generated from Persson-dev/OpenGLComputeShader
fractal #1
10
src/Main.cpp
10
src/Main.cpp
@@ -199,13 +199,9 @@ static void CreateGpuBuffer() {
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static std::vector<glm::mat4> GetTransformMatrixBlended(float dt) {
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std::vector<glm::mat4> result(TRANSFORMATION_COUNT);
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constexpr auto lerp = [](float x, float y, float t){
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return x * (1 - t) + y * t;
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};
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constexpr auto lerp = [](float x, float y, float t) { return x * (1 - t) + y * t; };
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constexpr auto eased = [lerp](float x, float y, float t){
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return lerp(x, y, -(std::cos(3.14 * t) - 1.0f) / 2.0f);
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};
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constexpr auto eased = [lerp](float x, float y, float t) { return lerp(x, y, -(std::cos(3.14 * t) - 1.0f) / 2.0f); };
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float blendFactor = std::min(ANIMATION_TIME, dt) / ANIMATION_TIME;
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@@ -302,7 +298,7 @@ int main() {
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secondsTimer = 0.0f;
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fps = 0;
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}
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if (animationTimer >= ANIMATION_TIME + ANIMATION_STILL_TIME) {
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animationTimer = 0;
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GenNewFractal();
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