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2026-11-06 08:29:11 +08:00
BPLG¦“;bcc2d90bda90a37d5™cANGLE (Intel, Intel(R) UHD Graphics 750 (0x00004C8A) Direct3D11 vs_5_0 ps_5_0, D3D11-31.0.101.5537)ŒŒ@ŒŒÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿ,,position
_upositionP‹color_ucolorR‹
localCoord _ulocalCoordP‹ò�ÿÿÿÿÿÿÿÿÿÿ ò�ÿÿÿÿÿÿÿÿÿÿ ò�ÿÿÿÿÿÿÿÿÿÿ ò�ÿÿÿÿÿÿÿÿÿÿ ò�ÿÿÿÿÿÿÿÿÿÿñ�ÿÿÿÿÿÿÿÿÿÿñ�ÿÿÿÿÿÿÿÿÿÿ ñ�ÿÿÿÿÿÿÿÿÿÿò�ÿÿÿÿÿÿÿÿÿÿò�ÿÿÿÿÿÿÿÿÿÿò�ÿÿÿÿÿÿÿÿÿÿò�ÿÿÿÿÿÿÿÿÿÿò�ÿÿÿÿÿÿÿÿÿÿ ò�ÿÿÿÿÿÿÿÿÿÿò�ÿÿÿÿÿÿÿÿÿÿò�ÿÿÿÿÿÿÿÿÿÿ*ÿÿÿÿÿÿÿÿÿÿ*ÿÿÿÿÿÿÿÿÿÿ*ÿÿÿÿÿÿÿÿÿÿ sk_RTAdjustumatrix_S1_c0_c0_c0_c0umatrix_S1_c0_c0_c0_c1umatrix_S1_c0_c0_c0_c2umatrix_S1_c0_c0uradiusPlusHalf_S2 ucolorSpaceTranslate_S1_c0_c0_c0ucolorSpaceMatrix_S1_c0_c0_c0
u_skRTFlipuclamp_S1_c0_c0_c0_c0_c0uclamp_S1_c0_c0_c0_c1_c0uclamp_S1_c0_c0_c0_c2_c0uSrcTF_S1_c0[0]uColorXform_S1_c0uDstTF_S1_c0[0]
uinnerRect_S2uTextureSampler_0_S1uTextureSampler_1_S1uTextureSampler_2_S1
_usk_RTAdjust_uumatrix_S1_c0_c0_c0_c0_uumatrix_S1_c0_c0_c0_c1_uumatrix_S1_c0_c0_c0_c2_uumatrix_S1_c0_c0_uuradiusPlusHalf_S2"_uucolorSpaceTranslate_S1_c0_c0_c0_uucolorSpaceMatrix_S1_c0_c0_c0 _uu_skRTFlip_uuclamp_S1_c0_c0_c0_c0_c0_uuclamp_S1_c0_c0_c0_c1_c0_uuclamp_S1_c0_c0_c0_c2_c0_uuSrcTF_S1_c0[0]_uuColorXform_S1_c0_uuDstTF_S1_c0[0]_uuinnerRect_S2_uuTextureSampler_0_S1_uuTextureSampler_1_S1_uuTextureSampler_2_S1 
 
       sk_FragColor_usk_FragColorR‹@^‹^‹^‹†€ŠL`Áÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿ@@ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿ
ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿh struct VS_OUTPUT
{
float4 dx_Position : SV_Position;
float4 gl_Position : TEXCOORD4;
float4 gl_FragCoord : TEXCOORD5;
noperspective float4 v0 : TEXCOORD0;
noperspective float2 v1 : TEXCOORD1;
noperspective float2 v2 : TEXCOORD2;
noperspective float2 v3 : TEXCOORD3;
};
#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 float3x3 _umatrix_S1_c0_c0_c0_c0 : register(c1);
uniform float3x3 _umatrix_S1_c0_c0_c0_c1 : register(c4);
uniform float3x3 _umatrix_S1_c0_c0_c0_c2 : register(c7);
uniform float3x3 _umatrix_S1_c0_c0 : register(c10);
#ifdef ANGLE_ENABLE_LOOP_FLATTEN
#define LOOP [loop]
#define FLATTEN [flatten]
#else
#define LOOP
#define FLATTEN
#endif
// Attributes
static float2 _position = {0, 0};
static float4 _color = {0, 0, 0, 0};
static float2 _localCoord = {0, 0};
static float4 gl_Position = float4(0, 0, 0, 0);
// Varyings
static noperspective float4 _vcolor_S0 = {0, 0, 0, 0};
static noperspective float2 _vTransformedCoords_6_S0 = {0, 0};
static noperspective float2 _vTransformedCoords_8_S0 = {0, 0};
static noperspective float2 _vTransformedCoords_10_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 = _vcolor_S0;
output.v1 = _vTransformedCoords_6_S0;
output.v2 = _vTransformedCoords_8_S0;
output.v3 = _vTransformedCoords_10_S0;
return output;
}
VS_OUTPUT main(VS_INPUT input){
initAttributes(input);
(_vcolor_S0 = _color);
(gl_Position = vec4_ctor(_position, 0.0, 1.0));
{
(_vTransformedCoords_6_S0 = mul(transpose(mat3x2_ctor(transpose(mul(transpose(_umatrix_S1_c0_c0_c0_c0), transpose(_umatrix_S1_c0_c0))))), vec3_ctor(_localCoord, 1.0)));
}
{
(_vTransformedCoords_8_S0 = mul(transpose(mat3x2_ctor(transpose(mul(transpose(_umatrix_S1_c0_c0_c0_c1), transpose(_umatrix_S1_c0_c0))))), vec3_ctor(_localCoord, 1.0)));
