Revision f2367b75
Added by Leszek Koltunski over 7 years ago
src/main/java/org/distorted/library/Distorted.java | ||
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21 | 21 |
|
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import android.content.Context; |
23 | 23 |
import android.content.res.Resources; |
24 |
import android.opengl.GLES30; |
|
25 | 24 |
import org.distorted.library.program.*; |
26 | 25 |
|
27 | 26 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
... | ... | |
30 | 29 |
*/ |
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public class Distorted |
32 | 31 |
{ |
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static final String glslVersion="#version 300 es\n"; |
|
33 | 33 |
/** |
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* When creating an instance of a DistortedTexture from another instance, clone the Bitmap that's |
35 | 35 |
* backing up our DistortedTexture. |
src/main/java/org/distorted/library/DistortedEffects.java | ||
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110 | 110 |
final InputStream mainVertStream = resources.openRawResource(R.raw.main_vertex_shader); |
111 | 111 |
final InputStream mainFragStream = resources.openRawResource(R.raw.main_fragment_shader); |
112 | 112 |
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113 |
String mainVertHeader= ("#version 100\n");
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114 |
String mainFragHeader= ("#version 100\n");
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String mainVertHeader= Distorted.glslVersion;
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String mainFragHeader= Distorted.glslVersion;
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115 | 115 |
|
116 | 116 |
EffectNames name; |
117 | 117 |
EffectTypes type; |
... | ... | |
156 | 156 |
final InputStream blitVertStream = resources.openRawResource(R.raw.blit_vertex_shader); |
157 | 157 |
final InputStream blitFragStream = resources.openRawResource(R.raw.blit_fragment_shader); |
158 | 158 |
|
159 |
String blitVertHeader= ("#version 100\n#define NUM_VERTEX 0\n" );
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String blitFragHeader= ("#version 100\n#define NUM_FRAGMENT 0\n");
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String blitVertHeader= (Distorted.glslVersion + "#define NUM_VERTEX 0\n" );
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String blitFragHeader= (Distorted.glslVersion + "#define NUM_FRAGMENT 0\n");
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161 | 161 |
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mBlitProgram = new DistortedProgram(blitVertStream,blitFragStream,blitVertHeader,blitFragHeader); |
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try |
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{ |
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mBlitProgram = new DistortedProgram(blitVertStream,blitFragStream,blitVertHeader,blitFragHeader); |
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} |
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catch(Exception e) |
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{ |
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168 |
android.util.Log.e("EFFECTS", "exception trying to compile BLIT program: "+e.getMessage()); |
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169 |
throw new RuntimeException(e.getMessage()); |
|
170 |
} |
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163 | 171 |
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164 | 172 |
int blitProgramH = mBlitProgram.getProgramHandle(); |
165 | 173 |
mBlitTextureH = GLES30.glGetUniformLocation( blitProgramH, "u_Texture"); |
... | ... | |
169 | 177 |
final InputStream debugVertexStream = resources.openRawResource(R.raw.test_vertex_shader); |
170 | 178 |
final InputStream debugFragmentStream = resources.openRawResource(R.raw.test_fragment_shader); |
171 | 179 |
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mDebugProgram = new DistortedProgram(debugVertexStream,debugFragmentStream, "#version 100\n", "#version 100\n"); |
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try |
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{ |
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mDebugProgram = new DistortedProgram(debugVertexStream,debugFragmentStream, Distorted.glslVersion, Distorted.glslVersion); |
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} |
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catch(Exception e) |
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{ |
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android.util.Log.e("EFFECTS", "exception trying to compile DEBUG program: "+e.getMessage()); |
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throw new RuntimeException(e.getMessage()); |
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} |
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173 | 189 |
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174 | 190 |
int debugProgramH = mDebugProgram.getProgramHandle(); |
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mDebugObjDH = GLES30.glGetUniformLocation( debugProgramH, "u_objD"); |
src/main/java/org/distorted/library/DistortedFramebuffer.java | ||
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171 | 171 |
super(width,height,NOT_CREATED_YET, (depthEnabled ? NOT_CREATED_YET:DONT_CREATE),NOT_CREATED_YET, type); |
