Revision e029600f
Added by Leszek Koltunski over 7 years ago
| src/main/java/org/distorted/library/main/DistortedEffects.java | ||
|---|---|---|
| 70 | 70 |
|
| 71 | 71 |
/// BLIT DEPTH PROGRAM /// |
| 72 | 72 |
private static DistortedProgram mBlitDepthProgram; |
| 73 |
private static int mBlitDepthTextureH; |
|
| 74 |
private static int mBlitDepthDepthTextureH; |
|
| 75 |
private static int mBlitDepthDepthH; |
|
| 76 |
private static int mBlitDepthTexCorrH; |
|
| 77 | 73 |
private static int mBlitDepthSizeH; |
| 78 |
private static int mBlitDepthNumRecordsH; |
|
| 79 | 74 |
|
| 80 | 75 |
private static int[] mLinkedListSSBO = new int[1]; |
| 81 | 76 |
private static int[] mAtomicCounter = new int[1]; |
| ... | ... | |
| 95 | 90 |
|
| 96 | 91 |
/// BLIT DEPTH RENDER PROGRAM /// |
| 97 | 92 |
private static DistortedProgram mBlitDepthRenderProgram; |
| 98 |
private static int mBlitDepthRenderDepthTextureH; |
|
| 99 |
private static int mBlitDepthRenderDepthH; |
|
| 100 |
private static int mBlitDepthRenderTexCorrH; |
|
| 101 | 93 |
private static int mBlitDepthRenderSizeH; |
| 102 | 94 |
|
| 103 | 95 |
/// NORMAL PROGRAM ///// |
| ... | ... | |
| 192 | 184 |
} |
| 193 | 185 |
|
| 194 | 186 |
int blitDepthProgramH = mBlitDepthProgram.getProgramHandle(); |
| 195 |
mBlitDepthTextureH = GLES31.glGetUniformLocation( blitDepthProgramH, "u_Texture"); |
|
| 196 |
mBlitDepthDepthTextureH = GLES31.glGetUniformLocation( blitDepthProgramH, "u_DepthTexture"); |
|
| 197 |
mBlitDepthDepthH = GLES31.glGetUniformLocation( blitDepthProgramH, "u_Depth"); |
|
| 198 |
mBlitDepthTexCorrH = GLES31.glGetUniformLocation( blitDepthProgramH, "u_TexCorr"); |
|
| 199 | 187 |
mBlitDepthSizeH = GLES31.glGetUniformLocation( blitDepthProgramH, "u_Size"); |
| 200 |
mBlitDepthNumRecordsH = GLES31.glGetUniformLocation( blitDepthProgramH, "u_numRecords"); |
|
| 201 | 188 |
|
| 202 | 189 |
mIntBuffer = ByteBuffer.allocateDirect(4).order(ByteOrder.nativeOrder()).asIntBuffer(); |
| 203 | 190 |
mIntBuffer.put(0,0); |
| ... | ... | |
| 237 | 224 |
} |
| 238 | 225 |
|
| 239 | 226 |
int blitDepthRenderProgramH = mBlitDepthRenderProgram.getProgramHandle(); |
| 240 |
mBlitDepthRenderDepthTextureH = GLES31.glGetUniformLocation( blitDepthRenderProgramH, "u_DepthTexture"); |
|
| 241 |
mBlitDepthRenderDepthH = GLES31.glGetUniformLocation( blitDepthRenderProgramH, "u_Depth"); |
|
| 242 |
mBlitDepthRenderTexCorrH = GLES31.glGetUniformLocation( blitDepthRenderProgramH, "u_TexCorr"); |
|
| 243 | 227 |
mBlitDepthRenderSizeH = GLES31.glGetUniformLocation( blitDepthRenderProgramH, "u_Size"); |
