// 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 float _frame_rotation; COMPAT_VARYING vec4 _color1; struct output_dummy { vec4 _color1; }; struct input_dummy { vec2 _video_size; vec2 _texture_size; vec2 _output_dummy_size; float _frame_count; float _frame_direction; float _frame_rotation; }; vec4 _oPosition1; vec4 _r0005; COMPAT_ATTRIBUTE vec4 gl_Vertex; COMPAT_ATTRIBUTE vec4 COLOR; COMPAT_ATTRIBUTE vec4 gl_MultiTexCoord0; COMPAT_VARYING vec4 COL0; 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() { vec4 _oColor; vec2 _otexCoord; _r0005 = gl_Vertex.x*gl_ModelViewProjectionMatrix[0]; _r0005 = _r0005 + gl_Vertex.y*gl_ModelViewProjectionMatrix[1]; _r0005 = _r0005 + gl_Vertex.z*gl_ModelViewProjectionMatrix[2]; _r0005 = _r0005 + gl_Vertex.w*gl_ModelViewProjectionMatrix[3]; _oPosition1 = _r0005; _oColor = COLOR; _otexCoord = gl_MultiTexCoord0.xy; gl_Position = _r0005; COL0 = COLOR; TEX0.xy = gl_MultiTexCoord0.xy; } #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 float _frame_rotation; COMPAT_VARYING vec4 _color; struct output_dummy { vec4 _color; }; struct input_dummy { vec2 _video_size; vec2 _texture_size; vec2 _output_dummy_size; float _frame_count; float _frame_direction; float _frame_rotation; }; vec3 _TMP3; vec3 _TMP2; vec3 _TMP1; vec3 _TMP0; vec3 _TMP10; vec3 _TMP9; vec3 _TMP8; vec4 _TMP14; float _TMP13; float _TMP12; input_dummy _IN1; uniform sampler2D Texture; vec2 _x0019; float _x0021; float _TMP22; float _ax0023; float _x0023; float _TMP26; float _ax0027; float _x0027; float _TMP30; float _ax0031; float _TMP34; float _ax0035; float _x0035; float _x0039; float _TMP40; float _ax0041; float _x0041; float _TMP44; float _ax0045; float _x0045; float _TMP48; float _ax0049; float _TMP52; float _ax0053; float _x0053; vec2 _c0061; vec2 _c0065; vec2 _c0069; vec2 _c0073; float _ypos0075; vec2 _c0079; vec2 _c0083; vec2 _c0087; vec2 _c0091; float _ypos0093; vec2 _c0097; vec2 _c0101; vec2 _c0105; vec2 _c0109; float _ypos0111; vec2 _c0115; vec2 _c0119; vec2 _c0123; vec2 _c0127; 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 _stepxy; vec2 _pos; vec2 _f; vec4 _linetaps1; vec4 _columntaps; vec2 _xystart; vec4 _xpos2; output_dummy _OUT; vec3 _TMP17; _stepxy = vec2(1.00000000E+00/TextureSize.x, 1.00000000E+00/TextureSize.y); _pos = TEX0.xy + _stepxy*5.00000000E-01; _x0019 = _pos/_stepxy; _f = fract(_x0019); _x0021 = 1.00000000E+00 - _f.x; _x0023 = _x0021 - 2.00000000E+00; _ax0023 = abs(_x0023); if (_ax0023 < 1.00000000E+00) { _TMP12 = _x0023*_x0023; _TMP22 = (_TMP12*(7.50000000E+00*_ax0023 + -1.35000000E+01) + 6.00000000E+00)/6.00000000E+00; } else { if (_ax0023 >= 1.00000000E+00 && _ax0023 < 2.00000000E+00) { _TMP13 = _x0023*_x0023; _TMP22 = (_TMP13*(-4.50000000E+00*_ax0023 + 2.25000000E+01) + -3.60000000E+01*_ax0023 + 1.80000000E+01)/6.00000000E+00; } else { _TMP22 = 0.00000000E+00; } } _x0027 = _x0021 - 1.00000000E+00; _ax0027 = abs(_x0027); if (_ax0027 < 1.00000000E+00) { _TMP12 = _x0027*_x0027; _TMP26 = (_TMP12*(7.50000000E+00*_ax0027 + -1.35000000E+01) + 6.00000000E+00)/6.00000000E+00; } else { if (_ax0027 >= 1.00000000E+00 && _ax0027 < 2.00000000E+00) { _TMP13 = _x0027*_x0027; _TMP26 = (_TMP13*(-4.50000000E+00*_ax0027 + 2.25000000E+01) + -3.60000000E+01*_ax0027 + 1.80000000E+01)/6.00000000E+00; } else { _TMP26 = 0.00000000E+00; } } _ax0031 = abs(_x0021); if (_ax0031 < 1.00000000E+00) { _TMP12 = _x0021*_x0021; _TMP30 = (_TMP12*(7.50000000E+00*_ax0031 + -1.35000000E+01) + 6.00000000E+00)/6.00000000E+00; } else { if (_ax0031 >= 1.00000000E+00 && _ax0031 < 2.00000000E+00) { _TMP13 = _x0021*_x0021; _TMP30 = (_TMP13*(-4.50000000E+00*_ax0031 + 2.25000000E+01) + -3.60000000E+01*_ax0031 + 1.80000000E+01)/6.00000000E+00; } else { _TMP30 = 0.00000000E+00; } } _x0035 = _x0021 + 1.00000000E+00; _ax0035 = abs(_x0035); if (_ax0035 < 1.00000000E+00) { _TMP12 = _x0035*_x0035; _TMP34 = (_TMP12*(7.50000000E+00*_ax0035 + -1.35000000E+01) + 6.00000000E+00)/6.00000000E+00; } else { if (_ax0035 >= 1.00000000E+00 && _ax0035 < 2.00000000E+00) { _TMP13 = _x0035*_x0035; _TMP34 = (_TMP13*(-4.50000000E+00*_ax0035 + 2.25000000E+01) + -3.60000000E+01*_ax0035 + 1.80000000E+01)/6.00000000E+00; } else { _TMP34 = 0.00000000E+00; } } _linetaps1 = vec4(_TMP22, _TMP26, _TMP30, _TMP34); _x0039 = 1.00000000E+00 - _f.y; _x0041 = _x0039 - 2.00000000E+00; _ax0041 = abs(_x0041); if (_ax0041 < 1.00000000E+00) { _TMP12 = _x0041*_x0041; _TMP40 = (_TMP12*(7.50000000E+00*_ax0041 + -1.35000000E+01) + 6.00000000E+00)/6.00000000E+00; } else { if (_ax0041 >= 1.00000000E+00 && _ax0041 < 2.00000000E+00) { _TMP13 = _x0041*_x0041; _TMP40 = (_TMP13*(-4.50000000E+00*_ax0041 + 2.25000000E+01) + -3.60000000E+01*_ax0041 + 1.80000000E+01)/6.00000000E+00; } else { _TMP40 = 0.00000000E+00; } } _x0045 = _x0039 - 1.00000000E+00; _ax0045 = abs(_x0045); if (_ax0045 < 1.00000000E+00) { _TMP12 = _x0045*_x0045; _TMP44 = (_TMP12*(7.50000000E+00*_ax0045 + -1.35000000E+01) + 6.00000000E+00)/6.00000000E+00; } else { if (_ax0045 >= 1.00000000E+00 && _ax0045 < 2.00000000E+00) { _TMP13 = _x0045*_x0045; _TMP44 = (_TMP13*(-4.50000000E+00*_ax0045 + 2.25000000E+01) + -3.60000000E+01*_ax0045 + 1.80000000E+01)/6.00000000E+00; } else { _TMP44 = 0.00000000E+00; } } _ax0049 = abs(_x0039); if (_ax0049 < 1.00000000E+00) { _TMP12 = _x0039*_x0039; _TMP48 = (_TMP12*(7.50000000E+00*_ax0049 + -1.35000000E+01) + 6.00000000E+00)/6.00000000E+00; } else { if (_ax0049 >= 1.00000000E+00 && _ax0049 < 2.00000000E+00) { _TMP13 = _x0039*_x0039; _TMP48 = (_TMP13*(-4.50000000E+00*_ax0049 + 2.25000000E+01) + -3.60000000E+01*_ax0049 + 1.80000000E+01)/6.00000000E+00; } else { _TMP48 = 0.00000000E+00; } } _x0053 = _x0039 + 1.00000000E+00; _ax0053 = abs(_x0053); if (_ax0053 < 1.00000000E+00) { _TMP12 = _x0053*_x0053; _TMP52 = (_TMP12*(7.50000000E+00*_ax0053 + -1.35000000E+01) + 