Files
window-axis-innovators-box/library/jcef/cache/GrShaderCache/f_00001d

308 lines
18 KiB
Plaintext
Raw Normal View History

2025-11-02 17:17:24 +08:00
BPLG<00><><00>G6e65533bdbab0320s\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> <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_RTAdjustulocalMatrix_S0umatrix_S1_c0_c0_c1
u_skRTFliputhresholds_S1_c0_c0_c0[0]uscale_S1_c0_c0_c0[0]ubias_S1_c0_c0_c0[0]uleftBorderColor_S1_c0_c0urightBorderColor_S1_c0_c0 umatrix_S1_c1 urange_S1uTextureSampler_0_S1 _usk_RTAdjust_uulocalMatrix_S0_uumatrix_S1_c0_c0_c1 _uu_skRTFlip_uuthresholds_S1_c0_c0_c0[0]_uuscale_S1_c0_c0_c0[0]_uubias_S1_c0_c0_c0[0]_uuleftBorderColor_S1_c0_c0_uurightBorderColor_S1_c0_c0_uumatrix_S1_c1 _uurange_S1_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><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>
struct VS_OUTPUT
{
float4 dx_Position : SV_Position;
float4 gl_Position : TEXCOORD3;
float4 gl_FragCoord : TEXCOORD4;
noperspective float4 v0 : TEXCOORD0;
noperspective float4 v1 : TEXCOORD1;
noperspective float2 v2 : TEXCOORD2;
};
#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 float4 _ulocalMatrix_S0 : register(c2);
uniform float3x3 _umatrix_S1_c0_c0_c1 : register(c3);
#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_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 = _vinCircleEdge_S0;
output.v1 = _vinColor_S0;
output.v2 = _vTransformedCoords_6_S0;
return output;
}
VS_OUTPUT main(VS_INPUT input){
initAttributes(input);
(_vinCircleEdge_S0 = _inCircleEdge);
(_vinColor_S0 = _inColor);
float2 __tmp_0_inPosition3011 = _inPosition;
float2 __tmp_1_inPosition3012 = ((_ulocalMatrix_S0.xz * _inPosition) + _ulocalMatrix_S0.yw);
(gl_Position = vec4_ctor(__tmp_0_inPosition3011, 0.0, 1.0));
{
(_vTransformedCoords_6_S0 = mul(transpose(mat3x2_ctor(_umatrix_S1_c0_c0_c1)), vec3_ctor(__tmp_1_inPosition3012, 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 : TEXCOORD3;
float4 gl_FragCoord : TEXCOORD4;
noperspective float4 v0 : TEXCOORD0;
noperspective float4 v1 : TEXCOORD1;
noperspective float2 v2 : TEXCOORD2;
};
#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 _uthresholds_S1_c0_c0_c0[1] : register(c1);
uniform float4 _uscale_S1_c0_c0_c0[4] : register(c2);
uniform float4 _ubias_S1_c0_c0_c0[4] : register(c6);
uniform float4 _uleftBorderColor_S1_c0_c0 : register(c10);
uniform float4 _urightBorderColor_S1_c0_c0 : register(c11);
uniform float3x3 _umatrix_S1_c1 : register(c12);
uniform float _urange_S1 : register(c15);
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 _vinCircleEdge_S0 = {0, 0, 0, 0};
static noperspective float4 _vinColor_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;
