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hq4x.glsl
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hq4x.glsl
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// 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 _t6;
COMPAT_VARYING vec4 _t5;
COMPAT_VARYING vec4 _t4;
COMPAT_VARYING vec4 _t3;
COMPAT_VARYING vec4 _t2;
COMPAT_VARYING vec4 _t1;
COMPAT_VARYING vec2 _texCoord;
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;
vec2 _texCoord;
vec4 _t1;
vec4 _t2;
vec4 _t3;
vec4 _t4;
vec4 _t5;
vec4 _t6;
};
out_vertex _ret_0;
input_dummy _IN1;
vec4 _r0027;
COMPAT_ATTRIBUTE vec4 VertexCoord;
COMPAT_ATTRIBUTE vec4 TexCoord;
COMPAT_VARYING vec4 TEX0;
COMPAT_VARYING vec4 TEX1;
COMPAT_VARYING vec4 TEX2;
COMPAT_VARYING vec4 TEX3;
COMPAT_VARYING vec4 TEX4;
COMPAT_VARYING vec4 TEX5;
COMPAT_VARYING vec4 TEX6;
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()
{
float _x;
float _y;
vec2 _dg1;
vec2 _dg2;
vec2 _sd1;
vec2 _sd2;
vec2 _ddx;
vec2 _ddy;
vec2 _TMP11;
vec2 _TMP12;
vec2 _TMP13;
vec2 _TMP14;
vec2 _TMP15;
vec2 _TMP16;
vec2 _TMP17;
vec2 _TMP18;
vec2 _TMP19;
vec2 _TMP20;
vec2 _TMP21;
vec2 _TMP22;
out_vertex _TMP23;
_x = 5.00000000E-001*(1.00000000E+000/TextureSize.x);
_y = 5.00000000E-001*(1.00000000E+000/TextureSize.y);
_dg1 = vec2(_x, _y);
_dg2 = vec2(-_x, _y);
_sd1 = _dg1*5.00000000E-001;
_sd2 = _dg2*5.00000000E-001;
_ddx = vec2(_x, 0.00000000E+000);
_ddy = vec2(0.00000000E+000, _y);
_r0027 = VertexCoord.x*MVPMatrix[0];
_r0027 = _r0027 + VertexCoord.y*MVPMatrix[1];
_r0027 = _r0027 + VertexCoord.z*MVPMatrix[2];
_r0027 = _r0027 + VertexCoord.w*MVPMatrix[3];
_TMP21 = TexCoord.xy - _sd1;
_TMP22 = TexCoord.xy - _ddy;
_TMP23._t1 = vec4(_TMP21.x, _TMP21.y, _TMP22.x, _TMP22.y);
_TMP19 = TexCoord.xy - _sd2;
_TMP20 = TexCoord.xy + _ddx;
_TMP23._t2 = vec4(_TMP19.x, _TMP19.y, _TMP20.x, _TMP20.y);
_TMP17 = TexCoord.xy + _sd1;
_TMP18 = TexCoord.xy + _ddy;
_TMP23._t3 = vec4(_TMP17.x, _TMP17.y, _TMP18.x, _TMP18.y);
_TMP15 = TexCoord.xy + _sd2;
_TMP16 = TexCoord.xy - _ddx;
_TMP23._t4 = vec4(_TMP15.x, _TMP15.y, _TMP16.x, _TMP16.y);
_TMP13 = TexCoord.xy - _dg1;
_TMP14 = TexCoord.xy - _dg2;
_TMP23._t5 = vec4(_TMP13.x, _TMP13.y, _TMP14.x, _TMP14.y);
_TMP11 = TexCoord.xy + _dg1;
_TMP12 = TexCoord.xy + _dg2;
_TMP23._t6 = vec4(_TMP11.x, _TMP11.y, _TMP12.x, _TMP12.y);
_ret_0._position1 = _r0027;
_ret_0._texCoord = TexCoord.xy;
_ret_0._t1 = _TMP23._t1;
_ret_0._t2 = _TMP23._t2;
_ret_0._t3 = _TMP23._t3;
_ret_0._t4 = _TMP23._t4;
_ret_0._t5 = _TMP23._t5;
_ret_0._t6 = _TMP23._t6;
gl_Position = vec4(float(_r0027.x), float(_r0027.y), float(_r0027.z), float(_r0027.w));
TEX0.xy = TexCoord.xy;
TEX1 = _TMP23._t1;
TEX2 = _TMP23._t2;
TEX3 = _TMP23._t3;
