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Revision 33b0fad7

Added by Leszek Koltunski over 7 years ago

Minor.

View differences:

src/main/java/org/distorted/library/effect/PostprocessEffectBlur.java
153 153

  
154 154
    buffer.setAsOutput();
155 155

  
156
    float w1  = buffer.getWidth();
157
    float h1  = buffer.getHeight();
158
    float near= 1.0f - buffer.getNear();
156
    float w= buffer.getWidth();
157
    float h= buffer.getHeight();
158
    float n= 1.0f - buffer.getNear();
159 159

  
160 160
    int radius = (int)(uniforms[index]*mQualityScale);
161 161
    if( radius>=MAX_HALO ) radius = MAX_HALO-1;
......
163 163

  
164 164
    int offset = radius + radius*radius/4;
165 165
    radius = (radius+1)/2;
166
    GLES30.glViewport(0, 0, (int)w1, (int)h1);
166
    GLES30.glViewport(0, 0, (int)w, (int)h);
167 167

  
168 168
    // horizontal blur
169
    for(int i=0; i<=radius; i++) mOffsets[i] = offsetsCache[offset+i]/w1;
169
    for(int i=0; i<=radius; i++) mOffsets[i] = offsetsCache[offset+i]/w;
170 170

  
171 171
    mProgram1.useProgram();
172 172
    buffer.bindForOutput(1);
173 173
    buffer.setAsInput(0);
174 174

  
175
    GLES30.glUniform1f ( mProgram1.mUniform[0] , near);
175
    GLES30.glUniform1f ( mProgram1.mUniform[0] , n );
176 176
    GLES30.glUniform1i ( mProgram1.mUniform[1] , 0 );
177 177
    GLES30.glUniform1fv( mProgram1.mUniform[2] , radius+1, mOffsets,0);
178 178
    GLES30.glUniform1fv( mProgram1.mUniform[3] , radius+1, weightsCache,offset);
......
182 182
    GLES30.glDrawArrays(GLES30.GL_TRIANGLE_STRIP, 0, 4);
183 183

  
184 184
    // vertical blur
185
    for(int i=0; i<=radius; i++) mOffsets[i] = offsetsCache[offset+i]/h1;
185
    for(int i=0; i<=radius; i++) mOffsets[i] = offsetsCache[offset+i]/h;
186 186

  
187 187
    mProgram2.useProgram();
188 188
    buffer.bindForOutput(0);
......
192 192
    GLES30.glClearColor(0.0f,0.0f,0.0f,0.0f);
193 193
    GLES30.glClear(GLES30.GL_COLOR_BUFFER_BIT);
194 194

  
195
    GLES30.glUniform1f ( mProgram2.mUniform[0] , near);
195
    GLES30.glUniform1f ( mProgram2.mUniform[0] , n );
196 196
    GLES30.glUniform1i ( mProgram2.mUniform[1] , 0 );
197 197
    GLES30.glUniform1fv( mProgram2.mUniform[2] , radius+1, mOffsets,0);
198 198
    GLES30.glUniform1fv( mProgram2.mUniform[3] , radius+1, weightsCache,offset);
src/main/java/org/distorted/library/effect/PostprocessEffectGlow.java
156 156
    DistortedFramebuffer  inBuffer = buffers[0];
157 157
    DistortedFramebuffer outBuffer = buffers[mQualityLevel];
158 158

  
159
    float w1  = outBuffer.getWidth();
160
    float h1  = outBuffer.getHeight();
161
    float w2  =  inBuffer.getWidth();
162
    float h2  =  inBuffer.getHeight();
163
    float near= 1.0f - outBuffer.getNear();
159
    float w= outBuffer.getWidth();
160
    float h= outBuffer.getHeight();
161
    float n= 1.0f - outBuffer.getNear();
164 162

  
165 163
    int radius = (int)(uniforms[index]*mQualityScale);
166 164
    if( radius>=MAX_HALO ) radius = MAX_HALO-1;
......
170 168
    radius = (radius+1)/2;
171 169

  
172 170
    outBuffer.setAsOutput();
173
    GLES30.glViewport(0, 0, (int)w1, (int)h1);
171
    GLES30.glViewport(0, 0, (int)w, (int)h);
174 172

  
175 173
    // horizontal glow
176
    for(int i=0; i<=radius; i++) mOffsets[i] = offsetsCache[offset+i]/w1;
174
    for(int i=0; i<=radius; i++) mOffsets[i] = offsetsCache[offset+i]/w;
177 175

  
178 176
    mProgram1.useProgram();
179 177
    outBuffer.bindForOutput(1);
180 178
    inBuffer.setAsInput(0);
181 179

  
182
    GLES30.glUniform1f ( mProgram1.mUniform[0] , near);
180
    GLES30.glUniform1f ( mProgram1.mUniform[0] , n );
183 181
    GLES30.glUniform1i ( mProgram1.mUniform[1] , 0 );
184 182
    GLES30.glUniform1fv( mProgram1.mUniform[2] , radius+1, mOffsets,0);
185 183
    GLES30.glUniform1fv( mProgram1.mUniform[3] , radius+1, weightsCache,offset);
......
190 188
    GLES30.glDrawArrays(GLES30.GL_TRIANGLE_STRIP, 0, 4);
191 189

  
192 190
    // vertical glow
193
    for(int i=0; i<=radius; i++) mOffsets[i] = offsetsCache[offset+i]/h1;
191
    for(int i=0; i<=radius; i++) mOffsets[i] = offsetsCache[offset+i]/h;
194 192

  
195 193
    mProgram2.useProgram();
196 194
    outBuffer.bindForOutput(0);
197 195
    outBuffer.setAsInput(1);
198 196

  
199
    GLES30.glUniform1f ( mProgram2.mUniform[0] , near);
197
    GLES30.glUniform1f ( mProgram2.mUniform[0] , n );
200 198
    GLES30.glUniform1i ( mProgram2.mUniform[1] , 0 );
201 199
    GLES30.glUniform1fv( mProgram2.mUniform[2] , radius+1, mOffsets,0);
202 200
    GLES30.glUniform1fv( mProgram2.mUniform[3] , radius+1, weightsCache,offset);

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