(iOS) Add reference to shaders_glsl - building/compiling will require

Nvidia Cg Toolkit installed now (and Python 3) for building the initial
GLSL files
This commit is contained in:
twinaphex 2013-05-29 13:17:27 +02:00
parent e283a5dc93
commit 67228d328e
216 changed files with 65753 additions and 5 deletions

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// GLSL shader autogenerated by cg2glsl.py.
#if defined(VERTEX)
varying vec4 _t1;
varying vec2 _texCoord1;
varying vec4 _position1;
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 out_vertex {
vec4 _position1;
vec2 _texCoord1;
vec4 _t1;
};
out_vertex _ret_0;
float _TMP0;
uniform mat4 MVPMatrix;
input_dummy _IN1;
vec4 _r0006;
attribute vec4 VertexCoord;
attribute vec4 TexCoord;
varying vec4 TEX0;
varying vec4 TEX1;
mat4 transpose_(mat4 matrix)
{
mat4 ret;
for (int i = 0; i < 4; i++)
for (int j = 0; j < 4; j++)
ret[i][j] = matrix[j][i];
return ret;
}
uniform int FrameDirection;
uniform int FrameCount;
#ifdef GL_ES
uniform mediump vec2 OutputSize;
uniform mediump vec2 TextureSize;
uniform mediump vec2 InputSize;
#else
uniform vec2 OutputSize;
uniform vec2 TextureSize;
uniform vec2 InputSize;
#endif
void main()
{
mat4 MVPMatrix_ = transpose_(MVPMatrix);
out_vertex _OUT;
vec2 _ps;
_TMP0 = dot(vec4(float(MVPMatrix_[0].x), float(MVPMatrix_[0].y), float(MVPMatrix_[0].z), float(MVPMatrix_[0].w)), vec4(float(VertexCoord.x), float(VertexCoord.y), float(VertexCoord.z), float(VertexCoord.w)));
_r0006.x = float(_TMP0);
_TMP0 = dot(vec4(float(MVPMatrix_[1].x), float(MVPMatrix_[1].y), float(MVPMatrix_[1].z), float(MVPMatrix_[1].w)), vec4(float(VertexCoord.x), float(VertexCoord.y), float(VertexCoord.z), float(VertexCoord.w)));
_r0006.y = float(_TMP0);
_TMP0 = dot(vec4(float(MVPMatrix_[2].x), float(MVPMatrix_[2].y), float(MVPMatrix_[2].z), float(MVPMatrix_[2].w)), vec4(float(VertexCoord.x), float(VertexCoord.y), float(VertexCoord.z), float(VertexCoord.w)));
_r0006.z = float(_TMP0);
_TMP0 = dot(vec4(float(MVPMatrix_[3].x), float(MVPMatrix_[3].y), float(MVPMatrix_[3].z), float(MVPMatrix_[3].w)), vec4(float(VertexCoord.x), float(VertexCoord.y), float(VertexCoord.z), float(VertexCoord.w)));
_r0006.w = float(_TMP0);
_ps = vec2(float((1.00000000E+00/TextureSize.x)), float((1.00000000E+00/TextureSize.y)));
_OUT._t1.xy = vec2(0.00000000E+00, -_ps.y);
_OUT._t1.zw = vec2(-_ps.x, 0.00000000E+00);
_ret_0._position1 = _r0006;
_ret_0._texCoord1 = TexCoord.xy;
_ret_0._t1 = _OUT._t1;
gl_Position = vec4(float(_r0006.x), float(_r0006.y), float(_r0006.z), float(_r0006.w));
TEX0.xy = TexCoord.xy;
TEX1 = _OUT._t1;
return;
TEX0.xy = _ret_0._texCoord1;
TEX1 = _ret_0._t1;
}
#elif defined(FRAGMENT)
#ifdef GL_ES
precision mediump float;
#endif
varying vec4 _t1;
varying vec2 _texCoord;
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 out_vertex {
vec2 _texCoord;
vec4 _t1;
};
vec4 _ret_0;
vec3 _TMP18;
vec3 _TMP19;
float _TMP15;
float _TMP14;
float _TMP13;
float _TMP20;
float _TMP26;
vec4 _TMP12;
vec4 _TMP11;
vec4 _TMP10;
vec4 _TMP9;
vec4 _TMP8;
vec4 _TMP7;
vec4 _TMP6;
vec4 _TMP5;
vec4 _TMP4;
vec4 _TMP3;
vec4 _TMP2;
vec4 _TMP1;
vec2 _TMP0;
uniform sampler2D Texture;
input_dummy _IN1;
vec2 _x0034;
vec2 _val0036;
vec2 _c0038;
vec2 _c0040;
vec2 _c0042;
vec2 _c0046;
vec2 _c0048;
vec2 _c0050;
vec2 _c0052;
vec2 _c0054;
vec2 _c0056;
vec2 _c0058;
vec2 _c0060;
float _TMP113;
float _a0116;
float _TMP117;
float _a0120;
float _TMP121;
float _a0124;
float _TMP125;
float _a0128;
float _TMP129;
float _a0132;
float _TMP135;
float _a0138;
float _TMP139;
float _a0142;
float _TMP143;
float _a0146;
float _TMP147;
float _a0150;
float _TMP151;
float _a0154;
float _TMP155;
float _a0158;
float _TMP159;
float _a0162;
varying vec4 TEX0;
varying vec4 TEX1;
uniform int FrameDirection;
uniform int FrameCount;
#ifdef GL_ES
uniform mediump vec2 OutputSize;
uniform mediump vec2 TextureSize;
uniform mediump vec2 InputSize;
#else
uniform vec2 OutputSize;
uniform vec2 TextureSize;
uniform vec2 InputSize;
#endif
void main()
{
bool _edr;
bool _px;
bool _interp_restriction_lv1;
bool _nc;
bool _fx;
vec2 _pos;
vec2 _dir;
vec2 _g1;
vec2 _g2;
vec3 _B1;
vec3 _C;
vec3 _D;
vec3 _E;
vec3 _F;
vec3 _G;
vec3 _H;
vec3 _I;
vec3 _F4;
vec3 _I4;
vec3 _H5;
vec3 _I5;
float _b1;
float _c1;
float _d1;
float _e1;
float _f1;
float _g3;
float _h1;
float _i;
float _i4;
float _i5;
float _h5;
float _f4;
_x0034 = TEX0.xy*TextureSize;
_TMP0 = fract(_x0034);
_pos = _TMP0 - vec2( 5.00000000E-01, 5.00000000E-01);
_val0036 = vec2(float((_pos.x > 0.00000000E+00)), float((_pos.y > 0.00000000E+00)));
_dir = _val0036 - vec2(float((_pos.x < 0.00000000E+00)), float((_pos.y < 0.00000000E+00)));
_g1 = _dir*vec2(float(TEX1.x), float(TEX1.y));
_g2 = _dir*vec2(float(TEX1.z), float(TEX1.w));
_c0038 = TEX0.xy + _g1;
_TMP1 = texture2D(Texture, _c0038);
_B1 = vec3(float(_TMP1.x), float(_TMP1.y), float(_TMP1.z));
_c0040 = (TEX0.xy + _g1) - _g2;
_TMP2 = texture2D(Texture, _c0040);
_C = vec3(float(_TMP2.x), float(_TMP2.y), float(_TMP2.z));
_c0042 = TEX0.xy + _g2;
_TMP3 = texture2D(Texture, _c0042);
_D = vec3(float(_TMP3.x), float(_TMP3.y), float(_TMP3.z));
_TMP4 = texture2D(Texture, TEX0.xy);
_E = vec3(float(_TMP4.x), float(_TMP4.y), float(_TMP4.z));
_c0046 = TEX0.xy - _g2;
_TMP5 = texture2D(Texture, _c0046);
_F = vec3(float(_TMP5.x), float(_TMP5.y), float(_TMP5.z));
_c0048 = (TEX0.xy - _g1) + _g2;
_TMP6 = texture2D(Texture, _c0048);
_G = vec3(float(_TMP6.x), float(_TMP6.y), float(_TMP6.z));
_c0050 = TEX0.xy - _g1;
_TMP7 = texture2D(Texture, _c0050);
_H = vec3(float(_TMP7.x), float(_TMP7.y), float(_TMP7.z));
_c0052 = (TEX0.xy - _g1) - _g2;
_TMP8 = texture2D(Texture, _c0052);
_I = vec3(float(_TMP8.x), float(_TMP8.y), float(_TMP8.z));
_c0054 = TEX0.xy - 2.00000000E+00*_g2;
_TMP9 = texture2D(Texture, _c0054);
_F4 = vec3(float(_TMP9.x), float(_TMP9.y), float(_TMP9.z));
_c0056 = (TEX0.xy - _g1) - 2.00000000E+00*_g2;
_TMP10 = texture2D(Texture, _c0056);
_I4 = vec3(float(_TMP10.x), float(_TMP10.y), float(_TMP10.z));
_c0058 = TEX0.xy - 2.00000000E+00*_g1;
_TMP11 = texture2D(Texture, _c0058);
_H5 = vec3(float(_TMP11.x), float(_TMP11.y), float(_TMP11.z));
_c0060 = (TEX0.xy - 2.00000000E+00*_g1) - _g2;
_TMP12 = texture2D(Texture, _c0060);
_I5 = vec3(float(_TMP12.x), float(_TMP12.y), float(_TMP12.z));
_TMP26 = dot(vec3(float(_B1.x), float(_B1.y), float(_B1.z)), vec3( 1.43593750E+01, 2.81718750E+01, 5.47265625E+00));
_TMP20 = float(_TMP26);
_b1 = float(_TMP20);
_TMP26 = dot(vec3(float(_C.x), float(_C.y), float(_C.z)), vec3( 1.43593750E+01, 2.81718750E+01, 5.47265625E+00));
_TMP20 = float(_TMP26);
_c1 = float(_TMP20);
_TMP26 = dot(vec3(float(_D.x), float(_D.y), float(_D.z)), vec3( 1.43593750E+01, 2.81718750E+01, 5.47265625E+00));
_TMP20 = float(_TMP26);
_d1 = float(_TMP20);
_TMP26 = dot(vec3(float(_E.x), float(_E.y), float(_E.z)), vec3( 1.43593750E+01, 2.81718750E+01, 5.47265625E+00));
_TMP20 = float(_TMP26);
_e1 = float(_TMP20);
_TMP26 = dot(vec3(float(_F.x), float(_F.y), float(_F.z)), vec3( 1.43593750E+01, 2.81718750E+01, 5.47265625E+00));
_TMP20 = float(_TMP26);
_f1 = float(_TMP20);
_TMP26 = dot(vec3(float(_G.x), float(_G.y), float(_G.z)), vec3( 1.43593750E+01, 2.81718750E+01, 5.47265625E+00));
_TMP20 = float(_TMP26);
_g3 = float(_TMP20);
_TMP26 = dot(vec3(float(_H.x), float(_H.y), float(_H.z)), vec3( 1.43593750E+01, 2.81718750E+01, 5.47265625E+00));
_TMP20 = float(_TMP26);
_h1 = float(_TMP20);
_TMP26 = dot(vec3(float(_I.x), float(_I.y), float(_I.z)), vec3( 1.43593750E+01, 2.81718750E+01, 5.47265625E+00));
_TMP20 = float(_TMP26);
_i = float(_TMP20);
_TMP26 = dot(vec3(float(_I4.x), float(_I4.y), float(_I4.z)), vec3( 1.43593750E+01, 2.81718750E+01, 5.47265625E+00));
_TMP20 = float(_TMP26);
_i4 = float(_TMP20);
_TMP26 = dot(vec3(float(_I5.x), float(_I5.y), float(_I5.z)), vec3( 1.43593750E+01, 2.81718750E+01, 5.47265625E+00));
_TMP20 = float(_TMP26);
_i5 = float(_TMP20);
_TMP26 = dot(vec3(float(_H5.x), float(_H5.y), float(_H5.z)), vec3( 1.43593750E+01, 2.81718750E+01, 5.47265625E+00));
_TMP20 = float(_TMP26);
_h5 = float(_TMP20);
_TMP26 = dot(vec3(float(_F4.x), float(_F4.y), float(_F4.z)), vec3( 1.43593750E+01, 2.81718750E+01, 5.47265625E+00));
_TMP20 = float(_TMP26);
_f4 = float(_TMP20);
_TMP13 = dot(_dir, _pos);
_fx = _TMP13 > 7.50000000E-01;
_interp_restriction_lv1 = _e1 != _f1 && _e1 != _h1;
_a0116 = _e1 - _c1;
_TMP113 = abs(_a0116);
_a0120 = _e1 - _g3;
_TMP117 = abs(_a0120);
_a0124 = _i - _h5;
_TMP121 = abs(_a0124);
_a0128 = _i - _f4;
_TMP125 = abs(_a0128);
_a0132 = _h1 - _f1;
_TMP129 = abs(_a0132);
_TMP14 = _TMP113 + _TMP117 + _TMP121 + _TMP125 + 4.00000000E+00*_TMP129;
_a0138 = _h1 - _d1;
_TMP135 = abs(_a0138);
_a0142 = _h1 - _i5;
_TMP139 = abs(_a0142);
_a0146 = _f1 - _i4;
_TMP143 = abs(_a0146);
_a0150 = _f1 - _b1;
_TMP147 = abs(_a0150);
_a0154 = _e1 - _i;
_TMP151 = abs(_a0154);
_TMP15 = _TMP135 + _TMP139 + _TMP143 + _TMP147 + 4.00000000E+00*_TMP151;
_edr = _TMP14 < _TMP15 && _interp_restriction_lv1;
_nc = _edr && _fx;
_a0158 = _e1 - _f1;
_TMP155 = abs(_a0158);
_a0162 = _e1 - _h1;
_TMP159 = abs(_a0162);
_px = _TMP155 <= _TMP159;
if (_nc) {
if (_px) {
_TMP19 = _F;
} else {
_TMP19 = _H;
}
_TMP18 = _TMP19;
} else {
_TMP18 = _E;
}
_ret_0 = vec4(_TMP18.x, _TMP18.y, _TMP18.z, 1.00000000E+00);
gl_FragColor = vec4(float(_ret_0.x), float(_ret_0.y), float(_ret_0.z), float(_ret_0.w));
return;
}
#endif

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// GLSL shader autogenerated by cg2glsl.py.
#if defined(VERTEX)
varying vec4 _t41;
varying vec4 _t31;
varying vec4 _t21;
varying vec4 _t11;
varying vec2 _CT;
varying vec4 _position2;
varying vec4 _color2;
varying vec4 _t4;
varying vec4 _t3;
varying vec4 _t2;
varying vec4 _t1;
varying vec2 _texCoord1;
varying vec4 _color1;
varying vec4 _position1;
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 _color1;
vec2 _texCoord1;
vec4 _t1;
vec4 _t2;
vec4 _t3;
vec4 _t4;
};
struct output_dummy {
vec4 _color2;
};
struct VERTEX_INPUT {
vec4 _position2;
vec2 _CT;
vec4 _t11;
vec4 _t21;
vec4 _t31;
vec4 _t41;
};
VERTEX_OUTPUT _ret_0;
uniform mat4 MVPMatrix;
input_dummy _IN1;
vec4 _r0004;
attribute vec4 VertexCoord;
attribute vec4 COLOR;
attribute vec4 TexCoord;
varying vec4 COL0;
varying vec4 TEX0;
varying vec4 TEX1;
varying vec4 TEX2;
varying vec4 TEX3;
varying vec4 TEX4;
mat4 transpose_(mat4 matrix)
{
mat4 ret;
for (int i = 0; i < 4; i++)
for (int j = 0; j < 4; j++)
ret[i][j] = matrix[j][i];
return ret;
}
uniform int FrameDirection;
uniform int FrameCount;
#ifdef GL_ES
uniform mediump vec2 OutputSize;
uniform mediump vec2 TextureSize;
uniform mediump vec2 InputSize;
#else
uniform vec2 OutputSize;
uniform vec2 TextureSize;
uniform vec2 InputSize;
#endif
void main()
{
mat4 MVPMatrix_ = transpose_(MVPMatrix);
VERTEX_OUTPUT _OUT;
vec2 _ps;
float _dx;
float _dy;
_r0004.x = dot(MVPMatrix_[0], VertexCoord);
_r0004.y = dot(MVPMatrix_[1], VertexCoord);
_r0004.z = dot(MVPMatrix_[2], VertexCoord);
_r0004.w = dot(MVPMatrix_[3], VertexCoord);
_ps = vec2(1.00000000E+00/TextureSize.x, 1.00000000E+00/TextureSize.y);
_dx = _ps.x*5.00000000E-01;
_dy = _ps.y*5.00000000E-01;
_OUT._t1.xy = TexCoord.xy + vec2(-_dx, 0.00000000E+00);
_OUT._t2.xy = TexCoord.xy + vec2(_dx, 0.00000000E+00);
_OUT._t3.xy = TexCoord.xy + vec2(0.00000000E+00, -_dy);
_OUT._t4.xy = TexCoord.xy + vec2(0.00000000E+00, _dy);
_OUT._t1.zw = TexCoord.xy + vec2(-_dx, -_dy);
_OUT._t2.zw = TexCoord.xy + vec2(-_dx, _dy);
_OUT._t3.zw = TexCoord.xy + vec2(_dx, -_dy);
_OUT._t4.zw = TexCoord.xy + vec2(_dx, _dy);
_ret_0._position1 = _r0004;
_ret_0._color1 = COLOR;
_ret_0._texCoord1 = TexCoord.xy;
_ret_0._t1 = _OUT._t1;
_ret_0._t2 = _OUT._t2;
_ret_0._t3 = _OUT._t3;
_ret_0._t4 = _OUT._t4;
gl_Position = _r0004;
COL0 = COLOR;
TEX0.xy = TexCoord.xy;
TEX1 = _OUT._t1;
TEX2 = _OUT._t2;
TEX3 = _OUT._t3;
TEX4 = _OUT._t4;
return;
COL0 = _ret_0._color1;
TEX0.xy = _ret_0._texCoord1;
TEX1 = _ret_0._t1;
TEX2 = _ret_0._t2;
TEX3 = _ret_0._t3;
TEX4 = _ret_0._t4;
}
#elif defined(FRAGMENT)
#ifdef GL_ES
precision mediump float;
#endif
varying vec4 _t4;
varying vec4 _t3;
varying vec4 _t21;
varying vec4 _t11;
varying vec2 _CT;
varying vec4 _color1;
varying vec4 _t41;
varying vec4 _t31;
varying vec4 _t22;
varying vec4 _t12;
varying vec2 _texCoord;
varying vec4 _color;
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 _color;
vec2 _texCoord;
vec4 _t12;
vec4 _t22;
vec4 _t31;
vec4 _t41;
};
struct output_dummy {
vec4 _color1;
};
struct VERTEX_INPUT {
vec2 _CT;
vec4 _t11;
vec4 _t21;
vec4 _t3;
vec4 _t4;
};
float _TMP20;
vec3 _TMP19;
float _TMP18;
vec3 _TMP17;
float _TMP16;
vec3 _TMP15;
float _TMP22;
vec3 _TMP21;
float _TMP14;
vec3 _TMP13;
float _TMP12;
vec3 _TMP11;
float _TMP10;
vec3 _TMP9;
vec4 _TMP8;
vec4 _TMP7;
vec4 _TMP6;
vec4 _TMP5;
vec4 _TMP4;
vec4 _TMP3;
vec4 _TMP2;
vec4 _TMP1;
vec4 _TMP0;
uniform sampler2D Texture;
vec3 _a0047;
vec3 _a0051;
vec3 _a0055;
vec3 _a0059;
vec3 _a0063;
vec3 _b0065;
vec3 _a0067;
vec3 _b0069;
varying vec4 TEX0;
varying vec4 TEX1;
varying vec4 TEX2;
varying vec4 TEX3;
varying vec4 TEX4;
uniform vec3 _dt;
uniform int FrameDirection;
uniform int FrameCount;
#ifdef GL_ES
uniform mediump vec2 OutputSize;
uniform mediump vec2 TextureSize;
uniform mediump vec2 InputSize;
#else
uniform vec2 OutputSize;
uniform vec2 TextureSize;
uniform vec2 InputSize;
#endif
void main()
{
output_dummy _OUT;
vec3 _c00;
vec3 _c10;
vec3 _c20;
vec3 _c01;
vec3 _c11;
vec3 _c21;
vec3 _c02;
vec3 _c12;
vec3 _c22;
float _d1;
float _d2;
float _hl;
float _vl;
float _k1;
float _k2;
vec3 _t1;
vec3 _t2;
vec3 _TMP27;
_TMP0 = texture2D(Texture, TEX1.zw);
_c00 = vec3(float(_TMP0.x), float(_TMP0.y), float(_TMP0.z));
_TMP1 = texture2D(Texture, TEX3.xy);
_c10 = vec3(float(_TMP1.x), float(_TMP1.y), float(_TMP1.z));
_TMP2 = texture2D(Texture, TEX3.zw);
_c20 = vec3(float(_TMP2.x), float(_TMP2.y), float(_TMP2.z));
_TMP3 = texture2D(Texture, TEX1.xy);
_c01 = vec3(float(_TMP3.x), float(_TMP3.y), float(_TMP3.z));
_TMP4 = texture2D(Texture, TEX0.xy);
_c11 = vec3(float(_TMP4.x), float(_TMP4.y), float(_TMP4.z));
_TMP5 = texture2D(Texture, TEX2.xy);
_c21 = vec3(float(_TMP5.x), float(_TMP5.y), float(_TMP5.z));
_TMP6 = texture2D(Texture, TEX2.zw);
_c02 = vec3(float(_TMP6.x), float(_TMP6.y), float(_TMP6.z));
_TMP7 = texture2D(Texture, TEX4.xy);
_c12 = vec3(float(_TMP7.x), float(_TMP7.y), float(_TMP7.z));
_TMP8 = texture2D(Texture, TEX4.zw);
_c22 = vec3(float(_TMP8.x), float(_TMP8.y), float(_TMP8.z));
_a0047 = _c00 - _c22;
_TMP21 = abs(vec3(float(_a0047.x), float(_a0047.y), float(_a0047.z)));
_TMP9 = vec3(float(_TMP21.x), float(_TMP21.y), float(_TMP21.z));
_TMP22 = dot(vec3(float(_TMP9.x), float(_TMP9.y), float(_TMP9.z)), vec3(float(_dt.x), float(_dt.y), float(_dt.z)));
_TMP10 = float(_TMP22);
_d1 = float((_TMP10 + 1.00016594E-04));
_a0051 = _c20 - _c02;
_TMP21 = abs(vec3(float(_a0051.x), float(_a0051.y), float(_a0051.z)));
_TMP11 = vec3(float(_TMP21.x), float(_TMP21.y), float(_TMP21.z));
_TMP22 = dot(vec3(float(_TMP11.x), float(_TMP11.y), float(_TMP11.z)), vec3(float(_dt.x), float(_dt.y), float(_dt.z)));
_TMP12 = float(_TMP22);
_d2 = float((_TMP12 + 1.00016594E-04));
_a0055 = _c01 - _c21;
_TMP21 = abs(vec3(float(_a0055.x), float(_a0055.y), float(_a0055.z)));
_TMP13 = vec3(float(_TMP21.x), float(_TMP21.y), float(_TMP21.z));
_TMP22 = dot(vec3(float(_TMP13.x), float(_TMP13.y), float(_TMP13.z)), vec3(float(_dt.x), float(_dt.y), float(_dt.z)));
_TMP14 = float(_TMP22);
_hl = float((_TMP14 + 1.00016594E-04));
_a0059 = _c10 - _c12;
_TMP21 = abs(vec3(float(_a0059.x), float(_a0059.y), float(_a0059.z)));
_TMP15 = vec3(float(_TMP21.x), float(_TMP21.y), float(_TMP21.z));
_TMP22 = dot(vec3(float(_TMP15.x), float(_TMP15.y), float(_TMP15.z)), vec3(float(_dt.x), float(_dt.y), float(_dt.z)));
_TMP16 = float(_TMP22);
_vl = float((_TMP16 + 1.00016594E-04));
_k1 = 5.00000000E-01*(_hl + _vl);
_k2 = 5.00000000E-01*(_d1 + _d2);
_t1 = (_hl*vec3(float((_c10 + _c12).x), float((_c10 + _c12).y), float((_c10 + _c12).z)) + _vl*vec3(float((_c01 + _c21).x), float((_c01 + _c21).y), float((_c01 + _c21).z)) + _k1*vec3(float(_c11.x), float(_c11.y), float(_c11.z)))/(2.50000000E+00*(_hl + _vl));
_t2 = (_d1*vec3(float((_c20 + _c02).x), float((_c20 + _c02).y), float((_c20 + _c02).z)) + _d2*vec3(float((_c00 + _c22).x), float((_c00 + _c22).y), float((_c00 + _c22).z)) + _k2*vec3(float(_c11.x), float(_c11.y), float(_c11.z)))/(2.50000000E+00*(_d1 + _d2));
_a0063 = _t1 - vec3(float(_c11.x), float(_c11.y), float(_c11.z));
_TMP17 = abs(_a0063);
_b0065 = vec3(float(_dt.x), float(_dt.y), float(_dt.z));
_TMP18 = dot(_TMP17, _b0065);
_k1 = _TMP18 + 9.99999975E-05;
_a0067 = _t2 - vec3(float(_c11.x), float(_c11.y), float(_c11.z));
_TMP19 = abs(_a0067);
_b0069 = vec3(float(_dt.x), float(_dt.y), float(_dt.z));
_TMP20 = dot(_TMP19, _b0069);
_k2 = _TMP20 + 9.99999975E-05;
_TMP27 = (_k1*_t2 + _k2*_t1)/(_k1 + _k2);
_OUT._color1 = vec4(_TMP27.x, _TMP27.y, _TMP27.z, 1.00000000E+00);
gl_FragColor = _OUT._color1;
return;
}
#endif

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// GLSL shader autogenerated by cg2glsl.py.
#if defined(VERTEX)
varying vec2 _M;
varying vec2 _DR;
varying vec2 _DL;
varying vec2 _UR;
varying vec2 _UL;
varying vec4 _color;
varying vec2 _texCoord1;
varying vec4 _vpos1;
varying vec4 _position1;
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;
};
struct deltas {
vec2 _UL;
vec2 _UR;
vec2 _DL;
vec2 _DR;
vec2 _M;
};
VERTEX_OUTPUT _ret_0;
uniform mat4 MVPMatrix;
vec4 _r0003;
attribute vec4 VertexCoord;
attribute vec4 TexCoord;
varying vec4 TEX1;
varying vec4 TEX0;
mat4 transpose_(mat4 matrix)
{
mat4 ret;
for (int i = 0; i < 4; i++)
for (int j = 0; j < 4; j++)
ret[i][j] = matrix[j][i];
return ret;
}
uniform int FrameDirection;
uniform int FrameCount;
#ifdef GL_ES
uniform mediump vec2 OutputSize;
uniform mediump vec2 TextureSize;
uniform mediump vec2 InputSize;
#else
uniform vec2 OutputSize;
uniform vec2 TextureSize;
uniform vec2 InputSize;
#endif
void main()
{
mat4 MVPMatrix_ = transpose_(MVPMatrix);
_r0003.x = dot(MVPMatrix_[0], VertexCoord);
_r0003.y = dot(MVPMatrix_[1], VertexCoord);
_r0003.z = dot(MVPMatrix_[2], VertexCoord);
_r0003.w = dot(MVPMatrix_[3], VertexCoord);
_ret_0._position1 = _r0003;
_ret_0._vpos1 = _r0003;
_ret_0._texCoord1 = TexCoord.xy;
gl_Position = _r0003;
TEX1 = _r0003;
TEX0.xy = TexCoord.xy;
return;
TEX1 = _ret_0._vpos1;
TEX0.xy = _ret_0._texCoord1;
}
#elif defined(FRAGMENT)
#ifdef GL_ES
precision mediump float;
#endif
varying vec2 _M;
varying vec2 _DR;
varying vec2 _DL;
varying vec2 _UR;
varying vec2 _UL;
varying vec4 _color;
varying vec2 _texCoord;
varying vec4 _vpos;
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;
};
struct deltas {
vec2 _UL;
vec2 _UR;
vec2 _DL;
vec2 _DR;
vec2 _M;
};
float _TMP12;
float _TMP11;
vec4 _TMP3;
vec4 _TMP2;
vec4 _TMP1;
vec4 _TMP0;
uniform sampler2D Texture;
input_dummy _IN1;
varying vec4 TEX0;
uniform int FrameDirection;
uniform int FrameCount;
#ifdef GL_ES
uniform mediump vec2 OutputSize;
uniform mediump vec2 TextureSize;
uniform mediump vec2 InputSize;
#else
uniform vec2 OutputSize;
uniform vec2 TextureSize;
uniform vec2 InputSize;
#endif
void main()
{
output_dummy _OUT;
vec2 _ps;
float _lumaUL;
float _lumaUR;
float _lumaDL;
float _lumaDR;
vec2 _dir;
deltas _TMP16;
_ps = vec2(9.99899983E-01/TextureSize.x, 9.99899983E-01/TextureSize.y);
_TMP16._UL = TEX0.xy + vec2(-_ps.x, -_ps.y);
_TMP16._UR = TEX0.xy + vec2(_ps.x, -_ps.y);
_TMP16._DL = TEX0.xy + vec2(-_ps.x, _ps.y);
_TMP16._DR = TEX0.xy + vec2(_ps.x, _ps.y);
_TMP0 = texture2D(Texture, _TMP16._UL);
_TMP1 = texture2D(Texture, _TMP16._UR);
_TMP2 = texture2D(Texture, _TMP16._DL);
_TMP3 = texture2D(Texture, _TMP16._DR);
_lumaUL = dot(_TMP0.xyz, vec3( 2.98999995E-01, 5.87000012E-01, 1.14000000E-01));
_lumaUR = dot(_TMP1.xyz, vec3( 2.98999995E-01, 5.87000012E-01, 1.14000000E-01));
_lumaDL = dot(_TMP2.xyz, vec3( 2.98999995E-01, 5.87000012E-01, 1.14000000E-01));
_lumaDR = dot(_TMP3.xyz, vec3( 2.98999995E-01, 5.87000012E-01, 1.14000000E-01));
_dir.x = -((_lumaUL + _lumaUR) - (_lumaDR + _lumaDL));
_dir.y = (_lumaUR + _lumaDR) - (_lumaUL + _lumaDL);
_TMP11 = abs(_dir.x);
_TMP12 = abs(_dir.y);
_OUT._color = vec4(_TMP11 + _TMP12, _TMP11 + _TMP12, _TMP11 + _TMP12, _TMP11 + _TMP12);
gl_FragColor = _OUT._color;
return;
}
#endif

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// GLSL shader autogenerated by cg2glsl.py.
#if defined(VERTEX)
varying vec4 _color;
varying vec2 _texCoord1;
varying vec4 _vpos1;
varying vec4 _position1;
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;
uniform mat4 MVPMatrix;
vec4 _r0003;
attribute vec4 VertexCoord;
attribute vec4 TexCoord;
varying vec4 TEX1;
varying vec4 TEX0;
mat4 transpose_(mat4 matrix)
{
mat4 ret;
for (int i = 0; i < 4; i++)
for (int j = 0; j < 4; j++)
ret[i][j] = matrix[j][i];
return ret;
}
uniform int FrameDirection;
uniform int FrameCount;
#ifdef GL_ES
uniform mediump vec2 OutputSize;
uniform mediump vec2 TextureSize;
uniform mediump vec2 InputSize;
#else
uniform vec2 OutputSize;
uniform vec2 TextureSize;
uniform vec2 InputSize;
#endif
void main()
{
mat4 MVPMatrix_ = transpose_(MVPMatrix);
_r0003.x = dot(MVPMatrix_[0], VertexCoord);
_r0003.y = dot(MVPMatrix_[1], VertexCoord);
_r0003.z = dot(MVPMatrix_[2], VertexCoord);
_r0003.w = dot(MVPMatrix_[3], VertexCoord);
_ret_0._position1 = _r0003;
_ret_0._vpos1 = _r0003;
_ret_0._texCoord1 = TexCoord.xy;
gl_Position = _r0003;
TEX1 = _r0003;
TEX0.xy = TexCoord.xy;
return;
TEX1 = _ret_0._vpos1;
TEX0.xy = _ret_0._texCoord1;
}
#elif defined(FRAGMENT)
#ifdef GL_ES
precision mediump float;
#endif
varying vec4 _color;
varying vec2 _texCoord;
varying vec4 _vpos;
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 _TMP19;
vec4 _TMP18;
vec4 _TMP17;
vec4 _TMP16;
vec2 _TMP15;
vec2 _TMP14;
float _TMP13;
float _TMP12;
float _TMP11;
float _TMP10;
float _TMP9;
float _TMP8;
float _TMP7;
float _TMP6;
float _TMP5;
vec4 _TMP4;
vec4 _TMP3;
vec4 _TMP2;
vec4 _TMP1;
vec4 _TMP0;
uniform sampler2D Texture;
input_dummy _IN1;
vec2 _c0026;
vec2 _c0028;
vec2 _c0030;
vec2 _c0032;
float _a0062;
vec2 _b0070;
vec2 _c0074;
vec2 _c0076;
vec2 _c0078;
vec2 _c0080;
varying vec4 TEX0;
uniform int FrameDirection;
uniform int FrameCount;
#ifdef GL_ES
uniform mediump vec2 OutputSize;
uniform mediump vec2 TextureSize;
uniform mediump vec2 InputSize;
#else
uniform vec2 OutputSize;
uniform vec2 TextureSize;
uniform vec2 InputSize;
#endif
void main()
{
output_dummy _OUT;
vec2 _inverse_resolution;
float _lumaNW;
float _lumaNE;
float _lumaSW;
float _lumaSE;
float _lumaM;
float _lumaMin;
float _lumaMax;
vec2 _dir;
float _dirReduce;
float _rcpDirMin;
vec3 _rgbA;
vec3 _rgbB;
float _lumaB;
_inverse_resolution = 1.00000000E+00/InputSize.xy;
_c0026 = (TEX0.xy + vec2( -1.00000000E+00, -1.00000000E+00))*_inverse_resolution;
_TMP0 = texture2D(Texture, _c0026);
_c0028 = (TEX0.xy + vec2( 1.00000000E+00, -1.00000000E+00))*_inverse_resolution;
_TMP1 = texture2D(Texture, _c0028);
_c0030 = (TEX0.xy + vec2( -1.00000000E+00, 1.00000000E+00))*_inverse_resolution;
_TMP2 = texture2D(Texture, _c0030);
_c0032 = (TEX0.xy + vec2( 1.00000000E+00, 1.00000000E+00))*_inverse_resolution;
_TMP3 = texture2D(Texture, _c0032);
_TMP4 = texture2D(Texture, TEX0.xy);
_lumaNW = dot(_TMP0.xyz, vec3( 2.98999995E-01, 5.87000012E-01, 1.14000000E-01));
_lumaNE = dot(_TMP1.xyz, vec3( 2.98999995E-01, 5.87000012E-01, 1.14000000E-01));
_lumaSW = dot(_TMP2.xyz, vec3( 2.98999995E-01, 5.87000012E-01, 1.14000000E-01));
_lumaSE = dot(_TMP3.xyz, vec3( 2.98999995E-01, 5.87000012E-01, 1.14000000E-01));
_lumaM = dot(_TMP4.xyz, vec3( 2.98999995E-01, 5.87000012E-01, 1.14000000E-01));
_TMP5 = min(_lumaNW, _lumaNE);
_TMP6 = min(_lumaSW, _lumaSE);
_TMP7 = min(_TMP5, _TMP6);
_lumaMin = min(_lumaM, _TMP7);
_TMP8 = max(_lumaNW, _lumaNE);
_TMP9 = max(_lumaSW, _lumaSE);
_TMP10 = max(_TMP8, _TMP9);
_lumaMax = max(_lumaM, _TMP10);
_dir.x = -((_lumaNW + _lumaNE) - (_lumaSW + _lumaSE));
_dir.y = (_lumaNW + _lumaSW) - (_lumaNE + _lumaSE);
_a0062 = (_lumaNW + _lumaNE + _lumaSW + _lumaSE)*3.12500000E-02;
_dirReduce = max(_a0062, 3.90625000E-03);
_TMP11 = abs(_dir.x);
_TMP12 = abs(_dir.y);
_TMP13 = min(_TMP11, _TMP12);
_rcpDirMin = 1.00000000E+00/(_TMP13 + _dirReduce);
_b0070 = _dir*_rcpDirMin;
_TMP14 = max(vec2( -8.00000000E+00, -8.00000000E+00), _b0070);
_TMP15 = min(vec2( 8.00000000E+00, 8.00000000E+00), _TMP14);
_dir = _TMP15*_inverse_resolution;
_c0074 = TEX0.xy + _dir*-1.66666657E-01;
_TMP16 = texture2D(Texture, _c0074);
_c0076 = TEX0.xy + _dir*1.66666687E-01;
_TMP17 = texture2D(Texture, _c0076);
_rgbA = 5.00000000E-01*(_TMP16.xyz + _TMP17.xyz);
_c0078 = TEX0.xy*_inverse_resolution + _dir*-5.00000000E-01;
_TMP18 = texture2D(Texture, _c0078);
_c0080 = TEX0.xy + _dir*5.00000000E-01;
_TMP19 = texture2D(Texture, _c0080);
_rgbB = _rgbA*5.00000000E-01 + 2.50000000E-01*(_TMP18.xyz + _TMP19.xyz);
_lumaB = dot(_rgbB, vec3( 2.98999995E-01, 5.87000012E-01, 1.14000000E-01));
if (_lumaB < _lumaMin || _lumaB > _lumaMax) {
_OUT._color = vec4(_rgbA.x, _rgbA.y, _rgbA.z, 1.00000000E+00);
} else {
_OUT._color = vec4(_rgbB.x, _rgbB.y, _rgbB.z, 1.00000000E+00);
}
gl_FragColor = _OUT._color;
return;
}
#endif

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// GLSL shader autogenerated by cg2glsl.py.
#if defined(VERTEX)
varying vec4 VARt7;
varying vec4 VARt6;
varying vec4 VARt5;
varying vec4 VARt4;
varying vec4 VARt3;
varying vec4 VARt2;
varying vec4 VARt1;
varying vec2 _texCoord1;
varying vec4 _color1;
varying vec4 _position1;
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 out_vertex {
vec4 _position1;
vec4 _color1;
vec2 _texCoord1;
vec4 VARt1;
vec4 VARt2;
vec4 VARt3;
vec4 VARt4;
vec4 VARt5;
vec4 VARt6;
vec4 VARt7;
};
out_vertex _ret_0;
float _TMP0;
uniform mat4 MVPMatrix;
input_dummy _IN1;
vec4 _r0004;
attribute vec4 VertexCoord;
attribute vec4 COLOR;
attribute vec4 TexCoord;
varying vec4 COL0;
varying vec4 TEX0;
mat4 transpose_(mat4 matrix)
{
mat4 ret;
for (int i = 0; i < 4; i++)
for (int j = 0; j < 4; j++)
ret[i][j] = matrix[j][i];
return ret;
}
uniform int FrameDirection;
uniform int FrameCount;
#ifdef GL_ES
uniform mediump vec2 OutputSize;
uniform mediump vec2 TextureSize;
uniform mediump vec2 InputSize;
#else
uniform vec2 OutputSize;
uniform vec2 TextureSize;
uniform vec2 InputSize;
#endif
void main()
{
mat4 MVPMatrix_ = transpose_(MVPMatrix);
out_vertex _OUT;
vec2 _ps;
_TMP0 = dot(vec4(float(MVPMatrix_[0].x), float(MVPMatrix_[0].y), float(MVPMatrix_[0].z), float(MVPMatrix_[0].w)), vec4(float(VertexCoord.x), float(VertexCoord.y), float(VertexCoord.z), float(VertexCoord.w)));
_r0004.x = float(_TMP0);
_TMP0 = dot(vec4(float(MVPMatrix_[1].x), float(MVPMatrix_[1].y), float(MVPMatrix_[1].z), float(MVPMatrix_[1].w)), vec4(float(VertexCoord.x), float(VertexCoord.y), float(VertexCoord.z), float(VertexCoord.w)));
_r0004.y = float(_TMP0);
_TMP0 = dot(vec4(float(MVPMatrix_[2].x), float(MVPMatrix_[2].y), float(MVPMatrix_[2].z), float(MVPMatrix_[2].w)), vec4(float(VertexCoord.x), float(VertexCoord.y), float(VertexCoord.z), float(VertexCoord.w)));
_r0004.z = float(_TMP0);
_TMP0 = dot(vec4(float(MVPMatrix_[3].x), float(MVPMatrix_[3].y), float(MVPMatrix_[3].z), float(MVPMatrix_[3].w)), vec4(float(VertexCoord.x), float(VertexCoord.y), float(VertexCoord.z), float(VertexCoord.w)));
_r0004.w = float(_TMP0);
_ps = vec2(float((1.00000000E+00/TextureSize.x)), float((1.00000000E+00/TextureSize.y)));
_OUT.VARt1 = TexCoord.xxxy + vec4(float(-_ps.x), 0.00000000E+00, float(_ps.x), float((-2.00000000E+00*_ps.y)));
_OUT.VARt2 = TexCoord.xxxy + vec4(float(-_ps.x), 0.00000000E+00, float(_ps.x), float(-_ps.y));
_OUT.VARt3 = TexCoord.xxxy + vec4(float(-_ps.x), 0.00000000E+00, float(_ps.x), 0.00000000E+00);
_OUT.VARt4 = TexCoord.xxxy + vec4(float(-_ps.x), 0.00000000E+00, float(_ps.x), float(_ps.y));
_OUT.VARt5 = TexCoord.xxxy + vec4(float(-_ps.x), 0.00000000E+00, float(_ps.x), float((2.00000000E+00*_ps.y)));
_OUT.VARt6 = TexCoord.xyyy + vec4(float((-2.00000000E+00*_ps.x)), float(-_ps.y), 0.00000000E+00, float(_ps.y));
_OUT.VARt7 = TexCoord.xyyy + vec4(float((2.00000000E+00*_ps.x)), float(-_ps.y), 0.00000000E+00, float(_ps.y));
_ret_0._position1 = _r0004;
_ret_0._color1 = COLOR;
_ret_0._texCoord1 = TexCoord.xy;
VARt1 = _OUT.VARt1;
VARt2 = _OUT.VARt2;
VARt3 = _OUT.VARt3;
VARt4 = _OUT.VARt4;
VARt5 = _OUT.VARt5;
VARt6 = _OUT.VARt6;
VARt7 = _OUT.VARt7;
gl_Position = vec4(float(_r0004.x), float(_r0004.y), float(_r0004.z), float(_r0004.w));
COL0 = COLOR;
TEX0.xy = TexCoord.xy;
return;
COL0 = _ret_0._color1;
TEX0.xy = _ret_0._texCoord1;
}
#elif defined(FRAGMENT)
#ifdef GL_ES
precision mediump float;
#endif
varying vec4 VARt7;
varying vec4 VARt6;
varying vec4 VARt5;
varying vec4 VARt4;
varying vec4 VARt3;
varying vec4 VARt2;
varying vec4 VARt1;
varying vec2 _texCoord;
varying vec4 _color;
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 out_vertex {
vec4 _color;
vec2 _texCoord;
vec4 VARt1;
vec4 VARt2;
vec4 VARt3;
vec4 VARt4;
vec4 VARt5;
vec4 VARt6;
vec4 VARt7;
};
vec4 _ret_0;
vec3 _TMP15;
vec3 _TMP17;
vec3 _TMP16;
vec3 _TMP18;
vec3 _TMP14;
vec3 _TMP13;
vec3 _TMP12;
vec3 _TMP11;
vec3 _TMP10;
vec3 _TMP9;
vec4 _TMP8;
vec4 _TMP7;
vec4 _TMP6;
vec4 _TMP5;
vec4 _TMP4;
vec4 _TMP3;
vec4 _TMP2;
vec4 _TMP1;
vec4 _TMP0;
out_vertex _VAR1;
uniform sampler2D Texture;
input_dummy _IN1;
vec2 _x0024;
vec3 _b0046;
vec3 _b0050;
vec3 _TMP51;
vec3 _a0052;
vec3 _b0060;
vec3 _b0064;
vec3 _TMP65;
vec3 _a0066;
vec3 _b0074;
vec3 _b0078;
vec3 _TMP79;
vec3 _a0080;
varying vec4 TEX0;
uniform int FrameDirection;
uniform int FrameCount;
#ifdef GL_ES
uniform mediump vec2 OutputSize;
uniform mediump vec2 TextureSize;
uniform mediump vec2 InputSize;
#else
uniform vec2 OutputSize;
uniform vec2 TextureSize;
uniform vec2 InputSize;
#endif
void main()
{
vec2 _fp;
vec3 _n1;
vec3 _n2;
vec3 _n3;
vec3 _n4;
vec3 _s;
vec3 _aa;
vec3 _bb;
vec3 _cc;
vec3 _dd;
vec3 _B1;
vec3 _B;
vec3 _D;
vec3 _E;
vec3 _F;
vec3 _H;
vec3 _H5;
vec3 _D0;
vec3 _F4;
vec3 _t;
vec3 _m;
vec3 _s1;
vec3 _s0;
vec3 _E1;
vec3 _E0;
vec3 _E3;
vec3 _E2;
_x0024 = TEX0.xy*TextureSize;
_fp = fract(_x0024);
_TMP0 = texture2D(Texture, VARt1.yw);
_B1 = vec3(float(_TMP0.x), float(_TMP0.y), float(_TMP0.z));
_TMP1 = texture2D(Texture, VARt2.yw);
_B = vec3(float(_TMP1.x), float(_TMP1.y), float(_TMP1.z));
_TMP2 = texture2D(Texture, VARt3.xw);
_D = vec3(float(_TMP2.x), float(_TMP2.y), float(_TMP2.z));
_TMP3 = texture2D(Texture, VARt3.yw);
_E = vec3(float(_TMP3.x), float(_TMP3.y), float(_TMP3.z));
_TMP4 = texture2D(Texture, VARt3.zw);
_F = vec3(float(_TMP4.x), float(_TMP4.y), float(_TMP4.z));
_TMP5 = texture2D(Texture, VARt4.yw);
_H = vec3(float(_TMP5.x), float(_TMP5.y), float(_TMP5.z));
_TMP6 = texture2D(Texture, VARt5.yw);
_H5 = vec3(float(_TMP6.x), float(_TMP6.y), float(_TMP6.z));
_TMP7 = texture2D(Texture, VARt6.xz);
_D0 = vec3(float(_TMP7.x), float(_TMP7.y), float(_TMP7.z));
_TMP8 = texture2D(Texture, VARt7.xz);
_F4 = vec3(float(_TMP8.x), float(_TMP8.y), float(_TMP8.z));
_n1 = vec3(float(_B1.x), float(_B1.y), float(_B1.z));
_n2 = vec3(float(_B.x), float(_B.y), float(_B.z));
_s = vec3(float(_E.x), float(_E.y), float(_E.z));
_n3 = vec3(float(_H.x), float(_H.y), float(_H.z));
_n4 = vec3(float(_H5.x), float(_H5.y), float(_H5.z));
_aa = _n2 - _n1;
_bb = _s - _n2;
_cc = _n3 - _s;
_dd = _n4 - _n3;
_t = (7.00000000E+00*(_bb + _cc) - 3.00000000E+00*(_aa + _dd))/1.60000000E+01;
_m = vec3(_s.x < 5.00000000E-01 ? (2.00000000E+00*_s).x : (2.00000000E+00*(1.00000000E+00 - _s)).x, _s.y < 5.00000000E-01 ? (2.00000000E+00*_s).y : (2.00000000E+00*(1.00000000E+00 - _s)).y, _s.z < 5.00000000E-01 ? (2.00000000E+00*_s).z : (2.00000000E+00*(1.00000000E+00 - _s)).z);
_TMP9 = abs(_bb);
_b0046 = 2.00000000E+00*_TMP9;
_m = min(_m, _b0046);
_TMP10 = abs(_cc);
_b0050 = 2.00000000E+00*_TMP10;
_m = min(_m, _b0050);
_a0052 = -_m;
_TMP18 = min(_m, _t);
_TMP51 = max(_a0052, _TMP18);
_s1 = _s + _TMP51/2.00000000E+00;
_s0 = _s1 - _TMP51;
_n1 = vec3(float(_D0.x), float(_D0.y), float(_D0.z));
_n2 = vec3(float(_D.x), float(_D.y), float(_D.z));
_n3 = vec3(float(_F.x), float(_F.y), float(_F.z));
_n4 = vec3(float(_F4.x), float(_F4.y), float(_F4.z));
_aa = _n2 - _n1;
_bb = _s0 - _n2;
_cc = _n3 - _s0;
_dd = _n4 - _n3;
_t = (7.00000000E+00*(_bb + _cc) - 3.00000000E+00*(_aa + _dd))/1.60000000E+01;
_m = vec3(_s0.x < 5.00000000E-01 ? (2.00000000E+00*_s0).x : (2.00000000E+00*(1.00000000E+00 - _s0)).x, _s0.y < 5.00000000E-01 ? (2.00000000E+00*_s0).y : (2.00000000E+00*(1.00000000E+00 - _s0)).y, _s0.z < 5.00000000E-01 ? (2.00000000E+00*_s0).z : (2.00000000E+00*(1.00000000E+00 - _s0)).z);
_TMP11 = abs(_bb);
_b0060 = 2.00000000E+00*_TMP11;
_m = min(_m, _b0060);
_TMP12 = abs(_cc);
_b0064 = 2.00000000E+00*_TMP12;
_m = min(_m, _b0064);
_a0066 = -_m;
_TMP18 = min(_m, _t);
_TMP65 = max(_a0066, _TMP18);
_E1 = _s0 + _TMP65/2.00000000E+00;
_E0 = _E1 - _TMP65;
_bb = _s1 - _n2;
_cc = _n3 - _s1;
_t = (7.00000000E+00*(_bb + _cc) - 3.00000000E+00*(_aa + _dd))/1.60000000E+01;
_m = vec3(_s1.x < 5.00000000E-01 ? (2.00000000E+00*_s1).x : (2.00000000E+00*(1.00000000E+00 - _s1)).x, _s1.y < 5.00000000E-01 ? (2.00000000E+00*_s1).y : (2.00000000E+00*(1.00000000E+00 - _s1)).y, _s1.z < 5.00000000E-01 ? (2.00000000E+00*_s1).z : (2.00000000E+00*(1.00000000E+00 - _s1)).z);
_TMP13 = abs(_bb);
_b0074 = 2.00000000E+00*_TMP13;
_m = min(_m, _b0074);
_TMP14 = abs(_cc);
_b0078 = 2.00000000E+00*_TMP14;
_m = min(_m, _b0078);
_a0080 = -_m;
_TMP18 = min(_m, _t);
_TMP79 = max(_a0080, _TMP18);
_E3 = _s1 + _TMP79/2.00000000E+00;
_E2 = _E3 - _TMP79;
if (_fp.x < 5.00000000E-01) {
if (_fp.y < 5.00000000E-01) {
_TMP16 = _E0;
} else {
_TMP16 = _E2;
}
_TMP15 = _TMP16;
} else {
if (_fp.y < 5.00000000E-01) {
_TMP17 = _E1;
} else {
_TMP17 = _E3;
}
_TMP15 = _TMP17;
}
_ret_0 = vec4(float(_TMP15.x), float(_TMP15.y), float(_TMP15.z), 1.00000000E+00);
gl_FragColor = vec4(float(_ret_0.x), float(_ret_0.y), float(_ret_0.z), float(_ret_0.w));
return;
}
#endif

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@ -0,0 +1,332 @@
// GLSL shader autogenerated by cg2glsl.py.
#if defined(VERTEX)
varying float _frame_rotation;
varying vec4 _color1;
struct output_dummy {
vec4 _color1;
};
struct input_dummy {
vec2 _video_size;
vec2 _texture_size;
vec2 _output_dummy_size;
float _frame_count;
float _frame_direction;
float _frame_rotation;
};
vec4 _oPosition1;
uniform mat4 MVPMatrix;
vec4 _r0003;
vec4 _v0003;
attribute vec4 VertexCoord;
attribute vec4 COLOR;
attribute vec4 TexCoord;
varying vec4 COL0;
varying vec4 TEX0;
mat4 transpose_(mat4 matrix)
{
mat4 ret;
for (int i = 0; i < 4; i++)
for (int j = 0; j < 4; j++)
ret[i][j] = matrix[j][i];
return ret;
}
uniform int FrameDirection;
uniform int FrameCount;
#ifdef GL_ES
uniform mediump vec2 OutputSize;
uniform mediump vec2 TextureSize;
uniform mediump vec2 InputSize;
#else
uniform vec2 OutputSize;
uniform vec2 TextureSize;
uniform vec2 InputSize;
#endif
void main()
{
mat4 MVPMatrix_ = transpose_(MVPMatrix);
vec4 _oColor;
vec2 _otexCoord;
_v0003 = vec4(float(VertexCoord.x), float(VertexCoord.y), float(VertexCoord.z), float(VertexCoord.w));
_r0003.x = dot(MVPMatrix_[0], _v0003);
_r0003.y = dot(MVPMatrix_[1], _v0003);
_r0003.z = dot(MVPMatrix_[2], _v0003);
_r0003.w = dot(MVPMatrix_[3], _v0003);
_oPosition1 = vec4(float(_r0003.x), float(_r0003.y), float(_r0003.z), float(_r0003.w));
_oColor = COLOR;
_otexCoord = TexCoord.xy;
gl_Position = vec4(float(_oPosition1.x), float(_oPosition1.y), float(_oPosition1.z), float(_oPosition1.w));
COL0 = COLOR;
TEX0.xy = TexCoord.xy;
}
#elif defined(FRAGMENT)
#ifdef GL_ES
precision mediump float;
#endif
varying float _frame_rotation;
varying vec4 _color;
struct output_dummy {
vec4 _color;
};
struct input_dummy {
vec2 _video_size;
vec2 _texture_size;
vec2 _output_dummy_size;
float _frame_count;
float _frame_direction;
float _frame_rotation;
};
vec3 _TMP3;
vec3 _TMP2;
vec3 _TMP1;
vec3 _TMP0;
vec3 _TMP10;
vec3 _TMP9;
vec3 _TMP8;
vec4 _TMP14;
float _TMP13;
float _TMP12;
input_dummy _IN1;
uniform sampler2D Texture;
vec2 _x0019;
float _x0021;
float _TMP22;
float _ax0023;
float _x0023;
float _TMP26;
float _ax0027;
float _x0027;
float _TMP30;
float _ax0031;
float _TMP34;
float _ax0035;
float _x0035;
float _x0039;
float _TMP40;
float _ax0041;
float _x0041;
float _TMP44;
float _ax0045;
float _x0045;
float _TMP48;
float _ax0049;
float _TMP52;
float _ax0053;
float _x0053;
vec2 _c0061;
vec2 _c0065;
vec2 _c0069;
vec2 _c0073;
float _ypos0075;
vec2 _c0079;
vec2 _c0083;
vec2 _c0087;
vec2 _c0091;
float _ypos0093;
vec2 _c0097;
vec2 _c0101;
vec2 _c0105;
vec2 _c0109;
float _ypos0111;
vec2 _c0115;
vec2 _c0119;
vec2 _c0123;
vec2 _c0127;
varying vec4 TEX0;
uniform int FrameDirection;
uniform int FrameCount;
#ifdef GL_ES
uniform mediump vec2 OutputSize;
uniform mediump vec2 TextureSize;
uniform mediump vec2 InputSize;
#else
uniform vec2 OutputSize;
uniform vec2 TextureSize;
uniform vec2 InputSize;
#endif
void main()
{
vec2 _stepxy;
vec2 _pos;
vec2 _f;
vec4 _linetaps1;
vec4 _columntaps;
vec2 _xystart;
vec4 _xpos2;
output_dummy _OUT;
vec3 _TMP17;
_stepxy = vec2(float((1.00000000E+00/TextureSize.x)), float((1.00000000E+00/TextureSize.y)));
_pos = vec2(float(TEX0.x), float(TEX0.y)) + _stepxy*5.00000000E-01;
_x0019 = _pos/_stepxy;
_f = fract(_x0019);
_x0021 = 1.00000000E+00 - _f.x;
_x0023 = _x0021 - 2.00000000E+00;
_ax0023 = abs(_x0023);
if (_ax0023 < 1.00000000E+00) {
_TMP12 = _x0023*_x0023;
_TMP22 = (_TMP12*(7.00000000E+00*_ax0023 + -1.20000000E+01) + 5.33333349E+00)/6.00000000E+00;
} else {
if (_ax0023 >= 1.00000000E+00 && _ax0023 < 2.00000000E+00) {
_TMP13 = _x0023*_x0023;
_TMP22 = (_TMP13*(-2.33333325E+00*_ax0023 + 1.20000000E+01) + -2.00000000E+01*_ax0023 + 1.06666670E+01)/6.00000000E+00;
} else {
_TMP22 = 0.00000000E+00;
}
}
_x0027 = _x0021 - 1.00000000E+00;
_ax0027 = abs(_x0027);
if (_ax0027 < 1.00000000E+00) {
_TMP12 = _x0027*_x0027;
_TMP26 = (_TMP12*(7.00000000E+00*_ax0027 + -1.20000000E+01) + 5.33333349E+00)/6.00000000E+00;
} else {
if (_ax0027 >= 1.00000000E+00 && _ax0027 < 2.00000000E+00) {
_TMP13 = _x0027*_x0027;
_TMP26 = (_TMP13*(-2.33333325E+00*_ax0027 + 1.20000000E+01) + -2.00000000E+01*_ax0027 + 1.06666670E+01)/6.00000000E+00;
} else {
_TMP26 = 0.00000000E+00;
}
}
_ax0031 = abs(_x0021);
if (_ax0031 < 1.00000000E+00) {
_TMP12 = _x0021*_x0021;
_TMP30 = (_TMP12*(7.00000000E+00*_ax0031 + -1.20000000E+01) + 5.33333349E+00)/6.00000000E+00;
} else {
if (_ax0031 >= 1.00000000E+00 && _ax0031 < 2.00000000E+00) {
_TMP13 = _x0021*_x0021;
_TMP30 = (_TMP13*(-2.33333325E+00*_ax0031 + 1.20000000E+01) + -2.00000000E+01*_ax0031 + 1.06666670E+01)/6.00000000E+00;
} else {
_TMP30 = 0.00000000E+00;
}
}
_x0035 = _x0021 + 1.00000000E+00;
_ax0035 = abs(_x0035);
if (_ax0035 < 1.00000000E+00) {
_TMP12 = _x0035*_x0035;
_TMP34 = (_TMP12*(7.00000000E+00*_ax0035 + -1.20000000E+01) + 5.33333349E+00)/6.00000000E+00;
} else {
if (_ax0035 >= 1.00000000E+00 && _ax0035 < 2.00000000E+00) {
_TMP13 = _x0035*_x0035;
_TMP34 = (_TMP13*(-2.33333325E+00*_ax0035 + 1.20000000E+01) + -2.00000000E+01*_ax0035 + 1.06666670E+01)/6.00000000E+00;
} else {
_TMP34 = 0.00000000E+00;
}
}
_linetaps1 = vec4(_TMP22, _TMP26, _TMP30, _TMP34);
_x0039 = 1.00000000E+00 - _f.y;
_x0041 = _x0039 - 2.00000000E+00;
_ax0041 = abs(_x0041);
if (_ax0041 < 1.00000000E+00) {
_TMP12 = _x0041*_x0041;
_TMP40 = (_TMP12*(7.00000000E+00*_ax0041 + -1.20000000E+01) + 5.33333349E+00)/6.00000000E+00;
} else {
if (_ax0041 >= 1.00000000E+00 && _ax0041 < 2.00000000E+00) {
_TMP13 = _x0041*_x0041;
_TMP40 = (_TMP13*(-2.33333325E+00*_ax0041 + 1.20000000E+01) + -2.00000000E+01*_ax0041 + 1.06666670E+01)/6.00000000E+00;
} else {
_TMP40 = 0.00000000E+00;
}
}
_x0045 = _x0039 - 1.00000000E+00;
_ax0045 = abs(_x0045);
if (_ax0045 < 1.00000000E+00) {
_TMP12 = _x0045*_x0045;
_TMP44 = (_TMP12*(7.00000000E+00*_ax0045 + -1.20000000E+01) + 5.33333349E+00)/6.00000000E+00;
} else {
if (_ax0045 >= 1.00000000E+00 && _ax0045 < 2.00000000E+00) {
_TMP13 = _x0045*_x0045;
_TMP44 = (_TMP13*(-2.33333325E+00*_ax0045 + 1.20000000E+01) + -2.00000000E+01*_ax0045 + 1.06666670E+01)/6.00000000E+00;
} else {
_TMP44 = 0.00000000E+00;
}
}
_ax0049 = abs(_x0039);
if (_ax0049 < 1.00000000E+00) {
_TMP12 = _x0039*_x0039;
_TMP48 = (_TMP12*(7.00000000E+00*_ax0049 + -1.20000000E+01) + 5.33333349E+00)/6.00000000E+00;
} else {
if (_ax0049 >= 1.00000000E+00 && _ax0049 < 2.00000000E+00) {
_TMP13 = _x0039*_x0039;
_TMP48 = (_TMP13*(-2.33333325E+00*_ax0049 + 1.20000000E+01) + -2.00000000E+01*_ax0049 + 1.06666670E+01)/6.00000000E+00;
} else {
_TMP48 = 0.00000000E+00;
}
}
_x0053 = _x0039 + 1.00000000E+00;
_ax0053 = abs(_x0053);
if (_ax0053 < 1.00000000E+00) {
_TMP12 = _x0053*_x0053;
_TMP52 = (_TMP12*(7.00000000E+00*_ax0053 + -1.20000000E+01) + 5.33333349E+00)/6.00000000E+00;
} else {
if (_ax0053 >= 1.00000000E+00 && _ax0053 < 2.00000000E+00) {
_TMP13 = _x0053*_x0053;
_TMP52 = (_TMP13*(-2.33333325E+00*_ax0053 + 1.20000000E+01) + -2.00000000E+01*_ax0053 + 1.06666670E+01)/6.00000000E+00;
} else {
_TMP52 = 0.00000000E+00;
}
}
_columntaps = vec4(_TMP40, _TMP44, _TMP48, _TMP52);
_linetaps1 = _linetaps1/(_linetaps1.x + _linetaps1.y + _linetaps1.z + _linetaps1.w);
_columntaps = _columntaps/(_columntaps.x + _columntaps.y + _columntaps.z + _columntaps.w);
_xystart = (-1.50000000E+00 - _f)*_stepxy + _pos;
_xpos2 = vec4(_xystart.x, _xystart.x + _stepxy.x, _xystart.x + _stepxy.x*2.00000000E+00, _xystart.x + _stepxy.x*3.00000000E+00);
_c0061 = vec2(_xpos2.x, _xystart.y);
_TMP14 = texture2D(Texture, _c0061);
_TMP8 = _TMP14.xyz;
_c0065 = vec2(_xpos2.y, _xystart.y);
_TMP14 = texture2D(Texture, _c0065);
_TMP9 = _TMP14.xyz;
_c0069 = vec2(_xpos2.z, _xystart.y);
_TMP14 = texture2D(Texture, _c0069);
_TMP10 = _TMP14.xyz;
_c0073 = vec2(_xpos2.w, _xystart.y);
_TMP14 = texture2D(Texture, _c0073);
_TMP0 = _TMP8*_linetaps1.x + _TMP9*_linetaps1.y + _TMP10*_linetaps1.z + _TMP14.xyz*_linetaps1.w;
_ypos0075 = _xystart.y + _stepxy.y;
_c0079 = vec2(_xpos2.x, _ypos0075);
_TMP14 = texture2D(Texture, _c0079);
_TMP8 = _TMP14.xyz;
_c0083 = vec2(_xpos2.y, _ypos0075);
_TMP14 = texture2D(Texture, _c0083);
_TMP9 = _TMP14.xyz;
_c0087 = vec2(_xpos2.z, _ypos0075);
_TMP14 = texture2D(Texture, _c0087);
_TMP10 = _TMP14.xyz;
_c0091 = vec2(_xpos2.w, _ypos0075);
_TMP14 = texture2D(Texture, _c0091);
_TMP1 = _TMP8*_linetaps1.x + _TMP9*_linetaps1.y + _TMP10*_linetaps1.z + _TMP14.xyz*_linetaps1.w;
_ypos0093 = _xystart.y + _stepxy.y*2.00000000E+00;
_c0097 = vec2(_xpos2.x, _ypos0093);
_TMP14 = texture2D(Texture, _c0097);
_TMP8 = _TMP14.xyz;
_c0101 = vec2(_xpos2.y, _ypos0093);
_TMP14 = texture2D(Texture, _c0101);
_TMP9 = _TMP14.xyz;
_c0105 = vec2(_xpos2.z, _ypos0093);
_TMP14 = texture2D(Texture, _c0105);
_TMP10 = _TMP14.xyz;
_c0109 = vec2(_xpos2.w, _ypos0093);
_TMP14 = texture2D(Texture, _c0109);
_TMP2 = _TMP8*_linetaps1.x + _TMP9*_linetaps1.y + _TMP10*_linetaps1.z + _TMP14.xyz*_linetaps1.w;
_ypos0111 = _xystart.y + _stepxy.y*3.00000000E+00;
_c0115 = vec2(_xpos2.x, _ypos0111);
_TMP14 = texture2D(Texture, _c0115);
_TMP8 = _TMP14.xyz;
_c0119 = vec2(_xpos2.y, _ypos0111);
_TMP14 = texture2D(Texture, _c0119);
_TMP9 = _TMP14.xyz;
_c0123 = vec2(_xpos2.z, _ypos0111);
_TMP14 = texture2D(Texture, _c0123);
_TMP10 = _TMP14.xyz;
_c0127 = vec2(_xpos2.w, _ypos0111);
_TMP14 = texture2D(Texture, _c0127);
_TMP3 = _TMP8*_linetaps1.x + _TMP9*_linetaps1.y + _TMP10*_linetaps1.z + _TMP14.xyz*_linetaps1.w;
_TMP17 = _TMP0*_columntaps.x + _TMP1*_columntaps.y + _TMP2*_columntaps.z + _TMP3*_columntaps.w;
_OUT._color = vec4(float(_TMP17.x), float(_TMP17.y), float(_TMP17.z), 1.00000000E+00);
gl_FragColor = vec4(float(_OUT._color.x), float(_OUT._color.y), float(_OUT._color.z), float(_OUT._color.w));
return;
}
#endif

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@ -0,0 +1,332 @@
// GLSL shader autogenerated by cg2glsl.py.
#if defined(VERTEX)
varying float _frame_rotation;
varying vec4 _color1;
struct output_dummy {
vec4 _color1;
};
struct input_dummy {
vec2 _video_size;
vec2 _texture_size;
vec2 _output_dummy_size;
float _frame_count;
float _frame_direction;
float _frame_rotation;
};
vec4 _oPosition1;
uniform mat4 MVPMatrix;
vec4 _r0003;
vec4 _v0003;
attribute vec4 VertexCoord;
attribute vec4 COLOR;
attribute vec4 TexCoord;
varying vec4 COL0;
varying vec4 TEX0;
mat4 transpose_(mat4 matrix)
{
mat4 ret;
for (int i = 0; i < 4; i++)
for (int j = 0; j < 4; j++)
ret[i][j] = matrix[j][i];
return ret;
}
uniform int FrameDirection;
uniform int FrameCount;
#ifdef GL_ES
uniform mediump vec2 OutputSize;
uniform mediump vec2 TextureSize;
uniform mediump vec2 InputSize;
#else
uniform vec2 OutputSize;
uniform vec2 TextureSize;
uniform vec2 InputSize;
#endif
void main()
{
mat4 MVPMatrix_ = transpose_(MVPMatrix);
vec4 _oColor;
vec2 _otexCoord;
_v0003 = vec4(float(VertexCoord.x), float(VertexCoord.y), float(VertexCoord.z), float(VertexCoord.w));
_r0003.x = dot(MVPMatrix_[0], _v0003);
_r0003.y = dot(MVPMatrix_[1], _v0003);
_r0003.z = dot(MVPMatrix_[2], _v0003);
_r0003.w = dot(MVPMatrix_[3], _v0003);
_oPosition1 = vec4(float(_r0003.x), float(_r0003.y), float(_r0003.z), float(_r0003.w));
_oColor = COLOR;
_otexCoord = TexCoord.xy;
gl_Position = vec4(float(_oPosition1.x), float(_oPosition1.y), float(_oPosition1.z), float(_oPosition1.w));
COL0 = COLOR;
TEX0.xy = TexCoord.xy;
}
#elif defined(FRAGMENT)
#ifdef GL_ES
precision mediump float;
#endif
varying float _frame_rotation;
varying vec4 _color;
struct output_dummy {
vec4 _color;
};
struct input_dummy {
vec2 _video_size;
vec2 _texture_size;
vec2 _output_dummy_size;
float _frame_count;
float _frame_direction;
float _frame_rotation;
};
vec3 _TMP3;
vec3 _TMP2;
vec3 _TMP1;
vec3 _TMP0;
vec3 _TMP10;
vec3 _TMP9;
vec3 _TMP8;
vec4 _TMP14;
float _TMP13;
float _TMP12;
input_dummy _IN1;
uniform sampler2D Texture;
vec2 _x0019;
float _x0021;
float _TMP22;
float _ax0023;
float _x0023;
float _TMP26;
float _ax0027;
float _x0027;
float _TMP30;
float _ax0031;
float _TMP34;
float _ax0035;
float _x0035;
float _x0039;
float _TMP40;
float _ax0041;
float _x0041;
float _TMP44;
float _ax0045;
float _x0045;
float _TMP48;
float _ax0049;
float _TMP52;
float _ax0053;
float _x0053;
vec2 _c0061;
vec2 _c0065;
vec2 _c0069;
vec2 _c0073;
float _ypos0075;
vec2 _c0079;
vec2 _c0083;
vec2 _c0087;
vec2 _c0091;
float _ypos0093;
vec2 _c0097;
vec2 _c0101;
vec2 _c0105;
vec2 _c0109;
float _ypos0111;
vec2 _c0115;
vec2 _c0119;
vec2 _c0123;
vec2 _c0127;
varying vec4 TEX0;
uniform int FrameDirection;
uniform int FrameCount;
#ifdef GL_ES
uniform mediump vec2 OutputSize;
uniform mediump vec2 TextureSize;
uniform mediump vec2 InputSize;
#else
uniform vec2 OutputSize;
uniform vec2 TextureSize;
uniform vec2 InputSize;
#endif
void main()
{
vec2 _stepxy;
vec2 _pos;
vec2 _f;
vec4 _linetaps1;
vec4 _columntaps;
vec2 _xystart;
vec4 _xpos2;
output_dummy _OUT;
vec3 _TMP17;
_stepxy = vec2(float((1.00000000E+00/TextureSize.x)), float((1.00000000E+00/TextureSize.y)));
_pos = vec2(float(TEX0.x), float(TEX0.y)) + _stepxy*5.00000000E-01;
_x0019 = _pos/_stepxy;
_f = fract(_x0019);
_x0021 = 1.00000000E+00 - _f.x;
_x0023 = _x0021 - 2.00000000E+00;
_ax0023 = abs(_x0023);
if (_ax0023 < 1.00000000E+00) {
_TMP12 = _x0023*_x0023;
_TMP22 = (_TMP12*(8.10000038E+00*_ax0023 + -1.37999992E+01) + 5.80000019E+00)/6.00000000E+00;
} else {
if (_ax0023 >= 1.00000000E+00 && _ax0023 < 2.00000000E+00) {
_TMP13 = _x0023*_x0023;
_TMP22 = (_TMP13*(-3.09999990E+00*_ax0023 + 1.56000004E+01) + -2.52000008E+01*_ax0023 + 1.28000002E+01)/6.00000000E+00;
} else {
_TMP22 = 0.00000000E+00;
}
}
_x0027 = _x0021 - 1.00000000E+00;
_ax0027 = abs(_x0027);
if (_ax0027 < 1.00000000E+00) {
_TMP12 = _x0027*_x0027;
_TMP26 = (_TMP12*(8.10000038E+00*_ax0027 + -1.37999992E+01) + 5.80000019E+00)/6.00000000E+00;
} else {
if (_ax0027 >= 1.00000000E+00 && _ax0027 < 2.00000000E+00) {
_TMP13 = _x0027*_x0027;
_TMP26 = (_TMP13*(-3.09999990E+00*_ax0027 + 1.56000004E+01) + -2.52000008E+01*_ax0027 + 1.28000002E+01)/6.00000000E+00;
} else {
_TMP26 = 0.00000000E+00;
}
}
_ax0031 = abs(_x0021);
if (_ax0031 < 1.00000000E+00) {
_TMP12 = _x0021*_x0021;
_TMP30 = (_TMP12*(8.10000038E+00*_ax0031 + -1.37999992E+01) + 5.80000019E+00)/6.00000000E+00;
} else {
if (_ax0031 >= 1.00000000E+00 && _ax0031 < 2.00000000E+00) {
_TMP13 = _x0021*_x0021;
_TMP30 = (_TMP13*(-3.09999990E+00*_ax0031 + 1.56000004E+01) + -2.52000008E+01*_ax0031 + 1.28000002E+01)/6.00000000E+00;
} else {
_TMP30 = 0.00000000E+00;
}
}
_x0035 = _x0021 + 1.00000000E+00;
_ax0035 = abs(_x0035);
if (_ax0035 < 1.00000000E+00) {
_TMP12 = _x0035*_x0035;
_TMP34 = (_TMP12*(8.10000038E+00*_ax0035 + -1.37999992E+01) + 5.80000019E+00)/6.00000000E+00;
} else {
if (_ax0035 >= 1.00000000E+00 && _ax0035 < 2.00000000E+00) {
_TMP13 = _x0035*_x0035;
_TMP34 = (_TMP13*(-3.09999990E+00*_ax0035 + 1.56000004E+01) + -2.52000008E+01*_ax0035 + 1.28000002E+01)/6.00000000E+00;
} else {
_TMP34 = 0.00000000E+00;
}
}
_linetaps1 = vec4(_TMP22, _TMP26, _TMP30, _TMP34);
_x0039 = 1.00000000E+00 - _f.y;
_x0041 = _x0039 - 2.00000000E+00;
_ax0041 = abs(_x0041);
if (_ax0041 < 1.00000000E+00) {
_TMP12 = _x0041*_x0041;
_TMP40 = (_TMP12*(8.10000038E+00*_ax0041 + -1.37999992E+01) + 5.80000019E+00)/6.00000000E+00;
} else {
if (_ax0041 >= 1.00000000E+00 && _ax0041 < 2.00000000E+00) {
_TMP13 = _x0041*_x0041;
_TMP40 = (_TMP13*(-3.09999990E+00*_ax0041 + 1.56000004E+01) + -2.52000008E+01*_ax0041 + 1.28000002E+01)/6.00000000E+00;
} else {
_TMP40 = 0.00000000E+00;
}
}
_x0045 = _x0039 - 1.00000000E+00;
_ax0045 = abs(_x0045);
if (_ax0045 < 1.00000000E+00) {
_TMP12 = _x0045*_x0045;
_TMP44 = (_TMP12*(8.10000038E+00*_ax0045 + -1.37999992E+01) + 5.80000019E+00)/6.00000000E+00;
} else {
if (_ax0045 >= 1.00000000E+00 && _ax0045 < 2.00000000E+00) {
_TMP13 = _x0045*_x0045;
_TMP44 = (_TMP13*(-3.09999990E+00*_ax0045 + 1.56000004E+01) + -2.52000008E+01*_ax0045 + 1.28000002E+01)/6.00000000E+00;
} else {
_TMP44 = 0.00000000E+00;
}
}
_ax0049 = abs(_x0039);
if (_ax0049 < 1.00000000E+00) {
_TMP12 = _x0039*_x0039;
_TMP48 = (_TMP12*(8.10000038E+00*_ax0049 + -1.37999992E+01) + 5.80000019E+00)/6.00000000E+00;
} else {
if (_ax0049 >= 1.00000000E+00 && _ax0049 < 2.00000000E+00) {
_TMP13 = _x0039*_x0039;
_TMP48 = (_TMP13*(-3.09999990E+00*_ax0049 + 1.56000004E+01) + -2.52000008E+01*_ax0049 + 1.28000002E+01)/6.00000000E+00;
} else {
_TMP48 = 0.00000000E+00;
}
}
_x0053 = _x0039 + 1.00000000E+00;
_ax0053 = abs(_x0053);
if (_ax0053 < 1.00000000E+00) {
_TMP12 = _x0053*_x0053;
_TMP52 = (_TMP12*(8.10000038E+00*_ax0053 + -1.37999992E+01) + 5.80000019E+00)/6.00000000E+00;
} else {
if (_ax0053 >= 1.00000000E+00 && _ax0053 < 2.00000000E+00) {
_TMP13 = _x0053*_x0053;
_TMP52 = (_TMP13*(-3.09999990E+00*_ax0053 + 1.56000004E+01) + -2.52000008E+01*_ax0053 + 1.28000002E+01)/6.00000000E+00;
} else {
_TMP52 = 0.00000000E+00;
}
}
_columntaps = vec4(_TMP40, _TMP44, _TMP48, _TMP52);
_linetaps1 = _linetaps1/(_linetaps1.x + _linetaps1.y + _linetaps1.z + _linetaps1.w);
_columntaps = _columntaps/(_columntaps.x + _columntaps.y + _columntaps.z + _columntaps.w);
_xystart = (-1.50000000E+00 - _f)*_stepxy + _pos;
_xpos2 = vec4(_xystart.x, _xystart.x + _stepxy.x, _xystart.x + _stepxy.x*2.00000000E+00, _xystart.x + _stepxy.x*3.00000000E+00);
_c0061 = vec2(_xpos2.x, _xystart.y);
_TMP14 = texture2D(Texture, _c0061);
_TMP8 = _TMP14.xyz;
_c0065 = vec2(_xpos2.y, _xystart.y);
_TMP14 = texture2D(Texture, _c0065);
_TMP9 = _TMP14.xyz;
_c0069 = vec2(_xpos2.z, _xystart.y);
_TMP14 = texture2D(Texture, _c0069);
_TMP10 = _TMP14.xyz;
_c0073 = vec2(_xpos2.w, _xystart.y);
_TMP14 = texture2D(Texture, _c0073);
_TMP0 = _TMP8*_linetaps1.x + _TMP9*_linetaps1.y + _TMP10*_linetaps1.z + _TMP14.xyz*_linetaps1.w;
_ypos0075 = _xystart.y + _stepxy.y;
_c0079 = vec2(_xpos2.x, _ypos0075);
_TMP14 = texture2D(Texture, _c0079);
_TMP8 = _TMP14.xyz;
_c0083 = vec2(_xpos2.y, _ypos0075);
_TMP14 = texture2D(Texture, _c0083);
_TMP9 = _TMP14.xyz;
_c0087 = vec2(_xpos2.z, _ypos0075);
_TMP14 = texture2D(Texture, _c0087);
_TMP10 = _TMP14.xyz;
_c0091 = vec2(_xpos2.w, _ypos0075);
_TMP14 = texture2D(Texture, _c0091);
_TMP1 = _TMP8*_linetaps1.x + _TMP9*_linetaps1.y + _TMP10*_linetaps1.z + _TMP14.xyz*_linetaps1.w;
_ypos0093 = _xystart.y + _stepxy.y*2.00000000E+00;
_c0097 = vec2(_xpos2.x, _ypos0093);
_TMP14 = texture2D(Texture, _c0097);
_TMP8 = _TMP14.xyz;
_c0101 = vec2(_xpos2.y, _ypos0093);
_TMP14 = texture2D(Texture, _c0101);
_TMP9 = _TMP14.xyz;
_c0105 = vec2(_xpos2.z, _ypos0093);
_TMP14 = texture2D(Texture, _c0105);
_TMP10 = _TMP14.xyz;
_c0109 = vec2(_xpos2.w, _ypos0093);
_TMP14 = texture2D(Texture, _c0109);
_TMP2 = _TMP8*_linetaps1.x + _TMP9*_linetaps1.y + _TMP10*_linetaps1.z + _TMP14.xyz*_linetaps1.w;
_ypos0111 = _xystart.y + _stepxy.y*3.00000000E+00;
_c0115 = vec2(_xpos2.x, _ypos0111);
_TMP14 = texture2D(Texture, _c0115);
_TMP8 = _TMP14.xyz;
_c0119 = vec2(_xpos2.y, _ypos0111);
_TMP14 = texture2D(Texture, _c0119);
_TMP9 = _TMP14.xyz;
_c0123 = vec2(_xpos2.z, _ypos0111);
_TMP14 = texture2D(Texture, _c0123);
_TMP10 = _TMP14.xyz;
_c0127 = vec2(_xpos2.w, _ypos0111);
_TMP14 = texture2D(Texture, _c0127);
_TMP3 = _TMP8*_linetaps1.x + _TMP9*_linetaps1.y + _TMP10*_linetaps1.z + _TMP14.xyz*_linetaps1.w;
_TMP17 = _TMP0*_columntaps.x + _TMP1*_columntaps.y + _TMP2*_columntaps.z + _TMP3*_columntaps.w;
_OUT._color = vec4(float(_TMP17.x), float(_TMP17.y), float(_TMP17.z), 1.00000000E+00);
gl_FragColor = vec4(float(_OUT._color.x), float(_OUT._color.y), float(_OUT._color.z), float(_OUT._color.w));
return;
}
#endif

View File

@ -0,0 +1,332 @@
// GLSL shader autogenerated by cg2glsl.py.
#if defined(VERTEX)
varying float _frame_rotation;
varying vec4 _color1;
struct output_dummy {
vec4 _color1;
};
struct input_dummy {
vec2 _video_size;
vec2 _texture_size;
vec2 _output_dummy_size;
float _frame_count;
float _frame_direction;
float _frame_rotation;
};
vec4 _oPosition1;
uniform mat4 MVPMatrix;
vec4 _r0003;
vec4 _v0003;
attribute vec4 VertexCoord;
attribute vec4 COLOR;
attribute vec4 TexCoord;
varying vec4 COL0;
varying vec4 TEX0;
mat4 transpose_(mat4 matrix)
{
mat4 ret;
for (int i = 0; i < 4; i++)
for (int j = 0; j < 4; j++)
ret[i][j] = matrix[j][i];
return ret;
}
uniform int FrameDirection;
uniform int FrameCount;
#ifdef GL_ES
uniform mediump vec2 OutputSize;
uniform mediump vec2 TextureSize;
uniform mediump vec2 InputSize;
#else
uniform vec2 OutputSize;
uniform vec2 TextureSize;
uniform vec2 InputSize;
#endif
void main()
{
mat4 MVPMatrix_ = transpose_(MVPMatrix);
vec4 _oColor;
vec2 _otexCoord;
_v0003 = vec4(float(VertexCoord.x), float(VertexCoord.y), float(VertexCoord.z), float(VertexCoord.w));
_r0003.x = dot(MVPMatrix_[0], _v0003);
_r0003.y = dot(MVPMatrix_[1], _v0003);
_r0003.z = dot(MVPMatrix_[2], _v0003);
_r0003.w = dot(MVPMatrix_[3], _v0003);
_oPosition1 = vec4(float(_r0003.x), float(_r0003.y), float(_r0003.z), float(_r0003.w));
_oColor = COLOR;
_otexCoord = TexCoord.xy;
gl_Position = vec4(float(_oPosition1.x), float(_oPosition1.y), float(_oPosition1.z), float(_oPosition1.w));
COL0 = COLOR;
TEX0.xy = TexCoord.xy;
}
#elif defined(FRAGMENT)
#ifdef GL_ES
precision mediump float;
#endif
varying float _frame_rotation;
varying vec4 _color;
struct output_dummy {
vec4 _color;
};
struct input_dummy {
vec2 _video_size;
vec2 _texture_size;
vec2 _output_dummy_size;
float _frame_count;
float _frame_direction;
float _frame_rotation;
};
vec3 _TMP3;
vec3 _TMP2;
vec3 _TMP1;
vec3 _TMP0;
vec3 _TMP10;
vec3 _TMP9;
vec3 _TMP8;
vec4 _TMP14;
float _TMP13;
float _TMP12;
input_dummy _IN1;
uniform sampler2D Texture;
vec2 _x0019;
float _x0021;
float _TMP22;
float _ax0023;
float _x0023;
float _TMP26;
float _ax0027;
float _x0027;
float _TMP30;
float _ax0031;
float _TMP34;
float _ax0035;
float _x0035;
float _x0039;
float _TMP40;
float _ax0041;
float _x0041;
float _TMP44;
float _ax0045;
float _x0045;
float _TMP48;
float _ax0049;
float _TMP52;
float _ax0053;
float _x0053;
vec2 _c0061;
vec2 _c0065;
vec2 _c0069;
vec2 _c0073;
float _ypos0075;
vec2 _c0079;
vec2 _c0083;
vec2 _c0087;
vec2 _c0091;
float _ypos0093;
vec2 _c0097;
vec2 _c0101;
vec2 _c0105;
vec2 _c0109;
float _ypos0111;
vec2 _c0115;
vec2 _c0119;
vec2 _c0123;
vec2 _c0127;
varying vec4 TEX0;
uniform int FrameDirection;
uniform int FrameCount;
#ifdef GL_ES
uniform mediump vec2 OutputSize;
uniform mediump vec2 TextureSize;
uniform mediump vec2 InputSize;
#else
uniform vec2 OutputSize;
uniform vec2 TextureSize;
uniform vec2 InputSize;
#endif
void main()
{
vec2 _stepxy;
vec2 _pos;
vec2 _f;
vec4 _linetaps1;
vec4 _columntaps;
vec2 _xystart;
vec4 _xpos2;
output_dummy _OUT;
vec3 _TMP17;
_stepxy = vec2(float((1.00000000E+00/TextureSize.x)), float((1.00000000E+00/TextureSize.y)));
_pos = vec2(float(TEX0.x), float(TEX0.y)) + _stepxy*5.00000000E-01;
_x0019 = _pos/_stepxy;
_f = fract(_x0019);
_x0021 = 1.00000000E+00 - _f.x;
_x0023 = _x0021 - 2.00000000E+00;
_ax0023 = abs(_x0023);
if (_ax0023 < 1.00000000E+00) {
_TMP12 = _x0023*_x0023;
_TMP22 = (_TMP12*(7.50000000E+00*_ax0023 + -1.35000000E+01) + 6.00000000E+00)/6.00000000E+00;
} else {
if (_ax0023 >= 1.00000000E+00 && _ax0023 < 2.00000000E+00) {
_TMP13 = _x0023*_x0023;
_TMP22 = (_TMP13*(-4.50000000E+00*_ax0023 + 2.25000000E+01) + -3.60000000E+01*_ax0023 + 1.80000000E+01)/6.00000000E+00;
} else {
_TMP22 = 0.00000000E+00;
}
}
_x0027 = _x0021 - 1.00000000E+00;
_ax0027 = abs(_x0027);
if (_ax0027 < 1.00000000E+00) {
_TMP12 = _x0027*_x0027;
_TMP26 = (_TMP12*(7.50000000E+00*_ax0027 + -1.35000000E+01) + 6.00000000E+00)/6.00000000E+00;
} else {
if (_ax0027 >= 1.00000000E+00 && _ax0027 < 2.00000000E+00) {
_TMP13 = _x0027*_x0027;
_TMP26 = (_TMP13*(-4.50000000E+00*_ax0027 + 2.25000000E+01) + -3.60000000E+01*_ax0027 + 1.80000000E+01)/6.00000000E+00;
} else {
_TMP26 = 0.00000000E+00;
}
}
_ax0031 = abs(_x0021);
if (_ax0031 < 1.00000000E+00) {
_TMP12 = _x0021*_x0021;
_TMP30 = (_TMP12*(7.50000000E+00*_ax0031 + -1.35000000E+01) + 6.00000000E+00)/6.00000000E+00;
} else {
if (_ax0031 >= 1.00000000E+00 && _ax0031 < 2.00000000E+00) {
_TMP13 = _x0021*_x0021;
_TMP30 = (_TMP13*(-4.50000000E+00*_ax0031 + 2.25000000E+01) + -3.60000000E+01*_ax0031 + 1.80000000E+01)/6.00000000E+00;
} else {
_TMP30 = 0.00000000E+00;
}
}
_x0035 = _x0021 + 1.00000000E+00;
_ax0035 = abs(_x0035);
if (_ax0035 < 1.00000000E+00) {
_TMP12 = _x0035*_x0035;
_TMP34 = (_TMP12*(7.50000000E+00*_ax0035 + -1.35000000E+01) + 6.00000000E+00)/6.00000000E+00;
} else {
if (_ax0035 >= 1.00000000E+00 && _ax0035 < 2.00000000E+00) {
_TMP13 = _x0035*_x0035;
_TMP34 = (_TMP13*(-4.50000000E+00*_ax0035 + 2.25000000E+01) + -3.60000000E+01*_ax0035 + 1.80000000E+01)/6.00000000E+00;
} else {
_TMP34 = 0.00000000E+00;
}
}
_linetaps1 = vec4(_TMP22, _TMP26, _TMP30, _TMP34);
_x0039 = 1.00000000E+00 - _f.y;
_x0041 = _x0039 - 2.00000000E+00;
_ax0041 = abs(_x0041);
if (_ax0041 < 1.00000000E+00) {
_TMP12 = _x0041*_x0041;
_TMP40 = (_TMP12*(7.50000000E+00*_ax0041 + -1.35000000E+01) + 6.00000000E+00)/6.00000000E+00;
} else {
if (_ax0041 >= 1.00000000E+00 && _ax0041 < 2.00000000E+00) {
_TMP13 = _x0041*_x0041;
_TMP40 = (_TMP13*(-4.50000000E+00*_ax0041 + 2.25000000E+01) + -3.60000000E+01*_ax0041 + 1.80000000E+01)/6.00000000E+00;
} else {
_TMP40 = 0.00000000E+00;
}
}
_x0045 = _x0039 - 1.00000000E+00;
_ax0045 = abs(_x0045);
if (_ax0045 < 1.00000000E+00) {
_TMP12 = _x0045*_x0045;
_TMP44 = (_TMP12*(7.50000000E+00*_ax0045 + -1.35000000E+01) + 6.00000000E+00)/6.00000000E+00;
} else {
if (_ax0045 >= 1.00000000E+00 && _ax0045 < 2.00000000E+00) {
_TMP13 = _x0045*_x0045;
_TMP44 = (_TMP13*(-4.50000000E+00*_ax0045 + 2.25000000E+01) + -3.60000000E+01*_ax0045 + 1.80000000E+01)/6.00000000E+00;
} else {
_TMP44 = 0.00000000E+00;
}
}
_ax0049 = abs(_x0039);
if (_ax0049 < 1.00000000E+00) {
_TMP12 = _x0039*_x0039;
_TMP48 = (_TMP12*(7.50000000E+00*_ax0049 + -1.35000000E+01) + 6.00000000E+00)/6.00000000E+00;
} else {
if (_ax0049 >= 1.00000000E+00 && _ax0049 < 2.00000000E+00) {
_TMP13 = _x0039*_x0039;
_TMP48 = (_TMP13*(-4.50000000E+00*_ax0049 + 2.25000000E+01) + -3.60000000E+01*_ax0049 + 1.80000000E+01)/6.00000000E+00;
} else {
_TMP48 = 0.00000000E+00;
}
}
_x0053 = _x0039 + 1.00000000E+00;
_ax0053 = abs(_x0053);
if (_ax0053 < 1.00000000E+00) {
_TMP12 = _x0053*_x0053;
_TMP52 = (_TMP12*(7.50000000E+00*_ax0053 + -1.35000000E+01) + 6.00000000E+00)/6.00000000E+00;
} else {
if (_ax0053 >= 1.00000000E+00 && _ax0053 < 2.00000000E+00) {
_TMP13 = _x0053*_x0053;
_TMP52 = (_TMP13*(-4.50000000E+00*_ax0053 + 2.25000000E+01) + -3.60000000E+01*_ax0053 + 1.80000000E+01)/6.00000000E+00;
} else {
_TMP52 = 0.00000000E+00;
}
}
_columntaps = vec4(_TMP40, _TMP44, _TMP48, _TMP52);
_linetaps1 = _linetaps1/(_linetaps1.x + _linetaps1.y + _linetaps1.z + _linetaps1.w);
_columntaps = _columntaps/(_columntaps.x + _columntaps.y + _columntaps.z + _columntaps.w);
_xystart = (-1.50000000E+00 - _f)*_stepxy + _pos;
_xpos2 = vec4(_xystart.x, _xystart.x + _stepxy.x, _xystart.x + _stepxy.x*2.00000000E+00, _xystart.x + _stepxy.x*3.00000000E+00);
_c0061 = vec2(_xpos2.x, _xystart.y);
_TMP14 = texture2D(Texture, _c0061);
_TMP8 = _TMP14.xyz;
_c0065 = vec2(_xpos2.y, _xystart.y);
_TMP14 = texture2D(Texture, _c0065);
_TMP9 = _TMP14.xyz;
_c0069 = vec2(_xpos2.z, _xystart.y);
_TMP14 = texture2D(Texture, _c0069);
_TMP10 = _TMP14.xyz;
_c0073 = vec2(_xpos2.w, _xystart.y);
_TMP14 = texture2D(Texture, _c0073);
_TMP0 = _TMP8*_linetaps1.x + _TMP9*_linetaps1.y + _TMP10*_linetaps1.z + _TMP14.xyz*_linetaps1.w;
_ypos0075 = _xystart.y + _stepxy.y;
_c0079 = vec2(_xpos2.x, _ypos0075);
_TMP14 = texture2D(Texture, _c0079);
_TMP8 = _TMP14.xyz;
_c0083 = vec2(_xpos2.y, _ypos0075);
_TMP14 = texture2D(Texture, _c0083);
_TMP9 = _TMP14.xyz;
_c0087 = vec2(_xpos2.z, _ypos0075);
_TMP14 = texture2D(Texture, _c0087);
_TMP10 = _TMP14.xyz;
_c0091 = vec2(_xpos2.w, _ypos0075);
_TMP14 = texture2D(Texture, _c0091);
_TMP1 = _TMP8*_linetaps1.x + _TMP9*_linetaps1.y + _TMP10*_linetaps1.z + _TMP14.xyz*_linetaps1.w;
_ypos0093 = _xystart.y + _stepxy.y*2.00000000E+00;
_c0097 = vec2(_xpos2.x, _ypos0093);
_TMP14 = texture2D(Texture, _c0097);
_TMP8 = _TMP14.xyz;
_c0101 = vec2(_xpos2.y, _ypos0093);
_TMP14 = texture2D(Texture, _c0101);
_TMP9 = _TMP14.xyz;
_c0105 = vec2(_xpos2.z, _ypos0093);
_TMP14 = texture2D(Texture, _c0105);
_TMP10 = _TMP14.xyz;
_c0109 = vec2(_xpos2.w, _ypos0093);
_TMP14 = texture2D(Texture, _c0109);
_TMP2 = _TMP8*_linetaps1.x + _TMP9*_linetaps1.y + _TMP10*_linetaps1.z + _TMP14.xyz*_linetaps1.w;
_ypos0111 = _xystart.y + _stepxy.y*3.00000000E+00;
_c0115 = vec2(_xpos2.x, _ypos0111);
_TMP14 = texture2D(Texture, _c0115);
_TMP8 = _TMP14.xyz;
_c0119 = vec2(_xpos2.y, _ypos0111);
_TMP14 = texture2D(Texture, _c0119);
_TMP9 = _TMP14.xyz;
_c0123 = vec2(_xpos2.z, _ypos0111);
_TMP14 = texture2D(Texture, _c0123);
_TMP10 = _TMP14.xyz;
_c0127 = vec2(_xpos2.w, _ypos0111);
_TMP14 = texture2D(Texture, _c0127);
_TMP3 = _TMP8*_linetaps1.x + _TMP9*_linetaps1.y + _TMP10*_linetaps1.z + _TMP14.xyz*_linetaps1.w;
_TMP17 = _TMP0*_columntaps.x + _TMP1*_columntaps.y + _TMP2*_columntaps.z + _TMP3*_columntaps.w;
_OUT._color = vec4(float(_TMP17.x), float(_TMP17.y), float(_TMP17.z), 1.00000000E+00);
gl_FragColor = vec4(float(_OUT._color.x), float(_OUT._color.y), float(_OUT._color.z), float(_OUT._color.w));
return;
}
#endif

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// GLSL shader autogenerated by cg2glsl.py.
#if defined(VERTEX)
varying vec2 VARt8;
varying vec4 VARt7;
varying vec4 VARt6;
varying vec4 VARt5;
varying vec4 VARt4;
varying vec4 VARt3;
varying vec4 VARt2;
varying vec4 VARt1;
varying vec2 VARtexCoord;
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 out_vertex {
vec2 VARtexCoord;
vec4 VARt1;
vec4 VARt2;
vec4 VARt3;
vec4 VARt4;
vec4 VARt5;
vec4 VARt6;
vec4 VARt7;
vec2 VARt8;
};
vec4 _oPosition1;
out_vertex _ret_0;
uniform mat4 MVPMatrix;
input_dummy _IN1;
vec4 _r0020;
attribute vec4 VertexCoord;
attribute vec4 TexCoord;
mat4 transpose_(mat4 matrix)
{
mat4 ret;
for (int i = 0; i < 4; i++)
for (int j = 0; j < 4; j++)
ret[i][j] = matrix[j][i];
return ret;
}
uniform int FrameDirection;
uniform int FrameCount;
#ifdef GL_ES
uniform mediump vec2 OutputSize;
uniform mediump vec2 TextureSize;
uniform mediump vec2 InputSize;
#else
uniform vec2 OutputSize;
uniform vec2 TextureSize;
uniform vec2 InputSize;
#endif
void main()
{
mat4 MVPMatrix_ = transpose_(MVPMatrix);
vec2 _ps;
out_vertex _TMP16;
_ps = vec2(1.00000000E+00/TextureSize.x, 1.00000000E+00/TextureSize.y);
_r0020.x = dot(MVPMatrix_[0], VertexCoord);
_r0020.y = dot(MVPMatrix_[1], VertexCoord);
_r0020.z = dot(MVPMatrix_[2], VertexCoord);
_r0020.w = dot(MVPMatrix_[3], VertexCoord);
_oPosition1 = _r0020;
_TMP16.VARt1 = vec4(TexCoord.x, TexCoord.y, TexCoord.x, TexCoord.y) + vec4(-_ps.x, -_ps.y, 0.00000000E+00, -_ps.y);
_TMP16.VARt2 = vec4(TexCoord.x, TexCoord.y, TexCoord.x, TexCoord.y) + vec4(_ps.x, -_ps.y, 2.00000000E+00*_ps.x, -_ps.y);
_TMP16.VARt3 = vec4(TexCoord.x, TexCoord.y, TexCoord.x, TexCoord.y) + vec4(-_ps.x, 0.00000000E+00, _ps.x, 0.00000000E+00);
_TMP16.VARt4 = vec4(TexCoord.x, TexCoord.y, TexCoord.x, TexCoord.y) + vec4(2.00000000E+00*_ps.x, 0.00000000E+00, -_ps.x, _ps.y);
_TMP16.VARt5 = vec4(TexCoord.x, TexCoord.y, TexCoord.x, TexCoord.y) + vec4(0.00000000E+00, _ps.y, _ps.x, _ps.y);
_TMP16.VARt6 = vec4(TexCoord.x, TexCoord.y, TexCoord.x, TexCoord.y) + vec4(2.00000000E+00*_ps.x, _ps.y, -_ps.x, 2.00000000E+00*_ps.y);
_TMP16.VARt7 = vec4(TexCoord.x, TexCoord.y, TexCoord.x, TexCoord.y) + vec4(0.00000000E+00, 2.00000000E+00*_ps.y, _ps.x, 2.00000000E+00*_ps.y);
_TMP16.VARt8 = TexCoord.xy + vec2(2.00000000E+00*_ps.x, 2.00000000E+00*_ps.y);
VARtexCoord = TexCoord.xy;
VARt1 = _TMP16.VARt1;
VARt2 = _TMP16.VARt2;
VARt3 = _TMP16.VARt3;
VARt4 = _TMP16.VARt4;
VARt5 = _TMP16.VARt5;
VARt6 = _TMP16.VARt6;
VARt7 = _TMP16.VARt7;
VARt8 = _TMP16.VARt8;
gl_Position = _r0020;
return;
}
#elif defined(FRAGMENT)
#ifdef GL_ES
precision mediump float;
#endif
varying vec2 VARt8;
varying vec4 VARt7;
varying vec4 VARt6;
varying vec4 VARt5;
varying vec4 VARt4;
varying vec4 VARt3;
varying vec4 VARt2;
varying vec4 VARt1;
varying vec2 VARtexCoord;
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 out_vertex {
vec2 VARtexCoord;
vec4 VARt1;
vec4 VARt2;
vec4 VARt3;
vec4 VARt4;
vec4 VARt5;
vec4 VARt6;
vec4 VARt7;
vec2 VARt8;
};
vec4 _ret_0;
vec4 _TMP15;
vec4 _TMP14;
vec4 _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;
out_vertex _VAR1;
uniform sampler2D Texture;
input_dummy _IN1;
vec2 _x0035;
vec4 _C0069;
vec4 _C0079[1];
vec4 _C0081;
float _C0091;
vec4 _C0093;
float _C0103;
vec4 _C0105;
float _C0115;
vec4 _TMP116;
vec4 _TMP117;
vec4 _TMP118;
vec4 _TMP119;
vec4 _TMP120;
vec4 _TMP121;
vec4 _TMP122;
vec4 _TMP123;
vec4 _TMP124;
vec4 _TMP125;
vec4 _TMP126;
vec4 _TMP127;
vec4 _TMP128;
vec4 _TMP129;
vec4 _TMP130;
vec4 _TMP131;
uniform int FrameDirection;
uniform int FrameCount;
#ifdef GL_ES
uniform mediump vec2 OutputSize;
uniform mediump vec2 TextureSize;
uniform mediump vec2 InputSize;
#else
uniform vec2 OutputSize;
uniform vec2 TextureSize;
uniform vec2 InputSize;
#endif
void main()
{
vec2 _fp;
vec4 _TMP26[1];
vec4 _TMP27;
vec4 _TMP29[4];
vec4 _TMP30[4];
vec4 _TMP31[4];
_x0035 = VARtexCoord*TextureSize;
_fp = fract(_x0035);
_TMP0 = texture2D(Texture, VARt1.xy);
_TMP1 = texture2D(Texture, VARt1.zw);
_TMP2 = texture2D(Texture, VARt2.xy);
_TMP3 = texture2D(Texture, VARt2.zw);
_TMP4 = texture2D(Texture, VARt3.xy);
_TMP5 = texture2D(Texture, VARtexCoord);
_TMP6 = texture2D(Texture, VARt3.zw);
_TMP7 = texture2D(Texture, VARt4.xy);
_TMP8 = texture2D(Texture, VARt4.zw);
_TMP9 = texture2D(Texture, VARt5.xy);
_TMP10 = texture2D(Texture, VARt5.zw);
_TMP11 = texture2D(Texture, VARt6.xy);
_TMP12 = texture2D(Texture, VARt6.zw);
_TMP13 = texture2D(Texture, VARt7.xy);
_TMP14 = texture2D(Texture, VARt7.zw);
_TMP15 = texture2D(Texture, VARt8.xy);
_TMP31[0] = vec4(_TMP0.x, _TMP1.x, _TMP2.x, _TMP3.x);
_TMP31[1] = vec4(_TMP4.x, _TMP5.x, _TMP6.x, _TMP7.x);
_TMP31[2] = vec4(_TMP8.x, _TMP9.x, _TMP10.x, _TMP11.x);
_TMP31[3] = vec4(_TMP12.x, _TMP13.x, _TMP14.x, _TMP15.x);
_TMP30[0] = vec4(_TMP0.y, _TMP1.y, _TMP2.y, _TMP3.y);
_TMP30[1] = vec4(_TMP4.y, _TMP5.y, _TMP6.y, _TMP7.y);
_TMP30[2] = vec4(_TMP8.y, _TMP9.y, _TMP10.y, _TMP11.y);
_TMP30[3] = vec4(_TMP12.y, _TMP13.y, _TMP14.y, _TMP15.y);
_TMP29[0] = vec4(_TMP0.z, _TMP1.z, _TMP2.z, _TMP3.z);
_TMP29[1] = vec4(_TMP4.z, _TMP5.z, _TMP6.z, _TMP7.z);
_TMP29[2] = vec4(_TMP8.z, _TMP9.z, _TMP10.z, _TMP11.z);
_TMP29[3] = vec4(_TMP12.z, _TMP13.z, _TMP14.z, _TMP15.z);
_TMP27[0] = _fp.x*_fp.x*_fp.x;
_TMP27[1] = _fp.x*_fp.x;
_TMP27[2] = _fp.x;
_TMP116.x = _TMP27[0];
_TMP116.y = _TMP27[1];
_TMP116.z = _TMP27[2];
_TMP116.w = 1.00000000E+00;
_C0069[0] = dot(vec4( -1.66666672E-01, 5.00000000E-01, -3.33333343E-01, 0.00000000E+00), _TMP116);
_TMP117.x = _TMP27[0];
_TMP117.y = _TMP27[1];
_TMP117.z = _TMP27[2];
_TMP117.w = 1.00000000E+00;
_C0069[1] = dot(vec4( 5.00000000E-01, -1.00000000E+00, -5.00000000E-01, 1.00000000E+00), _TMP117);
_TMP118.x = _TMP27[0];
_TMP118.y = _TMP27[1];
_TMP118.z = _TMP27[2];
_TMP118.w = 1.00000000E+00;
_C0069[2] = dot(vec4( -5.00000000E-01, 5.00000000E-01, 1.00000000E+00, 0.00000000E+00), _TMP118);
_TMP119.x = _TMP27[0];
_TMP119.y = _TMP27[1];
_TMP119.z = _TMP27[2];
_TMP119.w = 1.00000000E+00;
_C0069[3] = dot(vec4( 1.66666672E-01, 0.00000000E+00, -1.66666672E-01, 0.00000000E+00), _TMP119);
_TMP26[0] = vec4(_fp.y*_fp.y*_fp.y, _fp.y*_fp.y, _fp.y, 1.00000000E+00);
_C0079[0] = _TMP26[0].x*vec4( -1.66666672E-01, 5.00000000E-01, -5.00000000E-01, 1.66666672E-01) + _TMP26[0].y*vec4( 5.00000000E-01, -1.00000000E+00, 5.00000000E-01, 0.00000000E+00) + _TMP26[0].z*vec4( -3.33333343E-01, -5.00000000E-01, 1.00000000E+00, -1.66666672E-01) + _TMP26[0].w*vec4( 0.00000000E+00, 1.00000000E+00, 0.00000000E+00, 0.00000000E+00);
_TMP120.x = _C0069[0];
_TMP120.y = _C0069[1];
_TMP120.z = _C0069[2];
_TMP120.w = _C0069[3];
_C0081[0] = dot(_TMP31[0], _TMP120);
_TMP121.x = _C0069[0];
_TMP121.y = _C0069[1];
_TMP121.z = _C0069[2];
_TMP121.w = _C0069[3];
_C0081[1] = dot(_TMP31[1], _TMP121);
_TMP122.x = _C0069[0];
_TMP122.y = _C0069[1];
_TMP122.z = _C0069[2];
_TMP122.w = _C0069[3];
_C0081[2] = dot(_TMP31[2], _TMP122);
_TMP123.x = _C0069[0];
_TMP123.y = _C0069[1];
_TMP123.z = _C0069[2];
_TMP123.w = _C0069[3];
_C0081[3] = dot(_TMP31[3], _TMP123);
_C0091 = _C0079[0].x*_C0081[0] + _C0079[0].y*_C0081[1] + _C0079[0].z*_C0081[2] + _C0079[0].w*_C0081[3];
_TMP124.x = _C0069[0];
_TMP124.y = _C0069[1];
_TMP124.z = _C0069[2];
_TMP124.w = _C0069[3];
_C0093[0] = dot(_TMP30[0], _TMP124);
_TMP125.x = _C0069[0];
_TMP125.y = _C0069[1];
_TMP125.z = _C0069[2];
_TMP125.w = _C0069[3];
_C0093[1] = dot(_TMP30[1], _TMP125);
_TMP126.x = _C0069[0];
_TMP126.y = _C0069[1];
_TMP126.z = _C0069[2];
_TMP126.w = _C0069[3];
_C0093[2] = dot(_TMP30[2], _TMP126);
_TMP127.x = _C0069[0];
_TMP127.y = _C0069[1];
_TMP127.z = _C0069[2];
_TMP127.w = _C0069[3];
_C0093[3] = dot(_TMP30[3], _TMP127);
_C0103 = _C0079[0].x*_C0093[0] + _C0079[0].y*_C0093[1] + _C0079[0].z*_C0093[2] + _C0079[0].w*_C0093[3];
_TMP128.x = _C0069[0];
_TMP128.y = _C0069[1];
_TMP128.z = _C0069[2];
_TMP128.w = _C0069[3];
_C0105[0] = dot(_TMP29[0], _TMP128);
_TMP129.x = _C0069[0];
_TMP129.y = _C0069[1];
_TMP129.z = _C0069[2];
_TMP129.w = _C0069[3];
_C0105[1] = dot(_TMP29[1], _TMP129);
_TMP130.x = _C0069[0];
_TMP130.y = _C0069[1];
_TMP130.z = _C0069[2];
_TMP130.w = _C0069[3];
_C0105[2] = dot(_TMP29[2], _TMP130);
_TMP131.x = _C0069[0];
_TMP131.y = _C0069[1];
_TMP131.z = _C0069[2];
_TMP131.w = _C0069[3];
_C0105[3] = dot(_TMP29[3], _TMP131);
_C0115 = _C0079[0].x*_C0105[0] + _C0079[0].y*_C0105[1] + _C0079[0].z*_C0105[2] + _C0079[0].w*_C0105[3];
_ret_0 = vec4(_C0091, _C0103, _C0115, 1.00000000E+00);
gl_FragColor = _ret_0;
return;
}
#endif

