mirror of
https://github.com/Eaglercraft-Archive/Eaglercraftx-1.8.8-src.git
synced 2025-06-27 18:38:14 -05:00
Update #13 - Big FPS boost for most players
The hotbar, chat, and debug overlays in the game have been optimized and now only require a fraction as much CPU/GPU usage to be displayed on screen
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@ -15,13 +15,13 @@
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*/
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precision lowp int;
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precision highp float;
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precision lowp float;
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precision lowp sampler2D;
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in vec2 v_texCoord2f;
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in vec4 v_color4f;
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out vec4 output4f;
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layout(location = 0) out vec4 output4f;
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uniform sampler2D u_inputTexture;
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uniform vec4 u_colorBias4f;
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@ -15,14 +15,14 @@
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*/
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precision lowp int;
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precision highp float;
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precision lowp float;
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precision lowp sampler2D;
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in vec3 a_position3f;
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layout(location = 0) in vec3 a_position3f;
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in vec2 c_position2i;
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in vec2 c_coords2i;
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in vec4 c_color4f;
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layout(location = 1) in vec2 c_position2i;
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layout(location = 2) in vec2 c_coords2i;
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layout(location = 3) in vec4 c_color4f;
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out vec2 v_texCoord2f;
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out vec4 v_color4f;
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@ -15,13 +15,13 @@
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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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precision lowp float;
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precision lowp sampler2D;
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in vec2 v_texCoord2f;
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in vec4 v_color4f;
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out vec4 output4f;
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layout(location = 0) out vec4 output4f;
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uniform sampler2D u_inputTexture;
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@ -15,16 +15,16 @@
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*/
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precision lowp int;
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precision highp float;
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precision lowp float;
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precision lowp sampler2D;
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in vec2 a_position2f;
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layout(location = 0) in vec2 a_position2f;
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in vec3 p_position3f;
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in vec2 p_texCoords2i;
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in vec2 p_lightMap2f;
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in vec2 p_particleSize_texCoordsSize_2i;
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in vec4 p_color4f;
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layout(location = 1) in vec3 p_position3f;
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layout(location = 2) in vec2 p_texCoords2i;
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layout(location = 3) in vec2 p_lightMap2f;
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layout(location = 4) in vec2 p_particleSize_texCoordsSize_2i;
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layout(location = 5) in vec4 p_color4f;
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out vec2 v_texCoord2f;
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out vec4 v_color4f;
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@ -87,7 +87,7 @@ uniform mat4 u_textureMat4f01;
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uniform vec2 u_textureAnisotropicFix;
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#endif
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out vec4 output4f;
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layout(location = 0) out vec4 output4f;
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void main() {
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@ -18,7 +18,7 @@ precision lowp int;
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precision lowp float;
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precision lowp sampler2D;
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in vec2 a_position2f;
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layout(location = 0) in vec2 a_position2f;
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out vec2 v_position2f;
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@ -47,12 +47,12 @@
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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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precision mediump float;
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precision lowp sampler2D;
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in vec2 v_position2f;
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out vec4 output4f;
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layout(location = 0) out vec4 output4f;
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uniform sampler2D u_screenTexture;
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uniform vec2 u_screenSize2f;
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@ -15,12 +15,12 @@
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*/
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precision lowp int;
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precision highp float;
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precision lowp float;
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precision lowp sampler2D;
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in vec2 v_position2f;
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out vec4 output4f;
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layout(location = 0) out vec4 output4f;
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uniform sampler2D u_inputTexture;
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uniform float u_textureLod1f;
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