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Revision 0df17fad

Added by Leszek Koltunski almost 8 years ago

- Javadoc for EffectNames
- make Matrix effects consistent with the rest (center of effect as last parameter!)
- bugfix for yesterday's bugfix (we only want to send 'EFFECT_REMOVED' messages if it was really the Application that called 'abortAll' and not when we are cleaning up everything)

View differences:

src/main/res/raw/main_vertex_shader.glsl
289 289
  P.xy += min(d1_circle,d1_bitmap)*(PS - PS2/(1.0-d2));        // if d2=1 (i.e P=S) we should have P unchanged. How to do it?
290 290
  }
291 291

  
292
//////////////////////////////////////////////////////////////////////////////////////////////
293
// Wave
294
//
295

  
296
void wave(in int effect, inout vec4 P)
297
  {
298

  
299
  }
300

  
301 292
//////////////////////////////////////////////////////////////////////////////////////////////
302 293
// Clamp v.z to (-u_Depth,u_Depth) with the following function:
303 294
// define h to be, say, 0.7; let H=u_Depth
......
332 323
    //  case DEFORM : deform(3*i,v)   ; break;
333 324
    //  case SINK   : sink(3*i,v)     ; break;
334 325
    //  case SWIRL  : swirl(3*i,v)    ; break;
335
    //  case WAVE   : wave(3*i,v)     ; break;
336 326
    //  }
337 327
        
338 328
         if( vType[i]==DISTORT) distort(3*i,v,n);
339 329
    else if( vType[i]==DEFORM ) deform(3*i,v);
340 330
    else if( vType[i]==SINK   ) sink(3*i,v);
341 331
    else if( vType[i]==SWIRL  ) swirl(3*i,v);
342
    else if( vType[i]==WAVE   ) wave(3*i,v);   
343 332
    }
344 333
 
345 334
  restrict(v.z);  

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