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// GLSL shader autogenerated by cg2glsl.py.
#if defined(VERTEX)
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;
};
vec4 _oPosition1;
varying vec2 _border1;
uniform mat4 MVPMatrix;
vec4 _r0005;
attribute vec4 VertexCoord;
attribute vec4 COLOR;
varying vec4 COL0;
attribute vec4 LUTTexCoord;
varying vec4 TEX1;
mat4 transpose_(mat4 matrix)
{
mat4 ret;
for (int i = 0; i < 4; i++)
for (int j = 0; j < 4; j++)
ret[i][j] = matrix[j][i];
return ret;
}
uniform int FrameDirection;
uniform int FrameCount;
#ifdef GL_ES
uniform mediump vec2 OutputSize;
uniform mediump vec2 TextureSize;
uniform mediump vec2 InputSize;
#else
uniform vec2 OutputSize;
uniform vec2 TextureSize;
uniform vec2 InputSize;
#endif
void main()
{
mat4 MVPMatrix_ = transpose_(MVPMatrix);
vec4 _oColor;
vec2 _otex_border;
_r0005.x = dot(MVPMatrix_[0], VertexCoord);
_r0005.y = dot(MVPMatrix_[1], VertexCoord);
_r0005.z = dot(MVPMatrix_[2], VertexCoord);
_r0005.w = dot(MVPMatrix_[3], VertexCoord);
_oPosition1 = _r0005;
_oColor = COLOR;
_border1 = vec2( -2.50000000E-01, 1.25000000E+00);
_otex_border = LUTTexCoord.xy;
gl_Position = _r0005;
COL0 = COLOR;
TEX1.xy = LUTTexCoord.xy;
}
#elif defined(FRAGMENT)
#ifdef GL_ES
precision mediump float;
#endif
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;
};
vec4 _ret_0;
uniform sampler2D Texture;
uniform sampler2D bg;
varying vec2 _border1;
varying vec4 TEX0;
varying vec4 TEX1;
uniform int FrameDirection;
uniform int FrameCount;
#ifdef GL_ES
uniform mediump vec2 OutputSize;
uniform mediump vec2 TextureSize;
uniform mediump vec2 InputSize;
#else
uniform vec2 OutputSize;
uniform vec2 TextureSize;
uniform vec2 InputSize;
#endif
void main()
{
vec4 _background;
vec4 _source_image;
float _sel;
_background = texture2D(bg, TEX1.xy);
_source_image = texture2D(Texture, TEX0.xy);
if (TEX0.x < _border1.x || TEX0.x > _border1.y) {
_sel = 0.00000000E+00;
} else {
_sel = 1.00000000E+00;
}
_ret_0 = _background + _sel*(_source_image - _background);
gl_FragColor = _ret_0;
return;
}
#endif

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// GLSL shader autogenerated by cg2glsl.py.
#if defined(VERTEX)
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;
};
vec4 _oPosition1;
uniform mat4 MVPMatrix;
input_dummy _IN1;
vec4 _r0005;
attribute vec4 VertexCoord;
attribute vec4 COLOR;
varying vec4 COL0;
attribute vec4 TexCoord;
varying vec4 TEX0;
attribute vec4 LUTTexCoord;
varying vec4 TEX1;
mat4 transpose_(mat4 matrix)
{
mat4 ret;
for (int i = 0; i < 4; i++)
for (int j = 0; j < 4; j++)
ret[i][j] = matrix[j][i];
return ret;
}
uniform int FrameDirection;
uniform int FrameCount;
#ifdef GL_ES
uniform mediump vec2 OutputSize;
uniform mediump vec2 TextureSize;
uniform mediump vec2 InputSize;
#else
uniform vec2 OutputSize;
uniform vec2 TextureSize;
uniform vec2 InputSize;
#endif
void main()
{
mat4 MVPMatrix_ = transpose_(MVPMatrix);
vec4 _oColor;
vec2 _oTex;
vec2 _otex_border;
vec2 _scale;
vec2 _middle;
vec2 _diff;
vec2 _dist;
_r0005.x = dot(MVPMatrix_[0], VertexCoord);
_r0005.y = dot(MVPMatrix_[1], VertexCoord);
_r0005.z = dot(MVPMatrix_[2], VertexCoord);
_r0005.w = dot(MVPMatrix_[3], VertexCoord);
_oPosition1 = _r0005;
_oColor = COLOR;
_scale = (OutputSize/vec2( 2.56000000E+02, 2.24000000E+02))/4.00000000E+00;
_middle = (5.00000000E-01*InputSize)/TextureSize;
_diff = TexCoord.xy - _middle;
_oTex = _middle + _diff*_scale;
_dist = LUTTexCoord.xy - vec2( 5.00000000E-01, 5.00000000E-01);
_otex_border = vec2( 5.00000000E-01, 5.00000000E-01) + (_dist*OutputSize)/vec2( 1.92000000E+03, 1.08000000E+03);
gl_Position = _r0005;
COL0 = COLOR;
TEX0.xy = _oTex;
TEX1.xy = _otex_border;
}
#elif defined(FRAGMENT)
#ifdef GL_ES
precision mediump float;
#endif
varying float _frame_rotation;
struct input_dummy {
vec2 _video_size;
vec2 _texture_size;
vec2 _output_dummy_size;
float _frame_count1;
float _frame_direction;
float _frame_rotation;
};
vec4 _ret_0;
vec4 _TMP0;
uniform sampler2D Texture;
uniform sampler2D bg;
varying vec4 TEX0;
varying vec4 TEX1;
uniform int FrameDirection;
uniform int FrameCount;
#ifdef GL_ES
uniform mediump vec2 OutputSize;
uniform mediump vec2 TextureSize;
uniform mediump vec2 InputSize;
#else
uniform vec2 OutputSize;
uniform vec2 TextureSize;
uniform vec2 InputSize;
#endif
void main()
{
vec4 _frame;
vec4 _background;
_frame = texture2D(Texture, TEX0.xy);
_TMP0 = texture2D(bg, TEX1.xy);
_background = vec4(_TMP0.x, _TMP0.y, _TMP0.z, _TMP0.w);
_ret_0 = _frame + _background.w*(_background - _frame);
gl_FragColor = _ret_0;
return;
}
#endif

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// GLSL shader autogenerated by cg2glsl.py.
#if defined(VERTEX)
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;
};
vec4 _oPosition1;
uniform mat4 MVPMatrix;
input_dummy _IN1;
vec4 _r0005;
attribute vec4 VertexCoord;
attribute vec4 COLOR;
varying vec4 COL0;
attribute vec4 TexCoord;
varying vec4 TEX0;
attribute vec4 LUTTexCoord;
varying vec4 TEX1;
mat4 transpose_(mat4 matrix)
{
mat4 ret;
for (int i = 0; i < 4; i++)
for (int j = 0; j < 4; j++)
ret[i][j] = matrix[j][i];
return ret;
}
uniform int FrameDirection;
uniform int FrameCount;
#ifdef GL_ES
uniform mediump vec2 OutputSize;
uniform mediump vec2 TextureSize;
uniform mediump vec2 InputSize;
#else
uniform vec2 OutputSize;
uniform vec2 TextureSize;
uniform vec2 InputSize;
#endif
void main()
{
mat4 MVPMatrix_ = transpose_(MVPMatrix);
vec4 _oColor;
vec2 _oTex;
vec2 _otex_border;
vec2 _scale;
vec2 _middle;
vec2 _diff;
vec2 _dist;
_r0005.x = dot(MVPMatrix_[0], VertexCoord);
_r0005.y = dot(MVPMatrix_[1], VertexCoord);
_r0005.z = dot(MVPMatrix_[2], VertexCoord);
_r0005.w = dot(MVPMatrix_[3], VertexCoord);
_oPosition1 = _r0005;
_oColor = COLOR;
_scale = (OutputSize/vec2( 5.12000000E+02, 4.48000000E+02))/2.00000000E+00;
_middle = (5.00000000E-01*InputSize)/TextureSize;
_diff = TexCoord.xy - _middle;
_oTex = _middle + _diff*_scale;
_dist = LUTTexCoord.xy - vec2( 5.00000000E-01, 5.00000000E-01);
_otex_border = vec2( 5.00000000E-01, 5.00000000E-01) + (_dist*OutputSize)/vec2( 1.92000000E+03, 1.08000000E+03);
gl_Position = _r0005;
COL0 = COLOR;
TEX0.xy = _oTex;
TEX1.xy = _otex_border;
}
#elif defined(FRAGMENT)
#ifdef GL_ES
precision mediump float;
#endif
varying float _frame_rotation;
struct input_dummy {
vec2 _video_size;
vec2 _texture_size;
vec2 _output_dummy_size;
float _frame_count1;
float _frame_direction;
float _frame_rotation;
};
vec4 _ret_0;
vec4 _TMP0;
uniform sampler2D Texture;
uniform sampler2D bg;
varying vec4 TEX0;
varying vec4 TEX1;
uniform int FrameDirection;
uniform int FrameCount;
#ifdef GL_ES
uniform mediump vec2 OutputSize;
uniform mediump vec2 TextureSize;
uniform mediump vec2 InputSize;
#else
uniform vec2 OutputSize;
uniform vec2 TextureSize;
uniform vec2 InputSize;
#endif
void main()
{
vec4 _frame;
vec4 _background;
_frame = texture2D(Texture, TEX0.xy);
_TMP0 = texture2D(bg, TEX1.xy);
_background = vec4(_TMP0.x, _TMP0.y, _TMP0.z, _TMP0.w);
_ret_0 = _frame + _background.w*(_background - _frame);
gl_FragColor = _ret_0;
return;
}
#endif

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// GLSL shader autogenerated by cg2glsl.py.
#if defined(VERTEX)
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;
};
vec4 _oPosition1;
uniform mat4 MVPMatrix;
input_dummy _IN1;
vec4 _r0005;
attribute vec4 VertexCoord;
attribute vec4 COLOR;
varying vec4 COL0;
attribute vec4 TexCoord;
varying vec4 TEX0;
attribute vec4 LUTTexCoord;
varying vec4 TEX1;
mat4 transpose_(mat4 matrix)
{
mat4 ret;
for (int i = 0; i < 4; i++)
for (int j = 0; j < 4; j++)
ret[i][j] = matrix[j][i];
return ret;
}
uniform int FrameDirection;
uniform int FrameCount;
#ifdef GL_ES
uniform mediump vec2 OutputSize;
uniform mediump vec2 TextureSize;
uniform mediump vec2 InputSize;
#else
uniform vec2 OutputSize;
uniform vec2 TextureSize;
uniform vec2 InputSize;
#endif
void main()
{
mat4 MVPMatrix_ = transpose_(MVPMatrix);
vec4 _oColor;
vec2 _oTex;
vec2 _otex_border;
vec2 _scale;
vec2 _middle;
vec2 _diff;
vec2 _dist;
_r0005.x = dot(MVPMatrix_[0], VertexCoord);
_r0005.y = dot(MVPMatrix_[1], VertexCoord);
_r0005.z = dot(MVPMatrix_[2], VertexCoord);
_r0005.w = dot(MVPMatrix_[3], VertexCoord);
_oPosition1 = _r0005;
_oColor = COLOR;
_scale = OutputSize/vec2( 1.02400000E+03, 8.96000000E+02);
_middle = (5.00000000E-01*InputSize)/TextureSize;
_diff = TexCoord.xy - _middle;
_oTex = _middle + _diff*_scale;
_dist = LUTTexCoord.xy - vec2( 5.00000000E-01, 5.00000000E-01);
_otex_border = vec2( 5.00000000E-01, 5.00000000E-01) + (_dist*OutputSize)/vec2( 1.92000000E+03, 1.08000000E+03);
gl_Position = _r0005;
COL0 = COLOR;
TEX0.xy = _oTex;
TEX1.xy = _otex_border;
}
#elif defined(FRAGMENT)
#ifdef GL_ES
precision mediump float;
#endif
varying float _frame_rotation;
struct input_dummy {
vec2 _video_size;
vec2 _texture_size;
vec2 _output_dummy_size;
float _frame_count1;
float _frame_direction;
float _frame_rotation;
};
vec4 _ret_0;
vec4 _TMP0;
uniform sampler2D Texture;
uniform sampler2D bg;
varying vec4 TEX0;
varying vec4 TEX1;
uniform int FrameDirection;
uniform int FrameCount;
#ifdef GL_ES
uniform mediump vec2 OutputSize;
uniform mediump vec2 TextureSize;
uniform mediump vec2 InputSize;
#else
uniform vec2 OutputSize;
uniform vec2 TextureSize;
uniform vec2 InputSize;
#endif
void main()
{
vec4 _frame;
vec4 _background;
_frame = texture2D(Texture, TEX0.xy);
_TMP0 = texture2D(bg, TEX1.xy);
_background = vec4(_TMP0.x, _TMP0.y, _TMP0.z, _TMP0.w);
_ret_0 = _frame + _background.w*(_background - _frame);
gl_FragColor = _ret_0;
return;
}
#endif

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// GLSL shader autogenerated by cg2glsl.py.
#if defined(VERTEX)
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;
};
vec4 _oPosition1;
uniform mat4 MVPMatrix;
input_dummy _IN1;
vec4 _r0005;
attribute vec4 VertexCoord;
attribute vec4 COLOR;
varying vec4 COL0;
attribute vec4 TexCoord;
varying vec4 TEX0;
attribute vec4 LUTTexCoord;
varying vec4 TEX1;
mat4 transpose_(mat4 matrix)
{
mat4 ret;
for (int i = 0; i < 4; i++)
for (int j = 0; j < 4; j++)
ret[i][j] = matrix[j][i];
return ret;
}
uniform int FrameDirection;
uniform int FrameCount;
#ifdef GL_ES
uniform mediump vec2 OutputSize;
uniform mediump vec2 TextureSize;
uniform mediump vec2 InputSize;
#else
uniform vec2 OutputSize;
uniform vec2 TextureSize;
uniform vec2 InputSize;
#endif
void main()
{
mat4 MVPMatrix_ = transpose_(MVPMatrix);
vec4 _oColor;
vec2 _oTex;
vec2 _otex_border;
vec2 _scale;
vec2 _middle;
vec2 _diff;
vec2 _dist;
_r0005.x = dot(MVPMatrix_[0], VertexCoord);
_r0005.y = dot(MVPMatrix_[1], VertexCoord);
_r0005.z = dot(MVPMatrix_[2], VertexCoord);
_r0005.w = dot(MVPMatrix_[3], VertexCoord);
_oPosition1 = _r0005;
_oColor = COLOR;
_scale = (OutputSize/vec2( 2.56000000E+02, 2.24000000E+02))/4.00000000E+00;
_middle = (5.00000000E-01*InputSize)/TextureSize;
_diff = TexCoord.xy - _middle;
_oTex = _middle + _diff*_scale;
_dist = LUTTexCoord.xy - vec2( 5.00000000E-01, 5.00000000E-01);
_otex_border = vec2( 5.00000000E-01, 5.00000000E-01) + (_dist*OutputSize)/vec2( 1.92000000E+03, 1.08000000E+03);
gl_Position = _r0005;
COL0 = COLOR;
TEX0.xy = _oTex;
TEX1.xy = _otex_border;
}
#elif defined(FRAGMENT)
#ifdef GL_ES
precision mediump float;
#endif
varying float _frame_rotation;
struct input_dummy {
vec2 _video_size;
vec2 _texture_size;
vec2 _output_dummy_size;
float _frame_count1;
float _frame_direction;
float _frame_rotation;
};
vec4 _ret_0;
vec4 _TMP0;
uniform sampler2D Texture;
uniform sampler2D bg;
varying vec4 TEX0;
varying vec4 TEX1;
uniform int FrameDirection;
uniform int FrameCount;
#ifdef GL_ES
uniform mediump vec2 OutputSize;
uniform mediump vec2 TextureSize;
uniform mediump vec2 InputSize;
#else
uniform vec2 OutputSize;
uniform vec2 TextureSize;
uniform vec2 InputSize;
#endif
void main()
{
vec4 _frame;
vec4 _background;
_frame = texture2D(Texture, TEX0.xy);
_TMP0 = texture2D(bg, TEX1.xy);
_background = vec4(_TMP0.x, _TMP0.y, _TMP0.z, _TMP0.w);
_ret_0 = _frame + _background.w*(_background - _frame);
gl_FragColor = _ret_0;
return;
}
#endif

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// GLSL shader autogenerated by cg2glsl.py.
#if defined(VERTEX)
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;
};
vec4 _oPosition1;
uniform mat4 MVPMatrix;
input_dummy _IN1;
vec4 _r0012;
attribute vec4 VertexCoord;
attribute vec4 COLOR;
varying vec4 COL0;
attribute vec4 TexCoord;
varying vec4 TEX0;
attribute vec4 LUTTexCoord;
varying vec4 TEX1;
mat4 transpose_(mat4 matrix)
{
mat4 ret;
for (int i = 0; i < 4; i++)
for (int j = 0; j < 4; j++)
ret[i][j] = matrix[j][i];
return ret;
}
uniform int FrameDirection;
uniform int FrameCount;
#ifdef GL_ES
uniform mediump vec2 OutputSize;
uniform mediump vec2 TextureSize;
uniform mediump vec2 InputSize;
#else
uniform vec2 OutputSize;
uniform vec2 TextureSize;
uniform vec2 InputSize;
#endif
void main()
{
mat4 MVPMatrix_ = transpose_(MVPMatrix);
vec4 _oColor;
vec2 _oTex;
vec2 _otex_border;
vec2 _scale;
vec2 _middle;
vec2 _diff;
vec2 _dist;
_r0012.x = dot(MVPMatrix_[0], VertexCoord);
_r0012.y = dot(MVPMatrix_[1], VertexCoord);
_r0012.z = dot(MVPMatrix_[2], VertexCoord);
_r0012.w = dot(MVPMatrix_[3], VertexCoord);
_oPosition1 = _r0012;
_oColor = COLOR;
_scale = (OutputSize/vec2( 2.56000000E+02, 2.24000000E+02))/4.00000000E+00;
_middle = (5.00000000E-01*InputSize)/TextureSize;
_diff = TexCoord.xy - _middle;
_oTex = _middle + _diff*_scale;
_dist = LUTTexCoord.xy - vec2( 5.00000000E-01, 5.00000000E-01);
_otex_border = vec2( 5.00000000E-01, 5.00000000E-01) + (_dist*OutputSize)/vec2( 1.92000000E+03, 1.08000000E+03);
gl_Position = _r0012;
COL0 = COLOR;
TEX0.xy = _oTex;
TEX1.xy = _otex_border;
}
#elif defined(FRAGMENT)
#ifdef GL_ES
precision mediump float;
#endif
varying float _frame_rotation;
struct input_dummy {
vec2 _video_size;
vec2 _texture_size;
vec2 _output_dummy_size;
float _frame_count1;
float _frame_direction;
float _frame_rotation;
};
vec4 _ret_0;
vec4 _TMP0;
float _TMP8;
float _TMP7;
float _TMP9;
uniform sampler2D Texture;
uniform sampler2D bg;
input_dummy _IN1;
float _res0028;
vec3 _TMP220028;
float _TMP29;
vec2 _diff0030;
float _dist0030;
float _TMP39;
vec2 _diff0040;
float _dist0040;
float _TMP49;
vec2 _diff0050;
float _dist0050;
float _TMP59;
vec2 _diff0060;
float _dist0060;
float _TMP69;
vec2 _diff0070;
float _dist0070;
float _TMP79;
vec2 _diff0080;
float _dist0080;
float _TMP89;
vec2 _diff0090;
float _dist0090;
varying vec4 TEX0;
varying vec4 TEX1;
uniform int FrameDirection;
uniform int FrameCount;
#ifdef GL_ES
uniform mediump vec2 OutputSize;
uniform mediump vec2 TextureSize;
uniform mediump vec2 InputSize;
#else
uniform vec2 OutputSize;
uniform vec2 TextureSize;
uniform vec2 InputSize;
#endif
void main()
{
vec4 _frame;
vec4 _background;
_frame = texture2D(Texture, TEX0.xy);
_TMP0 = texture2D(bg, TEX1.xy);
_diff0030 = TEX1.xy - vec2( 6.00000024E-01, 6.99999988E-01);
_TMP7 = dot(_diff0030, _diff0030);
_TMP9 = inversesqrt(_TMP7);
_TMP8 = 1.00000000E+00/_TMP9;
_dist0030 = 3.00000000E+02*_TMP8;
_dist0030 = _dist0030 - 1.50000006E-01*float(FrameCount);
_TMP29 = sin(_dist0030);
_diff0040 = TEX1.xy - vec2( 8.99999976E-01, 8.99999976E-01);
_TMP7 = dot(_diff0040, _diff0040);
_TMP9 = inversesqrt(_TMP7);
_TMP8 = 1.00000000E+00/_TMP9;
_dist0040 = 3.00000000E+02*_TMP8;
_dist0040 = _dist0040 - 1.50000006E-01*float(FrameCount);
_TMP39 = sin(_dist0040);
_res0028 = _TMP29 + _TMP39;
_diff0050 = TEX1.xy - vec2( -6.00000024E-01, 3.00000012E-01);
_TMP7 = dot(_diff0050, _diff0050);
_TMP9 = inversesqrt(_TMP7);
_TMP8 = 1.00000000E+00/_TMP9;
_dist0050 = 3.00000000E+02*_TMP8;
_dist0050 = _dist0050 - 1.50000006E-01*float(FrameCount);
_TMP49 = sin(_dist0050);
_res0028 = _res0028 + _TMP49;
_diff0060 = TEX1.xy - vec2( 1.00000001E-01, 4.00000006E-01);
_TMP7 = dot(_diff0060, _diff0060);
_TMP9 = inversesqrt(_TMP7);
_TMP8 = 1.00000000E+00/_TMP9;
_dist0060 = 3.00000000E+02*_TMP8;
_dist0060 = _dist0060 - 1.50000006E-01*float(FrameCount);
_TMP59 = sin(_dist0060);
_res0028 = _res0028 + _TMP59;
_diff0070 = TEX1.xy - vec2( 1.00000001E-01, 4.00000006E-01);
_TMP7 = dot(_diff0070, _diff0070);
_TMP9 = inversesqrt(_TMP7);
_TMP8 = 1.00000000E+00/_TMP9;
_dist0070 = 3.00000000E+02*_TMP8;
_dist0070 = _dist0070 - 1.50000006E-01*float(FrameCount);
_TMP69 = sin(_dist0070);
_res0028 = _res0028 + _TMP69;
_diff0080 = TEX1.xy - vec2( 5.00000000E-01, 5.00000000E-01);
_TMP7 = dot(_diff0080, _diff0080);
_TMP9 = inversesqrt(_TMP7);
_TMP8 = 1.00000000E+00/_TMP9;
_dist0080 = 3.00000000E+02*_TMP8;
_dist0080 = _dist0080 - 1.50000006E-01*float(FrameCount);
_TMP79 = sin(_dist0080);
_res0028 = _res0028 + _TMP79;
_diff0090 = TEX1.xy - vec2( -1.00000000E+00, 1.00000000E+00);
_TMP7 = dot(_diff0090, _diff0090);
_TMP9 = inversesqrt(_TMP7);
_TMP8 = 1.00000000E+00/_TMP9;
_dist0090 = 3.00000000E+02*_TMP8;
_dist0090 = _dist0090 - 1.50000006E-01*float(FrameCount);
_TMP89 = sin(_dist0090);
_res0028 = _res0028 + _TMP89;
_TMP220028 = _TMP0.xyz*(6.99999988E-01 + 5.00000007E-02*_res0028);
_background = vec4(_TMP220028.x, _TMP220028.y, _TMP220028.z, _TMP0.w);
_ret_0 = _frame + _background.w*(_background - _frame);
gl_FragColor = _ret_0;
return;
}
#endif

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// GLSL shader autogenerated by cg2glsl.py.
#if defined(VERTEX)
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;
};
vec4 _oPosition1;
uniform mat4 MVPMatrix;
input_dummy _IN1;
vec4 _r0012;
attribute vec4 VertexCoord;
attribute vec4 COLOR;
varying vec4 COL0;
attribute vec4 TexCoord;
varying vec4 TEX0;
attribute vec4 LUTTexCoord;
varying vec4 TEX1;
mat4 transpose_(mat4 matrix)
{
mat4 ret;
for (int i = 0; i < 4; i++)
for (int j = 0; j < 4; j++)
ret[i][j] = matrix[j][i];
return ret;
}
uniform int FrameDirection;
uniform int FrameCount;
#ifdef GL_ES
uniform mediump vec2 OutputSize;
uniform mediump vec2 TextureSize;
uniform mediump vec2 InputSize;
#else
uniform vec2 OutputSize;
uniform vec2 TextureSize;
uniform vec2 InputSize;
#endif
void main()
{
mat4 MVPMatrix_ = transpose_(MVPMatrix);
vec4 _oColor;
vec2 _oTex;
vec2 _otex_border;
vec2 _scale;
vec2 _middle;
vec2 _diff;
vec2 _dist;
_r0012.x = dot(MVPMatrix_[0], VertexCoord);
_r0012.y = dot(MVPMatrix_[1], VertexCoord);
_r0012.z = dot(MVPMatrix_[2], VertexCoord);
_r0012.w = dot(MVPMatrix_[3], VertexCoord);
_oPosition1 = _r0012;
_oColor = COLOR;
_scale = (OutputSize/vec2( 5.12000000E+02, 4.48000000E+02))/2.00000000E+00;
_middle = (5.00000000E-01*InputSize)/TextureSize;
_diff = TexCoord.xy - _middle;
_oTex = _middle + _diff*_scale;
_dist = LUTTexCoord.xy - vec2( 5.00000000E-01, 5.00000000E-01);
_otex_border = vec2( 5.00000000E-01, 5.00000000E-01) + (_dist*OutputSize)/vec2( 1.92000000E+03, 1.08000000E+03);
gl_Position = _r0012;
COL0 = COLOR;
TEX0.xy = _oTex;
TEX1.xy = _otex_border;
}
#elif defined(FRAGMENT)
#ifdef GL_ES
precision mediump float;
#endif
varying float _frame_rotation;
struct input_dummy {
vec2 _video_size;
vec2 _texture_size;
vec2 _output_dummy_size;
float _frame_count1;
float _frame_direction;
float _frame_rotation;
};
vec4 _ret_0;
vec4 _TMP0;
float _TMP8;
float _TMP7;
float _TMP9;
uniform sampler2D Texture;
uniform sampler2D bg;
input_dummy _IN1;
float _res0028;
vec3 _TMP220028;
float _TMP29;
vec2 _diff0030;
float _dist0030;
float _TMP39;
vec2 _diff0040;
float _dist0040;
float _TMP49;
vec2 _diff0050;
float _dist0050;
float _TMP59;
vec2 _diff0060;
float _dist0060;
float _TMP69;
vec2 _diff0070;
float _dist0070;
float _TMP79;
vec2 _diff0080;
float _dist0080;
float _TMP89;
vec2 _diff0090;
float _dist0090;
varying vec4 TEX0;
varying vec4 TEX1;
uniform int FrameDirection;
uniform int FrameCount;
#ifdef GL_ES
uniform mediump vec2 OutputSize;
uniform mediump vec2 TextureSize;
uniform mediump vec2 InputSize;
#else
uniform vec2 OutputSize;
uniform vec2 TextureSize;
uniform vec2 InputSize;
#endif
void main()
{
vec4 _frame;
vec4 _background;
_frame = texture2D(Texture, TEX0.xy);
_TMP0 = texture2D(bg, TEX1.xy);
_diff0030 = TEX1.xy - vec2( 6.00000024E-01, 6.99999988E-01);
_TMP7 = dot(_diff0030, _diff0030);
_TMP9 = inversesqrt(_TMP7);
_TMP8 = 1.00000000E+00/_TMP9;
_dist0030 = 3.00000000E+02*_TMP8;
_dist0030 = _dist0030 - 1.50000006E-01*float(FrameCount);
_TMP29 = sin(_dist0030);
_diff0040 = TEX1.xy - vec2( 8.99999976E-01, 8.99999976E-01);
_TMP7 = dot(_diff0040, _diff0040);
_TMP9 = inversesqrt(_TMP7);
_TMP8 = 1.00000000E+00/_TMP9;
_dist0040 = 3.00000000E+02*_TMP8;
_dist0040 = _dist0040 - 1.50000006E-01*float(FrameCount);
_TMP39 = sin(_dist0040);
_res0028 = _TMP29 + _TMP39;
_diff0050 = TEX1.xy - vec2( -6.00000024E-01, 3.00000012E-01);
_TMP7 = dot(_diff0050, _diff0050);
_TMP9 = inversesqrt(_TMP7);
_TMP8 = 1.00000000E+00/_TMP9;
_dist0050 = 3.00000000E+02*_TMP8;
_dist0050 = _dist0050 - 1.50000006E-01*float(FrameCount);
_TMP49 = sin(_dist0050);
_res0028 = _res0028 + _TMP49;
_diff0060 = TEX1.xy - vec2( 1.00000001E-01, 4.00000006E-01);
_TMP7 = dot(_diff0060, _diff0060);
_TMP9 = inversesqrt(_TMP7);
_TMP8 = 1.00000000E+00/_TMP9;
_dist0060 = 3.00000000E+02*_TMP8;
_dist0060 = _dist0060 - 1.50000006E-01*float(FrameCount);
_TMP59 = sin(_dist0060);
_res0028 = _res0028 + _TMP59;
_diff0070 = TEX1.xy - vec2( 1.00000001E-01, 4.00000006E-01);
_TMP7 = dot(_diff0070, _diff0070);
_TMP9 = inversesqrt(_TMP7);
_TMP8 = 1.00000000E+00/_TMP9;
_dist0070 = 3.00000000E+02*_TMP8;
_dist0070 = _dist0070 - 1.50000006E-01*float(FrameCount);
_TMP69 = sin(_dist0070);
_res0028 = _res0028 + _TMP69;
_diff0080 = TEX1.xy - vec2( 5.00000000E-01, 5.00000000E-01);
_TMP7 = dot(_diff0080, _diff0080);
_TMP9 = inversesqrt(_TMP7);
_TMP8 = 1.00000000E+00/_TMP9;
_dist0080 = 3.00000000E+02*_TMP8;
_dist0080 = _dist0080 - 1.50000006E-01*float(FrameCount);
_TMP79 = sin(_dist0080);
_res0028 = _res0028 + _TMP79;
_diff0090 = TEX1.xy - vec2( -1.00000000E+00, 1.00000000E+00);
_TMP7 = dot(_diff0090, _diff0090);
_TMP9 = inversesqrt(_TMP7);
_TMP8 = 1.00000000E+00/_TMP9;
_dist0090 = 3.00000000E+02*_TMP8;
_dist0090 = _dist0090 - 1.50000006E-01*float(FrameCount);
_TMP89 = sin(_dist0090);
_res0028 = _res0028 + _TMP89;
_TMP220028 = _TMP0.xyz*(6.99999988E-01 + 5.00000007E-02*_res0028);
_background = vec4(_TMP220028.x, _TMP220028.y, _TMP220028.z, _TMP0.w);
_ret_0 = _frame + _background.w*(_background - _frame);
gl_FragColor = _ret_0;
return;
}
#endif

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// GLSL shader autogenerated by cg2glsl.py.
#if defined(VERTEX)
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;
};
vec4 _oPosition1;
uniform mat4 MVPMatrix;
input_dummy _IN1;
vec4 _r0012;
attribute vec4 VertexCoord;
attribute vec4 COLOR;
varying vec4 COL0;
attribute vec4 TexCoord;
varying vec4 TEX0;
attribute vec4 LUTTexCoord;
varying vec4 TEX1;
mat4 transpose_(mat4 matrix)
{
mat4 ret;
for (int i = 0; i < 4; i++)
for (int j = 0; j < 4; j++)
ret[i][j] = matrix[j][i];
return ret;
}
uniform int FrameDirection;
uniform int FrameCount;
#ifdef GL_ES
uniform mediump vec2 OutputSize;
uniform mediump vec2 TextureSize;
uniform mediump vec2 InputSize;
#else
uniform vec2 OutputSize;
uniform vec2 TextureSize;
uniform vec2 InputSize;
#endif
void main()
{
mat4 MVPMatrix_ = transpose_(MVPMatrix);
vec4 _oColor;
vec2 _oTex;
vec2 _otex_border;
vec2 _scale;
vec2 _middle;
vec2 _diff;
vec2 _dist;
_r0012.x = dot(MVPMatrix_[0], VertexCoord);
_r0012.y = dot(MVPMatrix_[1], VertexCoord);
_r0012.z = dot(MVPMatrix_[2], VertexCoord);
_r0012.w = dot(MVPMatrix_[3], VertexCoord);
_oPosition1 = _r0012;
_oColor = COLOR;
_scale = OutputSize/vec2( 1.02400000E+03, 8.96000000E+02);
_middle = (5.00000000E-01*InputSize)/TextureSize;
_diff = TexCoord.xy - _middle;
_oTex = _middle + _diff*_scale;
_dist = LUTTexCoord.xy - vec2( 5.00000000E-01, 5.00000000E-01);
_otex_border = vec2( 5.00000000E-01, 5.00000000E-01) + (_dist*OutputSize)/vec2( 1.92000000E+03, 1.08000000E+03);
gl_Position = _r0012;
COL0 = COLOR;
TEX0.xy = _oTex;
TEX1.xy = _otex_border;
}
#elif defined(FRAGMENT)
#ifdef GL_ES
precision mediump float;
#endif
varying float _frame_rotation;
struct input_dummy {
vec2 _video_size;
vec2 _texture_size;
vec2 _output_dummy_size;
float _frame_count1;
float _frame_direction;
float _frame_rotation;
};
vec4 _ret_0;
vec4 _TMP0;
float _TMP8;
float _TMP7;
float _TMP9;
uniform sampler2D Texture;
uniform sampler2D bg;
input_dummy _IN1;
float _res0028;
vec3 _TMP220028;
float _TMP29;
vec2 _diff0030;
float _dist0030;
float _TMP39;
vec2 _diff0040;
float _dist0040;
float _TMP49;
vec2 _diff0050;
float _dist0050;
float _TMP59;
vec2 _diff0060;
float _dist0060;
float _TMP69;
vec2 _diff0070;
float _dist0070;
float _TMP79;
vec2 _diff0080;
float _dist0080;
float _TMP89;
vec2 _diff0090;
float _dist0090;
varying vec4 TEX0;
varying vec4 TEX1;
uniform int FrameDirection;
uniform int FrameCount;
#ifdef GL_ES
uniform mediump vec2 OutputSize;
uniform mediump vec2 TextureSize;
uniform mediump vec2 InputSize;
#else
uniform vec2 OutputSize;
uniform vec2 TextureSize;
uniform vec2 InputSize;
#endif
void main()
{
vec4 _frame;
vec4 _background;
_frame = texture2D(Texture, TEX0.xy);
_TMP0 = texture2D(bg, TEX1.xy);
_diff0030 = TEX1.xy - vec2( 6.00000024E-01, 6.99999988E-01);
_TMP7 = dot(_diff0030, _diff0030);
_TMP9 = inversesqrt(_TMP7);
_TMP8 = 1.00000000E+00/_TMP9;
_dist0030 = 3.00000000E+02*_TMP8;
_dist0030 = _dist0030 - 1.50000006E-01*float(FrameCount);
_TMP29 = sin(_dist0030);
_diff0040 = TEX1.xy - vec2( 8.99999976E-01, 8.99999976E-01);
_TMP7 = dot(_diff0040, _diff0040);
_TMP9 = inversesqrt(_TMP7);
_TMP8 = 1.00000000E+00/_TMP9;
_dist0040 = 3.00000000E+02*_TMP8;
_dist0040 = _dist0040 - 1.50000006E-01*float(FrameCount);
_TMP39 = sin(_dist0040);
_res0028 = _TMP29 + _TMP39;
_diff0050 = TEX1.xy - vec2( -6.00000024E-01, 3.00000012E-01);
_TMP7 = dot(_diff0050, _diff0050);
_TMP9 = inversesqrt(_TMP7);
_TMP8 = 1.00000000E+00/_TMP9;
_dist0050 = 3.00000000E+02*_TMP8;
_dist0050 = _dist0050 - 1.50000006E-01*float(FrameCount);
_TMP49 = sin(_dist0050);
_res0028 = _res0028 + _TMP49;
_diff0060 = TEX1.xy - vec2( 1.00000001E-01, 4.00000006E-01);
_TMP7 = dot(_diff0060, _diff0060);
_TMP9 = inversesqrt(_TMP7);
_TMP8 = 1.00000000E+00/_TMP9;
_dist0060 = 3.00000000E+02*_TMP8;
_dist0060 = _dist0060 - 1.50000006E-01*float(FrameCount);
_TMP59 = sin(_dist0060);
_res0028 = _res0028 + _TMP59;
_diff0070 = TEX1.xy - vec2( 1.00000001E-01, 4.00000006E-01);
_TMP7 = dot(_diff0070, _diff0070);
_TMP9 = inversesqrt(_TMP7);
_TMP8 = 1.00000000E+00/_TMP9;
_dist0070 = 3.00000000E+02*_TMP8;
_dist0070 = _dist0070 - 1.50000006E-01*float(FrameCount);
_TMP69 = sin(_dist0070);
_res0028 = _res0028 + _TMP69;
_diff0080 = TEX1.xy - vec2( 5.00000000E-01, 5.00000000E-01);
_TMP7 = dot(_diff0080, _diff0080);
_TMP9 = inversesqrt(_TMP7);
_TMP8 = 1.00000000E+00/_TMP9;
_dist0080 = 3.00000000E+02*_TMP8;
_dist0080 = _dist0080 - 1.50000006E-01*float(FrameCount);
_TMP79 = sin(_dist0080);
_res0028 = _res0028 + _TMP79;
_diff0090 = TEX1.xy - vec2( -1.00000000E+00, 1.00000000E+00);
_TMP7 = dot(_diff0090, _diff0090);
_TMP9 = inversesqrt(_TMP7);
_TMP8 = 1.00000000E+00/_TMP9;
_dist0090 = 3.00000000E+02*_TMP8;
_dist0090 = _dist0090 - 1.50000006E-01*float(FrameCount);
_TMP89 = sin(_dist0090);
_res0028 = _res0028 + _TMP89;
_TMP220028 = _TMP0.xyz*(6.99999988E-01 + 5.00000007E-02*_res0028);
_background = vec4(_TMP220028.x, _TMP220028.y, _TMP220028.z, _TMP0.w);
_ret_0 = _frame + _background.w*(_background - _frame);
gl_FragColor = _ret_0;
return;
}
#endif

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// GLSL shader autogenerated by cg2glsl.py.
#if defined(VERTEX)
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;
};
vec4 _oPosition1;
uniform mat4 MVPMatrix;
input_dummy _IN1;
vec4 _r0012;
attribute vec4 VertexCoord;
attribute vec4 COLOR;
varying vec4 COL0;
attribute vec4 TexCoord;
varying vec4 TEX0;
attribute vec4 LUTTexCoord;
varying vec4 TEX1;
mat4 transpose_(mat4 matrix)
{
mat4 ret;
for (int i = 0; i < 4; i++)
for (int j = 0; j < 4; j++)
ret[i][j] = matrix[j][i];
return ret;
}
uniform int FrameDirection;
uniform int FrameCount;
#ifdef GL_ES
uniform mediump vec2 OutputSize;
uniform mediump vec2 TextureSize;
uniform mediump vec2 InputSize;
#else
uniform vec2 OutputSize;
uniform vec2 TextureSize;
uniform vec2 InputSize;
#endif
void main()
{
mat4 MVPMatrix_ = transpose_(MVPMatrix);
vec4 _oColor;
vec2 _oTex;
vec2 _otex_border;
vec2 _scale;
vec2 _middle;
vec2 _diff;
vec2 _dist;
_r0012.x = dot(MVPMatrix_[0], VertexCoord);
_r0012.y = dot(MVPMatrix_[1], VertexCoord);
_r0012.z = dot(MVPMatrix_[2], VertexCoord);
_r0012.w = dot(MVPMatrix_[3], VertexCoord);
_oPosition1 = _r0012;
_oColor = COLOR;
_scale = (OutputSize/vec2( 2.56000000E+02, 2.24000000E+02))/4.00000000E+00;
_middle = (5.00000000E-01*InputSize)/TextureSize;
_diff = TexCoord.xy - _middle;
_oTex = _middle + _diff*_scale;
_dist = LUTTexCoord.xy - vec2( 5.00000000E-01, 5.00000000E-01);
_otex_border = vec2( 5.00000000E-01, 5.00000000E-01) + (_dist*OutputSize)/vec2( 1.92000000E+03, 1.08000000E+03);
gl_Position = _r0012;
COL0 = COLOR;
TEX0.xy = _oTex;
TEX1.xy = _otex_border;
}
#elif defined(FRAGMENT)
#ifdef GL_ES
precision mediump float;
#endif
varying float _frame_rotation;
struct input_dummy {
vec2 _video_size;
vec2 _texture_size;
vec2 _output_dummy_size;
float _frame_count1;
float _frame_direction;
float _frame_rotation;
};
vec4 _ret_0;
vec4 _TMP0;
float _TMP8;
float _TMP7;
float _TMP9;
uniform sampler2D Texture;
uniform sampler2D bg;
input_dummy _IN1;
float _res0028;
vec3 _TMP220028;
float _TMP29;
vec2 _diff0030;
float _dist0030;
float _TMP39;
vec2 _diff0040;
float _dist0040;
float _TMP49;
vec2 _diff0050;
float _dist0050;
float _TMP59;
vec2 _diff0060;
float _dist0060;
float _TMP69;
vec2 _diff0070;
float _dist0070;
float _TMP79;
vec2 _diff0080;
float _dist0080;
float _TMP89;
vec2 _diff0090;
float _dist0090;
varying vec4 TEX0;
varying vec4 TEX1;
uniform int FrameDirection;
uniform int FrameCount;
#ifdef GL_ES
uniform mediump vec2 OutputSize;
uniform mediump vec2 TextureSize;
uniform mediump vec2 InputSize;
#else
uniform vec2 OutputSize;
uniform vec2 TextureSize;
uniform vec2 InputSize;
#endif
void main()
{
vec4 _frame;
vec4 _background;
_frame = texture2D(Texture, TEX0.xy);
_TMP0 = texture2D(bg, TEX1.xy);
_diff0030 = TEX1.xy - vec2( 6.00000024E-01, 6.99999988E-01);
_TMP7 = dot(_diff0030, _diff0030);
_TMP9 = inversesqrt(_TMP7);
_TMP8 = 1.00000000E+00/_TMP9;
_dist0030 = 3.00000000E+02*_TMP8;
_dist0030 = _dist0030 - 1.50000006E-01*float(FrameCount);
_TMP29 = sin(_dist0030);
_diff0040 = TEX1.xy - vec2( 8.99999976E-01, 8.99999976E-01);
_TMP7 = dot(_diff0040, _diff0040);
_TMP9 = inversesqrt(_TMP7);
_TMP8 = 1.00000000E+00/_TMP9;
_dist0040 = 3.00000000E+02*_TMP8;
_dist0040 = _dist0040 - 1.50000006E-01*float(FrameCount);
_TMP39 = sin(_dist0040);
_res0028 = _TMP29 + _TMP39;
_diff0050 = TEX1.xy - vec2( -6.00000024E-01, 3.00000012E-01);
_TMP7 = dot(_diff0050, _diff0050);
_TMP9 = inversesqrt(_TMP7);
_TMP8 = 1.00000000E+00/_TMP9;
_dist0050 = 3.00000000E+02*_TMP8;
_dist0050 = _dist0050 - 1.50000006E-01*float(FrameCount);
_TMP49 = sin(_dist0050);
_res0028 = _res0028 + _TMP49;
_diff0060 = TEX1.xy - vec2( 1.00000001E-01, 4.00000006E-01);
_TMP7 = dot(_diff0060, _diff0060);
_TMP9 = inversesqrt(_TMP7);
_TMP8 = 1.00000000E+00/_TMP9;
_dist0060 = 3.00000000E+02*_TMP8;
_dist0060 = _dist0060 - 1.50000006E-01*float(FrameCount);
_TMP59 = sin(_dist0060);
_res0028 = _res0028 + _TMP59;
_diff0070 = TEX1.xy - vec2( 1.00000001E-01, 4.00000006E-01);
_TMP7 = dot(_diff0070, _diff0070);
_TMP9 = inversesqrt(_TMP7);
_TMP8 = 1.00000000E+00/_TMP9;
_dist0070 = 3.00000000E+02*_TMP8;
_dist0070 = _dist0070 - 1.50000006E-01*float(FrameCount);
_TMP69 = sin(_dist0070);
_res0028 = _res0028 + _TMP69;
_diff0080 = TEX1.xy - vec2( 5.00000000E-01, 5.00000000E-01);
_TMP7 = dot(_diff0080, _diff0080);
_TMP9 = inversesqrt(_TMP7);
_TMP8 = 1.00000000E+00/_TMP9;
_dist0080 = 3.00000000E+02*_TMP8;
_dist0080 = _dist0080 - 1.50000006E-01*float(FrameCount);
_TMP79 = sin(_dist0080);
_res0028 = _res0028 + _TMP79;
_diff0090 = TEX1.xy - vec2( -1.00000000E+00, 1.00000000E+00);
_TMP7 = dot(_diff0090, _diff0090);
_TMP9 = inversesqrt(_TMP7);
_TMP8 = 1.00000000E+00/_TMP9;
_dist0090 = 3.00000000E+02*_TMP8;
_dist0090 = _dist0090 - 1.50000006E-01*float(FrameCount);
_TMP89 = sin(_dist0090);
_res0028 = _res0028 + _TMP89;
_TMP220028 = _TMP0.xyz*(6.99999988E-01 + 5.00000007E-02*_res0028);
_background = vec4(_TMP220028.x, _TMP220028.y, _TMP220028.z, _TMP0.w);
_ret_0 = _frame + _background.w*(_background - _frame);
gl_FragColor = _ret_0;
return;
}
#endif

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// GLSL shader autogenerated by cg2glsl.py.
#if defined(VERTEX)
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;
};
vec4 _oPosition1;
uniform mat4 MVPMatrix;
input_dummy _IN1;
vec4 _r0005;
attribute vec4 VertexCoord;
attribute vec4 COLOR;
varying vec4 COL0;
attribute vec4 TexCoord;
varying vec4 TEX0;
attribute vec4 LUTTexCoord;
varying vec4 TEX1;
mat4 transpose_(mat4 matrix)
{
mat4 ret;
for (int i = 0; i < 4; i++)
for (int j = 0; j < 4; j++)
ret[i][j] = matrix[j][i];
return ret;
}
uniform int FrameDirection;
uniform int FrameCount;
#ifdef GL_ES
uniform mediump vec2 OutputSize;
uniform mediump vec2 TextureSize;
uniform mediump vec2 InputSize;
#else
uniform vec2 OutputSize;
uniform vec2 TextureSize;
uniform vec2 InputSize;
#endif
void main()
{
mat4 MVPMatrix_ = transpose_(MVPMatrix);
vec4 _oColor;
vec2 _oTex;
vec2 _otex_border;
vec2 _scale;
vec2 _middle;
vec2 _diff;
vec2 _dist;
_r0005.x = dot(MVPMatrix_[0], VertexCoord);
_r0005.y = dot(MVPMatrix_[1], VertexCoord);
_r0005.z = dot(MVPMatrix_[2], VertexCoord);
_r0005.w = dot(MVPMatrix_[3], VertexCoord);
_oPosition1 = _r0005;
_oColor = COLOR;
_scale = (OutputSize/vec2( 2.56000000E+02, 2.24000000E+02))/4.00000000E+00;
_middle = (2.00000003E-01*InputSize)/TextureSize;
_diff = TexCoord.xy - _middle;
_oTex = _middle + _diff*_scale;
_dist = LUTTexCoord.xy - vec2( 5.00000000E-01, 5.00000000E-01);
_otex_border = vec2( 5.00000000E-01, 5.00000000E-01) + (_dist*OutputSize)/vec2( 1.92000000E+03, 1.08000000E+03);
gl_Position = _r0005;
COL0 = COLOR;
TEX0.xy = _oTex;
TEX1.xy = _otex_border;
}
#elif defined(FRAGMENT)
#ifdef GL_ES
precision mediump float;
#endif
varying float _frame_rotation;
struct input_dummy {
vec2 _video_size;
vec2 _texture_size;
vec2 _output_dummy_size;
float _frame_count1;
float _frame_direction;
float _frame_rotation;
};
vec4 _ret_0;
vec4 _TMP0;
uniform sampler2D Texture;
uniform sampler2D bg;
varying vec4 TEX0;
varying vec4 TEX1;
uniform int FrameDirection;
uniform int FrameCount;
#ifdef GL_ES
uniform mediump vec2 OutputSize;
uniform mediump vec2 TextureSize;
uniform mediump vec2 InputSize;
#else
uniform vec2 OutputSize;
uniform vec2 TextureSize;
uniform vec2 InputSize;
#endif
void main()
{
vec4 _frame;
vec4 _background;
_frame = texture2D(Texture, TEX0.xy);
_TMP0 = texture2D(bg, TEX1.xy);
_background = vec4(_TMP0.x, _TMP0.y, _TMP0.z, _TMP0.w);
_ret_0 = _frame + _background.w*(_background - _frame);
gl_FragColor = _ret_0;
return;
}
#endif

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// GLSL shader autogenerated by cg2glsl.py.
#if defined(VERTEX)
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;
};
vec4 _oPosition1;
uniform mat4 MVPMatrix;
input_dummy _IN1;
vec4 _r0005;
attribute vec4 VertexCoord;
attribute vec4 COLOR;
varying vec4 COL0;
attribute vec4 TexCoord;
varying vec4 TEX0;
attribute vec4 LUTTexCoord;
varying vec4 TEX1;
mat4 transpose_(mat4 matrix)
{
mat4 ret;
for (int i = 0; i < 4; i++)
for (int j = 0; j < 4; j++)
ret[i][j] = matrix[j][i];
return ret;
}
uniform int FrameDirection;
uniform int FrameCount;
#ifdef GL_ES
uniform mediump vec2 OutputSize;
uniform mediump vec2 TextureSize;
uniform mediump vec2 InputSize;
#else
uniform vec2 OutputSize;
uniform vec2 TextureSize;
uniform vec2 InputSize;
#endif
void main()
{
mat4 MVPMatrix_ = transpose_(MVPMatrix);
vec4 _oColor;
vec2 _oTex;
vec2 _otex_border;
vec2 _scale;
vec2 _middle;
vec2 _diff;
vec2 _dist;
_r0005.x = dot(MVPMatrix_[0], VertexCoord);
_r0005.y = dot(MVPMatrix_[1], VertexCoord);
_r0005.z = dot(MVPMatrix_[2], VertexCoord);
_r0005.w = dot(MVPMatrix_[3], VertexCoord);
_oPosition1 = _r0005;
_oColor = COLOR;
_scale = (OutputSize/vec2( 5.12000000E+02, 4.48000000E+02))/2.00000000E+00;
_middle = (2.00000003E-01*InputSize)/TextureSize;
_diff = TexCoord.xy - _middle;
_oTex = _middle + _diff*_scale;
_dist = LUTTexCoord.xy - vec2( 5.00000000E-01, 5.00000000E-01);
_otex_border = vec2( 5.00000000E-01, 5.00000000E-01) + (_dist*OutputSize)/vec2( 1.92000000E+03, 1.08000000E+03);
gl_Position = _r0005;
COL0 = COLOR;
TEX0.xy = _oTex;
TEX1.xy = _otex_border;
}
#elif defined(FRAGMENT)
#ifdef GL_ES
precision mediump float;
#endif
varying float _frame_rotation;
struct input_dummy {
vec2 _video_size;
vec2 _texture_size;
vec2 _output_dummy_size;
float _frame_count1;
float _frame_direction;
float _frame_rotation;
};
vec4 _ret_0;
vec4 _TMP0;
uniform sampler2D Texture;
uniform sampler2D bg;
varying vec4 TEX0;
varying vec4 TEX1;
uniform int FrameDirection;
uniform int FrameCount;
#ifdef GL_ES
uniform mediump vec2 OutputSize;
uniform mediump vec2 TextureSize;
uniform mediump vec2 InputSize;
#else
uniform vec2 OutputSize;
uniform vec2 TextureSize;
uniform vec2 InputSize;
#endif
void main()
{
vec4 _frame;
vec4 _background;
_frame = texture2D(Texture, TEX0.xy);
_TMP0 = texture2D(bg, TEX1.xy);
_background = vec4(_TMP0.x, _TMP0.y, _TMP0.z, _TMP0.w);
_ret_0 = _frame + _background.w*(_background - _frame);
gl_FragColor = _ret_0;
return;
}
#endif

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// GLSL shader autogenerated by cg2glsl.py.
#if defined(VERTEX)
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;
};
vec4 _oPosition1;
uniform mat4 MVPMatrix;
input_dummy _IN1;
vec4 _r0005;
attribute vec4 VertexCoord;
attribute vec4 COLOR;
varying vec4 COL0;
attribute vec4 TexCoord;
varying vec4 TEX0;
attribute vec4 LUTTexCoord;
varying vec4 TEX1;
mat4 transpose_(mat4 matrix)
{
mat4 ret;
for (int i = 0; i < 4; i++)
for (int j = 0; j < 4; j++)
ret[i][j] = matrix[j][i];
return ret;
}
uniform int FrameDirection;
uniform int FrameCount;
#ifdef GL_ES
uniform mediump vec2 OutputSize;
uniform mediump vec2 TextureSize;
uniform mediump vec2 InputSize;
#else
uniform vec2 OutputSize;
uniform vec2 TextureSize;
uniform vec2 InputSize;
#endif
void main()
{
mat4 MVPMatrix_ = transpose_(MVPMatrix);
vec4 _oColor;
vec2 _oTex;
vec2 _otex_border;
vec2 _scale;
vec2 _middle;
vec2 _diff;
vec2 _dist;
_r0005.x = dot(MVPMatrix_[0], VertexCoord);
_r0005.y = dot(MVPMatrix_[1], VertexCoord);
_r0005.z = dot(MVPMatrix_[2], VertexCoord);
_r0005.w = dot(MVPMatrix_[3], VertexCoord);
_oPosition1 = _r0005;
_oColor = COLOR;
_scale = OutputSize/vec2( 1.02400000E+03, 8.96000000E+02);
_middle = (2.00000003E-01*InputSize)/TextureSize;
_diff = TexCoord.xy - _middle;
_oTex = _middle + _diff*_scale;
_dist = LUTTexCoord.xy - vec2( 5.00000000E-01, 5.00000000E-01);
_otex_border = vec2( 5.00000000E-01, 5.00000000E-01) + (_dist*OutputSize)/vec2( 1.92000000E+03, 1.08000000E+03);
gl_Position = _r0005;
COL0 = COLOR;
TEX0.xy = _oTex;
TEX1.xy = _otex_border;
}
#elif defined(FRAGMENT)
#ifdef GL_ES
precision mediump float;
#endif
varying float _frame_rotation;
struct input_dummy {
vec2 _video_size;
vec2 _texture_size;
vec2 _output_dummy_size;
float _frame_count1;
float _frame_direction;
float _frame_rotation;
};
vec4 _ret_0;
vec4 _TMP0;
uniform sampler2D Texture;
uniform sampler2D bg;
varying vec4 TEX0;
varying vec4 TEX1;
uniform int FrameDirection;
uniform int FrameCount;
#ifdef GL_ES
uniform mediump vec2 OutputSize;
uniform mediump vec2 TextureSize;
uniform mediump vec2 InputSize;
#else
uniform vec2 OutputSize;
uniform vec2 TextureSize;
uniform vec2 InputSize;
#endif
void main()
{
vec4 _frame;
vec4 _background;
_frame = texture2D(Texture, TEX0.xy);
_TMP0 = texture2D(bg, TEX1.xy);
_background = vec4(_TMP0.x, _TMP0.y, _TMP0.z, _TMP0.w);
_ret_0 = _frame + _background.w*(_background - _frame);
gl_FragColor = _ret_0;
return;
}
#endif

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// GLSL shader autogenerated by cg2glsl.py.
#if defined(VERTEX)
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;
};
vec4 _oPosition1;
uniform mat4 MVPMatrix;
input_dummy _IN1;
vec4 _r0005;
attribute vec4 VertexCoord;
attribute vec4 COLOR;
varying vec4 COL0;
attribute vec4 TexCoord;
varying vec4 TEX0;
attribute vec4 LUTTexCoord;
varying vec4 TEX1;
mat4 transpose_(mat4 matrix)
{
mat4 ret;
for (int i = 0; i < 4; i++)
for (int j = 0; j < 4; j++)
ret[i][j] = matrix[j][i];
return ret;
}
uniform int FrameDirection;
uniform int FrameCount;
#ifdef GL_ES
uniform mediump vec2 OutputSize;
uniform mediump vec2 TextureSize;
uniform mediump vec2 InputSize;
#else
uniform vec2 OutputSize;
uniform vec2 TextureSize;
uniform vec2 InputSize;
#endif
void main()
{
mat4 MVPMatrix_ = transpose_(MVPMatrix);
vec4 _oColor;
vec2 _oTex;
vec2 _otex_border;
vec2 _scale;
vec2 _middle;
vec2 _diff;
vec2 _dist;
_r0005.x = dot(MVPMatrix_[0], VertexCoord);
_r0005.y = dot(MVPMatrix_[1], VertexCoord);
_r0005.z = dot(MVPMatrix_[2], VertexCoord);
_r0005.w = dot(MVPMatrix_[3], VertexCoord);
_oPosition1 = _r0005;
_oColor = COLOR;
_scale = (OutputSize/vec2( 2.56000000E+02, 2.24000000E+02))/4.00000000E+00;
_middle = (2.00000003E-01*InputSize)/TextureSize;
_diff = TexCoord.xy - _middle;
_oTex = _middle + _diff*_scale;
_dist = LUTTexCoord.xy - vec2( 5.00000000E-01, 5.00000000E-01);
_otex_border = vec2( 5.00000000E-01, 5.00000000E-01) + (_dist*OutputSize)/vec2( 1.92000000E+03, 1.08000000E+03);
gl_Position = _r0005;
COL0 = COLOR;
TEX0.xy = _oTex;
TEX1.xy = _otex_border;
}
#elif defined(FRAGMENT)
#ifdef GL_ES
precision mediump float;
#endif
varying float _frame_rotation;
struct input_dummy {
vec2 _video_size;
vec2 _texture_size;
vec2 _output_dummy_size;
float _frame_count1;
float _frame_direction;
float _frame_rotation;
};
vec4 _ret_0;
vec4 _TMP0;
uniform sampler2D Texture;
uniform sampler2D bg;
varying vec4 TEX0;
varying vec4 TEX1;
uniform int FrameDirection;
uniform int FrameCount;
#ifdef GL_ES
uniform mediump vec2 OutputSize;
uniform mediump vec2 TextureSize;
uniform mediump vec2 InputSize;
#else
uniform vec2 OutputSize;
uniform vec2 TextureSize;
uniform vec2 InputSize;
#endif
void main()
{
vec4 _frame;
vec4 _background;
_frame = texture2D(Texture, TEX0.xy);
_TMP0 = texture2D(bg, TEX1.xy);
_background = vec4(_TMP0.x, _TMP0.y, _TMP0.z, _TMP0.w);
_ret_0 = _frame + _background.w*(_background - _frame);
gl_FragColor = _ret_0;
return;
}
#endif

View File

@ -0,0 +1,798 @@
// GLSL shader autogenerated by cg2glsl.py.
#if defined(VERTEX)
varying vec4 VARt7;
varying vec4 VARt6;
varying vec4 VARt5;
varying vec4 VARt4;
varying vec4 VARt3;
varying vec4 VARt2;
varying vec4 VARt1;
varying vec2 _texCoord1;
varying vec4 _color1;
varying vec4 _position1;
struct input_dummy {
vec2 _video_size;
vec2 _texture_size;
vec2 _output_dummy_size;
};
struct out_vertex {
vec4 _position1;
vec4 _color1;
vec2 _texCoord1;
vec4 VARt1;
vec4 VARt2;
vec4 VARt3;
vec4 VARt4;
vec4 VARt5;
vec4 VARt6;
vec4 VARt7;
};
out_vertex _ret_0;
float _TMP0;
uniform mat4 MVPMatrix;
input_dummy _IN1;
vec4 _r0006;
attribute vec4 VertexCoord;
attribute vec4 COLOR;
attribute vec4 TexCoord;
varying vec4 COL0;
varying vec4 TEX0;
mat4 transpose_(mat4 matrix)
{
mat4 ret;
for (int i = 0; i < 4; i++)
for (int j = 0; j < 4; j++)
ret[i][j] = matrix[j][i];
return ret;
}
uniform int FrameDirection;
uniform int FrameCount;
#ifdef GL_ES
uniform mediump vec2 OutputSize;
uniform mediump vec2 TextureSize;
uniform mediump vec2 InputSize;
#else
uniform vec2 OutputSize;
uniform vec2 TextureSize;
uniform vec2 InputSize;
#endif
void main()
{
mat4 MVPMatrix_ = transpose_(MVPMatrix);
out_vertex _OUT;
vec2 _ps;
_TMP0 = dot(vec4(float(MVPMatrix_[0].x), float(MVPMatrix_[0].y), float(MVPMatrix_[0].z), float(MVPMatrix_[0].w)), vec4(float(VertexCoord.x), float(VertexCoord.y), float(VertexCoord.z), float(VertexCoord.w)));
_r0006.x = float(_TMP0);
_TMP0 = dot(vec4(float(MVPMatrix_[1].x), float(MVPMatrix_[1].y), float(MVPMatrix_[1].z), float(MVPMatrix_[1].w)), vec4(float(VertexCoord.x), float(VertexCoord.y), float(VertexCoord.z), float(VertexCoord.w)));
_r0006.y = float(_TMP0);
_TMP0 = dot(vec4(float(MVPMatrix_[2].x), float(MVPMatrix_[2].y), float(MVPMatrix_[2].z), float(MVPMatrix_[2].w)), vec4(float(VertexCoord.x), float(VertexCoord.y), float(VertexCoord.z), float(VertexCoord.w)));
_r0006.z = float(_TMP0);
_TMP0 = dot(vec4(float(MVPMatrix_[3].x), float(MVPMatrix_[3].y), float(MVPMatrix_[3].z), float(MVPMatrix_[3].w)), vec4(float(VertexCoord.x), float(VertexCoord.y), float(VertexCoord.z), float(VertexCoord.w)));
_r0006.w = float(_TMP0);
_ps = vec2(1.00000000E+00/TextureSize.x, 1.00000000E+00/TextureSize.y);
_OUT.VARt1 = TexCoord.xxxy + vec4(float(float(-_ps.x)), 0.00000000E+00, float(float(_ps.x)), float(float((-2.00000000E+00*_ps.y))));
_OUT.VARt2 = TexCoord.xxxy + vec4(float(float(-_ps.x)), 0.00000000E+00, float(float(_ps.x)), float(float(-_ps.y)));
_OUT.VARt3 = TexCoord.xxxy + vec4(float(float(-_ps.x)), 0.00000000E+00, float(float(_ps.x)), 0.00000000E+00);
_OUT.VARt4 = TexCoord.xxxy + vec4(float(float(-_ps.x)), 0.00000000E+00, float(float(_ps.x)), float(float(_ps.y)));
_OUT.VARt5 = TexCoord.xxxy + vec4(float(float(-_ps.x)), 0.00000000E+00, float(float(_ps.x)), float(float((2.00000000E+00*_ps.y))));
_OUT.VARt6 = TexCoord.xyyy + vec4(float(float((-2.00000000E+00*_ps.x))), float(float(-_ps.y)), 0.00000000E+00, float(float(_ps.y)));
_OUT.VARt7 = TexCoord.xyyy + vec4(float(float((2.00000000E+00*_ps.x))), float(float(-_ps.y)), 0.00000000E+00, float(float(_ps.y)));
_ret_0._position1 = _r0006;
_ret_0._color1 = COLOR;
_ret_0._texCoord1 = TexCoord.xy;
VARt1 = _OUT.VARt1;
VARt2 = _OUT.VARt2;
VARt3 = _OUT.VARt3;
VARt4 = _OUT.VARt4;
VARt5 = _OUT.VARt5;
VARt6 = _OUT.VARt6;
VARt7 = _OUT.VARt7;
gl_Position = vec4(float(_r0006.x), float(_r0006.y), float(_r0006.z), float(_r0006.w));
COL0 = COLOR;
TEX0.xy = TexCoord.xy;
return;
COL0 = _ret_0._color1;
TEX0.xy = _ret_0._texCoord1;
}
#elif defined(FRAGMENT)
#ifdef GL_ES
precision mediump float;
#endif
varying vec4 VARt7;
varying vec4 VARt6;
varying vec4 VARt5;
varying vec4 VARt4;
varying vec4 VARt3;
varying vec4 VARt2;
varying vec4 VARt1;
varying vec2 _texCoord;
varying vec4 _color1;
struct input_dummy {
vec2 _video_size;
vec2 _texture_size;
vec2 _output_dummy_size;
};
struct out_vertex {
vec4 _color1;
vec2 _texCoord;
vec4 VARt1;
vec4 VARt2;
vec4 VARt3;
vec4 VARt4;
vec4 VARt5;
vec4 VARt6;
vec4 VARt7;
};
vec4 _ret_0;
vec3 _TMP76;
vec3 _TMP92;
float _TMP91;
float _TMP90;
float _TMP89;
vec3 _TMP75;
float _TMP88;
float _TMP87;
float _TMP86;
float _TMP95;
float _TMP74;
float _TMP73;
float _TMP72;
vec3 _TMP94;
vec3 _TMP71;
vec3 _TMP70;
vec3 _TMP69;
vec3 _TMP68;
vec3 _TMP67;
vec3 _TMP66;
vec3 _TMP65;
vec3 _TMP64;
vec3 _TMP63;
vec3 _TMP62;
vec4 _TMP61;
float _TMP60;
float _TMP59;
float _TMP58;
vec3 _TMP85;
vec3 _TMP56;
vec3 _TMP55;
vec3 _TMP54;
vec3 _TMP53;
vec4 _TMP46;
vec4 _TMP45;
vec4 _TMP96;
bvec4 _TMP44;
bvec4 _TMP43;
bvec4 _TMP42;
bvec4 _TMP41;
bvec4 _TMP40;
bvec4 _TMP39;
bvec4 _TMP38;
bvec4 _TMP37;
bvec4 _TMP36;
bvec4 _TMP35;
bvec4 _TMP34;
bvec4 _TMP33;
bvec4 _TMP32;
bvec4 _TMP31;
bvec4 _TMP30;
bvec4 _TMP29;
bvec4 _TMP28;
bvec4 _TMP27;
float _TMP93;
vec4 _TMP20;
vec4 _TMP19;
vec4 _TMP18;
vec4 _TMP17;
vec4 _TMP16;
vec4 _TMP15;
vec4 _TMP14;
vec4 _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;
out_vertex _VAR1;
uniform sampler2D Texture;
input_dummy _IN1;
vec2 _x0110;
vec4 _r0154;
vec4 _r0164;
vec4 _r0174;
vec4 _r0184;
vec4 _r0194;
vec4 _r0204;
vec4 _TMP215;
vec4 _a0218;
vec4 _TMP221;
vec4 _a0224;
vec4 _TMP227;
vec4 _a0230;
vec4 _TMP233;
vec4 _a0236;
vec4 _TMP239;
vec4 _a0242;
vec4 _TMP245;
vec4 _a0248;
vec4 _TMP251;
vec4 _a0254;
vec4 _TMP257;
vec4 _a0260;
vec4 _TMP263;
vec4 _a0266;
vec4 _TMP269;
vec4 _a0272;
vec4 _TMP275;
vec4 _a0278;
vec4 _TMP281;
vec4 _a0284;
vec4 _TMP287;
vec4 _a0290;
vec4 _TMP293;
vec4 _a0296;
vec4 _TMP299;
vec4 _a0302;
vec4 _TMP305;
vec4 _a0308;
vec4 _TMP311;
vec4 _a0314;
vec4 _TMP317;
vec4 _a0320;
vec4 _x0324;
vec4 _TMP325;
vec4 _x0334;
vec4 _TMP335;
vec4 _x0344;
vec4 _TMP345;
vec4 _TMP353;
vec4 _a0356;
vec4 _TMP357;
vec4 _a0360;
vec4 _TMP361;
vec4 _a0364;
vec4 _TMP365;
vec4 _a0368;
vec4 _TMP369;
vec4 _a0372;
vec4 _TMP375;
vec4 _a0378;
vec4 _TMP379;
vec4 _a0382;
vec4 _TMP383;
vec4 _a0386;
vec4 _TMP387;
vec4 _a0390;
vec4 _TMP391;
vec4 _a0394;
vec4 _TMP395;
vec4 _a0398;
vec4 _TMP399;
vec4 _a0402;
vec4 _TMP403;
vec4 _a0406;
vec4 _TMP407;
vec4 _a0410;
vec4 _TMP411;
vec4 _a0414;
vec4 _TMP415;
vec4 _a0418;
vec3 _b0422;
vec3 _b0426;
vec3 _TMP427;
vec3 _a0428;
vec3 _b0436;
vec3 _b0440;
vec3 _TMP441;
vec3 _a0442;
vec4 _a0448;
vec4 _a0450;
vec4 _a0452;
vec3 _b0458;
vec3 _b0460;
vec3 _df0462;
vec3 _a0464;
vec3 _df0466;
vec3 _a0468;
vec3 _TMP497;
varying vec4 TEX0;
uniform int FrameDirection;
uniform int FrameCount;
#ifdef GL_ES
uniform mediump vec2 OutputSize;
uniform mediump vec2 TextureSize;
uniform mediump vec2 InputSize;
#else
uniform vec2 OutputSize;
uniform vec2 TextureSize;
uniform vec2 InputSize;
#endif
void main()
{
bvec4 _edr;
bvec4 _edr_left;
bvec4 _edr_up;
bvec4 _px;
bvec4 _interp_restriction_lv1;
bvec4 _interp_restriction_lv2_left;
bvec4 _interp_restriction_lv2_up;
bvec4 _nc;
bvec4 _nc30;
bvec4 _nc60;
bvec4 _nc45;
vec4 _fx;
vec4 _fx_left;
vec4 _fx_up;
vec3 _res1;
vec3 _res2;
vec3 _pix1;
vec3 _pix2;
float _blend1;
float _blend2;
vec2 _fp;
vec3 _A11;
vec3 _B11;
vec3 _C1;
vec3 _A3;
vec3 _B3;
vec3 _C;
vec3 _D;
vec3 _E;
vec3 _F;
vec3 _G;
vec3 _H;
vec3 _I;
vec3 _G5;
vec3 _H5;
vec3 _I5;
vec3 _A0;
vec3 _D0;
vec3 _G0;
vec3 _C4;
vec3 _F4;
vec3 _I4;
vec4 _b1;
vec4 _c3;
vec4 _e1;
vec4 _i4;
vec4 _i5;
vec4 _h5;
vec4 _fx45;
vec4 _fx30;
vec4 _fx60;
vec3 _res;
vec3 _n1;
vec3 _n2;
vec3 _n3;
vec3 _n4;
vec3 _s;
vec3 _aa;
vec3 _bb;
vec3 _cc;
vec3 _dd;
vec3 _t;
vec3 _m;
vec3 _s1;
vec3 _s0;
vec4 _maximo;
vec3 _color;
float _ddy;
float _v_weight_00;
vec3 _coords10;
vec3 _colorNB;
float _v_weight_10;
_x0110 = TEX0.xy*TextureSize;
_fp = fract(_x0110);
_TMP0 = texture2D(Texture, VARt1.xw);
_A11 = vec3(float(_TMP0.x), float(_TMP0.y), float(_TMP0.z));
_TMP1 = texture2D(Texture, VARt1.yw);
_B11 = vec3(float(_TMP1.x), float(_TMP1.y), float(_TMP1.z));
_TMP2 = texture2D(Texture, VARt1.zw);
_C1 = vec3(float(_TMP2.x), float(_TMP2.y), float(_TMP2.z));
_TMP3 = texture2D(Texture, VARt2.xw);
_A3 = vec3(float(_TMP3.x), float(_TMP3.y), float(_TMP3.z));
_TMP4 = texture2D(Texture, VARt2.yw);
_B3 = vec3(float(_TMP4.x), float(_TMP4.y), float(_TMP4.z));
_TMP5 = texture2D(Texture, VARt2.zw);
_C = vec3(float(_TMP5.x), float(_TMP5.y), float(_TMP5.z));
_TMP6 = texture2D(Texture, VARt3.xw);
_D = vec3(float(_TMP6.x), float(_TMP6.y), float(_TMP6.z));
_TMP7 = texture2D(Texture, VARt3.yw);
_E = vec3(float(_TMP7.x), float(_TMP7.y), float(_TMP7.z));
_TMP8 = texture2D(Texture, VARt3.zw);
_F = vec3(float(_TMP8.x), float(_TMP8.y), float(_TMP8.z));
_TMP9 = texture2D(Texture, VARt4.xw);
_G = vec3(float(_TMP9.x), float(_TMP9.y), float(_TMP9.z));
_TMP10 = texture2D(Texture, VARt4.yw);
_H = vec3(float(_TMP10.x), float(_TMP10.y), float(_TMP10.z));
_TMP11 = texture2D(Texture, VARt4.zw);
_I = vec3(float(_TMP11.x), float(_TMP11.y), float(_TMP11.z));
_TMP12 = texture2D(Texture, VARt5.xw);
_G5 = vec3(float(_TMP12.x), float(_TMP12.y), float(_TMP12.z));
_TMP13 = texture2D(Texture, VARt5.yw);
_H5 = vec3(float(_TMP13.x), float(_TMP13.y), float(_TMP13.z));
_TMP14 = texture2D(Texture, VARt5.zw);
_I5 = vec3(float(_TMP14.x), float(_TMP14.y), float(_TMP14.z));
_TMP15 = texture2D(Texture, VARt6.xy);
_A0 = vec3(float(_TMP15.x), float(_TMP15.y), float(_TMP15.z));
_TMP16 = texture2D(Texture, VARt6.xz);
_D0 = vec3(float(_TMP16.x), float(_TMP16.y), float(_TMP16.z));
_TMP17 = texture2D(Texture, VARt6.xw);
_G0 = vec3(float(_TMP17.x), float(_TMP17.y), float(_TMP17.z));
_TMP18 = texture2D(Texture, VARt7.xy);
_C4 = vec3(float(_TMP18.x), float(_TMP18.y), float(_TMP18.z));
_TMP19 = texture2D(Texture, VARt7.xz);
_F4 = vec3(float(_TMP19.x), float(_TMP19.y), float(_TMP19.z));
_TMP20 = texture2D(Texture, VARt7.xw);
_I4 = vec3(float(_TMP20.x), float(_TMP20.y), float(_TMP20.z));
_TMP93 = dot(vec3(float(_B3.x), float(_B3.y), float(_B3.z)), vec3( 1.43593750E+01, 2.81718750E+01, 5.47265625E+00));
_r0154.x = float(_TMP93);
_TMP93 = dot(vec3(float(_D.x), float(_D.y), float(_D.z)), vec3( 1.43593750E+01, 2.81718750E+01, 5.47265625E+00));
_r0154.y = float(_TMP93);
_TMP93 = dot(vec3(float(_H.x), float(_H.y), float(_H.z)), vec3( 1.43593750E+01, 2.81718750E+01, 5.47265625E+00));
_r0154.z = float(_TMP93);
_TMP93 = dot(vec3(float(_F.x), float(_F.y), float(_F.z)), vec3( 1.43593750E+01, 2.81718750E+01, 5.47265625E+00));
_r0154.w = float(_TMP93);
_b1 = vec4(float(_r0154.x), float(_r0154.y), float(_r0154.z), float(_r0154.w));
_TMP93 = dot(vec3(float(_C.x), float(_C.y), float(_C.z)), vec3( 1.43593750E+01, 2.81718750E+01, 5.47265625E+00));
_r0164.x = float(_TMP93);
_TMP93 = dot(vec3(float(_A3.x), float(_A3.y), float(_A3.z)), vec3( 1.43593750E+01, 2.81718750E+01, 5.47265625E+00));
_r0164.y = float(_TMP93);
_TMP93 = dot(vec3(float(_G.x), float(_G.y), float(_G.z)), vec3( 1.43593750E+01, 2.81718750E+01, 5.47265625E+00));
_r0164.z = float(_TMP93);
_TMP93 = dot(vec3(float(_I.x), float(_I.y), float(_I.z)), vec3( 1.43593750E+01, 2.81718750E+01, 5.47265625E+00));
_r0164.w = float(_TMP93);
_c3 = vec4(float(_r0164.x), float(_r0164.y), float(_r0164.z), float(_r0164.w));
_TMP93 = dot(vec3(float(_E.x), float(_E.y), float(_E.z)), vec3( 1.43593750E+01, 2.81718750E+01, 5.47265625E+00));
_r0174.x = float(_TMP93);
_TMP93 = dot(vec3(float(_E.x), float(_E.y), float(_E.z)), vec3( 1.43593750E+01, 2.81718750E+01, 5.47265625E+00));
_r0174.y = float(_TMP93);
_TMP93 = dot(vec3(float(_E.x), float(_E.y), float(_E.z)), vec3( 1.43593750E+01, 2.81718750E+01, 5.47265625E+00));
_r0174.z = float(_TMP93);
_TMP93 = dot(vec3(float(_E.x), float(_E.y), float(_E.z)), vec3( 1.43593750E+01, 2.81718750E+01, 5.47265625E+00));
_r0174.w = float(_TMP93);
_e1 = vec4(float(_r0174.x), float(_r0174.y), float(_r0174.z), float(_r0174.w));
_TMP93 = dot(vec3(float(_I4.x), float(_I4.y), float(_I4.z)), vec3( 1.43593750E+01, 2.81718750E+01, 5.47265625E+00));
_r0184.x = float(_TMP93);
_TMP93 = dot(vec3(float(_C1.x), float(_C1.y), float(_C1.z)), vec3( 1.43593750E+01, 2.81718750E+01, 5.47265625E+00));
_r0184.y = float(_TMP93);
_TMP93 = dot(vec3(float(_A0.x), float(_A0.y), float(_A0.z)), vec3( 1.43593750E+01, 2.81718750E+01, 5.47265625E+00));
_r0184.z = float(_TMP93);
_TMP93 = dot(vec3(float(_G5.x), float(_G5.y), float(_G5.z)), vec3( 1.43593750E+01, 2.81718750E+01, 5.47265625E+00));
_r0184.w = float(_TMP93);
_i4 = vec4(float(_r0184.x), float(_r0184.y), float(_r0184.z), float(_r0184.w));
_TMP93 = dot(vec3(float(_I5.x), float(_I5.y), float(_I5.z)), vec3( 1.43593750E+01, 2.81718750E+01, 5.47265625E+00));
_r0194.x = float(_TMP93);
_TMP93 = dot(vec3(float(_C4.x), float(_C4.y), float(_C4.z)), vec3( 1.43593750E+01, 2.81718750E+01, 5.47265625E+00));
_r0194.y = float(_TMP93);
_TMP93 = dot(vec3(float(_A11.x), float(_A11.y), float(_A11.z)), vec3( 1.43593750E+01, 2.81718750E+01, 5.47265625E+00));
_r0194.z = float(_TMP93);
_TMP93 = dot(vec3(float(_G0.x), float(_G0.y), float(_G0.z)), vec3( 1.43593750E+01, 2.81718750E+01, 5.47265625E+00));
_r0194.w = float(_TMP93);
_i5 = vec4(float(_r0194.x), float(_r0194.y), float(_r0194.z), float(_r0194.w));
_TMP93 = dot(vec3(float(_H5.x), float(_H5.y), float(_H5.z)), vec3( 1.43593750E+01, 2.81718750E+01, 5.47265625E+00));
_r0204.x = float(_TMP93);
_TMP93 = dot(vec3(float(_F4.x), float(_F4.y), float(_F4.z)), vec3( 1.43593750E+01, 2.81718750E+01, 5.47265625E+00));
_r0204.y = float(_TMP93);
_TMP93 = dot(vec3(float(_B11.x), float(_B11.y), float(_B11.z)), vec3( 1.43593750E+01, 2.81718750E+01, 5.47265625E+00));
_r0204.z = float(_TMP93);
_TMP93 = dot(vec3(float(_D0.x), float(_D0.y), float(_D0.z)), vec3( 1.43593750E+01, 2.81718750E+01, 5.47265625E+00));
_r0204.w = float(_TMP93);
_h5 = vec4(float(_r0204.x), float(_r0204.y), float(_r0204.z), float(_r0204.w));
_fx = vec4( 1.00000000E+00, -1.00000000E+00, -1.00000000E+00, 1.00000000E+00)*_fp.y + vec4( 1.00000000E+00, 1.00000000E+00, -1.00000000E+00, -1.00000000E+00)*_fp.x;
_fx_left = vec4( 1.00000000E+00, -1.00000000E+00, -1.00000000E+00, 1.00000000E+00)*_fp.y + vec4( 5.00000000E-01, 2.00000000E+00, -5.00000000E-01, -2.00000000E+00)*_fp.x;
_fx_up = vec4( 1.00000000E+00, -1.00000000E+00, -1.00000000E+00, 1.00000000E+00)*_fp.y + vec4( 2.00000000E+00, 5.00000000E-01, -2.00000000E+00, -5.00000000E-01)*_fp.x;
_a0218 = _e1 - _b1;
_TMP215 = abs(_a0218);
_TMP27 = bvec4(_TMP215.x < 2.00000000E+00, _TMP215.y < 2.00000000E+00, _TMP215.z < 2.00000000E+00, _TMP215.w < 2.00000000E+00);
_a0224 = _e1 - _b1.yzwx;
_TMP221 = abs(_a0224);
_TMP28 = bvec4(_TMP221.x < 2.00000000E+00, _TMP221.y < 2.00000000E+00, _TMP221.z < 2.00000000E+00, _TMP221.w < 2.00000000E+00);
_a0230 = _e1 - _c3.yzwx;
_TMP227 = abs(_a0230);
_TMP29 = bvec4(_TMP227.x < 2.00000000E+00, _TMP227.y < 2.00000000E+00, _TMP227.z < 2.00000000E+00, _TMP227.w < 2.00000000E+00);
_a0236 = _b1.wxyz - _h5.yzwx;
_TMP233 = abs(_a0236);
_TMP30 = bvec4(_TMP233.x < 2.00000000E+00, _TMP233.y < 2.00000000E+00, _TMP233.z < 2.00000000E+00, _TMP233.w < 2.00000000E+00);
_a0242 = _b1.wxyz - _c3;
_TMP239 = abs(_a0242);
_TMP31 = bvec4(_TMP239.x < 2.00000000E+00, _TMP239.y < 2.00000000E+00, _TMP239.z < 2.00000000E+00, _TMP239.w < 2.00000000E+00);
_a0248 = _b1.zwxy - _h5;
_TMP245 = abs(_a0248);
_TMP32 = bvec4(_TMP245.x < 2.00000000E+00, _TMP245.y < 2.00000000E+00, _TMP245.z < 2.00000000E+00, _TMP245.w < 2.00000000E+00);
_a0254 = _b1.zwxy - _c3.zwxy;
_TMP251 = abs(_a0254);
_TMP33 = bvec4(_TMP251.x < 2.00000000E+00, _TMP251.y < 2.00000000E+00, _TMP251.z < 2.00000000E+00, _TMP251.w < 2.00000000E+00);
_a0260 = _b1.wxyz - _b1;
_TMP257 = abs(_a0260);
_TMP34 = bvec4(_TMP257.x < 1.50000000E+01, _TMP257.y < 1.50000000E+01, _TMP257.z < 1.50000000E+01, _TMP257.w < 1.50000000E+01);
_a0266 = _b1.wxyz - _c3;
_TMP263 = abs(_a0266);
_TMP35 = bvec4(_TMP263.x < 1.50000000E+01, _TMP263.y < 1.50000000E+01, _TMP263.z < 1.50000000E+01, _TMP263.w < 1.50000000E+01);
_a0272 = _b1.zwxy - _b1.yzwx;
_TMP269 = abs(_a0272);
_TMP36 = bvec4(_TMP269.x < 1.50000000E+01, _TMP269.y < 1.50000000E+01, _TMP269.z < 1.50000000E+01, _TMP269.w < 1.50000000E+01);
_a0278 = _b1.zwxy - _c3.zwxy;
_TMP275 = abs(_a0278);
_TMP37 = bvec4(_TMP275.x < 1.50000000E+01, _TMP275.y < 1.50000000E+01, _TMP275.z < 1.50000000E+01, _TMP275.w < 1.50000000E+01);
_a0284 = _e1 - _c3.wxyz;
_TMP281 = abs(_a0284);
_TMP38 = bvec4(_TMP281.x < 1.50000000E+01, _TMP281.y < 1.50000000E+01, _TMP281.z < 1.50000000E+01, _TMP281.w < 1.50000000E+01);
_a0290 = _b1.wxyz - _h5.yzwx;
_TMP287 = abs(_a0290);
_TMP39 = bvec4(_TMP287.x < 1.50000000E+01, _TMP287.y < 1.50000000E+01, _TMP287.z < 1.50000000E+01, _TMP287.w < 1.50000000E+01);
_a0296 = _b1.wxyz - _i4;
_TMP293 = abs(_a0296);
_TMP40 = bvec4(_TMP293.x < 1.50000000E+01, _TMP293.y < 1.50000000E+01, _TMP293.z < 1.50000000E+01, _TMP293.w < 1.50000000E+01);
_a0302 = _b1.zwxy - _h5;
_TMP299 = abs(_a0302);
_TMP41 = bvec4(_TMP299.x < 1.50000000E+01, _TMP299.y < 1.50000000E+01, _TMP299.z < 1.50000000E+01, _TMP299.w < 1.50000000E+01);
_a0308 = _b1.zwxy - _i5;
_TMP305 = abs(_a0308);
_TMP42 = bvec4(_TMP305.x < 1.50000000E+01, _TMP305.y < 1.50000000E+01, _TMP305.z < 1.50000000E+01, _TMP305.w < 1.50000000E+01);
_a0314 = _e1 - _c3.zwxy;
_TMP311 = abs(_a0314);
_TMP43 = bvec4(_TMP311.x < 1.50000000E+01, _TMP311.y < 1.50000000E+01, _TMP311.z < 1.50000000E+01, _TMP311.w < 1.50000000E+01);
_a0320 = _e1 - _c3;
_TMP317 = abs(_a0320);
_TMP44 = bvec4(_TMP317.x < 1.50000000E+01, _TMP317.y < 1.50000000E+01, _TMP317.z < 1.50000000E+01, _TMP317.w < 1.50000000E+01);
_interp_restriction_lv1 = bvec4(_e1.x != _b1.w && _e1.x != _b1.z && (_TMP27.x || _TMP28.x || !_TMP29.x) && (_TMP30.x || _TMP31.x || _TMP32.x || _TMP33.x) && (!_TMP34.x && !_TMP35.x || !_TMP36.x && !_TMP37.x || _TMP38.x && (!_TMP39.x && !_TMP40.x || !_TMP41.x && !_TMP42.x) || _TMP43.x || _TMP44.x), _e1.y != _b1.x && _e1.y != _b1.w && (_TMP27.y || _TMP28.y || !_TMP29.y) && (_TMP30.y || _TMP31.y || _TMP32.y || _TMP33.y) && (!_TMP34.y && !_TMP35.y || !_TMP36.y && !_TMP37.y || _TMP38.y && (!_TMP39.y && !_TMP40.y || !_TMP41.y && !_TMP42.y) || _TMP43.y || _TMP44.y), _e1.z != _b1.y && _e1.z != _b1.x && (_TMP27.z || _TMP28.z || !_TMP29.z) && (_TMP30.z || _TMP31.z || _TMP32.z || _TMP33.z) && (!_TMP34.z && !_TMP35.z || !_TMP36.z && !_TMP37.z || _TMP38.z && (!_TMP39.z && !_TMP40.z || !_TMP41.z && !_TMP42.z) || _TMP43.z || _TMP44.z), _e1.w != _b1.z && _e1.w != _b1.y && (_TMP27.w || _TMP28.w || !_TMP29.w) && (_TMP30.w || _TMP31.w || _TMP32.w || _TMP33.w) && (!_TMP34.w && !_TMP35.w || !_TMP36.w && !_TMP37.w || _TMP38.w && (!_TMP39.w && !_TMP40.w || !_TMP41.w && !_TMP42.w) || _TMP43.w || _TMP44.w));
_interp_restriction_lv2_left = bvec4(_e1.x != _c3.z && _b1.y != _c3.z, _e1.y != _c3.w && _b1.z != _c3.w, _e1.z != _c3.x && _b1.w != _c3.x, _e1.w != _c3.y && _b1.x != _c3.y);
_interp_restriction_lv2_up = bvec4(_e1.x != _c3.x && _b1.x != _c3.x, _e1.y != _c3.y && _b1.y != _c3.y, _e1.z != _c3.z && _b1.z != _c3.z, _e1.w != _c3.w && _b1.w != _c3.w);
_x0324 = (_fx - vec4( 1.10000002E+00, 9.99999940E-02, -8.99999976E-01, 9.99999940E-02))/vec4( 7.99999952E-01, 7.99999952E-01, 7.99999952E-01, 7.99999952E-01);
_TMP96 = min(vec4( 1.00000000E+00, 1.00000000E+00, 1.00000000E+00, 1.00000000E+00), _x0324);
_TMP325 = max(vec4( 0.00000000E+00, 0.00000000E+00, 0.00000000E+00, 0.00000000E+00), _TMP96);
_fx45 = _TMP325*_TMP325*(3.00000000E+00 - 2.00000000E+00*_TMP325);
_x0334 = (_fx_left - vec4( 6.00000024E-01, 6.00000024E-01, -8.99999976E-01, -4.00000006E-01))/vec4( 7.99999952E-01, 7.99999952E-01, 7.99999952E-01, 8.00000012E-01);
_TMP96 = min(vec4( 1.00000000E+00, 1.00000000E+00, 1.00000000E+00, 1.00000000E+00), _x0334);
_TMP335 = max(vec4( 0.00000000E+00, 0.00000000E+00, 0.00000000E+00, 0.00000000E+00), _TMP96);
_fx30 = _TMP335*_TMP335*(3.00000000E+00 - 2.00000000E+00*_TMP335);
_x0344 = (_fx_up - vec4( 1.60000002E+00, -4.00000006E-01, -1.39999998E+00, 9.99999940E-02))/vec4( 8.00000072E-01, 8.00000012E-01, 7.99999952E-01, 7.99999952E-01);
_TMP96 = min(vec4( 1.00000000E+00, 1.00000000E+00, 1.00000000E+00, 1.00000000E+00), _x0344);
_TMP345 = max(vec4( 0.00000000E+00, 0.00000000E+00, 0.00000000E+00, 0.00000000E+00), _TMP96);
_fx60 = _TMP345*_TMP345*(3.00000000E+00 - 2.00000000E+00*_TMP345);
_a0356 = _e1 - _c3;
_TMP353 = abs(_a0356);
_a0360 = _e1 - _c3.zwxy;
_TMP357 = abs(_a0360);
_a0364 = _c3.wxyz - _h5;
_TMP361 = abs(_a0364);
_a0368 = _c3.wxyz - _h5.yzwx;
_TMP365 = abs(_a0368);
_a0372 = _b1.zwxy - _b1.wxyz;
_TMP369 = abs(_a0372);
_TMP45 = _TMP353 + _TMP357 + _TMP361 + _TMP365 + 4.00000000E+00*_TMP369;
_a0378 = _b1.zwxy - _b1.yzwx;
_TMP375 = abs(_a0378);
_a0382 = _b1.zwxy - _i5;
_TMP379 = abs(_a0382);
_a0386 = _b1.wxyz - _i4;
_TMP383 = abs(_a0386);
_a0390 = _b1.wxyz - _b1;
_TMP387 = abs(_a0390);
_a0394 = _e1 - _c3.wxyz;
_TMP391 = abs(_a0394);
_TMP46 = _TMP375 + _TMP379 + _TMP383 + _TMP387 + 4.00000000E+00*_TMP391;
_edr = bvec4((_TMP45 + 3.50000000E+00).x < _TMP46.x && _interp_restriction_lv1.x, (_TMP45 + 3.50000000E+00).y < _TMP46.y && _interp_restriction_lv1.y, (_TMP45 + 3.50000000E+00).z < _TMP46.z && _interp_restriction_lv1.z, (_TMP45 + 3.50000000E+00).w < _TMP46.w && _interp_restriction_lv1.w);
_a0398 = _b1.wxyz - _c3.zwxy;
_TMP395 = abs(_a0398);
_a0402 = _b1.zwxy - _c3;
_TMP399 = abs(_a0402);
_edr_left = bvec4((2.00000000E+00*_TMP395).x <= _TMP399.x && _interp_restriction_lv2_left.x, (2.00000000E+00*_TMP395).y <= _TMP399.y && _interp_restriction_lv2_left.y, (2.00000000E+00*_TMP395).z <= _TMP399.z && _interp_restriction_lv2_left.z, (2.00000000E+00*_TMP395).w <= _TMP399.w && _interp_restriction_lv2_left.w);
_a0406 = _b1.wxyz - _c3.zwxy;
_TMP403 = abs(_a0406);
_a0410 = _b1.zwxy - _c3;
_TMP407 = abs(_a0410);
_edr_up = bvec4(_TMP403.x >= (2.00000000E+00*_TMP407).x && _interp_restriction_lv2_up.x, _TMP403.y >= (2.00000000E+00*_TMP407).y && _interp_restriction_lv2_up.y, _TMP403.z >= (2.00000000E+00*_TMP407).z && _interp_restriction_lv2_up.z, _TMP403.w >= (2.00000000E+00*_TMP407).w && _interp_restriction_lv2_up.w);
_nc45 = bvec4(_edr.x && bool(_fx45.x), _edr.y && bool(_fx45.y), _edr.z && bool(_fx45.z), _edr.w && bool(_fx45.w));
_nc30 = bvec4(_edr.x && _edr_left.x && bool(_fx30.x), _edr.y && _edr_left.y && bool(_fx30.y), _edr.z && _edr_left.z && bool(_fx30.z), _edr.w && _edr_left.w && bool(_fx30.w));
_nc60 = bvec4(_edr.x && _edr_up.x && bool(_fx60.x), _edr.y && _edr_up.y && bool(_fx60.y), _edr.z && _edr_up.z && bool(_fx60.z), _edr.w && _edr_up.w && bool(_fx60.w));
_a0414 = _e1 - _b1.wxyz;
_TMP411 = abs(_a0414);
_a0418 = _e1 - _b1.zwxy;
_TMP415 = abs(_a0418);
_px = bvec4(_TMP411.x <= _TMP415.x, _TMP411.y <= _TMP415.y, _TMP411.z <= _TMP415.z, _TMP411.w <= _TMP415.w);
_n1 = vec3(float(_B11.x), float(_B11.y), float(_B11.z));
_n2 = vec3(float(_B3.x), float(_B3.y), float(_B3.z));
_s = vec3(float(_E.x), float(_E.y), float(_E.z));
_n3 = vec3(float(_H.x), float(_H.y), float(_H.z));
_n4 = vec3(float(_H5.x), float(_H5.y), float(_H5.z));
_aa = _n2 - _n1;
_bb = _s - _n2;
_cc = _n3 - _s;
_dd = _n4 - _n3;
_t = (7.00000000E+00*(_bb + _cc) - 3.00000000E+00*(_aa + _dd))/1.60000000E+01;
_m = vec3(_s.x < 5.00000000E-01 ? (2.00000000E+00*_s).x : (2.00000000E+00*(1.00000000E+00 - _s)).x, _s.y < 5.00000000E-01 ? (2.00000000E+00*_s).y : (2.00000000E+00*(1.00000000E+00 - _s)).y, _s.z < 5.00000000E-01 ? (2.00000000E+00*_s).z : (2.00000000E+00*(1.00000000E+00 - _s)).z);
_TMP53 = abs(_bb);
_b0422 = 6.49999976E-01*_TMP53;
_m = min(_m, _b0422);
_TMP54 = abs(_cc);
_b0426 = 6.49999976E-01*_TMP54;
_m = min(_m, _b0426);
_a0428 = -_m;
_TMP85 = min(_m, _t);
_TMP427 = max(_a0428, _TMP85);
_s1 = (2.00000000E+00*_fp.y - 1.00000000E+00)*_TMP427 + _s;
_n1 = vec3(float(_D0.x), float(_D0.y), float(_D0.z));
_n2 = vec3(float(_D.x), float(_D.y), float(_D.z));
_n3 = vec3(float(_F.x), float(_F.y), float(_F.z));
_n4 = vec3(float(_F4.x), float(_F4.y), float(_F4.z));
_aa = _n2 - _n1;
_bb = _s1 - _n2;
_cc = _n3 - _s1;
_dd = _n4 - _n3;
_t = (7.00000000E+00*(_bb + _cc) - 3.00000000E+00*(_aa + _dd))/1.60000000E+01;
_m = vec3(_s1.x < 5.00000000E-01 ? (2.00000000E+00*_s1).x : (2.00000000E+00*(1.00000000E+00 - _s1)).x, _s1.y < 5.00000000E-01 ? (2.00000000E+00*_s1).y : (2.00000000E+00*(1.00000000E+00 - _s1)).y, _s1.z < 5.00000000E-01 ? (2.00000000E+00*_s1).z : (2.00000000E+00*(1.00000000E+00 - _s1)).z);
_TMP55 = abs(_bb);
_b0436 = 6.49999976E-01*_TMP55;
_m = min(_m, _b0436);
_TMP56 = abs(_cc);
_b0440 = 6.49999976E-01*_TMP56;
_m = min(_m, _b0440);
_a0442 = -_m;
_TMP85 = min(_m, _t);
_TMP441 = max(_a0442, _TMP85);
_s0 = (2.00000000E+00*_fp.x - 1.00000000E+00)*_TMP441 + _s1;
_nc = bvec4(_nc30.x || _nc60.x || _nc45.x, _nc30.y || _nc60.y || _nc45.y, _nc30.z || _nc60.z || _nc45.z, _nc30.w || _nc60.w || _nc45.w);
_blend2 = 0.00000000E+00;
_blend1 = 0.00000000E+00;
_a0448 = vec4(float(_nc45.x), float(_nc45.y), float(_nc45.z), float(_nc45.w));
_TMP58 = dot(_a0448, _fx45);
_a0450 = vec4(float(_nc30.x), float(_nc30.y), float(_nc30.z), float(_nc30.w));
_TMP59 = dot(_a0450, _fx30);
_a0452 = vec4(float(_nc60.x), float(_nc60.y), float(_nc60.z), float(_nc60.w));
_TMP60 = dot(_a0452, _fx60);
_TMP61 = max(vec4(_TMP59, _TMP59, _TMP59, _TMP59), vec4(_TMP60, _TMP60, _TMP60, _TMP60));
_maximo = max(_TMP61, vec4(_TMP58, _TMP58, _TMP58, _TMP58));
if (_nc.x) {
if (_px.x) {
_TMP62 = _F;
} else {
_TMP62 = _H;
}
_pix1 = _TMP62;
_blend1 = _maximo.x;
} else {
if (_nc.y) {
if (_px.y) {
_TMP63 = _B3;
} else {
_TMP63 = _F;
}
_pix1 = _TMP63;
_blend1 = _maximo.y;
} else {
if (_nc.z) {
if (_px.z) {
_TMP64 = _D;
} else {
_TMP64 = _B3;
}
_pix1 = _TMP64;
_blend1 = _maximo.z;
} else {
if (_nc.w) {
if (_px.w) {
_TMP65 = _H;
} else {
_TMP65 = _D;
}
_pix1 = _TMP65;
_blend1 = _maximo.w;
}
}
}
}
if (_nc.w) {
if (_px.w) {
_TMP66 = _H;
} else {
_TMP66 = _D;
}
_pix2 = _TMP66;
_blend2 = _maximo.w;
} else {
if (_nc.z) {
if (_px.z) {
_TMP67 = _D;
} else {
_TMP67 = _B3;
}
_pix2 = _TMP67;
_blend2 = _maximo.z;
} else {
if (_nc.y) {
if (_px.y) {
_TMP68 = _B3;
} else {
_TMP68 = _F;
}
_pix2 = _TMP68;
_blend2 = _maximo.y;
} else {
if (_nc.x) {
if (_px.x) {
_TMP69 = _F;
} else {
_TMP69 = _H;
}
_pix2 = _TMP69;
_blend2 = _maximo.x;
}
}
}
}
_b0458 = vec3(float(_pix1.x), float(_pix1.y), float(_pix1.z));
_TMP70 = _s0 + _blend1*(_b0458 - _s0);
_res1 = vec3(float(_TMP70.x), float(_TMP70.y), float(_TMP70.z));
_b0460 = vec3(float(_pix2.x), float(_pix2.y), float(_pix2.z));
_TMP71 = _s0 + _blend2*(_b0460 - _s0);
_res2 = vec3(float(_TMP71.x), float(_TMP71.y), float(_TMP71.z));
_a0464 = _E - _res1;
_TMP94 = abs(vec3(float(_a0464.x), float(_a0464.y), float(_a0464.z)));
_df0462 = vec3(float(_TMP94.x), float(_TMP94.y), float(_TMP94.z));
_TMP72 = _df0462.x + _df0462.y + _df0462.z;
_a0468 = _E - _res2;
_TMP94 = abs(vec3(float(_a0468.x), float(_a0468.y), float(_a0468.z)));
_df0466 = vec3(float(_TMP94.x), float(_TMP94.y), float(_TMP94.z));
_TMP73 = _df0466.x + _df0466.y + _df0466.z;
_TMP74 = float((_TMP73 >= _TMP72));
_res = _res1 + _TMP74*(_res2 - _res1);
_TMP95 = pow(float(_res.x), 2.40039062E+00);
_TMP86 = float(_TMP95);
_TMP95 = pow(float(_res.y), 2.40039062E+00);
_TMP87 = float(_TMP95);
_TMP95 = pow(float(_res.z), 2.40039062E+00);
_TMP88 = float(_TMP95);
_TMP75 = vec3(_TMP86, _TMP87, _TMP88);
_color = vec3(float(_TMP75.x), float(_TMP75.y), float(_TMP75.z));
_ddy = _fp.y - 5.00000000E-01;
_v_weight_00 = _ddy/5.79999983E-01;
if (_v_weight_00 > 1.00000000E+00) {
_v_weight_00 = 1.00000000E+00;
}
_v_weight_00 = 1.00000000E+00 - _v_weight_00*_v_weight_00;
_v_weight_00 = _v_weight_00*_v_weight_00;
_color = _color*vec3(_v_weight_00, _v_weight_00, _v_weight_00);
if (_ddy > 0.00000000E+00) {
_coords10 = vec3(float(_H.x), float(_H.y), float(_H.z));
_ddy = 1.00000000E+00 - _ddy;
} else {
_coords10 = vec3(float(_B3.x), float(_B3.y), float(_B3.z));
_ddy = 1.00000000E+00 + _ddy;
}
_TMP89 = pow(_coords10.x, 2.40000010E+00);
_TMP90 = pow(_coords10.y, 2.40000010E+00);
_TMP91 = pow(_coords10.z, 2.40000010E+00);
_colorNB = vec3(_TMP89, _TMP90, _TMP91);
_v_weight_10 = _ddy/5.79999983E-01;
if (_v_weight_10 > 1.00000000E+00) {
_v_weight_10 = 1.00000000E+00;
}
_v_weight_10 = 1.00000000E+00 - _v_weight_10*_v_weight_10;
_v_weight_10 = _v_weight_10*_v_weight_10;
_color = _color + _colorNB*vec3(_v_weight_10, _v_weight_10, _v_weight_10);
_color = _color*vec3( 1.45000005E+00, 1.45000005E+00, 1.45000005E+00);
_TMP89 = pow(_color.x, 4.54545438E-01);
_TMP90 = pow(_color.y, 4.54545438E-01);
_TMP91 = pow(_color.z, 4.54545438E-01);
_TMP76 = vec3(_TMP89, _TMP90, _TMP91);
_TMP92 = min(vec3( 1.00000000E+00, 1.00000000E+00, 1.00000000E+00), _TMP76);
_TMP497 = max(vec3( 0.00000000E+00, 0.00000000E+00, 0.00000000E+00), _TMP92);
_ret_0 = vec4(_TMP497.x, _TMP497.y, _TMP497.z, 1.00000000E+00);
gl_FragColor = _ret_0;
return;
}
#endif

