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

266 lines
8.2 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 _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;
};
out_vertex _ret_0;
uniform mat4 rubyMVPMatrix;
uniform input_dummy _IN1;
vec4 _r0003;
attribute vec4 rubyVertexCoord;
attribute vec4 COLOR;
attribute vec4 rubyTexCoord;
varying vec4 COL0;
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;
_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 = vec2(0.00000000E+00, -_ps.y);
_OUT._t1.zw = vec2(-_ps.x, 0.00000000E+00);
_position1 = _r0003;
_color1 = COLOR;
_texCoord1 = rubyTexCoord.xy;
_t1 = _OUT._t1;
gl_Position = _r0003;
COL0 = COLOR;
TEX0.xy = rubyTexCoord.xy;
TEX1 = _OUT._t1;
return;
COL0 = _color1;
TEX0.xy = _texCoord1;
TEX1 = _t1;
}
]]></vertex>
<fragment><![CDATA[
#ifdef GL_ES
precision mediump float;
#endif
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 _ret_0;
vec3 _TMP10;
vec3 _TMP11;
vec3 _TMP12;
float _TMP13;
float _TMP14;
vec4 _TMP9;
vec4 _TMP8;
vec4 _TMP7;
vec4 _TMP6;
vec4 _TMP5;
vec4 _TMP4;
vec4 _TMP3;
vec4 _TMP2;
vec4 _TMP1;
vec4 _TMP0;
uniform sampler2D rubyTexture;
uniform input_dummy _IN1;
vec2 _x0020;
vec2 _c0024;
vec2 _c0026;
vec2 _c0028;
vec2 _c0032;
vec2 _c0034;
vec2 _c0036;
vec2 _c0038;
vec2 _c0040;
vec2 _c0042;
varying vec4 TEX0;
varying vec4 TEX1;
uniform mediump vec2 rubyOutputSize;
uniform mediump vec2 rubyTextureSize;
uniform mediump vec2 rubyInputSize;
void main()
{
vec2 _fp;
vec2 _st;
vec2 _g1;
vec2 _g2;
float _AO;
float _BO;
float _CO;
vec3 _B;
vec3 _C;
vec3 _D;
vec3 _E;
vec3 _F;
vec3 _G;
vec3 _H;
vec3 _I;
vec3 _C4;
vec3 _G5;
float _b;
float _c;
float _d;
float _e;
float _f;
float _g;
float _h;
float _i;
float _c4;
float _g5;
vec3 _res;
bool _fx_1;
bool _condition_11;
bool _condition_21;
bool _condition_31;
_x0020 = TEX0.xy*rubyTextureSize;
_fp = fract(_x0020);
_st = vec2(float((_fp.x >= 5.00000000E-01)), float((_fp.y >= 5.00000000E-01)));
_g1 = TEX1.xy*((_st.x + _st.y) - 1.00000000E+00) + TEX1.zw*(_st.x - _st.y);
_g2 = TEX1.xy*(_st.y - _st.x) + TEX1.zw*((_st.x + _st.y) - 1.00000000E+00);
_AO = 2.00000000E+00*_st.y - 1.00000000E+00;
_BO = 2.00000000E+00*_st.x - 1.00000000E+00;
_CO = (_st.x + _st.y) - 5.00000000E-01;
_c0024 = TEX0.xy + _g1;
_TMP0 = texture2D(rubyTexture, _c0024);
_B = vec3(float(_TMP0.x), float(_TMP0.y), float(_TMP0.z));
_c0026 = (TEX0.xy + _g1) - _g2;
_TMP1 = texture2D(rubyTexture, _c0026);
_C = vec3(float(_TMP1.x), float(_TMP1.y), float(_TMP1.z));
_c0028 = TEX0.xy + _g2;
_TMP2 = texture2D(rubyTexture, _c0028);
_D = vec3(float(_TMP2.x), float(_TMP2.y), float(_TMP2.z));
_TMP3 = texture2D(rubyTexture, TEX0.xy);
_E = vec3(float(_TMP3.x), float(_TMP3.y), float(_TMP3.z));
_c0032 = TEX0.xy - _g2;
_TMP4 = texture2D(rubyTexture, _c0032);
_F = vec3(float(_TMP4.x), float(_TMP4.y), float(_TMP4.z));
_c0034 = (TEX0.xy - _g1) + _g2;
_TMP5 = texture2D(rubyTexture, _c0034);
_G = vec3(float(_TMP5.x), float(_TMP5.y), float(_TMP5.z));
_c0036 = TEX0.xy - _g1;
_TMP6 = texture2D(rubyTexture, _c0036);
