1// GLSL shader autogenerated by cg2glsl.py.
2#if defined(VERTEX)
3
4#if __VERSION__ >= 130
5#define COMPAT_VARYING out
6#define COMPAT_ATTRIBUTE in
7#define COMPAT_TEXTURE texture
8#else
9#define COMPAT_VARYING varying
10#define COMPAT_ATTRIBUTE attribute
11#define COMPAT_TEXTURE texture2D
12#endif
13
14#ifdef GL_ES
15#define COMPAT_PRECISION mediump
16#else
17#define COMPAT_PRECISION
18#endif
19COMPAT_VARYING     float _frame_rotation;
20COMPAT_VARYING     vec4 _color1;
21struct output_dummy {
22    vec4 _color1;
23};
24struct input_dummy {
25    vec2 _video_size;
26    vec2 _texture_size;
27    vec2 _output_dummy_size;
28    float _frame_count;
29    float _frame_direction;
30    float _frame_rotation;
31};
32vec4 _oPosition1;
33vec4 _r0007;
34COMPAT_ATTRIBUTE vec4 gl_Vertex;
35COMPAT_ATTRIBUTE vec4 COLOR;
36COMPAT_ATTRIBUTE vec4 gl_MultiTexCoord0;
37COMPAT_VARYING vec4 COL0;
38COMPAT_VARYING vec4 TEX0;
39
40uniform int FrameDirection;
41uniform int FrameCount;
42uniform COMPAT_PRECISION vec2 OutputSize;
43uniform COMPAT_PRECISION vec2 TextureSize;
44uniform COMPAT_PRECISION vec2 InputSize;
45void main()
46{
47    vec4 _oColor;
48    vec2 _otexCoord;
49    _r0007 = gl_Vertex.x*gl_ModelViewProjectionMatrix[0];
50    _r0007 = _r0007 + gl_Vertex.y*gl_ModelViewProjectionMatrix[1];
51    _r0007 = _r0007 + gl_Vertex.z*gl_ModelViewProjectionMatrix[2];
52    _r0007 = _r0007 + gl_Vertex.w*gl_ModelViewProjectionMatrix[3];
53    _oPosition1 = _r0007;
54    _oColor = COLOR;
55    _otexCoord = gl_MultiTexCoord0.xy;
56    gl_Position = _r0007;
57    COL0 = COLOR;
58    TEX0.xy = gl_MultiTexCoord0.xy;
59}
60#elif defined(FRAGMENT)
61
62#if __VERSION__ >= 130
63#define COMPAT_VARYING in
64#define COMPAT_TEXTURE texture
65out vec4 FragColor;
66#else
67#define COMPAT_VARYING varying
68#define FragColor gl_FragColor
69#define COMPAT_TEXTURE texture2D
70#endif
71
72#ifdef GL_ES
73#ifdef GL_FRAGMENT_PRECISION_HIGH
74precision highp float;
75#else
76precision mediump float;
77#endif
78#define COMPAT_PRECISION mediump
79#else
80#define COMPAT_PRECISION
81#endif
82COMPAT_VARYING     float _frame_rotation;
83COMPAT_VARYING     vec4 _color;
84struct output_dummy {
85    vec4 _color;
86};
87struct input_dummy {
88    vec2 _video_size;
89    vec2 _texture_size;
90    vec2 _output_dummy_size;
91    float _frame_count;
92    float _frame_direction;
93    float _frame_rotation;
94};
95vec4 _TMP11;
96vec4 _TMP10;
97vec4 _TMP9;
98vec4 _TMP8;
99vec4 _TMP7;
100vec4 _TMP6;
101vec4 _TMP5;
102vec4 _TMP4;
103vec4 _TMP3;
104vec4 _TMP2;
105vec4 _TMP1;
106vec4 _TMP0;
107float _TMP13;
108float _TMP12;
109input_dummy _IN1;
110uniform sampler2D Texture;
111float _TMP21;
112float _x0022;
113float _a0024;
114float _a0026;
115float _TMP27;
116float _a0030;
117float _a0032;
118float _TMP33;
119float _x0034;
120float _a0036;
121float _a0038;
122float _TMP39;
123float _x0040;
