Revision 9b82becd
Added by Leszek Koltunski about 9 years ago
| src/main/res/raw/main_vertex_shader.glsl | ||
|---|---|---|
| 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 ); |
| 362 |
float num = length==0.0 ? 1.0 : d / length; |
|
| 363 |
float floornum = floor(num); |
|
| 364 |
float therest = num-floornum; |
|
| 365 |
float phi = mod(floornum,2.0) == 0.0 ? 1.0-therest:therest; |
|
| 361 |
float num = length==0.0 ? 0.0 : d / length; |
|
| 366 | 362 |
|
| 367 |
v.xy += (phi*amplitude*deg*sincos);
|
|
| 363 |
v.xy += (sin(1.57*num)*amplitude*deg*sincos);
|
|
| 368 | 364 |
} |
| 369 | 365 |
|
| 370 | 366 |
#endif |
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Improvements for WAVE