Revision ad33f883
Added by Leszek Koltunski over 7 years ago
src/main/res/raw/main_fragment_shader.glsl | ||
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varying vec3 v_Normal; // Interpolated normal for this fragment. |
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varying vec2 v_TexCoordinate; // Interpolated texture coordinate per fragment. |
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uniform int fNumEffects; // total number of fragment effects |
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#if NUM_FRAGMENT>0 |
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uniform int fNumEffects; // total number of fragment effects |
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uniform int fType[NUM_FRAGMENT]; // their types. |
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uniform vec4 fUniforms[2*NUM_FRAGMENT]; // i-th effect is 2 consecutive vec4's: [2*i], [2*i+1]. First vec4 is the Interpolated values, |
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// next describes the Region, i.e. area over which the effect is active. |
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#if defined(SATURATION) || defined(SMOOTH_SATURATION) |
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const vec3 LUMI = vec3( 0.2125, 0.7154, 0.0721 ); |
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#endif |
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////////////////////////////////////////////////////////////////////////////////////////////// |
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// CHROMA EFFECT |
src/main/res/raw/main_vertex_shader.glsl | ||
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varying vec3 v_Normal; // |
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varying vec2 v_TexCoordinate; // |
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uniform int vNumEffects; // total number of vertex effects |
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#if NUM_VERTEX>0 |
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uniform int vNumEffects; // total number of vertex effects |
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uniform int vType[NUM_VERTEX]; // their types. |
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uniform vec4 vUniforms[3*NUM_VERTEX];// i-th effect is 3 consecutive vec4's: [3*i], [3*i+1], [3*i+2]. |
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// The first vec4 is the Interpolated values, |
src/main/res/raw/test_vertex_shader.glsl | ||
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uniform vec2 u_objD; // object width X object height. |
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// point (0,0) is the center of the object |
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uniform mat4 u_MVPMatrix; // the combined model/view/projection matrix. |
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attribute vec2 a_Position; // Per-vertex position information we will pass in. |
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////////////////////////////////////////////////////////////////////////////////////////////// |
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