Revision 815869cb
Added by Leszek Koltunski about 9 years ago
| src/main/res/raw/main_vertex_shader.glsl | ||
|---|---|---|
| 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); |
|
| 367 |
|
|
| 368 |
v.xyz += dv; |
|
| 367 | 369 |
} |
| 368 | 370 |
|
| 369 | 371 |
#endif |
Also available in: Unified diff
Vertex positions fully 3D now. Remaining: normals!