libraryexamples
switch precision to low in fragment shader
Make the 'deform' effect continuous when 'center' point passes through (0,0) i.e. middle of the Object.
Avoid a crash on exiting MessageSender
fix in vertex shader
Bugfix in vertex shader (vertices were shot into outer space if P==S, i.e. if center point was exactly equal to the vertex being computed)
Progress with Vertex3D
Minor: deal with IntelliJ warnings
minor
Important bugfix in the vertex shader: there was division by 0 in case Center point was on the edge of the Object, resulting in some vertices being shot into outer space.
Vertex3D almost finished - there's still a problem when parts of Cubes get culled if the Object gets Deformed or Distorted to the left (curiously only the 'left' direction seems to trigger this!)
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