Fix the accelaration (possibly)
I haven't tested so I might just have destroyed everything.
This commit is contained in:
@@ -13,7 +13,7 @@ uniform vec4 EndColor;
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uniform bool Randomness;
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uniform bool Randomness;
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uniform float RandomNumbers[20];
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uniform float RandomNumbers[20];
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uniform float RandomnessScalar;
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uniform float RandomnessScalar;
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uniform vec2 Accelaration;
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uniform vec2 Velocity; // CHANGED THIS TO VELOCITY REMEMBER YOU FUCKER
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uniform bool ColorPerPolygon;
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uniform bool ColorPerPolygon;
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uniform bool ReverseAnimation;
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uniform bool ReverseAnimation;
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uniform bool Wireframe;
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uniform bool Wireframe;
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@@ -34,6 +34,7 @@ out vec4 ExplosionColor;
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layout(triangles) in;
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layout(triangles) in;
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layout(triangle_strip, max_vertices = 3) out;
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layout(triangle_strip, max_vertices = 3) out;
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// returns a "random" number based on input parameter
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float GetRandomNumber(int polygon_index)
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float GetRandomNumber(int polygon_index)
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{
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{
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int randomIndex = int(mod(polygon_index, 20));
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int randomIndex = int(mod(polygon_index, 20));
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@@ -63,6 +64,8 @@ float GetRandomNumber(int polygon_index)
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}
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}
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}
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}
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float randomNumber = 0.0;
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void main()
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void main()
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{
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{
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// calculate middle of vectors
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// calculate middle of vectors
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@@ -90,137 +93,101 @@ void main()
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// center position of triangle
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// center position of triangle
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vec3 centerOfTriangle = Input[1].Position + (s * dir1);
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vec3 centerOfTriangle = Input[1].Position + (s * dir1);
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// center position of triangle to origin vector
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// normalized center position of triangle to origin vector
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vec3 origin2TriangleCenterVector = normalize(centerOfTriangle - ExplosionOrigin);
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vec3 origin2TriangleCenterVector = normalize(centerOfTriangle - ExplosionOrigin);
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// time percentage until end of explosion
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// time percentage until end of explosion (0.0-1.0)
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float timePercetage = TimeSinceDeath / ExplosionDuration;
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float timePercetage = TimeSinceDeath / ExplosionDuration;
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float currentAccelaration = mix(Accelaration.x, Accelaration.y, timePercetage);
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// accelaration to use on current frame. is a interpolation between start and end value
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float currentAccelaration = mix(Velocity.x, Velocity.y, timePercetage);
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//float TimeSinceDeath2;
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//if (ReverseAnimation == true)
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//{
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// TimeSinceDeath2 = pow(TimeSinceDeath, -1);
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//}
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//else
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//{
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// TimeSinceDeath2 = TimeSinceDeath;
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//}
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// distance between origin and the center of the current triangle
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float origin2TriangleCenterDistance = distance(ExplosionOrigin, centerOfTriangle);
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float origin2TriangleCenterDistance = distance(ExplosionOrigin, centerOfTriangle);
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// get a random number if randomness is enabled, otherwise the random number will be zero and won't affect the other algorithms
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// The distance a polygon will travel under one second.
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float travelUnitS = ExplosionDuration / ObjectRadius;
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// The distance a polygon will travel under the current frame.
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float travelUnitF = TimeSinceDeath * travelUnitS;
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float randomNumber = 0.0;
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if (Randomness == true)
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if (Randomness == true)
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{
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{
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randomNumber = GetRandomNumber(gl_PrimitiveIDIn);
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randomNumber = GetRandomNumber(gl_PrimitiveIDIn);
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}
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}
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// the distance from origin to the triangle center with eventual randomness added
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float fullDistanceWithRandomness = origin2TriangleCenterDistance + (randomNumber * RandomnessScalar);
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float fullDistanceWithRandomness = origin2TriangleCenterDistance + (randomNumber * RandomnessScalar);
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vec3 ExplosionRadius = (origin2TriangleCenterVector * (TimeSinceDeath /** currentAccelaration*/)) - (origin2TriangleCenterVector * fullDistanceWithRandomness);
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// vector from the triangle center to the explosion's shockwave
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vec3 triangleCenter2ExplosionRadius = (origin2TriangleCenterVector * (TimeSinceDeath * currentAccelaration)) - (origin2TriangleCenterVector * fullDistanceWithRandomness);
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vec4 screenPos;
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// if the triangle is inside the blast radius...
