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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_vertex_shader.glsl
30 30
uniform mat4 u_MVPMatrix;            // the combined model/view/projection matrix.
31 31
uniform mat4 u_MVMatrix;             // the combined model/view matrix.
32 32
		 
33
attribute vec3 a_Position;           // Per-vertex position.
34
attribute vec3 a_Normal;             // Per-vertex normal vector.
35
attribute vec2 a_TexCoordinate;      // Per-vertex texture coordinate.
33
in vec3 a_Position;                  // Per-vertex position.
34
in vec3 a_Normal;                    // Per-vertex normal vector.
35
in vec2 a_TexCoordinate;             // Per-vertex texture coordinate.
36 36
		  
37
varying vec3 v_Position;             //
38
varying vec3 v_Normal;               //
39
varying vec2 v_TexCoordinate;        //
37
out vec3 v_Position;                 //
38
out vec3 v_Normal;                   //
39
out vec2 v_TexCoordinate;            //
40 40

  
41 41
#if NUM_VERTEX>0
42 42
uniform int vNumEffects;             // total number of vertex effects

Also available in: Unified diff