50 |
50 |
* Rotate the whole Object around a center point (in angle-axis notation).
|
51 |
51 |
* <p>
|
52 |
52 |
* Uniforms: (angle,axisX,axisY,axisZ,centerX,centerY,centerZ)
|
|
53 |
* <p>
|
53 |
54 |
* Unity: angle==0
|
54 |
55 |
*/
|
55 |
56 |
ROTATE ( EffectTypes.MATRIX , new float[] {0.0f} ),
|
... | ... | |
57 |
58 |
* Rotate the whole Object around a center point (in quaternion notation).
|
58 |
59 |
* <p>
|
59 |
60 |
* Uniforms: (quatX,quatY,quatZ,quatW,centerX,centerY,centerZ)
|
|
61 |
* <p>
|
60 |
62 |
* Unity: (quatX,quatY,quatZ) = (0,0,0)
|
61 |
63 |
*/
|
62 |
64 |
QUATERNION ( EffectTypes.MATRIX , new float[] {0.0f,0.0f,0.0f} ),
|
... | ... | |
64 |
66 |
* Move the whole Object by a vector.
|
65 |
67 |
* <p>
|
66 |
68 |
* Uniforms: (vectorX,vectorY,vectorZ,UNUSED,UNUSED,UNUSED,UNUSED)
|
|
69 |
* <p>
|
67 |
70 |
* Unity: (vectorX,vectorY,vectorZ) = (0,0,0)
|
68 |
71 |
*/
|
69 |
72 |
MOVE ( EffectTypes.MATRIX , new float[] {0.0f,0.0f,0.0f} ),
|
... | ... | |
71 |
74 |
* Scale the whole Object independently in all 3 dimensions.
|
72 |
75 |
* <p>
|
73 |
76 |
* Uniforms: (scaleX,scaleY,scaleZ,UNUSED,UNUSED,UNUSED,UNUSED)
|
|
77 |
* <p>
|
74 |
78 |
* Unity: (scaleX,scaleY,scaleZ) = (1,1,1)
|
75 |
79 |
*/
|
76 |
80 |
SCALE ( EffectTypes.MATRIX , new float[] {1.0f,1.0f,1.0f} ),
|
... | ... | |
78 |
82 |
* Shear the whole Object in 3 dimensions around a center point.
|
79 |
83 |
* <p>
|
80 |
84 |
* Uniforms: (shearX,shearY,shearZ,UNUSED,centerX,centerY,centerZ)
|
|
85 |
* <p>
|
81 |
86 |
* Unity: (shearX,shearY,shearZ) = (0,0,0)
|
82 |
87 |
*/
|
83 |
88 |
SHEAR ( EffectTypes.MATRIX , new float[] {0.0f,0.0f,0.0f} ),
|
... | ... | |
91 |
96 |
* Apply a 3D vector of force to area around a point on the surface of the Object.
|
92 |
97 |
* <p>
|
93 |
98 |
* Uniforms: (forceX ,forceY ,forceZ ,UNUSED ,
|
94 |
|
* UNUSED , UNUSED,centerX ,centerY ,
|
95 |
|
* regionX,regionY,regionRX,regionRY)
|
|
99 |
* UNUSED , UNUSED,centerX ,centerY ,
|
|
100 |
* regionX,regionY,regionRX,regionRY)
|
|
101 |
* <p>
|
96 |
102 |
* Unity: (forceX,forceY,forceZ) = (0,0,0)
|
97 |
103 |
*/
|
98 |
104 |
DISTORT ( EffectTypes.VERTEX , new float[] {0.0f,0.0f,0.0f} ),
|
... | ... | |
102 |
108 |
* Uniforms: (forceX,forceY,UNUSED,UNUSED,
|
103 |
109 |
* UNUSED,UNUSED,centerX,centerY,
|
104 |
110 |
* UNUSED,UNUSED,UNUSED,UNUSED)
|
|
111 |
* <p>
|
105 |
112 |
* Unity: (forceX,forceY) = (0,0)
|
106 |
113 |
*/
|
107 |
114 |
DEFORM ( EffectTypes.VERTEX , new float[] {0.0f,0.0f} ),
|
... | ... | |
111 |
118 |
* Uniforms: (sinkFactor,UNUSED,UNUSED,UNUSED,
|
112 |
119 |
* UNUSED,UNUSED,centerX,centerY,
|
113 |
120 |
* regionX,regionY,regionRX,regionRY)
|
|
121 |
* <p>
|
114 |
122 |
* Unity: sinkFactor = 1
|
115 |
123 |
*/
|
116 |
124 |
SINK ( EffectTypes.VERTEX , new float[] {1.0f} ),
|
... | ... | |
120 |
128 |
* Uniforms: (swirlAngle,UNUSED,UNUSED,UNUSED,
|
121 |
129 |
* UNUSED, UNUSED,centerX,centerY,
|
122 |
130 |
* regionX,regionY,regionRX,regionRY)
|
|
131 |
* <p>
|
123 |
132 |
* Unity: swirlAngle = 0
|
124 |
133 |
*/
|
125 |
134 |
SWIRL ( EffectTypes.VERTEX , new float[] {0.0f} ),
|
126 |
135 |
/**
|
127 |
136 |
* Directional sinusoidal wave effect. The direction of the wave is given by the 'angle'
|
128 |
|
* parameters. Details: {@see DistortedObject#wave(Data4D,Data2D)}
|
|
137 |
* parameters. Details: {@see DistortedObject#wave(Data5D,Data2D)}
|
129 |
138 |
* <p>
|
130 |
|
* Uniforms: (amplitude,length,angleAlpha,angleBeta,
|
131 |
|
* UNUSED, UNUSED,centerX,centerY,
|
|
139 |
* Uniforms: (amplitude,length,offset,angleAlpha,
|
|
140 |
* angleBeta, UNUSED,centerX,centerY,
|
132 |
141 |
* regionX,regionY,regionRX,regionRY)
|
|
142 |
* <p>
|
133 |
143 |
* Unity: amplitude = 0
|
134 |
144 |
*/
|
135 |
145 |
WAVE ( EffectTypes.VERTEX , new float[] {0.0f} ),
|
... | ... | |
142 |
152 |
* Make a given Region (partially) transparent.
