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package org.distorted.library;
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import android.opengl.GLES20;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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class EffectListFragment extends EffectList
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{
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private static final int NUM_UNIFORMS = 9;
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private float[] mBuf;
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private static int mNumEffectsH;
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private static int mTypeH;
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private static int mUniformsH;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public EffectListFragment(DistortedObject obj)
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{
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super(obj,NUM_UNIFORMS,FRAGMENT);
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if( mMax[FRAGMENT]>0 )
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{
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mBuf= new float[4*mMax[FRAGMENT]];
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}
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Only max Byte.MAX_VALUE concurrent effects per bitmap.
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// If you want more, change type of the mNumEffects, mIDIndex and mFreeIndexes variables to shorts.
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static boolean setMax(int m)
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{
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if( (mCreated==false && !Distorted.isInitialized()) || m<=mMax[FRAGMENT] )
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{
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if( m<0 ) m = 0;
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else if( m>Byte.MAX_VALUE ) m = Byte.MAX_VALUE;
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mMax[FRAGMENT] = m;
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return true;
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}
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return false;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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static int getMax()
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{
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return mMax[FRAGMENT];
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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static void getUniforms(int mProgramH)
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{
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mNumEffectsH= GLES20.glGetUniformLocation( mProgramH, "fNumEffects");
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mTypeH = GLES20.glGetUniformLocation( mProgramH, "fType");
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mUniformsH = GLES20.glGetUniformLocation( mProgramH, "fUniforms");
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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synchronized void compute(long currTime)
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{
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if( currTime==mTime ) return;
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if( mTime==0 ) mTime = currTime;
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long step = (currTime-mTime);
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for(int i=0; i<mNumEffects; i++)
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{
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if( mInterI[i]==null ) continue;
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if( mInterP[i]!=null ) mInterP[i].interpolateMain(mBuf, 4*i, mCurrentDuration[i]);
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if( mInterI[i].interpolateMain(mUniforms ,NUM_UNIFORMS*i, mCurrentDuration[i], step) )
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{
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for(int j=0; j<mNumListeners; j++)
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EffectMessageSender.newMessage( mListeners.elementAt(j),
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EffectMessage.EFFECT_FINISHED,
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(mID[i]<<DistortedObject.TYPE_NUM)+Distorted.TYPE_FRAG,
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mType[i],
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mBitmapID);
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if( EffectNames.isUnity(mType[i], mUniforms, NUM_UNIFORMS*i) )
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{
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remove(i);
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i--;
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continue;
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}
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}
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mCurrentDuration[i] += step;
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}
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mTime = currTime;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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protected void moveEffect(int index)
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{
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mBuf[4*index ] = mBuf[4*index+4];
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mBuf[4*index+1] = mBuf[4*index+5];
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mBuf[4*index+2] = mBuf[4*index+6];
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mBuf[4*index+3] = mBuf[4*index+7];
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mUniforms[NUM_UNIFORMS*index ] = mUniforms[NUM_UNIFORMS*(index+1) ];
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mUniforms[NUM_UNIFORMS*index+1] = mUniforms[NUM_UNIFORMS*(index+1)+1];
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mUniforms[NUM_UNIFORMS*index+2] = mUniforms[NUM_UNIFORMS*(index+1)+2];
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mUniforms[NUM_UNIFORMS*index+3] = mUniforms[NUM_UNIFORMS*(index+1)+3];
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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synchronized void send()
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{
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GLES20.glUniform1i( mNumEffectsH, mNumEffects);
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if( mNumEffects>0 )
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{
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GLES20.glUniform1iv( mTypeH , mNumEffects, mType ,0);
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GLES20.glUniform3fv( mUniformsH,3*mNumEffects, mUniforms,0);
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}
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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synchronized void sendZero()
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{
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GLES20.glUniform1i( mNumEffectsH, 0);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Do various post-processing on already computed effects.
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// 1) move all Points and scale all Region radii by a ModelView matrix
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// 2) in case of macroblock, pre-compute some values so that we don't have to do it in the fragment shader.
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void postprocess(float[] MVmatrix)
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{
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if( mNumEffects>0 )
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{
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float tx,ty;
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float w = (float)Math.sqrt(MVmatrix[0]*MVmatrix[0] + MVmatrix[4]*MVmatrix[4]); // The scale factors are the lengths of the first 3 vectors of the upper-left 3x3 submatrix; here
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float h = (float)Math.sqrt(MVmatrix[1]*MVmatrix[1] + MVmatrix[5]*MVmatrix[5]); // m[2]=m[6]=m[8]=m[9]=0 so it is really only the upper-left 2x2 matrix.
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for(int i=0; i<mNumEffects; i++)
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{
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tx = mBuf[4*i ]-mObjHalfX; // we have to invert y and move everything by (half of bmp width, half of bmp height)
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ty =-mBuf[4*i+1]+mObjHalfY; //
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mUniforms[NUM_UNIFORMS*i+4] = w*mBuf[4*i+2]; // in fragment shader rx and ry radii are the second and third values of the Region thus 9*i+4 and 9*i+5
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mUniforms[NUM_UNIFORMS*i+5] = h*mBuf[4*i+3]; //
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// mUniforms[NUM_UNIFORMS*i+6] = // this value is not used in Fragment Shader
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mUniforms[NUM_UNIFORMS*i+7] = MVmatrix[0]*tx + MVmatrix[4]*ty + MVmatrix[12]; // multiply the ModelView matrix times the (x,y,0,1) point, i.e. the (x,y) point on the surface of the bitmap.
