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window-axis-innovators-box/library/jcef/cache/GrShaderCache/f_00004a

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2025-11-02 17:17:24 +08:00
BPLG<00><><00>U6e65533bdbab0320s\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_skRTFlipuSrcTF_S1_c0_c0[0]ugrayscale_S1_c0uinvertStyle_S1_c0ucontrast_S1_c0 uDstTF_S1[0]urectUniform_S2_c0uTextureSampler_0_S1 _usk_RTAdjust_uumatrix_S1_c0_c0_c0_c0 _uu_skRTFlip_uuSrcTF_S1_c0_c0[0]_uugrayscale_S1_c0_uuinvertStyle_S1_c0_uucontrast_S1_c0_uuDstTF_S1[0]_uurectUniform_S2_c0_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_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.gl_FragCoord = gl_Position;
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);
}
<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 )
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(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 float _uSrcTF_S1_c0_c0[7] : register(c1);
uniform float _ugrayscale_S1_c0 : register(c8);
uniform float _uinvertStyle_S1_c0 : register(c9);
uniform float _ucontrast_S1_c0 : register(c10);
uniform float _uDstTF_S1[7] : register(c11);
uniform float4 _urectUniform_S2_c0 : register(c18);
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};
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
float f_src_tf_S1_c0_c0_ff(in float _x)
{
float _G3021 = _uSrcTF_S1_c0_c0[0];
float _A3022 = _uSrcTF_S1_c0_c0[1];
float _B3023 = _uSrcTF_S1_c0_c0[2];
float _C3024 = _uSrcTF_S1_c0_c0[3];
float _D3025 = _uSrcTF_S1_c0_c0[4];
float _E3026 = _uSrcTF_S1_c0_c0[5];
float _F3027 = _uSrcTF_S1_c0_c0[6];
float _s3028 = sign(_x);
(_x = abs(_x));
float sbfa = {0};
if ((_x < _D3025))
{
(sbfa = ((_C3024 * _x) + _F3027));
}
else
{
(sbfa = (pow(((_A3022 * _x) + _B3023), _G3021) + _E3026));
}
(_x = sbfa);
return (_s3028 * _x);
}
float f_dst_tf_S1_ff(in float _x)
{
float _G3031 = _uDstTF_S1[0];
float _A3032 = _uDstTF_S1[1];
float _B3033 = _uDstTF_S1[2];
float _C3034 = _uDstTF_S1[3];
float _D3035 = _uDstTF_S1[4];
float _E3036 = _uDstTF_S1[5];
float _F3037 = _uDstTF_S1[6];
float _s3038 = sign(_x);
(_x = abs(_x));
float sbfb = {0};
if ((_x < _D3035))
{
(sbfb = ((_C3034 * _x) + _F3037));
}
else
{
(sbfb = (pow(((_A3032 * _x) + _B3033), _G3031) + _E3036));
}
(_x = sbfb);
return (_s3038 * _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;
_vcoverage_S0 = input.v2.x;
float4 _sk_FragCoord3040 = vec4_ctor(gl_FragCoord.x, (_u_skRTFlip.x + (_u_skRTFlip.y * gl_FragCoord.y)), gl_FragCoord.z, gl_FragCoord.w);
float4 _outputColor_S03041 = _vcolor_S0;
float _coverage3042 = _vcoverage_S0;
float4 _outputCoverage_S03043 = vec4_ctor(_coverage3042);
float4 __42_input3044 = _outputColor_S03041;
float4 __43_input3045 = __42_input3044;
(__43_input3045 = gl_texture2D(_uTextureSampler_0_S1, _vTransformedCoords_6_S0, -0.5));
float4 __45_color3046 = __43_input3045;
(__45_color3046 = vec4_ctor((__45_color3046.xyz / max(__45_color3046.w, 9.99999975e-05)), __45_color3046.w));
