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window-axis-innovators-box/library/jcef/cache/GrShaderCache/f_000010

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2025-11-02 17:17:24 +08:00
BPLG<00><>J6e65533bdbab0320s\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>,,
inPosition _uinPositionP<6E>inColor _uinColorR<72> inCircleEdge_uinCircleEdgeR<65> inDashParams_uinDashParamsR<73><00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> sk_RTAdjust _usk_RTAdjust<00><><EFBFBD><EFBFBD><00> sk_FragColor_usk_FragColorR<72>@<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>struct VS_OUTPUT
{
float4 dx_Position : SV_Position;
float4 gl_Position : TEXCOORD5;
noperspective float4 v0 : TEXCOORD0;
noperspective float4 v1 : TEXCOORD1;
noperspective float4 v2 : TEXCOORD2;
noperspective float4 v3 : TEXCOORD3;
noperspective float v4 : TEXCOORD4;
};
#pragma warning( disable: 3556 3571 )
float4 vec4_ctor(float2 x0, float x1, float x2)
{
return float4(x0, x1, x2);
}
// Uniforms
uniform float4 _sk_RTAdjust : register(c1);
#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 _inPosition = {0, 0};
static float4 _inColor = {0, 0, 0, 0};
static float4 _inCircleEdge = {0, 0, 0, 0};
static float4 _inDashParams = {0, 0, 0, 0};
static float4 gl_Position = float4(0, 0, 0, 0);
// Varyings
static noperspective float4 _vinCircleEdge_S0 = {0, 0, 0, 0};
static noperspective float4 _vinDashParams_S0 = {0, 0, 0, 0};
static noperspective float4 _vwrapDashes_S0 = {0, 0, 0, 0};
static noperspective float _vlastIntervalLength_S0 = {0};
static noperspective float4 _vinColor_S0 = {0, 0, 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);
};
float mod_emu(float x, float y)
{
return x - y * floor(x / y);
}
@@ 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 = _vinCircleEdge_S0;
output.v1 = _vinDashParams_S0;
output.v2 = _vwrapDashes_S0;
output.v3 = _vinColor_S0;
output.v4 = _vlastIntervalLength_S0;
return output;
}
VS_OUTPUT main(VS_INPUT input){
initAttributes(input);
(_vinCircleEdge_S0 = _inCircleEdge);
(_vinDashParams_S0 = _inDashParams);
float4 _dashParams3013 = _inDashParams;
float4 _wrapDashes3014 = {0, 0, 0, 0};
float _lastIntervalLength3015 = mod_emu(6.28318548, _dashParams3013.y);
if ((0.0 == _lastIntervalLength3015))
{
(_lastIntervalLength3015 = _dashParams3013.y);
}
float _offset3016 = {0.0};
if (((-_dashParams3013.w) >= _lastIntervalLength3015))
{
(_offset3016 = (-_dashParams3013.y));
}
else
{
if ((_dashParams3013.w > (_dashParams3013.y - _lastIntervalLength3015)))
{
(_offset3016 = _dashParams3013.y);
}
}
(_wrapDashes3014.x = (((-_lastIntervalLength3015) + _offset3016) - _dashParams3013.w));
(_wrapDashes3014.y = min((_wrapDashes3014.x + _dashParams3013.x), 0.0));
(_offset3016 = 0.0);
if ((_dashParams3013.w >= _dashParams3013.x))
{
(_offset3016 = _dashParams3013.y);
}
else
{
if (((-_dashParams3013.w) > (_dashParams3013.y - _dashParams3013.x)))
{
(_offset3016 = (-_dashParams3013.y));
}
}
(_wrapDashes3014.z = ((_lastIntervalLength3015 + _offset3016) - _dashParams3013.w));
(_wrapDashes3014.w = (_wrapDashes3014.z + _dashParams3013.x));
(_wrapDashes3014.z = max(_wrapDashes3014.z, _lastIntervalLength3015));
(_vwrapDashes_S0 = _wrapDashes3014);
(_vlastIntervalLength_S0 = _lastIntervalLength3015);
(_vinColor_S0 = _inColor);
float2 __tmp_0_inPosition3017 = _inPosition;
(gl_Position = vec4_ctor(__tmp_0_inPosition3017, 0.0, 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 : TEXCOORD5;
noperspective float4 v0 : TEXCOORD0;
noperspective float4 v1 : TEXCOORD1;
noperspective float4 v2 : TEXCOORD2;
noperspective float4 v3 : TEXCOORD3;
noperspective float v4 : TEXCOORD4;
};
#pragma warning( disable: 3556 3571 )
float2 vec2_ctor(float x0, float x1)
{
return float2(x0, x1);
}
float4 vec4_ctor(float x0)
{
return float4(x0, x0, x0, x0);
}
#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 _vinCircleEdge_S0 = {0, 0, 0, 0};
static noperspective float4 _vinDashParams_S0 = {0, 0, 0, 0};
static noperspective float4 _vwrapDashes_S0 = {0, 0, 0, 0};
static noperspective float _vlastIntervalLength_S0 = {0};
static noperspective float4 _vinColor_S0 = {0, 0, 0, 0};
static float4 out_sk_FragColor = {0, 0, 0, 0};
cbuffer DriverConstants : register(b1)
{
uint dx_Misc : packoffset(c2.w);
};
float atan_emu(float y, float x)
{
if(x == 0 && y == 0) x = 1;
