Revision 815869cb
Added by Leszek Koltunski about 8 years ago
src/main/res/raw/main_vertex_shader.glsl | ||
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363 | 363 |
float d = -ps.x*cosB-ps.y*sinB; |
364 | 364 |
float num = length==0.0 ? 0.0 : d / length; |
365 | 365 |
|
366 |
v.xy += (sin(1.578*num)*amplitude*deg*vec2(sinB,cosB)); |
|
366 |
vec3 dv = sin(1.578*num)*amplitude*deg*vec3(sinB*cosA,cosB*cosA,sinA); |
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|
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v.xyz += dv; |
|
367 | 369 |
} |
368 | 370 |
|
369 | 371 |
#endif |
Also available in: Unified diff
Vertex positions fully 3D now. Remaining: normals!