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Revision c638c1b0

Added by Leszek Koltunski over 7 years ago

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.

View differences:

src/main/res/raw/post_vertex_shader.glsl
17 17
// along with Distorted.  If not, see <http://www.gnu.org/licenses/>.                       //
18 18
//////////////////////////////////////////////////////////////////////////////////////////////
19 19

  
20
uniform vec2 u_objD;             // half of object width x half of object height.
21
                                 // point (0,0) is the center of the object
22

  
20 23
attribute vec2 a_Position;       // Per-vertex position information we will pass in.
21 24
attribute vec2 a_TexCoordinate;  // Per-vertex texture coordinate information we will pass in.
22 25
varying   vec2 v_TexCoordinate;  //
......
27 30
void main()
28 31
  {
29 32
  v_TexCoordinate = a_TexCoordinate;
30
  gl_Position = vec4(a_Position, 0.0, 1.0);
33
  gl_Position = vec4( 2.0*u_objD*a_Position, 0.0, 1.0);
31 34
  }

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