Project

General

Profile

« Previous | Next » 

Revision 02ef26bc

Added by Leszek Koltunski over 7 years ago

Preparation to make the WAVE effect fully 3D

View differences:

src/main/java/org/distorted/library/EffectNames.java
85 85

  
86 86
 /////////////////////////////////////////////////////////////////////////////////
87 87
 // VERTEX EFFECTS
88
 // Always 9 Uniforms: 3 per-effect interpolated values, 4-dimensional Region,
89
 // 2-dimensional center of the effect.
88
 // Always 12 Uniforms: 4 per-effect interpolated values, 2 caches, 2-dimensional
89
 // center of the effect, 4-dimensional Region
90 90
 /**
91 91
   * Apply a 3D vector of force to area around a point on the surface of the Object.
92 92
   * <p>
93
   * Uniforms: (forceX,forceY,forceZ,regionX,regionY,regionRX,regionRY,centerX,centerY)
93
   * Uniforms: (forceX ,forceY ,forceZ  ,UNUSED  ,
94
  *             UNUSED , UNUSED,centerX ,centerY ,
95
  *             regionX,regionY,regionRX,regionRY)
94 96
   * Unity: (forceX,forceY,forceZ) = (0,0,0)
95 97
   */
96 98
  DISTORT          ( EffectTypes.VERTEX  ,   new float[] {0.0f,0.0f,0.0f} ),
97 99
 /**
98 100
   * Deform the whole Object by applying a 2D vector of force to a center point.
99 101
   * <p>
100
   * Uniforms: (forceX,forceY,UNUSED,UNUSED,UNUSED,UNUSED,UNUSED,centerX,centerY)
102
   * Uniforms: (forceX,forceY,UNUSED,UNUSED,
103
   *            UNUSED,UNUSED,centerX,centerY,
104
   *            UNUSED,UNUSED,UNUSED,UNUSED)
101 105
   * Unity: (forceX,forceY) = (0,0)
102 106
   */
103 107
  DEFORM           ( EffectTypes.VERTEX  ,   new float[] {0.0f,0.0f}      ),
104 108
 /**
105 109
   * Pull (or push away) all points around a center point to (from) it.
106 110
   * <p>
107
   * Uniforms: (sinkFactor,UNUSED,UNUSED,regionX,regionY,regionRX,regionRY,centerX,centerY)
111
   * Uniforms: (sinkFactor,UNUSED,UNUSED,UNUSED,
112
   *            UNUSED,UNUSED,centerX,centerY,
113
   *            regionX,regionY,regionRX,regionRY)
108 114
   * Unity: sinkFactor = 1
109 115
   */
110 116
  SINK             ( EffectTypes.VERTEX  ,   new float[] {1.0f}           ),
111 117
 /**
112 118
   * Smoothly rotate a limited area around a center point.
113 119
   * <p>
114
   * Uniforms: (swirlAngle,UNUSED,UNUSED,regionX,regionY,regionRX,regionRY,centerX,centerY)
120
   * Uniforms: (swirlAngle,UNUSED,UNUSED,UNUSED,
121
   *            cache1, UNUSED,centerX,centerY,
122
   *            regionX,regionY,regionRX,regionRY)
115 123
   * Unity: swirlAngle = 0
116 124
   */
117 125
  SWIRL            ( EffectTypes.VERTEX  ,   new float[] {0.0f}           ),
......
119 127
   * Directional sinusoidal wave effect. The direction of the wave is given by the 'angle'
120 128
   * parameter, which is the angle (in degrees) the direction forms with the X-axis.
121 129
   * <p>
122
   * Uniforms: (amplitude,angle,length,regionX,regionY,regionRX,regionRY,centerX,centerY)
130
   * Uniforms: (amplitude,angleAmp,length,angleLen,
131
   *            cache1, cache2,centerX,centerY,
132
   *            regionX,regionY,regionRX,regionRY)
123 133
   * Unity: amplitude  = 0
124 134
   */
125 135
  WAVE             ( EffectTypes.VERTEX  ,   new float[] {0.0f}           ),

Also available in: Unified diff