Ajout version Release/x64 avec les libraries x64 et tuning de la version Debug
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								SQCSim2021/external/sfml251/examples/shader/resources/storm.vert
									
									
									
									
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								SQCSim2021/external/sfml251/examples/shader/resources/storm.vert
									
									
									
									
										vendored
									
									
										Normal file
									
								
							| @@ -0,0 +1,19 @@ | ||||
| uniform vec2 storm_position; | ||||
| uniform float storm_total_radius; | ||||
| uniform float storm_inner_radius; | ||||
|  | ||||
| void main() | ||||
| { | ||||
|     vec4 vertex = gl_ModelViewMatrix * gl_Vertex; | ||||
|     vec2 offset = vertex.xy - storm_position; | ||||
|     float len = length(offset); | ||||
|     if (len < storm_total_radius) | ||||
|     { | ||||
|         float push_distance = storm_inner_radius + len / storm_total_radius * (storm_total_radius - storm_inner_radius); | ||||
|         vertex.xy = storm_position + normalize(offset) * push_distance; | ||||
|     } | ||||
|  | ||||
|     gl_Position = gl_ProjectionMatrix * vertex; | ||||
|     gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0; | ||||
|     gl_FrontColor = gl_Color; | ||||
| } | ||||
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