Revision 2aeb75aa
Added by Leszek Koltunski almost 4 years ago
src/main/res/raw/main_vertex_shader.glsl | ||
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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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// second vec4: first float - cache, next 3: Center, the third - the Region. |
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uniform int vEffectAssoc[NUM_VERTEX];// Associations of the vertex effects. Those are used to connect an effect to a Mesh component. |
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uniform int vEffectCompo[NUM_VERTEX];// Components the vertex effects work on. Likewise used to conneect an effect to a Mesh component. |
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uniform int vComponAssoc[MAX_COMPON];// Associations of the component. |
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uniform int vEffAndAssoc[NUM_VERTEX];// Associations of the vertex effects. Those are used to connect an effect to a Mesh component. |
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uniform int vEffEquAssoc[NUM_VERTEX];// Components the vertex effects work on. Likewise used to connect an effect to a Mesh component. |
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uniform int vComAndAssoc[MAX_COMPON];// 'logical AND' association of the component. |
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uniform int vComEquAssoc[MAX_COMPON];// 'equal' association of the component. |
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////////////////////////////////////////////////////////////////////////////////////////////// |
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// HELPER FUNCTIONS |
... | ... | |
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for(int i=0; i<vNumEffects; i++) |
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{ |
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if( ((vComponAssoc[component] & vEffectAssoc[i]) != 0) || (component == vEffectCompo[i]) )
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if( ((vComAndAssoc[component] & vEffAndAssoc[i]) != 0) || (vComEquAssoc[component] == vEffEquAssoc[i]) )
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{ |
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// ENABLED EFFECTS WILL BE INSERTED HERE |
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