peytonplayz585-shadow-3.0/desktopRuntime/resources/assets/eagler/glsl/texture_blit.fsh

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2023-08-26 14:31:51 -07:00
#line 2
/*
* Copyright (c) 2023 LAX1DUDE. All Rights Reserved.
*
* WITH THE EXCEPTION OF PATCH FILES, MINIFIED JAVASCRIPT, AND ALL FILES
* NORMALLY FOUND IN AN UNMODIFIED MINECRAFT RESOURCE PACK, YOU ARE NOT ALLOWED
* TO SHARE, DISTRIBUTE, OR REPURPOSE ANY FILE USED BY OR PRODUCED BY THE
* SOFTWARE IN THIS REPOSITORY WITHOUT PRIOR PERMISSION FROM THE PROJECT AUTHOR.
*
* NOT FOR COMMERCIAL OR MALICIOUS USE
*
* (please read the 'LICENSE' file this repo's root directory for more info)
*
*/
precision lowp int;
precision highp float;
precision highp sampler2D;
in vec2 v_texCoords2f;
#ifndef COMPILE_BLIT_DEPTH
layout(location = 0) out vec4 output4f;
#endif
uniform sampler2D u_inputTexture;
uniform float u_textureLod1f;
#ifdef COMPILE_PIXEL_ALIGNMENT
uniform vec4 u_pixelAlignmentSizes4f;
uniform vec2 u_pixelAlignmentOffset2f;
#endif
void main() {
vec2 uv2f = v_texCoords2f;
#ifdef COMPILE_PIXEL_ALIGNMENT
uv2f = (floor(uv2f * u_pixelAlignmentSizes4f.xy) + u_pixelAlignmentOffset2f) * u_pixelAlignmentSizes4f.zw;
#endif
#ifndef COMPILE_BLIT_DEPTH
output4f = textureLod(u_inputTexture, uv2f, u_textureLod1f);
#else
gl_FragDepth = textureLod(u_inputTexture, uv2f, u_textureLod1f).r;
#endif
}