// 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     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;
};
vec4 _oPosition1;
input_dummy _IN1;
vec4 _r0009;
COMPAT_ATTRIBUTE vec4 VertexCoord;
COMPAT_ATTRIBUTE vec4 COLOR;
COMPAT_VARYING vec4 COL0;
COMPAT_ATTRIBUTE vec4 TexCoord;
COMPAT_VARYING vec4 TEX0;
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()
{
    vec4 _oColor;
    vec2 _oTex;
    vec2 _omega;
    _r0009 = VertexCoord.x*MVPMatrix[0];
    _r0009 = _r0009 + VertexCoord.y*MVPMatrix[1];
    _r0009 = _r0009 + VertexCoord.z*MVPMatrix[2];
    _r0009 = _r0009 + VertexCoord.w*MVPMatrix[3];
    _oPosition1 = _r0009;
    _oColor = COLOR;
    _oTex = TexCoord.xy;
    _omega = 6.28318548E+00*TextureSize;
    gl_Position = _r0009;
    COL0 = COLOR;
    TEX0.xy = TexCoord.xy;
    TEX2.xy = _omega;
} 
#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     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;
};
vec4 _ret_0;
vec3 _TMP2;
float _TMP5;
float _TMP4;
float _TMP3;
float _TMP1;
vec4 _TMP0;
uniform sampler2D Texture;
vec3 _x0015;
COMPAT_VARYING vec4 TEX2;
COMPAT_VARYING vec4 TEX0;
 
uniform int FrameDirection;
uniform int FrameCount;
uniform COMPAT_PRECISION vec2 OutputSize;
uniform COMPAT_PRECISION vec2 TextureSize;
uniform COMPAT_PRECISION vec2 InputSize;
void main()
{
    vec2 _angle;
    float _yfactor;
    vec3 _xfactors;
    vec3 _color;
    _TMP0 = COMPAT_TEXTURE(Texture, TEX0.xy);
    _angle = TEX0.xy*TEX2.xy;
    _TMP1 = sin(_angle.y);
    _yfactor = (1.60000000E+01 + _TMP1)/1.70000000E+01;
    _x0015 = _angle.x + vec3( 1.57079637E+00, -5.23598850E-01, -2.61799407E+00);
    _TMP3 = sin(_x0015.x);
    _TMP4 = sin(_x0015.y);
    _TMP5 = sin(_x0015.z);
    _TMP2 = vec3(_TMP3, _TMP4, _TMP5);
    _xfactors = (4.00000000E+00 + _TMP2)/5.00000000E+00;
    _color = (_yfactor*_xfactors)*_TMP0.xyz;
    _ret_0 = vec4(_color.x, _color.y, _color.z, 1.00000000E+00);
    FragColor = _ret_0;
    return;
} 
#endif