(__45_color3046.x = f_src_tf_S1_c0_c0_ff(__45_color3046.x));
(__45_color3046.y = f_src_tf_S1_c0_c0_ff(__45_color3046.y));
(__45_color3046.z = f_src_tf_S1_c0_c0_ff(__45_color3046.z));
(__42_input3044 = __45_color3046);
float3 __47_a3047 = __42_input3044.xyz;
if ((_ugrayscale_S1_c0 == 1.0))
{
(__47_a3047 = vec3_ctor(dot(float3(0.212599993, 0.715200007, 0.0722000003), __47_a3047)));
}
if ((_uinvertStyle_S1_c0 == 1.0))
{
(__47_a3047 = (1.0 - __47_a3047));
}
else
{
if ((_uinvertStyle_S1_c0 == 2.0))
{
float __48_b3048 = max(max(__47_a3047.x, __47_a3047.y), __47_a3047.z);
float __49_e3049 = min(min(__47_a3047.x, __47_a3047.y), __47_a3047.z);
float __50_f3050 = (__48_b3048 - __49_e3049);
float __51_g3051 = (1.0 / __50_f3050);
float sbfc = {0};
if ((__47_a3047.y < __47_a3047.z))
{
(sbfc = 6.0);
}
else
{
(sbfc = 0.0);
}
float __52_i3052 = sbfc;
float sbfd = {0};
if ((__48_b3048 == __49_e3049))
{
(sbfd = 0.0);
}
else
{
float sbfe = {0};
if (((__47_a3047.x >= __47_a3047.y) && (__47_a3047.x >= __47_a3047.z)))
{
(sbfe = ((__51_g3051 * (__47_a3047.y - __47_a3047.z)) + __52_i3052));
}
else
{
float sbff = {0};
if ((__47_a3047.y >= __47_a3047.z))
{
(sbff = ((__51_g3051 * (__47_a3047.z - __47_a3047.x)) + 2.0));
}
else
{
(sbff = ((__51_g3051 * (__47_a3047.x - __47_a3047.y)) + 4.0));
}
(sbfe = sbff);
}
(sbfd = sbfe);
}
float __53_j3053 = (0.166666672 * sbfd);
float __54_k3054 = (__48_b3048 + __49_e3049);
float __55_m3055 = (__54_k3054 * 0.5);
float sc00 = {0};
if ((__48_b3048 == __49_e3049))
{
(sc00 = 0.0);
}
else
{
float sc01 = {0};
if ((__55_m3055 > 0.5))
{
(sc01 = (2.0 - __54_k3054));
}
else
{
(sc01 = __54_k3054);
}
(sc00 = (__50_f3050 / sc01));
}
float __56_n3056 = sc00;
(__47_a3047 = vec3_ctor(__53_j3053, __56_n3056, __55_m3055));
(__47_a3047.z = (1.0 - __47_a3047.z));
float __57_b3057 = ((1.0 - abs(((2.0 * __47_a3047.z) - 1.0))) * __47_a3047.y);
float3 __58_c3058 = (__47_a3047.xxx + float3(0.0, 0.666666687, 0.333333343));
float3 __59_d3059 = clamp((abs(((frac(__58_c3058) * 6.0) - 3.0)) - 1.0), 0.0, 1.0);
(__47_a3047 = (((__59_d3059 - 0.5) * __57_b3057) + __47_a3047.z));
}
}
float4 __60_color3060 = vec4_ctor(clamp(lerp(float3(0.5, 0.5, 0.5), __47_a3047, _ucontrast_S1_c0), 0.0, 1.0), __42_input3044.w);
(__60_color3060.x = f_dst_tf_S1_ff(__60_color3060.x));
(__60_color3060.y = f_dst_tf_S1_ff(__60_color3060.y));
(__60_color3060.z = f_dst_tf_S1_ff(__60_color3060.z));
(__60_color3060.xyz *= __60_color3060.w);
float4 _output_S13061 = __60_color3060;
float __62_coverage3062 = {0};
{
float4 __63_dists43063 = clamp((float4(1.0, 1.0, -1.0, -1.0) * (_sk_FragCoord3040.xyxy - _urectUniform_S2_c0)), 0.0, 1.0);
float2 __64_dists23064 = ((__63_dists43063.xy + __63_dists43063.zw) - 1.0);
(__62_coverage3062 = (__64_dists23064.x * __64_dists23064.y));
}
float4 _output_S23065 = (vec4_ctor(__62_coverage3062) * _outputCoverage_S03043);
{
(out_sk_FragColor = (_output_S13061 * _output_S23065));
}
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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