279 lines
8.3 KiB
GLSL
279 lines
8.3 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 vec4 _t4;
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COMPAT_VARYING vec4 _t3;
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COMPAT_VARYING vec4 _t2;
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COMPAT_VARYING vec4 _t1;
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COMPAT_VARYING vec2 _texCoord;
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COMPAT_VARYING vec4 _color1;
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COMPAT_VARYING vec4 _position1;
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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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};
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struct out_vertex {
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vec4 _position1;
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vec4 _color1;
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vec2 _texCoord;
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vec4 _t1;
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vec4 _t2;
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vec4 _t3;
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vec4 _t4;
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};
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out_vertex _ret_0;
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input_dummy _IN1;
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vec4 _r0008;
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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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COMPAT_VARYING vec4 TEX1;
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COMPAT_VARYING vec4 TEX2;
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COMPAT_VARYING vec4 TEX3;
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COMPAT_VARYING vec4 TEX4;
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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 _tex;
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out_vertex _TMP4;
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_ps = 1.00000000E+00/TextureSize;
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_tex = gl_MultiTexCoord0.xy + vec2( 1.00000001E-07, 1.00000001E-07);
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_r0008 = gl_Vertex.x*gl_ModelViewProjectionMatrix[0];
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_r0008 = _r0008 + gl_Vertex.y*gl_ModelViewProjectionMatrix[1];
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_r0008 = _r0008 + gl_Vertex.z*gl_ModelViewProjectionMatrix[2];
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_r0008 = _r0008 + gl_Vertex.w*gl_ModelViewProjectionMatrix[3];
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_TMP4._t1 = _tex.xxyy + vec4(-_ps.x, 0.00000000E+00, -_ps.y, 0.00000000E+00);
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_TMP4._t2 = _tex.xxyy + vec4(_ps.x, 2.00000000E+00*_ps.x, -_ps.y, 0.00000000E+00);
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_TMP4._t3 = _tex.xxyy + vec4(-_ps.x, 0.00000000E+00, _ps.y, 2.00000000E+00*_ps.y);
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_TMP4._t4 = _tex.xxyy + vec4(_ps.x, 2.00000000E+00*_ps.x, _ps.y, 2.00000000E+00*_ps.y);
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_ret_0._position1 = _r0008;
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_ret_0._color1 = COLOR;
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_ret_0._texCoord = _tex;
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_ret_0._t1 = _TMP4._t1;
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_ret_0._t2 = _TMP4._t2;
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_ret_0._t3 = _TMP4._t3;
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_ret_0._t4 = _TMP4._t4;
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gl_Position = _r0008;
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COL0 = COLOR;
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TEX0.xy = _tex;
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TEX1 = _TMP4._t1;
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TEX2 = _TMP4._t2;
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TEX3 = _TMP4._t3;
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TEX4 = _TMP4._t4;
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return;
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COL0 = _ret_0._color1;
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TEX0.xy = _ret_0._texCoord;
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TEX1 = _ret_0._t1;
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TEX2 = _ret_0._t2;
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TEX3 = _ret_0._t3;
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TEX4 = _ret_0._t4;
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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 vec4 _t4;
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COMPAT_VARYING vec4 _t3;
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COMPAT_VARYING vec4 _t2;
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COMPAT_VARYING vec4 _t1;
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COMPAT_VARYING vec2 _texCoord;
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COMPAT_VARYING vec4 _color;
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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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};
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struct out_vertex {
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vec4 _color;
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vec2 _texCoord;
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vec4 _t1;
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vec4 _t2;
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vec4 _t3;
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vec4 _t4;
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};
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vec4 _ret_0;
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float _TMP18;
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float _TMP17;
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vec4 _TMP15;
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vec4 _TMP14;
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vec4 _TMP13;
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vec4 _TMP12;
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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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vec4 _TMP20;
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vec4 _TMP19;
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float _TMP24;
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float _TMP23;
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float _TMP22;
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float _TMP21;
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uniform sampler2D Texture;
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input_dummy _IN1;
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vec2 _x0034;
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vec4 _x0036;
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vec4 _res0036;
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vec4 _x0038;
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vec4 _x0048;
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vec4 _x0058;
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vec4 _res0058;
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vec4 _x0060;
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vec4 _x0070;
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vec3 _r0112;
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vec3 _r0114;
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vec3 _r0116;
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vec3 _r0118;
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vec3 _r0120;
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COMPAT_VARYING vec4 TEX0;