_vinCircleEdge_S0 = input.v0;
_vinColor_S0 = input.v1;
_vTransformedCoords_6_S0 = input.v2.xy;
float4 _sk_FragCoord3016 = vec4_ctor(gl_FragCoord.x, (_u_skRTFlip.x + (_u_skRTFlip.y * gl_FragCoord.y)), gl_FragCoord.z, gl_FragCoord.w);
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 __31_tmp_6_inColor3023 = _outputColor_S03018;
float4 __32_input3024 = __31_tmp_6_inColor3023;
float2 __35_tmp_3_coords3025 = _vTransformedCoords_6_S0;
float4 __36_t3026 = vec4_ctor((__35_tmp_3_coords3025.x + 9.99999975e-06), 1.0, 0.0, 0.0);
float4 __37_outColor3027 = {0, 0, 0, 0};
if ((__36_t3026.x < 0.0))
{
(__37_outColor3027 = _uleftBorderColor_S1_c0_c0);
}
else
{
if ((__36_t3026.x > 1.0))
{
(__37_outColor3027 = _urightBorderColor_S1_c0_c0);
}
else
{
float2 __39_tmp_1_coords3028 = vec2_ctor(__36_t3026.x, 0.0);
float __40_t3029 = __39_tmp_1_coords3028.x;
int __42_pos3031 = {0};
if ((__40_t3029 < _uthresholds_S1_c0_c0_c0[0].y))
{
int sbdb = {0};
if ((__40_t3029 < _uthresholds_S1_c0_c0_c0[0].x))
{
(sbdb = 0);
}
else
{
(sbdb = 1);
}
(__42_pos3031 = sbdb);
}
else
{
int sbdc = {0};
if ((__40_t3029 < _uthresholds_S1_c0_c0_c0[0].z))
{
(sbdc = 2);
}
else
{
(sbdc = 3);
}
(__42_pos3031 = sbdc);
}
(__37_outColor3027 = ((__40_t3029 * _uscale_S1_c0_c0_c0[__42_pos3031]) + _ubias_S1_c0_c0_c0[__42_pos3031]));
}
}
(__32_input3024 = __37_outColor3027);
float4 __44_color3032 = __32_input3024;
float __45_value3033 = (gl_texture2D(_uTextureSampler_0_S1, mul(transpose(mat3x2_ctor(_umatrix_S1_c1)), vec3_ctor(_sk_FragCoord3016.xy, 1.0)), -0.5).x - 0.5);
float4 _output_S13034 = vec4_ctor(clamp((__44_color3032.xyz + (__45_value3033 * _urange_S1)), 0.0, __44_color3032.w), __44_color3032.w);
{
(out_sk_FragColor = (_output_S13034 * _outputCoverage_S03022));
}
return generateOutput();
}
R<>out_sk_FragColorout_sk_FragColorostruct GS_INPUT
{
float4 dx_Position : SV_Position;
float4 gl_Position : TEXCOORD3;
float4 gl_FragCoord : TEXCOORD4;
noperspective float4 v0 : TEXCOORD0;
noperspective float4 v1 : TEXCOORD1;
noperspective float2 v2 : TEXCOORD2;
};
struct GS_OUTPUT
{
float4 dx_Position : SV_Position;
float4 gl_Position : TEXCOORD3;
float4 gl_FragCoord : TEXCOORD4;
noperspective float4 v0 : TEXCOORD0;
noperspective float4 v1 : TEXCOORD1;
noperspective float2 v2 : TEXCOORD2;
};
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.gl_FragCoord = input.gl_FragCoord;
#ifndef ANGLE_POINT_SPRITE_SHADER
output.dx_Position = input.dx_Position;
#endif // ANGLE_POINT_SPRITE_SHADER
}