View File

@ -0,0 +1,774 @@
// GLSL shader autogenerated by cg2glsl.py.
#if defined(VERTEX)
varying vec4 VARt7;
varying vec4 VARt6;
varying vec4 VARt5;
varying vec4 VARt4;
varying vec4 VARt3;
varying vec4 VARt2;
varying vec4 VARt1;
varying vec2 _texCoord1;
varying vec4 _color1;
varying vec4 _position1;
struct input_dummy {
vec2 _video_size;
vec2 _texture_size;
vec2 _output_dummy_size;
};
struct out_vertex {
vec4 _position1;
vec4 _color1;
vec2 _texCoord1;
vec4 VARt1;
vec4 VARt2;
vec4 VARt3;
vec4 VARt4;
vec4 VARt5;
vec4 VARt6;
vec4 VARt7;
};
out_vertex _ret_0;
float _TMP0;
uniform mat4 MVPMatrix;
input_dummy _IN1;
vec4 _r0006;
attribute vec4 VertexCoord;
attribute vec4 COLOR;
attribute vec4 TexCoord;
varying vec4 COL0;
varying vec4 TEX0;
mat4 transpose_(mat4 matrix)
{
mat4 ret;
for (int i = 0; i < 4; i++)
for (int j = 0; j < 4; j++)
ret[i][j] = matrix[j][i];
return ret;
}
uniform int FrameDirection;
uniform int FrameCount;
#ifdef GL_ES
uniform mediump vec2 OutputSize;
uniform mediump vec2 TextureSize;
uniform mediump vec2 InputSize;
#else
uniform vec2 OutputSize;
uniform vec2 TextureSize;
uniform vec2 InputSize;
#endif
void main()
{
mat4 MVPMatrix_ = transpose_(MVPMatrix);
out_vertex _OUT;
vec2 _ps;
_TMP0 = dot(vec4(float(MVPMatrix_[0].x), float(MVPMatrix_[0].y), float(MVPMatrix_[0].z), float(MVPMatrix_[0].w)), vec4(float(VertexCoord.x), float(VertexCoord.y), float(VertexCoord.z), float(VertexCoord.w)));
_r0006.x = float(_TMP0);
_TMP0 = dot(vec4(float(MVPMatrix_[1].x), float(MVPMatrix_[1].y), float(MVPMatrix_[1].z), float(MVPMatrix_[1].w)), vec4(float(VertexCoord.x), float(VertexCoord.y), float(VertexCoord.z), float(VertexCoord.w)));
_r0006.y = float(_TMP0);
_TMP0 = dot(vec4(float(MVPMatrix_[2].x), float(MVPMatrix_[2].y), float(MVPMatrix_[2].z), float(MVPMatrix_[2].w)), vec4(float(VertexCoord.x), float(VertexCoord.y), float(VertexCoord.z), float(VertexCoord.w)));
_r0006.z = float(_TMP0);
_TMP0 = dot(vec4(float(MVPMatrix_[3].x), float(MVPMatrix_[3].y), float(MVPMatrix_[3].z), float(MVPMatrix_[3].w)), vec4(float(VertexCoord.x), float(VertexCoord.y), float(VertexCoord.z), float(VertexCoord.w)));
_r0006.w = float(_TMP0);
_ps = vec2(1.00000000E+00/TextureSize.x, 1.00000000E+00/TextureSize.y);
_OUT.VARt1 = TexCoord.xxxy + vec4(float(float(-_ps.x)), 0.00000000E+00, float(float(_ps.x)), float(float((-2.00000000E+00*_ps.y))));
_OUT.VARt2 = TexCoord.xxxy + vec4(float(float(-_ps.x)), 0.00000000E+00, float(float(_ps.x)), float(float(-_ps.y)));
_OUT.VARt3 = TexCoord.xxxy + vec4(float(float(-_ps.x)), 0.00000000E+00, float(float(_ps.x)), 0.00000000E+00);
_OUT.VARt4 = TexCoord.xxxy + vec4(float(float(-_ps.x)), 0.00000000E+00, float(float(_ps.x)), float(float(_ps.y)));
_OUT.VARt5 = TexCoord.xxxy + vec4(float(float(-_ps.x)), 0.00000000E+00, float(float(_ps.x)), float(float((2.00000000E+00*_ps.y))));
_OUT.VARt6 = TexCoord.xyyy + vec4(float(float((-2.00000000E+00*_ps.x))), float(float(-_ps.y)), 0.00000000E+00, float(float(_ps.y)));
_OUT.VARt7 = TexCoord.xyyy + vec4(float(float((2.00000000E+00*_ps.x))), float(float(-_ps.y)), 0.00000000E+00, float(float(_ps.y)));
_ret_0._position1 = _r0006;
_ret_0._color1 = COLOR;
_ret_0._texCoord1 = TexCoord.xy;
VARt1 = _OUT.VARt1;
VARt2 = _OUT.VARt2;
VARt3 = _OUT.VARt3;
VARt4 = _OUT.VARt4;
VARt5 = _OUT.VARt5;
VARt6 = _OUT.VARt6;
VARt7 = _OUT.VARt7;
gl_Position = vec4(float(_r0006.x), float(_r0006.y), float(_r0006.z), float(_r0006.w));
COL0 = COLOR;
TEX0.xy = TexCoord.xy;
return;
COL0 = _ret_0._color1;
TEX0.xy = _ret_0._texCoord1;
}
#elif defined(FRAGMENT)
#ifdef GL_ES
precision mediump float;
#endif
varying vec4 VARt7;
varying vec4 VARt6;
varying vec4 VARt5;
varying vec4 VARt4;
varying vec4 VARt3;
varying vec4 VARt2;
varying vec4 VARt1;
varying vec2 _texCoord;
varying vec4 _color1;
struct input_dummy {
vec2 _video_size;
vec2 _texture_size;
vec2 _output_dummy_size;
};
struct out_vertex {
vec4 _color1;
vec2 _texCoord;
vec4 VARt1;
vec4 VARt2;
vec4 VARt3;
vec4 VARt4;
vec4 VARt5;
vec4 VARt6;
vec4 VARt7;
};
vec4 _ret_0;
vec3 _TMP72;
vec3 _TMP88;
float _TMP87;
float _TMP86;
float _TMP85;
vec3 _TMP71;
float _TMP84;
float _TMP83;
float _TMP82;
float _TMP91;
float _TMP70;
float _TMP69;
float _TMP68;
vec3 _TMP90;
vec3 _TMP67;
vec3 _TMP66;
vec3 _TMP65;
vec3 _TMP64;
vec3 _TMP63;
vec3 _TMP62;
vec3 _TMP61;
vec3 _TMP60;
vec3 _TMP59;
vec3 _TMP58;
vec4 _TMP57;
float _TMP56;
float _TMP55;
float _TMP54;
vec3 _TMP81;
vec3 _TMP52;
vec3 _TMP51;
vec3 _TMP50;
vec3 _TMP49;
vec4 _TMP42;
vec4 _TMP41;
vec4 _TMP92;
bvec4 _TMP40;
bvec4 _TMP39;
bvec4 _TMP38;
bvec4 _TMP37;
bvec4 _TMP36;
bvec4 _TMP35;
bvec4 _TMP34;
bvec4 _TMP33;
bvec4 _TMP32;
bvec4 _TMP31;
bvec4 _TMP30;
bvec4 _TMP29;
bvec4 _TMP28;
bvec4 _TMP27;
float _TMP89;
vec4 _TMP20;
vec4 _TMP19;
vec4 _TMP18;
vec4 _TMP17;
vec4 _TMP16;
vec4 _TMP15;
vec4 _TMP14;
vec4 _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;
out_vertex _VAR1;
uniform sampler2D Texture;
input_dummy _IN1;
vec2 _x0106;
vec4 _r0150;
vec4 _r0160;
vec4 _r0170;
vec4 _r0180;
vec4 _r0190;
vec4 _r0200;
vec4 _TMP211;
vec4 _a0214;
vec4 _TMP217;
vec4 _a0220;
vec4 _TMP223;
vec4 _a0226;
vec4 _TMP229;
vec4 _a0232;
vec4 _TMP235;
vec4 _a0238;
vec4 _TMP241;
vec4 _a0244;
vec4 _TMP247;
vec4 _a0250;
vec4 _TMP253;
vec4 _a0256;
vec4 _TMP259;
vec4 _a0262;
vec4 _TMP265;
vec4 _a0268;
vec4 _TMP271;
vec4 _a0274;
vec4 _TMP277;
vec4 _a0280;
vec4 _TMP283;
vec4 _a0286;
vec4 _TMP289;
vec4 _a0292;
vec4 _x0296;
vec4 _TMP297;
vec4 _x0306;
vec4 _TMP307;
vec4 _x0316;
vec4 _TMP317;
vec4 _TMP325;
vec4 _a0328;
vec4 _TMP329;
vec4 _a0332;
vec4 _TMP333;
vec4 _a0336;
vec4 _TMP337;
vec4 _a0340;
vec4 _TMP341;
vec4 _a0344;
vec4 _TMP347;
vec4 _a0350;
vec4 _TMP351;
vec4 _a0354;
vec4 _TMP355;
vec4 _a0358;
vec4 _TMP359;
vec4 _a0362;
vec4 _TMP363;
vec4 _a0366;
vec4 _TMP367;
vec4 _a0370;
vec4 _TMP371;
vec4 _a0374;
vec4 _TMP375;
vec4 _a0378;
vec4 _TMP379;
vec4 _a0382;
vec4 _TMP383;
vec4 _a0386;
vec4 _TMP387;
vec4 _a0390;
vec3 _b0394;
vec3 _b0398;
vec3 _TMP399;
vec3 _a0400;
vec3 _b0408;
vec3 _b0412;
vec3 _TMP413;
vec3 _a0414;
vec4 _a0420;
vec4 _a0422;
vec4 _a0424;
vec3 _b0430;
vec3 _b0432;
vec3 _df0434;
vec3 _a0436;
vec3 _df0438;
vec3 _a0440;
vec3 _TMP469;
varying vec4 TEX0;
uniform int FrameDirection;
uniform int FrameCount;
#ifdef GL_ES
uniform mediump vec2 OutputSize;
uniform mediump vec2 TextureSize;
uniform mediump vec2 InputSize;
#else
uniform vec2 OutputSize;
uniform vec2 TextureSize;
uniform vec2 InputSize;
#endif
void main()
{
bvec4 _edr;
bvec4 _edr_left;
bvec4 _edr_up;
bvec4 _px;
bvec4 _interp_restriction_lv1;
bvec4 _interp_restriction_lv2_left;
bvec4 _interp_restriction_lv2_up;
bvec4 _nc;
bvec4 _nc30;
bvec4 _nc60;
bvec4 _nc45;
vec4 _fx;
vec4 _fx_left;
vec4 _fx_up;
vec3 _res1;
vec3 _res2;
vec3 _pix1;
vec3 _pix2;
float _blend1;
float _blend2;
vec2 _fp;
vec3 _A11;
vec3 _B11;
vec3 _C1;
vec3 _A3;
vec3 _B3;
vec3 _C;
vec3 _D;
vec3 _E;
vec3 _F;
vec3 _G;
vec3 _H;
vec3 _I;
vec3 _G5;
vec3 _H5;
vec3 _I5;
vec3 _A0;
vec3 _D0;
vec3 _G0;
vec3 _C4;
vec3 _F4;
vec3 _I4;
vec4 _b1;
vec4 _c3;
vec4 _e1;
vec4 _i4;
vec4 _i5;
vec4 _h5;
vec4 _fx45;
vec4 _fx30;
vec4 _fx60;
vec3 _res;
vec3 _n1;
vec3 _n2;
vec3 _n3;
vec3 _n4;
vec3 _s;
vec3 _aa;
vec3 _bb;
vec3 _cc;
vec3 _dd;
vec3 _t;
vec3 _m;
vec3 _s1;
vec3 _s0;
vec4 _maximo;
vec3 _color;
float _ddy;
float _v_weight_00;
vec3 _coords10;
vec3 _colorNB;
float _v_weight_10;
_x0106 = TEX0.xy*TextureSize;
_fp = fract(_x0106);
_TMP0 = texture2D(Texture, VARt1.xw);
_A11 = vec3(float(_TMP0.x), float(_TMP0.y), float(_TMP0.z));
_TMP1 = texture2D(Texture, VARt1.yw);
_B11 = vec3(float(_TMP1.x), float(_TMP1.y), float(_TMP1.z));
_TMP2 = texture2D(Texture, VARt1.zw);
_C1 = vec3(float(_TMP2.x), float(_TMP2.y), float(_TMP2.z));
_TMP3 = texture2D(Texture, VARt2.xw);
_A3 = vec3(float(_TMP3.x), float(_TMP3.y), float(_TMP3.z));
_TMP4 = texture2D(Texture, VARt2.yw);
_B3 = vec3(float(_TMP4.x), float(_TMP4.y), float(_TMP4.z));
_TMP5 = texture2D(Texture, VARt2.zw);
_C = vec3(float(_TMP5.x), float(_TMP5.y), float(_TMP5.z));
_TMP6 = texture2D(Texture, VARt3.xw);
_D = vec3(float(_TMP6.x), float(_TMP6.y), float(_TMP6.z));
_TMP7 = texture2D(Texture, VARt3.yw);
_E = vec3(float(_TMP7.x), float(_TMP7.y), float(_TMP7.z));
_TMP8 = texture2D(Texture, VARt3.zw);
_F = vec3(float(_TMP8.x), float(_TMP8.y), float(_TMP8.z));
_TMP9 = texture2D(Texture, VARt4.xw);
_G = vec3(float(_TMP9.x), float(_TMP9.y), float(_TMP9.z));
_TMP10 = texture2D(Texture, VARt4.yw);
_H = vec3(float(_TMP10.x), float(_TMP10.y), float(_TMP10.z));
_TMP11 = texture2D(Texture, VARt4.zw);
_I = vec3(float(_TMP11.x), float(_TMP11.y), float(_TMP11.z));
_TMP12 = texture2D(Texture, VARt5.xw);
_G5 = vec3(float(_TMP12.x), float(_TMP12.y), float(_TMP12.z));
_TMP13 = texture2D(Texture, VARt5.yw);
_H5 = vec3(float(_TMP13.x), float(_TMP13.y), float(_TMP13.z));
_TMP14 = texture2D(Texture, VARt5.zw);
_I5 = vec3(float(_TMP14.x), float(_TMP14.y), float(_TMP14.z));
_TMP15 = texture2D(Texture, VARt6.xy);
_A0 = vec3(float(_TMP15.x), float(_TMP15.y), float(_TMP15.z));
_TMP16 = texture2D(Texture, VARt6.xz);
_D0 = vec3(float(_TMP16.x), float(_TMP16.y), float(_TMP16.z));
_TMP17 = texture2D(Texture, VARt6.xw);
_G0 = vec3(float(_TMP17.x), float(_TMP17.y), float(_TMP17.z));
_TMP18 = texture2D(Texture, VARt7.xy);
_C4 = vec3(float(_TMP18.x), float(_TMP18.y), float(_TMP18.z));
_TMP19 = texture2D(Texture, VARt7.xz);
_F4 = vec3(float(_TMP19.x), float(_TMP19.y), float(_TMP19.z));
_TMP20 = texture2D(Texture, VARt7.xw);
_I4 = vec3(float(_TMP20.x), float(_TMP20.y), float(_TMP20.z));
_TMP89 = dot(vec3(float(_B3.x), float(_B3.y), float(_B3.z)), vec3( 1.43593750E+01, 2.81718750E+01, 5.47265625E+00));
_r0150.x = float(_TMP89);
_TMP89 = dot(vec3(float(_D.x), float(_D.y), float(_D.z)), vec3( 1.43593750E+01, 2.81718750E+01, 5.47265625E+00));
_r0150.y = float(_TMP89);
_TMP89 = dot(vec3(float(_H.x), float(_H.y), float(_H.z)), vec3( 1.43593750E+01, 2.81718750E+01, 5.47265625E+00));
_r0150.z = float(_TMP89);
_TMP89 = dot(vec3(float(_F.x), float(_F.y), float(_F.z)), vec3( 1.43593750E+01, 2.81718750E+01, 5.47265625E+00));
_r0150.w = float(_TMP89);
_b1 = vec4(float(_r0150.x), float(_r0150.y), float(_r0150.z), float(_r0150.w));
_TMP89 = dot(vec3(float(_C.x), float(_C.y), float(_C.z)), vec3( 1.43593750E+01, 2.81718750E+01, 5.47265625E+00));
_r0160.x = float(_TMP89);
_TMP89 = dot(vec3(float(_A3.x), float(_A3.y), float(_A3.z)), vec3( 1.43593750E+01, 2.81718750E+01, 5.47265625E+00));
_r0160.y = float(_TMP89);
_TMP89 = dot(vec3(float(_G.x), float(_G.y), float(_G.z)), vec3( 1.43593750E+01, 2.81718750E+01, 5.47265625E+00));
_r0160.z = float(_TMP89);
_TMP89 = dot(vec3(float(_I.x), float(_I.y), float(_I.z)), vec3( 1.43593750E+01, 2.81718750E+01, 5.47265625E+00));
_r0160.w = float(_TMP89);
_c3 = vec4(float(_r0160.x), float(_r0160.y), float(_r0160.z), float(_r0160.w));
_TMP89 = dot(vec3(float(_E.x), float(_E.y), float(_E.z)), vec3( 1.43593750E+01, 2.81718750E+01, 5.47265625E+00));
_r0170.x = float(_TMP89);
_TMP89 = dot(vec3(float(_E.x), float(_E.y), float(_E.z)), vec3( 1.43593750E+01, 2.81718750E+01, 5.47265625E+00));
_r0170.y = float(_TMP89);
_TMP89 = dot(vec3(float(_E.x), float(_E.y), float(_E.z)), vec3( 1.43593750E+01, 2.81718750E+01, 5.47265625E+00));
_r0170.z = float(_TMP89);
_TMP89 = dot(vec3(float(_E.x), float(_E.y), float(_E.z)), vec3( 1.43593750E+01, 2.81718750E+01, 5.47265625E+00));
_r0170.w = float(_TMP89);
_e1 = vec4(float(_r0170.x), float(_r0170.y), float(_r0170.z), float(_r0170.w));
_TMP89 = dot(vec3(float(_I4.x), float(_I4.y), float(_I4.z)), vec3( 1.43593750E+01, 2.81718750E+01, 5.47265625E+00));
_r0180.x = float(_TMP89);
_TMP89 = dot(vec3(float(_C1.x), float(_C1.y), float(_C1.z)), vec3( 1.43593750E+01, 2.81718750E+01, 5.47265625E+00));
_r0180.y = float(_TMP89);
_TMP89 = dot(vec3(float(_A0.x), float(_A0.y), float(_A0.z)), vec3( 1.43593750E+01, 2.81718750E+01, 5.47265625E+00));
_r0180.z = float(_TMP89);
_TMP89 = dot(vec3(float(_G5.x), float(_G5.y), float(_G5.z)), vec3( 1.43593750E+01, 2.81718750E+01, 5.47265625E+00));
_r0180.w = float(_TMP89);
_i4 = vec4(float(_r0180.x), float(_r0180.y), float(_r0180.z), float(_r0180.w));
_TMP89 = dot(vec3(float(_I5.x), float(_I5.y), float(_I5.z)), vec3( 1.43593750E+01, 2.81718750E+01, 5.47265625E+00));
_r0190.x = float(_TMP89);
_TMP89 = dot(vec3(float(_C4.x), float(_C4.y), float(_C4.z)), vec3( 1.43593750E+01, 2.81718750E+01, 5.47265625E+00));
_r0190.y = float(_TMP89);
_TMP89 = dot(vec3(float(_A11.x), float(_A11.y), float(_A11.z)), vec3( 1.43593750E+01, 2.81718750E+01, 5.47265625E+00));
_r0190.z = float(_TMP89);
_TMP89 = dot(vec3(float(_G0.x), float(_G0.y), float(_G0.z)), vec3( 1.43593750E+01, 2.81718750E+01, 5.47265625E+00));
_r0190.w = float(_TMP89);
_i5 = vec4(float(_r0190.x), float(_r0190.y), float(_r0190.z), float(_r0190.w));
_TMP89 = dot(vec3(float(_H5.x), float(_H5.y), float(_H5.z)), vec3( 1.43593750E+01, 2.81718750E+01, 5.47265625E+00));
_r0200.x = float(_TMP89);
_TMP89 = dot(vec3(float(_F4.x), float(_F4.y), float(_F4.z)), vec3( 1.43593750E+01, 2.81718750E+01, 5.47265625E+00));
_r0200.y = float(_TMP89);
_TMP89 = dot(vec3(float(_B11.x), float(_B11.y), float(_B11.z)), vec3( 1.43593750E+01, 2.81718750E+01, 5.47265625E+00));
_r0200.z = float(_TMP89);
_TMP89 = dot(vec3(float(_D0.x), float(_D0.y), float(_D0.z)), vec3( 1.43593750E+01, 2.81718750E+01, 5.47265625E+00));
_r0200.w = float(_TMP89);
_h5 = vec4(float(_r0200.x), float(_r0200.y), float(_r0200.z), float(_r0200.w));
_fx = vec4( 1.00000000E+00, -1.00000000E+00, -1.00000000E+00, 1.00000000E+00)*_fp.y + vec4( 1.00000000E+00, 1.00000000E+00, -1.00000000E+00, -1.00000000E+00)*_fp.x;
_fx_left = vec4( 1.00000000E+00, -1.00000000E+00, -1.00000000E+00, 1.00000000E+00)*_fp.y + vec4( 5.00000000E-01, 2.00000000E+00, -5.00000000E-01, -2.00000000E+00)*_fp.x;
_fx_up = vec4( 1.00000000E+00, -1.00000000E+00, -1.00000000E+00, 1.00000000E+00)*_fp.y + vec4( 2.00000000E+00, 5.00000000E-01, -2.00000000E+00, -5.00000000E-01)*_fp.x;
_a0214 = _e1 - _b1;
_TMP211 = abs(_a0214);
_TMP27 = bvec4(_TMP211.x < 2.00000000E+00, _TMP211.y < 2.00000000E+00, _TMP211.z < 2.00000000E+00, _TMP211.w < 2.00000000E+00);
_a0220 = _e1 - _b1.yzwx;
_TMP217 = abs(_a0220);
_TMP28 = bvec4(_TMP217.x < 2.00000000E+00, _TMP217.y < 2.00000000E+00, _TMP217.z < 2.00000000E+00, _TMP217.w < 2.00000000E+00);
_a0226 = _e1 - _c3.yzwx;
_TMP223 = abs(_a0226);
_TMP29 = bvec4(_TMP223.x < 2.00000000E+00, _TMP223.y < 2.00000000E+00, _TMP223.z < 2.00000000E+00, _TMP223.w < 2.00000000E+00);
_a0232 = _b1.wxyz - _h5.yzwx;
_TMP229 = abs(_a0232);
_TMP30 = bvec4(_TMP229.x < 2.00000000E+00, _TMP229.y < 2.00000000E+00, _TMP229.z < 2.00000000E+00, _TMP229.w < 2.00000000E+00);
_a0238 = _b1.wxyz - _c3;
_TMP235 = abs(_a0238);
_TMP31 = bvec4(_TMP235.x < 2.00000000E+00, _TMP235.y < 2.00000000E+00, _TMP235.z < 2.00000000E+00, _TMP235.w < 2.00000000E+00);
_a0244 = _b1.zwxy - _h5;
_TMP241 = abs(_a0244);
_TMP32 = bvec4(_TMP241.x < 2.00000000E+00, _TMP241.y < 2.00000000E+00, _TMP241.z < 2.00000000E+00, _TMP241.w < 2.00000000E+00);
_a0250 = _b1.zwxy - _c3.zwxy;
_TMP247 = abs(_a0250);
_TMP33 = bvec4(_TMP247.x < 2.00000000E+00, _TMP247.y < 2.00000000E+00, _TMP247.z < 2.00000000E+00, _TMP247.w < 2.00000000E+00);
_a0256 = _b1.wxyz - _b1;
_TMP253 = abs(_a0256);
_TMP34 = bvec4(_TMP253.x < 1.50000000E+01, _TMP253.y < 1.50000000E+01, _TMP253.z < 1.50000000E+01, _TMP253.w < 1.50000000E+01);
_a0262 = _b1.zwxy - _b1.yzwx;
_TMP259 = abs(_a0262);
_TMP35 = bvec4(_TMP259.x < 1.50000000E+01, _TMP259.y < 1.50000000E+01, _TMP259.z < 1.50000000E+01, _TMP259.w < 1.50000000E+01);
_a0268 = _e1 - _c3.wxyz;
_TMP265 = abs(_a0268);
_TMP36 = bvec4(_TMP265.x < 1.50000000E+01, _TMP265.y < 1.50000000E+01, _TMP265.z < 1.50000000E+01, _TMP265.w < 1.50000000E+01);
_a0274 = _b1.wxyz - _i4;
_TMP271 = abs(_a0274);
_TMP37 = bvec4(_TMP271.x < 1.50000000E+01, _TMP271.y < 1.50000000E+01, _TMP271.z < 1.50000000E+01, _TMP271.w < 1.50000000E+01);
_a0280 = _b1.zwxy - _i5;
_TMP277 = abs(_a0280);
_TMP38 = bvec4(_TMP277.x < 1.50000000E+01, _TMP277.y < 1.50000000E+01, _TMP277.z < 1.50000000E+01, _TMP277.w < 1.50000000E+01);
_a0286 = _e1 - _c3.zwxy;
_TMP283 = abs(_a0286);
_TMP39 = bvec4(_TMP283.x < 1.50000000E+01, _TMP283.y < 1.50000000E+01, _TMP283.z < 1.50000000E+01, _TMP283.w < 1.50000000E+01);
_a0292 = _e1 - _c3;
_TMP289 = abs(_a0292);
_TMP40 = bvec4(_TMP289.x < 1.50000000E+01, _TMP289.y < 1.50000000E+01, _TMP289.z < 1.50000000E+01, _TMP289.w < 1.50000000E+01);
_interp_restriction_lv1 = bvec4(_e1.x != _b1.w && _e1.x != _b1.z && (_TMP27.x || _TMP28.x || !_TMP29.x) && (_TMP30.x || _TMP31.x || _TMP32.x || _TMP33.x) && (!_TMP34.x && !_TMP35.x || _TMP36.x && !_TMP37.x && !_TMP38.x || _TMP39.x || _TMP40.x), _e1.y != _b1.x && _e1.y != _b1.w && (_TMP27.y || _TMP28.y || !_TMP29.y) && (_TMP30.y || _TMP31.y || _TMP32.y || _TMP33.y) && (!_TMP34.y && !_TMP35.y || _TMP36.y && !_TMP37.y && !_TMP38.y || _TMP39.y || _TMP40.y), _e1.z != _b1.y && _e1.z != _b1.x && (_TMP27.z || _TMP28.z || !_TMP29.z) && (_TMP30.z || _TMP31.z || _TMP32.z || _TMP33.z) && (!_TMP34.z && !_TMP35.z || _TMP36.z && !_TMP37.z && !_TMP38.z || _TMP39.z || _TMP40.z), _e1.w != _b1.z && _e1.w != _b1.y && (_TMP27.w || _TMP28.w || !_TMP29.w) && (_TMP30.w || _TMP31.w || _TMP32.w || _TMP33.w) && (!_TMP34.w && !_TMP35.w || _TMP36.w && !_TMP37.w && !_TMP38.w || _TMP39.w || _TMP40.w));
_interp_restriction_lv2_left = bvec4(_e1.x != _c3.z && _b1.y != _c3.z, _e1.y != _c3.w && _b1.z != _c3.w, _e1.z != _c3.x && _b1.w != _c3.x, _e1.w != _c3.y && _b1.x != _c3.y);
_interp_restriction_lv2_up = bvec4(_e1.x != _c3.x && _b1.x != _c3.x, _e1.y != _c3.y && _b1.y != _c3.y, _e1.z != _c3.z && _b1.z != _c3.z, _e1.w != _c3.w && _b1.w != _c3.w);
_x0296 = (_fx - vec4( 1.10000002E+00, 9.99999940E-02, -8.99999976E-01, 9.99999940E-02))/vec4( 7.99999952E-01, 7.99999952E-01, 7.99999952E-01, 7.99999952E-01);
_TMP92 = min(vec4( 1.00000000E+00, 1.00000000E+00, 1.00000000E+00, 1.00000000E+00), _x0296);
_TMP297 = max(vec4( 0.00000000E+00, 0.00000000E+00, 0.00000000E+00, 0.00000000E+00), _TMP92);
_fx45 = _TMP297*_TMP297*(3.00000000E+00 - 2.00000000E+00*_TMP297);
_x0306 = (_fx_left - vec4( 6.00000024E-01, 6.00000024E-01, -8.99999976E-01, -4.00000006E-01))/vec4( 7.99999952E-01, 7.99999952E-01, 7.99999952E-01, 8.00000012E-01);
_TMP92 = min(vec4( 1.00000000E+00, 1.00000000E+00, 1.00000000E+00, 1.00000000E+00), _x0306);
_TMP307 = max(vec4( 0.00000000E+00, 0.00000000E+00, 0.00000000E+00, 0.00000000E+00), _TMP92);
_fx30 = _TMP307*_TMP307*(3.00000000E+00 - 2.00000000E+00*_TMP307);
_x0316 = (_fx_up - vec4( 1.60000002E+00, -4.00000006E-01, -1.39999998E+00, 9.99999940E-02))/vec4( 8.00000072E-01, 8.00000012E-01, 7.99999952E-01, 7.99999952E-01);
_TMP92 = min(vec4( 1.00000000E+00, 1.00000000E+00, 1.00000000E+00, 1.00000000E+00), _x0316);
_TMP317 = max(vec4( 0.00000000E+00, 0.00000000E+00, 0.00000000E+00, 0.00000000E+00), _TMP92);
_fx60 = _TMP317*_TMP317*(3.00000000E+00 - 2.00000000E+00*_TMP317);
_a0328 = _e1 - _c3;
_TMP325 = abs(_a0328);
_a0332 = _e1 - _c3.zwxy;
_TMP329 = abs(_a0332);
_a0336 = _c3.wxyz - _h5;
_TMP333 = abs(_a0336);
_a0340 = _c3.wxyz - _h5.yzwx;
_TMP337 = abs(_a0340);
_a0344 = _b1.zwxy - _b1.wxyz;
_TMP341 = abs(_a0344);
_TMP41 = _TMP325 + _TMP329 + _TMP333 + _TMP337 + 4.00000000E+00*_TMP341;
_a0350 = _b1.zwxy - _b1.yzwx;
_TMP347 = abs(_a0350);
_a0354 = _b1.zwxy - _i5;
_TMP351 = abs(_a0354);
_a0358 = _b1.wxyz - _i4;
_TMP355 = abs(_a0358);
_a0362 = _b1.wxyz - _b1;
_TMP359 = abs(_a0362);
_a0366 = _e1 - _c3.wxyz;
_TMP363 = abs(_a0366);
_TMP42 = _TMP347 + _TMP351 + _TMP355 + _TMP359 + 4.00000000E+00*_TMP363;
_edr = bvec4((_TMP41 + 3.50000000E+00).x < _TMP42.x && _interp_restriction_lv1.x, (_TMP41 + 3.50000000E+00).y < _TMP42.y && _interp_restriction_lv1.y, (_TMP41 + 3.50000000E+00).z < _TMP42.z && _interp_restriction_lv1.z, (_TMP41 + 3.50000000E+00).w < _TMP42.w && _interp_restriction_lv1.w);
_a0370 = _b1.wxyz - _c3.zwxy;
_TMP367 = abs(_a0370);
_a0374 = _b1.zwxy - _c3;
_TMP371 = abs(_a0374);
_edr_left = bvec4((2.00000000E+00*_TMP367).x <= _TMP371.x && _interp_restriction_lv2_left.x, (2.00000000E+00*_TMP367).y <= _TMP371.y && _interp_restriction_lv2_left.y, (2.00000000E+00*_TMP367).z <= _TMP371.z && _interp_restriction_lv2_left.z, (2.00000000E+00*_TMP367).w <= _TMP371.w && _interp_restriction_lv2_left.w);
_a0378 = _b1.wxyz - _c3.zwxy;
_TMP375 = abs(_a0378);
_a0382 = _b1.zwxy - _c3;
_TMP379 = abs(_a0382);
_edr_up = bvec4(_TMP375.x >= (2.00000000E+00*_TMP379).x && _interp_restriction_lv2_up.x, _TMP375.y >= (2.00000000E+00*_TMP379).y && _interp_restriction_lv2_up.y, _TMP375.z >= (2.00000000E+00*_TMP379).z && _interp_restriction_lv2_up.z, _TMP375.w >= (2.00000000E+00*_TMP379).w && _interp_restriction_lv2_up.w);
_nc45 = bvec4(_edr.x && bool(_fx45.x), _edr.y && bool(_fx45.y), _edr.z && bool(_fx45.z), _edr.w && bool(_fx45.w));
_nc30 = bvec4(_edr.x && _edr_left.x && bool(_fx30.x), _edr.y && _edr_left.y && bool(_fx30.y), _edr.z && _edr_left.z && bool(_fx30.z), _edr.w && _edr_left.w && bool(_fx30.w));
_nc60 = bvec4(_edr.x && _edr_up.x && bool(_fx60.x), _edr.y && _edr_up.y && bool(_fx60.y), _edr.z && _edr_up.z && bool(_fx60.z), _edr.w && _edr_up.w && bool(_fx60.w));
_a0386 = _e1 - _b1.wxyz;
_TMP383 = abs(_a0386);
_a0390 = _e1 - _b1.zwxy;
_TMP387 = abs(_a0390);
_px = bvec4(_TMP383.x <= _TMP387.x, _TMP383.y <= _TMP387.y, _TMP383.z <= _TMP387.z, _TMP383.w <= _TMP387.w);
_n1 = vec3(float(_B11.x), float(_B11.y), float(_B11.z));
_n2 = vec3(float(_B3.x), float(_B3.y), float(_B3.z));
_s = vec3(float(_E.x), float(_E.y), float(_E.z));
_n3 = vec3(float(_H.x), float(_H.y), float(_H.z));
_n4 = vec3(float(_H5.x), float(_H5.y), float(_H5.z));
_aa = _n2 - _n1;
_bb = _s - _n2;
_cc = _n3 - _s;
_dd = _n4 - _n3;
_t = (7.00000000E+00*(_bb + _cc) - 3.00000000E+00*(_aa + _dd))/1.60000000E+01;
_m = vec3(_s.x < 5.00000000E-01 ? (2.00000000E+00*_s).x : (2.00000000E+00*(1.00000000E+00 - _s)).x, _s.y < 5.00000000E-01 ? (2.00000000E+00*_s).y : (2.00000000E+00*(1.00000000E+00 - _s)).y, _s.z < 5.00000000E-01 ? (2.00000000E+00*_s).z : (2.00000000E+00*(1.00000000E+00 - _s)).z);
_TMP49 = abs(_bb);
_b0394 = 6.49999976E-01*_TMP49;
_m = min(_m, _b0394);
_TMP50 = abs(_cc);
_b0398 = 6.49999976E-01*_TMP50;
_m = min(_m, _b0398);
_a0400 = -_m;
_TMP81 = min(_m, _t);
_TMP399 = max(_a0400, _TMP81);
_s1 = (2.00000000E+00*_fp.y - 1.00000000E+00)*_TMP399 + _s;
_n1 = vec3(float(_D0.x), float(_D0.y), float(_D0.z));
_n2 = vec3(float(_D.x), float(_D.y), float(_D.z));
_n3 = vec3(float(_F.x), float(_F.y), float(_F.z));
_n4 = vec3(float(_F4.x), float(_F4.y), float(_F4.z));
_aa = _n2 - _n1;
_bb = _s1 - _n2;
_cc = _n3 - _s1;
_dd = _n4 - _n3;
_t = (7.00000000E+00*(_bb + _cc) - 3.00000000E+00*(_aa + _dd))/1.60000000E+01;
_m = vec3(_s1.x < 5.00000000E-01 ? (2.00000000E+00*_s1).x : (2.00000000E+00*(1.00000000E+00 - _s1)).x, _s1.y < 5.00000000E-01 ? (2.00000000E+00*_s1).y : (2.00000000E+00*(1.00000000E+00 - _s1)).y, _s1.z < 5.00000000E-01 ? (2.00000000E+00*_s1).z : (2.00000000E+00*(1.00000000E+00 - _s1)).z);
_TMP51 = abs(_bb);
_b0408 = 6.49999976E-01*_TMP51;
_m = min(_m, _b0408);
_TMP52 = abs(_cc);
_b0412 = 6.49999976E-01*_TMP52;
_m = min(_m, _b0412);
_a0414 = -_m;
_TMP81 = min(_m, _t);
_TMP413 = max(_a0414, _TMP81);
_s0 = (2.00000000E+00*_fp.x - 1.00000000E+00)*_TMP413 + _s1;
_nc = bvec4(_nc30.x || _nc60.x || _nc45.x, _nc30.y || _nc60.y || _nc45.y, _nc30.z || _nc60.z || _nc45.z, _nc30.w || _nc60.w || _nc45.w);
_blend2 = 0.00000000E+00;
_blend1 = 0.00000000E+00;
_a0420 = vec4(float(_nc45.x), float(_nc45.y), float(_nc45.z), float(_nc45.w));
_TMP54 = dot(_a0420, _fx45);
_a0422 = vec4(float(_nc30.x), float(_nc30.y), float(_nc30.z), float(_nc30.w));
_TMP55 = dot(_a0422, _fx30);
_a0424 = vec4(float(_nc60.x), float(_nc60.y), float(_nc60.z), float(_nc60.w));
_TMP56 = dot(_a0424, _fx60);
_TMP57 = max(vec4(_TMP55, _TMP55, _TMP55, _TMP55), vec4(_TMP56, _TMP56, _TMP56, _TMP56));
_maximo = max(_TMP57, vec4(_TMP54, _TMP54, _TMP54, _TMP54));
if (_nc.x) {
if (_px.x) {
_TMP58 = _F;
} else {
_TMP58 = _H;
}
_pix1 = _TMP58;
_blend1 = _maximo.x;
} else {
if (_nc.y) {
if (_px.y) {
_TMP59 = _B3;
} else {
_TMP59 = _F;
}
_pix1 = _TMP59;
_blend1 = _maximo.y;
} else {
if (_nc.z) {
if (_px.z) {
_TMP60 = _D;
} else {
_TMP60 = _B3;
}
_pix1 = _TMP60;
_blend1 = _maximo.z;
} else {
if (_nc.w) {
if (_px.w) {
_TMP61 = _H;
} else {
_TMP61 = _D;
}
_pix1 = _TMP61;
_blend1 = _maximo.w;
}
}
}
}
if (_nc.w) {
if (_px.w) {
_TMP62 = _H;
} else {
_TMP62 = _D;
}
_pix2 = _TMP62;
_blend2 = _maximo.w;
} else {
if (_nc.z) {
if (_px.z) {
_TMP63 = _D;
} else {
_TMP63 = _B3;
}
_pix2 = _TMP63;
_blend2 = _maximo.z;
} else {
if (_nc.y) {
if (_px.y) {
_TMP64 = _B3;
} else {
_TMP64 = _F;
}
_pix2 = _TMP64;
_blend2 = _maximo.y;
} else {
if (_nc.x) {
if (_px.x) {
_TMP65 = _F;
} else {
_TMP65 = _H;
}
_pix2 = _TMP65;
_blend2 = _maximo.x;
}
}
}
}
_b0430 = vec3(float(_pix1.x), float(_pix1.y), float(_pix1.z));
_TMP66 = _s0 + _blend1*(_b0430 - _s0);
_res1 = vec3(float(_TMP66.x), float(_TMP66.y), float(_TMP66.z));
_b0432 = vec3(float(_pix2.x), float(_pix2.y), float(_pix2.z));
_TMP67 = _s0 + _blend2*(_b0432 - _s0);
_res2 = vec3(float(_TMP67.x), float(_TMP67.y), float(_TMP67.z));
_a0436 = _E - _res1;
_TMP90 = abs(vec3(float(_a0436.x), float(_a0436.y), float(_a0436.z)));
_df0434 = vec3(float(_TMP90.x), float(_TMP90.y), float(_TMP90.z));
_TMP68 = _df0434.x + _df0434.y + _df0434.z;
_a0440 = _E - _res2;
_TMP90 = abs(vec3(float(_a0440.x), float(_a0440.y), float(_a0440.z)));
_df0438 = vec3(float(_TMP90.x), float(_TMP90.y), float(_TMP90.z));
_TMP69 = _df0438.x + _df0438.y + _df0438.z;
_TMP70 = float((_TMP69 >= _TMP68));
_res = _res1 + _TMP70*(_res2 - _res1);
_TMP91 = pow(float(_res.x), 2.40039062E+00);
_TMP82 = float(_TMP91);
_TMP91 = pow(float(_res.y), 2.40039062E+00);
_TMP83 = float(_TMP91);
_TMP91 = pow(float(_res.z), 2.40039062E+00);
_TMP84 = float(_TMP91);
_TMP71 = vec3(_TMP82, _TMP83, _TMP84);
_color = vec3(float(_TMP71.x), float(_TMP71.y), float(_TMP71.z));
_ddy = _fp.y - 5.00000000E-01;
_v_weight_00 = _ddy/5.79999983E-01;
if (_v_weight_00 > 1.00000000E+00) {
_v_weight_00 = 1.00000000E+00;
}
_v_weight_00 = 1.00000000E+00 - _v_weight_00*_v_weight_00;
_v_weight_00 = _v_weight_00*_v_weight_00;
_color = _color*vec3(_v_weight_00, _v_weight_00, _v_weight_00);
if (_ddy > 0.00000000E+00) {
_coords10 = vec3(float(_H.x), float(_H.y), float(_H.z));
_ddy = 1.00000000E+00 - _ddy;
} else {
_coords10 = vec3(float(_B3.x), float(_B3.y), float(_B3.z));
_ddy = 1.00000000E+00 + _ddy;
}
_TMP85 = pow(_coords10.x, 2.40000010E+00);
_TMP86 = pow(_coords10.y, 2.40000010E+00);
_TMP87 = pow(_coords10.z, 2.40000010E+00);
_colorNB = vec3(_TMP85, _TMP86, _TMP87);
_v_weight_10 = _ddy/5.79999983E-01;
if (_v_weight_10 > 1.00000000E+00) {
_v_weight_10 = 1.00000000E+00;
}
_v_weight_10 = 1.00000000E+00 - _v_weight_10*_v_weight_10;
_v_weight_10 = _v_weight_10*_v_weight_10;
_color = _color + _colorNB*vec3(_v_weight_10, _v_weight_10, _v_weight_10);
_color = _color*vec3( 1.45000005E+00, 1.45000005E+00, 1.45000005E+00);
_TMP85 = pow(_color.x, 4.54545438E-01);
_TMP86 = pow(_color.y, 4.54545438E-01);
_TMP87 = pow(_color.z, 4.54545438E-01);
_TMP72 = vec3(_TMP85, _TMP86, _TMP87);
_TMP88 = min(vec3( 1.00000000E+00, 1.00000000E+00, 1.00000000E+00), _TMP72);
_TMP469 = max(vec3( 0.00000000E+00, 0.00000000E+00, 0.00000000E+00), _TMP88);
_ret_0 = vec4(_TMP469.x, _TMP469.y, _TMP469.z, 1.00000000E+00);
gl_FragColor = _ret_0;
return;
}
#endif

View File

@ -0,0 +1,285 @@
// GLSL shader autogenerated by cg2glsl.py.
#if defined(VERTEX)
varying vec4 VARt7;
varying vec4 VARt6;
varying vec4 VARt5;
varying vec4 VARt4;
varying vec4 VARt3;
varying vec4 VARt2;
varying vec4 VARt1;
varying vec2 _texCoord1;
varying vec4 _color1;
varying vec4 _position1;
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 out_vertex {
vec4 _position1;
vec4 _color1;
vec2 _texCoord1;
vec4 VARt1;
vec4 VARt2;
vec4 VARt3;
vec4 VARt4;
vec4 VARt5;
vec4 VARt6;
vec4 VARt7;
};
out_vertex _ret_0;
float _TMP1;
uniform mat4 MVPMatrix;
input_dummy _IN1;
vec4 _r0005;
vec4 _v0005;
attribute vec4 VertexCoord;
attribute vec4 COLOR;
attribute vec4 TexCoord;
varying vec4 COL0;
varying vec4 TEX0;
mat4 transpose_(mat4 matrix)
{
mat4 ret;
for (int i = 0; i < 4; i++)
for (int j = 0; j < 4; j++)
ret[i][j] = matrix[j][i];
return ret;
}
uniform int FrameDirection;
uniform int FrameCount;
#ifdef GL_ES
uniform mediump vec2 OutputSize;
uniform mediump vec2 TextureSize;
uniform mediump vec2 InputSize;
#else
uniform vec2 OutputSize;
uniform vec2 TextureSize;
uniform vec2 InputSize;
#endif
void main()
{
mat4 MVPMatrix_ = transpose_(MVPMatrix);
out_vertex _OUT;
vec2 _ps;
_v0005 = vec4(float(VertexCoord.x), float(VertexCoord.y), float(VertexCoord.z), float(VertexCoord.w));
_TMP1 = dot(vec4(float(MVPMatrix_[0].x), float(MVPMatrix_[0].y), float(MVPMatrix_[0].z), float(MVPMatrix_[0].w)), vec4(float(_v0005.x), float(_v0005.y), float(_v0005.z), float(_v0005.w)));
_r0005.x = float(_TMP1);
_TMP1 = dot(vec4(float(MVPMatrix_[1].x), float(MVPMatrix_[1].y), float(MVPMatrix_[1].z), float(MVPMatrix_[1].w)), vec4(float(_v0005.x), float(_v0005.y), float(_v0005.z), float(_v0005.w)));
_r0005.y = float(_TMP1);
_TMP1 = dot(vec4(float(MVPMatrix_[2].x), float(MVPMatrix_[2].y), float(MVPMatrix_[2].z), float(MVPMatrix_[2].w)), vec4(float(_v0005.x), float(_v0005.y), float(_v0005.z), float(_v0005.w)));
_r0005.z = float(_TMP1);
_TMP1 = dot(vec4(float(MVPMatrix_[3].x), float(MVPMatrix_[3].y), float(MVPMatrix_[3].z), float(MVPMatrix_[3].w)), vec4(float(_v0005.x), float(_v0005.y), float(_v0005.z), float(_v0005.w)));
_r0005.w = float(_TMP1);
_OUT._position1 = vec4(float(_r0005.x), float(_r0005.y), float(_r0005.z), float(_r0005.w));
_ps = vec2(float((1.00000000E+00/TextureSize.x)), float((1.00000000E+00/TextureSize.y)));
_OUT.VARt1 = TexCoord.xxxy + vec4(float(-_ps.x), 0.00000000E+00, float(_ps.x), float((-2.00000000E+00*_ps.y)));
_OUT.VARt2 = TexCoord.xxxy + vec4(float(-_ps.x), 0.00000000E+00, float(_ps.x), float(-_ps.y));
_OUT.VARt3 = TexCoord.xxxy + vec4(float(-_ps.x), 0.00000000E+00, float(_ps.x), 0.00000000E+00);
_OUT.VARt4 = TexCoord.xxxy + vec4(float(-_ps.x), 0.00000000E+00, float(_ps.x), float(_ps.y));
_OUT.VARt5 = TexCoord.xxxy + vec4(float(-_ps.x), 0.00000000E+00, float(_ps.x), float((2.00000000E+00*_ps.y)));
_OUT.VARt6 = TexCoord.xyyy + vec4(float((-2.00000000E+00*_ps.x)), float(-_ps.y), 0.00000000E+00, float(_ps.y));
_OUT.VARt7 = TexCoord.xyyy + vec4(float((2.00000000E+00*_ps.x)), float(-_ps.y), 0.00000000E+00, float(_ps.y));
_ret_0._position1 = _OUT._position1;
_ret_0._color1 = COLOR;
_ret_0._texCoord1 = TexCoord.xy;
VARt1 = _OUT.VARt1;
VARt2 = _OUT.VARt2;
VARt3 = _OUT.VARt3;
VARt4 = _OUT.VARt4;
VARt5 = _OUT.VARt5;
VARt6 = _OUT.VARt6;
VARt7 = _OUT.VARt7;
gl_Position = _OUT._position1;
COL0 = COLOR;
TEX0.xy = TexCoord.xy;
return;
COL0 = _ret_0._color1;
TEX0.xy = _ret_0._texCoord1;
}
#elif defined(FRAGMENT)
#ifdef GL_ES
precision mediump float;
#endif
varying vec4 VARt7;
varying vec4 VARt6;
varying vec4 _t5;
varying vec4 VARt4;
varying vec4 VARt3;
varying vec4 VARt2;
varying vec4 _t1;
varying vec2 _texCoord;
varying vec4 _color1;
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 out_vertex {
vec4 _color1;
vec2 _texCoord;
vec4 _t1;
vec4 VARt2;
vec4 VARt3;
vec4 VARt4;
vec4 _t5;
vec4 VARt6;
vec4 VARt7;
};
vec4 _ret_0;
vec3 _TMP11;
vec3 _TMP17;
float _TMP16;
float _TMP15;
float _TMP14;
vec3 _TMP13;
vec3 _TMP10;
vec3 _TMP9;
vec4 _TMP8;
vec4 _TMP7;
vec4 _TMP5;
vec4 _TMP4;
vec4 _TMP3;
vec4 _TMP2;
vec4 _TMP1;
out_vertex _VAR1;
uniform sampler2D Texture;
input_dummy _IN1;
vec2 _x0023;
vec3 _b0045;
vec3 _b0049;
vec3 _TMP50;
vec3 _a0051;
vec3 _TMP80;
varying vec4 TEX0;
uniform int FrameDirection;
uniform int FrameCount;
#ifdef GL_ES
uniform mediump vec2 OutputSize;
uniform mediump vec2 TextureSize;
uniform mediump vec2 InputSize;
#else
uniform vec2 OutputSize;
uniform vec2 TextureSize;
uniform vec2 InputSize;
#endif
void main()
{
vec2 _fp;
vec3 _B;
vec3 _D;
vec3 _E;
vec3 _F;
vec3 _H;
vec3 _D0;
vec3 _F4;
vec3 _n1;
vec3 _n2;
vec3 _n3;
vec3 _n4;
vec3 _s;
vec3 _aa;
vec3 _bb;
vec3 _cc;
vec3 _dd;
vec3 _t;
vec3 _m;
vec3 _res;
vec3 _color;
float _ddy;
float _v_weight_00;
vec3 _coords10;
vec3 _colorNB;
float _v_weight_10;
_x0023 = TEX0.xy*TextureSize;
_fp = fract(_x0023);
_TMP1 = texture2D(Texture, VARt2.yw);
_B = vec3(float(_TMP1.x), float(_TMP1.y), float(_TMP1.z));
_TMP2 = texture2D(Texture, VARt3.xw);
_D = vec3(float(_TMP2.x), float(_TMP2.y), float(_TMP2.z));
_TMP3 = texture2D(Texture, VARt3.yw);
_E = vec3(float(_TMP3.x), float(_TMP3.y), float(_TMP3.z));
_TMP4 = texture2D(Texture, VARt3.zw);
_F = vec3(float(_TMP4.x), float(_TMP4.y), float(_TMP4.z));
_TMP5 = texture2D(Texture, VARt4.yw);
_H = vec3(float(_TMP5.x), float(_TMP5.y), float(_TMP5.z));
_TMP7 = texture2D(Texture, VARt6.xz);
_D0 = vec3(float(_TMP7.x), float(_TMP7.y), float(_TMP7.z));
_TMP8 = texture2D(Texture, VARt7.xz);
_F4 = vec3(float(_TMP8.x), float(_TMP8.y), float(_TMP8.z));
_n1 = vec3(float(_D0.x), float(_D0.y), float(_D0.z));
_n2 = vec3(float(_D.x), float(_D.y), float(_D.z));
_s = vec3(float(_E.x), float(_E.y), float(_E.z));
_n3 = vec3(float(_F.x), float(_F.y), float(_F.z));
_n4 = vec3(float(_F4.x), float(_F4.y), float(_F4.z));
_aa = _n2 - _n1;
_bb = _s - _n2;
_cc = _n3 - _s;
_dd = _n4 - _n3;
_t = (7.00000000E+00*(_bb + _cc) - 3.00000000E+00*(_aa + _dd))/1.60000000E+01;
_m = vec3(_s.x < 5.00000000E-01 ? (2.00000000E+00*_s).x : (2.00000000E+00*(1.00000000E+00 - _s)).x, _s.y < 5.00000000E-01 ? (2.00000000E+00*_s).y : (2.00000000E+00*(1.00000000E+00 - _s)).y, _s.z < 5.00000000E-01 ? (2.00000000E+00*_s).z : (2.00000000E+00*(1.00000000E+00 - _s)).z);
_TMP9 = abs(_bb);
_b0045 = 2.00000000E+00*_TMP9 + 9.99999978E-03;
_m = min(_m, _b0045);
_TMP10 = abs(_cc);
_b0049 = 2.00000000E+00*_TMP10 + 9.99999978E-03;
_m = min(_m, _b0049);
_a0051 = -_m;
_TMP13 = min(_m, _t);
_TMP50 = max(_a0051, _TMP13);
_res = (2.00000000E+00*_fp.x - 1.00000000E+00)*_TMP50 + _s;
_TMP14 = pow(_res.x, 2.40000010E+00);
_TMP15 = pow(_res.y, 2.40000010E+00);
_TMP16 = pow(_res.z, 2.40000010E+00);
_color = vec3(_TMP14, _TMP15, _TMP16);
_ddy = _fp.y - 5.00000000E-01;
_v_weight_00 = _ddy/6.00000024E-01;
if (_v_weight_00 > 1.00000000E+00) {
_v_weight_00 = 1.00000000E+00;
}
_v_weight_00 = 1.00000000E+00 - _v_weight_00*_v_weight_00;
_v_weight_00 = _v_weight_00*_v_weight_00;
_color = _color*vec3(_v_weight_00, _v_weight_00, _v_weight_00);
if (_ddy > 0.00000000E+00) {
_coords10 = vec3(float(_H.x), float(_H.y), float(_H.z));
_ddy = 1.00000000E+00 - _ddy;
} else {
_coords10 = vec3(float(_B.x), float(_B.y), float(_B.z));
_ddy = 1.00000000E+00 + _ddy;
}
_TMP14 = pow(_coords10.x, 2.40000010E+00);
_TMP15 = pow(_coords10.y, 2.40000010E+00);
_TMP16 = pow(_coords10.z, 2.40000010E+00);
_colorNB = vec3(_TMP14, _TMP15, _TMP16);
_v_weight_10 = _ddy/6.00000024E-01;
if (_v_weight_10 > 1.00000000E+00) {
_v_weight_10 = 1.00000000E+00;
}
_v_weight_10 = 1.00000000E+00 - _v_weight_10*_v_weight_10;
_v_weight_10 = _v_weight_10*_v_weight_10;
_color = _color + _colorNB*vec3(_v_weight_10, _v_weight_10, _v_weight_10);
_color = _color*vec3( 1.39999998E+00, 1.39999998E+00, 1.39999998E+00);
_TMP14 = pow(_color.x, 4.54545438E-01);
_TMP15 = pow(_color.y, 4.54545438E-01);
_TMP16 = pow(_color.z, 4.54545438E-01);
_TMP11 = vec3(_TMP14, _TMP15, _TMP16);
_TMP17 = min(vec3( 1.00000000E+00, 1.00000000E+00, 1.00000000E+00), _TMP11);
_TMP80 = max(vec3( 0.00000000E+00, 0.00000000E+00, 0.00000000E+00), _TMP17);
_ret_0 = vec4(_TMP80.x, _TMP80.y, _TMP80.z, 1.00000000E+00);
gl_FragColor = _ret_0;
return;
}
#endif

View File

@ -0,0 +1,229 @@
// GLSL shader autogenerated by cg2glsl.py.
#if defined(VERTEX)
varying float _frame_rotation;
varying vec2 _oney;
varying vec2 _onex;
varying vec2 _texCoord;
struct tex_coords {
vec2 _texCoord;
vec2 _onex;
vec2 _oney;
};
struct input_dummy {
vec2 _video_size;
vec2 _texture_size;
vec2 _output_dummy_size;
float _frame_count;
float _frame_direction;
float _frame_rotation;
};
vec4 _oPosition1;
uniform mat4 MVPMatrix;
input_dummy _IN1;
vec4 _r0003;
attribute vec4 VertexCoord;
attribute vec4 COLOR;
varying vec4 COL0;
attribute vec4 TexCoord;
varying vec4 TEX1;
varying vec4 TEX2;
varying vec4 TEX3;
mat4 transpose_(mat4 matrix)
{
mat4 ret;
for (int i = 0; i < 4; i++)
for (int j = 0; j < 4; j++)
ret[i][j] = matrix[j][i];
return ret;
}
uniform int FrameDirection;
uniform int FrameCount;
#ifdef GL_ES
uniform mediump vec2 OutputSize;
uniform mediump vec2 TextureSize;
uniform mediump vec2 InputSize;
#else
uniform vec2 OutputSize;
uniform vec2 TextureSize;
uniform vec2 InputSize;
#endif
void main()
{
mat4 MVPMatrix_ = transpose_(MVPMatrix);
vec4 _oColor;
tex_coords _coords;
_r0003.x = dot(MVPMatrix_[0], VertexCoord);
_r0003.y = dot(MVPMatrix_[1], VertexCoord);
_r0003.z = dot(MVPMatrix_[2], VertexCoord);
_r0003.w = dot(MVPMatrix_[3], VertexCoord);
_oPosition1 = _r0003;
_oColor = COLOR;
_coords._texCoord = TexCoord.xy;
_coords._onex = vec2(1.00000000E+00/TextureSize.x, 0.00000000E+00);
_coords._oney = vec2(0.00000000E+00, 1.00000000E+00/TextureSize.y);
gl_Position = _r0003;
COL0 = COLOR;
TEX1.xy = TexCoord.xy;
TEX2.xy = _coords._onex;
TEX3.xy = _coords._oney;
}
#elif defined(FRAGMENT)
#ifdef GL_ES
precision mediump float;
#endif
varying float _frame_rotation;
varying vec2 _oney;
varying vec2 _onex;
varying vec2 _texCoord;
struct tex_coords {
vec2 _texCoord;
vec2 _onex;
vec2 _oney;
};
struct input_dummy {
vec2 _video_size;
vec2 _texture_size;
vec2 _output_dummy_size;
float _frame_count;
float _frame_direction;
float _frame_rotation;
};
vec4 _TMP5;
vec4 _TMP10;
float _TMP9;
float _TMP8;
float _TMP7;
float _TMP6;
vec4 _TMP4;
vec4 _TMP3;
vec4 _TMP2;
vec4 _TMP1;
vec2 _TMP0;
input_dummy _IN1;
uniform sampler2D Texture;
vec2 _c0028;
vec2 _c0040;
vec2 _c0052;
vec4 _TMP73;
varying vec4 TEX1;
varying vec4 TEX2;
varying vec4 TEX3;
uniform int FrameDirection;
uniform int FrameCount;
#ifdef GL_ES
uniform mediump vec2 OutputSize;
uniform mediump vec2 TextureSize;
uniform mediump vec2 InputSize;
#else
uniform vec2 OutputSize;
uniform vec2 TextureSize;
uniform vec2 InputSize;
#endif
void main()
{
vec2 _coords;
vec2 _pixel_center;
vec2 _texture_coords;
vec4 _color;
float _dx;
float _h_weight_00;
vec2 _coords01;
vec4 _colorNB;
float _h_weight_01;
float _dy;
float _v_weight_00;
vec2 _coords10;
float _v_weight_10;
_coords = TEX1.xy*TextureSize;
_TMP0 = floor(_coords);
_pixel_center = _TMP0 + vec2( 5.00000000E-01, 5.00000000E-01);
_texture_coords = _pixel_center/TextureSize;
_TMP1 = texture2D(Texture, _texture_coords);
_TMP6 = pow(_TMP1.x, 2.40000010E+00);
_TMP7 = pow(_TMP1.y, 2.40000010E+00);
_TMP8 = pow(_TMP1.z, 2.40000010E+00);
_TMP9 = pow(_TMP1.w, 2.40000010E+00);
_color = vec4(_TMP6, _TMP7, _TMP8, _TMP9);
_dx = _coords.x - _pixel_center.x;
_h_weight_00 = _dx/8.99999976E-01;
if (_h_weight_00 > 1.00000000E+00) {
_h_weight_00 = 1.00000000E+00;
}
_h_weight_00 = 1.00000000E+00 - _h_weight_00*_h_weight_00;
_h_weight_00 = _h_weight_00*_h_weight_00;
_color = _color*vec4(_h_weight_00, _h_weight_00, _h_weight_00, _h_weight_00);
if (_dx > 0.00000000E+00) {
_coords01 = TEX2.xy;
_dx = 1.00000000E+00 - _dx;
} else {
_coords01 = -TEX2.xy;
_dx = 1.00000000E+00 + _dx;
}
_c0028 = _texture_coords + _coords01;
_TMP2 = texture2D(Texture, _c0028);
_TMP6 = pow(_TMP2.x, 2.40000010E+00);
_TMP7 = pow(_TMP2.y, 2.40000010E+00);
_TMP8 = pow(_TMP2.z, 2.40000010E+00);
_TMP9 = pow(_TMP2.w, 2.40000010E+00);
_colorNB = vec4(_TMP6, _TMP7, _TMP8, _TMP9);
_h_weight_01 = _dx/8.99999976E-01;
if (_h_weight_01 > 1.00000000E+00) {
_h_weight_01 = 1.00000000E+00;
}
_h_weight_01 = 1.00000000E+00 - _h_weight_01*_h_weight_01;
_h_weight_01 = _h_weight_01*_h_weight_01;
_color = _color + _colorNB*vec4(_h_weight_01, _h_weight_01, _h_weight_01, _h_weight_01);
_dy = _coords.y - _pixel_center.y;
_v_weight_00 = _dy/6.49999976E-01;
if (_v_weight_00 > 1.00000000E+00) {
_v_weight_00 = 1.00000000E+00;
}
_v_weight_00 = 1.00000000E+00 - _v_weight_00*_v_weight_00;
_v_weight_00 = _v_weight_00*_v_weight_00;
_color = _color*vec4(_v_weight_00, _v_weight_00, _v_weight_00, _v_weight_00);
if (_dy > 0.00000000E+00) {
_coords10 = TEX3.xy;
_dy = 1.00000000E+00 - _dy;
} else {
_coords10 = -TEX3.xy;
_dy = 1.00000000E+00 + _dy;
}
_c0040 = _texture_coords + _coords10;
_TMP3 = texture2D(Texture, _c0040);
_TMP6 = pow(_TMP3.x, 2.40000010E+00);
_TMP7 = pow(_TMP3.y, 2.40000010E+00);
_TMP8 = pow(_TMP3.z, 2.40000010E+00);
_TMP9 = pow(_TMP3.w, 2.40000010E+00);
_colorNB = vec4(_TMP6, _TMP7, _TMP8, _TMP9);
_v_weight_10 = _dy/6.49999976E-01;
if (_v_weight_10 > 1.00000000E+00) {
_v_weight_10 = 1.00000000E+00;
}
_v_weight_10 = 1.00000000E+00 - _v_weight_10*_v_weight_10;
_v_weight_10 = _v_weight_10*_v_weight_10;
_color = _color + _colorNB*vec4(_v_weight_10*_h_weight_00, _v_weight_10*_h_weight_00, _v_weight_10*_h_weight_00, _v_weight_10*_h_weight_00);
_c0052 = _texture_coords + _coords01 + _coords10;
_TMP4 = texture2D(Texture, _c0052);
_TMP6 = pow(_TMP4.x, 2.40000010E+00);
_TMP7 = pow(_TMP4.y, 2.40000010E+00);
_TMP8 = pow(_TMP4.z, 2.40000010E+00);
_TMP9 = pow(_TMP4.w, 2.40000010E+00);
_colorNB = vec4(_TMP6, _TMP7, _TMP8, _TMP9);
_color = _color + _colorNB*vec4(_v_weight_10*_h_weight_01, _v_weight_10*_h_weight_01, _v_weight_10*_h_weight_01, _v_weight_10*_h_weight_01);
_color = _color*vec4( 1.45000005E+00, 1.45000005E+00, 1.45000005E+00, 1.45000005E+00);
_TMP6 = pow(_color.x, 4.54545438E-01);
_TMP7 = pow(_color.y, 4.54545438E-01);
_TMP8 = pow(_color.z, 4.54545438E-01);
_TMP9 = pow(_color.w, 4.54545438E-01);
_TMP5 = vec4(_TMP6, _TMP7, _TMP8, _TMP9);
_TMP10 = min(vec4( 1.00000000E+00, 1.00000000E+00, 1.00000000E+00, 1.00000000E+00), _TMP5);
_TMP73 = max(vec4( 0.00000000E+00, 0.00000000E+00, 0.00000000E+00, 0.00000000E+00), _TMP10);
gl_FragColor = _TMP73;
return;
}
#endif

View File

@ -0,0 +1,362 @@
// GLSL shader autogenerated by cg2glsl.py.
#if defined(VERTEX)
varying float _frame_rotation;
varying vec2 _one;
varying float _mod_factor;
varying vec2 _texCoord;
struct tex_coords {
vec2 _texCoord;
float _mod_factor;
vec2 _one;
};
struct input_dummy {
vec2 _video_size;
vec2 _texture_size;
vec2 _output_dummy_size;
float _frame_count;
float _frame_direction;
float _frame_rotation;
};
vec4 _oPosition1;
tex_coords _coords1;
uniform mat4 MVPMatrix;
input_dummy _IN1;
vec4 _r0003;
attribute vec4 VertexCoord;
attribute vec4 COLOR;
varying vec4 COL0;
attribute vec4 TexCoord;
varying vec4 TEX0;
varying vec4 TEX1;
varying vec4 TEX2;
mat4 transpose_(mat4 matrix)
{
mat4 ret;
for (int i = 0; i < 4; i++)
for (int j = 0; j < 4; j++)
ret[i][j] = matrix[j][i];
return ret;
}
uniform int FrameDirection;
uniform int FrameCount;
#ifdef GL_ES
uniform mediump vec2 OutputSize;
uniform mediump vec2 TextureSize;
uniform mediump vec2 InputSize;
#else
uniform vec2 OutputSize;
uniform vec2 TextureSize;
uniform vec2 InputSize;
#endif
void main()
{
mat4 MVPMatrix_ = transpose_(MVPMatrix);
vec4 _oColor;
_r0003.x = dot(MVPMatrix_[0], VertexCoord);
_r0003.y = dot(MVPMatrix_[1], VertexCoord);
_r0003.z = dot(MVPMatrix_[2], VertexCoord);
_r0003.w = dot(MVPMatrix_[3], VertexCoord);
_oPosition1 = _r0003;
_oColor = COLOR;
_coords1._texCoord = TexCoord.xy;
_coords1._mod_factor = (TexCoord.x*OutputSize.x*TextureSize.x)/InputSize.x;
_coords1._one = 1.00000000E+00/TextureSize;
gl_Position = _r0003;
COL0 = COLOR;
TEX0.xy = TexCoord.xy;
TEX1.x = _coords1._mod_factor;
TEX2.xy = _coords1._one;
}
#elif defined(FRAGMENT)
#ifdef GL_ES
precision mediump float;
#endif
varying float _frame_rotation;
varying vec2 _one;
varying float _mod_factor;
varying vec2 _texCoord;
struct tex_coords {
vec2 _texCoord;
float _mod_factor;
vec2 _one;
};
struct input_dummy {
vec2 _video_size;
vec2 _texture_size;
vec2 _output_dummy_size;
float _frame_count;
float _frame_direction;
float _frame_rotation;
};
vec4 _ret_0;
float _TMP45;
float _TMP44;
float _TMP43;
float _TMP24;
float _TMP42;
float _TMP41;
float _TMP40;
float _TMP39;
vec4 _TMP37;
float _TMP33;
float _TMP32;
float _TMP31;
float _TMP30;
vec4 _TMP36;
float _TMP49;
float _TMP48;
float _TMP47;
float _TMP46;
vec4 _TMP35;
vec4 _TMP34;
vec4 _TMP21;
vec4 _TMP19;
vec4 _TMP17;
vec4 _TMP15;
vec4 _TMP20;
vec4 _TMP18;
vec4 _TMP16;
vec4 _TMP14;
vec4 _TMP12;
vec4 _TMP10;
vec4 _TMP8;
vec4 _TMP6;
vec4 _TMP11;
vec4 _TMP9;
vec4 _TMP7;
vec4 _TMP5;
float _TMP4;
vec4 _TMP3;
vec4 _TMP2;
float _TMP29;
float _TMP28;
float _TMP27;
float _TMP26;
vec4 _TMP1;
vec2 _TMP0;
input_dummy _IN1;
uniform sampler2D Texture;
vec2 _coord0057;
vec4 _TMP66;
vec4 _x0081;
vec2 _c0093;
vec2 _c0117;
vec2 _c0129;
vec4 _r0141;
vec4 _TMP142;
vec2 _c0149;
vec2 _c0161;
vec2 _c0173;
vec2 _c0185;
vec4 _r0197;
vec4 _TMP198;
vec4 _wid0205;
vec4 _weights0205;
vec4 _x0217;
vec4 _a0227;
vec4 _TMP236;
vec4 _x0237;
vec4 _wid0249;
vec4 _weights0249;
float _distance0249;
vec4 _x0261;
vec4 _a0271;
vec4 _TMP280;
vec4 _x0281;
float _c0293;
float _a0295;
varying vec4 TEX0;
varying vec4 TEX1;
varying vec4 TEX2;
uniform int FrameDirection;
uniform int FrameCount;
#ifdef GL_ES
uniform mediump vec2 OutputSize;
uniform mediump vec2 TextureSize;
uniform mediump vec2 InputSize;
#else
uniform vec2 OutputSize;
uniform vec2 TextureSize;
uniform vec2 InputSize;
#endif
void main()
{
vec2 _xy;
vec2 _ratio_scale;
vec2 _uv_ratio;
vec4 _coeffs;
vec4 _weights1;
vec4 _weights2;
vec3 _mul_res;
vec3 _dotMaskWeights;
_coord0057 = TEX0.xy*(TextureSize.x/InputSize.x);
_xy = (_coord0057*InputSize.x)/TextureSize.x;
_ratio_scale = _xy*TextureSize - vec2( 5.00000000E-01, 5.00000000E-01);
_uv_ratio = fract(_ratio_scale);
_TMP0 = floor(_ratio_scale);
_xy = (_TMP0 + vec2( 5.00000000E-01, 5.00000000E-01))/TextureSize;
_coeffs = 3.14159274E+00*vec4(1.00000000E+00 + _uv_ratio.x, _uv_ratio.x, 1.00000000E+00 - _uv_ratio.x, 2.00000000E+00 - _uv_ratio.x);
_TMP1 = abs(_coeffs);
_TMP66 = max(_TMP1, vec4( 9.99999975E-06, 9.99999975E-06, 9.99999975E-06, 9.99999975E-06));
_TMP26 = sin(_TMP66.x);
_TMP27 = sin(_TMP66.y);
_TMP28 = sin(_TMP66.z);
_TMP29 = sin(_TMP66.w);
_TMP2 = vec4(_TMP26, _TMP27, _TMP28, _TMP29);
_x0081 = _TMP66/2.00000000E+00;
_TMP26 = sin(_x0081.x);
_TMP27 = sin(_x0081.y);
_TMP28 = sin(_x0081.z);
_TMP29 = sin(_x0081.w);
_TMP3 = vec4(_TMP26, _TMP27, _TMP28, _TMP29);
_coeffs = ((2.00000000E+00*_TMP2)*_TMP3)/(_TMP66*_TMP66);
_TMP4 = dot(_coeffs, vec4( 1.00000000E+00, 1.00000000E+00, 1.00000000E+00, 1.00000000E+00));
_coeffs = _coeffs/_TMP4;
_c0093 = _xy + vec2(-TEX2.x, 0.00000000E+00);
_TMP5 = texture2D(Texture, _c0093);
_TMP30 = pow(_TMP5.x, 2.40000010E+00);
_TMP31 = pow(_TMP5.y, 2.40000010E+00);
_TMP32 = pow(_TMP5.z, 2.40000010E+00);
_TMP33 = pow(_TMP5.w, 2.40000010E+00);
_TMP6 = vec4(_TMP30, _TMP31, _TMP32, _TMP33);
_TMP7 = texture2D(Texture, _xy);
_TMP30 = pow(_TMP7.x, 2.40000010E+00);
_TMP31 = pow(_TMP7.y, 2.40000010E+00);
_TMP32 = pow(_TMP7.z, 2.40000010E+00);
_TMP33 = pow(_TMP7.w, 2.40000010E+00);
_TMP8 = vec4(_TMP30, _TMP31, _TMP32, _TMP33);
_c0117 = _xy + vec2(TEX2.x, 0.00000000E+00);
_TMP9 = texture2D(Texture, _c0117);
_TMP30 = pow(_TMP9.x, 2.40000010E+00);
_TMP31 = pow(_TMP9.y, 2.40000010E+00);
_TMP32 = pow(_TMP9.z, 2.40000010E+00);
_TMP33 = pow(_TMP9.w, 2.40000010E+00);
_TMP10 = vec4(_TMP30, _TMP31, _TMP32, _TMP33);
_c0129 = _xy + vec2(2.00000000E+00*TEX2.x, 0.00000000E+00);
_TMP11 = texture2D(Texture, _c0129);
_TMP30 = pow(_TMP11.x, 2.40000010E+00);
_TMP31 = pow(_TMP11.y, 2.40000010E+00);
_TMP32 = pow(_TMP11.z, 2.40000010E+00);
_TMP33 = pow(_TMP11.w, 2.40000010E+00);
_TMP12 = vec4(_TMP30, _TMP31, _TMP32, _TMP33);
_r0141 = _coeffs.x*_TMP6;
_r0141 = _r0141 + _coeffs.y*_TMP8;
_r0141 = _r0141 + _coeffs.z*_TMP10;
_r0141 = _r0141 + _coeffs.w*_TMP12;
_TMP34 = min(vec4( 1.00000000E+00, 1.00000000E+00, 1.00000000E+00, 1.00000000E+00), _r0141);
_TMP142 = max(vec4( 0.00000000E+00, 0.00000000E+00, 0.00000000E+00, 0.00000000E+00), _TMP34);
_c0149 = _xy + vec2(-TEX2.x, TEX2.y);
_TMP14 = texture2D(Texture, _c0149);
_TMP30 = pow(_TMP14.x, 2.40000010E+00);
_TMP31 = pow(_TMP14.y, 2.40000010E+00);
_TMP32 = pow(_TMP14.z, 2.40000010E+00);
_TMP33 = pow(_TMP14.w, 2.40000010E+00);
_TMP15 = vec4(_TMP30, _TMP31, _TMP32, _TMP33);
_c0161 = _xy + vec2(0.00000000E+00, TEX2.y);
_TMP16 = texture2D(Texture, _c0161);
_TMP30 = pow(_TMP16.x, 2.40000010E+00);
_TMP31 = pow(_TMP16.y, 2.40000010E+00);
_TMP32 = pow(_TMP16.z, 2.40000010E+00);
_TMP33 = pow(_TMP16.w, 2.40000010E+00);
_TMP17 = vec4(_TMP30, _TMP31, _TMP32, _TMP33);
_c0173 = _xy + TEX2.xy;
_TMP18 = texture2D(Texture, _c0173);
_TMP30 = pow(_TMP18.x, 2.40000010E+00);
_TMP31 = pow(_TMP18.y, 2.40000010E+00);
_TMP32 = pow(_TMP18.z, 2.40000010E+00);
_TMP33 = pow(_TMP18.w, 2.40000010E+00);
_TMP19 = vec4(_TMP30, _TMP31, _TMP32, _TMP33);
_c0185 = _xy + vec2(2.00000000E+00*TEX2.x, TEX2.y);
_TMP20 = texture2D(Texture, _c0185);
_TMP30 = pow(_TMP20.x, 2.40000010E+00);
_TMP31 = pow(_TMP20.y, 2.40000010E+00);
_TMP32 = pow(_TMP20.z, 2.40000010E+00);
_TMP33 = pow(_TMP20.w, 2.40000010E+00);
_TMP21 = vec4(_TMP30, _TMP31, _TMP32, _TMP33);
_r0197 = _coeffs.x*_TMP15;
_r0197 = _r0197 + _coeffs.y*_TMP17;
_r0197 = _r0197 + _coeffs.z*_TMP19;
_r0197 = _r0197 + _coeffs.w*_TMP21;
_TMP34 = min(vec4( 1.00000000E+00, 1.00000000E+00, 1.00000000E+00, 1.00000000E+00), _r0197);
_TMP198 = max(vec4( 0.00000000E+00, 0.00000000E+00, 0.00000000E+00, 0.00000000E+00), _TMP34);
_TMP30 = pow(_TMP142.x, 4.00000000E+00);
_TMP31 = pow(_TMP142.y, 4.00000000E+00);
_TMP32 = pow(_TMP142.z, 4.00000000E+00);
_TMP33 = pow(_TMP142.w, 4.00000000E+00);
_TMP35 = vec4(_TMP30, _TMP31, _TMP32, _TMP33);
_wid0205 = 2.00000000E+00 + 2.00000000E+00*_TMP35;
_weights0205 = vec4(_uv_ratio.y/3.00000012E-01, _uv_ratio.y/3.00000012E-01, _uv_ratio.y/3.00000012E-01, _uv_ratio.y/3.00000012E-01);
_x0217 = 5.00000000E-01*_wid0205;
_TMP46 = inversesqrt(_x0217.x);
_TMP47 = inversesqrt(_x0217.y);
_TMP48 = inversesqrt(_x0217.z);
_TMP49 = inversesqrt(_x0217.w);
_TMP36 = vec4(_TMP46, _TMP47, _TMP48, _TMP49);
_a0227 = _weights0205*_TMP36;
_TMP30 = pow(_a0227.x, _wid0205.x);
_TMP31 = pow(_a0227.y, _wid0205.y);
_TMP32 = pow(_a0227.z, _wid0205.z);
_TMP33 = pow(_a0227.w, _wid0205.w);
_TMP37 = vec4(_TMP30, _TMP31, _TMP32, _TMP33);
_x0237 = -_TMP37;
_TMP30 = pow(2.71828198E+00, _x0237.x);
_TMP31 = pow(2.71828198E+00, _x0237.y);
_TMP32 = pow(2.71828198E+00, _x0237.z);
_TMP33 = pow(2.71828198E+00, _x0237.w);
_TMP236 = vec4(_TMP30, _TMP31, _TMP32, _TMP33);
_weights1 = (1.70000005E+00*_TMP236)/(6.00000024E-01 + 2.00000003E-01*_wid0205);
_distance0249 = 1.00000000E+00 - _uv_ratio.y;
_TMP30 = pow(_TMP198.x, 4.00000000E+00);
_TMP31 = pow(_TMP198.y, 4.00000000E+00);
_TMP32 = pow(_TMP198.z, 4.00000000E+00);
_TMP33 = pow(_TMP198.w, 4.00000000E+00);
_TMP35 = vec4(_TMP30, _TMP31, _TMP32, _TMP33);
_wid0249 = 2.00000000E+00 + 2.00000000E+00*_TMP35;
_weights0249 = vec4(_distance0249/3.00000012E-01, _distance0249/3.00000012E-01, _distance0249/3.00000012E-01, _distance0249/3.00000012E-01);
_x0261 = 5.00000000E-01*_wid0249;
_TMP46 = inversesqrt(_x0261.x);
_TMP47 = inversesqrt(_x0261.y);
_TMP48 = inversesqrt(_x0261.z);
_TMP49 = inversesqrt(_x0261.w);
_TMP36 = vec4(_TMP46, _TMP47, _TMP48, _TMP49);
_a0271 = _weights0249*_TMP36;
_TMP30 = pow(_a0271.x, _wid0249.x);
_TMP31 = pow(_a0271.y, _wid0249.y);
_TMP32 = pow(_a0271.z, _wid0249.z);
_TMP33 = pow(_a0271.w, _wid0249.w);
_TMP37 = vec4(_TMP30, _TMP31, _TMP32, _TMP33);
_x0281 = -_TMP37;
_TMP30 = pow(2.71828198E+00, _x0281.x);
_TMP31 = pow(2.71828198E+00, _x0281.y);
_TMP32 = pow(2.71828198E+00, _x0281.z);
_TMP33 = pow(2.71828198E+00, _x0281.w);
_TMP280 = vec4(_TMP30, _TMP31, _TMP32, _TMP33);
_weights2 = (1.70000005E+00*_TMP280)/(6.00000024E-01 + 2.00000003E-01*_wid0249);
_mul_res = (_TMP142*_weights1 + _TMP198*_weights2).xyz;
_a0295 = TEX1.x/2.00000000E+00;
_TMP39 = abs(_a0295);
_TMP40 = fract(_TMP39);
_TMP41 = abs(2.00000000E+00);
_c0293 = _TMP40*_TMP41;
if (TEX1.x < 0.00000000E+00) {
_TMP42 = -_c0293;
} else {
_TMP42 = _c0293;
}
_TMP24 = floor(_TMP42);
_dotMaskWeights = vec3( 1.00000000E+00, 6.99999988E-01, 1.00000000E+00) + _TMP24*vec3( -3.00000012E-01, 3.00000012E-01, -3.00000012E-01);
_mul_res = _mul_res*_dotMaskWeights;
_TMP43 = pow(_mul_res.x, 4.54545438E-01);
_TMP44 = pow(_mul_res.y, 4.54545438E-01);
_TMP45 = pow(_mul_res.z, 4.54545438E-01);
_mul_res = vec3(_TMP43, _TMP44, _TMP45);
_ret_0 = vec4(_mul_res.x, _mul_res.y, _mul_res.z, 1.00000000E+00);
gl_FragColor = _ret_0;
return;
}
#endif

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// GLSL shader autogenerated by cg2glsl.py.
#if defined(VERTEX)
vec4 _oPosition1;
uniform mat4 MVPMatrix;
vec4 _r0005;
attribute vec4 VertexCoord;
attribute vec4 TexCoord;
varying vec4 TEX0;
mat4 transpose_(mat4 matrix)
{
mat4 ret;
for (int i = 0; i < 4; i++)
for (int j = 0; j < 4; j++)
ret[i][j] = matrix[j][i];
return ret;
}
uniform int FrameDirection;
uniform int FrameCount;
#ifdef GL_ES
uniform mediump vec2 OutputSize;
uniform mediump vec2 TextureSize;
uniform mediump vec2 InputSize;
#else
uniform vec2 OutputSize;
uniform vec2 TextureSize;
uniform vec2 InputSize;
#endif
void main()
{
mat4 MVPMatrix_ = transpose_(MVPMatrix);
vec2 _oTex;
_r0005.x = dot(MVPMatrix_[0], VertexCoord);
_r0005.y = dot(MVPMatrix_[1], VertexCoord);
_r0005.z = dot(MVPMatrix_[2], VertexCoord);
_r0005.w = dot(MVPMatrix_[3], VertexCoord);
_oPosition1 = _r0005;
_oTex = TexCoord.xy;
gl_Position = _r0005;
TEX0.xy = TexCoord.xy;
}
#elif defined(FRAGMENT)
#ifdef GL_ES
precision mediump float;
#endif
vec4 _ret_0;
vec3 _TMP7;
float _TMP6;
float _TMP5;
float _TMP4;
float _TMP3;
vec4 _TMP0;
uniform sampler2D Texture;
vec3 _TMP31;
varying vec4 TEX0;
uniform int FrameDirection;
uniform int FrameCount;
#ifdef GL_ES
uniform mediump vec2 OutputSize;
uniform mediump vec2 TextureSize;
uniform mediump vec2 InputSize;
#else
uniform vec2 OutputSize;
uniform vec2 TextureSize;
uniform vec2 InputSize;
#endif
void main()
{
vec3 _res;
_TMP0 = texture2D(Texture, TEX0.xy);
_TMP3 = dot(_TMP0.xyz, vec3( 3.33299994E-01, 3.33299994E-01, 3.33299994E-01));
_res = vec3(_TMP3, _TMP3, _TMP3) + (_TMP0.xyz - vec3(_TMP3, _TMP3, _TMP3));
_TMP4 = pow(_res.x, 1.50000000E+00);
_TMP5 = pow(_res.y, 1.50000000E+00);
_TMP6 = pow(_res.z, 1.50000000E+00);
_res = vec3(_TMP4, _TMP5, _TMP6);
_TMP7 = min(vec3( 1.00000000E+00, 1.00000000E+00, 1.00000000E+00), _res);
_TMP31 = max(vec3( 0.00000000E+00, 0.00000000E+00, 0.00000000E+00), _TMP7);
_ret_0 = vec4(_TMP31.x, _TMP31.y, _TMP31.z, 1.00000000E+00);
gl_FragColor = _ret_0;
return;
}
#endif

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// GLSL shader autogenerated by cg2glsl.py.
#if defined(VERTEX)
varying vec4 _col;
varying float _frame_rotation;
varying vec2 _texCoord_size;
struct input_dummy {
vec2 _video_size;
vec2 _texCoord_size;
vec2 _output_dummy_size;
float _frame_count;
float _frame_direction;
float _frame_rotation;
float _placeholder25;
};
struct output_dummy {
vec4 _col;
};
vec4 _oPosition1;
uniform mat4 MVPMatrix;
vec4 _r0002;
attribute vec4 VertexCoord;
attribute vec4 TexCoord;
varying vec4 TEX0;
mat4 transpose_(mat4 matrix)
{
mat4 ret;
for (int i = 0; i < 4; i++)
for (int j = 0; j < 4; j++)
ret[i][j] = matrix[j][i];
return ret;
}
uniform int FrameDirection;
uniform int FrameCount;
#ifdef GL_ES
uniform mediump vec2 OutputSize;
uniform mediump vec2 TextureSize;
uniform mediump vec2 InputSize;
#else
uniform vec2 OutputSize;
uniform vec2 TextureSize;
uniform vec2 InputSize;
#endif
void main()
{
mat4 MVPMatrix_ = transpose_(MVPMatrix);
vec2 _otexCoord;
_r0002.x = dot(MVPMatrix_[0], VertexCoord);
_r0002.y = dot(MVPMatrix_[1], VertexCoord);
_r0002.z = dot(MVPMatrix_[2], VertexCoord);
_r0002.w = dot(MVPMatrix_[3], VertexCoord);
_oPosition1 = _r0002;
_otexCoord = TexCoord.xy;
gl_Position = _r0002;
TEX0.xy = TexCoord.xy;
}
#elif defined(FRAGMENT)
#ifdef GL_ES
precision mediump float;
#endif
varying vec4 _col;
varying float _frame_rotation;
varying vec2 _texCoord_size;
struct input_dummy {
vec2 _video_size;
vec2 _texCoord_size;
vec2 _output_dummy_size;
float _frame_count;
float _frame_direction;
float _frame_rotation;
float _placeholder30;
};
struct output_dummy {
vec4 _col;
};
vec4 _TMP8;
vec4 _TMP7;
vec4 _TMP6;
vec4 _TMP5;
vec4 _TMP4;
vec4 _TMP3;
vec4 _TMP2;
vec4 _TMP1;
vec4 _TMP0;
input_dummy _IN1;
float _TMP11;
float _TMP15;
float _TMP19;
float _TMP23;
vec2 _c0028;
vec2 _c0030;
vec2 _c0032;
vec2 _c0034;
vec2 _c0036;
vec2 _c0038;
vec2 _c0040;
vec2 _c0042;
vec2 _c0044;
varying vec4 TEX0;
uniform sampler2D Texture;
uniform int FrameDirection;
uniform int FrameCount;
#ifdef GL_ES
uniform mediump vec2 OutputSize;
uniform mediump vec2 TextureSize;
uniform mediump vec2 InputSize;
#else
uniform vec2 OutputSize;
uniform vec2 TextureSize;
uniform vec2 InputSize;
#endif
void main()
{
float _oney;
vec4 _sum;
output_dummy _OUT;
_oney = 1.00000000E+00/OutputSize.y;
_TMP11 = pow(2.71828198E+00, -9.99999978E-03);
_TMP15 = pow(2.71828198E+00, -3.99999991E-02);
_TMP19 = pow(2.71828198E+00, -8.99999961E-02);
_TMP23 = pow(2.71828198E+00, -1.59999996E-01);
_c0028 = vec2(TEX0.x - 4.00000000E+00*_oney, TEX0.y);
_TMP0 = texture2D(Texture, _c0028);
_sum = _TMP0*vec4(_TMP23, _TMP23, _TMP23, _TMP23);
_c0030 = vec2(TEX0.x - 3.00000000E+00*_oney, TEX0.y);
_TMP1 = texture2D(Texture, _c0030);
_sum = _sum + _TMP1*vec4(_TMP19, _TMP19, _TMP19, _TMP19);
_c0032 = vec2(TEX0.x - 2.00000000E+00*_oney, TEX0.y);
_TMP2 = texture2D(Texture, _c0032);
_sum = _sum + _TMP2*vec4(_TMP15, _TMP15, _TMP15, _TMP15);
_c0034 = vec2(TEX0.x - _oney, TEX0.y);
_TMP3 = texture2D(Texture, _c0034);
_sum = _sum + _TMP3*vec4(_TMP11, _TMP11, _TMP11, _TMP11);
_c0036 = vec2(TEX0.x, TEX0.y);
_TMP4 = texture2D(Texture, _c0036);
_sum = _sum + _TMP4*1.59999996E-01;
_c0038 = vec2(TEX0.x + _oney, TEX0.y);
_TMP5 = texture2D(Texture, _c0038);
_sum = _sum + _TMP5*vec4(_TMP11, _TMP11, _TMP11, _TMP11);
_c0040 = vec2(TEX0.x + 2.00000000E+00*_oney, TEX0.y);
_TMP6 = texture2D(Texture, _c0040);
_sum = _sum + _TMP6*vec4(_TMP15, _TMP15, _TMP15, _TMP15);
_c0042 = vec2(TEX0.x + 3.00000000E+00*_oney, TEX0.y);
_TMP7 = texture2D(Texture, _c0042);
_sum = _sum + _TMP7*vec4(_TMP19, _TMP19, _TMP19, _TMP19);
_c0044 = vec2(TEX0.x + 4.00000000E+00*_oney, TEX0.y);
_TMP8 = texture2D(Texture, _c0044);
_sum = _sum + _TMP8*vec4(_TMP23, _TMP23, _TMP23, _TMP23);
_OUT._col = _sum/4.00000000E+00;
gl_FragColor = _OUT._col;
return;
}
#endif

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// GLSL shader autogenerated by cg2glsl.py.
#if defined(VERTEX)
varying vec4 _col;
varying float _frame_rotation;
varying vec2 _texCoord_size;
struct input_dummy {
vec2 _video_size;
vec2 _texCoord_size;
vec2 _output_dummy_size;
float _frame_count;
float _frame_direction;
float _frame_rotation;
float _placeholder25;
};
struct output_dummy {
vec4 _col;
};
vec4 _oPosition1;
uniform mat4 MVPMatrix;
vec4 _r0002;
attribute vec4 VertexCoord;
attribute vec4 TexCoord;
varying vec4 TEX0;
mat4 transpose_(mat4 matrix)
{
mat4 ret;
for (int i = 0; i < 4; i++)
for (int j = 0; j < 4; j++)
ret[i][j] = matrix[j][i];
return ret;
}
uniform int FrameDirection;
uniform int FrameCount;
#ifdef GL_ES
uniform mediump vec2 OutputSize;
uniform mediump vec2 TextureSize;
uniform mediump vec2 InputSize;
#else
uniform vec2 OutputSize;
uniform vec2 TextureSize;
uniform vec2 InputSize;
#endif
void main()
{
mat4 MVPMatrix_ = transpose_(MVPMatrix);
vec2 _otexCoord;
_r0002.x = dot(MVPMatrix_[0], VertexCoord);
_r0002.y = dot(MVPMatrix_[1], VertexCoord);
_r0002.z = dot(MVPMatrix_[2], VertexCoord);
_r0002.w = dot(MVPMatrix_[3], VertexCoord);
_oPosition1 = _r0002;
_otexCoord = TexCoord.xy;
gl_Position = _r0002;
TEX0.xy = TexCoord.xy;
}
#elif defined(FRAGMENT)
#ifdef GL_ES
precision mediump float;
#endif
varying vec4 _col;
varying float _frame_rotation;
varying vec2 _texCoord_size;
struct input_dummy {
vec2 _video_size;
vec2 _texCoord_size;
vec2 _output_dummy_size;
float _frame_count;
float _frame_direction;
float _frame_rotation;
float _placeholder29;
};
struct output_dummy {
vec4 _col;
};
vec4 _TMP8;
vec4 _TMP7;
vec4 _TMP6;
vec4 _TMP5;
vec4 _TMP4;
vec4 _TMP3;
vec4 _TMP2;
vec4 _TMP1;
vec4 _TMP0;
input_dummy _IN1;
float _TMP10;
float _TMP14;
float _TMP18;
float _TMP22;
vec2 _c0027;
vec2 _c0029;
vec2 _c0031;
vec2 _c0033;
vec2 _c0035;
vec2 _c0037;
vec2 _c0039;
vec2 _c0041;
vec2 _c0043;
varying vec4 TEX0;
uniform sampler2D Texture;
uniform int FrameDirection;
uniform int FrameCount;
#ifdef GL_ES
uniform mediump vec2 OutputSize;
uniform mediump vec2 TextureSize;
uniform mediump vec2 InputSize;
#else
uniform vec2 OutputSize;
uniform vec2 TextureSize;
uniform vec2 InputSize;
#endif
void main()
{
float _oney;
vec4 _sum;
output_dummy _OUT;
_oney = 1.00000000E+00/OutputSize.y;
_TMP10 = pow(2.71828198E+00, -1.56250000E-02);
_TMP14 = pow(2.71828198E+00, -6.25000000E-02);
_TMP18 = pow(2.71828198E+00, -1.40625000E-01);
_TMP22 = pow(2.71828198E+00, -2.50000000E-01);
_c0027 = vec2(TEX0.x, TEX0.y - 4.00000000E+00*_oney);
_TMP0 = texture2D(Texture, _c0027);
_sum = _TMP0*vec4(_TMP22, _TMP22, _TMP22, _TMP22);
_c0029 = vec2(TEX0.x, TEX0.y - 3.00000000E+00*_oney);
_TMP1 = texture2D(Texture, _c0029);
_sum = _sum + _TMP1*vec4(_TMP18, _TMP18, _TMP18, _TMP18);
_c0031 = vec2(TEX0.x, TEX0.y - 2.00000000E+00*_oney);
_TMP2 = texture2D(Texture, _c0031);
_sum = _sum + _TMP2*vec4(_TMP14, _TMP14, _TMP14, _TMP14);
_c0033 = vec2(TEX0.x, TEX0.y - _oney);
_TMP3 = texture2D(Texture, _c0033);
_sum = _sum + _TMP3*vec4(_TMP10, _TMP10, _TMP10, _TMP10);
_c0035 = vec2(TEX0.x, TEX0.y);
_TMP4 = texture2D(Texture, _c0035);
_sum = _sum + _TMP4*1.59999996E-01;
_c0037 = vec2(TEX0.x, TEX0.y + _oney);
_TMP5 = texture2D(Texture, _c0037);
_sum = _sum + _TMP5*vec4(_TMP10, _TMP10, _TMP10, _TMP10);
_c0039 = vec2(TEX0.x, TEX0.y + 2.00000000E+00*_oney);
_TMP6 = texture2D(Texture, _c0039);
_sum = _sum + _TMP6*vec4(_TMP14, _TMP14, _TMP14, _TMP14);
_c0041 = vec2(TEX0.x, TEX0.y + 3.00000000E+00*_oney);
_TMP7 = texture2D(Texture, _c0041);
_sum = _sum + _TMP7*vec4(_TMP18, _TMP18, _TMP18, _TMP18);
_c0043 = vec2(TEX0.x, TEX0.y + 4.00000000E+00*_oney);
_TMP8 = texture2D(Texture, _c0043);
_sum = _sum + _TMP8*vec4(_TMP22, _TMP22, _TMP22, _TMP22);
_OUT._col = _sum/4.00000000E+00;
gl_FragColor = _OUT._col;
return;
}
#endif

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#PhosphorLUT v2.0
#Copyright 2013 hunterk
#This shader and all associated files are licensed under the General Public License (GPL) v2 or higher.
#USER-EDITABLE VARIABLES (located at the top of the respective files):
#Each of the gaussian blur shaders have a 'blurfactor' variable that can increase or decrease the intensity of the blurring effect.
#They also have a 'wid' variable that effectively controls the brightness of the image. At lower resolutions, the shader can get quite dark, so you
#can raise this value to compensate.
#The 'phosphorlut-pass2' shader has a variable, 'brightness,' which can also increase the brightness some if the image is too dark.
#If you are already getting gamma correction from somewhere else (such as another shader or filter), you can comment out (i.e., put two slashes in
#front of it, like this: //) the bsnes-gamma-ramp.glsl shader below and change the 'shaders' line to 4 instead of 5 to remove it.
shaders = 5
shader0 = phosphorlut-pass0.glsl // Applies the LUT to the game image
shader1 = gaussian-horiz.glsl // Blurs the combined LUT/game image horizontally
shader2 = gaussian-vert.glsl // Blurs the combined LUT/game image vertically
shader3 = phosphorlut-pass1.glsl // Combines the LUTed image with the blurred image
shader4 = bsnes-gamma-ramp.glsl // Adds some gamma correction
scale_type0 = viewport
scale0 = 2.0
filter_linear0 = true
scale_type1 = source
scale1 = 1.0
filter_linear1 = true
scale_type2 = source
scale2 = 1.0
filter_linear2 = true
textures = PHOSPHOR_LUT
PHOSPHOR_LUT = luts/480pvert.png
PHOSPHOR_LUT_linear = true

