279 lines
7.8 KiB
GLSL
279 lines
7.8 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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COMPAT_VARYING vec4 _color1;
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struct output_dummy {
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vec4 _color1;
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};
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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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vec4 _oPosition1;
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vec4 _r0007;
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COMPAT_ATTRIBUTE vec4 gl_Vertex;
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COMPAT_ATTRIBUTE vec4 COLOR;
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COMPAT_ATTRIBUTE vec4 gl_MultiTexCoord0;
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COMPAT_VARYING vec4 COL0;
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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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_r0007 = gl_Vertex.x*gl_ModelViewProjectionMatrix[0];
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_r0007 = _r0007 + gl_Vertex.y*gl_ModelViewProjectionMatrix[1];
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_r0007 = _r0007 + gl_Vertex.z*gl_ModelViewProjectionMatrix[2];
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_r0007 = _r0007 + gl_Vertex.w*gl_ModelViewProjectionMatrix[3];
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_oPosition1 = _r0007;
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_oColor = COLOR;
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_otexCoord = gl_MultiTexCoord0.xy;
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gl_Position = _r0007;
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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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COMPAT_VARYING vec4 _color;
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struct output_dummy {
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vec4 _color;
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};
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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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vec4 _TMP11;
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vec4 _TMP10;
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vec4 _TMP9;
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vec4 _TMP8;
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vec4 _TMP7;
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vec4 _TMP6;
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vec4 _TMP5;
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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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vec4 _TMP0;
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float _TMP13;
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float _TMP12;
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input_dummy _IN1;
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uniform sampler2D Texture;
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float _TMP21;
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float _x0022;
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float _a0024;
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float _a0026;
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float _TMP27;
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float _a0030;
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float _a0032;
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float _TMP33;
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float _x0034;
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float _a0036;
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float _a0038;
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float _TMP39;
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float _x0040;
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float _a0042;
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float _a0044;
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float _TMP45;
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float _x0046;
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float _a0048;
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float _a0050;
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float _TMP51;
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float _a0054;
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float _a0056;
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float _TMP57;
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float _x0058;
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float _a0060;
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float _a0062;
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float _TMP63;
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float _x0064;
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float _a0066;
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float _a0068;
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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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vec2 _ps;
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vec2 _crd[16];
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vec3 _pix[16];
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vec2 _dx;
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vec2 _dy;
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vec2 _pixcoord;
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vec2 _fract;
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vec2 _coord0;
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output_dummy _OUT;
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vec3 _TMP18;
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_ps = vec2(9.99000013E-01/TextureSize.x, 9.99000013E-01/TextureSize.y);
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_dx = vec2(_ps.x, 0.00000000E+00);
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_dy = vec2(0.00000000E+00, _ps.y);
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_pixcoord = TEX0.xy/_ps;
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_fract = fract(_pixcoord);
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_coord0 = TEX0.xy - _fract*_ps;
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_crd[(4*0 + 0)] = _coord0 - _ps;
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_crd[(4*1 + 0)] = _crd[(4*0 + 0)] + _dx;
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_crd[(4*2 + 0)] = _crd[(4*1 + 0)] + _dx;
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_crd[(4*0 + 1)] = _crd[(4*0 + 0)] + _dy;
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_crd[(4*1 + 1)] = _crd[(4*0 + 1)] + _dx;
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_crd[(4*2 + 1)] = _crd[(4*1 + 1)] + _dx;
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_crd[(4*3 + 1)] = _crd[(4*2 + 1)] + _dx;
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_crd[(4*0 + 2)] = _crd[(4*0 + 1)] + _dy;
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_crd[(4*1 + 2)] = _crd[(4*0 + 2)] + _dx;
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_crd[(4*2 + 2)] = _crd[(4*1 + 2)] + _dx;
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_crd[(4*3 + 2)] = _crd[(4*2 + 2)] + _dx;
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_crd[(4*0 + 3)] = _crd[(4*0 + 2)] + _dy;
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_crd[(4*1 + 3)] = _crd[(4*0 + 3)] + _dx;
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_crd[(4*2 + 3)] = _crd[(4*1 + 3)] + _dx;
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_x0022 = 1.00000000E+00 + _fract.x;
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if (_x0022 == 0.00000000E+00) {
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_TMP21 = 4.93480253E+00;
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} else {
