Revision 3fc9327a
Added by Leszek Koltunski over 8 years ago
| src/main/java/org/distorted/library/DistortedEffects.java | ||
|---|---|---|
| 21 | 21 |
|
| 22 | 22 |
import android.content.res.Resources; |
| 23 | 23 |
import android.opengl.GLES30; |
| 24 |
import android.opengl.Matrix; |
|
| 25 | 24 |
|
| 26 | 25 |
import org.distorted.library.message.EffectListener; |
| 27 | 26 |
import org.distorted.library.program.DistortedProgram; |
| ... | ... | |
| 38 | 37 |
import org.distorted.library.type.Static3D; |
| 39 | 38 |
|
| 40 | 39 |
import java.io.InputStream; |
| 41 |
import java.nio.Buffer; |
|
| 42 | 40 |
import java.nio.ByteBuffer; |
| 43 | 41 |
import java.nio.ByteOrder; |
| 44 | 42 |
import java.nio.FloatBuffer; |
| ... | ... | |
| 80 | 78 |
mQuadPositions.put(positionData).position(0); |
| 81 | 79 |
} |
| 82 | 80 |
|
| 83 |
/// DEBUG ONLY ///// |
|
| 84 |
private static DistortedProgram mDebugProgram; |
|
| 85 |
|
|
| 86 |
private static int mDebugObjDH; |
|
| 87 |
private static int mDebugMVPMatrixH; |
|
| 88 |
/// END DEBUG ////// |
|
| 89 |
|
|
| 90 |
private static float[] mMVPMatrix = new float[16]; |
|
| 91 |
private static float[] mTmpMatrix = new float[16]; |
|
| 81 |
/// NORMAL PROGRAM ///// |
|
| 82 |
private static DistortedProgram mNormalProgram; |
|
| 83 |
private static int mNormalMVPMatrixH; |
|
| 84 |
/// END PROGRAMS ////// |
|
| 92 | 85 |
|
| 93 | 86 |
private static long mNextID =0; |
| 94 | 87 |
private long mID; |
| 95 | 88 |
|
| 96 |
private EffectQueueMatrix mM;
|
|
| 97 |
private EffectQueueFragment mF;
|
|
| 98 |
private EffectQueueVertex mV;
|
|
| 89 |
private EffectQueueMatrix mM; |
|
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private EffectQueueFragment mF; |
|
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private EffectQueueVertex mV; |
|
| 99 | 92 |
|
| 100 | 93 |
private boolean matrixCloned, vertexCloned, fragmentCloned; |
| 101 | 94 |
|
| ... | ... | |
| 142 | 135 |
//android.util.Log.e("Effects", "vertHeader= "+mainVertHeader);
|
| 143 | 136 |
//android.util.Log.e("Effects", "fragHeader= "+mainFragHeader);
|
| 144 | 137 |
|
| 145 |
String[] feedback = { "v_Position", "v_Normal", "v_ndcPosition" };
|
|
| 138 |
String[] feedback = { "v_Position", "v_endPosition" };
|
|
| 146 | 139 |
|
| 147 | 140 |
mMainProgram = new DistortedProgram(mainVertStream,mainFragStream, mainVertHeader, mainFragHeader, Distorted.GLSL, feedback); |
| 148 | 141 |
|
| ... | ... | |
| 173 | 166 |
mBlitTextureH = GLES30.glGetUniformLocation( blitProgramH, "u_Texture"); |
| 174 | 167 |
mBlitDepthH = GLES30.glGetUniformLocation( blitProgramH, "u_Depth"); |
| 175 | 168 |
|
| 176 |
// DEBUG PROGRAM //////////////////////////////////////
|
|
| 177 |
final InputStream debugVertexStream = resources.openRawResource(R.raw.test_vertex_shader);
|
|
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final InputStream debugFragmentStream = resources.openRawResource(R.raw.test_fragment_shader);
|
|
| 169 |
// NORMAL PROGRAM //////////////////////////////////////
|
|
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final InputStream normalVertexStream = resources.openRawResource(R.raw.normal_vertex_shader);
|
|
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final InputStream normalFragmentStream = resources.openRawResource(R.raw.normal_fragment_shader);
|
|
| 179 | 172 |
|
| 180 | 173 |
try |
| 181 | 174 |
{
|
| 182 |
mDebugProgram = new DistortedProgram(debugVertexStream,debugFragmentStream, Distorted.GLSL_VERSION, Distorted.GLSL_VERSION, Distorted.GLSL);
|
|
