299 lines
8.1 KiB
GLSL
299 lines
8.1 KiB
GLSL
// GLSL shader autogenerated by cg2glsl.py.
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#if defined(VERTEX)
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#if __VERSION__ >= 130
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#define COMPAT_VARYING out
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#define COMPAT_ATTRIBUTE in
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#define COMPAT_TEXTURE texture
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#else
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#define COMPAT_VARYING varying
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#define COMPAT_ATTRIBUTE attribute
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#define COMPAT_TEXTURE texture2D
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#endif
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#ifdef GL_ES
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#define COMPAT_PRECISION mediump
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#else
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#define COMPAT_PRECISION
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#endif
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COMPAT_VARYING vec2 _loc;
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COMPAT_VARYING vec4 _t1;
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COMPAT_VARYING vec2 _texCoord2;
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COMPAT_VARYING vec4 _position1;
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COMPAT_VARYING float _frame_rotation;
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struct input_dummy {
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vec2 _video_size;
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vec2 _texture_size;
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vec2 _output_dummy_size;
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float _frame_count;
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float _frame_direction;
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float _frame_rotation;
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};
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struct out_vertex {
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vec4 _position1;
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vec2 _texCoord2;
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vec4 _t1;
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vec2 _loc;
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};
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out_vertex _ret_0;
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input_dummy _IN1;
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vec4 _r0006;
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COMPAT_ATTRIBUTE vec4 gl_Vertex;
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COMPAT_ATTRIBUTE vec4 gl_MultiTexCoord0;
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COMPAT_VARYING vec4 TEX0;
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COMPAT_VARYING vec4 TEX1;
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COMPAT_VARYING vec4 TEX2;
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uniform int FrameDirection;
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uniform int FrameCount;
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uniform COMPAT_PRECISION vec2 OutputSize;
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uniform COMPAT_PRECISION vec2 TextureSize;
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uniform COMPAT_PRECISION vec2 InputSize;
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void main()
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{
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out_vertex _OUT;
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vec2 _ps;
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vec2 _texCoord;
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_r0006 = gl_Vertex.x*gl_ModelViewProjectionMatrix[0];
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_r0006 = _r0006 + gl_Vertex.y*gl_ModelViewProjectionMatrix[1];
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_r0006 = _r0006 + gl_Vertex.z*gl_ModelViewProjectionMatrix[2];
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_r0006 = _r0006 + gl_Vertex.w*gl_ModelViewProjectionMatrix[3];
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_ps = vec2(1.00000000E+00/TextureSize.x, 1.00000000E+00/TextureSize.y);
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_texCoord = gl_MultiTexCoord0.xy + vec2( 1.00000001E-07, 1.00000001E-07);
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_OUT._t1.xy = vec2(_ps.x, 0.00000000E+00);
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_OUT._t1.zw = vec2(0.00000000E+00, _ps.y);
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_OUT._loc = _texCoord*TextureSize;
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_ret_0._position1 = _r0006;
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_ret_0._texCoord2 = _texCoord;
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_ret_0._t1 = _OUT._t1;
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_ret_0._loc = _OUT._loc;
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gl_Position = _r0006;
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TEX0.xy = _texCoord;
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TEX1 = _OUT._t1;
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TEX2.xy = _OUT._loc;
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return;
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TEX0.xy = _ret_0._texCoord2;
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TEX1 = _ret_0._t1;
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TEX2.xy = _ret_0._loc;
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}
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#elif defined(FRAGMENT)
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#if __VERSION__ >= 130
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#define COMPAT_VARYING in
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#define COMPAT_TEXTURE texture
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out vec4 FragColor;
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#else
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#define COMPAT_VARYING varying
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#define FragColor gl_FragColor
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#define COMPAT_TEXTURE texture2D
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#endif
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#ifdef GL_ES
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#ifdef GL_FRAGMENT_PRECISION_HIGH
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precision highp float;
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#else
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precision mediump float;
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#endif
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#define COMPAT_PRECISION mediump
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#else
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#define COMPAT_PRECISION
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#endif
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COMPAT_VARYING vec2 _loc;
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COMPAT_VARYING vec4 _t1;
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COMPAT_VARYING vec2 _texCoord;
