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私はいくつかのGLSLシェーダをRenderscriptに移植しようとしています。RenderScript ScriptCでgl_FragCoordと同等です
gl_FragCoordをRenderscript ScriptCにエミュレートする方法はありますか?
GLSLシェーダ:
uniform sampler2D u_texture;
varying vec2 v_texcoord;
uniform vec2 resolution;
void main()
{
vec4 color = texture2D(u_texture, v_texcoord);
vec2 position = (gl_FragCoord.xy/resolution.xy) - vec2(0.5);
float len = length(position);
gl_FragColor = color * vec4(vec3(len), 1.0);
}
のrenderScript:
rs_allocation texture;
rs_sampler sampler;
float2 resolution;
uchar4 __attribute__((kernel)) root(uint32_t x, uint32_t y)
{
float2 texcoord = (float2){(float)x, (float)y} * (float2){ 1.0f/resolution.x, 1.0f/resolution.y};
float4 color = rsSample(texture, sampler, texcoord);
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float2 position = (***gl_FragCoord.xy***/resolution.xy) - 0.5f;
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float len = length(position);
color *= (float4){len, len, len, 1.0f}
return rsPackColorTo8888(color);
}