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Revision 78ff6ea9

Added by Leszek Koltunski over 3 years ago

Convert the Integer part (i.e. effect names and the two associations) of vertex and fragment shaders to Uniform Buffer Objects.
Next: convert the last part, i.e. the float effect parameters.

View differences:

src/main/java/org/distorted/library/effect/FragmentEffect.java
33 33
   */
34 34
  public static final int NUM_FLOAT_UNIFORMS = 12;
35 35
  /**
36
   * 1: the name
36
   * 4: the name, unused, unused, unused
37 37
   */
38
  public static final int NUM_INT_UNIFORMS = 1;
38
  public static final int NUM_INT_UNIFORMS = 4;
39 39

  
40 40
  static final int VALUES_OFFSET = 0;
41 41
  static final int CENTER_OFFSET = 5;
......
67 67

  
68 68
    mGLSL +=
69 69

  
70
         "if( fName[i]=="+effect1+")\n"
70
         "if( fProperties[i].x =="+effect1+")\n"
71 71
        +  "{\n"
72 72
        +  "degree = sign(degree); \n"
73 73
        +   code +"\n"
74 74
        +  "}\n"
75 75
        +"else\n"
76
        +"if( fName[i]=="+effect2+")\n"
76
        +"if( fProperties[i].x =="+effect2+")\n"
77 77
        +  "{\n"
78 78
        +   code +"\n"
79 79
        +  "}\n"

Also available in: Unified diff