diff --git a/resources/Shaders/ExplosionEffect.geom.glsl b/resources/Shaders/ExplosionEffect.geom.glsl index b202184a..ef798f37 100644 --- a/resources/Shaders/ExplosionEffect.geom.glsl +++ b/resources/Shaders/ExplosionEffect.geom.glsl @@ -157,20 +157,20 @@ void main() for (int i = 0; i < gl_in.length(); i++) { // move the triangle to the blast radius - if(Reverse == false) - { + //if(Reverse == false) + //{ ExplodedPosition = Input[i].Position + (triangleCenter2ExplosionRadius * isInsideBlastRadius); - } - else - { - // TODO: - // Remove ifs - // account for randomness - // account for velocity - // account for color - - ExplodedPosition = Input[i].Position + (triangleCenter2ExplosionRadius * maxDistance /** (ExplosionDuration - TimeSinceDeath)*/); - } + //} + //else + //{ + // // TODO: + // // Remove ifs + // // account for randomness + // // account for velocity + // // account for color + // + // ExplodedPosition = Input[i].Position + (triangleCenter2ExplosionRadius * maxDistance /** (ExplosionDuration - TimeSinceDeath)*/); + //} // pass through vertex data PassThingsThrough(i);