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Copy pathwaterpaint-hicontrast.glsl
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waterpaint-hicontrast.glsl
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// GLSL shader autogenerated by cg2glsl.py.
#if defined(VERTEX)
varying vec4 VARc21_22;
varying vec4 VARc12_20;
varying vec2 VARc11;
varying vec4 VARc02_10;
varying vec4 VARc00_01;
struct tex_coords {
vec4 VARc00_01;
vec4 VARc02_10;
vec2 VARc11;
vec4 VARc12_20;
vec4 VARc21_22;
};
struct input_dummy {
vec2 _video_size;
vec2 _texture_size;
vec2 _output_dummy_size;
};
vec4 _oPosition1;
tex_coords _coords1;
uniform mat4 MVPMatrix;
input_dummy _IN1;
vec4 _r0012;
attribute vec4 VertexCoord;
attribute vec4 COLOR;
varying vec4 COL0;
attribute vec4 TexCoord;
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 int FrameDirection;
uniform int FrameCount;
#ifdef GL_ES
uniform mediump vec2 OutputSize;
uniform mediump vec2 TextureSize;
uniform mediump vec2 InputSize;
#else
uniform vec2 OutputSize;
uniform vec2 TextureSize;
uniform vec2 InputSize;
#endif
void main()
{
mat4 MVPMatrix_ = transpose_(MVPMatrix);
vec4 _oColor;
vec2 _delta;
vec2 _TMP2;
vec2 _TMP3;
vec2 _TMP4;
vec2 _TMP5;
vec2 _TMP6;
vec2 _TMP7;
vec2 _TMP8;
vec2 _TMP9;
tex_coords _TMP10;
_r0012.x = dot(MVPMatrix_[0], VertexCoord);
_r0012.y = dot(MVPMatrix_[1], VertexCoord);
_r0012.z = dot(MVPMatrix_[2], VertexCoord);
_r0012.w = dot(MVPMatrix_[3], VertexCoord);
_oPosition1 = _r0012;
_oColor = COLOR;
_delta = 5.00000000E-001/TextureSize;
_TMP8 = TexCoord.xy + vec2(-_delta.x, -_delta.y);
_TMP9 = TexCoord.xy + vec2(-_delta.x, 0.00000000E+000);
_TMP10.VARc00_01 = vec4(_TMP8.x, _TMP8.y, _TMP9.x, _TMP9.y);
_TMP6 = TexCoord.xy + vec2(-_delta.x, _delta.y);
_TMP7 = TexCoord.xy + vec2(0.00000000E+000, -_delta.y);
_TMP10.VARc02_10 = vec4(_TMP6.x, _TMP6.y, _TMP7.x, _TMP7.y);
_TMP4 = TexCoord.xy + vec2(0.00000000E+000, _delta.y);
_TMP5 = TexCoord.xy + vec2(_delta.x, -_delta.y);
_TMP10.VARc12_20 = vec4(_TMP4.x, _TMP4.y, _TMP5.x, _TMP5.y);
_TMP2 = TexCoord.xy + vec2(_delta.x, 0.00000000E+000);
_TMP3 = TexCoord.xy + vec2(_delta.x, _delta.y);
_TMP10.VARc21_22 = vec4(_TMP2.x, _TMP2.y, _TMP3.x, _TMP3.y);
VARc00_01 = _TMP10.VARc00_01;
VARc02_10 = _TMP10.VARc02_10;
VARc11 = TexCoord.xy;
VARc12_20 = _TMP10.VARc12_20;
VARc21_22 = _TMP10.VARc21_22;
gl_Position = _r0012;
COL0 = COLOR;
}
#elif defined(FRAGMENT)
#ifdef GL_ES
precision mediump float;
#endif
varying vec4 VARc21_22;