| 244 | 228 |
|
| 245 | 229 |
// NORMAL PROGRAM ////////////////////////////////////// |
| ... | ... | |
| 402 | 386 |
mBlitDepthProgram.useProgram(); |
| 403 | 387 |
|
| 404 | 388 |
GLES31.glViewport(0, 0, surface.mWidth, surface.mHeight ); |
| 405 |
GLES31.glUniform1i(mBlitDepthTextureH, 0); |
|
| 406 |
GLES31.glUniform1i(mBlitDepthDepthTextureH, 1); |
|
| 407 |
GLES31.glUniform2f(mBlitDepthTexCorrH, corrW, corrH ); |
|
| 408 |
GLES31.glUniform2i(mBlitDepthSizeH, surface.mWidth, surface.mHeight); |
|
| 409 |
GLES31.glUniform1ui(mBlitDepthNumRecordsH, (mBufferSize-surface.mWidth*surface.mHeight)/3 ); // see the fragment shader |
|
| 410 |
GLES31.glUniform1f(mBlitDepthDepthH , 1.0f-surface.mNear); |
|
| 389 |
GLES31.glUniform2f(mBlitDepthSizeH, surface.mWidth, surface.mHeight); |
|
| 411 | 390 |
GLES31.glVertexAttribPointer(mBlitDepthProgram.mAttribute[0], 2, GLES31.GL_FLOAT, false, 0, mQuadPositions); |
| 412 | 391 |
GLES31.glDrawArrays(GLES31.GL_TRIANGLE_STRIP, 0, 4); |
| 413 | 392 |
} |
| ... | ... | |
| 420 | 399 |
{
|
| 421 | 400 |
mBlitDepthRenderProgram.useProgram(); |
| 422 | 401 |
|
| 423 |
analyzeBuffer(surface.mWidth, surface.mHeight); |
|
| 402 |
//analyzeBuffer(surface.mWidth, surface.mHeight);
|
|
| 424 | 403 |
|
| 425 | 404 |
GLES31.glViewport(0, 0, surface.mWidth, surface.mHeight ); |
| 426 |
GLES31.glUniform1i(mBlitDepthRenderDepthTextureH, 1); |
|
| 427 |
GLES31.glUniform2f(mBlitDepthRenderTexCorrH, corrW, corrH ); |
|
| 428 |
GLES31.glUniform2i(mBlitDepthRenderSizeH, surface.mWidth, surface.mHeight); |
|
| 429 |
GLES31.glUniform1f( mBlitDepthRenderDepthH , 1.0f-surface.mNear); |
|
| 405 |
GLES31.glUniform2f(mBlitDepthRenderSizeH, surface.mWidth, surface.mHeight); |
|
| 430 | 406 |
GLES31.glVertexAttribPointer(mBlitDepthRenderProgram.mAttribute[0], 2, GLES31.GL_FLOAT, false, 0, mQuadPositions); |
| 431 | 407 |
GLES31.glDrawArrays(GLES31.GL_TRIANGLE_STRIP, 0, 4); |
| 432 | 408 |
|
| ... | ... | |
| 442 | 418 |
private static void analyzeBuffer(int w, int h) |
| 443 | 419 |
{
|
| 444 | 420 |
int ptr; |
| 445 |
final int GREEN = (255<<16) + 255;
|
|
| 446 |
final int RED = (255<<24) + 255;
|
|
| 421 |
final int GREEN = 1;
|
|
| 422 |
final int RED = 2;
|
|
| 447 | 423 |
|
| 448 | 424 |
int left1=0, left2=0; |
| 449 | 425 |
int right1=0, right2=0; |
| src/main/java/org/distorted/library/main/DistortedOutputSurface.java | ||
|---|---|---|
| 386 | 386 |
numRenders += currQueue.postprocess(mBuffer); |
| 387 | 387 |
numRenders += blitWithDepth(time, mBuffer[quality]); |
| 388 | 388 |
