Revision 8777ce17
Added by Leszek Koltunski about 6 years ago
src/main/res/raw/blit_depth_vertex_shader.glsl | ||
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////////////////////////////////////////////////////////////////////////////////////////////// |
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precision lowp float; |
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precision highp uint; |
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#if __VERSION__ != 100 |
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in vec2 a_Position; // Per-vertex position. |
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out vec2 v_TexCoordinate; // |
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out vec2 v_Pixel; // |
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#else |
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attribute vec2 a_Position; // Per-vertex position. |
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varying vec2 v_TexCoordinate; // |
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varying vec2 v_Pixel; // |
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#endif |
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uniform float u_Depth; // distance from the near plane to render plane, in clip coords |
... | ... | |
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// reused!) so we need to compensate here by adjusting the texture |
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// coords. |
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uniform ivec2 u_Size; // size of the output surface, in pixels. |
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////////////////////////////////////////////////////////////////////////////////////////////// |
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void main() |
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{ |
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v_TexCoordinate = (a_Position + 0.5) * u_TexCorr; |
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v_Pixel = v_TexCoordinate * vec2(u_Size); |
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gl_Position = vec4(2.0*a_Position,u_Depth,1.0); |
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} |
Also available in: Unified diff
Order Independent Transparency. Does not work yet.