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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_position2f; | |
layout(location = 0) out vec4 output4f; | |
uniform sampler2D u_texture0; | |
uniform sampler2D u_texture1; | |
precision highp sampler3D; | |
uniform sampler3D u_texture3D0; | |
uniform float u_fuckU1f; | |
uniform mat4 u_inverseViewMatrix; | |
uniform vec2 u_depthSliceStartEnd2f; | |
void main() { | |
output4f = vec4(textureLod(u_texture0, v_position2f, 0.0).rgb, 1.0); | |
vec3 color3f = textureLod(u_texture0, v_position2f, 0.0).rgb; | |
if(color3f.x == 0.0 && color3f.y == 0.0 && color3f.z == 0.0) { | |
output4f = vec4(0.0, 0.0, 0.0, 1.0); | |
}else { | |
output4f = vec4(normalize(mat3(u_inverseViewMatrix) * (color3f * 2.0 - 1.0)), 1.0); | |
} | |
output4f = vec4(textureLod(u_texture0, v_position2f, 0.0).a, textureLod(u_texture1, v_position2f, 0.0).a, 0.0, 1.0); | |
vec4 color4f = textureLod(u_texture0, v_position2f, 0.0); | |
output4f = vec4((color4f.a - (color4f.a > 0.5 ? 0.5 : 0.0)) * 2.0, color4f.a > 0.5 ? 1.0 : 0.0, color4f.b > 0.99 ? 1.0 : 0.0, 1.0); | |
output4f = vec4(vec3(clamp((textureLod(u_texture0, v_position2f, 0.0).r - u_depthSliceStartEnd2f.x) * u_depthSliceStartEnd2f.y, 0.0, 1.0)), 1.0); | |
output4f = vec4(vec3(textureLod(u_texture0, (v_position2f + vec2(0.0, u_depthSliceStartEnd2f.y)) * vec2(1.0, u_depthSliceStartEnd2f.x), 0.0).r), 1.0); | |
output4f = vec4(vec3(textureLod(u_texture0, v_position2f, 0.0).r), 1.0); | |
output4f = vec4(vec3(textureLod(u_texture0, v_position2f, 0.0).a > 0.0 ? 1.0 : 0.0), 1.0); | |
output4f = vec4(textureLod(u_texture0, v_position2f, 0.0).rgb * 10.0, 1.0); | |
output4f.xyz /= (output4f.xyz + 1.0); | |
output4f.xyz = sqrt(output4f.xyz); | |
output4f = vec4(vec3(textureLod(u_texture0, v_position2f, 0.0).g), 1.0); | |
vec2 coord = (v_position2f + vec2(0.0, u_depthSliceStartEnd2f.y)) * vec2(1.0, u_depthSliceStartEnd2f.x); | |
vec4 color2 = textureLod(u_texture1, coord, 0.0); | |
output4f = vec4(mix(color2.rgb, vec3(textureLod(u_texture0, coord, 0.0).r), color2.a), 1.0); | |
output4f = vec4(vec3(textureLod(u_texture0, v_position2f, 0.0).a * 0.017), 1.0); | |
output4f = vec4(abs(textureLod(u_texture0, v_position2f, 0.0).rgb) * 0.1, 1.0); | |
output4f = vec4(vec3(textureLod(u_texture0, v_position2f, 0.0).g > 0.0 ? 1.0 : 0.0), 1.0); | |
output4f = vec4(textureLod(u_texture0, v_position2f.yx, 0.0).rgb * 2.5, 1.0); | |
output4f.xyz /= (output4f.xyz + 1.0); | |
output4f.xyz = sqrt(output4f.xyz); | |
output4f = vec4(vec3(textureLod(u_texture0, v_position2f.yx, 0.0).a > 0.0 ? 1.0 : 0.0), 1.0); | |
output4f = vec4(textureLod(u_texture0, v_position2f, 0.0).rg, 0.0, 1.0); | |
output4f = vec4(vec3(textureLod(u_texture0, v_position2f, 0.0).r) * 10.0, 1.0); | |
output4f.xyz /= (output4f.xyz + 1.0); | |
output4f.xyz = sqrt(output4f.xyz); | |
output4f = vec4(vec3(textureLod(u_texture3D0, vec3(v_position2f, u_fuckU1f), 0.0).r), 1.0); | |
} | |