EaglerForge/sources/resources/assets/eagler/glsl/texture_blit.fsh

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/*
* Copyright (c) 2023 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
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
* IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT,
* INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
* NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY,
* WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
* ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
* POSSIBILITY OF SUCH DAMAGE.
*
*/
precision lowp int;
precision highp float;
precision highp sampler2D;
in vec2 v_texCoords2f;
#ifndef COMPILE_BLIT_DEPTH
layout(location = 0) out vec4 output4f;
#endif
uniform sampler2D u_inputTexture;
uniform float u_textureLod1f;
#ifdef COMPILE_PIXEL_ALIGNMENT
uniform vec4 u_pixelAlignmentSizes4f;
uniform vec2 u_pixelAlignmentOffset2f;
#endif
void main() {
vec2 uv2f = v_texCoords2f;
#ifdef COMPILE_PIXEL_ALIGNMENT
uv2f = (floor(uv2f * u_pixelAlignmentSizes4f.xy) + u_pixelAlignmentOffset2f) * u_pixelAlignmentSizes4f.zw;
#endif
#ifndef COMPILE_BLIT_DEPTH
output4f = textureLod(u_inputTexture, uv2f, u_textureLod1f);
#else
gl_FragDepth = textureLod(u_inputTexture, uv2f, u_textureLod1f).r;
#endif
}