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- #pragma parameter height "CocktailTable Image Height" 2.07 -3.0 3.0 0.001
- #pragma parameter width "CocktailTable Image Width" 0.92 0.0 5.0 0.001
- #pragma parameter separation "CocktailTable Image Separation" -0.535 -2.0 2.0 0.001
- #pragma parameter zoom "CocktailTable Zoom" 0.53 -5.0 5.0 0.001
- #pragma parameter location_x "CocktailTable Location X" 0 -2.0 2.0 0.001
- #pragma parameter location_y "CocktailTable Location Y" 0 -2.0 2.0 0.001
- #pragma parameter min_x "CocktailTable Minimum X" 0.001 -2.0 2.0 0.001
- #pragma parameter max_x "CocktailTable Maximum X" 0.999 -2.0 2.0 0.001
- #pragma parameter min_y "CocktailTable Minimum Y" 0.455 -2.0 2.0 0.001
- #pragma parameter max_y "CocktailTable Maximum X" 1.3 -2.0 2.0 0.001
- #ifdef PARAMETER_UNIFORM
- uniform float height;
- uniform float width;
- uniform float separation;
- uniform float zoom;
- uniform float location_x;
- uniform float location_y;
- uniform float min_x;
- uniform float max_x;
- uniform float min_y;
- uniform float max_y;
- #else
- #define height 2.04
- #define width 0.92
- #define separation -0.535
- #define zoom 0.53
- #define location_x 0.0
- #define location_y 0.0
- #define min_x 0.001
- #define max_x 0.999
- #define min_y 0.455
- #define max_y 1.3
- #endif
- // 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 vec4 _color1;
- COMPAT_VARYING float _frame_rotation;
- struct input_dummy {
- vec2 _video_size;
- vec2 _texture_size;
- vec2 _output_dummy_size;
- float _frame_count;
- float _frame_direction;
- float _frame_rotation;
- };
- struct output_dummy {
- vec4 _color1;
- };
- vec4 _oPosition1;
- input_dummy _IN1;
- vec4 _r0014;
- vec4 _r0016;
- vec2 _r0018;
- vec2 _v0018;
- COMPAT_ATTRIBUTE vec4 VertexCoord;
- COMPAT_ATTRIBUTE vec4 COLOR;
- COMPAT_ATTRIBUTE vec4 TexCoord;
- COMPAT_VARYING vec4 COL0;
- COMPAT_VARYING vec4 TEX0;
- COMPAT_VARYING vec4 TEX1;
- 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 _otexCoord;
- vec2 _otexCoord1;
- vec2 _shift;
- _r0014 = VertexCoord.x*MVPMatrix[0];
- _r0014 = _r0014 + VertexCoord.y*MVPMatrix[1];
- _r0014 = _r0014 + VertexCoord.z*MVPMatrix[2];
- _r0014 = _r0014 + VertexCoord.w*MVPMatrix[3];
- _r0016 = _r0014.x*vec4( height, 0.00000000E+00, 0.00000000E+00, 0.00000000E+00);
- _r0016 = _r0016 + _r0014.y*vec4( 0.00000000E+00, width, 0.00000000E+00, 0.00000000E+00);
- _r0016 = _r0016 + _r0014.z*vec4( 0.00000000E+00, 0.00000000E+00, 1.00000000E+00, 0.00000000E+00);
- _r0016 = _r0016 + _r0014.w*vec4( 0.00000000E+00, 0.00000000E+00, 0.00000000E+00, 1.00000000E+00);
- _oPosition1 = _r0016;
- _oColor = COLOR;
- _shift = (5.00000000E-01*InputSize)/TextureSize;
- _otexCoord = (TexCoord.xy - _shift)/zoom + _shift;
- _v0018 = TexCoord.xy - _shift;
- _r0018 = _v0018.x*vec2( -1.00000000E+00, 0.00000000E+00);
- _r0018 = _r0018 + _v0018.y*vec2( 0.00000000E+00, -1.00000000E+00);
- _otexCoord1 = _r0018/zoom + _shift;
- gl_Position = _r0016;
- COL0 = COLOR;
- TEX0.xy = _otexCoord;
- TEX1.xy = _otexCoord1;
- }
- #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 vec4 _color;
- COMPAT_VARYING float _frame_rotation;
- struct input_dummy {
- vec2 _video_size;
- vec2 _texture_size;
- vec2 _output_dummy_size;
- float _frame_count;
- float _frame_direction;
- float _frame_rotation;
- };
- struct output_dummy {
- vec4 _color;
- };
- vec4 _TMP1;
- vec4 _TMP0;
- uniform sampler2D Texture;
- COMPAT_VARYING vec4 TEX0;
- COMPAT_VARYING vec4 TEX1;
- uniform int FrameDirection;
- uniform int FrameCount;
- uniform COMPAT_PRECISION vec2 OutputSize;
- uniform COMPAT_PRECISION vec2 TextureSize;
- uniform COMPAT_PRECISION vec2 InputSize;
- void main()
- {
- //vec4 _color;
- output_dummy _OUT;
- //fix for clamping issues on GLES
- vec2 fragCoord1 = TEX0.xy * InputSize / TextureSize * vec2(0.9);
- vec2 fragCoord2 = TEX1.xy * InputSize / TextureSize * vec2(0.9);
- _TMP0 = vec4(0.0);
- if ( fragCoord1.x < max_x && fragCoord1.x > min_x && fragCoord1.y < max_y && fragCoord1.y > min_y )
- _TMP0 = COMPAT_TEXTURE(Texture, TEX0.xy + vec2( location_x, separation + location_y));
- _TMP1 = vec4(0.0);
- if ( fragCoord2.x < max_x && fragCoord2.x > min_x && fragCoord2.y < max_y && fragCoord2.y > min_y )
- _TMP1 = COMPAT_TEXTURE(Texture, TEX1.xy + vec2(-location_x, separation - location_y));
- _OUT._color = _TMP0 + _TMP1;
- FragColor = _OUT._color;
- return;
- }
- #endif
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