const char* DELTA_UNIFORM_NAME = "uDelta";
-const Vector2 TARGET_SIZE(800.f, 800.f);
+const Vector2 TARGET_SIZE(600.f, 600.f);
} // namespace
class ImageViewUrlApp : public ConnectionTracker
renderTask.SetCameraActor(cameraActor);
mOutputTexture = Texture::New(TextureType::TEXTURE_2D,
- Pixel::RGB888,
+ Pixel::RGBA8888,
unsigned(TARGET_SIZE.width),
unsigned(TARGET_SIZE.height));
auto framebuffer = FrameBuffer::New(TARGET_SIZE.width, TARGET_SIZE.height, FrameBuffer::Attachment::NONE);
+//@version 100
+
precision highp float;
INPUT mediump vec2 vTexCoord;
-uniform sampler2D sTexture;
-uniform mediump float uDelta;
+UNIFORM sampler2D sTexture;
+UNIFORM_BLOCK FragBlock
+{
+UNIFORM mediump float uDelta;
+};
void main()
{
mat2 rotation = mat2(cos(uDelta), -sin(uDelta), sin(uDelta), cos(uDelta));
texCoord = (rotation * texCoord) * .5 + .5;
color += TEXTURE( sTexture, texCoord );
- OUT_COLOR = color;
+ gl_FragColor = color;
}