172 | 172 |
} |
173 | 173 |
|
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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// For setting the Depth texture as input to fragment shaders that merge many planes. (currently: blur2) |
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|
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boolean setAsDepth() |
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{ |
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if( mDepthH[0]>0 ) |
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{ |
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GLES30.glActiveTexture(GLES30.GL_TEXTURE1); |
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GLES30.glBindTexture(GLES30.GL_TEXTURE_2D, mDepthH[0]); |
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return true; |
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} |
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185 |
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return false; |
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} |
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|
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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// PUBLIC API |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
... | ... | |
211 | 226 |
{ |
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if( mColorH[0]>0 ) |
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{ |
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GLES30.glActiveTexture(GLES30.GL_TEXTURE0); |
|
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GLES30.glBindTexture(GLES30.GL_TEXTURE_2D, mColorH[0]); |
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return true; |
216 | 232 |
} |
src/main/java/org/distorted/library/DistortedTexture.java | ||
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133 | 133 |
{ |
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if( mColorH[0]>0 ) |
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{ |
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GLES30.glActiveTexture(GLES30.GL_TEXTURE0); |
|
136 | 137 |
GLES30.glBindTexture(GLES30.GL_TEXTURE_2D, mColorH[0]); |
137 | 138 |
return true; |
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} |
src/main/java/org/distorted/library/EffectQueuePostprocess.java | ||
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98 | 98 |
private static float[] weightsCache = new float[MAX_BLUR + MAX_BLUR*MAX_BLUR/4]; |
99 | 99 |
private static float[] offsetsCache = new float[MAX_BLUR + MAX_BLUR*MAX_BLUR/4]; |
100 | 100 |
|
101 |
private static DistortedProgram mBlurProgram; |
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private static int mRadiusH,mOffsetsH,mWeightsH,mDepthH; |
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private static DistortedProgram mBlur1Program, mBlur2Program; |
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private static int mRadius1H,mOffsets1H,mWeights1H,mDepth1H, mColorTexture1H; |
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private static int mRadius2H,mOffsets2H,mWeights2H,mDepth2H, mColorTexture2H, mDepthTexture2H; |
|
103 | 104 |
private static float[] mWeights = new float[MAX_BLUR]; |
104 | 105 |
private static float[] mOffsets = new float[MAX_BLUR]; |
105 | 106 |
// another effect .... |
... | ... | |
116 | 117 |
static void createProgram(Resources resources) |
117 | 118 |
throws FragmentCompilationException,VertexCompilationException,VertexUniformsException,FragmentUniformsException,LinkingException |
118 | 119 |
{ |
119 |
final InputStream postVertexStream = resources.openRawResource(R.raw.blur_vertex_shader); |
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final InputStream postFragmentStream = resources.openRawResource(R.raw.blur_fragment_shader); |
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121 |
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mBlurProgram = new DistortedProgram(postVertexStream,postFragmentStream, |
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"#version 100\n", |
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"#version 100\n#define MAX_BLUR "+MAX_BLUR); |
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125 |
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int blurProgramH = mBlurProgram.getProgramHandle(); |
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mRadiusH = GLES30.glGetUniformLocation( blurProgramH, "u_Radius"); |
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mOffsetsH = GLES30.glGetUniformLocation( blurProgramH, "u_Offsets"); |
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mWeightsH = GLES30.glGetUniformLocation( blurProgramH, "u_Weights"); |
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mDepthH = GLES30.glGetUniformLocation( blurProgramH, "u_Depth"); |
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final InputStream blur1VertexStream = resources.openRawResource(R.raw.blur_vertex_shader); |
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final InputStream blur1FragmentStream = resources.openRawResource(R.raw.blur1_fragment_shader); |
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122 |
|
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try |
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{ |
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mBlur1Program = new DistortedProgram(blur1VertexStream,blur1FragmentStream, |
