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Revision 369ee56a

Added by Leszek Koltunski over 8 years ago

fix in vertex shader

View differences:

src/main/res/raw/main_vertex_shader.glsl
83 83
float degree_bitmap(in vec2 S, in vec2 PS)
84 84
  {
85 85
  vec2 A = sign(PS)*u_objD.xy + S;
86
  float B = sign(A.x*A.y);
87 86

  
88
  return B*B*(1.0 + min(-PS.x/A.x,-PS.y/A.y));
87
  vec2 signA = sign(A);                           //
88
  vec2 signA_SQ = signA*signA;                    // div = PS/A if A!=0, 0 otherwise.
89
  vec2 div = signA_SQ*PS/(A+signA_SQ-vec2(1,1));  //
90

  
91
  return 1.0-max(div.x,div.y);
89 92
  }
90 93

  
91 94
//////////////////////////////////////////////////////////////////////////////////////////////
......
111 114
  vec2 PO  = PS + region.xy;
112 115
  float D = region.z*region.z-dot(PO,PO);      // D = |OX|^2 - |PO|^2
113 116
  vec2 A = sign(PS)*u_objD.xy + S;
114
  float B = sign(A.x*A.y);
115
  float E = B*B*(1.0 + min(-PS.x/A.x,-PS.y/A.y));
117
  vec2 signA = sign(A);
118
  vec2 signA_SQ = signA*signA;
119
  vec2 div = signA_SQ*PS/(A+signA_SQ-vec2(1,1));
120
  float E = 1.0-max(div.x,div.y);
121

  
116 122
  float ps_sq = dot(PS,PS);
117 123
  float one_over_ps_sq = 1.0/(ps_sq+1.0-sign(ps_sq));  // return 1.0 if ps_sq = 0.0
118 124
  float DOT  = dot(PS,PO)*one_over_ps_sq;
......
279 285
  v.z += uz*d*d*(3.0*d*d -8.0*d +6.0);                                                          // thick bubble
280 286
  float b = -(12.0*uz*d*(1.0-d)*(1.0-d)*(1.0-d)) / (dt + (1.0-d)*dot(w,ps) + (sign(dt)-1.0) );  // the last part - (sign-1) is to avoid b being a NaN when ps=(0,0)
281 287
                
282
  v.xy += d*w;  
288
  v.xy += d*w;
283 289
  n.xy += b*ps;
284 290
  }
285 291
 

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