}
{
(_vTransformedCoords_10_S0 = mul(transpose(mat3x2_ctor(transpose(mul(transpose(_umatrix_S1_c0_c0_c0_c2), transpose(_umatrix_S1_c0_c0))))), vec3_ctor(_localCoord, 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);
}
²struct PS_INPUT
{
float4 dx_Position : SV_Position;
float4 gl_Position : TEXCOORD4;
float4 gl_FragCoord : TEXCOORD5;
noperspective float4 v0 : TEXCOORD0;
noperspective float2 v1 : TEXCOORD1;
noperspective float2 v2 : TEXCOORD2;
noperspective float2 v3 : TEXCOORD3;
};
#pragma warning( disable: 3556 3571 )
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 float2 _u_skRTFlip : register(c0);
uniform float4 _uclamp_S1_c0_c0_c0_c0_c0 : register(c1);
uniform float4 _uclamp_S1_c0_c0_c0_c1_c0 : register(c2);
uniform float4 _uclamp_S1_c0_c0_c0_c2_c0 : register(c3);
uniform float3x3 _ucolorSpaceMatrix_S1_c0_c0_c0 : register(c4);
uniform float3 _ucolorSpaceTranslate_S1_c0_c0_c0 : register(c7);
uniform float _uSrcTF_S1_c0[7] : register(c8);
uniform float3x3 _uColorXform_S1_c0 : register(c15);
uniform float _uDstTF_S1_c0[7] : register(c18);
uniform float4 _uinnerRect_S2 : register(c25);
uniform float2 _uradiusPlusHalf_S2 : register(c26);
static const uint _uTextureSampler_0_S1 = 0;
static const uint _uTextureSampler_1_S1 = 1;
static const uint _uTextureSampler_2_S1 = 2;
uniform Texture2D<float4> 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 noperspective float4 _vcolor_S0 = {0, 0, 0, 0};
static noperspective float2 _vTransformedCoords_6_S0 = {0, 0};
static noperspective float2 _vTransformedCoords_8_S0 = {0, 0};
static noperspective float2 _vTransformedCoords_10_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[3] : 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
float f_src_tf_S1_c0_ff(in float _x)
{
float _G3026 = _uSrcTF_S1_c0[0];
float _A3027 = _uSrcTF_S1_c0[1];
float _B3028 = _uSrcTF_S1_c0[2];
float _C3029 = _uSrcTF_S1_c0[3];
float _D3030 = _uSrcTF_S1_c0[4];
float _E3031 = _uSrcTF_S1_c0[5];
float _F3032 = _uSrcTF_S1_c0[6];
float _s3033 = sign(_x);
(_x = abs(_x));
float sbfd = {0};
if ((_x < _D3030))
{
(sbfd = ((_C3029 * _x) + _F3032));
}
else
{
(sbfd = (pow(((_A3027 * _x) + _B3028), _G3026) + _E3031));
}
(_x = sbfd);
return (_s3033 * _x);
}
float f_dst_tf_S1_c0_ff(in float _x)
{
float _G3036 = _uDstTF_S1_c0[0];
float _A3037 = _uDstTF_S1_c0[1];
float _B3038 = _uDstTF_S1_c0[2];
float _C3039 = _uDstTF_S1_c0[3];
float _D3040 = _uDstTF_S1_c0[4];
float _E3041 = _uDstTF_S1_c0[5];
float _F3042 = _uDstTF_S1_c0[6];
float _s3043 = sign(_x);
(_x = abs(_x));
float sbfe = {0};
if ((_x < _D3040))
{
(sbfe = ((_C3039 * _x) + _F3042));
}
else
{
(sbfe = (pow(((_A3037 * _x) + _B3038), _G3036) + _E3041));
}
(_x = sbfe);
return (_s3043 * _x);
}
@@ 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;
_vcolor_S0 = input.v0;
_vTransformedCoords_6_S0 = input.v1.xy;
_vTransformedCoords_8_S0 = input.v2.xy;
_vTransformedCoords_10_S0 = input.v3.xy;
float4 _sk_FragCoord3045 = vec4_ctor(gl_FragCoord.x, (_u_skRTFlip.x + (_u_skRTFlip.y * gl_FragCoord.y)), gl_FragCoord.z, gl_FragCoord.w);
float4 _outputColor_S03046 = _vcolor_S0;
float4 __68_input3047 = _outputColor_S03046;
float4 __69_color3048 = {0, 0, 0, 0};
float2 __70_inCoord3049 = _vTransformedCoords_6_S0;
float2 __71_subsetCoord3050 = {0, 0};
(__71_subsetCoord3050.x = __70_inCoord3049.x);
