Revision 02ef26bc
Added by Leszek Koltunski over 7 years ago
src/main/java/org/distorted/library/EffectNames.java | ||
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///////////////////////////////////////////////////////////////////////////////// |
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// VERTEX EFFECTS |
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// Always 9 Uniforms: 3 per-effect interpolated values, 4-dimensional Region,
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// 2-dimensional center of the effect.
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// Always 12 Uniforms: 4 per-effect interpolated values, 2 caches, 2-dimensional
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// center of the effect, 4-dimensional Region
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/** |
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* Apply a 3D vector of force to area around a point on the surface of the Object. |
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* <p> |
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* Uniforms: (forceX,forceY,forceZ,regionX,regionY,regionRX,regionRY,centerX,centerY) |
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* Uniforms: (forceX ,forceY ,forceZ ,UNUSED , |
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* UNUSED , UNUSED,centerX ,centerY , |
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* regionX,regionY,regionRX,regionRY) |
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* Unity: (forceX,forceY,forceZ) = (0,0,0) |
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*/ |
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DISTORT ( EffectTypes.VERTEX , new float[] {0.0f,0.0f,0.0f} ), |
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/** |
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* Deform the whole Object by applying a 2D vector of force to a center point. |
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* <p> |
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* Uniforms: (forceX,forceY,UNUSED,UNUSED,UNUSED,UNUSED,UNUSED,centerX,centerY) |
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* Uniforms: (forceX,forceY,UNUSED,UNUSED, |
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* UNUSED,UNUSED,centerX,centerY, |
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* UNUSED,UNUSED,UNUSED,UNUSED) |
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* Unity: (forceX,forceY) = (0,0) |
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*/ |
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DEFORM ( EffectTypes.VERTEX , new float[] {0.0f,0.0f} ), |
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/** |
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* Pull (or push away) all points around a center point to (from) it. |
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* <p> |
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* Uniforms: (sinkFactor,UNUSED,UNUSED,regionX,regionY,regionRX,regionRY,centerX,centerY) |
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* Uniforms: (sinkFactor,UNUSED,UNUSED,UNUSED, |
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* UNUSED,UNUSED,centerX,centerY, |
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* regionX,regionY,regionRX,regionRY) |
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* Unity: sinkFactor = 1 |
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*/ |
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SINK ( EffectTypes.VERTEX , new float[] {1.0f} ), |
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/** |
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* Smoothly rotate a limited area around a center point. |
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* <p> |
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* Uniforms: (swirlAngle,UNUSED,UNUSED,regionX,regionY,regionRX,regionRY,centerX,centerY) |
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* Uniforms: (swirlAngle,UNUSED,UNUSED,UNUSED, |
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* cache1, UNUSED,centerX,centerY, |
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* regionX,regionY,regionRX,regionRY) |
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* Unity: swirlAngle = 0 |
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*/ |
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SWIRL ( EffectTypes.VERTEX , new float[] {0.0f} ), |
... | ... | |
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* Directional sinusoidal wave effect. The direction of the wave is given by the 'angle' |
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* parameter, which is the angle (in degrees) the direction forms with the X-axis. |
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* <p> |
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* Uniforms: (amplitude,angle,length,regionX,regionY,regionRX,regionRY,centerX,centerY) |
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* Uniforms: (amplitude,angleAmp,length,angleLen, |
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* cache1, cache2,centerX,centerY, |
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* regionX,regionY,regionRX,regionRY) |
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* Unity: amplitude = 0 |
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*/ |
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WAVE ( EffectTypes.VERTEX , new float[] {0.0f} ), |
Also available in: Unified diff
Preparation to make the WAVE effect fully 3D