// 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 _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;
};
out_vertex _ret_0;
input_dummy _IN1;
vec4 _r0008;
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()
{
    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._t1.xy = vec2(0.00000000E+00, -_ps.y);
    _OUT._t1.zw = vec2(-_ps.x, 0.00000000E+00);
    _ret_0._position1 = _r0008;
    _ret_0._texCoord2 = _texCoord;
    _ret_0._t1 = _OUT._t1;
    gl_Position = _r0008;
    TEX0.xy = _texCoord;
    TEX1 = _OUT._t1;
    return;
    TEX0.xy = _ret_0._texCoord2;
    TEX1 = _ret_0._t1;
} 
#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 _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 _ret_0;
vec3 _TMP18;
vec3 _TMP19;
float _TMP15;
float _TMP14;
float _TMP13;
vec4 _TMP12;
vec4 _TMP11;
vec4 _TMP10;
vec4 _TMP9;
vec4 _TMP8;
vec4 _TMP7;
vec4 _TMP6;
vec4 _TMP5;
vec4 _TMP4;
vec4 _TMP3;
vec4 _TMP2;
vec4 _TMP1;
vec2 _TMP0;
uniform sampler2D Texture;
input_dummy _IN1;
vec2 _x0032;
vec2 _val0034;
vec2 _c0036;
vec2 _c0038;
vec2 _c0040;
vec2 _c0044;
vec2 _c0046;
vec2 _c0048;
vec2 _c0050;
vec2 _c0052;
vec2 _c0054;
vec2 _c0056;
vec2 _c0058;
float _TMP59;
float _TMP63;
float _TMP67;
float _TMP71;
float _TMP75;
float _TMP79;
float _TMP83;
float _TMP87;
float _TMP91;
float _TMP95;
float _TMP99;
float _TMP103;
float _TMP111;
float _a0114;
float _TMP115;
float _a0118;
float _TMP119;
float _a0122;
float _TMP123;
float _a0126;
float _TMP127;
float _a0130;
float _TMP133;
float _a0136;
float _TMP137;
float _a0140;
float _TMP141;
float _a0144;
float _TMP145;
float _a0148;
float _TMP149;
float _a0152;
float _TMP153;
float _a0156;
float _TMP157;
float _a0160;
COMPAT_VARYING vec4 TEX0;
COMPAT_VARYING vec4 TEX1;
 
uniform int FrameDirection;
uniform int FrameCount;
uniform COMPAT_PRECISION vec2 OutputSize;
uniform COMPAT_PRECISION vec2 TextureSize;
uniform COMPAT_PRECISION vec2 InputSize;
void main()
{
    bool _edr;
    bool _px;
    bool _interp_restriction_lv1;
    bool _nc;
    bool _fx;
    vec2 _pos;
    vec2 _dir;
    vec2 _g1;
    vec2 _g2;
    _x0032 = TEX0.xy*TextureSize;
    _TMP0 = fract(_x0032);
    _pos = _TMP0 - vec2( 5.00000000E-01, 5.00000000E-01);
    _val0034 = vec2(float((_pos.x > 0.00000000E+00)), float((_pos.y > 0.00000000E+00)));
    _dir = _val0034 - vec2(float((_pos.x < 0.00000000E+00)), float((_pos.y < 0.00000000E+00)));
    _g1 = _dir*TEX1.xy;
    _g2 = _dir*TEX1.zw;
    _c0036 = TEX0.xy + _g1;
    _TMP1 = COMPAT_TEXTURE(Texture, _c0036);
    _c0038 = (TEX0.xy + _g1) - _g2;
    _TMP2 = COMPAT_TEXTURE(Texture, _c0038);
    _c0040 = TEX0.xy + _g2;
    _TMP3 = COMPAT_TEXTURE(Texture, _c0040);
    _TMP4 = COMPAT_TEXTURE(Texture, TEX0.xy);
    _c0044 = TEX0.xy - _g2;
    _TMP5 = COMPAT_TEXTURE(Texture, _c0044);
    _c0046 = (TEX0.xy - _g1) + _g2;
    _TMP6 = COMPAT_TEXTURE(Texture, _c0046);
    _c0048 = TEX0.xy - _g1;
