revert to regular shader
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490f8973d2
commit
2ddae706eb
@ -1,7 +1,7 @@
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varying vec2 pos_2d_i;
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varying vec3 color_i;
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void main()
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{
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gl_FragColor = vec4(0, 0.3, 1, 1);
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gl_FragColor = vec4(color_i, 1);
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}
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@ -4,12 +4,12 @@ uniform mat4 modelview;
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uniform vec2 offset;
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attribute vec2 pos;
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attribute vec3 color;
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varying vec2 pos_2d_i;
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varying vec3 color_i;
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void main()
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{
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gl_Position = projection *
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(modelview * vec4(pos, 0, 1) + vec4(offset, 0, 0));
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pos_2d_i = pos + offset;
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gl_Position = projection * modelview * vec4(pos, 0, 1);
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color_i = color;
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}
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@ -93,10 +93,10 @@ public class MyRenderer implements GLSurfaceView.Renderer
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public void onSurfaceCreated(GL10 unused, EGLConfig config)
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{
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final float attribs[] = {
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1, 1,
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0, 1,
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0, 0,
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1, 0
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1, 1, 0.8f, 0.8f, 1,
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0, 1, 0, 0, 1,
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0, 0, 0.8f, 0.8f, 1,
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1, 0, 0, 0, 1
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};
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checkGLError("onSurfaceCreated");
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ByteBuffer bb = ByteBuffer.allocateDirect(attribs.length * 4);
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@ -150,13 +150,19 @@ public class MyRenderer implements GLSurfaceView.Renderer
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GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT);
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int attr_pos = GLES20.glGetAttribLocation(m_program, "pos");
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int attr_color = GLES20.glGetAttribLocation(m_program, "color");
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checkGLError("glGetAttribLocation");
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GLES20.glEnableVertexAttribArray(attr_pos);
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GLES20.glEnableVertexAttribArray(attr_color);
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checkGLError("glEnableVertexAttribArray");
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m_quad_attrib_buffer.position(0);
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GLES20.glVertexAttribPointer(attr_pos, 2, GLES20.GL_FLOAT, false,
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2 * 4, m_quad_attrib_buffer);
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5 * 4, m_quad_attrib_buffer);
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m_quad_attrib_buffer.position(2);
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GLES20.glVertexAttribPointer(attr_color, 3, GLES20.GL_FLOAT, false,
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5 * 4, m_quad_attrib_buffer);
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checkGLError("glVertexAttribPointer");
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for (int y = 0; y < GRID_HEIGHT; y++)
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@ -166,18 +172,17 @@ public class MyRenderer implements GLSurfaceView.Renderer
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Matrix.setIdentityM(m_modelview, 0);
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Matrix.translateM(m_modelview, 0,
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x - GRID_WIDTH / 2.0f, y - GRID_HEIGHT / 2.0f, 0);
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Matrix.scaleM(m_modelview, 0, 0.9f, 0.9f, 0.9f);
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GLES20.glUniformMatrix4fv(
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GLES20.glGetUniformLocation(m_program, "modelview"),
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1, false, m_modelview, 0);
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m_quad_attrib_buffer.position(0);
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GLES20.glDrawArrays(GLES20.GL_TRIANGLE_FAN, 0, 4);
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checkGLError("glDrawArrays");
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}
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}
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GLES20.glDisableVertexAttribArray(attr_pos);
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GLES20.glDisableVertexAttribArray(attr_color);
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checkGLError("glDisableVertexAttribArray");
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}
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