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window-axis-innovators-box/library/jcef/cache/GrShaderCache/f_000009

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2025-11-02 17:17:24 +08:00
BPLG<00><><00>E6e65533bdbab0320s\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>color_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><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_c1
u_skRTFlipuscale_S1_c0_c0_c0[0]ubias_S1_c0_c0_c0[0]uthreshold_S1_c0_c0_c0uleftBorderColor_S1_c0_c0urightBorderColor_S1_c0_c0 umatrix_S1_c1 urange_S1 uinnerRect_S2uradiusPlusHalf_S2uTextureSampler_0_S1 _usk_RTAdjust_uumatrix_S1_c0_c0_c1 _uu_skRTFlip_uuscale_S1_c0_c0_c0[0]_uubias_S1_c0_c0_c0[0]_uuthreshold_S1_c0_c0_c0_uuleftBorderColor_S1_c0_c0_uurightBorderColor_S1_c0_c0_uumatrix_S1_c1 _uurange_S1_uuinnerRect_S2_uuradiusPlusHalf_S2_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><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><><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>* struct VS_OUTPUT
{
float4 dx_Position : SV_Position;
float4 gl_Position : TEXCOORD2;
float4 gl_FragCoord : TEXCOORD3;
noperspective float4 v0 : TEXCOORD0;
noperspective float2 v1 : TEXCOORD1;
};
#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 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};
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;
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(_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);
}
gstruct PS_INPUT
{
float4 dx_Position : SV_Position;
float4 gl_Position : TEXCOORD2;
float4 gl_FragCoord : TEXCOORD3;
noperspective float4 v0 : TEXCOORD0;
noperspective float2 v1 : TEXCOORD1;
};
#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 _uscale_S1_c0_c0_c0[2] : register(c1);
uniform float4 _ubias_S1_c0_c0_c0[2] : register(c3);
uniform float _uthreshold_S1_c0_c0_c0 : register(c5);
uniform float4 _uleftBorderColor_S1_c0_c0 : register(c6);
uniform float4 _urightBorderColor_S1_c0_c0 : register(c7);
uniform float3x3 _umatrix_S1_c1 : register(c8);
uniform float _urange_S1 : register(c11);
uniform float4 _uinnerRect_S2 : register(c12);
uniform float2 _uradiusPlusHalf_S2 : register(c13);
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 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;
_vcolor_S0 = input.v0;
_vTransformedCoords_6_S0 = input.v1.xy;
float4 _sk_FragCoord3017 = vec4_ctor(gl_FragCoord.x, (_u_skRTFlip.x + (_u_skRTFlip.y * gl_FragCoord.y)), gl_FragCoord.z, gl_FragCoord.w);
float4 _outputColor_S03018 = _vcolor_S0;
float4 __31_tmp_6_inColor3019 = _outputColor_S03018;
float4 __32_input3020 = __31_tmp_6_inColor3019;
float2 __35_tmp_3_coords3021 = _vTransformedCoords_6_S0;
float4 __36_t3022 = vec4_ctor((__35_tmp_3_coords3021.x + 9.99999975e-06), 1.0, 0.0, 0.0);
float4 __37_outColor3023 = {0, 0, 0, 0};
if ((__36_t3022.x < 0.0))
{
(__37_outColor3023 = _uleftBorderColor_S1_c0_c0);
}
else
{
if ((__36_t3022.x > 1.0))
{
(__37_outColor3023 = _urightBorderColor_S1_c0_c0);
}
else
{
float2 __39_tmp_1_coords3024 = vec2_ctor(__36_t3022.x, 0.0);
float __40_t3025 = __39_tmp_1_coords3024.x;
float4 __41_s3026 = {0, 0, 0, 0};
float4 __42_b3027 = {0, 0, 0, 0};
if ((__40_t3025 < _uthreshold_S1_c0_c0_c0))
{
(__41_s3026 = _uscale_S1_c0_c0_c0[0]);
(__42_b3027 = _ubias_S1_c0_c0_c0[0]);
}
else
{
(__41_s3026 = _uscale_S1_c0_c0_c0[1]);
(__42_b3027 = _ubias_S1_c0_c0_c0[1]);
}
(__37_outColor3023 = ((__40_t3025 * __41_s3026) + __42_b3027));
}
}
(__32_input3020 = __37_outColor3023);
float4 __44_color3028 = __32_input3020;
float __45_value3029 = (gl_texture2D(_uTextureSampler_0_S1, mul(transpose(mat3x2_ctor(_umatrix_S1_c1)), vec3_ctor(_sk_FragCoord3017.xy, 1.0)), -0.5).x - 0.5);
float4 _output_S13030 = vec4_ctor(clamp((__44_color3028.xyz + (__45_value3029 * _urange_S1)), 0.0, __44_color3028.w), __44_color3028.w);
float2 __46_dxy03031 = (_uinnerRect_S2.xy - _sk_FragCoord3017.xy);
float2 __47_dxy13032 = (_sk_FragCoord3017.xy - _uinnerRect_S2.zw);
float2 __48_dxy3033 = max(max(__46_dxy03031, __47_dxy13032), 0.0);
float __49_alpha3034 = clamp((_uradiusPlusHalf_S2.x - length(__48_dxy3033)), 0.0, 1.0);
float4 _output_S23035 = vec4_ctor(__49_alpha3034);
{
(out_sk_FragColor = (_output_S13030 * _output_S23035));
}
return generateOutput();
}
R<>out_sk_FragColorout_sk_FragColorstruct GS_INPUT
{
float4 dx_Position : SV_Position;
float4 gl_Position : TEXCOORD2;
float4 gl_FragCoord : TEXCOORD3;
noperspective float4 v0 : TEXCOORD0;
noperspective float2 v1 : TEXCOORD1;
};
struct GS_OUTPUT
{
float4 dx_Position : SV_Position;
float4 gl_Position : TEXCOORD2;
float4 gl_FragCoord : TEXCOORD3;
noperspective float4 v0 : TEXCOORD0;
noperspective float2 v1 : TEXCOORD1;
};
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.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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