// GLSL shader autogenerated by cg2glsl.py. #if defined(VERTEX) #if __VERSION__ >= 130 #define COMPAT_VARYING out #define COMPAT_ATTRIBUTE in #define COMPAT_TEXTURE texture #else #define COMPAT_VARYING varying #define COMPAT_ATTRIBUTE attribute #define COMPAT_TEXTURE texture2D #endif #ifdef GL_ES #define COMPAT_PRECISION mediump #else #define COMPAT_PRECISION #endif COMPAT_VARYING vec2 _texCoord1; COMPAT_VARYING float _frame_rotation; struct input_dummy { vec2 _video_size; vec2 _texture_size; vec2 _output_dummy_size; float _frame_count; float _frame_direction; float _frame_rotation; }; struct out_vertex { vec2 _texCoord1; }; vec4 _oPosition1; out_vertex _ret_0; input_dummy _IN1; vec4 _r0008; COMPAT_ATTRIBUTE vec4 VertexCoord; COMPAT_ATTRIBUTE vec4 TexCoord; COMPAT_VARYING vec4 TEX0; uniform mat4 MVPMatrix; uniform int FrameDirection; uniform int FrameCount; uniform COMPAT_PRECISION vec2 OutputSize; uniform COMPAT_PRECISION vec2 TextureSize; uniform COMPAT_PRECISION vec2 InputSize; void main() { vec2 _ps; out_vertex _TMP3; _ps = 1.00000000E+00/TextureSize; _r0008 = VertexCoord.x*MVPMatrix[0]; _r0008 = _r0008 + VertexCoord.y*MVPMatrix[1]; _r0008 = _r0008 + VertexCoord.z*MVPMatrix[2]; _r0008 = _r0008 + VertexCoord.w*MVPMatrix[3]; _oPosition1 = _r0008; _TMP3._texCoord1 = TexCoord.xy + _ps*vec2( -4.90000010E-01, 0.00000000E+00); _ret_0._texCoord1 = _TMP3._texCoord1; gl_Position = _r0008; TEX0.xy = _TMP3._texCoord1; return; TEX0.xy = _ret_0._texCoord1; } #elif defined(FRAGMENT) #if __VERSION__ >= 130 #define COMPAT_VARYING in #define COMPAT_TEXTURE texture out vec4 FragColor; #else #define COMPAT_VARYING varying #define FragColor gl_FragColor #define COMPAT_TEXTURE texture2D #endif #ifdef GL_ES #ifdef GL_FRAGMENT_PRECISION_HIGH precision highp float; #else precision mediump float; #endif #define COMPAT_PRECISION mediump #else #define COMPAT_PRECISION #endif COMPAT_VARYING vec2 _texCoord; COMPAT_VARYING float _frame_rotation; struct input_dummy { vec2 _video_size; vec2 _texture_size; vec2 _output_dummy_size; float _frame_count; float _frame_direction; float _frame_rotation; }; struct out_vertex { vec2 _texCoord; }; vec4 _ret_0; vec3 _TMP6; float _TMP9; float _TMP8; float _TMP7; float _TMP5; float _TMP10; vec4 _TMP4; vec4 _TMP3; vec4 _TMP2; vec4 _TMP1; vec2 _TMP0; uniform sampler2D Texture; input_dummy _IN1; vec2 _x0019; vec2 _x0021; vec2 _c0023; vec2 _c0027; vec2 _c0029; vec4 _r0031; vec4 _v0031; vec3 _r0041; float _a0051; float _x0053; float _TMP56; COMPAT_VARYING vec4 TEX0; uniform int FrameDirection; uniform int FrameCount; uniform COMPAT_PRECISION vec2 OutputSize; uniform COMPAT_PRECISION vec2 TextureSize; uniform COMPAT_PRECISION vec2 InputSize; void main() { vec2 _dx; vec2 _tc; vec2 _fp; vec3 _color; float _d; _dx = vec2(1.00000000E+00/TextureSize.x, 0.00000000E+00); _x0019 = TEX0.xy*TextureSize; _TMP0 = floor(_x0019); _tc = (_TMP0 + vec2( 5.00000000E-01, 5.00000000E-01))/TextureSize; _x0021 = TEX0.xy*TextureSize; _fp = fract(_x0021); _c0023 = _tc - _dx; _TMP1 = COMPAT_TEXTURE(Texture, _c0023); _TMP2 = COMPAT_TEXTURE(Texture, _tc); _c0027 = _tc + _dx; _TMP3 = COMPAT_TEXTURE(Texture, _c0027); _c0029 = _tc + 2.00000000E+00*_dx; _TMP4 = COMPAT_TEXTURE(Texture, _c0029); _v0031 = vec4(_fp.x*_fp.x*_fp.x, _fp.x*_fp.x, _fp.x, 1.00000000E+00); _r0031.x = dot(vec4( -5.00000000E-01, 1.00000000E+00, -5.00000000E-01, 0.00000000E+00), _v0031); _r0031.y = dot(vec4( 1.50000000E+00, -2.50000000E+00, 0.00000000E+00, 1.00000000E+00), _v0031); _r0031.z = dot(vec4( -1.50000000E+00, 2.00000000E+00, 5.00000000E-01, 0.00000000E+00), _v0031); _r0031.w = dot(vec4( 5.00000000E-01, -5.00000000E-01, 0.00000000E+00, 0.00000000E+00), _v0031); _r0041 = _r0031.x*_TMP1.xyz; _r0041 = _r0041 + _r0031.y*_TMP2.xyz; _r0041 = _r0041 + _r0031.z*_TMP3.xyz; _r0041 = _r0041 + _r0031.w*_TMP4.xyz; _TMP7 = pow(_r0041.x, 2.40000010E+00); _TMP8 = pow(_r0041.y, 2.40000010E+00); _TMP9 = pow(_r0041.z, 2.40000010E+00); _color = vec3(_TMP7, _TMP8, _TMP9); _a0051 = _fp.y - 5.00000000E-01; _TMP5 = abs(_a0051); _x0053 = 1.00000000E+00 - _TMP5; _TMP10 = min(1.00000000E+00, _x0053); _TMP56 = max(0.00000000E+00, _TMP10); _d = _TMP56*_TMP56*(3.00000000E+00 - 2.00000000E+00*_TMP56); _color = _color*_d; _TMP7 = pow(_color.x, 4.54545438E-01); _TMP8 = pow(_color.y, 4.54545438E-01); _TMP9 = pow(_color.z, 4.54545438E-01); _TMP6 = vec3(_TMP7, _TMP8, _TMP9); _ret_0 = vec4(_TMP6.x, _TMP6.y, _TMP6.z, 1.00000000E+00); FragColor = _ret_0; return; } #endif