Gobligine/tools/shaders/crt-caligari.cg.glsl
2016-05-26 01:57:32 +02:00

238 lines
7.2 KiB
GLSL

// 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 vec2 _oney;
COMPAT_VARYING vec2 _onex;
COMPAT_VARYING vec2 _texCoord;
struct tex_coords {
vec2 _texCoord;
vec2 _onex;
vec2 _oney;
};
struct input_dummy {
vec2 _video_size;
vec2 _texture_size;
vec2 _output_dummy_size;
float _frame_count;
float _frame_direction;
float _frame_rotation;
};
vec4 _oPosition1;
input_dummy _IN1;
vec4 _r0006;
COMPAT_ATTRIBUTE vec4 gl_Vertex;
COMPAT_ATTRIBUTE vec4 COLOR;
COMPAT_VARYING vec4 COL0;
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()
{
vec4 _oColor;
tex_coords _coords;
_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];
_oPosition1 = _r0006;
_oColor = COLOR;
_coords._texCoord = gl_MultiTexCoord0.xy;
_coords._onex = vec2(1.00000000E+00/TextureSize.x, 0.00000000E+00);
_coords._oney = vec2(0.00000000E+00, 1.00000000E+00/TextureSize.y);
gl_Position = _r0006;
COL0 = COLOR;
TEX0.xy = gl_MultiTexCoord0.xy;
TEX1.xy = _coords._onex;
TEX2.xy = _coords._oney;
}
#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 vec2 _oney;
COMPAT_VARYING vec2 _onex;
COMPAT_VARYING vec2 _texCoord;
struct tex_coords {
vec2 _texCoord;
vec2 _onex;
vec2 _oney;
};
struct input_dummy {
vec2 _video_size;
vec2 _texture_size;
vec2 _output_dummy_size;
float _frame_count;
float _frame_direction;
float _frame_rotation;
};
vec4 _TMP5;
vec4 _TMP10;
float _TMP9;
float _TMP8;
float _TMP7;
float _TMP6;
vec4 _TMP4;
vec4 _TMP3;
vec4 _TMP2;
vec4 _TMP1;
vec2 _TMP0;
input_dummy _IN1;
uniform sampler2D Texture;
vec2 _c0028;
vec2 _c0040;
vec2 _c0052;
vec4 _TMP73;
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 _coords;
vec2 _pixel_center;
vec2 _texture_coords;
vec4 _color;
float _dx;
float _h_weight_00;
vec2 _coords01;
vec4 _colorNB;
float _h_weight_01;
float _dy;
float _v_weight_00;
vec2 _coords10;
float _v_weight_10;
_coords = TEX0.xy*TextureSize;
_TMP0 = floor(_coords);
_pixel_center = _TMP0 + vec2( 5.00000000E-01, 5.00000000E-01);
_texture_coords = _pixel_center/TextureSize;
_TMP1 = COMPAT_TEXTURE(Texture, _texture_coords);
_TMP6 = pow(_TMP1.x, 2.40000010E+00);
_TMP7 = pow(_TMP1.y, 2.40000010E+00);
_TMP8 = pow(_TMP1.z, 2.40000010E+00);
_TMP9 = pow(_TMP1.w, 2.40000010E+00);
_color = vec4(_TMP6, _TMP7, _TMP8, _TMP9);
_dx = _coords.x - _pixel_center.x;
_h_weight_00 = _dx/8.99999976E-01;
if (_h_weight_00 > 1.00000000E+00) {
_h_weight_00 = 1.00000000E+00;
}
_h_weight_00 = 1.00000000E+00 - _h_weight_00*_h_weight_00;
_h_weight_00 = _h_weight_00*_h_weight_00;
_color = _color*vec4(_h_weight_00, _h_weight_00, _h_weight_00, _h_weight_00);
if (_dx > 0.00000000E+00) {
_coords01 = TEX1.xy;