    _TMP7 = COMPAT_TEXTURE(Texture, _c0048);
    _c0050 = (TEX0.xy - _g1) - _g2;
    _TMP8 = COMPAT_TEXTURE(Texture, _c0050);
    _c0052 = TEX0.xy - 2.00000000E+00*_g2;
    _TMP9 = COMPAT_TEXTURE(Texture, _c0052);
    _c0054 = (TEX0.xy - _g1) - 2.00000000E+00*_g2;
    _TMP10 = COMPAT_TEXTURE(Texture, _c0054);
    _c0056 = TEX0.xy - 2.00000000E+00*_g1;
    _TMP11 = COMPAT_TEXTURE(Texture, _c0056);
    _c0058 = (TEX0.xy - 2.00000000E+00*_g1) - _g2;
    _TMP12 = COMPAT_TEXTURE(Texture, _c0058);
    _TMP59 = dot(_TMP1.xyz, vec3( 1.43519993E+01, 2.81760006E+01, 5.47200012E+00));
    _TMP63 = dot(_TMP2.xyz, vec3( 1.43519993E+01, 2.81760006E+01, 5.47200012E+00));
    _TMP67 = dot(_TMP3.xyz, vec3( 1.43519993E+01, 2.81760006E+01, 5.47200012E+00));
    _TMP71 = dot(_TMP4.xyz, vec3( 1.43519993E+01, 2.81760006E+01, 5.47200012E+00));
    _TMP75 = dot(_TMP5.xyz, vec3( 1.43519993E+01, 2.81760006E+01, 5.47200012E+00));
    _TMP79 = dot(_TMP6.xyz, vec3( 1.43519993E+01, 2.81760006E+01, 5.47200012E+00));
    _TMP83 = dot(_TMP7.xyz, vec3( 1.43519993E+01, 2.81760006E+01, 5.47200012E+00));
    _TMP87 = dot(_TMP8.xyz, vec3( 1.43519993E+01, 2.81760006E+01, 5.47200012E+00));
    _TMP91 = dot(_TMP10.xyz, vec3( 1.43519993E+01, 2.81760006E+01, 5.47200012E+00));
    _TMP95 = dot(_TMP12.xyz, vec3( 1.43519993E+01, 2.81760006E+01, 5.47200012E+00));
    _TMP99 = dot(_TMP11.xyz, vec3( 1.43519993E+01, 2.81760006E+01, 5.47200012E+00));
    _TMP103 = dot(_TMP9.xyz, vec3( 1.43519993E+01, 2.81760006E+01, 5.47200012E+00));
    _TMP13 = dot(_dir, _pos);
    _fx = _TMP13 > 7.50000000E-01;
    _interp_restriction_lv1 = _TMP71 != _TMP75 && _TMP71 != _TMP83;
    _a0114 = _TMP71 - _TMP63;
    _TMP111 = abs(_a0114);
    _a0118 = _TMP71 - _TMP79;
    _TMP115 = abs(_a0118);
    _a0122 = _TMP87 - _TMP99;
    _TMP119 = abs(_a0122);
    _a0126 = _TMP87 - _TMP103;
    _TMP123 = abs(_a0126);
    _a0130 = _TMP83 - _TMP75;
    _TMP127 = abs(_a0130);
    _TMP14 = _TMP111 + _TMP115 + _TMP119 + _TMP123 + 4.00000000E+00*_TMP127;
    _a0136 = _TMP83 - _TMP67;
    _TMP133 = abs(_a0136);
    _a0140 = _TMP83 - _TMP95;
    _TMP137 = abs(_a0140);
    _a0144 = _TMP75 - _TMP91;
    _TMP141 = abs(_a0144);
    _a0148 = _TMP75 - _TMP59;
    _TMP145 = abs(_a0148);
    _a0152 = _TMP71 - _TMP87;
    _TMP149 = abs(_a0152);
    _TMP15 = _TMP133 + _TMP137 + _TMP141 + _TMP145 + 4.00000000E+00*_TMP149;
    _edr = _TMP14 < _TMP15 && _interp_restriction_lv1;
    _nc = _edr && _fx;
    _a0156 = _TMP71 - _TMP75;
    _TMP153 = abs(_a0156);
    _a0160 = _TMP71 - _TMP83;
    _TMP157 = abs(_a0160);
    _px = _TMP153 <= _TMP157;
    if (_nc) { 
        if (_px) { 
            _TMP19 = _TMP5.xyz;
        } else {
            _TMP19 = _TMP7.xyz;
        } 
        _TMP18 = _TMP19;
    } else {
        _TMP18 = _TMP4.xyz;
    } 
    _ret_0 = vec4(_TMP18.x, _TMP18.y, _TMP18.z, 1.00000000E+00);
    FragColor = _ret_0;
    return;
} 
#endif