_H = vec3(float(_TMP6.x), float(_TMP6.y), float(_TMP6.z));
_c0038 = (TEX0.xy - _g1) - _g2;
_TMP7 = texture2D(rubyTexture, _c0038);
_I = vec3(float(_TMP7.x), float(_TMP7.y), float(_TMP7.z));
_c0040 = (TEX0.xy + _g1) - 2.00000000E+00*_g2;
_TMP8 = texture2D(rubyTexture, _c0040);
_C4 = vec3(float(_TMP8.x), float(_TMP8.y), float(_TMP8.z));
_c0042 = (TEX0.xy - 2.00000000E+00*_g1) + _g2;
_TMP9 = texture2D(rubyTexture, _c0042);
_G5 = vec3(float(_TMP9.x), float(_TMP9.y), float(_TMP9.z));
_TMP14 = dot(vec3(float(_B.x), float(_B.y), float(_B.z)), vec3( 6.55360000E+04, 2.55000000E+02, 1.00000000E+00));
_TMP13 = float(_TMP14);
_b = float(_TMP13);
_TMP14 = dot(vec3(float(_C.x), float(_C.y), float(_C.z)), vec3( 6.55360000E+04, 2.55000000E+02, 1.00000000E+00));
_TMP13 = float(_TMP14);
_c = float(_TMP13);
_TMP14 = dot(vec3(float(_D.x), float(_D.y), float(_D.z)), vec3( 6.55360000E+04, 2.55000000E+02, 1.00000000E+00));
_TMP13 = float(_TMP14);
_d = float(_TMP13);
_TMP14 = dot(vec3(float(_E.x), float(_E.y), float(_E.z)), vec3( 6.55360000E+04, 2.55000000E+02, 1.00000000E+00));
_TMP13 = float(_TMP14);
_e = float(_TMP13);
_TMP14 = dot(vec3(float(_F.x), float(_F.y), float(_F.z)), vec3( 6.55360000E+04, 2.55000000E+02, 1.00000000E+00));
_TMP13 = float(_TMP14);
_f = float(_TMP13);
_TMP14 = dot(vec3(float(_G.x), float(_G.y), float(_G.z)), vec3( 6.55360000E+04, 2.55000000E+02, 1.00000000E+00));
_TMP13 = float(_TMP14);
_g = float(_TMP13);
_TMP14 = dot(vec3(float(_H.x), float(_H.y), float(_H.z)), vec3( 6.55360000E+04, 2.55000000E+02, 1.00000000E+00));
_TMP13 = float(_TMP14);
_h = float(_TMP13);
_TMP14 = dot(vec3(float(_I.x), float(_I.y), float(_I.z)), vec3( 6.55360000E+04, 2.55000000E+02, 1.00000000E+00));
_TMP13 = float(_TMP14);
_i = float(_TMP13);
_TMP14 = dot(vec3(float(_C4.x), float(_C4.y), float(_C4.z)), vec3( 6.55360000E+04, 2.55000000E+02, 1.00000000E+00));
_TMP13 = float(_TMP14);
_c4 = float(_TMP13);
_TMP14 = dot(vec3(float(_G5.x), float(_G5.y), float(_G5.z)), vec3( 6.55360000E+04, 2.55000000E+02, 1.00000000E+00));
_TMP13 = float(_TMP14);
_g5 = float(_TMP13);
_res = vec3(float(_E.x), float(_E.y), float(_E.z));
_fx_1 = _AO*_fp.y + _BO*_fp.x > _CO;
if (_fx_1) {
_condition_11 = _e != _h && (_h == _f && (_e != _i && (_e != _b || _e != _d || _f != _b && _f != _c || _h != _d && _h != _g) || _e == _g && (_i == _h || _e == _d || _h != _d) || _e == _c && (_i == _h || _e == _b || _f != _b)) || _e != _f && _h != _i && _e == _g && (_f == _i && _h != _d || _e != _i && _h == _g5));
_condition_21 = _e != _h && _e != _f && _f != _i && _e == _c && (_h == _i && _f != _b || _e != _i && _f == _c4);
_condition_31 = _e != _h && _g == _e && _e == _c && _e != _i && _e != _f;
if (_condition_11) {
_TMP10 = _H;
} else {
if (_condition_21) {
_TMP11 = _F;
} else {
if (_condition_31) {
_TMP12 = (_F + _H)*5.00000000E-01;
} else {
_TMP12 = _E;
}
_TMP11 = _TMP12;
}
_TMP10 = _TMP11;
}
_res = vec3(float(_TMP10.x), float(_TMP10.y), float(_TMP10.z));
}
_ret_0 = vec4(_res.x, _res.y, _res.z, 1.00000000E+00);
gl_FragColor = _ret_0;
return;
}
]]></fragment>
</shader>