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TEXCOORD3;

float4 v0 : TEXCOORD0;
float2 v1 : TEXCOORD1;
};

#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, 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 float3x3 _umatrix_S1_c0 : register(c1);
uniform float4 _uscale_S1_c1_c0_c0[2] : register(c4);
uniform float4 _ubias_S1_c1_c0_c0[2] : register(c6);
uniform float _uthreshold_S1_c1_c0_c0 : register(c8);
uniform float4 _uleftBorderColor_S1_c1_c0 : register(c9);
uniform float4 _urightBorderColor_S1_c1_c0 : register(c10);
uniform float _urange_S1 : register(c11);
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 float4 _vcolor_S0 = {0, 0, 0, 0};
static float2 _vTransformedCoords_8_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);
float3 dx_DepthFront : packoffset(c2);
float2 dx_ViewScale : packoffset(c3);
struct SamplerMetadata
{
int baseLevel;
int internalFormatBits;
int wrapModes;
int 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;
gl_FragCoord.y = input.dx_Position.y;
gl_FragCoord.z = (input.gl_FragCoord.z * rhw) * dx_DepthFront.x +
dx_DepthFront.y;
gl_FragCoord.w = rhw;
_vcolor_S0 = input.v0;
_vTransformedCoords_8_S0 = input.v1.xy;

float4 _sk_FragCoord3087 = vec4_ctor(gl_FragCoord.x, (_u_skRTFlip.x +


(_u_skRTFlip.y * gl_FragCoord.y)), gl_FragCoord.z, gl_FragCoord.w);
float4 _outputColor_S03088 = {0, 0, 0, 0};
(_outputColor_S03088 = _vcolor_S0);
float4 _output_S13089 = {0, 0, 0, 0};
float4 __31_input3090 = _outputColor_S03088;
float4 __32_input3091 = __31_input3090;
float2 __35_tmp_3_coords3092 = _vTransformedCoords_8_S0;
float4 __36_t3093 = vec4_ctor((__35_tmp_3_coords3092.x + 9.9999997e-06), 1.0, 0.0,
0.0);
float4 __37_outColor3094 = {0, 0, 0, 0};
if ((__36_t3093.x < 0.0))
{
(__37_outColor3094 = _uleftBorderColor_S1_c1_c0);
}
else
{
if ((__36_t3093.x > 1.0))
{
(__37_outColor3094 = _urightBorderColor_S1_c1_c0);
}
else
{
float2 __39_tmp_1_coords3095 = vec2_ctor(__36_t3093.x, 0.0);
float __40_t3096 = __39_tmp_1_coords3095.x;
float4 __41_s3097 = {0, 0, 0, 0};
float4 __42_b3098 = {0, 0, 0, 0};
if ((__40_t3096 < _uthreshold_S1_c1_c0_c0))
{
(__41_s3097 = _uscale_S1_c1_c0_c0[0]);
(__42_b3098 = _ubias_S1_c1_c0_c0[0]);
}
else
{
(__41_s3097 = _uscale_S1_c1_c0_c0[1]);
(__42_b3098 = _ubias_S1_c1_c0_c0[1]);
}
(__37_outColor3094 = ((__40_t3096 * __41_s3097) + __42_b3098));
}
}
{
(__37_outColor3094.xyz *= __37_outColor3094.w);
}
(__32_input3091 = __37_outColor3094);
(__31_input3090 = __32_input3091);
float __45_value3099 = (gl_texture2D(_uTextureSampler_0_S1,
mul(transpose(mat3x2_ctor(_umatrix_S1_c0)), vec3_ctor(_sk_FragCoord3087.xy, 1.0)),
-0.5).x - 0.5);
(_output_S13089 = vec4_ctor(clamp((__31_input3090.xyz + (__45_value3099 *
_urange_S1)), 0.0, __31_input3090.w), __31_input3090.w));
{
(out_sk_FragColor = _output_S13089);
}
return generateOutput();
}

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