GLES31.glMemoryBarrier(GLES31.GL_ALL_BARRIER_BITS); |
| 389 |
//GLES31.glFinish();
|
|
| 389 |
//GLES31.glFlush();
|
|
| 390 | 390 |
numRenders += blitWithDepthRender(time,mBuffer[quality]); // merge the OIT linked list |
| 391 | 391 |
clearBuffer(mBuffer[quality]); |
| 392 |
GLES31.glMemoryBarrier(GLES31.GL_ALL_BARRIER_BITS); |
|
| 393 |
//GLES31.glFlush(); |
|
| 394 | 392 |
} |
| 395 | 393 |
} |
| 396 | 394 |
|
| src/main/res/raw/blit_depth_fragment_shader.glsl | ||
|---|---|---|
| 20 | 20 |
precision highp float; |
| 21 | 21 |
precision highp int; |
| 22 | 22 |
|
| 23 |
#if __VERSION__ != 100 |
|
| 24 |
out vec4 fragColor; // The output color |
|
| 25 |
in vec2 v_TexCoordinate; // Interpolated texture coordinate per fragment. |
|
| 26 |
in vec2 v_Pixel; // location of the current fragment, in pixels |
|
| 27 |
#define TEXTURE texture |
|
| 28 |
#define FRAG_COLOR fragColor |
|
| 29 |
#else |
|
| 30 |
varying vec2 v_TexCoordinate; // Interpolated texture coordinate per fragment. |
|
| 31 |
varying vec2 v_Pixel; // location of the current fragment, in pixels |
|
| 32 |
#define TEXTURE texture2D |
|
| 33 |
#define FRAG_COLOR gl_FragColor |
|
| 34 |
#endif |
|
| 23 |
out vec4 fragColor; |
|
| 24 |
in vec2 v_TexCoordinate; |
|
| 35 | 25 |
|
| 36 |
uniform sampler2D u_Texture; |
|
| 37 |
uniform sampler2D u_DepthTexture; |
|
| 26 |
uniform vec2 u_Size; |
|
| 38 | 27 |
|
| 39 |
////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 40 |
// per-pixel linked list. Order Independent Transparency. |
|
| 41 |
|
|
| 42 |
uniform ivec2 u_Size; |
|
| 43 |
uniform uint u_numRecords; |
|
| 44 |
|
|
| 45 |
layout (binding=0, offset=0) uniform atomic_uint u_Counter; // initialize to 0 |
|
| 46 |
|
|
| 47 |
layout (std430,binding=1) buffer linkedlist // first (u_Size.x*u_Size.y) uints - head pointers, |
|
| 48 |
{ // one for each pixel in the Output rectangle.
|
|
| 49 |
uint u_Records[]; // |
|
| 50 |
}; // Next 3*u_numRecords uints - actual linked list, i.e. |
|
| 51 |
// triplets of (pointer,depth,rgba). |
|
| 52 |
|
|
| 53 |
////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 54 |
// Concurrent insert to a linked list. Tim Harris, 'pragmatic implementation of non-blocking |
|
| 55 |
// linked-lists', 2001. |
|
| 56 |
// This arranges fragments by decreasing 'depth', so one would think - from back to front, but |
|
| 57 |
// in main() below the depth is mapped with S*(1-depth)/2, so it is really front to back. |
|
| 58 |
|
|
| 59 |
void insert2( vec2 ij, uint depth, uint rgba ) |
|
| 60 |
{
|
|
| 61 |
/* |
|
| 62 |
uint index = uint(ij.x + ij.y * float(u_Size.x)); |
