mirror of
https://github.com/Eaglercraft-Archive/Eaglercraftx-1.8.8-src.git
synced 2025-06-27 18:38:14 -05:00
Update #37 - Touch support without userscript, many other feats
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@ -1,7 +1,7 @@
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#line 2
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/*
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* Copyright (c) 2022-2023 lax1dude. All Rights Reserved.
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* Copyright (c) 2022-2024 lax1dude. All Rights Reserved.
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*
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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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@ -17,11 +17,11 @@
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*/
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#if defined(COMPILE_ENABLE_TEX_GEN) || defined(COMPILE_ENABLE_FOG)
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in vec4 v_position4f;
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EAGLER_IN(vec4, v_position4f)
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#endif
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#ifdef COMPILE_TEXTURE_ATTRIB
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in vec2 v_texture2f;
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EAGLER_IN(vec2, v_texture2f)
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#endif
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uniform vec4 u_color4f;
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@ -32,15 +32,15 @@ uniform vec4 u_colorBlendAdd4f;
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#endif
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#ifdef COMPILE_COLOR_ATTRIB
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in vec4 v_color4f;
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EAGLER_IN(vec4, v_color4f)
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#endif
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#ifdef COMPILE_NORMAL_ATTRIB
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in vec3 v_normal3f;
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EAGLER_IN(vec3, v_normal3f)
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#endif
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#ifdef COMPILE_LIGHTMAP_ATTRIB
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in vec2 v_lightmap2f;
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EAGLER_IN(vec2, v_lightmap2f)
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#endif
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#ifdef COMPILE_ENABLE_TEXTURE2D
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@ -76,7 +76,7 @@ uniform vec4 u_fogColor4f;
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#endif
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#ifdef COMPILE_ENABLE_TEX_GEN
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in vec3 v_objectPosition3f;
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EAGLER_IN(vec3, v_objectPosition3f)
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uniform ivec4 u_texGenPlane4i;
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uniform vec4 u_texGenS4f;
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uniform vec4 u_texGenT4f;
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@ -89,7 +89,7 @@ uniform mat4 u_textureMat4f01;
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uniform vec2 u_textureAnisotropicFix;
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#endif
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layout(location = 0) out vec4 output4f;
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EAGLER_FRAG_OUT()
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void main() {
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@ -98,22 +98,29 @@ void main() {
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#else
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vec4 color = u_color4f;
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#endif
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#ifdef COMPILE_ENABLE_TEX_GEN
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vec4 tmpVec4 = vec4(v_objectPosition3f, 1.0);
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vec4 texGenVector;
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vec4 texGenPosSrc[2];
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texGenPosSrc[0] = vec4(v_objectPosition3f, 1.0);
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texGenPosSrc[1] = v_position4f;
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texGenVector.x = dot(texGenPosSrc[u_texGenPlane4i.x], u_texGenS4f);
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texGenVector.y = dot(texGenPosSrc[u_texGenPlane4i.y], u_texGenT4f);
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texGenVector.z = dot(texGenPosSrc[u_texGenPlane4i.z], u_texGenR4f);
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texGenVector.w = dot(texGenPosSrc[u_texGenPlane4i.w], u_texGenQ4f);
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texGenVector.x = dot(u_texGenPlane4i.x == 1 ? v_position4f : tmpVec4, u_texGenS4f);
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texGenVector.y = dot(u_texGenPlane4i.y == 1 ? v_position4f : tmpVec4, u_texGenT4f);
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texGenVector.z = dot(u_texGenPlane4i.z == 1 ? v_position4f : tmpVec4, u_texGenR4f);
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texGenVector.w = dot(u_texGenPlane4i.w == 1 ? v_position4f : tmpVec4, u_texGenQ4f);
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#ifdef EAGLER_HAS_GLES_300
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texGenVector.xyz = mat4x3(
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u_textureMat4f01[0].xyw,
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u_textureMat4f01[1].xyw,
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u_textureMat4f01[2].xyw,
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u_textureMat4f01[3].xyw
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) * texGenVector;
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texGenVector.xy /= texGenVector.z;
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#else
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texGenVector = u_textureMat4f01 * texGenVector;
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color *= texture(u_samplerTexture, texGenVector.xy / texGenVector.w);
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texGenVector.xy /= texGenVector.w;
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#endif
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color *= EAGLER_TEXTURE_2D(u_samplerTexture, texGenVector.xy);
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#ifdef COMPILE_ENABLE_ALPHA_TEST
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if(color.a < u_alphaTestRef1f) discard;
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#endif
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@ -126,20 +133,20 @@ void main() {
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// d3d11 doesn't support GL_NEAREST upscaling with anisotropic
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// filtering enabled, so it needs this stupid fix to 'work'
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vec2 uv = floor(v_texture2f * u_textureAnisotropicFix) + 0.5;
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color *= texture(u_samplerTexture, uv / u_textureAnisotropicFix);
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color *= EAGLER_TEXTURE_2D(u_samplerTexture, uv / u_textureAnisotropicFix);
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#else
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color *= texture(u_samplerTexture, v_texture2f);
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color *= EAGLER_TEXTURE_2D(u_samplerTexture, v_texture2f);
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#endif
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#else
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color *= texture(u_samplerTexture, u_textureCoords01);
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color *= EAGLER_TEXTURE_2D(u_samplerTexture, u_textureCoords01);
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#endif
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#endif
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#ifdef COMPILE_ENABLE_LIGHTMAP
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#ifdef COMPILE_LIGHTMAP_ATTRIB
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color *= texture(u_samplerLightmap, v_lightmap2f);
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color *= EAGLER_TEXTURE_2D(u_samplerLightmap, v_lightmap2f);
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#else
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color *= texture(u_samplerLightmap, u_textureCoords02);
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color *= EAGLER_TEXTURE_2D(u_samplerLightmap, u_textureCoords02);
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#endif
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#endif
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@ -161,9 +168,18 @@ void main() {
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#endif
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float diffuse = 0.0;
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vec4 light;
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#ifdef EAGLER_HAS_GLES_300
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for(int i = 0; i < u_lightsEnabled1i; ++i) {
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#else
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for(int i = 0; i < 4; ++i) {
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#endif
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light = u_lightsDirections4fv[i];
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diffuse += max(dot(light.xyz, normal), 0.0) * light.w;
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#ifndef EAGLER_HAS_GLES_300
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if(i + 1 >= u_lightsEnabled1i) {
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break;
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}
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#endif
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}
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color.rgb *= min(u_lightsAmbient3f + vec3(diffuse), 1.0);
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#endif
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@ -179,5 +195,5 @@ void main() {
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color.rgb = mix(color.rgb, u_fogColor4f.rgb, clamp(f, 0.0, 1.0) * u_fogColor4f.a);
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#endif
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output4f = color;
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EAGLER_FRAG_COLOR = color;
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}
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