varying vec4 VARc12_20;
varying vec2 VARc11;
varying vec4 VARc02_10;
varying vec4 VARc00_01;
struct tex_coords {
vec4 VARc00_01;
vec4 VARc02_10;
vec2 VARc11;
vec4 VARc12_20;
vec4 VARc21_22;
};
struct input_dummy {
vec2 _video_size;
vec2 _texture_size;
vec2 _output_dummy_size;
};
vec3 _TMP15;
vec4 _TMP16;
vec3 _TMP14;
float _TMP13;
float _TMP12;
float _TMP11;
float _TMP10;
float _TMP9;
vec4 _TMP8;
vec4 _TMP7;
vec4 _TMP6;
vec4 _TMP5;
vec4 _TMP3;
vec4 _TMP2;
vec4 _TMP1;
vec4 _TMP0;
tex_coords _co1;
input_dummy _IN1;
uniform sampler2D Texture;
float _x0040;
float _x0044;
float _x0048;
float _x0052;
float _x0056;
vec3 _a0062;
vec4 _x0064;
vec4 _TMP65;
uniform int FrameDirection;
uniform int FrameCount;
#ifdef GL_ES
uniform mediump vec2 OutputSize;
uniform mediump vec2 TextureSize;
uniform mediump vec2 InputSize;
#else
uniform vec2 OutputSize;
uniform vec2 TextureSize;
uniform vec2 InputSize;
#endif
void main()
{
vec3 _first;
vec3 _second;
vec3 _mid_horiz;
vec3 _mid_vert;
vec3 _res;
vec3 _TMP20;
_TMP0 = texture2D(Texture, VARc00_01.xy);
_TMP1 = texture2D(Texture, VARc00_01.zw);
_TMP2 = texture2D(Texture, VARc02_10.xy);
_TMP3 = texture2D(Texture, VARc02_10.zw);
_TMP5 = texture2D(Texture, VARc12_20.xy);
_TMP6 = texture2D(Texture, VARc12_20.zw);
_TMP7 = texture2D(Texture, VARc21_22.xy);
_TMP8 = texture2D(Texture, VARc21_22.zw);
_x0040 = VARc11.x*TextureSize.x + 5.00000000E-001;
_TMP9 = fract(_x0040);
_first = _TMP0.xyz + _TMP9*(_TMP6.xyz - _TMP0.xyz);
_x0044 = VARc11.x*TextureSize.x + 5.00000000E-001;
_TMP10 = fract(_x0044);
_second = _TMP2.xyz + _TMP10*(_TMP8.xyz - _TMP2.xyz);
_x0048 = VARc11.x*TextureSize.x + 5.00000000E-001;
_TMP11 = fract(_x0048);
_mid_horiz = _TMP1.xyz + _TMP11*(_TMP7.xyz - _TMP1.xyz);
_x0052 = VARc11.y*TextureSize.y + 5.00000000E-001;
_TMP12 = fract(_x0052);
_mid_vert = _TMP3.xyz + _TMP12*(_TMP5.xyz - _TMP3.xyz);
_x0056 = VARc11.y*TextureSize.y + 5.00000000E-001;
_TMP13 = fract(_x0056);
_res = _first + _TMP13*(_second - _first);
_TMP14 = _mid_horiz + 5.00000000E-001*(_mid_vert - _mid_horiz);
_a0062 = _res - _TMP14;
_TMP15 = abs(_a0062);
_TMP20 = 2.80000001E-001*(_res + _mid_horiz + _mid_vert) + 4.69999981E+000*_TMP15;
_x0064 = vec4(_TMP20.x, _TMP20.y, _TMP20.z, 1.00000000E+000);
_TMP16 = min(vec4( 1.00000000E+000, 1.00000000E+000, 1.00000000E+000, 1.00000000E+000), _x0064);
_TMP65 = max(vec4( 0.00000000E+000, 0.00000000E+000, 0.00000000E+000, 0.00000000E+000), _TMP16);
gl_FragColor = _TMP65;
return;
}
#endif