changing vec4 to vec2 for perf reasons.
Change-Id: Ic885a6dc697af4fd82e184158772863673f041bd
diff --git a/java/Samples/res/raw/multitexf.glsl b/java/Samples/res/raw/multitexf.glsl
index 91151ad..351ff9b 100644
--- a/java/Samples/res/raw/multitexf.glsl
+++ b/java/Samples/res/raw/multitexf.glsl
@@ -1,4 +1,4 @@
-varying vec4 varTex0;
+varying vec2 varTex0;
void main() {
vec2 t0 = varTex0.xy;
diff --git a/rsFont.cpp b/rsFont.cpp
index b9de7e1..a951005 100644
--- a/rsFont.cpp
+++ b/rsFont.cpp
@@ -497,7 +497,7 @@
void FontState::initRenderState()
{
- String8 shaderString("varying vec4 varTex0;\n");
+ String8 shaderString("varying vec2 varTex0;\n");
shaderString.append("void main() {\n");
shaderString.append(" lowp vec4 col = UNI_Color;\n");
shaderString.append(" col.a = texture2D(UNI_Tex0, varTex0.xy).a;\n");
diff --git a/rsProgramFragment.cpp b/rsProgramFragment.cpp
index c94f294..81b4fa4 100644
--- a/rsProgramFragment.cpp
+++ b/rsProgramFragment.cpp
@@ -190,7 +190,7 @@
{
String8 shaderString(RS_SHADER_INTERNAL);
shaderString.append("varying lowp vec4 varColor;\n");
- shaderString.append("varying vec4 varTex0;\n");
+ shaderString.append("varying vec2 varTex0;\n");
shaderString.append("void main() {\n");
shaderString.append(" lowp vec4 col = UNI_Color;\n");
shaderString.append(" gl_FragColor = col;\n");
diff --git a/rsProgramVertex.cpp b/rsProgramVertex.cpp
index d3dbfb2..a785262 100644
--- a/rsProgramVertex.cpp
+++ b/rsProgramVertex.cpp
@@ -242,6 +242,7 @@
void ProgramVertexState::init(Context *rsc)
{
const Element *matrixElem = Element::create(rsc, RS_TYPE_MATRIX_4X4, RS_KIND_USER, false, 1);
+ const Element *f2Elem = Element::create(rsc, RS_TYPE_FLOAT_32, RS_KIND_USER, false, 2);
const Element *f3Elem = Element::create(rsc, RS_TYPE_FLOAT_32, RS_KIND_USER, false, 3);
const Element *f4Elem = Element::create(rsc, RS_TYPE_FLOAT_32, RS_KIND_USER, false, 4);
@@ -256,7 +257,7 @@
rsc->mStateElement.elementBuilderAdd(f4Elem, "position", 1);
rsc->mStateElement.elementBuilderAdd(f4Elem, "color", 1);
rsc->mStateElement.elementBuilderAdd(f3Elem, "normal", 1);
- rsc->mStateElement.elementBuilderAdd(f4Elem, "texture0", 1);
+ rsc->mStateElement.elementBuilderAdd(f2Elem, "texture0", 1);
const Element *attrElem = rsc->mStateElement.elementBuilderCreate(rsc);
Type *inputType = new Type(rsc);
@@ -266,7 +267,7 @@
String8 shaderString(RS_SHADER_INTERNAL);
shaderString.append("varying vec4 varColor;\n");
- shaderString.append("varying vec4 varTex0;\n");
+ shaderString.append("varying vec2 varTex0;\n");
shaderString.append("void main() {\n");
shaderString.append(" gl_Position = UNI_MVP * ATTRIB_position;\n");
shaderString.append(" gl_PointSize = 1.0;\n");