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library / src / main / res / raw / main_vertex_shader.glsl @ f6cac1f6

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//////////////////////////////////////////////////////////////////////////////////////////////
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// Copyright 2016 Leszek Koltunski                                                          //
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//                                                                                          //
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// This file is part of Distorted.                                                          //
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//                                                                                          //
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// Distorted is free software: you can redistribute it and/or modify                        //
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// it under the terms of the GNU General Public License as published by                     //
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// the Free Software Foundation, either version 2 of the License, or                        //
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// (at your option) any later version.                                                      //
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//                                                                                          //
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// Distorted is distributed in the hope that it will be useful,                             //
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// but WITHOUT ANY WARRANTY; without even the implied warranty of                           //
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the                            //
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// GNU General Public License for more details.                                             //
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//                                                                                          //
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// You should have received a copy of the GNU General Public License                        // 
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// along with Distorted.  If not, see <http://www.gnu.org/licenses/>.                       //
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//////////////////////////////////////////////////////////////////////////////////////////////
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uniform vec3 u_objD;                 // half of object width x half of object height X half the depth;
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                                     // point (0,0,0) is the center of the object
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uniform float u_Depth;               // max absolute value of v.z ; beyond that the vertex would be culled by the near or far planes.
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                                     // I read OpenGL ES has a built-in uniform variable gl_DepthRange.near = n,
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                                     // .far = f, .diff = f-n so maybe u_Depth is redundant
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                                     // Update: this struct is only available in fragment shaders
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uniform mat4 u_MVPMatrix;            // A constant representing the combined model/view/projection matrix.
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uniform mat4 u_MVMatrix;             // A constant representing the combined model/view matrix.
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attribute vec3 a_Position;           // Per-vertex position information we will pass in.
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attribute vec3 a_Normal;             // Per-vertex normal information we will pass in.
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attribute vec2 a_TexCoordinate;      // Per-vertex texture coordinate information we will pass in.
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varying vec3 v_Position;             //
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varying vec3 v_Normal;               //
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varying vec2 v_TexCoordinate;        //
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uniform int vNumEffects;             // total number of vertex effects
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#if NUM_VERTEX>0
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uniform int vType[NUM_VERTEX];       // their types.
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uniform vec4 vUniforms[3*NUM_VERTEX];// i-th effect is 3 consecutive vec4's: [3*i], [3*i+1], [3*i+2].
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                                     // The first vec4 is the Interpolated values,
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                                     // next is half cache half Center, the third -  the Region.
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#endif
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#if NUM_VERTEX>0
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//////////////////////////////////////////////////////////////////////////////////////////////
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// HELPER FUNCTIONS
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//////////////////////////////////////////////////////////////////////////////////////////////
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// The trick below is the if-less version of the
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//
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// t = dx<0.0 ? (u_objD.x-v.x) / (u_objD.x-ux) : (u_objD.x+v.x) / (u_objD.x+ux);
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// h = dy<0.0 ? (u_objD.y-v.y) / (u_objD.y-uy) : (u_objD.y+v.y) / (u_objD.y+uy);
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// d = min(t,h);
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//
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// float d = min(-ps.x/(sign(ps.x)*u_objD.x+p.x),-ps.y/(sign(ps.y)*u_objD.y+p.y))+1.0;
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//
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// We still have to avoid division by 0 when p.x = +- u_objD.x or p.y = +- u_objD.y (i.e on the edge of the Object)
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// We do that by first multiplying the above 'float d' with sign(denominator1*denominator2)^2.
