136 lines
3.3 KiB
GLSL
136 lines
3.3 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 vec2 _CT;
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COMPAT_VARYING vec4 _position2;
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COMPAT_VARYING vec4 _color;
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COMPAT_VARYING vec2 _texCoord1;
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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 VERTEX_OUTPUT {
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vec4 _position1;
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vec2 _texCoord1;
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};
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struct output_dummy {
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vec4 _color;
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};
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struct VERTEX_INPUT {
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vec4 _position2;
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vec2 _CT;
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};
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VERTEX_OUTPUT _ret_0;
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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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_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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_ret_0._position1 = _r0005;
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_ret_0._texCoord1 = gl_MultiTexCoord0.xy;
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gl_Position = _r0005;
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TEX0.xy = gl_MultiTexCoord0.xy;
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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 _CT;
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COMPAT_VARYING vec4 _color;
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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 VERTEX_OUTPUT {
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vec2 _texCoord;
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};
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struct output_dummy {
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vec4 _color;
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};
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struct VERTEX_INPUT {
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vec2 _CT;
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};
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vec4 _TMP1;
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vec4 _TMP0;
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uniform sampler2D Texture;
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vec2 _c0008;
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vec2 _c0010;
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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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vec4 _Color;
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_c0008 = TEX0.xy - 1.00000005E-03;
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_TMP0 = COMPAT_TEXTURE(Texture, _c0008);
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_Color = vec4( 5.00000000E-01, 5.00000000E-01, 5.00000000E-01, 1.00000000E+00) - _TMP0*2.00000000E+00;
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_c0010 = TEX0.xy + 1.00000005E-03;
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_TMP1 = COMPAT_TEXTURE(Texture, _c0010);
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_Color = _Color + _TMP1*2.00000000E+00;
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_Color.xyz = vec3((_Color.x + _Color.y + _Color.z)/3.00000000E+00, (_Color.x + _Color.y + _Color.z)/3.00000000E+00, (_Color.x + _Color.y + _Color.z)/3.00000000E+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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