Revision 03cb451d
Added by Leszek Koltunski about 7 years ago
src/main/res/raw/main_fragment_shader.glsl | ||
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} |
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#endif |
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#endif |
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#endif // NUM_FRAGMENT>0
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////////////////////////////////////////////////////////////////////////////////////////////// |
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... | ... | |
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#if NUM_FRAGMENT>0 |
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vec2 diff; |
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float pointDegree; |
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int j=0; |
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for(int i=0; i<fNumEffects; i++) |
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{ |
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diff = (v_Position.xy - fUniforms[2*i+1].xy)/fUniforms[2*i+1].zw;
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diff = (v_Position.xy - fUniforms[j+1].xy)/fUniforms[j+1].zw;
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pointDegree = max(0.0,1.0-dot(diff,diff)); |
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#ifdef CHROMA |
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if( fType[i]==CHROMA ) chroma (sign(pointDegree),2*i,pixel); else
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if( fType[i]==CHROMA ) chroma (sign(pointDegree),j,pixel); else
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#endif |
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#ifdef SMOOTH_CHROMA |
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if( fType[i]==SMOOTH_CHROMA ) chroma ( pointDegree ,2*i,pixel); else
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if( fType[i]==SMOOTH_CHROMA ) chroma ( pointDegree ,j,pixel); else
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#endif |
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#ifdef ALPHA |
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if( fType[i]==ALPHA ) alpha (sign(pointDegree),2*i,pixel); else
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if( fType[i]==ALPHA ) alpha (sign(pointDegree),j,pixel); else
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#endif |
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#ifdef SMOOTH_ALPHA |
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if( fType[i]==SMOOTH_ALPHA ) alpha ( pointDegree ,2*i,pixel); else
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if( fType[i]==SMOOTH_ALPHA ) alpha ( pointDegree ,j,pixel); else
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#endif |
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#ifdef BRIGHTNESS |
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if( fType[i]==BRIGHTNESS ) brightness(sign(pointDegree),2*i,pixel); else
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if( fType[i]==BRIGHTNESS ) brightness(sign(pointDegree),j,pixel); else
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#endif |
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#ifdef SMOOTH_BRIGHTNESS |
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if( fType[i]==SMOOTH_BRIGHTNESS ) brightness( pointDegree ,2*i,pixel); else
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if( fType[i]==SMOOTH_BRIGHTNESS ) brightness( pointDegree ,j,pixel); else
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#endif |
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#ifdef CONTRAST |
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if( fType[i]==CONTRAST ) contrast (sign(pointDegree),2*i,pixel); else
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if( fType[i]==CONTRAST ) contrast (sign(pointDegree),j,pixel); else
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#endif |
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#ifdef SMOOTH_CONTRAST |
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if( fType[i]==SMOOTH_CONTRAST ) contrast ( pointDegree ,2*i,pixel); else
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if( fType[i]==SMOOTH_CONTRAST ) contrast ( pointDegree ,j,pixel); else
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#endif |
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#ifdef SATURATION |
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if( fType[i]==SATURATION ) saturation(sign(pointDegree),2*i,pixel); else
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if( fType[i]==SATURATION ) saturation(sign(pointDegree),j,pixel); else
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#endif |
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#ifdef SMOOTH_SATURATION |
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if( fType[i]==SMOOTH_SATURATION ) saturation( pointDegree ,2*i,pixel); else
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if( fType[i]==SMOOTH_SATURATION ) saturation( pointDegree ,j,pixel); else
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#endif |
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{} |
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j+=2; |
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} |
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#endif |
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Also available in: Unified diff
Speed up shaders (both compilation and execution) by explicitly enabling only the needed effects.