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//
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//////////////////////////////////////////////////////////////////////////////////////////////
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// return degree of the point as defined by the bitmap rectangle
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float degree_bitmap(in vec2 S, in vec2 PS)
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  {
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  vec2 A = sign(PS)*u_objD.xy + S;
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  vec2 signA = sign(A);                           //
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  vec2 signA_SQ = signA*signA;                    // div = PS/A if A!=0, 0 otherwise.
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  vec2 div = signA_SQ*PS/(A-(vec2(1,1)-signA_SQ));//
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  return 1.0-max(div.x,div.y);
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  }
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//////////////////////////////////////////////////////////////////////////////////////////////
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// Return degree of the point as defined by the Region. Currently only supports circular regions.
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//
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// Let us first introduce some notation.
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// Let 'PS' be the vector from point P (the current vertex) to point S (the center of the effect).
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// Let region.xy be the vector from point S to point O (the center point of the region circle)
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// Let region.z be the radius of the region circle.
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// (This all should work regardless if S is inside or outside of the circle).
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//
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// Then, the degree of a point with respect to a given (circular!) Region is defined by:
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//
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// If P is outside the circle, return 0.
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// Otherwise, let X be the point where the halfline SP meets the region circle - then return |PX|/||SX|,
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// aka the 'degree' of point P.
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//
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// We solve the triangle OPX.
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// We know the lengths |PO|, |OX| and the angle OPX, because cos(OPX) = cos(180-OPS) = -cos(OPS) = -PS*PO/(|PS|*|PO|)
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// then from the law of cosines PX^2 + PO^2 - 2*PX*PO*cos(OPX) = OX^2 so PX = -a + sqrt(a^2 + OX^2 - PO^2)
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// where a = PS*PO/|PS| but we are really looking for d = |PX|/(|PX|+|PS|) = 1/(1+ (|PS|/|PX|) ) and
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// |PX|/|PS| = -b + sqrt(b^2 + (OX^2-PO^2)/PS^2) where b=PS*PO/|PS|^2 which can be computed with only one sqrt.
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float degree_region(in vec4 region, in vec2 PS)
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  {
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  vec2 PO  = PS + region.xy;
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  float D = region.z*region.z-dot(PO,PO);      // D = |OX|^2 - |PO|^2
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  if( D<=0.0 ) return 0.0;
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  float ps_sq = dot(PS,PS);
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  float one_over_ps_sq = 1.0/(ps_sq-(sign(ps_sq)-1.0));  // return 1.0 if ps_sq = 0.0
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                                                         // Important: if we want to write
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                                                         // b = 1/a if a!=0, b=1 otherwise
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                                                         // we need to write that as
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                                                         // b = 1 / ( a-(sign(a)-1) )
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                                                         // [ and NOT 1 / ( a + 1 - sign(a) ) ]
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                                                         // because the latter, if 0<a<2^-24,
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                                                         // will suffer from round-off error and in this case
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                                                         // a + 1.0 = 1.0 !! so 1 / (a+1-sign(a)) = 1/0 !
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  float DOT  = dot(PS,PO)*one_over_ps_sq;
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  return 1.0 / (1.0 + 1.0/(sqrt(DOT*DOT+D*one_over_ps_sq)-DOT));
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  }
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//////////////////////////////////////////////////////////////////////////////////////////////
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// return min(degree_bitmap,degree_region). Just like degree_region, currently only supports circles.
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float degree(in vec4 region, in vec2 S, in vec2 PS)
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  {
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  vec2 PO  = PS + region.xy;
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  float D = region.z*region.z-dot(PO,PO);      // D = |OX|^2 - |PO|^2
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  if( D<=0.0 ) return 0.0;
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  vec2 A = sign(PS)*u_objD.xy + S;
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  vec2 signA = sign(A);
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  vec2 signA_SQ = signA*signA;
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  vec2 div = signA_SQ*PS/(A-(vec2(1,1)-signA_SQ));
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  float E = 1.0-max(div.x,div.y);
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  float ps_sq = dot(PS,PS);
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  float one_over_ps_sq = 1.0/(ps_sq-(sign(ps_sq)-1.0));  // return 1.0 if ps_sq = 0.0
