// 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;
struct input_dummy {
    vec2 _video_size;
    vec2 _texture_size;
    vec2 _output_dummy_size;
    float _frame_count;
    float _frame_direction;
    float _frame_rotation;
};
vec4 _oPosition1;
input_dummy _IN1;
vec4 _r0006;
COMPAT_ATTRIBUTE vec4 VertexCoord;
COMPAT_ATTRIBUTE vec4 COLOR;
COMPAT_VARYING vec4 COL0;
COMPAT_ATTRIBUTE vec4 TexCoord;
COMPAT_VARYING vec4 TEX0;
COMPAT_ATTRIBUTE vec4 LUTTexCoord;
COMPAT_VARYING vec4 TEX1;
 
uniform mat4 MVPMatrix;
uniform COMPAT_PRECISION int FrameDirection;
uniform COMPAT_PRECISION int FrameCount;
uniform COMPAT_PRECISION vec2 OutputSize;
uniform COMPAT_PRECISION vec2 TextureSize;
uniform COMPAT_PRECISION vec2 InputSize;
void main()
{
    vec4 _oColor;
    vec2 _oTex;
    vec2 _otex_border;
    vec2 _scale;
    vec2 _middle;
    vec2 _diff;
    vec2 _dist;
    _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;
    _scale = (OutputSize/vec2( 3.20000000E+02, 2.40000000E+02))/6.00000000E+00;
    _middle = (5.00000000E-01*InputSize)/TextureSize;
    _diff = TexCoord.xy - _middle;
    _oTex = _middle + _diff*_scale;
    _dist = LUTTexCoord.xy - vec2( 5.00000000E-01, 5.00000000E-01);
    _otex_border = vec2( 5.00000000E-01, 5.00000000E-01) + (_dist*OutputSize)/vec2( 2.56000000E+03, 1.60000000E+03);
    gl_Position = _r0006;
    COL0 = COLOR;
    TEX0.xy = _oTex;
    TEX1.xy = _otex_border;
} 
#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;
struct input_dummy {
    vec2 _video_size;
    vec2 _texture_size;
    vec2 _output_dummy_size;
    float _frame_count1;
    float _frame_direction;
    float _frame_rotation;
};
vec4 _ret_0;
vec4 _TMP0;
uniform sampler2D Texture;
uniform sampler2D bg;
COMPAT_VARYING vec4 TEX0;
COMPAT_VARYING vec4 TEX1;
 
uniform COMPAT_PRECISION int FrameDirection;
uniform COMPAT_PRECISION int FrameCount;
uniform COMPAT_PRECISION vec2 OutputSize;
uniform COMPAT_PRECISION vec2 TextureSize;
uniform COMPAT_PRECISION vec2 InputSize;
void main()
{
    vec4 _frame;
    vec4 _background;
    _frame = COMPAT_TEXTURE(Texture, TEX0.xy);
    _TMP0 = COMPAT_TEXTURE(bg, TEX1.xy);
    _background = vec4(_TMP0.x, _TMP0.y, _TMP0.z, _TMP0.w);
    _ret_0 = _frame + _background.w*(_background - _frame);
    FragColor = _ret_0;
    return;
} 
#endif
