diff options
Diffstat (limited to 'assets/shaders/TwistVert.vert.glsl')
-rw-r--r-- | assets/shaders/TwistVert.vert.glsl | 11 |
1 files changed, 2 insertions, 9 deletions
diff --git a/assets/shaders/TwistVert.vert.glsl b/assets/shaders/TwistVert.vert.glsl index 29cb30ea..9734063d 100644 --- a/assets/shaders/TwistVert.vert.glsl +++ b/assets/shaders/TwistVert.vert.glsl | |||
@@ -19,7 +19,7 @@ attribute vec2 texcoord; | |||
19 | uniform float u_limit1; | 19 | uniform float u_limit1; |
20 | uniform float u_limit2; | 20 | uniform float u_limit2; |
21 | uniform float u_twistAmount; | 21 | uniform float u_twistAmount; |
22 | uniform float u_center; | 22 | //uniform float u_center; |
23 | 23 | ||
24 | // texture sampler uniforms | 24 | // texture sampler uniforms |
25 | uniform sampler2D u_tex0; | 25 | uniform sampler2D u_tex0; |
@@ -63,17 +63,14 @@ void main(void) | |||
63 | vec2 uv = texcoord; | 63 | vec2 uv = texcoord; |
64 | v_texcoord = texcoord; | 64 | v_texcoord = texcoord; |
65 | 65 | ||
66 | //v_color = vec4(texcoord.x, texcoord.y, 0, 1); | ||
67 | |||
68 | v_zNormal = 1.0; | 66 | v_zNormal = 1.0; |
69 | if (uv.x < u_limit2) | 67 | if (uv.x < u_limit2) |
70 | { | 68 | { |
71 | float angle = GetAngle( uv.x ); | 69 | float angle = GetAngle( uv.x ); |
72 | float cs = cos(angle), sn = sin(angle); | 70 | float cs = cos(angle), sn = sin(angle); |
73 | 71 | ||
74 | pos.y -= u_center; | ||
75 | vec3 ctrPt = pos; | 72 | vec3 ctrPt = pos; |
76 | float y = pos.y*cs - pos.z*sn + u_center; | 73 | float y = pos.y*cs - pos.z*sn; // + u_center; |
77 | pos.z = pos.y*sn + pos.z*cs; | 74 | pos.z = pos.y*sn + pos.z*cs; |
78 | pos.y = y; | 75 | pos.y = y; |
79 | 76 | ||
@@ -85,11 +82,7 @@ void main(void) | |||
85 | cs = cos(angle); sn = sin(angle); | 82 | cs = cos(angle); sn = sin(angle); |
86 | rotMat = mat3( vec3( 1.0, 0.0, 0.0 ), vec3( 0.0, cs, sn ), vec3( 0.0, -sn, cs ) ); | 83 | rotMat = mat3( vec3( 1.0, 0.0, 0.0 ), vec3( 0.0, cs, sn ), vec3( 0.0, -sn, cs ) ); |
87 | pt2 = rotMat * pt2; | 84 | pt2 = rotMat * pt2; |
88 | pt0.y += u_center; pt1.y += u_center; pt2.y += u_center; | ||
89 | //vec4 nrm = u_projMatrix * u_mvMatrix * vec4( cross(pt1-pt0, pt2-pt0), 1.0 ); | ||
90 | vec4 nrm = vec4( cross(pt1-pt0, pt2-pt0), 1.0 ); | 85 | vec4 nrm = vec4( cross(pt1-pt0, pt2-pt0), 1.0 ); |
91 | |||
92 | //v_zNormal = normal.y*sn + normal.z*cs; | ||
93 | v_zNormal = -nrm.z; | 86 | v_zNormal = -nrm.z; |
94 | } | 87 | } |
95 | 88 | ||