Revision 7bebb196
Added by Leszek Koltunski over 5 years ago
src/main/java/org/distorted/library/effect/VertexEffectWave.java | ||
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54 | 54 |
uniforms[index+3] = (float)(Math.PI*uniforms[index+3]/180); |
55 | 55 |
uniforms[index+4] = (float)(Math.PI*uniforms[index+4]/180); |
56 | 56 |
|
57 |
uniforms[index+REGION_OFFSET+1] =-uniforms[index+REGION_OFFSET+1]; // region's y |
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58 |
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|
59 | 57 |
return ret; |
60 | 58 |
} |
61 | 59 |
|
... | ... | |
136 | 134 |
+ "float amplitude = vUniforms[effect ].x; \n" |
137 | 135 |
+ "float length = vUniforms[effect ].y; \n" |
138 | 136 |
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+ "vec3 ps = center - v.xyz; \n"
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137 |
+ "vec3 ps = center - v; \n" |
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140 | 138 |
+ "float deg = amplitude*degree_region(vUniforms[effect+2],ps); \n" |
141 | 139 |
|
142 | 140 |
+ "if( deg != 0.0 && length != 0.0 ) \n" |
Also available in: Unified diff
Massive: make the coordinate system agree with that of OpenGL (i.e. invert the Y axis).