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Revision 7f30ed38

Added by Leszek Koltunski over 6 years ago

OIT: more bugfixes

View differences:

src/main/java/org/distorted/library/main/DistortedOutputSurface.java
336 336

  
337 337
///////////////////////////////////////////////////////////////////////////////////////////////////
338 338

  
339
  private int oitBuild(long currTime, DistortedOutputSurface buffer)
339
  private int oitBuild(DistortedOutputSurface buffer)
340 340
    {
341 341
    GLES31.glViewport(0, 0, mWidth, mHeight);
342
    setAsOutput(currTime);
342
    setAsOutput();
343 343
    GLES31.glActiveTexture(GLES31.GL_TEXTURE0);
344 344
    GLES31.glBindTexture(GLES31.GL_TEXTURE_2D, buffer.mColorH[0]);
345 345
    GLES31.glActiveTexture(GLES31.GL_TEXTURE1);
......
450 450
              }
451 451

  
452 452
            numRenders += lastQueue.postprocess(mBuffer);
453
            numRenders += mBufferOIT.oitBuild(time, mBuffer[quality]);
453
            numRenders += mBufferOIT.oitBuild(mBuffer[quality]);
454 454
            clearBuffer(mBuffer[quality]);
455 455
            }
456 456

  
......
471 471
            }
472 472

  
473 473
          numRenders += currQueue.postprocess(mBuffer);
474
          numRenders += mBufferOIT.oitBuild(time, mBuffer[quality]);
474
          numRenders += mBufferOIT.oitBuild(mBuffer[quality]);
475 475
          GLES31.glMemoryBarrier(GLES31.GL_SHADER_STORAGE_BARRIER_BIT);
476 476
          numRenders += oitRender(time,mBufferOIT);  // merge the OIT linked list
477 477
          clearBuffer(mBuffer[quality]);
src/main/res/raw/normal_fragment_shader.glsl
19 19

  
20 20
precision lowp float;
21 21

  
22
#if __VERSION__ != 100
23 22
out vec4 fragColor;
24
#define FRAG_COLOR fragColor
25
#else
26
#define FRAG_COLOR gl_FragColor
27
#endif
28 23

  
29 24
//////////////////////////////////////////////////////////////////////////////////////////////
30 25

  
31 26
void main()
32 27
  {
33
  FRAG_COLOR = vec4(1.0,0.0,0.0,1.0);
28
  fragColor = vec4(1.0,0.0,0.0,1.0);
34 29
  }
src/main/res/raw/normal_vertex_shader.glsl
19 19

  
20 20
precision lowp float;
21 21

  
22
#if __VERSION__ != 100
23 22
in vec3 a_Position;
24
#else
25
attribute vec3 a_Position;
26
#endif
27

  
28 23
uniform mat4 u_MVPMatrix;
29 24

  
30 25
//////////////////////////////////////////////////////////////////////////////////////////////
31 26

  
32 27
void main()
33 28
  {
34
  gl_Position = u_MVPMatrix*vec4( a_Position, 1.0);
29
  gl_Position = u_MVPMatrix * vec4(a_Position, 1.0);
35 30
  }
src/main/res/raw/oit_build_fragment_shader.glsl
80 80
        curr = u_Records[prev];
81 81
        }
82 82
      }
83

  
84
    discard;
85 83
    }
86 84
  }
87 85

  
......
97 95

  
98 96
void main()                    		
99 97
  {
100
  vec4 frag  = texture(u_Texture     , v_TexCoordinate);
98
  vec4  frag = texture(u_Texture     , v_TexCoordinate);
101 99
  float depth= texture(u_DepthTexture, v_TexCoordinate).r;
102 100

  
103 101
  if( frag.a > 0.95 )

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