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Revision 78ff6ea9

Added by Leszek Koltunski about 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/res/raw/main_fragment_shader.glsl
46 46

  
47 47
#if NUM_FRAGMENT>0
48 48
uniform int fNumEffects;                // total number of fragment effects
49
uniform int fName[NUM_FRAGMENT];        // their namess.
49

  
50
layout (std140) uniform fUniformProperties
51
  {
52
  ivec4 fProperties[NUM_FRAGMENT];      // their properties, 4 ints:
53
                                        // name of the effect, unused, unused, unused
54
  };
55

  
50 56
uniform vec4 fUniforms[3*NUM_FRAGMENT]; // i-th effect is 3 consecutive vec4's: [3*i], [3*i+1], [3*i+2].
51 57
                                        // The first vec4 is the Interpolated values,
52 58
                                        // second vec4: first float - cache, next 3: Center, the third - the Region.

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