Revision 3695d6fa
Added by Leszek Koltunski over 7 years ago
src/main/java/org/distorted/library/EffectNames.java | ||
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50 | 50 |
* Rotate the whole Object around a center point (in angle-axis notation). |
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* <p> |
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* Uniforms: (angle,axisX,axisY,axisZ,centerX,centerY,centerZ) |
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* <p> |
|
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* Unity: angle==0 |
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*/ |
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ROTATE ( EffectTypes.MATRIX , new float[] {0.0f} ), |
... | ... | |
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* Rotate the whole Object around a center point (in quaternion notation). |
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* <p> |
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* Uniforms: (quatX,quatY,quatZ,quatW,centerX,centerY,centerZ) |
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* <p> |
|
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* Unity: (quatX,quatY,quatZ) = (0,0,0) |
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*/ |
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QUATERNION ( EffectTypes.MATRIX , new float[] {0.0f,0.0f,0.0f} ), |
... | ... | |
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* Move the whole Object by a vector. |
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* <p> |
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* Uniforms: (vectorX,vectorY,vectorZ,UNUSED,UNUSED,UNUSED,UNUSED) |
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* <p> |
|
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* Unity: (vectorX,vectorY,vectorZ) = (0,0,0) |
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*/ |
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MOVE ( EffectTypes.MATRIX , new float[] {0.0f,0.0f,0.0f} ), |
... | ... | |
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* Scale the whole Object independently in all 3 dimensions. |
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* <p> |
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* Uniforms: (scaleX,scaleY,scaleZ,UNUSED,UNUSED,UNUSED,UNUSED) |
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* <p> |
|
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* Unity: (scaleX,scaleY,scaleZ) = (1,1,1) |
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*/ |
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SCALE ( EffectTypes.MATRIX , new float[] {1.0f,1.0f,1.0f} ), |
... | ... | |
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* Shear the whole Object in 3 dimensions around a center point. |
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* <p> |
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* Uniforms: (shearX,shearY,shearZ,UNUSED,centerX,centerY,centerZ) |
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* <p> |
|
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* Unity: (shearX,shearY,shearZ) = (0,0,0) |
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*/ |
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SHEAR ( EffectTypes.MATRIX , new float[] {0.0f,0.0f,0.0f} ), |
... | ... | |
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* Apply a 3D vector of force to area around a point on the surface of the Object. |
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* <p> |
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* Uniforms: (forceX ,forceY ,forceZ ,UNUSED , |
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* UNUSED , UNUSED,centerX ,centerY , |
|
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* regionX,regionY,regionRX,regionRY) |
|
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* UNUSED , UNUSED,centerX ,centerY , |
|
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* regionX,regionY,regionRX,regionRY) |
|
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* <p> |
|
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* Unity: (forceX,forceY,forceZ) = (0,0,0) |
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*/ |
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DISTORT ( EffectTypes.VERTEX , new float[] {0.0f,0.0f,0.0f} ), |
... | ... | |
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* Uniforms: (forceX,forceY,UNUSED,UNUSED, |
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* UNUSED,UNUSED,centerX,centerY, |
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* UNUSED,UNUSED,UNUSED,UNUSED) |
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* <p> |
|
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* Unity: (forceX,forceY) = (0,0) |
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*/ |
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DEFORM ( EffectTypes.VERTEX , new float[] {0.0f,0.0f} ), |
... | ... | |
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* Uniforms: (sinkFactor,UNUSED,UNUSED,UNUSED, |
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* UNUSED,UNUSED,centerX,centerY, |
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* regionX,regionY,regionRX,regionRY) |
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* <p> |
|
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* Unity: sinkFactor = 1 |
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*/ |
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SINK ( EffectTypes.VERTEX , new float[] {1.0f} ), |
... | ... | |
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* Uniforms: (swirlAngle,UNUSED,UNUSED,UNUSED, |
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* UNUSED, UNUSED,centerX,centerY, |
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* regionX,regionY,regionRX,regionRY) |
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* <p> |
|
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* Unity: swirlAngle = 0 |
124 | 133 |
*/ |
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SWIRL ( EffectTypes.VERTEX , new float[] {0.0f} ), |
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/** |
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* Directional sinusoidal wave effect. The direction of the wave is given by the 'angle' |
