(Android) delete accidentally-added overlays/shaders

This commit is contained in:
ToadKing 2013-02-05 23:13:08 -05:00
parent ebf83bff76
commit 459f91f665
210 changed files with 0 additions and 47961 deletions

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@ -1,62 +0,0 @@
overlays = 2
overlay0_overlay = 720-med.png
overlay1_overlay = 720-med-menu.png
overlay0_full_screen = true
overlay1_full_screen = true
overlay0_descs = 17
overlay0_desc0 = "left,59,576,rect,59,76"
overlay0_desc1 = "right,252,576,rect,59,76"
overlay0_desc2 = "up,159,483,rect,95,61"
overlay0_desc3 = "down,159,668,rect,95,61"
overlay0_desc4 = "l,53,401,rect,48,27"
overlay0_desc5 = "l2,150,405,rect,48,27"
overlay0_desc6 = "r2,1128,407,rect,41,24"
overlay0_desc7 = "r,1222,407,rect,41,24"
overlay0_desc8 = "select,612,700,radial,22,20"
overlay0_desc9 = "start,680,700,radial,22,20"
overlay0_desc10 = "b,1125,662,radial,45,45"
overlay0_desc11 = "a,1042,590,radial,45,45"
overlay0_desc12 = "x,1124,503,radial,45,45"
overlay0_desc13 = "y,1205,580,radial,45,45"
overlay0_desc14 = "rewind,61,31,rect,68,32"
overlay0_desc15 = "toggle_fast_forward,1220,26,rect,68,32"
overlay0_desc16 = "overlay_next,644,25,radial,34,19"
overlay1_descs = 23
overlay1_desc0 = "left,59,576,rect,59,76"
overlay1_desc1 = "right,252,576,rect,59,76"
overlay1_desc2 = "up,159,483,rect,95,61"
overlay1_desc3 = "down,159,668,rect,95,61"
overlay1_desc4 = "l,53,401,rect,48,27"
overlay1_desc5 = "l2,150,405,rect,48,27"
overlay1_desc6 = "r2,1128,407,rect,41,24"
overlay1_desc7 = "r,1222,407,rect,41,24"
overlay1_desc8 = "select,612,700,radial,22,20"
overlay1_desc9 = "start,680,700,radial,22,20"
overlay1_desc10 = "b,1125,662,radial,45,45"
overlay1_desc11 = "a,1042,590,radial,45,45"
overlay1_desc12 = "x,1124,503,radial,45,45"
overlay1_desc13 = "y,1205,580,radial,45,45"
overlay1_desc14 = "rewind,61,31,rect,68,32"
overlay1_desc15 = "toggle_fast_foward,1220,26,rect,68,32"
overlay1_desc16 = "overlay_next,644,25,radial,34,19"
overlay1_desc17 = "load_state,189,29,rect,65,32"
overlay1_desc18 = "save_state,316,29,rect,65,32"
overlay1_desc19 = "reset,450,29,rect,65,32"
overlay1_desc20 = "state_slot_increase,836,29,rect,65,32"
overlay1_desc21 = "state_slot_decrease,963,29,rect,65,32"
overlay1_desc22 = "slowmotion,1092,29,rect,65,32"

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@ -1,41 +0,0 @@
overlays = 3
overlay0_overlay = basic_overlay.png
overlay1_overlay = basic_quickmenu_small.png
overlay2_overlay = basic_next.png
overlay0_full_screen = true
overlay0_descs = 15
overlay0_desc0 = "left,15,210,rect,10,30"
overlay0_desc1 = "right,60,210,rect,10,30"
overlay0_desc2 = "up,38,188,rect,30,10"
overlay0_desc3 = "down,38,231,rect,30,10"
overlay0_desc4 = "l,8,113,radial,20,20"
overlay0_desc5 = "l2,8,59,radial,20,20"
overlay0_desc6 = "r,246,113,radial,20,20"
overlay0_desc7 = "r2,246,59,radial,20,20"
overlay0_desc8 = "select,91,168,radial,10,10"
overlay0_desc9 = "start,134,168,radial,10,10"
overlay0_desc10 = "b,200,237,radial,30,30"
overlay0_desc11 = "a,234,210,radial,30,30"
overlay0_desc12 = "x,200,180,radial,30,30"
overlay0_desc13 = "y,163,210,radial,30,30"
overlay0_desc14 = "overlay_next,116,240,radial,16,16"
overlay1_descs = 11
overlay1_desc0 = "load_state,60,39,rect,50,20"
overlay1_desc1 = "save_state,163,39,rect,50,20"
overlay1_desc2 = "state_slot_decrease,60,81,rect,50,20"
overlay1_desc3 = "state_slot_increase,163,81,rect,50,20"
overlay1_desc4 = "rewind,60,123,rect,50,20"
overlay1_desc5 = "slowmotion,163,123,rect,50,20"
overlay1_desc6 = "reset,60,165,rect,50,20"
overlay1_desc7 = "toggle_fast_forward,163,165,rect,50,20"
overlay1_desc8 = "shader_next,60,207,rect,50,20"
overlay1_desc9 = "shader_prev,163,207,rect,50,20"
overlay1_desc10 = "overlay_next,116,240,radial,16,16"
overlay2_descs = 1
overlay2_rect = "0.44,0.85,0.12,0.12"
overlay2_desc0 = "overlay_next,16,16,radial,16,16"

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@ -1,45 +0,0 @@
overlays = 3
overlay0_overlay = basic_overlay.png
overlay1_overlay = basic_quickmenu_small.png
overlay2_overlay = basic_next.png
overlay0_full_screen = true
overlay1_full_screen = true
overlay2_full_screen = true
overlay0_descs = 15
overlay0_rect = "0,0.375,1,0.625"
overlay0_desc0 = "left,15,210,rect,10,30"
overlay0_desc1 = "right,60,210,rect,10,30"
overlay0_desc2 = "up,38,188,rect,30,10"
overlay0_desc3 = "down,38,231,rect,30,10"
overlay0_desc4 = "l,8,113,radial,20,20"
overlay0_desc5 = "l2,8,59,radial,20,20"
overlay0_desc6 = "r,246,113,radial,20,20"
overlay0_desc7 = "r2,246,59,radial,20,20"
overlay0_desc8 = "select,91,168,radial,10,10"
overlay0_desc9 = "start,134,168,radial,10,10"
overlay0_desc10 = "b,200,237,radial,30,30"
overlay0_desc11 = "a,234,210,radial,30,30"
overlay0_desc12 = "x,200,180,radial,30,30"
overlay0_desc13 = "y,163,210,radial,30,30"
overlay0_desc14 = "overlay_next,116,240,radial,16,16"
overlay1_descs = 11
overlay1_rect = "0,0.375,1,0.625"
overlay1_desc0 = "load_state,60,39,rect,50,20"
overlay1_desc1 = "save_state,163,39,rect,50,20"
overlay1_desc2 = "state_slot_decrease,60,81,rect,50,20"
overlay1_desc3 = "state_slot_increase,163,81,rect,50,20"
overlay1_desc4 = "rewind,60,123,rect,50,20"
overlay1_desc5 = "slowmotion,163,123,rect,50,20"
overlay1_desc6 = "reset,60,165,rect,50,20"
overlay1_desc7 = "toggle_fast_forward,163,165,rect,50,20"
overlay1_desc8 = "shader_next,60,207,rect,50,20"
overlay1_desc9 = "shader_prev,163,207,rect,50,20"
overlay1_desc10 = "overlay_next,116,240,radial,16,16"
overlay2_descs = 1
overlay2_rect = "0.44,0.90625,0.12,0.075"
overlay2_desc0 = "overlay_next,16,16,radial,16,16"

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@ -1,41 +0,0 @@
overlays = 3
overlay0_overlay = opium_2.png
overlay1_overlay = basic_quickmenu_small.png
overlay2_overlay = basic_next.png
overlay0_full_screen = true
overlay0_descs = 15
overlay0_desc0 = "left,15,210,rect,10,30"
overlay0_desc1 = "right,60,210,rect,10,30"
overlay0_desc2 = "up,38,188,rect,30,10"
overlay0_desc3 = "down,38,231,rect,30,10"
overlay0_desc4 = "l,8,113,radial,20,20"
overlay0_desc5 = "l2,8,59,radial,20,20"
overlay0_desc6 = "r,246,113,radial,20,20"
overlay0_desc7 = "r2,246,59,radial,20,20"
overlay0_desc8 = "select,91,168,radial,10,10"
overlay0_desc9 = "start,134,168,radial,10,10"
overlay0_desc10 = "b,200,237,radial,30,30"
overlay0_desc11 = "a,234,210,radial,30,30"
overlay0_desc12 = "x,200,180,radial,30,30"
overlay0_desc13 = "y,163,210,radial,30,30"
overlay0_desc14 = "overlay_next,116,240,radial,16,16"
overlay1_descs = 11
overlay1_desc0 = "load_state,60,39,rect,50,20"
overlay1_desc1 = "save_state,163,39,rect,50,20"
overlay1_desc2 = "state_slot_decrease,60,81,rect,50,20"
overlay1_desc3 = "state_slot_increase,163,81,rect,50,20"
overlay1_desc4 = "rewind,60,123,rect,50,20"
overlay1_desc5 = "slowmotion,163,123,rect,50,20"
overlay1_desc6 = "reset,60,165,rect,50,20"
overlay1_desc7 = "toggle_fast_forward,163,165,rect,50,20"
overlay1_desc8 = "shader_next,60,207,rect,50,20"
overlay1_desc9 = "shader_prev,163,207,rect,50,20"
overlay1_desc10 = "overlay_next,116,240,radial,16,16"
overlay2_descs = 1
overlay2_rect = "0.44,0.85,0.12,0.12"
overlay2_desc0 = "overlay_next,16,16,radial,16,16"

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overlays = 3
overlay0_overlay = opium_3.png
overlay1_overlay = basic_quickmenu_small.png
overlay2_overlay = basic_next.png
overlay0_full_screen = true
overlay0_descs = 15
overlay0_desc0 = "left,15,210,rect,10,30"
overlay0_desc1 = "right,60,210,rect,10,30"
overlay0_desc2 = "up,38,188,rect,30,10"
overlay0_desc3 = "down,38,231,rect,30,10"
overlay0_desc4 = "l,8,113,radial,20,20"
overlay0_desc5 = "l2,8,59,radial,20,20"
overlay0_desc6 = "r,246,113,radial,20,20"
overlay0_desc7 = "r2,246,59,radial,20,20"
overlay0_desc8 = "select,91,168,radial,10,10"
overlay0_desc9 = "start,134,168,radial,10,10"
overlay0_desc10 = "b,200,237,radial,30,30"
overlay0_desc11 = "a,234,210,radial,30,30"
overlay0_desc12 = "x,200,180,radial,30,30"
overlay0_desc13 = "y,163,210,radial,30,30"
overlay0_desc14 = "overlay_next,116,240,radial,16,16"
overlay1_descs = 11
overlay1_desc0 = "load_state,60,39,rect,50,20"
overlay1_desc1 = "save_state,163,39,rect,50,20"
overlay1_desc2 = "state_slot_decrease,60,81,rect,50,20"
overlay1_desc3 = "state_slot_increase,163,81,rect,50,20"
overlay1_desc4 = "rewind,60,123,rect,50,20"
overlay1_desc5 = "slowmotion,163,123,rect,50,20"
overlay1_desc6 = "reset,60,165,rect,50,20"
overlay1_desc7 = "toggle_fast_forward,163,165,rect,50,20"
overlay1_desc8 = "shader_next,60,207,rect,50,20"
overlay1_desc9 = "shader_prev,163,207,rect,50,20"
overlay1_desc10 = "overlay_next,116,240,radial,16,16"
overlay2_descs = 1
overlay2_rect = "0.44,0.85,0.12,0.12"
overlay2_desc0 = "overlay_next,16,16,radial,16,16"

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overlays = 3
overlay0_overlay = opium_4.png
overlay1_overlay = basic_quickmenu_small.png
overlay2_overlay = basic_next.png
overlay0_full_screen = true
overlay0_descs = 15
overlay0_desc0 = "left,15,210,rect,10,30"
overlay0_desc1 = "right,60,210,rect,10,30"
overlay0_desc2 = "up,38,188,rect,30,10"
overlay0_desc3 = "down,38,231,rect,30,10"
overlay0_desc4 = "l,8,113,radial,20,20"
overlay0_desc5 = "l2,8,59,radial,20,20"
overlay0_desc6 = "r,246,113,radial,20,20"
overlay0_desc7 = "r2,246,59,radial,20,20"
overlay0_desc8 = "select,91,168,radial,10,10"
overlay0_desc9 = "start,134,168,radial,10,10"
overlay0_desc10 = "b,200,237,radial,30,30"
overlay0_desc11 = "a,234,210,radial,30,30"
overlay0_desc12 = "x,200,180,radial,30,30"
overlay0_desc13 = "y,163,210,radial,30,30"
overlay0_desc14 = "overlay_next,116,240,radial,16,16"
overlay1_descs = 11
overlay1_desc0 = "load_state,60,39,rect,50,20"
overlay1_desc1 = "save_state,163,39,rect,50,20"
overlay1_desc2 = "state_slot_decrease,60,81,rect,50,20"
overlay1_desc3 = "state_slot_increase,163,81,rect,50,20"
overlay1_desc4 = "rewind,60,123,rect,50,20"
overlay1_desc5 = "slowmotion,163,123,rect,50,20"
overlay1_desc6 = "reset,60,165,rect,50,20"
overlay1_desc7 = "toggle_fast_forward,163,165,rect,50,20"
overlay1_desc8 = "shader_next,60,207,rect,50,20"
overlay1_desc9 = "shader_prev,163,207,rect,50,20"
overlay1_desc10 = "overlay_next,116,240,radial,16,16"
overlay2_descs = 1
overlay2_rect = "0.44,0.85,0.12,0.12"
overlay2_desc0 = "overlay_next,16,16,radial,16,16"

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overlays = 3
overlay0_overlay = opium_5.png
overlay1_overlay = basic_quickmenu_small.png
overlay2_overlay = basic_next.png
overlay0_full_screen = true
overlay0_descs = 15
overlay0_desc0 = "left,15,210,rect,10,30"
overlay0_desc1 = "right,60,210,rect,10,30"
overlay0_desc2 = "up,38,188,rect,30,10"
overlay0_desc3 = "down,38,231,rect,30,10"
overlay0_desc4 = "l,8,113,radial,20,20"
overlay0_desc5 = "l2,8,59,radial,20,20"
overlay0_desc6 = "r,246,113,radial,20,20"
overlay0_desc7 = "r2,246,59,radial,20,20"
overlay0_desc8 = "select,91,168,radial,10,10"
overlay0_desc9 = "start,134,168,radial,10,10"
overlay0_desc10 = "b,200,237,radial,30,30"
overlay0_desc11 = "a,234,210,radial,30,30"
overlay0_desc12 = "x,200,180,radial,30,30"
overlay0_desc13 = "y,163,210,radial,30,30"
overlay0_desc14 = "overlay_next,116,240,radial,16,16"
overlay1_descs = 11
overlay1_desc0 = "load_state,60,39,rect,50,20"
overlay1_desc1 = "save_state,163,39,rect,50,20"
overlay1_desc2 = "state_slot_decrease,60,81,rect,50,20"
overlay1_desc3 = "state_slot_increase,163,81,rect,50,20"
overlay1_desc4 = "rewind,60,123,rect,50,20"
overlay1_desc5 = "slowmotion,163,123,rect,50,20"
overlay1_desc6 = "reset,60,165,rect,50,20"
overlay1_desc7 = "toggle_fast_forward,163,165,rect,50,20"
overlay1_desc8 = "shader_next,60,207,rect,50,20"
overlay1_desc9 = "shader_prev,163,207,rect,50,20"
overlay1_desc10 = "overlay_next,116,240,radial,16,16"
overlay2_descs = 1
overlay2_rect = "0.44,0.85,0.12,0.12"
overlay2_desc0 = "overlay_next,16,16,radial,16,16"

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overlays = 3
overlay0_overlay = opium_5b.png
overlay1_overlay = basic_quickmenu_small.png
overlay2_overlay = basic_next.png
overlay0_full_screen = true
overlay0_descs = 15
overlay0_desc0 = "left,15,210,rect,10,30"
overlay0_desc1 = "right,60,210,rect,10,30"
overlay0_desc2 = "up,38,188,rect,30,10"
overlay0_desc3 = "down,38,231,rect,30,10"
overlay0_desc4 = "l,8,113,radial,20,20"
overlay0_desc5 = "l2,8,59,radial,20,20"
overlay0_desc6 = "r,246,113,radial,20,20"
overlay0_desc7 = "r2,246,59,radial,20,20"
overlay0_desc8 = "select,91,168,radial,10,10"
overlay0_desc9 = "start,134,168,radial,10,10"
overlay0_desc10 = "b,200,237,radial,30,30"
overlay0_desc11 = "a,234,210,radial,30,30"
overlay0_desc12 = "x,200,180,radial,30,30"
overlay0_desc13 = "y,163,210,radial,30,30"
overlay0_desc14 = "overlay_next,116,240,radial,16,16"
overlay1_descs = 11
overlay1_desc0 = "load_state,60,39,rect,50,20"
overlay1_desc1 = "save_state,163,39,rect,50,20"
overlay1_desc2 = "state_slot_decrease,60,81,rect,50,20"
overlay1_desc3 = "state_slot_increase,163,81,rect,50,20"
overlay1_desc4 = "rewind,60,123,rect,50,20"
overlay1_desc5 = "slowmotion,163,123,rect,50,20"
overlay1_desc6 = "reset,60,165,rect,50,20"
overlay1_desc7 = "toggle_fast_forward,163,165,rect,50,20"
overlay1_desc8 = "shader_next,60,207,rect,50,20"
overlay1_desc9 = "shader_prev,163,207,rect,50,20"
overlay1_desc10 = "overlay_next,116,240,radial,16,16"
overlay2_descs = 1
overlay2_rect = "0.44,0.85,0.12,0.12"
overlay2_desc0 = "overlay_next,16,16,radial,16,16"

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overlays = 3
overlay0_overlay = opium_6.png
overlay1_overlay = basic_quickmenu_small.png
overlay2_overlay = basic_next.png
overlay0_full_screen = true
overlay0_descs = 15
overlay0_desc0 = "left,15,210,rect,10,30"
overlay0_desc1 = "right,60,210,rect,10,30"
overlay0_desc2 = "up,38,188,rect,30,10"
overlay0_desc3 = "down,38,231,rect,30,10"
overlay0_desc4 = "l,8,113,radial,20,20"
overlay0_desc5 = "l2,8,59,radial,20,20"
overlay0_desc6 = "r,246,113,radial,20,20"
overlay0_desc7 = "r2,246,59,radial,20,20"
overlay0_desc8 = "select,91,168,radial,10,10"
overlay0_desc9 = "start,134,168,radial,10,10"
overlay0_desc10 = "b,200,237,radial,30,30"
overlay0_desc11 = "a,234,210,radial,30,30"
overlay0_desc12 = "x,200,180,radial,30,30"
overlay0_desc13 = "y,163,210,radial,30,30"
overlay0_desc14 = "overlay_next,116,240,radial,16,16"
overlay1_descs = 11
overlay1_desc0 = "load_state,60,39,rect,50,20"
overlay1_desc1 = "save_state,163,39,rect,50,20"
overlay1_desc2 = "state_slot_decrease,60,81,rect,50,20"
overlay1_desc3 = "state_slot_increase,163,81,rect,50,20"
overlay1_desc4 = "rewind,60,123,rect,50,20"
overlay1_desc5 = "slowmotion,163,123,rect,50,20"
overlay1_desc6 = "reset,60,165,rect,50,20"
overlay1_desc7 = "toggle_fast_forward,163,165,rect,50,20"
overlay1_desc8 = "shader_next,60,207,rect,50,20"
overlay1_desc9 = "shader_prev,163,207,rect,50,20"
overlay1_desc10 = "overlay_next,116,240,radial,16,16"
overlay2_descs = 1
overlay2_rect = "0.44,0.85,0.12,0.12"
overlay2_desc0 = "overlay_next,16,16,radial,16,16"

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overlays = 3
overlay0_overlay = opium_7.png
overlay1_overlay = basic_quickmenu_small.png
overlay2_overlay = basic_next.png
overlay0_full_screen = true
overlay0_descs = 15
overlay0_desc0 = "left,15,210,rect,10,30"
overlay0_desc1 = "right,60,210,rect,10,30"
overlay0_desc2 = "up,38,188,rect,30,10"
overlay0_desc3 = "down,38,231,rect,30,10"
overlay0_desc4 = "l,8,113,radial,20,20"
overlay0_desc5 = "l2,8,59,radial,20,20"
overlay0_desc6 = "r,246,113,radial,20,20"
overlay0_desc7 = "r2,246,59,radial,20,20"
overlay0_desc8 = "select,91,168,radial,10,10"
overlay0_desc9 = "start,134,168,radial,10,10"
overlay0_desc10 = "b,200,237,radial,30,30"
overlay0_desc11 = "a,234,210,radial,30,30"
overlay0_desc12 = "x,200,180,radial,30,30"
overlay0_desc13 = "y,163,210,radial,30,30"
overlay0_desc14 = "overlay_next,116,240,radial,16,16"
overlay1_descs = 11
overlay1_desc0 = "load_state,60,39,rect,50,20"
overlay1_desc1 = "save_state,163,39,rect,50,20"
overlay1_desc2 = "state_slot_decrease,60,81,rect,50,20"
overlay1_desc3 = "state_slot_increase,163,81,rect,50,20"
overlay1_desc4 = "rewind,60,123,rect,50,20"
overlay1_desc5 = "slowmotion,163,123,rect,50,20"
overlay1_desc6 = "reset,60,165,rect,50,20"
overlay1_desc7 = "toggle_fast_forward,163,165,rect,50,20"
overlay1_desc8 = "shader_next,60,207,rect,50,20"
overlay1_desc9 = "shader_prev,163,207,rect,50,20"
overlay1_desc10 = "overlay_next,116,240,radial,16,16"
overlay2_descs = 1
overlay2_rect = "0.44,0.85,0.12,0.12"
overlay2_desc0 = "overlay_next,16,16,radial,16,16"

