__uvalue * 0.0039215689)), 0.0, __uoutput_Stage1.w), __uoutput_Stage1.w)); } { (gl_Color[0] = __uoutput_Stage2); } } struct PS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD2; float4 gl_FragCoord : TEXCOORD3; float4 v0 : TEXCOORD0; float2 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; __uvcolor_Stage0 = input.v0; __uvTransformedCoords_0_Stage0 = input.v1.xy; 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; float2 v1 : TEXCOORD1; }; struct GS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD2; float4 gl_FragCoord : TEXCOORD3; 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; output.gl_FragCoord = input.gl_FragCoord; #ifndef ANGLE_POINT_SPRITE_SHADER output.dx_Position = input.dx_Position; #endif // ANGLE_POINT_SPRITE_SHADER } RTRXDXBClNbX4,RDEFh<dRD11< ($ \$Globals\@, 0@__uuCoordTransformMatrix_0_Stage0float3x3__uurtAdjustment_Stage0float48Microsoft (R) HLSL Shader Compiler 10.1ISGN\PPPTEXCOORDOSGN SV_PositionTEXCOORDSHEXPzjYF _2__2g e e e e2 h6 @??2 2F օ 6" A6  62 F62 F6 @?6 @?6 F62F6B@? F F" F F>STAT DXBC31V;4\RDEFh<XRD11< ($ \$Globals\P@@4__uuIntervals_Stage1_c0float4__uuThreshold_Stage1_c0float,Microsoft (R) HLSL Shader Compiler 10.1ISGNSV_PositionTEXCOORDOSGN, SV_TARGETSHEXLPjYF d 2bb2e h8 F@??>>AF2 FA@@@@@F @??@@F F@???? F@?>>= @"FFK"3"@?1B 7  F F 7  F F 2 VFF8rF4 F@3F8F2 r@;;;F4 rF@3r F6 :>STAT" W񯪺0'/ "ҖinColor" _uinColor(0B5 (Ж inPosition" _uinPosition(0B9 ,Ж inLocalCoord"_uinLocalCoord(0BR PۖuCoordTransformMatrix_0_Stage0" _uuCoordTransformMatrix_0_Stage0(0B> <ҖurtAdjustment_Stage0"_uurtAdjustment_Stage0(0B"4 .Җ vcolor_Stage0"_uvcolor_Stage0(0B"P JЖvTransformedCoords_0_Stage0"_uvTransformedCoords_0_Stage0(0B". (Җ gl_Position" gl_Position(0B* uYrhB3f9= ;(uThreshold_Stage1_c0"_uuThreshold_Stage1_c0(0B> <ҖuIntervals_Stage1_c0"_uuIntervals_Stage1_c0(0B"4 .Җ vcolor_Stage0"_uvcolor_Stage0(0B"P JЖvTransformedCoords_0_Stage0"_uvTransformedCoords_0_Stage0(0B"0 *Җ gl_FragCoord" gl_FragCoord(0B*7 *Җ gl_FragColor" gl_FragColor(0B08N .g"i-M2987f0fde973P _uinPosition_u_uinPositionR_uurtAdjustment_Stage0_u_uurtAdjustment_Stage0[_uuViewM_Stage0_u_uuViewM_Stage0[ _uuCoordTransformMatrix_0_Stage0"_u_uuCoordTransformMatrix_0_Stage0R_uuColor_Stage0_u_uuColor_Stage0_uuThreshold_Stage1_c0_u_uuThreshold_Stage1_c0R_uuIntervals_Stage1_c0[0]_u_uuIntervals_Stage1_c0[0] X[6  5float3 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 float3x3 __uuCoordTransformMatrix_0_Stage0 : register(c0); uniform float3x3 __uuViewM_Stage0 : register(c3); uniform float4 __uurtAdjustment_Stage0 : register(c6); #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 gl_Position = float4(0, 0, 0, 0); // Varyings 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() { float2 __upos2 = mul(transpose(__uuViewM_Stage0), vec3_ctor(__uinPosition, 1.0)).xy; (__uvTransformedCoords_0_Stage0 = mul(transpose(__uuCoordTransformMatrix_0_Stage0), vec3_ctor(__uinPosition, 1.0)).xy); (gl_Position = vec4_ctor(((__upos2.x * __uurtAdjustment_Stage0.x) + __uurtAdjustment_Stage0.y), ((__upos2.y * __uurtAdjustment_Stage0.z) + __uurtAdjustment_Stage0.w), 0.0, 1.0)); } @@ VERTEX ATTRIBUTES @@ struct VS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float4 gl_FragCoord : TEXCOORD2; 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.gl_FragCoord = gl_Position; output.v0 = __uvTransformedCoords_0_Stage0; return output; } float4 vec4_ctor(float3 x0, float