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window-axis-innovators-box/library/jcef/cache/GrShaderCache/f_000048

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2025-11-02 17:17:24 +08:00
BPLG<00><><00>I6e65533bdbab0320s\ANGLE (NVIDIA, CYX-patch P106-090 (0x00001C09) Direct3D11 vs_5_0 ps_5_0, D3D11-31.0.15.3640)<00><>@<00><><00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>,,position
_upositionP<6E>coverage
_ucoveragecolor_ucolorR<72>
localCoord _ulocalCoordP<64><00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>*<00><><EFBFBD><EFBFBD><00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> sk_RTAdjustumatrix_S1_c0_c0_c0_c0uSrcTF_S1_c0_c0[0]ugrayscale_S1_c0uinvertStyle_S1_c0ucontrast_S1_c0 uDstTF_S1[0]uTextureSampler_0_S1 _usk_RTAdjust_uumatrix_S1_c0_c0_c0_c0_uuSrcTF_S1_c0_c0[0]_uugrayscale_S1_c0_uuinvertStyle_S1_c0_uucontrast_S1_c0_uuDstTF_S1[0]_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><<<00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><00><><EFBFBD><EFBFBD><00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><00><><EFBFBD><EFBFBD><00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><00><><EFBFBD><EFBFBD><00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <00><><EFBFBD><EFBFBD><00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
<00><><EFBFBD><EFBFBD><00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><00><><EFBFBD><EFBFBD><00> struct VS_OUTPUT
{
float4 dx_Position : SV_Position;
float4 gl_Position : TEXCOORD3;
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_c0_c0 : 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_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.v0 = _vcolor_S0;
output.v1 = _vTransformedCoords_6_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_6_S0 = mul(transpose(mat3x2_ctor(_umatrix_S1_c0_c0_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);
}
.struct PS_INPUT
{
float4 dx_Position : SV_Position;
float4 gl_Position : TEXCOORD3;
noperspective float4 v0 : TEXCOORD0;
noperspective float2 v1 : TEXCOORD1;
noperspective float v2 : TEXCOORD2;
};
#pragma warning( disable: 3556 3571 )
float3 vec3_ctor(float x0)
{
return float3(x0, x0, x0);
}
float3 vec3_ctor(float x0, float x1, float x2)
{
return float3(x0, x1, x2);
}
float4 vec4_ctor(float x0)
{
return float4(x0, x0, x0, x0);
}
float4 vec4_ctor(float3 x0, float x1)
{
return float4(x0, x1);
}
// Uniforms
uniform float _uSrcTF_S1_c0_c0[7] : register(c0);
uniform float _ugrayscale_S1_c0 : register(c7);
uniform float _uinvertStyle_S1_c0 : register(c8);
uniform float _ucontrast_S1_c0 : register(c9);
uniform float _uDstTF_S1[7] : register(c10);
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_6_S0 = {0, 0};
static float4 out_sk_FragColor = {0, 0, 0, 0};
cbuffer DriverConstants : register(b1)
{
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);
}
float f_src_tf_S1_c0_c0_ff(in float _x)
{
float _G3019 = _uSrcTF_S1_c0_c0[0];
float _A3020 = _uSrcTF_S1_c0_c0[1];
float _B3021 = _uSrcTF_S1_c0_c0[2];
float _C3022 = _uSrcTF_S1_c0_c0[3];
float _D3023 = _uSrcTF_S1_c0_c0[4];
float _E3024 = _uSrcTF_S1_c0_c0[5];
float _F3025 = _uSrcTF_S1_c0_c0[6];
float _s3026 = sign(_x);
(_x = abs(_x));
float sbf3 = {0};
if ((_x < _D3023))
{
(sbf3 = ((_C3022 * _x) + _F3025));
}
else
{
(sbf3 = (pow(((_A3020 * _x) + _B3021), _G3019) + _E3024));
}
(_x = sbf3);
return (_s3026 * _x);
}
float f_dst_tf_S1_ff(in float _x)
{
float _G3029 = _uDstTF_S1[0];
float _A3030 = _uDstTF_S1[1];
float _B3031 = _uDstTF_S1[2];
float _C3032 = _uDstTF_S1[3];
float _D3033 = _uDstTF_S1[4];
float _E3034 = _uDstTF_S1[5];
float _F3035 = _uDstTF_S1[6];
float _s3036 = sign(_x);
(_x = abs(_x));
float sbf4 = {0};
if ((_x < _D3033))
{
(sbf4 = ((_C3032 * _x) + _F3035));
}
else
{
(sbf4 = (pow(((_A3030 * _x) + _B3031), _G3029) + _E3034));
