Update #37 - Touch support without userscript, many other feats

This commit is contained in:
lax1dude
2024-09-21 20:17:42 -07:00
parent 173727c8c4
commit ec1ab8ece3
683 changed files with 62074 additions and 8996 deletions

View File

@ -1,11 +1,13 @@
#line 2
// Remove this line below if you plan to modify this file
#ifndef EAGLER_IS_GLES_200
#define USE_OPTIMIZED
#endif
/*
* Copyright (c) 2022-2023 lax1dude. All Rights Reserved.
* Copyright (c) 2022-2024 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
@ -52,14 +54,9 @@
*
*/
precision lowp int;
precision mediump float;
precision mediump sampler2D;
EAGLER_IN(vec2, v_position2f)
in vec2 v_position2f;
layout(location = 0) out vec4 output4f;
EAGLER_FRAG_OUT()
uniform sampler2D u_screenTexture;
uniform vec2 u_screenSize2f;
@ -110,7 +107,7 @@ uniform vec2 u_screenSize2f;
#define FxaaTex sampler2D
/*--------------------------------------------------------------------------*/
#define FxaaTexTop(t, p) textureLod(t, p, 0.0)
#define FxaaTexTop(t, p) EAGLER_TEXTURE_2D_LOD(t, p, 0.0)
/*============================================================================
GREEN AS LUMA OPTION SUPPORT FUNCTION
@ -298,7 +295,7 @@ void main(){
rcpFrameOpt.xy = -screenSize05;
rcpFrameOpt.zw = screenSize05;
output4f = vec4(FxaaPixelShader(v_position2f + screenSize05, posPos, u_screenTexture, rcpFrameOpt, rcpFrameOpt * 4.0, edgeSharpness, edgeThreshold, edgeThresholdMin).rgb, 1.0);
EAGLER_FRAG_COLOR = vec4(FxaaPixelShader(v_position2f + screenSize05, posPos, u_screenTexture, rcpFrameOpt, rcpFrameOpt * 4.0, edgeSharpness, edgeThreshold, edgeThresholdMin).rgb, 1.0);
}
#else
@ -306,7 +303,6 @@ void main(){
// Is it faster? Idfk, probably compiles faster at least, what matters it I tried
float _616;
vec4 _617;
void main()
{
@ -317,14 +313,14 @@ void main()
mediump vec4 _608;
for(;;)
{
mediump vec3 _532 = textureLod(u_screenTexture, _611.xy, 0.0).xyz;
mediump vec3 _532 = EAGLER_TEXTURE_2D_LOD(u_screenTexture, _611.xy, 0.0).xyz;
mediump float _536 = dot(_532 * _532, vec3(0.2989999949932098388671875, 0.58700001239776611328125, 0.114000000059604644775390625));
mediump vec3 _540 = textureLod(u_screenTexture, _611.xw, 0.0).xyz;
mediump vec3 _540 = EAGLER_TEXTURE_2D_LOD(u_screenTexture, _611.xw, 0.0).xyz;
mediump float _544 = dot(_540 * _540, vec3(0.2989999949932098388671875, 0.58700001239776611328125, 0.114000000059604644775390625));
mediump vec3 _548 = textureLod(u_screenTexture, _611.zy, 0.0).xyz;
mediump vec3 _556 = textureLod(u_screenTexture, _611.zw, 0.0).xyz;
mediump vec3 _548 = EAGLER_TEXTURE_2D_LOD(u_screenTexture, _611.zy, 0.0).xyz;
mediump vec3 _556 = EAGLER_TEXTURE_2D_LOD(u_screenTexture, _611.zw, 0.0).xyz;
mediump float _560 = dot(_556 * _556, vec3(0.2989999949932098388671875, 0.58700001239776611328125, 0.114000000059604644775390625));
mediump vec4 _390 = textureLod(u_screenTexture, _290, 0.0);
mediump vec4 _390 = EAGLER_TEXTURE_2D_LOD(u_screenTexture, _290, 0.0);
mediump vec3 _564 = _390.xyz;
mediump float _568 = dot(_564 * _564, vec3(0.2989999949932098388671875, 0.58700001239776611328125, 0.114000000059604644775390625));
mediump float _397 = dot(_548 * _548, vec3(0.2989999949932098388671875, 0.58700001239776611328125, 0.114000000059604644775390625)) + 0.00260416674427688121795654296875;
@ -347,8 +343,8 @@ void main()
mediump vec2 _484 = (_612 * 4.0).zw;
vec2 _615 = -hp_copy_481;
mediump vec2 mp_copy_615 = _615;
mediump vec4 _498 = textureLod(u_screenTexture, mp_copy_614 * _454 + _290, 0.0) + textureLod(u_screenTexture, _449 * _454 + _290, 0.0);
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);
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);
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);
mediump float _576 = dot(_505.xyz * _505.xyz, vec3(0.2989999949932098388671875, 0.58700001239776611328125, 0.114000000059604644775390625));
mediump vec4 _607;
if ((_576 < _412) || (_576 > _409))
@ -367,7 +363,7 @@ void main()
_608 = _607;
break;
}
output4f = vec4(_608.xyz, 1.0);
EAGLER_FRAG_COLOR = vec4(_608.xyz, 1.0);
}
#endif