Deatheffect color now correctly calculated
This commit is contained in:
+1
-1
Submodule assets updated: 01a73005d4...763d7c5c0d
@@ -43,15 +43,25 @@
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</c:RaptorCopter>
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<c:Transform>
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<Position X="2.1529963" Y="6.59221172" Z="0.169116676"/>
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<Orientation X="4.16300011" Y="2654.78613" Z="0"/>
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<Orientation X="4.16300011" Y="3137.18433" Z="0"/>
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</c:Transform>
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</Components>
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<Children/>
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</Entity>
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<Entity name="AssaultTPose">
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<Components>
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<c:ExplosionEffect>
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<ColorByDistance>true</ColorByDistance>
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<Velocity X="0" Y="0" Z="0.300000012"/>
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<ExplosionOrigin X="0" Y="1.30000007" Z="0"/>
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<TimeSinceDeath>0.9332666733480437</TimeSinceDeath>
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<ExplosionDuration>5</ExplosionDuration>
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<EndColor A="1" B="1" G="0" R="0"/>
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<RandomnessScalar>3</RandomnessScalar>
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</c:ExplosionEffect>
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<c:Model>
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<Resource>Models/Assault.mesh</Resource>
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<Transparent>true</Transparent>
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</c:Model>
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<c:Transform>
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<Position X="-1.68900967" Y="0.527161121" Z="-1.59648728"/>
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@@ -62,23 +72,17 @@
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<Entity name="SecondaryWeapon">
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<Components>
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<c:Model>
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<Resource>Models/DefenderGunBlue.mesh</Resource>
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<Resource>Models/AssaultWeapon.mesh</Resource>
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<Transparent>true</Transparent>
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</c:Model>
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<c:Transform>
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<Position X="-0.519181371" Y="0.803532183" Z="0.128527239"/>
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<Orientation X="0.989000022" Y="0" Z="0"/>
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</c:Transform>
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</Components>
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<Children/>
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</Entity>
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<Entity name="SecondaryWeaponRed">
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<Components>
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<c:ExplosionEffect>
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<ColorByDistance>true</ColorByDistance>
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<Velocity X="0.200000003" Y="0.200000003" Z="0.200000003"/>
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<TimeSinceDeath>0.33345697685444975</TimeSinceDeath>
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<EndColor A="1" B="1" G="0.627451003" R="0.686274529"/>
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</c:ExplosionEffect>
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<c:Model>
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<Resource>Models/DefenderGunRed.mesh</Resource>
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<Transparent>true</Transparent>
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@@ -105,7 +109,7 @@
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<Components>
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<c:Animation>
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<Name>Run</Name>
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<Time>0.051746205796625588</Time>
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<Time>0.48512596304830424</Time>
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<Speed>1</Speed>
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</c:Animation>
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<c:Model>
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@@ -121,7 +125,7 @@
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<Components>
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<c:Animation>
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<Name>Walk</Name>
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<Time>0.21902565989713363</Time>
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<Time>0.65240541714881228</Time>
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<Speed>1</Speed>
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</c:Animation>
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<c:Model>
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@@ -183,7 +187,7 @@
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<Axis X="1" Y="1" Z="1"/>
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</c:RaptorCopter>
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<c:Transform>
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<Orientation X="1264.88269" Y="1264.88269" Z="1264.88269"/>
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<Orientation X="1747.31226" Y="1747.31226" Z="1747.31226"/>
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</c:Transform>
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</Components>
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<Children>
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@@ -247,7 +251,7 @@
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<Axis X="0" Y="1" Z="0"/>
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</c:RaptorCopter>
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<c:Transform>
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<Orientation X="0" Y="1061.18103" Z="0"/>
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<Orientation X="0" Y="1543.6106" Z="0"/>
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</c:Transform>
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</Components>
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<Children>
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@@ -279,7 +283,7 @@
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<Axis X="0.699999988" Y="1" Z="0.300000012"/>
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</c:RaptorCopter>
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<c:Transform>
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<Orientation X="1251.85034" Y="1788.34839" Z="536.510132"/>
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<Orientation X="1589.52576" Y="2270.7627" Z="681.260559"/>
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</c:Transform>
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</Components>
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<Children>
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@@ -322,7 +326,7 @@
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<Entity name="SceneColors">
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<Components>
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<c:SceneLight>
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<Gamma>2</Gamma>
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<Gamma>1.3999999761581421</Gamma>
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</c:SceneLight>
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<c:Transform/>
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</Components>
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@@ -21,6 +21,7 @@ in VertexData{
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vec3 BiTangent;
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vec2 TextureCoordinate;
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vec4 ExplosionColor;
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float ExplosionPercentageElapsed;
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}Input[];
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out VertexData{
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@@ -30,6 +31,7 @@ out VertexData{
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vec3 BiTangent;
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vec2 TextureCoordinate;
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vec4 ExplosionColor;
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float ExplosionPercentageElapsed;
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}Output;
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layout(triangles) in;
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@@ -118,12 +120,17 @@ void main()
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{
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// calculate the max distance (s) the triangle will move
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float s = (randomVelocity.x * ExplosionDuration) + (0.5 * a * pow(ExplosionDuration, 2));
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float te = (length(triangleCenter2ExplosionRadius) / s);
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Output.ExplosionColor = EndColor * (length(triangleCenter2ExplosionRadius) / s);
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Output.ExplosionColor = EndColor;
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Output.ExplosionPercentageElapsed = te;
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}
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else
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{
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Output.ExplosionColor = EndColor * timePercetage;
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Output.ExplosionColor = EndColor;
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Output.ExplosionPercentageElapsed = timePercetage;
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}
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// for every vertex on the triangle...
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@@ -160,11 +167,14 @@ 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(1.0);
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Output.ExplosionColor = EndColor;
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Output.ExplosionPercentageElapsed = 0.0;
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}
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else
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{
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Output.ExplosionColor = EndColor * timePercetage;
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Output.ExplosionColor = EndColor;
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Output.ExplosionPercentageElapsed = timePercetage;
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}
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// for every vertex on the triangle...
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@@ -55,6 +55,7 @@ in VertexData{
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vec3 BiTangent;
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vec2 TextureCoordinate;
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vec4 ExplosionColor;
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float ExplosionPercentageElapsed;
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}Input;
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out vec4 sceneColor;
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@@ -148,7 +149,7 @@ void main()
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totalLighting.Specular += light_result.Specular;
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}
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vec4 color_result = Color * diffuseTexel * DiffuseColor * Input.ExplosionColor;
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vec4 color_result = mix((Color * diffuseTexel * DiffuseColor), Input.ExplosionColor, Input.ExplosionPercentageElapsed);
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color_result = color_result * (totalLighting.Diffuse + (totalLighting.Specular * specularTexel));
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//vec4 color_result = (DiffuseColor + Input.ExplosionColor) * (totalLighting.Diffuse + (totalLighting.Specular * specularTexel)) * diffuseTexel * Color;
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@@ -20,6 +20,7 @@ out VertexData{
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vec3 BiTangent;
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vec2 TextureCoordinate;
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vec4 ExplosionColor;
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float ExplosionPercentageElapsed;
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}Output;
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void main()
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@@ -42,4 +43,5 @@ void main()
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Output.Tangent = vec3(M * vec4(Tangent, 0.0));
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Output.BiTangent = vec3(M * vec4(BiTangent, 0.0));
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Output.ExplosionColor = vec4(1.0);
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Output.ExplosionPercentageElapsed = 0.0;
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}
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