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2026-11-06 08:29:11 +08:00
BPLG¦“gFcc2d90bda90a37d5™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‹
inQuadEdge _uinQuadEdgeR‹ ò�ÿÿÿÿÿÿÿÿÿÿò�ÿÿÿÿÿÿÿÿÿÿ ò�ÿÿÿÿÿÿÿÿÿÿñ�ÿÿÿÿÿÿÿÿÿÿñ�ÿÿÿÿÿÿÿÿÿÿñ�ÿÿÿÿÿÿÿÿÿÿñ�ÿÿÿÿÿÿÿÿÿÿñ�ÿÿÿÿÿÿÿÿÿÿò�ÿÿÿÿÿÿÿÿÿÿ ò�ÿÿÿÿÿÿÿÿÿÿ*ÿÿÿÿÿÿÿÿÿÿ sk_RTAdjustulocalMatrix_S0umatrix_S1_c0_c0_c1 urange_S1ustart_S1_c0_c0_c0uend_S1_c0_c0_c0uleftBorderColor_S1_c0_c0urightBorderColor_S1_c0_c0
u_skRTFlip
umatrix_S1_c1uTextureSampler_0_S1
_usk_RTAdjust_uulocalMatrix_S0_uumatrix_S1_c0_c0_c1 _uurange_S1_uustart_S1_c0_c0_c0_uuend_S1_c0_c0_c0_uuleftBorderColor_S1_c0_c0_uurightBorderColor_S1_c0_c0 _uu_skRTFlip_uumatrix_S1_c1_uuTextureSampler_0_S1  
 sk_FragColor_usk_FragColorR‹@^‹†€ŠL`Áÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿ@@ ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿ‡
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 _inQuadEdge = {0, 0, 0, 0};
static float4 gl_Position = float4(0, 0, 0, 0);
// Varyings
static noperspective float4 _vQuadEdge_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 = _vQuadEdge_S0;
output.v1 = _vinColor_S0;
output.v2 = _vTransformedCoords_6_S0;
return output;
}
VS_OUTPUT main(VS_INPUT input){
initAttributes(input);
(_vQuadEdge_S0 = _inQuadEdge);
(_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);
}
Pstruct 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 _ustart_S1_c0_c0_c0 : register(c1);
uniform float4 _uend_S1_c0_c0_c0 : register(c2);
uniform float4 _uleftBorderColor_S1_c0_c0 : register(c3);
uniform float4 _urightBorderColor_S1_c0_c0 : register(c4);
uniform float3x3 _umatrix_S1_c1 : register(c5);
uniform float _urange_S1 : register(c8);
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 _vQuadEdge_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;
_vQuadEdge_S0 = input.v0;
_vinColor_S0 = input.v1;
_vTransformedCoords_6_S0 = input.v2.xy;
float4 _sk_FragCoord3015 = vec4_ctor(gl_FragCoord.x, (_u_skRTFlip.x + (_u_skRTFlip.y * gl_FragCoord.y)), gl_FragCoord.z, gl_FragCoord.w);
float4 _outputColor_S03016 = _vinColor_S0;
float _edgeAlpha3017 = {0};
float2 _duvdx3018 = ddx(_vQuadEdge_S0.xy);
float2 _duvdy3019 = (_u_skRTFlip.y * ddy(_vQuadEdge_S0.xy));
if (((_vQuadEdge_S0.z > 0.0) && (_vQuadEdge_S0.w > 0.0)))
{
(_edgeAlpha3017 = min((min(_vQuadEdge_S0.z, _vQuadEdge_S0.w) + 0.5), 1.0));
}
else
{
float2 _gF3020 = vec2_ctor((((2.0 * _vQuadEdge_S0.x) * _duvdx3018.x) - _duvdx3018.y), (((2.0 * _vQuadEdge_S0.x) * _duvdy3019.x) - _duvdy3019.y));
(_edgeAlpha3017 = ((_vQuadEdge_S0.x * _vQuadEdge_S0.x) - _vQuadEdge_S0.y));
(_edgeAlpha3017 = clamp((0.5 - (_edgeAlpha3017 / max(length(_gF3020), 9.99999997e-07))), 0.0, 1.0));
}
float4 _outputCoverage_S03021 = vec4_ctor(_edgeAlpha3017);
float4 __22_tmp_6_inColor3022 = _outputColor_S03016;
float4 __23_input3023 = __22_tmp_6_inColor3022;
float2 __26_tmp_3_coords3024 = _vTransformedCoords_6_S0;
float4 __27_t3025 = vec4_ctor((__26_tmp_3_coords3024.x + 9.99999975e-06), 1.0, 0.0, 0.0);
float4 __28_outColor3026 = {0, 0, 0, 0};
if ((__27_t3025.x < 0.0))
{
(__28_outColor3026 = _uleftBorderColor_S1_c0_c0);
}
else
{
if ((__27_t3025.x > 1.0))
{
(__28_outColor3026 = _urightBorderColor_S1_c0_c0);
}
else
{
float2 __30_tmp_1_coords3027 = vec2_ctor(__27_t3025.x, 0.0);
(__28_outColor3026 = lerp(_ustart_S1_c0_c0_c0, _uend_S1_c0_c0_c0, __30_tmp_1_coords3027.x));
}
}
(__23_input3023 = __28_outColor3026);
float4 __32_color3028 = __23_input3023;
float __33_value3029 = (gl_texture2D(_uTextureSampler_0_S1, mul(transpose(mat3x2_ctor(_umatrix_S1_c1)), vec3_ctor(_sk_FragCoord3015.xy, 1.0)), -0.474999994).x - 0.5);
float4 _output_S13030 = vec4_ctor(clamp((__32_color3028.xyz + (__33_value3029 * _urange_S1)), 0.0, __32_color3028.w), __32_color3028.w);
{
(out_sk_FragColor = (_output_S13030 * _outputCoverage_S03021));
}
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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