238 lines
7.2 KiB
GLSL
238 lines
7.2 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 float _frame_rotation;
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COMPAT_VARYING vec2 _oney;
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COMPAT_VARYING vec2 _onex;
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COMPAT_VARYING vec2 _texCoord;
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struct tex_coords {
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vec2 _texCoord;
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vec2 _onex;
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vec2 _oney;
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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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};
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vec4 _oPosition1;
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input_dummy _IN1;
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vec4 _r0006;
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COMPAT_ATTRIBUTE vec4 gl_Vertex;
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COMPAT_ATTRIBUTE vec4 COLOR;
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COMPAT_VARYING vec4 COL0;
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COMPAT_ATTRIBUTE vec4 gl_MultiTexCoord0;
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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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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 _oColor;
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tex_coords _coords;
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_r0006 = gl_Vertex.x*gl_ModelViewProjectionMatrix[0];
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_r0006 = _r0006 + gl_Vertex.y*gl_ModelViewProjectionMatrix[1];
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_r0006 = _r0006 + gl_Vertex.z*gl_ModelViewProjectionMatrix[2];
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_r0006 = _r0006 + gl_Vertex.w*gl_ModelViewProjectionMatrix[3];
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_oPosition1 = _r0006;
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_oColor = COLOR;
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_coords._texCoord = gl_MultiTexCoord0.xy;
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_coords._onex = vec2(1.00000000E+00/TextureSize.x, 0.00000000E+00);
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_coords._oney = vec2(0.00000000E+00, 1.00000000E+00/TextureSize.y);
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gl_Position = _r0006;
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COL0 = COLOR;
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TEX0.xy = gl_MultiTexCoord0.xy;
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TEX1.xy = _coords._onex;
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TEX2.xy = _coords._oney;
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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 float _frame_rotation;
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COMPAT_VARYING vec2 _oney;
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COMPAT_VARYING vec2 _onex;
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COMPAT_VARYING vec2 _texCoord;
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struct tex_coords {
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vec2 _texCoord;
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vec2 _onex;
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vec2 _oney;
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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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};
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vec4 _TMP5;
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vec4 _TMP10;
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float _TMP9;
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float _TMP8;
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float _TMP7;
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float _TMP6;
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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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vec2 _TMP0;
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input_dummy _IN1;
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uniform sampler2D Texture;
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vec2 _c0028;
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vec2 _c0040;
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vec2 _c0052;
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vec4 _TMP73;
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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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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 _coords;
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vec2 _pixel_center;
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vec2 _texture_coords;
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vec4 _color;
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float _dx;
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float _h_weight_00;
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vec2 _coords01;
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vec4 _colorNB;
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float _h_weight_01;
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float _dy;
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float _v_weight_00;
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vec2 _coords10;
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float _v_weight_10;
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_coords = TEX0.xy*TextureSize;
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_TMP0 = floor(_coords);
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_pixel_center = _TMP0 + vec2( 5.00000000E-01, 5.00000000E-01);
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_texture_coords = _pixel_center/TextureSize;
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_TMP1 = COMPAT_TEXTURE(Texture, _texture_coords);
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_TMP6 = pow(_TMP1.x, 2.40000010E+00);
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_TMP7 = pow(_TMP1.y, 2.40000010E+00);
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_TMP8 = pow(_TMP1.z, 2.40000010E+00);
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_TMP9 = pow(_TMP1.w, 2.40000010E+00);
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_color = vec4(_TMP6, _TMP7, _TMP8, _TMP9);
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_dx = _coords.x - _pixel_center.x;
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_h_weight_00 = _dx/8.99999976E-01;
