// 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;
vec4 _r0005;
COMPAT_ATTRIBUTE vec4 VertexCoord;
COMPAT_ATTRIBUTE vec4 TexCoord;
COMPAT_VARYING vec4 TEX0;
 
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;
    _r0005 = VertexCoord.x*MVPMatrix[0];
    _r0005 = _r0005 + VertexCoord.y*MVPMatrix[1];
    _r0005 = _r0005 + VertexCoord.z*MVPMatrix[2];
    _r0005 = _r0005 + VertexCoord.w*MVPMatrix[3];
    _oPosition1 = _r0005;
    _otexCoord = TexCoord.xy;
    gl_Position = _r0005;
    TEX0.xy = TexCoord.xy;
} 
#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;
vec4 _TMP1;
uniform sampler2D Texture;
input_dummy _IN1;
float _TMP5;
float _x0006;
vec2 _c0010;
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()
{
    vec3 _col;
    float _dx;
    float _k_total;
    int _i1;
    vec3 _TMP4;
    _col = vec3( 0.00000000E+00, 0.00000000E+00, 0.00000000E+00);
    _dx = 1.00000000E+00/TextureSize.x;
    _k_total = 0.00000000E+00;
    _i1 = -4;
    for (; _i1 <= 4; _i1 = _i1 + 1) { 
        _x0006 = float((-3.49999994E-01*float(_i1)*float(_i1)));
        _TMP5 = pow(2.71828198E+00, _x0006);
        _k_total = _k_total + _TMP5;
        _c0010 = TEX0.xy + vec2(float(_i1)*_dx, 0.00000000E+00);
        _TMP1 = COMPAT_TEXTURE(Texture, _c0010);
        _col = _col + _TMP5*_TMP1.xyz;
    } 
    _TMP4 = _col/_k_total;
    _ret_0 = vec4(_TMP4.x, _TMP4.y, _TMP4.z, 1.00000000E+00);
    FragColor = _ret_0;
    return;
} 
#endif