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// GLSL shader autogenerated by cg2glsl.py.
#if defined(VERTEX)
varying float _frame_rotation;
varying vec4 _color1;
struct output_dummy {
vec4 _color1;
};
struct input_dummy {
vec2 _video_size;
vec2 _texture_size;
vec2 _output_dummy_size;
float _frame_count;
float _frame_direction;
float _frame_rotation;
float _placeholder31;
};
vec4 _oPosition1;
uniform mat4 MVPMatrix;
vec4 _r0002;
attribute vec4 VertexCoord;
attribute vec4 COLOR;
attribute vec4 TexCoord;
varying vec4 COL0;
varying vec4 TEX0;
mat4 transpose_(mat4 matrix)
{
mat4 ret;
for (int i = 0; i < 4; i++)
for (int j = 0; j < 4; j++)
ret[i][j] = matrix[j][i];
return ret;
}
uniform int FrameDirection;
uniform int FrameCount;
#ifdef GL_ES
uniform mediump vec2 OutputSize;
uniform mediump vec2 TextureSize;
uniform mediump vec2 InputSize;
#else
uniform vec2 OutputSize;
uniform vec2 TextureSize;
uniform vec2 InputSize;
#endif
void main()
{
mat4 MVPMatrix_ = transpose_(MVPMatrix);
vec4 _oColor;
vec2 _otexCoord;
_r0002.x = dot(MVPMatrix_[0], VertexCoord);
_r0002.y = dot(MVPMatrix_[1], VertexCoord);
_r0002.z = dot(MVPMatrix_[2], VertexCoord);
_r0002.w = dot(MVPMatrix_[3], VertexCoord);
_oPosition1 = _r0002;
_oColor = COLOR;
_otexCoord = TexCoord.xy;
gl_Position = _r0002;
COL0 = COLOR;
TEX0.xy = TexCoord.xy;
}
#elif defined(FRAGMENT)
#ifdef GL_ES
precision mediump float;
#endif
varying float _frame_rotation;
varying vec4 _color;
struct output_dummy {
vec4 _color;
};
struct input_dummy {
vec2 _video_size;
vec2 _texture_size;
vec2 _output_dummy_size;
float _frame_count;
float _frame_direction;
float _frame_rotation;
float _placeholder36;
};
vec4 _TMP0;
input_dummy _IN1;
uniform sampler2D PHOSPHOR_LUT;
varying vec4 TEX0;
uniform sampler2D Texture;
uniform int FrameDirection;
uniform int FrameCount;
#ifdef GL_ES
uniform mediump vec2 OutputSize;
uniform mediump vec2 TextureSize;
uniform mediump vec2 InputSize;
#else
uniform vec2 OutputSize;
uniform vec2 TextureSize;
uniform vec2 InputSize;
#endif
void main()
{
output_dummy _OUT;
vec4 _inverse;
vec4 _screen;
_TMP0 = texture2D(Texture, TEX0.xy);
_inverse = 1.00000000E+00 - _TMP0;
_screen = texture2D(PHOSPHOR_LUT, TEX0.xy);
_OUT._color = _screen - _inverse;
gl_FragColor = _OUT._color;
return;
}
#endif

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// GLSL shader autogenerated by cg2glsl.py.
#if defined(VERTEX)
varying float _frame_rotation;
varying vec4 _color1;
struct output_dummy {
vec4 _color1;
};
struct pass_2 {
float _placeholder25;
};
struct input_dummy {
vec2 _video_size;
vec2 _texture_size;
vec2 _output_dummy_size;
float _frame_count;
float _frame_direction;
float _frame_rotation;
float _placeholder35;
};
vec4 _oPosition1;
uniform mat4 MVPMatrix;
vec4 _r0002;
attribute vec4 VertexCoord;
attribute vec4 COLOR;
attribute vec4 TexCoord;
varying vec4 COL0;
varying vec4 TEX0;
mat4 transpose_(mat4 matrix)
{
mat4 ret;
for (int i = 0; i < 4; i++)
for (int j = 0; j < 4; j++)
ret[i][j] = matrix[j][i];
return ret;
}
uniform int FrameDirection;
uniform int FrameCount;
#ifdef GL_ES
uniform mediump vec2 OutputSize;
uniform mediump vec2 TextureSize;
uniform mediump vec2 InputSize;
#else
uniform vec2 OutputSize;
uniform vec2 TextureSize;
uniform vec2 InputSize;
#endif
void main()
{
mat4 MVPMatrix_ = transpose_(MVPMatrix);
vec4 _oColor;
vec2 _otexCoord;
_r0002.x = dot(MVPMatrix_[0], VertexCoord);
_r0002.y = dot(MVPMatrix_[1], VertexCoord);
_r0002.z = dot(MVPMatrix_[2], VertexCoord);
_r0002.w = dot(MVPMatrix_[3], VertexCoord);
_oPosition1 = _r0002;
_oColor = COLOR;
_otexCoord = TexCoord.xy;
gl_Position = _r0002;
COL0 = COLOR;
TEX0.xy = TexCoord.xy;
}
#elif defined(FRAGMENT)
#ifdef GL_ES
precision mediump float;
#endif
varying float _frame_rotation;
varying vec4 _color;
struct output_dummy {
vec4 _color;
};
struct pass_2 {
float _placeholder30;
};
struct input_dummy {
vec2 _video_size;
vec2 _texture_size;
vec2 _output_dummy_size;
float _frame_count;
float _frame_direction;
float _frame_rotation;
float _placeholder40;
};
input_dummy _IN1;
pass_2 _PASS21;
varying vec4 TEX0;
uniform sampler2D Texture;
uniform sampler2D Pass2Texture;
uniform int FrameDirection;
uniform int FrameCount;
#ifdef GL_ES
uniform mediump vec2 OutputSize;
uniform mediump vec2 TextureSize;
uniform mediump vec2 InputSize;
#else
uniform vec2 OutputSize;
uniform vec2 TextureSize;
uniform vec2 InputSize;
#endif
void main()
{
output_dummy _OUT;
vec4 _pass1;
vec4 _pass2;
_pass1 = texture2D(Texture, TEX0.xy);
_pass2 = texture2D(Pass2Texture, TEX0.xy);
_OUT._color = 1.00000000E+00 - (1.00000000E+00 - _pass1*1.50000000E+00)*(1.00000000E+00 - _pass2);
gl_FragColor = _OUT._color;
return;
}
#endif

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// GLSL shader autogenerated by cg2glsl.py.
#if defined(VERTEX)
varying vec4 _color1;
struct output_dummy {
vec4 _color1;
};
struct input_dummy {
vec2 _video_size;
vec2 _texture_size;
vec2 _output_dummy_size;
};
vec4 _oPosition1;
uniform mat4 MVPMatrix;
vec4 _r0002;
attribute vec4 VertexCoord;
attribute vec4 COLOR;
attribute vec4 TexCoord;
varying vec4 COL0;
varying vec4 TEX0;
mat4 transpose_(mat4 matrix)
{
mat4 ret;
for (int i = 0; i < 4; i++)
for (int j = 0; j < 4; j++)
ret[i][j] = matrix[j][i];
return ret;
}
uniform int FrameDirection;
uniform int FrameCount;
#ifdef GL_ES
uniform mediump vec2 OutputSize;
uniform mediump vec2 TextureSize;
uniform mediump vec2 InputSize;
#else
uniform vec2 OutputSize;
uniform vec2 TextureSize;
uniform vec2 InputSize;
#endif
void main()
{
mat4 MVPMatrix_ = transpose_(MVPMatrix);
vec4 _oColor;
vec2 _otexCoord;
_r0002.x = dot(MVPMatrix_[0], VertexCoord);
_r0002.y = dot(MVPMatrix_[1], VertexCoord);
_r0002.z = dot(MVPMatrix_[2], VertexCoord);
_r0002.w = dot(MVPMatrix_[3], VertexCoord);
_oPosition1 = _r0002;
_oColor = COLOR;
_otexCoord = TexCoord.xy;
gl_Position = _r0002;
COL0 = COLOR;
TEX0.xy = TexCoord.xy;
}
#elif defined(FRAGMENT)
#ifdef GL_ES
precision mediump float;
#endif
varying vec4 _color;
struct output_dummy {
vec4 _color;
};
struct input_dummy {
vec2 _video_size;
vec2 _texture_size;
vec2 _output_dummy_size;
};
float _TMP19;
float _TMP18;
float _TMP17;
float _TMP16;
float _TMP24;
float _TMP23;
float _TMP22;
float _TMP21;
vec4 _TMP8;
vec4 _TMP7;
vec4 _TMP20;
float _TMP28;
float _TMP27;
float _TMP26;
float _TMP25;
vec4 _TMP6;
vec4 _TMP4;
vec4 _TMP3;
vec4 _TMP2;
vec4 _TMP15;
vec4 _TMP1;
vec4 _TMP0;
float _TMP14;
float _TMP13;
float _TMP12;
float _TMP11;
uniform sampler2D Texture;
input_dummy _IN1;
vec2 _cc0032;
float _dist0032;
vec2 _c0036;
vec2 _c0040;
vec2 _c0042;
vec2 _c0044;
vec2 _c0046;
vec2 _c0048;
vec2 _c0050;
vec2 _x0052;
vec4 _x0054;
vec4 _x0064;
vec4 _TMP73;
vec4 _x0074;
vec4 _TMP79;
vec4 _x0080;
vec4 _a0116;
vec4 _a0128;
vec4 _TMP137;
vec4 _x0138;
vec4 _a0160;
vec4 _a0172;
vec4 _TMP181;
vec4 _x0182;
float _a0194;
float _c0194;
float _a0196;
vec4 _a0202;
varying vec4 TEX0;
uniform int FrameDirection;
uniform int FrameCount;
#ifdef GL_ES
uniform mediump vec2 OutputSize;
uniform mediump vec2 TextureSize;
uniform mediump vec2 InputSize;
#else
uniform vec2 OutputSize;
uniform vec2 TextureSize;
uniform vec2 InputSize;
#endif
void main()
{
output_dummy _OUT;
vec2 _xy;
vec2 _one;
vec4 _texels[8];
vec2 _uv_ratio;
vec4 _col;
vec4 _col2;
vec4 _coeffs;
vec4 _wid;
vec4 _weights;
vec4 _weights2;
vec4 _mcol;
_cc0032 = TEX0.xy - 5.00000000E-01;
_dist0032 = dot(_cc0032, _cc0032);
_xy = TEX0.xy + _cc0032*(_dist0032 + 3.99999991E-02*_dist0032*_dist0032)*3.99999991E-02;
_one = 1.00000000E+00/TextureSize;
_xy = _xy + vec2(0.00000000E+00, -5.00000000E-01*(InputSize.y/OutputSize.y)*_one.y);
_c0036 = _xy + vec2(-_one.x, 0.00000000E+00);
_texels[0] = texture2D(Texture, _c0036);
_texels[1] = texture2D(Texture, _xy);
_c0040 = _xy + vec2(_one.x, 0.00000000E+00);
_texels[2] = texture2D(Texture, _c0040);
_c0042 = _xy + vec2(2.00000000E+00*_one.x, 0.00000000E+00);
_texels[3] = texture2D(Texture, _c0042);
_c0044 = _xy + vec2(-_one.x, _one.y);
_texels[4] = texture2D(Texture, _c0044);
_c0046 = _xy + vec2(0.00000000E+00, _one.y);
_texels[5] = texture2D(Texture, _c0046);
_c0048 = _xy + _one;
_texels[6] = texture2D(Texture, _c0048);
_c0050 = _xy + vec2(2.00000000E+00*_one.x, _one.y);
_texels[7] = texture2D(Texture, _c0050);
_x0052 = _xy*TextureSize;
_uv_ratio = fract(_x0052);
_coeffs = vec4(1.00000000E+00 + _uv_ratio.x, _uv_ratio.x, 1.00000000E+00 - _uv_ratio.x, 2.00000000E+00 - _uv_ratio.x);
_x0054 = 3.14159274E+00*_coeffs;
_TMP11 = sin(_x0054.x);
_TMP12 = sin(_x0054.y);
_TMP13 = sin(_x0054.z);
_TMP14 = sin(_x0054.w);
_TMP0 = vec4(_TMP11, _TMP12, _TMP13, _TMP14);
_x0064 = (3.14159274E+00*_coeffs)/2.00000000E+00;
_TMP11 = sin(_x0064.x);
_TMP12 = sin(_x0064.y);
_TMP13 = sin(_x0064.z);
_TMP14 = sin(_x0064.w);
_TMP1 = vec4(_TMP11, _TMP12, _TMP13, _TMP14);
_coeffs = (_TMP0*_TMP1)/(_coeffs*_coeffs);
_coeffs = _coeffs/(_coeffs.x + _coeffs.y + _coeffs.z + _coeffs.w);
_x0074 = _coeffs.x*_texels[0] + _coeffs.y*_texels[1] + _coeffs.z*_texels[2] + _coeffs.w*_texels[3];
_TMP15 = min(vec4( 1.00000000E+00, 1.00000000E+00, 1.00000000E+00, 1.00000000E+00), _x0074);
_TMP73 = max(vec4( 0.00000000E+00, 0.00000000E+00, 0.00000000E+00, 0.00000000E+00), _TMP15);
_x0080 = _coeffs.x*_texels[4] + _coeffs.y*_texels[5] + _coeffs.z*_texels[6] + _coeffs.w*_texels[7];
_TMP15 = min(vec4( 1.00000000E+00, 1.00000000E+00, 1.00000000E+00, 1.00000000E+00), _x0080);
_TMP79 = max(vec4( 0.00000000E+00, 0.00000000E+00, 0.00000000E+00, 0.00000000E+00), _TMP15);
_TMP16 = pow(_TMP73.x, 2.50000000E+00);
_TMP17 = pow(_TMP73.y, 2.50000000E+00);
_TMP18 = pow(_TMP73.z, 2.50000000E+00);
_TMP19 = pow(_TMP73.w, 2.50000000E+00);
_col = vec4(_TMP16, _TMP17, _TMP18, _TMP19);
_TMP16 = pow(_TMP79.x, 2.50000000E+00);
_TMP17 = pow(_TMP79.y, 2.50000000E+00);
_TMP18 = pow(_TMP79.z, 2.50000000E+00);
_TMP19 = pow(_TMP79.w, 2.50000000E+00);
_col2 = vec4(_TMP16, _TMP17, _TMP18, _TMP19);
_TMP16 = pow(_col.x, 4.00000000E+00);
_TMP17 = pow(_col.y, 4.00000000E+00);
_TMP18 = pow(_col.z, 4.00000000E+00);
_TMP19 = pow(_col.w, 4.00000000E+00);
_TMP2 = vec4(_TMP16, _TMP17, _TMP18, _TMP19);
_wid = 2.00000000E+00 + 2.00000000E+00*_TMP2;
_weights = vec4(_uv_ratio.y/3.00000012E-01, _uv_ratio.y/3.00000012E-01, _uv_ratio.y/3.00000012E-01, _uv_ratio.y/3.00000012E-01);
_a0116 = 2.00000000E+00/_wid;
_TMP25 = inversesqrt(_a0116.x);
_TMP26 = inversesqrt(_a0116.y);
_TMP27 = inversesqrt(_a0116.z);
_TMP28 = inversesqrt(_a0116.w);
_TMP20 = vec4(_TMP25, _TMP26, _TMP27, _TMP28);
_TMP3 = 1.00000000E+00/_TMP20;
_a0128 = _weights*_TMP3;
_TMP16 = pow(_a0128.x, _wid.x);
_TMP17 = pow(_a0128.y, _wid.y);
_TMP18 = pow(_a0128.z, _wid.z);
_TMP19 = pow(_a0128.w, _wid.w);
_TMP4 = vec4(_TMP16, _TMP17, _TMP18, _TMP19);
_x0138 = -_TMP4;
_TMP16 = pow(2.71828198E+00, _x0138.x);
_TMP17 = pow(2.71828198E+00, _x0138.y);
_TMP18 = pow(2.71828198E+00, _x0138.z);
_TMP19 = pow(2.71828198E+00, _x0138.w);
_TMP137 = vec4(_TMP16, _TMP17, _TMP18, _TMP19);
_weights = ((5.09999990E-01*_TMP137)/3.00000012E-01)/(6.00000024E-01 + 2.00000003E-01*_wid);
_TMP16 = pow(_col2.x, 4.00000000E+00);
_TMP17 = pow(_col2.y, 4.00000000E+00);
_TMP18 = pow(_col2.z, 4.00000000E+00);
_TMP19 = pow(_col2.w, 4.00000000E+00);
_TMP6 = vec4(_TMP16, _TMP17, _TMP18, _TMP19);
_wid = 2.00000000E+00 + 4.00000000E+00*_TMP6;
_weights2 = vec4((1.00000000E+00 - _uv_ratio.y)/3.00000012E-01, (1.00000000E+00 - _uv_ratio.y)/3.00000012E-01, (1.00000000E+00 - _uv_ratio.y)/3.00000012E-01, (1.00000000E+00 - _uv_ratio.y)/3.00000012E-01);
_a0160 = 2.00000000E+00/_wid;
_TMP25 = inversesqrt(_a0160.x);
_TMP26 = inversesqrt(_a0160.y);
_TMP27 = inversesqrt(_a0160.z);
_TMP28 = inversesqrt(_a0160.w);
_TMP20 = vec4(_TMP25, _TMP26, _TMP27, _TMP28);
_TMP7 = 1.00000000E+00/_TMP20;
_a0172 = _weights2*_TMP7;
_TMP16 = pow(_a0172.x, _wid.x);
_TMP17 = pow(_a0172.y, _wid.y);
_TMP18 = pow(_a0172.z, _wid.z);
_TMP19 = pow(_a0172.w, _wid.w);
_TMP8 = vec4(_TMP16, _TMP17, _TMP18, _TMP19);
_x0182 = -_TMP8;
_TMP16 = pow(2.71828198E+00, _x0182.x);
_TMP17 = pow(2.71828198E+00, _x0182.y);
_TMP18 = pow(2.71828198E+00, _x0182.z);
_TMP19 = pow(2.71828198E+00, _x0182.w);
_TMP181 = vec4(_TMP16, _TMP17, _TMP18, _TMP19);
_weights2 = ((5.09999990E-01*_TMP181)/3.00000012E-01)/(6.00000024E-01 + 2.00000003E-01*_wid);
_mcol = vec4( 1.00000000E+00, 1.00000000E+00, 1.00000000E+00, 1.00000000E+00);
_a0194 = _xy.x*OutputSize.x;
_a0196 = _a0194/2.00000000E+00;
_TMP21 = abs(_a0196);
_TMP22 = fract(_TMP21);
_TMP23 = abs(2.00000000E+00);
_c0194 = _TMP22*_TMP23;
if (_a0194 < 0.00000000E+00) {
_TMP24 = -_c0194;
} else {
_TMP24 = _c0194;
}
if (_TMP24 < 1.00000000E+00) {
_mcol.y = 6.99999988E-01;
} else {
_mcol.xz = vec2( 6.99999988E-01, 6.99999988E-01);
}
_a0202 = _mcol*(_col*_weights + _col2*_weights2);
_TMP16 = pow(_a0202.x, 4.54545438E-01);
_TMP17 = pow(_a0202.y, 4.54545438E-01);
_TMP18 = pow(_a0202.z, 4.54545438E-01);
_TMP19 = pow(_a0202.w, 4.54545438E-01);
_OUT._color = vec4(_TMP16, _TMP17, _TMP18, _TMP19);
gl_FragColor = _OUT._color;
return;
}
#endif

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// GLSL shader autogenerated by cg2glsl.py.
#if defined(VERTEX)
varying float _frame_rotation;
varying vec2 VARratio_scale;
varying float VARmod_factor;
varying vec2 VARc32;
varying vec2 VARc22;
varying vec2 VARc12;
varying vec2 VARc02;
varying vec2 VARc31;
varying vec2 VARc21;
varying vec2 VARc11;
varying vec2 VARc01;
struct tex_coords {
vec2 VARc01;
vec2 VARc11;
vec2 VARc21;
vec2 VARc31;
vec2 VARc02;
vec2 VARc12;
vec2 VARc22;
vec2 VARc32;
float VARmod_factor;
vec2 VARratio_scale;
};
struct input_dummy {
vec2 _video_size;
vec2 _texture_size;
vec2 _output_dummy_size;
float _frame_count;
float _frame_direction;
float _frame_rotation;
};
vec4 _oPosition1;
tex_coords _coords1;
uniform mat4 MVPMatrix;
input_dummy _IN1;
vec4 _r0003;
attribute vec4 VertexCoord;
attribute vec4 COLOR;
varying vec4 COL0;
attribute vec4 TexCoord;
mat4 transpose_(mat4 matrix)
{
mat4 ret;
for (int i = 0; i < 4; i++)
for (int j = 0; j < 4; j++)
ret[i][j] = matrix[j][i];
return ret;
}
uniform int FrameDirection;
uniform int FrameCount;
#ifdef GL_ES
uniform mediump vec2 OutputSize;
uniform mediump vec2 TextureSize;
uniform mediump vec2 InputSize;
#else
uniform vec2 OutputSize;
uniform vec2 TextureSize;
uniform vec2 InputSize;
#endif
void main()
{
mat4 MVPMatrix_ = transpose_(MVPMatrix);
vec4 _oColor;
vec2 _delta;
_r0003.x = dot(MVPMatrix_[0], VertexCoord);
_r0003.y = dot(MVPMatrix_[1], VertexCoord);
_r0003.z = dot(MVPMatrix_[2], VertexCoord);
_r0003.w = dot(MVPMatrix_[3], VertexCoord);
_oPosition1 = _r0003;
_oColor = COLOR;
_delta = 1.00000000E+00/TextureSize;
VARc01 = TexCoord.xy + vec2(-_delta.x, 0.00000000E+00);
VARc11 = TexCoord.xy;
VARc21 = TexCoord.xy + vec2(_delta.x, 0.00000000E+00);
VARc31 = TexCoord.xy + vec2(2.00000000E+00*_delta.x, 0.00000000E+00);
VARc02 = TexCoord.xy + vec2(-_delta.x, _delta.y);
VARc12 = TexCoord.xy + vec2(0.00000000E+00, _delta.y);
VARc22 = TexCoord.xy + vec2(_delta.x, _delta.y);
VARc32 = TexCoord.xy + vec2(2.00000000E+00*_delta.x, _delta.y);
VARmod_factor = (TexCoord.x*OutputSize.x*TextureSize.x)/InputSize.x;
VARratio_scale = TexCoord.xy*TextureSize;
gl_Position = _r0003;
COL0 = COLOR;
}
#elif defined(FRAGMENT)
#ifdef GL_ES
precision mediump float;
#endif
varying float _frame_rotation;
varying vec2 VARratio_scale;
varying float VARmod_factor;
varying vec2 VARc32;
varying vec2 VARc22;
varying vec2 VARc12;
varying vec2 VARc02;
varying vec2 VARc31;
varying vec2 VARc21;
varying vec2 VARc11;
varying vec2 VARc01;
struct tex_coords {
vec2 VARc01;
vec2 VARc11;
vec2 VARc21;
vec2 VARc31;
vec2 VARc02;
vec2 VARc12;
vec2 VARc22;
vec2 VARc32;
float VARmod_factor;
vec2 VARratio_scale;
};
struct input_dummy {
vec2 _video_size;
vec2 _texture_size;
vec2 _output_dummy_size;
float _frame_count;
float _frame_direction;
float _frame_rotation;
};
vec4 _ret_0;
vec3 _TMP21;
float _TMP28;
float _TMP27;
float _TMP26;
float _TMP20;
float _TMP35;
float _TMP34;
float _TMP33;
float _TMP32;
vec3 _TMP16;
vec3 _TMP15;
float _TMP31;
float _TMP30;
float _TMP29;
vec3 _TMP14;
vec3 _TMP13;
vec3 _TMP36;
float _TMP10;
vec4 _TMP9;
vec4 _TMP8;
float _TMP25;
float _TMP24;
float _TMP23;
float _TMP22;
vec4 _TMP7;
vec4 _TMP6;
vec4 _TMP5;
vec4 _TMP4;
vec4 _TMP3;
vec4 _TMP2;
vec4 _TMP1;
vec4 _TMP0;
tex_coords _co1;
uniform sampler2D Texture;
vec4 _x0062;
vec4 _x0072;
vec3 _r0084;
vec3 _TMP87;
vec3 _r0094;
vec3 _TMP97;
vec3 _x0136;
vec3 _x0144;
vec3 _TMP167;
vec3 _TMP177;
float VARc0188;
float _a0190;
vec3 _a0200;
uniform int FrameDirection;
uniform int FrameCount;
#ifdef GL_ES
uniform mediump vec2 OutputSize;
uniform mediump vec2 TextureSize;
uniform mediump vec2 InputSize;
#else
uniform vec2 OutputSize;
uniform vec2 TextureSize;
uniform vec2 InputSize;
#endif
void main()
{
vec2 _uv_ratio;
vec3 _col;
vec3 _col2;
vec4 _coeffs;
vec3 _weights;
vec3 _weights2;
vec3 _wid;
vec3 _wid2;
vec3 _sqrt1;
vec3 _sqrt2;
vec3 _pow_mul1;
vec3 _pow_mul2;
vec3 _div1;
vec3 _div2;
vec3 _pow1;
vec3 _pow2;
vec3 _multi;
vec3 _mcol;
_uv_ratio = fract(VARratio_scale);
_TMP0 = texture2D(Texture, VARc01);
_TMP1 = texture2D(Texture, VARc11);
_TMP2 = texture2D(Texture, VARc21);
_TMP3 = texture2D(Texture, VARc31);
_TMP4 = texture2D(Texture, VARc02);
_TMP5 = texture2D(Texture, VARc12);
_TMP6 = texture2D(Texture, VARc22);
_TMP7 = texture2D(Texture, VARc32);
_coeffs = vec4(1.00000000E+00 + _uv_ratio.x, _uv_ratio.x, 1.00000000E+00 - _uv_ratio.x, 2.00000000E+00 - _uv_ratio.x) + 4.99999989E-03;
_x0062 = 3.14159274E+00*_coeffs;
_TMP22 = sin(_x0062.x);
_TMP23 = sin(_x0062.y);
_TMP24 = sin(_x0062.z);
_TMP25 = sin(_x0062.w);
_TMP8 = vec4(_TMP22, _TMP23, _TMP24, _TMP25);
_x0072 = 1.57079637E+00*_coeffs;
_TMP22 = sin(_x0072.x);
_TMP23 = sin(_x0072.y);
_TMP24 = sin(_x0072.z);
_TMP25 = sin(_x0072.w);
_TMP9 = vec4(_TMP22, _TMP23, _TMP24, _TMP25);
_coeffs = (_TMP8*_TMP9)/(_coeffs*_coeffs);
_TMP10 = dot(_coeffs, vec4( 1.00000000E+00, 1.00000000E+00, 1.00000000E+00, 1.00000000E+00));
_coeffs = _coeffs/_TMP10;
_weights = vec3(3.32999992E+00*_uv_ratio.y, 3.32999992E+00*_uv_ratio.y, 3.32999992E+00*_uv_ratio.y);
_weights2 = vec3(_uv_ratio.y*-3.32999992E+00 + 3.32999992E+00, _uv_ratio.y*-3.32999992E+00 + 3.32999992E+00, _uv_ratio.y*-3.32999992E+00 + 3.32999992E+00);
_r0084 = _coeffs.x*_TMP0.xyz;
_r0084 = _r0084 + _coeffs.y*_TMP1.xyz;
_r0084 = _r0084 + _coeffs.z*_TMP2.xyz;
_r0084 = _r0084 + _coeffs.w*_TMP3.xyz;
_TMP36 = min(vec3( 1.00000000E+00, 1.00000000E+00, 1.00000000E+00), _r0084);
_TMP87 = max(vec3( 0.00000000E+00, 0.00000000E+00, 0.00000000E+00), _TMP36);
_r0094 = _coeffs.x*_TMP4.xyz;
_r0094 = _r0094 + _coeffs.y*_TMP5.xyz;
_r0094 = _r0094 + _coeffs.z*_TMP6.xyz;
_r0094 = _r0094 + _coeffs.w*_TMP7.xyz;
_TMP36 = min(vec3( 1.00000000E+00, 1.00000000E+00, 1.00000000E+00), _r0094);
_TMP97 = max(vec3( 0.00000000E+00, 0.00000000E+00, 0.00000000E+00), _TMP36);
_TMP26 = pow(_TMP87.x, 4.00000000E+00);
_TMP27 = pow(_TMP87.y, 4.00000000E+00);
_TMP28 = pow(_TMP87.z, 4.00000000E+00);
_TMP13 = vec3(_TMP26, _TMP27, _TMP28);
_wid = 2.00000000E+00*_TMP13 + 2.00000000E+00;
_TMP26 = pow(_TMP97.x, 4.00000000E+00);
_TMP27 = pow(_TMP97.y, 4.00000000E+00);
_TMP28 = pow(_TMP97.z, 4.00000000E+00);
_TMP14 = vec3(_TMP26, _TMP27, _TMP28);
_wid2 = 2.00000000E+00*_TMP14 + 2.00000000E+00;
_TMP26 = pow(_TMP87.x, 1.50000000E+00);
_TMP27 = pow(_TMP87.y, 1.50000000E+00);
_TMP28 = pow(_TMP87.z, 1.50000000E+00);
_col = vec3(_TMP26, _TMP27, _TMP28);
_TMP26 = pow(_TMP97.x, 1.50000000E+00);
_TMP27 = pow(_TMP97.y, 1.50000000E+00);
_TMP28 = pow(_TMP97.z, 1.50000000E+00);
_col2 = vec3(_TMP26, _TMP27, _TMP28);
_x0136 = 5.00000000E-01*_wid;
_TMP29 = inversesqrt(_x0136.x);
_TMP30 = inversesqrt(_x0136.y);
_TMP31 = inversesqrt(_x0136.z);
_sqrt1 = vec3(_TMP29, _TMP30, _TMP31);
_x0144 = 5.00000000E-01*_wid2;
_TMP29 = inversesqrt(_x0144.x);
_TMP30 = inversesqrt(_x0144.y);
_TMP31 = inversesqrt(_x0144.z);
_sqrt2 = vec3(_TMP29, _TMP30, _TMP31);
_pow_mul1 = _weights*_sqrt1;
_pow_mul2 = _weights2*_sqrt2;
_div1 = 1.31999999E-01*_wid + 3.91999990E-01;
_div2 = 1.31999999E-01*_wid2 + 3.91999990E-01;
_TMP26 = pow(_pow_mul1.x, _wid.x);
_TMP27 = pow(_pow_mul1.y, _wid.y);
_TMP28 = pow(_pow_mul1.z, _wid.z);
_TMP15 = vec3(_TMP26, _TMP27, _TMP28);
_pow1 = -_TMP15;
_TMP26 = pow(_pow_mul2.x, _wid2.x);
_TMP27 = pow(_pow_mul2.y, _wid2.y);
_TMP28 = pow(_pow_mul2.z, _wid2.z);
_TMP16 = vec3(_TMP26, _TMP27, _TMP28);
_pow2 = -_TMP16;
_TMP26 = pow(2.71828198E+00, _pow1.x);
_TMP27 = pow(2.71828198E+00, _pow1.y);
_TMP28 = pow(2.71828198E+00, _pow1.z);
_TMP167 = vec3(_TMP26, _TMP27, _TMP28);
_weights = _TMP167/_div1;
_TMP26 = pow(2.71828198E+00, _pow2.x);
_TMP27 = pow(2.71828198E+00, _pow2.y);
_TMP28 = pow(2.71828198E+00, _pow2.z);
_TMP177 = vec3(_TMP26, _TMP27, _TMP28);
_weights2 = _TMP177/_div2;
_multi = _col*_weights + _col2*_weights2;
_a0190 = VARmod_factor/2.00000000E+00;
_TMP32 = abs(_a0190);
_TMP33 = fract(_TMP32);
_TMP34 = abs(2.00000000E+00);
VARc0188 = _TMP33*_TMP34;
if (VARmod_factor < 0.00000000E+00) {
_TMP35 = -VARc0188;
} else {
_TMP35 = VARc0188;
}
_TMP20 = floor(_TMP35);
_mcol = vec3( 1.00000000E+00, 6.99999988E-01, 1.00000000E+00) + _TMP20*vec3( -3.00000012E-01, 3.00000012E-01, -3.00000012E-01);
_a0200 = _mcol*_multi;
_TMP26 = pow(_a0200.x, 4.54544991E-01);
_TMP27 = pow(_a0200.y, 4.54544991E-01);
_TMP28 = pow(_a0200.z, 4.54544991E-01);
_TMP21 = vec3(_TMP26, _TMP27, _TMP28);
_ret_0 = vec4(_TMP21.x, _TMP21.y, _TMP21.z, 1.00000000E+00);
gl_FragColor = _ret_0;
return;
}
#endif

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@ -0,0 +1,313 @@
// GLSL shader autogenerated by cg2glsl.py.
#if defined(VERTEX)
varying float _frame_rotation;
varying vec2 VARratio_scale;
varying float VARmod_factor;
varying vec2 VARc32;
varying vec2 VARc22;
varying vec2 VARc12;
varying vec2 VARc02;
varying vec2 VARc31;
varying vec2 VARc21;
varying vec2 VARc11;
varying vec2 VARc01;
struct tex_coords {
vec2 VARc01;
vec2 VARc11;
vec2 VARc21;
vec2 VARc31;
vec2 VARc02;
vec2 VARc12;
vec2 VARc22;
vec2 VARc32;
float VARmod_factor;
vec2 VARratio_scale;
};
struct input_dummy {
vec2 _video_size;
vec2 _texture_size;
vec2 _output_dummy_size;
float _frame_count;
float _frame_direction;
float _frame_rotation;
};
vec4 _oPosition1;
tex_coords _coords1;
uniform mat4 MVPMatrix;
input_dummy _IN1;
vec4 _r0003;
attribute vec4 VertexCoord;
attribute vec4 COLOR;
varying vec4 COL0;
attribute vec4 TexCoord;
mat4 transpose_(mat4 matrix)
{
mat4 ret;
for (int i = 0; i < 4; i++)
for (int j = 0; j < 4; j++)
ret[i][j] = matrix[j][i];
return ret;
}
uniform int FrameDirection;
uniform int FrameCount;
#ifdef GL_ES
uniform mediump vec2 OutputSize;
uniform mediump vec2 TextureSize;
uniform mediump vec2 InputSize;
#else
uniform vec2 OutputSize;
uniform vec2 TextureSize;
uniform vec2 InputSize;
#endif
void main()
{
mat4 MVPMatrix_ = transpose_(MVPMatrix);
vec4 _oColor;
vec2 _delta;
_r0003.x = dot(MVPMatrix_[0], VertexCoord);
_r0003.y = dot(MVPMatrix_[1], VertexCoord);
_r0003.z = dot(MVPMatrix_[2], VertexCoord);
_r0003.w = dot(MVPMatrix_[3], VertexCoord);
_oPosition1 = _r0003;
_oColor = COLOR;
_delta = 1.00000000E+00/TextureSize;
VARc01 = TexCoord.xy + vec2(-_delta.x, 0.00000000E+00);
VARc11 = TexCoord.xy;
VARc21 = TexCoord.xy + vec2(_delta.x, 0.00000000E+00);
VARc31 = TexCoord.xy + vec2(2.00000000E+00*_delta.x, 0.00000000E+00);
VARc02 = TexCoord.xy + vec2(-_delta.x, _delta.y);
VARc12 = TexCoord.xy + vec2(0.00000000E+00, _delta.y);
VARc22 = TexCoord.xy + vec2(_delta.x, _delta.y);
VARc32 = TexCoord.xy + vec2(2.00000000E+00*_delta.x, _delta.y);
VARmod_factor = (TexCoord.x*OutputSize.x*TextureSize.x)/InputSize.x;
VARratio_scale = TexCoord.xy*TextureSize;
gl_Position = _r0003;
COL0 = COLOR;
}
#elif defined(FRAGMENT)
#ifdef GL_ES
precision mediump float;
#endif
varying float _frame_rotation;
varying vec2 VARratio_scale;
varying float VARmod_factor;
varying vec2 VARc32;
varying vec2 VARc22;
varying vec2 VARc12;
varying vec2 VARc02;
varying vec2 VARc31;
varying vec2 VARc21;
varying vec2 VARc11;
varying vec2 VARc01;
struct tex_coords {
vec2 VARc01;
vec2 VARc11;
vec2 VARc21;
vec2 VARc31;
vec2 VARc02;
vec2 VARc12;
vec2 VARc22;
vec2 VARc32;
float VARmod_factor;
vec2 VARratio_scale;
};
struct input_dummy {
vec2 _video_size;
vec2 _texture_size;
vec2 _output_dummy_size;
float _frame_count;
float _frame_direction;
float _frame_rotation;
};
vec4 _ret_0;
vec3 _TMP21;
float _TMP28;
float _TMP27;
float _TMP26;
float _TMP20;
float _TMP35;
float _TMP34;
float _TMP33;
float _TMP32;
vec3 _TMP16;
vec3 _TMP15;
float _TMP31;
float _TMP30;
float _TMP29;
vec3 _TMP14;
vec3 _TMP13;
vec3 _TMP36;
float _TMP10;
vec4 _TMP9;
vec4 _TMP8;
float _TMP25;
float _TMP24;
float _TMP23;
float _TMP22;
vec4 _TMP7;
vec4 _TMP6;
vec4 _TMP5;
vec4 _TMP4;
vec4 _TMP3;
vec4 _TMP2;
vec4 _TMP1;
vec4 _TMP0;
tex_coords _co1;
uniform sampler2D Texture;
vec4 _x0062;
vec4 _x0072;
vec3 _r0084;
vec3 _TMP87;
vec3 _r0094;
vec3 _TMP97;
vec3 _x0120;
vec3 _x0128;
vec3 _TMP151;
vec3 _TMP161;
float VARc0172;
float _a0174;
vec3 _a0184;
uniform int FrameDirection;
uniform int FrameCount;
#ifdef GL_ES
uniform mediump vec2 OutputSize;
uniform mediump vec2 TextureSize;
uniform mediump vec2 InputSize;
#else
uniform vec2 OutputSize;
uniform vec2 TextureSize;
uniform vec2 InputSize;
#endif
void main()
{
vec2 _uv_ratio;
vec3 _col;
vec3 _col2;
vec4 _coeffs;
vec3 _weights;
vec3 _weights2;
vec3 _wid;
vec3 _wid2;
vec3 _sqrt1;
vec3 _sqrt2;
vec3 _pow_mul1;
vec3 _pow_mul2;
vec3 _div1;
vec3 _div2;
vec3 _pow1;
vec3 _pow2;
vec3 _multi;
vec3 _mcol;
_uv_ratio = fract(VARratio_scale);
_TMP0 = texture2D(Texture, VARc01);
_TMP1 = texture2D(Texture, VARc11);
_TMP2 = texture2D(Texture, VARc21);
_TMP3 = texture2D(Texture, VARc31);
_TMP4 = texture2D(Texture, VARc02);
_TMP5 = texture2D(Texture, VARc12);
_TMP6 = texture2D(Texture, VARc22);
_TMP7 = texture2D(Texture, VARc32);
_coeffs = vec4(1.00000000E+00 + _uv_ratio.x, _uv_ratio.x, 1.00000000E+00 - _uv_ratio.x, 2.00000000E+00 - _uv_ratio.x) + 4.99999989E-03;
_x0062 = 3.14159274E+00*_coeffs;
_TMP22 = sin(_x0062.x);
_TMP23 = sin(_x0062.y);
_TMP24 = sin(_x0062.z);
_TMP25 = sin(_x0062.w);
_TMP8 = vec4(_TMP22, _TMP23, _TMP24, _TMP25);
_x0072 = 1.57079637E+00*_coeffs;
_TMP22 = sin(_x0072.x);
_TMP23 = sin(_x0072.y);
_TMP24 = sin(_x0072.z);
_TMP25 = sin(_x0072.w);
_TMP9 = vec4(_TMP22, _TMP23, _TMP24, _TMP25);
_coeffs = (_TMP8*_TMP9)/(_coeffs*_coeffs);
_TMP10 = dot(_coeffs, vec4( 1.00000000E+00, 1.00000000E+00, 1.00000000E+00, 1.00000000E+00));
_coeffs = _coeffs/_TMP10;
_weights = vec3(3.32999992E+00*_uv_ratio.y, 3.32999992E+00*_uv_ratio.y, 3.32999992E+00*_uv_ratio.y);
_weights2 = vec3(_uv_ratio.y*-3.32999992E+00 + 3.32999992E+00, _uv_ratio.y*-3.32999992E+00 + 3.32999992E+00, _uv_ratio.y*-3.32999992E+00 + 3.32999992E+00);
_r0084 = _coeffs.x*_TMP0.xyz;
_r0084 = _r0084 + _coeffs.y*_TMP1.xyz;
_r0084 = _r0084 + _coeffs.z*_TMP2.xyz;
_r0084 = _r0084 + _coeffs.w*_TMP3.xyz;
_TMP36 = min(vec3( 1.00000000E+00, 1.00000000E+00, 1.00000000E+00), _r0084);
_TMP87 = max(vec3( 0.00000000E+00, 0.00000000E+00, 0.00000000E+00), _TMP36);
_r0094 = _coeffs.x*_TMP4.xyz;
_r0094 = _r0094 + _coeffs.y*_TMP5.xyz;
_r0094 = _r0094 + _coeffs.z*_TMP6.xyz;
_r0094 = _r0094 + _coeffs.w*_TMP7.xyz;
_TMP36 = min(vec3( 1.00000000E+00, 1.00000000E+00, 1.00000000E+00), _r0094);
_TMP97 = max(vec3( 0.00000000E+00, 0.00000000E+00, 0.00000000E+00), _TMP36);
_TMP26 = pow(_TMP87.x, 4.00000000E+00);
_TMP27 = pow(_TMP87.y, 4.00000000E+00);
_TMP28 = pow(_TMP87.z, 4.00000000E+00);
_TMP13 = vec3(_TMP26, _TMP27, _TMP28);
_wid = 2.00000000E+00*_TMP13 + 2.00000000E+00;
_TMP26 = pow(_TMP97.x, 4.00000000E+00);
_TMP27 = pow(_TMP97.y, 4.00000000E+00);
_TMP28 = pow(_TMP97.z, 4.00000000E+00);
_TMP14 = vec3(_TMP26, _TMP27, _TMP28);
_wid2 = 2.00000000E+00*_TMP14 + 2.00000000E+00;
_col = _TMP87*_TMP87;
_col2 = _TMP97*_TMP97;
_x0120 = 5.00000000E-01*_wid;
_TMP29 = inversesqrt(_x0120.x);
_TMP30 = inversesqrt(_x0120.y);
_TMP31 = inversesqrt(_x0120.z);
_sqrt1 = vec3(_TMP29, _TMP30, _TMP31);
_x0128 = 5.00000000E-01*_wid2;
_TMP29 = inversesqrt(_x0128.x);
_TMP30 = inversesqrt(_x0128.y);
_TMP31 = inversesqrt(_x0128.z);
_sqrt2 = vec3(_TMP29, _TMP30, _TMP31);
_pow_mul1 = _weights*_sqrt1;
_pow_mul2 = _weights2*_sqrt2;
_div1 = 1.31999999E-01*_wid + 3.91999990E-01;
_div2 = 1.31999999E-01*_wid2 + 3.91999990E-01;
_TMP26 = pow(_pow_mul1.x, _wid.x);
_TMP27 = pow(_pow_mul1.y, _wid.y);
_TMP28 = pow(_pow_mul1.z, _wid.z);
_TMP15 = vec3(_TMP26, _TMP27, _TMP28);
_pow1 = -_TMP15;
_TMP26 = pow(_pow_mul2.x, _wid2.x);
_TMP27 = pow(_pow_mul2.y, _wid2.y);
_TMP28 = pow(_pow_mul2.z, _wid2.z);
_TMP16 = vec3(_TMP26, _TMP27, _TMP28);
_pow2 = -_TMP16;
_TMP26 = pow(2.71828198E+00, _pow1.x);
_TMP27 = pow(2.71828198E+00, _pow1.y);
_TMP28 = pow(2.71828198E+00, _pow1.z);
_TMP151 = vec3(_TMP26, _TMP27, _TMP28);
_weights = _TMP151/_div1;
_TMP26 = pow(2.71828198E+00, _pow2.x);
_TMP27 = pow(2.71828198E+00, _pow2.y);
_TMP28 = pow(2.71828198E+00, _pow2.z);
_TMP161 = vec3(_TMP26, _TMP27, _TMP28);
_weights2 = _TMP161/_div2;
_multi = _col*_weights + _col2*_weights2;
_a0174 = VARmod_factor/2.00000000E+00;
_TMP32 = abs(_a0174);
_TMP33 = fract(_TMP32);
_TMP34 = abs(2.00000000E+00);
VARc0172 = _TMP33*_TMP34;
if (VARmod_factor < 0.00000000E+00) {
_TMP35 = -VARc0172;
} else {
_TMP35 = VARc0172;
}
_TMP20 = floor(_TMP35);
_mcol = vec3( 1.00000000E+00, 6.99999988E-01, 1.00000000E+00) + _TMP20*vec3( -3.00000012E-01, 3.00000012E-01, -3.00000012E-01);
_a0184 = _mcol*_multi;
_TMP26 = pow(_a0184.x, 4.54544991E-01);
_TMP27 = pow(_a0184.y, 4.54544991E-01);
_TMP28 = pow(_a0184.z, 4.54544991E-01);
_TMP21 = vec3(_TMP26, _TMP27, _TMP28);
_ret_0 = vec4(_TMP21.x, _TMP21.y, _TMP21.z, 1.00000000E+00);
gl_FragColor = _ret_0;
return;
}
#endif

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// GLSL shader autogenerated by cg2glsl.py.
#if defined(VERTEX)
varying float _frame_rotation;
varying vec2 VARratio_scale;
varying float VARmod_factor;
varying vec2 VARc32;
varying vec2 VARc22;
varying vec2 VARc12;
varying vec2 VARc02;
varying vec2 VARc31;
varying vec2 VARc21;
varying vec2 VARc11;
varying vec2 VARc01;
struct tex_coords {
vec2 VARc01;
vec2 VARc11;
vec2 VARc21;
vec2 VARc31;
vec2 VARc02;
vec2 VARc12;
vec2 VARc22;
vec2 VARc32;
float VARmod_factor;
vec2 VARratio_scale;
};
struct input_dummy {
vec2 _video_size;
vec2 _texture_size;
vec2 _output_dummy_size;
float _frame_count;
float _frame_direction;
float _frame_rotation;
};
vec4 _oPosition1;
tex_coords _coords1;
uniform mat4 MVPMatrix;
input_dummy _IN1;
vec4 _r0003;
attribute vec4 VertexCoord;
attribute vec4 TexCoord;
mat4 transpose_(mat4 matrix)
{
mat4 ret;
for (int i = 0; i < 4; i++)
for (int j = 0; j < 4; j++)
ret[i][j] = matrix[j][i];
return ret;
}
uniform int FrameDirection;
uniform int FrameCount;
#ifdef GL_ES
uniform mediump vec2 OutputSize;
uniform mediump vec2 TextureSize;
uniform mediump vec2 InputSize;
#else
uniform vec2 OutputSize;
uniform vec2 TextureSize;
uniform vec2 InputSize;
#endif
void main()
{
mat4 MVPMatrix_ = transpose_(MVPMatrix);
vec2 _delta;
_r0003.x = dot(MVPMatrix_[0], VertexCoord);
_r0003.y = dot(MVPMatrix_[1], VertexCoord);
_r0003.z = dot(MVPMatrix_[2], VertexCoord);
_r0003.w = dot(MVPMatrix_[3], VertexCoord);
_oPosition1 = _r0003;
_delta = 1.00000000E+00/TextureSize;
VARc01 = TexCoord.xy + vec2(-_delta.x, 0.00000000E+00);
VARc11 = TexCoord.xy;
VARc21 = TexCoord.xy + vec2(_delta.x, 0.00000000E+00);
VARc31 = TexCoord.xy + vec2(2.00000000E+00*_delta.x, 0.00000000E+00);
VARc02 = TexCoord.xy + vec2(-_delta.x, _delta.y);
VARc12 = TexCoord.xy + vec2(0.00000000E+00, _delta.y);
VARc22 = TexCoord.xy + vec2(_delta.x, _delta.y);
VARc32 = TexCoord.xy + vec2(2.00000000E+00*_delta.x, _delta.y);
VARmod_factor = (TexCoord.x*OutputSize.x*TextureSize.x)/InputSize.x;
VARratio_scale = TexCoord.xy*TextureSize;
gl_Position = _r0003;
}
#elif defined(FRAGMENT)
#ifdef GL_ES
precision mediump float;
#endif
varying float _frame_rotation;
varying vec2 VARratio_scale;
varying float VARmod_factor;
varying vec2 VARc32;
varying vec2 VARc22;
varying vec2 VARc12;
varying vec2 VARc02;
varying vec2 VARc31;
varying vec2 VARc21;
varying vec2 VARc11;
varying vec2 VARc01;
struct tex_coords {
vec2 VARc01;
vec2 VARc11;
vec2 VARc21;
vec2 VARc31;
vec2 VARc02;
vec2 VARc12;
vec2 VARc22;
vec2 VARc32;
float VARmod_factor;
vec2 VARratio_scale;
};
struct input_dummy {
vec2 _video_size;
vec2 _texture_size;
vec2 _output_dummy_size;
float _frame_count;
float _frame_direction;
float _frame_rotation;
};
vec4 _ret_0;
vec3 _TMP21;
float _TMP28;
float _TMP27;
float _TMP26;
float _TMP20;
float _TMP35;
float _TMP34;
float _TMP33;
float _TMP32;
vec3 _TMP16;
vec3 _TMP15;
float _TMP31;
float _TMP30;
float _TMP29;
vec3 _TMP14;
vec3 _TMP13;
vec3 _TMP36;
float _TMP10;
vec4 _TMP9;
vec4 _TMP8;
float _TMP25;
float _TMP24;
float _TMP23;
float _TMP22;
vec4 _TMP7;
vec4 _TMP6;
vec4 _TMP5;
vec4 _TMP4;
vec4 _TMP3;
vec4 _TMP2;
vec4 _TMP1;
vec4 _TMP0;
tex_coords _co1;
uniform sampler2D Texture;
vec4 _x0062;
vec4 _x0072;
vec3 _r0084;
vec3 _TMP87;
vec3 _r0094;
vec3 _TMP97;
vec3 _x0136;
vec3 _x0144;
vec3 _TMP167;
vec3 _TMP177;
float VARc0188;
float _a0190;
vec3 _a0200;
uniform int FrameDirection;
uniform int FrameCount;
#ifdef GL_ES
uniform mediump vec2 OutputSize;
uniform mediump vec2 TextureSize;
uniform mediump vec2 InputSize;
#else
uniform vec2 OutputSize;
uniform vec2 TextureSize;
uniform vec2 InputSize;
#endif
void main()
{
vec2 _uv_ratio;
vec3 _col;
vec3 _col2;
vec4 _coeffs;
vec3 _weights;
vec3 _weights2;
vec3 _wid;
vec3 _wid2;
vec3 _sqrt1;
vec3 _sqrt2;
vec3 _pow_mul1;
vec3 _pow_mul2;
vec3 _div1;
vec3 _div2;
vec3 _pow1;
vec3 _pow2;
vec3 _multi;
vec3 _mcol;
_uv_ratio = fract(VARratio_scale);
_TMP0 = texture2D(Texture, VARc01);
_TMP1 = texture2D(Texture, VARc11);
_TMP2 = texture2D(Texture, VARc21);
_TMP3 = texture2D(Texture, VARc31);
_TMP4 = texture2D(Texture, VARc02);
_TMP5 = texture2D(Texture, VARc12);
_TMP6 = texture2D(Texture, VARc22);
_TMP7 = texture2D(Texture, VARc32);
_coeffs = vec4(1.00000000E+00 + _uv_ratio.x, _uv_ratio.x, 1.00000000E+00 - _uv_ratio.x, 2.00000000E+00 - _uv_ratio.x) + 4.99999989E-03;
_x0062 = 3.14159274E+00*_coeffs;
_TMP22 = sin(_x0062.x);
_TMP23 = sin(_x0062.y);
_TMP24 = sin(_x0062.z);
_TMP25 = sin(_x0062.w);
_TMP8 = vec4(_TMP22, _TMP23, _TMP24, _TMP25);
_x0072 = 1.57079637E+00*_coeffs;
_TMP22 = sin(_x0072.x);
_TMP23 = sin(_x0072.y);
_TMP24 = sin(_x0072.z);
_TMP25 = sin(_x0072.w);
_TMP9 = vec4(_TMP22, _TMP23, _TMP24, _TMP25);
_coeffs = (_TMP8*_TMP9)/(_coeffs*_coeffs);
_TMP10 = dot(_coeffs, vec4( 1.00000000E+00, 1.00000000E+00, 1.00000000E+00, 1.00000000E+00));
_coeffs = _coeffs/_TMP10;
_weights = vec3(3.32999992E+00*_uv_ratio.y, 3.32999992E+00*_uv_ratio.y, 3.32999992E+00*_uv_ratio.y);
_weights2 = vec3(_uv_ratio.y*-3.32999992E+00 + 3.32999992E+00, _uv_ratio.y*-3.32999992E+00 + 3.32999992E+00, _uv_ratio.y*-3.32999992E+00 + 3.32999992E+00);
_r0084 = _coeffs.x*_TMP0.xyz;
_r0084 = _r0084 + _coeffs.y*_TMP1.xyz;
_r0084 = _r0084 + _coeffs.z*_TMP2.xyz;
_r0084 = _r0084 + _coeffs.w*_TMP3.xyz;
_TMP36 = min(vec3( 1.00000000E+00, 1.00000000E+00, 1.00000000E+00), _r0084);
_TMP87 = max(vec3( 0.00000000E+00, 0.00000000E+00, 0.00000000E+00), _TMP36);
_r0094 = _coeffs.x*_TMP4.xyz;
_r0094 = _r0094 + _coeffs.y*_TMP5.xyz;
_r0094 = _r0094 + _coeffs.z*_TMP6.xyz;
_r0094 = _r0094 + _coeffs.w*_TMP7.xyz;
_TMP36 = min(vec3( 1.00000000E+00, 1.00000000E+00, 1.00000000E+00), _r0094);
_TMP97 = max(vec3( 0.00000000E+00, 0.00000000E+00, 0.00000000E+00), _TMP36);
_TMP26 = pow(_TMP87.x, 4.00000000E+00);
_TMP27 = pow(_TMP87.y, 4.00000000E+00);
_TMP28 = pow(_TMP87.z, 4.00000000E+00);
_TMP13 = vec3(_TMP26, _TMP27, _TMP28);
_wid = 2.00000000E+00*_TMP13 + 2.00000000E+00;
_TMP26 = pow(_TMP97.x, 4.00000000E+00);
_TMP27 = pow(_TMP97.y, 4.00000000E+00);
_TMP28 = pow(_TMP97.z, 4.00000000E+00);
_TMP14 = vec3(_TMP26, _TMP27, _TMP28);
_wid2 = 2.00000000E+00*_TMP14 + 2.00000000E+00;
_TMP26 = pow(_TMP87.x, 2.70000005E+00);
_TMP27 = pow(_TMP87.y, 2.70000005E+00);
_TMP28 = pow(_TMP87.z, 2.70000005E+00);
_col = vec3(_TMP26, _TMP27, _TMP28);
_TMP26 = pow(_TMP97.x, 2.70000005E+00);
_TMP27 = pow(_TMP97.y, 2.70000005E+00);
_TMP28 = pow(_TMP97.z, 2.70000005E+00);
_col2 = vec3(_TMP26, _TMP27, _TMP28);
_x0136 = 5.00000000E-01*_wid;
_TMP29 = inversesqrt(_x0136.x);
_TMP30 = inversesqrt(_x0136.y);
_TMP31 = inversesqrt(_x0136.z);
_sqrt1 = vec3(_TMP29, _TMP30, _TMP31);
_x0144 = 5.00000000E-01*_wid2;
_TMP29 = inversesqrt(_x0144.x);
_TMP30 = inversesqrt(_x0144.y);
_TMP31 = inversesqrt(_x0144.z);
_sqrt2 = vec3(_TMP29, _TMP30, _TMP31);
_pow_mul1 = _weights*_sqrt1;
_pow_mul2 = _weights2*_sqrt2;
_div1 = 1.31999999E-01*_wid + 3.91999990E-01;
_div2 = 1.31999999E-01*_wid2 + 3.91999990E-01;
_TMP26 = pow(_pow_mul1.x, _wid.x);
_TMP27 = pow(_pow_mul1.y, _wid.y);
_TMP28 = pow(_pow_mul1.z, _wid.z);
_TMP15 = vec3(_TMP26, _TMP27, _TMP28);
_pow1 = -_TMP15;
_TMP26 = pow(_pow_mul2.x, _wid2.x);
_TMP27 = pow(_pow_mul2.y, _wid2.y);
_TMP28 = pow(_pow_mul2.z, _wid2.z);
_TMP16 = vec3(_TMP26, _TMP27, _TMP28);
_pow2 = -_TMP16;
_TMP26 = pow(2.71828198E+00, _pow1.x);
_TMP27 = pow(2.71828198E+00, _pow1.y);
_TMP28 = pow(2.71828198E+00, _pow1.z);
_TMP167 = vec3(_TMP26, _TMP27, _TMP28);
_weights = _TMP167/_div1;
_TMP26 = pow(2.71828198E+00, _pow2.x);
_TMP27 = pow(2.71828198E+00, _pow2.y);
_TMP28 = pow(2.71828198E+00, _pow2.z);
_TMP177 = vec3(_TMP26, _TMP27, _TMP28);
_weights2 = _TMP177/_div2;
_multi = _col*_weights + _col2*_weights2;
_a0190 = VARmod_factor/2.00000000E+00;
_TMP32 = abs(_a0190);
_TMP33 = fract(_TMP32);
_TMP34 = abs(2.00000000E+00);
VARc0188 = _TMP33*_TMP34;
if (VARmod_factor < 0.00000000E+00) {
_TMP35 = -VARc0188;
} else {
_TMP35 = VARc0188;
}
_TMP20 = floor(_TMP35);
_mcol = vec3( 1.00000000E+00, 6.99999988E-01, 1.00000000E+00) + _TMP20*vec3( -3.00000012E-01, 3.00000012E-01, -3.00000012E-01);
_a0200 = _mcol*_multi;
_TMP26 = pow(_a0200.x, 4.54544991E-01);
_TMP27 = pow(_a0200.y, 4.54544991E-01);
_TMP28 = pow(_a0200.z, 4.54544991E-01);
_TMP21 = vec3(_TMP26, _TMP27, _TMP28);
_ret_0 = vec4(_TMP21.x, _TMP21.y, _TMP21.z, 1.00000000E+00);
gl_FragColor = _ret_0;
return;
}
#endif

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// GLSL shader autogenerated by cg2glsl.py.
#if defined(VERTEX)
varying float _frame_rotation;
varying vec2 _tex_index;
varying vec2 _coord_prev_prev;
varying vec2 _coord_prev;
varying vec2 _coord;
struct coords {
vec2 _coord;
vec2 _coord_prev;
vec2 _coord_prev_prev;
vec2 _tex_index;
};
struct input_dummy {
vec2 _video_size;
vec2 _texture_size;
vec2 _output_dummy_size;
float _frame_count;
float _frame_direction;
float _frame_rotation;
};
vec4 _oPosition1;
uniform mat4 MVPMatrix;
input_dummy _IN1;
vec4 _r0003;
attribute vec4 VertexCoord;
attribute vec4 TexCoord;
varying vec4 TEX1;
varying vec4 TEX2;
varying vec4 TEX3;
varying vec4 TEX4;
mat4 transpose_(mat4 matrix)
{
mat4 ret;
for (int i = 0; i < 4; i++)
for (int j = 0; j < 4; j++)
ret[i][j] = matrix[j][i];
return ret;
}
uniform int FrameDirection;
uniform int FrameCount;
#ifdef GL_ES
uniform mediump vec2 OutputSize;
uniform mediump vec2 TextureSize;
uniform mediump vec2 InputSize;
#else
uniform vec2 OutputSize;
uniform vec2 TextureSize;
uniform vec2 InputSize;
#endif
void main()
{
mat4 MVPMatrix_ = transpose_(MVPMatrix);
coords _co;
vec2 _one_x;
_r0003.x = dot(MVPMatrix_[0], VertexCoord);
_r0003.y = dot(MVPMatrix_[1], VertexCoord);
_r0003.z = dot(MVPMatrix_[2], VertexCoord);
_r0003.w = dot(MVPMatrix_[3], VertexCoord);
_oPosition1 = _r0003;
_one_x = vec2(1.00000000E+00/(3.00000000E+00*TextureSize.x), 0.00000000E+00);
_co._coord = TexCoord.xy;
_co._coord_prev = TexCoord.xy - _one_x;
_co._coord_prev_prev = TexCoord.xy - 2.00000000E+00*_one_x;
_co._tex_index = TexCoord.xy*TextureSize;
gl_Position = _r0003;
TEX1.xy = TexCoord.xy;
TEX2.xy = _co._coord_prev;
TEX3.xy = _co._coord_prev_prev;
TEX4.xy = _co._tex_index;
}
#elif defined(FRAGMENT)
#ifdef GL_ES
precision mediump float;
#endif
varying float _frame_rotation;
varying vec2 _tex_index;
varying vec2 _coord_prev_prev;
varying vec2 _coord_prev;
varying vec2 _coord;
struct coords {
vec2 _coord;
vec2 _coord_prev;
vec2 _coord_prev_prev;
vec2 _tex_index;
};
struct input_dummy {
vec2 _video_size;
vec2 _texture_size;
vec2 _output_dummy_size;
float _frame_count;
float _frame_direction;
float _frame_rotation;
};
vec4 _ret_0;
vec3 _TMP4;
vec3 _TMP13;
float _TMP12;
float _TMP11;
float _TMP10;
vec3 _TMP3;
float _TMP9;
float _TMP8;
float _TMP7;
float _TMP6;
vec4 _TMP2;
vec4 _TMP1;
vec4 _TMP0;
uniform sampler2D Texture;
float _c0017;
float _TMP24;
float _x0025;
vec3 _TMP58;
float _a0061;
float _c0061;
float _a0063;
vec3 _TMP68;
float _pixel0069;
float _a0071;
float _c0071;
float _a0073;
vec3 _TMP78;
float _pixel0079;
float _a0081;
float _c0081;
float _a0083;
vec3 _a0097;
vec3 _TMP104;
varying vec4 TEX1;
varying vec4 TEX2;
varying vec4 TEX3;
varying vec4 TEX4;
uniform int FrameDirection;
uniform int FrameCount;
#ifdef GL_ES
uniform mediump vec2 OutputSize;
uniform mediump vec2 TextureSize;
uniform mediump vec2 InputSize;
#else
uniform vec2 OutputSize;
uniform vec2 TextureSize;
uniform vec2 InputSize;
#endif
void main()
{
vec3 _color;
vec3 _color_prev;
vec3 _color_prev_prev;
float _pixel_x;
vec3 _result;
_TMP6 = abs(TEX4.y);
_TMP7 = fract(_TMP6);
_TMP8 = abs(1.00000000E+00);
_c0017 = _TMP7*_TMP8;
if (TEX4.y < 0.00000000E+00) {
_TMP9 = -_c0017;
} else {
_TMP9 = _c0017;
}
_x0025 = -2.00000003E-01*_TMP9;
_TMP24 = pow(2.71828198E+00, _x0025);
_TMP0 = texture2D(Texture, TEX1.xy);
_TMP10 = pow(_TMP0.x, 2.40000010E+00);
_TMP11 = pow(_TMP0.y, 2.40000010E+00);
_TMP12 = pow(_TMP0.z, 2.40000010E+00);
_color = vec3(_TMP10, _TMP11, _TMP12);
_TMP1 = texture2D(Texture, TEX2.xy);
_TMP10 = pow(_TMP1.x, 2.40000010E+00);
_TMP11 = pow(_TMP1.y, 2.40000010E+00);
_TMP12 = pow(_TMP1.z, 2.40000010E+00);
_color_prev = vec3(_TMP10, _TMP11, _TMP12);
_TMP2 = texture2D(Texture, TEX3.xy);
_TMP10 = pow(_TMP2.x, 2.40000010E+00);
_TMP11 = pow(_TMP2.y, 2.40000010E+00);
_TMP12 = pow(_TMP2.z, 2.40000010E+00);
_color_prev_prev = vec3(_TMP10, _TMP11, _TMP12);
_pixel_x = 3.00000000E+00*TEX4.x;
_a0061 = _pixel_x + 3.00000000E+00;
_a0063 = _a0061/3.00000000E+00;
_TMP6 = abs(_a0063);
_TMP7 = fract(_TMP6);
_TMP8 = abs(3.00000000E+00);
_c0061 = _TMP7*_TMP8;
if (_a0061 < 0.00000000E+00) {
_TMP9 = -_c0061;
} else {
_TMP9 = _c0061;
}
if (_TMP9 >= 2.00000000E+00) {
_TMP58 = vec3(_TMP9 - 2.00000000E+00, 0.00000000E+00, 3.00000000E+00 - _TMP9);
} else {
if (_TMP9 >= 1.00000000E+00) {
_TMP58 = vec3(0.00000000E+00, 2.00000000E+00 - _TMP9, _TMP9 - 1.00000000E+00);
} else {
_TMP58 = vec3(1.00000000E+00 - _TMP9, _TMP9, 0.00000000E+00);
}
}
_pixel0069 = _pixel_x - 1.00000000E+00;
_a0071 = _pixel0069 + 3.00000000E+00;
_a0073 = _a0071/3.00000000E+00;
_TMP6 = abs(_a0073);
_TMP7 = fract(_TMP6);
_TMP8 = abs(3.00000000E+00);
_c0071 = _TMP7*_TMP8;
if (_a0071 < 0.00000000E+00) {
_TMP9 = -_c0071;
} else {
_TMP9 = _c0071;
}
if (_TMP9 >= 2.00000000E+00) {
_TMP68 = vec3(_TMP9 - 2.00000000E+00, 0.00000000E+00, 3.00000000E+00 - _TMP9);
} else {
if (_TMP9 >= 1.00000000E+00) {
_TMP68 = vec3(0.00000000E+00, 2.00000000E+00 - _TMP9, _TMP9 - 1.00000000E+00);
} else {
_TMP68 = vec3(1.00000000E+00 - _TMP9, _TMP9, 0.00000000E+00);
}
}
_pixel0079 = _pixel_x - 2.00000000E+00;
_a0081 = _pixel0079 + 3.00000000E+00;
_a0083 = _a0081/3.00000000E+00;
_TMP6 = abs(_a0083);
_TMP7 = fract(_TMP6);
_TMP8 = abs(3.00000000E+00);
_c0081 = _TMP7*_TMP8;
if (_a0081 < 0.00000000E+00) {
_TMP9 = -_c0081;
} else {
_TMP9 = _c0081;
}
if (_TMP9 >= 2.00000000E+00) {
_TMP78 = vec3(_TMP9 - 2.00000000E+00, 0.00000000E+00, 3.00000000E+00 - _TMP9);
} else {
if (_TMP9 >= 1.00000000E+00) {
_TMP78 = vec3(0.00000000E+00, 2.00000000E+00 - _TMP9, _TMP9 - 1.00000000E+00);
} else {
_TMP78 = vec3(1.00000000E+00 - _TMP9, _TMP9, 0.00000000E+00);
}
}
_result = (8.00000012E-01*_color)*_TMP58 + (6.00000024E-01*_color_prev)*_TMP68 + (3.00000012E-01*_color_prev_prev)*_TMP78;
_TMP10 = pow(_result.x, 1.39999998E+00);
_TMP11 = pow(_result.y, 1.39999998E+00);
_TMP12 = pow(_result.z, 1.39999998E+00);
_TMP3 = vec3(_TMP10, _TMP11, _TMP12);
_result = 2.29999995E+00*_TMP3;
_result = _result*vec3( 1.45000005E+00, 1.45000005E+00, 1.45000005E+00);
_a0097 = _TMP24*_result;
_TMP10 = pow(_a0097.x, 4.54545438E-01);
_TMP11 = pow(_a0097.y, 4.54545438E-01);
_TMP12 = pow(_a0097.z, 4.54545438E-01);
_TMP4 = vec3(_TMP10, _TMP11, _TMP12);
_TMP13 = min(vec3( 1.00000000E+00, 1.00000000E+00, 1.00000000E+00), _TMP4);
_TMP104 = max(vec3( 0.00000000E+00, 0.00000000E+00, 0.00000000E+00), _TMP13);
_ret_0 = vec4(_TMP104.x, _TMP104.y, _TMP104.z, 1.00000000E+00);
gl_FragColor = _ret_0;
return;
}
#endif

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// GLSL shader autogenerated by cg2glsl.py.
#if defined(VERTEX)
varying float _frame_rotation;
varying vec2 _tex_index;
varying vec2 _coord_prev_prev;
varying vec2 _coord_prev;
varying vec2 _coord;
struct coords {
vec2 _coord;
vec2 _coord_prev;
vec2 _coord_prev_prev;
vec2 _tex_index;
};
struct input_dummy {
vec2 _video_size;
vec2 _texture_size;
vec2 _output_dummy_size;
float _frame_count;
float _frame_direction;
float _frame_rotation;
};
vec4 _oPosition1;
uniform mat4 MVPMatrix;
input_dummy _IN1;
vec4 _r0003;
attribute vec4 VertexCoord;
attribute vec4 TexCoord;
varying vec4 TEX1;
varying vec4 TEX2;
varying vec4 TEX3;
varying vec4 TEX4;
mat4 transpose_(mat4 matrix)
{
mat4 ret;
for (int i = 0; i < 4; i++)
for (int j = 0; j < 4; j++)
ret[i][j] = matrix[j][i];
return ret;
}
uniform int FrameDirection;
uniform int FrameCount;
#ifdef GL_ES
uniform mediump vec2 OutputSize;
uniform mediump vec2 TextureSize;
uniform mediump vec2 InputSize;
#else
uniform vec2 OutputSize;
uniform vec2 TextureSize;
uniform vec2 InputSize;
#endif
void main()
{
mat4 MVPMatrix_ = transpose_(MVPMatrix);
coords _co;
vec2 _one_x;
_r0003.x = dot(MVPMatrix_[0], VertexCoord);
_r0003.y = dot(MVPMatrix_[1], VertexCoord);
_r0003.z = dot(MVPMatrix_[2], VertexCoord);
_r0003.w = dot(MVPMatrix_[3], VertexCoord);
_oPosition1 = _r0003;
_one_x = vec2(1.00000000E+00/(3.00000000E+00*TextureSize.x), 0.00000000E+00);
_co._coord = TexCoord.xy;
_co._coord_prev = TexCoord.xy - _one_x;
_co._coord_prev_prev = TexCoord.xy - 2.00000000E+00*_one_x;
_co._tex_index = TexCoord.xy*TextureSize;
gl_Position = _r0003;
TEX1.xy = TexCoord.xy;
TEX2.xy = _co._coord_prev;
TEX3.xy = _co._coord_prev_prev;
TEX4.xy = _co._tex_index;
}
#elif defined(FRAGMENT)
#ifdef GL_ES
precision mediump float;
#endif
varying float _frame_rotation;
varying vec2 _tex_index;
varying vec2 _coord_prev_prev;
varying vec2 _coord_prev;
varying vec2 _coord;
struct coords {
vec2 _coord;
vec2 _coord_prev;
vec2 _coord_prev_prev;
vec2 _tex_index;
};
struct input_dummy {
vec2 _video_size;
vec2 _texture_size;
vec2 _output_dummy_size;
float _frame_count;
float _frame_direction;
float _frame_rotation;
};
vec4 _ret_0;
vec3 _TMP3;
float _TMP10;
float _TMP9;
float _TMP8;
float _TMP7;
float _TMP6;
float _TMP5;
float _TMP4;
vec4 _TMP2;
vec4 _TMP1;
vec4 _TMP0;
uniform sampler2D Texture;
float _c0014;
float _TMP21;
float _x0022;
vec3 _TMP31;
float _a0034;
float _c0034;
float _a0036;
vec3 _TMP41;
float _pixel0042;
float _a0044;
float _c0044;
float _a0046;
vec3 _TMP51;
float _pixel0052;
float _a0054;
float _c0054;
float _a0056;
varying vec4 TEX1;
varying vec4 TEX2;
varying vec4 TEX3;
varying vec4 TEX4;
uniform int FrameDirection;
uniform int FrameCount;
#ifdef GL_ES
uniform mediump vec2 OutputSize;
uniform mediump vec2 TextureSize;
uniform mediump vec2 InputSize;
#else
uniform vec2 OutputSize;
uniform vec2 TextureSize;
uniform vec2 InputSize;
#endif
void main()
{
float _pixel_x;
vec3 _result;
vec3 _TMP12;
_TMP4 = abs(TEX4.y);
_TMP5 = fract(_TMP4);
_TMP6 = abs(1.00000000E+00);
_c0014 = _TMP5*_TMP6;
if (TEX4.y < 0.00000000E+00) {
_TMP7 = -_c0014;
} else {
_TMP7 = _c0014;
}
_x0022 = -2.00000003E-01*_TMP7;
_TMP21 = pow(2.71828198E+00, _x0022);
_TMP0 = texture2D(Texture, TEX1.xy);
_TMP1 = texture2D(Texture, TEX2.xy);
_TMP2 = texture2D(Texture, TEX3.xy);
_pixel_x = 3.00000000E+00*TEX4.x;
_a0034 = _pixel_x + 3.00000000E+00;
_a0036 = _a0034/3.00000000E+00;
_TMP4 = abs(_a0036);
_TMP5 = fract(_TMP4);
_TMP6 = abs(3.00000000E+00);
_c0034 = _TMP5*_TMP6;
if (_a0034 < 0.00000000E+00) {
_TMP7 = -_c0034;
} else {
_TMP7 = _c0034;
}
if (_TMP7 >= 2.00000000E+00) {
_TMP31 = vec3(_TMP7 - 2.00000000E+00, 0.00000000E+00, 3.00000000E+00 - _TMP7);
} else {
if (_TMP7 >= 1.00000000E+00) {
_TMP31 = vec3(0.00000000E+00, 2.00000000E+00 - _TMP7, _TMP7 - 1.00000000E+00);
} else {
_TMP31 = vec3(1.00000000E+00 - _TMP7, _TMP7, 0.00000000E+00);
}
}
_pixel0042 = _pixel_x - 1.00000000E+00;
_a0044 = _pixel0042 + 3.00000000E+00;
_a0046 = _a0044/3.00000000E+00;
_TMP4 = abs(_a0046);
_TMP5 = fract(_TMP4);
_TMP6 = abs(3.00000000E+00);
_c0044 = _TMP5*_TMP6;
if (_a0044 < 0.00000000E+00) {
_TMP7 = -_c0044;
} else {
_TMP7 = _c0044;
}
if (_TMP7 >= 2.00000000E+00) {
_TMP41 = vec3(_TMP7 - 2.00000000E+00, 0.00000000E+00, 3.00000000E+00 - _TMP7);
} else {
if (_TMP7 >= 1.00000000E+00) {
_TMP41 = vec3(0.00000000E+00, 2.00000000E+00 - _TMP7, _TMP7 - 1.00000000E+00);
} else {
_TMP41 = vec3(1.00000000E+00 - _TMP7, _TMP7, 0.00000000E+00);
}
}
_pixel0052 = _pixel_x - 2.00000000E+00;
_a0054 = _pixel0052 + 3.00000000E+00;
_a0056 = _a0054/3.00000000E+00;
_TMP4 = abs(_a0056);
_TMP5 = fract(_TMP4);
_TMP6 = abs(3.00000000E+00);
_c0054 = _TMP5*_TMP6;
if (_a0054 < 0.00000000E+00) {
_TMP7 = -_c0054;
} else {
_TMP7 = _c0054;
}
if (_TMP7 >= 2.00000000E+00) {
_TMP51 = vec3(_TMP7 - 2.00000000E+00, 0.00000000E+00, 3.00000000E+00 - _TMP7);
} else {
if (_TMP7 >= 1.00000000E+00) {
_TMP51 = vec3(0.00000000E+00, 2.00000000E+00 - _TMP7, _TMP7 - 1.00000000E+00);
} else {
_TMP51 = vec3(1.00000000E+00 - _TMP7, _TMP7, 0.00000000E+00);
}
}
_result = (8.00000012E-01*_TMP0.xyz)*_TMP31 + (6.00000024E-01*_TMP1.xyz)*_TMP41 + (3.00000012E-01*_TMP2.xyz)*_TMP51;
_TMP8 = pow(_result.x, 1.39999998E+00);
_TMP9 = pow(_result.y, 1.39999998E+00);
_TMP10 = pow(_result.z, 1.39999998E+00);
_TMP3 = vec3(_TMP8, _TMP9, _TMP10);
_result = 2.29999995E+00*_TMP3;
_TMP12 = _TMP21*_result;
_ret_0 = vec4(_TMP12.x, _TMP12.y, _TMP12.z, 1.00000000E+00);
gl_FragColor = _ret_0;
return;
}
#endif

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// GLSL shader autogenerated by cg2glsl.py.
#if defined(VERTEX)
varying float _frame_rotation;
varying vec4 _color1;
struct output_dummy {
vec4 _color1;
};
struct input_dummy {
vec2 _video_size;
vec2 _texture_size;
vec2 _output_dummy_size;
float _frame_count;
float _frame_direction;
float _frame_rotation;
};
vec4 _oPosition1;
uniform mat4 MVPMatrix;
vec4 _r0002;
attribute vec4 VertexCoord;
attribute vec4 COLOR;
attribute vec4 TexCoord;
varying vec4 COL0;
varying vec4 TEX0;
mat4 transpose_(mat4 matrix)
{
mat4 ret;
for (int i = 0; i < 4; i++)
for (int j = 0; j < 4; j++)
ret[i][j] = matrix[j][i];
return ret;
}
uniform int FrameDirection;
uniform int FrameCount;
#ifdef GL_ES
uniform mediump vec2 OutputSize;
uniform mediump vec2 TextureSize;
uniform mediump vec2 InputSize;
#else
uniform vec2 OutputSize;
uniform vec2 TextureSize;
uniform vec2 InputSize;
#endif
void main()
{
mat4 MVPMatrix_ = transpose_(MVPMatrix);
vec4 _oColor;
vec2 _otexCoord;
_r0002.x = dot(MVPMatrix_[0], VertexCoord);
_r0002.y = dot(MVPMatrix_[1], VertexCoord);
_r0002.z = dot(MVPMatrix_[2], VertexCoord);
_r0002.w = dot(MVPMatrix_[3], VertexCoord);
_oPosition1 = _r0002;
_oColor = COLOR;
_otexCoord = TexCoord.xy;
gl_Position = _r0002;
COL0 = COLOR;
TEX0.xy = TexCoord.xy;
}
#elif defined(FRAGMENT)
#ifdef GL_ES
precision mediump float;
#endif
varying float _frame_rotation;
varying vec4 _color;
struct output_dummy {
vec4 _color;
};
struct input_dummy {
vec2 _video_size;
vec2 _texture_size;
vec2 _output_dummy_size;
float _frame_count;
float _frame_direction;
float _frame_rotation;
};
float _TMP19;
float _TMP18;
float _TMP17;
float _TMP16;
float _TMP24;
float _TMP23;
float _TMP22;
float _TMP21;
vec4 _TMP8;
vec4 _TMP7;
vec4 _TMP20;
float _TMP28;
float _TMP27;
float _TMP26;
float _TMP25;
vec4 _TMP6;
vec4 _TMP4;
vec4 _TMP3;
vec4 _TMP2;
vec4 _TMP15;
vec4 _TMP1;
vec4 _TMP0;
float _TMP14;
float _TMP13;
float _TMP12;
float _TMP11;
uniform sampler2D Texture;
input_dummy _IN1;
vec2 _c0036;
vec2 _c0040;
vec2 _c0042;
vec2 _c0044;
vec2 _c0046;
vec2 _c0048;
vec2 _c0050;
vec2 _x0052;
vec4 _x0054;
vec4 _x0064;
vec4 _TMP73;
vec4 _x0074;
vec4 _TMP79;
vec4 _x0080;
vec4 _a0116;
vec4 _a0128;
vec4 _TMP137;
vec4 _x0138;
vec4 _a0160;
vec4 _a0172;
vec4 _TMP181;
vec4 _x0182;
float _a0194;
float _c0194;
float _a0196;
vec4 _a0202;
varying vec4 TEX0;
uniform int FrameDirection;
uniform int FrameCount;
#ifdef GL_ES
uniform mediump vec2 OutputSize;
uniform mediump vec2 TextureSize;
uniform mediump vec2 InputSize;
#else
uniform vec2 OutputSize;
uniform vec2 TextureSize;
uniform vec2 InputSize;
#endif
void main()
{
output_dummy _OUT;
vec2 _xy;
vec4 _texels[8];
vec2 _uv_ratio;
vec4 _col;
vec4 _col2;
vec4 _coeffs;
vec4 _wid;
vec4 _weights;
vec4 _weights2;
vec4 _mcol;
_xy = TEX0.xy + vec2(0.00000000E+00, -5.00000000E-01*(2.22991081E-03/OutputSize.y)*6.72672668E+02);
_c0036 = _xy + vec2( -1.15315320E+03, 0.00000000E+00);
_texels[0] = texture2D(Texture, _c0036);
_texels[1] = texture2D(Texture, _xy);
_c0040 = _xy + vec2( 1.15315320E+03, 0.00000000E+00);
_texels[2] = texture2D(Texture, _c0040);
_c0042 = _xy + vec2( 2.30630640E+03, 0.00000000E+00);
_texels[3] = texture2D(Texture, _c0042);
_c0044 = _xy + vec2( -1.15315320E+03, 6.72672668E+02);
_texels[4] = texture2D(Texture, _c0044);
_c0046 = _xy + vec2( 0.00000000E+00, 6.72672668E+02);
_texels[5] = texture2D(Texture, _c0046);
_c0048 = _xy + vec2( 1.15315320E+03, 6.72672668E+02);
_texels[6] = texture2D(Texture, _c0048);
_c0050 = _xy + vec2( 2.30630640E+03, 6.72672668E+02);
_texels[7] = texture2D(Texture, _c0050);
_x0052 = _xy*vec2( 8.67187511E-04, 1.48660713E-03);
_uv_ratio = fract(_x0052);
_coeffs = vec4(1.00000000E+00 + _uv_ratio.x, _uv_ratio.x, 1.00000000E+00 - _uv_ratio.x, 2.00000000E+00 - _uv_ratio.x);
_x0054 = 3.14159274E+00*_coeffs;
_TMP11 = sin(_x0054.x);
_TMP12 = sin(_x0054.y);
_TMP13 = sin(_x0054.z);
_TMP14 = sin(_x0054.w);
_TMP0 = vec4(_TMP11, _TMP12, _TMP13, _TMP14);
_x0064 = (3.14159274E+00*_coeffs)/2.00000000E+00;
_TMP11 = sin(_x0064.x);
_TMP12 = sin(_x0064.y);
_TMP13 = sin(_x0064.z);
_TMP14 = sin(_x0064.w);
_TMP1 = vec4(_TMP11, _TMP12, _TMP13, _TMP14);
_coeffs = (_TMP0*_TMP1)/(_coeffs*_coeffs);
_coeffs = _coeffs/(_coeffs.x + _coeffs.y + _coeffs.z + _coeffs.w);
_x0074 = _coeffs.x*_texels[0] + _coeffs.y*_texels[1] + _coeffs.z*_texels[2] + _coeffs.w*_texels[3];
_TMP15 = min(vec4( 1.00000000E+00, 1.00000000E+00, 1.00000000E+00, 1.00000000E+00), _x0074);
_TMP73 = max(vec4( 0.00000000E+00, 0.00000000E+00, 0.00000000E+00, 0.00000000E+00), _TMP15);
_x0080 = _coeffs.x*_texels[4] + _coeffs.y*_texels[5] + _coeffs.z*_texels[6] + _coeffs.w*_texels[7];
_TMP15 = min(vec4( 1.00000000E+00, 1.00000000E+00, 1.00000000E+00, 1.00000000E+00), _x0080);
_TMP79 = max(vec4( 0.00000000E+00, 0.00000000E+00, 0.00000000E+00, 0.00000000E+00), _TMP15);
_TMP16 = pow(_TMP73.x, 2.50000000E+00);
_TMP17 = pow(_TMP73.y, 2.50000000E+00);
_TMP18 = pow(_TMP73.z, 2.50000000E+00);
_TMP19 = pow(_TMP73.w, 2.50000000E+00);
_col = vec4(_TMP16, _TMP17, _TMP18, _TMP19);
_TMP16 = pow(_TMP79.x, 2.50000000E+00);
_TMP17 = pow(_TMP79.y, 2.50000000E+00);
_TMP18 = pow(_TMP79.z, 2.50000000E+00);
_TMP19 = pow(_TMP79.w, 2.50000000E+00);
_col2 = vec4(_TMP16, _TMP17, _TMP18, _TMP19);
_TMP16 = pow(_col.x, 4.00000000E+00);
_TMP17 = pow(_col.y, 4.00000000E+00);
_TMP18 = pow(_col.z, 4.00000000E+00);
_TMP19 = pow(_col.w, 4.00000000E+00);
_TMP2 = vec4(_TMP16, _TMP17, _TMP18, _TMP19);
_wid = 2.00000000E+00 + 2.00000000E+00*_TMP2;
_weights = vec4(_uv_ratio.y/3.00000012E-01, _uv_ratio.y/3.00000012E-01, _uv_ratio.y/3.00000012E-01, _uv_ratio.y/3.00000012E-01);
_a0116 = 2.00000000E+00/_wid;
_TMP25 = inversesqrt(_a0116.x);
_TMP26 = inversesqrt(_a0116.y);
_TMP27 = inversesqrt(_a0116.z);
_TMP28 = inversesqrt(_a0116.w);
_TMP20 = vec4(_TMP25, _TMP26, _TMP27, _TMP28);
_TMP3 = 1.00000000E+00/_TMP20;
_a0128 = _weights*_TMP3;
_TMP16 = pow(_a0128.x, _wid.x);
_TMP17 = pow(_a0128.y, _wid.y);
_TMP18 = pow(_a0128.z, _wid.z);
_TMP19 = pow(_a0128.w, _wid.w);
_TMP4 = vec4(_TMP16, _TMP17, _TMP18, _TMP19);
_x0138 = -_TMP4;
_TMP16 = pow(2.71828198E+00, _x0138.x);
_TMP17 = pow(2.71828198E+00, _x0138.y);
_TMP18 = pow(2.71828198E+00, _x0138.z);
_TMP19 = pow(2.71828198E+00, _x0138.w);
_TMP137 = vec4(_TMP16, _TMP17, _TMP18, _TMP19);
_weights = ((5.09999990E-01*_TMP137)/3.00000012E-01)/(6.00000024E-01 + 2.00000003E-01*_wid);
_TMP16 = pow(_col2.x, 4.00000000E+00);
_TMP17 = pow(_col2.y, 4.00000000E+00);
_TMP18 = pow(_col2.z, 4.00000000E+00);
_TMP19 = pow(_col2.w, 4.00000000E+00);
_TMP6 = vec4(_TMP16, _TMP17, _TMP18, _TMP19);
_wid = 2.00000000E+00 + 4.00000000E+00*_TMP6;
_weights2 = vec4((1.00000000E+00 - _uv_ratio.y)/3.00000012E-01, (1.00000000E+00 - _uv_ratio.y)/3.00000012E-01, (1.00000000E+00 - _uv_ratio.y)/3.00000012E-01, (1.00000000E+00 - _uv_ratio.y)/3.00000012E-01);
_a0160 = 2.00000000E+00/_wid;
_TMP25 = inversesqrt(_a0160.x);
_TMP26 = inversesqrt(_a0160.y);
_TMP27 = inversesqrt(_a0160.z);
_TMP28 = inversesqrt(_a0160.w);
_TMP20 = vec4(_TMP25, _TMP26, _TMP27, _TMP28);
_TMP7 = 1.00000000E+00/_TMP20;
_a0172 = _weights2*_TMP7;
_TMP16 = pow(_a0172.x, _wid.x);
_TMP17 = pow(_a0172.y, _wid.y);
_TMP18 = pow(_a0172.z, _wid.z);
_TMP19 = pow(_a0172.w, _wid.w);
_TMP8 = vec4(_TMP16, _TMP17, _TMP18, _TMP19);
_x0182 = -_TMP8;
_TMP16 = pow(2.71828198E+00, _x0182.x);
_TMP17 = pow(2.71828198E+00, _x0182.y);
_TMP18 = pow(2.71828198E+00, _x0182.z);
_TMP19 = pow(2.71828198E+00, _x0182.w);
_TMP181 = vec4(_TMP16, _TMP17, _TMP18, _TMP19);
_weights2 = ((5.09999990E-01*_TMP181)/3.00000012E-01)/(6.00000024E-01 + 2.00000003E-01*_wid);
_mcol = vec4( 1.00000000E+00, 1.00000000E+00, 1.00000000E+00, 1.00000000E+00);
_a0194 = _xy.x*OutputSize.x;
_a0196 = _a0194/2.00000000E+00;
_TMP21 = abs(_a0196);
_TMP22 = fract(_TMP21);
_TMP23 = abs(2.00000000E+00);
_c0194 = _TMP22*_TMP23;
if (_a0194 < 0.00000000E+00) {
_TMP24 = -_c0194;
} else {
_TMP24 = _c0194;
}
if (_TMP24 < 1.00000000E+00) {
_mcol.y = 6.99999988E-01;
} else {
_mcol.xz = vec2( 6.99999988E-01, 6.99999988E-01);
}
_a0202 = _mcol*(_col*_weights + _col2*_weights2);
_TMP16 = pow(_a0202.x, 4.54545438E-01);
_TMP17 = pow(_a0202.y, 4.54545438E-01);
_TMP18 = pow(_a0202.z, 4.54545438E-01);
_TMP19 = pow(_a0202.w, 4.54545438E-01);
_OUT._color = vec4(_TMP16, _TMP17, _TMP18, _TMP19);
gl_FragColor = _OUT._color;
return;
}
#endif

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// GLSL shader autogenerated by cg2glsl.py.
#if defined(VERTEX)
varying float _frame_rotation;
varying vec4 _color1;
struct output_dummy {
vec4 _color1;
};
struct input_dummy {
vec2 _video_size;
vec2 _texture_size;
vec2 _output_dummy_size;
float _frame_count;
float _frame_direction;
float _frame_rotation;
};
vec4 _oPosition1;
uniform mat4 MVPMatrix;
vec4 _r0002;
attribute vec4 VertexCoord;
attribute vec4 COLOR;
attribute vec4 TexCoord;
varying vec4 COL0;
varying vec4 TEX0;
mat4 transpose_(mat4 matrix)
{
mat4 ret;
for (int i = 0; i < 4; i++)
for (int j = 0; j < 4; j++)
ret[i][j] = matrix[j][i];
return ret;
}
uniform int FrameDirection;
uniform int FrameCount;
#ifdef GL_ES
uniform mediump vec2 OutputSize;
uniform mediump vec2 TextureSize;
uniform mediump vec2 InputSize;
#else
uniform vec2 OutputSize;
uniform vec2 TextureSize;
uniform vec2 InputSize;
#endif
void main()
{
mat4 MVPMatrix_ = transpose_(MVPMatrix);
vec4 _oColor;
vec2 _otexCoord;
_r0002.x = dot(MVPMatrix_[0], VertexCoord);
_r0002.y = dot(MVPMatrix_[1], VertexCoord);
_r0002.z = dot(MVPMatrix_[2], VertexCoord);
_r0002.w = dot(MVPMatrix_[3], VertexCoord);
_oPosition1 = _r0002;
_oColor = COLOR;
_otexCoord = TexCoord.xy;
gl_Position = _r0002;
COL0 = COLOR;
TEX0.xy = TexCoord.xy;
}
#elif defined(FRAGMENT)
#ifdef GL_ES
precision mediump float;
#endif
varying float _frame_rotation;
varying vec4 _color;
struct output_dummy {
vec4 _color;
};
struct input_dummy {
vec2 _video_size;
vec2 _texture_size;
vec2 _output_dummy_size;
float _frame_count;
float _frame_direction;
float _frame_rotation;
};
float _TMP19;
float _TMP18;
float _TMP17;
float _TMP16;
float _TMP24;
float _TMP23;
float _TMP22;
float _TMP21;
vec4 _TMP8;
vec4 _TMP7;
vec4 _TMP20;
float _TMP28;
float _TMP27;
float _TMP26;
float _TMP25;
vec4 _TMP6;
vec4 _TMP4;
vec4 _TMP3;
vec4 _TMP2;
vec4 _TMP15;
vec4 _TMP1;
vec4 _TMP0;
float _TMP14;
float _TMP13;
float _TMP12;
float _TMP11;
uniform sampler2D Texture;
input_dummy _IN1;
vec2 _c0036;
vec2 _c0040;
vec2 _c0042;
vec2 _c0044;
vec2 _c0046;
vec2 _c0048;
vec2 _c0050;
vec2 _x0052;
vec4 _x0054;
vec4 _x0064;
vec4 _TMP73;
vec4 _x0074;
vec4 _TMP79;
vec4 _x0080;
vec4 _a0116;
vec4 _a0128;
vec4 _TMP137;
vec4 _x0138;
vec4 _a0160;
vec4 _a0172;
vec4 _TMP181;
vec4 _x0182;
float _a0194;
float _c0194;
float _a0196;
vec4 _a0202;
varying vec4 TEX0;
uniform int FrameDirection;
uniform int FrameCount;
#ifdef GL_ES
uniform mediump vec2 OutputSize;
uniform mediump vec2 TextureSize;
uniform mediump vec2 InputSize;
#else
uniform vec2 OutputSize;
uniform vec2 TextureSize;
uniform vec2 InputSize;
#endif
void main()
{
output_dummy _OUT;
vec2 _xy;
vec4 _texels[8];
vec2 _uv_ratio;
vec4 _col;
vec4 _col2;
vec4 _coeffs;
vec4 _wid;
vec4 _weights;
vec4 _weights2;
vec4 _mcol;
_xy = TEX0.xy + vec2(0.00000000E+00, -5.00000000E-01*(2.22991081E-03/OutputSize.y)*4.80480469E+02);
_c0036 = _xy + vec2( -7.68768738E+02, 0.00000000E+00);
_texels[0] = texture2D(Texture, _c0036);
_texels[1] = texture2D(Texture, _xy);
_c0040 = _xy + vec2( 7.68768738E+02, 0.00000000E+00);
_texels[2] = texture2D(Texture, _c0040);
_c0042 = _xy + vec2( 1.53753748E+03, 0.00000000E+00);
_texels[3] = texture2D(Texture, _c0042);
_c0044 = _xy + vec2( -7.68768738E+02, 4.80480469E+02);
_texels[4] = texture2D(Texture, _c0044);
_c0046 = _xy + vec2( 0.00000000E+00, 4.80480469E+02);
_texels[5] = texture2D(Texture, _c0046);
_c0048 = _xy + vec2( 7.68768738E+02, 4.80480469E+02);
_texels[6] = texture2D(Texture, _c0048);
_c0050 = _xy + vec2( 1.53753748E+03, 4.80480469E+02);
_texels[7] = texture2D(Texture, _c0050);
_x0052 = _xy*vec2( 1.30078127E-03, 2.08125007E-03);
_uv_ratio = fract(_x0052);
_coeffs = vec4(1.00000000E+00 + _uv_ratio.x, _uv_ratio.x, 1.00000000E+00 - _uv_ratio.x, 2.00000000E+00 - _uv_ratio.x);
_x0054 = 3.14159274E+00*_coeffs;
_TMP11 = sin(_x0054.x);
_TMP12 = sin(_x0054.y);
_TMP13 = sin(_x0054.z);
_TMP14 = sin(_x0054.w);
_TMP0 = vec4(_TMP11, _TMP12, _TMP13, _TMP14);
_x0064 = (3.14159274E+00*_coeffs)/2.00000000E+00;
_TMP11 = sin(_x0064.x);
_TMP12 = sin(_x0064.y);
_TMP13 = sin(_x0064.z);
_TMP14 = sin(_x0064.w);
_TMP1 = vec4(_TMP11, _TMP12, _TMP13, _TMP14);
_coeffs = (_TMP0*_TMP1)/(_coeffs*_coeffs);
_coeffs = _coeffs/(_coeffs.x + _coeffs.y + _coeffs.z + _coeffs.w);
_x0074 = _coeffs.x*_texels[0] + _coeffs.y*_texels[1] + _coeffs.z*_texels[2] + _coeffs.w*_texels[3];
_TMP15 = min(vec4( 1.00000000E+00, 1.00000000E+00, 1.00000000E+00, 1.00000000E+00), _x0074);
_TMP73 = max(vec4( 0.00000000E+00, 0.00000000E+00, 0.00000000E+00, 0.00000000E+00), _TMP15);
_x0080 = _coeffs.x*_texels[4] + _coeffs.y*_texels[5] + _coeffs.z*_texels[6] + _coeffs.w*_texels[7];
_TMP15 = min(vec4( 1.00000000E+00, 1.00000000E+00, 1.00000000E+00, 1.00000000E+00), _x0080);
_TMP79 = max(vec4( 0.00000000E+00, 0.00000000E+00, 0.00000000E+00, 0.00000000E+00), _TMP15);
_TMP16 = pow(_TMP73.x, 2.50000000E+00);
_TMP17 = pow(_TMP73.y, 2.50000000E+00);
_TMP18 = pow(_TMP73.z, 2.50000000E+00);
_TMP19 = pow(_TMP73.w, 2.50000000E+00);
_col = vec4(_TMP16, _TMP17, _TMP18, _TMP19);
_TMP16 = pow(_TMP79.x, 2.50000000E+00);
_TMP17 = pow(_TMP79.y, 2.50000000E+00);
_TMP18 = pow(_TMP79.z, 2.50000000E+00);
_TMP19 = pow(_TMP79.w, 2.50000000E+00);
_col2 = vec4(_TMP16, _TMP17, _TMP18, _TMP19);
_TMP16 = pow(_col.x, 4.00000000E+00);
_TMP17 = pow(_col.y, 4.00000000E+00);
_TMP18 = pow(_col.z, 4.00000000E+00);
_TMP19 = pow(_col.w, 4.00000000E+00);
_TMP2 = vec4(_TMP16, _TMP17, _TMP18, _TMP19);
_wid = 2.00000000E+00 + 2.00000000E+00*_TMP2;
_weights = vec4(_uv_ratio.y/3.00000012E-01, _uv_ratio.y/3.00000012E-01, _uv_ratio.y/3.00000012E-01, _uv_ratio.y/3.00000012E-01);
_a0116 = 2.00000000E+00/_wid;
_TMP25 = inversesqrt(_a0116.x);
_TMP26 = inversesqrt(_a0116.y);
_TMP27 = inversesqrt(_a0116.z);
_TMP28 = inversesqrt(_a0116.w);
_TMP20 = vec4(_TMP25, _TMP26, _TMP27, _TMP28);
_TMP3 = 1.00000000E+00/_TMP20;
_a0128 = _weights*_TMP3;
_TMP16 = pow(_a0128.x, _wid.x);
_TMP17 = pow(_a0128.y, _wid.y);
_TMP18 = pow(_a0128.z, _wid.z);
_TMP19 = pow(_a0128.w, _wid.w);
_TMP4 = vec4(_TMP16, _TMP17, _TMP18, _TMP19);
_x0138 = -_TMP4;
_TMP16 = pow(2.71828198E+00, _x0138.x);
_TMP17 = pow(2.71828198E+00, _x0138.y);
_TMP18 = pow(2.71828198E+00, _x0138.z);
_TMP19 = pow(2.71828198E+00, _x0138.w);
_TMP137 = vec4(_TMP16, _TMP17, _TMP18, _TMP19);
_weights = ((5.09999990E-01*_TMP137)/3.00000012E-01)/(6.00000024E-01 + 2.00000003E-01*_wid);
_TMP16 = pow(_col2.x, 4.00000000E+00);
_TMP17 = pow(_col2.y, 4.00000000E+00);
_TMP18 = pow(_col2.z, 4.00000000E+00);
_TMP19 = pow(_col2.w, 4.00000000E+00);
_TMP6 = vec4(_TMP16, _TMP17, _TMP18, _TMP19);
_wid = 2.00000000E+00 + 4.00000000E+00*_TMP6;
_weights2 = vec4((1.00000000E+00 - _uv_ratio.y)/3.00000012E-01, (1.00000000E+00 - _uv_ratio.y)/3.00000012E-01, (1.00000000E+00 - _uv_ratio.y)/3.00000012E-01, (1.00000000E+00 - _uv_ratio.y)/3.00000012E-01);
_a0160 = 2.00000000E+00/_wid;
_TMP25 = inversesqrt(_a0160.x);
_TMP26 = inversesqrt(_a0160.y);
_TMP27 = inversesqrt(_a0160.z);
_TMP28 = inversesqrt(_a0160.w);
_TMP20 = vec4(_TMP25, _TMP26, _TMP27, _TMP28);
_TMP7 = 1.00000000E+00/_TMP20;
_a0172 = _weights2*_TMP7;
_TMP16 = pow(_a0172.x, _wid.x);
_TMP17 = pow(_a0172.y, _wid.y);
_TMP18 = pow(_a0172.z, _wid.z);
_TMP19 = pow(_a0172.w, _wid.w);
_TMP8 = vec4(_TMP16, _TMP17, _TMP18, _TMP19);
_x0182 = -_TMP8;
_TMP16 = pow(2.71828198E+00, _x0182.x);
_TMP17 = pow(2.71828198E+00, _x0182.y);
_TMP18 = pow(2.71828198E+00, _x0182.z);
_TMP19 = pow(2.71828198E+00, _x0182.w);
_TMP181 = vec4(_TMP16, _TMP17, _TMP18, _TMP19);
_weights2 = ((5.09999990E-01*_TMP181)/3.00000012E-01)/(6.00000024E-01 + 2.00000003E-01*_wid);
_mcol = vec4( 1.00000000E+00, 1.00000000E+00, 1.00000000E+00, 1.00000000E+00);
_a0194 = _xy.x*OutputSize.x;
_a0196 = _a0194/2.00000000E+00;
_TMP21 = abs(_a0196);
_TMP22 = fract(_TMP21);
_TMP23 = abs(2.00000000E+00);
_c0194 = _TMP22*_TMP23;
if (_a0194 < 0.00000000E+00) {
_TMP24 = -_c0194;
} else {
_TMP24 = _c0194;
}
if (_TMP24 < 1.00000000E+00) {
_mcol.y = 6.99999988E-01;
} else {
_mcol.xz = vec2( 6.99999988E-01, 6.99999988E-01);
}
_a0202 = _mcol*(_col*_weights + _col2*_weights2);
_TMP16 = pow(_a0202.x, 4.54545438E-01);
_TMP17 = pow(_a0202.y, 4.54545438E-01);
_TMP18 = pow(_a0202.z, 4.54545438E-01);
_TMP19 = pow(_a0202.w, 4.54545438E-01);
_OUT._color = vec4(_TMP16, _TMP17, _TMP18, _TMP19);
gl_FragColor = _OUT._color;
return;
}
#endif

