Project

General

Profile

« Previous | Next » 

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/res/raw/blit_fragment_shader.glsl
19 19

  
20 20
precision lowp float;
21 21

  
22
varying vec2 v_TexCoordinate; // Interpolated texture coordinate per fragment.
22
in vec2 v_TexCoordinate;      // Interpolated texture coordinate per fragment.
23
out vec4 fragColor;           // The output color
23 24
uniform sampler2D u_Texture;  // The input texture.
24 25

  
25 26
//////////////////////////////////////////////////////////////////////////////////////////////
26 27

  
27 28
void main()                    		
28 29
  {  
29
  gl_FragColor = texture2D(u_Texture,v_TexCoordinate);
30
  fragColor = texture(u_Texture,v_TexCoordinate);
30 31
  }

Also available in: Unified diff