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Revision e6519ac8

Added by Leszek Koltunski about 6 years ago

Up library requirements to OpenGL ES 3.1 (needed for the upcoming GL_SHADER_STORAGE_BUFFER)

View differences:

src/main/java/org/distorted/library/effect/PostprocessEffectBlur.java
19 19

  
20 20
package org.distorted.library.effect;
21 21

  
22
import android.opengl.GLES30;
22
import android.opengl.GLES31;
23 23

  
24 24
import org.distorted.library.main.DistortedFramebuffer;
25 25
import org.distorted.library.main.DistortedOutputSurface;
......
164 164

  
165 165
    int offset = radius + radius*radius/4;
166 166
    radius = (radius+1)/2;
167
    GLES30.glViewport(0, 0, (int)w, (int)h);
167
    GLES31.glViewport(0, 0, (int)w, (int)h);
168 168

  
169 169
    // horizontal blur
170 170
    for(int i=0; i<=radius; i++) mOffsets[i] = offsetsCache[offset+i]/w;
......
173 173
    buffer.bindForOutput(1);
174 174
    buffer.setAsInput(0);
175 175

  
176
    GLES30.glUniform1f ( mProgram1.mUniform[0] , n );
177
    GLES30.glUniform1i ( mProgram1.mUniform[1] , 0 );
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    GLES30.glUniform1fv( mProgram1.mUniform[2] , radius+1, mOffsets,0);
179
    GLES30.glUniform1fv( mProgram1.mUniform[3] , radius+1, weightsCache,offset);
180
    GLES30.glUniform1i ( mProgram1.mUniform[4] , radius);
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    GLES30.glVertexAttribPointer(mProgram1.mAttribute[0], POS_DATA_SIZE, GLES30.GL_FLOAT, false, 0, mQuadPositions);
182
    GLES30.glVertexAttribPointer(mProgram1.mAttribute[1], TEX_DATA_SIZE, GLES30.GL_FLOAT, false, 0, mQuadTexture);
183
    GLES30.glDrawArrays(GLES30.GL_TRIANGLE_STRIP, 0, 4);
176
    GLES31.glUniform1f ( mProgram1.mUniform[0] , n );
177
    GLES31.glUniform1i ( mProgram1.mUniform[1] , 0 );
178
    GLES31.glUniform1fv( mProgram1.mUniform[2] , radius+1, mOffsets,0);
179
    GLES31.glUniform1fv( mProgram1.mUniform[3] , radius+1, weightsCache,offset);
180
    GLES31.glUniform1i ( mProgram1.mUniform[4] , radius);
181
    GLES31.glVertexAttribPointer(mProgram1.mAttribute[0], POS_DATA_SIZE, GLES31.GL_FLOAT, false, 0, mQuadPositions);
182
    GLES31.glVertexAttribPointer(mProgram1.mAttribute[1], TEX_DATA_SIZE, GLES31.GL_FLOAT, false, 0, mQuadTexture);
183
    GLES31.glDrawArrays(GLES31.GL_TRIANGLE_STRIP, 0, 4);
184 184

  
185 185
    // vertical blur
186 186
    for(int i=0; i<=radius; i++) mOffsets[i] = offsetsCache[offset+i]/h;
......
189 189
    buffer.bindForOutput(0);
190 190
    buffer.setAsInput(1);
191 191

  
192
    GLES30.glColorMask(true,true,true,true);
193
    GLES30.glClearColor(0.0f,0.0f,0.0f,0.0f);
194
    GLES30.glClear(GLES30.GL_COLOR_BUFFER_BIT);
195

  
196
    GLES30.glUniform1f ( mProgram2.mUniform[0] , n );
197
    GLES30.glUniform1i ( mProgram2.mUniform[1] , 0 );
198
    GLES30.glUniform1fv( mProgram2.mUniform[2] , radius+1, mOffsets,0);
199
    GLES30.glUniform1fv( mProgram2.mUniform[3] , radius+1, weightsCache,offset);
200
    GLES30.glUniform1i ( mProgram2.mUniform[4] , radius);
201
    GLES30.glVertexAttribPointer(mProgram2.mAttribute[0], POS_DATA_SIZE, GLES30.GL_FLOAT, false, 0, mQuadPositions);
202
    GLES30.glVertexAttribPointer(mProgram2.mAttribute[1], TEX_DATA_SIZE, GLES30.GL_FLOAT, false, 0, mQuadTexture);
203
    GLES30.glDrawArrays(GLES30.GL_TRIANGLE_STRIP, 0, 4);
192
    GLES31.glColorMask(true,true,true,true);
193
    GLES31.glClearColor(0.0f,0.0f,0.0f,0.0f);
194
    GLES31.glClear(GLES31.GL_COLOR_BUFFER_BIT);
195

  
196
    GLES31.glUniform1f ( mProgram2.mUniform[0] , n );
197
    GLES31.glUniform1i ( mProgram2.mUniform[1] , 0 );
198
    GLES31.glUniform1fv( mProgram2.mUniform[2] , radius+1, mOffsets,0);
199
    GLES31.glUniform1fv( mProgram2.mUniform[3] , radius+1, weightsCache,offset);
200
    GLES31.glUniform1i ( mProgram2.mUniform[4] , radius);
201
    GLES31.glVertexAttribPointer(mProgram2.mAttribute[0], POS_DATA_SIZE, GLES31.GL_FLOAT, false, 0, mQuadPositions);
202
    GLES31.glVertexAttribPointer(mProgram2.mAttribute[1], TEX_DATA_SIZE, GLES31.GL_FLOAT, false, 0, mQuadTexture);
203
    GLES31.glDrawArrays(GLES31.GL_TRIANGLE_STRIP, 0, 4);
204 204

  
205 205
    DistortedRenderState.unuseStencilMark();
206 206

  

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