_dx = 1.00000000E+00 - _dx;
} else {
_coords01 = -TEX1.xy;
_dx = 1.00000000E+00 + _dx;
}
_c0028 = _texture_coords + _coords01;
_TMP2 = COMPAT_TEXTURE(Texture, _c0028);
_TMP6 = pow(_TMP2.x, 2.40000010E+00);
_TMP7 = pow(_TMP2.y, 2.40000010E+00);
_TMP8 = pow(_TMP2.z, 2.40000010E+00);
_TMP9 = pow(_TMP2.w, 2.40000010E+00);
_colorNB = vec4(_TMP6, _TMP7, _TMP8, _TMP9);
_h_weight_01 = _dx/8.99999976E-01;
if (_h_weight_01 > 1.00000000E+00) {
_h_weight_01 = 1.00000000E+00;
}
_h_weight_01 = 1.00000000E+00 - _h_weight_01*_h_weight_01;
_h_weight_01 = _h_weight_01*_h_weight_01;
_color = _color + _colorNB*vec4(_h_weight_01, _h_weight_01, _h_weight_01, _h_weight_01);
_dy = _coords.y - _pixel_center.y;
_v_weight_00 = _dy/6.49999976E-01;
if (_v_weight_00 > 1.00000000E+00) {
_v_weight_00 = 1.00000000E+00;
}
_v_weight_00 = 1.00000000E+00 - _v_weight_00*_v_weight_00;
_v_weight_00 = _v_weight_00*_v_weight_00;
_color = _color*vec4(_v_weight_00, _v_weight_00, _v_weight_00, _v_weight_00);
if (_dy > 0.00000000E+00) {
_coords10 = TEX2.xy;
_dy = 1.00000000E+00 - _dy;
} else {
_coords10 = -TEX2.xy;
_dy = 1.00000000E+00 + _dy;
}
_c0040 = _texture_coords + _coords10;
_TMP3 = COMPAT_TEXTURE(Texture, _c0040);
_TMP6 = pow(_TMP3.x, 2.40000010E+00);
_TMP7 = pow(_TMP3.y, 2.40000010E+00);
_TMP8 = pow(_TMP3.z, 2.40000010E+00);
_TMP9 = pow(_TMP3.w, 2.40000010E+00);
_colorNB = vec4(_TMP6, _TMP7, _TMP8, _TMP9);
_v_weight_10 = _dy/6.49999976E-01;
if (_v_weight_10 > 1.00000000E+00) {
_v_weight_10 = 1.00000000E+00;
}
_v_weight_10 = 1.00000000E+00 - _v_weight_10*_v_weight_10;
_v_weight_10 = _v_weight_10*_v_weight_10;
_color = _color + _colorNB*vec4(_v_weight_10*_h_weight_00, _v_weight_10*_h_weight_00, _v_weight_10*_h_weight_00, _v_weight_10*_h_weight_00);
_c0052 = _texture_coords + _coords01 + _coords10;
_TMP4 = COMPAT_TEXTURE(Texture, _c0052);
_TMP6 = pow(_TMP4.x, 2.40000010E+00);
_TMP7 = pow(_TMP4.y, 2.40000010E+00);
_TMP8 = pow(_TMP4.z, 2.40000010E+00);
_TMP9 = pow(_TMP4.w, 2.40000010E+00);
_colorNB = vec4(_TMP6, _TMP7, _TMP8, _TMP9);
_color = _color + _colorNB*vec4(_v_weight_10*_h_weight_01, _v_weight_10*_h_weight_01, _v_weight_10*_h_weight_01, _v_weight_10*_h_weight_01);
_color = _color*vec4( 1.45000005E+00, 1.45000005E+00, 1.45000005E+00, 1.45000005E+00);
_TMP6 = pow(_color.x, 4.54545438E-01);
_TMP7 = pow(_color.y, 4.54545438E-01);
_TMP8 = pow(_color.z, 4.54545438E-01);
_TMP9 = pow(_color.w, 4.54545438E-01);
_TMP5 = vec4(_TMP6, _TMP7, _TMP8, _TMP9);
_TMP10 = min(vec4( 1.00000000E+00, 1.00000000E+00, 1.00000000E+00, 1.00000000E+00), _TMP5);
_TMP73 = max(vec4( 0.00000000E+00, 0.00000000E+00, 0.00000000E+00, 0.00000000E+00), _TMP10);
FragColor = _TMP73;
return;
}
#endif