0{ίb-BG_'cLtj"*c1a5d16e964aP inPosition inPositionRinColorinColorRurtAdjustment_Stage0urtAdjustment_Stage0y   float4 vec4(float x0, float x1, float x2, float x3) { return float4(x0, x1, x2, x3); } // Uniforms uniform float4 _urtAdjustment_Stage0 : register(c0); #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Attributes static float4 _inColor = {0, 0, 0, 0}; static float2 _inPosition = {0, 0}; static float4 gl_Position = float4(0, 0, 0, 0); // Varyings static float4 _vinColor_Stage0 = {0, 0, 0, 0}; cbuffer DriverConstants : register(b1) { float4 dx_ViewAdjust : packoffset(c1); float2 dx_ViewCoords : packoffset(c2); float2 dx_ViewScale : packoffset(c3); }; ; ; ; ; void gl_main() { (_vinColor_Stage0 = _inColor); float2 _pos2 = _inPosition; (gl_Position = vec4(((_pos2.x * _urtAdjustment_Stage0.x) + _urtAdjustment_Stage0.y), ((_pos2.y * _urtAdjustment_Stage0.z) + _urtAdjustment_Stage0.w), 0.0, 1.0)); } ; @@ VERTEX ATTRIBUTES @@ struct VS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float4 v0 : TEXCOORD0; }; VS_OUTPUT main(VS_INPUT input) { initAttributes(input); gl_main(); VS_OUTPUT output; output.gl_Position = gl_Position; output.dx_Position.x = gl_Position.x; output.dx_Position.y = - gl_Position.y; output.dx_Position.z = (gl_Position.z + gl_Position.w) * 0.5; output.dx_Position.w = gl_Position.w; output.v0 = _vinColor_Stage0; return output; } P#ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Varyings static float4 _vinColor_Stage0 = {0, 0, 0, 0}; static float4 gl_Color[1] = { float4(0, 0, 0, 0) }; cbuffer DriverConstants : register(b1) { }; #define GL_USES_FRAG_COLOR ; void gl_main() { float4 _outputColor_Stage0 = {0, 0, 0, 0}; float4 _outputCoverage_Stage0 = {0, 0, 0, 0}; { (_outputColor_Stage0 = _vinColor_Stage0); (_outputCoverage_Stage0 = float4(1.0, 1.0, 1.0, 1.0)); } { (gl_Color[0] = (_outputColor_Stage0 * _outputCoverage_Stage0)); } } ; struct PS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float4 v0 : TEXCOORD0; }; @@ PIXEL OUTPUT @@ PS_OUTPUT main(PS_INPUT input) { _vinColor_Stage0 = input.v0; gl_main(); return generateOutput(); } R gl_Color0 gl_Color[0]struct GS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float4 v0 : TEXCOORD0; }; struct GS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float4 v0 : TEXCOORD0; }; void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput) { output.gl_Position = input.gl_Position; output.v0 = input.v0; #ifndef ANGLE_POINT_SPRITE_SHADER output.dx_Position = input.dx_Position; #endif // ANGLE_POINT_SPRITE_SHADER } RTDXBCE֐7+[w4P <RDEFh<RD11< ($ \$Globals\_urtAdjustment_Stage0float4Microsoft (R) HLSL Shader Compiler 10.1ISGND88TEXCOORDOSGNhP\\SV_PositionTEXCOORDSHEX(PJjYF _2_g e e h6 @??2 2F օ 6" A6  62 F6 @?6 F>STAT$DXBCSTAT"  .=bE2;je-}- ҖinColor"inColor(0B3 &Ж inPosition" inPosition(0B< :ҖurtAdjustment_Stage0"urtAdjustment_Stage0(0B". (Җ gl_Position" gl_Position(0B"6 0ҖvinColor_Stage0"vinColor_Stage0(0B* 9'k+3X $l<$db"6 0ҖvinColor_Stage0"vinColor_Stage0(0B*7 *Җ gl_FragColor" gl_FragColor(0B t0Ov듶SZ'q*c1a5d16e964aP inPosition inPositionRinColorinColorRurtAdjustment_Stage0urtAdjustment_Stage0y   float4 vec4(float x0, float x1, float x2, float x3) { return float4(x0, x1, x2, x3); } // Uniforms uniform float4 _urtAdjustment_Stage0 : register(c0); #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Attributes static float4 _inColor = {0, 0, 0, 0}; static float2 _inPosition = {0, 0}; static float4 gl_Position = float4(0, 0, 0, 0); // Varyings static float4 _vinColor_Stage0 = {0, 0, 0, 0}; cbuffer DriverConstants : register(b1) { float4 dx_ViewAdjust : packoffset(c1); float2 dx_ViewCoords : packoffset(c2); float2 dx_ViewScale : packoffset(c3); }; ; ; ; ; ; void gl_main() { (_vinColor_Stage0 = _inColor); float2 _pos2 = _inPosition; (gl_Position = vec4(((_pos2.x * _urtAdjustment_Stage0.x) + _urtAdjustment_Stage0.y), ((_pos2.y * _urtAdjustment_Stage0.z) + _urtAdjustment_Stage0.w), 0.0, 1.0)); } ; @@ VERTEX ATTRIBUTES @@ struct VS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float4 v0 : TEXCOORD0; }; VS_OUTPUT main(VS_INPUT input) { initAttributes(input); gl_main(); VS_OUTPUT output; output.gl_Position = gl_Position; output.dx_Position.x = gl_Position.x; output.dx_Position.y = - gl_Position.y; output.dx_Position.z = (gl_Position.z + gl_Position.w) * 0.5; output.dx_Position.w = gl_Position.w; output.v0 = _vinColor_Stage0; return output; } <#ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Varyings static float4 _vinColor_Stage0 = {0, 0, 0, 0}; static float4 gl_Color[1] = { float4(0, 0, 0, 0) }; cbuffer DriverConstants : register(b1) { }; #define GL_USES_FRAG_COLOR ; void gl_main() { float4 _outputColor_Stage0 = {0, 0, 0, 0}; float4 _outputCoverage_Stage0 = {0, 0, 0, 0}; { (_outputColor_Stage0 = _vinColor_Stage0); (_outputCoverage_Stage0 = float4(1.0, 1.0, 1.0, 1.0)); } { (gl_Color[0] = float4(0.0, 0.0, 0.0, 0.0)); } } ; struct PS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float4 v0 : TEXCOORD0; }; @@ PIXEL OUTPUT @@ PS_OUTPUT main(PS_INPUT input) { _vinColor_Stage0 = input.v0; gl_main(); return generateOutput(); } R gl_Color0 gl_Color[0]struct GS_INPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float4 v0 : TEXCOORD0; }; struct GS_OUTPUT { float4 dx_Position : SV_Position; float4 gl_Position : TEXCOORD1; float4 v0 : TEXCOORD0; }; void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput) { output.gl_Position = input.gl_Position; output.v0 = input.v0; #ifndef ANGLE_POINT_SPRITE_SHADER output.dx_Position = input.dx_Position; #endif // ANGLE_POINT_SPRITE_SHADER } RTDXBCE֐7+[w4P <RDEFh<RD11< ($ \$Globals\_urtAdjustment_Stage0float4Microsoft (R) HLSL Shader Compiler 10.1ISGND88TEXCOORDOSGNhP\\SV_PositionTEXCOORDSHEX(PJjYF _2_g e e h6 @??2 2F օ 6" A6  62 F6 @?6 F>STAT$DXBCf'bCk= $4DRDEFd<<RD11< ($ Microsoft (R) HLSL Shader Compiler 10.1ISGNhP\\SV_PositionTEXCOORDOSGN, SV_TARGETSHEX<Pje 6 @>STAT"  ƤZ{g-- ҖinColor"inColor(0B3 &Ж inPosition" inPosition(0B7 *Ж inLocalCoord" inLocalCoord(0B< :ҖurtAdjustment_Stage0"urtAdjustment_Stage0(0B". (Җ gl_Position" gl_Position(0B"6 0ҖvinColor_Stage0"vinColor_Stage0(0B* +@5ɤo( x ."6 0ҖvinColor_Stage0"vinColor_Stage0(0B*7 *Җ gl_FragColor" gl_FragColor(0B =M,sSTATDXBC ܅+!^K14lRDEF<RD11< ($ | samplers2D[0]textures2D[0]Microsoft (R) HLSL Shader Compiler 10.1ISGNhP\\SV_PositionTEXCOORDOSGN, SV_TARGETSHEXpPjZ`XpUUb2e ECU FF~`>STAT"  Apb<>(-]/ "Жa_vertex"a_vertex(0B2 0Җu_texCoordXform"u_texCoordXform(0B( &Җ u_posXform" u_posXform(0B", &Ж v_texCoord" v_texCoord(0B". (Җ gl_Position" gl_Position(0B* htRn fs$ "ޖ u_texture" u_texture(0B", &Ж v_texCoord" v_texCoord(0B*7 *Җ gl_FragColor" gl_FragColor(0B :SG';rǪ]c1a5d16e964aP inPosition inPositionRinColorinColorRurtAdjustment_Stage0urtAdjustment_Stage0  float4 vec4(float x0, float x1, float x2, float x3) { return float4(x0, x1, x2, x3); } // Uniforms uniform float4 _urtAdjustment_Stage0 : register(c3); #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Attributes static float4 _inColor = {0, 0, 0, 0}; static float2 _inPosition = {0, 0}; static float4 gl_Position = float4(0, 0, 0, 0); // Varyings static float4 _vinColor_Stage0 = {0, 0, 0, 0}; uniform float4 dx_ViewAdjust : register(c1); uniform float2 dx_ViewCoords : register(c2); ; ; ; ; void gl_main() { (_vinColor_Stage0 = _inColor); float2 _pos2 = _inPosition; (gl_Position = vec4(((_pos2.x * _urtAdjustment_Stage0.x) + _urtAdjustment_Stage0.y), ((_pos2.y * _urtAdjustment_Stage0.z) + _urtAdjustment_Stage0.w), 0.0, 1.0)); } ; @@ VERTEX ATTRIBUTES @@ struct VS_OUTPUT { float4 dx_Position : POSITION; float4 gl_Position : TEXCOORD1; float4 v0 : TEXCOORD0; }; VS_OUTPUT main(VS_INPUT input) { initAttributes(input); gl_main(); VS_OUTPUT