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Revision 277eddbb

Added by Leszek Koltunski almost 4 years ago

Remove the MeshBase.{set/get}Stretch API altogether.

View differences:

src/main/res/raw/main_vertex_shader.glsl
31 31
out vec3 v_Normal;                   //
32 32
out vec2 v_TexCoordinate;            //
33 33

  
34
uniform vec3 u_Stretch;              // MeshBase.mStretch{X,Y,Z}
35 34
uniform mat4 u_MVPMatrix;            // the combined model/view/projection matrix.
36 35
uniform mat4 u_MVMatrix;             // the combined model/view matrix.
37 36
uniform float u_Inflate;             // how much should we inflate (>0.0) or deflate (<0.0) the mesh.
......
93 92

  
94 93
void main()
95 94
  {
96
  vec3 v = u_Stretch*a_Position;
95
  vec3 v = a_Position + u_Inflate*a_Inflate;
97 96
  vec3 n = a_Normal;
98 97

  
99
  v += u_Inflate*u_Stretch*a_Inflate;
100

  
101 98
#if NUM_VERTEX>0
102 99
  int effect=0;
103 100

  
......
110 107
#endif
111 108
   
112 109
  v_Position      = v;
113
  v_endPosition   = v + (0.2*u_Stretch.x)*n;
110
  v_endPosition   = v + 0.4*n;
114 111
  v_TexCoordinate = a_TexCoordinate;
115 112
  v_Normal        = normalize(vec3(u_MVMatrix*vec4(n,0.0)));
116 113
  gl_Position     = u_MVPMatrix*vec4(v,1.0);

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