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Distorted.glslVersion, |
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Distorted.glslVersion+"#define MAX_BLUR "+MAX_BLUR); |
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} |
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catch(Exception e) |
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{ |
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android.util.Log.e("EFFECTS", "exception trying to compile BLUR1 program: "+e.getMessage()); |
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throw new RuntimeException(e.getMessage()); |
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133 |
} |
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134 |
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int blur1ProgramH = mBlur1Program.getProgramHandle(); |
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mRadius1H = GLES30.glGetUniformLocation( blur1ProgramH, "u_Radius"); |
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mOffsets1H = GLES30.glGetUniformLocation( blur1ProgramH, "u_Offsets"); |
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mWeights1H = GLES30.glGetUniformLocation( blur1ProgramH, "u_Weights"); |
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mDepth1H = GLES30.glGetUniformLocation( blur1ProgramH, "u_Depth"); |
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mColorTexture1H = GLES30.glGetUniformLocation( blur1ProgramH, "u_ColorTexture"); |
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141 |
|
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final InputStream blur2VertexStream = resources.openRawResource(R.raw.blur_vertex_shader); |
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final InputStream blur2FragmentStream = resources.openRawResource(R.raw.blur2_fragment_shader); |
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144 |
|
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145 |
try |
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{ |
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mBlur2Program = new DistortedProgram(blur2VertexStream,blur2FragmentStream, |
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Distorted.glslVersion, |
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Distorted.glslVersion + "#define MAX_BLUR "+MAX_BLUR); |
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} |
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catch(Exception e) |
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{ |
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android.util.Log.e("EFFECTS", "exception trying to compile BLUR2 program: "+e.getMessage()); |
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throw new RuntimeException(e.getMessage()); |
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} |
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156 |
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int blur2ProgramH = mBlur2Program.getProgramHandle(); |
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mRadius2H = GLES30.glGetUniformLocation( blur2ProgramH, "u_Radius"); |
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mOffsets2H = GLES30.glGetUniformLocation( blur2ProgramH, "u_Offsets"); |
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mWeights2H = GLES30.glGetUniformLocation( blur2ProgramH, "u_Weights"); |
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mDepth2H = GLES30.glGetUniformLocation( blur2ProgramH, "u_Depth"); |
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mColorTexture2H = GLES30.glGetUniformLocation( blur2ProgramH, "u_ColorTexture"); |
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mDepthTexture2H = GLES30.glGetUniformLocation( blur2ProgramH, "u_DepthTexture"); |
|
131 | 164 |
} |
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|
133 | 166 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
... | ... | |
239 | 272 |
|
240 | 273 |
int offset = radius + radius*radius/4; |
241 | 274 |
radius = (radius+1)/2; |
242 |
for(int i=0; i<=radius; i++) mOffsets[i] = offsetsCache[offset+i]/h; |
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243 | 275 |
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mPostBuffer.resizeFast( (int)w, (int)h); |
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mPostBuffer.setAsOutput(time); |
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GLES30.glViewport(0, 0, (int)w, (int)h); |
247 | 277 |
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mBlurProgram.useProgram(); |
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GLES30.glUniform1fv( mWeightsH, radius+1, weightsCache,offset); |
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GLES30.glUniform1i( mRadiusH, radius); |
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GLES30.glUniform1f( mDepthH , 1.0f-surface.mNear); |
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|
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// horizontal blur |
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GLES30.glUniform1fv( mOffsetsH ,radius+1, mOffsets,0); |
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GLES30.glVertexAttribPointer(mBlurProgram.mAttribute[0], POS_DATA_SIZE, GLES30.GL_FLOAT, false, 0, mQuadPositions); |