output; output.gl_Position = gl_Position; output.dx_Position.x = gl_Position.x * dx_ViewAdjust.z + dx_ViewAdjust.x * gl_Position.w; output.dx_Position.y = -(gl_Position.y * dx_ViewAdjust.w + dx_ViewAdjust.y * gl_Position.w); output.dx_Position.z = (gl_Position.z + gl_Position.w) * 0.5; output.dx_Position.w = gl_Position.w; output.v0 = _vinColor_Stage0; return output; } #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Varyings static float4 _vinColor_Stage0 = {0, 0, 0, 0}; static float4 gl_Color[1] = { float4(0, 0, 0, 0) }; #define GL_USES_FRAG_COLOR ; void gl_main() { float4 _outputColor_Stage0 = {0, 0, 0, 0}; float4 _outputCoverage_Stage0 = {0, 0, 0, 0}; { (_outputColor_Stage0 = _vinColor_Stage0); (_outputCoverage_Stage0 = float4(1.0, 1.0, 1.0, 1.0)); } { (gl_Color[0] = (_outputColor_Stage0 * _outputCoverage_Stage0)); } } ; struct PS_INPUT { float4 dx_Position : VPOS; float4 gl_Position : TEXCOORD1; float4 v0 : TEXCOORD0; }; @@ PIXEL OUTPUT @@ PS_OUTPUT main(PS_INPUT input) { _vinColor_Stage0 = input.v0; gl_main(); return generateOutput(); } R gl_Color0 gl_Color[0]RT,CTABzD\l\_urtAdjustment_Stage0dx_ViewAdjustvs_3_0Microsoft (R) HLSL Shader Compiler 10.1Q?? DD D dtCTAB#ps_3_0Microsoft (R) HLSL Shader Compiler 10.1" ,+} z=- ҖinColor"inColor(0B3 &Ж inPosition" inPosition(0B< :ҖurtAdjustment_Stage0"urtAdjustment_Stage0(0B". (Җ gl_Position" gl_Position(0B"6 0ҖvinColor_Stage0"vinColor_Stage0(0B* S'^QE `,%"6 0ҖvinColor_Stage0"vinColor_Stage0(0B*7 *Җ gl_FragColor" gl_FragColor(0B E"N4V.~c1a5d16e964aP inPosition inPositionRinColorinColorRurtAdjustment_Stage0urtAdjustment_Stage0  float4 vec4(float x0, float x1, float x2, float x3) { return float4(x0, x1, x2, x3); } // Uniforms uniform float4 _urtAdjustment_Stage0 : register(c3); #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Attributes static float4 _inColor = {0, 0, 0, 0}; static float2 _inPosition = {0, 0}; static float4 gl_Position = float4(0, 0, 0, 0); // Varyings static float4 _vinColor_Stage0 = {0, 0, 0, 0}; uniform float4 dx_ViewAdjust : register(c1); uniform float2 dx_ViewCoords : register(c2); ; ; ; ; ; void gl_main() { (_vinColor_Stage0 = _inColor); float2 _pos2 = _inPosition; (gl_Position = vec4(((_pos2.x * _urtAdjustment_Stage0.x) + _urtAdjustment_Stage0.y), ((_pos2.y * _urtAdjustment_Stage0.z) + _urtAdjustment_Stage0.w), 0.0, 1.0)); } ; @@ VERTEX ATTRIBUTES @@ struct VS_OUTPUT { float4 dx_Position : POSITION; float4 gl_Position : TEXCOORD1; float4 v0 : TEXCOORD0; }; VS_OUTPUT main(VS_INPUT input) { initAttributes(input); gl_main(); VS_OUTPUT output; output.gl_Position = gl_Position; output.dx_Position.x = gl_Position.x * dx_ViewAdjust.z + dx_ViewAdjust.x * gl_Position.w; output.dx_Position.y = -(gl_Position.y * dx_ViewAdjust.w + dx_ViewAdjust.y * gl_Position.w); output.dx_Position.z = (gl_Position.z + gl_Position.w) * 0.5; output.dx_Position.w = gl_Position.w; output.v0 = _vinColor_Stage0; return output; } #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Varyings static float4 _vinColor_Stage0 = {0, 0, 0, 0}; static float4 gl_Color[1] = { float4(0, 0, 0, 0) }; #define GL_USES_FRAG_COLOR ; void gl_main() { float4 _outputColor_Stage0 = {0, 0, 0, 0}; float4 _outputCoverage_Stage0 = {0, 0, 0, 0}; { (_outputColor_Stage0 = _vinColor_Stage0); (_outputCoverage_Stage0 = float4(1.0, 1.0, 1.0, 1.0)); } { (gl_Color[0] = float4(0.0, 0.0, 0.0, 0.0)); } } ; struct PS_INPUT { float4 dx_Position : VPOS; float4 gl_Position : TEXCOORD1; float4 v0 : TEXCOORD0; }; @@ PIXEL OUTPUT @@ PS_OUTPUT main(PS_INPUT input) { _vinColor_Stage0 = input.v0; gl_main(); return generateOutput(); } R gl_Color0 gl_Color[0]RT,CTABzD\l\_urtAdjustment_Stage0dx_ViewAdjustvs_3_0Microsoft (R) HLSL Shader Compiler 10.1Q?? DD D dCTAB#ps_3_0Microsoft (R) HLSL Shader Compiler 10.1Q" ŞN}c.Kz- ҖinColor"inColor(0B3 &Ж inPosition" inPosition(0B7 *Ж inLocalCoord" inLocalCoord(0B< :ҖurtAdjustment_Stage0"urtAdjustment_Stage0(0B". (Җ gl_Position" gl_Position(0B"6 0ҖvinColor_Stage0"vinColor_Stage0(0B*  m" :$:"6 0ҖvinColor_Stage0"vinColor_Stage0(0B*7 *Җ gl_FragColor" gl_FragColor(0B wqw0kCgYc1a5d16e964aPa_vertexa_vertexRu_texCoordXformR u_posXform^ u_textureu_texCoordXform u_posXform u_texture   // Uniforms uniform float4 _u_posXform : register(c3); uniform float4 _u_texCoordXform : register(c4); #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Attributes static float2 _a_vertex = {0, 0}; static float4 gl_Position = float4(0, 0, 0, 0); // Varyings static float2 _v_texCoord = {0, 0}; uniform float4 dx_ViewAdjust : register(c1); uniform float2 dx_ViewCoords : register(c2); ; ; ; ; void gl_main() { (_v_texCoord = ((_a_vertex.xy * _u_texCoordXform.xy) + _u_texCoordXform.zw)); (gl_Position.xy = ((_a_vertex * _u_posXform.xy) + _u_posXform.zw)); (gl_Position.zw = float2(0.0, 1.0)); } ; @@ VERTEX ATTRIBUTES @@ struct VS_OUTPUT { float4 dx_Position : POSITION; float4 gl_Position : TEXCOORD1; float2 v0 : TEXCOORD0; }; VS_OUTPUT main(VS_INPUT input) { initAttributes(input); gl_main(); VS_OUTPUT output; output.gl_Position = gl_Position; output.dx_Position.x = gl_Position.x * dx_ViewAdjust.z + dx_ViewAdjust.x * gl_Position.w; output.dx_Position.y = -(gl_Position.y * dx_ViewAdjust.w + dx_ViewAdjust.y * gl_Position.w); output.dx_Position.z = (gl_Position.z + gl_Position.w) * 0.5; output.dx_Position.w = gl_Position.w; output.v0 = _v_texCoord; return output; } // Uniforms uniform sampler2D _u_texture : register(s0); #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Varyings static float2 _v_texCoord = {0, 0}; static float4 gl_Color[1] = { float4(0, 0, 0, 0) }; #define GL_USES_FRAG_COLOR float4 gl_texture2D(sampler2D s, float2 t) { return tex2D(s, float2(t.x, t.y)); } ; ; void gl_main() { (gl_Color[0] = gl_texture2D(_u_texture, _v_texCoord)); } ; struct PS_INPUT { float4 dx_Position : VPOS; float4 gl_Position : TEXCOORD1; float2 v0 : TEXCOORD0; }; @@ PIXEL OUTPUT @@ PS_OUTPUT main(PS_INPUT input) { _v_texCoord = input.v0.xy; gl_main(); return generateOutput(); } R gl_Color0 gl_Color[0]R2CTABXdtdd_u_posXform_u_texCoordXformdx_ViewAdjustvs_3_0Microsoft (R) HLSL Shader Compiler 10.1Q?? DD D d CTABSL0<_u_texture ps_3_0Microsoft (R) HLSL Shader Compiler 10.1B" o0{</ "Жa_vertex"a_vertex(0B2 0Җu_texCoordXform"u_texCoordXform(0B( &Җ u_posXform" u_posXform(0B", &Ж v_texCoord" v_texCoord(0B". (Җ gl_Position" gl_Position(0B* [įϯЇ{<"$ "ޖ u_texture" u_texture(0B", &Ж v_texCoord" v_texCoord(0B*7 *Җ gl_FragColor" gl_FragColor(0B k;|J7%~(c1a5d16e964aP inPosition inPositionRinColorinColorP inLocalCoord inLocalCoord[uCoordTransformMatrix_0_Stage0RurtAdjustment_Stage0^uTextureSampler_0_Stage1uCoordTransformMatrix_0_Stage0urtAdjustment_Stage0uTextureSampler_0_Stage1   Lfloat3 vec3(float2 x0, float x1) { return float3(x0, x1); } float4 vec4(float x0, float x1, float x2, float x3) { return float4(x0, x1, x2, x3); } // Uniforms uniform float3x3 _uCoordTransformMatrix_0_Stage0 : register(c3); uniform float4 _urtAdjustment_Stage0 : register(c6); #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Attributes static float4 _inColor = {0, 0, 0, 0}; static float2 _inLocalCoord = {0, 0}; static float2 _inPosition = {0, 0}; static float4 gl_Position = float4(0, 0, 0, 0); // Varyings static float2 _vTransformedCoords_0_Stage0 = {0, 0}; static float4 _vinColor_Stage0 = {0, 0, 0, 0}; uniform float4 dx_ViewAdjust : register(c1); uniform float2 dx_ViewCoords : register(c2); ; ; ; ; ; ; ; void gl_main() { (_vinColor_Stage0 = _inColor); float2 _pos2 = _inPosition; (_vTransformedCoords_0_Stage0 = mul(transpose(_uCoordTransformMatrix_0_Stage0), vec3(_inLocalCoord, 1.0)).xy); (gl_Position = vec4(((_pos2.x * _urtAdjustment_Stage0.x) + _urtAdjustment_Stage0.y), ((_pos2.y * _urtAdjustment_Stage0.z) + _urtAdjustment_Stage0.w), 0.0, 1.0)); } ; @@ VERTEX ATTRIBUTES @@ struct VS_OUTPUT { float4 dx_Position : POSITION; float4 gl_Position : TEXCOORD2; float4 v0 : TEXCOORD0; float2 v1 : TEXCOORD1; }; VS_OUTPUT main(VS_INPUT input) { initAttributes(input); gl_main(); VS_OUTPUT output; output.gl_Position = gl_Position; output.dx_Position.x = gl_Position.x * dx_ViewAdjust.z + dx_ViewAdjust.x * gl_Position.w; output.dx_Position.y = -(gl_Position.y * dx_ViewAdjust.w + dx_ViewAdjust.y * gl_Position.w); output.dx_Position.z = (gl_Position.z + gl_Position.w) * 0.5; output.dx_Position.w = gl_Position.w; output.v0 = _vinColor_Stage0; output.v1 = _vTransformedCoords_0_Stage0; return output; } // Uniforms uniform sampler2D _uTextureSampler_0_Stage1 : register(s0); #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Varyings static float2 _vTransformedCoords_0_Stage0 = {0, 0}; static float4 _vinColor_Stage0 = {0, 0, 0, 0}; static float4 gl_Color[1] = { float4(0, 0, 0, 0) }; #define GL_USES_FRAG_COLOR float4 gl_texture2D(sampler2D s, float2 t) { return tex2D(s, float2(t.x, t.y)); } ; ; ; void gl_main() { float4 _outputColor_Stage0 = {0, 0, 0, 0}; float4 _outputCoverage_Stage0 = {0, 0, 0, 0}; { (_outputColor_Stage0 = _vinColor_Stage0); (_outputCoverage_Stage0 = float4(1.0, 1.0, 1.0, 1.0)); } float4 _output_Stage1 = {0, 0, 0, 0}; { (_output_Stage1 = (_outputCoverage_Stage0 * gl_texture2D(_uTextureSampler_0_Stage1, _vTransformedCoords_0_Stage0).wwww)); } { (gl_Color[0] = (_outputColor_Stage0 * _output_Stage1)); } } ; struct PS_INPUT { float4 dx_Position : VPOS; float4 gl_Position : TEXCOORD2; float4 v0 : TEXCOORD0; float2 v1 : TEXCOORD1; }; @@ PIXEL OUTPUT @@ PS_OUTPUT main(PS_INPUT input) { _vinColor_Stage0 = input.v0; _vTransformedCoords_0_Stage0 = input.v1.xy; gl_main(); return generateOutput(); } R gl_Color0 gl_Color[0]RTR=CTABXx_uCoordTransformMatrix_0_Stage0_urtAdjustment_Stage0dx_ViewAdjustvs_3_0Microsoft (R) HLSL Shader Compiler 10.1Q??ĐРŠ DD $ $CTABc\0L_uTextureSampler_0_Stage1 ps_3_0Microsoft (R) HLSL Shader Compiler 10.1B" N(%i?H2- ҖinColor"inColor(0B3 &Ж inPosition" inPosition(0B7 *Ж inLocalCoord" inLocalCoord(0B< :ҖurtAdjustment_Stage0"urtAdjustment_Stage0(0BP NۖuCoordTransformMatrix_0_Stage0"uCoordTransformMatrix_0_Stage0(0B". (Җ gl_Position" gl_Position(0B"6 0ҖvinColor_Stage0"vinColor_Stage0(0B"N HЖvTransformedCoords_0_Stage0"vTransformedCoords_0_Stage0(0B* NwE~7&\7`B @ޖuTextureSampler_0_Stage1"uTextureSampler_0_Stage1(0B"6 0ҖvinColor_Stage0"vinColor_Stage0(0B"N HЖvTransformedCoords_0_Stage0"vTransformedCoords_0_Stage0(0B*7 *Җ gl_FragColor" gl_FragColor(0B T,221g^#c1a5d16e964aP inPosition inPositionRinColorinColorPinTextureCoordsinTextureCoordsRurtAdjustment_Stage0^uTextureSampler_0_Stage0urtAdjustment_Stage0uTextureSampler_0_Stage0   ~float4 vec4(float x0, float x1, float x2, float x3) { return float4(x0, x1, x2, x3); } // Uniforms uniform float4 _urtAdjustment_Stage0 : register(c3); #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Attributes static float4 _inColor = {0, 0, 0, 0}; static float2 _inPosition = {0, 0}; static float2 _inTextureCoords = {0, 0}; static float4 gl_Position = float4(0, 0, 0, 0); // Varyings static float2 _vTextureCoords_Stage0 = {0, 0}; static float4 _vinColor_Stage0 = {0, 0, 0, 0}; uniform float4 dx_ViewAdjust : register(c1); uniform float2 dx_ViewCoords : register(c2); ; ; ; ; ; ; void gl_main() { (_vTextureCoords_Stage0 = _inTextureCoords); (_vinColor_Stage0 = _inColor); float2 _pos2 = _inPosition; (gl_Position = vec4(((_pos2.x * _urtAdjustment_Stage0.x) + _urtAdjustment_Stage0.y), ((_pos2.y * _urtAdjustment_Stage0.z) + _urtAdjustment_Stage0.w), 0.0, 1.0)); } ; @@ VERTEX ATTRIBUTES @@ struct VS_OUTPUT { float4 dx_Position : POSITION; float4 gl_Position : TEXCOORD2; float4 v0 : TEXCOORD0; float2 v1 : TEXCOORD1; }; VS_OUTPUT main(VS_INPUT input) { initAttributes(input); gl_main(); VS_OUTPUT output; output.gl_Position = gl_Position; output.dx_Position.x = gl_Position.x * dx_ViewAdjust.z + dx_ViewAdjust.x * gl_Position.w; output.dx_Position.y = -(gl_Position.y * dx_ViewAdjust.w + dx_ViewAdjust.y * gl_Position.w); output.dx_Position.z = (gl_Position.z + gl_Position.w) * 0.5; output.dx_Position.w = gl_Position.w; output.v0 = _vinColor_Stage0; output.v1 = _vTextureCoords_Stage0; return output; } `// Uniforms uniform sampler2D _uTextureSampler_0_Stage0 : register(s0); #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Varyings static float2 _vTextureCoords_Stage0 = {0, 0}; static float4 _vinColor_Stage0 = {0, 0, 0, 0}; static float4 gl_Color[1] = { float4(0, 0, 0, 0) }; #define GL_USES_FRAG_COLOR float4 gl_texture2D(sampler2D s, float2 t) { return tex2D(s, float2(t.x, t.y)); } ; ; ; void gl_main() { float4 _outputColor_Stage0 = {0, 0, 0, 0}; float4 _outputCoverage_Stage0 = {0, 0, 0, 0}; { (_outputColor_Stage0 = _vinColor_Stage0); (_outputCoverage_Stage0 = gl_texture2D(_uTextureSampler_0_Stage0, _vTextureCoords_Stage0).wwww); } { (gl_Color[0] = (_outputColor_Stage0 * _outputCoverage_Stage0)); } } ; struct PS_INPUT { float4 dx_Position : VPOS; float4 gl_Position : TEXCOORD2; float4 v0 : TEXCOORD0; float2 v1 : TEXCOORD1; }; @@ PIXEL OUTPUT @@ PS_OUTPUT main(PS_INPUT input) { _vinColor_Stage0 = input.v0; _vTextureCoords_Stage0 = input.v1.xy; gl_main(); return generateOutput(); } R gl_Color0 gl_Color[0]RTR,CTABzD\l\_urtAdjustment_Stage0dx_ViewAdjustvs_3_0Microsoft (R) HLSL Shader Compiler 10.1Q?? DD D d$CTABc\0L_uTextureSampler_0_Stage0 ps_3_0Microsoft (R) HLSL Shader Compiler 10.1B" gc ,4'[b - ҖinColor"inColor(0B3 &Ж inPosition" inPosition(0B= 0ЖinTextureCoords"inTextureCoords(0B< :ҖurtAdjustment_Stage0"urtAdjustment_Stage0(0B"B <ЖvTextureCoords_Stage0"vTextureCoords_Stage0(0B". (Җ gl_Position" gl_Position(0B"6 0ҖvinColor_Stage0"vinColor_Stage0(0B* p4v@S0lB @ޖuTextureSampler_0_Stage0"uTextureSampler_0_Stage0(0B"B <ЖvTextureCoords_Stage0"vTextureCoords_Stage0(0B"6 0ҖvinColor_Stage0"vinColor_Stage0(0B*7 *Җ gl_FragColor" gl_FragColor(0B :SG';rǪ]c1a5d16e964aP inPosition inPositionRinColorinColorRurtAdjustment_Stage0urtAdjustment_Stage0  float4 vec4(float x0, float x1, float x2, float x3) { return float4(x0, x1, x2, x3); } // Uniforms uniform float4 _urtAdjustment_Stage0 : register(c3); #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Attributes static float4 _inColor = {0, 0, 0, 0}; static float2 _inPosition = {0, 0}; static float4 gl_Position = float4(0, 0, 0, 0); // Varyings static float4 _vinColor_Stage0 = {0, 0, 0, 0}; uniform float4 dx_ViewAdjust : register(c1); uniform float2 dx_ViewCoords : register(c2); ; ; ; ; void gl_main() { (_vinColor_Stage0 = _inColor); float2 _pos2 = _inPosition; (gl_Position = vec4(((_pos2.x * _urtAdjustment_Stage0.x) + _urtAdjustment_Stage0.y), ((_pos2.y * _urtAdjustment_Stage0.z) + _urtAdjustment_Stage0.w), 0.0, 1.0)); } ; @@ VERTEX ATTRIBUTES @@ struct VS_OUTPUT { float4 dx_Position : POSITION; float4 gl_Position : TEXCOORD1; float4 v0 : TEXCOORD0; }; VS_OUTPUT main(VS_INPUT input) { initAttributes(input); gl_main(); VS_OUTPUT output; output.gl_Position = gl_Position; output.dx_Position.x = gl_Position.x * dx_ViewAdjust.z + dx_ViewAdjust.x * gl_Position.w; output.dx_Position.y = -(gl_Position.y * dx_ViewAdjust.w + dx_ViewAdjust.y * gl_Position.w); output.dx_Position.z = (gl_Position.z + gl_Position.w) * 0.5; output.dx_Position.w = gl_Position.w; output.v0 = _vinColor_Stage0; return output; } #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Varyings static float4 _vinColor_Stage0 = {0, 0, 0, 0}; static float4 gl_Color[1] = { float4(0, 0, 0, 0) }; #define GL_USES_FRAG_COLOR ; void gl_main() { float4 _outputColor_Stage0 = {0, 0, 0, 0}; float4 _outputCoverage_Stage0 = {0, 0, 0, 0}; { (_outputColor_Stage0 = _vinColor_Stage0); (_outputCoverage_Stage0 = float4(1.0, 1.0, 1.0, 1.0)); } { (gl_Color[0] = (_outputColor_Stage0 * _outputCoverage_Stage0)); } } ; struct PS_INPUT { float4 dx_Position : VPOS; float4 gl_Position : TEXCOORD1; float4 v0 : TEXCOORD0; }; @@ PIXEL OUTPUT @@ PS_OUTPUT main(PS_INPUT input) { _vinColor_Stage0 = input.v0; gl_main(); return generateOutput(); } R gl_Color0 gl_Color[0]RT,CTABzD\l\_urtAdjustment_Stage0dx_ViewAdjustvs_3_0Microsoft (R) HLSL Shader Compiler 10.1Q?? DD D dtCTAB#ps_3_0Microsoft (R) HLSL Shader Compiler 10.1" ,+} z=3 &Ж inPosition" inPosition(0B- ҖinColor"inColor(0B< :ҖurtAdjustment_Stage0"urtAdjustment_Stage0(0B"6 0ҖvinColor_Stage0"vinColor_Stage0(0B". (Җ gl_Position" gl_Position(0B* S'^QE `,%"6 0ҖvinColor_Stage0"vinColor_Stage0(0B*7 *Җ gl_FragColor" gl_FragColor(0B E"N4V.