Revision c1fa9e3c
Added by Leszek Koltunski about 5 years ago
| src/main/java/org/distorted/library/effect/PostprocessEffectBlur.java | ||
|---|---|---|
| 197 | 197 |
buffer.bindForOutput(1); |
| 198 | 198 |
buffer.setAsInput(0); |
| 199 | 199 |
|
| 200 |
GLES30.glTexParameteri( GLES30.GL_TEXTURE_2D, GLES30.GL_TEXTURE_WRAP_S, GLES30.GL_CLAMP_TO_EDGE); |
|
| 201 |
GLES30.glTexParameteri( GLES30.GL_TEXTURE_2D, GLES30.GL_TEXTURE_WRAP_T, GLES30.GL_CLAMP_TO_EDGE); |
|
| 202 |
|
|
| 200 | 203 |
GLES30.glColorMask(true,true,true,true); |
| 201 | 204 |
GLES30.glClearColor(1.0f,1.0f,1.0f,0.0f); |
| 202 | 205 |
GLES30.glClear(GLES30.GL_COLOR_BUFFER_BIT); |
| ... | ... | |
| 218 | 221 |
buffer.bindForOutput(0); |
| 219 | 222 |
buffer.setAsInput(1); |
| 220 | 223 |
|
| 224 |
GLES30.glTexParameteri( GLES30.GL_TEXTURE_2D, GLES30.GL_TEXTURE_WRAP_S, GLES30.GL_CLAMP_TO_EDGE); |
|
| 225 |
GLES30.glTexParameteri( GLES30.GL_TEXTURE_2D, GLES30.GL_TEXTURE_WRAP_T, GLES30.GL_CLAMP_TO_EDGE); |
|
| 226 |
|
|
| 221 | 227 |
GLES30.glClear(GLES30.GL_COLOR_BUFFER_BIT); |
| 222 | 228 |
|
| 223 | 229 |
GLES30.glUniform1f ( mProgram2.mUniform[0] , n ); |
| src/main/java/org/distorted/library/effect/PostprocessEffectGlow.java | ||
|---|---|---|
| 200 | 200 |
buffer.bindForOutput(1); |
| 201 | 201 |
buffer.setAsInput(0); |
| 202 | 202 |
|
| 203 |
GLES30.glTexParameteri( GLES30.GL_TEXTURE_2D, GLES30.GL_TEXTURE_WRAP_S, GLES30.GL_CLAMP_TO_EDGE); |
|
| 204 |
GLES30.glTexParameteri( GLES30.GL_TEXTURE_2D, GLES30.GL_TEXTURE_WRAP_T, GLES30.GL_CLAMP_TO_EDGE); |
|
| 205 |
|
|
| 203 | 206 |
GLES30.glColorMask(true,true,true,true); |
| 204 | 207 |
GLES30.glClearColor(1.0f,1.0f,1.0f,0.0f); |
| 205 | 208 |
GLES30.glClear(GLES30.GL_COLOR_BUFFER_BIT); |
| ... | ... | |
| 221 | 224 |
buffer.bindForOutput(0); |
| 222 | 225 |
buffer.setAsInput(1); |
| 223 | 226 |
|
| 227 |
GLES30.glTexParameteri( GLES30.GL_TEXTURE_2D, GLES30.GL_TEXTURE_WRAP_S, GLES30.GL_CLAMP_TO_EDGE); |
|
| 228 |
GLES30.glTexParameteri( GLES30.GL_TEXTURE_2D, GLES30.GL_TEXTURE_WRAP_T, GLES30.GL_CLAMP_TO_EDGE); |
|
| 229 |
|
|
| 224 | 230 |
GLES30.glClear(GLES30.GL_COLOR_BUFFER_BIT); |
| 225 | 231 |
|
| 226 | 232 |
GLES30.glUniform1f ( mProgram2.mUniform[0] , n ); |
Also available in: Unified diff
When blurring or glowing, we need to CLAMP_TO_EDGE the texture - otherwise part of the blur or glow could appear on the other end of the texture.