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_a0024 = _x0022*1.57079637E+00;
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_TMP12 = sin(_a0024);
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_a0026 = _x0022*3.14159274E+00;
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_TMP13 = sin(_a0026);
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_TMP21 = (_TMP12*_TMP13)/(_x0022*_x0022);
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}
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if (_fract.x == 0.00000000E+00) {
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_TMP27 = 4.93480253E+00;
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} else {
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_a0030 = _fract.x*1.57079637E+00;
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_TMP12 = sin(_a0030);
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_a0032 = _fract.x*3.14159274E+00;
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_TMP13 = sin(_a0032);
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_TMP27 = (_TMP12*_TMP13)/(_fract.x*_fract.x);
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}
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_x0034 = 1.00000000E+00 - _fract.x;
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if (_x0034 == 0.00000000E+00) {
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_TMP33 = 4.93480253E+00;
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} else {
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_a0036 = _x0034*1.57079637E+00;
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_TMP12 = sin(_a0036);
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_a0038 = _x0034*3.14159274E+00;
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_TMP13 = sin(_a0038);
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_TMP33 = (_TMP12*_TMP13)/(_x0034*_x0034);
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}
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_x0040 = 2.00000000E+00 - _fract.x;
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if (_x0040 == 0.00000000E+00) {
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_TMP39 = 4.93480253E+00;
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} else {
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_a0042 = _x0040*1.57079637E+00;
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_TMP12 = sin(_a0042);
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_a0044 = _x0040*3.14159274E+00;
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_TMP13 = sin(_a0044);
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_TMP39 = (_TMP12*_TMP13)/(_x0040*_x0040);
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}
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_x0046 = 1.00000000E+00 + _fract.y;
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if (_x0046 == 0.00000000E+00) {
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_TMP45 = 4.93480253E+00;
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} else {
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_a0048 = _x0046*1.57079637E+00;
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_TMP12 = sin(_a0048);
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_a0050 = _x0046*3.14159274E+00;
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_TMP13 = sin(_a0050);
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_TMP45 = (_TMP12*_TMP13)/(_x0046*_x0046);
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}
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if (_fract.y == 0.00000000E+00) {
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_TMP51 = 4.93480253E+00;
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} else {
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_a0054 = _fract.y*1.57079637E+00;
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_TMP12 = sin(_a0054);
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_a0056 = _fract.y*3.14159274E+00;
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_TMP13 = sin(_a0056);
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_TMP51 = (_TMP12*_TMP13)/(_fract.y*_fract.y);
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}
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_x0058 = 1.00000000E+00 - _fract.y;
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if (_x0058 == 0.00000000E+00) {
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_TMP57 = 4.93480253E+00;
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} else {
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_a0060 = _x0058*1.57079637E+00;
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_TMP12 = sin(_a0060);
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_a0062 = _x0058*3.14159274E+00;
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_TMP13 = sin(_a0062);
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_TMP57 = (_TMP12*_TMP13)/(_x0058*_x0058);
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}
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_x0064 = 2.00000000E+00 - _fract.y;
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if (_x0064 == 0.00000000E+00) {
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_TMP63 = 4.93480253E+00;
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} else {
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_a0066 = _x0064*1.57079637E+00;
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_TMP12 = sin(_a0066);
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_a0068 = _x0064*3.14159274E+00;
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_TMP13 = sin(_a0068);
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_TMP63 = (_TMP12*_TMP13)/(_x0064*_x0064);
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}
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_TMP0 = COMPAT_TEXTURE(Texture, _crd[(4*1 + 0)]);
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_TMP1 = COMPAT_TEXTURE(Texture, _crd[(4*2 + 0)]);
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_TMP2 = COMPAT_TEXTURE(Texture, _crd[(4*0 + 1)]);
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_TMP3 = COMPAT_TEXTURE(Texture, _crd[(4*1 + 1)]);
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_TMP4 = COMPAT_TEXTURE(Texture, _crd[(4*2 + 1)]);
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_TMP5 = COMPAT_TEXTURE(Texture, _crd[(4*3 + 1)]);
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_TMP6 = COMPAT_TEXTURE(Texture, _crd[(4*0 + 2)]);
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_TMP7 = COMPAT_TEXTURE(Texture, _crd[(4*1 + 2)]);
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_TMP8 = COMPAT_TEXTURE(Texture, _crd[(4*2 + 2)]);
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_TMP9 = COMPAT_TEXTURE(Texture, _crd[(4*3 + 2)]);
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_TMP10 = COMPAT_TEXTURE(Texture, _crd[(4*1 + 3)]);
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_TMP11 = COMPAT_TEXTURE(Texture, _crd[(4*2 + 3)]);
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_pix[(4*1 + 0)] = (_TMP0.xyz*_TMP27 + _TMP1.xyz*_TMP33)*_TMP45;
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_pix[(4*0 + 1)] = (_TMP2.xyz*_TMP21 + _TMP3.xyz*_TMP27 + _TMP4.xyz*_TMP33 + _TMP5.xyz*_TMP39)*_TMP51;
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_pix[(4*0 + 2)] = (_TMP6.xyz*_TMP21 + _TMP7.xyz*_TMP27 + _TMP8.xyz*_TMP33 + _TMP9.xyz*_TMP39)*_TMP57;
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_pix[(4*1 + 3)] = (_TMP10.xyz*_TMP27 + _TMP11.xyz*_TMP33)*_TMP63;
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_TMP18 = (_pix[(4*1 + 0)] + _pix[(4*0 + 1)] + _pix[(4*0 + 2)] + _pix[(4*1 + 3)])/((_TMP21 + _TMP27 + _TMP33 + _TMP39)*(_TMP45 + _TMP51 + _TMP57 + _TMP63) - (_TMP21 + _TMP39)*(_TMP45 + _TMP63));
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_OUT._color = vec4(_TMP18.x, _TMP18.y, _TMP18.z, 1.00000000E+00);
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FragColor = _OUT._color;
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return;
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}
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#endif
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