Revision e8c81a8e
Added by Leszek Koltunski almost 8 years ago
src/main/java/org/distorted/library/EffectQueueFragment.java | ||
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80 | 80 |
EffectMessageSender.newMessage( mListeners.elementAt(j), |
81 | 81 |
EffectMessage.EFFECT_FINISHED, |
82 | 82 |
(mID[i]<<EffectTypes.LENGTH)+EffectTypes.FRAGMENT.type, |
83 |
mType[i],
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|
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mName[i],
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84 | 84 |
mBitmapID, |
85 | 85 |
null); |
86 | 86 |
|
87 |
if( EffectNames.isUnity(mType[i], mUniforms, NUM_UNIFORMS*i) )
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|
87 |
if( EffectNames.isUnity(mName[i], mUniforms, NUM_UNIFORMS*i) )
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|
88 | 88 |
{ |
89 | 89 |
remove(i); |
90 | 90 |
i--; |
91 | 91 |
continue; |
92 | 92 |
} |
93 |
else mInter[0][i] = null; |
|
93 | 94 |
} |
94 | 95 |
|
95 | 96 |
if( mInter[1][i]!=null ) mInter[1][i].interpolateMain( mBuf, 4*i , mCurrentDuration[i]); |
... | ... | |
125 | 126 |
|
126 | 127 |
if( mNumEffects>0 ) |
127 | 128 |
{ |
128 |
GLES20.glUniform1iv( mTypeH , mNumEffects, mType ,0);
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|
129 |
GLES20.glUniform1iv( mTypeH , mNumEffects, mName,0);
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129 | 130 |
GLES20.glUniform4fv( mUniformsH,2*mNumEffects, mUniforms,0); |
130 | 131 |
} |
131 | 132 |
} |
... | ... | |
160 | 161 |
mUniforms[NUM_UNIFORMS*i+6] = w*mBuf[4*i+2]; // in fragment shader rx and ry radii are the last two values of the second vec4 |
161 | 162 |
mUniforms[NUM_UNIFORMS*i+7] = h*mBuf[4*i+3]; // |
162 | 163 |
|
163 |
if( mType[i]==EffectNames.MACROBLOCK.ordinal() ) // fill up the .y and .z components of the Interpolated values already to avoid having to compute this in the fragment shader
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164 |
if( mName[i]==EffectNames.MACROBLOCK.ordinal() ) // fill up the .y and .z components of the Interpolated values already to avoid having to compute this in the fragment shader
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|
164 | 165 |
{ |
165 | 166 |
mUniforms[NUM_UNIFORMS*i+1] = 2.0f*mObjHalfX/mUniforms[NUM_UNIFORMS*i]; |
166 | 167 |
mUniforms[NUM_UNIFORMS*i+2] = 2.0f*mObjHalfY/mUniforms[NUM_UNIFORMS*i]; |
Also available in: Unified diff
Cleanup, consistent variable names, minor details.