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library / src / main / res / raw / test_vertex_shader.glsl @ f89f791a

# Date Author Comment
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)

50642a86 03/03/2017 03:50 PM Leszek Koltunski

Simplify drawRecursive

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

Minor

2e7ad49f 01/21/2017 12:25 AM Leszek Koltunski

Define float precision in Vertex Shaders to the same like in Fragment Shaders.

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)