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-rw-r--r--assets/shaders/TwistVert.vert.glsl107
1 files changed, 54 insertions, 53 deletions
diff --git a/assets/shaders/TwistVert.vert.glsl b/assets/shaders/TwistVert.vert.glsl
index 94d22020..b56e1318 100644
--- a/assets/shaders/TwistVert.vert.glsl
+++ b/assets/shaders/TwistVert.vert.glsl
@@ -1,24 +1,25 @@
1/* <copyright> 1/* <copyright>
2Copyright (c) 2012, Motorola Mobility, Inc 2Copyright (c) 2012, Motorola Mobility LLC.
3All Rights Reserved. 3All Rights Reserved.
4BSD License.
5 4
6Redistribution and use in source and binary forms, with or without 5Redistribution and use in source and binary forms, with or without
7modification, are permitted provided that the following conditions are met: 6modification, are permitted provided that the following conditions are met:
8 7
9 - Redistributions of source code must retain the above copyright notice, 8* Redistributions of source code must retain the above copyright notice,
10 this list of conditions and the following disclaimer. 9 this list of conditions and the following disclaimer.
11 - Redistributions in binary form must reproduce the above copyright 10
12 notice, this list of conditions and the following disclaimer in the 11* Redistributions in binary form must reproduce the above copyright notice,
13 documentation and/or other materials provided with the distribution. 12 this list of conditions and the following disclaimer in the documentation
14 - Neither the name of Motorola Mobility nor the names of its contributors 13 and/or other materials provided with the distribution.
15 may be used to endorse or promote products derived from this software 14
16 without specific prior written permission. 15* Neither the name of Motorola Mobility LLC nor the names of its
16 contributors may be used to endorse or promote products derived from this
17 software without specific prior written permission.
17 18
18THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" 19THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
19AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE 20AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
20IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE 21IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
21ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE 22ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE
22LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR 23LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
23CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF 24CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
24SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS 25SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
@@ -64,51 +65,51 @@ varying vec2 v_texcoord;
64 65
65float GetAngle( float t ) 66float GetAngle( float t )
66{ 67{
67 float angle= 0.0; 68 float angle= 0.0;
68 if (t < u_limit2) 69 if (t < u_limit2)
69 { 70 {
70 if (t < u_limit1) 71 if (t < u_limit1)
71 { 72 {
72 angle = u_twistAmount; 73 angle = u_twistAmount;
73 } 74 }
74 else 75 else
75 { 76 {
76 angle = (t - u_limit2)/(u_limit1 - u_limit2)*u_twistAmount; 77 angle = (t - u_limit2)/(u_limit1 - u_limit2)*u_twistAmount;
77 } 78 }
78 } 79 }
79 80
80 return angle; 81 return angle;
81} 82}
82 83
83 84
84void main(void) 85void main(void)
85{ 86{
86 vec3 pos = vert; 87 vec3 pos = vert;
87 vec2 uv = texcoord; 88 vec2 uv = texcoord;
88 v_texcoord = texcoord; 89 v_texcoord = texcoord;
89 90
90 v_zNormal = 1.0; 91 v_zNormal = 1.0;
91 if (uv.x < u_limit2) 92 if (uv.x < u_limit2)
92 { 93 {
93 float angle = GetAngle( uv.x ); 94 float angle = GetAngle( uv.x );
94 float cs = cos(angle), sn = sin(angle); 95 float cs = cos(angle), sn = sin(angle);
95 96
96 vec3 ctrPt = pos; 97 vec3 ctrPt = pos;
97 float y = pos.y*cs - pos.z*sn; // + u_center; 98 float y = pos.y*cs - pos.z*sn; // + u_center;
98 pos.z = pos.y*sn + pos.z*cs; 99 pos.z = pos.y*sn + pos.z*cs;
99 pos.y = y; 100 pos.y = y;
100 101
101 // rotate the normal 102 // rotate the normal
102 mat3 rotMat = mat3( vec3( 1.0, 0.0, 0.0 ), vec3( 0.0, cs, sn ), vec3( 0.0, -sn, cs ) ); 103 mat3 rotMat = mat3( vec3( 1.0, 0.0, 0.0 ), vec3( 0.0, cs, sn ), vec3( 0.0, -sn, cs ) );
103 vec3 pt0 = ctrPt, pt1 = vec3(ctrPt.x, ctrPt.y+1.0, ctrPt.z), pt2 = vec3( ctrPt.x+1.0, ctrPt.y, ctrPt.z); 104 vec3 pt0 = ctrPt, pt1 = vec3(ctrPt.x, ctrPt.y+1.0, ctrPt.z), pt2 = vec3( ctrPt.x+1.0, ctrPt.y, ctrPt.z);
104 pt0 = rotMat * pt0; pt1 = rotMat * pt1; 105 pt0 = rotMat * pt0; pt1 = rotMat * pt1;
105 angle = GetAngle(1.0); 106 angle = GetAngle(1.0);
106 cs = cos(angle); sn = sin(angle); 107 cs = cos(angle); sn = sin(angle);
107 rotMat = mat3( vec3( 1.0, 0.0, 0.0 ), vec3( 0.0, cs, sn ), vec3( 0.0, -sn, cs ) ); 108 rotMat = mat3( vec3( 1.0, 0.0, 0.0 ), vec3( 0.0, cs, sn ), vec3( 0.0, -sn, cs ) );
108 pt2 = rotMat * pt2; 109 pt2 = rotMat * pt2;
109 vec4 nrm = vec4( cross(pt1-pt0, pt2-pt0), 1.0 ); 110 vec4 nrm = vec4( cross(pt1-pt0, pt2-pt0), 1.0 );
110 v_zNormal = -nrm.z; 111 v_zNormal = -nrm.z;
111 } 112 }
112 113
113 gl_Position = u_projMatrix * u_mvMatrix * vec4(pos,1.0) ; 114 gl_Position = u_projMatrix * u_mvMatrix * vec4(pos,1.0) ;
114} 115}