Revision 1cbf4103
Added by Leszek Koltunski over 7 years ago
src/main/res/raw/blit_fragment_shader.glsl | ||
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20 | 20 |
precision lowp float; |
21 | 21 |
|
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#if __VERSION__ != 100 |
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#define TEXTURE texture |
|
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out vec4 fragColor; // The output color |
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in vec2 v_TexCoordinate; // Interpolated texture coordinate per fragment. |
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#define TEXTURE texture |
|
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#define FRAG_COLOR fragColor |
|
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#else |
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#define TEXTURE texture2D |
|
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varying vec2 v_TexCoordinate; // Interpolated texture coordinate per fragment. |
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#define TEXTURE texture2D |
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#define FRAG_COLOR gl_FragColor |
|
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#endif |
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|
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uniform sampler2D u_Texture; // The input texture. |
... | ... | |
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|
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void main() |
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{ |
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#if __VERSION__ != 100 |
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fragColor = |
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#else |
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gl_FragColor = |
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#endif |
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|
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TEXTURE(u_Texture,v_TexCoordinate); |
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FRAG_COLOR = TEXTURE(u_Texture,v_TexCoordinate); |
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} |
src/main/res/raw/blur1_fragment_shader.glsl | ||
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20 | 20 |
precision lowp float; |
21 | 21 |
|
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#if __VERSION__ != 100 |
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#define TEXTURE texture |
|
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in vec2 v_TexCoordinate; |
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out vec4 fragColor; |
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#define TEXTURE texture |
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#define FRAG_COLOR fragColor |
|
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#else |
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#define TEXTURE texture2D |
|
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varying vec2 v_TexCoordinate; |
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#define TEXTURE texture2D |
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#define FRAG_COLOR gl_FragColor |
|
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#endif |
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|
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uniform sampler2D u_ColorTexture; |
... | ... | |
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TEXTURE(u_ColorTexture,vec2(v_TexCoordinate.x-u_Offsets[i],v_TexCoordinate.y)) ) * u_Weights[i]; |
46 | 48 |
} |
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#if __VERSION__ != 100 |
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fragColor = |
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#else |
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gl_FragColor = |
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#endif |
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|
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pixel; |
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FRAG_COLOR = pixel; |
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} |
src/main/res/raw/blur2_fragment_shader.glsl | ||
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20 | 20 |
precision lowp float; |
21 | 21 |
|
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#if __VERSION__ != 100 |
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#define TEXTURE texture |
|
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in vec2 v_TexCoordinate; |
25 | 24 |
out vec4 fragColor; |
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#define TEXTURE texture |
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#define FRAG_COLOR fragColor |
|
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#else |
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#define TEXTURE texture2D |
|
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varying vec2 v_TexCoordinate; |
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#define TEXTURE texture2D |
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#define FRAG_COLOR gl_FragColor |
|
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#endif |
30 | 32 |
|
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uniform sampler2D u_ColorTexture; |
... | ... | |
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TEXTURE(u_ColorTexture,vec2(v_TexCoordinate.x-u_Offsets[i],v_TexCoordinate.y)) ) * u_Weights[i]; |
49 | 51 |
} |
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#if __VERSION__ != 100 |
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fragColor = |
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#else |
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gl_FragColor = |
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#endif |
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|
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pixel; |
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FRAG_COLOR = pixel; |
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} |
src/main/res/raw/main_fragment_shader.glsl | ||
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20 | 20 |
precision lowp float; |
21 | 21 |
|
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#if __VERSION__ != 100 |
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#define TEXTURE texture |
|
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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 |
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#define TEXTURE texture |
|
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#define FRAG_COLOR fragColor |
|
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#else |
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#define TEXTURE texture2D |
|
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varying vec3 v_Position; // Interpolated position for this fragment. |
31 | 31 |
varying vec3 v_Normal; // Interpolated normal for this fragment. |
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varying vec2 v_TexCoordinate; // Interpolated texture coordinate per fragment. |
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#define TEXTURE texture2D |
|
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#define FRAG_COLOR gl_FragColor |
|
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#endif |
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|
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uniform sampler2D u_Texture; // The input texture. |
... | ... | |
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} |
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#endif |
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#if __VERSION__ != 100 |
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fragColor = |
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#else |
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gl_FragColor = |
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#endif |
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|
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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); |
|
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} |
src/main/res/raw/test_fragment_shader.glsl | ||
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21 | 21 |
|
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#if __VERSION__ != 100 |
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out vec4 fragColor; |
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#define FRAG_COLOR fragColor |
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#else |
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#define FRAG_COLOR gl_FragColor |
|
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#endif |
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////////////////////////////////////////////////////////////////////////////////////////////// |
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|
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void main() |
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{ |
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#if __VERSION__ != 100 |
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fragColor = |
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#else |
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gl_FragColor = |
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#endif |
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|
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vec4(1.0,0.0,0.0,0.2); |
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FRAG_COLOR = vec4(1.0,0.0,0.0,0.2); |
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} |
Also available in: Unified diff
Simplify shaders.