Revision f256e1a5
Added by Leszek Koltunski about 9 years ago
| src/main/res/raw/main_vertex_shader.glsl | ||
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// |
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// d) compute the above and see that this is equal precisely to SX from (**). |
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// e) repeat points b,c,d in direction Y and come up with (***). |
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// |
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// Note: we should avoid passing certain combinations of parameters to this function. One such known |
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// combination is ( A: small but positive, B: any, amplitude >= length ). |
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// In this case, certain 'unlucky' points have their normals almost horizontal (they got moved by (almost!) |
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// amplitude, and other point length (i.e. <=amplitude) away got moved by 0, so the slope in this point is |
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// very steep). Visual effect is: vast majority of surface pretty much unchanged, but random 'unlucky' |
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// points very dark) |
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// |
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// Generally speaking I'd keep to amplitude < length, as the opposite case has some other problems as well. |
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void wave(in int effect, inout vec4 v, inout vec4 n) |
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{
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Improve the comment the WAVE effect.