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2026-11-06 08:29:11 +08:00
BPLG¦“ôIcc2d90bda90a37d5™cANGLE (Intel, Intel(R) UHD Graphics 750 (0x00004C8A) Direct3D11 vs_5_0 ps_5_0, D3D11-31.0.101.5537)ŒŒ@ ŒŒÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿ,,
inPosition _uinPositionP‹inColor _uinColorR‹ inCircleEdge_uinCircleEdgeR‹ ò�ÿÿÿÿÿÿÿÿÿÿò�ÿÿÿÿÿÿÿÿÿÿ ò�ÿÿÿÿÿÿÿÿÿÿñ�ÿÿÿÿÿÿÿÿÿÿñ�ÿÿÿÿÿÿÿÿÿÿñ�ÿÿÿÿÿÿÿÿÿÿò�ÿÿÿÿÿÿÿÿÿÿò�ÿÿÿÿÿÿÿÿÿÿò�ÿÿÿÿÿÿÿÿÿÿò�ÿÿÿÿÿÿÿÿÿÿ ò�ÿÿÿÿÿÿÿÿÿÿ*ÿÿÿÿÿÿÿÿÿÿ sk_RTAdjustulocalMatrix_S0umatrix_S1_c0_c0_c1 urange_S1uleftBorderColor_S1_c0_c0urightBorderColor_S1_c0_c0
u_skRTFliputhresholds_S1_c0_c0_c0[0]uscale_S1_c0_c0_c0[0]ubias_S1_c0_c0_c0[0]
umatrix_S1_c1uTextureSampler_0_S1
_usk_RTAdjust_uulocalMatrix_S0_uumatrix_S1_c0_c0_c1 _uurange_S1_uuleftBorderColor_S1_c0_c0_uurightBorderColor_S1_c0_c0 _uu_skRTFlip_uuthresholds_S1_c0_c0_c0[0]_uuscale_S1_c0_c0_c0[0]_uubias_S1_c0_c0_c0[0]_uumatrix_S1_c1_uuTextureSampler_0_S1 
         sk_FragColor_usk_FragColorR‹@^‹†€ŠL`Áÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿ@@ ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿ ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿ—
struct VS_OUTPUT
{
float4 dx_Position : SV_Position;
float4 gl_Position : TEXCOORD3;
float4 gl_FragCoord : TEXCOORD4;
noperspective float4 v0 : TEXCOORD0;
noperspective float4 v1 : TEXCOORD1;
noperspective float2 v2 : TEXCOORD2;
};
#pragma warning( disable: 3556 3571 )
float3 vec3_ctor(float2 x0, float x1)
{
return float3(x0, x1);
}
float3x2 mat3x2_ctor(float3x3 x0)
{
return float3x2(x0[0][0], x0[0][1], x0[1][0], x0[1][1], x0[2][0], x0[2][1]);
}
float4 vec4_ctor(float2 x0, float x1, float x2)
{
return float4(x0, x1, x2);
}
// Uniforms
uniform float4 _sk_RTAdjust : register(c0);
uniform float4 _ulocalMatrix_S0 : register(c1);
uniform float3x3 _umatrix_S1_c0_c0_c1 : register(c2);
#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 _inColor = {0, 0, 0, 0};
static float4 _inCircleEdge = {0, 0, 0, 0};
static float4 gl_Position = float4(0, 0, 0, 0);
// Varyings
static noperspective float4 _vinCircleEdge_S0 = {0, 0, 0, 0};
static noperspective float4 _vinColor_S0 = {0, 0, 0, 0};
static noperspective float2 _vTransformedCoords_6_S0 = {0, 0};
cbuffer DriverConstants : register(b1)
{
float4 dx_ViewAdjust : packoffset(c1);
float2 dx_ViewCoords : packoffset(c2);
float2 dx_ViewScale : packoffset(c3);
float clipControlOrigin : packoffset(c3.z);
float clipControlZeroToOne : packoffset(c3.w);
};
@@ VERTEX ATTRIBUTES @@
VS_OUTPUT generateOutput(VS_INPUT input)
{
VS_OUTPUT output;
output.gl_Position = gl_Position;
output.dx_Position.x = gl_Position.x;
output.dx_Position.y = clipControlOrigin * gl_Position.y;
if (clipControlZeroToOne)
{
output.dx_Position.z = gl_Position.z;
} else {
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_S0;
output.v1 = _vinColor_S0;
output.v2 = _vTransformedCoords_6_S0;
return output;
}
VS_OUTPUT main(VS_INPUT input){
