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Revision 375b3950

Added by Leszek Koltunski about 6 years ago

OIT: something starts working ('Blur' and 'Multiblur' work, 'Triblur' and 'Transparency' do not)

View differences:

src/main/res/raw/blit_depth_vertex_shader.glsl
20 20
precision highp float;
21 21
precision highp int;
22 22

  
23
in vec2 a_Position;
24
out vec2 v_TexCoordinate;
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in vec2 a_Position;           // Per-vertex position.
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out vec2 v_TexCoordinate;     //
25
out vec2 v_Pixel;             //
26

  
27
uniform float u_Depth;        // distance from the near plane to render plane, in clip coords
28
uniform vec2  u_TexCorr;      // when we blit from postprocessing buffers, the buffers can be
29
                              // larger than necessary (there is just one static set being
30
                              // reused!) so we need to compensate here by adjusting the texture
31
                              // coords.
32

  
33
uniform vec2 u_Size;         // size of the output surface, in pixels.
25 34

  
26 35
//////////////////////////////////////////////////////////////////////////////////////////////
27 36

  
28 37
void main()
29 38
  {
30
  v_TexCoordinate = a_Position + 0.5;
31
  gl_Position     = vec4(2.0*a_Position,1.0,1.0);
39
  v_TexCoordinate = (a_Position + 0.5) * u_TexCorr;
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  v_Pixel         = v_TexCoordinate * u_Size;
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  gl_Position     = vec4(2.0*a_Position,u_Depth,1.0);
32 42
  }

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