Revision a93931da
Added by Leszek Koltunski over 7 years ago
src/main/java/org/distorted/library/EffectQueuePostprocess.java | ||
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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 );
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287 |
GLES30.glUniform1i( mColorTexture1H , 0 );
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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 );
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304 |
GLES30.glUniform1f( mDepthTexture2H , 1 );
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303 |
GLES30.glUniform1i( mColorTexture2H , 0 );
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304 |
GLES30.glUniform1i( mDepthTexture2H , 1 );
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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); |
Also available in: Unified diff
Bugfix (samplers need to be sent to shaders as INTEGER Uniform