// 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 _loc; COMPAT_VARYING vec4 _t1; COMPAT_VARYING vec2 _texCoord2; COMPAT_VARYING vec4 _position1; 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 { vec4 _position1; vec2 _texCoord2; vec4 _t1; vec2 _loc; }; out_vertex _ret_0; input_dummy _IN1; vec4 _r0006; COMPAT_ATTRIBUTE vec4 gl_Vertex; COMPAT_ATTRIBUTE vec4 gl_MultiTexCoord0; COMPAT_VARYING vec4 TEX0; COMPAT_VARYING vec4 TEX1; COMPAT_VARYING vec4 TEX2; uniform int FrameDirection; uniform int FrameCount; uniform COMPAT_PRECISION vec2 OutputSize; uniform COMPAT_PRECISION vec2 TextureSize; uniform COMPAT_PRECISION vec2 InputSize; void main() { out_vertex _OUT; vec2 _ps; vec2 _texCoord; _r0006 = gl_Vertex.x*gl_ModelViewProjectionMatrix[0]; _r0006 = _r0006 + gl_Vertex.y*gl_ModelViewProjectionMatrix[1]; _r0006 = _r0006 + gl_Vertex.z*gl_ModelViewProjectionMatrix[2]; _r0006 = _r0006 + gl_Vertex.w*gl_ModelViewProjectionMatrix[3]; _ps = vec2(1.00000000E+00/TextureSize.x, 1.00000000E+00/TextureSize.y); _texCoord = gl_MultiTexCoord0.xy + vec2( 1.00000001E-07, 1.00000001E-07); _OUT._t1.xy = vec2(_ps.x, 0.00000000E+00); _OUT._t1.zw = vec2(0.00000000E+00, _ps.y); _OUT._loc = _texCoord*TextureSize; _ret_0._position1 = _r0006; _ret_0._texCoord2 = _texCoord; _ret_0._t1 = _OUT._t1; _ret_0._loc = _OUT._loc; gl_Position = _r0006; TEX0.xy = _texCoord; TEX1 = _OUT._t1; TEX2.xy = _OUT._loc; return; TEX0.xy = _ret_0._texCoord2; TEX1 = _ret_0._t1; TEX2.xy = _ret_0._loc; } #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 _loc; COMPAT_VARYING vec4 _t1; 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 _t1; vec2 _loc; }; vec4 _ret_0; vec3 _TMP24; vec3 _TMP23; float _TMP22; float _TMP21; float _TMP20; float _TMP19; float _TMP18; vec4 _TMP17; vec4 _TMP16; vec4 _TMP15; vec4 _TMP14; vec4 _TMP12; vec4 _TMP11; vec4 _TMP10; vec4 _TMP9; float _TMP8; float _TMP7; float _TMP6; float _TMP5; float _TMP25; float _TMP26; vec4 _TMP4; vec4 _TMP3; vec4 _TMP2; vec4 _TMP1; vec2 _TMP0; uniform sampler2D Texture; input_dummy _IN1; vec2 _val0034; vec2 _c0038; vec2 _c0040; vec2 _c0042; float _TMP43; float _TMP47; float _TMP51; float _TMP55; float _TMP63; vec2 _v0064; float _TMP71; vec2 _v0072; float _a0080; float _a0082; float _a0084; float _a0086; vec2 _c0090; vec2 _c0092; vec2 _c0094; vec2 _c0096; vec2 _c0100; vec2 _c0102; vec2 _c0104; vec2 _c0106; float _x0108; float _x0112; float _x0116; float _x0120; float _x0124; vec3 _a0130; COMPAT_VARYING vec4 TEX0; COMPAT_VARYING vec4 TEX1; COMPAT_VARYING vec4 TEX2; uniform int FrameDirection; uniform int FrameCount; uniform COMPAT_PRECISION vec2 OutputSize; uniform COMPAT_PRECISION vec2 TextureSize; uniform COMPAT_PRECISION vec2 InputSize; void main() { vec2 _pos; vec2 _dir; vec2 _g1; vec2 _g2; vec3 _B1; vec3 _C1; vec3 _D1; float _p1; float _q1; vec3 _color_old; vec2 _delta; vec3 _first; vec3 _second; vec3 _mid_horiz; vec3 _mid_vert; vec3 _res; float _color1; vec3 _TMP30; _TMP0 = fract(TEX2.xy); _pos = _TMP0 - vec2( 5.00000000E-01, 5.00000000E-01); _val0034 = vec2(float((_pos.x > 0.00000000E+00)), float((_pos.y > 0.00000000E+00))); _dir = _val0034 - vec2(float((_pos.x < 0.00000000E+00)), float((_pos.y < 0.00000000E+00))); _g1 = _dir*TEX1.xy; _g2 = _dir*TEX1.zw; _TMP1 = COMPAT_TEXTURE(Texture, TEX0.xy); _c0038 = TEX0.xy + _g1; _TMP2 = COMPAT_TEXTURE(Texture, _c0038); _B1 = _TMP2.xyz; _c0040 = TEX0.xy + _g2; _TMP3 = COMPAT_TEXTURE(Texture, _c0040); _C1 = _TMP3.xyz; _c0042 = TEX0.xy + _g1 + _g2; _TMP4 = COMPAT_TEXTURE(Texture, _c0042); _D1 = _TMP4.xyz; _TMP43 = dot(_TMP1.xyz, vec3( 6.55360000E+04, 2.55000000E+02, 1.00000000E+00)); _TMP47 = dot(_TMP2.xyz, vec3( 6.55360000E+04, 2.55000000E+02, 1.00000000E+00)); _TMP51 = dot(_TMP3.xyz, vec3( 6.55360000E+04, 2.55000000E+02, 1.00000000E+00)); _TMP55 = dot(_TMP4.xyz, vec3( 6.55360000E+04, 2.55000000E+02, 1.00000000E+00)); _p1 = abs(_pos.x); _q1 = abs(_pos.y); _v0064 = _g1 - _pos; _TMP25 = dot(_v0064, _v0064); _TMP26 = inversesqrt(_TMP25); _TMP63 = 1.00000000E+00/_TMP26; _v0072 = _g2 - _pos; _TMP25 = dot(_v0072, _v0072); _TMP26 = inversesqrt(_TMP25); _TMP71 = 1.00000000E+00/_TMP26; _a0080 = _TMP43 - _TMP55; _TMP5 = abs(_a0080); _a0082 = _TMP47 - _TMP51; _TMP6 = abs(_a0082); if (_TMP5 < _TMP6) { if (_TMP63 < _TMP71) { _C1 = (_TMP1.xyz + _TMP4.xyz) - _TMP2.xyz; } else { if (_TMP63 > _TMP71) { _B1 = (_TMP1.xyz + _TMP4.xyz) - _TMP3.xyz; } } } else { _a0084 = _TMP43 - _TMP55; _TMP7 = abs(_a0084); _a0086 = _TMP47 - _TMP51; _TMP8 = abs(_a0086); if (_TMP7 > _TMP8) { _D1 = (_TMP2.xyz + _TMP3.xyz) - _TMP1.xyz; } } _color_old = ((1.00000000E+00 - _p1)*(1.00000000E+00 - _q1))*_TMP1.xyz + (_p1*(1.00000000E+00 - _q1))*_B1 + ((1.00000000E+00 - _p1)*_q1)*_C1 + (_p1*_q1)*_D1; _delta = 5.00000000E-01/TextureSize; _c0090 = TEX0.xy + vec2(-_delta.x, -_delta.y); _TMP9 = COMPAT_TEXTURE(Texture, _c0090); _c0092 = TEX0.xy + vec2(-_delta.x, 0.00000000E+00); _TMP10 = COMPAT_TEXTURE(Texture, _c0092); _c0094 = TEX0.xy + vec2(-_delta.x, _delta.y); _TMP11 = COMPAT_TEXTURE(Texture, _c0094); _c0096 = TEX0.xy + vec2(0.00000000E+00, -_delta.y); _TMP12 = COMPAT_TEXTURE(Texture, _c0096); _c0100 = TEX0.xy + vec2(0.00000000E+00, _delta.y); _TMP14 = COMPAT_TEXTURE(Texture, _c0100); _c0102 = TEX0.xy + vec2(_delta.x, -_delta.y); _TMP15 = COMPAT_TEXTURE(Texture, _c0102); _c0104 = TEX0.xy + vec2(_delta.x, 0.00000000E+00); _TMP16 = COMPAT_TEXTURE(Texture, _c0104); _c0106 = TEX0.xy + vec2(_delta.x, _delta.y); _TMP17 = COMPAT_TEXTURE(Texture, _c0106); _x0108 = TEX0.x*TextureSize.x + 5.00000000E-01; _TMP18 = fract(_x0108); _first = _TMP9.xyz + _TMP18*(_TMP15.xyz - _TMP9.xyz); _x0112 = TEX0.x*TextureSize.x + 5.00000000E-01; _TMP19 = fract(_x0112); _second = _TMP11.xyz + _TMP19*(_TMP17.xyz - _TMP11.xyz); _x0116 = TEX0.x*TextureSize.x + 5.00000000E-01; _TMP20 = fract(_x0116); _mid_horiz = _TMP10.xyz + _TMP20*(_TMP16.xyz - _TMP10.xyz); _x0120 = TEX0.y*TextureSize.y + 5.00000000E-01; _TMP21 = fract(_x0120); _mid_vert = _TMP12.xyz + _TMP21*(_TMP14.xyz - _TMP12.xyz); _x0124 = TEX0.y*TextureSize.y + 5.00000000E-01; _TMP22 = fract(_x0124); _res = _first + _TMP22*(_second - _first); _TMP23 = _mid_horiz + 5.00000000E-01*(_mid_vert - _mid_horiz); _a0130 = _res - _TMP23; _TMP24 = abs(_a0130); _color1 = (2.80000001E-01*(_res + _mid_horiz + _mid_vert) + 4.69999981E+00*_TMP24).x; _TMP30 = (_color1 + _color_old)/2.00000000E+00; _ret_0 = vec4(_TMP30.x, _TMP30.y, _TMP30.z, 1.00000000E+00); FragColor = _ret_0; return; } #endif