WIP on widget fuckery
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@@ -17,6 +17,8 @@ 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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vec3 Tangent;
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vec3 BiTangent;
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vec2 TextureCoordinate;
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vec4 ExplosionColor;
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}Input[];
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@@ -24,6 +26,8 @@ in VertexData{
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out VertexData{
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vec3 Position;
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vec3 Normal;
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vec3 Tangent;
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vec3 BiTangent;
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vec2 TextureCoordinate;
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vec4 ExplosionColor;
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}Output;
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@@ -132,6 +136,8 @@ 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.Tangent = Input[i].Tangent;
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Output.BiTangent = Input[i].BiTangent;
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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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@@ -154,7 +160,7 @@ void main()
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// if explosion color should be affected by distance instead of time...
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if (ColorByDistance == true)
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{
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Output.ExplosionColor = vec4(0.0);
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Output.ExplosionColor = vec4(1.0);
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}
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else
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{
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@@ -168,7 +174,9 @@ 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.Tangent = Input[i].Tangent;
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Output.BiTangent = Input[i].BiTangent;
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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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EmitVertex();
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