BizHawk/Bizware/BizHawk.Bizware.Test/TestImages/4xSoft.glsl

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// 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 VARt6;
COMPAT_VARYING vec4 VARt5;
COMPAT_VARYING vec4 VARt4;
COMPAT_VARYING vec4 VARt3;
COMPAT_VARYING vec4 VARt2;
COMPAT_VARYING vec4 VARt1;
struct tex_coords {
vec4 VARt1;
vec4 VARt2;
vec4 VARt3;
vec4 VARt4;
vec4 VARt5;
vec4 VARt6;
};
struct input_dummy {
vec2 _video_size;
vec2 _texture_size;
vec2 _output_dummy_size;
};
vec4 _oPosition1;
tex_coords _coords1;
input_dummy _IN1;
vec4 _r0019;
COMPAT_ATTRIBUTE vec4 VertexCoord;
COMPAT_ATTRIBUTE vec4 COLOR;
COMPAT_VARYING vec4 COL0;
COMPAT_ATTRIBUTE vec4 TexCoord;
COMPAT_VARYING vec4 TEX0;
uniform mat4 MVPMatrix;
uniform int FrameDirection;
uniform int FrameCount;
uniform COMPAT_PRECISION vec2 OutputSize;
uniform COMPAT_PRECISION vec2 TextureSize;
uniform COMPAT_PRECISION vec2 InputSize;
void main()
{
vec4 _oColor;
vec2 _oTex;
vec2 _ps;
float _sx;
float _sy;
tex_coords _TMP15;
_r0019 = VertexCoord.x*MVPMatrix[0];
_r0019 = _r0019 + VertexCoord.y*MVPMatrix[1];
_r0019 = _r0019 + VertexCoord.z*MVPMatrix[2];
_r0019 = _r0019 + VertexCoord.w*MVPMatrix[3];
_oPosition1 = _r0019;
_oColor = COLOR;
_oTex = TexCoord.xy;
_ps = 5.00000000E-001/TextureSize;
_sx = _ps.x*5.00000000E-001;
_sy = _ps.y*5.00000000E-001;
_TMP15.VARt1 = vec4(TexCoord.x, TexCoord.y, TexCoord.x, TexCoord.y) + vec4(-_ps.x, -_ps.y, _ps.x, -_ps.y);
_TMP15.VARt2 = vec4(TexCoord.x, TexCoord.y, TexCoord.x, TexCoord.y) + vec4(_ps.x, _ps.y, -_ps.x, _ps.y);
_TMP15.VARt3 = vec4(TexCoord.x, TexCoord.y, TexCoord.x, TexCoord.y) + vec4(-_sx, -_sy, _sx, -_sy);
_TMP15.VARt4 = vec4(TexCoord.x, TexCoord.y, TexCoord.x, TexCoord.y) + vec4(_sx, _sy, -_sx, _sy);
_TMP15.VARt5 = vec4(TexCoord.x, TexCoord.y, TexCoord.x, TexCoord.y) + vec4(-_ps.x, 0.00000000E+000, _ps.x, 0.00000000E+000);
_TMP15.VARt6 = vec4(TexCoord.x, TexCoord.y, TexCoord.x, TexCoord.y) + vec4(0.00000000E+000, -_ps.y, 0.00000000E+000, _ps.y);
VARt1 = _TMP15.VARt1;
VARt2 = _TMP15.VARt2;
VARt3 = _TMP15.VARt3;
VARt4 = _TMP15.VARt4;
VARt5 = _TMP15.VARt5;
VARt6 = _TMP15.VARt6;
gl_Position = _r0019;
COL0 = COLOR;
TEX0.xy = TexCoord.xy;
}
#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 VARt6;
COMPAT_VARYING vec4 VARt5;
COMPAT_VARYING vec4 VARt4;
COMPAT_VARYING vec4 VARt3;
COMPAT_VARYING vec4 VARt2;
COMPAT_VARYING vec4 VARt1;
struct tex_coords {
vec4 VARt1;
vec4 VARt2;
vec4 VARt3;
vec4 VARt4;
vec4 VARt5;
vec4 VARt6;
};
struct input_dummy {
vec2 _video_size;
vec2 _texture_size;
vec2 _output_dummy_size;
};
vec4 _ret_0;
float _TMP24;
