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- // GLSL shader autogenerated by cg2glsl.py.
- #if defined(VERTEX)
- #if __VERSION__ >= 130
- #define COMPAT_VARYING out
- #define COMPAT_ATTRIBUTE in
- #define COMPAT_TEXTURE texture
- #else
- #define COMPAT_VARYING varying
- #define COMPAT_ATTRIBUTE attribute
- #define COMPAT_TEXTURE texture2D
- #endif
- #ifdef GL_ES
- #define COMPAT_PRECISION mediump
- #else
- #define COMPAT_PRECISION
- #endif
- COMPAT_VARYING float _frame_rotation;
- COMPAT_VARYING vec2 _omega;
- COMPAT_VARYING vec2 _offset;
- COMPAT_VARYING vec2 _texel;
- struct sine_coord {
- vec2 _texel;
- vec2 _offset;
- vec2 _omega;
- };
- struct input_dummy {
- vec2 _video_size;
- vec2 _texture_size;
- vec2 _output_dummy_size;
- float _frame_count;
- float _frame_direction;
- float _frame_rotation;
- };
- vec4 _oPosition1;
- input_dummy _IN1;
- vec4 _r0006;
- COMPAT_ATTRIBUTE vec4 VertexCoord;
- COMPAT_ATTRIBUTE vec4 COLOR;
- COMPAT_VARYING vec4 COL0;
- COMPAT_ATTRIBUTE vec4 TexCoord;
- COMPAT_VARYING vec4 TEX0;
- COMPAT_VARYING vec4 TEX2;
- COMPAT_VARYING vec4 TEX3;
- COMPAT_VARYING vec4 TEX4;
- uniform mat4 MVPMatrix;
- uniform int FrameDirection;
- uniform int FrameCount;
- uniform COMPAT_PRECISION vec2 OutputSize;
- uniform COMPAT_PRECISION vec2 TextureSize;
- uniform COMPAT_PRECISION vec2 InputSize;
- void main()
- {
- vec4 _oColor;
- vec2 _oTex;
- sine_coord _coords;
- _r0006 = VertexCoord.x*MVPMatrix[0];
- _r0006 = _r0006 + VertexCoord.y*MVPMatrix[1];
- _r0006 = _r0006 + VertexCoord.z*MVPMatrix[2];
- _r0006 = _r0006 + VertexCoord.w*MVPMatrix[3];
- _oPosition1 = _r0006;
- _oColor = COLOR;
- _oTex = TexCoord.xy;
- _coords._texel = TexCoord.xy*TextureSize;
- _coords._offset = TexCoord.xy - vec2(0.00000000E+000, 2.50000000E-001/TextureSize.y);
- _coords._omega = vec2((3.14150000E+000*OutputSize.x*TextureSize.x)/InputSize.x, 6.28299999E+000*TextureSize.y);
- gl_Position = _r0006;
- COL0 = COLOR;
- TEX0.xy = TexCoord.xy;
- TEX2.xy = _coords._texel;
- TEX3.xy = _coords._offset;
- TEX4.xy = _coords._omega;
- }
- #elif defined(FRAGMENT)
- #if __VERSION__ >= 130
- #define COMPAT_VARYING in
- #define COMPAT_TEXTURE texture
- out vec4 FragColor;
- #else
- #define COMPAT_VARYING varying
- #define FragColor gl_FragColor
- #define COMPAT_TEXTURE texture2D
- #endif
- #ifdef GL_ES
- #ifdef GL_FRAGMENT_PRECISION_HIGH
- precision highp float;
- #else
- precision mediump float;
- #endif
- #define COMPAT_PRECISION mediump
- #else
- #define COMPAT_PRECISION
- #endif
- COMPAT_VARYING float _frame_rotation;
- COMPAT_VARYING vec2 _omega;
- COMPAT_VARYING vec2 _offset;
- COMPAT_VARYING vec2 _texel;
- struct sine_coord {
- vec2 _texel;
- vec2 _offset;
- vec2 _omega;
- };
- struct input_dummy {
- vec2 _video_size;
- vec2 _texture_size;
- vec2 _output_dummy_size;
- float _frame_count;
- float _frame_direction;
- float _frame_rotation;
- };
- vec4 _ret_0;
- float _TMP3;
- vec2 _TMP2;
- float _TMP6;
- float _TMP5;
- vec4 _TMP1;
- vec2 _TMP4;
- uniform sampler2D Texture;
- input_dummy _IN1;
- vec2 _TMP12;
- vec2 _TMP16;
- vec2 _c0023;
- vec2 _x0025;
- vec2 _a0031;
- COMPAT_VARYING vec4 TEX2;
- COMPAT_VARYING vec4 TEX3;
- COMPAT_VARYING vec4 TEX4;
- uniform int FrameDirection;
- uniform int FrameCount;
- uniform COMPAT_PRECISION vec2 OutputSize;
- uniform COMPAT_PRECISION vec2 TextureSize;
- uniform COMPAT_PRECISION vec2 InputSize;
- void main()
- {
- vec2 _texel_floored;
- vec2 _center_dist;
- vec2 _f;
- vec2 _mod_texel;
- vec3 _scanline;
- _texel_floored = floor(TEX2.xy);
- _TMP12 = fract(TEX2.xy);
- _center_dist = _TMP12 - 5.00000000E-001;
- _TMP4 = min(vec2( 9.99999940E-002, 9.99999940E-002), _center_dist);
- _TMP16 = max(vec2( -9.99999940E-002, -9.99999940E-002), _TMP4);
- _f = (_center_dist - _TMP16)*1.25000000E+000 + 5.00000000E-001;
- _mod_texel = _texel_floored + _f;
- _c0023 = _mod_texel/TextureSize;
- _TMP1 = COMPAT_TEXTURE(Texture, _c0023);
- _x0025 = TEX3.xy*TEX4.xy;
- _TMP5 = sin(_x0025.x);
- _TMP6 = sin(_x0025.y);
- _TMP2 = vec2(_TMP5, _TMP6);
- _a0031 = vec2( 1.00000001E-001, 1.50000006E-001)*_TMP2;
- _TMP3 = dot(_a0031, vec2( 1.00000000E+000, 1.00000000E+000));
- _scanline = _TMP1.xyz*(1.00000000E+000 + _TMP3);
- _ret_0 = vec4(_scanline.x, _scanline.y, _scanline.z, 1.00000000E+000);
- FragColor = _ret_0;
- return;
- }
- #endif
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