TEX4 = _TMP23._t4;
TEX5 = _TMP23._t5;
TEX6 = _TMP23._t6;
return;
TEX0.xy = _ret_0._texCoord;
TEX1 = _ret_0._t1;
TEX2 = _ret_0._t2;
TEX3 = _ret_0._t3;
TEX4 = _ret_0._t4;
TEX5 = _ret_0._t5;
TEX6 = _ret_0._t6;
}
#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 _t6;
COMPAT_VARYING vec4 _t5;
COMPAT_VARYING vec4 _t4;
COMPAT_VARYING vec4 _t3;
COMPAT_VARYING vec4 _t2;
COMPAT_VARYING vec4 _t1;
COMPAT_VARYING vec2 _texCoord;
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 {
vec2 _texCoord;
vec4 _t1;
vec4 _t2;
vec4 _t3;
vec4 _t4;
vec4 _t5;
vec4 _t6;
};
vec4 _ret_0;
float _TMP43;
float _TMP41;
float _TMP42;
float _TMP38;
float _TMP37;
float _TMP40;
vec3 _TMP36;
vec3 _TMP35;
vec3 _TMP39;
float _TMP34;
float _TMP33;
vec3 _TMP32;
vec3 _TMP31;
float _TMP30;
float _TMP29;
vec3 _TMP28;
vec3 _TMP27;
float _TMP26;
float _TMP25;
vec3 _TMP24;
vec3 _TMP23;
float _TMP22;
float _TMP21;
vec3 _TMP20;
float _TMP19;
float _TMP18;
vec3 _TMP17;
vec3 _TMP16;
vec3 _TMP15;
vec3 _TMP14;
vec3 _TMP13;
vec4 _TMP12;
vec4 _TMP11;
vec4 _TMP10;
vec4 _TMP9;
vec4 _TMP8;
vec4 _TMP7;
vec4 _TMP6;
vec4 _TMP5;
vec4 _TMP4;
vec4 _TMP3;
vec4 _TMP2;
vec4 _TMP1;
vec4 _TMP0;
uniform sampler2D Texture;
vec2 _c0054;
vec2 _c0056;
vec2 _c0058;
vec2 _c0060;
vec2 _c0062;
vec2 _c0064;
vec2 _c0066;
vec2 _c0068;
vec2 _c0070;
vec2 _c0072;
vec2 _c0074;
vec2 _c0076;
vec2 _c0078;
vec3 _a0080;
vec3 _a0084;
vec3 _a0088;
vec3 _a0092;
vec3 _a0096;
vec3 _a0104;
vec3 _a0112;
vec3 _a0114;
vec3 _a0116;
vec3 _a0118;
vec3 _a0120;
vec3 _a0122;
vec3 _a0124;
vec3 _a0126;
vec3 _a0128;
vec3 _a0130;
vec3 _a0132;
vec3 _a0134;
vec3 _a0136;
vec3 _a0138;
vec3 _a0140;
vec3 _a0142;
float _TMP143;
float _x0144;
float _TMP149;
float _x0150;
float _TMP155;
float _x0156;
float _TMP161;
float _x0162;
COMPAT_VARYING vec4 TEX0;
COMPAT_VARYING vec4 TEX1;
COMPAT_VARYING vec4 TEX2;
COMPAT_VARYING vec4 TEX3;
COMPAT_VARYING vec4 TEX4;
COMPAT_VARYING vec4 TEX5;
COMPAT_VARYING vec4 TEX6;
uniform int FrameDirection;
uniform int FrameCount;
uniform COMPAT_PRECISION vec2 OutputSize;
uniform COMPAT_PRECISION vec2 TextureSize;
uniform COMPAT_PRECISION vec2 InputSize;
void main()
{
vec3 _c;
vec3 _i1;
vec3 _i2;
vec3 _i3;
vec3 _i4;
vec3 _o1;
vec3 _o3;
vec3 _o2;
vec3 _o4;
vec3 _s1;
vec3 _s2;
vec3 _s3;
vec3 _s4;
float _ko1;
float _ko2;
float _ko3;
float _ko4;
float _k1;
float _k2;
float _w1;
float _w2;
float _w3;
float _w4;
vec3 _TMP52;
_c0054 = vec2(float(TEX0.x), float(TEX0.y));
_TMP0 = COMPAT_TEXTURE(Texture, _c0054);
_c = vec3(float(_TMP0.x), float(_TMP0.y), float(_TMP0.z));
_c0056 = vec2(float(TEX1.x), float(TEX1.y));
_TMP1 = COMPAT_TEXTURE(Texture, _c0056);
_i1 = vec3(float(_TMP1.x), float(_TMP1.y), float(_TMP1.z));
