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Revision ad33f883

Added by Leszek Koltunski about 7 years ago

Minor

View differences:

src/main/res/raw/main_fragment_shader.glsl
25 25
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
38 38
varying vec3 v_Normal;               //
39 39
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
22 22
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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