Revision f2367b75
Added by Leszek Koltunski about 7 years ago
src/main/res/raw/main_vertex_shader.glsl | ||
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uniform mat4 u_MVPMatrix; // the combined model/view/projection matrix. |
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uniform mat4 u_MVMatrix; // the combined model/view matrix. |
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attribute vec3 a_Position; // Per-vertex position.
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attribute vec3 a_Normal; // Per-vertex normal vector.
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attribute vec2 a_TexCoordinate; // Per-vertex texture coordinate.
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in vec3 a_Position; // Per-vertex position.
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in vec3 a_Normal; // Per-vertex normal vector.
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in vec2 a_TexCoordinate; // Per-vertex texture coordinate.
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varying vec3 v_Position; //
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varying vec3 v_Normal; //
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varying vec2 v_TexCoordinate; //
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out vec3 v_Position; //
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out vec3 v_Normal; //
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out vec2 v_TexCoordinate; //
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#if NUM_VERTEX>0 |
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uniform int vNumEffects; // total number of vertex effects |
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)