Gobligine/tools/shaders/motionblur-simple.cg.glsl

209 lines
5.1 KiB
Text
Raw Normal View History

// 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 vec4 _col;
COMPAT_VARYING vec2 VARprev6;
COMPAT_VARYING vec2 VARprev5;
COMPAT_VARYING vec2 VARprev4;
COMPAT_VARYING vec2 VARprev3;
COMPAT_VARYING vec2 VARprev2;
COMPAT_VARYING vec2 VARprev1;
COMPAT_VARYING vec2 VARprev;
COMPAT_VARYING vec2 VARtex;
COMPAT_VARYING float _frame_rotation;
COMPAT_VARYING vec2 _tex_coord;
struct previous {
float _placeholder59;
vec2 _tex_coord;
};
struct input_dummy {
vec2 _video_size;
vec2 _texture_size;
vec2 _output_dummy_size;
float _frame_count;
float _frame_direction;
float _frame_rotation;
float _placeholder70;
};
struct tex_coords {
vec2 VARtex;
vec2 VARprev;
vec2 VARprev1;
vec2 VARprev2;
vec2 VARprev3;
vec2 VARprev4;
vec2 VARprev5;
vec2 VARprev6;
};
struct output_dummy {
vec4 _col;
};
vec4 _oPosition1;
tex_coords _coords1;
previous _PREV7;
previous _PREV11;
previous _PREV21;
previous _PREV31;
previous _PREV41;
previous _PREV51;
previous _PREV61;
vec4 _r0013;
COMPAT_ATTRIBUTE vec4 gl_Vertex;
COMPAT_ATTRIBUTE vec4 gl_MultiTexCoord0;
uniform int FrameDirection;
uniform int FrameCount;
uniform COMPAT_PRECISION vec2 OutputSize;
uniform COMPAT_PRECISION vec2 TextureSize;
uniform COMPAT_PRECISION vec2 InputSize;
COMPAT_ATTRIBUTE vec2 Prev6TexCoord;
COMPAT_ATTRIBUTE vec2 Prev5TexCoord;
COMPAT_ATTRIBUTE vec2 Prev4TexCoord;
COMPAT_ATTRIBUTE vec2 Prev3TexCoord;
COMPAT_ATTRIBUTE vec2 Prev2TexCoord;
COMPAT_ATTRIBUTE vec2 Prev1TexCoord;
COMPAT_ATTRIBUTE vec2 PrevTexCoord;
void main()
{
_r0013 = gl_Vertex.x*gl_ModelViewProjectionMatrix[0];
_r0013 = _r0013 + gl_Vertex.y*gl_ModelViewProjectionMatrix[1];
_r0013 = _r0013 + gl_Vertex.z*gl_ModelViewProjectionMatrix[2];
_r0013 = _r0013 + gl_Vertex.w*gl_ModelViewProjectionMatrix[3];
_oPosition1 = _r0013;
VARtex = gl_MultiTexCoord0.xy;
VARprev = PrevTexCoord;
VARprev1 = Prev1TexCoord;
VARprev2 = Prev2TexCoord;
VARprev3 = Prev3TexCoord;
VARprev4 = Prev4TexCoord;
VARprev5 = Prev5TexCoord;
VARprev6 = Prev6TexCoord;
gl_Position = _r0013;
}
#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 vec4 _col;
COMPAT_VARYING vec2 VARprev6;
COMPAT_VARYING vec2 VARprev5;
COMPAT_VARYING vec2 VARprev4;
COMPAT_VARYING vec2 VARprev3;
COMPAT_VARYING vec2 VARprev2;
COMPAT_VARYING vec2 VARprev1;
COMPAT_VARYING vec2 VARprev;
COMPAT_VARYING vec2 VARtex;
COMPAT_VARYING float _frame_rotation;
COMPAT_VARYING vec2 VARtex_coord;
struct previous {
float _placeholder63;
vec2 VARtex_coord;
};
struct input_dummy {
vec2 _video_size;
vec2 VARtexture_size;
vec2 _output_dummy_size;
float _frame_count;
float _frame_direction;
float _frame_rotation;
float _placeholder74;
};
struct tex_coords {
vec2 VARtex;
vec2 VARprev;
vec2 VARprev1;
vec2 VARprev2;
vec2 VARprev3;
vec2 VARprev4;
vec2 VARprev5;
vec2 VARprev6;
};
struct output_dummy {
vec4 _col;
};
vec4 _TMP6;
vec4 _TMP5;
vec4 _TMP4;
vec4 _TMP3;
vec4 _TMP2;
vec4 _TMP1;
vec4 _TMP0;
tex_coords _coords1;
input_dummy _IN1;
previous _PREV7;
previous _PREV11;
previous _PREV21;
previous _PREV31;
previous _PREV41;
previous _PREV51;
previous _PREV61;
uniform sampler2D Texture;
uniform sampler2D Prev6Texture;
uniform sampler2D Prev5Texture;
uniform sampler2D Prev4Texture;
uniform sampler2D Prev3Texture;
uniform sampler2D Prev2Texture;
uniform sampler2D Prev1Texture;
uniform sampler2D PrevTexture;
uniform int FrameDirection;
uniform int FrameCount;
uniform COMPAT_PRECISION vec2 OutputSize;
uniform COMPAT_PRECISION vec2 TextureSize;
uniform COMPAT_PRECISION vec2 InputSize;
void main()
{
vec4 _color;
_color = COMPAT_TEXTURE(Prev6Texture, VARprev6);
_TMP0 = COMPAT_TEXTURE(Prev5Texture, VARprev5);
_color = (_color + _TMP0)/2.00000000E+00;
_TMP1 = COMPAT_TEXTURE(Prev4Texture, VARprev4);
_color = (_color + _TMP1)/2.00000000E+00;
_TMP2 = COMPAT_TEXTURE(Prev3Texture, VARprev3);
_color = (_color + _TMP2)/2.00000000E+00;
_TMP3 = COMPAT_TEXTURE(Prev2Texture, VARprev2);
_color = (_color + _TMP3)/2.00000000E+00;
_TMP4 = COMPAT_TEXTURE(Prev1Texture, VARprev1);
_color = (_color + _TMP4)/2.00000000E+00;
_TMP5 = COMPAT_TEXTURE(PrevTexture, VARprev);
_color = (_color + _TMP5)/2.00000000E+00;
_TMP6 = COMPAT_TEXTURE(Texture, VARtex);
_color = (_color + _TMP6)/2.00000000E+00;
FragColor = _color;
return;
}
#endif