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  float DOT  = dot(PS,PO)*one_over_ps_sq;
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  return min(1.0/(1.0 + 1.0/(sqrt(DOT*DOT+D*one_over_ps_sq)-DOT)),E);
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  }
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//////////////////////////////////////////////////////////////////////////////////////////////
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// Clamp v.z to (-u_Depth,u_Depth) with the following function:
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// define h to be, say, 0.7; let H=u_Depth
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//      if v.z < -hH then v.z = (-(1-h)^2 * H^2)/(v.z+(2h-1)H) -H   (function satisfying f(-hH)=-hH, f'(-hH)=1, lim f(x) = -H)
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// else if v.z >  hH then v.z = (-(1-h)^2 * H^2)/(v.z-(2h-1)H) +H   (function satisfying f(+hH)=+hH, f'(+hH)=1, lim f(x) = +H)
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// else v.z = v.z
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void restrictZ(inout float v)
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  {
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  const float h = 0.7;
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  float signV = 2.0*max(0.0,sign(v))-1.0;
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  float c = ((1.0-h)*(h-1.0)*u_Depth*u_Depth)/(v-signV*(2.0*h-1.0)*u_Depth) +signV*u_Depth;
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  float b = max(0.0,sign(abs(v)-h*u_Depth));
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  v = b*c+(1.0-b)*v; // Avoid branching: if abs(v)>h*u_Depth, then v=c; otherwise v=v.
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  }
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//////////////////////////////////////////////////////////////////////////////////////////////
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// DEFORM EFFECT
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//
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// Deform the whole shape of the Object by force V
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// 
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// If the point of application (Sx,Sy) is on the upper edge of the Object, then:
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// a) ignore Vz
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// b) change shape of the whole Object in the following way:
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//    Suppose the upper-left corner of the Object rectangle is point L, upper-right - R, force vector V
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//    is applied to point M on the upper edge, width of the Object = w, height = h, |LM| = Wl, |MR| = Wr,
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//    force vector V=(Vx,Vy). Also let H = h/(h+Vy)
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//
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//    Let now L' and R' be points such that vec(LL') = Wr/w * vec(V) and vec(RR') = Wl/w * vec(V)
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//    now let Vl be a point on the line segment L --> M+vec(V) such that Vl(y) = L'(y)
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//    and let Vr be a point on the line segment R --> M+vec(V) such that Vr(y) = R'(y)
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//    
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//    Now define points Fl and Fr, the points L and R will be moved to under force V, with Fl(y)=L'(y)
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//    and Fr(y)=R'(y) and |VrFr|/|VrR'| = |VlFl|/|VlL'| = H
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//    Now notice that |VrR'| = |VlL'| = Wl*Wr / w   ( a little geometric puzzle! )
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//
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//    Then points L,R under force V move by vectors vec(Fl), vec(Fr) where
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//    vec(Fl) = (Wr/w) * [ (Vx+Wl)-Wl*H, Vy ] = (Wr/w) * [ Wl*Vy / (h+Vy) + Vx, Vy ]
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//    vec(Fr) = (Wl/w) * [ (Vx-Wr)+Wr*H, Vy ] = (Wl/w) * [-Wr*Vy / (h+Vy) + Vx, Vy ]
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//
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//    Lets now denote M+vec(V) = M'. The line segment LMR gets distorted to the curve Fl-M'-Fr. Let's
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//    now arbitrarilly decide that:
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//    a) at point Fl the curve has to be parallel to line LM'
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//    b) at point M' - to line LR
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//    c) at point Fr - to line M'R
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//
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//    Now if Fl=(flx,fly) , M'=(mx,my) , Fr=(frx,fry); direction vector at Fl is (vx,vy) and at M'
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//    is (+c,0) where +c is some positive constant, then  the parametric equations of the Fl--->M'
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//    section of the curve (which has to satisfy (X(0),Y(0)) = Fl, (X(1),Y(1))=M',
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//    (X'(0),Y'(0)) = (vx,vy), (X'(1),Y'(1)) = (+c,0) ) is
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//
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//    X(t) = ( (mx-flx)-vx )t^2 + vx*t + flx                                  (*)
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//    Y(t) = ( vy - 2(my-fly) )t^3 + ( 3(my-fly) -2vy )t^2 + vy*t + fly
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//
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//    Here we have to have X'(1) = 2(mx-flx)-vx which is positive <==> vx<2(mx-flx). We also have to
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//    have vy<2(my-fly) so that Y'(t)>0 (this is a must otherwise we have local loops!)
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//    Similarly for the Fr--->M' part of the curve we have the same equation except for the fact that
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//    this time we have to have X'(1)<0 so now we have to have vx>2(mx-flx).
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//
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//    If we are stretching the left or right edge of the bitmap then the only difference is that we
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//    have to have (X'(1),Y'(1)) = (0,+-c) with + or - c depending on which part of the curve
