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Copy pathcocktail-cab-portrait.glsl
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cocktail-cab-portrait.glsl
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#pragma parameter height "CocktailTable Image Height" 1.89 -2.0 2.0 0.005
#pragma parameter width "CocktailTable Image Width" 0.99 0.0 5.0 0.05
#pragma parameter separation "CocktailTable Image Separation" -0.215 -2.0 2.0 0.005
#pragma parameter zoom "CocktailTable Zoom" 0.5 -5.0 5.0 0.01
#pragma parameter location_x "CocktailTable Location X" -0.001 -2.0 2.0 0.01
#pragma parameter location_y "CocktailTable Location Y" -0.001 -2.0 2.0 0.01
#ifdef PARAMETER_UNIFORM
uniform float height;
uniform float width;
uniform float separation;
uniform float zoom;
uniform float location_x;
uniform float location_y;
#else
#define height 1.99
#define width 0.8
#define separation -0.235
#define zoom 0.51
#define location_x 0.0
#define location_y 0.0
#endif
// 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 _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 output_dummy {
vec4 _color1;
};
vec4 _oPosition1;
input_dummy _IN1;
vec4 _r0014;
vec4 _r0016;
vec2 _r0018;
vec2 _v0018;
COMPAT_ATTRIBUTE vec4 VertexCoord;
COMPAT_ATTRIBUTE vec4 COLOR;
COMPAT_ATTRIBUTE vec4 TexCoord;
COMPAT_VARYING vec4 COL0;
COMPAT_VARYING vec4 TEX0;
COMPAT_VARYING vec4 TEX1;
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;
vec2 _otexCoord1;
vec2 _shift;
_r0014 = VertexCoord.x*MVPMatrix[0];
_r0014 = _r0014 + VertexCoord.y*MVPMatrix[1];
_r0014 = _r0014 + VertexCoord.z*MVPMatrix[2];
_r0014 = _r0014 + VertexCoord.w*MVPMatrix[3];
_r0016 = _r0014.x*vec4( height, 0.00000000E+00, 0.00000000E+00, 0.00000000E+00);
_r0016 = _r0016 + _r0014.y*vec4( 0.00000000E+00, width, 0.00000000E+00, 0.00000000E+00);
_r0016 = _r0016 + _r0014.z*vec4( 0.00000000E+00, 0.00000000E+00, 1.00000000E+00, 0.00000000E+00);
_r0016 = _r0016 + _r0014.w*vec4( 0.00000000E+00, 0.00000000E+00, 0.00000000E+00, 1.00000000E+00);
_oPosition1 = _r0016;
_oColor = COLOR;
_shift = (5.00000000E-01*InputSize)/TextureSize;
_otexCoord = (TexCoord.xy - _shift)/zoom + _shift;
_v0018 = TexCoord.xy - _shift;
_r0018 = _v0018.x*vec2( -1.00000000E+00, 0.00000000E+00);
_r0018 = _r0018 + _v0018.y*vec2( 0.00000000E+00, -1.00000000E+00);
_otexCoord1 = _r0018/zoom + _shift;
gl_Position = _r0016;
COL0 = COLOR;
TEX0.xy = _otexCoord;
TEX1.xy = _otexCoord1;
}
#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 _color;
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 output_dummy {
vec4 _color;
};
vec4 _TMP1;
vec4 _TMP0;
uniform sampler2D Texture;
COMPAT_VARYING vec4 TEX0;
COMPAT_VARYING vec4 TEX1;
uniform int FrameDirection;
uniform int FrameCount;
uniform COMPAT_PRECISION vec2 OutputSize;
uniform COMPAT_PRECISION vec2 TextureSize;
uniform COMPAT_PRECISION vec2 InputSize;
void main()
{
//vec4 _color;
output_dummy _OUT;
//fix for clamping issues on GLES
vec2 fragCoord1 = TEX0.xy * InputSize / TextureSize * vec2(0.9999);
vec2 fragCoord2 = TEX1.xy * InputSize / TextureSize * vec2(0.9999);
_TMP0 = vec4(0.0);
if ( fragCoord1.x < 0.9999 && fragCoord1.x > 0.0001 && fragCoord1.y < 0.9 && fragCoord1.y > 0.1 )
_TMP0 = COMPAT_TEXTURE(Texture, TEX0.xy + vec2( location_x, separation + location_y));
_TMP1 = vec4(0.0);
if ( fragCoord2.x < 0.9999 && fragCoord2.x > 0.0001 && fragCoord2.y < 0.9 && fragCoord2.y > 0.1 )
_TMP1 = COMPAT_TEXTURE(Texture, TEX1.xy + vec2(-location_x, separation - location_y));
_OUT._color = _TMP0 + _TMP1;
FragColor = _OUT._color;
return;
}
#endif