// 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 _t2;
COMPAT_VARYING     vec4 _t1;
COMPAT_VARYING     vec2 _texCoord2;
COMPAT_VARYING     vec4 _position1;
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 out_vertex {
    vec4 _position1;
    vec2 _texCoord2;
    vec4 _t1;
    vec4 _t2;
};
out_vertex _ret_0;
input_dummy _IN1;
vec4 _r0006;
COMPAT_ATTRIBUTE vec4 VertexCoord;
COMPAT_ATTRIBUTE vec4 TexCoord;
COMPAT_VARYING vec4 TEX0;
COMPAT_VARYING vec4 TEX1;
COMPAT_VARYING vec4 TEX2;
 
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()
{
    out_vertex _OUT;
    vec2 _ps;
    vec2 _texCoord;
    _r0006 = VertexCoord.x*MVPMatrix[0];
    _r0006 = _r0006 + VertexCoord.y*MVPMatrix[1];
    _r0006 = _r0006 + VertexCoord.z*MVPMatrix[2];
    _r0006 = _r0006 + VertexCoord.w*MVPMatrix[3];
    _ps = vec2(1.00000000E+00/TextureSize.x, 1.00000000E+00/TextureSize.y);
    _texCoord = TexCoord.xy + vec2( 1.00000001E-07, 1.00000001E-07);
    _OUT._t1.xy = _texCoord + vec2(0.00000000E+00, -_ps.y);
    _OUT._t1.zw = _texCoord + vec2(-_ps.x, 0.00000000E+00);
    _OUT._t2.xy = _texCoord + vec2(_ps.x, 0.00000000E+00);
    _OUT._t2.zw = _texCoord + vec2(0.00000000E+00, _ps.y);
    _ret_0._position1 = _r0006;
    _ret_0._texCoord2 = _texCoord;
    _ret_0._t1 = _OUT._t1;
    _ret_0._t2 = _OUT._t2;
    gl_Position = _r0006;
    TEX0.xy = _texCoord;
    TEX1 = _OUT._t1;
    TEX2 = _OUT._t2;
    return;
    TEX0.xy = _ret_0._texCoord2;
    TEX1 = _ret_0._t1;
    TEX2 = _ret_0._t2;
} 
#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 _t2;
COMPAT_VARYING     vec4 _t1;
COMPAT_VARYING     vec2 _texCoord;
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 out_vertex {
    vec2 _texCoord;
    vec4 _t1;
    vec4 _t2;
};
vec4 _ret_0;
vec4 _TMP4;
vec4 _TMP3;
vec4 _TMP2;
vec4 _TMP1;
vec4 _TMP0;
uniform sampler2D Texture;
input_dummy _IN1;
vec2 _x0010;
COMPAT_VARYING vec4 TEX0;
COMPAT_VARYING vec4 TEX1;
COMPAT_VARYING vec4 TEX2;
 
uniform int FrameDirection;
uniform int FrameCount;
uniform COMPAT_PRECISION vec2 OutputSize;
uniform COMPAT_PRECISION vec2 TextureSize;
uniform COMPAT_PRECISION vec2 InputSize;
void main()
{
    vec2 _fp;
    vec3 _E0;
    vec3 _E1;
    vec3 _E2;
    vec3 _E3;
    vec3 _TMP8;
    _x0010 = TEX0.xy*TextureSize;
    _fp = fract(_x0010);
    _TMP0 = COMPAT_TEXTURE(Texture, TEX1.xy);
    _TMP1 = COMPAT_TEXTURE(Texture, TEX1.zw);
    _TMP2 = COMPAT_TEXTURE(Texture, TEX0.xy);
    _TMP3 = COMPAT_TEXTURE(Texture, TEX2.xy);
    _TMP4 = COMPAT_TEXTURE(Texture, TEX2.zw);
    _E0 = vec3(_TMP1.x == _TMP0.x && _TMP0.x != _TMP4.x && _TMP1.x != _TMP3.x ? _TMP1.x : _TMP2.x, _TMP1.y == _TMP0.y && _TMP0.y != _TMP4.y && _TMP1.y != _TMP3.y ? _TMP1.y : _TMP2.y, _TMP1.z == _TMP0.z && _TMP0.z != _TMP4.z && _TMP1.z != _TMP3.z ? _TMP1.z : _TMP2.z);
    _E1 = vec3(_TMP0.x == _TMP3.x && _TMP0.x != _TMP4.x && _TMP1.x != _TMP3.x ? _TMP3.x : _TMP2.x, _TMP0.y == _TMP3.y && _TMP0.y != _TMP4.y && _TMP1.y != _TMP3.y ? _TMP3.y : _TMP2.y, _TMP0.z == _TMP3.z && _TMP0.z != _TMP4.z && _TMP1.z != _TMP3.z ? _TMP3.z : _TMP2.z);
    _E2 = vec3(_TMP1.x == _TMP4.x && _TMP0.x != _TMP4.x && _TMP1.x != _TMP3.x ? _TMP1.x : _TMP2.x, _TMP1.y == _TMP4.y && _TMP0.y != _TMP4.y && _TMP1.y != _TMP3.y ? _TMP1.y : _TMP2.y, _TMP1.z == _TMP4.z && _TMP0.z != _TMP4.z && _TMP1.z != _TMP3.z ? _TMP1.z : _TMP2.z);
    _E3 = vec3(_TMP4.x == _TMP3.x && _TMP0.x != _TMP4.x && _TMP1.x != _TMP3.x ? _TMP3.x : _TMP2.x, _TMP4.y == _TMP3.y && _TMP0.y != _TMP4.y && _TMP1.y != _TMP3.y ? _TMP3.y : _TMP2.y, _TMP4.z == _TMP3.z && _TMP0.z != _TMP4.z && _TMP1.z != _TMP3.z ? _TMP3.z : _TMP2.z);
    _TMP8 = (_E3*_fp.x + _E2*(1.00000000E+00 - _fp.x))*_fp.y + (_E1*_fp.x + _E0*(1.00000000E+00 - _fp.x))*(1.00000000E+00 - _fp.y);
    _ret_0 = vec4(_TMP8.x, _TMP8.y, _TMP8.z, 1.00000000E+00);
    FragColor = _ret_0;
    return;
} 
#endif
