Revision c1fa9e3c
Added by Leszek Koltunski over 4 years ago
src/main/java/org/distorted/library/effect/PostprocessEffectBlur.java | ||
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197 | 197 |
buffer.bindForOutput(1); |
198 | 198 |
buffer.setAsInput(0); |
199 | 199 |
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200 |
GLES30.glTexParameteri( GLES30.GL_TEXTURE_2D, GLES30.GL_TEXTURE_WRAP_S, GLES30.GL_CLAMP_TO_EDGE); |
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GLES30.glTexParameteri( GLES30.GL_TEXTURE_2D, GLES30.GL_TEXTURE_WRAP_T, GLES30.GL_CLAMP_TO_EDGE); |
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202 |
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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 |
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GLES30.glTexParameteri( GLES30.GL_TEXTURE_2D, GLES30.GL_TEXTURE_WRAP_S, GLES30.GL_CLAMP_TO_EDGE); |
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GLES30.glTexParameteri( GLES30.GL_TEXTURE_2D, GLES30.GL_TEXTURE_WRAP_T, GLES30.GL_CLAMP_TO_EDGE); |
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226 |
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221 | 227 |
GLES30.glClear(GLES30.GL_COLOR_BUFFER_BIT); |
222 | 228 |
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223 | 229 |
GLES30.glUniform1f ( mProgram2.mUniform[0] , n ); |
src/main/java/org/distorted/library/effect/PostprocessEffectGlow.java | ||
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200 | 200 |
buffer.bindForOutput(1); |
201 | 201 |
buffer.setAsInput(0); |
202 | 202 |
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GLES30.glTexParameteri( GLES30.GL_TEXTURE_2D, GLES30.GL_TEXTURE_WRAP_S, GLES30.GL_CLAMP_TO_EDGE); |
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GLES30.glTexParameteri( GLES30.GL_TEXTURE_2D, GLES30.GL_TEXTURE_WRAP_T, GLES30.GL_CLAMP_TO_EDGE); |
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205 |
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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 |
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227 |
GLES30.glTexParameteri( GLES30.GL_TEXTURE_2D, GLES30.GL_TEXTURE_WRAP_S, GLES30.GL_CLAMP_TO_EDGE); |
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GLES30.glTexParameteri( GLES30.GL_TEXTURE_2D, GLES30.GL_TEXTURE_WRAP_T, GLES30.GL_CLAMP_TO_EDGE); |
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229 |
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224 | 230 |
GLES30.glClear(GLES30.GL_COLOR_BUFFER_BIT); |
225 | 231 |
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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.