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window-axis-innovators-box/library/jcef/cache/GrShaderCache/f_00003e

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2025-11-02 17:17:24 +08:00
BPLG<00><><00>A6e65533bdbab0320s\ANGLE (NVIDIA, CYX-patch P106-090 (0x00001C09) Direct3D11 vs_5_0 ps_5_0, D3D11-31.0.15.3640)<00><>@
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_upositionP<6E>coverage
_ucoveragecolor_ucolorR<72>
localCoord _ulocalCoordP<64>
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u_skRTFlipustart_S1_c0_c0_c0_c0uend_S1_c0_c0_c0_c0uleftBorderColor_S1_c0_c0urightBorderColor_S1_c0_c0 umatrix_S1_c1 urange_S1uTextureSampler_0_S1 _usk_RTAdjust_uumatrix_S1_c0_c0_c1 _uu_skRTFlip_uustart_S1_c0_c0_c0_c0_uuend_S1_c0_c0_c0_c0_uuleftBorderColor_S1_c0_c0_uurightBorderColor_S1_c0_c0_uumatrix_S1_c1 _uurange_S1_uuTextureSampler_0_S1
  sk_FragColor_usk_FragColorR<72>@^<5E><00> <00>8d<38><00><00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><<
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struct VS_OUTPUT
{
float4 dx_Position : SV_Position;
float4 gl_Position : TEXCOORD3;
float4 gl_FragCoord : TEXCOORD4;
noperspective float4 v0 : TEXCOORD0;
noperspective float2 v1 : TEXCOORD1;
noperspective float 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(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
#define ATOMIC_COUNTER_ARRAY_STRIDE 4
// Attributes
static float2 _position = {0, 0};
static float _coverage = {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 float _vcoverage_S0 = {0};
static noperspective float2 _vTransformedCoords_7_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_7_S0;
output.v2 = _vcoverage_S0;
return output;
}
VS_OUTPUT main(VS_INPUT input){
initAttributes(input);
float2 t0 = _position, _position3011 = t0;
(_vcolor_S0 = _color);
(_vcoverage_S0 = _coverage);
(gl_Position = vec4_ctor(_position3011, 0.0, 1.0));
{
(_vTransformedCoords_7_S0 = mul(transpose(mat3x2_ctor(_umatrix_S1_c0_c0_c1)), 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);
}
<00>struct PS_INPUT
{
float4 dx_Position : SV_Position;
float4 gl_Position : TEXCOORD3;
float4 gl_FragCoord : TEXCOORD4;
noperspective float4 v0 : TEXCOORD0;
noperspective float2 v1 : TEXCOORD1;
noperspective float 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_c0 : register(c1);
uniform float4 _uend_S1_c0_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
#define ATOMIC_COUNTER_ARRAY_STRIDE 4
// Varyings
static noperspective float4 _vcolor_S0 = {0, 0, 0, 0};
static noperspective float _vcoverage_S0 = {0};
static noperspective float2 _vTransformedCoords_7_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;
_vcolor_S0 = input.v0;
_vTransformedCoords_7_S0 = input.v1.xy;
_vcoverage_S0 = input.v2.x;
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 = _vcolor_S0;
float _coverage3017 = _vcoverage_S0;
float4 _outputCoverage_S03018 = vec4_ctor(_coverage3017);
float4 __28_tmp_6_inColor3019 = _outputColor_S03016;
float4 __29_input3020 = __28_tmp_6_inColor3019;
float2 __32_tmp_3_coords3021 = _vTransformedCoords_7_S0;
float4 __33_t3022 = vec4_ctor((__32_tmp_3_coords3021.x + 9.99999975e-06), 1.0, 0.0, 0.0);
float4 __34_outColor3023 = {0, 0, 0, 0};
if ((__33_t3022.x < 0.0))
{
(__34_outColor3023 = _uleftBorderColor_S1_c0_c0);
}
else
{
if ((__33_t3022.x > 1.0))
{
(__34_outColor3023 = _urightBorderColor_S1_c0_c0);
}
else
{
float2 __36_tmp_1_coords3024 = vec2_ctor(__33_t3022.x, 0.0);
float4 __37_color3025 = lerp(_ustart_S1_c0_c0_c0_c0, _uend_S1_c0_c0_c0_c0, __36_tmp_1_coords3024.x);
(__37_color3025.xyz *= __37_color3025.w);
(__34_outColor3023 = __37_color3025);
}
}
(__29_input3020 = __34_outColor3023);
float4 __39_color3026 = __29_input3020;
float __40_value3027 = (gl_texture2D(_uTextureSampler_0_S1, mul(transpose(mat3x2_ctor(_umatrix_S1_c1)), vec3_ctor(_sk_FragCoord3015.xy, 1.0)), -0.5).x - 0.5);
float4 _output_S13028 = vec4_ctor(clamp((__39_color3026.xyz + (__40_value3027 * _urange_S1)), 0.0, __39_color3026.w), __39_color3026.w);
{
(out_sk_FragColor = (_output_S13028 * _outputCoverage_S03018));
}
return generateOutput();
}
R<>out_sk_FragColorout_sk_FragColormstruct GS_INPUT
{
float4 dx_Position : SV_Position;
float4 gl_Position : TEXCOORD3;
float4 gl_FragCoord : TEXCOORD4;
noperspective float4 v0 : TEXCOORD0;
noperspective float2 v1 : TEXCOORD1;
noperspective float v2 : TEXCOORD2;
};
struct GS_OUTPUT
{
float4 dx_Position : SV_Position;
float4 gl_Position : TEXCOORD3;
float4 gl_FragCoord : TEXCOORD4;
noperspective float4 v0 : TEXCOORD0;
noperspective float2 v1 : TEXCOORD1;
noperspective float 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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