Revision 2b942cd0
Added by Leszek Koltunski over 7 years ago
src/main/res/raw/post_vertex_shader.glsl | ||
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// along with Distorted. If not, see <http://www.gnu.org/licenses/>. // |
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////////////////////////////////////////////////////////////////////////////////////////////// |
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uniform vec2 u_objD; // half of object width x half of object height.
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uniform vec2 u_objD; // object width X object height.
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// point (0,0) is the center of the object |
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uniform mat4 u_MVPMatrix; // the combined model/view/projection matrix. |
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... | ... | |
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void main() |
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{ |
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v_TexCoordinate = a_TexCoordinate; |
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gl_Position = u_MVPMatrix*vec4( 2.0*u_objD*a_Position, 0.0, 1.0);
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gl_Position = u_MVPMatrix*vec4( u_objD*a_Position, 0.0, 1.0); |
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} |
Also available in: Unified diff
Naive implementation of blur works now!