#line 2 /* * Copyright (c) 2023 LAX1DUDE. All Rights Reserved. * * WITH THE EXCEPTION OF PATCH FILES, MINIFIED JAVASCRIPT, AND ALL FILES * NORMALLY FOUND IN AN UNMODIFIED MINECRAFT RESOURCE PACK, YOU ARE NOT ALLOWED * TO SHARE, DISTRIBUTE, OR REPURPOSE ANY FILE USED BY OR PRODUCED BY THE * SOFTWARE IN THIS REPOSITORY WITHOUT PRIOR PERMISSION FROM THE PROJECT AUTHOR. * * NOT FOR COMMERCIAL OR MALICIOUS USE * * (please read the 'LICENSE' file this repo's root directory for more info) * */ 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 }