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overlays = 3
overlay0_overlay = opium_8.png
overlay1_overlay = basic_quickmenu_small.png
overlay2_overlay = basic_next.png
overlay0_full_screen = true
overlay0_descs = 15
overlay0_desc0 = "left,15,210,rect,10,30"
overlay0_desc1 = "right,60,210,rect,10,30"
overlay0_desc2 = "up,38,188,rect,30,10"
overlay0_desc3 = "down,38,231,rect,30,10"
overlay0_desc4 = "l,8,113,radial,20,20"
overlay0_desc5 = "l2,8,59,radial,20,20"
overlay0_desc6 = "r,246,113,radial,20,20"
overlay0_desc7 = "r2,246,59,radial,20,20"
overlay0_desc8 = "select,91,168,radial,10,10"
overlay0_desc9 = "start,134,168,radial,10,10"
overlay0_desc10 = "b,200,237,radial,30,30"
overlay0_desc11 = "a,234,210,radial,30,30"
overlay0_desc12 = "x,200,180,radial,30,30"
overlay0_desc13 = "y,163,210,radial,30,30"
overlay0_desc14 = "overlay_next,116,240,radial,16,16"
overlay1_descs = 11
overlay1_desc0 = "load_state,60,39,rect,50,20"
overlay1_desc1 = "save_state,163,39,rect,50,20"
overlay1_desc2 = "state_slot_decrease,60,81,rect,50,20"
overlay1_desc3 = "state_slot_increase,163,81,rect,50,20"
overlay1_desc4 = "rewind,60,123,rect,50,20"
overlay1_desc5 = "slowmotion,163,123,rect,50,20"
overlay1_desc6 = "reset,60,165,rect,50,20"
overlay1_desc7 = "toggle_fast_forward,163,165,rect,50,20"
overlay1_desc8 = "shader_next,60,207,rect,50,20"
overlay1_desc9 = "shader_prev,163,207,rect,50,20"
overlay1_desc10 = "overlay_next,116,240,radial,16,16"
overlay2_descs = 1
overlay2_rect = "0.44,0.85,0.12,0.12"
overlay2_desc0 = "overlay_next,16,16,radial,16,16"

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overlays = 3
overlay0_overlay = basic_overlay.png
overlay1_overlay = basic_quickmenu_small.png
overlay2_overlay = basic_next.png
overlay0_full_screen = true
overlay0_descs = 15
overlay0_desc0 = "left,15,210,rect,10,30"
overlay0_desc1 = "right,60,210,rect,10,30"
overlay0_desc2 = "up,38,188,rect,30,10"
overlay0_desc3 = "down,38,231,rect,30,10"
overlay0_desc4 = "l,8,113,radial,20,20"
overlay0_desc5 = "l2,8,59,radial,20,20"
overlay0_desc6 = "r,246,113,radial,20,20"
overlay0_desc7 = "r2,246,59,radial,20,20"
overlay0_desc8 = "select,91,168,radial,10,10"
overlay0_desc9 = "start,134,168,radial,10,10"
overlay0_desc10 = "b,200,237,radial,30,30"
overlay0_desc11 = "a,234,210,radial,30,30"
overlay0_desc12 = "x,200,180,radial,30,30"
overlay0_desc13 = "y,163,210,radial,30,30"
overlay0_desc14 = "overlay_next,116,240,radial,16,16"
overlay1_descs = 11
overlay1_desc0 = "load_state,60,39,rect,50,20"
overlay1_desc1 = "save_state,163,39,rect,50,20"
overlay1_desc2 = "state_slot_decrease,60,81,rect,50,20"
overlay1_desc3 = "state_slot_increase,163,81,rect,50,20"
overlay1_desc4 = "rewind,60,123,rect,50,20"
overlay1_desc5 = "slowmotion,163,123,rect,50,20"
overlay1_desc6 = "reset,60,165,rect,50,20"
overlay1_desc7 = "toggle_fast_forward,163,165,rect,50,20"
overlay1_desc8 = "shader_next,60,207,rect,50,20"
overlay1_desc9 = "shader_prev,163,207,rect,50,20"
overlay1_desc10 = "overlay_next,116,240,radial,16,16"
overlay2_descs = 1
overlay2_rect = "0.44,0.85,0.12,0.12"
overlay2_desc0 = "overlay_next,16,16,radial,16,16"

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@ -1,45 +0,0 @@
overlays = 3
overlay0_overlay = basic_overlay.png
overlay1_overlay = basic_quickmenu_small.png
overlay2_overlay = basic_next.png
overlay0_full_screen = true
overlay1_full_screen = true
overlay2_full_screen = true
overlay0_descs = 15
overlay0_rect = "0,0.375,1,0.625"
overlay0_desc0 = "left,15,210,rect,10,30"
overlay0_desc1 = "right,60,210,rect,10,30"
overlay0_desc2 = "up,38,188,rect,30,10"
overlay0_desc3 = "down,38,231,rect,30,10"
overlay0_desc4 = "l,8,113,radial,20,20"
overlay0_desc5 = "l2,8,59,radial,20,20"
overlay0_desc6 = "r,246,113,radial,20,20"
overlay0_desc7 = "r2,246,59,radial,20,20"
overlay0_desc8 = "select,91,168,radial,10,10"
overlay0_desc9 = "start,134,168,radial,10,10"
overlay0_desc10 = "b,200,237,radial,30,30"
overlay0_desc11 = "a,234,210,radial,30,30"
overlay0_desc12 = "x,200,180,radial,30,30"
overlay0_desc13 = "y,163,210,radial,30,30"
overlay0_desc14 = "overlay_next,116,240,radial,16,16"
overlay1_descs = 11
overlay1_rect = "0,0.375,1,0.625"
overlay1_desc0 = "load_state,60,39,rect,50,20"
overlay1_desc1 = "save_state,163,39,rect,50,20"
overlay1_desc2 = "state_slot_decrease,60,81,rect,50,20"
overlay1_desc3 = "state_slot_increase,163,81,rect,50,20"
overlay1_desc4 = "rewind,60,123,rect,50,20"
overlay1_desc5 = "slowmotion,163,123,rect,50,20"
overlay1_desc6 = "reset,60,165,rect,50,20"
overlay1_desc7 = "toggle_fast_forward,163,165,rect,50,20"
overlay1_desc8 = "shader_next,60,207,rect,50,20"
overlay1_desc9 = "shader_prev,163,207,rect,50,20"
overlay1_desc10 = "overlay_next,116,240,radial,16,16"
overlay2_descs = 1
overlay2_rect = "0.44,0.90625,0.12,0.075"
overlay2_desc0 = "overlay_next,16,16,radial,16,16"

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overlays = 3
overlay0_overlay = gameboy-landscape.png
overlay1_overlay = nintendo_quickmenu_small.png
overlay2_overlay = nintendo_next.png
overlay0_full_screen = true
overlay1_full_screen = true
overlay0_descs = 13
overlay0_desc0 = "left,32,393,rect,25,25"
overlay0_desc1 = "right,113,393,rect,25,25"
overlay0_desc2 = "up,73,349,rect,25,25"
overlay0_desc3 = "down,73,436,rect,25,25"
overlay0_desc4 = "select,730,115,rect,30,30"
overlay0_desc5 = "start,730,48,rect,30,30"
overlay0_desc6 = "b,697,418,radial,30,30"
overlay0_desc7 = "a,762,370,radial,30,30"
overlay0_desc8 = "overlay_next,731,239,radial,30,30"
overlay0_desc9 = "left|up,28,348,radial,20,20"
overlay0_desc10 = "left|down,28,435,radial,20,20"
overlay0_desc11 = "right|up,117,348,radial,20,20"
overlay0_desc12 = "right|down,117,435,radial,20,20"
overlay1_descs = 11
overlay1_desc0 = "load_state,292,53,rect,50,38"
overlay1_desc1 = "save_state,505,53,rect,50,38"
overlay1_desc2 = "state_slot_decrease,292,222,rect,50,38"
overlay1_desc3 = "state_slot_increase,505,222,rect,50,38"
overlay1_desc4 = "rewind,292,306,rect,50,38"
overlay1_desc5 = "slowmotion,292,393,rect,50,38"
overlay1_desc6 = "reset,505,393,rect,50,38"
overlay1_desc7 = "toggle_fast_forward,505,306,rect,50,38"
overlay1_desc8 = "shader_next,505,136,rect,50,38"
overlay1_desc9 = "shader_prev,292,136,rect,50,38"
overlay1_desc10 = "overlay_next,400,452,radial,22,22"
overlay2_descs = 1
overlay2_rect = "0.47,0.9,0.07,0.08"
overlay2_desc0 = "overlay_next,16,16,radial,16,16"

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overlays = 3
overlay0_overlay = gameboy-portrait.png
overlay1_overlay = nintendo_quickmenu_small2.png
overlay2_overlay = nintendo_next.png
overlay0_full_screen = true
overlay1_full_screen = true
overlay2_full_screen = true
overlay0_descs = 13
overlay0_desc0 = "left,44,702,rect,25,25"
overlay0_desc1 = "right,162,702,rect,25,25"
overlay0_desc2 = "up,102,643,rect,25,25"
overlay0_desc3 = "down,102,761,rect,25,25"
overlay0_desc4 = "select,55,491,rect,40,40"
overlay0_desc5 = "start,423,491,rect,40,40"
overlay0_desc6 = "b,317,726,radial,45,45"
overlay0_desc7 = "a,420,655,radial,45,45"
overlay0_desc8 = "overlay_next,240,490,radial,30,30"
overlay0_desc9 = "left|up,44,643,radial,20,20"
overlay0_desc10 = "left|down,44,761,radial,20,20"
overlay0_desc11 = "right|up,162,643,radial,20,20"
overlay0_desc12 = "right|down,162,761,radial,20,20"
overlay1_descs = 11
overlay1_desc0 = "load_state,120,52,rect,110,45"
overlay1_desc1 = "save_state,360,52,rect,110,45"
overlay1_desc2 = "state_slot_decrease,120,167,rect,110,45"
overlay1_desc3 = "state_slot_increase,360,167,rect,110,45"
overlay1_desc4 = "rewind,120,276,rect,110,45"
overlay1_desc5 = "toggle_fast_forward,360,276,rect,110,45"
overlay1_desc6 = "shader_prev,120,389,rect,110,45"
overlay1_desc7 = "shader_next,360,389,rect,110,45"
overlay1_desc8 = "slowmotion,120,504,rect,110,45"
overlay1_desc9 = "reset,360,504,rect,110,45"
overlay1_desc10 = "overlay_next,240,683,radial,25,25"
overlay2_descs = 1
overlay2_rect = "0.47,0.9,0.11,0.08"
overlay2_desc0 = "overlay_next,16,16,radial,16,16"

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@ -1,54 +0,0 @@
overlays = 4
overlay0_overlay = gba.png
overlay1_overlay = gba_portrait.png
overlay2_overlay = gba_quickmenu.png
overlay3_overlay = gba_next.png
overlay0_full_screen = true
overlay1_full_screen = true
overlay2_full_screen = true
overlay3_full_screen = true
overlay0_descs = 11
overlay0_desc0 = "left,35,385,radial,42,42"
overlay0_desc1 = "right,155,385,radial,42,42"
overlay0_desc2 = "up,95,325,radial,42,42"
overlay0_desc3 = "down,95,445,radial,42,42"
overlay0_desc4 = "start,520,450,rect,50,25"
overlay0_desc5 = "select,280,450,rect,50,25"
overlay0_desc6 = "b,675,435,radial,40,40"
overlay0_desc7 = "a,755,385,radial,40,40"
overlay0_desc8 = "l,50,35,rect,50,25"
overlay0_desc9 = "r,750,35,rect,50,25"
overlay0_desc10 = "overlay_next,400,460,rect,40,20"
overlay1_descs = 11
overlay1_desc0 = "left,45,695,radial,42,42"
overlay1_desc1 = "right,165,695,radial,42,42"
overlay1_desc2 = "up,105,635,radial,42,42"
overlay1_desc3 = "down,105,755,radial,42,42"
overlay1_desc4 = "start,240,565,rect,50,20"
overlay1_desc5 = "select,240,495,rect,50,20"
overlay1_desc6 = "b,345,725,radial,40,40"
overlay1_desc7 = "a,425,675,radial,40,40"
overlay1_desc8 = "l,50,495,rect,50,25"
overlay1_desc9 = "r,430,495,rect,50,25"
overlay1_desc10 = "overlay_next,20,400,rect,20,40"
overlay2_descs = 11
overlay2_desc0 = "load_state,270,90,rect,120,30"
overlay2_desc1 = "save_state,270,170,rect,120,30"
overlay2_desc3 = "state_slot_increase,270,250,rect,120,30"
overlay2_desc2 = "state_slot_decrease,270,330,rect,120,30"
overlay2_desc6 = "reset,250,410,rect,100,30"
overlay2_desc4 = "rewind,530,90,rect,120,30"
overlay2_desc5 = "slowmotion,530,170,rect,120,30"
overlay2_desc7 = "toggle_fast_forward,530,250,rect,120,300"
overlay2_desc9 = "shader_prev,530,330,rect,120,30"
overlay2_desc8 = "shader_next,550,410,rect,100,30"
overlay2_desc10 = "overlay_next,400,460,rect,40,20"
overlay3_descs = 1
overlay3_rect = "0.4375,0.916,0.125,0.084"
overlay3_desc0 = "overlay_next,50,20,rect,50,20"

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@ -1,62 +0,0 @@
overlays = 4
overlay0_overlay = gba.png
overlay1_overlay = gba_portrait.png
overlay2_overlay = gba_quickmenu.png
overlay3_overlay = gba_next.png
overlay0_full_screen = true
overlay1_full_screen = true
overlay2_full_screen = true
overlay3_full_screen = true
overlay0_descs = 15
overlay0_desc0 = "left,35,385,radial,42,42"
overlay0_desc1 = "right,155,385,radial,42,42"
overlay0_desc2 = "up,95,325,radial,42,42"
overlay0_desc3 = "down,95,445,radial,42,42"
overlay0_desc4 = "start,520,450,rect,50,25"
overlay0_desc5 = "select,280,450,rect,50,25"
overlay0_desc6 = "b,675,435,radial,40,40"
overlay0_desc7 = "a,755,385,radial,40,40"
overlay0_desc8 = "l,50,35,rect,50,25"
overlay0_desc9 = "r,750,35,rect,50,25"
overlay0_desc10 = "overlay_next,400,460,rect,40,20"
overlay0_desc11 = "left|down,35,445,radial,25,25"
overlay0_desc12 = "right|up,155,325,radial,25,25"
overlay0_desc13 = "up|left,35,325,radial,25,25"
overlay0_desc14 = "down|right,155,445,radial,25,25"
overlay1_descs = 15
overlay1_desc0 = "left,45,695,radial,42,42"
overlay1_desc1 = "right,165,695,radial,42,42"
overlay1_desc2 = "up,105,635,radial,42,42"
overlay1_desc3 = "down,105,755,radial,42,42"
overlay1_desc4 = "start,240,565,rect,50,20"
overlay1_desc5 = "select,240,495,rect,50,20"
overlay1_desc6 = "b,345,725,radial,40,40"
overlay1_desc7 = "a,425,675,radial,40,40"
overlay1_desc8 = "l,50,495,rect,50,25"
overlay1_desc9 = "r,430,495,rect,50,25"
overlay1_desc10 = "overlay_next,20,400,rect,20,40"
overlay1_desc11 = "left|down,45,755,radial,25,25"
overlay1_desc12 = "right|up,165,635,radial,25,25"
overlay1_desc13 = "up|left,45,635,radial,25,25"
overlay1_desc14 = "down|right,165,755,radial,25,25"
overlay2_descs = 11
overlay2_desc0 = "load_state,270,90,rect,120,30"
overlay2_desc1 = "save_state,270,170,rect,120,30"
overlay2_desc3 = "state_slot_increase,270,250,rect,120,30"
overlay2_desc2 = "state_slot_decrease,270,330,rect,120,30"
overlay2_desc6 = "reset,250,410,rect,100,30"
overlay2_desc4 = "rewind,530,90,rect,120,30"
overlay2_desc5 = "slowmotion,530,170,rect,120,30"
overlay2_desc7 = "toggle_fast_forward,530,250,rect,120,300"
overlay2_desc9 = "shader_prev,530,330,rect,120,30"
overlay2_desc8 = "shader_next,550,410,rect,100,30"
overlay2_desc10 = "overlay_next,400,460,rect,40,20"
overlay3_descs = 1
overlay3_rect = "0.4375,0.916,0.125,0.084"
overlay3_desc0 = "overlay_next,50,20,rect,50,20"

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@ -1,40 +0,0 @@
overlays = 3
overlay0_overlay = genesis3-landscape.png
overlay1_overlay = genesis_quickmenu_small.png
overlay2_overlay = genesis_next.png
overlay0_full_screen = true
overlay1_full_screen = true
overlay0_descs = 13
overlay0_desc0 = "left,34,393,rect,25,25"
overlay0_desc1 = "right,110,393,rect,25,25"
overlay0_desc2 = "up,70,360,rect,25,25"
overlay0_desc3 = "down,70,432,rect,25,25"
overlay0_desc4 = "start,730,48,rect,30,30"
overlay0_desc5 = "a,764,388,rect,26,26"
overlay0_desc6 = "b,697,412,radial,26,26"
overlay0_desc7 = "y,634,439,radial,26,26"
overlay0_desc8 = "overlay_next,728,186,radial,30,30"
overlay0_desc9 = "left|up,32,354,radial,20,20"
overlay0_desc10 = "left|down,32,432,radial,20,20"
overlay0_desc11 = "right|up,111,354,radial,20,20"
overlay0_desc12 = "right|down,111,432,radial,20,20"
overlay1_descs = 11
overlay1_desc0 = "load_state,292,53,rect,50,38"
overlay1_desc1 = "save_state,505,53,rect,50,38"
overlay1_desc2 = "state_slot_decrease,292,222,rect,50,38"
overlay1_desc3 = "state_slot_increase,505,222,rect,50,38"
overlay1_desc4 = "rewind,292,306,rect,50,38"
overlay1_desc5 = "slowmotion,292,393,rect,50,38"
overlay1_desc6 = "reset,505,393,rect,50,38"
overlay1_desc7 = "toggle_fast_forward,505,306,rect,50,38"
overlay1_desc8 = "shader_next,505,136,rect,50,38"
overlay1_desc9 = "shader_prev,292,136,rect,50,38"
overlay1_desc10 = "overlay_next,400,452,radial,22,22"
overlay2_descs = 1
overlay2_rect = "0.47,0.9,0.07,0.08"
overlay2_desc0 = "overlay_next,16,16,radial,16,16"

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@ -1,41 +0,0 @@
overlays = 3
overlay0_overlay = genesis3-portrait.png
overlay1_overlay = genesis_quickmenu_small2.png
overlay2_overlay = genesis_next.png
overlay0_full_screen = true
overlay1_full_screen = true
overlay2_full_screen = true
overlay0_descs = 13
overlay0_desc0 = "left,52,695,rect,25,25"
overlay0_desc1 = "right,159,695,rect,25,25"
overlay0_desc2 = "up,107,638,rect,25,25"
overlay0_desc3 = "down,107,744,rect,25,25"
overlay0_desc4 = "start,427,507,rect,40,40"
overlay0_desc5 = "a,449,720,radial,25,25"
overlay0_desc6 = "b,374,736,radial,25,25"
overlay0_desc7 = "y,301,755,rect,25,25"
overlay0_desc8 = "overlay_next,107,508,radial,40,40"
overlay0_desc9 = "left|up,52,638,radial,25,25"
overlay0_desc10 = "left|down,52,744,radial,25,25"
overlay0_desc11 = "right|up,159,638,radial,25,25"
overlay0_desc12 = "right|down,159,744,radial,25,25"
overlay1_descs = 11
overlay1_desc0 = "load_state,120,52,rect,110,45"
overlay1_desc1 = "save_state,360,52,rect,110,45"
overlay1_desc2 = "state_slot_decrease,120,167,rect,110,45"
overlay1_desc3 = "state_slot_increase,360,167,rect,110,45"
overlay1_desc4 = "rewind,120,276,rect,110,45"
overlay1_desc5 = "toggle_fast_forward,360,276,rect,110,45"
overlay1_desc6 = "shader_prev,120,389,rect,110,45"
overlay1_desc7 = "shader_next,360,389,rect,110,45"
overlay1_desc8 = "slowmotion,120,504,rect,110,45"
overlay1_desc9 = "reset,360,504,rect,110,45"
overlay1_desc10 = "overlay_next,240,683,radial,30,30"
overlay2_descs = 1
overlay2_rect = "0.47,0.9,0.11,0.08"
overlay2_desc0 = "overlay_next,16,16,radial,16,16"