124float _a0042;
125float _a0044;
126float _TMP45;
127float _x0046;
128float _a0048;
129float _a0050;
130float _TMP51;
131float _a0054;
132float _a0056;
133float _TMP57;
134float _x0058;
135float _a0060;
136float _a0062;
137float _TMP63;
138float _x0064;
139float _a0066;
140float _a0068;
141COMPAT_VARYING vec4 TEX0;
142
143uniform int FrameDirection;
144uniform int FrameCount;
145uniform COMPAT_PRECISION vec2 OutputSize;
146uniform COMPAT_PRECISION vec2 TextureSize;
147uniform COMPAT_PRECISION vec2 InputSize;
148void main()
149{
150    vec2 _ps;
151    vec2 _crd[16];
152    vec3 _pix[16];
153    vec2 _dx;
154    vec2 _dy;
155    vec2 _pixcoord;
156    vec2 _fract;
157    vec2 _coord0;
158    output_dummy _OUT;
159    vec3 _TMP18;
160    _ps = vec2(9.99000013E-01/TextureSize.x, 9.99000013E-01/TextureSize.y);
161    _dx = vec2(_ps.x, 0.00000000E+00);
162    _dy = vec2(0.00000000E+00, _ps.y);
163    _pixcoord = TEX0.xy/_ps;
164    _fract = fract(_pixcoord);
165    _coord0 = TEX0.xy - _fract*_ps;
166    _crd[(4*0 + 0)] = _coord0 - _ps;
167    _crd[(4*1 + 0)] = _crd[(4*0 + 0)] + _dx;
168    _crd[(4*2 + 0)] = _crd[(4*1 + 0)] + _dx;
169    _crd[(4*0 + 1)] = _crd[(4*0 + 0)] + _dy;
170    _crd[(4*1 + 1)] = _crd[(4*0 + 1)] + _dx;
171    _crd[(4*2 + 1)] = _crd[(4*1 + 1)] + _dx;
172    _crd[(4*3 + 1)] = _crd[(4*2 + 1)] + _dx;
173    _crd[(4*0 + 2)] = _crd[(4*0 + 1)] + _dy;
174    _crd[(4*1 + 2)] = _crd[(4*0 + 2)] + _dx;
175    _crd[(4*2 + 2)] = _crd[(4*1 + 2)] + _dx;
176    _crd[(4*3 + 2)] = _crd[(4*2 + 2)] + _dx;
177    _crd[(4*0 + 3)] = _crd[(4*0 + 2)] + _dy;
178    _crd[(4*1 + 3)] = _crd[(4*0 + 3)] + _dx;
179    _crd[(4*2 + 3)] = _crd[(4*1 + 3)] + _dx;
180    _x0022 = 1.00000000E+00 + _fract.x;
181    if (_x0022 == 0.00000000E+00) {
182        _TMP21 = 4.93480253E+00;
183    } else {
184        _a0024 = _x0022*1.57079637E+00;
185        _TMP12 = sin(_a0024);
186        _a0026 = _x0022*3.14159274E+00;
187        _TMP13 = sin(_a0026);
188        _TMP21 = (_TMP12*_TMP13)/(_x0022*_x0022);
189    }
190    if (_fract.x == 0.00000000E+00) {
191        _TMP27 = 4.93480253E+00;
192    } else {
193        _a0030 = _fract.x*1.57079637E+00;
194        _TMP12 = sin(_a0030);
195        _a0032 = _fract.x*3.14159274E+00;
196        _TMP13 = sin(_a0032);
197        _TMP27 = (_TMP12*_TMP13)/(_fract.x*_fract.x);
198    }
199    _x0034 = 1.00000000E+00 - _fract.x;
200    if (_x0034 == 0.00000000E+00) {
201        _TMP33 = 4.93480253E+00;
202    } else {
203        _a0036 = _x0034*1.57079637E+00;
204        _TMP12 = sin(_a0036);
205        _a0038 = _x0034*3.14159274E+00;
206        _TMP13 = sin(_a0038);
207        _TMP33 = (_TMP12*_TMP13)/(_x0034*_x0034);
208    }
209    _x0040 = 2.00000000E+00 - _fract.x;
210    if (_x0040 == 0.00000000E+00) {
211        _TMP39 = 4.93480253E+00;
212    } else {
213        _a0042 = _x0040*1.57079637E+00;
214        _TMP12 = sin(_a0042);