}
(_x = sbf4);
return (_s3036 * _x);
}
@@ PIXEL OUTPUT @@
PS_OUTPUT main(PS_INPUT input){
_vcolor_S0 = input.v0;
_vTransformedCoords_6_S0 = input.v1.xy;
_vcoverage_S0 = input.v2.x;
float4 _outputColor_S03038 = _vcolor_S0;
float _coverage3039 = _vcoverage_S0;
float4 _outputCoverage_S03040 = vec4_ctor(_coverage3039);
float4 __38_input3041 = _outputColor_S03038;
float4 __39_input3042 = __38_input3041;
(__39_input3042 = gl_texture2D(_uTextureSampler_0_S1, _vTransformedCoords_6_S0, -0.5));
float4 __41_color3043 = __39_input3042;
(__41_color3043 = vec4_ctor((__41_color3043.xyz / max(__41_color3043.w, 9.99999975e-05)), __41_color3043.w));
(__41_color3043.x = f_src_tf_S1_c0_c0_ff(__41_color3043.x));
(__41_color3043.y = f_src_tf_S1_c0_c0_ff(__41_color3043.y));
(__41_color3043.z = f_src_tf_S1_c0_c0_ff(__41_color3043.z));
(__38_input3041 = __41_color3043);
float3 __43_a3044 = __38_input3041.xyz;
if ((_ugrayscale_S1_c0 == 1.0))
{
(__43_a3044 = vec3_ctor(dot(float3(0.212599993, 0.715200007, 0.0722000003), __43_a3044)));
}
if ((_uinvertStyle_S1_c0 == 1.0))
{
(__43_a3044 = (1.0 - __43_a3044));
}
else
{
if ((_uinvertStyle_S1_c0 == 2.0))
{
float __44_b3045 = max(max(__43_a3044.x, __43_a3044.y), __43_a3044.z);
float __45_e3046 = min(min(__43_a3044.x, __43_a3044.y), __43_a3044.z);
float __46_f3047 = (__44_b3045 - __45_e3046);
float __47_g3048 = (1.0 / __46_f3047);
float sbf5 = {0};
if ((__43_a3044.y < __43_a3044.z))
{
(sbf5 = 6.0);
}
else
{
(sbf5 = 0.0);
}
float __48_i3049 = sbf5;
float sbf6 = {0};
if ((__44_b3045 == __45_e3046))
{
(sbf6 = 0.0);
}
else
{
float sbf7 = {0};
if (((__43_a3044.x >= __43_a3044.y) && (__43_a3044.x >= __43_a3044.z)))
{
(sbf7 = ((__47_g3048 * (__43_a3044.y - __43_a3044.z)) + __48_i3049));
}
else
{
float sbf8 = {0};
if ((__43_a3044.y >= __43_a3044.z))
{
(sbf8 = ((__47_g3048 * (__43_a3044.z - __43_a3044.x)) + 2.0));
}
else
{
(sbf8 = ((__47_g3048 * (__43_a3044.x - __43_a3044.y)) + 4.0));
}
(sbf7 = sbf8);
}
(sbf6 = sbf7);
}
float __49_j3050 = (0.166666672 * sbf6);
float __50_k3051 = (__44_b3045 + __45_e3046);
float __51_m3052 = (__50_k3051 * 0.5);
float sbf9 = {0};
if ((__44_b3045 == __45_e3046))
{
(sbf9 = 0.0);
}
else
{
float sbfa = {0};
if ((__51_m3052 > 0.5))
{
(sbfa = (2.0 - __50_k3051));
}
else
{
(sbfa = __50_k3051);
}
(sbf9 = (__46_f3047 / sbfa));
}
float __52_n3053 = sbf9;
(__43_a3044 = vec3_ctor(__49_j3050, __52_n3053, __51_m3052));
(__43_a3044.z = (1.0 - __43_a3044.z));
float __53_b3054 = ((1.0 - abs(((2.0 * __43_a3044.z) - 1.0))) * __43_a3044.y);
float3 __54_c3055 = (__43_a3044.xxx + float3(0.0, 0.666666687, 0.333333343));
float3 __55_d3056 = clamp((abs(((frac(__54_c3055) * 6.0) - 3.0)) - 1.0), 0.0, 1.0);
(__43_a3044 = (((__55_d3056 - 0.5) * __53_b3054) + __43_a3044.z));
}
}
float4 __56_color3057 = vec4_ctor(clamp(lerp(float3(0.5, 0.5, 0.5), __43_a3044, _ucontrast_S1_c0), 0.0, 1.0), __38_input3041.w);
(__56_color3057.x = f_dst_tf_S1_ff(__56_color3057.x));
(__56_color3057.y = f_dst_tf_S1_ff(__56_color3057.y));
(__56_color3057.z = f_dst_tf_S1_ff(__56_color3057.z));
(__56_color3057.xyz *= __56_color3057.w);
float4 _output_S13058 = __56_color3057;
{
(out_sk_FragColor = (_output_S13058 * _outputCoverage_S03040));
}
return generateOutput();
}
R<>out_sk_FragColorout_sk_FragColor<00>struct GS_INPUT
{
float4 dx_Position : SV_Position;
float4 gl_Position : TEXCOORD3;
noperspective float4 v0 : TEXCOORD0;
noperspective float2 v1 : TEXCOORD1;
noperspective float v2 : TEXCOORD2;
};
struct GS_OUTPUT
{
float4 dx_Position : SV_Position;
float4 gl_Position : TEXCOORD3;
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;
#ifndef ANGLE_POINT_SPRITE_SHADER
output.dx_Position = input.dx_Position;
#endif // ANGLE_POINT_SPRITE_SHADER
}
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