Revision 7bebb196
Added by Leszek Koltunski over 5 years ago
src/main/java/org/distorted/library/effect/VertexEffectDistort.java | ||
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42 | 42 |
{ |
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mCenter.get(uniforms,index+CENTER_OFFSET,currentDuration,step); |
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mRegion.get(uniforms,index+REGION_OFFSET,currentDuration,step); |
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boolean ret = mVector.get(uniforms,index,currentDuration,step); |
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uniforms[index+1] =-uniforms[index+1]; |
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uniforms[index+REGION_OFFSET+1] =-uniforms[index+REGION_OFFSET+1]; // region's y |
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return ret; |
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return mVector.get(uniforms,index,currentDuration,step); |
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} |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
... | ... | |
113 | 108 |
addEffect(EffectName.DISTORT, |
114 | 109 |
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"vec3 center = vUniforms[effect+1].yzw; \n" |
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+ "vec3 ps = center-v.xyz; \n"
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+ "vec3 ps = center-v; \n" |
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117 | 112 |
+ "vec3 force = vUniforms[effect].xyz; \n" |
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+ "float d = degree(vUniforms[effect+2],center,ps); \n" |
119 | 114 |
+ "float denom = dot(ps+(1.0-d)*force,ps); \n" |
Also available in: Unified diff
Massive: make the coordinate system agree with that of OpenGL (i.e. invert the Y axis).