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Revision b7074bc6

Added by Leszek Koltunski about 4 years ago

Lower requirements - now only OpenGL ES 3.0 is required; if running on such platform, OIT part of the API ( which is the only one which actually requires 3.1) is switched off.

View differences:

src/main/java/org/distorted/library/effectqueue/EffectQueueVertex.java
19 19

  
20 20
package org.distorted.library.effectqueue;
21 21

  
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import android.opengl.GLES31;
22
import android.opengl.GLES30;
23 23

  
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import org.distorted.library.effect.EffectType;
25 25
import org.distorted.library.effect.VertexEffect;
......
48 48

  
49 49
  static void uniforms(int mProgramH, int variant)
50 50
    {
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    mNumEffectsH[variant]= GLES31.glGetUniformLocation( mProgramH, "vNumEffects");
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    mNameH[variant]      = GLES31.glGetUniformLocation( mProgramH, "vName");
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    mUniformsH[variant]  = GLES31.glGetUniformLocation( mProgramH, "vUniforms");
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    mInflateH[variant]   = GLES31.glGetUniformLocation( mProgramH, "u_Inflate");
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    mNumEffectsH[variant]= GLES30.glGetUniformLocation( mProgramH, "vNumEffects");
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    mNameH[variant]      = GLES30.glGetUniformLocation( mProgramH, "vName");
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    mUniformsH[variant]  = GLES30.glGetUniformLocation( mProgramH, "vUniforms");
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    mInflateH[variant]   = GLES30.glGetUniformLocation( mProgramH, "u_Inflate");
55 55
    }
56 56

  
57 57
///////////////////////////////////////////////////////////////////////////////////////////////////
......
79 79

  
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  void send(float inflate, int variant)
81 81
    {
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    GLES31.glUniform1i( mNumEffectsH[variant], mNumEffects);
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    GLES31.glUniform1f( mInflateH[variant]   , inflate    );
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    GLES30.glUniform1i( mNumEffectsH[variant], mNumEffects);
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    GLES30.glUniform1f( mInflateH[variant]   , inflate    );
84 84

  
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    if( mNumEffects>0 )
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      {
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      GLES31.glUniform1iv( mNameH[variant]    ,                 mNumEffects, mName    ,0);
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      GLES31.glUniform4fv( mUniformsH[variant],(NUM_UNIFORMS/4)*mNumEffects, mUniforms,0);
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      GLES30.glUniform1iv( mNameH[variant]    ,                 mNumEffects, mName    ,0);
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      GLES30.glUniform4fv( mUniformsH[variant],(NUM_UNIFORMS/4)*mNumEffects, mUniforms,0);
89 89
      }
90 90
    }
91 91
  }

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