RetroArch/android/phoenix/assets/Shaders/Mudlord/oldtvshader-configurable.shader
2013-02-05 21:56:29 -05:00

152 lines
3.8 KiB
GLSL

<?xml version="1.0" encoding="UTF-8"?>
<!-- XML/GLSL shader autogenerated by cg2xml.py -->
<shader language="GLSL" style="GLES2">
<vertex><![CDATA[
varying vec4 _color;
varying vec2 _texCoord1;
varying vec4 vpos;
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 vpos;
vec2 _texCoord1;
};
struct output_dummy {
vec4 _color;
};
VERTEX_OUTPUT _ret_0;
uniform mat4 rubyMVPMatrix;
vec4 _r0004;
attribute vec4 rubyVertexCoord;
attribute vec4 rubyTexCoord;
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);
_r0004.x = dot(rubyMVPMatrix_[0], rubyVertexCoord);
_r0004.y = dot(rubyMVPMatrix_[1], rubyVertexCoord);
_r0004.z = dot(rubyMVPMatrix_[2], rubyVertexCoord);
_r0004.w = dot(rubyMVPMatrix_[3], rubyVertexCoord);
_position1 = _r0004;
vpos = _r0004;
_texCoord1 = rubyTexCoord.xy;
gl_Position = _r0004;
TEX0.xy = rubyTexCoord.xy;
return;
TEX0.xy = _texCoord1;
}
]]></vertex>
<fragment><![CDATA[
#ifdef GL_ES
precision mediump float;
#endif
varying vec4 _color;
varying vec2 _texCoord;
varying vec4 vpos;
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 vpos;
vec2 _texCoord;
};
struct output_dummy {
vec4 _color;
};
vec4 _TMP7;
vec4 _TMP6;
vec4 _TMP5;
float _TMP4;
float _TMP1;
float _TMP3;
float _TMP2;
float _TMP0;
VERTEX_OUTPUT _TMP8;
VERTEX_OUTPUT _VAR1;
uniform sampler2D rubyTexture;
uniform input_dummy _IN1;
float _TMP13;
float _x0014;
float _frame_cnt0020;
vec2 _constant10020;
float _constant20020;
float _x0028;
float _TMP29;
float _x0030;
vec2 _c0038;
vec2 _c0042;
varying vec4 TEX0;
uniform mediump vec2 rubyOutputSize;
uniform mediump vec2 rubyTextureSize;
uniform mediump vec2 rubyInputSize;
void main()
{
output_dummy _OUT;
float _f;
vec4 _distortion2;
vpos = vpos/vpos.w;
_f = (1.00000000E+00 - vpos.x*vpos.x)*(1.00000000E+00 - vpos.y*vpos.y);
_TMP0 = pow(_f, 4.39999998E-01);
_x0014 = 8.00000012E-01*(_TMP0 - 1.59999996E-01);
_TMP1 = min(1.00000000E+00, _x0014);
_TMP13 = max(0.00000000E+00, _TMP1);
_frame_cnt0020 = cos(_IN1.frame_count);
_constant10020 = _frame_cnt0020*vec2( 1.29090910E+01, 7.82307663E+01);
_constant20020 = (_frame_cnt0020*4.81344000E+05)/1.10000000E+01;
_TMP2 = dot(TEX0.xy, _constant10020);
_TMP3 = sin(_TMP2);
_x0028 = _TMP3*_constant20020;
_TMP4 = fract(_x0028);
_x0030 = _TMP4 + 2.00000003E-01;
_TMP1 = min(1.00000000E+00, _x0030);
_TMP29 = max(0.00000000E+00, _TMP1);
_c0038 = TEX0.xy + 1.95312500E-03;
_TMP5 = texture2D(rubyTexture, _c0038);
_TMP6 = texture2D(rubyTexture, TEX0.xy);
_c0042 = TEX0.xy - 1.95312500E-03;
_TMP7 = texture2D(rubyTexture, _c0042);
_distortion2 = vec4(_TMP5.x, _TMP6.y, _TMP7.z, 1.00000000E+00);
_OUT._color = _TMP13*(_distortion2*_TMP29);
gl_FragColor = _OUT._color;
return;
}
]]></fragment>
</shader>