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Revision 2e75bd79

Added by Leszek Koltunski almost 8 years ago

some improvements for the way we test DistortedObjects.

View differences:

src/main/res/raw/main_fragment_shader.glsl
22 22
uniform sampler2D u_Texture;            // The input texture.
23 23
    
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.
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

  
56 55
void chroma(float degree, int effect, inout vec4 pixel)
57 56
  {
58
  pixel = vec4( mix( pixel.rgb, fUniforms[effect].yzw, degree*fUniforms[effect].x), pixel.a);
57
  pixel.rgb = mix( pixel.rgb, fUniforms[effect].yzw, degree*fUniforms[effect].x);
59 58
  }
60 59

  
61 60
//////////////////////////////////////////////////////////////////////////////////////////////

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