From 648ee61ae84216d0236e0dbc211addc13b2cfa3a Mon Sep 17 00:00:00 2001 From: Kris Kowal Date: Fri, 6 Jul 2012 11:52:06 -0700 Subject: Expand tabs --- assets/shaders/TwistVert.vert.glsl | 84 +++++++++++++++++++------------------- 1 file changed, 42 insertions(+), 42 deletions(-) (limited to 'assets/shaders/TwistVert.vert.glsl') diff --git a/assets/shaders/TwistVert.vert.glsl b/assets/shaders/TwistVert.vert.glsl index 94d22020..6db4210f 100644 --- a/assets/shaders/TwistVert.vert.glsl +++ b/assets/shaders/TwistVert.vert.glsl @@ -64,51 +64,51 @@ varying vec2 v_texcoord; float GetAngle( float t ) { - float angle= 0.0; - if (t < u_limit2) - { - if (t < u_limit1) - { - angle = u_twistAmount; - } - else - { - angle = (t - u_limit2)/(u_limit1 - u_limit2)*u_twistAmount; - } - } - - return angle; + float angle= 0.0; + if (t < u_limit2) + { + if (t < u_limit1) + { + angle = u_twistAmount; + } + else + { + angle = (t - u_limit2)/(u_limit1 - u_limit2)*u_twistAmount; + } + } + + return angle; } void main(void) { - vec3 pos = vert; - vec2 uv = texcoord; - v_texcoord = texcoord; - - v_zNormal = 1.0; - if (uv.x < u_limit2) - { - float angle = GetAngle( uv.x ); - float cs = cos(angle), sn = sin(angle); - - vec3 ctrPt = pos; - float y = pos.y*cs - pos.z*sn; // + u_center; - pos.z = pos.y*sn + pos.z*cs; - pos.y = y; - - // rotate the normal - mat3 rotMat = mat3( vec3( 1.0, 0.0, 0.0 ), vec3( 0.0, cs, sn ), vec3( 0.0, -sn, cs ) ); - vec3 pt0 = ctrPt, pt1 = vec3(ctrPt.x, ctrPt.y+1.0, ctrPt.z), pt2 = vec3( ctrPt.x+1.0, ctrPt.y, ctrPt.z); - pt0 = rotMat * pt0; pt1 = rotMat * pt1; - angle = GetAngle(1.0); - cs = cos(angle); sn = sin(angle); - rotMat = mat3( vec3( 1.0, 0.0, 0.0 ), vec3( 0.0, cs, sn ), vec3( 0.0, -sn, cs ) ); - pt2 = rotMat * pt2; - vec4 nrm = vec4( cross(pt1-pt0, pt2-pt0), 1.0 ); - v_zNormal = -nrm.z; - } - - gl_Position = u_projMatrix * u_mvMatrix * vec4(pos,1.0) ; + vec3 pos = vert; + vec2 uv = texcoord; + v_texcoord = texcoord; + + v_zNormal = 1.0; + if (uv.x < u_limit2) + { + float angle = GetAngle( uv.x ); + float cs = cos(angle), sn = sin(angle); + + vec3 ctrPt = pos; + float y = pos.y*cs - pos.z*sn; // + u_center; + pos.z = pos.y*sn + pos.z*cs; + pos.y = y; + + // rotate the normal + mat3 rotMat = mat3( vec3( 1.0, 0.0, 0.0 ), vec3( 0.0, cs, sn ), vec3( 0.0, -sn, cs ) ); + vec3 pt0 = ctrPt, pt1 = vec3(ctrPt.x, ctrPt.y+1.0, ctrPt.z), pt2 = vec3( ctrPt.x+1.0, ctrPt.y, ctrPt.z); + pt0 = rotMat * pt0; pt1 = rotMat * pt1; + angle = GetAngle(1.0); + cs = cos(angle); sn = sin(angle); + rotMat = mat3( vec3( 1.0, 0.0, 0.0 ), vec3( 0.0, cs, sn ), vec3( 0.0, -sn, cs ) ); + pt2 = rotMat * pt2; + vec4 nrm = vec4( cross(pt1-pt0, pt2-pt0), 1.0 ); + v_zNormal = -nrm.z; + } + + gl_Position = u_projMatrix * u_mvMatrix * vec4(pos,1.0) ; } -- cgit v1.2.3