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Revision b35570ad

Added by Leszek Koltunski about 4 years ago

Minor.
Looks like MeshBase.join() actually works.

View differences:

src/main/res/raw/main_vertex_shader.glsl
181 181
#endif
182 182
   
183 183
  v_Position      = v;
184
  v_endPosition   = v + 0.3*u_Stretch*n;
184
  v_endPosition   = v + 0.2*u_Stretch*n;
185 185
  v_TexCoordinate = a_TexCoordinate;
186 186
  v_Normal        = normalize(vec3(u_MVMatrix*vec4(n,0.0)));
187 187
  gl_Position     = u_MVPMatrix*vec4(v,1.0);

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