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@ -1,43 +0,0 @@
overlays = 3
overlay0_overlay = genesis6-landscape.png
overlay1_overlay = genesis_quickmenu_small.png
overlay2_overlay = genesis_next.png
overlay0_full_screen = true
overlay1_full_screen = true
overlay0_descs = 16
overlay0_desc0 = "left,34,393,rect,25,25"
overlay0_desc1 = "right,110,393,rect,25,25"
overlay0_desc2 = "up,70,360,rect,25,25"
overlay0_desc3 = "down,70,432,rect,25,25"
overlay0_desc4 = "start,730,48,rect,30,30"
overlay0_desc5 = "a,764,388,rect,26,26"
overlay0_desc6 = "b,697,412,radial,26,26"
overlay0_desc7 = "y,634,439,radial,26,26"
overlay0_desc8 = "l,608,374,rect,24,24"
overlay0_desc9 = "x,670,350,radial,24,24"
overlay0_desc10 = "r,736,326,radial,24,17"
overlay0_desc11 = "overlay_next,728,186,radial,30,30"
overlay0_desc12 = "left|up,32,354,radial,20,20"
overlay0_desc13 = "left|down,32,432,radial,20,20"
overlay0_desc14 = "right|up,111,354,radial,20,20"
overlay0_desc15 = "right|down,111,432,radial,20,20"
overlay1_descs = 11
overlay1_desc0 = "load_state,292,53,rect,50,38"
overlay1_desc1 = "save_state,505,53,rect,50,38"
overlay1_desc2 = "state_slot_decrease,292,222,rect,50,38"
overlay1_desc3 = "state_slot_increase,505,222,rect,50,38"
overlay1_desc4 = "rewind,292,306,rect,50,38"
overlay1_desc5 = "slowmotion,292,393,rect,50,38"
overlay1_desc6 = "reset,505,393,rect,50,38"
overlay1_desc7 = "toggle_fast_forward,505,306,rect,50,38"
overlay1_desc8 = "shader_next,505,136,rect,50,38"
overlay1_desc9 = "shader_prev,292,136,rect,50,38"
overlay1_desc10 = "overlay_next,400,452,radial,22,22"
overlay2_descs = 1
overlay2_rect = "0.47,0.9,0.07,0.08"
overlay2_desc0 = "overlay_next,16,16,radial,16,16"

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overlays = 3
overlay0_overlay = genesis6-portrait.png
overlay1_overlay = genesis_quickmenu_small2.png
overlay2_overlay = genesis_next.png
overlay0_full_screen = true
overlay1_full_screen = true
overlay2_full_screen = true
overlay0_descs = 16
overlay0_desc0 = "left,52,695,rect,25,25"
overlay0_desc1 = "right,159,695,rect,25,25"
overlay0_desc2 = "up,107,638,rect,25,25"
overlay0_desc3 = "down,107,744,rect,25,25"
overlay0_desc4 = "start,427,507,rect,40,40"
overlay0_desc5 = "a,449,720,radial,25,25"
overlay0_desc6 = "b,374,736,radial,25,25"
overlay0_desc7 = "y,301,755,rect,25,25"
overlay0_desc8 = "l,283,684,rect,21,21"
overlay0_desc9 = "x,352,666,radial,21,21"
overlay0_desc10 = "r,426,648,radial,21,21"
overlay0_desc11 = "overlay_next,107,508,radial,40,40"
overlay0_desc12 = "left|up,52,638,radial,25,25"
overlay0_desc13 = "left|down,52,744,radial,25,25"
overlay0_desc14 = "right|up,159,638,radial,25,25"
overlay0_desc15 = "right|down,159,744,radial,25,25"
overlay1_descs = 11
overlay1_desc0 = "load_state,120,52,rect,110,45"
overlay1_desc1 = "save_state,360,52,rect,110,45"
overlay1_desc2 = "state_slot_decrease,120,167,rect,110,45"
overlay1_desc3 = "state_slot_increase,360,167,rect,110,45"
overlay1_desc4 = "rewind,120,276,rect,110,45"
overlay1_desc5 = "toggle_fast_forward,360,276,rect,110,45"
overlay1_desc6 = "shader_prev,120,389,rect,110,45"
overlay1_desc7 = "shader_next,360,389,rect,110,45"
overlay1_desc8 = "slowmotion,120,504,rect,110,45"
overlay1_desc9 = "reset,360,504,rect,110,45"
overlay1_desc10 = "overlay_next,240,683,radial,30,30"
overlay2_descs = 1
overlay2_rect = "0.47,0.9,0.11,0.08"
overlay2_desc0 = "overlay_next,16,16,radial,16,16"

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overlays = 3
overlay0_overlay = nes-landscape.png
overlay1_overlay = nintendo_quickmenu_small.png
overlay2_overlay = nintendo_next.png
overlay0_full_screen = true
overlay1_full_screen = true
overlay0_descs = 13
overlay0_desc0 = "left,33,399,rect,20,20"
overlay0_desc1 = "right,122,399,rect,20,20"
overlay0_desc2 = "up,77,355,rect,20,20"
overlay0_desc3 = "down,77,443,rect,20,20"
overlay0_desc4 = "select,54,35,rect,45,20"
overlay0_desc5 = "start,745,35,rect,45,20"
overlay0_desc6 = "b,685,424,radial,30,30"
overlay0_desc7 = "a,759,424,radial,30,30"
overlay0_desc8 = "overlay_next,743,204,radial,30,30"
overlay0_desc9 = "left|up,29,350,radial,20,20"
overlay0_desc10 = "left|down,29,440,radial,20,20"
overlay0_desc11 = "right|up,121,350,radial,20,20"
overlay0_desc12 = "right|down,121,440,radial,20,20"
overlay1_descs = 11
overlay1_desc0 = "load_state,292,53,rect,50,38"
overlay1_desc1 = "save_state,505,53,rect,50,38"
overlay1_desc2 = "state_slot_decrease,292,222,rect,50,38"
overlay1_desc3 = "state_slot_increase,505,222,rect,50,38"
overlay1_desc4 = "rewind,292,306,rect,50,38"
overlay1_desc5 = "slowmotion,292,393,rect,50,38"
overlay1_desc6 = "reset,505,393,rect,50,38"
overlay1_desc7 = "toggle_fast_forward,505,306,rect,50,38"
overlay1_desc8 = "shader_next,505,136,rect,50,38"
overlay1_desc9 = "shader_prev,292,136,rect,50,38"
overlay1_desc10 = "overlay_next,400,452,radial,22,22"
overlay2_descs = 1
overlay2_rect = "0.47,0.9,0.07,0.08"
overlay2_desc0 = "overlay_next,16,16,radial,16,16"

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overlays = 3
overlay0_overlay = nes-portrait.png
overlay1_overlay = nintendo_quickmenu_small2.png
overlay2_overlay = nintendo_next.png
overlay0_full_screen = true
overlay1_full_screen = true
overlay2_full_screen = true
overlay0_descs = 13
overlay0_desc0 = "left,39,701,rect,30,30"
overlay0_desc1 = "right,156,701,rect,30,30"
overlay0_desc2 = "up,97,641,rect,30,30"
overlay0_desc3 = "down,97,758,rect,30,30"
overlay0_desc4 = "select,55,485,rect,45,20"
overlay0_desc5 = "start,425,485,rect,45,20"
overlay0_desc6 = "b,309,702,radial,48,48"
overlay0_desc7 = "a,424,702,radial,48,48"
overlay0_desc8 = "overlay_next,241,492,radial,30,30"
overlay0_desc9 = "left|up,39,641,radial,30,30"
overlay0_desc10 = "left|down,39,758,radial,30,30"
overlay0_desc11 = "right|up,156,641,radial,30,30"
overlay0_desc12 = "right|down,156,758,radial,30,30"
overlay1_descs = 11
overlay1_desc0 = "load_state,120,52,rect,110,45"
overlay1_desc1 = "save_state,360,52,rect,110,45"
overlay1_desc2 = "state_slot_decrease,120,167,rect,110,45"
overlay1_desc3 = "state_slot_increase,360,167,rect,110,45"
overlay1_desc4 = "rewind,120,276,rect,110,45"
overlay1_desc5 = "toggle_fast_forward,360,276,rect,110,45"
overlay1_desc6 = "shader_prev,120,389,rect,110,45"
overlay1_desc7 = "shader_next,360,389,rect,110,45"
overlay1_desc8 = "slowmotion,120,504,rect,110,45"
overlay1_desc9 = "reset,360,504,rect,110,45"
overlay1_desc10 = "overlay_next,240,683,radial,25,25"
overlay2_descs = 1
overlay2_rect = "0.47,0.9,0.11,0.08"
overlay2_desc0 = "overlay_next,16,16,radial,16,16"

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overlays = 3
overlay0_overlay = psx-landscape.png
overlay1_overlay = psx_quickmenu_small.png
overlay2_overlay = psx_next.png
overlay0_full_screen = true
overlay1_full_screen = true
overlay0_descs = 19
overlay0_desc0 = "left,34,395,rect,25,25"
overlay0_desc1 = "right,112,395,rect,25,25"
overlay0_desc2 = "up,70,356,rect,25,25"
overlay0_desc3 = "down,70,432,rect,25,25"
overlay0_desc4 = "start,434,33,rect,30,17"
overlay0_desc5 = "select,369,33,rect,30,17"
overlay0_desc6 = "a,776,390,radial,25,25"
overlay0_desc7 = "b,726,438,radial,25,25"
overlay0_desc8 = "x,726,338,radial,25,25"
overlay0_desc9 = "y,677,390,radial,25,25"
overlay0_desc10 = "l,71,110,rect,47,27"
overlay0_desc11 = "l2,70,37,rect,47,27"
overlay0_desc12 = "r,730,110,rect,47,27"
overlay0_desc13 = "r2,730,37,rect,47,27"
overlay0_desc14 = "overlay_next,401,437,radial,20,20"
overlay0_desc15 = "left|up,34,356,radial,20,20"
overlay0_desc16 = "left|down,34,432,radial,20,20"
overlay0_desc17 = "right|up,112,356,radial,20,20"
overlay0_desc18 = "right|down,112,432,radial,20,20"
overlay1_descs = 11
overlay1_desc0 = "load_state,102,48,rect,90,30"
overlay1_desc1 = "save_state,694,48,rect,90,30"
overlay1_desc2 = "state_slot_decrease,102,132,rect,90,30"
overlay1_desc3 = "state_slot_increase,694,132,rect,90,30"
overlay1_desc4 = "rewind,102,215,rect,90,30"
overlay1_desc5 = "slowmotion,102,388,rect,90,30"
overlay1_desc6 = "reset,694,388,rect,90,30"
overlay1_desc7 = "toggle_fast_forward,694,215,rect,90,30"
overlay1_desc8 = "shader_next,694,303,rect,90,30"
overlay1_desc9 = "shader_prev,102,303,rect,90,30"
overlay1_desc10 = "overlay_next,403,453,radial,25,25"
overlay2_descs = 1
overlay2_rect = "0.47,0.9,0.07,0.08"
overlay2_desc0 = "overlay_next,16,16,radial,16,16"

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overlays = 3
overlay0_overlay = psx-portrait.png
overlay1_overlay = psx_quickmenu_small2.png
overlay2_overlay = psx_next.png
overlay0_full_screen = true
overlay1_full_screen = true
overlay2_full_screen = true
overlay0_descs = 19
overlay0_desc0 = "left,41,695,rect,25,25"
overlay0_desc1 = "right,157,695,rect,25,25"
overlay0_desc2 = "up,98,637,rect,25,25"
overlay0_desc3 = "down,98,751,rect,25,25"
overlay0_desc4 = "start,286,497,rect,35,17"
overlay0_desc5 = "select,197,497,rect,35,17"
overlay0_desc6 = "a,436,699,radial,35,35"
overlay0_desc7 = "b,376,759,radial,35,35"
overlay0_desc8 = "x,376,633,radial,35,35"
overlay0_desc9 = "y,318,699,radial,35,35"
overlay0_desc10 = "l,50,537,rect,50,27"
overlay0_desc11 = "l2,50,479,rect,50,27"
overlay0_desc12 = "r,430,537,rect,50,27"
overlay0_desc13 = "r2,430,479,rect,50,27"
overlay0_desc14 = "overlay_next,240,578,radial,30,30"
overlay0_desc15 = "left|up,41,637,radial,20,20"
overlay0_desc16 = "left|down,41,751,radial,20,20"
overlay0_desc17 = "right|up,157,637,radial,20,20"
overlay0_desc18 = "right|down,157,751,radial,20,20"
overlay1_descs = 11
overlay1_desc0 = "load_state,120,52,rect,110,45"
overlay1_desc1 = "save_state,360,52,rect,110,45"
overlay1_desc2 = "state_slot_decrease,120,167,rect,110,45"
overlay1_desc3 = "state_slot_increase,360,167,rect,110,45"
overlay1_desc4 = "rewind,120,276,rect,110,45"
overlay1_desc5 = "toggle_fast_forward,360,276,rect,110,45"
overlay1_desc6 = "shader_prev,120,389,rect,110,45"
overlay1_desc7 = "shader_next,360,389,rect,110,45"
overlay1_desc8 = "slowmotion,120,504,rect,110,45"
overlay1_desc9 = "reset,360,504,rect,110,45"
overlay1_desc10 = "overlay_next,240,683,radial,25,25"
overlay2_descs = 1
overlay2_rect = "0.47,0.9,0.11,0.08"
overlay2_desc0 = "overlay_next,16,16,radial,16,16"

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overlays = 3
overlay0_overlay = snes-landscape.png
overlay1_overlay = nintendo_quickmenu_small.png
overlay2_overlay = nintendo_next.png
overlay0_full_screen = true
overlay1_full_screen = true
overlay0_descs = 17
overlay0_desc0 = "left,28,389,rect,30,30"
overlay0_desc1 = "right,117,389,rect,30,30"
overlay0_desc2 = "up,73,344,rect,30,30"
overlay0_desc3 = "down,73,434,rect,30,30"
overlay0_desc4 = "select,71,218,rect,30,30"
overlay0_desc5 = "start,71,148,rect,30,30"
overlay0_desc6 = "b,707,432,radial,30,30"
overlay0_desc7 = "a,764,386,radial,30,30"
overlay0_desc8 = "x,707,338,radial,30,30"
overlay0_desc9 = "y,653,386,radial,30,30"
overlay0_desc10 = "l,70,31,rect,70,30"
overlay0_desc11 = "r,731,31,rect,70,30"
overlay0_desc12 = "overlay_next,730,171,radial,30,30"
overlay0_desc13 = "left|up,28,344,radial,20,20"
overlay0_desc14 = "left|down,28,434,radial,20,20"
overlay0_desc15 = "right|up,117,344,radial,20,20"
overlay0_desc16 = "right|down,117,434,radial,20,20"
overlay1_descs = 11
overlay1_desc0 = "load_state,292,53,rect,50,38"
overlay1_desc1 = "save_state,505,53,rect,50,38"
overlay1_desc2 = "state_slot_decrease,292,222,rect,50,38"
overlay1_desc3 = "state_slot_increase,505,222,rect,50,38"
overlay1_desc4 = "rewind,292,306,rect,50,38"
overlay1_desc5 = "slowmotion,292,393,rect,50,38"
overlay1_desc6 = "reset,505,393,rect,50,38"
overlay1_desc7 = "toggle_fast_forward,505,306,rect,50,38"
overlay1_desc8 = "shader_next,505,136,rect,50,38"
overlay1_desc9 = "shader_prev,292,136,rect,50,38"
overlay1_desc10 = "overlay_next,400,452,radial,22,22"
overlay2_descs = 1
overlay2_rect = "0.47,0.9,0.07,0.08"
overlay2_desc0 = "overlay_next,16,16,radial,16,16"

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overlays = 3
overlay0_overlay = snes-portrait.png
overlay1_overlay = nintendo_quickmenu_small2.png
overlay2_overlay = nintendo_next.png
overlay0_full_screen = true
overlay1_full_screen = true
overlay2_full_screen = true
overlay0_descs = 17
overlay0_desc0 = "left,40,703,rect,30,30"
overlay0_desc1 = "right,156,703,rect,30,30"
overlay0_desc2 = "up,98,644,rect,30,30"
overlay0_desc3 = "down,98,761,rect,30,30"
overlay0_desc4 = "select,206,494,rect,30,30"
overlay0_desc5 = "start,285,494,rect,30,30"
overlay0_desc6 = "b,372,751,radial,35,35"
overlay0_desc7 = "a,439,692,radial,35,35"
overlay0_desc8 = "x,372,626,radial,35,35"
overlay0_desc9 = "y,308,692,radial,35,35"
overlay0_desc10 = "l,70,482,rect,70,30"
overlay0_desc11 = "r,410,482,rect,70,30"
overlay0_desc12 = "overlay_next,241,587,radial,30,30"
overlay0_desc13 = "left|up,40,644,radial,30,30"
overlay0_desc14 = "left|down,40,761,radial,30,30"
overlay0_desc15 = "right|up,156,644,radial,30,30"
overlay0_desc16 = "right|down,156,761,radial,30,30"
overlay1_descs = 11
overlay1_desc0 = "load_state,120,52,rect,110,45"
overlay1_desc1 = "save_state,360,52,rect,110,45"
overlay1_desc2 = "state_slot_decrease,120,167,rect,110,45"
overlay1_desc3 = "state_slot_increase,360,167,rect,110,45"
overlay1_desc4 = "rewind,120,276,rect,110,45"
overlay1_desc5 = "toggle_fast_forward,360,276,rect,110,45"
overlay1_desc6 = "shader_prev,120,389,rect,110,45"
overlay1_desc7 = "shader_next,360,389,rect,110,45"
overlay1_desc8 = "slowmotion,120,504,rect,110,45"
overlay1_desc9 = "reset,360,504,rect,110,45"
overlay1_desc10 = "overlay_next,240,683,radial,25,25"
overlay2_descs = 1
overlay2_rect = "0.47,0.9,0.11,0.08"
overlay2_desc0 = "overlay_next,16,16,radial,16,16"

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<?xml version="1.0" encoding="UTF-8"?>
<!-- XML/GLSL shader autogenerated by cg2xml.py -->
<shader language="GLSL" style="GLES2">
<vertex><![CDATA[
varying vec4 _t1;
varying vec2 _texCoord1;
varying vec4 _position1;
varying float _frame_rotation;
varying float _frame_direction;
varying float _frame_count;
varying vec2 _output_dummy_size;
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 rubyMVPMatrix;
uniform input_dummy _IN1;
vec4 _r0006;
attribute vec4 rubyVertexCoord;
attribute vec4 rubyTexCoord;
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 mediump vec2 rubyOutputSize;
uniform mediump vec2 rubyTextureSize;
uniform mediump vec2 rubyInputSize;
void main()
{
mat4 rubyMVPMatrix_ = transpose_(rubyMVPMatrix);
out_vertex _OUT;
vec2 _ps;
_TMP0 = dot(vec4(float(rubyMVPMatrix_[0].x), float(rubyMVPMatrix_[0].y), float(rubyMVPMatrix_[0].z), float(rubyMVPMatrix_[0].w)), vec4(float(rubyVertexCoord.x), float(rubyVertexCoord.y), float(rubyVertexCoord.z), float(rubyVertexCoord.w)));
_r0006.x = float(_TMP0);
_TMP0 = dot(vec4(float(rubyMVPMatrix_[1].x), float(rubyMVPMatrix_[1].y), float(rubyMVPMatrix_[1].z), float(rubyMVPMatrix_[1].w)), vec4(float(rubyVertexCoord.x), float(rubyVertexCoord.y), float(rubyVertexCoord.z), float(rubyVertexCoord.w)));
_r0006.y = float(_TMP0);
_TMP0 = dot(vec4(float(rubyMVPMatrix_[2].x), float(rubyMVPMatrix_[2].y), float(rubyMVPMatrix_[2].z), float(rubyMVPMatrix_[2].w)), vec4(float(rubyVertexCoord.x), float(rubyVertexCoord.y), float(rubyVertexCoord.z), float(rubyVertexCoord.w)));
_r0006.z = float(_TMP0);
_TMP0 = dot(vec4(float(rubyMVPMatrix_[3].x), float(rubyMVPMatrix_[3].y), float(rubyMVPMatrix_[3].z), float(rubyMVPMatrix_[3].w)), vec4(float(rubyVertexCoord.x), float(rubyVertexCoord.y), float(rubyVertexCoord.z), float(rubyVertexCoord.w)));
_r0006.w = float(_TMP0);
_ps = vec2(float((1.00000000E+00/rubyTextureSize.x)), float((1.00000000E+00/rubyTextureSize.y)));
_OUT._t1.xy = vec2(0.00000000E+00, -_ps.y);
_OUT._t1.zw = vec2(-_ps.x, 0.00000000E+00);
_position1 = _r0006;
_texCoord1 = rubyTexCoord.xy;
_t1 = _OUT._t1;
gl_Position = vec4(float(_r0006.x), float(_r0006.y), float(_r0006.z), float(_r0006.w));
TEX0.xy = rubyTexCoord.xy;
TEX1 = _OUT._t1;
return;
TEX0.xy = _texCoord1;
TEX1 = _t1;
}
]]></vertex>
<fragment><![CDATA[
#ifdef GL_ES
precision mediump float;
#endif
varying vec4 _t1;
varying vec2 _texCoord;
varying float _frame_rotation;
varying float _frame_direction;
varying float _frame_count;
varying vec2 _output_dummy_size;
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 rubyTexture;
uniform 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 mediump vec2 rubyOutputSize;
uniform mediump vec2 rubyTextureSize;
uniform mediump vec2 rubyInputSize;
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*rubyTextureSize;
_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(rubyTexture, _c0038);
_B1 = vec3(float(_TMP1.x), float(_TMP1.y), float(_TMP1.z));
_c0040 = (TEX0.xy + _g1) - _g2;
_TMP2 = texture2D(rubyTexture, _c0040);
_C = vec3(float(_TMP2.x), float(_TMP2.y), float(_TMP2.z));
_c0042 = TEX0.xy + _g2;
_TMP3 = texture2D(rubyTexture, _c0042);
_D = vec3(float(_TMP3.x), float(_TMP3.y), float(_TMP3.z));
_TMP4 = texture2D(rubyTexture, TEX0.xy);
_E = vec3(float(_TMP4.x), float(_TMP4.y), float(_TMP4.z));
_c0046 = TEX0.xy - _g2;
_TMP5 = texture2D(rubyTexture, _c0046);
_F = vec3(float(_TMP5.x), float(_TMP5.y), float(_TMP5.z));
_c0048 = (TEX0.xy - _g1) + _g2;
_TMP6 = texture2D(rubyTexture, _c0048);
_G = vec3(float(_TMP6.x), float(_TMP6.y), float(_TMP6.z));
_c0050 = TEX0.xy - _g1;
_TMP7 = texture2D(rubyTexture, _c0050);
_H = vec3(float(_TMP7.x), float(_TMP7.y), float(_TMP7.z));
_c0052 = (TEX0.xy - _g1) - _g2;
_TMP8 = texture2D(rubyTexture, _c0052);
_I = vec3(float(_TMP8.x), float(_TMP8.y), float(_TMP8.z));
_c0054 = TEX0.xy - 2.00000000E+00*_g2;
_TMP9 = texture2D(rubyTexture, _c0054);
_F4 = vec3(float(_TMP9.x), float(_TMP9.y), float(_TMP9.z));
_c0056 = (TEX0.xy - _g1) - 2.00000000E+00*_g2;
_TMP10 = texture2D(rubyTexture, _c0056);
_I4 = vec3(float(_TMP10.x), float(_TMP10.y), float(_TMP10.z));
_c0058 = TEX0.xy - 2.00000000E+00*_g1;
_TMP11 = texture2D(rubyTexture, _c0058);
_H5 = vec3(float(_TMP11.x), float(_TMP11.y), float(_TMP11.z));
_c0060 = (TEX0.xy - 2.00000000E+00*_g1) - _g2;
_TMP12 = texture2D(rubyTexture, _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;
}
]]></fragment>
</shader>