_c0058 = vec2(float(TEX2.x), float(TEX2.y));
_TMP2 = COMPAT_TEXTURE(Texture, _c0058);
_i2 = vec3(float(_TMP2.x), float(_TMP2.y), float(_TMP2.z));
_c0060 = vec2(float(TEX3.x), float(TEX3.y));
_TMP3 = COMPAT_TEXTURE(Texture, _c0060);
_i3 = vec3(float(_TMP3.x), float(_TMP3.y), float(_TMP3.z));
_c0062 = vec2(float(TEX4.x), float(TEX4.y));
_TMP4 = COMPAT_TEXTURE(Texture, _c0062);
_i4 = vec3(float(_TMP4.x), float(_TMP4.y), float(_TMP4.z));
_c0064 = vec2(float(TEX5.x), float(TEX5.y));
_TMP5 = COMPAT_TEXTURE(Texture, _c0064);
_o1 = vec3(float(_TMP5.x), float(_TMP5.y), float(_TMP5.z));
_c0066 = vec2(float(TEX6.x), float(TEX6.y));
_TMP6 = COMPAT_TEXTURE(Texture, _c0066);
_o3 = vec3(float(_TMP6.x), float(_TMP6.y), float(_TMP6.z));
_c0068 = vec2(float(TEX5.z), float(TEX5.w));
_TMP7 = COMPAT_TEXTURE(Texture, _c0068);
_o2 = vec3(float(_TMP7.x), float(_TMP7.y), float(_TMP7.z));
_c0070 = vec2(float(TEX6.z), float(TEX6.w));
_TMP8 = COMPAT_TEXTURE(Texture, _c0070);
_o4 = vec3(float(_TMP8.x), float(_TMP8.y), float(_TMP8.z));
_c0072 = vec2(float(TEX1.z), float(TEX1.w));
_TMP9 = COMPAT_TEXTURE(Texture, _c0072);
_s1 = vec3(float(_TMP9.x), float(_TMP9.y), float(_TMP9.z));
_c0074 = vec2(float(TEX2.z), float(TEX2.w));
_TMP10 = COMPAT_TEXTURE(Texture, _c0074);
_s2 = vec3(float(_TMP10.x), float(_TMP10.y), float(_TMP10.z));
_c0076 = vec2(float(TEX3.z), float(TEX3.w));
_TMP11 = COMPAT_TEXTURE(Texture, _c0076);
_s3 = vec3(float(_TMP11.x), float(_TMP11.y), float(_TMP11.z));
_c0078 = vec2(float(TEX4.z), float(TEX4.w));
_TMP12 = COMPAT_TEXTURE(Texture, _c0078);
_s4 = vec3(float(_TMP12.x), float(_TMP12.y), float(_TMP12.z));
_a0080 = _o1 - _c;
_TMP39 = abs(vec3(float(_a0080.x), float(_a0080.y), float(_a0080.z)));
_TMP13 = vec3(float(_TMP39.x), float(_TMP39.y), float(_TMP39.z));
_TMP40 = dot(vec3(float(_TMP13.x), float(_TMP13.y), float(_TMP13.z)), vec3( 1.00000000E+000, 1.00000000E+000, 1.00000000E+000));
_ko1 = float(_TMP40);
_a0084 = _o2 - _c;
_TMP39 = abs(vec3(float(_a0084.x), float(_a0084.y), float(_a0084.z)));
_TMP14 = vec3(float(_TMP39.x), float(_TMP39.y), float(_TMP39.z));
_TMP40 = dot(vec3(float(_TMP14.x), float(_TMP14.y), float(_TMP14.z)), vec3( 1.00000000E+000, 1.00000000E+000, 1.00000000E+000));
_ko2 = float(_TMP40);
_a0088 = _o3 - _c;
_TMP39 = abs(vec3(float(_a0088.x), float(_a0088.y), float(_a0088.z)));
_TMP15 = vec3(float(_TMP39.x), float(_TMP39.y), float(_TMP39.z));
_TMP40 = dot(vec3(float(_TMP15.x), float(_TMP15.y), float(_TMP15.z)), vec3( 1.00000000E+000, 1.00000000E+000, 1.00000000E+000));
_ko3 = float(_TMP40);
_a0092 = _o4 - _c;
_TMP39 = abs(vec3(float(_a0092.x), float(_a0092.y), float(_a0092.z)));
_TMP16 = vec3(float(_TMP39.x), float(_TMP39.y), float(_TMP39.z));