215        _a0044 = _x0040*3.14159274E+00;
216        _TMP13 = sin(_a0044);
217        _TMP39 = (_TMP12*_TMP13)/(_x0040*_x0040);
218    }
219    _x0046 = 1.00000000E+00 + _fract.y;
220    if (_x0046 == 0.00000000E+00) {
221        _TMP45 = 4.93480253E+00;
222    } else {
223        _a0048 = _x0046*1.57079637E+00;
224        _TMP12 = sin(_a0048);
225        _a0050 = _x0046*3.14159274E+00;
226        _TMP13 = sin(_a0050);
227        _TMP45 = (_TMP12*_TMP13)/(_x0046*_x0046);
228    }
229    if (_fract.y == 0.00000000E+00) {
230        _TMP51 = 4.93480253E+00;
231    } else {
232        _a0054 = _fract.y*1.57079637E+00;
233        _TMP12 = sin(_a0054);
234        _a0056 = _fract.y*3.14159274E+00;
235        _TMP13 = sin(_a0056);
236        _TMP51 = (_TMP12*_TMP13)/(_fract.y*_fract.y);
237    }
238    _x0058 = 1.00000000E+00 - _fract.y;
239    if (_x0058 == 0.00000000E+00) {
240        _TMP57 = 4.93480253E+00;
241    } else {
242        _a0060 = _x0058*1.57079637E+00;
243        _TMP12 = sin(_a0060);
244        _a0062 = _x0058*3.14159274E+00;
245        _TMP13 = sin(_a0062);
246        _TMP57 = (_TMP12*_TMP13)/(_x0058*_x0058);
247    }
248    _x0064 = 2.00000000E+00 - _fract.y;
249    if (_x0064 == 0.00000000E+00) {
250        _TMP63 = 4.93480253E+00;
251    } else {
252        _a0066 = _x0064*1.57079637E+00;
253        _TMP12 = sin(_a0066);
254        _a0068 = _x0064*3.14159274E+00;
255        _TMP13 = sin(_a0068);
256        _TMP63 = (_TMP12*_TMP13)/(_x0064*_x0064);
257    }
258    _TMP0 = COMPAT_TEXTURE(Texture, _crd[(4*1 + 0)]);
259    _TMP1 = COMPAT_TEXTURE(Texture, _crd[(4*2 + 0)]);
260    _TMP2 = COMPAT_TEXTURE(Texture, _crd[(4*0 + 1)]);
261    _TMP3 = COMPAT_TEXTURE(Texture, _crd[(4*1 + 1)]);
262    _TMP4 = COMPAT_TEXTURE(Texture, _crd[(4*2 + 1)]);
263    _TMP5 = COMPAT_TEXTURE(Texture, _crd[(4*3 + 1)]);
264    _TMP6 = COMPAT_TEXTURE(Texture, _crd[(4*0 + 2)]);
265    _TMP7 = COMPAT_TEXTURE(Texture, _crd[(4*1 + 2)]);
266    _TMP8 = COMPAT_TEXTURE(Texture, _crd[(4*2 + 2)]);
267    _TMP9 = COMPAT_TEXTURE(Texture, _crd[(4*3 + 2)]);
268    _TMP10 = COMPAT_TEXTURE(Texture, _crd[(4*1 + 3)]);
269    _TMP11 = COMPAT_TEXTURE(Texture, _crd[(4*2 + 3)]);
270    _pix[(4*1 + 0)] = (_TMP0.xyz*_TMP27 + _TMP1.xyz*_TMP33)*_TMP45;
271    _pix[(4*0 + 1)] = (_TMP2.xyz*_TMP21 + _TMP3.xyz*_TMP27 + _TMP4.xyz*_TMP33 + _TMP5.xyz*_TMP39)*_TMP51;
272    _pix[(4*0 + 2)] = (_TMP6.xyz*_TMP21 + _TMP7.xyz*_TMP27 + _TMP8.xyz*_TMP33 + _TMP9.xyz*_TMP39)*_TMP57;
273    _pix[(4*1 + 3)] = (_TMP10.xyz*_TMP27 + _TMP11.xyz*_TMP33)*_TMP63;
274    _TMP18 = (_pix[(4*1 + 0)] + _pix[(4*0 + 1)] + _pix[(4*0 + 2)] + _pix[(4*1 + 3)])/((_TMP21 + _TMP27 + _TMP33 + _TMP39)*(_TMP45 + _TMP51 + _TMP57 + _TMP63) - (_TMP21 + _TMP39)*(_TMP45 + _TMP63));
275    _OUT._color = vec4(_TMP18.x, _TMP18.y, _TMP18.z, 1.00000000E+00);
276    FragColor = _OUT._color;
277    return;
278}
279#endif
280