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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/blur1_fragment_shader.glsl
19 19

  
20 20
precision lowp float;
21 21

  
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#if __VERSION__ != 100
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#define TEXTURE texture
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in vec2 v_TexCoordinate;
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out vec4 fragColor;
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#else
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#define TEXTURE texture2D
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varying vec2 v_TexCoordinate;
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#endif
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24 31
uniform sampler2D u_ColorTexture;
25 32
uniform float u_Offsets[MAX_BLUR];
26 33
uniform float u_Weights[MAX_BLUR];
......
30 37

  
31 38
void main()
32 39
  {
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  vec4 pixel= texture(u_ColorTexture,v_TexCoordinate) * u_Weights[0];
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  vec4 pixel= TEXTURE(u_ColorTexture,v_TexCoordinate) * u_Weights[0];
34 41

  
35 42
  for (int i=1; i<=u_Radius; i+=1)
36 43
    {
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    pixel += ( texture(u_ColorTexture,vec2(v_TexCoordinate.x+u_Offsets[i],v_TexCoordinate.y)) +
38
               texture(u_ColorTexture,vec2(v_TexCoordinate.x-u_Offsets[i],v_TexCoordinate.y)) ) * u_Weights[i];
44
    pixel += ( TEXTURE(u_ColorTexture,vec2(v_TexCoordinate.x+u_Offsets[i],v_TexCoordinate.y)) +
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               TEXTURE(u_ColorTexture,vec2(v_TexCoordinate.x-u_Offsets[i],v_TexCoordinate.y)) ) * u_Weights[i];
39 46
    }
40 47

  
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  fragColor = pixel;
48
#if __VERSION__ != 100
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  fragColor    =
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#else
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  gl_FragColor =
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#endif
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  pixel;
42 55
  }

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