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if (_h_weight_00 > 1.00000000E+00) {
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_h_weight_00 = 1.00000000E+00;
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}
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_h_weight_00 = 1.00000000E+00 - _h_weight_00*_h_weight_00;
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_h_weight_00 = _h_weight_00*_h_weight_00;
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_color = _color*vec4(_h_weight_00, _h_weight_00, _h_weight_00, _h_weight_00);
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if (_dx > 0.00000000E+00) {
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_coords01 = TEX1.xy;
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_dx = 1.00000000E+00 - _dx;
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} else {
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_coords01 = -TEX1.xy;
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_dx = 1.00000000E+00 + _dx;
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}
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_c0028 = _texture_coords + _coords01;
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_TMP2 = COMPAT_TEXTURE(Texture, _c0028);
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_TMP6 = pow(_TMP2.x, 2.40000010E+00);
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_TMP7 = pow(_TMP2.y, 2.40000010E+00);
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_TMP8 = pow(_TMP2.z, 2.40000010E+00);
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_TMP9 = pow(_TMP2.w, 2.40000010E+00);
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_colorNB = vec4(_TMP6, _TMP7, _TMP8, _TMP9);
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_h_weight_01 = _dx/8.99999976E-01;
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if (_h_weight_01 > 1.00000000E+00) {
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_h_weight_01 = 1.00000000E+00;
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}
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_h_weight_01 = 1.00000000E+00 - _h_weight_01*_h_weight_01;
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_h_weight_01 = _h_weight_01*_h_weight_01;
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_color = _color + _colorNB*vec4(_h_weight_01, _h_weight_01, _h_weight_01, _h_weight_01);
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_dy = _coords.y - _pixel_center.y;
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_v_weight_00 = _dy/6.49999976E-01;
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if (_v_weight_00 > 1.00000000E+00) {
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_v_weight_00 = 1.00000000E+00;
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}
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_v_weight_00 = 1.00000000E+00 - _v_weight_00*_v_weight_00;
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_v_weight_00 = _v_weight_00*_v_weight_00;
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_color = _color*vec4(_v_weight_00, _v_weight_00, _v_weight_00, _v_weight_00);
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if (_dy > 0.00000000E+00) {
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_coords10 = TEX2.xy;
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_dy = 1.00000000E+00 - _dy;
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} else {
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_coords10 = -TEX2.xy;
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_dy = 1.00000000E+00 + _dy;
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}
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_c0040 = _texture_coords + _coords10;
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_TMP3 = COMPAT_TEXTURE(Texture, _c0040);
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_TMP6 = pow(_TMP3.x, 2.40000010E+00);
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_TMP7 = pow(_TMP3.y, 2.40000010E+00);
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_TMP8 = pow(_TMP3.z, 2.40000010E+00);
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_TMP9 = pow(_TMP3.w, 2.40000010E+00);
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_colorNB = vec4(_TMP6, _TMP7, _TMP8, _TMP9);
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_v_weight_10 = _dy/6.49999976E-01;
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if (_v_weight_10 > 1.00000000E+00) {
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_v_weight_10 = 1.00000000E+00;
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}
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_v_weight_10 = 1.00000000E+00 - _v_weight_10*_v_weight_10;
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_v_weight_10 = _v_weight_10*_v_weight_10;
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_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);
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_c0052 = _texture_coords + _coords01 + _coords10;
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_TMP4 = COMPAT_TEXTURE(Texture, _c0052);
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_TMP6 = pow(_TMP4.x, 2.40000010E+00);
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_TMP7 = pow(_TMP4.y, 2.40000010E+00);
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_TMP8 = pow(_TMP4.z, 2.40000010E+00);
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_TMP9 = pow(_TMP4.w, 2.40000010E+00);
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_colorNB = vec4(_TMP6, _TMP7, _TMP8, _TMP9);
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_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);
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_color = _color*vec4( 1.45000005E+00, 1.45000005E+00, 1.45000005E+00, 1.45000005E+00);
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_TMP6 = pow(_color.x, 4.54545438E-01);
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_TMP7 = pow(_color.y, 4.54545438E-01);
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_TMP8 = pow(_color.z, 4.54545438E-01);
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_TMP9 = pow(_color.w, 4.54545438E-01);
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_TMP5 = vec4(_TMP6, _TMP7, _TMP8, _TMP9);
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_TMP10 = min(vec4( 1.00000000E+00, 1.00000000E+00, 1.00000000E+00, 1.00000000E+00), _TMP5);
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_TMP73 = max(vec4( 0.00000000E+00, 0.00000000E+00, 0.00000000E+00, 0.00000000E+00), _TMP10);
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FragColor = _TMP73;
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return;
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}
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#endif
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