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Revision 457bd08e

Added by Leszek Koltunski over 3 years ago

Bugfix: always normalize the normal vector after modifying it, otherwise the next effect might not work correctly (Distort!)

View differences:

src/main/java/org/distorted/library/effect/VertexEffectDeform.java
145 145
      + "v.z += force.z*d*d*(3.0*d*d -8.0*d +6.0);                           \n"  // thick bubble
146 146
      + "float b = -(12.0*force.z*d*(1.0-d)*(1.0-d)*(1.0-d))*one_over_denom; \n"
147 147

  
148
      + "n.xy += n.z*b*ps.xy;";
148
      + "n.xy += n.z*b*ps.xy;                                                \n"
149
      + "n = normalize(n);";
149 150
    }
150 151

  
151 152
///////////////////////////////////////////////////////////////////////////////////////////////////
src/main/java/org/distorted/library/effect/VertexEffectQuaternion.java
78 78

  
79 79
     + "n.x = qw*nx + qz*ny - qy*nz - qx*nw;          \n"
80 80
     + "n.y = qw*ny - qz*nx - qy*nw + qx*nz;          \n"
81
     + "n.z = qw*nz - qz*nw + qy*nx - qx*ny;          \n";
81
     + "n.z = qw*nz - qz*nw + qy*nx - qx*ny;          \n"
82

  
83
     + "n = normalize(n);";
82 84
    }
83 85

  
84 86
///////////////////////////////////////////////////////////////////////////////////////////////////
src/main/java/org/distorted/library/effect/VertexEffectRotate.java
94 94

  
95 95
    + "n.x = qw*nx + qz*ny - qy*nz - qx*nw;           \n"
96 96
    + "n.y = qw*ny - qz*nx - qy*nw + qx*nz;           \n"
97
    + "n.z = qw*nz - qz*nw + qy*nx - qx*ny;           \n";
97
    + "n.z = qw*nz - qz*nw + qy*nx - qx*ny;           \n"
98

  
99
    + "n = normalize(n);";
98 100
    }
99 101

  
100 102
///////////////////////////////////////////////////////////////////////////////////////////////////
src/main/java/org/distorted/library/effect/VertexEffectScale.java
53 53
    "float X = vUniforms[effect].y*vUniforms[effect].z; \n" +
54 54
    "float Y = vUniforms[effect].x*vUniforms[effect].z; \n" +
55 55
    "float Z = vUniforms[effect].x*vUniforms[effect].y; \n" +
56
    "n *= vec3(X,Y,Z);                                  \n";
56
    "n *= vec3(X,Y,Z);                                  \n" +
57
    "n = normalize(n);                                  \n";
57 58
    }
58 59

  
59 60
///////////////////////////////////////////////////////////////////////////////////////////////////
src/main/java/org/distorted/library/effect/VertexEffectShear.java
72 72
    + "float new_nx = n.x - sy*n.y + sy*sz*n.z;         \n"
73 73
    + "float new_ny =-sx*n.x + tmp*(n.y - sz*n.z);      \n"
74 74
    + "n.x = new_nx;                                    \n"
75
    + "n.y = new_ny;                                    \n";
75
    + "n.y = new_ny;                                    \n"
76

  
77
    + "n = normalize(n);";
76 78
    }
77 79

  
78 80
///////////////////////////////////////////////////////////////////////////////////////////////////
src/main/java/org/distorted/library/effect/VertexEffectWave.java
181 181
      +     "n.x = (n.x*normal.z + n.z*normal.x);                     \n"   //
182 182
      +     "n.y = (n.y*normal.z + n.z*normal.y);                     \n"   // ? Because if we do the above, my Nexus4 crashes
183 183
      +     "n.z = (n.z*normal.z);                                    \n"   // during shader compilation!
184
      +     "n = normalize(n);                                        \n"
184 185
      +     "}                                                        \n"
185 186
      +   "}";
186 187
    }

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