#line 2 /* * 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 }