View File

@ -0,0 +1,468 @@
// GLSL shader autogenerated by cg2glsl.py.
#if defined(VERTEX)
varying vec4 _t7;
varying vec4 _t6;
varying vec4 _t5;
varying vec4 _t4;
varying vec4 _t3;
varying vec4 _t2;
varying vec4 _t1;
varying vec2 _texCoord1;
varying vec4 _position1;
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 out_vertex {
vec4 _position1;
vec2 _texCoord1;
vec4 _t1;
vec4 _t2;
vec4 _t3;
vec4 _t4;
vec4 _t5;
vec4 _t6;
vec4 _t7;
};
out_vertex _ret_0;
uniform mat4 MVPMatrix;
input_dummy _IN1;
vec4 _r0005;
attribute vec4 VertexCoord;
attribute vec4 TexCoord;
varying vec4 TEX0;
varying vec4 TEX1;
varying vec4 TEX2;
varying vec4 TEX3;
varying vec4 TEX4;
varying vec4 TEX5;
varying vec4 TEX6;
varying vec4 TEX7;
mat4 transpose_(mat4 matrix)
{
mat4 ret;
for (int i = 0; i < 4; i++)
for (int j = 0; j < 4; j++)
ret[i][j] = matrix[j][i];
return ret;
}
uniform int FrameDirection;
uniform int FrameCount;
#ifdef GL_ES
uniform mediump vec2 OutputSize;
uniform mediump vec2 TextureSize;
uniform mediump vec2 InputSize;
#else
uniform vec2 OutputSize;
uniform vec2 TextureSize;
uniform vec2 InputSize;
#endif
void main()
{
mat4 MVPMatrix_ = transpose_(MVPMatrix);
out_vertex _OUT;
vec2 _ps;
_r0005.x = dot(MVPMatrix_[0], VertexCoord);
_r0005.y = dot(MVPMatrix_[1], VertexCoord);
_r0005.z = dot(MVPMatrix_[2], VertexCoord);
_r0005.w = dot(MVPMatrix_[3], VertexCoord);
_ps = vec2(1.00000000E+00/TextureSize.x, 1.00000000E+00/TextureSize.y);
_OUT._t1.xy = TexCoord.xy + vec2(float(float(-_ps.x)), float(float(-_ps.y)));
_OUT._t1.zw = TexCoord.xy + vec2(float(float(-_ps.x)), 0.00000000E+00);
_OUT._t2.xy = TexCoord.xy + vec2(float(float(+_ps.x)), float(float(-_ps.y)));
_OUT._t2.zw = TexCoord.xy + vec2(float(float((+_ps.x + _ps.x))), float(float(-_ps.y)));
_OUT._t3.xy = TexCoord.xy + vec2(float(float(-_ps.x)), 0.00000000E+00);
_OUT._t3.zw = TexCoord.xy + vec2(float(float(+_ps.x)), 0.00000000E+00);
_OUT._t4.xy = TexCoord.xy + vec2(float(float((+_ps.x + _ps.x))), 0.00000000E+00);
_OUT._t4.zw = TexCoord.xy + vec2(float(float(-_ps.x)), float(float(+_ps.y)));
_OUT._t5.xy = TexCoord.xy + vec2(0.00000000E+00, float(float(+_ps.y)));
_OUT._t5.zw = TexCoord.xy + vec2(float(float(+_ps.x)), float(float(+_ps.y)));
_OUT._t6.xy = TexCoord.xy + vec2(float(float((+_ps.x + _ps.x))), float(float(+_ps.y)));
_OUT._t6.zw = TexCoord.xy + vec2(float(float(-_ps.x)), float(float((+_ps.y + _ps.y))));
_OUT._t7.xy = TexCoord.xy + vec2(0.00000000E+00, float(float((+_ps.y + _ps.y))));
_OUT._t7.zw = TexCoord.xy + vec2(float(float(+_ps.x)), float(float((+_ps.y + _ps.y))));
_ret_0._position1 = _r0005;
_ret_0._texCoord1 = TexCoord.xy;
_ret_0._t1 = _OUT._t1;
_ret_0._t2 = _OUT._t2;
_ret_0._t3 = _OUT._t3;
_ret_0._t4 = _OUT._t4;
_ret_0._t5 = _OUT._t5;
_ret_0._t6 = _OUT._t6;
_ret_0._t7 = _OUT._t7;
gl_Position = _r0005;
TEX0.xy = TexCoord.xy;
TEX1 = _OUT._t1;
TEX2 = _OUT._t2;
TEX3 = _OUT._t3;
TEX4 = _OUT._t4;
TEX5 = _OUT._t5;
TEX6 = _OUT._t6;
TEX7 = _OUT._t7;
return;
TEX0.xy = _ret_0._texCoord1;
TEX1 = _ret_0._t1;
TEX2 = _ret_0._t2;
TEX3 = _ret_0._t3;
TEX4 = _ret_0._t4;
TEX5 = _ret_0._t5;
TEX6 = _ret_0._t6;
TEX7 = _ret_0._t7;
}
#elif defined(FRAGMENT)
#ifdef GL_ES
precision mediump float;
#endif
varying vec4 _t7;
varying vec4 _t6;
varying vec4 _t5;
varying vec4 _t4;
varying vec4 _t3;
varying vec4 _t2;
varying vec4 _t1;
varying vec2 _texCoord;
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 out_vertex {
vec2 _texCoord;
vec4 _t1;
vec4 _t2;
vec4 _t3;
vec4 _t4;
vec4 _t5;
vec4 _t6;
vec4 _t7;
};
vec4 _ret_0;
vec3 _TMP28;
vec3 _TMP30;
vec3 _TMP29;
float _TMP31;
float _TMP32;
vec4 _TMP14;
vec4 _TMP13;
vec4 _TMP11;
vec4 _TMP10;
vec4 _TMP9;
vec4 _TMP8;
vec4 _TMP7;
vec4 _TMP6;
vec4 _TMP5;
vec4 _TMP4;
vec4 _TMP2;
vec4 _TMP1;
uniform sampler2D Texture;
input_dummy _IN1;
vec2 _x0039;
int _x0137;
int _y0137;
int _r0137;
int _x0139;
int _y0139;
int _r0139;
int _x0141;
int _y0141;
int _r0141;
int _x0143;
int _y0143;
int _r0143;
varying vec4 TEX0;
varying vec4 TEX1;
varying vec4 TEX2;
varying vec4 TEX3;
varying vec4 TEX4;
varying vec4 TEX5;
varying vec4 TEX6;
varying vec4 TEX7;
uniform int FrameDirection;
uniform int FrameCount;
#ifdef GL_ES
uniform mediump vec2 OutputSize;
uniform mediump vec2 TextureSize;
uniform mediump vec2 InputSize;
#else
uniform vec2 OutputSize;
uniform vec2 TextureSize;
uniform vec2 InputSize;
#endif
void main()
{
vec2 _fp;
vec3 _C1;
vec3 _C2;
vec3 _C3;
vec3 _C4;
vec3 _C5;
vec3 _D4;
vec3 _C6;
vec3 _C7;
vec3 _C8;
vec3 _D5;
vec3 _D1;
vec3 _D2;
vec3 _p00;
vec3 _p10;
vec3 _p01;
vec3 _p11;
float _c1;
float _c2;
float _c3;
float _c4;
float _c5;
float _c6;
float _c7;
float _c8;
float _d1;
float _d2;
float _d4;
float _d5;
int _r1;
_x0039 = TEX0.xy*TextureSize;
_fp = fract(_x0039);
_TMP1 = texture2D(Texture, TEX1.zw);
_C1 = vec3(float(_TMP1.x), float(_TMP1.y), float(_TMP1.z));
_TMP2 = texture2D(Texture, TEX2.xy);
_C2 = vec3(float(_TMP2.x), float(_TMP2.y), float(_TMP2.z));
_TMP4 = texture2D(Texture, TEX3.xy);
_C3 = vec3(float(_TMP4.x), float(_TMP4.y), float(_TMP4.z));
_TMP5 = texture2D(Texture, TEX0.xy);
_C4 = vec3(float(_TMP5.x), float(_TMP5.y), float(_TMP5.z));
_TMP6 = texture2D(Texture, TEX3.zw);
_C5 = vec3(float(_TMP6.x), float(_TMP6.y), float(_TMP6.z));
_TMP7 = texture2D(Texture, TEX4.xy);
_D4 = vec3(float(_TMP7.x), float(_TMP7.y), float(_TMP7.z));
_TMP8 = texture2D(Texture, TEX4.zw);
_C6 = vec3(float(_TMP8.x), float(_TMP8.y), float(_TMP8.z));
_TMP9 = texture2D(Texture, TEX5.xy);
_C7 = vec3(float(_TMP9.x), float(_TMP9.y), float(_TMP9.z));
_TMP10 = texture2D(Texture, TEX5.zw);
_C8 = vec3(float(_TMP10.x), float(_TMP10.y), float(_TMP10.z));
_TMP11 = texture2D(Texture, TEX6.xy);
_D5 = vec3(float(_TMP11.x), float(_TMP11.y), float(_TMP11.z));
_TMP13 = texture2D(Texture, TEX7.xy);
_D1 = vec3(float(_TMP13.x), float(_TMP13.y), float(_TMP13.z));
_TMP14 = texture2D(Texture, TEX7.zw);
_D2 = vec3(float(_TMP14.x), float(_TMP14.y), float(_TMP14.z));
_TMP32 = dot(vec3(float(_C1.x), float(_C1.y), float(_C1.z)), vec3( 6.55360000E+04, 2.55000000E+02, 1.00000000E+00));
_TMP31 = float(_TMP32);
_c1 = float(_TMP31);
_TMP32 = dot(vec3(float(_C2.x), float(_C2.y), float(_C2.z)), vec3( 6.55360000E+04, 2.55000000E+02, 1.00000000E+00));
_TMP31 = float(_TMP32);
_c2 = float(_TMP31);
_TMP32 = dot(vec3(float(_C3.x), float(_C3.y), float(_C3.z)), vec3( 6.55360000E+04, 2.55000000E+02, 1.00000000E+00));
_TMP31 = float(_TMP32);
_c3 = float(_TMP31);
_TMP32 = dot(vec3(float(_C4.x), float(_C4.y), float(_C4.z)), vec3( 6.55360000E+04, 2.55000000E+02, 1.00000000E+00));
_TMP31 = float(_TMP32);
_c4 = float(_TMP31);
_TMP32 = dot(vec3(float(_C5.x), float(_C5.y), float(_C5.z)), vec3( 6.55360000E+04, 2.55000000E+02, 1.00000000E+00));
_TMP31 = float(_TMP32);
_c5 = float(_TMP31);
_TMP32 = dot(vec3(float(_C6.x), float(_C6.y), float(_C6.z)), vec3( 6.55360000E+04, 2.55000000E+02, 1.00000000E+00));
_TMP31 = float(_TMP32);
_c6 = float(_TMP31);
_TMP32 = dot(vec3(float(_C7.x), float(_C7.y), float(_C7.z)), vec3( 6.55360000E+04, 2.55000000E+02, 1.00000000E+00));
_TMP31 = float(_TMP32);
_c7 = float(_TMP31);
_TMP32 = dot(vec3(float(_C8.x), float(_C8.y), float(_C8.z)), vec3( 6.55360000E+04, 2.55000000E+02, 1.00000000E+00));
_TMP31 = float(_TMP32);
_c8 = float(_TMP31);
_TMP32 = dot(vec3(float(_D1.x), float(_D1.y), float(_D1.z)), vec3( 6.55360000E+04, 2.55000000E+02, 1.00000000E+00));
_TMP31 = float(_TMP32);
_d1 = float(_TMP31);
_TMP32 = dot(vec3(float(_D2.x), float(_D2.y), float(_D2.z)), vec3( 6.55360000E+04, 2.55000000E+02, 1.00000000E+00));
_TMP31 = float(_TMP32);
_d2 = float(_TMP31);
_TMP32 = dot(vec3(float(_D4.x), float(_D4.y), float(_D4.z)), vec3( 6.55360000E+04, 2.55000000E+02, 1.00000000E+00));
_TMP31 = float(_TMP32);
_d4 = float(_TMP31);
_TMP32 = dot(vec3(float(_D5.x), float(_D5.y), float(_D5.z)), vec3( 6.55360000E+04, 2.55000000E+02, 1.00000000E+00));
_TMP31 = float(_TMP32);
_d5 = float(_TMP31);
if (_c4 != _c8) {
if (_c7 == _c5) {
_p10 = _C7;
_p01 = _C7;
if (_c6 == _c7 || _c5 == _c2) {
_p00 = 2.50000000E-01*(3.00000000E+00*_C7 + _C4);
} else {
_p00 = 5.00000000E-01*(_C4 + _C5);
}
if (_c5 == _d4 || _c7 == _d1) {
_p11 = 2.50000000E-01*(3.00000000E+00*_C7 + _C8);
} else {
_p11 = 5.00000000E-01*(_C7 + _C8);
}
} else {
_p11 = 1.25000000E-01*(6.00000000E+00*_C8 + _C7 + _C5);
_p00 = 1.25000000E-01*(6.00000000E+00*_C4 + _C7 + _C5);
_p10 = 1.25000000E-01*(6.00000000E+00*_C7 + _C4 + _C8);
_p01 = 1.25000000E-01*(6.00000000E+00*_C5 + _C4 + _C8);
}
} else {
if (_c7 != _c5) {
_p00 = _C4;
_p11 = _C4;
if (_c1 == _c4 || _c8 == _d5) {
_p01 = 2.50000000E-01*(3.00000000E+00*_C4 + _C5);
} else {
_p01 = 5.00000000E-01*(_C4 + _C5);
}
if (_c8 == _d2 || _c3 == _c4) {
_p10 = 2.50000000E-01*(3.00000000E+00*_C4 + _C7);
} else {
_p10 = 5.00000000E-01*(_C7 + _C8);
}
} else {
_x0137 = 0;
_y0137 = 0;
_r0137 = 0;
if (_c5 == _c6) {
_x0137 = 1;
} else {
if (_c4 == _c6) {
_y0137 = 1;
}
}
if (_c5 == _d1) {
_x0137 = _x0137 + 1;
} else {
if (_c4 == _d1) {
_y0137 = _y0137 + 1;
}
}
if (_x0137 <= 1) {
_r0137 = 1;
}
if (_y0137 <= 1) {
_r0137 = _r0137 - 1;
}
_x0139 = 0;
_y0139 = 0;
_r0139 = 0;
if (_c5 == _c3) {
_x0139 = 1;
} else {
if (_c4 == _c3) {
_y0139 = 1;
}
}
if (_c5 == _c1) {
_x0139 = _x0139 + 1;
} else {
if (_c4 == _c1) {
_y0139 = _y0139 + 1;
}
}
if (_x0139 <= 1) {
_r0139 = 1;
}
if (_y0139 <= 1) {
_r0139 = _r0139 - 1;
}
_r1 = _r0137 + _r0139;
_x0141 = 0;
_y0141 = 0;
_r0141 = 0;
if (_c5 == _d2) {
_x0141 = 1;
} else {
if (_c4 == _d2) {
_y0141 = 1;
}
}
if (_c5 == _d5) {
_x0141 = _x0141 + 1;
} else {
if (_c4 == _d5) {
_y0141 = _y0141 + 1;
}
}
if (_x0141 <= 1) {
_r0141 = 1;
}
if (_y0141 <= 1) {
_r0141 = _r0141 - 1;
}
_r1 = _r1 + _r0141;
_x0143 = 0;
_y0143 = 0;
_r0143 = 0;
if (_c5 == _c2) {
_x0143 = 1;
} else {
if (_c4 == _c2) {
_y0143 = 1;
}
}
if (_c5 == _d4) {
_x0143 = _x0143 + 1;
} else {
if (_c4 == _d4) {
_y0143 = _y0143 + 1;
}
}
if (_x0143 <= 1) {
_r0143 = 1;
}
if (_y0143 <= 1) {
_r0143 = _r0143 - 1;
}
_r1 = _r1 + _r0143;
if (_r1 > 0) {
_p10 = _C7;
_p01 = _C7;
_p11 = 5.00000000E-01*(_C4 + _C5);
_p00 = _p11;
} else {
if (_r1 < 0) {
_p00 = _C4;
_p11 = _C4;
_p10 = 5.00000000E-01*(_C4 + _C5);
_p01 = _p10;
} else {
_p00 = _C4;
_p11 = _C4;
_p10 = _C7;
_p01 = _C7;
}
}
}
}
if (_fp.x < 5.00000000E-01) {
if (_fp.y < 5.00000000E-01) {
_TMP29 = _p00;
} else {
_TMP29 = _p10;
}
_TMP28 = _TMP29;
} else {
if (_fp.y < 5.00000000E-01) {
_TMP30 = _p01;
} else {
_TMP30 = _p11;
}
_TMP28 = _TMP30;
}
_ret_0 = vec4(float(_TMP28.x), float(_TMP28.y), float(_TMP28.z), 1.00000000E+00);
gl_FragColor = _ret_0;
return;
}
#endif

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@ -0,0 +1,375 @@
// GLSL shader autogenerated by cg2glsl.py.
#if defined(VERTEX)
varying vec4 _t4;
varying vec4 _t3;
varying vec4 _t2;
varying vec4 _t1;
varying vec2 _texCoord;
varying vec4 _position1;
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 out_vertex {
vec4 _position1;
vec2 _texCoord;
vec4 _t1;
vec4 _t2;
vec4 _t3;
vec4 _t4;
};
out_vertex _ret_0;
float _TMP1;
uniform mat4 MVPMatrix;
input_dummy _IN1;
vec4 _r0019;
attribute vec4 VertexCoord;
attribute vec4 TexCoord;
varying vec4 TEX0;
varying vec4 TEX1;
varying vec4 TEX2;
varying vec4 TEX3;
varying vec4 TEX4;
mat4 transpose_(mat4 matrix)
{
mat4 ret;
for (int i = 0; i < 4; i++)
for (int j = 0; j < 4; j++)
ret[i][j] = matrix[j][i];
return ret;
}
uniform int FrameDirection;
uniform int FrameCount;
#ifdef GL_ES
uniform mediump vec2 OutputSize;
uniform mediump vec2 TextureSize;
uniform mediump vec2 InputSize;
#else
uniform vec2 OutputSize;
uniform vec2 TextureSize;
uniform vec2 InputSize;
#endif
void main()
{
mat4 MVPMatrix_ = transpose_(MVPMatrix);
float _x;
float _y;
vec2 _dg1;
vec2 _dg2;
vec2 _dx;
vec2 _dy;
vec2 _TMP9;
vec2 _TMP10;
vec2 _TMP11;
vec2 _TMP12;
vec2 _TMP13;
vec2 _TMP14;
vec2 _TMP15;
vec2 _TMP16;
out_vertex _TMP17;
_x = 5.00000000E-01*(1.00000000E+00/TextureSize.x);
_y = 5.00000000E-01*(1.00000000E+00/TextureSize.y);
_dg1 = vec2(_x, _y);
_dg2 = vec2(-_x, _y);
_dx = vec2(_x, 0.00000000E+00);
_dy = vec2(0.00000000E+00, _y);
_TMP1 = dot(vec4(float(MVPMatrix_[0].x), float(MVPMatrix_[0].y), float(MVPMatrix_[0].z), float(MVPMatrix_[0].w)), vec4(float(VertexCoord.x), float(VertexCoord.y), float(VertexCoord.z), float(VertexCoord.w)));
_r0019.x = float(_TMP1);
_TMP1 = dot(vec4(float(MVPMatrix_[1].x), float(MVPMatrix_[1].y), float(MVPMatrix_[1].z), float(MVPMatrix_[1].w)), vec4(float(VertexCoord.x), float(VertexCoord.y), float(VertexCoord.z), float(VertexCoord.w)));
_r0019.y = float(_TMP1);
_TMP1 = dot(vec4(float(MVPMatrix_[2].x), float(MVPMatrix_[2].y), float(MVPMatrix_[2].z), float(MVPMatrix_[2].w)), vec4(float(VertexCoord.x), float(VertexCoord.y), float(VertexCoord.z), float(VertexCoord.w)));
_r0019.z = float(_TMP1);
_TMP1 = dot(vec4(float(MVPMatrix_[3].x), float(MVPMatrix_[3].y), float(MVPMatrix_[3].z), float(MVPMatrix_[3].w)), vec4(float(VertexCoord.x), float(VertexCoord.y), float(VertexCoord.z), float(VertexCoord.w)));
_r0019.w = float(_TMP1);
_TMP15 = TexCoord.xy - _dg1;
_TMP16 = TexCoord.xy - _dy;
_TMP17._t1 = vec4(_TMP15.x, _TMP15.y, _TMP16.x, _TMP16.y);
_TMP13 = TexCoord.xy - _dg2;
_TMP14 = TexCoord.xy + _dx;
_TMP17._t2 = vec4(_TMP13.x, _TMP13.y, _TMP14.x, _TMP14.y);
_TMP11 = TexCoord.xy + _dg1;
_TMP12 = TexCoord.xy + _dy;
_TMP17._t3 = vec4(_TMP11.x, _TMP11.y, _TMP12.x, _TMP12.y);
_TMP9 = TexCoord.xy + _dg2;
_TMP10 = TexCoord.xy - _dx;
_TMP17._t4 = vec4(_TMP9.x, _TMP9.y, _TMP10.x, _TMP10.y);
_ret_0._position1 = _r0019;
_ret_0._texCoord = TexCoord.xy;
_ret_0._t1 = _TMP17._t1;
_ret_0._t2 = _TMP17._t2;
_ret_0._t3 = _TMP17._t3;
_ret_0._t4 = _TMP17._t4;
gl_Position = vec4(float(_r0019.x), float(_r0019.y), float(_r0019.z), float(_r0019.w));
TEX0.xy = TexCoord.xy;
TEX1 = _TMP17._t1;
TEX2 = _TMP17._t2;
TEX3 = _TMP17._t3;
TEX4 = _TMP17._t4;
return;
TEX0.xy = _ret_0._texCoord;
TEX1 = _ret_0._t1;
TEX2 = _ret_0._t2;
TEX3 = _ret_0._t3;
TEX4 = _ret_0._t4;
}
#elif defined(FRAGMENT)
#ifdef GL_ES
precision mediump float;
#endif
varying vec4 _t4;
varying vec4 _t3;
varying vec4 _t21;
varying vec4 _t11;
varying vec2 _texCoord;
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 out_vertex {
vec2 _texCoord;
vec4 _t11;
vec4 _t21;
vec4 _t3;
vec4 _t4;
};
vec4 _ret_0;
float _TMP29;
float _TMP33;
float _TMP32;
float _TMP34;
vec3 _TMP28;
float _TMP31;
vec3 _TMP30;
float _TMP27;
vec3 _TMP26;
float _TMP25;
vec3 _TMP24;
float _TMP23;
vec3 _TMP22;
float _TMP21;
float _TMP20;
float _TMP19;
float _TMP18;
vec3 _TMP17;
float _TMP16;
vec3 _TMP15;
float _TMP14;
vec3 _TMP13;
float _TMP12;
vec3 _TMP11;
vec3 _TMP10;
vec3 _TMP9;
vec4 _TMP8;
vec4 _TMP7;
vec4 _TMP6;
vec4 _TMP5;
vec4 _TMP4;
vec4 _TMP3;
vec4 _TMP2;
vec4 _TMP1;
vec4 _TMP0;
uniform sampler2D Texture;
vec2 _c0045;
vec2 _c0047;
vec2 _c0049;
vec2 _c0051;
vec2 _c0053;
vec2 _c0055;
vec2 _c0057;
vec2 _c0059;
vec2 _c0061;
vec3 _a0063;
vec3 _a0067;
vec3 _a0071;
vec3 _a0075;
vec3 _a0079;
vec3 _a0083;
vec3 _a0089;
vec3 _a0091;
vec3 _a0093;
float _TMP96;
float _x0097;
vec3 _a0103;
float _TMP106;
float _x0107;
vec3 _a0113;
float _TMP116;
float _x0117;
vec3 _a0123;
float _TMP126;
float _x0127;
varying vec4 TEX0;
varying vec4 TEX1;
varying vec4 TEX2;
varying vec4 TEX3;
varying vec4 TEX4;
uniform int FrameDirection;
uniform int FrameCount;
#ifdef GL_ES
uniform mediump vec2 OutputSize;
uniform mediump vec2 TextureSize;
uniform mediump vec2 InputSize;
#else
uniform vec2 OutputSize;
uniform vec2 TextureSize;
uniform vec2 InputSize;
#endif
void main()
{
vec3 _c00;
vec3 _c10;
vec3 _c20;
vec3 _c01;
vec3 _c11;
vec3 _c21;
vec3 _c02;
vec3 _c12;
vec3 _c22;
float _md1;
float _md2;
float _w1;
float _w2;
float _w3;
float _w4;
float _t1;
float _t2;
float _ww;
float _lc1;
float _lc2;
vec3 _TMP43;
_c0045 = vec2(float(TEX1.x), float(TEX1.y));
_TMP0 = texture2D(Texture, _c0045);
_c00 = vec3(float(_TMP0.x), float(_TMP0.y), float(_TMP0.z));
_c0047 = vec2(float(TEX1.z), float(TEX1.w));
_TMP1 = texture2D(Texture, _c0047);
_c10 = vec3(float(_TMP1.x), float(_TMP1.y), float(_TMP1.z));
_c0049 = vec2(float(TEX2.x), float(TEX2.y));
_TMP2 = texture2D(Texture, _c0049);
_c20 = vec3(float(_TMP2.x), float(_TMP2.y), float(_TMP2.z));
_c0051 = vec2(float(TEX4.z), float(TEX4.w));
_TMP3 = texture2D(Texture, _c0051);
_c01 = vec3(float(_TMP3.x), float(_TMP3.y), float(_TMP3.z));
_c0053 = vec2(float(TEX0.x), float(TEX0.y));
_TMP4 = texture2D(Texture, _c0053);
_c11 = vec3(float(_TMP4.x), float(_TMP4.y), float(_TMP4.z));
_c0055 = vec2(float(TEX2.z), float(TEX2.w));
_TMP5 = texture2D(Texture, _c0055);
_c21 = vec3(float(_TMP5.x), float(_TMP5.y), float(_TMP5.z));
_c0057 = vec2(float(TEX4.x), float(TEX4.y));
_TMP6 = texture2D(Texture, _c0057);
_c02 = vec3(float(_TMP6.x), float(_TMP6.y), float(_TMP6.z));
_c0059 = vec2(float(TEX3.z), float(TEX3.w));
_TMP7 = texture2D(Texture, _c0059);
_c12 = vec3(float(_TMP7.x), float(_TMP7.y), float(_TMP7.z));
_c0061 = vec2(float(TEX3.x), float(TEX3.y));
_TMP8 = texture2D(Texture, _c0061);
_c22 = vec3(float(_TMP8.x), float(_TMP8.y), float(_TMP8.z));
_a0063 = _c00 - _c22;
_TMP30 = abs(vec3(float(_a0063.x), float(_a0063.y), float(_a0063.z)));
_TMP9 = vec3(float(_TMP30.x), float(_TMP30.y), float(_TMP30.z));
_TMP31 = dot(vec3(float(_TMP9.x), float(_TMP9.y), float(_TMP9.z)), vec3( 1.00000000E+00, 1.00000000E+00, 1.00000000E+00));
_md1 = float(_TMP31);
_a0067 = _c02 - _c20;
_TMP30 = abs(vec3(float(_a0067.x), float(_a0067.y), float(_a0067.z)));
_TMP10 = vec3(float(_TMP30.x), float(_TMP30.y), float(_TMP30.z));
_TMP31 = dot(vec3(float(_TMP10.x), float(_TMP10.y), float(_TMP10.z)), vec3( 1.00000000E+00, 1.00000000E+00, 1.00000000E+00));
_md2 = float(_TMP31);
_a0071 = _c22 - _c11;
_TMP30 = abs(vec3(float(_a0071.x), float(_a0071.y), float(_a0071.z)));
_TMP11 = vec3(float(_TMP30.x), float(_TMP30.y), float(_TMP30.z));
_TMP31 = dot(vec3(float(_TMP11.x), float(_TMP11.y), float(_TMP11.z)), vec3( 1.00000000E+00, 1.00000000E+00, 1.00000000E+00));
_TMP12 = float(_TMP31);
_w1 = _TMP12*_md2;
_a0075 = _c02 - _c11;
_TMP30 = abs(vec3(float(_a0075.x), float(_a0075.y), float(_a0075.z)));
_TMP13 = vec3(float(_TMP30.x), float(_TMP30.y), float(_TMP30.z));
_TMP31 = dot(vec3(float(_TMP13.x), float(_TMP13.y), float(_TMP13.z)), vec3( 1.00000000E+00, 1.00000000E+00, 1.00000000E+00));
_TMP14 = float(_TMP31);
_w2 = _TMP14*_md1;
_a0079 = _c00 - _c11;
_TMP30 = abs(vec3(float(_a0079.x), float(_a0079.y), float(_a0079.z)));
_TMP15 = vec3(float(_TMP30.x), float(_TMP30.y), float(_TMP30.z));
_TMP31 = dot(vec3(float(_TMP15.x), float(_TMP15.y), float(_TMP15.z)), vec3( 1.00000000E+00, 1.00000000E+00, 1.00000000E+00));
_TMP16 = float(_TMP31);
_w3 = _TMP16*_md2;
_a0083 = _c20 - _c11;
_TMP30 = abs(vec3(float(_a0083.x), float(_a0083.y), float(_a0083.z)));
_TMP17 = vec3(float(_TMP30.x), float(_TMP30.y), float(_TMP30.z));
_TMP31 = dot(vec3(float(_TMP17.x), float(_TMP17.y), float(_TMP17.z)), vec3( 1.00000000E+00, 1.00000000E+00, 1.00000000E+00));
_TMP18 = float(_TMP31);
_w4 = _TMP18*_md1;
_t1 = _w1 + _w3;
_t2 = _w2 + _w4;
_TMP32 = max(float(_t1), float(_t2));
_TMP19 = float(_TMP32);
_ww = _TMP19 + 1.00016594E-04;
_c11 = (_w1*_c00 + _w2*_c20 + _w3*_c22 + _w4*_c02 + _ww*_c11)/(_t1 + _t2 + _ww);
_a0089 = _c10 + _c12 + _c11;
_TMP31 = dot(vec3(float(_a0089.x), float(_a0089.y), float(_a0089.z)), vec3( 1.00000000E+00, 1.00000000E+00, 1.00000000E+00));
_TMP20 = float(_TMP31);
_lc1 = -2.50000000E-01/(1.19995117E-01*_TMP20 + 2.50000000E-01);
_a0091 = _c01 + _c21 + _c11;
_TMP31 = dot(vec3(float(_a0091.x), float(_a0091.y), float(_a0091.z)), vec3( 1.00000000E+00, 1.00000000E+00, 1.00000000E+00));
_TMP21 = float(_TMP31);
_lc2 = -2.50000000E-01/(1.19995117E-01*_TMP21 + 2.50000000E-01);
_a0093 = _c11 - _c10;
_TMP30 = abs(vec3(float(_a0093.x), float(_a0093.y), float(_a0093.z)));
_TMP22 = vec3(float(_TMP30.x), float(_TMP30.y), float(_TMP30.z));
_TMP31 = dot(vec3(float(_TMP22.x), float(_TMP22.y), float(_TMP22.z)), vec3( 1.00000000E+00, 1.00000000E+00, 1.00000000E+00));
_TMP23 = float(_TMP31);
_x0097 = _lc1*_TMP23 + 3.24951172E-01;
_TMP34 = min(2.50000000E-01, float(_x0097));
_TMP33 = float(_TMP34);
_TMP32 = max(-4.99877930E-02, float(_TMP33));
_TMP96 = float(_TMP32);
_a0103 = _c11 - _c21;
_TMP30 = abs(vec3(float(_a0103.x), float(_a0103.y), float(_a0103.z)));
_TMP24 = vec3(float(_TMP30.x), float(_TMP30.y), float(_TMP30.z));
_TMP31 = dot(vec3(float(_TMP24.x), float(_TMP24.y), float(_TMP24.z)), vec3( 1.00000000E+00, 1.00000000E+00, 1.00000000E+00));
_TMP25 = float(_TMP31);
_x0107 = _lc2*_TMP25 + 3.24951172E-01;
_TMP34 = min(2.50000000E-01, float(_x0107));
_TMP33 = float(_TMP34);
_TMP32 = max(-4.99877930E-02, float(_TMP33));
_TMP106 = float(_TMP32);
_a0113 = _c11 - _c12;
_TMP30 = abs(vec3(float(_a0113.x), float(_a0113.y), float(_a0113.z)));
_TMP26 = vec3(float(_TMP30.x), float(_TMP30.y), float(_TMP30.z));
_TMP31 = dot(vec3(float(_TMP26.x), float(_TMP26.y), float(_TMP26.z)), vec3( 1.00000000E+00, 1.00000000E+00, 1.00000000E+00));
_TMP27 = float(_TMP31);
_x0117 = _lc1*_TMP27 + 3.24951172E-01;
_TMP34 = min(2.50000000E-01, float(_x0117));
_TMP33 = float(_TMP34);
_TMP32 = max(-4.99877930E-02, float(_TMP33));
_TMP116 = float(_TMP32);
_a0123 = _c11 - _c01;
_TMP30 = abs(vec3(float(_a0123.x), float(_a0123.y), float(_a0123.z)));
_TMP28 = vec3(float(_TMP30.x), float(_TMP30.y), float(_TMP30.z));
_TMP31 = dot(vec3(float(_TMP28.x), float(_TMP28.y), float(_TMP28.z)), vec3( 1.00000000E+00, 1.00000000E+00, 1.00000000E+00));
_TMP29 = float(_TMP31);
_x0127 = _lc2*_TMP29 + 3.24951172E-01;
_TMP34 = min(2.50000000E-01, float(_x0127));
_TMP33 = float(_TMP34);
_TMP32 = max(-4.99877930E-02, float(_TMP33));
_TMP126 = float(_TMP32);
_TMP43 = _TMP96*_c10 + _TMP106*_c21 + _TMP116*_c12 + _TMP126*_c01 + ((((1.00000000E+00 - _TMP96) - _TMP106) - _TMP116) - _TMP126)*_c11;
_ret_0 = vec4(_TMP43.x, _TMP43.y, _TMP43.z, 1.00000000E+00);
gl_FragColor = vec4(float(_ret_0.x), float(_ret_0.y), float(_ret_0.z), float(_ret_0.w));
return;
}
#endif

View File

@ -0,0 +1,484 @@
// GLSL shader autogenerated by cg2glsl.py.
#if defined(VERTEX)
varying vec4 _t6;
varying vec4 _t5;
varying vec4 _t4;
varying vec4 _t3;
varying vec4 _t2;
varying vec4 _t1;
varying vec2 _texCoord;
varying vec4 _position1;
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 out_vertex {
vec4 _position1;
vec2 _texCoord;
vec4 _t1;
vec4 _t2;
vec4 _t3;
vec4 _t4;
vec4 _t5;
vec4 _t6;
};
out_vertex _ret_0;
float _TMP1;
uniform mat4 MVPMatrix;
input_dummy _IN1;
vec4 _r0023;
attribute vec4 VertexCoord;
attribute vec4 TexCoord;
varying vec4 TEX0;
varying vec4 TEX1;
varying vec4 TEX2;
varying vec4 TEX3;
varying vec4 TEX4;
varying vec4 TEX5;
varying vec4 TEX6;
mat4 transpose_(mat4 matrix)
{
mat4 ret;
for (int i = 0; i < 4; i++)
for (int j = 0; j < 4; j++)
ret[i][j] = matrix[j][i];
return ret;
}
uniform int FrameDirection;
uniform int FrameCount;
#ifdef GL_ES
uniform mediump vec2 OutputSize;
uniform mediump vec2 TextureSize;
uniform mediump vec2 InputSize;
#else
uniform vec2 OutputSize;
uniform vec2 TextureSize;
uniform vec2 InputSize;
#endif
void main()
{
mat4 MVPMatrix_ = transpose_(MVPMatrix);
float _x;
float _y;
vec2 _dg1;
vec2 _dg2;
vec2 _sd1;
vec2 _sd2;
vec2 _ddx;
vec2 _ddy;
vec2 _TMP9;
vec2 _TMP10;
vec2 _TMP11;
vec2 _TMP12;
vec2 _TMP13;
vec2 _TMP14;
vec2 _TMP15;
vec2 _TMP16;
vec2 _TMP17;
vec2 _TMP18;
vec2 _TMP19;
vec2 _TMP20;
out_vertex _TMP21;
_x = 5.00000000E-01*(1.00000000E+00/TextureSize.x);
_y = 5.00000000E-01*(1.00000000E+00/TextureSize.y);
_dg1 = vec2(_x, _y);
_dg2 = vec2(-_x, _y);
_sd1 = _dg1*5.00000000E-01;
_sd2 = _dg2*5.00000000E-01;
_ddx = vec2(_x, 0.00000000E+00);
_ddy = vec2(0.00000000E+00, _y);
_TMP1 = dot(vec4(float(MVPMatrix_[0].x), float(MVPMatrix_[0].y), float(MVPMatrix_[0].z), float(MVPMatrix_[0].w)), vec4(float(VertexCoord.x), float(VertexCoord.y), float(VertexCoord.z), float(VertexCoord.w)));
_r0023.x = float(_TMP1);
_TMP1 = dot(vec4(float(MVPMatrix_[1].x), float(MVPMatrix_[1].y), float(MVPMatrix_[1].z), float(MVPMatrix_[1].w)), vec4(float(VertexCoord.x), float(VertexCoord.y), float(VertexCoord.z), float(VertexCoord.w)));
_r0023.y = float(_TMP1);
_TMP1 = dot(vec4(float(MVPMatrix_[2].x), float(MVPMatrix_[2].y), float(MVPMatrix_[2].z), float(MVPMatrix_[2].w)), vec4(float(VertexCoord.x), float(VertexCoord.y), float(VertexCoord.z), float(VertexCoord.w)));
_r0023.z = float(_TMP1);
_TMP1 = dot(vec4(float(MVPMatrix_[3].x), float(MVPMatrix_[3].y), float(MVPMatrix_[3].z), float(MVPMatrix_[3].w)), vec4(float(VertexCoord.x), float(VertexCoord.y), float(VertexCoord.z), float(VertexCoord.w)));
_r0023.w = float(_TMP1);
_TMP19 = TexCoord.xy - _sd1;
_TMP20 = TexCoord.xy - _ddy;
_TMP21._t1 = vec4(_TMP19.x, _TMP19.y, _TMP20.x, _TMP20.y);
_TMP17 = TexCoord.xy - _sd2;
_TMP18 = TexCoord.xy + _ddx;
_TMP21._t2 = vec4(_TMP17.x, _TMP17.y, _TMP18.x, _TMP18.y);
_TMP15 = TexCoord.xy + _sd1;
_TMP16 = TexCoord.xy + _ddy;
_TMP21._t3 = vec4(_TMP15.x, _TMP15.y, _TMP16.x, _TMP16.y);
_TMP13 = TexCoord.xy + _sd2;
_TMP14 = TexCoord.xy - _ddx;
_TMP21._t4 = vec4(_TMP13.x, _TMP13.y, _TMP14.x, _TMP14.y);
_TMP11 = TexCoord.xy - _dg1;
_TMP12 = TexCoord.xy - _dg2;
_TMP21._t5 = vec4(_TMP11.x, _TMP11.y, _TMP12.x, _TMP12.y);
_TMP9 = TexCoord.xy + _dg1;
_TMP10 = TexCoord.xy + _dg2;
_TMP21._t6 = vec4(_TMP9.x, _TMP9.y, _TMP10.x, _TMP10.y);
_ret_0._position1 = _r0023;
_ret_0._texCoord = TexCoord.xy;
_ret_0._t1 = _TMP21._t1;
_ret_0._t2 = _TMP21._t2;
_ret_0._t3 = _TMP21._t3;
_ret_0._t4 = _TMP21._t4;
_ret_0._t5 = _TMP21._t5;
_ret_0._t6 = _TMP21._t6;
gl_Position = vec4(float(_r0023.x), float(_r0023.y), float(_r0023.z), float(_r0023.w));
TEX0.xy = TexCoord.xy;
TEX1 = _TMP21._t1;
TEX2 = _TMP21._t2;
TEX3 = _TMP21._t3;
TEX4 = _TMP21._t4;
TEX5 = _TMP21._t5;
TEX6 = _TMP21._t6;
return;
TEX0.xy = _ret_0._texCoord;
TEX1 = _ret_0._t1;
TEX2 = _ret_0._t2;
TEX3 = _ret_0._t3;
TEX4 = _ret_0._t4;
TEX5 = _ret_0._t5;
TEX6 = _ret_0._t6;
}
#elif defined(FRAGMENT)
#ifdef GL_ES
precision mediump float;
#endif
varying vec4 _t6;
varying vec4 _t5;
varying vec4 _t4;
varying vec4 _t3;
varying vec4 _t2;
varying vec4 _t1;
varying vec2 _texCoord;
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 out_vertex {
vec2 _texCoord;
vec4 _t1;
vec4 _t2;
vec4 _t3;
vec4 _t4;
vec4 _t5;
vec4 _t6;
};
vec4 _ret_0;
float _TMP43;
float _TMP41;
float _TMP42;
float _TMP38;
float _TMP37;
float _TMP40;
vec3 _TMP36;
vec3 _TMP35;
vec3 _TMP39;
float _TMP34;
float _TMP33;
vec3 _TMP32;
vec3 _TMP31;
float _TMP30;
float _TMP29;
vec3 _TMP28;
vec3 _TMP27;
float _TMP26;
float _TMP25;
vec3 _TMP24;
vec3 _TMP23;
float _TMP22;
float _TMP21;
vec3 _TMP20;
float _TMP19;
float _TMP18;
vec3 _TMP17;
vec3 _TMP16;
vec3 _TMP15;
vec3 _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;
uniform sampler2D Texture;
vec2 _c0054;
vec2 _c0056;
vec2 _c0058;
vec2 _c0060;
vec2 _c0062;
vec2 _c0064;
vec2 _c0066;
vec2 _c0068;
vec2 _c0070;
vec2 _c0072;
vec2 _c0074;
vec2 _c0076;
vec2 _c0078;
vec3 _a0080;
vec3 _a0084;
vec3 _a0088;
vec3 _a0092;
vec3 _a0096;
vec3 _a0104;
vec3 _a0112;
vec3 _a0114;
vec3 _a0116;
vec3 _a0118;
vec3 _a0120;
vec3 _a0122;
vec3 _a0124;
vec3 _a0126;
vec3 _a0128;
vec3 _a0130;
vec3 _a0132;
vec3 _a0134;
vec3 _a0136;
vec3 _a0138;
vec3 _a0140;
vec3 _a0142;
float _TMP143;
float _x0144;
float _TMP149;
float _x0150;
float _TMP155;
float _x0156;
float _TMP161;
float _x0162;
varying vec4 TEX0;
varying vec4 TEX1;
varying vec4 TEX2;
varying vec4 TEX3;
varying vec4 TEX4;
varying vec4 TEX5;
varying vec4 TEX6;
uniform int FrameDirection;
uniform int FrameCount;
#ifdef GL_ES
uniform mediump vec2 OutputSize;
uniform mediump vec2 TextureSize;
uniform mediump vec2 InputSize;
#else
uniform vec2 OutputSize;
uniform vec2 TextureSize;
uniform vec2 InputSize;
#endif
void main()
{
vec3 _c;
vec3 _i1;
vec3 _i2;
vec3 _i3;
vec3 _i4;
vec3 _o1;
vec3 _o3;
vec3 _o2;
vec3 _o4;
vec3 _s1;
vec3 _s2;
vec3 _s3;
vec3 _s4;
float _ko1;
float _ko2;
float _ko3;
float _ko4;
float _k1;
float _k2;
float _w1;
float _w2;
float _w3;
float _w4;
vec3 _TMP52;
_c0054 = vec2(float(TEX0.x), float(TEX0.y));
_TMP0 = texture2D(Texture, _c0054);
_c = vec3(float(_TMP0.x), float(_TMP0.y), float(_TMP0.z));
_c0056 = vec2(float(TEX1.x), float(TEX1.y));
_TMP1 = texture2D(Texture, _c0056);
_i1 = vec3(float(_TMP1.x), float(_TMP1.y), float(_TMP1.z));
_c0058 = vec2(float(TEX2.x), float(TEX2.y));
_TMP2 = texture2D(Texture, _c0058);
_i2 = vec3(float(_TMP2.x), float(_TMP2.y), float(_TMP2.z));
_c0060 = vec2(float(TEX3.x), float(TEX3.y));
_TMP3 = texture2D(Texture, _c0060);
_i3 = vec3(float(_TMP3.x), float(_TMP3.y), float(_TMP3.z));
_c0062 = vec2(float(TEX4.x), float(TEX4.y));
_TMP4 = texture2D(Texture, _c0062);
_i4 = vec3(float(_TMP4.x), float(_TMP4.y), float(_TMP4.z));
_c0064 = vec2(float(TEX5.x), float(TEX5.y));
_TMP5 = texture2D(Texture, _c0064);
_o1 = vec3(float(_TMP5.x), float(_TMP5.y), float(_TMP5.z));
_c0066 = vec2(float(TEX6.x), float(TEX6.y));
_TMP6 = texture2D(Texture, _c0066);
_o3 = vec3(float(_TMP6.x), float(_TMP6.y), float(_TMP6.z));
_c0068 = vec2(float(TEX5.z), float(TEX5.w));
_TMP7 = texture2D(Texture, _c0068);
_o2 = vec3(float(_TMP7.x), float(_TMP7.y), float(_TMP7.z));
_c0070 = vec2(float(TEX6.z), float(TEX6.w));
_TMP8 = texture2D(Texture, _c0070);
_o4 = vec3(float(_TMP8.x), float(_TMP8.y), float(_TMP8.z));
_c0072 = vec2(float(TEX1.z), float(TEX1.w));
_TMP9 = texture2D(Texture, _c0072);
_s1 = vec3(float(_TMP9.x), float(_TMP9.y), float(_TMP9.z));
_c0074 = vec2(float(TEX2.z), float(TEX2.w));
_TMP10 = texture2D(Texture, _c0074);
_s2 = vec3(float(_TMP10.x), float(_TMP10.y), float(_TMP10.z));
_c0076 = vec2(float(TEX3.z), float(TEX3.w));
_TMP11 = texture2D(Texture, _c0076);
_s3 = vec3(float(_TMP11.x), float(_TMP11.y), float(_TMP11.z));
_c0078 = vec2(float(TEX4.z), float(TEX4.w));
_TMP12 = texture2D(Texture, _c0078);
_s4 = vec3(float(_TMP12.x), float(_TMP12.y), float(_TMP12.z));
_a0080 = _o1 - _c;
_TMP39 = abs(vec3(float(_a0080.x), float(_a0080.y), float(_a0080.z)));
_TMP13 = vec3(float(_TMP39.x), float(_TMP39.y), float(_TMP39.z));
_TMP40 = dot(vec3(float(_TMP13.x), float(_TMP13.y), float(_TMP13.z)), vec3( 1.00000000E+00, 1.00000000E+00, 1.00000000E+00));
_ko1 = float(_TMP40);
_a0084 = _o2 - _c;
_TMP39 = abs(vec3(float(_a0084.x), float(_a0084.y), float(_a0084.z)));
_TMP14 = vec3(float(_TMP39.x), float(_TMP39.y), float(_TMP39.z));
_TMP40 = dot(vec3(float(_TMP14.x), float(_TMP14.y), float(_TMP14.z)), vec3( 1.00000000E+00, 1.00000000E+00, 1.00000000E+00));
_ko2 = float(_TMP40);
_a0088 = _o3 - _c;
_TMP39 = abs(vec3(float(_a0088.x), float(_a0088.y), float(_a0088.z)));
_TMP15 = vec3(float(_TMP39.x), float(_TMP39.y), float(_TMP39.z));
_TMP40 = dot(vec3(float(_TMP15.x), float(_TMP15.y), float(_TMP15.z)), vec3( 1.00000000E+00, 1.00000000E+00, 1.00000000E+00));
_ko3 = float(_TMP40);
_a0092 = _o4 - _c;
_TMP39 = abs(vec3(float(_a0092.x), float(_a0092.y), float(_a0092.z)));
_TMP16 = vec3(float(_TMP39.x), float(_TMP39.y), float(_TMP39.z));
_TMP40 = dot(vec3(float(_TMP16.x), float(_TMP16.y), float(_TMP16.z)), vec3( 1.00000000E+00, 1.00000000E+00, 1.00000000E+00));
_ko4 = float(_TMP40);
_a0096 = _i1 - _i3;
_TMP39 = abs(vec3(float(_a0096.x), float(_a0096.y), float(_a0096.z)));
_TMP17 = vec3(float(_TMP39.x), float(_TMP39.y), float(_TMP39.z));
_TMP40 = dot(vec3(float(_TMP17.x), float(_TMP17.y), float(_TMP17.z)), vec3( 1.00000000E+00, 1.00000000E+00, 1.00000000E+00));
_TMP18 = float(_TMP40);
_TMP41 = max(float(_ko1), float(_ko3));
_TMP19 = float(_TMP41);
_TMP42 = min(float(_TMP18), float(_TMP19));
_k1 = float(_TMP42);
_a0104 = _i2 - _i4;
_TMP39 = abs(vec3(float(_a0104.x), float(_a0104.y), float(_a0104.z)));
_TMP20 = vec3(float(_TMP39.x), float(_TMP39.y), float(_TMP39.z));
_TMP40 = dot(vec3(float(_TMP20.x), float(_TMP20.y), float(_TMP20.z)), vec3( 1.00000000E+00, 1.00000000E+00, 1.00000000E+00));
_TMP21 = float(_TMP40);
_TMP41 = max(float(_ko2), float(_ko4));
_TMP22 = float(_TMP41);
_TMP42 = min(float(_TMP21), float(_TMP22));
_k2 = float(_TMP42);
_w1 = _k2;
if (_ko3 < _ko1) {
_w1 = _k2*(_ko3/_ko1);
}
_w2 = _k1;
if (_ko4 < _ko2) {
_w2 = _k1*(_ko4/_ko2);
}
_w3 = _k2;
if (_ko1 < _ko3) {
_w3 = _k2*(_ko1/_ko3);
}
_w4 = _k1;
if (_ko2 < _ko4) {
_w4 = _k1*(_ko2/_ko4);
}
_c = (_w1*_o1 + _w2*_o2 + _w3*_o3 + _w4*_o4 + 1.00040436E-03*_c)/(_w1 + _w2 + _w3 + _w4 + 1.00040436E-03);
_a0112 = _i1 - _c;
_TMP39 = abs(vec3(float(_a0112.x), float(_a0112.y), float(_a0112.z)));
_TMP23 = vec3(float(_TMP39.x), float(_TMP39.y), float(_TMP39.z));
_a0114 = _i3 - _c;
_TMP39 = abs(vec3(float(_a0114.x), float(_a0114.y), float(_a0114.z)));
_TMP24 = vec3(float(_TMP39.x), float(_TMP39.y), float(_TMP39.z));
_a0116 = _TMP23 + _TMP24;
_TMP40 = dot(vec3(float(_a0116.x), float(_a0116.y), float(_a0116.z)), vec3( 1.00000000E+00, 1.00000000E+00, 1.00000000E+00));
_TMP25 = float(_TMP40);
_a0118 = _i1 + _i3;
_TMP40 = dot(vec3(float(_a0118.x), float(_a0118.y), float(_a0118.z)), vec3( 1.00000000E+00, 1.00000000E+00, 1.00000000E+00));
_TMP26 = float(_TMP40);
_w1 = (-1.09960938E+00*_TMP25)/(1.25000000E-01*_TMP26 + 3.30078125E-01);
_a0120 = _i2 - _c;
_TMP39 = abs(vec3(float(_a0120.x), float(_a0120.y), float(_a0120.z)));
_TMP27 = vec3(float(_TMP39.x), float(_TMP39.y), float(_TMP39.z));
_a0122 = _i4 - _c;
_TMP39 = abs(vec3(float(_a0122.x), float(_a0122.y), float(_a0122.z)));
_TMP28 = vec3(float(_TMP39.x), float(_TMP39.y), float(_TMP39.z));
_a0124 = _TMP27 + _TMP28;
_TMP40 = dot(vec3(float(_a0124.x), float(_a0124.y), float(_a0124.z)), vec3( 1.00000000E+00, 1.00000000E+00, 1.00000000E+00));
_TMP29 = float(_TMP40);
_a0126 = _i2 + _i4;
_TMP40 = dot(vec3(float(_a0126.x), float(_a0126.y), float(_a0126.z)), vec3( 1.00000000E+00, 1.00000000E+00, 1.00000000E+00));
_TMP30 = float(_TMP40);
_w2 = (-1.09960938E+00*_TMP29)/(1.25000000E-01*_TMP30 + 3.30078125E-01);
_a0128 = _s1 - _c;
_TMP39 = abs(vec3(float(_a0128.x), float(_a0128.y), float(_a0128.z)));
_TMP31 = vec3(float(_TMP39.x), float(_TMP39.y), float(_TMP39.z));
_a0130 = _s3 - _c;
_TMP39 = abs(vec3(float(_a0130.x), float(_a0130.y), float(_a0130.z)));
_TMP32 = vec3(float(_TMP39.x), float(_TMP39.y), float(_TMP39.z));
_a0132 = _TMP31 + _TMP32;
_TMP40 = dot(vec3(float(_a0132.x), float(_a0132.y), float(_a0132.z)), vec3( 1.00000000E+00, 1.00000000E+00, 1.00000000E+00));
_TMP33 = float(_TMP40);
_a0134 = _s1 + _s3;
_TMP40 = dot(vec3(float(_a0134.x), float(_a0134.y), float(_a0134.z)), vec3( 1.00000000E+00, 1.00000000E+00, 1.00000000E+00));
_TMP34 = float(_TMP40);
_w3 = (-1.09960938E+00*_TMP33)/(1.25000000E-01*_TMP34 + 3.30078125E-01);
_a0136 = _s2 - _c;
_TMP39 = abs(vec3(float(_a0136.x), float(_a0136.y), float(_a0136.z)));
_TMP35 = vec3(float(_TMP39.x), float(_TMP39.y), float(_TMP39.z));
_a0138 = _s4 - _c;
_TMP39 = abs(vec3(float(_a0138.x), float(_a0138.y), float(_a0138.z)));
_TMP36 = vec3(float(_TMP39.x), float(_TMP39.y), float(_TMP39.z));
_a0140 = _TMP35 + _TMP36;
_TMP40 = dot(vec3(float(_a0140.x), float(_a0140.y), float(_a0140.z)), vec3( 1.00000000E+00, 1.00000000E+00, 1.00000000E+00));
_TMP37 = float(_TMP40);
_a0142 = _s2 + _s4;
_TMP40 = dot(vec3(float(_a0142.x), float(_a0142.y), float(_a0142.z)), vec3( 1.00000000E+00, 1.00000000E+00, 1.00000000E+00));
_TMP38 = float(_TMP40);
_w4 = (-1.09960938E+00*_TMP37)/(1.25000000E-01*_TMP38 + 3.30078125E-01);
_x0144 = _w1 + 1.00000000E+00;
_TMP42 = min(7.50000000E-01, float(_x0144));
_TMP43 = float(_TMP42);
_TMP41 = max(2.99987793E-02, float(_TMP43));
_TMP143 = float(_TMP41);
_x0150 = _w2 + 1.00000000E+00;
_TMP42 = min(7.50000000E-01, float(_x0150));
_TMP43 = float(_TMP42);
_TMP41 = max(2.99987793E-02, float(_TMP43));
_TMP149 = float(_TMP41);
_x0156 = _w3 + 1.00000000E+00;
_TMP42 = min(7.50000000E-01, float(_x0156));
_TMP43 = float(_TMP42);
_TMP41 = max(2.99987793E-02, float(_TMP43));
_TMP155 = float(_TMP41);
_x0162 = _w4 + 1.00000000E+00;
_TMP42 = min(7.50000000E-01, float(_x0162));
_TMP43 = float(_TMP42);
_TMP41 = max(2.99987793E-02, float(_TMP43));
_TMP161 = float(_TMP41);
_TMP52 = (_TMP143*(_i1 + _i3) + _TMP149*(_i2 + _i4) + _TMP155*(_s1 + _s3) + _TMP161*(_s2 + _s4) + _c)/(2.00000000E+00*(_TMP143 + _TMP149 + _TMP155 + _TMP161) + 1.00000000E+00);
_ret_0 = vec4(_TMP52.x, _TMP52.y, _TMP52.z, 1.00000000E+00);
gl_FragColor = vec4(float(_ret_0.x), float(_ret_0.y), float(_ret_0.z), float(_ret_0.w));
return;
}
#endif

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// GLSL shader autogenerated by cg2glsl.py.
#if defined(VERTEX)
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;
};
vec4 _oPosition1;
uniform mat4 MVPMatrix;
input_dummy _IN1;
vec4 _r0006;
attribute vec4 VertexCoord;
attribute vec4 COLOR;
varying vec4 COL0;
attribute vec4 TexCoord;
varying vec4 TEX0;
varying vec4 TEX2;
mat4 transpose_(mat4 matrix)
{
mat4 ret;
for (int i = 0; i < 4; i++)
for (int j = 0; j < 4; j++)
ret[i][j] = matrix[j][i];
return ret;
}
uniform int FrameDirection;
uniform int FrameCount;
#ifdef GL_ES
uniform mediump vec2 OutputSize;
uniform mediump vec2 TextureSize;
uniform mediump vec2 InputSize;
#else
uniform vec2 OutputSize;
uniform vec2 TextureSize;
uniform vec2 InputSize;
#endif
void main()
{
mat4 MVPMatrix_ = transpose_(MVPMatrix);
vec4 _oColor;
vec2 _oTex;
vec2 _omega;
_r0006.x = dot(MVPMatrix_[0], VertexCoord);
_r0006.y = dot(MVPMatrix_[1], VertexCoord);
_r0006.z = dot(MVPMatrix_[2], VertexCoord);
_r0006.w = dot(MVPMatrix_[3], VertexCoord);
_oPosition1 = _r0006;
_oColor = COLOR;
_oTex = TexCoord.xy;
_omega = 6.28318548E+00*TextureSize;
gl_Position = _r0006;
COL0 = COLOR;
TEX0.xy = TexCoord.xy;
TEX2.xy = _omega;
}
#elif defined(FRAGMENT)
#ifdef GL_ES
precision mediump float;
#endif
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;
};
vec4 _ret_0;
vec3 _TMP2;
float _TMP5;
float _TMP4;
float _TMP3;
float _TMP1;
vec4 _TMP0;
uniform sampler2D Texture;
vec3 _x0015;
varying vec4 TEX2;
varying vec4 TEX0;
uniform int FrameDirection;
uniform int FrameCount;
#ifdef GL_ES
uniform mediump vec2 OutputSize;
uniform mediump vec2 TextureSize;
uniform mediump vec2 InputSize;
#else
uniform vec2 OutputSize;
uniform vec2 TextureSize;
uniform vec2 InputSize;
#endif
void main()
{
vec2 _angle;
float _yfactor;
vec3 _xfactors;
vec3 _color;
_TMP0 = texture2D(Texture, TEX0.xy);
_angle = TEX0.xy*TEX2.xy;
_TMP1 = sin(_angle.y);
_yfactor = (1.60000000E+01 + _TMP1)/1.70000000E+01;
_x0015 = _angle.x + vec3( 1.57079637E+00, -5.23598850E-01, -2.61799407E+00);
_TMP3 = sin(_x0015.x);
_TMP4 = sin(_x0015.y);
_TMP5 = sin(_x0015.z);
_TMP2 = vec3(_TMP3, _TMP4, _TMP5);
_xfactors = (4.00000000E+00 + _TMP2)/5.00000000E+00;
_color = (_yfactor*_xfactors)*_TMP0.xyz;
_ret_0 = vec4(_color.x, _color.y, _color.z, 1.00000000E+00);
gl_FragColor = _ret_0;
return;
}
#endif

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// GLSL shader autogenerated by cg2glsl.py.
#if defined(VERTEX)
varying float _frame_rotation;
varying vec2 _pixel_no;
varying vec2 _c11;
varying vec4 _c12_22;
varying vec4 _c21_02;
varying vec4 _c20_01;
varying vec4 _c00_10;
struct tex_coord {
vec4 _c00_10;
vec4 _c20_01;
vec4 _c21_02;
vec4 _c12_22;
vec2 _c11;
vec2 _pixel_no;
};
struct input_dummy {
vec2 _video_size;
vec2 _texture_size;
vec2 _output_dummy_size;
float _frame_count;
float _frame_direction;
float _frame_rotation;
};
vec4 _oPosition1;
uniform mat4 MVPMatrix;
input_dummy _IN1;
vec4 _r0014;
attribute vec4 VertexCoord;
attribute vec4 COLOR;
varying vec4 COL0;
attribute vec4 TexCoord;
varying vec4 TEX1;
varying vec4 TEX2;
varying vec4 TEX3;
varying vec4 TEX4;
varying vec4 TEX5;
varying vec4 TEX6;
mat4 transpose_(mat4 matrix)
{
mat4 ret;
for (int i = 0; i < 4; i++)
for (int j = 0; j < 4; j++)
ret[i][j] = matrix[j][i];
return ret;
}
uniform int FrameDirection;
uniform int FrameCount;
#ifdef GL_ES
uniform mediump vec2 OutputSize;
uniform mediump vec2 TextureSize;
uniform mediump vec2 InputSize;
#else
uniform vec2 OutputSize;
uniform vec2 TextureSize;
uniform vec2 InputSize;
#endif
void main()
{
mat4 MVPMatrix_ = transpose_(MVPMatrix);
vec4 _oColor;
tex_coord _coords;
float _dx;
float _dy;
vec2 _TMP5;
vec2 _TMP6;
vec2 _TMP7;
vec2 _TMP8;
vec2 _TMP9;
vec2 _TMP10;
vec2 _TMP11;
vec2 _TMP12;
_r0014.x = dot(MVPMatrix_[0], VertexCoord);
_r0014.y = dot(MVPMatrix_[1], VertexCoord);
_r0014.z = dot(MVPMatrix_[2], VertexCoord);
_r0014.w = dot(MVPMatrix_[3], VertexCoord);
_oPosition1 = _r0014;
_oColor = COLOR;
_dx = 1.00000000E+00/TextureSize.x;
_dy = 1.00000000E+00/TextureSize.y;
_TMP11 = TexCoord.xy + vec2(-_dx, -_dy);
_TMP12 = TexCoord.xy + vec2(0.00000000E+00, -_dy);
_coords._c00_10 = vec4(_TMP11.x, _TMP11.y, _TMP12.x, _TMP12.y);
_TMP9 = TexCoord.xy + vec2(_dx, -_dy);
_TMP10 = TexCoord.xy + vec2(-_dx, 0.00000000E+00);
_coords._c20_01 = vec4(_TMP9.x, _TMP9.y, _TMP10.x, _TMP10.y);
_TMP7 = TexCoord.xy + vec2(_dx, 0.00000000E+00);
_TMP8 = TexCoord.xy + vec2(-_dx, _dy);
_coords._c21_02 = vec4(_TMP7.x, _TMP7.y, _TMP8.x, _TMP8.y);
_TMP5 = TexCoord.xy + vec2(0.00000000E+00, _dy);
_TMP6 = TexCoord.xy + vec2(_dx, _dy);
_coords._c12_22 = vec4(_TMP5.x, _TMP5.y, _TMP6.x, _TMP6.y);
_coords._c11 = TexCoord.xy;
_coords._pixel_no = TexCoord.xy*TextureSize;
gl_Position = _r0014;
COL0 = COLOR;
TEX1 = _coords._c00_10;
TEX2 = _coords._c20_01;
TEX3 = _coords._c21_02;
TEX4 = _coords._c12_22;
TEX5.xy = TexCoord.xy;
TEX6.xy = _coords._pixel_no;
}
#elif defined(FRAGMENT)
#ifdef GL_ES
precision mediump float;
#endif
varying float _frame_rotation;
varying vec2 _pixel_no1;
varying vec2 _c11;
varying vec4 _c12_22;
varying vec4 _c21_02;
varying vec4 _c20_01;
varying vec4 _c00_10;
struct tex_coord {
vec4 _c00_10;
vec4 _c20_01;
vec4 _c21_02;
vec4 _c12_22;
vec2 _c11;
vec2 _pixel_no1;
};
struct input_dummy {
vec2 _video_size;
vec2 _texture_size;
vec2 _output_dummy_size;
float _frame_count;
float _frame_direction;
float _frame_rotation;
};
vec4 _ret_0;
vec3 _TMP16;
vec4 _TMP15;
vec2 _TMP17;
float _TMP20;
float _TMP21;
vec3 _TMP14;
vec4 _TMP13;
vec3 _TMP12;
vec4 _TMP11;
vec3 _TMP10;
vec4 _TMP9;
vec3 _TMP8;
vec4 _TMP7;
vec3 _TMP6;
vec4 _TMP5;
vec3 _TMP4;
vec4 _TMP3;
vec3 _TMP2;
vec4 _TMP1;
vec4 _TMP0;
uniform sampler2D Texture;
float _TMP33;
vec2 _delta0034;
float _TMP41;
float _bright0042;
float _TMP47;
float _x0048;
float _TMP57;
vec2 _delta0058;
float _TMP65;
float _bright0066;
float _TMP71;
float _x0072;
float _TMP81;
vec2 _delta0082;
float _TMP89;
float _bright0090;
float _TMP95;
float _x0096;
float _TMP105;
vec2 _delta0106;
float _TMP113;
float _bright0114;
float _TMP119;
float _x0120;
float _TMP129;
vec2 _delta0130;
float _TMP137;
float _bright0138;
float _TMP143;
float _x0144;
float _TMP153;
vec2 _delta0154;
float _TMP161;
float _bright0162;
float _TMP167;
float _x0168;
float _TMP177;
vec2 _delta0178;
float _TMP185;
float _bright0186;
float _TMP191;
float _x0192;
float _TMP201;
vec2 _delta0202;
float _TMP209;
float _bright0210;
float _TMP215;
float _x0216;
float _TMP225;
vec2 _delta0226;
float _TMP233;
float _bright0234;
float _TMP239;
float _x0240;
vec3 _a0244;
varying vec4 TEX1;
varying vec4 TEX2;
varying vec4 TEX3;
varying vec4 TEX4;
varying vec4 TEX5;
varying vec4 TEX6;
uniform int FrameDirection;
uniform int FrameCount;
#ifdef GL_ES
uniform mediump vec2 OutputSize;
uniform mediump vec2 TextureSize;
uniform mediump vec2 InputSize;
#else
uniform vec2 OutputSize;
uniform vec2 TextureSize;
uniform vec2 InputSize;
#endif
void main()
{
vec3 _mid_color;
vec3 _color2;
vec3 _out_color;
_TMP0 = texture2D(Texture, TEX5.xy);
_TMP17 = fract(TEX6.xy);
_delta0034 = _TMP17 - vec2( 5.00000000E-01, 5.00000000E-01);
_TMP20 = dot(_delta0034, _delta0034);
_TMP21 = inversesqrt(_TMP20);
_TMP33 = 1.00000000E+00/_TMP21;
_bright0042 = dot(_TMP0.xyz, vec3( 3.00000012E-01, 5.89999974E-01, 1.09999999E-01));
_TMP41 = 1.04999995E+00 + _bright0042*-9.99999642E-02;
_x0048 = -2.40000010E+00*_TMP33*_TMP41;
_TMP47 = pow(2.71828198E+00, _x0048);
_mid_color = _TMP0.xyz*_TMP47;
_TMP1 = texture2D(Texture, TEX1.xy);
_TMP17 = fract(TEX6.xy);
_delta0058 = _TMP17 - vec2( -5.00000000E-01, -5.00000000E-01);
_TMP20 = dot(_delta0058, _delta0058);
_TMP21 = inversesqrt(_TMP20);
_TMP57 = 1.00000000E+00/_TMP21;
_bright0066 = dot(_TMP1.xyz, vec3( 3.00000012E-01, 5.89999974E-01, 1.09999999E-01));
_TMP65 = 1.04999995E+00 + _bright0066*-9.99999642E-02;
_x0072 = -2.40000010E+00*_TMP57*_TMP65;
_TMP71 = pow(2.71828198E+00, _x0072);
_TMP2 = _TMP1.xyz*_TMP71;
_TMP3 = texture2D(Texture, TEX1.zw);
_TMP17 = fract(TEX6.xy);
_delta0082 = _TMP17 - vec2( 5.00000000E-01, -5.00000000E-01);
_TMP20 = dot(_delta0082, _delta0082);
_TMP21 = inversesqrt(_TMP20);
_TMP81 = 1.00000000E+00/_TMP21;
_bright0090 = dot(_TMP3.xyz, vec3( 3.00000012E-01, 5.89999974E-01, 1.09999999E-01));
_TMP89 = 1.04999995E+00 + _bright0090*-9.99999642E-02;
_x0096 = -2.40000010E+00*_TMP81*_TMP89;
_TMP95 = pow(2.71828198E+00, _x0096);
_TMP4 = _TMP3.xyz*_TMP95;
_color2 = _TMP2 + _TMP4;
_TMP5 = texture2D(Texture, TEX2.xy);
_TMP17 = fract(TEX6.xy);
_delta0106 = _TMP17 - vec2( 1.50000000E+00, -5.00000000E-01);
_TMP20 = dot(_delta0106, _delta0106);
_TMP21 = inversesqrt(_TMP20);
_TMP105 = 1.00000000E+00/_TMP21;
_bright0114 = dot(_TMP5.xyz, vec3( 3.00000012E-01, 5.89999974E-01, 1.09999999E-01));
_TMP113 = 1.04999995E+00 + _bright0114*-9.99999642E-02;
_x0120 = -2.40000010E+00*_TMP105*_TMP113;
_TMP119 = pow(2.71828198E+00, _x0120);
_TMP6 = _TMP5.xyz*_TMP119;
_color2 = _color2 + _TMP6;
_TMP7 = texture2D(Texture, TEX2.zw);
_TMP17 = fract(TEX6.xy);
_delta0130 = _TMP17 - vec2( -5.00000000E-01, 5.00000000E-01);
_TMP20 = dot(_delta0130, _delta0130);
_TMP21 = inversesqrt(_TMP20);
_TMP129 = 1.00000000E+00/_TMP21;
_bright0138 = dot(_TMP7.xyz, vec3( 3.00000012E-01, 5.89999974E-01, 1.09999999E-01));
_TMP137 = 1.04999995E+00 + _bright0138*-9.99999642E-02;
_x0144 = -2.40000010E+00*_TMP129*_TMP137;
_TMP143 = pow(2.71828198E+00, _x0144);
_TMP8 = _TMP7.xyz*_TMP143;
_color2 = _color2 + _TMP8;
_color2 = _color2 + _mid_color;
_TMP9 = texture2D(Texture, TEX3.xy);
_TMP17 = fract(TEX6.xy);
_delta0154 = _TMP17 - vec2( 1.50000000E+00, 5.00000000E-01);
_TMP20 = dot(_delta0154, _delta0154);
_TMP21 = inversesqrt(_TMP20);
_TMP153 = 1.00000000E+00/_TMP21;
_bright0162 = dot(_TMP9.xyz, vec3( 3.00000012E-01, 5.89999974E-01, 1.09999999E-01));
_TMP161 = 1.04999995E+00 + _bright0162*-9.99999642E-02;
_x0168 = -2.40000010E+00*_TMP153*_TMP161;
_TMP167 = pow(2.71828198E+00, _x0168);
_TMP10 = _TMP9.xyz*_TMP167;
_color2 = _color2 + _TMP10;
_TMP11 = texture2D(Texture, TEX3.zw);
_TMP17 = fract(TEX6.xy);
_delta0178 = _TMP17 - vec2( -5.00000000E-01, 1.50000000E+00);
_TMP20 = dot(_delta0178, _delta0178);
_TMP21 = inversesqrt(_TMP20);
_TMP177 = 1.00000000E+00/_TMP21;
_bright0186 = dot(_TMP11.xyz, vec3( 3.00000012E-01, 5.89999974E-01, 1.09999999E-01));
_TMP185 = 1.04999995E+00 + _bright0186*-9.99999642E-02;
_x0192 = -2.40000010E+00*_TMP177*_TMP185;
_TMP191 = pow(2.71828198E+00, _x0192);
_TMP12 = _TMP11.xyz*_TMP191;
_color2 = _color2 + _TMP12;
_TMP13 = texture2D(Texture, TEX4.xy);
_TMP17 = fract(TEX6.xy);
_delta0202 = _TMP17 - vec2( 5.00000000E-01, 1.50000000E+00);
_TMP20 = dot(_delta0202, _delta0202);
_TMP21 = inversesqrt(_TMP20);
_TMP201 = 1.00000000E+00/_TMP21;
_bright0210 = dot(_TMP13.xyz, vec3( 3.00000012E-01, 5.89999974E-01, 1.09999999E-01));
_TMP209 = 1.04999995E+00 + _bright0210*-9.99999642E-02;
_x0216 = -2.40000010E+00*_TMP201*_TMP209;
_TMP215 = pow(2.71828198E+00, _x0216);
_TMP14 = _TMP13.xyz*_TMP215;
_color2 = _color2 + _TMP14;
_TMP15 = texture2D(Texture, TEX4.zw);
_TMP17 = fract(TEX6.xy);
_delta0226 = _TMP17 - vec2( 1.50000000E+00, 1.50000000E+00);
_TMP20 = dot(_delta0226, _delta0226);
_TMP21 = inversesqrt(_TMP20);
_TMP225 = 1.00000000E+00/_TMP21;
_bright0234 = dot(_TMP15.xyz, vec3( 3.00000012E-01, 5.89999974E-01, 1.09999999E-01));
_TMP233 = 1.04999995E+00 + _bright0234*-9.99999642E-02;
_x0240 = -2.40000010E+00*_TMP225*_TMP233;
_TMP239 = pow(2.71828198E+00, _x0240);
_TMP16 = _TMP15.xyz*_TMP239;
_color2 = _color2 + _TMP16;
_a0244 = 1.20000005E+00*_mid_color;
_out_color = _a0244 + 6.49999976E-01*(_color2 - _a0244);
_ret_0 = vec4(_out_color.x, _out_color.y, _out_color.z, 1.00000000E+00);
gl_FragColor = _ret_0;
return;
}
#endif

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shaders = 5
shader0 = shader_files/gb_pass_0.glsl
shader1 = shader_files/gb_pass_1.glsl
shader2 = shader_files/gb_pass_2.glsl
shader3 = shader_files/gb_pass_3.glsl
shader4 = shader_files/gb_pass_4.glsl
scale_type0 = viewport
scale0 = 1
scale_type1 = source
scale1 = 1
scale_type2 = source
scale2 = 1
scale_type3 = source
scale3 = 1
scale_type4 = source
scale4 = 1
filter_linear0 = false
filter_linear1 = false
filter_linear2 = false
filter_linear3 = false
filter_linear4 = false
textures = COLOR_PALETTE;BACKGROUND
COLOR_PALETTE = resources/palette.png
COLOR_PALETTE_linear = false
BACKGROUND = resources/background.png
BACKGROUND_linear = true

View File

@ -0,0 +1,279 @@
// GLSL shader autogenerated by cg2glsl.py.
#if defined(VERTEX)
varying vec2 _one_texel;
varying vec2 _dot_size;
struct input_dummy {
vec2 _video_size;
vec2 _texture_size;
vec2 _output_dummy_size;
float _frame_count;
float _placeholder31;
};
struct prev_0 {
float _placeholder35;
};
struct prev_1 {
float _placeholder39;
};
struct prev_2 {
float _placeholder43;
};
struct prev_3 {
float _placeholder47;
};
struct prev_4 {
float _placeholder51;
};
struct prev_5 {
float _placeholder55;
};
struct prev_6 {
float _placeholder59;
};
struct matrix_data {
vec2 _dot_size;
vec2 _one_texel;
};
vec4 _oPosition1;
float _TMP2;
matrix_data _oMatrixData1;
float _TMP1;
uniform mat4 MVPMatrix;
input_dummy _IN1;
vec4 _r0008;
float _x0018;
float _x0020;
attribute vec4 VertexCoord;
attribute vec4 TexCoord;
varying vec4 TEX0;
varying vec4 TEX1;
varying vec4 TEX2;
mat4 transpose_(mat4 matrix)
{
mat4 ret;
for (int i = 0; i < 4; i++)
for (int j = 0; j < 4; j++)
ret[i][j] = matrix[j][i];
return ret;
}
uniform int FrameDirection;
uniform int FrameCount;
#ifdef GL_ES
uniform mediump vec2 OutputSize;
uniform mediump vec2 TextureSize;
uniform mediump vec2 InputSize;
#else
uniform vec2 OutputSize;
uniform vec2 TextureSize;
uniform vec2 InputSize;
#endif
void main()
{
mat4 MVPMatrix_ = transpose_(MVPMatrix);
vec2 _oTexCoord;
matrix_data _TMP5;
vec2 _TMP6;
_r0008.x = dot(MVPMatrix_[0], VertexCoord);
_r0008.y = dot(MVPMatrix_[1], VertexCoord);
_r0008.z = dot(MVPMatrix_[2], VertexCoord);
_r0008.w = dot(MVPMatrix_[3], VertexCoord);
_x0018 = OutputSize.y/InputSize.y;
_TMP1 = floor(_x0018);
_TMP6 = OutputSize/(InputSize*_TMP1);
_oPosition1 = _r0008/vec4(_TMP6.x, _TMP6.y, 1.00000000E+00, 1.00000000E+00);
_oTexCoord = TexCoord.xy + 5.00000000E-01/OutputSize;
_x0020 = OutputSize.y/InputSize.y;
_TMP2 = floor(_x0020);
_TMP5._dot_size = vec2(float((1.00000000E+00/TextureSize).x), float((1.00000000E+00/TextureSize).y));
_TMP5._one_texel = vec2(float((1.00000000E+00/(TextureSize*_TMP2)).x), float((1.00000000E+00/(TextureSize*_TMP2)).y));
_oMatrixData1._dot_size = _TMP5._dot_size;
_oMatrixData1._one_texel = _TMP5._one_texel;
gl_Position = _oPosition1;
TEX0.xy = _oTexCoord;
TEX1.xy = _TMP5._dot_size;
TEX2.xy = _TMP5._one_texel;
}
#elif defined(FRAGMENT)
#ifdef GL_ES
precision mediump float;
#endif
varying vec2 _one_texel;
varying vec2 _dot_size;
struct input_dummy {
vec2 _video_size;
vec2 _texture_size;
vec2 _output_dummy_size;
float _frame_count;
float _placeholder43;
};
struct prev_0 {
float _placeholder47;
};
struct prev_1 {
float _placeholder51;
};
struct prev_2 {
float _placeholder55;
};
struct prev_3 {
float _placeholder59;
};
struct prev_4 {
float _placeholder63;
};
struct prev_5 {
float _placeholder67;
};
struct prev_6 {
float _placeholder71;
};
struct matrix_data {
vec2 _dot_size;
vec2 _one_texel;
};
vec4 _ret_0;
vec4 _TMP25;
vec3 _TMP23;
vec4 _TMP22;
vec3 _TMP20;
vec4 _TMP19;
vec3 _TMP17;
vec4 _TMP16;
vec3 _TMP14;
vec4 _TMP13;
vec3 _TMP11;
vec4 _TMP10;
vec3 _TMP8;
vec4 _TMP7;
vec3 _TMP6;
vec4 _TMP5;
vec3 _TMP4;
vec4 _TMP3;
bool _TMP2;
float _TMP0;
float _TMP29;
float _TMP28;
float _TMP27;
float _TMP26;
input_dummy _IN1;
prev_0 _PREV7;
prev_1 _PREV11;
prev_2 _PREV21;
prev_3 _PREV31;
prev_4 _PREV41;
prev_5 _PREV51;
prev_6 _PREV61;
uniform sampler2D COLOR_PALETTE;
float _b0042;
float _c0042;
float _a0044;
float _b0050;
float _c0050;
float _a0052;
bvec2 _a0058;
vec3 _a0062;
vec3 _a0066;
vec3 _a0070;
vec3 _a0074;
vec3 _a0078;
vec3 _a0082;
vec3 _a0086;
vec3 _a0090;
varying vec4 TEX0;
varying vec4 TEX1;
varying vec4 TEX2;
uniform sampler2D Texture;
uniform sampler2D Prev6Texture;
uniform sampler2D Prev5Texture;
uniform sampler2D Prev4Texture;
uniform sampler2D Prev3Texture;
uniform sampler2D Prev2Texture;
uniform sampler2D Prev1Texture;
uniform sampler2D PrevTexture;
uniform int FrameDirection;
uniform int FrameCount;
#ifdef GL_ES
uniform mediump vec2 OutputSize;
uniform mediump vec2 TextureSize;
uniform mediump vec2 InputSize;
#else
uniform vec2 OutputSize;
uniform vec2 TextureSize;
uniform vec2 InputSize;
#endif
void main()
{
int _is_on_dot;
vec3 _input_dummy_rgb;
vec4 _out_color;
_b0042 = float(TEX1.x);
_a0044 = TEX0.x/_b0042;
_TMP26 = abs(_a0044);
_TMP27 = fract(_TMP26);
_TMP28 = abs(_b0042);
_c0042 = _TMP27*_TMP28;
if (TEX0.x < 0.00000000E+00) {
_TMP29 = -_c0042;
} else {
_TMP29 = _c0042;
}
_TMP0 = _TMP29;
_b0050 = float(TEX1.y);
_a0052 = TEX0.y/_b0050;
_TMP26 = abs(_a0052);
_TMP27 = fract(_TMP26);
_TMP28 = abs(_b0050);
_c0050 = _TMP27*_TMP28;
if (TEX0.y < 0.00000000E+00) {
_TMP29 = -_c0050;
} else {
_TMP29 = _c0050;
}
_a0058 = bvec2(bool(int((_TMP0 > float(TEX2.x)))), bool(int((_TMP29 > float(TEX2.y)))));
_TMP2 = _a0058.x && _a0058.y;
_is_on_dot = int(_TMP2);
_TMP3 = texture2D(Texture, TEX0.xy);
_a0062 = 1.00000000E+00 - _TMP3.xyz;
_TMP4 = abs(_a0062);
_input_dummy_rgb = vec3(float(_TMP4.x), float(_TMP4.y), float(_TMP4.z));
_TMP5 = texture2D(PrevTexture, TEX0.xy);
_a0066 = 1.00000000E+00 - _TMP5.xyz;
_TMP6 = abs(_a0066);
_input_dummy_rgb = vec3(float((vec3(float(_input_dummy_rgb.x), float(_input_dummy_rgb.y), float(_input_dummy_rgb.z)) + (_TMP6 - vec3(float(_input_dummy_rgb.x), float(_input_dummy_rgb.y), float(_input_dummy_rgb.z)))*3.33000004E-01).x), float((vec3(float(_input_dummy_rgb.x), float(_input_dummy_rgb.y), float(_input_dummy_rgb.z)) + (_TMP6 - vec3(float(_input_dummy_rgb.x), float(_input_dummy_rgb.y), float(_input_dummy_rgb.z)))*3.33000004E-01).y), float((vec3(float(_input_dummy_rgb.x), float(_input_dummy_rgb.y), float(_input_dummy_rgb.z)) + (_TMP6 - vec3(float(_input_dummy_rgb.x), float(_input_dummy_rgb.y), float(_input_dummy_rgb.z)))*3.33000004E-01).z));
_TMP7 = texture2D(Prev1Texture, TEX0.xy);
_a0070 = 1.00000000E+00 - _TMP7.xyz;
_TMP8 = abs(_a0070);
_input_dummy_rgb = vec3(float((vec3(float(_input_dummy_rgb.x), float(_input_dummy_rgb.y), float(_input_dummy_rgb.z)) + (_TMP8 - vec3(float(_input_dummy_rgb.x), float(_input_dummy_rgb.y), float(_input_dummy_rgb.z)))*1.10889003E-01).x), float((vec3(float(_input_dummy_rgb.x), float(_input_dummy_rgb.y), float(_input_dummy_rgb.z)) + (_TMP8 - vec3(float(_input_dummy_rgb.x), float(_input_dummy_rgb.y), float(_input_dummy_rgb.z)))*1.10889003E-01).y), float((vec3(float(_input_dummy_rgb.x), float(_input_dummy_rgb.y), float(_input_dummy_rgb.z)) + (_TMP8 - vec3(float(_input_dummy_rgb.x), float(_input_dummy_rgb.y), float(_input_dummy_rgb.z)))*1.10889003E-01).z));
_TMP10 = texture2D(Prev2Texture, TEX0.xy);
_a0074 = 1.00000000E+00 - _TMP10.xyz;
_TMP11 = abs(_a0074);
_input_dummy_rgb = vec3(float((vec3(float(_input_dummy_rgb.x), float(_input_dummy_rgb.y), float(_input_dummy_rgb.z)) + (_TMP11 - vec3(float(_input_dummy_rgb.x), float(_input_dummy_rgb.y), float(_input_dummy_rgb.z)))*3.69260386E-02).x), float((vec3(float(_input_dummy_rgb.x), float(_input_dummy_rgb.y), float(_input_dummy_rgb.z)) + (_TMP11 - vec3(float(_input_dummy_rgb.x), float(_input_dummy_rgb.y), float(_input_dummy_rgb.z)))*3.69260386E-02).y), float((vec3(float(_input_dummy_rgb.x), float(_input_dummy_rgb.y), float(_input_dummy_rgb.z)) + (_TMP11 - vec3(float(_input_dummy_rgb.x), float(_input_dummy_rgb.y), float(_input_dummy_rgb.z)))*3.69260386E-02).z));
_TMP13 = texture2D(Prev3Texture, TEX0.xy);
_a0078 = 1.00000000E+00 - _TMP13.xyz;
_TMP14 = abs(_a0078);
_input_dummy_rgb = vec3(float((vec3(float(_input_dummy_rgb.x), float(_input_dummy_rgb.y), float(_input_dummy_rgb.z)) + (_TMP14 - vec3(float(_input_dummy_rgb.x), float(_input_dummy_rgb.y), float(_input_dummy_rgb.z)))*1.22963712E-02).x), float((vec3(float(_input_dummy_rgb.x), float(_input_dummy_rgb.y), float(_input_dummy_rgb.z)) + (_TMP14 - vec3(float(_input_dummy_rgb.x), float(_input_dummy_rgb.y), float(_input_dummy_rgb.z)))*1.22963712E-02).y), float((vec3(float(_input_dummy_rgb.x), float(_input_dummy_rgb.y), float(_input_dummy_rgb.z)) + (_TMP14 - vec3(float(_input_dummy_rgb.x), float(_input_dummy_rgb.y), float(_input_dummy_rgb.z)))*1.22963712E-02).z));
_TMP16 = texture2D(Prev4Texture, TEX0.xy);
_a0082 = 1.00000000E+00 - _TMP16.xyz;
_TMP17 = abs(_a0082);
_input_dummy_rgb = vec3(float((vec3(float(_input_dummy_rgb.x), float(_input_dummy_rgb.y), float(_input_dummy_rgb.z)) + (_TMP17 - vec3(float(_input_dummy_rgb.x), float(_input_dummy_rgb.y), float(_input_dummy_rgb.z)))*4.09469148E-03).x), float((vec3(float(_input_dummy_rgb.x), float(_input_dummy_rgb.y), float(_input_dummy_rgb.z)) + (_TMP17 - vec3(float(_input_dummy_rgb.x), float(_input_dummy_rgb.y), float(_input_dummy_rgb.z)))*4.09469148E-03).y), float((vec3(float(_input_dummy_rgb.x), float(_input_dummy_rgb.y), float(_input_dummy_rgb.z)) + (_TMP17 - vec3(float(_input_dummy_rgb.x), float(_input_dummy_rgb.y), float(_input_dummy_rgb.z)))*4.09469148E-03).z));
_TMP19 = texture2D(Prev5Texture, TEX0.xy);
_a0086 = 1.00000000E+00 - _TMP19.xyz;
_TMP20 = abs(_a0086);
_input_dummy_rgb = vec3(float((vec3(float(_input_dummy_rgb.x), float(_input_dummy_rgb.y), float(_input_dummy_rgb.z)) + (_TMP20 - vec3(float(_input_dummy_rgb.x), float(_input_dummy_rgb.y), float(_input_dummy_rgb.z)))*1.36353227E-03).x), float((vec3(float(_input_dummy_rgb.x), float(_input_dummy_rgb.y), float(_input_dummy_rgb.z)) + (_TMP20 - vec3(float(_input_dummy_rgb.x), float(_input_dummy_rgb.y), float(_input_dummy_rgb.z)))*1.36353227E-03).y), float((vec3(float(_input_dummy_rgb.x), float(_input_dummy_rgb.y), float(_input_dummy_rgb.z)) + (_TMP20 - vec3(float(_input_dummy_rgb.x), float(_input_dummy_rgb.y), float(_input_dummy_rgb.z)))*1.36353227E-03).z));
_TMP22 = texture2D(Prev6Texture, TEX0.xy);
_a0090 = 1.00000000E+00 - _TMP22.xyz;
_TMP23 = abs(_a0090);
_input_dummy_rgb = vec3(float((vec3(float(_input_dummy_rgb.x), float(_input_dummy_rgb.y), float(_input_dummy_rgb.z)) + (_TMP23 - vec3(float(_input_dummy_rgb.x), float(_input_dummy_rgb.y), float(_input_dummy_rgb.z)))*4.54056280E-04).x), float((vec3(float(_input_dummy_rgb.x), float(_input_dummy_rgb.y), float(_input_dummy_rgb.z)) + (_TMP23 - vec3(float(_input_dummy_rgb.x), float(_input_dummy_rgb.y), float(_input_dummy_rgb.z)))*4.54056280E-04).y), float((vec3(float(_input_dummy_rgb.x), float(_input_dummy_rgb.y), float(_input_dummy_rgb.z)) + (_TMP23 - vec3(float(_input_dummy_rgb.x), float(_input_dummy_rgb.y), float(_input_dummy_rgb.z)))*4.54056280E-04).z));
_TMP25 = texture2D(COLOR_PALETTE, vec2( 7.50000000E-01, 5.00000000E-01));
_out_color = vec4(float(_TMP25.x), float(_TMP25.y), float(_TMP25.z), float((float((_input_dummy_rgb.x + _input_dummy_rgb.y + _input_dummy_rgb.z))/3.00000000E+00 + float((float(_is_on_dot)*1.00000001E-01)))));
_out_color.w = _out_color.w*float(_is_on_dot);
_ret_0 = vec4(float(_out_color.x), float(_out_color.y), float(_out_color.z), float(_out_color.w));
gl_FragColor = _ret_0;
return;
}
#endif

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// GLSL shader autogenerated by cg2glsl.py.
#if defined(VERTEX)
varying vec2 _upper_bound;
varying vec2 _lower_bound;
varying vec2 _tex_coord_4;
varying vec2 _tex_coord_3;
varying vec2 _tex_coord_2;
varying vec2 _tex_coord_1;
struct input_dummy {
vec2 _video_size;
vec2 _texture_size;
vec2 _output_dummy_size;
float _frame_count;
float _placeholder35;
};
struct blur_coords {
vec2 _tex_coord_1;
vec2 _tex_coord_2;
vec2 _tex_coord_3;
vec2 _tex_coord_4;
vec2 _lower_bound;
vec2 _upper_bound;
};
vec4 _oPosition1;
blur_coords _oBlurCoords1;
uniform mat4 MVPMatrix;
input_dummy _IN1;
vec4 _r0004;
attribute vec4 VertexCoord;
attribute vec4 TexCoord;
varying vec4 TEX0;
varying vec4 TEX1;
varying vec4 TEX2;
varying vec4 TEX3;
varying vec4 TEX4;
varying vec4 TEX5;
varying vec4 TEX6;
mat4 transpose_(mat4 matrix)
{
mat4 ret;
for (int i = 0; i < 4; i++)
for (int j = 0; j < 4; j++)
ret[i][j] = matrix[j][i];
return ret;
}
uniform int FrameDirection;
uniform int FrameCount;
#ifdef GL_ES
uniform mediump vec2 OutputSize;
uniform mediump vec2 TextureSize;
uniform mediump vec2 InputSize;
#else
uniform vec2 OutputSize;
uniform vec2 TextureSize;
uniform vec2 InputSize;
#endif
void main()
{
mat4 MVPMatrix_ = transpose_(MVPMatrix);
vec2 _oTexCoord;
vec2 _texel;
blur_coords _TMP2;
_r0004.x = dot(MVPMatrix_[0], VertexCoord);
_r0004.y = dot(MVPMatrix_[1], VertexCoord);
_r0004.z = dot(MVPMatrix_[2], VertexCoord);
_r0004.w = dot(MVPMatrix_[3], VertexCoord);
_oPosition1 = _r0004;
_oTexCoord = TexCoord.xy;
_texel = vec2(float((1.00000000E+00/TextureSize).x), float((1.00000000E+00/TextureSize).y));
_TMP2._tex_coord_1 = vec2(float((TexCoord.xy + vec2(0.00000000E+00, float(_texel.y))).x), float((TexCoord.xy + vec2(0.00000000E+00, float(_texel.y))).y));
_TMP2._tex_coord_2 = vec2(float((TexCoord.xy + vec2(0.00000000E+00, float(-_texel.y))).x), float((TexCoord.xy + vec2(0.00000000E+00, float(-_texel.y))).y));
_TMP2._tex_coord_3 = vec2(float((TexCoord.xy + vec2(float(_texel.x), 0.00000000E+00)).x), float((TexCoord.xy + vec2(float(_texel.x), 0.00000000E+00)).y));
_TMP2._tex_coord_4 = vec2(float((TexCoord.xy + vec2(float(-_texel.x), 0.00000000E+00)).x), float((TexCoord.xy + vec2(float(-_texel.x), 0.00000000E+00)).y));
_TMP2._upper_bound = vec2(float((vec2(float(_texel.x), float(_texel.y))*(OutputSize - 2.00000000E+00)).x), float((vec2(float(_texel.x), float(_texel.y))*(OutputSize - 2.00000000E+00)).y));
_oBlurCoords1._tex_coord_1 = _TMP2._tex_coord_1;
_oBlurCoords1._tex_coord_2 = _TMP2._tex_coord_2;
_oBlurCoords1._tex_coord_3 = _TMP2._tex_coord_3;
_oBlurCoords1._tex_coord_4 = _TMP2._tex_coord_4;
_oBlurCoords1._lower_bound = vec2( 0.00000000E+00, 0.00000000E+00);
_oBlurCoords1._upper_bound = _TMP2._upper_bound;
gl_Position = _r0004;
TEX0.xy = TexCoord.xy;
TEX1.xy = _TMP2._tex_coord_1;
TEX2.xy = _TMP2._tex_coord_2;
TEX3.xy = _TMP2._tex_coord_3;
TEX4.xy = _TMP2._tex_coord_4;
TEX5.xy = vec2( 0.00000000E+00, 0.00000000E+00);
TEX6.xy = _TMP2._upper_bound;
}
#elif defined(FRAGMENT)
#ifdef GL_ES
precision mediump float;
#endif
varying vec2 _upper_bound;
varying vec2 _lower_bound;
varying vec2 _tex_coord_4;
varying vec2 _tex_coord_3;
varying vec2 _tex_coord_2;
varying vec2 _tex_coord_1;
struct input_dummy {
vec2 _video_size;
vec2 _texture_size;
vec2 _output_dummy_size;
float _frame_count;
float _placeholder31;
};
struct blur_coords {
vec2 _tex_coord_1;
vec2 _tex_coord_2;
vec2 _tex_coord_3;
vec2 _tex_coord_4;
vec2 _lower_bound;
vec2 _upper_bound;
};
vec4 _ret_0;
float _TMP9;
float _TMP11;
float _TMP10;
vec4 _TMP4;
vec4 _TMP3;
vec4 _TMP2;
vec4 _TMP1;
vec2 _TMP6;
vec2 _TMP8;
vec2 _TMP7;
vec4 _TMP0;
input_dummy _IN2;
vec4 _adjacent_texel_10017;
vec4 _adjacent_texel_20017;
vec4 _adjacent_texel_30017;
vec4 _adjacent_texel_40017;
vec4 _COLOR0017;
vec2 _TMP18;
vec2 _TMP24;
vec2 _TMP30;
vec2 _TMP36;
vec2 _c0043;
vec2 _c0045;
vec2 _c0047;
vec2 _c0049;
float _x0051;
float _TMP52;
varying vec4 TEX0;
varying vec4 TEX1;
varying vec4 TEX2;
varying vec4 TEX3;
varying vec4 TEX4;
varying vec4 TEX5;
varying vec4 TEX6;
uniform sampler2D Texture;
uniform int FrameDirection;
uniform int FrameCount;
#ifdef GL_ES
uniform mediump vec2 OutputSize;
uniform mediump vec2 TextureSize;
uniform mediump vec2 InputSize;
#else
uniform vec2 OutputSize;
uniform vec2 TextureSize;
uniform vec2 InputSize;
#endif
void main()
{
vec4 _out_color;
_TMP0 = texture2D(Texture, TEX0.xy);
_out_color = vec4(float(_TMP0.x), float(_TMP0.y), float(_TMP0.z), float(_TMP0.w));
_TMP7 = min(vec2(float(TEX6.x), float(TEX6.y)), vec2(float(TEX1.x), float(TEX1.y)));
_TMP6 = vec2(float(_TMP7.x), float(_TMP7.y));
_TMP8 = max(vec2(float(TEX5.x), float(TEX5.y)), vec2(float(_TMP6.x), float(_TMP6.y)));
_TMP18 = vec2(float(_TMP8.x), float(_TMP8.y));
_TMP7 = min(vec2(float(TEX6.x), float(TEX6.y)), vec2(float(TEX2.x), float(TEX2.y)));
_TMP6 = vec2(float(_TMP7.x), float(_TMP7.y));
_TMP8 = max(vec2(float(TEX5.x), float(TEX5.y)), vec2(float(_TMP6.x), float(_TMP6.y)));
_TMP24 = vec2(float(_TMP8.x), float(_TMP8.y));
_TMP7 = min(vec2(float(TEX6.x), float(TEX6.y)), vec2(float(TEX3.x), float(TEX3.y)));
_TMP6 = vec2(float(_TMP7.x), float(_TMP7.y));
_TMP8 = max(vec2(float(TEX5.x), float(TEX5.y)), vec2(float(_TMP6.x), float(_TMP6.y)));
_TMP30 = vec2(float(_TMP8.x), float(_TMP8.y));
_TMP7 = min(vec2(float(TEX6.x), float(TEX6.y)), vec2(float(TEX4.x), float(TEX4.y)));
_TMP6 = vec2(float(_TMP7.x), float(_TMP7.y));
_TMP8 = max(vec2(float(TEX5.x), float(TEX5.y)), vec2(float(_TMP6.x), float(_TMP6.y)));
_TMP36 = vec2(float(_TMP8.x), float(_TMP8.y));
_c0043 = vec2(float(_TMP18.x), float(_TMP18.y));
_TMP1 = texture2D(Texture, _c0043);
_adjacent_texel_10017 = vec4(float(_TMP1.x), float(_TMP1.y), float(_TMP1.z), float(_TMP1.w));
_c0045 = vec2(float(_TMP24.x), float(_TMP24.y));
_TMP2 = texture2D(Texture, _c0045);
_adjacent_texel_20017 = vec4(float(_TMP2.x), float(_TMP2.y), float(_TMP2.z), float(_TMP2.w));
_c0047 = vec2(float(_TMP30.x), float(_TMP30.y));
_TMP3 = texture2D(Texture, _c0047);
_adjacent_texel_30017 = vec4(float(_TMP3.x), float(_TMP3.y), float(_TMP3.z), float(_TMP3.w));
_c0049 = vec2(float(_TMP36.x), float(_TMP36.y));
_TMP4 = texture2D(Texture, _c0049);
_adjacent_texel_40017 = vec4(float(_TMP4.x), float(_TMP4.y), float(_TMP4.z), float(_TMP4.w));
_x0051 = float((_out_color.w == 0.00000000E+00));
_TMP10 = min(1.00000000E+00, float(_x0051));
_TMP9 = float(_TMP10);
_TMP11 = max(0.00000000E+00, float(_TMP9));
_TMP52 = float(_TMP11);
_COLOR0017.w = _out_color.w - ((_out_color.w - _adjacent_texel_10017.w) + (_out_color.w - _adjacent_texel_20017.w) + (_out_color.w - _adjacent_texel_30017.w) + (_out_color.w - _adjacent_texel_40017.w))*1.75781250E-01*_TMP52;
_ret_0 = vec4(float(_out_color.x), float(_out_color.y), float(_out_color.z), float(_COLOR0017.w));
gl_FragColor = _ret_0;
return;
}
#endif

