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Revision 44efc8a8

Added by Leszek Koltunski over 7 years ago

Improve the Deform app

View differences:

src/main/res/raw/main_vertex_shader.glsl
234 234
  float denomV = 1.0 / (aForce.y + Aw.x);
235 235
  float denomH = 1.0 / (aForce.x + Aw.y);
236 236

  
237
  vec2 vertCorr= ONE - aPS / ( aForce+C*aPS + (ONE-sign(aForce)) );
237
  vec2 vertCorr= ONE - aPS / ( aForce+C*aPS + (ONE-sign(aForce)) );  // avoid division by 0 when force and PS both are 0
238 238

  
239 239
  float mvXvert = -B * ps.x * aForce.y * (1.0-quot.y) * denomV;      // impact the vertical   component of the force vector has on horizontal movement
240 240
  float mvYhorz = -B * ps.y * aForce.x * (1.0-quot.x) * denomH;      // impact the horizontal component of the force vector has on vertical   movement

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