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Revision 94f6d472

Added by Leszek Koltunski about 7 years ago

Make it more flexible; now it can run almost all apps on OpenGL 2.0 contexts; OpenGL 3.0 ( with GLSL 3.00) required for POSTPROCESSING.

View differences:

src/main/res/raw/blit_vertex_shader.glsl
19 19

  
20 20
precision lowp float;
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uniform float u_Depth;    // distance from the near plane to render plane, in clip coords
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in vec2 a_Position;       // Per-vertex position.
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out vec2 v_TexCoordinate; //
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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
25 31

  
26 32
//////////////////////////////////////////////////////////////////////////////////////////////
27 33

  

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