eaglercraft-1.8-workspace/desktopRuntime/resources/assets/eagler/glsl/gles2_compat.glsl

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2024-09-21 22:29:10 -07:00
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/*
* Copyright (c) 2024 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.
*
*/
#ifdef EAGLER_HAS_GLES_300
// For GLES 3.00+ (WebGL 2.0)
#ifdef EAGLER_IS_VERTEX_SHADER
// Vertex Shaders:
#define EAGLER_VSH_LAYOUT_BEGIN()
#define EAGLER_VSH_LAYOUT_END()
#define EAGLER_IN(_loc, _type, _name) layout(location = _loc) in _type _name;
#define EAGLER_IN_AUTO(_type, _name) in _type _name;
#define EAGLER_OUT(_type, _name) out _type _name;
#define EAGLER_VERT_POSITION gl_Position
#else
#ifdef EAGLER_IS_FRAGMENT_SHADER
// Fragment Shaders:
#define EAGLER_IN(_type, _name) in _type _name;
#define EAGLER_FRAG_COLOR eagler_FragColor
#define EAGLER_FRAG_DEPTH gl_FragDepth
#define EAGLER_FRAG_OUT() layout(location = 0) out vec4 EAGLER_FRAG_COLOR;
#endif
#endif
// All Shaders:
#define EAGLER_TEXTURE_2D(tex, coord2f) texture(tex, coord2f)
#define EAGLER_TEXTURE_2D_LOD(_tex, _coord2f, _lod1f) textureLod(_tex, _coord2f, _lod1f)
#define EAGLER_HAS_TEXTURE_2D_LOD
#else
#ifdef EAGLER_HAS_GLES_200
// For GLES 2.00 (WebGL 1.0)
#ifdef EAGLER_IS_VERTEX_SHADER
// Vertex Shaders:
#define EAGLER_VSH_LAYOUT_BEGIN()
#define EAGLER_VSH_LAYOUT_END()
#define EAGLER_IN(_loc, _type, _name) attribute _type _name;
#define EAGLER_IN_AUTO(_type, _name) attribute _type _name;
#define EAGLER_OUT(_type, _name) varying _type _name;
#define EAGLER_VERT_POSITION gl_Position
#else
#ifdef EAGLER_IS_FRAGMENT_SHADER
// Fragment Shaders:
#define EAGLER_IN(_type, _name) varying _type _name;
#define EAGLER_FRAG_COLOR gl_FragColor
// TODO: Must require EXT_frag_depth to use this on GLES 2.0 (currently not needed)
#define EAGLER_FRAG_DEPTH gl_FragDepth
#define EAGLER_FRAG_OUT()
#endif
#endif
// All Shaders:
#define EAGLER_TEXTURE_2D(_tex, _coord2f) texture2D(_tex, _coord2f)
#ifdef EAGLER_HAS_GLES_200_SHADER_TEXTURE_LOD
#define EAGLER_TEXTURE_2D_LOD(_tex, _coord2f, _lod1f) texture2DLodEXT(_tex, _coord2f, _lod1f)
#define EAGLER_HAS_TEXTURE_2D_LOD
#else
// Beware!
#define EAGLER_TEXTURE_2D_LOD(_tex, _coord2f, _lod1f) texture2D(_tex, _coord2f)
#define EAGLER_HAS_TEXTURE_2D_LOD
#endif
#else
#error Unable to determine API version! (Missing directive EAGLER_HAS_GLES_200 or 300)
#endif
#endif
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