Revision a1b36fc8
Added by Leszek Koltunski about 7 years ago
src/main/res/raw/blur_vertex_shader.glsl | ||
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precision lowp float; |
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uniform vec2 u_objD; // object width X object height. |
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uniform mat4 u_MVPMatrix; // the combined model/view/projection matrix. |
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attribute vec2 a_Position; // Per-vertex position information we will pass in. |
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uniform float u_Depth; // distance from the near plane to render plane, in clip coords |
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attribute vec2 a_Position; // Per-vertex position. |
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attribute vec2 a_TexCoordinate; // Per-vertex texture coordinate information we will pass in. |
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varying vec2 v_TexCoordinate; //
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varying vec2 v_TexCoordinate; //
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////////////////////////////////////////////////////////////////////////////////////////////// |
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// empty 2D vertex shader for postprocessing |
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void main() |
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{ |
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v_TexCoordinate = a_TexCoordinate; |
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gl_Position = u_MVPMatrix*vec4( u_objD*a_Position, 0.0, 1.0);
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gl_Position = vec4(2.0*a_Position,u_Depth,1.0);
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} |
Also available in: Unified diff
Simplify BLUR shader.