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Commit 370dc486 authored by Alex Sakhartchouk's avatar Alex Sakhartchouk Committed by Android (Google) Code Review
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Merge "Properly pipe texture names through."

parents be3835c6 9cc29003
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+5 −5
Original line number Diff line number Diff line
@@ -3,13 +3,13 @@ varying vec2 varTex0;
void main() {
   vec2 blurCoord = varTex0;
   blurCoord.x = varTex0.x + UNI_blurOffset0;
   vec3 col = texture2D(UNI_Tex0, blurCoord).rgb;
   vec3 col = texture2D(UNI_color, blurCoord).rgb;
   blurCoord.x = varTex0.x + UNI_blurOffset1;
   col += texture2D(UNI_Tex0, blurCoord).rgb;
   col += texture2D(UNI_color, blurCoord).rgb;
   blurCoord.x = varTex0.x + UNI_blurOffset2;
   col += texture2D(UNI_Tex0, blurCoord).rgb;
   col += texture2D(UNI_color, blurCoord).rgb;
   blurCoord.x = varTex0.x + UNI_blurOffset3;
   col += texture2D(UNI_Tex0, blurCoord).rgb;
   col += texture2D(UNI_color, blurCoord).rgb;

   gl_FragColor = vec4(col * 0.25, 0.0); //texture2D(UNI_Tex0, varTex0);
   gl_FragColor = vec4(col * 0.25, 0.0);
}
+5 −5
Original line number Diff line number Diff line
@@ -3,15 +3,15 @@ varying vec2 varTex0;
void main() {
   vec2 blurCoord = varTex0;
   blurCoord.y = varTex0.y + UNI_blurOffset0;
   vec3 col = texture2D(UNI_Tex0, blurCoord).rgb;
   vec3 col = texture2D(UNI_color, blurCoord).rgb;
   blurCoord.y = varTex0.y + UNI_blurOffset1;
   col += texture2D(UNI_Tex0, blurCoord).rgb;
   col += texture2D(UNI_color, blurCoord).rgb;
   blurCoord.y = varTex0.y + UNI_blurOffset2;
   col += texture2D(UNI_Tex0, blurCoord).rgb;
   col += texture2D(UNI_color, blurCoord).rgb;
   blurCoord.y = varTex0.y + UNI_blurOffset3;
   col += texture2D(UNI_Tex0, blurCoord).rgb;
   col += texture2D(UNI_color, blurCoord).rgb;

   col = col * 0.25;

   gl_FragColor = vec4(col, 0.0); //texture2D(UNI_Tex0, varTex0);
   gl_FragColor = vec4(col, 0.0);
}
+2 −2
Original line number Diff line number Diff line
@@ -12,8 +12,8 @@ void main() {
   float light0_Diffuse = dot(worldNorm, light0Vec);

   vec2 t0 = varTex0.xy;
   lowp vec4 col = texture2D(UNI_Tex0, t0).rgba;
   lowp vec4 col = texture2D(UNI_diffuse, t0).rgba;
   col.xyz = col.xyz * light0_Diffuse * 1.2;
   gl_FragColor = col; //vec4(0.0, 1.0, 0.0, 0.0);
   gl_FragColor = col;
}
+2 −2
Original line number Diff line number Diff line
@@ -14,8 +14,8 @@ void main() {
   float light0_Specular = pow(light0Spec, 15.0) * 0.5;

   vec2 t0 = varTex0.xy;
   lowp vec4 col = texture2D(UNI_Tex0, t0).rgba;
   col.xyz = col.xyz * (textureCube(UNI_Tex1, worldNorm).rgb * 0.5 + vec3(light0_Diffuse));
   lowp vec4 col = texture2D(UNI_diffuse, t0).rgba;
   col.xyz = col.xyz * (textureCube(UNI_reflection, worldNorm).rgb * 0.5 + vec3(light0_Diffuse));
   col.xyz += light0_Specular * vec3(0.8, 0.8, 1.0);

   gl_FragColor = col;
+2 −2
Original line number Diff line number Diff line
@@ -14,12 +14,12 @@ void main() {
   float light0_Specular = pow(light0Spec, 150.0) * 0.5;

   vec2 t0 = varTex0.xy;
   lowp vec4 col = texture2D(UNI_Tex0, t0).rgba;
   lowp vec4 col = texture2D(UNI_diffuse, t0).rgba;
   col.xyz = col.xyz * light0_Diffuse * 1.1;
   col.xyz += light0_Specular * vec3(0.8, 0.8, 1.0);

   float fresnel = mix(pow(1.0 - light0_Diffuse, 15.0), 1.0, 0.1);
   col.xyz = mix(col.xyz, textureCube(UNI_Tex1, -light0R).rgb * 2.4, fresnel);
   col.xyz = mix(col.xyz, textureCube(UNI_reflection, -light0R).rgb * 2.4, fresnel);
   col.w = 0.8;
   gl_FragColor = col;
}
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