Revision 9e771d06
Added by Leszek Koltunski almost 6 years ago
src/main/java/org/distorted/library/effect/PostprocessEffectGlow.java | ||
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import android.opengl.GLES31; |
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import org.distorted.library.main.Distorted; |
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import org.distorted.library.main.DistortedEffects; |
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import org.distorted.library.main.DistortedFramebuffer; |
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import org.distorted.library.main.DistortedOutputSurface; |
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import org.distorted.library.main.DistortedRenderState; |
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import org.distorted.library.program.DistortedProgram; |
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import org.distorted.library.type.Data1D; |
... | ... | |
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} |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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/** |
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* Only for use by the library itself. |
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* |
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* @y.exclude |
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*/ |
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public int getQuality()
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{ |
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return 0;
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} |
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/**
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* Only for use by the library itself.
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*
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* @y.exclude
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*/
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public boolean getRender()
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{
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return true;
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}
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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/** |
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* |
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* @y.exclude |
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*/ |
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public int apply(float[] uniforms, int index, DistortedOutputSurface[] buffers)
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public int apply(float[] uniforms, int index, DistortedFramebuffer buffer)
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{ |
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if( mProgram1 ==null) |
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{ |
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DistortedRenderState.useStencilMark(); |
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DistortedFramebuffer inBuffer = (DistortedFramebuffer)buffers[0]; |
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DistortedFramebuffer outBuffer = (DistortedFramebuffer)buffers[mQualityLevel]; |
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buffer.setAsOutput(); |
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float w= outBuffer.getWidth();
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float h= outBuffer.getHeight();
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float n= 1.0f - outBuffer.getNear();
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float w= buffer.getWidth();
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float h= buffer.getHeight();
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float n= 1.0f - buffer.getNear();
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float corrW = inBuffer.getWidthCorrection();
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float corrH = inBuffer.getHeightCorrection();
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float corrW = buffer.getWidthCorrection();
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float corrH = buffer.getHeightCorrection();
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float offsetCorrW = corrW/w; |
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float offsetCorrH = corrH/h; |
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int offset = radius + radius*radius/4; |
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radius = (radius+1)/2; |
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GLES31.glViewport(0, 0, (int)w, (int)h); |
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// horizontal glow
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// horizontal blur
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for(int i=0; i<=radius; i++) mOffsets[i] = offsetsCache[offset+i]*offsetCorrW; |
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mProgram1.useProgram(); |
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outBuffer.setAsOutput(); |
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outBuffer.bindForOutput(1); |
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inBuffer.setAsInput(0); |
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buffer.bindForOutput(1); |
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buffer.setAsInput(0); |
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GLES31.glColorMask(true,true,true,true); |
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GLES31.glClearColor(1.0f,1.0f,1.0f,0.0f); |
... | ... | |
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GLES31.glUniform1fv( mProgram1.mUniform[3] , radius+1, mOffsets,0); |
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GLES31.glUniform1fv( mProgram1.mUniform[4] , radius+1, weightsCache,offset); |
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GLES31.glUniform1i ( mProgram1.mUniform[5] , radius); |
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GLES31.glUniform4f ( mProgram1.mUniform[6] , uniforms[index+1], uniforms[index+2], uniforms[index+3], uniforms[index+4]); |
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GLES31.glVertexAttribPointer(mProgram1.mAttribute[0], POS_DATA_SIZE, GLES31.GL_FLOAT, false, 0, mQuadPositions); |
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GLES31.glVertexAttribPointer(mProgram1.mAttribute[1], TEX_DATA_SIZE, GLES31.GL_FLOAT, false, 0, mQuadTexture); |
