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

546 lines
21 KiB
GLSL

<?xml version="1.0" encoding="UTF-8"?>
<!-- XML/GLSL shader autogenerated by cg2xml.py -->
<shader language="GLSL" style="GLES2">
<vertex><![CDATA[
varying vec2 pos;
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 vec2 _output_dummy_size;
struct input_dummy {
vec2 _video_size;
vec2 _texture_size;
vec2 _output_dummy_size;
};
struct out_vertex {
vec4 position1;
vec4 _color1;
vec2 _texCoord1;
vec4 t1;
vec4 t2;
vec4 t3;
vec4 t4;
vec4 t5;
vec4 t6;
vec4 t7;
vec2 pos;
};
out_vertex _ret_0;
float _TMP0;
uniform mat4 rubyMVPMatrix;
uniform input_dummy _IN1;
vec4 _r0006;
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)));
_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(1.00000000E+00/rubyTextureSize.x, 1.00000000E+00/rubyTextureSize.y);
_OUT.t1 = rubyTexCoord.xxxy + vec4(float(float(-_ps.x)), 0.00000000E+00, float(float(_ps.x)), float(float((-2.00000000E+00*_ps.y))));
_OUT.t2 = rubyTexCoord.xxxy + vec4(float(float(-_ps.x)), 0.00000000E+00, float(float(_ps.x)), float(float(-_ps.y)));
_OUT.t3 = rubyTexCoord.xxxy + vec4(float(float(-_ps.x)), 0.00000000E+00, float(float(_ps.x)), 0.00000000E+00);
_OUT.t4 = rubyTexCoord.xxxy + vec4(float(float(-_ps.x)), 0.00000000E+00, float(float(_ps.x)), float(float(_ps.y)));
_OUT.t5 = rubyTexCoord.xxxy + vec4(float(float(-_ps.x)), 0.00000000E+00, float(float(_ps.x)), float(float((2.00000000E+00*_ps.y))));
_OUT.t6 = rubyTexCoord.xyyy + vec4(float(float((-2.00000000E+00*_ps.x))), float(float(-_ps.y)), 0.00000000E+00, float(float(_ps.y)));
_OUT.t7 = rubyTexCoord.xyyy + vec4(float(float((2.00000000E+00*_ps.x))), float(float(-_ps.y)), 0.00000000E+00, float(float(_ps.y)));
_OUT.pos = rubyTexCoord.xy*rubyTextureSize;
position1 = _r0006;
_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;
pos = _OUT.pos;
gl_Position = vec4(float(_r0006.x), float(_r0006.y), float(_r0006.z), float(_r0006.w));
COL0 = COLOR;
TEX0.xy = rubyTexCoord.xy;
return;
COL0 = _color1;
TEX0.xy = _texCoord1;
}
]]></vertex>
<fragment><![CDATA[
#ifdef GL_ES
precision mediump float;
#endif
varying vec2 pos;
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 vec2 _output_dummy_size;
struct input_dummy {
vec2 _video_size;
vec2 _texture_size;
vec2 _output_dummy_size;
};
struct out_vertex {
vec4 _color;
vec2 _texCoord;
vec4 t1;
vec4 t2;
vec4 t3;
vec4 t4;
vec4 t5;
vec4 t6;
vec4 t7;
