208 lines
5.1 KiB
GLSL
208 lines
5.1 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 _col;
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COMPAT_VARYING vec2 VARprev6;
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COMPAT_VARYING vec2 VARprev5;
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COMPAT_VARYING vec2 VARprev4;
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COMPAT_VARYING vec2 VARprev3;
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COMPAT_VARYING vec2 VARprev2;
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COMPAT_VARYING vec2 VARprev1;
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COMPAT_VARYING vec2 VARprev;
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COMPAT_VARYING vec2 VARtex;
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COMPAT_VARYING float _frame_rotation;
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COMPAT_VARYING vec2 _tex_coord;
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struct previous {
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float _placeholder59;
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vec2 _tex_coord;
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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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float _placeholder70;
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};
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struct tex_coords {
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vec2 VARtex;
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vec2 VARprev;
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vec2 VARprev1;
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vec2 VARprev2;
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vec2 VARprev3;
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vec2 VARprev4;
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vec2 VARprev5;
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vec2 VARprev6;
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};
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struct output_dummy {
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vec4 _col;
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};
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vec4 _oPosition1;
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tex_coords _coords1;
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previous _PREV7;
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previous _PREV11;
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previous _PREV21;
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previous _PREV31;
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previous _PREV41;
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previous _PREV51;
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previous _PREV61;
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vec4 _r0013;
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COMPAT_ATTRIBUTE vec4 gl_Vertex;
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COMPAT_ATTRIBUTE vec4 gl_MultiTexCoord0;
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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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COMPAT_ATTRIBUTE vec2 Prev6TexCoord;
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COMPAT_ATTRIBUTE vec2 Prev5TexCoord;
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COMPAT_ATTRIBUTE vec2 Prev4TexCoord;
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COMPAT_ATTRIBUTE vec2 Prev3TexCoord;
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COMPAT_ATTRIBUTE vec2 Prev2TexCoord;
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COMPAT_ATTRIBUTE vec2 Prev1TexCoord;
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COMPAT_ATTRIBUTE vec2 PrevTexCoord;
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void main()
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{
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_r0013 = gl_Vertex.x*gl_ModelViewProjectionMatrix[0];
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_r0013 = _r0013 + gl_Vertex.y*gl_ModelViewProjectionMatrix[1];
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_r0013 = _r0013 + gl_Vertex.z*gl_ModelViewProjectionMatrix[2];
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_r0013 = _r0013 + gl_Vertex.w*gl_ModelViewProjectionMatrix[3];
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_oPosition1 = _r0013;
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VARtex = gl_MultiTexCoord0.xy;
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VARprev = PrevTexCoord;
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VARprev1 = Prev1TexCoord;
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VARprev2 = Prev2TexCoord;
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VARprev3 = Prev3TexCoord;
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VARprev4 = Prev4TexCoord;
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VARprev5 = Prev5TexCoord;
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VARprev6 = Prev6TexCoord;
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gl_Position = _r0013;
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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 _col;
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COMPAT_VARYING vec2 VARprev6;
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COMPAT_VARYING vec2 VARprev5;
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COMPAT_VARYING vec2 VARprev4;
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COMPAT_VARYING vec2 VARprev3;
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COMPAT_VARYING vec2 VARprev2;
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COMPAT_VARYING vec2 VARprev1;
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COMPAT_VARYING vec2 VARprev;
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COMPAT_VARYING vec2 VARtex;
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COMPAT_VARYING float _frame_rotation;
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COMPAT_VARYING vec2 VARtex_coord;
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struct previous {
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float _placeholder63;
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vec2 VARtex_coord;
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};
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struct input_dummy {
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vec2 _video_size;
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vec2 VARtexture_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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float _placeholder74;
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};
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struct tex_coords {
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vec2 VARtex;
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vec2 VARprev;
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vec2 VARprev1;
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vec2 VARprev2;
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vec2 VARprev3;
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vec2 VARprev4;
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vec2 VARprev5;
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vec2 VARprev6;
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};
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struct output_dummy {
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vec4 _col;
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};
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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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tex_coords _coords1;
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input_dummy _IN1;
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previous _PREV7;
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previous _PREV11;
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previous _PREV21;
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previous _PREV31;
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previous _PREV41;
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previous _PREV51;
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previous _PREV61;
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uniform sampler2D Texture;
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uniform sampler2D Prev6Texture;
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uniform sampler2D Prev5Texture;
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uniform sampler2D Prev4Texture;
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uniform sampler2D Prev3Texture;
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uniform sampler2D Prev2Texture;
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uniform sampler2D Prev1Texture;
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uniform sampler2D PrevTexture;
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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 _color;
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_color = COMPAT_TEXTURE(Prev6Texture, VARprev6);
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_TMP0 = COMPAT_TEXTURE(Prev5Texture, VARprev5);
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_color = (_color + _TMP0)/2.00000000E+00;
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_TMP1 = COMPAT_TEXTURE(Prev4Texture, VARprev4);
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_color = (_color + _TMP1)/2.00000000E+00;
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_TMP2 = COMPAT_TEXTURE(Prev3Texture, VARprev3);
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_color = (_color + _TMP2)/2.00000000E+00;
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_TMP3 = COMPAT_TEXTURE(Prev2Texture, VARprev2);
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_color = (_color + _TMP3)/2.00000000E+00;
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_TMP4 = COMPAT_TEXTURE(Prev1Texture, VARprev1);
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_color = (_color + _TMP4)/2.00000000E+00;
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_TMP5 = COMPAT_TEXTURE(PrevTexture, VARprev);
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_color = (_color + _TMP5)/2.00000000E+00;
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_TMP6 = COMPAT_TEXTURE(Texture, VARtex);
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_color = (_color + _TMP6)/2.00000000E+00;
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FragColor = _color;
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return;
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}
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#endif
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