Revision 1cbf4103
Added by Leszek Koltunski over 8 years ago
| src/main/res/raw/blit_fragment_shader.glsl | ||
|---|---|---|
| 20 | 20 |
precision lowp float; |
| 21 | 21 |
|
| 22 | 22 |
#if __VERSION__ != 100 |
| 23 |
#define TEXTURE texture |
|
| 24 | 23 |
out vec4 fragColor; // The output color |
| 25 | 24 |
in vec2 v_TexCoordinate; // Interpolated texture coordinate per fragment. |
| 25 |
#define TEXTURE texture |
|
| 26 |
#define FRAG_COLOR fragColor |
|
| 26 | 27 |
#else |
| 27 |
#define TEXTURE texture2D |
|
| 28 | 28 |
varying vec2 v_TexCoordinate; // Interpolated texture coordinate per fragment. |
| 29 |
#define TEXTURE texture2D |
|
| 30 |
#define FRAG_COLOR gl_FragColor |
|
| 29 | 31 |
#endif |
| 30 | 32 |
|
| 31 | 33 |
uniform sampler2D u_Texture; // The input texture. |
| ... | ... | |
| 34 | 36 |
|
| 35 | 37 |
void main() |
| 36 | 38 |
{
|
| 37 |
#if __VERSION__ != 100 |
|
| 38 |
fragColor = |
|
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#else |
|
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gl_FragColor = |
|
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#endif |
|
| 42 |
|
|
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TEXTURE(u_Texture,v_TexCoordinate); |
|
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FRAG_COLOR = TEXTURE(u_Texture,v_TexCoordinate); |
|
| 44 | 40 |
} |
| src/main/res/raw/blur1_fragment_shader.glsl | ||
|---|---|---|
| 20 | 20 |
precision lowp float; |
| 21 | 21 |
|
| 22 | 22 |
#if __VERSION__ != 100 |
| 23 |
#define TEXTURE texture |
|
| 24 | 23 |
in vec2 v_TexCoordinate; |
| 25 | 24 |
out vec4 fragColor; |
| 25 |
#define TEXTURE texture |
|
| 26 |
#define FRAG_COLOR fragColor |
|
| 26 | 27 |
#else |
| 27 |
#define TEXTURE texture2D |
|
| 28 | 28 |
varying vec2 v_TexCoordinate; |
| 29 |
#define TEXTURE texture2D |
|
| 30 |
#define FRAG_COLOR gl_FragColor |
|
| 29 | 31 |
#endif |
| 30 | 32 |
|
| 31 | 33 |
uniform sampler2D u_ColorTexture; |
| ... | ... | |
| 45 | 47 |
TEXTURE(u_ColorTexture,vec2(v_TexCoordinate.x-u_Offsets[i],v_TexCoordinate.y)) ) * u_Weights[i]; |
| 46 | 48 |
} |
| 47 | 49 |
|
| 48 |
#if __VERSION__ != 100 |
|
| 49 |
fragColor = |
|
| 50 |
#else |
|
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gl_FragColor = |
|
| 52 |
#endif |
|
| 53 |
|
|
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pixel; |
|
| 50 |
FRAG_COLOR = pixel; |
|
| 55 | 51 |
} |
| src/main/res/raw/blur2_fragment_shader.glsl | ||
|---|---|---|
| 20 | 20 |
precision lowp float; |
| 21 | 21 |
|
| 22 | 22 |
#if __VERSION__ != 100 |
| 23 |
#define TEXTURE texture |
|
| 24 | 23 |
in vec2 v_TexCoordinate; |
| 25 | 24 |
out vec4 fragColor; |
| 25 |
#define TEXTURE texture |
|
| 26 |
#define FRAG_COLOR fragColor |
|
| 26 | 27 |
#else |
| 27 |
#define TEXTURE texture2D |
|
| 28 | 28 |
varying vec2 v_TexCoordinate; |
| 29 |
#define TEXTURE texture2D |
|
| 30 |
#define FRAG_COLOR gl_FragColor |
|
| 29 | 31 |
#endif |
| 30 | 32 |
|
| 31 | 33 |
uniform sampler2D u_ColorTexture; |
