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Revision 2b942cd0

Added by Leszek Koltunski over 7 years ago

Naive implementation of blur works now!

View differences:

src/main/res/raw/post_vertex_shader.glsl
17 17
// along with Distorted.  If not, see <http://www.gnu.org/licenses/>.                       //
18 18
//////////////////////////////////////////////////////////////////////////////////////////////
19 19

  
20
uniform vec2 u_objD;             // half of object width x half of object height.
20
uniform vec2 u_objD;             // object width X object height.
21 21
                                 // point (0,0) is the center of the object
22 22
uniform mat4 u_MVPMatrix;        // the combined model/view/projection matrix.
23 23

  
......
31 31
void main()
32 32
  {
33 33
  v_TexCoordinate = a_TexCoordinate;
34
  gl_Position     = u_MVPMatrix*vec4( 2.0*u_objD*a_Position, 0.0, 1.0);
34
  gl_Position     = u_MVPMatrix*vec4( u_objD*a_Position, 0.0, 1.0);
35 35
  }

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