GlassRippleWave class

One wave as the shader takes it: two vec4s, in the order of the uniform block. Amplitudes are signed heights in displacement px — positive magnifies — and uniforms normalises them.

Annotations

Constructors

GlassRippleWave({required Offset centre, required double radius, required double halfWidth, required double front, required double ringing, required double dimple, required double sigma})
const

Properties

bound → double
The most any fragment is displaced by this wave.
no setter
centre → Offset
The touch, relative to the surface's centre.
final
dimple → double
final
front → double
final
halfWidth → double
final
hashCode → int
The hash code for this object.
no setterinherited
radius → double
final
ringing → double
final
runtimeType → Type
A representation of the runtime type of the object.
no setterinherited
sigma → double
final

Methods

displacementAt(Offset rel) → Offset
The displacement this wave puts on a fragment at rel from the surface's centre, before the rim's damping — the shader's loop body, transliterated, so the bound can be checked without a GPU.
noSuchMethod(Invocation invocation) → dynamic
Invoked when a nonexistent method or property is accessed.
inherited
toString() → String
A string representation of this object.
inherited
uniforms() → List<double>
uWave[i] then uWaveAmp[i].

Operators

operator ==(Object other) → bool
The equality operator.
inherited