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
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
relfrom 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]thenuWaveAmp[i].
Operators
-
operator ==(
Object other) → bool -
The equality operator.
inherited