Gobligine/tools/shaders/oldtv.cg.glsl
2016-05-26 01:57:32 +02:00

169 lines
4.2 KiB
GLSL

// GLSL shader autogenerated by cg2glsl.py.
#if defined(VERTEX)
#if __VERSION__ >= 130
#define COMPAT_VARYING out
#define COMPAT_ATTRIBUTE in
#define COMPAT_TEXTURE texture
#else
#define COMPAT_VARYING varying
#define COMPAT_ATTRIBUTE attribute
#define COMPAT_TEXTURE texture2D
#endif
#ifdef GL_ES
#define COMPAT_PRECISION mediump
#else
#define COMPAT_PRECISION
#endif
COMPAT_VARYING vec4 _color;
COMPAT_VARYING vec2 _texCoord1;
COMPAT_VARYING vec4 _vpos1;
COMPAT_VARYING vec4 _position1;
COMPAT_VARYING float _frame_rotation;
struct input_dummy {
vec2 _video_size;
vec2 _texture_size;
vec2 _output_dummy_size;
float _frame_count;
float _frame_direction;
float _frame_rotation;
};
struct VERTEX_OUTPUT {
vec4 _position1;
vec4 _vpos1;
vec2 _texCoord1;
};
struct output_dummy {
vec4 _color;
};
VERTEX_OUTPUT _ret_0;
vec4 _r0006;
COMPAT_ATTRIBUTE vec4 gl_Vertex;
COMPAT_ATTRIBUTE vec4 gl_MultiTexCoord0;
COMPAT_VARYING vec4 TEX1;
COMPAT_VARYING vec4 TEX0;
uniform int FrameDirection;
uniform int FrameCount;
uniform COMPAT_PRECISION vec2 OutputSize;
uniform COMPAT_PRECISION vec2 TextureSize;
uniform COMPAT_PRECISION vec2 InputSize;
void main()
{
_r0006 = gl_Vertex.x*gl_ModelViewProjectionMatrix[0];
_r0006 = _r0006 + gl_Vertex.y*gl_ModelViewProjectionMatrix[1];
_r0006 = _r0006 + gl_Vertex.z*gl_ModelViewProjectionMatrix[2];
_r0006 = _r0006 + gl_Vertex.w*gl_ModelViewProjectionMatrix[3];
_ret_0._position1 = _r0006;
_ret_0._vpos1 = _r0006;
_ret_0._texCoord1 = gl_MultiTexCoord0.xy;
gl_Position = _r0006;
TEX1 = _r0006;
TEX0.xy = gl_MultiTexCoord0.xy;
return;
TEX1 = _ret_0._vpos1;
TEX0.xy = _ret_0._texCoord1;
}
#elif defined(FRAGMENT)
#if __VERSION__ >= 130
#define COMPAT_VARYING in
#define COMPAT_TEXTURE texture
out vec4 FragColor;
#else
#define COMPAT_VARYING varying
#define FragColor gl_FragColor
#define COMPAT_TEXTURE texture2D
#endif
#ifdef GL_ES
#ifdef GL_FRAGMENT_PRECISION_HIGH
precision highp float;
#else
precision mediump float;
#endif
#define COMPAT_PRECISION mediump
#else
#define COMPAT_PRECISION
#endif
COMPAT_VARYING vec4 _color;
COMPAT_VARYING vec2 _texCoord;
COMPAT_VARYING vec4 _vpos;
COMPAT_VARYING float _frame_rotation;
struct input_dummy {
vec2 _video_size;
vec2 _texture_size;
vec2 _output_dummy_size;
float _frame_count;
float _frame_direction;
float _frame_rotation;
};
struct VERTEX_OUTPUT {
vec4 _vpos;
vec2 _texCoord;
};
struct output_dummy {
vec4 _color;
};
vec4 _TMP7;
vec4 _TMP6;
vec4 _TMP5;
float _TMP4;
float _TMP1;
float _TMP3;
float _TMP2;
float _TMP0;
VERTEX_OUTPUT _TMP8;
uniform sampler2D Texture;
input_dummy _IN1;
float _TMP13;
float _x0014;
float _frame_cnt0020;
vec2 _constant10020;
float _constant20020;
float _x0028;
float _TMP29;
float _x0030;
vec2 _c0038;
vec2 _c0042;
COMPAT_VARYING vec4 TEX1;
COMPAT_VARYING vec4 TEX0;
uniform int FrameDirection;
uniform int FrameCount;
uniform COMPAT_PRECISION vec2 OutputSize;
uniform COMPAT_PRECISION vec2 TextureSize;
uniform COMPAT_PRECISION vec2 InputSize;
void main()
{
output_dummy _OUT;
float _f;
vec4 _distortion2;
_TMP8._vpos = TEX1/TEX1.w;
_f = (1.00000000E+00 - _TMP8._vpos.x*_TMP8._vpos.x)*(1.00000000E+00 - _TMP8._vpos.y*_TMP8._vpos.y);
_TMP0 = pow(_f, 4.39999998E-01);
_x0014 = 8.00000012E-01*(_TMP0 - 1.59999996E-01);
_TMP1 = min(1.00000000E+00, _x0014);
_TMP13 = max(0.00000000E+00, _TMP1);
_frame_cnt0020 = cos(float(FrameCount));
_constant10020 = _frame_cnt0020*vec2( 1.29090910E+01, 7.82307663E+01);
_constant20020 = (_frame_cnt0020*4.81344000E+05)/1.10000000E+01;
_TMP2 = dot(TEX0.xy, _constant10020);
_TMP3 = sin(_TMP2);
_x0028 = _TMP3*_constant20020;
_TMP4 = fract(_x0028);
_x0030 = _TMP4 + 2.00000003E-01;
_TMP1 = min(1.00000000E+00, _x0030);
_TMP29 = max(0.00000000E+00, _TMP1);
_c0038 = TEX0.xy + 1.95312500E-03;
_TMP5 = COMPAT_TEXTURE(Texture, _c0038);
_TMP6 = COMPAT_TEXTURE(Texture, TEX0.xy);
_c0042 = TEX0.xy - 1.95312500E-03;
_TMP7 = COMPAT_TEXTURE(Texture, _c0042);
_distortion2 = vec4(_TMP5.x, _TMP6.y, _TMP7.z, 1.00000000E+00);
_OUT._color = _TMP13*(_distortion2*_TMP29);
FragColor = _OUT._color;
return;
}
#endif