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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/test_vertex_shader.glsl
21 21

  
22 22
uniform vec2 u_objD;       // object width X object height.
23 23
uniform mat4 u_MVPMatrix;  // the combined model/view/projection matrix.
24
attribute vec2 a_Position; // Per-vertex position information we will pass in.
24
in vec2 a_Position;        // Per-vertex position information we will pass in.
25 25

  
26 26
//////////////////////////////////////////////////////////////////////////////////////////////
27 27

  

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