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

@ -1,7 +1,7 @@
#line 2
/*
* Copyright (c) 2023 lax1dude. All Rights Reserved.
* Copyright (c) 2023-2024 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
@ -16,14 +16,10 @@
*
*/
precision lowp int;
precision highp float;
precision highp sampler2D;
in vec2 v_texCoords2f;
EAGLER_IN(vec2, v_texCoords2f)
#ifndef COMPILE_BLIT_DEPTH
layout(location = 0) out vec4 output4f;
EAGLER_FRAG_OUT()
#endif
uniform sampler2D u_inputTexture;
@ -40,8 +36,8 @@ void main() {
uv2f = (floor(uv2f * u_pixelAlignmentSizes4f.xy) + u_pixelAlignmentOffset2f) * u_pixelAlignmentSizes4f.zw;
#endif
#ifndef COMPILE_BLIT_DEPTH
output4f = textureLod(u_inputTexture, uv2f, u_textureLod1f);
EAGLER_FRAG_COLOR = EAGLER_TEXTURE_2D_LOD(u_inputTexture, uv2f, u_textureLod1f);
#else
gl_FragDepth = textureLod(u_inputTexture, uv2f, u_textureLod1f).r;
EAGLER_FRAG_DEPTH = EAGLER_TEXTURE_2D_LOD(u_inputTexture, uv2f, u_textureLod1f).r;
#endif
}