vec2 pos;
};
vec4 _ret_0;
float _TMP46;
float _TMP45;
float _TMP44;
vec3 _TMP53;
vec3 _TMP43;
vec3 _TMP42;
vec3 _TMP41;
vec3 _TMP40;
vec3 _TMP39;
vec3 _TMP38;
vec3 _TMP37;
vec3 _TMP36;
vec4 _TMP35;
vec4 _TMP28;
vec4 _TMP27;
vec4 _TMP54;
float _TMP52;
vec4 _TMP20;
vec4 _TMP19;
vec4 _TMP18;
vec4 _TMP17;
vec4 _TMP16;
vec4 _TMP15;
vec4 _TMP14;
vec4 _TMP13;
vec4 _TMP12;
vec4 _TMP11;
vec4 _TMP10;
vec4 _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;
vec4 _r0112;
vec4 _r0122;
vec4 _r0132;
vec4 _r0142;
vec4 _r0152;
vec4 _r0162;
vec4 _x0174;
vec4 _TMP175;
vec4 _x0184;
vec4 _TMP185;
vec4 _x0194;
vec4 _TMP195;
vec4 _TMP203;
vec4 _a0206;
vec4 _TMP207;
vec4 _a0210;
vec4 _TMP211;
vec4 _a0214;
vec4 _TMP215;
vec4 _a0218;
vec4 _TMP219;
vec4 _a0222;
vec4 _TMP225;
vec4 _a0228;
vec4 _TMP229;
vec4 _a0232;
vec4 _TMP233;
vec4 _a0236;
vec4 _TMP237;
vec4 _a0240;
vec4 _TMP241;
vec4 _a0244;
vec4 _TMP245;
vec4 _a0248;
vec4 _TMP249;
vec4 _a0252;
vec4 _TMP253;
vec4 _a0256;
vec4 _TMP257;
vec4 _a0260;
vec4 _TMP261;
vec4 _a0264;
vec4 _TMP265;
vec4 _a0268;
float _t0274;
float _t0276;
vec3 _df0278;
vec3 _a0280;
vec3 _df0282;
vec3 _a0284;
uniform mediump vec2 rubyOutputSize;
uniform mediump vec2 rubyTextureSize;
uniform mediump vec2 rubyInputSize;
void main()
{
bvec4 _edr;
bvec4 _edr_left;
bvec4 _edr_up;
bvec4 _px;
bvec4 _interp_restriction_lv1;
bvec4 _interp_restriction_lv2_left;
bvec4 _interp_restriction_lv2_up;
bvec4 _nc;
bvec4 _nc30;
bvec4 _nc60;
bvec4 _nc45;
vec4 _fx;
vec4 _fx_left;
vec4 _fx_up;
vec3 _res1;
vec3 _res2;
vec3 _pix1;
vec3 _pix2;
float _blend1;
float _blend2;
vec2 _fp;
vec3 _A1;
vec3 _B1;
vec3 _C1;
vec3 _A2;
vec3 _B2;
vec3 _C;
vec3 _D;
vec3 _E;
vec3 _F;
vec3 _G;
vec3 _H;
vec3 _I;
vec3 _G5;
vec3 _H5;
vec3 _I5;
vec3 _A0;
vec3 _D0;
vec3 _G0;
vec3 _C4;
vec3 _F4;
vec3 _I4;
vec4 _b1;
vec4 _c3;
vec4 _e1;
vec4 _i4;
vec4 _i5;
vec4 _h5;
vec4 _fx45;
vec4 _fx30;
vec4 _fx60;
vec4 _final45;
vec4 _final30;
vec4 _final60;
vec4 _maximo;
vec3 _res;
_fp = fract(pos);
_TMP0 = texture2D(rubyTexture, t1.xw);
_A1 = vec3(float(_TMP0.x), float(_TMP0.y), float(_TMP0.z));
_TMP1 = texture2D(rubyTexture, t1.yw);
_B1 = vec3(float(_TMP1.x), float(_TMP1.y), float(_TMP1.z));
_TMP2 = texture2D(rubyTexture, t1.zw);
_C1 = vec3(float(_TMP2.x), float(_TMP2.y), float(_TMP2.z));
_TMP3 = texture2D(rubyTexture, t2.xw);
_A2 = vec3(float(_TMP3.x), float(_TMP3.y), float(_TMP3.z));
_TMP4 = texture2D(rubyTexture, t2.yw);
