From 725c2175f20b5e0829518f725fd26cc077748bdf Mon Sep 17 00:00:00 2001 From: hwc487 Date: Fri, 25 May 2012 13:35:10 -0700 Subject: Parameters for twistVertex material --- assets/shaders/Cloud.frag.glsl | 2 -- assets/shaders/TwistVert.frag.glsl | 1 - assets/shaders/TwistVert.vert.glsl | 11 ++--------- 3 files changed, 2 insertions(+), 12 deletions(-) (limited to 'assets') diff --git a/assets/shaders/Cloud.frag.glsl b/assets/shaders/Cloud.frag.glsl index 2447fd79..cd70d1a0 100644 --- a/assets/shaders/Cloud.frag.glsl +++ b/assets/shaders/Cloud.frag.glsl @@ -18,8 +18,6 @@ varying vec2 v_texCoord0; void main() { vec4 c = texture2D(u_tex0, v_texCoord0); - //c.a *= u_surfaceAlpha; - //if ((c.r == 0.0) && (c.b == 0.0) && (c.g == 0.0) && (c.a == 1.0)) c = vec4( 0.0, 0.0, 1.0, 1.0 ); gl_FragColor = c; } \ No newline at end of file diff --git a/assets/shaders/TwistVert.frag.glsl b/assets/shaders/TwistVert.frag.glsl index f8490615..01c32c42 100644 --- a/assets/shaders/TwistVert.frag.glsl +++ b/assets/shaders/TwistVert.frag.glsl @@ -28,5 +28,4 @@ void main() col = texture2D(u_tex1, v_texcoord).xyz; gl_FragColor = vec4(col, 1.0); - //gl_FragColor = v_color; } 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; uniform float u_limit1; uniform float u_limit2; uniform float u_twistAmount; -uniform float u_center; +//uniform float u_center; // texture sampler uniforms uniform sampler2D u_tex0; @@ -63,17 +63,14 @@ void main(void) vec2 uv = texcoord; v_texcoord = texcoord; - //v_color = vec4(texcoord.x, texcoord.y, 0, 1); - v_zNormal = 1.0; if (uv.x < u_limit2) { float angle = GetAngle( uv.x ); float cs = cos(angle), sn = sin(angle); - pos.y -= u_center; vec3 ctrPt = pos; - float y = pos.y*cs - pos.z*sn + u_center; + float y = pos.y*cs - pos.z*sn; // + u_center; pos.z = pos.y*sn + pos.z*cs; pos.y = y; @@ -85,11 +82,7 @@ void main(void) 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; - pt0.y += u_center; pt1.y += u_center; pt2.y += u_center; - //vec4 nrm = u_projMatrix * u_mvMatrix * vec4( cross(pt1-pt0, pt2-pt0), 1.0 ); vec4 nrm = vec4( cross(pt1-pt0, pt2-pt0), 1.0 ); - - //v_zNormal = normal.y*sn + normal.z*cs; v_zNormal = -nrm.z; } -- cgit v1.2.3