~c1a5d16e964aP inPosition inPositionRinColorinColorRurtAdjustment_Stage0urtAdjustment_Stage0  float4 vec4(float x0, float x1, float x2, float x3) { return float4(x0, x1, x2, x3); } // Uniforms uniform float4 _urtAdjustment_Stage0 : register(c3); #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Attributes static float4 _inColor = {0, 0, 0, 0}; static float2 _inPosition = {0, 0}; static float4 gl_Position = float4(0, 0, 0, 0); // Varyings static float4 _vinColor_Stage0 = {0, 0, 0, 0}; uniform float4 dx_ViewAdjust : register(c1); uniform float2 dx_ViewCoords : register(c2); ; ; ; ; ; void gl_main() { (_vinColor_Stage0 = _inColor); float2 _pos2 = _inPosition; (gl_Position = vec4(((_pos2.x * _urtAdjustment_Stage0.x) + _urtAdjustment_Stage0.y), ((_pos2.y * _urtAdjustment_Stage0.z) + _urtAdjustment_Stage0.w), 0.0, 1.0)); } ; @@ VERTEX ATTRIBUTES @@ struct VS_OUTPUT { float4 dx_Position : POSITION; float4 gl_Position : TEXCOORD1; float4 v0 : TEXCOORD0; }; VS_OUTPUT main(VS_INPUT input) { initAttributes(input); gl_main(); VS_OUTPUT output; output.gl_Position = gl_Position; output.dx_Position.x = gl_Position.x * dx_ViewAdjust.z + dx_ViewAdjust.x * gl_Position.w; output.dx_Position.y = -(gl_Position.y * dx_ViewAdjust.w + dx_ViewAdjust.y * gl_Position.w); output.dx_Position.z = (gl_Position.z + gl_Position.w) * 0.5; output.dx_Position.w = gl_Position.w; output.v0 = _vinColor_Stage0; return output; } #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Varyings static float4 _vinColor_Stage0 = {0, 0, 0, 0}; static float4 gl_Color[1] = { float4(0, 0, 0, 0) }; #define GL_USES_FRAG_COLOR ; void gl_main() { float4 _outputColor_Stage0 = {0, 0, 0, 0}; float4 _outputCoverage_Stage0 = {0, 0, 0, 0}; { (_outputColor_Stage0 = _vinColor_Stage0); (_outputCoverage_Stage0 = float4(1.0, 1.0, 1.0, 1.0)); } { (gl_Color[0] = float4(0.0, 0.0, 0.0, 0.0)); } } ; struct PS_INPUT { float4 dx_Position : VPOS; float4 gl_Position : TEXCOORD1; float4 v0 : TEXCOORD0; }; @@ PIXEL OUTPUT @@ PS_OUTPUT main(PS_INPUT input) { _vinColor_Stage0 = input.v0; gl_main(); return generateOutput(); } R gl_Color0 gl_Color[0]RT,CTABzD\l\_urtAdjustment_Stage0dx_ViewAdjustvs_3_0Microsoft (R) HLSL Shader Compiler 10.1Q?? DD D dCTAB#ps_3_0Microsoft (R) HLSL Shader Compiler 10.1Q" ŞN}c.Kz3 &Ж inPosition" inPosition(0B- ҖinColor"inColor(0B7 *Ж inLocalCoord" inLocalCoord(0B< :ҖurtAdjustment_Stage0"urtAdjustment_Stage0(0B"6 0ҖvinColor_Stage0"vinColor_Stage0(0B". (Җ gl_Position" gl_Position(0B*  m" :$:"6 0ҖvinColor_Stage0"vinColor_Stage0(0B*7 *Җ gl_FragColor" gl_FragColor(0B T,221g^#c1a5d16e964aP inPosition inPositionRinColorinColorPinTextureCoordsinTextureCoordsRurtAdjustment_Stage0^uTextureSampler_0_Stage0urtAdjustment_Stage0uTextureSampler_0_Stage0   ~float4 vec4(float x0, float x1, float x2, float x3) { return float4(x0, x1, x2, x3); } // Uniforms uniform float4 _urtAdjustment_Stage0 : register(c3); #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Attributes static float4 _inColor = {0, 0, 0, 0}; static float2 _inPosition = {0, 0}; static float2 _inTextureCoords = {0, 0}; static float4 gl_Position = float4(0, 0, 0, 0); // Varyings static float2 _vTextureCoords_Stage0 = {0, 0}; static float4 _vinColor_Stage0 = {0, 0, 0, 0}; uniform float4 dx_ViewAdjust : register(c1); uniform float2 dx_ViewCoords : register(c2); ; ; ; ; ; ; void gl_main() { (_vTextureCoords_Stage0 = _inTextureCoords); (_vinColor_Stage0 = _inColor); float2 _pos2 = _inPosition; (gl_Position = vec4(((_pos2.x * _urtAdjustment_Stage0.x) + _urtAdjustment_Stage0.y), ((_pos2.y * _urtAdjustment_Stage0.z) + _urtAdjustment_Stage0.w), 0.0, 1.0)); } ; @@ VERTEX ATTRIBUTES @@ struct VS_OUTPUT { float4 dx_Position : POSITION; float4 gl_Position : TEXCOORD2; float4 v0 : TEXCOORD0; float2 v1 : TEXCOORD1; }; VS_OUTPUT main(VS_INPUT input) { initAttributes(input); gl_main(); VS_OUTPUT output; output.gl_Position = gl_Position; output.dx_Position.x = gl_Position.x * dx_ViewAdjust.z + dx_ViewAdjust.x * gl_Position.w; output.dx_Position.y = -(gl_Position.y * dx_ViewAdjust.w + dx_ViewAdjust.y * gl_Position.w); output.dx_Position.z = (gl_Position.z + gl_Position.w) * 0.5; output.dx_Position.w = gl_Position.w; output.v0 = _vinColor_Stage0; output.v1 = _vTextureCoords_Stage0; return output; } `// Uniforms uniform sampler2D _uTextureSampler_0_Stage0 : register(s0); #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Varyings static float2 _vTextureCoords_Stage0 = {0, 0}; static float4 _vinColor_Stage0 = {0, 0, 0, 0}; static float4 gl_Color[1] = { float4(0, 0, 0, 0) }; #define GL_USES_FRAG_COLOR float4 gl_texture2D(sampler2D s, float2 t) { return tex2D(s, float2(t.x, t.y)); } ; ; ; void gl_main() { float4 _outputColor_Stage0 = {0, 0, 0, 0}; float4 _outputCoverage_Stage0 = {0, 0, 0, 0}; { (_outputColor_Stage0 = _vinColor_Stage0); (_outputCoverage_Stage0 = gl_texture2D(_uTextureSampler_0_Stage0, _vTextureCoords_Stage0).wwww); } { (gl_Color[0] = (_outputColor_Stage0 * _outputCoverage_Stage0)); } } ; struct PS_INPUT { float4 dx_Position : VPOS; float4 gl_Position : TEXCOORD2; float4 v0 : TEXCOORD0; float2 v1 : TEXCOORD1; }; @@ PIXEL OUTPUT @@ PS_OUTPUT main(PS_INPUT input) { _vinColor_Stage0 = input.v0; _vTextureCoords_Stage0 = input.v1.xy; gl_main(); return generateOutput(); } R gl_Color0 gl_Color[0]RTR,CTABzD\l\_urtAdjustment_Stage0dx_ViewAdjustvs_3_0Microsoft (R) HLSL Shader Compiler 10.1Q?? DD D d$CTABc\0L_uTextureSampler_0_Stage0 ps_3_0Microsoft (R) HLSL Shader Compiler 10.1B" gc ,4'[b 3 &Ж inPosition" inPosition(0B- ҖinColor"inColor(0B= 0ЖinTextureCoords"inTextureCoords(0B< :ҖurtAdjustment_Stage0"urtAdjustment_Stage0(0B"B <ЖvTextureCoords_Stage0"vTextureCoords_Stage0(0B"6 0ҖvinColor_Stage0"vinColor_Stage0(0B". (Җ gl_Position" gl_Position(0B* p4v@S0lB @ޖuTextureSampler_0_Stage0"uTextureSampler_0_Stage0(0B"B <ЖvTextureCoords_Stage0"vTextureCoords_Stage0(0B"6 0ҖvinColor_Stage0"vinColor_Stage0(0B*7 *Җ gl_FragColor" gl_FragColor(0B k;|J7%~(c1a5d16e964aP inPosition inPositionRinColorinColorP inLocalCoord inLocalCoord[uCoordTransformMatrix_0_Stage0RurtAdjustment_Stage0^uTextureSampler_0_Stage1uCoordTransformMatrix_0_Stage0urtAdjustment_Stage0uTextureSampler_0_Stage1   Lfloat3 vec3(float2 x0, float x1) { return float3(x0, x1); } float4 vec4(float x0, float x1, float x2, float x3) { return float4(x0, x1, x2, x3); } // Uniforms uniform float3x3 _uCoordTransformMatrix_0_Stage0 : register(c3); uniform float4 _urtAdjustment_Stage0 : register(c6); #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Attributes static float4 _inColor = {0, 0, 0, 0}; static float2 _inLocalCoord = {0, 0}; static float2 _inPosition = {0, 0}; static float4 gl_Position = float4(0, 0, 0, 0); // Varyings static float2 _vTransformedCoords_0_Stage0 = {0, 0}; static float4 _vinColor_Stage0 = {0, 0, 0, 0}; uniform float4 dx_ViewAdjust : register(c1); uniform