Revision 353f7580
Added by Leszek Koltunski over 5 years ago
src/main/java/org/distorted/library/effect/VertexEffectSwirl.java | ||
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{ |
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addEffect(EffectName.SWIRL, |
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"vec3 center = vUniforms[effect+1].yzw; \n" |
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+ "vec3 PS = center-v.xyz; \n" |
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+ "vec4 SO = vUniforms[effect+2]; \n" |
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+ "float d1_circle = degree_region(SO,PS); \n" |
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+ "float d1_bitmap = degree_bitmap(center,PS); \n" |
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+ "float alpha = vUniforms[effect].x; \n" |
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+ "float sinA = sin(alpha); \n" |
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+ "float cosA = cos(alpha); \n" |
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"vec3 center = vUniforms[effect+1].yzw; \n" |
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+ "vec3 PS = center-v.xyz; \n" |
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+ "vec4 SO = vUniforms[effect+2]; \n" |
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+ "float d1_circle = degree_region(SO,PS); \n" |
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+ "float d1_object = degree_object(center,PS); \n" |
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+ "float alpha = vUniforms[effect].x; \n" |
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+ "float sinA = sin(alpha); \n" |
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+ "float cosA = cos(alpha); \n" |
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+ "vec3 PS2 = vec3( PS.x*cosA+PS.y*sinA,-PS.x*sinA+PS.y*cosA, PS.z ); \n" // vector PS rotated by A radians clockwise around center. |
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+ "vec4 SG = (1.0-d1_circle)*SO; \n" // coordinates of the dilated circle P is going to get rotated around
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+ "float d2 = max(0.0,degree(SG,center,PS2)); \n" // make it a max(0,deg) because otherwise when center=left edge of the
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// bitmap some points end up with d2<0 and they disappear off view.
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+ "v.xy += min(d1_circle,d1_bitmap)*(PS.xy - PS2.xy/(1.0-d2)); \n" // if d2=1 (i.e P=center) we should have P unchanged. How to do it?
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+ "vec4 SG = (1.0-d1_circle)*SO; \n" // coordinates of the dilated circle P is going to get rotated around
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+ "float d2 = max(0.0,degree(SG,center,PS2)); \n" // make it a max(0,deg) because otherwise when center=left edge of the
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// object some points end up with d2<0 and they disappear off view.
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+ "v.xy += min(d1_circle,d1_object)*(PS.xy - PS2.xy/(1.0-d2)); \n" // if d2=1 (i.e P=center) we should have P unchanged. How to do it?
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); |
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} |
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Also available in: Unified diff
Make Distort truly 3D.