Revision ad33f883
Added by Leszek Koltunski about 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 |
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