// 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 _t3;
COMPAT_VARYING     vec4 _t2;
COMPAT_VARYING     vec4 _t1;
COMPAT_VARYING     vec2 _texCoord1;
COMPAT_VARYING     vec4 _color1;
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;
    vec4 _color1;
    vec2 _texCoord1;
    vec4 _t1;
    vec4 _t2;
    vec4 _t3;
};
out_vertex _ret_0;
input_dummy _IN1;
vec4 _r0006;
COMPAT_ATTRIBUTE vec4 VertexCoord;
COMPAT_ATTRIBUTE vec4 COLOR;
COMPAT_ATTRIBUTE vec4 TexCoord;
COMPAT_VARYING vec4 COL0;
COMPAT_VARYING vec4 TEX0;
COMPAT_VARYING vec4 TEX1;
COMPAT_VARYING vec4 TEX2;
COMPAT_VARYING vec4 TEX3;
 
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;
    _r0006 = VertexCoord.x*MVPMatrix[0];
    _r0006 = _r0006 + VertexCoord.y*MVPMatrix[1];
    _r0006 = _r0006 + VertexCoord.z*MVPMatrix[2];
    _r0006 = _r0006 + VertexCoord.w*MVPMatrix[3];
    _ps = vec2(1.00000000E+00/TextureSize.x, 1.00000000E+00/TextureSize.y);
    _OUT._t1 = TexCoord.xxxy + vec4(-_ps.x, 0.00000000E+00, _ps.x, -_ps.y);
    _OUT._t2 = TexCoord.xxxy + vec4(-_ps.x, 0.00000000E+00, _ps.x, 0.00000000E+00);
    _OUT._t3 = TexCoord.xxxy + vec4(-_ps.x, 0.00000000E+00, _ps.x, _ps.y);
    _ret_0._position1 = _r0006;
    _ret_0._color1 = COLOR;
    _ret_0._texCoord1 = TexCoord.xy;
    _ret_0._t1 = _OUT._t1;
    _ret_0._t2 = _OUT._t2;
    _ret_0._t3 = _OUT._t3;
    gl_Position = _r0006;
    COL0 = COLOR;
    TEX0.xy = TexCoord.xy;
    TEX1 = _OUT._t1;
    TEX2 = _OUT._t2;
    TEX3 = _OUT._t3;
    return;
    COL0 = _ret_0._color1;
    TEX0.xy = _ret_0._texCoord1;
    TEX1 = _ret_0._t1;
    TEX2 = _ret_0._t2;
    TEX3 = _ret_0._t3;
} 
#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 _t3;
COMPAT_VARYING     vec4 _t2;
COMPAT_VARYING     vec4 _t1;
COMPAT_VARYING     vec2 _texCoord;
COMPAT_VARYING     vec4 _color1;
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 _color1;
    vec2 _texCoord;
    vec4 _t1;
    vec4 _t2;
    vec4 _t3;
};
vec4 _ret_0;
vec3 _TMP10;
vec4 _TMP8;
vec4 _TMP7;
vec4 _TMP6;
vec4 _TMP5;
vec4 _TMP4;
vec4 _TMP3;
vec4 _TMP2;
vec4 _TMP1;
vec4 _TMP0;
uniform sampler2D Texture;
vec3 _x0034;
vec3 _TMP35;
COMPAT_VARYING vec4 TEX0;
COMPAT_VARYING vec4 TEX1;
COMPAT_VARYING vec4 TEX2;
COMPAT_VARYING vec4 TEX3;
 
uniform int FrameDirection;
uniform int FrameCount;
uniform COMPAT_PRECISION vec2 OutputSize;
uniform COMPAT_PRECISION vec2 TextureSize;
uniform COMPAT_PRECISION vec2 InputSize;
void main()
{
    vec3 _color;
    _TMP0 = COMPAT_TEXTURE(Texture, TEX0.xy);
    _color = 8.00000000E+00*_TMP0.xyz;
    _TMP1 = COMPAT_TEXTURE(Texture, TEX1.yw);
    _TMP2 = COMPAT_TEXTURE(Texture, TEX2.xw);
    _TMP3 = COMPAT_TEXTURE(Texture, TEX2.zw);
    _TMP4 = COMPAT_TEXTURE(Texture, TEX3.yw);
    _TMP5 = COMPAT_TEXTURE(Texture, TEX1.xw);
    _color = _color - _TMP5.xyz;
    _color = _color - _TMP1.xyz;
    _TMP6 = COMPAT_TEXTURE(Texture, TEX1.zw);
    _color = _color - _TMP6.xyz;
    _color = _color - _TMP2.xyz;
    _color = _color - _TMP3.xyz;
    _TMP7 = COMPAT_TEXTURE(Texture, TEX3.xw);
    _color = _color - _TMP7.xyz;
    _color = _color - _TMP4.xyz;
    _TMP8 = COMPAT_TEXTURE(Texture, TEX3.zw);
    _color = _color - _TMP8.xyz;
    _x0034 = _TMP0.xyz + _color*7.99999982E-02;
    _TMP10 = min(vec3( 1.00000000E+00, 1.00000000E+00, 1.00000000E+00), _x0034);
    _TMP35 = max(vec3( 0.00000000E+00, 0.00000000E+00, 0.00000000E+00), _TMP10);
    _color = vec3(_TMP0.x != _TMP3.x && _TMP0.x != _TMP2.x || _TMP0.x != _TMP1.x && _TMP0.x != _TMP4.x ? _TMP35.x : _TMP0.x, _TMP0.y != _TMP3.y && _TMP0.y != _TMP2.y || _TMP0.y != _TMP1.y && _TMP0.y != _TMP4.y ? _TMP35.y : _TMP0.y, _TMP0.z != _TMP3.z && _TMP0.z != _TMP2.z || _TMP0.z != _TMP1.z && _TMP0.z != _TMP4.z ? _TMP35.z : _TMP0.z);
    _ret_0 = vec4(_color.x, _color.y, _color.z, 1.00000000E+00);
    FragColor = _ret_0;
    return;
} 
#endif
