6RPS?0o2987f0fde973P _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]P_uuKernelOffset_Stage1_u_uuKernelOffset_Stage1_uuGain_Stage1_u_uuGain_Stage1_uuBias_Stage1_u_uuBias_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 __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; } B// Uniforms uniform float __uuBias_Stage1 : register(c0); uniform float __uuGain_Stage1 : register(c1); uniform float2 __uuImageIncrement_Stage1 : register(c2); uniform float2 __uuKernelOffset_Stage1 : register(c3); uniform float4 __uuKernel_Stage1[7] : 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 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 __usum = {0.0, 0.0, 0.0, 0.0}; float2 __ucoord = (__uvTransformedCoords_0_Stage0 - (__uuKernelOffset_Stage1 * __uuImageIncrement_Stage1)); float4 __uc = {0.0, 0.0, 0.0, 0.0}; { float __uk = __uuKernel_Stage1[0].x; (__uc = gl_texture2D(__uuTextureSampler_0_Stage1, __ucoord).xxxx); (__usum += (__uc * __uk)); } { float __uk = __uuKernel_Stage1[0].y; (__uc = gl_texture2D(__uuTextureSampler_0_Stage1, (__ucoord + (float2(1.0, 0.0) * __uuImageIncrement_Stage1))).xxxx); (__usum += (__uc * __uk)); } { float __uk = __uuKernel_Stage1[0].z; (__uc = gl_texture2D(__uuTextureSampler_0_Stage1, (__ucoord + (float2(2.0, 0.0) * __uuImageIncrement_Stage1))).xxxx); (__usum += (__uc * __uk)); } { float __uk = __uuKernel_Stage1[0].w; (__uc = gl_texture2D(__uuTextureSampler_0_Stage1, (__ucoord + (float2(3.0, 0.0) * __uuImageIncrement_Stage1))).xxxx); (__usum += (__uc * __uk)); } { float __uk = __uuKernel_Stage1[1].x; (__uc = gl_texture2D(__uuTextureSampler_0_Stage1, (__ucoord + (float2(4.0, 0.0) * __uuImageIncrement_Stage1))).xxxx); (__usum += (__uc * __uk)); } { float __uk = __uuKernel_Stage1[1].y; (__uc = gl_texture2D(__uuTextureSampler_0_Stage1, (__ucoord + (float2(0.0, 1.0) * __uuImageIncrement_Stage1))).xxxx); (__usum += (__uc * __uk)); } { float __uk = __uuKernel_Stage1[1].z; (__uc = gl_texture2D(__uuTextureSampler_0_Stage1, (__ucoord + __uuImageIncrement_Stage1)).xxxx); (__usum += (__uc * __uk)); } { float __uk = __uuKernel_Stage1[1].w; (__uc = gl_texture2D(__uuTextureSampler_0_Stage1, (__ucoord + (float2(2.0, 1.0) * __uuImageIncrement_Stage1))).xxxx); (__usum += (__uc * __uk)); } { float __uk = __uuKernel_Stage1[2].x; (__uc = gl_texture2D(__uuTextureSampler_0_Stage1, (__ucoord + (float2(3.0, 1.0) * __uuImageIncrement_Stage1))).xxxx); (__usum += (__uc * __uk)); } { float __uk = __uuKernel_Stage1[2].y; (__uc = gl_texture2D(__uuTextureSampler_0_Stage1, (__ucoord + (float2(4.0, 1.0) * __uuImageIncrement_Stage1))).xxxx); (__usum += (__uc * __uk)); } { float __uk = __uuKernel_Stage1[2].z; (__uc = gl_texture2D(__uuTextureSampler_0_Stage1, (__ucoord + (float2(0.0, 2.0) * __uuImageIncrement_Stage1))).xxxx); (__usum += (__uc * __uk)); } { float __uk = __uuKernel_Stage1[2].w; (__uc = gl_texture2D(__uuTextureSampler_0_Stage1, (__ucoord + (float2(1.0, 2.0) * __uuImageIncrement_Stage1))).xxxx); (__usum += (__uc * __uk)); } { float __uk = __uuKernel_Stage1[3].x; (__uc = gl_texture2D(__uuTextureSampler_0_Stage1, (__ucoord + (float2(2.0, 2.0) * __uuImageIncrement_Stage1))).xxxx); (__usum += (__uc * __uk)); } { float __uk = __uuKernel_Stage1[3].y; (__uc = gl_texture2D(__uuTextureSampler_0_Stage1, (__ucoord + (float2(3.0, 2.0) * __uuImageIncrement_Stage1))).xxxx); (__usum += (__uc * __uk)); } { float __uk = __uuKernel_Stage1[3].z; (__uc = gl_texture2D(__uuTextureSampler_0_Stage1, (__ucoord + (float2(4.0, 2.0) * __uuImageIncrement_Stage1))).xxxx); (__usum += (__uc * __uk)); } { float __uk = __uuKernel_Stage1[3].w; (__uc = gl_texture2D(__uuTextureSampler_0_Stage1, (__ucoord + (float2(0.0, 3.0) * __uuImageIncrement_Stage1))).xxxx); (__usum += (__uc * __uk)); } { float __uk = __uuKernel_Stage1[4].x; (__uc = gl_texture2D(__uuTextureSampler_0_Stage1, (__ucoord + (float2(1.0, 3.0) * __uuImageIncrement_Stage1))).xxxx); (__usum += (__uc * __uk)); } { float __uk = __uuKernel_Stage1[4].y; (__uc = gl_texture2D(__uuTextureSampler_0_Stage1, (__ucoord + (float2(2.0, 3.0) * __uuImageIncrement_Stage1))).xxxx); (__usum += (__uc * __uk)); } { float __uk = __uuKernel_Stage1[4].z; (__uc = gl_texture2D(__uuTextureSampler_0_Stage1, (__ucoord + (float2(3.0, 3.0) * __uuImageIncrement_Stage1))).xxxx); (__usum += (__uc * __uk)); } { float __uk = __uuKernel_Stage1[4].w; (__uc = gl_texture2D(__uuTextureSampler_0_Stage1, (__ucoord + (float2(4.0, 3.0) * __uuImageIncrement_Stage1))).xxxx); (__usum += (__uc * __uk)); } { float __uk = __uuKernel_Stage1[5].x; (__uc = gl_texture2D(__uuTextureSampler_0_Stage1, (__ucoord + (float2(0.0, 4.0) * __uuImageIncrement_Stage1))).xxxx); (__usum += (__uc * __uk)); } { float __uk = __uuKernel_Stage1[5].y; (__uc = gl_texture2D(__uuTextureSampler_0_Stage1, (__ucoord + (float2(1.0, 4.0) * __uuImageIncrement_Stage1))).xxxx); (__usum += (__uc * __uk)); } { float __uk = __uuKernel_Stage1[5].z; (__uc = gl_texture2D(__uuTextureSampler_0_Stage1, (__ucoord + (float2(2.0, 4.0) * __uuImageIncrement_Stage1))).xxxx); (__usum += (__uc * __uk)); } { float __uk = __uuKernel_Stage1[5].w; (__uc = gl_texture2D(__uuTextureSampler_0_Stage1, (__ucoord + (float2(3.0, 4.0) * __uuImageIncrement_Stage1))).xxxx); (__usum += (__uc * __uk)); } { float __uk = __uuKernel_Stage1[6].x; (__uc = gl_texture2D(__uuTextureSampler_0_Stage1, (__ucoord + (float2(4.0, 4.0) * __uuImageIncrement_Stage1))).xxxx); (__usum += (__uc * __uk)); } (__uoutput_Stage1 = ((__usum * __uuGain_Stage1) + __uuBias_Stage1)); (__uoutput_Stage1.w = clamp(__uoutput_Stage1.w, 0.0, 1.0)); (__uoutput_Stage1.xyz = clamp(__uoutput_Stage1.xyz, 0.0, __uoutput_Stage1.w)); (__uoutput_Stage1 *= __uoutputColor_Stage0); } { (gl_Color[0] = __uoutput_Stage1); } (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@? 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