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// GLSL shader autogenerated by cg2glsl.py.
#if defined(VERTEX)
varying vec2 _upper_bound;
varying vec2 _lower_bound;
varying vec2 _texel1;
struct input_dummy {
vec2 _video_size;
vec2 _texture_size;
vec2 _output_dummy_size;
float _frame_count;
float _placeholder32;
};
struct texture_info {
vec2 _texel1;
vec2 _lower_bound;
vec2 _upper_bound;
};
vec4 _oPosition1;
texture_info _oTexInfo1;
uniform mat4 MVPMatrix;
input_dummy _IN1;
vec4 _r0004;
attribute vec4 VertexCoord;
attribute vec4 TexCoord;
varying vec4 TEX0;
varying vec4 TEX1;
varying vec4 TEX2;
varying vec4 TEX3;
mat4 transpose_(mat4 matrix)
{
mat4 ret;
for (int i = 0; i < 4; i++)
for (int j = 0; j < 4; j++)
ret[i][j] = matrix[j][i];
return ret;
}
uniform int FrameDirection;
uniform int FrameCount;
#ifdef GL_ES
uniform mediump vec2 OutputSize;
uniform mediump vec2 TextureSize;
uniform mediump vec2 InputSize;
#else
uniform vec2 OutputSize;
uniform vec2 TextureSize;
uniform vec2 InputSize;
#endif
void main()
{
mat4 MVPMatrix_ = transpose_(MVPMatrix);
vec2 _oTexCoord;
vec2 _texel;
texture_info _TMP2;
_r0004.x = dot(MVPMatrix_[0], VertexCoord);
_r0004.y = dot(MVPMatrix_[1], VertexCoord);
_r0004.z = dot(MVPMatrix_[2], VertexCoord);
_r0004.w = dot(MVPMatrix_[3], VertexCoord);
_oPosition1 = _r0004;
_oTexCoord = TexCoord.xy;
_texel = 1.00000000E+00/TextureSize;
_TMP2._upper_bound = _texel*(OutputSize - 1.00000000E+00);
_oTexInfo1._texel1 = _texel;
_oTexInfo1._lower_bound = vec2( 0.00000000E+00, 0.00000000E+00);
_oTexInfo1._upper_bound = _TMP2._upper_bound;
gl_Position = _r0004;
TEX0.xy = TexCoord.xy;
TEX1.xy = _texel;
TEX2.xy = vec2( 0.00000000E+00, 0.00000000E+00);
TEX3.xy = _TMP2._upper_bound;
}
#elif defined(FRAGMENT)
#ifdef GL_ES
precision mediump float;
#endif
varying vec2 _upper_bound;
varying vec2 _lower_bound;
varying vec2 _texel;
struct input_dummy {
vec2 _video_size;
vec2 _texture_size;
vec2 _output_dummy_size;
float _frame_count;
float _placeholder28;
};
struct texture_info {
vec2 _texel;
vec2 _lower_bound;
vec2 _upper_bound;
};
vec4 _ret_0;
vec4 _TMP7;
vec2 _TMP8;
vec4 _TMP5;
vec4 _TMP3;
input_dummy _IN1;
vec4 _out_color0014;
vec2 _TMP15;
vec2 _TMP23;
vec2 _x0024;
vec2 _TMP31;
vec2 _x0032;
varying vec4 TEX0;
varying vec4 TEX1;
varying vec4 TEX2;
varying vec4 TEX3;
uniform sampler2D Texture;
uniform int FrameDirection;
uniform int FrameCount;
#ifdef GL_ES
uniform mediump vec2 OutputSize;
uniform mediump vec2 TextureSize;
uniform mediump vec2 InputSize;
#else
uniform vec2 OutputSize;
uniform vec2 TextureSize;
uniform vec2 InputSize;
#endif
void main()
{
_TMP8 = min(TEX3.xy, TEX0.xy);
_TMP15 = max(TEX2.xy, _TMP8);
_TMP3 = texture2D(Texture, _TMP15);
_out_color0014 = vec4(float((_TMP3*1.34765625E-01).x), float((_TMP3*1.34765625E-01).y), float((_TMP3*1.34765625E-01).z), float((_TMP3*1.34765625E-01).w));
_x0024 = TEX0.xy + vec2(float(float(TEX1.x)), 0.00000000E+00);
_TMP8 = min(TEX3.xy, _x0024);
_TMP23 = max(TEX2.xy, _TMP8);
_TMP5 = texture2D(Texture, _TMP23);
_out_color0014.w = float((float(_out_color0014.w) + _TMP5.w*1.30859375E-01));
_x0032 = TEX0.xy - vec2(float(float(TEX1.x)), 0.00000000E+00);
_TMP8 = min(TEX3.xy, _x0032);
_TMP31 = max(TEX2.xy, _TMP8);
_TMP7 = texture2D(Texture, _TMP31);
_out_color0014.w = float((float(_out_color0014.w) + _TMP7.w*1.30859375E-01));
_x0024 = TEX0.xy + vec2(float(float((2.00000000E+00*TEX1.x))), 0.00000000E+00);
_TMP8 = min(TEX3.xy, _x0024);
_TMP23 = max(TEX2.xy, _TMP8);
_TMP5 = texture2D(Texture, _TMP23);
_out_color0014.w = float((float(_out_color0014.w) + _TMP5.w*1.19140625E-01));
_x0032 = TEX0.xy - vec2(float(float((2.00000000E+00*TEX1.x))), 0.00000000E+00);
_TMP8 = min(TEX3.xy, _x0032);
_TMP31 = max(TEX2.xy, _TMP8);
_TMP7 = texture2D(Texture, _TMP31);
_out_color0014.w = float((float(_out_color0014.w) + _TMP7.w*1.19140625E-01));
_x0024 = TEX0.xy + vec2(float(float((3.00000000E+00*TEX1.x))), 0.00000000E+00);
_TMP8 = min(TEX3.xy, _x0024);
_TMP23 = max(TEX2.xy, _TMP8);
_TMP5 = texture2D(Texture, _TMP23);
_out_color0014.w = float((float(_out_color0014.w) + _TMP5.w*1.01562500E-01));
_x0032 = TEX0.xy - vec2(float(float((3.00000000E+00*TEX1.x))), 0.00000000E+00);
_TMP8 = min(TEX3.xy, _x0032);
_TMP31 = max(TEX2.xy, _TMP8);
_TMP7 = texture2D(Texture, _TMP31);
_out_color0014.w = float((float(_out_color0014.w) + _TMP7.w*1.01562500E-01));
_x0024 = TEX0.xy + vec2(float(float((4.00000000E+00*TEX1.x))), 0.00000000E+00);
_TMP8 = min(TEX3.xy, _x0024);
_TMP23 = max(TEX2.xy, _TMP8);
_TMP5 = texture2D(Texture, _TMP23);
_out_color0014.w = float((float(_out_color0014.w) + _TMP5.w*8.20312500E-02));
_x0032 = TEX0.xy - vec2(float(float((4.00000000E+00*TEX1.x))), 0.00000000E+00);
_TMP8 = min(TEX3.xy, _x0032);
_TMP31 = max(TEX2.xy, _TMP8);
_TMP7 = texture2D(Texture, _TMP31);
_out_color0014.w = float((float(_out_color0014.w) + _TMP7.w*8.20312500E-02));
_ret_0 = vec4(float(_out_color0014.x), float(_out_color0014.y), float(_out_color0014.z), float(_out_color0014.w));
gl_FragColor = _ret_0;
return;
}
#endif

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// GLSL shader autogenerated by cg2glsl.py.
#if defined(VERTEX)
varying vec2 _upper_bound;
varying vec2 _lower_bound;
varying vec2 _texel1;
struct input_dummy {
vec2 _video_size;
vec2 _texture_size;
vec2 _output_dummy_size;
float _frame_count;
float _placeholder32;
};
struct texture_info {
vec2 _texel1;
vec2 _lower_bound;
vec2 _upper_bound;
};
vec4 _oPosition1;
texture_info _oTexInfo1;
uniform mat4 MVPMatrix;
input_dummy _IN1;
vec4 _r0004;
attribute vec4 VertexCoord;
attribute vec4 TexCoord;
varying vec4 TEX0;
varying vec4 TEX1;
varying vec4 TEX2;
varying vec4 TEX3;
mat4 transpose_(mat4 matrix)
{
mat4 ret;
for (int i = 0; i < 4; i++)
for (int j = 0; j < 4; j++)
ret[i][j] = matrix[j][i];
return ret;
}
uniform int FrameDirection;
uniform int FrameCount;
#ifdef GL_ES
uniform mediump vec2 OutputSize;
uniform mediump vec2 TextureSize;
uniform mediump vec2 InputSize;
#else
uniform vec2 OutputSize;
uniform vec2 TextureSize;
uniform vec2 InputSize;
#endif
void main()
{
mat4 MVPMatrix_ = transpose_(MVPMatrix);
vec2 _oTexCoord;
vec2 _texel;
texture_info _TMP2;
_r0004.x = dot(MVPMatrix_[0], VertexCoord);
_r0004.y = dot(MVPMatrix_[1], VertexCoord);
_r0004.z = dot(MVPMatrix_[2], VertexCoord);
_r0004.w = dot(MVPMatrix_[3], VertexCoord);
_oPosition1 = _r0004;
_oTexCoord = TexCoord.xy;
_texel = 1.00000000E+00/TextureSize;
_TMP2._upper_bound = _texel*(OutputSize - 1.00000000E+00);
_oTexInfo1._texel1 = _texel;
_oTexInfo1._lower_bound = vec2( 0.00000000E+00, 0.00000000E+00);
_oTexInfo1._upper_bound = _TMP2._upper_bound;
gl_Position = _r0004;
TEX0.xy = TexCoord.xy;
TEX1.xy = _texel;
TEX2.xy = vec2( 0.00000000E+00, 0.00000000E+00);
TEX3.xy = _TMP2._upper_bound;
}
#elif defined(FRAGMENT)
#ifdef GL_ES
precision mediump float;
#endif
varying vec2 _upper_bound;
varying vec2 _lower_bound;
varying vec2 _texel;
struct input_dummy {
vec2 _video_size;
vec2 _texture_size;
vec2 _output_dummy_size;
float _frame_count;
float _placeholder28;
};
struct texture_info {
vec2 _texel;
vec2 _lower_bound;
vec2 _upper_bound;
};
vec4 _ret_0;
vec4 _TMP7;
vec2 _TMP8;
vec4 _TMP5;
vec4 _TMP3;
input_dummy _IN1;
vec4 _out_color0014;
vec2 _TMP15;
vec2 _TMP23;
vec2 _x0024;
vec2 _TMP31;
vec2 _x0032;
varying vec4 TEX0;
varying vec4 TEX1;
varying vec4 TEX2;
varying vec4 TEX3;
uniform sampler2D Texture;
uniform int FrameDirection;
uniform int FrameCount;
#ifdef GL_ES
uniform mediump vec2 OutputSize;
uniform mediump vec2 TextureSize;
uniform mediump vec2 InputSize;
#else
uniform vec2 OutputSize;
uniform vec2 TextureSize;
uniform vec2 InputSize;
#endif
void main()
{
_TMP8 = min(TEX3.xy, TEX0.xy);
_TMP15 = max(TEX2.xy, _TMP8);
_TMP3 = texture2D(Texture, _TMP15);
_out_color0014 = vec4(float((_TMP3*1.34765625E-01).x), float((_TMP3*1.34765625E-01).y), float((_TMP3*1.34765625E-01).z), float((_TMP3*1.34765625E-01).w));
_x0024 = TEX0.xy + vec2(0.00000000E+00, float(float(TEX1.y)));
_TMP8 = min(TEX3.xy, _x0024);
_TMP23 = max(TEX2.xy, _TMP8);
_TMP5 = texture2D(Texture, _TMP23);
_out_color0014.w = float((float(_out_color0014.w) + _TMP5.w*1.30859375E-01));
_x0032 = TEX0.xy - vec2(0.00000000E+00, float(float(TEX1.y)));
_TMP8 = min(TEX3.xy, _x0032);
_TMP31 = max(TEX2.xy, _TMP8);
_TMP7 = texture2D(Texture, _TMP31);
_out_color0014.w = float((float(_out_color0014.w) + _TMP7.w*1.30859375E-01));
_x0024 = TEX0.xy + vec2(0.00000000E+00, float(float((2.00000000E+00*TEX1.y))));
_TMP8 = min(TEX3.xy, _x0024);
_TMP23 = max(TEX2.xy, _TMP8);
_TMP5 = texture2D(Texture, _TMP23);
_out_color0014.w = float((float(_out_color0014.w) + _TMP5.w*1.19140625E-01));
_x0032 = TEX0.xy - vec2(0.00000000E+00, float(float((2.00000000E+00*TEX1.y))));
_TMP8 = min(TEX3.xy, _x0032);
_TMP31 = max(TEX2.xy, _TMP8);
_TMP7 = texture2D(Texture, _TMP31);
_out_color0014.w = float((float(_out_color0014.w) + _TMP7.w*1.19140625E-01));
_x0024 = TEX0.xy + vec2(0.00000000E+00, float(float((3.00000000E+00*TEX1.y))));
_TMP8 = min(TEX3.xy, _x0024);
_TMP23 = max(TEX2.xy, _TMP8);
_TMP5 = texture2D(Texture, _TMP23);
_out_color0014.w = float((float(_out_color0014.w) + _TMP5.w*1.01562500E-01));
_x0032 = TEX0.xy - vec2(0.00000000E+00, float(float((3.00000000E+00*TEX1.y))));
_TMP8 = min(TEX3.xy, _x0032);
_TMP31 = max(TEX2.xy, _TMP8);
_TMP7 = texture2D(Texture, _TMP31);
_out_color0014.w = float((float(_out_color0014.w) + _TMP7.w*1.01562500E-01));
_x0024 = TEX0.xy + vec2(0.00000000E+00, float(float((4.00000000E+00*TEX1.y))));
_TMP8 = min(TEX3.xy, _x0024);
_TMP23 = max(TEX2.xy, _TMP8);
_TMP5 = texture2D(Texture, _TMP23);
_out_color0014.w = float((float(_out_color0014.w) + _TMP5.w*8.20312500E-02));
_x0032 = TEX0.xy - vec2(0.00000000E+00, float(float((4.00000000E+00*TEX1.y))));
_TMP8 = min(TEX3.xy, _x0032);
_TMP31 = max(TEX2.xy, _TMP8);
_TMP7 = texture2D(Texture, _TMP31);
_out_color0014.w = float((float(_out_color0014.w) + _TMP7.w*8.20312500E-02));
_ret_0 = vec4(float(_out_color0014.x), float(_out_color0014.y), float(_out_color0014.z), float(_out_color0014.w));
gl_FragColor = _ret_0;
return;
}
#endif

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// GLSL shader autogenerated by cg2glsl.py.
#if defined(VERTEX)
struct input_dummy {
vec2 _video_size;
vec2 _texture_size;
vec2 _output_dummy_size;
float _frame_count;
float _placeholder30;
};
struct pass_2 {
float _placeholder34;
};
vec4 _oPosition1;
uniform mat4 MVPMatrix;
input_dummy _IN1;
vec4 _r0003;
attribute vec4 VertexCoord;
attribute vec4 TexCoord;
varying vec4 TEX0;
varying vec4 TEX1;
mat4 transpose_(mat4 matrix)
{
mat4 ret;
for (int i = 0; i < 4; i++)
for (int j = 0; j < 4; j++)
ret[i][j] = matrix[j][i];
return ret;
}
uniform int FrameDirection;
uniform int FrameCount;
#ifdef GL_ES
uniform mediump vec2 OutputSize;
uniform mediump vec2 TextureSize;
uniform mediump vec2 InputSize;
#else
uniform vec2 OutputSize;
uniform vec2 TextureSize;
uniform vec2 InputSize;
#endif
void main()
{
mat4 MVPMatrix_ = transpose_(MVPMatrix);
vec2 _oTexCoord;
vec2 _oTexel;
_r0003.x = dot(MVPMatrix_[0], VertexCoord);
_r0003.y = dot(MVPMatrix_[1], VertexCoord);
_r0003.z = dot(MVPMatrix_[2], VertexCoord);
_r0003.w = dot(MVPMatrix_[3], VertexCoord);
_oPosition1 = _r0003;
_oTexCoord = TexCoord.xy;
_oTexel = 1.00000000E+00/TextureSize;
gl_Position = _r0003;
TEX0.xy = TexCoord.xy;
TEX1.xy = _oTexel;
}
#elif defined(FRAGMENT)
#ifdef GL_ES
precision mediump float;
#endif
struct input_dummy {
vec2 _video_size;
vec2 _texture_size;
vec2 _output_dummy_size;
float _frame_count;
float _placeholder32;
};
struct pass_2 {
float _placeholder36;
};
vec4 _ret_0;
float _TMP10;
vec4 _TMP9;
float _TMP8;
vec4 _TMP7;
float _TMP6;
vec4 _TMP5;
vec3 _TMP11;
vec3 _TMP13;
vec3 _TMP12;
vec4 _TMP4;
vec4 _TMP2;
vec4 _TMP1;
vec4 _TMP0;
input_dummy _IN1;
pass_2 _PASS21;
uniform sampler2D COLOR_PALETTE;
uniform sampler2D BACKGROUND;
vec2 _c0023;
vec3 _x0041;
vec3 _TMP42;
varying vec4 TEX0;
varying vec4 TEX1;
uniform sampler2D Texture;
uniform sampler2D Pass2Texture;
uniform int FrameDirection;
uniform int FrameCount;
#ifdef GL_ES
uniform mediump vec2 OutputSize;
uniform mediump vec2 TextureSize;
uniform mediump vec2 InputSize;
#else
uniform vec2 OutputSize;
uniform vec2 TextureSize;
uniform vec2 InputSize;
#endif
void main()
{
vec4 _foreground;
vec4 _background;
vec4 _shadows;
vec4 _out_color;
_TMP0 = texture2D(Pass2Texture, TEX0.xy);
_foreground = vec4(float(_TMP0.x), float(_TMP0.y), float(_TMP0.z), float(_TMP0.w));
_TMP1 = texture2D(BACKGROUND, TEX0.xy);
_background = vec4(float(_TMP1.x), float(_TMP1.y), float(_TMP1.z), float(_TMP1.w));
_c0023 = TEX0.xy - vec2(TEX1.x, TEX1.y);
_TMP2 = texture2D(Texture, _c0023);
_shadows = vec4(float(_TMP2.x), float(_TMP2.y), float(_TMP2.z), float(_TMP2.w));
_TMP4 = texture2D(COLOR_PALETTE, vec2( 2.50000000E-01, 5.00000000E-01));
_foreground = vec4(float((vec4(float(_foreground.x), float(_foreground.y), float(_foreground.z), float(_foreground.w))*_TMP4).x), float((vec4(float(_foreground.x), float(_foreground.y), float(_foreground.z), float(_foreground.w))*_TMP4).y), float((vec4(float(_foreground.x), float(_foreground.y), float(_foreground.z), float(_foreground.w))*_TMP4).z), float((vec4(float(_foreground.x), float(_foreground.y), float(_foreground.z), float(_foreground.w))*_TMP4).w));
_background = _background - (_background - 5.00000000E-01)*7.50000000E-01*float((_foreground.w > 0.00000000E+00));
_TMP5 = texture2D(COLOR_PALETTE, vec2( 2.50000000E-01, 5.00000000E-01));
_TMP6 = -1.00000000E+00 + _background.x*1.99902344E+00;
_TMP7 = texture2D(COLOR_PALETTE, vec2( 2.50000000E-01, 5.00000000E-01));
_TMP8 = -1.00000000E+00 + _background.y*1.99902344E+00;
_TMP9 = texture2D(COLOR_PALETTE, vec2( 2.50000000E-01, 5.00000000E-01));
_TMP10 = -1.00000000E+00 + _background.z*1.99902344E+00;
_x0041 = vec3(float((_TMP5.x + float(_TMP6))), float((_TMP7.y + float(_TMP8))), float((_TMP9.z + float(_TMP10))));
_TMP12 = min(vec3( 1.00000000E+00, 1.00000000E+00, 1.00000000E+00), vec3(float(_x0041.x), float(_x0041.y), float(_x0041.z)));
_TMP11 = vec3(float(_TMP12.x), float(_TMP12.y), float(_TMP12.z));
_TMP13 = max(vec3( 0.00000000E+00, 0.00000000E+00, 0.00000000E+00), vec3(float(_TMP11.x), float(_TMP11.y), float(_TMP11.z)));
_TMP42 = vec3(float(_TMP13.x), float(_TMP13.y), float(_TMP13.z));
_background.xyz = _TMP42;
_out_color = _shadows*_shadows.w*5.22460938E-01 + _background*(1.00000000E+00 - _shadows.w*5.22460938E-01);
_out_color = _foreground*_foreground.w*9.50195312E-01 + _out_color*(1.00000000E+00 - _foreground.w*9.50195312E-01);
_ret_0 = vec4(float(_out_color.x), float(_out_color.y), float(_out_color.z), float(_out_color.w));
gl_FragColor = _ret_0;
return;
}
#endif

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// GLSL shader autogenerated by cg2glsl.py.
#if defined(VERTEX)
varying vec2 _upper_bound;
varying vec2 _lower_bound;
varying vec2 _tex_coord_4;
varying vec2 _tex_coord_3;
varying vec2 _tex_coord_2;
varying vec2 _tex_coord_1;
struct input_dummy {
vec2 _video_size;
vec2 _texture_size;
vec2 _output_dummy_size;
float _frame_count;
float _placeholder35;
};
struct pass_1 {
float _placeholder39;
};
struct blur_coords {
vec2 _tex_coord_1;
vec2 _tex_coord_2;
vec2 _tex_coord_3;
vec2 _tex_coord_4;
vec2 _lower_bound;
vec2 _upper_bound;
};
vec4 _oPosition1;
blur_coords _oBlurCoords1;
uniform mat4 MVPMatrix;
input_dummy _IN1;
vec4 _r0004;
attribute vec4 VertexCoord;
attribute vec4 TexCoord;
varying vec4 TEX0;
varying vec4 TEX1;
varying vec4 TEX2;
varying vec4 TEX3;
varying vec4 TEX4;
varying vec4 TEX5;
varying vec4 TEX6;
mat4 transpose_(mat4 matrix)
{
mat4 ret;
for (int i = 0; i < 4; i++)
for (int j = 0; j < 4; j++)
ret[i][j] = matrix[j][i];
return ret;
}
uniform int FrameDirection;
uniform int FrameCount;
#ifdef GL_ES
uniform mediump vec2 OutputSize;
uniform mediump vec2 TextureSize;
uniform mediump vec2 InputSize;
#else
uniform vec2 OutputSize;
uniform vec2 TextureSize;
uniform vec2 InputSize;
#endif
void main()
{
mat4 MVPMatrix_ = transpose_(MVPMatrix);
vec2 _oTexCoord;
vec2 _texel;
blur_coords _TMP2;
_r0004.x = dot(MVPMatrix_[0], VertexCoord);
_r0004.y = dot(MVPMatrix_[1], VertexCoord);
_r0004.z = dot(MVPMatrix_[2], VertexCoord);
_r0004.w = dot(MVPMatrix_[3], VertexCoord);
_oPosition1 = _r0004;
_oTexCoord = TexCoord.xy;
_texel = vec2(float((1.00000000E+00/TextureSize).x), float((1.00000000E+00/TextureSize).y));
_TMP2._tex_coord_1 = vec2(float((TexCoord.xy + vec2(0.00000000E+00, float(_texel.y))).x), float((TexCoord.xy + vec2(0.00000000E+00, float(_texel.y))).y));
_TMP2._tex_coord_2 = vec2(float((TexCoord.xy + vec2(0.00000000E+00, float(-_texel.y))).x), float((TexCoord.xy + vec2(0.00000000E+00, float(-_texel.y))).y));
_TMP2._tex_coord_3 = vec2(float((TexCoord.xy + vec2(float(_texel.x), 0.00000000E+00)).x), float((TexCoord.xy + vec2(float(_texel.x), 0.00000000E+00)).y));
_TMP2._tex_coord_4 = vec2(float((TexCoord.xy + vec2(float(-_texel.x), 0.00000000E+00)).x), float((TexCoord.xy + vec2(float(-_texel.x), 0.00000000E+00)).y));
_TMP2._upper_bound = vec2(float((vec2(float(_texel.x), float(_texel.y))*(OutputSize - 2.00000000E+00)).x), float((vec2(float(_texel.x), float(_texel.y))*(OutputSize - 2.00000000E+00)).y));
_oBlurCoords1._tex_coord_1 = _TMP2._tex_coord_1;
_oBlurCoords1._tex_coord_2 = _TMP2._tex_coord_2;
_oBlurCoords1._tex_coord_3 = _TMP2._tex_coord_3;
_oBlurCoords1._tex_coord_4 = _TMP2._tex_coord_4;
_oBlurCoords1._lower_bound = vec2( 0.00000000E+00, 0.00000000E+00);
_oBlurCoords1._upper_bound = _TMP2._upper_bound;
gl_Position = _r0004;
TEX0.xy = TexCoord.xy;
TEX1.xy = _TMP2._tex_coord_1;
TEX2.xy = _TMP2._tex_coord_2;
TEX3.xy = _TMP2._tex_coord_3;
TEX4.xy = _TMP2._tex_coord_4;
TEX5.xy = vec2( 0.00000000E+00, 0.00000000E+00);
TEX6.xy = _TMP2._upper_bound;
}
#elif defined(FRAGMENT)
#ifdef GL_ES
precision mediump float;
#endif
varying vec2 _upper_bound;
varying vec2 _lower_bound;
varying vec2 _tex_coord_4;
varying vec2 _tex_coord_3;
varying vec2 _tex_coord_2;
varying vec2 _tex_coord_1;
struct input_dummy {
vec2 _video_size;
vec2 _texture_size;
vec2 _output_dummy_size;
float _frame_count;
float _placeholder33;
};
struct pass_1 {
float _placeholder37;
};
struct blur_coords {
vec2 _tex_coord_1;
vec2 _tex_coord_2;
vec2 _tex_coord_3;
vec2 _tex_coord_4;
vec2 _lower_bound;
vec2 _upper_bound;
};
vec4 _TMP6;
vec4 _TMP5;
vec4 _TMP2;
vec4 _TMP1;
vec2 _TMP7;
vec2 _TMP9;
vec2 _TMP8;
pass_1 _PASS11;
input_dummy _IN2;
vec4 _adjacent_texel_10016;
vec4 _adjacent_texel_20016;
vec4 _COLOR0016;
vec2 _TMP17;
vec2 _TMP23;
vec2 _c0042;
vec2 _c0044;
vec2 _c0050;
vec2 _c0052;
varying vec4 TEX0;
varying vec4 TEX1;
varying vec4 TEX2;
varying vec4 TEX5;
varying vec4 TEX6;
uniform sampler2D Texture;
uniform sampler2D Pass1Texture;
uniform int FrameDirection;
uniform int FrameCount;
#ifdef GL_ES
uniform mediump vec2 OutputSize;
uniform mediump vec2 TextureSize;
uniform mediump vec2 InputSize;
#else
uniform vec2 OutputSize;
uniform vec2 TextureSize;
uniform vec2 InputSize;
#endif
void main()
{
vec4 _out_color;
_out_color = texture2D(Pass1Texture, TEX0.xy);
if (_out_color.w == 0.00000000E+00) {
_COLOR0016 = vec4(float(_out_color.x), float(_out_color.y), float(_out_color.z), float(_out_color.w));
_TMP8 = min(vec2(float(TEX6.x), float(TEX6.y)), vec2(float(TEX1.x), float(TEX1.y)));
_TMP7 = vec2(float(_TMP8.x), float(_TMP8.y));
_TMP9 = max(vec2(float(TEX5.x), float(TEX5.y)), vec2(float(_TMP7.x), float(_TMP7.y)));
_TMP17 = vec2(float(_TMP9.x), float(_TMP9.y));
_TMP8 = min(vec2(float(TEX6.x), float(TEX6.y)), vec2(float(TEX2.x), float(TEX2.y)));
_TMP7 = vec2(float(_TMP8.x), float(_TMP8.y));
_TMP9 = max(vec2(float(TEX5.x), float(TEX5.y)), vec2(float(_TMP7.x), float(_TMP7.y)));
_TMP23 = vec2(float(_TMP9.x), float(_TMP9.y));
_c0042 = vec2(float(_TMP17.x), float(_TMP17.y));
_TMP1 = texture2D(Texture, _c0042);
_adjacent_texel_10016 = vec4(float(_TMP1.x), float(_TMP1.y), float(_TMP1.z), float(_TMP1.w));
_c0044 = vec2(float(_TMP23.x), float(_TMP23.y));
_TMP2 = texture2D(Texture, _c0044);
_adjacent_texel_20016 = vec4(float(_TMP2.x), float(_TMP2.y), float(_TMP2.z), float(_TMP2.w));
_COLOR0016.xyz = _COLOR0016.xyz - ((_COLOR0016.xyz - _adjacent_texel_10016.xyz) + (_COLOR0016.xyz - _adjacent_texel_20016.xyz))*4.00390625E-01;
_c0050 = vec2(float(_TMP17.x), float(_TMP17.y));
_TMP5 = texture2D(Pass1Texture, _c0050);
_adjacent_texel_10016 = vec4(float(_TMP5.x), float(_TMP5.y), float(_TMP5.z), float(_TMP5.w));
_c0052 = vec2(float(_TMP23.x), float(_TMP23.y));
_TMP6 = texture2D(Pass1Texture, _c0052);
_adjacent_texel_20016 = vec4(float(_TMP6.x), float(_TMP6.y), float(_TMP6.z), float(_TMP6.w));
_COLOR0016.xyz = _COLOR0016.xyz - ((_COLOR0016.xyz - _adjacent_texel_10016.xyz) + (_COLOR0016.xyz - _adjacent_texel_20016.xyz))*2.99804688E-01;
_out_color = vec4(float(_COLOR0016.x), float(_COLOR0016.y), float(_COLOR0016.z), 1.00000000E+00);
}
gl_FragColor = _out_color;
return;
}
#endif

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// GLSL shader autogenerated by cg2glsl.py.
#if defined(VERTEX)
struct input_dummy {
vec2 _video_size;
vec2 _texture_size;
vec2 _output_dummy_size;
float _frame_count;
float _placeholder24;
};
struct pass_2 {
float _placeholder28;
};
vec4 _oPosition1;
uniform mat4 MVPMatrix;
vec4 _r0003;
attribute vec4 VertexCoord;
attribute vec4 TexCoord;
varying vec4 TEX0;
mat4 transpose_(mat4 matrix)
{
mat4 ret;
for (int i = 0; i < 4; i++)
for (int j = 0; j < 4; j++)
ret[i][j] = matrix[j][i];
return ret;
}
uniform int FrameDirection;
uniform int FrameCount;
#ifdef GL_ES
uniform mediump vec2 OutputSize;
uniform mediump vec2 TextureSize;
uniform mediump vec2 InputSize;
#else
uniform vec2 OutputSize;
uniform vec2 TextureSize;
uniform vec2 InputSize;
#endif
void main()
{
mat4 MVPMatrix_ = transpose_(MVPMatrix);
vec2 _oTexCoord;
_r0003.x = dot(MVPMatrix_[0], VertexCoord);
_r0003.y = dot(MVPMatrix_[1], VertexCoord);
_r0003.z = dot(MVPMatrix_[2], VertexCoord);
_r0003.w = dot(MVPMatrix_[3], VertexCoord);
_oPosition1 = _r0003;
_oTexCoord = TexCoord.xy;
gl_Position = _r0003;
TEX0.xy = TexCoord.xy;
}
#elif defined(FRAGMENT)
#ifdef GL_ES
precision mediump float;
#endif
struct input_dummy {
vec2 _video_size;
vec2 _texture_size;
vec2 _output_dummy_size;
float _frame_count;
float _placeholder27;
};
struct pass_2 {
float _placeholder31;
};
pass_2 _PASS21;
input_dummy _IN1;
varying vec4 TEX0;
uniform sampler2D Texture;
uniform sampler2D Pass2Texture;
uniform int FrameDirection;
uniform int FrameCount;
#ifdef GL_ES
uniform mediump vec2 OutputSize;
uniform mediump vec2 TextureSize;
uniform mediump vec2 InputSize;
#else
uniform vec2 OutputSize;
uniform vec2 TextureSize;
uniform vec2 InputSize;
#endif
void main()
{
vec4 _out_color;
vec4 _scene_color;
_out_color = texture2D(Pass2Texture, TEX0.xy);
_scene_color = texture2D(Texture, TEX0.xy);
_out_color.w = _out_color.w*5.00000000E-01;
_out_color.xyz = _out_color.xyz*_out_color.w + _scene_color.xyz*(1.00000000E+00 - _out_color.w);
gl_FragColor = _out_color;
return;
}
#endif

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// GLSL shader autogenerated by cg2glsl.py.
#if defined(VERTEX)
struct input_dummy {
vec2 _video_size;
vec2 _texture_size;
vec2 _output_dummy_size;
float _frame_count;
float _placeholder24;
};
vec4 _oPosition1;
uniform mat4 MVPMatrix;
vec4 _r0003;
attribute vec4 VertexCoord;
attribute vec4 TexCoord;
varying vec4 TEX0;
mat4 transpose_(mat4 matrix)
{
mat4 ret;
for (int i = 0; i < 4; i++)
for (int j = 0; j < 4; j++)
ret[i][j] = matrix[j][i];
return ret;
}
uniform int FrameDirection;
uniform int FrameCount;
#ifdef GL_ES
uniform mediump vec2 OutputSize;
uniform mediump vec2 TextureSize;
uniform mediump vec2 InputSize;
#else
uniform vec2 OutputSize;
uniform vec2 TextureSize;
uniform vec2 InputSize;
#endif
void main()
{
mat4 MVPMatrix_ = transpose_(MVPMatrix);
vec2 _oTexCoord;
_r0003.x = dot(MVPMatrix_[0], VertexCoord);
_r0003.y = dot(MVPMatrix_[1], VertexCoord);
_r0003.z = dot(MVPMatrix_[2], VertexCoord);
_r0003.w = dot(MVPMatrix_[3], VertexCoord);
_oPosition1 = _r0003;
_oTexCoord = TexCoord.xy;
gl_Position = _r0003;
TEX0.xy = TexCoord.xy;
}
#elif defined(FRAGMENT)
#ifdef GL_ES
precision mediump float;
#endif
struct input_dummy {
vec2 _video_size;
vec2 _texture_size;
vec2 _output_dummy_size;
float _frame_count;
float _placeholder25;
};
vec4 _ret_0;
input_dummy _IN1;
varying vec4 TEX0;
uniform sampler2D Texture;
uniform int FrameDirection;
uniform int FrameCount;
#ifdef GL_ES
uniform mediump vec2 OutputSize;
uniform mediump vec2 TextureSize;
uniform mediump vec2 InputSize;
#else
uniform vec2 OutputSize;
uniform vec2 TextureSize;
uniform vec2 InputSize;
#endif
void main()
{
_ret_0 = texture2D(Texture, TEX0.xy);
gl_FragColor = _ret_0;
return;
}
#endif

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// GLSL shader autogenerated by cg2glsl.py.
#if defined(VERTEX)
struct input_dummy {
vec2 _video_size;
vec2 _texture_size;
vec2 _output_dummy_size;
float _frame_count;
float _placeholder24;
};
vec4 _oPosition1;
uniform mat4 MVPMatrix;
vec4 _r0003;
attribute vec4 VertexCoord;
attribute vec4 TexCoord;
varying vec4 TEX0;
mat4 transpose_(mat4 matrix)
{
mat4 ret;
for (int i = 0; i < 4; i++)
for (int j = 0; j < 4; j++)
ret[i][j] = matrix[j][i];
return ret;
}
uniform int FrameDirection;
uniform int FrameCount;
#ifdef GL_ES
uniform mediump vec2 OutputSize;
uniform mediump vec2 TextureSize;
uniform mediump vec2 InputSize;
#else
uniform vec2 OutputSize;
uniform vec2 TextureSize;
uniform vec2 InputSize;
#endif
void main()
{
mat4 MVPMatrix_ = transpose_(MVPMatrix);
vec2 _oTexCoord;
_r0003.x = dot(MVPMatrix_[0], VertexCoord);
_r0003.y = dot(MVPMatrix_[1], VertexCoord);
_r0003.z = dot(MVPMatrix_[2], VertexCoord);
_r0003.w = dot(MVPMatrix_[3], VertexCoord);
_oPosition1 = _r0003;
_oTexCoord = TexCoord.xy;
gl_Position = _r0003;
TEX0.xy = TexCoord.xy;
}
#elif defined(FRAGMENT)
#ifdef GL_ES
precision mediump float;
#endif
struct input_dummy {
vec2 _video_size;
vec2 _texture_size;
vec2 _output_dummy_size;
float _frame_count;
float _placeholder25;
};
vec4 _ret_0;
input_dummy _IN1;
varying vec4 TEX0;
uniform sampler2D Texture;
uniform int FrameDirection;
uniform int FrameCount;
#ifdef GL_ES
uniform mediump vec2 OutputSize;
uniform mediump vec2 TextureSize;
uniform mediump vec2 InputSize;
#else
uniform vec2 OutputSize;
uniform vec2 TextureSize;
uniform vec2 InputSize;
#endif
void main()
{
_ret_0 = texture2D(Texture, TEX0.xy);
gl_FragColor = _ret_0;
return;
}
#endif

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shaders = 4
shader0 = lcd_pass_0.glsl
shader1 = lcd_pass_1.glsl
shader2 = lcd_pass_2.glsl
shader3 = lcd_pass_3.glsl
shader4 = lcd_pass_4.glsl
shader5 = lcd_pass_5.glsl
scale_type0 = viewport
scale0 = 1
scale_type1 = source
scale1 = 1
scale_type2 = source
scale2 = 1
scale_type3 = source
scale3 = 1
scale_type4 = source
scale4 = 1
scale_type5 = source
scale5 = 1
filter_linear0 = false
filter_linear1 = false
filter_linear2 = false
filter_linear3 = false
filter_linear4 = false
filter_linear5 = false

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@ -0,0 +1,216 @@
// GLSL shader autogenerated by cg2glsl.py.
#if defined(VERTEX)
varying float _texel_height;
varying float _cell_height;
struct input_dummy {
vec2 _video_size;
vec2 _texture_size;
vec2 _output_dummy_size;
float _frame_count;
float _placeholder31;
};
struct prev_0 {
float _placeholder35;
};
struct prev_1 {
float _placeholder39;
};
struct prev_2 {
float _placeholder43;
};
struct prev_3 {
float _placeholder47;
};
struct prev_4 {
float _placeholder51;
};
struct prev_5 {
float _placeholder55;
};
struct prev_6 {
float _placeholder59;
};
struct line_data {
float _cell_height;
float _texel_height;
};
vec4 _oPosition1;
float _TMP2;
line_data _oLineData1;
float _TMP1;
uniform mat4 MVPMatrix;
input_dummy _IN1;
vec4 _r0008;
float _x0018;
float _x0020;
attribute vec4 VertexCoord;
attribute vec4 TexCoord;
varying vec4 TEX0;
varying vec4 TEX1;
varying vec4 TEX2;
mat4 transpose_(mat4 matrix)
{
mat4 ret;
for (int i = 0; i < 4; i++)
for (int j = 0; j < 4; j++)
ret[i][j] = matrix[j][i];
return ret;
}
uniform int FrameDirection;
uniform int FrameCount;
#ifdef GL_ES
uniform mediump vec2 OutputSize;
uniform mediump vec2 TextureSize;
uniform mediump vec2 InputSize;
#else
uniform vec2 OutputSize;
uniform vec2 TextureSize;
uniform vec2 InputSize;
#endif
void main()
{
mat4 MVPMatrix_ = transpose_(MVPMatrix);
vec2 _oTexCoord;
line_data _TMP5;
vec2 _TMP6;
_r0008.x = dot(MVPMatrix_[0], VertexCoord);
_r0008.y = dot(MVPMatrix_[1], VertexCoord);
_r0008.z = dot(MVPMatrix_[2], VertexCoord);
_r0008.w = dot(MVPMatrix_[3], VertexCoord);
_x0018 = OutputSize.y/InputSize.y;
_TMP1 = floor(_x0018);
_TMP6 = OutputSize/(InputSize*_TMP1);
_oPosition1 = _r0008/vec4(_TMP6.x, _TMP6.y, 1.00000000E+00, 1.00000000E+00);
_oTexCoord = TexCoord.xy + 5.00000000E-01/OutputSize;
_x0020 = OutputSize.y/InputSize.y;
_TMP2 = floor(_x0020);
_TMP5._cell_height = float((1.00000000E+00/TextureSize.y));
_TMP5._texel_height = float((1.00000000E+00/(TextureSize.y*_TMP2)));
_oLineData1._cell_height = _TMP5._cell_height;
_oLineData1._texel_height = _TMP5._texel_height;
gl_Position = _oPosition1;
TEX0.xy = _oTexCoord;
TEX1.x = _TMP5._cell_height;
TEX2.x = _TMP5._texel_height;
}
#elif defined(FRAGMENT)
#ifdef GL_ES
precision mediump float;
#endif
varying float _texel_height;
varying float _cell_height;
struct input_dummy {
vec2 _video_size;
vec2 _texture_size;
vec2 _output_dummy_size;
float _frame_count;
float _placeholder41;
};
struct prev_0 {
float _placeholder45;
};
struct prev_1 {
float _placeholder49;
};
struct prev_2 {
float _placeholder53;
};
struct prev_3 {
float _placeholder57;
};
struct prev_4 {
float _placeholder61;
};
struct prev_5 {
float _placeholder65;
};
struct prev_6 {
float _placeholder69;
};
struct line_data {
float _cell_height;
float _texel_height;
};
vec4 _ret_0;
float _TMP14;
float _TMP15;
vec4 _TMP12;
vec4 _TMP10;
vec4 _TMP8;
vec4 _TMP6;
vec4 _TMP4;
vec4 _TMP2;
vec4 _TMP1;
vec4 _TMP0;
input_dummy _IN1;
prev_0 _PREV7;
prev_1 _PREV11;
prev_2 _PREV21;
prev_3 _PREV31;
prev_4 _PREV41;
prev_5 _PREV51;
prev_6 _PREV61;
float _y0044;
float _x0046;
varying vec4 TEX0;
varying vec4 TEX1;
varying vec4 TEX2;
uniform sampler2D Texture;
uniform sampler2D Prev6Texture;
uniform sampler2D Prev5Texture;
uniform sampler2D Prev4Texture;
uniform sampler2D Prev3Texture;
uniform sampler2D Prev2Texture;
uniform sampler2D Prev1Texture;
uniform sampler2D PrevTexture;
uniform int FrameDirection;
uniform int FrameCount;
#ifdef GL_ES
uniform mediump vec2 OutputSize;
uniform mediump vec2 TextureSize;
uniform mediump vec2 InputSize;
#else
uniform vec2 OutputSize;
uniform vec2 TextureSize;
uniform vec2 InputSize;
#endif
void main()
{
vec3 _input_dummy_rgb;
vec4 _out_color;
float _is_on_line;
vec3 _TMP25;
_TMP0 = texture2D(Texture, TEX0.xy);
_input_dummy_rgb = vec3(float(_TMP0.x), float(_TMP0.y), float(_TMP0.z));
_TMP1 = texture2D(PrevTexture, TEX0.xy);
_input_dummy_rgb = vec3(float((vec3(float(_input_dummy_rgb.x), float(_input_dummy_rgb.y), float(_input_dummy_rgb.z)) + (_TMP1.xyz - vec3(float(_input_dummy_rgb.x), float(_input_dummy_rgb.y), float(_input_dummy_rgb.z)))*3.33000004E-01).x), float((vec3(float(_input_dummy_rgb.x), float(_input_dummy_rgb.y), float(_input_dummy_rgb.z)) + (_TMP1.xyz - vec3(float(_input_dummy_rgb.x), float(_input_dummy_rgb.y), float(_input_dummy_rgb.z)))*3.33000004E-01).y), float((vec3(float(_input_dummy_rgb.x), float(_input_dummy_rgb.y), float(_input_dummy_rgb.z)) + (_TMP1.xyz - vec3(float(_input_dummy_rgb.x), float(_input_dummy_rgb.y), float(_input_dummy_rgb.z)))*3.33000004E-01).z));
_TMP2 = texture2D(Prev1Texture, TEX0.xy);
_input_dummy_rgb = vec3(float((vec3(float(_input_dummy_rgb.x), float(_input_dummy_rgb.y), float(_input_dummy_rgb.z)) + (_TMP2.xyz - vec3(float(_input_dummy_rgb.x), float(_input_dummy_rgb.y), float(_input_dummy_rgb.z)))*1.10889003E-01).x), float((vec3(float(_input_dummy_rgb.x), float(_input_dummy_rgb.y), float(_input_dummy_rgb.z)) + (_TMP2.xyz - vec3(float(_input_dummy_rgb.x), float(_input_dummy_rgb.y), float(_input_dummy_rgb.z)))*1.10889003E-01).y), float((vec3(float(_input_dummy_rgb.x), float(_input_dummy_rgb.y), float(_input_dummy_rgb.z)) + (_TMP2.xyz - vec3(float(_input_dummy_rgb.x), float(_input_dummy_rgb.y), float(_input_dummy_rgb.z)))*1.10889003E-01).z));
_TMP4 = texture2D(Prev2Texture, TEX0.xy);
_input_dummy_rgb = vec3(float((vec3(float(_input_dummy_rgb.x), float(_input_dummy_rgb.y), float(_input_dummy_rgb.z)) + (_TMP4.xyz - vec3(float(_input_dummy_rgb.x), float(_input_dummy_rgb.y), float(_input_dummy_rgb.z)))*3.69260386E-02).x), float((vec3(float(_input_dummy_rgb.x), float(_input_dummy_rgb.y), float(_input_dummy_rgb.z)) + (_TMP4.xyz - vec3(float(_input_dummy_rgb.x), float(_input_dummy_rgb.y), float(_input_dummy_rgb.z)))*3.69260386E-02).y), float((vec3(float(_input_dummy_rgb.x), float(_input_dummy_rgb.y), float(_input_dummy_rgb.z)) + (_TMP4.xyz - vec3(float(_input_dummy_rgb.x), float(_input_dummy_rgb.y), float(_input_dummy_rgb.z)))*3.69260386E-02).z));
_TMP6 = texture2D(Prev3Texture, TEX0.xy);
_input_dummy_rgb = vec3(float((vec3(float(_input_dummy_rgb.x), float(_input_dummy_rgb.y), float(_input_dummy_rgb.z)) + (_TMP6.xyz - vec3(float(_input_dummy_rgb.x), float(_input_dummy_rgb.y), float(_input_dummy_rgb.z)))*1.22963712E-02).x), float((vec3(float(_input_dummy_rgb.x), float(_input_dummy_rgb.y), float(_input_dummy_rgb.z)) + (_TMP6.xyz - vec3(float(_input_dummy_rgb.x), float(_input_dummy_rgb.y), float(_input_dummy_rgb.z)))*1.22963712E-02).y), float((vec3(float(_input_dummy_rgb.x), float(_input_dummy_rgb.y), float(_input_dummy_rgb.z)) + (_TMP6.xyz - vec3(float(_input_dummy_rgb.x), float(_input_dummy_rgb.y), float(_input_dummy_rgb.z)))*1.22963712E-02).z));
_TMP8 = texture2D(Prev4Texture, TEX0.xy);
_input_dummy_rgb = vec3(float((vec3(float(_input_dummy_rgb.x), float(_input_dummy_rgb.y), float(_input_dummy_rgb.z)) + (_TMP8.xyz - vec3(float(_input_dummy_rgb.x), float(_input_dummy_rgb.y), float(_input_dummy_rgb.z)))*4.09469148E-03).x), float((vec3(float(_input_dummy_rgb.x), float(_input_dummy_rgb.y), float(_input_dummy_rgb.z)) + (_TMP8.xyz - vec3(float(_input_dummy_rgb.x), float(_input_dummy_rgb.y), float(_input_dummy_rgb.z)))*4.09469148E-03).y), float((vec3(float(_input_dummy_rgb.x), float(_input_dummy_rgb.y), float(_input_dummy_rgb.z)) + (_TMP8.xyz - vec3(float(_input_dummy_rgb.x), float(_input_dummy_rgb.y), float(_input_dummy_rgb.z)))*4.09469148E-03).z));
_TMP10 = texture2D(Prev5Texture, TEX0.xy);
_input_dummy_rgb = vec3(float((vec3(float(_input_dummy_rgb.x), float(_input_dummy_rgb.y), float(_input_dummy_rgb.z)) + (_TMP10.xyz - vec3(float(_input_dummy_rgb.x), float(_input_dummy_rgb.y), float(_input_dummy_rgb.z)))*1.36353227E-03).x), float((vec3(float(_input_dummy_rgb.x), float(_input_dummy_rgb.y), float(_input_dummy_rgb.z)) + (_TMP10.xyz - vec3(float(_input_dummy_rgb.x), float(_input_dummy_rgb.y), float(_input_dummy_rgb.z)))*1.36353227E-03).y), float((vec3(float(_input_dummy_rgb.x), float(_input_dummy_rgb.y), float(_input_dummy_rgb.z)) + (_TMP10.xyz - vec3(float(_input_dummy_rgb.x), float(_input_dummy_rgb.y), float(_input_dummy_rgb.z)))*1.36353227E-03).z));
_TMP12 = texture2D(Prev6Texture, TEX0.xy);
_input_dummy_rgb = vec3(float((vec3(float(_input_dummy_rgb.x), float(_input_dummy_rgb.y), float(_input_dummy_rgb.z)) + (_TMP12.xyz - vec3(float(_input_dummy_rgb.x), float(_input_dummy_rgb.y), float(_input_dummy_rgb.z)))*4.54056280E-04).x), float((vec3(float(_input_dummy_rgb.x), float(_input_dummy_rgb.y), float(_input_dummy_rgb.z)) + (_TMP12.xyz - vec3(float(_input_dummy_rgb.x), float(_input_dummy_rgb.y), float(_input_dummy_rgb.z)))*4.54056280E-04).y), float((vec3(float(_input_dummy_rgb.x), float(_input_dummy_rgb.y), float(_input_dummy_rgb.z)) + (_TMP12.xyz - vec3(float(_input_dummy_rgb.x), float(_input_dummy_rgb.y), float(_input_dummy_rgb.z)))*4.54056280E-04).z));
_out_color = vec4(_input_dummy_rgb.x, _input_dummy_rgb.y, _input_dummy_rgb.z, 1.00000000E+00);
_y0044 = float(TEX1.x);
_x0046 = TEX0.y/_y0044;
_TMP15 = floor(_x0046);
_TMP14 = TEX0.y - _y0044*_TMP15;
_is_on_line = float(int((_TMP14 > float(TEX2.x))));
_TMP25 = _out_color.xyz*_is_on_line;
_out_color = vec4(_TMP25.x, _TMP25.y, _TMP25.z, _out_color.w - 5.00000000E-01*float(!bool(_is_on_line)));
_ret_0 = vec4(float(_out_color.x), float(_out_color.y), float(_out_color.z), float(_out_color.w));
gl_FragColor = _ret_0;
return;
}
#endif

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// GLSL shader autogenerated by cg2glsl.py.
#if defined(VERTEX)
varying float _threeVARtwo_dX;
varying float _twoVARtwo_dX;
varying float VARtwo_dX;
struct input_dummy {
vec2 _video_size;
vec2 _texture_size;
vec2 _output_dummy_size;
float _frame_count;
float _placeholder32;
};
struct texture_data {
float VARtwo_dX;
float _twoVARtwo_dX;
float _threeVARtwo_dX;
};
vec4 _oPosition1;
texture_data _oTexData1;
uniform mat4 MVPMatrix;
input_dummy _IN1;
vec4 _r0004;
attribute vec4 VertexCoord;
attribute vec4 TexCoord;
varying vec4 TEX0;
varying vec4 TEX1;
varying vec4 TEX2;
varying vec4 TEX3;
mat4 transpose_(mat4 matrix)
{
mat4 ret;
for (int i = 0; i < 4; i++)
for (int j = 0; j < 4; j++)
ret[i][j] = matrix[j][i];
return ret;
}
uniform int FrameDirection;
uniform int FrameCount;
#ifdef GL_ES
uniform mediump vec2 OutputSize;
uniform mediump vec2 TextureSize;
uniform mediump vec2 InputSize;
#else
uniform vec2 OutputSize;
uniform vec2 TextureSize;
uniform vec2 InputSize;
#endif
void main()
{
mat4 MVPMatrix_ = transpose_(MVPMatrix);
vec2 _oTexCoord;
float _texel_width;
texture_data _TMP2;
_r0004.x = dot(MVPMatrix_[0], VertexCoord);
_r0004.y = dot(MVPMatrix_[1], VertexCoord);
_r0004.z = dot(MVPMatrix_[2], VertexCoord);
_r0004.w = dot(MVPMatrix_[3], VertexCoord);
_oPosition1 = _r0004;
_oTexCoord = TexCoord.xy;
_texel_width = 1.00000000E+00/TextureSize.x;
_TMP2._twoVARtwo_dX = 2.00000000E+00*_texel_width;
_TMP2._threeVARtwo_dX = 3.00000000E+00*_texel_width;
_oTexData1.VARtwo_dX = _texel_width;
_oTexData1._twoVARtwo_dX = _TMP2._twoVARtwo_dX;
_oTexData1._threeVARtwo_dX = _TMP2._threeVARtwo_dX;
gl_Position = _r0004;
TEX0.xy = TexCoord.xy;
TEX1.x = _texel_width;
TEX2.x = _TMP2._twoVARtwo_dX;
TEX3.x = _TMP2._threeVARtwo_dX;
}
#elif defined(FRAGMENT)
#ifdef GL_ES
precision mediump float;
#endif
varying float _threeVARtwo_dX;
varying float _twoVARtwo_dX;
varying float VARtwo_dX;
struct input_dummy {
vec2 _video_size;
vec2 _texture_size;
vec2 _output_dummy_size;
float _frame_count;
float _placeholder28;
};
struct texture_data {
float VARtwo_dX;
float _twoVARtwo_dX;
float _threeVARtwo_dX;
};
vec4 _ret_0;
float _TMP5;
float _TMP4;
float _TMP3;
float _TMP7;
vec4 _TMP2;
vec3 _TMP0;
vec3 _TMP1;
float _TMP6;
input_dummy _IN1;
float _x0013;
varying vec4 TEX0;
varying vec4 TEX1;
varying vec4 TEX2;
varying vec4 TEX3;
uniform sampler2D Texture;
uniform int FrameDirection;
uniform int FrameCount;
#ifdef GL_ES
uniform mediump vec2 OutputSize;
uniform mediump vec2 TextureSize;
uniform mediump vec2 InputSize;
#else
uniform vec2 OutputSize;
uniform vec2 TextureSize;
uniform vec2 InputSize;
#endif
void main()
{
float _modX;
vec4 _out_color;
_x0013 = TEX0.x/TEX3.x;
_TMP6 = floor(_x0013);
_modX = TEX0.x - TEX3.x*_TMP6;
if (_modX < TEX1.x) {
_TMP0 = vec3( 1.00000000E+00, 0.00000000E+00, 1.00000000E+00);
} else {
if (_modX < TEX2.x) {
_TMP1 = vec3( 1.00000000E+00, 1.00000000E+00, 0.00000000E+00);
} else {
_TMP1 = vec3( 0.00000000E+00, 1.00000000E+00, 1.00000000E+00);
}
_TMP0 = _TMP1;
}
_TMP2 = texture2D(Texture, TEX0.xy);
_out_color = vec4(float(_TMP2.x), float(_TMP2.y), float(_TMP2.z), float(_TMP2.w));
_TMP7 = min(float(_out_color.x), float(_TMP0.x));
_TMP3 = float(_TMP7);
_TMP7 = min(float(_out_color.y), float(_TMP0.y));
_TMP4 = float(_TMP7);
_TMP7 = min(float(_out_color.z), float(_TMP0.z));
_TMP5 = float(_TMP7);
_out_color.xyz = vec3(_TMP3, _TMP4, _TMP5);
_ret_0 = vec4(float(_out_color.x), float(_out_color.y), float(_out_color.z), float(_out_color.w));
gl_FragColor = _ret_0;
return;
}
#endif

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// GLSL shader autogenerated by cg2glsl.py.
#if defined(VERTEX)
varying vec2 _upper_bound;
varying vec2 _lower_bound;
varying vec2 _tex_coord_2;
varying vec2 _tex_coord_1;
struct input_dummy {
vec2 _video_size;
vec2 _texture_size;
vec2 _output_dummy_size;
float _frame_count;
float _placeholder33;
};
struct pass_1 {
float _placeholder37;
};
struct blur_coords {
vec2 _tex_coord_1;
vec2 _tex_coord_2;
vec2 _lower_bound;
vec2 _upper_bound;
};
vec4 _oPosition1;
blur_coords _oBlurCoords1;
uniform mat4 MVPMatrix;
input_dummy _IN1;
vec4 _r0004;
attribute vec4 VertexCoord;
attribute vec4 TexCoord;
varying vec4 TEX0;
varying vec4 TEX1;
varying vec4 TEX2;
varying vec4 TEX3;
varying vec4 TEX4;
mat4 transpose_(mat4 matrix)
{
mat4 ret;
for (int i = 0; i < 4; i++)
for (int j = 0; j < 4; j++)
ret[i][j] = matrix[j][i];
return ret;
}
uniform int FrameDirection;
uniform int FrameCount;
#ifdef GL_ES
uniform mediump vec2 OutputSize;
uniform mediump vec2 TextureSize;
uniform mediump vec2 InputSize;
#else
uniform vec2 OutputSize;
uniform vec2 TextureSize;
uniform vec2 InputSize;
#endif
void main()
{
mat4 MVPMatrix_ = transpose_(MVPMatrix);
vec2 _oTexCoord;
vec2 _texel;
blur_coords _TMP2;
_r0004.x = dot(MVPMatrix_[0], VertexCoord);
_r0004.y = dot(MVPMatrix_[1], VertexCoord);
_r0004.z = dot(MVPMatrix_[2], VertexCoord);
_r0004.w = dot(MVPMatrix_[3], VertexCoord);
_oPosition1 = _r0004;
_oTexCoord = TexCoord.xy;
_texel = vec2(float((1.00000000E+00/TextureSize).x), float((1.00000000E+00/TextureSize).y));
_TMP2._tex_coord_1 = vec2(float((TexCoord.xy + vec2(0.00000000E+00, float(_texel.y))).x), float((TexCoord.xy + vec2(0.00000000E+00, float(_texel.y))).y));
_TMP2._tex_coord_2 = vec2(float((TexCoord.xy + vec2(0.00000000E+00, float(-_texel.y))).x), float((TexCoord.xy + vec2(0.00000000E+00, float(-_texel.y))).y));
_TMP2._upper_bound = vec2(float((vec2(float(_texel.x), float(_texel.y))*(OutputSize - 2.00000000E+00)).x), float((vec2(float(_texel.x), float(_texel.y))*(OutputSize - 2.00000000E+00)).y));
_oBlurCoords1._tex_coord_1 = _TMP2._tex_coord_1;
_oBlurCoords1._tex_coord_2 = _TMP2._tex_coord_2;
_oBlurCoords1._lower_bound = vec2( 0.00000000E+00, 0.00000000E+00);
_oBlurCoords1._upper_bound = _TMP2._upper_bound;
gl_Position = _r0004;
TEX0.xy = TexCoord.xy;
TEX1.xy = _TMP2._tex_coord_1;
TEX2.xy = _TMP2._tex_coord_2;
TEX3.xy = vec2( 0.00000000E+00, 0.00000000E+00);
TEX4.xy = _TMP2._upper_bound;
}
#elif defined(FRAGMENT)
#ifdef GL_ES
precision mediump float;
#endif
varying vec2 _upper_bound;
varying vec2 _lower_bound;
varying vec2 _tex_coord_2;
varying vec2 _tex_coord_1;
struct input_dummy {
vec2 _video_size;
vec2 _texture_size;
vec2 _output_dummy_size;
float _frame_count;
float _placeholder26;
};
struct pass_1 {
float _placeholder30;
};
struct blur_coords {
vec2 _tex_coord_1;
vec2 _tex_coord_2;
vec2 _lower_bound;
vec2 _upper_bound;
};
vec4 _ret_0;
vec4 _TMP4;
vec4 _TMP3;
vec2 _TMP5;
vec2 _TMP7;
vec2 _TMP6;
vec4 _TMP0;
pass_1 _PASS11;
vec4 _adjacent_texel_30014;
vec4 _adjacent_texel_40014;
vec3 _original_color0014;
vec4 _COLOR0014;
vec2 _TMP15;
vec2 _TMP21;
vec2 _c0032;
vec2 _c0034;
varying vec4 TEX0;
varying vec4 TEX1;
varying vec4 TEX2;
varying vec4 TEX3;
varying vec4 TEX4;
uniform sampler2D Pass1Texture;
uniform int FrameDirection;
uniform int FrameCount;
#ifdef GL_ES
uniform mediump vec2 OutputSize;
uniform mediump vec2 TextureSize;
uniform mediump vec2 InputSize;
#else
uniform vec2 OutputSize;
uniform vec2 TextureSize;
uniform vec2 InputSize;
#endif
void main()
{
vec4 _out_color;
_TMP0 = texture2D(Pass1Texture, TEX0.xy);
_out_color = vec4(float(_TMP0.x), float(_TMP0.y), float(_TMP0.z), float(_TMP0.w));
if (_out_color.w > 0.00000000E+00 && _out_color.w < 1.00000000E+00) {
_TMP6 = min(vec2(float(TEX4.x), float(TEX4.y)), vec2(float(TEX1.x), float(TEX1.y)));
_TMP5 = vec2(float(_TMP6.x), float(_TMP6.y));
_TMP7 = max(vec2(float(TEX3.x), float(TEX3.y)), vec2(float(_TMP5.x), float(_TMP5.y)));
_TMP15 = vec2(float(_TMP7.x), float(_TMP7.y));
_TMP6 = min(vec2(float(TEX4.x), float(TEX4.y)), vec2(float(TEX2.x), float(TEX2.y)));
_TMP5 = vec2(float(_TMP6.x), float(_TMP6.y));
_TMP7 = max(vec2(float(TEX3.x), float(TEX3.y)), vec2(float(_TMP5.x), float(_TMP5.y)));
_TMP21 = vec2(float(_TMP7.x), float(_TMP7.y));
_c0032 = vec2(float(_TMP15.x), float(_TMP15.y));
_TMP3 = texture2D(Pass1Texture, _c0032);
_adjacent_texel_30014 = vec4(float(_TMP3.x), float(_TMP3.y), float(_TMP3.z), float(_TMP3.w));
_c0034 = vec2(float(_TMP21.x), float(_TMP21.y));
_TMP4 = texture2D(Pass1Texture, _c0034);
_adjacent_texel_40014 = vec4(float(_TMP4.x), float(_TMP4.y), float(_TMP4.z), float(_TMP4.w));
_original_color0014 = vec3(float((vec3(float((_adjacent_texel_30014.xyz + _adjacent_texel_40014.xyz).x), float((_adjacent_texel_30014.xyz + _adjacent_texel_40014.xyz).y), float((_adjacent_texel_30014.xyz + _adjacent_texel_40014.xyz).z))/2.00000000E+00).x), float((vec3(float((_adjacent_texel_30014.xyz + _adjacent_texel_40014.xyz).x), float((_adjacent_texel_30014.xyz + _adjacent_texel_40014.xyz).y), float((_adjacent_texel_30014.xyz + _adjacent_texel_40014.xyz).z))/2.00000000E+00).y), float((vec3(float((_adjacent_texel_30014.xyz + _adjacent_texel_40014.xyz).x), float((_adjacent_texel_30014.xyz + _adjacent_texel_40014.xyz).y), float((_adjacent_texel_30014.xyz + _adjacent_texel_40014.xyz).z))/2.00000000E+00).z));
_COLOR0014.xyz = _original_color0014;
_COLOR0014.w = 1.00000000E+00;
_out_color = _COLOR0014;
}
_ret_0 = vec4(float(_out_color.x), float(_out_color.y), float(_out_color.z), float(_out_color.w));
gl_FragColor = _ret_0;
return;
}
#endif

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// GLSL shader autogenerated by cg2glsl.py.
#if defined(VERTEX)
struct input_dummy {
vec2 _video_size;
vec2 _texture_size;
vec2 _output_dummy_size;
float _frame_count;
float _placeholder24;
};
struct pass_2 {
float _placeholder28;
};
vec4 _oPosition1;
uniform mat4 MVPMatrix;
vec4 _r0003;
attribute vec4 VertexCoord;
attribute vec4 TexCoord;
varying vec4 TEX0;
mat4 transpose_(mat4 matrix)
{
mat4 ret;
for (int i = 0; i < 4; i++)
for (int j = 0; j < 4; j++)
ret[i][j] = matrix[j][i];
return ret;
}
uniform int FrameDirection;
uniform int FrameCount;
#ifdef GL_ES
uniform mediump vec2 OutputSize;
uniform mediump vec2 TextureSize;
uniform mediump vec2 InputSize;
#else
uniform vec2 OutputSize;
uniform vec2 TextureSize;
uniform vec2 InputSize;
#endif
void main()
{
mat4 MVPMatrix_ = transpose_(MVPMatrix);
vec2 _oTexCoord;
_r0003.x = dot(MVPMatrix_[0], VertexCoord);
_r0003.y = dot(MVPMatrix_[1], VertexCoord);
_r0003.z = dot(MVPMatrix_[2], VertexCoord);
_r0003.w = dot(MVPMatrix_[3], VertexCoord);
_oPosition1 = _r0003;
_oTexCoord = TexCoord.xy;
gl_Position = _r0003;
TEX0.xy = TexCoord.xy;
}
#elif defined(FRAGMENT)
#ifdef GL_ES
precision mediump float;
#endif
struct input_dummy {
vec2 _video_size;
vec2 _texture_size;
vec2 _output_dummy_size;
float _frame_count;
float _placeholder27;
};
struct pass_2 {
float _placeholder31;
};
pass_2 _PASS21;
input_dummy _IN1;
varying vec4 TEX0;
uniform sampler2D Texture;
uniform sampler2D Pass2Texture;
uniform int FrameDirection;
uniform int FrameCount;
#ifdef GL_ES
uniform mediump vec2 OutputSize;
uniform mediump vec2 TextureSize;
uniform mediump vec2 InputSize;
#else
uniform vec2 OutputSize;
uniform vec2 TextureSize;
uniform vec2 InputSize;
#endif
void main()
{
vec4 _out_color;
vec4 _scene_color;
_out_color = texture2D(Pass2Texture, TEX0.xy);
_scene_color = texture2D(Texture, TEX0.xy);
_out_color.w = _out_color.w*5.00000000E-01;
_out_color.xyz = _out_color.xyz*_out_color.w + _scene_color.xyz*(1.00000000E+00 - _out_color.w);
if (_out_color.w == 0.00000000E+00) {
gl_FragColor = vec4( 0.00000000E+00, 0.00000000E+00, 1.00000001E-01, 1.00000000E+00);
return;
}
gl_FragColor = _out_color;
return;
}
#endif

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// GLSL shader autogenerated by cg2glsl.py.
#if defined(VERTEX)
struct input_dummy {
vec2 _video_size;
vec2 _texture_size;
vec2 _output_dummy_size;
float _frame_count;
float _placeholder24;
};
vec4 _oPosition1;
uniform mat4 MVPMatrix;
vec4 _r0003;
attribute vec4 VertexCoord;
attribute vec4 TexCoord;
varying vec4 TEX0;
mat4 transpose_(mat4 matrix)
{
mat4 ret;
for (int i = 0; i < 4; i++)
for (int j = 0; j < 4; j++)
ret[i][j] = matrix[j][i];
return ret;
}
uniform int FrameDirection;
uniform int FrameCount;
#ifdef GL_ES
uniform mediump vec2 OutputSize;
uniform mediump vec2 TextureSize;
uniform mediump vec2 InputSize;
#else
uniform vec2 OutputSize;
uniform vec2 TextureSize;
uniform vec2 InputSize;
#endif
void main()
{
mat4 MVPMatrix_ = transpose_(MVPMatrix);
vec2 _oTexCoord;
_r0003.x = dot(MVPMatrix_[0], VertexCoord);
_r0003.y = dot(MVPMatrix_[1], VertexCoord);
_r0003.z = dot(MVPMatrix_[2], VertexCoord);
_r0003.w = dot(MVPMatrix_[3], VertexCoord);
_oPosition1 = _r0003;
_oTexCoord = TexCoord.xy;
gl_Position = _r0003;
TEX0.xy = TexCoord.xy;
}
#elif defined(FRAGMENT)
#ifdef GL_ES
precision mediump float;
#endif
struct input_dummy {
vec2 _video_size;
vec2 _texture_size;
vec2 _output_dummy_size;
float _frame_count;
float _placeholder25;
};
vec4 _ret_0;
input_dummy _IN1;
varying vec4 TEX0;
uniform sampler2D Texture;
uniform int FrameDirection;
uniform int FrameCount;
#ifdef GL_ES
uniform mediump vec2 OutputSize;
uniform mediump vec2 TextureSize;
uniform mediump vec2 InputSize;
#else
uniform vec2 OutputSize;
uniform vec2 TextureSize;
uniform vec2 InputSize;
#endif
void main()
{
_ret_0 = texture2D(Texture, TEX0.xy);
gl_FragColor = _ret_0;
return;
}
#endif

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// GLSL shader autogenerated by cg2glsl.py.
#if defined(VERTEX)
struct input_dummy {
vec2 _video_size;
vec2 _texture_size;
vec2 _output_dummy_size;
float _frame_count;
float _placeholder24;
};
vec4 _oPosition1;
uniform mat4 MVPMatrix;
vec4 _r0003;
attribute vec4 VertexCoord;
attribute vec4 TexCoord;
varying vec4 TEX0;
mat4 transpose_(mat4 matrix)
{
mat4 ret;
for (int i = 0; i < 4; i++)
for (int j = 0; j < 4; j++)
ret[i][j] = matrix[j][i];
return ret;
}
uniform int FrameDirection;
uniform int FrameCount;
#ifdef GL_ES
uniform mediump vec2 OutputSize;
uniform mediump vec2 TextureSize;
uniform mediump vec2 InputSize;
#else
uniform vec2 OutputSize;
uniform vec2 TextureSize;
uniform vec2 InputSize;
#endif
void main()
{
mat4 MVPMatrix_ = transpose_(MVPMatrix);
vec2 _oTexCoord;
_r0003.x = dot(MVPMatrix_[0], VertexCoord);
_r0003.y = dot(MVPMatrix_[1], VertexCoord);
_r0003.z = dot(MVPMatrix_[2], VertexCoord);
_r0003.w = dot(MVPMatrix_[3], VertexCoord);
_oPosition1 = _r0003;
_oTexCoord = TexCoord.xy;
gl_Position = _r0003;
TEX0.xy = TexCoord.xy;
}
#elif defined(FRAGMENT)
#ifdef GL_ES
precision mediump float;
#endif
struct input_dummy {
vec2 _video_size;
vec2 _texture_size;
vec2 _output_dummy_size;
float _frame_count;
float _placeholder25;
};
vec4 _ret_0;
input_dummy _IN1;
varying vec4 TEX0;
uniform sampler2D Texture;
uniform int FrameDirection;
uniform int FrameCount;
#ifdef GL_ES
uniform mediump vec2 OutputSize;
uniform mediump vec2 TextureSize;
uniform mediump vec2 InputSize;
#else
uniform vec2 OutputSize;
uniform vec2 TextureSize;
uniform vec2 InputSize;
#endif
void main()
{
_ret_0 = texture2D(Texture, TEX0.xy);
gl_FragColor = _ret_0;
return;
}
#endif

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shaders = 4
shader0 = lcd_pass_0.glsl
shader1 = lcd_pass_1.glsl
shader2 = lcd_pass_2.glsl
shader3 = lcd_pass_3.glsl
shader4 = lcd_pass_4.glsl
shader5 = lcd_pass_5.glsl
scale_type0 = viewport
scale0 = 1
scale_type1 = source
scale1 = 1
scale_type2 = source
scale2 = 1
scale_type3 = source
scale3 = 1
scale_type4 = source
scale4 = 1
scale_type5 = source
scale5 = 1
filter_linear0 = false
filter_linear1 = false
filter_linear2 = false
filter_linear3 = false
filter_linear4 = false
filter_linear5 = false

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// GLSL shader autogenerated by cg2glsl.py.
#if defined(VERTEX)
varying float _texel_height;
varying float _cell_height;
struct input_dummy {
vec2 _video_size;
vec2 _texture_size;
vec2 _output_dummy_size;
float _frame_count;
float _placeholder31;
};
struct prev_0 {
float _placeholder35;
};
struct prev_1 {
float _placeholder39;
};
struct prev_2 {
float _placeholder43;
};
struct prev_3 {
float _placeholder47;
};
struct prev_4 {
float _placeholder51;
};
struct prev_5 {
float _placeholder55;
};
struct prev_6 {
float _placeholder59;
};
struct line_data {
float _cell_height;
float _texel_height;
};
vec4 _oPosition1;
float _TMP2;
line_data _oLineData1;
float _TMP1;
uniform mat4 MVPMatrix;
input_dummy _IN1;
vec4 _r0008;
float _x0018;
float _x0020;
attribute vec4 VertexCoord;
attribute vec4 TexCoord;
varying vec4 TEX0;
varying vec4 TEX1;
varying vec4 TEX2;
mat4 transpose_(mat4 matrix)
{
mat4 ret;
for (int i = 0; i < 4; i++)
for (int j = 0; j < 4; j++)
ret[i][j] = matrix[j][i];
return ret;
}
uniform int FrameDirection;
uniform int FrameCount;
#ifdef GL_ES
uniform mediump vec2 OutputSize;
uniform mediump vec2 TextureSize;
uniform mediump vec2 InputSize;
#else
uniform vec2 OutputSize;
uniform vec2 TextureSize;
uniform vec2 InputSize;
#endif
void main()
{
mat4 MVPMatrix_ = transpose_(MVPMatrix);
vec2 _oTexCoord;
line_data _TMP5;
vec2 _TMP6;
_r0008.x = dot(MVPMatrix_[0], VertexCoord);
_r0008.y = dot(MVPMatrix_[1], VertexCoord);
_r0008.z = dot(MVPMatrix_[2], VertexCoord);
_r0008.w = dot(MVPMatrix_[3], VertexCoord);
_x0018 = OutputSize.y/InputSize.y;
_TMP1 = floor(_x0018);
_TMP6 = OutputSize/(InputSize*_TMP1);
_oPosition1 = _r0008/vec4(_TMP6.x, _TMP6.y, 1.00000000E+00, 1.00000000E+00);
_oTexCoord = TexCoord.xy + 5.00000000E-01/OutputSize;
_x0020 = OutputSize.y/InputSize.y;
_TMP2 = floor(_x0020);
_TMP5._cell_height = float((1.00000000E+00/TextureSize.y));
_TMP5._texel_height = float((1.00000000E+00/(TextureSize.y*_TMP2)));
_oLineData1._cell_height = _TMP5._cell_height;
_oLineData1._texel_height = _TMP5._texel_height;
gl_Position = _oPosition1;
TEX0.xy = _oTexCoord;
TEX1.x = _TMP5._cell_height;
TEX2.x = _TMP5._texel_height;
}
#elif defined(FRAGMENT)
#ifdef GL_ES
precision mediump float;
#endif
varying float _texel_height;
varying float _cell_height;
struct input_dummy {
vec2 _video_size;
vec2 _texture_size;
vec2 _output_dummy_size;
float _frame_count;
float _placeholder41;
};
struct prev_0 {
float _placeholder45;
};
struct prev_1 {
float _placeholder49;
};
struct prev_2 {
float _placeholder53;
};
struct prev_3 {
float _placeholder57;
};
struct prev_4 {
float _placeholder61;
};
struct prev_5 {
float _placeholder65;
};
struct prev_6 {
float _placeholder69;
};
struct line_data {
float _cell_height;
float _texel_height;
};
vec4 _ret_0;
float _TMP14;
float _TMP15;
vec4 _TMP12;
vec4 _TMP10;
vec4 _TMP8;
vec4 _TMP6;
vec4 _TMP4;
vec4 _TMP2;
vec4 _TMP1;
vec4 _TMP0;
input_dummy _IN1;
prev_0 _PREV7;
prev_1 _PREV11;
prev_2 _PREV21;
prev_3 _PREV31;
prev_4 _PREV41;
prev_5 _PREV51;
prev_6 _PREV61;
float _y0044;
float _x0046;
varying vec4 TEX0;
varying vec4 TEX1;
varying vec4 TEX2;
uniform sampler2D Texture;
uniform sampler2D Prev6Texture;
uniform sampler2D Prev5Texture;
uniform sampler2D Prev4Texture;
uniform sampler2D Prev3Texture;
uniform sampler2D Prev2Texture;
uniform sampler2D Prev1Texture;
uniform sampler2D PrevTexture;
uniform int FrameDirection;
uniform int FrameCount;
#ifdef GL_ES
uniform mediump vec2 OutputSize;
uniform mediump vec2 TextureSize;
uniform mediump vec2 InputSize;
#else
uniform vec2 OutputSize;
uniform vec2 TextureSize;
uniform vec2 InputSize;
#endif
void main()
{
vec3 _input_dummy_rgb;
vec4 _out_color;
float _is_on_line;
vec3 _TMP25;
_TMP0 = texture2D(Texture, TEX0.xy);
_input_dummy_rgb = vec3(float(_TMP0.x), float(_TMP0.y), float(_TMP0.z));
_TMP1 = texture2D(PrevTexture, TEX0.xy);
_input_dummy_rgb = vec3(float((vec3(float(_input_dummy_rgb.x), float(_input_dummy_rgb.y), float(_input_dummy_rgb.z)) + (_TMP1.xyz - vec3(float(_input_dummy_rgb.x), float(_input_dummy_rgb.y), float(_input_dummy_rgb.z)))*3.33000004E-01).x), float((vec3(float(_input_dummy_rgb.x), float(_input_dummy_rgb.y), float(_input_dummy_rgb.z)) + (_TMP1.xyz - vec3(float(_input_dummy_rgb.x), float(_input_dummy_rgb.y), float(_input_dummy_rgb.z)))*3.33000004E-01).y), float((vec3(float(_input_dummy_rgb.x), float(_input_dummy_rgb.y), float(_input_dummy_rgb.z)) + (_TMP1.xyz - vec3(float(_input_dummy_rgb.x), float(_input_dummy_rgb.y), float(_input_dummy_rgb.z)))*3.33000004E-01).z));
_TMP2 = texture2D(Prev1Texture, TEX0.xy);
_input_dummy_rgb = vec3(float((vec3(float(_input_dummy_rgb.x), float(_input_dummy_rgb.y), float(_input_dummy_rgb.z)) + (_TMP2.xyz - vec3(float(_input_dummy_rgb.x), float(_input_dummy_rgb.y), float(_input_dummy_rgb.z)))*1.10889003E-01).x), float((vec3(float(_input_dummy_rgb.x), float(_input_dummy_rgb.y), float(_input_dummy_rgb.z)) + (_TMP2.xyz - vec3(float(_input_dummy_rgb.x), float(_input_dummy_rgb.y), float(_input_dummy_rgb.z)))*1.10889003E-01).y), float((vec3(float(_input_dummy_rgb.x), float(_input_dummy_rgb.y), float(_input_dummy_rgb.z)) + (_TMP2.xyz - vec3(float(_input_dummy_rgb.x), float(_input_dummy_rgb.y), float(_input_dummy_rgb.z)))*1.10889003E-01).z));
_TMP4 = texture2D(Prev2Texture, TEX0.xy);
_input_dummy_rgb = vec3(float((vec3(float(_input_dummy_rgb.x), float(_input_dummy_rgb.y), float(_input_dummy_rgb.z)) + (_TMP4.xyz - vec3(float(_input_dummy_rgb.x), float(_input_dummy_rgb.y), float(_input_dummy_rgb.z)))*3.69260386E-02).x), float((vec3(float(_input_dummy_rgb.x), float(_input_dummy_rgb.y), float(_input_dummy_rgb.z)) + (_TMP4.xyz - vec3(float(_input_dummy_rgb.x), float(_input_dummy_rgb.y), float(_input_dummy_rgb.z)))*3.69260386E-02).y), float((vec3(float(_input_dummy_rgb.x), float(_input_dummy_rgb.y), float(_input_dummy_rgb.z)) + (_TMP4.xyz - vec3(float(_input_dummy_rgb.x), float(_input_dummy_rgb.y), float(_input_dummy_rgb.z)))*3.69260386E-02).z));
_TMP6 = texture2D(Prev3Texture, TEX0.xy);
_input_dummy_rgb = vec3(float((vec3(float(_input_dummy_rgb.x), float(_input_dummy_rgb.y), float(_input_dummy_rgb.z)) + (_TMP6.xyz - vec3(float(_input_dummy_rgb.x), float(_input_dummy_rgb.y), float(_input_dummy_rgb.z)))*1.22963712E-02).x), float((vec3(float(_input_dummy_rgb.x), float(_input_dummy_rgb.y), float(_input_dummy_rgb.z)) + (_TMP6.xyz - vec3(float(_input_dummy_rgb.x), float(_input_dummy_rgb.y), float(_input_dummy_rgb.z)))*1.22963712E-02).y), float((vec3(float(_input_dummy_rgb.x), float(_input_dummy_rgb.y), float(_input_dummy_rgb.z)) + (_TMP6.xyz - vec3(float(_input_dummy_rgb.x), float(_input_dummy_rgb.y), float(_input_dummy_rgb.z)))*1.22963712E-02).z));
_TMP8 = texture2D(Prev4Texture, TEX0.xy);
_input_dummy_rgb = vec3(float((vec3(float(_input_dummy_rgb.x), float(_input_dummy_rgb.y), float(_input_dummy_rgb.z)) + (_TMP8.xyz - vec3(float(_input_dummy_rgb.x), float(_input_dummy_rgb.y), float(_input_dummy_rgb.z)))*4.09469148E-03).x), float((vec3(float(_input_dummy_rgb.x), float(_input_dummy_rgb.y), float(_input_dummy_rgb.z)) + (_TMP8.xyz - vec3(float(_input_dummy_rgb.x), float(_input_dummy_rgb.y), float(_input_dummy_rgb.z)))*4.09469148E-03).y), float((vec3(float(_input_dummy_rgb.x), float(_input_dummy_rgb.y), float(_input_dummy_rgb.z)) + (_TMP8.xyz - vec3(float(_input_dummy_rgb.x), float(_input_dummy_rgb.y), float(_input_dummy_rgb.z)))*4.09469148E-03).z));
_TMP10 = texture2D(Prev5Texture, TEX0.xy);
_input_dummy_rgb = vec3(float((vec3(float(_input_dummy_rgb.x), float(_input_dummy_rgb.y), float(_input_dummy_rgb.z)) + (_TMP10.xyz - vec3(float(_input_dummy_rgb.x), float(_input_dummy_rgb.y), float(_input_dummy_rgb.z)))*1.36353227E-03).x), float((vec3(float(_input_dummy_rgb.x), float(_input_dummy_rgb.y), float(_input_dummy_rgb.z)) + (_TMP10.xyz - vec3(float(_input_dummy_rgb.x), float(_input_dummy_rgb.y), float(_input_dummy_rgb.z)))*1.36353227E-03).y), float((vec3(float(_input_dummy_rgb.x), float(_input_dummy_rgb.y), float(_input_dummy_rgb.z)) + (_TMP10.xyz - vec3(float(_input_dummy_rgb.x), float(_input_dummy_rgb.y), float(_input_dummy_rgb.z)))*1.36353227E-03).z));
_TMP12 = texture2D(Prev6Texture, TEX0.xy);
_input_dummy_rgb = vec3(float((vec3(float(_input_dummy_rgb.x), float(_input_dummy_rgb.y), float(_input_dummy_rgb.z)) + (_TMP12.xyz - vec3(float(_input_dummy_rgb.x), float(_input_dummy_rgb.y), float(_input_dummy_rgb.z)))*4.54056280E-04).x), float((vec3(float(_input_dummy_rgb.x), float(_input_dummy_rgb.y), float(_input_dummy_rgb.z)) + (_TMP12.xyz - vec3(float(_input_dummy_rgb.x), float(_input_dummy_rgb.y), float(_input_dummy_rgb.z)))*4.54056280E-04).y), float((vec3(float(_input_dummy_rgb.x), float(_input_dummy_rgb.y), float(_input_dummy_rgb.z)) + (_TMP12.xyz - vec3(float(_input_dummy_rgb.x), float(_input_dummy_rgb.y), float(_input_dummy_rgb.z)))*4.54056280E-04).z));
_out_color = vec4(_input_dummy_rgb.x, _input_dummy_rgb.y, _input_dummy_rgb.z, 1.00000000E+00);
_y0044 = float(TEX1.x);
_x0046 = TEX0.y/_y0044;
_TMP15 = floor(_x0046);
_TMP14 = TEX0.y - _y0044*_TMP15;
_is_on_line = float(int((_TMP14 > float(TEX2.x))));
_TMP25 = _out_color.xyz*_is_on_line;
_out_color = vec4(_TMP25.x, _TMP25.y, _TMP25.z, _out_color.w - 5.00000000E-01*float(!bool(_is_on_line)));
_ret_0 = vec4(float(_out_color.x), float(_out_color.y), float(_out_color.z), float(_out_color.w));
gl_FragColor = _ret_0;
return;
}
#endif

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// GLSL shader autogenerated by cg2glsl.py.
#if defined(VERTEX)
varying float _threeVARtwo_dX;
varying float _twoVARtwo_dX;
varying float VARtwo_dX;
struct input_dummy {
vec2 _video_size;
vec2 _texture_size;
vec2 _output_dummy_size;
float _frame_count;
float _placeholder32;
};
struct texture_data {
float VARtwo_dX;
float _twoVARtwo_dX;
float _threeVARtwo_dX;
};
vec4 _oPosition1;
texture_data _oTexData1;
uniform mat4 MVPMatrix;
input_dummy _IN1;
vec4 _r0004;
attribute vec4 VertexCoord;
attribute vec4 TexCoord;
varying vec4 TEX0;
varying vec4 TEX1;
varying vec4 TEX2;
varying vec4 TEX3;
mat4 transpose_(mat4 matrix)
{
mat4 ret;
for (int i = 0; i < 4; i++)
for (int j = 0; j < 4; j++)
ret[i][j] = matrix[j][i];
return ret;
}
uniform int FrameDirection;
uniform int FrameCount;
#ifdef GL_ES
uniform mediump vec2 OutputSize;
uniform mediump vec2 TextureSize;
uniform mediump vec2 InputSize;
#else
uniform vec2 OutputSize;
uniform vec2 TextureSize;
uniform vec2 InputSize;
#endif
void main()
{
mat4 MVPMatrix_ = transpose_(MVPMatrix);
vec2 _oTexCoord;
float _texel_width;
texture_data _TMP2;
_r0004.x = dot(MVPMatrix_[0], VertexCoord);
_r0004.y = dot(MVPMatrix_[1], VertexCoord);
_r0004.z = dot(MVPMatrix_[2], VertexCoord);
_r0004.w = dot(MVPMatrix_[3], VertexCoord);
_oPosition1 = _r0004;
_oTexCoord = TexCoord.xy;
_texel_width = 1.00000000E+00/TextureSize.x;
_TMP2._twoVARtwo_dX = 2.00000000E+00*_texel_width;
_TMP2._threeVARtwo_dX = 3.00000000E+00*_texel_width;
_oTexData1.VARtwo_dX = _texel_width;
_oTexData1._twoVARtwo_dX = _TMP2._twoVARtwo_dX;
_oTexData1._threeVARtwo_dX = _TMP2._threeVARtwo_dX;
gl_Position = _r0004;
TEX0.xy = TexCoord.xy;
TEX1.x = _texel_width;
TEX2.x = _TMP2._twoVARtwo_dX;
TEX3.x = _TMP2._threeVARtwo_dX;
}
#elif defined(FRAGMENT)
#ifdef GL_ES
precision mediump float;
#endif
varying float _threeVARtwo_dX;
varying float _twoVARtwo_dX;
varying float VARtwo_dX;
struct input_dummy {
vec2 _video_size;
vec2 _texture_size;
vec2 _output_dummy_size;
float _frame_count;
float _placeholder28;
};
struct texture_data {
float VARtwo_dX;
float _twoVARtwo_dX;
float _threeVARtwo_dX;
};
vec4 _ret_0;
float _TMP5;
float _TMP4;
float _TMP3;
float _TMP7;
vec4 _TMP2;
vec3 _TMP0;
vec3 _TMP1;
float _TMP6;
input_dummy _IN1;
float _x0013;
varying vec4 TEX0;
varying vec4 TEX1;
varying vec4 TEX2;
varying vec4 TEX3;
uniform sampler2D Texture;
uniform int FrameDirection;
uniform int FrameCount;
#ifdef GL_ES
uniform mediump vec2 OutputSize;
uniform mediump vec2 TextureSize;
uniform mediump vec2 InputSize;
#else
uniform vec2 OutputSize;
uniform vec2 TextureSize;
uniform vec2 InputSize;
#endif
void main()
{
float _modX;
vec4 _out_color;
_x0013 = TEX0.x/TEX3.x;
_TMP6 = floor(_x0013);
_modX = TEX0.x - TEX3.x*_TMP6;
if (_modX < TEX1.x) {
_TMP0 = vec3( 1.00000000E+00, 0.00000000E+00, 1.00000000E+00);
} else {
if (_modX < TEX2.x) {
_TMP1 = vec3( 1.00000000E+00, 1.00000000E+00, 0.00000000E+00);
} else {
_TMP1 = vec3( 0.00000000E+00, 1.00000000E+00, 1.00000000E+00);
}
_TMP0 = _TMP1;
}
_TMP2 = texture2D(Texture, TEX0.xy);
_out_color = vec4(float(_TMP2.x), float(_TMP2.y), float(_TMP2.z), float(_TMP2.w));
_TMP7 = min(float(_out_color.x), float(_TMP0.x));
_TMP3 = float(_TMP7);
_TMP7 = min(float(_out_color.y), float(_TMP0.y));
_TMP4 = float(_TMP7);
_TMP7 = min(float(_out_color.z), float(_TMP0.z));
_TMP5 = float(_TMP7);
_out_color.xyz = vec3(_TMP3, _TMP4, _TMP5);
_ret_0 = vec4(float(_out_color.x), float(_out_color.y), float(_out_color.z), float(_out_color.w));
gl_FragColor = _ret_0;
return;
}
#endif

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// GLSL shader autogenerated by cg2glsl.py.
#if defined(VERTEX)
struct input_dummy {
vec2 _video_size;
vec2 _texture_size;
vec2 _output_dummy_size;
float _frame_count;
float _placeholder24;
};
struct pass_1 {
float _placeholder28;
};
vec4 _oPosition1;
uniform mat4 MVPMatrix;
vec4 _r0003;
attribute vec4 VertexCoord;
attribute vec4 TexCoord;
varying vec4 TEX0;
mat4 transpose_(mat4 matrix)
{
mat4 ret;
for (int i = 0; i < 4; i++)
for (int j = 0; j < 4; j++)
ret[i][j] = matrix[j][i];
return ret;
}
uniform int FrameDirection;
uniform int FrameCount;
#ifdef GL_ES
uniform mediump vec2 OutputSize;
uniform mediump vec2 TextureSize;
uniform mediump vec2 InputSize;
#else
uniform vec2 OutputSize;
uniform vec2 TextureSize;
uniform vec2 InputSize;
#endif
void main()
{
mat4 MVPMatrix_ = transpose_(MVPMatrix);
vec2 _oTexCoord;
_r0003.x = dot(MVPMatrix_[0], VertexCoord);
_r0003.y = dot(MVPMatrix_[1], VertexCoord);
_r0003.z = dot(MVPMatrix_[2], VertexCoord);
_r0003.w = dot(MVPMatrix_[3], VertexCoord);
_oPosition1 = _r0003;
_oTexCoord = TexCoord.xy;
gl_Position = _r0003;
TEX0.xy = TexCoord.xy;
}
#elif defined(FRAGMENT)
#ifdef GL_ES
precision mediump float;
#endif
struct input_dummy {
vec2 _video_size;
vec2 _texture_size;
vec2 _output_dummy_size;
float _frame_count;
float _placeholder27;
};
struct pass_1 {
float _placeholder31;
};
pass_1 _PASS11;
input_dummy _IN1;
varying vec4 TEX0;
uniform sampler2D Texture;
uniform sampler2D Pass1Texture;
uniform int FrameDirection;
uniform int FrameCount;
#ifdef GL_ES
uniform mediump vec2 OutputSize;
uniform mediump vec2 TextureSize;
uniform mediump vec2 InputSize;
#else
uniform vec2 OutputSize;
uniform vec2 TextureSize;
uniform vec2 InputSize;
#endif
void main()
{
vec4 _out_color;
vec4 _scene_color;
_out_color = texture2D(Texture, TEX0.xy);
_scene_color = texture2D(Pass1Texture, TEX0.xy);
_out_color.xyz = _out_color.xyz*9.00390625E-01 + _scene_color.xyz*9.96093750E-02;
if (_out_color.w == 0.00000000E+00) {
gl_FragColor = vec4( 0.00000000E+00, 0.00000000E+00, 1.00000001E-01, 0.00000000E+00);
return;
}
gl_FragColor = _out_color;
return;
}
#endif

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// GLSL shader autogenerated by cg2glsl.py.
#if defined(VERTEX)
varying vec2 _upper_bound;
varying vec2 _lower_bound;
varying vec2 _tex_coord_2;
varying vec2 _tex_coord_1;
struct input_dummy {
vec2 _video_size;
vec2 _texture_size;
vec2 _output_dummy_size;
float _frame_count;
float _placeholder33;
};
struct pass_1 {
float _placeholder37;
};
struct blur_coords {
vec2 _tex_coord_1;
vec2 _tex_coord_2;
vec2 _lower_bound;
vec2 _upper_bound;
};
vec4 _oPosition1;
blur_coords _oBlurCoords1;
uniform mat4 MVPMatrix;
input_dummy _IN1;
vec4 _r0004;
attribute vec4 VertexCoord;
attribute vec4 TexCoord;
varying vec4 TEX0;
varying vec4 TEX1;
varying vec4 TEX2;
varying vec4 TEX3;
varying vec4 TEX4;
mat4 transpose_(mat4 matrix)
{
mat4 ret;
for (int i = 0; i < 4; i++)
for (int j = 0; j < 4; j++)
ret[i][j] = matrix[j][i];
return ret;
}
uniform int FrameDirection;
uniform int FrameCount;
#ifdef GL_ES
uniform mediump vec2 OutputSize;
uniform mediump vec2 TextureSize;
uniform mediump vec2 InputSize;
#else
uniform vec2 OutputSize;
uniform vec2 TextureSize;
uniform vec2 InputSize;
#endif
void main()
{
mat4 MVPMatrix_ = transpose_(MVPMatrix);
vec2 _oTexCoord;
vec2 _texel;
blur_coords _TMP2;
_r0004.x = dot(MVPMatrix_[0], VertexCoord);
_r0004.y = dot(MVPMatrix_[1], VertexCoord);
_r0004.z = dot(MVPMatrix_[2], VertexCoord);
_r0004.w = dot(MVPMatrix_[3], VertexCoord);
_oPosition1 = _r0004;
_oTexCoord = TexCoord.xy;
_texel = vec2(float((1.00000000E+00/TextureSize).x), float((1.00000000E+00/TextureSize).y));
_TMP2._tex_coord_1 = vec2(float((TexCoord.xy + vec2(0.00000000E+00, float(_texel.y))).x), float((TexCoord.xy + vec2(0.00000000E+00, float(_texel.y))).y));
_TMP2._tex_coord_2 = vec2(float((TexCoord.xy + vec2(0.00000000E+00, float(-_texel.y))).x), float((TexCoord.xy + vec2(0.00000000E+00, float(-_texel.y))).y));
_TMP2._upper_bound = vec2(float((vec2(float(_texel.x), float(_texel.y))*(OutputSize - 2.00000000E+00)).x), float((vec2(float(_texel.x), float(_texel.y))*(OutputSize - 2.00000000E+00)).y));
_oBlurCoords1._tex_coord_1 = _TMP2._tex_coord_1;
_oBlurCoords1._tex_coord_2 = _TMP2._tex_coord_2;
_oBlurCoords1._lower_bound = vec2( 0.00000000E+00, 0.00000000E+00);
_oBlurCoords1._upper_bound = _TMP2._upper_bound;
gl_Position = _r0004;
TEX0.xy = TexCoord.xy;
TEX1.xy = _TMP2._tex_coord_1;
TEX2.xy = _TMP2._tex_coord_2;
TEX3.xy = vec2( 0.00000000E+00, 0.00000000E+00);
TEX4.xy = _TMP2._upper_bound;
}
#elif defined(FRAGMENT)
#ifdef GL_ES
precision mediump float;
#endif
varying vec2 _upper_bound;
varying vec2 _lower_bound;
varying vec2 _tex_coord_2;
varying vec2 _tex_coord_1;
struct input_dummy {
vec2 _video_size;
vec2 _texture_size;
vec2 _output_dummy_size;
float _frame_count;
float _placeholder31;
};
struct pass_1 {
float _placeholder35;
};
struct blur_coords {
vec2 _tex_coord_1;
vec2 _tex_coord_2;
vec2 _lower_bound;
vec2 _upper_bound;
};
vec4 _ret_0;
vec4 _TMP4;
vec4 _TMP3;
vec4 _TMP2;
vec4 _TMP1;
vec2 _TMP5;
vec2 _TMP7;
vec2 _TMP6;
vec4 _TMP0;
pass_1 _PASS11;
input_dummy _IN2;
vec4 _adjacent_texel_10014;
vec4 _adjacent_texel_20014;
vec4 _adjacent_texel_30014;
vec4 _adjacent_texel_40014;
vec3 _LCD_color0014;
vec4 _COLOR0014;
vec3 _original_color0014;
vec2 _TMP15;
vec2 _TMP21;
vec2 _c0028;
vec2 _c0030;
vec2 _c0032;
vec2 _c0034;
varying vec4 TEX0;
varying vec4 TEX1;
varying vec4 TEX2;
varying vec4 TEX3;
varying vec4 TEX4;
uniform sampler2D Texture;
uniform sampler2D Pass1Texture;
uniform int FrameDirection;
uniform int FrameCount;
#ifdef GL_ES
uniform mediump vec2 OutputSize;
uniform mediump vec2 TextureSize;
uniform mediump vec2 InputSize;
#else
uniform vec2 OutputSize;
uniform vec2 TextureSize;
uniform vec2 InputSize;
#endif
void main()
{
vec4 _out_color;
_TMP0 = texture2D(Texture, TEX0.xy);
_out_color = vec4(float(_TMP0.x), float(_TMP0.y), float(_TMP0.z), float(_TMP0.w));
if (_out_color.w > 0.00000000E+00 && _out_color.w < 1.00000000E+00) {
_TMP6 = min(vec2(float(TEX4.x), float(TEX4.y)), vec2(float(TEX1.x), float(TEX1.y)));
_TMP5 = vec2(float(_TMP6.x), float(_TMP6.y));
_TMP7 = max(vec2(float(TEX3.x), float(TEX3.y)), vec2(float(_TMP5.x), float(_TMP5.y)));
_TMP15 = vec2(float(_TMP7.x), float(_TMP7.y));
_TMP6 = min(vec2(float(TEX4.x), float(TEX4.y)), vec2(float(TEX2.x), float(TEX2.y)));
_TMP5 = vec2(float(_TMP6.x), float(_TMP6.y));
_TMP7 = max(vec2(float(TEX3.x), float(TEX3.y)), vec2(float(_TMP5.x), float(_TMP5.y)));
_TMP21 = vec2(float(_TMP7.x), float(_TMP7.y));
_c0028 = vec2(float(_TMP15.x), float(_TMP15.y));
_TMP1 = texture2D(Texture, _c0028);
_adjacent_texel_10014 = vec4(float(_TMP1.x), float(_TMP1.y), float(_TMP1.z), float(_TMP1.w));
_c0030 = vec2(float(_TMP21.x), float(_TMP21.y));
_TMP2 = texture2D(Texture, _c0030);
_adjacent_texel_20014 = vec4(float(_TMP2.x), float(_TMP2.y), float(_TMP2.z), float(_TMP2.w));
_c0032 = vec2(float(_TMP15.x), float(_TMP15.y));
_TMP3 = texture2D(Pass1Texture, _c0032);
_adjacent_texel_30014 = vec4(float(_TMP3.x), float(_TMP3.y), float(_TMP3.z), float(_TMP3.w));
_c0034 = vec2(float(_TMP21.x), float(_TMP21.y));
_TMP4 = texture2D(Pass1Texture, _c0034);
_adjacent_texel_40014 = vec4(float(_TMP4.x), float(_TMP4.y), float(_TMP4.z), float(_TMP4.w));
_LCD_color0014 = ((_out_color.xyz - _adjacent_texel_10014.xyz) + (_out_color.xyz - _adjacent_texel_20014.xyz))*2.50000000E-01;
_original_color0014 = ((_out_color.xyz - _adjacent_texel_30014.xyz) + (_out_color.xyz - _adjacent_texel_40014.xyz))*2.50000000E-01;
_COLOR0014.xyz = _out_color.xyz - (_original_color0014 + _LCD_color0014);
_COLOR0014.w = 1.00000000E+00;
_out_color = _COLOR0014;
}
_ret_0 = vec4(float(_out_color.x), float(_out_color.y), float(_out_color.z), float(_out_color.w));
gl_FragColor = _ret_0;
return;
}
#endif

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shaders = 4
shader0 = lcd_pass_0.glsl
shader1 = lcd_pass_1.glsl
shader2 = lcd_pass_2.glsl
shader3 = lcd_pass_3.glsl
scale_type0 = viewport
scale0 = 1
scale_type1 = source
scale1 = 1
scale_type2 = source
scale2 = 1
scale_type3 = source
scale3 = 1
filter_linear0 = false
filter_linear1 = false
filter_linear2 = false
filter_linear3 = false

