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[ru.olamedia.postprocessing.FilterChainRenderer] renderScene | |
glBindFramebuffer(<int> 0x8D40, <int> 0x2) // RENDER TO FBO #2 | |
glClearColor(<float> 0.0, <float> 0.0, <float> 0.4, <float> 0.0) | |
glClear(<int> 0x4100) | |
glDisable(<int> 0xB71) | |
glDisable(<int> 0xBE2) | |
glEnable(<int> 0xDE1) | |
glBindTexture(<int> 0xDE1, <int> 0x3) // USE IMAGE (#3) | |
glBegin(<int> 0x7) | |
// QUAD |
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package ru.olamedia.postprocessing; | |
import javax.media.opengl.GL2ES2; | |
import javax.media.opengl.GLContext; | |
import com.jogamp.opengl.util.glsl.ShaderCode; | |
import com.jogamp.opengl.util.glsl.ShaderProgram; | |
import com.jogamp.opengl.util.glsl.ShaderState; | |
public abstract class BaseShaderFilter implements IShaderFilter { |
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glBindFramebuffer(<int> 0x8D40, <int> 0x2) // bind secondary FBO (GL.GL_FRAMEBUFFER) secondaryFBO.bind(gl); | |
[ru.olamedia.postprocessing.FilterRenderer] renderSourceToFBO | |
[ru.olamedia.olacraft.scene.ImageScreen] renderScene <-------- | |
glClearColor(<float> 0.0, <float> 0.0, <float> 0.4, <float> 0.0) | |
glClear(<int> 0x4100) | |
glDisable(<int> 0xB71) | |
glDisable(<int> 0xBE2) | |
glEnable(<int> 0xDE1) | |
glBindTexture(<int> 0xDE1, <int> 0x3) // BIND TEXTURE3 (SCENE IMAGE) |
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package ru.olamedia.postprocessing; | |
import javax.media.opengl.GL; | |
import javax.media.opengl.GL2; | |
import javax.media.opengl.GL2ES2; | |
import javax.media.opengl.GLContext; | |
import com.jogamp.common.nio.Buffers; | |
import com.jogamp.opengl.FBObject; | |
import com.jogamp.opengl.util.PMVMatrix; |
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package ru.olamedia.olacraft.scene; | |
import javax.media.opengl.GL2; | |
import javax.media.opengl.GLContext; | |
import com.jogamp.opengl.util.texture.Texture; | |
import ru.olamedia.postprocessing.IRenderer; | |
import ru.olamedia.postprocessing.Screen; | |
import ru.olamedia.texture.TextureManager; |
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package ru.olamedia.postprocessing; | |
import javax.media.opengl.GL; | |
import javax.media.opengl.GL2; | |
import javax.media.opengl.GL2ES2; | |
import javax.media.opengl.GLContext; | |
import com.jogamp.opengl.FBObject; | |
import com.jogamp.opengl.FBObject.Attachment; | |
import com.jogamp.opengl.FBObject.TextureAttachment; |
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/** | |
* Copyright 2012 JogAmp Community. All rights reserved. | |
* | |
* Redistribution and use in source and binary forms, with or without modification, are | |
* permitted provided that the following conditions are met: | |
* | |
* 1. Redistributions of source code must retain the above copyright notice, this list of | |
* conditions and the following disclaimer. | |
* | |
* 2. Redistributions in binary form must reproduce the above copyright notice, this list |
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smooth in vec2 texCoord; | |
varying vec4 lightColor; | |
uniform sampler2D mesh_ActiveTexture; | |
void main (void) | |
{ | |
vec4 texColor; |
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//precision lowp float; | |
//precision lowp int; | |
uniform mat4 pmvMatrix[4]; // P, Mv, Mvi and Mvit | |
uniform vec4 sunColor; | |
uniform sampler2D mesh_ActiveTexture; | |
attribute vec4 mesh_vertices; | |
attribute vec4 mesh_colors; | |
attribute vec2 mesh_texCoord; |
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/** | |
* Copyright 2012 JogAmp Community. All rights reserved. | |
* | |
* Redistribution and use in source and binary forms, with or without modification, are | |
* permitted provided that the following conditions are met: | |
* | |
* 1. Redistributions of source code must retain the above copyright notice, this list of | |
* conditions and the following disclaimer. | |
* | |
* 2. Redistributions in binary form must reproduce the above copyright notice, this list |