Revision eada161a
Added by Leszek Koltunski over 7 years ago
src/main/res/raw/main_vertex_shader.glsl | ||
---|---|---|
208 | 208 |
|
209 | 209 |
void deform(in int effect, inout vec4 v) |
210 | 210 |
{ |
211 |
vec2 center = vUniforms[effect+1].zw;
|
|
211 |
vec2 center = vUniforms[effect+1].yz;
|
|
212 | 212 |
vec2 force = vUniforms[effect].xy; // force = vec(MM') |
213 | 213 |
vec2 vert_vec, horz_vec; |
214 | 214 |
vec2 signXY = sign(center-v.xy); |
... | ... | |
286 | 286 |
|
287 | 287 |
void distort(in int effect, inout vec4 v, inout vec4 n) |
288 | 288 |
{ |
289 |
vec2 center = vUniforms[effect+1].zw;
|
|
289 |
vec2 center = vUniforms[effect+1].yz;
|
|
290 | 290 |
vec2 ps = center-v.xy; |
291 | 291 |
vec3 force = vUniforms[effect].xyz; |
292 | 292 |
float d = degree(vUniforms[effect+2],center,ps); |
... | ... | |
314 | 314 |
|
315 | 315 |
void sink(in int effect,inout vec4 v) |
316 | 316 |
{ |
317 |
vec2 center = vUniforms[effect+1].zw;
|
|
317 |
vec2 center = vUniforms[effect+1].yz;
|
|
318 | 318 |
vec2 ps = center-v.xy; |
319 | 319 |
float h = vUniforms[effect].x; |
320 | 320 |
float t = degree(vUniforms[effect+2],center,ps) * (1.0-h)/max(1.0,h); |
... | ... | |
331 | 331 |
|
332 | 332 |
void swirl(in int effect, inout vec4 v) |
333 | 333 |
{ |
334 |
vec2 center = vUniforms[effect+1].zw;
|
|
334 |
vec2 center = vUniforms[effect+1].yz;
|
|
335 | 335 |
vec2 PS = center-v.xy; |
336 | 336 |
vec4 SO = vUniforms[effect+2]; |
337 | 337 |
float d1_circle = degree_region(SO,PS); |
... | ... | |
416 | 416 |
|
417 | 417 |
void wave(in int effect, inout vec4 v, inout vec4 n) |
418 | 418 |
{ |
419 |
vec2 center = vUniforms[effect+1].zw;
|
|
419 |
vec2 center = vUniforms[effect+1].yz;
|
|
420 | 420 |
float amplitude = vUniforms[effect ].x; |
421 | 421 |
float length = vUniforms[effect ].y; |
422 | 422 |
|
Also available in: Unified diff
Make the effect Center be always 3D.