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

299 lines
8.1 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 vec2 _loc;
COMPAT_VARYING vec4 _t1;
COMPAT_VARYING vec2 _texCoord2;
COMPAT_VARYING vec4 _position1;
COMPAT_VARYING float _frame_rotation;
struct input_dummy {
vec2 _video_size;
vec2 _texture_size;
vec2 _output_dummy_size;
float _frame_count;
float _frame_direction;
float _frame_rotation;
};
struct out_vertex {
vec4 _position1;
vec2 _texCoord2;
vec4 _t1;
vec2 _loc;
};
out_vertex _ret_0;
input_dummy _IN1;
vec4 _r0006;
COMPAT_ATTRIBUTE vec4 gl_Vertex;
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()
{
out_vertex _OUT;
vec2 _ps;
vec2 _texCoord;
_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];
_ps = vec2(1.00000000E+00/TextureSize.x, 1.00000000E+00/TextureSize.y);
_texCoord = gl_MultiTexCoord0.xy + vec2( 1.00000001E-07, 1.00000001E-07);
_OUT._t1.xy = vec2(_ps.x, 0.00000000E+00);
_OUT._t1.zw = vec2(0.00000000E+00, _ps.y);
_OUT._loc = _texCoord*TextureSize;
_ret_0._position1 = _r0006;
_ret_0._texCoord2 = _texCoord;
_ret_0._t1 = _OUT._t1;
_ret_0._loc = _OUT._loc;
gl_Position = _r0006;
TEX0.xy = _texCoord;
TEX1 = _OUT._t1;
TEX2.xy = _OUT._loc;
return;
TEX0.xy = _ret_0._texCoord2;
TEX1 = _ret_0._t1;
TEX2.xy = _ret_0._loc;
}
#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 vec2 _loc;
COMPAT_VARYING vec4 _t1;
COMPAT_VARYING vec2 _texCoord;
COMPAT_VARYING float _frame_rotation;
struct input_dummy {
vec2 _video_size;
vec2 _texture_size;
vec2 _output_dummy_size;
float _frame_count;
float _frame_direction;
float _frame_rotation;
};
struct out_vertex {
vec2 _texCoord;
vec4 _t1;
vec2 _loc;
};
vec4 _ret_0;
vec3 _TMP24;
vec3 _TMP23;
float _TMP22;
float _TMP21;
float _TMP20;
float _TMP19;
float _TMP18;
vec4 _TMP17;
vec4 _TMP16;
vec4 _TMP15;
vec4 _TMP14;
vec4 _TMP12;
vec4 _TMP11;
vec4 _TMP10;
vec4 _TMP9;
float _TMP8;
float _TMP7;
float _TMP6;
float _TMP5;
float _TMP25;
float _TMP26;
vec4 _TMP4;
vec4 _TMP3;
vec4 _TMP2;
vec4 _TMP1;
vec2 _TMP0;
uniform sampler2D Texture;
input_dummy _IN1;
vec2 _val0034;
vec2 _c0038;
vec2 _c0040;
vec2 _c0042;
float _TMP43;
float _TMP47;
float _TMP51;
float _TMP55;
float _TMP63;
vec2 _v0064;
float _TMP71;
vec2 _v0072;
float _a0080;
float _a0082;
float _a0084;
float _a0086;
vec2 _c0090;
vec2 _c0092;
vec2 _c0094;
vec2 _c0096;
vec2 _c0100;
vec2 _c0102;
vec2 _c0104;
vec2 _c0106;
float _x0108;
float _x0112;
float _x0116;
float _x0120;
float _x0124;
vec3 _a0130;
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 _pos;
vec2 _dir;
vec2 _g1;
vec2 _g2;
vec3 _B1;
vec3 _C1;
vec3 _D1;
float _p1;
float _q1;
vec3 _color_old;
vec2 _delta;
vec3 _first;
vec3 _second;
vec3 _mid_horiz;
vec3 _mid_vert;
vec3 _res;
float _color1;
vec3 _TMP30;
_TMP0 = fract(TEX2.xy);
_pos = _TMP0 - vec2( 5.00000000E-01, 5.00000000E-01);
_val0034 = vec2(float((_pos.x > 0.00000000E+00)), float((_pos.y > 0.00000000E+00)));
_dir = _val0034 - vec2(float((_pos.x < 0.00000000E+00)), float((_pos.y < 0.00000000E+00)));
_g1 = _dir*TEX1.xy;
_g2 = _dir*TEX1.zw;
_TMP1 = COMPAT_TEXTURE(Texture, TEX0.xy);
