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window-axis-innovators-box/library/jcef/cache/GrShaderCache/f_00001f

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2025-11-02 17:17:24 +08:00
BPLG<00><><00>@6e65533bdbab0320s\ANGLE (NVIDIA, CYX-patch P106-090 (0x00001C09) Direct3D11 vs_5_0 ps_5_0, D3D11-31.0.15.3640)<00><>@
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inPosition _uinPositionP<6E>inColor _uinColorR<72> inCircleEdge_uinCircleEdgeR<65>
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  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>n struct VS_OUTPUT
{
float4 dx_Position : SV_Position;
float4 gl_Position : TEXCOORD5;
noperspective float4 v0 : TEXCOORD0;
noperspective float4 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 : 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 _inPosition = {0, 0};
static float4 _inColor = {0, 0, 0, 0};
static float4 _inCircleEdge = {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 _vinColor_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};
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 = _vinCircleEdge_S0;
output.v1 = _vinColor_S0;
output.v2 = _vTransformedCoords_5_S0;
output.v3 = _vTransformedCoords_7_S0;
output.v4 = _vTransformedCoords_9_S0;
return output;
}
VS_OUTPUT main(VS_INPUT input){
initAttributes(input);
(_vinCircleEdge_S0 = _inCircleEdge);
(_vinColor_S0 = _inColor);
float2 __tmp_0_inPosition3015 = _inPosition;
float2 __tmp_2_inPosition3016 = _inPosition;
(gl_Position = vec4_ctor(__tmp_0_inPosition3015, 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(__tmp_2_inPosition3016, 1.0)));
}
{
(_vTransformedCoords_7_S0 = mul(transpose(mat3x2_ctor(transpose(mul(transpose(_umatrix_S1_c0_c0_c1), transpose(_umatrix_S1_c0))))), vec3_ctor(__tmp_2_inPosition3016, 1.0)));
}
{
(_vTransformedCoords_9_S0 = mul(transpose(mat3x2_ctor(transpose(mul(transpose(_umatrix_S1_c0_c0_c2), transpose(_umatrix_S1_c0))))), vec3_ctor(__tmp_2_inPosition3016, 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 float4 v1 : TEXCOORD1;
noperspective float2 v2 : TEXCOORD2;
noperspective float2 v3 : TEXCOORD3;
noperspective float2 v4 : TEXCOORD4;
};
#pragma warning( disable: 3556 3571 )
float4 vec4_ctor(float x0)
{
return float4(x0, x0, x0, x0);
}
// Uniforms
uniform float3x3 _ucolorSpaceMatrix_S1_c0_c0 : register(c0);
uniform float3 _ucolorSpaceTranslate_S1_c0_c0 : register(c3);
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 _vinCircleEdge_S0 = {0, 0, 0, 0};
static noperspective float4 _vinColor_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 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[3] : 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){
_vinCircleEdge_S0 = input.v0;
_vinColor_S0 = input.v1;
_vTransformedCoords_5_S0 = input.v2.xy;
_vTransformedCoords_7_S0 = input.v3.xy;
_vTransformedCoords_9_S0 = input.v4.xy;
float4 _circleEdge3017 = _vinCircleEdge_S0;
float4 _outputColor_S03018 = _vinColor_S0;
float _d3019 = length(_circleEdge3017.xy);
float _distanceToOuterEdge3020 = (_circleEdge3017.z * (1.0 - _d3019));
float _edgeAlpha3021 = clamp(_distanceToOuterEdge3020, 0.0, 1.0);
float4 _outputCoverage_S03022 = vec4_ctor(_edgeAlpha3021);
float4 __2_input3023 = _outputColor_S03018;
float4 __3_color3024 = {0, 0, 0, 0};
(__3_color3024.x = gl_texture2D(_uTextureSampler_0_S1, _vTransformedCoords_5_S0, -0.5).x);
(__3_color3024.y = gl_texture2D(_uTextureSampler_1_S1, _vTransformedCoords_7_S0, -0.5).x);
(__3_color3024.z = gl_texture2D(_uTextureSampler_2_S1, _vTransformedCoords_9_S0, -0.5).x);
(__3_color3024.w = 1.0);
(__3_color3024.xyz = clamp((mul(__3_color3024.xyz, transpose(_ucolorSpaceMatrix_S1_c0_c0)) + _ucolorSpaceTranslate_S1_c0_c0), 0.0, 1.0));
(__2_input3023 = __3_color3024);
float4 _output_S13025 = __2_input3023;
{
(out_sk_FragColor = (_output_S13025 * _outputCoverage_S03022));
}
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 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 float4 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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