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Revision e029600f

Added by Leszek Koltunski about 6 years ago

still debugging the OIT

View differences:

src/main/res/raw/blit_depth_vertex_shader.glsl
20 20
precision highp float;
21 21
precision highp int;
22 22

  
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#if __VERSION__ != 100
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in vec2 a_Position;           // Per-vertex position.
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out vec2 v_TexCoordinate;     //
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out vec2 v_Pixel;             //
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#else
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attribute vec2 a_Position;    // Per-vertex position.
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varying vec2 v_TexCoordinate; //
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varying vec2 v_Pixel;         //
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#endif
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uniform float u_Depth;        // distance from the near plane to render plane, in clip coords
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uniform vec2  u_TexCorr;      // when we blit from postprocessing buffers, the buffers can be
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                              // larger than necessary (there is just one static set being
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                              // reused!) so we need to compensate here by adjusting the texture
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                              // coords.
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uniform ivec2 u_Size;         // size of the output surface, in pixels.
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in vec2 a_Position;
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out vec2 v_TexCoordinate;
40 25

  
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//////////////////////////////////////////////////////////////////////////////////////////////
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void main()
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  {
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  v_TexCoordinate = (a_Position + 0.5) * u_TexCorr;
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  v_Pixel         = v_TexCoordinate * vec2(u_Size);
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  gl_Position     = vec4(2.0*a_Position,u_Depth,1.0);
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  v_TexCoordinate = a_Position + 0.5;
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  gl_Position     = vec4(2.0*a_Position,1.0,1.0);
48 32
  }

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