Revision 040cd18c
Added by Leszek Koltunski almost 6 years ago
src/main/res/raw/blit_depth_vertex_shader.glsl | ||
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// along with Distorted. If not, see <http://www.gnu.org/licenses/>. // |
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////////////////////////////////////////////////////////////////////////////////////////////// |
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precision lowp float;
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precision highp float;
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#if __VERSION__ != 100 |
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in vec2 a_Position; // Per-vertex position. |
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out vec2 v_TexCoordinate; // |
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#else |
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attribute vec2 a_Position; // Per-vertex position. |
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varying vec2 v_TexCoordinate; // |
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#endif |
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uniform float u_Depth; // distance from the near plane to render plane, in clip coords |
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uniform vec2 u_TexCorr; // when we blit from postprocessing buffers, the buffers can be |
Also available in: Unified diff
Port all the 'non-controversial' changes from order-independent-transparency branch.