_B2 = vec3(float(_TMP4.x), float(_TMP4.y), float(_TMP4.z));
_TMP5 = texture2D(rubyTexture, t2.zw);
_C = vec3(float(_TMP5.x), float(_TMP5.y), float(_TMP5.z));
_TMP6 = texture2D(rubyTexture, t3.xw);
_D = vec3(float(_TMP6.x), float(_TMP6.y), float(_TMP6.z));
_TMP7 = texture2D(rubyTexture, t3.yw);
_E = vec3(float(_TMP7.x), float(_TMP7.y), float(_TMP7.z));
_TMP8 = texture2D(rubyTexture, t3.zw);
_F = vec3(float(_TMP8.x), float(_TMP8.y), float(_TMP8.z));
_TMP9 = texture2D(rubyTexture, t4.xw);
_G = vec3(float(_TMP9.x), float(_TMP9.y), float(_TMP9.z));
_TMP10 = texture2D(rubyTexture, t4.yw);
_H = vec3(float(_TMP10.x), float(_TMP10.y), float(_TMP10.z));
_TMP11 = texture2D(rubyTexture, t4.zw);
_I = vec3(float(_TMP11.x), float(_TMP11.y), float(_TMP11.z));
_TMP12 = texture2D(rubyTexture, t5.xw);
_G5 = vec3(float(_TMP12.x), float(_TMP12.y), float(_TMP12.z));
_TMP13 = texture2D(rubyTexture, t5.yw);
_H5 = vec3(float(_TMP13.x), float(_TMP13.y), float(_TMP13.z));
_TMP14 = texture2D(rubyTexture, t5.zw);
_I5 = vec3(float(_TMP14.x), float(_TMP14.y), float(_TMP14.z));
_TMP15 = texture2D(rubyTexture, t6.xy);
_A0 = vec3(float(_TMP15.x), float(_TMP15.y), float(_TMP15.z));
_TMP16 = texture2D(rubyTexture, t6.xz);
_D0 = vec3(float(_TMP16.x), float(_TMP16.y), float(_TMP16.z));
_TMP17 = texture2D(rubyTexture, t6.xw);
_G0 = vec3(float(_TMP17.x), float(_TMP17.y), float(_TMP17.z));
_TMP18 = texture2D(rubyTexture, t7.xy);
_C4 = vec3(float(_TMP18.x), float(_TMP18.y), float(_TMP18.z));
_TMP19 = texture2D(rubyTexture, t7.xz);
_F4 = vec3(float(_TMP19.x), float(_TMP19.y), float(_TMP19.z));
_TMP20 = texture2D(rubyTexture, t7.xw);
_I4 = vec3(float(_TMP20.x), float(_TMP20.y), float(_TMP20.z));
_TMP52 = dot(vec3(float(_B2.x), float(_B2.y), float(_B2.z)), vec3( 1.43593750E+01, 2.81718750E+01, 5.47265625E+00));
_r0112.x = float(_TMP52);
_TMP52 = dot(vec3(float(_D.x), float(_D.y), float(_D.z)), vec3( 1.43593750E+01, 2.81718750E+01, 5.47265625E+00));
_r0112.y = float(_TMP52);
_TMP52 = dot(vec3(float(_H.x), float(_H.y), float(_H.z)), vec3( 1.43593750E+01, 2.81718750E+01, 5.47265625E+00));
_r0112.z = float(_TMP52);
_TMP52 = dot(vec3(float(_F.x), float(_F.y), float(_F.z)), vec3( 1.43593750E+01, 2.81718750E+01, 5.47265625E+00));
_r0112.w = float(_TMP52);
_b1 = vec4(float(_r0112.x), float(_r0112.y), float(_r0112.z), float(_r0112.w));
_TMP52 = dot(vec3(float(_C.x), float(_C.y), float(_C.z)), vec3( 1.43593750E+01, 2.81718750E+01, 5.47265625E+00));
