// 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