/* Hyllian's xBR-lv3 Shader Copyright (C) 2011-2015 Hyllian - sergiogdb@gmail.com Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. Incorporates some of the ideas from SABR shader. Thanks to Joshua Street. */ // GLSL shader autogenerated by cg2glsl.py. #if __VERSION__ >= 130 #define COMPAT_VARYING out #define COMPAT_ATTRIBUTE in #define COMPAT_TEXTURE texture #else #define COMPAT_VARYING varying #define COMPAT_ATTRIBUTE attribute #define COMPAT_TEXTURE texture2D #endif #ifdef GL_ES #define COMPAT_PRECISION mediump #else #define COMPAT_PRECISION #endif COMPAT_VARYING vec4 _t7; COMPAT_VARYING vec4 _t6; COMPAT_VARYING vec4 _t5; COMPAT_VARYING vec4 _t4; COMPAT_VARYING vec4 _t3; COMPAT_VARYING vec4 _t2; COMPAT_VARYING vec4 _t1; vec4 _r0007; COMPAT_ATTRIBUTE vec4 position; COMPAT_VARYING vec4 TEX0; COMPAT_VARYING vec4 TEX1; COMPAT_VARYING vec4 TEX2; COMPAT_VARYING vec4 TEX3; COMPAT_VARYING vec4 TEX4; COMPAT_VARYING vec4 TEX5; COMPAT_VARYING vec4 TEX6; COMPAT_VARYING vec4 TEX7; const COMPAT_PRECISION vec2 TextureSize = vec2(240.0, 160.0); void main() { vec2 _ps; vec2 _texCoord; _ps = vec2(1.00000000E+00/TextureSize.x, 1.00000000E+00/TextureSize.y); _texCoord = (position.st + vec2(1.0, 1.0)) * vec2(0.5, 0.5) + vec2( 1.00000001E-07, 1.00000001E-07); gl_Position = position; TEX0.xy = _texCoord; TEX1 = _texCoord.xxxy + vec4(-_ps.x, 0.00000000E+00, _ps.x, -2.00000000E+00*_ps.y); TEX2 = _texCoord.xxxy + vec4(-_ps.x, 0.00000000E+00, _ps.x, -_ps.y); TEX3 = _texCoord.xxxy + vec4(-_ps.x, 0.00000000E+00, _ps.x, 0.00000000E+00); TEX4 = _texCoord.xxxy + vec4(-_ps.x, 0.00000000E+00, _ps.x, _ps.y); TEX5 = _texCoord.xxxy + vec4(-_ps.x, 0.00000000E+00, _ps.x, 2.00000000E+00*_ps.y); TEX6 = _texCoord.xyyy + vec4(-2.00000000E+00*_ps.x, -_ps.y, 0.00000000E+00, _ps.y); TEX7 = _texCoord.xyyy + vec4(2.00000000E+00*_ps.x, -_ps.y, 0.00000000E+00, _ps.y); }