| ... | ... | |
| 48 | 50 |
TEXTURE(u_ColorTexture,vec2(v_TexCoordinate.x-u_Offsets[i],v_TexCoordinate.y)) ) * u_Weights[i]; |
| 49 | 51 |
} |
| 50 | 52 |
|
| 51 |
#if __VERSION__ != 100 |
|
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fragColor = |
|
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#else |
|
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gl_FragColor = |
|
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#endif |
|
| 56 |
|
|
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pixel; |
|
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FRAG_COLOR = pixel; |
|
| 58 | 54 |
} |
| src/main/res/raw/main_fragment_shader.glsl | ||
|---|---|---|
| 20 | 20 |
precision lowp float; |
| 21 | 21 |
|
| 22 | 22 |
#if __VERSION__ != 100 |
| 23 |
#define TEXTURE texture |
|
| 24 | 23 |
in vec3 v_Position; // Interpolated position for this fragment. |
| 25 | 24 |
in vec3 v_Normal; // Interpolated normal for this fragment. |
| 26 | 25 |
in vec2 v_TexCoordinate; // Interpolated texture coordinate per fragment. |
| 27 | 26 |
out vec4 fragColor; // The output color |
| 27 |
#define TEXTURE texture |
|
| 28 |
#define FRAG_COLOR fragColor |
|
| 28 | 29 |
#else |
| 29 |
#define TEXTURE texture2D |
|
| 30 | 30 |
varying vec3 v_Position; // Interpolated position for this fragment. |
| 31 | 31 |
varying vec3 v_Normal; // Interpolated normal for this fragment. |
| 32 | 32 |
varying vec2 v_TexCoordinate; // Interpolated texture coordinate per fragment. |
| 33 |
#define TEXTURE texture2D |
|
| 34 |
#define FRAG_COLOR gl_FragColor |
|
| 33 | 35 |
#endif |
| 34 | 36 |
|
| 35 | 37 |
uniform sampler2D u_Texture; // The input texture. |
| ... | ... | |
| 149 | 151 |
} |
| 150 | 152 |
#endif |
| 151 | 153 |
|
| 152 |
#if __VERSION__ != 100 |
|
| 153 |
fragColor = |
|
| 154 |
#else |
|
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gl_FragColor = |
|
| 156 |
#endif |
|
| 157 |
|
|
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vec4(pixel.rgb * (1.0 + 7.0*v_Normal.z) * 0.125, pixel.a); |
|
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FRAG_COLOR = vec4(pixel.rgb * (1.0 + 7.0*v_Normal.z) * 0.125, pixel.a); |
|
| 159 | 155 |
} |
| src/main/res/raw/test_fragment_shader.glsl | ||
|---|---|---|
| 21 | 21 |
|
| 22 | 22 |
#if __VERSION__ != 100 |
| 23 | 23 |
out vec4 fragColor; |
| 24 |
#define FRAG_COLOR fragColor |
|
| 25 |
#else |
|
| 26 |
#define FRAG_COLOR gl_FragColor |
|
| 24 | 27 |
#endif |
| 25 | 28 |
|
| 26 | 29 |
////////////////////////////////////////////////////////////////////////////////////////////// |
| 27 | 30 |
|
| 28 | 31 |
void main() |
| 29 | 32 |
{
|
| 30 |
#if __VERSION__ != 100 |
|
| 31 |
fragColor = |
|
| 32 |
#else |
|
| 33 |
gl_FragColor = |
|
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#endif |
|
| 35 |
|
|
| 36 |
vec4(1.0,0.0,0.0,0.2); |
|
| 33 |
FRAG_COLOR = vec4(1.0,0.0,0.0,0.2); |
|
| 37 | 34 |
} |
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Simplify shaders.