_TMP40 = dot(vec3(float(_TMP16.x), float(_TMP16.y), float(_TMP16.z)), vec3( 1.00000000E+000, 1.00000000E+000, 1.00000000E+000));
_ko4 = float(_TMP40);
_a0096 = _i1 - _i3;
_TMP39 = abs(vec3(float(_a0096.x), float(_a0096.y), float(_a0096.z)));
_TMP17 = vec3(float(_TMP39.x), float(_TMP39.y), float(_TMP39.z));
_TMP40 = dot(vec3(float(_TMP17.x), float(_TMP17.y), float(_TMP17.z)), vec3( 1.00000000E+000, 1.00000000E+000, 1.00000000E+000));
_TMP18 = float(_TMP40);
_TMP41 = max(float(_ko1), float(_ko3));
_TMP19 = float(_TMP41);
_TMP42 = min(float(_TMP18), float(_TMP19));
_k1 = float(_TMP42);
_a0104 = _i2 - _i4;
_TMP39 = abs(vec3(float(_a0104.x), float(_a0104.y), float(_a0104.z)));
_TMP20 = vec3(float(_TMP39.x), float(_TMP39.y), float(_TMP39.z));
_TMP40 = dot(vec3(float(_TMP20.x), float(_TMP20.y), float(_TMP20.z)), vec3( 1.00000000E+000, 1.00000000E+000, 1.00000000E+000));
_TMP21 = float(_TMP40);
_TMP41 = max(float(_ko2), float(_ko4));
_TMP22 = float(_TMP41);
_TMP42 = min(float(_TMP21), float(_TMP22));
_k2 = float(_TMP42);
_w1 = _k2;
if (_ko3 < _ko1) {
_w1 = _k2*(_ko3/_ko1);
}
_w2 = _k1;
if (_ko4 < _ko2) {
_w2 = _k1*(_ko4/_ko2);
}
_w3 = _k2;
if (_ko1 < _ko3) {
_w3 = _k2*(_ko1/_ko3);
}
_w4 = _k1;
if (_ko2 < _ko4) {
_w4 = _k1*(_ko2/_ko4);
}
_c = (_w1*_o1 + _w2*_o2 + _w3*_o3 + _w4*_o4 + 1.00040436E-003*_c)/(_w1 + _w2 + _w3 + _w4 + 1.00040436E-003);
_a0112 = _i1 - _c;
_TMP39 = abs(vec3(float(_a0112.x), float(_a0112.y), float(_a0112.z)));
_TMP23 = vec3(float(_TMP39.x), float(_TMP39.y), float(_TMP39.z));
_a0114 = _i3 - _c;
_TMP39 = abs(vec3(float(_a0114.x), float(_a0114.y), float(_a0114.z)));
_TMP24 = vec3(float(_TMP39.x), float(_TMP39.y), float(_TMP39.z));
_a0116 = _TMP23 + _TMP24;
_TMP40 = dot(vec3(float(_a0116.x), float(_a0116.y), float(_a0116.z)), vec3( 1.00000000E+000, 1.00000000E+000, 1.00000000E+000));
_TMP25 = float(_TMP40);
_a0118 = _i1 + _i3;
_TMP40 = dot(vec3(float(_a0118.x), float(_a0118.y), float(_a0118.z)), vec3( 1.00000000E+000, 1.00000000E+000, 1.00000000E+000));
_TMP26 = float(_TMP40);
_w1 = (-1.09960938E+000*_TMP25)/(1.25000000E-001*_TMP26 + 3.30078125E-001);
_a0120 = _i2 - _c;
_TMP39 = abs(vec3(float(_a0120.x), float(_a0120.y), float(_a0120.z)));
_TMP27 = vec3(float(_TMP39.x), float(_TMP39.y), float(_TMP39.z));
_a0122 = _i4 - _c;
_TMP39 = abs(vec3(float(_a0122.x), float(_a0122.y), float(_a0122.z)));
_TMP28 = vec3(float(_TMP39.x), float(_TMP39.y), float(_TMP39.z));
_a0124 = _TMP27 + _TMP28;
_TMP40 = dot(vec3(float(_a0124.x), float(_a0124.y), float(_a0124.z)), vec3( 1.00000000E+000, 1.00000000E+000, 1.00000000E+000));
_TMP29 = float(_TMP40);
_a0126 = _i2 + _i4;
