Project

General

Profile

« Previous | Next » 

Revision fa6c352d

Added by Leszek Koltunski over 7 years ago

Complete moving center to 3D.

View differences:

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