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_position2f;
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layout(location = 0) out vec4 output4f;
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uniform sampler2D u_texture0;
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uniform sampler2D u_texture1;
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#ifdef DEBUG_VIEW_18
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precision highp sampler3D;
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uniform sampler3D u_texture3D0;
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uniform float u_fuckU1f;
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#endif
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uniform mat4 u_inverseViewMatrix;
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uniform vec2 u_depthSliceStartEnd2f;
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void main() {
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#ifdef DEBUG_VIEW_0
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output4f = vec4(textureLod(u_texture0, v_position2f, 0.0).rgb, 1.0);
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#endif
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#ifdef DEBUG_VIEW_1
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vec3 color3f = textureLod(u_texture0, v_position2f, 0.0).rgb;
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if(color3f.x == 0.0 && color3f.y == 0.0 && color3f.z == 0.0) {
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output4f = vec4(0.0, 0.0, 0.0, 1.0);
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}else {
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output4f = vec4(normalize(mat3(u_inverseViewMatrix) * (color3f * 2.0 - 1.0)), 1.0);
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}
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#endif
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#ifdef DEBUG_VIEW_2
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output4f = vec4(textureLod(u_texture0, v_position2f, 0.0).a, textureLod(u_texture1, v_position2f, 0.0).a, 0.0, 1.0);
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#endif
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#ifdef DEBUG_VIEW_3
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vec4 color4f = textureLod(u_texture0, v_position2f, 0.0);
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output4f = vec4(color4f.b > 0.99 ? 1.0 : 0.0, color4f.a, 0.0, 1.0);
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#endif
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#ifdef DEBUG_VIEW_4
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output4f = vec4(vec3(clamp((textureLod(u_texture0, v_position2f, 0.0).r - u_depthSliceStartEnd2f.x) * u_depthSliceStartEnd2f.y, 0.0, 1.0)), 1.0);
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#endif
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#ifdef DEBUG_VIEW_5
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output4f = vec4(vec3(textureLod(u_texture0, (v_position2f + vec2(0.0, u_depthSliceStartEnd2f.y)) * vec2(1.0, u_depthSliceStartEnd2f.x), 0.0).r), 1.0);
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#endif
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#ifdef DEBUG_VIEW_6
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output4f = vec4(vec3(textureLod(u_texture0, v_position2f, 0.0).r), 1.0);
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#endif
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#ifdef DEBUG_VIEW_7
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output4f = vec4(vec3(textureLod(u_texture0, v_position2f, 0.0).a > 0.0 ? 1.0 : 0.0), 1.0);
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#endif
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#ifdef DEBUG_VIEW_8
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output4f = vec4(textureLod(u_texture0, v_position2f, 0.0).rgb * 10.0, 1.0);
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output4f.xyz /= (output4f.xyz + 1.0);
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output4f.xyz = sqrt(output4f.xyz);
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#endif
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#ifdef DEBUG_VIEW_9
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output4f = vec4(vec3(textureLod(u_texture0, v_position2f, 0.0).g), 1.0);
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#endif
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#ifdef DEBUG_VIEW_10
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vec2 coord = (v_position2f + vec2(0.0, u_depthSliceStartEnd2f.y)) * vec2(1.0, u_depthSliceStartEnd2f.x);
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vec4 color2 = textureLod(u_texture1, coord, 0.0);
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output4f = vec4(mix(color2.rgb, vec3(textureLod(u_texture0, coord, 0.0).r), color2.a), 1.0);
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#endif
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#ifdef DEBUG_VIEW_11
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output4f = vec4(vec3(textureLod(u_texture0, v_position2f, 0.0).a * 0.017), 1.0);
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#endif
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#ifdef DEBUG_VIEW_12
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output4f = vec4(abs(textureLod(u_texture0, v_position2f, 0.0).rgb) * 0.1, 1.0);
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#endif
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#ifdef DEBUG_VIEW_13
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output4f = vec4(vec3(textureLod(u_texture0, v_position2f, 0.0).g > 0.0 ? 1.0 : 0.0), 1.0);
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#endif
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#ifdef DEBUG_VIEW_14
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output4f = vec4(textureLod(u_texture0, v_position2f.yx, 0.0).rgb * 2.5, 1.0);
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output4f.xyz /= (output4f.xyz + 1.0);
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output4f.xyz = sqrt(output4f.xyz);
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#endif
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#ifdef DEBUG_VIEW_15
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output4f = vec4(vec3(textureLod(u_texture0, v_position2f.yx, 0.0).a > 0.0 ? 1.0 : 0.0), 1.0);
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#endif
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#ifdef DEBUG_VIEW_16
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output4f = vec4(textureLod(u_texture0, v_position2f, 0.0).rg, 0.0, 1.0);
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#endif
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#ifdef DEBUG_VIEW_17
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output4f = vec4(vec3(textureLod(u_texture0, v_position2f, 0.0).r) * 10.0, 1.0);
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output4f.xyz /= (output4f.xyz + 1.0);
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output4f.xyz = sqrt(output4f.xyz);
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#endif
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#ifdef DEBUG_VIEW_18
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output4f = vec4(vec3(textureLod(u_texture3D0, vec3(v_position2f, u_fuckU1f), 0.0).r), 1.0);
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#endif
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}
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