(__71_subsetCoord3050.y = __70_inCoord3049.y);
float2 __72_clampedCoord3051 = {0, 0};
(__72_clampedCoord3051.x = clamp(__71_subsetCoord3050.x, _uclamp_S1_c0_c0_c0_c0_c0.x, _uclamp_S1_c0_c0_c0_c0_c0.z));
(__72_clampedCoord3051.y = __71_subsetCoord3050.y);
float4 __73_textureColor3052 = gl_texture2D(_uTextureSampler_0_S1, __72_clampedCoord3051, -0.474999994);
(__69_color3048.x = __73_textureColor3052.x);
float2 __74_inCoord3053 = _vTransformedCoords_8_S0;
float2 __75_subsetCoord3054 = {0, 0};
(__75_subsetCoord3054.x = __74_inCoord3053.x);
(__75_subsetCoord3054.y = __74_inCoord3053.y);
float2 __76_clampedCoord3055 = clamp(__75_subsetCoord3054, _uclamp_S1_c0_c0_c0_c1_c0.xy, _uclamp_S1_c0_c0_c0_c1_c0.zw);
float4 __77_textureColor3056 = gl_texture2D(_uTextureSampler_1_S1, __76_clampedCoord3055, -0.474999994);
(__69_color3048.y = __77_textureColor3056.x);
float2 __78_inCoord3057 = _vTransformedCoords_10_S0;
float2 __79_subsetCoord3058 = {0, 0};
(__79_subsetCoord3058.x = __78_inCoord3057.x);
(__79_subsetCoord3058.y = __78_inCoord3057.y);
float2 __80_clampedCoord3059 = clamp(__79_subsetCoord3058, _uclamp_S1_c0_c0_c0_c2_c0.xy, _uclamp_S1_c0_c0_c0_c2_c0.zw);
float4 __81_textureColor3060 = gl_texture2D(_uTextureSampler_2_S1, __80_clampedCoord3059, -0.474999994);
(__69_color3048.z = __81_textureColor3060.x);
(__69_color3048.w = 1.0);
(__69_color3048.xyz = clamp((mul(__69_color3048.xyz, transpose(_ucolorSpaceMatrix_S1_c0_c0_c0)) + _ucolorSpaceTranslate_S1_c0_c0_c0), 0.0, 1.0));
float4 __82_color3061 = __69_color3048;
(__82_color3061.x = f_src_tf_S1_c0_ff(__82_color3061.x));
(__82_color3061.y = f_src_tf_S1_c0_ff(__82_color3061.y));
(__82_color3061.z = f_src_tf_S1_c0_ff(__82_color3061.z));
float4 __83_color3062 = __82_color3061;
(__83_color3062.xyz = mul(transpose(_uColorXform_S1_c0), __83_color3062.xyz));
(__82_color3061 = __83_color3062);
(__82_color3061.x = f_dst_tf_S1_c0_ff(__82_color3061.x));
(__82_color3061.y = f_dst_tf_S1_c0_ff(__82_color3061.y));
(__82_color3061.z = f_dst_tf_S1_c0_ff(__82_color3061.z));
(__68_input3047 = __82_color3061);
float4 _output_S13063 = __68_input3047;
float2 __85_dxy03064 = (_uinnerRect_S2.xy - _sk_FragCoord3045.xy);
float2 __86_dxy13065 = (_sk_FragCoord3045.xy - _uinnerRect_S2.zw);
float2 __87_dxy3066 = max(max(__85_dxy03064, __86_dxy13065), 0.0);
float __88_alpha3067 = clamp((_uradiusPlusHalf_S2.x - length(__87_dxy3066)), 0.0, 1.0);
float4 _output_S23068 = vec4_ctor(__88_alpha3067);
{
(out_sk_FragColor = (_output_S13063 * _output_S23068));
}
return generateOutput();
}
R‹out_sk_FragColorout_sk_FragColorÜstruct GS_INPUT
{
float4 dx_Position : SV_Position;
float4 gl_Position : TEXCOORD4;
float4 gl_FragCoord : TEXCOORD5;
noperspective float4 v0 : TEXCOORD0;
noperspective float2 v1 : TEXCOORD1;
noperspective float2 v2 : TEXCOORD2;
noperspective float2 v3 : TEXCOORD3;
};
struct GS_OUTPUT
{
float4 dx_Position : SV_Position;
float4 gl_Position : TEXCOORD4;
float4 gl_FragCoord : TEXCOORD5;
noperspective float4 v0 : TEXCOORD0;
noperspective float2 v1 : TEXCOORD1;
noperspective float2 v2 : TEXCOORD2;
noperspective float2 v3 : TEXCOORD3;
};
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.v3 = input.v3;
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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