_c0038 = TEX0.xy + _g1;
_TMP2 = COMPAT_TEXTURE(Texture, _c0038);
_B1 = _TMP2.xyz;
_c0040 = TEX0.xy + _g2;
_TMP3 = COMPAT_TEXTURE(Texture, _c0040);
_C1 = _TMP3.xyz;
_c0042 = TEX0.xy + _g1 + _g2;
_TMP4 = COMPAT_TEXTURE(Texture, _c0042);
_D1 = _TMP4.xyz;
_TMP43 = dot(_TMP1.xyz, vec3( 6.55360000E+04, 2.55000000E+02, 1.00000000E+00));
_TMP47 = dot(_TMP2.xyz, vec3( 6.55360000E+04, 2.55000000E+02, 1.00000000E+00));
_TMP51 = dot(_TMP3.xyz, vec3( 6.55360000E+04, 2.55000000E+02, 1.00000000E+00));
_TMP55 = dot(_TMP4.xyz, vec3( 6.55360000E+04, 2.55000000E+02, 1.00000000E+00));
_p1 = abs(_pos.x);
_q1 = abs(_pos.y);
_v0064 = _g1 - _pos;
_TMP25 = dot(_v0064, _v0064);
_TMP26 = inversesqrt(_TMP25);
_TMP63 = 1.00000000E+00/_TMP26;
_v0072 = _g2 - _pos;
_TMP25 = dot(_v0072, _v0072);
_TMP26 = inversesqrt(_TMP25);
_TMP71 = 1.00000000E+00/_TMP26;
_a0080 = _TMP43 - _TMP55;
_TMP5 = abs(_a0080);
_a0082 = _TMP47 - _TMP51;
_TMP6 = abs(_a0082);
if (_TMP5 < _TMP6) {
if (_TMP63 < _TMP71) {
_C1 = (_TMP1.xyz + _TMP4.xyz) - _TMP2.xyz;
} else {
if (_TMP63 > _TMP71) {
_B1 = (_TMP1.xyz + _TMP4.xyz) - _TMP3.xyz;
}
}
} else {
_a0084 = _TMP43 - _TMP55;
_TMP7 = abs(_a0084);
_a0086 = _TMP47 - _TMP51;
_TMP8 = abs(_a0086);
if (_TMP7 > _TMP8) {
_D1 = (_TMP2.xyz + _TMP3.xyz) - _TMP1.xyz;
}
}
_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;
_delta = 5.00000000E-01/TextureSize;
_c0090 = TEX0.xy + vec2(-_delta.x, -_delta.y);
_TMP9 = COMPAT_TEXTURE(Texture, _c0090);
_c0092 = TEX0.xy + vec2(-_delta.x, 0.00000000E+00);
_TMP10 = COMPAT_TEXTURE(Texture, _c0092);
_c0094 = TEX0.xy + vec2(-_delta.x, _delta.y);
_TMP11 = COMPAT_TEXTURE(Texture, _c0094);
_c0096 = TEX0.xy + vec2(0.00000000E+00, -_delta.y);
_TMP12 = COMPAT_TEXTURE(Texture, _c0096);
_c0100 = TEX0.xy + vec2(0.00000000E+00, _delta.y);
_TMP14 = COMPAT_TEXTURE(Texture, _c0100);
_c0102 = TEX0.xy + vec2(_delta.x, -_delta.y);
_TMP15 = COMPAT_TEXTURE(Texture, _c0102);
_c0104 = TEX0.xy + vec2(_delta.x, 0.00000000E+00);
_TMP16 = COMPAT_TEXTURE(Texture, _c0104);
_c0106 = TEX0.xy + vec2(_delta.x, _delta.y);
_TMP17 = COMPAT_TEXTURE(Texture, _c0106);
_x0108 = TEX0.x*TextureSize.x + 5.00000000E-01;
_TMP18 = fract(_x0108);
_first = _TMP9.xyz + _TMP18*(_TMP15.xyz - _TMP9.xyz);
_x0112 = TEX0.x*TextureSize.x + 5.00000000E-01;
_TMP19 = fract(_x0112);
_second = _TMP11.xyz + _TMP19*(_TMP17.xyz - _TMP11.xyz);
_x0116 = TEX0.x*TextureSize.x + 5.00000000E-01;
_TMP20 = fract(_x0116);
_mid_horiz = _TMP10.xyz + _TMP20*(_TMP16.xyz - _TMP10.xyz);
_x0120 = TEX0.y*TextureSize.y + 5.00000000E-01;
_TMP21 = fract(_x0120);
_mid_vert = _TMP12.xyz + _TMP21*(_TMP14.xyz - _TMP12.xyz);
_x0124 = TEX0.y*TextureSize.y + 5.00000000E-01;
_TMP22 = fract(_x0124);
_res = _first + _TMP22*(_second - _first);
_TMP23 = _mid_horiz + 5.00000000E-01*(_mid_vert - _mid_horiz);
_a0130 = _res - _TMP23;
_TMP24 = abs(_a0130);
_color1 = (2.80000001E-01*(_res + _mid_horiz + _mid_vert) + 4.69999981E+00*_TMP24).x;
_TMP30 = (_color1 + _color_old)/2.00000000E+00;
_ret_0 = vec4(_TMP30.x, _TMP30.y, _TMP30.z, 1.00000000E+00);
FragColor = _ret_0;
return;
}
#endif