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Revision ea16dc89

Added by Leszek Koltunski over 7 years ago

minor stuff

View differences:

src/main/res/raw/main_vertex_shader.glsl
425 425

  
426 426
  if( deg != 0.0 && length != 0.0 )
427 427
    {
428
    float offset= vUniforms[effect  ].z;
428
    float phase = vUniforms[effect  ].z;
429 429
    float alpha = vUniforms[effect  ].w;
430 430
    float beta  = vUniforms[effect+1].x;
431 431

  
......
434 434
    float sinB = sin(beta);
435 435
    float cosB = cos(beta);
436 436

  
437
    float angle= 1.578*(ps.x*cosB-ps.y*sinB) / length + offset;
437
    float angle= 1.578*(ps.x*cosB-ps.y*sinB) / length + phase;
438 438

  
439 439
    vec3 dir= vec3(sinB*cosA,cosB*cosA,sinA);
440 440

  

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