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GLES31.glDrawArrays(GLES31.GL_TRIANGLE_STRIP, 0, 4); |
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// vertical glow
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// vertical blur
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for(int i=0; i<=radius; i++) mOffsets[i] = offsetsCache[offset+i]*offsetCorrH; |
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mProgram2.useProgram(); |
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outBuffer.bindForOutput(0);
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outBuffer.setAsInput(1);
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buffer.bindForOutput(0);
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buffer.setAsInput(1);
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if( mQualityLevel==0 ) |
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{ |
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GLES31.glEnable(GLES31.GL_BLEND); |
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} |
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GLES31.glClear(GLES31.GL_COLOR_BUFFER_BIT); |
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GLES31.glUniform1f ( mProgram2.mUniform[0] , n ); |
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GLES31.glUniform2f ( mProgram2.mUniform[1] , corrW, corrH ); |
... | ... | |
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GLES31.glUniform1fv( mProgram2.mUniform[3] , radius+1, mOffsets,0); |
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GLES31.glUniform1fv( mProgram2.mUniform[4] , radius+1, weightsCache,offset); |
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GLES31.glUniform1i ( mProgram2.mUniform[5] , radius); |
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GLES31.glUniform4f ( mProgram1.mUniform[6] , uniforms[index+1], uniforms[index+2], uniforms[index+3], uniforms[index+4]); |
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GLES31.glVertexAttribPointer(mProgram2.mAttribute[0], POS_DATA_SIZE, GLES31.GL_FLOAT, false, 0, mQuadPositions); |
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GLES31.glVertexAttribPointer(mProgram2.mAttribute[1], TEX_DATA_SIZE, GLES31.GL_FLOAT, false, 0, mQuadTexture); |
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GLES31.glDrawArrays(GLES31.GL_TRIANGLE_STRIP, 0, 4); |
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if( mQualityLevel==0 ) |
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{ |
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GLES31.glDisable(GLES31.GL_BLEND); |
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} |
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DistortedRenderState.unuseStencilMark(); |
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// blit back to inBuffer if we have to |
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if( mQualityLevel>0 ) |
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{ |
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inBuffer.setAsOutput(); |
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inBuffer.bindForOutput(0); |
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outBuffer.setAsInput(0); |
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GLES31.glEnable(GLES31.GL_BLEND); |
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DistortedEffects.blitPriv(inBuffer); |
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GLES31.glDisable(GLES31.GL_BLEND); |
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return 3; |
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} |
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return 2; |
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} |
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final String glowVertex = |
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Distorted.GLSL_VERSION + |
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"precision lowp float; \n"+ |
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"in vec2 a_Position; \n"+ |
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"in vec2 a_TexCoord; \n"+ |
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"out vec2 v_TexCoord; \n"+ |
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"uniform float u_Depth; \n"+ |
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"uniform vec2 u_TexCorr;\n"+ |
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"void main() \n"+ |
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" { \n"+ |
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" v_TexCoord = a_TexCoord * u_TexCorr; \n"+ |
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" gl_Position= vec4(2.0*a_Position,u_Depth,1.0); \n"+ |
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" }"; |
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"precision lowp float; \n"+
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"in vec2 a_Position; \n"+
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"in vec2 a_TexCoord; \n"+
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"out vec2 v_TexCoord; \n"+
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"uniform float u_Depth; \n"+
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"uniform vec2 u_TexCorr;\n"+
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"void main() \n"+
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" { \n"+
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" v_TexCoord = a_TexCoord * u_TexCorr; \n"+
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" gl_Position= vec4(2.0*a_Position,u_Depth,1.0); \n"+
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" }";
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final String glowFragment1 = |
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Distorted.GLSL_VERSION + |
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"#define MAX_BLUR "+MAX_HALO+ "\n"+ |
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"precision lowp float; \n"+ |
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"in vec2 v_TexCoord; \n"+ |
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"out vec4 fragColor; \n"+ |
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"uniform sampler2D u_ColorTexture; \n"+ |
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"uniform float u_Offsets[MAX_BLUR]; \n"+ |
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"uniform float u_Weights[MAX_BLUR]; \n"+ |
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"uniform int u_Radius; \n"+ |
