Skip to content

Instantly share code, notes, and snippets.

@Themaister
Created August 10, 2013 21:39
Show Gist options
  • Save Themaister/6202258 to your computer and use it in GitHub Desktop.
Save Themaister/6202258 to your computer and use it in GitHub Desktop.
#if defined(VERTEX)
#if __VERSION__ >= 130
#define COMPAT_varying out
#define COMPAT_attribute in
#else
#define COMPAT_varying varying
#define COMPAT_attribute attribute
#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
out vec4 FragColor;
#else
#define COMPAT_varying varying
#define FragColor gl_FragColor
#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;
};
uniform sampler2D Texture;
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;
_OUT._color = texture2D(Texture, TEX0.xy);
FragColor = _OUT._color;
return;
}
#endif
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment