// 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;
COMPAT_VARYING     vec4 _color1;
struct output_dummy {
    vec4 _color1;
};
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 _r0006;
COMPAT_ATTRIBUTE vec4 VertexCoord;
COMPAT_ATTRIBUTE vec4 COLOR;
COMPAT_ATTRIBUTE vec4 TexCoord;
COMPAT_VARYING vec4 COL0;
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()
{
    vec4 _oColor;
    vec2 _otexCoord;
    _r0006 = VertexCoord.x*MVPMatrix[0];
    _r0006 = _r0006 + VertexCoord.y*MVPMatrix[1];
    _r0006 = _r0006 + VertexCoord.z*MVPMatrix[2];
    _r0006 = _r0006 + VertexCoord.w*MVPMatrix[3];
    _oPosition1 = _r0006;
    _oColor = COLOR;
    _otexCoord = TexCoord.xy;
    gl_Position = _r0006;
    COL0 = COLOR;
    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;
COMPAT_VARYING     vec4 _color;
struct output_dummy {
    vec4 _color;
};
struct input_dummy {
    vec2 _video_size;
    vec2 _texture_size;
    vec2 _output_dummy_size;
    float _frame_count;
    float _frame_direction;
    float _frame_rotation;
};
vec3 _TMP11;
vec3 _TMP10;
vec3 _TMP9;
vec4 _TMP17;
float _TMP8;
vec4 _TMP7;
vec4 _TMP6;
float _TMP16;
float _TMP15;
float _TMP14;
float _TMP13;
vec4 _TMP5;
input_dummy _IN1;
uniform sampler2D Texture;
vec2 _x0025;
vec4 _ret0027;
vec4 _a0029;
vec4 _TMP30;
vec4 _x0045;
vec4 _ret0057;
vec4 _a0059;
vec4 _TMP60;
vec4 _x0075;
vec2 _c0091;
vec2 _c0095;
vec2 _c0099;
vec2 _c0103;
vec3 _r0105;
float _ypos0107;
vec2 _c0111;
vec2 _c0115;
vec2 _c0119;
vec2 _c0123;
vec3 _r0125;
float _ypos0127;
vec2 _c0131;
vec2 _c0135;
vec2 _c0139;
vec2 _c0143;
vec3 _r0145;
float _ypos0147;
vec2 _c0151;
vec2 _c0155;
vec2 _c0159;
vec2 _c0163;
vec3 _r0165;
vec3 _r0167;
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 _stepxy;
    vec2 _pos;
    vec2 _f;
    vec2 _xystart;
    vec4 _xpos2;
    vec4 _linetaps1;
    vec4 _columntaps;
    output_dummy _OUT;
    _stepxy = 1.00000000E+00/TextureSize.xy;
    _pos = TEX0.xy + _stepxy*5.00000000E-01;
    _x0025 = _pos/_stepxy;
    _f = fract(_x0025);
    _xystart = (-1.50000000E+00 - _f)*_stepxy + _pos;
    _xpos2 = vec4(_xystart.x, _xystart.x + _stepxy.x, _xystart.x + _stepxy.x*2.00000000E+00, _xystart.x + _stepxy.x*3.00000000E+00);
    _a0029 = 3.14159274E+00*vec4(1.00000000E+00 + _f.x, _f.x, 1.00000000E+00 - _f.x, 2.00000000E+00 - _f.x);
    _TMP5 = abs(_a0029);
    _TMP30 = max(_TMP5, vec4( 9.99999975E-06, 9.99999975E-06, 9.99999975E-06, 9.99999975E-06));
    _TMP13 = sin(_TMP30.x);
    _TMP14 = sin(_TMP30.y);
    _TMP15 = sin(_TMP30.z);
    _TMP16 = sin(_TMP30.w);
    _TMP6 = vec4(_TMP13, _TMP14, _TMP15, _TMP16);
    _x0045 = _TMP30/2.00000000E+00;
    _TMP13 = sin(_x0045.x);
    _TMP14 = sin(_x0045.y);
    _TMP15 = sin(_x0045.z);
    _TMP16 = sin(_x0045.w);
    _TMP7 = vec4(_TMP13, _TMP14, _TMP15, _TMP16);
    _ret0027 = (_TMP6*_TMP7)/(_TMP30*_TMP30);
    _TMP8 = dot(_ret0027, vec4( 1.00000000E+00, 1.00000000E+00, 1.00000000E+00, 1.00000000E+00));
    _linetaps1 = _ret0027/_TMP8;
    _a0059 = 3.14159274E+00*vec4(1.00000000E+00 + _f.y, _f.y, 1.00000000E+00 - _f.y, 2.00000000E+00 - _f.y);
    _TMP5 = abs(_a0059);
    _TMP60 = max(_TMP5, vec4( 9.99999975E-06, 9.99999975E-06, 9.99999975E-06, 9.99999975E-06));
    _TMP13 = sin(_TMP60.x);
    _TMP14 = sin(_TMP60.y);
