108 lines
2.6 KiB
GLSL
108 lines
2.6 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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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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};
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vec4 _oPosition1;
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vec4 _r0005;
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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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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 _otexCoord;
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_r0005 = gl_Vertex.x*gl_ModelViewProjectionMatrix[0];
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_r0005 = _r0005 + gl_Vertex.y*gl_ModelViewProjectionMatrix[1];
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_r0005 = _r0005 + gl_Vertex.z*gl_ModelViewProjectionMatrix[2];
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_r0005 = _r0005 + gl_Vertex.w*gl_ModelViewProjectionMatrix[3];
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_oPosition1 = _r0005;
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_otexCoord = gl_MultiTexCoord0.xy;
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gl_Position = _r0005;
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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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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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};
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vec4 _ret_0;
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vec2 _TMP1;
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uniform sampler2D Texture;
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input_dummy _IN1;
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vec2 _TMP8;
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vec2 _c0015;
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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 _texel;
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vec2 _texel_floored;
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vec2 _s;
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vec2 _center_dist;
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vec2 _f;
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vec2 _mod_texel;
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_texel = TEX0.xy*TextureSize;
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_texel_floored = floor(_texel);
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_s = fract(_texel);
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_center_dist = _s - 5.00000000E-01;
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_TMP1 = min(vec2( 3.75000000E-01, 3.75000000E-01), _center_dist);
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_TMP8 = max(vec2( -3.75000000E-01, -3.75000000E-01), _TMP1);
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_f = (_center_dist - _TMP8)*4.00000000E+00 + 5.00000000E-01;
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_mod_texel = _texel_floored + _f;
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_c0015 = _mod_texel/TextureSize;
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_ret_0 = COMPAT_TEXTURE(Texture, _c0015);
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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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