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@ -1,295 +0,0 @@
<?xml version="1.0" encoding="UTF-8"?>
<!-- XML/GLSL shader autogenerated by cg2xml.py -->
<shader language="GLSL" style="GLES2">
<vertex><![CDATA[
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;
varying float _frame_direction;
varying float _frame_count;
varying vec2 _output_dummy_size;
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 rubyMVPMatrix;
uniform input_dummy _IN1;
vec4 _r0004;
attribute vec4 rubyVertexCoord;
attribute vec4 COLOR;
attribute vec4 rubyTexCoord;
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 mediump vec2 rubyOutputSize;
uniform mediump vec2 rubyTextureSize;
uniform mediump vec2 rubyInputSize;
void main()
{
mat4 rubyMVPMatrix_ = transpose_(rubyMVPMatrix);
VERTEX_OUTPUT _OUT;
vec2 _ps;
float _dx;
float _dy;
_r0004.x = dot(rubyMVPMatrix_[0], rubyVertexCoord);
_r0004.y = dot(rubyMVPMatrix_[1], rubyVertexCoord);
_r0004.z = dot(rubyMVPMatrix_[2], rubyVertexCoord);
_r0004.w = dot(rubyMVPMatrix_[3], rubyVertexCoord);
_ps = vec2(1.00000000E+00/rubyTextureSize.x, 1.00000000E+00/rubyTextureSize.y);
_dx = _ps.x*5.00000000E-01;
_dy = _ps.y*5.00000000E-01;
_OUT._t1.xy = rubyTexCoord.xy + vec2(-_dx, 0.00000000E+00);
_OUT._t2.xy = rubyTexCoord.xy + vec2(_dx, 0.00000000E+00);
_OUT._t3.xy = rubyTexCoord.xy + vec2(0.00000000E+00, -_dy);
_OUT._t4.xy = rubyTexCoord.xy + vec2(0.00000000E+00, _dy);
_OUT._t1.zw = rubyTexCoord.xy + vec2(-_dx, -_dy);
_OUT._t2.zw = rubyTexCoord.xy + vec2(-_dx, _dy);
_OUT._t3.zw = rubyTexCoord.xy + vec2(_dx, -_dy);
_OUT._t4.zw = rubyTexCoord.xy + vec2(_dx, _dy);
_position1 = _r0004;
_color1 = COLOR;
_texCoord1 = rubyTexCoord.xy;
_t1 = _OUT._t1;
_t2 = _OUT._t2;
_t3 = _OUT._t3;
_t4 = _OUT._t4;
gl_Position = _r0004;
COL0 = COLOR;
TEX0.xy = rubyTexCoord.xy;
TEX1 = _OUT._t1;
TEX2 = _OUT._t2;
TEX3 = _OUT._t3;
TEX4 = _OUT._t4;
return;
COL0 = _color1;
TEX0.xy = _texCoord1;
TEX1 = _t1;
TEX2 = _t2;
TEX3 = _t3;
TEX4 = _t4;
}
]]></vertex>
<fragment><![CDATA[
#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;
varying float _frame_direction;
varying float _frame_count;
varying vec2 _output_dummy_size;
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 rubyTexture;
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 mediump vec2 rubyOutputSize;
uniform mediump vec2 rubyTextureSize;
uniform mediump vec2 rubyInputSize;
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(rubyTexture, TEX1.zw);
_c00 = vec3(float(_TMP0.x), float(_TMP0.y), float(_TMP0.z));
_TMP1 = texture2D(rubyTexture, TEX3.xy);
_c10 = vec3(float(_TMP1.x), float(_TMP1.y), float(_TMP1.z));
_TMP2 = texture2D(rubyTexture, TEX3.zw);
_c20 = vec3(float(_TMP2.x), float(_TMP2.y), float(_TMP2.z));
_TMP3 = texture2D(rubyTexture, TEX1.xy);
_c01 = vec3(float(_TMP3.x), float(_TMP3.y), float(_TMP3.z));
_TMP4 = texture2D(rubyTexture, TEX0.xy);
_c11 = vec3(float(_TMP4.x), float(_TMP4.y), float(_TMP4.z));
_TMP5 = texture2D(rubyTexture, TEX2.xy);
_c21 = vec3(float(_TMP5.x), float(_TMP5.y), float(_TMP5.z));
_TMP6 = texture2D(rubyTexture, TEX2.zw);
_c02 = vec3(float(_TMP6.x), float(_TMP6.y), float(_TMP6.z));
_TMP7 = texture2D(rubyTexture, TEX4.xy);
_c12 = vec3(float(_TMP7.x), float(_TMP7.y), float(_TMP7.z));
_TMP8 = texture2D(rubyTexture, 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;
}
]]></fragment>
</shader>

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@ -1,307 +0,0 @@
<?xml version="1.0" encoding="UTF-8"?>
<!-- XML/GLSL shader autogenerated by cg2xml.py -->
<shader language="GLSL" style="GLES2">
<vertex><![CDATA[
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 _color1;
varying vec4 _position1;
varying float _frame_rotation;
varying float _frame_direction;
varying float _frame_count;
varying vec2 _output_dummy_size;
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 t1;
vec4 t2;
vec4 t3;
vec4 t4;
vec4 t5;
vec4 t6;
vec4 t7;
};
out_vertex _ret_0;
float _TMP0;
uniform mat4 rubyMVPMatrix;
uniform input_dummy _IN1;
vec4 _r0004;
attribute vec4 rubyVertexCoord;
attribute vec4 COLOR;
attribute vec4 rubyTexCoord;
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 mediump vec2 rubyOutputSize;
uniform mediump vec2 rubyTextureSize;
uniform mediump vec2 rubyInputSize;
void main()
{
mat4 rubyMVPMatrix_ = transpose_(rubyMVPMatrix);
out_vertex _OUT;
vec2 _ps;
_TMP0 = dot(vec4(float(rubyMVPMatrix_[0].x), float(rubyMVPMatrix_[0].y), float(rubyMVPMatrix_[0].z), float(rubyMVPMatrix_[0].w)), vec4(float(rubyVertexCoord.x), float(rubyVertexCoord.y), float(rubyVertexCoord.z), float(rubyVertexCoord.w)));
_r0004.x = float(_TMP0);
_TMP0 = dot(vec4(float(rubyMVPMatrix_[1].x), float(rubyMVPMatrix_[1].y), float(rubyMVPMatrix_[1].z), float(rubyMVPMatrix_[1].w)), vec4(float(rubyVertexCoord.x), float(rubyVertexCoord.y), float(rubyVertexCoord.z), float(rubyVertexCoord.w)));
_r0004.y = float(_TMP0);
_TMP0 = dot(vec4(float(rubyMVPMatrix_[2].x), float(rubyMVPMatrix_[2].y), float(rubyMVPMatrix_[2].z), float(rubyMVPMatrix_[2].w)), vec4(float(rubyVertexCoord.x), float(rubyVertexCoord.y), float(rubyVertexCoord.z), float(rubyVertexCoord.w)));
_r0004.z = float(_TMP0);
_TMP0 = dot(vec4(float(rubyMVPMatrix_[3].x), float(rubyMVPMatrix_[3].y), float(rubyMVPMatrix_[3].z), float(rubyMVPMatrix_[3].w)), vec4(float(rubyVertexCoord.x), float(rubyVertexCoord.y), float(rubyVertexCoord.z), float(rubyVertexCoord.w)));
_r0004.w = float(_TMP0);
_ps = vec2(float((1.00000000E+00/rubyTextureSize.x)), float((1.00000000E+00/rubyTextureSize.y)));
_OUT.t1 = rubyTexCoord.xxxy + vec4(float(-_ps.x), 0.00000000E+00, float(_ps.x), float((-2.00000000E+00*_ps.y)));
_OUT.t2 = rubyTexCoord.xxxy + vec4(float(-_ps.x), 0.00000000E+00, float(_ps.x), float(-_ps.y));
_OUT.t3 = rubyTexCoord.xxxy + vec4(float(-_ps.x), 0.00000000E+00, float(_ps.x), 0.00000000E+00);
_OUT.t4 = rubyTexCoord.xxxy + vec4(float(-_ps.x), 0.00000000E+00, float(_ps.x), float(_ps.y));
_OUT.t5 = rubyTexCoord.xxxy + vec4(float(-_ps.x), 0.00000000E+00, float(_ps.x), float((2.00000000E+00*_ps.y)));
_OUT.t6 = rubyTexCoord.xyyy + vec4(float((-2.00000000E+00*_ps.x)), float(-_ps.y), 0.00000000E+00, float(_ps.y));
_OUT.t7 = rubyTexCoord.xyyy + vec4(float((2.00000000E+00*_ps.x)), float(-_ps.y), 0.00000000E+00, float(_ps.y));
_position1 = _r0004;
_color1 = COLOR;
_texCoord1 = rubyTexCoord.xy;
t1 = _OUT.t1;
t2 = _OUT.t2;
t3 = _OUT.t3;
t4 = _OUT.t4;
t5 = _OUT.t5;
t6 = _OUT.t6;
t7 = _OUT.t7;
gl_Position = vec4(float(_r0004.x), float(_r0004.y), float(_r0004.z), float(_r0004.w));
COL0 = COLOR;
TEX0.xy = rubyTexCoord.xy;
return;
COL0 = _color1;
TEX0.xy = _texCoord1;
}
]]></vertex>
<fragment><![CDATA[
#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 vec4 _color;
varying float _frame_rotation;
varying float _frame_direction;
varying float _frame_count;
varying vec2 _output_dummy_size;
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 t1;
vec4 t2;
vec4 t3;
vec4 t4;
vec4 t5;
vec4 t6;
vec4 t7;
};
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 rubyTexture;
uniform 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 mediump vec2 rubyOutputSize;
uniform mediump vec2 rubyTextureSize;
uniform mediump vec2 rubyInputSize;
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*rubyTextureSize;
_fp = fract(_x0024);
_TMP0 = texture2D(rubyTexture, t1.yw);
_B1 = vec3(float(_TMP0.x), float(_TMP0.y), float(_TMP0.z));
_TMP1 = texture2D(rubyTexture, t2.yw);
_B = vec3(float(_TMP1.x), float(_TMP1.y), float(_TMP1.z));
_TMP2 = texture2D(rubyTexture, t3.xw);
_D = vec3(float(_TMP2.x), float(_TMP2.y), float(_TMP2.z));
_TMP3 = texture2D(rubyTexture, t3.yw);
_E = vec3(float(_TMP3.x), float(_TMP3.y), float(_TMP3.z));
_TMP4 = texture2D(rubyTexture, t3.zw);
_F = vec3(float(_TMP4.x), float(_TMP4.y), float(_TMP4.z));
_TMP5 = texture2D(rubyTexture, t4.yw);
_H = vec3(float(_TMP5.x), float(_TMP5.y), float(_TMP5.z));
_TMP6 = texture2D(rubyTexture, t5.yw);
_H5 = vec3(float(_TMP6.x), float(_TMP6.y), float(_TMP6.z));
_TMP7 = texture2D(rubyTexture, t6.xz);
_D0 = vec3(float(_TMP7.x), float(_TMP7.y), float(_TMP7.z));
_TMP8 = texture2D(rubyTexture, t7.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;
}
]]></fragment>
</shader>

View File

@ -1,326 +0,0 @@
<?xml version="1.0" encoding="UTF-8"?>
<!-- XML/GLSL shader autogenerated by cg2xml.py -->
<shader language="GLSL" style="GLES2">
<vertex><![CDATA[
varying float _frame_rotation;
varying float _frame_direction;
varying float _frame_count;
varying vec2 _output_dummy_size;
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 rubyMVPMatrix;
vec4 _r0003;
vec4 _v0003;
attribute vec4 rubyVertexCoord;
attribute vec4 COLOR;
attribute vec4 rubyTexCoord;
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 mediump vec2 rubyOutputSize;
uniform mediump vec2 rubyTextureSize;
uniform mediump vec2 rubyInputSize;
void main()
{
mat4 rubyMVPMatrix_ = transpose_(rubyMVPMatrix);
vec4 _oColor;
vec2 _otexCoord;
_v0003 = vec4(float(rubyVertexCoord.x), float(rubyVertexCoord.y), float(rubyVertexCoord.z), float(rubyVertexCoord.w));
_r0003.x = dot(rubyMVPMatrix_[0], _v0003);
_r0003.y = dot(rubyMVPMatrix_[1], _v0003);
_r0003.z = dot(rubyMVPMatrix_[2], _v0003);
_r0003.w = dot(rubyMVPMatrix_[3], _v0003);
_oPosition1 = vec4(float(_r0003.x), float(_r0003.y), float(_r0003.z), float(_r0003.w));
_oColor = COLOR;
_otexCoord = rubyTexCoord.xy;
gl_Position = vec4(float(_oPosition1.x), float(_oPosition1.y), float(_oPosition1.z), float(_oPosition1.w));
COL0 = COLOR;
TEX0.xy = rubyTexCoord.xy;
}
]]></vertex>
<fragment><![CDATA[
#ifdef GL_ES
precision mediump float;
#endif
varying float _frame_rotation;
varying float _frame_direction;
varying float _frame_count;
varying vec2 _output_dummy_size;
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;
uniform input_dummy _IN1;
uniform sampler2D rubyTexture;
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 mediump vec2 rubyOutputSize;
uniform mediump vec2 rubyTextureSize;
uniform mediump vec2 rubyInputSize;
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/rubyTextureSize.x)), float((1.00000000E+00/rubyTextureSize.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(rubyTexture, _c0061);
_TMP8 = _TMP14.xyz;
_c0065 = vec2(_xpos2.y, _xystart.y);
_TMP14 = texture2D(rubyTexture, _c0065);
_TMP9 = _TMP14.xyz;
_c0069 = vec2(_xpos2.z, _xystart.y);
_TMP14 = texture2D(rubyTexture, _c0069);
_TMP10 = _TMP14.xyz;
_c0073 = vec2(_xpos2.w, _xystart.y);
_TMP14 = texture2D(rubyTexture, _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(rubyTexture, _c0079);
_TMP8 = _TMP14.xyz;
_c0083 = vec2(_xpos2.y, _ypos0075);
_TMP14 = texture2D(rubyTexture, _c0083);
_TMP9 = _TMP14.xyz;
_c0087 = vec2(_xpos2.z, _ypos0075);
_TMP14 = texture2D(rubyTexture, _c0087);
_TMP10 = _TMP14.xyz;
_c0091 = vec2(_xpos2.w, _ypos0075);
_TMP14 = texture2D(rubyTexture, _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(rubyTexture, _c0097);
_TMP8 = _TMP14.xyz;
_c0101 = vec2(_xpos2.y, _ypos0093);
_TMP14 = texture2D(rubyTexture, _c0101);
_TMP9 = _TMP14.xyz;
_c0105 = vec2(_xpos2.z, _ypos0093);
_TMP14 = texture2D(rubyTexture, _c0105);
_TMP10 = _TMP14.xyz;
_c0109 = vec2(_xpos2.w, _ypos0093);
_TMP14 = texture2D(rubyTexture, _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(rubyTexture, _c0115);
_TMP8 = _TMP14.xyz;
_c0119 = vec2(_xpos2.y, _ypos0111);
_TMP14 = texture2D(rubyTexture, _c0119);
_TMP9 = _TMP14.xyz;
_c0123 = vec2(_xpos2.z, _ypos0111);
_TMP14 = texture2D(rubyTexture, _c0123);
_TMP10 = _TMP14.xyz;
_c0127 = vec2(_xpos2.w, _ypos0111);
_TMP14 = texture2D(rubyTexture, _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;
}
]]></fragment>
</shader>

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@ -1,326 +0,0 @@
<?xml version="1.0" encoding="UTF-8"?>
<!-- XML/GLSL shader autogenerated by cg2xml.py -->
<shader language="GLSL" style="GLES2">
<vertex><![CDATA[
varying float _frame_rotation;
varying float _frame_direction;
varying float _frame_count;
varying vec2 _output_dummy_size;
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 rubyMVPMatrix;
vec4 _r0003;
vec4 _v0003;
attribute vec4 rubyVertexCoord;
attribute vec4 COLOR;
attribute vec4 rubyTexCoord;
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 mediump vec2 rubyOutputSize;
uniform mediump vec2 rubyTextureSize;
uniform mediump vec2 rubyInputSize;
void main()
{
mat4 rubyMVPMatrix_ = transpose_(rubyMVPMatrix);
vec4 _oColor;
vec2 _otexCoord;
_v0003 = vec4(float(rubyVertexCoord.x), float(rubyVertexCoord.y), float(rubyVertexCoord.z), float(rubyVertexCoord.w));
_r0003.x = dot(rubyMVPMatrix_[0], _v0003);
_r0003.y = dot(rubyMVPMatrix_[1], _v0003);
_r0003.z = dot(rubyMVPMatrix_[2], _v0003);
_r0003.w = dot(rubyMVPMatrix_[3], _v0003);
_oPosition1 = vec4(float(_r0003.x), float(_r0003.y), float(_r0003.z), float(_r0003.w));
_oColor = COLOR;
_otexCoord = rubyTexCoord.xy;
gl_Position = vec4(float(_oPosition1.x), float(_oPosition1.y), float(_oPosition1.z), float(_oPosition1.w));
COL0 = COLOR;
TEX0.xy = rubyTexCoord.xy;
}
]]></vertex>
<fragment><![CDATA[
#ifdef GL_ES
precision mediump float;
#endif
varying float _frame_rotation;
varying float _frame_direction;
varying float _frame_count;
varying vec2 _output_dummy_size;
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;
uniform input_dummy _IN1;
uniform sampler2D rubyTexture;
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 mediump vec2 rubyOutputSize;
uniform mediump vec2 rubyTextureSize;
uniform mediump vec2 rubyInputSize;
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/rubyTextureSize.x)), float((1.00000000E+00/rubyTextureSize.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(rubyTexture, _c0061);
_TMP8 = _TMP14.xyz;
_c0065 = vec2(_xpos2.y, _xystart.y);
_TMP14 = texture2D(rubyTexture, _c0065);
_TMP9 = _TMP14.xyz;
_c0069 = vec2(_xpos2.z, _xystart.y);
_TMP14 = texture2D(rubyTexture, _c0069);
_TMP10 = _TMP14.xyz;
_c0073 = vec2(_xpos2.w, _xystart.y);
_TMP14 = texture2D(rubyTexture, _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(rubyTexture, _c0079);
_TMP8 = _TMP14.xyz;
_c0083 = vec2(_xpos2.y, _ypos0075);
_TMP14 = texture2D(rubyTexture, _c0083);
_TMP9 = _TMP14.xyz;
_c0087 = vec2(_xpos2.z, _ypos0075);
_TMP14 = texture2D(rubyTexture, _c0087);
_TMP10 = _TMP14.xyz;
_c0091 = vec2(_xpos2.w, _ypos0075);
_TMP14 = texture2D(rubyTexture, _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(rubyTexture, _c0097);
_TMP8 = _TMP14.xyz;
_c0101 = vec2(_xpos2.y, _ypos0093);
_TMP14 = texture2D(rubyTexture, _c0101);
_TMP9 = _TMP14.xyz;
_c0105 = vec2(_xpos2.z, _ypos0093);
_TMP14 = texture2D(rubyTexture, _c0105);
_TMP10 = _TMP14.xyz;
_c0109 = vec2(_xpos2.w, _ypos0093);
_TMP14 = texture2D(rubyTexture, _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(rubyTexture, _c0115);
_TMP8 = _TMP14.xyz;
_c0119 = vec2(_xpos2.y, _ypos0111);
_TMP14 = texture2D(rubyTexture, _c0119);
_TMP9 = _TMP14.xyz;
_c0123 = vec2(_xpos2.z, _ypos0111);
_TMP14 = texture2D(rubyTexture, _c0123);
_TMP10 = _TMP14.xyz;
_c0127 = vec2(_xpos2.w, _ypos0111);
_TMP14 = texture2D(rubyTexture, _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;
}
]]></fragment>
</shader>

