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window-axis-innovators-box/library/jcef/cache/GrShaderCache/f_000023

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2025-11-02 17:17:24 +08:00
BPLG<00><>lO6e65533bdbab0320s\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>*<00><><EFBFBD><EFBFBD><00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>*<00><><EFBFBD><EFBFBD><00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>*<00><><EFBFBD><EFBFBD><00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> sk_RTAdjustumatrix_S1_c0_c0_c0umatrix_S1_c0_c0_c1umatrix_S1_c0_c0_c2umatrix_S1_c0_c0_c3 umatrix_S1_c0uclamp_S1_c0_c0_c0_c0uclamp_S1_c0_c0_c1_c0uclamp_S1_c0_c0_c2_c0uclamp_S1_c0_c0_c3_c0ucolorSpaceMatrix_S1_c0_c0ucolorSpaceTranslate_S1_c0_c0uTextureSampler_0_S1uTextureSampler_1_S1uTextureSampler_2_S1uTextureSampler_3_S1 _usk_RTAdjust_uumatrix_S1_c0_c0_c0_uumatrix_S1_c0_c0_c1_uumatrix_S1_c0_c0_c2_uumatrix_S1_c0_c0_c3_uumatrix_S1_c0_uuclamp_S1_c0_c0_c0_c0_uuclamp_S1_c0_c0_c1_c0_uuclamp_S1_c0_c0_c2_c0_uuclamp_S1_c0_c0_c3_c0_uucolorSpaceMatrix_S1_c0_c0_uucolorSpaceTranslate_S1_c0_c0_uuTextureSampler_0_S1_uuTextureSampler_1_S1_uuTextureSampler_2_S1_uuTextureSampler_3_S1 
  sk_FragColor_usk_FragColorR<72>@^<5E>^<5E>^<5E>^<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><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><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> struct VS_OUTPUT
{
float4 dx_Position : SV_Position;
float4 gl_Position : TEXCOORD5;
noperspective float4 v0 : TEXCOORD0;
noperspective float2 v1 : TEXCOORD1;
noperspective float2 v2 : TEXCOORD2;
noperspective float2 v3 : TEXCOORD3;
noperspective float2 v4 : TEXCOORD4;
};
#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 : register(c2);
uniform float3x3 _umatrix_S1_c0_c0_c1 : register(c5);
uniform float3x3 _umatrix_S1_c0_c0_c2 : register(c8);
uniform float3x3 _umatrix_S1_c0_c0_c3 : register(c11);
uniform float3x3 _umatrix_S1_c0 : register(c14);
#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_5_S0 = {0, 0};
static noperspective float2 _vTransformedCoords_7_S0 = {0, 0};
static noperspective float2 _vTransformedCoords_9_S0 = {0, 0};
static noperspective float2 _vTransformedCoords_11_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_5_S0;
output.v2 = _vTransformedCoords_7_S0;
output.v3 = _vTransformedCoords_9_S0;
output.v4 = _vTransformedCoords_11_S0;
return output;
}
VS_OUTPUT main(VS_INPUT input){
initAttributes(input);
(_vcolor_S0 = _color);
(gl_Position = vec4_ctor(_position, 0.0, 1.0));
{
(_vTransformedCoords_5_S0 = mul(transpose(mat3x2_ctor(transpose(mul(transpose(_umatrix_S1_c0_c0_c0), transpose(_umatrix_S1_c0))))), vec3_ctor(_localCoord, 1.0)));
}
{
(_vTransformedCoords_7_S0 = mul(transpose(mat3x2_ctor(transpose(mul(transpose(_umatrix_S1_c0_c0_c1), transpose(_umatrix_S1_c0))))), vec3_ctor(_localCoord, 1.0)));
}
{
(_vTransformedCoords_9_S0 = mul(transpose(mat3x2_ctor(transpose(mul(transpose(_umatrix_S1_c0_c0_c2), transpose(_umatrix_S1_c0))))), vec3_ctor(_localCoord, 1.0)));
}
{
(_vTransformedCoords_11_S0 = mul(transpose(mat3x2_ctor(transpose(mul(transpose(_umatrix_S1_c0_c0_c3), transpose(_umatrix_S1_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 : TEXCOORD5;
noperspective float4 v0 : TEXCOORD0;
noperspective float2 v1 : TEXCOORD1;
noperspective float2 v2 : TEXCOORD2;
noperspective float2 v3 : TEXCOORD3;
noperspective float2 v4 : TEXCOORD4;
};
#pragma warning( disable: 3556 3571 )
// Uniforms
uniform float4 _uclamp_S1_c0_c0_c0_c0 : register(c0);
uniform float4 _uclamp_S1_c0_c0_c1_c0 : register(c1);
uniform float4 _uclamp_S1_c0_c0_c2_c0 : register(c2);
uniform float4 _uclamp_S1_c0_c0_c3_c0 : register(c3);
uniform float3x3 _ucolorSpaceMatrix_S1_c0_c0 : register(c4);
uniform float3 _ucolorSpaceTranslate_S1_c0_c0 : register(c7);
static const uint _uTextureSampler_0_S1 = 0;
static const uint _uTextureSampler_1_S1 = 1;
static const uint _uTextureSampler_2_S1 = 2;
