2023-04-07 16:48:33 -07:00
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#line 2
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/*
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2023-12-12 01:22:54 -08:00
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* Copyright (c) 2023 lax1dude. All Rights Reserved.
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2023-04-07 16:48:33 -07:00
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*
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2023-12-12 01:22:54 -08:00
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* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
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* ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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* IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT,
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* INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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* NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
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* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY,
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* WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
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* ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
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* POSSIBILITY OF SUCH DAMAGE.
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2023-04-07 16:48:33 -07:00
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*
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*/
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precision lowp int;
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precision highp float;
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precision highp sampler2D;
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in vec2 v_texCoords2f;
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#ifndef COMPILE_BLIT_DEPTH
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layout(location = 0) out vec4 output4f;
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#endif
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uniform sampler2D u_inputTexture;
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uniform float u_textureLod1f;
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#ifdef COMPILE_PIXEL_ALIGNMENT
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uniform vec4 u_pixelAlignmentSizes4f;
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uniform vec2 u_pixelAlignmentOffset2f;
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#endif
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void main() {
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vec2 uv2f = v_texCoords2f;
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#ifdef COMPILE_PIXEL_ALIGNMENT
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uv2f = (floor(uv2f * u_pixelAlignmentSizes4f.xy) + u_pixelAlignmentOffset2f) * u_pixelAlignmentSizes4f.zw;
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#endif
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#ifndef COMPILE_BLIT_DEPTH
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output4f = textureLod(u_inputTexture, uv2f, u_textureLod1f);
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#else
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gl_FragDepth = textureLod(u_inputTexture, uv2f, u_textureLod1f).r;
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#endif
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}
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