2013-02-05 21:56:29 -05:00

155 lines
4.9 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 _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;
};
out_vertex _ret_0;
uniform mat4 rubyMVPMatrix;
uniform input_dummy _IN1;
vec4 _r0003;
attribute vec4 rubyVertexCoord;
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);
out_vertex _OUT;
vec2 _ps;
_r0003.x = dot(rubyMVPMatrix_[0], rubyVertexCoord);
_r0003.y = dot(rubyMVPMatrix_[1], rubyVertexCoord);
_r0003.z = dot(rubyMVPMatrix_[2], rubyVertexCoord);
_r0003.w = dot(rubyMVPMatrix_[3], rubyVertexCoord);
_ps = vec2(1.00000000E+00/rubyTextureSize.x, 1.00000000E+00/rubyTextureSize.y);
_OUT._t1.xy = rubyTexCoord.xy + vec2(0.00000000E+00, -_ps.y);
_OUT._t1.zw = rubyTexCoord.xy + vec2(-_ps.x, 0.00000000E+00);
_OUT._t2.xy = rubyTexCoord.xy + vec2(_ps.x, 0.00000000E+00);
_OUT._t2.zw = rubyTexCoord.xy + vec2(0.00000000E+00, _ps.y);
_position1 = _r0003;
_texCoord1 = rubyTexCoord.xy;
_t1 = _OUT._t1;
_t2 = _OUT._t2;
gl_Position = _r0003;
TEX0.xy = rubyTexCoord.xy;
TEX1 = _OUT._t1;
TEX2 = _OUT._t2;
return;
TEX0.xy = _texCoord1;
TEX1 = _t1;
TEX2 = _t2;
}
]]></vertex>
<fragment><![CDATA[
#ifdef GL_ES
precision mediump float;
#endif
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 _ret_0;
vec4 _TMP4;
vec4 _TMP3;
vec4 _TMP2;
vec4 _TMP1;
vec4 _TMP0;
uniform sampler2D rubyTexture;
uniform input_dummy _IN1;
vec2 _x0010;
varying vec4 TEX0;
varying vec4 TEX1;
varying vec4 TEX2;
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 _E0;
vec3 _E1;
vec3 _E2;
vec3 _E3;
vec3 _TMP8;
_x0010 = TEX0.xy*rubyTextureSize;
_fp = fract(_x0010);
_TMP0 = texture2D(rubyTexture, TEX1.xy);
_B = vec3(float(_TMP0.x), float(_TMP0.y), float(_TMP0.z));
_TMP1 = texture2D(rubyTexture, TEX1.zw);
_D = vec3(float(_TMP1.x), float(_TMP1.y), float(_TMP1.z));
_TMP2 = texture2D(rubyTexture, TEX0.xy);
_E = vec3(float(_TMP2.x), float(_TMP2.y), float(_TMP2.z));
_TMP3 = texture2D(rubyTexture, TEX2.xy);
_F = vec3(float(_TMP3.x), float(_TMP3.y), float(_TMP3.z));
_TMP4 = texture2D(rubyTexture, TEX2.zw);
_H = vec3(float(_TMP4.x), float(_TMP4.y), float(_TMP4.z));
_E0 = vec3(_D.x == _B.x && _B.x != _H.x && _D.x != _F.x ? _D.x : _E.x, _D.y == _B.y && _B.y != _H.y && _D.y != _F.y ? _D.y : _E.y, _D.z == _B.z && _B.z != _H.z && _D.z != _F.z ? _D.z : _E.z);
_E1 = vec3(_B.x == _F.x && _B.x != _H.x && _D.x != _F.x ? _F.x : _E.x, _B.y == _F.y && _B.y != _H.y && _D.y != _F.y ? _F.y : _E.y, _B.z == _F.z && _B.z != _H.z && _D.z != _F.z ? _F.z : _E.z);
_E2 = vec3(_D.x == _H.x && _B.x != _H.x && _D.x != _F.x ? _D.x : _E.x, _D.y == _H.y && _B.y != _H.y && _D.y != _F.y ? _D.y : _E.y, _D.z == _H.z && _B.z != _H.z && _D.z != _F.z ? _D.z : _E.z);
_E3 = vec3(_H.x == _F.x && _B.x != _H.x && _D.x != _F.x ? _F.x : _E.x, _H.y == _F.y && _B.y != _H.y && _D.y != _F.y ? _F.y : _E.y, _H.z == _F.z && _B.z != _H.z && _D.z != _F.z ? _F.z : _E.z);
_TMP8 = (vec3(float(_E3.x), float(_E3.y), float(_E3.z))*_fp.x + vec3(float(_E2.x), float(_E2.y), float(_E2.z))*(1.00000000E+00 - _fp.x))*_fp.y + (vec3(float(_E1.x), float(_E1.y), float(_E1.z))*_fp.x + vec3(float(_E0.x), float(_E0.y), float(_E0.z))*(1.00000000E+00 - _fp.x))*(1.00000000E+00 - _fp.y);
_ret_0 = vec4(_TMP8.x, _TMP8.y, _TMP8.z, 1.00000000E+00);
gl_FragColor = _ret_0;
return;
}
]]></fragment>
</shader>