return atan2(y, x);
}
float mod_emu(float x, float y)
{
return x - y * floor(x / y);
}
float f_coverage_from_dash_edge_S0_fff(in float _angleToEdge, in float _diameter)
{
float _linearDist3010 = {0};
(_angleToEdge = clamp(_angleToEdge, -3.1415, 3.1415));
(_linearDist3010 = (_diameter * sin((_angleToEdge * 0.5))));
return clamp((_linearDist3010 + 0.5), 0.0, 1.0);
}
@@ PIXEL OUTPUT @@
PS_OUTPUT main(PS_INPUT input){
_vinCircleEdge_S0 = input.v0;
_vinDashParams_S0 = input.v1;
_vwrapDashes_S0 = input.v2;
_vinColor_S0 = input.v3;
_vlastIntervalLength_S0 = input.v4.x;
float4 _circleEdge3012 = _vinCircleEdge_S0;
float4 _dashParams3013 = _vinDashParams_S0;
float4 _wrapDashes3014 = _vwrapDashes_S0;
float _lastIntervalLength3015 = _vlastIntervalLength_S0;
float4 _outputColor_S03016 = _vinColor_S0;
float _d3017 = (length(_circleEdge3012.xy) * _circleEdge3012.z);
float _distanceToOuterEdge3018 = (_circleEdge3012.z - _d3017);
float _edgeAlpha3019 = clamp(_distanceToOuterEdge3018, 0.0, 1.0);
float _distanceToInnerEdge3020 = (_d3017 - (_circleEdge3012.z * _circleEdge3012.w));
float _innerAlpha3021 = clamp(_distanceToInnerEdge3020, 0.0, 1.0);
(_edgeAlpha3019 *= _innerAlpha3021);
float _angleFromStart3022 = (atan_emu(_circleEdge3012.y, _circleEdge3012.x) - _dashParams3013.z);
(_angleFromStart3022 = mod_emu(_angleFromStart3022, 6.28318548));
float _x3023 = mod_emu(_angleFromStart3022, _dashParams3013.y);
(_d3017 *= 2.0);
float2 _currDash3024 = vec2_ctor((-_dashParams3013.w), (_dashParams3013.x - _dashParams3013.w));
float2 _nextDash3025 = vec2_ctor((_dashParams3013.y - _dashParams3013.w), ((_dashParams3013.y + _dashParams3013.x) - _dashParams3013.w));
float2 _prevDash3026 = vec2_ctor(((-_dashParams3013.y) - _dashParams3013.w), (((-_dashParams3013.y) + _dashParams3013.x) - _dashParams3013.w));
float _dashAlpha3027 = {0.0};
if ((((_angleFromStart3022 - _x3023) + _dashParams3013.y) >= 6.29318571))
{
(_dashAlpha3027 += (f_coverage_from_dash_edge_S0_fff((_x3023 - _wrapDashes3014.z), _d3017) * f_coverage_from_dash_edge_S0_fff((_wrapDashes3014.w - _x3023), _d3017)));
(_currDash3024.y = min(_currDash3024.y, _lastIntervalLength3015));
if ((_nextDash3025.x >= _lastIntervalLength3015))
{
(_nextDash3025 = float2(1000.0, 1000.0));
}
else
{
(_nextDash3025.y = min(_nextDash3025.y, _lastIntervalLength3015));
}
}
if ((((_angleFromStart3022 - _x3023) - _dashParams3013.y) < -0.00999999978))
{
(_dashAlpha3027 += (f_coverage_from_dash_edge_S0_fff((_x3023 - _wrapDashes3014.x), _d3017) * f_coverage_from_dash_edge_S0_fff((_wrapDashes3014.y - _x3023), _d3017)));
(_currDash3024.x = max(_currDash3024.x, 0.0));
if ((_prevDash3026.y <= 0.0))
{
(_prevDash3026 = float2(1000.0, 1000.0));
}
else
{
(_prevDash3026.x = max(_prevDash3026.x, 0.0));
}
}
(_dashAlpha3027 += (f_coverage_from_dash_edge_S0_fff((_x3023 - _currDash3024.x), _d3017) * f_coverage_from_dash_edge_S0_fff((_currDash3024.y - _x3023), _d3017)));
(_dashAlpha3027 += (f_coverage_from_dash_edge_S0_fff((_x3023 - _nextDash3025.x), _d3017) * f_coverage_from_dash_edge_S0_fff((_nextDash3025.y - _x3023), _d3017)));
(_dashAlpha3027 += (f_coverage_from_dash_edge_S0_fff((_x3023 - _prevDash3026.x), _d3017) * f_coverage_from_dash_edge_S0_fff((_prevDash3026.y - _x3023), _d3017)));
(_dashAlpha3027 = min(_dashAlpha3027, 1.0));
(_edgeAlpha3019 *= _dashAlpha3027);
float4 _outputCoverage_S03028 = vec4_ctor(_edgeAlpha3019);
{
(out_sk_FragColor = (_outputColor_S03016 * _outputCoverage_S03028));
}
return generateOutput();
}
R<>out_sk_FragColorout_sk_FragColor<00>struct GS_INPUT
{
float4 dx_Position : SV_Position;
float4 gl_Position : TEXCOORD5;
noperspective float4 v0 : TEXCOORD0;
noperspective float4 v1 : TEXCOORD1;
noperspective float4 v2 : TEXCOORD2;
noperspective float4 v3 : TEXCOORD3;
noperspective float v4 : TEXCOORD4;
};
struct GS_OUTPUT
{
float4 dx_Position : SV_Position;
float4 gl_Position : TEXCOORD5;
noperspective float4 v0 : TEXCOORD0;
noperspective float4 v1 : TEXCOORD1;
noperspective float4 v2 : TEXCOORD2;
noperspective float4 v3 : TEXCOORD3;
noperspective float v4 : TEXCOORD4;
};
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.v4 = input.v4;
#ifndef ANGLE_POINT_SPRITE_SHADER
output.dx_Position = input.dx_Position;
#endif // ANGLE_POINT_SPRITE_SHADER
}
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