<00><00><00><00>DXBC<42><43>pq7<7F><37>,<2C><><EFBFBD>|m<><00>4<00><00>RDEFh<00><<05><><00>=RD11< ($ |<00>$GlobalsDriverConstants<00><><EFBFBD>|<00>`<00><00>@@T<00><><EFBFBD><EFBFBD><00><><EFBFBD><EFBFBD>x T<00><><EFBFBD><EFBFBD><00><><EFBFBD><EFBFBD><00>0,<00><00><><EFBFBD><EFBFBD><00><><EFBFBD><EFBFBD>_sk_RTAdjustfloat4M_ulocalMatrix_S0_umatrix_S1_c0_c0_c1float3x3<00><00><00>T<00><><EFBFBD><EFBFBD><00><><EFBFBD><EFBFBD><00> <00><00><><EFBFBD><EFBFBD><00><><EFBFBD><EFBFBD><00>0<00><00><><EFBFBD><EFBFBD><00><><EFBFBD><EFBFBD><00>8<00><><EFBFBD><EFBFBD><00><><EFBFBD><EFBFBD>(<<00><><EFBFBD><EFBFBD><00><><EFBFBD><EFBFBD>dx_ViewAdjustdx_ViewCoordsfloat2<00><00>dx_ViewScaleclipControlOriginfloat<00><><EFBFBD><00>clipControlZeroToOneMicrosoft (R) HLSL Shader Compiler 10.1<00><><EFBFBD>ISGN\PPPTEXCOORD<00><><EFBFBD>OSGN<47><00><00><00><00><00><00> SV_PositionTEXCOORD<00><><EFBFBD>SHEXHP<00>jYF<> YF<> _2_<03>_<03>g<04> e<03> e<03> e<03> e<03> e2 h9 @:<3A> 7 B 
@@?2 2F<00><> օ 8" *<2A> 6<08>@<00>?6<05>  6<05> F6<05> F6<05> F6<05> F2 2<00><> Fօ 6B@<00>? F<> F" F<> F>STAT<41> <00><><00> DXBC<42>.n<><6E>BBl<><6C>-<2D><><00> 4,<00><00> RDEF<45><00><<05><><00><00>RD11< ($ <00><00><00><><EFBFBD><EFBFBD> <00><00>samplers2D[0]textures2D[0]$GlobalsDriverConstants<00><><EFBFBD><EFBFBD>$<00> `dx<00><><EFBFBD><EFBFBD><00><><EFBFBD><EFBFBD><00><00><00><><EFBFBD><EFBFBD><00><><EFBFBD><EFBFBD><00> @<00><00><><EFBFBD><EFBFBD><00><><EFBFBD><EFBFBD>`@,<00><><EFBFBD><EFBFBD><00><><EFBFBD><EFBFBD>P<00>l<00><><EFBFBD><EFBFBD><00><><EFBFBD><EFBFBD><00><00>l<00><><EFBFBD><EFBFBD><00><><EFBFBD><EFBFBD><00><00>,<00><00><><EFBFBD><EFBFBD><00><><EFBFBD><EFBFBD><00><00><00><00><><EFBFBD><EFBFBD><00><><EFBFBD><EFBFBD>_u_skRTFlipfloat2<00>p_uthresholds_S1_c0_c0_c0float4<00>_uscale_S1_c0_c0_c0<00>_ubias_S1_c0_c0_c0<00><00>_uleftBorderColor_S1_c0_c0<00><00>_urightBorderColor_S1_c0_c0_umatrix_S1_c1float3x3<00>_urange_S1float<00><><EFBFBD><00>l<00><><EFBFBD><EFBFBD><00><><EFBFBD><EFBFBD>0x<00><><EFBFBD><EFBFBD><00><><EFBFBD><EFBFBD>1 H<00><><EFBFBD><EFBFBD><00><><EFBFBD><EFBFBD>l8x<00><><EFBFBD><EFBFBD><00><><EFBFBD><EFBFBD>y,<00><00><><EFBFBD><EFBFBD><00><><EFBFBD><EFBFBD><00>@ <00><00><><EFBFBD><EFBFBD><00><><EFBFBD><EFBFBD>dx_ViewCoordsdx_FragCoordOffsetdx_DepthFrontfloat3<00><>?dx_ViewScaledx_Miscdword<00><00>samplerMetadataSamplerMetadatabaseLevelint<00><><00>wrapModespaddingint2<00>intBorderColorint4K<00><00><00>
<Pt<00>Microsoft (R) HLSL Shader Compiler 10.1ISGN<47><00><00><00><00><00><00>SV_PositionTEXCOORD<00><><EFBFBD>OSGN, SV_TARGET<00><>SHEX<45>P<00>jYF<> YF<> Z`XpUUd 2b rb e<03> h 2FF<> <20>A2 B<1A> 
<EFBFBD> "FFK""<10>A@<00>?8 "*
@<00><>'71"
@6<06>F<>
1"@<00>?
6<06>F<> 1<08>V<> 7<0F><00>@@7 "*:2<0F>F<> F<> 6<05>@<00>?F<> <00>"F<> <00>J<00><><00>CUFF~`@<00>
@<00>2
<EFBFBD><06>  4
<EFBFBD>@3r<00><00>8<07> VF>STAT<41>