Revision 344ac0e4
Added by Leszek Koltunski almost 6 years ago
src/main/res/raw/oit_vertex_shader.glsl | ||
---|---|---|
30 | 30 |
// reused!) so we need to compensate here by adjusting the texture |
31 | 31 |
// coords. |
32 | 32 |
|
33 |
uniform vec2 u_Size; // size of the output surface, in pixels.
|
|
33 |
uniform uvec2 u_Size; // size of the output surface, in pixels.
|
|
34 | 34 |
|
35 | 35 |
////////////////////////////////////////////////////////////////////////////////////////////// |
36 | 36 |
|
37 | 37 |
void main() |
38 | 38 |
{ |
39 | 39 |
v_TexCoordinate = (a_Position + 0.5) * u_TexCorr; |
40 |
v_Pixel = (a_Position + 0.5) * u_Size;
|
|
40 |
v_Pixel = (a_Position + 0.5) * vec2(u_Size);
|
|
41 | 41 |
gl_Position = vec4(2.0*a_Position,u_Depth,1.0); |
42 | 42 |
} |
Also available in: Unified diff
OIT: fix for 'out of memory' crash on Mali GPUs.
~The thing still does not fully work there - there are still strange flashes in apps that innvolve OIT, for example in 'Triblur'.