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mNormalProgram = new DistortedProgram(normalVertexStream,normalFragmentStream, Distorted.GLSL_VERSION, Distorted.GLSL_VERSION, Distorted.GLSL);
|
|
| 183 | 176 |
} |
| 184 | 177 |
catch(Exception e) |
| 185 | 178 |
{
|
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android.util.Log.e("EFFECTS", "exception trying to compile DEBUG program: "+e.getMessage());
|
|
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android.util.Log.e("EFFECTS", "exception trying to compile NORMAL program: "+e.getMessage());
|
|
| 187 | 180 |
throw new RuntimeException(e.getMessage()); |
| 188 | 181 |
} |
| 189 | 182 |
|
| 190 |
int debugProgramH = mDebugProgram.getProgramHandle(); |
|
| 191 |
mDebugObjDH = GLES30.glGetUniformLocation( debugProgramH, "u_objD"); |
|
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mDebugMVPMatrixH = GLES30.glGetUniformLocation( debugProgramH, "u_MVPMatrix"); |
|
| 183 |
int normalProgramH = mNormalProgram.getProgramHandle(); |
|
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mNormalMVPMatrixH = GLES30.glGetUniformLocation( normalProgramH, "u_MVPMatrix"); |
|
| 193 | 185 |
} |
| 194 | 186 |
|
| 195 | 187 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
| ... | ... | |
| 232 | 224 |
|
| 233 | 225 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
| 234 | 226 |
|
| 235 |
@SuppressWarnings("unused")
|
|
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private void displayBoundingRect(float halfW, float halfH, DistortedOutputSurface surface, MeshObject mesh) |
|
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private void displayNormals(MeshObject mesh) |
|
| 237 | 228 |
{
|
| 238 | 229 |
GLES30.glBindBufferBase(GLES30.GL_TRANSFORM_FEEDBACK_BUFFER, 0, mesh.mAttTFO[0]); |
| 239 | 230 |
GLES30.glBeginTransformFeedback( GLES30.GL_POINTS); |
| 240 |
|
|
| 241 | 231 |
DistortedRenderState.switchOffDrawing(); |
| 242 | 232 |
GLES30.glDrawArrays( GLES30.GL_POINTS, 0, mesh.numVertices); |
| 243 | 233 |
DistortedRenderState.restoreDrawing(); |
| 244 |
|
|
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int error = GLES30.glGetError(); |
|
| 246 |
|
|
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if( error != GLES30.GL_NO_ERROR ) |
|
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{
|
|
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throw new RuntimeException("DrawArrays: glError 0x" + Integer.toHexString(error));
|
|
| 250 |
} |
|
| 251 |
|
|
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// mapping the buffer range slows down rendering ///////////////////////// |
|
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int size = (MeshObject.POS_DATA_SIZE+MeshObject.NOR_DATA_SIZE+MeshObject.NDC_DATA_SIZE)*mesh.numVertices; |
|
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|
|
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Buffer mappedBuffer = GLES30.glMapBufferRange(GLES30.GL_TRANSFORM_FEEDBACK_BUFFER, 0, 4*size, GLES30.GL_MAP_READ_BIT); |
|
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FloatBuffer fb = ((ByteBuffer) mappedBuffer).order(ByteOrder.nativeOrder()).asFloatBuffer(); |
|
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GLES30.glUnmapBuffer(GLES30.GL_TRANSFORM_FEEDBACK_BUFFER); |
|
| 258 |
// end of slowdown ////////////////////////////////////////////////////// |
|
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|
|
| 260 | 234 |
GLES30.glEndTransformFeedback(); |
| 261 | 235 |
GLES30.glBindBufferBase(GLES30.GL_TRANSFORM_FEEDBACK_BUFFER, 0, 0); |
| 262 |
/* |
|
| 263 |
String msg = ""; |
|
| 264 |
for(int i=0; i<size; i++) msg += (" "+fb.get(i));
|
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| 265 |
