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library / src / main / res / raw / main_fragment_shader.glsl @ 2b7d2abb

# Date Author Comment
2b7d2abb 01/13/2021 12:21 PM Leszek Koltunski

Remove UBO from the fragment shader and come back to the default of only 5 concurrent fragment effects. All because UBOs in fragment shader crash on Adreno 510 and Adreno 506.

de77a6c5 01/09/2021 11:49 PM Leszek Koltunski

Introduce another Uniform Block Object. Now we can have much more vertex and fragment effects - up their default number to 100.

78ff6ea9 01/07/2021 04:08 PM Leszek Koltunski

Convert the Integer part (i.e. effect names and the two associations) of vertex and fragment shaders to Uniform Buffer Objects.
Next: convert the last part, i.e. the float effect parameters.

535a45bc 05/21/2020 11:32 AM Leszek Koltunski

Fix licenses :)

7602a827 05/02/2019 10:41 PM Leszek Koltunski

Rename all the classes that are not exported to application to 'Internal'

b24e4719 01/02/2019 03:57 PM Leszek Koltunski

Make the Fragment effects truly 3D: change their 4D 'region' into a 3D 'center' (a point in 3D) and 3D 'region' (which is now a set of 3 radii defining an ellipsoid around the center)

Also corresponding changes to the applications.

ca4521e3 07/05/2018 10:33 PM Leszek Koltunski

Simplify Main OIT shader.

6544040f 07/03/2018 12:47 PM Leszek Koltunski

Fix the fact that back-facing surfaces were invisible.

001fb991 07/03/2018 12:06 PM Leszek Koltunski

Largely fix the non-postprocessed OIT. Still, one problem remains: back-facing surfaces seem to disappear (visible in 'Cubes')

c1a38ba3 07/01/2018 11:21 PM Leszek Koltunski

Progress with non-postprocessed OIT.

Status: compiles, but fails to work on both Adreno and Mali. Crashes the app (Adreno) or the whole system (Mali)

5e331bc8 07/01/2018 10:07 PM Leszek Koltunski

Update the 'main' shaders for OIT.

341151fc 04/27/2018 04:53 PM Leszek Koltunski

Fixes ported from the 'OIT' branch:

- remove counting of transparent pixels
- various fixes for the Mali GPU

2faad666 04/02/2018 10:15 PM Leszek Koltunski

SSBO: now we have a more-or-less correct running average of the count of transparent fragments over the last few frames.

df4d7edc 03/29/2018 03:58 PM Leszek Koltunski

SSBO: correct various things.

51a3cbab 03/28/2018 10:33 PM Leszek Koltunski

SSBO: handle the fact that we might run out of space in our SSBO if we keep creating new Surfaces.

8a57da61 03/28/2018 09:14 PM Leszek Koltunski

SSBO: counting of transparent fragments more or less works now. Still the counters are zeroed out in the wrong place - every time we start rendering something to a given Surface, rather than once per frame.

27cd6b98 03/28/2018 08:29 PM Leszek Koltunski

SSBO: more and more works...

2ab60f72 03/28/2018 01:58 PM Leszek Koltunski

SSBO: something is working already, although we still get the 4 bytes back from the shader in reverse order ( so '17'=0x00000011 written by the shader becomes '285212672 = 0x11000000' )

12f45260 03/27/2018 07:56 PM Leszek Koltunski

First try at the SSBO (doesn't work - reads in the application don't pick up changes in the shader; crashes.

7cd24173 06/20/2017 11:51 PM Leszek Koltunski

Move all the knowledge about Vertex and Fragment effects to their respective classes.

15aa7d94 06/08/2017 01:53 PM Leszek Koltunski

Progress with support for Effect classes.

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)

ad33f883 03/01/2017 05:48 PM Leszek Koltunski

Minor

03cb451d 03/01/2017 12:06 PM Leszek Koltunski

Speed up shaders (both compilation and execution) by explicitly enabling only the needed effects.

81a0b906 02/28/2017 11:51 PM Leszek Koltunski

Preparation for shader optimization

c90b9e01 01/18/2017 04:01 PM Leszek Koltunski

Progress with getting Mesh'es bounding rectangle. Still doesn't quite work yet (visible : 'Cubes' app with a 0111 Mesh)

a7067deb 09/15/2016 09:04 PM Leszek Koltunski

small improvements in DISTORT

42e08626 08/09/2016 02:22 PM Leszek Koltunski

Remove the MACROBLOCK Effect altogether.

ff8ad0a7 07/20/2016 11:11 PM Leszek Koltunski

Fix for Bug #16: When rotated at an angle, surfaces get increasingly transparent.

This also fixes the saturation, chroma, alpha + contrast effects, while completely breaking macroblocks :)

ffbf279e 06/30/2016 01:06 PM Leszek Koltunski

revert latest changes to the fragment shader.
small things in DistortedObjects.

2e75bd79 06/29/2016 11:53 PM Leszek Koltunski

some improvements for the way we test DistortedObjects.

4018b3b7 06/29/2016 08:57 PM Leszek Koltunski

fix fragment effects :)

2dacdeb2 06/29/2016 04:15 PM Leszek Koltunski

remove the 'Color' vertex attribute.

8cefe6a3 06/28/2016 03:58 PM Leszek Koltunski

switch precision to low in fragment shader

341c803d 06/27/2016 12:00 PM Leszek Koltunski

Progress with Vertex3D

2fce34f4 06/16/2016 01:50 PM Leszek Koltunski

Major push towards simplifying DistortedObject's public API.
All Fragment effects are using the new API - the 'DataND' marker interfaces.

d333eb6b 06/14/2016 04:24 PM Leszek Koltunski

Add license

6a06a912 05/25/2016 07:45 PM Leszek Koltunski

Initial commit