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COMPAT_VARYING vec4 TEX1;
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COMPAT_VARYING vec4 TEX2;
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COMPAT_VARYING vec4 TEX3;
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COMPAT_VARYING vec4 TEX4;
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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 _fract;
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vec3 _TMP28;
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vec3 _TMP29[4];
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vec3 _TMP32[4];
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_x0034 = TEX0.xy*TextureSize;
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_fract = fract(_x0034);
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_x0036 = vec4(1.00000000E+00 + _fract.x, _fract.x, 1.00000000E+00 - _fract.x, 2.00000000E+00 - _fract.x);
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_x0038 = _x0036*1.57079637E+00;
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_TMP21 = sin(_x0038.x);
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_TMP22 = sin(_x0038.y);
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_TMP23 = sin(_x0038.z);
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_TMP24 = sin(_x0038.w);
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_TMP19 = vec4(_TMP21, _TMP22, _TMP23, _TMP24);
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_x0048 = _x0036*3.14159274E+00;
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_TMP21 = sin(_x0048.x);
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_TMP22 = sin(_x0048.y);
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_TMP23 = sin(_x0048.z);
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_TMP24 = sin(_x0048.w);
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_TMP20 = vec4(_TMP21, _TMP22, _TMP23, _TMP24);
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_res0036 = vec4(_x0036.x == 0.00000000E+00 ? 4.93480253E+00 : ((_TMP19*_TMP20)/(_x0036*_x0036)).x, _x0036.y == 0.00000000E+00 ? 4.93480253E+00 : ((_TMP19*_TMP20)/(_x0036*_x0036)).y, _x0036.z == 0.00000000E+00 ? 4.93480253E+00 : ((_TMP19*_TMP20)/(_x0036*_x0036)).z, _x0036.w == 0.00000000E+00 ? 4.93480253E+00 : ((_TMP19*_TMP20)/(_x0036*_x0036)).w);
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_x0058 = vec4(1.00000000E+00 + _fract.y, _fract.y, 1.00000000E+00 - _fract.y, 2.00000000E+00 - _fract.y);
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_x0060 = _x0058*1.57079637E+00;
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_TMP21 = sin(_x0060.x);
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_TMP22 = sin(_x0060.y);
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_TMP23 = sin(_x0060.z);
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_TMP24 = sin(_x0060.w);
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_TMP19 = vec4(_TMP21, _TMP22, _TMP23, _TMP24);
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_x0070 = _x0058*3.14159274E+00;
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_TMP21 = sin(_x0070.x);
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_TMP22 = sin(_x0070.y);
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_TMP23 = sin(_x0070.z);
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_TMP24 = sin(_x0070.w);
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_TMP20 = vec4(_TMP21, _TMP22, _TMP23, _TMP24);
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_res0058 = vec4(_x0058.x == 0.00000000E+00 ? 4.93480253E+00 : ((_TMP19*_TMP20)/(_x0058*_x0058)).x, _x0058.y == 0.00000000E+00 ? 4.93480253E+00 : ((_TMP19*_TMP20)/(_x0058*_x0058)).y, _x0058.z == 0.00000000E+00 ? 4.93480253E+00 : ((_TMP19*_TMP20)/(_x0058*_x0058)).z, _x0058.w == 0.00000000E+00 ? 4.93480253E+00 : ((_TMP19*_TMP20)/(_x0058*_x0058)).w);
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_TMP0 = COMPAT_TEXTURE(Texture, TEX1.xz);
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_TMP1 = COMPAT_TEXTURE(Texture, TEX1.yz);
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_TMP2 = COMPAT_TEXTURE(Texture, TEX2.xz);
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_TMP3 = COMPAT_TEXTURE(Texture, TEX2.yz);
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_TMP4 = COMPAT_TEXTURE(Texture, TEX1.xw);
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_TMP5 = COMPAT_TEXTURE(Texture, TEX0.xy);
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_TMP6 = COMPAT_TEXTURE(Texture, TEX2.xw);
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_TMP7 = COMPAT_TEXTURE(Texture, TEX2.yw);
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_TMP8 = COMPAT_TEXTURE(Texture, TEX3.xz);
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_TMP9 = COMPAT_TEXTURE(Texture, TEX3.yz);
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_TMP10 = COMPAT_TEXTURE(Texture, TEX4.xz);
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_TMP11 = COMPAT_TEXTURE(Texture, TEX4.yz);
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_TMP12 = COMPAT_TEXTURE(Texture, TEX3.xw);
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_TMP13 = COMPAT_TEXTURE(Texture, TEX3.yw);
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_TMP14 = COMPAT_TEXTURE(Texture, TEX4.xw);
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_TMP15 = COMPAT_TEXTURE(Texture, TEX4.yw);
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_TMP32[0] = -_TMP0.xyz;
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_TMP32[3] = -_TMP3.xyz;
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_r0112 = _res0036.x*_TMP32[0];
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_r0112 = _r0112 + _res0036.y*_TMP1.xyz;
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_r0112 = _r0112 + _res0036.z*_TMP2.xyz;
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_r0112 = _r0112 + _res0036.w*_TMP32[3];
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_r0114 = _res0036.x*_TMP4.xyz;
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_r0114 = _r0114 + _res0036.y*_TMP5.xyz;
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_r0114 = _r0114 + _res0036.z*_TMP6.xyz;
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_r0114 = _r0114 + _res0036.w*_TMP7.xyz;
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_r0116 = _res0036.x*_TMP8.xyz;
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_r0116 = _r0116 + _res0036.y*_TMP9.xyz;
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_r0116 = _r0116 + _res0036.z*_TMP10.xyz;
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_r0116 = _r0116 + _res0036.w*_TMP11.xyz;
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_TMP29[0] = -_TMP12.xyz;
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_TMP29[3] = -_TMP15.xyz;
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_r0118 = _res0036.x*_TMP29[0];
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_r0118 = _r0118 + _res0036.y*_TMP13.xyz;
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_r0118 = _r0118 + _res0036.z*_TMP14.xyz;
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_r0118 = _r0118 + _res0036.w*_TMP29[3];
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_r0120 = _res0058.x*_r0112;
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_r0120 = _r0120 + _res0058.y*_r0114;
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_r0120 = _r0120 + _res0058.z*_r0116;
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_r0120 = _r0120 + _res0058.w*_r0118;
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_TMP17 = dot(_res0036, vec4( 1.00000000E+00, 1.00000000E+00, 1.00000000E+00, 1.00000000E+00));
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_TMP18 = dot(_res0058, vec4( 1.00000000E+00, 1.00000000E+00, 1.00000000E+00, 1.00000000E+00));
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_TMP28 = _r0120/(_TMP17*_TMP18 - 2.00000000E+00*(_res0036.x + _res0036.w)*(_res0058.x + _res0058.w));
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_ret_0 = vec4(_TMP28.x, _TMP28.y, _TMP28.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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