_r0122.x = float(_TMP52);
_TMP52 = dot(vec3(float(_A2.x), float(_A2.y), float(_A2.z)), vec3( 1.43593750E+01, 2.81718750E+01, 5.47265625E+00));
_r0122.y = float(_TMP52);
_TMP52 = dot(vec3(float(_G.x), float(_G.y), float(_G.z)), vec3( 1.43593750E+01, 2.81718750E+01, 5.47265625E+00));
_r0122.z = float(_TMP52);
_TMP52 = dot(vec3(float(_I.x), float(_I.y), float(_I.z)), vec3( 1.43593750E+01, 2.81718750E+01, 5.47265625E+00));
_r0122.w = float(_TMP52);
_c3 = vec4(float(_r0122.x), float(_r0122.y), float(_r0122.z), float(_r0122.w));
_TMP52 = dot(vec3(float(_E.x), float(_E.y), float(_E.z)), vec3( 1.43593750E+01, 2.81718750E+01, 5.47265625E+00));
_r0132.x = float(_TMP52);
_TMP52 = dot(vec3(float(_E.x), float(_E.y), float(_E.z)), vec3( 1.43593750E+01, 2.81718750E+01, 5.47265625E+00));
_r0132.y = float(_TMP52);
_TMP52 = dot(vec3(float(_E.x), float(_E.y), float(_E.z)), vec3( 1.43593750E+01, 2.81718750E+01, 5.47265625E+00));
_r0132.z = float(_TMP52);
_TMP52 = dot(vec3(float(_E.x), float(_E.y), float(_E.z)), vec3( 1.43593750E+01, 2.81718750E+01, 5.47265625E+00));
_r0132.w = float(_TMP52);
_e1 = vec4(float(_r0132.x), float(_r0132.y), float(_r0132.z), float(_r0132.w));
_TMP52 = dot(vec3(float(_I4.x), float(_I4.y), float(_I4.z)), vec3( 1.43593750E+01, 2.81718750E+01, 5.47265625E+00));
_r0142.x = float(_TMP52);
_TMP52 = dot(vec3(float(_C1.x), float(_C1.y), float(_C1.z)), vec3( 1.43593750E+01, 2.81718750E+01, 5.47265625E+00));
_r0142.y = float(_TMP52);
_TMP52 = dot(vec3(float(_A0.x), float(_A0.y), float(_A0.z)), vec3( 1.43593750E+01, 2.81718750E+01, 5.47265625E+00));
_r0142.z = float(_TMP52);
_TMP52 = dot(vec3(float(_G5.x), float(_G5.y), float(_G5.z)), vec3( 1.43593750E+01, 2.81718750E+01, 5.47265625E+00));
_r0142.w = float(_TMP52);
_i4 = vec4(float(_r0142.x), float(_r0142.y), float(_r0142.z), float(_r0142.w));
_TMP52 = dot(vec3(float(_I5.x), float(_I5.y), float(_I5.z)), vec3( 1.43593750E+01, 2.81718750E+01, 5.47265625E+00));
_r0152.x = float(_TMP52);
_TMP52 = dot(vec3(float(_C4.x), float(_C4.y), float(_C4.z)), vec3( 1.43593750E+01, 2.81718750E+01, 5.47265625E+00));
_r0152.y = float(_TMP52);
_TMP52 = dot(vec3(float(_A1.x), float(_A1.y), float(_A1.z)), vec3( 1.43593750E+01, 2.81718750E+01, 5.47265625E+00));
_r0152.z = float(_TMP52);
_TMP52 = dot(vec3(float(_G0.x), float(_G0.y), float(_G0.z)), vec3( 1.43593750E+01, 2.81718750E+01, 5.47265625E+00));
