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6a06a912
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Leszek Koltunski
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package org.distorted.library;
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import android.opengl.GLES20;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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class EffectListVertex extends EffectList
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{
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private static final int NUM_UNIFORMS = 9;
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private static int mNumEffectsH;
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private static int mTypeH;
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private static int mUniformsH;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public EffectListVertex(DistortedObject bmp)
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{
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super(bmp,NUM_UNIFORMS,VERTEX);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Only max Byte.MAX_VALUE concurrent effects per bitmap.
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// If you want more, change type of the mNumEffects, mIDIndex and mFreeIndexes variables to shorts.
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static boolean setMax(int m)
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{
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if( (mCreated==false && !Distorted.isInitialized()) || m<=mMax[VERTEX] )
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{
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if( m<0 ) m = 0;
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else if( m>Byte.MAX_VALUE ) m = Byte.MAX_VALUE;
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mMax[VERTEX] = m;
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return true;
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}
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return false;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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static int getMax()
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{
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return mMax[VERTEX];
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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static void getUniforms(int mProgramH)
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{
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mNumEffectsH= GLES20.glGetUniformLocation( mProgramH, "vNumEffects");
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mTypeH = GLES20.glGetUniformLocation( mProgramH, "vType");
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mUniformsH = GLES20.glGetUniformLocation( mProgramH, "vUniforms");
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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synchronized void compute(long currTime)
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{
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if( currTime==mTime ) return;
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if( mTime==0 ) mTime = currTime;
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long step = (currTime-mTime);
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for(int i=0; i<mNumEffects; i++)
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{
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if( mInterI[i]==null ) continue;
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if( mInterP[i]!=null )
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{
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mInterP[i].interpolateMain(mUniforms, NUM_UNIFORMS*i+7, mCurrentDuration[i]);
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mUniforms[NUM_UNIFORMS*i+7] = mUniforms[NUM_UNIFORMS*i+7]-mObjHalfX;
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mUniforms[NUM_UNIFORMS*i+8] =-mUniforms[NUM_UNIFORMS*i+8]+mObjHalfY;
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}
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if( mInterI[i].interpolateMain(mUniforms ,NUM_UNIFORMS*i, mCurrentDuration[i], step) )
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{
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for(int j=0; j<mNumListeners; j++)
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EffectMessageSender.newMessage( mListeners.elementAt(j),
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EffectMessage.EFFECT_FINISHED,
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(mID[i]<<DistortedObject.TYPE_NUM)+Distorted.TYPE_VERT,
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mType[i],
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mBitmapID);
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if( EffectNames.isUnity(mType[i], mUniforms, NUM_UNIFORMS*i) )
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{
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remove(i);
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i--;
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continue;
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}
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}
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mCurrentDuration[i] += step;
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}
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mTime = currTime;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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protected void moveEffect(int index)
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{
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mUniforms[NUM_UNIFORMS*index ] = mUniforms[NUM_UNIFORMS*(index+1) ];
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mUniforms[NUM_UNIFORMS*index+1] = mUniforms[NUM_UNIFORMS*(index+1)+1];
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mUniforms[NUM_UNIFORMS*index+2] = mUniforms[NUM_UNIFORMS*(index+1)+2];
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mUniforms[NUM_UNIFORMS*index+3] = mUniforms[NUM_UNIFORMS*(index+1)+3];
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mUniforms[NUM_UNIFORMS*index+4] = mUniforms[NUM_UNIFORMS*(index+1)+4];
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mUniforms[NUM_UNIFORMS*index+5] = mUniforms[NUM_UNIFORMS*(index+1)+5];
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mUniforms[NUM_UNIFORMS*index+6] = mUniforms[NUM_UNIFORMS*(index+1)+6];
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mUniforms[NUM_UNIFORMS*index+7] = mUniforms[NUM_UNIFORMS*(index+1)+7];
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mUniforms[NUM_UNIFORMS*index+8] = mUniforms[NUM_UNIFORMS*(index+1)+8];
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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synchronized void send()
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{
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GLES20.glUniform1i( mNumEffectsH, mNumEffects);
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if( mNumEffects>0 )
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{
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GLES20.glUniform1iv( mTypeH , mNumEffects, mType ,0);
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GLES20.glUniform3fv( mUniformsH,3*mNumEffects, mUniforms,0);
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}
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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synchronized void sendZero()
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{
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GLES20.glUniform1i( mNumEffectsH, 0);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Do various post-processing on already computed effects.
