// 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 _t4;
COMPAT_VARYING     vec4 _t3;
COMPAT_VARYING     vec4 _t2;
COMPAT_VARYING     vec2 _texCoord2;
COMPAT_VARYING     vec4 _color1;
COMPAT_VARYING     vec4 _position1;
struct input_dummy {
    vec2 _video_size;
    vec2 _texture_size;
    vec2 _output_dummy_size;
};
struct out_vertex {
    vec4 _position1;
    vec4 _color1;
    vec2 _texCoord2;
    vec4 _t2;
    vec4 _t3;
    vec4 _t4;
};
out_vertex _ret_0;
input_dummy _IN1;
vec4 _r0008;
COMPAT_ATTRIBUTE vec4 VertexCoord;
COMPAT_ATTRIBUTE vec4 COLOR;
COMPAT_ATTRIBUTE vec4 TexCoord;
COMPAT_VARYING vec4 COL0;
COMPAT_VARYING vec4 TEX0;
COMPAT_VARYING vec4 TEX2;
COMPAT_VARYING vec4 TEX3;
COMPAT_VARYING vec4 TEX4;
 
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;
    _r0008 = VertexCoord.x*MVPMatrix[0];
    _r0008 = _r0008 + VertexCoord.y*MVPMatrix[1];
    _r0008 = _r0008 + VertexCoord.z*MVPMatrix[2];
    _r0008 = _r0008 + 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._t2 = _texCoord.xxxy + vec4(-_ps.x, 0.00000000E+00, _ps.x, -_ps.y);
    _OUT._t3 = _texCoord.xxxy + vec4(-_ps.x, 0.00000000E+00, _ps.x, 0.00000000E+00);
    _OUT._t4 = _texCoord.xxxy + vec4(-_ps.x, 0.00000000E+00, _ps.x, _ps.y);
    _ret_0._position1 = _r0008;
    _ret_0._color1 = COLOR;
    _ret_0._texCoord2 = _texCoord;
    _ret_0._t2 = _OUT._t2;
    _ret_0._t3 = _OUT._t3;
    _ret_0._t4 = _OUT._t4;
    gl_Position = _r0008;
    COL0 = COLOR;
    TEX0.xy = _texCoord;
    TEX2 = _OUT._t2;
    TEX3 = _OUT._t3;
    TEX4 = _OUT._t4;
    return;
    COL0 = _ret_0._color1;
    TEX0.xy = _ret_0._texCoord2;
    TEX2 = _ret_0._t2;
    TEX3 = _ret_0._t3;
    TEX4 = _ret_0._t4;
} 
#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 _t4;
COMPAT_VARYING     vec4 _t3;
COMPAT_VARYING     vec4 _t2;
COMPAT_VARYING     vec2 _texCoord;
COMPAT_VARYING     vec4 _color;
struct input_dummy {
    vec2 _video_size;
    vec2 _texture_size;
    vec2 _output_dummy_size;
};
struct out_vertex {
    vec4 _color;
    vec2 _texCoord;
    vec4 _t2;
    vec4 _t3;
    vec4 _t4;
};
vec4 _ret_0;
vec3 _TMP8;
vec3 _TMP9;
vec3 _TMP10;
vec3 _TMP11;
float _TMP7;
float _TMP5;
float _TMP6;
vec4 _TMP4;
vec4 _TMP3;
vec4 _TMP2;
vec4 _TMP1;
vec4 _TMP0;
uniform sampler2D Texture;
vec4 _r0031;
vec4 _r0041;
COMPAT_VARYING vec4 TEX2;
COMPAT_VARYING vec4 TEX3;
COMPAT_VARYING vec4 TEX4;
 
uniform int FrameDirection;
uniform int FrameCount;
uniform COMPAT_PRECISION vec2 OutputSize;
uniform COMPAT_PRECISION vec2 TextureSize;
uniform COMPAT_PRECISION vec2 InputSize;
void main()
{
    float _di;
    _TMP0 = COMPAT_TEXTURE(Texture, TEX2.yw);
    _TMP1 = COMPAT_TEXTURE(Texture, TEX3.xw);
    _TMP2 = COMPAT_TEXTURE(Texture, TEX3.yw);
    _TMP3 = COMPAT_TEXTURE(Texture, TEX3.zw);
    _TMP4 = COMPAT_TEXTURE(Texture, TEX4.yw);
    _r0031.x = dot(_TMP0.xyz, vec3( 1.43519993E+01, 2.81760006E+01, 5.47200012E+00));
    _r0031.y = dot(_TMP1.xyz, vec3( 1.43519993E+01, 2.81760006E+01, 5.47200012E+00));
    _r0031.z = dot(_TMP4.xyz, vec3( 1.43519993E+01, 2.81760006E+01, 5.47200012E+00));
    _r0031.w = dot(_TMP3.xyz, vec3( 1.43519993E+01, 2.81760006E+01, 5.47200012E+00));
    _r0041.x = dot(_TMP2.xyz, vec3( 1.43519993E+01, 2.81760006E+01, 5.47200012E+00));
    _TMP5 = min(_r0031.x, _r0031.y);
    _TMP6 = min(_r0031.w, _r0041.x);
    _TMP7 = min(_r0031.z, _TMP6);
    _di = min(_TMP5, _TMP7);
    if (_di == _r0031.x) { 
        _TMP8 = _TMP0.xyz;
    } else {
        if (_di == _r0031.y) { 
            _TMP9 = _TMP1.xyz;
        } else {
            if (_di == _r0031.z) { 
                _TMP10 = _TMP4.xyz;
            } else {
                if (_di == _r0031.w) { 
                    _TMP11 = _TMP3.xyz;
                } else {
                    _TMP11 = _TMP2.xyz;
                } 
                _TMP10 = _TMP11;
            } 
            _TMP9 = _TMP10;
        } 
        _TMP8 = _TMP9;
    } 
    _ret_0 = vec4(_TMP8.x, _TMP8.y, _TMP8.z, 1.00000000E+00);
    FragColor = _ret_0;
    return;
} 
#endif
