commit 3ea19d1c5473c30bb87de8854ad0a5023b5a83ed
Author: Leszek Koltunski <leszek@distoretedandroid.org>
Date:   Fri Nov 18 18:10:13 2016 +0000

    rearrange comments

diff --git a/src/main/res/raw/main_vertex_shader.glsl b/src/main/res/raw/main_vertex_shader.glsl
index 0d34baf..8e88ee6 100644
--- a/src/main/res/raw/main_vertex_shader.glsl
+++ b/src/main/res/raw/main_vertex_shader.glsl
@@ -199,7 +199,7 @@ void restrictZ(inout float v)
 //    Here we have to have X'(1) = 2(mx-flx)-vx which is positive <==> vx<2(mx-flx). We also have to
 //    have vy<2(my-fly) so that Y'(t)>0 (this is a must otherwise we have local loops!)
 //    Similarly for the Fr--->M' part of the curve we have the same equation except for the fact that
-//    this time we have to have X'(1)<0 so now we have to have vx>2(mx-flx).
+//    this time we have to have X'(1)<0 so now we have to have vx>2(mx-frx).
 //
 //    If we are stretching the left or right edge of the bitmap then the only difference is that we
 //    have to have (X'(1),Y'(1)) = (0,+-c) with + or - c depending on which part of the curve
@@ -210,10 +210,10 @@ void restrictZ(inout float v)
 //
 //    If we are dragging the top edge:    
 //
-//    Now point (x,u_objD.x) on the top edge will move by vector (X(t),Y(t)) where those functions
-//    are given by (*) and t =  x < dSx ? (u_objD.x+x)/(u_objD.x+dSx) : (u_objD.x-x)/(u_objD.x-dSx)
+//    Then point (x,h/2) on the top edge will move by vector (X(t),Y(t)) where those functions are
+//    given by (*) and t =  x < dSx ? (w/2+x)/(w/2+dSx) : (w/2-x)/(w/2-dSx)    (-w/2 < x < +w/2 !)
 //    (this is 'vec2 time' below in the code).
-//    Any point (x,y) will move by vector (a*X(t),a*Y(t)) where a is (y+u_objD.y)/(2*u_objD.y)
+//    Any point (x,y) will move by vector (a*X(t),a*Y(t)) where a is (y+h/2)/h
   
 void deform(in int effect, inout vec4 v)
   {
