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Revision 39b80df0

Added by Leszek Koltunski about 8 years ago

Shades of the WAVE effect (almost!) working.

View differences:

build.gradle
2 2

  
3 3
android {
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    compileSdkVersion 23
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    buildToolsVersion "23.0.3"
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    buildToolsVersion "24.0.3"
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    defaultConfig {
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        minSdkVersion 18
src/main/res/raw/main_vertex_shader.glsl
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void wave(in int effect, inout vec4 v, inout vec4 n)
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  {
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  vec2 center     = vUniforms[effect+1].zw;
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  float sinA      = vUniforms[effect  ].y;
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  float cosA      = vUniforms[effect+1].x;
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  float sinB      = vUniforms[effect  ].w;
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  float cosB      = vUniforms[effect+1].y;
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  float amplitude = vUniforms[effect  ].x;
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  float length    = vUniforms[effect  ].z;
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  vec2 ps = center-v.xy;
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  float deg = amplitude*degree_region(vUniforms[effect+2],ps);
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  if( deg != 0.0 )
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  if( deg != 0.0 && length != 0.0 )
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    {
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    float angle = length==0.0 ? 0.0 : 1.578*(ps.x*cosB+ps.y*sinB) / length;
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    v.xyz += sin(angle)*deg*vec3(sinB*cosA,cosB*cosA,sinA);
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    float sinA   = vUniforms[effect  ].y;
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    float cosA   = vUniforms[effect+1].x;
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    float sinB   = vUniforms[effect  ].w;
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    float cosB   = vUniforms[effect+1].y;
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    float angle = 1.578*(ps.x*cosB+ps.y*sinB) / length;
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    vec3 dir    = vec3(sinB*cosA,cosB*cosA,sinA);
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    v.xyz += sin(angle)*deg*dir;
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    float sqrtX = sqrt(dir.y*dir.y + dir.z*dir.z);
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    float sqrtY = sqrt(dir.x*dir.x + dir.z*dir.z);
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    float sinX = ( sqrtX==0.0 ? 0.0 : dir.z / sqrtX);
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    float cosX = ( sqrtX==0.0 ? 1.0 : dir.y / sqrtX);
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    float sinY = ( sqrtY==0.0 ? 0.0 : dir.z / sqrtY);
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    float cosY = ( sqrtY==0.0 ? 1.0 : dir.y / sqrtY);
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    float tmp = 1.578*cos(angle)*deg/length;
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    float fx = cosB*tmp;
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    float fy = sinB*tmp;
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    vec3 sx = vec3 (1.0+cosX*fx,cosY*sinX*fx,sinY*sinX*fx);
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    vec3 sy = vec3 (cosX*sinY*fy,1.0+cosY*fy,sinX*sinY*fy);
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    vec3 normal = cross(sx,sy);
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    if( n.z != 0.0 )
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      {
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      n.xyz = n.z*normal;
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      }
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    }
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  }
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