android.util.Log.d( "Feedback", msg); |
|
| 266 |
*/ |
|
| 267 |
float minx = Integer.MAX_VALUE; |
|
| 268 |
float maxx = Integer.MIN_VALUE; |
|
| 269 |
float miny = Integer.MAX_VALUE; |
|
| 270 |
float maxy = Integer.MIN_VALUE; |
|
| 271 |
float ndcX,ndcY; |
|
| 272 |
|
|
| 273 |
for(int i=0; i<mesh.numVertices; i++) |
|
| 274 |
{
|
|
| 275 |
ndcX = fb.get(8*i+6); |
|
| 276 |
ndcY = fb.get(8*i+7); |
|
| 277 |
|
|
| 278 |
if( ndcX<minx ) minx = ndcX; |
|
| 279 |
if( ndcX>maxx ) maxx = ndcX; |
|
| 280 |
if( ndcY<miny ) miny = ndcY; |
|
| 281 |
if( ndcY>maxy ) maxy = ndcY; |
|
| 282 |
} |
|
| 283 |
|
|
| 284 |
minx = surface.mWidth *(minx+1)/2; // |
|
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miny = surface.mHeight*(miny+1)/2; // transform from NDC to |
|
| 286 |
maxx = surface.mWidth *(maxx+1)/2; // window coordinates |
|
| 287 |
maxy = surface.mHeight*(maxy+1)/2; // |
|
| 288 | 236 |
|
| 289 |
mDebugProgram.useProgram(); |
|
| 290 |
|
|
| 291 |
Matrix.setIdentityM( mTmpMatrix, 0); |
|
| 292 |
Matrix.translateM ( mTmpMatrix, 0, minx-surface.mWidth/2, maxy-surface.mHeight/2, -surface.mDistance); |
|
| 293 |
Matrix.scaleM ( mTmpMatrix, 0, (maxx-minx)/(2*halfW), (maxy-miny)/(2*halfH), 1.0f); |
|
| 294 |
Matrix.translateM ( mTmpMatrix, 0, halfW,-halfH, 0); |
|
| 295 |
Matrix.multiplyMM ( mMVPMatrix, 0, surface.mProjectionMatrix, 0, mTmpMatrix, 0); |
|
| 296 |
|
|
| 297 |
GLES30.glUniform2f(mDebugObjDH, 2*halfW, 2*halfH); |
|
| 298 |
GLES30.glUniformMatrix4fv(mDebugMVPMatrixH, 1, false, mMVPMatrix , 0); |
|
| 299 |
|
|
| 300 |
GLES30.glVertexAttribPointer(mDebugProgram.mAttribute[0], 2, GLES30.GL_FLOAT, false, 0, mQuadPositions); |
|
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GLES30.glDrawArrays(GLES30.GL_TRIANGLE_STRIP, 0, 4); |
|
| 237 |
mNormalProgram.useProgram(); |
|
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GLES30.glUniformMatrix4fv(mNormalMVPMatrixH, 1, false, mM.getMVP() , 0); |
|
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GLES30.glBindBuffer(GLES30.GL_ARRAY_BUFFER, mesh.mAttTFO[0]); |
|
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GLES30.glVertexAttribPointer(mNormalProgram.mAttribute[0], MeshObject.POS_DATA_SIZE, GLES30.GL_FLOAT, false, 0, 0); |
|
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GLES30.glBindBuffer(GLES30.GL_ARRAY_BUFFER, 0); |
|
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GLES30.glLineWidth(8.0f); |
|
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GLES30.glDrawArrays(GLES30.GL_LINES, 0, 2*mesh.numVertices); |
|
| 302 | 244 |
} |
| 303 | 245 |
|
| 304 | 246 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
| ... | ... | |
| 329 | 271 |
|
| 330 | 272 |
GLES30.glDrawArrays(GLES30.GL_TRIANGLE_STRIP, 0, mesh.numVertices); |
| 331 | 273 |
|
| 332 |
displayBoundingRect(halfW,halfH,surface,mesh);
|
|
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if( mesh.mShowNormals ) displayNormals(mesh);
|
|
| 333 | 275 |
} |
| 334 | 276 |
|
| 335 | 277 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
| src/main/java/org/distorted/library/EffectQueueMatrix.java | ||
|---|---|---|
| 250 | 250 |
mUniforms[NUM_UNIFORMS*index+6] = mUniforms[NUM_UNIFORMS*(index+1)+6]; |
| 251 | 251 |
} |
| 252 | 252 |
|
| 253 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 254 |
|
|
| 255 |
float[] getMVP() |
|
| 256 |
{
|
|
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return mMVPMatrix; |
|
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} |
|
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|
|
| 253 | 260 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
| 254 | 261 |
|
| 255 | 262 |