|
| 63 |
u_Records[index] = (255u<<24u)+ uint( (int(255*int(ij.y)/u_Size.y))<<16u ) + (255u); |
|
| 64 |
discard; |
|
| 65 |
*/ |
|
| 66 |
|
|
| 67 |
uint ptr = atomicCounterIncrement(u_Counter); |
|
| 68 |
|
|
| 69 |
if( ptr<u_numRecords ) |
|
| 70 |
{
|
|
| 71 |
ptr = ptr /*uint(ij.x + ij.y * float(u_Size.x))*/ + uint(u_Size.x*u_Size.y); |
|
| 72 |
|
|
| 73 |
u_Records[ptr ] = (255u<<( (2*int(ij.x) > u_Size.x) ? 24u:16u)) + (255u); |
|
| 74 |
//u_Records[ptr+1u] = depth; |
|
| 75 |
//u_Records[ptr+2u] = rgba; |
|
| 76 |
|
|
| 77 |
uint index = uint(ij.x + ij.y * float(u_Size.x)); |
|
| 78 |
u_Records[index] = ptr; |
|
| 79 |
discard; |
|
| 80 |
} |
|
| 81 |
} |
|
| 82 |
|
|
| 83 |
void insert( vec2 ij, uint depth, uint rgba ) |
|
| 84 |
{
|
|
| 85 |
uint ptr = atomicCounterIncrement(u_Counter); |
|
| 28 |
layout (binding=0, offset=0) uniform atomic_uint u_Counter; |
|
| 86 | 29 |
|
| 87 |
if( ptr<u_numRecords ) |
|
| 88 |
{
|
|
| 89 |
ptr = 3u*ptr + uint(u_Size.x*u_Size.y); |
|
| 90 |
|
|
| 91 |
u_Records[ptr ] = 0u; |
|
| 92 |
u_Records[ptr+1u] = depth; |
|
| 93 |
u_Records[ptr+2u] = rgba; |
|
| 94 |
|
|
| 95 |
uint index = uint(ij.x + ij.y * float(u_Size.x)); |
|
| 96 |
|
|
| 97 |
u_Records[index] = ptr; |
|
| 98 |
} |
|
| 99 |
/* |
|
| 100 |
uint ptr = atomicCounterIncrement(u_Counter)-1u; |
|
| 101 |
|
|
| 102 |
if( ptr<u_numRecords ) |
|
| 103 |
{
|
|
| 104 |
ptr = 3u*ptr + uint(u_Size.x*u_Size.y); |
|
| 105 |
|
|
| 106 |
u_Records[ptr+1u] = depth; |
|
| 107 |
u_Records[ptr+2u] = rgba; |
|
| 108 |
|
|
| 109 |
memoryBarrier(); |
|
| 110 |
|
|
| 111 |
uint prev = uint(ij.x + ij.y * float(u_Size.x)); |
|
| 112 |
uint curr = u_Records[prev]; |
|
| 113 |
/* |
|
| 114 |
while (true) |
|
| 115 |
{
|
|
| 116 |
if ( curr==0u || depth > u_Records[curr+1u] ) // need to insert here |
|
| 117 |
{
|
|
| 118 |
|
|
| 119 |
u_Records[ptr] = curr; // next of new record is curr |
|
| 120 |
memoryBarrier(); |
|
| 121 |
uint res = atomicCompSwap( u_Records[prev], curr, ptr ); |
|
| 122 |
/* |
|
| 123 |
if (res==curr) break; // done! |
|
| 124 |
else curr = res; // could not insert! retry from same place in list |
|
| 125 |
} |
|
| 126 |
else // advance in list |
|
| 127 |
{
|
|
| 128 |
prev = curr; |
|
| 129 |
curr = u_Records[prev]; |
|
| 130 |
} |
|
| 131 |
} |
|
| 132 |
*/ |
|
| 133 |
// } |
|
| 134 |
|
|
| 135 |
|
|
| 136 |
} |
|
| 137 |
|
|
| 138 |
////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 139 |
|
|
| 140 |
uint convert(vec4 c) |
|
| 30 |
layout (std430,binding=1) buffer linkedlist |
|
| 141 | 31 |
{
|
| 142 |
