// ported from ReShade

#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_ATTRIBUTE vec4 VertexCoord;
COMPAT_ATTRIBUTE vec4 COLOR;
COMPAT_ATTRIBUTE vec4 TexCoord;
COMPAT_VARYING vec4 COL0;
COMPAT_VARYING vec4 TEX0;

vec4 _oPosition1; 
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;

// compatibility #defines
#define vTexCoord TEX0.xy
#define SourceSize vec4(TextureSize, 1.0 / TextureSize) //either TextureSize or InputSize
#define OutSize vec4(OutputSize, 1.0 / OutputSize)

void main()
{
    gl_Position = MVPMatrix * VertexCoord;
    TEX0.xy = TexCoord.xy;
}

#elif defined(FRAGMENT)

#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

#if __VERSION__ >= 130
#define COMPAT_VARYING in
#define COMPAT_TEXTURE texture
out COMPAT_PRECISION vec4 FragColor;
#else
#define COMPAT_VARYING varying
#define FragColor gl_FragColor
#define COMPAT_TEXTURE texture2D
#endif

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;
uniform sampler2D Texture;
COMPAT_VARYING vec4 TEX0;

// compatibility #defines
#define Source Texture
#define vTexCoord TEX0.xy

#define SourceSize vec4(TextureSize, 1.0 / TextureSize) //either TextureSize or InputSize
#define OutSize vec4(OutputSize, 1.0 / OutputSize)

void main()
{
	//Declare parameters
	//pixelSize
	vec4 c0 = InputSize.xyyy;
	//textureSize
	vec4 c1 = SourceSize;
	//viewSize
	vec4 c2 = OutSize;
	//texDiffuse

	const vec4 c3 = vec4(-1., 0.5, 1.25, 0.);
	const vec4 c4 = vec4(0.5, -0.5, 1.5, -3.);
	const vec4 c5 = vec4(-1., 1., -2., 2.);
	const vec4 c6 = vec4(-3., -8., 720., 0.166666672);
	const vec4 c7 = vec4(-0.333000004, -0.666000009, 0.899999976, 1.20000005);
	const vec4 c8 = vec4(1.5, 0.5, 2.5, 0.899999976);

	//Declare registers
	vec4 r0, r1, r2, r3, r4, r5, r6, r7, r8, r9;