_r0152.w = float(_TMP52);
_i5 = vec4(float(_r0152.x), float(_r0152.y), float(_r0152.z), float(_r0152.w));
_TMP52 = dot(vec3(float(_H5.x), float(_H5.y), float(_H5.z)), vec3( 1.43593750E+01, 2.81718750E+01, 5.47265625E+00));
_r0162.x = float(_TMP52);
_TMP52 = dot(vec3(float(_F4.x), float(_F4.y), float(_F4.z)), vec3( 1.43593750E+01, 2.81718750E+01, 5.47265625E+00));
_r0162.y = float(_TMP52);
_TMP52 = dot(vec3(float(_B1.x), float(_B1.y), float(_B1.z)), vec3( 1.43593750E+01, 2.81718750E+01, 5.47265625E+00));
_r0162.z = float(_TMP52);
_TMP52 = dot(vec3(float(_D0.x), float(_D0.y), float(_D0.z)), vec3( 1.43593750E+01, 2.81718750E+01, 5.47265625E+00));
_r0162.w = float(_TMP52);
_h5 = vec4(float(_r0162.x), float(_r0162.y), float(_r0162.z), float(_r0162.w));
_fx = vec4( 1.00000000E+00, -1.00000000E+00, -1.00000000E+00, 1.00000000E+00)*_fp.y + vec4( 1.00000000E+00, 1.00000000E+00, -1.00000000E+00, -1.00000000E+00)*_fp.x;
_fx_left = vec4( 1.00000000E+00, -1.00000000E+00, -1.00000000E+00, 1.00000000E+00)*_fp.y + vec4( 5.00000000E-01, 2.00000000E+00, -5.00000000E-01, -2.00000000E+00)*_fp.x;
_fx_up = vec4( 1.00000000E+00, -1.00000000E+00, -1.00000000E+00, 1.00000000E+00)*_fp.y + vec4( 2.00000000E+00, 5.00000000E-01, -2.00000000E+00, -5.00000000E-01)*_fp.x;
_interp_restriction_lv1 = bvec4(_e1.x != _b1.w && _e1.x != _b1.z, _e1.y != _b1.x && _e1.y != _b1.w, _e1.z != _b1.y && _e1.z != _b1.x, _e1.w != _b1.z && _e1.w != _b1.y);
_interp_restriction_lv2_left = bvec4(_e1.x != _c3.z && _b1.y != _c3.z, _e1.y != _c3.w && _b1.z != _c3.w, _e1.z != _c3.x && _b1.w != _c3.x, _e1.w != _c3.y && _b1.x != _c3.y);
_interp_restriction_lv2_up = bvec4(_e1.x != _c3.x && _b1.x != _c3.x, _e1.y != _c3.y && _b1.y != _c3.y, _e1.z != _c3.z && _b1.z != _c3.z, _e1.w != _c3.w && _b1.w != _c3.w);
_x0174 = _fx - vec4( 1.00000000E+00, 0.00000000E+00, -1.00000000E+00, 0.00000000E+00);
_TMP54 = min(vec4( 1.00000000E+00, 1.00000000E+00, 1.00000000E+00, 1.00000000E+00), _x0174);
_TMP175 = max(vec4( 0.00000000E+00, 0.00000000E+00, 0.00000000E+00, 0.00000000E+00), _TMP54);
_fx45 = _TMP175*_TMP175*(3.00000000E+00 - 2.00000000E+00*_TMP175);
_x0184 = _fx_left - vec4( 5.00000000E-01, 5.00000000E-01, -1.00000000E+00, -5.00000000E-01);
_TMP54 = min(vec4( 1.00000000E+00, 1.00000000E+00, 1.00000000E+00, 1.00000000E+00), _x0184);
_TMP185 = max(vec4( 0.00000000E+00, 0.00000000E+00, 0.00000000E+00, 0.00000000E+00), _TMP54);
