Ææ#UÌæÒœ©Í]ùН‚'¦§½~842c43ae67baÿÿÿÿP‹ò� inPosition inPositionR‹ñ�inColorinColorP‹ò� inLocalCoord inLocalCoordR‹ò�urtAdjustment_Stage0ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿ[‹ò�uCoordTransformMatrix_0_Stage0ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿP‹ñ�uImageIncrement_Stage1ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿR‹ñ�uKernel_Stage1ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿP‹ñ�uKernelOffset_Stage1ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿñ� uGain_Stage1ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿñ� uBias_Stage1ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿ^‹uTextureSampler_0_Stage1ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿurtAdjustment_Stage0uCoordTransformMatrix_0_Stage0uImageIncrement_Stage1uKernel_Stage1uKernel_Stage1uKernel_Stage1uKernel_Stage1uKernel_Stage1uKernel_Stage1uKernel_Stage1uKernelOffset_Stage1 uGain_Stage1 uBias_Stage1uTextureSampler_0_Stage1ŒŒá Þ‡Xå6¡°ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿá á á á á á á á á á á á á á á á á á á á á á á á á á á á á á á á ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿKfloat3 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; } 4// Uniforms uniform float _uBias_Stage1 : register(c0); uniform float _uGain_Stage1 : register(c1); uniform float2 _uImageIncrement_Stage1 : register(c2); uniform float2 _uKernelOffset_Stage1 : register(c3); uniform float4 _uKernel_Stage1[7] : register(c4); 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 _sum = {0.0, 0.0, 0.0, 0.0}; float2 _coord = (_vTransformedCoords_0_Stage0 - (_uKernelOffset_Stage1 * _uImageIncrement_Stage1)); float4 _c = {0, 0, 0, 0}; { float _k = _uKernel_Stage1[0].x; (_c = gl_texture2D(_uTextureSampler_0_Stage1, _coord).xxxx); (_sum += (_c * _k)); } { float _k = _uKernel_Stage1[0].y; (_c = gl_texture2D(_uTextureSampler_0_Stage1, (_coord + (float2(1.0, 0.0) * _uImageIncrement_Stage1))).xxxx); (_sum += (_c * _k)); } { float _k = _uKernel_Stage1[0].z; (_c = gl_texture2D(_uTextureSampler_0_Stage1, (_coord + (float2(2.0, 0.0) * _uImageIncrement_Stage1))).xxxx); (_sum += (_c * _k)); } { float _k = _uKernel_Stage1[0].w; (_c = gl_texture2D(_uTextureSampler_0_Stage1, (_coord + (float2(3.0, 0.0) * _uImageIncrement_Stage1))).xxxx); (_sum += (_c * _k)); } { float _k = _uKernel_Stage1[1].x; (_c = gl_texture2D(_uTextureSampler_0_Stage1, (_coord + (float2(4.0, 0.0) * _uImageIncrement_Stage1))).xxxx); (_sum += (_c * _k)); } { float _k = _uKernel_Stage1[1].y; (_c = gl_texture2D(_uTextureSampler_0_Stage1, (_coord + (float2(0.0, 1.0) * _uImageIncrement_Stage1))).xxxx); (_sum += (_c * _k)); } { float _k = _uKernel_Stage1[1].z; (_c = gl_texture2D(_uTextureSampler_0_Stage1, (_coord + _uImageIncrement_Stage1)).xxxx); (_sum += (_c * _k)); } { float _k = _uKernel_Stage1[1].w; (_c = gl_texture2D(_uTextureSampler_0_Stage1, (_coord + (float2(2.0, 1.0) * _uImageIncrement_Stage1))).xxxx); (_sum += (_c * _k)); } { float _k = _uKernel_Stage1[2].x; (_c = gl_texture2D(_uTextureSampler_0_Stage1, (_coord + (float2(3.0, 1.0) * _uImageIncrement_Stage1))).xxxx); (_sum += (_c * _k)); } { float _k = _uKernel_Stage1[2].y; (_c = gl_texture2D(_uTextureSampler_0_Stage1, (_coord + (float2(4.0, 1.0) * _uImageIncrement_Stage1))).xxxx); (_sum += (_c * _k)); } { float _k = _uKernel_Stage1[2].z; (_c = gl_texture2D(_uTextureSampler_0_Stage1, (_coord + (float2(0.0, 2.0) * _uImageIncrement_Stage1))).xxxx); (_sum += (_c * _k)); } { float _k = _uKernel_Stage1[2].w; (_c = gl_texture2D(_uTextureSampler_0_Stage1, (_coord + (float2(1.0, 2.0) * _uImageIncrement_Stage1))).xxxx); (_sum += (_c * _k)); } { float _k = _uKernel_Stage1[3].x; (_c = gl_texture2D(_uTextureSampler_0_Stage1, (_coord + (float2(2.0, 2.0) * _uImageIncrement_Stage1))).xxxx); (_sum += (_c * _k)); } { float _k = _uKernel_Stage1[3].y; (_c = gl_texture2D(_uTextureSampler_0_Stage1, (_coord + (float2(3.0, 2.0) * _uImageIncrement_Stage1))).xxxx); (_sum += (_c * _k)); } { float _k = _uKernel_Stage1[3].z; (_c = gl_texture2D(_uTextureSampler_0_Stage1, (_coord + (float2(4.0, 2.0) * _uImageIncrement_Stage1))).xxxx); (_sum += (_c * _k)); } { float _k = _uKernel_Stage1[3].w; (_c = gl_texture2D(_uTextureSampler_0_Stage1, (_coord + (float2(0.0, 3.0) * _uImageIncrement_Stage1))).xxxx); (_sum += (_c * _k)); } { float _k = _uKernel_Stage1[4].x; (_c = gl_texture2D(_uTextureSampler_0_Stage1, (_coord + (float2(1.0, 3.0) * _uImageIncrement_Stage1))).xxxx); (_sum += (_c * _k)); } { float _k = _uKernel_Stage1[4].y; (_c = gl_texture2D(_uTextureSampler_0_Stage1, (_coord + (float2(2.0, 3.0) * _uImageIncrement_Stage1))).xxxx); (_sum += (_c * _k)); } { float _k = _uKernel_Stage1[4].z; (_c = gl_texture2D(_uTextureSampler_0_Stage1, (_coord + (float2(3.0, 3.0) * _uImageIncrement_Stage1))).xxxx); (_sum += (_c * _k)); } { float _k = _uKernel_Stage1[4].w; (_c = gl_texture2D(_uTextureSampler_0_Stage1, (_coord + (float2(4.0, 3.0) * _uImageIncrement_Stage1))).xxxx); (_sum += (_c * _k)); } { float _k = _uKernel_Stage1[5].x; (_c = gl_texture2D(_uTextureSampler_0_Stage1, (_coord + (float2(0.0, 4.0) * _uImageIncrement_Stage1))).xxxx); (_sum += (_c * _k)); } { float _k = _uKernel_Stage1[5].y; (_c = gl_texture2D(_uTextureSampler_0_Stage1, (_coord + (float2(1.0, 4.0) * _uImageIncrement_Stage1))).xxxx); (_sum += (_c * _k)); } { float _k = _uKernel_Stage1[5].z; (_c = gl_texture2D(_uTextureSampler_0_Stage1, (_coord + (float2(2.0, 4.0) * _uImageIncrement_Stage1))).xxxx); (_sum += (_c * _k)); } { float _k = _uKernel_Stage1[5].w; (_c = gl_texture2D(_uTextureSampler_0_Stage1, (_coord + (float2(3.0, 4.0) * _uImageIncrement_Stage1))).xxxx); (_sum += (_c * _k)); } { float _k = _uKernel_Stage1[6].x; (_c = gl_texture2D(_uTextureSampler_0_Stage1, (_coord + (float2(4.0, 4.0) * _uImageIncrement_Stage1))).xxxx); (_sum += (_c * _k)); } (_output_Stage1 = ((_sum * _uGain_Stage1) + _uBias_Stage1)); (_output_Stage1.w = clamp(_output_Stage1.w, 0.0, 1.0)); (_output_Stage1.xyz = clamp(_output_Stage1.xyz, 0.0, _output_Stage1.w)); (_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}Nþ´ª·ÖßAÇ8 4Ô8ÀpRDEF˜h<þÿÁdRD11< ($ \$Globals«««\€@Ð,üÿÿÿÿÿÿÿÿ 0@ÿÿÿÿÿÿÿÿ_uCoordTransformMatrix_0_Stage0float3x3«««ð_urtAdjustment_Stage0float4«««6Microsoft (R) HLSL Shader Compiler 6.3.9600.18611««ISGN\PPPTEXCOORD«««OSGN€httt SV_PositionTEXCOORD«««SHEX¨PjjYFŽ _2_ò_2gò eò eò e2 h6 @?€?2 2F†€ Ö… 6" €A6  62 F6 @€?6ò F62F6B@€? 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