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box-4x.glsl
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box-4x.glsl
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// GLSL shader autogenerated by cg2glsl.py.
#if defined(VERTEX)
struct input_dummy {
vec2 _video_size;
vec2 _texture_size;
vec2 _output_dummy_size;
};
vec4 _oPosition1;
uniform mat4 MVPMatrix;
input_dummy _IN1;
vec4 _r0004;
attribute vec4 VertexCoord;
attribute vec4 COLOR;
varying vec4 COL0;
attribute vec4 TexCoord;
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 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 _oTex;
vec2 _scale;
vec2 _middle;
vec2 _diff;
_r0004.x = dot(MVPMatrix_[0], VertexCoord);
_r0004.y = dot(MVPMatrix_[1], VertexCoord);
_r0004.z = dot(MVPMatrix_[2], VertexCoord);
_r0004.w = dot(MVPMatrix_[3], VertexCoord);
_oPosition1 = _r0004;
_oColor = COLOR;
_scale = (OutputSize/InputSize)/4.00000000E+000;
_middle = (5.00000000E-001*InputSize)/TextureSize;
_diff = TexCoord.xy - _middle;
_oTex = _middle + _diff*_scale;
gl_Position = _r0004;
COL0 = COLOR;
TEX0.xy = _oTex;
}
#elif defined(FRAGMENT)
#ifdef GL_ES
precision mediump float;
#endif
struct input_dummy {
vec2 _video_size;
vec2 _texture_size;
vec2 _output_dummy_size;
};
vec4 _ret_0;
uniform sampler2D Texture;
varying vec4 TEX0;
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()
{
_ret_0 = texture2D(Texture, TEX0.xy);
gl_FragColor = _ret_0;
return;
}
#endif