_TMP40 = dot(vec3(float(_a0126.x), float(_a0126.y), float(_a0126.z)), vec3( 1.00000000E+000, 1.00000000E+000, 1.00000000E+000));
_TMP30 = float(_TMP40);
_w2 = (-1.09960938E+000*_TMP29)/(1.25000000E-001*_TMP30 + 3.30078125E-001);
_a0128 = _s1 - _c;
_TMP39 = abs(vec3(float(_a0128.x), float(_a0128.y), float(_a0128.z)));
_TMP31 = vec3(float(_TMP39.x), float(_TMP39.y), float(_TMP39.z));
_a0130 = _s3 - _c;
_TMP39 = abs(vec3(float(_a0130.x), float(_a0130.y), float(_a0130.z)));
_TMP32 = vec3(float(_TMP39.x), float(_TMP39.y), float(_TMP39.z));
_a0132 = _TMP31 + _TMP32;
_TMP40 = dot(vec3(float(_a0132.x), float(_a0132.y), float(_a0132.z)), vec3( 1.00000000E+000, 1.00000000E+000, 1.00000000E+000));
_TMP33 = float(_TMP40);
_a0134 = _s1 + _s3;
_TMP40 = dot(vec3(float(_a0134.x), float(_a0134.y), float(_a0134.z)), vec3( 1.00000000E+000, 1.00000000E+000, 1.00000000E+000));
_TMP34 = float(_TMP40);
_w3 = (-1.09960938E+000*_TMP33)/(1.25000000E-001*_TMP34 + 3.30078125E-001);
_a0136 = _s2 - _c;
_TMP39 = abs(vec3(float(_a0136.x), float(_a0136.y), float(_a0136.z)));
_TMP35 = vec3(float(_TMP39.x), float(_TMP39.y), float(_TMP39.z));
_a0138 = _s4 - _c;
_TMP39 = abs(vec3(float(_a0138.x), float(_a0138.y), float(_a0138.z)));
_TMP36 = vec3(float(_TMP39.x), float(_TMP39.y), float(_TMP39.z));
_a0140 = _TMP35 + _TMP36;
_TMP40 = dot(vec3(float(_a0140.x), float(_a0140.y), float(_a0140.z)), vec3( 1.00000000E+000, 1.00000000E+000, 1.00000000E+000));
_TMP37 = float(_TMP40);
_a0142 = _s2 + _s4;
_TMP40 = dot(vec3(float(_a0142.x), float(_a0142.y), float(_a0142.z)), vec3( 1.00000000E+000, 1.00000000E+000, 1.00000000E+000));
_TMP38 = float(_TMP40);
_w4 = (-1.09960938E+000*_TMP37)/(1.25000000E-001*_TMP38 + 3.30078125E-001);
_x0144 = _w1 + 1.00000000E+000;
_TMP42 = min(7.50000000E-001, float(_x0144));
_TMP43 = float(_TMP42);
_TMP41 = max(2.99987793E-002, float(_TMP43));
_TMP143 = float(_TMP41);
_x0150 = _w2 + 1.00000000E+000;
_TMP42 = min(7.50000000E-001, float(_x0150));
_TMP43 = float(_TMP42);
_TMP41 = max(2.99987793E-002, float(_TMP43));
_TMP149 = float(_TMP41);
_x0156 = _w3 + 1.00000000E+000;
_TMP42 = min(7.50000000E-001, float(_x0156));
_TMP43 = float(_TMP42);
_TMP41 = max(2.99987793E-002, float(_TMP43));
_TMP155 = float(_TMP41);
_x0162 = _w4 + 1.00000000E+000;
_TMP42 = min(7.50000000E-001, float(_x0162));
_TMP43 = float(_TMP42);
_TMP41 = max(2.99987793E-002, float(_TMP43));
_TMP161 = float(_TMP41);
_TMP52 = (_TMP143*(_i1 + _i3) + _TMP149*(_i2 + _i4) + _TMP155*(_s1 + _s3) + _TMP161*(_s2 + _s4) + _c)/(2.00000000E+000*(_TMP143 + _TMP149 + _TMP155 + _TMP161) + 1.00000000E+000);
_ret_0 = vec4(_TMP52.x, _TMP52.y, _TMP52.z, 1.00000000E+000);
FragColor = vec4(float(_ret_0.x), float(_ret_0.y), float(_ret_0.z), float(_ret_0.w));
return;
}
#endif