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Update #37 - Touch support without userscript, many other feats
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98
sources/resources/assets/eagler/glsl/gles2_compat.glsl
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98
sources/resources/assets/eagler/glsl/gles2_compat.glsl
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#line 2 6969
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/*
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* Copyright (c) 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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* 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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*
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*/
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#ifdef EAGLER_HAS_GLES_300
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// For GLES 3.00+ (WebGL 2.0)
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#ifdef EAGLER_IS_VERTEX_SHADER
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// Vertex Shaders:
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#define EAGLER_VSH_LAYOUT_BEGIN()
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#define EAGLER_VSH_LAYOUT_END()
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#define EAGLER_IN(_loc, _type, _name) layout(location = _loc) in _type _name;
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#define EAGLER_IN_AUTO(_type, _name) in _type _name;
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#define EAGLER_OUT(_type, _name) out _type _name;
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#define EAGLER_VERT_POSITION gl_Position
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#else
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#ifdef EAGLER_IS_FRAGMENT_SHADER
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// Fragment Shaders:
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#define EAGLER_IN(_type, _name) in _type _name;
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#define EAGLER_FRAG_COLOR eagler_FragColor
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#define EAGLER_FRAG_DEPTH gl_FragDepth
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#define EAGLER_FRAG_OUT() layout(location = 0) out vec4 EAGLER_FRAG_COLOR;
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#endif
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#endif
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// All Shaders:
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#define EAGLER_TEXTURE_2D(tex, coord2f) texture(tex, coord2f)
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#define EAGLER_TEXTURE_2D_LOD(_tex, _coord2f, _lod1f) textureLod(_tex, _coord2f, _lod1f)
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#define EAGLER_HAS_TEXTURE_2D_LOD
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#else
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#ifdef EAGLER_HAS_GLES_200
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// For GLES 2.00 (WebGL 1.0)
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#ifdef EAGLER_IS_VERTEX_SHADER
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// Vertex Shaders:
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#define EAGLER_VSH_LAYOUT_BEGIN()
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#define EAGLER_VSH_LAYOUT_END()
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#define EAGLER_IN(_loc, _type, _name) attribute _type _name;
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#define EAGLER_IN_AUTO(_type, _name) attribute _type _name;
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#define EAGLER_OUT(_type, _name) varying _type _name;
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#define EAGLER_VERT_POSITION gl_Position
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#else
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#ifdef EAGLER_IS_FRAGMENT_SHADER
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// Fragment Shaders:
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#define EAGLER_IN(_type, _name) varying _type _name;
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#define EAGLER_FRAG_COLOR gl_FragColor
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// TODO: Must require EXT_frag_depth to use this on GLES 2.0 (currently not needed)
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#define EAGLER_FRAG_DEPTH gl_FragDepth
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#define EAGLER_FRAG_OUT()
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#endif
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#endif
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// All Shaders:
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#define EAGLER_TEXTURE_2D(_tex, _coord2f) texture2D(_tex, _coord2f)
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#ifdef EAGLER_HAS_GLES_200_SHADER_TEXTURE_LOD
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#define EAGLER_TEXTURE_2D_LOD(_tex, _coord2f, _lod1f) texture2DLodEXT(_tex, _coord2f, _lod1f)
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#define EAGLER_HAS_TEXTURE_2D_LOD
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#else
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// Beware!
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#define EAGLER_TEXTURE_2D_LOD(_tex, _coord2f, _lod1f) texture2D(_tex, _coord2f)
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#define EAGLER_HAS_TEXTURE_2D_LOD
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#endif
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#else
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#error Unable to determine API version! (Missing directive EAGLER_HAS_GLES_200 or 300)
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#endif
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#endif
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#line 1 0
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