Merge remote-tracking branch 'origin/master' into CoolDeathAnimation
# Conflicts: # include/Engine/Common.h # include/Engine/Rendering/DrawFinalPass.h # include/Engine/Rendering/DrawScenePass.h # include/Engine/Rendering/RenderQueue.h # include/Engine/Rendering/Renderer.h # resources/Shaders/ForwardPlus.frag.glsl # resources/Shaders/ForwardPlus.vert.glsl # src/Engine/Rendering/DrawFinalPass.cpp # src/Engine/Rendering/DrawScenePass.cpp # src/Engine/Rendering/RenderSystem.cpp # src/Engine/Rendering/Renderer.cpp # src/Game/Game.cpp
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@@ -6,24 +6,18 @@ uniform mat4 P;
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uniform vec3 ExplosionOrigin;
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uniform float TimeSinceDeath;
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uniform float ExplosionDuration;
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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 Randomness;
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uniform float RandomNumbers[50];
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uniform float RandomnessScalar;
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uniform vec2 Velocity;
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uniform bool ColorByDistance;
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//uniform bool ReverseAnimation;
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//uniform bool Wireframe;
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uniform bool ExponentialAccelaration;
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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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vec4 ExplosionColor;
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}Input[];
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@@ -31,7 +25,6 @@ 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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vec4 ExplosionColor;
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}Output;
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@@ -139,7 +132,6 @@ void main()
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Output.Normal = Input[i].Normal;
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Output.Position = Input[i].Position;
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Output.TextureCoordinate = Input[i].TextureCoordinate;
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Output.DiffuseColor = Input[i].DiffuseColor;
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// convert to model space for the gravity to always be in -y
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vec4 ExplodedPositionInModelSpace = M * vec4(ExplodedPosition, 1.0);
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@@ -176,7 +168,6 @@ void main()
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Output.Normal = Input[i].Normal;
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Output.Position = Input[i].Position;
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Output.TextureCoordinate = Input[i].TextureCoordinate;
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Output.DiffuseColor = Input[i].DiffuseColor;
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// no change in position, pass through vertex
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gl_Position = gl_in[i].gl_Position;
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