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window-axis-innovators-box/library/jcef/cache/GrShaderCache/f_000036

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2025-11-02 17:17:24 +08:00
BPLG<00><>Rr6e65533bdbab0320s\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><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> sk_RTAdjustumatrix_S1_c0_c0_c0_c0_c0_c0umatrix_S1_c0_c0_c0_c0_c0_c1umatrix_S1_c0_c0_c0_c0_c0_c2umatrix_S1_c0_c0_c0_c0
u_skRTFlipuclamp_S1_c0_c0_c0_c0_c0_c0_c0uclamp_S1_c0_c0_c0_c0_c0_c1_c0uclamp_S1_c0_c0_c0_c0_c0_c2_c0#ucolorSpaceMatrix_S1_c0_c0_c0_c0_c0&ucolorSpaceTranslate_S1_c0_c0_c0_c0_c0uSrcTF_S1_c0_c0[0]ugrayscale_S1_c0uinvertStyle_S1_c0ucontrast_S1_c0 uDstTF_S1[0] uinnerRect_S2uradiusPlusHalf_S2uTextureSampler_0_S1uTextureSampler_1_S1uTextureSampler_2_S1 _usk_RTAdjust_uumatrix_S1_c0_c0_c0_c0_c0_c0_uumatrix_S1_c0_c0_c0_c0_c0_c1_uumatrix_S1_c0_c0_c0_c0_c0_c2_uumatrix_S1_c0_c0_c0_c0 _uu_skRTFlip _uuclamp_S1_c0_c0_c0_c0_c0_c0_c0 _uuclamp_S1_c0_c0_c0_c0_c0_c1_c0 _uuclamp_S1_c0_c0_c0_c0_c0_c2_c0%_uucolorSpaceMatrix_S1_c0_c0_c0_c0_c0(_uucolorSpaceTranslate_S1_c0_c0_c0_c0_c0_uuSrcTF_S1_c0_c0[0]_uugrayscale_S1_c0_uuinvertStyle_S1_c0_uucontrast_S1_c0_uuDstTF_S1[0]_uuinnerRect_S2_uuradiusPlusHalf_S2_uuTextureSampler_0_S1_uuTextureSampler_1_S1_uuTextureSampler_2_S1!
        sk_FragColor_usk_FragColorR<72>@^<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><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><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 : TEXCOORD4;
float4 gl_FragCoord : TEXCOORD5;
noperspective float4 v0 : TEXCOORD0;
noperspective float2 v1 : TEXCOORD1;
noperspective float2 v2 : TEXCOORD2;
noperspective float2 v3 : TEXCOORD3;
};
#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_c0_c0 : register(c2);
uniform float3x3 _umatrix_S1_c0_c0_c0_c0_c0_c1 : register(c5);
uniform float3x3 _umatrix_S1_c0_c0_c0_c0_c0_c2 : register(c8);
uniform float3x3 _umatrix_S1_c0_c0_c0_c0 : register(c11);
#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_8_S0 = {0, 0};
static noperspective float2 _vTransformedCoords_10_S0 = {0, 0};
static noperspective float2 _vTransformedCoords_12_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_8_S0;
output.v2 = _vTransformedCoords_10_S0;
output.v3 = _vTransformedCoords_12_S0;
return output;
}
VS_OUTPUT main(VS_INPUT input){
initAttributes(input);
(_vcolor_S0 = _color);
(gl_Position = vec4_ctor(_position, 0.0, 1.0));
{
(_vTransformedCoords_8_S0 = mul(transpose(mat3x2_ctor(transpose(mul(transpose(_umatrix_S1_c0_c0_c0_c0_c0_c0), transpose(_umatrix_S1_c0_c0_c0_c0))))), vec3_ctor(_localCoord, 1.0)));
}
{
(_vTransformedCoords_10_S0 = mul(transpose(mat3x2_ctor(transpose(mul(transpose(_umatrix_S1_c0_c0_c0_c0_c0_c1), transpose(_umatrix_S1_c0_c0_c0_c0))))), vec3_ctor(_localCoord, 1.0)));
}
{
