169 lines
4.2 KiB
GLSL
169 lines
4.2 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 vec4 _color;
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COMPAT_VARYING vec2 _texCoord1;
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COMPAT_VARYING vec4 _vpos1;
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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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vec4 _vpos1;
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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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VERTEX_OUTPUT _ret_0;
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vec4 _r0006;
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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 TEX1;
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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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_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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_ret_0._position1 = _r0006;
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_ret_0._vpos1 = _r0006;
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_ret_0._texCoord1 = gl_MultiTexCoord0.xy;
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gl_Position = _r0006;
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TEX1 = _r0006;
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TEX0.xy = gl_MultiTexCoord0.xy;
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return;
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TEX1 = _ret_0._vpos1;
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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 vec4 _color;
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COMPAT_VARYING vec2 _texCoord;
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COMPAT_VARYING vec4 _vpos;
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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 _vpos;
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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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vec4 _TMP7;
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vec4 _TMP6;
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vec4 _TMP5;
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float _TMP4;
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float _TMP1;
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float _TMP3;
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float _TMP2;
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float _TMP0;
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VERTEX_OUTPUT _TMP8;
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uniform sampler2D Texture;
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input_dummy _IN1;
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float _TMP13;
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float _x0014;
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float _frame_cnt0020;
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vec2 _constant10020;
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float _constant20020;
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float _x0028;
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float _TMP29;
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float _x0030;
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vec2 _c0038;
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vec2 _c0042;
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COMPAT_VARYING vec4 TEX1;
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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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output_dummy _OUT;
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float _f;
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vec4 _distortion2;
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_TMP8._vpos = TEX1/TEX1.w;
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_f = (1.00000000E+00 - _TMP8._vpos.x*_TMP8._vpos.x)*(1.00000000E+00 - _TMP8._vpos.y*_TMP8._vpos.y);
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_TMP0 = pow(_f, 4.39999998E-01);
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_x0014 = 8.00000012E-01*(_TMP0 - 1.59999996E-01);
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_TMP1 = min(1.00000000E+00, _x0014);
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_TMP13 = max(0.00000000E+00, _TMP1);
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_frame_cnt0020 = cos(float(FrameCount));
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_constant10020 = _frame_cnt0020*vec2( 1.29090910E+01, 7.82307663E+01);
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_constant20020 = (_frame_cnt0020*4.81344000E+05)/1.10000000E+01;
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_TMP2 = dot(TEX0.xy, _constant10020);
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_TMP3 = sin(_TMP2);
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_x0028 = _TMP3*_constant20020;
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_TMP4 = fract(_x0028);
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_x0030 = _TMP4 + 2.00000003E-01;
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_TMP1 = min(1.00000000E+00, _x0030);
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_TMP29 = max(0.00000000E+00, _TMP1);
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_c0038 = TEX0.xy + 1.95312500E-03;
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_TMP5 = COMPAT_TEXTURE(Texture, _c0038);
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_TMP6 = COMPAT_TEXTURE(Texture, TEX0.xy);
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_c0042 = TEX0.xy - 1.95312500E-03;
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_TMP7 = COMPAT_TEXTURE(Texture, _c0042);
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_distortion2 = vec4(_TMP5.x, _TMP6.y, _TMP7.z, 1.00000000E+00);
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_OUT._color = _TMP13*(_distortion2*_TMP29);
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FragColor = _OUT._color;
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return;
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}
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#endif
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