Revision 0bd9f644
Added by Leszek Koltunski over 3 years ago
src/main/java/org/distorted/library/effectqueue/EffectQueuePostprocess.java | ||
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private static DistortedProgram mPreProgram; |
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private static int mPreColorH; |
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private static int mPreTextureH; |
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private static int mPreProgramH; |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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... | ... | |
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throw new RuntimeException(e.getMessage()); |
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} |
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int preProgramH = mPreProgram.getProgramHandle(); |
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EffectQueueVertex.getUniforms( preProgramH,2 ); |
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EffectQueueMatrix.getUniforms( preProgramH,2 ); |
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MeshBase.getUniforms(preProgramH,2); |
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mPreColorH = GLES30.glGetUniformLocation( preProgramH, "u_Color" ); |
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mPreTextureH= GLES30.glGetUniformLocation( preProgramH, "u_Texture"); |
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mPreProgramH = mPreProgram.getProgramHandle(); |
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EffectQueueVertex.getUniforms( mPreProgramH,2 ); |
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EffectQueueMatrix.getUniforms( mPreProgramH,2 ); |
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mPreColorH = GLES30.glGetUniformLocation( mPreProgramH, "u_Color" ); |
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mPreTextureH= GLES30.glGetUniformLocation( mPreProgramH, "u_Texture"); |
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} |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
... | ... | |
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mPreProgram.useProgram(); |
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mesh.bindVertexAttribs(mPreProgram); |
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mesh.send(2);
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mesh.send(mPreProgramH);
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EffectQueue[] queues = effects.getQueues(); |
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EffectQueueMatrix matrix = (EffectQueueMatrix)queues[0]; |
Also available in: Unified diff
Introduce an UBO to the vertex shader holding info about mesh effect associations.