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https://github.com/Eaglercraft-Archive/Eaglercraftx-1.8.8-src.git
synced 2025-06-28 02:48:14 -05:00
Update #37 - Touch support without userscript, many other feats
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@ -1,11 +1,13 @@
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#line 2
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// Remove this line below if you plan to modify this file
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#ifndef EAGLER_IS_GLES_200
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#define USE_OPTIMIZED
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#endif
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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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@ -52,14 +54,9 @@
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*
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*/
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precision lowp int;
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precision mediump float;
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precision mediump sampler2D;
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EAGLER_IN(vec2, v_position2f)
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in vec2 v_position2f;
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layout(location = 0) out vec4 output4f;
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EAGLER_FRAG_OUT()
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uniform sampler2D u_screenTexture;
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uniform vec2 u_screenSize2f;
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@ -110,7 +107,7 @@ uniform vec2 u_screenSize2f;
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#define FxaaTex sampler2D
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/*--------------------------------------------------------------------------*/
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#define FxaaTexTop(t, p) textureLod(t, p, 0.0)
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#define FxaaTexTop(t, p) EAGLER_TEXTURE_2D_LOD(t, p, 0.0)
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/*============================================================================
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GREEN AS LUMA OPTION SUPPORT FUNCTION
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@ -298,7 +295,7 @@ void main(){
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rcpFrameOpt.xy = -screenSize05;
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rcpFrameOpt.zw = screenSize05;
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output4f = vec4(FxaaPixelShader(v_position2f + screenSize05, posPos, u_screenTexture, rcpFrameOpt, rcpFrameOpt * 4.0, edgeSharpness, edgeThreshold, edgeThresholdMin).rgb, 1.0);
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EAGLER_FRAG_COLOR = vec4(FxaaPixelShader(v_position2f + screenSize05, posPos, u_screenTexture, rcpFrameOpt, rcpFrameOpt * 4.0, edgeSharpness, edgeThreshold, edgeThresholdMin).rgb, 1.0);
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}
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#else
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@ -306,7 +303,6 @@ void main(){
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// Is it faster? Idfk, probably compiles faster at least, what matters it I tried
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float _616;
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vec4 _617;
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void main()
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{
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@ -317,14 +313,14 @@ void main()
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mediump vec4 _608;
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for(;;)
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{
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mediump vec3 _532 = textureLod(u_screenTexture, _611.xy, 0.0).xyz;
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mediump vec3 _532 = EAGLER_TEXTURE_2D_LOD(u_screenTexture, _611.xy, 0.0).xyz;
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mediump float _536 = dot(_532 * _532, vec3(0.2989999949932098388671875, 0.58700001239776611328125, 0.114000000059604644775390625));
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mediump vec3 _540 = textureLod(u_screenTexture, _611.xw, 0.0).xyz;
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mediump vec3 _540 = EAGLER_TEXTURE_2D_LOD(u_screenTexture, _611.xw, 0.0).xyz;
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mediump float _544 = dot(_540 * _540, vec3(0.2989999949932098388671875, 0.58700001239776611328125, 0.114000000059604644775390625));
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mediump vec3 _548 = textureLod(u_screenTexture, _611.zy, 0.0).xyz;
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mediump vec3 _556 = textureLod(u_screenTexture, _611.zw, 0.0).xyz;
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mediump vec3 _548 = EAGLER_TEXTURE_2D_LOD(u_screenTexture, _611.zy, 0.0).xyz;
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mediump vec3 _556 = EAGLER_TEXTURE_2D_LOD(u_screenTexture, _611.zw, 0.0).xyz;
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mediump float _560 = dot(_556 * _556, vec3(0.2989999949932098388671875, 0.58700001239776611328125, 0.114000000059604644775390625));
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mediump vec4 _390 = textureLod(u_screenTexture, _290, 0.0);
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mediump vec4 _390 = EAGLER_TEXTURE_2D_LOD(u_screenTexture, _290, 0.0);
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mediump vec3 _564 = _390.xyz;
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mediump float _568 = dot(_564 * _564, vec3(0.2989999949932098388671875, 0.58700001239776611328125, 0.114000000059604644775390625));
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mediump float _397 = dot(_548 * _548, vec3(0.2989999949932098388671875, 0.58700001239776611328125, 0.114000000059604644775390625)) + 0.00260416674427688121795654296875;
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@ -347,8 +343,8 @@ void main()
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mediump vec2 _484 = (_612 * 4.0).zw;
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vec2 _615 = -hp_copy_481;
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mediump vec2 mp_copy_615 = _615;
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mediump vec4 _498 = textureLod(u_screenTexture, mp_copy_614 * _454 + _290, 0.0) + textureLod(u_screenTexture, _449 * _454 + _290, 0.0);
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mediump vec4 _505 = ((textureLod(u_screenTexture, mp_copy_615 * _484 + _290, 0.0) + textureLod(u_screenTexture, _481 * _484 + _290, 0.0)) * 0.25) + (_498 * 0.25);
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mediump vec4 _498 = EAGLER_TEXTURE_2D_LOD(u_screenTexture, mp_copy_614 * _454 + _290, 0.0) + EAGLER_TEXTURE_2D_LOD(u_screenTexture, _449 * _454 + _290, 0.0);
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mediump vec4 _505 = ((EAGLER_TEXTURE_2D_LOD(u_screenTexture, mp_copy_615 * _484 + _290, 0.0) + EAGLER_TEXTURE_2D_LOD(u_screenTexture, _481 * _484 + _290, 0.0)) * 0.25) + (_498 * 0.25);
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mediump float _576 = dot(_505.xyz * _505.xyz, vec3(0.2989999949932098388671875, 0.58700001239776611328125, 0.114000000059604644775390625));
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mediump vec4 _607;
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if ((_576 < _412) || (_576 > _409))
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@ -367,7 +363,7 @@ void main()
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_608 = _607;
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break;
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}
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output4f = vec4(_608.xyz, 1.0);
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EAGLER_FRAG_COLOR = vec4(_608.xyz, 1.0);
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}
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#endif
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