_fx30 = _TMP185*_TMP185*(3.00000000E+00 - 2.00000000E+00*_TMP185);
_x0194 = _fx_up - vec4( 1.50000000E+00, -5.00000000E-01, -1.50000000E+00, 0.00000000E+00);
_TMP54 = min(vec4( 1.00000000E+00, 1.00000000E+00, 1.00000000E+00, 1.00000000E+00), _x0194);
_TMP195 = max(vec4( 0.00000000E+00, 0.00000000E+00, 0.00000000E+00, 0.00000000E+00), _TMP54);
_fx60 = _TMP195*_TMP195*(3.00000000E+00 - 2.00000000E+00*_TMP195);
_a0206 = _e1 - _c3;
_TMP203 = abs(_a0206);
_a0210 = _e1 - _c3.zwxy;
_TMP207 = abs(_a0210);
_a0214 = _c3.wxyz - _h5;
_TMP211 = abs(_a0214);
_a0218 = _c3.wxyz - _h5.yzwx;
_TMP215 = abs(_a0218);
_a0222 = _b1.zwxy - _b1.wxyz;
_TMP219 = abs(_a0222);
_TMP27 = _TMP203 + _TMP207 + _TMP211 + _TMP215 + 4.00000000E+00*_TMP219;
_a0228 = _b1.zwxy - _b1.yzwx;
_TMP225 = abs(_a0228);
_a0232 = _b1.zwxy - _i5;
_TMP229 = abs(_a0232);
_a0236 = _b1.wxyz - _i4;
_TMP233 = abs(_a0236);
_a0240 = _b1.wxyz - _b1;
_TMP237 = abs(_a0240);
_a0244 = _e1 - _c3.wxyz;
_TMP241 = abs(_a0244);
_TMP28 = _TMP225 + _TMP229 + _TMP233 + _TMP237 + 4.00000000E+00*_TMP241;
_edr = bvec4(_TMP27.x < _TMP28.x && _interp_restriction_lv1.x, _TMP27.y < _TMP28.y && _interp_restriction_lv1.y, _TMP27.z < _TMP28.z && _interp_restriction_lv1.z, _TMP27.w < _TMP28.w && _interp_restriction_lv1.w);
_a0248 = _b1.wxyz - _c3.zwxy;
_TMP245 = abs(_a0248);
_a0252 = _b1.zwxy - _c3;
_TMP249 = abs(_a0252);
_edr_left = bvec4((2.00000000E+00*_TMP245).x <= _TMP249.x && _interp_restriction_lv2_left.x, (2.00000000E+00*_TMP245).y <= _TMP249.y && _interp_restriction_lv2_left.y, (2.00000000E+00*_TMP245).z <= _TMP249.z && _interp_restriction_lv2_left.z, (2.00000000E+00*_TMP245).w <= _TMP249.w && _interp_restriction_lv2_left.w);
_a0256 = _b1.wxyz - _c3.zwxy;
_TMP253 = abs(_a0256);
_a0260 = _b1.zwxy - _c3;
_TMP257 = abs(_a0260);
_edr_up = bvec4(_TMP253.x >= (2.00000000E+00*_TMP257).x && _interp_restriction_lv2_up.x, _TMP253.y >= (2.00000000E+00*_TMP257).y && _interp_restriction_lv2_up.y, _TMP253.z >= (2.00000000E+00*_TMP257).z && _interp_restriction_lv2_up.z, _TMP253.w >= (2.00000000E+00*_TMP257).w && _interp_restriction_lv2_up.w);
_nc45 = bvec4(_edr.x && bool(_fx45.x), _edr.y && bool(_fx45.y), _edr.z && bool(_fx45.z), _edr.w && bool(_fx45.w));
_nc30 = bvec4(_edr.x && _edr_left.x && bool(_fx30.x), _edr.y && _edr_left.y && bool(_fx30.y), _edr.z && _edr_left.z && bool(_fx30.z), _edr.w && _edr_left.w && bool(_fx30.w));