float2 dx_ViewCoords : register(c2); ; ; ; ; ; ; ; void gl_main() { (_vinColor_Stage0 = _inColor); float2 _pos2 = _inPosition; (_vTransformedCoords_0_Stage0 = mul(transpose(_uCoordTransformMatrix_0_Stage0), vec3(_inLocalCoord, 1.0)).xy); (gl_Position = vec4(((_pos2.x * _urtAdjustment_Stage0.x) + _urtAdjustment_Stage0.y), ((_pos2.y * _urtAdjustment_Stage0.z) + _urtAdjustment_Stage0.w), 0.0, 1.0)); } ; @@ VERTEX ATTRIBUTES @@ struct VS_OUTPUT { float4 dx_Position : POSITION; float4 gl_Position : TEXCOORD2; float4 v0 : TEXCOORD0; float2 v1 : TEXCOORD1; }; VS_OUTPUT main(VS_INPUT input) { initAttributes(input); gl_main(); VS_OUTPUT output; output.gl_Position = gl_Position; output.dx_Position.x = gl_Position.x * dx_ViewAdjust.z + dx_ViewAdjust.x * gl_Position.w; output.dx_Position.y = -(gl_Position.y * dx_ViewAdjust.w + dx_ViewAdjust.y * gl_Position.w); output.dx_Position.z = (gl_Position.z + gl_Position.w) * 0.5; output.dx_Position.w = gl_Position.w; output.v0 = _vinColor_Stage0; output.v1 = _vTransformedCoords_0_Stage0; return output; } // Uniforms uniform sampler2D _uTextureSampler_0_Stage1 : register(s0); #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Varyings static float2 _vTransformedCoords_0_Stage0 = {0, 0}; static float4 _vinColor_Stage0 = {0, 0, 0, 0}; static float4 gl_Color[1] = { float4(0, 0, 0, 0) }; #define GL_USES_FRAG_COLOR float4 gl_texture2D(sampler2D s, float2 t) { return tex2D(s, float2(t.x, t.y)); } ; ; ; void gl_main() { float4 _outputColor_Stage0 = {0, 0, 0, 0}; float4 _outputCoverage_Stage0 = {0, 0, 0, 0}; { (_outputColor_Stage0 = _vinColor_Stage0); (_outputCoverage_Stage0 = float4(1.0, 1.0, 1.0, 1.0)); } float4 _output_Stage1 = {0, 0, 0, 0}; { (_output_Stage1 = (_outputCoverage_Stage0 * gl_texture2D(_uTextureSampler_0_Stage1, _vTransformedCoords_0_Stage0).wwww)); } { (gl_Color[0] = (_outputColor_Stage0 * _output_Stage1)); } } ; struct PS_INPUT { float4 dx_Position : VPOS; float4 gl_Position : TEXCOORD2; float4 v0 : TEXCOORD0; float2 v1 : TEXCOORD1; }; @@ PIXEL OUTPUT @@ PS_OUTPUT main(PS_INPUT input) { _vinColor_Stage0 = input.v0; _vTransformedCoords_0_Stage0 = input.v1.xy; gl_main(); return generateOutput(); } R gl_Color0 gl_Color[0]RTR=CTABXx_uCoordTransformMatrix_0_Stage0_urtAdjustment_Stage0dx_ViewAdjustvs_3_0Microsoft (R) HLSL Shader Compiler 10.1Q??ĐРŠ DD $ $CTABc\0L_uTextureSampler_0_Stage1 ps_3_0Microsoft (R) HLSL Shader Compiler 10.1B" N(%i?H23 &Ж inPosition" inPosition(0B- ҖinColor"inColor(0B7 *Ж inLocalCoord" inLocalCoord(0BP NۖuCoordTransformMatrix_0_Stage0"uCoordTransformMatrix_0_Stage0(0B< :ҖurtAdjustment_Stage0"urtAdjustment_Stage0(0B"6 0ҖvinColor_Stage0"vinColor_Stage0(0B". (Җ gl_Position" gl_Position(0B"N HЖvTransformedCoords_0_Stage0"vTransformedCoords_0_Stage0(0B* NwE~7&\7`B @ޖuTextureSampler_0_Stage1"uTextureSampler_0_Stage1(0B"6 0ҖvinColor_Stage0"vinColor_Stage0(0B"N HЖvTransformedCoords_0_Stage0"vTransformedCoords_0_Stage0(0B*7 *Җ gl_FragColor" gl_FragColor(0B b;*֤vZ 0.0) && (_vQuadEdge_Stage0.w > 0.0))) { (_edgeAlpha = min((min(_vQuadEdge_Stage0.z, _vQuadEdge_Stage0.w) + 0.5), 1.0)); } else { float2 _gF = vec2((((2.0 * _vQuadEdge_Stage0.x) * _duvdx.x) - _duvdx.y), (((2.0 * _vQuadEdge_Stage0.x) * _duvdy.x) - _duvdy.y)); (_edgeAlpha = ((_vQuadEdge_Stage0.x * _vQuadEdge_Stage0.x) - _vQuadEdge_Stage0.y)); (_edgeAlpha = clamp((0.5 - (_edgeAlpha / length(_gF))), 0.0, 1.0)); } (_outputCoverage_Stage0 = vec4(_edgeAlpha)); } { (gl_Color[0] = (_outputColor_Stage0 * _outputCoverage_Stage0)); } } ; struct PS_INPUT { float4 dx_Position : VPOS; float4 gl_Position : TEXCOORD1; float4 v0 : TEXCOORD0; }; @@ PIXEL OUTPUT @@ PS_OUTPUT main(PS_INPUT input) { _vQuadEdge_Stage0 = input.v0; gl_main(); return generateOutput(); } R gl_Color0 gl_Color[0]RT,CTABzD\l\_urtAdjustment_Stage0dx_ViewAdjustvs_3_0Microsoft (R) HLSL Shader Compiler 10.1Q?? DD D d!CTABWP0@_uColor_Stage0ps_3_0Microsoft (R) HLSL Shader Compiler 10.1Q??[U\UZUU U UUXUXUXU" 8tP|+@}Y3 &Ж inPosition" inPosition(0B3 &Җ inQuadEdge" inQuadEdge(0B< :ҖurtAdjustment_Stage0"urtAdjustment_Stage0(0B"8 2ҖvQuadEdge_Stage0"vQuadEdge_Stage0(0B". (Җ gl_Position" gl_Position(0B* mpL^,j=*3k`d. ,Җ uColor_Stage0" uColor_Stage0(0B"8 2ҖvQuadEdge_Stage0"vQuadEdge_Stage0(0B*7 *Җ gl_FragColor" gl_FragColor(0B qC_GQ{o (c1a5d16e964aP inPosition inPositionRinColorinColorP inLocalCoord inLocalCoord[uCoordTransformMatrix_0_Stage0RurtAdjustment_Stage0^uTextureSampler_0_Stage1uCoordTransformMatrix_0_Stage0urtAdjustment_Stage0uTextureSampler_0_Stage1   Lfloat3 vec3(float2 x0, float x1) { return float3(x0, x1); } float4 vec4(float x0, float x1, float x2, float x3) { return float4(x0, x1, x2, x3); } // Uniforms uniform float3x3 _uCoordTransformMatrix_0_Stage0 : register(c3); uniform float4 _urtAdjustment_Stage0 : register(c6); #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Attributes static float4 _inColor = {0, 0, 0, 0}; static float2 _inLocalCoord = {0, 0}; static float2 _inPosition = {0, 0}; static float4 gl_Position = float4(0, 0, 0, 0); // Varyings static float2 _vTransformedCoords_0_Stage0 = {0, 0}; static float4 _vinColor_Stage0 = {0, 0, 0, 0}; uniform float4 dx_ViewAdjust : register(c1); uniform float2 dx_ViewCoords : register(c2); ; ; ; ; ; ; ; void gl_main() { (_vinColor_Stage0 = _inColor); float2 _pos2 = _inPosition; (_vTransformedCoords_0_Stage0 = mul(transpose(_uCoordTransformMatrix_0_Stage0), vec3(_inLocalCoord, 1.0)).xy); (gl_Position = vec4(((_pos2.x * _urtAdjustment_Stage0.x) + _urtAdjustment_Stage0.y), ((_pos2.y * _urtAdjustment_Stage0.z) + _urtAdjustment_Stage0.w), 0.0, 1.0)); } ; @@ VERTEX ATTRIBUTES @@ struct VS_OUTPUT { float4 dx_Position : POSITION; float4 gl_Position : TEXCOORD2; float4 v0 : TEXCOORD0; float2 v1 : TEXCOORD1; }; VS_OUTPUT main(VS_INPUT input) { initAttributes(input); gl_main(); VS_OUTPUT output; output.gl_Position = gl_Position; output.dx_Position.x = gl_Position.x * dx_ViewAdjust.z + dx_ViewAdjust.x * gl_Position.w; output.dx_Position.y = -(gl_Position.y * dx_ViewAdjust.w + dx_ViewAdjust.y * gl_Position.w); output.dx_Position.z = (gl_Position.z + gl_Position.w) * 0.5; output.dx_Position.w = gl_Position.w; output.v0 = _vinColor_Stage0; output.v1 = _vTransformedCoords_0_Stage0; return output; } // Uniforms uniform sampler2D _uTextureSampler_0_Stage1 : register(s0); #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Varyings static float2 _vTransformedCoords_0_Stage0 = {0, 0}; static float4 _vinColor_Stage0 = {0, 0, 0, 0}; static float4 gl_Color[1] = { float4(0, 0, 0, 0) }; #define GL_USES_FRAG_COLOR float4 gl_texture2D(sampler2D s, float2 t) { return tex2D(s, float2(t.x, t.y)); } ; ; ; void gl_main() { float4 _outputColor_Stage0 = {0, 0, 0, 0}; float4 _outputCoverage_Stage0 = {0, 0, 0, 0}; { (_outputColor_Stage0 = _vinColor_Stage0); (_outputCoverage_Stage0 = float4(1.0, 1.0, 1.0, 1.0)); } float4 _output_Stage1 = {0, 0, 0, 0}; { (_output_Stage1 = (_outputColor_Stage0 * gl_texture2D(_uTextureSampler_0_Stage1, _vTransformedCoords_0_Stage0))); } { (gl_Color[0] = (_output_Stage1 * _outputCoverage_Stage0)); } } ; struct PS_INPUT { float4 dx_Position : VPOS; float4 gl_Position : TEXCOORD2; float4 v0 : TEXCOORD0; float2 v1 : TEXCOORD1; }; @@ PIXEL OUTPUT @@ PS_OUTPUT main(PS_INPUT input) { _vinColor_Stage0 = input.v0; _vTransformedCoords_0_Stage0 = input.v1.xy; gl_main(); return generateOutput(); } R gl_Color0 gl_Color[0]RTR=CTABXx_uCoordTransformMatrix_0_Stage0_urtAdjustment_Stage0dx_ViewAdjustvs_3_0Microsoft (R) HLSL Shader Compiler 10.1Q??