synchronized void send(DistortedOutputSurface projection, float halfX, float halfY, float halfZ) |
| src/main/java/org/distorted/library/MeshObject.java | ||
|---|---|---|
| 38 | 38 |
static final int POS_DATA_SIZE= 3; |
| 39 | 39 |
static final int NOR_DATA_SIZE= 3; |
| 40 | 40 |
static final int TEX_DATA_SIZE= 2; |
| 41 |
static final int NDC_DATA_SIZE= 2; |
|
| 42 | 41 |
|
| 43 | 42 |
static final int OFFSET0 = 0; |
| 44 | 43 |
static final int OFFSET1 = (POS_DATA_SIZE )*BYTES_PER_FLOAT; |
| 45 | 44 |
static final int OFFSET2 = (POS_DATA_SIZE+NOR_DATA_SIZE )*BYTES_PER_FLOAT; |
| 46 | 45 |
|
| 47 |
static final int TFSIZE = (POS_DATA_SIZE+NOR_DATA_SIZE+NDC_DATA_SIZE)*BYTES_PER_FLOAT;
|
|
| 46 |
static final int TFSIZE = (POS_DATA_SIZE+POS_DATA_SIZE )*BYTES_PER_FLOAT;
|
|
| 48 | 47 |
static final int VERTSIZE= (POS_DATA_SIZE+NOR_DATA_SIZE+TEX_DATA_SIZE)*BYTES_PER_FLOAT; |
| 49 | 48 |
|
| 49 |
boolean mShowNormals; |
|
| 50 |
|
|
| 50 | 51 |
int numVertices; |
| 51 | 52 |
FloatBuffer mVertAttribs; // packed: PosX,PosY,PosZ, NorX, NorY,NorZ, TexS, TexT |
| 52 | 53 |
int[] mAttVBO = new int[1]; // server-side packed vertex attributes |
| ... | ... | |
| 62 | 63 |
super(DistortedObject.NOT_CREATED_YET,DistortedObject.TYPE_USER); |
| 63 | 64 |
|
| 64 | 65 |
zFactor = factor; |
| 66 |
mShowNormals = false; |
|
| 65 | 67 |
recreate(); |
| 66 | 68 |
} |
| 67 | 69 |
|
| ... | ... | |
| 132 | 134 |
* This is used to be able to quickly compute, in window coordinates, the Mesh'es bounding rectangle. |
| 133 | 135 |
*/ |
| 134 | 136 |
abstract float[] getBoundingVertices(); |
| 137 |
|
|
| 138 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 139 |
/** |
|
| 140 |
* When rendering this Mesh, do we want to render the Normal vectors as well? |
|
| 141 |
* |
|
| 142 |
* @param show Controls if we render the Normal vectors or not. |
|
| 143 |
*/ |
|
| 144 |
public void setShowNormals(boolean show) |
|
| 145 |
{
|
|
| 146 |
mShowNormals = show; |
|
| 147 |
} |
|
| 135 | 148 |
} |
| 136 | 149 |
|
| 150 |
|
|
| 151 |
|
|
| src/main/res/raw/main_vertex_shader.glsl | ||
|---|---|---|
| 24 | 24 |
in vec3 a_Normal; // Per-vertex normal vector. |
| 25 | 25 |
in vec2 a_TexCoordinate; // Per-vertex texture coordinate. |
| 26 | 26 |
out vec3 v_Position; // |
| 27 |
out vec2 v_ndcPosition; // for Transform Feedback only
|
|
| 27 |
out vec3 v_endPosition; // for Transform Feedback only
|
|
| 28 | 28 |
out vec3 v_Normal; // |
| 29 | 29 |
out vec2 v_TexCoordinate; // |
| 30 | 30 |
#else |
| ... | ... | |
| 32 | 32 |
attribute vec3 a_Normal; // Per-vertex normal vector. |
| 33 | 33 |
attribute vec2 a_TexCoordinate; // Per-vertex texture coordinate. |
| 34 | 34 |
varying vec3 v_Position; // |
| 35 |
varying vec2 v_ndcPosition; // for Transform Feedback only
|
|
| 35 |
varying vec3 v_endPosition; // for Transform Feedback only
|
|
| 36 | 36 |
varying vec3 v_Normal; // |
| 37 | 37 |
varying vec2 v_TexCoordinate; // |
| 38 | 38 |
#endif |
| ... | ... | |
| 527 | 527 |
{
|
| 528 | 528 |
vec3 v = 2.0*u_objD*a_Position; |
| 529 | 529 |
vec3 n = a_Normal; |
| 530 |
vec4 mvpPos; |
|
| 531 | 530 |
|
| 532 | 531 |
#if NUM_VERTEX>0 |
| 533 | 532 |
int j=0; |
| ... | ... | |
| 559 | 558 |
#endif |
| 560 | 559 |
|
| 561 | 560 |
v_Position = v; |
| 561 |
v_endPosition = v + (0.3*u_objD.x)*n; |
|
| 562 | 562 |
v_TexCoordinate = a_TexCoordinate; |
| 563 | 563 |
v_Normal = normalize(vec3(u_MVMatrix*vec4(n,0.0))); |
| 564 |
mvpPos = u_MVPMatrix*vec4(v,1.0); |
|
| 565 |
v_ndcPosition = vec2(mvpPos.x/mvpPos.w,mvpPos.y/mvpPos.w); |
|
| 566 |
gl_Position = mvpPos; |
|
| 564 |
gl_Position = u_MVPMatrix*vec4(v,1.0); |
|
| 567 | 565 |
