// 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 _texCoord1;
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 _texCoord1;
};
vec4 _oPosition1;
out_vertex _ret_0;
input_dummy _IN1;
vec4 _r0008;
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 _ps;
    out_vertex _TMP3;
    _ps = 1.00000000E+00/TextureSize;
    _r0008 = VertexCoord.x*MVPMatrix[0];
    _r0008 = _r0008 + VertexCoord.y*MVPMatrix[1];
    _r0008 = _r0008 + VertexCoord.z*MVPMatrix[2];
    _r0008 = _r0008 + VertexCoord.w*MVPMatrix[3];
    _oPosition1 = _r0008;
    _TMP3._texCoord1 = TexCoord.xy + _ps*vec2( -4.90000010E-01, 0.00000000E+00);
    _ret_0._texCoord1 = _TMP3._texCoord1;
    gl_Position = _r0008;
    TEX0.xy = _TMP3._texCoord1;
    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 _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 _ret_0;
vec3 _TMP6;
float _TMP9;
float _TMP8;
float _TMP7;
float _TMP5;
float _TMP10;
vec4 _TMP4;
vec4 _TMP3;
vec4 _TMP2;
vec4 _TMP1;
vec2 _TMP0;
uniform sampler2D Texture;
input_dummy _IN1;
vec2 _x0019;
vec2 _x0021;
vec2 _c0023;
vec2 _c0027;
vec2 _c0029;
vec4 _r0031;
vec4 _v0031;
vec3 _r0041;
float _a0051;
float _x0053;
float _TMP56;
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 _dx;
    vec2 _tc;
    vec2 _fp;
    vec3 _color;
    float _d;
    _dx = vec2(1.00000000E+00/TextureSize.x, 0.00000000E+00);
    _x0019 = TEX0.xy*TextureSize;
    _TMP0 = floor(_x0019);
    _tc = (_TMP0 + vec2( 5.00000000E-01, 5.00000000E-01))/TextureSize;
    _x0021 = TEX0.xy*TextureSize;
    _fp = fract(_x0021);
    _c0023 = _tc - _dx;
    _TMP1 = COMPAT_TEXTURE(Texture, _c0023);
    _TMP2 = COMPAT_TEXTURE(Texture, _tc);
    _c0027 = _tc + _dx;
    _TMP3 = COMPAT_TEXTURE(Texture, _c0027);
    _c0029 = _tc + 2.00000000E+00*_dx;
    _TMP4 = COMPAT_TEXTURE(Texture, _c0029);
    _v0031 = vec4(_fp.x*_fp.x*_fp.x, _fp.x*_fp.x, _fp.x, 1.00000000E+00);
    _r0031.x = dot(vec4( -5.00000000E-01, 1.00000000E+00, -5.00000000E-01, 0.00000000E+00), _v0031);
    _r0031.y = dot(vec4( 1.50000000E+00, -2.50000000E+00, 0.00000000E+00, 1.00000000E+00), _v0031);
    _r0031.z = dot(vec4( -1.50000000E+00, 2.00000000E+00, 5.00000000E-01, 0.00000000E+00), _v0031);
    _r0031.w = dot(vec4( 5.00000000E-01, -5.00000000E-01, 0.00000000E+00, 0.00000000E+00), _v0031);
    _r0041 = _r0031.x*_TMP1.xyz;
    _r0041 = _r0041 + _r0031.y*_TMP2.xyz;
    _r0041 = _r0041 + _r0031.z*_TMP3.xyz;
    _r0041 = _r0041 + _r0031.w*_TMP4.xyz;
    _TMP7 = pow(_r0041.x, 2.40000010E+00);
    _TMP8 = pow(_r0041.y, 2.40000010E+00);
    _TMP9 = pow(_r0041.z, 2.40000010E+00);
    _color = vec3(_TMP7, _TMP8, _TMP9);
    _a0051 = _fp.y - 5.00000000E-01;
    _TMP5 = abs(_a0051);
    _x0053 = 1.00000000E+00 - _TMP5;
    _TMP10 = min(1.00000000E+00, _x0053);
    _TMP56 = max(0.00000000E+00, _TMP10);
    _d = _TMP56*_TMP56*(3.00000000E+00 - 2.00000000E+00*_TMP56);
    _color = _color*_d;
    _TMP7 = pow(_color.x, 4.54545438E-01);
    _TMP8 = pow(_color.y, 4.54545438E-01);
    _TMP9 = pow(_color.z, 4.54545438E-01);
    _TMP6 = vec3(_TMP7, _TMP8, _TMP9);
    _ret_0 = vec4(_TMP6.x, _TMP6.y, _TMP6.z, 1.00000000E+00);
    FragColor = _ret_0;
    return;
} 
#endif
