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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Copyright 2016 Leszek Koltunski //
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// //
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Leszek Koltunski
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// This file is part of Distorted. //
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Leszek Koltunski
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// //
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Leszek Koltunski
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// Distorted is free software: you can redistribute it and/or modify //
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4c1dd6e9
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Leszek Koltunski
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// it under the terms of the GNU General Public License as published by //
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// the Free Software Foundation, either version 2 of the License, or //
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// (at your option) any later version. //
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// //
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// Distorted is distributed in the hope that it will be useful, //
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// but WITHOUT ANY WARRANTY; without even the implied warranty of //
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the //
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// GNU General Public License for more details. //
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// //
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// You should have received a copy of the GNU General Public License //
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Leszek Koltunski
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// along with Distorted. If not, see <http://www.gnu.org/licenses/>. //
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Leszek Koltunski
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///////////////////////////////////////////////////////////////////////////////////////////////////
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package org.distorted.library.effectqueue;
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import android.content.res.Resources;
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import android.opengl.GLES31;
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import android.util.Log;
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Leszek Koltunski
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import org.distorted.library.R;
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import org.distorted.library.effect.EffectType;
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import org.distorted.library.effect.PostprocessEffect;
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import org.distorted.library.effect.VertexEffect;
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import org.distorted.library.main.DistortedLibrary;
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import org.distorted.library.main.DistortedFramebuffer;
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import org.distorted.library.main.DistortedNode;
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import org.distorted.library.main.InternalOutputSurface;
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import org.distorted.library.main.InternalRenderState;
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import org.distorted.library.main.InternalSurface;
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Leszek Koltunski
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import org.distorted.library.mesh.MeshBase;
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Leszek Koltunski
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import org.distorted.library.message.EffectMessageSender;
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Leszek Koltunski
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import org.distorted.library.program.DistortedProgram;
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import java.io.InputStream;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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* Not part of public API, do not document
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*
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* @y.exclude
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*/
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public class EffectQueuePostprocess extends EffectQueue
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{
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private static final int NUM_UNIFORMS = PostprocessEffect.NUM_UNIFORMS;
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private static final int INDEX = EffectType.POSTPROCESS.ordinal();
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private int mHalo;
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private float mR, mG, mB, mA;
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private static DistortedProgram mPreProgram;
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private static int mPreColorH;
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private static int mPreTextureH;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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EffectQueuePostprocess()
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{
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super(NUM_UNIFORMS,INDEX );
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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void compute(long currTime)
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{
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if( currTime==mTime ) return;
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if( mTime==0 ) mTime = currTime;
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long step = (currTime-mTime);
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mR = mG = mB = mA = 0.0f;
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mHalo = 0;
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int halo;
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for(int i=0; i<mNumEffects; i++)
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{
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mCurrentDuration[i] += step;
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// first zero out the 'alpha' because BLUR effect will not overwrite this (it is a 1D effect)
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// and if previously there was a GLOW effect here then mA would be non-zero and we don't want
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// that (see preprocess())
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mUniforms[NUM_UNIFORMS*i+4]=0.0f;
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if( mEffects[i].compute(mUniforms, NUM_UNIFORMS*i, mCurrentDuration[i], step) )
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{
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EffectMessageSender.newMessage(mEffects[i]);
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}
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halo = (int)mUniforms[NUM_UNIFORMS*i];
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if( halo>mHalo ) mHalo = halo;
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}
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// TODO (now only really works in case of 1 effect!)
