#line 2 /* * Copyright (c) 2023 lax1dude. All Rights Reserved. * * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND * ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. * IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, * INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT * NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, * WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) * ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE * POSSIBILITY OF SUCH DAMAGE. * */ precision lowp int; precision highp float; precision highp sampler2D; in vec2 v_position2f; layout(location = 0) out vec4 output4f; uniform sampler2D u_texture0; uniform sampler2D u_texture1; #ifdef DEBUG_VIEW_18 precision highp sampler3D; uniform sampler3D u_texture3D0; uniform float u_fuckU1f; #endif uniform mat4 u_inverseViewMatrix; uniform vec2 u_depthSliceStartEnd2f; void main() { #ifdef DEBUG_VIEW_0 output4f = vec4(textureLod(u_texture0, v_position2f, 0.0).rgb, 1.0); #endif #ifdef DEBUG_VIEW_1 vec3 color3f = textureLod(u_texture0, v_position2f, 0.0).rgb; if(color3f.x == 0.0 && color3f.y == 0.0 && color3f.z == 0.0) { output4f = vec4(0.0, 0.0, 0.0, 1.0); }else { output4f = vec4(normalize(mat3(u_inverseViewMatrix) * (color3f * 2.0 - 1.0)), 1.0); } #endif #ifdef DEBUG_VIEW_2 output4f = vec4(textureLod(u_texture0, v_position2f, 0.0).a, textureLod(u_texture1, v_position2f, 0.0).a, 0.0, 1.0); #endif #ifdef DEBUG_VIEW_3 vec4 color4f = textureLod(u_texture0, v_position2f, 0.0); output4f = vec4(color4f.b > 0.99 ? 1.0 : 0.0, color4f.a, 0.0, 1.0); #endif #ifdef DEBUG_VIEW_4 output4f = vec4(vec3(clamp((textureLod(u_texture0, v_position2f, 0.0).r - u_depthSliceStartEnd2f.x) * u_depthSliceStartEnd2f.y, 0.0, 1.0)), 1.0); #endif #ifdef DEBUG_VIEW_5 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); #endif #ifdef DEBUG_VIEW_6 output4f = vec4(vec3(textureLod(u_texture0, v_position2f, 0.0).r), 1.0); #endif #ifdef DEBUG_VIEW_7 output4f = vec4(vec3(textureLod(u_texture0, v_position2f, 0.0).a > 0.0 ? 1.0 : 0.0), 1.0); #endif #ifdef DEBUG_VIEW_8 output4f = vec4(textureLod(u_texture0, v_position2f, 0.0).rgb * 10.0, 1.0); output4f.xyz /= (output4f.xyz + 1.0); output4f.xyz = sqrt(output4f.xyz); #endif #ifdef DEBUG_VIEW_9 output4f = vec4(vec3(textureLod(u_texture0, v_position2f, 0.0).g), 1.0); #endif #ifdef DEBUG_VIEW_10 vec2 coord = (v_position2f + vec2(0.0, u_depthSliceStartEnd2f.y)) * vec2(1.0, u_depthSliceStartEnd2f.x); vec4 color2 = textureLod(u_texture1, coord, 0.0); output4f = vec4(mix(color2.rgb, vec3(textureLod(u_texture0, coord, 0.0).r), color2.a), 1.0); #endif #ifdef DEBUG_VIEW_11 output4f = vec4(vec3(textureLod(u_texture0, v_position2f, 0.0).a * 0.017), 1.0); #endif #ifdef DEBUG_VIEW_12 output4f = vec4(abs(textureLod(u_texture0, v_position2f, 0.0).rgb) * 0.1, 1.0); #endif #ifdef DEBUG_VIEW_13 output4f = vec4(vec3(textureLod(u_texture0, v_position2f, 0.0).g > 0.0 ? 1.0 : 0.0), 1.0); #endif #ifdef DEBUG_VIEW_14 output4f = vec4(textureLod(u_texture0, v_position2f.yx, 0.0).rgb * 2.5, 1.0); output4f.xyz /= (output4f.xyz + 1.0); output4f.xyz = sqrt(output4f.xyz); #endif #ifdef DEBUG_VIEW_15 output4f = vec4(vec3(textureLod(u_texture0, v_position2f.yx, 0.0).a > 0.0 ? 1.0 : 0.0), 1.0); #endif #ifdef DEBUG_VIEW_16 output4f = vec4(textureLod(u_texture0, v_position2f, 0.0).rg, 0.0, 1.0); #endif #ifdef DEBUG_VIEW_17 output4f = vec4(vec3(textureLod(u_texture0, v_position2f, 0.0).r) * 10.0, 1.0); output4f.xyz /= (output4f.xyz + 1.0); output4f.xyz = sqrt(output4f.xyz); #endif #ifdef DEBUG_VIEW_18 output4f = vec4(vec3(textureLod(u_texture3D0, vec3(v_position2f, u_fuckU1f), 0.0).r), 1.0); #endif }