View File

@ -1,326 +0,0 @@
<?xml version="1.0" encoding="UTF-8"?>
<!-- XML/GLSL shader autogenerated by cg2xml.py -->
<shader language="GLSL" style="GLES2">
<vertex><![CDATA[
varying float _frame_rotation;
varying float _frame_direction;
varying float _frame_count;
varying vec2 _output_dummy_size;
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 rubyMVPMatrix;
vec4 _r0003;
vec4 _v0003;
attribute vec4 rubyVertexCoord;
attribute vec4 COLOR;
attribute vec4 rubyTexCoord;
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 mediump vec2 rubyOutputSize;
uniform mediump vec2 rubyTextureSize;
uniform mediump vec2 rubyInputSize;
void main()
{
mat4 rubyMVPMatrix_ = transpose_(rubyMVPMatrix);
vec4 _oColor;
vec2 _otexCoord;
_v0003 = vec4(float(rubyVertexCoord.x), float(rubyVertexCoord.y), float(rubyVertexCoord.z), float(rubyVertexCoord.w));
_r0003.x = dot(rubyMVPMatrix_[0], _v0003);
_r0003.y = dot(rubyMVPMatrix_[1], _v0003);
_r0003.z = dot(rubyMVPMatrix_[2], _v0003);
_r0003.w = dot(rubyMVPMatrix_[3], _v0003);
_oPosition1 = vec4(float(_r0003.x), float(_r0003.y), float(_r0003.z), float(_r0003.w));
_oColor = COLOR;
_otexCoord = rubyTexCoord.xy;
gl_Position = vec4(float(_oPosition1.x), float(_oPosition1.y), float(_oPosition1.z), float(_oPosition1.w));
COL0 = COLOR;
TEX0.xy = rubyTexCoord.xy;
}
]]></vertex>
<fragment><![CDATA[
#ifdef GL_ES
precision mediump float;
#endif
varying float _frame_rotation;
varying float _frame_direction;
varying float _frame_count;
varying vec2 _output_dummy_size;
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;
uniform input_dummy _IN1;
uniform sampler2D rubyTexture;
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 mediump vec2 rubyOutputSize;
uniform mediump vec2 rubyTextureSize;
uniform mediump vec2 rubyInputSize;
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/rubyTextureSize.x)), float((1.00000000E+00/rubyTextureSize.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(rubyTexture, _c0061);
_TMP8 = _TMP14.xyz;
_c0065 = vec2(_xpos2.y, _xystart.y);
_TMP14 = texture2D(rubyTexture, _c0065);
_TMP9 = _TMP14.xyz;
_c0069 = vec2(_xpos2.z, _xystart.y);
_TMP14 = texture2D(rubyTexture, _c0069);
_TMP10 = _TMP14.xyz;
_c0073 = vec2(_xpos2.w, _xystart.y);
_TMP14 = texture2D(rubyTexture, _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(rubyTexture, _c0079);
_TMP8 = _TMP14.xyz;
_c0083 = vec2(_xpos2.y, _ypos0075);
_TMP14 = texture2D(rubyTexture, _c0083);
_TMP9 = _TMP14.xyz;
_c0087 = vec2(_xpos2.z, _ypos0075);
_TMP14 = texture2D(rubyTexture, _c0087);
_TMP10 = _TMP14.xyz;
_c0091 = vec2(_xpos2.w, _ypos0075);
_TMP14 = texture2D(rubyTexture, _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(rubyTexture, _c0097);
_TMP8 = _TMP14.xyz;
_c0101 = vec2(_xpos2.y, _ypos0093);
_TMP14 = texture2D(rubyTexture, _c0101);
_TMP9 = _TMP14.xyz;
_c0105 = vec2(_xpos2.z, _ypos0093);
_TMP14 = texture2D(rubyTexture, _c0105);
_TMP10 = _TMP14.xyz;
_c0109 = vec2(_xpos2.w, _ypos0093);
_TMP14 = texture2D(rubyTexture, _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(rubyTexture, _c0115);
_TMP8 = _TMP14.xyz;
_c0119 = vec2(_xpos2.y, _ypos0111);
_TMP14 = texture2D(rubyTexture, _c0119);
_TMP9 = _TMP14.xyz;
_c0123 = vec2(_xpos2.z, _ypos0111);
_TMP14 = texture2D(rubyTexture, _c0123);
_TMP10 = _TMP14.xyz;
_c0127 = vec2(_xpos2.w, _ypos0111);
_TMP14 = texture2D(rubyTexture, _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;
}
]]></fragment>
</shader>

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<?xml version="1.0" encoding="UTF-8"?>
<!-- XML/GLSL shader autogenerated by cg2xml.py -->
<shader language="GLSL" style="GLES2">
<vertex><![CDATA[
varying float _frame_rotation;
varying float _frame_direction;
varying float _frame_count;
varying vec2 _output_dummy_size;
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 rubyMVPMatrix;
vec4 _r0005;
attribute vec4 rubyVertexCoord;
attribute vec4 COLOR;
varying vec4 COL0;
attribute vec4 rubyTexCoord1;
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 mediump vec2 rubyOutputSize;
uniform mediump vec2 rubyTextureSize;
uniform mediump vec2 rubyInputSize;
void main()
{
mat4 rubyMVPMatrix_ = transpose_(rubyMVPMatrix);
vec4 _oColor;
vec2 _otex_border;
_r0005.x = dot(rubyMVPMatrix_[0], rubyVertexCoord);
_r0005.y = dot(rubyMVPMatrix_[1], rubyVertexCoord);
_r0005.z = dot(rubyMVPMatrix_[2], rubyVertexCoord);
_r0005.w = dot(rubyMVPMatrix_[3], rubyVertexCoord);
_oPosition1 = _r0005;
_oColor = COLOR;
_border1 = vec2( -2.50000000E-01, 1.25000000E+00);
_otex_border = rubyTexCoord1.xy;
gl_Position = _r0005;
COL0 = COLOR;
TEX1.xy = rubyTexCoord1.xy;
}
]]></vertex>
<fragment><![CDATA[
#ifdef GL_ES
precision mediump float;
#endif
varying float _frame_rotation;
varying float _frame_direction;
varying float _frame_count;
varying vec2 _output_dummy_size;
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 rubyTexture;
uniform sampler2D _bg1;
varying vec2 _border1;
varying vec4 TEX0;
varying vec4 TEX1;
uniform mediump vec2 rubyOutputSize;
uniform mediump vec2 rubyTextureSize;
uniform mediump vec2 rubyInputSize;
void main()
{
vec4 _background;
vec4 _source_image;
float _sel;
_background = texture2D(_bg1, TEX1.xy);
_source_image = texture2D(rubyTexture, 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;
}
]]></fragment>
</shader>

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@ -1,109 +0,0 @@
<?xml version="1.0" encoding="UTF-8"?>
<!-- XML/GLSL shader autogenerated by cg2xml.py -->
<shader language="GLSL" style="GLES2">
<vertex><![CDATA[
varying float _frame_rotation;
varying float _frame_direction;
varying float _frame_count;
varying vec2 _output_dummy_size;
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 rubyMVPMatrix;
uniform input_dummy _IN1;
vec4 _r0005;
attribute vec4 rubyVertexCoord;
attribute vec4 COLOR;
varying vec4 COL0;
attribute vec4 rubyTexCoord;
varying vec4 TEX0;
attribute vec4 rubyTexCoord1;
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 mediump vec2 rubyOutputSize;
uniform mediump vec2 rubyTextureSize;
uniform mediump vec2 rubyInputSize;
void main()
{
mat4 rubyMVPMatrix_ = transpose_(rubyMVPMatrix);
vec4 _oColor;
vec2 _oTex;
vec2 _otex_border;
vec2 _scale;
vec2 _middle;
vec2 _diff;
vec2 _dist;
_r0005.x = dot(rubyMVPMatrix_[0], rubyVertexCoord);
_r0005.y = dot(rubyMVPMatrix_[1], rubyVertexCoord);
_r0005.z = dot(rubyMVPMatrix_[2], rubyVertexCoord);
_r0005.w = dot(rubyMVPMatrix_[3], rubyVertexCoord);
_oPosition1 = _r0005;
_oColor = COLOR;
_scale = (rubyOutputSize/vec2( 2.56000000E+02, 2.24000000E+02))/4.00000000E+00;
_middle = (5.00000000E-01*rubyInputSize)/rubyTextureSize;
_diff = rubyTexCoord.xy - _middle;
_oTex = _middle + _diff*_scale;
_dist = rubyTexCoord1.xy - vec2( 5.00000000E-01, 5.00000000E-01);
_otex_border = vec2( 5.00000000E-01, 5.00000000E-01) + (_dist*rubyOutputSize)/vec2( 1.92000000E+03, 1.08000000E+03);
gl_Position = _r0005;
COL0 = COLOR;
TEX0.xy = _oTex;
TEX1.xy = _otex_border;
}
]]></vertex>
<fragment><![CDATA[
#ifdef GL_ES
precision mediump float;
#endif
varying float _frame_rotation;
varying float _frame_direction;
varying float _frame_count1;
varying vec2 _output_dummy_size;
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 rubyTexture;
uniform sampler2D _bg1;
varying vec4 TEX0;
varying vec4 TEX1;
uniform mediump vec2 rubyOutputSize;
uniform mediump vec2 rubyTextureSize;
uniform mediump vec2 rubyInputSize;
void main()
{
vec4 _frame;
vec4 _background;
_frame = texture2D(rubyTexture, TEX0.xy);
_TMP0 = texture2D(_bg1, TEX1.xy);
_background = vec4(_TMP0.x, _TMP0.y, _TMP0.z, _TMP0.w);
_ret_0 = _frame + _background.w*(_background - _frame);
gl_FragColor = _ret_0;
return;
}
]]></fragment>
</shader>

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<?xml version="1.0" encoding="UTF-8"?>
<!-- XML/GLSL shader autogenerated by cg2xml.py -->
<shader language="GLSL" style="GLES2">
<vertex><![CDATA[
varying float _frame_rotation;
varying float _frame_direction;
varying float _frame_count;
varying vec2 _output_dummy_size;
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 rubyMVPMatrix;
uniform input_dummy _IN1;
vec4 _r0005;
attribute vec4 rubyVertexCoord;
attribute vec4 COLOR;
varying vec4 COL0;
attribute vec4 rubyTexCoord;
varying vec4 TEX0;
attribute vec4 rubyTexCoord1;
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 mediump vec2 rubyOutputSize;
uniform mediump vec2 rubyTextureSize;
uniform mediump vec2 rubyInputSize;
void main()
{
mat4 rubyMVPMatrix_ = transpose_(rubyMVPMatrix);
vec4 _oColor;
vec2 _oTex;
vec2 _otex_border;
vec2 _scale;
vec2 _middle;
vec2 _diff;
vec2 _dist;
_r0005.x = dot(rubyMVPMatrix_[0], rubyVertexCoord);
_r0005.y = dot(rubyMVPMatrix_[1], rubyVertexCoord);
_r0005.z = dot(rubyMVPMatrix_[2], rubyVertexCoord);
_r0005.w = dot(rubyMVPMatrix_[3], rubyVertexCoord);
_oPosition1 = _r0005;
_oColor = COLOR;
_scale = (rubyOutputSize/vec2( 5.12000000E+02, 4.48000000E+02))/2.00000000E+00;
_middle = (5.00000000E-01*rubyInputSize)/rubyTextureSize;
_diff = rubyTexCoord.xy - _middle;
_oTex = _middle + _diff*_scale;
_dist = rubyTexCoord1.xy - vec2( 5.00000000E-01, 5.00000000E-01);
_otex_border = vec2( 5.00000000E-01, 5.00000000E-01) + (_dist*rubyOutputSize)/vec2( 1.92000000E+03, 1.08000000E+03);
gl_Position = _r0005;
COL0 = COLOR;
TEX0.xy = _oTex;
TEX1.xy = _otex_border;
}
]]></vertex>
<fragment><![CDATA[
#ifdef GL_ES
precision mediump float;
#endif
varying float _frame_rotation;
varying float _frame_direction;
varying float _frame_count1;
varying vec2 _output_dummy_size;
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 rubyTexture;
uniform sampler2D _bg1;
varying vec4 TEX0;
varying vec4 TEX1;
uniform mediump vec2 rubyOutputSize;
uniform mediump vec2 rubyTextureSize;
uniform mediump vec2 rubyInputSize;
void main()
{
vec4 _frame;
vec4 _background;
_frame = texture2D(rubyTexture, TEX0.xy);
_TMP0 = texture2D(_bg1, TEX1.xy);
_background = vec4(_TMP0.x, _TMP0.y, _TMP0.z, _TMP0.w);
_ret_0 = _frame + _background.w*(_background - _frame);
gl_FragColor = _ret_0;
return;
}
]]></fragment>
</shader>

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<?xml version="1.0" encoding="UTF-8"?>
<!-- XML/GLSL shader autogenerated by cg2xml.py -->
<shader language="GLSL" style="GLES2">
<vertex><![CDATA[
varying float _frame_rotation;
varying float _frame_direction;
varying float _frame_count;
varying vec2 _output_dummy_size;
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 rubyMVPMatrix;
uniform input_dummy _IN1;
vec4 _r0005;
attribute vec4 rubyVertexCoord;
attribute vec4 COLOR;
varying vec4 COL0;
attribute vec4 rubyTexCoord;
varying vec4 TEX0;
attribute vec4 rubyTexCoord1;
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 mediump vec2 rubyOutputSize;
uniform mediump vec2 rubyTextureSize;
uniform mediump vec2 rubyInputSize;
void main()
{
mat4 rubyMVPMatrix_ = transpose_(rubyMVPMatrix);
vec4 _oColor;
vec2 _oTex;
vec2 _otex_border;
vec2 _scale;
vec2 _middle;
vec2 _diff;
vec2 _dist;
_r0005.x = dot(rubyMVPMatrix_[0], rubyVertexCoord);
_r0005.y = dot(rubyMVPMatrix_[1], rubyVertexCoord);
_r0005.z = dot(rubyMVPMatrix_[2], rubyVertexCoord);
_r0005.w = dot(rubyMVPMatrix_[3], rubyVertexCoord);
_oPosition1 = _r0005;
_oColor = COLOR;
_scale = rubyOutputSize/vec2( 1.02400000E+03, 8.96000000E+02);
_middle = (5.00000000E-01*rubyInputSize)/rubyTextureSize;
_diff = rubyTexCoord.xy - _middle;
_oTex = _middle + _diff*_scale;
_dist = rubyTexCoord1.xy - vec2( 5.00000000E-01, 5.00000000E-01);
_otex_border = vec2( 5.00000000E-01, 5.00000000E-01) + (_dist*rubyOutputSize)/vec2( 1.92000000E+03, 1.08000000E+03);
gl_Position = _r0005;
COL0 = COLOR;
TEX0.xy = _oTex;
TEX1.xy = _otex_border;
}
]]></vertex>
<fragment><![CDATA[
#ifdef GL_ES
precision mediump float;
#endif
varying float _frame_rotation;
varying float _frame_direction;
varying float _frame_count1;
varying vec2 _output_dummy_size;
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 rubyTexture;
uniform sampler2D _bg1;
varying vec4 TEX0;
varying vec4 TEX1;
uniform mediump vec2 rubyOutputSize;
uniform mediump vec2 rubyTextureSize;
uniform mediump vec2 rubyInputSize;
void main()
{
vec4 _frame;
vec4 _background;
_frame = texture2D(rubyTexture, TEX0.xy);
_TMP0 = texture2D(_bg1, TEX1.xy);
_background = vec4(_TMP0.x, _TMP0.y, _TMP0.z, _TMP0.w);
_ret_0 = _frame + _background.w*(_background - _frame);
gl_FragColor = _ret_0;
return;
}
]]></fragment>
</shader>

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<?xml version="1.0" encoding="UTF-8"?>
<!-- XML/GLSL shader autogenerated by cg2xml.py -->
<shader language="GLSL" style="GLES2">
<vertex><![CDATA[
varying float _frame_rotation;
varying float _frame_direction;
varying float _frame_count;
varying vec2 _output_dummy_size;
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 rubyMVPMatrix;
uniform input_dummy _IN1;
vec4 _r0005;
attribute vec4 rubyVertexCoord;
attribute vec4 COLOR;
varying vec4 COL0;
attribute vec4 rubyTexCoord;
varying vec4 TEX0;
attribute vec4 rubyTexCoord1;
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 mediump vec2 rubyOutputSize;
uniform mediump vec2 rubyTextureSize;
uniform mediump vec2 rubyInputSize;
void main()
{
mat4 rubyMVPMatrix_ = transpose_(rubyMVPMatrix);
vec4 _oColor;
vec2 _oTex;
vec2 _otex_border;
vec2 _scale;
vec2 _middle;
vec2 _diff;
vec2 _dist;
_r0005.x = dot(rubyMVPMatrix_[0], rubyVertexCoord);
_r0005.y = dot(rubyMVPMatrix_[1], rubyVertexCoord);
_r0005.z = dot(rubyMVPMatrix_[2], rubyVertexCoord);
_r0005.w = dot(rubyMVPMatrix_[3], rubyVertexCoord);
_oPosition1 = _r0005;
_oColor = COLOR;
_scale = (rubyOutputSize/vec2( 2.56000000E+02, 2.24000000E+02))/4.00000000E+00;
_middle = (5.00000000E-01*rubyInputSize)/rubyTextureSize;
_diff = rubyTexCoord.xy - _middle;
_oTex = _middle + _diff*_scale;
_dist = rubyTexCoord1.xy - vec2( 5.00000000E-01, 5.00000000E-01);
_otex_border = vec2( 5.00000000E-01, 5.00000000E-01) + (_dist*rubyOutputSize)/vec2( 1.92000000E+03, 1.08000000E+03);
gl_Position = _r0005;
COL0 = COLOR;
TEX0.xy = _oTex;
TEX1.xy = _otex_border;
}
]]></vertex>
<fragment><![CDATA[
#ifdef GL_ES
precision mediump float;
#endif
varying float _frame_rotation;
varying float _frame_direction;
varying float _frame_count1;
varying vec2 _output_dummy_size;
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 rubyTexture;
uniform sampler2D _bg1;
varying vec4 TEX0;
varying vec4 TEX1;
uniform mediump vec2 rubyOutputSize;
uniform mediump vec2 rubyTextureSize;
uniform mediump vec2 rubyInputSize;
void main()
{
vec4 _frame;
vec4 _background;
_frame = texture2D(rubyTexture, TEX0.xy);
_TMP0 = texture2D(_bg1, TEX1.xy);
_background = vec4(_TMP0.x, _TMP0.y, _TMP0.z, _TMP0.w);
_ret_0 = _frame + _background.w*(_background - _frame);
gl_FragColor = _ret_0;
return;
}
]]></fragment>
</shader>

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<?xml version="1.0" encoding="UTF-8"?>
<!-- XML/GLSL shader autogenerated by cg2xml.py -->
<shader language="GLSL" style="GLES2">
<vertex><![CDATA[
varying float _frame_rotation;
varying float _frame_direction;
varying float _frame_count;
varying vec2 _output_dummy_size;
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 rubyMVPMatrix;
uniform input_dummy _IN1;
vec4 _r0012;
attribute vec4 rubyVertexCoord;
attribute vec4 COLOR;
varying vec4 COL0;
attribute vec4 rubyTexCoord;
varying vec4 TEX0;
attribute vec4 rubyTexCoord1;
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 mediump vec2 rubyOutputSize;
uniform mediump vec2 rubyTextureSize;
uniform mediump vec2 rubyInputSize;
void main()
{
mat4 rubyMVPMatrix_ = transpose_(rubyMVPMatrix);
vec4 _oColor;
vec2 _oTex;
vec2 _otex_border;
vec2 _scale;
vec2 _middle;
vec2 _diff;
vec2 _dist;
_r0012.x = dot(rubyMVPMatrix_[0], rubyVertexCoord);
_r0012.y = dot(rubyMVPMatrix_[1], rubyVertexCoord);
_r0012.z = dot(rubyMVPMatrix_[2], rubyVertexCoord);
_r0012.w = dot(rubyMVPMatrix_[3], rubyVertexCoord);
_oPosition1 = _r0012;
_oColor = COLOR;
_scale = (rubyOutputSize/vec2( 2.56000000E+02, 2.24000000E+02))/4.00000000E+00;
_middle = (5.00000000E-01*rubyInputSize)/rubyTextureSize;
_diff = rubyTexCoord.xy - _middle;
_oTex = _middle + _diff*_scale;
_dist = rubyTexCoord1.xy - vec2( 5.00000000E-01, 5.00000000E-01);
_otex_border = vec2( 5.00000000E-01, 5.00000000E-01) + (_dist*rubyOutputSize)/vec2( 1.92000000E+03, 1.08000000E+03);
gl_Position = _r0012;
COL0 = COLOR;
TEX0.xy = _oTex;
TEX1.xy = _otex_border;
}
]]></vertex>
<fragment><![CDATA[
#ifdef GL_ES
precision mediump float;
#endif
varying float _frame_rotation;
varying float _frame_direction;
varying float frame_count;
varying vec2 _output_dummy_size;
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 _TMP0;
float _TMP8;
float _TMP7;
float _TMP9;
uniform sampler2D rubyTexture;
uniform sampler2D _bg1;
uniform 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 mediump vec2 rubyOutputSize;
uniform mediump vec2 rubyTextureSize;
uniform mediump vec2 rubyInputSize;
void main()
{
vec4 _frame;
vec4 _background;
_frame = texture2D(rubyTexture, TEX0.xy);
_TMP0 = texture2D(_bg1, 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*_IN1.frame_count;
_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*_IN1.frame_count;
_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*_IN1.frame_count;
_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*_IN1.frame_count;
_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*_IN1.frame_count;
_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*_IN1.frame_count;
_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*_IN1.frame_count;
_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;
}
]]></fragment>
</shader>

