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Revision 569ea22c

Added by Leszek Koltunski over 5 years ago

Add correct normal vectors to the PINCH effect. The effect is now fully 3D.

View differences:

src/main/java/org/distorted/library/effect/VertexEffectPinch.java
73 73

  
74 74
        "vec3 center = vUniforms[effect+1].yzw;              \n"
75 75
      + "vec3 ps = center-v;                                 \n"
76
      + "float h = vUniforms[effect].x;                      \n"
76
      + "float h         = vUniforms[effect].x;              \n"
77
      + "float latitude  = vUniforms[effect].y;              \n"
78
      + "float longitude = vUniforms[effect].z;              \n"
77 79
      + "float deg = degree(vUniforms[effect+2],center,ps);  \n"
78 80
      + "float t = deg * (1.0-h)/max(1.0,h);                 \n"
79
      + "float latitude = vUniforms[effect].y;               \n"
80
      + "float longitude = vUniforms[effect].z;              \n"
81 81
      + "float sinLAT = sin(latitude);                       \n"
82 82
      + "float cosLAT = cos(latitude);                       \n"
83 83
      + "float sinLON = sin(longitude);                      \n"
84 84
      + "float cosLON = cos(longitude);                      \n"
85 85
      + "vec3 dir = vec3(sinLON*cosLAT,sinLAT,cosLON*cosLAT);\n"
86
      + "v += t*dot(ps,dir)*dir;"
86
      + "float dot_dir_ps = dot(dir,ps);                     \n"
87
      + "v += t*dot_dir_ps*dir;                              \n"
88

  
89
      + "const float A = 1.6;                                \n" // max amount of change in normal vector when pulling
90
      + "const float B = 10.0;                               \n" // when pushing
91
      + "vec3 n_ps = dot(ps,n)*ps;                           \n" // n_ps = (component of n that's parallel to ps) * |ps|^2 (=dot(ps,ps))
92
      + "float dot_ps = dot(ps,ps);                          \n"
93
      + "float sign_ps= sign(dot_ps);                        \n"
94
      + "n_ps = sign_ps*n_ps/(dot_ps-(sign_ps-1.0));         \n" // uff! now n_ps is the parallel to ps component of n, even if ps==0
95
      + "float move = deg*(h-1.0)/(h/B+1.0/A);               \n" // move(0)=-A*deg, move(1)=0, move(inf)=B*deg
96
      + "n += move * abs(dot(n,dir)) * n_ps;                 \n"
97
      + "n = normalize(n);"
87 98
      );
88 99
    }
89 100

  
src/main/java/org/distorted/library/effect/VertexEffectSink.java
69 69

  
70 70
      + "const float A = 1.6;                              \n" // max amount of change in normal vector when pulling
71 71
      + "const float B = 10.0;                             \n" // when pushing
72
      + "vec3 nx = dot(ps,n)*ps;                           \n" // nx = (component of n that's parallel to ps) * |ps|^2 (=dot(ps,ps))
72
      + "vec3 n_ps = dot(ps,n)*ps;                         \n" // n_ps = (component of n that's parallel to ps) * |ps|^2 (=dot(ps,ps))
73 73
      + "float dot_ps = dot(ps,ps);                        \n"
74 74
      + "float sign_ps= sign(dot_ps);                      \n"
75
      + "nx = (sign_ps*nx)/(dot_ps-(sign_ps-1.0));         \n" // uff! now nx is the parallel to ps component of n, even if ps==0
75
      + "n_ps = (sign_ps*n_ps)/(dot_ps-(sign_ps-1.0));     \n" // uff! now n_ps is the parallel to ps component of n, even if ps==0
76 76
      + "float move = deg*(h-1.0)/(h/B+1.0/A);             \n" // move(0)=-A*deg, move(1)=0, move(inf)=B*deg
77
      + "n += move*nx;                                     \n"
77
      + "n += move*n_ps;                                   \n"
78 78
      + "n = normalize(n);"
79 79
      );
80 80
    }

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