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// 1) here unlike in the fragment queue, we don't have to multiply the points by ModelView matrix because that gets done in the shader.
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// 2) in case of swirl, pre-compute the sine and cosine of its rotation angle
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void postprocess()
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{
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double d;
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for(int i=0; i<mNumEffects; i++)
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{
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if( mType[i]==EffectNames.SWIRL.ordinal() )
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{
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d = Math.PI*mUniforms[NUM_UNIFORMS*i]/180;
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mUniforms[NUM_UNIFORMS*i+1] = (float)Math.sin(d);
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mUniforms[NUM_UNIFORMS*i+2] = (float)Math.cos(d);
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}
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}
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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synchronized long add(EffectNames eln, Interpolator inter, Float4D region, Interpolator2D point)
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{
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if( mMax[VERTEX]>mNumEffects )
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{
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EffectNames.fillWithUnities(eln.ordinal(), mUniforms, NUM_UNIFORMS*mNumEffects);
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mInterI[mNumEffects] = inter;
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mInterP[mNumEffects] = point;
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return addPriv(eln,region);
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}
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return -1;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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synchronized long add(EffectNames eln, Interpolator inter, Float4D region, float x, float y)
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{
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if( mMax[VERTEX]>mNumEffects )
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{
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EffectNames.fillWithUnities(eln.ordinal(), mUniforms, NUM_UNIFORMS*mNumEffects);
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mInterI[mNumEffects] = inter;
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mInterP[mNumEffects] = null;
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mUniforms[NUM_UNIFORMS*mNumEffects+7] = x-mObjHalfX;
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mUniforms[NUM_UNIFORMS*mNumEffects+8] =-y+mObjHalfY;
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return addPriv(eln,region);
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}
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return -1;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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synchronized long add(EffectNames eln, float v1, float v2, float v3, Float4D region, float x, float y)
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{
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if( mMax[VERTEX]>mNumEffects )
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{
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EffectNames.fillWithUnities(eln.ordinal(), mUniforms, NUM_UNIFORMS*mNumEffects);
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mUniforms[NUM_UNIFORMS*mNumEffects ] = v1;
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mUniforms[NUM_UNIFORMS*mNumEffects+1] = v2;
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mUniforms[NUM_UNIFORMS*mNumEffects+2] = v3;
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mInterI[mNumEffects] = null;
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mInterP[mNumEffects] = null;
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mUniforms[NUM_UNIFORMS*mNumEffects+7] = x-mObjHalfX;
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mUniforms[NUM_UNIFORMS*mNumEffects+8] =-y+mObjHalfY;
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return addPriv(eln,region);
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}
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return -1;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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private long addPriv(EffectNames eln, Float4D region)
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{
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if( region!=null )
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{
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mUniforms[NUM_UNIFORMS*mNumEffects+3] = region.x;
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mUniforms[NUM_UNIFORMS*mNumEffects+4] =-region.y; // invert y already
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mUniforms[NUM_UNIFORMS*mNumEffects+5] = region.z<=0.0f ? 1000*mObjHalfX : region.z;
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mUniforms[NUM_UNIFORMS*mNumEffects+6] = region.w;
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}
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else
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{
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mUniforms[NUM_UNIFORMS*mNumEffects+3] = 0.0f;
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mUniforms[NUM_UNIFORMS*mNumEffects+4] = 0.0f;
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mUniforms[NUM_UNIFORMS*mNumEffects+5] = 1000*mObjHalfX;
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mUniforms[NUM_UNIFORMS*mNumEffects+6] = 0.0f;
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}
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return addBase(eln);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// end of VertexEffect
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}
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