|
143 |
153 |
* <p>
|
144 |
154 |
* Uniforms: (transparencyLevel,UNUSED,UNUSED,UNUSED, regionX, regionY, regionRX, regionRY)
|
|
155 |
* <p>
|
145 |
156 |
* Unity: transparencyLevel = 1
|
146 |
157 |
*/
|
147 |
158 |
ALPHA ( EffectTypes.FRAGMENT, new float[] {1.0f} ),
|
... | ... | |
157 |
168 |
* Blend current color in the texture with a given color.
|
158 |
169 |
* <p>
|
159 |
170 |
* Uniforms: (blendLevel,colorR,colorG,colorB, regionX, regionY, regionRX, regionRY)
|
|
171 |
* <p>
|
160 |
172 |
* Unity: blendLevel = 0
|
161 |
173 |
*/
|
162 |
174 |
CHROMA ( EffectTypes.FRAGMENT, new float[] {0.0f} ),
|
... | ... | |
171 |
183 |
* Change brightness level of a given Region.
|
172 |
184 |
* <p>
|
173 |
185 |
* Uniforms: (brightnessLevel,UNUSED,UNUSED,UNUSED, regionX, regionY, regionRX, regionRY)
|
|
186 |
* <p>
|
174 |
187 |
* Unity: brightnessLevel = 1
|
175 |
188 |
*/
|
176 |
189 |
BRIGHTNESS ( EffectTypes.FRAGMENT, new float[] {1.0f} ),
|
... | ... | |
178 |
191 |
* Smoothly change brightness level of a given Region.
|
179 |
192 |
* <p>
|
180 |
193 |
* Uniforms: (brightnessLevel,UNUSED,UNUSED,UNUSED, regionX, regionY, regionRX, regionRY)
|
|
194 |
* <p>
|
181 |
195 |
* Unity: brightnessLevel = 1
|
182 |
196 |
*/
|
183 |
197 |
SMOOTH_BRIGHTNESS( EffectTypes.FRAGMENT, new float[] {1.0f} ),
|
... | ... | |
185 |
199 |
* Change saturation level of a given Region.
|
186 |
200 |
* <p>
|
187 |
201 |
* Uniforms: (saturationLevel,UNUSED,UNUSED,UNUSED, regionX, regionY, regionRX, regionRY)
|
|
202 |
* <p>
|
188 |
203 |
* Unity: saturationLevel = 1
|
189 |
204 |
*/
|
190 |
205 |
SATURATION ( EffectTypes.FRAGMENT, new float[] {1.0f} ),
|
... | ... | |
192 |
207 |
* Smoothly change saturation level of a given Region.
|
193 |
208 |
* <p>
|
194 |
209 |
* Uniforms: (saturationLevel,UNUSED,UNUSED,UNUSED, regionX, regionY, regionRX, regionRY)
|
|
210 |
* <p>
|
195 |
211 |
* Unity: saturationLevel = 1
|
196 |
212 |
*/
|
197 |
213 |
SMOOTH_SATURATION( EffectTypes.FRAGMENT, new float[] {1.0f} ),
|
... | ... | |
199 |
215 |
* Change contrast level of a given Region.
|
200 |
216 |
* <p>
|
201 |
217 |
* Uniforms: (contrastLevel,UNUSED,UNUSED,UNUSED, regionX, regionY, regionRX, regionRY)
|
|
218 |
* <p>
|
202 |
219 |
* Unity: contrastLevel = 1
|
203 |
220 |
*/
|
204 |
221 |
CONTRAST ( EffectTypes.FRAGMENT, new float[] {1.0f} ),
|
... | ... | |
206 |
223 |
* Smoothly change contrast level of a given Region.
|
207 |
224 |
* <p>
|
208 |
225 |
* Uniforms: (contrastLevel,UNUSED,UNUSED,UNUSED, regionX, regionY, regionRX, regionRY)
|
|
226 |
* <p>
|
209 |
227 |
* Unity: contrastLevel = 1
|
210 |
228 |
*/
|
211 |
229 |
SMOOTH_CONTRAST ( EffectTypes.FRAGMENT, new float[] {1.0f} );
|
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