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// GLSL shader autogenerated by cg2glsl.py.
#if defined(VERTEX)
varying float _texel_height;
varying float _cell_height;
struct input_dummy {
vec2 _video_size;
vec2 _texture_size;
vec2 _output_dummy_size;
float _frame_count;
float _placeholder31;
};
struct prev_0 {
float _placeholder35;
};
struct prev_1 {
float _placeholder39;
};
struct prev_2 {
float _placeholder43;
};
struct prev_3 {
float _placeholder47;
};
struct prev_4 {
float _placeholder51;
};
struct prev_5 {
float _placeholder55;
};
struct prev_6 {
float _placeholder59;
};
struct line_data {
float _cell_height;
float _texel_height;
};
vec4 _oPosition1;
float _TMP2;
line_data _oLineData1;
float _TMP1;
uniform mat4 MVPMatrix;
input_dummy _IN1;
vec4 _r0008;
float _x0018;
float _x0020;
attribute vec4 VertexCoord;
attribute vec4 TexCoord;
varying vec4 TEX0;
varying vec4 TEX1;
varying vec4 TEX2;
mat4 transpose_(mat4 matrix)
{
mat4 ret;
for (int i = 0; i < 4; i++)
for (int j = 0; j < 4; j++)
ret[i][j] = matrix[j][i];
return ret;
}
uniform int FrameDirection;
uniform int FrameCount;
#ifdef GL_ES
uniform mediump vec2 OutputSize;
uniform mediump vec2 TextureSize;
uniform mediump vec2 InputSize;
#else
uniform vec2 OutputSize;
uniform vec2 TextureSize;
uniform vec2 InputSize;
#endif
void main()
{
mat4 MVPMatrix_ = transpose_(MVPMatrix);
vec2 _oTexCoord;
line_data _TMP5;
vec2 _TMP6;
_r0008.x = dot(MVPMatrix_[0], VertexCoord);
_r0008.y = dot(MVPMatrix_[1], VertexCoord);
_r0008.z = dot(MVPMatrix_[2], VertexCoord);
_r0008.w = dot(MVPMatrix_[3], VertexCoord);
_x0018 = OutputSize.y/InputSize.y;
_TMP1 = floor(_x0018);
_TMP6 = OutputSize/(InputSize*_TMP1);
_oPosition1 = _r0008/vec4(_TMP6.x, _TMP6.y, 1.00000000E+00, 1.00000000E+00);
_oTexCoord = TexCoord.xy + 5.00000000E-01/OutputSize;
_x0020 = OutputSize.y/InputSize.y;
_TMP2 = floor(_x0020);
_TMP5._cell_height = float((1.00000000E+00/TextureSize.y));
_TMP5._texel_height = float((1.00000000E+00/(TextureSize.y*_TMP2)));
_oLineData1._cell_height = _TMP5._cell_height;
_oLineData1._texel_height = _TMP5._texel_height;
gl_Position = _oPosition1;
TEX0.xy = _oTexCoord;
TEX1.x = _TMP5._cell_height;
TEX2.x = _TMP5._texel_height;
}
#elif defined(FRAGMENT)
#ifdef GL_ES
precision mediump float;
#endif
varying float _texel_height;
varying float _cell_height;
struct input_dummy {
vec2 _video_size;
vec2 _texture_size;
vec2 _output_dummy_size;
float _frame_count;
float _placeholder41;
};
struct prev_0 {
float _placeholder45;
};
struct prev_1 {
float _placeholder49;
};
struct prev_2 {
float _placeholder53;
};
struct prev_3 {
float _placeholder57;
};
struct prev_4 {
float _placeholder61;
};
struct prev_5 {
float _placeholder65;
};
struct prev_6 {
float _placeholder69;
};
struct line_data {
float _cell_height;
float _texel_height;
};
vec4 _ret_0;
float _TMP18;
float _TMP17;
float _TMP16;
float _TMP15;
vec4 _TMP12;
vec4 _TMP10;
vec4 _TMP8;
vec4 _TMP6;
vec4 _TMP4;
vec4 _TMP2;
vec4 _TMP1;
vec4 _TMP0;
input_dummy _IN1;
prev_0 _PREV7;
prev_1 _PREV11;
prev_2 _PREV21;
prev_3 _PREV31;
prev_4 _PREV41;
prev_5 _PREV51;
prev_6 _PREV61;
float _b0047;
float _c0047;
float _a0049;
varying vec4 TEX0;
varying vec4 TEX1;
varying vec4 TEX2;
uniform sampler2D Texture;
uniform sampler2D Prev6Texture;
uniform sampler2D Prev5Texture;
uniform sampler2D Prev4Texture;
uniform sampler2D Prev3Texture;
uniform sampler2D Prev2Texture;
uniform sampler2D Prev1Texture;
uniform sampler2D PrevTexture;
uniform int FrameDirection;
uniform int FrameCount;
#ifdef GL_ES
uniform mediump vec2 OutputSize;
uniform mediump vec2 TextureSize;
uniform mediump vec2 InputSize;
#else
uniform vec2 OutputSize;
uniform vec2 TextureSize;
uniform vec2 InputSize;
#endif
void main()
{
vec3 _input_dummy_rgb;
vec4 _out_color;
float _is_on_line;
vec3 _TMP28;
_TMP0 = texture2D(Texture, TEX0.xy);
_input_dummy_rgb = vec3(float(_TMP0.x), float(_TMP0.y), float(_TMP0.z));
_TMP1 = texture2D(PrevTexture, TEX0.xy);
_input_dummy_rgb = vec3(float((vec3(float(_input_dummy_rgb.x), float(_input_dummy_rgb.y), float(_input_dummy_rgb.z)) + (_TMP1.xyz - vec3(float(_input_dummy_rgb.x), float(_input_dummy_rgb.y), float(_input_dummy_rgb.z)))*3.33000004E-01).x), float((vec3(float(_input_dummy_rgb.x), float(_input_dummy_rgb.y), float(_input_dummy_rgb.z)) + (_TMP1.xyz - vec3(float(_input_dummy_rgb.x), float(_input_dummy_rgb.y), float(_input_dummy_rgb.z)))*3.33000004E-01).y), float((vec3(float(_input_dummy_rgb.x), float(_input_dummy_rgb.y), float(_input_dummy_rgb.z)) + (_TMP1.xyz - vec3(float(_input_dummy_rgb.x), float(_input_dummy_rgb.y), float(_input_dummy_rgb.z)))*3.33000004E-01).z));
_TMP2 = texture2D(Prev1Texture, TEX0.xy);
_input_dummy_rgb = vec3(float((vec3(float(_input_dummy_rgb.x), float(_input_dummy_rgb.y), float(_input_dummy_rgb.z)) + (_TMP2.xyz - vec3(float(_input_dummy_rgb.x), float(_input_dummy_rgb.y), float(_input_dummy_rgb.z)))*1.10889003E-01).x), float((vec3(float(_input_dummy_rgb.x), float(_input_dummy_rgb.y), float(_input_dummy_rgb.z)) + (_TMP2.xyz - vec3(float(_input_dummy_rgb.x), float(_input_dummy_rgb.y), float(_input_dummy_rgb.z)))*1.10889003E-01).y), float((vec3(float(_input_dummy_rgb.x), float(_input_dummy_rgb.y), float(_input_dummy_rgb.z)) + (_TMP2.xyz - vec3(float(_input_dummy_rgb.x), float(_input_dummy_rgb.y), float(_input_dummy_rgb.z)))*1.10889003E-01).z));
_TMP4 = texture2D(Prev2Texture, TEX0.xy);
_input_dummy_rgb = vec3(float((vec3(float(_input_dummy_rgb.x), float(_input_dummy_rgb.y), float(_input_dummy_rgb.z)) + (_TMP4.xyz - vec3(float(_input_dummy_rgb.x), float(_input_dummy_rgb.y), float(_input_dummy_rgb.z)))*3.69260386E-02).x), float((vec3(float(_input_dummy_rgb.x), float(_input_dummy_rgb.y), float(_input_dummy_rgb.z)) + (_TMP4.xyz - vec3(float(_input_dummy_rgb.x), float(_input_dummy_rgb.y), float(_input_dummy_rgb.z)))*3.69260386E-02).y), float((vec3(float(_input_dummy_rgb.x), float(_input_dummy_rgb.y), float(_input_dummy_rgb.z)) + (_TMP4.xyz - vec3(float(_input_dummy_rgb.x), float(_input_dummy_rgb.y), float(_input_dummy_rgb.z)))*3.69260386E-02).z));
_TMP6 = texture2D(Prev3Texture, TEX0.xy);
_input_dummy_rgb = vec3(float((vec3(float(_input_dummy_rgb.x), float(_input_dummy_rgb.y), float(_input_dummy_rgb.z)) + (_TMP6.xyz - vec3(float(_input_dummy_rgb.x), float(_input_dummy_rgb.y), float(_input_dummy_rgb.z)))*1.22963712E-02).x), float((vec3(float(_input_dummy_rgb.x), float(_input_dummy_rgb.y), float(_input_dummy_rgb.z)) + (_TMP6.xyz - vec3(float(_input_dummy_rgb.x), float(_input_dummy_rgb.y), float(_input_dummy_rgb.z)))*1.22963712E-02).y), float((vec3(float(_input_dummy_rgb.x), float(_input_dummy_rgb.y), float(_input_dummy_rgb.z)) + (_TMP6.xyz - vec3(float(_input_dummy_rgb.x), float(_input_dummy_rgb.y), float(_input_dummy_rgb.z)))*1.22963712E-02).z));
_TMP8 = texture2D(Prev4Texture, TEX0.xy);
_input_dummy_rgb = vec3(float((vec3(float(_input_dummy_rgb.x), float(_input_dummy_rgb.y), float(_input_dummy_rgb.z)) + (_TMP8.xyz - vec3(float(_input_dummy_rgb.x), float(_input_dummy_rgb.y), float(_input_dummy_rgb.z)))*4.09469148E-03).x), float((vec3(float(_input_dummy_rgb.x), float(_input_dummy_rgb.y), float(_input_dummy_rgb.z)) + (_TMP8.xyz - vec3(float(_input_dummy_rgb.x), float(_input_dummy_rgb.y), float(_input_dummy_rgb.z)))*4.09469148E-03).y), float((vec3(float(_input_dummy_rgb.x), float(_input_dummy_rgb.y), float(_input_dummy_rgb.z)) + (_TMP8.xyz - vec3(float(_input_dummy_rgb.x), float(_input_dummy_rgb.y), float(_input_dummy_rgb.z)))*4.09469148E-03).z));
_TMP10 = texture2D(Prev5Texture, TEX0.xy);
_input_dummy_rgb = vec3(float((vec3(float(_input_dummy_rgb.x), float(_input_dummy_rgb.y), float(_input_dummy_rgb.z)) + (_TMP10.xyz - vec3(float(_input_dummy_rgb.x), float(_input_dummy_rgb.y), float(_input_dummy_rgb.z)))*1.36353227E-03).x), float((vec3(float(_input_dummy_rgb.x), float(_input_dummy_rgb.y), float(_input_dummy_rgb.z)) + (_TMP10.xyz - vec3(float(_input_dummy_rgb.x), float(_input_dummy_rgb.y), float(_input_dummy_rgb.z)))*1.36353227E-03).y), float((vec3(float(_input_dummy_rgb.x), float(_input_dummy_rgb.y), float(_input_dummy_rgb.z)) + (_TMP10.xyz - vec3(float(_input_dummy_rgb.x), float(_input_dummy_rgb.y), float(_input_dummy_rgb.z)))*1.36353227E-03).z));
_TMP12 = texture2D(Prev6Texture, TEX0.xy);
_input_dummy_rgb = vec3(float((vec3(float(_input_dummy_rgb.x), float(_input_dummy_rgb.y), float(_input_dummy_rgb.z)) + (_TMP12.xyz - vec3(float(_input_dummy_rgb.x), float(_input_dummy_rgb.y), float(_input_dummy_rgb.z)))*4.54056280E-04).x), float((vec3(float(_input_dummy_rgb.x), float(_input_dummy_rgb.y), float(_input_dummy_rgb.z)) + (_TMP12.xyz - vec3(float(_input_dummy_rgb.x), float(_input_dummy_rgb.y), float(_input_dummy_rgb.z)))*4.54056280E-04).y), float((vec3(float(_input_dummy_rgb.x), float(_input_dummy_rgb.y), float(_input_dummy_rgb.z)) + (_TMP12.xyz - vec3(float(_input_dummy_rgb.x), float(_input_dummy_rgb.y), float(_input_dummy_rgb.z)))*4.54056280E-04).z));
_out_color = vec4(_input_dummy_rgb.x, _input_dummy_rgb.y, _input_dummy_rgb.z, 1.00000000E+00);
_b0047 = float(TEX1.x);
_a0049 = TEX0.y/_b0047;
_TMP15 = abs(_a0049);
_TMP16 = fract(_TMP15);
_TMP17 = abs(_b0047);
_c0047 = _TMP16*_TMP17;
if (TEX0.y < 0.00000000E+00) {
_TMP18 = -_c0047;
} else {
_TMP18 = _c0047;
}
_is_on_line = float(int((_TMP18 > float(TEX2.x))));
_TMP28 = _out_color.xyz*_is_on_line;
_out_color = vec4(_TMP28.x, _TMP28.y, _TMP28.z, _out_color.w - 5.00000000E-01*float(!bool(_is_on_line)));
_ret_0 = vec4(float(_out_color.x), float(_out_color.y), float(_out_color.z), float(_out_color.w));
gl_FragColor = _ret_0;
return;
}
#endif

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// GLSL shader autogenerated by cg2glsl.py.
#if defined(VERTEX)
varying float _threeVARtwo_dX;
varying float _twoVARtwo_dX;
varying float VARtwo_dX;
struct input_dummy {
vec2 _video_size;
vec2 _texture_size;
vec2 _output_dummy_size;
float _frame_count;
float _placeholder32;
};
struct texture_data {
float VARtwo_dX;
float _twoVARtwo_dX;
float _threeVARtwo_dX;
};
vec4 _oPosition1;
texture_data _oTexData1;
uniform mat4 MVPMatrix;
input_dummy _IN1;
vec4 _r0004;
attribute vec4 VertexCoord;
attribute vec4 TexCoord;
varying vec4 TEX0;
varying vec4 TEX1;
varying vec4 TEX2;
varying vec4 TEX3;
mat4 transpose_(mat4 matrix)
{
mat4 ret;
for (int i = 0; i < 4; i++)
for (int j = 0; j < 4; j++)
ret[i][j] = matrix[j][i];
return ret;
}
uniform int FrameDirection;
uniform int FrameCount;
#ifdef GL_ES
uniform mediump vec2 OutputSize;
uniform mediump vec2 TextureSize;
uniform mediump vec2 InputSize;
#else
uniform vec2 OutputSize;
uniform vec2 TextureSize;
uniform vec2 InputSize;
#endif
void main()
{
mat4 MVPMatrix_ = transpose_(MVPMatrix);
vec2 _oTexCoord;
float _texel_width;
texture_data _TMP2;
_r0004.x = dot(MVPMatrix_[0], VertexCoord);
_r0004.y = dot(MVPMatrix_[1], VertexCoord);
_r0004.z = dot(MVPMatrix_[2], VertexCoord);
_r0004.w = dot(MVPMatrix_[3], VertexCoord);
_oPosition1 = _r0004;
_oTexCoord = TexCoord.xy;
_texel_width = 1.00000000E+00/TextureSize.x;
_TMP2._twoVARtwo_dX = 2.00000000E+00*_texel_width;
_TMP2._threeVARtwo_dX = 3.00000000E+00*_texel_width;
_oTexData1.VARtwo_dX = _texel_width;
_oTexData1._twoVARtwo_dX = _TMP2._twoVARtwo_dX;
_oTexData1._threeVARtwo_dX = _TMP2._threeVARtwo_dX;
gl_Position = _r0004;
TEX0.xy = TexCoord.xy;
TEX1.x = _texel_width;
TEX2.x = _TMP2._twoVARtwo_dX;
TEX3.x = _TMP2._threeVARtwo_dX;
}
#elif defined(FRAGMENT)
#ifdef GL_ES
precision mediump float;
#endif
varying float _threeVARtwo_dX;
varying float _twoVARtwo_dX;
varying float VARtwo_dX;
struct input_dummy {
vec2 _video_size;
vec2 _texture_size;
vec2 _output_dummy_size;
float _frame_count;
float _placeholder28;
};
struct texture_data {
float VARtwo_dX;
float _twoVARtwo_dX;
float _threeVARtwo_dX;
};
vec4 _ret_0;
float _TMP5;
float _TMP4;
float _TMP3;
float _TMP10;
vec4 _TMP2;
vec3 _TMP0;
vec3 _TMP1;
float _TMP9;
float _TMP8;
float _TMP7;
float _TMP6;
input_dummy _IN1;
float _c0014;
float _a0016;
varying vec4 TEX0;
varying vec4 TEX1;
varying vec4 TEX2;
varying vec4 TEX3;
uniform sampler2D Texture;
uniform int FrameDirection;
uniform int FrameCount;
#ifdef GL_ES
uniform mediump vec2 OutputSize;
uniform mediump vec2 TextureSize;
uniform mediump vec2 InputSize;
#else
uniform vec2 OutputSize;
uniform vec2 TextureSize;
uniform vec2 InputSize;
#endif
void main()
{
vec4 _out_color;
_a0016 = TEX0.x/TEX3.x;
_TMP6 = abs(_a0016);
_TMP7 = fract(_TMP6);
_TMP8 = abs(TEX3.x);
_c0014 = _TMP7*_TMP8;
if (TEX0.x < 0.00000000E+00) {
_TMP9 = -_c0014;
} else {
_TMP9 = _c0014;
}
if (_TMP9 < TEX1.x) {
_TMP0 = vec3( 1.00000000E+00, 0.00000000E+00, 1.00000000E+00);
} else {
if (_TMP9 < TEX2.x) {
_TMP1 = vec3( 1.00000000E+00, 1.00000000E+00, 0.00000000E+00);
} else {
_TMP1 = vec3( 0.00000000E+00, 1.00000000E+00, 1.00000000E+00);
}
_TMP0 = _TMP1;
}
_TMP2 = texture2D(Texture, TEX0.xy);
_out_color = vec4(float(_TMP2.x), float(_TMP2.y), float(_TMP2.z), float(_TMP2.w));
_TMP10 = min(float(_out_color.x), float(_TMP0.x));
_TMP3 = float(_TMP10);
_TMP10 = min(float(_out_color.y), float(_TMP0.y));
_TMP4 = float(_TMP10);
_TMP10 = min(float(_out_color.z), float(_TMP0.z));
_TMP5 = float(_TMP10);
_out_color.xyz = vec3(_TMP3, _TMP4, _TMP5);
_ret_0 = vec4(float(_out_color.x), float(_out_color.y), float(_out_color.z), float(_out_color.w));
gl_FragColor = _ret_0;
return;
}
#endif

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// GLSL shader autogenerated by cg2glsl.py.
#if defined(VERTEX)
struct input_dummy {
vec2 _video_size;
vec2 _texture_size;
vec2 _output_dummy_size;
float _frame_count;
float _placeholder24;
};
struct pass_1 {
float _placeholder28;
};
vec4 _oPosition1;
uniform mat4 MVPMatrix;
vec4 _r0003;
attribute vec4 VertexCoord;
attribute vec4 TexCoord;
varying vec4 TEX0;
mat4 transpose_(mat4 matrix)
{
mat4 ret;
for (int i = 0; i < 4; i++)
for (int j = 0; j < 4; j++)
ret[i][j] = matrix[j][i];
return ret;
}
uniform int FrameDirection;
uniform int FrameCount;
#ifdef GL_ES
uniform mediump vec2 OutputSize;
uniform mediump vec2 TextureSize;
uniform mediump vec2 InputSize;
#else
uniform vec2 OutputSize;
uniform vec2 TextureSize;
uniform vec2 InputSize;
#endif
void main()
{
mat4 MVPMatrix_ = transpose_(MVPMatrix);
vec2 _oTexCoord;
_r0003.x = dot(MVPMatrix_[0], VertexCoord);
_r0003.y = dot(MVPMatrix_[1], VertexCoord);
_r0003.z = dot(MVPMatrix_[2], VertexCoord);
_r0003.w = dot(MVPMatrix_[3], VertexCoord);
_oPosition1 = _r0003;
_oTexCoord = TexCoord.xy;
gl_Position = _r0003;
TEX0.xy = TexCoord.xy;
}
#elif defined(FRAGMENT)
#ifdef GL_ES
precision mediump float;
#endif
struct input_dummy {
vec2 _video_size;
vec2 _texture_size;
vec2 _output_dummy_size;
float _frame_count;
float _placeholder29;
};
struct pass_1 {
float _placeholder33;
};
vec4 _ret_0;
float _TMP5;
float _TMP4;
float _TMP3;
vec3 _TMP6;
vec3 _TMP8;
vec3 _TMP7;
vec4 _TMP2;
vec4 _TMP1;
vec4 _TMP0;
pass_1 _PASS11;
input_dummy _IN1;
uniform sampler2D BACKGROUND;
vec3 _x0026;
vec3 _TMP27;
varying vec4 TEX0;
uniform sampler2D Texture;
uniform sampler2D Pass1Texture;
uniform int FrameDirection;
uniform int FrameCount;
#ifdef GL_ES
uniform mediump vec2 OutputSize;
uniform mediump vec2 TextureSize;
uniform mediump vec2 InputSize;
#else
uniform vec2 OutputSize;
uniform vec2 TextureSize;
uniform vec2 InputSize;
#endif
void main()
{
vec4 _lcd_color;
vec4 _input_dummy_color;
vec4 _bg_color;
vec4 _out_color;
vec3 _TMP12;
_TMP0 = texture2D(Texture, TEX0.xy);
_lcd_color = vec4(float(_TMP0.x), float(_TMP0.y), float(_TMP0.z), float(_TMP0.w));
_TMP1 = texture2D(Pass1Texture, TEX0.xy);
_input_dummy_color = vec4(float(_TMP1.x), float(_TMP1.y), float(_TMP1.z), float(_TMP1.w));
_TMP2 = texture2D(BACKGROUND, TEX0.xy);
_bg_color = vec4(float(_TMP2.x), float(_TMP2.y), float(_TMP2.z), float(_TMP2.w));
_TMP12 = _lcd_color.xyz*9.00390625E-01 + _input_dummy_color.xyz*9.96093750E-02;
_out_color = vec4(_TMP12.x, _TMP12.y, _TMP12.z, _input_dummy_color.w);
_TMP3 = -1.00000000E+00 + _bg_color.x*1.99902344E+00;
_TMP4 = -1.00000000E+00 + _bg_color.y*1.99902344E+00;
_TMP5 = -1.00000000E+00 + _bg_color.z*1.99902344E+00;
_x0026 = vec3(_TMP3, _TMP4, _TMP5);
_TMP7 = min(vec3( 1.00000000E+00, 1.00000000E+00, 1.00000000E+00), vec3(float(_x0026.x), float(_x0026.y), float(_x0026.z)));
_TMP6 = vec3(float(_TMP7.x), float(_TMP7.y), float(_TMP7.z));
_TMP8 = max(vec3( 0.00000000E+00, 0.00000000E+00, 0.00000000E+00), vec3(float(_TMP6.x), float(_TMP6.y), float(_TMP6.z)));
_TMP27 = vec3(float(_TMP8.x), float(_TMP8.y), float(_TMP8.z));
_out_color.xyz = _TMP27*float((_out_color.w == 0.00000000E+00)) + _out_color.xyz*float(!bool(float((_out_color.w == 0.00000000E+00))));
_ret_0 = vec4(float(_out_color.x), float(_out_color.y), float(_out_color.z), float(_out_color.w));
gl_FragColor = _ret_0;
return;
}
#endif

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// GLSL shader autogenerated by cg2glsl.py.
#if defined(VERTEX)
varying vec2 _upper_bound;
varying vec2 _lower_bound;
varying vec2 _tex_coord_2;
varying vec2 _tex_coord_1;
struct input_dummy {
vec2 _video_size;
vec2 _texture_size;
vec2 _output_dummy_size;
float _frame_count;
float _placeholder33;
};
struct pass_1 {
float _placeholder37;
};
struct blur_coords {
vec2 _tex_coord_1;
vec2 _tex_coord_2;
vec2 _lower_bound;
vec2 _upper_bound;
};
vec4 _oPosition1;
blur_coords _oBlurCoords1;
uniform mat4 MVPMatrix;
input_dummy _IN1;
vec4 _r0004;
attribute vec4 VertexCoord;
attribute vec4 TexCoord;
varying vec4 TEX0;
varying vec4 TEX1;
varying vec4 TEX2;
varying vec4 TEX3;
varying vec4 TEX4;
mat4 transpose_(mat4 matrix)
{
mat4 ret;
for (int i = 0; i < 4; i++)
for (int j = 0; j < 4; j++)
ret[i][j] = matrix[j][i];
return ret;
}
uniform int FrameDirection;
uniform int FrameCount;
#ifdef GL_ES
uniform mediump vec2 OutputSize;
uniform mediump vec2 TextureSize;
uniform mediump vec2 InputSize;
#else
uniform vec2 OutputSize;
uniform vec2 TextureSize;
uniform vec2 InputSize;
#endif
void main()
{
mat4 MVPMatrix_ = transpose_(MVPMatrix);
vec2 _oTexCoord;
vec2 _texel;
blur_coords _TMP2;
_r0004.x = dot(MVPMatrix_[0], VertexCoord);
_r0004.y = dot(MVPMatrix_[1], VertexCoord);
_r0004.z = dot(MVPMatrix_[2], VertexCoord);
_r0004.w = dot(MVPMatrix_[3], VertexCoord);
_oPosition1 = _r0004;
_oTexCoord = TexCoord.xy;
_texel = vec2(float((1.00000000E+00/TextureSize).x), float((1.00000000E+00/TextureSize).y));
_TMP2._tex_coord_1 = vec2(float((TexCoord.xy + vec2(0.00000000E+00, float(_texel.y))).x), float((TexCoord.xy + vec2(0.00000000E+00, float(_texel.y))).y));
_TMP2._tex_coord_2 = vec2(float((TexCoord.xy + vec2(0.00000000E+00, float(-_texel.y))).x), float((TexCoord.xy + vec2(0.00000000E+00, float(-_texel.y))).y));
_TMP2._upper_bound = vec2(float((vec2(float(_texel.x), float(_texel.y))*(OutputSize - 2.00000000E+00)).x), float((vec2(float(_texel.x), float(_texel.y))*(OutputSize - 2.00000000E+00)).y));
_oBlurCoords1._tex_coord_1 = _TMP2._tex_coord_1;
_oBlurCoords1._tex_coord_2 = _TMP2._tex_coord_2;
_oBlurCoords1._lower_bound = vec2( 0.00000000E+00, 0.00000000E+00);
_oBlurCoords1._upper_bound = _TMP2._upper_bound;
gl_Position = _r0004;
TEX0.xy = TexCoord.xy;
TEX1.xy = _TMP2._tex_coord_1;
TEX2.xy = _TMP2._tex_coord_2;
TEX3.xy = vec2( 0.00000000E+00, 0.00000000E+00);
TEX4.xy = _TMP2._upper_bound;
}
#elif defined(FRAGMENT)
#ifdef GL_ES
precision mediump float;
#endif
varying vec2 _upper_bound;
varying vec2 _lower_bound;
varying vec2 _tex_coord_2;
varying vec2 _tex_coord_1;
struct input_dummy {
vec2 _video_size;
vec2 _texture_size;
vec2 _output_dummy_size;
float _frame_count;
float _placeholder31;
};
struct pass_1 {
float _placeholder35;
};
struct blur_coords {
vec2 _tex_coord_1;
vec2 _tex_coord_2;
vec2 _lower_bound;
vec2 _upper_bound;
};
vec4 _ret_0;
vec4 _TMP7;
vec4 _TMP6;
vec4 _TMP5;
vec4 _TMP4;
vec2 _TMP8;
vec2 _TMP10;
vec2 _TMP9;
float _TMP1;
float _TMP3;
vec4 _TMP0;
pass_1 _PASS11;
input_dummy _IN2;
float _a0017;
vec4 _adjacent_texel_10019;
vec4 _adjacent_texel_20019;
vec4 _adjacent_texel_30019;
vec4 _adjacent_texel_40019;
vec3 _LCD_color0019;
vec4 _COLOR0019;
vec3 _original_color0019;
vec2 _TMP20;
vec2 _TMP26;
vec2 _c0033;
vec2 _c0035;
vec2 _c0037;
vec2 _c0039;
varying vec4 TEX0;
varying vec4 TEX1;
varying vec4 TEX2;
varying vec4 TEX3;
varying vec4 TEX4;
uniform sampler2D Texture;
uniform sampler2D Pass1Texture;
uniform int FrameDirection;
uniform int FrameCount;
#ifdef GL_ES
uniform mediump vec2 OutputSize;
uniform mediump vec2 TextureSize;
uniform mediump vec2 InputSize;
#else
uniform vec2 OutputSize;
uniform vec2 TextureSize;
uniform vec2 InputSize;
#endif
void main()
{
vec4 _out_color;
float _is_on_line;
_TMP0 = texture2D(Texture, TEX0.xy);
_out_color = vec4(float(_TMP0.x), float(_TMP0.y), float(_TMP0.z), float(_TMP0.w));
_a0017 = _out_color.w - 5.00000000E-01;
_TMP3 = abs(float(_a0017));
_TMP1 = float(_TMP3);
_is_on_line = float((_TMP1 < 9.96093750E-02));
_COLOR0019 = _out_color;
_TMP9 = min(vec2(float(TEX4.x), float(TEX4.y)), vec2(float(TEX1.x), float(TEX1.y)));
_TMP8 = vec2(float(_TMP9.x), float(_TMP9.y));
_TMP10 = max(vec2(float(TEX3.x), float(TEX3.y)), vec2(float(_TMP8.x), float(_TMP8.y)));
_TMP20 = vec2(float(_TMP10.x), float(_TMP10.y));
_TMP9 = min(vec2(float(TEX4.x), float(TEX4.y)), vec2(float(TEX2.x), float(TEX2.y)));
_TMP8 = vec2(float(_TMP9.x), float(_TMP9.y));
_TMP10 = max(vec2(float(TEX3.x), float(TEX3.y)), vec2(float(_TMP8.x), float(_TMP8.y)));
_TMP26 = vec2(float(_TMP10.x), float(_TMP10.y));
_c0033 = vec2(float(_TMP20.x), float(_TMP20.y));
_TMP4 = texture2D(Texture, _c0033);
_adjacent_texel_10019 = vec4(float(_TMP4.x), float(_TMP4.y), float(_TMP4.z), float(_TMP4.w));
_c0035 = vec2(float(_TMP26.x), float(_TMP26.y));
_TMP5 = texture2D(Texture, _c0035);
_adjacent_texel_20019 = vec4(float(_TMP5.x), float(_TMP5.y), float(_TMP5.z), float(_TMP5.w));
_c0037 = vec2(float(_TMP20.x), float(_TMP20.y));
_TMP6 = texture2D(Pass1Texture, _c0037);
_adjacent_texel_30019 = vec4(float(_TMP6.x), float(_TMP6.y), float(_TMP6.z), float(_TMP6.w));
_c0039 = vec2(float(_TMP26.x), float(_TMP26.y));
_TMP7 = texture2D(Pass1Texture, _c0039);
_adjacent_texel_40019 = vec4(float(_TMP7.x), float(_TMP7.y), float(_TMP7.z), float(_TMP7.w));
_LCD_color0019 = ((_out_color.xyz - _adjacent_texel_10019.xyz) + (_out_color.xyz - _adjacent_texel_20019.xyz))*2.00195312E-01;
_original_color0019 = ((_out_color.xyz - _adjacent_texel_30019.xyz) + (_out_color.xyz - _adjacent_texel_40019.xyz))*2.00195312E-01;
_COLOR0019.xyz = _out_color.xyz - (_original_color0019 + _LCD_color0019);
_out_color = _COLOR0019*_is_on_line + _out_color*float(!bool(_is_on_line));
_ret_0 = vec4(float(_out_color.x), float(_out_color.y), float(_out_color.z), float(_out_color.w));
gl_FragColor = _ret_0;
return;
}
#endif

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@ -0,0 +1,26 @@
shaders = 4
shader0 = lcd_pass_0.glsl
shader1 = lcd_pass_1.glsl
shader2 = lcd_pass_2.glsl
shader3 = lcd_pass_3.glsl
scale_type0 = viewport
scale0 = 1
scale_type1 = source
scale1 = 1
scale_type2 = source
scale2 = 1
scale_type3 = source
scale3 = 1
filter_linear0 = false
filter_linear1 = false
filter_linear2 = false
filter_linear3 = false
textures = BACKGROUND
BACKGROUND = background.png
BACKGROUND_linear = true

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@ -0,0 +1,306 @@
// GLSL shader autogenerated by cg2glsl.py.
#if defined(VERTEX)
varying float _frame_rotation;
varying vec4 _color1;
struct output_dummy {
vec4 _color1;
};
struct input_dummy {
vec2 _video_size;
vec2 _texture_size;
vec2 _output_dummy_size;
float _frame_count;
float _frame_direction;
float _frame_rotation;
};
vec4 _oPosition1;
uniform mat4 MVPMatrix;
vec4 _r0004;
attribute vec4 VertexCoord;
attribute vec4 COLOR;
attribute vec4 TexCoord;
varying vec4 COL0;
varying vec4 TEX0;
mat4 transpose_(mat4 matrix)
{
mat4 ret;
for (int i = 0; i < 4; i++)
for (int j = 0; j < 4; j++)
ret[i][j] = matrix[j][i];
return ret;
}
uniform int FrameDirection;
uniform int FrameCount;
#ifdef GL_ES
uniform mediump vec2 OutputSize;
uniform mediump vec2 TextureSize;
uniform mediump vec2 InputSize;
#else
uniform vec2 OutputSize;
uniform vec2 TextureSize;
uniform vec2 InputSize;
#endif
void main()
{
mat4 MVPMatrix_ = transpose_(MVPMatrix);
vec4 _oColor;
vec2 _otexCoord;
_r0004.x = dot(MVPMatrix_[0], VertexCoord);
_r0004.y = dot(MVPMatrix_[1], VertexCoord);
_r0004.z = dot(MVPMatrix_[2], VertexCoord);
_r0004.w = dot(MVPMatrix_[3], VertexCoord);
_oPosition1 = _r0004;
_oColor = COLOR;
_otexCoord = TexCoord.xy;
gl_Position = _r0004;
COL0 = COLOR;
TEX0.xy = TexCoord.xy;
}
#elif defined(FRAGMENT)
#ifdef GL_ES
precision mediump float;
#endif
varying float _frame_rotation;
varying vec4 _color;
struct output_dummy {
vec4 _color;
};
struct input_dummy {
vec2 _video_size;
vec2 _texture_size;
vec2 _output_dummy_size;
float _frame_count;
float _frame_direction;
float _frame_rotation;
};
vec4 _TMP11;
vec4 _TMP10;
vec4 _TMP9;
vec4 _TMP8;
vec4 _TMP7;
vec4 _TMP6;
vec4 _TMP5;
vec4 _TMP4;
vec4 _TMP3;
vec4 _TMP2;
vec4 _TMP1;
vec4 _TMP0;
float _TMP13;
float _TMP12;
input_dummy _IN1;
uniform sampler2D Texture;
float _TMP21;
float _x0022;
float _a0024;
float _a0026;
float _TMP27;
float _a0030;
float _a0032;
float _TMP33;
float _x0034;
float _a0036;
float _a0038;
float _TMP39;
float _x0040;
float _a0042;
float _a0044;
float _TMP45;
float _x0046;
float _a0048;
float _a0050;
float _TMP51;
float _a0054;
float _a0056;
float _TMP57;
float _x0058;
float _a0060;
float _a0062;
float _TMP63;
float _x0064;
float _a0066;
float _a0068;
vec2 _c0070;
vec2 _c0072;
vec2 _c0074;
vec2 _c0076;
vec2 _c0078;
vec2 _c0080;
vec2 _c0082;
vec2 _c0084;
vec2 _c0086;
vec2 _c0088;
vec2 _c0090;
vec2 _c0092;
varying vec4 TEX0;
uniform int FrameDirection;
uniform int FrameCount;
#ifdef GL_ES
uniform mediump vec2 OutputSize;
uniform mediump vec2 TextureSize;
uniform mediump vec2 InputSize;
#else
uniform vec2 OutputSize;
uniform vec2 TextureSize;
uniform vec2 InputSize;
#endif
void main()
{
vec2 _ps;
vec2 _crd[16];
vec3 _pix[16];
vec2 _dx;
vec2 _dy;
vec2 _pixcoord;
vec2 _fract;
vec2 _coord0;
output_dummy _OUT;
vec3 _TMP18;
_ps = vec2(9.99000013E-01/TextureSize.x, 9.99000013E-01/TextureSize.y);
_dx = vec2(float(_ps.x), 0.00000000E+00);
_dy = vec2(0.00000000E+00, float(_ps.y));
_pixcoord = TEX0.xy/_ps;
_fract = fract(_pixcoord);
_coord0 = TEX0.xy - _fract*_ps;
_crd[(4*0 + 0)] = vec2(float((_coord0 - _ps).x), float((_coord0 - _ps).y));
_crd[(4*1 + 0)] = _crd[(4*0 + 0)] + _dx;
_crd[(4*2 + 0)] = _crd[(4*1 + 0)] + _dx;
_crd[(4*0 + 1)] = _crd[(4*0 + 0)] + _dy;
_crd[(4*1 + 1)] = _crd[(4*0 + 1)] + _dx;
_crd[(4*2 + 1)] = _crd[(4*1 + 1)] + _dx;
_crd[(4*3 + 1)] = _crd[(4*2 + 1)] + _dx;
_crd[(4*0 + 2)] = _crd[(4*0 + 1)] + _dy;
_crd[(4*1 + 2)] = _crd[(4*0 + 2)] + _dx;
_crd[(4*2 + 2)] = _crd[(4*1 + 2)] + _dx;
_crd[(4*3 + 2)] = _crd[(4*2 + 2)] + _dx;
_crd[(4*0 + 3)] = _crd[(4*0 + 2)] + _dy;
_crd[(4*1 + 3)] = _crd[(4*0 + 3)] + _dx;
_crd[(4*2 + 3)] = _crd[(4*1 + 3)] + _dx;
_x0022 = 1.00000000E+00 + _fract.x;
if (_x0022 == 0.00000000E+00) {
_TMP21 = 4.93359375E+00;
} else {
_a0024 = _x0022*1.57031250E+00;
_TMP12 = sin(_a0024);
_a0026 = _x0022*3.14062500E+00;
_TMP13 = sin(_a0026);
_TMP21 = (_TMP12*_TMP13)/(_x0022*_x0022);
}
if (_fract.x == 0.00000000E+00) {
_TMP27 = 4.93359375E+00;
} else {
_a0030 = _fract.x*1.57031250E+00;
_TMP12 = sin(_a0030);
_a0032 = _fract.x*3.14062500E+00;
_TMP13 = sin(_a0032);
_TMP27 = (_TMP12*_TMP13)/(_fract.x*_fract.x);
}
_x0034 = 1.00000000E+00 - _fract.x;
if (_x0034 == 0.00000000E+00) {
_TMP33 = 4.93359375E+00;
} else {
_a0036 = _x0034*1.57031250E+00;
_TMP12 = sin(_a0036);
_a0038 = _x0034*3.14062500E+00;
_TMP13 = sin(_a0038);
_TMP33 = (_TMP12*_TMP13)/(_x0034*_x0034);
}
_x0040 = 2.00000000E+00 - _fract.x;
if (_x0040 == 0.00000000E+00) {
_TMP39 = 4.93359375E+00;
} else {
_a0042 = _x0040*1.57031250E+00;
_TMP12 = sin(_a0042);
_a0044 = _x0040*3.14062500E+00;
_TMP13 = sin(_a0044);
_TMP39 = (_TMP12*_TMP13)/(_x0040*_x0040);
}
_x0046 = 1.00000000E+00 + _fract.y;
if (_x0046 == 0.00000000E+00) {
_TMP45 = 4.93359375E+00;
} else {
_a0048 = _x0046*1.57031250E+00;
_TMP12 = sin(_a0048);
_a0050 = _x0046*3.14062500E+00;
_TMP13 = sin(_a0050);
_TMP45 = (_TMP12*_TMP13)/(_x0046*_x0046);
}
if (_fract.y == 0.00000000E+00) {
_TMP51 = 4.93359375E+00;
} else {
_a0054 = _fract.y*1.57031250E+00;
_TMP12 = sin(_a0054);
_a0056 = _fract.y*3.14062500E+00;
_TMP13 = sin(_a0056);
_TMP51 = (_TMP12*_TMP13)/(_fract.y*_fract.y);
}
_x0058 = 1.00000000E+00 - _fract.y;
if (_x0058 == 0.00000000E+00) {
_TMP57 = 4.93359375E+00;
} else {
_a0060 = _x0058*1.57031250E+00;
_TMP12 = sin(_a0060);
_a0062 = _x0058*3.14062500E+00;
_TMP13 = sin(_a0062);
_TMP57 = (_TMP12*_TMP13)/(_x0058*_x0058);
}
_x0064 = 2.00000000E+00 - _fract.y;
if (_x0064 == 0.00000000E+00) {
_TMP63 = 4.93359375E+00;
} else {
_a0066 = _x0064*1.57031250E+00;
_TMP12 = sin(_a0066);
_a0068 = _x0064*3.14062500E+00;
_TMP13 = sin(_a0068);
_TMP63 = (_TMP12*_TMP13)/(_x0064*_x0064);
}
_c0070 = vec2(float(_crd[(4*1 + 0)].x), float(_crd[(4*1 + 0)].y));
_TMP0 = texture2D(Texture, _c0070);
_pix[(4*1 + 0)] = vec3(float(_TMP0.x), float(_TMP0.y), float(_TMP0.z));
_c0072 = vec2(float(_crd[(4*2 + 0)].x), float(_crd[(4*2 + 0)].y));
_TMP1 = texture2D(Texture, _c0072);
_pix[(4*2 + 0)] = vec3(float(_TMP1.x), float(_TMP1.y), float(_TMP1.z));
_c0074 = vec2(float(_crd[(4*0 + 1)].x), float(_crd[(4*0 + 1)].y));
_TMP2 = texture2D(Texture, _c0074);
_pix[(4*0 + 1)] = vec3(float(_TMP2.x), float(_TMP2.y), float(_TMP2.z));
_c0076 = vec2(float(_crd[(4*1 + 1)].x), float(_crd[(4*1 + 1)].y));
_TMP3 = texture2D(Texture, _c0076);
_pix[(4*1 + 1)] = vec3(float(_TMP3.x), float(_TMP3.y), float(_TMP3.z));
_c0078 = vec2(float(_crd[(4*2 + 1)].x), float(_crd[(4*2 + 1)].y));
_TMP4 = texture2D(Texture, _c0078);
_pix[(4*2 + 1)] = vec3(float(_TMP4.x), float(_TMP4.y), float(_TMP4.z));
_c0080 = vec2(float(_crd[(4*3 + 1)].x), float(_crd[(4*3 + 1)].y));
_TMP5 = texture2D(Texture, _c0080);
_pix[(4*3 + 1)] = vec3(float(_TMP5.x), float(_TMP5.y), float(_TMP5.z));
_c0082 = vec2(float(_crd[(4*0 + 2)].x), float(_crd[(4*0 + 2)].y));
_TMP6 = texture2D(Texture, _c0082);
_pix[(4*0 + 2)] = vec3(float(_TMP6.x), float(_TMP6.y), float(_TMP6.z));
_c0084 = vec2(float(_crd[(4*1 + 2)].x), float(_crd[(4*1 + 2)].y));
_TMP7 = texture2D(Texture, _c0084);
_pix[(4*1 + 2)] = vec3(float(_TMP7.x), float(_TMP7.y), float(_TMP7.z));
_c0086 = vec2(float(_crd[(4*2 + 2)].x), float(_crd[(4*2 + 2)].y));
_TMP8 = texture2D(Texture, _c0086);
_pix[(4*2 + 2)] = vec3(float(_TMP8.x), float(_TMP8.y), float(_TMP8.z));
_c0088 = vec2(float(_crd[(4*3 + 2)].x), float(_crd[(4*3 + 2)].y));
_TMP9 = texture2D(Texture, _c0088);
_pix[(4*3 + 2)] = vec3(float(_TMP9.x), float(_TMP9.y), float(_TMP9.z));
_c0090 = vec2(float(_crd[(4*1 + 3)].x), float(_crd[(4*1 + 3)].y));
_TMP10 = texture2D(Texture, _c0090);
_pix[(4*1 + 3)] = vec3(float(_TMP10.x), float(_TMP10.y), float(_TMP10.z));
_c0092 = vec2(float(_crd[(4*2 + 3)].x), float(_crd[(4*2 + 3)].y));
_TMP11 = texture2D(Texture, _c0092);
_pix[(4*2 + 3)] = vec3(float(_TMP11.x), float(_TMP11.y), float(_TMP11.z));
_pix[(4*1 + 0)] = vec3(float(((vec3(float(_pix[(4*1 + 0)].x), float(_pix[(4*1 + 0)].y), float(_pix[(4*1 + 0)].z))*_TMP27 + vec3(float(_pix[(4*2 + 0)].x), float(_pix[(4*2 + 0)].y), float(_pix[(4*2 + 0)].z))*_TMP33)*_TMP45).x), float(((vec3(float(_pix[(4*1 + 0)].x), float(_pix[(4*1 + 0)].y), float(_pix[(4*1 + 0)].z))*_TMP27 + vec3(float(_pix[(4*2 + 0)].x), float(_pix[(4*2 + 0)].y), float(_pix[(4*2 + 0)].z))*_TMP33)*_TMP45).y), float(((vec3(float(_pix[(4*1 + 0)].x), float(_pix[(4*1 + 0)].y), float(_pix[(4*1 + 0)].z))*_TMP27 + vec3(float(_pix[(4*2 + 0)].x), float(_pix[(4*2 + 0)].y), float(_pix[(4*2 + 0)].z))*_TMP33)*_TMP45).z));
_pix[(4*0 + 1)] = vec3(float(((vec3(float(_pix[(4*0 + 1)].x), float(_pix[(4*0 + 1)].y), float(_pix[(4*0 + 1)].z))*_TMP21 + vec3(float(_pix[(4*1 + 1)].x), float(_pix[(4*1 + 1)].y), float(_pix[(4*1 + 1)].z))*_TMP27 + vec3(float(_pix[(4*2 + 1)].x), float(_pix[(4*2 + 1)].y), float(_pix[(4*2 + 1)].z))*_TMP33 + vec3(float(_pix[(4*3 + 1)].x), float(_pix[(4*3 + 1)].y), float(_pix[(4*3 + 1)].z))*_TMP39)*_TMP51).x), float(((vec3(float(_pix[(4*0 + 1)].x), float(_pix[(4*0 + 1)].y), float(_pix[(4*0 + 1)].z))*_TMP21 + vec3(float(_pix[(4*1 + 1)].x), float(_pix[(4*1 + 1)].y), float(_pix[(4*1 + 1)].z))*_TMP27 + vec3(float(_pix[(4*2 + 1)].x), float(_pix[(4*2 + 1)].y), float(_pix[(4*2 + 1)].z))*_TMP33 + vec3(float(_pix[(4*3 + 1)].x), float(_pix[(4*3 + 1)].y), float(_pix[(4*3 + 1)].z))*_TMP39)*_TMP51).y), float(((vec3(float(_pix[(4*0 + 1)].x), float(_pix[(4*0 + 1)].y), float(_pix[(4*0 + 1)].z))*_TMP21 + vec3(float(_pix[(4*1 + 1)].x), float(_pix[(4*1 + 1)].y), float(_pix[(4*1 + 1)].z))*_TMP27 + vec3(float(_pix[(4*2 + 1)].x), float(_pix[(4*2 + 1)].y), float(_pix[(4*2 + 1)].z))*_TMP33 + vec3(float(_pix[(4*3 + 1)].x), float(_pix[(4*3 + 1)].y), float(_pix[(4*3 + 1)].z))*_TMP39)*_TMP51).z));
_pix[(4*0 + 2)] = vec3(float(((vec3(float(_pix[(4*0 + 2)].x), float(_pix[(4*0 + 2)].y), float(_pix[(4*0 + 2)].z))*_TMP21 + vec3(float(_pix[(4*1 + 2)].x), float(_pix[(4*1 + 2)].y), float(_pix[(4*1 + 2)].z))*_TMP27 + vec3(float(_pix[(4*2 + 2)].x), float(_pix[(4*2 + 2)].y), float(_pix[(4*2 + 2)].z))*_TMP33 + vec3(float(_pix[(4*3 + 2)].x), float(_pix[(4*3 + 2)].y), float(_pix[(4*3 + 2)].z))*_TMP39)*_TMP57).x), float(((vec3(float(_pix[(4*0 + 2)].x), float(_pix[(4*0 + 2)].y), float(_pix[(4*0 + 2)].z))*_TMP21 + vec3(float(_pix[(4*1 + 2)].x), float(_pix[(4*1 + 2)].y), float(_pix[(4*1 + 2)].z))*_TMP27 + vec3(float(_pix[(4*2 + 2)].x), float(_pix[(4*2 + 2)].y), float(_pix[(4*2 + 2)].z))*_TMP33 + vec3(float(_pix[(4*3 + 2)].x), float(_pix[(4*3 + 2)].y), float(_pix[(4*3 + 2)].z))*_TMP39)*_TMP57).y), float(((vec3(float(_pix[(4*0 + 2)].x), float(_pix[(4*0 + 2)].y), float(_pix[(4*0 + 2)].z))*_TMP21 + vec3(float(_pix[(4*1 + 2)].x), float(_pix[(4*1 + 2)].y), float(_pix[(4*1 + 2)].z))*_TMP27 + vec3(float(_pix[(4*2 + 2)].x), float(_pix[(4*2 + 2)].y), float(_pix[(4*2 + 2)].z))*_TMP33 + vec3(float(_pix[(4*3 + 2)].x), float(_pix[(4*3 + 2)].y), float(_pix[(4*3 + 2)].z))*_TMP39)*_TMP57).z));
_pix[(4*1 + 3)] = vec3(float(((vec3(float(_pix[(4*1 + 3)].x), float(_pix[(4*1 + 3)].y), float(_pix[(4*1 + 3)].z))*_TMP27 + vec3(float(_pix[(4*2 + 3)].x), float(_pix[(4*2 + 3)].y), float(_pix[(4*2 + 3)].z))*_TMP33)*_TMP63).x), float(((vec3(float(_pix[(4*1 + 3)].x), float(_pix[(4*1 + 3)].y), float(_pix[(4*1 + 3)].z))*_TMP27 + vec3(float(_pix[(4*2 + 3)].x), float(_pix[(4*2 + 3)].y), float(_pix[(4*2 + 3)].z))*_TMP33)*_TMP63).y), float(((vec3(float(_pix[(4*1 + 3)].x), float(_pix[(4*1 + 3)].y), float(_pix[(4*1 + 3)].z))*_TMP27 + vec3(float(_pix[(4*2 + 3)].x), float(_pix[(4*2 + 3)].y), float(_pix[(4*2 + 3)].z))*_TMP33)*_TMP63).z));
_TMP18 = vec3(float((_pix[(4*1 + 0)] + _pix[(4*0 + 1)] + _pix[(4*0 + 2)] + _pix[(4*1 + 3)]).x), float((_pix[(4*1 + 0)] + _pix[(4*0 + 1)] + _pix[(4*0 + 2)] + _pix[(4*1 + 3)]).y), float((_pix[(4*1 + 0)] + _pix[(4*0 + 1)] + _pix[(4*0 + 2)] + _pix[(4*1 + 3)]).z))/((_TMP21 + _TMP27 + _TMP33 + _TMP39)*(_TMP45 + _TMP51 + _TMP57 + _TMP63) - (_TMP21 + _TMP39)*(_TMP45 + _TMP63));
_OUT._color = vec4(_TMP18.x, _TMP18.y, _TMP18.z, 1.00000000E+00);
gl_FragColor = _OUT._color;
return;
}
#endif

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@ -0,0 +1,328 @@
// GLSL shader autogenerated by cg2glsl.py.
#if defined(VERTEX)
varying float _frame_rotation;
varying vec4 _color1;
struct output_dummy {
vec4 _color1;
};
struct input_dummy {
vec2 _video_size;
vec2 _texture_size;
vec2 _output_dummy_size;
float _frame_count;
float _frame_direction;
float _frame_rotation;
};
vec4 _oPosition1;
uniform mat4 MVPMatrix;
vec4 _r0004;
attribute vec4 VertexCoord;
attribute vec4 COLOR;
attribute vec4 TexCoord;
varying vec4 COL0;
varying vec4 TEX0;
mat4 transpose_(mat4 matrix)
{
mat4 ret;
for (int i = 0; i < 4; i++)
for (int j = 0; j < 4; j++)
ret[i][j] = matrix[j][i];
return ret;
}
uniform int FrameDirection;
uniform int FrameCount;
#ifdef GL_ES
uniform mediump vec2 OutputSize;
uniform mediump vec2 TextureSize;
uniform mediump vec2 InputSize;
#else
uniform vec2 OutputSize;
uniform vec2 TextureSize;
uniform vec2 InputSize;
#endif
void main()
{
mat4 MVPMatrix_ = transpose_(MVPMatrix);
vec4 _oColor;
vec2 _otexCoord;
_r0004.x = dot(MVPMatrix_[0], VertexCoord);
_r0004.y = dot(MVPMatrix_[1], VertexCoord);
_r0004.z = dot(MVPMatrix_[2], VertexCoord);
_r0004.w = dot(MVPMatrix_[3], VertexCoord);
_oPosition1 = _r0004;
_oColor = COLOR;
_otexCoord = TexCoord.xy;
gl_Position = _r0004;
COL0 = COLOR;
TEX0.xy = TexCoord.xy;
}
#elif defined(FRAGMENT)
#ifdef GL_ES
precision mediump float;
#endif
varying float _frame_rotation;
varying vec4 _color;
struct output_dummy {
vec4 _color;
};
struct input_dummy {
vec2 _video_size;
vec2 _texture_size;
vec2 _output_dummy_size;
float _frame_count;
float _frame_direction;
float _frame_rotation;
};
vec4 _TMP15;
vec4 _TMP14;
vec4 _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;
float _TMP17;
float _TMP16;
input_dummy _IN1;
uniform sampler2D Texture;
float _TMP25;
float _x0026;
float _a0028;
float _a0030;
float _TMP31;
float _a0034;
float _a0036;
float _TMP37;
float _x0038;
float _a0040;
float _a0042;
float _TMP43;
float _x0044;
float _a0046;
float _a0048;
float _TMP49;
float _x0050;
float _a0052;
float _a0054;
float _TMP55;
float _a0058;
float _a0060;
float _TMP61;
float _x0062;
float _a0064;
float _a0066;
float _TMP67;
float _x0068;
float _a0070;
float _a0072;
vec2 _c0074;
vec2 _c0076;
vec2 _c0078;
vec2 _c0080;
vec2 _c0082;
vec2 _c0084;
vec2 _c0086;
vec2 _c0088;
vec2 _c0090;
vec2 _c0092;
vec2 _c0094;
vec2 _c0096;
vec2 _c0098;
vec2 _c0100;
vec2 _c0102;
vec2 _c0104;
varying vec4 TEX0;
uniform int FrameDirection;
uniform int FrameCount;
#ifdef GL_ES
uniform mediump vec2 OutputSize;
uniform mediump vec2 TextureSize;
uniform mediump vec2 InputSize;
#else
uniform vec2 OutputSize;
uniform vec2 TextureSize;
uniform vec2 InputSize;
#endif
void main()
{
vec2 _ps;
vec2 _crd[16];
vec3 _pix[16];
vec2 _dx;
vec2 _dy;
vec2 _pixcoord;
vec2 _fract;
vec2 _coord0;
output_dummy _OUT;
vec3 _TMP22;
_ps = vec2(9.99000013E-01/TextureSize.x, 9.99000013E-01/TextureSize.y);
_dx = vec2(float(_ps.x), 0.00000000E+00);
_dy = vec2(0.00000000E+00, float(_ps.y));
_pixcoord = TEX0.xy/_ps;
_fract = fract(_pixcoord);
_coord0 = TEX0.xy - _fract*_ps;
_crd[(4*0 + 0)] = vec2(float((_coord0 - _ps).x), float((_coord0 - _ps).y));
_crd[(4*1 + 0)] = _crd[(4*0 + 0)] + _dx;
_crd[(4*2 + 0)] = _crd[(4*1 + 0)] + _dx;
_crd[(4*3 + 0)] = _crd[(4*2 + 0)] + _dx;
_crd[(4*0 + 1)] = _crd[(4*0 + 0)] + _dy;
_crd[(4*1 + 1)] = _crd[(4*0 + 1)] + _dx;
_crd[(4*2 + 1)] = _crd[(4*1 + 1)] + _dx;
_crd[(4*3 + 1)] = _crd[(4*2 + 1)] + _dx;
_crd[(4*0 + 2)] = _crd[(4*0 + 1)] + _dy;
_crd[(4*1 + 2)] = _crd[(4*0 + 2)] + _dx;
_crd[(4*2 + 2)] = _crd[(4*1 + 2)] + _dx;
_crd[(4*3 + 2)] = _crd[(4*2 + 2)] + _dx;
_crd[(4*0 + 3)] = _crd[(4*0 + 2)] + _dy;
_crd[(4*1 + 3)] = _crd[(4*0 + 3)] + _dx;
_crd[(4*2 + 3)] = _crd[(4*1 + 3)] + _dx;
_crd[(4*3 + 3)] = _crd[(4*2 + 3)] + _dx;
_x0026 = 1.00000000E+00 + _fract.x;
if (_x0026 == 0.00000000E+00) {
_TMP25 = 4.93359375E+00;
} else {
_a0028 = _x0026*1.57031250E+00;
_TMP16 = sin(_a0028);
_a0030 = _x0026*3.14062500E+00;
_TMP17 = sin(_a0030);
_TMP25 = (_TMP16*_TMP17)/(_x0026*_x0026);
}
if (_fract.x == 0.00000000E+00) {
_TMP31 = 4.93359375E+00;
} else {
_a0034 = _fract.x*1.57031250E+00;
_TMP16 = sin(_a0034);
_a0036 = _fract.x*3.14062500E+00;
_TMP17 = sin(_a0036);
_TMP31 = (_TMP16*_TMP17)/(_fract.x*_fract.x);
}
_x0038 = 1.00000000E+00 - _fract.x;
if (_x0038 == 0.00000000E+00) {
_TMP37 = 4.93359375E+00;
} else {
_a0040 = _x0038*1.57031250E+00;
_TMP16 = sin(_a0040);
_a0042 = _x0038*3.14062500E+00;
_TMP17 = sin(_a0042);
_TMP37 = (_TMP16*_TMP17)/(_x0038*_x0038);
}
_x0044 = 2.00000000E+00 - _fract.x;
if (_x0044 == 0.00000000E+00) {
_TMP43 = 4.93359375E+00;
} else {
_a0046 = _x0044*1.57031250E+00;
_TMP16 = sin(_a0046);
_a0048 = _x0044*3.14062500E+00;
_TMP17 = sin(_a0048);
_TMP43 = (_TMP16*_TMP17)/(_x0044*_x0044);
}
_x0050 = 1.00000000E+00 + _fract.y;
if (_x0050 == 0.00000000E+00) {
_TMP49 = 4.93359375E+00;
} else {
_a0052 = _x0050*1.57031250E+00;
_TMP16 = sin(_a0052);
_a0054 = _x0050*3.14062500E+00;
_TMP17 = sin(_a0054);
_TMP49 = (_TMP16*_TMP17)/(_x0050*_x0050);
}
if (_fract.y == 0.00000000E+00) {
_TMP55 = 4.93359375E+00;
} else {
_a0058 = _fract.y*1.57031250E+00;
_TMP16 = sin(_a0058);
_a0060 = _fract.y*3.14062500E+00;
_TMP17 = sin(_a0060);
_TMP55 = (_TMP16*_TMP17)/(_fract.y*_fract.y);
}
_x0062 = 1.00000000E+00 - _fract.y;
if (_x0062 == 0.00000000E+00) {
_TMP61 = 4.93359375E+00;
} else {
_a0064 = _x0062*1.57031250E+00;
_TMP16 = sin(_a0064);
_a0066 = _x0062*3.14062500E+00;
_TMP17 = sin(_a0066);
_TMP61 = (_TMP16*_TMP17)/(_x0062*_x0062);
}
_x0068 = 2.00000000E+00 - _fract.y;
if (_x0068 == 0.00000000E+00) {
_TMP67 = 4.93359375E+00;
} else {
_a0070 = _x0068*1.57031250E+00;
_TMP16 = sin(_a0070);
_a0072 = _x0068*3.14062500E+00;
_TMP17 = sin(_a0072);
_TMP67 = (_TMP16*_TMP17)/(_x0068*_x0068);
}
_c0074 = vec2(float(_crd[(4*0 + 0)].x), float(_crd[(4*0 + 0)].y));
_TMP0 = texture2D(Texture, _c0074);
_pix[(4*0 + 0)] = vec3(float(_TMP0.x), float(_TMP0.y), float(_TMP0.z));
_c0076 = vec2(float(_crd[(4*1 + 0)].x), float(_crd[(4*1 + 0)].y));
_TMP1 = texture2D(Texture, _c0076);
_pix[(4*1 + 0)] = vec3(float(_TMP1.x), float(_TMP1.y), float(_TMP1.z));
_c0078 = vec2(float(_crd[(4*2 + 0)].x), float(_crd[(4*2 + 0)].y));
_TMP2 = texture2D(Texture, _c0078);
_pix[(4*2 + 0)] = vec3(float(_TMP2.x), float(_TMP2.y), float(_TMP2.z));
_c0080 = vec2(float(_crd[(4*3 + 0)].x), float(_crd[(4*3 + 0)].y));
_TMP3 = texture2D(Texture, _c0080);
_pix[(4*3 + 0)] = vec3(float(_TMP3.x), float(_TMP3.y), float(_TMP3.z));
_c0082 = vec2(float(_crd[(4*0 + 1)].x), float(_crd[(4*0 + 1)].y));
_TMP4 = texture2D(Texture, _c0082);
_pix[(4*0 + 1)] = vec3(float(_TMP4.x), float(_TMP4.y), float(_TMP4.z));
_c0084 = vec2(float(_crd[(4*1 + 1)].x), float(_crd[(4*1 + 1)].y));
_TMP5 = texture2D(Texture, _c0084);
_pix[(4*1 + 1)] = vec3(float(_TMP5.x), float(_TMP5.y), float(_TMP5.z));
_c0086 = vec2(float(_crd[(4*2 + 1)].x), float(_crd[(4*2 + 1)].y));
_TMP6 = texture2D(Texture, _c0086);
_pix[(4*2 + 1)] = vec3(float(_TMP6.x), float(_TMP6.y), float(_TMP6.z));
_c0088 = vec2(float(_crd[(4*3 + 1)].x), float(_crd[(4*3 + 1)].y));
_TMP7 = texture2D(Texture, _c0088);
_pix[(4*3 + 1)] = vec3(float(_TMP7.x), float(_TMP7.y), float(_TMP7.z));
_c0090 = vec2(float(_crd[(4*0 + 2)].x), float(_crd[(4*0 + 2)].y));
_TMP8 = texture2D(Texture, _c0090);
_pix[(4*0 + 2)] = vec3(float(_TMP8.x), float(_TMP8.y), float(_TMP8.z));
_c0092 = vec2(float(_crd[(4*1 + 2)].x), float(_crd[(4*1 + 2)].y));
_TMP9 = texture2D(Texture, _c0092);
_pix[(4*1 + 2)] = vec3(float(_TMP9.x), float(_TMP9.y), float(_TMP9.z));
_c0094 = vec2(float(_crd[(4*2 + 2)].x), float(_crd[(4*2 + 2)].y));
_TMP10 = texture2D(Texture, _c0094);
_pix[(4*2 + 2)] = vec3(float(_TMP10.x), float(_TMP10.y), float(_TMP10.z));
_c0096 = vec2(float(_crd[(4*3 + 2)].x), float(_crd[(4*3 + 2)].y));
_TMP11 = texture2D(Texture, _c0096);
_pix[(4*3 + 2)] = vec3(float(_TMP11.x), float(_TMP11.y), float(_TMP11.z));
_c0098 = vec2(float(_crd[(4*0 + 3)].x), float(_crd[(4*0 + 3)].y));
_TMP12 = texture2D(Texture, _c0098);
_pix[(4*0 + 3)] = vec3(float(_TMP12.x), float(_TMP12.y), float(_TMP12.z));
_c0100 = vec2(float(_crd[(4*1 + 3)].x), float(_crd[(4*1 + 3)].y));
_TMP13 = texture2D(Texture, _c0100);
_pix[(4*1 + 3)] = vec3(float(_TMP13.x), float(_TMP13.y), float(_TMP13.z));
_c0102 = vec2(float(_crd[(4*2 + 3)].x), float(_crd[(4*2 + 3)].y));
_TMP14 = texture2D(Texture, _c0102);
_pix[(4*2 + 3)] = vec3(float(_TMP14.x), float(_TMP14.y), float(_TMP14.z));
_c0104 = vec2(float(_crd[(4*3 + 3)].x), float(_crd[(4*3 + 3)].y));
_TMP15 = texture2D(Texture, _c0104);
_pix[(4*3 + 3)] = vec3(float(_TMP15.x), float(_TMP15.y), float(_TMP15.z));
_pix[(4*0 + 0)] = vec3(float((((vec3(float((-_pix[(4*0 + 0)]).x), float((-_pix[(4*0 + 0)]).y), float((-_pix[(4*0 + 0)]).z))*_TMP25 + vec3(float(_pix[(4*1 + 0)].x), float(_pix[(4*1 + 0)].y), float(_pix[(4*1 + 0)].z))*_TMP31 + vec3(float(_pix[(4*2 + 0)].x), float(_pix[(4*2 + 0)].y), float(_pix[(4*2 + 0)].z))*_TMP37) - vec3(float(_pix[(4*3 + 0)].x), float(_pix[(4*3 + 0)].y), float(_pix[(4*3 + 0)].z))*_TMP43)*_TMP49).x), float((((vec3(float((-_pix[(4*0 + 0)]).x), float((-_pix[(4*0 + 0)]).y), float((-_pix[(4*0 + 0)]).z))*_TMP25 + vec3(float(_pix[(4*1 + 0)].x), float(_pix[(4*1 + 0)].y), float(_pix[(4*1 + 0)].z))*_TMP31 + vec3(float(_pix[(4*2 + 0)].x), float(_pix[(4*2 + 0)].y), float(_pix[(4*2 + 0)].z))*_TMP37) - vec3(float(_pix[(4*3 + 0)].x), float(_pix[(4*3 + 0)].y), float(_pix[(4*3 + 0)].z))*_TMP43)*_TMP49).y), float((((vec3(float((-_pix[(4*0 + 0)]).x), float((-_pix[(4*0 + 0)]).y), float((-_pix[(4*0 + 0)]).z))*_TMP25 + vec3(float(_pix[(4*1 + 0)].x), float(_pix[(4*1 + 0)].y), float(_pix[(4*1 + 0)].z))*_TMP31 + vec3(float(_pix[(4*2 + 0)].x), float(_pix[(4*2 + 0)].y), float(_pix[(4*2 + 0)].z))*_TMP37) - vec3(float(_pix[(4*3 + 0)].x), float(_pix[(4*3 + 0)].y), float(_pix[(4*3 + 0)].z))*_TMP43)*_TMP49).z));
_pix[(4*0 + 1)] = vec3(float(((vec3(float(_pix[(4*0 + 1)].x), float(_pix[(4*0 + 1)].y), float(_pix[(4*0 + 1)].z))*_TMP25 + vec3(float(_pix[(4*1 + 1)].x), float(_pix[(4*1 + 1)].y), float(_pix[(4*1 + 1)].z))*_TMP31 + vec3(float(_pix[(4*2 + 1)].x), float(_pix[(4*2 + 1)].y), float(_pix[(4*2 + 1)].z))*_TMP37 + vec3(float(_pix[(4*3 + 1)].x), float(_pix[(4*3 + 1)].y), float(_pix[(4*3 + 1)].z))*_TMP43)*_TMP55).x), float(((vec3(float(_pix[(4*0 + 1)].x), float(_pix[(4*0 + 1)].y), float(_pix[(4*0 + 1)].z))*_TMP25 + vec3(float(_pix[(4*1 + 1)].x), float(_pix[(4*1 + 1)].y), float(_pix[(4*1 + 1)].z))*_TMP31 + vec3(float(_pix[(4*2 + 1)].x), float(_pix[(4*2 + 1)].y), float(_pix[(4*2 + 1)].z))*_TMP37 + vec3(float(_pix[(4*3 + 1)].x), float(_pix[(4*3 + 1)].y), float(_pix[(4*3 + 1)].z))*_TMP43)*_TMP55).y), float(((vec3(float(_pix[(4*0 + 1)].x), float(_pix[(4*0 + 1)].y), float(_pix[(4*0 + 1)].z))*_TMP25 + vec3(float(_pix[(4*1 + 1)].x), float(_pix[(4*1 + 1)].y), float(_pix[(4*1 + 1)].z))*_TMP31 + vec3(float(_pix[(4*2 + 1)].x), float(_pix[(4*2 + 1)].y), float(_pix[(4*2 + 1)].z))*_TMP37 + vec3(float(_pix[(4*3 + 1)].x), float(_pix[(4*3 + 1)].y), float(_pix[(4*3 + 1)].z))*_TMP43)*_TMP55).z));
_pix[(4*0 + 2)] = vec3(float(((vec3(float(_pix[(4*0 + 2)].x), float(_pix[(4*0 + 2)].y), float(_pix[(4*0 + 2)].z))*_TMP25 + vec3(float(_pix[(4*1 + 2)].x), float(_pix[(4*1 + 2)].y), float(_pix[(4*1 + 2)].z))*_TMP31 + vec3(float(_pix[(4*2 + 2)].x), float(_pix[(4*2 + 2)].y), float(_pix[(4*2 + 2)].z))*_TMP37 + vec3(float(_pix[(4*3 + 2)].x), float(_pix[(4*3 + 2)].y), float(_pix[(4*3 + 2)].z))*_TMP43)*_TMP61).x), float(((vec3(float(_pix[(4*0 + 2)].x), float(_pix[(4*0 + 2)].y), float(_pix[(4*0 + 2)].z))*_TMP25 + vec3(float(_pix[(4*1 + 2)].x), float(_pix[(4*1 + 2)].y), float(_pix[(4*1 + 2)].z))*_TMP31 + vec3(float(_pix[(4*2 + 2)].x), float(_pix[(4*2 + 2)].y), float(_pix[(4*2 + 2)].z))*_TMP37 + vec3(float(_pix[(4*3 + 2)].x), float(_pix[(4*3 + 2)].y), float(_pix[(4*3 + 2)].z))*_TMP43)*_TMP61).y), float(((vec3(float(_pix[(4*0 + 2)].x), float(_pix[(4*0 + 2)].y), float(_pix[(4*0 + 2)].z))*_TMP25 + vec3(float(_pix[(4*1 + 2)].x), float(_pix[(4*1 + 2)].y), float(_pix[(4*1 + 2)].z))*_TMP31 + vec3(float(_pix[(4*2 + 2)].x), float(_pix[(4*2 + 2)].y), float(_pix[(4*2 + 2)].z))*_TMP37 + vec3(float(_pix[(4*3 + 2)].x), float(_pix[(4*3 + 2)].y), float(_pix[(4*3 + 2)].z))*_TMP43)*_TMP61).z));
_pix[(4*0 + 3)] = vec3(float((((vec3(float((-_pix[(4*0 + 3)]).x), float((-_pix[(4*0 + 3)]).y), float((-_pix[(4*0 + 3)]).z))*_TMP25 + vec3(float(_pix[(4*1 + 3)].x), float(_pix[(4*1 + 3)].y), float(_pix[(4*1 + 3)].z))*_TMP31 + vec3(float(_pix[(4*2 + 3)].x), float(_pix[(4*2 + 3)].y), float(_pix[(4*2 + 3)].z))*_TMP37) - vec3(float(_pix[(4*3 + 3)].x), float(_pix[(4*3 + 3)].y), float(_pix[(4*3 + 3)].z))*_TMP43)*_TMP67).x), float((((vec3(float((-_pix[(4*0 + 3)]).x), float((-_pix[(4*0 + 3)]).y), float((-_pix[(4*0 + 3)]).z))*_TMP25 + vec3(float(_pix[(4*1 + 3)].x), float(_pix[(4*1 + 3)].y), float(_pix[(4*1 + 3)].z))*_TMP31 + vec3(float(_pix[(4*2 + 3)].x), float(_pix[(4*2 + 3)].y), float(_pix[(4*2 + 3)].z))*_TMP37) - vec3(float(_pix[(4*3 + 3)].x), float(_pix[(4*3 + 3)].y), float(_pix[(4*3 + 3)].z))*_TMP43)*_TMP67).y), float((((vec3(float((-_pix[(4*0 + 3)]).x), float((-_pix[(4*0 + 3)]).y), float((-_pix[(4*0 + 3)]).z))*_TMP25 + vec3(float(_pix[(4*1 + 3)].x), float(_pix[(4*1 + 3)].y), float(_pix[(4*1 + 3)].z))*_TMP31 + vec3(float(_pix[(4*2 + 3)].x), float(_pix[(4*2 + 3)].y), float(_pix[(4*2 + 3)].z))*_TMP37) - vec3(float(_pix[(4*3 + 3)].x), float(_pix[(4*3 + 3)].y), float(_pix[(4*3 + 3)].z))*_TMP43)*_TMP67).z));
_TMP22 = vec3(float((_pix[(4*0 + 0)] + _pix[(4*0 + 1)] + _pix[(4*0 + 2)] + _pix[(4*0 + 3)]).x), float((_pix[(4*0 + 0)] + _pix[(4*0 + 1)] + _pix[(4*0 + 2)] + _pix[(4*0 + 3)]).y), float((_pix[(4*0 + 0)] + _pix[(4*0 + 1)] + _pix[(4*0 + 2)] + _pix[(4*0 + 3)]).z))/((_TMP25 + _TMP31 + _TMP37 + _TMP43)*(_TMP49 + _TMP55 + _TMP61 + _TMP67) - 2.00000000E+00*(_TMP25 + _TMP43)*(_TMP49 + _TMP67));
_OUT._color = vec4(_TMP22.x, _TMP22.y, _TMP22.z, 1.00000000E+00);
gl_FragColor = _OUT._color;
return;
}
#endif

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@ -0,0 +1,263 @@
// GLSL shader autogenerated by cg2glsl.py.
#if defined(VERTEX)
varying float _frame_rotation;
varying vec4 _color1;
struct output_dummy {
vec4 _color1;
};
struct input_dummy {
vec2 _video_size;
vec2 _texture_size;
vec2 _output_dummy_size;
float _frame_count;
float _frame_direction;
float _frame_rotation;
};
vec4 _oPosition1;
uniform mat4 MVPMatrix;
vec4 _r0004;
vec4 _v0004;
attribute vec4 VertexCoord;
attribute vec4 COLOR;
attribute vec4 TexCoord;
varying vec4 COL0;
varying vec4 TEX0;
mat4 transpose_(mat4 matrix)
{
mat4 ret;
for (int i = 0; i < 4; i++)
for (int j = 0; j < 4; j++)
ret[i][j] = matrix[j][i];
return ret;
}
uniform int FrameDirection;
uniform int FrameCount;
#ifdef GL_ES
uniform mediump vec2 OutputSize;
uniform mediump vec2 TextureSize;
uniform mediump vec2 InputSize;
#else
uniform vec2 OutputSize;
uniform vec2 TextureSize;
uniform vec2 InputSize;
#endif
void main()
{
mat4 MVPMatrix_ = transpose_(MVPMatrix);
vec4 _oColor;
vec2 _otexCoord;
_v0004 = vec4(float(VertexCoord.x), float(VertexCoord.y), float(VertexCoord.z), float(VertexCoord.w));
_r0004.x = dot(MVPMatrix_[0], _v0004);
_r0004.y = dot(MVPMatrix_[1], _v0004);
_r0004.z = dot(MVPMatrix_[2], _v0004);
_r0004.w = dot(MVPMatrix_[3], _v0004);
_oPosition1 = vec4(float(_r0004.x), float(_r0004.y), float(_r0004.z), float(_r0004.w));
_oColor = COLOR;
_otexCoord = TexCoord.xy;
gl_Position = vec4(float(_oPosition1.x), float(_oPosition1.y), float(_oPosition1.z), float(_oPosition1.w));
COL0 = COLOR;
TEX0.xy = TexCoord.xy;
}
#elif defined(FRAGMENT)
#ifdef GL_ES
precision mediump float;
#endif
varying float _frame_rotation;
varying vec4 _color;
struct output_dummy {
vec4 _color;
};
struct input_dummy {
vec2 _video_size;
vec2 _texture_size;
vec2 _output_dummy_size;
float _frame_count;
float _frame_direction;
float _frame_rotation;
};
vec3 _TMP11;
vec3 _TMP10;
vec3 _TMP9;
vec4 _TMP17;
float _TMP8;
vec4 _TMP7;
vec4 _TMP6;
float _TMP16;
float _TMP15;
float _TMP14;
float _TMP13;
vec4 _TMP5;
input_dummy _IN1;
uniform sampler2D Texture;
vec2 _x0025;
vec4 _ret0027;
vec4 _a0029;
vec4 _TMP30;
vec4 _x0045;
vec4 _ret0057;
vec4 _a0059;
vec4 _TMP60;
vec4 _x0075;
vec2 _c0091;
vec2 _c0095;
vec2 _c0099;
vec2 _c0103;
vec3 _r0105;
float _ypos0107;
vec2 _c0111;
vec2 _c0115;
vec2 _c0119;
vec2 _c0123;
vec3 _r0125;
float _ypos0127;
vec2 _c0131;
vec2 _c0135;
vec2 _c0139;
vec2 _c0143;
vec3 _r0145;
float _ypos0147;
vec2 _c0151;
vec2 _c0155;
vec2 _c0159;
vec2 _c0163;
vec3 _r0165;
vec3 _r0167;
varying vec4 TEX0;
uniform int FrameDirection;
uniform int FrameCount;
#ifdef GL_ES
uniform mediump vec2 OutputSize;
uniform mediump vec2 TextureSize;
uniform mediump vec2 InputSize;
#else
uniform vec2 OutputSize;
uniform vec2 TextureSize;
uniform vec2 InputSize;
#endif
void main()
{
vec2 _stepxy;
vec2 _pos;
vec2 _f;
vec2 _xystart;
vec4 _xpos2;
vec4 _linetaps1;
vec4 _columntaps;
output_dummy _OUT;
_stepxy = vec2(float((1.00000000E+00/TextureSize.xy).x), float((1.00000000E+00/TextureSize.xy).y));
_pos = vec2(float(TEX0.x), float(TEX0.y)) + _stepxy*5.00000000E-01;
_x0025 = _pos/_stepxy;
_f = fract(_x0025);
_xystart = (-1.50000000E+00 - _f)*_stepxy + _pos;
_xpos2 = vec4(_xystart.x, _xystart.x + _stepxy.x, _xystart.x + _stepxy.x*2.00000000E+00, _xystart.x + _stepxy.x*3.00000000E+00);
_a0029 = 3.14159274E+00*vec4(1.00000000E+00 + _f.x, _f.x, 1.00000000E+00 - _f.x, 2.00000000E+00 - _f.x);
_TMP5 = abs(_a0029);
_TMP30 = max(_TMP5, vec4( 9.99999975E-06, 9.99999975E-06, 9.99999975E-06, 9.99999975E-06));
_TMP13 = sin(_TMP30.x);
_TMP14 = sin(_TMP30.y);
_TMP15 = sin(_TMP30.z);
_TMP16 = sin(_TMP30.w);
_TMP6 = vec4(_TMP13, _TMP14, _TMP15, _TMP16);
_x0045 = _TMP30/2.00000000E+00;
_TMP13 = sin(_x0045.x);
_TMP14 = sin(_x0045.y);
_TMP15 = sin(_x0045.z);
_TMP16 = sin(_x0045.w);
_TMP7 = vec4(_TMP13, _TMP14, _TMP15, _TMP16);
_ret0027 = (_TMP6*_TMP7)/(_TMP30*_TMP30);
_TMP8 = dot(_ret0027, vec4( 1.00000000E+00, 1.00000000E+00, 1.00000000E+00, 1.00000000E+00));
_linetaps1 = _ret0027/_TMP8;
_a0059 = 3.14159274E+00*vec4(1.00000000E+00 + _f.y, _f.y, 1.00000000E+00 - _f.y, 2.00000000E+00 - _f.y);
_TMP5 = abs(_a0059);
_TMP60 = max(_TMP5, vec4( 9.99999975E-06, 9.99999975E-06, 9.99999975E-06, 9.99999975E-06));
_TMP13 = sin(_TMP60.x);
_TMP14 = sin(_TMP60.y);
_TMP15 = sin(_TMP60.z);
_TMP16 = sin(_TMP60.w);
_TMP6 = vec4(_TMP13, _TMP14, _TMP15, _TMP16);
_x0075 = _TMP60/2.00000000E+00;
_TMP13 = sin(_x0075.x);
_TMP14 = sin(_x0075.y);
_TMP15 = sin(_x0075.z);
_TMP16 = sin(_x0075.w);
_TMP7 = vec4(_TMP13, _TMP14, _TMP15, _TMP16);
_ret0057 = (_TMP6*_TMP7)/(_TMP60*_TMP60);
_TMP8 = dot(_ret0057, vec4( 1.00000000E+00, 1.00000000E+00, 1.00000000E+00, 1.00000000E+00));
_columntaps = _ret0057/_TMP8;
_c0091 = vec2(_xpos2.x, _xystart.y);
_TMP17 = texture2D(Texture, _c0091);
_TMP9 = _TMP17.xyz;
_c0095 = vec2(_xpos2.y, _xystart.y);
_TMP17 = texture2D(Texture, _c0095);
_TMP10 = _TMP17.xyz;
_c0099 = vec2(_xpos2.z, _xystart.y);
_TMP17 = texture2D(Texture, _c0099);
_TMP11 = _TMP17.xyz;
_c0103 = vec2(_xpos2.w, _xystart.y);
_TMP17 = texture2D(Texture, _c0103);
_r0105 = _linetaps1.x*_TMP9;
_r0105 = _r0105 + _linetaps1.y*_TMP10;
_r0105 = _r0105 + _linetaps1.z*_TMP11;
_r0105 = _r0105 + _linetaps1.w*_TMP17.xyz;
_ypos0107 = _xystart.y + _stepxy.y;
_c0111 = vec2(_xpos2.x, _ypos0107);
_TMP17 = texture2D(Texture, _c0111);
_TMP9 = _TMP17.xyz;
_c0115 = vec2(_xpos2.y, _ypos0107);
_TMP17 = texture2D(Texture, _c0115);
_TMP10 = _TMP17.xyz;
_c0119 = vec2(_xpos2.z, _ypos0107);
_TMP17 = texture2D(Texture, _c0119);
_TMP11 = _TMP17.xyz;
_c0123 = vec2(_xpos2.w, _ypos0107);
_TMP17 = texture2D(Texture, _c0123);
_r0125 = _linetaps1.x*_TMP9;
_r0125 = _r0125 + _linetaps1.y*_TMP10;
_r0125 = _r0125 + _linetaps1.z*_TMP11;
_r0125 = _r0125 + _linetaps1.w*_TMP17.xyz;
_ypos0127 = _xystart.y + _stepxy.y*2.00000000E+00;
_c0131 = vec2(_xpos2.x, _ypos0127);
_TMP17 = texture2D(Texture, _c0131);
_TMP9 = _TMP17.xyz;
_c0135 = vec2(_xpos2.y, _ypos0127);
_TMP17 = texture2D(Texture, _c0135);
_TMP10 = _TMP17.xyz;
_c0139 = vec2(_xpos2.z, _ypos0127);
_TMP17 = texture2D(Texture, _c0139);
_TMP11 = _TMP17.xyz;
_c0143 = vec2(_xpos2.w, _ypos0127);
_TMP17 = texture2D(Texture, _c0143);
_r0145 = _linetaps1.x*_TMP9;
_r0145 = _r0145 + _linetaps1.y*_TMP10;
_r0145 = _r0145 + _linetaps1.z*_TMP11;
_r0145 = _r0145 + _linetaps1.w*_TMP17.xyz;
_ypos0147 = _xystart.y + _stepxy.y*3.00000000E+00;
_c0151 = vec2(_xpos2.x, _ypos0147);
_TMP17 = texture2D(Texture, _c0151);
_TMP9 = _TMP17.xyz;
_c0155 = vec2(_xpos2.y, _ypos0147);
_TMP17 = texture2D(Texture, _c0155);
_TMP10 = _TMP17.xyz;
_c0159 = vec2(_xpos2.z, _ypos0147);
_TMP17 = texture2D(Texture, _c0159);
_TMP11 = _TMP17.xyz;
_c0163 = vec2(_xpos2.w, _ypos0147);
_TMP17 = texture2D(Texture, _c0163);
_r0165 = _linetaps1.x*_TMP9;
_r0165 = _r0165 + _linetaps1.y*_TMP10;
_r0165 = _r0165 + _linetaps1.z*_TMP11;
_r0165 = _r0165 + _linetaps1.w*_TMP17.xyz;
_r0167 = _columntaps.x*_r0105;
_r0167 = _r0167 + _columntaps.y*_r0125;
_r0167 = _r0167 + _columntaps.z*_r0145;
_r0167 = _r0167 + _columntaps.w*_r0165;
_OUT._color = vec4(float(_r0167.x), float(_r0167.y), float(_r0167.z), 1.00000000E+00);
gl_FragColor = vec4(float(_OUT._color.x), float(_OUT._color.y), float(_OUT._color.z), float(_OUT._color.w));
return;
}
#endif

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// GLSL shader autogenerated by cg2glsl.py.
#if defined(VERTEX)
varying float _frame_rotation;
varying vec4 _color1;
struct output_dummy {
vec4 _color1;
};
struct input_dummy {
vec2 _video_size;
vec2 _texture_size;
vec2 _output_dummy_size;
float _frame_count;
float _frame_direction;
float _frame_rotation;
};
vec4 _oPosition1;
uniform mat4 MVPMatrix;
vec4 _r0004;
vec4 _v0004;
attribute vec4 VertexCoord;
attribute vec4 COLOR;
attribute vec4 TexCoord;
varying vec4 COL0;
varying vec4 TEX0;
mat4 transpose_(mat4 matrix)
{
mat4 ret;
for (int i = 0; i < 4; i++)
for (int j = 0; j < 4; j++)
ret[i][j] = matrix[j][i];
return ret;
}
uniform int FrameDirection;
uniform int FrameCount;
#ifdef GL_ES
uniform mediump vec2 OutputSize;
uniform mediump vec2 TextureSize;
uniform mediump vec2 InputSize;
#else
uniform vec2 OutputSize;
uniform vec2 TextureSize;
uniform vec2 InputSize;
#endif
void main()
{
mat4 MVPMatrix_ = transpose_(MVPMatrix);
vec4 _oColor;
vec2 _otexCoord;
_v0004 = vec4(float(VertexCoord.x), float(VertexCoord.y), float(VertexCoord.z), float(VertexCoord.w));
_r0004.x = dot(MVPMatrix_[0], _v0004);
_r0004.y = dot(MVPMatrix_[1], _v0004);
_r0004.z = dot(MVPMatrix_[2], _v0004);
_r0004.w = dot(MVPMatrix_[3], _v0004);
_oPosition1 = vec4(float(_r0004.x), float(_r0004.y), float(_r0004.z), float(_r0004.w));
_oColor = COLOR;
_otexCoord = TexCoord.xy;
gl_Position = vec4(float(_oPosition1.x), float(_oPosition1.y), float(_oPosition1.z), float(_oPosition1.w));
COL0 = COLOR;
TEX0.xy = TexCoord.xy;
}
#elif defined(FRAGMENT)
#ifdef GL_ES
precision mediump float;
#endif
varying float _frame_rotation;
varying vec4 _color;
struct output_dummy {
vec4 _color;
};
struct input_dummy {
vec2 _video_size;
vec2 _texture_size;
vec2 _output_dummy_size;
float _frame_count;
float _frame_direction;
float _frame_rotation;
};
vec3 _TMP9;
vec3 _TMP8;
vec3 _TMP7;
vec3 _TMP6;
vec3 _TMP5;
vec3 _TMP4;
vec3 _TMP17;
vec3 _TMP16;
vec3 _TMP15;
vec3 _TMP14;
vec3 _TMP13;
vec4 _TMP22;
float _TMP3;
float _TMP2;
float _TMP1;
float _TMP0;
vec3 _TMP12;
vec3 _TMP11;
float _TMP21;
float _TMP20;
float _TMP19;
vec3 _TMP10;
input_dummy _IN1;
uniform sampler2D Texture;
vec2 _x0028;
float _x0030;
vec3 _a0032;
vec3 _TMP33;
vec3 _x0046;
float _x0054;
vec3 _a0056;
vec3 _TMP57;
vec3 _x0070;
float _x0078;
vec3 _a0080;
vec3 _TMP81;
vec3 _x0094;
float _x0102;
vec3 _a0104;
vec3 _TMP105;
vec3 _x0118;
vec2 _c0138;
vec2 _c0142;
vec2 _c0146;
vec2 _c0150;
vec2 _c0154;
vec2 _c0158;
float _ypos0160;
vec2 _c0164;
vec2 _c0168;
vec2 _c0172;
vec2 _c0176;
vec2 _c0180;
vec2 _c0184;
float _ypos0186;
vec2 _c0190;
vec2 _c0194;
vec2 _c0198;
vec2 _c0202;
vec2 _c0206;
vec2 _c0210;
float _ypos0212;
vec2 _c0216;
vec2 _c0220;
vec2 _c0224;
vec2 _c0228;
vec2 _c0232;
vec2 _c0236;
float _ypos0238;
vec2 _c0242;
vec2 _c0246;
vec2 _c0250;
vec2 _c0254;
vec2 _c0258;
vec2 _c0262;
float _ypos0264;
vec2 _c0268;
vec2 _c0272;
vec2 _c0276;
vec2 _c0280;
vec2 _c0284;
vec2 _c0288;
varying vec4 TEX0;
uniform int FrameDirection;
uniform int FrameCount;
#ifdef GL_ES
uniform mediump vec2 OutputSize;
uniform mediump vec2 TextureSize;
uniform mediump vec2 InputSize;
#else
uniform vec2 OutputSize;
uniform vec2 TextureSize;
uniform vec2 InputSize;
#endif
void main()
{
vec2 _stepxy;
vec2 _pos;
vec2 _f;
vec3 _linetaps11;
vec3 _linetaps21;
vec3 _columntaps1;
vec3 _columntaps2;
float _suml;
float _sumc;
vec2 _xystart;
vec3 _xpos11;
vec3 _xpos21;
output_dummy _OUT;
vec3 _TMP26;
_stepxy = vec2(float((1.00000000E+00/TextureSize.xy).x), float((1.00000000E+00/TextureSize.xy).y));
_pos = vec2(float(TEX0.x), float(TEX0.y)) + _stepxy*5.00000000E-01;
_x0028 = _pos/_stepxy;
_f = fract(_x0028);
_x0030 = 5.00000000E-01 - _f.x*5.00000000E-01;
_a0032 = 6.28318548E+00*vec3(_x0030 - 1.50000000E+00, _x0030 - 5.00000000E-01, _x0030 + 5.00000000E-01);
_TMP10 = abs(_a0032);
_TMP33 = max(_TMP10, vec3( 9.99999975E-06, 9.99999975E-06, 9.99999975E-06));
_TMP19 = sin(_TMP33.x);
_TMP20 = sin(_TMP33.y);
_TMP21 = sin(_TMP33.z);
_TMP11 = vec3(_TMP19, _TMP20, _TMP21);
_x0046 = _TMP33/3.00000000E+00;
_TMP19 = sin(_x0046.x);
_TMP20 = sin(_x0046.y);
_TMP21 = sin(_x0046.z);
_TMP12 = vec3(_TMP19, _TMP20, _TMP21);
_linetaps11 = (_TMP11*_TMP12)/(_TMP33*_TMP33);
_x0054 = 1.00000000E+00 - _f.x*5.00000000E-01;
_a0056 = 6.28318548E+00*vec3(_x0054 - 1.50000000E+00, _x0054 - 5.00000000E-01, _x0054 + 5.00000000E-01);
_TMP10 = abs(_a0056);
_TMP57 = max(_TMP10, vec3( 9.99999975E-06, 9.99999975E-06, 9.99999975E-06));
_TMP19 = sin(_TMP57.x);
_TMP20 = sin(_TMP57.y);
_TMP21 = sin(_TMP57.z);
_TMP11 = vec3(_TMP19, _TMP20, _TMP21);
_x0070 = _TMP57/3.00000000E+00;
_TMP19 = sin(_x0070.x);
_TMP20 = sin(_x0070.y);
_TMP21 = sin(_x0070.z);
_TMP12 = vec3(_TMP19, _TMP20, _TMP21);
_linetaps21 = (_TMP11*_TMP12)/(_TMP57*_TMP57);
_x0078 = 5.00000000E-01 - _f.y*5.00000000E-01;
_a0080 = 6.28318548E+00*vec3(_x0078 - 1.50000000E+00, _x0078 - 5.00000000E-01, _x0078 + 5.00000000E-01);
_TMP10 = abs(_a0080);
_TMP81 = max(_TMP10, vec3( 9.99999975E-06, 9.99999975E-06, 9.99999975E-06));
_TMP19 = sin(_TMP81.x);
_TMP20 = sin(_TMP81.y);
_TMP21 = sin(_TMP81.z);
_TMP11 = vec3(_TMP19, _TMP20, _TMP21);
_x0094 = _TMP81/3.00000000E+00;
_TMP19 = sin(_x0094.x);
_TMP20 = sin(_x0094.y);
_TMP21 = sin(_x0094.z);
_TMP12 = vec3(_TMP19, _TMP20, _TMP21);
_columntaps1 = (_TMP11*_TMP12)/(_TMP81*_TMP81);
_x0102 = 1.00000000E+00 - _f.y*5.00000000E-01;
_a0104 = 6.28318548E+00*vec3(_x0102 - 1.50000000E+00, _x0102 - 5.00000000E-01, _x0102 + 5.00000000E-01);
_TMP10 = abs(_a0104);
_TMP105 = max(_TMP10, vec3( 9.99999975E-06, 9.99999975E-06, 9.99999975E-06));
_TMP19 = sin(_TMP105.x);
_TMP20 = sin(_TMP105.y);
_TMP21 = sin(_TMP105.z);
_TMP11 = vec3(_TMP19, _TMP20, _TMP21);
_x0118 = _TMP105/3.00000000E+00;
_TMP19 = sin(_x0118.x);
_TMP20 = sin(_x0118.y);
_TMP21 = sin(_x0118.z);
_TMP12 = vec3(_TMP19, _TMP20, _TMP21);
_columntaps2 = (_TMP11*_TMP12)/(_TMP105*_TMP105);
_TMP0 = dot(_linetaps11, vec3( 1.00000000E+00, 1.00000000E+00, 1.00000000E+00));
_TMP1 = dot(_linetaps21, vec3( 1.00000000E+00, 1.00000000E+00, 1.00000000E+00));
_suml = _TMP0 + _TMP1;
_TMP2 = dot(_columntaps1, vec3( 1.00000000E+00, 1.00000000E+00, 1.00000000E+00));
_TMP3 = dot(_columntaps2, vec3( 1.00000000E+00, 1.00000000E+00, 1.00000000E+00));
_sumc = _TMP2 + _TMP3;
_linetaps11 = _linetaps11/_suml;
_linetaps21 = _linetaps21/_suml;
_columntaps1 = _columntaps1/_sumc;
_columntaps2 = _columntaps2/_sumc;
_xystart = (-2.50000000E+00 - _f)*_stepxy + _pos;
_xpos11 = vec3(_xystart.x, _xystart.x + _stepxy.x, _xystart.x + _stepxy.x*2.00000000E+00);
_xpos21 = vec3(_xystart.x + _stepxy.x*3.00000000E+00, _xystart.x + _stepxy.x*4.00000000E+00, _xystart.x + _stepxy.x*5.00000000E+00);
_c0138 = vec2(_xpos11.x, _xystart.y);
_TMP22 = texture2D(Texture, _c0138);
_TMP13 = _TMP22.xyz;
_c0142 = vec2(_xpos11.y, _xystart.y);
_TMP22 = texture2D(Texture, _c0142);
_TMP14 = _TMP22.xyz;
_c0146 = vec2(_xpos11.z, _xystart.y);
_TMP22 = texture2D(Texture, _c0146);
_TMP15 = _TMP22.xyz;
_c0150 = vec2(_xpos21.x, _xystart.y);
_TMP22 = texture2D(Texture, _c0150);
_TMP16 = _TMP22.xyz;
_c0154 = vec2(_xpos21.y, _xystart.y);
_TMP22 = texture2D(Texture, _c0154);
_TMP17 = _TMP22.xyz;
_c0158 = vec2(_xpos21.z, _xystart.y);
_TMP22 = texture2D(Texture, _c0158);
_TMP4 = _TMP13*_linetaps11.x + _TMP14*_linetaps21.x + _TMP15*_linetaps11.y + _TMP16*_linetaps21.y + _TMP17*_linetaps11.z + _TMP22.xyz*_linetaps21.z;
_ypos0160 = _xystart.y + _stepxy.y;
_c0164 = vec2(_xpos11.x, _ypos0160);
_TMP22 = texture2D(Texture, _c0164);
_TMP13 = _TMP22.xyz;
_c0168 = vec2(_xpos11.y, _ypos0160);
_TMP22 = texture2D(Texture, _c0168);
_TMP14 = _TMP22.xyz;
_c0172 = vec2(_xpos11.z, _ypos0160);
_TMP22 = texture2D(Texture, _c0172);
_TMP15 = _TMP22.xyz;
_c0176 = vec2(_xpos21.x, _ypos0160);
_TMP22 = texture2D(Texture, _c0176);
_TMP16 = _TMP22.xyz;
_c0180 = vec2(_xpos21.y, _ypos0160);
_TMP22 = texture2D(Texture, _c0180);
_TMP17 = _TMP22.xyz;
_c0184 = vec2(_xpos21.z, _ypos0160);
_TMP22 = texture2D(Texture, _c0184);
_TMP5 = _TMP13*_linetaps11.x + _TMP14*_linetaps21.x + _TMP15*_linetaps11.y + _TMP16*_linetaps21.y + _TMP17*_linetaps11.z + _TMP22.xyz*_linetaps21.z;
_ypos0186 = _xystart.y + _stepxy.y*2.00000000E+00;
_c0190 = vec2(_xpos11.x, _ypos0186);
_TMP22 = texture2D(Texture, _c0190);
_TMP13 = _TMP22.xyz;
_c0194 = vec2(_xpos11.y, _ypos0186);
_TMP22 = texture2D(Texture, _c0194);
_TMP14 = _TMP22.xyz;
_c0198 = vec2(_xpos11.z, _ypos0186);
_TMP22 = texture2D(Texture, _c0198);
_TMP15 = _TMP22.xyz;
_c0202 = vec2(_xpos21.x, _ypos0186);
_TMP22 = texture2D(Texture, _c0202);
_TMP16 = _TMP22.xyz;
_c0206 = vec2(_xpos21.y, _ypos0186);
_TMP22 = texture2D(Texture, _c0206);
_TMP17 = _TMP22.xyz;
_c0210 = vec2(_xpos21.z, _ypos0186);
_TMP22 = texture2D(Texture, _c0210);
_TMP6 = _TMP13*_linetaps11.x + _TMP14*_linetaps21.x + _TMP15*_linetaps11.y + _TMP16*_linetaps21.y + _TMP17*_linetaps11.z + _TMP22.xyz*_linetaps21.z;
_ypos0212 = _xystart.y + _stepxy.y*3.00000000E+00;
_c0216 = vec2(_xpos11.x, _ypos0212);
_TMP22 = texture2D(Texture, _c0216);
_TMP13 = _TMP22.xyz;
_c0220 = vec2(_xpos11.y, _ypos0212);
_TMP22 = texture2D(Texture, _c0220);
_TMP14 = _TMP22.xyz;
_c0224 = vec2(_xpos11.z, _ypos0212);
_TMP22 = texture2D(Texture, _c0224);
_TMP15 = _TMP22.xyz;
_c0228 = vec2(_xpos21.x, _ypos0212);
_TMP22 = texture2D(Texture, _c0228);
_TMP16 = _TMP22.xyz;
_c0232 = vec2(_xpos21.y, _ypos0212);
_TMP22 = texture2D(Texture, _c0232);
_TMP17 = _TMP22.xyz;
_c0236 = vec2(_xpos21.z, _ypos0212);
_TMP22 = texture2D(Texture, _c0236);
_TMP7 = _TMP13*_linetaps11.x + _TMP14*_linetaps21.x + _TMP15*_linetaps11.y + _TMP16*_linetaps21.y + _TMP17*_linetaps11.z + _TMP22.xyz*_linetaps21.z;
_ypos0238 = _xystart.y + _stepxy.y*4.00000000E+00;
_c0242 = vec2(_xpos11.x, _ypos0238);
_TMP22 = texture2D(Texture, _c0242);
_TMP13 = _TMP22.xyz;
_c0246 = vec2(_xpos11.y, _ypos0238);
_TMP22 = texture2D(Texture, _c0246);
_TMP14 = _TMP22.xyz;
_c0250 = vec2(_xpos11.z, _ypos0238);
_TMP22 = texture2D(Texture, _c0250);
_TMP15 = _TMP22.xyz;
_c0254 = vec2(_xpos21.x, _ypos0238);
_TMP22 = texture2D(Texture, _c0254);
_TMP16 = _TMP22.xyz;
_c0258 = vec2(_xpos21.y, _ypos0238);
_TMP22 = texture2D(Texture, _c0258);
_TMP17 = _TMP22.xyz;
_c0262 = vec2(_xpos21.z, _ypos0238);
_TMP22 = texture2D(Texture, _c0262);
_TMP8 = _TMP13*_linetaps11.x + _TMP14*_linetaps21.x + _TMP15*_linetaps11.y + _TMP16*_linetaps21.y + _TMP17*_linetaps11.z + _TMP22.xyz*_linetaps21.z;
_ypos0264 = _xystart.y + _stepxy.y*5.00000000E+00;
_c0268 = vec2(_xpos11.x, _ypos0264);
_TMP22 = texture2D(Texture, _c0268);
_TMP13 = _TMP22.xyz;
_c0272 = vec2(_xpos11.y, _ypos0264);
_TMP22 = texture2D(Texture, _c0272);
_TMP14 = _TMP22.xyz;
_c0276 = vec2(_xpos11.z, _ypos0264);
_TMP22 = texture2D(Texture, _c0276);
_TMP15 = _TMP22.xyz;
_c0280 = vec2(_xpos21.x, _ypos0264);
_TMP22 = texture2D(Texture, _c0280);
_TMP16 = _TMP22.xyz;
_c0284 = vec2(_xpos21.y, _ypos0264);
_TMP22 = texture2D(Texture, _c0284);
_TMP17 = _TMP22.xyz;
_c0288 = vec2(_xpos21.z, _ypos0264);
_TMP22 = texture2D(Texture, _c0288);
_TMP9 = _TMP13*_linetaps11.x + _TMP14*_linetaps21.x + _TMP15*_linetaps11.y + _TMP16*_linetaps21.y + _TMP17*_linetaps11.z + _TMP22.xyz*_linetaps21.z;
_TMP26 = _TMP4*_columntaps1.x + _TMP5*_columntaps2.x + _TMP6*_columntaps1.y + _TMP7*_columntaps2.y + _TMP8*_columntaps1.z + _TMP9*_columntaps2.z;
_OUT._color = vec4(float(_TMP26.x), float(_TMP26.y), float(_TMP26.z), 1.00000000E+00);
gl_FragColor = vec4(float(_OUT._color.x), float(_OUT._color.y), float(_OUT._color.z), float(_OUT._color.w));
return;
}
#endif

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@ -0,0 +1,115 @@
// GLSL shader autogenerated by cg2glsl.py.
#if defined(VERTEX)
varying float _frame_rotation;
varying vec4 _color1;
struct output_dummy {
vec4 _color1;
};
struct input_dummy {
vec2 _video_size;
vec2 _texture_size;
vec2 _output_dummy_size;
float _frame_count;
float _frame_direction;
float _frame_rotation;
};
vec4 _oPosition1;
uniform mat4 MVPMatrix;
vec4 _r0003;
attribute vec4 VertexCoord;
attribute vec4 COLOR;
attribute vec4 TexCoord;
varying vec4 COL0;
varying vec4 TEX0;
mat4 transpose_(mat4 matrix)
{
mat4 ret;
for (int i = 0; i < 4; i++)
for (int j = 0; j < 4; j++)
ret[i][j] = matrix[j][i];
return ret;
}
uniform int FrameDirection;
uniform int FrameCount;
#ifdef GL_ES
uniform mediump vec2 OutputSize;
uniform mediump vec2 TextureSize;
uniform mediump vec2 InputSize;
#else
uniform vec2 OutputSize;
uniform vec2 TextureSize;
uniform vec2 InputSize;
#endif
void main()
{
mat4 MVPMatrix_ = transpose_(MVPMatrix);
vec4 _oColor;
vec2 _otexCoord;
_r0003.x = dot(MVPMatrix_[0], VertexCoord);
_r0003.y = dot(MVPMatrix_[1], VertexCoord);
_r0003.z = dot(MVPMatrix_[2], VertexCoord);
_r0003.w = dot(MVPMatrix_[3], VertexCoord);
_oPosition1 = _r0003;
_oColor = COLOR;
_otexCoord = TexCoord.xy;
gl_Position = _r0003;
COL0 = COLOR;
TEX0.xy = TexCoord.xy;
}
#elif defined(FRAGMENT)
#ifdef GL_ES
precision mediump float;
#endif
varying float _frame_rotation;
varying vec4 _color;
struct output_dummy {
vec4 _color;
};
struct input_dummy {
vec2 _video_size;
vec2 _texture_size;
vec2 _output_dummy_size;
float _frame_count;
float _frame_direction;
float _frame_rotation;
};
float _TMP2;
float _TMP1;
vec4 _TMP0;
uniform sampler2D Texture;
float _x0012;
varying vec4 TEX0;
uniform int FrameDirection;
uniform int FrameCount;
#ifdef GL_ES
uniform mediump vec2 OutputSize;
uniform mediump vec2 TextureSize;
uniform mediump vec2 InputSize;
#else
uniform vec2 OutputSize;
uniform vec2 TextureSize;
uniform vec2 InputSize;
#endif
void main()
{
vec3 _c11;
float _lct;
output_dummy _OUT;
vec3 _TMP6;
_TMP0 = texture2D(Texture, TEX0.xy);
_c11 = vec3(float(_TMP0.x), float(_TMP0.y), float(_TMP0.z));
_TMP1 = length(_c11);
_x0012 = 2.56000000E+02*float(_TMP1);
_TMP2 = floor(_x0012);
_lct = float((_TMP2/2.56000000E+02));
_TMP6 = _lct*vec3( 3.20068359E-01, 5.00000000E-01, 0.00000000E+00);
_OUT._color = vec4(float(_TMP6.x), float(_TMP6.y), float(_TMP6.z), 1.00000000E+00);
gl_FragColor = _OUT._color;
return;
}
#endif