return ((uint(255.0*c.r))<<24u) + ((uint(255.0*c.g))<<16u) + ((uint(255.0*c.b))<<8u) + uint(255.0*c.a);
|
|
| 143 |
} |
|
| 32 |
uint u_Records[];
|
|
| 33 |
};
|
|
| 144 | 34 |
|
| 145 | 35 |
////////////////////////////////////////////////////////////////////////////////////////////// |
| 146 | 36 |
|
| 147 | 37 |
void main() |
| 148 | 38 |
{
|
| 149 |
vec4 frag = TEXTURE(u_Texture , v_TexCoordinate); |
|
| 150 |
float depth= TEXTURE(u_DepthTexture, v_TexCoordinate).r; |
|
| 151 |
/* |
|
| 152 |
if( frag.a > 0.95 ) |
|
| 153 |
{
|
|
| 154 |
gl_FragDepth = depth; |
|
| 155 |
FRAG_COLOR = frag; |
|
| 156 |
} |
|
| 157 |
else if( frag.a > 0.0 ) |
|
| 158 |
{*/
|
|
| 159 |
const float S= 2147483647.0; // max signed int. Could probably be max unsigned int but this is enough. |
|
| 160 |
insert2(v_Pixel, uint(S*(1.0-depth)/2.0), convert(frag) ); |
|
| 161 |
//} |
|
| 39 |
uint pixelX = uint(v_TexCoordinate.x * u_Size.x); |
|
| 40 |
uint pixelY = uint(v_TexCoordinate.y * u_Size.y); |
|
| 41 |
uint index = pixelX + pixelY * uint(u_Size.x); |
|
| 42 |
|
|
| 43 |
uint ptr = atomicCounterIncrement(u_Counter) + uint(u_Size.x*u_Size.y); |
|
| 44 |
u_Records[ptr ] = (v_TexCoordinate.x>0.5?2u:1u); |
|
| 45 |
u_Records[index] = ptr; |
|
| 46 |
discard; |
|
| 162 | 47 |
} |
| src/main/res/raw/blit_depth_render_fragment_shader.glsl | ||
|---|---|---|
| 20 | 20 |
precision highp float; |
| 21 | 21 |
precision highp int; |
| 22 | 22 |
|
| 23 |
#if __VERSION__ != 100 |
|
| 24 |
out vec4 fragColor; // The output color |
|
| 25 |
in vec2 v_TexCoordinate; // Interpolated texture coordinate per fragment. |
|
| 26 |
in vec2 v_Pixel; // location of the current fragment, in pixels |
|
| 27 |
#define TEXTURE texture |
|
| 28 |
#define FRAG_COLOR fragColor |
|
| 29 |
#else |
|
| 30 |
varying vec2 v_TexCoordinate; // Interpolated texture coordinate per fragment. |
|
| 31 |
varying vec2 v_Pixel; // location of the current fragment, in pixels |
|
| 32 |
#define TEXTURE texture2D |
|
| 33 |
#define FRAG_COLOR gl_FragColor |
|
| 34 |
#endif |
|
| 23 |
out vec4 fragColor; |
|
| 24 |
in vec2 v_TexCoordinate; |
|
| 35 | 25 |
|
| 36 |
uniform sampler2D u_DepthTexture;
|
|
| 26 |
uniform vec2 u_Size;
|
|
| 37 | 27 |
|
| 38 |
////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 39 |
// per-pixel linked list. Order Independent Transparency. |
|
| 40 |
|
|
| 41 |
uniform ivec2 u_Size; |
|
| 42 |
|
|
| 43 |
layout (std430,binding=1) buffer linkedlist // first (u_Size.x*u_Size.y) uints - head pointers, |
|
| 44 |
{ // one for each pixel in the Output rectangle.
