Project

General

Profile

« Previous | Next » 

Revision 7a5e538a

Added by Leszek Koltunski over 5 years ago

Progress with Inflate (building block of postprocessing effects: the proper way of marking a halo around a Mesh)
'Inflate' app testing the machanism. MeshFlat appears to be working, now we only need to fill up the per-vertex Inflate vector in the MeshCubes.

View differences:

src/main/res/raw/main_vertex_shader.glsl
36 36

  
37 37
uniform mat4 u_MVPMatrix;            // the combined model/view/projection matrix.
38 38
uniform mat4 u_MVMatrix;             // the combined model/view matrix.
39
uniform float u_Inflate;             // how much should we inflate (>0.0) or deflate (<0.0) the mesh.
39 40

  
40 41
#if NUM_VERTEX>0
41 42
uniform int vNumEffects;             // total number of vertex effects
......
144 145

  
145 146
void main()
146 147
  {
147
  vec3 v = 2.0*u_objD*a_Position;
148
  vec3 v = 2.0*u_objD*(a_Position + u_Inflate*a_Inflate);
148 149
  vec3 n = a_Normal;
149 150

  
150 151
#if NUM_VERTEX>0

Also available in: Unified diff