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if (fullDistanceWithRandomness <= (TimeSinceDeath * currentAccelaration))
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if (fullDistanceWithRandomness <= TimeSinceDeath)
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{
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{
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for(int i = 0; i < gl_in.length(); i++)
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// if explosion color should be affected by distance instead of time...
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if (ColorPerPolygon == true)
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{
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{
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screenPos = gl_in[i].gl_Position;
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// the position of the center of the triangle after it has exploded
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vec3 movedCenterOfTriangle = vec3(centerOfTriangle + triangleCenter2ExplosionRadius);
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vec3 ExplodedPosition = Input[i].Position + ExplosionRadius;
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// calculate the max distance (s) the triangle will move
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float a = (Velocity.y - Velocity.x) / ExplosionDuration;
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float s = (Velocity.x * ExplosionDuration) + (0.5 * a * pow(ExplosionDuration, 2));
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ExplosionColor = EndColor * (length(triangleCenter2ExplosionRadius) / s);
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//ExplosionColor = EndColor * (distance(ExplosionOrigin, movedCenterOfTriangle) - distance(ExplosionOrigin, centerOfTriangle))
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}
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else
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{
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ExplosionColor = EndColor * timePercetage;
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}
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// for every vertex on the triangle...
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for (int i = 0; i < gl_in.length(); i++)
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{
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// move the triangle to the blast radius
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vec3 ExplodedPosition = Input[i].Position + triangleCenter2ExplosionRadius;
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// pass through vertex data
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Normal = Input[i].Normal;
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Normal = Input[i].Normal;
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Position = Input[i].Position;
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Position = Input[i].Position;
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TextureCoordinate = Input[i].TextureCoordinate;
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TextureCoordinate = Input[i].TextureCoordinate;
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DiffuseColor = Input[i].DiffuseColor;
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DiffuseColor = Input[i].DiffuseColor;
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ExplosionColor = EndColor * timePercetage;
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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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gl_Position = P*V*M * vec4(ExplodedPosition, 1.0);
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// if there is gravity, apply it
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if (Gravity == true)
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{
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ExplodedPositionInModelSpace.y = ExplodedPositionInModelSpace.y - pow((TimeSinceDeath - fullDistanceWithRandomness) * GravityForce, 2);
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}
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// convert to screen space
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gl_Position = P*V * vec4(ExplodedPosition, 1.0);
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EmitVertex();
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EmitVertex();
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}
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}
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}
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}
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else
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else
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{
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{
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// if explosion color should be affected by distance instead of time...
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if (ColorPerPolygon == true)
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{
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ExplosionColor = vec4(0.0);
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}
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else
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{
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ExplosionColor = EndColor * timePercetage;
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}
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// for every vertex on the triangle...
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for(int i = 0; i < gl_in.length(); i++)
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for(int i = 0; i < gl_in.length(); i++)
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{
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{
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screenPos = gl_in[i].gl_Position;
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// pass through vertex data
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Normal = Input[i].Normal;
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Normal = Input[i].Normal;
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Position = Input[i].Position;
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Position = Input[i].Position;
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TextureCoordinate = Input[i].TextureCoordinate;
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TextureCoordinate = Input[i].TextureCoordinate;
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DiffuseColor = Input[i].DiffuseColor;
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DiffuseColor = Input[i].DiffuseColor;
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ExplosionColor = EndColor;
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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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gl_Position = screenPos;
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EmitVertex();
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EmitVertex();
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}
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}
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}
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}
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}
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//// Explosion from origin
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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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//
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// if (fullRandomness <= travelUnitF)
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// {
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// maXimum = (origin2TriangleCenterVector * travelUnitF) - (origin2TriangleCenterVector * fullRandomness);
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// vec3 movedPosition = vec3(Input[i].Position + maXimum);
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//
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// vec4 changedPos = M * vec4(movedPosition, 1.0); //objectspace
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// if (Gravity == true)
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// {
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// changedPos.y = changedPos.y - pow((travelUnitF - fullRandomness) * GravityForce, 2);
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// }
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// screenPos = P*V * changedPos; //sceenspace
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// }
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//
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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 = Input[i].DiffuseColor;
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// if (ColorPerPolygon == false)
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// {
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// ExplosionColor = EndColor * travelUnitF;
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// }
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// else
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// {
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// vec3 movedCenterPos = vec3(centerOfTriangle + maXimum);
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// ExplosionColor = EndColor * (distance(ExplosionOrigin, movedCenterPos) - distance(ExplosionOrigin, centerOfTriangle));
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// }
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//
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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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