ĐРŠ DD $ $CTABc\0L_uTextureSampler_0_Stage1 ps_3_0Microsoft (R) HLSL Shader Compiler 10.1B" N(%i?H2- ҖinColor"inColor(0B3 &Ж inPosition" inPosition(0B7 *Ж inLocalCoord" inLocalCoord(0B< :ҖurtAdjustment_Stage0"urtAdjustment_Stage0(0BP NۖuCoordTransformMatrix_0_Stage0"uCoordTransformMatrix_0_Stage0(0B". (Җ gl_Position" gl_Position(0B"6 0ҖvinColor_Stage0"vinColor_Stage0(0B"N HЖvTransformedCoords_0_Stage0"vTransformedCoords_0_Stage0(0B* UrJܚG/UB @ޖuTextureSampler_0_Stage1"uTextureSampler_0_Stage1(0B"6 0ҖvinColor_Stage0"vinColor_Stage0(0B"N HЖvTransformedCoords_0_Stage0"vTransformedCoords_0_Stage0(0B*7 *Җ gl_FragColor" gl_FragColor(0B 'wXWxCREl3h}2(c1a5d16e964aP inPosition inPositionRinColorinColorP inLocalCoord inLocalCoord[uCoordTransformMatrix_0_Stage0RurtAdjustment_Stage0^uTextureSampler_0_Stage1uCoordTransformMatrix_0_Stage0urtAdjustment_Stage0uTextureSampler_0_Stage1   Lfloat3 vec3(float2 x0, float x1) { return float3(x0, x1); } float4 vec4(float x0, float x1, float x2, float x3) { return float4(x0, x1, x2, x3); } // Uniforms uniform float3x3 _uCoordTransformMatrix_0_Stage0 : register(c3); uniform float4 _urtAdjustment_Stage0 : register(c6); #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Attributes static float4 _inColor = {0, 0, 0, 0}; static float2 _inLocalCoord = {0, 0}; static float2 _inPosition = {0, 0}; static float4 gl_Position = float4(0, 0, 0, 0); // Varyings static float2 _vTransformedCoords_0_Stage0 = {0, 0}; static float4 _vinColor_Stage0 = {0, 0, 0, 0}; uniform float4 dx_ViewAdjust : register(c1); uniform float2 dx_ViewCoords : register(c2); ; ; ; ; ; ; ; void gl_main() { (_vinColor_Stage0 = _inColor); float2 _pos2 = _inPosition; (_vTransformedCoords_0_Stage0 = mul(transpose(_uCoordTransformMatrix_0_Stage0), vec3(_inLocalCoord, 1.0)).xy); (gl_Position = vec4(((_pos2.x * _urtAdjustment_Stage0.x) + _urtAdjustment_Stage0.y), ((_pos2.y * _urtAdjustment_Stage0.z) + _urtAdjustment_Stage0.w), 0.0, 1.0)); } ; @@ VERTEX ATTRIBUTES @@ struct VS_OUTPUT { float4 dx_Position : POSITION; float4 gl_Position : TEXCOORD2; float4 v0 : TEXCOORD0; float2 v1 : TEXCOORD1; }; VS_OUTPUT main(VS_INPUT input) { initAttributes(input); gl_main(); VS_OUTPUT output; output.gl_Position = gl_Position; output.dx_Position.x = gl_Position.x * dx_ViewAdjust.z + dx_ViewAdjust.x * gl_Position.w; output.dx_Position.y = -(gl_Position.y * dx_ViewAdjust.w + dx_ViewAdjust.y * gl_Position.w); output.dx_Position.z = (gl_Position.z + gl_Position.w) * 0.5; output.dx_Position.w = gl_Position.w; output.v0 = _vinColor_Stage0; output.v1 = _vTransformedCoords_0_Stage0; return output; } // Uniforms uniform sampler2D _uTextureSampler_0_Stage1 : register(s0); #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Varyings static float2 _vTransformedCoords_0_Stage0 = {0, 0}; static float4 _vinColor_Stage0 = {0, 0, 0, 0}; static float4 gl_Color[1] = { float4(0, 0, 0, 0) }; #define GL_USES_FRAG_COLOR float4 gl_texture2D(sampler2D s, float2 t) { return tex2D(s, float2(t.x, t.y)); } ; ; ; void gl_main() { float4 _outputColor_Stage0 = {0, 0, 0, 0}; float4 _outputCoverage_Stage0 = {0, 0, 0, 0}; { (_outputColor_Stage0 = _vinColor_Stage0); (_outputCoverage_Stage0 = float4(1.0, 1.0, 1.0, 1.0)); } float4 _output_Stage1 = {0, 0, 0, 0}; { float4 _child = {0, 0, 0, 0}; { (_child = gl_texture2D(_uTextureSampler_0_Stage1, _vTransformedCoords_0_Stage0)); } (_output_Stage1 = (_child * _outputColor_Stage0.w)); } { (gl_Color[0] = (_output_Stage1 * _outputCoverage_Stage0)); } } ; struct PS_INPUT { float4 dx_Position : VPOS; float4 gl_Position : TEXCOORD2; float4 v0 : TEXCOORD0; float2 v1 : TEXCOORD1; }; @@ PIXEL OUTPUT @@ PS_OUTPUT main(PS_INPUT input) { _vinColor_Stage0 = input.v0; _vTransformedCoords_0_Stage0 = input.v1.xy; gl_main(); return generateOutput(); } R gl_Color0 gl_Color[0]RTR=CTABXx_uCoordTransformMatrix_0_Stage0_urtAdjustment_Stage0dx_ViewAdjustvs_3_0Microsoft (R) HLSL Shader Compiler 10.1Q??ĐРŠ DD $ $CTABc\0L_uTextureSampler_0_Stage1 ps_3_0Microsoft (R) HLSL Shader Compiler 10.1B" N(%i?H2- ҖinColor"inColor(0B3 &Ж inPosition" inPosition(0B7 *Ж inLocalCoord" inLocalCoord(0B< :ҖurtAdjustment_Stage0"urtAdjustment_Stage0(0BP NۖuCoordTransformMatrix_0_Stage0"uCoordTransformMatrix_0_Stage0(0B". (Җ gl_Position" gl_Position(0B"6 0ҖvinColor_Stage0"vinColor_Stage0(0B"N HЖvTransformedCoords_0_Stage0"vTransformedCoords_0_Stage0(0B* Uz], il zB @ޖuTextureSampler_0_Stage1"uTextureSampler_0_Stage1(0B"6 0ҖvinColor_Stage0"vinColor_Stage0(0B"N HЖvTransformedCoords_0_Stage0"vTransformedCoords_0_Stage0(0B*7 *Җ gl_FragColor" gl_FragColor(0B (a4tzadն,c1a5d16e964aP inPosition inPositionRinColorinColorRurtAdjustment_Stage0 u_skRTHeightR urect_Stage1urtAdjustment_Stage0 u_skRTHeight urect_Stage1  float4 vec4(float x0, float x1, float x2, float x3) { return float4(x0, x1, x2, x3); } // Uniforms uniform float4 _urtAdjustment_Stage0 : register(c3); #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Attributes static float4 _inColor = {0, 0, 0, 0}; static float2 _inPosition = {0, 0}; static float4 gl_Position = float4(0, 0, 0, 0); // Varyings static float4 _vinColor_Stage0 = {0, 0, 0, 0}; uniform float4 dx_ViewAdjust : register(c1); uniform float2 dx_ViewCoords : register(c2); ; ; ; ; void gl_main() { (_vinColor_Stage0 = _inColor); float2 _pos2 = _inPosition; (gl_Position = vec4(((_pos2.x * _urtAdjustment_Stage0.x) + _urtAdjustment_Stage0.y), ((_pos2.y * _urtAdjustment_Stage0.z) + _urtAdjustment_Stage0.w), 0.0, 1.0)); } ; @@ VERTEX ATTRIBUTES @@ struct VS_OUTPUT { float4 dx_Position : POSITION; float4 gl_Position : TEXCOORD1; float4 gl_FragCoord : TEXCOORD2; float4 v0 : TEXCOORD0; }; VS_OUTPUT main(VS_INPUT input) { initAttributes(input); gl_main(); VS_OUTPUT output; output.gl_Position = gl_Position; output.dx_Position.x = gl_Position.x * dx_ViewAdjust.z + dx_ViewAdjust.x * gl_Position.w; output.dx_Position.y = -(gl_Position.y * dx_ViewAdjust.w + dx_ViewAdjust.y * gl_Position.w); 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 = _vinColor_Stage0; return output; } float4 vec4(float x0, float x1, float x2, float x3) { return float4(x0, x1, x2, x3); } // Uniforms uniform float _u_skRTHeight : register(c3); uniform float4 _urect_Stage1 : register(c4); #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Varyings static float4 _vinColor_Stage0 = {0, 0, 0, 0}; static float4 gl_Color[1] = { float4(0, 0, 0, 0) }; static float4 gl_FragCoord = float4(0, 0, 0, 0); uniform float4 dx_ViewCoords : register(c1); uniform float3 dx_DepthFront : register(c2); #define GL_USES_FRAG_COLOR #define GL_USES_FRAG_COORD ; ; ; void gl_main() { float2 __sktmpCoord = gl_FragCoord.xy; float4 _sk_FragCoord = vec4(__sktmpCoord.x, (_u_skRTHeight - __sktmpCoord.y), 1.0, 1.0); float4 _outputColor_Stage0 = {0, 0, 0, 0}; float4 _outputCoverage_Stage0 = {0, 0, 0, 0}; { (_outputColor_Stage0 = _vinColor_Stage0); (_outputCoverage_Stage0 = float4(1.0, 1.0, 1.0, 1.0)); } float4 _output_Stage1 = {0, 0, 0, 0}; { float _xSub = {0}; float _ySub = {0}; (_xSub = min((_sk_FragCoord.x - _urect_Stage1.x), 0.0)); (_xSub += min((_urect_Stage1.z - _sk_FragCoord.x), 0.0)); (_ySub = min((_sk_FragCoord.y - _urect_Stage1.y), 0.0)); (_ySub += min((_urect_Stage1.w - _sk_FragCoord.y), 0.0)); float _alpha = ((1.0 + max(_xSub, -1.0)) * (1.0 + max(_ySub, -1.0))); (_output_Stage1 = (_outputCoverage_Stage0 * _alpha)); } { (gl_Color[0] = (_outputColor_Stage0 * _output_Stage1)); } } ; struct PS_INPUT { float4 dx_Position : VPOS; float4 gl_Position : TEXCOORD1; float4 gl_FragCoord : TEXCOORD2; float4 v0 : TEXCOORD0; }; @@ PIXEL OUTPUT @@ PS_OUTPUT main(PS_INPUT input) { float rhw = 1.0 / input.gl_FragCoord.w; gl_FragCoord.x = input.dx_Position.x + 0.5; gl_FragCoord.y = input.dx_Position.y + 0.5; gl_FragCoord.z = (input.gl_FragCoord.z * rhw) * dx_DepthFront.x + dx_DepthFront.y; gl_FragCoord.w = rhw; _vinColor_Stage0 = input.v0; gl_main(); return generateOutput(); } R gl_Color0 