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* parameters. Details: {@see DistortedObject#wave(Data4D,Data2D)}
|
|
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* parameters. Details: {@see DistortedObject#wave(Data5D,Data2D)}
|
|
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* <p> |
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* Uniforms: (amplitude,length,angleAlpha,angleBeta,
|
|
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* UNUSED, UNUSED,centerX,centerY,
|
|
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* Uniforms: (amplitude,length,offset,angleAlpha,
|
|
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* angleBeta, UNUSED,centerX,centerY,
|
|
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* regionX,regionY,regionRX,regionRY) |
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* <p> |
|
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* Unity: amplitude = 0 |
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*/ |
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WAVE ( EffectTypes.VERTEX , new float[] {0.0f} ), |
... | ... | |
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* Make a given Region (partially) transparent. |
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* <p> |
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* Uniforms: (transparencyLevel,UNUSED,UNUSED,UNUSED, regionX, regionY, regionRX, regionRY) |
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* <p> |
|
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* Unity: transparencyLevel = 1 |
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*/ |
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ALPHA ( EffectTypes.FRAGMENT, new float[] {1.0f} ), |
... | ... | |
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* Blend current color in the texture with a given color. |
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* <p> |
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* Uniforms: (blendLevel,colorR,colorG,colorB, regionX, regionY, regionRX, regionRY) |
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* <p> |
|
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* Unity: blendLevel = 0 |
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*/ |
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CHROMA ( EffectTypes.FRAGMENT, new float[] {0.0f} ), |
... | ... | |
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* Change brightness level of a given Region. |
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* <p> |
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* Uniforms: (brightnessLevel,UNUSED,UNUSED,UNUSED, regionX, regionY, regionRX, regionRY) |
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* <p> |
|
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* Unity: brightnessLevel = 1 |
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*/ |
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BRIGHTNESS ( EffectTypes.FRAGMENT, new float[] {1.0f} ), |
... | ... | |
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* Smoothly change brightness level of a given Region. |
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* <p> |
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* Uniforms: (brightnessLevel,UNUSED,UNUSED,UNUSED, regionX, regionY, regionRX, regionRY) |
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* <p> |
|
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* Unity: brightnessLevel = 1 |
182 | 196 |
*/ |
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SMOOTH_BRIGHTNESS( EffectTypes.FRAGMENT, new float[] {1.0f} ), |
... | ... | |
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* Change saturation level of a given Region. |
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* <p> |
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* Uniforms: (saturationLevel,UNUSED,UNUSED,UNUSED, regionX, regionY, regionRX, regionRY) |
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* <p> |
|
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* Unity: saturationLevel = 1 |
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*/ |
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SATURATION ( EffectTypes.FRAGMENT, new float[] {1.0f} ), |
... | ... | |
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* Smoothly change saturation level of a given Region. |
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* <p> |
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* Uniforms: (saturationLevel,UNUSED,UNUSED,UNUSED, regionX, regionY, regionRX, regionRY) |
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* <p> |
|
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* Unity: saturationLevel = 1 |
196 | 212 |
*/ |
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SMOOTH_SATURATION( EffectTypes.FRAGMENT, new float[] {1.0f} ), |
... | ... | |
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* Change contrast level of a given Region. |
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* <p> |
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* Uniforms: (contrastLevel,UNUSED,UNUSED,UNUSED, regionX, regionY, regionRX, regionRY) |
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* <p> |
|
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* Unity: contrastLevel = 1 |
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*/ |
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CONTRAST ( EffectTypes.FRAGMENT, new float[] {1.0f} ), |
... | ... | |
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* Smoothly change contrast level of a given Region. |
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* <p> |
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* Uniforms: (contrastLevel,UNUSED,UNUSED,UNUSED, regionX, regionY, regionRX, regionRY) |
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* <p> |
|
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* Unity: contrastLevel = 1 |
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*/ |
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SMOOTH_CONTRAST ( EffectTypes.FRAGMENT, new float[] {1.0f} ); |
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