Revision 15aa7d94
Added by Leszek Koltunski almost 7 years ago
src/main/res/raw/main_vertex_shader.glsl | ||
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#if NUM_VERTEX>0 |
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uniform int vNumEffects; // total number of vertex effects |
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uniform int vType[NUM_VERTEX]; // their types.
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uniform int vName[NUM_VERTEX]; // their names.
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uniform vec4 vUniforms[3*NUM_VERTEX];// i-th effect is 3 consecutive vec4's: [3*i], [3*i+1], [3*i+2]. |
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// The first vec4 is the Interpolated values, |
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// next is half cache half Center, the third - the Region. |
... | ... | |
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for(int i=0; i<vNumEffects; i++) |
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{ |
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#ifdef DISTORT |
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if( vType[i]==DISTORT) distort(j,v,n); else
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if( vName[i]==DISTORT) distort(j,v,n); else
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#endif |
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#ifdef DEFORM |
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if( vType[i]==DEFORM ) deform (j,v,n); else
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if( vName[i]==DEFORM ) deform (j,v,n); else
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#endif |
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#ifdef SINK |
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if( vType[i]==SINK ) sink (j,v); else
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if( vName[i]==SINK ) sink (j,v); else
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#endif |
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#ifdef PINCH |
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if( vType[i]==PINCH ) pinch (j,v); else
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if( vName[i]==PINCH ) pinch (j,v); else
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#endif |
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#ifdef SWIRL |
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if( vType[i]==SWIRL ) swirl (j,v); else
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if( vName[i]==SWIRL ) swirl (j,v); else
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#endif |
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#ifdef WAVE |
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if( vType[i]==WAVE ) wave (j,v,n); else
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if( vName[i]==WAVE ) wave (j,v,n); 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.