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GLES30.glVertexAttribPointer(mBlurProgram.mAttribute[1], TEX_DATA_SIZE, GLES30.GL_FLOAT, false, 0, mQuadTextureInv); |
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mBlur1Program.useProgram(); |
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mPostBuffer.resizeFast( (int)w, (int)h); |
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mPostBuffer.setAsOutput(time); |
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|
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GLES30.glUniform1fv( mWeights1H, radius+1, weightsCache,offset); |
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GLES30.glUniform1i( mRadius1H, radius); |
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GLES30.glUniform1f( mDepth1H , 1.0f-surface.mNear); |
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GLES30.glUniform1f( mColorTexture1H , 0 ); |
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for(int i=0; i<=radius; i++) mOffsets[i] = offsetsCache[offset+i]/h; |
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GLES30.glUniform1fv( mOffsets1H ,radius+1, mOffsets,0); |
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GLES30.glVertexAttribPointer(mBlur1Program.mAttribute[0], POS_DATA_SIZE, GLES30.GL_FLOAT, false, 0, mQuadPositions); |
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GLES30.glVertexAttribPointer(mBlur1Program.mAttribute[1], TEX_DATA_SIZE, GLES30.GL_FLOAT, false, 0, mQuadTextureInv); |
|
257 | 291 |
GLES30.glDrawArrays(GLES30.GL_TRIANGLE_STRIP, 0, 4); |
258 | 292 |
|
259 | 293 |
// vertical blur |
294 |
mBlur2Program.useProgram(); |
|
260 | 295 |
mPostBuffer.setAsInput(); |
296 |
mMainBuffer.setAsDepth(); |
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261 | 297 |
surface.setAsOutput(time); |
298 |
|
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299 |
GLES30.glUniform1fv( mWeights2H, radius+1, weightsCache,offset); |
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GLES30.glUniform1i( mRadius2H, radius); |
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GLES30.glUniform1f( mDepth2H , 1.0f-surface.mNear); |
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GLES30.glUniform1f( mColorTexture2H , 0 ); |
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GLES30.glUniform1f( mDepthTexture2H , 1 ); |
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262 | 304 |
for(int i=0; i<=radius; i++) mOffsets[i] = offsetsCache[offset+i]/w; |
263 |
GLES30.glUniform1fv( mOffsetsH ,radius+1, mOffsets,0); |
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GLES30.glUniform1fv( mOffsets2H ,radius+1, mOffsets,0); |
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GLES30.glVertexAttribPointer(mBlur2Program.mAttribute[0], POS_DATA_SIZE, GLES30.GL_FLOAT, false, 0, mQuadPositions); |
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GLES30.glVertexAttribPointer(mBlur2Program.mAttribute[1], TEX_DATA_SIZE, GLES30.GL_FLOAT, false, 0, mQuadTextureInv); |
|
264 | 308 |
GLES30.glDrawArrays(GLES30.GL_TRIANGLE_STRIP, 0, 4); |
265 | 309 |
} |
266 | 310 |
|
src/main/java/org/distorted/library/program/DistortedProgram.java | ||
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105 | 105 |
if( currChar==';') break; |
106 | 106 |
} |
107 | 107 |
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108 |
if( semicolon<len && semicolon-whiteSpace>=11 ) // "attribute a;" --> 11
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if( semicolon<len && semicolon-whiteSpace>=4 ) // "in a;" --> 4
|
|
109 | 109 |
{ |
110 | 110 |
String subline = line.substring(whiteSpace,semicolon); |
111 | 111 |
int subLen = semicolon-whiteSpace; |
112 | 112 |
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113 |
if( subline.startsWith("attribute"))
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113 |
if( subline.startsWith("in "))
|
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114 | 114 |
{ |
115 | 115 |
//android.util.Log.e("program", "GOOD LINE: " +subline+" subLen="+subLen); |
116 | 116 |
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117 |
for(nameBegin=subLen-1; nameBegin>8; nameBegin--)
|
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117 |
for(nameBegin=subLen-1; nameBegin>1; nameBegin--)
|
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118 | 118 |
{ |
119 | 119 |
currChar=subline.charAt(nameBegin); |
120 | 120 |
|
src/main/res/raw/blit_fragment_shader.glsl | ||
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19 | 19 |
|
20 | 20 |
precision lowp float; |
21 | 21 |
|
22 |
varying vec2 v_TexCoordinate; // Interpolated texture coordinate per fragment. |
|
22 |
in vec2 v_TexCoordinate; // Interpolated texture coordinate per fragment. |
|
23 |
out vec4 fragColor; // The output color |
|
23 | 24 |
uniform sampler2D u_Texture; // The input texture. |
24 | 25 |
|
25 | 26 |
////////////////////////////////////////////////////////////////////////////////////////////// |
26 | 27 |
|
27 | 28 |
void main() |
28 | 29 |
{ |
29 |
gl_FragColor = texture2D(u_Texture,v_TexCoordinate);
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30 |
fragColor = texture(u_Texture,v_TexCoordinate);
|
|
30 | 31 |
} |
src/main/res/raw/blit_vertex_shader.glsl | ||
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19 | 19 |
|
20 | 20 |
precision lowp float; |
21 | 21 |
|
22 |
uniform float u_Depth; // distance from the near plane to render plane, in clip coords
|
|
23 |
attribute vec2 a_Position; // Per-vertex position.
