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Revision 94f6d472

Added by Leszek Koltunski about 7 years ago

Make it more flexible; now it can run almost all apps on OpenGL 2.0 contexts; OpenGL 3.0 ( with GLSL 3.00) required for POSTPROCESSING.

View differences:

src/main/res/raw/blit_fragment_shader.glsl
19 19

  
20 20
precision lowp float;
21 21

  
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in vec2 v_TexCoordinate;      // Interpolated texture coordinate per fragment.
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#if __VERSION__ != 100
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#define TEXTURE texture
23 24
out vec4 fragColor;           // The output color
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in vec2 v_TexCoordinate;      // Interpolated texture coordinate per fragment.
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#else
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#define TEXTURE texture2D
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varying vec2 v_TexCoordinate; // Interpolated texture coordinate per fragment.
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#endif
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24 31
uniform sampler2D u_Texture;  // The input texture.
25 32

  
26 33
//////////////////////////////////////////////////////////////////////////////////////////////
27 34

  
28 35
void main()                    		
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  {  
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  fragColor = texture(u_Texture,v_TexCoordinate);
36
  {
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#if __VERSION__ != 100
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  fragColor    =
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#else
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  gl_FragColor =
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#endif
42

  
43
  TEXTURE(u_Texture,v_TexCoordinate);
31 44
  }

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