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Revision e71dd7fb

Added by Leszek Koltunski over 5 years ago

Improve computation of the thickness of the postprocessing halo - should be independent of the size of underlying object now.
Still it is not completely ok, it appears to depend on the ModelView matrix (use the Effects3D app to rotate the object around Z-axis to see this)

View differences:

src/main/res/raw/main_vertex_shader.glsl
145 145

  
146 146
void main()
147 147
  {
148
  vec3 v = 2.0*u_objD*a_Position + u_Inflate*a_Inflate;
148
  vec3 v = 2.0*u_objD*a_Position;
149 149
  vec3 n = a_Normal;
150 150

  
151
  v += (u_objD.x+u_objD.y)*u_Inflate*a_Inflate;
152

  
151 153
#if NUM_VERTEX>0
152 154
  int effect=0;
153 155

  

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