void main(void)
{
vec4 tmp = gl_Vertex;
- tmp.x += sin(tmp.z/5+intensity*30) * scale * intensity;
- tmp.y += sin(tmp.z/3+intensity*40) * scale * intensity;
+ tmp.x += sin(tmp.z/5.0+intensity*30.0) * scale * intensity;
+ tmp.y += sin(tmp.z/3.0+intensity*40.0) * scale * intensity;
gl_Position = gl_ModelViewProjectionMatrix * tmp;
gl_FrontColor = gl_Color;
void main(void)
{
- gl_FragColor = vec4(gl_Color.xyz * light_amount, 1-intensity);
+ gl_FragColor = vec4(gl_Color.xyz * light_amount, 1.0-intensity);
}
""")
self._init3DView()