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author
Nicolas Gramlich
committed
Changes due to AndEngine changes.
1 parent 65bf936 commit 0ff1de8

1 file changed

Lines changed: 15 additions & 15 deletions

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src/org/andengine/examples/RadialBlurExample.java

Lines changed: 15 additions & 15 deletions
Original file line numberDiff line numberDiff line change
@@ -227,10 +227,10 @@ public static class RadialBlurShaderProgram extends ShaderProgram {
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"void main() {\n" +
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/* The actual (unburred) sample. */
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" vec4 color = texture2D(" + ShaderProgramConstants.UNIFORM_TEXTURE_0 + ", " + RadialBlurShaderProgram.VARYING_TEXTURECOORDINATES + ");\n" +
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" vec4 color = texture2D(" + ShaderProgramConstants.UNIFORM_TEXTURE_0 + ", " + ShaderProgramConstants.VARYING_TEXTURECOORDINATES + ");\n" +
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/* Calculate direction towards center of the blur. */
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" vec2 direction = " + RadialBlurShaderProgram.UNIFORM_RADIALBLUR_CENTER + " - " + RadialBlurShaderProgram.VARYING_TEXTURECOORDINATES + ";\n" +
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" vec2 direction = " + RadialBlurShaderProgram.UNIFORM_RADIALBLUR_CENTER + " - " + ShaderProgramConstants.VARYING_TEXTURECOORDINATES + ";\n" +
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/* Calculate the distance to the center of the blur. */
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" float distance = sqrt(direction.x * direction.x + direction.y * direction.y);\n" +
@@ -241,16 +241,16 @@ public static class RadialBlurShaderProgram extends ShaderProgram {
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" vec4 sum = color * sampleShare;\n" +
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/* Take 10 additional samples along the direction towards the center of the blur. */
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" vec2 directionSampleDist = direction * sampleDist;\n" +
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" sum += texture2D(" + ShaderProgramConstants.UNIFORM_TEXTURE_0 + ", " + RadialBlurShaderProgram.VARYING_TEXTURECOORDINATES + " - 0.08 * directionSampleDist) * sampleShare;\n" +
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" sum += texture2D(" + ShaderProgramConstants.UNIFORM_TEXTURE_0 + ", " + RadialBlurShaderProgram.VARYING_TEXTURECOORDINATES + " - 0.05 * directionSampleDist) * sampleShare;\n" +
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" sum += texture2D(" + ShaderProgramConstants.UNIFORM_TEXTURE_0 + ", " + RadialBlurShaderProgram.VARYING_TEXTURECOORDINATES + " - 0.03 * directionSampleDist) * sampleShare;\n" +
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" sum += texture2D(" + ShaderProgramConstants.UNIFORM_TEXTURE_0 + ", " + RadialBlurShaderProgram.VARYING_TEXTURECOORDINATES + " - 0.02 * directionSampleDist) * sampleShare;\n" +
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" 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" +
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" 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" +
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/* Weighten the blur effect with the distance to the center of the blur (further out is blurred more). */
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" float t = sqrt(distance) * sampleStrength;\n" +
@@ -264,9 +264,9 @@ public static class RadialBlurShaderProgram extends ShaderProgram {
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// Fields
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// ===========================================================
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267-
public static int sUniformModelViewPositionMatrixLocation = ShaderProgram.LOCATION_INVALID;
268-
public static int sUniformTexture0Location = ShaderProgram.LOCATION_INVALID;
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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;
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// ===========================================================
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// Constructors

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