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COMPAT_VARYING float _frame_rotation;
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struct input_dummy {
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vec2 _video_size;
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vec2 _texture_size;
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vec2 _output_dummy_size;
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float _frame_count;
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float _frame_direction;
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float _frame_rotation;
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};
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struct out_vertex {
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vec2 _texCoord;
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vec4 _t1;
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vec2 _loc;
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};
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vec4 _ret_0;
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vec3 _TMP24;
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vec3 _TMP23;
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float _TMP22;
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float _TMP21;
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float _TMP20;
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float _TMP19;
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float _TMP18;
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vec4 _TMP17;
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vec4 _TMP16;
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vec4 _TMP15;
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vec4 _TMP14;
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vec4 _TMP12;
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vec4 _TMP11;
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vec4 _TMP10;
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vec4 _TMP9;
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float _TMP8;
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float _TMP7;
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float _TMP6;
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float _TMP5;
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float _TMP25;
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float _TMP26;
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vec4 _TMP4;
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vec4 _TMP3;
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vec4 _TMP2;
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vec4 _TMP1;
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vec2 _TMP0;
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uniform sampler2D Texture;
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input_dummy _IN1;
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vec2 _val0034;
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vec2 _c0038;
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vec2 _c0040;
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vec2 _c0042;
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float _TMP43;
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float _TMP47;
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float _TMP51;
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float _TMP55;
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float _TMP63;
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vec2 _v0064;
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float _TMP71;
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vec2 _v0072;
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float _a0080;
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float _a0082;
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float _a0084;
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float _a0086;
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vec2 _c0090;
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vec2 _c0092;
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vec2 _c0094;
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vec2 _c0096;
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vec2 _c0100;
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vec2 _c0102;
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vec2 _c0104;
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vec2 _c0106;
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float _x0108;
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float _x0112;
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float _x0116;
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float _x0120;
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float _x0124;
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vec3 _a0130;
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COMPAT_VARYING vec4 TEX0;
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COMPAT_VARYING vec4 TEX1;
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COMPAT_VARYING vec4 TEX2;
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uniform int FrameDirection;
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uniform int FrameCount;
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uniform COMPAT_PRECISION vec2 OutputSize;
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uniform COMPAT_PRECISION vec2 TextureSize;
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uniform COMPAT_PRECISION vec2 InputSize;
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void main()
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{
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vec2 _pos;
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vec2 _dir;
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vec2 _g1;
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vec2 _g2;
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vec3 _B1;
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vec3 _C1;
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vec3 _D1;
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float _p1;
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float _q1;
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vec3 _color_old;
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vec2 _delta;
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vec3 _first;
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vec3 _second;
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vec3 _mid_horiz;
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vec3 _mid_vert;
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vec3 _res;
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float _color1;
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vec3 _TMP30;
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_TMP0 = fract(TEX2.xy);
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_pos = _TMP0 - vec2( 5.00000000E-01, 5.00000000E-01);
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_val0034 = vec2(float((_pos.x > 0.00000000E+00)), float((_pos.y > 0.00000000E+00)));
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_dir = _val0034 - vec2(float((_pos.x < 0.00000000E+00)), float((_pos.y < 0.00000000E+00)));
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_g1 = _dir*TEX1.xy;
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_g2 = _dir*TEX1.zw;
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_TMP1 = COMPAT_TEXTURE(Texture, TEX0.xy);
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_c0038 = TEX0.xy + _g1;