_nc60 = bvec4(_edr.x && _edr_up.x && bool(_fx60.x), _edr.y && _edr_up.y && bool(_fx60.y), _edr.z && _edr_up.z && bool(_fx60.z), _edr.w && _edr_up.w && bool(_fx60.w));
_a0264 = _e1 - _b1.wxyz;
_TMP261 = abs(_a0264);
_a0268 = _e1 - _b1.zwxy;
_TMP265 = abs(_a0268);
_px = bvec4(_TMP261.x <= _TMP265.x, _TMP261.y <= _TMP265.y, _TMP261.z <= _TMP265.z, _TMP261.w <= _TMP265.w);
_nc = bvec4(_nc30.x || _nc60.x || _nc45.x, _nc30.y || _nc60.y || _nc45.y, _nc30.z || _nc60.z || _nc45.z, _nc30.w || _nc60.w || _nc45.w);
_final45 = vec4(float(_nc45.x), float(_nc45.y), float(_nc45.z), float(_nc45.w))*_fx45;
_final30 = vec4(float(_nc30.x), float(_nc30.y), float(_nc30.z), float(_nc30.w))*_fx30;
_final60 = vec4(float(_nc60.x), float(_nc60.y), float(_nc60.z), float(_nc60.w))*_fx60;
_TMP35 = max(_final30, _final60);
_maximo = max(_TMP35, _final45);
if (_nc.x) {
if (_px.x) {
_TMP36 = _F;
} else {
_TMP36 = _H;
}
_pix1 = _TMP36;
_blend1 = _maximo.x;
} else {
if (_nc.y) {
if (_px.y) {
_TMP37 = _B2;
} else {
_TMP37 = _F;
}
_pix1 = _TMP37;
_blend1 = _maximo.y;
} else {
if (_nc.z) {
if (_px.z) {
_TMP38 = _D;
} else {
_TMP38 = _B2;
}
_pix1 = _TMP38;
_blend1 = _maximo.z;
} else {
if (_nc.w) {
if (_px.w) {
_TMP39 = _H;
} else {
_TMP39 = _D;
}
_pix1 = _TMP39;
_blend1 = _maximo.w;
}
}
}
}
if (_nc.w) {
if (_px.w) {
_TMP40 = _H;
} else {
_TMP40 = _D;
}
_pix2 = _TMP40;
_blend2 = _maximo.w;
} else {
if (_nc.z) {
if (_px.z) {
_TMP41 = _D;
} else {
_TMP41 = _B2;
}
_pix2 = _TMP41;
_blend2 = _maximo.z;
} else {
if (_nc.y) {
if (_px.y) {
_TMP42 = _B2;
} else {
_TMP42 = _F;
}
_pix2 = _TMP42;
_blend2 = _maximo.y;
} else {
if (_nc.x) {
if (_px.x) {
_TMP43 = _F;
} else {
_TMP43 = _H;
}
_pix2 = _TMP43;
_blend2 = _maximo.x;
}
}
}
}
_t0274 = float(_blend1);
_res1 = _E + _t0274*(_pix1 - _E);
_t0276 = float(_blend2);
_res2 = _E + _t0276*(_pix2 - _E);
_a0280 = _E - _res1;
_TMP53 = abs(vec3(float(_a0280.x), float(_a0280.y), float(_a0280.z)));
_df0278 = vec3(float(_TMP53.x), float(_TMP53.y), float(_TMP53.z));
_TMP44 = _df0278.x + _df0278.y + _df0278.z;
_a0284 = _E - _res2;
_TMP53 = abs(vec3(float(_a0284.x), float(_a0284.y), float(_a0284.z)));
_df0282 = vec3(float(_TMP53.x), float(_TMP53.y), float(_TMP53.z));
_TMP45 = _df0282.x + _df0282.y + _df0282.z;
_TMP46 = float((_TMP45 >= _TMP44));
_res = _res1 + _TMP46*(_res2 - _res1);
_ret_0 = vec4(_res.x, _res.y, _res.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>