(_vTransformedCoords_12_S0 = mul(transpose(mat3x2_ctor(transpose(mul(transpose(_umatrix_S1_c0_c0_c0_c0_c0_c2), transpose(_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 : TEXCOORD4;
float4 gl_FragCoord : TEXCOORD5;
noperspective float4 v0 : TEXCOORD0;
noperspective float2 v1 : TEXCOORD1;
noperspective float2 v2 : TEXCOORD2;
noperspective float2 v3 : TEXCOORD3;
};
#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 float4 _uclamp_S1_c0_c0_c0_c0_c0_c0_c0 : register(c1);
uniform float4 _uclamp_S1_c0_c0_c0_c0_c0_c1_c0 : register(c2);
uniform float4 _uclamp_S1_c0_c0_c0_c0_c0_c2_c0 : register(c3);
uniform float3x3 _ucolorSpaceMatrix_S1_c0_c0_c0_c0_c0 : register(c4);
uniform float3 _ucolorSpaceTranslate_S1_c0_c0_c0_c0_c0 : register(c7);
uniform float _uSrcTF_S1_c0_c0[7] : register(c8);
uniform float _ugrayscale_S1_c0 : register(c15);
uniform float _uinvertStyle_S1_c0 : register(c16);
uniform float _ucontrast_S1_c0 : register(c17);
uniform float _uDstTF_S1[7] : register(c18);
uniform float4 _uinnerRect_S2 : register(c25);
uniform float2 _uradiusPlusHalf_S2 : register(c26);
static const uint _uTextureSampler_0_S1 = 0;
static const uint _uTextureSampler_1_S1 = 1;
static const uint _uTextureSampler_2_S1 = 2;
uniform Texture2D<float4> textures2D[3] : register(t0);
uniform SamplerState samplers2D[3] : 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_8_S0 = {0, 0};
static noperspective float2 _vTransformedCoords_10_S0 = {0, 0};
static noperspective float2 _vTransformedCoords_12_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[3] : 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 _G3033 = _uSrcTF_S1_c0_c0[0];
float _A3034 = _uSrcTF_S1_c0_c0[1];
float _B3035 = _uSrcTF_S1_c0_c0[2];
float _C3036 = _uSrcTF_S1_c0_c0[3];
float _D3037 = _uSrcTF_S1_c0_c0[4];
float _E3038 = _uSrcTF_S1_c0_c0[5];
float _F3039 = _uSrcTF_S1_c0_c0[6];
float _s3040 = sign(_x);
(_x = abs(_x));
float sc12 = {0};
if ((_x < _D3037))
{
(sc12 = ((_C3036 * _x) + _F3039));
}
else
{
(sc12 = (pow(((_A3034 * _x) + _B3035), _G3033) + _E3038));
}
(_x = sc12);
return (_s3040 * _x);
}
float f_dst_tf_S1_ff(in float _x)
{
float _G3043 = _uDstTF_S1[0];
float _A3044 = _uDstTF_S1[1];
float _B3045 = _uDstTF_S1[2];
float _C3046 = _uDstTF_S1[3];
float _D3047 = _uDstTF_S1[4];
float _E3048 = _uDstTF_S1[5];
float _F3049 = _uDstTF_S1[6];
float _s3050 = sign(_x);
(_x = abs(_x));
float sc13 = {0};
if ((_x < _D3047))
{
(sc13 = ((_C3046 * _x) + _F3049));
}
else
{
(sc13 = (pow(((_A3044 * _x) + _B3045), _G3043) + _E3048));
}
(_x = sc13);
return (_s3050 * _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_8_S0 = input.v1.xy;
_vTransformedCoords_10_S0 = input.v2.xy;
_vTransformedCoords_12_S0 = input.v3.xy;
float4 _sk_FragCoord3052 = vec4_ctor(gl_FragCoord.x, (_u_skRTFlip.x + (_u_skRTFlip.y * gl_FragCoord.y)), gl_FragCoord.z, gl_FragCoord.w);
float4 _outputColor_S03053 = _vcolor_S0;
float4 __127_input3054 = _outputColor_S03053;
float4 __128_input3055 = __127_input3054;
float4 __129_color3056 = {0, 0, 0, 0};
