Commit 1602a02d authored by Sebastian Eichelbaum's avatar Sebastian Eichelbaum
Browse files

[STYLE]

parent 0cce86e0
......@@ -172,10 +172,10 @@ void WMImageSpaceLIC::properties()
m_numIters->setMin( 1 );
m_numIters->setMax( 1000 );
m_projectionAngleThreshold = m_advancedLicGroup->addProperty( "Projection Angle Threshold", "This defines the threshold of the angle between tangential "
"plane of the surface and the vector which is going to be projected. You can adjust how steep a vector can be before it is clipped and NOT "
"projected. Note: all vectors with an angle below this threshold are projected but linearly reduced in influence depending on the "
"angle.", 90.0 );
m_projectionAngleThreshold = m_advancedLicGroup->addProperty( "Projection Angle Threshold", "This defines the threshold of the angle between "
"tangential plane of the surface and the vector which is going to be projected. You can adjust how steep a vector can be before it is "
"clipped and NOT projected. Note: all vectors with an angle below this threshold are projected but linearly reduced in influence "
"depending on the angle.", 90.0 );
m_projectionAngleThreshold->setMin( 0.0 );
m_projectionAngleThreshold->setMax( 90.0 );
......
......@@ -157,7 +157,7 @@ void main()
float geometryVecAngle = ( acos(
abs(
dot( normalize( v_normalObject ),
normalize(vec.xyz)
normalize( vec.xyz )
)
)
) / piHalf
......@@ -172,7 +172,9 @@ void main()
// scale down the vector -> the more it "comes out of the surface, the shorter the vector".
float dotScale = cutoffAngle - geometryVecAngle;
if( dotScale < 0 )
{
dotScale = 0;
}
// scale our vector according to the above metric and output
vec2 dotScaledVector = dotScale * scaleMaxToOne( vecProjected ).xy;
......
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