x1) { return float4(x0, x1); } // Uniforms uniform float4 __uuColor_Stage0 : register(c0); uniform float4 __uuIntervals_Stage1_c0[4] : register(c1); uniform float __uuThreshold_Stage1_c0 : register(c5); #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Varyings static float2 __uvTransformedCoords_0_Stage0 = {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 float4 mod_emu(float4 x, float4 y) { return x - y * floor(x / y); } void gl_main() { float4 __uoutputColor_Stage0 = {0.0, 0.0, 0.0, 0.0}; { (__uoutputColor_Stage0 = __uuColor_Stage0); } float4 __uoutput_Stage1 = {0.0, 0.0, 0.0, 0.0}; { float4 __uchild = {0.0, 0.0, 0.0, 0.0}; { float __utiled_t = clamp(__uvTransformedCoords_0_Stage0.x, 0.0, 1.0); float4 __ucolor_scale = {0.0, 0.0, 0.0, 0.0}; float4 __ucolor_bias = {0.0, 0.0, 0.0, 0.0}; if ((__utiled_t < __uuThreshold_Stage1_c0)) { (__ucolor_scale = __uuIntervals_Stage1_c0[0]); (__ucolor_bias = __uuIntervals_Stage1_c0[1]); } else { (__ucolor_scale = __uuIntervals_Stage1_c0[2]); (__ucolor_bias = __uuIntervals_Stage1_c0[3]); } float4 __ucolorTemp = ((__utiled_t * __ucolor_scale) + __ucolor_bias); (__ucolorTemp.xyz *= __ucolorTemp.w); (__ucolorTemp = clamp(__ucolorTemp, 0.0, __ucolorTemp.w)); (__uchild = __ucolorTemp); } (__uoutput_Stage1 = (__uchild * __uoutputColor_Stage0.w)); } float4 __uoutput_Stage2 = {0.0, 0.0, 0.0, 0.0}; { float __uvalue = {0.0}; { float4 __umodValues = mod_emu(gl_FragCoord.xyxy, float4(2.0, 2.0, 4.0, 4.0)); float4 __ustepValues = step(__umodValues, float4(1.0, 1.0, 2.0, 2.0)); (__uvalue = (dot(__ustepValues, float4(0.5, 0.25, 0.125, 0.0625)) - 0.46875)); } (__uoutput_Stage2 = vec4_ctor(clamp((__uoutput_Stage1.xyz + (__uvalue * 0.0039215689)), 0.0, __uoutput_Stage1.w), __uoutput_Stage1.w)); } { (gl_Color[0] = __uoutput_Stage2); } } struct PS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float4 gl_FragCoord : TEXCOORD2; float2 v0 : TEXCOORD0; }; @@ 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; __uvTransformedCoords_0_Stage0 = input.v0.xy; gl_main(); return generateOutput(); } R gl_Color0 gl_Color[0]ystruct GS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float4 gl_FragCoord : TEXCOORD2; float2 v0 : TEXCOORD0; }; struct GS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float4 gl_FragCoord : TEXCOORD2; 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; output.gl_FragCoord = input.gl_FragCoord; #ifndef ANGLE_POINT_SPRITE_SHADER output.dx_Position = input.dx_Position; #endif // ANGLE_POINT_SPRITE_SHADER } RPDXBCu{콼P44RDEFh<RD11< ($ \$Globals\p,$H0,$Y`x__uuCoordTransformMatrix_0_Stage0float3x3__uuViewM_Stage0__uurtAdjustment_Stage0float4qMicrosoft (R) HLSL Shader Compiler 10.1ISGN, TEXCOORDOSGNhttt SV_PositionTEXCOORDSHEXP|jYF _2g e e e2 h6@??62F6B@?F F2 :  6 F F2 ":* : 6" A6B@6 F6 F F F" F F>STATDXBCjF}OoV4RDEFh<RD11< ($ \$Globals\`4@LpP__uuColor_Stage0float4 __uuIntervals_Stage1_c0 __uuThreshold_Stage1_c0floatMicrosoft (R) HLSL Shader Compiler 10.1ISGNhtttSV_PositionTEXCOORDOSGN, SV_TARGETSHEX PjYF d 2be h8 F@??>>AF2 FA@@@@@F @??@@F F@???? F@?>>= @6 " 1B 7  F F 7  F F 2 VFF8rF4 F@3F8F 2 r@;;;F4 rF@3r F6 :>STAT" {iO Soh?5 (Ж inPosition" _uinPosition(0BR PۖuCoordTransformMatrix_0_Stage0" _uuCoordTransformMatrix_0_Stage0(0B> <ҖurtAdjustment_Stage0"_uurtAdjustment_Stage0(0B0 .ۖ uViewM_Stage0"_uuViewM_Stage0(0B"P JЖvTransformedCoords_0_Stage0"_uvTransformedCoords_0_Stage0(0B". (Җ gl_Position" gl_Position(0B* 6g3S$u~ÆK.