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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/res/raw/blit_vertex_shader.glsl
19 19

  
20 20
precision lowp float;
21 21

  
22
uniform float u_Depth;        // distance from the near plane to render plane, in clip coords
23
attribute vec2 a_Position;    // Per-vertex position.
24
varying vec2 v_TexCoordinate; //
22
uniform float u_Depth;    // distance from the near plane to render plane, in clip coords
23
in vec2 a_Position;       // Per-vertex position.
24
out vec2 v_TexCoordinate; //
25 25

  
26 26
//////////////////////////////////////////////////////////////////////////////////////////////
27 27

  

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