Revision b86265d6
Added by Leszek Koltunski about 8 years ago
src/main/res/raw/main_vertex_shader.glsl | ||
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212 | 212 |
// along the force line is. |
213 | 213 |
// 0<=C<1 looks completely ridiculous and C<0 destroys the system. |
214 | 214 |
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void deform(in int effect, inout vec4 v) |
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void deform(in int effect, inout vec4 v, inout vec4 n)
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{ |
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const vec2 ONE = vec2(1.0,1.0); |
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... | ... | |
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vec2 ps = center-v.xy; |
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vec2 aPS = abs(ps); |
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vec2 maxps = u_objD.xy + abs(center); |
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vec2 force = vUniforms[effect].xy * degree_region(vUniforms[effect+2],ps); |
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vec2 aForce = abs(force); |
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float d = degree_region(vUniforms[effect+2],ps); |
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vec3 force = vUniforms[effect].xyz * d; |
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vec2 aForce = abs(force.xy); |
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float denom = dot(ps+(1.0-d)*force.xy,ps); |
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float one_over_denom = 1.0/(denom-0.001*(sign(denom)-1.0)); |
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vec2 Aw = A*maxps; |
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vec2 quot = ps / maxps; |
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quot = quot*quot; // ( (x/W)^2 , (y/H)^2 ) where x,y are distances from V to center |
... | ... | |
243 | 245 |
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v.x -= (mvXvert+mvXhorz); |
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v.y -= (mvYvert+mvYhorz); |
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v.z += force.z*d*d*(3.0*d*d -8.0*d +6.0); // thick bubble |
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float b = -(12.0*force.z*d*(1.0-d)*(1.0-d)*(1.0-d))*one_over_denom;// |
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n.xy += n.z*b*ps; |
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} |
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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); |
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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); |
533 | 540 |
else if( vType[i]==SWIRL ) swirl (3*i,v); |
Also available in: Unified diff
Add 3rd dimension to the Deform effect.