@@ -227,10 +227,10 @@ public static class RadialBlurShaderProgram extends ShaderProgram {
227227
228228 "void main() {\n " +
229229 /* The actual (unburred) sample. */
230- " vec4 color = texture2D(" + ShaderProgramConstants .UNIFORM_TEXTURE_0 + ", " + RadialBlurShaderProgram .VARYING_TEXTURECOORDINATES + ");\n " +
230+ " vec4 color = texture2D(" + ShaderProgramConstants .UNIFORM_TEXTURE_0 + ", " + ShaderProgramConstants .VARYING_TEXTURECOORDINATES + ");\n " +
231231
232232 /* Calculate direction towards center of the blur. */
233- " vec2 direction = " + RadialBlurShaderProgram .UNIFORM_RADIALBLUR_CENTER + " - " + RadialBlurShaderProgram .VARYING_TEXTURECOORDINATES + ";\n " +
233+ " vec2 direction = " + RadialBlurShaderProgram .UNIFORM_RADIALBLUR_CENTER + " - " + ShaderProgramConstants .VARYING_TEXTURECOORDINATES + ";\n " +
234234
235235 /* Calculate the distance to the center of the blur. */
236236 " float distance = sqrt(direction.x * direction.x + direction.y * direction.y);\n " +
@@ -241,16 +241,16 @@ public static class RadialBlurShaderProgram extends ShaderProgram {
241241 " vec4 sum = color * sampleShare;\n " +
242242 /* Take 10 additional samples along the direction towards the center of the blur. */
243243 " vec2 directionSampleDist = direction * sampleDist;\n " +
244- " sum += texture2D(" + ShaderProgramConstants .UNIFORM_TEXTURE_0 + ", " + RadialBlurShaderProgram .VARYING_TEXTURECOORDINATES + " - 0.08 * directionSampleDist) * sampleShare;\n " +
245- " sum += texture2D(" + ShaderProgramConstants .UNIFORM_TEXTURE_0 + ", " + RadialBlurShaderProgram .VARYING_TEXTURECOORDINATES + " - 0.05 * directionSampleDist) * sampleShare;\n " +
246- " sum += texture2D(" + ShaderProgramConstants .UNIFORM_TEXTURE_0 + ", " + RadialBlurShaderProgram .VARYING_TEXTURECOORDINATES + " - 0.03 * directionSampleDist) * sampleShare;\n " +
247- " sum += texture2D(" + ShaderProgramConstants .UNIFORM_TEXTURE_0 + ", " + RadialBlurShaderProgram .VARYING_TEXTURECOORDINATES + " - 0.02 * directionSampleDist) * sampleShare;\n " +
248- " sum += texture2D(" + ShaderProgramConstants .UNIFORM_TEXTURE_0 + ", " + RadialBlurShaderProgram .VARYING_TEXTURECOORDINATES + " - 0.01 * directionSampleDist) * sampleShare;\n " +
249- " sum += texture2D(" + ShaderProgramConstants .UNIFORM_TEXTURE_0 + ", " + RadialBlurShaderProgram .VARYING_TEXTURECOORDINATES + " + 0.01 * directionSampleDist) * sampleShare;\n " +
250- " sum += texture2D(" + ShaderProgramConstants .UNIFORM_TEXTURE_0 + ", " + RadialBlurShaderProgram .VARYING_TEXTURECOORDINATES + " + 0.02 * directionSampleDist) * sampleShare;\n " +
251- " sum += texture2D(" + ShaderProgramConstants .UNIFORM_TEXTURE_0 + ", " + RadialBlurShaderProgram .VARYING_TEXTURECOORDINATES + " + 0.03 * directionSampleDist) * sampleShare;\n " +
252- " sum += texture2D(" + ShaderProgramConstants .UNIFORM_TEXTURE_0 + ", " + RadialBlurShaderProgram .VARYING_TEXTURECOORDINATES + " + 0.05 * directionSampleDist) * sampleShare;\n " +