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//    we are tracing. Then the parametric equation is
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//
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//    X(t) = ( vx - 2(mx-flx) )t^3 + ( 3(mx-flx) -2vx )t^2 + vx*t + flx
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//    Y(t) = ( (my-fly)-vy )t^2 + vy*t + fly
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//
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//    If we are dragging the top edge:    
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//
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//    Now point (x,u_objD.x) on the top edge will move by vector (X(t),Y(t)) where those functions
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//    are given by (*) and t =  x < dSx ? (u_objD.x+x)/(u_objD.x+dSx) : (u_objD.x-x)/(u_objD.x-dSx)
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//    (this is 'vec2 time' below in the code).
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//    Any point (x,y) will move by vector (a*X(t),a*Y(t)) where a is (y+u_objD.y)/(2*u_objD.y)
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void deform(in int effect, inout vec4 v)
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  {
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  vec2 center = vUniforms[effect+1].yz;
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  vec2 force = vUniforms[effect].xy;    // force = vec(MM')
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  vec2 vert_vec, horz_vec; 
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  vec2 signXY = sign(center-v.xy);
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  vec2 time = (u_objD.xy+signXY*v.xy)/(u_objD.xy+signXY*center);
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  vec2 factorV = vec2(0.5,0.5) + (center*v.xy)/(4.0*u_objD.xy*u_objD.xy);
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  vec2 factorD = (u_objD.xy-signXY*center)/(2.0*u_objD.xy);
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  vec2 vert_d = factorD.x*force;
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  vec2 horz_d = factorD.y*force;
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  float dot = dot(force,force);
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  vec2 corr = 0.33 * (center+force+signXY*u_objD.xy) * dot / ( dot + (4.0*u_objD.x*u_objD.x) ); // .x = the vector tangent to X(t) at Fl = 0.3*vec(LM')  (or vec(RM') if signXY.x=-1).
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                                                                                                // .y = the vector tangent to X(t) at Fb = 0.3*vec(BM')  (or vec(TM') if signXY.y=-1)
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                                                                                                // the scalar: make the length of the speed vectors at Fl and Fr be 0 when force vector 'force' is zero
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  vert_vec.x = ( force.x-vert_d.x-corr.x )*time.x*time.x + corr.x*time.x + vert_d.x;
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  horz_vec.y = (-force.y+horz_d.y+corr.y )*time.y*time.y - corr.y*time.y - horz_d.y;
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  vert_vec.y = (-3.0*vert_d.y+2.0*force.y )*time.x*time.x*time.x + (-3.0*force.y+5.0*vert_d.y )*time.x*time.x - vert_d.y*time.x - vert_d.y;
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  horz_vec.x = ( 3.0*horz_d.x-2.0*force.x )*time.y*time.y*time.y + ( 3.0*force.x-5.0*horz_d.x )*time.y*time.y + horz_d.x*time.y + horz_d.x;
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  v.xy += (factorV.y*vert_vec + factorV.x*horz_vec);
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  }
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//////////////////////////////////////////////////////////////////////////////////////////////
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// DISTORT EFFECT
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//
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// Point (Px,Py) gets moved by vector (Wx,Wy,Wz) where Wx/Wy = Vx/Vy i.e. Wx=aVx and Wy=aVy where 
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// a=Py/Sy (N --> when (Px,Py) is above (Sx,Sy)) or a=Px/Sx (W) or a=(w-Px)/(w-Sx) (E) or a=(h-Py)/(h-Sy) (S) 
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// It remains to be computed which of the N,W,E or S case we have: answer: a = min[ Px/Sx , Py/Sy , (w-Px)/(w-Sx) , (h-Py)/(h-Sy) ]
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// Computations above are valid for screen (0,0)x(w,h) but here we have (-w/2,-h/2)x(w/2,h/2)
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//  
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// the vertical part
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// Let |(v.x,v.y),(ux,uy)| = |PS|, ux-v.x=dx,uy-v.y=dy, f(x) (0<=x<=|SX|) be the shape of the side of the bubble.
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// H(v.x,v.y) = |PS|>|SX| ? 0 : f(|PX|)
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// N(v.x,v.y) = |PS|>|SX| ? (0,0,1) : ( -(dx/|PS|)sin(beta), -(dy/|PS|)sin(beta), cos(beta) ) where tan(beta) is f'(|PX|) 
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// ( i.e. normalize( dx, dy, -|PS|/f'(|PX|))         
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//
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// Now we also have to take into account the effect horizontal move by V=(u_dVx[i],u_dVy[i]) will have on the normal vector.
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// Solution: 
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// 1. Decompose the V into two subcomponents, one parallel to SX and another perpendicular.
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// 2. Convince yourself (draw!) that the perpendicular component has no effect on normals.
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// 3. The parallel component changes the length of |SX| by the factor of a=(|SX|-|Vpar|)/|SX| (where the length
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//    can be negative depending on the direction)
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// 4. that in turn leaves the x and y parts of the normal unchanged and multiplies the z component by a!
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//
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// |Vpar| = (u_dVx[i]*dx - u_dVy[i]*dy) / sqrt(ps_sq) = (Vx*dx-Vy*dy)/ sqrt(ps_sq)  (-Vy because y is inverted)
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// a =  (|SX| - |Vpar|)/|SX| = 1 - |Vpar|/((sqrt(ps_sq)/(1-d)) = 1 - (1-d)*|Vpar|/sqrt(ps_sq) = 1-(1-d)*(Vx*dx-Vy*dy)/ps_sq 
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//
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// Side of the bubble
