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Revision b2b83871

Added by Leszek Koltunski about 7 years ago

Minor

View differences:

src/main/res/raw/main_vertex_shader.glsl
533 533
  vec3 n = a_Normal;
534 534

  
535 535
#if NUM_VERTEX>0
536
  int j=0;
537

  
536 538
  for(int i=0; i<vNumEffects; i++)
537 539
    {
538
         if( vType[i]==DISTORT) distort(3*i,v,n);
539
    else if( vType[i]==DEFORM ) deform (3*i,v,n);
540
    else if( vType[i]==SINK   ) sink   (3*i,v);
541
    else if( vType[i]==PINCH  ) pinch  (3*i,v);
542
    else if( vType[i]==SWIRL  ) swirl  (3*i,v);
543
    else if( vType[i]==WAVE   ) wave   (3*i,v,n);
540
         if( vType[i]==DISTORT) distort(j,v,n);
541
    else if( vType[i]==DEFORM ) deform (j,v,n);
542
    else if( vType[i]==SINK   ) sink   (j,v);
543
    else if( vType[i]==PINCH  ) pinch  (j,v);
544
    else if( vType[i]==SWIRL  ) swirl  (j,v);
545
    else if( vType[i]==WAVE   ) wave   (j,v,n);
546

  
547
    j+=3;
544 548
    }
545 549
 
546 550
  restrictZ(v.z);

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