Project

General

Profile

« Previous | Next » 

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/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