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

161 lines
4.1 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 _vpos1;
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 _vpos1;
vec2 _texCoord1;
};
struct output_dummy {
vec4 _color;
};
VERTEX_OUTPUT _ret_0;
uniform mat4 rubyMVPMatrix;
vec4 _r0003;
attribute vec4 rubyVertexCoord;
attribute vec4 rubyTexCoord;
varying vec4 TEX1;
varying vec4 TEX0;
mat4 transpose_(mat4 matrix)
{
mat4 ret;
for (int i = 0; i < 4; i++)
for (int j = 0; j < 4; j++)
ret[i][j] = matrix[j][i];
return ret;
}
uniform mediump vec2 rubyOutputSize;
uniform mediump vec2 rubyTextureSize;
uniform mediump vec2 rubyInputSize;
void main()
{
mat4 rubyMVPMatrix_ = transpose_(rubyMVPMatrix);
_r0003.x = dot(rubyMVPMatrix_[0], rubyVertexCoord);
_r0003.y = dot(rubyMVPMatrix_[1], rubyVertexCoord);
_r0003.z = dot(rubyMVPMatrix_[2], rubyVertexCoord);
_r0003.w = dot(rubyMVPMatrix_[3], rubyVertexCoord);
_position1 = _r0003;
_vpos1 = _r0003;
_texCoord1 = rubyTexCoord.xy;
gl_Position = _r0003;
TEX1 = _r0003;
TEX0.xy = rubyTexCoord.xy;
return;
TEX1 = _vpos1;
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;
uniform sampler2D rubyTexture;
uniform input_dummy _IN1;
vec2 _cc0012;
float _dist0012;
float _TMP17;
float _x0018;
float _frame_cnt0026;
vec2 _constant10026;
float _constant20026;
float _x0034;
float _TMP35;
float _x0036;
vec2 _c0046;
vec2 _c0050;
varying vec4 TEX1;
varying vec4 TEX0;
uniform mediump vec2 rubyOutputSize;
uniform mediump vec2 rubyTextureSize;
uniform mediump vec2 rubyInputSize;
void main()
{
output_dummy _OUT;
vec2 _p;
float _f;
vec4 _distortion1;
_vpos = TEX1/TEX1.w;
_cc0012 = TEX0.xy - 5.00000000E-01;
_dist0012 = dot(_cc0012, _cc0012);
_p = TEX0.xy + _cc0012*(_dist0012 + 7.00000003E-02*_dist0012*_dist0012)*7.00000003E-02;
_f = (1.00000000E+00 - _vpos.x*_vpos.x)*(1.00000000E+00 - _vpos.y*_vpos.y);
_TMP0 = pow(_f, 4.39999998E-01);
_x0018 = 4.80000019E+00*(_TMP0 - 1.59999996E-01);
_TMP1 = min(1.00000000E+00, _x0018);
_TMP17 = max(0.00000000E+00, _TMP1);
_frame_cnt0026 = cos(_IN1.frame_count);
_constant10026 = _frame_cnt0026*vec2( 1.29090910E+01, 7.82307663E+01);
_constant20026 = (_frame_cnt0026*4.81344000E+05)/1.10000000E+01;
_TMP2 = dot(_p, _constant10026);
_TMP3 = sin(_TMP2);
_x0034 = _TMP3*_constant20026;
_TMP4 = fract(_x0034);
_x0036 = _TMP4 + 2.00000003E-01;
_TMP1 = min(1.00000000E+00, _x0036);
_TMP35 = max(0.00000000E+00, _TMP1);
_c0046 = _p + 7.81250000E-03;
_TMP5 = texture2D(rubyTexture, _c0046);
_TMP6 = texture2D(rubyTexture, _p);
_c0050 = _p - 7.81250000E-03;
_TMP7 = texture2D(rubyTexture, _c0050);
_distortion1 = vec4(_TMP5.x, _TMP6.y, _TMP7.z, 1.00000000E+00);
_OUT._color = _TMP17*(_distortion1*_TMP35);
gl_FragColor = _OUT._color;
return;
}
]]></fragment>
</shader>