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Revision f256e1a5

Added by Leszek Koltunski over 7 years ago

Improve the comment the WAVE effect.

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src/main/res/raw/main_vertex_shader.glsl
400 400
//
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// d) compute the above and see that this is equal precisely to SX from (**).
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// e) repeat points b,c,d in direction Y and come up with (***).
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//
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// Note: we should avoid passing certain combinations of parameters to this function. One such known
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// combination is ( A: small but positive, B: any, amplitude >= length ).
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// In this case, certain 'unlucky' points have their normals almost horizontal (they got moved by (almost!)
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// amplitude, and other point length (i.e. <=amplitude) away got moved by 0, so the slope in this point is
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// very steep). Visual effect is: vast majority of surface pretty much unchanged, but random 'unlucky'
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// points very dark)
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//
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// Generally speaking I'd keep to amplitude < length, as the opposite case has some other problems as well.
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void wave(in int effect, inout vec4 v, inout vec4 n)
405 414
  {

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