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@ -1,192 +0,0 @@
<?xml version="1.0" encoding="UTF-8"?>
<!-- XML/GLSL shader autogenerated by cg2xml.py -->
<shader language="GLSL" style="GLES2">
<vertex><![CDATA[
varying float _frame_rotation;
varying float _frame_direction;
varying float _frame_count;
varying vec2 _output_dummy_size;
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 rubyMVPMatrix;
uniform input_dummy _IN1;
vec4 _r0012;
attribute vec4 rubyVertexCoord;
attribute vec4 COLOR;
varying vec4 COL0;
attribute vec4 rubyTexCoord;
varying vec4 TEX0;
attribute vec4 rubyTexCoord1;
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 mediump vec2 rubyOutputSize;
uniform mediump vec2 rubyTextureSize;
uniform mediump vec2 rubyInputSize;
void main()
{
mat4 rubyMVPMatrix_ = transpose_(rubyMVPMatrix);
vec4 _oColor;
vec2 _oTex;
vec2 _otex_border;
vec2 _scale;
vec2 _middle;
vec2 _diff;
vec2 _dist;
_r0012.x = dot(rubyMVPMatrix_[0], rubyVertexCoord);
_r0012.y = dot(rubyMVPMatrix_[1], rubyVertexCoord);
_r0012.z = dot(rubyMVPMatrix_[2], rubyVertexCoord);
_r0012.w = dot(rubyMVPMatrix_[3], rubyVertexCoord);
_oPosition1 = _r0012;
_oColor = COLOR;
_scale = (rubyOutputSize/vec2( 5.12000000E+02, 4.48000000E+02))/2.00000000E+00;
_middle = (5.00000000E-01*rubyInputSize)/rubyTextureSize;
_diff = rubyTexCoord.xy - _middle;
_oTex = _middle + _diff*_scale;
_dist = rubyTexCoord1.xy - vec2( 5.00000000E-01, 5.00000000E-01);
_otex_border = vec2( 5.00000000E-01, 5.00000000E-01) + (_dist*rubyOutputSize)/vec2( 1.92000000E+03, 1.08000000E+03);
gl_Position = _r0012;
COL0 = COLOR;
TEX0.xy = _oTex;
TEX1.xy = _otex_border;
}
]]></vertex>
<fragment><![CDATA[
#ifdef GL_ES
precision mediump float;
#endif
varying float _frame_rotation;
varying float _frame_direction;
varying float frame_count;
varying vec2 _output_dummy_size;
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 _TMP0;
float _TMP8;
float _TMP7;
float _TMP9;
uniform sampler2D rubyTexture;
uniform sampler2D _bg1;
uniform 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 mediump vec2 rubyOutputSize;
uniform mediump vec2 rubyTextureSize;
uniform mediump vec2 rubyInputSize;
void main()
{
vec4 _frame;
vec4 _background;
_frame = texture2D(rubyTexture, TEX0.xy);
_TMP0 = texture2D(_bg1, 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*_IN1.frame_count;
_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*_IN1.frame_count;
_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*_IN1.frame_count;
_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*_IN1.frame_count;
_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*_IN1.frame_count;
_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*_IN1.frame_count;
_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*_IN1.frame_count;
_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;
}
]]></fragment>
</shader>

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@ -1,192 +0,0 @@
<?xml version="1.0" encoding="UTF-8"?>
<!-- XML/GLSL shader autogenerated by cg2xml.py -->
<shader language="GLSL" style="GLES2">
<vertex><![CDATA[
varying float _frame_rotation;
varying float _frame_direction;
varying float _frame_count;
varying vec2 _output_dummy_size;
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 rubyMVPMatrix;
uniform input_dummy _IN1;
vec4 _r0012;
attribute vec4 rubyVertexCoord;
attribute vec4 COLOR;
varying vec4 COL0;
attribute vec4 rubyTexCoord;
varying vec4 TEX0;
attribute vec4 rubyTexCoord1;
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 mediump vec2 rubyOutputSize;
uniform mediump vec2 rubyTextureSize;
uniform mediump vec2 rubyInputSize;
void main()
{
mat4 rubyMVPMatrix_ = transpose_(rubyMVPMatrix);
vec4 _oColor;
vec2 _oTex;
vec2 _otex_border;
vec2 _scale;
vec2 _middle;
vec2 _diff;
vec2 _dist;
_r0012.x = dot(rubyMVPMatrix_[0], rubyVertexCoord);
_r0012.y = dot(rubyMVPMatrix_[1], rubyVertexCoord);
_r0012.z = dot(rubyMVPMatrix_[2], rubyVertexCoord);
_r0012.w = dot(rubyMVPMatrix_[3], rubyVertexCoord);
_oPosition1 = _r0012;
_oColor = COLOR;
_scale = rubyOutputSize/vec2( 1.02400000E+03, 8.96000000E+02);
_middle = (5.00000000E-01*rubyInputSize)/rubyTextureSize;
_diff = rubyTexCoord.xy - _middle;
_oTex = _middle + _diff*_scale;
_dist = rubyTexCoord1.xy - vec2( 5.00000000E-01, 5.00000000E-01);
_otex_border = vec2( 5.00000000E-01, 5.00000000E-01) + (_dist*rubyOutputSize)/vec2( 1.92000000E+03, 1.08000000E+03);
gl_Position = _r0012;
COL0 = COLOR;
TEX0.xy = _oTex;
TEX1.xy = _otex_border;
}
]]></vertex>
<fragment><![CDATA[
#ifdef GL_ES
precision mediump float;
#endif
varying float _frame_rotation;
varying float _frame_direction;
varying float frame_count;
varying vec2 _output_dummy_size;
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 _TMP0;
float _TMP8;
float _TMP7;
float _TMP9;
uniform sampler2D rubyTexture;
uniform sampler2D _bg1;
uniform 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 mediump vec2 rubyOutputSize;
uniform mediump vec2 rubyTextureSize;
uniform mediump vec2 rubyInputSize;
void main()
{
vec4 _frame;
vec4 _background;
_frame = texture2D(rubyTexture, TEX0.xy);
_TMP0 = texture2D(_bg1, 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*_IN1.frame_count;
_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*_IN1.frame_count;
_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*_IN1.frame_count;
_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*_IN1.frame_count;
_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*_IN1.frame_count;
_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*_IN1.frame_count;
_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*_IN1.frame_count;
_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;
}
]]></fragment>
</shader>

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@ -1,192 +0,0 @@
<?xml version="1.0" encoding="UTF-8"?>
<!-- XML/GLSL shader autogenerated by cg2xml.py -->
<shader language="GLSL" style="GLES2">
<vertex><![CDATA[
varying float _frame_rotation;
varying float _frame_direction;
varying float _frame_count;
varying vec2 _output_dummy_size;
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 rubyMVPMatrix;
uniform input_dummy _IN1;
vec4 _r0012;
attribute vec4 rubyVertexCoord;
attribute vec4 COLOR;
varying vec4 COL0;
attribute vec4 rubyTexCoord;
varying vec4 TEX0;
attribute vec4 rubyTexCoord1;
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 mediump vec2 rubyOutputSize;
uniform mediump vec2 rubyTextureSize;
uniform mediump vec2 rubyInputSize;
void main()
{
mat4 rubyMVPMatrix_ = transpose_(rubyMVPMatrix);
vec4 _oColor;
vec2 _oTex;
vec2 _otex_border;
vec2 _scale;
vec2 _middle;
vec2 _diff;
vec2 _dist;
_r0012.x = dot(rubyMVPMatrix_[0], rubyVertexCoord);
_r0012.y = dot(rubyMVPMatrix_[1], rubyVertexCoord);
_r0012.z = dot(rubyMVPMatrix_[2], rubyVertexCoord);
_r0012.w = dot(rubyMVPMatrix_[3], rubyVertexCoord);
_oPosition1 = _r0012;
_oColor = COLOR;
_scale = (rubyOutputSize/vec2( 2.56000000E+02, 2.24000000E+02))/4.00000000E+00;
_middle = (5.00000000E-01*rubyInputSize)/rubyTextureSize;
_diff = rubyTexCoord.xy - _middle;
_oTex = _middle + _diff*_scale;
_dist = rubyTexCoord1.xy - vec2( 5.00000000E-01, 5.00000000E-01);
_otex_border = vec2( 5.00000000E-01, 5.00000000E-01) + (_dist*rubyOutputSize)/vec2( 1.92000000E+03, 1.08000000E+03);
gl_Position = _r0012;
COL0 = COLOR;
TEX0.xy = _oTex;
TEX1.xy = _otex_border;
}
]]></vertex>
<fragment><![CDATA[
#ifdef GL_ES
precision mediump float;
#endif
varying float _frame_rotation;
varying float _frame_direction;
varying float frame_count;
varying vec2 _output_dummy_size;
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 _TMP0;
float _TMP8;
float _TMP7;
float _TMP9;
uniform sampler2D rubyTexture;
uniform sampler2D _bg1;
uniform 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 mediump vec2 rubyOutputSize;
uniform mediump vec2 rubyTextureSize;
uniform mediump vec2 rubyInputSize;
void main()
{
vec4 _frame;
vec4 _background;
_frame = texture2D(rubyTexture, TEX0.xy);
_TMP0 = texture2D(_bg1, 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*_IN1.frame_count;
_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*_IN1.frame_count;
_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*_IN1.frame_count;
_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*_IN1.frame_count;
_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*_IN1.frame_count;
_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*_IN1.frame_count;
_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*_IN1.frame_count;
_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;
}
]]></fragment>
</shader>

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@ -1,109 +0,0 @@
<?xml version="1.0" encoding="UTF-8"?>
<!-- XML/GLSL shader autogenerated by cg2xml.py -->
<shader language="GLSL" style="GLES2">
<vertex><![CDATA[
varying float _frame_rotation;
varying float _frame_direction;
varying float _frame_count;
varying vec2 _output_dummy_size;
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 rubyMVPMatrix;
uniform input_dummy _IN1;
vec4 _r0005;
attribute vec4 rubyVertexCoord;
attribute vec4 COLOR;
varying vec4 COL0;
attribute vec4 rubyTexCoord;
varying vec4 TEX0;
attribute vec4 rubyTexCoord1;
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 mediump vec2 rubyOutputSize;
uniform mediump vec2 rubyTextureSize;
uniform mediump vec2 rubyInputSize;
void main()
{
mat4 rubyMVPMatrix_ = transpose_(rubyMVPMatrix);
vec4 _oColor;
vec2 _oTex;
vec2 _otex_border;
vec2 _scale;
vec2 _middle;
vec2 _diff;
vec2 _dist;
_r0005.x = dot(rubyMVPMatrix_[0], rubyVertexCoord);
_r0005.y = dot(rubyMVPMatrix_[1], rubyVertexCoord);
_r0005.z = dot(rubyMVPMatrix_[2], rubyVertexCoord);
_r0005.w = dot(rubyMVPMatrix_[3], rubyVertexCoord);
_oPosition1 = _r0005;
_oColor = COLOR;
_scale = (rubyOutputSize/vec2( 2.56000000E+02, 2.24000000E+02))/4.00000000E+00;
_middle = (2.00000003E-01*rubyInputSize)/rubyTextureSize;
_diff = rubyTexCoord.xy - _middle;
_oTex = _middle + _diff*_scale;
_dist = rubyTexCoord1.xy - vec2( 5.00000000E-01, 5.00000000E-01);
_otex_border = vec2( 5.00000000E-01, 5.00000000E-01) + (_dist*rubyOutputSize)/vec2( 1.92000000E+03, 1.08000000E+03);
gl_Position = _r0005;
COL0 = COLOR;
TEX0.xy = _oTex;
TEX1.xy = _otex_border;
}
]]></vertex>
<fragment><![CDATA[
#ifdef GL_ES
precision mediump float;
#endif
varying float _frame_rotation;
varying float _frame_direction;
varying float _frame_count1;
varying vec2 _output_dummy_size;
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 rubyTexture;
uniform sampler2D _bg1;
varying vec4 TEX0;
varying vec4 TEX1;
uniform mediump vec2 rubyOutputSize;
uniform mediump vec2 rubyTextureSize;
uniform mediump vec2 rubyInputSize;
void main()
{
vec4 _frame;
vec4 _background;
_frame = texture2D(rubyTexture, TEX0.xy);
_TMP0 = texture2D(_bg1, TEX1.xy);
_background = vec4(_TMP0.x, _TMP0.y, _TMP0.z, _TMP0.w);
_ret_0 = _frame + _background.w*(_background - _frame);
gl_FragColor = _ret_0;
return;
}
]]></fragment>
</shader>

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@ -1,109 +0,0 @@
<?xml version="1.0" encoding="UTF-8"?>
<!-- XML/GLSL shader autogenerated by cg2xml.py -->
<shader language="GLSL" style="GLES2">
<vertex><![CDATA[
varying float _frame_rotation;
varying float _frame_direction;
varying float _frame_count;
varying vec2 _output_dummy_size;
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 rubyMVPMatrix;
uniform input_dummy _IN1;
vec4 _r0005;
attribute vec4 rubyVertexCoord;
attribute vec4 COLOR;
varying vec4 COL0;
attribute vec4 rubyTexCoord;
varying vec4 TEX0;
attribute vec4 rubyTexCoord1;
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 mediump vec2 rubyOutputSize;
uniform mediump vec2 rubyTextureSize;
uniform mediump vec2 rubyInputSize;
void main()
{
mat4 rubyMVPMatrix_ = transpose_(rubyMVPMatrix);
vec4 _oColor;
vec2 _oTex;
vec2 _otex_border;
vec2 _scale;
vec2 _middle;
vec2 _diff;
vec2 _dist;
_r0005.x = dot(rubyMVPMatrix_[0], rubyVertexCoord);
_r0005.y = dot(rubyMVPMatrix_[1], rubyVertexCoord);
_r0005.z = dot(rubyMVPMatrix_[2], rubyVertexCoord);
_r0005.w = dot(rubyMVPMatrix_[3], rubyVertexCoord);
_oPosition1 = _r0005;
_oColor = COLOR;
_scale = (rubyOutputSize/vec2( 5.12000000E+02, 4.48000000E+02))/2.00000000E+00;
_middle = (2.00000003E-01*rubyInputSize)/rubyTextureSize;
_diff = rubyTexCoord.xy - _middle;
_oTex = _middle + _diff*_scale;
_dist = rubyTexCoord1.xy - vec2( 5.00000000E-01, 5.00000000E-01);
_otex_border = vec2( 5.00000000E-01, 5.00000000E-01) + (_dist*rubyOutputSize)/vec2( 1.92000000E+03, 1.08000000E+03);
gl_Position = _r0005;
COL0 = COLOR;
TEX0.xy = _oTex;
TEX1.xy = _otex_border;
}
]]></vertex>
<fragment><![CDATA[
#ifdef GL_ES
precision mediump float;
#endif
varying float _frame_rotation;
varying float _frame_direction;
varying float _frame_count1;
varying vec2 _output_dummy_size;
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 rubyTexture;
uniform sampler2D _bg1;
varying vec4 TEX0;
varying vec4 TEX1;
uniform mediump vec2 rubyOutputSize;
uniform mediump vec2 rubyTextureSize;
uniform mediump vec2 rubyInputSize;
void main()
{
vec4 _frame;
vec4 _background;
_frame = texture2D(rubyTexture, TEX0.xy);
_TMP0 = texture2D(_bg1, TEX1.xy);
_background = vec4(_TMP0.x, _TMP0.y, _TMP0.z, _TMP0.w);
_ret_0 = _frame + _background.w*(_background - _frame);
gl_FragColor = _ret_0;
return;
}
]]></fragment>
</shader>

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<?xml version="1.0" encoding="UTF-8"?>
<!-- XML/GLSL shader autogenerated by cg2xml.py -->
<shader language="GLSL" style="GLES2">
<vertex><![CDATA[
varying float _frame_rotation;
varying float _frame_direction;
varying float _frame_count;
varying vec2 _output_dummy_size;
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 rubyMVPMatrix;
uniform input_dummy _IN1;
vec4 _r0005;
attribute vec4 rubyVertexCoord;
attribute vec4 COLOR;
varying vec4 COL0;
attribute vec4 rubyTexCoord;
varying vec4 TEX0;
attribute vec4 rubyTexCoord1;
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 mediump vec2 rubyOutputSize;
uniform mediump vec2 rubyTextureSize;
uniform mediump vec2 rubyInputSize;
void main()
{
mat4 rubyMVPMatrix_ = transpose_(rubyMVPMatrix);
vec4 _oColor;
vec2 _oTex;
vec2 _otex_border;
vec2 _scale;
vec2 _middle;
vec2 _diff;
vec2 _dist;
_r0005.x = dot(rubyMVPMatrix_[0], rubyVertexCoord);
_r0005.y = dot(rubyMVPMatrix_[1], rubyVertexCoord);
_r0005.z = dot(rubyMVPMatrix_[2], rubyVertexCoord);
_r0005.w = dot(rubyMVPMatrix_[3], rubyVertexCoord);
_oPosition1 = _r0005;
_oColor = COLOR;
_scale = rubyOutputSize/vec2( 1.02400000E+03, 8.96000000E+02);
_middle = (2.00000003E-01*rubyInputSize)/rubyTextureSize;
_diff = rubyTexCoord.xy - _middle;
_oTex = _middle + _diff*_scale;
_dist = rubyTexCoord1.xy - vec2( 5.00000000E-01, 5.00000000E-01);
_otex_border = vec2( 5.00000000E-01, 5.00000000E-01) + (_dist*rubyOutputSize)/vec2( 1.92000000E+03, 1.08000000E+03);
gl_Position = _r0005;
COL0 = COLOR;
TEX0.xy = _oTex;
TEX1.xy = _otex_border;
}
]]></vertex>
<fragment><![CDATA[
#ifdef GL_ES
precision mediump float;
#endif
varying float _frame_rotation;
varying float _frame_direction;
varying float _frame_count1;
varying vec2 _output_dummy_size;
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 rubyTexture;
uniform sampler2D _bg1;
varying vec4 TEX0;
varying vec4 TEX1;
uniform mediump vec2 rubyOutputSize;
uniform mediump vec2 rubyTextureSize;
uniform mediump vec2 rubyInputSize;
void main()
{
vec4 _frame;
vec4 _background;
_frame = texture2D(rubyTexture, TEX0.xy);
_TMP0 = texture2D(_bg1, TEX1.xy);
_background = vec4(_TMP0.x, _TMP0.y, _TMP0.z, _TMP0.w);
_ret_0 = _frame + _background.w*(_background - _frame);
gl_FragColor = _ret_0;
return;
}
]]></fragment>
</shader>