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"uniform vec4 u_Color; \n"+ |
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"void main() \n"+ |
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" { \n"+ |
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" vec4 pixel = texture(u_ColorTexture,v_TexCoord) * u_Weights[0]; \n"+ |
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" for (int i=1; i<=u_Radius; i+=1) \n"+ |
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" { \n"+ |
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" pixel += ( texture(u_ColorTexture,vec2(v_TexCoord.x+u_Offsets[i],v_TexCoord.y)) + \n"+ |
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" texture(u_ColorTexture,vec2(v_TexCoord.x-u_Offsets[i],v_TexCoord.y)) ) * u_Weights[i]; \n"+ |
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" } \n"+ |
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" fragColor = vec4( 0.5*(pixel.rgb+u_Color.rgb), sqrt(pixel.a*u_Color.a)); \n"+ |
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" }"; |
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"#define MAX_BLUR "+MAX_HALO+ "\n"+ |
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"precision lowp float; \n"+ |
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"in vec2 v_TexCoord; \n"+ |
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"out vec4 fragColor; \n"+ |
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"uniform sampler2D u_ColorTexture; \n"+ |
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"uniform float u_Offsets[MAX_BLUR]; \n"+ |
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"uniform float u_Weights[MAX_BLUR]; \n"+ |
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"uniform int u_Radius; \n"+ |
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"void main() \n"+ |
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" { \n"+ |
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" vec4 pixel= texture(u_ColorTexture,v_TexCoord) * u_Weights[0]; \n"+ |
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" for (int i=1; i<=u_Radius; i+=1) \n"+ |
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" { \n"+ |
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" pixel += ( texture(u_ColorTexture,vec2(v_TexCoord.x+u_Offsets[i],v_TexCoord.y)) + \n"+ |
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" texture(u_ColorTexture,vec2(v_TexCoord.x-u_Offsets[i],v_TexCoord.y)) ) * u_Weights[i]; \n"+ |
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" } \n"+ |
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" fragColor = pixel; \n"+ |
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" }"; |
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final String glowFragment2 = |
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Distorted.GLSL_VERSION + |
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"#define MAX_BLUR "+MAX_HALO+ "\n"+ |
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"precision lowp float; \n"+ |
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"in vec2 v_TexCoord; \n"+ |
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"out vec4 fragColor; \n"+ |
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"uniform sampler2D u_ColorTexture; \n"+ |
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"uniform float u_Offsets[MAX_BLUR]; \n"+ |
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"uniform float u_Weights[MAX_BLUR]; \n"+ |
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"uniform int u_Radius; \n"+ |
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"uniform vec4 u_Color; \n"+ |
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"void main() \n"+ |
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" { \n"+ |
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" vec4 pixel = texture(u_ColorTexture,v_TexCoord) * u_Weights[0]; \n"+ |
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" for (int i=1; i<=u_Radius; i+=1) \n"+ |
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" { \n"+ |
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" pixel += ( texture(u_ColorTexture,vec2(v_TexCoord.x,v_TexCoord.y+u_Offsets[i])) + \n"+ |
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" texture(u_ColorTexture,vec2(v_TexCoord.x,v_TexCoord.y-u_Offsets[i])) ) * u_Weights[i]; \n"+ |
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" } \n"+ |
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" fragColor = vec4( 0.5*(pixel.rgb+u_Color.rgb), sqrt(pixel.a*u_Color.a)); \n"+ |
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" }"; |
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"#define MAX_BLUR "+MAX_HALO+ "\n"+ |
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"precision lowp float; \n"+ |
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"in vec2 v_TexCoord; \n"+ |
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"out vec4 fragColor; \n"+ |
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"uniform sampler2D u_ColorTexture; \n"+ |
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"uniform float u_Offsets[MAX_BLUR]; \n"+ |
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"uniform float u_Weights[MAX_BLUR]; \n"+ |
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"uniform int u_Radius; \n"+ |
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"void main() \n"+ |
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" { \n"+ |
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" vec4 pixel= texture(u_ColorTexture,v_TexCoord) * u_Weights[0]; \n"+ |
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" for (int i=1; i<=u_Radius; i+=1) \n"+ |
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" { \n"+ |
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" pixel += ( texture(u_ColorTexture,vec2(v_TexCoord.x,v_TexCoord.y+u_Offsets[i])) + \n"+ |
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" texture(u_ColorTexture,vec2(v_TexCoord.x,v_TexCoord.y-u_Offsets[i])) ) * u_Weights[i]; \n"+ |
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" } \n"+ |
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" fragColor = pixel; \n"+ |
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" }"; |
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mIndex1 = PostprocessEffect.register("GLOW1", glowVertex,glowFragment1); |
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mIndex2 = PostprocessEffect.register("GLOW2", glowVertex,glowFragment2); |
Also available in: Unified diff
Progress with thr Glow effect - moving glow app looks ok now.