Revision 2e75bd79
Added by Leszek Koltunski over 8 years ago
src/main/res/raw/main_fragment_shader.glsl | ||
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uniform sampler2D u_Texture; // The input texture. |
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varying vec3 v_Position; // Interpolated position for this fragment. |
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varying vec4 v_Color; // This is the color from the vertex shader interpolated across the triangle per fragment. |
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varying vec3 v_Normal; // Interpolated normal for this fragment. |
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varying vec2 v_TexCoordinate; // Interpolated texture coordinate per fragment. |
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... | ... | |
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void chroma(float degree, int effect, inout vec4 pixel) |
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{ |
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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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} |
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////////////////////////////////////////////////////////////////////////////////////////////// |
Also available in: Unified diff
some improvements for the way we test DistortedObjects.