gl_Color[0]RT,CTABzD\l\_urtAdjustment_Stage0dx_ViewAdjustvs_3_0Microsoft (R) HLSL Shader Compiler 10.1Q?? DD D d d.CTABDTdt_u_skRTHeight_urect_Stage1ps_3_0Microsoft (R) HLSL Shader Compiler 10.1Q??U UU UUUU UUU U UUUUXU" ,+} z=- ҖinColor"inColor(0B3 &Ж inPosition" inPosition(0B< :ҖurtAdjustment_Stage0"urtAdjustment_Stage0(0B". (Җ gl_Position" gl_Position(0B"6 0ҖvinColor_Stage0"vinColor_Stage0(0B* )F"z"cz +, *Җ urect_Stage1" urect_Stage1(0B+ )( u_skRTHeight" u_skRTHeight(0B"6 0ҖvinColor_Stage0"vinColor_Stage0(0B"0 *Җ gl_FragCoord" gl_FragCoord(0B*7 *Җ gl_FragColor" gl_FragColor(0B :SG';rǪ]c1a5d16e964aP inPosition inPositionRinColorinColorRurtAdjustment_Stage0urtAdjustment_Stage0  float4 vec4(float x0, float x1, float x2, float x3) { return float4(x0, x1, x2, x3); } // Uniforms uniform float4 _urtAdjustment_Stage0 : register(c3); #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Attributes static float4 _inColor = {0, 0, 0, 0}; static float2 _inPosition = {0, 0}; static float4 gl_Position = float4(0, 0, 0, 0); // Varyings static float4 _vinColor_Stage0 = {0, 0, 0, 0}; uniform float4 dx_ViewAdjust : register(c1); uniform float2 dx_ViewCoords : register(c2); ; ; ; ; void gl_main() { (_vinColor_Stage0 = _inColor); float2 _pos2 = _inPosition; (gl_Position = vec4(((_pos2.x * _urtAdjustment_Stage0.x) + _urtAdjustment_Stage0.y), ((_pos2.y * _urtAdjustment_Stage0.z) + _urtAdjustment_Stage0.w), 0.0, 1.0)); } ; @@ VERTEX ATTRIBUTES @@ struct VS_OUTPUT { float4 dx_Position : POSITION; float4 gl_Position : TEXCOORD1; float4 v0 : TEXCOORD0; }; VS_OUTPUT main(VS_INPUT input) { initAttributes(input); gl_main(); VS_OUTPUT output; output.gl_Position = gl_Position; output.dx_Position.x = gl_Position.x * dx_ViewAdjust.z + dx_ViewAdjust.x * gl_Position.w; output.dx_Position.y = -(gl_Position.y * dx_ViewAdjust.w + dx_ViewAdjust.y * gl_Position.w); output.dx_Position.z = (gl_Position.z + gl_Position.w) * 0.5; output.dx_Position.w = gl_Position.w; output.v0 = _vinColor_Stage0; return output; } #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Varyings static float4 _vinColor_Stage0 = {0, 0, 0, 0}; static float4 gl_Color[1] = { float4(0, 0, 0, 0) }; #define GL_USES_FRAG_COLOR ; void gl_main() { float4 _outputColor_Stage0 = {0, 0, 0, 0}; float4 _outputCoverage_Stage0 = {0, 0, 0, 0}; { (_outputColor_Stage0 = _vinColor_Stage0); (_outputCoverage_Stage0 = float4(1.0, 1.0, 1.0, 1.0)); } { (gl_Color[0] = (_outputColor_Stage0 * _outputCoverage_Stage0)); } } ; struct PS_INPUT { float4 dx_Position : VPOS; float4 gl_Position : TEXCOORD1; float4 v0 : TEXCOORD0; }; @@ PIXEL OUTPUT @@ PS_OUTPUT main(PS_INPUT input) { _vinColor_Stage0 = input.v0; gl_main(); return generateOutput(); } R gl_Color0 gl_Color[0]RT,CTABzD\l\_urtAdjustment_Stage0dx_ViewAdjustvs_3_0Microsoft (R) HLSL Shader Compiler 10.1Q?? DD D dtCTAB#ps_3_0Microsoft (R) HLSL Shader Compiler 10.1" ,+} z=- ҖinColor"inColor(0B3 &Ж inPosition" inPosition(0B< :ҖurtAdjustment_Stage0"urtAdjustment_Stage0(0B". (Җ gl_Position" gl_Position(0B"6 0ҖvinColor_Stage0"vinColor_Stage0(0B* S'^QE `,%"6 0ҖvinColor_Stage0"vinColor_Stage0(0B*7 *Җ gl_FragColor" gl_FragColor(0B T,221g^#c1a5d16e964aP inPosition inPositionRinColorinColorPinTextureCoordsinTextureCoordsRurtAdjustment_Stage0^uTextureSampler_0_Stage0urtAdjustment_Stage0uTextureSampler_0_Stage0   ~float4 vec4(float x0, float x1, float x2, float x3) { return float4(x0, x1, x2, x3); } // Uniforms uniform float4 _urtAdjustment_Stage0 : register(c3); #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Attributes static float4 _inColor = {0, 0, 0, 0}; static float2 _inPosition = {0, 0}; static float2 _inTextureCoords = {0, 0}; static float4 gl_Position = float4(0, 0, 0, 0); // Varyings static float2 _vTextureCoords_Stage0 = {0, 0}; static float4 _vinColor_Stage0 = {0, 0, 0, 0}; uniform float4 dx_ViewAdjust : register(c1); uniform float2 dx_ViewCoords : register(c2); ; ; ; ; ; ; void gl_main() { (_vTextureCoords_Stage0 = _inTextureCoords); (_vinColor_Stage0 = _inColor); float2 _pos2 = _inPosition; (gl_Position = vec4(((_pos2.x * _urtAdjustment_Stage0.x) + _urtAdjustment_Stage0.y), ((_pos2.y * _urtAdjustment_Stage0.z) + _urtAdjustment_Stage0.w), 0.0, 1.0)); } ; @@ VERTEX ATTRIBUTES @@ struct VS_OUTPUT { float4 dx_Position : POSITION; float4 gl_Position : TEXCOORD2; float4 v0 : TEXCOORD0; float2 v1 : TEXCOORD1; }; VS_OUTPUT main(VS_INPUT input) { initAttributes(input); gl_main(); VS_OUTPUT output; output.gl_Position = gl_Position; output.dx_Position.x = gl_Position.x * dx_ViewAdjust.z + dx_ViewAdjust.x * gl_Position.w; output.dx_Position.y = -(gl_Position.y * dx_ViewAdjust.w + dx_ViewAdjust.y * gl_Position.w); output.dx_Position.z = (gl_Position.z + gl_Position.w) * 0.5; output.dx_Position.w = gl_Position.w; output.v0 = _vinColor_Stage0; output.v1 = _vTextureCoords_Stage0; return output; } `// Uniforms uniform sampler2D _uTextureSampler_0_Stage0 : register(s0); #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Varyings static float2 _vTextureCoords_Stage0 = {0, 0}; static float4 _vinColor_Stage0 = {0, 0, 0, 0}; static float4 gl_Color[1] = { float4(0, 0, 0, 0) }; #define GL_USES_FRAG_COLOR float4 gl_texture2D(sampler2D s, float2 t) { return tex2D(s, float2(t.x, t.y)); } ; ; ; void gl_main() { float4 _outputColor_Stage0 = {0, 0, 0, 0}; float4 _outputCoverage_Stage0 = {0, 0, 0, 0}; { (_outputColor_Stage0 = _vinColor_Stage0); (_outputCoverage_Stage0 = gl_texture2D(_uTextureSampler_0_Stage0, _vTextureCoords_Stage0).wwww); } { (gl_Color[0] = (_outputColor_Stage0 * _outputCoverage_Stage0)); } } ; struct PS_INPUT { float4 dx_Position : VPOS; float4 gl_Position : TEXCOORD2; float4 v0 : TEXCOORD0; float2 v1 : TEXCOORD1; }; @@ PIXEL OUTPUT @@ PS_OUTPUT main(PS_INPUT input) { _vinColor_Stage0 = input.v0; _vTextureCoords_Stage0 = input.v1.xy; gl_main(); return generateOutput(); } R gl_Color0 gl_Color[0]RTR,CTABzD\l\_urtAdjustment_Stage0dx_ViewAdjustvs_3_0Microsoft (R) HLSL Shader Compiler 10.1Q?? DD D d$CTABc\0L_uTextureSampler_0_Stage0 ps_3_0Microsoft (R) HLSL Shader Compiler 10.1B" gc ,4'[b - ҖinColor"inColor(0B3 &Ж inPosition" inPosition(0B= 0ЖinTextureCoords"inTextureCoords(0B< :ҖurtAdjustment_Stage0"urtAdjustment_Stage0(0B"B <ЖvTextureCoords_Stage0"vTextureCoords_Stage0(0B". (Җ gl_Position" gl_Position(0B"6 0ҖvinColor_Stage0"vinColor_Stage0(0B* p4v@S0lB @ޖuTextureSampler_0_Stage0"uTextureSampler_0_Stage0(0B"B <ЖvTextureCoords_Stage0"vTextureCoords_Stage0(0B"6 0ҖvinColor_Stage0"vinColor_Stage0(0B*7 *Җ gl_FragColor" gl_FragColor(0B k;|J7%~(c1a5d16e964aP inPosition inPositionRinColorinColorP inLocalCoord inLocalCoord[uCoordTransformMatrix_0_Stage0RurtAdjustment_Stage0^uTextureSampler_0_Stage1uCoordTransformMatrix_0_Stage0urtAdjustment_Stage0uTextureSampler_0_Stage1   Lfloat3 vec3(float2 x0, float x1) { return float3(x0, x1); } float4 vec4(float x0, float x1, float x2, float x3) { return float4(x0, x1, x2, x3); } // Uniforms uniform float3x3 _uCoordTransformMatrix_0_Stage0 : register(c3); uniform float4 _urtAdjustment_Stage0 : register(c6); #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Attributes static float4 _inColor = {0, 0, 0, 0}; static float2 _inLocalCoord = {0, 0}; static float2 _inPosition = {0, 0}; static float4 gl_Position = float4(0, 0, 0, 0); // Varyings static float2 _vTransformedCoords_0_Stage0 = {0, 0}; static float4 _vinColor_Stage0 = {0, 0, 0, 0}; uniform float4 dx_ViewAdjust : register(c1); uniform float2 dx_ViewCoords : register(c2); ; ; ; ; ; ; ; void gl_main() { (_vinColor_Stage0 = _inColor); float2 _pos2 = _inPosition; (_vTransformedCoords_0_Stage0 = mul(transpose(_uCoordTransformMatrix_0_Stage0), vec3(_inLocalCoord, 1.0)).xy); (gl_Position = vec4(((_pos2.x * _urtAdjustment_Stage0.x) + _urtAdjustment_Stage0.y), ((_pos2.y * _urtAdjustment_Stage0.z) + _urtAdjustment_Stage0.w), 0.0, 1.0)); } ; @@ VERTEX ATTRIBUTES @@ struct VS_OUTPUT { float4 dx_Position : POSITION; float4 gl_Position : TEXCOORD2; float4 v0 : TEXCOORD0; float2 v1 : TEXCOORD1; }; VS_OUTPUT main(VS_INPUT input) { initAttributes(input); gl_main(); VS_OUTPUT output; output.gl_Position = gl_Position; output.dx_Position.x = gl_Position.x * dx_ViewAdjust.z + dx_ViewAdjust.x * gl_Position.w; output.dx_Position.y = -(gl_Position.y * dx_ViewAdjust.w + dx_ViewAdjust.y * gl_Position.w); output.dx_Position.z = (gl_Position.z + gl_Position.w) * 0.5; output.dx_Position.w = gl_Position.w; output.v0 = _vinColor_Stage0; output.v1 = _vTransformedCoords_0_Stage0; return output; } // Uniforms uniform sampler2D _uTextureSampler_0_Stage1 : register(s0); #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Varyings static float2 _vTransformedCoords_0_Stage0 = {0, 0}; static float4 _vinColor_Stage0 = {0, 0, 0, 0}; static float4 gl_Color[1] = { float4(0, 0, 0, 0) }; #define GL_USES_FRAG_COLOR float4 gl_texture2D(sampler2D s, float2 t) { return tex2D(s, float2(t.x, t.y)); } ; ; ; void gl_main() { float4 _outputColor_Stage0 = {0, 0, 0, 0}; float4 _outputCoverage_Stage0 = {0, 0, 0, 0}; { (_outputColor_Stage0 = _vinColor_Stage0); (_outputCoverage_Stage0 = float4(1.0, 1.0, 1.0, 1.0)); } float4 _output_Stage1 = {0, 0, 0, 0}; { (_output_Stage1 = (_outputCoverage_Stage0 * gl_texture2D(_uTextureSampler_0_Stage1, _vTransformedCoords_0_Stage0).wwww)); } { (gl_Color[0] = (_outputColor_Stage0 * _output_Stage1)); } } ; struct PS_INPUT { float4 dx_Position : VPOS; float4 gl_Position : TEXCOORD2; float4 v0 : TEXCOORD0; float2 v1 : TEXCOORD1; }; @@ PIXEL OUTPUT @@ PS_OUTPUT main(PS_INPUT input) { _vinColor_Stage0 = input.v0; _vTransformedCoords_0_Stage0 = input.v1.xy; gl_main(); return generateOutput(); } R gl_Color0 gl_Color[0]RTR=CTABXx_uCoordTransformMatrix_0_Stage0_urtAdjustment_Stage0dx_ViewAdjustvs_3_0Microsoft (R) HLSL Shader Compiler 10.1Q??ĐРŠ DD $ $CTABc\0L_uTextureSampler_0_Stage1 ps_3_0Microsoft (R) HLSL Shader Compiler 10.1B" N(%i?H2- ҖinColor"inColor(0B3 &Ж inPosition" inPosition(0B7 *Ж inLocalCoord" inLocalCoord(0B< :ҖurtAdjustment_Stage0"urtAdjustment_Stage0(0BP NۖuCoordTransformMatrix_0_Stage0"uCoordTransformMatrix_0_Stage0(0B". (Җ gl_Position" gl_Position(0B"6 0ҖvinColor_Stage0"vinColor_Stage0(0B"N HЖvTransformedCoords_0_Stage0"vTransformedCoords_0_Stage0(0B* NwE~7&\7`B @ޖuTextureSampler_0_Stage1"uTextureSampler_0_Stage1(0B"6 0ҖvinColor_Stage0"vinColor_Stage0(0B"N HЖvTransformedCoords_0_Stage0"vTransformedCoords_0_Stage0(0B*7 *Җ gl_FragColor" gl_FragColor(0B E"N4V.~c1a5d16e964aP inPosition inPositionRinColorinColorRurtAdjustment_Stage0urtAdjustment_Stage0  float4 vec4(float x0, float x1, float x2, float x3) { return float4(x0, x1, x2, x3); } // Uniforms uniform float4 _urtAdjustment_Stage0 : register(c3); #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Attributes static float4 _inColor = {0, 0, 0, 0}; static float2 _inPosition = {0, 0}; static float4 gl_Position = float4(0, 0, 0, 0); // Varyings static float4 _vinColor_Stage0 = {0, 0, 0, 0}; uniform float4 dx_ViewAdjust : register(c1); uniform float2 dx_ViewCoords : register(c2); ; ; ; ; ; void gl_main() { (_vinColor_Stage0 = _inColor); float2 _pos2 = _inPosition; (gl_Position = vec4(((_pos2.x * _urtAdjustment_Stage0.x) + _urtAdjustment_Stage0.y), ((_pos2.y * _urtAdjustment_Stage0.z) + _urtAdjustment_Stage0.w), 0.0, 1.0)); } ; @@ VERTEX ATTRIBUTES @@ struct VS_OUTPUT { float4 dx_Position : POSITION; float4 gl_Position : TEXCOORD1; float4 v0 : TEXCOORD0; }; VS_OUTPUT main(VS_INPUT input) { initAttributes(input); gl_main(); VS_OUTPUT output; output.gl_Position = gl_Position; output.dx_Position.x = gl_Position.x * dx_ViewAdjust.z + dx_ViewAdjust.x * gl_Position.w; output.dx_Position.y = -(gl_Position.y * dx_ViewAdjust.w + dx_ViewAdjust.y * gl_Position.w); output.dx_Position.z = (gl_Position.z + gl_Position.w) * 0.5; output.dx_Position.w = gl_Position.w; output.v0 = _vinColor_Stage0; return output; } #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Varyings static float4 _vinColor_Stage0 = {0, 0, 0, 0}; static float4 gl_Color[1] = { float4(0, 0, 0, 0) }; #define GL_USES_FRAG_COLOR ; void gl_main() { float4 _outputColor_Stage0 = {0, 0, 0, 0}; float4 _outputCoverage_Stage0 = {0, 0, 0, 0}; { (_outputColor_Stage0 = _vinColor_Stage0); (_outputCoverage_Stage0 = float4(1.0, 1.0, 1.0, 1.0)); } { (gl_Color[0] = float4(0.0, 0.0, 0.0, 0.0)); } } ; struct PS_INPUT { float4 dx_Position : VPOS; float4 gl_Position : TEXCOORD1; float4 v0 : TEXCOORD0; }; @@ PIXEL OUTPUT @@ PS_OUTPUT main(PS_INPUT input) { _vinColor_Stage0 = input.v0; gl_main(); return generateOutput(); } R gl_Color0 gl_Color[0]RT,CTABzD\l\_urtAdjustment_Stage0dx_ViewAdjustvs_3_0Microsoft (R) HLSL Shader Compiler 10.1Q?? DD D dCTAB#ps_3_0Microsoft (R) HLSL Shader Compiler 10.1Q" ŞN}c.Kz- ҖinColor"inColor(0B3 &Ж inPosition" inPosition(0B7 *Ж inLocalCoord" inLocalCoord(0B< :ҖurtAdjustment_Stage0"urtAdjustment_Stage0(0B". (Җ gl_Position" gl_Position(0B"6 0ҖvinColor_Stage0"vinColor_Stage0(0B*  m" :$:"6 0ҖvinColor_Stage0"vinColor_Stage0(0B*7 *Җ gl_FragColor" gl_FragColor(0B wqw0kCgYc1a5d16e964aPa_vertexa_vertexRu_texCoordXformR u_posXform^ u_textureu_texCoordXform u_posXform u_texture   // Uniforms uniform float4 _u_posXform : register(c3); uniform float4 _u_texCoordXform : register(c4); #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Attributes static float2 _a_vertex = {0, 0}; static float4 gl_Position = float4(0, 0, 0, 0); // Varyings static float2 _v_texCoord = {0, 0}; uniform float4 dx_ViewAdjust : register(c1); uniform float2 dx_ViewCoords : register(c2); ; ; ; ; void gl_main() { (_v_texCoord = ((_a_vertex.xy * _u_texCoordXform.xy) + _u_texCoordXform.zw)); (gl_Position.xy = ((_a_vertex * _u_posXform.xy) + _u_posXform.zw)); (gl_Position.zw = float2(0.0, 1.0)); } ; @@ VERTEX ATTRIBUTES @@ struct VS_OUTPUT { float4 dx_Position : POSITION; float4 gl_Position : TEXCOORD1; float2 v0 : TEXCOORD0; }; VS_OUTPUT main(VS_INPUT input) { initAttributes(input); gl_main(); VS_OUTPUT output; output.gl_Position = gl_Position; output.dx_Position.x = gl_Position.x * dx_ViewAdjust.z + dx_ViewAdjust.x * gl_Position.w; output.dx_Position.y = -(gl_Position.y * dx_ViewAdjust.w + dx_ViewAdjust.y * gl_Position.w); output.dx_Position.z = (gl_Position.z + gl_Position.w) * 0.5; output.dx_Position.w = gl_Position.w; output.v0 = _v_texCoord; return output; } // Uniforms uniform sampler2D _u_texture : register(s0); #ifdef ANGLE_ENABLE_LOOP_FLATTEN #define LOOP [loop] #define FLATTEN [flatten] #else #define LOOP #define FLATTEN #endif // Varyings static float2 _v_texCoord = {0, 0}; static float4 gl_Color[1] = { float4(0, 0, 0, 0) }; #define GL_USES_FRAG_COLOR float4 gl_texture2D(sampler2D s, float2 t) { return tex2D(s, float2(t.x, t.y)); } ; ; void gl_main() { (gl_Color[0] = gl_texture2D(_u_texture, _v_texCoord)); } ; struct PS_INPUT { float4 dx_Position : VPOS; float4 gl_Position : TEXCOORD1; float2 v0 : TEXCOORD0; }; @@ PIXEL OUTPUT @@ PS_OUTPUT main(PS_INPUT input) { _v_texCoord = input.v0.xy; gl_main(); return generateOutput(); } R gl_Color0 gl_Color[0]R2CTABXdtdd_u_posXform_u_texCoordXformdx_ViewAdjustvs_3_0Microsoft (R) HLSL Shader Compiler 10.1Q?? DD D d CTABSL0<_u_texture ps_3_0Microsoft (R) HLSL Shader Compiler 10.1B" o0{</ "Жa_vertex"a_vertex(0B2 0Җu_texCoordXform"u_texCoordXform(0B( &Җ u_posXform" u_posXform(0B", &Ж v_texCoord" v_texCoord(0B". (Җ gl_Position" gl_Position(0B* [įϯЇ{<"$ "ޖ u_texture" u_texture(0B", &Ж v_texCoord" v_texCoord(0B*7 *Җ gl_FragColor" gl_FragColor(0B