vec3 _TMP23;
float _TMP22;
vec3 _TMP21;
float _TMP20;
vec3 _TMP19;
float _TMP18;
vec3 _TMP17;
float _TMP16;
vec3 _TMP15;
float _TMP14;
vec3 _TMP13;
vec4 _TMP12;
vec4 _TMP11;
vec4 _TMP10;
vec4 _TMP9;
vec4 _TMP8;
vec4 _TMP7;
vec4 _TMP6;
vec4 _TMP5;
vec4 _TMP4;
vec4 _TMP3;
vec4 _TMP2;
vec4 _TMP1;
vec4 _TMP0;
tex_coords _co1;
uniform sampler2D Texture;
vec3 _a0056;
vec3 _a0060;
vec3 _a0064;
vec3 _a0068;
vec3 _a0072;
vec3 _a0076;
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()
{
float _d1;
float _d2;
float _hl;
float _vl;
float _m1;
float _m2;
vec3 _t1;
vec3 _t2;
vec3 _TMP28;
_TMP0 = COMPAT_TEXTURE(Texture, TEX0.xy);
_TMP1 = COMPAT_TEXTURE(Texture, VARt1.xy);
_TMP2 = COMPAT_TEXTURE(Texture, VARt1.zw);
_TMP3 = COMPAT_TEXTURE(Texture, VARt2.xy);
_TMP4 = COMPAT_TEXTURE(Texture, VARt2.zw);
_TMP5 = COMPAT_TEXTURE(Texture, VARt3.xy);
_TMP6 = COMPAT_TEXTURE(Texture, VARt3.zw);
_TMP7 = COMPAT_TEXTURE(Texture, VARt4.xy);
_TMP8 = COMPAT_TEXTURE(Texture, VARt4.zw);
_TMP9 = COMPAT_TEXTURE(Texture, VARt5.xy);
_TMP10 = COMPAT_TEXTURE(Texture, VARt5.zw);
_TMP11 = COMPAT_TEXTURE(Texture, VARt6.xy);
_TMP12 = COMPAT_TEXTURE(Texture, VARt6.zw);
_a0056 = _TMP1.xyz - _TMP3.xyz;
_TMP13 = abs(_a0056);
_TMP14 = dot(_TMP13, vec3( 1.00000000E+000, 1.00000000E+000, 1.00000000E+000));
_d1 = _TMP14 + 9.99999975E-005;
_a0060 = _TMP2.xyz - _TMP4.xyz;
_TMP15 = abs(_a0060);
_TMP16 = dot(_TMP15, vec3( 1.00000000E+000, 1.00000000E+000, 1.00000000E+000));
_d2 = _TMP16 + 9.99999975E-005;
_a0064 = _TMP9.xyz - _TMP10.xyz;
_TMP17 = abs(_a0064);
_TMP18 = dot(_TMP17, vec3( 1.00000000E+000, 1.00000000E+000, 1.00000000E+000));
_hl = _TMP18 + 9.99999975E-005;
_a0068 = _TMP11.xyz - _TMP12.xyz;
_TMP19 = abs(_a0068);
_TMP20 = dot(_TMP19, vec3( 1.00000000E+000, 1.00000000E+000, 1.00000000E+000));
_vl = _TMP20 + 9.99999975E-005;
_a0072 = _TMP1.xyz - _TMP3.xyz;
_TMP21 = abs(_a0072);
_TMP22 = dot(_TMP21, vec3( 1.00000000E+000, 1.00000000E+000, 1.00000000E+000));
_m1 = _TMP22 + 1.00000005E-003;
_a0076 = _TMP4.xyz - _TMP2.xyz;
_TMP23 = abs(_a0076);
_TMP24 = dot(_TMP23, vec3( 1.00000000E+000, 1.00000000E+000, 1.00000000E+000));
_m2 = _TMP24 + 1.00000005E-003;
_t1 = (_hl*(_TMP11.xyz + _TMP12.xyz) + _vl*(_TMP9.xyz + _TMP10.xyz) + (_hl + _vl)*_TMP0.xyz)/(3.00000000E+000*(_hl + _vl));
_t2 = (_d1*(_TMP2.xyz + _TMP4.xyz) + _d2*(_TMP1.xyz + _TMP3.xyz) + (_d1 + _d2)*_TMP0.xyz)/(3.00000000E+000*(_d1 + _d2));
_TMP28 = 2.50000000E-001*(_t1 + _t2 + (_m2*(_TMP5.xyz + _TMP7.xyz) + _m1*(_TMP8.xyz + _TMP6.xyz))/(_m1 + _m2));
_ret_0 = vec4(_TMP28.x, _TMP28.y, _TMP28.z, 1.00000000E+000);
FragColor = _ret_0;
return;
}
#endif