Revision 94f6d472
Added by Leszek Koltunski about 7 years ago
src/main/res/raw/blur_vertex_shader.glsl | ||
---|---|---|
19 | 19 |
|
20 | 20 |
precision lowp float; |
21 | 21 |
|
22 |
uniform float u_Depth; // distance from the near plane to render plane, in clip coords
|
|
22 |
#if __VERSION__ != 100
|
|
23 | 23 |
in vec2 a_Position; // Per-vertex position. |
24 | 24 |
in vec2 a_TexCoordinate; // Per-vertex texture coordinate information we will pass in. |
25 | 25 |
out vec2 v_TexCoordinate; // |
26 |
#else |
|
27 |
attribute vec2 a_Position; // Per-vertex position. |
|
28 |
attribute vec2 a_TexCoordinate; // Per-vertex texture coordinate information we will pass in. |
|
29 |
varying vec2 v_TexCoordinate; // |
|
30 |
#endif |
|
31 |
|
|
32 |
uniform float u_Depth; // distance from the near plane to render plane, in clip coords |
|
26 | 33 |
|
27 | 34 |
////////////////////////////////////////////////////////////////////////////////////////////// |
28 | 35 |
|
Also available in: Unified diff
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.