Revision 15aa7d94
Added by Leszek Koltunski almost 7 years ago
src/main/res/raw/main_fragment_shader.glsl | ||
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#if NUM_FRAGMENT>0 |
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uniform int fNumEffects; // total number of fragment effects |
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uniform int fType[NUM_FRAGMENT]; // their types.
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uniform int fName[NUM_FRAGMENT]; // their namess.
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uniform vec4 fUniforms[2*NUM_FRAGMENT]; // i-th effect is 2 consecutive vec4's: [2*i], [2*i+1]. First vec4 is the Interpolated values, |
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// next describes the Region, i.e. area over which the effect is active. |
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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),j,pixel); else
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if( fName[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 ,j,pixel); else
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if( fName[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),j,pixel); else
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if( fName[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 ,j,pixel); else
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if( fName[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),j,pixel); else
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if( fName[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 ,j,pixel); else
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if( fName[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),j,pixel); else
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if( fName[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 ,j,pixel); else
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if( fName[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),j,pixel); else
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if( fName[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 ,j,pixel); else
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if( fName[i]==SMOOTH_SATURATION ) saturation( pointDegree ,j,pixel); else
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#endif |
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{} |
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Also available in: Unified diff
Progress with support for Effect classes.