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24 |
varying vec2 v_TexCoordinate; //
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22 |
uniform float u_Depth; // distance from the near plane to render plane, in clip coords |
|
23 |
in vec2 a_Position; // Per-vertex position.
|
|
24 |
out vec2 v_TexCoordinate; //
|
|
25 | 25 |
|
26 | 26 |
////////////////////////////////////////////////////////////////////////////////////////////// |
27 | 27 |
|
src/main/res/raw/blur1_fragment_shader.glsl | ||
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1 |
////////////////////////////////////////////////////////////////////////////////////////////// |
|
2 |
// Copyright 2016 Leszek Koltunski // |
|
3 |
// // |
|
4 |
// This file is part of Distorted. // |
|
5 |
// // |
|
6 |
// Distorted is free software: you can redistribute it and/or modify // |
|
7 |
// it under the terms of the GNU General Public License as published by // |
|
8 |
// the Free Software Foundation, either version 2 of the License, or // |
|
9 |
// (at your option) any later version. // |
|
10 |
// // |
|
11 |
// Distorted is distributed in the hope that it will be useful, // |
|
12 |
// but WITHOUT ANY WARRANTY; without even the implied warranty of // |
|
13 |
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // |
|
14 |
// GNU General Public License for more details. // |
|
15 |
// // |
|
16 |
// You should have received a copy of the GNU General Public License // |
|
17 |
// along with Distorted. If not, see <http://www.gnu.org/licenses/>. // |
|
18 |
////////////////////////////////////////////////////////////////////////////////////////////// |
|
19 |
|
|
20 |
precision lowp float; |
|
21 |
|
|
22 |
in vec2 v_TexCoordinate; |
|
23 |
out vec4 fragColor; |
|
24 |
uniform sampler2D u_ColorTexture; |
|
25 |
uniform float u_Offsets[MAX_BLUR]; |
|
26 |
uniform float u_Weights[MAX_BLUR]; |
|
27 |
uniform int u_Radius; |
|
28 |
|
|
29 |
////////////////////////////////////////////////////////////////////////////////////////////// |
|
30 |
|
|
31 |
void main() |
|
32 |
{ |
|
33 |
vec4 pixel= texture(u_ColorTexture,v_TexCoordinate) * u_Weights[0]; |
|
34 |
|
|
35 |
for (int i=1; i<=u_Radius; i+=1) |
|
36 |
{ |
|
37 |
pixel += ( texture(u_ColorTexture,vec2(v_TexCoordinate.x+u_Offsets[i],v_TexCoordinate.y)) + |
|
38 |
texture(u_ColorTexture,vec2(v_TexCoordinate.x-u_Offsets[i],v_TexCoordinate.y)) ) * u_Weights[i]; |
|
39 |
} |
|
40 |
|
|
41 |
fragColor = pixel; |
|
42 |
} |
src/main/res/raw/blur2_fragment_shader.glsl | ||
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1 |
////////////////////////////////////////////////////////////////////////////////////////////// |
|
2 |
// Copyright 2016 Leszek Koltunski // |
|
3 |
// // |
|
4 |
// This file is part of Distorted. // |
|
5 |
// // |
|
6 |
// Distorted is free software: you can redistribute it and/or modify // |
|
7 |
// it under the terms of the GNU General Public License as published by // |
|
8 |
// the Free Software Foundation, either version 2 of the License, or // |
|
9 |
// (at your option) any later version. // |
|
10 |
// // |
|
11 |
// Distorted is distributed in the hope that it will be useful, // |
|
12 |
// but WITHOUT ANY WARRANTY; without even the implied warranty of // |
|
13 |
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // |
|
14 |
// GNU General Public License for more details. // |
|
15 |
// // |
|
16 |
// You should have received a copy of the GNU General Public License // |
|
17 |
// along with Distorted. If not, see <http://www.gnu.org/licenses/>. // |
|
18 |
////////////////////////////////////////////////////////////////////////////////////////////// |
|
19 |
|
|
20 |
precision lowp float; |
|
21 |
|
|
22 |
in vec2 v_TexCoordinate; |
|
23 |
out vec4 fragColor; |
|
24 |
uniform sampler2D u_ColorTexture; |
|
25 |
uniform sampler2D u_DepthTexture; |
|
26 |
