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library / src / main / res / raw / blur2_fragment_shader.glsl @ fd2db957

# Date Author Comment
fd2db957 04/21/2017 02:15 PM Leszek Koltunski

1) bugfix computing Gaussian BLUR kernel (for odd radii, the last offset was incorrectly computed)
2) introduce more advanced method of detecting BLUR halo (compute depths in a new way)

ed5bf324 03/31/2017 11:52 AM Leszek Koltunski

Merging blurred surfaces mostly ok now (blurred image still appears a bit shifted down for some reason)

1cbf4103 03/29/2017 12:55 PM Leszek Koltunski

Simplify shaders.

94f6d472 03/29/2017 11:05 AM Leszek Koltunski

Make it more flexible; now it can run almost all apps on OpenGL 2.0 contexts; OpenGL 3.0 ( with GLSL 3.00) required for POSTPROCESSING.

f2367b75 03/28/2017 12:26 PM Leszek Koltunski

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)