131 lines
3.2 KiB
GLSL
131 lines
3.2 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 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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float _placeholder26;
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};
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vec4 _oPosition1;
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vec4 _r0006;
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COMPAT_ATTRIBUTE vec4 gl_Vertex;
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COMPAT_ATTRIBUTE vec4 COLOR;
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COMPAT_VARYING vec4 COL0;
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COMPAT_ATTRIBUTE vec4 gl_MultiTexCoord0;
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COMPAT_VARYING vec4 TEX0;
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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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vec4 _oColor;
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vec2 _oTexCoord;
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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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_oPosition1 = _r0006;
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_oColor = COLOR;
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_oTexCoord = gl_MultiTexCoord0.xy;
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gl_Position = _r0006;
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COL0 = COLOR;
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TEX0.xy = gl_MultiTexCoord0.xy;
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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 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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float _placeholder27;
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};
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vec4 _ret_0;
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vec2 _TMP3;
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vec4 _TMP0;
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input_dummy _IN1;
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vec2 _x0026;
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vec3 _mask0028;
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vec2 _pos0028;
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float _TMP29;
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float _x0030;
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COMPAT_VARYING vec4 TEX0;
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uniform sampler2D Texture;
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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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vec3 _res;
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_TMP0 = COMPAT_TEXTURE(Texture, TEX0.xy);
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_x0026 = TEX0.xy*(TextureSize.xy/InputSize.xy)*OutputSize.xy;
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_TMP3 = floor(_x0026);
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_pos0028 = _TMP3 + vec2( 5.00000000E-01, 5.00000000E-01);
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_mask0028 = vec3( 5.00000000E-01, 5.00000000E-01, 5.00000000E-01);
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_pos0028.x = _pos0028.x + _pos0028.y*3.00000000E+00;
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_x0030 = _pos0028.x/6.00000000E+00;
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_TMP29 = fract(_x0030);
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if (_TMP29 < 3.33000004E-01) {
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_mask0028.x = 1.50000000E+00;
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} else {
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if (_TMP29 < 6.66000009E-01) {
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_mask0028.y = 1.50000000E+00;
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} else {
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_mask0028.z = 1.50000000E+00;
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}
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}
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_res = _TMP0.xyz*_mask0028;
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_ret_0 = vec4(_res.x, _res.y, _res.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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