Properly pipe texture names through.
Change-Id: I3e44c2757acee90539869c32771626cd0f770a25
This commit is contained in:
@@ -3,13 +3,13 @@ varying vec2 varTex0;
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void main() {
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vec2 blurCoord = varTex0;
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blurCoord.x = varTex0.x + UNI_blurOffset0;
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vec3 col = texture2D(UNI_Tex0, blurCoord).rgb;
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vec3 col = texture2D(UNI_color, blurCoord).rgb;
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blurCoord.x = varTex0.x + UNI_blurOffset1;
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col += texture2D(UNI_Tex0, blurCoord).rgb;
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col += texture2D(UNI_color, blurCoord).rgb;
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blurCoord.x = varTex0.x + UNI_blurOffset2;
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col += texture2D(UNI_Tex0, blurCoord).rgb;
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col += texture2D(UNI_color, blurCoord).rgb;
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blurCoord.x = varTex0.x + UNI_blurOffset3;
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col += texture2D(UNI_Tex0, blurCoord).rgb;
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col += texture2D(UNI_color, blurCoord).rgb;
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gl_FragColor = vec4(col * 0.25, 0.0); //texture2D(UNI_Tex0, varTex0);
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gl_FragColor = vec4(col * 0.25, 0.0);
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}
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@@ -3,15 +3,15 @@ varying vec2 varTex0;
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void main() {
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vec2 blurCoord = varTex0;
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blurCoord.y = varTex0.y + UNI_blurOffset0;
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vec3 col = texture2D(UNI_Tex0, blurCoord).rgb;
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vec3 col = texture2D(UNI_color, blurCoord).rgb;
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blurCoord.y = varTex0.y + UNI_blurOffset1;
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col += texture2D(UNI_Tex0, blurCoord).rgb;
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col += texture2D(UNI_color, blurCoord).rgb;
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blurCoord.y = varTex0.y + UNI_blurOffset2;
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col += texture2D(UNI_Tex0, blurCoord).rgb;
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col += texture2D(UNI_color, blurCoord).rgb;
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blurCoord.y = varTex0.y + UNI_blurOffset3;
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col += texture2D(UNI_Tex0, blurCoord).rgb;
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col += texture2D(UNI_color, blurCoord).rgb;
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col = col * 0.25;
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gl_FragColor = vec4(col, 0.0); //texture2D(UNI_Tex0, varTex0);
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gl_FragColor = vec4(col, 0.0);
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}
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@@ -12,8 +12,8 @@ void main() {
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float light0_Diffuse = dot(worldNorm, light0Vec);
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vec2 t0 = varTex0.xy;
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lowp vec4 col = texture2D(UNI_Tex0, t0).rgba;
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lowp vec4 col = texture2D(UNI_diffuse, t0).rgba;
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col.xyz = col.xyz * light0_Diffuse * 1.2;
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gl_FragColor = col; //vec4(0.0, 1.0, 0.0, 0.0);
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gl_FragColor = col;
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}
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@@ -14,8 +14,8 @@ void main() {
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float light0_Specular = pow(light0Spec, 15.0) * 0.5;
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vec2 t0 = varTex0.xy;
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lowp vec4 col = texture2D(UNI_Tex0, t0).rgba;
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col.xyz = col.xyz * (textureCube(UNI_Tex1, worldNorm).rgb * 0.5 + vec3(light0_Diffuse));
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lowp vec4 col = texture2D(UNI_diffuse, t0).rgba;
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col.xyz = col.xyz * (textureCube(UNI_reflection, worldNorm).rgb * 0.5 + vec3(light0_Diffuse));
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col.xyz += light0_Specular * vec3(0.8, 0.8, 1.0);
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gl_FragColor = col;
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@@ -14,12 +14,12 @@ void main() {
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float light0_Specular = pow(light0Spec, 150.0) * 0.5;
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vec2 t0 = varTex0.xy;
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lowp vec4 col = texture2D(UNI_Tex0, t0).rgba;
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lowp vec4 col = texture2D(UNI_diffuse, t0).rgba;
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col.xyz = col.xyz * light0_Diffuse * 1.1;
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col.xyz += light0_Specular * vec3(0.8, 0.8, 1.0);
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float fresnel = mix(pow(1.0 - light0_Diffuse, 15.0), 1.0, 0.1);
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col.xyz = mix(col.xyz, textureCube(UNI_Tex1, -light0R).rgb * 2.4, fresnel);
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col.xyz = mix(col.xyz, textureCube(UNI_reflection, -light0R).rgb * 2.4, fresnel);
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col.w = 0.8;
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gl_FragColor = col;
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}
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@@ -14,7 +14,7 @@ void main() {
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float light0_Specular = pow(light0Spec, 10.0) * 0.5;
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vec2 t0 = varTex0.xy;
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lowp vec4 col = texture2D(UNI_Tex0, t0).rgba;
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lowp vec4 col = texture2D(UNI_diffuse, t0).rgba;
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col.xyz = col.xyz * light0_Diffuse * 1.2;
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col.xyz += light0_Specular * vec3(0.8, 0.8, 1.0);
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gl_FragColor = col;
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@@ -1,7 +1,7 @@
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varying vec2 varTex0;
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void main() {
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vec3 col = texture2D(UNI_Tex0, varTex0).rgb;
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vec3 col = texture2D(UNI_color, varTex0).rgb;
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vec3 desat = vec3(0.299, 0.587, 0.114);
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float lum = dot(desat, col);
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@@ -1,7 +1,7 @@
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varying vec2 varTex0;
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void main() {
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lowp vec4 col = texture2D(UNI_Tex0, varTex0).rgba;
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lowp vec4 col = texture2D(UNI_color, varTex0).rgba;
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gl_FragColor = col;
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}
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@@ -83,10 +83,12 @@ public class FragmentShader extends Shader {
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mBuilder.addConstant(mShader.mPerObjConstants);
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}
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for (int i = 0; i < mShader.mTextureTypes.size(); i ++) {
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mBuilder.addTexture(mShader.mTextureTypes.get(i));
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mBuilder.addTexture(mShader.mTextureTypes.get(i),
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mShader.mTextureNames.get(i));
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}
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for (int i = 0; i < mShader.mShaderTextureTypes.size(); i ++) {
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mBuilder.addTexture(mShader.mShaderTextureTypes.get(i));
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mBuilder.addTexture(mShader.mShaderTextureTypes.get(i),
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mShader.mShaderTextureNames.get(i));
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}
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mShader.mProgram = mBuilder.create();
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