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@ -1,109 +0,0 @@
<?xml version="1.0" encoding="UTF-8"?>
<!-- XML/GLSL shader autogenerated by cg2xml.py -->
<shader language="GLSL" style="GLES2">
<vertex><![CDATA[
varying float _frame_rotation;
varying float _frame_direction;
varying float _frame_count;
varying vec2 _output_dummy_size;
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 rubyMVPMatrix;
uniform input_dummy _IN1;
vec4 _r0005;
attribute vec4 rubyVertexCoord;
attribute vec4 COLOR;
varying vec4 COL0;
attribute vec4 rubyTexCoord;
varying vec4 TEX0;
attribute vec4 rubyTexCoord1;
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 mediump vec2 rubyOutputSize;
uniform mediump vec2 rubyTextureSize;
uniform mediump vec2 rubyInputSize;
void main()
{
mat4 rubyMVPMatrix_ = transpose_(rubyMVPMatrix);
vec4 _oColor;
vec2 _oTex;
vec2 _otex_border;
vec2 _scale;
vec2 _middle;
vec2 _diff;
vec2 _dist;
_r0005.x = dot(rubyMVPMatrix_[0], rubyVertexCoord);
_r0005.y = dot(rubyMVPMatrix_[1], rubyVertexCoord);
_r0005.z = dot(rubyMVPMatrix_[2], rubyVertexCoord);
_r0005.w = dot(rubyMVPMatrix_[3], rubyVertexCoord);
_oPosition1 = _r0005;
_oColor = COLOR;
_scale = (rubyOutputSize/vec2( 2.56000000E+02, 2.24000000E+02))/4.00000000E+00;
_middle = (2.00000003E-01*rubyInputSize)/rubyTextureSize;
_diff = rubyTexCoord.xy - _middle;
_oTex = _middle + _diff*_scale;
_dist = rubyTexCoord1.xy - vec2( 5.00000000E-01, 5.00000000E-01);
_otex_border = vec2( 5.00000000E-01, 5.00000000E-01) + (_dist*rubyOutputSize)/vec2( 1.92000000E+03, 1.08000000E+03);
gl_Position = _r0005;
COL0 = COLOR;
TEX0.xy = _oTex;
TEX1.xy = _otex_border;
}
]]></vertex>
<fragment><![CDATA[
#ifdef GL_ES
precision mediump float;
#endif
varying float _frame_rotation;
varying float _frame_direction;
varying float _frame_count1;
varying vec2 _output_dummy_size;
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 rubyTexture;
uniform sampler2D _bg1;
varying vec4 TEX0;
varying vec4 TEX1;
uniform mediump vec2 rubyOutputSize;
uniform mediump vec2 rubyTextureSize;
uniform mediump vec2 rubyInputSize;
void main()
{
vec4 _frame;
vec4 _background;
_frame = texture2D(rubyTexture, TEX0.xy);
_TMP0 = texture2D(_bg1, TEX1.xy);
_background = vec4(_TMP0.x, _TMP0.y, _TMP0.z, _TMP0.w);
_ret_0 = _frame + _background.w*(_background - _frame);
gl_FragColor = _ret_0;
return;
}
]]></fragment>
</shader>

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@ -1,87 +0,0 @@
<?xml version="1.0" encoding="UTF-8"?>
<!-- XML/GLSL shader autogenerated by cg2xml.py -->
<shader language="GLSL" style="GLES2">
<vertex><![CDATA[
varying float _frame_rotation;
varying float _frame_direction;
varying float _frame_count;
varying vec2 _output_dummy_size;
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 rubyMVPMatrix;
vec4 _r0004;
attribute vec4 rubyVertexCoord;
attribute vec4 COLOR;
varying vec4 COL0;
attribute vec4 rubyTexCoord1;
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 mediump vec2 rubyOutputSize;
uniform mediump vec2 rubyTextureSize;
uniform mediump vec2 rubyInputSize;
void main()
{
mat4 rubyMVPMatrix_ = transpose_(rubyMVPMatrix);
vec4 _oColor;
vec2 _otex_border;
_r0004.x = dot(rubyMVPMatrix_[0], rubyVertexCoord);
_r0004.y = dot(rubyMVPMatrix_[1], rubyVertexCoord);
_r0004.z = dot(rubyMVPMatrix_[2], rubyVertexCoord);
_r0004.w = dot(rubyMVPMatrix_[3], rubyVertexCoord);
_oPosition1 = _r0004;
_oColor = COLOR;
_otex_border = rubyTexCoord1.xy;
gl_Position = _r0004;
COL0 = COLOR;
TEX1.xy = rubyTexCoord1.xy;
}
]]></vertex>
<fragment><![CDATA[
#ifdef GL_ES
precision mediump float;
#endif
varying float _frame_rotation;
varying float _frame_direction;
varying float _frame_count;
varying vec2 _output_dummy_size;
struct input_dummy {
vec2 _video_size;
vec2 _texture_size;
vec2 _output_dummy_size;
float _frame_count;
float _frame_direction;
float _frame_rotation;
};
uniform sampler2D rubyTexture;
varying vec4 TEX1;
uniform mediump vec2 rubyOutputSize;
uniform mediump vec2 rubyTextureSize;
uniform mediump vec2 rubyInputSize;
void main()
{
vec4 _background;
_background = texture2D(rubyTexture, TEX1.xy);
gl_FragColor = _background;
return;
}
]]></fragment>
</shader>

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@ -1,276 +0,0 @@
<?xml version="1.0" encoding="UTF-8"?>
<!-- XML/GLSL shader autogenerated by cg2xml.py -->
<shader language="GLSL" style="GLES2">
<vertex><![CDATA[
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 _color1;
varying vec4 _position1;
varying float _frame_rotation;
varying float _frame_direction;
varying float _frame_count;
varying vec2 _output_dummy_size;
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 t1;
vec4 t2;
vec4 t3;
vec4 t4;
vec4 t5;
vec4 t6;
vec4 t7;
};
out_vertex _ret_0;
float _TMP0;
uniform mat4 rubyMVPMatrix;
uniform input_dummy _IN1;
vec4 _r0004;
attribute vec4 rubyVertexCoord;
attribute vec4 COLOR;
attribute vec4 rubyTexCoord;
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 mediump vec2 rubyOutputSize;
uniform mediump vec2 rubyTextureSize;
uniform mediump vec2 rubyInputSize;
void main()
{
mat4 rubyMVPMatrix_ = transpose_(rubyMVPMatrix);
out_vertex _OUT;
vec2 _ps;
_TMP0 = dot(vec4(float(rubyMVPMatrix_[0].x), float(rubyMVPMatrix_[0].y), float(rubyMVPMatrix_[0].z), float(rubyMVPMatrix_[0].w)), vec4(float(rubyVertexCoord.x), float(rubyVertexCoord.y), float(rubyVertexCoord.z), float(rubyVertexCoord.w)));
_r0004.x = float(_TMP0);
_TMP0 = dot(vec4(float(rubyMVPMatrix_[1].x), float(rubyMVPMatrix_[1].y), float(rubyMVPMatrix_[1].z), float(rubyMVPMatrix_[1].w)), vec4(float(rubyVertexCoord.x), float(rubyVertexCoord.y), float(rubyVertexCoord.z), float(rubyVertexCoord.w)));
_r0004.y = float(_TMP0);
_TMP0 = dot(vec4(float(rubyMVPMatrix_[2].x), float(rubyMVPMatrix_[2].y), float(rubyMVPMatrix_[2].z), float(rubyMVPMatrix_[2].w)), vec4(float(rubyVertexCoord.x), float(rubyVertexCoord.y), float(rubyVertexCoord.z), float(rubyVertexCoord.w)));
_r0004.z = float(_TMP0);
_TMP0 = dot(vec4(float(rubyMVPMatrix_[3].x), float(rubyMVPMatrix_[3].y), float(rubyMVPMatrix_[3].z), float(rubyMVPMatrix_[3].w)), vec4(float(rubyVertexCoord.x), float(rubyVertexCoord.y), float(rubyVertexCoord.z), float(rubyVertexCoord.w)));
_r0004.w = float(_TMP0);
_ps = vec2(float((1.00000000E+00/rubyTextureSize.x)), float((1.00000000E+00/rubyTextureSize.y)));
_OUT.t1 = rubyTexCoord.xxxy + vec4(float(-_ps.x), 0.00000000E+00, float(_ps.x), float((-2.00000000E+00*_ps.y)));
_OUT.t2 = rubyTexCoord.xxxy + vec4(float(-_ps.x), 0.00000000E+00, float(_ps.x), float(-_ps.y));
_OUT.t3 = rubyTexCoord.xxxy + vec4(float(-_ps.x), 0.00000000E+00, float(_ps.x), 0.00000000E+00);
_OUT.t4 = rubyTexCoord.xxxy + vec4(float(-_ps.x), 0.00000000E+00, float(_ps.x), float(_ps.y));
_OUT.t5 = rubyTexCoord.xxxy + vec4(float(-_ps.x), 0.00000000E+00, float(_ps.x), float((2.00000000E+00*_ps.y)));
_OUT.t6 = rubyTexCoord.xyyy + vec4(float((-2.00000000E+00*_ps.x)), float(-_ps.y), 0.00000000E+00, float(_ps.y));
_OUT.t7 = rubyTexCoord.xyyy + vec4(float((2.00000000E+00*_ps.x)), float(-_ps.y), 0.00000000E+00, float(_ps.y));
_position1 = _r0004;
_color1 = COLOR;
_texCoord1 = rubyTexCoord.xy;
t1 = _OUT.t1;
t2 = _OUT.t2;
t3 = _OUT.t3;
t4 = _OUT.t4;
t5 = _OUT.t5;
t6 = _OUT.t6;
t7 = _OUT.t7;
gl_Position = vec4(float(_r0004.x), float(_r0004.y), float(_r0004.z), float(_r0004.w));
COL0 = COLOR;
TEX0.xy = rubyTexCoord.xy;
return;
COL0 = _color1;
TEX0.xy = _texCoord1;
}
]]></vertex>
<fragment><![CDATA[
#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 vec4 _color1;
varying float _frame_rotation;
varying float _frame_direction;
varying float _frame_count;
varying vec2 _output_dummy_size;
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 t2;
vec4 t3;
vec4 t4;
vec4 _t5;
vec4 t6;
vec4 t7;
};
vec4 _ret_0;
vec3 _TMP9;
vec3 _TMP15;
float _TMP14;
float _TMP13;
float _TMP12;
vec3 _TMP11;
vec3 _TMP8;
vec3 _TMP7;
vec4 _TMP6;
vec4 _TMP5;
vec4 _TMP4;
vec4 _TMP3;
vec4 _TMP2;
vec4 _TMP1;
vec4 _TMP0;
out_vertex _VAR1;
uniform sampler2D rubyTexture;
uniform input_dummy _IN1;
vec2 _x0021;
vec3 _b0039;
vec3 _b0043;
vec3 _TMP44;
vec3 _a0045;
vec3 _TMP74;
varying vec4 TEX0;
uniform mediump vec2 rubyOutputSize;
uniform mediump vec2 rubyTextureSize;
uniform mediump vec2 rubyInputSize;
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;
_x0021 = TEX0.xy*rubyTextureSize;
_fp = fract(_x0021);
_TMP0 = texture2D(rubyTexture, t2.yw);
_B = vec3(float(_TMP0.x), float(_TMP0.y), float(_TMP0.z));
_TMP1 = texture2D(rubyTexture, t3.xw);
_D = vec3(float(_TMP1.x), float(_TMP1.y), float(_TMP1.z));
_TMP2 = texture2D(rubyTexture, t3.yw);
_E = vec3(float(_TMP2.x), float(_TMP2.y), float(_TMP2.z));
_TMP3 = texture2D(rubyTexture, t3.zw);
_F = vec3(float(_TMP3.x), float(_TMP3.y), float(_TMP3.z));
_TMP4 = texture2D(rubyTexture, t4.yw);
_H = vec3(float(_TMP4.x), float(_TMP4.y), float(_TMP4.z));
_TMP5 = texture2D(rubyTexture, t6.xz);
_D0 = vec3(float(_TMP5.x), float(_TMP5.y), float(_TMP5.z));
_TMP6 = texture2D(rubyTexture, t7.xz);
_F4 = vec3(float(_TMP6.x), float(_TMP6.y), float(_TMP6.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);
_TMP7 = abs(_bb);
_b0039 = 2.00000000E+00*_TMP7 + 1.99999996E-02;
_m = min(_m, _b0039);
_TMP8 = abs(_cc);
_b0043 = 2.00000000E+00*_TMP8 + 1.99999996E-02;
_m = min(_m, _b0043);
_a0045 = -_m;
_TMP11 = min(_m, _t);
_TMP44 = max(_a0045, _TMP11);
_res = (2.00000000E+00*_fp.x - 1.00000000E+00)*_TMP44 + _s;
_TMP12 = pow(_res.x, 2.40000010E+00);
_TMP13 = pow(_res.y, 2.40000010E+00);
_TMP14 = pow(_res.z, 2.40000010E+00);
_color = vec3(_TMP12, _TMP13, _TMP14);
_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;
}
_TMP12 = pow(_coords10.x, 2.40000010E+00);
_TMP13 = pow(_coords10.y, 2.40000010E+00);
_TMP14 = pow(_coords10.z, 2.40000010E+00);
_colorNB = vec3(_TMP12, _TMP13, _TMP14);
_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);
_TMP12 = pow(_color.x, 4.54545438E-01);
_TMP13 = pow(_color.y, 4.54545438E-01);
_TMP14 = pow(_color.z, 4.54545438E-01);
_TMP9 = vec3(_TMP12, _TMP13, _TMP14);
_TMP15 = min(vec3( 1.00000000E+00, 1.00000000E+00, 1.00000000E+00), _TMP9);
_TMP74 = max(vec3( 0.00000000E+00, 0.00000000E+00, 0.00000000E+00), _TMP15);
_ret_0 = vec4(_TMP74.x, _TMP74.y, _TMP74.z, 1.00000000E+00);
gl_FragColor = _ret_0;
return;
}
]]></fragment>
</shader>

View File

@ -1,223 +0,0 @@
<?xml version="1.0" encoding="UTF-8"?>
<!-- XML/GLSL shader autogenerated by cg2xml.py -->
<shader language="GLSL" style="GLES2">
<vertex><![CDATA[
varying float _frame_rotation;
varying float _frame_direction;
varying float _frame_count;
varying vec2 _output_dummy_size;
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 rubyMVPMatrix;
uniform input_dummy _IN1;
vec4 _r0003;
attribute vec4 rubyVertexCoord;
attribute vec4 COLOR;
varying vec4 COL0;
attribute vec4 rubyTexCoord;
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 mediump vec2 rubyOutputSize;
uniform mediump vec2 rubyTextureSize;
uniform mediump vec2 rubyInputSize;
void main()
{
mat4 rubyMVPMatrix_ = transpose_(rubyMVPMatrix);
vec4 _oColor;
tex_coords _coords;
_r0003.x = dot(rubyMVPMatrix_[0], rubyVertexCoord);
_r0003.y = dot(rubyMVPMatrix_[1], rubyVertexCoord);
_r0003.z = dot(rubyMVPMatrix_[2], rubyVertexCoord);
_r0003.w = dot(rubyMVPMatrix_[3], rubyVertexCoord);
_oPosition1 = _r0003;
_oColor = COLOR;
_coords._texCoord = rubyTexCoord.xy;
_coords._onex = vec2(1.00000000E+00/rubyTextureSize.x, 0.00000000E+00);
_coords._oney = vec2(0.00000000E+00, 1.00000000E+00/rubyTextureSize.y);
gl_Position = _r0003;
COL0 = COLOR;
TEX1.xy = rubyTexCoord.xy;
TEX2.xy = _coords._onex;
TEX3.xy = _coords._oney;
}
]]></vertex>
<fragment><![CDATA[
#ifdef GL_ES
precision mediump float;
#endif
varying float _frame_rotation;
varying float _frame_direction;
varying float _frame_count;
varying vec2 _output_dummy_size;
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;
uniform input_dummy _IN1;
uniform sampler2D rubyTexture;
vec2 _c0028;
vec2 _c0040;
vec2 _c0052;
vec4 _TMP73;
varying vec4 TEX1;
varying vec4 TEX2;
varying vec4 TEX3;
uniform mediump vec2 rubyOutputSize;
uniform mediump vec2 rubyTextureSize;
uniform mediump vec2 rubyInputSize;
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*rubyTextureSize;
_TMP0 = floor(_coords);
_pixel_center = _TMP0 + vec2( 5.00000000E-01, 5.00000000E-01);
_texture_coords = _pixel_center/rubyTextureSize;
_TMP1 = texture2D(rubyTexture, _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(rubyTexture, _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(rubyTexture, _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(rubyTexture, _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;
}
]]></fragment>
</shader>

View File

@ -1,356 +0,0 @@
<?xml version="1.0" encoding="UTF-8"?>
<!-- XML/GLSL shader autogenerated by cg2xml.py -->
<shader language="GLSL" style="GLES2">
<vertex><![CDATA[
varying float _frame_rotation;
varying float _frame_direction;
varying float _frame_count;
varying vec2 _output_dummy_size;
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 rubyMVPMatrix;
uniform input_dummy _IN1;
vec4 _r0003;
attribute vec4 rubyVertexCoord;
attribute vec4 COLOR;
varying vec4 COL0;
attribute vec4 rubyTexCoord;
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 mediump vec2 rubyOutputSize;
uniform mediump vec2 rubyTextureSize;
uniform mediump vec2 rubyInputSize;
void main()
{
mat4 rubyMVPMatrix_ = transpose_(rubyMVPMatrix);
vec4 _oColor;
_r0003.x = dot(rubyMVPMatrix_[0], rubyVertexCoord);
_r0003.y = dot(rubyMVPMatrix_[1], rubyVertexCoord);
_r0003.z = dot(rubyMVPMatrix_[2], rubyVertexCoord);
_r0003.w = dot(rubyMVPMatrix_[3], rubyVertexCoord);
_oPosition1 = _r0003;
_oColor = COLOR;
_texCoord = rubyTexCoord.xy;
_mod_factor = (rubyTexCoord.x*rubyOutputSize.x*rubyTextureSize.x)/rubyInputSize.x;
_one = 1.00000000E+00/rubyTextureSize;
gl_Position = _r0003;
COL0 = COLOR;
TEX0.xy = rubyTexCoord.xy;
TEX1.x = _mod_factor;
TEX2.xy = _one;
}
]]></vertex>
<fragment><![CDATA[
#ifdef GL_ES
precision mediump float;
#endif
varying float _frame_rotation;
varying float _frame_direction;
varying float _frame_count;
varying vec2 _output_dummy_size;
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;
uniform input_dummy _IN1;
uniform sampler2D rubyTexture;
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 mediump vec2 rubyOutputSize;
uniform mediump vec2 rubyTextureSize;
uniform mediump vec2 rubyInputSize;
void main()
{
vec2 _xy;
vec2 _ratio_scale;
vec2 _uv_ratio;
vec4 _coeffs;
vec4 _weights1;
vec4 _weights2;
vec3 _mul_res;
vec3 _dotMaskWeights;
_coord0057 = TEX0.xy*(rubyTextureSize.x/rubyInputSize.x);
_xy = (_coord0057*rubyInputSize.x)/rubyTextureSize.x;
_ratio_scale = _xy*rubyTextureSize - 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))/rubyTextureSize;
_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(rubyTexture, _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(rubyTexture, _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(rubyTexture, _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(rubyTexture, _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(rubyTexture, _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(rubyTexture, _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(rubyTexture, _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(rubyTexture, _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;
}
]]></fragment>
</shader>

View File

@ -1,278 +0,0 @@
<?xml version="1.0" encoding="UTF-8"?>
<!-- XML/GLSL shader autogenerated by cg2xml.py -->
<shader language="GLSL" style="GLES2">
<vertex><![CDATA[
varying vec2 _output_dummy_size;
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 rubyMVPMatrix;
vec4 _r0002;
attribute vec4 rubyVertexCoord;
attribute vec4 COLOR;
attribute vec4 rubyTexCoord;
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 mediump vec2 rubyOutputSize;
uniform mediump vec2 rubyTextureSize;
uniform mediump vec2 rubyInputSize;
void main()
{
mat4 rubyMVPMatrix_ = transpose_(rubyMVPMatrix);
vec4 _oColor;
vec2 _otexCoord;
_r0002.x = dot(rubyMVPMatrix_[0], rubyVertexCoord);
_r0002.y = dot(rubyMVPMatrix_[1], rubyVertexCoord);
_r0002.z = dot(rubyMVPMatrix_[2], rubyVertexCoord);
_r0002.w = dot(rubyMVPMatrix_[3], rubyVertexCoord);
_oPosition1 = _r0002;
_oColor = COLOR;
_otexCoord = rubyTexCoord.xy;
gl_Position = _r0002;
COL0 = COLOR;
TEX0.xy = rubyTexCoord.xy;
}
]]></vertex>
<fragment><![CDATA[
#ifdef GL_ES
precision mediump float;
#endif
varying vec2 _output_dummy_size;
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 rubyTexture;
uniform 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 mediump vec2 rubyOutputSize;
uniform mediump vec2 rubyTextureSize;
uniform mediump vec2 rubyInputSize;
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/rubyTextureSize;
_xy = _xy + vec2(0.00000000E+00, -5.00000000E-01*(rubyInputSize.y/rubyOutputSize.y)*_one.y);
_c0036 = _xy + vec2(-_one.x, 0.00000000E+00);
_texels[0] = texture2D(rubyTexture, _c0036);
_texels[1] = texture2D(rubyTexture, _xy);
_c0040 = _xy + vec2(_one.x, 0.00000000E+00);
_texels[2] = texture2D(rubyTexture, _c0040);
_c0042 = _xy + vec2(2.00000000E+00*_one.x, 0.00000000E+00);
_texels[3] = texture2D(rubyTexture, _c0042);
_c0044 = _xy + vec2(-_one.x, _one.y);
_texels[4] = texture2D(rubyTexture, _c0044);
_c0046 = _xy + vec2(0.00000000E+00, _one.y);
_texels[5] = texture2D(rubyTexture, _c0046);
_c0048 = _xy + _one;
_texels[6] = texture2D(rubyTexture, _c0048);
_c0050 = _xy + vec2(2.00000000E+00*_one.x, _one.y);
_texels[7] = texture2D(rubyTexture, _c0050);
_x0052 = _xy*rubyTextureSize;
_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*rubyOutputSize.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;
}
]]></fragment>
</shader>