float2 __130_inCoord3057 = _vTransformedCoords_8_S0;
float2 __131_subsetCoord3058 = {0, 0};
(__131_subsetCoord3058.x = __130_inCoord3057.x);
(__131_subsetCoord3058.y = __130_inCoord3057.y);
float2 __132_clampedCoord3059 = {0, 0};
(__132_clampedCoord3059.x = clamp(__131_subsetCoord3058.x, _uclamp_S1_c0_c0_c0_c0_c0_c0_c0.x, _uclamp_S1_c0_c0_c0_c0_c0_c0_c0.z));
(__132_clampedCoord3059.y = __131_subsetCoord3058.y);
float4 __133_textureColor3060 = gl_texture2D(_uTextureSampler_0_S1, __132_clampedCoord3059, -0.5);
(__129_color3056.x = __133_textureColor3060.x);
float2 __134_inCoord3061 = _vTransformedCoords_10_S0;
float2 __135_subsetCoord3062 = {0, 0};
(__135_subsetCoord3062.x = __134_inCoord3061.x);
(__135_subsetCoord3062.y = __134_inCoord3061.y);
float2 __136_clampedCoord3063 = {0, 0};
(__136_clampedCoord3063.x = clamp(__135_subsetCoord3062.x, _uclamp_S1_c0_c0_c0_c0_c0_c1_c0.x, _uclamp_S1_c0_c0_c0_c0_c0_c1_c0.z));
(__136_clampedCoord3063.y = __135_subsetCoord3062.y);
float4 __137_textureColor3064 = gl_texture2D(_uTextureSampler_1_S1, __136_clampedCoord3063, -0.5);
(__129_color3056.y = __137_textureColor3064.x);
float2 __138_inCoord3065 = _vTransformedCoords_12_S0;
float2 __139_subsetCoord3066 = {0, 0};
(__139_subsetCoord3066.x = __138_inCoord3065.x);
(__139_subsetCoord3066.y = __138_inCoord3065.y);
float2 __140_clampedCoord3067 = {0, 0};
(__140_clampedCoord3067.x = clamp(__139_subsetCoord3066.x, _uclamp_S1_c0_c0_c0_c0_c0_c2_c0.x, _uclamp_S1_c0_c0_c0_c0_c0_c2_c0.z));
(__140_clampedCoord3067.y = __139_subsetCoord3066.y);
float4 __141_textureColor3068 = gl_texture2D(_uTextureSampler_2_S1, __140_clampedCoord3067, -0.5);
(__129_color3056.z = __141_textureColor3068.x);
(__129_color3056.w = 1.0);
(__129_color3056.xyz = clamp((mul(__129_color3056.xyz, transpose(_ucolorSpaceMatrix_S1_c0_c0_c0_c0_c0)) + _ucolorSpaceTranslate_S1_c0_c0_c0_c0_c0), 0.0, 1.0));
(__128_input3055 = __129_color3056);
float4 __143_color3069 = __128_input3055;
(__143_color3069 = vec4_ctor((__143_color3069.xyz / max(__143_color3069.w, 9.99999975e-05)), __143_color3069.w));
(__143_color3069.x = f_src_tf_S1_c0_c0_ff(__143_color3069.x));
(__143_color3069.y = f_src_tf_S1_c0_c0_ff(__143_color3069.y));
(__143_color3069.z = f_src_tf_S1_c0_c0_ff(__143_color3069.z));
(__127_input3054 = __143_color3069);
float3 __145_a3070 = __127_input3054.xyz;
if ((_ugrayscale_S1_c0 == 1.0))
{
(__145_a3070 = vec3_ctor(dot(float3(0.212599993, 0.715200007, 0.0722000003), __145_a3070)));
}
if ((_uinvertStyle_S1_c0 == 1.0))
{
(__145_a3070 = (1.0 - __145_a3070));
}
else
{
if ((_uinvertStyle_S1_c0 == 2.0))
{
float __146_b3071 = max(max(__145_a3070.x, __145_a3070.y), __145_a3070.z);
float __147_e3072 = min(min(__145_a3070.x, __145_a3070.y), __145_a3070.z);
float __148_f3073 = (__146_b3071 - __147_e3072);
float __149_g3074 = (1.0 / __148_f3073);
float sc14 = {0};
if ((__145_a3070.y < __145_a3070.z))
{
(sc14 = 6.0);
