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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/blur_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
attribute vec2 a_TexCoordinate;  // Per-vertex texture coordinate information we will pass in.
25
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
in vec2 a_TexCoordinate;  // Per-vertex texture coordinate information we will pass in.
25
out vec2 v_TexCoordinate; //
26 26

  
27 27
//////////////////////////////////////////////////////////////////////////////////////////////
28 28

  

Also available in: Unified diff