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override fun onDrawFrame(gl: GL10?) { | |
// clear the our "screen" | |
GLES30.glClearColor(0.0f, 0.0f, 0.0f, 0.0f) | |
GLES30.glClear(GLES30.GL_DEPTH_BUFFER_BIT or GLES30.GL_COLOR_BUFFER_BIT) | |
// use program | |
GLES30.glUseProgram(program) | |
// set shader input (built-in attributes) | |
setAttribute(inPositionHandle, VERTEX_SHADER_IN_POSITION, 3, TRIANGLE_VERTICES_DATA_POS_OFFSET) // 3 because 3 floats for position | |
setAttribute(inTextureHandle, VERTEX_SHADER_IN_TEXTURE_COORD, 2, TRIANGLE_VERTICES_DATA_UV_OFFSET) // 2 because 2 floats for texture coordinates | |
// update matrix | |
Matrix.setIdentityM(matrixMVP, 0) | |
GLES30.glUniformMatrix4fv(uMVPMatrixHandle, 1, false, matrixMVP, 0) | |
GLES30.glUniformMatrix4fv(uSTMatrixHandle, 1, false, matrixSTM, 0) | |
// (!) update uniforms for fragment shader | |
val uMyUniformValue = floatArrayOf(1.0f, 0.75f, 0.95f, 1f) // some values that we're going to send to the fragment shader | |
GLES30.glUniform4fv(uMyUniform, 1, uMyUniformValue, 0) | |
// activate blending for textures (to support transparency) | |
GLES30.glBlendFunc(GLES30.GL_SRC_ALPHA, GLES30.GL_ONE_MINUS_SRC_ALPHA) | |
GLES30.glEnable(GLES20.GL_BLEND) | |
// draw our quad | |
GLES30.glDrawArrays(GLES30.GL_TRIANGLE_STRIP, 0, 4) | |
checkGlError("glDrawArrays") | |
GLES30.glFinish() | |
} |
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