// 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 _r0005;
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;
    _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;
    _oColor = COLOR;
    _otexCoord = TexCoord.xy;
    gl_Position = _r0005;
    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;
};
vec4 _TMP1;
vec4 _TMP0;
uniform sampler2D Texture;
input_dummy _IN1;
vec2 _c0007;
vec2 _c0009;
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()
{
    output_dummy _OUT;
    vec2 _pixel;
    vec3 _pixeldiff1;
    vec3 _pixelmake1;
    vec3 _pixeldiffleft1;
    _OUT._color = COMPAT_TEXTURE(Texture, TEX0.xy);
    _pixel.x = 1.00000000E+00/TextureSize.x;
    _c0007 = TEX0.xy + vec2(_pixel.x, 0.00000000E+00);
    _TMP0 = COMPAT_TEXTURE(Texture, _c0007);
    _c0009 = TEX0.xy + vec2(-_pixel.x, 0.00000000E+00);
    _TMP1 = COMPAT_TEXTURE(Texture, _c0009);
    _pixeldiff1.xyz = _TMP1.xyz - _OUT._color.xyz;
    _pixeldiffleft1.xyz = _TMP0.xyz - _OUT._color.xyz;
    if (_pixeldiff1.x > 3.99999991E-02) { 
        _pixeldiff1.x = 3.99999991E-02;
    } 
    if (_pixeldiff1.y > 1.99999996E-02) { 
        _pixeldiff1.y = 1.99999996E-02;
    } 
    if (_pixeldiff1.z > 3.99999991E-02) { 
        _pixeldiff1.z = 3.99999991E-02;
    } 
    if (_pixeldiff1.x < -3.99999991E-02) { 
        _pixeldiff1.x = -3.99999991E-02;
    } 
    if (_pixeldiff1.y < -1.99999996E-02) { 
        _pixeldiff1.y = -1.99999996E-02;
    } 
    if (_pixeldiff1.z < -3.99999991E-02) { 
        _pixeldiff1.z = -3.99999991E-02;
    } 
    if (_pixeldiffleft1.x > 3.99999991E-02) { 
        _pixeldiffleft1.x = 3.99999991E-02;
    } 
    if (_pixeldiffleft1.y > 1.99999996E-02) { 
        _pixeldiffleft1.y = 1.99999996E-02;
    } 
    if (_pixeldiffleft1.z > 3.99999991E-02) { 
        _pixeldiffleft1.z = 3.99999991E-02;
    } 
    if (_pixeldiffleft1.x < -3.99999991E-02) { 
        _pixeldiffleft1.x = -3.99999991E-02;
    } 
    if (_pixeldiffleft1.y < -1.99999996E-02) { 
        _pixeldiffleft1.y = -1.99999996E-02;
    } 
    if (_pixeldiffleft1.z < -3.99999991E-02) { 
        _pixeldiffleft1.z = -3.99999991E-02;
    } 
    _pixelmake1.xyz = _pixeldiff1.xyz/4.00000000E+00 + _pixeldiffleft1.xyz/1.60000000E+01;
    _OUT._color.xyz = _OUT._color.xyz + _pixelmake1.xyz;
    FragColor = _OUT._color;
    return;
} 
#endif