initAttributes(input);
(_vinCircleEdge_S0 = _inCircleEdge);
(_vinColor_S0 = _inColor);
float2 __tmp_0_inPosition3011 = _inPosition;
float2 __tmp_1_inPosition3012 = ((_ulocalMatrix_S0.xz * _inPosition) + _ulocalMatrix_S0.yw);
(gl_Position = vec4_ctor(__tmp_0_inPosition3011, 0.0, 1.0));
{
(_vTransformedCoords_6_S0 = mul(transpose(mat3x2_ctor(_umatrix_S1_c0_c0_c1)), vec3_ctor(__tmp_1_inPosition3012, 1.0)));
}
(gl_Position = vec4_ctor(((gl_Position.xy * _sk_RTAdjust.xz) + (gl_Position.ww * _sk_RTAdjust.yw)), 0.0, gl_Position.w));
return generateOutput(input);
}
mstruct PS_INPUT
{
float4 dx_Position : SV_Position;
float4 gl_Position : TEXCOORD3;
float4 gl_FragCoord : TEXCOORD4;
noperspective float4 v0 : TEXCOORD0;
noperspective float4 v1 : TEXCOORD1;
noperspective float2 v2 : TEXCOORD2;
};
#pragma warning( disable: 3556 3571 )
float2 vec2_ctor(float x0, float x1)
{
return float2(x0, x1);
}
float3 vec3_ctor(float2 x0, float x1)
{
return float3(x0, x1);
}
float3x2 mat3x2_ctor(float3x3 x0)
{
return float3x2(x0[0][0], x0[0][1], x0[1][0], x0[1][1], x0[2][0], x0[2][1]);
}
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 float2 _u_skRTFlip : register(c0);
uniform float4 _uthresholds_S1_c0_c0_c0[2] : register(c1);
uniform float4 _uscale_S1_c0_c0_c0[8] : register(c3);
uniform float4 _ubias_S1_c0_c0_c0[8] : register(c11);
uniform float4 _uleftBorderColor_S1_c0_c0 : register(c19);
uniform float4 _urightBorderColor_S1_c0_c0 : register(c20);
uniform float3x3 _umatrix_S1_c1 : register(c21);
uniform float _urange_S1 : register(c24);
static const uint _uTextureSampler_0_S1 = 0;
uniform Texture2D<float4> 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 noperspective float4 _vinCircleEdge_S0 = {0, 0, 0, 0};
static noperspective float4 _vinColor_S0 = {0, 0, 0, 0};
static noperspective float2 _vTransformedCoords_6_S0 = {0, 0};
static float4 out_sk_FragColor = {0, 0, 0, 0};
static float4 gl_FragCoord = float4(0, 0, 0, 0);
cbuffer DriverConstants : register(b1)
{
float4 dx_ViewCoords : packoffset(c1);
float2 dx_FragCoordOffset : packoffset(c3);
float3 dx_DepthFront : packoffset(c2);
float2 dx_ViewScale : packoffset(c3.z);
uint dx_Misc : packoffset(c2.w);
struct SamplerMetadata
{
int baseLevel;
int wrapModes;
int2 padding;
int4 intBorderColor;
};
SamplerMetadata samplerMetadata[1] : packoffset(c4);
};
float4 gl_texture2D(uint samplerIndex, float2 t, float bias)
{
return textures2D[samplerIndex].SampleBias(samplers2D[samplerIndex], float2(t.x, t.y), bias);
}
#define GL_USES_FRAG_COORD
@@ PIXEL OUTPUT @@
PS_OUTPUT main(PS_INPUT input){
float rhw = 1.0 / input.gl_FragCoord.w;
gl_FragCoord.x = input.dx_Position.x - dx_FragCoordOffset.x;
gl_FragCoord.y = input.dx_Position.y - dx_FragCoordOffset.y;
gl_FragCoord.z = input.dx_Position.z;
gl_FragCoord.w = rhw;
_vinCircleEdge_S0 = input.v0;
_vinColor_S0 = input.v1;
_vTransformedCoords_6_S0 = input.v2.xy;
