Lots of things done
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#version 430
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uniform mat4 M;
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uniform mat4 V;
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uniform mat4 P;
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uniform vec4 Color;
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uniform sampler2D texture0;
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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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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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}
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@@ -0,0 +1,98 @@
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#version 430
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uniform mat4 M;
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uniform mat4 V;
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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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in VertexData{
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vec3 Position;
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vec3 Normal;
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vec2 TextureCoordinate;
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vec4 DiffuseColor;
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}Input[];
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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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layout(triangles) in;
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layout(triangle_strip, max_vertices = 3) out;
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void main()
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{
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// surface vectors for triangle
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//vec3 v1 = Input[1].Position - Input[0].Position;
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//vec3 v2 = Input[2].Position - Input[0].Position;
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//vec3 v3 = Input[1].Position - OriginPos;
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//v3 = normalize(v3);
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// surface normal
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//vec3 normal = cross(v1, v2);
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//normal = normalize(normal);
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// calculate middle of a vectors
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vec3 v1 = Input[1].Position - Input[0].Position;
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vec3 v2 = Input[2].Position - Input[0].Position;
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vec3 v3 = Input[2].Position - (v1 / 2);
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vec3 v4 = Input[1].Position - (v2 / 2);
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//
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//vec3 oriToTri = Input[1].Position - OriginPos;
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//v5 = normalize(v3);
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// calculate intersection
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// normalize direction
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vec3 dir1 = normalize(v1);
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vec3 dir2 = normalize(v2);
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vec3 vecA = Input[2].Position - Input[1].Position; //o2 - o1
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vec3 vecB = cross(dir1, dir2);
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mat3 matrisA = mat3(vecA, dir2, vecB);
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mat3 matrisB = mat3(vecA, dir1, vecB);
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float lengthA = length(cross(dir1, dir2));
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lengthA = lengthA * lengthA;
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float s = determinant(matrisA) / lengthA;
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float t = determinant(matrisB) / lengthA;
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// center position of triangle
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vec3 centerPosS = Input[1].Position + (s * dir1);
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//vec3 centerPosT = Input[2].Position + (t * dir2);
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// center position of triangle to origin
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vec3 oriToCenterTri = normalize(centerPosS - OriginPos);
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for(int i = 0; i < gl_in.length(); i++)
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{
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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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{
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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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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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gl_Position = screenPos;
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//gl_Position = gl_in[i].gl_Position;
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EmitVertex();
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}
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}
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@@ -0,0 +1,34 @@
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#version 430
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uniform mat4 M;
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uniform mat4 V;
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uniform mat4 P;
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layout(location = 0) in vec3 Position;
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layout(location = 1) in vec3 Normal;
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layout(location = 2) in vec3 Tangent;
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layout(location = 3) in vec3 BiTangent;
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layout(location = 4) in vec2 TextureCoords;
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layout(location = 5) in vec4 DiffuseVertexColor;
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layout(location = 6) in vec4 SpecularVertexColor;
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layout(location = 7) in vec4 BoneIndices1;
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layout(location = 8) in vec4 BoneIndices2;
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layout(location = 9) in vec4 BoneWeights1;
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layout(location = 10) in vec4 BoneWeights2;
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out VertexData{
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vec3 Position;
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vec3 Normal;
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vec2 TextureCoordinate;
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vec4 DiffuseColor;
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}Output;
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void main()
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{
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gl_Position = P*V*M * vec4(Position, 1.0);
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Output.Position = Position;
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Output.TextureCoordinate = TextureCoords;
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Output.Normal = Normal;
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Output.DiffuseColor = DiffuseVertexColor;
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}
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