253- " sum += texture2D(" + ShaderProgramConstants .UNIFORM_TEXTURE_0 + ", " + RadialBlurShaderProgram .VARYING_TEXTURECOORDINATES + " + 0.08 * directionSampleDist) * sampleShare;\n " +
244+ " sum += texture2D(" + ShaderProgramConstants .UNIFORM_TEXTURE_0 + ", " + ShaderProgramConstants .VARYING_TEXTURECOORDINATES + " - 0.08 * directionSampleDist) * sampleShare;\n " +
245+ " sum += texture2D(" + ShaderProgramConstants .UNIFORM_TEXTURE_0 + ", " + ShaderProgramConstants .VARYING_TEXTURECOORDINATES + " - 0.05 * directionSampleDist) * sampleShare;\n " +
246+ " sum += texture2D(" + ShaderProgramConstants .UNIFORM_TEXTURE_0 + ", " + ShaderProgramConstants .VARYING_TEXTURECOORDINATES + " - 0.03 * directionSampleDist) * sampleShare;\n " +
247+ " sum += texture2D(" + ShaderProgramConstants .UNIFORM_TEXTURE_0 + ", " + ShaderProgramConstants .VARYING_TEXTURECOORDINATES + " - 0.02 * directionSampleDist) * sampleShare;\n " +
248+ " sum += texture2D(" + ShaderProgramConstants .UNIFORM_TEXTURE_0 + ", " + ShaderProgramConstants .VARYING_TEXTURECOORDINATES + " - 0.01 * directionSampleDist) * sampleShare;\n " +
249+ " sum += texture2D(" + ShaderProgramConstants .UNIFORM_TEXTURE_0 + ", " + ShaderProgramConstants .VARYING_TEXTURECOORDINATES + " + 0.01 * directionSampleDist) * sampleShare;\n " +
250+ " sum += texture2D(" + ShaderProgramConstants .UNIFORM_TEXTURE_0 + ", " + ShaderProgramConstants .VARYING_TEXTURECOORDINATES + " + 0.02 * directionSampleDist) * sampleShare;\n " +
251+ " sum += texture2D(" + ShaderProgramConstants .UNIFORM_TEXTURE_0 + ", " + ShaderProgramConstants .VARYING_TEXTURECOORDINATES + " + 0.03 * directionSampleDist) * sampleShare;\n " +
252+ " sum += texture2D(" + ShaderProgramConstants .UNIFORM_TEXTURE_0 + ", " + ShaderProgramConstants .VARYING_TEXTURECOORDINATES + " + 0.05 * directionSampleDist) * sampleShare;\n " +
253+ " sum += texture2D(" + ShaderProgramConstants .UNIFORM_TEXTURE_0 + ", " + ShaderProgramConstants .VARYING_TEXTURECOORDINATES + " + 0.08 * directionSampleDist) * sampleShare;\n " +
254254
255255 /* Weighten the blur effect with the distance to the center of the blur (further out is blurred more). */
256256 " float t = sqrt(distance) * sampleStrength;\n " +
@@ -264,9 +264,9 @@ public static class RadialBlurShaderProgram extends ShaderProgram {
264264 // Fields
265265 // ===========================================================
266266
267- public static int sUniformModelViewPositionMatrixLocation = ShaderProgram .LOCATION_INVALID ;
268- public static int sUniformTexture0Location = ShaderProgram .LOCATION_INVALID ;
269- public static int sUniformRadialBlurCenterLocation = ShaderProgram .LOCATION_INVALID ;
267+ public static int sUniformModelViewPositionMatrixLocation = ShaderProgramConstants .LOCATION_INVALID ;
268+ public static int sUniformTexture0Location = ShaderProgramConstants .LOCATION_INVALID ;
269+ public static int sUniformRadialBlurCenterLocation = ShaderProgramConstants .LOCATION_INVALID ;
270270
271271 // ===========================================================
272272 // Constructors
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