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// 
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// choose from one of the three bubble shapes: the cone, the thin bubble and the thick bubble          
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// Case 1: 
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// f(t) = t, i.e. f(x) = uz * x/|SX|   (a cone)
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// -|PS|/f'(|PX|) = -|PS|*|SX|/uz but since ps_sq=|PS|^2 and d=|PX|/|SX| then |PS|*|SX| = ps_sq/(1-d)
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// so finally -|PS|/f'(|PX|) = -ps_sq/(uz*(1-d))
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//                    
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// Case 2: 
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// f(t) = 3t^2 - 2t^3 --> f(0)=0, f'(0)=0, f'(1)=0, f(1)=1 (the bell curve)
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// here we have t = x/|SX| which makes f'(|PX|) = 6*uz*|PS|*|PX|/|SX|^3.
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// so -|PS|/f'(|PX|) = (-|SX|^3)/(6uz|PX|) =  (-|SX|^2) / (6*uz*d) but
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// d = |PX|/|SX| and ps_sq = |PS|^2 so |SX|^2 = ps_sq/(1-d)^2
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// so finally -|PS|/f'(|PX|) = -ps_sq/ (6uz*d*(1-d)^2)
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//                  
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// Case 3:
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// f(t) = 3t^4-8t^3+6t^2 would be better as this satisfies f(0)=0, f'(0)=0, f'(1)=0, f(1)=1,
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// f(0.5)=0.7 and f'(t)= t(t-1)^2 >=0 for t>=0 so this produces a fuller, thicker bubble!
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// then -|PS|/f'(|PX|) = (-|PS|*|SX)) / (12uz*d*(d-1)^2) but |PS|*|SX| = ps_sq/(1-d) (see above!) 
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// so finally -|PS|/f'(|PX|) = -ps_sq/ (12uz*d*(1-d)^3)  
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//
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// Now, new requirement: we have to be able to add up normal vectors, i.e. distort already distorted surfaces.
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// If a surface is given by z = f(x,y), then the normal vector at (x0,y0) is given by (-df/dx (x0,y0), -df/dy (x0,y0), 1 ).
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// so if we have two surfaces defined by f1(x,y) and f2(x,y) with their normals expressed as (f1x,f1y,1) and (f2x,f2y,1) 
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// then the normal to g = f1+f2 is simply given by (f1x+f2x,f1y+f2y,1), i.e. if the third components are equal, then we
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// can simply add up the first and second components.
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//
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// Thus we actually want to compute N(v.x,v.y) = a*(-(dx/|PS|)*f'(|PX|), -(dy/|PS|)*f'(|PX|), 1) and keep adding
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// the first two components. (a is the horizontal part)
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void distort(in int effect, inout vec4 v, inout vec4 n)
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  {
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  vec2 center = vUniforms[effect+1].yz;
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  vec2 ps = center-v.xy;
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  vec3 force = vUniforms[effect].xyz;
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  float d = degree(vUniforms[effect+2],center,ps);
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  float denom = dot(ps+(1.0-d)*force.xy,ps);
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  float one_over_denom = 1.0/(denom-0.001*(sign(denom)-1.0));          // = denom==0 ? 1000:1/denom;
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  //v.z += force.z*d;                                                  // cone
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  //b = -(force.z*(1.0-d))*one_over_denom;                             //
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  //v.z += force.z*d*d*(3.0-2.0*d);                                    // thin bubble
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  //b = -(6.0*force.z*d*(1.0-d)*(1.0-d))*one_over_denom;               //
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  v.z += force.z*d*d*(3.0*d*d -8.0*d +6.0);                            // thick bubble
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  float b = -(12.0*force.z*d*(1.0-d)*(1.0-d)*(1.0-d))*one_over_denom;  //
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  v.xy += d*force.xy;
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  n.xy += n.z*b*ps;
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  }
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//////////////////////////////////////////////////////////////////////////////////////////////
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// SINK EFFECT
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//
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// Pull P=(v.x,v.y) towards center of the effect with P' = P + (1-h)*dist(S-P)
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// when h>1 we are pushing points away from S: P' = P + (1/h-1)*dist(S-P)
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void sink(in int effect,inout vec4 v)
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  {
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  vec2 center = vUniforms[effect+1].yz;
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  vec2 ps = center-v.xy;
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  float h = vUniforms[effect].x;
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  float t = degree(vUniforms[effect+2],center,ps) * (1.0-h)/max(1.0,h);
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  v.xy += t*ps;           
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  }
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//////////////////////////////////////////////////////////////////////////////////////////////
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// PINCH EFFECT
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//
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// Pull P=(v.x,v.y) towards the line that
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// a) passes through the center of the effect
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// b) forms angle defined in the 2nd interpolated value with the X-axis
340
// with P' = P + (1-h)*dist(line to P)
341
// when h>1 we are pushing points away from S: P' = P + (1/h-1)*dist(line to P)
342

