Revision f2367b75
Added by Leszek Koltunski about 7 years ago
src/main/res/raw/blit_vertex_shader.glsl | ||
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precision lowp float; |
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uniform float u_Depth; // distance from the near plane to render plane, in clip coords
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attribute vec2 a_Position; // Per-vertex position.
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varying vec2 v_TexCoordinate; //
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uniform float u_Depth; // distance from the near plane to render plane, in clip coords |
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in vec2 a_Position; // Per-vertex position.
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out vec2 v_TexCoordinate; //
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////////////////////////////////////////////////////////////////////////////////////////////// |
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Also available in: Unified diff
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)