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Revision ca4521e3

Added by Leszek Koltunski almost 6 years ago

Simplify Main OIT shader.

View differences:

src/main/res/raw/main_vertex_shader.glsl
28 28
out vec3 v_Normal;                   //
29 29
out vec2 v_TexCoordinate;            //
30 30

  
31
#ifdef OIT
32
out vec2 v_Pixel;                    // 2D pixel coords in window space
33
uniform uvec2 u_Size;                // size of the output surface, in pixels.
34
#endif
35

  
36 31
uniform vec3 u_objD;                 // half of object width x half of object height X half the depth;
37 32
                                     // point (0,0,0) is the center of the object
38 33

  
......
161 156
#endif
162 157
   
163 158
  v_Position      = v;
164

  
165
#ifdef OIT
166
  v_Pixel         = (a_Position.xy + 0.5) * vec2(u_Size);
167
#endif
168

  
169 159
  v_endPosition   = v + (0.3*u_objD.x)*n;
170 160
  v_TexCoordinate = a_TexCoordinate;
171 161
  v_Normal        = normalize(vec3(u_MVMatrix*vec4(n,0.0)));

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