Revision 96e3b88a
Added by Leszek Koltunski over 3 years ago
src/main/res/raw/main_fragment_shader.glsl | ||
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120 | 120 |
diff = (v_Position - fUniforms[effect+1].yzw)/fUniforms[effect+2].xyz; |
121 | 121 |
degree = max(0.0,1.0-dot(diff,diff)); |
122 | 122 |
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123 |
color.a *= (degree*(fUniforms[effect].x-1.0)+1.0); |
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124 |
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123 | 125 |
// ENABLED EFFECTS WILL BE INSERTED HERE |
124 | 126 |
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125 | 127 |
effect+=3; |
Also available in: Unified diff
Introducing UBO to Effect Queues: step 1.