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@ -1,317 +0,0 @@
<?xml version="1.0" encoding="UTF-8"?>
<!-- XML/GLSL shader autogenerated by cg2xml.py -->
<shader language="GLSL" style="GLES2">
<vertex><![CDATA[
varying float _frame_rotation;
varying float _frame_direction;
varying float _frame_count;
varying vec2 _output_dummy_size;
varying vec2 ratio_scale;
varying float mod_factor;
varying vec2 c32;
varying vec2 c22;
varying vec2 c12;
varying vec2 c02;
varying vec2 c31;
varying vec2 c21;
varying vec2 c11;
varying vec2 c01;
struct tex_coords {
vec2 c01;
vec2 c11;
vec2 c21;
vec2 c31;
vec2 c02;
vec2 c12;
vec2 c22;
vec2 c32;
float mod_factor;
vec2 ratio_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 rubyMVPMatrix;
uniform input_dummy _IN1;
vec4 _r0004;
attribute vec4 rubyVertexCoord;
attribute vec4 COLOR;
varying vec4 COL0;
attribute vec4 rubyTexCoord;
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 mediump vec2 rubyOutputSize;
uniform mediump vec2 rubyTextureSize;
uniform mediump vec2 rubyInputSize;
void main()
{
mat4 rubyMVPMatrix_ = transpose_(rubyMVPMatrix);
vec4 _oColor;
vec2 _delta;
tex_coords _TMP2;
_r0004.x = dot(rubyMVPMatrix_[0], rubyVertexCoord);
_r0004.y = dot(rubyMVPMatrix_[1], rubyVertexCoord);
_r0004.z = dot(rubyMVPMatrix_[2], rubyVertexCoord);
_r0004.w = dot(rubyMVPMatrix_[3], rubyVertexCoord);
_oPosition1 = _r0004;
_oColor = COLOR;
_delta = 1.00000000E+00/rubyTextureSize;
_TMP2.c01 = rubyTexCoord.xy + vec2(-_delta.x, 0.00000000E+00);
_TMP2.c21 = rubyTexCoord.xy + vec2(_delta.x, 0.00000000E+00);
_TMP2.c31 = rubyTexCoord.xy + vec2(2.00000000E+00*_delta.x, 0.00000000E+00);
_TMP2.c02 = rubyTexCoord.xy + vec2(-_delta.x, _delta.y);
_TMP2.c12 = rubyTexCoord.xy + vec2(0.00000000E+00, _delta.y);
_TMP2.c22 = rubyTexCoord.xy + vec2(_delta.x, _delta.y);
_TMP2.c32 = rubyTexCoord.xy + vec2(2.00000000E+00*_delta.x, _delta.y);
_TMP2.mod_factor = (rubyTexCoord.x*rubyOutputSize.x*rubyTextureSize.x)/rubyInputSize.x;
_TMP2.ratio_scale = rubyTexCoord.xy*rubyTextureSize;
c01 = _TMP2.c01;
c11 = rubyTexCoord.xy;
c21 = _TMP2.c21;
c31 = _TMP2.c31;
c02 = _TMP2.c02;
c12 = _TMP2.c12;
c22 = _TMP2.c22;
c32 = _TMP2.c32;
mod_factor = _TMP2.mod_factor;
ratio_scale = _TMP2.ratio_scale;
gl_Position = _r0004;
COL0 = COLOR;
}
]]></vertex>
<fragment><![CDATA[
#ifdef GL_ES
precision mediump float;
#endif
varying float _frame_rotation;
varying float _frame_direction;
varying float _frame_count;
varying vec2 _output_dummy_size;
varying vec2 ratio_scale;
varying float mod_factor;
varying vec2 c32;
varying vec2 c22;
varying vec2 c12;
varying vec2 c02;
varying vec2 c31;
varying vec2 c21;
varying vec2 c11;
varying vec2 c01;
struct tex_coords {
vec2 c01;
vec2 c11;
vec2 c21;
vec2 c31;
vec2 c02;
vec2 c12;
vec2 c22;
vec2 c32;
float mod_factor;
vec2 ratio_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 rubyTexture;
vec4 _x0062;
vec4 _x0072;
vec3 _r0084;
vec3 _TMP87;
vec3 _r0094;
vec3 _TMP97;
vec3 _x0120;
vec3 _x0128;
vec3 _TMP151;
vec3 _TMP161;
float c0172;
float _a0174;
vec3 _a0184;
uniform mediump vec2 rubyOutputSize;
uniform mediump vec2 rubyTextureSize;
uniform mediump vec2 rubyInputSize;
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(ratio_scale);
_TMP0 = texture2D(rubyTexture, c01);
_TMP1 = texture2D(rubyTexture, c11);
_TMP2 = texture2D(rubyTexture, c21);
_TMP3 = texture2D(rubyTexture, c31);
_TMP4 = texture2D(rubyTexture, c02);
_TMP5 = texture2D(rubyTexture, c12);
_TMP6 = texture2D(rubyTexture, c22);
_TMP7 = texture2D(rubyTexture, c32);
_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 = mod_factor/2.00000000E+00;
_TMP32 = abs(_a0174);
_TMP33 = fract(_TMP32);
_TMP34 = abs(2.00000000E+00);
c0172 = _TMP33*_TMP34;
if (mod_factor < 0.00000000E+00) {
_TMP35 = -c0172;
} else {
_TMP35 = c0172;
}
_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;
}
]]></fragment>
</shader>

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@ -1,257 +0,0 @@
<?xml version="1.0" encoding="UTF-8"?>
<!-- XML/GLSL shader autogenerated by cg2xml.py -->
<shader language="GLSL" style="GLES2">
<vertex><![CDATA[
varying float _frame_rotation;
varying float _frame_direction;
varying float _frame_count;
varying vec2 _output_dummy_size;
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 rubyMVPMatrix;
uniform input_dummy _IN1;
vec4 _r0003;
attribute vec4 rubyVertexCoord;
attribute vec4 rubyTexCoord;
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 mediump vec2 rubyOutputSize;
uniform mediump vec2 rubyTextureSize;
uniform mediump vec2 rubyInputSize;
void main()
{
mat4 rubyMVPMatrix_ = transpose_(rubyMVPMatrix);
coords _co;
vec2 _one_x;
_r0003.x = dot(rubyMVPMatrix_[0], rubyVertexCoord);
_r0003.y = dot(rubyMVPMatrix_[1], rubyVertexCoord);
_r0003.z = dot(rubyMVPMatrix_[2], rubyVertexCoord);
_r0003.w = dot(rubyMVPMatrix_[3], rubyVertexCoord);
_oPosition1 = _r0003;
_one_x = vec2(1.00000000E+00/(3.00000000E+00*rubyTextureSize.x), 0.00000000E+00);
_co._coord = rubyTexCoord.xy;
_co._coord_prev = rubyTexCoord.xy - _one_x;
_co._coord_prev_prev = rubyTexCoord.xy - 2.00000000E+00*_one_x;
_co._tex_index = rubyTexCoord.xy*rubyTextureSize;
gl_Position = _r0003;
TEX1.xy = rubyTexCoord.xy;
TEX2.xy = _co._coord_prev;
TEX3.xy = _co._coord_prev_prev;
TEX4.xy = _co._tex_index;
}
]]></vertex>
<fragment><![CDATA[
#ifdef GL_ES
precision mediump float;
#endif
varying float _frame_rotation;
varying float _frame_direction;
varying float _frame_count;
varying vec2 _output_dummy_size;
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 rubyTexture;
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 mediump vec2 rubyOutputSize;
uniform mediump vec2 rubyTextureSize;
uniform mediump vec2 rubyInputSize;
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(rubyTexture, 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(rubyTexture, 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(rubyTexture, 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;
}
]]></fragment>
</shader>

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@ -1,232 +0,0 @@
<?xml version="1.0" encoding="UTF-8"?>
<!-- XML/GLSL shader autogenerated by cg2xml.py -->
<shader language="GLSL" style="GLES2">
<vertex><![CDATA[
varying float _frame_rotation;
varying float _frame_direction;
varying float _frame_count;
varying vec2 _output_dummy_size;
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 rubyMVPMatrix;
uniform input_dummy _IN1;
vec4 _r0003;
attribute vec4 rubyVertexCoord;
attribute vec4 rubyTexCoord;
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 mediump vec2 rubyOutputSize;
uniform mediump vec2 rubyTextureSize;
uniform mediump vec2 rubyInputSize;
void main()
{
mat4 rubyMVPMatrix_ = transpose_(rubyMVPMatrix);
coords _co;
vec2 _one_x;
_r0003.x = dot(rubyMVPMatrix_[0], rubyVertexCoord);
_r0003.y = dot(rubyMVPMatrix_[1], rubyVertexCoord);
_r0003.z = dot(rubyMVPMatrix_[2], rubyVertexCoord);
_r0003.w = dot(rubyMVPMatrix_[3], rubyVertexCoord);
_oPosition1 = _r0003;
_one_x = vec2(1.00000000E+00/(3.00000000E+00*rubyTextureSize.x), 0.00000000E+00);
_co._coord = rubyTexCoord.xy;
_co._coord_prev = rubyTexCoord.xy - _one_x;
_co._coord_prev_prev = rubyTexCoord.xy - 2.00000000E+00*_one_x;
_co._tex_index = rubyTexCoord.xy*rubyTextureSize;
gl_Position = _r0003;
TEX1.xy = rubyTexCoord.xy;
TEX2.xy = _co._coord_prev;
TEX3.xy = _co._coord_prev_prev;
TEX4.xy = _co._tex_index;
}
]]></vertex>
<fragment><![CDATA[
#ifdef GL_ES
precision mediump float;
#endif
varying float _frame_rotation;
varying float _frame_direction;
varying float _frame_count;
varying vec2 _output_dummy_size;
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 rubyTexture;
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 mediump vec2 rubyOutputSize;
uniform mediump vec2 rubyTextureSize;
uniform mediump vec2 rubyInputSize;
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(rubyTexture, TEX1.xy);
_TMP1 = texture2D(rubyTexture, TEX2.xy);
_TMP2 = texture2D(rubyTexture, 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;
}
]]></fragment>
</shader>

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@ -1,283 +0,0 @@
<?xml version="1.0" encoding="UTF-8"?>
<!-- XML/GLSL shader autogenerated by cg2xml.py -->
<shader language="GLSL" style="GLES2">
<vertex><![CDATA[
varying float _frame_rotation;
varying float _frame_direction;
varying float _frame_count;
varying vec2 _output_dummy_size;
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 rubyMVPMatrix;
vec4 _r0002;
attribute vec4 rubyVertexCoord;
attribute vec4 COLOR;
attribute vec4 rubyTexCoord;
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 mediump vec2 rubyOutputSize;
uniform mediump vec2 rubyTextureSize;
uniform mediump vec2 rubyInputSize;
void main()
{
mat4 rubyMVPMatrix_ = transpose_(rubyMVPMatrix);
vec4 _oColor;
vec2 _otexCoord;
_r0002.x = dot(rubyMVPMatrix_[0], rubyVertexCoord);
_r0002.y = dot(rubyMVPMatrix_[1], rubyVertexCoord);
_r0002.z = dot(rubyMVPMatrix_[2], rubyVertexCoord);
_r0002.w = dot(rubyMVPMatrix_[3], rubyVertexCoord);
_oPosition1 = _r0002;
_oColor = COLOR;
_otexCoord = rubyTexCoord.xy;
gl_Position = _r0002;
COL0 = COLOR;
TEX0.xy = rubyTexCoord.xy;
}
]]></vertex>
<fragment><![CDATA[
#ifdef GL_ES
precision mediump float;
#endif
varying float _frame_rotation;
varying float _frame_direction;
varying float _frame_count;
varying vec2 _output_dummy_size;
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 rubyTexture;
uniform 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 mediump vec2 rubyOutputSize;
uniform mediump vec2 rubyTextureSize;
uniform mediump vec2 rubyInputSize;
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/rubyOutputSize.y)*6.72672668E+02);
_c0036 = _xy + vec2( -1.15315320E+03, 0.00000000E+00);
_texels[0] = texture2D(rubyTexture, _c0036);
_texels[1] = texture2D(rubyTexture, _xy);
_c0040 = _xy + vec2( 1.15315320E+03, 0.00000000E+00);
_texels[2] = texture2D(rubyTexture, _c0040);
_c0042 = _xy + vec2( 2.30630640E+03, 0.00000000E+00);
_texels[3] = texture2D(rubyTexture, _c0042);
_c0044 = _xy + vec2( -1.15315320E+03, 6.72672668E+02);
_texels[4] = texture2D(rubyTexture, _c0044);
_c0046 = _xy + vec2( 0.00000000E+00, 6.72672668E+02);
_texels[5] = texture2D(rubyTexture, _c0046);
_c0048 = _xy + vec2( 1.15315320E+03, 6.72672668E+02);
_texels[6] = texture2D(rubyTexture, _c0048);
_c0050 = _xy + vec2( 2.30630640E+03, 6.72672668E+02);
_texels[7] = texture2D(rubyTexture, _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*rubyOutputSize.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;
}
]]></fragment>
</shader>

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@ -1,283 +0,0 @@
<?xml version="1.0" encoding="UTF-8"?>
<!-- XML/GLSL shader autogenerated by cg2xml.py -->
<shader language="GLSL" style="GLES2">
<vertex><![CDATA[
varying float _frame_rotation;
varying float _frame_direction;
varying float _frame_count;
varying vec2 _output_dummy_size;
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 rubyMVPMatrix;
vec4 _r0002;
attribute vec4 rubyVertexCoord;
attribute vec4 COLOR;
attribute vec4 rubyTexCoord;
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 mediump vec2 rubyOutputSize;
uniform mediump vec2 rubyTextureSize;
uniform mediump vec2 rubyInputSize;
void main()
{
mat4 rubyMVPMatrix_ = transpose_(rubyMVPMatrix);
vec4 _oColor;
vec2 _otexCoord;
_r0002.x = dot(rubyMVPMatrix_[0], rubyVertexCoord);
_r0002.y = dot(rubyMVPMatrix_[1], rubyVertexCoord);
_r0002.z = dot(rubyMVPMatrix_[2], rubyVertexCoord);
_r0002.w = dot(rubyMVPMatrix_[3], rubyVertexCoord);
_oPosition1 = _r0002;
_oColor = COLOR;
_otexCoord = rubyTexCoord.xy;
gl_Position = _r0002;
COL0 = COLOR;
TEX0.xy = rubyTexCoord.xy;
}
]]></vertex>
<fragment><![CDATA[
#ifdef GL_ES
precision mediump float;
#endif
varying float _frame_rotation;
varying float _frame_direction;
varying float _frame_count;
varying vec2 _output_dummy_size;
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 rubyTexture;
uniform 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 mediump vec2 rubyOutputSize;
uniform mediump vec2 rubyTextureSize;
uniform mediump vec2 rubyInputSize;
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/rubyOutputSize.y)*4.80480469E+02);
_c0036 = _xy + vec2( -7.68768738E+02, 0.00000000E+00);
_texels[0] = texture2D(rubyTexture, _c0036);
_texels[1] = texture2D(rubyTexture, _xy);
_c0040 = _xy + vec2( 7.68768738E+02, 0.00000000E+00);
_texels[2] = texture2D(rubyTexture, _c0040);
_c0042 = _xy + vec2( 1.53753748E+03, 0.00000000E+00);
_texels[3] = texture2D(rubyTexture, _c0042);
_c0044 = _xy + vec2( -7.68768738E+02, 4.80480469E+02);
_texels[4] = texture2D(rubyTexture, _c0044);
_c0046 = _xy + vec2( 0.00000000E+00, 4.80480469E+02);
_texels[5] = texture2D(rubyTexture, _c0046);
_c0048 = _xy + vec2( 7.68768738E+02, 4.80480469E+02);
_texels[6] = texture2D(rubyTexture, _c0048);
_c0050 = _xy + vec2( 1.53753748E+03, 4.80480469E+02);
_texels[7] = texture2D(rubyTexture, _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*rubyOutputSize.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;
}
]]></fragment>
</shader>

View File

@ -1,462 +0,0 @@
<?xml version="1.0" encoding="UTF-8"?>
<!-- XML/GLSL shader autogenerated by cg2xml.py -->
<shader language="GLSL" style="GLES2">
<vertex><![CDATA[
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;
varying float _frame_direction;
varying float _frame_count;
varying vec2 _output_dummy_size;
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 rubyMVPMatrix;
uniform input_dummy _IN1;
vec4 _r0005;
attribute vec4 rubyVertexCoord;
attribute vec4 rubyTexCoord;
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 mediump vec2 rubyOutputSize;
uniform mediump vec2 rubyTextureSize;
uniform mediump vec2 rubyInputSize;
void main()
{
mat4 rubyMVPMatrix_ = transpose_(rubyMVPMatrix);
out_vertex _OUT;
vec2 _ps;
_r0005.x = dot(rubyMVPMatrix_[0], rubyVertexCoord);
_r0005.y = dot(rubyMVPMatrix_[1], rubyVertexCoord);
_r0005.z = dot(rubyMVPMatrix_[2], rubyVertexCoord);
_r0005.w = dot(rubyMVPMatrix_[3], rubyVertexCoord);
_ps = vec2(1.00000000E+00/rubyTextureSize.x, 1.00000000E+00/rubyTextureSize.y);
_OUT._t1.xy = rubyTexCoord.xy + vec2(float(float(-_ps.x)), float(float(-_ps.y)));
_OUT._t1.zw = rubyTexCoord.xy + vec2(float(float(-_ps.x)), 0.00000000E+00);
_OUT._t2.xy = rubyTexCoord.xy + vec2(float(float(+_ps.x)), float(float(-_ps.y)));
_OUT._t2.zw = rubyTexCoord.xy + vec2(float(float((+_ps.x + _ps.x))), float(float(-_ps.y)));
_OUT._t3.xy = rubyTexCoord.xy + vec2(float(float(-_ps.x)), 0.00000000E+00);
_OUT._t3.zw = rubyTexCoord.xy + vec2(float(float(+_ps.x)), 0.00000000E+00);
_OUT._t4.xy = rubyTexCoord.xy + vec2(float(float((+_ps.x + _ps.x))), 0.00000000E+00);
_OUT._t4.zw = rubyTexCoord.xy + vec2(float(float(-_ps.x)), float(float(+_ps.y)));
_OUT._t5.xy = rubyTexCoord.xy + vec2(0.00000000E+00, float(float(+_ps.y)));
_OUT._t5.zw = rubyTexCoord.xy + vec2(float(float(+_ps.x)), float(float(+_ps.y)));
_OUT._t6.xy = rubyTexCoord.xy + vec2(float(float((+_ps.x + _ps.x))), float(float(+_ps.y)));
_OUT._t6.zw = rubyTexCoord.xy + vec2(float(float(-_ps.x)), float(float((+_ps.y + _ps.y))));
_OUT._t7.xy = rubyTexCoord.xy + vec2(0.00000000E+00, float(float((+_ps.y + _ps.y))));
_OUT._t7.zw = rubyTexCoord.xy + vec2(float(float(+_ps.x)), float(float((+_ps.y + _ps.y))));
_position1 = _r0005;
_texCoord1 = rubyTexCoord.xy;
_t1 = _OUT._t1;
_t2 = _OUT._t2;
_t3 = _OUT._t3;
_t4 = _OUT._t4;
_t5 = _OUT._t5;
_t6 = _OUT._t6;
_t7 = _OUT._t7;
gl_Position = _r0005;
TEX0.xy = rubyTexCoord.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 = _texCoord1;
TEX1 = _t1;
TEX2 = _t2;
TEX3 = _t3;
TEX4 = _t4;
TEX5 = _t5;
TEX6 = _t6;
TEX7 = _t7;
}
]]></vertex>
<fragment><![CDATA[
#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;
varying float _frame_direction;
varying float _frame_count;
varying vec2 _output_dummy_size;
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 rubyTexture;
uniform 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 mediump vec2 rubyOutputSize;
uniform mediump vec2 rubyTextureSize;
uniform mediump vec2 rubyInputSize;
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*rubyTextureSize;
_fp = fract(_x0039);
_TMP1 = texture2D(rubyTexture, TEX1.zw);
_C1 = vec3(float(_TMP1.x), float(_TMP1.y), float(_TMP1.z));
_TMP2 = texture2D(rubyTexture, TEX2.xy);
_C2 = vec3(float(_TMP2.x), float(_TMP2.y), float(_TMP2.z));
_TMP4 = texture2D(rubyTexture, TEX3.xy);
_C3 = vec3(float(_TMP4.x), float(_TMP4.y), float(_TMP4.z));
_TMP5 = texture2D(rubyTexture, TEX0.xy);
_C4 = vec3(float(_TMP5.x), float(_TMP5.y), float(_TMP5.z));
_TMP6 = texture2D(rubyTexture, TEX3.zw);
_C5 = vec3(float(_TMP6.x), float(_TMP6.y), float(_TMP6.z));
_TMP7 = texture2D(rubyTexture, TEX4.xy);
_D4 = vec3(float(_TMP7.x), float(_TMP7.y), float(_TMP7.z));
_TMP8 = texture2D(rubyTexture, TEX4.zw);
_C6 = vec3(float(_TMP8.x), float(_TMP8.y), float(_TMP8.z));
_TMP9 = texture2D(rubyTexture, TEX5.xy);
_C7 = vec3(float(_TMP9.x), float(_TMP9.y), float(_TMP9.z));
_TMP10 = texture2D(rubyTexture, TEX5.zw);
_C8 = vec3(float(_TMP10.x), float(_TMP10.y), float(_TMP10.z));
_TMP11 = texture2D(rubyTexture, TEX6.xy);
_D5 = vec3(float(_TMP11.x), float(_TMP11.y), float(_TMP11.z));
_TMP13 = texture2D(rubyTexture, TEX7.xy);
_D1 = vec3(float(_TMP13.x), float(_TMP13.y), float(_TMP13.z));
_TMP14 = texture2D(rubyTexture, 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;
}
]]></fragment>
</shader>

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