Revision c638c1b0
Added by Leszek Koltunski over 7 years ago
src/main/res/raw/post_vertex_shader.glsl | ||
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// along with Distorted. If not, see <http://www.gnu.org/licenses/>. // |
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////////////////////////////////////////////////////////////////////////////////////////////// |
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uniform vec2 u_objD; // half of object width x half of object height. |
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// point (0,0) is the center of the object |
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attribute vec2 a_Position; // Per-vertex position information we will pass in. |
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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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void main() |
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{ |
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v_TexCoordinate = a_TexCoordinate; |
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gl_Position = vec4(a_Position, 0.0, 1.0); |
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gl_Position = vec4( 2.0*u_objD*a_Position, 0.0, 1.0);
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} |
Also available in: Unified diff
Further progress with Postprocessing. Now the missing bits are:
- implement Distorted.getFBO()
- implement Distorted.clean()
- improve compilation of DistortedPrograms so that the NUM_POSTPROCESSING and names of POSTPROCESSING effects will be #defined.