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Revision 2aeb75aa

Added by Leszek Koltunski almost 4 years ago

Update Myanmar flag.

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src/main/res/raw/main_vertex_shader.glsl
49 49
uniform vec4 vUniforms[3*NUM_VERTEX];// i-th effect is 3 consecutive vec4's: [3*i], [3*i+1], [3*i+2].
50 50
                                     // The first vec4 is the Interpolated values,
51 51
                                     // second vec4: first float - cache, next 3: Center, the third -  the Region.
52
uniform int vEffectAssoc[NUM_VERTEX];// Associations of the vertex effects. Those are used to connect an effect to a Mesh component.
53
uniform int vEffectCompo[NUM_VERTEX];// Components the vertex effects work on. Likewise used to conneect an effect to a Mesh component.
54
uniform int vComponAssoc[MAX_COMPON];// Associations of the component.
52
uniform int vEffAndAssoc[NUM_VERTEX];// Associations of the vertex effects. Those are used to connect an effect to a Mesh component.
53
uniform int vEffEquAssoc[NUM_VERTEX];// Components the vertex effects work on. Likewise used to connect an effect to a Mesh component.
54
uniform int vComAndAssoc[MAX_COMPON];// 'logical AND' association of the component.
55
uniform int vComEquAssoc[MAX_COMPON];// 'equal' association of the component.
55 56

  
56 57
//////////////////////////////////////////////////////////////////////////////////////////////
57 58
// HELPER FUNCTIONS
......
110 111

  
111 112
  for(int i=0; i<vNumEffects; i++)
112 113
    {
113
    if( ((vComponAssoc[component] & vEffectAssoc[i]) != 0) || (component == vEffectCompo[i]) )
114
    if( ((vComAndAssoc[component] & vEffAndAssoc[i]) != 0) || (vComEquAssoc[component] == vEffEquAssoc[i]) )
114 115
      {
115 116
      // ENABLED EFFECTS WILL BE INSERTED HERE
116 117

  

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