Revision b7074bc6
Added by Leszek Koltunski about 4 years ago
src/main/java/org/distorted/library/effectqueue/EffectQueueVertex.java | ||
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package org.distorted.library.effectqueue; |
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import android.opengl.GLES31;
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import android.opengl.GLES30;
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import org.distorted.library.effect.EffectType; |
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import org.distorted.library.effect.VertexEffect; |
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static void uniforms(int mProgramH, int variant) |
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{ |
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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");
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} |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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void send(float inflate, int variant) |
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{ |
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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 );
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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);
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} |
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} |
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} |
Also available in: Unified diff
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.