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Revision 5ec42229

Added by Leszek Koltunski about 3 years ago

Workaround for the fact that one some devices (for example the LG K30's V@415 driver on the Adreno 308) the Glow halo wasn't visible.

View differences:

src/main/res/raw/blit_depth_vertex_shader.glsl
22 22
in vec2 a_Position;           // Per-vertex position.
23 23
out vec2 v_TexCoordinate;     //
24 24

  
25
uniform float u_Depth;        // distance from the near plane to render plane, in clip coords
26 25
uniform vec2  u_TexCorr;      // when we blit from postprocessing buffers, the buffers can be
27 26
                              // larger than necessary (there is just one static set being
28 27
                              // reused!) so we need to compensate here by adjusting the texture
......
33 32
void main()
34 33
  {
35 34
  v_TexCoordinate = (a_Position + 0.5) * u_TexCorr;
36
  gl_Position     = vec4(2.0*a_Position,u_Depth,1.0);
35
  gl_Position     = vec4(2.0*a_Position,0.0,1.0);
37 36
  }

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