}0 .Җ uColor_Stage0"_uuColor_Stage0(0B= ;(uThreshold_Stage1_c0"_uuThreshold_Stage1_c0(0B> <ҖuIntervals_Stage1_c0"_uuIntervals_Stage1_c0(0B"P JЖvTransformedCoords_0_Stage0"_uvTransformedCoords_0_Stage0(0B"0 *Җ gl_FragCoord" gl_FragCoord(0B*7 *Җ gl_FragColor" gl_FragColor(0B08M jF0' 77L 52987f0fde973P _uinPosition_u_uinPositionR_uinHairQuadEdge_u_uinHairQuadEdgeR_uurtAdjustment_Stage0_u_uurtAdjustment_Stage0R_uuColor_Stage0_u_uuColor_Stage0X[6  float4 vec4_ctor(float x0, float x1, float x2, float x3) { return float4(x0, x1, x2, x3); } // Uniforms uniform float4 __uurtAdjustment_Stage0 : register(c0); #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Attributes static float4 __uinHairQuadEdge = {0, 0, 0, 0}; static float2 __uinPosition = {0, 0}; static float4 gl_Position = float4(0, 0, 0, 0); // Varyings static float4 __uvHairQuadEdge_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() { (__uvHairQuadEdge_Stage0 = __uinHairQuadEdge); float2 __upos2 = __uinPosition; (gl_Position = vec4_ctor(((__upos2.x * __uurtAdjustment_Stage0.x) + __uurtAdjustment_Stage0.y), ((__upos2.y * __uurtAdjustment_Stage0.z) + __uurtAdjustment_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 = __uvHairQuadEdge_Stage0; return output; } 9float2 vec2_ctor(float x0, float x1) { return float2(x0, x1); } float4 vec4_ctor(float x0) { return float4(x0, x0, x0, x0); } // Uniforms uniform float4 __uuColor_Stage0 : register(c0); #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Varyings static float4 __uvHairQuadEdge_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 __uoutputColor_Stage0 = {0.0, 0.0, 0.0, 0.0}; float4 __uoutputCoverage_Stage0 = {0.0, 0.0, 0.0, 0.0}; { (__uoutputColor_Stage0 = __uuColor_Stage0); float __uedgeAlpha = {0.0}; float2 __uduvdx = ddx(__uvHairQuadEdge_Stage0.xy); float2 __uduvdy = ddy(__uvHairQuadEdge_Stage0.xy); float2 __ugF = vec2_ctor((((2.0 * __uvHairQuadEdge_Stage0.x) * __uduvdx.x) - __uduvdx.y), (((2.0 * __uvHairQuadEdge_Stage0.x) * __uduvdy.x) - __uduvdy.y)); (__uedgeAlpha = ((__uvHairQuadEdge_Stage0.x * __uvHairQuadEdge_Stage0.x) - __uvHairQuadEdge_Stage0.y)); (__uedgeAlpha = sqrt(((__uedgeAlpha * __uedgeAlpha) / dot(__ugF, __ugF)))); (__uedgeAlpha = max((1.0 - __uedgeAlpha), 0.0)); (__uoutputCoverage_Stage0 = vec4_ctor(__uedgeAlpha)); } { (gl_Color[0] = (__uoutputColor_Stage0 * __uoutputCoverage_Stage0)); } } struct PS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float4 v0 : TEXCOORD0; }; @@ PIXEL OUTPUT @@ PS_OUTPUT main(PS_INPUT input) { __uvHairQuadEdge_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 } RTDXBCz+zsal:f^4P <RDEFh<RD11< ($ \$Globals\__uurtAdjustment_Stage0float4Microsoft (R) HLSL Shader Compiler 10.1ISGND88TEXCOORDOSGNhP\\SV_PositionTEXCOORDSHEX(PJjYF _2_g e e h6 @??2 2F օ 6" A6  62 F6 @?6 F>STATPDXBC#%DpjIP4HRDEF h<RD11< ($ \$Globals\__uuColor_Stage0float4Microsoft (R) HLSL Shader Compiler 10.1ISGNhP\\SV_PositionTEXCOORDOSGN, SV_TARGETSHEXPpjYF b2e hz2FB  2 * A|2F2 "* AFF2 "  A8" K  A@?4 @8 F >STAT " d>SN8N&5 (Ж inPosition" _uinPosition(0B= 0ҖinHairQuadEdge"_uinHairQuadEdge(0B> <ҖurtAdjustment_Stage0"_uurtAdjustment_Stage0(0B"B <ҖvHairQuadEdge_Stage0"_uvHairQuadEdge_Stage0(0B". (Җ gl_Position" gl_Position(0B* 3UiE4cn݌0 .Җ uColor_Stage0"_uuColor_Stage0(0B"B <ҖvHairQuadEdge_Stage0"_uvHairQuadEdge_Stage0(0B*7 *Җ gl_FragColor" gl_FragColor(0B085