|
|
| 45 |
uint u_Records[]; // |
|
| 46 |
}; // Next 3*u_numRecords uints - actual linked list, i.e. |
|
| 47 |
// triplets of (pointer,depth,rgba). |
|
| 48 |
|
|
| 49 |
////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 50 |
|
|
| 51 |
vec4 convert(uint rgba) |
|
| 28 |
layout (std430,binding=1) buffer linkedlist |
|
| 52 | 29 |
{
|
| 53 |
return vec4( float((rgba>>24u)&255u),float((rgba>>16u)&255u),float((rgba>>8u)&255u),float(rgba&255u) ) / 255.0; |
|
| 54 |
} |
|
| 55 |
|
|
| 56 |
////////////////////////////////////////////////////////////////////////////////////////////// |
|
| 57 |
// https://en.wikipedia.org/wiki/Alpha_compositing (premultiplied) |
|
| 58 |
|
|
| 59 |
vec4 blend(vec4 clr,vec4 srf) |
|
| 60 |
{
|
|
| 61 |
return clr + (1.0 - clr.a) * vec4(srf.rgb * srf.a , srf.a); |
|
| 62 |
} |
|
| 30 |
uint u_Records[]; |
|
| 31 |
}; |
|
| 63 | 32 |
|
| 64 | 33 |
////////////////////////////////////////////////////////////////////////////////////////////// |
| 65 | 34 |
|
| 66 | 35 |
void main() |
| 67 | 36 |
{
|
| 68 |
uint index = uint(v_Pixel.x + v_Pixel.y * float(u_Size.x)); |
|
| 69 |
uint ptr = u_Records[index]; |
|
| 37 |
uint pixelX = uint(v_TexCoordinate.x * u_Size.x); |
|
| 38 |
uint pixelY = uint(v_TexCoordinate.y * u_Size.y); |
|
| 39 |
uint index = pixelX + pixelY * uint(u_Size.x); |
|
| 70 | 40 |
|
| 71 |
if( ptr == 0u ) discard; |
|
| 72 |
else |
|
| 73 |
{
|
|
| 74 |
u_Records[index] = 0u; |
|
| 75 |
vec4 color = convert(u_Records[ptr]); |
|
| 76 |
|
|
| 77 |
if( (2*int(v_Pixel.x) > u_Size.x) && color.r==1.0 ) FRAG_COLOR = color; |
|
| 78 |
else if( (2*int(v_Pixel.x) <=u_Size.x) && color.g==1.0 ) FRAG_COLOR = color; |
|
| 79 |
else FRAG_COLOR = vec4(0.0,0.0,1.0,1.0); |
|
| 80 |
//FRAG_COLOR = convert(u_Records[index]); |
|
| 81 |
//u_Records[index] = 0u; |
|
| 82 |
} |
|
| 83 |
|
|
| 84 |
/* |
|
| 85 |
uint index = uint(v_Pixel.x + v_Pixel.y * float(u_Size.x)); |
|
| 86 |
uint curr = u_Records[index]; |
|
| 87 |
|
|
| 88 |
if (curr == 0u) discard; |
|
| 89 |
|
|
| 90 |
vec4 color= vec4(0.0,0.0,0.0,0.0); |
|
| 91 |
u_Records[index] = 0u; |
|
| 92 |
|
|
| 93 |
while (curr > 0u) // keep walking the linked list |
|
| 94 |
{ // and blending the colors in
|
|
| 95 |
curr = u_Records[curr]; // |
|
| 96 |
//color= blend( color, convert(u_Records[curr+2u]) ); // |
|
| 97 |
|
|
| 98 |
color = convert(u_Records[curr+2u]); |
|
| 99 |
|
|
| 100 |
if( color.a == 0.0 ) color = vec4(0.0,1.0,0.0,1.0); |
|
| 101 |
} |
|
| 102 |
|
|
| 103 |
|
|
| 104 |
if( curr>0u ) |
|
| 105 |
{
|
|
| 106 |
curr = u_Records[curr]; |
|
| 107 |
color= convert(u_Records[curr+2u]); |
|
| 108 |
} |
|
| 109 |
|
|
| 110 |
gl_FragDepth = TEXTURE(u_DepthTexture, v_TexCoordinate).r; |
|
| 111 |
FRAG_COLOR = color; |
|
| 41 |
uint ptr = u_Records[index]; |
