Revision 3273dce2
Added by Leszek Koltunski 8 months ago
src/main/java/org/distorted/library/effect/VertexEffectDeform.java | ||
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133 | 133 |
+ "float denomV = 1.0 / (aForce.y + Aw.x); \n" |
134 | 134 |
+ "float denomH = 1.0 / (aForce.x + Aw.y); \n" |
135 | 135 |
|
136 |
+ "vec3 vertCorr= ONE - aPS / ( aForce+C*aPS + (ONE-sign(aForce)) ); \n" // avoid division by 0 when force and PS both are 0 |
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136 |
+ "vec3 one_over_aforce = aForce - 0.001*(sign(aForce)-ONE); \n" // avoid division by 0 when force and PS both are 0 |
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137 |
+ "vec3 vertCorr= ONE - aPS/(C*aPS + one_over_aforce); \n" // avoid division by 0 when force and PS both are 0 |
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137 | 138 |
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138 | 139 |
+ "float mvXvert = -B * ps.x * aForce.y * (1.0-quot.y) * denomV; \n" // impact the vertical component of the force vector has on horizontal movement |
139 | 140 |
+ "float mvYhorz = -B * ps.y * aForce.x * (1.0-quot.x) * denomH; \n" // impact the horizontal component of the force vector has on vertical movement |
Also available in: Unified diff
fix the 'holes in textures' problem.