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Revision 2aeb75aa

Added by Leszek Koltunski almost 4 years ago

Update Myanmar flag.

View differences:

src/main/java/org/distorted/library/effectqueue/EffectQueueVertex.java
36 36
  private static final int NUM_UNIFORMS = VertexEffect.NUM_UNIFORMS;
37 37
  private static final int INDEX = EffectType.VERTEX.ordinal();
38 38

  
39
  private static int[] mNumEffectsH = new int[MAIN_VARIANTS];
40
  private static int[] mNameH       = new int[MAIN_VARIANTS];
41
  private static int[] mUniformsH   = new int[MAIN_VARIANTS];
42
  private static int[] mAssociationH= new int[MAIN_VARIANTS];
43
  private static int[] mComponentH  = new int[MAIN_VARIANTS];
44
  private static int[] mInflateH    = new int[MAIN_VARIANTS];
39
  private static int[] mNumEffectsH    = new int[MAIN_VARIANTS];
40
  private static int[] mNameH          = new int[MAIN_VARIANTS];
41
  private static int[] mUniformsH      = new int[MAIN_VARIANTS];
42
  private static int[] mAndAssociationH= new int[MAIN_VARIANTS];
43
  private static int[] mEquAssociationH= new int[MAIN_VARIANTS];
44
  private static int[] mInflateH       = new int[MAIN_VARIANTS];
45 45

  
46 46
///////////////////////////////////////////////////////////////////////////////////////////////////
47 47
   
......
61 61

  
62 62
  static void uniforms(int mProgramH, int variant)
63 63
    {
64
    mNumEffectsH[variant] = GLES30.glGetUniformLocation( mProgramH, "vNumEffects");
65
    mNameH[variant]       = GLES30.glGetUniformLocation( mProgramH, "vName");
66
    mUniformsH[variant]   = GLES30.glGetUniformLocation( mProgramH, "vUniforms");
67
    mAssociationH[variant]= GLES30.glGetUniformLocation( mProgramH, "vEffectAssoc");
68
    mComponentH[variant]  = GLES30.glGetUniformLocation( mProgramH, "vEffectCompo");
69
    mInflateH[variant]    = GLES30.glGetUniformLocation( mProgramH, "u_Inflate");
64
    mNumEffectsH[variant]    = GLES30.glGetUniformLocation( mProgramH, "vNumEffects");
65
    mNameH[variant]          = GLES30.glGetUniformLocation( mProgramH, "vName");
66
    mUniformsH[variant]      = GLES30.glGetUniformLocation( mProgramH, "vUniforms");
67
    mAndAssociationH[variant]= GLES30.glGetUniformLocation( mProgramH, "vEffAndAssoc");
68
    mEquAssociationH[variant]= GLES30.glGetUniformLocation( mProgramH, "vEffEquAssoc");
69
    mInflateH[variant]       = GLES30.glGetUniformLocation( mProgramH, "u_Inflate");
70 70
    }
71 71

  
72 72
///////////////////////////////////////////////////////////////////////////////////////////////////
......
84 84
    for(int i=0; i<mNumEffects; i++)
85 85
      {
86 86
      mCurrentDuration[i] += step;
87
      mAssociation[i] = mEffects[i].getAssociation();
88
      mComponent[i] = mEffects[i].getComponent();
87
      mAndAssociation[i] = mEffects[i].getAndAssociation();
88
      mEquAssociation[i] = mEffects[i].getEquAssociation();
89 89

  
90 90
      if( mEffects[i].compute(mUniforms, NUM_UNIFORMS*i, mCurrentDuration[i], step) )
91 91
        {
......
109 109

  
110 110
    if( mNumEffects>0 )
111 111
      {
112
      GLES30.glUniform1iv( mNameH[variant]       ,                 mNumEffects, mName       , 0);
113
      GLES30.glUniform1iv( mAssociationH[variant],                 mNumEffects, mAssociation, 0);
114
      GLES30.glUniform1iv( mComponentH[variant]  ,                 mNumEffects, mComponent  , 0);
115
      GLES30.glUniform4fv( mUniformsH[variant]   ,(NUM_UNIFORMS/4)*mNumEffects, mUniforms   , 0);
112
      GLES30.glUniform1iv( mNameH[variant]          ,                 mNumEffects, mName          , 0);
113
      GLES30.glUniform1iv( mAndAssociationH[variant],                 mNumEffects, mAndAssociation, 0);
114
      GLES30.glUniform1iv( mEquAssociationH[variant],                 mNumEffects, mEquAssociation, 0);
115
      GLES30.glUniform4fv( mUniformsH[variant]      ,(NUM_UNIFORMS/4)*mNumEffects, mUniforms      , 0);
116 116
      }
117 117
    }
118 118
  }

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