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Revision f2367b75

Added by Leszek Koltunski about 7 years ago

Upgrade from GLSL 1.00 to GLSL 3.00 ES
Introduce separate BLUR1 and BLUR2 shaders, the second one marging (writing to gl_FragDepth still does not work)

View differences:

src/main/java/org/distorted/library/DistortedFramebuffer.java
171 171
    super(width,height,NOT_CREATED_YET, (depthEnabled ? NOT_CREATED_YET:DONT_CREATE),NOT_CREATED_YET, type);
172 172
    }
173 173

  
174
///////////////////////////////////////////////////////////////////////////////////////////////////
175
// For setting the Depth texture as input to fragment shaders that merge many planes. (currently: blur2)
176

  
177
  boolean setAsDepth()
178
    {
179
    if( mDepthH[0]>0 )
180
      {
181
      GLES30.glActiveTexture(GLES30.GL_TEXTURE1);
182
      GLES30.glBindTexture(GLES30.GL_TEXTURE_2D, mDepthH[0]);
183
      return true;
184
      }
185

  
186
    return false;
187
    }
188

  
174 189
///////////////////////////////////////////////////////////////////////////////////////////////////
175 190
// PUBLIC API
176 191
///////////////////////////////////////////////////////////////////////////////////////////////////
......
211 226
    {
212 227
    if( mColorH[0]>0 )
213 228
      {
229
      GLES30.glActiveTexture(GLES30.GL_TEXTURE0);
214 230
      GLES30.glBindTexture(GLES30.GL_TEXTURE_2D, mColorH[0]);
215 231
      return true;
216 232
      }

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