	//Code starts here
	vec4 v0 = vTexCoord.xyyy;
	//dcl_2d s0
	r0.z = c3.w;
	r1.x = 1.0 / c0.x;
	r1.y = 1.0 / c0.y;
	r1.xy = (r1 * c1).xy;
	r1.xy = (r1 * v0).xy;
	r2.x = 1.0 / c1.x;
	r2.y = 1.0 / c1.y;
	r1.zw = (r2.xyxy * c0.xyxy).zw;
	r1.zw = (r1 * r1.xyxy).zw;
	r1.xy = (r1 * c2).xy;
	r2.zw = (r1 * c1.xyxy).zw;
	r2.zw = fract(r2).zw;
	r0.xy = (-r2.zwzw).xy;
	r3.xy = (r1.zwzw * c1 + r0.xzzw).xy;
	r4.yz = (r1.xzww * c1.xxyw + r0.xzyw).yz;
	r3.z = r0.y + r3.y;
	r5 = r3.xzxz + -c4.zyxy;
	r3 = r3.xzxz + c8.xyzy;
	r3 = r2.xyxy * r3;
	r5 = r2.xyxy * r5;
	r6 = COMPAT_TEXTURE(Source, r5.zw);
	r5 = COMPAT_TEXTURE(Source, r5.xy);
	r5.xyz = (r5 * c3.zzzz).xyz;
	r7 = r1.zwzw * c1.xyxy + r0.xyxy;
	r0.zw = (r1 * c1.xyxy + - r7).zw;
	r8.x = c3.x;
	r1.zw = (r1 * c1.xyxy + r8.xxxx).zw;
	r1.zw = (r0.xyxy + r1).zw;
	r4.x = r0.x + r4.y;
	r4 = r4.xzxz + c4.xyxz;
	r4 = r2.xyxy * r4;
	r0.xy = (r1.zwzw + c3.yyyy).xy;
	r0.xy = (r2 * r0).xy;
	r8 = COMPAT_TEXTURE(Source, r0.xy);
	r8.xyz = (r8 * c3.zzzz).xyz;
	r0.xy = (r0.zwzw + -c3.yyyy).xy;
	r9 = -r0.xxxx + c5;
	r9 = r9 * r9;
	r9 = r9 * c4.wwww;
	r0.z = pow(2.0, r9.x);
	r6.xyz = (r6 * r0.zzzz).xyz;
	r6.xyz = (r6 * c3.zzzz).xyz;
	r0.w = pow(2.0, r9.z);
	r5.xyz = (r5 * r0.wwww + r6).xyz;
	r0.w = r0.z + r0.w;
	r6 = r7.zwzw + c4.zyxx;
	r7 = r7 + c4.yzzz;
	r7 = r2.xyxy * r7;
	r2 = r2.xyxy * r6;
	r6 = COMPAT_TEXTURE(Source, r2.zw);
	r2 = COMPAT_TEXTURE(Source, r2.xy);
	r2.xyz = (r2 * c3.zzzz).xyz;
	r1.zw = (r0.xyxy * r0.xyxy).zw;
	r0.xy = (-r0.yyyy + c5).xy;
	r0.xy = (r0 * r0).xy;
	r0.xy = (r0 * c6.yyyy).xy;
	r1.zw = (r1 * c6.xyxy).zw;
	r1.z = pow(2.0, r1.z);
	r1.w = pow(2.0, r1.w);
	r6.xyz = (r6 * r1.zzzz).xyz;
	r5.xyz = (r6 * c3.zzzz + r5).xyz;
	r6 = COMPAT_TEXTURE(Source, r3.xy);
	r3 = COMPAT_TEXTURE(Source, r3.zw);
	r3.xyz = (r3 * c3.zzzz).xyz;
	r2.w = pow(2.0, r9.y);
	r3.w = pow(2.0, r9.w);
	r6.xyz = (r6 * r2.wwww).xyz;
	r5.xyz = (r6 * c3.zzzz + r5).xyz;
	r3.xyz = (r3 * r3.wwww + r5).xyz;
	r0.w = r0.w + r1.z;
	r0.w = r2.w + r0.w;
	r0.w = r3.w + r0.w;
	r0.w = 1.0 / r0.w;
	r3.xyz = (r0.wwww * r3).xyz;
	r3.xyz = (r1.wwww * r3).xyz;
	r5 = COMPAT_TEXTURE(Source, r4.xy);
	r4 = COMPAT_TEXTURE(Source, r4.zw);
	r4.xyz = (r1.zzzz * r4).xyz;
	r4.xyz = (r4 * c3.zzzz).xyz;
	r5.xyz = (r5 * c3.zzzz).xyz;
	r5.xyz = (r1.zzzz * r5).xyz;
	r0.w = r0.z + r1.z;
	r0.w = r2.w + r0.w;
	r0.w = 1.0 / r0.w;
	r5.xyz = (r8 * r0.zzzz + r5).xyz;
	r2.xyz = (r2 * r2.wwww + r5).xyz;
	r2.xyz = (r0.wwww * r2).xyz;
	r0.x = pow(2.0, r0.x);
	r0.y = pow(2.0, r0.y);
	r2.xyz = (r2 * r0.xxxx + r3).xyz;
	r3 = COMPAT_TEXTURE(Source, r7.xy);
	r5 = COMPAT_TEXTURE(Source, r7.zw);
	r5.xyz = (r2.wwww * r5).xyz;
	r3.xyz = (r0.zzzz * r3).xyz;
	r3.xyz = (r3 * c3.zzzz + r4).xyz;
	r3.xyz = (r5 * c3.zzzz + r3).xyz;
	r0.xzw = (r0.wwww * r3.xyyz).xzw;
	r0.xyz = (r0.xzww * r0.yyyy + r2).xyz;
	r1.zw = fract(r1.xyxy).zw;
	r1.xy = (-r1.zwzw + r1).xy;
	r1.xy = (r1 + c3.yyyy).xy;
	r0.w = (r1.y * -c4.w + r1.x);
	r0.w = r0.w * c6.w;
	r0.w = fract(r0.w);
	r1.xy = (r0.wwww + c7).xy;
	r2.yz = (r1.y >= 0.0 ? c7.xzww : c7.xwzw).yz;
	r2.x = c8.w;
	r1.xyz = (r1.x >= 0.0 ? r2 : c7.wzzw).xyz;
	r1.xyz = (r0 * r1).xyz;
	r2.z = c6.z;
	r0.w = r2.z + -c2.y;
	FragColor.xyz = (r0.w >= 0.0 ? r0 : r1).xyz;
	FragColor.w = -c3.x;
} 
#endif