}
else
{
(sc14 = 0.0);
}
float __150_i3075 = sc14;
float sc15 = {0};
if ((__146_b3071 == __147_e3072))
{
(sc15 = 0.0);
}
else
{
float sc16 = {0};
if (((__145_a3070.x >= __145_a3070.y) && (__145_a3070.x >= __145_a3070.z)))
{
(sc16 = ((__149_g3074 * (__145_a3070.y - __145_a3070.z)) + __150_i3075));
}
else
{
float sc17 = {0};
if ((__145_a3070.y >= __145_a3070.z))
{
(sc17 = ((__149_g3074 * (__145_a3070.z - __145_a3070.x)) + 2.0));
}
else
{
(sc17 = ((__149_g3074 * (__145_a3070.x - __145_a3070.y)) + 4.0));
}
(sc16 = sc17);
}
(sc15 = sc16);
}
float __151_j3076 = (0.166666672 * sc15);
float __152_k3077 = (__146_b3071 + __147_e3072);
float __153_m3078 = (__152_k3077 * 0.5);
float sc18 = {0};
if ((__146_b3071 == __147_e3072))
{
(sc18 = 0.0);
}
else
{
float sc19 = {0};
if ((__153_m3078 > 0.5))
{
(sc19 = (2.0 - __152_k3077));
}
else
{
(sc19 = __152_k3077);
}
(sc18 = (__148_f3073 / sc19));
}
float __154_n3079 = sc18;
(__145_a3070 = vec3_ctor(__151_j3076, __154_n3079, __153_m3078));
(__145_a3070.z = (1.0 - __145_a3070.z));
float __155_b3080 = ((1.0 - abs(((2.0 * __145_a3070.z) - 1.0))) * __145_a3070.y);
float3 __156_c3081 = (__145_a3070.xxx + float3(0.0, 0.666666687, 0.333333343));
float3 __157_d3082 = clamp((abs(((frac(__156_c3081) * 6.0) - 3.0)) - 1.0), 0.0, 1.0);
(__145_a3070 = (((__157_d3082 - 0.5) * __155_b3080) + __145_a3070.z));
}
}
float4 __158_color3083 = vec4_ctor(clamp(lerp(float3(0.5, 0.5, 0.5), __145_a3070, _ucontrast_S1_c0), 0.0, 1.0), __127_input3054.w);
(__158_color3083.x = f_dst_tf_S1_ff(__158_color3083.x));
(__158_color3083.y = f_dst_tf_S1_ff(__158_color3083.y));
(__158_color3083.z = f_dst_tf_S1_ff(__158_color3083.z));
(__158_color3083.xyz *= __158_color3083.w);
float4 _output_S13084 = __158_color3083;
float2 __159_dxy03085 = (_uinnerRect_S2.xy - _sk_FragCoord3052.xy);
float2 __160_dxy13086 = (_sk_FragCoord3052.xy - _uinnerRect_S2.zw);
float2 __161_dxy3087 = max(max(__159_dxy03085, __160_dxy13086), 0.0);
float __162_alpha3088 = clamp((_uradiusPlusHalf_S2.x - length(__161_dxy3087)), 0.0, 1.0);
float4 _output_S23089 = vec4_ctor(__162_alpha3088);
{
(out_sk_FragColor = (_output_S13084 * _output_S23089));
}
return generateOutput();
}
R<>out_sk_FragColorout_sk_FragColor<00>struct GS_INPUT
{
float4 dx_Position : SV_Position;
float4 gl_Position : TEXCOORD4;
float4 gl_FragCoord : TEXCOORD5;
noperspective float4 v0 : TEXCOORD0;
noperspective float2 v1 : TEXCOORD1;
noperspective float2 v2 : TEXCOORD2;
noperspective float2 v3 : TEXCOORD3;
};
struct GS_OUTPUT
{
float4 dx_Position : SV_Position;
float4 gl_Position : TEXCOORD4;
float4 gl_FragCoord : TEXCOORD5;
noperspective float4 v0 : TEXCOORD0;
noperspective float2 v1 : TEXCOORD1;
noperspective float2 v2 : TEXCOORD2;
noperspective float2 v3 : TEXCOORD3;
};
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.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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