Revision 5e331bc8
Added by Leszek Koltunski almost 6 years ago
src/main/res/raw/main_vertex_shader.glsl | ||
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precision highp float; |
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#if __VERSION__ != 100 |
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in vec3 a_Position; // Per-vertex position. |
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in vec3 a_Normal; // Per-vertex normal vector. |
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in vec2 a_TexCoordinate; // Per-vertex texture coordinate. |
... | ... | |
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out vec3 v_endPosition; // for Transform Feedback only |
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out vec3 v_Normal; // |
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out vec2 v_TexCoordinate; // |
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#else |
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attribute vec3 a_Position; // Per-vertex position. |
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attribute vec3 a_Normal; // Per-vertex normal vector. |
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attribute vec2 a_TexCoordinate; // Per-vertex texture coordinate. |
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varying vec3 v_Position; // |
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varying vec3 v_endPosition; // for Transform Feedback only |
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varying vec3 v_Normal; // |
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varying vec2 v_TexCoordinate; // |
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#ifdef OIT |
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out vec2 v_Pixel; // 2D pixel coords in window space |
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uniform uvec2 u_Size; // size of the output surface, in pixels. |
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#endif |
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uniform vec3 u_objD; // half of object width x half of object height X half the depth; |
... | ... | |
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#endif |
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v_Position = v; |
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#ifdef OIT |
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v_Pixel = (a_Position.xy + 0.5) * vec2(u_Size); |
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#endif |
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v_endPosition = v + (0.3*u_objD.x)*n; |
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v_TexCoordinate = a_TexCoordinate; |
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v_Normal = normalize(vec3(u_MVMatrix*vec4(n,0.0))); |
Also available in: Unified diff
Update the 'main' shaders for OIT.