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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/main_fragment_shader.glsl
21 21
  
22 22
uniform sampler2D u_Texture;            // The input texture.
23 23
    
24
varying vec3 v_Position;                // Interpolated position for this fragment.
25
varying vec3 v_Normal;                  // Interpolated normal for this fragment.
26
varying vec2 v_TexCoordinate;           // Interpolated texture coordinate per fragment.
24
in vec3 v_Position;                     // Interpolated position for this fragment.
25
in vec3 v_Normal;                       // Interpolated normal for this fragment.
26
in vec2 v_TexCoordinate;                // Interpolated texture coordinate per fragment.
27
out vec4 fragColor;                     // The output color
27 28

  
28 29
#if NUM_FRAGMENT>0
29 30
uniform int fNumEffects;                // total number of fragment effects
......
92 93

  
93 94
void main()                    		
94 95
  {  
95
  vec4 pixel = texture2D(u_Texture,v_TexCoordinate);
96
  vec4 pixel = texture(u_Texture,v_TexCoordinate);
96 97

  
97 98
#if NUM_FRAGMENT>0
98 99
  vec2 diff;
......
140 141
    }
141 142
#endif
142 143

  
143
  gl_FragColor = vec4(pixel.rgb * (1.0 + 7.0*v_Normal.z) * 0.125, pixel.a);
144
  fragColor = vec4(pixel.rgb * (1.0 + 7.0*v_Normal.z) * 0.125, pixel.a);
144 145
  }

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