Upgrade from GLSL 1.00 to GLSL 3.00 ESIntroduce separate BLUR1 and BLUR2 shaders, the second one marging (writing to gl_FragDepth still does not work)
Simplify BLUR shader.
Simplify drawRecursive
simplify blitPriv()
Introduce Effects.blitPriv() (faster than previous drawNoEffectsPriv)
Minor
Speed up shaders (both compilation and execution) by explicitly enabling only the needed effects.
Preparation for shader optimization
Back out the last change.
Effect-independent normals.
Preparation for effect-independent computation of the nermal vectors.
minor.
Separable Box blur fully works now!
Separable Box blur (almost) works.
Small progress with Blur.
Define float precision in Vertex Shaders to the same like in Fragment Shaders.
improve Postprocessing; new icon; minor things.
Progress with getting Mesh'es bounding rectangle. Still doesn't quite work yet (visible : 'Cubes' app with a 0111 Mesh)
Naive implementation of blur works now!
Blurred image visible now!
NUM_POSTPROCESS corectly #defined now.
Further progress with Postprocessing. Now the missing bits are:
- implement Distorted.getFBO()- implement Distorted.clean()- improve compilation of DistortedPrograms so that the NUM_POSTPROCESSING and names of POSTPROCESSING effects will be #defined.
progress with Postprocessing.
Beginnings of support for postprocessing Effects.
Add 3rd dimension to the Deform effect.
Improve the Deform app
DEFORM: add support for Regions
Polish up DEFORM.
re-write the deform effect
rearrange comments
New vertex effect 'PINCH'
Complete moving center to 3D.
re-generate noise after passing each Point.
1. Workaround for th issue that my shitty Nexus 4 crashes while compiling the vertext shader (actually the wave function)2. Improvements to the Dynamics app
minor stuff
Make the WAVE effect 5D (extra parameter 'offset')
swap the 2nd and the 3rd parameters in the WAVE effect and improve comments for the WAVE user API.
Switch off the pre-compulting of sin and cos in CPU as it turns out that those two are single-instruction functions on any modern GPU ( http://www.gamedev.net/topic/322422-number-of-gpu-cycles-for-cos-and-sin-functions/ - link form 2005 ! )
Improve the comment the WAVE effect.
Correct one more issue with computation of WAVE.
Correct one issue with incorrect shadows in WAVE when V.z <0 .
Now we can add up the WAVE effect to others with smooth shading! Remaining issues:
- when angle A < 0, the shades are wrong- sometimes (check with the 3D vertex & Fragment effects' app) we get black spots at seemingly random points. Looks like computational instability again.
Shades in the WAVE effect fully working, if the effect is the only one.
Remaining: combine the shades with other effects!
Shades of the WAVE effect (almost!) working.
small improvements in DISTORT
Better normals in DISTORT
Vertex positions fully 3D now. Remaining: normals!
Preparation to make the WAVE effect fully 3D
Adjustments for EffectQueueVertex.postprocess()
Improvements for WAVE
Beginnings of the WAVE effect.
Correct an important bug in the vertex shader.
b = 1/a if a!=0, 1 otherwise was incorrectly computed as b = 1.0 / (a+1.0-sign(a)). This, when 0<a<2^-24, suffers from 'round-off error': then a+1.0 = 1.0 (sic!) thus b = 1/0 !.
Correct way: b = 1.0 / ( a - (sign(a)-1.0) )
Fix for Bug #17: Regions of Fragment Effects migrate.
Fix is: don't send vertex position and the Fragment Effect region to the fragment shader already multiplied by the ModelView matrix (that introduces the imprecise interpolation because of the projection effect) but simply send both of them in local coords.
Remove the MACROBLOCK Effect altogether.
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 :)
Fix for Bug #18: DISTORT effect: disappearing triangles
Fix for Bug 19: SWIRL effect: mess if Center out of Region.
revert latest changes to the fragment shader.small things in DistortedObjects.
some improvements for the way we test DistortedObjects.
fix fragment effects :)
remove the 'Color' vertex attribute.
switch precision to low in fragment shader
Make the 'deform' effect continuous when 'center' point passes through (0,0) i.e. middle of the Object.
fix in vertex shader
Bugfix in vertex shader (vertices were shot into outer space if P==S, i.e. if center point was exactly equal to the vertex being computed)
Progress with Vertex3D
Important bugfix in the vertex shader: there was division by 0 in case Center point was on the edge of the Object, resulting in some vertices being shot into outer space.
- Javadoc for EffectNames- make Matrix effects consistent with the rest (center of effect as last parameter!)- bugfix for yesterday's bugfix (we only want to send 'EFFECT_REMOVED' messages if it was really the Application that called 'abortAll' and not when we are cleaning up everything)
Major push towards simplifying DistortedObject's public API.Beginning of work on VERTEX Effects - does not compile ATM!
Major push towards simplifying DistortedObject's public API.All Fragment effects are using the new API - the 'DataND' marker interfaces.
Add license
Initial commit