    _TMP15 = sin(_TMP60.z);
    _TMP16 = sin(_TMP60.w);
    _TMP6 = vec4(_TMP13, _TMP14, _TMP15, _TMP16);
    _x0075 = _TMP60/2.00000000E+00;
    _TMP13 = sin(_x0075.x);
    _TMP14 = sin(_x0075.y);
    _TMP15 = sin(_x0075.z);
    _TMP16 = sin(_x0075.w);
    _TMP7 = vec4(_TMP13, _TMP14, _TMP15, _TMP16);
    _ret0057 = (_TMP6*_TMP7)/(_TMP60*_TMP60);
    _TMP8 = dot(_ret0057, vec4( 1.00000000E+00, 1.00000000E+00, 1.00000000E+00, 1.00000000E+00));
    _columntaps = _ret0057/_TMP8;
    _c0091 = vec2(_xpos2.x, _xystart.y);
    _TMP17 = COMPAT_TEXTURE(Texture, _c0091);
    _TMP9 = _TMP17.xyz;
    _c0095 = vec2(_xpos2.y, _xystart.y);
    _TMP17 = COMPAT_TEXTURE(Texture, _c0095);
    _TMP10 = _TMP17.xyz;
    _c0099 = vec2(_xpos2.z, _xystart.y);
    _TMP17 = COMPAT_TEXTURE(Texture, _c0099);
    _TMP11 = _TMP17.xyz;
    _c0103 = vec2(_xpos2.w, _xystart.y);
    _TMP17 = COMPAT_TEXTURE(Texture, _c0103);
    _r0105 = _linetaps1.x*_TMP9;
    _r0105 = _r0105 + _linetaps1.y*_TMP10;
    _r0105 = _r0105 + _linetaps1.z*_TMP11;
    _r0105 = _r0105 + _linetaps1.w*_TMP17.xyz;
    _ypos0107 = _xystart.y + _stepxy.y;
    _c0111 = vec2(_xpos2.x, _ypos0107);
    _TMP17 = COMPAT_TEXTURE(Texture, _c0111);
    _TMP9 = _TMP17.xyz;
    _c0115 = vec2(_xpos2.y, _ypos0107);
    _TMP17 = COMPAT_TEXTURE(Texture, _c0115);
    _TMP10 = _TMP17.xyz;
    _c0119 = vec2(_xpos2.z, _ypos0107);
    _TMP17 = COMPAT_TEXTURE(Texture, _c0119);
    _TMP11 = _TMP17.xyz;
    _c0123 = vec2(_xpos2.w, _ypos0107);
    _TMP17 = COMPAT_TEXTURE(Texture, _c0123);
    _r0125 = _linetaps1.x*_TMP9;
    _r0125 = _r0125 + _linetaps1.y*_TMP10;
    _r0125 = _r0125 + _linetaps1.z*_TMP11;
    _r0125 = _r0125 + _linetaps1.w*_TMP17.xyz;
    _ypos0127 = _xystart.y + _stepxy.y*2.00000000E+00;
    _c0131 = vec2(_xpos2.x, _ypos0127);
    _TMP17 = COMPAT_TEXTURE(Texture, _c0131);
    _TMP9 = _TMP17.xyz;
    _c0135 = vec2(_xpos2.y, _ypos0127);
    _TMP17 = COMPAT_TEXTURE(Texture, _c0135);
    _TMP10 = _TMP17.xyz;
    _c0139 = vec2(_xpos2.z, _ypos0127);
    _TMP17 = COMPAT_TEXTURE(Texture, _c0139);
    _TMP11 = _TMP17.xyz;
    _c0143 = vec2(_xpos2.w, _ypos0127);
    _TMP17 = COMPAT_TEXTURE(Texture, _c0143);
    _r0145 = _linetaps1.x*_TMP9;
    _r0145 = _r0145 + _linetaps1.y*_TMP10;
    _r0145 = _r0145 + _linetaps1.z*_TMP11;
    _r0145 = _r0145 + _linetaps1.w*_TMP17.xyz;
    _ypos0147 = _xystart.y + _stepxy.y*3.00000000E+00;
    _c0151 = vec2(_xpos2.x, _ypos0147);
    _TMP17 = COMPAT_TEXTURE(Texture, _c0151);
    _TMP9 = _TMP17.xyz;
    _c0155 = vec2(_xpos2.y, _ypos0147);
    _TMP17 = COMPAT_TEXTURE(Texture, _c0155);
    _TMP10 = _TMP17.xyz;
    _c0159 = vec2(_xpos2.z, _ypos0147);
    _TMP17 = COMPAT_TEXTURE(Texture, _c0159);
    _TMP11 = _TMP17.xyz;
    _c0163 = vec2(_xpos2.w, _ypos0147);
    _TMP17 = COMPAT_TEXTURE(Texture, _c0163);
    _r0165 = _linetaps1.x*_TMP9;
    _r0165 = _r0165 + _linetaps1.y*_TMP10;
    _r0165 = _r0165 + _linetaps1.z*_TMP11;
    _r0165 = _r0165 + _linetaps1.w*_TMP17.xyz;
    _r0167 = _columntaps.x*_r0105;
    _r0167 = _r0167 + _columntaps.y*_r0125;
    _r0167 = _r0167 + _columntaps.z*_r0145;
    _r0167 = _r0167 + _columntaps.w*_r0165;
    _OUT._color = vec4(_r0167.x, _r0167.y, _r0167.z, 1.00000000E+00);
    FragColor = _OUT._color;
    return;
} 
#endif
