use of com.android.scenegraph.FragmentShader in project android_frameworks_base by ParanoidAndroid.
the class SceneManager method getColorFS.
public static FragmentShader getColorFS() {
if (sSceneManager == null) {
return null;
}
if (sSceneManager.mColor == null) {
RenderScriptGL rs = getRS();
Element.Builder b = new Element.Builder(rs);
b.add(Element.F32_4(rs), "color");
Type.Builder objConstBuilder = new Type.Builder(rs, b.create());
final String code = "\n" + "varying vec2 varTex0;\n" + "void main() {\n" + " lowp vec4 col = UNI_color;\n" + " gl_FragColor = col;\n" + "}\n";
FragmentShader.Builder fb = new FragmentShader.Builder(rs);
fb.setShader(code);
fb.setObjectConst(objConstBuilder.create());
sSceneManager.mColor = fb.create();
}
return sSceneManager.mColor;
}
use of com.android.scenegraph.FragmentShader in project android_frameworks_base by ParanoidAndroid.
the class SceneManager method getTextureFS.
public static FragmentShader getTextureFS() {
if (sSceneManager == null) {
return null;
}
if (sSceneManager.mTexture == null) {
RenderScriptGL rs = getRS();
final String code = "\n" + "varying vec2 varTex0;\n" + "void main() {\n" + " lowp vec4 col = texture2D(UNI_color, varTex0).rgba;\n" + " gl_FragColor = col;\n" + "}\n";
FragmentShader.Builder fb = new FragmentShader.Builder(rs);
fb.setShader(code);
fb.addTexture(Program.TextureType.TEXTURE_2D, "color");
sSceneManager.mTexture = fb.create();
sSceneManager.mTexture.mProgram.bindSampler(Sampler.CLAMP_LINEAR_MIP_LINEAR(rs), 0);
}
return sSceneManager.mTexture;
}
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