Redefine the Vertex Region from (x,y,r,unused) to (x,y,z,r). This takes into account the 'Z', which makes it possible to warp only one side of a 3D Mesh like Sphere.
Also corresponding changes in applications.
Change of API: move setting the EGL context back to the APP.
Fix 'EffectQueue' APP. Now 30 out of 31 APPs work.
Some progress with Effect classes.
10 apps compile now.
Simplify setting up DistortedScreen.
It now automatically chooses OpenGL ES 2.0 and GLSL 100 or OpenGL ES 3.0 and GLSL 300.
Postprocessing effects will not work on OpenGL ES 2.0 contexts.
Try using OpenGL ES 3.0 everywhere (but if device does not support it, try creating 2.0 context - this is important because of the emulator!)
Change of names.
Complete the split DistortedObject -> (DistortedTexture,DistortedEffectQueue)
Simplify SurfaceViews
Make the effect Center be always 3D.
Rename Effects2D to EffectQueue