Revision b2b83871
Added by Leszek Koltunski almost 8 years ago
src/main/res/raw/main_vertex_shader.glsl | ||
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533 | 533 |
vec3 n = a_Normal; |
534 | 534 |
|
535 | 535 |
#if NUM_VERTEX>0 |
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int j=0; |
|
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|
|
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for(int i=0; i<vNumEffects; i++) |
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{ |
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if( vType[i]==DISTORT) distort(3*i,v,n); |
|
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else if( vType[i]==DEFORM ) deform (3*i,v,n); |
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else if( vType[i]==SINK ) sink (3*i,v); |
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else if( vType[i]==PINCH ) pinch (3*i,v); |
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else if( vType[i]==SWIRL ) swirl (3*i,v); |
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else if( vType[i]==WAVE ) wave (3*i,v,n); |
|
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if( vType[i]==DISTORT) distort(j,v,n); |
|
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else if( vType[i]==DEFORM ) deform (j,v,n); |
|
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else if( vType[i]==SINK ) sink (j,v); |
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else if( vType[i]==PINCH ) pinch (j,v); |
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else if( vType[i]==SWIRL ) swirl (j,v); |
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else if( vType[i]==WAVE ) wave (j,v,n); |
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|
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j+=3; |
|
544 | 548 |
} |
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restrictZ(v.z); |
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