Revision b2b83871
Added by Leszek Koltunski over 8 years ago
| 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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