@archy,
If the <OR> isn't working try just replace the
<extension-supported>GL_EXT_geometry_shader4</extension-supported>
with
<extension-supported>GL_EXT_geometry_shader</extension-supported>
and see if that works.
It's hard to troubleshoot these problems.
pow(x, 4)
x*x*x*x
uniform vec3 g_rawpos;
uniform vec3 wind_blast_pos;
[...]
vec2 texCoord = gl_TexCoord[0];
vec3 blastDir = normalize(wind_blast_pos - vec3(-g_rawpos.x, g_rawpos.yz));
float windFunction = <insert fancy wind function>;
float windDisplacement = windFunction * <insert fancy fluid mechanics aproximation to blade movement>;
texCoord += blastDir.xy * windDisplacement;
No, I don't think it can.
I've constructed the vector from downwash center to the fragment in question.
vec3 blastDir = normalize(wind_blast_pos - vec3(-g_rawpos.x, g_rawpos.yz));
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