// 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     vec2 VARt1;
COMPAT_VARYING     vec2 _texCoord1;
COMPAT_VARYING     vec4 _position1;
struct input_dummy {
    vec2 _video_size;
    vec2 _texture_size;
    vec2 _output_dummy_size;
};
struct out_vertex {
    vec4 _position1;
    vec2 _texCoord1;
    vec2 VARt1;
};
out_vertex _ret_0;
input_dummy _IN1;
vec4 _r0006;
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()
{
    out_vertex _OUT;
    _r0006 = VertexCoord.x*MVPMatrix[0];
    _r0006 = _r0006 + VertexCoord.y*MVPMatrix[1];
    _r0006 = _r0006 + VertexCoord.z*MVPMatrix[2];
    _r0006 = _r0006 + VertexCoord.w*MVPMatrix[3];
    _OUT.VARt1 = 1.00000000E+00/TextureSize;
    _ret_0._position1 = _r0006;
    _ret_0._texCoord1 = TexCoord.xy;
    VARt1 = _OUT.VARt1;
    gl_Position = _r0006;
    TEX0.xy = TexCoord.xy;
    return;
    TEX0.xy = _ret_0._texCoord1;
} 
#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     vec2 VARt1;
COMPAT_VARYING     vec2 _texCoord;
struct input_dummy {
    vec2 _video_size;
    vec2 _texture_size;
    vec2 _output_dummy_size;
};
struct out_vertex {
    vec2 _texCoord;
    vec2 VARt1;
};
vec3 _ret_0;
float _TMP1;
float _TMP0;
out_vertex _VAR1;
uniform sampler2D Texture;
vec2 _c0008;
vec2 _c0010;
vec3 _b0018;
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()
{
    vec4 _C;
    vec4 _L;
    vec4 _R;
    float _str;
    float _sum;
    float _wght;
    _C = COMPAT_TEXTURE(Texture, TEX0.xy);
    _c0008 = TEX0.xy + vec2( -1.00000000E+00, 0.00000000E+00)*VARt1;
    _L = COMPAT_TEXTURE(Texture, _c0008);
    _c0010 = TEX0.xy + vec2( 1.00000000E+00, 0.00000000E+00)*VARt1;
    _R = COMPAT_TEXTURE(Texture, _c0010);
    _TMP0 = max(_L.w, _R.w);
    _str = min(_TMP0, _C.w);
    _sum = _L.w + _R.w;
    _wght = max(_L.w, _R.w);
    if (_wght == 0.00000000E+00) { 
        _TMP1 = 1.00000000E+00;
    } else {
        _TMP1 = _sum/_wght;
    } 
    _b0018 = (_TMP1*_C.xyz + _L.w*_L.xyz + _R.w*_R.xyz)/(_TMP1 + _sum);
    _ret_0 = _C.xyz + _str*(_b0018 - _C.xyz);
    FragColor.xyz = _ret_0;
    return;
} 
#endif
