177 lines
4.7 KiB
GLSL
177 lines
4.7 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 vec2 _texCoord1;
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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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vec2 _texCoord1;
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};
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vec4 _oPosition1;
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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 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 _ps;
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out_vertex _TMP3;
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_ps = 1.00000000E+00/TextureSize;
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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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_oPosition1 = _r0008;
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_TMP3._texCoord1 = gl_MultiTexCoord0.xy + _ps*vec2( -4.90000010E-01, 0.00000000E+00);
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_ret_0._texCoord1 = _TMP3._texCoord1;
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gl_Position = _r0008;
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TEX0.xy = _TMP3._texCoord1;
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return;
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TEX0.xy = _ret_0._texCoord1;
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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 vec2 _texCoord;
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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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vec2 _texCoord;
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};
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vec4 _ret_0;
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vec3 _TMP6;
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float _TMP9;
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float _TMP8;
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float _TMP7;
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float _TMP5;
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float _TMP10;
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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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uniform sampler2D Texture;
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input_dummy _IN1;
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vec2 _x0019;
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vec2 _x0021;
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vec2 _c0023;
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vec2 _c0027;
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vec2 _c0029;
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vec4 _r0031;
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vec4 _v0031;
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vec3 _r0041;
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float _a0051;
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float _x0053;
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float _TMP56;
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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 _dx;
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vec2 _tc;
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vec2 _fp;
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vec3 _color;
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float _d;
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_dx = vec2(1.00000000E+00/TextureSize.x, 0.00000000E+00);
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_x0019 = TEX0.xy*TextureSize;
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_TMP0 = floor(_x0019);
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_tc = (_TMP0 + vec2( 5.00000000E-01, 5.00000000E-01))/TextureSize;
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_x0021 = TEX0.xy*TextureSize;
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_fp = fract(_x0021);
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_c0023 = _tc - _dx;
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_TMP1 = COMPAT_TEXTURE(Texture, _c0023);
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_TMP2 = COMPAT_TEXTURE(Texture, _tc);
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_c0027 = _tc + _dx;
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_TMP3 = COMPAT_TEXTURE(Texture, _c0027);
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_c0029 = _tc + 2.00000000E+00*_dx;
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_TMP4 = COMPAT_TEXTURE(Texture, _c0029);
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_v0031 = vec4(_fp.x*_fp.x*_fp.x, _fp.x*_fp.x, _fp.x, 1.00000000E+00);
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_r0031.x = dot(vec4( -5.00000000E-01, 1.00000000E+00, -5.00000000E-01, 0.00000000E+00), _v0031);
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_r0031.y = dot(vec4( 1.50000000E+00, -2.50000000E+00, 0.00000000E+00, 1.00000000E+00), _v0031);
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_r0031.z = dot(vec4( -1.50000000E+00, 2.00000000E+00, 5.00000000E-01, 0.00000000E+00), _v0031);
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_r0031.w = dot(vec4( 5.00000000E-01, -5.00000000E-01, 0.00000000E+00, 0.00000000E+00), _v0031);
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_r0041 = _r0031.x*_TMP1.xyz;
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_r0041 = _r0041 + _r0031.y*_TMP2.xyz;
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_r0041 = _r0041 + _r0031.z*_TMP3.xyz;
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_r0041 = _r0041 + _r0031.w*_TMP4.xyz;
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_TMP7 = pow(_r0041.x, 2.40000010E+00);
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_TMP8 = pow(_r0041.y, 2.40000010E+00);
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_TMP9 = pow(_r0041.z, 2.40000010E+00);
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_color = vec3(_TMP7, _TMP8, _TMP9);
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_a0051 = _fp.y - 5.00000000E-01;
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_TMP5 = abs(_a0051);
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_x0053 = 1.00000000E+00 - _TMP5;
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_TMP10 = min(1.00000000E+00, _x0053);
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_TMP56 = max(0.00000000E+00, _TMP10);
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_d = _TMP56*_TMP56*(3.00000000E+00 - 2.00000000E+00*_TMP56);
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_color = _color*_d;
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_TMP7 = pow(_color.x, 4.54545438E-01);
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_TMP8 = pow(_color.y, 4.54545438E-01);
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_TMP9 = pow(_color.z, 4.54545438E-01);
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_TMP6 = vec3(_TMP7, _TMP8, _TMP9);
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_ret_0 = vec4(_TMP6.x, _TMP6.y, _TMP6.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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