uniform float u_Offsets[MAX_BLUR]; |
|
27 |
uniform float u_Weights[MAX_BLUR]; |
|
28 |
uniform int u_Radius; |
|
29 |
|
|
30 |
////////////////////////////////////////////////////////////////////////////////////////////// |
|
31 |
|
|
32 |
void main() |
|
33 |
{ |
|
34 |
gl_FragDepth = 0.0;//texture(u_DepthTexture,v_TexCoordinate); |
|
35 |
|
|
36 |
vec4 pixel= texture(u_ColorTexture,v_TexCoordinate) * u_Weights[0]; |
|
37 |
|
|
38 |
for (int i=1; i<=u_Radius; i+=1) |
|
39 |
{ |
|
40 |
pixel += ( texture(u_ColorTexture,vec2(v_TexCoordinate.x+u_Offsets[i],v_TexCoordinate.y)) + |
|
41 |
texture(u_ColorTexture,vec2(v_TexCoordinate.x-u_Offsets[i],v_TexCoordinate.y)) ) * u_Weights[i]; |
|
42 |
} |
|
43 |
|
|
44 |
fragColor = pixel; |
|
45 |
} |
src/main/res/raw/blur_fragment_shader.glsl | ||
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1 |
////////////////////////////////////////////////////////////////////////////////////////////// |
|
2 |
// Copyright 2016 Leszek Koltunski // |
|
3 |
// // |
|
4 |
// This file is part of Distorted. // |
|
5 |
// // |
|
6 |
// Distorted is free software: you can redistribute it and/or modify // |
|
7 |
// it under the terms of the GNU General Public License as published by // |
|
8 |
// the Free Software Foundation, either version 2 of the License, or // |
|
9 |
// (at your option) any later version. // |
|
10 |
// // |
|
11 |
// Distorted is distributed in the hope that it will be useful, // |
|
12 |
// but WITHOUT ANY WARRANTY; without even the implied warranty of // |
|
13 |
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // |
|
14 |
// 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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// along with Distorted. If not, see <http://www.gnu.org/licenses/>. // |
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////////////////////////////////////////////////////////////////////////////////////////////// |
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precision lowp float; |
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varying vec2 v_TexCoordinate; |
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uniform sampler2D u_Texture; |
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uniform float u_Offsets[MAX_BLUR]; |
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uniform float u_Weights[MAX_BLUR]; |
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uniform int u_Radius; |
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////////////////////////////////////////////////////////////////////////////////////////////// |
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void main() |
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{ |
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vec4 pixel= texture2D(u_Texture,v_TexCoordinate) * u_Weights[0]; |
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for (int i=1; i<=u_Radius; i+=1) |
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{ |
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pixel += ( texture2D(u_Texture,vec2(v_TexCoordinate.x+u_Offsets[i],v_TexCoordinate.y)) + |
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texture2D(u_Texture,vec2(v_TexCoordinate.x-u_Offsets[i],v_TexCoordinate.y)) ) * u_Weights[i]; |
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} |
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gl_FragColor = pixel; |
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} |
src/main/res/raw/blur_vertex_shader.glsl | ||
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19 | 19 |
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precision lowp float; |
21 | 21 |
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uniform float u_Depth; // distance from the near plane to render plane, in clip coords
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attribute vec2 a_Position; // Per-vertex position.
