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Revision a93931da

Added by Leszek Koltunski over 7 years ago

Bugfix (samplers need to be sent to shaders as INTEGER Uniform

View differences:

src/main/java/org/distorted/library/EffectQueuePostprocess.java
284 284
      GLES30.glUniform1fv( mWeights1H, radius+1, weightsCache,offset);
285 285
      GLES30.glUniform1i( mRadius1H, radius);
286 286
      GLES30.glUniform1f( mDepth1H , 1.0f-surface.mNear);
287
      GLES30.glUniform1f( mColorTexture1H , 0 );
287
      GLES30.glUniform1i( mColorTexture1H , 0 );
288 288
      for(int i=0; i<=radius; i++) mOffsets[i] = offsetsCache[offset+i]/h;
289 289
      GLES30.glUniform1fv( mOffsets1H ,radius+1, mOffsets,0);
290 290
      GLES30.glVertexAttribPointer(mBlur1Program.mAttribute[0], POS_DATA_SIZE, GLES30.GL_FLOAT, false, 0, mQuadPositions);
......
300 300
      GLES30.glUniform1fv( mWeights2H, radius+1, weightsCache,offset);
301 301
      GLES30.glUniform1i( mRadius2H, radius);
302 302
      GLES30.glUniform1f( mDepth2H , 1.0f-surface.mNear);
303
      GLES30.glUniform1f( mColorTexture2H , 0 );
304
      GLES30.glUniform1f( mDepthTexture2H , 1 );
303
      GLES30.glUniform1i( mColorTexture2H , 0 );
304
      GLES30.glUniform1i( mDepthTexture2H , 1 );
305 305
      for(int i=0; i<=radius; i++) mOffsets[i] = offsetsCache[offset+i]/w;
306 306
      GLES30.glUniform1fv( mOffsets2H ,radius+1, mOffsets,0);
307 307
      GLES30.glVertexAttribPointer(mBlur2Program.mAttribute[0], POS_DATA_SIZE, GLES30.GL_FLOAT, false, 0, mQuadPositions);

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