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@@ -107,8 +107,8 @@
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const float SPEED_LIMIT = 9.0;
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- float rand(vec2 co){
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- return fract(sin(dot(co.xy ,vec2(12.9898,78.233))) * 43758.5453);
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+ float rand( vec2 co ){
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+ return fract( sin( dot( co.xy, vec2(12.9898,78.233) ) ) * 43758.5453 );
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}
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void main() {
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@@ -150,7 +150,7 @@
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// move birds away from predator
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- if (dist < preyRadius) {
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+ if ( dist < preyRadius ) {
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f = ( distSquared / preyRadiusSq - 1.0 ) * delta * 100.;
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velocity += normalize( dir ) * f;
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@@ -170,28 +170,28 @@
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dir.y *= 2.5;
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velocity -= normalize( dir ) * delta * 5.;
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- for (float y=0.0;y<height;y++) {
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- for (float x=0.0;x<width;x++) {
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+ for ( float y = 0.0; y < height; y++ ) {
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+ for ( float x = 0.0; x < width; x++ ) {
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vec2 ref = vec2( x + 0.5, y + 0.5 ) / resolution.xy;
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birdPosition = texture2D( texturePosition, ref ).xyz;
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dir = birdPosition - selfPosition;
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- dist = length(dir);
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+ dist = length( dir );
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- if (dist < 0.0001) continue;
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+ if ( dist < 0.0001 ) continue;
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distSquared = dist * dist;
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- if (distSquared > zoneRadiusSquared ) continue;
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+ if ( distSquared > zoneRadiusSquared ) continue;
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percent = distSquared / zoneRadiusSquared;
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if ( percent < separationThresh ) { // low
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// Separation - Move apart for comfort
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- f = (separationThresh / percent - 1.0) * delta;
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- velocity -= normalize(dir) * f;
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+ f = ( separationThresh / percent - 1.0 ) * delta;
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+ velocity -= normalize( dir ) * f;
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} else if ( percent < alignmentThresh ) { // high
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@@ -202,7 +202,7 @@
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birdVelocity = texture2D( textureVelocity, ref ).xyz;
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f = ( 0.5 - cos( adjustedPercent * PI_2 ) * 0.5 + 0.5 ) * delta;
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- velocity += normalize(birdVelocity) * f;
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+ velocity += normalize( birdVelocity ) * f;
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} else {
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@@ -212,7 +212,7 @@
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f = ( 0.5 - ( cos( adjustedPercent * PI_2 ) * -0.5 + 0.5 ) ) * delta;
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- velocity += normalize(dir) * f;
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+ velocity += normalize( dir ) * f;
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}
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