|
| 112 | 42 |
|
| 113 |
//else
|
|
| 114 |
// FRAG_COLOR = vec4(1.0,0.0,0.0,1.0);
|
|
| 115 |
*/
|
|
| 43 |
if( u_Records[ptr]==2u ) fragColor = vec4(1.0,0.0,0.0,1.0);
|
|
| 44 |
else if( u_Records[ptr]==1u ) fragColor = vec4(0.0,1.0,0.0,1.0);
|
|
| 45 |
else fragColor = vec4(0.0,0.0,1.0,1.0);
|
|
| 116 | 46 |
} |
| src/main/res/raw/blit_depth_vertex_shader.glsl | ||
|---|---|---|
| 20 | 20 |
precision highp float; |
| 21 | 21 |
precision highp int; |
| 22 | 22 |
|
| 23 |
#if __VERSION__ != 100 |
|
| 24 |
in vec2 a_Position; // Per-vertex position. |
|
| 25 |
out vec2 v_TexCoordinate; // |
|
| 26 |
out vec2 v_Pixel; // |
|
| 27 |
#else |
|
| 28 |
attribute vec2 a_Position; // Per-vertex position. |
|
| 29 |
varying vec2 v_TexCoordinate; // |
|
| 30 |
varying vec2 v_Pixel; // |
|
| 31 |
#endif |
|
| 32 |
|
|
| 33 |
uniform float u_Depth; // distance from the near plane to render plane, in clip coords |
|
| 34 |
uniform vec2 u_TexCorr; // when we blit from postprocessing buffers, the buffers can be |
|
| 35 |
// larger than necessary (there is just one static set being |
|
| 36 |
// reused!) so we need to compensate here by adjusting the texture |
|
| 37 |
// coords. |
|
| 38 |
|
|
| 39 |
uniform ivec2 u_Size; // size of the output surface, in pixels. |
|
| 23 |
in vec2 a_Position; |
|
| 24 |
out vec2 v_TexCoordinate; |
|
| 40 | 25 |
|
| 41 | 26 |
////////////////////////////////////////////////////////////////////////////////////////////// |
| 42 | 27 |
|
| 43 | 28 |
void main() |
| 44 | 29 |
{
|
| 45 |
v_TexCoordinate = (a_Position + 0.5) * u_TexCorr; |
|
| 46 |
v_Pixel = v_TexCoordinate * vec2(u_Size); |
|
| 47 |
gl_Position = vec4(2.0*a_Position,u_Depth,1.0); |
|
| 30 |
v_TexCoordinate = a_Position + 0.5; |
|
| 31 |
gl_Position = vec4(2.0*a_Position,1.0,1.0); |
|
| 48 | 32 |
} |
| src/main/res/raw/main_fragment_shader.glsl | ||
|---|---|---|
| 17 | 17 |
// along with Distorted. If not, see <http://www.gnu.org/licenses/>. // |
| 18 | 18 |
////////////////////////////////////////////////////////////////////////////////////////////// |
| 19 | 19 |
|
| 20 |
precision mediump float;
|
|
| 20 |
precision highp float;
|
|
| 21 | 21 |
|
| 22 | 22 |
#if __VERSION__ != 100 |
| 23 | 23 |
in vec3 v_Position; // Interpolated position for this fragment. |
| src/main/res/raw/main_vertex_shader.glsl | ||
|---|---|---|
| 17 | 17 |
// along with Distorted. If not, see <http://www.gnu.org/licenses/>. // |
| 18 | 18 |
////////////////////////////////////////////////////////////////////////////////////////////// |
| 19 | 19 |
|
| 20 |
precision mediump float;
|
|
| 20 |
precision highp float;
|
|
| 21 | 21 |
|
| 22 | 22 |
#if __VERSION__ != 100 |
| 23 | 23 |
in vec3 a_Position; // Per-vertex position. |
Also available in: Unified diff
still debugging the OIT