Revision 2e75bd79
Added by Leszek Koltunski over 9 years ago
| src/main/res/raw/main_fragment_shader.glsl | ||
|---|---|---|
| 22 | 22 |
uniform sampler2D u_Texture; // The input texture. |
| 23 | 23 |
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| 24 | 24 |
varying vec3 v_Position; // Interpolated position for this fragment. |
| 25 |
varying vec4 v_Color; // This is the color from the vertex shader interpolated across the triangle per fragment. |
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| 26 | 25 |
varying vec3 v_Normal; // Interpolated normal for this fragment. |
| 27 | 26 |
varying vec2 v_TexCoordinate; // Interpolated texture coordinate per fragment. |
| 28 | 27 |
|
| ... | ... | |
| 55 | 54 |
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| 56 | 55 |
void chroma(float degree, int effect, inout vec4 pixel) |
| 57 | 56 |
{
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| 58 |
pixel = vec4( mix( pixel.rgb, fUniforms[effect].yzw, degree*fUniforms[effect].x), pixel.a);
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pixel.rgb = mix( pixel.rgb, fUniforms[effect].yzw, degree*fUniforms[effect].x);
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| 59 | 58 |
} |
| 60 | 59 |
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| 61 | 60 |
////////////////////////////////////////////////////////////////////////////////////////////// |
Also available in: Unified diff
some improvements for the way we test DistortedObjects.