    
343
void pinch(in int effect,inout vec4 v)
344
  {
345
  vec2 center = vUniforms[effect+1].yz;
346
  vec2 ps = center-v.xy;
347
  float h = vUniforms[effect].x;
348
  float t = degree(vUniforms[effect+2],center,ps) * (1.0-h)/max(1.0,h);
349
  float angle = vUniforms[effect].y;
350
  vec2 dir = vec2(sin(angle),-cos(angle));
351

    
352
  v.xy += t*dot(ps,dir)*dir;
353
  }
354

    
355
//////////////////////////////////////////////////////////////////////////////////////////////
356
// SWIRL EFFECT
357
//
358
// Let d be the degree of the current vertex V with respect to center of the effect S and Region vRegion.
359
// This effect rotates the current vertex V by vInterpolated.x radians clockwise around the circle dilated 
360
// by (1-d) around the center of the effect S.
361

    
362
void swirl(in int effect, inout vec4 v)
363
  {
364
  vec2 center  = vUniforms[effect+1].yz;
365
  vec2 PS = center-v.xy;
366
  vec4 SO = vUniforms[effect+2];
367
  float d1_circle = degree_region(SO,PS);
368
  float d1_bitmap = degree_bitmap(center,PS);
369

    
370
  float alpha = vUniforms[effect].x;
371
  float sinA = sin(alpha);
372
  float cosA = cos(alpha);
373

    
374
  vec2 PS2 = vec2( PS.x*cosA+PS.y*sinA,-PS.x*sinA+PS.y*cosA ); // vector PS rotated by A radians clockwise around center.
375
  vec4 SG = (1.0-d1_circle)*SO;                                // coordinates of the dilated circle P is going to get rotated around
376
  float d2 = max(0.0,degree(SG,center,PS2));                   // make it a max(0,deg) because otherwise when center=left edge of the
377
                                                               // bitmap some points end up with d2<0 and they disappear off view.
378
  v.xy += min(d1_circle,d1_bitmap)*(PS - PS2/(1.0-d2));        // if d2=1 (i.e P=center) we should have P unchanged. How to do it?
379
  }
380

