Revision 1440748a
Added by Leszek Koltunski over 6 years ago
src/main/java/org/distorted/examples/triblur/TriblurRenderer.java | ||
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private static final int[] OBJECTS = |
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{ |
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-150, 0, 0, 255, 0, 0, // x,y,z, R,G,B
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0, 0, 0, 255, 255, 0, // |
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+150, 0, 0, 0, 255, 0, //
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-100, 0, 0, 255, 0, 0, // x,y,z, R,G,B
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// 0, 0, 0, 255, 255, 0, //
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+100, 0, 0, 0, 255, 0, //
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}; |
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private static final int NUM_OBJECTS = OBJECTS.length/NUM; |
... | ... | |
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effects[i] = new DistortedEffects(); |
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effects[i].apply(mBlur[i]); |
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effects[i].apply(chroma[i]); |
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effects[i].apply( (i==0||i==NUM_OBJECTS-1) ? moveEffect1 : moveEffect2 );
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effects[i].apply( (i==0||i==NUM_OBJECTS-1) ? scaleEffect1 : scaleEffect2 );
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//effects[i].apply(chroma[i]);
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effects[i].apply( (i==0||i==NUM_OBJECTS-1) ? moveEffect1 : moveEffect1 );
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effects[i].apply( (i==0||i==NUM_OBJECTS-1) ? scaleEffect1 : scaleEffect1 );
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effects[i].apply(quatEffect1); |
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effects[i].apply(quatEffect2); |
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effects[i].apply(new MatrixEffectMove(moveVector[i])); |
Also available in: Unified diff
In an attempt to contain the flashes on Mali GPU, re-structure the post-processing FBOs from 1 FBO with 2 color attachments + combined depth-stencil to 2 separate FBOs sharing a depth-stencil texture.
Result: this appears to make the flashes slightly worse.