Minor changes, use int for type instead of organic bool
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2 changed files with 23 additions and 23 deletions
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@ -143,7 +143,7 @@
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<wetness><use>/environment/surface/wetness</use></wetness>
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<rnorm><use>/environment/rain-norm</use></rnorm>
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<!-- Wingflex -->
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<organic type="bool">0</organic>
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<wingflex-type type="int">0</wingflex-type>
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<body-width type="float">0.7</body-width>
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<wingflex-alpha>0.0</wingflex-alpha>
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<wingflex-trailing-alpha>0.0</wingflex-trailing-alpha>
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@ -499,9 +499,9 @@
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</uniform>
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<uniform>
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<name>organic</name>
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<type>bool</type>
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<value><use>organic</use></value>
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<name>wingflex_type</name>
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<type>int</type>
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<value><use>wingflex-type</use></value>
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</uniform>
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<uniform>
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@ -22,7 +22,7 @@ attribute vec3 binormal;
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uniform float pitch;
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uniform float roll;
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uniform float hdg;
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uniform bool organic;
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uniform int wingflex_type;
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uniform float body_width;
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uniform float wingflex_alpha;
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uniform float wingflex_trailing_alpha;
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@ -59,7 +59,24 @@ void main(void)
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{
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vec4 vertex = gl_Vertex;
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if ( organic ) {
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if ( wingflex_type == 0 ) {
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float x_factor = max((abs(vertex.x) - body_width),0);
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float y_factor = max(vertex.y,0.0);
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float distance;
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if(vertex.y < body_width && vertex.y > -body_width){
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//this part does not move
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distance = 0;
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}else if(vertex.y > body_width){
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distance = vertex.y - (body_width/2);
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}else if(vertex.y < -body_width){
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distance = vertex.y - ((-1*body_width)/2);
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}
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float deflection = wingflex_z * (distance*distance)/(wing_span*wing_span);
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vertex.z += deflection;
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vertex.y -= deflection/wing_span;
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} else if (wingflex_type == 1 ) {
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float arm_reach = 4.8;
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float x_factor = max((abs(vertex.x) - body_width),0);
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@ -98,23 +115,6 @@ void main(void)
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if (vertex.x > 0.0) {sweep_x = - 0.5;}
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vertex.x+= sweep_x * (1.0 + 0.5 *x_factor) * wingsweep_factor;
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} else {
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float x_factor = max((abs(vertex.x) - body_width),0);
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float y_factor = max(vertex.y,0.0);
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float distance;
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if(vertex.y < body_width && vertex.y > -body_width){
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//this part does not move
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distance = 0;
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}else if(vertex.y > body_width){
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distance = vertex.y - (body_width/2);
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}else if(vertex.y < -body_width){
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distance = vertex.y - ((-1*body_width)/2);
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}
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float deflection = wingflex_z * (distance*distance)/(wing_span*wing_span);
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vertex.z += deflection;
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vertex.y -= deflection/wing_span;
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}
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