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Revision 291705f6

Added by Leszek Koltunski over 7 years ago

re-generate noise after passing each Point.

View differences:

src/main/res/raw/main_vertex_shader.glsl
148 148
// else if v.z >  hH then v.z = (-(1-h)^2 * H^2)/(v.z-(2h-1)H) +H   (function satisfying f(+hH)=+hH, f'(+hH)=1, lim f(x) = +H)
149 149
// else v.z = v.z
150 150

  
151
void restrict(inout float v)
151
void restrictZ(inout float v)
152 152
  {
153 153
  const float h = 0.7;
154 154
  float signV = 2.0*max(0.0,sign(v))-1.0;
......
496 496
    else if( vType[i]==WAVE   ) wave   (3*i,v,n);
497 497
    }
498 498
 
499
  restrict(v.z);  
499
  restrictZ(v.z);
500 500
#endif
501 501
   
502 502
  v_Position      = v.xyz;

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