float4 _sk_FragCoord3016 = vec4_ctor(gl_FragCoord.x, (_u_skRTFlip.x + (_u_skRTFlip.y * gl_FragCoord.y)), gl_FragCoord.z, gl_FragCoord.w);
float4 _circleEdge3017 = _vinCircleEdge_S0;
float4 _outputColor_S03018 = _vinColor_S0;
float _d3019 = length(_circleEdge3017.xy);
float _distanceToOuterEdge3020 = (_circleEdge3017.z * (1.0 - _d3019));
float _edgeAlpha3021 = clamp(_distanceToOuterEdge3020, 0.0, 1.0);
float4 _outputCoverage_S03022 = vec4_ctor(_edgeAlpha3021);
float4 __40_tmp_6_inColor3023 = _outputColor_S03018;
float4 __41_input3024 = __40_tmp_6_inColor3023;
float2 __44_tmp_3_coords3025 = _vTransformedCoords_6_S0;
float4 __45_t3026 = vec4_ctor((__44_tmp_3_coords3025.x + 9.99999975e-06), 1.0, 0.0, 0.0);
float4 __46_outColor3027 = {0, 0, 0, 0};
if ((__45_t3026.x < 0.0))
{
(__46_outColor3027 = _uleftBorderColor_S1_c0_c0);
}
else
{
if ((__45_t3026.x > 1.0))
{
(__46_outColor3027 = _urightBorderColor_S1_c0_c0);
}
else
{
float2 __48_tmp_1_coords3028 = vec2_ctor(__45_t3026.x, 0.0);
float __49_t3029 = __48_tmp_1_coords3028.x;
int __50_low3030 = {0};
int __51_high3031 = {1};
int __52_chunk3032 = {0};
{ for(int __53_loop3033 = {0}; (__53_loop3033 < 1); (++__53_loop3033))
{
if ((__49_t3029 < _uthresholds_S1_c0_c0_c0[__52_chunk3032].w))
{
(__51_high3031 = __52_chunk3032);
}
else
{
(__50_low3030 = (__52_chunk3032 + 1));
}
(__52_chunk3032 = ((__50_low3030 + __51_high3031) / 2));
}
}
int __54_pos3034 = {0};
if ((__49_t3029 < _uthresholds_S1_c0_c0_c0[__52_chunk3032].y))
{
int sbde = {0};
if ((__49_t3029 < _uthresholds_S1_c0_c0_c0[__52_chunk3032].x))
{
(sbde = 0);
}
else
{
(sbde = 1);
}
(__54_pos3034 = sbde);
}
else
{
int sbdf = {0};
if ((__49_t3029 < _uthresholds_S1_c0_c0_c0[__52_chunk3032].z))
{
(sbdf = 2);
}
else
{
(sbdf = 3);
}
(__54_pos3034 = sbdf);
}
{
(__54_pos3034 += (4 * __52_chunk3032));
}
(__46_outColor3027 = ((__49_t3029 * _uscale_S1_c0_c0_c0[__54_pos3034]) + _ubias_S1_c0_c0_c0[__54_pos3034]));
}
}
(__41_input3024 = __46_outColor3027);
float4 __56_color3035 = __41_input3024;
float __57_value3036 = (gl_texture2D(_uTextureSampler_0_S1, mul(transpose(mat3x2_ctor(_umatrix_S1_c1)), vec3_ctor(_sk_FragCoord3016.xy, 1.0)), -0.474999994).x - 0.5);
float4 _output_S13037 = vec4_ctor(clamp((__56_color3035.xyz + (__57_value3036 * _urange_S1)), 0.0, __56_color3035.w), __56_color3035.w);
{
(out_sk_FragColor = (_output_S13037 * _outputCoverage_S03022));
}
return generateOutput();
}
R‹out_sk_FragColorout_sk_FragColorostruct GS_INPUT
{
float4 dx_Position : SV_Position;
float4 gl_Position : TEXCOORD3;
float4 gl_FragCoord : TEXCOORD4;
noperspective float4 v0 : TEXCOORD0;
noperspective float4 v1 : TEXCOORD1;
noperspective float2 v2 : TEXCOORD2;
};
struct GS_OUTPUT
{
float4 dx_Position : SV_Position;
float4 gl_Position : TEXCOORD3;
float4 gl_FragCoord : TEXCOORD4;
noperspective float4 v0 : TEXCOORD0;
noperspective float4 v1 : TEXCOORD1;
noperspective 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
}
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