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attribute vec2 a_TexCoordinate; // Per-vertex texture coordinate information we will pass in.
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varying vec2 v_TexCoordinate; //
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uniform float u_Depth; // distance from the near plane to render plane, in clip coords |
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in vec2 a_Position; // Per-vertex position.
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in vec2 a_TexCoordinate; // Per-vertex texture coordinate information we will pass in.
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out vec2 v_TexCoordinate; //
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26 | 26 |
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////////////////////////////////////////////////////////////////////////////////////////////// |
28 | 28 |
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src/main/res/raw/main_fragment_shader.glsl | ||
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21 | 21 |
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uniform sampler2D u_Texture; // The input texture. |
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varying vec3 v_Position; // Interpolated position for this fragment. |
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varying vec3 v_Normal; // Interpolated normal for this fragment. |
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varying vec2 v_TexCoordinate; // Interpolated texture coordinate per fragment. |
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in vec3 v_Position; // Interpolated position for this fragment. |
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in vec3 v_Normal; // Interpolated normal for this fragment. |
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in vec2 v_TexCoordinate; // Interpolated texture coordinate per fragment. |
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out vec4 fragColor; // The output color |
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#if NUM_FRAGMENT>0 |
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uniform int fNumEffects; // total number of fragment effects |
... | ... | |
92 | 93 |
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void main() |
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{ |
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vec4 pixel = texture2D(u_Texture,v_TexCoordinate);
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vec4 pixel = texture(u_Texture,v_TexCoordinate); |
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#if NUM_FRAGMENT>0 |
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vec2 diff; |
... | ... | |
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} |
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#endif |
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gl_FragColor = vec4(pixel.rgb * (1.0 + 7.0*v_Normal.z) * 0.125, pixel.a);
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fragColor = vec4(pixel.rgb * (1.0 + 7.0*v_Normal.z) * 0.125, pixel.a);
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} |
src/main/res/raw/main_vertex_shader.glsl | ||
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uniform mat4 u_MVPMatrix; // the combined model/view/projection matrix. |
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uniform mat4 u_MVMatrix; // the combined model/view matrix. |
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attribute vec3 a_Position; // Per-vertex position.
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attribute vec3 a_Normal; // Per-vertex normal vector.
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attribute vec2 a_TexCoordinate; // Per-vertex texture coordinate.
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in vec3 a_Position; // Per-vertex position.
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in vec3 a_Normal; // Per-vertex normal vector.
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in vec2 a_TexCoordinate; // Per-vertex texture coordinate.
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varying vec3 v_Position; //
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varying vec3 v_Normal; //
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varying vec2 v_TexCoordinate; //
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out vec3 v_Position; //
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out vec3 v_Normal; //
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out vec2 v_TexCoordinate; //
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40 | 40 |
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#if NUM_VERTEX>0 |
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uniform int vNumEffects; // total number of vertex effects |
src/main/res/raw/test_fragment_shader.glsl | ||
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19 | 19 |
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precision lowp float; |
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out vec4 fragColor; |
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////////////////////////////////////////////////////////////////////////////////////////////// |
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void main() |
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{ |
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gl_FragColor = vec4(1.0,0.0,0.0,0.2);
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fragColor = vec4(1.0,0.0,0.0,0.2);
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} |
src/main/res/raw/test_vertex_shader.glsl | ||
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21 | 21 |
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uniform vec2 u_objD; // object width X object height. |
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uniform mat4 u_MVPMatrix; // the combined model/view/projection matrix. |
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attribute vec2 a_Position; // Per-vertex position information we will pass in.
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in vec2 a_Position; // Per-vertex position information we will pass in.
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25 | 25 |
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////////////////////////////////////////////////////////////////////////////////////////////// |
27 | 27 |
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Also available in: Unified diff
Upgrade from GLSL 1.00 to GLSL 3.00 ES
Introduce separate BLUR1 and BLUR2 shaders, the second one marging (writing to gl_FragDepth still does not work)