Revision ca4521e3
Added by Leszek Koltunski over 6 years ago
src/main/java/org/distorted/library/effect/PostprocessEffectGlow.java | ||
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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/** |
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* Add a (colored) glow about each object in the Framebuffer.
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* Add a (colored) glow around an object.
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*/ |
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public class PostprocessEffectGlow extends PostprocessEffect |
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{ |
src/main/res/raw/main_fragment_shader.glsl | ||
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////////////////////////////////////////////////////////////////////////////////////////////// |
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// per-pixel linked list. Order Independent Transparency. |
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in vec2 v_Pixel; // location of the current fragment, in pixels |
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uniform uvec2 u_Size; |
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uniform uint u_numRecords; |
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src/main/res/raw/main_vertex_shader.glsl | ||
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out vec3 v_Normal; // |
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out vec2 v_TexCoordinate; // |
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#ifdef OIT |
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out vec2 v_Pixel; // 2D pixel coords in window space |
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uniform uvec2 u_Size; // size of the output surface, in pixels. |
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#endif |
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uniform vec3 u_objD; // half of object width x half of object height X half the depth; |
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// point (0,0,0) is the center of the object |
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#endif |
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v_Position = v; |
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#ifdef OIT |
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v_Pixel = (a_Position.xy + 0.5) * vec2(u_Size); |
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#endif |
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v_endPosition = v + (0.3*u_objD.x)*n; |
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v_TexCoordinate = a_TexCoordinate; |
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v_Normal = normalize(vec3(u_MVMatrix*vec4(n,0.0))); |
Also available in: Unified diff
Simplify Main OIT shader.