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Revision 8376b7d1

Added by Leszek Koltunski over 3 years ago

Fix the fact that Distort was rotating normals outside of its region!

View differences:

src/main/java/org/distorted/library/effect/VertexEffectDistort.java
131 131
      + "vec4 region= vUniforms[effect+2];                             \n"
132 132
      + "float d = degree(region,ps);                                  \n"
133 133

  
134
      + "v += d*force;                                                 \n"
134
      + "if( d>0.0 )                                                   \n"
135
      + "  {                                                           \n"
136
      + "  v += d*force;                                               \n"
135 137

  
136
      + "float tp = 1.0+n.z;                                           \n"
137
      + "float tr = 1.0 / (tp - (sign(tp)-1.0));                       \n"   // proper way to compute 1/x is
138
      + "  float tp = 1.0+n.z;                                         \n"
139
      + "  float tr = 1.0 / (tp - (sign(tp)-1.0));                     \n"   // proper way to compute 1/x is
138 140
                                                                             // 1/(x-(sign(x)-1)) and NOT 1/(x+1-sign(x))
139 141

  
140
      + "float ap = ps.x*n.z - ps.z*n.x;                               \n"   // rotate the ps vector
141
      + "float bp = ps.y*n.z - ps.z*n.y;                               \n"   //
142
      + "float cp =(ps.x*n.y - ps.y*n.x)*tr;                           \n"   //
143
      + "vec3 psRot = vec3( ap+n.y*cp , bp-n.x*cp , dot(ps,n) );       \n"   //
142
      + "  float ap = ps.x*n.z - ps.z*n.x;                             \n"   // rotate the ps vector
143
      + "  float bp = ps.y*n.z - ps.z*n.y;                             \n"   //
144
      + "  float cp =(ps.x*n.y - ps.y*n.x)*tr;                         \n"   //
145
      + "  vec3 psRot = vec3( ap+n.y*cp , bp-n.x*cp , dot(ps,n) );     \n"   //
144 146

  
145
      + "float len = length(psRot);                                    \n"
146
      + "float corr= sign(len)-1.0;                                    \n"   // make N (0,0,1) if ps=(0,0,0)
147
      + "vec3 N = vec3( -dot(force,n)*psRot.xy, region.w*len-corr );   \n"   // modified rotated normal
147
      + "  float len = length(psRot);                                  \n"
148
      + "  float corr= sign(len)-1.0;                                  \n"   // make N (0,0,1) if ps=(0,0,0)
149
      + "  vec3 N = vec3( -dot(force,n)*psRot.xy, region.w*len-corr ); \n"   // modified rotated normal
148 150
                                                                             // dot(force,n) is rotated force.z
149
      + "float an = N.x*n.z + N.z*n.x;                                 \n"   // now create the normal vector
150
      + "float bn = N.y*n.z + N.z*n.y;                                 \n"   // back from our modified normal
151
      + "float cn =(N.x*n.y - N.y*n.x)*tr;                             \n"   // rotated back
152
      + "n = vec3( an+n.y*cn , bn-n.x*cn , -N.x*n.x-N.y*n.y+N.z*n.z);  \n"   // notice 4 signs change!
151
      + "  float an = N.x*n.z + N.z*n.x;                               \n"   // now create the normal vector
152
      + "  float bn = N.y*n.z + N.z*n.y;                               \n"   // back from our modified normal
153
      + "  float cn =(N.x*n.y - N.y*n.x)*tr;                           \n"   // rotated back
154
      + "  n = vec3( an+n.y*cn , bn-n.x*cn , -N.x*n.x-N.y*n.y+N.z*n.z);\n"   // notice 4 signs change!
153 155

  
154
      + "  n = normalize(n);                                           \n";
156
      + "  n = normalize(n);                                           \n"
157
      + "  }";
155 158

  
156 159
    }
157 160

  

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