-
Notifications
You must be signed in to change notification settings - Fork 28
/
gb-pass-4.glsl
155 lines (149 loc) · 5.01 KB
/
gb-pass-4.glsl
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
// 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
struct input_dummy {
vec2 _video_size;
vec2 _texture_size;
vec2 _output_dummy_size;
float _frame_count;
float _placeholder28;
};
struct pass_2 {
float _placeholder32;
};
vec4 _oPosition1;
input_dummy _IN1;
vec4 _r0006;
COMPAT_ATTRIBUTE vec4 VertexCoord;
COMPAT_ATTRIBUTE vec4 TexCoord;
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()
{
vec2 _oTexCoord;
vec2 _oTexel;
_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;
_oTexCoord = TexCoord.xy;
_oTexel = 1.00000000E+00/TextureSize;
gl_Position = _r0006;
TEX0.xy = TexCoord.xy;
TEX1.xy = _oTexel;
}
#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
struct input_dummy {
vec2 _video_size;
vec2 _texture_size;
vec2 _output_dummy_size;
float _frame_count;
float _placeholder30;
};
struct pass_2 {
float _placeholder34;
};
vec4 _ret_0;
float _TMP10;
vec4 _TMP9;
float _TMP8;
vec4 _TMP7;
float _TMP6;
vec4 _TMP5;
vec3 _TMP11;
vec3 _TMP13;
vec3 _TMP12;
vec4 _TMP4;
vec4 _TMP2;
vec4 _TMP1;
vec4 _TMP0;
input_dummy _IN1;
pass_2 _PASS21;
uniform sampler2D COLOR_PALETTE;
uniform sampler2D BACKGROUND;
vec2 _c0023;
vec3 _x0041;
vec3 _TMP42;
COMPAT_VARYING vec4 TEX0;
COMPAT_VARYING vec4 TEX1;
uniform sampler2D Texture;
uniform sampler2D Pass2Texture;
uniform int FrameDirection;
uniform int FrameCount;
uniform COMPAT_PRECISION vec2 OutputSize;
uniform COMPAT_PRECISION vec2 TextureSize;
uniform COMPAT_PRECISION vec2 InputSize;
void main()
{
vec4 _foreground;
vec4 _background;
vec4 _shadows;
vec4 _out_color;
_TMP0 = COMPAT_TEXTURE(Pass2Texture, TEX0.xy);
_foreground = vec4(float(_TMP0.x), float(_TMP0.y), float(_TMP0.z), float(_TMP0.w));
_TMP1 = COMPAT_TEXTURE(BACKGROUND, TEX0.xy);
_background = vec4(float(_TMP1.x), float(_TMP1.y), float(_TMP1.z), float(_TMP1.w));
_c0023 = TEX0.xy - vec2(TEX1.x, TEX1.y);
_TMP2 = COMPAT_TEXTURE(Texture, _c0023);
_shadows = vec4(float(_TMP2.x), float(_TMP2.y), float(_TMP2.z), float(_TMP2.w));
_TMP4 = COMPAT_TEXTURE(COLOR_PALETTE, vec2( 2.50000000E-01, 5.00000000E-01));
_foreground = vec4(float((vec4(float(_foreground.x), float(_foreground.y), float(_foreground.z), float(_foreground.w))*_TMP4).x), float((vec4(float(_foreground.x), float(_foreground.y), float(_foreground.z), float(_foreground.w))*_TMP4).y), float((vec4(float(_foreground.x), float(_foreground.y), float(_foreground.z), float(_foreground.w))*_TMP4).z), float((vec4(float(_foreground.x), float(_foreground.y), float(_foreground.z), float(_foreground.w))*_TMP4).w));
_background = _background - (_background - 5.00000000E-01)*7.50000000E-01*float((_foreground.w > 0.00000000E+00));
_TMP5 = COMPAT_TEXTURE(COLOR_PALETTE, vec2( 2.50000000E-01, 5.00000000E-01));
_TMP6 = -1.00000000E+00 + _background.x*1.99902344E+00;
_TMP7 = COMPAT_TEXTURE(COLOR_PALETTE, vec2( 2.50000000E-01, 5.00000000E-01));
_TMP8 = -1.00000000E+00 + _background.y*1.99902344E+00;
_TMP9 = COMPAT_TEXTURE(COLOR_PALETTE, vec2( 2.50000000E-01, 5.00000000E-01));
_TMP10 = -1.00000000E+00 + _background.z*1.99902344E+00;
_x0041 = vec3(float((_TMP5.x + float(_TMP6))), float((_TMP7.y + float(_TMP8))), float((_TMP9.z + float(_TMP10))));
_TMP12 = min(vec3( 1.00000000E+00, 1.00000000E+00, 1.00000000E+00), vec3(float(_x0041.x), float(_x0041.y), float(_x0041.z)));
_TMP11 = vec3(float(_TMP12.x), float(_TMP12.y), float(_TMP12.z));
_TMP13 = max(vec3( 0.00000000E+00, 0.00000000E+00, 0.00000000E+00), vec3(float(_TMP11.x), float(_TMP11.y), float(_TMP11.z)));
_TMP42 = vec3(float(_TMP13.x), float(_TMP13.y), float(_TMP13.z));
_background.xyz = _TMP42;
_out_color = _shadows*_shadows.w*5.22460938E-01 + _background*(1.00000000E+00 - _shadows.w*5.22460938E-01);
_out_color = _foreground*_foreground.w*9.50195312E-01 + _out_color*(1.00000000E+00 - _foreground.w*9.50195312E-01);
_ret_0 = vec4(float(_out_color.x), float(_out_color.y), float(_out_color.z), float(_out_color.w));
FragColor = _ret_0;
return;
}
#endif