    
381
//////////////////////////////////////////////////////////////////////////////////////////////
382
// WAVE EFFECT
383
//
384
// Directional sinusoidal wave effect.
385
//
386
// This is an effect from a (hopefully!) generic family of effects of the form (vec3 V: |V|=1 , f(x,y) )  (*)
387
// i.e. effects defined by a unit vector and an arbitrary function. Those effects are defined to move each
388
// point (x,y,0) of the XY plane to the point (x,y,0) + V*f(x,y).
389
//
390
// In this case V is defined by angles A and B (sines and cosines of which are precomputed in
391
// EffectQueueVertex and passed in the uniforms).
392
// Let's move V to start at the origin O, let point C be the endpoint of V, and let C' be C's projection
393
// to the XY plane. Then A is defined to be the angle C0C' and angle B is the angle C'O(axisY).
394
//
395
// Also, in this case f(x,y) = amplitude*sin(x/length), with those 2 parameters passed in uniforms.
396
//
397
//////////////////////////////////////////////////////////////////////////////////////////////
398
// How to compute any generic effect of type (*)
399
//////////////////////////////////////////////////////////////////////////////////////////////
400
//
401
// By definition, the vertices move by f(x,y)*V.
402
//
403
// Normals are much more complicated.
404
// Let angle X be the angle (0,Vy,Vz)(0,Vy,0)(Vx,Vy,Vz).
405
// Let angle Y be the angle (Vx,0,Vz)(Vx,0,0)(Vx,Vy,Vz).
406
//
407
// Then it can be shown that the resulting surface, at point to which point (x0,y0,0) got moved to,
408
// has 2 tangent vectors given by
409
//
410
// SX = (1.0+cosX*fx , cosY*sinX*fx , |sinY|*sinX*fx);  (**)
411
// SY = (cosX*sinY*fy , 1.0+cosY*fy , |sinX|*sinY*fy);  (***)
412
//
413
// and then obviously the normal N is given by N= SX x SY .
414
//
415
// We still need to remember the note from the distort function about adding up normals:
416
// we first need to 'normalize' the normals to make their third components equal, and then we
417
// simply add up the first and the second component while leaving the third unchanged.
418
//
419
// How to see facts (**) and (***) ? Briefly:
420
// a) compute the 2D analogon and conclude that in this case the tangent SX is given by
421
//    SX = ( cosA*f'(x) +1, sinA*f'(x) )    (where A is the angle vector V makes with X axis )
422
// b) cut the resulting surface with plane P which
423
//    - includes vector V
424
//    - crosses plane XY along line parallel to X axis
425
// c) apply the 2D analogon and notice that the tangent vector to the curve that is the common part of P
426
//    and our surface (I am talking about the tangent vector which belongs to P) is given by
427
//    (1+cosX*fx,0,sinX*fx) rotated by angle (90-|Y|) (where angles X,Y are defined above) along vector (1,0,0).
428
//
429
//    Matrix of rotation:
430
//
431
//    |sinY|  cosY
432
//    -cosY  |sinY|
433
//
434
// d) compute the above and see that this is equal precisely to SX from (**).
435
// e) repeat points b,c,d in direction Y and come up with (***).
436
//
437
//////////////////////////////////////////////////////////////////////////////////////////////
438
// Note: we should avoid passing certain combinations of parameters to this function. One such known
439
// combination is ( A: small but positive, B: any, amplitude >= length ).
440
// In this case, certain 'unlucky' points have their normals almost horizontal (they got moved by (almost!)
441
// amplitude, and other point length (i.e. <=amplitude) away got moved by 0, so the slope in this point is
442
// very steep). Visual effect is: vast majority of surface pretty much unchanged, but random 'unlucky'
443
// points very dark)
444
//
445
// Generally speaking I'd keep to amplitude < length, as the opposite case has some other problems as well.
446

    
447
void wave(in int effect, inout vec4 v, inout vec4 n)
448
  {
449
  vec2 center     = vUniforms[effect+1].yz;
450
  float amplitude = vUniforms[effect  ].x;
451
  float length    = vUniforms[effect  ].y;
452