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mUniforms[NUM_UNIFORMS*i+8] = MVmatrix[1]*tx + MVmatrix[5]*ty + MVmatrix[13]; //
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if( mType[i]==EffectNames.MACROBLOCK.ordinal() ) // fill up the .y and .z components of the Interpolated values already to avoid having to compute this in the fragment shader
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{
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mUniforms[NUM_UNIFORMS*i+1] = 2.0f*mObjHalfX/mUniforms[NUM_UNIFORMS*i];
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mUniforms[NUM_UNIFORMS*i+2] = 2.0f*mObjHalfY/mUniforms[NUM_UNIFORMS*i];
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}
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}
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}
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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synchronized long add(EffectNames eln, Interpolator inter, Float4D region, Interpolator2D point)
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{
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if( mMax[FRAGMENT]>mNumEffects )
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{
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EffectNames.fillWithUnities(eln.ordinal(), mUniforms, NUM_UNIFORMS*mNumEffects);
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mInterI[mNumEffects] = inter;
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mInterP[mNumEffects] = point;
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mBuf[4*mNumEffects+2] = (region==null || region.z<=0.0f) ? 1000*mObjHalfX : region.z;
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mBuf[4*mNumEffects+3] = (region==null || region.w<=0.0f) ? 1000*mObjHalfY : region.w;
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return addBase(eln);
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}
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return -1;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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synchronized long add(EffectNames eln, Interpolator inter, Float4D region, float x, float y)
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{
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if( mMax[FRAGMENT]>mNumEffects )
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{
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EffectNames.fillWithUnities(eln.ordinal(), mUniforms, NUM_UNIFORMS*mNumEffects);
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mInterI[mNumEffects] = inter;
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mInterP[mNumEffects] = null;
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mBuf[4*mNumEffects ] = x;
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mBuf[4*mNumEffects+1] = y;
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mBuf[4*mNumEffects+2] = (region==null || region.z<=0.0f) ? 1000*mObjHalfX : region.z;
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mBuf[4*mNumEffects+3] = (region==null || region.w<=0.0f) ? 1000*mObjHalfY : region.w;
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return addBase(eln);
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}
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return -1;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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synchronized long add(EffectNames eln, Interpolator1D inter, Float3D c, Float4D region, Interpolator2D point)
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{
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if( mMax[FRAGMENT]>mNumEffects )
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{
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mInterI[mNumEffects] = inter;
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mInterP[mNumEffects] = point;
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mBuf[4*mNumEffects+2] = (region==null || region.z<=0.0f) ? 1000*mObjHalfX : region.z;
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mBuf[4*mNumEffects+3] = (region==null || region.w<=0.0f) ? 1000*mObjHalfY : region.w;
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mUniforms[NUM_UNIFORMS*mNumEffects+1] = c.x;
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mUniforms[NUM_UNIFORMS*mNumEffects+2] = c.y;
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mUniforms[NUM_UNIFORMS*mNumEffects+3] = c.z;
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return addBase(eln);
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}
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return -1;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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synchronized long add(EffectNames eln, Interpolator1D inter, Float3D c, Float4D region, float x, float y)
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{
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if( mMax[FRAGMENT]>mNumEffects )
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{
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mInterI[mNumEffects] = inter;
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mInterP[mNumEffects] = null;
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mBuf[4*mNumEffects ] = x;
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mBuf[4*mNumEffects+1] = y;
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mBuf[4*mNumEffects+2] = (region==null || region.z<=0.0f) ? 1000*mObjHalfX : region.z;
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mBuf[4*mNumEffects+3] = (region==null || region.w<=0.0f) ? 1000*mObjHalfY : region.w;
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mUniforms[NUM_UNIFORMS*mNumEffects+1] = c.x;
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mUniforms[NUM_UNIFORMS*mNumEffects+2] = c.y;
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mUniforms[NUM_UNIFORMS*mNumEffects+3] = c.z;
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return addBase(eln);
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}
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return -1;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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synchronized long add(EffectNames eln, float t, Float3D c, Float4D region, Interpolator2D point)
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{
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if( mMax[FRAGMENT]>mNumEffects )
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{
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mInterI[mNumEffects] = null;
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mInterP[mNumEffects] = point;
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mBuf[4*mNumEffects+2] = (region==null || region.z<=0.0f) ? 1000*mObjHalfX : region.z;
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mBuf[4*mNumEffects+3] = (region==null || region.w<=0.0f) ? 1000*mObjHalfY : region.w;
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mUniforms[NUM_UNIFORMS*mNumEffects+0] = t;
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mUniforms[NUM_UNIFORMS*mNumEffects+1] = c.x;
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mUniforms[NUM_UNIFORMS*mNumEffects+2] = c.y;
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mUniforms[NUM_UNIFORMS*mNumEffects+3] = c.z;
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return addBase(eln);
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}
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return -1;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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synchronized long add(EffectNames eln, float t, Float3D c, Float4D region, float x, float y)
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{
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if( mMax[FRAGMENT]>mNumEffects )
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{
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mInterI[mNumEffects] = null;
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mInterP[mNumEffects] = null;
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mBuf[4*mNumEffects ] = x;
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mBuf[4*mNumEffects+1] = y;
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mBuf[4*mNumEffects+2] = (region==null || region.z<=0.0f) ? 1000*mObjHalfX : region.z;
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mBuf[4*mNumEffects+3] = (region==null || region.w<=0.0f) ? 1000*mObjHalfY : region.w;
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mUniforms[NUM_UNIFORMS*mNumEffects+0] = t;
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mUniforms[NUM_UNIFORMS*mNumEffects+1] = c.x;
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mUniforms[NUM_UNIFORMS*mNumEffects+2] = c.y;
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mUniforms[NUM_UNIFORMS*mNumEffects+3] = c.z;
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return addBase(eln);
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}
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return -1;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// end of FragmentEffect
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}
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