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@ -0,0 +1,354 @@
// GLSL shader autogenerated by cg2glsl.py.
#if defined(VERTEX)
varying vec2 _t6;
varying vec4 _t5;
varying vec4 _t4;
varying vec4 _t3;
varying vec4 _t2;
varying vec4 _t1;
varying vec2 _texCoord;
varying vec4 _position1;
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 out_vertex {
vec4 _position1;
vec2 _texCoord;
vec4 _t1;
vec4 _t2;
vec4 _t3;
vec4 _t4;
vec4 _t5;
vec2 _t6;
};
out_vertex _ret_0;
uniform mat4 MVPMatrix;
input_dummy _IN1;
vec4 _r0015;
attribute vec4 VertexCoord;
attribute vec4 TexCoord;
varying vec4 TEX0;
varying vec4 TEX1;
varying vec4 TEX2;
varying vec4 TEX3;
varying vec4 TEX4;
varying vec4 TEX5;
varying vec4 TEX6;
mat4 transpose_(mat4 matrix)
{
mat4 ret;
for (int i = 0; i < 4; i++)
for (int j = 0; j < 4; j++)
ret[i][j] = matrix[j][i];
return ret;
}
uniform int FrameDirection;
uniform int FrameCount;
#ifdef GL_ES
uniform mediump vec2 OutputSize;
uniform mediump vec2 TextureSize;
uniform mediump vec2 InputSize;
#else
uniform vec2 OutputSize;
uniform vec2 TextureSize;
uniform vec2 InputSize;
#endif
void main()
{
mat4 MVPMatrix_ = transpose_(MVPMatrix);
vec2 _ps;
out_vertex _TMP13;
_ps = vec2(1.00000000E+00/TextureSize.x, 1.00000000E+00/TextureSize.y);
_r0015.x = dot(MVPMatrix_[0], VertexCoord);
_r0015.y = dot(MVPMatrix_[1], VertexCoord);
_r0015.z = dot(MVPMatrix_[2], VertexCoord);
_r0015.w = dot(MVPMatrix_[3], VertexCoord);
_TMP13._t1 = vec4(TexCoord.x, TexCoord.y, TexCoord.x, TexCoord.y) + vec4(0.00000000E+00, -_ps.y, _ps.x, -_ps.y);
_TMP13._t2 = vec4(TexCoord.x, TexCoord.y, TexCoord.x, TexCoord.y) + vec4(-_ps.x, 0.00000000E+00, _ps.x, 0.00000000E+00);
_TMP13._t3 = vec4(TexCoord.x, TexCoord.y, TexCoord.x, TexCoord.y) + vec4(2.00000000E+00*_ps.x, 0.00000000E+00, -_ps.x, _ps.y);
_TMP13._t4 = vec4(TexCoord.x, TexCoord.y, TexCoord.x, TexCoord.y) + vec4(0.00000000E+00, _ps.y, _ps.x, _ps.y);
_TMP13._t5 = vec4(TexCoord.x, TexCoord.y, TexCoord.x, TexCoord.y) + vec4(2.00000000E+00*_ps.x, _ps.y, 0.00000000E+00, 2.00000000E+00*_ps.y);
_TMP13._t6 = TexCoord.xy + vec2(_ps.x, 2.00000000E+00*_ps.y);
_ret_0._position1 = _r0015;
_ret_0._texCoord = TexCoord.xy;
_ret_0._t1 = _TMP13._t1;
_ret_0._t2 = _TMP13._t2;
_ret_0._t3 = _TMP13._t3;
_ret_0._t4 = _TMP13._t4;
_ret_0._t5 = _TMP13._t5;
_ret_0._t6 = _TMP13._t6;
gl_Position = _r0015;
TEX0.xy = TexCoord.xy;
TEX1 = _TMP13._t1;
TEX2 = _TMP13._t2;
TEX3 = _TMP13._t3;
TEX4 = _TMP13._t4;
TEX5 = _TMP13._t5;
TEX6.xy = _TMP13._t6;
return;
TEX0.xy = _ret_0._texCoord;
TEX1 = _ret_0._t1;
TEX2 = _ret_0._t2;
TEX3 = _ret_0._t3;
TEX4 = _ret_0._t4;
TEX5 = _ret_0._t5;
TEX6.xy = _ret_0._t6;
}
#elif defined(FRAGMENT)
#ifdef GL_ES
precision mediump float;
#endif
varying vec2 _t6;
varying vec4 _t5;
varying vec4 _t4;
varying vec4 _t3;
varying vec4 _t2;
varying vec4 _t1;
varying vec2 _texCoord;
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 out_vertex {
vec2 _texCoord;
vec4 _t1;
vec4 _t2;
vec4 _t3;
vec4 _t4;
vec4 _t5;
vec2 _t6;
};
vec4 _ret_0;
vec3 _TMP20;
vec3 _TMP19;
vec3 _TMP18;
vec3 _TMP24;
vec3 _TMP23;
vec3 _TMP22;
vec3 _TMP21;
vec3 _TMP17;
vec3 _TMP16;
vec3 _TMP15;
vec3 _TMP14;
vec3 _TMP13;
vec3 _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;
uniform sampler2D Texture;
input_dummy _IN1;
vec2 _x0030;
vec3 _a10056;
vec3 _a20056;
vec3 _a30056;
vec3 _a40056;
vec3 _val0064;
vec3 _val0066;
vec3 _a10068;
vec3 _a20068;
vec3 _a30068;
vec3 _a40068;
vec3 _val0076;
vec3 _val0078;
vec3 _a10080;
vec3 _a20080;
vec3 _a30080;
vec3 _a40080;
vec3 _val0088;
vec3 _val0090;
vec3 _a10092;
vec3 _a20092;
vec3 _a30092;
vec3 _a40092;
vec3 _val0100;
vec3 _val0102;
vec3 _a10104;
vec3 _a20104;
vec3 _a30104;
vec3 _a40104;
vec3 _val0112;
vec3 _val0114;
vec3 _a10116;
vec3 _a20116;
vec3 _a30116;
vec3 _a40116;
vec3 _val0124;
vec3 _val0126;
vec3 _a10128;
vec3 _a20128;
vec3 _a30128;
vec3 _a40128;
vec3 _val0136;
vec3 _val0138;
vec3 _a10140;
vec3 _a20140;
vec3 _a30140;
vec3 _a40140;
vec3 _val0148;
vec3 _val0150;
varying vec4 TEX0;
varying vec4 TEX1;
varying vec4 TEX2;
varying vec4 TEX3;
varying vec4 TEX4;
varying vec4 TEX5;
varying vec4 TEX6;
uniform int FrameDirection;
uniform int FrameCount;
#ifdef GL_ES
uniform mediump vec2 OutputSize;
uniform mediump vec2 TextureSize;
uniform mediump vec2 InputSize;
#else
uniform vec2 OutputSize;
uniform vec2 TextureSize;
uniform vec2 InputSize;
#endif
void main()
{
vec2 _coord;
vec3 _Varc3;
vec3 _Varc4;
vec3 _Varc7;
vec3 _Varc8;
vec3 _Varc34;
vec3 _Varc78;
_x0030 = TEX0.xy*TextureSize;
_coord = fract(_x0030);
_TMP0 = texture2D(Texture, TEX1.xy);
_TMP1 = texture2D(Texture, TEX1.zw);
_TMP2 = texture2D(Texture, TEX2.xy);
_TMP3 = texture2D(Texture, TEX0.xy);
_TMP4 = texture2D(Texture, TEX2.zw);
_TMP5 = texture2D(Texture, TEX3.xy);
_TMP6 = texture2D(Texture, TEX3.zw);
_TMP7 = texture2D(Texture, TEX4.xy);
_TMP8 = texture2D(Texture, TEX4.zw);
_TMP9 = texture2D(Texture, TEX5.xy);
_TMP10 = texture2D(Texture, TEX5.zw);
_TMP11 = texture2D(Texture, TEX6.xy);
_a10056 = _TMP3.xyz - _TMP2.xyz;
_a20056 = _TMP4.xyz - _TMP3.xyz;
_TMP21 = abs(_a10056);
_TMP22 = abs(_a20056);
_a30056 = min(_TMP21, _TMP22);
_val0064 = vec3(float((_a10056.x > 0.00000000E+00)), float((_a10056.y > 0.00000000E+00)), float((_a10056.z > 0.00000000E+00)));
_TMP23 = _val0064 - vec3(float((_a10056.x < 0.00000000E+00)), float((_a10056.y < 0.00000000E+00)), float((_a10056.z < 0.00000000E+00)));
_val0066 = vec3(float((_a20056.x > 0.00000000E+00)), float((_a20056.y > 0.00000000E+00)), float((_a20056.z > 0.00000000E+00)));
_TMP24 = _val0066 - vec3(float((_a20056.x < 0.00000000E+00)), float((_a20056.y < 0.00000000E+00)), float((_a20056.z < 0.00000000E+00)));
_a40056 = (_TMP23 + _TMP24)*5.00000000E-01;
_TMP12 = _a30056*_a40056;
_a10068 = _TMP3.xyz - _TMP0.xyz;
_a20068 = _TMP7.xyz - _TMP3.xyz;
_TMP21 = abs(_a10068);
_TMP22 = abs(_a20068);
_a30068 = min(_TMP21, _TMP22);
_val0076 = vec3(float((_a10068.x > 0.00000000E+00)), float((_a10068.y > 0.00000000E+00)), float((_a10068.z > 0.00000000E+00)));
_TMP23 = _val0076 - vec3(float((_a10068.x < 0.00000000E+00)), float((_a10068.y < 0.00000000E+00)), float((_a10068.z < 0.00000000E+00)));
_val0078 = vec3(float((_a20068.x > 0.00000000E+00)), float((_a20068.y > 0.00000000E+00)), float((_a20068.z > 0.00000000E+00)));
_TMP24 = _val0078 - vec3(float((_a20068.x < 0.00000000E+00)), float((_a20068.y < 0.00000000E+00)), float((_a20068.z < 0.00000000E+00)));
_a40068 = (_TMP23 + _TMP24)*5.00000000E-01;
_TMP13 = _a30068*_a40068;
_Varc3 = _TMP3.xyz + _TMP12*_coord.x + _TMP13*_coord.y;
_a10080 = _TMP4.xyz - _TMP3.xyz;
_a20080 = _TMP5.xyz - _TMP4.xyz;
_TMP21 = abs(_a10080);
_TMP22 = abs(_a20080);
_a30080 = min(_TMP21, _TMP22);
_val0088 = vec3(float((_a10080.x > 0.00000000E+00)), float((_a10080.y > 0.00000000E+00)), float((_a10080.z > 0.00000000E+00)));
_TMP23 = _val0088 - vec3(float((_a10080.x < 0.00000000E+00)), float((_a10080.y < 0.00000000E+00)), float((_a10080.z < 0.00000000E+00)));
_val0090 = vec3(float((_a20080.x > 0.00000000E+00)), float((_a20080.y > 0.00000000E+00)), float((_a20080.z > 0.00000000E+00)));
_TMP24 = _val0090 - vec3(float((_a20080.x < 0.00000000E+00)), float((_a20080.y < 0.00000000E+00)), float((_a20080.z < 0.00000000E+00)));
_a40080 = (_TMP23 + _TMP24)*5.00000000E-01;
_TMP14 = _a30080*_a40080;
_a10092 = _TMP4.xyz - _TMP1.xyz;
_a20092 = _TMP8.xyz - _TMP4.xyz;
_TMP21 = abs(_a10092);
_TMP22 = abs(_a20092);
_a30092 = min(_TMP21, _TMP22);
_val0100 = vec3(float((_a10092.x > 0.00000000E+00)), float((_a10092.y > 0.00000000E+00)), float((_a10092.z > 0.00000000E+00)));
_TMP23 = _val0100 - vec3(float((_a10092.x < 0.00000000E+00)), float((_a10092.y < 0.00000000E+00)), float((_a10092.z < 0.00000000E+00)));
_val0102 = vec3(float((_a20092.x > 0.00000000E+00)), float((_a20092.y > 0.00000000E+00)), float((_a20092.z > 0.00000000E+00)));
_TMP24 = _val0102 - vec3(float((_a20092.x < 0.00000000E+00)), float((_a20092.y < 0.00000000E+00)), float((_a20092.z < 0.00000000E+00)));
_a40092 = (_TMP23 + _TMP24)*5.00000000E-01;
_TMP15 = _a30092*_a40092;
_Varc4 = _TMP4.xyz + _TMP14*(_coord.x - 1.00000000E+00) + _TMP15*_coord.y;
_a10104 = _TMP7.xyz - _TMP6.xyz;
_a20104 = _TMP8.xyz - _TMP7.xyz;
_TMP21 = abs(_a10104);
_TMP22 = abs(_a20104);
_a30104 = min(_TMP21, _TMP22);
_val0112 = vec3(float((_a10104.x > 0.00000000E+00)), float((_a10104.y > 0.00000000E+00)), float((_a10104.z > 0.00000000E+00)));
_TMP23 = _val0112 - vec3(float((_a10104.x < 0.00000000E+00)), float((_a10104.y < 0.00000000E+00)), float((_a10104.z < 0.00000000E+00)));
_val0114 = vec3(float((_a20104.x > 0.00000000E+00)), float((_a20104.y > 0.00000000E+00)), float((_a20104.z > 0.00000000E+00)));
_TMP24 = _val0114 - vec3(float((_a20104.x < 0.00000000E+00)), float((_a20104.y < 0.00000000E+00)), float((_a20104.z < 0.00000000E+00)));
_a40104 = (_TMP23 + _TMP24)*5.00000000E-01;
_TMP16 = _a30104*_a40104;
_a10116 = _TMP7.xyz - _TMP3.xyz;
_a20116 = _TMP10.xyz - _TMP7.xyz;
_TMP21 = abs(_a10116);
_TMP22 = abs(_a20116);
_a30116 = min(_TMP21, _TMP22);
_val0124 = vec3(float((_a10116.x > 0.00000000E+00)), float((_a10116.y > 0.00000000E+00)), float((_a10116.z > 0.00000000E+00)));
_TMP23 = _val0124 - vec3(float((_a10116.x < 0.00000000E+00)), float((_a10116.y < 0.00000000E+00)), float((_a10116.z < 0.00000000E+00)));
_val0126 = vec3(float((_a20116.x > 0.00000000E+00)), float((_a20116.y > 0.00000000E+00)), float((_a20116.z > 0.00000000E+00)));
_TMP24 = _val0126 - vec3(float((_a20116.x < 0.00000000E+00)), float((_a20116.y < 0.00000000E+00)), float((_a20116.z < 0.00000000E+00)));
_a40116 = (_TMP23 + _TMP24)*5.00000000E-01;
_TMP17 = _a30116*_a40116;
_Varc7 = _TMP7.xyz + _TMP16*_coord.x + _TMP17*(_coord.y - 1.00000000E+00);
_a10128 = _TMP8.xyz - _TMP7.xyz;
_a20128 = _TMP9.xyz - _TMP8.xyz;
_TMP21 = abs(_a10128);
_TMP22 = abs(_a20128);
_a30128 = min(_TMP21, _TMP22);
_val0136 = vec3(float((_a10128.x > 0.00000000E+00)), float((_a10128.y > 0.00000000E+00)), float((_a10128.z > 0.00000000E+00)));
_TMP23 = _val0136 - vec3(float((_a10128.x < 0.00000000E+00)), float((_a10128.y < 0.00000000E+00)), float((_a10128.z < 0.00000000E+00)));
_val0138 = vec3(float((_a20128.x > 0.00000000E+00)), float((_a20128.y > 0.00000000E+00)), float((_a20128.z > 0.00000000E+00)));
_TMP24 = _val0138 - vec3(float((_a20128.x < 0.00000000E+00)), float((_a20128.y < 0.00000000E+00)), float((_a20128.z < 0.00000000E+00)));
_a40128 = (_TMP23 + _TMP24)*5.00000000E-01;
_TMP18 = _a30128*_a40128;
_a10140 = _TMP8.xyz - _TMP4.xyz;
_a20140 = _TMP11.xyz - _TMP8.xyz;
_TMP21 = abs(_a10140);
_TMP22 = abs(_a20140);
_a30140 = min(_TMP21, _TMP22);
_val0148 = vec3(float((_a10140.x > 0.00000000E+00)), float((_a10140.y > 0.00000000E+00)), float((_a10140.z > 0.00000000E+00)));
_TMP23 = _val0148 - vec3(float((_a10140.x < 0.00000000E+00)), float((_a10140.y < 0.00000000E+00)), float((_a10140.z < 0.00000000E+00)));
_val0150 = vec3(float((_a20140.x > 0.00000000E+00)), float((_a20140.y > 0.00000000E+00)), float((_a20140.z > 0.00000000E+00)));
_TMP24 = _val0150 - vec3(float((_a20140.x < 0.00000000E+00)), float((_a20140.y < 0.00000000E+00)), float((_a20140.z < 0.00000000E+00)));
_a40140 = (_TMP23 + _TMP24)*5.00000000E-01;
_TMP19 = _a30140*_a40140;
_Varc8 = _TMP8.xyz + _TMP18*(_coord.x - 1.00000000E+00) + _TMP19*(_coord.y - 1.00000000E+00);
_Varc34 = _Varc3 + _coord.x*(_Varc4 - _Varc3);
_Varc78 = _Varc7 + _coord.x*(_Varc8 - _Varc7);
_TMP20 = _Varc34 + _coord.y*(_Varc78 - _Varc34);
_ret_0 = vec4(_TMP20.x, _TMP20.y, _TMP20.z, 1.00000000E+00);
gl_FragColor = _ret_0;
return;
}
#endif

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@ -0,0 +1,206 @@
// GLSL shader autogenerated by cg2glsl.py.
#if defined(VERTEX)
varying vec4 _col;
varying vec2 VARprev6;
varying vec2 VARprev5;
varying vec2 VARprev4;
varying vec2 VARprev3;
varying vec2 VARprev2;
varying vec2 VARprev1;
varying vec2 VARprev;
varying vec2 VARtex;
varying float _frame_rotation;
varying vec2 VARtex_coord;
struct previous {
float _placeholder61;
vec2 VARtex_coord;
};
struct input_dummy {
vec2 _video_size;
vec2 _texture_size;
vec2 _output_dummy_size;
float _frame_count;
float _frame_direction;
float _frame_rotation;
float _placeholder72;
};
struct tex_coords {
vec2 VARtex;
vec2 VARprev;
vec2 VARprev1;
vec2 VARprev2;
vec2 VARprev3;
vec2 VARprev4;
vec2 VARprev5;
vec2 VARprev6;
};
struct output_dummy {
vec4 _col;
};
vec4 _oPosition1;
tex_coords _coords1;
uniform mat4 MVPMatrix;
previous _PREV7;
previous _PREV11;
previous _PREV21;
previous _PREV31;
previous _PREV41;
previous _PREV51;
previous _PREV61;
vec4 _r0010;
attribute vec4 VertexCoord;
attribute vec4 TexCoord;
mat4 transpose_(mat4 matrix)
{
mat4 ret;
for (int i = 0; i < 4; i++)
for (int j = 0; j < 4; j++)
ret[i][j] = matrix[j][i];
return ret;
}
uniform int FrameDirection;
uniform int FrameCount;
#ifdef GL_ES
uniform mediump vec2 OutputSize;
uniform mediump vec2 TextureSize;
uniform mediump vec2 InputSize;
#else
uniform vec2 OutputSize;
uniform vec2 TextureSize;
uniform vec2 InputSize;
#endif
attribute vec2 Prev6TexCoord;
attribute vec2 Prev5TexCoord;
attribute vec2 Prev4TexCoord;
attribute vec2 Prev3TexCoord;
attribute vec2 Prev2TexCoord;
attribute vec2 Prev1TexCoord;
attribute vec2 PrevTexCoord;
void main()
{
mat4 MVPMatrix_ = transpose_(MVPMatrix);
_r0010.x = dot(MVPMatrix_[0], VertexCoord);
_r0010.y = dot(MVPMatrix_[1], VertexCoord);
_r0010.z = dot(MVPMatrix_[2], VertexCoord);
_r0010.w = dot(MVPMatrix_[3], VertexCoord);
_oPosition1 = _r0010;
VARtex = TexCoord.xy;
VARprev = PrevTexCoord;
VARprev1 = Prev1TexCoord;
VARprev2 = Prev2TexCoord;
VARprev3 = Prev3TexCoord;
VARprev4 = Prev4TexCoord;
VARprev5 = Prev5TexCoord;
VARprev6 = Prev6TexCoord;
gl_Position = _r0010;
}
#elif defined(FRAGMENT)
#ifdef GL_ES
precision mediump float;
#endif
varying vec4 _col;
varying vec2 _prev6;
varying vec2 _prev5;
varying vec2 _prev4;
varying vec2 _prev3;
varying vec2 _prev2;
varying vec2 _prev1;
varying vec2 _prev;
varying vec2 _tex;
varying float _frame_rotation;
varying vec2 _tex_coord;
struct previous {
float _placeholder58;
vec2 _tex_coord;
};
struct input_dummy {
vec2 _video_size;
vec2 _texture_size;
vec2 _output_dummy_size;
float _frame_count;
float _frame_direction;
float _frame_rotation;
float _placeholder69;
};
struct tex_coords {
vec2 _tex;
vec2 _prev;
vec2 _prev1;
vec2 _prev2;
vec2 _prev3;
vec2 _prev4;
vec2 _prev5;
vec2 _prev6;
};
struct output_dummy {
vec4 _col;
};
vec4 _TMP6;
vec4 _TMP5;
vec4 _TMP4;
vec4 _TMP3;
vec4 _TMP2;
vec4 _TMP1;
vec4 _TMP0;
input_dummy _IN1;
previous _PREV7;
previous _PREV11;
previous _PREV21;
previous _PREV31;
previous _PREV41;
previous _PREV51;
previous _PREV61;
varying vec4 TEX0;
uniform sampler2D Texture;
uniform sampler2D Prev6Texture;
uniform sampler2D Prev5Texture;
uniform sampler2D Prev4Texture;
uniform sampler2D Prev3Texture;
uniform sampler2D Prev2Texture;
uniform sampler2D Prev1Texture;
uniform sampler2D PrevTexture;
uniform int FrameDirection;
uniform int FrameCount;
#ifdef GL_ES
uniform mediump vec2 OutputSize;
uniform mediump vec2 TextureSize;
uniform mediump vec2 InputSize;
#else
uniform vec2 OutputSize;
uniform vec2 TextureSize;
uniform vec2 InputSize;
#endif
void main()
{
vec4 _color;
vec4 _final;
_color = texture2D(Prev6Texture, TEX0.xy);
_TMP0 = texture2D(Prev5Texture, TEX0.xy);
_color = _color + _TMP0;
_TMP1 = texture2D(Prev4Texture, TEX0.xy);
_color = _color + _TMP1;
_TMP2 = texture2D(Prev3Texture, TEX0.xy);
_color = _color + _TMP2;
_TMP3 = texture2D(Prev2Texture, TEX0.xy);
_color = _color + _TMP3;
_TMP4 = texture2D(Prev1Texture, TEX0.xy);
_color = _color + _TMP4;
_TMP5 = texture2D(PrevTexture, TEX0.xy);
_color = _color + _TMP5;
_TMP6 = texture2D(Texture, TEX0.xy);
_color = _color + _TMP6;
_final = texture2D(Texture, TEX0.xy);
if (FrameDirection < 0.00000000E+00) {
_final = (_final + (_color*vec4( 1.00000000E+00, 8.00000012E-01, 6.00000024E-01, 5.00000000E-01))/7.00000000E+00)/2.00000000E+00;
} else {
_final = texture2D(Texture, TEX0.xy);
}
gl_FragColor = _final;
return;
}
#endif

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@ -0,0 +1,197 @@
// GLSL shader autogenerated by cg2glsl.py.
#if defined(VERTEX)
varying vec2 VARprev6;
varying vec2 VARprev5;
varying vec2 VARprev4;
varying vec2 VARprev3;
varying vec2 VARprev2;
varying vec2 VARprev1;
varying vec2 VARprev;
varying vec2 VARtex;
varying float _frame_rotation;
varying vec2 VARtex_coord;
struct previous {
float _placeholder61;
vec2 VARtex_coord;
};
struct input_dummy {
vec2 _video_size;
vec2 _texture_size;
vec2 _output_dummy_size;
float _frame_count;
float _frame_direction;
float _frame_rotation;
};
struct tex_coords {
vec2 VARtex;
vec2 VARprev;
vec2 VARprev1;
vec2 VARprev2;
vec2 VARprev3;
vec2 VARprev4;
vec2 VARprev5;
vec2 VARprev6;
};
vec4 _oPosition1;
tex_coords _coords1;
uniform mat4 MVPMatrix;
previous _PREV7;
previous _PREV11;
previous _PREV21;
previous _PREV31;
previous _PREV41;
previous _PREV51;
previous _PREV61;
vec4 _r0010;
attribute vec4 VertexCoord;
attribute vec4 TexCoord;
mat4 transpose_(mat4 matrix)
{
mat4 ret;
for (int i = 0; i < 4; i++)
for (int j = 0; j < 4; j++)
ret[i][j] = matrix[j][i];
return ret;
}
uniform int FrameDirection;
uniform int FrameCount;
#ifdef GL_ES
uniform mediump vec2 OutputSize;
uniform mediump vec2 TextureSize;
uniform mediump vec2 InputSize;
#else
uniform vec2 OutputSize;
uniform vec2 TextureSize;
uniform vec2 InputSize;
#endif
attribute vec2 Prev6TexCoord;
attribute vec2 Prev5TexCoord;
attribute vec2 Prev4TexCoord;
attribute vec2 Prev3TexCoord;
attribute vec2 Prev2TexCoord;
attribute vec2 Prev1TexCoord;
attribute vec2 PrevTexCoord;
void main()
{
mat4 MVPMatrix_ = transpose_(MVPMatrix);
_r0010.x = dot(MVPMatrix_[0], VertexCoord);
_r0010.y = dot(MVPMatrix_[1], VertexCoord);
_r0010.z = dot(MVPMatrix_[2], VertexCoord);
_r0010.w = dot(MVPMatrix_[3], VertexCoord);
_oPosition1 = _r0010;
VARtex = TexCoord.xy;
VARprev = PrevTexCoord;
VARprev1 = Prev1TexCoord;
VARprev2 = Prev2TexCoord;
VARprev3 = Prev3TexCoord;
VARprev4 = Prev4TexCoord;
VARprev5 = Prev5TexCoord;
VARprev6 = Prev6TexCoord;
gl_Position = _r0010;
}
#elif defined(FRAGMENT)
#ifdef GL_ES
precision mediump float;
#endif
varying vec2 VARprev6;
varying vec2 VARprev5;
varying vec2 VARprev4;
varying vec2 VARprev3;
varying vec2 VARprev2;
varying vec2 VARprev1;
varying vec2 VARprev;
varying vec2 VARtex;
varying float _frame_rotation;
varying vec2 VARtex_coord;
struct previous {
float _placeholder60;
vec2 VARtex_coord;
};
struct input_dummy {
vec2 _video_size;
vec2 VARtexture_size;
vec2 _output_dummy_size;
float _frame_count;
float _frame_direction;
float _frame_rotation;
};
struct tex_coords {
vec2 VARtex;
vec2 VARprev;
vec2 VARprev1;
vec2 VARprev2;
vec2 VARprev3;
vec2 VARprev4;
vec2 VARprev5;
vec2 VARprev6;
};
vec4 _TMP7;
vec4 _TMP11;
vec4 _TMP8;
float _TMP10;
vec4 _TMP6;
vec4 _TMP5;
vec4 _TMP4;
vec4 _TMP3;
vec4 _TMP2;
vec4 _TMP1;
vec4 _TMP0;
uniform sampler2D Texture;
tex_coords _coords1;
previous _PREV7;
previous _PREV11;
previous _PREV21;
previous _PREV31;
previous _PREV41;
previous _PREV51;
previous _PREV61;
float _x0041;
float _TMP42;
vec4 _x0049;
vec4 _TMP50;
uniform sampler2D Prev6Texture;
uniform sampler2D Prev5Texture;
uniform sampler2D Prev4Texture;
uniform sampler2D Prev3Texture;
uniform sampler2D Prev2Texture;
uniform sampler2D Prev1Texture;
uniform sampler2D PrevTexture;
uniform int FrameDirection;
uniform int FrameCount;
#ifdef GL_ES
uniform mediump vec2 OutputSize;
uniform mediump vec2 TextureSize;
uniform mediump vec2 InputSize;
#else
uniform vec2 OutputSize;
uniform vec2 TextureSize;
uniform vec2 InputSize;
#endif
void main()
{
float _blue_result;
_TMP0 = texture2D(PrevTexture, VARprev);
_TMP1 = texture2D(Prev1Texture, VARprev1);
_TMP2 = texture2D(Prev2Texture, VARprev2);
_TMP3 = texture2D(Prev3Texture, VARprev3);
_TMP4 = texture2D(Prev4Texture, VARprev4);
_TMP5 = texture2D(Prev5Texture, VARprev5);
_TMP6 = texture2D(Prev6Texture, VARprev6);
_blue_result = _TMP0.z + _TMP1.z + _TMP2.z + _TMP3.z + _TMP4.z + _TMP5.z + _TMP6.z;
_TMP7 = texture2D(Texture, VARtex);
_TMP8 = texture2D(Texture, VARtex);
_x0041 = _blue_result - 7.00000000E+00*_TMP8.z;
_TMP10 = min(1.00000000E+00, _x0041);
_TMP42 = max(0.00000000E+00, _TMP10);
_x0049 = _TMP7 + 4.00000006E-01*vec4(0.00000000E+00, 0.00000000E+00, _TMP42, 1.00000000E+00);
_TMP11 = min(vec4( 1.00000000E+00, 1.00000000E+00, 1.00000000E+00, 1.00000000E+00), _x0049);
_TMP50 = max(vec4( 0.00000000E+00, 0.00000000E+00, 0.00000000E+00, 0.00000000E+00), _TMP11);
gl_FragColor = _TMP50;
return;
}
#endif

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// GLSL shader autogenerated by cg2glsl.py.
#if defined(VERTEX)
varying vec4 _col;
varying vec2 VARprev6;
varying vec2 VARprev5;
varying vec2 VARprev4;
varying vec2 VARprev3;
varying vec2 VARprev2;
varying vec2 VARprev1;
varying vec2 VARprev;
varying vec2 VARtex;
varying float _frame_rotation;
varying vec2 VARtex_coord;
struct previous {
float _placeholder61;
vec2 VARtex_coord;
};
struct input_dummy {
vec2 _video_size;
vec2 _texture_size;
vec2 _output_dummy_size;
float _frame_count;
float _frame_direction;
float _frame_rotation;
float _placeholder72;
};
struct tex_coords {
vec2 VARtex;
vec2 VARprev;
vec2 VARprev1;
vec2 VARprev2;
vec2 VARprev3;
vec2 VARprev4;
vec2 VARprev5;
vec2 VARprev6;
};
struct output_dummy {
vec4 _col;
};
vec4 _oPosition1;
tex_coords _coords1;
uniform mat4 MVPMatrix;
previous _PREV7;
previous _PREV11;
previous _PREV21;
previous _PREV31;
previous _PREV41;
previous _PREV51;
previous _PREV61;
vec4 _r0010;
attribute vec4 VertexCoord;
attribute vec4 TexCoord;
mat4 transpose_(mat4 matrix)
{
mat4 ret;
for (int i = 0; i < 4; i++)
for (int j = 0; j < 4; j++)
ret[i][j] = matrix[j][i];
return ret;
}
uniform int FrameDirection;
uniform int FrameCount;
#ifdef GL_ES
uniform mediump vec2 OutputSize;
uniform mediump vec2 TextureSize;
uniform mediump vec2 InputSize;
#else
uniform vec2 OutputSize;
uniform vec2 TextureSize;
uniform vec2 InputSize;
#endif
attribute vec2 Prev6TexCoord;
attribute vec2 Prev5TexCoord;
attribute vec2 Prev4TexCoord;
attribute vec2 Prev3TexCoord;
attribute vec2 Prev2TexCoord;
attribute vec2 Prev1TexCoord;
attribute vec2 PrevTexCoord;
void main()
{
mat4 MVPMatrix_ = transpose_(MVPMatrix);
_r0010.x = dot(MVPMatrix_[0], VertexCoord);
_r0010.y = dot(MVPMatrix_[1], VertexCoord);
_r0010.z = dot(MVPMatrix_[2], VertexCoord);
_r0010.w = dot(MVPMatrix_[3], VertexCoord);
_oPosition1 = _r0010;
VARtex = TexCoord.xy;
VARprev = PrevTexCoord;
VARprev1 = Prev1TexCoord;
VARprev2 = Prev2TexCoord;
VARprev3 = Prev3TexCoord;
VARprev4 = Prev4TexCoord;
VARprev5 = Prev5TexCoord;
VARprev6 = Prev6TexCoord;
gl_Position = _r0010;
}
#elif defined(FRAGMENT)
#ifdef GL_ES
precision mediump float;
#endif
varying vec4 _col;
varying vec2 _prev6;
varying vec2 _prev5;
varying vec2 _prev4;
varying vec2 _prev3;
varying vec2 _prev2;
varying vec2 _prev1;
varying vec2 _prev;
varying vec2 _tex;
varying float _frame_rotation;
varying vec2 _tex_coord;
struct previous {
float _placeholder58;
vec2 _tex_coord;
};
struct input_dummy {
vec2 _video_size;
vec2 _texture_size;
vec2 _output_dummy_size;
float _frame_count;
float _frame_direction;
float _frame_rotation;
float _placeholder69;
};
struct tex_coords {
vec2 _tex;
vec2 _prev;
vec2 _prev1;
vec2 _prev2;
vec2 _prev3;
vec2 _prev4;
vec2 _prev5;
vec2 _prev6;
};
struct output_dummy {
vec4 _col;
};
vec4 _TMP6;
vec4 _TMP5;
vec4 _TMP4;
vec4 _TMP3;
vec4 _TMP2;
vec4 _TMP1;
vec4 _TMP0;
input_dummy _IN1;
previous _PREV7;
previous _PREV11;
previous _PREV21;
previous _PREV31;
previous _PREV41;
previous _PREV51;
previous _PREV61;
varying vec4 TEX0;
uniform sampler2D Texture;
uniform sampler2D Prev6Texture;
uniform sampler2D Prev5Texture;
uniform sampler2D Prev4Texture;
uniform sampler2D Prev3Texture;
uniform sampler2D Prev2Texture;
uniform sampler2D Prev1Texture;
uniform sampler2D PrevTexture;
uniform int FrameDirection;
uniform int FrameCount;
#ifdef GL_ES
uniform mediump vec2 OutputSize;
uniform mediump vec2 TextureSize;
uniform mediump vec2 InputSize;
#else
uniform vec2 OutputSize;
uniform vec2 TextureSize;
uniform vec2 InputSize;
#endif
void main()
{
vec4 _color;
_color = texture2D(Prev6Texture, TEX0.xy);
_TMP0 = texture2D(Prev5Texture, TEX0.xy);
_color = (_color + _TMP0)/2.00000000E+00;
_TMP1 = texture2D(Prev4Texture, TEX0.xy);
_color = (_color + _TMP1)/2.00000000E+00;
_TMP2 = texture2D(Prev3Texture, TEX0.xy);
_color = (_color + _TMP2)/2.00000000E+00;
_TMP3 = texture2D(Prev2Texture, TEX0.xy);
_color = (_color + _TMP3)/2.00000000E+00;
_TMP4 = texture2D(Prev1Texture, TEX0.xy);
_color = (_color + _TMP4)/2.00000000E+00;
_TMP5 = texture2D(PrevTexture, TEX0.xy);
_color = (_color + _TMP5)/2.00000000E+00;
_TMP6 = texture2D(Texture, TEX0.xy);
_color = (_color + _TMP6)/2.00000000E+00;
gl_FragColor = _color;
return;
}
#endif

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@ -0,0 +1,209 @@
// GLSL shader autogenerated by cg2glsl.py.
#if defined(VERTEX)
varying vec4 _color1;
struct output_dummy {
vec4 _color1;
};
vec4 _oPosition1;
uniform mat4 MVPMatrix;
vec4 _r0005;
attribute vec4 VertexCoord;
attribute vec4 COLOR;
attribute vec4 TexCoord;
varying vec4 COL0;
varying vec4 TEX0;
mat4 transpose_(mat4 matrix)
{
mat4 ret;
for (int i = 0; i < 4; i++)
for (int j = 0; j < 4; j++)
ret[i][j] = matrix[j][i];
return ret;
}
uniform int FrameDirection;
uniform int FrameCount;
#ifdef GL_ES
uniform mediump vec2 OutputSize;
uniform mediump vec2 TextureSize;
uniform mediump vec2 InputSize;
#else
uniform vec2 OutputSize;
uniform vec2 TextureSize;
uniform vec2 InputSize;
#endif
void main()
{
mat4 MVPMatrix_ = transpose_(MVPMatrix);
vec4 _oColor;
vec2 _otexCoord;
_r0005.x = dot(MVPMatrix_[0], VertexCoord);
_r0005.y = dot(MVPMatrix_[1], VertexCoord);
_r0005.z = dot(MVPMatrix_[2], VertexCoord);
_r0005.w = dot(MVPMatrix_[3], VertexCoord);
_oPosition1 = _r0005;
_oColor = COLOR;
_otexCoord = TexCoord.xy;
gl_Position = _r0005;
COL0 = COLOR;
TEX0.xy = TexCoord.xy;
}
#elif defined(FRAGMENT)
#ifdef GL_ES
precision mediump float;
#endif
varying vec4 _color;
struct output_dummy {
vec4 _color;
};
vec4 _TMP2;
vec4 _TMP1;
uniform sampler2D Texture;
vec2 _c0009;
vec3 _TMP10;
varying vec4 TEX0;
uniform float _Luminance;
uniform vec2 _PixelOffsets[13];
uniform int FrameDirection;
uniform int FrameCount;
#ifdef GL_ES
uniform mediump vec2 OutputSize;
uniform mediump vec2 TextureSize;
uniform mediump vec2 InputSize;
#else
uniform vec2 OutputSize;
uniform vec2 TextureSize;
uniform vec2 InputSize;
#endif
void main()
{
vec3 _pixel;
vec3 _Color;
output_dummy _OUT;
_c0009 = TEX0.xy + _PixelOffsets[0]*5.00000000E+00;
_TMP1 = texture2D(Texture, _c0009);
_pixel = (_TMP1 + 3.00000012E-01).xyz;
_pixel = _pixel*(1.80000007E-01/(_Luminance + 1.00000005E-03));
_pixel = _pixel*(1.00000000E+00 + _pixel/6.40000045E-01);
_pixel = _pixel - 5.00000000E+00;
_TMP10 = max(_pixel, vec3( 0.00000000E+00, 0.00000000E+00, 0.00000000E+00));
_pixel = _TMP10/(1.00000000E+01 + _TMP10);
_Color = _pixel*2.21600011E-03;
_c0009 = TEX0.xy + _PixelOffsets[1]*5.00000000E+00;
_TMP1 = texture2D(Texture, _c0009);
_pixel = (_TMP1 + 3.00000012E-01).xyz;
_pixel = _pixel*(1.80000007E-01/(_Luminance + 1.00000005E-03));
_pixel = _pixel*(1.00000000E+00 + _pixel/6.40000045E-01);
_pixel = _pixel - 5.00000000E+00;
_TMP10 = max(_pixel, vec3( 0.00000000E+00, 0.00000000E+00, 0.00000000E+00));
_pixel = _TMP10/(1.00000000E+01 + _TMP10);
_Color = _Color + _pixel*8.76399968E-03;
_c0009 = TEX0.xy + _PixelOffsets[2]*5.00000000E+00;
_TMP1 = texture2D(Texture, _c0009);
_pixel = (_TMP1 + 3.00000012E-01).xyz;
_pixel = _pixel*(1.80000007E-01/(_Luminance + 1.00000005E-03));
_pixel = _pixel*(1.00000000E+00 + _pixel/6.40000045E-01);
_pixel = _pixel - 5.00000000E+00;
_TMP10 = max(_pixel, vec3( 0.00000000E+00, 0.00000000E+00, 0.00000000E+00));
_pixel = _TMP10/(1.00000000E+01 + _TMP10);
_Color = _Color + _pixel*2.69949995E-02;
_c0009 = TEX0.xy + _PixelOffsets[3]*5.00000000E+00;
_TMP1 = texture2D(Texture, _c0009);
_pixel = (_TMP1 + 3.00000012E-01).xyz;
_pixel = _pixel*(1.80000007E-01/(_Luminance + 1.00000005E-03));
_pixel = _pixel*(1.00000000E+00 + _pixel/6.40000045E-01);
_pixel = _pixel - 5.00000000E+00;
_TMP10 = max(_pixel, vec3( 0.00000000E+00, 0.00000000E+00, 0.00000000E+00));
_pixel = _TMP10/(1.00000000E+01 + _TMP10);
_Color = _Color + _pixel*6.47590011E-02;
_c0009 = TEX0.xy + _PixelOffsets[4]*5.00000000E+00;
_TMP1 = texture2D(Texture, _c0009);
_pixel = (_TMP1 + 3.00000012E-01).xyz;
_pixel = _pixel*(1.80000007E-01/(_Luminance + 1.00000005E-03));
_pixel = _pixel*(1.00000000E+00 + _pixel/6.40000045E-01);
_pixel = _pixel - 5.00000000E+00;
_TMP10 = max(_pixel, vec3( 0.00000000E+00, 0.00000000E+00, 0.00000000E+00));
_pixel = _TMP10/(1.00000000E+01 + _TMP10);
_Color = _Color + _pixel*1.20985001E-01;
_c0009 = TEX0.xy + _PixelOffsets[5]*5.00000000E+00;
_TMP1 = texture2D(Texture, _c0009);
_pixel = (_TMP1 + 3.00000012E-01).xyz;
_pixel = _pixel*(1.80000007E-01/(_Luminance + 1.00000005E-03));
_pixel = _pixel*(1.00000000E+00 + _pixel/6.40000045E-01);
_pixel = _pixel - 5.00000000E+00;
_TMP10 = max(_pixel, vec3( 0.00000000E+00, 0.00000000E+00, 0.00000000E+00));
_pixel = _TMP10/(1.00000000E+01 + _TMP10);
_Color = _Color + _pixel*1.76033005E-01;
_c0009 = TEX0.xy + _PixelOffsets[6]*5.00000000E+00;
_TMP1 = texture2D(Texture, _c0009);
_pixel = (_TMP1 + 3.00000012E-01).xyz;
_pixel = _pixel*(1.80000007E-01/(_Luminance + 1.00000005E-03));
_pixel = _pixel*(1.00000000E+00 + _pixel/6.40000045E-01);
_pixel = _pixel - 5.00000000E+00;
_TMP10 = max(_pixel, vec3( 0.00000000E+00, 0.00000000E+00, 0.00000000E+00));
_pixel = _TMP10/(1.00000000E+01 + _TMP10);
_Color = _Color + _pixel*1.99470997E-01;
_c0009 = TEX0.xy + _PixelOffsets[7]*5.00000000E+00;
_TMP1 = texture2D(Texture, _c0009);
_pixel = (_TMP1 + 3.00000012E-01).xyz;
_pixel = _pixel*(1.80000007E-01/(_Luminance + 1.00000005E-03));
_pixel = _pixel*(1.00000000E+00 + _pixel/6.40000045E-01);
_pixel = _pixel - 5.00000000E+00;
_TMP10 = max(_pixel, vec3( 0.00000000E+00, 0.00000000E+00, 0.00000000E+00));
_pixel = _TMP10/(1.00000000E+01 + _TMP10);
_Color = _Color + _pixel*1.76033005E-01;
_c0009 = TEX0.xy + _PixelOffsets[8]*5.00000000E+00;
_TMP1 = texture2D(Texture, _c0009);
_pixel = (_TMP1 + 3.00000012E-01).xyz;
_pixel = _pixel*(1.80000007E-01/(_Luminance + 1.00000005E-03));
_pixel = _pixel*(1.00000000E+00 + _pixel/6.40000045E-01);
_pixel = _pixel - 5.00000000E+00;
_TMP10 = max(_pixel, vec3( 0.00000000E+00, 0.00000000E+00, 0.00000000E+00));
_pixel = _TMP10/(1.00000000E+01 + _TMP10);
_Color = _Color + _pixel*1.20985001E-01;
_c0009 = TEX0.xy + _PixelOffsets[9]*5.00000000E+00;
_TMP1 = texture2D(Texture, _c0009);
_pixel = (_TMP1 + 3.00000012E-01).xyz;
_pixel = _pixel*(1.80000007E-01/(_Luminance + 1.00000005E-03));
_pixel = _pixel*(1.00000000E+00 + _pixel/6.40000045E-01);
_pixel = _pixel - 5.00000000E+00;
_TMP10 = max(_pixel, vec3( 0.00000000E+00, 0.00000000E+00, 0.00000000E+00));
_pixel = _TMP10/(1.00000000E+01 + _TMP10);
_Color = _Color + _pixel*6.47590011E-02;
_c0009 = TEX0.xy + _PixelOffsets[10]*5.00000000E+00;
_TMP1 = texture2D(Texture, _c0009);
_pixel = (_TMP1 + 3.00000012E-01).xyz;
_pixel = _pixel*(1.80000007E-01/(_Luminance + 1.00000005E-03));
_pixel = _pixel*(1.00000000E+00 + _pixel/6.40000045E-01);
_pixel = _pixel - 5.00000000E+00;
_TMP10 = max(_pixel, vec3( 0.00000000E+00, 0.00000000E+00, 0.00000000E+00));
_pixel = _TMP10/(1.00000000E+01 + _TMP10);
_Color = _Color + _pixel*2.69949995E-02;
_c0009 = TEX0.xy + _PixelOffsets[11]*5.00000000E+00;
_TMP1 = texture2D(Texture, _c0009);
_pixel = (_TMP1 + 3.00000012E-01).xyz;
_pixel = _pixel*(1.80000007E-01/(_Luminance + 1.00000005E-03));
_pixel = _pixel*(1.00000000E+00 + _pixel/6.40000045E-01);
_pixel = _pixel - 5.00000000E+00;
_TMP10 = max(_pixel, vec3( 0.00000000E+00, 0.00000000E+00, 0.00000000E+00));
_pixel = _TMP10/(1.00000000E+01 + _TMP10);
_Color = _Color + _pixel*8.76399968E-03;
_c0009 = TEX0.xy + _PixelOffsets[12]*5.00000000E+00;
_TMP1 = texture2D(Texture, _c0009);
_pixel = (_TMP1 + 3.00000012E-01).xyz;
_pixel = _pixel*(1.80000007E-01/(_Luminance + 1.00000005E-03));
_pixel = _pixel*(1.00000000E+00 + _pixel/6.40000045E-01);
_pixel = _pixel - 5.00000000E+00;
_TMP10 = max(_pixel, vec3( 0.00000000E+00, 0.00000000E+00, 0.00000000E+00));
_pixel = _TMP10/(1.00000000E+01 + _TMP10);
_Color = _Color + _pixel*2.21600011E-03;
_TMP2 = texture2D(Texture, TEX0.xy);
_OUT._color = vec4(_Color.x, _Color.y, _Color.z, 1.00000000E+00) + _TMP2;
gl_FragColor = _OUT._color;
return;
}
#endif

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// GLSL shader autogenerated by cg2glsl.py.
#if defined(VERTEX)
varying vec4 _col;
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 output_dummy {
vec4 _col;
};
vec4 _oPosition1;
uniform mat4 MVPMatrix;
vec4 _r0003;
attribute vec4 VertexCoord;
attribute vec4 TexCoord;
varying vec4 TEX0;
mat4 transpose_(mat4 matrix)
{
mat4 ret;
for (int i = 0; i < 4; i++)
for (int j = 0; j < 4; j++)
ret[i][j] = matrix[j][i];
return ret;
}
uniform int FrameDirection;
uniform int FrameCount;
#ifdef GL_ES
uniform mediump vec2 OutputSize;
uniform mediump vec2 TextureSize;
uniform mediump vec2 InputSize;
#else
uniform vec2 OutputSize;
uniform vec2 TextureSize;
uniform vec2 InputSize;
#endif
void main()
{
mat4 MVPMatrix_ = transpose_(MVPMatrix);
vec2 _otexCoord;
_r0003.x = dot(MVPMatrix_[0], VertexCoord);
_r0003.y = dot(MVPMatrix_[1], VertexCoord);
_r0003.z = dot(MVPMatrix_[2], VertexCoord);
_r0003.w = dot(MVPMatrix_[3], VertexCoord);
_oPosition1 = _r0003;
_otexCoord = TexCoord.xy;
gl_Position = _r0003;
TEX0.xy = TexCoord.xy;
}
#elif defined(FRAGMENT)
#ifdef GL_ES
precision mediump float;
#endif
varying vec4 _col;
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 output_dummy {
vec4 _col;
};
vec4 _TMP1;
uniform sampler2D Texture;
vec2 _c0008;
varying vec4 TEX0;
uniform int FrameDirection;
uniform int FrameCount;
#ifdef GL_ES
uniform mediump vec2 OutputSize;
uniform mediump vec2 TextureSize;
uniform mediump vec2 InputSize;
#else
uniform vec2 OutputSize;
uniform vec2 TextureSize;
uniform vec2 InputSize;
#endif
void main()
{
vec4 _color;
output_dummy _OUT;
_color = texture2D(Texture, TEX0.xy);
_c0008 = TEX0.xy + vec2( -4.89317987E-04, -6.08707487E-04);
_TMP1 = texture2D(Texture, _c0008);
_color = _color + _TMP1;
_c0008 = TEX0.xy + vec2( -1.26021600E-03, -1.10369998E-04);
_TMP1 = texture2D(Texture, _c0008);
_color = _color + _TMP1;
_c0008 = TEX0.xy + vec2( -1.04387093E-03, 6.85705512E-04);
_TMP1 = texture2D(Texture, _c0008);
_color = _color + _TMP1;
_c0008 = TEX0.xy + vec2( -3.05017515E-04, 9.31073970E-04);
_TMP1 = texture2D(Texture, _c0008);
_color = _color + _TMP1;
_c0008 = TEX0.xy + vec2( 1.44351006E-03, -2.92474520E-04);
_TMP1 = texture2D(Texture, _c0008);
_color = _color + _TMP1;
_c0008 = TEX0.xy + vec2( 7.10150984E-04, -7.20039010E-04);
_TMP1 = texture2D(Texture, _c0008);
_color = _color + _TMP1;
_c0008 = TEX0.xy + vec2( 7.79184047E-04, 1.15053297E-03);
_TMP1 = texture2D(Texture, _c0008);
_color = _color + _TMP1;
_c0008 = TEX0.xy + vec2( 2.78191495E-04, -1.33968599E-03);
_TMP1 = texture2D(Texture, _c0008);
_color = _color + _TMP1;
_c0008 = TEX0.xy + vec2( 7.61146483E-04, 9.66375010E-05);
_TMP1 = texture2D(Texture, _c0008);
_color = _color + _TMP1;
_c0008 = TEX0.xy + vec2( 1.34463003E-03, 6.18687016E-04);
_TMP1 = texture2D(Texture, _c0008);
_color = _color + _TMP1;
_c0008 = TEX0.xy + vec2( -4.82910022E-04, -1.39892253E-03);
_TMP1 = texture2D(Texture, _c0008);
_color = _color + _TMP1;
_c0008 = TEX0.xy + vec2( -1.18733849E-03, -8.96557525E-04);
_TMP1 = texture2D(Texture, _c0008);
_color = _color + _TMP1;
_OUT._col = _color/1.30000000E+01;
gl_FragColor = _OUT._col;
return;
}
#endif

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// GLSL shader autogenerated by cg2glsl.py.
#if defined(VERTEX)
varying vec4 _col;
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 output_dummy {
vec4 _col;
};
vec4 _oPosition1;
uniform mat4 MVPMatrix;
vec4 _r0003;
attribute vec4 VertexCoord;
attribute vec4 TexCoord;
varying vec4 TEX0;
mat4 transpose_(mat4 matrix)
{
mat4 ret;
for (int i = 0; i < 4; i++)
for (int j = 0; j < 4; j++)
ret[i][j] = matrix[j][i];
return ret;
}
uniform int FrameDirection;
uniform int FrameCount;
#ifdef GL_ES
uniform mediump vec2 OutputSize;
uniform mediump vec2 TextureSize;
uniform mediump vec2 InputSize;
#else
uniform vec2 OutputSize;
uniform vec2 TextureSize;
uniform vec2 InputSize;
#endif
void main()
{
mat4 MVPMatrix_ = transpose_(MVPMatrix);
vec2 _otexCoord;
_r0003.x = dot(MVPMatrix_[0], VertexCoord);
_r0003.y = dot(MVPMatrix_[1], VertexCoord);
_r0003.z = dot(MVPMatrix_[2], VertexCoord);
_r0003.w = dot(MVPMatrix_[3], VertexCoord);
_oPosition1 = _r0003;
_otexCoord = TexCoord.xy;
gl_Position = _r0003;
TEX0.xy = TexCoord.xy;
}
#elif defined(FRAGMENT)
#ifdef GL_ES
precision mediump float;
#endif
varying vec4 _col;
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 output_dummy {
vec4 _col;
};
vec4 _TMP1;
uniform sampler2D Texture;
vec2 _c0008;
varying vec4 TEX0;
uniform int FrameDirection;
uniform int FrameCount;
#ifdef GL_ES
uniform mediump vec2 OutputSize;
uniform mediump vec2 TextureSize;
uniform mediump vec2 InputSize;
#else
uniform vec2 OutputSize;
uniform vec2 TextureSize;
uniform vec2 InputSize;
#endif
void main()
{
vec4 _color;
output_dummy _OUT;
_color = texture2D(Texture, TEX0.xy);
_c0008 = TEX0.xy + vec2( -3.26212001E-04, -4.05805011E-04);
_TMP1 = texture2D(Texture, _c0008);
_color = _color + _TMP1;
_c0008 = TEX0.xy + vec2( -8.40143999E-04, -7.35799986E-05);
_TMP1 = texture2D(Texture, _c0008);
_color = _color + _TMP1;
_c0008 = TEX0.xy + vec2( -6.95914030E-04, 4.57137008E-04);
_TMP1 = texture2D(Texture, _c0008);
_color = _color + _TMP1;
_c0008 = TEX0.xy + vec2( -2.03345015E-04, 6.20716019E-04);
_TMP1 = texture2D(Texture, _c0008);
_color = _color + _TMP1;
_c0008 = TEX0.xy + vec2( 9.62340040E-04, -1.94983018E-04);
_TMP1 = texture2D(Texture, _c0008);
_color = _color + _TMP1;
_c0008 = TEX0.xy + vec2( 4.73434018E-04, -4.80026036E-04);
_TMP1 = texture2D(Texture, _c0008);
_color = _color + _TMP1;
_c0008 = TEX0.xy + vec2( 5.19456051E-04, 7.67022022E-04);
_TMP1 = texture2D(Texture, _c0008);
_color = _color + _TMP1;
_c0008 = TEX0.xy + vec2( 1.85461002E-04, -8.93124030E-04);
_TMP1 = texture2D(Texture, _c0008);
_color = _color + _TMP1;
_c0008 = TEX0.xy + vec2( 5.07430988E-04, 6.44250031E-05);
_TMP1 = texture2D(Texture, _c0008);
_color = _color + _TMP1;
_c0008 = TEX0.xy + vec2( 8.96420039E-04, 4.12458030E-04);
_TMP1 = texture2D(Texture, _c0008);
_color = _color + _TMP1;
_c0008 = TEX0.xy + vec2( -3.21940024E-04, -9.32615018E-04);
_TMP1 = texture2D(Texture, _c0008);
_color = _color + _TMP1;
_c0008 = TEX0.xy + vec2( -7.91558996E-04, -5.97705017E-04);
_TMP1 = texture2D(Texture, _c0008);
_color = _color + _TMP1;
_OUT._col = _color/1.30000000E+01;
gl_FragColor = _OUT._col;
return;
}
#endif

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// GLSL shader autogenerated by cg2glsl.py.
#if defined(VERTEX)
varying float _frame_rotation;
varying vec4 _t6;
varying vec4 _t5;
varying vec4 _t4;
varying vec4 _t3;
varying vec4 _t2;
varying vec4 _t1;
varying vec4 _texCoord;
varying vec4 _position1;
struct out_vertex {
vec4 _position1;
vec4 _texCoord;
vec4 _t1;
vec4 _t2;
vec4 _t3;
vec4 _t4;
vec4 _t5;
vec4 _t6;
};
struct input_dummy {
vec2 _video_size;
vec2 _texture_size;
vec2 _output_dummy_size;
float _frame_count;
float _frame_direction;
float _frame_rotation;
};
out_vertex _ret_0;
uniform mat4 MVPMatrix;
vec4 _r0030;
attribute vec4 VertexCoord;
attribute vec4 TexCoord;
varying vec4 TEX0;
varying vec4 TEX1;
varying vec4 TEX2;
varying vec4 TEX3;
varying vec4 TEX4;
varying vec4 TEX5;
varying vec4 TEX6;
mat4 transpose_(mat4 matrix)
{
mat4 ret;
for (int i = 0; i < 4; i++)
for (int j = 0; j < 4; j++)
ret[i][j] = matrix[j][i];
return ret;
}
uniform int FrameDirection;
uniform int FrameCount;
#ifdef GL_ES
uniform mediump vec2 OutputSize;
uniform mediump vec2 TextureSize;
uniform mediump vec2 InputSize;
#else
uniform vec2 OutputSize;
uniform vec2 TextureSize;
uniform vec2 InputSize;
#endif
void main()
{
mat4 MVPMatrix_ = transpose_(MVPMatrix);
out_vertex _TMP28;
_r0030.x = dot(MVPMatrix_[0], VertexCoord);
_r0030.y = dot(MVPMatrix_[1], VertexCoord);
_r0030.z = dot(MVPMatrix_[2], VertexCoord);
_r0030.w = dot(MVPMatrix_[3], VertexCoord);
_TMP28._texCoord = vec4(TexCoord.x, TexCoord.y, 0.00000000E+00, 0.00000000E+00);
_TMP28._t1 = vec4(TexCoord.x, TexCoord.y, TexCoord.x, TexCoord.y) + vec4( -8.15529958E-04, -1.01451250E-03, -2.10035988E-03, -1.83949989E-04);
_TMP28._t2 = vec4(TexCoord.x, TexCoord.y, TexCoord.x, TexCoord.y) + vec4( -1.73978484E-03, 1.14284246E-03, -5.08362486E-04, 1.55178993E-03);
_TMP28._t3 = vec4(TexCoord.x, TexCoord.y, TexCoord.x, TexCoord.y) + vec4( 2.40584998E-03, -4.87457495E-04, 1.18358503E-03, -1.20006502E-03);
_TMP28._t4 = vec4(TexCoord.x, TexCoord.y, TexCoord.x, TexCoord.y) + vec4( 1.29864004E-03, 1.91755500E-03, 4.63652483E-04, -2.23281002E-03);
_TMP28._t5 = vec4(TexCoord.x, TexCoord.y, TexCoord.x, TexCoord.y) + vec4( 1.26857741E-03, 1.61062489E-04, 2.24104989E-03, 1.03114499E-03);
_TMP28._t6 = vec4(TexCoord.x, TexCoord.y, TexCoord.x, TexCoord.y) + vec4( -8.04850017E-04, -2.33153743E-03, -1.97889749E-03, -1.49426248E-03);
_ret_0._position1 = _r0030;
_ret_0._texCoord = _TMP28._texCoord;
_ret_0._t1 = _TMP28._t1;
_ret_0._t2 = _TMP28._t2;
_ret_0._t3 = _TMP28._t3;
_ret_0._t4 = _TMP28._t4;
_ret_0._t5 = _TMP28._t5;
_ret_0._t6 = _TMP28._t6;
gl_Position = _r0030;
TEX0 = _TMP28._texCoord;
TEX1 = _TMP28._t1;
TEX2 = _TMP28._t2;
TEX3 = _TMP28._t3;
TEX4 = _TMP28._t4;
TEX5 = _TMP28._t5;
TEX6 = _TMP28._t6;
return;
TEX0 = _ret_0._texCoord;
TEX1 = _ret_0._t1;
TEX2 = _ret_0._t2;
TEX3 = _ret_0._t3;
TEX4 = _ret_0._t4;
TEX5 = _ret_0._t5;
TEX6 = _ret_0._t6;
}
#elif defined(FRAGMENT)
#ifdef GL_ES
precision mediump float;
#endif
varying float _frame_rotation;
varying vec4 _t6;
varying vec4 _t5;
varying vec4 _t4;
varying vec4 _t3;
varying vec4 _t2;
varying vec4 _t1;
varying vec4 _texCoord;
struct out_vertex {
vec4 _texCoord;
vec4 _t1;
vec4 _t2;
vec4 _t3;
vec4 _t4;
vec4 _t5;
vec4 _t6;
};
struct input_dummy {
vec2 _video_size;
vec2 _texture_size;
vec2 _output_dummy_size;
float _frame_count;
float _frame_direction;
float _frame_rotation;
};
vec4 _ret_0;
vec4 _TMP11;
vec4 _TMP10;
vec4 _TMP9;
vec4 _TMP8;
vec4 _TMP7;
vec4 _TMP6;
vec4 _TMP5;
vec4 _TMP4;
vec4 _TMP3;
vec4 _TMP2;
vec4 _TMP1;
vec4 _TMP0;
uniform sampler2D Texture;
varying vec4 TEX0;
varying vec4 TEX1;
varying vec4 TEX2;
varying vec4 TEX3;
varying vec4 TEX4;
varying vec4 TEX5;
varying vec4 TEX6;
uniform int FrameDirection;
uniform int FrameCount;
#ifdef GL_ES
uniform mediump vec2 OutputSize;
uniform mediump vec2 TextureSize;
uniform mediump vec2 InputSize;
#else
uniform vec2 OutputSize;
uniform vec2 TextureSize;
uniform vec2 InputSize;
#endif
void main()
{
vec4 _color;
_color = texture2D(Texture, TEX0.xy);
_TMP0 = texture2D(Texture, TEX1.xy);
_color = _color + _TMP0;
_TMP1 = texture2D(Texture, TEX1.zw);
_color = _color + _TMP1;
_TMP2 = texture2D(Texture, TEX2.xy);
_color = _color + _TMP2;
_TMP3 = texture2D(Texture, TEX2.zw);
_color = _color + _TMP3;
_TMP4 = texture2D(Texture, TEX3.xy);
_color = _color + _TMP4;
_TMP5 = texture2D(Texture, TEX3.zw);
_color = _color + _TMP5;
_TMP6 = texture2D(Texture, TEX4.xy);
_color = _color + _TMP6;
_TMP7 = texture2D(Texture, TEX4.zw);
_color = _color + _TMP7;
_TMP8 = texture2D(Texture, TEX5.xy);
_color = _color + _TMP8;
_TMP9 = texture2D(Texture, TEX5.zw);
_color = _color + _TMP9;
_TMP10 = texture2D(Texture, TEX6.xy);
_color = _color + _TMP10;
_TMP11 = texture2D(Texture, TEX6.zw);
_color = _color + _TMP11;
_ret_0 = _color/1.30000000E+01;
gl_FragColor = _ret_0;
return;
}
#endif

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// GLSL shader autogenerated by cg2glsl.py.
#if defined(VERTEX)
varying vec2 _CT;
varying vec4 _position2;
varying vec4 _color;
varying vec2 _texCoord1;
varying vec4 _position1;
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;
vec2 _texCoord1;
};
struct output_dummy {
vec4 _color;
};
struct VERTEX_INPUT {
vec4 _position2;
vec2 _CT;
};
VERTEX_OUTPUT _ret_0;
uniform mat4 MVPMatrix;
vec4 _r0002;
attribute vec4 VertexCoord;
attribute vec4 TexCoord;
varying vec4 TEX0;
mat4 transpose_(mat4 matrix)
{
mat4 ret;
for (int i = 0; i < 4; i++)
for (int j = 0; j < 4; j++)
ret[i][j] = matrix[j][i];
return ret;
}
uniform int FrameDirection;
uniform int FrameCount;
#ifdef GL_ES
uniform mediump vec2 OutputSize;
uniform mediump vec2 TextureSize;
uniform mediump vec2 InputSize;
#else
uniform vec2 OutputSize;
uniform vec2 TextureSize;
uniform vec2 InputSize;
#endif
void main()
{
mat4 MVPMatrix_ = transpose_(MVPMatrix);
_r0002.x = dot(MVPMatrix_[0], VertexCoord);
_r0002.y = dot(MVPMatrix_[1], VertexCoord);
_r0002.z = dot(MVPMatrix_[2], VertexCoord);
_r0002.w = dot(MVPMatrix_[3], VertexCoord);
_ret_0._position1 = _r0002;
_ret_0._texCoord1 = TexCoord.xy;
gl_Position = _r0002;
TEX0.xy = TexCoord.xy;
return;
TEX0.xy = _ret_0._texCoord1;
}
#elif defined(FRAGMENT)
#ifdef GL_ES
precision mediump float;
#endif
varying vec2 _CT;
varying vec4 _color;
varying vec2 _texCoord;
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 {
vec2 _texCoord;
};
struct output_dummy {
vec4 _color;
};
struct VERTEX_INPUT {
vec2 _CT;
};
vec4 _TMP1;
vec4 _TMP0;
uniform sampler2D Texture;
vec2 _c0008;
vec2 _c0010;
varying vec4 TEX0;
uniform int FrameDirection;
uniform int FrameCount;
#ifdef GL_ES
uniform mediump vec2 OutputSize;
uniform mediump vec2 TextureSize;
uniform mediump vec2 InputSize;
#else
uniform vec2 OutputSize;
uniform vec2 TextureSize;
uniform vec2 InputSize;
#endif
void main()
{
vec4 _Color;
_c0008 = TEX0.xy - 1.00000005E-03;
_TMP0 = texture2D(Texture, _c0008);
_Color = vec4( 5.00000000E-01, 5.00000000E-01, 5.00000000E-01, 1.00000000E+00) - _TMP0*2.00000000E+00;
_c0010 = TEX0.xy + 1.00000005E-03;
_TMP1 = texture2D(Texture, _c0010);
_Color = _Color + _TMP1*2.00000000E+00;
_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);
gl_FragColor = _Color;
return;
}
#endif

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// GLSL shader autogenerated by cg2glsl.py.
#if defined(VERTEX)
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;
};
vec4 _oPosition1;
uniform mat4 MVPMatrix;
vec4 _r0002;
attribute vec4 VertexCoord;
attribute vec4 COLOR;
varying vec4 COL0;
attribute vec4 TexCoord;
varying vec4 TEX0;
mat4 transpose_(mat4 matrix)
{
mat4 ret;
for (int i = 0; i < 4; i++)
for (int j = 0; j < 4; j++)
ret[i][j] = matrix[j][i];
return ret;
}
uniform int FrameDirection;
uniform int FrameCount;
#ifdef GL_ES
uniform mediump vec2 OutputSize;
uniform mediump vec2 TextureSize;
uniform mediump vec2 InputSize;
#else
uniform vec2 OutputSize;
uniform vec2 TextureSize;
uniform vec2 InputSize;
#endif
void main()
{
mat4 MVPMatrix_ = transpose_(MVPMatrix);
vec4 _oColor;
vec2 _oTex;
_r0002.x = dot(MVPMatrix_[0], VertexCoord);
_r0002.y = dot(MVPMatrix_[1], VertexCoord);
_r0002.z = dot(MVPMatrix_[2], VertexCoord);
_r0002.w = dot(MVPMatrix_[3], VertexCoord);
_oPosition1 = _r0002;
_oColor = COLOR;
_oTex = TexCoord.xy;
gl_Position = _r0002;
COL0 = COLOR;
TEX0.xy = TexCoord.xy;
}
#elif defined(FRAGMENT)
#ifdef GL_ES
precision mediump float;
#endif
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;
};
vec4 _ret_0;
float _TMP2;
float _TMP3;
float _TMP1;
float _TMP0;
uniform sampler2D Texture;
float _frame_cnt0007;
vec2 _constant10007;
float _constant20007;
float _x0015;
float _x0017;
float _TMP18;
varying vec4 TEX0;
uniform int FrameDirection;
uniform int FrameCount;
#ifdef GL_ES
uniform mediump vec2 OutputSize;
uniform mediump vec2 TextureSize;
uniform mediump vec2 InputSize;
#else
uniform vec2 OutputSize;
uniform vec2 TextureSize;
uniform vec2 InputSize;
#endif
void main()
{
vec4 _color;
_frame_cnt0007 = cos(0.00000000E+00);
_constant10007 = _frame_cnt0007*vec2( 1.29090910E+01, 7.82307663E+01);
_constant20007 = (_frame_cnt0007*4.81344000E+05)/1.10000000E+01;
_TMP0 = dot(TEX0.xy, _constant10007);
_TMP1 = sin(_TMP0);
_x0015 = _TMP1*_constant20007;
_TMP2 = fract(_x0015);
_x0017 = _TMP2 + 2.00000003E-01;
_TMP3 = min(1.00000000E+00, _x0017);
_TMP18 = max(0.00000000E+00, _TMP3);
_color = texture2D(Texture, TEX0.xy);
_color = (_color - 6.27451017E-02)*1.16438353E+00;
_ret_0 = _color*_TMP18;
gl_FragColor = _ret_0;
return;
}
#endif

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// GLSL shader autogenerated by cg2glsl.py.
#if defined(VERTEX)
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;
};
vec4 _oPosition1;
uniform mat4 MVPMatrix;
vec4 _r0002;
attribute vec4 VertexCoord;
attribute vec4 COLOR;
varying vec4 COL0;
attribute vec4 TexCoord;
varying vec4 TEX0;
mat4 transpose_(mat4 matrix)
{
mat4 ret;
for (int i = 0; i < 4; i++)
for (int j = 0; j < 4; j++)
ret[i][j] = matrix[j][i];
return ret;
}
uniform int FrameDirection;
uniform int FrameCount;
#ifdef GL_ES
uniform mediump vec2 OutputSize;
uniform mediump vec2 TextureSize;
uniform mediump vec2 InputSize;
#else
uniform vec2 OutputSize;
uniform vec2 TextureSize;
uniform vec2 InputSize;
#endif
void main()
{
mat4 MVPMatrix_ = transpose_(MVPMatrix);
vec4 _oColor;
vec2 _oTex;
_r0002.x = dot(MVPMatrix_[0], VertexCoord);
_r0002.y = dot(MVPMatrix_[1], VertexCoord);
_r0002.z = dot(MVPMatrix_[2], VertexCoord);
_r0002.w = dot(MVPMatrix_[3], VertexCoord);
_oPosition1 = _r0002;
_oColor = COLOR;
_oTex = TexCoord.xy;
gl_Position = _r0002;
COL0 = COLOR;
TEX0.xy = TexCoord.xy;
}
#elif defined(FRAGMENT)
#ifdef GL_ES
precision mediump float;
#endif
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;
};
vec4 _ret_0;
float _TMP2;
float _TMP3;
float _TMP1;
float _TMP0;
uniform sampler2D Texture;
input_dummy _IN1;
float _frame_cnt0007;
vec2 _constant10007;
float _constant20007;
float _x0015;
float _x0017;
float _TMP18;
varying vec4 TEX0;
uniform int FrameDirection;
uniform int FrameCount;
#ifdef GL_ES
uniform mediump vec2 OutputSize;
uniform mediump vec2 TextureSize;
uniform mediump vec2 InputSize;
#else
uniform vec2 OutputSize;
uniform vec2 TextureSize;
uniform vec2 InputSize;
#endif
void main()
{
vec4 _color;
_frame_cnt0007 = cos(float(FrameCount));
_constant10007 = _frame_cnt0007*vec2( 1.29090910E+01, 7.82307663E+01);
_constant20007 = (_frame_cnt0007*4.81344000E+05)/1.10000000E+01;
_TMP0 = dot(TEX0.xy, _constant10007);
_TMP1 = sin(_TMP0);
_x0015 = _TMP1*_constant20007;
_TMP2 = fract(_x0015);
_x0017 = _TMP2 + 2.00000003E-01;
_TMP3 = min(1.00000000E+00, _x0017);
_TMP18 = max(0.00000000E+00, _TMP3);
_color = texture2D(Texture, TEX0.xy);
_color = (_color - 6.27451017E-02)*1.16438353E+00;
_ret_0 = _color*_TMP18;
gl_FragColor = _ret_0;
return;
}
#endif

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// GLSL shader autogenerated by cg2glsl.py.
#if defined(VERTEX)
varying vec4 _color;
varying vec2 _texCoord1;
varying vec4 _vpos1;
varying vec4 _position1;
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;
uniform mat4 MVPMatrix;
vec4 _r0003;
attribute vec4 VertexCoord;
attribute vec4 TexCoord;
varying vec4 TEX1;
varying vec4 TEX0;
mat4 transpose_(mat4 matrix)
{
mat4 ret;
for (int i = 0; i < 4; i++)
for (int j = 0; j < 4; j++)
ret[i][j] = matrix[j][i];
return ret;
}
uniform int FrameDirection;
uniform int FrameCount;
#ifdef GL_ES
uniform mediump vec2 OutputSize;
uniform mediump vec2 TextureSize;
uniform mediump vec2 InputSize;
#else
uniform vec2 OutputSize;
uniform vec2 TextureSize;
uniform vec2 InputSize;
#endif
void main()
{
mat4 MVPMatrix_ = transpose_(MVPMatrix);
_r0003.x = dot(MVPMatrix_[0], VertexCoord);
_r0003.y = dot(MVPMatrix_[1], VertexCoord);
_r0003.z = dot(MVPMatrix_[2], VertexCoord);
_r0003.w = dot(MVPMatrix_[3], VertexCoord);
_ret_0._position1 = _r0003;
_ret_0._vpos1 = _r0003;
_ret_0._texCoord1 = TexCoord.xy;
gl_Position = _r0003;
TEX1 = _r0003;
TEX0.xy = TexCoord.xy;
return;
TEX1 = _ret_0._vpos1;
TEX0.xy = _ret_0._texCoord1;
}
#elif defined(FRAGMENT)
#ifdef GL_ES
precision mediump float;
#endif
varying vec4 _color;
varying vec2 _texCoord;
varying vec4 _vpos;
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;
varying vec4 TEX1;
varying vec4 TEX0;
uniform int FrameDirection;
uniform int FrameCount;
#ifdef GL_ES
uniform mediump vec2 OutputSize;
uniform mediump vec2 TextureSize;
uniform mediump vec2 InputSize;
#else
uniform vec2 OutputSize;
uniform vec2 TextureSize;
uniform vec2 InputSize;
#endif
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 = texture2D(Texture, _c0038);
_TMP6 = texture2D(Texture, TEX0.xy);
_c0042 = TEX0.xy - 1.95312500E-03;
_TMP7 = texture2D(Texture, _c0042);
_distortion2 = vec4(_TMP5.x, _TMP6.y, _TMP7.z, 1.00000000E+00);
_OUT._color = _TMP13*(_distortion2*_TMP29);
gl_FragColor = _OUT._color;
return;
}
#endif

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// GLSL shader autogenerated by cg2glsl.py.
#if defined(VERTEX)
varying vec4 _color;
varying vec2 _texCoord1;
varying vec4 _vpos1;
varying vec4 _position1;
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;
uniform mat4 MVPMatrix;
vec4 _r0003;
attribute vec4 VertexCoord;
attribute vec4 TexCoord;
varying vec4 TEX1;
varying vec4 TEX0;
mat4 transpose_(mat4 matrix)
{
mat4 ret;
for (int i = 0; i < 4; i++)
for (int j = 0; j < 4; j++)
ret[i][j] = matrix[j][i];
return ret;
}
uniform int FrameDirection;
uniform int FrameCount;
#ifdef GL_ES
uniform mediump vec2 OutputSize;
uniform mediump vec2 TextureSize;
uniform mediump vec2 InputSize;
#else
uniform vec2 OutputSize;
uniform vec2 TextureSize;
uniform vec2 InputSize;
#endif
void main()
{
mat4 MVPMatrix_ = transpose_(MVPMatrix);
_r0003.x = dot(MVPMatrix_[0], VertexCoord);
_r0003.y = dot(MVPMatrix_[1], VertexCoord);
_r0003.z = dot(MVPMatrix_[2], VertexCoord);
_r0003.w = dot(MVPMatrix_[3], VertexCoord);
_ret_0._position1 = _r0003;
_ret_0._vpos1 = _r0003;
_ret_0._texCoord1 = TexCoord.xy;
gl_Position = _r0003;
TEX1 = _r0003;
TEX0.xy = TexCoord.xy;
return;
TEX1 = _ret_0._vpos1;
TEX0.xy = _ret_0._texCoord1;
}
#elif defined(FRAGMENT)
#ifdef GL_ES
precision mediump float;
#endif
varying vec4 _color;
varying vec2 _texCoord;
varying vec4 _vpos;
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;
vec2 _cc0012;
float _dist0012;
float _TMP17;
float _x0018;
float _frame_cnt0026;
vec2 _constant10026;
float _constant20026;
float _x0034;
float _TMP35;
float _x0036;
vec2 _c0046;
vec2 _c0050;
varying vec4 TEX1;
varying vec4 TEX0;
uniform int FrameDirection;
uniform int FrameCount;
#ifdef GL_ES
uniform mediump vec2 OutputSize;
uniform mediump vec2 TextureSize;
uniform mediump vec2 InputSize;
#else
uniform vec2 OutputSize;
uniform vec2 TextureSize;
uniform vec2 InputSize;
#endif
void main()
{
output_dummy _OUT;
vec2 _p;
float _f;
vec4 _distortion1;
_TMP8._vpos = TEX1/TEX1.w;
_cc0012 = TEX0.xy - 5.00000000E-01;
_dist0012 = dot(_cc0012, _cc0012);
_p = TEX0.xy + _cc0012*(_dist0012 + 7.00000003E-02*_dist0012*_dist0012)*7.00000003E-02;
_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);
_x0018 = 4.80000019E+00*(_TMP0 - 1.59999996E-01);
_TMP1 = min(1.00000000E+00, _x0018);
_TMP17 = max(0.00000000E+00, _TMP1);
_frame_cnt0026 = cos(float(FrameCount));
_constant10026 = _frame_cnt0026*vec2( 1.29090910E+01, 7.82307663E+01);
_constant20026 = (_frame_cnt0026*4.81344000E+05)/1.10000000E+01;
_TMP2 = dot(_p, _constant10026);
_TMP3 = sin(_TMP2);
_x0034 = _TMP3*_constant20026;
_TMP4 = fract(_x0034);
_x0036 = _TMP4 + 2.00000003E-01;
_TMP1 = min(1.00000000E+00, _x0036);
_TMP35 = max(0.00000000E+00, _TMP1);
_c0046 = _p + 7.81250000E-03;
_TMP5 = texture2D(Texture, _c0046);
_TMP6 = texture2D(Texture, _p);
_c0050 = _p - 7.81250000E-03;
_TMP7 = texture2D(Texture, _c0050);
_distortion1 = vec4(_TMP5.x, _TMP6.y, _TMP7.z, 1.00000000E+00);
_OUT._color = _TMP17*(_distortion1*_TMP35);
gl_FragColor = _OUT._color;
return;
}
#endif

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// GLSL shader autogenerated by cg2glsl.py.
#if defined(VERTEX)
varying vec4 _color;
varying vec2 _texCoord1;
varying vec4 _vpos1;
varying vec4 _position1;
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;
uniform mat4 MVPMatrix;
vec4 _r0003;
attribute vec4 VertexCoord;
attribute vec4 TexCoord;
varying vec4 TEX1;
varying vec4 TEX0;
mat4 transpose_(mat4 matrix)
{
mat4 ret;
for (int i = 0; i < 4; i++)
for (int j = 0; j < 4; j++)
ret[i][j] = matrix[j][i];
return ret;
}
uniform int FrameDirection;
uniform int FrameCount;
#ifdef GL_ES
uniform mediump vec2 OutputSize;
uniform mediump vec2 TextureSize;
uniform mediump vec2 InputSize;
#else
uniform vec2 OutputSize;
uniform vec2 TextureSize;
uniform vec2 InputSize;
#endif
void main()
{
mat4 MVPMatrix_ = transpose_(MVPMatrix);
_r0003.x = dot(MVPMatrix_[0], VertexCoord);
_r0003.y = dot(MVPMatrix_[1], VertexCoord);
_r0003.z = dot(MVPMatrix_[2], VertexCoord);
_r0003.w = dot(MVPMatrix_[3], VertexCoord);
_ret_0._position1 = _r0003;
_ret_0._vpos1 = _r0003;
_ret_0._texCoord1 = TexCoord.xy;
gl_Position = _r0003;
TEX1 = _r0003;
TEX0.xy = TexCoord.xy;
return;
TEX1 = _ret_0._vpos1;
TEX0.xy = _ret_0._texCoord1;
}
#elif defined(FRAGMENT)
#ifdef GL_ES
precision mediump float;
#endif
varying vec4 _color;
varying vec2 _texCoord;
varying vec4 _vpos;
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 _TMP4;
vec4 _TMP3;
vec4 _TMP2;
float _TMP0;
float _TMP1;
VERTEX_OUTPUT _TMP5;
uniform sampler2D Texture;
float _TMP12;
float _x0013;
vec2 _c0025;
vec2 _c0029;
varying vec4 TEX1;
varying vec4 TEX0;
uniform int FrameDirection;
uniform int FrameCount;
#ifdef GL_ES
uniform mediump vec2 OutputSize;
uniform mediump vec2 TextureSize;
uniform mediump vec2 InputSize;
#else
uniform vec2 OutputSize;
uniform vec2 TextureSize;
uniform vec2 InputSize;
#endif
void main()
{
output_dummy _OUT;
float _f;
vec4 _distortion1;
_TMP5._vpos = TEX1/TEX1.w;
_f = (1.00000000E+00 - _TMP5._vpos.x*_TMP5._vpos.x)*(1.00000000E+00 - _TMP5._vpos.y*_TMP5._vpos.y);
_TMP0 = pow(_f, 4.39999998E-01);
_x0013 = 8.80000019E+00*(_TMP0 - 1.00000001E-01);
_TMP1 = min(1.00000000E+00, _x0013);
_TMP12 = max(0.00000000E+00, _TMP1);
_c0025 = TEX0.xy + 1.95312500E-03;
_TMP2 = texture2D(Texture, _c0025);
_TMP3 = texture2D(Texture, TEX0.xy);
_c0029 = TEX0.xy - 1.95312500E-03;
_TMP4 = texture2D(Texture, _c0029);
_distortion1 = vec4(_TMP2.x, _TMP3.y, _TMP4.z, 1.00000000E+00);
_OUT._color = _TMP12*_distortion1;
gl_FragColor = _OUT._color;
return;
}
#endif

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// GLSL shader autogenerated by cg2glsl.py.
#if defined(VERTEX)
varying vec4 _color;
varying vec2 _texCoord1;
varying vec4 VARvpos;
varying vec4 _position1;
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 VARvpos;
vec2 _texCoord1;
};
struct output_dummy {
vec4 _color;
};
VERTEX_OUTPUT _ret_0;
uniform mat4 MVPMatrix;
vec4 _r0004;
attribute vec4 VertexCoord;
attribute vec4 TexCoord;
varying vec4 TEX0;
mat4 transpose_(mat4 matrix)
{
mat4 ret;
for (int i = 0; i < 4; i++)
for (int j = 0; j < 4; j++)
ret[i][j] = matrix[j][i];
return ret;
}
uniform int FrameDirection;
uniform int FrameCount;
#ifdef GL_ES
uniform mediump vec2 OutputSize;
uniform mediump vec2 TextureSize;
uniform mediump vec2 InputSize;
#else
uniform vec2 OutputSize;
uniform vec2 TextureSize;
uniform vec2 InputSize;
#endif
void main()
{
mat4 MVPMatrix_ = transpose_(MVPMatrix);
_r0004.x = dot(MVPMatrix_[0], VertexCoord);
_r0004.y = dot(MVPMatrix_[1], VertexCoord);
_r0004.z = dot(MVPMatrix_[2], VertexCoord);
_r0004.w = dot(MVPMatrix_[3], VertexCoord);
_ret_0._position1 = _r0004;
VARvpos = _r0004;
_ret_0._texCoord1 = TexCoord.xy;
gl_Position = _r0004;
TEX0.xy = TexCoord.xy;
return;
TEX0.xy = _ret_0._texCoord1;
}
#elif defined(FRAGMENT)
#ifdef GL_ES
precision mediump float;
#endif
varying vec4 _color;
varying vec2 _texCoord;
varying vec4 VARvpos;
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 VARvpos;
vec2 _texCoord;
};
struct output_dummy {
vec4 _color;
};
vec4 _TMP4;
vec4 _TMP3;
vec4 _TMP2;
float _TMP0;
float _TMP1;
VERTEX_OUTPUT _TMP5;
VERTEX_OUTPUT _VAR1;
uniform sampler2D Texture;
float _TMP12;
float _x0013;
vec2 _c0025;
vec2 _c0029;
varying vec4 TEX0;
uniform int FrameDirection;
uniform int FrameCount;
#ifdef GL_ES
uniform mediump vec2 OutputSize;
uniform mediump vec2 TextureSize;
uniform mediump vec2 InputSize;
#else
uniform vec2 OutputSize;
uniform vec2 TextureSize;
uniform vec2 InputSize;
#endif
void main()
{
output_dummy _OUT;
float _f;
vec4 _distortion1;
_TMP5.VARvpos = VARvpos/VARvpos.w;
_f = (1.00000000E+00 - _TMP5.VARvpos.x*_TMP5.VARvpos.x)*(1.00000000E+00 - _TMP5.VARvpos.y*_TMP5.VARvpos.y);
_TMP0 = pow(_f, 4.39999998E-01);
_x0013 = 8.80000019E+00*(_TMP0 - 1.00000001E-01);
_TMP1 = min(1.00000000E+00, _x0013);
_TMP12 = max(0.00000000E+00, _TMP1);
_c0025 = TEX0.xy + 1.95312500E-03;
_TMP2 = texture2D(Texture, _c0025);
_TMP3 = texture2D(Texture, TEX0.xy);
_c0029 = TEX0.xy - 1.95312500E-03;
_TMP4 = texture2D(Texture, _c0029);
_distortion1 = vec4(_TMP2.x, _TMP3.y, _TMP4.z, 1.00000000E+00);
_OUT._color = _TMP12*_distortion1;
gl_FragColor = _OUT._color;
return;
}
#endif

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// GLSL shader autogenerated by cg2glsl.py.
#if defined(VERTEX)
varying vec4 _color;
varying vec2 _texCoord1;
varying vec4 _vpos1;
varying vec4 _position1;
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;
uniform mat4 MVPMatrix;
vec4 _r0003;
attribute vec4 VertexCoord;
attribute vec4 TexCoord;
varying vec4 TEX1;
varying vec4 TEX0;
mat4 transpose_(mat4 matrix)
{
mat4 ret;
for (int i = 0; i < 4; i++)
for (int j = 0; j < 4; j++)
ret[i][j] = matrix[j][i];
return ret;
}
uniform int FrameDirection;
uniform int FrameCount;
#ifdef GL_ES
uniform mediump vec2 OutputSize;
uniform mediump vec2 TextureSize;
uniform mediump vec2 InputSize;
#else
uniform vec2 OutputSize;
uniform vec2 TextureSize;
uniform vec2 InputSize;
#endif
void main()
{
mat4 MVPMatrix_ = transpose_(MVPMatrix);
_r0003.x = dot(MVPMatrix_[0], VertexCoord);
_r0003.y = dot(MVPMatrix_[1], VertexCoord);
_r0003.z = dot(MVPMatrix_[2], VertexCoord);
_r0003.w = dot(MVPMatrix_[3], VertexCoord);
_ret_0._position1 = _r0003;
_ret_0._vpos1 = _r0003;
_ret_0._texCoord1 = TexCoord.xy;
gl_Position = _r0003;
TEX1 = _r0003;
TEX0.xy = TexCoord.xy;
return;
TEX1 = _ret_0._vpos1;
TEX0.xy = _ret_0._texCoord1;
}
#elif defined(FRAGMENT)
#ifdef GL_ES
precision mediump float;
#endif
varying vec4 _color;
varying vec2 _texCoord;
varying vec4 _vpos;
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 _TMP4;
vec4 _TMP3;
vec4 _TMP2;
float _TMP0;
float _TMP1;
VERTEX_OUTPUT _TMP5;
uniform sampler2D Texture;
float _TMP12;
float _x0013;
vec2 _c0025;
vec2 _c0029;
varying vec4 TEX1;
varying vec4 TEX0;
uniform int FrameDirection;
uniform int FrameCount;
#ifdef GL_ES
uniform mediump vec2 OutputSize;
uniform mediump vec2 TextureSize;
uniform mediump vec2 InputSize;
#else
uniform vec2 OutputSize;
uniform vec2 TextureSize;
uniform vec2 InputSize;
#endif
void main()
{
output_dummy _OUT;
float _f;
vec4 _distortion1;
_TMP5._vpos = TEX1/TEX1.w;
_f = (1.00000000E+00 - _TMP5._vpos.x*_TMP5._vpos.x)*(1.00000000E+00 - _TMP5._vpos.y*_TMP5._vpos.y);
_TMP0 = pow(_f, 4.39999998E-01);
_x0013 = 8.80000019E+00*(_TMP0 - 1.00000001E-01);
_TMP1 = min(1.00000000E+00, _x0013);
_TMP12 = max(0.00000000E+00, _TMP1);
_c0025 = TEX0.xy + 9.76562500E-04;
_TMP2 = texture2D(Texture, _c0025);
_TMP3 = texture2D(Texture, TEX0.xy);
_c0029 = TEX0.xy - 9.76562500E-04;
_TMP4 = texture2D(Texture, _c0029);
_distortion1 = vec4(_TMP2.x, _TMP3.y, _TMP4.z, 1.00000000E+00);
_OUT._color = _TMP12*_distortion1;
gl_FragColor = _OUT._color;
return;
}
#endif

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// GLSL shader autogenerated by cg2glsl.py.
#if defined(VERTEX)
varying vec4 _color;
varying vec2 _texCoord1;
varying vec4 _vpos1;
varying vec4 _position1;
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;
uniform mat4 MVPMatrix;
vec4 _r0003;
attribute vec4 VertexCoord;
attribute vec4 TexCoord;
varying vec4 TEX1;
varying vec4 TEX0;
mat4 transpose_(mat4 matrix)
{
mat4 ret;
for (int i = 0; i < 4; i++)
for (int j = 0; j < 4; j++)
ret[i][j] = matrix[j][i];
return ret;
}
uniform int FrameDirection;
uniform int FrameCount;
#ifdef GL_ES
uniform mediump vec2 OutputSize;
uniform mediump vec2 TextureSize;
uniform mediump vec2 InputSize;
#else
uniform vec2 OutputSize;
uniform vec2 TextureSize;
uniform vec2 InputSize;
#endif
void main()
{
mat4 MVPMatrix_ = transpose_(MVPMatrix);
_r0003.x = dot(MVPMatrix_[0], VertexCoord);
_r0003.y = dot(MVPMatrix_[1], VertexCoord);
_r0003.z = dot(MVPMatrix_[2], VertexCoord);
_r0003.w = dot(MVPMatrix_[3], VertexCoord);
_ret_0._position1 = _r0003;
_ret_0._vpos1 = _r0003;
_ret_0._texCoord1 = TexCoord.xy;
gl_Position = _r0003;
TEX1 = _r0003;
TEX0.xy = TexCoord.xy;
return;
TEX1 = _ret_0._vpos1;
TEX0.xy = _ret_0._texCoord1;
}
#elif defined(FRAGMENT)
#ifdef GL_ES
precision mediump float;
#endif
varying vec4 _color;
varying vec2 _texCoord;
varying vec4 _vpos;
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_cnt0022;
vec2 _constant10022;
float _constant20022;
float _x0030;
float _TMP31;
float _x0032;
vec2 _c0042;
vec2 _c0046;
varying vec4 TEX1;
varying vec4 TEX0;
uniform int FrameDirection;
uniform int FrameCount;
#ifdef GL_ES
uniform mediump vec2 OutputSize;
uniform mediump vec2 TextureSize;
uniform mediump vec2 InputSize;
#else
uniform vec2 OutputSize;
uniform vec2 TextureSize;
uniform vec2 InputSize;
#endif
void main()
{
output_dummy _OUT;
float _f;
vec4 _image;
float _luminance;
vec4 _distortion;
_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 = 4.80000019E+00*(_TMP0 - 1.59999996E-01);
_TMP1 = min(1.00000000E+00, _x0014);
_TMP13 = max(0.00000000E+00, _TMP1);
_image = texture2D(Texture, TEX0.xy);
_image = (_image - 6.27451017E-02)*1.16438353E+00;
_frame_cnt0022 = cos(float(FrameCount));
_constant10022 = _frame_cnt0022*vec2( 1.29090910E+01, 7.82307663E+01);
_constant20022 = (_frame_cnt0022*4.81344000E+05)/1.10000000E+01;
_TMP2 = dot(TEX0.xy, _constant10022);
_TMP3 = sin(_TMP2);
_x0030 = _TMP3*_constant20022;
_TMP4 = fract(_x0030);
_x0032 = _TMP4 + 2.00000003E-01;
_TMP1 = min(1.00000000E+00, _x0032);
_TMP31 = max(0.00000000E+00, _TMP1);
_luminance = dot(_image.xyz, vec3( 2.98999995E-01, 5.87000012E-01, 1.14000000E-01));
_image.xyz = vec3(_luminance, _luminance, _luminance);
_c0042 = TEX0.xy + 1.56250000E-02;
_TMP5 = texture2D(Texture, _c0042);
_TMP6 = texture2D(Texture, TEX0.xy);
_c0046 = TEX0.xy - 1.56250000E-02;
_TMP7 = texture2D(Texture, _c0046);
_distortion = vec4(_TMP5.x, _TMP6.y, _TMP7.z, 1.00000000E+00);
_OUT._color = _TMP13*((4.30000007E-01*_distortion)*_TMP31 + _image);
gl_FragColor = _OUT._color;
return;
}
#endif

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// GLSL shader autogenerated by cg2glsl.py.
#if defined(VERTEX)
varying vec4 _color1;
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 output_dummy {
vec4 _color1;
};
vec4 _oPosition1;
uniform mat4 MVPMatrix;
vec4 _r0002;
attribute vec4 VertexCoord;
attribute vec4 COLOR;
attribute vec4 TexCoord;
varying vec4 COL0;
varying vec4 TEX0;
mat4 transpose_(mat4 matrix)
{
mat4 ret;
for (int i = 0; i < 4; i++)
for (int j = 0; j < 4; j++)
ret[i][j] = matrix[j][i];
return ret;
}
uniform int FrameDirection;
uniform int FrameCount;
#ifdef GL_ES
uniform mediump vec2 OutputSize;
uniform mediump vec2 TextureSize;
uniform mediump vec2 InputSize;
#else
uniform vec2 OutputSize;
uniform vec2 TextureSize;
uniform vec2 InputSize;
#endif
void main()
{
mat4 MVPMatrix_ = transpose_(MVPMatrix);
vec4 _oColor;
vec2 _otexCoord;
_r0002.x = dot(MVPMatrix_[0], VertexCoord);
_r0002.y = dot(MVPMatrix_[1], VertexCoord);
_r0002.z = dot(MVPMatrix_[2], VertexCoord);
_r0002.w = dot(MVPMatrix_[3], VertexCoord);
_oPosition1 = _r0002;
_oColor = COLOR;
_otexCoord = TexCoord.xy;
gl_Position = _r0002;
COL0 = COLOR;
TEX0.xy = TexCoord.xy;
}
#elif defined(FRAGMENT)
#ifdef GL_ES
precision mediump float;
#endif
varying vec4 _color;
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 output_dummy {
vec4 _color;
};
vec4 _TMP1;
vec4 _TMP0;
uniform sampler2D Texture;
vec2 _c0007;
vec2 _c0009;
varying vec4 TEX0;
uniform int FrameDirection;
uniform int FrameCount;
#ifdef GL_ES
uniform mediump vec2 OutputSize;
uniform mediump vec2 TextureSize;
uniform mediump vec2 InputSize;
#else
uniform vec2 OutputSize;
uniform vec2 TextureSize;
uniform vec2 InputSize;
#endif
void main()
{
vec4 _Color;
_Color = texture2D(Texture, TEX0.xy);
_c0007 = TEX0.xy + 9.99999975E-05;
_TMP0 = texture2D(Texture, _c0007);
_Color = _Color - _TMP0*1.00000000E+01;
_c0009 = TEX0.xy - 9.99999975E-05;
_TMP1 = texture2D(Texture, _c0009);
_Color = _Color + _TMP1*1.00000000E+01;
_Color.w = 1.00000000E+00;
gl_FragColor = _Color;
return;
}
#endif

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// GLSL shader autogenerated by cg2glsl.py.
#if defined(VERTEX)
varying vec4 _color1;
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 output_dummy {
vec4 _color1;
};
vec4 _oPosition1;
uniform mat4 MVPMatrix;
vec4 _r0002;
attribute vec4 VertexCoord;
attribute vec4 COLOR;
attribute vec4 TexCoord;
varying vec4 COL0;
varying vec4 TEX0;
mat4 transpose_(mat4 matrix)
{
mat4 ret;
for (int i = 0; i < 4; i++)
for (int j = 0; j < 4; j++)
ret[i][j] = matrix[j][i];
return ret;
}
uniform int FrameDirection;
uniform int FrameCount;
#ifdef GL_ES
uniform mediump vec2 OutputSize;
uniform mediump vec2 TextureSize;
uniform mediump vec2 InputSize;
#else
uniform vec2 OutputSize;
uniform vec2 TextureSize;
uniform vec2 InputSize;
#endif
void main()
{
mat4 MVPMatrix_ = transpose_(MVPMatrix);
vec4 _oColor;
vec2 _otexCoord;
_r0002.x = dot(MVPMatrix_[0], VertexCoord);
_r0002.y = dot(MVPMatrix_[1], VertexCoord);
_r0002.z = dot(MVPMatrix_[2], VertexCoord);
_r0002.w = dot(MVPMatrix_[3], VertexCoord);
_oPosition1 = _r0002;
_oColor = COLOR;
_otexCoord = TexCoord.xy;
gl_Position = _r0002;
COL0 = COLOR;
TEX0.xy = TexCoord.xy;
}
#elif defined(FRAGMENT)
#ifdef GL_ES
precision mediump float;
#endif
varying vec4 _color;
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 output_dummy {
vec4 _color;
};
vec4 _TMP1;
vec4 _TMP0;
uniform sampler2D Texture;
vec2 _c0007;
vec2 _c0009;
varying vec4 TEX0;
uniform int FrameDirection;
uniform int FrameCount;
#ifdef GL_ES
uniform mediump vec2 OutputSize;
uniform mediump vec2 TextureSize;
uniform mediump vec2 InputSize;
#else
uniform vec2 OutputSize;
uniform vec2 TextureSize;
uniform vec2 InputSize;
#endif
void main()
{
vec4 _Color;
_Color = texture2D(Texture, TEX0.xy);
_c0007 = TEX0.xy + 9.99999975E-05;
_TMP0 = texture2D(Texture, _c0007);
_Color = _Color - _TMP0*1.50000000E+01;
_c0009 = TEX0.xy - 9.99999975E-05;
_TMP1 = texture2D(Texture, _c0009);
_Color = _Color + _TMP1*1.50000000E+01;
_Color.w = 1.00000000E+00;
gl_FragColor = _Color;
return;
}
#endif

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// GLSL shader autogenerated by cg2glsl.py.
#if defined(VERTEX)
varying vec4 _color1;
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 output_dummy {
vec4 _color1;
};
vec4 _oPosition1;
uniform mat4 MVPMatrix;
vec4 _r0002;
attribute vec4 VertexCoord;
attribute vec4 COLOR;
attribute vec4 TexCoord;
varying vec4 COL0;
varying vec4 TEX0;
mat4 transpose_(mat4 matrix)
{
mat4 ret;
for (int i = 0; i < 4; i++)
for (int j = 0; j < 4; j++)
ret[i][j] = matrix[j][i];
return ret;
}
uniform int FrameDirection;
uniform int FrameCount;
#ifdef GL_ES
uniform mediump vec2 OutputSize;
uniform mediump vec2 TextureSize;
uniform mediump vec2 InputSize;
#else
uniform vec2 OutputSize;
uniform vec2 TextureSize;
uniform vec2 InputSize;
#endif
void main()
{
mat4 MVPMatrix_ = transpose_(MVPMatrix);
vec4 _oColor;
vec2 _otexCoord;
_r0002.x = dot(MVPMatrix_[0], VertexCoord);
_r0002.y = dot(MVPMatrix_[1], VertexCoord);
_r0002.z = dot(MVPMatrix_[2], VertexCoord);
_r0002.w = dot(MVPMatrix_[3], VertexCoord);
_oPosition1 = _r0002;
_oColor = COLOR;
_otexCoord = TexCoord.xy;
gl_Position = _r0002;
COL0 = COLOR;
TEX0.xy = TexCoord.xy;
}
#elif defined(FRAGMENT)
#ifdef GL_ES
precision mediump float;
#endif
varying vec4 _color;
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 output_dummy {
vec4 _color;
};
vec4 _TMP1;
vec4 _TMP0;
uniform sampler2D Texture;
vec2 _c0007;
vec2 _c0009;
varying vec4 TEX0;
uniform int FrameDirection;
uniform int FrameCount;
#ifdef GL_ES
uniform mediump vec2 OutputSize;
uniform mediump vec2 TextureSize;
uniform mediump vec2 InputSize;
#else
uniform vec2 OutputSize;
uniform vec2 TextureSize;
uniform vec2 InputSize;
#endif
void main()
{
vec4 _Color;
_Color = texture2D(Texture, TEX0.xy);
_c0007 = TEX0.xy + 9.99999975E-05;
_TMP0 = texture2D(Texture, _c0007);
_Color = _Color - _TMP0*8.00000000E+00;
_c0009 = TEX0.xy - 9.99999975E-05;
_TMP1 = texture2D(Texture, _c0009);
_Color = _Color + _TMP1*8.00000000E+00;
_Color.w = 1.00000000E+00;
gl_FragColor = _Color;
return;
}
#endif

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// GLSL shader autogenerated by cg2glsl.py.
#if defined(VERTEX)
varying vec4 _color1;
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 output_dummy {
vec4 _color1;
};
vec4 _oPosition1;
uniform mat4 MVPMatrix;
vec4 _r0002;
attribute vec4 VertexCoord;
attribute vec4 COLOR;
attribute vec4 TexCoord;
varying vec4 COL0;
varying vec4 TEX0;
mat4 transpose_(mat4 matrix)
{
mat4 ret;
for (int i = 0; i < 4; i++)
for (int j = 0; j < 4; j++)
ret[i][j] = matrix[j][i];
return ret;
}
uniform int FrameDirection;
uniform int FrameCount;
#ifdef GL_ES
uniform mediump vec2 OutputSize;
uniform mediump vec2 TextureSize;
uniform mediump vec2 InputSize;
#else
uniform vec2 OutputSize;
uniform vec2 TextureSize;
uniform vec2 InputSize;
#endif
void main()
{
mat4 MVPMatrix_ = transpose_(MVPMatrix);
vec4 _oColor;
vec2 _otexCoord;
_r0002.x = dot(MVPMatrix_[0], VertexCoord);
_r0002.y = dot(MVPMatrix_[1], VertexCoord);
_r0002.z = dot(MVPMatrix_[2], VertexCoord);
_r0002.w = dot(MVPMatrix_[3], VertexCoord);
_oPosition1 = _r0002;
_oColor = COLOR;
_otexCoord = TexCoord.xy;
gl_Position = _r0002;
COL0 = COLOR;
TEX0.xy = TexCoord.xy;
}
#elif defined(FRAGMENT)
#ifdef GL_ES
precision mediump float;
#endif
varying vec4 _color;
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 output_dummy {
vec4 _color;
};
vec4 _TMP1;
vec4 _TMP0;
uniform sampler2D Texture;
vec2 _c0007;
vec2 _c0009;
varying vec4 TEX0;
uniform int FrameDirection;
uniform int FrameCount;
#ifdef GL_ES
uniform mediump vec2 OutputSize;
uniform mediump vec2 TextureSize;
uniform mediump vec2 InputSize;
#else
uniform vec2 OutputSize;
uniform vec2 TextureSize;
uniform vec2 InputSize;
#endif
void main()
{
vec4 _Color;
_Color = texture2D(Texture, TEX0.xy);
_c0007 = TEX0.xy + 9.99999975E-05;
_TMP0 = texture2D(Texture, _c0007);
_Color = _Color - _TMP0*2.00000000E+01;
_c0009 = TEX0.xy - 9.99999975E-05;
_TMP1 = texture2D(Texture, _c0009);
_Color = _Color + _TMP1*2.00000000E+01;
_Color.w = 1.00000000E+00;
gl_FragColor = _Color;
return;
}
#endif

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