Revision ea16dc89
Added by Leszek Koltunski over 7 years ago
src/main/res/raw/main_vertex_shader.glsl | ||
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425 | 425 |
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426 | 426 |
if( deg != 0.0 && length != 0.0 ) |
427 | 427 |
{ |
428 |
float offset= vUniforms[effect ].z;
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428 |
float phase = vUniforms[effect ].z;
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|
429 | 429 |
float alpha = vUniforms[effect ].w; |
430 | 430 |
float beta = vUniforms[effect+1].x; |
431 | 431 |
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... | ... | |
434 | 434 |
float sinB = sin(beta); |
435 | 435 |
float cosB = cos(beta); |
436 | 436 |
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float angle= 1.578*(ps.x*cosB-ps.y*sinB) / length + offset;
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float angle= 1.578*(ps.x*cosB-ps.y*sinB) / length + phase;
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438 | 438 |
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439 | 439 |
vec3 dir= vec3(sinB*cosA,cosB*cosA,sinA); |
440 | 440 |
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Also available in: Unified diff
minor stuff