} |
| src/main/res/raw/normal_fragment_shader.glsl | ||
|---|---|---|
| 1 |
////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 2 |
// Copyright 2016 Leszek Koltunski // |
|
| 3 |
// // |
|
| 4 |
// This file is part of Distorted. // |
|
| 5 |
// // |
|
| 6 |
// Distorted is free software: you can redistribute it and/or modify // |
|
| 7 |
// it under the terms of the GNU General Public License as published by // |
|
| 8 |
// the Free Software Foundation, either version 2 of the License, or // |
|
| 9 |
// (at your option) any later version. // |
|
| 10 |
// // |
|
| 11 |
// Distorted is distributed in the hope that it will be useful, // |
|
| 12 |
// but WITHOUT ANY WARRANTY; without even the implied warranty of // |
|
| 13 |
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // |
|
| 14 |
// GNU General Public License for more details. // |
|
| 15 |
// // |
|
| 16 |
// You should have received a copy of the GNU General Public License // |
|
| 17 |
// along with Distorted. If not, see <http://www.gnu.org/licenses/>. // |
|
| 18 |
////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 19 |
|
|
| 20 |
precision lowp float; |
|
| 21 |
|
|
| 22 |
#if __VERSION__ != 100 |
|
| 23 |
out vec4 fragColor; |
|
| 24 |
#define FRAG_COLOR fragColor |
|
| 25 |
#else |
|
| 26 |
#define FRAG_COLOR gl_FragColor |
|
| 27 |
#endif |
|
| 28 |
|
|
| 29 |
////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 30 |
|
|
| 31 |
void main() |
|
| 32 |
{
|
|
| 33 |
FRAG_COLOR = vec4(1.0,0.0,0.0,1.0); |
|
| 34 |
} |
|
| src/main/res/raw/normal_vertex_shader.glsl | ||
|---|---|---|
| 1 |
////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 2 |
// Copyright 2016 Leszek Koltunski // |
|
| 3 |
// // |
|
| 4 |
// This file is part of Distorted. // |
|
| 5 |
// // |
|
| 6 |
// Distorted is free software: you can redistribute it and/or modify // |
|
| 7 |
// it under the terms of the GNU General Public License as published by // |
|
| 8 |
// the Free Software Foundation, either version 2 of the License, or // |
|
| 9 |
// (at your option) any later version. // |
|
| 10 |
// // |
|
| 11 |
// Distorted is distributed in the hope that it will be useful, // |
|
| 12 |
// but WITHOUT ANY WARRANTY; without even the implied warranty of // |
|
| 13 |
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // |
|
| 14 |
// GNU General Public License for more details. // |
|
| 15 |
// // |
|
| 16 |
// You should have received a copy of the GNU General Public License // |
|
| 17 |
// along with Distorted. If not, see <http://www.gnu.org/licenses/>. // |
|
| 18 |
////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 19 |
|
|
| 20 |
precision lowp float; |
|
| 21 |
|
|
| 22 |
#if __VERSION__ != 100 |
|
| 23 |
in vec3 a_Position; |
|
| 24 |
#else |
|
| 25 |
attribute vec3 a_Position; |
|
| 26 |
#endif |
|
| 27 |
|
|
| 28 |
uniform mat4 u_MVPMatrix; |
|
| 29 |
|
|
| 30 |
////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 31 |
|
|
| 32 |
void main() |
|
| 33 |
{
|
|
| 34 |
gl_Position = u_MVPMatrix*vec4( a_Position, 1.0); |
|
| 35 |
} |
|
| src/main/res/raw/test_fragment_shader.glsl | ||
|---|---|---|
| 1 |
////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 2 |
// Copyright 2016 Leszek Koltunski // |
|
| 3 |
// // |
|
| 4 |
// This file is part of Distorted. // |
|
| 5 |
// // |
|
| 6 |
// Distorted is free software: you can redistribute it and/or modify // |
|
| 7 |
// it under the terms of the GNU General Public License as published by // |
|
| 8 |
// the Free Software Foundation, either version 2 of the License, or // |
|
| 9 |
// (at your option) any later version. // |
|
| 10 |
// // |
|