static const uint _uTextureSampler_3_S1 = 3;
uniform Texture2D<float4> textures2D[4] : register(t0);
uniform SamplerState samplers2D[4] : 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_5_S0 = {0, 0};
static noperspective float2 _vTransformedCoords_7_S0 = {0, 0};
static noperspective float2 _vTransformedCoords_9_S0 = {0, 0};
static noperspective float2 _vTransformedCoords_11_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[4] : packoffset(c4);
};
float4 gl_texture2D(uint samplerIndex, float2 t, float bias)
{
return textures2D[samplerIndex].SampleBias(samplers2D[samplerIndex], float2(t.x, t.y), bias);
}
@@ PIXEL OUTPUT @@
PS_OUTPUT main(PS_INPUT input){
_vcolor_S0 = input.v0;
_vTransformedCoords_5_S0 = input.v1.xy;
_vTransformedCoords_7_S0 = input.v2.xy;
_vTransformedCoords_9_S0 = input.v3.xy;
_vTransformedCoords_11_S0 = input.v4.xy;
float4 _outputColor_S03023 = _vcolor_S0;
float4 __66_input3024 = _outputColor_S03023;
float4 __67_color3025 = {0, 0, 0, 0};
float2 __68_inCoord3026 = _vTransformedCoords_5_S0;
float2 __69_subsetCoord3027 = {0, 0};
(__69_subsetCoord3027.x = __68_inCoord3026.x);
(__69_subsetCoord3027.y = __68_inCoord3026.y);
float2 __70_clampedCoord3028 = {0, 0};
(__70_clampedCoord3028.x = clamp(__69_subsetCoord3027.x, _uclamp_S1_c0_c0_c0_c0.x, _uclamp_S1_c0_c0_c0_c0.z));
(__70_clampedCoord3028.y = __69_subsetCoord3027.y);
float4 __71_textureColor3029 = gl_texture2D(_uTextureSampler_0_S1, __70_clampedCoord3028, -0.5);
(__67_color3025.x = __71_textureColor3029.x);
float2 __72_inCoord3030 = _vTransformedCoords_7_S0;
float2 __73_subsetCoord3031 = {0, 0};
(__73_subsetCoord3031.x = __72_inCoord3030.x);
(__73_subsetCoord3031.y = __72_inCoord3030.y);
float2 __74_clampedCoord3032 = {0, 0};
(__74_clampedCoord3032.x = clamp(__73_subsetCoord3031.x, _uclamp_S1_c0_c0_c1_c0.x, _uclamp_S1_c0_c0_c1_c0.z));
(__74_clampedCoord3032.y = __73_subsetCoord3031.y);
float4 __75_textureColor3033 = gl_texture2D(_uTextureSampler_1_S1, __74_clampedCoord3032, -0.5);
(__67_color3025.y = __75_textureColor3033.x);
float2 __76_inCoord3034 = _vTransformedCoords_9_S0;
float2 __77_subsetCoord3035 = {0, 0};
(__77_subsetCoord3035.x = __76_inCoord3034.x);
(__77_subsetCoord3035.y = __76_inCoord3034.y);
float2 __78_clampedCoord3036 = {0, 0};
(__78_clampedCoord3036.x = clamp(__77_subsetCoord3035.x, _uclamp_S1_c0_c0_c2_c0.x, _uclamp_S1_c0_c0_c2_c0.z));
(__78_clampedCoord3036.y = __77_subsetCoord3035.y);
float4 __79_textureColor3037 = gl_texture2D(_uTextureSampler_2_S1, __78_clampedCoord3036, -0.5);
(__67_color3025.z = __79_textureColor3037.x);
float2 __80_inCoord3038 = _vTransformedCoords_11_S0;
float2 __81_subsetCoord3039 = {0, 0};
(__81_subsetCoord3039.x = __80_inCoord3038.x);
(__81_subsetCoord3039.y = __80_inCoord3038.y);
float2 __82_clampedCoord3040 = {0, 0};
(__82_clampedCoord3040.x = clamp(__81_subsetCoord3039.x, _uclamp_S1_c0_c0_c3_c0.x, _uclamp_S1_c0_c0_c3_c0.z));
(__82_clampedCoord3040.y = __81_subsetCoord3039.y);
float4 __83_textureColor3041 = gl_texture2D(_uTextureSampler_3_S1, __82_clampedCoord3040, -0.5);
(__67_color3025.w = __83_textureColor3041.x);
(__67_color3025.xyz = clamp((mul(__67_color3025.xyz, transpose(_ucolorSpaceMatrix_S1_c0_c0)) + _ucolorSpaceTranslate_S1_c0_c0), 0.0, 1.0));
(__67_color3025.xyz *= __67_color3025.w);
(__66_input3024 = __67_color3025);
float4 _output_S13042 = __66_input3024;
{
(out_sk_FragColor = _output_S13042);
}
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 float2 v1 : TEXCOORD1;
noperspective float2 v2 : TEXCOORD2;
noperspective float2 v3 : TEXCOORD3;
noperspective float2 v4 : TEXCOORD4;
};
struct GS_OUTPUT
{
float4 dx_Position : SV_Position;
float4 gl_Position : TEXCOORD5;
noperspective float4 v0 : TEXCOORD0;
noperspective float2 v1 : TEXCOORD1;
noperspective float2 v2 : TEXCOORD2;
noperspective float2 v3 : TEXCOORD3;
noperspective float2 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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