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if( mNumEffects>0 )
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{
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mR = mUniforms[1];
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mG = mUniforms[2];
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mB = mUniforms[3];
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mA = mUniforms[4];
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}
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mTime = currTime;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public static void createPrograms(Resources resources)
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{
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final InputStream mainVertStream = resources.openRawResource(R.raw.main_vertex_shader);
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final InputStream mainFragStream = resources.openRawResource(R.raw.preprocess_fragment_shader);
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int numV = VertexEffect.getNumEnabled();
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String mainVertHeader= DistortedLibrary.GLSL_VERSION + ("#define NUM_VERTEX " + ( numV>0 ? DistortedLibrary.getMax(EffectType.VERTEX ) : 0 ) + "\n");
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String mainFragHeader= DistortedLibrary.GLSL_VERSION + "\n";
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String enabledEffectV= VertexEffect.getGLSL();
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try
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{
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mPreProgram = new DistortedProgram(mainVertStream, mainFragStream, mainVertHeader, mainFragHeader,
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enabledEffectV, null, DistortedLibrary.GLSL, null);
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}
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catch(Exception e)
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{
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Log.e("POSTPROCESS", e.getClass().getSimpleName()+" trying to compile PRE program: "+e.getMessage());
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throw new RuntimeException(e.getMessage());
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}
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int preProgramH = mPreProgram.getProgramHandle();
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EffectQueueVertex.getUniforms( preProgramH,2 );
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EffectQueueMatrix.getUniforms( preProgramH,2 );
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mPreColorH = GLES31.glGetUniformLocation( preProgramH, "u_Color" );
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mPreTextureH= GLES31.glGetUniformLocation( preProgramH, "u_Texture");
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// TODO (now only really works in case of 1 effect!)
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public int getQuality()
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{
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return mNumEffects>0 ? ((PostprocessEffect)mEffects[0]).getQuality() : 0;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// TODO (now only really works in case of 1 effect!)
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public boolean getRender()
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{
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return mNumEffects>0 ? ((PostprocessEffect)mEffects[0]).getRender() : false;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public int preprocess(InternalOutputSurface buffer, DistortedNode node, float distance, float mipmap, float[] projection)
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{
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buffer.setAsOutput();
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InternalSurface input = node.getSurface();
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if( input.setAsInput() )
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{
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MeshBase mesh = node.getMesh();
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float halfW = input.getWidth() / 2.0f;
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float halfH = input.getHeight()/ 2.0f;
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float halfZ = halfW*mesh.getZFactor();
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int width = buffer.getWidth();
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int height = buffer.getHeight();
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InternalRenderState.setUpStencilMark(mA!=0.0f);
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InternalRenderState.disableBlending();
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GLES31.glViewport(0, 0, width, height );
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mPreProgram.useProgram();
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mesh.bindVertexAttribs(mPreProgram);
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EffectQueue[] queues = node.getEffects().getQueues();
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EffectQueueMatrix matrix = (EffectQueueMatrix)queues[0];
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EffectQueueVertex vertex = (EffectQueueVertex)queues[1];
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float inflate=0.0f;
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matrix.send(width, height, distance, mipmap, projection, halfW, halfH, halfZ, 2);
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if( mHalo!=0.0f )
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{
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inflate = matrix.magnify(projection, width, height, mipmap, halfW, halfH, halfZ, mHalo);
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}
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vertex.send(inflate,2);
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if( mA!=0.0f )
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{
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GLES31.glUniform4f(mPreColorH, mR, mG, mB, mA);
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GLES31.glUniform1i(mPreTextureH, 0);
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}
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GLES31.glDrawArrays(GLES31.GL_TRIANGLE_STRIP, 0, mesh.getNumVertices() );
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InternalRenderState.restoreBlending();
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InternalRenderState.unsetUpStencilMark();
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return 1;
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}
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return 0;
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2386a081
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}
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Leszek Koltunski
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///////////////////////////////////////////////////////////////////////////////////////////////////
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cf7394cc
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leszek
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217 |
809dcae3
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Leszek Koltunski
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public int postprocess(DistortedFramebuffer buffer)
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4b9fe2e9
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{
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leszek
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int numRenders = 0;
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GLES31.glDisable(GLES31.GL_BLEND);
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for(int i=0; i<mNumEffects; i++)
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leszek
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{
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numRenders += ((PostprocessEffect)mEffects[i]).apply(mUniforms,NUM_UNIFORMS*i, buffer);
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}
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GLES31.glEnable(GLES31.GL_BLEND);
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bed13bea
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return numRenders;
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}
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Leszek Koltunski
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}
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