Many more things done
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@@ -1,5 +1,11 @@
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<c:CoolDeathAnim>
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<OriginPos X="0" Y="0" Z="0"/>
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<TimeSinceDeath>0</TimeSinceDeath>
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<EndOfDeath>15</EndOfDeath>
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<EndOfDeath>2</EndOfDeath>
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<Gravity>1</Gravity>
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<GravityForce>1</GravityForce>
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<ObjectRadius>2</ObjectRadius>
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<EndColor R="0" G="0" B="0" A="0"/>
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<UseRandomness>0</UseRandomness>
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<RandomnessScalar>1</RandomnessScalar>
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</c:CoolDeathAnim>
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@@ -18,6 +18,24 @@
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<xs:element name="EndOfDeath" type="t:double" minOccurs="0">
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<xs:annotation><xs:documentation>How long the death animation should be</xs:documentation></xs:annotation>
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</xs:element>
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<xs:element name="Gravity" type="t:bool" minOccurs="0">
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<xs:annotation><xs:documentation>Enable/disable gravity</xs:documentation></xs:annotation>
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</xs:element>
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<xs:element name="GravityForce" type="t:double" minOccurs="0">
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<xs:annotation><xs:documentation>The force of the gravity</xs:documentation></xs:annotation>
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</xs:element>
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<xs:element name="ObjectRadius" type="t:double" minOccurs="0">
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<xs:annotation><xs:documentation>Object radius (TO BE REMOVED AND AUTOMATED)</xs:documentation></xs:annotation>
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</xs:element>
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<xs:element name="EndColor" type="t:Color" minOccurs="0">
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<xs:annotation><xs:documentation>The tint the polys end with</xs:documentation></xs:annotation>
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</xs:element>
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<xs:element name="UseRandomness" type="t:bool" minOccurs="0">
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<xs:annotation><xs:documentation>Add some randomness to the explosion</xs:documentation></xs:annotation>
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</xs:element>
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<xs:element name="RandomnessScalar" type="t:double" minOccurs="0">
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<xs:annotation><xs:documentation>Alter the power of the randomness</xs:documentation></xs:annotation>
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</xs:element>
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</xs:all>
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</xs:complexType>
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</xs:element>
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@@ -75,7 +75,13 @@
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<c:CoolDeathAnim>
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<OriginPos X="0" Y="0" Z="0"/>
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<TimeSinceDeath>0</TimeSinceDeath>
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<EndOfDeath>15</EndOfDeath>
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<EndOfDeath>2</EndOfDeath>
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<Gravity>1</Gravity>
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<GravityForce>1</GravityForce>
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<ObjectRadius>2</ObjectRadius>
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<EndColor R="0" G="0" B="0" A="0"/>
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<UseRandomness>0</UseRandomness>
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<RandomnessScalar>1</RandomnessScalar>
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</c:CoolDeathAnim>
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</Components>
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<Children>
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@@ -11,6 +11,7 @@ in vec3 Normal;
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in vec3 Position;
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in vec2 TextureCoordinate;
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in vec4 DiffuseColor;
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in vec4 ExplosionColor;
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out vec4 fragmentColor;
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@@ -18,5 +19,5 @@ out vec4 fragmentColor;
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void main()
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{
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vec4 texel = texture2D(texture0, TextureCoordinate);
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fragmentColor = texel * DiffuseColor * Color;
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fragmentColor = texel * DiffuseColor * Color + ExplosionColor;
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}
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@@ -6,6 +6,13 @@ uniform mat4 P;
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uniform vec3 OriginPos;
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uniform float TimeSinceDeath;
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uniform float EndOfDeath;
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uniform bool Gravity;
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uniform float GravityForce;
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uniform float ObjectRadius;
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uniform vec4 EndColor;
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uniform bool UseRandomness;
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uniform float RandomNumbers[10];
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uniform float RandomnessScalar;
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in VertexData{
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vec3 Position;
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@@ -18,6 +25,7 @@ out vec3 Normal;
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out vec3 Position;
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out vec2 TextureCoordinate;
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out vec4 DiffuseColor;
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out vec4 ExplosionColor;
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layout(triangles) in;
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layout(triangle_strip, max_vertices = 3) out;
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@@ -71,24 +79,59 @@ void main()
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// center position of triangle to origin
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vec3 oriToCenterTri = normalize(centerPosS - OriginPos);
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float dist = distance(OriginPos, centerPosS);
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// The distance a polygon will travel under one second.
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float travelUnitS = EndOfDeath / ObjectRadius;
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// The distance a polygon will travel under the current frame.
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float travelUnitF = TimeSinceDeath * travelUnitS;
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float randomness = 0.0f;
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int randomIndex = int(mod(gl_PrimitiveIDIn, 10));
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// Explosion from origin
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for(int i = 0; i < gl_in.length(); i++)
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{
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//gl_in.gl_PrimitiveIDIn;
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if (UseRandomness == true)
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{
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switch (randomIndex)
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{
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case 0: randomness = RandomNumbers[0]; break;
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case 1: randomness = RandomNumbers[1]; break;
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case 2: randomness = RandomNumbers[2]; break;
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case 3: randomness = RandomNumbers[3]; break;
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case 4: randomness = RandomNumbers[4]; break;
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case 5: randomness = RandomNumbers[5]; break;
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case 6: randomness = RandomNumbers[6]; break;
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case 7: randomness = RandomNumbers[7]; break;
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case 8: randomness = RandomNumbers[8]; break;
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case 9: randomness = RandomNumbers[9]; break;
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}
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}
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float fullRandomness = dist + (randomness * RandomnessScalar);
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vec4 screenPos = gl_in[i].gl_Position;
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if (distance(OriginPos, Input[0].Position) <= TimeSinceDeath)
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//if (dist + fullRandomness <= travelUnitF)
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if (fullRandomness <= travelUnitF)
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{
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vec4 changedPos = M * vec4(Input[i].Position + (oriToCenterTri * TimeSinceDeath), 1.0); //objectspace
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changedPos = vec4(changedPos.x, changedPos.y - pow(TimeSinceDeath, 2), changedPos.z, changedPos.w); //objectspace
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vec4 changedPos = M * vec4(Input[i].Position + (oriToCenterTri * travelUnitF) - (oriToCenterTri * fullRandomness), 1.0); //objectspace
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if (Gravity == true)
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{
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changedPos.y = changedPos.y - pow((travelUnitF - fullRandomness) * GravityForce, 2);
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}
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screenPos = P*V * changedPos; //sceenspace
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}
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// Explosion from origin
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Normal = Input[i].Normal;
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Position = Input[i].Position;
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TextureCoordinate = Input[i].TextureCoordinate;
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DiffuseColor = vec4(Input[i].DiffuseColor.rg, Input[i].DiffuseColor.b + TimeSinceDeath, Input[i].DiffuseColor.a);
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DiffuseColor = Input[i].DiffuseColor;
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ExplosionColor = EndColor * travelUnitF;
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gl_Position = screenPos;
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//gl_Position = gl_in[i].gl_Position;
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