| 11 |
// Distorted is distributed in the hope that it will be useful, // |
|
| 12 |
// but WITHOUT ANY WARRANTY; without even the implied warranty of // |
|
| 13 |
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // |
|
| 14 |
// GNU General Public License for more details. // |
|
| 15 |
// // |
|
| 16 |
// You should have received a copy of the GNU General Public License // |
|
| 17 |
// along with Distorted. If not, see <http://www.gnu.org/licenses/>. // |
|
| 18 |
////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 19 |
|
|
| 20 |
precision lowp float; |
|
| 21 |
|
|
| 22 |
#if __VERSION__ != 100 |
|
| 23 |
out vec4 fragColor; |
|
| 24 |
#define FRAG_COLOR fragColor |
|
| 25 |
#else |
|
| 26 |
#define FRAG_COLOR gl_FragColor |
|
| 27 |
#endif |
|
| 28 |
|
|
| 29 |
////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 30 |
|
|
| 31 |
void main() |
|
| 32 |
{
|
|
| 33 |
FRAG_COLOR = vec4(1.0,0.0,0.0,0.2); |
|
| 34 |
} |
|
| src/main/res/raw/test_vertex_shader.glsl | ||
|---|---|---|
| 1 |
////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 2 |
// Copyright 2016 Leszek Koltunski // |
|
| 3 |
// // |
|
| 4 |
// This file is part of Distorted. // |
|
| 5 |
// // |
|
| 6 |
// Distorted is free software: you can redistribute it and/or modify // |
|
| 7 |
// it under the terms of the GNU General Public License as published by // |
|
| 8 |
// the Free Software Foundation, either version 2 of the License, or // |
|
| 9 |
// (at your option) any later version. // |
|
| 10 |
// // |
|
| 11 |
// Distorted is distributed in the hope that it will be useful, // |
|
| 12 |
// but WITHOUT ANY WARRANTY; without even the implied warranty of // |
|
| 13 |
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // |
|
| 14 |
// GNU General Public License for more details. // |
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// // |
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// You should have received a copy of the GNU General Public License // |
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// along with Distorted. If not, see <http://www.gnu.org/licenses/>. // |
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////////////////////////////////////////////////////////////////////////////////////////////// |
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precision lowp float; |
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#if __VERSION__ != 100 |
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in vec2 a_Position; // Per-vertex position information we will pass in. |
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#else |
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attribute vec2 a_Position; // Per-vertex position information we will pass in. |
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#endif |
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uniform vec2 u_objD; // object width X object height. |
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uniform mat4 u_MVPMatrix; // the combined model/view/projection matrix. |
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////////////////////////////////////////////////////////////////////////////////////////////// |
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void main() |
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{
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gl_Position = u_MVPMatrix*vec4( u_objD*a_Position, 0.0, 1.0); |
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} |
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Also available in: Unified diff
Use Transform Feedback to (optionally) display the Normal vectors.