Revision 9b82becd
Added by Leszek Koltunski over 8 years ago
src/main/res/raw/main_vertex_shader.glsl | ||
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356 | 356 |
vec2 sincos = vUniforms[effect+1].xy; |
357 | 357 |
|
358 | 358 |
float amplitude = vUniforms[effect].x; |
359 |
float angle = vUniforms[effect].y; |
|
360 | 359 |
float length = vUniforms[effect].z; |
361 | 360 |
float d = dot( vec2(-ps.y,-ps.x),sincos ); |
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float num = length==0.0 ? 1.0 : d / length; |
|
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float floornum = floor(num); |
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float therest = num-floornum; |
|
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float phi = mod(floornum,2.0) == 0.0 ? 1.0-therest:therest; |
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float num = length==0.0 ? 0.0 : d / length; |
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366 | 362 |
|
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v.xy += (phi*amplitude*deg*sincos);
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|
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v.xy += (sin(1.57*num)*amplitude*deg*sincos);
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|
368 | 364 |
} |
369 | 365 |
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370 | 366 |
#endif |
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Improvements for WAVE