    
453
  vec2 ps = center - v.xy;
454
  float deg = amplitude*degree_region(vUniforms[effect+2],ps);
455

    
456
  if( deg != 0.0 && length != 0.0 )
457
    {
458
    float phase = vUniforms[effect  ].z;
459
    float alpha = vUniforms[effect  ].w;
460
    float beta  = vUniforms[effect+1].x;
461

    
462
    float sinA = sin(alpha);
463
    float cosA = cos(alpha);
464
    float sinB = sin(beta);
465
    float cosB = cos(beta);
466

    
467
    float angle= 1.578*(ps.x*cosB-ps.y*sinB) / length + phase;
468

    
469
    vec3 dir= vec3(sinB*cosA,cosB*cosA,sinA);
470

    
471
    v.xyz += sin(angle)*deg*dir;
472

    
473
    if( n.z != 0.0 )
474
      {
475
      float sqrtX = sqrt(dir.y*dir.y + dir.z*dir.z);
476
      float sqrtY = sqrt(dir.x*dir.x + dir.z*dir.z);
477

    
478
      float sinX = ( sqrtY==0.0 ? 0.0 : dir.z / sqrtY);
479
      float cosX = ( sqrtY==0.0 ? 1.0 : dir.x / sqrtY);
480
      float sinY = ( sqrtX==0.0 ? 0.0 : dir.z / sqrtX);
481
      float cosY = ( sqrtX==0.0 ? 1.0 : dir.y / sqrtX);
482

    
483
      float abs_z = dir.z <0.0 ? -(sinX*sinY) : (sinX*sinY);
484

    
485
      float tmp = 1.578*cos(angle)*deg/length;
486

    
487
      float fx =-cosB*tmp;
488
      float fy = sinB*tmp;
489

    
490
      vec3 sx = vec3 (1.0+cosX*fx,cosY*sinX*fx,abs_z*fx);
491
      vec3 sy = vec3 (cosX*sinY*fy,1.0+cosY*fy,abs_z*fy);
492

    
493
      vec3 normal = cross(sx,sy);
494

    
495
      if( normal.z<=0.0 )                   // Why this bizarre shit rather than the straightforward
496
        {                                   //
497
        normal.x= 0.0;                      // if( normal.z>0.0 )
498
        normal.y= 0.0;                      //   {
499
        normal.z= 1.0;                      //   n.x = (n.x*normal.z + n.z*normal.x);
500
        }                                   //   n.y = (n.y*normal.z + n.z*normal.y);
501
                                            //   n.z = (n.z*normal.z);
502
                                            //   }
503
      n.x = (n.x*normal.z + n.z*normal.x);  //
504
      n.y = (n.y*normal.z + n.z*normal.y);  // ? Because if we do the above, my shitty Nexus4 crashes
505
      n.z = (n.z*normal.z);                 // during shader compilation!
506
      }
507
    }
508
  }
509

    
510
#endif
511

    
512
//////////////////////////////////////////////////////////////////////////////////////////////
513
  		  
514
void main()                                                 	
515
  {              
516
  vec4 v = vec4( 2.0*u_objD*a_Position,1.0 );
517
  vec4 n = vec4(a_Normal,0.0);
518

    
519
#if NUM_VERTEX>0
520
  for(int i=0; i<vNumEffects; i++)
521
    {
522
         if( vType[i]==DISTORT) distort(3*i,v,n);
523
    else if( vType[i]==DEFORM ) deform (3*i,v);
524
    else if( vType[i]==SINK   ) sink   (3*i,v);
525
    else if( vType[i]==PINCH  ) pinch  (3*i,v);
526
    else if( vType[i]==SWIRL  ) swirl  (3*i,v);
527
    else if( vType[i]==WAVE   ) wave   (3*i,v,n);
528
    }
529
 
530
  restrictZ(v.z);
531
#endif
532
   
533
  v_Position      = v.xyz;
534
  v_TexCoordinate = a_TexCoordinate;
535
  v_Normal        = normalize(vec3(u_MVMatrix*n));
536
  gl_Position     = u_MVPMatrix*v;      
537
  }                               
(2-2/2)