6.00000000E+00)/6.00000000E+00; } else { if (_ax0053 >= 1.00000000E+00 && _ax0053 < 2.00000000E+00) { _TMP13 = _x0053*_x0053; _TMP52 = (_TMP13*(-4.50000000E+00*_ax0053 + 2.25000000E+01) + -3.60000000E+01*_ax0053 + 1.80000000E+01)/6.00000000E+00; } else { _TMP52 = 0.00000000E+00; } } _columntaps = vec4(_TMP40, _TMP44, _TMP48, _TMP52); _linetaps1 = _linetaps1/(_linetaps1.x + _linetaps1.y + _linetaps1.z + _linetaps1.w); _columntaps = _columntaps/(_columntaps.x + _columntaps.y + _columntaps.z + _columntaps.w); _xystart = (-1.50000000E+00 - _f)*_stepxy + _pos; _xpos2 = vec4(_xystart.x, _xystart.x + _stepxy.x, _xystart.x + _stepxy.x*2.00000000E+00, _xystart.x + _stepxy.x*3.00000000E+00); _c0061 = vec2(_xpos2.x, _xystart.y); _TMP14 = COMPAT_TEXTURE(Texture, _c0061); _TMP8 = _TMP14.xyz; _c0065 = vec2(_xpos2.y, _xystart.y); _TMP14 = COMPAT_TEXTURE(Texture, _c0065); _TMP9 = _TMP14.xyz; _c0069 = vec2(_xpos2.z, _xystart.y); _TMP14 = COMPAT_TEXTURE(Texture, _c0069); _TMP10 = _TMP14.xyz; _c0073 = vec2(_xpos2.w, _xystart.y); _TMP14 = COMPAT_TEXTURE(Texture, _c0073); _TMP0 = _TMP8*_linetaps1.x + _TMP9*_linetaps1.y + _TMP10*_linetaps1.z + _TMP14.xyz*_linetaps1.w; _ypos0075 = _xystart.y + _stepxy.y; _c0079 = vec2(_xpos2.x, _ypos0075); _TMP14 = COMPAT_TEXTURE(Texture, _c0079); _TMP8 = _TMP14.xyz; _c0083 = vec2(_xpos2.y, _ypos0075); _TMP14 = COMPAT_TEXTURE(Texture, _c0083); _TMP9 = _TMP14.xyz; _c0087 = vec2(_xpos2.z, _ypos0075); _TMP14 = COMPAT_TEXTURE(Texture, _c0087); _TMP10 = _TMP14.xyz; _c0091 = vec2(_xpos2.w, _ypos0075); _TMP14 = COMPAT_TEXTURE(Texture, _c0091); _TMP1 = _TMP8*_linetaps1.x + _TMP9*_linetaps1.y + _TMP10*_linetaps1.z + _TMP14.xyz*_linetaps1.w; _ypos0093 = _xystart.y + _stepxy.y*2.00000000E+00; _c0097 = vec2(_xpos2.x, _ypos0093); _TMP14 = COMPAT_TEXTURE(Texture, _c0097); _TMP8 = _TMP14.xyz; _c0101 = vec2(_xpos2.y, _ypos0093); _TMP14 = COMPAT_TEXTURE(Texture, _c0101); _TMP9 = _TMP14.xyz; _c0105 = vec2(_xpos2.z, _ypos0093); _TMP14 = COMPAT_TEXTURE(Texture, _c0105); _TMP10 = _TMP14.xyz; _c0109 = vec2(_xpos2.w, _ypos0093); _TMP14 = COMPAT_TEXTURE(Texture, _c0109); _TMP2 = _TMP8*_linetaps1.x + _TMP9*_linetaps1.y + _TMP10*_linetaps1.z + _TMP14.xyz*_linetaps1.w; _ypos0111 = _xystart.y + _stepxy.y*3.00000000E+00; _c0115 = vec2(_xpos2.x, _ypos0111); _TMP14 = COMPAT_TEXTURE(Texture, _c0115); _TMP8 = _TMP14.xyz; _c0119 = vec2(_xpos2.y, _ypos0111); _TMP14 = COMPAT_TEXTURE(Texture, _c0119); _TMP9 = _TMP14.xyz; _c0123 = vec2(_xpos2.z, _ypos0111); _TMP14 = COMPAT_TEXTURE(Texture, _c0123); _TMP10 = _TMP14.xyz; _c0127 = vec2(_xpos2.w, _ypos0111); _TMP14 = COMPAT_TEXTURE(Texture, _c0127); _TMP3 = _TMP8*_linetaps1.x + _TMP9*_linetaps1.y + _TMP10*_linetaps1.z + _TMP14.xyz*_linetaps1.w; _TMP17 = _TMP0*_columntaps.x + _TMP1*_columntaps.y + _TMP2*_columntaps.z + _TMP3*_columntaps.w; _OUT._color = vec4(_TMP17.x, _TMP17.y, _TMP17.z, 1.00000000E+00); FragColor = _OUT._color; return; } #endif