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_TMP2 = COMPAT_TEXTURE(Texture, _c0038);
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_B1 = _TMP2.xyz;
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_c0040 = TEX0.xy + _g2;
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_TMP3 = COMPAT_TEXTURE(Texture, _c0040);
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_C1 = _TMP3.xyz;
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_c0042 = TEX0.xy + _g1 + _g2;
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_TMP4 = COMPAT_TEXTURE(Texture, _c0042);
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_D1 = _TMP4.xyz;
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_TMP43 = dot(_TMP1.xyz, vec3( 6.55360000E+04, 2.55000000E+02, 1.00000000E+00));
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_TMP47 = dot(_TMP2.xyz, vec3( 6.55360000E+04, 2.55000000E+02, 1.00000000E+00));
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_TMP51 = dot(_TMP3.xyz, vec3( 6.55360000E+04, 2.55000000E+02, 1.00000000E+00));
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_TMP55 = dot(_TMP4.xyz, vec3( 6.55360000E+04, 2.55000000E+02, 1.00000000E+00));
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_p1 = abs(_pos.x);
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_q1 = abs(_pos.y);
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_v0064 = _g1 - _pos;
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_TMP25 = dot(_v0064, _v0064);
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_TMP26 = inversesqrt(_TMP25);
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_TMP63 = 1.00000000E+00/_TMP26;
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_v0072 = _g2 - _pos;
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_TMP25 = dot(_v0072, _v0072);
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_TMP26 = inversesqrt(_TMP25);
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_TMP71 = 1.00000000E+00/_TMP26;
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_a0080 = _TMP43 - _TMP55;
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_TMP5 = abs(_a0080);
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_a0082 = _TMP47 - _TMP51;
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_TMP6 = abs(_a0082);
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if (_TMP5 < _TMP6) {
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if (_TMP63 < _TMP71) {
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_C1 = (_TMP1.xyz + _TMP4.xyz) - _TMP2.xyz;
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} else {
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if (_TMP63 > _TMP71) {
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_B1 = (_TMP1.xyz + _TMP4.xyz) - _TMP3.xyz;
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}
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}
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} else {
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_a0084 = _TMP43 - _TMP55;
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_TMP7 = abs(_a0084);
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_a0086 = _TMP47 - _TMP51;
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_TMP8 = abs(_a0086);
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if (_TMP7 > _TMP8) {
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_D1 = (_TMP2.xyz + _TMP3.xyz) - _TMP1.xyz;
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}
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}
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_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;
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_delta = 5.00000000E-01/TextureSize;
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_c0090 = TEX0.xy + vec2(-_delta.x, -_delta.y);
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_TMP9 = COMPAT_TEXTURE(Texture, _c0090);
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_c0092 = TEX0.xy + vec2(-_delta.x, 0.00000000E+00);
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_TMP10 = COMPAT_TEXTURE(Texture, _c0092);
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_c0094 = TEX0.xy + vec2(-_delta.x, _delta.y);
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_TMP11 = COMPAT_TEXTURE(Texture, _c0094);
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_c0096 = TEX0.xy + vec2(0.00000000E+00, -_delta.y);
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_TMP12 = COMPAT_TEXTURE(Texture, _c0096);
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_c0100 = TEX0.xy + vec2(0.00000000E+00, _delta.y);
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_TMP14 = COMPAT_TEXTURE(Texture, _c0100);
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_c0102 = TEX0.xy + vec2(_delta.x, -_delta.y);
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_TMP15 = COMPAT_TEXTURE(Texture, _c0102);
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_c0104 = TEX0.xy + vec2(_delta.x, 0.00000000E+00);
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_TMP16 = COMPAT_TEXTURE(Texture, _c0104);
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_c0106 = TEX0.xy + vec2(_delta.x, _delta.y);
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_TMP17 = COMPAT_TEXTURE(Texture, _c0106);
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_x0108 = TEX0.x*TextureSize.x + 5.00000000E-01;
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_TMP18 = fract(_x0108);
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_first = _TMP9.xyz + _TMP18*(_TMP15.xyz - _TMP9.xyz);
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_x0112 = TEX0.x*TextureSize.x + 5.00000000E-01;
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_TMP19 = fract(_x0112);
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_second = _TMP11.xyz + _TMP19*(_TMP17.xyz - _TMP11.xyz);
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_x0116 = TEX0.x*TextureSize.x + 5.00000000E-01;
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_TMP20 = fract(_x0116);
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_mid_horiz = _TMP10.xyz + _TMP20*(_TMP16.xyz - _TMP10.xyz);
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_x0120 = TEX0.y*TextureSize.y + 5.00000000E-01;
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_TMP21 = fract(_x0120);
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_mid_vert = _TMP12.xyz + _TMP21*(_TMP14.xyz - _TMP12.xyz);
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_x0124 = TEX0.y*TextureSize.y + 5.00000000E-01;
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_TMP22 = fract(_x0124);
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_res = _first + _TMP22*(_second - _first);
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_TMP23 = _mid_horiz + 5.00000000E-01*(_mid_vert - _mid_horiz);
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_a0130 = _res - _TMP23;
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_TMP24 = abs(_a0130);
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_color1 = (2.80000001E-01*(_res + _mid_horiz + _mid_vert) + 4.69999981E+00*_TMP24).x;
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_TMP30 = (_color1 + _color_old)/2.00000000E+00;
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_ret_0 = vec4(_TMP30.x, _TMP30.y, _TMP30.z, 1.00000000E+00);
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FragColor = _ret_0;
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return;
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}
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#endif
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