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
This commit is contained in:
stiffly
2016-01-25 01:21:15 +01:00
251 changed files with 11834 additions and 3294 deletions
@@ -6,24 +6,18 @@ uniform mat4 P;
uniform vec3 ExplosionOrigin;
uniform float TimeSinceDeath;
uniform float ExplosionDuration;
//uniform bool Gravity;
//uniform float GravityForce;
//uniform float ObjectRadius;
uniform vec4 EndColor;
uniform bool Randomness;
uniform float RandomNumbers[50];
uniform float RandomnessScalar;
uniform vec2 Velocity;
uniform bool ColorByDistance;
//uniform bool ReverseAnimation;
//uniform bool Wireframe;
uniform bool ExponentialAccelaration;
in VertexData{
vec3 Position;
vec3 Normal;
vec2 TextureCoordinate;
vec4 DiffuseColor;
vec4 ExplosionColor;
}Input[];
@@ -31,7 +25,6 @@ out VertexData{
vec3 Position;
vec3 Normal;
vec2 TextureCoordinate;
vec4 DiffuseColor;
vec4 ExplosionColor;
}Output;
@@ -139,7 +132,6 @@ void main()
Output.Normal = Input[i].Normal;
Output.Position = Input[i].Position;
Output.TextureCoordinate = Input[i].TextureCoordinate;
Output.DiffuseColor = Input[i].DiffuseColor;
// convert to model space for the gravity to always be in -y
vec4 ExplodedPositionInModelSpace = M * vec4(ExplodedPosition, 1.0);
@@ -176,7 +168,6 @@ void main()
Output.Normal = Input[i].Normal;
Output.Position = Input[i].Position;
Output.TextureCoordinate = Input[i].TextureCoordinate;
Output.DiffuseColor = Input[i].DiffuseColor;
// no change in position, pass through vertex
gl_Position = gl_in[i].gl_Position;