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@@ -27,6 +27,7 @@ struct ExplosionEffectJob : ModelJob
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Velocity = (glm::vec2)explosionEffectComponent["Velocity"];
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Velocity = (glm::vec2)explosionEffectComponent["Velocity"];
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ColorByDistance = (bool)explosionEffectComponent["ColorByDistance"];
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ColorByDistance = (bool)explosionEffectComponent["ColorByDistance"];
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ExponentialAccelaration = (bool)explosionEffectComponent["ExponentialAccelaration"];
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ExponentialAccelaration = (bool)explosionEffectComponent["ExponentialAccelaration"];
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Reverse = (bool)explosionEffectComponent["Reverse"];
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};
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};
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glm::vec3 ExplosionOrigin;
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glm::vec3 ExplosionOrigin;
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@@ -44,6 +45,7 @@ struct ExplosionEffectJob : ModelJob
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//bool ReverseAnimation = false;
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//bool ReverseAnimation = false;
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//bool Wireframe = false;
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//bool Wireframe = false;
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bool ExponentialAccelaration = false;
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bool ExponentialAccelaration = false;
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bool Reverse = false;
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std::array<float, 50> RandomNumbers = {
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std::array<float, 50> RandomNumbers = {
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0.3257552917701f,
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0.3257552917701f,
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@@ -169,7 +169,7 @@ void main()
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// account for velocity
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// account for velocity
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// account for color
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// account for color
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ExplodedPosition = Input[i].Position + (triangleCenter2ExplosionRadius * maxDistance * (ExplosionDuration - TimeSinceDeath));
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ExplodedPosition = Input[i].Position + (triangleCenter2ExplosionRadius * maxDistance /** (ExplosionDuration - TimeSinceDeath)*/);
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}
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}
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// pass through vertex data
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// pass through vertex data
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@@ -786,6 +786,8 @@ void DrawFinalPass::BindExplosionUniforms(GLuint shaderHandle, std::shared_ptr<E
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GLERROR("Bind 14 uniform");
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GLERROR("Bind 14 uniform");
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glUniform1i(glGetUniformLocation(shaderHandle, "ExponentialAccelaration"), job->ExponentialAccelaration);
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glUniform1i(glGetUniformLocation(shaderHandle, "ExponentialAccelaration"), job->ExponentialAccelaration);
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GLERROR("Bind 15 uniform");
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GLERROR("Bind 15 uniform");
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glUniform1i(glGetUniformLocation(shaderHandle, "Reverse"), job->Reverse);
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GLERROR("Bind 15-2 uniform");
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glUniform4fv(glGetUniformLocation(shaderHandle, "Color"), 1, glm::value_ptr(job->Color));
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glUniform4fv(glGetUniformLocation(shaderHandle, "Color"), 1, glm::value_ptr(job->Color));
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GLERROR("Bind 16 uniform");
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GLERROR("Bind 16 uniform");
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